diff --git a/compendium/character/archetypes/acrobat-apg.md b/compendium/character/archetypes/acrobat-apg.md new file mode 100644 index 000000000..b4737a3aa --- /dev/null +++ b/compendium/character/archetypes/acrobat-apg.md @@ -0,0 +1,116 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Acrobat"] +--- +# Acrobat *Dedication Level 2* + +You have trained your body to perform incredible, seemingly superhuman feats of grace. You move in ways that leave your opponents caught off guard and fumbling for a response, turning every fight into performance art. + +*Source: Advanced Player's Guide p. 155* + +```ad-embed-feat +title: Acrobat Dedication, Feat 2 +collapse: closed +# Acrobat Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Acrobatics](compendium/skills.md#Acrobatics) + +You become an expert in [Acrobatics](compendium/skills.md#Acrobatics). At 7th level, you become a master in [Acrobatics](compendium/skills.md#Acrobatics), and at 15th level, you become legendary in [Acrobatics](compendium/skills.md#Acrobatics). Whenever you critically succeed at an [Acrobatics](compendium/skills.md#Acrobatics) check to [Tumble Through](rules/actions/tumble-through.md) an enemy's space, you don't treat the enemy's space as difficult terrain. + +**Special.** You can't select another dedication feat until you have gained two other feats from the acrobat archetype. + +*Source: Advanced Player's Guide p. 155* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Contortionist, Feat 4 +collapse: closed +# Contortionist *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md) + +You can squeeze out of tight situations surprisingly quickly, gaining an advantage against foes that try to pin you down. + +You gain the [Quick Squeeze](compendium/feats/quick-squeeze.md) skill feat, and if you're a master in [Acrobatics](compendium/skills.md#Acrobatics), you can [Squeeze](rules/actions/squeeze.md) at full Speed. Whenever you successfully [Escape](rules/actions/escape.md) using [Acrobatics](compendium/skills.md#Acrobatics), the creature you [Escaped](rules/actions/escape.md) from is [flat-footed](rules/conditions.md#Flat-footed) against the next attack you make against it before the end of your next turn. + +*Source: Advanced Player's Guide p. 155* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Dodge Away, Feat 6 +collapse: closed +# Dodge Away [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md) +- **Trigger** You are the target of a melee attack. +- **Requirements**: You're aware of the attack and aren't [flat-footed](rules/conditions.md#Flat-footed). +- **Activity** Reaction + +You use your acrobatic prowess to evade an attack, using momentum to keep yourself moving, if you choose. You gain a +1 circumstance bonus to AC against the triggering attack. + +If the attack misses you, you can [Step](rules/actions/step.md) after the [Strike](rules/actions/strike.md). If you're a master in [Acrobatics](compendium/skills.md#Acrobatics), you can move 10 feet on this [Step](rules/actions/step.md) instead of 5 feet. + +*Source: Advanced Player's Guide p. 155* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Graceful Leaper, Feat 7 +collapse: closed +# Graceful Leaper *Feat 7* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md), master in [Acrobatics](compendium/skills.md#Acrobatics) + +Mass and muscle are meaningless when you leap; only grace and balance matter. You can roll an [Acrobatics](compendium/skills.md#Acrobatics) check instead of an [Athletics](compendium/skills.md#Athletics) check when making a [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md). + +*Source: Advanced Player's Guide p. 155* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Tumbling Strike, Feat 8 +collapse: closed +# Tumbling Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) [move](rules/traits/move.md) + +- **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md) +- **Requirements**: You are adjacent to an enemy. +- **Activity** Single Action + +Attempt an [Acrobatics](compendium/skills.md#Acrobatics) check against the Reflex DC of an enemy adjacent to you. + +> [!success-degree] +> - **Critical Success** You move through the enemy's space to an unoccupied space on the other side of the enemy from your starting position. This movement doesn't trigger reactions. You can't move farther than your Speed, and you must end your movement adjacent to the enemy whose space you moved through. After moving, you make a melee [Strike](rules/actions/strike.md) against the enemy whose space you moved through, and the enemy is [flat-footed](rules/conditions.md#Flat-footed) against that [Strike](rules/actions/strike.md). +> - **Success** As critical success, but the enemy isn't [flat-footed](rules/conditions.md#Flat-footed) against the [Strike](rules/actions/strike.md). +> - **Failure** You remain in your original space but can still [Strike](rules/actions/strike.md). +> - **Critical Failure** No effect. + +*Source: Advanced Player's Guide p. 155* +%% #trait/archetype #trait/flourish #trait/move %% +``` + +```ad-embed-feat +title: Tumbling Opportunist, Feat 10 +collapse: closed +# Tumbling Opportunist [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* +[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) + +- **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md) +- **Frequency**: once per minute +- **Requirements**: Your most recent action was to [Tumble Through](rules/actions/tumble-through.md) or Tumbling [Strike](rules/actions/strike.md), and you successfully moved through an enemy's space. +- **Activity** Free Action + +You use a burst of stamina to perform a breathtaking feat of [Acrobatics](compendium/skills.md#Acrobatics) as you speed through a foe's space, leaving your foe lying flat on their back. You attempt to [Trip](rules/actions/trip.md) the enemy whose space you moved through. You can use [Acrobatics](compendium/skills.md#Acrobatics) instead of [Athletics](compendium/skills.md#Athletics) for this check. + +*Source: Advanced Player's Guide p. 155* +%% #trait/archetype #trait/attack %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/aldori-duelist-lowg.md b/compendium/character/archetypes/aldori-duelist-lowg.md new file mode 100644 index 000000000..e613757c8 --- /dev/null +++ b/compendium/character/archetypes/aldori-duelist-lowg.md @@ -0,0 +1,112 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/lowg +aliases: ["Aldori Duelist"] +--- +# Aldori Duelist *Dedication Level 2* + +You have sworn the Aldori swordpact and study the art of Aldori dueling, a famed school of bladecraft which has been passed down for over a millennium from the teachings of Baron Sirian Aldori. One day, you hope to demonstrate your skill at swordplay in order to become acknowledged as a true swordlord. + +*Source: Lost Omens: World Guide p. 35* + +```ad-embed-feat +title: Aldori Duelist Dedication, Feat 2 +collapse: closed +# Aldori Duelist Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You are from the [Broken](rules/conditions.md#Broken) Lands region. +- **Prerequisites**: trained in [Aldori dueling swords](compendium/equipment/items/aldori-dueling-sword-lowg.md) + +Your Aldori duelist training teaches you martial techniques and increases your dedication to the Aldori dueling sword. You become trained in your choice of [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) and in [Dueling Lore](compendium/skills.md#Lore); if you were already trained, you become an expert instead. + +Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with [Aldori dueling swords](compendium/equipment/items/aldori-dueling-sword-lowg.md). You gain access to [Aldori dueling swords](compendium/equipment/items/aldori-dueling-sword-lowg.md). + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Aldori duelist archetype. + +*Source: Lost Omens: World Guide p. 35* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Aldori Parry, Feat 4 +collapse: closed +# Aldori Parry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Aldori Duelist Dedication](compendium/feats/aldori-duelist-dedication-lowg.md) +- **Requirements**: You are wielding only an Aldori dueling sword and have your other hand or hands free. +- **Activity** Single Action + +You can parry attacks against you with your Aldori dueling sword. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirement. + +*Source: Lost Omens: World Guide p. 35* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Duelist's Edge, Feat 4 +collapse: closed +# Duelist's Edge [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Aldori Duelist Dedication](compendium/feats/aldori-duelist-dedication-lowg.md) +- **Trigger** You roll initiative, and you can observe at least one opponent. +- **Activity** Free Action + +You hone your reaction time through duels and learn to draw your weapon seamlessly as you begin a fight. You gain a +2 circumstance bonus to the triggering initiative roll, and you can immediately [Interact](rules/actions/interact.md) to draw your Aldori dueling sword. + +*Source: Lost Omens: World Guide p. 35* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Aldori Riposte, Feat 6 +collapse: closed +# Aldori Riposte [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Aldori Parry](compendium/feats/aldori-parry-lowg.md) +- **Trigger** An opponent within your reach critically fails a [Strike](rules/actions/strike.md) against you. +- **Requirements**: You are benefiting from Aldori Parry. +- **Activity** Varies ([R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")]) + +You riposte with your Aldori dueling sword when your enemy leaves an opening. Make a melee [Strike](rules/actions/strike.md) or use a [Disarm](rules/actions/disarm.md) action against the triggering opponent using your Aldori dueling sword. + +*Source: Lost Omens: World Guide p. 35* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Unnerving Prowess, Feat 6 +collapse: closed +# Unnerving Prowess [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Aldori Duelist Dedication](compendium/feats/aldori-duelist-dedication-lowg.md) +- **Trigger** You critically succeed at a [Strike](rules/actions/strike.md) or [Disarm](rules/actions/disarm.md) with your Aldori dueling sword +- **Activity** Free Action + +Your incredible skill with your blade unnerves your foes. You attempt to [Demoralize](rules/actions/demoralize.md) the target of your [Strike](rules/actions/strike.md) or [Disarm](rules/actions/disarm.md). This [Demoralize](rules/actions/demoralize.md) attempt does not have the [auditory](rules/traits/auditory.md) trait, nor do you take a penalty to the check if the target doesn't understand your language. + +*Source: Lost Omens: World Guide p. 35* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Saving Slash, Feat 10 +collapse: closed +# Saving Slash [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Aldori Duelist Dedication](compendium/feats/aldori-duelist-dedication-lowg.md) +- **Trigger** An opponent critically hits you with a melee attack. +- **Activity** Varies ([R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")]) + +You quickly whirl your blade, trying to deflect enough momentum to avoid the worst of the attack. Attempt a DC 16 flat check. If you succeed, the attack becomes a normal hit, instead of a critical hit. + +*Source: Lost Omens: World Guide p. 35* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/alkenstar-agent-ooa1.md b/compendium/character/archetypes/alkenstar-agent-ooa1.md new file mode 100644 index 000000000..86e82762e --- /dev/null +++ b/compendium/character/archetypes/alkenstar-agent-ooa1.md @@ -0,0 +1,176 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/ooa1 +aliases: ["Alkenstar Agent"] +--- +# Alkenstar Agent *Dedication Level 2* + +Outwardly dashing outlaws or silent, deadly bravos, these masters of combat and culture must hone a variety of skills to serve as secret agents and informants for the leader of Alkenstar, Grand Duchess Trietta Ricia. + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 78* + +```ad-embed-feat +title: Alkenstar Agent Dedication, Feat 2 +collapse: closed +# Alkenstar Agent Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You have been initiated by the grand duchess of Alkenstar or one of her agents. +- **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) and at least one firearm + +You put on the persona of a rough and tumble outlaw, but your real goals are to report threats to Alkenstar back to the grand duchess. You become an expert in [Deception](compendium/skills.md#Deception) and trained in your choice of [Underworld Lore](compendium/skills.md#Lore) or [Legal Lore](compendium/skills.md#Lore); if you were already trained, you become an expert instead. You gain the [Lie to Me](compendium/feats/lie-to-me.md) skill feat. + +**Special.** You can't select another dedication feat until you've gained two other feats from the Alkenstar Agent archetype. + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 78* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Loose Cannon, Feat 4 +collapse: closed +# Loose Cannon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Alkenstar Agent Dedication +- **Activity** Single Action + +Your unpredictable gunfire often catches enemies off guard or hits unprotected areas. Make a ranged [Strike](rules/actions/strike.md) with a firearm against a creature that you haven't already attacked on this turn. You gain a circumstance bonus to damage on this [Strike](rules/actions/strike.md) equal to the number of weapon damage dice. The [Strike](rules/actions/strike.md) gains the following failure effect. + +> [!success-degree] +> - **Failure** The firearm misfires, but it doesn't cause the other critical failure effects listed below. +> - **Critical Failure** The firearm misfires and also explodes. +> +> It becomes [broken](rules/conditions.md#Broken), and it deals its normal weapon damage to all creatures in a 20-foot burst centered on the firearm, with a basic Reflex save against your class DC. This damage includes any from the weapon's fundamental and property runes. + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 78* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Plant Evidence, Feat 4* +collapse: closed +# Plant Evidence [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[rogue](rules/traits/rogue.md) + +> [!pf2-note] This version of [Plant Evidence](compendium/feats/plant-evidence-apg.md) is intended for use with the Alkenstar Agent Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Pickpocket](compendium/feats/pickpocket.md) +- **Activity** Single Action + +You can put a single item you're holding of light or negligible Bulk onto a person without them noticing by succeeding at a [Thievery](compendium/skills.md#Thievery) check against their [Perception](compendium/skills.md#Perception) DC. If you have the ruffian racket, you can do this as a free action when you successfully [Shove](rules/actions/shove.md) a target. + +*Source: Advanced Player's Guide p. 134* +%% #trait/rogue %% +``` + +```ad-embed-feat +title: Quick Draw (Ranger), Feat 4* +collapse: closed +# Quick Draw (Ranger) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[ranger](rules/traits/ranger.md) + +> [!pf2-note] This version of [Quick Draw (Ranger)](compendium/feats/quick-draw-ranger.md) is intended for use with the Alkenstar Agent Archetype. Its level has been changed accordingly. + +- **Activity** Single Action + +You draw your weapon and attack with the same motion. You [Interact](rules/actions/interact.md) to draw a weapon, then [Strike](rules/actions/strike.md) with that weapon. + +*Source: Core Rulebook p. 172* +%% #trait/ranger %% +``` + +```ad-embed-feat +title: Reactive Pursuit, Feat 6* +collapse: closed +# Reactive Pursuit [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[rogue](rules/traits/rogue.md) + +> [!pf2-note] This version of [Reactive Pursuit](compendium/feats/reactive-pursuit.md) is intended for use with the Alkenstar Agent Archetype. Its level has been changed accordingly. + +- **Trigger** An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a [Stride](rules/actions/stride.md) action. +- **Activity** Reaction + +You keep pace with a retreating foe. You [Stride](rules/actions/stride.md), but you must end your movement adjacent to the triggering enemy. Your move does not trigger reactions from the triggering enemy. You can use Reactive Pursuit to [Burrow](rules/actions/burrow.md), [Climb](rules/actions/climb.md), [Fly](rules/actions/fly.md), or [Swim](rules/actions/swim.md) instead of [Stride](rules/actions/stride.md) if you have the corresponding movement type. + +*Source: Core Rulebook p. 185* +%% #trait/rogue %% +``` + +```ad-embed-feat +title: Running Reload, Feat 6* +collapse: closed +# Running Reload [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[ranger](rules/traits/ranger.md) + +> [!pf2-note] This version of [Running Reload](compendium/feats/running-reload.md) is intended for use with the Alkenstar Agent Archetype. Its level has been changed accordingly. + +- **Activity** Single Action + +You can reload your weapon on the move. You [Stride](rules/actions/stride.md), [Step](rules/actions/step.md), or [Sneak](rules/actions/sneak.md), then [Interact](rules/actions/interact.md) to reload. + +*Source: Core Rulebook p. 172* +%% #trait/ranger %% +``` + +```ad-embed-feat +title: Prepare Papers, Feat 7 +collapse: closed +# Prepare Papers *Feat 7* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: Alkenstar Agent Dedication, master in [Society](compendium/skills.md#Society) + +You're practiced at creating forgeries that establish your outlaw credentials or augment your legal authority. You can [Create a Forgery](rules/actions/create-forgery.md) as an exploration activity. It takes you about 1 hour per page of the document that you're forging. This time is reduced to 10 minutes per page if you're legendary in [Society](compendium/skills.md#Society). + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 78* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Flash Your Badge, Feat 10 +collapse: closed +# Flash Your Badge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Alkenstar Agent Dedication, master in [Intimidation](compendium/skills.md#Intimidation) +- **Activity** Two-Action + +You make a fearsome show of your authority. Roll [Intimidation](compendium/skills.md#Intimidation) checks to [Demoralize](rules/actions/demoralize.md) each creature in a 30-foot cone. When you do so, [Demoralize](rules/actions/demoralize.md) gains the [visual](rules/traits/visual.md) trait, and creatures are affected if they can see you. If a target creature hasn't broken a law in the past week (as determined by the GM), the result of your check against that creature is one degree of success worse than the result you rolled. + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 78* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Snap Shot, Feat 10* +collapse: closed +# Snap Shot *Feat 10* +[ranger](rules/traits/ranger.md) + +> [!pf2-note] This version of [Snap Shot](compendium/feats/snap-shot.md) is intended for use with the Alkenstar Agent Archetype. Its level has been changed accordingly. + + +You've learned to react with ranged weapons when a creature is in close quarters. You can use a reaction that normally allows you to make a melee weapon [Strike](rules/actions/strike.md) to instead make a ranged weapon [Strike](rules/actions/strike.md). You must be Striking an adjacent target. If necessary for the reaction's trigger, you treat your ranged weapon as if it had a reach of 5 feet. If the reaction has other requirements, such as wielding a specific kind of weapon, Snap Shot doesn't allow you to ignore them; it allows you only to replace a melee weapon [Strike](rules/actions/strike.md) with a ranged weapon [Strike](rules/actions/strike.md). + +*Source: Core Rulebook p. 173* +%% #trait/ranger %% +``` + +```ad-embed-feat +title: Instant Opening, Feat 18* +collapse: closed +# Instant Opening [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* +[concentrate](rules/traits/concentrate.md) [rogue](rules/traits/rogue.md) + +> [!pf2-note] This version of [Instant Opening](compendium/feats/instant-opening.md) is intended for use with the Alkenstar Agent Archetype. Its level has been changed accordingly. + +- **Activity** Single Action + +You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It's [flat-footed](rules/conditions.md#Flat-footed) against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the [auditory](rules/traits/auditory.md) or [visual](rules/traits/visual.md) trait. + +*Source: Core Rulebook p. 188* +%% #trait/concentrate #trait/rogue %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/alter-ego-da.md b/compendium/character/archetypes/alter-ego-da.md new file mode 100644 index 000000000..225e1c68c --- /dev/null +++ b/compendium/character/archetypes/alter-ego-da.md @@ -0,0 +1,161 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/da +aliases: ["Alter Ego"] +--- +# Alter Ego *Dedication Level 2* + +> [!pf2-sidebar] Alter Egos in Golarion +> See page 127 of Dark Archive + +A highly guarded castle in the middle of an extravagant ball, the headquarters of a city's infamous thieves' guild, the locked room in the back of a cultist hideout—all perfect targets for you to use your expertise at blending in. Rather than skulking through the shadows, you use your training and latent supernatural abilities to become a mirror, playing on the perceptions of others and taking on whatever role necessary to get in and out of your destination before anyone has a chance to think something is amiss. + +Performing an alter ego means going unregarded. Passing as just a face in the crowd is crucial, and accolades come as the gratitude from your leaders or coin from your clients, rather than the awed adoration from a crowd. This arrangement might suit you fine, as you thrive in a job well done and on the thrill of walking flagrantly past your duped adversaries. Or it might become pent up, until you can't resist a dramatic reveal or a signature calling card that shows you were there. One final word before speeding away from the castle, a gloating message left behind, or some other sign reveals your skill—usually too late for your victims to do anything about it. + +*Source: Dark Archive p. 126* + +````ad-embed-feat +title: Alter Ego Dedication, Feat 2 +collapse: closed +# Alter Ego Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) and [Stealth](compendium/skills.md#Stealth) + +You make yourself into a living mirror, becoming a double of someone unremarkable, and you slip into exactly the role that can get you past security or into a sensitive facility. You become an expert in [Deception](compendium/skills.md#Deception). You gain the Assume a Role activity. + +```ad-embed-ability +title: Assume a Role +[concentrate](rules/traits/concentrate.md) + +- **Requirements**: You've spent at least 1 hour studying a creature whose role you intend to copy and have done so within the last 3 days. This could include meeting and learning from someone in that role, tailing and spying on someone, using magic to observe them at work, or some other method, as long as you have a visual source of information + +**Effect** You quickly and accurately learn how to do mundane jobs or at least copy the movements enough to appear as if you do. A chosen role can take many forms—from cook, cleaner, or librarian to cult member, priest, or duke—but it's always a role and never a specific individual. + +You perform the [Impersonate](rules/actions/impersonate.md) activity to pass as a member of the role you [observed](rules/conditions.md#Observed) and gain a +1 circumstance bonus to any [Deception](compendium/skills.md#Deception) checks you attempt in your impersonation. This takes the normal amount of time it takes you to [Impersonate](rules/actions/impersonate.md). You also choose one [Lore](compendium/skills.md#Lore) skill relevant to that role (such as [Farming Lore](compendium/skills.md#Lore) for a farmer). While in your role, you gain a +1 circumstance bonus to checks for that [Lore](compendium/skills.md#Lore) skill, and if you're untrained in it, you can use your level as your proficiency bonus. + +You stop assuming the role after 24 hours, if you start studying for a new role, or if you choose to. +%% #trait/concentrate %% +``` + +**Special.** You can't select another dedication feat until you've gained two other feats from the alter ego archetype. + +*Source: Dark Archive p. 126* +%% #trait/uncommon #trait/archetype #trait/dedication %% +```` + +```ad-embed-feat +title: Change of Face, Feat 4 +collapse: closed +# Change of Face *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) + +You know that for the best disguise to work, one requires not only the right skills but also the right look—luckily you can copy both using special magical techniques. When you [Impersonate](rules/actions/impersonate.md), you don't need a disguise kit; instead, simple illusions or temporary transmutations ripple over your body like mirror shards, providing the supplies that the kit ordinarily would. When you [Impersonate](rules/actions/impersonate.md) in this way, your [Impersonate](rules/actions/impersonate.md) activity gains the [occult](rules/traits/occult.md) trait. + +*Source: Dark Archive p. 126* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Fake It Till You Make It, Feat 4 +collapse: closed +# Fake It Till You Make It *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) + +When you take on a role, you become more capable with all sorts of tasks involving that role. When you Assume a Role, choose two skills associated with the role in some way; if you're untrained, you can use your level as your proficiency bonus for those skills, and you gain a +1 circumstance bonus to skill checks with those skills as long as you remain in that role. You and the GM determine which skills you assume. + +*Source: Dark Archive p. 127* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: In Plain Sight, Feat 4 +collapse: closed +# In Plain Sight *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) + +People often only see what they want to see, a weakness you know how to take full advantage of. While you've Assumed a Role, you can use [Deception](compendium/skills.md#Deception) in place of [Stealth](compendium/skills.md#Stealth) when using the [Avoid Notice](rules/actions/avoid-notice.md) exploration activity in an area where someone with your role wouldn't be unusual, such as when impersonating a sailor or fisher when infiltrating the docks. + +*Source: Dark Archive p. 127* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Sound Mirror, Feat 6 +collapse: closed +# Sound Mirror *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) + +You twist not just the visual, but the auditory as well, allowing you to pass without a sound and create minor noises as distractions—perfect for misdirection and infiltration. You can cast [silence](compendium/spells/silence.md) on yourself as a 2nd-level innate occult spell and [ventriloquism](compendium/spells/ventriloquism.md) as a 1st-level innate occult spell, both once per day. You also can cast [ghost sound](compendium/spells/ghost-sound.md) as an innate occult cantrip. You become trained in occult spell attack rolls and spell DCs, and your key spellcasting ability is Charisma. + +*Source: Dark Archive p. 127* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Muscle Mimicry, Feat 7 +collapse: closed +# Muscle Mimicry [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 7* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md); trained in [Athletics](compendium/skills.md#Athletics), master in [Deception](compendium/skills.md#Deception) +- **Trigger** An enemy makes a successful [Disarm](rules/actions/disarm.md), [Escape](rules/actions/escape.md), +- **Activity** Reaction + +[Grapple](rules/actions/grapple.md), [Shove](rules/actions/shove.md), or [Trip](rules/actions/trip.md) attempt. + +Your study of another allows you to mirror their movements subtly, even in the heat of combat. You study the successful maneuver of an enemy and instinctively learn to do it. The next time you take the same action they did, you gain a +1 circumstance bonus to your [Athletics](compendium/skills.md#Athletics) check, or a +2 circumstance bonus if the enemy critically succeeded on their triggering action. You lose this benefit if you don't use it before the end of your next turn. + +*Source: Dark Archive p. 127* +%% #trait/archetype #trait/concentrate #trait/skill %% +``` + +```ad-embed-feat +title: Swap Reflections, Feat 8 +collapse: closed +# Swap Reflections [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) [conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [incapacitation](rules/traits/incapacitation.md) [occult](rules/traits/occult.md) [teleportation](rules/traits/teleportation.md) + +- **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) +- **Frequency**: once per 10 minutes +- **Activity** Two-Action + +You've learned how to use even your reflection to your advantage. You send your own reflection to forcibly swap places with the reflection of an enemy, pulling each of you through opposite ends and switching places. The enemy must be within 120 feet, you must both be adjacent to reflective surfaces (such as glass, mirrors, or calm water), and you must be able to see the target's reflection and have line of effect to it. The target attempts a Will save against your spell DC or class DC, whichever is higher. + +> [!success-degree] +> - **Critical Success** The spell has no effect. +> - **Success** You swap positions with your target or arrive adjacent to your target, whichever your target prefers. +> - **Failure** You swap positions with your target or arrive adjacent to your target, whichever you prefer. +> - **Critical Failure** You instantaneously swap positions with your target, and the target becomes trapped in its own reflection for 1 minute. Once on each of its turns, the target can spend 1 action to attempt another Will save to escape. If the save succeeds, the effect ends early. + +*Source: Dark Archive p. 127* +%% #trait/archetype #trait/conjuration #trait/extradimensional #trait/incapacitation #trait/occult #trait/teleportation %% +``` + +```ad-embed-feat +title: Borrow Memories, Feat 14* +collapse: closed +# Borrow Memories *Feat 14* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +> [!pf2-note] This version of [Borrow Memories](compendium/feats/borrow-memories-da.md) is intended for use with the Alter Ego Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) + +Knowing how someone thinks makes it much easier to know where they'll be, or even replace them altogether. You can cast [mind probe](compendium/spells/mind-probe.md) as an innate occult spell once per day, using your class DC or spell DC, whichever is higher. + +If you cast [mind probe](compendium/spells/mind-probe.md) on a target you're studying for the purpose of Assuming their Role, and the target fails their save, you can delay the spell from coming into effect until you Assume their Role. When you use the spell this way, you can Sustain it up to 10 times during its duration, asking a question each time. The spell lasts until you ask all 10 questions or are no longer Assuming the Role, whichever comes first. You don't need to [Sustain the Spell](rules/actions/sustain-a-spell.md) to extend its duration—only when asking a question—nor do you need to be in range or have line of effect to Sustain it. + +*Source: Dark Archive p. 127* +%% #trait/uncommon #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/animal-trainer-ec2.md b/compendium/character/archetypes/animal-trainer-ec2.md new file mode 100644 index 000000000..876bccfd5 --- /dev/null +++ b/compendium/character/archetypes/animal-trainer-ec2.md @@ -0,0 +1,120 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/ec2 +aliases: ["Animal Trainer"] +--- +# Animal Trainer *Dedication Level 2* + +You have befriended an animal to serve as an able assistant and loyal guardian. + +*Source: Extinction Curse #2: Legacy of the Lost God p. 76* + +```ad-embed-feat +title: Animal Trainer Dedication, Feat 2 +collapse: closed +# Animal Trainer Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Trained in [Nature](compendium/skills.md#Nature) + +You gain the services of a young animal companion that travels with you and obeys simple commands as best as it can. This trained animal is trained in [Performance](compendium/skills.md#Performance) instead of the skill listed for its type. + +**Special.** You can't select another dedication feat until you've gained two other feats from the animal trainer archetype. + +*Source: Extinction Curse #2: Legacy of the Lost God p. 75* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Beast Speaker, Feat 4 +collapse: closed +# Beast Speaker *Feat 4* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Animal Trainer Dedication](compendium/feats/animal-trainer-dedication-ec2.md) + +You constantly have the effects of [speak with animals](compendium/spells/speak-with-animals.md) as a 2nd-level innate primal spell. You gain a +2 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks to Make a [Request](rules/actions/request.md) of animals while this spell is active. + +*Source: Extinction Curse #2: Legacy of the Lost God p. 75* +%% #trait/uncommon #trait/archetype %% +``` + +````ad-embed-feat +title: Mature Trained Companion, Feat 6 +collapse: closed +# Mature Trained Companion *Feat 6* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Animal Trainer Dedication](compendium/feats/animal-trainer-dedication-ec2.md) + +Your animal companion grows up, becoming a mature animal companion. Increase its proficiency rank in [Performance](compendium/skills.md#Performance) to expert instead of one of the three skill increases for mature. It gains the Mesmerizing Performance advanced maneuver, rather than the normal advanced maneuver for its type. + +```ad-embed-action +title: Mesmerizing Performance +collapse: closed +# Mesmerizing Performance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [uncommon](rules/traits/uncommon.md) +*Source: Extinction Curse #2: Legacy of the Lost God p. 75* + +- **Requirements**: The companion's last action was a successful [Performance](compendium/skills.md#Performance) check to [Perform](rules/actions/perform.md). +- **Activity**: Single Action + +The companion maintains its performance to captivate a single target within 30 feet that witnessed its successful performance. The target must attempt a Will save. + +> [!success-degree] +> - **Success** The target is unaffected and temporarily immune for 1 hour +> - **Failure** The target is [fascinated](rules/conditions.md#Fascinated) by the companion for its next action and then is temporarily immune for 1 hour. +> - **Critical Failure** The target is [fascinated](rules/conditions.md#Fascinated) by the companion for 1 round. While it remains [fascinated](rules/conditions.md#Fascinated), it can't use reactions. +``` + +*Source: Extinction Curse #2: Legacy of the Lost God p. 75* +%% #trait/uncommon #trait/archetype %% +```` + +```ad-embed-feat +title: Insistent Command, Feat 8 +collapse: closed +# Insistent Command *Feat 8* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Master in [Nature](compendium/skills.md#Nature), Animal Trainer Dedication + +When you roll a success to [Command an Animal](rules/actions/command-an-animal.md), you get a critical success; if you roll a critical failure, you get a failure. + +*Source: Extinction Curse #2: Legacy of the Lost God p. 75* +%% #trait/uncommon #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Splendid Companion, Feat 12* +collapse: closed +# Splendid Companion *Feat 12* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +> [!pf2-note] This version of [Splendid Companion](compendium/feats/splendid-companion-ec2.md) is intended for use with the Animal Trainer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Mature Trained Companion](compendium/feats/mature-trained-companion-ec2.md) + +Your animal companion continues to develop. It becomes a nimble or savage animal companion (your choice), gaining abilities determined by its type. Increase its proficiency rank in [Performance](compendium/skills.md#Performance) to master instead of [Athletics](compendium/skills.md#Athletics) or [Acrobatics](compendium/skills.md#Acrobatics). + +*Source: Extinction Curse #2: Legacy of the Lost God p. 75* +%% #trait/uncommon #trait/archetype %% +``` + +```ad-embed-feat +title: Specialized Companion, Feat 18* +collapse: closed +# Specialized Companion *Feat 18* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +> [!pf2-note] This version of [Specialized Companion](compendium/feats/specialized-companion-ec2.md) is intended for use with the Animal Trainer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Splendid Companion](compendium/feats/splendid-companion-ec2.md) + +The animal companion you gain from the Animal Trainer Dedication feat gains one specialization of your choice (Core Rulebook 217). Increase its proficiency rank in [Performance](compendium/skills.md#Performance) to legendary instead of one of the specialization's skill increases. + +*Source: Extinction Curse #2: Legacy of the Lost God p. 75* +%% #trait/uncommon #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/archaeologist-apg.md b/compendium/character/archetypes/archaeologist-apg.md new file mode 100644 index 000000000..53e4f5686 --- /dev/null +++ b/compendium/character/archetypes/archaeologist-apg.md @@ -0,0 +1,138 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Archaeologist"] +--- +# Archaeologist *Dedication Level 2* + +Adventurers raid tombs for material gain, but true archaeologists treasure the knowledge gained from such sites. You might accomplish your goals with scholarly learning, by training to overcome the tricks and traps set by ancient peoples and rivals, through magical training, or even with a bit of inexplicable luck. + +*Source: Advanced Player's Guide p. 156* + +```ad-embed-feat +title: Archaeologist Dedication, Feat 2 +collapse: closed +# Archaeologist Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Perception](compendium/skills.md#Perception), [Society](compendium/skills.md#Society), and [Thievery](compendium/skills.md#Thievery) + +You are a student of peoples and their histories, and are in constant pursuit of knowledge and artifacts from the past. + +You become an expert in [Society](compendium/skills.md#Society) and [Thievery](compendium/skills.md#Thievery), and you gain a +1 circumstance bonus to [Recall Knowledge](rules/actions/recall-knowledge.md) about ancient history, peoples, and cultures. + +**Special.** You can't select another dedication feat until you have gained two other feats from the archaeologist archetype. + +*Source: Advanced Player's Guide p. 156* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Magical Scholastics, Feat 4 +collapse: closed +# Magical Scholastics *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md) + +While study is key to your success, a bit of magic is a helpful tool in discovering the secrets of the past. You gain [detect magic](compendium/spells/detect-magic.md), [guidance](compendium/spells/guidance.md), and [read aura](compendium/spells/read-aura.md) as occult innate cantrips. + +*Source: Advanced Player's Guide p. 156* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Settlement Scholastics, Feat 4 +collapse: closed +# Settlement Scholastics *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md) + +Your studies open up new horizons. You become an expert in a [Lore](compendium/skills.md#Lore) skill about a specific settlement; if you were already trained in that [Lore](compendium/skills.md#Lore) skill, you also become trained in the [Lore](compendium/skills.md#Lore) skill for a different settlement of your choice. Choose a single common or uncommon language prevalent in that settlement. You learn that language. + +**Special.** You can take this feat multiple times. When you take this feat again, choose a different settlement. + +*Source: Advanced Player's Guide p. 156* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Trap Finder (Rogue), Feat 4* +collapse: closed +# Trap Finder (Rogue) *Feat 4* +[rogue](rules/traits/rogue.md) + +> [!pf2-note] This version of [Trap Finder (Rogue)](compendium/feats/trap-finder-rogue.md) is intended for use with the Archaeologist Archetype. Its level has been changed accordingly. + + +You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren't [Searching](rules/actions/search.md), you get a check to find traps that normally require you to be [Searching](rules/actions/search.md). You still need to meet any other requirements to find the trap. + +You can disable traps that require a proficiency rank of master in [Thievery](compendium/skills.md#Thievery). If you have master proficiency in [Thievery](compendium/skills.md#Thievery), you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2. + +*Source: Core Rulebook p. 183* +%% #trait/rogue %% +``` + +```ad-embed-feat +title: Scholastic Identification, Feat 7 +collapse: closed +# Scholastic Identification *Feat 7* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md), master in [Society](compendium/skills.md#Society) + +You have the knowledge needed to understand ancient texts and cultural artifacts. You can use [Society](compendium/skills.md#Society) when [Deciphering Writing](rules/actions/decipher-writing.md), no matter the type of writing you are examining. You can also use [Society](compendium/skills.md#Society) to [Identify Magic](rules/actions/identify-magic.md) when examining a magic item or location with cultural significance. + +*Source: Advanced Player's Guide p. 156* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Archaeologist's Luck, Feat 8 +collapse: closed +# Archaeologist's Luck *Feat 8* +[archetype](rules/traits/archetype.md) [fortune](rules/traits/fortune.md) + +- **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md) +- **Frequency**: once per hour +- **Trigger** You fail a check against a trap, such as a [Thievery](compendium/skills.md#Thievery) check to [Disable](rules/actions/disable-a-device.md) the trap or a Reflex save to avoid its effects. + +You are more than just skillful; your drive to find the secrets of the past manifests as a strange kind of luck. Reroll the failed check and use the new result. + +*Source: Advanced Player's Guide p. 156* +%% #trait/archetype #trait/fortune %% +``` + +```ad-embed-feat +title: Delay Trap, Feat 10* +collapse: closed +# Delay Trap [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[rogue](rules/traits/rogue.md) + +> [!pf2-note] This version of [Delay Trap](compendium/feats/delay-trap.md) is intended for use with the Archaeologist Archetype. Its level has been changed accordingly. + +- **Trigger** A trap within your reach is triggered. +- **Activity** Reaction + +You can jam the workings of a trap to delay its effects. Attempt a [Thievery](compendium/skills.md#Thievery) check to [Disable a Device](rules/actions/disable-a-device.md) on the trap; the DC to do so is increased by 5, and the effects are as follows. + +*Source: Core Rulebook p. 186* +%% #trait/rogue %% +``` + +```ad-embed-feat +title: Greater Magical Scholastics, Feat 10 +collapse: closed +# Greater Magical Scholastics *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md), [Magical Scholastics](compendium/feats/magical-scholastics-apg.md) + +You broaden your magical studies, allowing you to find the right path, detect objects, and conceal those objects from unscrupulous rivals. You can cast [augury](compendium/spells/augury.md), [locate](compendium/spells/locate.md), and [nondetection](compendium/spells/nondetection.md) as occult innate spells, each once per day. You can cast this [nondetection](compendium/spells/nondetection.md) spell only on an object, and it is automatically heightened to the same spell level as your cantrips from Magical Scholastics. + +*Source: Advanced Player's Guide p. 156* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/archer-apg.md b/compendium/character/archetypes/archer-apg.md new file mode 100644 index 000000000..2bf2bd14d --- /dev/null +++ b/compendium/character/archetypes/archer-apg.md @@ -0,0 +1,221 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Archer"] +--- +# Archer *Dedication Level 2* + +Bows of all types are powerful weapons. Generals and hunters alike recognize the power in dealing death from long distances, and from behind cover. Those dedicated to the bow—from mysterious cloaked strangers to heartless snipers—are often viewed with a mixture of respect and fear. Like any weapon adept, the archer's skill is forged through experience and constant practice. A true archer becomes one with the bow and is able to accomplish with that weapon things that most would consider impossible, or at least nearly magical. + +*Source: Advanced Player's Guide p. 157* + +```ad-embed-feat +title: Archer Dedication, Feat 2 +collapse: closed +# Archer Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + + +You become trained in all simple and martial weapons in the bow weapon group. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple and martial weapons in the bow weapon group. If you are at least an expert in the bow you are using, you gain access to the critical specialization effect with that bow. + +**Special.** You can't select another dedication feat until you have gained two other feats from the archer archetype. + +*Source: Advanced Player's Guide p. 157* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Assisting Shot, Feat 4* +collapse: closed +# Assisting Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) + +> [!pf2-note] This version of [Assisting Shot](compendium/feats/assisting-shot.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. + +- **Requirements**: You are wielding a ranged weapon +- **Activity** Single Action + +With a quick shot, you interfere with a foe in combat. Make a [Strike](rules/actions/strike.md) with a ranged weapon. If the strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus on their roll, or a +2 circumstance bonus if your [Strike](rules/actions/strike.md) was a critical hit. + +*Source: Core Rulebook p. 145* +%% #trait/fighter #trait/press %% +``` + +```ad-embed-feat +title: Point-blank Shot, Feat 4* +collapse: closed +# Point-blank Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[fighter](rules/traits/fighter.md) [open](rules/traits/open.md) [stance](rules/traits/stance.md) + +> [!pf2-note] This version of [Point-blank Shot](compendium/feats/point-blank-shot.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. + +- **Requirements**: You are wielding a ranged weapon. +- **Activity** Single Action + +You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while you are in this stance, you don't take the penalty to your attack rolls from the [volley](rules/traits/volley.md) trait. When using a ranged weapon that doesn't have the [volley](rules/traits/volley.md) trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon's first range increment. + +*Source: Core Rulebook p. 144* +%% #trait/fighter #trait/open #trait/stance %% +``` + +```ad-embed-feat +title: Quick Shot, Feat 4 +collapse: closed +# Quick Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) + +- **Prerequisites**: [Archer Dedication](compendium/feats/archer-dedication-apg.md) +- **Activity** Single Action + +You draw your bow and attack with the same action. You [Interact](rules/actions/interact.md) to draw a weapon from the bow weapon group that is loaded or has [reload 0](rules/traits/reload.md), then [Strike](rules/actions/strike.md) with that weapon. + +*Source: Advanced Player's Guide p. 157* +%% #trait/archetype #trait/open %% +``` + +```ad-embed-feat +title: Advanced Bow Training, Feat 6 +collapse: closed +# Advanced Bow Training *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Archer Dedication](compendium/feats/archer-dedication-apg.md) + +Through constant practice and the crucible of experience, you increase your skill with advanced bows. You gain proficiency with all advanced bows as if they were martial weapons in the bow weapon group. + +*Source: Advanced Player's Guide p. 157* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Crossbow Terror, Feat 6 +collapse: closed +# Crossbow Terror *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Archer Dedication](compendium/feats/archer-dedication-apg.md) + +You are a dynamo with the crossbow. You gain a +2 circumstance bonus to damage with crossbows. If the crossbow is a simple weapon, also increase the damage die size for your attacks made with that crossbow by one step. As normal, this damage die increase can't be combined with other abilities that alter the weapon damage die (such as the ranger feat [Crossbow Ace](compendium/feats/crossbow-ace.md)). + +*Source: Advanced Player's Guide p. 157* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Double Shot, Feat 6* +collapse: closed +# Double Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) + +> [!pf2-note] This version of [Double Shot](compendium/feats/double-shot.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. + +- **Requirements**: You are wielding a ranged weapon with [reload <0>](rules/traits/reload.md). +- **Activity** Two-Action + +You shoot twice in blindingly fast succession. Make two [Strikes](rules/actions/strike.md), each against a separate target and with a –2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them. + +*Source: Core Rulebook p. 146* +%% #trait/fighter #trait/flourish %% +``` + +```ad-embed-feat +title: Parting Shot, Feat 6* +collapse: closed +# Parting Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[fighter](rules/traits/fighter.md) + +> [!pf2-note] This version of [Parting Shot](compendium/feats/parting-shot-apg.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. + +- **Requirements**: You are wielding a loaded ranged weapon or a ranged weapon with [reload 0](rules/traits/reload.md). +- **Activity** Two-Action + +You jump back and fire a quick shot that catches your opponent off guard. You [Step](rules/actions/step.md) and then make a ranged [Strike](rules/actions/strike.md) with the required weapon. Your target is [flat-footed](rules/conditions.md#Flat-footed) against the attack. + +*Source: Advanced Player's Guide p. 126* +%% #trait/fighter %% +``` + +```ad-embed-feat +title: Running Reload, Feat 6* +collapse: closed +# Running Reload [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[ranger](rules/traits/ranger.md) + +> [!pf2-note] This version of [Running Reload](compendium/feats/running-reload.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. + +- **Activity** Single Action + +You can reload your weapon on the move. You [Stride](rules/actions/stride.md), [Step](rules/actions/step.md), or [Sneak](rules/actions/sneak.md), then [Interact](rules/actions/interact.md) to reload. + +*Source: Core Rulebook p. 172* +%% #trait/ranger %% +``` + +```ad-embed-feat +title: Archer's Aim, Feat 8 +collapse: closed +# Archer's Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) + +- **Prerequisites**: [Archer Dedication](compendium/feats/archer-dedication-apg.md) +- **Activity** Two-Action + +You slow down, focus, and take a careful shot. Make a ranged [Strike](rules/actions/strike.md) with a weapon in the bow weapon group. + +You gain a +2 circumstance bonus to the attack roll and ignore the target's [concealed](rules/conditions.md#Concealed) condition. If the target is [hidden](rules/conditions.md#Hidden), reduce the flat check from being [hidden](rules/conditions.md#Hidden) from 11 to 5. + +*Source: Advanced Player's Guide p. 157* +%% #trait/archetype #trait/concentrate %% +``` + +```ad-embed-feat +title: Triple Shot, Feat 8* +collapse: closed +# Triple Shot *Feat 8* +[fighter](rules/traits/fighter.md) + +> [!pf2-note] This version of [Triple Shot](compendium/feats/triple-shot.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Double Shot](compendium/feats/double-shot.md) + +You can quickly fire multiple shots with greater control. When you use Double Shot, you can make the attacks against the same target. You can add an additional action to Double Shot to make three ranged [Strikes](rules/actions/strike.md) instead of two. If you do, the penalty is –4. All attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made all of them. + +*Source: Core Rulebook p. 149* +%% #trait/fighter %% +``` + +```ad-embed-feat +title: Mobile Shot Stance, Feat 10* +collapse: closed +# Mobile Shot Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) + +> [!pf2-note] This version of [Mobile Shot Stance](compendium/feats/mobile-shot-stance.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. + +- **Activity** Single Action + +Your shots become nimble and deadly. While you're in this stance, your ranged [Strikes](rules/actions/strike.md) don't trigger Attacks of Opportunity or other reactions that are triggered by a ranged attack. If you have [Attack of Opportunity](rules/actions/attack-of-opportunity.md), you can use it with a loaded ranged weapon you're wielding. The triggering creature must be within 5 feet of you for you to do so. + +*Source: Core Rulebook p. 149* +%% #trait/fighter #trait/stance %% +``` + +```ad-embed-feat +title: Multishot Stance, Feat 18* +collapse: closed +# Multishot Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* +[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) + +> [!pf2-note] This version of [Multishot Stance](compendium/feats/multishot-stance.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Triple Shot](compendium/feats/triple-shot.md) +- **Requirements**: You are wielding a ranged weapon with [reload 0](rules/traits/reload.md). +- **Activity** Single Action + +You lock yourself in a stable position so you can fire swiftly and accurately. While you are in this stance, your penalty for [Double Shot](compendium/feats/double-shot.md) is reduced to –1, or –2 if you add the extra action to make three [Strikes](rules/actions/strike.md). If you move from your position, this stance ends. + +*Source: Core Rulebook p. 153* +%% #trait/fighter #trait/stance %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/archetypes.md b/compendium/character/archetypes/archetypes.md index b8f9e9b86..86fd453e7 100644 --- a/compendium/character/archetypes/archetypes.md +++ b/compendium/character/archetypes/archetypes.md @@ -4,15 +4,138 @@ cssclass: pf2e,pf2e-index --- # Index of Archetypes +- [Acrobat](acrobat-apg.md) - [Alchemist](alchemist.md) +- [Aldori Duelist](aldori-duelist-lowg.md) +- [Alkenstar Agent](alkenstar-agent-ooa1.md) +- [Alter Ego](alter-ego-da.md) +- [Animal Trainer](animal-trainer-ec2.md) +- [Archaeologist](archaeologist-apg.md) +- [Archer](archer-apg.md) +- [Assassin](assassin-apg.md) - [Barbarian](barbarian.md) - [Bard](bard.md) +- [Bastion](bastion-apg.md) +- [Beastmaster](beastmaster-apg.md) +- [Bellflower Tiller](bellflower-tiller-aoa3.md) +- [Blessed One](blessed-one-apg.md) +- [Bounty Hunter](bounty-hunter-apg.md) +- [Bright Lion](bright-lion-lol.md) +- [Butterfly Blade](butterfly-blade-frp1.md) +- [Captivator](captivator-lotgb.md) +- [Cathartic Mage](cathartic-mage-som.md) +- [Cavalier](cavalier-apg.md) +- [Celebrity](celebrity-apg.md) - [Champion](champion.md) +- [Chronoskimmer](chronoskimmer-da.md) - [Cleric](cleric.md) +- [Clockwork Reanimator](clockwork-reanimator-ooa3.md) +- [Crystal Keeper](crystal-keeper-aoa4.md) +- [Curse Maelstrom](curse-maelstrom-da.md) +- [Dandy](dandy-apg.md) +- [Dragon Disciple](dragon-disciple-apg.md) +- [Drow Shootist](drow-shootist-av3.md) - [Druid](druid.md) +- [Dual-Weapon Warrior](dual-weapon-warrior-apg.md) +- [Duelist](duelist-apg.md) +- [Eldritch Archer](eldritch-archer-apg.md) +- [Eldritch Researcher](eldritch-researcher-av2.md) +- [Elementalist](elementalist-som.md) +- [Exorcist](exorcist-botd.md) +- [Familiar Master](familiar-master-apg.md) - [Fighter](fighter.md) +- [Firebrand Braggart](firebrand-braggart-locg.md) +- [Flexible Spellcaster](flexible-spellcaster-som.md) +- [Folklorist](folklorist-sot2.md) +- [Gelid Shard](gelid-shard-tv.md) +- [Geomancer](geomancer-som.md) +- [Ghost](ghost-botd.md) +- [Ghost Eater](ghost-eater-frp1.md) +- [Ghost Hunter](ghost-hunter-av1.md) +- [Ghoul](ghoul-botd.md) +- [Gladiator](gladiator-apg.md) +- [Golden League Xun](golden-league-xun-frp2.md) +- [Golem Grafter](golem-grafter-ec3.md) +- [Gray Gardener](gray-gardener-ngd.md) +- [Halcyon Speaker](halcyon-speaker-locg.md) +- [Hallowed Necromancer](hallowed-necromancer-botd.md) +- [Hellknight Armiger](hellknight-armiger-lowg.md) +- [Hellknight](hellknight-locg.md) +- [Hellknight Signifer](hellknight-signifer-locg.md) +- [Herbalist](herbalist-apg.md) +- [Horizon Walker](horizon-walker-apg.md) +- [Investigator](investigator-apg.md) +- [Juggler](juggler-ec1.md) +- [Knight Reclaimant](knight-reclaimant-locg.md) +- [Knight Vigilant](knight-vigilant-locg.md) +- [Lastwall Sentry](lastwall-sentry-lowg.md) +- [Lich](lich-botd.md) +- [Linguist](linguist-apg.md) +- [Lion Blade](lion-blade-lowg.md) +- [Living Monolith](living-monolith-lowg.md) +- [Living Vessel](living-vessel-da.md) +- [Loremaster](loremaster-apg.md) +- [Magaambyan Attendant](magaambyan-attendant-locg.md) +- [Magic Warrior](magic-warrior-lowg.md) +- [Magus](magus-som.md) +- [Marshal](marshal-apg.md) +- [Martial Artist](martial-artist-apg.md) +- [Mauler](mauler-apg.md) +- [Medic](medic-apg.md) +- [Mind Smith](mind-smith-da.md) - [Monk](monk.md) +- [Mummy](mummy-botd.md) +- [Nantambu Chime-Ringer](nantambu-chime-ringer-sot2.md) +- [Oozemorph](oozemorph-sli.md) +- [Oracle](oracle-apg.md) +- [Pactbinder](pactbinder-da.md) +- [Pactbound Initiate](pactbound-initiate-lomm.md) +- [Pathfinder Agent](pathfinder-agent-lowg.md) +- [Pirate](pirate-apg.md) +- [Poisoner](poisoner-apg.md) +- [Psychic](psychic-da.md) +- [Psychic Duelist](psychic-duelist-da.md) - [Ranger](ranger.md) +- [Reanimator](reanimator-botd.md) +- [Ritualist](ritualist-apg.md) - [Rogue](rogue.md) +- [Runelord](runelord-som.md) +- [Runescarred](runescarred-lowg.md) +- [Scout](scout-apg.md) +- [Scroll Trickster](scroll-trickster-apg.md) +- [Scrollmaster](scrollmaster-locg.md) +- [Scrounger](scrounger-apg.md) +- [Sentinel](sentinel-apg.md) +- [Shadowcaster](shadowcaster-som.md) +- [Shadowdancer](shadowdancer-apg.md) +- [Shieldmarshal](shieldmarshal-loil.md) +- [Sixth Pillar](sixth-pillar-frp2.md) +- [Sleepwalker](sleepwalker-da.md) +- [Snarecrafter](snarecrafter-apg.md) - [Sorcerer](sorcerer.md) +- [Soul Warden](soul-warden-botd.md) +- [Soulforger](soulforger-som.md) +- [Spell Trickster](spell-trickster-lotgb.md) +- [Spellmaster](spellmaster-locg.md) +- [Staff Acrobat](staff-acrobat-ec1.md) +- [Student of Perfection](student-of-perfection-lowg.md) +- [Summoner](summoner-som.md) +- [Swashbuckler](swashbuckler-apg.md) +- [Swordmaster](swordmaster-locg.md) +- [Talisman Dabbler](talisman-dabbler-apg.md) +- [Thaumaturge](thaumaturge-da.md) +- [Time Mage](time-mage-da.md) +- [Turpin Rowe Lumberjack](turpin-rowe-lumberjack-ec3.md) +- [Undead Master](undead-master-botd.md) +- [Undead Slayer](undead-slayer-botd.md) +- [Ursine Avenger Hood](ursine-avenger-hood-tv.md) +- [Vampire](vampire-botd.md) +- [Vigilante](vigilante-apg.md) +- [Viking](viking-apg.md) +- [Weapon Improviser](weapon-improviser-apg.md) +- [Wellspring Mage](wellspring-mage-som.md) +- [Witch](witch-apg.md) - [Wizard](wizard.md) +- [Wrestler](wrestler-lotgb.md) +- [Zephyr Guard](zephyr-guard-aoa5.md) +- [Zombie](zombie-botd.md) diff --git a/compendium/character/archetypes/assassin-apg.md b/compendium/character/archetypes/assassin-apg.md new file mode 100644 index 000000000..77b9cbbe6 --- /dev/null +++ b/compendium/character/archetypes/assassin-apg.md @@ -0,0 +1,166 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Assassin"] +--- +# Assassin *Dedication Level 2* + +Targeted killing through stealth and subterfuge is the expertise of an assassin. While assassins are skilled in ending lives and many are evil, some live by a moral code, preying on the wicked, the cruel, or those who revel in unchecked aggression or power. + +*Source: Advanced Player's Guide p. 158* + +````ad-embed-feat +title: Assassin Dedication, Feat 2 +collapse: closed +# Assassin Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: [Alchemical Crafting](compendium/feats/alchemical-crafting.md); trained in [Crafting](compendium/skills.md#Crafting), [Deception](compendium/skills.md#Deception), and [Stealth](compendium/skills.md#Stealth) + +You've trained to assassinate your foes, and you do so with tenacity and precision. You gain the Mark for Death activity. + +```ad-embed-ability +title: Mark for Death [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +- **Requirements**: You can see and hear the creature you intend to mark + +**Effect** You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) your mark and on [Deception](compendium/skills.md#Deception) checks to [Feint](rules/actions/feint.md) against your mark. Your [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) weapons and unarmed attacks gain the [backstabber](rules/traits/backstabber.md) and [deadly ](rules/traits/deadly.md) weapon traits when you're attacking your mark. + +If the weapon or unarmed attack already has the [deadly](rules/traits/deadly.md) trait, increase the size of the deadly damage die by one step instead of giving it [deadly ](rules/traits/deadly.md). +``` + +**Special.** You can't select another dedication feat until you've gained two other feats from the assassin archetype. + +*Source: Advanced Player's Guide p. 158* +%% #trait/archetype #trait/dedication %% +```` + +```ad-embed-feat +title: Expert Backstabber, Feat 4 +collapse: closed +# Expert Backstabber *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Assassin Dedication](compendium/feats/assassin-dedication-apg.md) + +When you [Strike](rules/actions/strike.md) a [flat-footed](rules/conditions.md#Flat-footed) foe with a weapon that has the [backstabber](rules/traits/backstabber.md) weapon trait, you deal 2 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 4 extra precision damage instead of 2. + +*Source: Advanced Player's Guide p. 158* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Poison Resistance (Alchemist), Feat 4* +collapse: closed +# Poison Resistance (Alchemist) *Feat 4* +[alchemist](rules/traits/alchemist.md) + +> [!pf2-note] This version of [Poison Resistance (Alchemist)](compendium/feats/poison-resistance-alchemist.md) is intended for use with the Assassin Archetype. Its level has been changed accordingly. + + +Repeated exposure to toxic reagents has fortified your body against poisons of all kinds. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons. + +*Source: Core Rulebook p. 77* +%% #trait/alchemist %% +``` + +```ad-embed-feat +title: Surprise Attack, Feat 4 +collapse: closed +# Surprise Attack *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Assassin Dedication](compendium/feats/assassin-dedication-apg.md) + +You act before foes can react. On the first round of combat, if you roll [Deception](compendium/skills.md#Deception) or [Stealth](compendium/skills.md#Stealth) for initiative, creatures that haven't acted are [flat-footed](rules/conditions.md#Flat-footed) to you. + +*Source: Advanced Player's Guide p. 158* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Poison Weapon, Feat 6* +collapse: closed +# Poison Weapon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[manipulate](rules/traits/manipulate.md) [rogue](rules/traits/rogue.md) + +> [!pf2-note] This version of [Poison Weapon](compendium/feats/poison-weapon.md) is intended for use with the Assassin Archetype. Its level has been changed accordingly. + +- **Requirements**: You are wielding a piercing or slashing weapon. +- **Activity** Single Action + +You apply a [poison](rules/traits/poison.md) to the required weapon; if you're not holding a poison and have a free hand, you can [Interact](rules/actions/interact.md) to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal. + +**Special.** During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal `1d4` poison damage. Only you can apply these poisons properly, and they expire the next time you prepare. + +*Source: Core Rulebook p. 185* +%% #trait/manipulate #trait/rogue %% +``` + +```ad-embed-feat +title: Sneak Attacker, Feat 6* +collapse: closed +# Sneak Attacker *Feat 6* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Sneak Attacker](compendium/feats/sneak-attacker.md) is intended for use with the Assassin Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md) + +You gain the sneak attack class feature (page 181), except it deals `1d4` damage, increasing to `1d6` at 6th level. You don't increase the number of dice as you gain levels. + +*Source: Core Rulebook p. 229* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Angel Of Death, Feat 10 +collapse: closed +# Angel Of Death *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Assassin Dedication](compendium/feats/assassin-dedication-apg.md) + +All your [Strikes](rules/actions/strike.md) against a creature you have [Marked For Death](compendium/feats/assassin-dedication-apg.md) have the [death](rules/traits/death.md) trait, causing the mark to be instantly killed when reduced to 0 Hit Points. When killed in this way, attempts to communicate with it, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's counteract level is higher than half your level when you killed the creature (rounded up), or originates from an artifact or a deity. + +*Source: Advanced Player's Guide p. 158* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Improved Poison Weapon, Feat 10* +collapse: closed +# Improved Poison Weapon *Feat 10* +[rogue](rules/traits/rogue.md) + +> [!pf2-note] This version of [Improved Poison Weapon](compendium/feats/improved-poison-weapon.md) is intended for use with the Assassin Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Poison Weapon](compendium/feats/poison-weapon.md) + +You deliver poisons in ways that maximize their harmful effects. When you apply a simple poison with Poison Weapon, the poison deals `2d4` poison damage instead of `1d4` poison damage. You don't waste a poison you apply with Poison Weapon on a critically failed attack roll. + +*Source: Core Rulebook p. 187* +%% #trait/rogue %% +``` + +```ad-embed-feat +title: Assassinate, Feat 12* +collapse: closed +# Assassinate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Assassinate](compendium/feats/assassinate-apg.md) is intended for use with the Assassin Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Assassin Dedication](compendium/feats/assassin-dedication-apg.md) +- **Requirements**: You have designated a mark using Mark for Death and are completely [unnoticed](rules/conditions.md#Unnoticed) by your mark. +- **Activity** Two-Action + +You strike with one swift movement, trying to instantly slay your mark. Make a [Strike](rules/actions/strike.md) against your mark. If you hit, your mark takes `6d6` extra precision damage with a basic Fortitude save against your class DC or spell DC, whichever is higher. + +If the mark critically fails, they die. This is an [incapacitation](rules/traits/incapacitation.md) effect. The creature then becomes temporarily immune to your Assassinate for 1 day. + +*Source: Advanced Player's Guide p. 158* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/bastion-apg.md b/compendium/character/archetypes/bastion-apg.md new file mode 100644 index 000000000..688c821e7 --- /dev/null +++ b/compendium/character/archetypes/bastion-apg.md @@ -0,0 +1,170 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Bastion"] +--- +# Bastion *Dedication Level 2* + +Some say that a good offense is the best defense, but you find such boasting smacks of overconfidence. In your experience, the best defense is a good, solid shield between you and your enemies. You've focused your training on how best to use a shield to protect yourself and those around you. + +*Source: Advanced Player's Guide p. 159* + +```ad-embed-feat +title: Bastion Dedication, Feat 2 +collapse: closed +# Bastion Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: [Shield Block](compendium/feats/shield-block.md) + +You are particularly skilled at using a shield in combat. You gain the [Reactive Shield](compendium/feats/reactive-shield.md) fighter feat. + +This fulfills any prerequisites requiring [Reactive Shield](compendium/feats/reactive-shield.md) as normal. + +**Special.** You can't select another dedication feat until you have gained two other feats from the bastion archetype. + +*Source: Advanced Player's Guide p. 159* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Disarming Block, Feat 4 +collapse: closed +# Disarming Block [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bastion Dedication](compendium/feats/bastion-dedication-apg.md), trained in [Athletics](compendium/skills.md#Athletics) +- **Trigger** You [Shield Block](compendium/feats/shield-block.md) a melee [Strike](rules/actions/strike.md) made with a held weapon. +- **Activity** Free Action + +You attempt to [Disarm](rules/actions/disarm.md) the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don't have a hand free. + +*Source: Advanced Player's Guide p. 159* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Nimble Shield Hand, Feat 6 +collapse: closed +# Nimble Shield Hand *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bastion Dedication](compendium/feats/bastion-dedication-apg.md) + +You are so used to wielding a shield that you can do so even while using the hand that's holding it for other purposes. The hand you use to wield a shield counts as a free hand for the purposes of the [Interact](rules/actions/interact.md) action. You can also hold another object in this hand (but you still can't use it to wield a weapon). This benefit doesn't apply to tower shields, which are still too cumbersome. + +*Source: Advanced Player's Guide p. 159* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Shielded Stride, Feat 6* +collapse: closed +# Shielded Stride *Feat 6* +[fighter](rules/traits/fighter.md) + +> [!pf2-note] This version of [Shielded Stride](compendium/feats/shielded-stride.md) is intended for use with the Bastion Archetype. Its level has been changed accordingly. + + +When your shield is up, your enemies' blows can't touch you. When you have your [shield raised](rules/actions/raise-a-shield.md), you can [Stride](rules/actions/stride.md) to move half your Speed without triggering reactions that are triggered by your movement (such as [Attacks of Opportunity](rules/abilities/attack-of-opportunity.md)). You can use Shielded Stride while Flying or Swimming instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type. + +*Source: Core Rulebook p. 146* +%% #trait/fighter %% +``` + +```ad-embed-feat +title: Reflexive Shield, Feat 8* +collapse: closed +# Reflexive Shield *Feat 8* +[fighter](rules/traits/fighter.md) + +> [!pf2-note] This version of [Reflexive Shield](compendium/feats/reflexive-shield.md) is intended for use with the Bastion Archetype. Its level has been changed accordingly. + + +You can use your shield to fend off the worst of area effects and other damage. When you [Raise your Shield](rules/actions/raise-a-shield.md), you gain your shield's circumstance bonus to Reflex saves. If you have the [Shield Block](compendium/feats/shield-block.md) reaction, damage you take as a result of a Reflex save can trigger that reaction, even if the damage isn't physical damage. + +*Source: Core Rulebook p. 148* +%% #trait/fighter %% +``` + +```ad-embed-feat +title: Shield Warden (Fighter), Feat 8* +collapse: closed +# Shield Warden (Fighter) *Feat 8* +[fighter](rules/traits/fighter.md) + +> [!pf2-note] This version of [Shield Warden (Fighter)](compendium/feats/shield-warden-fighter.md) is intended for use with the Bastion Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Shield Block](compendium/feats/shield-block.md) + +You use your shield to protect your allies. When you have a [shield raised](rules/actions/raise-a-shield.md), you can use your [Shield Block](compendium/feats/shield-block.md) reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for [Shield Block](compendium/feats/shield-block.md). + +*Source: Core Rulebook p. 149* +%% #trait/fighter %% +``` + +```ad-embed-feat +title: Destructive Block, Feat 10 +collapse: closed +# Destructive Block *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bastion Dedication](compendium/feats/bastion-dedication-apg.md) + +You can protect yourself more effectively, at the expense of your shield. When you [Shield Block](compendium/feats/shield-block.md), you can reduce the damage to yourself by double the shield's Hardness, but if you do, the shield takes double the normal amount of damage it would have taken (before applying its Hardness). You can't use Destructive Block if your shield can't be [broken](rules/conditions.md#Broken) or destroyed, such as if you're using an [indestructible shield](compendium/equipment/items/indestructible-shield.md). + +*Source: Advanced Player's Guide p. 159* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Quick Shield Block (Fighter), Feat 10* +collapse: closed +# Quick Shield Block (Fighter) *Feat 10* +[fighter](rules/traits/fighter.md) + +> [!pf2-note] This version of [Quick Shield Block (Fighter)](compendium/feats/quick-shield-block-fighter.md) is intended for use with the Bastion Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Shield Block](compendium/feats/shield-block.md) + +You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to [Shield Block](compendium/feats/shield-block.md). + +*Source: Core Rulebook p. 149* +%% #trait/fighter %% +``` + +```ad-embed-feat +title: Mirror Shield, Feat 12* +collapse: closed +# Mirror Shield [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* +[fighter](rules/traits/fighter.md) + +> [!pf2-note] This version of [Mirror Shield](compendium/feats/mirror-shield.md) is intended for use with the Bastion Archetype. Its level has been changed accordingly. + +- **Trigger** An opponent casting a spell that targets you critically fails a spell attack roll against your AC. +- **Requirements**: You have a [shield raised](rules/actions/raise-a-shield.md). +- **Activity** Reaction + +You reflect the spell back against the triggering opponent. Make a ranged attack against the triggering creature using your highest proficiency with a ranged weapon. If you can cast spells, you can make a spell attack roll instead. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success). + +*Source: Core Rulebook p. 151* +%% #trait/fighter %% +``` + +```ad-embed-feat +title: Shield Salvation, Feat 12* +collapse: closed +# Shield Salvation *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Shield Salvation](compendium/feats/shield-salvation-apg.md) is intended for use with the Bastion Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Bastion Dedication](compendium/feats/bastion-dedication-apg.md) + +You can save your shield from total destruction, even after a devastating attack. If a shield would be destroyed due to damage taken during your [Shield Block](compendium/feats/shield-block.md), the shield remains intact at 1 Hit Point instead. Its construction is weakened until you take the time to repair it, preventing you from using Shield Salvation to save the same shield until your next preparations. + +*Source: Advanced Player's Guide p. 159* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/beastmaster-apg.md b/compendium/character/archetypes/beastmaster-apg.md new file mode 100644 index 000000000..85dd32354 --- /dev/null +++ b/compendium/character/archetypes/beastmaster-apg.md @@ -0,0 +1,265 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Beastmaster"] +--- +# Beastmaster *Dedication Level 2* + +You attract the loyalty of animals, and as your powers increase you can command more of them, briefly inhabit their body to perceive what they perceive, and even communicate with them over vast distances. Your animals may see you as a beloved parent, teacher, and mentor, or they may consider you a poor, defenseless cub that needs protection. Regardless, they will fight for you and alongside you, even sacrificing their lives for you if necessary + +> [!pf2-brown] BEASTMASTER ANIMAL COMPANIONS +> +> If you're playing a beastmaster, you determine the statistics and abilities of your animal companions according to the rules on pages 214 –217 of the Core Rulebook. As a beastmaster, it's possible for you to have more than one animal companion at one time—up to four companions—but only one of those companions, your "active companion," follows you during exploration and in encounters; the rest are nearby, usually foraging or hunting for food. As soon as you gain a second animal companion from the Beastmaster archetype, you also gain Call Companion to switch your active companion. These rules apply to all your companions, regardless of whether you got the animal companion from the beastmaster archetype or from another source. +> +> ```ad-embed-ability +> title: Call Companion +> [exploration](rules/traits/exploration.md) +> +> You spend 1 minute calling for a different animal companion, switching your active companion for another of your animal companions. +> %% #trait/exploration %% +> ``` + +*Source: Advanced Player's Guide p. 160* + +```ad-embed-feat +title: Beastmaster Dedication, Feat 2 +collapse: closed +# Beastmaster Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Nature](compendium/skills.md#Nature) + +You gain the service of a young animal companion that travels with you and obeys your commands. The rules for animal companions appear on page 214 of the Core Rulebook, with additions on page 144 of this book. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action. See the Beastmaster Animal Companions sidebar for details on this action. + +Certain beastmaster feats give you primal focus spells. The rules for focus spells appear on page 300 of the Core Rulebook. + +When you gain your first beastmaster focus spell, you become trained in primal spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. Feats that grant beastmaster focus spells tell you to increase the number of Focus Points in your pool, but if you don't already have a focus pool, you instead get a focus pool with 1 Focus Point. You can [Refocus](rules/actions/refocus.md) by grooming, feeding, playing with, or otherwise tending to an animal companion. + +**Special.** You can't select another dedication feat until you have gained two other feats from the beastmaster archetype. + +*Source: Advanced Player's Guide p. 160* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Additional Companion, Feat 4 +collapse: closed +# Additional Companion *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) + +Another animal joins you in your travels. It is a young animal companion that has the [minion](rules/traits/minion.md) trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works. + +**Special.** You can select this feat more than once, gaining an additional animal companion each time, to a maximum of four total companions (including the one you gained from Beastmaster Dedication and possibly one you gained from sources other than the beastmaster archetype). + +*Source: Advanced Player's Guide p. 160* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Heal Animal, Feat 4 +collapse: closed +# Heal Animal *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) + +You can heal your animal companion's wounds. You can cast [heal animal](compendium/spells/heal-animal.md) as a beastmaster focus spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 160* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Magic Hide, Feat 4* +collapse: closed +# Magic Hide *Feat 4* +[ranger](rules/traits/ranger.md) + +> [!pf2-note] This version of [Magic Hide](compendium/feats/magic-hide-apg.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: an animal companion, warden spells + +You can defend your companion in battle. You gain the [magic hide](compendium/spells/magic-hide-apg.md) warden spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 132* +%% #trait/ranger %% +``` + +```ad-embed-feat +title: Mature Beastmaster Companion, Feat 4 +collapse: closed +# Mature Beastmaster Companion *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) + +All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities (Core Rulebook 214). During an encounter, even if you don't use the [Command an Animal](rules/actions/command-an-animal.md) action, your animal companion can still use 1 action on your turn to either [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md). + +*Source: Advanced Player's Guide p. 160* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Wild Empathy, Feat 4* +collapse: closed +# Wild Empathy *Feat 4* +[ranger](rules/traits/ranger.md) + +> [!pf2-note] This version of [Wild Empathy](compendium/feats/wild-empathy.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. + + +You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use [Diplomacy](compendium/skills.md#Diplomacy) to [Make an Impression](rules/actions/make-an-impression.md) on animals and to make very simple [Requests](rules/actions/request.md) of them. In most cases, wild animals will give you time to make your case. + +*Source: Core Rulebook p. 172* +%% #trait/ranger %% +``` + +```ad-embed-feat +title: Beastmaster's Trance, Feat 6 +collapse: closed +# Beastmaster's Trance *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) + +You can enter a trance that allows you to briefly inhabit the body of one of your animal companions and share its senses. + +You gain the focus spell [beastmaster trance](compendium/spells/beastmaster-trance-apg.md). Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 160* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Companion's Cry, Feat 6* +collapse: closed +# Companion's Cry *Feat 6* +[ranger](rules/traits/ranger.md) + +> [!pf2-note] This version of [Companion's Cry](compendium/feats/companions-cry.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: an animal companion + +You can urge your companion to do its utmost. You can spend 2 actions to [Command an Animal](rules/actions/command-an-animal.md) instead of 1 when commanding your animal companion. If you do, your animal companion uses an additional action. + +*Source: Core Rulebook p. 172* +%% #trait/ranger %% +``` + +```ad-embed-feat +title: Incredible Beastmaster Companion, Feat 8 +collapse: closed +# Incredible Beastmaster Companion *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Mature Beastmaster Companion](compendium/feats/mature-beastmaster-companion-apg.md) + +Your mature animal companions continue to grow and develop. + +They each become nimble or savage animal companions (your choice, choose for each companion, including those that become mature after you take this feat), gaining additional capabilities determined by the type of companion. + +*Source: Advanced Player's Guide p. 160* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Beastmaster Bond, Feat 10 +collapse: closed +# Beastmaster Bond *Feat 10* +[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [primal](rules/traits/primal.md) + +- **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) + +You can communicate telepathically with your animal companions within 100 feet. If you're legendary in [Nature](compendium/skills.md#Nature), you can communicate telepathically with your animal companions anywhere on the planet. + +*Source: Advanced Player's Guide p. 160* +%% #trait/archetype #trait/divination #trait/mental #trait/primal %% +``` + +```ad-embed-feat +title: Enlarge Companion, Feat 10* +collapse: closed +# Enlarge Companion *Feat 10* +[ranger](rules/traits/ranger.md) + +> [!pf2-note] This version of [Enlarge Companion](compendium/feats/enlarge-companion-apg.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: an animal companion, warden spells + +You make your companion enormous. You gain the [enlarge companion](compendium/spells/enlarge-companion-apg.md) warden spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 132* +%% #trait/ranger %% +``` + +```ad-embed-feat +title: Beastmaster's Call, Feat 12* +collapse: closed +# Beastmaster's Call [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [conjuration](rules/traits/conjuration.md) [primal](rules/traits/primal.md) + +> [!pf2-note] This version of [Beastmaster's Call](compendium/feats/beastmasters-call-apg.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md), Call Companion +- **Frequency**: once per turn +- **Activity** Single Action + +You quickly call in a primal projection of a non-active companion to provide the companion's support benefit. The projection arrives in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. The projection has the same AC and saving throw modifiers as the real companion, and if it would take any damage before your next turn, it disappears and the support benefit ends immediately. + +*Source: Advanced Player's Guide p. 161* +%% #trait/archetype #trait/auditory #trait/concentrate #trait/primal #trait/conjuration %% +``` + +```ad-embed-feat +title: Side By Side (Ranger), Feat 14* +collapse: closed +# Side By Side (Ranger) *Feat 14* +[ranger](rules/traits/ranger.md) + +> [!pf2-note] This version of [Side By Side (Ranger)](compendium/feats/side-by-side-ranger.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: an animal companion + +You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions. + +*Source: Core Rulebook p. 175* +%% #trait/ranger %% +``` + +```ad-embed-feat +title: Specialized Beastmaster Companion, Feat 14* +collapse: closed +# Specialized Beastmaster Companion *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Specialized Beastmaster Companion](compendium/feats/specialized-beastmaster-companion-apg.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Incredible Beastmaster Companion](compendium/feats/incredible-beastmaster-companion-apg.md) + +Your nimble and savage animal companions become cunning enough to become specialized. Each companion gains one specialization of your choice (Core Rulebook 217, choose separately). + +**Special.** You can select this feat more than once. Each time, add a different specialization to your nimble and savage companions. Your nimble and savage companions can have up to three specializations each. + +*Source: Advanced Player's Guide p. 161* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Lead The Pack, Feat 16* +collapse: closed +# Lead The Pack *Feat 16* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +> [!pf2-note] This version of [Lead The Pack](compendium/feats/lead-the-pack-apg.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Mature Beastmaster Companion](compendium/feats/mature-beastmaster-companion-apg.md), you have multiple animal companions + +You can have up to two animal companions active at once. However, when you do, it's slightly more difficult to Command them. If you don't Command either of your companions, one of the two (your choice) can still use 1 action on your turn to [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md), as per Mature Beastmaster Companion, but not both. When you [Command an Animal](rules/actions/command-an-animal.md), either choose one of the companions to take 2 actions, as normal, or else both companions can take 1 action to [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md). Either way, you can't [Command an Animal](rules/actions/command-an-animal.md) to make either companion act again until your next turn. + +*Source: Advanced Player's Guide p. 161* +%% #trait/uncommon #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/bellflower-tiller-aoa3.md b/compendium/character/archetypes/bellflower-tiller-aoa3.md new file mode 100644 index 000000000..bc9ee377f --- /dev/null +++ b/compendium/character/archetypes/bellflower-tiller-aoa3.md @@ -0,0 +1,115 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/aoa3 +aliases: ["Bellflower Tiller"] +--- +# Bellflower Tiller *Dedication Level 6* + +Bellflower tillers handle most of the ground-level efforts of freeing slaves and escorting them to safety. They use farming-related code words to hide their work: a tiller's freed slaves are her "crop," which she moves along secretive paths termed "rows," taking shelter in secret hideouts referred to as "barns." + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* + +```ad-embed-feat +title: Bellflower Dedication, Feat 6 +collapse: closed +# Bellflower Dedication *Feat 6* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Charisma 14, expert in [Stealth](compendium/skills.md#Stealth) and [Survival](compendium/skills.md#Survival), member of the Bellflower Network + +You dedicate yourself to freeing slaves and escorting them to freedom. You gain a +5-foot status bonus to your Speed. Choose up to six other people to be your "crop." Members of your crop can use your Speed for overland travel if it's higher than their own. Members more than 60 feet from you lose all benefits (from this or other Bellflower tiller feats) of being part of your crop, but they regain those benefits immediately when they return. You can add or remove someone from your crop by spending 10 minutes in conversation with them. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Bellflower tiller archetype. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Garden Path, Feat 8 +collapse: closed +# Garden Path *Feat 8* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) + +You can guide your crop to move without notice. When you and any of your crop are [Avoiding Notice](rules/actions/avoid-notice.md), you can choose one member of your crop to temporarily gain the benefits of the [Quiet Allies](compendium/feats/quiet-allies.md) skill feat until the group is no longer [Avoiding Notice](rules/actions/avoid-notice.md). The group rolls two checks instead of one, using the higher die roll. This is a [fortune](rules/traits/fortune.md) effect. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* +%% #trait/uncommon #trait/archetype %% +``` + +```ad-embed-feat +title: Practiced Guidance, Feat 8 +collapse: closed +# Practiced Guidance *Feat 8* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) + +Making one's way to safety can be harrowing, but you have extensive practice at helping others along that path. When you roll a success to [Aid](rules/actions/aid.md) a member of your crop, you get a critical success instead. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* +%% #trait/uncommon #trait/archetype %% +``` + +```ad-embed-feat +title: Scarecrow, Feat 8 +collapse: closed +# Scarecrow *Feat 8* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) + +You fight fiercely to protect your crop. When you hit a creature that is adjacent to two or more members of your crop with a weapon or unarmed attack, you gain a circumstance bonus to your damage roll equal to the number of weapon damage dice. When you hit a creature who has a member of your crop [grabbed](rules/conditions.md#Grabbed), that member can attempt to [Escape](rules/actions/escape.md) using a reaction. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* +%% #trait/uncommon #trait/archetype %% +``` + +```ad-embed-feat +title: Tiller's Aid, Feat 10 +collapse: closed +# Tiller's Aid *Feat 10* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) + +You can use the [Aid](rules/actions/aid.md) reaction to help a member of your crop even if you haven't prepared to do so. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* +%% #trait/uncommon #trait/archetype %% +``` + +```ad-embed-feat +title: Tiller's Drive, Feat 10 +collapse: closed +# Tiller's Drive *Feat 10* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) + +Your Speed bonus from Bellflower Dedication increases to +10 feet. Members of your crop receive a +5-foot circumstance bonus to Speed. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* +%% #trait/uncommon #trait/archetype %% +``` + +```ad-embed-feat +title: Cut The Bonds, Feat 12* +collapse: closed +# Cut The Bonds [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) [uncommon](rules/traits/uncommon.md) + +> [!pf2-note] This version of [Cut The Bonds](compendium/feats/cut-the-bonds-aoa3.md) is intended for use with the Bellflower Tiller Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md), expert in a melee weapon +- **Activity** Single Action + +Select a [magical](rules/traits/magical.md) effect that has made an adjacent member of your crop [clumsy](rules/conditions.md#Clumsy), [grabbed](rules/conditions.md#Grabbed), [paralyzed](rules/conditions.md#Paralyzed), [restrained](rules/conditions.md#Restrained), or [slowed](rules/conditions.md#Slowed). Attempt a counteract check using your attack modifier (including your multiple attack penalty) with a melee weapon with which you have expert proficiency. Your counteract level is half your level rounded up. On a success, you free that member from the effect; on a failure, you can't attempt to use Cut the Bonds on that effect on that crop member until 24 hours have passed. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* +%% #trait/uncommon #trait/archetype #trait/attack %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/blessed-one-apg.md b/compendium/character/archetypes/blessed-one-apg.md new file mode 100644 index 000000000..0f09a94c3 --- /dev/null +++ b/compendium/character/archetypes/blessed-one-apg.md @@ -0,0 +1,224 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Blessed One"] +--- +# Blessed One *Dedication Level 2* + +Through luck or deed, heritage or heroics, you carry the blessing of a deity. This blessing manifests as the ability to heal wounds and remove harmful conditions, and exists independent of worship. You might offer thanks daily to the deity whose power you wield, or you might carry these blessings reluctantly, seeking to avoid responsibility or even acting to defy the deity's influence on you. You might wear the robes of the deity's order, or you might give little thought and even less reverence to the source of your powers. However you feel about these gifts, there can be no doubt that you wield a special power. Good-aligned deities are most likely to empower a blessed one. However, deities of any alignment can grant such a blessing, as long as they are capable of granting a positive divine font to their clerics. This means such deities as [Lamashtu](compendium/setting/deities/lamashtu.md) might grant a foul version of the blessed one's powers. + +*Source: Advanced Player's Guide p. 162* + +```ad-embed-feat +title: Blessed One Dedication, Feat 2 +collapse: closed +# Blessed One Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + + +You are touched by a deity and gifted with the ability to alleviate the suffering of others. You gain the [lay on hands](compendium/spells/lay-on-hands.md) devotion spell. It costs 1 Focus Point to cast a focus spell. + +This feat grants a focus pool of 1 Focus Point that you can recover using the [Refocus](rules/actions/refocus.md) activity. You can [Refocus](rules/actions/refocus.md) by meditating, whether you reflect on the deity granting the blessing or not, allowing your blessing to refill your focus pool. Your devotion spells from the blessed one archetype are divine spells. + +**Special.** You can't select another dedication feat until you have gained two other feats from the blessed one archetype. + +*Source: Advanced Player's Guide p. 162* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Blessed Sacrifice, Feat 4 +collapse: closed +# Blessed Sacrifice *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Blessed One Dedication](compendium/feats/blessed-one-dedication-apg.md) + +You gain the [protector's sacrifice](compendium/spells/protectors-sacrifice.md) domain spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 162* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Accelerating Touch, Feat 6* +collapse: closed +# Accelerating Touch *Feat 6* +[champion](rules/traits/champion.md) + +> [!pf2-note] This version of [Accelerating Touch](compendium/feats/accelerating-touch-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. + +- **Prerequisites**: devotion spell ([lay on hands](compendium/spells/lay-on-hands.md)) + +Your healing energies are infused with bounding energy. A creature that recovers Hit Points from your lay on hands gains a +10-foot status bonus to its Speed until the end of its next turn. + +*Source: Advanced Player's Guide p. 119* +%% #trait/champion %% +``` + +```ad-embed-feat +title: Mercy, Feat 6* +collapse: closed +# Mercy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[champion](rules/traits/champion.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +> [!pf2-note] This version of [Mercy](compendium/feats/mercy.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. + +- **Prerequisites**: devotion spell ([lay on hands](compendium/spells/lay-on-hands.md)) +- **Activity** Single Action + +Your touch relieves fear and restores movement. If the next action you use is to cast [lay on hands](compendium/spells/lay-on-hands.md), you can attempt to counteract a [fear](rules/traits/fear.md) effect or an effect imposing the [paralyzed](rules/conditions.md#Paralyzed) condition on the target, in addition to the other benefits of lay on hands. + +*Source: Core Rulebook p. 111* +%% #trait/champion #trait/concentrate #trait/metamagic %% +``` + +```ad-embed-feat +title: Blessed Spell, Feat 8 +collapse: closed +# Blessed Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Blessed One Dedication](compendium/feats/blessed-one-dedication-apg.md), ability to cast spells from spell slots, [Mercy](compendium/feats/mercy.md) +- **Frequency**: once per 10 minutes +- **Activity** Single Action + +When you focus your magic on an ally, you can remove harmful conditions. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) from a spell slot, and that spell targets only a single ally, you can also attempt to remove a harmful condition from that ally. The condition must be one that could be removed by your [Mercy](compendium/feats/mercy.md) feat, including those granted by later feats such as [Greater Mercy](compendium/feats/greater-mercy.md). Attempt a counteract check based on the spell's DC and level. This effect is in addition to the normal effects of your spell. + +*Source: Advanced Player's Guide p. 162* +%% #trait/archetype #trait/concentrate #trait/metamagic %% +``` + +```ad-embed-feat +title: Invigorating Mercy, Feat 8* +collapse: closed +# Invigorating Mercy *Feat 8* +[champion](rules/traits/champion.md) + +> [!pf2-note] This version of [Invigorating Mercy](compendium/feats/invigorating-mercy-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Mercy](compendium/feats/mercy.md) + +Your divine touch rejuvenates the weak and tired. When you use Mercy, you can instead attempt a counteract check to remove the [clumsy](rules/conditions.md#Clumsy) or [enfeebled](rules/conditions.md#Enfeebled) conditions, using the source of that condition to determine the counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn. + +*Source: Advanced Player's Guide p. 119* +%% #trait/champion %% +``` + +```ad-embed-feat +title: Greater Mercy, Feat 10* +collapse: closed +# Greater Mercy *Feat 10* +[champion](rules/traits/champion.md) + +> [!pf2-note] This version of [Greater Mercy](compendium/feats/greater-mercy.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Mercy](compendium/feats/mercy.md) + +Your faith enhances your ability to remove conditions. When you use [Mercy](compendium/feats/mercy.md), you can instead attempt to counteract the [blinded](rules/conditions.md#Blinded), [deafened](rules/conditions.md#Deafened), [sickened](rules/conditions.md#Sickened), or [slowed](rules/conditions.md#Slowed) conditions. + +*Source: Core Rulebook p. 112* +%% #trait/champion %% +``` + +```ad-embed-feat +title: Blessed Denial, Feat 12* +collapse: closed +# Blessed Denial [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Blessed Denial](compendium/feats/blessed-denial-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Blessed One Dedication](compendium/feats/blessed-one-dedication-apg.md) +- **Trigger** An ally within 30 feet would become [frightened](rules/conditions.md#Frightened), [drained](rules/conditions.md#Drained), [enfeebled](rules/conditions.md#Enfeebled), [sickened](rules/conditions.md#Sickened), or [stupefied](rules/conditions.md#Stupefied). +- **Activity** Reaction + +You exude peace and protection, lessening a harmful condition as it falls upon an ally. Reduce the value of the condition your ally would take by 1 (to a minimum of 0). If the ally takes more than one condition at the same time, choose one to reduce. + +*Source: Advanced Player's Guide p. 162* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Elucidating Mercy, Feat 12* +collapse: closed +# Elucidating Mercy *Feat 12* +[champion](rules/traits/champion.md) + +> [!pf2-note] This version of [Elucidating Mercy](compendium/feats/elucidating-mercy-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Mercy](compendium/feats/mercy.md) + +Your mercy grants clarity to those around you just when they need it most. When you use Mercy, you can instead attempt a counteract check to remove the [confused](rules/conditions.md#Confused) or [stupefied](rules/conditions.md#Stupefied) conditions, using the source of that condition to determine the counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn. + +*Source: Advanced Player's Guide p. 120* +%% #trait/champion %% +``` + +```ad-embed-feat +title: Resilient Touch, Feat 12* +collapse: closed +# Resilient Touch *Feat 12* +[champion](rules/traits/champion.md) + +> [!pf2-note] This version of [Resilient Touch](compendium/feats/resilient-touch-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. + +- **Prerequisites**: devotion spell ([lay on hands](compendium/spells/lay-on-hands.md)) + +Your healing energies create an aura of protection that defends your allies against more than just blades and arrows. + +An ally that recovers Hit Points from your lay on hands gains a +1 status bonus to their saving throws until the end of their next turn. + +*Source: Advanced Player's Guide p. 120* +%% #trait/champion %% +``` + +```ad-embed-feat +title: Affliction Mercy, Feat 14* +collapse: closed +# Affliction Mercy *Feat 14* +[champion](rules/traits/champion.md) + +> [!pf2-note] This version of [Affliction Mercy](compendium/feats/affliction-mercy.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Mercy](compendium/feats/mercy.md) + +The divine grace that flows through you grants reprieve from an affliction. When you use [Mercy](compendium/feats/mercy.md), you can instead attempt to counteract a [curse](rules/traits/curse.md), [disease](rules/traits/disease.md), or [poison](rules/traits/poison.md). + +*Source: Core Rulebook p. 113* +%% #trait/champion %% +``` + +```ad-embed-feat +title: Amplifying Touch, Feat 14* +collapse: closed +# Amplifying Touch *Feat 14* +[champion](rules/traits/champion.md) + +> [!pf2-note] This version of [Amplifying Touch](compendium/feats/amplifying-touch-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. + +- **Prerequisites**: devotion spell (lay on hands) + +Your healing energies empower attacks. An ally that recovers Hit Points from your lay on hands gains a +1 status bonus to their attack rolls and deals 1 additional good damage on all their [Strikes](rules/actions/strike.md) until the end of their next turn. + +*Source: Advanced Player's Guide p. 120* +%% #trait/champion %% +``` + +```ad-embed-feat +title: Rejuvenating Touch, Feat 20* +collapse: closed +# Rejuvenating Touch *Feat 20* +[champion](rules/traits/champion.md) + +> [!pf2-note] This version of [Rejuvenating Touch](compendium/feats/rejuvenating-touch-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. + +- **Prerequisites**: devotion spell ([lay on hands](compendium/spells/lay-on-hands.md)) + +Your healing energies linger after you cast, providing continual benefits. An ally that recovers Hit Points from your lay on hands gains 10 temporary Hit Points at the start of their turn during each of the next 10 rounds. This effect ends if the ally is knocked [unconscious](rules/conditions.md#Unconscious). + +*Source: Advanced Player's Guide p. 121* +%% #trait/champion %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/bounty-hunter-apg.md b/compendium/character/archetypes/bounty-hunter-apg.md new file mode 100644 index 000000000..b16b73581 --- /dev/null +++ b/compendium/character/archetypes/bounty-hunter-apg.md @@ -0,0 +1,111 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Bounty Hunter"] +--- +# Bounty Hunter *Dedication Level 2* + +Whether for coin, glory, or justice, you know how to track, defeat, and capture dangerous individuals. You're accustomed to perusing wanted posters, searching up on leads, and pursuing villains to hell and back. + +*Source: Advanced Player's Guide p. 163* + +```ad-embed-feat +title: Bounty Hunter Dedication, Feat 2 +collapse: closed +# Bounty Hunter Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) + +When focused on finding your quarry, you're relentless. You gain the [Hunt Prey](rules/actions/hunt-prey.md) action. You can use [Hunt Prey](rules/actions/hunt-prey.md) to designate only a creature that you've seen, heard about, or learned about through some other means, such as a bounty board or wanted poster. In addition to the other benefits of [Hunt Prey](rules/actions/hunt-prey.md), you gain a +2 circumstance bonus to checks to [Gather Information](rules/actions/gather-information.md) regarding your prey. + +If you already have [Hunt Prey](rules/actions/hunt-prey.md), you become an expert in [Survival](compendium/skills.md#Survival) and gain the circumstance bonus to [Gather Information](rules/actions/gather-information.md) about your prey; you can still designate a creature you're tracking during exploration, in addition to the conditions above. + +**Special.** You can't select another dedication feat until you have gained two other feats from the bounty hunter archetype. + +*Source: Advanced Player's Guide p. 163* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Posse, Feat 4 +collapse: closed +# Posse *Feat 4* +[archetype](rules/traits/archetype.md) [exploration](rules/traits/exploration.md) + +- **Prerequisites**: [Bounty Hunter Dedication](compendium/feats/bounty-hunter-dedication-apg.md) +- **Requirements**: You have designated prey with [Hunt Prey](rules/actions/hunt-prey.md). + +By spending 1 minute giving guidance to help hunt down your prey, you instruct up to five willing creatures to assist you. They gain a +1 circumstance bonus to [Seek](rules/actions/seek.md) your prey, to [Track](rules/actions/track.md) your prey, and to [Gather Information](rules/actions/gather-information.md) about your prey. You and the creatures assisting you gain a +1 circumstance bonus to initiative rolls when entering combat with your prey. + +This benefit lasts until you designate a new prey or your prey dies, whichever comes first. An individual creature assisting you loses this benefit if they're out of your presence for too long to benefit from your instructions. This is usually 1 hour, but is determined by the GM. + +*Source: Advanced Player's Guide p. 163* +%% #trait/archetype #trait/exploration %% +``` + +```ad-embed-feat +title: Tools Of The Trade, Feat 4 +collapse: closed +# Tools Of The Trade *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bounty Hunter Dedication](compendium/feats/bounty-hunter-dedication-apg.md) + +You're well-versed in weapons that allow you to bring bounties in alive. You are trained with the following weapons: bola, [sap](compendium/equipment/items/sap.md), and [whip](compendium/equipment/items/whip.md). You gain access to bolas. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the weapons listed. + +In addition, you take no penalty when making a nonlethal attack with a weapon without the [nonlethal](rules/traits/nonlethal.md) trait. + +*Source: Advanced Player's Guide p. 163* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Keep Pace, Feat 6 +collapse: closed +# Keep Pace [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bounty Hunter Dedication](compendium/feats/bounty-hunter-dedication-apg.md) +- **Trigger** Your prey is within reach and attempts to move away from you. +- **Activity** Reaction + +Your prey can't escape. [Stride](rules/actions/stride.md) up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you've moved your full Speed. You can use Keep Pace to [Burrow](rules/actions/burrow.md), [Climb](rules/actions/climb.md), [Fly](rules/actions/fly.md), or [Swim](rules/actions/swim.md) instead of [Stride](rules/actions/stride.md) if you have the corresponding movement type. + +*Source: Advanced Player's Guide p. 163* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Opportunistic Grapple, Feat 8 +collapse: closed +# Opportunistic Grapple [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bounty Hunter Dedication](compendium/feats/bounty-hunter-dedication-apg.md) +- **Trigger** Your prey critically fails on a melee [Strike](rules/actions/strike.md)'s attack roll against you. +- **Requirements**: Your prey is within your reach, you have at least one free hand, and your target is no more than one size larger than you. +- **Activity** Reaction + +You attempt an [Athletics](compendium/skills.md#Athletics) check to [Grapple](rules/actions/grapple.md) your prey. + +*Source: Advanced Player's Guide p. 163* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Double Prey, Feat 14* +collapse: closed +# Double Prey *Feat 14* +[ranger](rules/traits/ranger.md) + +> [!pf2-note] This version of [Double Prey](compendium/feats/double-prey.md) is intended for use with the Bounty Hunter Archetype. Its level has been changed accordingly. + + +You can focus on two foes at once, hunting both of them down. When you use the [Hunt Prey](rules/actions/hunt-prey.md) action, you can pick two creatures as your prey. + +*Source: Core Rulebook p. 175* +%% #trait/ranger %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/bright-lion-lol.md b/compendium/character/archetypes/bright-lion-lol.md new file mode 100644 index 000000000..ce60a4ef5 --- /dev/null +++ b/compendium/character/archetypes/bright-lion-lol.md @@ -0,0 +1,73 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/lol +aliases: ["Bright Lion"] +--- +# Bright Lion *Dedication Level 2* + +You are one of the Bright Lions, part revolutionary warrior, part undercover spy. + +*Source: Lost Omens: Legends p. 101* + +```ad-embed-feat +title: Bright Lion Dedication, Feat 2 +collapse: closed +# Bright Lion Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: [Bright Lion](compendium/character/backgrounds/bright-lion-lowg.md) background +- **Prerequisites**: member of the Bright Lions, not a worshipper of Walkena, trained in [Stealth](compendium/skills.md#Stealth) + +You become trained in your choice of [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) and in [Mzali Lore](compendium/skills.md#Lore); if you were already trained, you become an expert instead. You incorporate enough worship of Walkena in your daily life to avoid suspicion. You typically don't need to [Lie](rules/actions/lie.md) or [Impersonate](rules/actions/impersonate.md) to pass yourself off as a worshipper of Walkena. Against careful inspection, you gain a +4 circumstance bonus to [Deception](compendium/skills.md#Deception) checks specifically to pass yourself off as a version of yourself faithful to Walkena. + +**Special.** You can't select another dedication feat until you have gained two other feats from the Bright Lion archetype. + +*Source: Lost Omens: Legends p. 101* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Warding Light, Feat 4 +collapse: closed +# Warding Light *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bright Lion Dedication](compendium/feats/bright-lion-dedication-lol.md) + +You gain a tattoo that serves as a special ward to defend you against Walkena's forces. + +The tattoo allows you to cast the [light](compendium/spells/light.md) cantrip as a divine innate spell at will. The cantrip is heightened to a spell level equal to half your level rounded up. If you die, the tattoo immediately casts gentle repose on your corpse, heightened to the same spell level. + +*Source: Lost Omens: Legends p. 101* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Sun's Fury, Feat 6 +collapse: closed +# Sun's Fury *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bright Lion Dedication](compendium/feats/bright-lion-dedication-lol.md) + +The Old Sun Gods have granted you a gift in your fight against Walkena. You gain the sun's fury focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the [Refocus](rules/actions/refocus.md) activity to pray to the Old Sun Gods; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your Bright Lion focus spells are divine spells; when you gain this feat, if you aren't already, you become trained in divine spell attacks and spell DCs, using Charisma as your spellcasting ability score. + +*Source: Lost Omens: Legends p. 101* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Elude The Divine, Feat 8 +collapse: closed +# Elude The Divine *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bright Lion Dedication](compendium/feats/bright-lion-dedication-lol.md) + +You are able to escape inquisitions involving divine magic, allowing you to blend in well in Mzali but also to avoid unwanted attention in other oppressive theocracies. You gain the [Slippery Secrets](compendium/feats/slippery-secrets.md) skill feat, and its benefits also apply against [divination](rules/traits/divination.md) effects that attempt to discern your deity. When using Slippery Secrets against a divine divination, you gain a +2 circumstance bonus, and on a critical success, the divination reveals false information appropriate to your false persona, rather than nothing. + +*Source: Lost Omens: Legends p. 101* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/butterfly-blade-frp1.md b/compendium/character/archetypes/butterfly-blade-frp1.md new file mode 100644 index 000000000..af185a586 --- /dev/null +++ b/compendium/character/archetypes/butterfly-blade-frp1.md @@ -0,0 +1,168 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/frp1 +aliases: ["Butterfly Blade"] +--- +# Butterfly Blade *Dedication Level 4* + +You've trained in one of Goka's oldest traditions of espionage, intimidation, and combat mastery. You use your skills to learn about your enemies and cut them down with your mastery of the butterfly sword. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* + +```ad-embed-feat +title: Butterfly Blade Dedication, Feat 4 +collapse: closed +# Butterfly Blade Dedication *Feat 4* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Defeat a member of the Butterfly Blades in a sanctioned bout. +- **Prerequisites**: trained in butterfly swords + +You become trained in [Deception](compendium/skills.md#Deception) and [Stealth](compendium/skills.md#Stealth); if you were already trained, you become an expert instead. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with butterfly swords. You gain access to butterfly swords. + +**Special.** You cannot select another dedication feat until you have gained two other feats from this archetype. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Clever Gambit, Feat 4* +collapse: closed +# Clever Gambit [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[rogue](rules/traits/rogue.md) + +> [!pf2-note] This version of [Clever Gambit](compendium/feats/clever-gambit-apg.md) is intended for use with the Butterfly Blade Archetype. Its level has been changed accordingly. + +- **Prerequisites**: mastermind racket +- **Trigger** Your [Strike](rules/actions/strike.md) critically hits and deals damage to a creature you've identified with [Recall Knowledge](rules/actions/recall-knowledge.md). +- **Activity** Reaction + +Your battle tactics are aided by your assessment of your foes' capabilities, allowing you to instantly adjust your movements to maximum advantage. You [Step](rules/actions/step.md) or [Stride](rules/actions/stride.md); this movement doesn't trigger reactions from the triggering creature. + +*Source: Advanced Player's Guide p. 134* +%% #trait/rogue %% +``` + +```ad-embed-feat +title: Combat Assessment, Feat 4* +collapse: closed +# Combat Assessment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[fighter](rules/traits/fighter.md) + +> [!pf2-note] This version of [Combat Assessment](compendium/feats/combat-assessment-apg.md) is intended for use with the Butterfly Blade Archetype. Its level has been changed accordingly. + +- **Activity** Single Action + +You make a telegraphed attack to learn about your foe. Make a melee [Strike](rules/actions/strike.md). On a hit, you can immediately attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md) about the target. On a critical hit, you gain a +2 circumstance bonus to the check to [Recall Knowledge](rules/actions/recall-knowledge.md). The target is temporarily immune to Combat Assessment for 1 day. + +*Source: Advanced Player's Guide p. 126* +%% #trait/fighter %% +``` + +```ad-embed-feat +title: Dread Striker, Feat 4* +collapse: closed +# Dread Striker *Feat 4* +[rogue](rules/traits/rogue.md) + +> [!pf2-note] This version of [Dread Striker](compendium/feats/dread-striker.md) is intended for use with the Butterfly Blade Archetype. Its level has been changed accordingly. + + +You capitalize on your enemies' fear to slip past their defenses. Any creature that has the [frightened](rules/conditions.md#Frightened) condition is also [flat-footed](rules/conditions.md#Flat-footed) against your attacks. + +*Source: Core Rulebook p. 184* +%% #trait/rogue %% +``` + +```ad-embed-feat +title: Quick Draw (Ranger), Feat 4* +collapse: closed +# Quick Draw (Ranger) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[ranger](rules/traits/ranger.md) + +> [!pf2-note] This version of [Quick Draw (Ranger)](compendium/feats/quick-draw-ranger.md) is intended for use with the Butterfly Blade Archetype. Its level has been changed accordingly. + +- **Activity** Single Action + +You draw your weapon and attack with the same motion. You [Interact](rules/actions/interact.md) to draw a weapon, then [Strike](rules/actions/strike.md) with that weapon. + +*Source: Core Rulebook p. 172* +%% #trait/ranger %% +``` + +```ad-embed-feat +title: Butterfly's Kiss, Feat 6 +collapse: closed +# Butterfly's Kiss *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Butterfly Blade Dedication](compendium/feats/butterfly-blade-dedication-frp1.md) + +You can make nonlethal [Strikes](rules/actions/strike.md) with a butterfly sword without taking a penalty. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Butterfly's Sting, Feat 6 +collapse: closed +# Butterfly's Sting *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Butterfly Blade Dedication](compendium/feats/butterfly-blade-dedication-frp1.md) + +You gain the sneak attack class feature (Core Rulebook 181) + +You don't increase the number of dice as you gain levels. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Mastermind's Eye, Feat 6 +collapse: closed +# Mastermind's Eye *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Butterfly Blade Dedication](compendium/feats/butterfly-blade-dedication-frp1.md) + +When you succeed at identifying a creature using [Recall Knowledge](rules/actions/recall-knowledge.md), that creature is [flat-footed](rules/conditions.md#Flat-footed) against your attacks until the start of your next turn; if you critically succeed, it's [flat-footed](rules/conditions.md#Flat-footed) against your attacks for 1 minute. This feat serves as the rogue's mastermind racket for the purpose of meeting prerequisites. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Deadly Butterfly, Feat 8 +collapse: closed +# Deadly Butterfly *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Butterfly Blade Dedication](compendium/feats/butterfly-blade-dedication-frp1.md) + +You gain access to the butterfly sword's critical specialization effect. If you already had access to the critical specialization effect or you gain the effect at a later time, you also gain the critical specialization effect for knives when you critically hit with a butterfly sword. You can benefit from only one critical specialization effect at a time. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Innocent Butterfly, Feat 14* +collapse: closed +# Innocent Butterfly *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Innocent Butterfly](compendium/feats/innocent-butterfly-frp1.md) is intended for use with the Butterfly Blade Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Butterfly Blade Dedication](compendium/feats/butterfly-blade-dedication-frp1.md) + +You know how to alter the perceptions of others. You can cast [aura of the unremarkable](compendium/spells/aura-of-the-unremarkable-frp1.md) once per day as an innate arcane spell. The spell uses your class DC or spell DC, whichever is higher. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/captivator-lotgb.md b/compendium/character/archetypes/captivator-lotgb.md new file mode 100644 index 000000000..eea718beb --- /dev/null +++ b/compendium/character/archetypes/captivator-lotgb.md @@ -0,0 +1,201 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- archetype/benefit/spellcasting +- compendium/src/pf2e/lotgb +aliases: ["Captivator"] +--- +# Captivator *Dedication Level 4* + +Others find you inherently fascinating. You have a facility with words that draws others in, and you've always found it easy to sway others to your point of view. This ability has grown to the point where you're capable of innate magic. You can bend others' wills to your own by weaving alluring enchantments and compelling illusions. Perhaps this comes from a touch of fey or draconic blood in your family's distant past, or perhaps it's the work of some special boon or curse placed upon you. + +Captivators come from all areas of the world and all walks of life. A farmhand with the right gifts, sent to the market every week to hawk their latest crop, could find themself on the path to becoming a captivator. An urchin who relies on the sympathy of others just to survive may become a captivator out of necessity, and a noble, immersed in a deadly game of luxury and influence, might have trained to be a captivator since birth. Regardless of background, most captivators use their abilities to advance their station in life, make things easier for themselves, or befriend those who can help them achieve their goals. + +Good captivators use their gifts and skills to bring people together. They might turn a would-be tavern brawl into a night of sharing drinks and telling stories. They might offer encouragement to those facing depression or doubt. They excel at ending conflict peacefully and efficiently, leaving everyone around them happier. When faced with violence, they use their magic to quickly subdue or enthrall enemies while minimizing harm to their companions. + +Evil captivators manipulate others to achieve status, wealth, and power. They have no qualms about deceiving someone or using their magic to cause harm. Evil captivators are dangerous tricksters whose enchantments and illusions make them seem harmless, unimportant, or friendly. The slick politician, the devious con artist, the cunning courtier—these are all roles that an evil captivator can easily assume. + +*Source: Lost Omens: The Grand Bazaar p. 120* + +```ad-embed-feat +title: Captivator Dedication, Feat 4 +collapse: closed +# Captivator Dedication *Feat 4* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: Charisma 14, trained in [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) + +Your ability to captivate others borders on the preternatural. + +You are seldom at a loss in social situations, and you can create minor enchantments or illusions. Choose [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy). You become trained in that skill, or become an expert if you were already trained. + +Choose two cantrips from the occult list; each cantrip must be from either the enchantment or illusion school. You gain access to the [Cast a Spell](rules/actions/cast-a-spell.md) activity and can cast these spells as occult innate spells. You're trained in occult spell attack rolls and spell DCs. If you have a hand free, you can usually replace material components with somatic components, so you don't need to use a spell component pouch. Your key spellcasting ability for these spells is Charisma. + +**Special.** You can't select another dedication feat until you have gained two other feats from the captivator archetype. + +*Source: Lost Omens: The Grand Bazaar p. 120* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Basic Captivator Spellcasting, Feat 4 +collapse: closed +# Basic Captivator Spellcasting *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Captivator Dedication](compendium/feats/captivator-dedication-lotgb.md) + +Your innate ability to fascinate others develops into full-fledged spellcasting. This spellcasting comes naturally and instinctively to you, rather than as a product of training. + +Choose a 1st-level occult spell from either the enchantment or illusion school. You can [Cast this Spell](rules/actions/cast-a-spell.md) as an occult innate spell. At 6th level, you gain a 2nd-level spell, and at 8th level, you gain a 3rd-level spell. Each of these spells must be from either the enchantment or illusion school. + +*Source: Lost Omens: The Grand Bazaar p. 120* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Captivating Intensity, Feat 6 +collapse: closed +# Captivating Intensity *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Captivator Spellcasting](compendium/feats/basic-captivator-spellcasting-lotgb.md) + +Your ability to captivate others has grown, and you can use your captivator abilities more often. You seem to never run out of the ability to fascinate or distract. You can cast each occult innate spell granted by captivator archetype feats one additional time per day. You can do this for spells of all levels granted, other than your two highest spell levels from non-cantrip captivator spells. If you have [Heightened Captivation](compendium/feats/heightened-captivation-lotgb.md), you can [Cast the chosen Spell](rules/actions/cast-a-spell.md) a second time each day, though one of the two times you cast it, it's heightened two levels lower than your highest level of non-cantrip captivator spells, as long as the spell can be cast at that spell level. + +*Source: Lost Omens: The Grand Bazaar p. 121* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Countercharm, Feat 8 +collapse: closed +# Countercharm [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Captivator Spellcasting](compendium/feats/basic-captivator-spellcasting-lotgb.md) +- **Trigger** A creature Casts a Spell from the enchantment or illusion school. +- **Requirements**: You have an innate non-cantrip captivator spell of the same school. +- **Activity** Reaction + +Your enchantments and illusions are so dominant that you can use them to counteract similar magic cast by others. + +When a foe casts an enchantment or illusion spell and you can see its manifestations, you can use your own innate magic to disrupt it. You lose an innate, non-cantrip spell of the same school as the triggering spell as if you had [Cast the Spell](rules/actions/cast-a-spell.md). You then attempt to counteract the triggering spell with your spell. + +*Source: Lost Omens: The Grand Bazaar p. 121* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Heightened Captivation, Feat 8 +collapse: closed +# Heightened Captivation *Feat 8* +[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Captivator Dedication](compendium/feats/captivator-dedication-lotgb.md) + +You can infuse your enchantments and illusions with more power. Choose one of your spells granted by captivator archetype feats; this spell can't be from your highest level of non-cantrip captivator spells. The spell you choose is heightened to the highest level of captivator spell you can cast, not including cantrips. You can't later change the spell that is heightened by this feat. + +**Special.** You can select this feat more than once. Each time you select it, you choose a different spell. + +*Source: Lost Omens: The Grand Bazaar p. 121* +%% #trait/archetype #trait/metamagic %% +``` + +```ad-embed-feat +title: Expert Captivator Spellcasting, Feat 10 +collapse: closed +# Expert Captivator Spellcasting *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Captivator Spellcasting](compendium/feats/basic-captivator-spellcasting-lotgb.md) + +You learn more powerful spells to enchant and deceive. + +You learn a 4th-level occult spell. At 12th level, you learn a 5th-level spell, and at 14th level, you learn a 6th-level spell. + +Each of these spells must come from either the enchantment or illusion school. You [Cast these Spells](rules/actions/cast-a-spell.md) as occult innate spells. + +You become an expert with spell attack rolls and spell DCs for occult spells. + +*Source: Lost Omens: The Grand Bazaar p. 121* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Reactive Charm, Feat 10 +collapse: closed +# Reactive Charm [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Captivator Dedication](compendium/feats/captivator-dedication-lotgb.md) +- **Frequency**: once per day +- **Trigger** You are the target of a spell or attack. +- **Activity** Reaction + +You're so charming and distracting that when pressed, you can cast a simple enchantment in time to foil an attacker. You cast any of your 1st-level enchantment spells that normally take two actions or fewer to cast. This takes effect before the triggering spell or attack, and if the attacker is affected by your spell, it can make different decisions based on the effects (for instance, if you charm the attacker and it becomes [friendly](rules/conditions.md#Friendly) to you, it can choose a different target than you for its attack or spell). The attacking creature must be in range of your chosen spell, and if your spell requires targets, the attacking creature must be a valid target. Your spell affects only the attacking creature, even if it would normally affect more targets or an area. + +*Source: Lost Omens: The Grand Bazaar p. 121* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Effortless Captivation, Feat 14* +collapse: closed +# Effortless Captivation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* +[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) + +> [!pf2-note] This version of [Effortless Captivation](compendium/feats/effortless-captivation-lotgb.md) is intended for use with the Captivator Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Captivator Dedication](compendium/feats/captivator-dedication-lotgb.md) +- **Trigger** Your turn begins. +- **Activity** Free Action + +You maintain your innate enchantments and illusions with hardly a thought. You immediately gain the effects of the [Sustain a Spell](rules/actions/sustain-a-spell.md) action, which you can use only to extend the duration of an enchantment or illusion spell. + +*Source: Lost Omens: The Grand Bazaar p. 121* +%% #trait/archetype #trait/metamagic %% +``` + +```ad-embed-feat +title: Master Captivator Spellcasting, Feat 16* +collapse: closed +# Master Captivator Spellcasting *Feat 16* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Master Captivator Spellcasting](compendium/feats/master-captivator-spellcasting-lotgb.md) is intended for use with the Captivator Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Expert Captivator Spellcasting](compendium/feats/expert-captivator-spellcasting-lotgb.md) + +You master the most powerful spells that enchant and deceive. + +You learn a 7th-level occult spell. At 18th level, you learn an 8th-level spell spell, and at 20th level, you learn a 9th-level spell. + +Each of these spells must come from either the enchantment or illusion school. You cast these spells as occult innate spells. + +You become a master with spell attack rolls and spell DCs for occult spells. + +*Source: Lost Omens: The Grand Bazaar p. 121* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Look Again, Feat 18* +collapse: closed +# Look Again [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* +[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) + +> [!pf2-note] This version of [Look Again](compendium/feats/look-again-lotgb.md) is intended for use with the Captivator Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Captivator Dedication](compendium/feats/captivator-dedication-lotgb.md) +- **Frequency**: once per day +- **Activity** Single Action + +If your illusions or enchantments fail to ensnare the minds of others, you can cast them again. If your next action is to cast an innate enchantment or illusion spell and it fails to affect any targets, you do not lose the spell. You must use the same number of actions to recast the same spell on your following turn; if you can't, or choose not to, you waste that number of actions with no effect. After this second casting, you lose the spell whether it affected any targets or not. + +Look Again works only with spells that require targets and doesn't do anything if you cast a targeted spell but didn't select any targets. + +*Source: Lost Omens: The Grand Bazaar p. 121* +%% #trait/archetype #trait/metamagic %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/cathartic-mage-som.md b/compendium/character/archetypes/cathartic-mage-som.md new file mode 100644 index 000000000..fa914320a --- /dev/null +++ b/compendium/character/archetypes/cathartic-mage-som.md @@ -0,0 +1,320 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- archetype/benefit/spellcasting +- compendium/src/pf2e/som +aliases: ["Cathartic Mage"] +--- +# Cathartic Mage *Dedication Level 2* + +Emotions are powerful, and you can tap into that power to enhance your magic for a time. You learn to harness a particular emotional state under the right conditions, but be warned: emotions are volatile and destructive if left unchecked. The experience often leaves you reeling from the unhindered emotion, requiring a rest or distraction before tapping into it again. + +> [!pf2-sidebar] Emotional Focus +> +> Some emotional states, such as love or hatred, require the caster to focus on a specific individual called their emotional focus. Your emotional focus can change over time with you choosing a new focus after an important part of your story is resolved. Work with your GM to determine when this change happens. An emotional focus doesn't get a say in the matter; the cathartic spellcaster's emotions determine the bond. However, making another PC your emotional focus could result in an uncomfortable social dynamic. You should check with that PC's player in advance to see if such a link is acceptable. + +## Emotional States +SoM p. 194 + +The following emotional states are used in the Cathartic Mage archetype. Each emotional state's entry lists the following pieces of information. + +**Catharsis Trigger** The event or conditions you must meet to take your Catharsis reaction. + +**Catharsis Activation** The benefit when you use Catharsis. + +**Emotional Fervor** Benefits you gain for 3 rounds after you use Catharsis. This entry also lists a spell you're able to cast while in your emotional fervor. You must expend a spell slot to cast it. This slot must be of at least the spell's level, and the spell is automatically heightened to the level of slot you expended. + +**Emotional Fallout** The effect you experience when your emotional fervor ends. + +**Focus Spell** The focus spell you gain if you select the [Cathartic Focus Spell](compendium/feats/cathartic-focus-spell-som.md) archetype feat. + +### Anger +SoM p. 194 + +Your destructive wrath allows you to harm your foes but causes you pain in the process. + +**Catharsis Trigger** An enemy deals damage to you. You can't use this reaction if you're [fatigued](rules/conditions.md#Fatigued). + +**Catharsis Activation** If you're [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), or [restrained](rules/conditions.md#Restrained), you can attempt to [Escape](rules/actions/escape.md). If you succeed, the creature or hazard imposing the condition on you (if applicable) takes force damage equal to your level. + +**Emotional Fervor** When you [Cast a Spell](rules/actions/cast-a-spell.md) from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's level. Spell: [draw ire](compendium/spells/draw-ire-som.md) + +**Emotional Fallout** You become [fatigued](rules/conditions.md#Fatigued) until you Settle your Emotions. + +**Focus Spell** [athletic rush](compendium/spells/athletic-rush.md) + +### Awe +SoM p. 194 + +Your powerful sense of wonderment can be infectious and distracting. + +**Catharsis Trigger** You or an ally within 30 feet critically succeeds on an attack roll against an enemy's AC or a skill check against one of an enemy's DCs. + +**Catharsis Activation** If you're [fascinated](rules/conditions.md#Fascinated) or [stupefied](rules/conditions.md#Stupefied), you can attempt an additional save to end the effect if it allowed a save. + +**Emotional Fervor** When you cast a spell, choose one creature that was hit by your spell attack roll or that failed its saving throw, if any. That creature becomes [fascinated](rules/conditions.md#Fascinated) with you until the end of its next turn. It's then temporarily immune to this fervor effect for 1 hour. Spell: [glitterdust](compendium/spells/glitterdust.md) + +**Emotional Fallout** You become [flat-footed](rules/conditions.md#Flat-footed) until you Settle your Emotions. + +**Focus Spell** [dazzling flash](compendium/spells/dazzling-flash.md) (doesn't require a religious symbol) + +### Dedication +SoM p. 194 + +Your commitment protects those you are dedicated to but can lead to dependency. Your emotional focus is an individual creature you're bound to (see Emotional Focus sidebar). + +**Catharsis Trigger** Your emotional focus takes damage from an enemy while within 30 feet of you. + +**Catharsis Activation** Your emotional focus gains a number of temporary Hit Points equal to half your level rounded up. These temporary HP last for 1 minute. + +**Emotional Fervor** Your spells that target your emotional focus gain the benefits of Reach Spell. When you cast a healing spell that affects your emotional focus, your emotional focus also gains temporary HP equal to the spell's level in addition to the spell's effects. These temporary HP last for 1 minute. Spell: [spirit link](compendium/spells/spirit-link.md) + +**Emotional Fallout** Until you Settle your Emotions, you can't Cast Spells unless you're adjacent to your emotional focus. + +**Focus Spell** [protector's sacrifice](compendium/spells/protectors-sacrifice.md) + +### Fear +SoM p. 194 + +You let your fear fuel you, rather than consume you, but it burns your endurance. + +**Catharsis Trigger** An enemy makes you [frightened](rules/conditions.md#Frightened). + +**Catharsis Activation** Increase your [frightened](rules/conditions.md#Frightened) value by 1, to a maximum of [frightened](rules/conditions.md#Frightened). + +**Emotional Fervor** You don't take the status penalty from the [frightened](rules/conditions.md#Frightened) condition to your spell DCs or spell attack bonus. Instead, you gain a status bonus to spell attack rolls equal to the penalty you would've taken, and your foes take the same status penalty to their saving throws against your spells. Any other statistic takes the status penalty as normal. Spell: [fear](compendium/spells/fear.md) + +**Emotional Fallout** You are [fleeing](rules/conditions.md#Fleeing) for 2 rounds, running from the source of the [frightened](rules/conditions.md#Frightened) condition that triggered your Catharsis. If that source is no longer present, you instead flee from the position where you were at the start of your emotional fallout. + +**Focus Spell** [waking nightmare](compendium/spells/waking-nightmare.md) + +### Hatred +SoM p. 194 + +Your unabashed hatred consumes your soul and causes your foe to falter. Your emotional focus is an individual enemy you detest (see Emotional Focus sidebar). + +**Catharsis Trigger** You start your first turn in an encounter against your emotional focus or one of their followers. If the encounter includes multiple eligible followers and doesn't include your actual emotional focus, choose one of the followers to act as your emotional focus for this encounter (or until your actual emotional focus shows up). + +**Catharsis Activation** You can [Step](rules/actions/step.md) or [Stride](rules/actions/stride.md). You must end this movement closer to your emotional focus. + +**Emotional Fervor** Your emotional focus is [flat-footed](rules/conditions.md#Flat-footed) to you and takes a –2 status penalty to saves against your spells. You're [flat-footed](rules/conditions.md#Flat-footed) to your emotional focus and take a –2 status penalty to saves against it. Spell: [blood vendetta](compendium/spells/blood-vendetta-apg.md) + +**Emotional Fallout** You become [stunned](rules/conditions.md#Stunned). + +**Focus Spell** [cry of destruction](compendium/spells/cry-of-destruction.md) + +### Joy +SoM p. 194 + +Your unbridled enthusiasm and positive attitude can lead you to success, but you might expend more energy than you planned. + +**Catharsis Trigger** You critically succeed on an attack roll or save, or an enemy critically fails on a save against you. + +**Catharsis Activation** Reduce the value of any [frightened](rules/conditions.md#Frightened) or [stupefied](rules/conditions.md#Stupefied) condition you have by 1 and end any [persistent mental damage](rules/conditions.md#Persistent%20Damage) you have. + +**Emotional Fervor** You gain a +1 status bonus to [Performance](compendium/skills.md#Performance) checks and to the spell attack rolls of [emotion](rules/traits/emotion.md) spells, and enemies take a –1 status penalty to saves against your [emotion](rules/traits/emotion.md) spells. Spell: [hideous laughter](compendium/spells/hideous-laughter.md) + +**Emotional Fallout** You become [fatigued](rules/conditions.md#Fatigued) until you Settle your Emotions. + +**Focus Spell** [unimpeded stride](compendium/spells/unimpeded-stride.md) + +### Love +SoM p. 194 + +You're joined by the bonds of love and nothing can break that, but love can distract you from other things in your life. Your emotional focus is someone you're in love with; they aren't required to love you back. + +**Catharsis Trigger** Your emotional focus takes damage from an enemy while within 30 feet of you. + +**Catharsis Activation** If either you or your emotional focus is [confused](rules/conditions.md#Confused) or [controlled](rules/conditions.md#Controlled), one of you can attempt a new saving throw against one confusing or controlling effect (if it allowed a save), ending the condition if the new save is a success. If both of you are eligible, your emotional focus gets the new save. + +**Emotional Fervor** You gain a +1 status bonus to Will saves. If you cast a spell to benefit your emotional focus, this bonus increases to +3 until the start of your next turn. Spell: [soothe](compendium/spells/soothe.md) + +**Emotional Fallout** You're [fascinated](rules/conditions.md#Fascinated) with your emotional focus for 1 minute. + +**Focus Spell** [soothing words](compendium/spells/soothing-words.md) + +### Misery +SoM p. 194 + +To suffer is to know you're alive; to make your enemies suffer as greatly as you have eases your suffering. + +**Catharsis Trigger** You gain [persistent damage](rules/conditions.md#Persistent%20Damage) from a foe. + +**Catharsis Activation** You gain a number of temporary Hit Points equal to your level. They last for 1 minute. + +**Emotional Fervor** You can choose not to attempt a flat check to end [persistent damage](rules/conditions.md#Persistent%20Damage) you're taking. When you cast a damaging spell, you can choose one creature that failed its save or that you hit with your spell attack roll. That target takes [persistent damage](rules/conditions.md#Persistent%20Damage) of the same type the spell dealt, of an amount equal to the highest amount of [persistent damage](rules/conditions.md#Persistent%20Damage) you currently have. You can't choose a creature that's already taking [persistent damage](rules/conditions.md#Persistent%20Damage). Spell: [phantom pain](compendium/spells/phantom-pain.md) + +**Emotional Fallout** You take an untyped penalty to any damage you would deal with any spell you cast until you Settle your Emotions. The penalty is –1 per spell level. + +**Focus Spell** [savor the sting](compendium/spells/savor-the-sting.md) + +### Pride +SoM p. 194 + +All is well as long as you appear well, but you get caught up in the moment and lose track of what's important. + +**Catharsis Trigger** You critically fail on an attack roll or saving throw. + +**Catharsis Activation** The critical failure becomes a failure. + +**Emotional Fervor** Each time you cast an illusion spell, until the start of your next turn, any critical failure you roll on an attack roll or saving throw is a failure instead. Spell: [color spray](compendium/spells/color-spray.md) + +**Emotional Fallout** You momentarily lose track of what's real, becoming [confused](rules/conditions.md#Confused) for 1 round. Spell: [mirror image](compendium/spells/mirror-image.md) + +**Focus Spell** [veil of confidence](compendium/spells/veil-of-confidence.md) + +### Remorse +SoM p. 194 + +You attempt to overcome your failings, but your guilt stays with you. + +**Catharsis Trigger** An ally within 30 feet drops to 0 Hit Points. + +**Catharsis Activation** You [Step](rules/actions/step.md) or [Stride](rules/actions/stride.md). You must end this movement closer to the triggering ally + +**Emotional Fervor** Any spell you cast that restores Hit Points to the triggering ally gets a status bonus to the Hit Points healed equal to the spell's level, or double the spell's level if the ally is at 0 Hit Points. Spell: [warrior's regret](compendium/spells/warriors-regret-som.md) + +**Emotional Fallout** Your emotional weight crushes you, leaving you [stupefied](rules/conditions.md#Stupefied) until you Settle your Emotions. + +**Focus Spell** [healer's blessing](compendium/spells/healers-blessing.md) + +*Source: Secrets of Magic p. 194* + +````ad-embed-feat +title: Cathartic Mage Dedication, Feat 2 +collapse: closed +# Cathartic Mage Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Cha 14 or ability to cast spells from spell slots + +You've learned to harness a particular emotion and mix it into your magic. Choose an emotion from the Emotional States section to be your catharsis emotion. + +If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity. + +You gain a spell repertoire with one cantrip of your choice, from a spell list of your choice. You choose this cantrip from the common spells on your chosen spell list or from other spells to which you have access on that list. You're trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma. + +If you can already cast spells from spell slots, you learn one additional cantrip from your spellcasting tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire. + +You gain the Catharsis reaction and the Settle Emotions activity. + +```ad-embed-ability +title: Catharsis [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) + +- **Trigger**: determined by your catharsis emotion + +**Effect** You gain the catharsis activation effects listed for your catharsis emotion. You gain that emotion's emotional fervor benefits for 3 rounds. When your emotional fervor ends, you suffer the listed emotional fallout. After using Catharsis, you can't use it again until you use the Settle Emotions activity. +%% #trait/concentrate #trait/emotion #trait/mental %% +``` + +```ad-embed-ability +title: Settle Emotions +[concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) + +You spend 10 minutes using techniques you've developed to calm your emotions and bring them back under control. This allows you to access your Catharsis again. +%% #trait/concentrate #trait/emotion #trait/mental %% +``` + +**Special.** You can't select another dedication feat until you've gained two other feats from the cathartic mage archetype. + +*Source: Secrets of Magic p. 194* +%% #trait/uncommon #trait/archetype #trait/dedication %% +```` + +```ad-embed-feat +title: Basic Cathartic Spellcasting, Feat 4 +collapse: closed +# Basic Cathartic Spellcasting *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Cathartic Mage Dedication](compendium/feats/cathartic-mage-dedication-som.md) + +You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of that spell level from your chosen tradition to your repertoire—either a common spell or another spell you've learned or discovered. + +*Source: Secrets of Magic p. 195* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Cathartic Focus Spell, Feat 4 +collapse: closed +# Cathartic Focus Spell *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Cathartic Mage Dedication](compendium/feats/cathartic-mage-dedication-som.md) + +You learn the focus spell listed under your emotion's entry. + +You can cast it only while in emotional fervor. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](rules/actions/refocus.md) while you use Settle Emotions. + +*Source: Secrets of Magic p. 195* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Work Yourself Up, Feat 8 +collapse: closed +# Work Yourself Up [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) + +- **Prerequisites**: [Cathartic Mage Dedication](compendium/feats/cathartic-mage-dedication-som.md) +- **Requirements**: You have a reaction available and aren't prevented from using Catharsis. +- **Activity** Two-Action + +You concentrate on your mental state, tapping into that raw emotional energy. Take your Catharsis reaction, causing the catharsis activation and entering your emotional fervor as normal. The fervor lasts only until the end of your turn. + +At the end of your emotional fervor, you experience the effects of your emotional fallout, as normal. + +*Source: Secrets of Magic p. 195* +%% #trait/archetype #trait/concentrate %% +``` + +```ad-embed-feat +title: Expert Cathartic Spellcasting, Feat 12* +collapse: closed +# Expert Cathartic Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Expert Cathartic Spellcasting](compendium/feats/expert-cathartic-spellcasting-som.md) is intended for use with the Cathartic Mage Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Basic Cathartic Spellcasting](compendium/feats/basic-cathartic-spellcasting-som.md) + +You gain the expert spellcasting benefits. + +*Source: Secrets of Magic p. 195* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Infectious Emotions, Feat 12* +collapse: closed +# Infectious Emotions *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Infectious Emotions](compendium/feats/infectious-emotions-som.md) is intended for use with the Cathartic Mage Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Cathartic Mage Dedication](compendium/feats/cathartic-mage-dedication-som.md) + +When you use Catharsis, one ally within 30 feet gains the catharsis activation benefits in addition to you. If these benefits require an emotional focus, they use your emotional focus as they're experiencing an empathic imprint of your emotions. Depending on the activation benefit, it might be impossible to grant it to an ally; for instance, pride could only have an effect for an ally if both you and the ally critically failed the same saving throw against the same effect. + +*Source: Secrets of Magic p. 195* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Master Cathartic Spellcasting, Feat 18* +collapse: closed +# Master Cathartic Spellcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Master Cathartic Spellcasting](compendium/feats/master-cathartic-spellcasting-som.md) is intended for use with the Cathartic Mage Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Expert Cathartic Spellcasting](compendium/feats/expert-cathartic-spellcasting-som.md) + +You gain the master spellcasting benefits. + +*Source: Secrets of Magic p. 195* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/cavalier-apg.md b/compendium/character/archetypes/cavalier-apg.md new file mode 100644 index 000000000..4560f94e3 --- /dev/null +++ b/compendium/character/archetypes/cavalier-apg.md @@ -0,0 +1,207 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Cavalier"] +--- +# Cavalier *Dedication Level 2* + +You are a skilled and dedicated warrior of the battlefield who specializes in fighting astride a powerful animal companion that serves as your mount. You and your mount are an unparalleled team, moving with shared intent to become a powerful force on the battlefield. You might wield a banner in the name of a greater organization, a liege, or an ideal you uphold, or you might fight solely to further enrich your own prestige, reputation, and coffers. + +> [!pf2-brown] CAVALIER PLEDGES +> +> Many cavaliers pledge themselves in service to a specific organization or individual, such as a noble family or sovereign ruler, a knightly order or another organization, or a particular ideal. A cavalier pledged to an order or ideal must uphold its edicts and is beholden to any anathema it has; for example, a cavalier pledged to the druid's animal order would be tied to that anathema, while a cavalier pledged to the church of [Abadar](compendium/setting/deities/abadar.md) would be held to the same standards as a cleric of that god. If you pledge yourself to an entity or cause without a stated anathema, you should work with your GM to determine the edicts and anathema associated with your pledge. +> +> Cavaliers who have pledged themselves can gain access to certain abilities related to that pledge, such as Cavalier's Banner. If you violate the anathema of your pledge, you lose access to those feats until you benefit from an atone ritual. Changing the subject of your pledge is equivalent to retraining a class feature. + +*Source: Advanced Player's Guide p. 164* + +```ad-embed-feat +title: Cavalier Dedication, Feat 2 +collapse: closed +# Cavalier Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Nature](compendium/skills.md#Nature) or [Society](compendium/skills.md#Society) + +You gain a young animal companion that serves as your mount. You can choose from animal companions with the mount special ability, as well as any additional options from your pledge, as determined by your GM. You must choose an animal companion that's at least one size larger than you, but if the animal usually starts as Small, you can begin with a Medium version of that animal (changing no statistics other than its size). + +**Special.** You cannot select another dedication feat until you have gained two other feats from the cavalier archetype. This restriction is waived if you have pledged to the organization associated with the other dedication feat. For example, if you are pledged to a Hellknight order, you could take Hellknight dedication feats without needing to gain other feats from the cavalier archetype first. + +*Source: Advanced Player's Guide p. 164* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Cavalier's Banner, Feat 4 +collapse: closed +# Cavalier's Banner *Feat 4* +[archetype](rules/traits/archetype.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) + +- **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) +- **Requirements**: You have pledged your service to a specific organization or ideal (see Cavalier Pledges sidebar). + +You fly the banner of your pledge from your mount, raising your allies' spirits. You and all allies within 30 feet gain a +1 circumstance bonus to Will saves and DCs against [fear](rules/traits/fear.md) effects. + +If your banner is destroyed or removed, allies within 30 feet become [frightened](rules/conditions.md#Frightened). + +*Source: Advanced Player's Guide p. 164* +%% #trait/uncommon #trait/archetype #trait/emotion #trait/mental #trait/visual %% +``` + +```ad-embed-feat +title: Cavalier's Charge, Feat 4 +collapse: closed +# Cavalier's Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) +- **Requirements**: You are riding your mount. +- **Activity** Two-Action + +You [Command an Animal](rules/actions/command-an-animal.md) to order your mount to [Stride](rules/actions/stride.md) twice. At any point during this movement, you can [Strike](rules/actions/strike.md) one enemy within reach or within the first range increment of a ranged weapon. You gain a +1 circumstance bonus to your attack roll. + +*Source: Advanced Player's Guide p. 164* +%% #trait/archetype #trait/flourish %% +``` + +```ad-embed-feat +title: Impressive Mount, Feat 4 +collapse: closed +# Impressive Mount *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) + +You've trained your mount to become a powerful force on the battlefield. The mount you gained through the [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) feat becomes a mature animal companion, granting it additional capabilities. During an encounter, even if you don't use the [Command an Animal](rules/actions/command-an-animal.md) action, your animal companion can still use 1 action on your turn to [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md). + +*Source: Advanced Player's Guide p. 164* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Quick Mount, Feat 4 +collapse: closed +# Quick Mount [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md), expert in [Nature](compendium/skills.md#Nature) +- **Requirements**: You are adjacent to a creature that is at least one size larger than you and is willing to be your mount. +- **Activity** Single Action + +You and your mount can spring into action at a moment's notice. You [Mount](rules/actions/mount.md) the creature and [Command an Animal](rules/actions/command-an-animal.md) to issue it an order of your choice. + +*Source: Advanced Player's Guide p. 164* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Defend Mount, Feat 6 +collapse: closed +# Defend Mount [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) +- **Trigger** An enemy makes an attack roll against your mount while you're riding it. +- **Activity** Reaction + +You interpose yourself between an attacker and your mount, defending your mount from harm. Use your own AC against the triggering attack instead your mount's AC. If the triggering attack hits, you take the effects of the attack instead of your mount. + +*Source: Advanced Player's Guide p. 164* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Mounted Shield, Feat 6 +collapse: closed +# Mounted Shield *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) + +You've trained with your shield to defend both yourself and your mount. When you [Raise a Shield](rules/actions/raise-a-shield.md) while mounted, both you and your mount gain the shield's circumstance bonus to AC. If you have the [Shield Block](compendium/feats/shield-block.md) reaction, you can use it in response to your mount taking damage, as long as you're riding your mount. If you do, the shield prevents your mount from taking damage instead of preventing you from taking damage, following the normal rules for [Shield Block](compendium/feats/shield-block.md). + +*Source: Advanced Player's Guide p. 164* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Incredible Mount, Feat 8 +collapse: closed +# Incredible Mount *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Impressive Mount](compendium/feats/impressive-mount-apg.md) + +Under your care and training, your mount has realized its innate potential. The mount you gained through the [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) feat becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion. + +*Source: Advanced Player's Guide p. 165* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Trampling Charge, Feat 10 +collapse: closed +# Trampling Charge [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 10* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) +- **Requirements**: You are riding a mount that has a melee [Strike](rules/actions/strike.md) using its legs (claw, talons, hoof, etc. +- **Activity** Three-Action + +You urge your mount forward, trampling enemies in your path. You command your mount to [Stride](rules/actions/stride.md) up to its Speed (or to [Burrow](rules/actions/burrow.md), [Climb](rules/actions/climb.md), [Fly](rules/actions/fly.md), or [Swim](rules/actions/swim.md), if it has the corresponding movement type), moving through the spaces of any foes in your path up to one size smaller than your mount. Your mount deals damage equal to the melee [Strike](rules/actions/strike.md) using its legs to each creature whose space you move through, subject to a basic Reflex save against your mount's [Athletics](compendium/skills.md#Athletics) DC. On a critical failure, the creature also becomes [flat-footed](rules/conditions.md#Flat-footed) until the end of your next turn. You can damage a given creature only once during this movement. + +*Source: Advanced Player's Guide p. 165* +%% #trait/archetype #trait/flourish %% +``` + +```ad-embed-feat +title: Unseat, Feat 10 +collapse: closed +# Unseat [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) +- **Requirements**: You are riding your mount and wielding a jousting weapon. +- **Activity** Single Action + +You attempt to knock an opponent off their mount. Make a melee [Strike](rules/actions/strike.md) against a mounted opponent. If your attack hits, attempt an [Athletics](compendium/skills.md#Athletics) check against the opponent's Fortitude DC. If you succeed, the foe is knocked off its mount into a space of its choice adjacent to its mount. If you critically succeed, it lands [prone](rules/conditions.md#Prone). + +*Source: Advanced Player's Guide p. 165* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Specialized Mount, Feat 14* +collapse: closed +# Specialized Mount *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Specialized Mount](compendium/feats/specialized-mount-apg.md) is intended for use with the Cavalier Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Incredible Mount](compendium/feats/incredible-mount-apg.md) + +You've trained your mount to perform in unusual or even extreme circumstances, granting it abilities far beyond others of its kind. Your mount gains one specialization of your choice. + +**Special.** You can select this feat up to three times. Each time, add a different specialization to your mount. You mount can't have more than three specializations. + +*Source: Advanced Player's Guide p. 165* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Legendary Rider, Feat 20* +collapse: closed +# Legendary Rider *Feat 20* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Legendary Rider](compendium/feats/legendary-rider-apg.md) is intended for use with the Cavalier Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) + +You and your mount move like one being, effortlessly reading each other's signals. Whenever you are riding your mount, you are [quickened](rules/conditions.md#Quickened); you can use the extra action only to command your mount using the [Command an Animal](rules/actions/command-an-animal.md) skill action. + +*Source: Advanced Player's Guide p. 165* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/celebrity-apg.md b/compendium/character/archetypes/celebrity-apg.md new file mode 100644 index 000000000..968de8ecf --- /dev/null +++ b/compendium/character/archetypes/celebrity-apg.md @@ -0,0 +1,88 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Celebrity"] +--- +# Celebrity *Dedication Level 2* + +You're a special personality... and you know it. You're not merely comfortable in the spotlight, you crave it. While the traditional celebrity is a musician or another type of performer, you could be known for any occupation. + +*Source: Advanced Player's Guide p. 166* + +````ad-embed-feat +title: Celebrity Dedication, Feat 2 +collapse: closed +# Celebrity Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + + +The more people you have looking at you, the more content you are, and you take every opportunity to show up others when their performances are less than perfect. You gain the Upstage reaction. In addition, when you [Earn Income](rules/actions/earn-income.md), if the level of the task is higher than your level, you gain a +1 circumstance bonus to your check to [Earn Income](rules/actions/earn-income.md). + +```ad-embed-ability +title: Upstage [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A foe attempts a skill check and doesn't get a critical success + +**Effect** After your foe has tried their best, you show everyone how it's really done. Attempt a check using the same skill that triggered this reaction. + +> [!success-degree] +> - **Critical Success** You gain a +1 status bonus to attack rolls, [Perception](compendium/skills.md#Perception) checks, saving throws, and skill checks until the end of your next turn. +> - **Success** As critical success, except you gain the benefits only if the triggering creature failed their skill check. +``` + +**Special.** You can't select another dedication feat until you have gained two other feats from the celebrity archetype. + +*Source: Advanced Player's Guide p. 166* +%% #trait/archetype #trait/dedication %% +```` + +```ad-embed-feat +title: Never Tire, Feat 4 +collapse: closed +# Never Tire [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Celebrity Dedication](compendium/feats/celebrity-dedication-apg.md) +- **Trigger** You would gain the [fatigued](rules/conditions.md#Fatigued) condition. +- **Requirements**: You are [observed](rules/conditions.md#Observed) by at least three creatures who aren't foes. +- **Activity** Reaction + +As long as you have an audience, you can continue to perform. Indeed, you must—you have an obligation to your fans! You delay the effects of the [fatigued](rules/conditions.md#Fatigued) condition for 1 minute or until you are no longer [observed](rules/conditions.md#Observed) by the required creatures, whichever comes first. If the [fatigued](rules/conditions.md#Fatigued) condition has a duration, the duration begins to elapse only after the delay. You can't further delay or prevent the [fatigued](rules/conditions.md#Fatigued) condition after this ability ends. + +*Source: Advanced Player's Guide p. 166* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Mesmerizing Gaze, Feat 6 +collapse: closed +# Mesmerizing Gaze [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[archetype](rules/traits/archetype.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) + +- **Prerequisites**: [Celebrity Dedication](compendium/feats/celebrity-dedication-apg.md) +- **Activity** Two-Action + +When you meet someone's gaze, they are unable to look away. Choose one target creature. That creature must succeed at a Will save or be [fascinated](rules/conditions.md#Fascinated) until the end of your next turn; the DC for this save is equal to your class DC or spell DC, whichever is higher. If the creature succeeds at its save or its fascination ends due to a [hostile](rules/conditions.md#Hostile) action, it becomes temporarily immune to your Mesmerizing Gaze for 1 day. + +When you select this feat, it gains either the [arcane](rules/traits/arcane.md) or [occult](rules/traits/occult.md) trait; once you make this choice, you can't change it. + +*Source: Advanced Player's Guide p. 166* +%% #trait/archetype #trait/emotion #trait/enchantment #trait/mental #trait/visual %% +``` + +```ad-embed-feat +title: Command Attention, Feat 10 +collapse: closed +# Command Attention [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) + +- **Prerequisites**: [Celebrity Dedication](compendium/feats/celebrity-dedication-apg.md) +- **Activity** Single Action + +You command the attention of all around you with style, ensuring their gaze falls only upon you until the end of your next turn. When creatures within 30 feet of you attempt saving throws against other [visual](rules/traits/visual.md) effects, they use the outcome for one degree of success better than the result they rolled. An enemy within the area attempting to use a [visual](rules/traits/visual.md) effect that involves focusing its attention on a particular creature (such as a medusa's Focus Gaze) must succeed at a Will save against your class DC or spell DC, whichever is higher, in order to target any creature except you. Allies in the area can attempt to [Hide](rules/actions/hide.md) even if they don't have cover, as you are continually providing a distraction. + +*Source: Advanced Player's Guide p. 166* +%% #trait/archetype #trait/auditory #trait/emotion #trait/enchantment #trait/mental #trait/visual %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/chronoskimmer-da.md b/compendium/character/archetypes/chronoskimmer-da.md new file mode 100644 index 000000000..b429495ca --- /dev/null +++ b/compendium/character/archetypes/chronoskimmer-da.md @@ -0,0 +1,203 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/da +aliases: ["Chronoskimmer"] +--- +# Chronoskimmer *Dedication Level 2* + +The flow of time is an unstoppable force. Most are carried downstream inexorably, like a leaf floating on a river. You, however, somehow fell out of the flow of time, if only for an instant, but in doing so gained a perspective that few others have. + +Now you stand on the banks of the river, watching the flow, choosing where to dive in, or even defying the current, at least for a short while, as you skim its surface and skip from moment to moment. As a chronoskimmer, time is yours to exploit. + +You have the means to see the timelines of all creatures, including your own. You can use this insight to manipulate the flow of time for creatures, much like you can pluck the leaf from the river and place it elsewhere. Manipulating timelines can be dangerous, however, and the Dimension of Time won't allow these transgressions against time to stand forever. The threat always looms of time dimensionals coming to correct your actions or of you becoming removed from time forever. + +*Source: Dark Archive p. 186* + +```ad-embed-feat +title: Chronoskimmer Dedication, Feat 2 +collapse: closed +# Chronoskimmer Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) + + +You became partially unstuck from time and have learned how to manipulate your place in flow of time. When you roll initiative, you can choose one of three options: either do nothing and roll initiative normally, stabilize your timestream, or destabilize your timestream and send it into intense fluctuations. If you choose to stabilize your timestream, you don't roll initiative, and instead your initiative is equal to 10 + your initiative modifier. If you choose to destabilize your timestream, attempt a DC 11 flat check. On a success, your initiative is equal to 19 + your initiative modifier, and on a failure, your initiative is equal to 1 + your initiative modifier. + +Both stabilizing and destabilizing your timestream are [fortune](rules/traits/fortune.md) effects. + +Additionally, if your initiative roll result is tied with an opponent's initiative roll, you go first. Your manipulation of time grants you access to a number of abilities, some of which require a saving throw. The DC for these abilities is either your class DC or spell DC, whichever is higher, and is called your chronoskimmer DC. + +**Special.** You can't select another dedication feat until you've gained two other feats from the chronoskimmer archetype. + +*Source: Dark Archive p. 186* +%% #trait/rare #trait/archetype %% +``` + +```ad-embed-feat +title: Turn Back the Clock, Feat 4 +collapse: closed +# Turn Back the Clock [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [fortune](rules/traits/fortune.md) + +- **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) +- **Frequency**: once per day +- **Trigger** You fail a skill check or saving throw. +- **Activity** Reaction + +After failing a test of skill, you hop back in your personal timeline so you can try again. You reroll the triggering check with a +1 circumstance bonus as you apply your experience from your last attempt. You must use the new result, even if it's worse than your first roll. + +*Source: Dark Archive p. 186* +%% #trait/archetype #trait/concentrate #trait/fortune %% +``` + +```ad-embed-feat +title: Guide the Timeline, Feat 6 +collapse: closed +# Guide the Timeline [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) + +- **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) +- **Frequency**: once per day +- **Activity** Single Action + +You know the result you want and subtly nudge the timeline to your intended destination. Choose an ally or a foe. If you choose an ally, the next time within the next round that ally makes an attack roll or skill check, they roll it twice and take the higher result; this is a [fortune](rules/traits/fortune.md) effect. If you choose a foe, the next time within the next round that foe makes an attack roll or skill check, they must roll twice and take the lower result unless they succeed at a Will save against your chronoskimmer DC; this is a [misfortune](rules/traits/misfortune.md) effect. Regardless of your choice, the target becomes temporarily immune for 24 hours. + +*Source: Dark Archive p. 186* +%% #trait/archetype #trait/concentrate %% +``` + +```ad-embed-feat +title: Reversing Charge, Feat 8 +collapse: closed +# Reversing Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) +- **Activity** Two-Action + +You dive into the fray before rewinding yourself to safety. [Stride](rules/actions/stride.md) up to your Speed. If you end your movement within melee reach of at least one enemy, you can make a melee [Strike](rules/actions/strike.md) against that enemy. You then teleport back to the square from which you began your Reversing Charge. You can use Reversing Charge while [Burrowing](rules/actions/burrow.md), [Climbing](rules/actions/climb.md), [Flying](rules/actions/fly.md), or [Swimming](rules/actions/swim.md) instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type. + +*Source: Dark Archive p. 186* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Superimpose Time Duplicates, Feat 8 +collapse: closed +# Superimpose Time Duplicates [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) +- **Frequency**: once per hour +- **Activity** Single Action + +You call alternate versions of yourself, either from a different timeline or perhaps yourself from a different point in your current timeline, to aid you in combat. Until the start of your next turn, these alternate selves flicker in and out in your vicinity, providing flanking for you against all enemies within your reach. Flanking with your time duplicates is the same as flanking with an ally and so is subject to effects like all-around vision or the deny advantage class feature. + +*Source: Dark Archive p. 186* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Borrow Time, Feat 10 +collapse: closed +# Borrow Time [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) +- **Frequency**: once per minute +- **Trigger** Your turn begins. +- **Activity** Free Action + +You reach ahead and make use of time that's yet to be. You become [quickened](rules/conditions.md#Quickened) and can use the extra action to [Step](rules/actions/step.md), [Stride](rules/actions/stride.md), or [Strike](rules/actions/strike.md). You gain this extra action immediately and can use it this turn. At the end of your turn, you become [stunned](rules/conditions.md#Stunned). + +*Source: Dark Archive p. 186* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Steal Time, Feat 10 +collapse: closed +# Steal Time [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) +- **Frequency**: once per hour +- **Activity** Two-Action + +You reach into another creature's timeline and attempt to alter their flow of time. Select a creature within 30 feet. That creature attempts a Fortitude saving throw against your chronoskimmer DC. The creature takes the effects of [slow](compendium/spells/slow.md) based on the result of its saving throw. + +*Source: Dark Archive p. 186* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Combat Premonition, Feat 12* +collapse: closed +# Combat Premonition *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Combat Premonition](compendium/feats/combat-premonition-da.md) is intended for use with the Chronoskimmer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) + +By narrowing your sense of the future, you can improve that of your allies. When you roll initiative, instead of stabilizing or destabilizing your own timestream, you can grant your allies a flash of insight into their future. Choose two allies. Those allies roll their initiative roll twice and take the better result; this is a [fortune](rules/traits/fortune.md) effect. You roll your initiative roll twice and take the worse result; this is a [misfortune](rules/traits/misfortune.md) effect. The two effects are tied together: if you would avoid the [misfortune](rules/traits/misfortune.md) effect for any reason, or if any of your allies would negate their [fortune](rules/traits/fortune.md) effect, your Combat Premonition does nothing. + +*Source: Dark Archive p. 187* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Escape Timeline, Feat 12* +collapse: closed +# Escape Timeline [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Escape Timeline](compendium/feats/escape-timeline-da.md) is intended for use with the Chronoskimmer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) +- **Frequency**: once per day +- **Trigger** Your turn begins. +- **Activity** Free Action + +You step outside of the flow of time momentarily, allowing you to avoid dangers. Your physical form stops existing momentarily, and you can't be targeted or affected until the start of your next turn— you simply don't exist at that moment in time. Your turn ends immediately, advancing 1 round for all timed durations and effects, such as conditions and afflictions. You still attempt saving throws, flat checks, or any other checks at the end of your turn as normal, but you don't take any damage due to these checks (though you take any non-damaging effects as normal). At the start of your next turn, you reenter the flow of time and reappear in the same space where you left time last round. If the space isn't clear, you arrive in the nearest open space. + +*Source: Dark Archive p. 187* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Space-Time Shift, Feat 12* +collapse: closed +# Space-Time Shift [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Space-Time Shift](compendium/feats/space-time-shift-da.md) is intended for use with the Chronoskimmer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) +- **Frequency**: once per 10 minutes +- **Trigger** Your turn begins. +- **Activity** Free Action + +You travel just a few moments into the future to immediately arrive at your destination. Your [Strides](rules/actions/stride.md) are augmented until the end of your turn, allowing you to instantly teleport to any point you could reach with your [Stride](rules/actions/stride.md) instead of traversing normally to the location. Your augmented [Strides](rules/actions/stride.md) have the teleport trait and don't trigger reactions that can be triggered by move actions or upon leaving or entering a square. You also augment your [Burrow](rules/actions/burrow.md), [Climb](rules/actions/climb.md), [Fly](rules/actions/fly.md), or [Swim](rules/actions/swim.md) actions in this way if you have the corresponding movement type. + +*Source: Dark Archive p. 187* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Reset the Past, Feat 14* +collapse: closed +# Reset the Past [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Reset the Past](compendium/feats/reset-the-past-da.md) is intended for use with the Chronoskimmer Archetype. Its level has been changed accordingly. + +- **Frequency**: once per day +- **Activity** Free Action + +You manipulate time to recharge one of your temporal techniques—by revising your past so you never used it in the first place. Select one of your chronoskimmer feats that has a frequency of once per day (or more frequent) that you've already used. You can use the feat again, as if you hadn't used it already. + +*Source: Dark Archive p. 187* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/clockwork-reanimator-ooa3.md b/compendium/character/archetypes/clockwork-reanimator-ooa3.md new file mode 100644 index 000000000..5d5d947b9 --- /dev/null +++ b/compendium/character/archetypes/clockwork-reanimator-ooa3.md @@ -0,0 +1,158 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/ooa3 +aliases: ["Clockwork Reanimator"] +--- +# Clockwork Reanimator *Dedication Level 2* + +You have unlocked the secret connections between necromancy and clockwork locomotion, giving you the unholy power to reanimate corpses. These minions shuffle forth with the mindless motions of the unliving and are little more than puppets under your control. + +Similarly, via careful tinkering and anatomical study, you learned how to make a powerful necromechanical ally. Finally, your technological prowess is such that you can use your innovations to force even powerful, free-willed undead to obey you. + +The secret to your success is a combination of alchemy and clockwork, machines and magic, science and spellcasting. Of course, crafting the shell of a wind-up zombie is one matter—your primary focus is on the craftwork necessary to make the whole thing work together. To you, the magic involved is only a means to an end, a way to make science more efficient through necromancy and potentially a little bit of evocation for some electric power. + +While some think your creations are vile, you see beauty in utility and believe animated corpses are tools that can be used for good or ill. For better or worse, when it comes to results, the science you've cobbled together fulfills the most important criterium for any new innovation: it works, plain and simple. Your reanimated clockwork corpses are stable, effective, and, more importantly, they don't rampage or crave the flesh of the living in the same way an undead would. Plus, they aren't vulnerable to positive energy, making them easier to use around good clerics and their ilk without your minions taking friendly fire. (Except Pharasmins, always so inconveniently up in arms about the whole "desecrating the bodies of the dead" thing. They can't learn the difference between the stench of undeath and the smell of progress.) + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 78* + +```ad-embed-feat +title: Clockwork Reanimator Dedication, Feat 2 +collapse: closed +# Clockwork Reanimator Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) + +You can animate corpses through cunning engineering. You gain a prototype construct companion to serve as a [minion](rules/traits/minion.md). Unlike normal construct companions, yours is a corpse animated by clockwork gears and technological prowess. + +**Special.** You can't select another dedication feat until you've gained two other feats from the clockwork reanimator archetype. If you retrain out of this feat, you lose the rituals learned from it. + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 78* +%% #trait/rare #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Advanced Reanimated Companion, Feat 4 +collapse: closed +# Advanced Reanimated Companion *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md) + +Your corpselike construct companion becomes much more powerful and can act with limited autonomy to follow your greater directives. It becomes an advanced construct companion. During an encounter, even if you don't use the Command an Animal action, your construct companion can still use 1 action on your turn that round to [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md). + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 78* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Hijack Undead, Feat 4 +collapse: closed +# Hijack Undead [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md) +- **Frequency**: once per hour +- **Activity** Three-Action + +Your clockwork devices can commandeer the bodies of undead, bending them to your will. Make a melee [Strike](rules/actions/strike.md) against an adjacent undead creature. On a success, instead of taking damage, the target becomes [controlled](rules/conditions.md#Controlled) by you if its level is equal to or lower than your level – 3. It can attempt a Will saving throw against the higher of your class DC or spell DC to resist being [controlled](rules/conditions.md#Controlled) by you. If the target is already under someone else's command, the controlling creature also rolls a saving throw, and the undead uses the better result. + +> [!success-degree] +> - **Critical Success** The target is unaffected and temporarily immune for 24 hours. +> - **Success** The target is unaffected. +> - **Failure** The undead creature becomes a [minion](rules/traits/minion.md) under your control for 1 minute. The control ends if you or an ally attacks the [minion](rules/traits/minion.md) undead. +> - **Critical Failure** As failure, but the duration is 1 hour. + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: It's Alive!, Feat 6 +collapse: closed +# It's Alive! *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md) + +You've mastered the use of electrical energy to power your clockwork creations. Whenever your construct companion takes electricity damage, it gains temporary Hit Points equal to either half the electricity damage it took or your level, whichever is lower. These temporary Hit Points last for up to 1 minute. + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Self-Destruct, Feat 12* +collapse: closed +# Self-Destruct [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Self-Destruct](compendium/feats/self-destruct-ooa3.md) is intended for use with the Clockwork Reanimator Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md) +- **Trigger** Your reanimated clockwork companion is reduced to 0 Hit Points. +- **Requirements**: You're within 60 feet of your reanimated clockwork companion. +- **Activity** Reaction + +You've installed a self-destruct device within your construct companion, which you can trigger with a special device from up to 60 feet away. When you activate the device, your reanimated construct companion explodes, dealing `2d6` fire damage per level to all creatures in a 30-foot radius. Creatures caught in the blast can attempt a basic Reflex save, with a DC equal to the higher of your class DC or spell DC. + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Improved Hijack Undead, Feat 14* +collapse: closed +# Improved Hijack Undead *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Improved Hijack Undead](compendium/feats/improved-hijack-undead-ooa3.md) is intended for use with the Clockwork Reanimator Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md), [Hijack Undead](compendium/feats/hijack-undead-ooa3.md) + +Undead creatures find it all but impossible to resist your commands. When you use [Hijack Undead](compendium/feats/hijack-undead-ooa3.md), if the undead fails its save, it becomes your [minion](rules/traits/minion.md) for 10 minutes. If it critically fails, it becomes your [minion](rules/traits/minion.md) for 24 hours. + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Unwind Death, Feat 16* +collapse: closed +# Unwind Death [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Unwind Death](compendium/feats/unwind-death-ooa3.md) is intended for use with the Clockwork Reanimator Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md) +- **Requirements**: The target's body must be mostly intact. +- **Activity** Three-Action + +Combining necromancy with the mysterious temporal powers of clockwork, you wind a creature backward from the moment of its death. Attempt a DC 40 [Crafting](compendium/skills.md#Crafting) check to revive a dead creature that has been dead for no more than 3 rounds. If you succeed, the target returns to life with the effects of raise dead, except it still has the [wounded](rules/conditions.md#Wounded) condition it had before [dying](rules/conditions.md#Dying), increased by 1 (or [wounded](rules/conditions.md#Wounded) if it wasn't [wounded](rules/conditions.md#Wounded) before [dying](rules/conditions.md#Dying)). Whether you succeed or fail, the target is then temporarily immune to Unwind Death for 1 day. + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Zombie Horde, Feat 20* +collapse: closed +# Zombie Horde [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Zombie Horde](compendium/feats/zombie-horde-ooa3.md) is intended for use with the Clockwork Reanimator Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md) +- **Activity** Three-Action + +You built your reanimated construct companion of modular components from various corpses. Its unique makeup enables your companion to split into dozens or even hundreds of much smaller corpse constructs. Acting as one, this shambling swarm can overwhelm your enemies. + +You Command your reanimated construct companion. + +Instead of its normal actions, the companion splits into a horde of Small and Tiny construct companions within a 30-foot emanation from its original space. The horde makes a [Strike](rules/actions/strike.md) against each foe within the emanation with a +2 circumstance bonus to its attack rolls. The multiple attack penalty doesn't increase until after the companion makes all the attacks. The miniature companions recombine into a single companion of their original size at any location within the emanation. + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/crystal-keeper-aoa4.md b/compendium/character/archetypes/crystal-keeper-aoa4.md new file mode 100644 index 000000000..06ba3d171 --- /dev/null +++ b/compendium/character/archetypes/crystal-keeper-aoa4.md @@ -0,0 +1,88 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/aoa4 +aliases: ["Crystal Keeper"] +--- +# Crystal Keeper *Dedication Level 4* + +In the era before Earthfall, the elven people of Golarion exhibited a wide range of mastery over magic. A sect of elves who venerated the goddess Yuelral first developed the techniques of the crystal keeper, but this tradition has since been long forgotten by most of the world. There are those who still remember, though—PCs can gain access to the crystal keeper archetype from the tragic figure that haunts Jewelgate waystation in "Fires of the Haunted City." + +*Source: Age of Ashes #4: Fires of the Haunted City p. 74* + +```ad-embed-feat +title: Crystal Keeper Dedication, Feat 4 +collapse: closed +# Crystal Keeper Dedication *Feat 4* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: trained in [Elven Lore](compendium/skills.md#Lore) or [Society](compendium/skills.md#Society) + +You can use [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism), [Religion](compendium/skills.md#Religion), or [Society](compendium/skills.md#Society) to [Decipher Writing](rules/actions/decipher-writing.md) by meditating before a crystal, regardless of the type of writing. When you [Decipher Writing](rules/actions/decipher-writing.md) and roll a critical failure, you get a failure instead, and when you [Decipher Writing](rules/actions/decipher-writing.md) and roll a success, you get a critical success instead. + +Additionally, you gain resistance 10 to damage from hazards associated with crystals. + +**Special.** You can't select another dedication feat until you have gained two other feats from the crystal keeper archetype. + +*Source: Age of Ashes #4: Fires of the Haunted City p. 74* +%% #trait/rare #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Crystal Ward Spells, Feat 4 +collapse: closed +# Crystal Ward Spells *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Crystal Keeper Dedication](compendium/feats/crystal-keeper-dedication-aoa4.md) + +Your study of crystals and the energies held within a gem's facets grants you special arcane crystal ward spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool when you make your next daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the [Refocus](rules/actions/refocus.md) activity to research and memorize the properties of gems. + +Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You gain the [electrified crystal ward](compendium/spells/electrified-crystal-ward-aoa4.md) focus spell, and you are trained in arcane spell attack rolls and spell DCs. Your spellcasting ability is Intelligence. + +*Source: Age of Ashes #4: Fires of the Haunted City p. 74* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Simple Crystal Magic, Feat 6 +collapse: closed +# Simple Crystal Magic *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Crystal Keeper Dedication](compendium/feats/crystal-keeper-dedication-aoa4.md) + +As long as you meditate before a gemstone worth at least 10 gp as part of your daily preparations, you are capable of seeing magic as flowing runes that reveal information about magic objects, and you can scribe a personal rune that represents you. You gain the [read aura](compendium/spells/read-aura.md) and [sigil](compendium/spells/sigil.md) cantrips. You cast these cantrips as arcane innate spells at will. A cantrip is heightened to a spell level equal to half your level rounded up. + +*Source: Age of Ashes #4: Fires of the Haunted City p. 74* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Armor Rune Shifter, Feat 10 +collapse: closed +# Armor Rune Shifter *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Crystal Keeper Dedication](compendium/feats/crystal-keeper-dedication-aoa4.md) + +You learn the secrets of armor runes by viewing them through gems and can alter them at your discretion. Once per day when you make your daily preparations, you can focus on a rune's magical energies through a crystal's facets to alter a single property rune on one suit of armor in your possession to suppress its normal effects and make it function as a different property rune. You can temporarily alter the rune to function as one of the following runes: [energy-resistant](compendium/equipment/items/energy-resistant.md), [fortification](compendium/equipment/items/fortification.md), [glamered](compendium/equipment/items/glamered.md), [invisibility](compendium/equipment/items/invisibility.md), [shadow](compendium/equipment/items/shadow.md), or [slick](compendium/equipment/items/slick.md). The property rune remains altered until you make your next daily preparations. The armor must meet the prerequisites for the temporary rune, and any other runes that required the suppressed rune are also suppressed while the rune is transformed. The rune is obviously altered, and thus the armor can't be sold as though it had the temporary rune. + +*Source: Age of Ashes #4: Fires of the Haunted City p. 75* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Weapon-rune Shifter, Feat 10 +collapse: closed +# Weapon-rune Shifter *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Crystal Keeper Dedication](compendium/feats/crystal-keeper-dedication-aoa4.md) + +You learn how to alter the magic of weapon runes by using a crystal as a focusing component. Once per day during your daily preparations, you can focus on a rune's magical energies through a crystal's facets to alter a single property rune on one weapon in your possession to suppress its normal effects and make it function as a different property rune. You can temporarily alter the rune to function as one of the following runes: [corrosive](compendium/equipment/items/corrosive.md), [flaming](compendium/equipment/items/flaming.md), [frost](compendium/equipment/items/frost.md), [ghost touch](compendium/equipment/items/ghost-touch.md), [grievous](compendium/equipment/items/grievous.md), [returning](compendium/equipment/items/returning.md), [shock](compendium/equipment/items/shock.md), [thundering](compendium/equipment/items/thundering.md), or [wounding](compendium/equipment/items/wounding.md). The property rune remains altered until you make your next daily preparations. The weapon must meet the prerequisites for the temporary rune, and any other runes that required the suppressed rune are also suppressed while the rune is transformed. The rune is obviously altered, and thus the weapon can't be sold as though it had the temporary rune. + +*Source: Age of Ashes #4: Fires of the Haunted City p. 75* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/curse-maelstrom-da.md b/compendium/character/archetypes/curse-maelstrom-da.md new file mode 100644 index 000000000..7bb2547c9 --- /dev/null +++ b/compendium/character/archetypes/curse-maelstrom-da.md @@ -0,0 +1,172 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/da +aliases: ["Curse Maelstrom"] +--- +# Curse Maelstrom *Dedication Level 2* + +> [!pf2-sidebar] Manifestations +> +> Those at the center of a storm of curses often have peculiar manifestations that mark them as one of the unfortunate. Over time, even the places that they inhabit will begin to show signs of their presence: plants with bizarre growths, dust clouds that form strange symbols in the light, and floors that creak and groan even when no one is walking across them. + +Some folks are ridden with bad luck: the rations they were counting on turn out to be spoiled, the ship they were hoping to catch sinks in the harbor, or the new home they bought is destroyed by a rampaging golem. Most know that they are cursed, feeling an emptiness in their soul that weighs upon them, gnawing at their confidence and shrouding their ambitions. Sometimes, these curse maelstroms learn to control and channel their curse; you are one such unfortunate soul. + +You have a powerful curse living deep within you. You might have been able to restrain your curse for the most part, but it flares up occasionally and tempts you with the power to curse your foes, should you allow it to exert itself. Why should you be the only one who has to endure a cursed life when others have so clearly earned such woe? + +Living with a curse every day, you become intimately familiar with the workings of curses, getting a sense of when bad luck is about to befall those around you. You might try to avoid further bad fortune—which rarely pans out as you'd like—or you could come to terms with your lot in life and regard your curse as something akin to an old friend. Either way, fate cares little. + +Misery loves company, so your curse can even be a beacon for more misfortune. You might have multiple curses all tied to you, all fighting to make your life as hellish as possible. + +*Source: Dark Archive p. 168* + +````ad-embed-feat +title: Curse Maelstrom Dedication, Feat 2 +collapse: closed +# Curse Maelstrom Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: You are cursed or have previously been cursed. + +A horrible curse has left a lingering stain on your soul, and its effects continue to plague you even if the curse's other effects have ended. You can choose to suppress it, but if you instead let it manifest, you can channel its power in your favor. During an encounter, when you succeed at a check, the GM can offer to have you roll again, taking the second result. + +This is a [misfortune](rules/traits/misfortune.md) effect. If you do so, you enter a curse maelstrom state. If the [misfortune](rules/traits/misfortune.md) effect is somehow canceled or negated (by a [fortune](rules/traits/fortune.md) effect, for example), you don't enter a curse maelstrom state. + +In addition, the curse is jealous of its place within your soul and gladly lashes out whenever others dare to usurp that position, granting you its power without the usual price. If a foe places a [misfortune](rules/traits/misfortune.md) effect on your roll and the effect applies to your roll, you enter a curse maelstrom state, and if you fail a saving throw against a foe's [curse](rules/traits/curse.md) effect and are affected by the curse, you also enter a curse maelstrom state. + +No matter the source, you can only enter a curse maelstrom state during an encounter, and if you don't end the state on your own, it ends at the end of the encounter. Once it ends, you can't enter a curse maelstrom state again for 1 minute. + +While in a curse maelstrom state, you can't benefit from [fortune](rules/traits/fortune.md) effects, and they also don't cancel [misfortune](rules/traits/misfortune.md) effects on you; they simply have no effect. While in this state, all creatures other than you within a 10-foot emanation take a –1 status penalty to all saving throws and skill checks due to the storm of bad luck swirling out of your body. You gain the Expel Maelstrom action, which you can use to focus the brunt of your curses onto an unlucky target. + +```ad-embed-ability +title: Expel Maelstrom [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) + +- **Requirements**: You are in a curse maelstrom state + +**Effect** You expel the maelstrom from your body, sending the energy to reside in one unlucky creature within 60 feet. Your curse maelstrom state ends. The result depends on the creature's Will save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected, and the curse's energy dissipates harmlessly. +> - **Success** The creature comes to house the maelstrom's wrath within it. It takes a –1 status penalty to all saving throws and skill checks for 1 minute. +> - **Failure** The maelstrom strikes deep into the creature's soul. It takes a –2 status penalty to all saving throws and skill checks for 10 minutes. +> - **Critical Failure** The maelstrom pitches the creature into a single fit of utter misfortune before burrowing into its soul. As failure, but the creature also must roll twice and take the lower result on its next saving throw or skill check; this is a [misfortune](rules/traits/misfortune.md) effect. +%% #trait/curse #trait/necromancy #trait/occult %% +``` + +*Source: Dark Archive p. 168* +%% #trait/rare #trait/archetype #trait/dedication %% +```` + +```ad-embed-feat +title: Familiar Oddities, Feat 2 +collapse: closed +# Familiar Oddities *Feat 2* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md), trained in [Occultism](compendium/skills.md#Occultism) or [Curse Lore](compendium/skills.md#Lore) + +Perhaps due to the curse within you, curses occasionally perceive you as an extension of themselves and readily reveal themselves to you. You gain a +2 circumstance bonus to checks to [Identify Magic](rules/actions/identify-magic.md) on a cursed item or a spell that has the [curse](rules/traits/curse.md) trait. + +*Source: Dark Archive p. 169* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Unnerving Expansion, Feat 4 +collapse: closed +# Unnerving Expansion [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) +- **Activity** Single Action + +You gather your curse around you and impel it to pour outward, expanding your maelstrom. The radius of the emanation of your curse maelstrom state increases by 5 feet until the end of your curse maelstrom state. The outpouring of the curse is unnerving. You attempt to [Demoralize](rules/actions/demoralize.md) a creature within the emanation of your curse maelstrom; you don't take penalties for not sharing a language with that creature. + +*Source: Dark Archive p. 169* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Share Burden, Feat 6 +collapse: closed +# Share Burden [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) +- **Trigger** An ally within 60 feet would be affected by a [curse](rules/traits/curse.md) or [misfortune](rules/traits/misfortune.md) effect, and you wouldn't be affected but you are an eligible target for the effect. +- **Activity** Reaction + +You draw the misfortune or curse into yourself, potentially enabling you to enter your curse maelstrom state. Instead of affecting your ally, the triggering [curse](rules/traits/curse.md) or [misfortune](rules/traits/misfortune.md) effect affects you. + +*Source: Dark Archive p. 169* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Accursed Magic, Feat 8 +collapse: closed +# Accursed Magic *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) + +When the curse within you spills out, you can lay curses on others and claim them for yourself with ease. You can cast [claim curse](compendium/spells/claim-curse-som.md) (Secrets of Magic 95). At 10th level, you can also cast [seal fate](compendium/spells/seal-fate-apg.md) (Advanced Player's Guide 224), and at 12th level, you can also cast [inevitable disaster](compendium/spells/inevitable-disaster-som.md) (Secrets of Magic 111). You can cast these spells once per day as occult innate spells, but only while within your curse maelstrom state. + +If you couldn't already cast occult spells, these spells use Wisdom as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells. + +*Source: Dark Archive p. 169* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Counter Curse, Feat 8 +collapse: closed +# Counter Curse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) +- **Trigger** You or an ally within 30 feet is targeted by or in the emanation of a [curse](rules/traits/curse.md) or [misfortune](rules/traits/misfortune.md) effect from an opponent or object of which you are aware. +- **Requirements**: You are in a curse maelstrom state. +- **Activity** Reaction + +You gather the energy of your maelstrom and fling its unleashed power into the enemy's curse, attempting to neutralize it. Attempt a counteract check against the triggering effect, using half your level rounded up as your counteract level and the higher of your class DC and spell DC as the counteract modifier. On a success, you neutralize the [curse](rules/traits/curse.md) or [misfortune](rules/traits/misfortune.md) effect. If the effect was constant, such as a misfortune aura, it returns automatically at the beginning of the creature or object's next turn. Whether you succeed or fail, your curse maelstrom state ends. + +*Source: Dark Archive p. 169* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Torrential Backlash, Feat 10 +collapse: closed +# Torrential Backlash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) +- **Requirements**: You are in a curse maelstrom state. +- **Activity** Two-Action + +Calling upon forbidden practices, you release the curse from within yourself, allowing it free rein to destroy everything around you. All creatures within your curse maelstrom emanation except you take `1d6` negative damage for each level you have, with a basic Fortitude save. Your curse maelstrom state then ends. + +*Source: Dark Archive p. 169* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Reverse Curse, Feat 12* +collapse: closed +# Reverse Curse *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Reverse Curse](compendium/feats/reverse-curse-da.md) is intended for use with the Curse Maelstrom Archetype. Its level has been changed accordingly. + +- **Prerequisites**: Counter Curse + +When you counter a [curse](rules/traits/curse.md) or [misfortune](rules/traits/misfortune.md) effect, you send it back to destroy its originator. Whenever you succeed at the counteract check to Counter Curse, the creature is affected by its own [curse](rules/traits/curse.md) or [misfortune](rules/traits/misfortune.md) effect, attempting a saving throw against its own DC if the effect allows a saving throw. + +In the case of a constant ability, such as a misfortune aura, the creature is affected only until the beginning of its next turn, when the ability reasserts itself. + +*Source: Dark Archive p. 169* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/dandy-apg.md b/compendium/character/archetypes/dandy-apg.md new file mode 100644 index 000000000..c527b49ec --- /dev/null +++ b/compendium/character/archetypes/dandy-apg.md @@ -0,0 +1,99 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Dandy"] +--- +# Dandy *Dedication Level 2* + +You are a genteel master of style, culture, and decorum, aware of even the subtlest rules of etiquette. Whether you were born into status, acquired it later in life, or merely pretend to possess it, you look and act your part to manicured perfection. + +*Source: Advanced Player's Guide p. 167* + +```ad-embed-feat +title: Dandy Dedication, Feat 2 +collapse: closed +# Dandy Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) + +You are a consummate student of dignity, etiquette, and fashion. You can use the [Diplomacy](compendium/skills.md#Diplomacy) skill to perform the special downtime activity Influence Rumor, spending at least one day of downtime to manipulate the course, tone, or content of a rumor to your benefit. The difficulty of Influencing a Rumor is determined by the GM based on the size of the community, the relative perceptiveness of the inhabitants, and the agency of other rumormongers, but it typically starts with at least DC 15 for a small village and increases to at least DC 20 for a town, at least DC 30 for a city, and at least DC 40 for a metropolis. + +You become trained in [Deception](compendium/skills.md#Deception) and [Society](compendium/skills.md#Society); if you were already trained, you become an expert instead. + +**Special.** You can't select another Dedication feat until you have gained two other feats from the dandy archetype. + +*Source: Advanced Player's Guide p. 167* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Distracting Flattery, Feat 4 +collapse: closed +# Distracting Flattery [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Dandy Dedication](compendium/feats/dandy-dedication-apg.md), expert in [Deception](compendium/skills.md#Deception) +- **Trigger** You observe a target's attitude toward yourself or your allies decrease as a result of an ally's behavior. +- **Activity** Reaction + +You know how to maintain a good impression and manage your image, even while keeping uncouth company. + +Make a [Deception](compendium/skills.md#Deception) check against the target's Will DC. Regardless of your result, the target is temporarily immune to your Distracting Flattery for 10 minutes. + +> [!success-degree] +> - **Success** The target's attitude doesn't decrease as a result of your ally's social blunder. +> - **Failure** The target's attitude decreases, as normal. +> - **Critical Failure** Your attempt makes matters worse, decreasing the target's attitude toward you by one step, in addition to any changes from the behavior that triggered this reaction. + +*Source: Advanced Player's Guide p. 167* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Gossip Lore, Feat 4 +collapse: closed +# Gossip Lore *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dandy Dedication](compendium/feats/dandy-dedication-apg.md) + +Your time gossiping in fashionable salons keeps you informed on every topic. You are trained in [Gossip Lore](compendium/skills.md#Lore), a special [Lore](compendium/skills.md#Lore) skill that can be used only to [Recall Knowledge](rules/actions/recall-knowledge.md), but on any topic. If you fail a check to [Recall Knowledge](rules/actions/recall-knowledge.md) with [Gossip Lore](compendium/skills.md#Lore), you get the effects of the [Dubious Knowledge](compendium/feats/dubious-knowledge.md) skill feat (Core Rulebook 260) + +If you have legendary proficiency in [Society](compendium/skills.md#Society), you gain expert proficiency in [Gossip Lore](compendium/skills.md#Lore), but you can't increase your proficiency rank in [Gossip Lore](compendium/skills.md#Lore) by any other means. + +*Source: Advanced Player's Guide p. 167* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Fabricated Connections, Feat 7 +collapse: closed +# Fabricated Connections *Feat 7* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Dandy Dedication](compendium/feats/dandy-dedication-apg.md); master in [Deception](compendium/skills.md#Deception) + +You can lie about having taken an action so convincingly that you acquire all the tangible benefits of having successfully completed it. You can roll [Deception](compendium/skills.md#Deception) in place of a different skill when attempting to [Earn Income](rules/actions/earn-income.md), [Make an Impression](rules/actions/make-an-impression.md), [Request](rules/actions/request.md), or [Subsist](rules/actions/subsist.md). You can use Fabricated Connections to [Make an Impression](rules/actions/make-an-impression.md) or [Request](rules/actions/request.md) once per day, and you can also use it once per week to [Earn Income](rules/actions/earn-income.md) or [Subsist](rules/actions/subsist.md). + +*Source: Advanced Player's Guide p. 167* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Party Crasher, Feat 7 +collapse: closed +# Party Crasher *Feat 7* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Dandy Dedication](compendium/feats/dandy-dedication-apg.md), master in [Society](compendium/skills.md#Society) + +You attend all the fashionable society parties, no matter how exclusive they might be. Any time you encounter a social event you would ordinarily be denied access to, such as a coronation, royal gala, or other society function, you can spend `1d4` hours to secure entry without the need for a skill check. You find invitations, invitees looking for fashionable dates, temporary jobs with the caterers, event staff willing to look the other way, or some other mode of access for yourself and your allies. + +This ability doesn't apply to secret events or other small private gatherings with no staff, dates, or outsiders involved. + +*Source: Advanced Player's Guide p. 167* +%% #trait/archetype #trait/skill %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/dragon-disciple-apg.md b/compendium/character/archetypes/dragon-disciple-apg.md new file mode 100644 index 000000000..09095f977 --- /dev/null +++ b/compendium/character/archetypes/dragon-disciple-apg.md @@ -0,0 +1,193 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Dragon Disciple"] +--- +# Dragon Disciple *Dedication Level 2* + +The rippling waves of fear, the rustling of thick scales, and the beat of immense wings signal the arrival of a great dragon. The awe-inspiring presence of these creatures makes them worthy of reverence—or even outright worship. Dragon disciples dedicate themselves to becoming like these great beasts, with each disciple striving to typify one variety of dragon. Sorcerers of draconic blood, barbarians with the dragon instinct, and many kobolds with close ties to their draconic predecessors become dragon disciples, but anyone who has encountered one of these terrifying creatures might follow this path. + +As a dragon disciple, you study and learn from the example of dragons, but that doesn't necessarily mean that you admire the dragons you emulate. While most dragon disciples do indeed revere their chosen dragon, countless tales are told of dragon disciples born of great personal tragedy at the hands of boundless draconic fury. These disciples have transformed themselves into what they despise in order to gain the power to destroy their draconic tormentor and at long last earn their revenge. + +> [!pf2-brown] INSTINCT OF THE WYRM +> +> The acquisition of draconic might can change the dragon disciple's body and give them magical abilities, as reflected in the archetype's feats, but the mind often changes as well, potentially even overwhelming the disciple's normal personality. Any dragon disciple can find the attitudes of dragonkind intruding into their thoughts. The foremost emotion among all types of dragons is pride. Even the influence of a benevolent metallic dragon can overwhelm a dragon disciple with pride. When tempered, this feeling levels out to a steady confidence, but when uncontrolled, it can grow to an air of arrogance or superiority. +> +> Disciples of metallic dragons also feel the pangs of compassion and benevolence. They grow to be more focused on cooperation and might take on leadership roles. Disciples of the vile chromatic dragons are plagued by thoughts of cruelty and greed. They long to see fear in the eyes of foe and friend alike. Those who succumb to these thoughts become bullies or tyrants. +> +> Instinctual draconic feelings can be constant, yet they seem to intensify when the disciple uses their draconic powers. In the few seconds after using a breath weapon or attacking with claws, or when the disciple sprouts wings, they might have a moment of mental transformation. This can bring on the full mindset of a dragon, or even make the disciple temporarily believe they truly _are_ a dragon, and is often accompanied by a draconic roar, cackle, or majestic display. + +*Source: Advanced Player's Guide p. 168* + +```ad-embed-feat +title: Dragon Disciple Dedication, Feat 2 +collapse: closed +# Dragon Disciple Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You are a kobold with the dragonscaled or spellscaled heritage, a dragon instinct barbarian, or a draconic bloodline sorcerer. + +You choose to study or worship one type of dragon, and your focus grants you a measure of its power. You become trained in arcane spell DCs and arcane spell attack rolls. Choose one color of dragon when you select this feat; if you are a sorcerer with the draconic bloodline, this must be the same type as your bloodline. You gain resistance equal to half your level against one type of damage determined by the chosen dragon type. The GM may allow you to choose a dragon type not listed below, and will determine the damage type appropriate for that dragon. + +- **Black, Brine[^1], or Copper** Acid +- **Blue, Bronze, Cloud[^1], or Sky[^1]** Electricity +- **Brass, Gold, Magma[^1], Red, or Underworld[^1]** Fire +- **Crystal[^1] or Forest[^1]** Piercing +- **Green** Poison +- **Sea[^1]** Bludgeoning +- **Silver or White** Cold +- **Sovereign[^1]** Mental +- **Umbral[^1]** Negative + +> [!pf2-note] +> [^1]Mwangi Expanse, p.76 + +You also gain a +1 circumstance bonus to saving throws against [sleep](rules/traits/sleep.md) effects and effects that would make you [paralyzed](rules/conditions.md#Paralyzed). + +**Special.** You can't select another dedication feat until you have gained two other feats from the dragon disciple archetype. If you later take the [sorcerer archetype](compendium/character/archetypes/sorcerer.md), you must choose the draconic bloodline. + +*Source: Advanced Player's Guide p. 168* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Claws Of The Dragon, Feat 4 +collapse: closed +# Claws Of The Dragon *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) + +Your fingernails grow into razor-sharp claws, and scales speckle your fingers, hands, and wrists. Your claws are [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md) unarmed attacks that deal `1d6` slashing damage and are in the brawling weapon group. + +If you're a draconic sorcerer, when you cast [dragon claws](compendium/spells/dragon-claws.md), increase the spell's slashing damage die from `d4` to `d6` and increase the resistance to 10 at 1st level, 15 at 5th level, and 20 at 9th level. + +*Source: Advanced Player's Guide p. 168* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Draconic Scent, Feat 4 +collapse: closed +# Draconic Scent *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) + +Your sense of smell is uncanny, much like a dragon's. You gain imprecise [scent](rules/abilities/scent.md) with a range of 30 feet. The GM might double the range if you're downwind from the creature or halve the range if you're upwind, at their discretion. + +*Source: Advanced Player's Guide p. 168* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Dragon Arcana, Feat 4 +collapse: closed +# Dragon Arcana *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: ability to cast spells from spell slots, [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) + +You've discovered how to add the magic of dragons to your tradition. Add the draconic bloodline's granted spells to your spell list; you must still learn them or add them to your repertoire as normal. These spells are [shield](compendium/spells/shield.md), [true strike](compendium/spells/true-strike.md), [resist energy](compendium/spells/resist-energy.md), [haste](compendium/spells/haste.md), [spell immunity](compendium/spells/spell-immunity.md), [chromatic wall](compendium/spells/chromatic-wall.md), [dragon form](compendium/spells/dragon-form.md), [mask of terror](compendium/spells/mask-of-terror.md), [prismatic wall](compendium/spells/prismatic-wall.md), and [overwhelming presence](compendium/spells/overwhelming-presence.md). + +*Source: Advanced Player's Guide p. 168* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Scales Of The Dragon, Feat 4 +collapse: closed +# Scales Of The Dragon *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) + +Scales grow across your body, protecting you against physical and magical threats. When you're unarmored, the scales give you a +2 item bonus to AC with a Dexterity cap of +3. The item bonus to AC from Scales of the Dragon is cumulative with armor potency runes on your explorer's clothing, mage armor, and bracers of armor. Your resistance from Dragon Disciple Dedication increases to 3 + half your level. + +*Source: Advanced Player's Guide p. 169* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Breath Of The Dragon, Feat 8 +collapse: closed +# Breath Of The Dragon *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) + +You can use a powerful breath weapon, much like the dragon you emulate. You gain the [dragon breath](compendium/spells/dragon-breath.md) sorcerer bloodline spell and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1. + +*Source: Advanced Player's Guide p. 169* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Wings Of The Dragon, Feat 12* +collapse: closed +# Wings Of The Dragon *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Wings Of The Dragon](compendium/feats/wings-of-the-dragon-apg.md) is intended for use with the Dragon Disciple Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) + +You can manifest draconic wings to soar through the air at great speed. You gain the [dragon wings](compendium/spells/dragon-wings.md) sorcerer bloodline spell and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1. + +*Source: Advanced Player's Guide p. 169* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Shape Of The Dragon, Feat 14* +collapse: closed +# Shape Of The Dragon *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Shape Of The Dragon](compendium/feats/shape-of-the-dragon-apg.md) is intended for use with the Dragon Disciple Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) + +You've discovered how to transform yourself into a dragon. Once per day, you can cast 7th-level [dragon form](compendium/spells/dragon-form.md) as an innate arcane spell, transforming into your chosen type of dragon. The spell automatically heightens to 8th level if you're 16th level and 9th level if you're 18th level. + +Any time you score a critical hit with an unarmed [Strike](rules/actions/strike.md) gained from dragon form, you recharge the spell's breath weapon immediately. + +*Source: Advanced Player's Guide p. 169* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Disciple's Breath, Feat 16* +collapse: closed +# Disciple's Breath [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Disciple's Breath](compendium/feats/disciples-breath-apg.md) is intended for use with the Dragon Disciple Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md), [dragon breath](compendium/spells/dragon-breath.md) sorcerer bloodline spell +- **Activity** Two-Action + +You unleash your breath weapon without spending focus. This has the effects of your [dragon breath](compendium/spells/dragon-breath.md) sorcerer bloodline spell, though it deals `9d6` damage instead of its usual damage, and you don't have to cast it or spend a Focus Point. You can't use Disciple's Breath again for `1d4` rounds. + +*Source: Advanced Player's Guide p. 169* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Mighty Dragon Shape, Feat 18* +collapse: closed +# Mighty Dragon Shape *Feat 18* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Mighty Dragon Shape](compendium/feats/mighty-dragon-shape-apg.md) is intended for use with the Dragon Disciple Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Shape of the Dragon](compendium/feats/shape-of-the-dragon-apg.md) > [!pf2-note] +> (or [Shape of the Cloud Dragon](compendium/feats/shape-of-the-cloud-dragon-sot3.md)) + +You've practiced and increased your draconic might, allowing you to take your draconic form more often. You can use [Shape of the Dragon](compendium/feats/shape-of-the-dragon-apg.md) once per hour instead of once per day. + +*Source: Advanced Player's Guide p. 169* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/drow-shootist-av3.md b/compendium/character/archetypes/drow-shootist-av3.md new file mode 100644 index 000000000..5c8e1f83b --- /dev/null +++ b/compendium/character/archetypes/drow-shootist-av3.md @@ -0,0 +1,83 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/av3 +aliases: ["Drow Shootist"] +--- +# Drow Shootist *Dedication Level 2* + +Some drow take skill with the hand crossbow to new heights. You've learned the secrets of these fabled drow shootists. With fearlessness and swagger, you can accomplish amazing deeds with hand crossbows. + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 77* + +````ad-embed-feat +title: Drow Shootist Dedication, Feat 2 +collapse: closed +# Drow Shootist Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in the [hand crossbow](compendium/equipment/items/hand-crossbow.md) + +Every chance you get, you practice with the hand crossbow to increase your draw speed and accuracy. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the hand crossbow. If you're at least an expert in a hand crossbow you're using, you gain access to its critical specialization effect. You also gain the Shootist's Draw action. + +```ad-embed-ability +title: Shootist's Draw [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You [Interact](rules/actions/interact.md) to draw a hand crossbow and [Strike](rules/actions/strike.md) with it, or you [Strike](rules/actions/strike.md) with a loaded hand crossbow you're already holding and then [Interact](rules/actions/interact.md) to stow it. +``` + +**Special.** You can't select another dedication feat until you've gained two other feats from the drow shootist archetype. + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 77* +%% #trait/uncommon #trait/archetype #trait/dedication %% +```` + +```ad-embed-feat +title: Repeating Hand Crossbow Training, Feat 4 +collapse: closed +# Repeating Hand Crossbow Training *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Drow Shootist Dedication](compendium/feats/drow-shootist-dedication-av3.md) + +You become trained in the repeating hand crossbow and gain access to repeating hand crossbows and [shootist bandoliers](compendium/equipment/items/shootist-bandolier-av3.md). Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the repeating hand crossbow. If you're at least an expert in a repeating hand crossbow you're using, you gain access to its critical specialization effect. You can perform the Shootist's Draw action with repeating hand crossbows. + +**Special.** If you have the [Running Reload](compendium/feats/running-reload.md) feat, you can reload a repeating hand crossbow magazine on the move. You can use [Running Reload](compendium/feats/running-reload.md) as a 3-action activity to reload a magazine into a repeating hand crossbow after you [Stride](rules/actions/stride.md), [Step](rules/actions/step.md), or [Sneak](rules/actions/sneak.md), or as a 2-action activity if you use a magazine from a shootist bandolier. + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 77* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Reloading Trick, Feat 6 +collapse: closed +# Reloading Trick [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) + +- **Prerequisites**: [Drow Shootist Dedication](compendium/feats/drow-shootist-dedication-av3.md) +- **Frequency**: once per round +- **Requirements**: You're holding an unloaded [hand crossbow](compendium/equipment/items/hand-crossbow.md). +- **Activity** Single Action + +You can fire off a single shot even when unprepared. You [Interact](rules/actions/interact.md) to reload your hand crossbow and [Strike](rules/actions/strike.md) with it. + +**Special.** If you have the [Repeating Hand Crossbow Training](compendium/feats/repeating-hand-crossbow-training-av3.md) feat, you can use this feat with a repeating hand crossbow to load either a bolt or a magazine, but the speed means you can fire only one bolt, then the magazine jams. You must spend a 3-action [Interact](rules/actions/interact.md) activity to remove the jammed magazine and clear it before it can be used again. + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 77* +%% #trait/archetype #trait/manipulate %% +``` + +```ad-embed-feat +title: Lethargy Poisoner, Feat 8 +collapse: closed +# Lethargy Poisoner *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Drow Shootist Dedication](compendium/feats/drow-shootist-dedication-av3.md), trained in [Crafting](compendium/skills.md#Crafting) + +You've learned more than the use of hand crossbows from drow lore. During your daily preparations, you can prepare a dose of [lethargy poison](compendium/equipment/items/lethargy-poison.md) from ordinary materials in a wilderness or urban area. If you're an expert in [Crafting](compendium/skills.md#Crafting), you can instead craft a dose of [stupor poison](compendium/equipment/items/stupor-poison-av3.md). You can prepare two doses (of either poison) if you're a master in [Crafting](compendium/skills.md#Crafting) and three doses if you're legendary in [Crafting](compendium/skills.md#Crafting). The save DC for this poison is equal to your class DC. Only you can use these poisons, and they expire the next time you make your daily preparations. The GM might decide that the area you're in is too barren to provide the materials you need for this feat. + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 77* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/dual-weapon-warrior-apg.md b/compendium/character/archetypes/dual-weapon-warrior-apg.md new file mode 100644 index 000000000..0599d3ab0 --- /dev/null +++ b/compendium/character/archetypes/dual-weapon-warrior-apg.md @@ -0,0 +1,174 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Dual-Weapon Warrior"] +--- +# Dual-Weapon Warrior *Dedication Level 2* + +You're able to effortlessly fight with multiple weapons simultaneously, weaving your weapons together into a storm of quick attacks. To you, continual offense is the best form of defense, and you leave little room for your foes to avoid your whirlwind of weapons. + +*Source: Advanced Player's Guide p. 170* + +```ad-embed-feat +title: Dual-Weapon Warrior Dedication, Feat 2 +collapse: closed +# Dual-Weapon Warrior Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + + +You're exceptional in your use of two weapons. You gain the [Double Slice](compendium/feats/double-slice.md) fighter feat. This serves as Double Slice for the purpose of meeting prerequisites. + +**Special.** You can't select another dedication feat until you gain two other feats from the dual-weapon warrior archetype. + +*Source: Advanced Player's Guide p. 170* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Dual Thrower, Feat 4 +collapse: closed +# Dual Thrower *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dual-Weapon Warrior Dedication](compendium/feats/dual-weapon-warrior-dedication-apg.md) + +You know how to throw two weapons as easily as strike with them. Whenever a dual-weapon warrior feat allows you to make a melee [Strike](rules/actions/strike.md), you can instead make a ranged [Strike](rules/actions/strike.md) with a thrown weapon or a one-handed ranged weapon you are wielding. Any effects from these feats that apply to one-handed melee weapons or melee [Strikes](rules/actions/strike.md) also apply to one-handed ranged weapons and ranged [Strikes](rules/actions/strike.md). + +*Source: Advanced Player's Guide p. 170* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Dual-Weapon Reload, Feat 4 +collapse: closed +# Dual-Weapon Reload [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dual-Weapon Warrior Dedication](compendium/feats/dual-weapon-warrior-dedication-apg.md) +- **Requirements**: You are wielding two one-handed weapons, each in a different hand, one of which is a ranged weapon. +- **Activity** Single Action + +You carry your ammunition in a way that allows you to reload while holding two weapons. You [Interact](rules/actions/interact.md) to reload a one-handed ranged weapon you're holding. Unlike most [Interact](rules/actions/interact.md) actions, you don't need a free hand to reload your ranged weapon in this way. + +*Source: Advanced Player's Guide p. 170* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Twin Parry (Fighter), Feat 6* +collapse: closed +# Twin Parry (Fighter) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[fighter](rules/traits/fighter.md) + +> [!pf2-note] This version of [Twin Parry (Fighter)](compendium/feats/twin-parry-fighter.md) is intended for use with the Dual-Weapon Warrior Archetype. Its level has been changed accordingly. + +- **Requirements**: You are wielding two melee weapons, one in each hand. +- **Activity** Single Action + +You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the [parry](rules/traits/parry.md) trait. You lose this circumstance bonus if you no longer meet this feat's requirement. + +*Source: Core Rulebook p. 147* +%% #trait/fighter %% +``` + +```ad-embed-feat +title: Flensing Slice, Feat 8 +collapse: closed +# Flensing Slice [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dual-Weapon Warrior Dedication](compendium/feats/dual-weapon-warrior-dedication-apg.md) +- **Requirements**: Your last action was a Double Slice, and both attacks hit the target. +- **Activity** Single Action + +When you hit with both attacks with Double Slice, you flense the target, making it bleed and creating a weak spot. The target takes `1d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) per weapon damage die of whichever of the weapons you used that has the most weapon damage dice (maximum `4d8` for a major striking weapon). The target becomes [flat-footed](rules/conditions.md#Flat-footed), and its resistances to any physical damage types are reduced by 5; these two effects last until the beginning of your next turn. + +*Source: Advanced Player's Guide p. 170* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Dual-Weapon Blitz, Feat 10 +collapse: closed +# Dual-Weapon Blitz [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dual-Weapon Warrior Dedication](compendium/feats/dual-weapon-warrior-dedication-apg.md) +- **Requirements**: You are wielding two one-handed melee weapons, each in a different hand. +- **Activity** Two-Action + +You attack as you dash among foes. [Stride](rules/actions/stride.md) up to your Speed. At any point during this movement, you can [Strike](rules/actions/strike.md) once with each of the two required weapons. These [Strikes](rules/actions/strike.md) can be against the same or different targets, as you see fit. + +*Source: Advanced Player's Guide p. 170* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Twin Riposte (Fighter), Feat 12* +collapse: closed +# Twin Riposte (Fighter) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* +[fighter](rules/traits/fighter.md) + +> [!pf2-note] This version of [Twin Riposte (Fighter)](compendium/feats/twin-riposte-fighter.md) is intended for use with the Dual-Weapon Warrior Archetype. Its level has been changed accordingly. + +- **Trigger** A creature within your reach critically fails a [Strike](rules/actions/strike.md) against you. +- **Requirements**: You are benefiting from [Twin Parry](compendium/feats/twin-parry-fighter.md). +- **Activity** Reaction + +A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee [Strike](rules/actions/strike.md) or use a [Disarm](rules/actions/disarm.md) action against the triggering opponent. + +*Source: Core Rulebook p. 151* +%% #trait/fighter %% +``` + +```ad-embed-feat +title: Dual Onslaught, Feat 14* +collapse: closed +# Dual Onslaught *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Dual Onslaught](compendium/feats/dual-onslaught-apg.md) is intended for use with the Dual-Weapon Warrior Archetype. Its level has been changed accordingly. + +- **Prerequisites**: Dual-Weapon Dedication + +When you lash out with both weapons, you leave no room for the target to escape your attack. When you use [Double Slice](compendium/feats/double-slice.md), if you miss with both [Strikes](rules/actions/strike.md), choose one of the two weapons and apply the effects of a hit with that weapon. You can't choose a weapon if your attack roll with that weapon was a critical failure, meaning you still miss entirely if both attack rolls were critical failures. + +*Source: Advanced Player's Guide p. 170* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Improved Twin Riposte (Fighter), Feat 16* +collapse: closed +# Improved Twin Riposte (Fighter) *Feat 16* +[fighter](rules/traits/fighter.md) + +> [!pf2-note] This version of [Improved Twin Riposte (Fighter)](compendium/feats/improved-twin-riposte-fighter.md) is intended for use with the Dual-Weapon Warrior Archetype. Its level has been changed accordingly. + +- **Prerequisites**: Twin Riposte + +Your weapons are a blur, blocking and biting at your foes. At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte. You can use this extra reaction even if you are not benefiting from [Twin Parry](compendium/feats/twin-parry-fighter.md). + +*Source: Core Rulebook p. 153* +%% #trait/fighter %% +``` + +```ad-embed-feat +title: Twinned Defense (Fighter), Feat 18* +collapse: closed +# Twinned Defense (Fighter) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* +[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) + +> [!pf2-note] This version of [Twinned Defense (Fighter)](compendium/feats/twinned-defense-fighter.md) is intended for use with the Dual-Weapon Warrior Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Twin Parry](compendium/feats/twin-parry-fighter.md) +- **Requirements**: You are wielding two melee weapons, one in each hand. +- **Activity** Single Action + +You're always ready to use your off-hand weapon to interfere with attacks against you. While you are in this stance, you constantly gain the benefits of the [Twin Parry](compendium/feats/twin-parry-fighter.md) action. + +*Source: Core Rulebook p. 153* +%% #trait/fighter #trait/stance %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/duelist-apg.md b/compendium/character/archetypes/duelist-apg.md new file mode 100644 index 000000000..e6c81a865 --- /dev/null +++ b/compendium/character/archetypes/duelist-apg.md @@ -0,0 +1,202 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Duelist"] +--- +# Duelist *Dedication Level 2* + +Across the world, students in martial academies practice with their blades to master one-on-one combat. The libraries of such schools hold deep troves of information detailing hundreds of combat techniques, battle stances, and honorable rules of engagement. Those who gain admission to such schools might train in formalized duels—and that's certainly the more genteel route to take. However, others assert that there's no better place to try out dueling techniques than in the life-and-death struggles common to an adventurer's life. + +*Source: Advanced Player's Guide p. 171* + +```ad-embed-feat +title: Duelist Dedication, Feat 2 +collapse: closed +# Duelist Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in light armor and simple weapons + +You are always ready to draw your weapon and begin a duel, no matter the circumstances. You gain the [Quick Draw](compendium/feats/quick-draw-ranger.md) ranger feat, enabling you to both draw and attack with a weapon as 1 action. This serves as Quick Draw for the purpose of meeting prerequisites. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the duelist archetype. + +*Source: Advanced Player's Guide p. 171* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Dueling Parry, Feat 4* +collapse: closed +# Dueling Parry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[fighter](rules/traits/fighter.md) + +> [!pf2-note] This version of [Dueling Parry](compendium/feats/dueling-parry.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. + +- **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. +- **Activity** Single Action + +You can parry attacks against you with your one-handed weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements. + +*Source: Core Rulebook p. 146* +%% #trait/fighter %% +``` + +```ad-embed-feat +title: Duelist's Challenge, Feat 4 +collapse: closed +# Duelist's Challenge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) + +- **Prerequisites**: [Duelist Dedication](compendium/feats/duelist-dedication-apg.md) +- **Activity** Single Action + +Select one foe that you can see and proclaim a challenge. That foe is your dueling opponent until they are defeated, flee, or the encounter ends. Any time you hit that enemy using a single one-handed melee weapon while your other hand or hands are free, you gain a circumstance bonus to the [Strike](rules/actions/strike.md)'s damage equal to the number of damage dice your weapon deals. + +If you attack a creature other than your dueling opponent, you take a circumstance penalty to damage equal to the number of damage dice your weapon deals. + +*Source: Advanced Player's Guide p. 171* +%% #trait/archetype #trait/open %% +``` + +```ad-embed-feat +title: Disarming Stance, Feat 8* +collapse: closed +# Disarming Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) + +> [!pf2-note] This version of [Disarming Stance](compendium/feats/disarming-stance.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) +- **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. +- **Activity** Single Action + +You adopt a fencing stance that improves your control over your weapon. While you are in this stance, you gain a +1 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks to [Disarm](rules/actions/disarm.md) and a +2 circumstance bonus to your Reflex DC when defending against checks to [Disarm](rules/actions/disarm.md) you. In addition, you can attempt to [Disarm](rules/actions/disarm.md) creatures up to two sizes larger than you. + +*Source: Core Rulebook p. 147* +%% #trait/fighter #trait/stance %% +``` + +```ad-embed-feat +title: Selfless Parry, Feat 8 +collapse: closed +# Selfless Parry *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dueling Parry](compendium/feats/dueling-parry-apg.md), [Duelist Dedication](compendium/feats/duelist-dedication-apg.md) + +You protect those near you with a flash of steel. When you're benefiting from Dueling Parry, allies adjacent to you gain a +1 circumstance bonus to AC. If you have Dueling Riposte, you can use it when an enemy within your reach critically fails a [Strike](rules/actions/strike.md) against an ally adjacent to you, not just against yourself. + +*Source: Advanced Player's Guide p. 171* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Dueling Riposte, Feat 10* +collapse: closed +# Dueling Riposte [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[fighter](rules/traits/fighter.md) + +> [!pf2-note] This version of [Dueling Riposte](compendium/feats/dueling-riposte.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Dueling Parry](compendium/feats/dueling-parry-apg.md) +- **Trigger** A creature within your reach critically fails a [Strike](rules/actions/strike.md) against you. +- **Requirements**: You are benefiting from Dueling Parry. +- **Activity** Reaction + +You riposte against your flailing enemy. Make a melee [Strike](rules/actions/strike.md) against or attempt to [Disarm](rules/actions/disarm.md) the triggering creature. + +*Source: Core Rulebook p. 149* +%% #trait/fighter %% +``` + +```ad-embed-feat +title: Disarming Twist, Feat 12* +collapse: closed +# Disarming Twist [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) + +> [!pf2-note] This version of [Disarming Twist](compendium/feats/disarming-twist.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) +- **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. +- **Activity** Single Action + +After your initial attack redirects your foe's defenses, your follow-up wrests their weapon from their grasp. Make a melee [Strike](rules/actions/strike.md) with the required weapon. In addition to its other effects, this [Strike](rules/actions/strike.md) gains the success and critical success effects of the [Disarm](rules/actions/disarm.md) action. The [Strike](rules/actions/strike.md) also has the following failure effect. + +> [!success-degree] +> - **Failure** The target is [flat-footed](rules/conditions.md#Flat-footed) until the end of your current turn. + +*Source: Core Rulebook p. 150* +%% #trait/fighter #trait/press %% +``` + +```ad-embed-feat +title: Student Of The Dueling Arts, Feat 12* +collapse: closed +# Student Of The Dueling Arts *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Student Of The Dueling Arts](compendium/feats/student-of-the-dueling-arts-apg.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Duelist Dedication](compendium/feats/duelist-dedication-apg.md) + +You have studied a great many combat techniques, which you can review each day. During your daily preparations, you can swap out any number of your duelist archetype feats for other duelist archetype feats of the appropriate level for which you are qualified. You can't swap out [Duelist Dedication](compendium/feats/duelist-dedication-apg.md) or [Student of the Dueling Arts](compendium/feats/student-of-the-dueling-arts-apg.md) in this way. + +In addition, you can enter a stance from a duelist archetype feat you don't have (such as one listed under Additional Feats) by increasing the number of actions it takes to enter the stance by 1 (typically to 2 actions). You must still meet the feat's prerequisites. + +*Source: Advanced Player's Guide p. 171* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Dueling Dance, Feat 14* +collapse: closed +# Dueling Dance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) + +> [!pf2-note] This version of [Dueling Dance](compendium/feats/dueling-dance.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Dueling Parry](compendium/feats/dueling-parry-apg.md) +- **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. +- **Activity** Single Action + +Using your free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry. + +*Source: Core Rulebook p. 151* +%% #trait/fighter #trait/stance %% +``` + +```ad-embed-feat +title: Improved Dueling Riposte, Feat 14* +collapse: closed +# Improved Dueling Riposte *Feat 14* +[fighter](rules/traits/fighter.md) + +> [!pf2-note] This version of [Improved Dueling Riposte](compendium/feats/improved-dueling-riposte.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Dueling Riposte](compendium/feats/dueling-riposte.md) + +Your weapon whirls and darts, striking foes whenever the opportunity presents itself. At the start of each of your turns, you gain an additional reaction that you can use only to make a Dueling Riposte. You can use this extra reaction even if you are not benefiting from [Dueling Parry](compendium/feats/dueling-parry.md). + +*Source: Core Rulebook p. 151* +%% #trait/fighter %% +``` + +```ad-embed-feat +title: Guiding Riposte, Feat 16* +collapse: closed +# Guiding Riposte *Feat 16* +[fighter](rules/traits/fighter.md) + +> [!pf2-note] This version of [Guiding Riposte](compendium/feats/guiding-riposte.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Dueling Riposte](compendium/feats/dueling-riposte.md) + +By shifting your weight and angling your weapon, you guide your opponent to a more favorable position. When you use Dueling Riposte to [Strike](rules/actions/strike.md) and you hit, you can move the target up to 10 feet into a space in your reach. This follows the forced movement rules found on page 475. + +*Source: Core Rulebook p. 153* +%% #trait/fighter %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/eldritch-archer-apg.md b/compendium/character/archetypes/eldritch-archer-apg.md new file mode 100644 index 000000000..a0500fb43 --- /dev/null +++ b/compendium/character/archetypes/eldritch-archer-apg.md @@ -0,0 +1,219 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- archetype/benefit/spellcasting +- compendium/src/pf2e/apg +aliases: ["Eldritch Archer"] +--- +# Eldritch Archer *Dedication Level 6* + +While many archers see their craft as an art form as much as a means of battle, a small number of archers seek to perfect their skills through magic, and you are among their number. Bolstering your athletic and martial abilities with mystical talents, you achieve rare heights with the bow or crossbow—transforming arrows or bolts into eldritch ammunition, sending arrows zig-zagging nearly unerringly to their target, and manifesting arrows that can deliver spells or even instant death. + +While having some spellcasting ability increases your potential flexibility and power as an eldritch archer, you might learn the secrets of these arts without being independently skilled in spellcasting, instead learning the magic of the bow for its own sake. + +> [!pf2-brown] ELVEN ARROWS +> +> The ability to infuse eldritch energy into bow shots is often seen as a kind of elven magic. While it may be true that elves first developed eldritch archery as a martial art, and many eldritch archers are elves and half-elves, other peoples have learned and developed their own forms of eldritch archery. +> +> Some whisper that remote regions to the south have their own dedications that rely on elemental archery, while the strange and shadowy hunters of the Uskwood use a form that relies on tenebrous shadow magic. Disturbing rumors circulate claiming that devils have developed a diabolical form of magical archery that can trap the soul and bind it to Hell, albeit for a short time. Like any form of magic, the discipline of eldritch archery will continue to develop among its practitioners across the multiverse. + +*Source: Advanced Player's Guide p. 172* + +````ad-embed-feat +title: Eldritch Archer Dedication, Feat 6 +collapse: closed +# Eldritch Archer Dedication *Feat 6* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [magical](rules/traits/magical.md) + +- **Prerequisites**: expert in at least one type of bow + +You blend magic with your archery, leading to powerful results. + +If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity. You gain a spell repertoire with one cantrip of your choice, from a spell list of your choice. You choose this cantrip from the common spells on your chosen spell list or from other spells to which you have access on that list. This cantrip must require a spell attack roll. You're trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma. + +You also gain Eldritch Shot. + +```ad-embed-ability +title: Eldritch Shot [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +- **Requirements**: You are wielding a bow + +**Effect** You [Cast a Spell](rules/actions/cast-a-spell.md) that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the bow you're wielding. Make a [Strike](rules/actions/strike.md) with that bow. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the [Strike](rules/actions/strike.md) and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed both attacks. +``` + +**Special.** You can't select another dedication feat until you have gained two other feats from the eldritch archer archetype. + +*Source: Advanced Player's Guide p. 172* +%% #trait/archetype #trait/dedication #trait/magical %% +```` + +```ad-embed-feat +title: Basic Eldritch Archer Spellcasting, Feat 8 +collapse: closed +# Basic Eldritch Archer Spellcasting *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) + +You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you have learned or discovered. + +*Source: Advanced Player's Guide p. 172* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Enchanting Arrow, Feat 8 +collapse: closed +# Enchanting Arrow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) + +- **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) +- **Activity** Two-Action + +With a single whisper carried on the wind, you enchant your ammunition to make a foe more vulnerable to your attacks. + +Make a bow [Strike](rules/actions/strike.md). On a hit, the target takes an additional `2d6` mental damage. On a critical hit, the target also becomes [stunned](rules/conditions.md#Stunned). The mental damage increases to `3d6` if your bow has a greater striking rune, or to `4d6` if your bow has a major striking rune. + +*Source: Advanced Player's Guide p. 173* +%% #trait/archetype #trait/emotion #trait/enchantment #trait/magical #trait/mental %% +``` + +```ad-embed-feat +title: Magic Arrow, Feat 8 +collapse: closed +# Magic Arrow [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* +[archetype](rules/traits/archetype.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) +- **Frequency**: once per round +- **Activity** Free Action + +You imbue your ammunition with eldritch power. When you select this feat, choose three types of common magical ammunition of 4th level or lower from the Core Rulebook or this book. Your GM might allow you to choose from other types of magical ammunition, such as uncommon ammunition, or ammunition from other books. + +When using Magic Arrow, you transform a non-magical arrow or bolt into a piece of ammunition of one type you chose. You must shoot the ammunition before the end of your turn or the magic dissipates. If the ammunition has an Activate entry, you still need to spend the required actions to activate the ammunition before shooting it. When you use Magic Arrow, you can choose a type of magical ammunition that is typically not available to the type of ammunition you're using—for example, you can use climbing bolt on an arrow, even though that magical ammunition is normally only found on bolts. + +**Special.** You can select this feat multiple times. Each time you do, select three additional types of ammunition as described above. + +*Source: Advanced Player's Guide p. 173* +%% #trait/archetype #trait/magical #trait/transmutation %% +``` + +```ad-embed-feat +title: Precious Arrow, Feat 8 +collapse: closed +# Precious Arrow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) +- **Activity** Single Action + +You enchant a piece of ammunition with the magical essence of a precious material, allowing you to leverage certain creatures' weaknesses. Choose cold iron or silver; if you shoot the arrow before the end of your turn, it counts as that material. At 14th level, add adamantine to the list of materials you can choose from. + +*Source: Advanced Player's Guide p. 173* +%% #trait/archetype #trait/magical #trait/transmutation %% +``` + +```ad-embed-feat +title: Expert Eldritch Archer Spellcasting, Feat 12* +collapse: closed +# Expert Eldritch Archer Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Expert Eldritch Archer Spellcasting](compendium/feats/expert-eldritch-archer-spellcasting-apg.md) is intended for use with the Eldritch Archer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Basic Eldritch Archer Spellcasting](compendium/feats/basic-eldritch-archer-spellcasting-apg.md) + +You gain the expert spellcasting benefits. + +*Source: Advanced Player's Guide p. 173* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Seeker Arrow, Feat 14* +collapse: closed +# Seeker Arrow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) + +> [!pf2-note] This version of [Seeker Arrow](compendium/feats/seeker-arrow-apg.md) is intended for use with the Eldritch Archer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) +- **Activity** Single Action + +Your shots zip around corners and fly at impossible angles to reach your target. Make a bow [Strike](rules/actions/strike.md) against a foe you can see; the ammunition travels to your target, even around corners. You ignore the target's [concealed](rules/conditions.md#Concealed) condition and all cover. + +*Source: Advanced Player's Guide p. 173* +%% #trait/archetype #trait/divination #trait/magical %% +``` + +```ad-embed-feat +title: Phase Arrow, Feat 16* +collapse: closed +# Phase Arrow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* +[archetype](rules/traits/archetype.md) [conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) + +> [!pf2-note] This version of [Phase Arrow](compendium/feats/phase-arrow-apg.md) is intended for use with the Eldritch Archer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) +- **Frequency**: once per day +- **Activity** Single Action + +You can concentrate an immense amount of magic to create a piece of ammunition that phases through everything but your target. Make a bow [Strike](rules/actions/strike.md) against a foe who is [observed](rules/conditions.md#Observed) or [hidden](rules/conditions.md#Hidden) to you (but not [undetected](rules/conditions.md#Undetected)). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers stop the arrow. The shot ignores all cover, the [concealed](rules/conditions.md#Concealed) condition, the [hidden](rules/conditions.md#Hidden) condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The [Strike](rules/actions/strike.md)'s damage can't be reduced with a [Shield Block](compendium/feats/shield-block.md) reaction using a non-magical shield. + +*Source: Advanced Player's Guide p. 173* +%% #trait/archetype #trait/conjuration #trait/magical %% +``` + +```ad-embed-feat +title: Arrow Of Death, Feat 18* +collapse: closed +# Arrow Of Death [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* +[archetype](rules/traits/archetype.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +> [!pf2-note] This version of [Arrow Of Death](compendium/feats/arrow-of-death-apg.md) is intended for use with the Eldritch Archer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) +- **Frequency**: once per day +- **Activity** Three-Action + +You modify an arrow or bolt to bring death to your target in a single potent hit. Make a bow [Strike](rules/actions/strike.md). On a hit, you deal an additional `10d10` precision damage. On a critical hit, the target must also succeed at a Fortitude saving throw against your class DC or spell DC, whichever is higher, or be immediately slain; this save has the [death](rules/traits/death.md) and [incapacitation](rules/traits/incapacitation.md) traits. + +*Source: Advanced Player's Guide p. 173* +%% #trait/archetype #trait/magical #trait/necromancy %% +``` + +```ad-embed-feat +title: Master Eldritch Archer Spellcasting, Feat 18* +collapse: closed +# Master Eldritch Archer Spellcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Master Eldritch Archer Spellcasting](compendium/feats/master-eldritch-archer-spellcasting-apg.md) is intended for use with the Eldritch Archer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Expert Eldritch Archer Spellcasting](compendium/feats/expert-eldritch-archer-spellcasting-apg.md) + +You gain the master spellcasting benefits. + +*Source: Advanced Player's Guide p. 173* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Impossible Volley (Fighter), Feat 20* +collapse: closed +# Impossible Volley (Fighter) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* +[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) [open](rules/traits/open.md) + +> [!pf2-note] This version of [Impossible Volley (Fighter)](compendium/feats/impossible-volley-fighter.md) is intended for use with the Eldritch Archer Archetype. Its level has been changed accordingly. + +- **Requirements**: You are wielding a ranged weapon with the [volley](rules/traits/volley.md) trait and [reload 0](rules/traits/reload.md). +- **Activity** Three-Action + +You fire a volley at all foes in an area. Make one [Strike](rules/actions/strike.md) with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon's volley range. Roll the damage only once for all targets. + +Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks. + +*Source: Core Rulebook p. 153* +%% #trait/fighter #trait/flourish #trait/open %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/eldritch-researcher-av2.md b/compendium/character/archetypes/eldritch-researcher-av2.md new file mode 100644 index 000000000..8aa59cf28 --- /dev/null +++ b/compendium/character/archetypes/eldritch-researcher-av2.md @@ -0,0 +1,189 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/av2 +aliases: ["Eldritch Researcher"] +--- +# Eldritch Researcher *Dedication Level 2* + +An eager student of occult lore, you enjoy reading rare or forgotten tomes with ancient rituals and hidden secrets. You connect disparate facts to unlock deeper mysteries and uncover the truths of the universe, and you zealously hoard the knowledge your painstaking research produces. Aberrations fascinate you for many reasons, not the least of which is because their anatomy is wholly alien and yet, to the insightful, eminently sensible. + +You've been particularly enlightened by the accumulated lore in Thresholds of Truth, and you know Zarmavdian was a kindred soul in occult research. With this book in hand, you feel like you stand at the doorway to unprecedented occult discoveries. + +You scoff at those fools who claim you meddle in things mortals aren't meant to know—for isn't it the duty of the enlightened to gather the universe's deepest truths? + +*Source: Abomination Vaults #2: Hands of the Devil p. 76* + +```ad-embed-feat +title: Eldritch Researcher Dedication, Feat 2 +collapse: closed +# Eldritch Researcher Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Trained in [Arcana](compendium/skills.md#Arcana) and [Occultism](compendium/skills.md#Occultism) + +You gain the ability to cast a single arcane or occult cantrip of your choice (which is heightened to a spell level equal to half your level rounded up). If you weren't already, you become trained in that tradition's spell DCs and spell attack rolls with Intelligence as your spellcasting ability. + +Regardless of whether you choose an arcane or occult cantrip, you also become an expert in your choice of either [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism). You also gain a +1 circumstance bonus to checks you attempt with the chosen skill when Investigating or [Identifying Magic](rules/actions/identify-magic.md). + +**Special.** You can't select another dedication feat until you've gained two other feats from the Eldritch Researcher archetype. + +*Source: Abomination Vaults #2: Hands of the Devil p. 76* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Seeker Of Truths, Feat 4 +collapse: closed +# Seeker Of Truths *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) + +Your devotion to discovering and hoarding abstruse truths borders on the fanatical, and you can bring this devotion to bear. You gain the cleric's Domain Initiate feat but must select knowledge, secrecy, or truth as your domain. You cast that domain's domain spell as a focus spell of the same tradition as your cantrip from Eldritch Researcher Dedication, and you [Refocus](rules/actions/refocus.md) by contemplating abstruse mysteries rather than praying to a god. When an ability would manifest a divine symbol—such as the [word of truth](compendium/spells/word-of-truth.md) focus spell—it instead manifests as a strange shape unique to you that seems to defy geometry. + +**Special.** You can take this feat up to three times, selecting a different domain each time. + +*Source: Abomination Vaults #2: Hands of the Devil p. 76* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Strange Script, Feat 4 +collapse: closed +# Strange Script *Feat 4* +[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) + +- **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) + +You have such familiarity with obscure texts that you can compel them to reveal their secrets. Once per day, you can touch a single text (such as a tome, a wall of hieroglyphics, or something similar) and understand its meaning for 1 hour. If the text is in multiple languages, you gain the ability to understand them all for only the purposes of reading the text. If the text is in a code or cypher, you don't automatically understand the text, but you gain a +2 circumstance bonus to checks to decipher it. + +*Source: Abomination Vaults #2: Hands of the Devil p. 76* +%% #trait/archetype #trait/divination %% +``` + +```ad-embed-feat +title: Scholarly Defense, Feat 6 +collapse: closed +# Scholarly Defense *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) + +Your knowledge of strange creatures and their bizarre anatomy allows you to anticipate their physical attacks and reduce the damage you take from them. You gain resistance to physical damage from melee attacks made by aberrations and oozes. This resistance is equal to one-third your level. + +*Source: Abomination Vaults #2: Hands of the Devil p. 76* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Able Ritualist, Feat 8 +collapse: closed +# Able Ritualist *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) + +Your readings on rituals make you a skilled participant. You gain a +2 circumstance bonus to primary and secondary checks you attempt as part of casting a ritual. + +*Source: Abomination Vaults #2: Hands of the Devil p. 76* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Lorefinder, Feat 8 +collapse: closed +# Lorefinder *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) + +You know that fate sometimes conspires to keep dangerous knowledge or items from the eyes of those most able to understand them. You deny fate the ability to conceal truths from you. You can cast [locate](compendium/spells/locate.md) as an innate occult spell once per day. When you reach 14th level, this spell is heightened to 5th level. + +*Source: Abomination Vaults #2: Hands of the Devil p. 76* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Know It All, Feat 10 +collapse: closed +# Know It All *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) + +Your knowledge of abstruse topics is unparalleled. When you succeed at a check to [Recall Knowledge](rules/actions/recall-knowledge.md), you gain additional information or context. When you critically succeed at a Knowledge check, at the GM's discretion you might gain even more additional information or context than normal. + +*Source: Abomination Vaults #2: Hands of the Devil p. 76* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Seeker Of Truths, Feat 12* +collapse: closed +# Advanced Seeker Of Truths *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Advanced Seeker Of Truths](compendium/feats/advanced-seeker-of-truths-av2.md) is intended for use with the Eldritch Researcher Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md), [Seeker of Truths](compendium/feats/seeker-of-truths-av2.md) + +You have unlocked deeper secrets to uncovering and hoarding lore. You gain an advanced domain spell from one domain you selected with Seeker of Truths. Increase the number of Focus Points in your focus pool by 1. + +**Special.** You can take this feat up to three times, each time selecting a different advanced domain spell from a domain you selected with Seeker of Truths. + +*Source: Abomination Vaults #2: Hands of the Devil p. 77* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Words Of Unraveling, Feat 12* +collapse: closed +# Words Of Unraveling *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Words Of Unraveling](compendium/feats/words-of-unraveling-av2.md) is intended for use with the Eldritch Researcher Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) + +You have unlocked abstruse methods to tangle with reality itself, altering the fate of a single individual. Once per day as an occult innate spell, you can cast [daydreamer's curse](compendium/spells/daydreamers-curse-av2.md), [outcast's curse](compendium/spells/outcasts-curse.md), or savant's curse. At the GM's discretion, you can substitute or add additional occult curse spells of 4th level or lower to this list. You can choose a different spell from the list each time you use this ability. If you couldn't already cast occult spells, these spells use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells; if you could already cast occult spells, your proficiency in spell attack rolls and spell DCs for occult spells increases to expert. + +*Source: Abomination Vaults #2: Hands of the Devil p. 77* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Entities From Afar, Feat 14* +collapse: closed +# Entities From Afar *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Entities From Afar](compendium/feats/entities-from-afar-av2.md) is intended for use with the Eldritch Researcher Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) + +You can call in aberrations to fight for you or to answer questions. You can cast [summon entity](compendium/spells/summon-entity.md) as an innate occult spell once per day. If you couldn't already cast occult spells, these spells use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells; if you could already cast occult spells, your proficiency in spell attack rolls and spell DCs for occult spells increases to expert. + +As soon as the aberration arrives, instead of giving it any other commands, you can demand that it help you with a single question you pose to it. For the creature to effectively answer, you must [Sustain the Spell](rules/actions/sustain-a-spell.md) for 1 minute, and you must understand and be understood by the aberration. If you do, the aberration gives you a cryptic clue as provided by the [read omens](compendium/spells/read-omens.md) spell, except that the clue is even more enigmatic than normal; the creature then immediately returns from whence it came without providing you any other benefit. At 16th level and every 2 levels thereafter, the [summon entity](compendium/spells/summon-entity.md) spell is heightened by 1 level (to a maximum of 8th level when you reach 20th level). + +*Source: Abomination Vaults #2: Hands of the Devil p. 77* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Incredible Recollection, Feat 14* +collapse: closed +# Incredible Recollection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Incredible Recollection](compendium/feats/incredible-recollection-av2.md) is intended for use with the Eldritch Researcher Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) +- **Activity** Single Action + +You can sift through knowledge locked within your mind at an incredible pace. You instantly use up to 5 [Recall Knowledge](rules/actions/recall-knowledge.md) actions. If you have any special abilities or free actions that would normally be triggered when you [Recall Knowledge](rules/actions/recall-knowledge.md), you can't use them for these actions. + +*Source: Abomination Vaults #2: Hands of the Devil p. 77* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/elementalist-som.md b/compendium/character/archetypes/elementalist-som.md new file mode 100644 index 000000000..1a2357b2e --- /dev/null +++ b/compendium/character/archetypes/elementalist-som.md @@ -0,0 +1,230 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/som +aliases: ["Elementalist"] +--- +# Elementalist *Dedication Level 2* + +You revere the four elements—air, earth, fire, and water—as the building blocks of creation and the source of all life. You believe that by balancing, mixing, and rearranging these four elements, magic is made. This belief has led you to eschew traditional magical theories and divisions, and you instead focus on harnessing, manipulating, and shaping the four elements. You cast spells drawn from multiple traditions and can use the four elements to alter and empower your spells, making them manifest and mixing them in unique ways. Most elementalists embrace the four elements equally as a mystical quaternity, and they strengthen their connection to one of these elements each day to protect themselves from harm. Others, notably sorcerer and wizard elementalists, feel a stronger connection to a singular element that they hone to great heights, utilizing the other three elements to support and augment their favored element. + +## Elemental Magic +SoM p. 206 + +You're a spellcaster that's specialized in harnessing the four elements. Though you might feel a stronger kinship for one element over the others, you're capable of shaping all of them. Due to your specialization in elemental magic, you have a smaller, more focused spell list than other spellcasters, though your magic is drawn from multiple traditions. If you choose this class archetype, you must select the [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) as your 2nd-level class feat. + +**Prerequisites:** You must have a spellcasting class feature that chooses spells from the arcane or primal spell list. + +**Elementalist Adjustments:** Replace your spell list with the elemental spell list. Your actual magical tradition is unchanged, but you choose your spells from the elemental list instead. + +If you're a sorcerer with the elemental bloodline, you can replace your [initial bloodline spell](compendium/spells/elemental-toss.md) with an initial elemental focus spell, and your [advanced bloodline spell](compendium/spells/elemental-motion.md) with an advanced elemental focus spell. The initial and advanced elemental focus spells you select must have the same trait as your elemental bloodline. + +**Druid Elementalist Adjustments:** If you're a druid of the storm order, you can choose to replace your starting order spell, [tempest surge](compendium/spells/tempest-surge.md), with [updraft](compendium/spells/updraft-som.md). + +**Wizard Elementalist Adjustments:** If you're a wizard with an arcane school, instead of specializing in a school of magic, you specialize in one of the four elements: air, earth, fire, or water. Any benefits your arcane school would grant you that are associated with a selected spell school, you instead apply to your selected element. For example, if you select air as your element, you can prepare only spells that have the [air](rules/traits/air.md) trait in your extra arcane school slots, you can prepare an extra air cantrip, and you add an extra air spell from the elemental spell list to your spellbook. Additionally, in place of your arcane school spell, you learn the initial elemental focus spell of your selected element. In all other ways, your arcane school|Wizard||1 functions as written in the Core Rulebook. If you later select the [Advanced School Spell](compendium/feats/advanced-school-spell.md) wizard feat, instead of gaining the listed school spell, you gain the advanced elemental focus spell of your selected element. + +*Source: Secrets of Magic p. 206* + +```ad-embed-feat +title: Elementalist Dedication, Feat 2 +collapse: closed +# Elementalist Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [class](rules/traits/class-som.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: elemental magic + +Each day when you make your daily preparations, you can attune yourself to one element of your choice: air, earth, fire, or water. You gain resistance equal to half your level (minimum 1 resistance) against damage dealt by effects with your attuned [elemental](rules/traits/elemental.md) trait. This attunement lasts until you next make your daily preparations. + +**Special.** You can't select another dedication feat until you've gained two other feats from the elementalist archetype. + +*Source: Secrets of Magic p. 206* +%% #trait/archetype #trait/class #trait/dedication %% +``` + +```ad-embed-feat +title: Dousing Spell, Feat 4 +collapse: closed +# Dousing Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) [water](rules/traits/water.md) + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) +- **Activity** Single Action + +You enhance your spell with elemental water, soaking the target. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) targeting a single creature, you soak the target of the spell with water. + +If the target has [persistent acid](rules/conditions.md#Persistent%20Damage) or fire damage, the DC to end those conditions is reduced to 10, and the creature can attempt a flat check to end those types of [persistent damage](rules/conditions.md#Persistent%20Damage) immediately. The spell gains the [water](rules/traits/water.md) trait (causing it to deal extra damage to creatures with weakness to water). + +*Source: Secrets of Magic p. 206* +%% #trait/archetype #trait/metamagic #trait/water %% +``` + +```ad-embed-feat +title: Elemental Familiar, Feat 4 +collapse: closed +# Elemental Familiar *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md), Familiar + +Your familiar becomes an elemental spirit capable of taking on aspects of the four elements: air, earth, fire, or water. + +Other than taking the form of an elemental instead of an animal, this familiar continues to use all the same rules as other familiars. + +Your familiar gains one additional familiar ability each day, which must be one of the following elemental familiar abilities. While your familiar has an elemental familiar ability, your familiar is composed of the associated elemental matter and gains the matching [elemental](rules/traits/elemental.md) trait. You can't select more than one elemental familiar ability at a time. + +- **Air** If your familiar stays completely still for 1 round, it becomes [invisible](rules/conditions.md#Invisible) until it next takes an action. Any motion, even being moved or carried by another creature, ends this effect. +- **Earth** Your familiar gains resistance to physical damage (except adamantine) equal to half your level. +- **Fire** Your familiar sheds bright light in a 20-foot radius (and dim light for the next 20 feet) and emits warmth. Creatures that remain within a 15-foot emanation don't take damage from severe environmental cold. +- **Water** Your familiar can move through a gap at least 2 inches wide without [Squeezing](rules/actions/squeeze.md) and can [Squeeze](rules/actions/squeeze.md) through a gap at least 1 inch wide. + +*Source: Secrets of Magic p. 206* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Familiar (Sorcerer), Feat 4* +collapse: closed +# Familiar (Sorcerer) *Feat 4* +[sorcerer](rules/traits/sorcerer.md) + +> [!pf2-note] This version of [Familiar (Sorcerer)](compendium/feats/familiar-sorcerer.md) is intended for use with the Elementalist Archetype. Its level has been changed accordingly. + + +An animal serves you and assists your spellcasting. You gain a familiar. + +*Source: Core Rulebook p. 198* +%% #trait/sorcerer %% +``` + +```ad-embed-feat +title: Burning Spell, Feat 6 +collapse: closed +# Burning Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [fire](rules/traits/fire.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) +- **Activity** Single Action + +You enhance your spell with elemental fire, causing it to set the target on fire. If the next action you use is to [Cast a non-cantrip Spell](rules/actions/cast-a-spell.md) that deals damage at a single target, the spell deals additional [persistent fire damage](rules/conditions.md#Persistent%20Damage) equal to the spell level, in addition to its other effects. This has no effect if the spell already deals [persistent fire damage](rules/conditions.md#Persistent%20Damage). The spell gains the [fire](rules/traits/fire.md) trait. + +*Source: Secrets of Magic p. 207* +%% #trait/archetype #trait/metamagic #trait/fire %% +``` + +```ad-embed-feat +title: Enhanced Familiar (Sorcerer), Feat 6* +collapse: closed +# Enhanced Familiar (Sorcerer) *Feat 6* +[sorcerer](rules/traits/sorcerer.md) + +> [!pf2-note] This version of [Enhanced Familiar (Sorcerer)](compendium/feats/enhanced-familiar-sorcerer.md) is intended for use with the Elementalist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: a familiar + +You infuse your familiar with additional primal energy, increasing its abilities. You can select four familiar or master abilities each day, instead of two. + +*Source: Core Rulebook p. 198* +%% #trait/sorcerer %% +``` + +```ad-embed-feat +title: Current Spell, Feat 8* +collapse: closed +# Current Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[abjuration](rules/traits/abjuration.md) [concentrate](rules/traits/concentrate.md) [druid](rules/traits/druid.md) [metamagic](rules/traits/metamagic.md) + +> [!pf2-note] This version of [Current Spell](compendium/feats/current-spell-apg.md) is intended for use with the Elementalist Archetype. Its level has been changed accordingly. + +- **Activity** Single Action + +As you use your magic to manipulate air or water, you divert some of its currents to form a barrier around you. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) with the [air](rules/traits/air.md) or [water](rules/traits/water.md) trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the [air](rules/traits/air.md) or [water](rules/traits/water.md) trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the [air](rules/traits/air.md) trait, [water](rules/traits/water.md) trait, or both until the start of your next turn, depending on the spell's traits. + +*Source: Advanced Player's Guide p. 124* +%% #trait/abjuration #trait/concentrate #trait/druid #trait/metamagic %% +``` + +```ad-embed-feat +title: Metabolize Element, Feat 8 +collapse: closed +# Metabolize Element [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) +- **Trigger** You take damage from a foe's spell or magical ability with the air, earth, [fire](rules/traits/fire.md), or [water](rules/traits/water.md) trait. +- **Activity** Reaction + +Your rapidly metabolize the elemental particles in your opponent's spell to gain a boost of energy. You gain the [quickened](rules/conditions.md#Quickened) condition until the end of your next turn. + +You can use the extra action only to [Step](rules/actions/step.md) or [Stride](rules/actions/stride.md). + +*Source: Secrets of Magic p. 207* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Water Step, Feat 8* +collapse: closed +# Water Step *Feat 8* +[monk](rules/traits/monk.md) + +> [!pf2-note] This version of [Water Step](compendium/feats/water-step.md) is intended for use with the Elementalist Archetype. Its level has been changed accordingly. + + +You can [Stride](rules/actions/stride.md) across liquid and surfaces that don't support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can't support you, you fall in or it collapses as normal. + +*Source: Core Rulebook p. 162* +%% #trait/monk %% +``` + +```ad-embed-feat +title: Rockslide Spell, Feat 10 +collapse: closed +# Rockslide Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) [earth](rules/traits/earth.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) +- **Activity** Single Action + +You enhance your spell with elemental earth, causing chunks of stone to litter the ground. If the next action you use is to [Cast a non-cantrip Spell](rules/actions/cast-a-spell.md) that affects an area, a number of 5-foot squares in the area equal to the spell level become difficult terrain for 1 round. These squares must be on the ground, and the entire area of difficult terrain must be contiguous. The spell gains the [earth](rules/traits/earth.md) trait. + +*Source: Secrets of Magic p. 207* +%% #trait/archetype #trait/earth #trait/metamagic %% +``` + +```ad-embed-feat +title: Redirect Elements, Feat 12* +collapse: closed +# Redirect Elements [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Redirect Elements](compendium/feats/redirect-elements-som.md) is intended for use with the Elementalist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) +- **Trigger** The spell attack roll for a foe's spell with an [elemental](rules/traits/elemental.md) trait targeting you fails or critically fails. +- **Activity** Reaction + +You seize the elemental essence of an incoming spell and redirect the spell to a creature of your choice within the spell's area. The attacker rerolls the spell's attack roll against the new target. + +*Source: Secrets of Magic p. 207* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Wind-tossed Spell, Feat 14* +collapse: closed +# Wind-tossed Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[air](rules/traits/air.md) [archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +> [!pf2-note] This version of [Wind-tossed Spell](compendium/feats/wind-tossed-spell-som.md) is intended for use with the Elementalist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) +- **Activity** Single Action + +You enhance your spell with elemental air, using the wind to find your target and carry your magic around cover. + +If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that requires a spell attack roll, you ignore the target's [concealed](rules/conditions.md#Concealed) condition and any cover they have from you. The spell gains the [air](rules/traits/air.md) trait. + +*Source: Secrets of Magic p. 207* +%% #trait/air #trait/archetype #trait/concentrate #trait/metamagic %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/exorcist-botd.md b/compendium/character/archetypes/exorcist-botd.md new file mode 100644 index 000000000..d15962370 --- /dev/null +++ b/compendium/character/archetypes/exorcist-botd.md @@ -0,0 +1,209 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/botd +aliases: ["Exorcist"] +--- +# Exorcist *Dedication Level 4* + +> [!pf2-sidebar] Spirit Dwellings and Remnants +> +> A _spirit dwelling_ can be any object, from an everyday item like a mirror, hand bell, or gemstone, to a custom clockwork device, so long as it can be held in one hand, is light Bulk, and doesn't serve another function (such as a weapon, shield, consumable, or magic item). Your _spirit dwelling_ has the trait of the magical tradition used to take [Exorcist Dedication](compendium/feats/exorcist-dedication-botd.md) and the [necromancy](rules/traits/necromancy.md) trait. Your _spirit dwelling_ is attuned to you, so only you can use it. If your _spirit dwelling_ is lost or stolen, you can turn another object into a new spirit dwelling with a 1-hour ritual; this causes your previous _spirit dwelling_ to revert to a mundane object and any spirits within to harmlessly disperse. +> +> Your _spirit dwelling_ can house not just wisps but greater remnants of spiritual energy left behind by defeated ghosts and haunts. You can use the Collect Spirit Remnant activity. +> +> ```ad-embed-ability +> title: Collect Spirit Remnant [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +> [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) +> +> - **Requirements**: You're holding your _spirit dwelling_ +> +> **Effect** You brandish your spirit dwelling at the location where a haunt, ghost, or other incorporeal undead was destroyed within the last minute and pray or recite ritual incantations. You coax the spirit remnant into your spirit dwelling. +> %% #trait/concentrate #trait/manipulate %% +> ``` +> +> **Rejuvenating Spirits:** Though all spirit wisps and most remnants can pass on immediately when purified, if a spirit remnant came from a creature with the rejuvenation special ability (such as most ghosts), a recurring haunt, or another entity who ordinarily doesn't pass on when destroyed, its ties to this world are too strong for it to easily pass on. When a spirit remnant from such an entity is released as part of your daily preparations, instead of joining the River of Souls, it begins re-forming itself in the time and location noted in its rejuvenation ability. However, you learn a clue about the spirit's unfinished business, which may help you put it to rest permanently. +> +> ### Excorcists Across Golarion +> BotD p. 23 +> +> The well-known exorcists of Pharasma use methods of repeated prayer, holy water, and sacred rituals. Ashavic exorcists often dance under the moonlight to entice lost souls and guide them onward. In Osirion, exorcists practice execration, or proactive preventive exorcism techniques. In Northern Garund and some parts of Qadira, playing the stringed tanbura, rattling manjur, and specific drum patterns help cut the threads that tie the spirit to this world. Matanji orcs in the Mwangi Expanse perform exorcisms by drawing tattoo-like diagrams in iron ink. In Tian Xia, exorcists often use 5 to assist in their practice. + +You pacify restless spirits, ghosts, and haunts, capturing fragments of them and using their vengeful energies to fuel your own powers while purifying the spirit. You store these ghosts within a magical vessel called a spirit dwelling. This _spirit dwelling_ might be a treasured family heirloom, an item you crafted expressly to help with exorcisms, or even just an odd trinket you found that happens to do the job. + +While the motivations of exorcists run the gamut, most are compassionate individuals who believe that every ghost, haunt, and spirit is simply a lost soul in need of rest. They collect spirits expressly for the purposes of offering them comfort, guidance, and absolution. After an exorcist's ministrations, these spirits are freed of their burdens, emotion, and regrets and are reabsorbed into the River of Souls. Although exorcists rarely gather in one place, many different religions employ them to deal with spiritual threats. + +Exorcists are most commonly found among the faithful of Ashava the True Spark (the empyreal lord of dancers), but among the major deities of the Inner Sea region, [Sarenrae](compendium/setting/deities/sarenrae.md), [Pharasma](compendium/setting/deities/pharasma.md), and even [Shelyn](compendium/setting/deities/shelyn.md) count a fair number of exorcists among their faithful. Exorcists can come from any walk of life, but many are redeemer champions, clerics, or monks. Apart from the role of the _spirit dwelling_, exorcism practices can vary. For example, a bard or rogue might attract spirits with trickery, charm, or empty promises. In contrast, a cleric of [Pharasma](compendium/setting/deities/pharasma.md) could take a more severe route, demanding the spirits return to the natural order of things. + +*Source: Book of the Dead p. 22* + +````ad-embed-feat +title: Exorcist Dedication, Feat 4 +collapse: closed +# Exorcist Dedication *Feat 4* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) + +You've learned to attract, quell, and purify spirits, housing them in a special receptacle called a spirit dwelling until they're ready to move on. Through the power of prayers or ritual incantations, one mundane object in your possession becomes a spirit dwelling (page 23). Your spirit dwelling functions as a lure for lost spirits weakened by their time on the Material Plane. Each day during your daily preparations, your spirit dwelling attracts a spirit wisp who comes to dwell inside. If your spirit dwelling contains no wisps, you can spend 10 minutes in a minor ritual to cast your spirit dwelling around an area and attract another wisp. You can also capture stronger spirit remnants from vanquished undead spirits, as explained in the sidebar on page 23. As long as your spirit dwelling contains any spirits, it glows faintly, casting dim light in a 10-foot radius. + +As an exorcist, you do more than just collect spirits: you also help rid them of their burdens and lingering resentments, aiding their transition from the Material Plane. Every day, before your daily preparations, any spirit wisps and remnants remaining within your spirit dwelling from the previous day are purified and can join the River of Souls in their final journey to [Pharasma](compendium/setting/deities/pharasma.md)'s Boneyard. + +You can also learn abilities that let you purify a spirit in your spirit dwelling immediately in a cathartic surge, granting you a [helpful](rules/conditions.md#Helpful) effect as they depart for the afterlife. + +Any actions you gain from the exorcist archetype gain either the [divine](rules/traits/divine.md) or [occult](rules/traits/occult.md) trait, depending on whether you used [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) to qualify for Exorcist Dedication. Spirit's Mercy is the simplest of the purifications. + +```ad-embed-ability +title: Spirit's Mercy [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[necromancy](rules/traits/necromancy.md) + +- **Cost**: 1 spirit wisp or remnant +- **Trigger**: You take positive or negative damage, or you take any type of damage caused by a haunt, ghost, or other incorporeal undead + +**Effect** You purify a spirit by having it perform a final act of mercy to lessen the damage caused by another spirit. This grants you resistance to positive and negative damage (or resistance to all damage if caused by a haunt or incorporeal undead) against the triggering effect. + +If you expend a spirit wisp, the resistance is equal to twice your level. If you expend a spirit remnant, the resistance is equal to three times the level of the incorporeal undead or haunt from which you gained the remnant. +%% #trait/necromancy %% +``` + +**Special.** You can't select another dedication feat until you have gained two other feats from the exorcist archetype. + +*Source: Book of the Dead p. 22* +%% #trait/archetype #trait/dedication %% +```` + +```ad-embed-feat +title: Cast Out, Feat 6 +collapse: closed +# Cast Out [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) + +- **Prerequisites**: [Exorcist Dedication](compendium/feats/exorcist-dedication-botd.md) +- **Activity** Two-Action + +You attempt to cast a malevolent entity out of the creature or object it's possessing. Roll a counteract check against the [possession](rules/traits/possession.md) effect; you must be within 30 feet of the possessed creature or object to do so. Your counteract level is half your level rounded up, and your counteract modifier is your [Occultism](compendium/skills.md#Occultism) modifier, [Religion](compendium/skills.md#Religion) modifier, or spell DC – 10, whichever is highest. If you succeed, the entity is driven out and can't attempt to possess that creature or object for 1 week. If you fail, the possessing creature is immune to your Cast Out for a year and a day. + +*Source: Book of the Dead p. 23* +%% #trait/abjuration #trait/archetype #trait/concentrate #trait/manipulate %% +``` + +```ad-embed-feat +title: Spirit's Absolution, Feat 6 +collapse: closed +# Spirit's Absolution [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) + +- **Prerequisites**: [Exorcist Dedication](compendium/feats/exorcist-dedication-botd.md) +- **Cost**: 1 spirit wisp or spirit remnant from your spirit dwelling +- **Requirements**: You are holding your spirit dwelling. +- **Activity** Single Action + +You purify a spirit by absolving it of its sins and regrets. This cathartic experience restores your Hit Points or those of an adjacent ally. If you expend a spirit wisp, the target recovers `1d4` Hit Points per level you have. If you expend a spirit remnant, the target recovers `1d6` Hit Points per level of the incorporeal undead or haunt from which you gained the remnant. + +*Source: Book of the Dead p. 23* +%% #trait/archetype #trait/healing #trait/necromancy #trait/positive %% +``` + +```ad-embed-feat +title: Spirit's Anguish, Feat 8 +collapse: closed +# Spirit's Anguish [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) [evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) + +- **Prerequisites**: [Exorcist Dedication](compendium/feats/exorcist-dedication-botd.md) +- **Cost**: 1 spirit wisp or spirit remnant from your spirit dwelling +- **Requirements**: You are holding your spirit dwelling. +- **Activity** Two-Action + +You purify a spirit by coaxing it to release its anguish in a final cathartic howl. This deals sonic damage to all creatures in a 30-foot cone, with a basic Will save against your class DC or spell DC, whichever is higher. If you expend a spirit wisp, this deals `1d4` sonic damage per level you have. If you expend a spirit remnant, this deals `1d6` sonic damage per level of the incorporeal undead or haunt from which you gained the remnant. + +*Source: Book of the Dead p. 23* +%% #trait/archetype #trait/evocation #trait/sonic %% +``` + +```ad-embed-feat +title: Spiritual Sense, Feat 8* +collapse: closed +# Spiritual Sense *Feat 8* +[divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [oracle](rules/traits/oracle-apg.md) + +> [!pf2-note] This version of [Spiritual Sense](compendium/feats/spiritual-sense-apg.md) is intended for use with the Exorcist Archetype. Its level has been changed accordingly. + + +You have a vague connection to the Ethereal Plane that enables you to notice spirits. While you're exploring but not [Searching](rules/actions/search.md), the GM rolls a secret check for you to find haunts that usually require [Searching](rules/actions/search.md), as well as spirits, creatures on the Ethereal Plane, and beings made entirely of spiritual essence such as celestials, fiends, and monitors. + +You can also potentially notice ethereal creatures and spirits inside solid objects, provided they are within 30 feet of you. This applies while [Searching](rules/actions/search.md), while [Seeking](rules/actions/seek.md), and on the automatic secret check you gain while exploring even if you aren't [Searching](rules/actions/search.md). You can still notice spirits only on a successful check, and you can't see them if they're more than 5 feet inside an object. + +When you notice a creature with your Spiritual Sense, you also learn its location, making it [hidden](rules/conditions.md#Hidden) to you if it had been [undetected](rules/conditions.md#Undetected). + +*Source: Advanced Player's Guide p. 79* +%% #trait/divination #trait/divine #trait/oracle %% +``` + +```ad-embed-feat +title: Blind-fight (Ranger), Feat 10* +collapse: closed +# Blind-fight (Ranger) *Feat 10* +[ranger](rules/traits/ranger.md) + +> [!pf2-note] This version of [Blind-fight (Ranger)](compendium/feats/blind-fight-ranger.md) is intended for use with the Exorcist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: master in [Perception](compendium/skills.md#Perception) + +Your battle instincts make you more aware of [concealed](rules/conditions.md#Concealed) and [invisible](rules/conditions.md#Invisible) opponents. You don't need to succeed at a flat check to target [concealed](rules/conditions.md#Concealed) creatures. You're not [flat-footed](rules/conditions.md#Flat-footed) to creatures that are [hidden](rules/conditions.md#Hidden) from you (unless you're [flat-footed](rules/conditions.md#Flat-footed) to them for reasons other than the [hidden](rules/conditions.md#Hidden) condition), and you need only a successful DC 5 flat check to target a [hidden](rules/conditions.md#Hidden) creature. + +While you're adjacent to an [undetected](rules/conditions.md#Undetected) creature of your level or lower, it is instead only [hidden](rules/conditions.md#Hidden) from you. + +*Source: Core Rulebook p. 173* +%% #trait/ranger %% +``` + +```ad-embed-feat +title: Enticing Dwelling, Feat 12* +collapse: closed +# Enticing Dwelling *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Enticing Dwelling](compendium/feats/enticing-dwelling-botd.md) is intended for use with the Exorcist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Exorcist Dedication](compendium/feats/exorcist-dedication-botd.md) + +Your spirit dwelling is particularly inviting to spirit wisps. During your daily preparations, and whenever you spend 10 minutes to find more wisps, you entice two wisps into your spirit dwelling instead of one. + +*Source: Book of the Dead p. 23* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Sense Evil, Feat 14* +collapse: closed +# Sense Evil *Feat 14* +[champion](rules/traits/champion.md) + +> [!pf2-note] This version of [Sense Evil](compendium/feats/sense-evil.md) is intended for use with the Exorcist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: tenets of good + +You sense evil as a queasy or foreboding feeling. When in the presence of an aura of evil that is powerful or overwhelming (page 328), you eventually detect the aura, though you might not do so instantly, and you can't pinpoint the location. This acts as a vague sense, similar to humans' sense of smell. An evil creature using a disguise or otherwise trying to hide its presence attempts a [Deception](compendium/skills.md#Deception) check against your [Perception](compendium/skills.md#Perception) DC to hide its aura from you. If the creature succeeds at its [Deception](compendium/skills.md#Deception) check, it is then temporarily immune to your Sense Evil for 1 day. + +*Source: Core Rulebook p. 113* +%% #trait/champion %% +``` + +```ad-embed-feat +title: Sense The Unseen (Ranger), Feat 16* +collapse: closed +# Sense The Unseen (Ranger) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* +[ranger](rules/traits/ranger.md) + +> [!pf2-note] This version of [Sense The Unseen (Ranger)](compendium/feats/sense-the-unseen-ranger.md) is intended for use with the Exorcist Archetype. Its level has been changed accordingly. + +- **Trigger** You fail a check to [Seek](rules/actions/seek.md). +- **Activity** Reaction + +When you look for foes, you can catch even the slightest cues, such as their minute movements or the shifting of air currents on your skin. Even though you failed at the triggering check, you automatically sense any [undetected](rules/conditions.md#Undetected) creatures in the area where you're Seeking, making them merely [hidden](rules/conditions.md#Hidden) to you. + +*Source: Core Rulebook p. 175* +%% #trait/ranger %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/familiar-master-apg.md b/compendium/character/archetypes/familiar-master-apg.md new file mode 100644 index 000000000..7069c9e55 --- /dev/null +++ b/compendium/character/archetypes/familiar-master-apg.md @@ -0,0 +1,119 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Familiar Master"] +--- +# Familiar Master *Dedication Level 2* + +From the wise owl perched on the wizard's shoulder to the crafty gremlin that serves the witch for their own reasons, the ghastly homunculus in the alchemist's lab to the clever monkey that picks the lock of the thief's cell, familiars have always served. Whether through rigorous training or a preternatural connection, yours serves better than most. + +*Source: Advanced Player's Guide p. 174* + +```ad-embed-feat +title: Familiar Master Dedication, Feat 2 +collapse: closed +# Familiar Master Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + + +You have forged a mystical bond with a creature. This might have involved complex rituals and invocations, such as meditating under the moon until something crept out of the forest. Or maybe you just did each other a good turn, such as rescuing the beast from a trap or a foe, and then being rescued in turn. Whatever the details, you are now comrades until the end. You gain a familiar (Core Rulebook 198). If you already have a familiar, you gain the [Enhanced Familiar](compendium/feats/enhanced-familiar-wizard.md) feat. + +**Special.** You can't select another dedication feat until you have gained two other feats from the familiar master archetype. + +*Source: Advanced Player's Guide p. 174* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Enhanced Familiar (Wizard), Feat 4* +collapse: closed +# Enhanced Familiar (Wizard) *Feat 4* +[wizard](rules/traits/wizard.md) + +> [!pf2-note] This version of [Enhanced Familiar (Wizard)](compendium/feats/enhanced-familiar-wizard.md) is intended for use with the Familiar Master Archetype. Its level has been changed accordingly. + +- **Prerequisites**: a familiar + +You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two. + +**Special.** If your arcane thesis is improved familiar attunement, your familiar's base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four. + +*Source: Core Rulebook p. 210* +%% #trait/wizard %% +``` + +```ad-embed-feat +title: Familiar Conduit, Feat 4 +collapse: closed +# Familiar Conduit [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Familiar Master Dedication](compendium/feats/familiar-master-dedication-apg.md), able to cast spells +- **Requirements**: You have line of effect to your familiar. +- **Activity** Single Action + +Under your tutelage, your familiar has grown attuned to the hidden currents of the world and can serve as a conduit for your magic. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that has a range, the spell uses the familiar as its origin point. + +*Source: Advanced Player's Guide p. 174* +%% #trait/archetype #trait/concentrate #trait/metamagic %% +``` + +```ad-embed-feat +title: Familiar Mascot, Feat 4 +collapse: closed +# Familiar Mascot *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Familiar Master Dedication](compendium/feats/familiar-master-dedication-apg.md) + +Your familiar is the heart and soul of your adventuring team. + +When selecting master abilities, you can choose an ally to benefit from any specific master ability. Each master ability can benefit only a single character, and you can select a specific master ability only once unless the ability says otherwise. + +*Source: Advanced Player's Guide p. 174* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Improved Familiar (Familiar Master), Feat 6 +collapse: closed +# Improved Familiar (Familiar Master) *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Familiar Master Dedication](compendium/feats/familiar-master-dedication-apg.md) + +You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar (page 147) is two lower than normal. + +*Source: Advanced Player's Guide p. 174* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Mutable Familiar, Feat 8 +collapse: closed +# Mutable Familiar *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Familiar Master Dedication](compendium/feats/familiar-master-dedication-apg.md) + +Your familiar's supernatural spirit has outgrown its corporeal body. You can conduct a special 10-minute activity to reselect certain familiar abilities, switching one or more of the following abilities for other abilities on this list: amphibious, burrower, climber, darkvision, fast movement, manual dexterity, resistance, and scent. You can reselect only familiar abilities you would normally be able to reselect each day, not required familiar abilities for your familiar. You can't remove an ability that is required for another ability your familiar has (for instance, you can't remove manual dexterity if the familiar has lab assistant). + +*Source: Advanced Player's Guide p. 174* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Incredible Familiar (Familiar Master), Feat 10 +collapse: closed +# Incredible Familiar (Familiar Master) *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Enhanced Familiar + +Your familiar is infused with even more magic than other familiars. You can select six familiar or master abilities each day, instead of four. + +*Source: Advanced Player's Guide p. 174* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/firebrand-braggart-locg.md b/compendium/character/archetypes/firebrand-braggart-locg.md new file mode 100644 index 000000000..8fe669735 --- /dev/null +++ b/compendium/character/archetypes/firebrand-braggart-locg.md @@ -0,0 +1,143 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/locg +aliases: ["Firebrand Braggart"] +--- +# Firebrand Braggart *Dedication Level 4* + +Many Firebrands travel the Inner Sea region drawing attention to themselves, making great shows of their exploits, and proclaiming their great deeds. + +*Source: Lost Omens: Character Guide p. 74* + +```ad-embed-feat +title: Firebrand Braggart Dedication, Feat 4 +collapse: closed +# Firebrand Braggart Dedication [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [misfortune](rules/traits/misfortune.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Charisma 14, second mark member of the Firebrands +- **Activity** Single Action + +Your Firebrand training has taught you that achieving something is more satisfying if you boast about it first. You declare a boast about a particular skill action, such as [Balance](rules/actions/balance.md), [Demoralize](rules/actions/demoralize.md), or [Recall Knowledge](rules/actions/recall-knowledge.md). The first time you attempt this action within the next minute in a context the GM deems both suitably challenging and meaningful, you must roll twice and use the lower result. If you succeed at this check, you gain a +1 circumstance bonus to checks to attempt the same action for 10 minutes. + +If you fail this check or don't attempt the action within 1 minute, you instead take a –1 circumstance penalty on checks to attempt the same action for 1 hour. + +If the chosen action can be used with multiple skills, such as [Identify Magic](rules/actions/identify-magic.md) or [Recall Knowledge](rules/actions/recall-knowledge.md), you must specify which skill you are using for that particular action, such as using [Arcana](compendium/skills.md#Arcana) to [Identify Magic](rules/actions/identify-magic.md), and your bonus or penalty after the boast applies only to checks using that skill for that action. Once you declare a boast about a particular action, you cannot declare a boast about the same action until the next time you make daily preparations, regardless of whether you succeed or fail at the check. + +Typically a challenging task is one with at least a standard DC for your level, though the difficulty may be higher depending on the situation. A meaningful context is one where the action's success or failure is relevant to the pursuit of your goals, rather than a boast you made simply to gain a bonus later. + +**Special.** You can't select another dedication feat until you have gained two other feats from the Firebrand Braggart archetype. + +*Source: Lost Omens: Character Guide p. 74* +%% #trait/uncommon #trait/archetype #trait/dedication #trait/misfortune %% +``` + +```ad-embed-feat +title: Boaster's Challenge, Feat 6 +collapse: closed +# Boaster's Challenge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [mental](rules/traits/mental.md) + +- **Prerequisites**: expert in [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), or [Intimidation](compendium/skills.md#Intimidation); [Firebrand Braggart Dedication](compendium/feats/firebrand-braggart-dedication-locg.md) +- **Activity** Single Action + +You call out a foe, causing them to become flustered and easier to defeat. Select one creature you can see and declare a challenge. For your challenge, attempt a [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), or [Intimidation](compendium/skills.md#Intimidation) check against that creature's Will DC. Your challenge must include a linguistic, auditory, or visual component and gains the corresponding trait. If you succeed, you gain a +2 status bonus to damage rolls with your weapon or unarmed [Strikes](rules/actions/strike.md) against that foe until the end of your next turn; if you have master proficiency in the skill you used, you gain a +4 status bonus instead, and if you're legendary, you gain a +6 status bonus. On a critical success, the status bonus lasts for 3 rounds instead. Whether you succeed or fail, creatures who witnessed your challenge gain a +4 circumstance bonus to their Will DCs against your attempts to challenge for 1 minute. + +*Source: Lost Omens: Character Guide p. 74* +%% #trait/archetype #trait/mental %% +``` + +```ad-embed-feat +title: Daring Act, Feat 6 +collapse: closed +# Daring Act [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: trained in [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics), [Firebrand Braggart Dedication](compendium/feats/firebrand-braggart-dedication-locg.md) +- **Activity** Two-Action + +You attempt a death-defying maneuver to distract your enemies. Select one foe within reach and attempt either an [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) check against your target's Reflex DC. If you succeed, you can [Stride](rules/actions/stride.md) up to half your Speed (or up to your full Speed if you critically succeed) without triggering reactions from the target due to your movement, and the target is [flat-footed](rules/conditions.md#Flat-footed) against the next melee attack you attempt against it before the end of your turn. + +*Source: Lost Omens: Character Guide p. 74* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Bravo's Determination, Feat 8 +collapse: closed +# Bravo's Determination [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: expert in [Deception](compendium/skills.md#Deception), [Firebrand Braggart Dedication](compendium/feats/firebrand-braggart-dedication-locg.md) +- **Trigger** A foe's [Strike](rules/actions/strike.md) reduces you to 0 Hit Points; you were not at 1 Hit Point and you would not be killed. +- **Activity** Reaction + +Your confidence borders on self-delusion, but it keeps you going against overwhelming odds. Attempt a [Deception](compendium/skills.md#Deception) check against the attack DC of the triggering [Strike](rules/actions/strike.md). You take a penalty to this check equal to twice your [wounded](rules/conditions.md#Wounded) value, if any. If the triggering attack was a critical hit, use the result one degree of success worse than what you rolled. + +> [!success-degree] +> - **Critical Success** You avoid being knocked out and remain at 1 Hit Point. +> - **Success** You avoid being knocked out and remain at 1 Hit Point, but you increase your [wounded](rules/conditions.md#Wounded) value by 1. + +*Source: Lost Omens: Character Guide p. 75* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Great Boaster, Feat 8 +collapse: closed +# Great Boaster *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Charisma 16, [Firebrand Braggart Dedication](compendium/feats/firebrand-braggart-dedication-locg.md) + +Your bragging is particularly effective. If you succeed at a boast, you can attempt a great boast about that same skill by using your Firebrand Braggart Dedication action about the same action during the duration of your original boast's circumstance bonus; this is an exception to the rule that you can't make another boast about the same action until your next daily preparations. A great boast uses the Firebrand Braggart Dedication action (page 74), except that if you succeed, your circumstance bonus increases to +2 and remains for 1 hour. If you fail the great boast, you take a –2 circumstance penalty to attempt the same action for 4 hours. Once you declare a great boast about a particular action, you can't declare a great boast about the same action until the next time you make daily preparations, regardless of whether you succeed or fail at the check. The minimum challenging task for a great boast is one with at least a hard DC for your level. + +*Source: Lost Omens: Character Guide p. 75* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Daring Flourish, Feat 10 +collapse: closed +# Daring Flourish *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Daring Act](compendium/feats/daring-act-locg.md) + +You make quick use of an opening from your daring stunts. At the end of a successful Daring Act, you can make a melee [Strike](rules/actions/strike.md) against the target or attempt to [Disarm](rules/actions/disarm.md) the target. The target is [flat-footed](rules/conditions.md#Flat-footed) against the [Strike](rules/actions/strike.md) you make during Daring Act as well as the next melee attack you attempt against it before the end of your turn. + +*Source: Lost Omens: Character Guide p. 75* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Demanding Challenge, Feat 10 +collapse: closed +# Demanding Challenge *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Boaster's Challenge](compendium/feats/boasters-challenge-locg.md) + +If your skill check to challenge a foe is a success, the target of your challenge takes a–1 circumstance penalty to attack rolls (or –2 if you critically succeed) until the end of your next turn. + +*Source: Lost Omens: Character Guide p. 75* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Daredevil's Gambit, Feat 12* +collapse: closed +# Daredevil's Gambit *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Daredevil's Gambit](compendium/feats/daredevils-gambit-locg.md) is intended for use with the Firebrand Braggart Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Daring Act](compendium/feats/daring-act-locg.md) + +If you critically succeed at your Daring Act, you can enter the target's space and remain there until the beginning of your next turn or until the target moves, whichever comes first. You gain a +2 circumstance bonus to AC, and your target is [flat-footed](rules/conditions.md#Flat-footed) against your attacks while you are sharing its space in this way. If any creature other than your target hits you with an attack roll while you are sharing your target's space, attempt a DC 15 flat check. On a success, resolve the attack against the target instead of you, using the same attack roll result that hit you. + +*Source: Lost Omens: Character Guide p. 75* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/flexible-spellcaster-som.md b/compendium/character/archetypes/flexible-spellcaster-som.md new file mode 100644 index 000000000..767888203 --- /dev/null +++ b/compendium/character/archetypes/flexible-spellcaster-som.md @@ -0,0 +1,64 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/som +aliases: ["Flexible Spellcaster"] +--- +# Flexible Spellcaster *Dedication Level 2* + +You've learned how to cast spells flexibly, blending the best elements of spontaneous and prepared spellcasting at the cost of casting fewer spells each day. + +## Flexible Spell Preparation +SoM p. 209 + +This class feature alters your spellcasting class feature (such as Arcane Spellcasting|Wizard||1 for the wizard or Divine Spellcasting|Cleric||1 for the cleric). If you choose this class archetype, you must select [Flexible Spellcaster Dedication](compendium/feats/flexible-spellcaster-dedication-som.md) as your 2nd-level class feat. + +**Prerequisites:** You must have a class, such as clerics, druids, witches, and wizards, that prepares spells in spell slots using the same number of prepared spells per day. + +**Flexible Spellcaster Adjustments:** You learn spells as normal for your class (a wizard uses a spellbook, a witch teaches spells to their familiar, and so on), but change your spellcasting from your class as follows. + +- You can cast fewer spells each day. Your number of spell slots per day don't advance from 2 to 3 spells at even levels (see Table 5—1). +- Reduce the number of cantrips you gain from your class by 2. This archetype doesn't change the way you prepare cantrips. +- During your daily preparations, you prepare a spell collection rather than preparing spells into each spell slot individually. The number of spells in your spell collection each day equals the total number of spell slots you get each day from your class spells. Select these spells from the same source as normal, such as from a spellbook for a wizard. +- You can cast any of the spells in your collection by using a spell slot of an appropriate level. For instance, if you were level 1 and had feather fall and magic missile in your spell collection, you could cast feather fall twice that day, magic missile twice, or each spell once. +- Extra spell slots you gain that have additional restrictions, like the wizard's specialist school spells or the cleric's divine font spells, don't change due to this archetype, nor do such spells count toward the number of spells you place in your spell collection. See the Restricted Spell Slots sidebar. + +![Flexible Spellcaster Spells per Day](rules/tables/flexible-spellcaster-spells-per-day-som.md) + +> [!pf2-sidebar] Restricted Spell Slots +> +> When applying this archetype to a class that grants additional spell slots with restrictions, such as the specialist wizard's Arcane School|Wizard||1||specialist school spells or the cleric's divine font|Cleric||1, you still gain those additional slots, but they work as normal for your class, and they don't add more spells to your spell collection. A healing font grants you additional spell slots to cast [heal](compendium/spells/heal.md) spells of the highest level you can cast, but doesn't add [heal](compendium/spells/heal.md) to your spell collection. A harming font does the same for the [harm](compendium/spells/harm.md) spell. As a specialist wizard, you prepare one spell per level from your specialty school, which also aren't added to your spell collection. + +### Heightening Spells +SoM p. 209 + +Once you gain 2nd-level spells, you can heighten any spell in your spell collection to any level you can cast, similar to a spontaneous spellcaster's signature spells. The only restriction is that you must select at least one 1st-level spell for your collection each time you prepare, ensuring that you can use all your spell slots each day. + +### Adjucidating Class Feats and Features +SoM p. 209 + +Some of your class feats or features might rely on the fact that you prepare spells in spell slots. While some class feats might no longer work or be necessary with the flexible spellcaster archetype, in many cases you can make a simple replacement and continue using the class feat. The following class feats simply require replacing "a spell you have prepared" or "a prepared spell" for "a spell in your collection" or "a spell slot." For example, in [Counterspell](compendium/feats/counterspell-wizard.md), you'd replace "a spell you have prepared" in the trigger for "a spell in your collection" and "expend a prepared spell" for "expend a spell slot." Similarly, in arcane bond|Wizard||1, you'd replace "cast one spell you prepared today and already cast" with "cast one spell in your collection you've already cast today." + +The [Counterspell](compendium/feats/counterspell-wizard.md) and [Leyline Conduit](compendium/feats/leyline-conduit.md) feats in the Core Rulebook need these substitutions, as does [Form Retention](compendium/feats/form-retention-apg.md) from the Advanced Player's Guide. [Spell Mastery](compendium/feats/spell-mastery-apg.md) provides additional restricted spells, like divine font|Cleric||1 or specialist spells; you can take it, but it doesn't add to your collection and works like normal prepared spells. + +### Disallowed Feats +SoM p. 209 + +The following feats from the Core Rulebook aren't available for a flexible spellcaster: [Call of the Wild](compendium/feats/call-of-the-wild.md), [Clever Counterspell](compendium/feats/clever-counterspell.md), [Infinite Possibilities](compendium/feats/infinite-possibilities.md), [Reprepare Spell](compendium/feats/reprepare-spell.md), and [Spell Combination](compendium/feats/spell-combination.md). The disallowed feats from the Advanced Player's Guide are as follows: [Elemental Summons](compendium/feats/elemental-summons-apg.md), [Miraculous Possibility](compendium/feats/miraculous-possibility-apg.md), [Rites of Convocation](compendium/feats/rites-of-convocation-apg.md), and [Rites of Transfiguration](compendium/feats/rites-of-transfiguration-apg.md). + +*Source: Secrets of Magic p. 209* + +```ad-embed-feat +title: Flexible Spellcaster Dedication, Feat 2 +collapse: closed +# Flexible Spellcaster Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [class](rules/traits/class-som.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: flexible spell preparation + +You now have four cantrips per day instead of three. At 4th level, you have five cantrips per day instead of four. + +*Source: Secrets of Magic p. 209* +%% #trait/archetype #trait/class #trait/dedication %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/folklorist-sot2.md b/compendium/character/archetypes/folklorist-sot2.md new file mode 100644 index 000000000..bfa87086e --- /dev/null +++ b/compendium/character/archetypes/folklorist-sot2.md @@ -0,0 +1,99 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/sot2 +aliases: ["Folklorist"] +--- +# Folklorist *Dedication Level 2* + +Folklorists are welcome across the Mwangi Expanse for the entertaining stories they tell and the counsel they impart. However, those who take the art of storytelling to the next level can produce magical effects based on their understanding of stories and their firm belief that life conforms to the contours of these tales. While many such folklorists are benevolent, terms like hero and villain are notoriously relative, changing to fit the perspective of the storyteller. + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 78* + +````ad-embed-feat +title: Folklorist Dedication, Feat 2 +collapse: closed +# Folklorist Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Performance](compendium/skills.md#Performance) + +You are a master archivist and entertainer, capable of pulling wisdom from the tales you tell and weaving your allies and enemies into a powerful narrative. You gain the Spin Tale action. + +```ad-embed-ability +title: Spin Tale [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[auditory](rules/traits/auditory.md) [linguistic](rules/traits/linguistic.md) + +You tell a story, designating one of your allies (but not yourself) as the hero of the story, and one enemy as the villain; both must be within 60 feet. The hero gains a +1 status bonus to attack rolls and saving throws against the villain until the start of your next turn. If you Spin a Tale on your next turn, the story continues for another round, for a maximum of 10 rounds. While the tale continues, minor, crude illusions spring into being in your space; these are [arcane](rules/traits/arcane.md) [illusion](rules/traits/illusion.md) effects that have no mechanical impact other than illustrating your tale. +%% #trait/auditory #trait/linguistic %% +``` + +**Special.** You can't select another dedication feat until you've gained two other feats from the folklorist archetype. + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 78* +%% #trait/uncommon #trait/archetype #trait/dedication %% +```` + +```ad-embed-feat +title: Folktales Lore, Feat 4 +collapse: closed +# Folktales Lore *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Folklorist Dedication](compendium/feats/folklorist-dedication-sot2.md) + +You can pull bits of wisdom from any tale. You become trained in [Folktales Lore](compendium/skills.md#Lore), a special [Lore](compendium/skills.md#Lore) skill that can be used only to [Recall Knowledge](rules/actions/recall-knowledge.md), but on any topic. If you fail a check to [Recall Knowledge](rules/actions/recall-knowledge.md) with [Folktales Lore](compendium/skills.md#Lore), you get the effects of the [Dubious Knowledge](compendium/feats/dubious-knowledge.md) skill feat. + +If you are legendary in the [Performance](compendium/skills.md#Performance) skill, you gain expert proficiency in [Folktales Lore](compendium/skills.md#Lore), but you can't increase your proficiency rank in [Folktales Lore](compendium/skills.md#Lore) by any other means. + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 78* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Narrative Conduit, Feat 6 +collapse: closed +# Narrative Conduit *Feat 6* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [linguistic](rules/traits/linguistic.md) [magical](rules/traits/magical.md) + +- **Prerequisites**: [Folklorist Dedication](compendium/feats/folklorist-dedication-sot2.md) + +You act as a conduit for your companions just as your stories are a conduit between teller and listener. When you Spin a Tale and the hero of your tale Casts a Spell against the villain, you warp the world, allowing the hero to calculate range and cover to the villain from your space instead of their own if they prefer. The hero must choose to calculate both range and cover from the same space; they can't use one space for range and the other for cover. + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 78* +%% #trait/archetype #trait/auditory #trait/linguistic #trait/magical %% +``` + +```ad-embed-feat +title: Rule Of Three, Feat 8 +collapse: closed +# Rule Of Three [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [linguistic](rules/traits/linguistic.md) [magical](rules/traits/magical.md) + +- **Prerequisites**: [Folklorist Dedication](compendium/feats/folklorist-dedication-sot2.md) +- **Trigger** The villain of the tale you've spun makes an attack roll with a given weapon or unarmed attack, uses a particular special ability (such as a Breath Weapon), or +- **Requirements**: You have Spun a Tale. +- **Activity** Reaction + +Casts a Spell against the hero, and they used that same attack, special ability, or spell against the hero on the previous turn. + +Heroes learn from their previous failures, often succeeding on the third attempt. You narrate a tale of the hero's success, granting them a +2 circumstance bonus to their AC or saving throw against the triggering effect. If the villain has used the same effect against the hero on both of their last two turns, and you used Rule of Three on that effect last turn as well, the bonus increases to +4. + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 78* +%% #trait/archetype #trait/auditory #trait/linguistic #trait/magical %% +``` + +```ad-embed-feat +title: Communal Tale, Feat 10 +collapse: closed +# Communal Tale *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Folklorist Dedication](compendium/feats/folklorist-dedication-sot2.md) + +Stories are an experience meant to be shared as a group. When you Spin a Tale, you can designate up to six non-minion allies as the heroes of your story. Each hero, once during the tale, can continue the story in your stead by spending an action to Spin the Tale; if they do, the story continues for another round, as if you had Spun the Tale at the start of your turn. This could allow the story to continue for up to 6 additional rounds, if all possible allies Spin the Tale, though you can continue to Spin the Tale on your own as normal. + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 78* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/gelid-shard-tv.md b/compendium/character/archetypes/gelid-shard-tv.md new file mode 100644 index 000000000..6a01b25ef --- /dev/null +++ b/compendium/character/archetypes/gelid-shard-tv.md @@ -0,0 +1,159 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/tv +aliases: ["Gelid Shard"] +--- +# Gelid Shard *Dedication Level 2* + +_Gelid shards_ are arcane focuses of refined magical cold in physical form. Unfortunately for their creator, _gelid shards_ do not grant immortality, though mortal creatures bonded to them do often have slightly longer lifespans thanks to the preserving cold that inundates and surrounds them. + +> [!pf2-note] +> This archetype is a part of the [Gelid Shard](compendium/equipment/items/gelid-shard-tv.md) artifact. + +*Source: Treasure Vault p. 184* + +```ad-embed-feat +title: First Frost, Feat 2 +collapse: closed +# First Frost *Feat 2* +[archetype](rules/traits/archetype.md) + + +The gelid shard within your heart may sap your ability to feel and experience emotion, but it also lets you create and manipulate cold. You learn to cast spontaneous spells and gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity. You gain a spell repertoire with the [frost's touch](compendium/spells/frosts-touch-tv.md) and [ray of frost](compendium/spells/ray-of-frost.md) cantrips. You're trained in spell attack rolls and spell DCs for arcane spells. + +Your key spellcasting ability is Charisma. + +*Source: Treasure Vault p. 185* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Snowcaster, Feat 4 +collapse: closed +# Snowcaster *Feat 4* +[archetype](rules/traits/archetype.md) + + +Your magical power grows as the shard's icy influence spreads ever deeper into your being. You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level (including heightened versions of lower-level spells) to your repertoire, either a common spell of the arcane tradition that has the [cold](rules/traits/cold.md) trait or another cold spell you have access to. + +*Source: Treasure Vault p. 185* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Snow Step, Feat 6 +collapse: closed +# Snow Step *Feat 6* +[archetype](rules/traits/archetype.md) + + +Snow and ice are no hindrance to you. You ignore difficult terrain caused by snow and ice, treat greater difficult terrain created by snow and ice as difficult terrain, and leave no tracks when moving through areas of snow or ice. + +*Source: Treasure Vault p. 185* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Frozen Breadth, Feat 8 +collapse: closed +# Frozen Breadth *Feat 8* +[archetype](rules/traits/archetype.md) + + +Your attunement to arcane cold enhances the depths of your growing power. Increase the number of spells in your repertoire and number of spell slots you gain from gelid shard archetype feats by 1 for each spell level other than your two highest gelid shard spell slots. + +*Source: Treasure Vault p. 185* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Winter's Embrace, Feat 10 +collapse: closed +# Winter's Embrace *Feat 10* +[archetype](rules/traits/archetype.md) + + +Your eyes are accustomed to the harsh glare of the sun on snow and ice. You gain a +1 status bonus to saving throws against effects that inflict the [dazzled](rules/conditions.md#Dazzled) condition. + +Snow doesn't impair your vision; you ignore concealment from snowfall. Your skin becomes cold to the touch, and sometimes frost forms on you. You are protected from severe cold and heat. + +*Source: Treasure Vault p. 185* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Expert Snowcasting, Feat 12* +collapse: closed +# Expert Snowcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Expert Snowcasting](compendium/feats/expert-snowcasting-tv.md) is intended for use with the Gelid Shard Archetype. Its level has been changed accordingly. + + +You draw ever more magical cold into your being, learning how to manipulate it to your whims. You gain the expert spellcasting benefits. + +*Source: Treasure Vault p. 185* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Winter's Kiss, Feat 14* +collapse: closed +# Winter's Kiss *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Winter's Kiss](compendium/feats/winters-kiss-tv.md) is intended for use with the Gelid Shard Archetype. Its level has been changed accordingly. + + +Whether in the heart of a volcanic passageway or the glacial tundras of the Crown of the World, the only temperature you ever personally experience is an oddly comfortable chill. You are now protected from extreme cold and extreme heat, and you gain resistance to fire equal to half your level. If you would already have resistance to fire equal to half your level from a heritage, ancestry feat, class feat, or another archetype feat, you instead gain resistance to fire equal to your level. + +*Source: Treasure Vault p. 185* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Greater Snow Step, Feat 16* +collapse: closed +# Greater Snow Step *Feat 16* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Greater Snow Step](compendium/feats/greater-snow-step-tv.md) is intended for use with the Gelid Shard Archetype. Its level has been changed accordingly. + + +You can't be impeded by [environmental](rules/traits/environmental.md) effects that rely on cold or its byproducts. You ignore greater difficult terrain caused by snow and ice. + +*Source: Treasure Vault p. 185* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Master Snowcasting, Feat 18* +collapse: closed +# Master Snowcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Master Snowcasting](compendium/feats/master-snowcasting-tv.md) is intended for use with the Gelid Shard Archetype. Its level has been changed accordingly. + + +You have unlocked the deeper magic of your gelid shard, gaining access to new levels of spells. You gain the master spellcasting benefits. + +*Source: Treasure Vault p. 185* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Icy Apotheosis, Feat 20* +collapse: closed +# Icy Apotheosis *Feat 20* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Icy Apotheosis](compendium/feats/icy-apotheosis-tv.md) is intended for use with the Gelid Shard Archetype. Its level has been changed accordingly. + + +You are as much a creature of cold as whatever ancestry you were born to. You are immune to cold damage and gain the [cold](rules/traits/cold.md) trait. You automatically succeed on saving throws against effects that have the [cold](rules/traits/cold.md) trait. + +*Source: Treasure Vault p. 185* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/geomancer-som.md b/compendium/character/archetypes/geomancer-som.md new file mode 100644 index 000000000..571b68743 --- /dev/null +++ b/compendium/character/archetypes/geomancer-som.md @@ -0,0 +1,209 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/som +aliases: ["Geomancer"] +--- +# Geomancer *Dedication Level 2* + +You know how to draw power from the land around you, no matter the terrain, by attuning your magic to match its mystical properties. + +You might be a druid with an elemental focus (such as the flame, stone, or wave orders) or a naturalist with a touch of magic at your disposal. You could concentrate on a single type of terrain to wring every last drop of power from it or choose to wander the land to experience every type of terrain possible. + +*Source: Secrets of Magic p. 212* + +```ad-embed-feat +title: Geomancer Dedication, Feat 2 +collapse: closed +# Geomancer Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Nature](compendium/skills.md#Nature); ability to cast spells from spell slots; at least one spell with the [air](rules/traits/air.md), [cold](rules/traits/cold.md), [earth](rules/traits/earth.md), [fire](rules/traits/fire.md), [plant](rules/traits/plant.md), or [water](rules/traits/water.md) trait + +You feel a deep connection to the world no matter where you are, a phenomenon known as "terrain attunement." When you expend a spell slot to cast a spell with a trait that corresponds to the type of terrain you are currently in (as listed below), you gain the terrain attunement effect for that type of terrain. The GM might determine an attunement applies as long as it's prevalent enough around you. For instance, you might be in aquatic terrain on a riverbank or on a boat. Similarly, one place might count as multiple types of terrain, such as a mountain in the far north being both arctic and mountain. In this case, you choose only one terrain attunement effect, even if the spell has traits that would apply to each terrain type. + +Certain terrain attunements affect your enemies instead of you. If they do, when you cast the spell you apply the listed effect to all enemies who are either adjacent to you, in the area of the spell, or targeted by the spell. These enemies receive the listed saving throw against your spell DC to attempt to avoid the effect. + +- **Aquatic** ([water](rules/traits/water.md)) You ride the currents of water. If you're in the water, you gain a swim Speed equal to your land Speed. If you're on a surface, temporary waves of water follow your movements, allowing you to use your swim Speed—if you have one—as your land Speed. +- **Arctic** ([cold](rules/traits/cold.md)) Arctic rime covers your foes' bodies. Enemies must attempt a Fortitude save. They take a –5-foot status penalty to their Speeds for 2 rounds (–10-foot on a critical failure). +- **Desert** ([fire](rules/traits/fire.md)) The scorching heat of the desert dehydrates your foes. Enemies must attempt a Fortitude save. On a failure, they're [fatigued](rules/conditions.md#Fatigued) until they drink water or another potable liquid. +- **Forest** ([plant](rules/traits/plant.md)) Branches and vines reach out to get in your foes' way. Enemies must attempt a Reflex save. On a failure, they become [clumsy](rules/conditions.md#Clumsy) for 1 round ([clumsy](rules/conditions.md#Clumsy) on a critical failure). +- **Mountain** ([earth](rules/traits/earth.md)) The rugged endurance of the mountain protects you from harm. You gain resistance to physical damage (except adamantine) equal to the spell level for 1 round. +- **Plains** ([plant](rules/traits/plant.md)) The growing fields and pulsing vitality of the plains provide you vigor. You gain temporary Hit Points equal to the spell level for 1 round. +- **Sky** ([air](rules/traits/air.md)) A gust of wind carries you aloft. You can [Fly](rules/actions/fly.md) up to 10 feet. If you're in the air at the end of the turn and don't have a fly Speed, you fall. +- **Swamp** ([plant](rules/traits/plant.md)) Your magic draws in noxious swamp gas to fumigate your foes. Affected foes take [persistent poison damage](rules/conditions.md#Persistent%20Damage) equal to half the spell's level (minimum 1 damage) with a basic Fortitude save. +- **Underground** ([earth](rules/traits/earth.md)) The endless darkness of the cavern depths opens up its secrets to your senses. For 1 round, you gain [darkvision](rules/abilities/darkvision.md) as well as imprecise [tremorsense](rules/abilities/tremorsense.md) out to 15 feet. + +**Special.** You can't select another dedication feat until you've gained two other feats from the geomancer archetype. + +*Source: Secrets of Magic p. 212* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Attunement Shift, Feat 4 +collapse: closed +# Attunement Shift [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md) +- **Frequency**: once per 10 minutes +- **Requirements**: Your previous action was to cast a spell with the [air](rules/traits/air.md), [cold](rules/traits/cold.md), [earth](rules/traits/earth.md), [fire](rules/traits/fire.md), [plant](rules/traits/plant.md), or [water](rules/traits/water.md) trait +- **Activity** Free Action + +The magic of your spell floods into you, overriding your connection to the land around you. You alter your terrain attunement to a terrain that matches a trait of the spell you just cast. You thereby gain your terrain attunement benefit when you cast further spells with the same descriptor, instead of using the terrain you're actually in. For instance, if you cast [tanglefoot](compendium/spells/tanglefoot.md), your terrain attunement switches to your choice of forest or swamp, and your terrain attunement applies when you cast another plant spell. + +Your terrain attunement reverts to that of the terrain you're in 1 minute after you use Attunement Shift. + +*Source: Secrets of Magic p. 212* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Shared Attunement, Feat 4 +collapse: closed +# Shared Attunement *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md) + +When you would gain a benefit from your terrain attunement, you can grant it to one ally within 30 feet instead of yourself. + +This has no effect if the terrain attunement affects your foes instead of granting you a benefit. + +*Source: Secrets of Magic p. 212* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Rough Terrain Stance, Feat 6 +collapse: closed +# Rough Terrain Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [stance](rules/traits/stance.md) + +- **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md), expert in [Nature](compendium/skills.md#Nature) +- **Requirements**: You gained a terrain attunement benefit this turn. +- **Activity** Single Action + +You enter a stance that makes it difficult to move around you. Each square adjacent to you becomes difficult terrain that matches the terrain attunement you gained (rime forms in an arctic terrain, momentary undergrowth shoots up in a forest terrain, and so on). You ignore this difficult terrain. + +This stance ends if you move into a different type of terrain. + +*Source: Secrets of Magic p. 212* +%% #trait/archetype #trait/stance %% +``` + +```ad-embed-feat +title: Attuned Stride, Feat 8 +collapse: closed +# Attuned Stride *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md), expert in [Nature](compendium/skills.md#Nature) + +You can move freely through terrain you're attuned to. + +When you gain a terrain attunement benefit, you ignore difficult terrain in the corresponding type of terrain until the end of your next turn. + +*Source: Secrets of Magic p. 213* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Draw From The Land, Feat 10 +collapse: closed +# Draw From The Land [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md), expert in [Nature](compendium/skills.md#Nature) +- **Requirements**: You gained a terrain attunement benefit this turn, and it matched the terrain you're in. +- **Activity** Single Action + +You pull strength from the surrounding terrain. You gain temporary Hit Points equal to your level. They last for 1 round. If you previously gained the plains terrain attunement effect this turn, combine the temporary Hit Points together. + +*Source: Secrets of Magic p. 213* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Read The Land, Feat 12* +collapse: closed +# Read The Land *Feat 12* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +> [!pf2-note] This version of [Read The Land](compendium/feats/read-the-land-som.md) is intended for use with the Geomancer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md), master in [Nature](compendium/skills.md#Nature) + +You've learned how to commune with the land to learn information. You learn the commune with nature ritual if you didn't know it already. + +You can perform this ritual with a casting time of 1 hour instead of 1 day and without a secondary caster. + +*Source: Secrets of Magic p. 213* +%% #trait/uncommon #trait/archetype %% +``` + +```ad-embed-feat +title: Shifting Terrain, Feat 14* +collapse: closed +# Shifting Terrain [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Shifting Terrain](compendium/feats/shifting-terrain-som.md) is intended for use with the Geomancer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Rough Terrain Stance](compendium/feats/rough-terrain-stance-som.md), master in [Nature](compendium/skills.md#Nature) +- **Requirements**: Your terrain attunement matches the terrain you're in and you're in Rough Terrain Stance. +- **Activity** Single Action + +You slam your fist into the ground or twirl your arms about to cause the terrain around you to shift and ripple, potentially throwing others off balance. Each creature within your area of difficult terrain from Rough Terrain Stance must attempt a Reflex saving throw against your spell DC with the following effects. After you use this action, you can't use it again for `1d4` rounds. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [clumsy](rules/conditions.md#Clumsy) for 1 round. +> - **Failure** The creature is [clumsy](rules/conditions.md#Clumsy) for 1 round. +> - **Critical Failure** The creature is [clumsy](rules/conditions.md#Clumsy) for 1 round and falls [prone](rules/conditions.md#Prone). + +*Source: Secrets of Magic p. 213* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Terrain Shield, Feat 14* +collapse: closed +# Terrain Shield *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Terrain Shield](compendium/feats/terrain-shield-som.md) is intended for use with the Geomancer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md), master in [Nature](compendium/skills.md#Nature) +- **Frequency**: once per 10 minutes +- **Trigger** A [Strike](rules/actions/strike.md) would damage you. +- **Requirements**: You gained a terrain attunement benefit since the start of your most recent turn and that attunement matches the terrain you're in. + +You're so attuned to the land that it rises up to protect you from a potentially fatal blow in a seeming coincidence. For instance, a branch suddenly falls from a nearby tree to take the brunt of a sword swing or a surprising change of current disrupts an enemy's attack. You gain resistance to physical damage equal to double your level against the triggering [Strike](rules/actions/strike.md). + +*Source: Secrets of Magic p. 213* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Quickened Attunement, Feat 16* +collapse: closed +# Quickened Attunement [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +> [!pf2-note] This version of [Quickened Attunement](compendium/feats/quickened-attunement-som.md) is intended for use with the Geomancer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md), legendary in [Nature](compendium/skills.md#Nature) +- **Frequency**: once per day +- **Requirements**: Your previous action was [Attunement Shift](compendium/feats/attunement-shift-som.md). +- **Activity** Free Action + +If your next action is to cast a spell that would grant your terrain attunement bonus, reduce the number of actions to cast it by 1 (to a minimum of 1 action). + +**Special.** You can't use [Quickened](rules/conditions.md#Quickened) Attunement and [Quickened](rules/conditions.md#Quickened) Casting in the same round. + +*Source: Secrets of Magic p. 213* +%% #trait/archetype #trait/concentrate #trait/metamagic %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/ghost-botd.md b/compendium/character/archetypes/ghost-botd.md new file mode 100644 index 000000000..8ee82dd6e --- /dev/null +++ b/compendium/character/archetypes/ghost-botd.md @@ -0,0 +1,157 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/botd +aliases: ["Ghost"] +--- +# Ghost *Dedication Level 2* + +> [!pf2-sidebar] Incorporeality, Flight, and Rejuvenation +> +> Many ghost abilities have been significantly toned down to work for a player character—most notably flight and the ability to move through walls with incorporeality. The GM has the option to loosen the reins on both abilities, allowing movement through walls as normal for the trait, granting an unlimited fly Speed of 15 feet, or both. The fly Speed replaces any other abilities that involve flying, and any feat that upgrades the PC's flying capabilities, such as the Unlimited Ghost Flight feat, might instead upgrade this Speed by an additional 5 feet. However, a PC who can constantly fly and move through walls can trivialize many low- and mid-level challenges, as well as a fair number of high-level challenges, consistently outshining or leaving other characters behind; the GM should consider this option very carefully before allowing it and adjust the game accordingly. +> +> Combining the rejuvenation feat with a character whose unfinished business is tied to the adventure essentially makes the character immortal. As with a lich's soul cage, even a group using other undead archetypes might want to avoid the rejuvenation feat or have it function more like a Rejuvenation Token (page 56). + +Your ties to the living world cling to you in death, your unfinished business reducing you to a spirit. Your soul carries on, but your body is gone. Your mind, too, may have changed: though death can impact thoughts and desires in all sorts of ways, most ghosts experience stronger, more volatile emotions and are frequently overcome by their past ties. A need to reconcile the past overwhelms other needs. Motivations can change over time but are always strong. Pragmatism, compassion, and foresight fall before a ghost's fundamental desires. + +*Source: Book of the Dead p. 46* + +```ad-embed-feat +title: Ghost Dedication, Feat 2 +collapse: closed +# Ghost Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: You died and returned as a ghost. + +You have risen as a shell of your former self, a spirit of mist and anguish. You gain the ghost, [spirit](rules/traits/spirit.md), and [undead](rules/traits/undead.md) traits, and the basic undead benefits (page 44). Your undead craving is to settle your unfinished business. You also gain the [incorporeal](rules/traits/incorporeal-b1.md) trait, as described on page 218, except you can't pass through solid objects unless you select the [Pass Through](compendium/feats/pass-through-botd.md) feat. Being a ghost has the following major effects. + +- **Floating** You can float but are still tethered to the ground. Replace your land Speed with an equal fly Speed. You can't rise more than a few inches above the ground when you [Fly](rules/actions/fly.md). This means you can move above many types of difficult or hazardous terrain without moving slowly or being damaged, even though you can't fly without limit. You can [Leap](rules/actions/leap.md), [High Jump](rules/actions/high-jump.md), [Long Jump](rules/actions/long-jump.md), and take similar actions, and use your fly Speed for any calculations that would normally require your land Speed. +- **Items** You can transmute physical items to make them part of your incorporeal form. This requires spending 10 minutes with the items within reach, during which you transform the items into part of your form; you can return items you already have incorporated to a corporeal state at the same time. The items retain all their runes and other abilities, need to be invested normally if they have the [invested](rules/traits/invested.md) trait, and need to be worn, held, or stowed appropriately. Once you've incorporated the items, you and other incorporeal creatures can use them normally—you can [Interact](rules/actions/interact.md) with them, [Release](rules/actions/release.md) them, and so on. Your incorporated weapons gain the benefits of the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune, allowing you to use them normally against both corporeal and incorporeal creatures. Incorporated items become corporeal again only if you transmute them back or are destroyed, in which case, they drop to the ground under you. +- **Attacks** Your unarmed attacks become magical and deal negative damage instead of their normal type. +- **Strength** Unlike most incorporeal creatures, your Strength modifier is not –5; you keep the same Strength score you had before you became a ghost, though you can only attempt Strength-based skill checks—typically [Athletics](compendium/skills.md#Athletics) checks—against other incorporeal creatures, as normal for an incorporeal creature. Against incorporeal creatures, use your Strength normally to determine the results of [Athletics](compendium/skills.md#Athletics) checks, [Strikes](rules/actions/strike.md) with melee weapons, and any other checks or damage rolls dependent on Strength. +- **Ties that Bind** When you become a ghost, work with your GM to choose a bound site and unfinished business, both of which matter for your character's story, as well as some ghost archetype feats. Your bound site tethers you to the physical world and is typically either a location important to you in life or the place where you died. Unfinished business keeps you from passing to the afterlife. If someone resolves your unfinished business, you decide whether to accept the change and pass on, or to fight it. If you pass on, you get a few minutes to say your goodbyes, and then move into the River of Souls and the afterlife. Your character ceases to be. If you fight the change, you remain, though you and the GM might determine a new unfinished business. If you are physically destroyed, you cease your existence as a ghost but still might not be able to pass on to the afterlife if your unfinished business is incomplete. In this liminal state, you might come across strange energies and become another sort of creature, or anchor to a summoner and become an eidolon. + +*Source: Book of the Dead p. 46* +%% #trait/rare #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Frightful Moan, Feat 4 +collapse: closed +# Frightful Moan [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [divine](rules/traits/divine.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) + +- **Prerequisites**: [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) +- **Frequency**: once per 10 minutes +- **Activity** Two-Action + +You lament your fate, forcing each living creature in a 30-foot emanation to attempt a Will save against your class DC or spell DC, whichever is higher. + +> [!success-degree] +> - **Success** The creature is unaffected and temporarily immune to Frightful Moans for 1 minute. +> - **Failure** The creature is [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The creature is [frightened](rules/conditions.md#Frightened). + +*Source: Book of the Dead p. 47* +%% #trait/archetype #trait/auditory #trait/divine #trait/emotion #trait/enchantment #trait/fear #trait/mental %% +``` + +```ad-embed-feat +title: Ghostly Resistance, Feat 4 +collapse: closed +# Ghostly Resistance *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) + +Your ghostly form becomes innately weaker but also gains resistance to many forms of damage. Your maximum HP is reduced by your level. You gain resistance 1 to all damage except for force, positive, and any damage done by a weapon with the [ghost touch](compendium/equipment/items/ghost-touch.md) rune (or any other source that acts like a [ghost touch](compendium/equipment/items/ghost-touch.md) rune). This resistance increases to 2 if the source is non-magical. + +At 10th level, the resistance increases to 2, or 4 if the source is non-magical. At 16th level, the resistance increases to 3, or 5 if the source is non-magical. + +*Source: Book of the Dead p. 47* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Ghostly Grasp, Feat 6 +collapse: closed +# Ghostly Grasp *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) + +Your control over your ghostly form grows. You gain the advanced undead benefits (page 44) and can interact with physical objects, with limits. You can attempt Strength-based skill checks against physical creatures and objects. You can [Interact](rules/actions/interact.md) with physical objects, but the action has no effect unless you succeed at a DC 20 [Athletics](compendium/skills.md#Athletics) or DC 20 [Thievery](compendium/skills.md#Thievery) check. + +*Source: Book of the Dead p. 47* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Ghost Flight, Feat 8 +collapse: closed +# Ghost Flight [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) +- **Frequency**: once per day +- **Activity** Two-Action + +You can suppress your tether to the ground, overcoming your resistance to fly free. For 10 minutes, your fly Speed doesn't restrict you to only a few inches off the ground, allowing you to travel to any height you choose. + +*Source: Book of the Dead p. 47* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Pass Through, Feat 10 +collapse: closed +# Pass Through [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: master in [Acrobatics](compendium/skills.md#Acrobatics), [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) +- **Frequency**: once per 10 minutes +- **Activity** Three-Action + +Filtering your form through the substance of an object, you can pass through walls, doors, and more. You [Fly](rules/actions/fly.md) up to your Speed. During this movement, you can try to move through one object. Attempt an [Acrobatics](compendium/skills.md#Acrobatics) check as you try to enter its space. The DC is typically 30 to move through a wall of up to 5 feet, 15 for an ordinary door, and 10 for thinner structures like windows; the GM might set the DC higher for especially dense materials like adamantine or lead, or for barriers that are magically reinforced. You can't Pass Through an obstacle made of magical force, such as a [wall of force](compendium/spells/wall-of-force.md). + +> [!success-degree] +> - **Success** You move through the object, treating the square within it as difficult terrain. If you end your turn inside an object, you can move out of it only if you Pass Through again or use some other means of moving through a solid object. As normal for being [incorporeal](rules/traits/incorporeal-b1.md), starting your turn inside an object makes you [slowed](rules/conditions.md#Slowed) for that turn. +> - **Failure** Your movement ends, and you trigger reactions as if you moved out of the square you started in. + +*Source: Book of the Dead p. 47* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Rejuvenation, Feat 12* +collapse: closed +# Rejuvenation *Feat 12* +[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) + +> [!pf2-note] This version of [Rejuvenation](compendium/feats/rejuvenation-botd.md) is intended for use with the Ghost Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) + +The call of your unfinished business recreates you after destruction. When you're destroyed, you reform after `2d4` days within your bound site, fully healed. If your unfinished business is resolved while you're waiting, you pass on immediately unless you and the GM determine you have new unfinished business. + +*Source: Book of the Dead p. 47* +%% #trait/rare #trait/archetype %% +``` + +```ad-embed-feat +title: Unlimited Ghost Flight, Feat 14* +collapse: closed +# Unlimited Ghost Flight *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Unlimited Ghost Flight](compendium/feats/unlimited-ghost-flight-botd.md) is intended for use with the Ghost Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Ghost Flight](compendium/feats/ghost-flight-botd.md) + +You put your connection to the material world farther behind you. Your fly Speed no longer restricts the height you can fly. When you use Ghost Flight, instead of its normal effect, you gain a +10-foot status bonus to your fly Speed for 10 minutes. + +*Source: Book of the Dead p. 47* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/ghost-eater-frp1.md b/compendium/character/archetypes/ghost-eater-frp1.md new file mode 100644 index 000000000..a4f8d823c --- /dev/null +++ b/compendium/character/archetypes/ghost-eater-frp1.md @@ -0,0 +1,75 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/frp1 +aliases: ["Ghost Eater"] +--- +# Ghost Eater *Dedication Level 2* + +The warriors of Minata frequently contend with lost spirits of the Taumatan people that haunt their shattered lands to this day. These Minatan warriors, known as ghost eaters around Bonmu, travel the countless islands of Minata and offer their skills to exorcists and priests. When working in such a partnership, ghost eater's main task is to destroy a spirit in order to give their holy comrade time to learn about the individual soul and finally put it to rest. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 79* + +```ad-embed-feat +title: Ghost Eater Dedication, Feat 2 +collapse: closed +# Ghost Eater Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) + +You have trained as a ghost eater, a hunter specialized in the destruction of spirits. You know how to channel your own spiritual energy to harm spirits. Your weapon and unarmed attack [Strikes](rules/actions/strike.md) become magical. Against incorporeal creatures, they also gain the effects of a [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. + +**Special.** You cannot select another dedication feat until you have gained two other feats from this archetype. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 79* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Reach Beyond, Feat 4 +collapse: closed +# Reach Beyond *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghost Eater Dedication](compendium/feats/ghost-eater-dedication-frp1.md) + +You've learned to move your spiritual energy past yourself to attack spirits where others can't. You can make melee [Strikes](rules/actions/strike.md) against incorporeal creatures that are inside solid objects as long as the object is within your reach. An incorporeal creature inside of a solid object is [hidden](rules/conditions.md#Hidden), requiring you to succeed at a DC 11 flat check when you target it. You can spend an action, which has the [concentrate](rules/traits/concentrate.md) trait, to focus on a creature inside of a solid object. If you do, the next melee [Strike](rules/actions/strike.md) you make this turn requires you to succeed at only a DC 6 flat check to affect the creature. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 79* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Disrupting Strikes, Feat 6 +collapse: closed +# Disrupting Strikes [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghost Eater Dedication](compendium/feats/ghost-eater-dedication-frp1.md) +- **Activity** Single Action + +You call forth positive energy from within to help you destroy undead. Your weapon and unarmed [Strikes](rules/actions/strike.md) gain the effects of a disrupting property rune until the start of your next turn. + +If you're 14th level or higher, your [Strikes](rules/actions/strike.md) instead gain the effects of a greater disrupting property rune. The DC for the rune's effect is equal to your class DC or spell DC, whichever is higher. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 79* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Cross The Threshold, Feat 16* +collapse: closed +# Cross The Threshold *Feat 16* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Cross The Threshold](compendium/feats/cross-the-threshold-frp1.md) is intended for use with the Ghost Eater Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Ghost Eater Dedication](compendium/feats/ghost-eater-dedication-frp1.md) + +You can cast [ethereal jaunt](compendium/spells/ethereal-jaunt.md) as an occult innate spell once per day. You don't need to [Sustain the Spell](rules/actions/sustain-a-spell.md); instead, it lasts for 10 minutes or until you choose to return to your material form as a free action. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 79* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/ghost-hunter-av1.md b/compendium/character/archetypes/ghost-hunter-av1.md new file mode 100644 index 000000000..3709d94ab --- /dev/null +++ b/compendium/character/archetypes/ghost-hunter-av1.md @@ -0,0 +1,109 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/av1 +aliases: ["Ghost Hunter"] +--- +# Ghost Hunter *Dedication Level 2* + +Ghosts have a wide range of capabilities and features— no two ghosts are exactly alike, as the nature of their abilities depends as much upon who they were in life as on how they died. Haunts, the spectral phenomena remaining in a site of death or powerful emotions, are related to but distinct from ghosts. + +The ghost hunter knows that ghosts and haunts share many features. By focusing on these similarities, they can track down, confront, and defeat all manner of unquiet souls, helping them to find peace and move on to the afterlife. + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* + +```ad-embed-feat +title: Ghost Hunter Dedication, Feat 2 +collapse: closed +# Ghost Hunter Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Trained in [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) + +You have focused your training on hunting and defeating ghosts, spirits, and all manner of haunts. [Pick Spirit Lore](compendium/skills.md#Lore) or [Haunt Lore](compendium/skills.md#Lore); you become trained in this skill. If you were already trained in both skills, you become trained in a new [Lore](compendium/skills.md#Lore) skill of your choice. + +Choose two cantrips from the occult spell list. Each cantrip must have the divination, [enchantment](rules/traits/enchantment.md), or [necromancy](rules/traits/necromancy.md) trait. You can cast these spells as innate occult spells. You gain access to the [Cast a Spell](rules/actions/cast-a-spell.md) activity if you didn't have it already. + +You're trained in occult spell attack rolls and spell DCs. You can usually replace material components with somatic components, so you don't need a spell component pouch. Your key spellcasting ability for these spells is Charisma. + +**Special.** You can't select another dedication feat until you have gained two other feats from the ghost hunter archetype. + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Grave's Voice, Feat 4 +collapse: closed +# Grave's Voice *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) + +You can use your choice of [Spirit Lore](compendium/skills.md#Lore) or [Haunt Lore](compendium/skills.md#Lore) to [Make an Impression](rules/actions/make-an-impression.md) or [Request](rules/actions/request.md) things of incorporeal creatures. At the GM's discretion, an incorporeal spirit might be willing to hear you out. + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Investigate Haunting, Feat 4 +collapse: closed +# Investigate Haunting *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) + +You are skilled at noticing the telltale signs of ghosts and hauntings. Even when you aren't Investigating in exploration mode, you get a check to [Recall Knowledge](rules/actions/recall-knowledge.md) about incorporeal undead and haunts active in the area. You also gain a +2 circumstance bonus to skill checks to disable haunts. + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Spirit Spells, Feat 4 +collapse: closed +# Spirit Spells *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) + +Your ability to confront incorporeal menaces develops into full-fledged spellcasting. Choose a 1st-level occult spell. You can [Cast this Spell](rules/actions/cast-a-spell.md) as an innate occult spell. At 6th level, you gain a 2nd-level occult spell, and at 8th level, you gain a 3rd-level occult spell. Each of these spells must have the [divination](rules/traits/divination.md), [enchantment](rules/traits/enchantment.md), or [necromancy](rules/traits/necromancy.md) trait. You can cast each of these spells once per day. + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Ghost Strike, Feat 6 +collapse: closed +# Ghost Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) +- **Activity** Two-Action + +Once per day, you can infuse a weapon you are carrying with magical energies that allow it to strike true against incorporeal undead. The weapon gains the effects of the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune for 10 minutes. + +At 10th level, you can apply this effect to two weapons instead of one. + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Peer Beyond, Feat 8 +collapse: closed +# Peer Beyond *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) + +You have uncanny insight into the way ghosts and haunts manifest, manipulate the mind, and rejuvenate. You gain a +2 circumstance bonus to saving throws against [mental](rules/traits/mental.md) effects caused by incorporeal undead and haunts, and you can roll a [Spirit Lore](compendium/skills.md#Lore) or [Haunt Lore](compendium/skills.md#Lore) check for initiative if you know that an incorporeal undead or a haunt is present. + +If you are present when a spirit or haunt is defeated, you instantly gain a flash of insight into how it can be permanently put to rest. Typically, this flash manifests as a vision that presents a quick scene closely linked to the source of the spirit or haunt's creation. Attempt a [Spirit Lore](compendium/skills.md#Lore) or [Haunt Lore](compendium/skills.md#Lore) check, respectively, with a DC appropriate for the spirit or haunt's level. On a success, you gain a hint about how to put the spirit to rest or permanently disable the haunt; on a critical success, you learn the exact method of doing so. + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/ghoul-botd.md b/compendium/character/archetypes/ghoul-botd.md new file mode 100644 index 000000000..7dc02f4d6 --- /dev/null +++ b/compendium/character/archetypes/ghoul-botd.md @@ -0,0 +1,227 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/botd +aliases: ["Ghoul"] +--- +# Ghoul *Dedication Level 2* + +> [!pf2-sidebar] Roleplaying A Ghoul +> +> When playing a ghoul, think about how hunger will affect your personality. Perhaps keep your character's personality as close to its original intent as possible, but with a slight twist. The desires and cravings of a ghoul are certainly strange and inhuman, but if you start emphasizing that right away, you don't have room to grow your portrayal of the character's descent into this hunger. +> +> As you get more ghoul feats, you can roleplay your character's diminishing aspects as ghoul-like characteristics emerge. As your character becomes more ghoulish, they loses old inhibitions and becomes more ambitious. Ambition, after all, is another sort of hunger. Adding these new ambitions gives you ways to portray the transformation besides just making your character a cannibal. + +You died from the necrotic disease known as [ghoul fever](compendium/gm/afflictions/ghoul-fever-b1.md) and rose anew as a ravenous ghoul, forever craving the flesh of sapient creatures. While you can temper your hunger with long-dead flesh stolen from ancient graves, you much prefer devouring those who are freshly dead, whether as a scavenger or because you killed the creature yourself to ensure a fresh meal. + +Whether they stalk through the graveyards and crypts of Golarion or work together with other ghouls to build empires in the Darklands, ghouls care most about the consumption of dead flesh. The moment you become a ghoul, your existence focuses upon satisfying this endless craving. Ghouls who go more than a few days without feeding on freshly dead humanoid flesh find themselves in constant pain; those who go for more than a week might be driven to the edge of delirium, becoming bestial in their craving. + +When you succumb to ghoul fever and become a ghoul, you don't lose your mind or memories. You keep your personality only to have it warped by the never-ending need to consume flesh. A brave warrior remains brave, but under the curse of the fever, that brave warrior's prime directive is to consume flesh. A rogue might go from finding clever ways to pick pockets to finding ways to waylay opponents and devour them. + +Since most societies don't allow cannibalism, ghouls who wish to continue their old lives must satisfy their cravings in secret, finding a way to balance society's rules while feeding the constant gnawing hunger inside them. Some take up professions that allow them to secretly eat dead flesh or create dead bodies to feed upon. There are tales told of ghoul mercenary troops who satisfy their cravings and profit, while ghoul spellcasters can use their magic to procure and preserve flesh. + +Ghouls who won't restrain themselves with rules of the living may join or establish ghoul societies. These caste systems base their hierarchy on how much flesh one has consumed and can provide for other ghouls. Hunger and ambition drive ghouls to rise through the ranks, which allows them to feed their hunger even more. + +*Source: Book of the Dead p. 48* + +````ad-embed-feat +title: Ghoul Dedication, Feat 2 +collapse: closed +# Ghoul Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: You were killed by b1. + +You have succumbed to b1, dying and returning as a ghoul, an undead cursed with a never-ending hunger for dead flesh that slowly overrides your reason and willpower until you would do anything for the meal you crave. In addition to the personality changes, your body changes as well. Your ears become pointed, and your skin grows blueish and pale. + +Your fingernails sharpen into claws; your teeth become razor sharp, ready to tear flesh off the bone; and your tongue grows long and pointed. + +You gain the [ghoul](rules/traits/ghoul-b1.md) and [undead](rules/traits/undead.md) traits and the basic undead benefits (page 44). Your undead craving is for the flesh of dead creatures; freshly dead corpses from sapient creatures fulfill your cravings much more than non-sapient or rotted corpses, but any dead creature can stave off the hunger for at least a little while. You gain two unarmed attacks in the brawling weapon group. The first unarmed attack is a claw that deals `1d4` slashing damage with the [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) traits, and the second unarmed attack is a set of jaws that deal `1d6` piercing damage and have the [finesse](rules/traits/finesse.md) trait. + +You gain the Consume Flesh action (see below). Satisfying your craving is difficult. Consuming Flesh temporarily satiates you. Many ghoul feats have extra abilities or functions that can be used when you are satiated, though using those abilities also causes you to lose your satiated status. You can always Consume Flesh, but eating more than a normal amount has no further effect; a ghoul's hunger is satiated, or it is not. + +```ad-embed-ability +title: Consume Flesh [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[manipulate](rules/traits/manipulate.md) + +- **Requirements**: You are adjacent to the corpse of a Small or larger creature that died in the last hour + +**Effect** You devour a chunk of the corpse. You become satiated for 1 hour. +%% #trait/manipulate %% +``` + +**Special.** You can't select another dedication feat until you have gained two other feats from the ghoul archetype. + +*Source: Book of the Dead p. 48* +%% #trait/rare #trait/archetype #trait/dedication %% +```` + +```ad-embed-feat +title: Replenishing Consumption, Feat 4 +collapse: closed +# Replenishing Consumption *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) + +When you devour corpses and satiate your hunger, you also recover from some of your wounds, your necrotized blue flesh knitting back together almost immediately as soon as you begin shoveling the chunks of dead flesh down your throat. Once every 10 minutes, when you Consume Flesh, you regain `1d6` Hit Points for every 2 levels you have, rounded up. + +*Source: Book of the Dead p. 48* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Swift Leap, Feat 4 +collapse: closed +# Swift Leap [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) +- **Activity** Single Action + +Your undead physiology allows you to leap quickly toward or away from your opponent. You [Leap](rules/actions/leap.md). This movement doesn't trigger reactions. + +If you are satiated, you can choose to end your satiation to instead [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md) without triggering reactions, as you take a quick, enormous jump before any foe can react to your movement. + +*Source: Book of the Dead p. 49* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Feverish Enzymes, Feat 6 +collapse: closed +# Feverish Enzymes [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) +- **Activity** Two-Action + +Your claws and fangs exude an infectious enzyme, related to the necrotic effects of ghoul fever, that causes a creature's wounds to heal slowly. [Strike](rules/actions/strike.md) with your claw or jaws. This attack deals negative damage instead of its normal type; on a hit, the target halves any healing it receives until the start of your next turn. The target or an adjacent ally can spend two [Interact](rules/actions/interact.md) actions to squeeze the enzymes from the wound and remove the effect. + +If you are satiated, when you hit you can choose to end your satiation and boost your enzymes, increasing the duration to 1 minute. + +*Source: Book of the Dead p. 49* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Grave Strength, Feat 6 +collapse: closed +# Grave Strength *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) + +The flesh you've consumed over the course of your existence as a ghoul has made you stronger, gifting you with strange insights from the minds of the sapient creatures you've devoured and bringing you closer to a state of undead perfection. You gain the advanced undead benefits (page 44). In addition, you gain a +5-foot status bonus to your Speed while you're satiated. + +*Source: Book of the Dead p. 49* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Guarded Movement, Feat 6* +collapse: closed +# Guarded Movement *Feat 6* +[monk](rules/traits/monk.md) + +> [!pf2-note] This version of [Guarded Movement](compendium/feats/guarded-movement.md) is intended for use with the Ghoul Archetype. Its level has been changed accordingly. + + +Your guard is up, even while moving. You gain a +4 circumstance bonus to AC against reactions triggered by your movement. + +*Source: Core Rulebook p. 160* +%% #trait/monk %% +``` + +```ad-embed-feat +title: Reactive Pursuit, Feat 6* +collapse: closed +# Reactive Pursuit [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[rogue](rules/traits/rogue.md) + +> [!pf2-note] This version of [Reactive Pursuit](compendium/feats/reactive-pursuit.md) is intended for use with the Ghoul Archetype. Its level has been changed accordingly. + +- **Trigger** An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a [Stride](rules/actions/stride.md) action. +- **Activity** Reaction + +You keep pace with a retreating foe. You [Stride](rules/actions/stride.md), but you must end your movement adjacent to the triggering enemy. Your move does not trigger reactions from the triggering enemy. You can use Reactive Pursuit to [Burrow](rules/actions/burrow.md), [Climb](rules/actions/climb.md), [Fly](rules/actions/fly.md), or [Swim](rules/actions/swim.md) instead of [Stride](rules/actions/stride.md) if you have the corresponding movement type. + +*Source: Core Rulebook p. 185* +%% #trait/rogue %% +``` + +```ad-embed-feat +title: Paralyzing Slash, Feat 8 +collapse: closed +# Paralyzing Slash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) [incapacitation](rules/traits/incapacitation.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) + +- **Prerequisites**: [Feverish Enzymes](compendium/feats/feverish-enzymes-botd.md) +- **Activity** Two-Action + +Your enzymes can paralyze your foes rather than merely making it harder for them to heal their wounds. [Strike](rules/actions/strike.md) with your claw or jaws. If you hit a living non-[elf](rules/traits/elf.md) creature, it becomes [paralyzed](rules/conditions.md#Paralyzed) unless it succeeds at a Fortitude save against your class DC or spell DC, whichever is higher. Regardless of the result of the save, the creature is temporarily immune to Paralyzing Slash for 24 hours. A creature that becomes [paralyzed](rules/conditions.md#Paralyzed) can attempt a new save to end the paralysis at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. + +*Source: Book of the Dead p. 49* +%% #trait/archetype #trait/incapacitation #trait/occult #trait/necromancy %% +``` + +```ad-embed-feat +title: Sickening Bite, Feat 8 +collapse: closed +# Sickening Bite *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) + +Your saliva causes severe nausea and mild fever in the living, weakening them so that you can more easily finish them off. When you critically hit a creature with your jaws, the creature is [sickened](rules/conditions.md#Sickened). This is a [disease](rules/traits/disease.md) effect. If you are satiated, you can end your satiation to make the target [sickened](rules/conditions.md#Sickened) on a regular hit instead. + +*Source: Book of the Dead p. 49* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Glutton for Flesh, Feat 10 +collapse: closed +# Glutton for Flesh *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) + +You have developed a capacity to store more flesh within your gaunt body to leave yourself satiated longer. If you Consume Flesh while satiated, you become fully satiated. You stay fully satiated for 3 hours, after which you become satiated for 1 hour. If you're fully satiated when an ability would end your satiation, you cease being fully satiated but remain satiated. If you have [Grave Strength](compendium/feats/grave-strength-botd.md), you gain a +10-foot status bonus to your Speed when fully satiated instead of a +5-foot status bonus for being satiated. + +*Source: Book of the Dead p. 49* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Wall Run, Feat 10* +collapse: closed +# Wall Run [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[monk](rules/traits/monk.md) + +> [!pf2-note] This version of [Wall Run](compendium/feats/wall-run.md) is intended for use with the Ghoul Archetype. Its level has been changed accordingly. + +- **Activity** Single Action + +You defy gravity, traversing vertical planes as easily as the ground. [Stride](rules/actions/stride.md) up to your Speed. You must start your movement on a horizontal surface. During this movement, you can run up vertical surfaces, like walls, at your full Speed. If you end the [Stride](rules/actions/stride.md) off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can [Grab an Edge](rules/actions/grab-an-edge.md), if applicable). If you have [Water Step](compendium/feats/water-step.md) or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall. + +*Source: Core Rulebook p. 163* +%% #trait/monk %% +``` + +```ad-embed-feat +title: Corpse Stench, Feat 12* +collapse: closed +# Corpse Stench *Feat 12* +[archetype](rules/traits/archetype.md) [aura](rules/traits/aura.md) [olfactory](rules/traits/olfactory-b1.md) + +> [!pf2-note] This version of [Corpse Stench](compendium/feats/corpse-stench-botd.md) is intended for use with the Ghoul Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) + +Your body exudes an overwhelming scent of decay in a 10-foot emanation, so putrid that it nauseates creates within that range. Any creature that starts its turn in the aura must succeed at a Fortitude save against your class DC or spell DC, whichever is higher, or be [sickened](rules/conditions.md#Sickened) (plus [slowed](rules/conditions.md#Slowed) on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the [sickened](rules/conditions.md#Sickened) condition. A creature that succeeds at its save is temporarily immune to Corpse Stench for 1 minute. + +*Source: Book of the Dead p. 49* +%% #trait/archetype #trait/aura #trait/olfactory %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/gladiator-apg.md b/compendium/character/archetypes/gladiator-apg.md new file mode 100644 index 000000000..93beffa84 --- /dev/null +++ b/compendium/character/archetypes/gladiator-apg.md @@ -0,0 +1,112 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Gladiator"] +--- +# Gladiator *Dedication Level 2* + +The roar of the crowd and thrill of competitive combat drive you to become the best—and the fame isn't bad either. + +If there are sapient creatures observing a combat encounter, and these onlookers are neither engaged in the combat themselves nor allied or affiliated with either side, the combatants have spectators. The GM is the final arbiter. + +*Source: Advanced Player's Guide p. 175* + +```ad-embed-feat +title: Gladiator Dedication, Feat 2 +collapse: closed +# Gladiator Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: [Impressive Performance](compendium/feats/impressive-performance.md) + +You know how to turn combat into a form of entertainment. You become trained in [Gladiatorial Lore](compendium/skills.md#Lore); if already trained in [Gladiatorial Lore](compendium/skills.md#Lore), you instead become trained in another [Lore](compendium/skills.md#Lore) skill of your choice. + +At the start of a combat encounter, if you have spectators, you gain a number of temporary HP equal to your character level for 1 minute and you can roll [Performance](compendium/skills.md#Performance) for your initiative. + +**Special.** You can't select another dedication feat until you have gained two other feats from the gladiator archetype. + +*Source: Advanced Player's Guide p. 175* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Fancy Moves, Feat 4 +collapse: closed +# Fancy Moves *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Gladiator Dedication](compendium/feats/gladiator-dedication-apg.md), expert in [Performance](compendium/skills.md#Performance) + +You show off your fighting style to discourage your foes. + +You can use [Performance](compendium/skills.md#Performance) to [Demoralize](rules/actions/demoralize.md). + +*Source: Advanced Player's Guide p. 175* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Play To The Crowd, Feat 4 +collapse: closed +# Play To The Crowd [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) + +- **Prerequisites**: [Gladiator Dedication](compendium/feats/gladiator-dedication-apg.md) +- **Trigger** You reduce an enemy to 0 Hit Points during a non-trivial combat encounter with spectators. +- **Activity** Reaction + +You show off for the crowd. Attempt a [Performance](compendium/skills.md#Performance) check; the DC is determined by the GM but is typically the standard DC for your level or the DC to [Make an Impression](rules/actions/make-an-impression.md) on the spectators, whichever is higher. On a success, choose one of the following benefits; on a critical success, choose two benefits: + +- A number of temporary Hit Points equal to your character level; these last for 1 minute. +- A +1 circumstance bonus to AC until the end of your next turn. +- A +1 circumstance bonus to your next attack roll before the end of your next turn. + +*Source: Advanced Player's Guide p. 175* +%% #trait/archetype #trait/concentrate %% +``` + +```ad-embed-feat +title: Stage Fighting, Feat 4 +collapse: closed +# Stage Fighting *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Gladiator Dedication](compendium/feats/gladiator-dedication-apg.md) + +You pull punches to give a better show. You don't take the usual –2 circumstance penalty when making a nonlethal attack with a weapon or unarmed attack that doesn't have the [nonlethal](rules/traits/nonlethal.md) trait. + +*Source: Advanced Player's Guide p. 175* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Performative Weapons Training, Feat 6 +collapse: closed +# Performative Weapons Training *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Gladiator Dedication](compendium/feats/gladiator-dedication-apg.md) + +You're skilled with flashy weapons. You are trained with the [bo staff](compendium/equipment/items/bo-staff.md), [dueling cape](compendium/equipment/items/dueling-cape-apg.md), [spiked chain](compendium/equipment/items/spiked-chain.md), [sword cane](compendium/equipment/items/sword-cane-apg.md), and [whip](compendium/equipment/items/whip.md). Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the weapons listed. + +*Source: Advanced Player's Guide p. 175* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Call Your Shot, Feat 8 +collapse: closed +# Call Your Shot *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Play to the Crowd](compendium/feats/play-to-the-crowd-apg.md) + +When you successfully Play to the Crowd, add the following to the list of benefits you can choose from: + +- Choose a creature within 30 feet that can see you to become [frightened](rules/conditions.md#Frightened). This effect has the [emotion](rules/traits/emotion.md), [fear](rules/traits/fear.md), [mental](rules/traits/mental.md), and [visual](rules/traits/visual.md) traits. + +*Source: Advanced Player's Guide p. 175* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/golden-league-xun-frp2.md b/compendium/character/archetypes/golden-league-xun-frp2.md new file mode 100644 index 000000000..0641e637c --- /dev/null +++ b/compendium/character/archetypes/golden-league-xun-frp2.md @@ -0,0 +1,90 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/frp2 +aliases: ["Golden League Xun"] +--- +# Golden League Xun *Dedication Level 8* + +You've become a xun, a powerful gang enforcer. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* + +```ad-embed-feat +title: Golden League Xun Dedication, Feat 8 +collapse: closed +# Golden League Xun Dedication *Feat 8* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: master in [Underworld Lore](compendium/skills.md#Lore) + +You are a xun for the Golden League, aiding the organization. + +You gain expert proficiency in two of the following skills (or in two other skills of your choice in which you're trained, if you were already an expert in the listed skills): [Athletics](compendium/skills.md#Athletics), [Deception](compendium/skills.md#Deception), [Intimidation](compendium/skills.md#Intimidation), or [Stealth](compendium/skills.md#Stealth). In addition, if you use [Underworld Lore](compendium/skills.md#Lore) to [Earn Income](rules/actions/earn-income.md) or [Recall Knowledge](rules/actions/recall-knowledge.md), when you get a success, you get a critical success instead. + +**Special.** You can't select another dedication feat until you've gained two other feats from the Golden League Xun archetype. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Beneath Notice, Feat 10 +collapse: closed +# Beneath Notice *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Golden League Xun Dedication](compendium/feats/golden-league-xun-dedication-frp2.md), expert in [Deception](compendium/skills.md#Deception) + +You are skilled at hiding from your foes and targets among the common populace. You gain the Quick Disguise and [Slippery Secrets](compendium/feats/slippery-secrets.md) skill feats. In addition, while in a crowd, you can [Impersonate](rules/actions/impersonate.md) a nondescript member of the crowd as a three action activity (one action if you are legendary in [Deception](compendium/skills.md#Deception)). + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Menacing Prowess, Feat 10 +collapse: closed +# Menacing Prowess *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Golden League Xun Dedication](compendium/feats/golden-league-xun-dedication-frp2.md), expert in [Intimidation](compendium/skills.md#Intimidation) + +Scaring off multiple people at once is your specialty. When you [Demoralize](rules/actions/demoralize.md), you can target up to 2 creatures within 30 feet of you at once. If you are a master of [Intimidation](compendium/skills.md#Intimidation), you can [Demoralize](rules/actions/demoralize.md) up to 4 creatures at once; if you're legendary, you can [Demoralize](rules/actions/demoralize.md) up to 8 creatures at once. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Rope Mastery, Feat 10 +collapse: closed +# Rope Mastery *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Golden League Xun Dedication](compendium/feats/golden-league-xun-dedication-frp2.md), expert in [Athletics](compendium/skills.md#Athletics) + +Ropes are your tool of choice, and you deploy them in versatile ways. When Climbing a rope, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed. This additional movement stacks with the effects of [Quick Climb](compendium/feats/quick-climb.md). + +In addition, you can use a rope to hamper your foes. When holding a rope, you can attempt an [Athletics](compendium/skills.md#Athletics) check to [Disarm](rules/actions/disarm.md), [Grapple](rules/actions/grapple.md), or [Trip](rules/actions/trip.md) a creature up to 10 feet away instead of only adjacent creatures. If you critically fail such a check while holding a rope, you can drop the rope to take the effects of a failure instead of a critical failure. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Silent Sting, Feat 10 +collapse: closed +# Silent Sting [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Golden League Xun Dedication](compendium/feats/golden-league-xun-dedication-frp2.md), expert in [Stealth](compendium/skills.md#Stealth) +- **Trigger** You make a [Strike](rules/actions/strike.md) with a weapon of light bulk. +- **Activity** Reaction + +You quickly hide your weapon to make it difficult to pin the attack on you. You attempt to [Conceal an Object](rules/actions/conceal-an-object.md) to hide the triggering weapon. Your [Stealth](compendium/skills.md#Stealth) check is compared to the [Perception](compendium/skills.md#Perception) DC of all creatures within 30 feet that can see you. You automatically succeed against creatures farther than 30 feet. The target of your [Strike](rules/actions/strike.md) gains a +4 circumstance bonus to their [Perception](compendium/skills.md#Perception) DC for this check. If your [Stealth](compendium/skills.md#Stealth) check is a success, you hide your weapon so well that the creature can't clearly determine where the attack originated. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/golem-grafter-ec3.md b/compendium/character/archetypes/golem-grafter-ec3.md new file mode 100644 index 000000000..56ed9b6d3 --- /dev/null +++ b/compendium/character/archetypes/golem-grafter-ec3.md @@ -0,0 +1,102 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/ec3 +aliases: ["Golem Grafter"] +--- +# Golem Grafter *Dedication Level 8* + +You have replaced a portion of your body with artifice of the kind used to create golems, fortifying your flesh with the unyielding might of magical constructs. + +*Source: Extinction Curse #3: Life's Long Shadows p. 74* + +```ad-embed-feat +title: Golem Grafter Dedication, Feat 8 +collapse: closed +# Golem Grafter Dedication *Feat 8* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: expert in [Arcana](compendium/skills.md#Arcana) and [Crafting](compendium/skills.md#Crafting), or an ally with expert proficiency in those skills willing to augment you + +Your flesh has been specially treated with the same arcane and alchemical processes used to toughen the skin of flesh golems. Increase your maximum Hit Points by an amount equal to your level. You gain resistance to physical damage (except adamantine) equal to your number of class feats from the golem grafter archetype. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the golem grafter archetype. + +*Source: Extinction Curse #3: Life's Long Shadows p. 74* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Accursed Clay Fist, Feat 10 +collapse: closed +# Accursed Clay Fist *Feat 10* +[archetype](rules/traits/archetype.md) [curse](rules/traits/curse.md) + +- **Prerequisites**: [Golem Grafter Dedication](compendium/feats/golem-grafter-dedication-ec3.md), expert in unarmed attacks + +You have replaced one of your forearms with one made of clay and infused with cursed arcane magic. When you make an unarmed [Strike](rules/actions/strike.md) with your clay fist and hit, your target takes a –2 status penalty to saving throws against [curse](rules/traits/curse.md) effects for 1 hour. + +**Special.** The damage die for your clay fist is `1d8`, and it loses the [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) traits of a typical fist. + +*Source: Extinction Curse #3: Life's Long Shadows p. 74* +%% #trait/archetype #trait/curse %% +``` + +```ad-embed-feat +title: Quicken Heartbeat, Feat 10 +collapse: closed +# Quicken Heartbeat [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Golem Grafter Dedication](compendium/feats/golem-grafter-dedication-ec3.md) +- **Frequency**: once per turn +- **Activity** Single Action + +You've replaced your heart with one made of animated quicksilver and living adamantine. You reduce your [slowed](rules/conditions.md#Slowed) condition by 1. Alternatively, if you are not [slowed](rules/conditions.md#Slowed), you are [quickened](rules/conditions.md#Quickened) during your next turn, and can use your extra action to [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md). + +*Source: Extinction Curse #3: Life's Long Shadows p. 74* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Legs Of Stone, Feat 12* +collapse: closed +# Legs Of Stone *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Legs Of Stone](compendium/feats/legs-of-stone-ec3.md) is intended for use with the Golem Grafter Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Golem Grafter Dedication](compendium/feats/golem-grafter-dedication-ec3.md) + +You gain a +2 status bonus to your Fortitude and Reflex DCs against attempts to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) you. You can [Shove](rules/actions/shove.md) creatures even if you don't have a hand free. When you successfully [Shove](rules/actions/shove.md) a foe, you can [Stride](rules/actions/stride.md) away from your opponent (instead of toward it), but you must move the same distance in the opposite direction from where you Shoved it. + +*Source: Extinction Curse #3: Life's Long Shadows p. 74* +%% #trait/archetype %% +``` + +````ad-embed-feat +title: Iron Lung, Feat 14* +collapse: closed +# Iron Lung *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Iron Lung](compendium/feats/iron-lung-ec3.md) is intended for use with the Golem Grafter Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Golem Grafter Dedication](compendium/feats/golem-grafter-dedication-ec3.md) + +Your lungs are infused with the resilience of iron. Treat the result of your save against an inhaled poison as one degree of success better than you rolled. Additionally, you gain the following ability. + +```ad-embed-ability +title: Exhale Poison [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[arcane](rules/traits/arcane.md) [necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) + +- **Requirements**: You were within the area of an inhaled poison within the last minute + +**Effect** You sharply exhale the poison that previously surrounded you in a 15-foot cone. Creatures in the area are affected by the poison; the poison's DC and effects are unchanged. +%% #trait/arcane #trait/necromancy #trait/poison %% +``` + +*Source: Extinction Curse #3: Life's Long Shadows p. 74* +%% #trait/archetype %% +```` \ No newline at end of file diff --git a/compendium/character/archetypes/gray-gardener-ngd.md b/compendium/character/archetypes/gray-gardener-ngd.md new file mode 100644 index 000000000..a46790f01 --- /dev/null +++ b/compendium/character/archetypes/gray-gardener-ngd.md @@ -0,0 +1,199 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/ngd +aliases: ["Gray Gardener"] +--- +# Gray Gardener *Dedication Level 2* + +The Gray Gardeners are the remorseless executioners of Galt. Prior to the events of the adventure, the Gray Gardeners are at best sinister (when not actively pursuing evil) as a malevolent monster controls their organization. After the events of Night of the Gray Death, the organization is broken—leadership is in disarray while the rank-and-file members labor to enforce laws and recapture escaped criminals. The Gray Gardeners still command the respect of Galt's people, however, as their brutal reputation is indelibly etched in the public consciousness over the last fifty years. + +The following is suitable for heroes to take after the events of Night of the Gray Death. You might be a member of the old organization who tried to uphold order despite vindictive directives from above, or you might be someone who recently donned a mask to enforce the law in Galt's new age. Either way, as a Gray Gardener you draw power and authority from being masked and have a reputation for dispassionate justice. + +Your vigilante identity is that of a Gray Gardener, and you must be wearing a mask to use any of your vigilante feats or you risk exposing your social identity, as described in the [vigilante](compendium/character/archetypes/vigilante-apg.md) archetype. + +*Source: Night of the Gray Death p. 64* + +```ad-embed-feat +title: Executioner Weapon Training, Feat 4 +collapse: closed +# Executioner Weapon Training *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners + +Your Gray Gardener training has made you deeply skilled with the weapons that execute with a swift chop to the neck. You become trained with the following weapons: battle axe, falchion, greataxe, and scimitar. + +Whenever you gain a class feature that grants you expert or greater proficiency with a given weapon or weapons, you also gain that proficiency for these weapons. + +*Source: Night of the Gray Death p. 64* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Harsh Judgment, Feat 4 +collapse: closed +# Harsh Judgment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) + +- **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners +- **Activity** Single Action + +Choose one creature you can see, and loudly declare the creature's life forfeit by your judgment. That creature becomes your condemned foe until they are defeated, you use Harsh Judgment on a different creature, or the encounter ends. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) your condemned foe and on [Intimidation](compendium/skills.md#Intimidation) checks to [Demoralize](rules/actions/demoralize.md) them. You have a –1 circumstance penalty to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) creatures other than your condemned foe and on [Intimidation](compendium/skills.md#Intimidation) checks to [Demoralize](rules/actions/demoralize.md) anyone other than your condemned foe. + +You typically can use Harsh Judgment only during an encounter, and if you try to use it to declare someone's life forfeit during exploration or downtime, you are likely to start an encounter. + +*Source: Night of the Gray Death p. 64* +%% #trait/archetype #trait/vigilante %% +``` + +```ad-embed-feat +title: Voice of Authority, Feat 4 +collapse: closed +# Voice of Authority *Feat 4* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [vigilante](rules/traits/vigilante-apg.md) + +- **Prerequisites**: expert in [Intimidation](compendium/skills.md#Intimidation), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners + +You easily command the attention of others, and when the time comes to turn threats into action, your authoritative voice causes foes to falter. + +Your voice be heard easily by any creatures within 300 feet if you wish, regardless of the level of ambient noise, although your voice can't penetrate silence or similar effect. If you roll [Intimidation](compendium/skills.md#Intimidation) for initiative, on the first round of combat, creatures that haven't acted yet are [flat-footed](rules/conditions.md#Flat-footed) to you. + +*Source: Night of the Gray Death p. 64* +%% #trait/archetype #trait/auditory #trait/vigilante %% +``` + +```ad-embed-feat +title: Discerning Gaze, Feat 6 +collapse: closed +# Discerning Gaze *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners + +You have a sense for when people are lying. You gain a +1 circumstance bonus on your secret [Perception](compendium/skills.md#Perception) checks to [Sense Motive](rules/actions/sense-motive.md). + +If you use [Sense Motive](rules/actions/sense-motive.md) on a creature you have currently condemned with Harsh Judgment, your GM rolls the [Perception](compendium/skills.md#Perception) check twice and takes the higher result (this is a [fortune](rules/traits/fortune.md) effect). + +*Source: Night of the Gray Death p. 65* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Frightful Condemnation, Feat 6 +collapse: closed +# Frightful Condemnation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* +[archetype](rules/traits/archetype.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [vigilante](rules/traits/vigilante-apg.md) + +- **Prerequisites**: [Harsh Judgment](compendium/feats/harsh-judgment-ngd.md), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners +- **Trigger** You hit your condemned foe with a melee [Strike](rules/actions/strike.md) in the same turn during which you condemned it with Harsh Judgment. +- **Requirements**: You have condemned a foe to death with [Harsh Judgment](compendium/feats/harsh-judgment-ngd.md). +- **Activity** Free Action + +Your willingness to follow through on your pitiless judgment is frightful to the person you have condemned, and they begin to dread what you will do to them next. + +Your condemned foe is [frightened](rules/conditions.md#Frightened), or [frightened](rules/conditions.md#Frightened) if the triggering [Strike](rules/actions/strike.md) was a critical hit. + +*Source: Night of the Gray Death p. 65* +%% #trait/archetype #trait/emotion #trait/fear #trait/mental #trait/vigilante %% +``` + +```ad-embed-feat +title: Accurate Swing, Feat 8 +collapse: closed +# Accurate Swing *Feat 8* +[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) + +- **Prerequisites**: [Harsh Judgment](compendium/feats/harsh-judgment-ngd.md), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners + +You strike cleanly with wide, sweeping attacks to inflict maximum damage, taking advantage of your judged foe's fear to land a felling blow. If you [Strike](rules/actions/strike.md) a creature you condemned with Harsh Judgment that has the [frightened](rules/conditions.md#Frightened) condition with a sweep melee weapon or a sweep unarmed attack, you gain a circumstance bonus to the [Strike](rules/actions/strike.md)'s damage equal to the number of weapon damage dice your weapon deals. + +*Source: Night of the Gray Death p. 65* +%% #trait/archetype #trait/vigilante %% +``` + +```ad-embed-feat +title: Gardener's Resolve, Feat 8 +collapse: closed +# Gardener's Resolve [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) + +- **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners +- **Frequency**: once per day +- **Trigger** You roll a failure (but not a critical failure) on a Will save against a [fear](rules/traits/fear.md) effect. +- **Activity** Reaction + +The Gray Gardeners are known for having nerves of steel and an unbreakable resolve. When you would be overwhelmed by terror, you can draw upon this resolve to keep your composure and remain undaunted. You take mental damage equal to twice your level, and the saving throw is a success. + +*Source: Night of the Gray Death p. 65* +%% #trait/archetype #trait/vigilante %% +``` + +```ad-embed-feat +title: Reminder of the Greater Fear, Feat 8 +collapse: closed +# Reminder of the Greater Fear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) + +- **Prerequisites**: master in [Intimidation](compendium/skills.md#Intimidation), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) +- **Frequency**: once per 10 minutes +- **Trigger** Another creature within 30 feet of you that can see you would gain the [frightened](rules/conditions.md#Frightened) condition. +- **Activity** Reaction + +You give a target a stern glower to remind them that it is you, and no one else, they should truly fear. Reduce the value of the [frightened](rules/conditions.md#Frightened) condition the creature would take by 1. + +*Source: Night of the Gray Death p. 65* +%% #trait/archetype #trait/vigilante %% +``` + +```ad-embed-feat +title: Strident Command, Feat 10 +collapse: closed +# Strident Command *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: master in [Intimidation](compendium/skills.md#Intimidation), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), [Voice of Authority](compendium/feats/voice-of-authority-ngd.md), member of the Gray Gardeners + +The common folk heed your demands, and though your true foes rarely bend to your commands, when they do the hesitation can cost them the battle. You can cast [command](compendium/spells/command.md) once every 10 minutes as a 1st-level occult innate spell. + +If you're in your vigilante identity, you can command the target only to approach you, drop [prone](rules/conditions.md#Prone), or stand in place. If you're in your social identity, you can command the target only to run away or release what the target is holding. + +*Source: Night of the Gray Death p. 65* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Execution, Feat 14* +collapse: closed +# Execution [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* +[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) + +> [!pf2-note] This version of [Execution](compendium/feats/execution-ngd.md) is intended for use with the Gray Gardener Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Harsh Judgment](compendium/feats/harsh-judgment-ngd.md), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners +- **Requirements**: You have condemned a foe with [Harsh Judgment](compendium/feats/harsh-judgment-ngd.md). +- **Activity** Two-Action + +You swing wide, attempting to behead your condemned foe. Make a melee [Strike](rules/actions/strike.md) against your condemned foe. If you hit, your condemned foe takes `8d6` extra precision damage with a basic Fortitude save against your class DC or spell DC, whichever is higher. If the condemned foe is reduced to 0 Hit Points by the execution and requires a head to live, they die. For creatures with multiple heads, this usually kills the creature only if you sever its last head. The creature then becomes temporarily immune to your Execution for 1 day. + +*Source: Night of the Gray Death p. 65* +%% #trait/archetype #trait/vigilante %% +``` + +```ad-embed-feat +title: Terrifying Countenance, Feat 18* +collapse: closed +# Terrifying Countenance [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 18* +[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) + +> [!pf2-note] This version of [Terrifying Countenance](compendium/feats/terrifying-countenance-ngd.md) is intended for use with the Gray Gardener Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners +- **Activity** Free Action + +You can erect a magical cowl that terrorizes your enemies. Once per day, you can cast [mask of terror](compendium/spells/mask-of-terror.md) as an innate occult spell, targeting yourself. If you critically hit a creature that's temporarily immune to the spell, the creature's temporary immunity ends. + +*Source: Night of the Gray Death p. 65* +%% #trait/archetype #trait/vigilante %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/halcyon-speaker-locg.md b/compendium/character/archetypes/halcyon-speaker-locg.md new file mode 100644 index 000000000..fc22df7b1 --- /dev/null +++ b/compendium/character/archetypes/halcyon-speaker-locg.md @@ -0,0 +1,166 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/locg +aliases: ["Halcyon Speaker"] +--- +# Halcyon Speaker *Dedication Level 6* + +One of Old-Mage Jatembe's central lessons was that magic was magic, no matter what the source. Though the Magaambya seeks to hold true to Jatembe's teachings by aiming to understand magic of all kinds, the mages of the Magaambya have found the most success with magic rooted in the material world. Halcyon speakers are powerful conversants who epitomize the Magaambyan practice of blending arcane and primal magic, seeing both traditions as flowing from the same wellspring. + +*Source: Lost Omens: Character Guide p. 104* + +```ad-embed-feat +title: Halcyon Speaker Dedication, Feat 6 +collapse: closed +# Halcyon Speaker Dedication *Feat 6* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), member of the Magaambya of conversant rank + +You devote much of your study to halcyon magic. You gain two common Halcyon cantrips and two common 1st-level halcyon spells (see Halcyon Spells on page 100). In addition to being able to cast your halcyon spells via your arcane or primal spell slots, you also gain a 1st-level halcyon spell slot. You can use your halcyon spell slots to spontaneously cast your halcyon spells. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the halcyon speaker archetype. + +*Source: Lost Omens: Character Guide p. 104* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Dualistic Synergy, Feat 8 +collapse: closed +# Dualistic Synergy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Halcyon Speaker Dedication](compendium/feats/halcyon-speaker-dedication-locg.md) +- **Activity** Single Action + +If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) from your spell slots, you gain a benefit. If the spell is arcane, you can attempt a skill check to [Recall Knowledge](rules/actions/recall-knowledge.md) with a +1 status bonus to the check after casting the spell, or a +2 status bonus if the spell is 7th level or higher. If the spell is primal, you gain a number of temporary Hit Points equal to the spell's level for 1 round. If the spell is a halcyon spell, you gain both benefits. + +*Source: Lost Omens: Character Guide p. 104* +%% #trait/archetype #trait/metamagic %% +``` + +```ad-embed-feat +title: Persistent Creation, Feat 8 +collapse: closed +# Persistent Creation *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Halcyon Speaker Dedication](compendium/feats/halcyon-speaker-dedication-locg.md) + +You can cast [creation](compendium/spells/creation.md) as an innate spell at will, choosing whether it is arcane or primal each time. The created object lasts until you spend 1 hour not within its immediate vicinity or until it is destroyed. Such objects are called persistent creations. If you cast [creation](compendium/spells/creation.md) again, any persistent creation you previously created with the spell immediately disintegrates. + +*Source: Lost Omens: Character Guide p. 104* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Halcyon Spellcasting Initiate, Feat 10 +collapse: closed +# Halcyon Spellcasting Initiate *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Halcyon Speaker Dedication](compendium/feats/halcyon-speaker-dedication-locg.md) + +Your knowledge of halcyon magic increases. You gain two common 2nd-level halcyon spells and two 3rd-level halcyon spells. You also gain a 2nd-level halcyon spell slot and a 3rd-level halcyon spell slot. These and all future halcyon spell slots work like the 1st-level halcyon spell slot you gained from [Halcyon Speaker Dedication](compendium/feats/halcyon-speaker-dedication-locg.md). + +*Source: Lost Omens: Character Guide p. 104* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Shared Synergy, Feat 10 +collapse: closed +# Shared Synergy *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dualistic Synergy](compendium/feats/dualistic-synergy-locg.md) + +You can grant the benefit from Dualistic Synergy to an ally within 30 feet instead of yourself, either allowing that ally to [Recall Knowledge](rules/actions/recall-knowledge.md), granting that ally temporary Hit Points, or both, depending on the spell's tradition. + +*Source: Lost Omens: Character Guide p. 104* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Flexible Halcyon Spellcasting, Feat 12* +collapse: closed +# Flexible Halcyon Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Flexible Halcyon Spellcasting](compendium/feats/flexible-halcyon-spellcasting-locg.md) is intended for use with the Halcyon Speaker Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Halcyon Spellcasting Initiate](compendium/feats/halcyon-spellcasting-initiate-locg.md) + +You broaden your ability to channel your power into halcyon magic. You gain one more common halcyon spell of each level of halcyon spell you can cast other than your highest (you do not gain an additional cantrip). You also gain one additional halcyon spell slot for each level of halcyon spell you can cast, other than the highest. + +*Source: Lost Omens: Character Guide p. 105* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Halcyon Spellcasting Adept, Feat 14* +collapse: closed +# Halcyon Spellcasting Adept *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Halcyon Spellcasting Adept](compendium/feats/halcyon-spellcasting-adept-locg.md) is intended for use with the Halcyon Speaker Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Halcyon Spellcasting Initiate](compendium/feats/halcyon-spellcasting-initiate-locg.md); master in either [Arcana](compendium/skills.md#Arcana) or [Nature](compendium/skills.md#Nature), expert in the other + +You refine your halcyon magic. You gain two common 4th-level halcyon spells and two 5th-level halcyon spells. You also gain a 4th-level halcyon spell slot and a 5th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from trained to expert. + +*Source: Lost Omens: Character Guide p. 105* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Fulminating Synergy, Feat 16* +collapse: closed +# Fulminating Synergy *Feat 16* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Fulminating Synergy](compendium/feats/fulminating-synergy-locg.md) is intended for use with the Halcyon Speaker Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Dualistic Synergy](compendium/feats/dualistic-synergy-locg.md) + +When you draw upon your spells' synergy, you create a physical manifestation of their magical resonance and invoke it to harm a foe. When you use Dualistic Synergy, choose a damage type: acid, cold, electricity, or fire. In addition to Dualistic Synergy's normal effect, a foe within 30 feet of you takes an amount of damage of the chosen type equal to the spell's level. If the spell already deals damage of the chosen type, combine the damage before applying weaknesses and resistances. + +*Source: Lost Omens: Character Guide p. 105* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Halcyon Spellcasting Sage, Feat 18* +collapse: closed +# Halcyon Spellcasting Sage *Feat 18* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Halcyon Spellcasting Sage](compendium/feats/halcyon-spellcasting-sage-locg.md) is intended for use with the Halcyon Speaker Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Halcyon Spellcasting Adept](compendium/feats/halcyon-spellcasting-adept-locg.md); legendary in either [Arcana](compendium/skills.md#Arcana) or [Nature](compendium/skills.md#Nature), master in the other + +Your command over halcyon magic is nearly unmatched. You gain two common 6th-level and 7th-level halcyon spells. You also gain a 6th-level halcyon spell slot and a 7th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from expert to master. + +*Source: Lost Omens: Character Guide p. 105* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Synergistic Spell, Feat 20* +collapse: closed +# Synergistic Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* +[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) + +> [!pf2-note] This version of [Synergistic Spell](compendium/feats/synergistic-spell-locg.md) is intended for use with the Halcyon Speaker Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Halcyon Spellcasting Initiate](compendium/feats/halcyon-spellcasting-initiate-locg.md), [Fulminating Synergy](compendium/feats/fulminating-synergy-locg.md), legendary in [Arcana](compendium/skills.md#Arcana) and [Nature](compendium/skills.md#Nature) +- **Activity** Single Action + +You combine your synergy and spells into a fantastic web of magic, allowing you to cast two spells at once. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) from one of your halcyon spell slots, after that spell resolves, you can [Cast another Spell](rules/actions/cast-a-spell.md) as a free action. This spell must be cast from one of your halcyon spell slots and be a spell that would normally take two actions to cast. + +*Source: Lost Omens: Character Guide p. 105* +%% #trait/archetype #trait/metamagic %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/hallowed-necromancer-botd.md b/compendium/character/archetypes/hallowed-necromancer-botd.md new file mode 100644 index 000000000..d09745aee --- /dev/null +++ b/compendium/character/archetypes/hallowed-necromancer-botd.md @@ -0,0 +1,139 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/botd +aliases: ["Hallowed Necromancer"] +--- +# Hallowed Necromancer *Dedication Level 2* + +> [!pf2-sidebar] Hallowed Necromancy in Geb +> +> As hallowed necromancy lacks any unified credo, its practitioners are found throughout Golarion. It's rare they make their presence known within the borders of Geb, however. Those who hide their profession usually move on to other lands and those who openly crusade against Geb's many undead quickly find themselves utterly overwhelmed. +> +> Hallowed necromancers captured in Geb might be executed only to be risen by their foes with their spellcasting ability intact but moral code absent or twisted. + +It's quite common for mages of all sorts to study necromancy—the surprisingly diverse school holds the secrets of positive and negative energy, as well as life and death. Many tap into these powers with no consideration of the morality of their use. For these unscrupulous magic users, it's simply another avenue in their never-ending pursuit of power, and the abilities learned are turned to the caster's personal ends, whatever they may be. + +Others choose a different path. Through spiritual study and introspection, they have come to recognize the evil intrinsic in the existence of undead, the fundamental wrongness of using the universal energy of death to create an appearance of life. To combat this evil, these casters learn to conduct positive energy and direct it to great effect against the undead they encounter. They may also engage in ongoing study to learn of the nature of life, death, and undeath, and the precise relationship between each state. These scholars and mages are commonly known as hallowed necromancers—a slightly misrepresentative name, as many of them don't use religious methods, but a frequently used shorthand regardless. + +The exact origin of hallowed necromancers' abilities may vary from one to the next. Some are granted their gifts directly by a sympathetic deity such as [Sarenrae](compendium/setting/deities/sarenrae.md) or [Pharasma](compendium/setting/deities/pharasma.md), while others might use their knowledge of religion and the planes to learn such abilities on their own. Though rarer, it's even possible these practitioners might discover they possess an intuitive understanding and control over abilities that manifest spontaneously as their capabilities grow. Despite this variance, all share a fundamental understanding that undeath is an aberration to be quickly remedied. + +Though the majority of hallowed necromancers have similar goals and are willing to work together, they tend not to form their own organizations. More often, these necromancers attach themselves to existing groups—such as the Knights of Lastwall or Voices of the Spire—and use their powers in support of those groups' causes. Otherwise, they plan and carry out their own personal vendettas against the forces of undeath, often enlisting the help of trusted friends and allies. + +*Source: Book of the Dead p. 24* + +```ad-embed-feat +title: Hallowed Necromancer Dedication, Feat 2 +collapse: closed +# Hallowed Necromancer Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: good alignment, able to cast spells using spell slots, able to cast at least one necromancy spell, expert in [Religion](compendium/skills.md#Religion) + +You've studied techniques allowing you to blend so-called hallowed necromancy into your own spellcasting to bolster the living and destroy the undead. You gain the [hallowed ground](compendium/spells/hallowed-ground-botd.md) focus spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the [Refocus](rules/actions/refocus.md) activity. You can [Refocus](rules/actions/refocus.md) by meditating or praying to connect yourself to conduits of positive energy. Focus spells from the hallowed necromancer archetype have the same tradition as your spell slots. + +Casting spells that create, heal, or otherwise aid or promote undead is anathema to you, as is cooperation with undead. Using negative energy isn't anathema, as it serves a natural purpose, but twisting that negative energy for creation is blasphemous to you. If you perform acts that are anathema to your principles, you lose access to all feats from this archetype. These abilities can be regained only with an [atone](compendium/spells/rituals/atone.md) ritual. + +**Special.** You can't select another dedication feat until you have gained two other feats from the hallowed necromancer archetype. + +*Source: Book of the Dead p. 24* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Hallowed Initiate, Feat 4 +collapse: closed +# Hallowed Initiate *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md) + +You've expanded your focus spellcasting to techniques used by clerics and wizards. You gain an additional focus spell, either the necromancer school spell [call of the grave](compendium/spells/call-of-the-grave.md) or the initial domain spell of the death domain, [death's call](compendium/spells/deaths-call.md). Increase the number of Focus Points in your focus pool by 1. + +**Special.** You can select this feat a second time, choosing the other initial focus spell. + +*Source: Book of the Dead p. 24* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Sacred Spells, Feat 4 +collapse: closed +# Sacred Spells *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md) + +Add [chill touch](compendium/spells/chill-touch.md), [death ward](compendium/spells/death-ward.md), [disrupt undead](compendium/spells/disrupt-undead.md), [disrupting weapons](compendium/spells/disrupting-weapons.md), [holy cascade](compendium/spells/holy-cascade.md), [magic stone](compendium/spells/magic-stone-apg.md), and [sunburst](compendium/spells/sunburst.md) to your spell list. These are all [necromancy](rules/traits/necromancy.md) spells for you, even if they normally have a different spell school. You can either prepare these spells or add them to your repertoire just like the spells normally on your tradition's spell list. When you gain this feat, you can retrain existing spells to replace them with ones on this list. + +In addition, your knowledge of the conduits to the Positive Energy Plane allows you more flexibility with these spells. Choose one of these two benefits. + +- If you're a prepared spellcaster, you can spend 10 minutes to replace one of the spells you've prepared with a spell of the same level from the list of sacred spells. You can do this while Refocusing. +- If you're a spontaneous spellcaster with the signature spells class feature, add two of the spells from the list of sacred spells to your repertoire. They are signature spells for you, in addition to your normal signature spells. When you gain the ability to cast a new level of spells, you can choose to switch the spells from this feat to any other spells from the list. + +*Source: Book of the Dead p. 25* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Death Warden, Feat 6 +collapse: closed +# Death Warden *Feat 6* +[archetype](rules/traits/archetype.md) [positive](rules/traits/positive.md) + +- **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md) + +With your intimate familiarity with the duality of positive and negative energy, you're able to stand as a bulwark against death and undeath alike. You gain resistance to negative damage equal to half your level and a +1 status bonus to saving throws against effects with the [negative](rules/traits/negative.md) trait. + +*Source: Book of the Dead p. 25* +%% #trait/archetype #trait/positive %% +``` + +```ad-embed-feat +title: Advanced Hallowed Spell, Feat 8 +collapse: closed +# Advanced Hallowed Spell *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md), necromancer initial school spell or death initial domain spell + +You dig deeper into the magical tools found in wizard schools and divine domains. You gain an advanced focus spell, either the necromancer advanced school spell [life siphon](compendium/spells/life-siphon.md) or the advanced domain spell of the death domain, [eradicate undeath](compendium/spells/eradicate-undeath.md). Increase the number of Focus Points in your focus pool by 1. If you choose life siphon, it triggers when you expend spell slots from your class even if they aren't wizard spell slots. + +**Special.** You can select this feat a second time, choosing the other advanced focus spell. + +*Source: Book of the Dead p. 25* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Positive Luminance, Feat 8 +collapse: closed +# Positive Luminance *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md) + +You learn how to create a luminous reservoir of positive energy that you can use to punish undead who dare attack you. You gain the domain spell [positive luminance](compendium/spells/positive-luminance.md). It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the [Refocus](rules/actions/refocus.md) activity. + +*Source: Book of the Dead p. 25* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Consecrated Aura, Feat 14* +collapse: closed +# Consecrated Aura *Feat 14* +[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) [aura](rules/traits/aura.md) [positive](rules/traits/positive.md) + +> [!pf2-note] This version of [Consecrated Aura](compendium/feats/consecrated-aura-botd.md) is intended for use with the Hallowed Necromancer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md) + +Your body radiates positive energy, making your very presence disorienting to undead and encouraging them to move away from you. The effect plays upon the instincts flowing through their bodies from negative energy and can thus affect even mindless creatures. You gain an aura of positive energy in a 20-foot emanation. Each undead creature that ends its turn in your aura must succeed at a Will save against your spell DC or become [frightened](rules/conditions.md#Frightened) ([frightened](rules/conditions.md#Frightened) on a critical failure). A creature that succeeds at its save is temporarily immune for 1 minute. + +**Special.** Your aura gains the trait of the magical tradition for the spells you used to qualify for Hallowed Necromancer Dedication. + +*Source: Book of the Dead p. 25* +%% #trait/abjuration #trait/archetype #trait/aura #trait/positive %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/hellknight-armiger-lowg.md b/compendium/character/archetypes/hellknight-armiger-lowg.md new file mode 100644 index 000000000..43c84a5f7 --- /dev/null +++ b/compendium/character/archetypes/hellknight-armiger-lowg.md @@ -0,0 +1,91 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/lowg +aliases: ["Hellknight Armiger"] +--- +# Hellknight Armiger *Dedication Level 2* + +You have presented yourself to a Hellknight citadel as a candidate to become a fearsome Hellknight. You believe that all who live must be forced to obey law, and you adventure as a test of your loyalty, discipline, and courage. Someday you will take the Hellknight test and battle a devil in single combat to prove your strength and join the Hellknight ranks. + +*Source: Lost Omens: World Guide p. 107* + +```ad-embed-feat +title: Hellknight Armiger Dedication, Feat 2 +collapse: closed +# Hellknight Armiger Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You are from Old Cheliax. +- **Prerequisites**: member of a Hellknight order, trained in heavy armor as well as your order's favored weapon + +Your Hellknight training teaches you to terrorize others into compliance, but you also study the structure and hierarchy of Hell. You must survive painful tests of your body and mind called reckonings, which steady your mind against all sorts of trauma. + +You gain resistance to mental damage equal to 1 + your number of class feats from the Hellknight Armiger archetype and other Hellknight archetypes. You become trained in [Intimidation](compendium/skills.md#Intimidation) and [Hell Lore](compendium/skills.md#Lore); if you were already trained, you become an expert instead. + +**Special.** You can't select another dedication feat except dedication feats for higher positions within the Hellknights until you have gained two other feats from the Hellknight armiger archetype. + +*Source: Lost Omens: World Guide p. 107* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Ardent Armiger, Feat 4 +collapse: closed +# Ardent Armiger *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md) + +You have been trained to resist the manipulations of fiends, and your Hellknight discipline makes you difficult to influence. You gain a +1 circumstance bonus to saves against [mental](rules/traits/mental.md) effects that specifically improve your attitude and to your Will DC against someone Coercing you, Demoralizing you, [Making an Impression](rules/actions/make-an-impression.md) on you, or Making a [Request](rules/actions/request.md) of you. + +If a [mental](rules/traits/mental.md) effect would compel you to act in a way that violates your Hellknight order's tenets (as determined by the GM), you can attempt to break free from the effect as a reaction triggered by receiving the violating order, and you gain a new Will save against the effect. You can attempt this new save only once for a given effect, even if you are compelled to violate your order's tenets multiple times. + +*Source: Lost Omens: World Guide p. 107* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Diabolic Certitude, Feat 4 +collapse: closed +# Diabolic Certitude [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md) +- **Trigger** Your turn begins and you can observe a devil. +- **Activity** Free Action + +Your Hellknight training drilled details of Hell's denizens deep into your mind. Make an attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) about a devil you're observing. If you roll a critical failure on this check, you get a failure instead. + +*Source: Lost Omens: World Guide p. 107* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Mortification, Feat 4 +collapse: closed +# Mortification *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md) + +Your reckonings have prepared your body for physical punishment. Choose bludgeoning, piercing, or slashing damage, based on the nature of your physical reckonings. You gain resistance to the chosen damage type equal to your number of class feats from the Hellknight Armiger archetype and other Hellknight archetypes. + +*Source: Lost Omens: World Guide p. 107* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Armiger's Mobility, Feat 8 +collapse: closed +# Armiger's Mobility *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: expert in heavy armor, [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md) + +You've learned how best to move in heavy armor. When wearing heavy armor, if you meet the Strength requirement, instead of reducing the movement penalty by 5 feet, you reduce the penalty by 10 feet (typically reducing the penalty to 0). If you are a dwarf with the Unburdened Iron feat, increase your Speed by 5 feet. + +*Source: Lost Omens: World Guide p. 107* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/hellknight-locg.md b/compendium/character/archetypes/hellknight-locg.md new file mode 100644 index 000000000..62426a6d8 --- /dev/null +++ b/compendium/character/archetypes/hellknight-locg.md @@ -0,0 +1,111 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/locg +aliases: ["Hellknight"] +--- +# Hellknight *Dedication Level 6* + +Hellknights are among the fiercest warriors in the Inner Sea region, as they have emerged from hell-forged trials ready to serve as faceless bastions of law wherever chaos might threaten to rear. + +*Source: Lost Omens: Character Guide p. 84* + +```ad-embed-feat +title: Hellknight Dedication, Feat 6 +collapse: closed +# Hellknight Dedication *Feat 6* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md), lawful alignment, member of a Hellknight order, passed the Hellknight Test + +You have forged your body to comply with the commands of your mind—orders steeped in the Measure and the Chain. You gain expert proficiency in [Intimidation](compendium/skills.md#Intimidation) (or in another skill in which you're trained of your choice, if you were already an expert in [Intimidation](compendium/skills.md#Intimidation)). You gain the armor specialization effects of Hellknight plate, and your resistance from that armor specialization is 1 higher than normal. In addition, you gain a +1 circumstance bonus to [Intimidation](compendium/skills.md#Intimidation) checks while wearing your Hellknight plate. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Hellknight or Hellknight armiger archetypes. + +*Source: Lost Omens: Character Guide p. 84* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Sense Chaos, Feat 8 +collapse: closed +# Sense Chaos *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Hellknight Dedication](compendium/feats/hellknight-dedication-locg.md) + +You sense chaos as an unsettling feeling of nervous energy. When in the presence of an aura of chaos that is [powerful or overwhelming](rules/tables/alignment-aura.md), you eventually detect the aura, though you might not do so instantly and you can't pinpoint the location. This is a vague sense, similar to humans' sense of smell. A chaotic creature using a disguise or otherwise trying to hide its presence attempts a [Deception](compendium/skills.md#Deception) check against your [Perception](compendium/skills.md#Perception) DC to hide its aura from you. If the creature succeeds at its [Deception](compendium/skills.md#Deception) check, it is temporarily immune to your Sense Chaos for 1 day. + +*Source: Lost Omens: Character Guide p. 84* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Order Training, Feat 12* +collapse: closed +# Advanced Order Training *Feat 12* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +> [!pf2-note] This version of [Advanced Order Training](compendium/feats/advanced-order-training-locg.md) is intended for use with the Hellknight Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md); [Hellknight Dedication](compendium/feats/hellknight-dedication-locg.md) or [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md) + +You gain the greater order benefit for the Hellknight order to which you belong. + +*Source: Lost Omens: Character Guide p. 81* +%% #trait/uncommon #trait/archetype %% +``` + +```ad-embed-feat +title: Blade Of Law, Feat 12* +collapse: closed +# Blade Of Law [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Blade Of Law](compendium/feats/blade-of-law-locg.md) is intended for use with the Hellknight Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Hellknight Dedication](compendium/feats/hellknight-dedication-locg.md) +- **Activity** Two-Action + +You call upon the power of law and make a weapon or unarmed [Strike](rules/actions/strike.md) against a foe you have witnessed breaking or disrespecting the law or otherwise acting disorderly. The [Strike](rules/actions/strike.md) deals two extra weapon damage dice if the target of your [Strike](rules/actions/strike.md) is chaotic. Whether or not the target is chaotic, you can convert the physical damage from the attack into lawful damage. + +*Source: Lost Omens: Character Guide p. 84* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Hell's Armaments, Feat 12* +collapse: closed +# Hell's Armaments *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Hell's Armaments](compendium/feats/hells-armaments-locg.md) is intended for use with the Hellknight Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Hellknight Dedication](compendium/feats/hellknight-dedication-locg.md) + +You've trained with your order's weapon and your Hellknight plate long enough to apply your expertise from other weapons and armor. If you have expert proficiency in any weapon or unarmed attack, you gain expert proficiency in your order's weapon as well. If you have expert proficiency in any armor or unarmored defense, you gain expert proficiency in Hellknight plate as well. + +Hellknight Signifer Signifers are the powerful and enigmatic Hellknight spellcasters who support and sometimes lead other Hellknights on their missions to enforce unwavering law. Formidable in their own right, signifers are trained to be unstoppable forces of order and authority when they stand alongside their martial counterparts. + +*Source: Lost Omens: Character Guide p. 84* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Hellknight Order Cross-training, Feat 12* +collapse: closed +# Hellknight Order Cross-training *Feat 12* +[archetype](rules/traits/archetype.md) [hellknight](rules/traits/hellknight-locg.md) [uncommon](rules/traits/uncommon.md) + +> [!pf2-note] This version of [Hellknight Order Cross-training](compendium/feats/hellknight-order-cross-training-locg.md) is intended for use with the Hellknight Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md); [Hellknight Dedication](compendium/feats/hellknight-dedication-locg.md) or [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md) + +You gain the lesser order benefit of a Hellknight order other than the one to which you belong. This represents your time spent training with members of that order to learn their techniques and teachings. If you aren't in good standing with a given order, you can't receive their training. + +**Special.** You can select this feat multiple times, gaining the lesser order benefit from a different order each time by training with members of that order. + +*Source: Lost Omens: Character Guide p. 81* +%% #trait/uncommon #trait/archetype #trait/hellknight %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/hellknight-signifer-locg.md b/compendium/character/archetypes/hellknight-signifer-locg.md new file mode 100644 index 000000000..883f5c78d --- /dev/null +++ b/compendium/character/archetypes/hellknight-signifer-locg.md @@ -0,0 +1,123 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/locg +aliases: ["Hellknight Signifer"] +--- +# Hellknight Signifer *Dedication Level 6* + +Signifers are the powerful and enigmatic Hellknight spellcasters who support and sometimes lead other Hellknights on their missions to enforce unwavering law. Formidable in their own right, signifers are trained to be unstoppable forces of order and authority when they stand alongside their martial counterparts. + +*Source: Lost Omens: Character Guide p. 85* + +```ad-embed-feat +title: Hellknight Signifer Dedication, Feat 6 +collapse: closed +# Hellknight Signifer Dedication *Feat 6* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: spellcasting class feature, [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md), lawful alignment, member of a Hellknight order, passed the Hellknight Test + +You have bolstered your force of will with the power of the Measure and the Chain. Upon initiation, you receive a signifer mask, often devoid of eyeholes or other decorative features. The mask doesn't obscure your vision, though it makes it impossible for others to see your eyes. While wearing your signifer's mask, you gain +1 circumstance bonus to [Deception](compendium/skills.md#Deception) checks to [Lie](rules/actions/lie.md), [Intimidation](compendium/skills.md#Intimidation) checks, and [Deception](compendium/skills.md#Deception) DCs against [Sense Motive](rules/actions/sense-motive.md). You gain expert proficiency in [Intimidation](compendium/skills.md#Intimidation) (or in another skill in which you're trained of your choice, if you were already an expert in [Intimidation](compendium/skills.md#Intimidation)) as well as in your choice of [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion). + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Hellknight signifer or Hellknight armiger archetypes. + +*Source: Lost Omens: Character Guide p. 85* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Masked Casting, Feat 8 +collapse: closed +# Masked Casting [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md) +- **Trigger** You begin [Casting a Spell](rules/actions/cast-a-spell.md). +- **Requirements**: You are wearing your signifer's mask. +- **Activity** Free Action + +You harness the magical energy flowing through your eyeless mask to effortlessly protect you from [visual](rules/traits/visual.md) effects. You Avert your Gaze. + +*Source: Lost Omens: Character Guide p. 85* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Gaze Of Veracity, Feat 10 +collapse: closed +# Gaze Of Veracity *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md), ability to cast focus spells + +You can channel your mask's power to pierce through lies and see the truth in any situation. Increase the number of Focus Points in your focus pool by 1. While wearing your mask, you can cast the [glimpse the truth](compendium/spells/glimpse-the-truth.md) cleric domain spell as a divine focus spell. + +*Source: Lost Omens: Character Guide p. 85* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Signifer's Sight, Feat 10 +collapse: closed +# Signifer's Sight *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md) + +The magic flowing through your signifer's mask allows you to see in the dark, and the mask dampens the distraction caused by sudden flashes of bright light. While wearing your signifer's mask, you gain [darkvision](rules/abilities/darkvision.md). Additionally, if you are [dazzled](rules/conditions.md#Dazzled) while wearing your signifer's mask and the target is [concealed](rules/conditions.md#Concealed) only because you are [dazzled](rules/conditions.md#Dazzled), you reduce the flat check DC to target that creature from 5 to 3. + +*Source: Lost Omens: Character Guide p. 85* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Order Training, Feat 12* +collapse: closed +# Advanced Order Training *Feat 12* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +> [!pf2-note] This version of [Advanced Order Training](compendium/feats/advanced-order-training-locg.md) is intended for use with the Hellknight Signifer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md); [Hellknight Dedication](compendium/feats/hellknight-dedication-locg.md) or [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md) + +You gain the greater order benefit for the Hellknight order to which you belong. + +*Source: Lost Omens: Character Guide p. 81* +%% #trait/uncommon #trait/archetype %% +``` + +```ad-embed-feat +title: Hellknight Order Cross-training, Feat 12* +collapse: closed +# Hellknight Order Cross-training *Feat 12* +[archetype](rules/traits/archetype.md) [hellknight](rules/traits/hellknight-locg.md) [uncommon](rules/traits/uncommon.md) + +> [!pf2-note] This version of [Hellknight Order Cross-training](compendium/feats/hellknight-order-cross-training-locg.md) is intended for use with the Hellknight Signifer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md); [Hellknight Dedication](compendium/feats/hellknight-dedication-locg.md) or [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md) + +You gain the lesser order benefit of a Hellknight order other than the one to which you belong. This represents your time spent training with members of that order to learn their techniques and teachings. If you aren't in good standing with a given order, you can't receive their training. + +**Special.** You can select this feat multiple times, gaining the lesser order benefit from a different order each time by training with members of that order. + +*Source: Lost Omens: Character Guide p. 81* +%% #trait/uncommon #trait/archetype #trait/hellknight %% +``` + +```ad-embed-feat +title: Signifer Armor Expertise, Feat 12* +collapse: closed +# Signifer Armor Expertise *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Signifer Armor Expertise](compendium/feats/signifer-armor-expertise-locg.md) is intended for use with the Hellknight Signifer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md) + +You've spent enough time helping your comrades equip medium and heavy armor that you spread your own expertise to those armors as well. If you have expert proficiency in any armor or unarmored defense, you also gain expert proficiency in medium and heavy armor. + +*Source: Lost Omens: Character Guide p. 85* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/herbalist-apg.md b/compendium/character/archetypes/herbalist-apg.md new file mode 100644 index 000000000..d2fe57e72 --- /dev/null +++ b/compendium/character/archetypes/herbalist-apg.md @@ -0,0 +1,98 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- archetype/benefit/alchemy +- compendium/src/pf2e/apg +aliases: ["Herbalist"] +--- +# Herbalist *Dedication Level 2* + +The plants around you can provide more remedies than the finest hospital or temple, and you are skilled in their use. + +*Source: Advanced Player's Guide p. 176* + +```ad-embed-feat +title: Herbalist Dedication, Feat 2 +collapse: closed +# Herbalist Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Nature](compendium/skills.md#Nature), [Natural Medicine](compendium/feats/natural-medicine.md) + +You can create remedies and other herbal products. You gain the basic alchemy benefits (page 150), though they apply only for herbal items: alchemical items with the [healing](rules/traits/healing.md) trait, plus antidote and antiplague. You gain batches of infused reagents per day equal to your level or half your level if you didn't make your daily preparations in the wilderness. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. + +You become an expert in [Nature](compendium/skills.md#Nature) and can use [Nature](compendium/skills.md#Nature) instead of [Crafting](compendium/skills.md#Crafting) to [Craft](rules/actions/craft.md) herbal items. You don't need to be trained in [Crafting](compendium/skills.md#Crafting) or have the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) feat to do so, and you can use [healer's tools](compendium/equipment/items/healers-tools.md) instead of alchemist's tools. + +**Special.** You can't select another dedication feat until you have gained two other feats from the herbalist archetype. + +*Source: Advanced Player's Guide p. 176* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Fresh Ingredients, Feat 2 +collapse: closed +# Fresh Ingredients *Feat 2* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Herbalist Dedication](compendium/feats/herbalist-dedication-apg.md), expert in [Nature](compendium/skills.md#Nature) + +When using [Natural Medicine](compendium/feats/natural-medicine.md) to [Treat Wounds](rules/actions/treat-wounds.md), you can spend a batch of herbs to gain the +2 circumstance bonus from having fresh ingredients, even if not in wilderness. If you spend a batch of herbs in wilderness, you gain a +4 circumstance bonus instead. + +*Source: Advanced Player's Guide p. 176* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Poultice Preparation, Feat 4 +collapse: closed +# Poultice Preparation *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Herbalist Dedication](compendium/feats/herbalist-dedication-apg.md) + +When you create an herbal elixir, you can prepare it as a poultice instead. A poultice gains the [oil](rules/traits/oil.md) trait (but remains alchemical, not magical) and loses the [elixir](rules/traits/elixir.md) and [ingested](rules/traits/ingested.md) traits. You can apply a poultice by Interacting with one hand. + +When you apply a poultice, in addition to the item's normal effects, the recipient can attempt an immediate flat check to recover from a single source of [persistent acid, bleed, or fire damage](rules/conditions.md#Persistent%20Damage), with the DC reduction from appropriate assistance. + +*Source: Advanced Player's Guide p. 176* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Endemic Herbs, Feat 6 +collapse: closed +# Endemic Herbs *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Herbalist Dedication](compendium/feats/herbalist-dedication-apg.md), trained in [Survival](compendium/skills.md#Survival) + +During your daily preparations, you find medicinal plants endemic to your location. Until your next preparations, you can spend an additional batch of herbs to add a benefit to an item you create with your herbalism. The benefit of the special herbs affects the creature that the item is applied to; if the benefit is not immediate, it lasts for 1 minute unless otherwise stated. This adjustment counts as an additive (Core Rulebook 75), so you can't include another additive without spoiling the item. + +- **Aquatic** Gain a +1 circumstance bonus to Fortitude saves. +- **Arctic** For 1 hour, treat environmental [cold](rules/traits/cold.md) effects as if they were one step less severe. +- **Desert** For 1 hour, treat environmental heat effects as if they were one step less severe. +- **Forest** Gain a +2 circumstance bonus to saves against [disease](rules/traits/disease.md) and [poison](rules/traits/poison.md) effects. +- **Mountain** Gain a +1 circumstance bonus to Reflex saves. +- **Plains** Gain a +1 circumstance bonus to Will saves. +- **Swamp** Remove one source of [persistent bleed damage](rules/conditions.md#Persistent%20Damage). +- **Underground** Gain a +1 circumstance bonus to [Perception](compendium/skills.md#Perception). + +*Source: Advanced Player's Guide p. 176* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Expert Herbalism, Feat 6 +collapse: closed +# Expert Herbalism *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Herbalist Dedication](compendium/feats/herbalist-dedication-apg.md), expert in [Nature](compendium/skills.md#Nature) + +Your advanced alchemy level for herbalism increases to your level – 3. You gain the formulas for elixirs of life as soon as your advanced alchemy level is high enough to create them: lesser at 8th level, moderate at 12th level, greater at 16th level, and major at 18th level. + +*Source: Advanced Player's Guide p. 176* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/horizon-walker-apg.md b/compendium/character/archetypes/horizon-walker-apg.md new file mode 100644 index 000000000..eb12afabf --- /dev/null +++ b/compendium/character/archetypes/horizon-walker-apg.md @@ -0,0 +1,150 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Horizon Walker"] +--- +# Horizon Walker *Dedication Level 2* + +Many long for the open road, but you prefer the trackless wild. You can find safe passage through the most inhospitable terrain in the world—icecaps, deserts, and similar environs are where you're comfortable. Your talents open untrod paths for you and help guide others through the wilderness. + +*Source: Advanced Player's Guide p. 177* + +```ad-embed-feat +title: Horizon Walker Dedication, Feat 2 +collapse: closed +# Horizon Walker Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) + +You've mastered travel within a specific type of terrain. You gain the Favored Terrain feat (Core Rulebook 171). When in your favored terrain, you gain a +10-foot circumstance bonus to your travel Speed. When other creatures [Follow the Expert](rules/actions/follow-the-expert.md) with you as a guide in your favored terrain, they gain both the ability to ignore non-magical difficult terrain for the purpose of their travel Speed and the bonus to travel Speed. + +**Special.** You can't select another dedication feat until you have gained two other feats from the horizon walker archetype. + +*Source: Advanced Player's Guide p. 177* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Acclimatization, Feat 4 +collapse: closed +# Acclimatization *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Horizon Walker Dedication](compendium/feats/horizon-walker-dedication-apg.md) + +Your time spent in the hostile parts of the world has inured you to extreme climates. In your favored terrain, you gain resistance equal to half your level to all environmental damage and are affected by temperature effects as though they were one step less severe (incredible heat or cold becomes extreme, extreme heat or cold becomes severe, and so on). When other creatures [Follow the Expert](rules/actions/follow-the-expert.md) with you as a guide in your favored terrain, they too treat temperature effects as one step less severe. + +*Source: Advanced Player's Guide p. 177* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Sure Foot, Feat 4 +collapse: closed +# Sure Foot *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Horizon Walker Dedication](compendium/feats/horizon-walker-dedication-apg.md), expert in [Acrobatics](compendium/skills.md#Acrobatics) and [Athletics](compendium/skills.md#Athletics) + +You know the secrets of moving in your favored terrain. You gain a +2 circumstance bonus to skill checks to move within your favored terrain, such as [Acrobatics](compendium/skills.md#Acrobatics) checks to [Balance](rules/actions/balance.md) on ice, [Athletics](compendium/skills.md#Athletics) checks to [Swim](rules/actions/swim.md) in rough water, [Acrobatics](compendium/skills.md#Acrobatics) checks to [Fly](rules/actions/fly.md) in windy conditions, and so forth. + +*Source: Advanced Player's Guide p. 177* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Perpetual Scout, Feat 6 +collapse: closed +# Perpetual Scout *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Horizon Walker Dedication](compendium/feats/horizon-walker-dedication-apg.md) + +You spot anything out of place in the areas you know best. While in your favored terrain, you always gain the benefits of the [Scout](rules/actions/scout.md) exploration activity, even if you are performing another exploration activity. If you're legendary in [Survival](compendium/skills.md#Survival), you gain these benefits in any terrain. + +*Source: Advanced Player's Guide p. 177* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Blind-fight (Ranger), Feat 10* +collapse: closed +# Blind-fight (Ranger) *Feat 10* +[ranger](rules/traits/ranger.md) + +> [!pf2-note] This version of [Blind-fight (Ranger)](compendium/feats/blind-fight-ranger.md) is intended for use with the Horizon Walker Archetype. Its level has been changed accordingly. + +- **Prerequisites**: master in [Perception](compendium/skills.md#Perception) + +Your battle instincts make you more aware of [concealed](rules/conditions.md#Concealed) and [invisible](rules/conditions.md#Invisible) opponents. You don't need to succeed at a flat check to target [concealed](rules/conditions.md#Concealed) creatures. You're not [flat-footed](rules/conditions.md#Flat-footed) to creatures that are [hidden](rules/conditions.md#Hidden) from you (unless you're [flat-footed](rules/conditions.md#Flat-footed) to them for reasons other than the [hidden](rules/conditions.md#Hidden) condition), and you need only a successful DC 5 flat check to target a [hidden](rules/conditions.md#Hidden) creature. + +While you're adjacent to an [undetected](rules/conditions.md#Undetected) creature of your level or lower, it is instead only [hidden](rules/conditions.md#Hidden) from you. + +*Source: Core Rulebook p. 173* +%% #trait/ranger %% +``` + +```ad-embed-feat +title: Magical Adaptation, Feat 10 +collapse: closed +# Magical Adaptation *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Horizon Walker Dedication](compendium/feats/horizon-walker-dedication-apg.md) + +When an obstacle bars your path, you pull a trick from your sleeve to overcome it. You can cast [darkvision](compendium/spells/darkvision.md), [spider climb](compendium/spells/spider-climb.md), and 4th-level [water breathing](compendium/spells/water-breathing.md) as innate primal spells, each once per day. + +*Source: Advanced Player's Guide p. 177* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Terrain Master, Feat 10* +collapse: closed +# Terrain Master *Feat 10* +[ranger](rules/traits/ranger.md) + +> [!pf2-note] This version of [Terrain Master](compendium/feats/terrain-master.md) is intended for use with the Horizon Walker Archetype. Its level has been changed accordingly. + +- **Prerequisites**: master in [Survival](compendium/skills.md#Survival), [Favored Terrain](compendium/feats/favored-terrain.md) + +You adapt to your surroundings in any natural terrain. You can spend 1 hour practicing in your current terrain in order to make it your favored terrain, replacing your current favored terrain temporarily. If you spend a full day out of the new favored terrain, your favored terrain reverts back to your original choice when you took the Favored Terrain feat. + +*Source: Core Rulebook p. 174* +%% #trait/ranger %% +``` + +```ad-embed-feat +title: Warden's Step, Feat 12* +collapse: closed +# Warden's Step *Feat 12* +[ranger](rules/traits/ranger.md) + +> [!pf2-note] This version of [Warden's Step](compendium/feats/wardens-step.md) is intended for use with the Horizon Walker Archetype. Its level has been changed accordingly. + +- **Prerequisites**: master in [Stealth](compendium/skills.md#Stealth) + +You can guide your allies to move quietly through the wilderness. When you [Sneak](rules/actions/sneak.md) during exploration in natural terrain, you can designate any number of your allies to gain the benefits as if they were using that activity during that exploration. This requires no action on their part. + +*Source: Core Rulebook p. 175* +%% #trait/ranger %% +``` + +```ad-embed-feat +title: Wild Strider, Feat 12* +collapse: closed +# Wild Strider *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Wild Strider](compendium/feats/wild-strider-apg.md) is intended for use with the Horizon Walker Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Horizon Walker Dedication](compendium/feats/horizon-walker-dedication-apg.md) + +Natural obstacles pose no obstacle to you. You gain the ranger's wild stride class feature. This allows you to ignore the effects of all non-magical difficult terrain, treat greater difficult terrain as merely difficult terrain, and gives you an additional benefit from [Favored Terrain](compendium/feats/favored-terrain.md) based on the terrain. + +*Source: Advanced Player's Guide p. 177* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/investigator-apg.md b/compendium/character/archetypes/investigator-apg.md new file mode 100644 index 000000000..88f529ce3 --- /dev/null +++ b/compendium/character/archetypes/investigator-apg.md @@ -0,0 +1,123 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Investigator"] +--- +# Investigator *Dedication Level 2* + +You've developed a keen eye for investigating mysteries. + +## Multiclass Investigator characters +APG p. 151 + +The investigator archetype is a good choice for a character that wants deeper investigations or to plan out their turns in advance; it's a particularly good match for Intelligence-based characters like alchemists, witches, and wizards. + +*Source: Advanced Player's Guide p. 151* + +```ad-embed-feat +title: Investigator Dedication, Feat 2 +collapse: closed +# Investigator Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Intelligence 14 + +You gain the on the case|investigator|apg|1 class feature, which grants you both the [Pursue a Lead](rules/actions/pursue-a-lead-apg.md) activity and [Clue In](rules/actions/clue-in-apg.md) reaction. You become trained in [Society](compendium/skills.md#Society) and another skill of your choice. If you were already trained in [Society](compendium/skills.md#Society), you instead become trained in an additional skill of your choice. You also become trained in investigator class DC. + +**Special.** You can't select another dedication feat until you have gained two other feats from the investigator archetype. + +*Source: Advanced Player's Guide p. 151* +%% #trait/archetype #trait/dedication #trait/multiclass %% +``` + +```ad-embed-feat +title: Basic Deduction, Feat 4 +collapse: closed +# Basic Deduction *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Investigator Dedication](compendium/feats/investigator-dedication-apg.md) + +You gain a 1st- or 2nd-level investigator feat of your choice. + +*Source: Advanced Player's Guide p. 151* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Investigator's Stratagem, Feat 4 +collapse: closed +# Investigator's Stratagem *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Investigator Dedication](compendium/feats/investigator-dedication-apg.md) + +You play out battles in your head, allowing you to strike when the time is right. You gain the [Devise a Stratagem](rules/actions/devise-a-stratagem-apg.md) action; however, when you substitute its result for your attack roll, you can't use your Intelligence modifier in place of your Strength or Dexterity modifier. You also can't use your Intelligence modifier on other rolls from abilities that expand [Devise a Stratagem](rules/actions/devise-a-stratagem-apg.md), such as the [Athletic Strategist](compendium/feats/athletic-strategist-apg.md) feat. + +*Source: Advanced Player's Guide p. 151* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Deduction, Feat 6 +collapse: closed +# Advanced Deduction *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Deduction](compendium/feats/basic-deduction-apg.md) + +You gain one investigator feat. For the purpose of meeting its prerequisites, your investigator level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another investigator feat. + +*Source: Advanced Player's Guide p. 151* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Keen Recollection, Feat 6 +collapse: closed +# Keen Recollection *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Investigator Dedication](compendium/feats/investigator-dedication-apg.md) + +You can recall all sorts of information. You gain the keen recollection|investigator|apg|3 class feature. + +*Source: Advanced Player's Guide p. 151* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Skill Mastery, Feat 8 +collapse: closed +# Skill Mastery *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Investigator Dedication](compendium/feats/investigator-dedication-apg.md), trained in at least one skill and expert in at least one skill + +Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose. + +**Special.** You can select this feat up to five times. + +*Source: Advanced Player's Guide p. 151* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Master Spotter, Feat 12* +collapse: closed +# Master Spotter *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Master Spotter](compendium/feats/master-spotter-apg.md) is intended for use with the Investigator Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Investigator Dedication](compendium/feats/investigator-dedication-apg.md), expert in [Perception](compendium/skills.md#Perception) + +Your proficiency rank in [Perception](compendium/skills.md#Perception) increases to master. + +*Source: Advanced Player's Guide p. 151* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/juggler-ec1.md b/compendium/character/archetypes/juggler-ec1.md new file mode 100644 index 000000000..c1bc24cc5 --- /dev/null +++ b/compendium/character/archetypes/juggler-ec1.md @@ -0,0 +1,114 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/ec1 +aliases: ["Juggler"] +--- +# Juggler *Dedication Level 2* + +You're a skilled performer, with impressive balance and coordination that help you greatly in battle. + +*Source: Extinction Curse #1: The Show Must Go On p. 74* + +```ad-embed-feat +title: Juggler Dedication, Feat 2 +collapse: closed +# Juggler Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Dexterity 14 + +You become trained in [Performance](compendium/skills.md#Performance); if you were already trained in [Performance](compendium/skills.md#Performance), you instead become trained in a skill of your choice. You also gain the Juggle skill feat (page 76), even if you don't meet its prerequisites. + +**Special.** You cannot select another dedication feat until you have gained one other feat from the juggler archetype. + +*Source: Extinction Curse #1: The Show Must Go On p. 74* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Focused Juggler, Feat 4 +collapse: closed +# Focused Juggler [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Juggler Dedication](compendium/feats/juggler-dedication-ec1.md) +- **Trigger** Your turn begins. +- **Activity** Free Action + +You continue Juggling until the end of your next turn. + +Increase the maximum number of items you can Juggle by one. + +*Source: Extinction Curse #1: The Show Must Go On p. 74* +%% #trait/uncommon #trait/archetype #trait/concentrate #trait/manipulate %% +``` + +```ad-embed-feat +title: Quick Juggler, Feat 4 +collapse: closed +# Quick Juggler *Feat 4* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: expert in [Performance](compendium/skills.md#Performance), [Juggler Dedication](compendium/feats/juggler-dedication-ec1.md) + +When you start to Juggle or add another item to those you are Juggling, you add two items instead of one. Increase the maximum number of items you can Juggle by one. + +*Source: Extinction Curse #1: The Show Must Go On p. 74* +%% #trait/uncommon #trait/archetype %% +``` + +```ad-embed-feat +title: Reflexive Catch, Feat 4 +collapse: closed +# Reflexive Catch [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: expert in [Acrobatics](compendium/skills.md#Acrobatics), [Juggler Dedication](compendium/feats/juggler-dedication-ec1.md) +- **Trigger** An item falls within your reach or an attacker fails an attack roll to hit you or a creature within your reach with a thrown weapon. +- **Requirements**: The item or thrown weapon is of a Bulk you can Juggle. +- **Activity** Reaction + +You grab the triggering item. If you are Juggling, you can immediately add the item to the objects you're Juggling as a free action, which has the [concentrate](rules/traits/concentrate.md) and [manipulate](rules/traits/manipulate.md) traits. + +*Source: Extinction Curse #1: The Show Must Go On p. 74* +%% #trait/uncommon #trait/archetype #trait/concentrate #trait/manipulate %% +``` + +```ad-embed-feat +title: Lobbed Attack, Feat 8 +collapse: closed +# Lobbed Attack [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: master in [Performance](compendium/skills.md#Performance), [Juggler Dedication](compendium/feats/juggler-dedication-ec1.md) +- **Requirements**: You are Juggling a thrown weapon. +- **Activity** Single Action + +You make a thrown ranged [Strike](rules/actions/strike.md) with the required weapon, using the weapon's normal range increment. This attack doesn't trigger reactions, and if the target has never seen you use this feat before, the target is [flat-footed](rules/conditions.md#Flat-footed) against this attack. + +*Source: Extinction Curse #1: The Show Must Go On p. 74* +%% #trait/uncommon #trait/archetype %% +``` + +```ad-embed-feat +title: Opportune Throw, Feat 16* +collapse: closed +# Opportune Throw [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +> [!pf2-note] This version of [Opportune Throw](compendium/feats/opportune-throw-ec1.md) is intended for use with the Juggler Archetype. Its level has been changed accordingly. + +- **Prerequisites**: legendary in [Performance](compendium/skills.md#Performance), [Juggler Dedication](compendium/feats/juggler-dedication-ec1.md) +- **Trigger** A creature within 10 feet of you uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. +- **Requirements**: You are Juggling a thrown weapon. +- **Activity** Reaction + +You make a thrown ranged [Strike](rules/actions/strike.md) with the required weapon against the triggering creature. If you critically succeed and the trigger was a manipulate action, you disrupt that action. + +This [Strike](rules/actions/strike.md) doesn't count against your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](rules/actions/strike.md). + +*Source: Extinction Curse #1: The Show Must Go On p. 74* +%% #trait/uncommon #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/knight-reclaimant-locg.md b/compendium/character/archetypes/knight-reclaimant-locg.md new file mode 100644 index 000000000..2a527c45c --- /dev/null +++ b/compendium/character/archetypes/knight-reclaimant-locg.md @@ -0,0 +1,155 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/locg +aliases: ["Knight Reclaimant"] +--- +# Knight Reclaimant *Dedication Level 6* + +Knights reclaimant spend much of their time amid the horrors of the Gravelands, rescuing civilians that remain and striking back against the Whispering Tyrant's agents. Accomplishing these goals requires the adoption of subtle tactics, with a focus on stealth and survival. + +*Source: Lost Omens: Character Guide p. 74* + +```ad-embed-feat +title: Knight Reclaimant Dedication, Feat 6 +collapse: closed +# Knight Reclaimant Dedication *Feat 6* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) and [Stealth](compendium/skills.md#Stealth), any non-evil alignment, member of the Knights of Lastwall of knight rank + +You have sworn the Crimson Oath and become a full member of the Crimson Reclaimers. You gain expert proficiency in [Stealth](compendium/skills.md#Stealth) and [Survival](compendium/skills.md#Survival). Whenever you roll a success on a saving throw against an undead's special ability, you get a critical success instead. This applies to any abilities that come from being undead, including an undead's innate spells (but not its prepared or spontaneous spells). + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Knight Reclaimant archetype. + +*Source: Lost Omens: Character Guide p. 95* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Invoke The Crimson Oath, Feat 8 +collapse: closed +# Invoke The Crimson Oath *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md) + +You can invoke the Crimson Oath to unleash blasts of ruby energy from your weapon. You gain the [invoke the Crimson Oath](compendium/spells/invoke-the-crimson-oath-locg.md) focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the [Refocus](rules/actions/refocus.md) activity to recite the Crimson Oath and meditate on its teachings; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your knight reclaimant focus spells are divine spells; when you gain this feat, you become trained in divine spell attacks and spell DCs. Your key spellcasting ability for these spells is Charisma. + +*Source: Lost Omens: Character Guide p. 95* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Reactive Pursuit, Feat 8* +collapse: closed +# Reactive Pursuit [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[rogue](rules/traits/rogue.md) + +> [!pf2-note] This version of [Reactive Pursuit](compendium/feats/reactive-pursuit.md) is intended for use with the Knight Reclaimant Archetype. Its level has been changed accordingly. + +- **Trigger** An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a [Stride](rules/actions/stride.md) action. +- **Activity** Reaction + +You keep pace with a retreating foe. You [Stride](rules/actions/stride.md), but you must end your movement adjacent to the triggering enemy. Your move does not trigger reactions from the triggering enemy. You can use Reactive Pursuit to [Burrow](rules/actions/burrow.md), [Climb](rules/actions/climb.md), [Fly](rules/actions/fly.md), or [Swim](rules/actions/swim.md) instead of [Stride](rules/actions/stride.md) if you have the corresponding movement type. + +*Source: Core Rulebook p. 185* +%% #trait/rogue %% +``` + +```ad-embed-feat +title: Scout's Warning (Ranger), Feat 8* +collapse: closed +# Scout's Warning (Ranger) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* +[ranger](rules/traits/ranger.md) + +> [!pf2-note] This version of [Scout's Warning (Ranger)](compendium/feats/scouts-warning-ranger.md) is intended for use with the Knight Reclaimant Archetype. Its level has been changed accordingly. + +- **Trigger** You are about to roll a [Perception](compendium/skills.md#Perception) or [Survival](compendium/skills.md#Survival) check for initiative. +- **Activity** Free Action + +You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the [visual](rules/traits/visual.md) or the [auditory](rules/traits/auditory.md) trait, respectively. + +*Source: Core Rulebook p. 172* +%% #trait/ranger %% +``` + +```ad-embed-feat +title: Survivor Of Desolation, Feat 8 +collapse: closed +# Survivor Of Desolation *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md) + +You gain a +2 circumstance bonus to saving throws against unnatural weather events or environmental hazards occurring in blighted or otherwise unnaturally marred regions. If you roll a success on a saving throw against such an effect, you get a critical success instead; if you roll a critical failure, you get a failure instead. This does not apply to unnatural events created or directed by active effects, such as spells that create anomalous weather or hazardous areas. + +*Source: Lost Omens: Character Guide p. 95* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Blade Of The Crimson Oath, Feat 12* +collapse: closed +# Blade Of The Crimson Oath [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Blade Of The Crimson Oath](compendium/feats/blade-of-the-crimson-oath-locg.md) is intended for use with the Knight Reclaimant Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md) +- **Activity** Two-Action + +You call upon the Crimson Oath to smite undead and then make a weapon or unarmed [Strike](rules/actions/strike.md) against an undead foe. The [Strike](rules/actions/strike.md) deals two extra weapon damage dice, and you can convert all the physical damage from the attack into positive damage. + +*Source: Lost Omens: Character Guide p. 95* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Camouflage, Feat 12* +collapse: closed +# Camouflage *Feat 12* +[ranger](rules/traits/ranger.md) + +> [!pf2-note] This version of [Camouflage](compendium/feats/camouflage.md) is intended for use with the Knight Reclaimant Archetype. Its level has been changed accordingly. + +- **Prerequisites**: master in [Stealth](compendium/skills.md#Stealth) + +You alter your appearance to blend in to the wilderness. In natural terrain, you can [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md) even without cover or being [concealed](rules/conditions.md#Concealed). + +*Source: Core Rulebook p. 174* +%% #trait/ranger %% +``` + +```ad-embed-feat +title: Reaper Of Repose, Feat 12* +collapse: closed +# Reaper Of Repose *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Reaper Of Repose](compendium/feats/reaper-of-repose-locg.md) is intended for use with the Knight Reclaimant Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md), master proficiency in a weapon + +Your skill and fervor allow you to pierce undead defenses and exploit their weaknesses. When you make an attack using a weapon with which you have master proficiency and hit an undead creature, you ignore 5 points of the creature's resistances, and the undead's weaknesses are 2 higher against your attack. + +*Source: Lost Omens: Character Guide p. 95* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Sneak Savant, Feat 12* +collapse: closed +# Sneak Savant *Feat 12* +[rogue](rules/traits/rogue.md) + +> [!pf2-note] This version of [Sneak Savant](compendium/feats/sneak-savant.md) is intended for use with the Knight Reclaimant Archetype. Its level has been changed accordingly. + +- **Prerequisites**: master in [Stealth](compendium/skills.md#Stealth) + +It is almost impossible to spot you without taking effort to look. When you roll a failure on a [Sneak](rules/actions/sneak.md) action, you get a success instead. You can still critically fail. + +*Source: Core Rulebook p. 187* +%% #trait/rogue %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/knight-vigilant-locg.md b/compendium/character/archetypes/knight-vigilant-locg.md new file mode 100644 index 000000000..09d88b45d --- /dev/null +++ b/compendium/character/archetypes/knight-vigilant-locg.md @@ -0,0 +1,139 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/locg +aliases: ["Knight Vigilant"] +--- +# Knight Vigilant *Dedication Level 6* + +Taking their lead from heroic stories of the Shining Crusade, the knights vigilant stand as a courageous example of morality and honor. + +*Source: Lost Omens: Character Guide p. 94* + +```ad-embed-feat +title: Knight Vigilant Dedication, Feat 6 +collapse: closed +# Knight Vigilant Dedication *Feat 6* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Religion](compendium/skills.md#Religion), any good alignment, member of the Knights of Lastwall of knight rank + +You are dedicated to the cause of the Shining Sentinels. You gain expert proficiency in [Religion](compendium/skills.md#Religion). When you are between an ally and a foe and would provide lesser cover to your ally against the foe's attacks, you twist to become even more obtrusive, providing standard cover instead. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Knight Vigilant archetype. + +*Source: Lost Omens: Character Guide p. 94* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Shield Warden (Fighter), Feat 8* +collapse: closed +# Shield Warden (Fighter) *Feat 8* +[fighter](rules/traits/fighter.md) + +> [!pf2-note] This version of [Shield Warden (Fighter)](compendium/feats/shield-warden-fighter.md) is intended for use with the Knight Vigilant Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Shield Block](compendium/feats/shield-block.md) + +You use your shield to protect your allies. When you have a [shield raised](rules/actions/raise-a-shield.md), you can use your [Shield Block](compendium/feats/shield-block.md) reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for [Shield Block](compendium/feats/shield-block.md). + +*Source: Core Rulebook p. 149* +%% #trait/fighter %% +``` + +```ad-embed-feat +title: Unshakable Idealism, Feat 8 +collapse: closed +# Unshakable Idealism *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md), expert in Will saves + +Your faith and hope can't be shaken, and you won't flee when lives are at stake. You gain a +1 circumstance bonus on saves against [fear](rules/traits/fear.md) effects and [emotion](rules/traits/emotion.md) effects that inflict despair. When you would gain the [fleeing](rules/conditions.md#Fleeing) condition, you can choose to stand your ground and be [stunned](rules/conditions.md#Stunned) for the effect's duration as well, preventing you from running and allowing you to re-enter the fight more quickly when the effect ends. + +*Source: Lost Omens: Character Guide p. 94* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Endure Death's Touch, Feat 10 +collapse: closed +# Endure Death's Touch [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md), expert in medium or heavy armor +- **Trigger** An undead hits you with an unarmed attack. +- **Requirements**: You are wearing medium or heavy armor in which you have expert proficiency. +- **Activity** Reaction + +Your conviction redirects the undead's attack through your armor and then harmlessly away. You gain resistance 5 to physical damage and resistance 10 to negative damage against the triggering attack. You gain a +2 circumstance bonus on any saving throws against effects from the undead's natural attack; if you succeed at the saving throw, you get a critical success instead. + +*Source: Lost Omens: Character Guide p. 94* +%% #trait/archetype %% +``` + +````ad-embed-feat +title: Aegis Of Arnisant, Feat 12* +collapse: closed +# Aegis Of Arnisant [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Aegis Of Arnisant](compendium/feats/aegis-of-arnisant-locg.md) is intended for use with the Knight Vigilant Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md), [Shield Block](compendium/feats/shield-block.md), master in [Religion](compendium/skills.md#Religion) +- **Requirements**: You are wielding a shield. +- **Activity** Two-Action + +Inspired by the tale of Arnisant, you transform your shield into a magic ward. Until the beginning of your next turn, you gain the following reaction: + +```ad-embed-ability +title: Absorb into the Aegis [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[manipulate](rules/traits/manipulate.md) + +- **Trigger**: An enemy casts a spell that targets you or an ally within 15 feet of you. + +**Effect** You interpose your shield's ward against the spell. Attempt a counteract check, using your [Religion](compendium/skills.md#Religion) modifier as your counteract modifier. On a success, the spell is counteracted and your shield takes damage equal to four times the spell level as it absorbs and disperses the magical energy. On a failure, the shield takes damage equal to twice the spell's level. +%% #trait/manipulate %% +``` + +*Source: Lost Omens: Character Guide p. 94* +%% #trait/archetype %% +```` + +```ad-embed-feat +title: Knight In Shining Armor, Feat 12* +collapse: closed +# Knight In Shining Armor *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Knight In Shining Armor](compendium/feats/knight-in-shining-armor-locg.md) is intended for use with the Knight Vigilant Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md); expert in light armor, medium armor, or unarmored defense; trained in heavy armor + +As a knight in shining armor, you train daily in the heaviest armor, expanding your expertise to heavy armor. You gain expert proficiency in heavy armor. + +Knight Reclaimant Knights reclaimant spend much of their time amid the horrors of the Gravelands, rescuing civilians that remain and striking back against the Whispering Tyrant's agents. Accomplishing these goals requires the adoption of subtle tactics, with a focus on stealth and survival. + +*Source: Lost Omens: Character Guide p. 94* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Mirror Shield, Feat 12* +collapse: closed +# Mirror Shield [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* +[fighter](rules/traits/fighter.md) + +> [!pf2-note] This version of [Mirror Shield](compendium/feats/mirror-shield.md) is intended for use with the Knight Vigilant Archetype. Its level has been changed accordingly. + +- **Trigger** An opponent casting a spell that targets you critically fails a spell attack roll against your AC. +- **Requirements**: You have a [shield raised](rules/actions/raise-a-shield.md). +- **Activity** Reaction + +You reflect the spell back against the triggering opponent. Make a ranged attack against the triggering creature using your highest proficiency with a ranged weapon. If you can cast spells, you can make a spell attack roll instead. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success). + +*Source: Core Rulebook p. 151* +%% #trait/fighter %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/lastwall-sentry-lowg.md b/compendium/character/archetypes/lastwall-sentry-lowg.md new file mode 100644 index 000000000..3c68e9ddd --- /dev/null +++ b/compendium/character/archetypes/lastwall-sentry-lowg.md @@ -0,0 +1,103 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/lowg +aliases: ["Lastwall Sentry"] +--- +# Lastwall Sentry *Dedication Level 2* + +While the nation of Lastwall is gone, leaving only the horror of the Gravelands behind, you refuse to give up and renounce your oaths. You've renewed your vows, swearing to combat the influence of the Whispering Tyrant wherever it might strike across Golarion. + +*Source: Lost Omens: World Guide p. 47* + +```ad-embed-feat +title: Lastwall Sentry Dedication, Feat 2 +collapse: closed +# Lastwall Sentry Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You are from the Eye of Dread region. +- **Prerequisites**: member of the Knights of Lastwall, [Shield Block](compendium/feats/shield-block.md) + +You've sworn yourself as a sentry for the Knights of Lastwall, the first line of defense against incursions by the Whispering Tyrant throughout Golarion. You become trained in [Athletics](compendium/skills.md#Athletics) and in [Undead Lore](compendium/skills.md#Lore); if you were already trained, you become an expert instead. Finally, you gain the [Reactive Shield](compendium/feats/reactive-shield.md) fighter feat. + +**Special.** You can't select another dedication feat until you have gained two other feats from the Lastwall sentry archetype. + +*Source: Lost Omens: World Guide p. 47* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Eye Of Ozem, Feat 4 +collapse: closed +# Eye Of Ozem *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md), expert in [Perception](compendium/skills.md#Perception) + +You've learned how to spot danger at a distance, allowing you to serve as a sentry with ease. You gain a +2 circumstance bonus to initiative rolls when using [Perception](compendium/skills.md#Perception), and when you're Scouting, you grant your allies a +2 circumstance bonus instead of +1. + +*Source: Lost Omens: World Guide p. 47* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Necromantic Resistance, Feat 4 +collapse: closed +# Necromantic Resistance *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) + +As part of your training, you've inured yourself against necromancy through repeated exposure. You gain a +1 circumstance bonus to saves against [necromancy](rules/traits/necromancy.md) effects and gain resistance to negative damage equal to half your level. + +*Source: Lost Omens: World Guide p. 47* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Grave Sense, Feat 6 +collapse: closed +# Grave Sense *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) + +Your time spent hunting the undead allows you to sense them. + +You sense undead as a vague sense (Core Rulebook 465) similar to a human's sense of smell, an uncomfortable sensation akin to smelling something cloying and rotting. When in proximity to the undead, you eventually sense their presence, though you might not do so instantly, and you can't pinpoint their location. An undead using a disguise or otherwise trying to hide its presence must attempt a [Deception](compendium/skills.md#Deception) check against your [Perception](compendium/skills.md#Perception) DC to hide its presence from you. If the creature succeeds at its [Deception](compendium/skills.md#Deception) check, it is then temporarily immune to your Grave Sense for 1 day. + +*Source: Lost Omens: World Guide p. 47* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Necromantic Tenacity, Feat 8 +collapse: closed +# Necromantic Tenacity *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Necromantic Resistance](compendium/feats/necromantic-resistance-lowg.md) + +Your training against necromantic effects allows you to escape the worst of their touch. If you roll a success on a saving throw against a [necromancy](rules/traits/necromancy.md) effect, you get a critical success instead; if you roll a critical failure on such a save, you get a failure instead. + +*Source: Lost Omens: World Guide p. 47* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Lastwall Warden, Feat 10 +collapse: closed +# Lastwall Warden *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) + +You use your shield to protect your allies, not just yourself, especially against the undead. When you have a shield raised, you can use your [Shield Block](compendium/feats/shield-block.md) reaction when an attack is made against an ally adjacent to you, in addition to its usual trigger. If you do, the shield prevents that ally from taking damage instead of you, following the normal rules for a [Shield Block](compendium/feats/shield-block.md). + +If an undead makes an attack against an ally within 10 feet, you can [Step](rules/actions/step.md) to become adjacent to your ally and then use [Shield Block](compendium/feats/shield-block.md) as part of the same reaction. + +*Source: Lost Omens: World Guide p. 47* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/lich-botd.md b/compendium/character/archetypes/lich-botd.md new file mode 100644 index 000000000..7530518a6 --- /dev/null +++ b/compendium/character/archetypes/lich-botd.md @@ -0,0 +1,170 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/botd +aliases: ["Lich"] +--- +# Lich *Dedication Level 12* + +> [!pf2-sidebar] Soul Cage +> +> The soul cage for the lich archetype is very similar to the lich soul cage from the Pathfinder Bestiary but has a few modifications to cover situations that might come up in play. +> +> While the story of the PCs sneaking in to destroy the NPC lich's soul cage is classic, it's difficult to have NPC adversaries do the same to the PC lich's soul cage without coming across poorly, similar to destroying a PC wizard's spellbook while it was off screen. Since that's the only way to defeat a lich, these table-dynamic concerns might effectively grant the lich PC immortality. Because of the way that changes the story and game play, even a group using the other undead archetypes in this book might want to consider whether or not to include the lich archetype. If you're looking for a compromise, consider having the soul cage act similarly to a Rejuvenation Token (page 56), requiring a ritual to awaken the lich's soul from within the cage. + +The path to lichdom is long and winding, with many pitfalls that overcome all but the most accomplished and precise spellcasters. Despite the trials you underwent and decades spent sequestered away with magical tomes, you know with every fiber of your being that it's all been worth it. You devised a unique and incredibly evil ritual to tear your soul from your body, and you painstakingly crafted a receptacle to house your freed soul. Immortality now lies within your grasp. + +Becoming a lich requires much more than just magical knowledge. It demands fierce intelligence, bold ingenuity, incredible determination, unending patience, and a strict adherence to perfection, along with incredible skill as an artisan, for each lich must create their own soul cage. A mispronounced word or flaw in the construction of your soul cage would end not in immortality but ignominious death. You have all these skills in abundance and now, with your ascension, you've proven your superiority beyond a shadow of a doubt. + +As a lich, you understand better than any the power and potential of magic. Many liches strive to increase their magical skills and foil the magic of any who dare oppose them. Others delve so deeply into necromantic arts and foul rituals that their flesh can burn the living, causing biological processes to falter and filling those who behold them with uncontrollable fear. + +Regardless of what paths they pursue, nearly all liches are obsessed with their soul cage, spending untold hours and a veritable fortune to protect it, surrounding it with magical and mundane hazards, and guarding it with powerful, loyal defenders. Some liches prefer to secure their soul cage through obscurity rather than force, enshrouding it in magical abjurations or illusions to hide it from prying eyes. The most gifted crafters among liches tinker and improve their soul cage over time, rendering it nigh indestructible. This is a dangerous proposition, undertaken by only the most confident and arrogant magical engineers, as physically altering one's soul cage could have unintended consequences on its function. Many wizard liches instead learn to tap into the soul cage's magical energy from afar to fuel their own spellcasting. + +*Source: Book of the Dead p. 50* + +```ad-embed-feat +title: Lich Dedication, Feat 12* +collapse: closed +# Lich Dedication *Feat 12* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +> [!pf2-note] This version of [Lich Dedication](compendium/feats/lich-dedication-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. + +- **Prerequisites**: living creature, ability to cast 6th-level or higher spells from spell slots, expert in [Crafting](compendium/skills.md#Crafting), completed ritual to become a lich and crafted a [soul cage](compendium/equipment/items/soul-cage-botd.md) + +After years of study and careful planning, you finally completed a soul cage to house your soul and successfully performed a ritual to transform yourself into a lich. Now, neither death nor time can prevent you from pursuing your studies and achieving your grand ambitions. You gain the [undead](rules/traits/undead.md) trait and the basic undead benefits (page 44). Your undead craving is for knowledge. + +You gain a unique [soul cage](compendium/equipment/items/soul-cage-botd.md)—a magic item that houses your soul. Whenever you would die, your soul flees to the soul cage to allow you to be rebuilt. As long as your soul cage exists, you can't truly be destroyed. + +**Special.** You can't select another dedication feat until you have gained two other feats from the lich archetype. + +*Source: Book of the Dead p. 50* +%% #trait/rare #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Drain Soul Cage, Feat 14* +collapse: closed +# Drain Soul Cage *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Drain Soul Cage](compendium/feats/drain-soul-cage-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Lich Dedication](compendium/feats/lich-dedication-botd.md), [Drain Bonded Item](rules/actions/drain-bonded-item.md), spellbook + +You make your soul cage into your bonded item, allowing you to harness its abundant magical energy. Once per day, when you use [Drain Bonded Item](rules/actions/drain-bonded-item.md), you can choose any spell in your spellbook that you can cast, even if you haven't prepared or cast it that day. Your soul cage doesn't need to be on your person for you to use [Drain Bonded Item](rules/actions/drain-bonded-item.md). If your soul cage is [broken](rules/conditions.md#Broken) or destroyed, you can't use Drain Soul Cage. + +Even if you can [Drain Bonded Item](rules/actions/drain-bonded-item.md) more than once per day, for instance if you are a universalist wizard, you can still only choose a spell you haven't prepared and cast once per day. + +*Source: Book of the Dead p. 50* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Enshroud Soul Cage, Feat 14* +collapse: closed +# Enshroud Soul Cage *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Enshroud Soul Cage](compendium/feats/enshroud-soul-cage-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Lich Dedication](compendium/feats/lich-dedication-botd.md) + +You wreathe your [soul cage](compendium/equipment/items/soul-cage-botd.md) in an ever-growing collection of obfuscating illusions and protective abjurations to hide it from your enemies. You disguise the soul cage as any non-magical object of the same Bulk, and it gains the effects of the [magic aura](compendium/spells/magic-aura.md) and [nondetection](compendium/spells/nondetection.md) spells. The effects have unlimited durations, are heightened to half your level rounded up, and use your spell DC against any attempt to counteract them. The magic aura makes your soul cage appear non-magical. You can ignore the effects of any of these spells when dealing with your own soul cage. You are mentally alerted whenever your soul cage is damaged. + +*Source: Book of the Dead p. 50* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Hand of the Lich, Feat 14* +collapse: closed +# Hand of the Lich *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Hand of the Lich](compendium/feats/hand-of-the-lich-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Lich Dedication](compendium/feats/lich-dedication-botd.md) + +Negative energy intensifies your undead form and makes your very touch the antithesis of life. You gain the advanced undead benefits (page 44). The damage die for your fist increases to `1d6` instead of `1d4`, it deals negative damage instead of bludgeoning damage, and it loses the [nonlethal](rules/traits/nonlethal.md) trait. Your fist becomes magical. + +When you critically hit a living creature with your fist [Strike](rules/actions/strike.md), the creature is [slowed](rules/conditions.md#Slowed) until the end of your next turn unless it succeeds at a Fortitude save against your spell DC. + +This is a critical specialization effect. + +*Source: Book of the Dead p. 50* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Magic Sense (Wizard), Feat 14* +collapse: closed +# Magic Sense (Wizard) *Feat 14* +[arcane](rules/traits/arcane.md) [detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [wizard](rules/traits/wizard.md) + +> [!pf2-note] This version of [Magic Sense (Wizard)](compendium/feats/magic-sense-wizard.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. + + +You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-level [detect magic](compendium/spells/detect-magic.md) spell. This detects magic in your field of vision only. When you [Seek](rules/actions/seek.md), you gain the benefits of a 3rd-level [detect magic](compendium/spells/detect-magic.md) spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn. + +*Source: Core Rulebook p. 212* +%% #trait/arcane #trait/detection #trait/divination #trait/wizard %% +``` + +```ad-embed-feat +title: Bolster Soul Cage, Feat 16* +collapse: closed +# Bolster Soul Cage *Feat 16* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Bolster Soul Cage](compendium/feats/bolster-soul-cage-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Lich Dedication](compendium/feats/lich-dedication-botd.md), legendary in [Crafting](compendium/skills.md#Crafting) + +Your constant efforts to augment and perfect your soul cage have bolstered its efficiency. Your soul cage has Hardness equal to your level and HP equal to four times your level. The time it takes your soul cage to rebuild your body is reduced to `1d6` days rather than `1d10` days. + +At 20th level, the time it takes your soul cage to rebuild your body is reduced to `2d12+12` hours. + +*Source: Book of the Dead p. 50* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Spell Gem, Feat 16* +collapse: closed +# Spell Gem *Feat 16* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +> [!pf2-note] This version of [Spell Gem](compendium/feats/spell-gem-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. + +- **Prerequisites**: Lich Dedication, legendary in [Crafting](compendium/skills.md#Crafting) + +Inspired by the degenerate demiliches your kind sometimes devolves into, you've embedded a gem into your brow, fusing it to your necrotic flesh. This gem has been specially calibrated to hold one of the following spells: [repulsion](compendium/spells/repulsion.md), [scrying](compendium/spells/scrying.md), or [true seeing](compendium/spells/true-seeing.md). You must decide which spell your gem contains when you take this feat; changing the spell requires retraining the feat. Once per day, you can drain the gem's magical energy to [Cast the Spell](rules/actions/cast-a-spell.md) without spending a spell slot. + +At 18th level, you can heighten whichever spell you chose to 7th level. At 20th level, you can heighten whichever spell you chose to 8th level; regardless of which spell you chose, you can instead drain the gem's magical energy to cast an 8th-level [spell turning](compendium/spells/spell-turning.md) without spending a spell slot. + +*Source: Book of the Dead p. 50* +%% #trait/uncommon #trait/archetype %% +``` + +```ad-embed-feat +title: Frightful Aura, Feat 18* +collapse: closed +# Frightful Aura *Feat 18* +[archetype](rules/traits/archetype.md) [aura](rules/traits/aura.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) + +> [!pf2-note] This version of [Frightful Aura](compendium/feats/frightful-aura-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Lich Dedication](compendium/feats/lich-dedication-botd.md), master in [Intimidation](compendium/skills.md#Intimidation) + +You're surrounded by a palpable sense of menace and power that's terrifying to behold. The aura is a 15-foot emanation. An enemy that enters or ends its turn in the aura must attempt a Will save against the higher of your spell DC or class DC. + +> [!success-degree] +> - **Success** The creature is unaffected and temporarily immune to your Frightful Aura for 1 minute. +> - **Failure** The creature is [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The creature is [frightened](rules/conditions.md#Frightened). + +*Source: Book of the Dead p. 50* +%% #trait/archetype #trait/aura #trait/emotion #trait/fear #trait/mental %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/linguist-apg.md b/compendium/character/archetypes/linguist-apg.md new file mode 100644 index 000000000..0093c168b --- /dev/null +++ b/compendium/character/archetypes/linguist-apg.md @@ -0,0 +1,118 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Linguist"] +--- +# Linguist *Dedication Level 2* + +Whether you study to further your own ambitions or simply out of fascination with the intricacies of language, your way with words is unparalleled. + +*Source: Advanced Player's Guide p. 178* + +```ad-embed-feat +title: Linguist Dedication, Feat 2 +collapse: closed +# Linguist Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: You speak at least three languages. + +You have studied languages and their development. You become trained in [Society](compendium/skills.md#Society); if you were already trained in [Society](compendium/skills.md#Society), you instead become an expert in [Society](compendium/skills.md#Society). You gain the [Multilingual](compendium/feats/multilingual.md) skill feat twice. + +**Special.** You can't select another dedication feat until you have gained two other feats from the linguist archetype. + +*Source: Advanced Player's Guide p. 178* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Multilingual Cipher, Feat 4 +collapse: closed +# Multilingual Cipher *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md), expert in [Society](compendium/skills.md#Society) + +You use multiple languages to create and break codes. You gain a +1 circumstance bonus to [Decipher Writing](rules/actions/decipher-writing.md). If another creature attempts to [Decipher Writing](rules/actions/decipher-writing.md) you encoded, they take a –2 circumstance penalty unless they speak all the languages you used when you created the writing. + +*Source: Advanced Player's Guide p. 178* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Phonetic Training, Feat 4 +collapse: closed +# Phonetic Training *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md), expert in [Society](compendium/skills.md#Society) + +You can pronounce and repeat words with near-perfect accuracy even if you don't understand their meaning, and you can write them down in a phonetic script that allows you or another creature with Phonetic Training to read it later. Even if the words are in a language with sound you can't pronounce, you can faithfully transcribe them. + +Memorizing long sequences of words remains just as difficult as it is normally. + +*Source: Advanced Player's Guide p. 178* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Spot Translate, Feat 4 +collapse: closed +# Spot Translate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [linguistic](rules/traits/linguistic.md) + +- **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md) +- **Trigger** Another creature within 60 feet uses a [linguistic](rules/traits/linguistic.md) effect in a language you understand. +- **Activity** Reaction + +You interpret a creature's words, repeating their message in a different language that you know. If the triggering effect's targets speak either the original language or the one you translated into, they are affected. + +*Source: Advanced Player's Guide p. 178* +%% #trait/archetype #trait/auditory #trait/linguistic %% +``` + +```ad-embed-feat +title: Analyze Idiolect, Feat 6 +collapse: closed +# Analyze Idiolect *Feat 6* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md), expert in [Deception](compendium/skills.md#Deception) and [Society](compendium/skills.md#Society) + +You break down a specific individual's idiolect, memorizing their speech mannerisms and habits. If you interact with someone for at least 10 minutes, when you later attempt to [Impersonate](rules/actions/impersonate.md) that individual, you gain a +4 circumstance bonus to your [Deception](compendium/skills.md#Deception) checks and DCs. Due to the intense character study required, you can't remember more than one idiolect at a time. + +*Source: Advanced Player's Guide p. 178* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Read Shibboleths, Feat 7 +collapse: closed +# Read Shibboleths *Feat 7* +[archetype](rules/traits/archetype.md) [linguistic](rules/traits/linguistic.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md), master in [Society](compendium/skills.md#Society) + +All communication is filled with slight tells and signals. If you interact with someone for at least 10 minutes, their regional words, pronunciation changes, and nonverbal cues provide you with a minor fact about their social environment, such as their hometown or certain groups they might belong to. If a target of this ability is being deceptive about their social environment, such as a commoner pretending to be a noble, they must attempt a [Deception](compendium/skills.md#Deception), [Society](compendium/skills.md#Society), or appropriate [Lore](compendium/skills.md#Lore) check against your [Society](compendium/skills.md#Society) DC, providing you a false minor fact consistent with their assumed identity on a success. + +Once you've gleaned one or more true minor facts about a person, you can then incorporate these mannerisms into your speech to present yourself in a way that they find familiar. This grants you a +1 circumstance bonus to your [Diplomacy](compendium/skills.md#Diplomacy) and [Deception](compendium/skills.md#Deception) checks with them. + +*Source: Advanced Player's Guide p. 178* +%% #trait/archetype #trait/linguistic #trait/skill %% +``` + +```ad-embed-feat +title: Crude Communication, Feat 8 +collapse: closed +# Crude Communication *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md) + +Even if you don't speak a creature's language, you can rely on inflection, root words, and body language to infer rudimentary meaning. If you interact with a creature for at least 10 minutes and that creature can speak a language, the GM rolls a secret [Society](compendium/skills.md#Society) check with a DC appropriate for the language's rarity. On a success, you understand the gist of the meaning and can communicate basic concepts back to the creature; on a failure, you are mistaken or communicate incorrect concepts. If you're legendary in [Society](compendium/skills.md#Society), you can communicate instantly without needing to attempt a [Society](compendium/skills.md#Society) check; even if you didn't know the medium of communication the creature uses (speech, sign language, and so on), you intuit this information as soon as they try to communicate. + +*Source: Advanced Player's Guide p. 178* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/lion-blade-lowg.md b/compendium/character/archetypes/lion-blade-lowg.md new file mode 100644 index 000000000..5b5345472 --- /dev/null +++ b/compendium/character/archetypes/lion-blade-lowg.md @@ -0,0 +1,105 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/lowg +aliases: ["Lion Blade"] +--- +# Lion Blade *Dedication Level 2* + +You've trained as a spy in service of Taldor, learning secrets of disguise, manipulating crowds, and deceiving various sorts of magic users with ease. You likely dropped out of the Kitharodian Academy, Taldor's premier bardic college, in order to train at one of the Lion Blade's elite Shadow Schools. + +*Source: Lost Omens: World Guide p. 131* + +```ad-embed-feat +title: Lion Blade Dedication, Feat 2 +collapse: closed +# Lion Blade Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You are from Taldor. +- **Prerequisites**: member of the Lion Blades, trained in [Performance](compendium/skills.md#Performance) + +Your lion blade spy training helps you conceal yourself and your identity. You become trained in your choice of [Deception](compendium/skills.md#Deception) or [Stealth](compendium/skills.md#Stealth) and in [Espionage Lore](compendium/skills.md#Lore); if you were already trained, you become an expert instead. You never take circumstance penalties for attempting to take a disguise of a different ancestry, age, and so on, as long as the disguised form is appropriate for your size. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Lion Blade archetype. + +*Source: Lost Omens: World Guide p. 131* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Lost In The Crowd, Feat 4 +collapse: closed +# Lost In The Crowd *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lion Blade Dedication](compendium/feats/lion-blade-dedication-lowg.md) + +You've learned how to move as one with crowds and hide among them, vanishing into a busy street in the blink of an eye. You move at full Speed in crowds and can use cover from crowds to [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md), gaining a +2 circumstance bonus on your [Stealth](compendium/skills.md#Stealth) checks when in a crowd of at least 10 creatures and a +4 circumstance bonus on your [Stealth](compendium/skills.md#Stealth) checks when in a crowd of at least 100 creatures. + +*Source: Lost Omens: World Guide p. 131* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Crowd Mastery, Feat 6 +collapse: closed +# Crowd Mastery *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lost in the Crowd](compendium/feats/lost-in-the-crowd-lowg.md) + +You use the crowd to your advantage, diverting your foes' attention to potential [hidden](rules/conditions.md#Hidden) dangers in the crowd. When determining if your foe is flanked, treat all squares occupied by a crowd as if they were occupied by an ally with a melee reach of 5 feet. + +*Source: Lost Omens: World Guide p. 131* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Expeditious Advance, Feat 6 +collapse: closed +# Expeditious Advance *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lion Blade Dedication](compendium/feats/lion-blade-dedication-lowg.md) +- **Requirements**: You are unarmored or wearing light armor. + +You advance and retreat quickly. You gain a +10-foot status bonus to your speed. + +*Source: Lost Omens: World Guide p. 131* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Spy's Countermeasures, Feat 10 +collapse: closed +# Spy's Countermeasures *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lion Blade Dedication](compendium/feats/lion-blade-dedication-lowg.md) + +You've learned how to analyze and fake your responses to the most common magic used against spies. Whenever you succeed at your save against a [divination](rules/traits/divination.md) or [mental](rules/traits/mental.md) effect, you can [Identify Magic](rules/actions/identify-magic.md) to identify the spell as a free action triggered when you succeed, even if you didn't notice the spell being cast. + +If you successfully identify a [divination](rules/traits/divination.md) effect targeting you and the spell would normally fail or have no effect, you can create a substitute result, causing the spell's caster to think the spell succeeded, with a result of your choice. If you successfully identify a [mental](rules/traits/mental.md) effect targeting you and the spell would normally fail or have no effect, you can make it appear as if you were affected and attempt to play along with the spell; if the spell normally establishes a mental link, it functions normally but you can disregard any commands you receive through the link. + +*Source: Lost Omens: World Guide p. 131* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Flicker, Feat 12* +collapse: closed +# Flicker [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Flicker](compendium/feats/flicker-lowg.md) is intended for use with the Lion Blade Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Lion Blade Dedication](compendium/feats/lion-blade-dedication-lowg.md) +- **Activity** Single Action + +You use your movements and disguises to make yourself a flickering blur. You gain concealment until your next turn. As usual for concealment involving an obvious visual manifestation, you can't use this concealment to [Hide](rules/actions/hide.md). + +*Source: Lost Omens: World Guide p. 131* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/living-monolith-lowg.md b/compendium/character/archetypes/living-monolith-lowg.md new file mode 100644 index 000000000..76d52c84d --- /dev/null +++ b/compendium/character/archetypes/living-monolith-lowg.md @@ -0,0 +1,127 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/lowg +aliases: ["Living Monolith"] +--- +# Living Monolith *Dedication Level 2* + +You have delved into ancient sphinx magic to imbue your body and soul with the patience and strength of stone, as you work to create a special magical ka stone to finalize your oaths. + +*Source: Lost Omens: World Guide p. 59* + +```ad-embed-feat +title: Living Monolith Dedication, Feat 2 +collapse: closed +# Living Monolith Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You are from the Golden Road region. +- **Prerequisites**: Ancient Osiriani and Sphinx languages, trained in [Crafting](compendium/skills.md#Crafting) + +You've begun to inscribe a magical stone called a ka stone that you will some day tie to your soul. You gain knowledge of Ancient Osirion and a connection to your nascent ka stone. If you fail a recovery check while [dying](rules/conditions.md#Dying), your [dying](rules/conditions.md#Dying) condition does not increase; if you critically fail, your [dying](rules/conditions.md#Dying) condition increases by only 1. You become trained in [Ancient Osirion Lore](compendium/skills.md#Lore), or expert if you were already trained. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the living monolith archetype. + +*Source: Lost Omens: World Guide p. 59* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +````ad-embed-feat +title: Ka Stone Ritual, Feat 4 +collapse: closed +# Ka Stone Ritual *Feat 4* +[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: [Living Monolith Dedication](compendium/feats/living-monolith-dedication-lowg.md), a sphinx or living monolith with this feat performs a ritual with you + +You inscribe your true name on your ka stone, as well as oaths to gods and pharaohs, and embed it in your forehead in a special ritual with a sphinx or with a living monolith who already has this feat. The ka stone is an invested magic item that you automatically invest each day. It can't be removed without your permission, nor can it be dispelled, and you can never lose investiture in the ka stone. Its Bulk is negligible. + +The ka stone grants you a +1 item bonus to saves against [death](rules/traits/death.md) effects and [negative](rules/traits/negative.md) effects, which increases to +2 at 8th level, +3 at 14th level, and +4 at 20th level. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You cast [enlarge](compendium/spells/enlarge.md) on yourself or use one of the other activated abilities granted by a later [Living Monolith](compendium/character/archetypes/living-monolith-lowg.md) feat. +``` + +*Source: Lost Omens: World Guide p. 59* +%% #trait/rare #trait/archetype %% +```` + +```ad-embed-feat +title: Stone Blood, Feat 6 +collapse: closed +# Stone Blood *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ka Stone Ritual](compendium/feats/ka-stone-ritual-lowg.md) + +You can selectively stop your bleeding with ease. Reduce the DC of flat checks to stop [persistent bleed damage](rules/conditions.md#Persistent%20Damage) you have from 15 to 10, and you can use a single action that has the [concentrate](rules/traits/concentrate.md) trait to gain an early flat check without physically binding the wounds. + +You recover naturally from the [drained](rules/conditions.md#Drained) condition twice as quickly as normal. + +*Source: Lost Omens: World Guide p. 59* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Fortified Flesh, Feat 8 +collapse: closed +# Fortified Flesh *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ka Stone Ritual](compendium/feats/ka-stone-ritual-lowg.md) + +Your flesh takes on the hardness of stone. You gain resistance to physical damage (except adamantine) equal to your number of class feats from the [Living Monolith](compendium/character/archetypes/living-monolith-lowg.md) archetype. + +*Source: Lost Omens: World Guide p. 59* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Attunement To Stone, Feat 10 +collapse: closed +# Attunement To Stone *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ka Stone Ritual](compendium/feats/ka-stone-ritual-lowg.md) + +You become attuned to the stone around you. When in contact with a stone surface, you gain [tremorsense](rules/abilities/tremorsense.md) (imprecise) 5 feet along that surface, and you can activate your ka stone to cast [meld into stone](compendium/spells/meld-into-stone.md). + +*Source: Lost Omens: World Guide p. 59* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Judgment Of The Monolith, Feat 12* +collapse: closed +# Judgment Of The Monolith *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Judgment Of The Monolith](compendium/feats/judgment-of-the-monolith-lowg.md) is intended for use with the Living Monolith Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Ka Stone Ritual](compendium/feats/ka-stone-ritual-lowg.md) + +You can use the oaths bound in your ka stone to compel the truth from the living and the dead. You can activate your ka stone to target a single living creature, causing that creature to experience the effects of being in a [zone of truth](compendium/spells/zone-of-truth.md). You can also activate it with a 10-minute activation (envision) to cast [talking corpse](compendium/spells/talking-corpse.md). + +*Source: Lost Omens: World Guide p. 59* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Stone Communion, Feat 14* +collapse: closed +# Stone Communion *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Stone Communion](compendium/feats/stone-communion-lowg.md) is intended for use with the Living Monolith Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Ka Stone Ritual](compendium/feats/ka-stone-ritual-lowg.md) + +You gain a unique communion with the earth and stones. You learn the Terran language and you can [Activate](rules/actions/activate-an-item.md) your ka stone with a 10-minute activation (envision) to cast [stone tell](compendium/spells/stone-tell.md). + +*Source: Lost Omens: World Guide p. 59* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/living-vessel-da.md b/compendium/character/archetypes/living-vessel-da.md new file mode 100644 index 000000000..b3192083e --- /dev/null +++ b/compendium/character/archetypes/living-vessel-da.md @@ -0,0 +1,160 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/da +aliases: ["Living Vessel"] +--- +# Living Vessel *Dedication Level 2* + +With the dawning of a new era comes the need for a new seat of power, and what better way to show your coming master your devotion than by sacrificing your entire being for their use? You presented yourself before their altar and they answered your call, flooding your body with their power and granting you the gift of their original form. Or maybe you were abducted in the dark, on a night that the moon refused to shine, when you were taken to a profane location where a mysterious cult bound you to their master against your will. Now you have powers you didn't before and you have new features that scare (and maybe, in a small dark part of your heart, thrill) you. + +You might have even become a living vessel through a strange bargain. For instance, perhaps at the brink of death, you received an offer from an entity to spare your life in exchange for inhabiting you. Or you might have offered yourself to the entity in exchange for saving a loved one, for riches, or to fulfill a lifelong dream. + +Beings of any alignment can inhabit a living vessel. Evil-aligned beings, especially demons, are most likely to be interested in such an arrangement, especially if it involves forcefully taking over and changing the body and mind of a sapient being. Part of being a living vessel is learning more about your entity and finding what assuages them best and what their ultimate plans might be for your body and the world. Few vessels can fully dictate the terms of the arrangement, but the fact that you give the entity a corporeal form does give you some amount of leverage. Use it wisely. + +**Additional Feats:** Your GM might determine that you can take a pact feat from the [pactbinder](compendium/character/archetypes/pactbinder-da.md) archetype as an additional feat, as long as the pact is made to the entity within you. For instance, if you're hosting a fey, you could make a pact involving fey. These pact feats are at the same level as for a pactbinder. + +*Source: Dark Archive p. 140* + +````ad-embed-feat +title: Living Vessel Dedication, Feat 2 +collapse: closed +# Living Vessel Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + + +Whether willingly or not, you've become a vessel for a being of unimaginable power. You and your GM should work together to determine the being's nature and decide how much you know and how much remains a mystery to you for now. Some decisions might influence your options later. + +You might need to decide whether the entity is a demon, for instance, to know if you qualify for later feats. + +You need to spend at least an hour each day assuaging the entity within you or you take a –1 penalty to Will saves for 24 hours. The process of assuaging the entity is determined together between you and the GM. It might be as simple as meditating with the entity to learn more about them, but it might be as extreme as committing gruesome, unspeakable sacrifices to keep their unknowable blessings. After a full week of failing to assuage your entity, you become [doomed](rules/conditions.md#Doomed), and you can't remove or ameliorate the condition until you allow your entity to take full possession of your body for 24 hours, during which time it pursues its own agenda. + +You also gain the Entity's Resurgence reaction, allowing you to unleash your entity in lieu of falling [unconscious](rules/conditions.md#Unconscious), though at the risk of letting it enact its will. + +```ad-embed-ability +title: Entity's Resurgence [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You would be reduced to 0 Hit Points but not immediately killed + +**Effect** Instead of letting you fall [unconscious](rules/conditions.md#Unconscious), your entity takes control. + +You remain at 1 Hit Point and gain temporary Hit Points equal to your level + your key ability modifier that last for 1 minute. However, the entity is in control for 1 minute or until you fall [unconscious](rules/conditions.md#Unconscious), whichever comes first. While the entity is in control, you gain a +1 status bonus to attack rolls and damage rolls, and the GM usually controls your character, roleplaying the entity. The GM might decide to have you roleplay the entity instead, but they retain final say over any decisions you make. + +No matter the entity's nature, the entity is sure to wreak vengeance upon the foe who jeopardized the life of their vessel—even an evil entity won't change allegiances or ignore danger except in the most extreme circumstances. +``` + +**Special.** You can't select another dedication feat until you've gained two other feats from the living vessel archetype. + +*Source: Dark Archive p. 140* +%% #trait/rare #trait/archetype #trait/dedication %% +```` + +```ad-embed-feat +title: Entity's Strike, Feat 4 +collapse: closed +# Entity's Strike *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md) + +The more you try to force your body to stay yours, the more it warps to channel the energy flowing through you. + +Whether you grow horns to match the wild hunt fey within you, develop a claw like that of the treachery demon sharing your soul, or feel a tentacle rip out of you from the outer being that imprinted itself on your psyche, the entity within you refuses to be contained. You gain an unarmed attack of your choice with its type determined by your entity. It deals `1d6` damage of a damage type appropriate for the unarmed attack (such as bludgeoning for the tentacle). This unarmed attack is in the brawling weapon group and has the agile, [finesse](rules/traits/finesse.md), and [magical](rules/traits/magical.md) traits. + +*Source: Dark Archive p. 140* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Tap Vitality, Feat 6 +collapse: closed +# Tap Vitality [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) + +- **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md) +- **Frequency**: once per hour +- **Activity** Single Action + +You tap into the entity's life force to heal your wounds, though at the cost of the entity's personality bleeding into your own. You recover a number of Hit Points equal to four times your level. Each time you use Tap Vitality, you begin to bleed more and more of the entity's personality and instincts into your own until the next time you spend an hour or more assuaging the entity, bringing your mind back under your own control. + +**Special.** This action has the tradition trait appropriate to your entity, typically divine for a demon, occult for an aberration or outer entity, or primal for a fey. + +*Source: Dark Archive p. 140* +%% #trait/archetype #trait/concentrate #trait/healing #trait/necromancy #trait/positive %% +``` + +```ad-embed-feat +title: Exude Abyssal Corruption, Feat 8 +collapse: closed +# Exude Abyssal Corruption [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) [poison](rules/traits/poison.md) + +- **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md), your entity is a demon +- **Activity** Single Action + +Most of the changes from the demon within you have harmed you so far, but you've found a way to expel some of the corruption within you to poison others. Until the beginning of your next turn, you and your weapons are covered in toxic sludge or another similar manifestation of the demonic corruption; your melee [Strikes](rules/actions/strike.md) deal an additional `1d6` poison damage, and each time a creature hits you with a melee unarmed attack or otherwise touches you, it takes `1d6` poison damage. + +At 14th level, the poison damage increases to `2d6`, and at 20th level, the poison damage increases to `3d6`. + +*Source: Dark Archive p. 141* +%% #trait/archetype #trait/manipulate #trait/poison %% +``` + +```ad-embed-feat +title: Fey's Trickery, Feat 8 +collapse: closed +# Fey's Trickery [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) [illusion](rules/traits/illusion.md) [primal](rules/traits/primal.md) [visual](rules/traits/visual.md) + +- **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md), your entity is a fey +- **Frequency**: once per hour +- **Activity** Two-Action + +You connect with the fey trickster within yourself to create whimsical illusory duplicates that distract your foes. This has the effects of mirror image. + +*Source: Dark Archive p. 141* +%% #trait/archetype #trait/illusion #trait/primal #trait/visual %% +``` + +```ad-embed-feat +title: Warped Constriction, Feat 8 +collapse: closed +# Warped Constriction [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md), your entity is an aberration or outer entity +- **Requirements**: You have a foe [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). +- **Activity** Single Action + +The entity inhabiting your body is an aberrant being with unfathomable motivations, and when you hold a foe close, tendrils and tentacles unfurl from your body to crush your foe and pollute it with alien wrongness. Your [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) foe takes bludgeoning damage equal to your level and mental damage equal to your highest mental ability modifier. The creature attempts a basic Will save that applies to both types of damage and uses the higher of your class DC or spell DC. + +*Source: Dark Archive p. 141* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Vessel's Form, Feat 16* +collapse: closed +# Vessel's Form [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +> [!pf2-note] This version of [Vessel's Form](compendium/feats/vessels-form-da.md) is intended for use with the Living Vessel Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md) +- **Frequency**: once per day +- **Activity** Two-Action + +You symbiotically combine your form with that of the entity within you, taking a powerful hybrid form to temporarily boost your abilities in combat while maintaining control. For 1 minute, you gain the following effects. + +- If you were Medium or smaller, you become Large, and your reach increases to 10 feet. +- You gain a +2 status bonus to attack and damage rolls and a +1 status bonus on saving throws against spells. If you use Entity's Resurgence, the status bonuses to attack and damage rolls increase to +3 during the time that the two effects overlap. +- If you have the [Entity's Strike](compendium/feats/entitys-strike-da.md) feat, the unarmed attack you gained from that feat increases its damage die from `1d6` to `1d8`. +- You gain 40 temporary Hit Points. +- You gain a fly Speed equal to your Speed. + +**Special.** This action has the tradition trait appropriate to your entity, typically divine for a demon, occult for an aberration or outer entity, or primal for a fey. + +*Source: Dark Archive p. 141* +%% #trait/archetype #trait/concentrate #trait/polymorph #trait/transmutation %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/loremaster-apg.md b/compendium/character/archetypes/loremaster-apg.md new file mode 100644 index 000000000..f31e55eac --- /dev/null +++ b/compendium/character/archetypes/loremaster-apg.md @@ -0,0 +1,153 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Loremaster"] +--- +# Loremaster *Dedication Level 2* + +Knowledge is power, and you labor in pursuit of that power. No matter the situation, you can usually procure some tidbit of knowledge to inform your actions. You specialize in secrets, both uncovering them and hiding them away, and your command of the written word borders on the supernatural. As you discover deeper secrets of lore, you might develop a power over knowledge that becomes outright magical, allowing you to understand and disguise information even more effectively. + +*Source: Advanced Player's Guide p. 179* + +```ad-embed-feat +title: Loremaster Dedication, Feat 2 +collapse: closed +# Loremaster Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in at least one skill to [Decipher Writing](rules/actions/decipher-writing.md) + +You've compiled a vast repository of information that touches on nearly every subject. You are trained in [Loremaster Lore](compendium/skills.md#Lore), a special [Lore](compendium/skills.md#Lore) skill that can be used only to [Recall Knowledge](rules/actions/recall-knowledge.md), but on any topic. If you have legendary proficiency in a skill used to [Decipher Writing](rules/actions/decipher-writing.md), you gain expert proficiency in [Loremaster Lore](compendium/skills.md#Lore), but you can't increase your proficiency rank in [Loremaster Lore](compendium/skills.md#Lore) by any other means. You can take feats in the loremaster's additional feats entry even if you don't meet the enigma muse prerequisite. + +If you have the [Bardic Lore](compendium/feats/bardic-lore.md) class feat, you gain a +1 circumstance bonus to skill checks with [Bardic Lore](compendium/skills.md#Lore). + +**Special.** You can't select another dedication feat until you have gained two other feats from the loremaster archetype. + +*Source: Advanced Player's Guide p. 179* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Loremaster's Etude, Feat 4* +collapse: closed +# Loremaster's Etude *Feat 4* +[bard](rules/traits/bard.md) [fortune](rules/traits/fortune.md) + +> [!pf2-note] This version of [Loremaster's Etude](compendium/feats/loremasters-etude.md) is intended for use with the Loremaster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: Enigma muse + +You magically unlock memories, making them easier to recall. You learn the [loremaster's etude](compendium/spells/loremasters-etude.md) composition spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Core Rulebook p. 100* +%% #trait/bard #trait/fortune %% +``` + +```ad-embed-feat +title: Magical Edification, Feat 4 +collapse: closed +# Magical Edification *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Loremaster Dedication](compendium/feats/loremaster-dedication-apg.md) + +You've learned those tidbits of magic that are most conducive to furthering your acquisition and transmission of knowledge. You gain [guidance](compendium/spells/guidance.md), [message](compendium/spells/message.md), and [sigil](compendium/spells/sigil.md) as innate occult cantrips. + +*Source: Advanced Player's Guide p. 179* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Orthographic Mastery, Feat 4 +collapse: closed +# Orthographic Mastery *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Loremaster Dedication](compendium/feats/loremaster-dedication-apg.md) + +You understand the principles that underlie all written words, allowing you to read nearly any text. You can attempt to [Decipher Writing](rules/actions/decipher-writing.md) using [Loremaster Lore](compendium/skills.md#Lore) in place of the required skill. + +*Source: Advanced Player's Guide p. 179* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Quick Study, Feat 4 +collapse: closed +# Quick Study *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Loremaster Dedication](compendium/feats/loremaster-dedication-apg.md) + +During your daily preparations, you can study a particular subject to gain the trained proficiency rank in one [Lore](compendium/skills.md#Lore) skill of your choice. You must have interacted with that subject in some way on the previous day, whether by reading about it, talking to someone knowledgeable on the topic, or experiencing it yourself. Alternatively, you can reference your notes to instead choose a [Lore](compendium/skills.md#Lore) skill you've prepared before with Quick Study. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat. + +*Source: Advanced Player's Guide p. 179* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Assured Knowledge, Feat 8* +collapse: closed +# Assured Knowledge *Feat 8* +[bard](rules/traits/bard.md) + +> [!pf2-note] This version of [Assured Knowledge](compendium/feats/assured-knowledge-apg.md) is intended for use with the Loremaster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: enigma muse + +You can procure information with confidence. Whenever you [Recall Knowledge](rules/actions/recall-knowledge.md) using any skill (including [Bardic Lore](compendium/skills.md#Lore)), you can forgo rolling your check to instead receive a result of 10 + your proficiency bonus (don't apply any other bonuses, penalties, or modifiers). As long as you are an expert in a skill, you meet the prerequisites for the [Automatic Knowledge](compendium/feats/automatic-knowledge.md) skill feat in that skill, even if you don't have [Assurance](compendium/feats/assurance.md) in that skill. + +*Source: Advanced Player's Guide p. 113* +%% #trait/bard %% +``` + +```ad-embed-feat +title: Greater Magical Edification, Feat 10 +collapse: closed +# Greater Magical Edification *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magical Edification](compendium/feats/magical-edification-apg.md) + +You've continued to expand your compendium of tools to compile knowledge. You can cast [comprehend language](compendium/spells/comprehend-language.md), [mindlink](compendium/spells/mindlink.md), and [secret page](compendium/spells/secret-page.md) as innate occult spells, each once per day. When you cast [secret page](compendium/spells/secret-page.md), it is automatically heightened to the same spell level as your cantrips from [Magical Edification](compendium/feats/magical-edification-apg.md). + +*Source: Advanced Player's Guide p. 179* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Enigma's Knowledge, Feat 14* +collapse: closed +# Enigma's Knowledge *Feat 14* +[bard](rules/traits/bard.md) + +> [!pf2-note] This version of [Enigma's Knowledge](compendium/feats/enigmas-knowledge-apg.md) is intended for use with the Loremaster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Assured Knowledge](compendium/feats/assured-knowledge-apg.md) + +Your muse whispers knowledge to you at all the right times. + +You gain the benefits of the [Automatic Knowledge](compendium/feats/automatic-knowledge.md) skill feat with any skill you can use to [Recall Knowledge](rules/actions/recall-knowledge.md). As per the special clause in the Automatic Knowledge feat, you can still only use Automatic Knowledge once per round. + +*Source: Advanced Player's Guide p. 114* +%% #trait/bard %% +``` + +```ad-embed-feat +title: True Hypercognition, Feat 16* +collapse: closed +# True Hypercognition [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* +[bard](rules/traits/bard.md) + +> [!pf2-note] This version of [True Hypercognition](compendium/feats/true-hypercognition.md) is intended for use with the Loremaster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: Enigma muse +- **Activity** Single Action + +Your mind works at an incredible pace. You instantly use up to five [Recall Knowledge](rules/actions/recall-knowledge.md) actions. If you have any special abilities or free actions that would normally be triggered when you [Recall Knowledge](rules/actions/recall-knowledge.md), you can't use them for these actions. + +*Source: Core Rulebook p. 103* +%% #trait/bard %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/magaambyan-attendant-locg.md b/compendium/character/archetypes/magaambyan-attendant-locg.md new file mode 100644 index 000000000..ff6efe771 --- /dev/null +++ b/compendium/character/archetypes/magaambyan-attendant-locg.md @@ -0,0 +1,245 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/locg +aliases: ["Magaambyan Attendant"] +--- +# Magaambyan Attendant *Dedication Level 2* + +Magaambyans attendants have become full members of the Magaambya and begun to learn the secrets of the university. Not all Magaambyan attendants necessarily have this archetype, and this archetype doesn't represent the abilities of all attendants; rather, the archetype represents many of those who have affiliated with a branch and are pursuing conversant rank. + +*Source: Lost Omens: Character Guide p. 101* + +```ad-embed-feat +title: Magaambyan Attendant Dedication, Feat 2 +collapse: closed +# Magaambyan Attendant Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana) or [Nature](compendium/skills.md#Nature), member of the Magaambya of attendant rank + +You devote much of your study to halcyon magic. You gain the ability to cast a single arcane or primal cantrip of your choice, (as is normal for cantrips, it is heightened to a spell level equal to half your level, rounded up). If you weren't already, you become trained in that tradition's spell DCs and spell attack rolls, with Intelligence as your spellcasting ability if you choose arcane or Wisdom as your spellcasting ability if you choose primal. + +Regardless of whether you choose an arcane or primal cantrip, you also either become trained in [Arcana](compendium/skills.md#Arcana) or [Nature](compendium/skills.md#Nature), or an expert in one of those skills in which you were already trained. + +When you gain this feat, choose to affiliate with the Cascade Bearers, Emerald Boughs, Rain–Scribes, Tempest-Sun Mages, or Uzunjati. This grants you additional feats available to only that branch. + +**Special.** You cannot select another dedication feat other than Halcyon Speaker Dedication until you have gained two other feats from the Magaambyan Attendant or halcyon speaker archetype. + +*Source: Lost Omens: Character Guide p. 101* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Mask Familiar, Feat 4 +collapse: closed +# Mask Familiar *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md) + +Your mask takes on a personality of its own, allowing it to serve as your familiar. Though you can still wear it as a mask, you can detach it from your face to grant it a bodily form of colored light that allows it to move around; usually, this is a miniature form of the animal the mask represents. Detaching or reattaching the familiar to transform it is a two-action activity. Even in mask form, the familiar can move around on its master's face and speaks in a distinct voice (if it can talk). It is easily recognized as more than a simple mask unless the familiar succeeds at a [Deception](compendium/skills.md#Deception) check to [Impersonate](rules/actions/impersonate.md) a mask. Other than its appearance and the fact that it can be worn, it functions as other familiars. Your mask familiar has access to the mask freeze familiar ability. + +*Source: Lost Omens: Character Guide p. 101* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Halcyon Speaker Dedication, Feat 6 +collapse: closed +# Halcyon Speaker Dedication *Feat 6* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), member of the Magaambya of conversant rank + +You devote much of your study to halcyon magic. You gain two common Halcyon cantrips and two common 1st-level halcyon spells (see Halcyon Spells on page 100). In addition to being able to cast your halcyon spells via your arcane or primal spell slots, you also gain a 1st-level halcyon spell slot. You can use your halcyon spell slots to spontaneously cast your halcyon spells. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the halcyon speaker archetype. + +*Source: Lost Omens: Character Guide p. 104* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Adaptive Mask Familiar, Feat 6 +collapse: closed +# Adaptive Mask Familiar *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Mask Familiar](compendium/feats/mask-familiar-locg.md) + +Your mask familiar adapts quickly to material form, allowing it to gain more familiar and master abilities. You select four master and familiar abilities each day instead of two. + +*Source: Lost Omens: Character Guide p. 101* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Cascade Bearers Flexibility, Feat 6 +collapse: closed +# Cascade Bearers Flexibility [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* +[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Cascade Bearers affiliation +- **Frequency**: once per day +- **Requirements**: You haven't yet acted on your turn. +- **Activity** Free Action + +You call upon your Cascade Bearer training to help you adjust a spell for the current situation. Until the end of your turn, you gain a single metamagic feat from the druid class or the wizard class that has a level requirement of no more than half your level. + +*Source: Lost Omens: Character Guide p. 101* +%% #trait/archetype #trait/metamagic %% +``` + +```ad-embed-feat +title: Emerald Boughs Accustomation, Feat 6 +collapse: closed +# Emerald Boughs Accustomation *Feat 6* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Emerald Boughs affiliation, expert in [Society](compendium/skills.md#Society) + +You are comfortable and socially capable in almost any cultural context. When you use the [Society](compendium/skills.md#Society) skill to [Subsist](rules/actions/subsist.md), if you roll a critical failure, you get a failure instead; if you roll a success, you get a critical success instead; and if you roll a critical success, you can provide for another additional creature. Furthermore, when you attempt a [Society](compendium/skills.md#Society) check to [Recall Knowledge](rules/actions/recall-knowledge.md) about cultural practices and roll a critical failure, you get a failure instead. + +*Source: Lost Omens: Character Guide p. 102* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Rain-scribe Sustenance, Feat 6 +collapse: closed +# Rain-scribe Sustenance *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Rain-Scribes affiliation + +You use the power of your Rain-Scribe magic to draw on a stream of primal power for sustenance. You don't need to eat or drink and need only 6 hours of rest to feel well rested. You must still rest at least 8 hours and spend 1 hour of preparation to regain resources usable only a limited number of times per day, such as spell slots. + +You can draw on primal power to stay awake and alert while otherwise resting your body and mind, gaining the full benefits of an 8-hour rest without falling asleep. When you do, you lose the other benefits of Rain- Scribe Sustenance for 1 week while your primal energies recharge. + +*Source: Lost Omens: Character Guide p. 102* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Tempest-sun Redirection, Feat 6 +collapse: closed +# Tempest-sun Redirection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Tempest-Sun Mages affiliation +- **Activity** Single Action + +If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) from your spell slots that damages other creatures, you can bend some of that spell's offensive energy, protecting allies in the area and boosting your own defenses against certain foes. Select any number of targets of the spell and reduce the spell's damage to those targets by an amount equal to the spell's level. Until your next turn, when one of those targets damages you, that damage is reduced by twice the spell's level. + +*Source: Lost Omens: Character Guide p. 102* +%% #trait/archetype #trait/metamagic %% +``` + +```ad-embed-feat +title: Uzunjati Storytelling, Feat 6 +collapse: closed +# Uzunjati Storytelling [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Uzunjati affiliation, master in a [Recall Knowledge](rules/actions/recall-knowledge.md) skill +- **Activity** Single Action + +You tell a quick story or begin telling a longer tale. This is most useful when you want to prove your scholarly credibility or impress someone quickly. Roll a check with a skill that can be used to [Recall Knowledge](rules/actions/recall-knowledge.md) in which you have expert proficiency, using the result entry for the [Perform](rules/actions/perform.md) action. Like Performing, Storytelling rarely has an effect on its own, but it might influence the DCs of subsequent [Diplomacy](compendium/skills.md#Diplomacy) checks against the observers—or even change their attitudes—if the GM sees fit. This action is not a [Performance](compendium/skills.md#Performance) and cannot be used in place of anything that requires you to [Perform](rules/actions/perform.md). + +*Source: Lost Omens: Character Guide p. 102* +%% #trait/archetype #trait/concentrate #trait/skill %% +``` + +```ad-embed-feat +title: Cascade Bearers Spellcasting, Feat 10 +collapse: closed +# Cascade Bearers Spellcasting *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Cascade Bearers affiliation + +Your Cascade Bearer training allows you to broaden the horizons of your halcyon spells further than most Magaambyans, weaving in spiritual magic. You can select halcyon spells from the divine or occult spell lists in additional to the arcane or primal spell lists, though they are still halcyon spells (so you choose when casting if they are arcane or primal spells). You gain a halcyon cantrip and a halcyon 1st-level spell. + +*Source: Lost Omens: Character Guide p. 103* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Emerald Boughs Hideaway, Feat 10 +collapse: closed +# Emerald Boughs Hideaway *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Emerald Boughs affiliation + +You use Emerald Bough techniques to create a small extradimensional space called a hideaway that lasts as long as you are conscious. The hideaway functions as a type I bag of holding, but has no Bulk and takes no hands; it holds one object with a maximum Bulk equal to your highest mental ability score modifier; as you open the hideaway with pure thought, activating it to retrieve an item is a free action with the envision component instead of a single action with the [Interact](rules/actions/interact.md) component. The hideaway's access point appears as an obviously magical gap within 1 foot of your body. Only you can access the hideaway; you can you use an [Interact](rules/actions/interact.md) action each round to physically hold it open for another person. A successful [dispel magic](compendium/spells/dispel-magic.md) spell or similar effect against your spell DC and the hideaway's counteract level of 2 expels the object; the object is also expelled if you become [unconscious](rules/conditions.md#Unconscious). After a successful [dispel magic](compendium/spells/dispel-magic.md) spell or when you become conscious again, the hideaway immediately reforms with no additional action from you. You can also dismiss the hideaway (if it is empty) or re-form it using a single action with the envision component. + +*Source: Lost Omens: Character Guide p. 103* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Rain-scribe Mobility, Feat 10 +collapse: closed +# Rain-scribe Mobility [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Rain-Scribes affiliation +- **Activity** Two-Action + +You surround yourself in a mantle of Rain-Scribe magic and [Stride](rules/actions/stride.md) twice; difficult terrain does not reduce your Speed, even if the difficult terrain has been manipulated by magic. Your magic clears the difficult terrain in each square you entered; until your next turn, those squares aren't difficult terrain for any creature walking through them (or are normal difficult terrain if they were previously greater difficult terrain). + +*Source: Lost Omens: Character Guide p. 103* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Tempest-sun Shielding, Feat 10 +collapse: closed +# Tempest-sun Shielding [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Tempest-Sun Redirection](compendium/feats/tempest-sun-redirection-locg.md) +- **Trigger** You or an ally within 30 feet takes damage. +- **Activity** Reaction + +You transform unrealized spell energy into a protective shield. If you're a spontaneous spellcaster, expend a spell slot; if you're a prepared spellcaster, expend a spell prepared in a spell slot. Reduce the triggering damage by an amount equal to four times the level of the expended slot or spell. + +*Source: Lost Omens: Character Guide p. 103* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Uzunjati Recollection, Feat 10 +collapse: closed +# Uzunjati Recollection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Uzunjati Storytelling](compendium/feats/uzunjati-storytelling-locg.md), master in a [Recall Knowledge](rules/actions/recall-knowledge.md) skill +- **Activity** Single Action + +You tell a story spontaneously from nearly forgotten facts, delving into your memory and entertaining your audience in the process. [Recall Knowledge](rules/actions/recall-knowledge.md) with a skill in which you have master proficiency, then use Uzunjati Storytelling with the same skill. You gain a +1 circumstance bonus to your skill check for Uzunjati Storytelling from the added details. + +Halcyon Speaker One of Old-Mage Jatembe's central lessons was that magic was magic, no matter what the source. Though the Magaambya seeks to hold true to Jatembe's teachings by aiming to understand magic of all kinds, the mages of the Magaambya have found the most success with magic rooted in the material world. Halcyon speakers are powerful conversants who epitomize the Magaambyan practice of blending arcane and primal magic, seeing both traditions as flowing from the same wellspring. + +*Source: Lost Omens: Character Guide p. 103* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Charged Creation, Feat 12* +collapse: closed +# Charged Creation *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Charged Creation](compendium/feats/charged-creation-locg.md) is intended for use with the Magaambyan Attendant Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Persistent Creation](compendium/feats/persistent-creation-locg.md) + +Your magic is drawn to your persistent creations. While you are within 30 feet of and have line of effect to your persistent creation, you can use it as the origin point for your line or cone spells. For instance, a lightning bolt could originate from the persistent creation rather than from you. + +*Source: Lost Omens: Character Guide p. 104* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/magic-warrior-lowg.md b/compendium/character/archetypes/magic-warrior-lowg.md new file mode 100644 index 000000000..6b38f5f4d --- /dev/null +++ b/compendium/character/archetypes/magic-warrior-lowg.md @@ -0,0 +1,79 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/lowg +aliases: ["Magic Warrior"] +--- +# Magic Warrior *Dedication Level 2* + +You mix magic and martial prowess, following in the tradition of the Ten Magic Warriors of Old-Mage Jatembe. + +*Source: Lost Omens: World Guide p. 95* + +```ad-embed-feat +title: Magic Warrior Dedication, Feat 2 +collapse: closed +# Magic Warrior Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You are from the Mwangi Expanse. +- **Prerequisites**: ability to cast focus spells + +You have taken up a nameless mask and sworn the oath of the magic warriors. You become trained in your choice of [Arcana](compendium/skills.md#Arcana) or [Nature](compendium/skills.md#Nature) and in [Magic Warrior Lore](compendium/skills.md#Lore); if you were already trained in the skill, you become an expert instead. + +You hide your identity behind a mask representing an animal of your choice, corresponding to one of the general animal types in the [animal form](compendium/spells/animal-form.md) spell. You gain a +1 circumstance bonus to saves against [divination](rules/traits/divination.md) effects, though sometimes refusing to remove your mask can cause issues in areas that don't respect or understand the magic warrior tradition. + +Once you take this feat, if another creature ever learns your true face or name, you lose your abilities from this archetype. + +Close allies who knew of your decision to take the mask before your dedication don't break this taboo unless they tell someone else. To regain your abilities, you must discard your mask and obtain a new one of a different animal, then retrain Magic Warrior Dedication into a new Magic Warrior Dedication with your new mask. Your focus spells from the magic warrior archetype are the same tradition as your other spells (choose one if you have spells from multiple traditions). + +**Special.** You cannot select another dedication feat until you have gained two other feats from the magic warrior archetype. + +*Source: Lost Omens: World Guide p. 95* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Magic Warrior Aspect, Feat 4 +collapse: closed +# Magic Warrior Aspect *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magic Warrior Dedication](compendium/feats/magic-warrior-dedication-lowg.md) + +You can alter your form to gain an aspect of the animal your mask represents. You gain the [magic warrior aspect](compendium/spells/magic-warrior-aspect-lowg.md) focus spell. + +*Source: Lost Omens: World Guide p. 95* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Magic Warrior Transformation, Feat 4 +collapse: closed +# Magic Warrior Transformation *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magic Warrior Dedication](compendium/feats/magic-warrior-dedication-lowg.md) + +You can transform fully into the animal your mask represents. + +You gain the [magic warrior transformation](compendium/spells/magic-warrior-transformation-lowg.md) focus spell. + +*Source: Lost Omens: World Guide p. 95* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Nameless Anonymity, Feat 6 +collapse: closed +# Nameless Anonymity *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magic Warrior Dedication](compendium/feats/magic-warrior-dedication-lowg.md) + +Your mask protects you further from divination. Once per day, you can cast [nondetection](compendium/spells/nondetection.md) on yourself, heightened to the highest level of spell you can cast; the spell ends immediately if your mask is removed for even a moment. The spell is of the same tradition as your focus spells. + +*Source: Lost Omens: World Guide p. 95* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/magus-som.md b/compendium/character/archetypes/magus-som.md new file mode 100644 index 000000000..97d3d70d3 --- /dev/null +++ b/compendium/character/archetypes/magus-som.md @@ -0,0 +1,135 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- archetype/benefit/bounded-spellcasting +- compendium/src/pf2e/som +aliases: ["Magus"] +--- +# Magus *Dedication Level 2* + +You've mixed physical combat with spellcasting. + +*Source: Secrets of Magic p. 75* + +```ad-embed-feat +title: Magus Dedication, Feat 2 +collapse: closed +# Magus Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Strength or Dexterity 14, Intelligence 14 + +You cast spells like a magus, gaining a spellbook with four common arcane cantrips of your choice. You gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity. You can prepare two cantrips each day from your spellbook. Each time you gain a spell slot of a new level from the magus archetype, add a spell of that level or lower to your spellbook. You're trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for magus archetype spells is Intelligence, and they are arcane magus spells. You become trained in [Arcana](compendium/skills.md#Arcana); if you were already trained in [Arcana](compendium/skills.md#Arcana), you instead become trained in a skill of your choice. + +You become trained in simple weapons. + +**Special.** You can't select another dedication feat until you have gained two other feats from the magus archetype. + +*Source: Secrets of Magic p. 75* +%% #trait/archetype #trait/dedication #trait/multiclass %% +``` + +```ad-embed-feat +title: Basic Martial Magic, Feat 4 +collapse: closed +# Basic Martial Magic *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magus Dedication](compendium/feats/magus-dedication-som.md) + +You gain a 1st- or 2nd-level magus feat of your choice. + +*Source: Secrets of Magic p. 75* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Hybrid Study Spell, Feat 4 +collapse: closed +# Hybrid Study Spell *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magus Dedication](compendium/feats/magus-dedication-som.md) + +Gain the conflux spell from a hybrid study of your choice. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](rules/actions/refocus.md) by studying your spellbook and performing a physical regimen. You don't gain any of the hybrid study's other benefits. + +*Source: Secrets of Magic p. 75* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Spellstriker, Feat 4 +collapse: closed +# Spellstriker *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magus Dedication](compendium/feats/magus-dedication-som.md) + +You gain the magus's [Spellstrike](rules/actions/spellstrike-som.md) activity. You can recharge it only as an activity that takes 1 minute. This restriction applies even if you gain another ability that recharges [Spellstrike](rules/actions/spellstrike-som.md). + +*Source: Secrets of Magic p. 75* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Martial Magic, Feat 6 +collapse: closed +# Advanced Martial Magic *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Martial Magic](compendium/feats/basic-martial-magic-som.md) + +You gain one magus feat. For the purpose of meeting its prerequisites, your magus level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another magus feat. + +*Source: Secrets of Magic p. 75* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Basic Magus Spellcasting, Feat 6 +collapse: closed +# Basic Magus Spellcasting *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magus Dedication](compendium/feats/magus-dedication-som.md) + +You gain the basic bounded spellcasting benefits. + +*Source: Secrets of Magic p. 75* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Expert Magus Spellcasting, Feat 12* +collapse: closed +# Expert Magus Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Expert Magus Spellcasting](compendium/feats/expert-magus-spellcasting-som.md) is intended for use with the Magus Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Basic Magus Spellcasting](compendium/feats/basic-magus-spellcasting-som.md), master in [Arcana](compendium/skills.md#Arcana) + +You gain the expert bounded spellcasting benefits. + +*Source: Secrets of Magic p. 75* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Master Magus Spellcasting, Feat 18* +collapse: closed +# Master Magus Spellcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Master Magus Spellcasting](compendium/feats/master-magus-spellcasting-som.md) is intended for use with the Magus Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Expert Magus Spellcasting](compendium/feats/expert-magus-spellcasting-som.md), legendary in [Arcana](compendium/skills.md#Arcana) + +You gain the master bounded spellcasting benefits. + +*Source: Secrets of Magic p. 75* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/marshal-apg.md b/compendium/character/archetypes/marshal-apg.md new file mode 100644 index 000000000..f8c9102b8 --- /dev/null +++ b/compendium/character/archetypes/marshal-apg.md @@ -0,0 +1,252 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Marshal"] +--- +# Marshal *Dedication Level 2* + +Marshals are leaders, first and foremost. Marshals can come from any class or background, though they all share a willingness to sacrifice their own glory for the greater good of the team. Some marshals lead from the front, sword and shield raised, while others may call instructions and encouragements from the rear while providing allied spellcasters with skilled support. Regardless of their preferred method of combat, marshals' ability to bring the best out in every ally is a valuable addition to any group. + +*Source: Advanced Player's Guide p. 180* + +```ad-embed-feat +title: Marshal Dedication, Feat 2 +collapse: closed +# Marshal Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in martial weapons and either [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation) + +You've combined your social skills and combat training to become a talented combat leader. Choose [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation). You become trained in that skill or become an expert if you were already trained in it. + +In addition, you're surrounded by a marshal's aura in a 10-foot emanation. Your aura has the [emotion](rules/traits/emotion.md), [mental](rules/traits/mental.md), and [visual](rules/traits/visual.md) traits and grants you and allies within the aura a +1 status bonus to saving throws against [fear](rules/traits/fear.md). + +**Special.** You can't select another dedication feat until you have gained two other feats from the marshal archetype. + +*Source: Advanced Player's Guide p. 180* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Dread Marshal Stance, Feat 4 +collapse: closed +# Dread Marshal Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) [stance](rules/traits/stance.md) + +- **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md), trained in [Intimidation](compendium/skills.md#Intimidation) +- **Activity** Single Action + +Putting on a grim face for the battle ahead, you encourage your allies to strike fear into their foes with vicious attacks. + +When you use this action, attempt an [Intimidation](compendium/skills.md#Intimidation) check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. + +The effect depends on the result of your check. + +> [!success-degree] +> - **Critical Success** Your marshal's aura increases to a 20-foot emanation, and it grants you and allies a status bonus to damage rolls equal to the number of weapon damage dice of the unarmed attack or weapon you are wielding that has the most weapon damage dice. When you or an ally in the aura critically hits an enemy with a [Strike](rules/actions/strike.md), that enemy is [frightened](rules/conditions.md#Frightened). +> - **Success** As critical success, but your aura's size doesn't increase. +> - **Failure** You fail to enter the stance. +> - **Critical Failure** You fail to enter the stance and can't take this action again for 1 minute. + +*Source: Advanced Player's Guide p. 180* +%% #trait/archetype #trait/open #trait/stance %% +``` + +```ad-embed-feat +title: Inspiring Marshal Stance, Feat 4 +collapse: closed +# Inspiring Marshal Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) [stance](rules/traits/stance.md) + +- **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md), trained in [Diplomacy](compendium/skills.md#Diplomacy) +- **Activity** Single Action + +You become a brilliant example of dedication and poise in battle, encouraging your allies to follow suit. When you spend this action, attempt a [Diplomacy](compendium/skills.md#Diplomacy) check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. + +> [!success-degree] +> - **Critical Success** Your marshal's aura increases to a 20-foot emanation and grants you and allies a +1 status bonus to attack rolls and saves against [mental](rules/traits/mental.md) effects. +> - **Success** As critical success, but your aura's size doesn't increase. +> - **Failure** You fail to enter the stance. +> - **Critical Failure** You fail to enter the stance and can't take this action again for 1 minute. + +*Source: Advanced Player's Guide p. 180* +%% #trait/archetype #trait/open #trait/stance %% +``` + +```ad-embed-feat +title: Snap Out Of It!, Feat 4 +collapse: closed +# Snap Out Of It! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) + +- **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) +- **Activity** Single Action + +You give a quick shout, hoping to shake the fog clouding your ally's thoughts. Choose one target ally within your marshal's aura who is affected by a [mental](rules/traits/mental.md) effect that allowed a Will save and has a duration of no longer than 1 minute. That ally can immediately attempt a Will save with a +1 circumstance bonus against the effect's DC, ending the effect on a success. This can't end the effect for any creatures other than your target ally. Regardless of the result of the save, your ally is temporarily immune to Snap Out of It! for 10 minutes. + +*Source: Advanced Player's Guide p. 180* +%% #trait/archetype #trait/auditory #trait/emotion #trait/mental %% +``` + +```ad-embed-feat +title: Steel Yourself!, Feat 4 +collapse: closed +# Steel Yourself! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) + +- **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) +- **Activity** Single Action + +You encourage an ally to toughen up, giving them a fighting chance. Choose one ally within your marshal's aura. The ally gains temporary Hit Points equal to your Charisma modifier and a +2 circumstance bonus to Fortitude saves. Both benefits last until the start of your next turn. + +*Source: Advanced Player's Guide p. 180* +%% #trait/archetype #trait/auditory #trait/emotion #trait/mental %% +``` + +```ad-embed-feat +title: Cadence Call, Feat 6 +collapse: closed +# Cadence Call [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) +- **Frequency**: once per minute +- **Activity** Single Action + +You call out a quick cadence, guiding your allies into a more efficient rhythm. Each willing ally within your marshal's aura is [quickened](rules/conditions.md#Quickened) until the end of their next turn, and they can use the extra action only to [Stride](rules/actions/stride.md). At the end of each ally's turn, if they used the extra action, they then become [slowed](rules/conditions.md#Slowed) until the end of their following turn. + +*Source: Advanced Player's Guide p. 180* +%% #trait/archetype #trait/auditory #trait/flourish %% +``` + +```ad-embed-feat +title: Rallying Charge, Feat 6 +collapse: closed +# Rallying Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) [visual](rules/traits/visual.md) + +- **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) +- **Activity** Two-Action + +Your fearless charge into battle reinvigorates your allies to carry on the fight. You [Stride](rules/actions/stride.md) up to your Speed and make a melee [Strike](rules/actions/strike.md). If your [Strike](rules/actions/strike.md) hits and damages an enemy, each ally within 60 feet who saw you hit gains temporary Hit Points equal to your Charisma modifier. These temporary Hit Points last until the start of your next turn. + +*Source: Advanced Player's Guide p. 180* +%% #trait/archetype #trait/open #trait/visual %% +``` + +```ad-embed-feat +title: Attack Of Opportunity (Barbarian), Feat 8* +collapse: closed +# Attack Of Opportunity (Barbarian) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[barbarian](rules/traits/barbarian.md) + +> [!pf2-note] This version of [Attack Of Opportunity (Barbarian)](compendium/feats/attack-of-opportunity-barbarian.md) is intended for use with the Marshal Archetype. Its level has been changed accordingly. + +- **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. +- **Activity** Reaction + +You swat a foe that leaves an opening. Make a melee [Strike](rules/actions/strike.md) against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This [Strike](rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](rules/actions/strike.md). + +*Source: Core Rulebook p. 90* +%% #trait/barbarian %% +``` + +```ad-embed-feat +title: Back To Back, Feat 8 +collapse: closed +# Back To Back *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) + +You excel at watching your allies' backs and helping them watch yours. As long as you and an ally are adjacent to each other, neither of you can become [flat-footed](rules/conditions.md#Flat-footed) due to flanking unless both of you are flanked. If you're adjacent to more than one ally, all eligible allies can benefit at a given time. The benefit is negated for everyone if at least you and any one eligible ally are flanked, but not if your allies are flanked and you aren't. + +*Source: Advanced Player's Guide p. 181* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: To Battle!, Feat 8 +collapse: closed +# To Battle! [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 8* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) +- **Activity** Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") OR [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) + +With a resounding cry, you rally your ally to the offensive. Choose one ally within your marshal's aura who has a reaction available. If you spend 1 action, that ally can use their reaction to immediately [Stride](rules/actions/stride.md). If you spend 2 actions, that ally can use their reaction to immediately [Strike](rules/actions/strike.md). + +*Source: Advanced Player's Guide p. 181* +%% #trait/archetype #trait/auditory #trait/flourish %% +``` + +```ad-embed-feat +title: Topple Foe, Feat 10 +collapse: closed +# Topple Foe [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md), trained in [Athletics](compendium/skills.md#Athletics) +- **Activity** Reaction + +You take advantage of the opening created by your ally to tip your foe off their feet. Attempt an [Athletics](compendium/skills.md#Athletics) check to [Trip](rules/actions/trip.md) the target of the triggering attack. + +*Source: Advanced Player's Guide p. 181* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Coordinated Charge, Feat 12* +collapse: closed +# Coordinated Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) [visual](rules/traits/visual.md) + +> [!pf2-note] This version of [Coordinated Charge](compendium/feats/coordinated-charge-apg.md) is intended for use with the Marshal Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) +- **Activity** Two-Action + +You heroically dash into the fray, inspiring your allies to follow. You [Stride](rules/actions/stride.md) up to your Speed and make a melee [Strike](rules/actions/strike.md). + +If your [Strike](rules/actions/strike.md) hits and damages an enemy, each ally within 60 feet who saw you hit can use a reaction to [Stride](rules/actions/stride.md), but they each must end their [Stride](rules/actions/stride.md) closer to the creature you hit than where they started. + +*Source: Advanced Player's Guide p. 181* +%% #trait/archetype #trait/open #trait/visual %% +``` + +```ad-embed-feat +title: Tactical Cadence, Feat 14* +collapse: closed +# Tactical Cadence *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Tactical Cadence](compendium/feats/tactical-cadence-apg.md) is intended for use with the Marshal Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Cadence Call](compendium/feats/cadence-call-apg.md) + +Your remarkable breath control and concise instructions allow you to coordinate your allies more effectively. When you grant allies the [quickened](rules/conditions.md#Quickened) condition using Cadence Call, they can use the extra action to either [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md), and they aren't [slowed](rules/conditions.md#Slowed) on their following turn if they use the extra action. + +*Source: Advanced Player's Guide p. 181* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Target Of Opportunity, Feat 14* +collapse: closed +# Target Of Opportunity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* +[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) + +> [!pf2-note] This version of [Target Of Opportunity](compendium/feats/target-of-opportunity-apg.md) is intended for use with the Marshal Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) +- **Trigger** An ally succeeds at a ranged [Strike](rules/actions/strike.md) against an opponent within your weapon's first range increment. +- **Requirements**: You have a ranged or thrown weapon in hand. +- **Activity** Reaction + +You capitalize on your ally's attack to create a coordinated barrage. Make a ranged [Strike](rules/actions/strike.md) with a –2 penalty against the opponent targeted by the triggering attack. This [Strike](rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](rules/actions/strike.md). If this [Strike](rules/actions/strike.md) is successful, combine the damage from the attack with the damage from your ally's attack for the purpose of resistances and weaknesses. + +*Source: Advanced Player's Guide p. 181* +%% #trait/archetype #trait/manipulate %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/martial-artist-apg.md b/compendium/character/archetypes/martial-artist-apg.md new file mode 100644 index 000000000..28ca8ddc3 --- /dev/null +++ b/compendium/character/archetypes/martial-artist-apg.md @@ -0,0 +1,385 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Martial Artist"] +--- +# Martial Artist *Dedication Level 2* + +You have trained in the martial arts, making your unarmed strikes lethal. You seek neither mysticism nor enlightenment, and you don't view this training as some greater path to wisdom. Yours is the way of the fist striking flesh, the hand turning aside the blade, and the devastating kick taking your enemy down. Your training is focused and practical, and since you have turned every part of your body into a weapon, you never find yourself without one. While you might have learned your techniques in a dojo or school focused on training the body, you might just as easily have learned them in street brawls and bar fights, combining instincts with intense athleticism for a deadly combination. + +*Source: Advanced Player's Guide p. 182* + +```ad-embed-feat +title: Martial Artist Dedication, Feat 2 +collapse: closed +# Martial Artist Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + + +You have trained to use your fists as deadly weapons. The damage die for your fist unarmed attacks becomes `1d6` instead of `1d4`. You don't take the –2 circumstance penalty for making a lethal attack with your [nonlethal](rules/traits/nonlethal.md) unarmed attacks. + +Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all unarmed attacks. + +**Special.** You can't select another dedication feat until you have gained two other feats from the martial artist archetype. + +*Source: Advanced Player's Guide p. 182* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Brawling Focus, Feat 4* +collapse: closed +# Brawling Focus *Feat 4* +[monk](rules/traits/monk.md) + +> [!pf2-note] This version of [Brawling Focus](compendium/feats/brawling-focus.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. + + +You know how to make the most of your attacks when fighting hand-to-hand. You gain access to the critical specialization effects of unarmed strikes in the brawling group and weapons in the brawling group. If you have [Monastic Weaponry](compendium/feats/monastic-weaponry.md), you also gain the critical specialization effects of all monk weapons in which you are trained. + +*Source: Core Rulebook p. 160* +%% #trait/monk %% +``` + +```ad-embed-feat +title: Crane Stance, Feat 4* +collapse: closed +# Crane Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) + +> [!pf2-note] This version of [Crane Stance](compendium/feats/crane-stance.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. + +- **Requirements**: You are unarmored. +- **Activity** Single Action + +You enter the stance of a crane, holding your arms in an imitation of a crane's wings and using flowing, defensive motions. You gain a +1 circumstance bonus to AC, but the only [Strikes](rules/actions/strike.md) you can make are crane wing attacks. These deal `1d6` bludgeoning damage; are in the brawling group; and have the [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. + +While in Crane Stance, reduce the DC for [High Jump](rules/actions/high-jump.md) and [Long Jump](rules/actions/long-jump.md) by 5, and when you [Leap](rules/actions/leap.md), you can move an additional 5 feet horizontally or 2 feet vertically. + +*Source: Core Rulebook p. 158* +%% #trait/monk #trait/stance %% +``` + +```ad-embed-feat +title: Dragon Stance, Feat 4* +collapse: closed +# Dragon Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) + +> [!pf2-note] This version of [Dragon Stance](compendium/feats/dragon-stance.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. + +- **Requirements**: You are unarmored. +- **Activity** Single Action + +You enter the stance of a dragon and make powerful leg strikes like a lashing dragon's tail. You can make dragon tail attacks that deal `1d10` bludgeoning damage. They are in the brawling group and have the [backswing](rules/traits/backswing.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. + +While in Dragon Stance, you can ignore the first square of difficult terrain while [Striding](rules/actions/stride.md). + +*Source: Core Rulebook p. 158* +%% #trait/monk #trait/stance %% +``` + +```ad-embed-feat +title: Gorilla Stance, Feat 4* +collapse: closed +# Gorilla Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) + +> [!pf2-note] This version of [Gorilla Stance](compendium/feats/gorilla-stance-apg.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. + +- **Activity** Single Action + +You lower yourself to the ground and take an imposing, knuckle-walking stance. While in this stance, the only [Strikes](rules/actions/strike.md) you can make are gorilla slam unarmed attacks. + +These deal `1d8` bludgeoning damage; are in the brawling group; and have the [backswing](rules/traits/backswing.md), [forceful](rules/traits/forceful.md), [grapple](rules/traits/grapple.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. While you are in Gorilla Stance, you gain a +2 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks to [Climb](rules/actions/climb.md), and if you roll a success on an [Athletics](compendium/skills.md#Athletics) check to [Climb](rules/actions/climb.md), you get a critical success instead. + +*Source: Advanced Player's Guide p. 128* +%% #trait/monk #trait/stance %% +``` + +```ad-embed-feat +title: Mountain Stance, Feat 4* +collapse: closed +# Mountain Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) + +> [!pf2-note] This version of [Mountain Stance](compendium/feats/mountain-stance.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. + +- **Requirements**: You are unarmored and touching the ground. +- **Activity** Single Action + +You enter the stance of an implacable mountain—a technique created by dwarven monks—allowing you to strike with the weight of an avalanche and block blows with your garments. The only [Strikes](rules/actions/strike.md) you can make are falling stone unarmed attacks. These deal `1d8` bludgeoning damage; are in the brawling group; and have the [forceful](rules/traits/forceful.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. + +While in Mountain Stance, you gain a +4 item bonus to AC and a +2 circumstance bonus to any defenses against being [Shoved](rules/actions/shove.md) or [Tripped](rules/actions/trip.md). You have a Dexterity modifier cap to your AC of +0, meaning you don't add your Dexterity to your AC, and your Speeds are all reduced by 5 feet. The item bonus to AC from Mountain Stance is cumulative with armor potency runes on your [explorer's clothing](compendium/equipment/items/explorers-clothing.md), [mage armor](compendium/spells/mage-armor.md), and bracers of armor. + +*Source: Core Rulebook p. 159* +%% #trait/monk #trait/stance %% +``` + +```ad-embed-feat +title: Stumbling Stance, Feat 4* +collapse: closed +# Stumbling Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) + +> [!pf2-note] This version of [Stumbling Stance](compendium/feats/stumbling-stance-apg.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) +- **Activity** Single Action + +You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to [Deception](compendium/skills.md#Deception) checks to [Feint](rules/actions/feint.md). The only [Strikes](rules/actions/strike.md) you can make are stumbling swing unarmed attacks. These deal `1d8` bludgeoning damage; are in the brawling group; and have the [agile](rules/traits/agile.md), [backstabber](rules/traits/backstabber.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. If an enemy hits you with a melee [Strike](rules/actions/strike.md) while in this stance, it becomes [flat-footed](rules/conditions.md#Flat-footed) against the next stumbling swing [Strike](rules/actions/strike.md) you make against it before the end of your next turn. + +*Source: Advanced Player's Guide p. 128* +%% #trait/monk #trait/stance %% +``` + +```ad-embed-feat +title: Tiger Stance, Feat 4* +collapse: closed +# Tiger Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) + +> [!pf2-note] This version of [Tiger Stance](compendium/feats/tiger-stance.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. + +- **Requirements**: You are unarmored. +- **Activity** Single Action + +You enter the stance of a tiger and can make tiger claw attacks. These deal `1d8` slashing damage; are in the brawling group; and have the [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. On a critical success with your tiger claws, if you deal damage, the target takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +As long as your Speed is at least 20 feet while in Tiger Stance, you can [Step](rules/actions/step.md) 10 feet. + +*Source: Core Rulebook p. 159* +%% #trait/monk #trait/stance %% +``` + +```ad-embed-feat +title: Wolf Stance, Feat 4* +collapse: closed +# Wolf Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) + +> [!pf2-note] This version of [Wolf Stance](compendium/feats/wolf-stance.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. + +- **Requirements**: You are unarmored. +- **Activity** Single Action + +You enter the stance of a wolf, low to the ground with your hands held like fanged teeth. You can make wolf jaw unarmed attacks. These deal `1d8` piercing damage; are in the brawling group; and have the [agile](rules/traits/agile.md), [backstabber](rules/traits/backstabber.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. + +If you're flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the [trip](rules/traits/trip.md) trait. + +*Source: Core Rulebook p. 159* +%% #trait/monk #trait/stance %% +``` + +```ad-embed-feat +title: Follow-up Strike, Feat 6 +collapse: closed +# Follow-up Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: [Martial Artist Dedication](compendium/feats/martial-artist-dedication-apg.md) +- **Requirements**: Your last action was a missed [Strike](rules/actions/strike.md) with a melee unarmed attack. +- **Activity** Single Action + +You have trained to use all parts of your body as a weapon, and when you miss with an attack, you can usually continue the attack with a different body part and still deal damage. + +Make another [Strike](rules/actions/strike.md) with a melee unarmed attack, using the same multiple attack penalty as for the missed [Strike](rules/actions/strike.md), if any. + +*Source: Advanced Player's Guide p. 182* +%% #trait/archetype #trait/flourish %% +``` + +```ad-embed-feat +title: Crane Flutter, Feat 8* +collapse: closed +# Crane Flutter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[monk](rules/traits/monk.md) + +> [!pf2-note] This version of [Crane Flutter](compendium/feats/crane-flutter.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Crane Stance](compendium/feats/crane-stance.md) +- **Trigger** You are targeted with a melee attack by an attacker you can see. +- **Requirements**: You are in Crane Stance. +- **Activity** Reaction + +You interpose your arm between yourself and your opponent. Your circumstance bonus to AC from Crane Stance increases to +3 against the triggering attack. If the attack misses you, you can immediately make a crane wing [Strike](rules/actions/strike.md) against the attacker at a –2 penalty, even if the attacker isn't within your reach. + +*Source: Core Rulebook p. 161* +%% #trait/monk %% +``` + +```ad-embed-feat +title: Dragon Roar, Feat 8* +collapse: closed +# Dragon Roar [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [monk](rules/traits/monk.md) + +> [!pf2-note] This version of [Dragon Roar](compendium/feats/dragon-roar.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Dragon Stance](compendium/feats/dragon-stance.md) +- **Requirements**: You are in Dragon Stance. +- **Activity** Single Action + +You bellow, instilling fear in your enemies. Enemies within a 15-foot emanation must succeed at a Will save against your [Intimidation](compendium/skills.md#Intimidation) DC or be [frightened](rules/conditions.md#Frightened) ([frightened](rules/conditions.md#Frightened) on a critical failure). When a creature [frightened](rules/conditions.md#Frightened) by the roar begins its turn adjacent to you, it can't reduce its [frightened](rules/conditions.md#Frightened) value below 1 on that turn. Your first attack that hits a [frightened](rules/conditions.md#Frightened) creature after you roar and before the end of your next turn gains a +4 circumstance bonus to damage. + +After you use Dragon Roar, you can't use it again for `1d4` rounds. Its effects end immediately if you leave Dragon Stance. Creatures in the area of your roar are then temporarily immune for 1 minute. + +*Source: Core Rulebook p. 161* +%% #trait/auditory #trait/emotion #trait/fear #trait/mental #trait/monk %% +``` + +```ad-embed-feat +title: Gorilla Pound, Feat 8* +collapse: closed +# Gorilla Pound [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[emotion](rules/traits/emotion.md) [flourish](rules/traits/flourish.md) [mental](rules/traits/mental.md) [monk](rules/traits/monk.md) + +> [!pf2-note] This version of [Gorilla Pound](compendium/feats/gorilla-pound-apg.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: expert in [Intimidation](compendium/skills.md#Intimidation), [Gorilla Stance](compendium/feats/gorilla-stance-apg.md) +- **Requirements**: You are in Gorilla Stance. +- **Activity** Single Action + +You pound your chest before slamming into your foes. + +Attempt an [Intimidation](compendium/skills.md#Intimidation) check to [Demoralize](rules/actions/demoralize.md), then make one gorilla slam [Strike](rules/actions/strike.md) against the same target. + +If your [Strike](rules/actions/strike.md) hits, you gain a circumstance bonus to the damage roll equal to triple the value of the target's [frightened](rules/conditions.md#Frightened) condition. + +**Special.** If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet. + +*Source: Advanced Player's Guide p. 129* +%% #trait/emotion #trait/flourish #trait/mental #trait/monk %% +``` + +```ad-embed-feat +title: Grievous Blow, Feat 8 +collapse: closed +# Grievous Blow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: [Martial Artist Dedication](compendium/feats/martial-artist-dedication-apg.md) +- **Activity** Two-Action + +You know how to deliver focused, powerful blows that bypass your enemies' resistances. Make an unarmed melee [Strike](rules/actions/strike.md). + +This counts as two attacks when calculating your multiple attack penalty. If this [Strike](rules/actions/strike.md) hits, you deal two extra weapon damage dice. If you are at least 18th level, increase this to three extra weapon damage dice. + +This attack also ignores an amount of resistance to physical damage, or to a specific physical damage type, equal to your level. + +*Source: Advanced Player's Guide p. 182* +%% #trait/archetype #trait/flourish %% +``` + +```ad-embed-feat +title: Mountain Stronghold, Feat 8* +collapse: closed +# Mountain Stronghold [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[monk](rules/traits/monk.md) + +> [!pf2-note] This version of [Mountain Stronghold](compendium/feats/mountain-stronghold.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Mountain Stance](compendium/feats/mountain-stance.md) +- **Requirements**: You are in [Mountain Stance](compendium/feats/mountain-stance.md). +- **Activity** Single Action + +You focus on your connection to the earth and call upon the mountain to block attacks against you. You gain a +2 circumstance bonus to AC until the beginning of your next turn. + +**Special.** If you have this feat, the Dexterity modifier cap to your AC while you're in [Mountain Stance](compendium/feats/mountain-stance.md) increases from +0 to +1. + +*Source: Core Rulebook p. 161* +%% #trait/monk %% +``` + +```ad-embed-feat +title: Stumbling Feint, Feat 8* +collapse: closed +# Stumbling Feint *Feat 8* +[monk](rules/traits/monk.md) + +> [!pf2-note] This version of [Stumbling Feint](compendium/feats/stumbling-feint-apg.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: expert in [Deception](compendium/skills.md#Deception), [Stumbling Stance](compendium/feats/stumbling-stance-apg.md) +- **Requirements**: You are in Stumbling Stance. + +You lash out confusingly with what seems to be a weak move but instead allows you to unleash a dangerous flurry of blows upon your unsuspecting foe. When you use [Flurry of Blows](rules/actions/flurry-of-blows.md), you can attempt a check to [Feint](rules/actions/feint.md) as a free action just before the first [Strike](rules/actions/strike.md). On a success, instead of making the target [flat-footed](rules/conditions.md#Flat-footed) against your next attack, they become [flat-footed](rules/conditions.md#Flat-footed) against both attacks from the [Flurry of Blows](rules/actions/flurry-of-blows.md). + +*Source: Advanced Player's Guide p. 129* +%% #trait/monk %% +``` + +```ad-embed-feat +title: Tiger Slash, Feat 8* +collapse: closed +# Tiger Slash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[monk](rules/traits/monk.md) + +> [!pf2-note] This version of [Tiger Slash](compendium/feats/tiger-slash.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Tiger Stance](compendium/feats/tiger-stance.md) +- **Requirements**: You are in Tiger Stance. +- **Activity** Two-Action + +You make a fierce swipe with both hands. Make a tiger claw [Strike](rules/actions/strike.md). It deals two extra weapon damage dice (three extra dice if you're 14th level or higher), and you can push the target 5 feet away as if you had successfully Shoved them. If the attack is a critical success and deals damage, add your Strength modifier to the [persistent bleed damage](rules/conditions.md#Persistent%20Damage) from your tiger claw. + +*Source: Core Rulebook p. 161* +%% #trait/monk %% +``` + +```ad-embed-feat +title: Wolf Drag, Feat 8* +collapse: closed +# Wolf Drag [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[monk](rules/traits/monk.md) + +> [!pf2-note] This version of [Wolf Drag](compendium/feats/wolf-drag.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Wolf Stance](compendium/feats/wolf-stance.md) +- **Requirements**: You are in Wolf Stance. +- **Activity** Two-Action + +You rip your enemy off their feet. Make a wolf jaw [Strike](rules/actions/strike.md). Your wolf jaw gains the [fatal ](rules/traits/fatal.md) trait for this [Strike](rules/actions/strike.md), and if the attack succeeds, you knock the target [prone](rules/conditions.md#Prone). + +*Source: Core Rulebook p. 162* +%% #trait/monk %% +``` + +```ad-embed-feat +title: Path Of Iron, Feat 14* +collapse: closed +# Path Of Iron [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) + +> [!pf2-note] This version of [Path Of Iron](compendium/feats/path-of-iron-apg.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Martial Artist Dedication](compendium/feats/martial-artist-dedication-apg.md) +- **Frequency**: once per minute +- **Activity** Three-Action + +With a burst of effort, you weave a path through your enemies, striking each in turn as you move past them. You [Stride](rules/actions/stride.md); this movement doesn't trigger reactions. You can [Strike](rules/actions/strike.md) up to three times at any point during your movement, each against a different enemy. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you have made all your attacks. + +*Source: Advanced Player's Guide p. 182* +%% #trait/archetype #trait/flourish %% +``` + +```ad-embed-feat +title: Mountain Quake, Feat 16* +collapse: closed +# Mountain Quake [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* +[monk](rules/traits/monk.md) + +> [!pf2-note] This version of [Mountain Quake](compendium/feats/mountain-quake.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Mountain Stronghold](compendium/feats/mountain-stronghold.md) +- **Requirements**: You are in [Mountain Stance](compendium/feats/mountain-stance.md). +- **Activity** Single Action + +You stomp, shaking the earth beneath you. Creatures on the ground within a 20-foot emanation take damage equal to your Strength modifier (minimum 0), which they can resist with a basic Fortitude save against your class DC. On a failure, they also fall [prone](rules/conditions.md#Prone). After you use this action, you can't use it again for `1d4` rounds. + +**Special.** If you have this feat, the Dexterity modifier cap to your AC while using [Mountain Stance](compendium/feats/mountain-stance.md) increases from +1 to +2. + +*Source: Core Rulebook p. 164* +%% #trait/monk %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/mauler-apg.md b/compendium/character/archetypes/mauler-apg.md new file mode 100644 index 000000000..1e84fbd5d --- /dev/null +++ b/compendium/character/archetypes/mauler-apg.md @@ -0,0 +1,186 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Mauler"] +--- +# Mauler *Dedication Level 2* + +You shove your way through legions of foes, knock enemies on all sides to the ground, and deal massive blows to anyone or anything that comes near. + +*Source: Advanced Player's Guide p. 183* + +```ad-embed-feat +title: Mauler Dedication, Feat 2 +collapse: closed +# Mauler Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: Strength 14 + +You specialize in weapons that require two hands. You become trained in all simple and martial melee weapons that require two hands to wield or have the [two-hand](rules/traits/two-hand.md) trait. Whenever you gain a class feature that grants you expert or greater proficiency in weapons, you also gain that proficiency rank in these weapons. If you are at least an expert in such a weapon, you gain access to the critical specialization effect with that weapon. + +**Special.** You can't select another dedication feat until you have gained two other feats from the mauler archetype. + +*Source: Advanced Player's Guide p. 183* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Knockdown, Feat 4* +collapse: closed +# Knockdown [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) + +> [!pf2-note] This version of [Knockdown](compendium/feats/knockdown.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. + +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) +- **Activity** Two-Action + +You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee [Strike](rules/actions/strike.md). If it hits and deals damage, you can attempt an [Athletics](compendium/skills.md#Athletics) check to [Trip](rules/actions/trip.md) the creature you hit. If you're wielding a two-handed melee weapon, you can ignore [Trip](rules/actions/trip.md)'s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them. + +*Source: Core Rulebook p. 146* +%% #trait/fighter #trait/flourish %% +``` + +```ad-embed-feat +title: Power Attack, Feat 4* +collapse: closed +# Power Attack [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) + +> [!pf2-note] This version of [Power Attack](compendium/feats/power-attack.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. + +- **Activity** Two-Action + +You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee [Strike](rules/actions/strike.md). This counts as two attacks when calculating your multiple attack penalty. If this [Strike](rules/actions/strike.md) hits, you deal an extra die of weapon damage. If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice. + +*Source: Core Rulebook p. 144* +%% #trait/fighter #trait/flourish %% +``` + +```ad-embed-feat +title: Clear The Way, Feat 6 +collapse: closed +# Clear The Way [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Mauler Dedication](compendium/feats/mauler-dedication-apg.md) +- **Requirements**: You're wielding a melee weapon in two hands. +- **Activity** Two-Action + +You put your body behind your massive weapon and swing, shoving enemies to clear a wide path. You attempt to [Shove](rules/actions/shove.md) up to five creatures adjacent to you, rolling a separate [Athletics](compendium/skills.md#Athletics) check for each target. Then [Stride](rules/actions/stride.md) up to half your Speed. This movement doesn't trigger reactions from any of the creatures you successfully Shoved. + +*Source: Advanced Player's Guide p. 183* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Shoving Sweep, Feat 8 +collapse: closed +# Shoving Sweep [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Mauler Dedication](compendium/feats/mauler-dedication-apg.md), expert in [Athletics](compendium/skills.md#Athletics) +- **Trigger** A creature within your reach leaves a square during a move action it's using. +- **Requirements**: You are wielding a melee weapon in two hands. +- **Activity** Reaction + +You swing your weapon at your foe, rebuffing them back. You attempt to [Shove](rules/actions/shove.md) the triggering creature, ignoring the requirement that you have a hand free. The creature continues its movement after the [Shove](rules/actions/shove.md). + +*Source: Advanced Player's Guide p. 183* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Improved Knockdown, Feat 12* +collapse: closed +# Improved Knockdown *Feat 12* +[fighter](rules/traits/fighter.md) + +> [!pf2-note] This version of [Improved Knockdown](compendium/feats/improved-knockdown.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Knockdown](compendium/feats/knockdown.md) + +You can dash your foe to the ground with a single blow. When you use Knockdown, instead of making a [Strike](rules/actions/strike.md) followed by a [Trip](rules/actions/trip.md), you can attempt a single [Strike](rules/actions/strike.md). If you do and your [Strike](rules/actions/strike.md) hits, instead of rolling a check for your [Trip](rules/actions/trip.md) attempt, you also apply the critical success effect of a [Trip](rules/actions/trip.md). If you used a two-handed melee weapon for the [Strike](rules/actions/strike.md), you can use the weapon's damage die size instead of the regular die size for the damage from a critical [Trip](rules/actions/trip.md). + +*Source: Core Rulebook p. 151* +%% #trait/fighter %% +``` + +```ad-embed-feat +title: Brutal Finish, Feat 14* +collapse: closed +# Brutal Finish [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) + +> [!pf2-note] This version of [Brutal Finish](compendium/feats/brutal-finish.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. + +- **Requirements**: You are wielding a melee weapon in two hands. +- **Activity** Single Action + +Your final blow can make an impact even if it rebounds off a foe's defenses. Make a [Strike](rules/actions/strike.md) with the required weapon. After the [Strike](rules/actions/strike.md), your turn ends. The [Strike](rules/actions/strike.md) deals one extra weapon damage die, or two extra weapon damage dice if you're at least 18th level. The [Strike](rules/actions/strike.md) also gains the following failure effect. + +> [!success-degree] +> - **Failure** You deal damage equal to one weapon damage die of the required weapon. Increase this to two dice if you're at least 18th level. + +*Source: Core Rulebook p. 151* +%% #trait/fighter #trait/press %% +``` + +```ad-embed-feat +title: Hammer Quake, Feat 14* +collapse: closed +# Hammer Quake [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) [open](rules/traits/open.md) + +> [!pf2-note] This version of [Hammer Quake](compendium/feats/hammer-quake-apg.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Mauler Dedication](compendium/feats/mauler-dedication-apg.md) +- **Requirements**: You're wielding a non-[finesse](rules/traits/finesse.md) melee weapon in two hands. +- **Activity** Three-Action + +You smash the ground with your weapon, knocking nearby creatures to the ground. Choose a square within your reach, including your own space. If there's a foe in the chosen square, [Strike](rules/actions/strike.md) that foe with the required weapon. + +Then attempt to [Trip](rules/actions/trip.md) every foe in the chosen square plus each square adjacent to that square, ignoring [Trip](rules/actions/trip.md)'s requirement that you have a hand free. This counts as three attacks toward your multiple attack penalty, but the penalty doesn't increase until after you've made the [Strike](rules/actions/strike.md), if any, and all the [Trip](rules/actions/trip.md) attempts. + +*Source: Advanced Player's Guide p. 183* +%% #trait/archetype #trait/flourish #trait/open %% +``` + +```ad-embed-feat +title: Unbalancing Sweep, Feat 14* +collapse: closed +# Unbalancing Sweep [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* +[barbarian](rules/traits/barbarian.md) [flourish](rules/traits/flourish.md) [open](rules/traits/open.md) + +> [!pf2-note] This version of [Unbalancing Sweep](compendium/feats/unbalancing-sweep-apg.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. + +- **Activity** Three-Action + +You make a great sweep about yourself, knocking creatures off their feet and away from you. Choose up to three adjacent foes and choose whether to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) all three of them. + +Whichever of the two options you choose, roll a separate [Athletics](compendium/skills.md#Athletics) check against each foe, performing the same action against each foe. Each attempt counts toward your multiple attack penalty, but don't increase your penalty until you have made all the attempts. + +*Source: Advanced Player's Guide p. 111* +%% #trait/barbarian #trait/flourish #trait/open %% +``` + +```ad-embed-feat +title: Avalanche Strike, Feat 16* +collapse: closed +# Avalanche Strike [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) [open](rules/traits/open.md) + +> [!pf2-note] This version of [Avalanche Strike](compendium/feats/avalanche-strike-apg.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Mauler Dedication](compendium/feats/mauler-dedication-apg.md) +- **Requirements**: You are wielding a melee weapon in two hands. +- **Activity** Three-Action + +You attack all nearby adversaries. Make a melee [Strike](rules/actions/strike.md) with the required weapon against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you have made all your attacks. + +*Source: Advanced Player's Guide p. 183* +%% #trait/archetype #trait/flourish #trait/open %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/medic-apg.md b/compendium/character/archetypes/medic-apg.md new file mode 100644 index 000000000..dbdf5bfa1 --- /dev/null +++ b/compendium/character/archetypes/medic-apg.md @@ -0,0 +1,98 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Medic"] +--- +# Medic *Dedication Level 2* + +You've studied countless techniques for providing medical aid, making you a peerless doctor and healer. + +*Source: Advanced Player's Guide p. 184* + +```ad-embed-feat +title: Medic Dedication, Feat 2 +collapse: closed +# Medic Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Medicine](compendium/skills.md#Medicine), [Battle Medicine](compendium/feats/battle-medicine.md) + +You become an expert in [Medicine](compendium/skills.md#Medicine). When you succeed with [Battle Medicine](compendium/feats/battle-medicine.md) or [Treat Wounds](rules/actions/treat-wounds.md), the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use [Battle Medicine](compendium/feats/battle-medicine.md) on a creature that's temporarily immune. If you're a master in [Medicine](compendium/skills.md#Medicine), you can do so once per hour. + +**Special.** You can't select another dedication feat until you gain two other feats from the medic archetype. + +*Source: Advanced Player's Guide p. 184* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Doctor's Visitation, Feat 4 +collapse: closed +# Doctor's Visitation [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 4* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: [Medic Dedication](compendium/feats/medic-dedication-apg.md) +- **Activity** Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") OR [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) + +You move to provide immediate care to those who need it. [Stride](rules/actions/stride.md), then use one of the following: [Battle Medicine](compendium/feats/battle-medicine.md) or [Treat Poison](rules/actions/treat-poison.md). You can spend a second action to instead [Stride](rules/actions/stride.md) and then [Administer First Aid](rules/actions/administer-first-aid.md) or [Treat a Condition](compendium/feats/treat-condition-apg.md) (if you have it). + +*Source: Advanced Player's Guide p. 184* +%% #trait/archetype #trait/flourish %% +``` + +```ad-embed-feat +title: Treat Condition, Feat 4 +collapse: closed +# Treat Condition [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[archetype](rules/traits/archetype.md) [healing](rules/traits/healing.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Medic Dedication](compendium/feats/medic-dedication-apg.md) +- **Requirements**: You are holding healer's tools, or you are wearing them and have a hand free. +- **Activity** Two-Action + +You treat an adjacent creature in an attempt to reduce the [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), or [sickened](rules/conditions.md#Sickened) condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition, using your [Medicine](compendium/skills.md#Medicine) modifier as your counteract modifier and the condition's source to determine the DC. You can't treat a condition that came from an artifact or effect above 20th level unless you have [Legendary Medic](compendium/feats/legendary-medic.md); even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the [enfeebled](rules/conditions.md#Enfeebled) condition a good character gains from carrying an [unholy weapon](compendium/equipment/items/unholy.md)) has no effect as long as the circumstances continue. + +> [!success-degree] +> - **Critical Success** Reduce the condition value by 2. +> - **Success** Reduce the condition value by 1. +> - **Critical Failure** Increase the condition value by 1. + +*Source: Advanced Player's Guide p. 184* +%% #trait/archetype #trait/healing #trait/manipulate #trait/skill %% +``` + +```ad-embed-feat +title: Holistic Care, Feat 6 +collapse: closed +# Holistic Care *Feat 6* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy), [Treat Condition](compendium/feats/treat-condition-apg.md) + +You provide emotional and spiritual care. + +Add [frightened](rules/conditions.md#Frightened), [stupefied](rules/conditions.md#Stupefied), and [stunned](rules/conditions.md#Stunned) to the list of conditions you can reduce with Treat Condition. If the [stunned](rules/conditions.md#Stunned) condition has a duration instead of a value, you can't use Treat Condition to reduce it. + +*Source: Advanced Player's Guide p. 184* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Resuscitate, Feat 16* +collapse: closed +# Resuscitate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* +[archetype](rules/traits/archetype.md) [healing](rules/traits/healing.md) [manipulate](rules/traits/manipulate.md) + +> [!pf2-note] This version of [Resuscitate](compendium/feats/resuscitate-apg.md) is intended for use with the Medic Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Medic Dedication](compendium/feats/medic-dedication-apg.md), legendary in [Medicine](compendium/skills.md#Medicine) +- **Requirements**: You are holding healer's tools or are wearing them and have a hand free. +- **Activity** Three-Action + +You can use [Medicine](compendium/skills.md#Medicine) to resuscitate the dead. Attempt a DC 40 [Medicine](compendium/skills.md#Medicine) check to revive a dead creature that has been dead for no more than 3 rounds. If you succeed, the target returns to life with the effects of [raise dead](compendium/spells/raise-dead.md), except it still has the [wounded](rules/conditions.md#Wounded) condition it had before [dying](rules/conditions.md#Dying), increased by 1 (or [wounded](rules/conditions.md#Wounded) if it wasn't [wounded](rules/conditions.md#Wounded) before [dying](rules/conditions.md#Dying)). Whether you succeed or fail, the target is temporarily immune to Resuscitate for 1 day. + +*Source: Advanced Player's Guide p. 184* +%% #trait/archetype #trait/healing #trait/manipulate %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/mind-smith-da.md b/compendium/character/archetypes/mind-smith-da.md new file mode 100644 index 000000000..3708f93cd --- /dev/null +++ b/compendium/character/archetypes/mind-smith-da.md @@ -0,0 +1,190 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/da +aliases: ["Mind Smith"] +--- +# Mind Smith *Dedication Level 2* + +"The mind makes it real." Though uttered in many parts of Golarion, nowhere is this more literal than perhaps among mind smiths—those with a mysterious mental talent that allows them to manifest their mind into a physical object. Some gain this power through magical training from an ancestor or mentor, while others earn it as a gift or reward from some greater being, or by inexplicable chance. Whatever the source, you have mastered the ability to form a mental image into a corporeal figment solid enough to affect the physical world. You trained the power to aid you in battle by shaping itself into a potent weapon, bound by only the reaches of your own imagination. + +*Source: Dark Archive p. 204* + +```ad-embed-feat +title: Mind Smith Dedication, Feat 2 +collapse: closed +# Mind Smith Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + + +You've learned to imagine a shape in your mind, to envision it so strongly it takes form in the material world. You gain a single melee weapon of your choosing, called a mind weapon. Your mind weapon is a martial melee weapon. The overall shape and design of your mind weapon can be of your choosing but it has one of the following four basic statistics: + +- A one-handed weapon that deals `1d4` damage and has the [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) traits +- A one-handed weapon that deals `1d6` damage and has the [finesse](rules/traits/finesse.md) trait +- A one-handed weapon that deals `d8` damage +- A two-handed weapon that deals `1d10` damage and has the [reach](rules/traits/reach.md) trait + +Each day during your daily preparations, you can decide if you want your weapon to deal bludgeoning damage and be in the club weapon group, deal piercing damage and be in the spear weapon group, or deal slashing damage and be in the sword weapon group. Your mind weapon is an extension of your mind—it has no Hardness, and any ability that would damage your mind weapon instead damages you directly, pushing back against the weapon's corporeal form and becoming mental damage of the same amount the weapon would have taken. You can project your mind weapon using an [Interact](rules/actions/interact.md) action, just as you would draw any other weapon. Only you can hold, carry, or wield your mind weapon; if held by another person, it quickly disappears from their hand, reforming in your mind for you to project again. If you're disarmed of your mind weapon, it dematerializes, but you can draw it again with an [Interact](rules/actions/interact.md) action starting at the beginning of your next turn. Upon creating your mind weapon, you also learn to use a mind smith's keepsake: an object of light Bulk, such as a bracelet or figurine, that you wear or keep on your person and inscribe with weapon runes. Your keepsake can't be a magic item, nor can it have any significant monetary value beyond the value of any runes you inscribe on it. You can buy and inscribe fundamental runes and weapon property runes onto your keepsake in the same way you would for a regular weapon, and you can move runes to and from your keepsake to other weapons or runestones for the usual cost. Any runes inscribed on the keepsake apply to your mind weapon when you create it. If your keepsake is ever lost or destroyed, you can spend 1 week of downtime imprinting a new object with your weapon's mental properties, though this new keepsake won't have any of the runes that were inscribed on the prior keepsake. + +**Special.** You can't select another dedication feat until you have gained two other feats from the mind smith archetype. + +*Source: Dark Archive p. 204* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Malleable Movement, Feat 2 +collapse: closed +# Malleable Movement [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 2* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md), expert in [Athletics](compendium/skills.md#Athletics) +- **Trigger** You [Leap](rules/actions/leap.md). +- **Activity** Free Action + +You shift the shape of your weapon to help you [Leap](rules/actions/leap.md) farther and faster. You shift your weapon into a long flexible pole, climbing hook, or similar aid, adding an extra 5 feet to the distance you're able to [Leap](rules/actions/leap.md). As normal, this can't increase the distance of your [Leap](rules/actions/leap.md) beyond your Speed. + +*Source: Dark Archive p. 205* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Ghost Blade, Feat 4 +collapse: closed +# Ghost Blade [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) + +- **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) +- **Frequency**: once per hour +- **Activity** Single Action + +You alter your weapon's phase so it can more easily strike incorporeal creatures. Your mind weapon gains the effects of a [ghost touch](compendium/equipment/items/ghost-touch.md) property rune for 1 minute. + +*Source: Dark Archive p. 205* +%% #trait/archetype #trait/concentrate %% +``` + +```ad-embed-feat +title: Just the Tool, Feat 4 +collapse: closed +# Just the Tool [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) + +- **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) +- **Activity** Single Action + +You temporarily change your weapon's shape to assist you in the field. You morph your weapon into a single simple tool, such as a shovel or crowbar, to help with a mundane task. You can't replicate entire tool kits with this ability. You can use this action again to change your mind weapon back to a weapon. + +*Source: Dark Archive p. 205* +%% #trait/archetype #trait/concentrate %% +``` + +```ad-embed-feat +title: Mental Forge, Feat 4 +collapse: closed +# Mental Forge *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) + +Your experiences in combat shape your mind's capability to strengthen and shape your weapon to match the way you move in combat. Choose two of the following weapon traits to give your mind weapon: grapple, modular (B, P, S), nonlethal, shove, or trip. Once chosen, these weapon traits can't be changed unless you spend 1 week retraining your fighting style to swap one property for another from the list. + +*Source: Dark Archive p. 205* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Mind Shards, Feat 6 +collapse: closed +# Mind Shards [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) + +- **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) +- **Activity** Two-Action + +With a swing and a thought, you detonate your mind weapon into a burst of psychic shards that shred the mind. + +You concentrate and unleash a 15-foot cone that deals `3d6` mental damage to all creatures in the area, with a basic Will save against the higher of your class DC or spell DC. After the attack, your mind weapon automatically re-forms, and you can't use this ability again for 1 minute. Mind Shards' damage increases by `1d6` at level 7 and every two levels thereafter. + +*Source: Dark Archive p. 205* +%% #trait/archetype #trait/concentrate #trait/enchantment #trait/magical #trait/mental %% +``` + +```ad-embed-feat +title: Malleable Mental Forge, Feat 8 +collapse: closed +# Malleable Mental Forge *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Mental Forge](compendium/feats/mental-forge-da.md) + +You open your mind to further weapon customization. During your daily preparations, you can choose any two weapon traits from the Mental Forge feat to place on your weapon for 24 hours or until your next daily preparations (whichever comes first), replacing the traits you chose from the Mental Forge feat. Each day you can swap the choices with any other options on the list. + +*Source: Dark Archive p. 205* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Mind Projectiles, Feat 8 +collapse: closed +# Mind Projectiles *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) + +You have learned to stretch your mind's influence further, releasing projectiles with a swing of your mind weapon. You can make ranged mind weapon [Strikes](rules/actions/strike.md); these are ranged [Strikes](rules/actions/strike.md) with a maximum range of 30 feet that deal `1d6` damage of the same type as your mind weapon. Your ranged mind weapon [Strike](rules/actions/strike.md) gains all the benefits of your mind weapon's runes as long as they still apply to a ranged weapon. + +For example, if your weapon had +1, striking, and spell storing runes, you would get a +1 item bonus to hit with your ranged mind weapon [Strike](rules/actions/strike.md), and it would deal the additional damage from the striking rune, but it wouldn't be able to unleash a spell from the spell storing rune, as that rune can be etched onto only melee weapons. + +*Source: Dark Archive p. 205* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Runic Mind Smithing, Feat 10 +collapse: closed +# Runic Mind Smithing *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) + +You focus your mind on thoughtforms of fundamental magical forces, shaping them into a property rune that you mentally etch onto your mind weapon. During your daily preparations, choose one rune from the following list of weapon property runes: corrosive, disrupting, flaming, frost, shock, and thundering. You enhance your weapon with the chosen rune until your next daily preparations. This rune counts toward your maximum limit of runes as normal. + +*Source: Dark Archive p. 205* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Metallic Envisionment, Feat 12* +collapse: closed +# Metallic Envisionment *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Metallic Envisionment](compendium/feats/metallic-envisionment-da.md) is intended for use with the Mind Smith Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) + +You always account for every weakness, allowing your mind to imagine just the right physical form to take advantage of your opponents. Choose between cold iron or silver; all your mind weapon [Strikes](rules/actions/strike.md) are treated as the chosen type of metal. + +*Source: Dark Archive p. 205* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Runic Mind-Smithing, Feat 16* +collapse: closed +# Advanced Runic Mind-Smithing *Feat 16* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Advanced Runic Mind-Smithing](compendium/feats/advanced-runic-mind-smithing-da.md) is intended for use with the Mind Smith Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Runic Mind Smithing](compendium/feats/runic-mind-smithing-da.md) + +Your mind can hold onto more complicated patterns than ever before. You can etch the greater forms of any runes on the list from the Runic Mind Smithing feat and add them to the list of options you can choose during your daily preparations, as well as the anarchic, axiomatic, holy, or unholy runes. + +In addition, once per day, you can spend 10 minutes of uninterrupted focus to swap your daily prepared rune from Runic Mind Smithing to another rune from the same list. Once this swap is made, that second rune remains on the weapon until your next daily preparations. + +*Source: Dark Archive p. 205* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/mummy-botd.md b/compendium/character/archetypes/mummy-botd.md new file mode 100644 index 000000000..921102227 --- /dev/null +++ b/compendium/character/archetypes/mummy-botd.md @@ -0,0 +1,222 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/botd +aliases: ["Mummy"] +--- +# Mummy *Dedication Level 2* + +Mummification is a common funereal rite across the breadth of Golarion throughout the ages. Becoming a living mummy—one capable of both motion and thought—is another thing altogether. + +Most of those forced into undeath as mummies are bound to tombs, temples, and vaults as guardians. Some willingly undergo the process, embracing death to live beyond it. These willing mummies become the most powerful of their kind, rising above their brethren like an emperor above their subjects. + +The horrifically painful living mummification process must be performed by others—usually a team of well-trained necromancers, priests, or ritualists—upon a still-living subject. Death by mummification is gruesome, but to be kept alive for as long as possible throughout the process is a thousandfold worse. The process usually takes weeks, beginning with forced starvation, followed by the consumption of spices and tonics that desiccate the subject's internal organs. + +Very rarely, mummies are created by natural processes occurring in locations that are cursed or inundated by negative energy. These mummies most often rise in deserts, bogs, swamps, at high altitudes, or in frigid locales. Although the process through which they are created is less painful and far shorter in duration, the spiritual shift from living to undead is no less traumatizing. + +Mummies are most commonly found in Geb and Osirion, as well as the surrounding nations of Thuvia, Katapesh, and Qadira. They have a foothold in the Gravelands, the Realm of the Mammoth Lords, and the Mwangi Expanse, particularly around Mzali. Outside the Inner Sea, mummies are found in Vudra and Arcadia, particularly in places once ruled by the Razatlani empire. + +*Source: Book of the Dead p. 52* + +```ad-embed-feat +title: Mummy Dedication, Feat 2 +collapse: closed +# Mummy Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: you are dead and were mummified (by natural or ritualistic means) + +Whether through natural processes or foul rituals, your body was mummified, and you've risen as an undead mummy. You gain the [mummy](rules/traits/mummy-b1.md) and [undead](rules/traits/undead.md) traits, as well as basic undead benefits (page 44). Many effects that harm the living are far less effective against your desiccated form. Unfortunately, your dried-out body is also highly flammable. You gain the [Toughness](compendium/feats/toughness.md) feat, but also fire weakness equal to half your level. + +Your fist draws moisture from the living by touch, making it more damaging and deadly. The damage die for your fist increases to `1d6` instead of `1d4`, and your fist loses the [nonlethal](rules/traits/nonlethal.md) trait. + +Finally, you become supernaturally bound to the dominant terrain in which you were created, either because you formed naturally from the weather of that terrain or because of the local ingredients and methods used in an intentional mummification process. Choose arctic, desert, mountain, or swamp. This choice can't be changed and may alter the effects of some of your feats. + +**Special.** You can't select another dedication feat until you have gained two other feats from the mummy archetype. + +*Source: Book of the Dead p. 52* +%% #trait/rare #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: One with the Land, Feat 4 +collapse: closed +# One with the Land *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) + +Your connection to your bound terrain strengthens, making you unhindered by local weather. When in your bound terrain, you ignore the effects of non-magical difficult terrain. In addition, your experience from your bound terrain lets you ignore circumstance penalties to visual [Perception](compendium/skills.md#Perception) checks and ignore [concealment](rules/conditions.md#Concealed) caused by certain environmental effects. The types you ignore depend on your bound terrain. + +- **Arctic** Ice or snow +- **Desert** Dust or sand +- **Mountain** Clouds or mist +- **Swamp** Rain or murky water + +*Source: Book of the Dead p. 52* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Semblance of Life, Feat 4 +collapse: closed +# Semblance of Life [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* +[archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) [illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) + +- **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) +- **Trigger** You deal damage to a living creature with your fist [Strike](rules/actions/strike.md) or with [Desiccating Inhalation](compendium/feats/desiccating-inhalation-botd.md). +- **Activity** Free Action + +You draw the moisture you've drained from others into your own flesh, temporarily taking on the appearance of life. This has the effects of [illusory disguise](compendium/spells/illusory-disguise.md), except you can appear only as yourself while you were a living humanoid. + +*Source: Book of the Dead p. 52* +%% #trait/archetype #trait/divine #trait/illusion #trait/visual %% +``` + +```ad-embed-feat +title: Grave Mummification, Feat 6 +collapse: closed +# Grave Mummification *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) + +Exposure to the elements, magic, alchemy, and other phenomena intensified the changes from your mummification. You gain the advanced undead benefits (page 44). In addition, you gain resistance equal to half your level against any damage you'd take from your bound terrain, including its dangerous temperatures, weather, hazardous terrain, and environmental hazards. + +*Source: Book of the Dead p. 52* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Mummy's Despair, Feat 6 +collapse: closed +# Mummy's Despair [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[archetype](rules/traits/archetype.md) [aura](rules/traits/aura.md) [divine](rules/traits/divine.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) + +- **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) +- **Frequency**: once per hour +- **Activity** Two-Action + +You force your mental anguish outward, projecting it upon those around you. You gain an aura of despair in a 30-foot emanation lasting 5 rounds. A creature that enters or begins its turn in the aura must succeed at a Will save against the higher of your class DC or spell DC or be [frightened](rules/conditions.md#Frightened) ([frightened](rules/conditions.md#Frightened) on a critical failure). A creature that succeeds at the save is temporarily immune to Mummy's Despair for 10 minutes. + +*Source: Book of the Dead p. 52* +%% #trait/archetype #trait/aura #trait/divine #trait/emotion #trait/enchantment #trait/fear #trait/mental %% +``` + +```ad-embed-feat +title: Accursed Touch, Feat 8 +collapse: closed +# Accursed Touch *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) + +You've learned to harness the supernatural curse that animates you, imbuing your most powerful attacks with a terrible curse. When you critically hit with a fist [Strike](rules/actions/strike.md), negative energy binds to it; this is a [curse](rules/traits/curse.md) and a [disease](rules/traits/disease.md). The creature takes `2d6` [persistent negative damage](rules/conditions.md#Persistent%20Damage). While the creature has this [persistent damage](rules/conditions.md#Persistent%20Damage), it's also [stupefied](rules/conditions.md#Stupefied). The [persistent damage](rules/conditions.md#Persistent%20Damage) increases to `3d6` at 14th level and `4d6` at 20th level. This is a critical specialization effect. + +*Source: Book of the Dead p. 52* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Storm Shroud, Feat 8 +collapse: closed +# Storm Shroud [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [conjuration](rules/traits/conjuration.md) [divine](rules/traits/divine.md) + +- **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) +- **Frequency**: once per hour +- **Activity** Two-Action + +You become surrounded by a swirling storm of rain, sand, snow, or clouds, whichever of those suits your bound terrain. This activity has traits appropriate to the storm you create— typically [earth](rules/traits/earth.md) for sand and [water](rules/traits/water.md) for rain, snow, or clouds. You become [concealed](rules/conditions.md#Concealed) for 1 minute. You can't use this concealment to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md), as normal for concealment that makes your position obvious. + +*Source: Book of the Dead p. 52* +%% #trait/archetype #trait/concentrate #trait/conjuration #trait/divine %% +``` + +```ad-embed-feat +title: Channel Rot, Feat 10 +collapse: closed +# Channel Rot *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Accursed Touch](compendium/feats/accursed-touch-botd.md) + +You've learned to channel your curse through weapons you wield instead of solely through your flesh. The benefits of Accursed Touch apply to any melee weapon you wield instead of only your fist [Strikes](rules/actions/strike.md). + +*Source: Book of the Dead p. 52* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Ensnaring Wrappings, Feat 10 +collapse: closed +# Ensnaring Wrappings [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Mummy Dedication, expert in [Athletics](compendium/skills.md#Athletics) +- **Trigger** Your [Strike](rules/actions/strike.md) deals physical damage to a creature that is within reach of your arms and isn't more than one size larger than you. +- **Activity** Reaction + +Some of your wrappings come loose to ensnare a creature you recently damaged. You attempt to [Grapple](rules/actions/grapple.md) the creature you damaged. + +*Source: Book of the Dead p. 52* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Terrain Form, Feat 10 +collapse: closed +# Terrain Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) +- **Frequency**: once per day +- **Activity** Single Action + +You crumble to pieces, becoming composed of the very terrain to which you're bound, with the effects of the [gaseous form](compendium/spells/gaseous-form.md) spell, or you reconstitute into your normal form. The substance you're formed of depends upon your bound terrain, and the action gains the corresponding trait or traits. + +- **Arctic** Snow ([water](rules/traits/water.md)) +- **Desert** Sand ([earth](rules/traits/earth.md)) +- **Mountain** Cloud ([water](rules/traits/water.md)) +- **Swamp** Mud ([earth](rules/traits/earth.md), [water](rules/traits/water.md)) + +*Source: Book of the Dead p. 52* +%% #trait/archetype #trait/concentrate #trait/divine #trait/transmutation %% +``` + +```ad-embed-feat +title: Desiccating Inhalation, Feat 12* +collapse: closed +# Desiccating Inhalation [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) + +> [!pf2-note] This version of [Desiccating Inhalation](compendium/feats/desiccating-inhalation-botd.md) is intended for use with the Mummy Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) +- **Frequency**: once per hour +- **Activity** Two-Action + +You draw in the moisture from nearby creatures, draining them dry to heal your wounds. Creatures in a 30-foot cone take `6d8` negative damage, with a basic Reflex save against your class DC. A creature that critically fails this saving throw is also [drained](rules/conditions.md#Drained). As long as at least one creature was damaged by your Desiccating Inhalation, you regain HP equal to your level. + +At 14th level and every 2 levels thereafter, the damage increases by `1d8`. + +*Source: Book of the Dead p. 52* +%% #trait/archetype #trait/divine #trait/evocation %% +``` + +```ad-embed-feat +title: Greater Despair, Feat 12* +collapse: closed +# Greater Despair *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Greater Despair](compendium/feats/greater-despair-botd.md) is intended for use with the Mummy Archetype. Its level has been changed accordingly. + +- **Prerequisites**: Mummy's Despair + +You increase the frequency of Mummy's Despair to once per 10 minutes instead of once per hour. A creature that critically fails its Will saving throw is [paralyzed](rules/conditions.md#Paralyzed) for 1 round instead of [frightened](rules/conditions.md#Frightened). Mummy's Despair gains the [incapacitation](rules/traits/incapacitation.md) trait. + +*Source: Book of the Dead p. 52* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/nantambu-chime-ringer-sot2.md b/compendium/character/archetypes/nantambu-chime-ringer-sot2.md new file mode 100644 index 000000000..8206bea95 --- /dev/null +++ b/compendium/character/archetypes/nantambu-chime-ringer-sot2.md @@ -0,0 +1,102 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/sot2 +aliases: ["Nantambu Chime-Ringer"] +--- +# Nantambu Chime-Ringer *Dedication Level 2* + +The Chime-Ringers serve as Nantambu's elite town guard, keeping the peace while carrying on ancient traditions of crafting chimes in metal, bamboo, or glass. + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* + +```ad-embed-feat +title: Nantambu Chime-Ringer Dedication, Feat 2 +collapse: closed +# Nantambu Chime-Ringer Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Performance](compendium/skills.md#Performance) and [Society](compendium/skills.md#Society) + +You've studied the basics of harmony and resonance in magic, exemplified by the ringing of chimes. You gain a single arcane or occult cantrip of your choice, heightened to a spell level equal to half your level, rounded up. If you weren't already, you become trained in that tradition's spell DCs and spell attack rolls, with Intelligence as your spellcasting ability if you choose arcane or Charisma as your spellcasting ability if you choose occult. Regardless of your choice, you also either become trained in [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism), or an expert in one of these skills if you are already trained in both. + +**Special.** You can't select another dedication feat until you have gained two other feats from the Nantambu Chime-Ringer archetype. + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Fleet Tempo, Feat 4 +collapse: closed +# Fleet Tempo [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: [Nantambu Chime-Ringer Dedication](compendium/feats/nantambu-chime-ringer-dedication-sot2.md) +- **Frequency**: once per hour +- **Activity** Two-Action + +To rush after a criminal or reach someone in need, you ring a sprightly tone. You and all allies within 30 feet gain a +10-foot status bonus to all Speeds for 1 minute. + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* +%% #trait/archetype #trait/auditory #trait/transmutation %% +``` + +```ad-embed-feat +title: Deny The Songs Of War, Feat 10 +collapse: closed +# Deny The Songs Of War *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Nantambu Chime-Ringer Dedication](compendium/feats/nantambu-chime-ringer-dedication-sot2.md) + +To keep the peace, you disrupt those who seek to break it. + +You can cast [deafness](compendium/spells/deafness.md) and 4th-level [silence](compendium/spells/silence.md) once per day each as innate spells. The tradition of these spells is the one you chose for the Nantambu Chime-Ringer Dedication feat. + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Sing To The Steel, Feat 12* +collapse: closed +# Sing To The Steel [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [evocation](rules/traits/evocation.md) + +> [!pf2-note] This version of [Sing To The Steel](compendium/feats/sing-to-the-steel-sot2.md) is intended for use with the Nantambu Chime-Ringer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Nantambu Chime-Ringer Dedication](compendium/feats/nantambu-chime-ringer-dedication-sot2.md) +- **Frequency**: once per hour +- **Activity** Two-Action + +You strike magical tones that can turn the tide of combat. + +You and your allies within 30 feet gain the effects of one of the following runes until the end of your next turn: corrosive, disrupting, flaming, frost, [ghost touch](compendium/equipment/items/ghost-touch.md), shock, or thundering. The effects apply to a single weapon the creature is holding or one of the creature's unarmed attacks. + +You choose the rune and the effect applies to all creatures. + +You can use an action, which has the [concentrate](rules/traits/concentrate.md) trait, to extend the duration of the rune for 1 additional round up to a maximum of 1 minute. If this would give a weapon or unarmed attack more property runes than its normal maximum, an existing property rune (as the creature chooses) is suppressed until the spell ends. + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* +%% #trait/archetype #trait/auditory #trait/evocation %% +``` + +```ad-embed-feat +title: Song Of Grace And Speed, Feat 16* +collapse: closed +# Song Of Grace And Speed [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [transmutation](rules/traits/transmutation.md) + +> [!pf2-note] This version of [Song Of Grace And Speed](compendium/feats/song-of-grace-and-speed-sot2.md) is intended for use with the Nantambu Chime-Ringer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Nantambu Chime-Ringer Dedication](compendium/feats/nantambu-chime-ringer-dedication-sot2.md) +- **Frequency**: once per day +- **Activity** Two-Action + +You instill great swiftness into your allies. You and all allies within 30 feet become [quickened](rules/conditions.md#Quickened) for 1 minute and can use the additional action to [Strike](rules/actions/strike.md), [Stride](rules/actions/stride.md), or [Step](rules/actions/step.md). + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* +%% #trait/archetype #trait/auditory #trait/transmutation %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/oozemorph-sli.md b/compendium/character/archetypes/oozemorph-sli.md new file mode 100644 index 000000000..c940ae335 --- /dev/null +++ b/compendium/character/archetypes/oozemorph-sli.md @@ -0,0 +1,137 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/sli +aliases: ["Oozemorph"] +--- +# Oozemorph *Dedication Level 2* + +You have suffered from the deadly touch of an ooze or other amorphous creature, like a gibbering mouther or a shoggoth, and have come away changed. Alternatively, you might have been exposed to some alchemical accident involving experiments with oozes, such as those performed in the city of Oenopion in Nex. Parts of your body occasionally liquefy and threaten to slough off, and only through force of will can you keep your natural form intact. Your affliction is plainly supernatural in origin and distressingly permanent. + +*Source: The Slithering p. 59* + +```ad-embed-feat +title: Oozemorph Dedication, Feat 2 +collapse: closed +# Oozemorph Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + + +You are plagued by sporadic anatomical rearrangements, which grant you insights into other creatures with unusual anatomies. You become trained in [Occultism](compendium/skills.md#Occultism) and [Ooze Lore](compendium/skills.md#Lore); if you were already trained, you become an expert instead. You gain a +2 circumstance bonus to Reflex saves to avoid being Engulfed by creatures, and to checks to [Escape](rules/actions/escape.md) after being Engulfed. + +As you develop more abilities based on your amorphous affliction, you become increasingly off-putting to mundane creatures. You take a penalty to [Diplomacy](compendium/skills.md#Diplomacy) checks against animals and humanoids. This penalty is equal to your number of class feats from the oozemorph archetype, to a maximum of –4 for four or more feats. + +**Special.** You can't select another dedication feat until you have gained two other feats from the oozemorph archetype. + +*Source: The Slithering p. 59* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Disturbing Defense, Feat 4 +collapse: closed +# Disturbing Defense *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Oozemorph Dedication](compendium/feats/oozemorph-dedication-sli.md) + +Your internal organs and blood vessels have shifted and changed, and even you don't know precisely where in your body they are. You gain resistance to precision damage equal to 2 + your number of class feats from the oozemorph archetype. The DC of your flat checks to recover from [persistent bleed damage](rules/conditions.md#Persistent%20Damage) is 13, rather than 15. + +*Source: The Slithering p. 59* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Hideous Ululation, Feat 4 +collapse: closed +# Hideous Ululation *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Oozemorph Dedication](compendium/feats/oozemorph-dedication-sli.md), trained in [Performance](compendium/skills.md#Performance) + +Your throat has multiple separate chambers that can give your voice an eerie echo. You can be clearly heard at distances of up to 300 feet regardless of ambient sound, although your voice doesn't penetrate a magical silence effect. + +*Source: The Slithering p. 59* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Vacate Vision, Feat 6 +collapse: closed +# Vacate Vision [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Oozemorph Dedication](compendium/feats/oozemorph-dedication-sli.md) +- **Trigger** You fail (but don't critically fail) a saving throw against an effect with the [visual](rules/traits/visual.md) trait. +- **Activity** Reaction + +You cause your eyes to liquefy and run out of your eye sockets, leaving them empty. You get a success on the save against the triggering effect, but you are [blinded](rules/conditions.md#Blinded) for the duration the effect would have had on a failure. At that time, your eyes regrow and your normal vision returns. + +*Source: The Slithering p. 59* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Ooze Empathy, Feat 8 +collapse: closed +# Ooze Empathy *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Oozemorph Dedication](compendium/feats/oozemorph-dedication-sli.md), at least two other class feats from the oozemorph archetype + +You can connect with oozes (and other amorphous aberrations, at the GM's discretion) on a rudimentary level. You can use [Diplomacy](compendium/skills.md#Diplomacy) to [Make an Impression](rules/actions/make-an-impression.md) on oozes and to make very simple Requests of them. In most instances, oozes will give you time to make your case. + +*Source: The Slithering p. 59* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Rubbery Skin, Feat 10 +collapse: closed +# Rubbery Skin *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Disturbing Defense](compendium/feats/disturbing-defense-sli.md) + +Your skin develops a malleable, rubbery quality. You gain resistance to bludgeoning damage equal to 2 + your number of class feats from the oozemorph archetype. You also gain resistance equal to twice that amount to extra damage from critical hits; if the resistance is greater than the extra damage, it reduces the extra damage to 0 but doesn't reduce the attack's normal damage. + +*Source: The Slithering p. 59* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Uncanny Suction, Feat 12* +collapse: closed +# Uncanny Suction *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Uncanny Suction](compendium/feats/uncanny-suction-sli.md) is intended for use with the Oozemorph Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Oozemorph Dedication](compendium/feats/oozemorph-dedication-sli.md) + +Your limbs produce strange, sucker-like growths that allow you to adhere to walls, objects, and most other surfaces. You gain a climb Speed equal to your half your land Speed (minimum 5 feet). If you have the [Quick Climb](compendium/feats/quick-climb.md) feat, your climb Speed is equal to your land Speed. + +In addition, you gain a +2 circumstance bonus to your Reflex DC to avoid being [Disarmed](rules/actions/disarm.md). + +*Source: The Slithering p. 60* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Peculiar Anatomy, Feat 14* +collapse: closed +# Peculiar Anatomy *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Peculiar Anatomy](compendium/feats/peculiar-anatomy-sli.md) is intended for use with the Oozemorph Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Disturbing Defense](compendium/feats/disturbing-defense-sli.md) + +Your circulatory system contains viscous protoplasmic fluid instead of ordinary blood. You gain a +2 circumstance bonus to saving throws against disease and poison, and resistance to poison damage equal to half your level. + +In addition, your resistance to precision damage from [Disturbing Defense](compendium/feats/disturbing-defense-sli.md) increases to an amount equal to 7 + your number of class feats from the oozemorph archetype, and the DC of your flat checks to recover from [persistent bleed damage](rules/conditions.md#Persistent%20Damage) is 8 rather than 13. + +*Source: The Slithering p. 60* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/oracle-apg.md b/compendium/character/archetypes/oracle-apg.md new file mode 100644 index 000000000..56cd88119 --- /dev/null +++ b/compendium/character/archetypes/oracle-apg.md @@ -0,0 +1,137 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- archetype/benefit/spellcasting +- compendium/src/pf2e/apg +aliases: ["Oracle"] +--- +# Oracle *Dedication Level 2* + +A mysterious force granted you divine magic and a curse. + +*Source: Advanced Player's Guide p. 152* + +```ad-embed-feat +title: Oracle Dedication, Feat 2 +collapse: closed +# Oracle Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Charisma 14 + +Choose a mystery|oracle|apg|1. You become trained in [Religion](compendium/skills.md#Religion) and the mystery's skill; if you were already trained, you become trained in a skill of your choice. You gain the mild, constant effects of the mystery's curse described in its first paragraph, but not other effects the mystery usually grants. You cast spells like an oracle and gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover. You're trained in divine spell attack rolls and divine spell DCs. Your key spellcasting ability for oracle archetype spells is Charisma, and they are divine oracle spells. + +**Special.** You can't select another dedication feat until you have gained two other feats from the oracle archetype. + +*Source: Advanced Player's Guide p. 152* +%% #trait/archetype #trait/dedication #trait/multiclass %% +``` + +```ad-embed-feat +title: Basic Mysteries, Feat 4 +collapse: closed +# Basic Mysteries *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Oracle Dedication](compendium/feats/oracle-dedication-apg.md) + +You gain a 1st- or 2nd-level oracle of your choice. + +*Source: Advanced Player's Guide p. 152* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Basic Oracle Spellcasting, Feat 4 +collapse: closed +# Basic Oracle Spellcasting *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Oracle Dedication](compendium/feats/oracle-dedication-apg.md) + +You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the oracle archetype, add a common divine spell or another divine spell you have learned or discovered to your repertoire, of that spell level. + +*Source: Advanced Player's Guide p. 152* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: First Revelation, Feat 4 +collapse: closed +# First Revelation *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Oracle Dedication](compendium/feats/oracle-dedication-apg.md) + +You gain your mystery's initial revelation spell. Casting this spell progresses your oracular curse|oracle|apg|1||curse. Use the minor curse from your mystery, but when you progress it again, instead of your mystery's moderate [curse](rules/traits/curse.md) effect, you become [flat-footed](rules/conditions.md#Flat-footed) in addition to the effects of the minor curse. + +If you don't have one, you gain a focus pool of 1 Focus Point. + +You can [Refocus](rules/actions/refocus.md) by reconciling the conflicting nature of your mystery, which also reduces your curse to minor. + +*Source: Advanced Player's Guide p. 152* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Mysteries, Feat 6 +collapse: closed +# Advanced Mysteries *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Mysteries](compendium/feats/basic-mysteries-apg.md) + +You gain one oracle feat. For meeting its prerequisites, your oracle level is equal to half your level. + +**Special.** You can select this feat more than once. Each time, you gain another oracle feat. + +*Source: Advanced Player's Guide p. 152* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Mysterious Breadth, Feat 8 +collapse: closed +# Mysterious Breadth *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Oracle Spellcasting](compendium/feats/basic-oracle-spellcasting-apg.md) + +Increase the spell slots you gain from oracle archetype feats by 1 for each spell level other than your two highest spell levels. + +*Source: Advanced Player's Guide p. 152* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Expert Oracle Spellcasting, Feat 12* +collapse: closed +# Expert Oracle Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Expert Oracle Spellcasting](compendium/feats/expert-oracle-spellcasting-apg.md) is intended for use with the Oracle Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Basic Oracle Spellcasting](compendium/feats/basic-oracle-spellcasting-apg.md), master in [Religion](compendium/skills.md#Religion) + +You gain the expert spellcasting benefits. + +*Source: Advanced Player's Guide p. 152* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Master Oracle Spellcasting, Feat 18* +collapse: closed +# Master Oracle Spellcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Master Oracle Spellcasting](compendium/feats/master-oracle-spellcasting-apg.md) is intended for use with the Oracle Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Expert Oracle Spellcasting](compendium/feats/expert-oracle-spellcasting-apg.md), legendary in [Religion](compendium/skills.md#Religion) + +You gain the master spellcasting benefits. + +*Source: Advanced Player's Guide p. 152* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/pactbinder-da.md b/compendium/character/archetypes/pactbinder-da.md new file mode 100644 index 000000000..7ad57f2ff --- /dev/null +++ b/compendium/character/archetypes/pactbinder-da.md @@ -0,0 +1,150 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/da +aliases: ["Pactbinder"] +--- +# Pactbinder *Dedication Level 2* + +Some people feel that the universe is a constant struggle. Good against evil, law against chaos, civilization against nature, life against death against undeath. But why fight what you can't change? You prefer to bargain. + +As a pactbinder, you make deals with strange entities, otherworldly beings, and all sorts of multiversal denizens, amiable and unapproachable alike. Over the course of your many negotiations, you've learned something important: while such beings always seek a bargain tilted in their own favor, sometimes your definition of value differs enough from theirs that you can still come out ahead. In fact, sometimes, those who don't understand pacts like you do might mistake the payment for the benefit, or vice versa. Perhaps an ancient being of nightmare demanded to consume something you sought to be rid of, like a painful memory or a negative personality trait, priding itself on how it was taking something personal from you. Little did it know, you let it win on haggling your end of the deal. Of course, this practice isn't without its own risks, as who knows what you might become without that part of you. + +All these things, you can and must consider in every pact. In addition to pacts, you might also pursue magical contracts. While less of a metaphysical commitment than a pact, contracts offer similar benefits you just can't resist— and you can employ your skill set as a pactbinder to manipulate the precise wording of the bargain. + +*Source: Dark Archive p. 166* + +````ad-embed-feat +title: Pactbinder Dedication, Feat 2 +collapse: closed +# Pactbinder Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) as well as either [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) + +The first step toward forming a successful pact is an understanding of the magic behind it, along with skill at negotiation. It doesn't hurt that you also learned how to magically bind yourself to keep your word, enabling you to bargain more easily. You increase your proficiency from trained to expert in [Diplomacy](compendium/skills.md#Diplomacy) and in one of the following: [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion). + +```ad-embed-ability +title: Binding Vow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [enchantment](rules/traits/enchantment.md) [occult](rules/traits/occult.md) + +You bind yourself by formally speaking a binding vow. Supernatural power flows through and around you as you speak it, and all those present to hear it intrinsically know that it binds you. Breaking this vow is anathema to you, and if you break it willingly, you lose all pactbinder benefits until you fulfill your vow or, if that's impossible, participate in an atone ritual. The vow doesn't prevent unwilling violations and can't be used to try to circumvent mind-control magic, confusion, or similar situations where you perform an action not entirely of your own volition. A Binding Vow doesn't end until you've fulfilled it. Even if you die, the vow still binds you if you return to life. The vow doesn't force you to go to ridiculous extremes, such as [dying](rules/conditions.md#Dying), to fulfill your vow unless you specifically swear to go to such extremes. Trying to subvert your binding vow by making selfish promises (such as swearing to an ally that you'll kill someone you already wanted to kill) is in itself a violation of your vow, as is attempting to subvert other vows you've made (such as those from other pactbinder feats or a champion's code). + +When you make a [Request](rules/actions/request.md) or [Coerce](rules/actions/coerce.md) directly in service of fulfilling your vow, you gain a +1 circumstance bonus to your check against any creatures aware of your vow. +%% #trait/auditory #trait/concentrate #trait/enchantment #trait/occult %% +``` + +**Special.** You can't select another dedication feat until you've gained two other feats from the pactbinder archetype. + +*Source: Dark Archive p. 166* +%% #trait/uncommon #trait/archetype #trait/dedication %% +```` + +```ad-embed-feat +title: Pact of Fey Glamour, Feat 4 +collapse: closed +# Pact of Fey Glamour *Feat 4* +[archetype](rules/traits/archetype.md) [illusion](rules/traits/illusion.md) [primal](rules/traits/primal.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md) + +You've sworn a pact with fey powers, granting you the otherworldly appearance of your dreams in exchange for oaths of hospitality. As long as you keep your end of the bargain, your base appearance changes indefinitely to any one appearance you wish that's within the bounds of possibility for your ancestry; this effect can't be counteracted or removed except by violating the pact. Additionally, you can cast [illusory disguise](compendium/spells/illusory-disguise.md) as a primal innate spell once per hour, using the higher of your class DC and your spell DC to determine the DC. + +In exchange, you promise to accept any fey's request for hospitality, granting them food, drink, and lodging for up to 3 days and 3 nights. You also promise not to harm any creature to whom you've offered hospitality or who has shown hospitality to you, whether or not that creature is fey, unless that creature does harm first. If you refuse hospitality to a fey or violate hospitality, you lose the benefits of this feat until you atone for your transgressions, instantly reverting your appearance to the one you had before the pact. + +*Source: Dark Archive p. 166* +%% #trait/uncommon #trait/archetype #trait/illusion #trait/primal %% +``` + +```ad-embed-feat +title: Sociable Vow, Feat 4 +collapse: closed +# Sociable Vow *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md), expert in [Diplomacy](compendium/skills.md#Diplomacy) + +You can leverage your vow in more social interactions. The circumstance bonus from your Binding Vow also applies to attempts to [Gather Information](rules/actions/gather-information.md), [Make an Impression](rules/actions/make-an-impression.md), or [Demoralize](rules/actions/demoralize.md) you make directly in service of fulfilling the vow. + +*Source: Dark Archive p. 166* +%% #trait/archetype #trait/skill %% +``` + +````ad-embed-feat +title: Pact of Draconic Fury, Feat 6 +collapse: closed +# Pact of Draconic Fury *Feat 6* +[arcane](rules/traits/arcane.md) [archetype](rules/traits/archetype.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md) + +You've sworn a pact with a dragon, giving you the ability to tap into the dragon's immeasurable power in exchange for adding to their hoard. You gain the Dragon Breath activity. In exchange, you promise to search for objects the dragon wants for its hoard upon request. These requests might be extremely specific unique objects, or they might be a broad category of objects. While the dragon agrees to pay you a fair price for the item you retrieve, the pact requires you to give your time and service. + +```ad-embed-ability +title: Dragon Breath [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You breathe deeply and exhale a line or cone of powerful breath, much like the dragon with which you made the pact. If the dragon had a cone-shaped breath weapon, your breath weapon is a 30-foot cone. If they had a line-shaped breath weapon, your breath weapon is a 60-foot line. If they had a burst-shaped breath weapon, your breath weapon is a 10-foot burst within 60 feet. No matter the shape, it deals `1d6` damage per level, of the same damage type as the dragon's Breath Weapon, with a basic Reflex save, using the higher of your class DC or spell DC. This action has the same traits as the breath weapon of the dragon you made the pact with. +``` + +*Source: Dark Archive p. 166* +%% #trait/uncommon #trait/arcane #trait/archetype #trait/evocation %% +```` + +```ad-embed-feat +title: Pact of Infernal Prowess, Feat 8 +collapse: closed +# Pact of Infernal Prowess *Feat 8* +[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md) + +You've sworn a pact with devils, granting you success in life in exchange for your soul in the afterlife. Once per hour, when you critically fail a check, you can reroll the check as a free action; this is a [fortune](rules/traits/fortune.md) effect. Additionally, you can choose to automatically succeed at checks to [Earn Income](rules/actions/earn-income.md) for tasks below your level, without rolling. However, when you die, your soul is consigned to Hell. You can't be returned to life except by powerful magic such as miracle, and even then, the devils responsible for the contract can track your every move for 1 year. The devils gain the effects of a [discern location](compendium/spells/discern-location.md) spell. They can also use 10th-level [scrying](compendium/spells/scrying.md) on you at will, and you automatically critically fail your saving throw. + +**Special.** You can't retrain out of a Pact of Infernal Prowess without journeying to Hell and destroying the devil's written contract spelling out the terms of your pact. + +*Source: Dark Archive p. 167* +%% #trait/uncommon #trait/archetype #trait/divination #trait/divine %% +``` + +```ad-embed-feat +title: Pact of the Final Breath, Feat 12* +collapse: closed +# Pact of the Final Breath *Feat 12* +[archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +> [!pf2-note] This version of [Pact of the Final Breath](compendium/feats/pact-of-the-final-breath-da.md) is intended for use with the Pactbinder Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md) + +You've sworn a pact with a powerful psychopomp—typically an olethros advocate or yamaraj judge—granting you a reprieve before your soul will be collected in exchange for respect for the dead and assistance against the undead. + +As long as you keep your end of the bargain, you live twice as long as you normally would before [dying](rules/conditions.md#Dying) of natural causes. Additionally, the first time each day that you would be reduced to 0 Hit Points and gain the [dying](rules/conditions.md#Dying) condition, you instead regain a number of Hit Points equal to twice your level (starting from 0 HP), remain conscious, and gain fast healing equal to your level for 3 rounds. + +In exchange, you swear to treat the dead you come across with respect, performing last rites and final dispositions to ensure their spirits rest in peace and are less likely to rise as undead. Furthermore, you swear to destroy undead you come across, so long as it's within your power to do so without inordinate risk to yourself. Violating your part of the pact causes its protections to immediately end. If at that point you had already lived beyond your natural lifespan, the psychopomps typically give you a few moments to make any last farewells, and then you simply breathe your final breath and pass on. + +*Source: Dark Archive p. 167* +%% #trait/uncommon #trait/archetype #trait/divine #trait/necromancy %% +``` + +```ad-embed-feat +title: Pact of Eldritch Eyes, Feat 14* +collapse: closed +# Pact of Eldritch Eyes *Feat 14* +[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) [occult](rules/traits/occult.md) [uncommon](rules/traits/uncommon.md) + +> [!pf2-note] This version of [Pact of Eldritch Eyes](compendium/feats/pact-of-eldritch-eyes-da.md) is intended for use with the Pactbinder Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md) + +You've sworn a pact with an entity beyond mortal comprehension, granting you distant visions and insights. You can cast [prying eye](compendium/spells/prying-eye.md) as an occult innate spell once per hour, using the higher of your class DC and your spell DC to determine the DC. + +In exchange, you allow the entity to peer through you at your world. The entity's touch creates strange dreams, typically nightmares. Every morning, you awaken trained in an unexpected [Lore](compendium/skills.md#Lore) skill determined by the GM, which you retain until the next time you rest for the night. While the entity contacts you most often while you sleep, it occasionally peers at you during the day, leading to disorientation and visions. You can generally determine what's going on during these visions, so normally this occurrence imparts no mechanical penalty. + +However, in the unlikely event that an encounter begins while you're experiencing visions from the entity, you might take a circumstance penalty to your initiative roll. + +**Special.** The entity isn't particularly attached to its pact with you. If you want it gone, you can retrain out of Pact of Eldritch Eyes, after which the entity withdraws its eyes to the void. + +*Source: Dark Archive p. 167* +%% #trait/uncommon #trait/archetype #trait/divination #trait/occult %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/pactbound-initiate-lomm.md b/compendium/character/archetypes/pactbound-initiate-lomm.md new file mode 100644 index 000000000..7c45820e9 --- /dev/null +++ b/compendium/character/archetypes/pactbound-initiate-lomm.md @@ -0,0 +1,122 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/lomm +aliases: ["Pactbound Initiate"] +--- +# Pactbound Initiate *Dedication Level 2* + +Saumen kar can initiate a member of another ancestry into their pact, imbuing the creature with their power and their curse. Over time, this pact slowly changes the initiate internally and, sometimes, externally as well. The initiate's mind slowly fills with ancient pieces of lore and techniques that are as much part of the saumen kar as their hands and feet. As the initiate's mind adapts to this knowledge and power, their body sometimes evolves in kind—sprouting sweeping horns, gaining heightened olfactory senses, and growing additional height and muscle—becoming a hybrid between their old ancestry and saumen kar, wrapped in runic tattoos. + +An unwilling creature can never be forced to become a pactbound initiate, and only those with deep bonds of mutual friendship with a saumen kar can even attempt the process. Befriending a saumen kar can be enough to begin one's initiation into the pact, though they must choose to accept the burden and can change their minds about undertaking the pact at any point until their final transition (represented by the [Bound in Ice](compendium/feats/bound-in-ice-lomm.md) feat). Once a creature has completed the pact by accepting the full burden of a saumen kar and taking the Bound in Ice feat, all transformations are permanent. At that point, they can't retrain the [Pactbound Dedication](compendium/feats/pactbound-dedication-lomm.md), [Frostbite Runes](compendium/feats/frostbite-runes-lomm.md), or [Bound in Ice](compendium/feats/bound-in-ice-lomm.md) feats and must live out the rest of their lives as something between their old ancestry and a saumen kar. If their normal lifespan was less than 400 years, it's increased to at least 400 years. If their natural lifespan was greater than 400 years, it's instead reduced to approximately that amount of time. + +*Source: Lost Omens: Monsters of Myth p. 10* + +```ad-embed-feat +title: Pactbound Dedication, Feat 2 +collapse: closed +# Pactbound Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: Erutaki or Giant language, trained in [Nature](compendium/skills.md#Nature), must have earned the trust of a saumen kar who initiates you into the archetype + +You befriended one of the last saumen kar and were infused with a fraction of their power, granting you the potential to become a guardian of their ancient pact. You gain cold resistance equal to half your level. You can [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md) while it's snowing even lightly, even if it wouldn't be thick enough to normally grant [concealment](rules/conditions.md#Concealed). Finally, all saumen kar can sense the mark of their pact upon you, and their attitude toward you is typically one step better than it would be otherwise ([hostile](rules/conditions.md#Hostile) to [unfriendly](rules/conditions.md#Unfriendly), [unfriendly](rules/conditions.md#Unfriendly) to [indifferent](rules/conditions.md#Indifferent), etc.) Most saumen kar are [unfriendly](rules/conditions.md#Unfriendly) to outsiders; this would make them [indifferent](rules/conditions.md#Indifferent) to you. + +**Special.** You can't select another dedication feat until you have gained two other feats from the pactbound archetype. + +*Source: Lost Omens: Monsters of Myth p. 10* +%% #trait/rare #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Ice Crafter, Feat 4 +collapse: closed +# Ice Crafter *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pactbound Dedication](compendium/feats/pactbound-dedication-lomm.md) + +The ancient ice-crafting techniques of the saumen kar awaken within you. You become trained in [Crafting](compendium/skills.md#Crafting), or become an expert if you were already trained. You gain the [Magical Crafting](compendium/feats/magical-crafting.md) skill feat. You can craft permanent items out of ice instead of metal or wood; these items are a translucent crystal-blue in color, resemble icicles and glacier ice, and have the same statistics and properties as cold iron, including the price and the ability to deal additional damage to certain kinds of creatures. Any creature who wields or wears a piece of ice-crafted equipment takes 1 cold damage each round from contact with the primal cold of the crafted ice. + +*Source: Lost Omens: Monsters of Myth p. 10* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Crown of the Saumen Kar, Feat 6 +collapse: closed +# Crown of the Saumen Kar *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pactbound Dedication](compendium/feats/pactbound-dedication-lomm.md) + +Your body begins to evolve and adapt, taking the first steps towards blending your very self with the ancient curse of the saumen kar. You become larger and bulkier, pushing the very edge of height and weight for your size. You gain [scent](rules/abilities/scent.md) as an imprecise sense with a range of 30 feet and gain a +1 circumstance bonus to [Stealth](compendium/skills.md#Stealth) checks made to [Sneak](rules/actions/sneak.md) or [Hide](rules/actions/hide.md) in areas of forest and snow. You sprout a pair of horns from your forehead, gaining a horns unarmed attack that deals `1d8` bludgeoning damage. Your horns are in the brawling group and have the [shove](rules/traits/shove.md) and [trip](rules/traits/trip.md) traits. + +*Source: Lost Omens: Monsters of Myth p. 10* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Frostbite Runes, Feat 12* +collapse: closed +# Frostbite Runes *Feat 12* +[archetype](rules/traits/archetype.md) [evocation](rules/traits/evocation.md) [primal](rules/traits/primal.md) + +> [!pf2-note] This version of [Frostbite Runes](compendium/feats/frostbite-runes-lomm.md) is intended for use with the Pactbound Initiate Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Pactbound Dedication](compendium/feats/pactbound-dedication-lomm.md) + +Thick tattoos, each one a rune fragment from the saumen kar's long-lost language spelling out their pact with their equally lost deity, cover your body and stretch across your limbs, torso, and face. You gain a +1 status bonus to saving throws against [evil](rules/traits/evil.md) and [necromancy](rules/traits/necromancy.md) spells and effects. You can sense the presence of evil undead as a pervasive taste of oily corruption in the air; this is a vague sense that allows you to know when such a creature is within 60 feet of you, though you can't precisely pinpoint their location with this sense. As normal for a vague sense, it can be fooled, but undead might not realize they need to take precautions against it. This sense also extends to living creatures who have the [negative healing](rules/abilities/negative-healing-b2.md) ability, like dhampir. + +*Source: Lost Omens: Monsters of Myth p. 10* +%% #trait/archetype #trait/evocation #trait/primal %% +``` + +```ad-embed-feat +title: Curse of the Saumen Kar, Feat 14* +collapse: closed +# Curse of the Saumen Kar [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* +[archetype](rules/traits/archetype.md) [conjuration](rules/traits/conjuration.md) [primal](rules/traits/primal.md) + +> [!pf2-note] This version of [Curse of the Saumen Kar](compendium/feats/curse-of-the-saumen-kar-lomm.md) is intended for use with the Pactbound Initiate Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Frostbite Runes](compendium/feats/frostbite-runes-lomm.md) +- **Frequency**: once per day +- **Activity** Two-Action + +You activate the runes on your body to create an icy prison around a Huge or smaller creature you can see within 60 feet. The prison is a sphere made of unmelting ice, just large enough to fit your target. The target, and any creatures sharing its space, must attempt a Reflex save, with a DC using the higher of your class DC and spell DC. A creature that fails becomes trapped inside the prison. If it succeeds, the creature is pushed outside the prison into a space of its choice. If the target shares its space with a gargantuan creature, the effect fails. + +The dome has AC 10, Hardness 20, and 40 Hit Points; it's immune to cold, critical hits, and precision damage. The prison lasts until destroyed, until you use this ability to create a new prison, or until you die. + +*Source: Lost Omens: Monsters of Myth p. 10* +%% #trait/archetype #trait/conjuration #trait/primal %% +``` + +````ad-embed-feat +title: Bound in Ice, Feat 16* +collapse: closed +# Bound in Ice *Feat 16* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Bound in Ice](compendium/feats/bound-in-ice-lomm.md) is intended for use with the Pactbound Initiate Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Frostbite Runes](compendium/feats/frostbite-runes-lomm.md) + +You become a hybrid of your ancestry and a saumen kar. Your size increases to Large, and your reach becomes 10 feet. Your cold resistance increases to be equal to your level, and you gain fire resistance equal to half your level. + +You also gain the Blizzard Evasion reaction. + +```ad-embed-ability +title: Blizzard Evasion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You take 40 or more physical damage from a single attack + +**Effect** You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) your mark and on [Deception](compendium/skills.md#Deception) checks to [Feint](rules/actions/feint.md) against your mark. Your [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) weapons and unarmed attacks gain the backstabber and [deadly ](rules/traits/deadly.md) weapon traits when you're attacking your mark. + +If the weapon or unarmed attack already has the [deadly](rules/traits/deadly.md) trait, increase the size of the deadly damage die by one step instead of giving it deadly . +``` + +*Source: Lost Omens: Monsters of Myth p. 10* +%% #trait/archetype %% +```` \ No newline at end of file diff --git a/compendium/character/archetypes/pathfinder-agent-lowg.md b/compendium/character/archetypes/pathfinder-agent-lowg.md new file mode 100644 index 000000000..cd9dc3c06 --- /dev/null +++ b/compendium/character/archetypes/pathfinder-agent-lowg.md @@ -0,0 +1,87 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/lowg +aliases: ["Pathfinder Agent"] +--- +# Pathfinder Agent *Dedication Level 2* + +You're a field agent of the globe-trotting Pathfinder Society, sworn to report, explore, and cooperate. You explore the world, gathering artifacts and antiquities, and record your adventures for posterity. + +*Source: Lost Omens: World Guide p. 23* + +```ad-embed-feat +title: Pathfinder Agent Dedication, Feat 2 +collapse: closed +# Pathfinder Agent Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You are from Absalom. +- **Prerequisites**: member of the Pathfinder Society + +Your Pathfinder training has broadened your horizons and made you more flexible at various skills, since you never know when you might need an obscure skill to complete your mission. You become trained in one skill of your choice, or expert in a skill of your choice in which you were trained. You also become trained in [Pathfinder Lore](compendium/skills.md#Lore), or an expert if you were already trained. When using a skill untrained, your proficiency bonus is equal to your level instead of 0. You gain access to [wayfinders](compendium/equipment/items/wayfinder.md). + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Pathfinder agent archetype. + +*Source: Lost Omens: World Guide p. 23* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Careful Explorer, Feat 4 +collapse: closed +# Careful Explorer *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) + +You've explored enough dusty tombs and [hidden](rules/conditions.md#Hidden) vaults to gain a sixth sense about traps, and you sometimes notice them even when you're not trying to. + +Even if you aren't [Searching](rules/actions/search.md) in exploration mode, you get a check to find traps that normally require you to [Search](rules/actions/search.md) for them. You still need to meet any other requirements to find the trap. + +*Source: Lost Omens: World Guide p. 23* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Deft Cooperation, Feat 4 +collapse: closed +# Deft Cooperation *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) + +When you set things up to help your allies, you also gain some of the fruits of your labors. When you successfully [Aid](rules/actions/aid.md) an attack roll or AC, you gain a +1 circumstance bonus to attack rolls or AC against that enemy until the end of your next turn, whichever you granted to your ally. When you successfully [Aid](rules/actions/aid.md) a skill check, if you attempt the exact same skill check (not just using the same skill, but using it for the same purpose, for instance a check to [Climb](rules/actions/climb.md) the same wall) on your next turn, you gain a +1 circumstance bonus to your skill check. + +*Source: Lost Omens: World Guide p. 23* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Thorough Reports, Feat 4 +collapse: closed +# Thorough Reports *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) + +Your reports are thorough and informative, and putting your thoughts to paper helps you retain the information. Keep track of each type of creature you successfully identify with [Recall Knowledge](rules/actions/recall-knowledge.md). When attempting [Recall Knowledge](rules/actions/recall-knowledge.md) checks against creatures on your list in later encounters, you gain a +2 circumstance bonus, and you learn an additional fact about such creatures on a success. + +*Source: Lost Omens: World Guide p. 23* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Wayfinder Resonance Tinkerer, Feat 4 +collapse: closed +# Wayfinder Resonance Tinkerer *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) + +You can use the unusual resonance of your wayfinder to grant it additional effects. Choose one cantrip from the arcane, divine, occult, or primal list. You can activate your wayfinder to cast that cantrip at will. As normal, this cantrip is heightened to a spell level equal to half your level rounded up. Additionally, you can [Activate](rules/actions/activate-an-item.md) your wayfinder with a [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (envision) activation to transform it into a nondescript pin or brooch to hide your affiliation with the Pathfinder Society. This transformation lasts for 1 hour. + +*Source: Lost Omens: World Guide p. 23* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/pirate-apg.md b/compendium/character/archetypes/pirate-apg.md new file mode 100644 index 000000000..6b89a284e --- /dev/null +++ b/compendium/character/archetypes/pirate-apg.md @@ -0,0 +1,81 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Pirate"] +--- +# Pirate *Dedication Level 2* + +You live a life of freedom, taking by force and intimidation all that you desire. You may be a privateer, raiding and plundering on behalf of a particular nation or another authority, or you may answer to no one but your own capricious whims. Either way, you rely on intimidation, wits, and combat prowess to take what you want from those you deem less deserving. + +Pirates have much in common with swashbucklers, and many pirates have the swashbuckler class or [archetype](compendium/character/archetypes/swashbuckler-apg.md). Much like a swashbuckler's daring deeds, classic pirate maneuvers are often showy feats intended to impress, intimidate, and gain panache. For example, if you have the panache class feature and your [Acrobatics](compendium/skills.md#Acrobatics) check for a Boarding Assault exceeds the very hard DC for your level, you would gain panache. + +*Source: Advanced Player's Guide p. 185* + +````ad-embed-feat +title: Pirate Dedication, Feat 2 +collapse: closed +# Pirate Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation) + +As a pirate, you sail the seas in search of enemy ships to plunder. You become trained in [Sailing Lore](compendium/skills.md#Lore), or become an expert in it if you were already trained. You ignore the effects of difficult terrain or uneven ground caused by a ship's movement. Additionally, you gain the Boarding Assault action. + +```ad-embed-ability +title: Boarding Assault [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[flourish](rules/traits/flourish.md) + +Either [Stride](rules/actions/stride.md) twice or attempt an [Acrobatics](compendium/skills.md#Acrobatics) check (DC determined by the GM, but usually DC 20) to swing on a rope up to twice your Speed. If you boarded or disembarked from a boat or similar vehicle during this movement, you can make a melee [Strike](rules/actions/strike.md) that deals one additional weapon damage die. +%% #trait/flourish %% +``` + +**Special.** You can't select another dedication feat until you have gained two other feats from the pirate archetype. + +*Source: Advanced Player's Guide p. 185* +%% #trait/archetype #trait/dedication %% +```` + +```ad-embed-feat +title: Pirate Weapon Training, Feat 4 +collapse: closed +# Pirate Weapon Training *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pirate Dedication](compendium/feats/pirate-dedication-apg.md) + +You're particularly skilled at wielding traditional pirate weapons. You become trained with the following weapons: [hatchet](compendium/equipment/items/hatchet.md), [rapier](compendium/equipment/items/rapier.md), [scimitar](compendium/equipment/items/scimitar.md), and [whip](compendium/equipment/items/whip.md). Whenever you gain a class feature that grants you expert or greater proficiency with a given weapon or weapons, you also gain that proficiency rank for these weapons. + +*Source: Advanced Player's Guide p. 185* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Rope Runner, Feat 4 +collapse: closed +# Rope Runner *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Pirate Dedication](compendium/feats/pirate-dedication-apg.md); trained in [Acrobatics](compendium/skills.md#Acrobatics) and [Athletics](compendium/skills.md#Athletics) + +You run and climb across ropes and rigging almost as easily as on the ground. You gain a climb Speed of 15 feet, but only on ship's rigging or similar ropes. Whenever you succeed at an [Athletics](compendium/skills.md#Athletics) check to [Climb](rules/actions/climb.md) a rope or an [Acrobatics](compendium/skills.md#Acrobatics) check to [Balance](rules/actions/balance.md) on a rope, you get a critical success instead. You aren't [flat-footed](rules/conditions.md#Flat-footed) while [Climbing](rules/actions/climb.md) or [Balancing](rules/actions/balance.md) on a rope. + +*Source: Advanced Player's Guide p. 185* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Walk The Plank, Feat 8 +collapse: closed +# Walk The Plank [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pirate Dedication](compendium/feats/pirate-dedication-apg.md) +- **Activity** Two-Action + +You frighten a foe into moving where you want them, traditionally demanding they walk the plank. Attempt to [Demoralize](rules/actions/demoralize.md) an opponent; this check gains the [incapacitation](rules/traits/incapacitation.md) trait. On a success, in addition to the normal effects, you can also force the target to [Stride](rules/actions/stride.md) up to its Speed. You choose the path the target takes, and it does so as part of your Walk the Plank action. You can't force the target to move into a harmful space (one where it will take damage, fall, provoke reactions, or similar) unless the result of your check to [Demoralize](rules/actions/demoralize.md) was a critical success. The target then becomes temporarily immune to Walk the Plank for 24 hours. + +*Source: Advanced Player's Guide p. 185* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/poisoner-apg.md b/compendium/character/archetypes/poisoner-apg.md new file mode 100644 index 000000000..2c1ebcba1 --- /dev/null +++ b/compendium/character/archetypes/poisoner-apg.md @@ -0,0 +1,237 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- archetype/benefit/alchemy +- compendium/src/pf2e/apg +aliases: ["Poisoner"] +--- +# Poisoner *Dedication Level 2* + +People are so delightfully fragile when exposed to the glories of nature. The bite of a certain serpent makes the blood congeal to jelly. A particular stone, suitably powdered, causes hallucinations and delirium. The sap of a tree inflicts such pain that death seems preferable. You are a student of such dark wonders, making you a dangerous foe indeed. + +*Source: Advanced Player's Guide p. 186* + +```ad-embed-feat +title: Poisoner Dedication, Feat 2 +collapse: closed +# Poisoner Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) + +You make a point of always having a few toxins near at hand—you never know when some arsenic or the like might prove useful. You gain the basic alchemy benefits (page 150), though they can be used only for alchemical poisons. You gain batches of infused reagents per day equal to your level. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. + +**Special.** You can't select another dedication feat until you have gained at least two other feats from the poisoner archetype. + +*Source: Advanced Player's Guide p. 186* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Poison Resistance (Alchemist), Feat 4* +collapse: closed +# Poison Resistance (Alchemist) *Feat 4* +[alchemist](rules/traits/alchemist.md) + +> [!pf2-note] This version of [Poison Resistance (Alchemist)](compendium/feats/poison-resistance-alchemist.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. + + +Repeated exposure to toxic reagents has fortified your body against poisons of all kinds. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons. + +*Source: Core Rulebook p. 77* +%% #trait/alchemist %% +``` + +```ad-embed-feat +title: Poisoner's Twist, Feat 4 +collapse: closed +# Poisoner's Twist [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Poisoner Dedication](compendium/feats/poisoner-dedication-apg.md), trained in [Medicine](compendium/skills.md#Medicine) +- **Requirements**: Your last action was a successful melee [Strike](rules/actions/strike.md) that dealt damage against a target that is afflicted by a poison, and you know which poison. +- **Activity** Single Action + +Poisons attack specific parts of the body—one venom might target the lungs, another the circulatory system, while another deteriorates the nerves. You know how to take advantage of such weaknesses. You deal `1d6` damage of the required [Strike](rules/actions/strike.md)'s damage type and `1d6` poison damage to the target. If you're at least 18th level, you deal `2d6` damage of each type. + +*Source: Advanced Player's Guide p. 186* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Subtle Delivery, Feat 4* +collapse: closed +# Subtle Delivery *Feat 4* +[alchemist](rules/traits/alchemist.md) + +> [!pf2-note] This version of [Subtle Delivery](compendium/feats/subtle-delivery-apg.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. + + +You can capably deliver toxins with a blowgun. Your blowgun [Strikes](rules/actions/strike.md) can apply injury poisons even if they deal no damage due to a creature's resistance. If you critically succeed at an attack roll using a blowgun loaded with a dart you've poisoned and the target rolls a failure on the poison's initial save, the target critically fails instead. + +*Source: Advanced Player's Guide p. 106* +%% #trait/alchemist %% +``` + +```ad-embed-feat +title: Expert Poisoner, Feat 6 +collapse: closed +# Expert Poisoner *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Poisoner Dedication](compendium/feats/poisoner-dedication-apg.md), expert in [Crafting](compendium/skills.md#Crafting) + +Your advanced alchemy level for poison increases to your level – 3. + +*Source: Advanced Player's Guide p. 186* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Poison Coat, Feat 6 +collapse: closed +# Poison Coat [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Poisoner Dedication](compendium/feats/poisoner-dedication-apg.md) +- **Trigger** A creature adjacent to you hits you with a melee unarmed [Strike](rules/actions/strike.md). +- **Requirements**: You have prepared your clothing to poison attackers (see below). +- **Activity** Reaction + +In nature, certain animals are covered in venomous spines, such that even touching them is deadly. To use this reaction, you must have brushed poison onto your clothing or woven sharp poisoned needles into the garment's fabric. This takes 10 minutes and uses one dose of contact or injury poison. You can have only one such poison suffused into your clothing at a time. + +When you use this reaction, the triggering creature is exposed to the suffused poison. + +*Source: Advanced Player's Guide p. 186* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Poison Weapon, Feat 6* +collapse: closed +# Poison Weapon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[manipulate](rules/traits/manipulate.md) [rogue](rules/traits/rogue.md) + +> [!pf2-note] This version of [Poison Weapon](compendium/feats/poison-weapon.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. + +- **Requirements**: You are wielding a piercing or slashing weapon. +- **Activity** Single Action + +You apply a [poison](rules/traits/poison.md) to the required weapon; if you're not holding a poison and have a free hand, you can [Interact](rules/actions/interact.md) to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal. + +**Special.** During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal `1d4` poison damage. Only you can apply these poisons properly, and they expire the next time you prepare. + +*Source: Core Rulebook p. 185* +%% #trait/manipulate #trait/rogue %% +``` + +```ad-embed-feat +title: Tenacious Toxins, Feat 6* +collapse: closed +# Tenacious Toxins *Feat 6* +[alchemist](rules/traits/alchemist.md) + +> [!pf2-note] This version of [Tenacious Toxins](compendium/feats/tenacious-toxins-apg.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. + + +Your victims tend to expire long before your poisons, since the latter have been specifically formulated to last longer. The maximum duration of any poison you create increases by an amount equal to the poison's stage 1 interval, to a maximum of twice the poison's maximum duration. + +*Source: Advanced Player's Guide p. 107* +%% #trait/alchemist %% +``` + +```ad-embed-feat +title: Acquired Tolerance, Feat 8 +collapse: closed +# Acquired Tolerance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) [fortune](rules/traits/fortune.md) + +- **Prerequisites**: [Poisoner Dedication](compendium/feats/poisoner-dedication-apg.md) +- **Trigger** You fail a save against a poison. +- **Activity** Reaction + +A small amount of poison, taken at nonlethal doses, can help the body build up a resistance against a more deadly dosage. Reroll the triggering check and use the second result. Once you use Acquired Tolerance, you can continue to use it against the same type of poison that day, but you can't use it against a different type of poison until after you make your next daily preparations. For instance, if you used the reaction on a save against giant scorpion venom, you could use it again against giant scorpion venom even if it came from a different source, but you couldn't use it against nettleweed residue, lich dust, or another poison. + +*Source: Advanced Player's Guide p. 186* +%% #trait/archetype #trait/fortune %% +``` + +```ad-embed-feat +title: Sticky Poison, Feat 8* +collapse: closed +# Sticky Poison *Feat 8* +[alchemist](rules/traits/alchemist.md) + +> [!pf2-note] This version of [Sticky Poison](compendium/feats/sticky-poison-apg.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. + + +A combination of additional viscosity and careful application keeps your weapons poisoned even when suffering significant wear and tear. If your [Strike](rules/actions/strike.md) with a poisoned weapon would expend its poison without your target attempting an initial save (due to resistance or your [Strike](rules/actions/strike.md) being a critical failure, for example), attempt a DC 5 flat check. On a success, your weapon remains poisoned. If your [Strike](rules/actions/strike.md) with a poisoned weapon succeeds, attempt a DC 17 flat check. On a success, your weapon remains poisoned until the end of your next turn. + +*Source: Advanced Player's Guide p. 107* +%% #trait/alchemist %% +``` + +```ad-embed-feat +title: Improved Poison Weapon, Feat 10* +collapse: closed +# Improved Poison Weapon *Feat 10* +[rogue](rules/traits/rogue.md) + +> [!pf2-note] This version of [Improved Poison Weapon](compendium/feats/improved-poison-weapon.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Poison Weapon](compendium/feats/poison-weapon.md) + +You deliver poisons in ways that maximize their harmful effects. When you apply a simple poison with Poison Weapon, the poison deals `2d4` poison damage instead of `1d4` poison damage. You don't waste a poison you apply with Poison Weapon on a critically failed attack roll. + +*Source: Core Rulebook p. 187* +%% #trait/rogue %% +``` + +```ad-embed-feat +title: Pinpoint Poisoner, Feat 10* +collapse: closed +# Pinpoint Poisoner *Feat 10* +[alchemist](rules/traits/alchemist.md) + +> [!pf2-note] This version of [Pinpoint Poisoner](compendium/feats/pinpoint-poisoner-apg.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. + + +Unsuspecting targets are especially vulnerable to your poisons. When you successfully [Strike](rules/actions/strike.md) a [flat-footed](rules/conditions.md#Flat-footed) creature with a poisoned weapon or expose a [flat-footed](rules/conditions.md#Flat-footed) creature to an inhaled poison, the [flat-footed](rules/conditions.md#Flat-footed) condition also gives that creature a –2 circumstance penalty to its initial save against that poison. + +*Source: Advanced Player's Guide p. 107* +%% #trait/alchemist %% +``` + +```ad-embed-feat +title: Improved Poison Weapon, Feat 12* +collapse: closed +# Improved Poison Weapon *Feat 12* +[rogue](rules/traits/rogue.md) + +> [!pf2-note] This version of [Improved Poison Weapon](compendium/feats/improved-poison-weapon.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Poison Weapon](compendium/feats/poison-weapon.md) + +You deliver poisons in ways that maximize their harmful effects. When you apply a simple poison with Poison Weapon, the poison deals `2d4` poison damage instead of `1d4` poison damage. You don't waste a poison you apply with Poison Weapon on a critically failed attack roll. + +*Source: Core Rulebook p. 187* +%% #trait/rogue %% +``` + +```ad-embed-feat +title: Chemical Contagion, Feat 18* +collapse: closed +# Chemical Contagion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 18* +[alchemist](rules/traits/alchemist.md) + +> [!pf2-note] This version of [Chemical Contagion](compendium/feats/chemical-contagion-apg.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. + +- **Trigger** A creature within 30 feet critically fails its initial saving throw against a poison you created. +- **Activity** Reaction + +With carefully engineered enzymes, you coax some of your poison to infect another target, using the original victim as a carrier. A creature adjacent to the triggering creature is exposed to the triggering poison. + +*Source: Advanced Player's Guide p. 107* +%% #trait/alchemist %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/psychic-da.md b/compendium/character/archetypes/psychic-da.md new file mode 100644 index 000000000..cf1c1de5d --- /dev/null +++ b/compendium/character/archetypes/psychic-da.md @@ -0,0 +1,125 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/da +aliases: ["Psychic"] +--- +# Psychic *Dedication Level 2* + +You've awoken the latent abilities of your mind, taking your first steps into wielding psychic magic. + +## Multiclass Psychic Characters +DA p. 48 + +Psychic is a good fit for characters who want a touch of occult power. Intelligence-based characters like investigators and alchemists, as well as Charisma-based characters like bards, can choose the path that best suits their inherent abilities. + +*Source: Dark Archive p. 48* + +```ad-embed-feat +title: Psychic Dedication, Feat 2 +collapse: closed +# Psychic Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Intelligence 14 or Charisma 14 + +You feel something awaken within your mind. You become trained in [Occultism](compendium/skills.md#Occultism); if you were already trained in [Occultism](compendium/skills.md#Occultism), you become trained in a skill of your choice. You cast spells like a psychic and gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity; as you don't have a subconscious mind, your thought components are simple intentions. Choose a conscious mind. You gain a spell repertoire with one standard psi cantrip of your choice from your conscious mind, which you cast as a psi cantrip. You gain the normal benefits and the amp for this psi cantrip, but not any other benefits from the conscious mind. If you don't have one, you gain a focus pool of 1 Focus Point, which you can use to amp your psi cantrips, and you can [Refocus](rules/actions/refocus.md) by meditating on your new powers. If you already have a focus pool, increase the number of points in your pool by 1. You're trained in occult spell attack rolls and occult spell DCs. Your key spellcasting ability for psychic archetype spells is the ability you used to qualify for the archetype, and they are occult psychic spells. + +**Special.** You can't select another dedication feat until you have gained two other feats from the psychic archetype. + +*Source: Dark Archive p. 48* +%% #trait/archetype #trait/dedication #trait/multiclass %% +``` + +```ad-embed-feat +title: Basic Psychic Spellcasting, Feat 4 +collapse: closed +# Basic Psychic Spellcasting *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Psychic Dedication](compendium/feats/psychic-dedication-da.md) + +You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the psychic archetype, add a spell of the appropriate spell level to your repertoire: a common occult spell, one of the granted spells from your conscious mind, or another spell you've learned or discovered. + +*Source: Dark Archive p. 48* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Basic Thoughtform, Feat 4 +collapse: closed +# Basic Thoughtform *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Psychic Dedication](compendium/feats/psychic-dedication-da.md) + +You gain a 1st- or 2nd-level psychic feat of your choice. + +*Source: Dark Archive p. 48* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Thoughtform, Feat 6 +collapse: closed +# Advanced Thoughtform *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Thoughtform](compendium/feats/basic-thoughtform-da.md) + +You gain one psychic feat. For the purpose of meeting its prerequisites, your psychic level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another psychic feat. + +*Source: Dark Archive p. 48* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Psi Development, Feat 6 +collapse: closed +# Psi Development *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Psychic Dedication](compendium/feats/psychic-dedication-da.md) + +You've found a new mental form. You gain another psi cantrip from your conscious mind: either the standard cantrip you didn't take with Psychic Dedication, or the unique surface psi cantrip. + +You gain the benefits and the amp for this second psi cantrip. Increase the number of Focus Points in your focus pool by 1. + +*Source: Dark Archive p. 48* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Expert Psychic Spellcasting, Feat 12* +collapse: closed +# Expert Psychic Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Expert Psychic Spellcasting](compendium/feats/expert-psychic-spellcasting-da.md) is intended for use with the Psychic Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Basic Psychic Spellcasting](compendium/feats/basic-psychic-spellcasting-da.md), master in [Occultism](compendium/skills.md#Occultism) + +You gain the expert spellcasting benefits. + +*Source: Dark Archive p. 48* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Master Psychic Spellcasting, Feat 18* +collapse: closed +# Master Psychic Spellcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Master Psychic Spellcasting](compendium/feats/master-psychic-spellcasting-da.md) is intended for use with the Psychic Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Expert Psychic Spellcasting](compendium/feats/expert-psychic-spellcasting-da.md), legendary in [Occultism](compendium/skills.md#Occultism) + +You gain the master spellcasting benefits. + +*Source: Dark Archive p. 48* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/psychic-duelist-da.md b/compendium/character/archetypes/psychic-duelist-da.md new file mode 100644 index 000000000..1ee3cd2ad --- /dev/null +++ b/compendium/character/archetypes/psychic-duelist-da.md @@ -0,0 +1,87 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/da +aliases: ["Psychic Duelist"] +--- +# Psychic Duelist *Dedication Level 4* + +The mental landscape of the psychic duel rises to meet your steps and reshapes at your touch. You understand the binary mindscape links two minds, making its foundation only as strong as the wills of those involved. Two psychic castles in a siege—patch every loose brick in your walls and single out every flaw in your foe's defenses. + +*Source: Dark Archive p. 203* + +```ad-embed-feat +title: Psychic Duelist Dedication, Feat 4 +collapse: closed +# Psychic Duelist Dedication *Feat 4* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism), you have been in a psychic duel + +Through experience and in-depth visualizations of mental battles, you've grown adept at psychic duels. You gain a +2 circumstance bonus to your initiative rolls for psychic duels. Each time you enter a psychic duel, choose one of the following benefits for the duration of that duel. + +- Mind Mace You gain a status bonus to mental damage with spells you cast equal to the spell's level. +- Psychic Fist You can use your standard ability modifier for [Strike](rules/actions/strike.md) damage instead of your highest mental modifier, and you can use your full AC instead of using your Will DC in place of your AC. + +**Special.** You can't select another dedication feat until you have gained two other feats from the psychic duelist archetype. + +*Source: Dark Archive p. 203* +%% #trait/rare #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Duel Spell Advantage, Feat 6 +collapse: closed +# Duel Spell Advantage *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Psychic Duelist Dedication](compendium/feats/psychic-duelist-dedication-da.md) + +When you start a psychic duel, you gain a third natural psychic spell. You can't choose the same spell twice. + +If you're 9th level or higher, add the following spells to the list of natural psychic spells you can choose: [confusion](compendium/spells/confusion.md), [crushing despair](compendium/spells/crushing-despair.md), [hallucination](compendium/spells/hallucination.md), [suggestion](compendium/spells/suggestion.md), [synaptic pulse](compendium/spells/synaptic-pulse.md), and [synesthesia](compendium/spells/synesthesia.md). + +*Source: Dark Archive p. 203* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Supreme Psychic Center, Feat 8 +collapse: closed +# Supreme Psychic Center [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Psychic Duelist Dedication](compendium/feats/psychic-duelist-dedication-da.md) +- **Trigger** Your turn in a psychic duel begins. +- **Activity** Free Action + +With the merest thought, you realign your mental defenses to your duel's circumstances. You Recenter. + +*Source: Dark Archive p. 203* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Instigate Psychic Duel, Feat 12* +collapse: closed +# Instigate Psychic Duel [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 12* +[archetype](rules/traits/archetype.md) [illusion](rules/traits/illusion.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) + +> [!pf2-note] This version of [Instigate Psychic Duel](compendium/feats/instigate-psychic-duel-da.md) is intended for use with the Psychic Duelist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Psychic Duelist Dedication](compendium/feats/psychic-duelist-dedication-da.md) +- **Frequency**: once per day +- **Activity** Three-Action + +You attempt to enter a psychic duel with a creature within 100 feet. The target can attempt a Will save against the higher of your spell DC or class DC. If it enters the duel willingly, use the result for a critical failure. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The two of you enter a psychic duel, but it ends automatically at the end of your next turn. As normal for a psychic duel, the duel ends if one participant is knocked out, as well as under any other conditions to which both participants agree. If you're in initiative when you Instigate the Psychic Duel, you keep the same initiative positions. You can each choose a psychic center for any skill in which you're trained, as you would if you were using that skill to roll initiative for the duel. +> - **Failure** As a success, except instead of ending at the end of your next turn, the target can attempt a new save to end the duel at the end of each of your turns, starting with your next turn. +> - **Critical Failure** As a success, except the duel doesn't end until it reaches one of the normal end conditions for a psychic duel. + +*Source: Dark Archive p. 203* +%% #trait/archetype #trait/illusion #trait/incapacitation #trait/mental #trait/occult %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/reanimator-botd.md b/compendium/character/archetypes/reanimator-botd.md new file mode 100644 index 000000000..3a7e88a31 --- /dev/null +++ b/compendium/character/archetypes/reanimator-botd.md @@ -0,0 +1,175 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/botd +aliases: ["Reanimator"] +--- +# Reanimator *Dedication Level 2* + +Most cultures revere the bodies of the deceased, laying to rest the mortal remains of their companions according to tradition formed generations before. Such customs assume a common conclusion: once the spirit that inhabited it has gone on to the Boneyard, the empty shell of a corpse has no purpose beyond its eventual return to the elements that formed it. You know differently. As the vessels that once housed immortal souls, corpses hold great power and potential, perfect construction materials for creations of unsurpassed wonder. As a reanimator, you have chosen to focus your study of the necromantic arts on the transformation of dead flesh into innumerable varieties of undead, from the lowliest shuffling corpses and brittle skeletons to abominations of ghastly splendor barely conceived of by only the most fanatical—or brilliant—mortal minds. + +*Source: Book of the Dead p. 34* + +```ad-embed-feat +title: Reanimator Dedication, Feat 2 +collapse: closed +# Reanimator Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: able to cast [animate dead](compendium/spells/animate-dead-apg.md) with a spell slot + +You have dedicated your studies to the art of raising and commanding undead. If you're a spontaneous spellcaster with animate dead in your repertoire, it becomes a signature spell in addition to your usual signature spells. If you're a prepared spellcaster with animate dead in your spells known, spellbook, or the like, you can spend 10 minutes contemplating undeath to replace one of the spells you've prepared in your spell slots with an [animate dead](compendium/spells/animate-dead-apg.md) spell of the same level. In addition, if you're able to target the mostly intact remains of an appropriate type of dead creature when casting animate dead, the undead you animate gains a +1 status bonus to attack rolls, AC, saving throws, and skill checks for the duration of animate dead. + +**Special.** You can't select another dedication feat until you have gained two other feats from the reanimator archetype. + +*Source: Book of the Dead p. 34* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Undying Conviction, Feat 4* +collapse: closed +# Undying Conviction *Feat 4* +[aura](rules/traits/aura.md) [cleric](rules/traits/cleric.md) [necromancy](rules/traits/necromancy.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +> [!pf2-note] This version of [Undying Conviction](compendium/feats/undying-conviction-botd.md) is intended for use with the Reanimator Archetype. Its level has been changed accordingly. + +- **Prerequisites**: able to create or control undead; cleric with a negative font, oracle of bones, or necromancer wizard + +Your presence has a bolstering effect on your undead minions. Undead creatures under your control and within a 30-foot emanation around you gain a +2 status bonus to saving throws to resist positive damage and to Will saving throws to resist effects that would make them [controlled](rules/conditions.md#Controlled). + +**Special.** This feat has the trait matching your spellcasting tradition. + +*Source: Book of the Dead p. 33* +%% #trait/uncommon #trait/aura #trait/cleric #trait/necromancy #trait/oracle #trait/wizard %% +``` + +```ad-embed-feat +title: Deathly Secrets, Feat 6 +collapse: closed +# Deathly Secrets *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Reanimator Dedication](compendium/feats/reanimator-dedication-botd.md) + +No means of creating or ruling the undead is beyond your grasp, even those of magical traditions not your own. You learn either the [eyes of the dead](compendium/spells/eyes-of-the-dead-botd.md) or [subjugate undead](compendium/spells/subjugate-undead-botd.md) focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](rules/actions/refocus.md) by meditating over the earthly remains of a dead sentient creature. Focus spells granted by the reanimator archetype are from the same tradition as those used to meet the archetype's prerequisite. + +**Special.** You can select this feat more than once. Each time, you learn a different spell and your focus pool increases by 1 Focus Point. + +*Source: Book of the Dead p. 34* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Macabre Virtuoso, Feat 6 +collapse: closed +# Macabre Virtuoso *Feat 6* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Reanimator Dedication](compendium/feats/reanimator-dedication-botd.md); expert in [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) + +Any necromancer can create zombies and skeletons, but you know the secrets behind the creation of far more advanced undead monstrosities. You learn the [create undead](compendium/spells/rituals/create-undead.md) rituals to create two types of common undead for which you meet the prerequisites. (Your GM might give you access to additional types of undead.) You can't teach these rituals to anyone else and you can't participate in either ritual while allowing someone else to serve as the primary caster unless they also know the ritual. When you reach a new level, you can change either or both of these rituals to a different type of undead for which you now meet the prerequisites. + +When acting as primary caster, you can perform all [create undead](compendium/spells/rituals/create-undead.md) rituals in 4 hours instead of 1 day and you gain a +2 circumstance bonus to your primary check. You can also perform the ritual without the aid of a secondary caster, in which case you attempt the secondary check. + +**Special.** You can select this feat more than once. Each time, you learn the rituals to create two more types of undead creatures. + +*Source: Book of the Dead p. 34* +%% #trait/uncommon #trait/archetype %% +``` + +```ad-embed-feat +title: Bonds of Death, Feat 8 +collapse: closed +# Bonds of Death [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Reanimator Dedication](compendium/feats/reanimator-dedication-botd.md) +- **Frequency**: once per day +- **Requirements**: You have cast [animate dead](compendium/spells/animate-dead-apg.md) this turn. +- **Activity** Free Action + +You sway with the motions of your spells that animate the dead, channeling your power to sustain two at the same time. You Sustain your previous casting of animate dead, binding the necromantic energy of the two spells together with metaphysical twine. On subsequent rounds, you can Sustain both [animate dead](compendium/spells/animate-dead-apg.md) spells with a single action to [Sustain the Spell](rules/actions/sustain-a-spell.md). This benefit lasts until either of the spells ends. + +*Source: Book of the Dead p. 35* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Greater Deathly Secrets, Feat 10 +collapse: closed +# Greater Deathly Secrets *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Deathly Secrets](compendium/feats/deathly-secrets-botd.md) + +Your undead secrets grow stronger still. You learn either the [malignant sustenance](compendium/spells/malignant-sustenance.md) or [grasping grave](compendium/spells/grasping-grave.md) focus spell. Your focus pool increases by 1 point. + +**Special.** You can select this feat more than once. Each time, you learn a different spell and your focus pool increases by 1 Focus Point. + +*Source: Book of the Dead p. 35* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Master of the Dead, Feat 12* +collapse: closed +# Master of the Dead *Feat 12* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +> [!pf2-note] This version of [Master of the Dead](compendium/feats/master-of-the-dead-botd.md) is intended for use with the Reanimator Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Deathly Secrets](compendium/feats/deathly-secrets-botd.md) + +You have reached the pinnacle of the reanimator's craft: the ability to raise nearly any corpse or skeleton as a gruesome mockery of the creature it once was. You learn the [shambling horror](compendium/spells/shambling-horror-botd.md) focus spell. Your focus pool increases by 1 Focus Point. + +*Source: Book of the Dead p. 35* +%% #trait/uncommon #trait/archetype %% +``` + +```ad-embed-feat +title: Necromancer's Visage, Feat 12* +collapse: closed +# Necromancer's Visage *Feat 12* +[cleric](rules/traits/cleric.md) [necromancy](rules/traits/necromancy.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +> [!pf2-note] This version of [Necromancer's Visage](compendium/feats/necromancers-visage-botd.md) is intended for use with the Reanimator Archetype. Its level has been changed accordingly. + +- **Prerequisites**: able to create or control undead; cleric with a negative font, oracle of bones, or necromancer wizard + +Necromantic energy demonstrates your power over undead, creating a demeanor that commands their fear and respect. Undead creatures can immediately sense your Necromancer's Visage and tend to act accordingly. If you take a hostile action against an undead creature, it becomes permanently immune to your Necromancer's Visage, and your Necromancer's Visage ends. You can spend 10 minutes to restore your Necromancer's Visage, though any creatures that became permanently immune remain so. + +Each time an undead creature 2 or more levels lower than you attacks you, it must attempt a Will save against your spell DC. If you're also affected by [sanctuary](compendium/spells/sanctuary.md) or a similar effect, only one affects the attacker (you choose which). + +> [!success-degree] +> - **Critical Success** The creature is permanently immune to your Necromancer's Visage. +> - **Success** The creature can attempt its attack and any other attacks against you this turn. +> - **Failure** The creature can't attack you and wastes the action. It can't attempt further attacks against you this turn. +> - **Critical Failure** The creature wastes the action and can't attempt to attack you as long as your Necromancer's Visage persists. + +**Special.** This feat has the trait matching your spellcasting tradition. + +*Source: Book of the Dead p. 33* +%% #trait/uncommon #trait/cleric #trait/necromancy #trait/oracle #trait/wizard %% +``` + +```ad-embed-feat +title: Sepulchral Sublimation, Feat 14* +collapse: closed +# Sepulchral Sublimation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [necromancy](rules/traits/necromancy.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +> [!pf2-note] This version of [Sepulchral Sublimation](compendium/feats/sepulchral-sublimation-botd.md) is intended for use with the Reanimator Archetype. Its level has been changed accordingly. + +- **Prerequisites**: ability to permanently create or control undead; cleric with a negative font, oracle of bones, or necromancer wizard +- **Requirements**: You have at least one undead minion that you permanently control. +- **Activity** Single Action + +You repurpose the negative energy that flows through your minions at a moment's notice. Instantly destroy one undead minion within 60 feet that is permanently under your control. If your next action is to cast a necromancy spell from a spell slot, you don't expend the slot. The spell's level must be half the destroyed minion's level or lower and the spell can't have a duration. + +**Special.** This feat has the trait matching your spellcasting tradition. + +*Source: Book of the Dead p. 33* +%% #trait/uncommon #trait/cleric #trait/concentrate #trait/metamagic #trait/necromancy #trait/oracle #trait/wizard %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/ritualist-apg.md b/compendium/character/archetypes/ritualist-apg.md new file mode 100644 index 000000000..719186d68 --- /dev/null +++ b/compendium/character/archetypes/ritualist-apg.md @@ -0,0 +1,104 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Ritualist"] +--- +# Ritualist *Dedication Level 4* + +While some learn the art of ritual casting through rigorous study, other gifted individuals may find that a combination of natural talent and luck gives them surprising skill at performing rituals, whether they want that power or not. + +*Source: Advanced Player's Guide p. 187* + +```ad-embed-feat +title: Ritualist Dedication, Feat 4 +collapse: closed +# Ritualist Dedication *Feat 4* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: expert in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) + +You have begun to master the difficult art of casting rituals. + +You gain a +2 circumstance bonus to all primary checks to perform a ritual. You learn two uncommon rituals with a level no higher than half your level; you must meet all prerequisites for casting the ritual to choose it. At 8th level and every 4 levels thereafter, you learn another uncommon ritual with a level no higher than half your level and for which you meet the prerequisites. You can cast these as the primary caster, but you can't teach them to anyone else or allow someone else to serve as primary caster unless they know the ritual as well. + +**Special.** You can't select another dedication feat until you've gained two other feats from the ritualist archetype. If you retrain out of this feat, you lose the rituals learned from it. + +*Source: Advanced Player's Guide p. 187* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Flexible Ritualist, Feat 6 +collapse: closed +# Flexible Ritualist *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ritualist Dedication](compendium/feats/ritualist-dedication-apg.md) + +You can perform two aspects of a ritual yourself. When you cast a ritual, you can reduce the number of secondary casters by 1. + +When you do, you must fulfill any requirements for the secondary caster, and you attempt the secondary check normally performed by that secondary caster. You can't replace a secondary caster who is the target of the spell (as in the atone ritual). + +*Source: Advanced Player's Guide p. 187* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Resourceful Ritualist, Feat 6 +collapse: closed +# Resourceful Ritualist *Feat 6* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Ritualist Dedication](compendium/feats/ritualist-dedication-apg.md) + +You can cast difficult rituals that might otherwise be just beyond your skill. You can attempt checks to cast a ritual that requires expert proficiency if you are trained, master proficiency if you are an expert, or legendary proficiency if you are a master. + +*Source: Advanced Player's Guide p. 187* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Efficient Rituals, Feat 8 +collapse: closed +# Efficient Rituals *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ritualist Dedication](compendium/feats/ritualist-dedication-apg.md) + +You can perform some rituals in less time. If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up. + +*Source: Advanced Player's Guide p. 187* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Assured Ritualist, Feat 10 +collapse: closed +# Assured Ritualist *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Flexible Ritualist](compendium/feats/flexible-ritualist-apg.md) + +You can cover for a secondary caster's error. If you are the primary caster, after rolling all the secondary checks, choose one check on which the secondary caster rolled a failure or critical failure, and treat the result as one degree of success better. + +*Source: Advanced Player's Guide p. 187* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Speedy Rituals, Feat 14* +collapse: closed +# Speedy Rituals *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Speedy Rituals](compendium/feats/speedy-rituals-apg.md) is intended for use with the Ritualist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Efficient Rituals](compendium/feats/efficient-rituals-apg.md) + +You can perform rituals in only a fraction of the usual time. If a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual. + +*Source: Advanced Player's Guide p. 187* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/runelord-som.md b/compendium/character/archetypes/runelord-som.md new file mode 100644 index 000000000..f84fc6c56 --- /dev/null +++ b/compendium/character/archetypes/runelord-som.md @@ -0,0 +1,224 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/som +aliases: ["Runelord"] +--- +# Runelord *Dedication Level 2* + +You've learned arcane magic following the path of the runelords. You unlock secrets of a chosen school of magic while forsaking lesser schools. You learn the secrets of runic magic, the building blocks of magic. But be warned: you might succumb to sin in your pursuit of power. + +You also learn to use polearms, the signature weapons of the runelords, and can acquire the secrets of the mighty, ancient magic items called aeon stones, embedding them into your skin. + +## Runelord Specialization +SoM p. 240 + +You draw untold power from runes, sometimes called sin magic. You associate with one of the seven vices, also known as the seven rewards of rule: envy (abjuration), gluttony (necromancy), greed (transmutation), lust (enchantment), pride (illusion), sloth (conjuration), and wrath (evocation). Studying these techniques often tempts you with the associated sin. While leaning into it could corrupt you, it might make you more powerful. If you choose this class archetype, you must select [Runelord Dedication](compendium/feats/runelord-dedication-som.md) as your 2nd-level class feat. + +**Prerequisites:** You must be a wizard specializing in one of the seven schools other than divination. + +**Runelord Adjustments:** In addition to the normal school spell for your chosen school of magic, you learn the initial rune spell associated with your school, with its school adjusted to your chosen school of magic if it wasn't from that school already. The rune spells can be found below. Your pool of Focus Points increases to 2 Focus Points. At 8th level, you also learn the advanced rune spell associated with your school, also adjusting its school to match your chosen school of magic if it wasn't already, and your pool of Focus Points increases to 3 Focus Points. + +You can [Refocus](rules/actions/refocus.md) by indulging in your school's sin in lieu of studying your spellbook. As you become more powerful, your indulgence grows. At 12th level, if you indulge in your sin to [Refocus](rules/actions/refocus.md), if you have spent at least 2 Focus Points since the last time you [Refocused](rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1. At 18th level, if you indulge in your sin to [Refocus](rules/actions/refocus.md), if you have spent at least 3 Focus Points since the last time you [Refocused](rules/actions/refocus.md), you recover 3 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1. + +You are trained in martial polearms. At 11th level, if you gain weapon expertise, you become an expert in martial polearms. + +Finally, you lose the ability to prepare or cast any spell from your school's prohibited schools. You remove all spells of those schools from your spell list, meaning you can't even activate scrolls or wands of such spells. + +## The Seven Schools +SoM p. 240 + +The following seven schools are considered proper specializations of Thassilonian rune magic. In this paradigm, the Thassilonians considered divination magic to be something every wizard should learn but that none need take the effort to master. + +### Abjuration [Envy] +SoM p. 240 + +Runelords of abjuration specialize in protective magic and in suppressing all other magic to glorify their own. + +**Prohibited Schools** evocation, necromancy; **Rune Spells** initial: [blind ambition](compendium/spells/blind-ambition.md), advanced: [competitive edge](compendium/spells/competitive-edge.md) + +### Conjuration [Sloth] +SoM p. 240 + +Runelords of conjuration use their magic to create what they need as they need it, and call forth servants to do their bidding. + +**Prohibited Schools** evocation, illusion; **Rune Spells** initial: [efficient apport](compendium/spells/efficient-apport-som.md), advanced: [swamp of sloth](compendium/spells/swamp-of-sloth.md) + +### Enchantment [Lust] +SoM p. 240 + +Runelords of enchantment specialize in magic that compels and controls the minds of others, often to fulfill their own needs and desires. + +**Prohibited Schools** necromancy, transmutation; **Rune Spells** initial: [charming touch](compendium/spells/charming-touch.md), advanced: [captivating adoration](compendium/spells/captivating-adoration.md) + +### Evocation [Wrath] +SoM p. 240 + +Runelords of evocation channel raw destructive energies and direct them toward all who would oppose their will. + +**Prohibited Schools** abjuration, conjuration; **Rune Spells** initial: [weapon surge](compendium/spells/weapon-surge.md), advanced: [zeal for battle](compendium/spells/zeal-for-battle.md) + +### Illusion [Pride] +SoM p. 240 + +Runelords of illusion use magic to create the perfect appearance and fool others through trickery, deception, and misdirection. + +**Prohibited Schools** conjuration, transmutation; **Rune Spells** initial: [veil of confidence](compendium/spells/veil-of-confidence.md), advanced: [delusional pride](compendium/spells/delusional-pride.md) + +### Necromancy [Gluttony] +SoM p. 240 + +Runelords of necromancy tap into their constant hunger for more power and enhancing their longevity, potentially even unto undeath. + +**Prohibited Schools** abjuration, enchantment; **Rune Spells** initial: [overstuff](compendium/spells/overstuff.md), advanced: [take its course](compendium/spells/take-its-course.md) + +### Transmutation [Greed] +SoM p. 240 + +Runelords of transmutation not only transform objects to create value, but also transform and enhance their own power. + +**Prohibited Schools** enchantment, illusion; **Rune Spells** initial: [appearance of wealth](compendium/spells/appearance-of-wealth.md), advanced: [precious metals](compendium/spells/precious-metals.md) + +*Source: Secrets of Magic p. 240* + +```ad-embed-feat +title: Runelord Dedication, Feat 2 +collapse: closed +# Runelord Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [class](rules/traits/class-som.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: runelord specialization + +Your rune magic increases, and you practice with your school's associated weapon. You gain an additional cantrip of your chosen arcane school, and each time you gain a level (including this level), you add an additional spell from your chosen arcane school to your spellbook, with the same restrictions as the two spells you normally add. + +**Special.** You can't select another dedication feat until you have gained two other feats from the runelord archetype. + +*Source: Secrets of Magic p. 240* +%% #trait/rare #trait/archetype #trait/class #trait/dedication %% +``` + +```ad-embed-feat +title: Embed Aeon Stone, Feat 2 +collapse: closed +# Embed Aeon Stone *Feat 2* +[archetype](rules/traits/archetype.md) [downtime](rules/traits/downtime.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Runelord Dedication](compendium/feats/runelord-dedication-som.md), trained in [Crafting](compendium/skills.md#Crafting) + +You discover the secrets to embedding aeon stones into your flesh. You spend 1 day attuning to an aeon stone and physically embedding it in your skin. While the stone is embedded this way, you gain the benefits of the aeon stone as if it were orbiting above your head, but it protects the stone from being noticed or stolen as easily. Aeon stones in your flesh must be invested to function, as usual. + +You can also use this activity to safely remove an embedded aeon stone in 1 day. Someone without this feat can attempt to surgically remove it safely by spending 1 day and succeeding at a DC 30 [Medicine](compendium/skills.md#Medicine) check, or hastily by simply ripping it from a corpse. + +*Source: Secrets of Magic p. 240* +%% #trait/archetype #trait/downtime #trait/skill %% +``` + +```ad-embed-feat +title: Tattoo Artist, Feat 2* +collapse: closed +# Tattoo Artist *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +> [!pf2-note] This version of [Tattoo Artist](compendium/feats/tattoo-artist-tv.md) is intended for use with the Runelord Archetype. Its level has been changed accordingly. + +- **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) + +You can craft tattoos, including magical tattoos. When you select this feat, you gain the formulas for four common magical tattoos of 2nd level or lower. You gain a +1 circumstance bonus to [Crafting](compendium/skills.md#Crafting) checks to [Craft](rules/actions/craft.md) tattoos. If you're a master in [Crafting](compendium/skills.md#Crafting), this bonus increases to +2 and you gain the formulas for four common magical tattoos of 7th level or lower. + +*Source: Treasure Vault p. 118* +%% #trait/general #trait/skill %% +``` + +```ad-embed-feat +title: Aeon Resonance, Feat 4 +collapse: closed +# Aeon Resonance *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Embed Aeon Stone](compendium/feats/embed-aeon-stone-som.md) + +You gain the resonant power of one embedded aeon stone as if it were placed in a wayfinder. While you can embed multiple aeon stones in your flesh, you can gain the resonance power from only one embedded stone at a time, selected each day when you make your daily preparations. + +**Special.** At 8th level, you can take this feat again. If you do, you gain the resonance powers of up to four invested aeon stones instead of only one. + +*Source: Secrets of Magic p. 240* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Polearm Tricks, Feat 6 +collapse: closed +# Polearm Tricks *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Runelord Dedication](compendium/feats/runelord-dedication-som.md) + +Your connection to rune magic has revealed tricks to make polearms deadlier in your hands. You gain the critical specialization effects of polearms. + +*Source: Secrets of Magic p. 240* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Sin Reservoir, Feat 8 +collapse: closed +# Sin Reservoir *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Runelord Dedication](compendium/feats/runelord-dedication-som.md) + +During daily preparations, you can indulge in your associated sin. When you do, you gain one additional spell slot of any spell level up to two levels below the highest-level wizard spell you can cast. You can prepare only a spell of your specialized school in this slot. As with any other act, indulging in your sin might change your alignment if your behavior harms someone else. + +*Source: Secrets of Magic p. 240* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Fused Polearm, Feat 10 +collapse: closed +# Fused Polearm *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Runelord Dedication](compendium/feats/runelord-dedication-som.md) +- **Requirements**: Your arcane bonded item is a polearm. + +During your daily preparations, you can magically fuse your arcane bonded weapon and a magical staff together into one item, with the staff making up the haft of the weapon. You prepare the staff at the same time you do this, and you can do this only with a staff you're able to prepare. This fusion lasts until the next time you make your daily preparations. + +While the two are fused, the weapon's haft takes on aesthetic aspects of the staff. + +*Source: Secrets of Magic p. 241* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: School Counterspell, Feat 12* +collapse: closed +# School Counterspell *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [School Counterspell](compendium/feats/school-counterspell-som.md) is intended for use with the Runelord Archetype. Its level has been changed accordingly. + +- **Prerequisites**: Counterspell, [Runelord Dedication](compendium/feats/runelord-dedication-som.md) + +Your intricate knowledge of your school lets you easily negate spells from that school. Instead of being able to counter a foe's spell with Counterspell only if you have the same spell prepared, if the foe casts a spell from the school matching your specialization, you can Counterspell it with any other spell of the same school. + +*Source: Secrets of Magic p. 241* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: School Spell Redirection, Feat 18* +collapse: closed +# School Spell Redirection *Feat 18* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [School Spell Redirection](compendium/feats/school-spell-redirection-som.md) is intended for use with the Runelord Archetype. Its level has been changed accordingly. + +- **Prerequisites**: Counterspell, [Runelord Dedication](compendium/feats/runelord-dedication-som.md) + +When you Counterspell a spell with a school matching your specialization, if you critically succeed at your counteract check, or if you succeed while using a spell of a higher level than the spell you countered, you can redirect the spell you countered. You choose the target, area, and other aspects of the spell and use your own spell DC, spell attack roll, or other statistics as appropriate to determine the effects. + +*Source: Secrets of Magic p. 241* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/runescarred-lowg.md b/compendium/character/archetypes/runescarred-lowg.md new file mode 100644 index 000000000..ddbe2f7c1 --- /dev/null +++ b/compendium/character/archetypes/runescarred-lowg.md @@ -0,0 +1,87 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/lowg +aliases: ["Runescarred"] +--- +# Runescarred *Dedication Level 2* + +The rune magic of Thassilon and its descendant nations has left its mark on your very flesh. As a runescarred, you have an unusually close connection to this ancient magic, which has become a newly emerging field of study for small pockets of interested scholars in both Varisia and New Thassilon. + +*Source: Lost Omens: World Guide p. 119* + +```ad-embed-feat +title: Runescarred Dedication, Feat 2 +collapse: closed +# Runescarred Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You are from the Saga Lands. +- **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana) + +Whether through blood (if you're Varisian, Shoanti, or New Thassilonian) or by exposure to rune magic, you have become runescarred, with visible, glowing runes on your body in the form of tattoos or scars. You might have possessed these marks before gaining the archetype, but you only truly became runescarred when you chose to study and tap into the runes' power. You become an expert in [Arcana](compendium/skills.md#Arcana) and you also become trained in [Thassilon Lore](compendium/skills.md#Lore), or an expert in [Thassilon Lore](compendium/skills.md#Lore) if you were already trained in it. + +Choose one cantrip from the arcane list. One of the runes on your body corresponds to the chosen cantrip, and you can cast the chosen cantrip as an innate arcane spell. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the runescarred archetype. + +*Source: Lost Omens: World Guide p. 119* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Spell Runes, Feat 4 +collapse: closed +# Spell Runes *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Runescarred Dedication](compendium/feats/runescarred-dedication-lowg.md) + +The magical runes on your body grant you several magical abilities. Choose a 1st-level arcane spell. You gain a spell rune on your body corresponding to the chosen spell, which you can cast once per day as an innate spell. At 6th level, you gain a spell rune corresponding to a 2nd-level arcane spell, and at 8th level, you gain a spell rune corresponding to a 3rd-level arcane spell. + +*Source: Lost Omens: World Guide p. 119* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Living Rune, Feat 6 +collapse: closed +# Living Rune *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Runescarred Dedication](compendium/feats/runescarred-dedication-lowg.md) + +You've bridged a connection between the runes on your body and the magic of runestones, allowing you to place an armor rune on your living flesh. Your body can hold a single property rune; you can't etch a property rune on your body if it has requirements on the type or category of armor or if the property would affect the armor instead of its wearer. If you wear armor, you gain the property rune's effects in addition to any effects of that armor. + +*Source: Lost Omens: World Guide p. 119* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Warding Rune, Feat 6 +collapse: closed +# Warding Rune *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Runescarred Dedication](compendium/feats/runescarred-dedication-lowg.md) + +Your runes provide a warding effect that protects you against a specific school of magic. Choose a school of magic other than divination. You gain a rune on your body corresponding to that school, and you gain a +2 circumstance bonus to all saving throws against effects of that school. + +*Source: Lost Omens: World Guide p. 119* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Greater Spell Runes, Feat 10 +collapse: closed +# Greater Spell Runes *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Runes](compendium/feats/spell-runes-lowg.md) + +You gain more powerful spell runes. You gain a spell rune corresponding to a 4th-level arcane spell. At 12th level, you gain a spell rune corresponding to a 5th-level arcane spell, and at 14th level, you gain a spell rune corresponding to a 6th-level arcane spell. + +*Source: Lost Omens: World Guide p. 119* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/scout-apg.md b/compendium/character/archetypes/scout-apg.md new file mode 100644 index 000000000..177170c1b --- /dev/null +++ b/compendium/character/archetypes/scout-apg.md @@ -0,0 +1,118 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Scout"] +--- +# Scout *Dedication Level 2* + +You're an expert in espionage and reconnaissance, able to skulk silently through the wilderness to gather intelligence, sneak through enemy lines to report to your comrades, or suddenly and decisively strike your foes. Your skills ease the difficulty of travel for you and your companions and keep you all on guard when you're approaching danger. + +*Source: Advanced Player's Guide p. 188* + +```ad-embed-feat +title: Scout Dedication, Feat 2 +collapse: closed +# Scout Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Stealth](compendium/skills.md#Stealth) and [Survival](compendium/skills.md#Survival) + +You are a highly skilled scout, capable of providing your allies a timely warning of any danger. You gain the [Scout's Warning (ranger)](compendium/feats/scouts-warning-ranger.md) ranger feat. When you're using the [Scout](rules/actions/scout.md) exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus. + +**Special.** You can't select another dedication feat until you have gained two other feats from the scout archetype. + +*Source: Advanced Player's Guide p. 188* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Scout's Charge, Feat 4 +collapse: closed +# Scout's Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) +- **Activity** Two-Action + +You meander around unpredictably, and then ambush your opponents without warning. Choose one enemy. [Stride](rules/actions/stride.md), [Feint](rules/actions/feint.md) against that opponent, and then make a [Strike](rules/actions/strike.md) against that foe. For your [Feint](rules/actions/feint.md), you can attempt a [Stealth](compendium/skills.md#Stealth) check instead of the [Deception](compendium/skills.md#Deception) check that's usually required, because you use the terrain around you to catch your foe off-guard. + +*Source: Advanced Player's Guide p. 188* +%% #trait/archetype #trait/flourish %% +``` + +```ad-embed-feat +title: Terrain Scout, Feat 4 +collapse: closed +# Terrain Scout *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) + +You gain the [Terrain Stalker](compendium/feats/terrain-stalker.md) skill feat (Core Rulebook 267) twice, choosing a different terrain each time. If you [Avoid Notice](rules/actions/avoid-notice.md) while exploring and any allies use [Follow the Expert](rules/actions/follow-the-expert.md) to follow you as you do so, you can choose one of those allies to gain the benefit of any one Terrain Stalker feat you have. + +*Source: Advanced Player's Guide p. 188* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Fleeting Shadow, Feat 6 +collapse: closed +# Fleeting Shadow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) +- **Activity** Two-Action + +You're able to quickly disappear and then move about stealthily. You [Hide](rules/actions/hide.md), then [Sneak](rules/actions/sneak.md) twice. + +*Source: Advanced Player's Guide p. 188* +%% #trait/archetype #trait/flourish %% +``` + +```ad-embed-feat +title: Scout's Speed, Feat 6 +collapse: closed +# Scout's Speed *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) + +You move faster, especially when traveling, allowing you to scout ahead and report back without slowing your allies. You gain a +10-foot status bonus to your Speed. When calculating your travel speed, this increases to a +20-foot status bonus. + +*Source: Advanced Player's Guide p. 188* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Scout's Pounce, Feat 10 +collapse: closed +# Scout's Pounce [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) +- **Requirements**: You are [hidden](rules/conditions.md#Hidden) from or [undetected](rules/conditions.md#Undetected) by all of your opponents, and you aren't within 10 feet of any enemy. +- **Activity** Two-Action + +You leap from the shadows to strike your foes. [Stride](rules/actions/stride.md) up to your Speed, then [Strike](rules/actions/strike.md) twice. If you were [hidden](rules/conditions.md#Hidden) or [unnoticed](rules/conditions.md#Unnoticed) by the target of these [Strikes](rules/actions/strike.md), your foe is [flat-footed](rules/conditions.md#Flat-footed) against both attacks. Your multiple attack penalty applies normally for both attacks. + +*Source: Advanced Player's Guide p. 188* +%% #trait/archetype #trait/flourish %% +``` + +```ad-embed-feat +title: Camouflage, Feat 12* +collapse: closed +# Camouflage *Feat 12* +[ranger](rules/traits/ranger.md) + +> [!pf2-note] This version of [Camouflage](compendium/feats/camouflage.md) is intended for use with the Scout Archetype. Its level has been changed accordingly. + +- **Prerequisites**: master in [Stealth](compendium/skills.md#Stealth) + +You alter your appearance to blend in to the wilderness. In natural terrain, you can [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md) even without cover or being [concealed](rules/conditions.md#Concealed). + +*Source: Core Rulebook p. 174* +%% #trait/ranger %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/scroll-trickster-apg.md b/compendium/character/archetypes/scroll-trickster-apg.md new file mode 100644 index 000000000..6f7075d9e --- /dev/null +++ b/compendium/character/archetypes/scroll-trickster-apg.md @@ -0,0 +1,111 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Scroll Trickster"] +--- +# Scroll Trickster *Dedication Level 2* + +Magic has long been written down, and in myriad forms. From the classic rolled parchment to strings tied with a hundred intricate knots, from baked clay tablets covered with incisions to bound collections of bamboo slips, magic is everywhere. You just need to know how to read it. + +*Source: Advanced Player's Guide p. 189* + +```ad-embed-feat +title: Scroll Trickster Dedication, Feat 2 +collapse: closed +# Scroll Trickster Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) + +You've studied scrolls in depth. This might have been a comprehensive education in formal setting, or the sort of education where you somehow obtain a number of scrolls and try not to explode anything you didn't mean to explode. You gain the [Trick Magic Item](compendium/feats/trick-magic-item.md) feat, and you gain a +2 circumstance bonus to skill checks to Trick scrolls. If you roll a critical failure to [Trick a Magic Item](compendium/feats/trick-magic-item.md) that's a scroll, you get a failure instead. + +**Special.** You can't select another dedication feat until you gain two other feats from the scroll trickster archetype. + +*Source: Advanced Player's Guide p. 189* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Basic Scroll Cache, Feat 6 +collapse: closed +# Basic Scroll Cache *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Scroll Trickster Dedication](compendium/feats/scroll-trickster-dedication-apg.md) + +You have a vast and overflowing collection of scroll scraps, riddled with errors and misspellings and leaking energy like a sieve. With enough care, you can coax these scroll scraps into functioning—briefly. + +Each day during your daily preparations, you can create a single temporary scroll containing a 1st-level spell. The spell must be a common spell from the Core Rulebook, or another spell you learned via [Learn a Spell](rules/actions/learn-a-spell.md), and it must come from a tradition in which you have the corresponding skill trained. + +This scroll is an unstable, temporary item and loses its magic the next time you make your daily preparations if you haven't already used it. It can't be used to Learn the Spell. + +At 8th level, add a second temporary scroll containing a 2nd-level spell. + +*Source: Advanced Player's Guide p. 189* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Skim Scroll, Feat 8 +collapse: closed +# Skim Scroll [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Scroll Trickster Dedication](compendium/feats/scroll-trickster-dedication-apg.md) +- **Activity** Single Action + +You can activate the magic of a scroll with a cursory read as you draw it from your belt. You [Interact](rules/actions/interact.md) to draw forth a scroll, then use Trick Magic Item on the scroll. + +*Source: Advanced Player's Guide p. 189* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Camouflage, Feat 12* +collapse: closed +# Camouflage *Feat 12* +[ranger](rules/traits/ranger.md) + +> [!pf2-note] This version of [Camouflage](compendium/feats/camouflage.md) is intended for use with the Scroll Trickster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: master in [Stealth](compendium/skills.md#Stealth) + +You alter your appearance to blend in to the wilderness. In natural terrain, you can [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md) even without cover or being [concealed](rules/conditions.md#Concealed). + +*Source: Core Rulebook p. 174* +%% #trait/ranger %% +``` + +```ad-embed-feat +title: Expert Scroll Cache, Feat 12* +collapse: closed +# Expert Scroll Cache *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Expert Scroll Cache](compendium/feats/expert-scroll-cache-apg.md) is intended for use with the Scroll Trickster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Basic Scroll Cache](compendium/feats/basic-scroll-cache-apg.md) + +Your scroll collection is more powerful. In addition to your daily scrolls from Basic Scroll Cache, add a scroll with a 3rd-level spell. At 14th level, add a scroll with a 4th-level spell. At 16th level, add a scroll with a 5th-level spell. + +*Source: Advanced Player's Guide p. 189* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Master Scroll Cache, Feat 18* +collapse: closed +# Master Scroll Cache *Feat 18* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Master Scroll Cache](compendium/feats/master-scroll-cache-apg.md) is intended for use with the Scroll Trickster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Expert Scroll Cache](compendium/feats/expert-scroll-cache-apg.md) + +Your scroll collection is incredible, brimming with eldritch power, and you can prepare far more of them than an ordinary scroll trickster. In addition to your daily scrolls from the Basic and Expert Scroll Caches, add a single scroll with a 6th-level spell. At 20th level, add a scroll with a 7th-level spell. + +*Source: Advanced Player's Guide p. 189* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/scrollmaster-locg.md b/compendium/character/archetypes/scrollmaster-locg.md new file mode 100644 index 000000000..ac02f0df2 --- /dev/null +++ b/compendium/character/archetypes/scrollmaster-locg.md @@ -0,0 +1,78 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/locg +aliases: ["Scrollmaster"] +--- +# Scrollmaster *Dedication Level 6* + +Members who align themselves with the Scrolls branch of the Pathfinder Society are fervent seekers of lore, experts in esoterica, and masters of the wealth of knowledge at the Society's disposal. In addition to maintaining and researching the Society's massive collection of tomes and artifacts, these scholars are also eager to adventure in order to add to the Pathfinder's archives. They take tremendous pride in their ability to thoroughly observe, research, and catalog creatures and events. Members of the Scrolls value knowledge and preparation above strength and cunning, and they work to hone their intellectual skills. As a Scrollmaster, you are an elite member of this arm of the Society. + +*Source: Lost Omens: Character Guide p. 113* + +```ad-embed-feat +title: Scrollmaster Dedication, Feat 6 +collapse: closed +# Scrollmaster Dedication *Feat 6* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: expert in any [Lore](compendium/skills.md#Lore) skill, member of the Pathfinder Society affiliated with the School of Scrolls + +Your experience chronicling adventures and discoveries grants you heightened discernment and memory. For 24 hours after learning a prominent fact—such as the name of an NPC you have met, the details of your mission briefing, and similar information—you can recall it without attempting a check, though this doesn't allow you to automatically memorize long strings of numbers or text. You also gain a +2 circumstance bonus to checks to remember a detail that has come up before in the current adventure, even if it was more than 24 hours ago. + +If you have the [Thorough Reports](compendium/feats/thorough-reports-lowg.md) feat and have expert proficiency in the skill you're using to [Recall Knowledge](rules/actions/recall-knowledge.md), your circumstance bonus to [Recall Knowledge](rules/actions/recall-knowledge.md) about creatures from that feat increases to +4. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Scrollmaster archetype. + +*Source: Lost Omens: Character Guide p. 113* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Lore Seeker, Feat 8 +collapse: closed +# Lore Seeker *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) + +You see what others don't, and you've developed magical tricks to find [hidden](rules/conditions.md#Hidden) truth. + +You can cast [comprehend language](compendium/spells/comprehend-language.md), restore senses, and see invisibility as innate spells, each once per day. If you could already cast spells, these spells are of the same tradition. Otherwise, they are arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells. + +*Source: Lost Omens: Character Guide p. 113* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Unravel Mysteries, Feat 8 +collapse: closed +# Unravel Mysteries *Feat 8* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in a [Decipher Writing](rules/actions/decipher-writing.md) skill, [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) + +You can understand the true meaning of texts quickly, and even when you get lost or hit a dead end, you aren't discouraged from making further attempts to get to the bottom of things. When you [Decipher Writing](rules/actions/decipher-writing.md), you need only half as long as usual (reducing the time from about 1 minute to about half a minute per page), and if you fail, you don't take the usual –2 circumstance penalty to further checks to decipher that text. + +*Source: Lost Omens: Character Guide p. 113* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Font Of Knowledge, Feat 10 +collapse: closed +# Font Of Knowledge *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) + +Experience or focused study have granted you mastery of a number of topics. + +When you know about something, you know about it in great detail. When you succeed at a check to [Recall Knowledge](rules/actions/recall-knowledge.md), you gain additional information or context. When you critically succeed at a check to [Recall Knowledge](rules/actions/recall-knowledge.md), at the GM's discretion, you might gain even more additional information or context than normal. + +Spellmaster Those who train under the Master of Spells concern themselves with all matters related to magic. Though not all members of the School of Spells are spellcasters, those who would become Spellmasters of the highest rank and influence have at least some spellcasting capabilities. + +*Source: Lost Omens: Character Guide p. 113* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/scrounger-apg.md b/compendium/character/archetypes/scrounger-apg.md new file mode 100644 index 000000000..e09ed489e --- /dev/null +++ b/compendium/character/archetypes/scrounger-apg.md @@ -0,0 +1,76 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Scrounger"] +--- +# Scrounger *Dedication Level 2* + +You have spent countless hours disassembling and rebuilding complex items to learn how they work, giving you the skill to create just about anything from the most unlikely materials. While your improvised items don't last long, they tend to be just what you need in a pinch, and your enemies find that while they might be able to disarm you, the real challenge is keeping you that way. Locked rooms, diabolical traps, and desperate situations are each their own sort of puzzle to you, and the mundane objects around you are the pieces you use to improvise your own solution. + +*Source: Advanced Player's Guide p. 190* + +```ad-embed-feat +title: Scrounger Dedication, Feat 2 +collapse: closed +# Scrounger Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) + +You can [Craft](rules/actions/craft.md) items even without appropriate tools or a workshop, though you take a –2 item penalty to your [Crafting](compendium/skills.md#Crafting) check. Additionally, you don't need a physical formula book to remember all of your formulas; you pay the same cost as normal to learn them, but you memorize them all. + +You can [Craft](rules/actions/craft.md) temporary items out of anything, anywhere, with whatever materials happen to be on hand, spending only 10 minutes to perform the initial [Crafting](compendium/skills.md#Crafting) check. The temporary item must be common, non-magical, 1st level or lower, and must be a weapon, armor, or a nonconsumable piece of adventuring gear (nonconsumable adventuring gear appears on Table 6–9 on page 288 of the Core Rulebook) + +Instead of a single item, you can create 10 pieces of a single type of ammunition. This is a shoddy item, but you don't take the normal penalty when using shoddy items you made using this feat. Your temporary item lasts for `1d4` hours before falling apart into its raw components; the GM rolls the number of hours secretly. You can create only the physical item, not any information or magic, so for example, while you could create a blank journal or one of random pages, you couldn't use it as a scholarly journal or a religious text. + +You can incorporate any materials or items that you have on hand, even if they're not the type of materials that would ordinarily be used to [Craft](rules/actions/craft.md) a given item, though you must have enough volume of material to make the item you want. Unless all the materials you used were an appropriate type to make the item, you take a –5 penalty to the [Crafting](compendium/skills.md#Crafting) check (or a –10 penalty if the materials you used were particularly unsuitable, as determined by the GM). + +**Special.** You can't select another dedication feat until you have gained two other feats from the scrounger archetype. + +*Source: Advanced Player's Guide p. 190* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Reverse Engineering, Feat 4 +collapse: closed +# Reverse Engineering *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting), [Scrounger Dedication](compendium/feats/scrounger-dedication-apg.md) + +You are able to reverse engineer items into formulas more effectively than most. You gain a +2 circumstance bonus to [Crafting](compendium/skills.md#Crafting) checks to reverse engineer a formula from an item. Additionally, if you get a critical success on your [Crafting](compendium/skills.md#Crafting) check, you can opt to not only create the formula but also reassemble the original item at the same time, leaving you with the formula and the item instead of the formula and raw materials equal to half the item's value. + +*Source: Advanced Player's Guide p. 190* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: High-quality Scrounger, Feat 6 +collapse: closed +# High-quality Scrounger *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Scrounger Dedication](compendium/feats/scrounger-dedication-apg.md) + +When you [Craft](rules/actions/craft.md) a temporary item using Scrounger Dedication, it can be an item of up to 3rd level (though the item must still be a weapon, armor, or a nonconsumable piece of adventuring gear). You can instead [Craft](rules/actions/craft.md) it for someone else's use, allowing them to avoid taking the penalty for using a shoddy item when using it, but causing you to take the penalty if you use it. + +*Source: Advanced Player's Guide p. 190* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Expert Disassembly, Feat 7 +collapse: closed +# Expert Disassembly *Feat 7* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting), [Scrounger Dedication](compendium/feats/scrounger-dedication-apg.md) + +You can apply the same techniques you use to reverse engineer objects to disable them. You can use [Crafting](compendium/skills.md#Crafting) instead of [Thievery](compendium/skills.md#Thievery) to [Disable a Device](rules/actions/disable-a-device.md) or [Pick a Lock](rules/actions/pick-a-lock.md). + +*Source: Advanced Player's Guide p. 190* +%% #trait/archetype #trait/skill %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/sentinel-apg.md b/compendium/character/archetypes/sentinel-apg.md new file mode 100644 index 000000000..edc0f3368 --- /dev/null +++ b/compendium/character/archetypes/sentinel-apg.md @@ -0,0 +1,123 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Sentinel"] +--- +# Sentinel *Dedication Level 2* + +Armor offers solid, reassuring protection in combat, and as someone who faces danger on a regular basis, you have made it your business to get the most out of your defenses. You stand solid on any battlefield, encased in the sturdiest armor you can find. When danger threatens, your solid defenses will safely get you, and possibly your companions, home again. As a sentinel, you might be a member of an order of knights or bodyguards that trained you how best to take advantage of heavy armor. On the other hand, you might just be an adventurer who took one too many scrapes and decided that enough was enough, so you trained yourself to wear the heaviest plate you could get your hands on. Some witches or sorcerers have chosen to follow the path of the sentinel to increase their survivability. + +*Source: Advanced Player's Guide p. 191* + +```ad-embed-feat +title: Sentinel Dedication, Feat 2 +collapse: closed +# Sentinel Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + + +You have trained carefully to maximize the protective qualities of your armor. You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well. + +Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat. If you are at least 13th level and you have a class feature that grants you expert proficiency in unarmored defense, you also become an expert in the armor types granted to you by this feat. + +**Special.** You can't select another dedication feat until you have gained two other feats from the sentinel archetype. + +*Source: Advanced Player's Guide p. 191* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Steel Skin, Feat 4 +collapse: closed +# Steel Skin *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Survival](compendium/skills.md#Survival), [Sentinel Dedication](compendium/feats/sentinel-dedication-apg.md) + +You wear your armor like a second skin. You can rest normally while wearing medium armor. If you are a master in heavy armor, you can also rest normally while wearing heavy armor. + +*Source: Advanced Player's Guide p. 191* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Armor Specialist, Feat 6 +collapse: closed +# Armor Specialist *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Sentinel Dedication](compendium/feats/sentinel-dedication-apg.md) + +You have trained hard to optimize your armor's protective qualities. You gain the armor specialization effects of medium and heavy armor. + +*Source: Advanced Player's Guide p. 191* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Armored Rebuff, Feat 8 +collapse: closed +# Armored Rebuff [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Sentinel Dedication](compendium/feats/sentinel-dedication-apg.md) +- **Trigger** An adjacent foe critically fails an attack roll to [Strike](rules/actions/strike.md) you with a melee weapon or unarmed attack. +- **Requirements**: You are wearing medium armor or heavier. +- **Activity** Reaction + +You rebuff puny attacks with your armor, knocking back your foe. Attempt an [Athletics](compendium/skills.md#Athletics) check to [Shove](rules/actions/shove.md) the triggering foe, even if you don't have a hand free. If you succeed, you can't [Stride](rules/actions/stride.md) to follow the foe, as you're knocking the foe back with the rebounded attack, not by physically moving towards them. + +*Source: Advanced Player's Guide p. 191* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Mighty Bulwark, Feat 10 +collapse: closed +# Mighty Bulwark *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Sentinel Dedication](compendium/feats/sentinel-dedication-apg.md) + +Thanks to your incredible connection to your armor, you can use it to shrug off an incredible array of dangers. Your bonus from the bulwark armor trait increases from +3 to +4, and it applies on all Reflex saves, not just damaging Reflex saves. + +*Source: Advanced Player's Guide p. 191* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Sacrifice Armor, Feat 10* +collapse: closed +# Sacrifice Armor [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[champion](rules/traits/champion.md) + +> [!pf2-note] This version of [Sacrifice Armor](compendium/feats/sacrifice-armor-apg.md) is intended for use with the Sentinel Archetype. Its level has been changed accordingly. + +- **Trigger** You are hit by a [Strike](rules/actions/strike.md) that deals physical damage. +- **Activity** Reaction + +With divine awareness, you twist your body to lessen the impact of an attack. Reduce the damage you take by an amount equal to twice your armor's level. Your armor becomes [broken](rules/conditions.md#Broken), reducing its Hit Points to its [Broken](rules/conditions.md#Broken) Threshold. If your armor was already damaged, it is destroyed instead. + +*Source: Advanced Player's Guide p. 120* +%% #trait/champion %% +``` + +```ad-embed-feat +title: Greater Interpose, Feat 16* +collapse: closed +# Greater Interpose *Feat 16* +[champion](rules/traits/champion.md) + +> [!pf2-note] This version of [Greater Interpose](compendium/feats/greater-interpose-apg.md) is intended for use with the Sentinel Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Sacrifice Armor](compendium/feats/sacrifice-armor-apg.md) + +Your divine grace empowers you to avoid hits when you otherwise could not. You can use Sacrifice Armor to reduce any type of damage from an attack or effect requiring a Reflex save. + +When you use Sacrifice Armor against a critical hit or a critical failure on a Reflex save that would otherwise cause you to take double damage, you take the normal amount of damage instead. + +*Source: Advanced Player's Guide p. 121* +%% #trait/champion %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/shadowcaster-som.md b/compendium/character/archetypes/shadowcaster-som.md new file mode 100644 index 000000000..7cb9028ab --- /dev/null +++ b/compendium/character/archetypes/shadowcaster-som.md @@ -0,0 +1,230 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/som +aliases: ["Shadowcaster"] +--- +# Shadowcaster *Dedication Level 2* + +The world is full of shadows, but each living creature possesses a form of inner light to ward against that ever-present darkness... all except shadowcasters. By trading away that piece of their spirit, shadowcasters have removed a limiter, allowing them to gain magical power rooted in the darkness; however, this trade also exposes them to otherworldly whispers from the realms of shadow. + +*Source: Secrets of Magic p. 226* + +```ad-embed-feat +title: Shadowcaster Dedication, Feat 2 +collapse: closed +# Shadowcaster Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: ability to cast spells + +You've sacrificed a piece of your spirit, allowing the powers of shadow into your being and changing the nature of your magic. You can no longer cast spells that have the [light](rules/traits/light.md) trait; if an ability, such as a class feature or ancestry feat, would automatically grant you a [light](compendium/spells/light.md) spell, such as the Domain Initiate feat granting you the [dazzling flash](compendium/spells/dazzling-flash.md) spell, you don't gain that spell. + +You gain the [cloak of shadow](compendium/spells/cloak-of-shadow.md) domain spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the [Refocus](rules/actions/refocus.md) activity. You can [Refocus](rules/actions/refocus.md) by meditating to siphon power from the Shadow Plane and refill your focus pool. Your domain spells from the shadowcaster archetype are of the same tradition as the spells you used to meet the shadowcaster archetype's prerequisites. + +**Special.** You can't select another dedication feat until you've gained two other feats from the shadowcaster archetype. + +*Source: Secrets of Magic p. 226* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Familiar (Sorcerer), Feat 4* +collapse: closed +# Familiar (Sorcerer) *Feat 4* +[sorcerer](rules/traits/sorcerer.md) + +> [!pf2-note] This version of [Familiar (Sorcerer)](compendium/feats/familiar-sorcerer.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. + + +An animal serves you and assists your spellcasting. You gain a familiar. + +*Source: Core Rulebook p. 198* +%% #trait/sorcerer %% +``` + +```ad-embed-feat +title: Shadow Spells, Feat 4 +collapse: closed +# Shadow Spells *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Shadowcaster Dedication](compendium/feats/shadowcaster-dedication-som.md) + +Hidden darkness whispers to you, teaching you secrets of shadow beyond other spellcasters of your tradition. + +Add [shadow blast](compendium/spells/shadow-blast.md), [shadow siphon](compendium/spells/shadow-siphon.md), and [shadow walk](compendium/spells/shadow-walk.md) to your spell list, as well as [replicate](compendium/spells/replicate-som.md), [shadow army](compendium/spells/shadow-army-som.md), [shadow projectile](compendium/spells/shadow-projectile-som.md), and [shadow raid](compendium/spells/shadow-raid-som.md). You can thus potentially learn these spells even if they aren't normally on your tradition's spell list. + +*Source: Secrets of Magic p. 226* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Disciple Of Shade, Feat 6 +collapse: closed +# Disciple Of Shade *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Shadowcaster Dedication](compendium/feats/shadowcaster-dedication-som.md) + +You've delved deeper into the mysteries of shadow and become blessed with magical power that increases your skills in the arts of deception and persuasion. You gain the [inscrutable mask](compendium/spells/inscrutable-mask-som.md) domain spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Secrets of Magic p. 226* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Enhanced Familiar (Sorcerer), Feat 6* +collapse: closed +# Enhanced Familiar (Sorcerer) *Feat 6* +[sorcerer](rules/traits/sorcerer.md) + +> [!pf2-note] This version of [Enhanced Familiar (Sorcerer)](compendium/feats/enhanced-familiar-sorcerer.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: a familiar + +You infuse your familiar with additional primal energy, increasing its abilities. You can select four familiar or master abilities each day, instead of two. + +*Source: Core Rulebook p. 198* +%% #trait/sorcerer %% +``` + +```ad-embed-feat +title: Shadow Spell, Feat 8 +collapse: closed +# Shadow Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) [shadow](rules/traits/shadow.md) + +- **Prerequisites**: [Shadowcaster Dedication](compendium/feats/shadowcaster-dedication-som.md) +- **Activity** Single Action + +You attach a piece of your shadow to a spell to cloud the senses and cause mischief. If the next action you take is to [Cast a Spell](rules/actions/cast-a-spell.md) that has the [shadow](rules/traits/shadow.md) trait, choose one creature affected by the spell. This creature either gains a +2 status bonus to [Stealth](compendium/skills.md#Stealth) or takes a –2 status penalty to [Perception](compendium/skills.md#Perception) (your choice). This lasts for 1 round. This choice and the effect occur after resolving any checks for the spell's initial effects. If the chosen creature is your enemy, it's affected only if your spell attack roll succeeded or if it failed its saving throw. + +The effects of Shadow Spell end if you use Shadow Spell again. + +*Source: Secrets of Magic p. 226* +%% #trait/archetype #trait/metamagic #trait/shadow %% +``` + +```ad-embed-feat +title: Shadow Reservoir, Feat 10 +collapse: closed +# Shadow Reservoir *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: ability to cast spells from spell slots, [Shadowcaster Dedication](compendium/feats/shadowcaster-dedication-som.md) + +Your own shadow speaks to you, providing knowledge of spells and a reservoir of magical power. Your shadow reservoir contains a single spell of each spell level at least 2 levels lower than the highest-level spell you can cast from your spell slots. This spell must come from your spell list, you must have access to it, and it must require a spell attack roll or a saving throw. These spells don't need to be prepared and aren't in your repertoire. + +Regardless of the way in which you cast spells, you can spontaneously cast a spell from your shadow reservoir by using one of your spell slots of the same level. If you're a prepared spellcaster, you lose the spell you prepared in that slot. + +Spells cast from your shadow reservoir gain the [shadow](rules/traits/shadow.md) trait, and affected creatures might be able to 0. If the spell requires an attack roll, use the higher of the target's AC or their Will DC. If the spell requires a saving throw, the target uses their Will saving throw or the spell's normal saving throw, whichever is higher. Each time a creature fails its saving throw against a spell cast from your reservoir, you gain a small tattoo inked on your flesh out of pure shadowstuff. + +If you have more than one source of spells you can cast with spell slots, such as if you're a spellcaster with a multiclass archetype, choose one source of spells for your shadow reservoir. + +*Source: Secrets of Magic p. 226* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Secrets Of Shadow, Feat 12* +collapse: closed +# Secrets Of Shadow *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Secrets Of Shadow](compendium/feats/secrets-of-shadow-som.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Shadow Reservoir](compendium/feats/shadow-reservoir-som.md) + +Your shadow's voice grows ever clearer; it whispers secrets of true power to you and shields your flesh from harm. + +Your shadow reservoir gains an additional spell 1 level below the highest level spell you can cast, in addition to the spells it already contains for all the levels below that. + +In addition, the tattoos generated by casting shadow spells protect your body against harmful energies. You gain negative resistance equal to the highest level of spell you can cast from spell slots; if you have negative healing (or are otherwise harmed by positive damage and not negative damage), you instead gain positive resistance in the same amount. + +*Source: Secrets of Magic p. 226* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Shadow Magic, Feat 12* +collapse: closed +# Shadow Magic *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Shadow Magic](compendium/feats/shadow-magic-apg.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Shadowdancer Dedication](compendium/feats/shadowdancer-dedication-apg.md) + +You gain the ability to fuse and play with shadows by using focus spells specific to shadowdancers. You learn a shadowdancer focus spell of your choice: [dance of darkness](compendium/spells/dance-of-darkness-apg.md) or [shadow jump](compendium/spells/shadow-jump-apg.md). If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](rules/actions/refocus.md) by meditating within an area of dim light or darkness. + +Shadowdancer focus spells are occult spells. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. + +*Source: Advanced Player's Guide p. 192* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Additional Shadow Magic, Feat 14* +collapse: closed +# Additional Shadow Magic *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Additional Shadow Magic](compendium/feats/additional-shadow-magic-apg.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Shadow Magic](compendium/feats/shadow-magic-apg.md) + +Choose an additional shadowdancer focus spell you haven't already selected from [Shadow Magic](compendium/feats/shadow-magic-apg.md). Increase the number of Focus Points in your pool by 1. + +*Source: Advanced Player's Guide p. 192* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Shadow Illusion, Feat 14* +collapse: closed +# Shadow Illusion *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Shadow Illusion](compendium/feats/shadow-illusion-apg.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Shadow Magic](compendium/feats/shadow-magic-apg.md) + +With an artful eye, you shape shadows into illusory forms. You gain the [shadow illusion](compendium/spells/shadow-illusion-apg.md) focus spell. Increase the number of Focus Points in your pool by 1. You become an expert in occult spell attack rolls and DCs. + +*Source: Advanced Player's Guide p. 192* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Unending Emptiness, Feat 14* +collapse: closed +# Unending Emptiness *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Unending Emptiness](compendium/feats/unending-emptiness-som.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: focus pool, [Shadowcaster Dedication](compendium/feats/shadowcaster-dedication-som.md) + +You pool the power of shadow within your eyes, gaining the ability to gather darkness into a turbulent orb of crushing emptiness within your line of sight. You gain the [darklight](compendium/spells/darklight-som.md) domain spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Secrets of Magic p. 227* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Shadow Power, Feat 16* +collapse: closed +# Shadow Power *Feat 16* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Shadow Power](compendium/feats/shadow-power-apg.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Shadow Magic](compendium/feats/shadow-magic-apg.md) + +You can focus the shadows into a powerful blast. You can cast [shadow blast](compendium/spells/shadow-blast.md) as an innate occult spell once per day. Its level is always 1 level lower than the level of your shadowdancer focus spells. You become an expert in occult spell attack rolls and DCs. + +*Source: Advanced Player's Guide p. 192* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/shadowdancer-apg.md b/compendium/character/archetypes/shadowdancer-apg.md new file mode 100644 index 000000000..938039a76 --- /dev/null +++ b/compendium/character/archetypes/shadowdancer-apg.md @@ -0,0 +1,205 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Shadowdancer"] +--- +# Shadowdancer *Dedication Level 8* + +Shadow has always been the cousin of fear. Within the darkness, monsters dwell, plans are hatched, and enemies strike with fang and dagger and dark magic. But some embrace the shadow, gain power from it, and dance within its shifting dark. + +A true shadowdancer is a creature who flits on the edge of light and darkness. Moving amid the inky blackness, shadowdancers are spies, assassins, infiltrators, and emissaries. Some shadowdancers use their relationship with the dark for good, while others embrace the primordial night, its terror, and its betrayal. + +Regardless of the reason why someone embraces the shadows, the shadows embrace that person in turn, gradually transforming them into something inky, nebulous, and mysterious. + +> [!pf2-brown] CALL OF SHADOWS +> +> The shadows call out to a potential shadowdancer in a myriad of ways. Often it starts with fear—fear of the dark, fear of enemies, or an underlying uncontrolled anxiety and the desire to gain power over the darkness. Many potential shadowdancers hear the shadows whisper in their heads. First dismissed as some perverse trick of the mind, the whispers can seem to ebb and wane, but a true calling becomes more lucid and more compelling. +> +> In some shadow-infused lands in the Pathfinder setting, particularly Nidal, Ustalav, and even Cheliax, organizations search for and recruit those called by the shadows, eager to transform them into spies and assassins. But the call can come to any creature anywhere. It's just a question of whether the creature heeds the call and forms a pact with the shadows. +> +> Though it is hard to convince many folks otherwise, given the fearsome reputations of shadowdancers working for dark powers and cabals, there is nothing intrinsically evil about embracing the shadows. Darkness is amoral but not without its champions for good and even law, though it is true that such shadowdancers are few and far between. + +*Source: Advanced Player's Guide p. 192* + +```ad-embed-feat +title: Shadowdancer Dedication, Feat 8 +collapse: closed +# Shadowdancer Dedication *Feat 8* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: master in [Stealth](compendium/skills.md#Stealth), expert in [Performance](compendium/skills.md#Performance) + +You dedicate yourself to the shadows. Your coloring becomes gray and gloomy, your senses adjust to the darkness, and you can sneak through darkness with ease. You gain [greater darkvision](rules/abilities/darkvision.md). You also gain a +2 circumstance bonus to [Stealth](compendium/skills.md#Stealth) checks when you are within dim light or darkness. + +**Special.** You can't select another dedication feat until you have gained two other feats from the shadowdancer archetype. + +*Source: Advanced Player's Guide p. 192* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Shadow Magic, Feat 10 +collapse: closed +# Shadow Magic *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Shadowdancer Dedication](compendium/feats/shadowdancer-dedication-apg.md) + +You gain the ability to fuse and play with shadows by using focus spells specific to shadowdancers. You learn a shadowdancer focus spell of your choice: [dance of darkness](compendium/spells/dance-of-darkness-apg.md) or [shadow jump](compendium/spells/shadow-jump-apg.md). If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](rules/actions/refocus.md) by meditating within an area of dim light or darkness. + +Shadowdancer focus spells are occult spells. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. + +*Source: Advanced Player's Guide p. 192* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Shadow Sneak Attack, Feat 10 +collapse: closed +# Shadow Sneak Attack *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Shadowdancer Dedication](compendium/feats/shadowdancer-dedication-apg.md) + +You gain the sneak attack|rogue|crb|1 class feature, except you deal `1d6` precision damage regardless of your level. + +Sneak attack|rogue|crb|1 from multiple sources isn't cumulative. If you have sneak attack|rogue|crb|1 from more than one source, use only the highest number of dice when you sneak attack rather than adding the amounts together. + +*Source: Advanced Player's Guide p. 192* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Uncanny Dodge, Feat 10* +collapse: closed +# Uncanny Dodge *Feat 10* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Uncanny Dodge](compendium/feats/uncanny-dodge.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md) + +You gain the deny advantage class feature (page 181). + +*Source: Core Rulebook p. 229* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Additional Shadow Magic, Feat 12* +collapse: closed +# Additional Shadow Magic *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Additional Shadow Magic](compendium/feats/additional-shadow-magic-apg.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Shadow Magic](compendium/feats/shadow-magic-apg.md) + +Choose an additional shadowdancer focus spell you haven't already selected from [Shadow Magic](compendium/feats/shadow-magic-apg.md). Increase the number of Focus Points in your pool by 1. + +*Source: Advanced Player's Guide p. 192* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Shadow Illusion, Feat 12* +collapse: closed +# Shadow Illusion *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Shadow Illusion](compendium/feats/shadow-illusion-apg.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Shadow Magic](compendium/feats/shadow-magic-apg.md) + +With an artful eye, you shape shadows into illusory forms. You gain the [shadow illusion](compendium/spells/shadow-illusion-apg.md) focus spell. Increase the number of Focus Points in your pool by 1. You become an expert in occult spell attack rolls and DCs. + +*Source: Advanced Player's Guide p. 192* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Shadow Power, Feat 14* +collapse: closed +# Shadow Power *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Shadow Power](compendium/feats/shadow-power-apg.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Shadow Magic](compendium/feats/shadow-magic-apg.md) + +You can focus the shadows into a powerful blast. You can cast [shadow blast](compendium/spells/shadow-blast.md) as an innate occult spell once per day. Its level is always 1 level lower than the level of your shadowdancer focus spells. You become an expert in occult spell attack rolls and DCs. + +*Source: Advanced Player's Guide p. 192* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Spring From The Shadows, Feat 14* +collapse: closed +# Spring From The Shadows [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[flourish](rules/traits/flourish.md) [rogue](rules/traits/rogue.md) + +> [!pf2-note] This version of [Spring From The Shadows](compendium/feats/spring-from-the-shadows.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. + +- **Activity** Single Action + +Leaping out from hiding, you assail your target when they least expect it. You [Stride](rules/actions/stride.md) up to your Speed, but you must end your movement next to an enemy you're [hidden](rules/conditions.md#Hidden) from or [undetected](rules/conditions.md#Undetected) by. You then [Strike](rules/actions/strike.md) that enemy; you remain [hidden](rules/conditions.md#Hidden) from or [undetected](rules/conditions.md#Undetected) by that creature until after you [Strike](rules/actions/strike.md). You can use Spring from the Shadows while [Burrowing](rules/actions/burrow.md), [Climbing](rules/actions/climb.md), [Flying](rules/actions/fly.md), or [Swimming](rules/actions/swim.md) instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type. + +*Source: Core Rulebook p. 187* +%% #trait/flourish #trait/rogue %% +``` + +```ad-embed-feat +title: Sense The Unseen (Rogue), Feat 16* +collapse: closed +# Sense The Unseen (Rogue) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* +[rogue](rules/traits/rogue.md) + +> [!pf2-note] This version of [Sense The Unseen (Rogue)](compendium/feats/sense-the-unseen-rogue.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. + +- **Trigger** You fail a check to [Seek](rules/actions/seek.md). +- **Activity** Reaction + +When you look for foes, you catch the slightest of cues. Even though you failed at the triggering check, you automatically sense any [undetected](rules/conditions.md#Undetected) creatures in the area where you're Seeking, making them merely [hidden](rules/conditions.md#Hidden) to you. + +*Source: Core Rulebook p. 188* +%% #trait/rogue %% +``` + +```ad-embed-feat +title: Cognitive Loophole, Feat 18* +collapse: closed +# Cognitive Loophole [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 18* +[rogue](rules/traits/rogue.md) + +> [!pf2-note] This version of [Cognitive Loophole](compendium/feats/cognitive-loophole.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. + +- **Trigger** Your turn ends. +- **Requirements**: You are currently affected by a [mental](rules/traits/mental.md) effect that you gained by failing, but not critically failing, a saving throw. +- **Activity** Reaction + +You can find a loophole in a [mental](rules/traits/mental.md) effect to temporarily overcome it. Until the end of your next turn, you ignore a single [mental](rules/traits/mental.md) effect that meets the requirement. You can suppress a particular effect using Cognitive Loophole only once. + +**Special.** You can use this reaction even if the [mental](rules/traits/mental.md) effect is preventing you from using reactions. + +*Source: Core Rulebook p. 188* +%% #trait/rogue %% +``` + +```ad-embed-feat +title: Shadow Master, Feat 18* +collapse: closed +# Shadow Master *Feat 18* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Shadow Master](compendium/feats/shadow-master-apg.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Shadowdancer Dedication](compendium/feats/shadowdancer-dedication-apg.md) + +The shadows protect you better than any armor can, and they give you power to plunge others into darkness. Whenever you are in an area of dim light or darkness, you gain resistance 5 to all damage except force and damage from [Strikes](rules/actions/strike.md) with the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. When you attempt a Reflex saving throw in an area of dim light or darkness, you can roll twice and take the higher result; this is a [fortune](rules/traits/fortune.md) effect. + +*Source: Advanced Player's Guide p. 192* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/shieldmarshal-loil.md b/compendium/character/archetypes/shieldmarshal-loil.md new file mode 100644 index 000000000..edb5c4bfe --- /dev/null +++ b/compendium/character/archetypes/shieldmarshal-loil.md @@ -0,0 +1,78 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/loil +aliases: ["Shieldmarshal"] +--- +# Shieldmarshal *Dedication Level 4* + +Gunplay isn't enough to uphold Alkenstar's laws; when firearms are readily available to criminals and the corrupt, relying solely on firepower isn't always the best approach to law enforcement. To stay ahead in their never-ending war against crime and espionage, Alkenstar's elite shieldmarshals instead refine their skills of marksmanship and situational awareness into a potent blend of operational acumen and special tactics. Shieldmarshals study forensics, engineering, law, and etiquette to navigate the city's volatile conditions and politics; advanced lessons include specialized training to deal with criminals using technology as well as tactical analysis for maneuvering in congested urban environments. + +You've undergone specialized training to help you keep the peace in Alkenstar's sprawling streets. Urban operations are dreadfully complex endeavors; closed doors and high walls conceal suspects and belligerents, while every alley and corridor could be a fatal funnel. As a shieldmarshal, you overcome these complexities by reducing and adapting to uncertain elements. You methodically observe your surroundings, make swift decisions, and actualize best practices to pacify hostiles, rescue hostages, and otherwise meet overall mission objectives. + +*Source: Lost Omens: Impossible Lands p. 108* + +```ad-embed-feat +title: Shieldmarshal Dedication, Feat 2 +collapse: closed +# Shieldmarshal Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + + +Your elite shieldmarshal training makes you equally at home in the squalor of Smokeside and the splendor of Skyside. You're intimately familiar with the city's labyrinthine streets and statutes. You become trained in [Society](compendium/skills.md#Society); if you were already trained, you become an expert in [Society](compendium/skills.md#Society) instead. + +In urban environments, you can attempt [Society](compendium/skills.md#Society) checks to [Sense Direction](rules/actions/sense-direction.md). You also gain the Courtly Graces and [Streetwise](compendium/feats/streetwise.md) skill feats. + +*Source: Lost Omens: Impossible Lands p. 109* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Consolidated Overlay Panopticon, Feat 4 +collapse: closed +# Consolidated Overlay Panopticon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Shieldmarshal Dedication](compendium/feats/shieldmarshal-dedication-loil.md) +- **Frequency**: once per hour +- **Activity** Single Action + +You volunteered for a controversial experimental procedure to install clockwork prosthetic eyes. These eyes relay what you see to shieldmarshal headquarters, which consolidates and analyzes environmental data—Bronzetime/Surgetime probabilities, pressure, temperature, wind, and so on—and feeds them back to you. The Ironmaster periodically reviews the information archives in their ongoing efforts to root out police corruption. When you use your Consolidated Overlay Panopticon, you supercharge the prosthetic eyes; for the next minute, you gain darkvision and low-light vision, and you gain a +1 status bonus to visual [Perception](compendium/skills.md#Perception) checks. Even when the prosthetic eyes aren't supercharged, you retain your normal vision. + +*Source: Lost Omens: Impossible Lands p. 109* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Equitable Defense, Feat 8 +collapse: closed +# Equitable Defense [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Shieldmarshal Dedication](compendium/feats/shieldmarshal-dedication-loil.md) +- **Frequency**: once per 10 minutes +- **Trigger** You take damage from a critical hit. +- **Activity** Reaction + +Gritting your teeth through the pain, you position yourself to counterattack. You gain resistance to the damage from the critical hit equal to half your level. As long as you're still conscious after the attack, you can [Interact](rules/actions/interact.md) to reload a weapon you currently wield or [Stand](rules/actions/stand.md). You gain a +1 circumstance bonus on the next [Strike](rules/actions/strike.md) you make against the creature who critically hit you, provided you make it before the end of your next turn. + +*Source: Lost Omens: Impossible Lands p. 109* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Counterclockwork Focus, Feat 10 +collapse: closed +# Counterclockwork Focus [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Shieldmarshal Dedication](compendium/feats/shieldmarshal-dedication-loil.md) +- **Frequency**: once per round +- **Activity** Single Action + +You understand the need for law enforcement doctrine to adapt to the ever-changing innovations in technology and arcana. Your training in special weapons and tactics give you access to unusual techniques to respond to clockwork- and magic-related crimes. You apply special additives to a loaded firearm. On your next [Strike](rules/actions/strike.md) with that firearm before the end of your turn, you deal an additional `2d6` damage if the target is a construct, and you can treat the ammunition as your choice of cold iron or adamantine. At 18th level, this additional damage increases to `3d6`, and you can choose to instead treat the ammunition as orichalcum. + +*Source: Lost Omens: Impossible Lands p. 109* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/sixth-pillar-frp2.md b/compendium/character/archetypes/sixth-pillar-frp2.md new file mode 100644 index 000000000..0bfd5d063 --- /dev/null +++ b/compendium/character/archetypes/sixth-pillar-frp2.md @@ -0,0 +1,97 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/frp2 +aliases: ["Sixth Pillar"] +--- +# Sixth Pillar *Dedication Level 8* + +The Sixth Pillar follows a tradition that blends martial arts with magic. Traditionally, this is a way to better focus and harness innate or bloodline magic, but it can be used by anyone who can cast spells. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* + +```ad-embed-feat +title: Sixth Pillar Dedication, Feat 8 +collapse: closed +# Sixth Pillar Dedication *Feat 8* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Dexterity 14, expert in [Acrobatics](compendium/skills.md#Acrobatics), able to cast spells + +You use your physical discipline to channel your magic. + +If your proficiency rank in unarmed attacks is at least expert, your proficiency rank in spell attacks increases to expert. Likewise, if your proficiency rank in spell attacks is at least expert, your proficiency rank in unarmed attacks improves to expert. You become an expert in [Athletics](compendium/skills.md#Athletics), or in another trained skill if you were already expert in [Athletics](compendium/skills.md#Athletics). + +**Special.** You can't select another dedication feat until you've gained two other feats from the Sixth Pillar archetype. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Six Pillars Stance, Feat 10 +collapse: closed +# Six Pillars Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) [stance](rules/traits/stance.md) + +- **Prerequisites**: [Sixth Pillar Dedication](compendium/feats/sixth-pillar-dedication-frp2.md) +- **Requirements**: You are unarmored. +- **Activity** Single Action + +You stand firm, steeling your mind and body, allowing you to use your magic unperturbed. While in this stance, you gain a +4 circumstance bonus to AC against reactions triggered by using actions with the [concentrate](rules/traits/concentrate.md) or [manipulate](rules/traits/manipulate.md) traits. In addition, when you cast a spell that requires one or more actions while in this stance, your unarmed [Strikes](rules/actions/strike.md) gain a +1 circumstance bonus to damage. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* +%% #trait/archetype #trait/stance %% +``` + +```ad-embed-feat +title: Maneuvering Spell, Feat 12* +collapse: closed +# Maneuvering Spell [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Maneuvering Spell](compendium/feats/maneuvering-spell-frp2.md) is intended for use with the Sixth Pillar Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Sixth Pillar Dedication](compendium/feats/sixth-pillar-dedication-frp2.md) +- **Trigger** You begin to [Cast a Spell](rules/actions/cast-a-spell.md) that requires at least 2 actions to cast. +- **Activity** Free Action + +You instantly tap into the magical power of a spell you're casting to quickly pounce around the battlefield. You [Step](rules/actions/step.md), [Leap](rules/actions/leap.md), or [Stand](rules/actions/stand.md). This action can be before or after you [Cast the Spell](rules/actions/cast-a-spell.md). + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Touch Focus, Feat 14* +collapse: closed +# Touch Focus [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) + +> [!pf2-note] This version of [Touch Focus](compendium/feats/touch-focus-frp2.md) is intended for use with the Sixth Pillar Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Sixth Pillar Dedication](compendium/feats/sixth-pillar-dedication-frp2.md) +- **Activity** Single Action + +You can redirect a spell's power through you to deliver it within striking distance. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) with 1 or more targets and a range farther than touch, you can change the range to touch. If the altered spell requires a spell attack roll, you gain a +2 circumstance bonus to the attack. This only allows you to touch a single target with the spell, even if the spell originally affected more than 1 target. After you [Cast the Spell](rules/actions/cast-a-spell.md), you can [Disarm](rules/actions/disarm.md), [Shove](rules/actions/shove.md), [Trip](rules/actions/trip.md), or [Strike](rules/actions/strike.md) the target with an unarmed attack. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* +%% #trait/archetype #trait/manipulate #trait/metamagic %% +``` + +```ad-embed-feat +title: Sixth Pillar Mastery, Feat 16* +collapse: closed +# Sixth Pillar Mastery *Feat 16* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Sixth Pillar Mastery](compendium/feats/sixth-pillar-mastery-frp2.md) is intended for use with the Sixth Pillar Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Sixth Pillar Dedication](compendium/feats/sixth-pillar-dedication-frp2.md) + +Your greater discipline aligns your magical and physical potential. If your proficiency rank in unarmed attacks is at least master, your proficiency rank in spell attacks increases to master. Likewise, if your proficiency rank in spell attacks is at least master, your proficiency rank in unarmed attacks improves to master. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/sleepwalker-da.md b/compendium/character/archetypes/sleepwalker-da.md new file mode 100644 index 000000000..4610bcd34 --- /dev/null +++ b/compendium/character/archetypes/sleepwalker-da.md @@ -0,0 +1,190 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/da +aliases: ["Sleepwalker"] +--- +# Sleepwalker *Dedication Level 4* + +Many think of mental realms and mindscapes as rare and elaborate constructions, forgetting that everyone creates their own mental realm when they sleep, one where even the strangest occurrences seem perfectly normal. Anything is possible inside these dreamscapes, but few sapient creatures have the will and insight to take control and truly explore their unconscious mind. + +Sleepwalkers dedicate themselves to unlocking the secrets of the sleeping mind, taking control of their dreams and walking through the slumbering vistas of others. Some are nefarious manipulators, whispering to the slumbering for personal gain. Others use their powers for good, seeking evildoers and those who corrupt dreams to nightmares. As their power grows, a sleepwalker's appearance gradually becomes slightly indistinct, as though they were blurred around the edges, and those who encounter them find it difficult to recall exact details about their appearance. + +*Source: Dark Archive p. 206* + +```ad-embed-feat +title: Sleepwalker Dedication, Feat 4 +collapse: closed +# Sleepwalker Dedication *Feat 4* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: expert in [Occultism](compendium/skills.md#Occultism) + +You've learned to manipulate states of consciousness, beginning with your own. You can send yourself into a half-awake, daydreaming state and gain the Daydream Trance action. Daydream Trance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (enchantment, mental, occult) You fall into a half-sleeping trance. This lasts for 1 minute or until you fall [unconscious](rules/conditions.md#Unconscious), whichever comes first. You can voluntarily end your trance by taking a single action, which has a [concentrate](rules/traits/concentrate.md) trait, and succeeding at a Will save against your own class DC or spell DC, whichever is higher. + +Once your trance ends, you can't enter a Daydream Trance again for 1 minute. While you're in your trance, you gain the following effects: + +- You gain a +1 status bonus to Will saves. This bonus increases to +2 against [mental](rules/traits/mental.md) effects. If you're legendary in [Occultism](compendium/skills.md#Occultism), the bonus against [mental](rules/traits/mental.md) effects increases to +3. +- You take a –1 penalty to [Perception](compendium/skills.md#Perception) checks and initiative rolls. + +**Special.** You can't select another dedication feat until you have gained two other feats from the sleepwalker archetype. + +*Source: Dark Archive p. 206* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Infiltrate Dream, Feat 6 +collapse: closed +# Infiltrate Dream *Feat 6* +[archetype](rules/traits/archetype.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) + +- **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) + +Entering a dream is as natural to you as stepping through a doorway. If you're adjacent to a sleeping creature, you can enter a lucid dreamlike state, a process taking 10 minutes, to mentally walk into their dreamscape. While in the target's dream, you witness its contents, plots, and emotional experiences as an observer, though nothing within the dream can perceive or interact with you. Your target becomes temporarily immune to Infiltrate Dream for 1 week. You can't enter the dreams of a creature that doesn't have a conscious mind or doesn't dream. + +While within the dream, you can attempt an [Occultism](compendium/skills.md#Occultism) check against the target's Will DC to interpret symbolism and learn information about a single topic. If the target has no knowledge of the topic, you learn they don't know about the topic unless your result is a critical failure. + +> [!success-degree] +> - **Critical Success** You learn a piece of information directly relevant to the topic unless the target would want to hide it. If so, you learn something related to the topic but not a direct answer. +> - **Success** You receive a hint or clue about the topic. This clue will not be inaccurate, but it's cryptic, vague, or may be understandable only with additional information. +> - **Critical Failure** The dreams mislead you, and you learn an erroneous piece of information. + +*Source: Dark Archive p. 206* +%% #trait/archetype #trait/enchantment #trait/mental #trait/occult %% +``` + +```ad-embed-feat +title: Vision of Foresight, Feat 6 +collapse: closed +# Vision of Foresight [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [occult](rules/traits/occult.md) + +- **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) +- **Requirements**: You're in a Daydream Trance +- **Activity** Single Action + +You use your daydreams to predict the success of actions, rapidly envisioning the possibilities. Once before the end of your next turn, you can call upon these predictions before you roll a saving throw or skill check. You can roll the saving throw or skill check twice and take the better result. + +*Source: Dark Archive p. 206* +%% #trait/archetype #trait/divination #trait/fortune #trait/occult %% +``` + +```ad-embed-feat +title: Dream Magic, Feat 8 +collapse: closed +# Dream Magic *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) + +You learn dream-related magic to aid your studies. Choose dream message or sleep upon taking this feat; you learn this spell as a 4th-level innate occult spell. If you choose sleep, you can cast the spell only while in a Daydream Trance. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Wisdom. + +**Special.** You can take this feat twice, gaining the spell you didn't select initially the second time. + +*Source: Dark Archive p. 206* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Waking Dream, Feat 8 +collapse: closed +# Waking Dream *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) + +While in your trance, you can blur the line between dreams and reality for others. You gain the [waking dream](compendium/spells/waking-dream-da.md) focus spell, which you can use only while you're in a Daydream Trance. + +You gain a pool of Focus Points with 1 Focus Point and you can [Refocus](rules/actions/refocus.md) by taking a nap for 10 minutes. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Wisdom. + +*Source: Dark Archive p. 206* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Oneiric Influence, Feat 12* +collapse: closed +# Oneiric Influence *Feat 12* +[archetype](rules/traits/archetype.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) + +> [!pf2-note] This version of [Oneiric Influence](compendium/feats/oneiric-influence-da.md) is intended for use with the Sleepwalker Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Infiltrate Dream](compendium/feats/infiltrate-dream-da.md) + +While Infiltrating a Dream, you can also implant a suggestion in the target's mind. The target must attempt a Will save against your class DC or spell DC, whichever is higher, to resist your modification, which has the effects of a [subconscious suggestion](compendium/spells/subconscious-suggestion.md) spell, but even on a critical success, the target doesn't realize you were trying to control them and may not recognize your presence in the dream. The suggestion remains in the target's subconscious for 1 week or until triggered. Their memories of carrying out the suggestion are hazy and dreamlike and they may not remember doing it unless later reminded. + +*Source: Dark Archive p. 206* +%% #trait/archetype #trait/enchantment #trait/incapacitation #trait/mental #trait/occult %% +``` + +```ad-embed-feat +title: Ward Slumber, Feat 12* +collapse: closed +# Ward Slumber *Feat 12* +[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) [occult](rules/traits/occult.md) + +> [!pf2-note] This version of [Ward Slumber](compendium/feats/ward-slumber-da.md) is intended for use with the Sleepwalker Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) + +Just before going to sleep, you can perform a 10-minute ward to protect the slumber of up to eight creatures within 30 feet of you. All creatures affected by the ritual gain a +4 status bonus on saving throws against nightmare, a night hag's dream haunting, or other effects influencing dreams (such as those provided by this archetype) until your next daily preparations. + +They heal double the usual amount of Hit Points from resting. + +*Source: Dark Archive p. 207* +%% #trait/abjuration #trait/archetype #trait/occult %% +``` + +```ad-embed-feat +title: Dream Logic, Feat 14* +collapse: closed +# Dream Logic *Feat 14* +[archetype](rules/traits/archetype.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) + +> [!pf2-note] This version of [Dream Logic](compendium/feats/dream-logic-da.md) is intended for use with the Sleepwalker Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) + +You can transmit a sense of dreamy nonchalance. If you do something especially strange or dangerous while you're in your Daydream Trance, such as entering a restricted area or fighting someone in the street, any creature that isn't one of your allies must attempt a [Perception](compendium/skills.md#Perception) check against your class or spell DC (whichever is higher). On a success, it realizes something is amiss, and on a failure, it believes nothing is out of the ordinary. The creature can attempt a new check if you start doing something else strange, but not if you continue on the same course of action it already failed to notice was peculiar. + +Any [hostile](rules/conditions.md#Hostile) action by you or your allies against an affected creature automatically ends the effect for that creature. The GM might allow the creature a new check if someone else brings your actions to its attention, such as if someone you're attacking calls out for help. When your trance ends, affected creatures retain their memories of events but likely still view them as unremarkable; unless they are prompted to relate the events, they might not report them. + +*Source: Dark Archive p. 207* +%% #trait/archetype #trait/enchantment #trait/mental #trait/occult %% +``` + +```ad-embed-feat +title: Shared Dream, Feat 16* +collapse: closed +# Shared Dream *Feat 16* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Shared Dream](compendium/feats/shared-dream-da.md) is intended for use with the Sleepwalker Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) + +You've learned to create a shared dreamscape to communicate with others. You can cast [dream council](compendium/spells/dream-council.md) as an innate occult spell. + +*Source: Dark Archive p. 207* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Ever Dreaming, Feat 18* +collapse: closed +# Ever Dreaming *Feat 18* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Ever Dreaming](compendium/feats/ever-dreaming-da.md) is intended for use with the Sleepwalker Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) + +You draw no distinction between the sleeping and waking worlds. + +Your Daydream Trance has an unlimited duration, and you no longer need to take an action to enter it. If you're [unconscious](rules/conditions.md#Unconscious) due to sleep, you don't take the –4 penalty to AC, [Perception](compendium/skills.md#Perception), and Reflex saves, and don't have the [flat-footed](rules/conditions.md#Flat-footed) condition. You're still [blinded](rules/conditions.md#Blinded) while asleep. You can act on your turn while asleep, though you're [slowed](rules/conditions.md#Slowed) until you fully awaken. + +*Source: Dark Archive p. 207* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/snarecrafter-apg.md b/compendium/character/archetypes/snarecrafter-apg.md new file mode 100644 index 000000000..b11e50dc6 --- /dev/null +++ b/compendium/character/archetypes/snarecrafter-apg.md @@ -0,0 +1,137 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Snarecrafter"] +--- +# Snarecrafter *Dedication Level 2* + +You're able to take ordinary materials and use them to create deadly snares, special traps that you can rig up quickly when the situation demands. While traps might grant you less brute force to apply in a fair fight than weapons would, you rarely allow your fights to be fair. Instead, when a battle takes place at a location of your choice, you have a major advantage thanks to your well-placed snares. Once your foes come to realize that you may have trapped any location on the battlefield, their fear of walking into another trap can help you corral them toward the waiting blades of your allies, or even make them too paranoid to move at all, locking them in place. + +*Source: Advanced Player's Guide p. 194* + +```ad-embed-feat +title: Snarecrafter Dedication, Feat 2 +collapse: closed +# Snarecrafter Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting), [Snare Crafting](compendium/feats/snare-crafting.md) + +You've learned to create a limited number of snares at no cost. Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment; if they normally take 1 minute to [Craft](rules/actions/craft.md), you can [Craft](rules/actions/craft.md) them with 3 [Interact](rules/actions/interact.md) actions. The number of snares increases to six if you're a master in [Crafting](compendium/skills.md#Crafting) and eight if you're legendary. Snares prepared in this way don't cost you any resources to [Craft](rules/actions/craft.md). + +**Special.** The feat counts as Snare Specialist for the purpose of feat prerequisites. If you also have the [Snare Specialist](compendium/feats/snare-specialist.md) ranger feat, the quick snares from both feats are cumulative. You can't select another dedication feat until you have gained two other feats from the snarecrafter archetype. + +*Source: Advanced Player's Guide p. 194* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Surprise Snare, Feat 4 +collapse: closed +# Surprise Snare [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 4* +[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) + +- **Prerequisites**: [Snarecrafter Dedication](compendium/feats/snarecrafter-dedication-apg.md) +- **Activity** Three-Action + +You install one of your snares prepared for quick deployment in a space that's occupied by an opponent. It must be a snare that normally takes 1 minute or less to [Craft](rules/actions/craft.md). The snare automatically triggers, but it takes a –2 circumstance penalty to any applicable save DC, as well as any attack rolls or other checks the snare attempts. + +*Source: Advanced Player's Guide p. 194* +%% #trait/archetype #trait/manipulate %% +``` + +```ad-embed-feat +title: Remote Trigger, Feat 6 +collapse: closed +# Remote Trigger *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Snarecrafter Dedication](compendium/feats/snarecrafter-dedication-apg.md) + +You've learned how to trigger snares from afar, creating ranged hazards to assail your opponents and allowing you to disarm enemies' snares harmlessly. You can [Strike](rules/actions/strike.md) a snare to trigger it prematurely. If you crafted the snare, you automatically hit. If someone else crafted it, attempt a ranged [Strike](rules/actions/strike.md) against the [Crafting](compendium/skills.md#Crafting) DC, triggering the snare only if you hit. + +*Source: Advanced Player's Guide p. 194* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Quick Snares, Feat 8* +collapse: closed +# Quick Snares *Feat 8* +[ranger](rules/traits/ranger.md) + +> [!pf2-note] This version of [Quick Snares](compendium/feats/quick-snares.md) is intended for use with the Snarecrafter Archetype. Its level has been changed accordingly. + +- **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting), [Snare Specialist](compendium/feats/snare-specialist.md) + +You can rig a snare in only moments. You can [Craft](rules/actions/craft.md) snares that normally take 1 minute to [Craft](rules/actions/craft.md) with 3 [Interact](rules/actions/interact.md) actions, even if you haven't prepared them. + +*Source: Core Rulebook p. 173* +%% #trait/ranger %% +``` + +```ad-embed-feat +title: Giant Snare, Feat 10 +collapse: closed +# Giant Snare *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Snarecrafter Dedication](compendium/feats/snarecrafter-dedication-apg.md) + +You can create bigger snares for quick deployment, making it more likely for a creature to walk into your snares. + +When you prepare snares for quick deployment, you can prepare some of them as giant snares. A giant snare takes up a 10-foot-by-10-foot area but costs two of your quick deployment snares. A giant snare can trigger from a creature entering any portion of its area, and all its effects apply over the full area. + +*Source: Advanced Player's Guide p. 194* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Powerful Snares, Feat 10* +collapse: closed +# Powerful Snares *Feat 10* +[ranger](rules/traits/ranger.md) + +> [!pf2-note] This version of [Powerful Snares](compendium/feats/powerful-snares.md) is intended for use with the Snarecrafter Archetype. Its level has been changed accordingly. + +- **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting), [Snare Specialist](compendium/feats/snare-specialist.md) + +Your snares are particularly difficult for enemies to avoid. When you set a snare, the saving throw DC for that snare is equal to its normal DC or your class DC, whichever is higher. + +*Source: Core Rulebook p. 174* +%% #trait/ranger %% +``` + +```ad-embed-feat +title: Plentiful Snares, Feat 12* +collapse: closed +# Plentiful Snares *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Plentiful Snares](compendium/feats/plentiful-snares-apg.md) is intended for use with the Snarecrafter Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Snarecrafter Dedication](compendium/feats/snarecrafter-dedication-apg.md) + +You can prepare incredible numbers of snares each day out of simple ingredients. Double the number of prepared snares granted by [Snarecrafter Dedication](compendium/feats/snarecrafter-dedication-apg.md). + +*Source: Advanced Player's Guide p. 194* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Lightning Snares, Feat 14* +collapse: closed +# Lightning Snares *Feat 14* +[ranger](rules/traits/ranger.md) + +> [!pf2-note] This version of [Lightning Snares](compendium/feats/lightning-snares.md) is intended for use with the Snarecrafter Archetype. Its level has been changed accordingly. + +- **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting), [Snare Specialist](compendium/feats/snare-specialist.md), [Quick Snares](compendium/feats/quick-snares.md) + +You can rig a trap with incredible speed. When you create a snare that normally takes 1 minute to [Craft](rules/actions/craft.md), you can [Craft](rules/actions/craft.md) it using a single [Interact](rules/actions/interact.md) action instead. + +*Source: Core Rulebook p. 175* +%% #trait/ranger %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/soul-warden-botd.md b/compendium/character/archetypes/soul-warden-botd.md new file mode 100644 index 000000000..1a0d46a2f --- /dev/null +++ b/compendium/character/archetypes/soul-warden-botd.md @@ -0,0 +1,207 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/botd +aliases: ["Soul Warden"] +--- +# Soul Warden *Dedication Level 2* + +> [!pf2-sidebar] The Soul Cycle +> +> A soul's journey begins on the Positive Energy Plane, where blank, empty souls attach themselves alongside the positive life essence of the plane to mortals on the Material Plane, forming a single living being. At the end of a mortal's life, these souls enter the Ethereal Plane, progressing through the River of Souls to Pharasma's Boneyard, where they're judged and sorted into the appropriate afterlife. Judged souls proceed to their assigned planes, becoming petitioners. These, too, die in time, becoming absorbed by and expanding their associated plane, as their own spiritual essence joins with the plane's as a substance known as quintessence. But the ever-churning Maelstrom breaks these planes down, scattering this planar quintessence throughout the Maelstrom and adjoining planes. Those pieces that land on the Positive Energy Plane eventually form new blank souls and the cycle begins anew. + +You consider yourself an honorary psychopomp—a shepherd of spirits who ensures the cycle of souls progresses unimpeded. Although you're unable to safeguard the cycle of souls in its entirety, you strive to ensure each soul's time on the Material Plane proceeds without incident. You work to free souls from imprisonment, prevent necromancers from animating the dead, and destroy undead so their souls rejoin the cycle. + +While most who hunt undead do so out of fear, vengeance, or a desire to protect the lives of others, you take a more measured and far less emotional approach; you destroy undead so their souls can continue their journey along the River of Souls, thus ensuring the continuation of existence. You understand that without the cycle of souls, the life cycle of the planes is disrupted, and all of existence could be consumed by the Maelstrom. + +Nearly all soul wardens worship [Pharasma](compendium/setting/deities/pharasma.md) or one of the psychopomp ushers, especially Barzahk the Passage, a psychopomp usher who routinely shirks their duties and needs help from mortal soul wardens. Soul wardens also often join organizations that regularly combat undead, including the Voices of the Spire and Ustalav's Ivory Reapers (page 14). + +*Source: Book of the Dead p. 26* + +```ad-embed-feat +title: Soul Warden Dedication, Feat 2 +collapse: closed +# Soul Warden Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion), worships [Pharasma](compendium/setting/deities/pharasma.md) or a psychopomp usher + +You can take 10 minutes to emblazon [Pharasma](compendium/setting/deities/pharasma.md)'s holy sigil—a spiraling comet that represents the winding path a soul takes through its existence—upon a shield, tabard, banner, or other prominent object that your wear or wield. The symbol doesn't fade until 1 year has passed, but if you emblazon the symbol again, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of [Pharasma](compendium/setting/deities/pharasma.md) and can be used as a divine focus while emblazoned. + +Whenever an undead creature or captive soul is within 100 feet of this object, the spiral glows, shedding dim blue light in a 10-foot radius. If the creature is hiding or the soul is [hidden](rules/conditions.md#Hidden), it must succeed at a [Stealth](compendium/skills.md#Stealth) check against your [Perception](compendium/skills.md#Perception) DC to fool the sigil and prevent the spiral from glowing. + +In addition, you can cast [disrupt undead](compendium/spells/disrupt-undead.md) as a divine innate cantrip at will. As normal, a cantrip is automatically heightened to half your level rounded up. You gain access to the [Cast a Spell](rules/actions/cast-a-spell.md) activity if you didn't have it already. You're trained in divine spell attack rolls and spell DCs. Your key spellcasting ability for these spells is Wisdom. + +When you have at least two other feats from this archetype, the spiral glows with bright light in a 10-foot radius (and dim light for the next 10 feet). Feats that require a creature or object to be in the light of your spiral function whether it's in the bright or dim light. + +**Special.** You can't select another dedication feat until you have gained two other feats from the soul warden archetype. + +*Source: Book of the Dead p. 26* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Cycle Spell, Feat 4 +collapse: closed +# Cycle Spell *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md) + +Your devotion to the cycle of souls grants you an additional divine spell. Choose from [bless](compendium/spells/bless.md), [disrupting weapons](compendium/spells/disrupting-weapons.md), or [heal](compendium/spells/heal.md). You must make this selection when you take this feat and it can't be changed. Once per day, while your spiral is glowing, you can cast the selected spell as a divine innate spell. + +*Source: Book of the Dead p. 26* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Domain Initiate, Feat 4* +collapse: closed +# Domain Initiate *Feat 4* +[cleric](rules/traits/cleric.md) + +> [!pf2-note] This version of [Domain Initiate](compendium/feats/domain-initiate.md) is intended for use with the Soul Warden Archetype. Its level has been changed accordingly. + + +Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity's list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain's theme and domain spells appear in [Table 8–2: Domains](rules/tables/domains.md). + +Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the [Refocus](rules/actions/refocus.md) activity to pray to your deity or do service toward their causes. + +Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells can be found here. + +**Special.** You can select this feat multiple times, selecting a different domain each time and gaining its domain spell. + +*Source: Core Rulebook p. 121* +%% #trait/cleric %% +``` + +```ad-embed-feat +title: Psychopomp Familiar, Feat 4 +collapse: closed +# Psychopomp Familiar *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md), familiar + +Your familiar becomes a masked psychopomp—an extraplanar guardian of the cycle of souls. This familiar continues to use all the same rules as other familiars, but one of its abilities must always be speech and it has the [monitor](rules/traits/monitor.md) and [psychopomp](rules/traits/psychopomp-b1.md) traits. As normal when a familiar must always have a certain ability, the speech ability counts against your familiar's abilities each day. + +You can select three familiar or master abilities each day, instead of two, but one must be one of the following psychopomp familiar abilities. + +- **Soul Sight** Your familiar gains [lifesense](rules/abilities/lifesense.md) with a range of 30 feet. +- **Spirit Touch** Your familiar can touch [incorporeal](rules/traits/incorporeal-b1.md) creatures. If you have the spell delivery master ability from your familiar, any spell the familiar delivers with it gains the benefits of the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. + +*Source: Book of the Dead p. 27* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Liberate Soul, Feat 6 +collapse: closed +# Liberate Soul [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) + +- **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md) +- **Frequency**: once per hour +- **Requirements**: Your spiral is glowing. +- **Activity** Two-Action + +The light flows from your sigil of [Pharasma](compendium/setting/deities/pharasma.md) to shatter the bonds imprisoning a soul. You attempt to counteract a [possession](rules/traits/possession.md) effect, or an effect, object, or spell that is imprisoning a soul (such as [bind soul](compendium/spells/bind-soul.md), a soul gem, or a devourer's devoured souls). You must be within 60 feet of the possessed creature or object, or of the receptacle imprisoning the soul. Your counteract level is half your level rounded up, and your counteract modifier is your divine spell DC – 10. If the attempt fails, you can't use Liberate Soul against that particular effect again unless circumstances have changed drastically, as determined by the GM. + +*Source: Book of the Dead p. 27* +%% #trait/archetype #trait/concentrate #trait/divine #trait/necromancy %% +``` + +```ad-embed-feat +title: Spiral Sworn, Feat 6 +collapse: closed +# Spiral Sworn [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) + +- **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md) +- **Frequency**: once per 10 minutes +- **Activity** Single Action + +You trace a spiral in the air while intoning prayers to [Pharasma](compendium/setting/deities/pharasma.md), gaining her blessing for a time. For 3 rounds, your [Strikes](rules/actions/strike.md) and spells deal additional damage against undead, creatures in possession of an imprisoned soul, or creatures you have witnessed create or command undead. You gain a status bonus to damage with your [Strikes](rules/actions/strike.md) against these creatures equal to the number of weapon damage dice. Spells you cast from spell slots gain a status bonus to damage against these creatures equal to the level of the spell; this bonus applies only to spells that deal damage and don't have a duration. + +If your spiral is glowing, you can target a willing creature in its light. If you do, that creature gains the bonuses instead of you. + +*Source: Book of the Dead p. 27* +%% #trait/archetype #trait/concentrate #trait/divine #trait/evocation %% +``` + +```ad-embed-feat +title: Enhanced Psychopomp Familiar, Feat 8 +collapse: closed +# Enhanced Psychopomp Familiar *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Psychopomp Familiar](compendium/feats/psychopomp-familiar-botd.md) + +Your psychopomp's continued service in [Pharasma](compendium/setting/deities/pharasma.md)'s name brings it favor from the goddess. It might change appearance to look like a different, more powerful kind of psychopomp. You can select four familiar or master abilities each day, instead of two, but two must be from the [Psychopomp Familiar](compendium/feats/psychopomp-familiar-botd.md) feat or the following ability. + +- **Augury** Your familiar can glimpse the strands of fate to give you a cryptic clue regarding your future. Your familiar can cast [augury](compendium/spells/augury.md) once per day using your magical tradition and spell DC. You must be at least 8th level to select this ability. + +*Source: Book of the Dead p. 27* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Expanded Domain Initiate, Feat 8* +collapse: closed +# Expanded Domain Initiate *Feat 8* +[cleric](rules/traits/cleric.md) + +> [!pf2-note] This version of [Expanded Domain Initiate](compendium/feats/expanded-domain-initiate-logm.md) is intended for use with the Soul Warden Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Domain Initiate](compendium/feats/domain-initiate.md) + +You have long venerated one of your deity's lesser-known aspects. Select one domain from your deity's alternate domains. You gain access to that domain and an initial domain spell for that domain. + +*Source: Lost Omens: Gods & Magic p. 8* +%% #trait/cleric %% +``` + +```ad-embed-feat +title: Safeguard Soul, Feat 8 +collapse: closed +# Safeguard Soul *Feat 8* +[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) + +- **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md) + +You've girded your soul against outside interference. You gain a +2 status bonus to saving throws against [death](rules/traits/death.md) effects, [possession](rules/traits/possession.md) effects, and effects that attempt to manipulate or steal your soul. You can't be transformed into an undead by any means. While your spiral is glowing, your allies in the light of the spiral gain this benefit as well. + +*Source: Book of the Dead p. 27* +%% #trait/abjuration #trait/archetype #trait/divine %% +``` + +```ad-embed-feat +title: Expand Spiral, Feat 10 +collapse: closed +# Expand Spiral *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spiral Sworn](compendium/feats/spiral-sworn-botd.md) + +Your prayers encompass your companions, granting you the ability to share [Pharasma](compendium/setting/deities/pharasma.md)'s blessings. When you use [Spiral Sworn](compendium/feats/spiral-sworn-botd.md), you can spend 2 actions instead of 1 to grant the benefits to all allies who are in the light of your spiral when you take the action. + +*Source: Book of the Dead p. 27* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Domain, Feat 16* +collapse: closed +# Advanced Domain *Feat 16* +[cleric](rules/traits/cleric.md) + +> [!pf2-note] This version of [Advanced Domain](compendium/feats/advanced-domain.md) is intended for use with the Soul Warden Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Domain Initiate](compendium/feats/domain-initiate.md) + +Your studies or prayers have unlocked deeper secrets of your deity's domain. You gain an advanced domain spell from one. + +*Source: Core Rulebook p. 123* +%% #trait/cleric %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/soulforger-som.md b/compendium/character/archetypes/soulforger-som.md new file mode 100644 index 000000000..3c17ad596 --- /dev/null +++ b/compendium/character/archetypes/soulforger-som.md @@ -0,0 +1,130 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/som +aliases: ["Soulforger"] +--- +# Soulforger *Dedication Level 2* + +Your devotion to a cause unifies your soul with an armament tethered to the very essence of your spirit. + +## Essence Powers +SoM p. 236 + +Your soulforged armament has an essence power you choose when you first bind it. It gains the power temporarily when you manifest its essence form. Each power has a _Corruption Flaw_ that affects you if you have soulforged corruption. Essence powers that only apply to some types of armament indicate which. + +**Adaptable Persona** ([transmutation](rules/traits/transmutation.md)) Armor only. When you manifest the essence form, gain your choice of a climb Speed or swim Speed equal to your land Speed. If you're 8th level or higher, you can choose a fly Speed instead. _Corruption Flaw_ You take a –10-foot penalty to all your Speeds. + +**Bounding Spirit** Melee weapon only. The weapon gains the [thrown](rules/traits/thrown.md) 30 feet trait and has the [returning](compendium/equipment/items/returning.md) rune (even if it already has its maximum number of property runes). _Corruption Flaw_ When you make a [Strike](rules/actions/strike.md) with a thrown or ranged weapon and miss, reroll the [Strike](rules/actions/strike.md), targeting your ally nearest to the target. This [Strike](rules/actions/strike.md) uses the same multiple attack penalty as the missed [Strike](rules/actions/strike.md) and doesn't count toward your multiple attack penalty. + +**Deep-Seeded Fear** You gain a +2 status bonus to your [Intimidation](compendium/skills.md#Intimidation) checks and don't take any penalties for not sharing a language when [Demoralizing](rules/actions/demoralize.md) foes who can perceive your armament's essence form. When you manifest the essence form, you can attempt to [Demoralize](rules/actions/demoralize.md) an enemy who can perceive the manifestation. _Corruption Flaw_ If you attempt to [Demoralize](rules/actions/demoralize.md) an enemy, your [Demoralize](rules/actions/demoralize.md) also targets the ally closest to you. + +**Determined Toughness** Any status penalties you take from the following conditions are 1 less than their condition's value: [clumsy](rules/conditions.md#Clumsy), [drained](rules/conditions.md#Drained), [enfeebled](rules/conditions.md#Enfeebled), [frightened](rules/conditions.md#Frightened), [sickened](rules/conditions.md#Sickened), [stupefied](rules/conditions.md#Stupefied). This doesn't change the actual condition value, or any other effects of the condition (such as [stupefied's](rules/conditions.md#Stupefied) disruption and its DC). _Corruption Flaw_ Whenever you take a status penalty from the listed conditions, you also take a –1 penalty to the same statistics. + +**Harmful Malice** ([necromancy](rules/traits/necromancy.md), [negative](rules/traits/negative.md)) Your [Strikes](rules/actions/strike.md) deal an additional `1d4` negative damage. Once while the armament is manifested, you can cast [harm](compendium/spells/harm.md) as an innate spell, with a level equal to half your level rounded up. _Corruption Flaw_ Reduce any damage you would deal by half your level. + +**Heroic Heart** ([enchantment](rules/traits/enchantment.md), [mental](rules/traits/mental.md)) You gain a +1 status bonus to attack rolls, [Perception](compendium/skills.md#Perception) checks, skill checks, and saves. _Corruption Flaw_ You take a –1 penalty to attack rolls. + +**Healing Grace** ([healing](rules/traits/healing.md), [necromancy](rules/traits/necromancy.md), [positive](rules/traits/positive.md)) You gain fast healing equal to half your level. You can cast [heal](compendium/spells/heal.md) once as an innate spell with a level equal to half your level rounded up. _Corruption Flaw_ Reduce all healing you would receive or grant with a spell by half your level. + +**Magical Resilience** ([abjuration](rules/traits/abjuration.md)) Armor or shield only. You gain a +2 status bonus to saving throws and AC against spells. If you're 5th level or higher, you can cast [dispel magic](compendium/spells/dispel-magic.md) once as an innate spell. The spell level is equal to 1 lower than half your level rounded up (2nd level if you're 5th or 6th level, and so on). _Corruption Flaw_ You take a –1 penalty to saving throws and AC against spells. + +**Planar Bond** ([abjuration](rules/traits/abjuration.md)) Armor or shield only. When you manifest the essence form, choose one damage type: acid, chaotic, cold, electricity, evil, fire, good, lawful, negative, positive, or sonic. You gain resistance equal to your level + 2 to damage of the selected type. _Corruption Flaw_ You gain weakness 1 to all damage. + +**Planar Pain** ([evocation](rules/traits/evocation.md)) Weapon only. When you manifest the essence form, choose one damage type: acid, chaotic, cold, electricity, evil, fire, good, lawful, negative, positive, or sonic. Attacks with the weapon deal this type of damage instead of their physical damage with a +2 status bonus to the damage. _Corruption Flaw_ When you deal damage with a weapon or unarmed attack, you take 2 damage of the last type you chose for planar pain, even if the damage type normally wouldn't harm you, such as good damage if you aren't evil. + +**Pull of Stasis** ([transmutation](rules/traits/transmutation.md)) Weapon only. Any time you hit with the soulforged weapon, the target takes a –10-foot penalty to its Speeds for 1 round. On a critical hit, the creature is [immobilized](rules/conditions.md#Immobilized) for 1 round instead. _Corruption Flaw_ You take a –10-foot penalty to all your Speeds. + +**Reflecting Spirit** Armor or shield only. You gain a +2 status bonus to AC against physical ranged attacks. If an enemy's physical ranged attack misses you, you can use your reaction to immediately attempt a ranged [Strike](rules/actions/strike.md) against the attacker using the projectile that missed. _Corruption Flaw_ You have weakness 5 to physical ranged attacks. + +**Resolute Defiance** Shield only. The shield gains a +2 status bonus to its Hardness and gains temporary Hit Points equal to your level + 2 that last until the essence effect ends. If you don't have the [Shield Block](compendium/feats/shield-block.md) reaction, you gain it while your shield is manifested. _Corruption Flaw_ When you take damage while [Raising a Shield](rules/actions/raise-a-shield.md) or use [Shield Block](compendium/feats/shield-block.md), attempt a DC 5 flat check. If you fail, the shield is Dismissed if it's your soulforged armament or Dropped if it's a different shield. + +*Source: Secrets of Magic p. 236* + +````ad-embed-feat +title: Soulforger Dedication, Feat 2 +collapse: closed +# Soulforger Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Wis 14 or ability to cast divine spells + +You can manifest the power of your spirit in combat to realize your motivations. You manifest an armor, shield, or weapon as a soulforged armament (page 232). Choose one essence power for the armament (below). Changing an essence power requires 1 week of retraining, and you can't retrain it while you have soulforged corruption. + +You can Manifest Soulforged Armament to summon your armaments in combat. + +```ad-embed-ability +title: Manifest Soulforged Armament [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) [conjuration](rules/traits/conjuration.md) [divine](rules/traits/divine.md) [extradimensional](rules/traits/extradimensional.md) + +- **Requirements**: If summoning a weapon or shield, you have the hands free to wield it; if summoning armor, you aren't wearing any armor + +**Effect** You immediately wield or wear the soulforged armament bound to you. The soulforged armament remains manifested until you [Dismiss](rules/actions/dismiss.md) this effect. + +Once per day when you use this ability, you can manifest the armament's essence form. You gain the armament's essence power until it's Dismissed. + +After 1 minute, the essence form armament is automatically Dismissed. +%% #trait/concentrate #trait/conjuration #trait/divine #trait/extradimensional %% +``` + +**Special.** You can't select another dedication feat before gaining two other feats from this archetype. + +*Source: Secrets of Magic p. 236* +%% #trait/uncommon #trait/archetype #trait/dedication %% +```` + +```ad-embed-feat +title: Soul Flare, Feat 4 +collapse: closed +# Soul Flare [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) + +- **Prerequisites**: [Soulforger Dedication](compendium/feats/soulforger-dedication-som.md) +- **Trigger** An attack you made with a soulforged weapon or shield misses a creature, or a creature hits you with an attack while you're either wearing manifested soulforged armor or have your soulforged shield raised. +- **Requirements**: Your soulforged armament is manifested. +- **Activity** Reaction + +You strive to change the outcome with sheer zeal. You gain a +1 status bonus to your attack roll if making an attack or to your AC if you were hit. This can change the outcome of the roll. If this bonus turns your missed attack into a hit or the hit against you into a miss, attempt a DC 5 flat check. If you fail, your soulforged armament is Dismissed—your weapon if you attacked or your armor or shield if you were defending. + +*Source: Secrets of Magic p. 236* +%% #trait/archetype #trait/concentrate %% +``` + +```ad-embed-feat +title: Rapid Manifestation, Feat 6 +collapse: closed +# Rapid Manifestation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Soulforger Dedication](compendium/feats/soulforger-dedication-som.md) +- **Trigger** You roll initiative or a hazard attacks you. +- **Activity** Free Action + +Your unwavering soul brings up your defenses as soon as you're in danger. You Manifest your Soulforged Armament. + +*Source: Secrets of Magic p. 236* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Soul Arsenal, Feat 6 +collapse: closed +# Soul Arsenal *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Soulforger Dedication](compendium/feats/soulforger-dedication-som.md) + +Choose an additional soulforged armament of a different type than the type you already chose, and choose one essence power for it. Upgrade and change armaments individually. + +When you Manifest Soulforged Armament, you can summon any number of your armaments (you must meet the Requirements for each), and when you [Dismiss](rules/actions/dismiss.md) the effect, you can choose to [Dismiss](rules/actions/dismiss.md) some and not others. You can choose to manifest the essence form of any number of your armaments when you take the action. Each armament can manifest its essence form only once per day. + +When you gain soulforged corruption, choose one armament's corruption flaw to affect you for stage 1. + +At stage 2, you take the flaws of all your soulforged armaments. While you have the curse, each armament gets a separate flat check to manifest its essence form, and failing prevents you from manifesting only that armament's essence form. + +**Special.** You can select this feat a second time at 12th level or higher, choosing the final item type. + +*Source: Secrets of Magic p. 236* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/spell-trickster-lotgb.md b/compendium/character/archetypes/spell-trickster-lotgb.md new file mode 100644 index 000000000..a454cd2b2 --- /dev/null +++ b/compendium/character/archetypes/spell-trickster-lotgb.md @@ -0,0 +1,419 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/lotgb +aliases: ["Spell Trickster"] +--- +# Spell Trickster *Dedication Level 2* + +Just as Golarion's merchants scour busy marketplaces for newfound goods, scholars of magic congregate in teahouses, debate at symposia, and haunt the back rooms of esoteric shops to swap secrets of their trade. In such meetings, a different kind of magic may strike: the spark of innovation! The mixing of magical techniques produces fascinating and unpredictable results. As one of these innovators, sometimes called a spell trickster, you have a knack for pioneering magical techniques and discovering new effects from spells most novice spellcasters take for granted. Whether your unique abilities are the result of weeks of experimentation or a secret passed to you by a traveling practitioner, you delight in surprising others with your tricks. + +> [!pf2-example] The Fruits of Research +> +> While magic can spring from many sources, from wizard tutors to self-taught savants, the art of the spell trickster often springs from sophisticated magical research. The magical academies in Golarion have no claim to magic as a whole but can often teach lesser-known variants of a spell to their students. At the Magaambya academy in the Mwangi Expanse, for instance, initiates study multiple traditions of magic, adapting the techniques of harnessing magical essence from one tradition to create new methods of casting spells in another. The Arclords of Nex have spent thousands of years honing spells in both wartime and peace, demonstrating a fine control over the arcane by effortlessly changing their magic to suit their whims. The return of New Thassilon brought thousands of magical dabblers and scholars, each with their own unique tricks and each eager to see what new spell variants have developed in their long absence. +> +> This isn't to say that spell tricksters come solely from high academia. A sorcerer might demonstrate aberrant powers in her bloodline magic, hinting at a background more complex than a single eldritch influence acting upon her. An oracle might grope at a divine power that they poorly understand and cast a spell in a unique manner simply because they were never taught otherwise. A witch's patron or a whimsical deity might grant a favored servant a special power for whatever strange motives such beings might possess. Magic in Golarion isn't entirely predictable, no matter how many practitioners wish that it was so. While most spellcasters follow predictable patterns in their art, there are always exceptions. +> +> The rules in this section are presented as part of an archetype, meant for a character dedicated to the art of innovating magic—but you don't have to limit yourself to this premise. At the GM's discretion, a spell trickster feat could be made available to a character as a class feat without the character taking the archetype. In most cases, this option should only be offered as a reward or story element that the character, GM, or group has dedicated a significant amount of time to developing—a character who wishes to partake in these options without GM permission or involvement should simply take the spell trickster archetype. These feats could be used to represent the payoff from extended magical research; finding forgotten or forbidden lore in a lost corner of Golarion; pleasing a god, patron, or other notable power; a magical plane or artifact exerting its influence; or any other number of situations that an adventurer might encounter while exploring. Keep in mind, however, that these feats were created and balanced to be part of an archetype. If allowing spell trickster feats as general class feats begins to negatively impact the game, the players should be willing to walk the decision back and rebuild characters as necessary. + +*Source: Lost Omens: The Grand Bazaar p. 122* + +```ad-embed-feat +title: Spell Trickster Dedication, Feat 2 +collapse: closed +# Spell Trickster Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: Able to cast spells; trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) + +Your experience with magic and its traditions lets you specialize in the casting of certain spells, customizing familiar spells to create novel effects. Whenever you gain a feat from this archetype, you either learn to modify the effects of a single spell, or you change one of the modifications from a previous feat. Each time you [Cast the Spell](rules/actions/cast-a-spell.md) corresponding to the feat you chose, you decide whether to cast its normal or modified version. You can only apply one modification to a spell at a time, even if you know more than one modification for that spell. Besides modifications mentioned in the feat, the spell functions as normal. + +Choose up to two 4th-level spell trickster archetype feats for which you meet the spell-casting prerequisite. You gain those feats, ignoring their level prerequisite. + +**Special.** You can't select another dedication feat until you have gained two other feats from the spell trickster archetype. The two feats you gain from taking the dedication don't count toward this total. + +*Source: Lost Omens: The Grand Bazaar p. 122* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Agile Hand, Feat 4 +collapse: closed +# Agile Hand *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [mage hand](compendium/spells/mage-hand.md) + +When you cast [mage hand](compendium/spells/mage-hand.md), you can modify its target to be a set of thieves' tools. When you [Cast the Spell](rules/actions/cast-a-spell.md) in this way, the tools move up to 20 feet towards a device or lock. After you [Sustain the Spell](rules/actions/sustain-a-spell.md) on future turns, you can use the tools to attempt [Thievery](compendium/skills.md#Thievery) checks to [Disable a Device](rules/actions/disable-a-device.md) or [Pick a Lock](rules/actions/pick-a-lock.md) within the spell's range, but you take a –2 penalty to your [Thievery](compendium/skills.md#Thievery) check. If you critically fail, the spell ends and you can't use this modification again for 24 hours. + +*Source: Lost Omens: The Grand Bazaar p. 122* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Barrier Shield, Feat 4 +collapse: closed +# Barrier Shield *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [shield](compendium/spells/shield.md) + +When you cast [shield](compendium/spells/shield.md), you can modify the spell to create a solid barrier you can use for cover, but not for blocking. + +You can't use the [Shield Block](compendium/feats/shield-block.md) reaction when the spell is modified in this way, but you (and only you) can spend an action to [Take Cover](rules/actions/take-cover.md) to gain standard cover from it. + +*Source: Lost Omens: The Grand Bazaar p. 122* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Forceful Push, Feat 4 +collapse: closed +# Forceful Push *Feat 4* +[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [mage hand](compendium/spells/mage-hand.md) + +When you cast [mage hand](compendium/spells/mage-hand.md), you can modify its target to be 1 creature. If you do, replace its standard effects with the following: You push your foe telekinetically. Make a spell attack roll against the target's Fortitude DC. On a success, you push the target 5 feet away from you. On a critical success, you push the target 10 feet away from you. + +*Source: Lost Omens: The Grand Bazaar p. 122* +%% #trait/archetype #trait/attack %% +``` + +```ad-embed-feat +title: Shining Arms, Feat 4 +collapse: closed +# Shining Arms *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [light](compendium/spells/light.md) + +When you cast [light](compendium/spells/light.md), you can modify its target to be 1 melee weapon, either unattended or possessed by you or a willing ally, and modify its duration to be 1 minute. If you do, add the following to its effects: When a creature wielding the weapon critically hits a foe, you can [Dismiss the Spell](rules/actions/dismiss.md) as a reaction, causing the foe to be [dazzled](rules/conditions.md#Dazzled) for 1 round. After you use this reaction, you can't use this modification again for 10 minutes. + +*Source: Lost Omens: The Grand Bazaar p. 122* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Summon Ensemble, Feat 4 +collapse: closed +# Summon Ensemble *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [summon instrument](compendium/spells/summon-instrument-apg.md) + +When you cast [summon instrument](compendium/spells/summon-instrument-apg.md), you can modify its duration to be sustained, up to 1 minute. When you do, you summon a number of instruments equal to your spellcasting ability modifier that hover around you and play of their own accord. Once per turn when you [Sustain the Spell](rules/actions/sustain-a-spell.md), choose an opponent within 30 feet who can hear your performance. + +The target must attempt a Will save against the spell's DC; on a failure, it becomes distracted by your performance and becomes [flat-footed](rules/conditions.md#Flat-footed) for 1 round. The target is then temporarily immune for 24 hours. + +*Source: Lost Omens: The Grand Bazaar p. 123* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Tracing Sigil, Feat 4 +collapse: closed +# Tracing Sigil *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [sigil](compendium/spells/sigil.md) + +When you cast [sigil](compendium/spells/sigil.md), you can modify the spell to add the following to its standard effects: The target leaves a magical trail that you and others can try to follow. You and other creatures can attempt to [Track](rules/actions/track.md) the target, substituting an [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) check (whichever matches the magical tradition of your [sigil](compendium/spells/sigil.md) spell) for the [Survival](compendium/skills.md#Survival) check. Much like [Tracking](rules/actions/track.md) with [Survival](compendium/skills.md#Survival), this must take place somewhere the target has been and follow the trail; it doesn't allow anyone to find the target from a distance. You can only have a single target marked with a modified sigil in this way. If you use this ability again on a second target, the [sigil](compendium/spells/sigil.md) spell on the first target ends, and your mark fades. + +*Source: Lost Omens: The Grand Bazaar p. 123* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Wild Lights, Feat 4 +collapse: closed +# Wild Lights *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [dancing lights](compendium/spells/dancing-lights.md) + +When you cast [dancing lights](compendium/spells/dancing-lights.md), you can modify its duration to be 1 minute and modify its standard effects to create a single floating light in the shape of a Tiny creature, instead of up to four floating lights. The creature hovers over your head unless you spend a single action that has the [concentrate](rules/traits/concentrate.md) trait to direct the light to move up to 30 feet, in which case it remains there until you direct it again. If you direct it back to your head, it hovers there and follows you again until you direct it elsewhere. If the light ever moves beyond 120 feet of you, it winks out immediately. + +*Source: Lost Omens: The Grand Bazaar p. 123* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Animate Net, Feat 6 +collapse: closed +# Animate Net *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [animate rope](compendium/spells/animate-rope-apg.md) APG + +When you cast [animate rope](compendium/spells/animate-rope-apg.md), you can modify its target to be 1 net. If you do, replace the spell's standard effects with the following: You cause a net to animate and throw itself at a Medium or smaller creature within 20 feet of the net. Attempt a spell attack roll against the target's Reflex DC. On a success, the target is [flat-footed](rules/conditions.md#Flat-footed) and takes a –10-foot circumstance penalty to its Speeds until it Escapes; on a critical success, it's also [immobilized](rules/conditions.md#Immobilized) until it Escapes. The [Escape](rules/actions/escape.md) DC is equal to your spell DC as long as the spell lasts. Once the spell ends, the [Escape](rules/actions/escape.md) DC returns to the normal DC for a net (usually 16), and a creature adjacent to the target can [Interact](rules/actions/interact.md) to remove the net. + +*Source: Lost Omens: The Grand Bazaar p. 123* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Confounding Image, Feat 6 +collapse: closed +# Confounding Image *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [mirror image](compendium/spells/mirror-image.md) + +When you cast [mirror image](compendium/spells/mirror-image.md), you can modify its duration to be sustained up to 1 minute and modify its range to 30 feet. If you do, replace the spell's standard effects with the following: You create an illusory duplicate of yourself that appears in an unoccupied square within range. The image takes up space and has a reach of 5 feet, and your allies can flank with the image. It doesn't have any other attributes a creature would normally have other than an AC equal to your spell DC and saving throw modifiers equal to your spell DC – 10. If the image is hit by an attack or fails a save, or if you ever move more than 30 feet from it, the spell ends. Creatures can move through its space without hindrance. When you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can move the image to an unoccupied square within range. + +*Source: Lost Omens: The Grand Bazaar p. 123* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Disk Rider, Feat 6 +collapse: closed +# Disk Rider *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [floating disk](compendium/spells/floating-disk.md) + +When you cast [floating disk](compendium/spells/floating-disk.md), you can modify its duration to be sustained, up to 10 minutes. If you do, add the following heightened entry to its effects. + +**Heightened (3rd)** The disk can hold up to 10 Bulk. The spell no longer ends if you ride atop the disk (though it does if any other creature rides atop it, including if the creature is riding on you). If you are riding the disk, it changes its capacity to hold you, plus additional Bulk equal to the maximum you could carry without being [encumbered](rules/conditions.md#Encumbered). If you ride atop the disk, you can direct it to move along the ground up to 30 feet or your Speed, whichever is slower, each time you [Sustain the Spell](rules/actions/sustain-a-spell.md). While you ride atop it, the disk can move over liquids as long as it ends its movement on solid ground. If it ends its movement on a surface that can't support it, the spell ends. + +*Source: Lost Omens: The Grand Bazaar p. 123* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Drenching Mist, Feat 6 +collapse: closed +# Drenching Mist *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [obscuring mist](compendium/spells/obscuring-mist.md) + +When you cast [obscuring mist](compendium/spells/obscuring-mist.md), you can modify it to add the following heightened entry to its effects. + +**Heightened (3rd)** Your mist is particularly laden with moisture. Non-magical fires within the area are automatically extinguished. Choose one magical fire or fire spell in the area and attempt to counteract it. + +*Source: Lost Omens: The Grand Bazaar p. 123* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Obscured Terrain, Feat 6 +collapse: closed +# Obscured Terrain *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [obscuring mist](compendium/spells/obscuring-mist.md) + +When you cast [obscuring mist](compendium/spells/obscuring-mist.md), you can modify the spell to replace its standard effects with the following: You cause a cloud of thick fog to blanket the area, making it difficult to see the ground. The area within the fog is difficult terrain for creatures that can't see through fog or mist. You can [Dismiss](rules/actions/dismiss.md) the cloud. + +*Source: Lost Omens: The Grand Bazaar p. 124* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Uneasy Rest, Feat 6 +collapse: closed +# Uneasy Rest *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [sleep](compendium/spells/sleep.md) + +When you cast [sleep](compendium/spells/sleep.md), you can modify the spell to add the following to its standard effects: Subjects of your spell experience troubled dreams. When a target that failed or critically failed its saving throw wakes up, it is [frightened](rules/conditions.md#Frightened). + +*Source: Lost Omens: The Grand Bazaar p. 124* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Volatile Grease, Feat 6 +collapse: closed +# Volatile Grease *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [grease](compendium/spells/grease.md) + +When you cast [grease](compendium/spells/grease.md), you can modify its target to be 1 creature. If you do, replace the spell's standard effects with the following: You splash the target with combustible grease. The target must attempt a Reflex save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is splattered with grease and gains weakness 2 to fire until the end of your next turn. The target or an adjacent creature can rub off the combustible grease with an [Interact](rules/actions/interact.md) action, ending the effect. +> - **Failure** As success, except the weakness to fire lasts for 1 minute. + +**Heightened (+2)** The weakness increases by 1. + +*Source: Lost Omens: The Grand Bazaar p. 124* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Beacon Mark, Feat 8 +collapse: closed +# Beacon Mark *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Tracing Sigil](compendium/feats/tracing-sigil-lotgb.md) + +When you cast [sigil](compendium/spells/sigil.md), you can modify the spell to add the following heightened entry. + +**Heightened (4th)** You attune yourself to the marked target. + +While the spell lasts, you can spend a single action, which has the concentrate, [detection](rules/traits/detection.md), and [divination](rules/traits/divination.md) traits, to attempt to locate the target, learning the direction to the target as long as you are within 1 mile of it. If the target is a creature or a creature is in possession of the target object, the creature can attempt a Will saving throw against your spell DC. If it succeeds, your attempt to locate the target fails and you can't attempt this again for 1 day. You can only have a single target marked with a sigil modified in this way. If you [Cast this Spell](rules/actions/cast-a-spell.md) again on a second target, the [sigil](compendium/spells/sigil.md) spell on the first target ends, and your mark fades. + +*Source: Lost Omens: The Grand Bazaar p. 124* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Larcenous Hand, Feat 8 +collapse: closed +# Larcenous Hand *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Agile Hand](compendium/feats/agile-hand-lotgb.md), [Pickpocket](compendium/feats/pickpocket.md) skill feat + +When you cast [mage hand](compendium/spells/mage-hand.md), you can remove its duration, modify its range to 20 feet, and modify its target to be an attended object within the spell's Bulk limit that wouldn't be time-consuming to remove. Add the following to the spell's standard effects: If the creature attending the object is willing to have you take the item, mage hand carries the item to you. + +If the creature is unwilling, you must attempt to [Steal](rules/actions/steal.md) the target object with a [Thievery](compendium/skills.md#Thievery) check. The usual restrictions on attempts to [Steal](rules/actions/steal.md) an object apply, including the restrictions that you can't steal objects that would be extremely noticeable or time-consuming to remove (like worn shoes or armor or actively wielded objects) and you can't [Steal](rules/actions/steal.md) from a creature in combat or otherwise on guard. On a successful [Steal](rules/actions/steal.md) check, the mage hand carries the item to you, and on a critical failure, you can't use this modification again for 1 hour. + +If you're a master in [Thievery](compendium/skills.md#Thievery), you can attempt to [Steal](rules/actions/steal.md) from a creature in combat or otherwise on guard, though if you do so, the spell's casting time increases by 1 action. + +*Source: Lost Omens: The Grand Bazaar p. 124* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Lingering Flames, Feat 8 +collapse: closed +# Lingering Flames *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [fireball](compendium/spells/fireball.md) + +When you cast [fireball](compendium/spells/fireball.md), you can modify its effects, decreasing the base damage to `5d6` and causing it to deal 2 [persistent fire damage](rules/conditions.md#Persistent%20Damage) to creatures that fail their save, doubled as normal on a critical failure. If you do, replace its heightened entry with the following. + +**Heightened (+1)** The damage is increased by `1d6` and the [persistent fire damage](rules/conditions.md#Persistent%20Damage) is increased by 2. + +*Source: Lost Omens: The Grand Bazaar p. 124* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Scattered Fire, Feat 8 +collapse: closed +# Scattered Fire *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [fireball](compendium/spells/fireball.md) + +When you cast [fireball](compendium/spells/fireball.md), you can modify its area to be two non-overlapping 10-foot bursts. + +*Source: Lost Omens: The Grand Bazaar p. 124* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Siphoning Touch, Feat 8 +collapse: closed +# Siphoning Touch *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [vampiric touch](compendium/spells/vampiric-touch.md) + +When you cast [vampiric touch](compendium/spells/vampiric-touch.md), you can modify its standard effects as follows: Instead of gaining the temporary Hit Points yourself, you can grant the temporary Hit Points to an ally within 30 feet. After 1 minute, the ally loses any of these temporary Hit Points that remain. + +*Source: Lost Omens: The Grand Bazaar p. 124* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Smoldering Explosion, Feat 8 +collapse: closed +# Smoldering Explosion *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [fireball](compendium/spells/fireball.md) + +When you cast [fireball](compendium/spells/fireball.md) heightened to at least 4th level, you can modify the spell to add the following to its standard effects: Your [fireball](compendium/spells/fireball.md) leaves behind a brief cloud of smoke in its area. While it's smoke instead of mist, this cloud otherwise has the effects of [obscuring mist](compendium/spells/obscuring-mist.md), except that it lasts only 1 round. + +*Source: Lost Omens: The Grand Bazaar p. 124* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Steal Vitality, Feat 8 +collapse: closed +# Steal Vitality *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [vampiric touch](compendium/spells/vampiric-touch.md) + +When you cast [vampiric touch](compendium/spells/vampiric-touch.md), you can modify its standard effects as follows: Instead of gaining temporary Hit Points, if your target fails or critically fails its saving throw, you can attempt a counteract check to remove the [clumsy](rules/conditions.md#Clumsy) or [enfeebled](rules/conditions.md#Enfeebled) conditions on yourself, using the source of that condition to determine the counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn. + +*Source: Lost Omens: The Grand Bazaar p. 125* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Surrounding Flames, Feat 10 +collapse: closed +# Surrounding Flames *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [wall of fire](compendium/spells/wall-of-fire.md) + +When you cast [wall of fire](compendium/spells/wall-of-fire.md), you can modify its standard effects as follows: Instead of a 5-foot-thick, 10-foot-radius ring of flame, you can form the wall into a 10-foot-radius hemisphere of fire. + +*Source: Lost Omens: The Grand Bazaar p. 125* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Toppling Tentacles, Feat 10 +collapse: closed +# Toppling Tentacles *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [black tentacles](compendium/spells/black-tentacles.md) + +When you cast [black tentacles](compendium/spells/black-tentacles.md), replace the spell's standard effects with the following: Tentacles slither along the ground in the area, attempting to hinder anyone within. Sticky black tentacles attempt to [Trip](rules/actions/trip.md) each creature in the area. Attempt spell attack rolls against the Reflex DCs of each affected creature. Any creature you succeed against is knocked [prone](rules/conditions.md#Prone) and takes `3d6` bludgeoning damage. Whenever a creature ends its turn in the area, the tentacles attempt to [Trip](rules/actions/trip.md) that creature if it isn't already [prone](rules/conditions.md#Prone), and they deal `1d6` bludgeoning damage to any creature already [prone](rules/conditions.md#Prone). Creatures treat the spell's area as difficult terrain. + +*Source: Lost Omens: The Grand Bazaar p. 125* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Choking Smoke, Feat 12* +collapse: closed +# Choking Smoke *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Choking Smoke](compendium/feats/choking-smoke-lotgb.md) is intended for use with the Spell Trickster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Smoldering Explosion](compendium/feats/smoldering-explosion-lotgb.md) + +When you cast [fireball](compendium/spells/fireball.md) heightened to at least 6th level, you can modify the spell's standard effects as follows: Reduce the spell's damage by `6d6`. Your fireball leaves behind a lingering cloud of toxic smoke in its area. While it's smoke instead of mist, this cloud otherwise has the effects of [stinking cloud](compendium/spells/stinking-cloud.md). + +*Source: Lost Omens: The Grand Bazaar p. 125* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Directed Poison, Feat 12* +collapse: closed +# Directed Poison *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Directed Poison](compendium/feats/directed-poison-lotgb.md) is intended for use with the Spell Trickster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [cloudkill](compendium/spells/cloudkill.md) + +When you cast [cloudkill](compendium/spells/cloudkill.md), modify its duration to be sustained up to 1 minute, and modify its standard effect to include the following: The cloud doesn't move away from you each round. + +Once per round when you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can move the cloud 10 feet in the direction of your choice. + +*Source: Lost Omens: The Grand Bazaar p. 125* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/spellmaster-locg.md b/compendium/character/archetypes/spellmaster-locg.md new file mode 100644 index 000000000..0b8aa442b --- /dev/null +++ b/compendium/character/archetypes/spellmaster-locg.md @@ -0,0 +1,93 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/locg +aliases: ["Spellmaster"] +--- +# Spellmaster *Dedication Level 6* + +Those who train under the Master of Spells concern themselves with all matters related to magic. Though not all members of the School of Spells are spellcasters, those who would become Spellmasters of the highest rank and influence have at least some spellcasting capabilities. + +*Source: Lost Omens: Character Guide p. 114* + +```ad-embed-feat +title: Spellmaster Dedication, Feat 6 +collapse: closed +# Spellmaster Dedication *Feat 6* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Intelligence, Wisdom, or Charisma 14; ability to cast focus spells; member of the Pathfinder Society affiliated with the School of Spells + +As a Spellmaster, you are adept at identifying magic. You gain a +2 circumstance bonus when you [Identify Magic](rules/actions/identify-magic.md) with a skill in which you are trained or better. If you have the [Wayfinder Resonance Tinkerer](compendium/feats/wayfinder-resonance-tinkerer-lowg.md) feat, you can change the cantrip you chose for that feat each day during your daily preparations. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Spellmaster archetype. + +*Source: Lost Omens: Character Guide p. 114* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Surreptitious Spellcaster, Feat 8 +collapse: closed +# Surreptitious Spellcaster *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md) + +You've learned that it pays for a Pathfinder to be able to cast spells without being noticed. You gain the [Conceal Spell](compendium/feats/conceal-spell.md) wizard class feat, though it's not a wizard feat for you. You also gain a +2 circumstance bonus to [Stealth](compendium/skills.md#Stealth) checks to Conceal a Spell and to [Deception](compendium/skills.md#Deception) checks to conceal verbal components. + +*Source: Lost Omens: Character Guide p. 114* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Ward Casting, Feat 10 +collapse: closed +# Ward Casting [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md), Steady Spellcasting +- **Trigger** You attempt a flat check for Steady Spellcasting, but you haven't rolled yet. +- **Activity** Reaction + +You carefully ward your spell by drawing from a mantle of magical energy you prepared to protect your casting, increasing your chance of retaining the spell. You reduce the DC of the flat check for Steady Spellcasting from 15 to 10. + +*Source: Lost Omens: Character Guide p. 114* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Spellmaster's Resilience, Feat 12* +collapse: closed +# Spellmaster's Resilience *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Spellmaster's Resilience](compendium/feats/spellmasters-resilience-locg.md) is intended for use with the Spellmaster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md) + +Your experience with a specific type of harmful magic makes you more resistant to it. Choose a magical tradition (arcane, divine, occult, or primal). You gain a +1 circumstance bonus to saving throws against spells and effects with that tradition's trait and resistance 5 to all damage from spells and effects with that tradition's trait. The effect must have actually been cast or created with that tradition, rather than simply being on that tradition's spell list. + +*Source: Lost Omens: Character Guide p. 114* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Absorb Spell, Feat 14* +collapse: closed +# Absorb Spell [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Absorb Spell](compendium/feats/absorb-spell-locg.md) is intended for use with the Spellmaster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md), spell repertoire or ability to prepare spells +- **Frequency**: once per 10 minutes +- **Trigger** You critically succeed at a saving throw against a foe's spell, and that spell is of a level you can normally cast. +- **Activity** Reaction + +You absorb a spell and store it in your body. If you are a spontaneous spellcaster, you can cast the triggering spell once during the next 10 minutes, even if it's not on your spell list as if it were in your repertoire. If you are a prepared spellcaster, you can replace one of your prepared spells of the same level with the absorbed spell, but you must cast the absorbed spell within 10 minutes or you lose that spell slot for the day. You cast the spell at the same spell level as the spell you absorbed, but the spell is of your magical tradition and uses your spell DC, spell attack roll, and other statistics to determine its effects. + +*Source: Lost Omens: Character Guide p. 114* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/staff-acrobat-ec1.md b/compendium/character/archetypes/staff-acrobat-ec1.md new file mode 100644 index 000000000..ac72fdd88 --- /dev/null +++ b/compendium/character/archetypes/staff-acrobat-ec1.md @@ -0,0 +1,111 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/ec1 +aliases: ["Staff Acrobat"] +--- +# Staff Acrobat *Dedication Level 2* + +You can perform amazing acts in and out of combat when you have a spear, staff, or polearm. + +*Source: Extinction Curse #1: The Show Must Go On p. 114* + +```ad-embed-feat +title: Staff Acrobat Dedication, Feat 2 +collapse: closed +# Staff Acrobat Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Dexterity 16; trained in [Acrobatics](compendium/skills.md#Acrobatics); trained in [Athletics](compendium/skills.md#Athletics); trained with at least one of the following weapons: staff, bo staff, halfling sling staff, or any weapon in the spear or polearm (referred to in this archetype as "your staff") + +When you [High Jump](rules/actions/high-jump.md), [Leap](rules/actions/leap.md), or [Long Jump](rules/actions/long-jump.md) while wielding your staff, you gain a +2 circumstance bonus to any [Athletics](compendium/skills.md#Athletics) check required and add 5 feet to the distance you can [Leap](rules/actions/leap.md) vertically and horizontally. You can [Shove](rules/actions/shove.md) and [Trip](rules/actions/trip.md) even if you don't have a free hand, provided you are wielding your staff. Finally, when you roll a success on a check to [Balance](rules/actions/balance.md) while wielding your staff, you get a critical success instead. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the staff acrobat archetype. + +*Source: Extinction Curse #1: The Show Must Go On p. 75* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Bullying Staff, Feat 4 +collapse: closed +# Bullying Staff *Feat 4* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Staff Acrobat Dedication](compendium/feats/staff-acrobat-dedication-ec1.md) +- **Requirements**: You are wielding your staff. + +You can attempt to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) creatures up to two sizes larger than you. If you have master proficiency with your staff, you can attempt to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) creatures up to three sizes larger than you. + +*Source: Extinction Curse #1: The Show Must Go On p. 75* +%% #trait/uncommon #trait/archetype %% +``` + +```ad-embed-feat +title: Staff Sweep, Feat 6 +collapse: closed +# Staff Sweep [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Staff Acrobat Dedication](compendium/feats/staff-acrobat-dedication-ec1.md) +- **Requirements**: You are wielding your staff. +- **Activity** Single Action + +You sweep your foes away with your staff. Roll an [Athletics](compendium/skills.md#Athletics) check to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md), and compare the result to the appropriate DCs of up to two foes, each of whom must be within your reach and no more than 5 feet apart. + +*Source: Extinction Curse #1: The Show Must Go On p. 75* +%% #trait/uncommon #trait/archetype #trait/flourish %% +``` + +```ad-embed-feat +title: Levering Strike, Feat 8 +collapse: closed +# Levering Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) [press](rules/traits/press.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Staff Acrobat Dedication](compendium/feats/staff-acrobat-dedication-ec1.md) +- **Requirements**: You are wielding your staff. +- **Activity** Two-Action + +Make a [Strike](rules/actions/strike.md) with your staff. As long as you don't critically fail, the target becomes [flat-footed](rules/conditions.md#Flat-footed) and takes a –2 circumstance penalty to its DC against [Shove](rules/actions/shove.md), [Trip](rules/actions/trip.md), and [Tumble Through](rules/actions/tumble-through.md) attempts until the start of your next turn. + +*Source: Extinction Curse #1: The Show Must Go On p. 75* +%% #trait/uncommon #trait/archetype #trait/press %% +``` + +```ad-embed-feat +title: Whirlwind Stance, Feat 10 +collapse: closed +# Whirlwind Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) [stance](rules/traits/stance.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Staff Acrobat Dedication](compendium/feats/staff-acrobat-dedication-ec1.md), expert proficiency in your staff +- **Requirements**: You are wielding your staff, which must have the [parry](rules/traits/parry.md) trait. +- **Activity** Single Action + +You use your staff as a defensive implement as well as an offensive one. You gain a +2 circumstance bonus to AC as long as you remain in this stance. + +*Source: Extinction Curse #1: The Show Must Go On p. 75* +%% #trait/uncommon #trait/archetype #trait/flourish #trait/stance %% +``` + +```ad-embed-feat +title: Pivot Strike, Feat 14* +collapse: closed +# Pivot Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* +[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) [open](rules/traits/open.md) [uncommon](rules/traits/uncommon.md) + +> [!pf2-note] This version of [Pivot Strike](compendium/feats/pivot-strike-ec1.md) is intended for use with the Staff Acrobat Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Staff Acrobat Dedication](compendium/feats/staff-acrobat-dedication-ec1.md) +- **Requirements**: You are wielding your staff. +- **Activity** Two-Action + +You [Leap](rules/actions/leap.md) and then [Strike](rules/actions/strike.md) using your staff. + +You gain a circumstance bonus to damage for the [Strike](rules/actions/strike.md) equal to twice the number of weapon damage dice. Regardless of whether your [Strike](rules/actions/strike.md) hit, you can then attempt to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) the target. + +*Source: Extinction Curse #1: The Show Must Go On p. 75* +%% #trait/uncommon #trait/archetype #trait/attack #trait/open %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/student-of-perfection-lowg.md b/compendium/character/archetypes/student-of-perfection-lowg.md new file mode 100644 index 000000000..4c8a700c3 --- /dev/null +++ b/compendium/character/archetypes/student-of-perfection-lowg.md @@ -0,0 +1,59 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/lowg +aliases: ["Student of Perfection"] +--- +# Student of Perfection *Dedication Level 2* + +You studied martial arts at Jalmeray's Houses of Perfection. + +*Source: Lost Omens: World Guide p. 83* + +```ad-embed-feat +title: Student of Perfection Dedication, Feat 2 +collapse: closed +# Student of Perfection Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You are from Jalmeray. +- **Prerequisites**: powerful fist|monk||1 or expert in unarmed attacks; member of a House of Perfection + +You have learned the martial arts techniques of your House of Perfection. You become trained in your choice of [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) and [Warfare Lore](compendium/skills.md#Lore); if you were already trained, you become an expert instead. You gain the [Ki Strike](compendium/feats/ki-strike.md) monk class feat, which grants you the [ki strike](compendium/spells/ki-strike.md) ki spell and a focus pool of 1 Focus Point that you can recover using the [Refocus](rules/actions/refocus.md) activity as a monk does. Your ki spells from Student of Perfection are occult spells. + +**Special.** You can't select another dedication feat until you have gained two other feats from the student of perfection archetype. + +*Source: Lost Omens: World Guide p. 83* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Perfect Strike, Feat 4 +collapse: closed +# Perfect Strike *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Student of Perfection Dedication](compendium/feats/student-of-perfection-dedication-lowg.md) + +You gain the [perfect strike](compendium/spells/perfect-strike-lowg.md) ki spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Lost Omens: World Guide p. 83* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Perfect Ki Adept, Feat 6 +collapse: closed +# Perfect Ki Adept *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Student of Perfection Dedication](compendium/feats/student-of-perfection-dedication-lowg.md) + +You gain the appropriate ki spell for your School of Perfection: [unblinking flame revelation](compendium/spells/unblinking-flame-revelation-lowg.md) for Unblinking Flame, [unbreaking wave advance](compendium/spells/unbreaking-wave-advance-lowg.md) for Unbreaking Waves, [unfolding wind rush](compendium/spells/unfolding-wind-rush-lowg.md) for Unfolding Wind, or [untwisting iron buffer](compendium/spells/untwisting-iron-buffer-lowg.md) for Untwisting Iron. + +Increase the number of Focus Points in your focus pool by 1. + +*Source: Lost Omens: World Guide p. 83* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/summoner-som.md b/compendium/character/archetypes/summoner-som.md new file mode 100644 index 000000000..4caded5eb --- /dev/null +++ b/compendium/character/archetypes/summoner-som.md @@ -0,0 +1,181 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- archetype/benefit/bounded-spellcasting +- compendium/src/pf2e/som +aliases: ["Summoner"] +--- +# Summoner *Dedication Level 2* + +You have a tenuous connection to an eidolon, a bodiless being that shares your life force, and with effort you can manifest the eidolon into the world. + +## Multiclass Summoner Characters +SoM p. 76 + +The summoner archetype grants you an eidolon to join you in battle. It's a particularly helpful multiclass for characters with weaker martial abilities. + +- Alchemist summoners can use their eidolons as lab assistants or even as the source of experiments. They are a good fit for construct or plant eidolons. +- Barbarian summoners find themselves drawn to the fury of anger phantoms, the two fueled by the same inner instinct. +- Bard summoners inspire their eidolons to greater heights with their bardic performances. They often team up with eidolons who pair well with their muse, such as a fey eidolon for a polymath muse or a phantom eidolon for a warrior muse. +- Champion summoners get along best with divine eidolons matching the alignment associated with their cause—angel eidolons for the tenets of good, devil eidolons for a tyrant, and so on. This allows the champion and eidolon to have a unity in philosophy and purpose that other eidolon choices might lack. +- Cleric summoners often find a connection to eidolons associated with their deity, such as a [Sarenite](compendium/setting/deities/sarenrae.md) cleric who chooses an angel eidolon. Clerics' ability to heal and support allows them to keep their eidolon healthy. +- Druid summoners find the life link with primal eidolons to be a religious experience. They are especially likely to bond with eidolons that match their order, such as plant eidolons for the leaf order or beast eidolons for the animal or wild order. +- Fighter summoners use tactics and techniques with their eidolons to best foes. They can partner with eidolons of any kind, but they work especially well with eidolons who provide utilities that complement their fighting style. +- Monk summoners often choose eidolons that are on their own path to enlightenment, to help enrich the monk's journey. These might be divine eidolons, especially if the monk is religious or uses divine ki spells, but they also might be phantoms seeking to transcend their phantom existence to reach the afterlife. +- Ranger summoners get along best with beast and plant eidolons, but they make a good team with other eidolons as well, especially when an archer ranger teams up with a melee eidolon. +- Rogue summoners gain a partner in crime that can disappear when necessary, providing the eidolon with the ultimate getaway as long as no one expects it to carry back loot from a heist. Rogues work well with tricky eidolons, such as fey, and they get a lot of mileage out of sharing their skills with their eidolon. The Unfetter Eidolon feat can be especially useful if the rogue wants to establish a quick alibi far from the eidolon's crimes. +- Sorcerer summoners often choose eidolons that match closely to their bloodline, such as a psychopomp eidolon for the psychopomp bloodline. The eidolon might even be part of the story of how the sorcerer gained their bloodline. +- Wizard summoners are especially appreciative of an eidolon to help them in combat, and they tend to favor arcane eidolons like dragon and construct eidolons. + +*Source: Secrets of Magic p. 76* + +```ad-embed-feat +title: Summoner Dedication, Feat 2 +collapse: closed +# Summoner Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Charisma 14 + +You've formed a bond with an eidolon, an entity that manifests in a physical body only through its link to your life force. Your bond may be tenuous, but that doesn't make your connection any less special. You gain an eidolon as well as the [Manifest Eidolon](rules/actions/manifest-eidolon-som.md) activity. + +Due to your tenuous link, you can't gain or use [tandem](rules/traits/tandem-som.md) actions. Because you don't have [Act Together](rules/actions/act-together-som.md), only you or your eidolon can perform an [exploration](rules/traits/exploration.md) activity at one time, so for instance you couldn't both be [Searching](rules/actions/search.md)} or [Investigating](rules/actions/investigate.md). + +Your eidolon is trained in unarmed attacks and unarmored defense, and shares your proficiency rank for [Perception](compendium/skills.md#Perception), saving throws, and skill checks. Choose an eidolon type. You become trained in your eidolon's listed skills. For each of those skills that you are already trained in, you become trained in a different skill of your choice. + +Your eidolon's initial ability scores are reduced. It starts with a 16 in any ability score listed at 18 for its eidolon array. It otherwise gains the statistics listed for an eidolon of that type. + +At 5th level, the eidolon's ability score that was reduced to 16 increases to 18, before applying ability boosts. At levels 5, 10, 15, and 20, your eidolon also gets four ability boosts, which follow the same rules as yours. + +**Special.** You can't select another dedication feat until you have gained two other feats from the summoner archetype. + +*Source: Secrets of Magic p. 76* +%% #trait/archetype #trait/dedication #trait/multiclass %% +``` + +```ad-embed-feat +title: Basic Synergy, Feat 4 +collapse: closed +# Basic Synergy *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Summoner Dedication](compendium/feats/summoner-dedication-som.md) + +You gain a 1st- or 2nd-level summoner feat of your choice. + +*Source: Secrets of Magic p. 76* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Initial Eidolon Ability, Feat 4 +collapse: closed +# Initial Eidolon Ability *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Summoner Dedication](compendium/feats/summoner-dedication-som.md) + +Your link to your eidolon becomes stronger, granting it a new ability. Your eidolon gains the initial ability for an eidolon of its type. + +*Source: Secrets of Magic p. 77* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Synergy, Feat 6 +collapse: closed +# Advanced Synergy *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Synergy](compendium/feats/basic-synergy-som.md) + +You gain one summoner feat. For the purpose of meeting its prerequisites, your summoner level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another summoner feat. + +*Source: Secrets of Magic p. 77* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Basic Summoner Spellcasting, Feat 6 +collapse: closed +# Basic Summoner Spellcasting *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Summoner Dedication](compendium/feats/summoner-dedication-som.md) + +You gain the basic bounded spellcasting benefits. + +You gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity. Your key spellcasting ability for summoner archetype spells is Charisma, and they are summoner spells of your eidolon's tradition. + +You become trained in spell attack rolls and spell DCs of that tradition. You gain a spell repertoire and two cantrips. Each time you gain a spell slot of a new level from the summoner archetype, add a spell of that level or lower to your repertoire. Each time you lose spell slots of a particular level, remove those spells from your repertoire. + +*Source: Secrets of Magic p. 77* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Expert Combat Eidolon, Feat 12* +collapse: closed +# Expert Combat Eidolon *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Expert Combat Eidolon](compendium/feats/expert-combat-eidolon-som.md) is intended for use with the Summoner Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Summoner Dedication](compendium/feats/summoner-dedication-som.md) + +Your eidolon advances its capabilities in combat. Your eidolon becomes an expert in unarmed attacks. If you are an expert in unarmored defense, your eidolon also becomes an expert in unarmored defense. If you have weapon specialization, your eidolon also gains weapon specialization. + +*Source: Secrets of Magic p. 77* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Expert Summoner Spellcasting, Feat 12* +collapse: closed +# Expert Summoner Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Expert Summoner Spellcasting](compendium/feats/expert-summoner-spellcasting-som.md) is intended for use with the Summoner Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Basic Summoner Spellcasting](compendium/feats/basic-summoner-spellcasting-som.md), master in the skill associated with your eidolon's tradition + +You gain the expert bounded spellcasting benefits. + +*Source: Secrets of Magic p. 77* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Signature Synergy, Feat 14* +collapse: closed +# Signature Synergy *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Signature Synergy](compendium/feats/signature-synergy-som.md) is intended for use with the Summoner Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Advanced Synergy](compendium/feats/advanced-synergy-som.md) + +Your eidolon gains an evolution integral to its form, and it comes more easily than your other synergies. You gain one evolution feat from the following list: Airborne Form, Burrowing Form, Ever-Vigilant Senses, or Hulking Size. For the purpose of meeting its prerequisites, your summoner level is equal to your character level – 4. + +*Source: Secrets of Magic p. 77* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Master Summoner Spellcasting, Feat 18* +collapse: closed +# Master Summoner Spellcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Master Summoner Spellcasting](compendium/feats/master-summoner-spellcasting-som.md) is intended for use with the Summoner Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Expert Summoner Spellcasting](compendium/feats/expert-summoner-spellcasting-som.md), legendary in the skill associated with your eidolon's tradition + +You gain the master bounded spellcasting benefits. + +*Source: Secrets of Magic p. 77* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/swashbuckler-apg.md b/compendium/character/archetypes/swashbuckler-apg.md new file mode 100644 index 000000000..405cbdefb --- /dev/null +++ b/compendium/character/archetypes/swashbuckler-apg.md @@ -0,0 +1,125 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Swashbuckler"] +--- +# Swashbuckler *Dedication Level 2* + +You fight with flair and style, adding swashbuckling tricks to your combat repertoire. + +## Multiclass Swashbuckler characters +APG p. 153 + +The swashbuckler archetype is a great fit for martial characters who want to be a bit flashier or for Charisma-based spellcasters who want to add a bit of dramatic flair to their routine. Multiclass swashbucklers work especially well for characters who already wanted to perform the actions associated with gaining panache, such as a monk or barbarian with the gymnast style or a braggart, battledancer, or wit-style bard. + +*Source: Advanced Player's Guide p. 153* + +```ad-embed-feat +title: Swashbuckler Dedication, Feat 2 +collapse: closed +# Swashbuckler Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Charisma 14, Dexterity 14 + +Choose a swashbuckler's style|swashbuckler|apg|1||swashbuckler style. You gain the panache|swashbuckler|apg|1 class feature, and you can gain panache in all the ways a swashbuckler of your style can. You become trained in [Acrobatics](compendium/skills.md#Acrobatics) or the skill associated with your style. If you were already trained in both skills, you instead become trained in a skill of your choice. + +You also become trained in swashbuckler class DC. You don't gain any other effects of your chosen style. + +**Special.** You can't select another dedication feat until you have gained two other feats from the swashbuckler archetype. + +*Source: Advanced Player's Guide p. 153* +%% #trait/archetype #trait/dedication #trait/multiclass %% +``` + +```ad-embed-feat +title: Basic Flair, Feat 4 +collapse: closed +# Basic Flair *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Swashbuckler Dedication](compendium/feats/swashbuckler-dedication-apg.md) + +You gain a 1st- or 2nd-level swashbuckler of your choice. + +*Source: Advanced Player's Guide p. 153* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Finishing Precision, Feat 4 +collapse: closed +# Finishing Precision *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Swashbuckler Dedication](compendium/feats/swashbuckler-dedication-apg.md) + +You've learned how to land daring blows when you have panache. You gain the precise strike|swashbuckler|apg|1 class feature but you deal 1 additional damage on a hit and `1d6` damage on a finisher. This damage doesn't increase as you gain levels. In addition, you gain the Basic Finisher action. + +Basic Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([finisher](rules/traits/finisher-apg.md), [swashbuckler](rules/traits/swashbuckler-apg.md)) You make a graceful, deadly attack. Make a [Strike](rules/actions/strike.md); if you hit and your weapon qualifies for precise strike, you deal the full `1d6` damage from precise strike. + +*Source: Advanced Player's Guide p. 153* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Flair, Feat 6 +collapse: closed +# Advanced Flair *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Flair](compendium/feats/basic-flair-apg.md) + +You gain one swashbuckler feat. For the purpose of meeting its prerequisites, your swashbuckler level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another swashbuckler feat. + +*Source: Advanced Player's Guide p. 153* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Swashbuckler's Riposte, Feat 6 +collapse: closed +# Swashbuckler's Riposte *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Swashbuckler Dedication](compendium/feats/swashbuckler-dedication-apg.md) + +You've learned to riposte against ill-conceived attacks. You gain the Opportune Riposte|Swashbuckler|APG|3 reaction. + +*Source: Advanced Player's Guide p. 153* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Swashbuckler's Speed, Feat 8 +collapse: closed +# Swashbuckler's Speed *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Swashbuckler Dedication](compendium/feats/swashbuckler-dedication-apg.md) + +You move faster, with or without panache. Increase the status bonus to your Speeds when you have panache to a +10-foot status bonus; you also gain a +5-foot status bonus to your Speeds when you don't have panache. + +*Source: Advanced Player's Guide p. 153* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Evasiveness, Feat 12* +collapse: closed +# Evasiveness *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Evasiveness](compendium/feats/evasiveness-apg.md) is intended for use with the Swashbuckler Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Swashbuckler Dedication](compendium/feats/swashbuckler-dedication-apg.md), expert in Reflex saves + +Your proficiency rank for Reflex saves increases to master. + +*Source: Advanced Player's Guide p. 153* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/swordmaster-locg.md b/compendium/character/archetypes/swordmaster-locg.md new file mode 100644 index 000000000..f1bbc04c8 --- /dev/null +++ b/compendium/character/archetypes/swordmaster-locg.md @@ -0,0 +1,85 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/locg +aliases: ["Swordmaster"] +--- +# Swordmaster *Dedication Level 6* + +Though the ultimate goal of the Pathfinder society is to learn, knowledge cannot be spread if those who discover it fail to come back alive. The Master of Swords teaches recruits to survive, to defend other Pathfinders, and to defeat the Society's enemies. The swordmaster embodies these skills, focusing on practicality and ignoring ideals or methods that interfere with their ability to overcome any challenge. + +*Source: Lost Omens: Character Guide p. 115* + +```ad-embed-feat +title: Swordmaster Dedication, Feat 6 +collapse: closed +# Swordmaster Dedication *Feat 6* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Strength, Dexterity, or Constitution 14; member of the Pathfinder Society affiliated with the School of Swords + +Your Swords training taught you to never lose hold of your weapon. You gain a +2 circumstance bonus to your Reflex DC when foes attempt to [Disarm](rules/actions/disarm.md) you. If you have the [Deft Cooperation](compendium/feats/deft-cooperation-lowg.md) feat and critically succeed on a check to [Aid](rules/actions/aid.md) an ally's attack roll or skill check, you gain a +2 circumstance bonus from Deft Cooperation (instead of a +1 bonus) the first time you attempt an attack roll or attempt a skill check where the bonus would apply. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Swordmaster archetype. + +*Source: Lost Omens: Character Guide p. 115* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Harrying Strike, Feat 10 +collapse: closed +# Harrying Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) [press](rules/traits/press.md) + +- **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) +- **Activity** Single Action + +Your attack prevents a foe from pursuing your allies. Make a melee [Strike](rules/actions/strike.md), adding the following effects in addition to the normal effects of the [Strike](rules/actions/strike.md). + +> [!success-degree] +> - **Critical Success** The target takes a –15-foot status penalty to its Speeds until the start of your next turn. +> - **Success** The target takes a –10-foot status penalty to its Speeds until the start of your next turn. +> - **Failure** The target takes a –5-foot status penalty to its Speeds until the start of your next turn. + +*Source: Lost Omens: Character Guide p. 115* +%% #trait/archetype #trait/attack #trait/press %% +``` + +```ad-embed-feat +title: Shoulder Catastrophe, Feat 12* +collapse: closed +# Shoulder Catastrophe [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Shoulder Catastrophe](compendium/feats/shoulder-catastrophe-locg.md) is intended for use with the Swordmaster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) +- **Trigger** An enemy critically succeeds at a [Strike](rules/actions/strike.md) against an adjacent ally. +- **Activity** Reaction + +You've trained to protect your allies by diverting the worst attacks to yourself. The enemy doesn't double the damage from the triggering [Strike](rules/actions/strike.md) but instead applies the normal damage to both you and your ally. Both of you take any effects that would happen on a hit that dealt damage, such as poison, but neither of you are subject to any effects that would happen only on a critical success. + +*Source: Lost Omens: Character Guide p. 115* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Death's Door, Feat 14* +collapse: closed +# Death's Door [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Death's Door](compendium/feats/deaths-door-locg.md) is intended for use with the Swordmaster Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) +- **Frequency**: once per 10 minutes +- **Trigger** You take damage that would reduce you to 0 Hit Points. +- **Activity** Reaction + +You continue to fight when others would fall. Just before taking the triggering damage, you gain temporary Hit Points equal to twice your level. If you have Hit Points remaining after gaining these temporary Hit Points, you aren't knocked [unconscious](rules/conditions.md#Unconscious), nor do you suffer the other effects of being reduced to 0 Hit Points. Any temporary Hit Points that remain after applying the damage last for up to 4 rounds. + +*Source: Lost Omens: Character Guide p. 115* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/talisman-dabbler-apg.md b/compendium/character/archetypes/talisman-dabbler-apg.md new file mode 100644 index 000000000..8d2aa9817 --- /dev/null +++ b/compendium/character/archetypes/talisman-dabbler-apg.md @@ -0,0 +1,83 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Talisman Dabbler"] +--- +# Talisman Dabbler *Dedication Level 2* + +The classic idea of magic is that of a hoary wizard, poring over a crumbling book of spells. But magic is so much more than that—it is thought, will, and action, and with the right talismans, you can make even the cut of a sword a deeply magical act. This all hinges on the small magical talismans you affix to your gear. You know how to make and use the perfect talismans for any job. + +*Source: Advanced Player's Guide p. 195* + +```ad-embed-feat +title: Talisman Dabbler Dedication, Feat 2 +collapse: closed +# Talisman Dabbler Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + + +You are trained in the use of talismans and similar magical paraphernalia. This training might have occurred in a formal classroom or been an agglomeration of folk magic picked up over time. You can craft talismans and know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember talisman formulas and don't need a formula book for them. + +Additionally, you carry a collection of magical baubles you can turn into temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman's formula. + +A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations if you haven't already used it. + +Finally, when you [Affix a Talisman](rules/actions/affix-a-talisman.md), you can (in any combination) affix or remove up to four talismans in the 10-minute span. + +**Special.** You can't select another dedication feat until you have gained two other feats from the talisman dabbler archetype. + +*Source: Advanced Player's Guide p. 195* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Quick Fix, Feat 4 +collapse: closed +# Quick Fix *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Talisman Dabbler Dedication](compendium/feats/talisman-dabbler-dedication-apg.md) + +You can attach a talisman using only a bit of glue and some string. You gain the [Rapid Affixture](compendium/feats/rapid-affixture-apg.md) skill feat, even if you don't meet the prerequisites. + +When you use it, you can affix or remove up to four talismans in 1 minute instead of just one. + +You gain the ability to [Affix a Talisman](rules/actions/affix-a-talisman.md) as a 3-action activity from that feat at 12th level, regardless of your [Crafting](compendium/skills.md#Crafting) proficiency. + +*Source: Advanced Player's Guide p. 195* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Deeper Dabbler, Feat 8 +collapse: closed +# Deeper Dabbler *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Talisman Dabbler Dedication](compendium/feats/talisman-dabbler-dedication-apg.md) + +With some streamlining to your process and a deeper collection of talisman materials, you make a greater number of talismans every day. You can create two additional talismans during your daily preparations. + +**Special.** You can select this feat a second time if you are 14th level or higher. + +*Source: Advanced Player's Guide p. 195* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Talismanic Sage, Feat 14* +collapse: closed +# Talismanic Sage *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Talismanic Sage](compendium/feats/talismanic-sage-apg.md) is intended for use with the Talisman Dabbler Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Talisman Dabbler Dedication](compendium/feats/talisman-dabbler-dedication-apg.md) + +You have forgotten more about talismans than lesser warriors have ever known. Normally, affixing more than one talisman to an item causes the talismans to be suppressed, but when you [Affix a Talisman](rules/actions/affix-a-talisman.md), you can specially treat one item you're working on, allowing it to have two active talismans at once. This special treatment ends if you use [Affix a Talisman](rules/actions/affix-a-talisman.md) to treat a new item for this ability. + +*Source: Advanced Player's Guide p. 195* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/thaumaturge-da.md b/compendium/character/archetypes/thaumaturge-da.md new file mode 100644 index 000000000..abdf34e32 --- /dev/null +++ b/compendium/character/archetypes/thaumaturge-da.md @@ -0,0 +1,117 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/da +aliases: ["Thaumaturge"] +--- +# Thaumaturge *Dedication Level 2* + +Scraps of knowledge have taught you how to exploit the vulnerabilities of creatures and the powers of mystical objects. + +## Multiclass Thaumaturge Characters +DA p. 49 + +Thaumaturge suits characters who want to glean strange knowledge. It's especially useful for those who tend to fight with one-handed weapons, like swashbucklers or rogues, since they have their other hand free for an implement. + +*Source: Dark Archive p. 49* + +````ad-embed-feat +title: Thaumaturge Dedication, Feat 2 +collapse: closed +# Thaumaturge Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Charisma 14 + +You've uncovered basic thaumaturgy. You become trained in thaumaturge class DC. Choose an first implement and esoterica|thaumaturge|DA|1||implement; you can use it to Glimpse Vulnerability, but don't gain its benefits. You also gain a few esoterica, allowing you to use [esoterica](rules/traits/esoterica-da.md) actions. You become trained in your choice of [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion); if you were already trained in these, you become trained in a skill of your choice. You gain the Glimpse Vulnerability action. + +```ad-embed-ability +title: Glimpse Vulnerability [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[esoterica](rules/traits/esoterica-da.md) [manipulate](rules/traits/manipulate.md) + +- **Requirements**: You are holding your implement + +**Effect** You glimpse a hidden vulnerability and then strengthen it to aid you. Select a creature you can see. Until you Glimpse Vulnerability again, that target gains weakness 2 against your unarmed and weapon [Strikes](rules/actions/strike.md). +%% #trait/esoterica #trait/manipulate %% +``` + +**Special.** You can't select another dedication feat until you have gained two other feats from the thaumaturge archetype. + +*Source: Dark Archive p. 49* +%% #trait/archetype #trait/dedication #trait/multiclass %% +```` + +```ad-embed-feat +title: Basic Thaumaturgy, Feat 4 +collapse: closed +# Basic Thaumaturgy *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Thaumaturge Dedication](compendium/feats/thaumaturge-dedication-da.md) + +You gain a 1st- or 2nd-level thaumaturge feat of your choice. + +*Source: Dark Archive p. 49* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Thaumaturgy, Feat 6 +collapse: closed +# Advanced Thaumaturgy *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Thaumaturgy](compendium/feats/basic-thaumaturgy-da.md) + +You gain one thaumaturge feat. For the purpose of meeting its prerequisites, your thaumaturge level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another thaumaturge feat. + +*Source: Dark Archive p. 49* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Implement Initiate, Feat 6 +collapse: closed +# Implement Initiate *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Thaumaturge Dedication](compendium/feats/thaumaturge-dedication-da.md) + +You gain your first implement and esoterica|thaumaturge|DA|1||implement's initiate benefit. If the benefit affects the target of [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md), for you it affects the target of Glimpse Vulnerability instead. + +*Source: Dark Archive p. 49* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Magical Knowledge, Feat 8 +collapse: closed +# Magical Knowledge *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Thaumaturge Dedication](compendium/feats/thaumaturge-dedication-da.md), trained in one of [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) and expert in another + +Increase your proficiency rank in one of [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) from expert to master and in another from trained to expert. You gain a skill feat associated with the skill you chose. + +*Source: Dark Archive p. 49* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Resolute, Feat 12* +collapse: closed +# Resolute *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Resolute](compendium/feats/resolute-da.md) is intended for use with the Thaumaturge Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Thaumaturge Dedication](compendium/feats/thaumaturge-dedication-da.md), expert in Will + +You've tempered your mind and become resolute against effects that strain your willpower. Your proficiency rank for Will saves increases to master. + +*Source: Dark Archive p. 49* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/time-mage-da.md b/compendium/character/archetypes/time-mage-da.md new file mode 100644 index 000000000..27cf439f2 --- /dev/null +++ b/compendium/character/archetypes/time-mage-da.md @@ -0,0 +1,209 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/da +aliases: ["Time Mage"] +--- +# Time Mage *Dedication Level 6* + +Magic leaves its brand on those who practice it. The veteran pyromancer bears the scorch marks of lessons learned. The archdruid grows to resemble plants or animals in their domain or grove. The professional reanimator can never quite cover up the stench of their grim work. + +The mark left by the practice of time magic is less obvious but no less indelible. With other disciplines, the marks of experience accumulate as magic is learned, creating an equilibrium of sorts between the exercise of power and the necessary consequences. Time magic suffers no such limitations of cause and effect. Distortions and anachronistic thoughts echo back throughout a time mage's entire life, providing a nonlinear perspective that others can find distracting or even alien. The threat of creating a paradox is ever looming. Many a reckless time mage has inadvertently erased themselves from existence, glimpsed a future they now have no choice but to enact, or attracted the attentions of temporal creatures, such as iriis or siktemporas. + +For these reasons, most mages merely dabble in time magic, learning a spell or two here and there. Despite the dangers, a brave few embrace the discipline, for it offers the allure of changing what was and controlling what will be. + +*Source: Dark Archive p. 184* + +```ad-embed-feat +title: Time Mage Dedication, Feat 6 +collapse: closed +# Time Mage Dedication *Feat 6* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: You have a spellcasting class feature. + +You might be a novice in the temporal arts now, but in the future, you'll hold time in the palm of your hand. + +As some of your future knowledge leaks back to your present self, you gain the [delay consequence](compendium/spells/delay-consequence-logm.md) domain spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover by using the [Refocus](rules/actions/refocus.md) activity to revisit moments from your past and contemplate futures yet to come. If you already knew [delay consequence](compendium/spells/delay-consequence-logm.md) from a feat or ability that allows you to gain your choice of domain spell, such as [Domain Initiate](compendium/feats/domain-initiate.md), then when you take this feat, you can retrain that option to gain a different domain spell instead as your personal timeline rearranges itself. You also gain [time sense](compendium/spells/time-sense-da.md) as an innate cantrip usable at will. This innate spell and your focus spells from the time mage archetype are of the same tradition as the spells you used to meet the archetype's prerequisites. + +**Special.** You can't select another dedication feat until you have gained two other feats from the time mage archetype. + +*Source: Dark Archive p. 184* +%% #trait/uncommon #trait/archetype %% +``` + +```ad-embed-feat +title: Chronocognizance, Feat 7 +collapse: closed +# Chronocognizance *Feat 7* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md), master in [Perception](compendium/skills.md#Perception) + +The flows and ebbs of time are obvious to you, as are the tangles that form when it's distorted. You're automatically aware if any creature that you observe is under the effects of the [slowed](rules/conditions.md#Slowed) or [quickened](rules/conditions.md#Quickened) conditions. You have a general idea when you're in the vicinity of time-manipulating phenomena, though this grants you no particular insight into the specific effects of the anomaly. Particularly subtle temporal anomalies might still escape your notice, requiring a [Perception](compendium/skills.md#Perception) check, as determined by the GM. If you're legendary in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), or [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion), whenever a creature that you can observe gains the benefits of [time stop](compendium/spells/time-stop.md) or similar effects, you can observe what happens during the stopped time, though you still can't act yourself for the duration. + +*Source: Dark Archive p. 184* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Chronomancer's Secrets, Feat 8 +collapse: closed +# Chronomancer's Secrets *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) + +The secrets of time peel back, revealing deeper truths. You gain either the [stasis](compendium/spells/stasis-logm.md) domain spell or the [path of least resistance](compendium/spells/path-of-least-resistance-da.md) focus spell. Increase the number of Focus Points in your pool by 1. + +**Special.** You can take this feat a second time, gaining the focus spell that you didn't gain the first time. Increase the number of Focus Points in your pool by 1. + +*Source: Dark Archive p. 185* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Future Spell Learning, Feat 8 +collapse: closed +# Future Spell Learning *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) + +More future memories of time magic percolate back to the present, teaching you spells you've yet to learn. Add [behold the weave](compendium/spells/behold-the-weave-da.md), [cast into time](compendium/spells/cast-into-time-som.md), [haste](compendium/spells/haste.md), [loose time's arrow](compendium/spells/loose-times-arrow-da.md), [quicken time](compendium/spells/quicken-time-da.md), [slow](compendium/spells/slow.md), and [stagnate time](compendium/spells/stagnate-time-da.md) to your spell list. You can thus potentially learn these spells even if they aren't normally on your tradition's spell list. + +*Source: Dark Archive p. 185* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: What Could Have Been, Feat 8 +collapse: closed +# What Could Have Been [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) +- **Activity** Free Action + +Rather than conjuring creatures from elsewhere in the world or the planes, you can temporarily pull a much different version of yourself from an alternate timeline—for instance, instead of summoning a generic or random troll with summon giant, you summon a troll version of yourself from a timeline where you're a troll. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) that summons a creature, that creature is another version of you. This creature remains the type of creature you summoned and has largely the same abilities (plus the following adjustments), but it clearly resembles you, likely sharing some distinguishing features, such as mannerisms, speech patterns, tattoos, or clothing. The summoned creature gains a +1 status bonus to any skill check in which you're trained, a +2 status bonus if you're an expert, a +3 status bonus if you're a master, or a +4 status bonus if you're legendary. The creature also takes a –2 penalty to all skills in which you're untrained. + +*Source: Dark Archive p. 185* +%% #trait/archetype #trait/concentrate #trait/metamagic %% +``` + +```ad-embed-feat +title: Into the Future, Feat 10 +collapse: closed +# Into the Future [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) +- **Activity** Single Action + +You know your spell will be needed not now but in a few moments, so you cast your magic into the future. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) that takes 1 or 2 actions to cast, the spell's effects occur 1 round later, at the beginning of your next turn, rather than immediately. Targets and choices about the spell must be determined when the spell is cast, and requirements, such as line of sight and line of effect, must be valid both when the spell is cast and when its effects occur. Consequences for the action of [Casting the Spell](rules/actions/cast-a-spell.md) itself, such as an [Attack of Opportunity](rules/actions/attack-of-opportunity.md) reaction or ending a foe's [fascinated](rules/conditions.md#Fascinated) condition by taking a [hostile](rules/conditions.md#Hostile) action, aren't delayed. + +*Source: Dark Archive p. 185* +%% #trait/archetype #trait/concentrate #trait/metamagic %% +``` + +```ad-embed-feat +title: Read Disaster, Feat 10* +collapse: closed +# Read Disaster *Feat 10* +[divination](rules/traits/divination.md) [exploration](rules/traits/exploration.md) [oracle](rules/traits/oracle-apg.md) [prediction](rules/traits/prediction.md) + +> [!pf2-note] This version of [Read Disaster](compendium/feats/read-disaster-apg.md) is intended for use with the Time Mage Archetype. Its level has been changed accordingly. + + +You spend 10 minutes and open yourself to the divine mysteries of the world, peering into the most sinister portents of the future. You gain the effects of [augury](compendium/spells/augury.md), except you learn only about the dangers ahead; any results of "weal" are instead "nothing," and results of "weal and woe" are instead "woe." If you are legendary in [Religion](compendium/skills.md#Religion), you take only 1 minute to Read Disaster. + +*Source: Advanced Player's Guide p. 80* +%% #trait/divination #trait/exploration #trait/oracle #trait/prediction %% +``` + +```ad-embed-feat +title: Quickened Casting (Bard), Feat 12* +collapse: closed +# Quickened Casting (Bard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* +[bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +> [!pf2-note] This version of [Quickened Casting (Bard)](compendium/feats/quickened-casting-bard.md) is intended for use with the Time Mage Archetype. Its level has been changed accordingly. + +- **Frequency**: once per day +- **Activity** Free Action + +If your next action is to cast a bard cantrip or a bard spell that is at least 2 levels lower than the highest level bard spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action). + +*Source: Core Rulebook p. 102* +%% #trait/bard #trait/concentrate #trait/metamagic %% +``` + +```ad-embed-feat +title: Plot The Future, Feat 16* +collapse: closed +# Plot The Future *Feat 16* +[concentrate](rules/traits/concentrate.md) [investigator](rules/traits/investigator-apg.md) [prediction](rules/traits/prediction.md) [uncommon](rules/traits/uncommon.md) + +> [!pf2-note] This version of [Plot The Future](compendium/feats/plot-the-future-apg.md) is intended for use with the Time Mage Archetype. Its level has been changed accordingly. + + +You spend 10 minutes in contemplation to uncannily predict how events will play out. Choose a particular goal or activity you plan to engage in within 1 week, or an event you expect might happen within 1 week. You analyze whether it's likely to come to pass, learning whether it's highly likely, somewhat likely, somewhat unlikely, or highly unlikely. You also gain a piece of advice suggesting a course of action you or your allies could take that might make the chosen event more or less likely, whichever you prefer. The GM determines the likeliness of the event and the piece of advice you learn. + +*Source: Advanced Player's Guide p. 64* +%% #trait/uncommon #trait/concentrate #trait/investigator #trait/prediction %% +``` + +```ad-embed-feat +title: Purge of Moments, Feat 16* +collapse: closed +# Purge of Moments [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [transmutation](rules/traits/transmutation.md) + +> [!pf2-note] This version of [Purge of Moments](compendium/feats/purge-of-moments-da.md) is intended for use with the Time Mage Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) +- **Frequency**: once per hour +- **Activity** Three-Action + +All things eventually end, a truth that you can put into practice by accelerating your passage through time to shake off harmful effects. Five rounds of apparent time occur for you. No one, including you, can act during this time, but effects on you run their course, including beneficial effects, [negative](rules/traits/negative.md) effects, afflictions, conditions, and [persistent damage](rules/conditions.md#Persistent%20Damage). Roll saving throws, flat checks, damage, and any other rolls for those effects normally as if the time had passed. Excessive use of this technique is responsible for more than a few premature gray hairs among time mages. + +*Source: Dark Archive p. 185* +%% #trait/archetype #trait/concentrate #trait/transmutation %% +``` + +```ad-embed-feat +title: Timeline-Splitting Spell, Feat 18* +collapse: closed +# Timeline-Splitting Spell [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divination](rules/traits/divination.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) + +> [!pf2-note] This version of [Timeline-Splitting Spell](compendium/feats/timeline-splitting-spell-da.md) is intended for use with the Time Mage Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) +- **Frequency**: once per day +- **Activity** Three-Action + +You invest in two futures, then choose the one to make a reality. You [Cast two Spells](rules/actions/cast-a-spell.md) that each take 1 or 2 actions to cast. These can't be the same spell heightened to two different levels. You expend the resources for both spells, such as spell slots, Focus Points, and material components. Determine the immediate results for both spells, including attack rolls, saving throws, damage, and any other dice rolls. + +Then, choose which of the two spells takes effect, using the previously made rolls. The other spell's resources are still expended, but the spell has no effect as the magic disappears the other timeline. + +*Source: Dark Archive p. 185* +%% #trait/archetype #trait/concentrate #trait/divination #trait/manipulate #trait/metamagic %% +``` + +```ad-embed-feat +title: Echoing Spell, Feat 20* +collapse: closed +# Echoing Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* +[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) + +> [!pf2-note] This version of [Echoing Spell](compendium/feats/echoing-spell-apg.md) is intended for use with the Time Mage Archetype. Its level has been changed accordingly. + +- **Activity** Single Action + +You time the components of your spell with exacting precision, setting up a resonance that duplicates the spell's effects. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) of 4th level or lower that has no duration, the spell's energy reverberates and echoes. You can [Cast the Spell](rules/actions/cast-a-spell.md) a second time before the end of your next turn without expending a spell slot. + +*Source: Advanced Player's Guide p. 141* +%% #trait/concentrate #trait/metamagic #trait/sorcerer %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/turpin-rowe-lumberjack-ec3.md b/compendium/character/archetypes/turpin-rowe-lumberjack-ec3.md new file mode 100644 index 000000000..ea353fdf2 --- /dev/null +++ b/compendium/character/archetypes/turpin-rowe-lumberjack-ec3.md @@ -0,0 +1,89 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/ec3 +aliases: ["Turpin Rowe Lumberjack"] +--- +# Turpin Rowe Lumberjack *Dedication Level 2* + +You are a feller of trees and a skilled axe wielder, trained in the art of forestry by the hard-working loggers of Turpin Rowe. + +*Source: Extinction Curse #3: Life's Long Shadows p. 75* + +```ad-embed-feat +title: Turpin Rowe Lumberjack Dedication, Feat 2 +collapse: closed +# Turpin Rowe Lumberjack Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You must befriend at least one Turpin Rowe logger. +- **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) + +Your logging training has made you intimately familiar with all aspects of forestry, and you have trained extensively to reach around trees and utilize their bulk to your advantage. You become trained in [Milling Lore](compendium/skills.md#Lore) and [Forest Lore](compendium/skills.md#Lore), or an expert if you were already trained. You can always [Take Cover](rules/actions/take-cover.md) when you are within forest terrain to gain cover, even if you're not next to an obstacle you can [Take Cover](rules/actions/take-cover.md) behind. In addition, any enemy who gains standard cover from a tree gains only lesser cover against your attacks (or only standard cover, if the enemy otherwise gains greater cover). + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Turpin Rowe lumberjack archetype. + +*Source: Extinction Curse #3: Life's Long Shadows p. 75* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Axe Climber, Feat 4 +collapse: closed +# Axe Climber *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Turpin Rowe Lumberjack Dedication](compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md) + +When you are climbing a wooden surface and have a hatchet or battle axe in each hand, you have a climb Speed equal to half your normal Speed. You must still have both legs available to climb and can't use either of the axes in combat while climbing. This feat can also be used to climb a surface of ice if you have a light pick in each hand. + +*Source: Extinction Curse #3: Life's Long Shadows p. 75* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Log Roll, Feat 4 +collapse: closed +# Log Roll [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Turpin Rowe Lumberjack Dedication](compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md) +- **Requirements**: You and an adjacent creature are both on a narrow surface or uneven ground and the other creature is [flat-footed](rules/conditions.md#Flat-footed). +- **Activity** Single Action + +You shuffle your feet to dislodge the surface beneath you or otherwise cause your opponent to become unsteady. + +Attempt an [Acrobatics](compendium/skills.md#Acrobatics) check against the adjacent creature's Reflex saving throw DC. On a success, the creature falls. On a critical failure, you fall. + +*Source: Extinction Curse #3: Life's Long Shadows p. 75* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Axe Thrower, Feat 6 +collapse: closed +# Axe Thrower *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Turpin Rowe Lumberjack Dedication](compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md) + +You have mastered the weight and balance of a variety of axes and can lob them with ease. Any one-handed axe weapon you wield has the [thrown](rules/traits/thrown.md) trait with a range of 10 feet. For axes that already have the [thrown](rules/traits/thrown.md) trait, the range increases by 10 feet. When you critically succeed at an attack roll with a thrown axe weapon, you apply the axe's critical specialization effect. + +*Source: Extinction Curse #3: Life's Long Shadows p. 75* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Widen The Gap, Feat 10 +collapse: closed +# Widen The Gap *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Turpin Rowe Lumberjack Dedication](compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md) + +Once you have penetrated a foe's defenses, you can home in on the same spot to exploit your opponent's wound and deal some serious damage. The second time you hit and deal damage with a melee axe [Strike](rules/actions/strike.md) to the same opponent or object during your turn, you ignore half of the opponent's or object's Hardness, if any. If you hit and deal damage with a melee axe [Strike](rules/actions/strike.md) to the same opponent or object a third or fourth time during your turn, you ignore all of its Hardness, if any. + +*Source: Extinction Curse #3: Life's Long Shadows p. 75* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/undead-master-botd.md b/compendium/character/archetypes/undead-master-botd.md new file mode 100644 index 000000000..8a6699828 --- /dev/null +++ b/compendium/character/archetypes/undead-master-botd.md @@ -0,0 +1,170 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/botd +aliases: ["Undead Master"] +--- +# Undead Master *Dedication Level 2* + +Not everyone with an interest in the undead raises a vast army of faceless, disposable minions. You prefer to cultivate a more personal relationship with a small number of undead companions, personalized to your needs and expectations. Those companions with minds trust you implicitly; those without are extensions of your will. Perhaps they see you as a teacher or caretaker, shepherding them on the path to peace and passing on, or perhaps they are your protectors, bound to aid you by negotiation and magical spells. Whatever the case, they will fight for and alongside you without question, throwing themselves into danger without hesitation if it will provide a means to your desired end. + +This archetype works well for a necromancer capable of raising undead but isn't exclusive to them. You could be a warrior who befriended an undead, an evil champion granted an undead companion by your deity, or an undead bloodline sorcerer undead are drawn to. + +The additional feats below are found in the [beastmaster](compendium/character/archetypes/beastmaster-apg.md) archetype. Whenever one of these additional feats refers to an animal companion, as an undead master, you apply it to your undead companion instead. + +*Source: Book of the Dead p. 41* + +```ad-embed-feat +title: Undead Master Dedication, Feat 2 +collapse: closed +# Undead Master Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: evil alignment + +You gain the services of an undead companion that travels with you and obeys your commands. The rules for undead companions appear on page 37 and utilize those for animal companions from the Core Rulebook on page 214. + +Contrary to the usual rules for companions, as an undead master it's possible for you to have more than one undead companion at a time. However, only one of those companions, your "active companion," follows you during exploration and encounters; the rest are reduced to an "inactive" state that can be easily tucked into an inventory or stored in a nearby crypt. If you ever have more than one undead companion, you gain the Call Companion action (Advanced Player's Guide 160), with your undead companions taking the place of animal companions. + +**Special.** You can't select another dedication feat until you have gained two other feats from the undead master archetype. + +*Source: Book of the Dead p. 41* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Additional Companion, Feat 4* +collapse: closed +# Additional Companion *Feat 4* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Additional Companion](compendium/feats/additional-companion-apg.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) + +Another animal joins you in your travels. It is a young animal companion that has the [minion](rules/traits/minion.md) trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works. + +**Special.** You can select this feat more than once, gaining an additional animal companion each time, to a maximum of four total companions (including the one you gained from Beastmaster Dedication and possibly one you gained from sources other than the beastmaster archetype). + +*Source: Advanced Player's Guide p. 160* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Mature Beastmaster Companion, Feat 4* +collapse: closed +# Mature Beastmaster Companion *Feat 4* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Mature Beastmaster Companion](compendium/feats/mature-beastmaster-companion-apg.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) + +All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities (Core Rulebook 214). During an encounter, even if you don't use the [Command an Animal](rules/actions/command-an-animal.md) action, your animal companion can still use 1 action on your turn to either [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md). + +*Source: Advanced Player's Guide p. 160* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Companion's Cry, Feat 6* +collapse: closed +# Companion's Cry *Feat 6* +[ranger](rules/traits/ranger.md) + +> [!pf2-note] This version of [Companion's Cry](compendium/feats/companions-cry.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. + +- **Prerequisites**: an animal companion + +You can urge your companion to do its utmost. You can spend 2 actions to [Command an Animal](rules/actions/command-an-animal.md) instead of 1 when commanding your animal companion. If you do, your animal companion uses an additional action. + +*Source: Core Rulebook p. 172* +%% #trait/ranger %% +``` + +```ad-embed-feat +title: Guardian Ghosts, Feat 8 +collapse: closed +# Guardian Ghosts [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) + +- **Prerequisites**: [Undead Master Dedication](compendium/feats/undead-master-dedication-botd.md) +- **Frequency**: once per 10 minutes +- **Trigger** You would take damage from a [Strike](rules/actions/strike.md) while one of your undead companions is adjacent to you. +- **Activity** Reaction + +You magically divert some of the harm from an incoming attack away from yourself, forcing your undead companion to take it in your stead. Reduce the damage you take from the triggering [Strike](rules/actions/strike.md) by 2 + your level. Your adjacent undead companion loses a number of Hit Points equal to the amount of damage reduced. If you have more than one adjacent undead companion, you choose which one loses Hit Points. You can't divert the damage to a temporary fragment from [Their Master's Call](compendium/feats/their-masters-call-botd.md). + +*Source: Book of the Dead p. 41* +%% #trait/archetype #trait/divine #trait/necromancy %% +``` + +```ad-embed-feat +title: Incredible Beastmaster Companion, Feat 8* +collapse: closed +# Incredible Beastmaster Companion *Feat 8* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Incredible Beastmaster Companion](compendium/feats/incredible-beastmaster-companion-apg.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Mature Beastmaster Companion](compendium/feats/mature-beastmaster-companion-apg.md) + +Your mature animal companions continue to grow and develop. + +They each become nimble or savage animal companions (your choice, choose for each companion, including those that become mature after you take this feat), gaining additional capabilities determined by the type of companion. + +*Source: Advanced Player's Guide p. 160* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Their Master's Call, Feat 12* +collapse: closed +# Their Master's Call [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) + +> [!pf2-note] This version of [Their Master's Call](compendium/feats/their-masters-call-botd.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Undead Master Dedication](compendium/feats/undead-master-dedication-botd.md), Call Companion, at least one inactive undead companion whose remains or anchor are currently in your possession. +- **Activity** Single Action + +In a pinch, you pull one of your inactive companions from their rest to provide a companion's support benefit. A fragment of your companion materializes or assembles itself in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. If it takes any damage before your next turn, it disappears or collapses (as applicable) and the support benefit ends immediately. + +*Source: Book of the Dead p. 41* +%% #trait/archetype #trait/concentrate #trait/divine #trait/necromancy %% +``` + +```ad-embed-feat +title: Specialized Beastmaster Companion, Feat 14* +collapse: closed +# Specialized Beastmaster Companion *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Specialized Beastmaster Companion](compendium/feats/specialized-beastmaster-companion-apg.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Incredible Beastmaster Companion](compendium/feats/incredible-beastmaster-companion-apg.md) + +Your nimble and savage animal companions become cunning enough to become specialized. Each companion gains one specialization of your choice (Core Rulebook 217, choose separately). + +**Special.** You can select this feat more than once. Each time, add a different specialization to your nimble and savage companions. Your nimble and savage companions can have up to three specializations each. + +*Source: Advanced Player's Guide p. 161* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Lead The Pack, Feat 16* +collapse: closed +# Lead The Pack *Feat 16* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +> [!pf2-note] This version of [Lead The Pack](compendium/feats/lead-the-pack-apg.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Mature Beastmaster Companion](compendium/feats/mature-beastmaster-companion-apg.md), you have multiple animal companions + +You can have up to two animal companions active at once. However, when you do, it's slightly more difficult to Command them. If you don't Command either of your companions, one of the two (your choice) can still use 1 action on your turn to [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md), as per Mature Beastmaster Companion, but not both. When you [Command an Animal](rules/actions/command-an-animal.md), either choose one of the companions to take 2 actions, as normal, or else both companions can take 1 action to [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md). Either way, you can't [Command an Animal](rules/actions/command-an-animal.md) to make either companion act again until your next turn. + +*Source: Advanced Player's Guide p. 161* +%% #trait/uncommon #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/undead-slayer-botd.md b/compendium/character/archetypes/undead-slayer-botd.md new file mode 100644 index 000000000..9863bc9d6 --- /dev/null +++ b/compendium/character/archetypes/undead-slayer-botd.md @@ -0,0 +1,167 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/botd +aliases: ["Undead Slayer"] +--- +# Undead Slayer *Dedication Level 2* + +> [!pf2-sidebar] Undead Slayers in The Inner Sea +> +> Just as undead stalk prey across the world, undead slayers wander every land in the Inner Sea region, seeking to end the threat and keep people safe. Organizations such as the Knights of Lastwall or the militant anti-undead Pharasmin sect called the Voices of the Spire count many undead slayers within their ranks, and thus undead slayers are particularly common in places where forces of those organizations fight undead, such as the Gravelands and Ustalav. Many undead hunting organizations are described in more detail on pages 14–15. +> +> The occupation of undead slayer is illegal in Geb, where the undead citizenry see the title as something similar to declaring oneself a serial killer. Nonetheless, a few undead slayers manage to ply their trade in Geb and avoid retribution by reluctantly marketing themselves as assassins specialized in eliminating undead rivals. Still other undead slayers in Geb simply keep hidden and continue their hunts in secret. +> +> Undead slayers are able to operate more easily in the city of Mzali in the Mwangi Expanse, despite the city being ruled by the mummy god-king [Walkena](compendium/setting/deities/walkena-logm.md) and guarded by [Walkena](compendium/setting/deities/walkena-logm.md)'s undead servants. Nonetheless, [Walkena](compendium/setting/deities/walkena-logm.md) doesn't control every undead in the region or offer them citizenship like in Geb, so undead slayers can ply their trade. Those who wish to assist the rebel group known as the Bright Lions should tread lightly, however, as known undead slayers are the first suspects if any of [Walkena](compendium/setting/deities/walkena-logm.md)'s undead guardians perish. +> +> With the conflict between the nations of Geb and Nex, Nex is only too happy to host as many undead slayers as possible within their borders, particularly the warmongers among the ruling Arclords, who want to be ready for the end of their tenuous peace. Yet most prefer not to hasten the hostilities, finding means to support undead slayers more subtly, rather than vocally condoning or promoting them. Grant programs or financial incentives just happen to go to undead slayers instead of other applicants. +> +> Ustalav is home to undead slayers of many kinds, from wandering mercenaries taking on jobs for coin to aristocratic bloodlines that have been hunting undead for generations. Given that undead could lurk disguised in society, these slayers often disguise their trade. Aristocratic ones in particular keep a different trade public, with the undead slaying a more personal source of familial pride. On the border of Virlych, undead slayers protect the residents of the other regions safe from undead predators that escape the gloomy land. + +Anywhere undead prey upon the living, some brave souls make it their mission to destroy the monsters. Many adventurers are skilled at dispatching undead, but you go a step further. You study them, learn their weaknesses, and master the tools to end them quickly and cleanly. An undead slayer doesn't simply kill monsters; they become what even monsters fear. Leave it to others to be a shield—you become the blade that strikes evil at its heart. You can identify the common types of undead by sight. You drill and practice with the special gear necessary to destroy some of the more complicated undead, like vampires; train in their strengths and weaknesses; and learn how to create safe houses to stash your arsenal and hide from undead. + +Some undead slayers work at the behest of an organization to exterminate the undead of a particular region, but many act independently, or in a group of like-minded adventurers. Were you called by a higher power? Are you on a personal quest for vengeance? Whatever the reason, you now walk a path that will take you to the vilest dens of rot and decay. + +*Source: Book of the Dead p. 28* + +````ad-embed-feat +title: Undead Slayer Dedication, Feat 2 +collapse: closed +# Undead Slayer Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Religion](compendium/skills.md#Religion) + +Your training has prepared you to recognize most undead on sight. You become trained in two [Lore](compendium/skills.md#Lore) skills, each about a specific type of undead, or become an expert if you were already trained. You gain the Slayer's Identification free action. + +```ad-embed-ability +title: Slayer's Identification [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You roll initiative and can observe a creature you know is undead + +**Effect** You attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) to identify the undead creature with a +1 circumstance bonus. If you're a master in the skill you're using to [Recall Knowledge](rules/actions/recall-knowledge.md), you gain a +2 circumstance bonus instead. +``` + +*Source: Book of the Dead p. 28* +%% #trait/archetype #trait/dedication %% +```` + +```ad-embed-feat +title: Blessed Medicine, Feat 4 +collapse: closed +# Blessed Medicine *Feat 4* +[archetype](rules/traits/archetype.md) [fortune](rules/traits/fortune.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) +- **Trigger** You fail a check to [Treat a Disease](rules/actions/treat-disease.md) that was inflicted by an undead (such as b1 or mummy rot). + +Your experience battling undead has uniquely prepared you to fight the diseases they inflict on the survivors, and you know that leaving these maladies untreated for long will eventually lead to more undead. Reroll the failed check and use the new result. + +*Source: Book of the Dead p. 28* +%% #trait/archetype #trait/fortune #trait/skill %% +``` + +```ad-embed-feat +title: Hunter's Sanctum, Feat 4 +collapse: closed +# Hunter's Sanctum *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) + +You establish a safe house where you can prepare for your hunt. The sanctum is roughly the size of a 20-foot cube. This sanctum is in a location you have access to and can be part of a larger structure, such as the basement of a temple or hidden room of a library. Setting up or moving your sanctum takes a week of downtime. Your sanctum protects objects and people inside it from magical detection and the prying eyes of undead. This has the effects of [nondetection](compendium/spells/nondetection.md), using your [Religion](compendium/skills.md#Religion) modifier for the counteract DC and half your level rounded up for the counteract level. Additionally, undead attempting to locate the entrance to your sanctum via mundane [Perception](compendium/skills.md#Perception) must succeed against either your [Religion](compendium/skills.md#Religion) DC or the normal DC to find the sanctum, whichever is higher. + +*Source: Book of the Dead p. 28* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Necromantic Resistance, Feat 4 +collapse: closed +# Necromantic Resistance *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) + +As part of your training, you've inured yourself against necromancy through grueling, repeated exposure. You gain a +1 circumstance bonus to saves against [necromancy](rules/traits/necromancy.md) effects and gain resistance to negative damage equal to half your level. + +*Source: Book of the Dead p. 28* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Slayer's Strike, Feat 4 +collapse: closed +# Slayer's Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) [positive](rules/traits/positive.md) + +- **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) +- **Activity** Two-Action + +You've dedicated yourself to studying ancient techniques and memorized minor prayers against undead to swiftly dispatch them. Make a [Strike](rules/actions/strike.md) against a creature you know is undead. This counts as two attacks when calculating your multiple attack penalty. If this [Strike](rules/actions/strike.md) hits, you deal one extra die of positive damage, with the same die size as the weapon or unarmed attack you used. Any further [Strikes](rules/actions/strike.md) you make against the same creature before the start of your next turn using the same weapon or unarmed attack deal extra positive damage equal to the number of weapon dice. As normal, the positive damage harms only undead and creatures with negative healing. + +If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice. + +*Source: Book of the Dead p. 28* +%% #trait/archetype #trait/flourish #trait/necromancy #trait/occult #trait/positive %% +``` + +```ad-embed-feat +title: Frighten Undead, Feat 6 +collapse: closed +# Frighten Undead [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md), trained in [Intimidation](compendium/skills.md#Intimidation) +- **Activity** Single Action + +Your very presence chills creatures of the night down to their core and you can use the spiritual power and faithful life force of religious verses to frighten even mindless undead. Attempt to [Demoralize](rules/actions/demoralize.md) an undead target using your [Religion](compendium/skills.md#Religion) modifier instead of your [Intimidation](compendium/skills.md#Intimidation) modifier if it's higher. If you use your [Religion](compendium/skills.md#Religion) modifier, the [Demoralize](rules/actions/demoralize.md) action loses the [emotion](rules/traits/emotion.md) and [mental](rules/traits/mental.md) traits, as your faith connects to the undead on an instinctual level. + +*Source: Book of the Dead p. 29* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Gear Up, Feat 6 +collapse: closed +# Gear Up *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) + +Whether it's wooden stakes, [holy water](compendium/equipment/items/holy-water.md), or more unusual tools, you always have just the right thing to handle an undead's unusual weaknesses and vulnerabilities. You gain the [Prescient Planner](compendium/feats/prescient-planner-apg.md) and [Prescient Consumable](compendium/feats/prescient-consumable-apg.md) feats. When using Prescient Planner specifically to pull out an item you need to deal with an undead's weakness or vulnerability, you can pull out the item as a 2-action activity to remove your backpack (or similar container) and draw the item, rather than taking 1 minute. If you have the [Hunter's Sanctum](compendium/feats/hunters-sanctum-botd.md) feat, you keep your sanctum well stocked with the basics and can spend 1 hour in your sanctum refreshing your supplies in order to meet the requirements for Prescient Planner, even if you haven't been able to purchase goods. + +*Source: Book of the Dead p. 29* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Slayer's Blessing, Feat 8 +collapse: closed +# Slayer's Blessing *Feat 8* +[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) + +- **Prerequisites**: [Slayer's Strike](compendium/feats/slayers-strike-botd.md) + +You carry scraps of materials dangerous to undead and can apply them to your weapon. When you use Slayer's Strike, before making the [Strike](rules/actions/strike.md), you can choose either the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune or a precious material: cold iron, darkwood, or silver. Any Strike that gets extra positive damage from this use of Slayer's Strike also gets the benefits of the rune or counts as that material. + +At 14th level, add adamantine and mithral to the list of materials you can choose from. + +*Source: Book of the Dead p. 29* +%% #trait/archetype #trait/manipulate %% +``` + +```ad-embed-feat +title: Slayer's Presence, Feat 10 +collapse: closed +# Slayer's Presence *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Frighten Undead](compendium/feats/frighten-undead-botd.md) + +Your very presence strikes fear into the undead. When you use Slayer's Identification and succeed at your check, you can Frighten Undead as a free action, targeting the creature you identified. Any time you get a critical success to Frighten Undead, if the target's level is lower than yours, the target is [fleeing](rules/conditions.md#Fleeing) for 1 round. + +*Source: Book of the Dead p. 29* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/ursine-avenger-hood-tv.md b/compendium/character/archetypes/ursine-avenger-hood-tv.md new file mode 100644 index 000000000..a87d5a7cb --- /dev/null +++ b/compendium/character/archetypes/ursine-avenger-hood-tv.md @@ -0,0 +1,165 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/tv +aliases: ["Ursine Avenger Hood"] +--- +# Ursine Avenger Hood *Dedication Level 2* + +Over many generations, the magic of the hood was proven true, and more than that, the magic continued to grow and evolve with ever-more-ursine attributes. As the belief and power of each new wearer soaked into the hood, the artifact's potential has continued to grow. Now, those who bond with the generational artifact will discover that the _Ursine Avenger Hood_ continues to grow in power alongside them. + +> [!pf2-note] +> This archetype is a part of the [Ursine Avenger Hood](compendium/equipment/items/ursine-avenger-hood-tv.md) artifact. + +*Source: Treasure Vault p. 183* + +```ad-embed-feat +title: Ursine Avenger Form, Feat 2 +collapse: closed +# Ursine Avenger Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[archetype](rules/traits/archetype.md) [artifact](rules/traits/artifact-gmg.md) [morph](rules/traits/morph.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) + +- **Activity** Single Action + +You draw the Ursine Avenger Hood over your head and its fur over your arms, assuming an ursine form that has traits of your original form as well as that of a bear. In your ursine form, you gain a jaws unarmed attack that deals `1d8` piercing damage and a claws unarmed attack that deals `1d6` slashing damage and has the [agile](rules/traits/agile.md) trait. Both unarmed attacks are in the brawling group. You lose the ability to speak complex sentences while transformed and can only communicate through grunts and gestures; this prevents you from using effects that require a shared or spoken language until you revert back to your non-hybrid form. You can use this action while transformed to remove the hood and return to your original form. + +*Source: Treasure Vault p. 183* +%% #trait/archetype #trait/artifact #trait/morph #trait/primal #trait/transmutation %% +``` + +```ad-embed-feat +title: Senses of the Bear, Feat 4 +collapse: closed +# Senses of the Bear *Feat 4* +[archetype](rules/traits/archetype.md) + + +While in ursine form, you gain low-light vision and scent (imprecise) 30 feet. If you already had low-light vision, you instead gain darkvision. + +*Source: Treasure Vault p. 183* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Bear Hug, Feat 6 +collapse: closed +# Bear Hug [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Requirements**: Your last action was a successful claw [Strike](rules/actions/strike.md). +- **Activity** Single Action + +You snatch at your opponent with your claws, pulling them close in a ferocious bear hug. You make another claw [Strike](rules/actions/strike.md) against the same target. If this [Strike](rules/actions/strike.md) hits, the target is also [grabbed](rules/conditions.md#Grabbed). + +*Source: Treasure Vault p. 183* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Call Ursine Ally, Feat 8 +collapse: closed +# Call Ursine Ally *Feat 8* +[archetype](rules/traits/archetype.md) [conjuration](rules/traits/conjuration.md) [primal](rules/traits/primal.md) + +- **Frequency**: once per hour + +You can cast a 3rd-level [summon animal](compendium/spells/summon-animal.md) as an innate spell, but only to summon a black bear. At 10th level, the [summon animal](compendium/spells/summon-animal.md) spell is heightened to 4th level, and you can summon a grizzly bear. At 12th level, your [summon animal](compendium/spells/summon-animal.md) innate spell is heightened to 5th level, and you can summon a polar bear. At 14th level, it's heightened to 6th level, and you can summon a cave bear. + +*Source: Treasure Vault p. 184* +%% #trait/archetype #trait/conjuration #trait/primal %% +``` + +```ad-embed-feat +title: Bear Empathy, Feat 10 +collapse: closed +# Bear Empathy *Feat 10* +[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) [primal](rules/traits/primal.md) + + +You have a magical affinity for bears and can speak to them through sounds and body language. You can communicate with all bears, as well as other ursine creatures at the GM's discretion. + +*Source: Treasure Vault p. 184* +%% #trait/archetype #trait/divination #trait/primal %% +``` + +```ad-embed-feat +title: Great Bear, Feat 12* +collapse: closed +# Great Bear *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Great Bear](compendium/feats/great-bear-tv.md) is intended for use with the Ursine Avenger Hood Archetype. Its level has been changed accordingly. + +- **Prerequisites**: Ursine Avenger Form +- **Frequency**: once per hour + +When you transform, you can take on a bear's bulk and size. You can spend an additional action when using Ursine Avenger Form to gain the effects of a 1st-level [enlarge](compendium/spells/enlarge.md) spell, which lasts for the spell's normal duration or until you leave your Ursine Avenger Form, whichever comes first. + +*Source: Treasure Vault p. 184* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Terrible Transformation, Feat 14* +collapse: closed +# Terrible Transformation *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Terrible Transformation](compendium/feats/terrible-transformation-tv.md) is intended for use with the Ursine Avenger Hood Archetype. Its level has been changed accordingly. + +- **Prerequisites**: Ursine Avenger Form + +You let out a mighty roar as part of your transformation. When you use Ursine Avenger Form, you can make an [Intimidation](compendium/skills.md#Intimidation) check to [Demoralize](rules/actions/demoralize.md) against each enemy within 30 feet that can see you, and you don't take a penalty to your [Demoralize](rules/actions/demoralize.md) check if the creature doesn't understand your language. + +*Source: Treasure Vault p. 184* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Fearsome Fangs, Feat 16* +collapse: closed +# Fearsome Fangs *Feat 16* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Fearsome Fangs](compendium/feats/fearsome-fangs-tv.md) is intended for use with the Ursine Avenger Hood Archetype. Its level has been changed accordingly. + +- **Prerequisites**: Ursine Avenger Form + +Your claws and jaws are brutally powerful and efficient, even by ursine standards. The base damage of your jaws unarmed attack from Ursine Avenger Form increases to `1d12`. The base damage of your claws unarmed attack from Ursine Avenger Form increases to `1d8`. + +*Source: Treasure Vault p. 184* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Mighty Bear, Feat 18* +collapse: closed +# Mighty Bear *Feat 18* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Mighty Bear](compendium/feats/mighty-bear-tv.md) is intended for use with the Ursine Avenger Hood Archetype. Its level has been changed accordingly. + +- **Prerequisites**: Great Bear + +The power of the bear within you can expand your physical presence even further. The [enlarge](compendium/spells/enlarge.md) spell you cast with your Great Bear feat is heightened to 4th level. + +*Source: Treasure Vault p. 184* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Immortal Bear, Feat 20* +collapse: closed +# Immortal Bear *Feat 20* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Immortal Bear](compendium/feats/immortal-bear-tv.md) is intended for use with the Ursine Avenger Hood Archetype. Its level has been changed accordingly. + +- **Prerequisites**: Ursine Avenger Form + +Your body thrums with the primal vitality of the greatest of the ursine beasts. When in Ursine Avenger Form, you gain fast healing 5. + +*Source: Treasure Vault p. 184* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/vampire-botd.md b/compendium/character/archetypes/vampire-botd.md new file mode 100644 index 000000000..3d6761a82 --- /dev/null +++ b/compendium/character/archetypes/vampire-botd.md @@ -0,0 +1,222 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/botd +aliases: ["Vampire"] +--- +# Vampire *Dedication Level 2* + +> [!pf2-sidebar] Vampire Vulnerabilities +> +> Your power comes with a price. As a vampire, you have the following vulnerabilities. +> +> **Revulsion:** You can't voluntarily come within 10 feet of brandished garlic or a religious symbol of a non-evil deity. A creature must [Interact](rules/actions/interact.md) to brandish garlic or a religious symbol for 1 round (similar to [Raising a Shield](rules/actions/raise-a-shield.md)). If you involuntarily come within 10 feet of an object of your revulsion, you gain the fleeing condition, running from the subject of your revulsion until you end an action beyond 10 feet of it. After 1 round of being exposed to the subject of your revulsion, you can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, you overcome your revulsions for `1d6` rounds, or 1 hour on a critical success. +> +> **Sunlight:** If exposed to direct sunlight, you immediately become [slowed](rules/conditions.md#Slowed). The [slowed](rules/conditions.md#Slowed) value increases by 1 each time you end your turn in sunlight. If you lose all your actions in this way, you are destroyed. Due to your supernatural aversion to light, you don't cast shadows or show a reflection in mirrors. + +After being exsanguinated by a vampire, you've risen again, pulling yourself from the earth as an immortal undead. You're a creature of the night, harmed by the light of day and thirsting for blood. + +*Source: Book of the Dead p. 58* + +````ad-embed-feat +title: Vampire Dedication, Feat 2 +collapse: closed +# Vampire Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: You were a killed by a vampire drinking your blood. + +You're a newly risen vampire. You gain the [undead](rules/traits/undead.md) and [vampire](rules/traits/vampire-b1.md) traits and the basic undead benefits (page 44), and your undead hunger is for the blood of the living. Your incisors elongate; you gain a fangs unarmed attack that deals `1d6` piercing damage. They're in the brawling group and have the [grapple](rules/traits/grapple.md) and [unarmed](rules/traits/unarmed.md) traits. You gain revulsion and sunlight vulnerabilities detailed on page 59 and the Drink Blood ability. + +```ad-embed-ability +title: Drink Blood [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) + +- **Requirements**: A [grabbed](rules/conditions.md#Grabbed), [paralyzed](rules/conditions.md#Paralyzed), [restrained](rules/conditions.md#Restrained), [unconscious](rules/conditions.md#Unconscious), or willing creature is within your reach + +**Effect** You sink your fangs into that creature and drink its blood. This requires an [Athletics](compendium/skills.md#Athletics) check against the victim's Fortitude DC if the victim is [grabbed](rules/conditions.md#Grabbed), and automatically succeeds for any of the other conditions. If you succeed, the creature becomes [drained](rules/conditions.md#Drained), and you gain temporary HP equal to the target's level that last for 10 minutes. Further uses against the target don't increase the [drained](rules/conditions.md#Drained) condition or grant you more temporary HP. +%% #trait/divine #trait/necromancy %% +``` + +*Source: Book of the Dead p. 58* +%% #trait/rare #trait/archetype #trait/dedication %% +```` + +```ad-embed-feat +title: Clinging Climber, Feat 4 +collapse: closed +# Clinging Climber *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md), trained in [Athletics](compendium/skills.md#Athletics) + +You climb like a spider. You gain a climb Speed of 15 feet. + +*Source: Book of the Dead p. 58* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Manipulative Charm, Feat 4 +collapse: closed +# Manipulative Charm *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Vampire Dedication, trained in [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) + +Against humanoids, you gain a +1 circumstance bonus to [Deception](compendium/skills.md#Deception) checks to [Lie](rules/actions/lie.md), and to [Diplomacy](compendium/skills.md#Diplomacy) checks to [Gather Information](rules/actions/gather-information.md) and [Make an Impression](rules/actions/make-an-impression.md). + +Once per day, you can cast [charm](compendium/spells/charm.md) as a divine innate spell using your class DC or spell DC, whichever is higher. Casting it requires staring into the target's eyes, giving the spell the [visual](rules/traits/visual.md) trait. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level [charm](compendium/spells/charm.md) when you are 19th level. + +*Source: Book of the Dead p. 58* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Nocturnal Kindred, Feat 4 +collapse: closed +# Nocturnal Kindred *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Vampire Dedication, trained in [Nature](compendium/skills.md#Nature) + +You have an innate connection with other creatures of the night and understand some of them. You can ask questions of, receive answers from, and use [Diplomacy](compendium/skills.md#Diplomacy) with bats, rats, and wolves. You also gain a +1 circumstance bonus to [Make an Impression](rules/actions/make-an-impression.md) on such animals. + +Once per day, you can cast [animal allies](compendium/spells/animal-allies-som.md) (Pathfinder Secrets of Magic 89) as a divine innate spell, using your class DC or spell DC, whichever is higher. The creatures it summons are bats, rats, and wolves. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level [animal allies](compendium/spells/animal-allies-som.md) when you are 19th level. + +*Source: Book of the Dead p. 58* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Daywalker, Feat 6 +collapse: closed +# Daywalker *Feat 6* +[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) + +- **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) + +Through a profane pledge or a bloodline quirk, you can tolerate the sun's light. You gain the advanced undead benefits (page 44) and can't be destroyed by sunlight. This doesn't prevent you from becoming [slowed](rules/conditions.md#Slowed) by exposure to the sun. + +*Source: Book of the Dead p. 58* +%% #trait/archetype #trait/abjuration #trait/divine %% +``` + +```ad-embed-feat +title: Predatory Claws, Feat 6 +collapse: closed +# Predatory Claws *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) + +Your nails grow into sharp claws, perfect for seizing and tearing your prey. You gain a claw unarmed attack that deals `1d4` slashing damage. Your claws are in the brawling group and have the [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), and [unarmed](rules/traits/unarmed.md) traits. + +If you hit the same enemy with two consecutive claw [Strikes](rules/actions/strike.md) in the same round, you can attempt to [Grapple](rules/actions/grapple.md) that same target as a free action, provided you take that action immediately after the second [Strike](rules/actions/strike.md). + +*Source: Book of the Dead p. 59* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Vicious Fangs, Feat 8 +collapse: closed +# Vicious Fangs *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) + +You aim for your victim's prominent arteries. Your fangs [Strike](rules/actions/strike.md) deals an additional `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on a critical hit. + +At 14th level, the [persistent bleed damage](rules/conditions.md#Persistent%20Damage) increases to `2d6`, and at 20th level, the [persistent bleed damage](rules/conditions.md#Persistent%20Damage) increases to `3d6`. + +*Source: Book of the Dead p. 59* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Bat Form, Feat 10 +collapse: closed +# Bat Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) +- **Frequency**: once per hour +- **Activity** Single Action + +You can transform into a bat. You gain the effects of a 4th-level [pest form](compendium/spells/pest-form.md) spell. At 14th level, you can choose to spend two actions instead of one to gain the effects of a 4th- or 5th-level [aerial form](compendium/spells/aerial-form.md) spell instead (bat form only). + +*Source: Book of the Dead p. 59* +%% #trait/archetype #trait/concentrate #trait/divine #trait/polymorph #trait/transmutation %% +``` + +```ad-embed-feat +title: Turn to Mist, Feat 10 +collapse: closed +# Turn to Mist [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) +- **Frequency**: once per day +- **Activity** Single Action + +You turn into vapor, gaining the effects of [gaseous form](compendium/spells/gaseous-form.md). + +*Source: Book of the Dead p. 59* +%% #trait/archetype #trait/concentrate #trait/divine #trait/transmutation %% +``` + +```ad-embed-feat +title: Coffin Bound, Feat 12* +collapse: closed +# Coffin Bound *Feat 12* +[archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [uncommon](rules/traits/uncommon.md) + +> [!pf2-note] This version of [Coffin Bound](compendium/feats/coffin-bound-botd.md) is intended for use with the Vampire Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) + +You bind your spirit to a coffin filled with soil of your homeland, making it a place of recovery. If you rest inside your coffin for 10 minutes, you regain Hit Points equal to your Constitution modifier × half your level. You can still be healed in other ways during that time, though you're [unconscious](rules/conditions.md#Unconscious) and therefore unable to heal yourself. The GM might allow you to [Refocus](rules/actions/refocus.md) while resting, depending on whether it's a type of Refocusing you can achieve while you slumber. + +If you would be destroyed, you instead remain near death. This doesn't change your [dying](rules/conditions.md#Dying) or [wounded](rules/conditions.md#Wounded) value, and you remain [unconscious](rules/conditions.md#Unconscious). After 1 hour, you're destroyed. If returned to your coffin before that hour is up, you avoid destruction; if you spend 1 hour resting in your coffin, you regain 1 HP and lose the [dying](rules/conditions.md#Dying) and [wounded](rules/conditions.md#Wounded) conditions. You can't be healed in any other way when near death. + +Your coffin can't heal you if you're staked through the chest. You can be staked only if [unconscious](rules/conditions.md#Unconscious), and it takes three actions. You lose all benefits of this feat if your coffin is destroyed or the soil is lost. You must procure a new coffin and fill it with soil of your homeland to restore the feat's function. + +*Source: Book of the Dead p. 59* +%% #trait/uncommon #trait/archetype #trait/divine #trait/necromancy #trait/negative %% +``` + +```ad-embed-feat +title: Mist Escape, Feat 14* +collapse: closed +# Mist Escape [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Mist Escape](compendium/feats/mist-escape-botd.md) is intended for use with the Vampire Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Coffin Bound](compendium/feats/coffin-bound-botd.md), [Turn to Mist](compendium/feats/turn-to-mist-botd.md) +- **Trigger** You are reduced to 0 HP. +- **Activity** Free Action + +As you fall, your body reacts to defend itself. You [Turn to Mist](compendium/feats/turn-to-mist-botd.md). This doesn't expend a use of Turn to Mist, and you can use Mist [Escape](rules/actions/escape.md) even if you've already Turned to Mist in the same day. You take move actions to move directly toward your coffin even though you are at 0 HP, though you aren't conscious and don't have control over how you do so. While at 0 HP in this form, you are unaffected by further damage. You automatically return to your corporeal form, [unconscious](rules/conditions.md#Unconscious), if you reach your coffin or after 1 hour when you are destroyed, whichever one comes first. + +*Source: Book of the Dead p. 59* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Dominating Gaze, Feat 16* +collapse: closed +# Dominating Gaze *Feat 16* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +> [!pf2-note] This version of [Dominating Gaze](compendium/feats/dominating-gaze-botd.md) is intended for use with the Vampire Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Manipulative Charm](compendium/feats/manipulative-charm-botd.md) + +You stare into your target's eyes and enthrall them, shattering their free will. Once per day, you can cast 7th-level [dominate](compendium/spells/dominate.md) as a divine innate spell, using your class DC or spell DC, whichever is higher. It gains the [visual](rules/traits/visual.md) trait. At 18th level, the dominate is heightened to 8th level; at 20th level, it's heightened to 9th level. A creature that succeeds at its save is temporarily immune to your domination for 24 hours, though in most cases, you can't [Cast the Spell](rules/actions/cast-a-spell.md) again within 24 hours. If you are destroyed, all your [dominate](compendium/spells/dominate.md) spells from Dominating Gaze immediately end. + +*Source: Book of the Dead p. 59* +%% #trait/uncommon #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/vigilante-apg.md b/compendium/character/archetypes/vigilante-apg.md new file mode 100644 index 000000000..c123418ce --- /dev/null +++ b/compendium/character/archetypes/vigilante-apg.md @@ -0,0 +1,208 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Vigilante"] +--- +# Vigilante *Dedication Level 2* + +As a vigilante, you have two faces: a public persona, and a secret identity that lets you hide your extralegal actions from polite society. Your secret identity lets you adventure and carry out clandestine missions while keeping the civilians you care about safe. Whatever your purpose—fighting crime, inciting rebellion, sowing chaos—your vigilante identity makes you both hard to pin down and a mysterious, intriguing subject of gossip. + +*Source: Advanced Player's Guide p. 196* + +```ad-embed-feat +title: Vigilante Dedication, Feat 2 +collapse: closed +# Vigilante Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) + +You have two identities, each with its own name, alignment, and abilities. Your social identity is an upstanding member of society, while your vigilante identity is a skilled and cunning warrior. Neither of these identities is a false front; you really are both of these people, and as such, your two identities can be at most one alignment step from each other (for instance, you could be neutral in one identity and neutral evil in the other, but not chaotic evil in the other). If someone attempts to discern your other identity, they must use a [Seek](rules/actions/seek.md) action to attempt a [Perception](compendium/skills.md#Perception) check against your [Deception](compendium/skills.md#Deception) DC, as if you were using the [Impersonate](rules/actions/impersonate.md) action. Your [Deception](compendium/skills.md#Deception) DC against such attempts is 20 + your proficiency modifier instead of the normal DC. Unlike with [Impersonate](rules/actions/impersonate.md), you don't have to attempt a [Deception](compendium/skills.md#Deception) check to interact with someone to conceal your other identity—a check happens only if someone else specifically tries to uncover your other identity. + +Changing from one identity to the other takes 1 minute and must be done out of sight from other creatures. As this process involves both physical changes such as clothing and makeup along with an altered state of mind, other effects that change your appearance don't reduce the time required to change identities. + +Your two identities are completely distinct. You have your current identity's alignment for effects that rely on alignment, though you are eligible for abilities that require a certain alignment (such as a cleric's deity) only if both of your identities qualify. Checks to [Recall Knowledge](rules/actions/recall-knowledge.md) about one of your identities don't reveal information about the other unless the person attempting the check knows both identities are the same person. Effects that detect you based on your identity, such as the [detect alignment](compendium/spells/detect-alignment.md) spell, work only if you are currently in the identity the effect is trying to detect; otherwise, the effect fails as if the target didn't exist. + +To maintain the separation between your identities, some of your abilities have one of two traits: social or vigilante. + +You can use social feats only while in your social identity. + +Your class feats and vigilante feats are associated with your vigilante identity, and using them while in your social identity risks exposing you as a vigilante. This means that if you were particularly meek or inconspicuous before you took this feat, your identity could be at greater risk of exposure. If your identity is exposed to the public, you lose the benefits of Vigilante Dedication to disguising yourself, but you can otherwise use both social and vigilante abilities in either identity unless they rely on your identity being a secret. You can use feats that don't have either trait regardless of your current identity. + +**Special.** You can't select another dedication feat until you have gained two other feats from the vigilante archetype. + +*Source: Advanced Player's Guide p. 196* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Hidden Magic, Feat 4 +collapse: closed +# Hidden Magic *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion); [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) + +You've learned to hide the magical auras of your gear. During your daily preparations, you carefully tweak any or all of your magic items to appear non-magical. Objects adjusted in this way remain so until your next preparations. + +A spellcaster using [detect magic](compendium/spells/detect-magic.md) or [read aura](compendium/spells/read-aura.md) must succeed at a [Perception](compendium/skills.md#Perception) check against your [Deception](compendium/skills.md#Deception) DC to see through your obfuscations. + +*Source: Advanced Player's Guide p. 196* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Minion Guise, Feat 4 +collapse: closed +# Minion Guise *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) [social](rules/traits/social-apg.md) + +- **Prerequisites**: animal companion or familiar, expert in [Deception](compendium/skills.md#Deception), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) + +When you are in your social identity, you can also grant a social identity to an animal companion, familiar, or other minion you gained from a class feature. When changing to your social identity, you also change your minion's appearance to that of a socially acceptable creature of its type, such as grooming a wolf to appear as a large dog or disguising a familiar to appear as an exotic pet. Commanding your minion to use unusual magical or combat abilities it gained from your class features or feats while in this social identity risks exposing your vigilante identity. + +*Source: Advanced Player's Guide p. 196* +%% #trait/archetype #trait/skill #trait/social %% +``` + +```ad-embed-feat +title: Quick Draw (Rogue), Feat 4* +collapse: closed +# Quick Draw (Rogue) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[rogue](rules/traits/rogue.md) + +> [!pf2-note] This version of [Quick Draw (Rogue)](compendium/feats/quick-draw-rogue.md) is intended for use with the Vigilante Archetype. Its level has been changed accordingly. + +- **Activity** Single Action + +You draw your weapon and attack with the same motion. You [Interact](rules/actions/interact.md) to draw a weapon, then [Strike](rules/actions/strike.md) with that weapon. + +*Source: Core Rulebook p. 184* +%% #trait/rogue %% +``` + +```ad-embed-feat +title: Safe House, Feat 4 +collapse: closed +# Safe House *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) + +You establish a safe house—a secure space in which to hide your secrets from the outside world. This safe house is roughly the size of a 10-foot cube. It's in a location you have access to, and it can be part of a larger building or structure, like a hidden room or an underground cave. The safe house protects objects and people inside it from magical detection. This has the effects of nondetection, using your [Deception](compendium/skills.md#Deception) modifier for the counteract DC and half your level rounded up for the counteract level. Setting up or moving your safe house takes a week of downtime. The size of the safe house expands to four 10-foot cubes if you're an expert in [Deception](compendium/skills.md#Deception), eight cubes if you're a master, and 16 cubes if you're legendary. + +*Source: Advanced Player's Guide p. 196* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Social Purview, Feat 4 +collapse: closed +# Social Purview *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) + +You have built a reputation for yourself in your social identity. Choose one archetype that you meet the prerequisites for. You gain that archetype's dedication feat and can select feats from that archetype, even if you haven't yet gained enough feats in the vigilante archetype to take another dedication feat. These feats become part of your social identity and gain the social trait—for instance, a fighter vigilante could take the wizard dedication feat and have a wizard social identity. Using these feats in your social identity doesn't risk exposing your vigilante identity, but using them in your vigilante identity could put you at risk for exposure. + +*Source: Advanced Player's Guide p. 196* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Startling Appearance, Feat 6 +collapse: closed +# Startling Appearance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [vigilante](rules/traits/vigilante-apg.md) + +- **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) +- **Requirements**: You are completely [unnoticed](rules/conditions.md#Unnoticed) by the target creature. +- **Activity** Single Action + +You can startle foes who are unaware of your presence. + +Make a [Strike](rules/actions/strike.md) against your target. That creature is [flat-footed](rules/conditions.md#Flat-footed) against this [Strike](rules/actions/strike.md), as normal. If your [Strike](rules/actions/strike.md) hits, the target remains [flat-footed](rules/conditions.md#Flat-footed) for the rest of your turn and is [frightened](rules/conditions.md#Frightened) ([frightened](rules/conditions.md#Frightened) on a critical hit). + +*Source: Advanced Player's Guide p. 197* +%% #trait/archetype #trait/emotion #trait/fear #trait/mental #trait/vigilante %% +``` + +```ad-embed-feat +title: Quick Change, Feat 7 +collapse: closed +# Quick Change *Feat 7* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: master in [Deception](compendium/skills.md#Deception), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) + +You can shift between your identities with ease. Instead of spending 1 minute to change your identity, you can now do so as a 3-action activity. If you are legendary in [Deception](compendium/skills.md#Deception), you can perform this change as a 1-action activity. + +*Source: Advanced Player's Guide p. 197* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Subjective Truth, Feat 7 +collapse: closed +# Subjective Truth *Feat 7* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Deception](compendium/skills.md#Deception), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) + +Your disparate identities allow you to defeat magic that detects lies. As long as what you say is true from the point of view of your current identity, you can say it even under effects like [zone of truth](compendium/spells/zone-of-truth.md) that force you to speak the truth. + +*Source: Advanced Player's Guide p. 197* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Many Guises, Feat 8 +collapse: closed +# Many Guises *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: master in [Deception](compendium/skills.md#Deception), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) + +You can take on any number of mundane guises. Whenever you change your identity, instead of taking on your social or vigilante identity, you can become someone completely ordinary. This identity isn't a specific individual—rather, you become a nondescript member of your ancestry, of any gender, with a neutral alignment and a mundane occupation such as common laborer, farmer, or peasant. Spells and abilities detect you as if you were this ordinary identity, rather than either of your two real identities, unless they succeed at a counteract check against your [Deception](compendium/skills.md#Deception) DC. + +You can't use either social abilities or vigilante abilities while in this identity. + +*Source: Advanced Player's Guide p. 197* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Frightening Appearance, Feat 12* +collapse: closed +# Frightening Appearance *Feat 12* +[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) + +> [!pf2-note] This version of [Frightening Appearance](compendium/feats/frightening-appearance-apg.md) is intended for use with the Vigilante Archetype. Its level has been changed accordingly. + +- **Prerequisites**: expert in [Intimidation](compendium/skills.md#Intimidation), [Startling Appearance](compendium/feats/startling-appearance-loag.md) + +Your dramatic appearances can frighten bystanders. When you make a Startling Appearance, you can also attempt to [Demoralize](rules/actions/demoralize.md) each opponent within 10 feet to whom you were [unnoticed](rules/conditions.md#Unnoticed) before your [Strike](rules/actions/strike.md). + +*Source: Advanced Player's Guide p. 197* +%% #trait/archetype #trait/vigilante %% +``` + +```ad-embed-feat +title: Stunning Appearance, Feat 16* +collapse: closed +# Stunning Appearance *Feat 16* +[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) + +> [!pf2-note] This version of [Stunning Appearance](compendium/feats/stunning-appearance-apg.md) is intended for use with the Vigilante Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Startling Appearance](compendium/feats/startling-appearance-loag.md) + +Your sudden appearance leaves your foe unable to respond. + +When you use Startling Appearance, if your foe's level is equal to or lower than yours, they are also [stunned](rules/conditions.md#Stunned) on a hit, or [stunned](rules/conditions.md#Stunned) on a critical hit. + +*Source: Advanced Player's Guide p. 197* +%% #trait/archetype #trait/vigilante %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/viking-apg.md b/compendium/character/archetypes/viking-apg.md new file mode 100644 index 000000000..fdd52cdf0 --- /dev/null +++ b/compendium/character/archetypes/viking-apg.md @@ -0,0 +1,136 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Viking"] +--- +# Viking *Dedication Level 2* + +To go "a-viking" is to raid by sea, and thus vikings have spread far and wide. Some have even settled in the very communities they once raided. Vikings traditionally travel in longboats; a score of these warriors might live aboard their ship for days at a time, sailing the seas (or, as they call it, the "whale-road") to ambush coastal communities. Once they arrive at a settlement, they charge ashore, plundering all they can find and slaying anyone foolish enough to get in their way. The ferocity of viking raids is legendary. + +*Source: Advanced Player's Guide p. 198* + +```ad-embed-feat +title: Viking Dedication, Feat 2 +collapse: closed +# Viking Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) + +Vikings spend long periods of time at sea, only to leap from their boats at a moment's notice, charge through the surf, and take their enemies by storm. You're trained in [Sailing Lore](compendium/skills.md#Lore). When moving through water using your land Speed, you ignore difficult terrain resulting from shallow water, such as in bogs or on beaches. In addition, if you roll a success for your [Athletics](compendium/skills.md#Athletics) check to [Swim](rules/actions/swim.md), you get a critical success instead. + +**Special.** You can't select another dedication feat until you have gained two other feats from the viking archetype. + +*Source: Advanced Player's Guide p. 198* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Hurling Charge, Feat 4 +collapse: closed +# Hurling Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Viking Dedication](compendium/feats/viking-dedication-apg.md) +- **Activity** Two-Action + +You make a ranged [Strike](rules/actions/strike.md) with a thrown weapon you already have in your hand, [Stride](rules/actions/stride.md), and then [Interact](rules/actions/interact.md) to draw another weapon. If you are [raging](rules/actions/rage.md), you can add the additional damage with melee weapons you receive from [raging](rules/actions/rage.md) to your damage with the thrown weapon. + +*Source: Advanced Player's Guide p. 198* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Reactive Shield, Feat 4* +collapse: closed +# Reactive Shield [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[fighter](rules/traits/fighter.md) + +> [!pf2-note] This version of [Reactive Shield](compendium/feats/reactive-shield.md) is intended for use with the Viking Archetype. Its level has been changed accordingly. + +- **Trigger** An enemy hits you with a melee [Strike](rules/actions/strike.md). +- **Requirements**: You are wielding a shield. +- **Activity** Reaction + +You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the [Raise a Shield](rules/actions/raise-a-shield.md) action and gain your shield's bonus to AC. The circumstance bonus from the shield applies to your AC when you're determining the outcome of the triggering attack. + +*Source: Core Rulebook p. 145* +%% #trait/fighter %% +``` + +```ad-embed-feat +title: Viking Weapon Familiarity, Feat 4 +collapse: closed +# Viking Weapon Familiarity *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Viking Dedication](compendium/feats/viking-dedication-apg.md) + +From childhood, you have been exposed to traditional viking weapons, and you soon learned to handle them in battle. Now, you can raid proudly alongside your fellows. You are trained with the [battle axe](compendium/equipment/items/battle-axe.md), [hatchet](compendium/equipment/items/hatchet.md), [longsword](compendium/equipment/items/longsword.md), and [shortsword](compendium/equipment/items/shortsword.md). In addition, you gain the [Shield Block](compendium/feats/shield-block.md) reaction. + +*Source: Advanced Player's Guide p. 198* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Second Shield, Feat 6 +collapse: closed +# Second Shield [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Viking Dedication](compendium/feats/viking-dedication-apg.md) +- **Trigger** Your [Shield Block](compendium/feats/shield-block.md) causes your shield to break or be destroyed. +- **Activity** Free Action + +You're used to your shield breaking in the middle of battle, and you're prepared to use a backup or any convenient nearby object to defend yourself. You can [Interact](rules/actions/interact.md) to draw a shield on your person or an unattended shield within your reach. If there is an object within your reach that could serve as an improvised shield—for example, a table or chair— you can [Interact](rules/actions/interact.md) to draw it with this feat. The GM determines if something can be used as an improvised shield. Your new shield isn't raised until you use the [Raise a Shield](rules/actions/raise-a-shield.md) action, as normal. + +*Source: Advanced Player's Guide p. 198* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Shielded Stride, Feat 6* +collapse: closed +# Shielded Stride *Feat 6* +[fighter](rules/traits/fighter.md) + +> [!pf2-note] This version of [Shielded Stride](compendium/feats/shielded-stride.md) is intended for use with the Viking Archetype. Its level has been changed accordingly. + + +When your shield is up, your enemies' blows can't touch you. When you have your [shield raised](rules/actions/raise-a-shield.md), you can [Stride](rules/actions/stride.md) to move half your Speed without triggering reactions that are triggered by your movement (such as [Attacks of Opportunity](rules/abilities/attack-of-opportunity.md)). You can use Shielded Stride while Flying or Swimming instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type. + +*Source: Core Rulebook p. 146* +%% #trait/fighter %% +``` + +```ad-embed-feat +title: Viking Weapon Specialist, Feat 6 +collapse: closed +# Viking Weapon Specialist *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Viking Weapon Familiarity](compendium/feats/viking-weapon-familiarity-apg.md) + +You are even more skilled in the weapons of your people. You gain the critical specialization effects of the [battle axe](compendium/equipment/items/battle-axe.md), [hatchet](compendium/equipment/items/hatchet.md), [longsword](compendium/equipment/items/longsword.md), and [shortsword](compendium/equipment/items/shortsword.md). Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in the above four weapons. + +*Source: Advanced Player's Guide p. 198* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Quick Shield Block (Fighter), Feat 10* +collapse: closed +# Quick Shield Block (Fighter) *Feat 10* +[fighter](rules/traits/fighter.md) + +> [!pf2-note] This version of [Quick Shield Block (Fighter)](compendium/feats/quick-shield-block-fighter.md) is intended for use with the Viking Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Shield Block](compendium/feats/shield-block.md) + +You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to [Shield Block](compendium/feats/shield-block.md). + +*Source: Core Rulebook p. 149* +%% #trait/fighter %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/weapon-improviser-apg.md b/compendium/character/archetypes/weapon-improviser-apg.md new file mode 100644 index 000000000..a6216bb59 --- /dev/null +++ b/compendium/character/archetypes/weapon-improviser-apg.md @@ -0,0 +1,122 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/apg +aliases: ["Weapon Improviser"] +--- +# Weapon Improviser *Dedication Level 2* + +As far as you're concerned, the best weapon to wield is the one that your opponents never see coming. By knowing how to fight effectively with whatever's at hand, you ensure that you're never caught unarmed, and you often get the drop on opponents who mistakenly think they've caught you off guard. + +Whether you're smashing someone over the head with a bar stool, tossing a mug of ale in their face to blind them, or stabbing your foes with a broken bottle, you can find weapons anywhere and employ them creatively whenever a fight breaks out. Because you fight with disposable weapons, you don't need to be as careful with your weapons as other warriors do, and you can break them when needed to win a fight without feeling any regrets later. + +## Improvised Weapon Ideas +APG p. 198 + +**Cavern:** broken stalagmites, large mushrooms, old bones + +**Docks:** barrel, crate, hook + +**Forest:** branch, needles or thorns + +**Market:** box, fruit, scale, sign + +**Noble Court:** gavel, goblet, quill, lectern + +**Tavern:** bottle, mug, serving tray, stool + +*Source: Advanced Player's Guide p. 198* + +```ad-embed-feat +title: Weapon Improviser Dedication, Feat 2 +collapse: closed +# Weapon Improviser Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in all martial weapons + +You don't take the normal –2 penalty to attack rolls with improvised weapons. Additionally, whenever you gain a class feature that grants you expert or greater proficiency with any weapon, you also gain that proficiency with improvised weapons. + +**Special.** You can't select another dedication feat until you have gained two other feats from the weapon improviser archetype. + +*Source: Advanced Player's Guide p. 199* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Improvised Pummel, Feat 4 +collapse: closed +# Improvised Pummel [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Weapon Improviser Dedication](compendium/feats/weapon-improviser-dedication-apg.md) +- **Requirements**: You are wielding an improvised weapon. +- **Activity** Single Action + +You make a [Strike](rules/actions/strike.md) with your wielded improvised weapon. You gain a +1 item bonus to the attack roll, and the [Strike](rules/actions/strike.md) deals two weapon damage dice if it would have dealt fewer. If the attack is a critical hit, in addition to the effect of the critical hit, the improvised weapon breaks. If the item has a Hardness greater than your level, or if it's an artifact, cursed item, or other item that's difficult to break or destroy, the item doesn't break and the attack is a hit instead of a critical hit. + +At 12th level, your item bonus to the attack roll increases to +2 instead of +1, and at 16th level, the [Strike](rules/actions/strike.md) deals three weapon damage dice if it would have dealt fewer, instead of two. + +*Source: Advanced Player's Guide p. 199* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Surprise Strike, Feat 6 +collapse: closed +# Surprise Strike *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Weapon Improviser Dedication](compendium/feats/weapon-improviser-dedication-apg.md) + +Whenever you make a [Strike](rules/actions/strike.md) with an improvised weapon against a creature that hasn't seen you make a [Strike](rules/actions/strike.md) using an improvised weapon or that is otherwise ignorant of your skill with improvised weapons, the creature is [flat-footed](rules/conditions.md#Flat-footed) against you for that [Strike](rules/actions/strike.md). + +*Source: Advanced Player's Guide p. 199* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Improvised Critical, Feat 8 +collapse: closed +# Improvised Critical *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Weapon Improviser Dedication](compendium/feats/weapon-improviser-dedication-apg.md) + +You can apply critical specialization effects to improvised weapons you wield. For any given improvised weapon, the GM determines which critical specialization effect is most applicable, based on the type of object it is. + +*Source: Advanced Player's Guide p. 199* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Makeshift Strike, Feat 8 +collapse: closed +# Makeshift Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Weapon Improviser Dedication](compendium/feats/weapon-improviser-dedication-apg.md) +- **Activity** Single Action + +You quickly snatch up whatever's nearby and then attack with it as an improvised weapon. You [Interact](rules/actions/interact.md) to pick up a nearby object you could use as an improvised weapon. It must be located at around your chest level, such as a mug on a table, rather than an object on the floor. You then either [Strike](rules/actions/strike.md) or make an [Improvised Pummel](compendium/feats/improvised-pummel-apg.md) with the improvised weapon. + +*Source: Advanced Player's Guide p. 199* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Shattering Strike, Feat 10 +collapse: closed +# Shattering Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Improvised Pummel](compendium/feats/improvised-pummel-apg.md) +- **Trigger** An improvised weapon that you are wielding becomes [broken](rules/conditions.md#Broken) as a result of a critical success on an [Improvised Pummel](compendium/feats/improvised-pummel-apg.md). +- **Activity** Reaction + +The improvised weapon shatters, destroying it completely but dealing an additional `3d6` piercing damage to the creature you hit with the Improvised Pummel. This extra damage you apply on the critical hit doesn't double from the critical hit, as normal. + +*Source: Advanced Player's Guide p. 199* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/wellspring-mage-som.md b/compendium/character/archetypes/wellspring-mage-som.md new file mode 100644 index 000000000..c81c17609 --- /dev/null +++ b/compendium/character/archetypes/wellspring-mage-som.md @@ -0,0 +1,220 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/som +aliases: ["Wellspring Mage"] +--- +# Wellspring Mage *Dedication Level 2* + +The source of your magic buckles against your control, always pressing to be released. + +## Wellspring Magic +SoM p. 248 + +You regain magic power quickly, but it can be difficult for you to control. You must select [Wellspring Mage Dedication](compendium/feats/wellspring-mage-dedication-som.md) as your 2nd-level class feat. + +**Prerequisites:** You must have a class that casts spells with a spell repertoire. + +**Wellspring Mage Adjustments:** You learn spells as normal for your class, but change your spontaneous spellcasting in the following ways. + +You can cast fewer spells each day unless you gain more spells thanks to your wellspring. Reduce your number of spell slots of each spell level by 1. Reduce the number of cantrips you gain from your class by 1. + +A wellspring of magic fills you with power that's not fully under your control. When you roll initiative for a non-trivial combat encounter, as well as in other high-stress situations of the GM's choice, magic wells up within you. Attempt a DC 6 flat check. + +> [!success-degree] +> - **Critical Success** You temporarily recover an expended spell slot of any level of your choice. The temporary spell slot lasts for 1 minute, and if you don't use it by then, you experience an immediate wellspring surge. +> - **Success** As critical success, except you randomly determine the level of spell slot from among your top three spell levels (or all your levels of spell slots if you have fewer than three). The slot lasts 3 rounds instead of 1 minute. +> - **Failure** You generate a wellspring surge, with a spell level chosen randomly among your top three levels of spell slots (or all your levels if you have fewer than three). + +You can gain a temporary spell slot no more than twice per day. If you would gain a temporary spell slot for a level that has no expended spell slots, there's no effect. If you use a temporary slot to cast a spell with a duration, the spell ends whenever you would have lost the slot if its duration hasn't yet elapsed. If you roll for wellspring magic while you currently have a temporary spell slot, you automatically fail the flat check. + +## Wellspring Surges +SoM p. 248 + +When your wellspring magic goes out of control, it becomes a wellspring surge. Typically, this happens when you fail the flat check from wellspring magic, but other wellspring mage feats have effects that sometimes cause you to generate a wellspring surge, or might even cause your foes to do so. + +Roll `1d20` and use [Table 5–2: Wellspring Surges](rules/tables/wellspring-surges-som.md) below to determine the surge's effect. If the effect calls for a damage type, the GM chooses the type based on the types of spells you know or your current location. The wellspring surge uses your spell DC. You have no control over the way your wellspring surge manifests. You are the point of origin for your wellspring surges, and you are not excluded from their effects. If you force a foe to generate a surge, they are the origin point of that surge instead. + +If your wellspring was granted by a being like a god or muse, the entity's intentions might sometimes alter the results of wellspring surges, or move the point of origin for an area to any point within 30 feet if the GM determines this fits the situation. For example, instead of uncontrolled damage, the entity might choose to damage only creatures opposing its plan, even if they are your allies. + +A wellspring surge always has the trait of your magical tradition, plus any traits that appear in parentheses at the end of the surge's effects. + +| `d20` | Effect | +|-------|--------| +| 1 | **Energy Unleashed** ([evocation](rules/traits/evocation.md)) Raw energy deals 2d6 damage per spell level of the surge (basic Reflex save) in a 10-foot burst. | +| 2 | **Positive Energy Expulsion** ([healing](rules/traits/healing.md), [necromancy](rules/traits/necromancy.md), [positive](rules/traits/positive.md)) Positive energy explodes outward, healing living creatures for 1d8 Hit Points per spell level of the surge in a 20-foot burst. Undead creatures instead take the same amount of positive damage, with a basic Will save. | +| 3 | **Mass Siphon** ([transmutation](rules/traits/transmutation.md)) Creatures and objects within a 30-foot emanation become nearly weightless until the end of your next turn. Nearly weightless creatures can [Climb](rules/actions/climb.md) at their land Speed and can [Leap](rules/actions/leap.md) as far upward as they could normally [Leap](rules/actions/leap.md) horizontally. | +| 4 | **Magical Nemesis** ([conjuration](rules/traits/conjuration.md), [teleportation](rules/traits/teleportation.md)) A random creature connected to your magic (or inimical to it) appears within 60 feet. The creature should be of a level approximately equal to the level of an animal summoned by [summon animal](compendium/spells/summon-animal.md) of the spell level, although it can be of any type. The GM determines the specific creature. The creature is [unfriendly](rules/conditions.md#Unfriendly) to you and friendly to your apparent enemies. After 1 minute, the creature can choose either to return where it came from or to remain. It is not [summoned](rules/traits/summoned.md) or a [minion](rules/traits/minion.md). | +| 5 | **Monstrous Transformation** ([mental](rules/traits/mental.md), [morph](rules/traits/morph.md), [transmutation](rules/traits/transmutation.md)) Your head and arms transform into an exaggerated imitation of a creature connected to your magic for 1 minute. The GM determines the creature. You gain a status bonus to weapon and unarmed damage rolls equal to the spell level. At the start of each of your turns while you are transformed, you must succeed at a Will saving throw or be [confused](rules/conditions.md#Confused) until the start of your next turn. On a critical success, you can choose to end the effect entirely, also losing the status bonus. | +| 6 | **Sudden Gale** ([air](rules/traits/air.md), [evocation](rules/traits/evocation.md)) Weather in a 40-foot emanation is disturbed. Strong winds blow in a random direction for 1 minute. Each creature that starts its turn in the area must succeed at a Fortitude save or fall [prone](rules/conditions.md#Prone) (and be pushed 10 feet on a critical failure), and you must succeed at this save immediately after the surge. Any movement against the wind is difficult terrain, or greater difficult terrain while flying. | +| 7 | **Tremor** ([earth](rules/traits/earth.md), [evocation](rules/traits/evocation.md)) The earth trembles in a 40-foot emanation. Each creature on a surface must immediately succeed at a Fortitude save or fall [prone](rules/conditions.md#Prone). The surface then becomes difficult terrain for 1 minute. | +| 8 | **Oppressive Voice** ([divination](rules/traits/divination.md), [mental](rules/traits/mental.md), [nonlethal](rules/traits/nonlethal.md)) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take 1d4 mental damage per spell level with a basic Will save. On a failure, you're also [stunned](rules/conditions.md#Stunned) ([stunned](rules/conditions.md#Stunned) on a critical failure). | +| 9 | **Trinket Squall** ([illusion](rules/traits/illusion.md)) Visual illusions of objects related to your magic fall like rain throughout a 40-foot burst for 1 minute, giving concealment in the area. Creatures can attempt to 0. | +| 10 | **Antimagic Eruption** ([abjuration](rules/traits/abjuration.md)) The surge attempts to counteract a random spell active on you and on each creature within a 10-foot burst. | +| 11 | **Mental Broadcast** ([detection](rules/traits/detection.md), [divination](rules/traits/divination.md), [mental](rules/traits/mental.md)) For 1 minute, everyone within 30 feet of you can hear your surface thoughts. | +| 12 | **Verdant Clutch** ([conjuration](rules/traits/conjuration.md), [plant](rules/traits/plant.md)) Plants and vines grow from all surfaces within 20 feet, causing all creatures in the area to be [immobilized](rules/conditions.md#Immobilized) unless they succeed at a Reflex save. The [Escape](rules/actions/escape.md) DC is equal to the spell DC. | +| 13 | **Tinge of Terror** ([emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [fear](rules/traits/fear.md), [mental](rules/traits/mental.md)) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming [frightened](rules/conditions.md#Frightened) on a failure or [frightened](rules/conditions.md#Frightened) on a critical failure. | +| 14 | **Strike up the Band** ([auditory](rules/traits/auditory.md), [illusion](rules/traits/illusion.md)) For 1 minute, you are followed by orchestral theme music tied to the emotional content of the actions you're performing. This grants you a +2 status bonus to [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), and [Performance](compendium/skills.md#Performance) checks, a –2 status penalty to [Deception](compendium/skills.md#Deception) checks, and makes certain uses of [Stealth](compendium/skills.md#Stealth) virtually impossible. It might have other effects as the GM sees fit. | +| 15 | **Life Sap** ([necromancy](rules/traits/necromancy.md)) The surge drains your life force and strength. You become [drained](rules/conditions.md#Drained) and [doomed](rules/conditions.md#Doomed), and you are [enfeebled](rules/conditions.md#Enfeebled) for 1 minute. | +| 16 | **Ablative Barrier** ([abjuration](rules/traits/abjuration.md)) Energy forms a protective barrier that ablates slowly as creatures in the area take damage. All creatures in a 40-foot burst gain resistance to all damage equal to double the surge's spell level for up to 1 minute. Whenever a creature applies this resistance, the resistance for all affected creatures reduces by 1. The effect ends for all creatures when it reduces to 0. | +| 17 | **Luminous Pests** ([illusion](rules/traits/illusion.md), [visual](rules/traits/visual.md)) Numerous tiny flying creatures formed of bright colorful light, such as bats or hummingbirds, emerge from you, flying in a 30-foot cone. You and all creatures in the cone must succeed at a Will save or be [dazzled](rules/conditions.md#Dazzled) for 1 minute, or [blinded](rules/conditions.md#Blinded) for 1 round and then [dazzled](rules/conditions.md#Dazzled) for 1 minute on a critical failure. | +| 18 | **Emotional Turmoil** ([emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [mental](rules/traits/mental.md)) A swirl of conflicting emotions overwhelm you from the surging magic. For 1 minute, attempt a DC 11 flat check at the start of each of your turns. On a success, you gain a +2 status bonus to all attack rolls, saving throws, and skill checks; on a failure, you take a –2 status penalty to them instead. | +| 19 | **Sudden Downpour** ([evocation](rules/traits/evocation.md), [water](rules/traits/water.md)) Water cascades from above, putting out non-magical fires in a 10-foot burst and attempting to counteract magical fires. | +| 20 | **Spell Surge** You immediately cast any spell in your repertoire of the surge's spell level or lower (or from your prepared spells or innate spells if you don't have a repertoire but have been forced to generate a wellspring surge). You must choose a spell that takes 3 or fewer actions to cast. | + + +*Source: Secrets of Magic p. 248* + +```ad-embed-feat +title: Wellspring Mage Dedication, Feat 2 +collapse: closed +# Wellspring Mage Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [class](rules/traits/class-som.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: wellspring magic + +There's no longer a limit on how many temporary spell slots you can gain per day from wellspring magic. + +**Special.** You can't select another dedication feat until you gain two other feats from the wellspring mage archetype. + +*Source: Secrets of Magic p. 249* +%% #trait/rare #trait/archetype #trait/class #trait/dedication %% +``` + +```ad-embed-feat +title: Wellspring Control, Feat 4 +collapse: closed +# Wellspring Control *Feat 4* +[archetype](rules/traits/archetype.md) [fortune](rules/traits/fortune.md) + +- **Prerequisites**: [Wellspring Mage Dedication](compendium/feats/wellspring-mage-dedication-som.md) + +When you generate a wellspring surge, roll twice on [Table 5–2](rules/tables/wellspring-surges-som.md) and take the result of your choice. This doesn't apply when you cause another creature to generate a wellspring surge. + +*Source: Secrets of Magic p. 249* +%% #trait/archetype #trait/fortune %% +``` + +```ad-embed-feat +title: Urgent Upwelling, Feat 6 +collapse: closed +# Urgent Upwelling [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Wellspring Mage Dedication](compendium/feats/wellspring-mage-dedication-som.md) +- **Frequency**: once per 10 minutes +- **Trigger** An enemy reduces you to 0 HP, an enemy critically hits you, or you critically fail a saving throw against an enemy's effect. +- **Activity** Reaction + +Defeat lets you to tap into your wellspring. Attempt the flat check for wellspring magic. If you critically succeed, you can choose to forgo gaining a temporary spell slot to instead have the triggering enemy undergo a wellspring surge. This surge functions just as it would for you, the only difference being that it emits from the enemy. + +*Source: Secrets of Magic p. 249* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Energetic Resonance, Feat 8* +collapse: closed +# Energetic Resonance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[abjuration](rules/traits/abjuration.md) [sorcerer](rules/traits/sorcerer.md) + +> [!pf2-note] This version of [Energetic Resonance](compendium/feats/energetic-resonance-apg.md) is intended for use with the Wellspring Mage Archetype. Its level has been changed accordingly. + +- **Trigger** You would take acid, cold, electricity, fire, or sonic damage from a spell. +- **Requirements**: You have an unexpended spell slot of a level equal to or higher than the triggering spell. +- **Activity** Reaction + +Your blood resonates with magical energy, mitigating the effects of harmful spells. Expend one of your spell slots of a level equal to or higher than that of the triggering spell. You gain resistance to one of the triggering effect's damage types equal to twice the expended spell slot's level. + +*Source: Advanced Player's Guide p. 139* +%% #trait/abjuration #trait/sorcerer %% +``` + +```ad-embed-feat +title: Spell Relay, Feat 8* +collapse: closed +# Spell Relay [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[concentrate](rules/traits/concentrate.md) [sorcerer](rules/traits/sorcerer.md) + +> [!pf2-note] This version of [Spell Relay](compendium/feats/spell-relay-apg.md) is intended for use with the Wellspring Mage Archetype. Its level has been changed accordingly. + +- **Trigger** An ally [Casts a Spell](rules/actions/cast-a-spell.md) and you are within that spell's range. +- **Activity** Reaction + +You open the power in your blood to your ally's spellcasting, using your magic to boost their range. Your ally can use you as the point of origin for their spell, calculating range and cover from your space instead of their own. + +*Source: Advanced Player's Guide p. 139* +%% #trait/concentrate #trait/sorcerer %% +``` + +```ad-embed-feat +title: Surging Might, Feat 10* +collapse: closed +# Surging Might [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [oracle](rules/traits/oracle-apg.md) + +> [!pf2-note] This version of [Surging Might](compendium/feats/surging-might-apg.md) is intended for use with the Wellspring Mage Archetype. Its level has been changed accordingly. + +- **Activity** Single Action + +With a complex gesture, you focus the divine power of your spell to overcome enemies' resistances. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md), the spell ignores an amount of the target's resistance equal to your level against all the following types of damage: chaotic, evil, good, lawful, negative, and positive. This applies to all damage the spell deals, including [persistent damage](rules/conditions.md#Persistent%20Damage) and damage caused by an ongoing effect of the spell, such as the positive energy within a field of life. This doesn't cause the spell to ignore immunities, only resistances. + +*Source: Advanced Player's Guide p. 80* +%% #trait/manipulate #trait/metamagic #trait/oracle %% +``` + +```ad-embed-feat +title: Interfering Surge, Feat 12* +collapse: closed +# Interfering Surge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* +[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Interfering Surge](compendium/feats/interfering-surge-som.md) is intended for use with the Wellspring Mage Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Wellspring Mage Dedication](compendium/feats/wellspring-mage-dedication-som.md) +- **Trigger** A creature you can see Casts a Spell. +- **Requirements**: You have an unexpended spell slot and can see the triggering spell's manifestations. +- **Activity** Reaction + +You overcharge the triggering spell with magic. You expend a spell slot and attempt to counteract the triggering spell using the energy of the expended slot. If the triggering spell is in your repertoire and the spell slot you expended was a high enough level to cast it, you take no penalty. Otherwise, you take a –2 penalty to the counteract check if the triggering spell was cast using the same magical tradition you cast, or a –5 penalty if it was cast using a different tradition. + +If the triggering spell is successfully counteracted, it creates a wellspring surge from its caster in addition to the normal effects of being counteracted. If it isn't counteracted, your expended spell slot creates a wellspring surge from you. + +**Special.** This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, primal, or occult). + +*Source: Secrets of Magic p. 249* +%% #trait/abjuration #trait/archetype %% +``` + +```ad-embed-feat +title: Scintillating Spell, Feat 16* +collapse: closed +# Scintillating Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* +[concentrate](rules/traits/concentrate.md) [light](rules/traits/light.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) + +> [!pf2-note] This version of [Scintillating Spell](compendium/feats/scintillating-spell-apg.md) is intended for use with the Wellspring Mage Archetype. Its level has been changed accordingly. + +- **Activity** Single Action + +Your spells become a radiant display of light and color. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) that doesn't have the [darkness](rules/traits/darkness.md) trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is [dazzled](rules/conditions.md#Dazzled) for 1 round, and those who critically failed are instead [blinded](rules/conditions.md#Blinded) for 1 round. + +*Source: Advanced Player's Guide p. 141* +%% #trait/concentrate #trait/light #trait/metamagic #trait/sorcerer %% +``` + +```ad-embed-feat +title: Echoing Spell, Feat 18* +collapse: closed +# Echoing Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* +[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) + +> [!pf2-note] This version of [Echoing Spell](compendium/feats/echoing-spell-apg.md) is intended for use with the Wellspring Mage Archetype. Its level has been changed accordingly. + +- **Activity** Single Action + +You time the components of your spell with exacting precision, setting up a resonance that duplicates the spell's effects. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) of 4th level or lower that has no duration, the spell's energy reverberates and echoes. You can [Cast the Spell](rules/actions/cast-a-spell.md) a second time before the end of your next turn without expending a spell slot. + +*Source: Advanced Player's Guide p. 141* +%% #trait/concentrate #trait/metamagic #trait/sorcerer %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/witch-apg.md b/compendium/character/archetypes/witch-apg.md new file mode 100644 index 000000000..2f26717d2 --- /dev/null +++ b/compendium/character/archetypes/witch-apg.md @@ -0,0 +1,124 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- archetype/benefit/spellcasting +- compendium/src/pf2e/apg +aliases: ["Witch"] +--- +# Witch *Dedication Level 2* + +You have heard the whispers of a distant patron, who sent an emissary to teach you powerful magic. + +## Multiclass Witch characters +APG p. 154 + +The witch archetype grants versatile prepared spells, perfect for characters looking to add some extra utility. + +*Source: Advanced Player's Guide p. 154* + +```ad-embed-feat +title: Witch Dedication, Feat 2 +collapse: closed +# Witch Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Intelligence 14 + +You cast spells like a witch. Choose a patron; You gain a familiar with two common cantrips of your choice from your chosen patron's tradition, but aside from the tradition, you don't gain any other effects the patron would usually grant. Your familiar has one less familiar ability than normal. You gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity. You can prepare one cantrip each day from your familiar. You're trained in spell attack rolls and spell DCs from your patron's tradition. Your key spellcasting ability for witch archetype spells is Intelligence, and they are witch spells of your patron's tradition. You become trained in the skill associated with the patron's tradition; if you were already trained in it, you instead become trained in a skill of your choice. + +**Special.** You can't select another dedication feat until you have gained two other feats from the witch archetype. + +*Source: Advanced Player's Guide p. 154* +%% #trait/archetype #trait/dedication #trait/multiclass %% +``` + +```ad-embed-feat +title: Basic Witch Spellcasting, Feat 4 +collapse: closed +# Basic Witch Spellcasting *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Witch Dedication](compendium/feats/witch-dedication-apg.md) + +You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the witch archetype, add two common spells of that level to your familiar. + +*Source: Advanced Player's Guide p. 154* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Basic Witchcraft, Feat 4 +collapse: closed +# Basic Witchcraft *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Witch Dedication](compendium/feats/witch-dedication-apg.md) + +You gain a 1st- or 2nd-level witch feat of your choice. Your familiar no longer has one less familiar ability than normal. + +*Source: Advanced Player's Guide p. 154* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Witchcraft, Feat 6 +collapse: closed +# Advanced Witchcraft *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Witchcraft](compendium/feats/basic-witchcraft-apg.md) + +You gain one witch feat. For the purpose of meeting its prerequisites, your witch level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another witch feat. + +*Source: Advanced Player's Guide p. 154* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Patron's Breadth, Feat 8 +collapse: closed +# Patron's Breadth *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Witch Spellcasting](compendium/feats/basic-witch-spellcasting-apg.md) + +You can cast more spells each day. Increase the spell slots you gain from witch archetype feats by 1 for each spell level other than your two highest spell levels. + +*Source: Advanced Player's Guide p. 154* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Expert Witch Spellcasting, Feat 12* +collapse: closed +# Expert Witch Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Expert Witch Spellcasting](compendium/feats/expert-witch-spellcasting-apg.md) is intended for use with the Witch Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Basic Witch Spellcasting](compendium/feats/basic-witch-spellcasting-apg.md), master in the skill associated with your patron's tradition + +You gain the expert spellcasting benefits. + +*Source: Advanced Player's Guide p. 154* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Master Witch Spellcasting, Feat 18* +collapse: closed +# Master Witch Spellcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Master Witch Spellcasting](compendium/feats/master-witch-spellcasting-apg.md) is intended for use with the Witch Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Expert Witch Spellcasting](compendium/feats/expert-witch-spellcasting-apg.md), legendary in the skill associated with your patron's tradition + +You gain the master spellcasting benefits. + +*Source: Advanced Player's Guide p. 154* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/wrestler-lotgb.md b/compendium/character/archetypes/wrestler-lotgb.md new file mode 100644 index 000000000..b5aeba266 --- /dev/null +++ b/compendium/character/archetypes/wrestler-lotgb.md @@ -0,0 +1,312 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/lotgb +aliases: ["Wrestler"] +--- +# Wrestler *Dedication Level 2* + +Wrestlers are athletes who pit their strength and skill against powerful foes. Specializing in a variety of grabs, holds, and strikes, wrestlers are dangerous opponents whose techniques can leave a foe broken and defeated without taking their life. + +The wrestling tradition is common all over Golarion. Gladiators and other warriors who fight for entertainment use wrestling techniques in combat. The discipline's focus on grappling is also useful in non-gladiatorial matches, as many foes are unable to contend with an opponent's hold. Grappling is particularly effective against spellcasters, who have a difficult time completing the somatic components of their spells while grabbed. + +Wrestlers have storied traditions in the Hold of Belkzen, where orcs use specialized grappling techniques to subdue the large animals they ride as mounts. Orcs prefer wrestling these creatures partially to minimize harm to them, but also because they believe that the process of subduing the creature creates a stronger bond between mount and rider. + +Outside of the Inner Sea, wrestlers are common in Iblydos and Arcadia. Iblydan wrestlers focus on grappling techniques to make sure they're never left without a means to fight on the battlefield, even if their weapons are destroyed. Arcadian wrestlers engage in matches designed to retell stories of ancient gods. These matches feature impressive acrobatic feats as well as highly technical grappling maneuvers. + +*Source: Lost Omens: The Grand Bazaar p. 126* + +```ad-embed-feat +title: Wrestler Dedication, Feat 2 +collapse: closed +# Wrestler Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics), unarmed attacks, and unarmored defense + +Your training in the wrestling arts has made you particularly adept at moving, striking, and grappling while unencumbered. + +You become an expert in [Athletics](compendium/skills.md#Athletics) and gain the [Titan Wrestler](compendium/feats/titan-wrestler.md) skill feat. You don't take the –2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. In addition, you gain a +2 circumstance bonus to your Fortitude DC when resisting an opponent's attempts to [Grapple](rules/actions/grapple.md) you or Swallow you Whole. + +**Special.** You can't select another dedication feat until you have gained two other feats from the wrestler archetype. + +*Source: Lost Omens: The Grand Bazaar p. 126* +%% #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Combat Grab, Feat 4* +collapse: closed +# Combat Grab [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) + +> [!pf2-note] This version of [Combat Grab](compendium/feats/combat-grab.md) is intended for use with the Wrestler Archetype. Its level has been changed accordingly. + +- **Requirements**: You have one hand free, and your target is within reach of that hand. +- **Activity** Single Action + +You swipe at your opponent and grab at them. Make a melee [Strike](rules/actions/strike.md) while keeping one hand free. If the [Strike](rules/actions/strike.md) hits, you grab the target using your free hand. The creature remains [grabbed](rules/conditions.md#Grabbed) until the end of your next turn or until it [Escapes](rules/actions/escape.md), whichever comes first. + +*Source: Core Rulebook p. 146* +%% #trait/fighter #trait/press %% +``` + +```ad-embed-feat +title: Crushing Grab, Feat 4* +collapse: closed +# Crushing Grab *Feat 4* +[monk](rules/traits/monk.md) + +> [!pf2-note] This version of [Crushing Grab](compendium/feats/crushing-grab.md) is intended for use with the Wrestler Archetype. Its level has been changed accordingly. + + +Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully [Grapple](rules/actions/grapple.md) a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack [nonlethal](rules/traits/nonlethal.md) with no penalty. + +*Source: Core Rulebook p. 160* +%% #trait/monk %% +``` + +```ad-embed-feat +title: Disengaging Twist, Feat 4 +collapse: closed +# Disengaging Twist [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) +- **Trigger** A creature gives you the [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) condition. +- **Activity** Reaction + +Your ability to twist your opponents' bodies into painful locks and holds makes you particularly adept at escaping such predicaments. Attempt an [Athletics](compendium/skills.md#Athletics) check to [Escape](rules/actions/escape.md) the triggering condition. You gain a +2 circumstance bonus to this check. + +*Source: Lost Omens: The Grand Bazaar p. 126* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Elbow Breaker, Feat 4 +collapse: closed +# Elbow Breaker [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) +- **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). +- **Activity** Single Action + +You bend your opponent's body or limbs into agonizing positions that make it difficult for them to maintain their grip. + +Make an unarmed melee [Strike](rules/actions/strike.md) against the creature you have [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). This [Strike](rules/actions/strike.md) has the following effects in addition to its usual effects. + +> [!success-degree] +> - **Critical Success** You knock one held item out of the creature's grasp. It falls to the ground in the creature's space. +> - **Success** You weaken your opponent's grasp on one held item. Until the start of that creature's turn, attempts to [Disarm](rules/actions/disarm.md) the opponent of that item gain a +2 circumstance bonus, and Wrestler + +*Source: Lost Omens: The Grand Bazaar p. 126* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Snagging Strike, Feat 4* +collapse: closed +# Snagging Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[fighter](rules/traits/fighter.md) + +> [!pf2-note] This version of [Snagging Strike](compendium/feats/snagging-strike.md) is intended for use with the Wrestler Archetype. Its level has been changed accordingly. + +- **Requirements**: You have one hand free, and your target is within reach of that hand. +- **Activity** Single Action + +You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a [Strike](rules/actions/strike.md) while keeping one hand free. If this [Strike](rules/actions/strike.md) hits, the target is [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn or until it's no longer within the reach of your hand, whichever comes first. + +*Source: Core Rulebook p. 145* +%% #trait/fighter %% +``` + +```ad-embed-feat +title: Suplex, Feat 4 +collapse: closed +# Suplex [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) +- **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). +- **Activity** Single Action + +Flexing your entire body, you heave your opponent over your head and slam them into the ground. Make an unarmed melee [Strike](rules/actions/strike.md) against the creature you have [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained); on a success, the target lands [prone](rules/conditions.md#Prone), and on a critical success, the target lands [prone](rules/conditions.md#Prone) and takes an additional `2d6` bludgeoning damage. Regardless of whether the [Strike](rules/actions/strike.md) is successful, you immediately release your hold on the target. + +*Source: Lost Omens: The Grand Bazaar p. 127* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Clinch Strike, Feat 6 +collapse: closed +# Clinch Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) +- **Trigger** A creature you had [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) successfully [Escapes](rules/actions/escape.md) +- **Activity** Reaction + +Your opponents can't slip your grasp without receiving further punishment. Make an unarmed melee [Strike](rules/actions/strike.md) against the triggering creature. + +*Source: Lost Omens: The Grand Bazaar p. 127* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Running Tackle, Feat 8 +collapse: closed +# Running Tackle [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) + +- **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) +- **Activity** Two-Action + +You charge toward your opponent, throwing your body at them in a vicious tackle. [Stride](rules/actions/stride.md) up to your Speed and then make an unarmed melee [Strike](rules/actions/strike.md). If you hit, you can attempt to [Shove](rules/actions/shove.md) the target. + +*Source: Lost Omens: The Grand Bazaar p. 127* +%% #trait/archetype #trait/open %% +``` + +```ad-embed-feat +title: Strangle, Feat 8 +collapse: closed +# Strangle [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) +- **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). +- **Activity** Single Action + +You twist and squeeze the breath out of your foe. Make an unarmed melee [Strike](rules/actions/strike.md) against the creature you have [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). On a success, you gain a circumstance bonus to damage equal to the number of weapon damage dice and the target can barely speak until the start of your next turn or until it Escapes, whichever comes first. While it can barely speak, the target can't vocalize above a hoarse whisper, and it must succeed at a DC 10 flat check or lose any action that requires speech, For an action requiring speech that is also a manipulate action, like [Casting a Spell](rules/actions/cast-a-spell.md) with somatic and verbal components, the target just rolls a single DC 10 flat check, rather than an additional DC 5 flat check for being [grabbed](rules/conditions.md#Grabbed). + +*Source: Lost Omens: The Grand Bazaar p. 127* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Submission Hold, Feat 8 +collapse: closed +# Submission Hold [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) +- **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). +- **Activity** Single Action + +Your iron grip slowly saps your opponent's strength. Attempt an [Athletics](compendium/skills.md#Athletics) check to [Grapple](rules/actions/grapple.md) the creature you have [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained), with the following effects instead of the usual effects. + +> [!success-degree] +> - **Critical Success** The target is [enfeebled](rules/conditions.md#Enfeebled) until the end of its next turn and [enfeebled](rules/conditions.md#Enfeebled) for 1 minute. +> - **Success** The target is [enfeebled](rules/conditions.md#Enfeebled) until the end of its next turn. + +*Source: Lost Omens: The Grand Bazaar p. 127* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Whirling Throw, Feat 8* +collapse: closed +# Whirling Throw [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[monk](rules/traits/monk.md) + +> [!pf2-note] This version of [Whirling Throw](compendium/feats/whirling-throw.md) is intended for use with the Wrestler Archetype. Its level has been changed accordingly. + +- **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). +- **Activity** Single Action + +You propel your [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) foe a great distance. You can throw the creature any distance up to 10 feet, plus 5 feet × your Strength modifier. If you successfully throw the creature, it takes bludgeoning damage equal to your Strength modifier plus `1d6` per 10 feet you threw it. + +Attempt an [Athletics](compendium/skills.md#Athletics) check against the foe's Fortitude DC. You take a –2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it's larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it's smaller than that. + +> [!success-degree] +> - **Critical Success** You throw the creature the desired distance and it lands [prone](rules/conditions.md#Prone). +> - **Success** You throw the creature the desired distance. +> - **Failure** You don't throw the creature. +> - **Critical Failure** You don't throw the creature, and it's no longer [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) by you. + +*Source: Core Rulebook p. 162* +%% #trait/monk %% +``` + +```ad-embed-feat +title: Aerial Piledriver, Feat 10 +collapse: closed +# Aerial Piledriver [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) + +- **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) +- **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). +- **Activity** Two-Action + +Heaving both yourself and your opponent into the air, you bring them crashing to the ground. Make an unarmed melee [Strike](rules/actions/strike.md) against the creature you have [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). + +This [Strike](rules/actions/strike.md) deals `1d6` additional damage per weapon damage die, and it has the following additional effects on a success, failure, and critical failure. + +> [!success-degree] +> - **Success** The target lands [prone](rules/conditions.md#Prone). +> - **Failure** You lose your grip on the target, and it is no longer [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) by you. +> - **Critical Failure** You lose both your grip on the target and your balance. You fall [prone](rules/conditions.md#Prone), and the target is no longer [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) by you. + +*Source: Lost Omens: The Grand Bazaar p. 127* +%% #trait/archetype #trait/attack %% +``` + +```ad-embed-feat +title: Spinebreaker, Feat 10 +collapse: closed +# Spinebreaker [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) +- **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). +- **Activity** Single Action + +You squeeze your opponent in a vicious bear hug, putting intense pressure on their nerves, joints, or other pain points. + +Attempt an [Athletics](compendium/skills.md#Athletics) check to [Grapple](rules/actions/grapple.md) the creature you have [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained), with the following effects instead of the usual effects. + +> [!success-degree] +> - **Critical Success** The target is [clumsy](rules/conditions.md#Clumsy) until the end of its next turn and [clumsy](rules/conditions.md#Clumsy) for 1 minute. +> - **Success** The target is [clumsy](rules/conditions.md#Clumsy) until the end of its next turn. + +*Source: Lost Omens: The Grand Bazaar p. 127* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Inescapable Grasp, Feat 12* +collapse: closed +# Inescapable Grasp *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Inescapable Grasp](compendium/feats/inescapable-grasp-lotgb.md) is intended for use with the Wrestler Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) + +Your grasp has a supernatural quality to it, preventing your foes from easily escaping—with or without magical assistance. + +If a creature you have [grabbed](rules/conditions.md#Grabbed) attempts to use a teleportation spell or effect, it must succeed at a DC 15 flat check or the spell fails. If a creature you have [grabbed](rules/conditions.md#Grabbed) attempts to [Escape](rules/actions/escape.md) while under the effect of freedom of movement, it must succeed at a DC 15 flat check or be forced to roll the [Escape](rules/actions/escape.md) attempt normally, rather than automatically succeeding. + +*Source: Lost Omens: The Grand Bazaar p. 127* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Form Lock, Feat 14* +collapse: closed +# Form Lock [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) + +> [!pf2-note] This version of [Form Lock](compendium/feats/form-lock-lotgb.md) is intended for use with the Wrestler Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) +- **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). +- **Activity** Single Action + +Your ability to manipulate your enemy's body is potent enough that you can tear and break apart alternate forms. Attempt an [Athletics](compendium/skills.md#Athletics) check to counteract a [polymorph](rules/traits/polymorph.md) effect currently affecting the creature you have [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). If the target is somehow under the effect of multiple [polymorph](rules/traits/polymorph.md) effects, you can choose which one to attempt to counteract; the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day. + +*Source: Lost Omens: The Grand Bazaar p. 127* +%% #trait/archetype #trait/attack %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/zephyr-guard-aoa5.md b/compendium/character/archetypes/zephyr-guard-aoa5.md new file mode 100644 index 000000000..84ec83b12 --- /dev/null +++ b/compendium/character/archetypes/zephyr-guard-aoa5.md @@ -0,0 +1,92 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/aoa5 +aliases: ["Zephyr Guard"] +--- +# Zephyr Guard *Dedication Level 2* + +You are one of the Zephyr Guard, professional soldiers who protect Katapesh from military threats, economic sabotage, and elite thieves. + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 81* + +```ad-embed-feat +title: Zephyr Guard Dedication, Feat 2 +collapse: closed +# Zephyr Guard Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You are from Katapesh. +- **Prerequisites**: member of the Zephyr Guard + +As a Zephyr Guard, you're always vigilant against crime and threats to the city's safety. You gain a +1 circumstance bonus to [Perception](compendium/skills.md#Perception) checks against attempts to [Palm an Object](rules/actions/palm-an-object.md), [Steal](rules/actions/steal.md), or [Conceal an Object](rules/actions/conceal-an-object.md) (including you're [Seeking](rules/actions/seek.md) [concealed](rules/conditions.md#Concealed) objects). You become trained in [Society](compendium/skills.md#Society) and [Katapesh Lore](compendium/skills.md#Lore); if you were already trained, you become an expert instead. + +**Special.** You can't select another dedication feat until you have gained two other feats from the Zephyr Guard archetype. + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 81* +%% #trait/uncommon #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Know The Beat, Feat 3 +collapse: closed +# Know The Beat *Feat 3* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Zephyr Guard Dedication](compendium/feats/zephyr-guard-dedication-aoa5.md) + +You become trained in your choice of [Guild Lore](compendium/skills.md#Lore), [Legal Lore](compendium/skills.md#Lore), [Mercantile Lore](compendium/skills.md#Lore), or [Underworld Lore](compendium/skills.md#Lore). You gain a +1 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks to [Gather Information](rules/actions/gather-information.md) and to checks made to investigate crimes. + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 81* +%% #trait/archetype #trait/skill %% +``` + +```ad-embed-feat +title: Decry Thief, Feat 4 +collapse: closed +# Decry Thief *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Zephyr Guard Dedication](compendium/feats/zephyr-guard-dedication-aoa5.md), trained in [Intimidation](compendium/skills.md#Intimidation) + +When you attempt to [Demoralize](rules/actions/demoralize.md), you can make it harder for the target to flee, in place of the action's normal effects. + +> [!success-degree] +> - **Critical Success** For 1 round, the target takes a –10-foot status penalty to Speed and a –4 status penalty to [Stealth](compendium/skills.md#Stealth). +> - **Success** For 1 round, the target takes a –5-foot status penalty to Speed and a –2 status penalty to [Stealth](compendium/skills.md#Stealth). + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 81* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Relentless Disarm, Feat 6 +collapse: closed +# Relentless Disarm *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Zephyr Guard Dedication](compendium/feats/zephyr-guard-dedication-aoa5.md), trained in [Athletics](compendium/skills.md#Athletics) + +When you succeed, but don't critically succeed, at a check to [Disarm](rules/actions/disarm.md) a creature, your circumstance bonus to further checks to [Disarm](rules/actions/disarm.md) that creature is +4 instead of +2. Other creatures gain only the normal bonus. + +When you critically succeed at a [Disarm](rules/actions/disarm.md) check, you can immediately [Demoralize](rules/actions/demoralize.md) your target as a reaction. + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 81* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Unfazed Assessment, Feat 8 +collapse: closed +# Unfazed Assessment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Zephyr Guard Dedication](compendium/feats/zephyr-guard-dedication-aoa5.md), expert in [Perception](compendium/skills.md#Perception) +- **Activity** Single Action + +You have witnessed hundreds of fighting styles and quickly adapt to defend against complicated maneuvers. Choose a creature within 30 feet who you're aware of, and attempt a [Perception](compendium/skills.md#Perception) check against that target's Will DC. If you succeed, you size up their fighting style, gaining a +1 circumstance bonus to AC and saving throws against that creature's attacks (or a +2 circumstance bonus for a critical success). These benefits last until the end of your next turn. + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 81* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/zombie-botd.md b/compendium/character/archetypes/zombie-botd.md new file mode 100644 index 000000000..086c13e53 --- /dev/null +++ b/compendium/character/archetypes/zombie-botd.md @@ -0,0 +1,270 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/botd +aliases: ["Zombie"] +--- +# Zombie *Dedication Level 2* + +You are a zombie, a rotting corpse animated by necromantic magic. Although most zombies are mindless brutes, you're a husk zombie, preserved through necromantic rites and alchemical reagents. The process worked especially well on you, and you retained your intelligence and identity to a far greater degree than other husk zombies. + +It's not easy being a corpse. Your body continues to rot and putrefy, and the stench is ever present. Your old self keeps slipping away, more and more as the weeks pass by. Your reflexes have slowed, you're beginning to lose your sense of touch, and your emotions are dulling. As your body continues to decay, so too, does your mind. Your memory's not perfect, and although you haven't noticed any huge gaps or flaws yet, you have a feeling they're there somewhere. + +Unlike your other senses, your hunger has intensified. You ceaselessly crave the raw flesh and brains of the living—the smarter the better—and satisfying this hunger is the only thing that makes you feel alive. When you eat, you're reinvigorated; feeling returns and the constant mental torpor you live under vanishes. You feel like yourself again... for a time. + +One day you might be nothing more than a walking corpse, but for now, you retain your personality and your free will. Feeding your hunger might allow you to remain that way. + +*Source: Book of the Dead p. 60* + +```ad-embed-feat +title: Zombie Dedication, Feat 2 +collapse: closed +# Zombie Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: You died and were animated as a husk zombie. + +Despite your death and subsequent reanimation as a rotting corpse, you retain most of your mind and identity. Yet, it's always there: the hunger for the flesh and organs of the living. You gain the [undead](rules/traits/undead.md) and [zombie](rules/traits/zombie-b1.md) traits, and the basic undead benefits (page 44). Unlike a typical zombie, you're not [mindless](rules/traits/mindless.md). Reduce all your Speeds by 5 feet. Your fist loses the [nonlethal](rules/traits/nonlethal.md) trait. + +Because of its progressing state of decay, your body requires continual maintenance to remain at its best. Each day after your rest period, your body is deteriorated due to natural decay. Additionally, some zombie abilities allow you to push for a greater effect in exchange for a chance of deteriorating your body. + +While your body is deteriorated, you're [slowed](rules/conditions.md#Slowed). You can spend 10 minutes checking and repairing your joints and other weak parts of your body to recover from deterioration. You can perform these repairs as part of your daily preparations. Because it's a natural result of your body's functions, you can't remove the [slowed](rules/conditions.md#Slowed) condition from deterioration through any other means. + +You crave the flesh of the living. You gain a jaws unarmed attack that deals `1d8` piercing damage. Your jaws are in the brawling group and have the [unarmed](rules/traits/unarmed.md) trait. You can use your jaws [Strike](rules/actions/strike.md) only against a creature that's [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) by you. + +**Special.** You can't select another dedication feat until you have gained two other feats from the zombie archetype. + +*Source: Book of the Dead p. 60* +%% #trait/rare #trait/archetype #trait/dedication %% +``` + +```ad-embed-feat +title: Ankle Biter, Feat 4 +collapse: closed +# Ankle Biter *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) + +You fight just as well on the ground as you do standing up. While you are [prone](rules/conditions.md#Prone), you are always [Taking Cover](rules/actions/take-cover.md) against ranged attacks, you ignore the status penalty on your attack rolls from being [prone](rules/conditions.md#Prone), and you gain a +1 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks to [Trip](rules/actions/trip.md). You can choose to move up to half your Speed when you [Crawl](rules/actions/crawl.md). You can instead move up to your full Speed when you [Crawl](rules/actions/crawl.md), but if you do, you must succeed at a DC 6 flat check or your body deteriorates. + +*Source: Book of the Dead p. 60* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Bashing Charge, Feat 4* +collapse: closed +# Bashing Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[barbarian](rules/traits/barbarian.md) [flourish](rules/traits/flourish.md) + +> [!pf2-note] This version of [Bashing Charge](compendium/feats/bashing-charge-apg.md) is intended for use with the Zombie Archetype. Its level has been changed accordingly. + +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) +- **Activity** Two-Action + +You smash, bust, and charge through solid obstacles without hesitation. [Stride](rules/actions/stride.md) twice. Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an [Athletics](compendium/skills.md#Athletics) check to [Force Open](rules/actions/force-open.md) the obstacle with a +1 circumstance bonus to the roll; on a failure, your movement ends at that obstacle. + +*Source: Advanced Player's Guide p. 108* +%% #trait/barbarian #trait/flourish %% +``` + +```ad-embed-feat +title: Combat Grab, Feat 4* +collapse: closed +# Combat Grab [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) + +> [!pf2-note] This version of [Combat Grab](compendium/feats/combat-grab.md) is intended for use with the Zombie Archetype. Its level has been changed accordingly. + +- **Requirements**: You have one hand free, and your target is within reach of that hand. +- **Activity** Single Action + +You swipe at your opponent and grab at them. Make a melee [Strike](rules/actions/strike.md) while keeping one hand free. If the [Strike](rules/actions/strike.md) hits, you grab the target using your free hand. The creature remains [grabbed](rules/conditions.md#Grabbed) until the end of your next turn or until it [Escapes](rules/actions/escape.md), whichever comes first. + +*Source: Core Rulebook p. 146* +%% #trait/fighter #trait/press %% +``` + +```ad-embed-feat +title: Crushing Grab, Feat 4* +collapse: closed +# Crushing Grab *Feat 4* +[monk](rules/traits/monk.md) + +> [!pf2-note] This version of [Crushing Grab](compendium/feats/crushing-grab.md) is intended for use with the Zombie Archetype. Its level has been changed accordingly. + + +Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully [Grapple](rules/actions/grapple.md) a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack [nonlethal](rules/traits/nonlethal.md) with no penalty. + +*Source: Core Rulebook p. 160* +%% #trait/monk %% +``` + +```ad-embed-feat +title: Feast, Feat 4 +collapse: closed +# Feast [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) + +- **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) +- **Requirements**: You are adjacent to a [restrained](rules/conditions.md#Restrained) or [unconscious](rules/conditions.md#Unconscious) creature, or a deceased creature that died in the past hour. +- **Activity** Two-Action + +You feast upon an adjacent [restrained](rules/conditions.md#Restrained) or [unconscious](rules/conditions.md#Unconscious) creature, or a deceased creature that died in the past hour. If the creature is alive, you deal damage equal to your jaws damage. Whether it's alive or not, you gain a number of temporary Hit Points equal to half your level that last for 1 minute. + +You can instead choose to gain temporary Hit Points equal to double your level, but if you do, you must succeed at a DC 6 flat check or your body deteriorates. + +*Source: Book of the Dead p. 60* +%% #trait/archetype #trait/manipulate %% +``` + +```ad-embed-feat +title: Ravenous Charge, Feat 4 +collapse: closed +# Ravenous Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) + +- **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) +- **Activity** Two-Action + +Hungry for the flesh of the living, you hurl yourself into the fray, teeth gnashing. You [Stride](rules/actions/stride.md). If you end your movement within melee reach of a living creature, you can make an [Athletics](compendium/skills.md#Athletics) check to [Grapple](rules/actions/grapple.md) that creature. If you succeed, you then make a jaws [Strike](rules/actions/strike.md) against that creature. + +*Source: Book of the Dead p. 61* +%% #trait/archetype #trait/open %% +``` + +```ad-embed-feat +title: Brains!, Feat 6 +collapse: closed +# Brains! [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Feast](compendium/feats/feast-botd.md) +- **Trigger** You Feast upon a humanoid's brain. The humanoid can't be [mindless](rules/traits/mindless.md) (or, if you're Feasting on a corpse, can't have been mindless while alive). +- **Activity** Free Action + +You consume the brains of your foe, causing synapses long rotten to fire and enabling you to shake off your mental torpor. You gain a +1 status bonus on skill checks to [Recall Knowledge](rules/actions/recall-knowledge.md) for 1 hour. If the humanoid had a higher modifier to the skill check you're using to [Recall Knowledge](rules/actions/recall-knowledge.md) than you do, the status bonus increases to +2. + +*Source: Book of the Dead p. 61* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Numb, Feat 6 +collapse: closed +# Numb *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) + +As your body continues to rot and putrefy, your senses deaden and your undead powers grow. You gain the advanced undead benefits (page 44), as well as a +1 circumstance bonus on saving throws against [emotion](rules/traits/emotion.md) and pain effects. While your body is deteriorated, your numbness amplifies in two ways: the circumstance bonus from this feat increases to +2, and if you roll a success on a saving throw against an [emotion](rules/traits/emotion.md) or pain effect, you get a critical success instead. + +*Source: Book of the Dead p. 61* +%% #trait/archetype %% +``` + +````ad-embed-feat +title: Out of Hand, Feat 8 +collapse: closed +# Out of Hand *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) + +Even when your limbs are severed, they remain a part of you. When an arm is severed from your body, it gains the [minion](rules/traits/minion.md) trait. While severed, your limb has the statistics of a familiar (Core Rulebook 217–218) without any familiar or master abilities, except its Speed is 5 feet, it can't move further than 100 feet from you, it can [Interact](rules/actions/interact.md) with things, and it can still make any unarmed [Strikes](rules/actions/strike.md) it could have made while attached to you (usually a fist [Strike](rules/actions/strike.md)). Any [Strikes](rules/actions/strike.md) it makes share your multiple attack penalty and use your attack bonus and damage. If your arm is reduced to 0 HP or is ever more than 100 feet from you, it becomes inert until reattached. The GM might allow you to detach other limbs that have unarmed attacks using the below action (for example, if you're a tiefling with [Form of the Fiend](compendium/feats/form-of-the-fiend-apg.md), giving you a tail unarmed attack). You gain the Lay Down Arms action. + +```ad-embed-ability +title: Lay Down Arms [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You pull your arm off, harmlessly severing it from your body and dropping it in an adjacent square. You can also use this action to reattach your severed arm if it's adjacent to you; it immediately functions normally. If the detached limb was at 0 Hit Points, it takes 10 minutes to reattach it instead of a single action. +``` + +*Source: Book of the Dead p. 61* +%% #trait/archetype %% +```` + +```ad-embed-feat +title: Shamble, Feat 8 +collapse: closed +# Shamble [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) +- **Activity** Varies ([>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") OR [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")) + +You may be slower than you were in life, but your pace is unfaltering. [Stride](rules/actions/stride.md) twice, or three times if you spent 3 actions to Shamble. During this movement, you ignore difficult terrain and greater difficult terrain. + +You can choose to ignore all circumstance and status penalties to your Speed when you Shamble. If you do, you must succeed at a DC 6 flat check when you finish Shambling or your body deteriorates. + +*Source: Book of the Dead p. 61* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Unkillable, Feat 8 +collapse: closed +# Unkillable [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) +- **Frequency**: once per hour +- **Trigger** You would be reduced to 0 HP. +- **Activity** Reaction + +You're relentless and nigh unkillable, shrugging off blows that should destroy you, though they might make your body start to fall apart. You are reduced to 1 HP instead of 0 HP. You must succeed at a DC 6 flat check or your body deteriorates. + +*Source: Book of the Dead p. 61* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Festering Wounds, Feat 12* +collapse: closed +# Festering Wounds *Feat 12* +[archetype](rules/traits/archetype.md) [disease](rules/traits/disease.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) + +> [!pf2-note] This version of [Festering Wounds](compendium/feats/festering-wounds-botd.md) is intended for use with the Zombie Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) + +Wounds you inflict with your unarmed attacks fester and rot, becoming infected and difficult to heal. The DC to [Treat these Wounds](rules/actions/treat-wounds.md) using [Medicine](compendium/skills.md#Medicine) increases by 5, and magically or alchemically healing these wounds requires a counteract check against your class DC or spell DC, whichever is higher. Succeeding at any of these removes the disease. The effect also ends if the creature is healed to full Hit Points by any means. + +*Source: Book of the Dead p. 61* +%% #trait/archetype #trait/disease #trait/divine #trait/necromancy %% +``` + +```ad-embed-feat +title: Corpse Stench, Feat 14* +collapse: closed +# Corpse Stench *Feat 14* +[archetype](rules/traits/archetype.md) [aura](rules/traits/aura.md) [olfactory](rules/traits/olfactory-b1.md) + +> [!pf2-note] This version of [Corpse Stench](compendium/feats/corpse-stench-botd.md) is intended for use with the Zombie Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) + +Your body exudes an overwhelming scent of decay in a 10-foot emanation, so putrid that it nauseates creates within that range. Any creature that starts its turn in the aura must succeed at a Fortitude save against your class DC or spell DC, whichever is higher, or be [sickened](rules/conditions.md#Sickened) (plus [slowed](rules/conditions.md#Slowed) on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the [sickened](rules/conditions.md#Sickened) condition. A creature that succeeds at its save is temporarily immune to Corpse Stench for 1 minute. + +*Source: Book of the Dead p. 49* +%% #trait/archetype #trait/aura #trait/olfactory %% +``` + +```ad-embed-feat +title: Seize, Feat 14* +collapse: closed +# Seize [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) + +> [!pf2-note] This version of [Seize](compendium/feats/seize-botd.md) is intended for use with the Zombie Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) +- **Requirements**: Your last action was a successful fist [Strike](rules/actions/strike.md) against a creature no more than one size larger than you. +- **Activity** Single Action + +You seize your foe and pull it close. The foe you hit is [grabbed](rules/conditions.md#Grabbed) as if you succeeded at an [Athletics](compendium/skills.md#Athletics) check to [Grapple](rules/actions/grapple.md) the foe. + +*Source: Book of the Dead p. 61* +%% #trait/archetype #trait/flourish %% +``` \ No newline at end of file diff --git a/compendium/character/backgrounds/abadars-avenger-frp0.md b/compendium/character/backgrounds/abadars-avenger-frp0.md new file mode 100644 index 000000000..340e4c53a --- /dev/null +++ b/compendium/character/backgrounds/abadars-avenger-frp0.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/wisdom +- background/skill/religion +- compendium/src/pf2e/frp0 +aliases: ["Abadar's Avenger"] +--- +# Abadar's Avenger +*Source: Fists of the Ruby Phoenix Player's Guide p. 6* + +Hao Jin really has some nerve for a supposed disciple of [Abadar](compendium/setting/deities/abadar.md). First, she dares to start a collection of trinkets in hopes of emulating the great [Abadar](compendium/setting/deities/abadar.md)'s unsurpassable First Vault. As if that weren't enough, she also sets up a contest to give away her most powerful treasures to anyone who can throw a punch! [Abadar](compendium/setting/deities/abadar.md) hasn't directly told you as much, per se, but surely this kind of hubris can't sit well with your beloved deity, regardless of Hao Jin's own supposed ties to the Master of the First Vault. At the very least, someone's got to check out this shoddy imitation of the First Vault and write a report for the church of [Abadar](compendium/setting/deities/abadar.md)—and you've decided that someone is you. + +With or without the blessing of an actual priest of [Abadar](compendium/setting/deities/abadar.md), you've taken it upon yourself to investigate Hao Jin's "wondrous" vault by winning her Ruby Phoenix Tournament. You read a few flyers about the tournament's home city and joined the first team that could handle your righteous zealotry, but any more preparation would be a waste of time. You clearly have the divine will of [Abadar](compendium/setting/deities/abadar.md) on your side (but again, no actual proof of this), which is all you'll need to win this tournament and dispel any notions of Hao Jin's ties to your patron deity. + +Choose two ability boosts. One must be to Charisma or Wisdom, and one is a free ability boost. + +You're trained in [Religion](compendium/skills.md#Religion) and the [Goka Lore](compendium/skills.md#Lore) skill. You gain the [Assurance](compendium/feats/assurance.md) skill feat with [Religion](compendium/skills.md#Religion). \ No newline at end of file diff --git a/compendium/character/backgrounds/academy-dropout-som.md b/compendium/character/backgrounds/academy-dropout-som.md new file mode 100644 index 000000000..a51cce9d7 --- /dev/null +++ b/compendium/character/backgrounds/academy-dropout-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/arcana +- compendium/src/pf2e/som +aliases: ["Academy Dropout"] +--- +# Academy Dropout +*Source: Secrets of Magic p. 28* + +You were enrolled at a prestigious magical academy, but you've since dropped out. Maybe there was a momentous incident, maybe you had to return to other responsibilities, or perhaps it was just too much for you. Whatever the case, your exit from the academy has shaped your life as much as your entrance and led you to a life of adventure. + +Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. + +You're trained in [Arcana](compendium/skills.md#Arcana) and [Academia Lore](compendium/skills.md#Lore). You gain the [Dubious Knowledge](compendium/feats/dubious-knowledge.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/aerialist-ec0.md b/compendium/character/backgrounds/aerialist-ec0.md new file mode 100644 index 000000000..d5f4d1bf1 --- /dev/null +++ b/compendium/character/backgrounds/aerialist-ec0.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/dexterity +- background/skill/acrobatics +- compendium/src/pf2e/ec0 +aliases: ["Aerialist"] +--- +# Aerialist +*Source: Extinction Curse Player's Guide p. 4* + +Experienced with trapezes, aerial silks, and hoops, your skill is in performing death-defying stunts high above the ground. The Celestial Menagerie skimped on safety devices such as nets and quality ropes, so you also learned to take a fall better than most. After a harrowing near-death experience involving a cracked trapeze bar, you decided to take your expertise elsewhere. + +Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. + +You're trained in the [Acrobatics](compendium/skills.md#Acrobatics) skill and the [Rope Lore](compendium/skills.md#Lore) skill. You gain the [Cat Fall](compendium/feats/cat-fall.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/aiudara-seeker-aoa6.md b/compendium/character/backgrounds/aiudara-seeker-aoa6.md new file mode 100644 index 000000000..9c136129b --- /dev/null +++ b/compendium/character/backgrounds/aiudara-seeker-aoa6.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/arcana +- compendium/src/pf2e/aoa6 +aliases: ["Aiudara Seeker"] +--- +# Aiudara Seeker +*Source: Age of Ashes #6: Broken Promises p. 73* + +The _aiudara_ of [Alseta](compendium/setting/deities/alseta-logm.md)'s Ring have become more well known, and you are interested in learning more about them. + +Choose two ability boosts. One must be in Intelligence or Wisdom, and the other is a free ability boost. + +You're trained in the [Arcana](compendium/skills.md#Arcana) skill and the [Portal Lore](compendium/skills.md#Lore) skill. You gain the [Quick Identification](compendium/feats/quick-identification.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/alkenstar-tinker-lowg.md b/compendium/character/backgrounds/alkenstar-tinker-lowg.md new file mode 100644 index 000000000..269f182db --- /dev/null +++ b/compendium/character/backgrounds/alkenstar-tinker-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/intelligence +- background/skill/crafting +- compendium/src/pf2e/lowg +aliases: ["Alkenstar Tinker"] +--- +# Alkenstar Tinker +*Source: Lost Omens: World Guide p. 82* + +Your dedication to the scientific inquiry of your native Alkenstar provides great insight into mechanical and chemical innovation. + +Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. + +You're trained in the [Crafting](compendium/skills.md#Crafting) skill and the [Engineering Lore](compendium/skills.md#Lore) skill. You gain the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/amnesiac-apg.md b/compendium/character/backgrounds/amnesiac-apg.md new file mode 100644 index 000000000..4cc61d245 --- /dev/null +++ b/compendium/character/backgrounds/amnesiac-apg.md @@ -0,0 +1,13 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- compendium/src/pf2e/apg +aliases: ["Amnesiac"] +--- +# Amnesiac +*Source: Advanced Player's Guide p. 50* + +Your background is... well... honestly, you can't remember! You might have inklings deep within your mind, undercurrents of unusual emotions or unexpected responses to certain people or situations, but ultimately you don't know who you once were. You might be adventuring specifically to help discover yourself. It's up to you and the GM how to handle the truth of your character's backstory. You could leave it to the GM so it's a secret, work together with the GM, or even choose to leave it undecided until later. In any case, you and your GM should determine a few noteworthy details about your character or their belongings to get the first clues to your past. + +You gain three free ability boosts. You choose two, and the GM chooses the third based on their first inklings of your character's possible history. \ No newline at end of file diff --git a/compendium/character/backgrounds/animal-wrangler-ec0.md b/compendium/character/backgrounds/animal-wrangler-ec0.md new file mode 100644 index 000000000..fe5a3a703 --- /dev/null +++ b/compendium/character/backgrounds/animal-wrangler-ec0.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/strength +- background/boost/wisdom +- background/skill/athletics +- background/skill/nature +- compendium/src/pf2e/ec0 +aliases: ["Animal Wrangler"] +--- +# Animal Wrangler +*Source: Extinction Curse Player's Guide p. 4* + +You have a long history of working with large circus animals for the Celestial Menagerie, such as performing in an animal act, jostling animals back into their cages, or even sweeping dung out of squalid pens. Mistress Dusklight's ongoing mistreatment of her animals compelled you to quit, and you now strive to ensure animals aren't abused. + +Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. + +You're trained in your choice of the [Athletics](compendium/skills.md#Athletics) or [Nature](compendium/skills.md#Nature) skills. You gain a skill feat: Titan Wrestler if you chose [Athletics](compendium/skills.md#Athletics), or Train Animal if you chose [Nature](compendium/skills.md#Nature). You are also trained in a [Lore](compendium/skills.md#Lore) skill related to a particular kind of common animal (such as [Equine Lore](compendium/skills.md#Lore), [Feline Lore](compendium/skills.md#Lore), or [Pachyderm Lore](compendium/skills.md#Lore)). \ No newline at end of file diff --git a/compendium/character/backgrounds/anti-magical-som.md b/compendium/character/backgrounds/anti-magical-som.md new file mode 100644 index 000000000..4ce238da8 --- /dev/null +++ b/compendium/character/backgrounds/anti-magical-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- compendium/src/pf2e/som +aliases: ["Anti-magical"] +--- +# Anti-magical +*Source: Secrets of Magic p. 30* + +Magic has never worked quite right around you. Perhaps you have become a magic-user in spite of that, or perhaps you use your unique ability to fight magic-users. + +Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. + +You're trained in a [Lore](compendium/skills.md#Lore) skill of your choice, though it can't be about a magical subject (as determined by the GM if it's unclear). Whenever you would be affected by magic, even your own magic or that of an ally, the originator of the effect must attempt a DC 3 flat check. + +On a failure, the magic doesn't affect you (though it still has its normal effects on anyone else). On a success, the magic affects you and there is no need to attempt further flat checks for the same [magical](rules/traits/magical.md) effect, even if it affects you again later. \ No newline at end of file diff --git a/compendium/character/backgrounds/archaeologist-lopsg.md b/compendium/character/backgrounds/archaeologist-lopsg.md new file mode 100644 index 000000000..d3e55cfb6 --- /dev/null +++ b/compendium/character/backgrounds/archaeologist-lopsg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/intelligence +- background/skill/society +- compendium/src/pf2e/lopsg +aliases: ["Archaeologist"] +--- +# Archaeologist +*Source: Lost Omens: Pathfinder Society Guide p. 8* + +You've excavated enough sites to know that ancient civilizations aren't lost; they're merely buried and waiting for the right scholar to unearth them and tell their story. You might have worked as a laborer or local guide before learning formal archaeological techniques. + +Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society) skill and the [Architecture Lore](compendium/skills.md#Lore) skill. You gain the [Additional Lore](compendium/feats/additional-lore.md) skill feat related to an ancient culture or the history of a culture you've studied (such as [Azlanti Lore](compendium/skills.md#Lore) or [Osirian History Lore](compendium/skills.md#Lore)). \ No newline at end of file diff --git a/compendium/character/backgrounds/aspiring-free-captain-lowg.md b/compendium/character/backgrounds/aspiring-free-captain-lowg.md new file mode 100644 index 000000000..5a7203a3d --- /dev/null +++ b/compendium/character/backgrounds/aspiring-free-captain-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/wisdom +- background/skill/intimidation +- compendium/src/pf2e/lowg +aliases: ["Aspiring Free Captain"] +--- +# Aspiring Free Captain +*Source: Lost Omens: World Guide p. 70* + +You seek to join the Free Captains of the Shackles and have learned everything you need to know about sailing and bossing people around. Now you just need a crew and a ship. + +Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. + +You're trained in the [Intimidation](compendium/skills.md#Intimidation) skill and the [Sailing Lore](compendium/skills.md#Lore) skill. + +You gain the [Group Coercion](compendium/feats/group-coercion.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/aspiring-river-monarch-lowg.md b/compendium/character/backgrounds/aspiring-river-monarch-lowg.md new file mode 100644 index 000000000..9fdd82dc0 --- /dev/null +++ b/compendium/character/backgrounds/aspiring-river-monarch-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/wisdom +- background/skill/society +- compendium/src/pf2e/lowg +aliases: ["Aspiring River Monarch"] +--- +# Aspiring River Monarch +*Source: Lost Omens: World Guide p. 34* + +New realms rise constantly in the River Kingdoms, and you intend to lead one of them. Making your reign last, however, will require both strength and grace. + +Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society) skill and the [Politics Lore](compendium/skills.md#Lore) skill. You gain the [Courtly Graces](compendium/feats/courtly-graces.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/astrologer-som.md b/compendium/character/backgrounds/astrologer-som.md new file mode 100644 index 000000000..7af123c15 --- /dev/null +++ b/compendium/character/backgrounds/astrologer-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/occultism +- compendium/src/pf2e/som +aliases: ["Astrologer"] +--- +# Astrologer +*Source: Secrets of Magic p. 28* + +Astrologers look to the stars for signs and portents, using their positions to chart courses for those living beneath them. As the celestial spheres move, so does fate itself. You studied the stars and learned to divine your path based on their guidance. Whether the stars directly called you to a life of adventure or you use the stars to guide your wanderlust, you're living out the stars' guidance in a life of adventure. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in [Occultism](compendium/skills.md#Occultism) and [Astrology Lore](compendium/skills.md#Lore). You gain the [Oddity Identification](compendium/feats/oddity-identification.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/astrological-augur-lotg.md b/compendium/character/backgrounds/astrological-augur-lotg.md new file mode 100644 index 000000000..1c2531573 --- /dev/null +++ b/compendium/character/backgrounds/astrological-augur-lotg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/wisdom +- compendium/src/pf2e/lotg +aliases: ["Astrological Augur"] +--- +# Astrological Augur +*Source: Lost Omens: Travel Guide p. 122* + +During your formative years, you learned the stars are a gateway to mystical power or glimpses into the future. Perhaps you grew up surrounded by Iruxi culture or were raised in one of the remaining Lirgeni sanctuaries. You've studied the constellations, using their alignment to predict fortune (or misfortune) and gaining magical powers unlike any of the other astrologers you know. Your readings might primarily focus on the [Cosmic Caravan](compendium/setting/deities/cosmic-caravan-lotg.md), or perhaps you use other stars to guide you, like the zodiac of Tian Xia. + +Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. + +You're trained in [Astrology Lore](compendium/skills.md#Lore). You can cast [augury](compendium/spells/augury.md) as a divine innate spell once per week, and the spell's effects can see up to 1 hour in the future rather than 30 minutes. \ No newline at end of file diff --git a/compendium/character/backgrounds/attention-addict-frp0.md b/compendium/character/backgrounds/attention-addict-frp0.md new file mode 100644 index 000000000..51fe52d6a --- /dev/null +++ b/compendium/character/backgrounds/attention-addict-frp0.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/strength +- background/skill/performance +- compendium/src/pf2e/frp0 +aliases: ["Attention Addict"] +--- +# Attention Addict +*Source: Fists of the Ruby Phoenix Player's Guide p. 6* + +A roaring crowd chanting your name. Your face plastered all over the city. Fawning fans begging for your autograph. + +Jealous rivals. Endless fame. The promise of all this and more is what drove you to enter this year's Ruby Phoenix Tournament, and with your prodigious star power it's no wonder why they selected you for the prequalifier on Danger Island. You've got champion stamped all over you. Obviously, the organizers knew a winner when they saw one. + +It's already clear that you'll be named Ruby Phoenix Champion—the challenges leading up to your prize ceremony are mere formalities, but you're happy to indulge the impassioned masses. After all, the people want a show, and what kind of celebrity would you be if you denied them? You might even deign to compete in some fights, too, as long as your hair doesn't get mussed. + +Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. + +You're trained in [Performance](compendium/skills.md#Performance) and the [Gladiatorial Lore](compendium/skills.md#Lore) skill. You gain the [Impressive Performance](compendium/feats/impressive-performance.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/atteran-rancher-lowg.md b/compendium/character/backgrounds/atteran-rancher-lowg.md new file mode 100644 index 000000000..b926868c4 --- /dev/null +++ b/compendium/character/backgrounds/atteran-rancher-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/strength +- background/skill/nature +- compendium/src/pf2e/lowg +aliases: ["Atteran Rancher"] +--- +# Atteran Rancher +*Source: Lost Omens: World Guide p. 106* + +You grew up breeding and training the famous horses of the Atteran Ranches in northern Nidal. You may even be sympathetic to the Desnan dissidents who hide there from the Umbral Court. + +Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. + +You're trained in the [Nature](compendium/skills.md#Nature) skill and the [Animal Lore](compendium/skills.md#Lore) skill. You gain the [Train Animal](compendium/feats/train-animal.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/backgrounds.md b/compendium/character/backgrounds/backgrounds.md index c784c80f8..07f66342a 100644 --- a/compendium/character/backgrounds/backgrounds.md +++ b/compendium/character/backgrounds/backgrounds.md @@ -4,38 +4,249 @@ cssclass: pf2e,pf2e-index --- # Index of Backgrounds +- [Abadar's Avenger](abadars-avenger-frp0.md) +- [Academy Dropout](academy-dropout-som.md) - [Acolyte](acolyte.md) - [Acrobat](acrobat.md) +- [Aerialist](aerialist-ec0.md) +- [Aiudara Seeker](aiudara-seeker-aoa6.md) +- [Alkenstar Tinker](alkenstar-tinker-lowg.md) +- [Amnesiac](amnesiac-apg.md) - [Animal Whisperer](animal-whisperer.md) +- [Animal Wrangler](animal-wrangler-ec0.md) +- [Anti-magical](anti-magical-som.md) +- [Archaeologist](archaeologist-lopsg.md) - [Artisan](artisan.md) - [Artist](artist.md) +- [Aspiring Free Captain](aspiring-free-captain-lowg.md) +- [Aspiring River Monarch](aspiring-river-monarch-lowg.md) +- [Astrologer](astrologer-som.md) +- [Astrological Augur](astrological-augur-lotg.md) +- [Attention Addict](attention-addict-frp0.md) +- [Atteran Rancher](atteran-rancher-lowg.md) +- [Bandit](bandit-apg.md) +- [Banished Brighite](banished-brighite-ooa0.md) +- [Barber](barber-apg.md) - [Barkeep](barkeep.md) +- [Barker](barker-ec0.md) - [Barrister](barrister.md) +- [Bekyar Restorer](bekyar-restorer-lowg.md) +- [Belkzen Slayer](belkzen-slayer-lowg.md) +- [Bellflower Agent](bellflower-agent-lowg.md) +- [Bibliophile](bibliophile-av0.md) +- [Black Market Smuggler](black-market-smuggler-lowg.md) +- [Blessed](blessed-apg.md) +- [Blow-in](blow-in-ec0.md) +- [Bonuwat Wavetouched](bonuwat-wavetouched-lowg.md) +- [Bookkeeper](bookkeeper-apg.md) - [Bounty Hunter](bounty-hunter.md) +- [Bright Lion](bright-lion-lowg.md) +- [Butcher](butcher-ec0.md) - [Charlatan](charlatan.md) +- [Chelish Rebel](chelish-rebel-lowg.md) +- [Child Of The Puddles](child-of-the-puddles-lowg.md) +- [Child of the Twin Village](child-of-the-twin-village-da.md) +- [Child Of Westcrown](child-of-westcrown-lowg.md) +- [Chosen One](chosen-one-som.md) +- [Circus Born](circus-born-ec0.md) +- [Clown](clown-ec0.md) +- [Cook](cook-apg.md) +- [Courier](courier-apg.md) - [Criminal](criminal.md) +- [Cultist](cultist-apg.md) +- [Curandero](curandero-botd.md) +- [Cursed](cursed-apg.md) +- [Cursed Family](cursed-family-lowg.md) +- [Desert Tracker](desert-tracker-lowg.md) - [Detective](detective.md) +- [Diobel Pearl Diver](diobel-pearl-diver-lowg.md) +- [Doomcaller](doomcaller-lotg.md) +- [Dragon Scholar](dragon-scholar-aoa0.md) +- [Dreamer Of The Verdant Moon](dreamer-of-the-verdant-moon-ec3.md) +- [Droskari Disciple](droskari-disciple-aoa4.md) +- [Eclipseborn](eclipseborn-lotg.md) +- [Eidolon Contact](eidolon-contact-som.md) +- [Eldritch Anatomist](eldritch-anatomist-av0.md) +- [Emancipated](emancipated-aoa0.md) - [Emissary](emissary.md) +- [Energy Scarred](energy-scarred-som.md) - [Entertainer](entertainer.md) +- [Ex-con Token Guard](ex-con-token-guard-aoe0.md) +- [False Medium](false-medium-som.md) - [Farmhand](farmhand.md) +- [Feral Child](feral-child-apg.md) +- [Feybound](feybound-apg.md) - [Field Medic](field-medic.md) +- [Final Blade Survivor](final-blade-survivor-lowg.md) +- [Fogfen Tale-teller](fogfen-tale-teller-av0.md) - [Fortune Teller](fortune-teller.md) +- [Framed in Ferrous Quarter](framed-in-ferrous-quarter-ooa0.md) +- [Freed Slave Of Absalom](freed-slave-of-absalom-lowg.md) - [Gambler](gambler.md) +- [Geb Crusader](geb-crusader-lowg.md) +- [Genie-blessed](genie-blessed-som.md) - [Gladiator](gladiator.md) +- [Goblinblood Orphan](goblinblood-orphan-lowg.md) +- [Godless Graycloak](godless-graycloak-aoe0.md) +- [Grand Council Bureaucrat](grand-council-bureaucrat-lowg.md) +- [Grave Robber](grave-robber-botd.md) +- [Grizzled Muckrucker](grizzled-muckrucker-aoe0.md) - [Guard](guard.md) +- [Harbor Guard Moonlighter](harbor-guard-moonlighter-aoe0.md) +- [Haunted](haunted-apg.md) +- [Haunted Citizen](haunted-citizen-botd.md) +- [Haunting Vision](haunting-vision-aoa0.md) +- [Hellknight Historian](hellknight-historian-aoa0.md) - [Herbalist](herbalist.md) +- [Hermean Expatriate](hermean-expatriate-lowg.md) +- [Hermean Heritor](hermean-heritor-aoa6.md) - [Hermit](hermit.md) - [Hunter](hunter.md) +- [Inexplicably Expelled](inexplicably-expelled-ooa0.md) +- [Inlander](inlander-lowg.md) +- [Insurgent](insurgent-apg.md) +- [Issian Partisan](issian-partisan-lowg.md) +- [Kalistrade Follower](kalistrade-follower-lowg.md) +- [Kyonin Emissary](kyonin-emissary-lowg.md) - [Laborer](laborer.md) +- [Lastwall Survivor](lastwall-survivor-lowg.md) +- [Learned Guard Prodigy](learned-guard-prodigy-aoe0.md) +- [Legacy of the Hammer](legacy-of-the-hammer-da.md) +- [Legendary Parents](legendary-parents-aoa6.md) +- [Local Scion](local-scion-aoa0.md) +- [Lumber Consortium Laborer](lumber-consortium-laborer-lowg.md) +- [Magaambya Academic](magaambya-academic-lowg.md) +- [Magical Experiment](magical-experiment-som.md) +- [Magical Merchant](magical-merchant-som.md) +- [Magical Misfit](magical-misfit-som.md) +- [Mammoth Speaker](mammoth-speaker-lowg.md) +- [Mana Wastes Refugee](mana-wastes-refugee-lowg.md) +- [Mantis Scion](mantis-scion-lowg.md) +- [Market Runner](market-runner-av0.md) - [Martial Disciple](martial-disciple.md) +- [Menagerie Dung Sweeper](menagerie-dung-sweeper-lowg.md) +- [Merabite Prodigy](merabite-prodigy-lowg.md) - [Merchant](merchant.md) - [Miner](miner.md) +- [Molthuni Mercenary](molthuni-mercenary-lowg.md) +- [Musical Prodigy](musical-prodigy-som.md) +- [Mystic Seer](mystic-seer-ec0.md) +- [Mystic Tutor](mystic-tutor-som.md) +- [Necromancer's Apprentice](necromancers-apprentice-botd.md) +- [Newcomer In Need](newcomer-in-need-frp0.md) +- [Nexian Mystic](nexian-mystic-lowg.md) +- [Night Watch](night-watch-botd.md) +- [Nirmathi Guerrilla](nirmathi-guerrilla-lowg.md) - [Noble](noble.md) +- [Nocturnal Navigator](nocturnal-navigator-lotg.md) - [Nomad](nomad.md) +- [Occult Librarian](occult-librarian-som.md) +- [Oenopion Ooze-tender](oenopion-ooze-tender-lowg.md) +- [Once Bitten](once-bitten-lokl.md) +- [Onyx Trader](onyx-trader-lowg.md) +- [Osirionologist](osirionologist-lowg.md) +- [Out-of-Towner](out-of-towner-aoa0.md) +- [Outrider](outrider-apg.md) +- [Ozem Experience](ozem-experience-lokl.md) +- [Pathfinder Hopeful](pathfinder-hopeful-lowg.md) +- [Pathfinder Recruiter](pathfinder-recruiter-lopsg.md) +- [Perfection Seeker](perfection-seeker-lowg.md) +- [Pilgrim](pilgrim-apg.md) +- [Pillar](pillar-lokl.md) +- [Plant Whisperer](plant-whisperer-som.md) +- [Political Scion](political-scion-aoe0.md) +- [Post Guard Of All Trades](post-guard-of-all-trades-aoe0.md) +- [Press-ganged](press-ganged-lowg.md) - [Prisoner](prisoner.md) +- [Purveyor Of The Bizarre](purveyor-of-the-bizarre-lowg.md) +- [Pyre Tender](pyre-tender-botd.md) +- [Quick](quick-lowg.md) +- [Raised by Belief](raised-by-belief-logm.md) +- [Ratted-Out Gun Runner](ratted-out-gun-runner-ooa0.md) +- [Razmiran Faithful](razmiran-faithful-lowg.md) +- [Reborn Soul](reborn-soul-da.md) +- [Reclaimed](reclaimed-lokl.md) +- [Reclaimer Investigator](reclaimer-investigator-lokl.md) +- [Refugee](refugee-apg.md) +- [Relentless Dedication](relentless-dedication-lokl.md) +- [Reputation Seeker](reputation-seeker-aoa0.md) +- [Returned](returned-apg.md) +- [Returning Descendant](returning-descendant-aoa0.md) +- [Rigger](rigger-ec0.md) +- [Rivethun Adherent](rivethun-adherent-lowg.md) +- [Root Worker](root-worker-apg.md) +- [Rostland Partisan](rostland-partisan-lowg.md) +- [Royalty](royalty-apg.md) +- [Ruby Phoenix Fanatic](ruby-phoenix-fanatic-frp0.md) +- [Ruin Delver](ruin-delver-av0.md) - [Sailor](sailor.md) +- [Sally Guard Neophyte](sally-guard-neophyte-aoe0.md) +- [Sarkorian Reclaimer](sarkorian-reclaimer-lowg.md) +- [Sarkorian Survivor](sarkorian-survivor-lowg.md) +- [Scavenger](scavenger-apg.md) +- [Scholar Of The Ancients](scholar-of-the-ancients-lowg.md) - [Scholar](scholar.md) +- [Scion of Slayers](scion-of-slayers-botd.md) - [Scout](scout.md) +- [Second Chance Champion](second-chance-champion-frp0.md) +- [Secular Medic](secular-medic-lowg.md) +- [Seer Of The Dead](seer-of-the-dead-som.md) +- [Senghor Sailor](senghor-sailor-lowg.md) +- [Sentinel Reflectance](sentinel-reflectance-lokl.md) +- [Servant](servant-apg.md) +- [Shadow Haunted](shadow-haunted-lowg.md) +- [Shoanti Name-bearer](shoanti-name-bearer-lowg.md) +- [Shory Seeker](shory-seeker-lowg.md) +- [Sign Bound](sign-bound-lotg.md) +- [Sleepless Suns Star](sleepless-suns-star-aoe0.md) +- [Snubbed Out Stoolie](snubbed-out-stoolie-ooa0.md) +- [Sodden Scavenger](sodden-scavenger-lowg.md) +- [Song Of The Deep](song-of-the-deep-som.md) +- [Spell Seeker](spell-seeker-lopsg.md) +- [Sponsored By A Stranger](sponsored-by-a-stranger-sot0.md) +- [Sponsored By A Village](sponsored-by-a-village-sot0.md) +- [Sponsored By Family](sponsored-by-family-sot0.md) +- [Sponsored By Teacher Ot](sponsored-by-teacher-ot-sot0.md) +- [Squire](squire-apg.md) +- [Starless One](starless-one-lotg.md) +- [Starwatcher](starwatcher-av0.md) +- [Storm Survivor](storm-survivor-lowg.md) +- [Street Preacher](street-preacher-som.md) - [Street Urchin](street-urchin.md) +- [Student Of Magic](student-of-magic-som.md) +- [Sun Dancer](sun-dancer-lotg.md) +- [Surge Investigator](surge-investigator-som.md) +- [Taldan Schemer](taldan-schemer-lowg.md) +- [Tax Collector](tax-collector-apg.md) +- [Teacher](teacher-apg.md) +- [Thassilonian Traveler](thassilonian-traveler-lowg.md) +- [Thrune Loyalist](thrune-loyalist-lowg.md) +- [Thuvian Unifier](thuvian-unifier-lowg.md) +- [Tide Watcher](tide-watcher-lotg.md) +- [Time Traveler](time-traveler-som.md) - [Tinker](tinker.md) +- [Tomb Born](tomb-born-botd.md) +- [Touched By Dahak](touched-by-dahak-aoa6.md) +- [Trade Consortium Underling](trade-consortium-underling-lowg.md) +- [Trailblazer](trailblazer-lopsg.md) +- [Translator](translator-lopsg.md) +- [Truth Seeker](truth-seeker-aoa0.md) +- [Tyrant Witness](tyrant-witness-lokl.md) +- [Ulfen Raider](ulfen-raider-lowg.md) +- [Undercover Contender](undercover-contender-frp0.md) +- [Undercover Lotus Guard](undercover-lotus-guard-aoe0.md) +- [Undersea Enthusiast](undersea-enthusiast-lowg.md) +- [Unsponsored](unsponsored-sot0.md) +- [Ustalavic Academic](ustalavic-academic-lowg.md) +- [Varisian Wanderer](varisian-wanderer-lowg.md) +- [Vidrian Reformer](vidrian-reformer-lowg.md) +- [Wanted Witness](wanted-witness-ooa0.md) +- [Ward](ward-apg.md) - [Warrior](warrior.md) +- [Whispering Way Scion](whispering-way-scion-lowg.md) +- [Wildwood Local](wildwood-local-lowg.md) +- [Willing Host](willing-host-botd.md) +- [Winter's Child](winters-child-lowg.md) +- [Witch Wary](witch-wary-lowg.md) +- [Witchlight Follower](witchlight-follower-av0.md) +- [Wonder Taster](wonder-taster-lowg.md) diff --git a/compendium/character/backgrounds/bandit-apg.md b/compendium/character/backgrounds/bandit-apg.md new file mode 100644 index 000000000..051e9a7ae --- /dev/null +++ b/compendium/character/backgrounds/bandit-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/dexterity +- background/skill/intimidation +- compendium/src/pf2e/apg +aliases: ["Bandit"] +--- +# Bandit +*Source: Advanced Player's Guide p. 48* + +Your past includes no small amount of rural banditry, robbing travelers on the road and scraping by. Whether your robbery was sanctioned by a local noble or you did so of your own accord, you eventually got caught up in the adventuring life. + +Now, adventure is your stock and trade, and years of camping and skirmishing have only helped. + +Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. + +You're trained in the [Intimidation](compendium/skills.md#Intimidation) skill and a [Lore](compendium/skills.md#Lore) skill related to the terrain you worked in (such as [Desert Lore](compendium/skills.md#Lore) or [Plains Lore](compendium/skills.md#Lore)). You gain the [Group Coercion](compendium/feats/group-coercion.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/banished-brighite-ooa0.md b/compendium/character/backgrounds/banished-brighite-ooa0.md new file mode 100644 index 000000000..75cb4d29f --- /dev/null +++ b/compendium/character/backgrounds/banished-brighite-ooa0.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/lore +- background/skill/religion +- compendium/src/pf2e/ooa0 +aliases: ["Banished Brighite"] +--- +# Banished Brighite +*Source: Outlaws of Alkenstar Player's Guide p. 11* + +Once, you were a dedicated and important priest of [Brigh](compendium/setting/deities/brigh-logm.md), goddess of clockwork and invention, based out of the largest church to your deity, the Temple of [Brigh](compendium/setting/deities/brigh-logm.md) in Alkenstar. Here, you made important discoveries in the annals of your religion's canon and furthered the Bronze Lady's agendas of innovation and creation. Your future seemed bright, and you predicted that it was only a matter of time until you ascended to the rank of primary cog or, someday, grand cog. Then, your years of devout service were undone in an instant. A man named Ambrost Mugland came to the Temple and demanded not only access to the religious formulas you'd been uncovering, but exclusive rights to the precious knowledge. When you refused, Mugland sent word to the church's leaders that you'd been meddling in heretical doctrine. He also implicated you in the theft of church funds that had mysteriously gone missing as of late. Sure enough, you found yourself being asked to hand in your robes. Your church colleagues didn't turn you in, but they told you in no uncertain terms that you wouldn't be able to find sanctuary for your alleged crimes in the halls of the Temple of [Brigh](compendium/setting/deities/brigh-logm.md). On the run and with nowhere to turn, your faith has been thoroughly tested, though so far you've remained true to your religion and maintained your sacred skills and divine powers. It's unclear what the Bronze Lady has in store for you, but at least one thing's for certain: + +Ambrost Mugland will pay for what he did. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in the [Religion](compendium/skills.md#Religion) skill and the [Brigh](compendium/setting/deities/brigh-logm.md) [Lore](compendium/skills.md#Lore) skill. You gain the [Quick Identification](compendium/feats/quick-identification.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/barber-apg.md b/compendium/character/backgrounds/barber-apg.md new file mode 100644 index 000000000..d0ca1da42 --- /dev/null +++ b/compendium/character/backgrounds/barber-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/wisdom +- background/skill/medicine +- compendium/src/pf2e/apg +aliases: ["Barber"] +--- +# Barber +*Source: Advanced Player's Guide p. 48* + +Haircuts, dentistry, bloodletting, and surgery—if it takes a steady hand and a razor, you do it. You may have taken to the road to expand your skills, or to test yourself against a world that leaves your patients so battered and bruised. + +Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. + +You're trained in the [Medicine](compendium/skills.md#Medicine) skill and the [Surgery Lore](compendium/skills.md#Lore) skill. You gain the [Risky Surgery](compendium/feats/risky-surgery-apg.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/barker-ec0.md b/compendium/character/backgrounds/barker-ec0.md new file mode 100644 index 000000000..4afc0a46a --- /dev/null +++ b/compendium/character/backgrounds/barker-ec0.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/constitution +- background/skill/intimidation +- compendium/src/pf2e/ec0 +aliases: ["Barker"] +--- +# Barker +*Source: Extinction Curse Player's Guide p. 5* + +You're skilled at shouting to catch and keep the attention of passersby. A few well-timed and forcefully spoken words not only get people to notice you but also engage them to respond to you. You may have previously worked as a crier or in a more formal barker capacity with Mistress Dusklight's Celestial Menagerie. Either way, your ability to bully a crowd is impressive. + +Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. + +You're trained in the [Intimidation](compendium/skills.md#Intimidation) skill and the [Crowd Lore](compendium/skills.md#Lore) skill. You gain the [Group Coercion](compendium/feats/group-coercion.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/bekyar-restorer-lowg.md b/compendium/character/backgrounds/bekyar-restorer-lowg.md new file mode 100644 index 000000000..337c99db9 --- /dev/null +++ b/compendium/character/backgrounds/bekyar-restorer-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/wisdom +- background/skill/diplomacy +- compendium/src/pf2e/lowg +aliases: ["Bekyar Restorer"] +--- +# Bekyar Restorer +*Source: Lost Omens: World Guide p. 94* + +Though many Bekyars worship demons, you seek to pave a different path for yourself and your kindred, while also attempting to change other Mwangi's treatment of your culture. + +Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. + +You're trained in the [Diplomacy](compendium/skills.md#Diplomacy) skill and the [Abyss Lore](compendium/skills.md#Lore) skill. + +You gain the [Group Impression](compendium/feats/group-impression.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/belkzen-slayer-lowg.md b/compendium/character/backgrounds/belkzen-slayer-lowg.md new file mode 100644 index 000000000..e08c0831d --- /dev/null +++ b/compendium/character/backgrounds/belkzen-slayer-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/strength +- background/skill/intimidation +- compendium/src/pf2e/lowg +aliases: ["Belkzen Slayer"] +--- +# Belkzen Slayer +*Source: Lost Omens: World Guide p. 46* + +You are a fearsome warrior from the Hold of Belkzen, and your clan counts on you for support, counsel, and defense. With the rising threat of the Whispering Tyrant threatening the safety of your home, you must not let your people down. + +Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. + +You're trained in the [Intimidation](compendium/skills.md#Intimidation) skill and the [Orc Lore](compendium/skills.md#Lore) skill. + +You gain the [Intimidating Glare](compendium/feats/intimidating-glare.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/bellflower-agent-lowg.md b/compendium/character/backgrounds/bellflower-agent-lowg.md new file mode 100644 index 000000000..633f701a7 --- /dev/null +++ b/compendium/character/backgrounds/bellflower-agent-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/dexterity +- background/skill/stealth +- compendium/src/pf2e/lowg +aliases: ["Bellflower Agent"] +--- +# Bellflower Agent +*Source: Lost Omens: World Guide p. 106* + +You joined a secret society dedicated to freeing halfling slaves, most likely from the cruelty of Chelish reign. You know how to smuggle people in and out of countries. + +Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. + +You're trained in the [Stealth](compendium/skills.md#Stealth) skill and the [Underworld Lore](compendium/skills.md#Lore) skill. You gain the [Experienced Smuggler](compendium/feats/experienced-smuggler.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/bibliophile-av0.md b/compendium/character/backgrounds/bibliophile-av0.md new file mode 100644 index 000000000..ea77b5cd0 --- /dev/null +++ b/compendium/character/backgrounds/bibliophile-av0.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/arcana +- compendium/src/pf2e/av0 +aliases: ["Bibliophile"] +--- +# Bibliophile +*Source: Abomination Vaults Player's Guide p. 4* + +You love few things more than a good book, and as a result, Odd Stories is your favorite shop in Otari. The bookseller Morlibint supplies you with fiction, anthologies, and other delightful reads, and he's always eager to discuss his latest finds with you. You know that imagination is the greatest magic, but a working knowledge of actual magic helps, too. + +Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. + +You're trained in the [Arcana](compendium/skills.md#Arcana) skill and the [Library Lore](compendium/skills.md#Lore) skill. You gain the [Arcane Sense](compendium/feats/arcane-sense.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/black-market-smuggler-lowg.md b/compendium/character/backgrounds/black-market-smuggler-lowg.md new file mode 100644 index 000000000..876e64baf --- /dev/null +++ b/compendium/character/backgrounds/black-market-smuggler-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/wisdom +- background/skill/stealth +- compendium/src/pf2e/lowg +aliases: ["Black Market Smuggler"] +--- +# Black Market Smuggler +*Source: Lost Omens: World Guide p. 58* + +You know how to work the less-than-legal side of the region's markets and know how to slip contraband past the authorities. + +Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. + +You're trained in the [Stealth](compendium/skills.md#Stealth) skill and the [Underworld Lore](compendium/skills.md#Lore) skill. + +You gain the [Experienced Smuggler](compendium/feats/experienced-smuggler.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/blessed-apg.md b/compendium/character/backgrounds/blessed-apg.md new file mode 100644 index 000000000..76c2fda55 --- /dev/null +++ b/compendium/character/backgrounds/blessed-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/wisdom +- compendium/src/pf2e/apg +aliases: ["Blessed"] +--- +# Blessed +*Source: Advanced Player's Guide p. 50* + +You have been blessed by a divinity. For an unknown reason, and irrespective of your actual beliefs, a deity has granted you a boon to use for good or ill. Your blessing grants wisdom and insight to aid you in your struggles. You may or may not even know the identity of the being who blessed you, and the blessing might come with a cost you discover later on. + +Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. + +You are trained in a [Lore](compendium/skills.md#Lore) skill associated with the deity who blessed you (such as [Shelyn Lore](compendium/skills.md#Lore)) if you know their identity, or else in a [Lore](compendium/skills.md#Lore) skill of the GM's choice if you don't. Either you can cast [guidance](compendium/spells/guidance.md) as a divine innate spell at will, or you gain a similar blessing determined by the GM. \ No newline at end of file diff --git a/compendium/character/backgrounds/blow-in-ec0.md b/compendium/character/backgrounds/blow-in-ec0.md new file mode 100644 index 000000000..1621f9a18 --- /dev/null +++ b/compendium/character/backgrounds/blow-in-ec0.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/dexterity +- background/skill/deception +- background/skill/thievery +- compendium/src/pf2e/ec0 +aliases: ["Blow-in"] +--- +# Blow-in +*Source: Extinction Curse Player's Guide p. 5* + +You never expected to join a circus, but you were looking for a good place to lie low for reasons of your own. The Circus of Wayward Wonders came together with several different workers and performers a few months ago. Many came from a circus in Escadar called the Celestial Menagerie, but not all of them. It was easy to slip in among the roustabouts. + +Although you'd planned to move on quickly, the circus folk have adopted you as one of their own, and they don't ask questions about your past. + +Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. + +You're trained in your choice of the [Deception](compendium/skills.md#Deception) or [Thievery](compendium/skills.md#Thievery) skills. You gain a skill feat: [Lengthy Diversion](compendium/feats/lengthy-diversion.md) if you chose [Deception](compendium/skills.md#Deception), or [Subtle Theft](compendium/feats/subtle-theft.md) if you chose [Thievery](compendium/skills.md#Thievery). You are also trained in the [Underworld Lore](compendium/skills.md#Lore) skill. \ No newline at end of file diff --git a/compendium/character/backgrounds/bonuwat-wavetouched-lowg.md b/compendium/character/backgrounds/bonuwat-wavetouched-lowg.md new file mode 100644 index 000000000..9f73c768a --- /dev/null +++ b/compendium/character/backgrounds/bonuwat-wavetouched-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/strength +- background/boost/wisdom +- background/skill/athletics +- compendium/src/pf2e/lowg +aliases: ["Bonuwat Wavetouched"] +--- +# Bonuwat Wavetouched +*Source: Lost Omens: World Guide p. 94* + +You are a child of the Bonuwat people, and the sea's salt flows through your veins. You've taken to sailing and swimming gracefully and with ease, earning you the honorific "wavetouched." Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. + +You're trained in the [Athletics](compendium/skills.md#Athletics) skill and the [Ocean Lore](compendium/skills.md#Lore) skill. + +You gain the [Underwater Marauder](compendium/feats/underwater-marauder.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/bookkeeper-apg.md b/compendium/character/backgrounds/bookkeeper-apg.md new file mode 100644 index 000000000..55f6c3834 --- /dev/null +++ b/compendium/character/backgrounds/bookkeeper-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/society +- compendium/src/pf2e/apg +aliases: ["Bookkeeper"] +--- +# Bookkeeper +*Source: Advanced Player's Guide p. 48* + +You ran the numbers on a large farm, for a merchant's endeavors, or with a major guild in the city. You kept track of expenses, payroll, profits, and anything else that had to do with money, for better or worse. If better, you might be adventuring to learn how others ply this trade. If worse, you may be fleeing from impending consequences, in the hope that no one finds you. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society) skill and the [Accounting Lore](compendium/skills.md#Lore) skill. You gain the [Eye for Numbers](compendium/feats/eye-for-numbers-apg.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/bright-lion-lowg.md b/compendium/character/backgrounds/bright-lion-lowg.md new file mode 100644 index 000000000..25f6d7f12 --- /dev/null +++ b/compendium/character/backgrounds/bright-lion-lowg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/strength +- background/skill/deception +- compendium/src/pf2e/lowg +aliases: ["Bright Lion"] +--- +# Bright Lion +*Source: Lost Omens: World Guide p. 94* + +You are a member of the Bright Lions and seek to overthrow the tyrannical reign of Walkena and free Mzali from his cruel whims. + +You're experienced operating undercover and have had to be cautious of what you say and who you trust, lest you fall afoul of the god-king's terrible punishments. + +Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. + +You're trained in the [Deception](compendium/skills.md#Deception) skill and the [Mzali Lore](compendium/skills.md#Lore) skill. + +You gain the [Lie to Me](compendium/feats/lie-to-me.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/butcher-ec0.md b/compendium/character/backgrounds/butcher-ec0.md new file mode 100644 index 000000000..b06acad34 --- /dev/null +++ b/compendium/character/backgrounds/butcher-ec0.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/intelligence +- background/skill/society +- compendium/src/pf2e/ec0 +aliases: ["Butcher"] +--- +# Butcher +*Source: Extinction Curse Player's Guide p. 5* + +You've spent uncounted hours walking up and down crowded and noisy circus stands, inventing innovative means to sell refreshments, food, and novelties at inflated prices. (You might know very little about slaughtering animals; "butcher" is a circus slang term for a vendor.) The Celestial Menagerie constantly pushed you to figure out how to sell increasingly shoddy toys to children and how to conceal the taste of spoiled treats that should have been discarded days earlier. You peddled disappointment and hated it, so you left to seek a new line of work—although you're not yet willing to leave the circus life altogether. + +Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society) skill and the [Mercantile Lore](compendium/skills.md#Lore) skill. You gain the [Read Lips](compendium/feats/read-lips.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/chelish-rebel-lowg.md b/compendium/character/backgrounds/chelish-rebel-lowg.md new file mode 100644 index 000000000..fe303ec22 --- /dev/null +++ b/compendium/character/backgrounds/chelish-rebel-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/dexterity +- background/skill/society +- compendium/src/pf2e/lowg +aliases: ["Chelish Rebel"] +--- +# Chelish Rebel +*Source: Lost Omens: World Guide p. 106* + +You joined the fight against House Thrune. You may have helped liberate the nation of Ravounel, or you might be involved in another rebellion, such as Pezzack's, that studied Ravounel's successes. + +Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society) skill and the [Kintargo Lore](compendium/skills.md#Lore) skill. You gain the [Streetwise](compendium/feats/streetwise.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/child-of-the-puddles-lowg.md b/compendium/character/backgrounds/child-of-the-puddles-lowg.md new file mode 100644 index 000000000..413e392a8 --- /dev/null +++ b/compendium/character/backgrounds/child-of-the-puddles-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/intelligence +- background/skill/acrobatics +- compendium/src/pf2e/lowg +aliases: ["Child Of The Puddles"] +--- +# Child Of The Puddles +*Source: Lost Omens: World Guide p. 22* + +You grew up in the soggy, squalid quarter of Absalom known as the Puddles. You're at home in tightly packed urban environments. + +Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. + +You're trained in the [Acrobatics](compendium/skills.md#Acrobatics) skill and the [Absalom Lore](compendium/skills.md#Lore) skill. You gain the [Steady Balance](compendium/feats/steady-balance.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/child-of-the-twin-village-da.md b/compendium/character/backgrounds/child-of-the-twin-village-da.md new file mode 100644 index 000000000..2a9a3dcc4 --- /dev/null +++ b/compendium/character/backgrounds/child-of-the-twin-village-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/constitution +- background/skill/diplomacy +- compendium/src/pf2e/da +aliases: ["Child of the Twin Village"] +--- +# Child of the Twin Village +*Source: Dark Archive p. 73* + +You were born in a village where everyone has a twin with a special link. You have moved to the wider world for reasons of your own, but you still have an unbreakable connection to your twin through your dreams. + +Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. + +You're trained in [Diplomacy](compendium/skills.md#Diplomacy) and [Dreamlands Lore](compendium/skills.md#Lore). You gain the ability to communicate with your twin in your dreams. You and your twin gain the effects of [dream message](compendium/spells/dream-message.md) every night, only between the two of you; this isn't a spell, but a natural effect. Unless your twin is another PC, your GM roleplays your twin or summarizes your interaction during these dreams. \ No newline at end of file diff --git a/compendium/character/backgrounds/child-of-westcrown-lowg.md b/compendium/character/backgrounds/child-of-westcrown-lowg.md new file mode 100644 index 000000000..5d694ee85 --- /dev/null +++ b/compendium/character/backgrounds/child-of-westcrown-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/strength +- background/skill/diplomacy +- compendium/src/pf2e/lowg +aliases: ["Child Of Westcrown"] +--- +# Child Of Westcrown +*Source: Lost Omens: World Guide p. 106* + +Whether you come from Westcrown or elsewhere, you hold the values of pre-Thrune Cheliax dear. You disdain the infernal government, but you are proud of your country and do not consider yourself a rebel. + +Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. + +You're trained in the [Diplomacy](compendium/skills.md#Diplomacy) skill and the [Westcrown Lore](compendium/skills.md#Lore) skill. You gain the [Group Impression](compendium/feats/group-impression.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/chosen-one-som.md b/compendium/character/backgrounds/chosen-one-som.md new file mode 100644 index 000000000..6f04e8ef8 --- /dev/null +++ b/compendium/character/backgrounds/chosen-one-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/strength +- compendium/src/pf2e/som +aliases: ["Chosen One"] +--- +# Chosen One +*Source: Secrets of Magic p. 30* + +Your birth has fulfilled a prediction, and people close to you are counting on you to do great things. There's intense pressure on you to be up to the task, and the fickle nature of prophecy complicates your path. + +Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. + +Decide with your GM the basics of the prophecy in which you're meant to play a major part. You're trained in one skill related to the prophecy, and the [Fortune-Telling Lore](compendium/skills.md#Lore) skill. You gain the Prophecy's Pawn free action. + +```ad-embed-ability +title: Prophecy's Pawn [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[abjuration](rules/traits/abjuration.md) [divine](rules/traits/divine.md) [fortune](rules/traits/fortune.md) + +- **Trigger**: You fail a saving throw, attack roll, or skill check + +**Effect** You twist the prophecy in your favor, which will have consequences later. Reroll the failed check. You must use the result of the second roll. + +For 24 hours afterward, the GM can force you to reroll a successful saving throw, attack roll, or skill check as fate balances the scale. + +This is a [misfortune](rules/traits/misfortune.md) effect. You can't use prophecy's pawn again until the GM uses this option or 24 hours pass, whichever comes first. +%% #trait/abjuration #trait/divine #trait/fortune %% +``` \ No newline at end of file diff --git a/compendium/character/backgrounds/circus-born-ec0.md b/compendium/character/backgrounds/circus-born-ec0.md new file mode 100644 index 000000000..9bc25eab0 --- /dev/null +++ b/compendium/character/backgrounds/circus-born-ec0.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/performance +- compendium/src/pf2e/ec0 +aliases: ["Circus Born"] +--- +# Circus Born +*Source: Extinction Curse Player's Guide p. 5* + +The itinerant life of a traveling circus performer is nothing new to you; you were born and raised in the circus. You've seen more acts than you can count and grew up hearing the tall tales of circus performers while gathered around their campfires. You've experienced the thrill of captivating a crowd ever since you were young. You may have tried a few times to settle down, but the lure of the open road and the glamor of the big top always called you back. + +Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. + +You're trained in the [Performance](compendium/skills.md#Performance) skill and the [Circus Lore](compendium/skills.md#Lore) skill. You gain the [Experienced Professional](compendium/feats/experienced-professional.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/clown-ec0.md b/compendium/character/backgrounds/clown-ec0.md new file mode 100644 index 000000000..11e87be82 --- /dev/null +++ b/compendium/character/backgrounds/clown-ec0.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/dexterity +- background/skill/performance +- compendium/src/pf2e/ec0 +aliases: ["Clown"] +--- +# Clown +*Source: Extinction Curse Player's Guide p. 6* + +Although you've spent time in greasepaint and colorful clothing to amuse crowds, your skills with buffoonery and physical comedy are exceptional whether or not you're in costume. In the employ of Mistress Dusklight's Celestial Menagerie, you spent too many routines distracting an audience from an ill-timed accident or evidence of abused animals or performers. You've had enough of that, and the Celestial Menagerie isn't your home any longer. + +Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. + +You're trained in the [Performance](compendium/skills.md#Performance) skill and the [Clown Lore](compendium/skills.md#Lore) skill. You gain the [Virtuosic Performer (comedy)](compendium/feats/virtuosic-performer.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/cook-apg.md b/compendium/character/backgrounds/cook-apg.md new file mode 100644 index 000000000..640795efb --- /dev/null +++ b/compendium/character/backgrounds/cook-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/intelligence +- background/skill/survival +- compendium/src/pf2e/apg +aliases: ["Cook"] +--- +# Cook +*Source: Advanced Player's Guide p. 48* + +You grew up in the kitchens of a tavern or other dining establishment and excelled there, becoming an exceptional cook. Baking, cooking, a little brewing on the side—you've spent lots of time out of sight. It's about time you went out into the world to catch some sights for yourself. + +Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. + +You're trained in the [Survival](compendium/skills.md#Survival) skill and the [Cooking Lore](compendium/skills.md#Lore) skill. You gain the [Seasoned](compendium/feats/seasoned-apg.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/courier-apg.md b/compendium/character/backgrounds/courier-apg.md new file mode 100644 index 000000000..9ed224799 --- /dev/null +++ b/compendium/character/backgrounds/courier-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/intelligence +- background/skill/society +- compendium/src/pf2e/apg +aliases: ["Courier"] +--- +# Courier +*Source: Advanced Player's Guide p. 48* + +In your youth, you earned coin running messages for persons of wealth and influence, darting through crowded cobblestone streets. Your dogged commitment to deliver your message was good training for the life of an adventurer. + +Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society) skill and the [Lore](compendium/skills.md#Lore) skill for the city in which you were raised. You gain the [Glean Contents](compendium/feats/glean-contents-apg.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/cultist-apg.md b/compendium/character/backgrounds/cultist-apg.md new file mode 100644 index 000000000..1f20746b9 --- /dev/null +++ b/compendium/character/backgrounds/cultist-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/occultism +- compendium/src/pf2e/apg +aliases: ["Cultist"] +--- +# Cultist +*Source: Advanced Player's Guide p. 48* + +You were (or still are) a member of a cult whose rites may involve sacred dances to ensure a strong harvest or dire rituals that call upon dark powers. You might have taken up adventuring to further your cult's aims, to initiate yourself into the world's grander mysteries, or to flee unsavory practices or strictures. + +Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. + +You're trained in the [Occultism](compendium/skills.md#Occultism) skill and the [Lore](compendium/skills.md#Lore) skill related to your deity or cult. You gain the [Schooled in Secrets](compendium/feats/schooled-in-secrets-apg.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/curandero-botd.md b/compendium/character/backgrounds/curandero-botd.md new file mode 100644 index 000000000..9bc2f1631 --- /dev/null +++ b/compendium/character/backgrounds/curandero-botd.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- background/skill/medicine +- compendium/src/pf2e/botd +aliases: ["Curandero"] +--- +# Curandero +*Source: Book of the Dead p. 16* + +You learned the healing arts of your community wielding your ceremonial chonta, a tool you carved yourself and imbued with sacred oils and herbs. This process opened your eyes to ailments of a more mystical nature: malefic spirits, haunts, possession, and more. You likely took up adventuring to combat these horrors, or you may have fled an evil beyond your power to vanquish. + +Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. + +You're trained in the [Medicine](compendium/skills.md#Medicine) skill and the [Herbalism Lore](compendium/skills.md#Lore) skill. You gain the [Inoculation](compendium/feats/inoculation-apg.md) skill feat (Pathfinder Advanced Player's Guide 207). \ No newline at end of file diff --git a/compendium/character/backgrounds/cursed-apg.md b/compendium/character/backgrounds/cursed-apg.md new file mode 100644 index 000000000..4c123db54 --- /dev/null +++ b/compendium/character/backgrounds/cursed-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/occultism +- compendium/src/pf2e/apg +aliases: ["Cursed"] +--- +# Cursed +*Source: Advanced Player's Guide p. 50* + +You are the victim of a personal or hereditary curse. Through great effort and occult study, you have learned to fend off the curse's worst effects and, by extension, you can protect yourself against other harmful magic. However, the curse still hangs over you and sometimes manifests in dangerous ways. + +Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. + +You are trained in [Occultism](compendium/skills.md#Occultism) and [Curse Lore](compendium/skills.md#Lore). You gain the Warding Sign reaction. You and the GM should determine the full effects of the curse, though you've staved most of them off for now. The GM determines the curse's lingering manifestations on you, which usually include at least a constant or very frequent thematic effect and occasional more dangerous effects. + +```ad-embed-ability +title: Warding Sign [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You attempt a saving throw against a [magical](rules/traits/magical.md) effect, but you haven't rolled yet + +**Effect** You call on the power of a personal, eldritch sign of protection, which flares brightly before slowly fading. You gain a +2 circumstance bonus to the triggering saving throw, or a +3 circumstance bonus if the effect is a curse. +``` \ No newline at end of file diff --git a/compendium/character/backgrounds/cursed-family-lowg.md b/compendium/character/backgrounds/cursed-family-lowg.md new file mode 100644 index 000000000..2ccfd90e2 --- /dev/null +++ b/compendium/character/backgrounds/cursed-family-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/occultism +- compendium/src/pf2e/lowg +aliases: ["Cursed Family"] +--- +# Cursed Family +*Source: Lost Omens: World Guide p. 46* + +Rumors abound that your family is cursed. While that would explain several unfortunate events in your family history, you may or may not believe it. Regardless, odd coincidences plague your lineage, and perhaps even appear in your own life, and you have become used to spotting strangeness around you. + +Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. + +You're trained in the [Occultism](compendium/skills.md#Occultism) skill and the [Curse Lore](compendium/skills.md#Lore) skill. You gain the [Oddity Identification](compendium/feats/oddity-identification.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/desert-tracker-lowg.md b/compendium/character/backgrounds/desert-tracker-lowg.md new file mode 100644 index 000000000..547cbf1cd --- /dev/null +++ b/compendium/character/backgrounds/desert-tracker-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- background/skill/survival +- compendium/src/pf2e/lowg +aliases: ["Desert Tracker"] +--- +# Desert Tracker +*Source: Lost Omens: World Guide p. 58* + +You're at home blazing trails in the burning sands, and you made a living guiding or following creatures in the desert. You might be a native nomad, an experienced desert guide, a naturalist, a bandit driven into the dunes by the law—or all of the above. + +Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. + +You're trained in the [Survival](compendium/skills.md#Survival) skill and the [Desert Lore](compendium/skills.md#Lore) skill. You gain the [Experienced Tracker](compendium/feats/experienced-tracker.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/diobel-pearl-diver-lowg.md b/compendium/character/backgrounds/diobel-pearl-diver-lowg.md new file mode 100644 index 000000000..a67beffa0 --- /dev/null +++ b/compendium/character/backgrounds/diobel-pearl-diver-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/dexterity +- background/skill/athletics +- compendium/src/pf2e/lowg +aliases: ["Diobel Pearl Diver"] +--- +# Diobel Pearl Diver +*Source: Lost Omens: World Guide p. 22* + +You spent a portion of your youth diving and gathering precious pearls under the attentive eyes of Kortos Consortium merchants. + +Choose two ability boosts. One must be to Constitution or Dexterity, and one is a free ability boost. + +You're trained in the [Athletics](compendium/skills.md#Athletics) skill and the [Ocean Lore](compendium/skills.md#Lore) skill. + +You gain the [Underwater Marauder](compendium/feats/underwater-marauder.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/doomcaller-lotg.md b/compendium/character/backgrounds/doomcaller-lotg.md new file mode 100644 index 000000000..fad057424 --- /dev/null +++ b/compendium/character/backgrounds/doomcaller-lotg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/occultism +- compendium/src/pf2e/lotg +aliases: ["Doomcaller"] +--- +# Doomcaller +*Source: Lost Omens: Travel Guide p. 122* + +In the stars you see not guidance or wisdom but a twinkling door to the impending end of all things. You might have been raised in this ideology, gleaned it from superstition, or received a prophetic vision. Regardless, you've come to view the stars and whatever power they evoke as a path to doom, a curse to warn the masses. Others might spurn your warnings, while some might join you in enlightening the ignorant. To you, there's no greater truth than the coming end, and you know that whatever the cause for it will come from the stars—or perhaps the stars are just a gate to a more terrifying beyond. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in Occultism and Star Lore. You also gain the Stellar Misfortune action. + +```ad-embed-ability +title: Stellar Misfortune [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[divination](rules/traits/divination.md) [misfortune](rules/traits/misfortune.md) [occult](rules/traits/occult.md) + +- **Trigger**: A creature you can see is about to attempt a saving throw, attack roll, or skill check +- **Requirements**: You must be under the night sky with the stars visible + +**Effect** You call upon the power of a dooming star, exacerbating the target's bad luck. The target must roll the triggering check twice and take the worse result. +%% #trait/divination #trait/misfortune #trait/occult %% +``` \ No newline at end of file diff --git a/compendium/character/backgrounds/dragon-scholar-aoa0.md b/compendium/character/backgrounds/dragon-scholar-aoa0.md new file mode 100644 index 000000000..93e4acd85 --- /dev/null +++ b/compendium/character/backgrounds/dragon-scholar-aoa0.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/strength +- background/skill/intimidation +- compendium/src/pf2e/aoa0 +aliases: ["Dragon Scholar"] +--- +# Dragon Scholar +*Source: Age of Ashes Player's Guide p. 4* + +Dragons have fascinated you for as long as you can remember. The potent power they possess, the long lives they lead, the ancient traditions they inspire—whatever the source of your interest, you've spent much of your life to this point immersed in all things draconic. These studies have bolstered your self-confidence and given you a wide range of methods and tactics you can use to impose your will on others. + +You've likely chosen to attend the Call for Heroes as a way to seek funds as an adventurer to afford more texts about dragons or perhaps out of a desire to encounter one in real life. + +Choose two ability boosts. One must be Strength or Charisma, and one is a free ability boost. + +You're trained in the [Intimidation](compendium/skills.md#Intimidation) skill and the [Dragon Lore](compendium/skills.md#Lore) skill. You gain the [Intimidating Glare](compendium/feats/intimidating-glare.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/dreamer-of-the-verdant-moon-ec3.md b/compendium/character/backgrounds/dreamer-of-the-verdant-moon-ec3.md new file mode 100644 index 000000000..6dbb5adfe --- /dev/null +++ b/compendium/character/backgrounds/dreamer-of-the-verdant-moon-ec3.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/strength +- background/boost/wisdom +- background/skill/survival +- compendium/src/pf2e/ec3 +aliases: ["Dreamer Of The Verdant Moon"] +--- +# Dreamer Of The Verdant Moon +*Source: Extinction Curse #3: Life's Long Shadows p. 67* + +You spent your early days in the aftermath of one of the great ravenings. You survived thanks to your resourcefulness and perhaps your patron's favor and were blessed with skills and drive thereafter, but you must always hold to his standards, lest the hunger from the depths seek you out once again. + +Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. + +You gain the [Ravening's Desperation](compendium/feats/ravenings-desperation-ec3.md) skill feat (below), and you're trained in the [Survival](compendium/skills.md#Survival) and [Zevgavizeb Lore](compendium/skills.md#Lore) skills. \ No newline at end of file diff --git a/compendium/character/backgrounds/droskari-disciple-aoa4.md b/compendium/character/backgrounds/droskari-disciple-aoa4.md new file mode 100644 index 000000000..4d3879b75 --- /dev/null +++ b/compendium/character/backgrounds/droskari-disciple-aoa4.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/intelligence +- compendium/src/pf2e/aoa4 +aliases: ["Droskari Disciple"] +--- +# Droskari Disciple +*Source: Age of Ashes #4: Fires of the Haunted City p. 63* + +You grew up in the church of the Dark Smith, where you learned the value of hard work and achieving vocational mastery. + +Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. + +You gain the [Skill Training](compendium/feats/skill-training.md) skill feat, and you're trained in the [Droskar Lore](compendium/skills.md#Lore) skill. \ No newline at end of file diff --git a/compendium/character/backgrounds/eclipseborn-lotg.md b/compendium/character/backgrounds/eclipseborn-lotg.md new file mode 100644 index 000000000..4febdfaf1 --- /dev/null +++ b/compendium/character/backgrounds/eclipseborn-lotg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/constitution +- compendium/src/pf2e/lotg +aliases: ["Eclipseborn"] +--- +# Eclipseborn +*Source: Lost Omens: Travel Guide p. 122* + +You were born at the exact moment of a solar or lunar eclipse. At the eclipse's junction, or not long after, a catastrophe fell upon the area of your birth—perhaps it affected only the people around you, a city, or even spanned the entire region. Whatever the scope, those present at your arrival came to believe the eclipse was the omen of ill fortune, and you were its harbinger. You grew up distinctly aware others viewed you as a child of misfortune and, to a certain extent, they were right. + +Choose two ability boosts. One must be to Charisma or Constitution, and one is a free ability boost. + +Decide with the GM what catastrophic event coincided with your birth; you're trained in a [Lore](compendium/skills.md#Lore) skill related to that event. You can cast ill omen as an occult innate spell once per day. After you [Cast this Spell](rules/actions/cast-a-spell.md), but before you regain the ability to cast it the following day, the GM can force you to reroll a successful saving throw, attack roll, or skill check as misfortune finds its way back to you. This is a [misfortune](rules/traits/misfortune.md) effect. If this effect causes you to fail the associated saving throw, attack roll, or skill check, you can cast ill omen again a second time that day. \ No newline at end of file diff --git a/compendium/character/backgrounds/eidolon-contact-som.md b/compendium/character/backgrounds/eidolon-contact-som.md new file mode 100644 index 000000000..58a806e71 --- /dev/null +++ b/compendium/character/backgrounds/eidolon-contact-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/constitution +- background/skill/arcana +- background/skill/nature +- background/skill/occultism +- background/skill/religion +- compendium/src/pf2e/som +aliases: ["Eidolon Contact"] +--- +# Eidolon Contact +*Source: Secrets of Magic p. 28* + +You've come into contact with a disembodied being of magical essence known as an eidolon. + +You might have forged a powerful conduit with that eidolon, allowing you to manifest it as a summoner, but it's much more likely that you lost contact over time, though not before learning a few half-remembered secrets. If you lost contact, you might have become an adventurer to try to reach the eidolon again, or to be sure that you're rid of it forever. + +Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. + +You're trained in your choice of [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion), and a [Lore](compendium/skills.md#Lore) skill for the creature associated with your contacted eidolon (such as [Angel Lore](compendium/skills.md#Lore) or [Dragon Lore](compendium/skills.md#Lore)). You gain the [Dubious Knowledge](compendium/feats/dubious-knowledge.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/eldritch-anatomist-av0.md b/compendium/character/backgrounds/eldritch-anatomist-av0.md new file mode 100644 index 000000000..4d0a0dc09 --- /dev/null +++ b/compendium/character/backgrounds/eldritch-anatomist-av0.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/medicine +- compendium/src/pf2e/av0 +aliases: ["Eldritch Anatomist"] +--- +# Eldritch Anatomist +*Source: Abomination Vaults Player's Guide p. 4* + +You're a trained physician who can ably tend wounds of many kinds. But more than a practitioner, you're a scholar. + +Some cultures shape flesh to extreme degrees, creating aberrations from humanoid forms. The fleshforges of distant Nex practice this fleshwarping, as do certain subterranean societies you hope to one day study— preferably from a safe and clinical distance. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in the [Medicine](compendium/skills.md#Medicine) skill and the [Fleshwarp Lore](compendium/skills.md#Lore) skill. You gain the [Assurance](compendium/feats/assurance.md) skill feat with [Medicine](compendium/skills.md#Medicine). \ No newline at end of file diff --git a/compendium/character/backgrounds/emancipated-aoa0.md b/compendium/character/backgrounds/emancipated-aoa0.md new file mode 100644 index 000000000..12a887ad3 --- /dev/null +++ b/compendium/character/backgrounds/emancipated-aoa0.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/dexterity +- background/skill/stealth +- compendium/src/pf2e/aoa0 +aliases: ["Emancipated"] +--- +# Emancipated +*Source: Age of Ashes Player's Guide p. 4* + +Until recently, the nation of Ravounel was part of the larger nation of Cheliax, where the church of [Asmodeus](compendium/setting/deities/asmodeus.md) is the law and slaves are traded freely in the open market. You had the poor fortune to be born into slavery, but the good luck to have grown up in the city of Kintargo. When Ravounel seceded from Cheliax, the leaders of this new nation freed all slaves, and you've wasted no time in exploring and establishing your new life. How and why you've come to Breachill is left to you to decide—but the fact that you feel empowered to determine your own destiny continues to drive you! + +The chance to become an adventurer has excited you for some time, as you hope to build a new life for yourself as a hero rewarded with fame and fortune. Joining the Call for Heroes is a great opportunity to find a group to adventure with. + +Choose two ability boosts. One must be Dexterity or Charisma, and one is a free ability boost. + +You're trained in the [Stealth](compendium/skills.md#Stealth) skill and the [Kintargo Lore](compendium/skills.md#Lore) skill. You gain the [Terrain Stalker](compendium/feats/terrain-stalker.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/energy-scarred-som.md b/compendium/character/backgrounds/energy-scarred-som.md new file mode 100644 index 000000000..a5f61085f --- /dev/null +++ b/compendium/character/backgrounds/energy-scarred-som.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- compendium/src/pf2e/som +aliases: ["Energy Scarred"] +--- +# Energy Scarred +*Source: Secrets of Magic p. 219* + +Exposure to a significant magical event overloaded you with magical energy. Perhaps you were exposed to dangerous levels of magical energy that left you near death, or it built up over long-term exposure to a powerful source of magic. + +Choose two ability boosts. One must be Constitution and one is a free ability boost. + +Your innate [magical](rules/traits/magical.md) trait is [primal](rules/traits/primal.md). Choose acid, cold, electricity, fire, force, negative, positive, or sonic. You are trained in a [Lore](compendium/skills.md#Lore) skill associated with the chosen energy (such as [Fire Lore](compendium/skills.md#Lore)) and you gain resistance to that energy type equal to half your level (minimum 1). \ No newline at end of file diff --git a/compendium/character/backgrounds/ex-con-token-guard-aoe0.md b/compendium/character/backgrounds/ex-con-token-guard-aoe0.md new file mode 100644 index 000000000..b255d80e3 --- /dev/null +++ b/compendium/character/backgrounds/ex-con-token-guard-aoe0.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/dexterity +- background/skill/thievery +- compendium/src/pf2e/aoe0 +aliases: ["Ex-con Token Guard"] +--- +# Ex-con Token Guard +*Source: Agents of Edgewatch Player's Guide p. 6* + +Not everyone starts life on easy street—your own experience is testament to that. You took a wrong turn at some point early on and became a career criminal. Perhaps you were a petty pickpocket, or maybe you've even murdered someone. + +Either way, your crimes landed you with a transformative prison sentence in the Brine prison. Only then did you realize that something needed to change. After your release, you dedicated yourself to helping other downtrodden individuals and those forced to resort to crime to survive. You joined the Coins District Guard, but soon learned that this precinct was a haven for the very corruption you sought to undo. Your efforts at reform never took root and you feared that your decision to become an officer of the law was a huge mistake. + +You transferred to the Edgewatch, the Precipice Quarter's new precinct, in the hope that you might meet others who sought to help—not exploit—Absalom's misguided. + +Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. + +You're trained in the [Thievery](compendium/skills.md#Thievery) skill and your choice of [Legal Lore](compendium/skills.md#Lore) or [Underworld Lore](compendium/skills.md#Lore). You gain a +1 circumstance bonus to [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), and [Intimidation](compendium/skills.md#Intimidation) checks to interact with Token Guards and convicted criminals such as prison inmates. You gain the [Pickpocket](compendium/feats/pickpocket.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/false-medium-som.md b/compendium/character/backgrounds/false-medium-som.md new file mode 100644 index 000000000..d4485e347 --- /dev/null +++ b/compendium/character/backgrounds/false-medium-som.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/occultism +- compendium/src/pf2e/som +aliases: ["False Medium"] +--- +# False Medium +*Source: Secrets of Magic p. 28* + +There are people in this world who possess the ability to pierce the veil between the world of the living and the world of the dead, allowing them to communicate with spirits. You... are not one of them. But you know enough about the occult, as well as cold reading tricks and various practices from local religions, to scam your way into people's coinpurses. Unlike a through-and-through charlatan, there's some real occult methodology behind your flimflam, but that's likely cold comfort to the people you swindle. + +Whether you decided to take a more righteous path, were caught and pledged to make it right, or still slip in a few "séances" between adventures, you've taken to an adventuring lifestyle as you move from place to place. + +Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. + +You're trained in [Occultism](compendium/skills.md#Occultism) and [Fortune-Telling Lore](compendium/skills.md#Lore). + +You gain the [Deceptive Worship](compendium/feats/deceptive-worship-apg.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/feral-child-apg.md b/compendium/character/backgrounds/feral-child-apg.md new file mode 100644 index 000000000..a130294ba --- /dev/null +++ b/compendium/character/backgrounds/feral-child-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/dexterity +- background/boost/strength +- background/skill/nature +- background/skill/survival +- compendium/src/pf2e/apg +aliases: ["Feral Child"] +--- +# Feral Child +*Source: Advanced Player's Guide p. 50* + +You spent your youth in the wilderness, living close to or perhaps raised by animals. You have a close, mystical connection with these animals and gained certain abilities from them, though this limited your well-roundedness in mental pursuits. + +Choose one ability boost. It must be Strength, Dexterity, or Constitution. + +You are trained in [Nature](compendium/skills.md#Nature) and [Survival](compendium/skills.md#Survival). You gain [low-light vision](rules/abilities/low-light-vision.md) (or [darkvision](rules/abilities/darkvision.md) if you already had [low-light vision](rules/abilities/low-light-vision.md)), imprecise [scent](rules/abilities/scent.md) with a range of 30 feet, and the [Forager](compendium/feats/forager.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/feybound-apg.md b/compendium/character/backgrounds/feybound-apg.md new file mode 100644 index 000000000..c99579a1b --- /dev/null +++ b/compendium/character/backgrounds/feybound-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/dexterity +- background/skill/nature +- compendium/src/pf2e/apg +aliases: ["Feybound"] +--- +# Feybound +*Source: Advanced Player's Guide p. 50* + +You have spent time in the First World or another realm of the fey and aren't entirely the same person you were before. + +Perhaps you made a purchase at the legendary Witchmarket or partook deeply of fey food and wine. Whatever the case, willingly or inadvertently, you made a bargain with the fey, the benefits of which come at a price. + +Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. + +You are trained in [Fey Lore](compendium/skills.md#Lore) and gain the Fey's Fortune free action. You must follow some rule or limitation as part of your pact with the fey. If you violate the rule, you lose Fey's Fortune until you receive the effects of a successful atone ritual using the [Nature](compendium/skills.md#Nature) skill. The exact limitation is up to you and the GM, but the most common requirement is that you must fulfill a single request from any fey who knows your name. + +```ad-embed-ability +title: Fey's Fortune [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You attempt a skill check and haven't yet rolled + +**Effect** Roll the skill check twice and use the better result. +``` \ No newline at end of file diff --git a/compendium/character/backgrounds/final-blade-survivor-lowg.md b/compendium/character/backgrounds/final-blade-survivor-lowg.md new file mode 100644 index 000000000..69cf3694d --- /dev/null +++ b/compendium/character/backgrounds/final-blade-survivor-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/wisdom +- background/skill/deception +- compendium/src/pf2e/lowg +aliases: ["Final Blade Survivor"] +--- +# Final Blade Survivor +*Source: Lost Omens: World Guide p. 130* + +You fell prey to the whims of the Galtan mob and were scheduled for execution by final blade, but through skill—or sheer luck—you managed to talk your way out of it. + +Choose two ability boosts. One must be to Charisma or Wisdom, and one is a free ability boost. + +You're trained in the [Deception](compendium/skills.md#Deception) skill and the [Revolution Lore](compendium/skills.md#Lore) skill. You gain the [Charming Liar](compendium/feats/charming-liar.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/fogfen-tale-teller-av0.md b/compendium/character/backgrounds/fogfen-tale-teller-av0.md new file mode 100644 index 000000000..c3a5a15d7 --- /dev/null +++ b/compendium/character/backgrounds/fogfen-tale-teller-av0.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/strength +- background/skill/athletics +- compendium/src/pf2e/av0 +aliases: ["Fogfen Tale-teller"] +--- +# Fogfen Tale-teller +*Source: Abomination Vaults Player's Guide p. 4* + +You know there are monstrous things out in the swamp known as Fogfen; you've seen these things through the mist, gliding through the murky water and heaving themselves over sodden bits of land. No one in Otari believes your tales of swamp monsters from the depths, even when you embellish the creatures of your stories with fangs, wings, or tentacles. You'll just have to prove to them that there are truly monsters out there, and that they were wrong to doubt you. + +Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. + +You're trained in [Athletics](compendium/skills.md#Athletics) and the [Swamp Lore](compendium/skills.md#Lore) skill. You gain the [Titan Wrestler](compendium/feats/titan-wrestler.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/framed-in-ferrous-quarter-ooa0.md b/compendium/character/backgrounds/framed-in-ferrous-quarter-ooa0.md new file mode 100644 index 000000000..2e0b8aaf2 --- /dev/null +++ b/compendium/character/backgrounds/framed-in-ferrous-quarter-ooa0.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/dexterity +- background/skill/crafting +- compendium/src/pf2e/ooa0 +aliases: ["Framed in Ferrous Quarter"] +--- +# Framed in Ferrous Quarter +*Source: Outlaws of Alkenstar Player's Guide p. 12* + +Everyone knows that Ferrous Quarter isn't exactly the nicest part of Alkenstar. Hard-working laborers, gunsmiths suffering from black lung, and red-eyed tinkerers alike can toil their entire lives on these grimy streets and still wind up dead in an alley with nothing to show for it. You were once one of these humble artisans, until one day, out of nowhere, things broke bad. + +Maybe you hung out with the wrong crowd. Maybe it was just bad luck. Whatever the case, you were framed for a crime you didn't commit—larceny, smuggling, possibly even murder. You didn't stick around long enough to find out what, exactly, the shieldmarshals banging on your door were charging you with. Now, you're on the lam, uncertain where you'll be able to get a good night's sleep, let alone your next meal. + +At least one thing's for sure, though: before you turned heel and ran into the streets, you saw a telltale signature on the arrest warrant. It was the scrawl of a corrupt shieldmarshal who's framed countless other hardworking folks in your neighborhood on the basis of cooked-up evidence. Yes, you're sure of it—the crooked guard who took you down is none other than Deputy Anjelique Loveless, and you're determined to return the favor. + +Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost. + +You're trained in the [Crafting](compendium/skills.md#Crafting) skill and the [Engineering Lore](compendium/skills.md#Lore) skill. You gain the [Specialty Crafting](compendium/feats/specialty-crafting.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/freed-slave-of-absalom-lowg.md b/compendium/character/backgrounds/freed-slave-of-absalom-lowg.md new file mode 100644 index 000000000..1bc32ecdc --- /dev/null +++ b/compendium/character/backgrounds/freed-slave-of-absalom-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/intelligence +- background/skill/society +- compendium/src/pf2e/lowg +aliases: ["Freed Slave Of Absalom"] +--- +# Freed Slave Of Absalom +*Source: Lost Omens: World Guide p. 22* + +As a recently freed slave in Absalom, you belong to a new, closeknit social class at the heart of the city's most important trades. + +Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society) skill and the [Absalom Lore](compendium/skills.md#Lore) skill. + +You gain the [Streetwise](compendium/feats/streetwise.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/geb-crusader-lowg.md b/compendium/character/backgrounds/geb-crusader-lowg.md new file mode 100644 index 000000000..becf2684f --- /dev/null +++ b/compendium/character/backgrounds/geb-crusader-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- background/skill/religion +- compendium/src/pf2e/lowg +aliases: ["Geb Crusader"] +--- +# Geb Crusader +*Source: Lost Omens: World Guide p. 82* + +You grew up considering the existence of the undead nation of Geb an atrocity and trained to one day take part in destroying it and putting its vile inhabitants to their final rest. Key to your preparations is a thorough study of Pharasma, Urgathoa, and other undead-related deities and their philosophies. + +Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. + +You're trained in the [Religion](compendium/skills.md#Religion) skill and the [Undead Lore](compendium/skills.md#Lore) skill. + +You gain the [Student of the Canon](compendium/feats/student-of-the-canon.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/genie-blessed-som.md b/compendium/character/backgrounds/genie-blessed-som.md new file mode 100644 index 000000000..b004967e3 --- /dev/null +++ b/compendium/character/backgrounds/genie-blessed-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/skill/diplomacy +- compendium/src/pf2e/som +aliases: ["Genie-blessed"] +--- +# Genie-blessed +*Source: Secrets of Magic p. 30* + +You've sought out a powerful genie and requested their blessing, hoping to increase your fortune. Your wish was vague, but fortune and the genie favored you with a more powerful effect than an ordinary wish, granting you bits of wish-twisted luck throughout the rest of your life. + +Meanwhile, other genies of the same kind recognize you as one blessed by one of their most powerful nobles, and might treat you with greater respect or envy. + +Choose two ability boosts. One must be to Charisma, and one is a free ability boost. + +You're trained in the [Diplomacy](compendium/skills.md#Diplomacy) skill and the [Genie Lore](compendium/skills.md#Lore) skill. You gain the Wish for Luck free action. + +```ad-embed-ability +title: Wish for Luck [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[arcane](rules/traits/arcane.md) [auditory](rules/traits/auditory.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) + +- **Trigger**: You are about to roll an attack roll, saving throw, or skill check + +**Effect** You wish aloud for success. Roll the check twice and take the higher result. +%% #trait/arcane #trait/auditory #trait/divination #trait/fortune %% +``` \ No newline at end of file diff --git a/compendium/character/backgrounds/goblinblood-orphan-lowg.md b/compendium/character/backgrounds/goblinblood-orphan-lowg.md new file mode 100644 index 000000000..2d36a16b9 --- /dev/null +++ b/compendium/character/backgrounds/goblinblood-orphan-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/dexterity +- background/skill/survival +- compendium/src/pf2e/lowg +aliases: ["Goblinblood Orphan"] +--- +# Goblinblood Orphan +*Source: Lost Omens: World Guide p. 106* + +Your family, whether goblin, hobgoblin, or human, died in the Goblinblood Wars. Though you were marked by these losses, you managed to survive through your own resilience and resourcefulness. + +Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost. + +You're trained in the [Survival](compendium/skills.md#Survival) skill and the [Goblin Lore](compendium/skills.md#Lore) skill. You gain the [Assurance](compendium/feats/assurance.md) skill feat with [Survival](compendium/skills.md#Survival). \ No newline at end of file diff --git a/compendium/character/backgrounds/godless-graycloak-aoe0.md b/compendium/character/backgrounds/godless-graycloak-aoe0.md new file mode 100644 index 000000000..5c2378b05 --- /dev/null +++ b/compendium/character/backgrounds/godless-graycloak-aoe0.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- background/skill/religion +- compendium/src/pf2e/aoe0 +aliases: ["Godless Graycloak"] +--- +# Godless Graycloak +*Source: Agents of Edgewatch Player's Guide p. 6* + +You were a member of a church once, and you saw some things among Absalom's religious elite that put you off piety for good. Maybe it was one too many beggars turned away at the temple's front door, or maybe it was a high-ranking priests consistent abuses of power. What got to you most, though, was that according to just about every belief system out there, sinners and saints, priests and paupers were all alike in one key way: they never saw retribution or accolades until buried 6 feet under. You wanted more from Absalom. You wanted more from the world. You wanted justice now, on this plane, not in some indeterminate afterlife. So you left the church and wandered the city, a ghost of your former self. + +You finally found a like mind in Captain Runewulf, "the Unbeliever," whose reputation and similar distaste for religion inspired you to join the Graycloaks. As a sworn protector of the Ascendant Court, you didn't differentiate between Sarenites or Pharasmins, Iomedaeans or Norgorberites; if you saw someone in danger, you put your life on the line to save them, whatever their place within or outside a church. + +Your good record has earned you a transfer—temporary or not, the choice is yours—to the newly formed Edgewatch, where you'll use your authority to guard the lives of not just Absalomians, but all who have come to your grand city to experience its wonders. Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. + +You're trained in the [Religion](compendium/skills.md#Religion) skill and your choice of a specific religion [Lore](compendium/skills.md#Lore) skill (such as [Iomedae Lore](compendium/skills.md#Lore) or [Norgorber Lore](compendium/skills.md#Lore)) + +You gain a +1 circumstance bonus to [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), and [Intimidation](compendium/skills.md#Intimidation) checks to interact with Graycloaks, priests, and clerics. You gain the [Quick Identification](compendium/feats/quick-identification.md) feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/grand-council-bureaucrat-lowg.md b/compendium/character/backgrounds/grand-council-bureaucrat-lowg.md new file mode 100644 index 000000000..30a222749 --- /dev/null +++ b/compendium/character/backgrounds/grand-council-bureaucrat-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/diplomacy +- compendium/src/pf2e/lowg +aliases: ["Grand Council Bureaucrat"] +--- +# Grand Council Bureaucrat +*Source: Lost Omens: World Guide p. 22* + +You spent years working as a clerk to a functionary in Absalom's government. Your service taught you a thing or two about rousing speeches and manipulating the city's bureaucracy. + +Choose two ability boosts. One must be to Charisma or Intelligence, and one is a free ability boost. + +You're trained in the [Diplomacy](compendium/skills.md#Diplomacy) skill and the [Government Lore](compendium/skills.md#Lore) skill. You gain the [Group Impression](compendium/feats/group-impression.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/grave-robber-botd.md b/compendium/character/backgrounds/grave-robber-botd.md new file mode 100644 index 000000000..5ba64ac33 --- /dev/null +++ b/compendium/character/backgrounds/grave-robber-botd.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/strength +- background/skill/stealth +- compendium/src/pf2e/botd +aliases: ["Grave Robber"] +--- +# Grave Robber +*Source: Book of the Dead p. 16* + +Resurrectionist. Body snatcher. No matter what you're called, you know where the bodies are buried, and how many coins they'll fetch when dug up. Adventuring comes naturally to you—in your mind dungeons are just oversized tombs—as does returning home with your loot [undetected](rules/conditions.md#Undetected). + +Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. + +You're trained in the [Stealth](compendium/skills.md#Stealth) skill and the [Underworld Lore](compendium/skills.md#Lore) skill. You gain the [Experienced Smuggler](compendium/feats/experienced-smuggler.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/grizzled-muckrucker-aoe0.md b/compendium/character/backgrounds/grizzled-muckrucker-aoe0.md new file mode 100644 index 000000000..9c8a5a4fa --- /dev/null +++ b/compendium/character/backgrounds/grizzled-muckrucker-aoe0.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/constitution +- background/skill/survival +- compendium/src/pf2e/aoe0 +aliases: ["Grizzled Muckrucker"] +--- +# Grizzled Muckrucker +*Source: Agents of Edgewatch Player's Guide p. 7* + +You've served on the Muckruckers, the unofficial guards of the flooded Puddles district. The pay's no good, the conditions are squalid, and you've seen things during your time on the force that've made you question your career entirely. + +Perhaps you joined the group out of a sense of duty to your fellow Absalomians, or maybe you felt an obligation to help restore your apocalyptic home district to some semblance of normalcy. Either way, the traumas you've endured, the double-crossers who've betrayed you, the wretched monsters that have crawled out of the muck to assail you—it's enough to turn an officer to weary cynicism or self-destruction through merciful drink. + +Thankfully, you found an out: an invitation to transfer to the newly formed Edgewatch. You accepted the offer in the hope that some fresh experience in a new district, surrounded by new people, might reignite the hope and passion you felt for the job so long ago. + +Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. + +You're trained in the [Survival](compendium/skills.md#Survival) skill, as well as either [Labor Lore](compendium/skills.md#Lore) or [Underworld Lore](compendium/skills.md#Lore). You gain a +1 circumstance bonus to [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), and [Intimidation](compendium/skills.md#Intimidation) checks to interact with Muckruckers, mercenaries, and adventurers. You gain the [Experienced Tracker](compendium/feats/experienced-tracker.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/harbor-guard-moonlighter-aoe0.md b/compendium/character/backgrounds/harbor-guard-moonlighter-aoe0.md new file mode 100644 index 000000000..e256e9b78 --- /dev/null +++ b/compendium/character/backgrounds/harbor-guard-moonlighter-aoe0.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/strength +- background/skill/athletics +- compendium/src/pf2e/aoe0 +aliases: ["Harbor Guard Moonlighter"] +--- +# Harbor Guard Moonlighter +*Source: Agents of Edgewatch Player's Guide p. 7* + +The Harbor Guard isn't known for being the most honorable precinct in town. A few years after you joined the force, you became disillusioned by the rampant corruption within the precinct and the district at large. One night, you stumbled on an ad for a local monster hunter's guild. You joined on a whim, but fell in love with the swashbuckling lifestyle of an independent bounty hunter. You've since earned quite a reputation for your nocturnal adventures; everyone still knows that you're a Harbor Guard, but stories of your dungeondelving adventures have long overshadowed that facet of your life. Unfortunately, long nights of monster-hunting have negatively impacted your performance at your day job, so maybe it wasn't a surprise when your supervising officer put in a transfer request for you, spelling the end of your plucky nighttime antics with that particular guild. + +Despite the decline in your performance, Lieutenant Lavarsus of Edgewatch sees potential (and even, maybe, a bit of himself) in you. You're eager to be on a new unit and for the chance to bring your monster-hunting skills to a district that has been plagued by such supernatural beasts for far too long. + +Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. + +You're trained in the [Athletics](compendium/skills.md#Athletics) skill and your choice of [Sailing Lore](compendium/skills.md#Lore) or [Hunting Lore](compendium/skills.md#Lore). You gain a +1 circumstance bonus to [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), and [Intimidation](compendium/skills.md#Intimidation) checks to interact with Harbor Guards, ship captains, and freelance adventurers. + +You gain the [Quick Jump](compendium/feats/quick-jump.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/haunted-apg.md b/compendium/character/backgrounds/haunted-apg.md new file mode 100644 index 000000000..0305aeb0f --- /dev/null +++ b/compendium/character/backgrounds/haunted-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/wisdom +- background/skill/occultism +- compendium/src/pf2e/apg +aliases: ["Haunted"] +--- +# Haunted +*Source: Advanced Player's Guide p. 51* + +You are followed by a spirit or entity, either from childhood or since a traumatic or momentous event. You may have seen this entity. Others may have seen it as well. You have studied esoteric subjects trying to understand your situation, but this presence in your life remains a mystery. Whatever this entity is or wants, it influences your life in subtle ways, not always good. Sometimes the entity helps you, but at other times, its influence is malevolent or harmful. The entity is most likely to surface in stressful situations. + +Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. + +You are trained in [Occultism](compendium/skills.md#Occultism) and an additional skill in which the haunting entity is well-versed, determined by the GM. Any time you attempt a skill check for the entity's skill, the GM can offer you a +1 circumstance bonus to the check, as though the entity were [Aiding](rules/actions/aid.md) you. If you accept but fail the check, you are [frightened](rules/conditions.md#Frightened) ([frightened](rules/conditions.md#Frightened) on a critical failure). The initial [frightened](rules/conditions.md#Frightened) value can't be reduced by effects that would reduce or prevent the condition (such as a fighter's bravery). \ No newline at end of file diff --git a/compendium/character/backgrounds/haunted-citizen-botd.md b/compendium/character/backgrounds/haunted-citizen-botd.md new file mode 100644 index 000000000..e4155fce9 --- /dev/null +++ b/compendium/character/backgrounds/haunted-citizen-botd.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/wisdom +- background/skill/diplomacy +- background/skill/lore +- compendium/src/pf2e/botd +aliases: ["Haunted Citizen"] +--- +# Haunted Citizen +*Source: Book of the Dead p. 16* + +You grew up in a region where undead lurk everywhere. This could be a domain as small as a vampire's fief or as vast as the nation of Ustalav. As an ever-present concern, the undead greatly shaped your life. Living with fear became an everyday skill... as did pleading for your life. + +Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. + +You're trained in the [Diplomacy](compendium/skills.md#Diplomacy) skill and the [Lore](compendium/skills.md#Lore) skill for your home settlement. You gain the [No Cause for Alarm](compendium/feats/no-cause-for-alarm-apg.md) skill feat (Advanced Player's Guide 208). \ No newline at end of file diff --git a/compendium/character/backgrounds/haunting-vision-aoa0.md b/compendium/character/backgrounds/haunting-vision-aoa0.md new file mode 100644 index 000000000..c38e66699 --- /dev/null +++ b/compendium/character/backgrounds/haunting-vision-aoa0.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- background/skill/religion +- compendium/src/pf2e/aoa0 +aliases: ["Haunting Vision"] +--- +# Haunting Vision +*Source: Age of Ashes Player's Guide p. 4* + +You've been haunted by frightening dreams of fires your whole life. This could be the result of a past, neardeath experience with fire or it might have no obvious source that you know of. Recently, you stumbled upon an image, story, or other omen featuring the dragon god of destruction, [Dahak](compendium/setting/deities/dahak-logm.md), and you were struck with an unnerving sense of deja vu—you've come to think that the draconic deity might have something to do with your dreams, and as such have been studying all you can about the god. Your visions have bolstered your faith as well; even if you don't worship a specific deity, you have a deep passion for matters of faith. + +Your latest dream, for the first time, had enough details to identify its setting—in this last dream, you saw the town of Breachill burning. You've decided to join the Call for Heroes hoping to save the town you fear might burn to the ground soon. + +Choose two ability boosts. One must be Constitution or Wisdom, and one is a free ability boost. + +You're trained in the [Religion](compendium/skills.md#Religion) skill and the [Dahak Lore](compendium/skills.md#Lore) skill. You gain the [Student of the Canon](compendium/feats/student-of-the-canon.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/hellknight-historian-aoa0.md b/compendium/character/backgrounds/hellknight-historian-aoa0.md new file mode 100644 index 000000000..1fe509350 --- /dev/null +++ b/compendium/character/backgrounds/hellknight-historian-aoa0.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/strength +- background/skill/society +- compendium/src/pf2e/aoa0 +aliases: ["Hellknight Historian"] +--- +# Hellknight Historian +*Source: Age of Ashes Player's Guide p. 5* + +The various Hellknight Orders intrigue you, whether you seek to become one of their number yourself, wish to oppose their goals at every turn, or are merely inspired by or curious to learn more about them. You've heard that when the Order of the Nail abandoned Citadel Altaerein, they left behind the deed to the castle so anyone brave enough to explore the ruins and the defenses no doubt left behind would be rewarded with ownership of the abandoned fortress. + +You decided to join the Call for Heroes to hoping to gain an opportunity to explore Citadel Altaerein. + +Choose two ability boosts. One must be Strength or Intelligence, and one is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society) skill and the [Architecture Lore](compendium/skills.md#Lore) skill. You gain the [Courtly Graces](compendium/feats/courtly-graces.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/hermean-expatriate-lowg.md b/compendium/character/backgrounds/hermean-expatriate-lowg.md new file mode 100644 index 000000000..dc592b34a --- /dev/null +++ b/compendium/character/backgrounds/hermean-expatriate-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/society +- compendium/src/pf2e/lowg +aliases: ["Hermean Expatriate"] +--- +# Hermean Expatriate +*Source: Lost Omens: World Guide p. 70* + +You have been exiled from Hermea, perhaps of your own accord or perhaps because you didn't measure up. However, you take with you some of the benefits of the excellent education afforded to its citizenry. + +Choose two ability boosts. + +One must be to Intelligence or Charisma, and one is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society) skill and the [Dragon Lore](compendium/skills.md#Lore) skill. You gain the [Skill Training](compendium/feats/skill-training.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/hermean-heritor-aoa6.md b/compendium/character/backgrounds/hermean-heritor-aoa6.md new file mode 100644 index 000000000..18c83826e --- /dev/null +++ b/compendium/character/backgrounds/hermean-heritor-aoa6.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- background/skill/society +- compendium/src/pf2e/aoa6 +aliases: ["Hermean Heritor"] +--- +# Hermean Heritor +*Source: Age of Ashes #6: Broken Promises p. 73* + +With the restrictions on Hermean citizenship lifted, you may have fled the city of Promise or have spent some of your childhood in the company of someone who did. + +Choose two ability boosts. One must be in Constitution or Wisdom, and the other is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society) skill and the [Legal Lore](compendium/skills.md#Lore) skill. You gain the [Multilingual](compendium/feats/multilingual.md) skill feat or the [Assurance](compendium/feats/assurance.md) skill feat for [Society](compendium/skills.md#Society). \ No newline at end of file diff --git a/compendium/character/backgrounds/inexplicably-expelled-ooa0.md b/compendium/character/backgrounds/inexplicably-expelled-ooa0.md new file mode 100644 index 000000000..b0aebd61f --- /dev/null +++ b/compendium/character/backgrounds/inexplicably-expelled-ooa0.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/crafting +- compendium/src/pf2e/ooa0 +aliases: ["Inexplicably Expelled"] +--- +# Inexplicably Expelled +*Source: Outlaws of Alkenstar Player's Guide p. 12* + +Gaining admission to Blythir College is a difficult task, even for Alkenstar's most well-to-do families. In the magic-warped Mana Wastes, it's next to impossible to fake arcane talents or alchemical aptitude. So when you were accepted to the school, it was one of the most triumphant moments of your life. + +Unfortunately, your victory was short-lived. Just as you were you making significant headway on a promising series of explosive experiments, you found a letter on your desk informing you that, effective immediately, you were permanently expelled from Blythir College. + +As bogus as the punishment was, the charges leveled against you were even more puzzling: theft of property, both intellectual and physical. And just like that, you found your prestigious honors replaced with a ruined reputation, and your colleagues and mentors became bitter rivals and accusers. In an instant, you'd gone from promising scholar to wanted criminal. + +You followed the money for answers and learned that a shady financier named Ambrost Mugland didn't want you to finish your research at Blythir. He'd learned that you were on the brink of a great discovery—one that even you weren't fully aware of—and he decided that your imminent breakthrough would be bad for business. + +Unfortunately for Mugland, he chose the wrong student to destroy. Now, you'll do whatever's necessary to get your revenge on the villain who stole the future you had worked so hard to build for yourself. + +Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. + +You're trained in the [Crafting](compendium/skills.md#Crafting) skill and the [Academia Lore](compendium/skills.md#Lore) skill. You gain the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/inlander-lowg.md b/compendium/character/backgrounds/inlander-lowg.md new file mode 100644 index 000000000..b1ba3927b --- /dev/null +++ b/compendium/character/backgrounds/inlander-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- background/skill/survival +- compendium/src/pf2e/lowg +aliases: ["Inlander"] +--- +# Inlander +*Source: Lost Omens: World Guide p. 22* + +You grew up in an untamed region of the Isle of Kortos, and you know how to survive in the wild. + +Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. + +You're trained in the [Survival](compendium/skills.md#Survival) skill and a [Lore](compendium/skills.md#Lore) skill related to the terrain type associated with your home region (such as [Hills Lore](compendium/skills.md#Lore) or [Mountains Lore](compendium/skills.md#Lore)). You gain the [Survey Wildlife](compendium/feats/survey-wildlife.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/insurgent-apg.md b/compendium/character/backgrounds/insurgent-apg.md new file mode 100644 index 000000000..3f7698cff --- /dev/null +++ b/compendium/character/backgrounds/insurgent-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/strength +- background/boost/wisdom +- background/skill/deception +- compendium/src/pf2e/apg +aliases: ["Insurgent"] +--- +# Insurgent +*Source: Advanced Player's Guide p. 48* + +You were more than a rebel; you were a revolutionary, fighting for the promise of a new or better country. You may or may not still believe in the cause, or perhaps victory or exile has led you on this new journey to trumpet your glory... or to escape the consequences of your defeat. + +Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. + +You're trained in the [Deception](compendium/skills.md#Deception) skill and the [Warfare Lore](compendium/skills.md#Lore) skill. You gain the [Lengthy Diversion](compendium/feats/lengthy-diversion.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/issian-partisan-lowg.md b/compendium/character/backgrounds/issian-partisan-lowg.md new file mode 100644 index 000000000..10a6c88e1 --- /dev/null +++ b/compendium/character/backgrounds/issian-partisan-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/deception +- compendium/src/pf2e/lowg +aliases: ["Issian Partisan"] +--- +# Issian Partisan +*Source: Lost Omens: World Guide p. 34* + +You grew up among the northern houses of Brevoy in old Issia. + +Steeped in the cultural legacy of pirates and smugglers, you rely on your cleverness and charm as you make your way throughout the world. + +Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. + +You're trained in the [Deception](compendium/skills.md#Deception) skill and the [Underworld Lore](compendium/skills.md#Lore) skill. You gain the [Charming Liar](compendium/feats/charming-liar.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/kalistrade-follower-lowg.md b/compendium/character/backgrounds/kalistrade-follower-lowg.md new file mode 100644 index 000000000..132525963 --- /dev/null +++ b/compendium/character/backgrounds/kalistrade-follower-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/intelligence +- background/skill/diplomacy +- compendium/src/pf2e/lowg +aliases: ["Kalistrade Follower"] +--- +# Kalistrade Follower +*Source: Lost Omens: World Guide p. 130* + +You follow the philosophy of the Prophecies of Kalistrade, seeking to build up your wealth in this life so that you might meet the next world on your own terms. + +Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. + +You're trained in the [Diplomacy](compendium/skills.md#Diplomacy) skill and the [Kalistrade Lore](compendium/skills.md#Lore) skill. You gain the [Bargain Hunter](compendium/feats/bargain-hunter.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/kyonin-emissary-lowg.md b/compendium/character/backgrounds/kyonin-emissary-lowg.md new file mode 100644 index 000000000..bde44de5f --- /dev/null +++ b/compendium/character/backgrounds/kyonin-emissary-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/society +- compendium/src/pf2e/lowg +aliases: ["Kyonin Emissary"] +--- +# Kyonin Emissary +*Source: Lost Omens: World Guide p. 130* + +You were trained to be an ambassador of the elven land of Kyonin, and you have now been sent out into the wider world to build alliances between Kyonin and the neighboring kingdoms. + +Choose two ability boosts. One must be to Charisma or Intelligence, and one is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society) skill and the [Politics Lore](compendium/skills.md#Lore) skill. You gain the [Multilingual](compendium/feats/multilingual.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/lastwall-survivor-lowg.md b/compendium/character/backgrounds/lastwall-survivor-lowg.md new file mode 100644 index 000000000..0f6ccfbf8 --- /dev/null +++ b/compendium/character/backgrounds/lastwall-survivor-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- background/skill/medicine +- compendium/src/pf2e/lowg +aliases: ["Lastwall Survivor"] +--- +# Lastwall Survivor +*Source: Lost Omens: World Guide p. 46* + +You managed to escape the devastation that the Whispering Tyrant brought to your nation, but you lost everything to the lich-king's minions, including your home and many friends and family. + +Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. + +You're trained in the [Medicine](compendium/skills.md#Medicine) skill and the [Undead Lore](compendium/skills.md#Lore) skill. You gain the [Battle Medicine](compendium/feats/battle-medicine.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/learned-guard-prodigy-aoe0.md b/compendium/character/backgrounds/learned-guard-prodigy-aoe0.md new file mode 100644 index 000000000..27f3ed8d5 --- /dev/null +++ b/compendium/character/backgrounds/learned-guard-prodigy-aoe0.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/arcana +- background/skill/occultism +- compendium/src/pf2e/aoe0 +aliases: ["Learned Guard Prodigy"] +--- +# Learned Guard Prodigy +*Source: Agents of Edgewatch Player's Guide p. 7* + +For some, the nuts and bolts of keeping the peace are practically second nature. Such is the case for you, a member of the Learned Guard with an incredible mind for investigation as well as a gift for understanding magic. You probably aren't a hit with your peers, who find your intellect and natural gift of deduction perhaps a bit off-putting, but when left to your own devices you excel, and you get along well with professors and mages such as those who work in Forae Logos or the [Arcana](compendium/skills.md#Arcana)mirium. + +After no shortage of debating the pros and cons, you decided to transfer to the Edgewatch precinct. Sure, you have a keen understanding of the theories and principles behind law enforcement, but you've reasoned that in order to be a truly effective guard you'll need some first-hand experience in a high-risk area nabbing suspects and protecting innocents— all the while taking fastidious notes and writing your grand thesis on the merits and shortcomings of Absalom's laws. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in your choice of the [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) skill, as well as [Legal Lore](compendium/skills.md#Lore). You gain a +1 circumstance bonus to [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), and [Intimidation](compendium/skills.md#Intimidation) checks to interact with Learned Guards and with academics such as librarians and scholars. You gain the [Recognize Spell](compendium/feats/recognize-spell.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/legacy-of-the-hammer-da.md b/compendium/character/backgrounds/legacy-of-the-hammer-da.md new file mode 100644 index 000000000..ffb7e11c9 --- /dev/null +++ b/compendium/character/backgrounds/legacy-of-the-hammer-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/dexterity +- background/skill/thievery +- compendium/src/pf2e/da +aliases: ["Legacy of the Hammer"] +--- +# Legacy of the Hammer +*Source: Dark Archive p. 135* + +Your introduction to the criminal life was spurred forward by a seemingly innocuous hammer that provided you with all kinds of innovative criminal ideas. It has since left your possession, but every now and then you hear a faint whisper urging you toward crime. + +Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. + +You're trained in the [Thievery](compendium/skills.md#Thievery) skill and [Engineering Lore](compendium/skills.md#Lore). You gain the [Concealing Legerdemain](compendium/feats/concealing-legerdemain-apg.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/legendary-parents-aoa6.md b/compendium/character/backgrounds/legendary-parents-aoa6.md new file mode 100644 index 000000000..48eda1419 --- /dev/null +++ b/compendium/character/backgrounds/legendary-parents-aoa6.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/dexterity +- background/skill/intimidation +- compendium/src/pf2e/aoa6 +aliases: ["Legendary Parents"] +--- +# Legendary Parents +*Source: Age of Ashes #6: Broken Promises p. 73* + +One or more of your parents (either biological or adoptive) were heroes of the Age of Ashes Adventure Path. Others tend to treat you with a bit more respect, or perhaps fear your connections to people of great power. + +Choose two ability boosts. One must be in Dexterity or Charisma, and the other is a free ability boost. + +You're trained in the [Intimidation](compendium/skills.md#Intimidation) skill and the [Genealogy Lore](compendium/skills.md#Lore) skill. You gain the [Group Coercion](compendium/feats/group-coercion.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/local-scion-aoa0.md b/compendium/character/backgrounds/local-scion-aoa0.md new file mode 100644 index 000000000..eaf18b55e --- /dev/null +++ b/compendium/character/backgrounds/local-scion-aoa0.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/constitution +- background/skill/crafting +- compendium/src/pf2e/aoa0 +aliases: ["Local Scion"] +--- +# Local Scion +*Source: Age of Ashes Player's Guide p. 5* + +You're from Breachill and have lived there most, if not all, of your life. You might be the son or daughter of a well-known local adventuring family, or a family with a storied tradition of military or other martial service. You likely also have some sort of skill with your hands, as the people of Breachill are very self-sufficient. + +The Call for Heroes is one of your hometown's most iconic traditions, and you want to attend so you can prove your own merits to the council—beyond simply those of your family's name. + +Choose two ability boosts. One must be Constitution or Charisma, and one is a free ability boost. + +You're trained in the [Crafting](compendium/skills.md#Crafting) skill and the [Breachill Lore](compendium/skills.md#Lore) skill. You gain the [Specialty Crafting](compendium/feats/specialty-crafting.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/lumber-consortium-laborer-lowg.md b/compendium/character/backgrounds/lumber-consortium-laborer-lowg.md new file mode 100644 index 000000000..d3014846c --- /dev/null +++ b/compendium/character/backgrounds/lumber-consortium-laborer-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/strength +- background/skill/athletics +- compendium/src/pf2e/lowg +aliases: ["Lumber Consortium Laborer"] +--- +# Lumber Consortium Laborer +*Source: Lost Omens: World Guide p. 130* + +You have suffered as a worker for the unscrupulous Lumber Consortium, laboring under harsh conditions in dangerous wooded regions of Andoran. + +Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. + +You're trained in the [Athletics](compendium/skills.md#Athletics) skill and the [Forest Lore](compendium/skills.md#Lore) skill. + +You gain the [Assurance](compendium/feats/assurance.md) skill feat with [Athletics](compendium/skills.md#Athletics). \ No newline at end of file diff --git a/compendium/character/backgrounds/magaambya-academic-lowg.md b/compendium/character/backgrounds/magaambya-academic-lowg.md new file mode 100644 index 000000000..892284314 --- /dev/null +++ b/compendium/character/backgrounds/magaambya-academic-lowg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/arcana +- background/skill/nature +- compendium/src/pf2e/lowg +aliases: ["Magaambya Academic"] +--- +# Magaambya Academic +*Source: Lost Omens: World Guide p. 94* + +You studied magic at the prestigious Magaambya academy in Nantambu, learning magical traditions dating back to Old-Mage Jatembe and earning a pedigree respected by magical scholars almost everywhere. + +Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. + +You're trained in your choice of either the [Arcana](compendium/skills.md#Arcana) or [Nature](compendium/skills.md#Nature) skill, as well as the [Academia Lore](compendium/skills.md#Lore) skill. You gain the [Recognize Spell](compendium/feats/recognize-spell.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/magical-experiment-som.md b/compendium/character/backgrounds/magical-experiment-som.md new file mode 100644 index 000000000..f7cd8337d --- /dev/null +++ b/compendium/character/backgrounds/magical-experiment-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/skill/occultism +- compendium/src/pf2e/som +aliases: ["Magical Experiment"] +--- +# Magical Experiment +*Source: Secrets of Magic p. 30* + +At some point in your life, powerful people performed magical experiments on you that changed you permanently. + +You may have signed up for this voluntarily, but it may have been against your will. You still bear the marks, as well as the abilities. + +You gain one ability boost. It must be to Constitution. + +You're trained in [Occultism](compendium/skills.md#Occultism) and the [Academia Lore](compendium/skills.md#Lore) skill. + +You gain one special ability as a result of the magical experimentation. Work with the GM to select an appropriate ability from the following list or to come up with another special ability. + +- **Enhanced Senses** You gain [low-light vision](rules/abilities/low-light-vision.md) (or [darkvision](rules/abilities/darkvision.md) if you already had [low-light vision](rules/abilities/low-light-vision.md)) and an imprecise sense with a range of 30 feet, such as [scent](rules/abilities/scent.md), thoughtsense, [tremorsense](rules/abilities/tremorsense.md), or [wavesense](rules/abilities/wavesense.md). +- **Resistant Skin** The experiments rendered your skin tougher and resilient to a particular type of damage. You gain resistance equal to half your level (minimum resistance 1) against two of the following types of energy damage, one chosen by you and the other chosen by the GM: acid, cold, electricity, fire, or sonic. +- **Touch Telepathy** The experiments to your body allowed you to link minds via touch. You gain telepathy with creatures as long as you are in physical contact. This allows you to communicate mentally with any creatures you're in physical contact with, as long as you both share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would. \ No newline at end of file diff --git a/compendium/character/backgrounds/magical-merchant-som.md b/compendium/character/backgrounds/magical-merchant-som.md new file mode 100644 index 000000000..bd399a8a6 --- /dev/null +++ b/compendium/character/backgrounds/magical-merchant-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/crafting +- compendium/src/pf2e/som +aliases: ["Magical Merchant"] +--- +# Magical Merchant +*Source: Secrets of Magic p. 29* + +Selling magic items isn't like being an ordinary merchant. The wares you buy and sell are expensive, making each sale rare and lucrative. You've developed knowledge of expert handiwork to ensure you don't fall for a scam, since buying a single counterfeit item can lead to bankruptcy. Whether you went out of business and had to find alternative employment, or took up adventuring to acquire new merchandise, you've taken to adventuring yourself. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in [Crafting](compendium/skills.md#Crafting) and [Mercantile Lore](compendium/skills.md#Lore). You gain the [Crafter's Appraisal](compendium/feats/crafters-appraisal-apg.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/magical-misfit-som.md b/compendium/character/backgrounds/magical-misfit-som.md new file mode 100644 index 000000000..75fb48481 --- /dev/null +++ b/compendium/character/backgrounds/magical-misfit-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/intelligence +- background/skill/arcana +- compendium/src/pf2e/som +aliases: ["Magical Misfit"] +--- +# Magical Misfit +*Source: Secrets of Magic p. 29* + +You don't understand folks who claim that magical talent is some sort of burden or great responsibility; you've always used your magic to cause trouble and to escape the consequences. Whether becoming an adventurer is your attempt to make amends or just a new way to make some mischief, you're excited to see where it takes you, and you still delight in using your skills to get out of trouble. + +Choose two ability boosts. One must be to Intelligence or Dexterity, and one is a free ability boost. + +You're trained in [Arcana](compendium/skills.md#Arcana) and [Underworld Lore](compendium/skills.md#Lore). You gain the [Trick Magic Item](compendium/feats/trick-magic-item.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/mammoth-speaker-lowg.md b/compendium/character/backgrounds/mammoth-speaker-lowg.md new file mode 100644 index 000000000..b8ae7fcd5 --- /dev/null +++ b/compendium/character/backgrounds/mammoth-speaker-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- background/skill/nature +- compendium/src/pf2e/lowg +aliases: ["Mammoth Speaker"] +--- +# Mammoth Speaker +*Source: Lost Omens: World Guide p. 118* + +You have learned the secrets of taming the mighty mammoths and other megafauna of the far north. Perhaps these talents are a part of your people's traditional customs, or perhaps you sought out these massive animals of your own accord. + +Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. + +You're trained in the [Nature](compendium/skills.md#Nature) skill and the [Animal Lore](compendium/skills.md#Lore) skill. You gain the [Train Animal](compendium/feats/train-animal.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/mana-wastes-refugee-lowg.md b/compendium/character/backgrounds/mana-wastes-refugee-lowg.md new file mode 100644 index 000000000..1e1a26f80 --- /dev/null +++ b/compendium/character/backgrounds/mana-wastes-refugee-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/intelligence +- background/skill/arcana +- compendium/src/pf2e/lowg +aliases: ["Mana Wastes Refugee"] +--- +# Mana Wastes Refugee +*Source: Lost Omens: World Guide p. 82* + +Exposure to the corrupting influence of the Mana Wastes' strange energies has warped your inner essence, resulting in unpredictable interactions with magic items and more than a little know-how about surviving under bizarre and adverse natural conditions. + +Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. + +You're trained in the [Arcana](compendium/skills.md#Arcana) skill and the [Wilderness Lore](compendium/skills.md#Lore) skill. + +You gain the [Trick Magic Item](compendium/feats/trick-magic-item.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/mantis-scion-lowg.md b/compendium/character/backgrounds/mantis-scion-lowg.md new file mode 100644 index 000000000..55acbd28b --- /dev/null +++ b/compendium/character/backgrounds/mantis-scion-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/wisdom +- background/skill/stealth +- compendium/src/pf2e/lowg +aliases: ["Mantis Scion"] +--- +# Mantis Scion +*Source: Lost Omens: World Guide p. 70* + +At least one of your parents is a member of the notorious Red Mantis assassins, merciless killers for hire who rarely fail to claim their marks. Whether on purpose or by simple exposure, you were trained from a young age in the art of stalking and killing people. + +Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. + +You're trained in the [Stealth](compendium/skills.md#Stealth) skill and the [Assassin Lore](compendium/skills.md#Lore) skill. + +You gain the [Assurance](compendium/feats/assurance.md) skill feat with [Stealth](compendium/skills.md#Stealth). \ No newline at end of file diff --git a/compendium/character/backgrounds/market-runner-av0.md b/compendium/character/backgrounds/market-runner-av0.md new file mode 100644 index 000000000..95fa244c6 --- /dev/null +++ b/compendium/character/backgrounds/market-runner-av0.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/constitution +- background/skill/diplomacy +- compendium/src/pf2e/av0 +aliases: ["Market Runner"] +--- +# Market Runner +*Source: Abomination Vaults Player's Guide p. 4* + +Keeleno Lathenar, the proprietor of Otari Market, is a grim and bitter man. A werewolf named Jaul Mezmin mauled his wife, Ayla, to death 30 years ago. Keeleno has never forgotten nor forgiven this attack, and he believes against all odds that Jaul has evaded justice and is alive and well. Running errands for Keeleno around town, you've gotten to know him almost as well as you know Otari. Keeleno's suspicions have rubbed off on you a bit, so you keep a wary eye on other people— particularly around the full moon. + +Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. + +You're trained in the [Diplomacy](compendium/skills.md#Diplomacy) skill and the [Otari Lore](compendium/skills.md#Lore) skill. You gain the [Hobnobber](compendium/feats/hobnobber.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/menagerie-dung-sweeper-lowg.md b/compendium/character/backgrounds/menagerie-dung-sweeper-lowg.md new file mode 100644 index 000000000..ba2ecdd3a --- /dev/null +++ b/compendium/character/backgrounds/menagerie-dung-sweeper-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- background/skill/nature +- compendium/src/pf2e/lowg +aliases: ["Menagerie Dung Sweeper"] +--- +# Menagerie Dung Sweeper +*Source: Lost Omens: World Guide p. 22* + +Whether you washed warrior beasts below the Irorium's arena floor or tended to the mutated animals of a Puddle sideshow, you are experienced with all manner of weird wildlife. + +Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. + +You're trained in the [Nature](compendium/skills.md#Nature) skill and the [Animal Lore](compendium/skills.md#Lore) skill. You gain the [Train Animal](compendium/feats/train-animal.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/merabite-prodigy-lowg.md b/compendium/character/backgrounds/merabite-prodigy-lowg.md new file mode 100644 index 000000000..61d6871da --- /dev/null +++ b/compendium/character/backgrounds/merabite-prodigy-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/intelligence +- background/skill/crafting +- compendium/src/pf2e/lowg +aliases: ["Merabite Prodigy"] +--- +# Merabite Prodigy +*Source: Lost Omens: World Guide p. 58* + +Even in a city renowned for its alchemy, you were able to rise above the competition. + +Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. + +You're trained in the [Crafting](compendium/skills.md#Crafting) skill and the [Alchemical Lore](compendium/skills.md#Lore) skill. + +You gain the [Specialty Crafting](compendium/feats/specialty-crafting.md) skill feat with alchemy. \ No newline at end of file diff --git a/compendium/character/backgrounds/molthuni-mercenary-lowg.md b/compendium/character/backgrounds/molthuni-mercenary-lowg.md new file mode 100644 index 000000000..7daa2a0be --- /dev/null +++ b/compendium/character/backgrounds/molthuni-mercenary-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/strength +- background/skill/athletics +- compendium/src/pf2e/lowg +aliases: ["Molthuni Mercenary"] +--- +# Molthuni Mercenary +*Source: Lost Omens: World Guide p. 46* + +Whether you sought citizenship or simply needed a steady paycheck, you spent some of your time as a paid mercenary in the armed forces of Molthune, where you fought against Molthune's enemies such as Nirmathas or the Ironfang Legion. Alternatively, you might have worked at sea, protecting Molthune's military and trading ships against pirates on Lake Encarthan. + +Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. + +You're trained in the [Athletics](compendium/skills.md#Athletics) skill and the [Mercenary Lore](compendium/skills.md#Lore) skill. You gain the [Experienced Professional](compendium/feats/experienced-professional.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/musical-prodigy-som.md b/compendium/character/backgrounds/musical-prodigy-som.md new file mode 100644 index 000000000..8908c03a9 --- /dev/null +++ b/compendium/character/backgrounds/musical-prodigy-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/dexterity +- background/skill/performance +- compendium/src/pf2e/som +aliases: ["Musical Prodigy"] +--- +# Musical Prodigy +*Source: Secrets of Magic p. 29* + +Ever since you were young, you've been almost supernaturally skilled in a particular type of music. The people around you were sure you'd grow up to perform at royal courts or to become a world-famous composer, but you've chosen a life of adventure instead. You might have given up on those dreams to find your own meaning, or you might find that adventuring allows you to experience unfiltered emotions and exploits that you can translate into a wondrous symphony some day. + +Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. + +You're trained in [Performance](compendium/skills.md#Performance) and [Music Lore](compendium/skills.md#Lore). You gain the [Virtuosic Performer](compendium/feats/virtuosic-performer.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/mystic-seer-ec0.md b/compendium/character/backgrounds/mystic-seer-ec0.md new file mode 100644 index 000000000..0bdee7071 --- /dev/null +++ b/compendium/character/backgrounds/mystic-seer-ec0.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/arcana +- compendium/src/pf2e/ec0 +aliases: ["Mystic Seer"] +--- +# Mystic Seer +*Source: Extinction Curse Player's Guide p. 6* + +You delight crowds by reading minds, telling futures, and contacting spirits. Although much of your work is misdirection and showmanship, your cons have inadvertently awakened a genuine awareness of magic in your mind. This new sense is both thrilling and frightening, and you hope that you can hone it further in the Circus of Wayward Wonders. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in the [Arcana](compendium/skills.md#Arcana) skill and the [Scam Lore](compendium/skills.md#Lore) skill. + +You gain the [Arcane Sense](compendium/feats/arcane-sense.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/mystic-tutor-som.md b/compendium/character/backgrounds/mystic-tutor-som.md new file mode 100644 index 000000000..ee04bfc4a --- /dev/null +++ b/compendium/character/backgrounds/mystic-tutor-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/arcana +- background/skill/occultism +- compendium/src/pf2e/som +aliases: ["Mystic Tutor"] +--- +# Mystic Tutor +*Source: Secrets of Magic p. 219* + +You spent years predicting, identifying, and harnessing the innate magical talents of those around you. A magic-rich world has taught you that you can never have too much training when everyone around you is capable of magic. + +Choose two ability boosts. One must be Intelligence or Wisdom and one is a free ability boost. + +Your innate [magical](rules/traits/magical.md) trait is [arcane](rules/traits/arcane.md) or [occult](rules/traits/occult.md). You're trained in either [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism), depending on your innate [magical](rules/traits/magical.md) trait, and the [Academia Lore](compendium/skills.md#Lore) skill. You gain the [Recognize Spell](compendium/feats/recognize-spell.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/necromancers-apprentice-botd.md b/compendium/character/backgrounds/necromancers-apprentice-botd.md new file mode 100644 index 000000000..ee7c9dba4 --- /dev/null +++ b/compendium/character/backgrounds/necromancers-apprentice-botd.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/intelligence +- background/skill/arcana +- compendium/src/pf2e/botd +aliases: ["Necromancer's Apprentice"] +--- +# Necromancer's Apprentice +*Source: Book of the Dead p. 16* + +You apprenticed under a necromancer—a hard education in a field where a cadaver you were dissecting could suddenly animate and every magical artifact seemed deadly. Now on your own, you're grateful you learned to identify magical threats quickly and thoroughly. + +Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. + +You're trained in the [Arcana](compendium/skills.md#Arcana) skill and the [Necromancy Lore](compendium/skills.md#Lore) skill. You gain the [Quick Identification](compendium/feats/quick-identification.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/newcomer-in-need-frp0.md b/compendium/character/backgrounds/newcomer-in-need-frp0.md new file mode 100644 index 000000000..8323bdb59 --- /dev/null +++ b/compendium/character/backgrounds/newcomer-in-need-frp0.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/dexterity +- background/skill/society +- compendium/src/pf2e/frp0 +aliases: ["Newcomer In Need"] +--- +# Newcomer In Need +*Source: Fists of the Ruby Phoenix Player's Guide p. 7* + +You're a Gokan native in a bad spot, and you're going to need a miracle to get you out of your current fix. Miracles are in short supply, but the title of Ruby Phoenix Champion might just do the trick. + +Maybe you need the prize money to pay for a relative's expensive operation or to free your family from debt to Golden League gangsters. Or maybe there's a particular prize in Hao Jin's vault that could literally save your life—an amulet you can use to flee to the farthest corners of the multiverse or even an artifact that could resurrect you if you die, just like the Ruby Phoenix. + +The tough circumstances of your upbringing in one of Goka's more downtrodden neighborhoods—such as industrial Oldtown, the slums of the Scales district, or even the crime-ridden undercity—taught you lessons of self-reliance and how to quickly make friends in unlikely circumstances. You've scraped together an entry into the Ruby Phoenix Tournament's prequalifier with a team you can trust. Now all that's left is to pull off the impossible and win this thing once and for all. + +Choose two ability boosts. One must be to Constitution or Dexterity, and one is a free ability boost. + +You're trained in [Society](compendium/skills.md#Society) and the [Goka Lore](compendium/skills.md#Lore) skill. You gain the [Streetwise](compendium/feats/streetwise.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/nexian-mystic-lowg.md b/compendium/character/backgrounds/nexian-mystic-lowg.md new file mode 100644 index 000000000..063469aa3 --- /dev/null +++ b/compendium/character/backgrounds/nexian-mystic-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/arcana +- compendium/src/pf2e/lowg +aliases: ["Nexian Mystic"] +--- +# Nexian Mystic +*Source: Lost Omens: World Guide p. 82* + +Your initiations into the Nexian mysteries and the philosophies of the Arclords of Nex grant you a preternatural comprehension of the arcane underpinnings of existence. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in the [Arcana](compendium/skills.md#Arcana) skill and a [Lore](compendium/skills.md#Lore) skill related to one plane of your choice (other than the Material Plane). You gain the [Arcane Sense](compendium/feats/arcane-sense.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/night-watch-botd.md b/compendium/character/backgrounds/night-watch-botd.md new file mode 100644 index 000000000..480cad632 --- /dev/null +++ b/compendium/character/backgrounds/night-watch-botd.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/strength +- background/skill/intimidation +- background/skill/lore +- compendium/src/pf2e/botd +aliases: ["Night Watch"] +--- +# Night Watch +*Source: Book of the Dead p. 16* + +When everyone else slumbers, you're on guard. You might have been a watch member in a teeming metropolis, the guard in an unquiet cemetery, or a lonely shepherd. Many a night you've shouted out warnings into the dark, unsure of what lurked just beyond the range of your lantern's light. More than once you've seen things shambling in the dark that never should have been up and about. + +Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. + +You're trained in the [Intimidation](compendium/skills.md#Intimidation) skill and either [Legal Lore](compendium/skills.md#Lore) or the [Lore](compendium/skills.md#Lore) skill for your home settlement. You gain the [Quick Coercion](compendium/feats/quick-coercion.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/nirmathi-guerrilla-lowg.md b/compendium/character/backgrounds/nirmathi-guerrilla-lowg.md new file mode 100644 index 000000000..498dd56ed --- /dev/null +++ b/compendium/character/backgrounds/nirmathi-guerrilla-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/wisdom +- background/skill/stealth +- compendium/src/pf2e/lowg +aliases: ["Nirmathi Guerrilla"] +--- +# Nirmathi Guerrilla +*Source: Lost Omens: World Guide p. 46* + +Woodcraft comes naturally to you, and you have learned how to use the forest to your tactical advantage against superior forces in skirmishes against the Molthuni army or the Ironfang Legion. + +Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. + +You're trained in the [Stealth](compendium/skills.md#Stealth) skill and the [Forest Lore](compendium/skills.md#Lore) skill. You gain the [Terrain Stalker (underbrush)](compendium/feats/terrain-stalker.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/nocturnal-navigator-lotg.md b/compendium/character/backgrounds/nocturnal-navigator-lotg.md new file mode 100644 index 000000000..c053cc1e7 --- /dev/null +++ b/compendium/character/backgrounds/nocturnal-navigator-lotg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/wisdom +- background/skill/survival +- compendium/src/pf2e/lotg +aliases: ["Nocturnal Navigator"] +--- +# Nocturnal Navigator +*Source: Lost Omens: Travel Guide p. 122* + +You have a great affinity for the night skies. You watch the stars, and you feel they speak secret messages specifically to you, which help you navigate your surroundings or perhaps determine your next course of action. Often, the stars have led you to places of great adventure, where you find new experiences and challenges. You might have come to make use of your talents as a guide for traveling groups, or maybe you preferred using your talents in pursuing a star-driven journey for personal enlightenment. + +Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. + +You're trained in [Survival](compendium/skills.md#Survival). Whenever you can clearly identify the stars, if you roll a success on a check to [Sense Direction](rules/actions/sense-direction.md) or otherwise orienteer, you get a critical success instead; if you roll a critical failure at such a check, you get a failure instead. \ No newline at end of file diff --git a/compendium/character/backgrounds/occult-librarian-som.md b/compendium/character/backgrounds/occult-librarian-som.md new file mode 100644 index 000000000..88590856e --- /dev/null +++ b/compendium/character/backgrounds/occult-librarian-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/occultism +- compendium/src/pf2e/som +aliases: ["Occult Librarian"] +--- +# Occult Librarian +*Source: Secrets of Magic p. 29* + +Hours spent reading numerous compendiums dedicated to various occult topics honed your knowledge of these more obscure magical arts. You might have taken to adventuring to finance your acquisition of rare tomes, to explore occult mysteries that can't be found in the pages of a book, or perhaps to put your skills to the test. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in the [Occultism](compendium/skills.md#Occultism) skill and the [Academia Lore](compendium/skills.md#Lore) skill. You gain the [Schooled in Secrets](compendium/feats/schooled-in-secrets-apg.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/oenopion-ooze-tender-lowg.md b/compendium/character/backgrounds/oenopion-ooze-tender-lowg.md new file mode 100644 index 000000000..cd8b7ff86 --- /dev/null +++ b/compendium/character/backgrounds/oenopion-ooze-tender-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/intelligence +- background/skill/crafting +- compendium/src/pf2e/lowg +aliases: ["Oenopion Ooze-tender"] +--- +# Oenopion Ooze-tender +*Source: Lost Omens: World Guide p. 82* + +Your apprenticeship in one of Oenopion's unorthodox arcane and alchemical academies instilled in you a deep reservoir of mostly reliable esoteric knowledge, not to mention a deep resentment born of countless hours spent mucking ooze pens and feeding helpless creatures to ravenous, belching jellies and gelatinous puddings. + +Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. + +You're trained in the [Crafting](compendium/skills.md#Crafting) skill and the [Ooze Lore](compendium/skills.md#Lore) skill. You gain the [Dubious Knowledge](compendium/feats/dubious-knowledge.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/once-bitten-lokl.md b/compendium/character/backgrounds/once-bitten-lokl.md new file mode 100644 index 000000000..7b63300e4 --- /dev/null +++ b/compendium/character/backgrounds/once-bitten-lokl.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/wisdom +- background/skill/medicine +- compendium/src/pf2e/lokl +aliases: ["Once Bitten"] +--- +# Once Bitten +*Source: Lost Omens: Knights of Lastwall p. 73* + +After an altercation with an undead creature, you feared you might be infected. Either through medical intervention, luck, or misunderstanding how undeath spreads, your fears abated. However, your brush with living death taught you the value of life. You do whatever you can to avoid the end you thought you'd been fated. + +Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. + +You're trained in the [Medicine](compendium/skills.md#Medicine) skill and the [Undead Lore](compendium/skills.md#Lore) skill. You gain the [Battle Medicine](compendium/feats/battle-medicine.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/onyx-trader-lowg.md b/compendium/character/backgrounds/onyx-trader-lowg.md new file mode 100644 index 000000000..b8f5ac3ed --- /dev/null +++ b/compendium/character/backgrounds/onyx-trader-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/dexterity +- background/skill/society +- compendium/src/pf2e/lowg +aliases: ["Onyx Trader"] +--- +# Onyx Trader +*Source: Lost Omens: World Guide p. 46* + +Oprak doesn't share the secrets of the Onyx Vault with many, but you are one of the lucky few to be permitted into the heart of the nation. You have traveled the extradimensional paths of the Stone Roads and traded goods across a wide variety of lands. You've learned to step lively in foreign markets of all types. + +Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society) skill and the [Mercantile Lore](compendium/skills.md#Lore) skill. You gain the [Multilingual](compendium/feats/multilingual.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/osirionologist-lowg.md b/compendium/character/backgrounds/osirionologist-lowg.md new file mode 100644 index 000000000..f1f23f1de --- /dev/null +++ b/compendium/character/backgrounds/osirionologist-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/intelligence +- background/skill/occultism +- compendium/src/pf2e/lowg +aliases: ["Osirionologist"] +--- +# Osirionologist +*Source: Lost Omens: World Guide p. 58* + +Whether you're a fascinated outsider or a local proud of your nation's storied past, you're a devoted student of Osirion's history. + +You might be a traveling professor, a member of a society like the Pathfinders or the Esoteric Order of the Palatine Eye, or even a simple tomb robber cashing in on the glories of the past. + +Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. + +You're trained in the [Occultism](compendium/skills.md#Occultism) skill and the [Ancient Osirion Lore](compendium/skills.md#Lore) skill. You gain the [Oddity Identification](compendium/feats/oddity-identification.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/out-of-towner-aoa0.md b/compendium/character/backgrounds/out-of-towner-aoa0.md new file mode 100644 index 000000000..cfd1756d8 --- /dev/null +++ b/compendium/character/backgrounds/out-of-towner-aoa0.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/intelligence +- background/skill/diplomacy +- compendium/src/pf2e/aoa0 +aliases: ["Out-of-Towner"] +--- +# Out-of-Towner +*Source: Age of Ashes Player's Guide p. 5* + +You've never been to Breachill, nor do you have roots in the town, but as chance has it you find yourself visiting. You might be here traveling with a friend, visiting an old acquaintance, or merely here to see a new part of the world. Before coming to town, though, you spent many years living with an ancestry other than your own, and your diverse childhood has left you with an open mind and a curious nature. + +You're excited to meet new people and cultures, and answering the Call for Heroes seems to be an interesting way to do so. + +Choose two ability boosts. One must be Constitution or Intelligence, and one is a free ability boost. + +You're trained in the [Diplomacy](compendium/skills.md#Diplomacy) skill and one of the following [Lore](compendium/skills.md#Lore) skills thematically associated with the members of the ancestry you grew up with: Dwarf, Elf, Gnome, Goblin, or Halfling. You gain the [Hobnobber](compendium/feats/hobnobber.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/outrider-apg.md b/compendium/character/backgrounds/outrider-apg.md new file mode 100644 index 000000000..830d5583f --- /dev/null +++ b/compendium/character/backgrounds/outrider-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- background/skill/nature +- compendium/src/pf2e/apg +aliases: ["Outrider"] +--- +# Outrider +*Source: Advanced Player's Guide p. 48* + +In your youth, you galloped on horseback over vast prairies, serving as a vanguard for your settlement, an army, or another group. Seeing so many different lands built a thirst in you to adventure and explore the world instead of just racing past it. + +Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. + +You're trained in the [Nature](compendium/skills.md#Nature) skill and the [Plains Lore](compendium/skills.md#Lore) skill. + +You gain the [Express Rider](compendium/feats/express-rider-apg.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/ozem-experience-lokl.md b/compendium/character/backgrounds/ozem-experience-lokl.md new file mode 100644 index 000000000..38e0eb218 --- /dev/null +++ b/compendium/character/backgrounds/ozem-experience-lokl.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/strength +- background/skill/society +- compendium/src/pf2e/lokl +aliases: ["Ozem Experience"] +--- +# Ozem Experience +*Source: Lost Omens: Knights of Lastwall p. 73* + +You or someone close to you worked with the Knights of Ozem before Lastwall fell. In addition to knowledge of the organization's tenets and goals, you have germane understanding of the order's history. You believe there are valuable lessons in the Knights of Ozem's exploits. + +Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society) skill and the [Warfare Lore](compendium/skills.md#Lore) skill. You gain the [Courtly Graces](compendium/feats/courtly-graces.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/pathfinder-hopeful-lowg.md b/compendium/character/backgrounds/pathfinder-hopeful-lowg.md new file mode 100644 index 000000000..ce6d6da2e --- /dev/null +++ b/compendium/character/backgrounds/pathfinder-hopeful-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/intelligence +- background/skill/society +- compendium/src/pf2e/lowg +aliases: ["Pathfinder Hopeful"] +--- +# Pathfinder Hopeful +*Source: Lost Omens: World Guide p. 22* + +You've long wanted to join the adventurous Pathfinder Society. + +You have taken up the dangerous life of an adventurer in hopes of earning a spot among the Pathfinders. + +Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society) skill and the [Pathfinder Society Lore](compendium/skills.md#Lore) skill. You gain the [Additional Lore](compendium/feats/additional-lore.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/pathfinder-recruiter-lopsg.md b/compendium/character/backgrounds/pathfinder-recruiter-lopsg.md new file mode 100644 index 000000000..248dd4624 --- /dev/null +++ b/compendium/character/backgrounds/pathfinder-recruiter-lopsg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/wisdom +- background/skill/diplomacy +- background/skill/society +- compendium/src/pf2e/lopsg +aliases: ["Pathfinder Recruiter"] +--- +# Pathfinder Recruiter +*Source: Lost Omens: Pathfinder Society Guide p. 8* + +The Pathfinder Society's always on the lookout for talent, but that talent rarely just stumbles into the Grand Lodge. Whether you're professionally trained to encourage new recruits or the [Society](compendium/skills.md#Society)'s own scouts identified your potential and raised you from childhood, you're committed to expanding the [Society](compendium/skills.md#Society)'s roster. + +Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. + +You're trained in the [Diplomacy](compendium/skills.md#Diplomacy) skill and a [Lore](compendium/skills.md#Lore) skill related to one city you've visited often. You gain the [Group Impression](compendium/feats/group-impression.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/perfection-seeker-lowg.md b/compendium/character/backgrounds/perfection-seeker-lowg.md new file mode 100644 index 000000000..0854093d7 --- /dev/null +++ b/compendium/character/backgrounds/perfection-seeker-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/wisdom +- background/skill/acrobatics +- compendium/src/pf2e/lowg +aliases: ["Perfection Seeker"] +--- +# Perfection Seeker +*Source: Lost Omens: World Guide p. 82* + +You aspire to perfect your body and mind in the tradition of Jalmeray's Houses of Perfection, honing your acrobatic skills and mental faculties in preparation for a lifetime pushing the edge of what most consider possible. + +Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. + +You're trained in the [Acrobatics](compendium/skills.md#Acrobatics) skill as well as the [Warfare Lore](compendium/skills.md#Lore) skill. You gain the [Cat Fall](compendium/feats/cat-fall.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/pilgrim-apg.md b/compendium/character/backgrounds/pilgrim-apg.md new file mode 100644 index 000000000..e9e7d3724 --- /dev/null +++ b/compendium/character/backgrounds/pilgrim-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/wisdom +- background/skill/religion +- compendium/src/pf2e/apg +aliases: ["Pilgrim"] +--- +# Pilgrim +*Source: Advanced Player's Guide p. 49* + +In your youth, you made several pilgrimages to important shrines and holy sites. You might have been a mendicant friar, a seller of holy relics (real or fraudulent), or just a simple farmer following the dictates of your faith. Whatever the aims of your wanderings now, your faith still protects you on the road. + +Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. + +You're trained in the [Religion](compendium/skills.md#Religion) skill and the [Lore](compendium/skills.md#Lore) skill for your patron deity. You gain the [Pilgrim's Token](compendium/feats/pilgrims-token-apg.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/pillar-lokl.md b/compendium/character/backgrounds/pillar-lokl.md new file mode 100644 index 000000000..c482eb2cf --- /dev/null +++ b/compendium/character/backgrounds/pillar-lokl.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/medicine +- background/skill/society +- background/skill/survival +- compendium/src/pf2e/lokl +aliases: ["Pillar"] +--- +# Pillar +*Source: Lost Omens: Knights of Lastwall p. 73* + +Not every Knight of Lastwall contributes to the crusade through combat. Pillars provide essential upkeep and service at camps, enjoying the same rank of knight as the crusaders and strategists for which the knights are known. You spent time as an assistant among the pillars, learning how noncombatants provide for the physical and mental wellbeing of an army. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in one of your choice of the [Medicine](compendium/skills.md#Medicine), [Society](compendium/skills.md#Society), or [Survival](compendium/skills.md#Survival) skills, as well as the [Labor Lore](compendium/skills.md#Lore) skill. You gain the [Additional Lore](compendium/feats/additional-lore.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/plant-whisperer-som.md b/compendium/character/backgrounds/plant-whisperer-som.md new file mode 100644 index 000000000..3b1cffd34 --- /dev/null +++ b/compendium/character/backgrounds/plant-whisperer-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/wisdom +- background/skill/nature +- compendium/src/pf2e/som +aliases: ["Plant Whisperer"] +--- +# Plant Whisperer +*Source: Secrets of Magic p. 29* + +You've always had a green thumb, allowing you to care for plants that others found too difficult to grow and tend with a skill that borders on the magical. As you travel, you encounter all sorts of new plants and plant creatures, allowing you to expand your horizons and deepen your understanding of flora. + +Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. + +You're trained in [Nature](compendium/skills.md#Nature) and [Plant Lore](compendium/skills.md#Lore). You gain the [Natural Medicine](compendium/feats/natural-medicine.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/political-scion-aoe0.md b/compendium/character/backgrounds/political-scion-aoe0.md new file mode 100644 index 000000000..c1f0b7fad --- /dev/null +++ b/compendium/character/backgrounds/political-scion-aoe0.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/intelligence +- background/skill/diplomacy +- compendium/src/pf2e/aoe0 +aliases: ["Political Scion"] +--- +# Political Scion +*Source: Agents of Edgewatch Player's Guide p. 8* + +Like your parents and your parents before them, you initially followed the long path toward politics from an early age. Your close association with Absalom's upper echelons put you in touch with the city's various military or special operations units—the First Guard, the Wave Riders, the Varlokkur— though you avoided any actual duty with these groups. + +Thanks to your strict upbringing and the connections of your family, you soon became a lauded and highly respected member of Absalom's political elite. But you couldn't stifle a certain feeling that you were destined for more than simply filling the pointed shoes of your forebears. Despite your easily earned accolades and a relatively cushy life as a young lawyer or councilmember, you sought to do more with your diplomatic training and not live out the exact same life as your ancestors. + +Your decision to transfer to the Edgewatch has rubbed your traditionalist family the wrong way, and they've cut off the financial aid they've provided you your whole life. + +But you don't care—you know you're doing the right thing by taking on the rough jobs of a low-ranking guard, and you're ready to shine based on your own merits, not those of your lofty kin. + +Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. + +You're trained in the [Diplomacy](compendium/skills.md#Diplomacy) skill and [Legal Lore](compendium/skills.md#Lore). You gain a +1 circumstance bonus to [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), and [Intimidation](compendium/skills.md#Intimidation) checks to interact with members of Absalom's political establishment. You gain the [Hobnobber](compendium/feats/hobnobber.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/post-guard-of-all-trades-aoe0.md b/compendium/character/backgrounds/post-guard-of-all-trades-aoe0.md new file mode 100644 index 000000000..6717facf8 --- /dev/null +++ b/compendium/character/backgrounds/post-guard-of-all-trades-aoe0.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/intelligence +- background/skill/performance +- compendium/src/pf2e/aoe0 +aliases: ["Post Guard Of All Trades"] +--- +# Post Guard Of All Trades +*Source: Agents of Edgewatch Player's Guide p. 8* + +Not all cops are passionate about their jobs. For some, the pursuit of justice is just another way to pay the bills. + +Honestly, it was probably the Post Guard's generous time-off policy that drew you to their service, and during your yearly sabbaticals you've dabbled in hobbies as diverse as fishing, baking, or even stand-up comedy. Even while on duty, you're probably idly fiddling with a lucky coin or practicing magic tricks with a deck of cards. You probably irritate your fellow guards a bit with your non sequiturs, casual attitude, and tendency to daydream, but results don't lie, and more often than not you prove your worth when the chips are down. + +For all the excitement of guarding Absalom's Postern Gate, the Post Guard wasn't really the right fit for someone as distractible as yourself, so your boss put in a "promotion" for you to transfer to the newly formed Edgewatch. You're all for the reassignment, since it will put you smack in the middle of the most entertaining and diverse gathering of the century, the Radiant Festival. + +Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. + +You're trained in the [Performance](compendium/skills.md#Performance) skill, a [Lore](compendium/skills.md#Lore) skill of your choice, and you gain a bonus language. You gain a +1 circumstance bonus to [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), and [Intimidation](compendium/skills.md#Intimidation) checks to interact with Post Guards. You gain the [Dubious Knowledge](compendium/feats/dubious-knowledge.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/press-ganged-lowg.md b/compendium/character/backgrounds/press-ganged-lowg.md new file mode 100644 index 000000000..8bcfea125 --- /dev/null +++ b/compendium/character/backgrounds/press-ganged-lowg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/strength +- background/boost/wisdom +- background/skill/society +- compendium/src/pf2e/lowg +aliases: ["Press-ganged"] +--- +# Press-ganged +*Source: Lost Omens: World Guide p. 70* + +You were forced into service as a sailor against your will. + +Perhaps you were punished for a crime, were drafted into military service, are repaying a debt, or simply were abducted. + +Though you were initially trained as a simple deckhand, you may have subsequently studied a trade under one of the vessel's specialists. + +Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society) skill and the [Sailing Lore](compendium/skills.md#Lore) skill. You gain the [Experienced Professional](compendium/feats/experienced-professional.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/purveyor-of-the-bizarre-lowg.md b/compendium/character/backgrounds/purveyor-of-the-bizarre-lowg.md new file mode 100644 index 000000000..6d8648188 --- /dev/null +++ b/compendium/character/backgrounds/purveyor-of-the-bizarre-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/arcana +- compendium/src/pf2e/lowg +aliases: ["Purveyor Of The Bizarre"] +--- +# Purveyor Of The Bizarre +*Source: Lost Omens: World Guide p. 58* + +Whether in Katapesh or one of the bustling markets along the Path of Salt, you've spent enough time buying and selling ancient or unusual items to give you an instinctive ability to quickly sort valuable trinkets from worthless baubles. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in the [Arcana](compendium/skills.md#Arcana) skill and the [Mercantile Lore](compendium/skills.md#Lore) skill. + +You gain the [Quick Identification](compendium/feats/quick-identification.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/pyre-tender-botd.md b/compendium/character/backgrounds/pyre-tender-botd.md new file mode 100644 index 000000000..42551bb7c --- /dev/null +++ b/compendium/character/backgrounds/pyre-tender-botd.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/intelligence +- background/skill/crafting +- compendium/src/pf2e/botd +aliases: ["Pyre Tender"] +--- +# Pyre Tender +*Source: Book of the Dead p. 16* + +You're experienced at building funeral pyres. You might have lit flaming biers in the Land of the Linnorm Kings, tended the cremation pits of Cheliax or Vudra, or been a backwoods charcoal burner, using the right mixture of alchemy to act as an accelerant. However you worship, you know nothing sends off the departed like flame. + +Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. + +You're trained in the [Crafting](compendium/skills.md#Crafting) skill and the [Funeral Lore](compendium/skills.md#Lore) skill. + +You gain the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/quick-lowg.md b/compendium/character/backgrounds/quick-lowg.md new file mode 100644 index 000000000..c66009eaf --- /dev/null +++ b/compendium/character/backgrounds/quick-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/constitution +- background/skill/deception +- compendium/src/pf2e/lowg +aliases: ["Quick"] +--- +# Quick +*Source: Lost Omens: World Guide p. 82* + +Staying alive among the scheming, ravenous undead of Geb required a deep knowledge of their motivations, capabilities, and weaknesses. More often than not, it also required the ability to weave alibis and life-preserving half-truths capable of swaying a stilled heart. + +Choose two ability boosts. One must be to Charisma or Constitution, and one is a free ability boost. + +You're trained in the [Deception](compendium/skills.md#Deception) skill and the [Undead Lore](compendium/skills.md#Lore) skill. + +You gain the [Charming Liar](compendium/feats/charming-liar.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/raised-by-belief-logm.md b/compendium/character/backgrounds/raised-by-belief-logm.md new file mode 100644 index 000000000..7a0cdf8ad --- /dev/null +++ b/compendium/character/backgrounds/raised-by-belief-logm.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/divine-ability +- background/skill/acrobatics +- background/skill/arcana +- background/skill/athletics +- background/skill/crafting +- background/skill/deception +- background/skill/diplomacy +- background/skill/intimidation +- background/skill/medicine +- background/skill/nature +- background/skill/occultism +- background/skill/performance +- background/skill/religion +- background/skill/society +- background/skill/stealth +- background/skill/survival +- background/skill/thievery +- compendium/src/pf2e/logm +aliases: ["Raised by Belief"] +--- +# Raised by Belief +*Source: Lost Omens: Gods & Magic p. 9* + +Whether in a monastery, a religious household, or just as part of your everyday life, your upbringing was steeped in the traditions of a faith or philosophy. You might remain committed or you may have turned from your childhood creed, but your skills are still founded in your devotion. + +Choose two ability boosts. One boost must be to an ability specified in the Divine Ability entry for your deity, and one is a free ability boost. + +You're trained in your deity's associated skill, and you gain Assurance with that skill. You gain a [Lore](compendium/skills.md#Lore) skill with a subcategory associated with your deity ([Abadar Lore](compendium/skills.md#Lore), for instance). \ No newline at end of file diff --git a/compendium/character/backgrounds/ratted-out-gun-runner-ooa0.md b/compendium/character/backgrounds/ratted-out-gun-runner-ooa0.md new file mode 100644 index 000000000..cbc8fa452 --- /dev/null +++ b/compendium/character/backgrounds/ratted-out-gun-runner-ooa0.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/wisdom +- background/skill/stealth +- compendium/src/pf2e/ooa0 +aliases: ["Ratted-Out Gun Runner"] +--- +# Ratted-Out Gun Runner +*Source: Outlaws of Alkenstar Player's Guide p. 12* + +Sure, you've got a checkered past. Who doesn't? It's hard to make a living in the City of Smog, so you did what you could to put silvers in your pocket and food on the table. You made a good deal of money selling firearms from the Gunworks to people who perhaps shouldn't have had them. You even worked with wasteland marauders a few times, sticking up Ustradi barges plying the river between the Gunworks and Alkenstar. Of course, you never hurt any innocents or did anything truly heinous; your criminal career was always just a matter of money. + +One day, a corrupt financier named Ambrost Mugland—a true crook if there ever was one—approached you, demanding a cut of your business. When you refused, he put in a word with the shieldmarshals that you'd be a certain somewhere at a certain time with a certain large quantity of illegally obtained firearms. + +Even though you escaped arrest, your identity was compromised, and your old accomplices have all turned their backs on you. Your gun-running days are clearly over. Now, you're just running. + +Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. + +You're trained in the [Stealth](compendium/skills.md#Stealth) skill and the [Firearm Lore](compendium/skills.md#Lore) skill. You gain the [Experienced Smuggler](compendium/feats/experienced-smuggler.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/razmiran-faithful-lowg.md b/compendium/character/backgrounds/razmiran-faithful-lowg.md new file mode 100644 index 000000000..a2ab561e2 --- /dev/null +++ b/compendium/character/backgrounds/razmiran-faithful-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/strength +- background/skill/intimidation +- compendium/src/pf2e/lowg +aliases: ["Razmiran Faithful"] +--- +# Razmiran Faithful +*Source: Lost Omens: World Guide p. 34* + +You serve a living god who rules upon the face of Golarion, and this gives your actions a divine mandate not to be trifled with. + +Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. + +You're trained in the [Intimidation](compendium/skills.md#Intimidation) skill and the [Razmir Lore](compendium/skills.md#Lore) skill. You gain the [Group Coercion](compendium/feats/group-coercion.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/reborn-soul-da.md b/compendium/character/backgrounds/reborn-soul-da.md new file mode 100644 index 000000000..08edfa88c --- /dev/null +++ b/compendium/character/backgrounds/reborn-soul-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/intelligence +- background/skill/lore +- compendium/src/pf2e/da +aliases: ["Reborn Soul"] +--- +# Reborn Soul +*Source: Dark Archive p. 176* + +You were given a second opportunity at life by mysterious forces in the Lands of Second Souls. You remember your life before your death and now live with an extra lifetime of knowledge. + +Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. + +You become trained in two [Lore](compendium/skills.md#Lore) skills, which you and your GM choose from [Lore](compendium/skills.md#Lore) skills associated with your past life. At 3rd level, 7th level, and 15th level, you receive skill increases, which you can apply only to these [Lore](compendium/skills.md#Lore) skills. In certain situations analogous to your past life, fragments of memories resurface, potentially helping or distracting you. The GM can offer you a +1 circumstance bonus on skill checks with either of these [Lore](compendium/skills.md#Lore) skills or on other skill checks that echo your past life. If you accept but fail the check, you're [stupefied](rules/conditions.md#Stupefied) for 1 minute by the mental distraction of your past-life memories, or [stupefied](rules/conditions.md#Stupefied) for 1 minute on a critical failure. \ No newline at end of file diff --git a/compendium/character/backgrounds/reclaimed-lokl.md b/compendium/character/backgrounds/reclaimed-lokl.md new file mode 100644 index 000000000..cd74a638f --- /dev/null +++ b/compendium/character/backgrounds/reclaimed-lokl.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/constitution +- background/skill/intimidation +- compendium/src/pf2e/lokl +aliases: ["Reclaimed"] +--- +# Reclaimed +*Source: Lost Omens: Knights of Lastwall p. 73* + +A unit of Crimson Reclaimers saved you from certain death in the Gravelands. You spent time with one or more Crimson Reclaimers as they escorted you to safety, and you've learned the ways of this faction of the Knights of Lastwall. You consider yourself forever in their debt and defend their reputation unquestioningly against any accusations of duplicity. + +Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. + +You're trained in the [Intimidation](compendium/skills.md#Intimidation) skill and the [Crimson Reclaimers Lore](compendium/skills.md#Lore) skill. You gain the [Group Coercion](compendium/feats/group-coercion.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/reclaimer-investigator-lokl.md b/compendium/character/backgrounds/reclaimer-investigator-lokl.md new file mode 100644 index 000000000..59071161f --- /dev/null +++ b/compendium/character/backgrounds/reclaimer-investigator-lokl.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/occultism +- compendium/src/pf2e/lokl +aliases: ["Reclaimer Investigator"] +--- +# Reclaimer Investigator +*Source: Lost Omens: Knights of Lastwall p. 73* + +You believe the mysterious patron of the Crimson Reclaimers has an ulterior motive that bedevils the Knights of Lastwall. + +Whatever the organization gains from the pact, some mysterious force with its own agenda and a need for anonymity benefits as well. You've made it your mission to determine what that agenda is before the patron decides it has manipulated from the shadows long enough. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in the [Occultism](compendium/skills.md#Occultism) skill and the [Crimson Reclaimers Lore](compendium/skills.md#Lore) skill. You gain the [Oddity Identification](compendium/feats/oddity-identification.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/refugee-apg.md b/compendium/character/backgrounds/refugee-apg.md new file mode 100644 index 000000000..83458e97e --- /dev/null +++ b/compendium/character/backgrounds/refugee-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- background/skill/society +- compendium/src/pf2e/apg +aliases: ["Refugee"] +--- +# Refugee +*Source: Advanced Player's Guide p. 49* + +You come from a land very distant from the one you now find yourself in, driven by war, plague, or simply in the pursuit of opportunity. Regardless of your origin or the reason you left your home, you find yourself an outsider in this new land. + +Adventuring is a way to support yourself while offering hope to those who need it most. + +Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society) skill and a [Lore](compendium/skills.md#Lore) skill related to the settlement you came from. You gain the [Streetwise](compendium/feats/streetwise.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/relentless-dedication-lokl.md b/compendium/character/backgrounds/relentless-dedication-lokl.md new file mode 100644 index 000000000..697f59893 --- /dev/null +++ b/compendium/character/backgrounds/relentless-dedication-lokl.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/strength +- compendium/src/pf2e/lokl +aliases: ["Relentless Dedication"] +--- +# Relentless Dedication +*Source: Lost Omens: Knights of Lastwall p. 73* + +Recruiters invite many candidates like you to train to be Knights of Lastwall, but only a select few make the cut. Whereas others lose heart, your perseverance paid off. + +Your commitment to the cause is so clear, it overcame whatever disqualified your previous attempts to join the new Shining Crusade. + +Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. + +You're trained in the [Warfare Lore](compendium/skills.md#Lore) skill, and you gain the [Canny Acumen](compendium/feats/canny-acumen.md) feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/reputation-seeker-aoa0.md b/compendium/character/backgrounds/reputation-seeker-aoa0.md new file mode 100644 index 000000000..131d7931f --- /dev/null +++ b/compendium/character/backgrounds/reputation-seeker-aoa0.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/intelligence +- background/skill/survival +- compendium/src/pf2e/aoa0 +aliases: ["Reputation Seeker"] +--- +# Reputation Seeker +*Source: Age of Ashes Player's Guide p. 5* + +You're likely from Breachill, but unlike the Local Scion, your family has no notable legacy in the area. You might not even have much of a family at all to call your own, and could be an orphan. You've seen so many people make names for themselves that you set out on your own and spent some time abroad in the jungles or deserts of Garund or in the upper reaches of the Darklands—regions that proved too dangerous to remain in for long on your own. You returned home with more caution and knowledge of the world beyond Breachill's borders, but still determined to win fame. + +You've decided that joining an adventuring group would be the best way to secure aid in your quest to build your own reputation, and are attending the Call for Heroes to find such allies. + +Choose two ability boosts. One must be Dexterity or Intelligence, and one is a free ability boost. + +You're trained in the [Survival](compendium/skills.md#Survival) skill and the Darklands, Desert, or [Jungle Lore](compendium/skills.md#Lore) skill. You gain the [Terrain Expertise](compendium/feats/terrain-expertise.md) skill feat (underground if you have [Darklands Lore](compendium/skills.md#Lore), desert if you have [Desert Lore](compendium/skills.md#Lore), or forest if you have [Jungle Lore](compendium/skills.md#Lore)). \ No newline at end of file diff --git a/compendium/character/backgrounds/returned-apg.md b/compendium/character/backgrounds/returned-apg.md new file mode 100644 index 000000000..9ffe22121 --- /dev/null +++ b/compendium/character/backgrounds/returned-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- compendium/src/pf2e/apg +aliases: ["Returned"] +--- +# Returned +*Source: Advanced Player's Guide p. 51* + +You died and miraculously returned with knowledge of the realms beyond death and a stronger link to life. Some dead and undead souls might feel a strange, instinctual kinship with you. + +Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. + +You gain the [Diehard](compendium/feats/diehard.md) feat and the [Additional Lore](compendium/feats/additional-lore.md) feat for [Boneyard Lore](compendium/skills.md#Lore). \ No newline at end of file diff --git a/compendium/character/backgrounds/returning-descendant-aoa0.md b/compendium/character/backgrounds/returning-descendant-aoa0.md new file mode 100644 index 000000000..346ad7022 --- /dev/null +++ b/compendium/character/backgrounds/returning-descendant-aoa0.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/wisdom +- background/skill/thievery +- compendium/src/pf2e/aoa0 +aliases: ["Returning Descendant"] +--- +# Returning Descendant +*Source: Age of Ashes Player's Guide p. 5* + +You aren't from Breachill yourself—you might not even be from Isger or Avistan at all. You've lived a hard life, in any event. You have often had to make tough decisions, and have developed a knack for understanding how things work (and the best way to take them apart) that has helped you support yourself. Recently you discovered that an ancestor was from the town of Breachill and had a modest career as an adventurer. You can't help but wonder if you would have had an easier life if you'd grown up there instead, and have decided to seek out this small town to learn more about it. + +You've decided to respond to the Call for Heroes to follow in your ancestor's footsteps, either to honor their memory or accomplish the great deeds they did not. + +Choose two ability boosts. One must be Dexterity or Wisdom, and one is a free ability boost. + +You're trained in the [Thievery](compendium/skills.md#Thievery) skill and the [Engineering Lore](compendium/skills.md#Lore) skill. You gain the [Pickpocket](compendium/feats/pickpocket.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/rigger-ec0.md b/compendium/character/backgrounds/rigger-ec0.md new file mode 100644 index 000000000..5e5a4ce6e --- /dev/null +++ b/compendium/character/backgrounds/rigger-ec0.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/strength +- background/skill/athletics +- compendium/src/pf2e/ec0 +aliases: ["Rigger"] +--- +# Rigger +*Source: Extinction Curse Player's Guide p. 6* + +You've worked as a roustabout to erect tents and set up rigging for acrobatic performances; you've sometimes even aided aerialists and acrobats in their death-defying training. + +Even though your work is often done before the crowds arrive, you know your skills contribute to the success and safety of the circus. Mistress Dusklight treats her roustabouts as little more than slaves, and you've resolved to join a company where your expertise is appreciated. + +Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. + +You're trained in the [Athletics](compendium/skills.md#Athletics) skill and the [Circus Lore](compendium/skills.md#Lore) skill. You gain the [Combat Climber](compendium/feats/combat-climber.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/rivethun-adherent-lowg.md b/compendium/character/backgrounds/rivethun-adherent-lowg.md new file mode 100644 index 000000000..85d849833 --- /dev/null +++ b/compendium/character/backgrounds/rivethun-adherent-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- background/skill/occultism +- compendium/src/pf2e/lowg +aliases: ["Rivethun Adherent"] +--- +# Rivethun Adherent +*Source: Lost Omens: World Guide p. 130* + +You have spent time learning the practices and traditions of the ancient Rivethun dwarven shamans and can recognize all sorts of magic. You may have chosen your own road since then, or you may remain an adherent of the philosophy. + +Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. + +You're trained in the [Occultism](compendium/skills.md#Occultism) skill and the [Spirit Lore](compendium/skills.md#Lore) skill. + +You gain the [Recognize Spell](compendium/feats/recognize-spell.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/root-worker-apg.md b/compendium/character/backgrounds/root-worker-apg.md new file mode 100644 index 000000000..ec5678415 --- /dev/null +++ b/compendium/character/backgrounds/root-worker-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/occultism +- compendium/src/pf2e/apg +aliases: ["Root Worker"] +--- +# Root Worker +*Source: Advanced Player's Guide p. 49* + +Some ailments can't be cured by herbs alone. You learned ritual remedies as well, calling on nature spirits to soothe aches and ward off the evil eye. Taking up with adventurers has given you company on the road, as well as protection from those who would brand you a fake—or worse. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in the [Occultism](compendium/skills.md#Occultism) skill and the [Herbalism Lore](compendium/skills.md#Lore) skill. You gain the [Root Magic](compendium/feats/root-magic-apg.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/rostland-partisan-lowg.md b/compendium/character/backgrounds/rostland-partisan-lowg.md new file mode 100644 index 000000000..72e925a63 --- /dev/null +++ b/compendium/character/backgrounds/rostland-partisan-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/constitution +- background/skill/diplomacy +- compendium/src/pf2e/lowg +aliases: ["Rostland Partisan"] +--- +# Rostland Partisan +*Source: Lost Omens: World Guide p. 34* + +You grew up among the southern houses of Brevoy in old Rostland. You're accustomed to arguing from a position of underappreciated worth. + +Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. + +You're trained in the [Diplomacy](compendium/skills.md#Diplomacy) skill and the [Politics Lore](compendium/skills.md#Lore) skill. + +You gain the [Group Impression](compendium/feats/group-impression.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/royalty-apg.md b/compendium/character/backgrounds/royalty-apg.md new file mode 100644 index 000000000..3dbfcaa6b --- /dev/null +++ b/compendium/character/backgrounds/royalty-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/society +- compendium/src/pf2e/apg +aliases: ["Royalty"] +--- +# Royalty +*Source: Advanced Player's Guide p. 51* + +You are a prominent member of a royal family. You have taken up the life of an adventurer—perhaps you're a deposed queen hoping to regain her throne, a prince seeking a more exciting life, or a princess on a secret mission. + +Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. + +You are trained in [Society](compendium/skills.md#Society). You gain the [Courtly Graces](compendium/feats/courtly-graces.md) skill feat and can influence commoners in your family's territory, as well as nobility anywhere. If you later gain the [Connections](compendium/feats/connections.md) skill feat, you automatically have common and noble connections within any community in your royal family's territory and have noble connections in large communities outside your territory. \ No newline at end of file diff --git a/compendium/character/backgrounds/ruby-phoenix-fanatic-frp0.md b/compendium/character/backgrounds/ruby-phoenix-fanatic-frp0.md new file mode 100644 index 000000000..990db77cd --- /dev/null +++ b/compendium/character/backgrounds/ruby-phoenix-fanatic-frp0.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/intelligence +- compendium/src/pf2e/frp0 +aliases: ["Ruby Phoenix Fanatic"] +--- +# Ruby Phoenix Fanatic +*Source: Fists of the Ruby Phoenix Player's Guide p. 7* + +Have you heard of the peerless sorcerer Hao Jin, also known as the Ruby Phoenix? Of course you have! You're her biggest fan! She's got amazing powers of self-resurrection, her hair is as red and fiery as a phoenix, and she has a huge vault full of the most incredible treasures in the multiverse. + +Now she's finally back from a mysterious 300-year quest on the plane of Axis so she can host this year's Ruby Phoenix Tournament—and you can't wait to meet her! In order to get as close to Hao Jin as possible, you've researched everything there is to know about the Ruby Phoenix's home, her planar escapades, and her competition. + +You've also trained your body to prove yourself a worthy champion. When Hao Jin's committee invited you and some friends to take part in the tournament's prequalifier, you just about fainted from excitement. Is your dream of meeting the Ruby Phoenix about to come true? As long as you win enough matches to get into the actual tournament, it just might! Just try not to act too star-struck when you finally get a chance to talk to her, okay? Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. + +You're trained in the [Axis Lore](compendium/skills.md#Lore), [Gladiatorial Lore](compendium/skills.md#Lore), and [Goka Lore](compendium/skills.md#Lore) skills. You gain the [Dubious Knowledge](compendium/feats/dubious-knowledge.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/ruin-delver-av0.md b/compendium/character/backgrounds/ruin-delver-av0.md new file mode 100644 index 000000000..6b090a2db --- /dev/null +++ b/compendium/character/backgrounds/ruin-delver-av0.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/intelligence +- background/skill/acrobatics +- compendium/src/pf2e/av0 +aliases: ["Ruin Delver"] +--- +# Ruin Delver +*Source: Abomination Vaults Player's Guide p. 4* + +You've looked through some of the smaller ruins in the Otari hinterlands but have never quite built up the courage to check out the creepy lighthouse called Gauntlight. + +You've heard that these ruins are pretty well picked over, and mostly collapsed, but you always planned to some day explore them and perhaps find some bauble left behind from the centuries-old battle where the Roseguard slew an evil sorcerer. You know that the crumbled stone of old ruins has a tendency to shift, so you'd better step lightly if you get the chance to explore Gauntlight. + +Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. + +You're trained in [Acrobatics](compendium/skills.md#Acrobatics) and the [Roseguard Lore](compendium/skills.md#Lore) skill. You gain the [Cat Fall](compendium/feats/cat-fall.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/sally-guard-neophyte-aoe0.md b/compendium/character/backgrounds/sally-guard-neophyte-aoe0.md new file mode 100644 index 000000000..7b945903f --- /dev/null +++ b/compendium/character/backgrounds/sally-guard-neophyte-aoe0.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- background/skill/nature +- compendium/src/pf2e/aoe0 +aliases: ["Sally Guard Neophyte"] +--- +# Sally Guard Neophyte +*Source: Agents of Edgewatch Player's Guide p. 8* + +You joined the Sally Guard, Westgate's guard precinct, at an early age, bringing with you the requisite steel armor, sword, and lance, though your gear is of dubious make. The other guards may have suspected that you were a novice with less combat experience than them; if so, you proved their suspicions on your first day of training when your mount immediately threw you in the mud. A supervisor took mercy on you and offered to transfer you to another guard unit in the city, promising that you'd have a place on the Sally Guard when you decided you were ready for the challenge. + +Biting your lip in shame, you took the Edgewatch reassignment in order to gain the experience necessary to go back to your home district with your head held high. + +You'll prove them wrong, one way or another, and show everyone that you can protect the ones you hold most dear. + +Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. + +You're trained in the [Nature](compendium/skills.md#Nature) skill and your choice of [Hunting Lore](compendium/skills.md#Lore) or [Stabling Lore](compendium/skills.md#Lore). You start out with a riding horse, as well as a suit of shoddy [half plate](compendium/equipment/items/half-plate.md) armor, a shoddy [longsword](compendium/equipment/items/longsword.md), and a shoddy [lance](compendium/equipment/items/lance.md). \ No newline at end of file diff --git a/compendium/character/backgrounds/sarkorian-reclaimer-lowg.md b/compendium/character/backgrounds/sarkorian-reclaimer-lowg.md new file mode 100644 index 000000000..b5caee477 --- /dev/null +++ b/compendium/character/backgrounds/sarkorian-reclaimer-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- background/skill/medicine +- compendium/src/pf2e/lowg +aliases: ["Sarkorian Reclaimer"] +--- +# Sarkorian Reclaimer +*Source: Lost Omens: World Guide p. 34* + +Whether you trace your heritage to lost Sarkoris or are a crusader trying to atone for past fanatics' wrongs, you seek to liberate the Sarkorian homeland from the demons who have defiled it. + +Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free boost. + +You're trained in the [Medicine](compendium/skills.md#Medicine) skill and the [Abyssal Lore](compendium/skills.md#Lore) skill. + +You gain the [Battle Medicine](compendium/feats/battle-medicine.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/sarkorian-survivor-lowg.md b/compendium/character/backgrounds/sarkorian-survivor-lowg.md new file mode 100644 index 000000000..f0136e691 --- /dev/null +++ b/compendium/character/backgrounds/sarkorian-survivor-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/strength +- background/skill/survival +- compendium/src/pf2e/lowg +aliases: ["Sarkorian Survivor"] +--- +# Sarkorian Survivor +*Source: Lost Omens: World Guide p. 34* + +The devastation and carnage of the Worldwound were nearly complete, but you somehow managed to survive it. + +Choose two ability boosts. One must be to Strength or Constitution, and one is a free boost. + +You're trained in the [Survival](compendium/skills.md#Survival) skill and the [Sarkorian History Lore](compendium/skills.md#Lore) skill. You gain the [Forager](compendium/feats/forager.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/scavenger-apg.md b/compendium/character/backgrounds/scavenger-apg.md new file mode 100644 index 000000000..f9dfbd4d4 --- /dev/null +++ b/compendium/character/backgrounds/scavenger-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/survival +- compendium/src/pf2e/apg +aliases: ["Scavenger"] +--- +# Scavenger +*Source: Advanced Player's Guide p. 49* + +You've made a living sorting through the things society throws away. You might have scavenged simply to survive, or plied a trade as a ragpicker, dung carter, or the like. While you've left that life behind, you still keep one eye on the ground out of habit. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in the [Survival](compendium/skills.md#Survival) skill and the [Lore](compendium/skills.md#Lore) skill for the settlement you grew up scavenging in. You gain the [Forager](compendium/feats/forager.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/scholar-of-the-ancients-lowg.md b/compendium/character/backgrounds/scholar-of-the-ancients-lowg.md new file mode 100644 index 000000000..ae44ceaf3 --- /dev/null +++ b/compendium/character/backgrounds/scholar-of-the-ancients-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/arcana +- compendium/src/pf2e/lowg +aliases: ["Scholar Of The Ancients"] +--- +# Scholar Of The Ancients +*Source: Lost Omens: World Guide p. 70* + +You're fascinated by the lost Azlanti Empire and have dedicated yourself to seeking out and studying every broken artifact or scrap of knowledge that remains, whether as an academic pursuit or simply for the joy of treasure hunting. + +Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. + +You're trained in the [Arcana](compendium/skills.md#Arcana) skill and the [Azlant Lore](compendium/skills.md#Lore) skills. You gain the [Quick Identification](compendium/feats/quick-identification.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/scion-of-slayers-botd.md b/compendium/character/backgrounds/scion-of-slayers-botd.md new file mode 100644 index 000000000..86431fe03 --- /dev/null +++ b/compendium/character/backgrounds/scion-of-slayers-botd.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/strength +- background/skill/athletics +- compendium/src/pf2e/botd +aliases: ["Scion of Slayers"] +--- +# Scion of Slayers +*Source: Book of the Dead p. 16* + +You were born into a lineage of undead slayers. No mere occupation, in your family slaying is a mantle of almost mystic responsibility passed from parent to child. Over the generations, this single-minded focus has begun to manifest in uncanny ways during combat. + +Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost. + +You're trained in the [Athletics](compendium/skills.md#Athletics) skill and the [Undead Lore](compendium/skills.md#Lore) skill. You can cast [disrupt undead](compendium/spells/disrupt-undead.md) as an innate divine cantrip. + +You can use Intelligence as your spellcasting ability for this innate spell. \ No newline at end of file diff --git a/compendium/character/backgrounds/second-chance-champion-frp0.md b/compendium/character/backgrounds/second-chance-champion-frp0.md new file mode 100644 index 000000000..4b2c32386 --- /dev/null +++ b/compendium/character/backgrounds/second-chance-champion-frp0.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/strength +- background/skill/acrobatics +- compendium/src/pf2e/frp0 +aliases: ["Second Chance Champion"] +--- +# Second Chance Champion +*Source: Fists of the Ruby Phoenix Player's Guide p. 7* + +You competed in the last Ruby Phoenix Tournament 10 years ago, though you didn't make it to the end. One wrong step, one mistimed punch, one blocked spell—whatever it was, that was all it took for your opponent to get the upper hand and knock you out of the tournament. Well, maybe it was a simple mistake or maybe you just weren't up to snuff, and you're too headstrong to admit it. + +Now, after training for a decade to ensure you don't repeat any of your prior mistakes, you've joined forces with a team of fellow fighters in order to maximize your odds of making it all the way to the finals. Whatever happened before, you've vowed to return to the ring in Goka for an epic rematch, and this time you're not walking out until you've been named Ruby Phoenix Champion. + +Choose two ability boosts. One must be to Dexterity or Strength, and one is a free ability boost. + +You're trained in [Acrobatics](compendium/skills.md#Acrobatics) and the [Gladiatorial Lore](compendium/skills.md#Lore) skill. You gain the [Cat Fall](compendium/feats/cat-fall.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/secular-medic-lowg.md b/compendium/character/backgrounds/secular-medic-lowg.md new file mode 100644 index 000000000..183d966e4 --- /dev/null +++ b/compendium/character/backgrounds/secular-medic-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/wisdom +- background/skill/medicine +- compendium/src/pf2e/lowg +aliases: ["Secular Medic"] +--- +# Secular Medic +*Source: Lost Omens: World Guide p. 58* + +You're from Rahadoum, where the Laws of Mortality taught you to reject the gods, yet you've seen firsthand how dangerous it can be to go without healing magic. As a result, you've thrown yourself into the study of medicine, so you can save lives without saving souls. + +Choose two ability boosts. One must be to Wisdom or Dexterity, and one is a free ability boost. + +You're trained in the [Medicine](compendium/skills.md#Medicine) skill and the [Anatomy Lore](compendium/skills.md#Lore) skill. + +You gain the [Battle Medicine](compendium/feats/battle-medicine.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/seer-of-the-dead-som.md b/compendium/character/backgrounds/seer-of-the-dead-som.md new file mode 100644 index 000000000..4b52e5c41 --- /dev/null +++ b/compendium/character/backgrounds/seer-of-the-dead-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- background/skill/religion +- compendium/src/pf2e/som +aliases: ["Seer Of The Dead"] +--- +# Seer Of The Dead +*Source: Secrets of Magic p. 31* + +You have long been gifted with the ability to see and speak with the departed. This could have manifested at your birth or when a chance encounter linked you inextricably to the spirits of the dead. Their constant presence might feel like a curse, or it might provide you with welcome companionship. + +You gain one ability boost. It must be to Constitution or Wisdom. + +You're trained in [Religion](compendium/skills.md#Religion) and [Undead Lore](compendium/skills.md#Lore). You gain the effects of the [spirit sense](compendium/spells/spirit-sense-apg.md) spell at all times. \ No newline at end of file diff --git a/compendium/character/backgrounds/senghor-sailor-lowg.md b/compendium/character/backgrounds/senghor-sailor-lowg.md new file mode 100644 index 000000000..c9bceb76b --- /dev/null +++ b/compendium/character/backgrounds/senghor-sailor-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/crafting +- compendium/src/pf2e/lowg +aliases: ["Senghor Sailor"] +--- +# Senghor Sailor +*Source: Lost Omens: World Guide p. 94* + +As an experienced sailor from Senghor, you know that the only thing saving you from disaster on the high seas is a properly maintained ship. You know boat-building inside and out and you can quickly cobble together a solution in the event that something breaks. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in the [Crafting](compendium/skills.md#Crafting) skill and the [Sailing Lore](compendium/skills.md#Lore) skill. You gain the [Quick Repair](compendium/feats/quick-repair.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/sentinel-reflectance-lokl.md b/compendium/character/backgrounds/sentinel-reflectance-lokl.md new file mode 100644 index 000000000..781f8dc18 --- /dev/null +++ b/compendium/character/backgrounds/sentinel-reflectance-lokl.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/strength +- background/skill/diplomacy +- compendium/src/pf2e/lokl +aliases: ["Sentinel Reflectance"] +--- +# Sentinel Reflectance +*Source: Lost Omens: Knights of Lastwall p. 73* + +Either through witnessing their deeds and devout heroics firsthand, or through reading chronicles of their exploits, the Shining Sentinels of the Knights of Lastwall inspire you. You may idealize their philosophy or one day hope to join their ranks; the Shining Sentinels are your guiding star. Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. + +You're trained in the [Diplomacy](compendium/skills.md#Diplomacy) skill and the [Shining Sentinels Lore](compendium/skills.md#Lore) skill. You gain the [No Cause for Alarm](compendium/feats/no-cause-for-alarm-apg.md) skill feat (Advanced Player's Guide 208). \ No newline at end of file diff --git a/compendium/character/backgrounds/servant-apg.md b/compendium/character/backgrounds/servant-apg.md new file mode 100644 index 000000000..208c235ef --- /dev/null +++ b/compendium/character/backgrounds/servant-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/dexterity +- background/skill/society +- compendium/src/pf2e/apg +aliases: ["Servant"] +--- +# Servant +*Source: Advanced Player's Guide p. 49* + +You held a role of servitude, waiting on nobles and engendering their trust as one of the confidantes of the household. You might have walked away on good terms, or perhaps you know dangerous secrets about your former masters. Regardless, you're adventuring for a change and finding that in this new role, the skills you've learned now serve you. + +Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society) skill and the [Labor Lore](compendium/skills.md#Lore) skill. + +You gain the [Read Lips](compendium/feats/read-lips.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/shadow-haunted-lowg.md b/compendium/character/backgrounds/shadow-haunted-lowg.md new file mode 100644 index 000000000..53592bc3c --- /dev/null +++ b/compendium/character/backgrounds/shadow-haunted-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/intimidation +- compendium/src/pf2e/lowg +aliases: ["Shadow Haunted"] +--- +# Shadow Haunted +*Source: Lost Omens: World Guide p. 106* + +You are from Nidal, and regardless of your personal values, Zon-Kuthon has a claim on your soul due to an ancient pact. The Midnight Lord's unsettling influence is bred deep into your bones. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in the [Intimidation](compendium/skills.md#Intimidation) skill and the [Shadow Plane Lore](compendium/skills.md#Lore) skill. You gain the [Quick Coercion](compendium/feats/quick-coercion.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/shoanti-name-bearer-lowg.md b/compendium/character/backgrounds/shoanti-name-bearer-lowg.md new file mode 100644 index 000000000..fc02ebd62 --- /dev/null +++ b/compendium/character/backgrounds/shoanti-name-bearer-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/strength +- background/boost/wisdom +- background/skill/athletics +- compendium/src/pf2e/lowg +aliases: ["Shoanti Name-bearer"] +--- +# Shoanti Name-bearer +*Source: Lost Omens: World Guide p. 118* + +You are a member of a Shoanti quah and have gone through its coming of age ceremony, gaining the traditional tattoo of your quah and earning your adult name. + +Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. + +You're trained in the [Athletics](compendium/skills.md#Athletics) skill and the [Quah Lore](compendium/skills.md#Lore) skill. You gain the [Combat Climber](compendium/feats/combat-climber.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/shory-seeker-lowg.md b/compendium/character/backgrounds/shory-seeker-lowg.md new file mode 100644 index 000000000..a25ec9d25 --- /dev/null +++ b/compendium/character/backgrounds/shory-seeker-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/intelligence +- background/skill/crafting +- compendium/src/pf2e/lowg +aliases: ["Shory Seeker"] +--- +# Shory Seeker +*Source: Lost Omens: World Guide p. 94* + +You've dedicated your life to unraveling the secrets of the ancient Shory Empire, either through meticulous research or by traveling into dangerous and distant ruins to track down longlost artifacts. + +Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. + +You're trained in the [Crafting](compendium/skills.md#Crafting) skill and the [Shory Lore](compendium/skills.md#Lore) skill. You gain the [Specialty Crafting](compendium/feats/specialty-crafting.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/sign-bound-lotg.md b/compendium/character/backgrounds/sign-bound-lotg.md new file mode 100644 index 000000000..3745c6383 --- /dev/null +++ b/compendium/character/backgrounds/sign-bound-lotg.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/constitution +- background/boost/dexterity +- background/boost/intelligence +- background/boost/strength +- background/boost/wisdom +- compendium/src/pf2e/lotg +aliases: ["Sign Bound"] +--- +# Sign Bound +*Source: Lost Omens: Travel Guide p. 122* + +You were born under a powerful manifestation of a specific constellation, and its connection to you is obvious. You tend to feel most at ease while your constellation is prominent and can draw upon your sign's influence from time to time. When you gain this background, choose a specific constellation, such as the Thrush or the Wagon. Your associated constellation determines one of the ability boosts you gain and an innate spell. The list includes benefits for the constellations of the [Cosmic Caravan](compendium/setting/deities/cosmic-caravan-lotg.md), but you might have been born under a different constellation and gain different benefits as determined by the GM. + +Choose two ability boosts. One must be to the ability tied to your sign, and one is a free ability boost. + +You're trained in [Astrology Lore](compendium/skills.md#Lore). You also gain the ability to cast an occult innate spell, as determined by your sign. The frequency with which you can cast this spell is listed below; cantrips can be used as often as you wish. As normal, you cast non-cantrip innate spells at the lowest level available to that spell, such as 2nd level for [speak with animals](compendium/spells/speak-with-animals.md), and cantrips are heightened to half your level. Additionally, once during the prominent time for your sign (such as 12 Pharast–18 Gozran for the Bridge), you can cast your sign's spell without expending its normal use. + +- **The Thrush (Dexterity)** [ghost sound](compendium/spells/ghost-sound.md); at will +- **The Lantern Bearer (Wisdom)** [light](compendium/spells/light.md); at will +- **The Newlyweds (Charisma)** [charm](compendium/spells/charm.md); once per day +- **The Bridge (Constitution)** [endure elements](compendium/spells/endure-elements.md); once per week +- **The Daughter (Charisma)** [guidance](compendium/spells/guidance.md); at will +- **The Rider (Strength)** [phantom steed](compendium/spells/phantom-steed.md); once per week +- **The Patriarch (Strength)** [know direction](compendium/spells/know-direction.md); at will +- **The Wagon (Constitution)** [longstrider](compendium/spells/longstrider.md); once per week +- **The Pack (Dexterity)** [speak with animals](compendium/spells/speak-with-animals.md); once per week +- **The Mother (Wisdom)** [remove fear](compendium/spells/remove-fear.md); once per week +- **The Star Gazer (Intelligence)** [true strike](compendium/spells/true-strike.md); once per week +- **The Stranger (Charisma)** [message](compendium/spells/message.md); at will +- **The Follower (Intelligence)** [stabilize](compendium/spells/stabilize.md); at will \ No newline at end of file diff --git a/compendium/character/backgrounds/sleepless-suns-star-aoe0.md b/compendium/character/backgrounds/sleepless-suns-star-aoe0.md new file mode 100644 index 000000000..e4b63d100 --- /dev/null +++ b/compendium/character/backgrounds/sleepless-suns-star-aoe0.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/wisdom +- background/skill/society +- compendium/src/pf2e/aoe0 +aliases: ["Sleepless Suns Star"] +--- +# Sleepless Suns Star +*Source: Agents of Edgewatch Player's Guide p. 9* + +Among your fellow guards who patrol the Foreign Quarter, you're something of a big deal. Your good work and big personality have made a big enough splash that word has gotten out about your status as a rising star among the watchdogs of Absalom. Your popularity has also earned you the trust of many citizens of the Foreign Quarter. + +Your laudable performance has earned you a transfer to the newly formed Edgewatch in the Precipice Quarter, where you'll put your formidable reputation to good use by patrolling the Radiant Festival and ensuring the safety of Absalom's most vulnerable visitors. + +Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society), plus either [Gladiatorial Lore](compendium/skills.md#Lore) or [Genealogy Lore](compendium/skills.md#Lore). You gain a +1 circumstance bonus to [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), and [Intimidation](compendium/skills.md#Intimidation) checks to interact with members of the Sleepless Suns and residents of the Foreign Quarter. You gain the [Multilingual](compendium/feats/multilingual.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/snubbed-out-stoolie-ooa0.md b/compendium/character/backgrounds/snubbed-out-stoolie-ooa0.md new file mode 100644 index 000000000..55e49a072 --- /dev/null +++ b/compendium/character/backgrounds/snubbed-out-stoolie-ooa0.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/strength +- background/skill/deception +- compendium/src/pf2e/ooa0 +aliases: ["Snubbed Out Stoolie"] +--- +# Snubbed Out Stoolie +*Source: Outlaws of Alkenstar Player's Guide p. 12* + +You were once a distinguished informant for the shieldmarshals, working deep undercover to infiltrate gangs of bootleggers and assassins. Then, one day, you discovered that the records of your service had all been completely destroyed. In an instant, you were no longer an elite spy impersonating a criminal—you were just a plain criminal. + +Now, not a trace remains of your work for the city. + +Not only is it as though you were never a shieldmarshal at all, but you've got a rap sheet implicating you as a key member in the criminal organizations you spent your career infiltrating. Luckily, no one could take away the skills you learned from your deep-cover missions, and your new notoriety has earned you quite a reputation among Alkenstar's criminal elite. Through your underworld connections, you've identified Deputy Shieldmarshal Anjelique Loveless as the one responsible for your fall from grace. It seems you were onto something that she didn't want you to know about, but there's only one way to figure out exactly why Loveless ruined your reputation and gave you your outlaw status—find her. + +Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. + +You're trained in the [Deception](compendium/skills.md#Deception) skill and the [Underworld Lore](compendium/skills.md#Lore) skill. You gain the [Lie to Me](compendium/feats/lie-to-me.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/sodden-scavenger-lowg.md b/compendium/character/backgrounds/sodden-scavenger-lowg.md new file mode 100644 index 000000000..f20b7849f --- /dev/null +++ b/compendium/character/backgrounds/sodden-scavenger-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- background/skill/survival +- compendium/src/pf2e/lowg +aliases: ["Sodden Scavenger"] +--- +# Sodden Scavenger +*Source: Lost Omens: World Guide p. 94* + +You've managed to eke out an existence in the storm-wracked Sodden Lands and have become an expert at scavenging food and tools. + +Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. + +You're trained in the [Survival](compendium/skills.md#Survival) skill and the [Swamp Lore](compendium/skills.md#Lore) skill. + +You gain the [Forager](compendium/feats/forager.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/song-of-the-deep-som.md b/compendium/character/backgrounds/song-of-the-deep-som.md new file mode 100644 index 000000000..a30cd8576 --- /dev/null +++ b/compendium/character/backgrounds/song-of-the-deep-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/constitution +- background/boost/strength +- background/skill/athletics +- compendium/src/pf2e/som +aliases: ["Song Of The Deep"] +--- +# Song Of The Deep +*Source: Secrets of Magic p. 31* + +During a sea voyage, you washed overboard, ingested sea water, and drowned. Merfolk, kelpies, sea serpents, or another magical denizen of the sea pulled your unconscious body from the briny depths. Having spent so much time underwater, your lungs were filled with salt water. To restore your ability to breathe, they exhaled into your lungs and shared the ability to breathe underwater in the process. You came back with the ability to breathe water, as well as a newfound knowledge of your time beneath the waves. + +You gain one ability boost. It must be to Strength, Constitution, or Charisma. + +You're trained in the [Athletics](compendium/skills.md#Athletics) skill and the [Ocean Lore](compendium/skills.md#Lore) skill. You have the ability to breathe underwater. + +**Special** You can choose to lose the ability to breathe air when you take this background, making you only able to breathe underwater. If you do, you gain a second ability boost, which is a free ability boost. \ No newline at end of file diff --git a/compendium/character/backgrounds/spell-seeker-lopsg.md b/compendium/character/backgrounds/spell-seeker-lopsg.md new file mode 100644 index 000000000..325dd9b3f --- /dev/null +++ b/compendium/character/backgrounds/spell-seeker-lopsg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/arcana +- compendium/src/pf2e/lopsg +aliases: ["Spell Seeker"] +--- +# Spell Seeker +*Source: Lost Omens: Pathfinder Society Guide p. 8* + +Conventional magic can only hold your attention for so long. + +Instead, you've devoted yourself to understanding truly esoteric spells, which invariably draws you to explore the world and all its eldritch traditions. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in either the [Arcana](compendium/skills.md#Arcana) skill or Occult skill, as well as the [Library Lore](compendium/skills.md#Lore) skill. You gain the [Recognize Spell](compendium/feats/recognize-spell.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/sponsored-by-a-stranger-sot0.md b/compendium/character/backgrounds/sponsored-by-a-stranger-sot0.md new file mode 100644 index 000000000..9cab94bc2 --- /dev/null +++ b/compendium/character/backgrounds/sponsored-by-a-stranger-sot0.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/nature +- background/skill/occultism +- compendium/src/pf2e/sot0 +aliases: ["Sponsored By A Stranger"] +--- +# Sponsored By A Stranger +*Source: Strength of Thousands Player's Guide p. 6* + +You remember the day the stranger approached you to make several peculiar inquiries. You don't remember much about them, other than a large head and a frail body. At first, the stranger's questions seemed odd: how might forgotten history nevertheless shape the present, whether an insect hive mind could be manipulated at a distance, and so on. You don't remember all of the questions, and you don't know why you could refuse to answer some but felt compelled to answer others. The stranger nevertheless seemed pleased with your responses and insisted you would find study at the Magaambya enlightening. You never saw them again, but you're now here at the Magaambya, with more questions than answers about your future. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in your choice of the [Occultism](compendium/skills.md#Occultism) or [Nature](compendium/skills.md#Nature) skill. You gain your choice of the [Dubious Knowledge](compendium/feats/dubious-knowledge.md) or [Quick Identification](compendium/feats/quick-identification.md) skill feat. You're also trained in [Insect Lore](compendium/skills.md#Lore). + +Your recommended primary branch is the Rain-Scribes. \ No newline at end of file diff --git a/compendium/character/backgrounds/sponsored-by-a-village-sot0.md b/compendium/character/backgrounds/sponsored-by-a-village-sot0.md new file mode 100644 index 000000000..008380907 --- /dev/null +++ b/compendium/character/backgrounds/sponsored-by-a-village-sot0.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/crafting +- background/skill/survival +- compendium/src/pf2e/sot0 +aliases: ["Sponsored By A Village"] +--- +# Sponsored By A Village +*Source: Strength of Thousands Player's Guide p. 7* + +You come from a small community far from any large cities, but the Magaambya is known even in your isolated corner of the world. You have shown more scholarly talent than anyone from your village in many years, perhaps even generations, and the village elders have insisted you explore your potential at the Magaambya. Whether you were eager to leave or not seemed irrelevant to the elders; you had the talent, so you must go. You don't know how the elders had the connections or influence to sponsor your education there, but you've left your tightknit community behind for the city of Nantambu and the Magaambya at its heart. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in your choice of the [Crafting](compendium/skills.md#Crafting) or [Survival](compendium/skills.md#Survival) skill. You gain a skill feat: [Crafter's Appraisal](compendium/feats/crafters-appraisal-apg.md) if you chose [Crafting](compendium/skills.md#Crafting) or [Forager](compendium/feats/forager.md) if you chose [Survival](compendium/skills.md#Survival). You're also trained in the [Mafika Ayuwari Lore](compendium/skills.md#Lore) skill appropriate for the terrain around your community (such as [Forest Lore](compendium/skills.md#Lore) or [Jungle Lore](compendium/skills.md#Lore)) + +Your recommended primary branch is the Cascade Bearers. \ No newline at end of file diff --git a/compendium/character/backgrounds/sponsored-by-family-sot0.md b/compendium/character/backgrounds/sponsored-by-family-sot0.md new file mode 100644 index 000000000..0d2131805 --- /dev/null +++ b/compendium/character/backgrounds/sponsored-by-family-sot0.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/diplomacy +- background/skill/society +- compendium/src/pf2e/sot0 +aliases: ["Sponsored By Family"] +--- +# Sponsored By Family +*Source: Strength of Thousands Player's Guide p. 6* + +Several members of your family have studied at the Magaambya, although not all of them have graduated as lore-speakers (or even advanced past initiates to become attendants). Your family has decided that you're an excellent candidate to join their ranks. Although lore-speakers of the Magaambya know they are supported by the strength of thousands of graduates who have come before them, you can take the smaller, more personal comfort in the support of your family. + +Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. + +You're trained in your choice of the [Diplomacy](compendium/skills.md#Diplomacy) or [Society](compendium/skills.md#Society) skill. You gain a skill feat: [Hobnobber](compendium/feats/hobnobber.md) if you chose [Diplomacy](compendium/skills.md#Diplomacy) or [Eye for Numbers](compendium/feats/eye-for-numbers-apg.md) if you chose [Society](compendium/skills.md#Society). You're also trained in [Magaambya Lore](compendium/skills.md#Lore). + +Your recommended primary branch is the Uzunjati. \ No newline at end of file diff --git a/compendium/character/backgrounds/sponsored-by-teacher-ot-sot0.md b/compendium/character/backgrounds/sponsored-by-teacher-ot-sot0.md new file mode 100644 index 000000000..924a8e8ea --- /dev/null +++ b/compendium/character/backgrounds/sponsored-by-teacher-ot-sot0.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/wisdom +- background/skill/performance +- background/skill/survival +- compendium/src/pf2e/sot0 +aliases: ["Sponsored By Teacher Ot"] +--- +# Sponsored By Teacher Ot +*Source: Strength of Thousands Player's Guide p. 6* + +You have known the Magaambyan teacher Takulu Ot and his wife Niana for many years. Both are amateur bird-watchers and musicians, and you share one of these hobbies. They are pleasant people and well-regarded in Nantambu, although their unshakable generosity and friendliness strike cynics as too earnest to be genuine. + +You know otherwise; Takulu and Niana are just as sincere as they appear. + +Takulu always seemed to watch you with a discerning eye, and one day he idly observed that you'd do well at the Magaambya. + +Talking about it further with him, Takulu agreed that he would sponsor you personally and be the one to give your intake interview. With a twinkle in his eye, he asked that you call him Teacher Ot from now on, just as all of his students do. + +Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. + +You're trained in your choice of the [Survival](compendium/skills.md#Survival) or [Performance](compendium/skills.md#Performance) skill. You gain a skill feat: [Survey Wildlife](compendium/feats/survey-wildlife.md) if you chose [Survival](compendium/skills.md#Survival) or [Impressive Performance](compendium/feats/impressive-performance.md) if you chose [Performance](compendium/skills.md#Performance). You're also trained in [Nantambu Lore](compendium/skills.md#Lore). + +Your recommended primary branch is the Emerald Boughs. \ No newline at end of file diff --git a/compendium/character/backgrounds/squire-apg.md b/compendium/character/backgrounds/squire-apg.md new file mode 100644 index 000000000..3831e66e2 --- /dev/null +++ b/compendium/character/backgrounds/squire-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/strength +- background/skill/athletics +- compendium/src/pf2e/apg +aliases: ["Squire"] +--- +# Squire +*Source: Advanced Player's Guide p. 49* + +You trained at the feet of a knight, maintaining their gear and supporting them at tourneys and in battle. Now you search for a challenge that will prove you worthy of full knighthood, or you've spurned pomp and ceremony to test yourself in honest, albeit less formal, combat. + +Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. + +You're trained in the [Athletics](compendium/skills.md#Athletics) skill and your choice of the [Heraldry Lore](compendium/skills.md#Lore) or [Warfare Lore](compendium/skills.md#Lore) skill. You gain the [Armor Assist](compendium/feats/armor-assist-apg.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/starless-one-lotg.md b/compendium/character/backgrounds/starless-one-lotg.md new file mode 100644 index 000000000..f628ee5b3 --- /dev/null +++ b/compendium/character/backgrounds/starless-one-lotg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/wisdom +- background/skill/occultism +- compendium/src/pf2e/lotg +aliases: ["Starless One"] +--- +# Starless One +*Source: Lost Omens: Travel Guide p. 123* + +You were born on a night when not a single star was in the night sky. While this is likely due to a haze, cloud cover, or other natural phenomena, there is always a chance that the stars hid from you on purpose. You have never been able to rely on the stars to guide you and you choose to exert your own will on your fortune rather than rely on the heavens. You've learned to reject outside influence on your fate, maintaining control of your own destiny. + +Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. + +You're trained in [Occultism](compendium/skills.md#Occultism) and [Astrology Lore](compendium/skills.md#Lore). You also gain the Reclaim Destiny action. + +```ad-embed-ability +title: Reclaim Destiny [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[divination](rules/traits/divination.md) [occult](rules/traits/occult.md) + +- **Trigger**: You are about to attempt a check and are affected by a [fortune](rules/traits/fortune.md) or [misfortune](rules/traits/misfortune.md) effect that modifies the triggering effect + +**Effect** You break the influence over your fortunes and claim a stable hold over your fate. You ignore the [fortune](rules/traits/fortune.md) or [misfortune](rules/traits/misfortune.md) effect and can roll the triggering roll normally. +%% #trait/divination #trait/occult %% +``` \ No newline at end of file diff --git a/compendium/character/backgrounds/starwatcher-av0.md b/compendium/character/backgrounds/starwatcher-av0.md new file mode 100644 index 000000000..4a12a7fb2 --- /dev/null +++ b/compendium/character/backgrounds/starwatcher-av0.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/intelligence +- background/skill/occultism +- compendium/src/pf2e/av0 +aliases: ["Starwatcher"] +--- +# Starwatcher +*Source: Abomination Vaults Player's Guide p. 4* + +You're one of Wrin Sivinxi's closest confidantes. You've spent many long nights with her under the stars, learning the tales associated with the Cosmic Caravan and how the heavens can predict the future. You know that Wrin has paralyzing claustrophobia; she sees menace in angles and danger in confined spaces, which is why her shop is an all domed canvas that opens to the sky. If Wrin thinks there's trouble, you'll be the first to offer to help. + +Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. + +You're trained in the [Occultism](compendium/skills.md#Occultism) skill and the [Astrology Lore](compendium/skills.md#Lore) skill. You gain the [Dubious Knowledge](compendium/feats/dubious-knowledge.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/storm-survivor-lowg.md b/compendium/character/backgrounds/storm-survivor-lowg.md new file mode 100644 index 000000000..0c9da4fb5 --- /dev/null +++ b/compendium/character/backgrounds/storm-survivor-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/strength +- background/boost/wisdom +- background/skill/survival +- compendium/src/pf2e/lowg +aliases: ["Storm Survivor"] +--- +# Storm Survivor +*Source: Lost Omens: World Guide p. 70* + +Through luck or through skill, you managed to survive a catastrophic maritime disaster, such as a shipwreck or being thrown overboard. You have a keen sense for weather or situations that are similar to the one you escaped. + +Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. + +You're trained in the [Survival](compendium/skills.md#Survival) skill and the [Weather Lore](compendium/skills.md#Lore) skill. + +You gain the [Forager](compendium/feats/forager.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/street-preacher-som.md b/compendium/character/backgrounds/street-preacher-som.md new file mode 100644 index 000000000..bbe92d9ea --- /dev/null +++ b/compendium/character/backgrounds/street-preacher-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/wisdom +- background/skill/religion +- compendium/src/pf2e/som +aliases: ["Street Preacher"] +--- +# Street Preacher +*Source: Secrets of Magic p. 29* + +Forget the church orthodoxy and the stuffy cloisters— spreading the word of your god to the people is your calling. You've preached on the street corners and in public houses, to wanderers on the road and to captives in the stocks. Adventuring can take you across the world. What vocation could better serve to take your holy words to fresh ears? + +Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. + +You're trained in the [Religion](compendium/skills.md#Religion) skill and the [Lore](compendium/skills.md#Lore) skill for your patron deity. You gain the [Dubious Knowledge](compendium/feats/dubious-knowledge.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/student-of-magic-som.md b/compendium/character/backgrounds/student-of-magic-som.md new file mode 100644 index 000000000..52190f9c2 --- /dev/null +++ b/compendium/character/backgrounds/student-of-magic-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/arcana +- background/skill/nature +- background/skill/occultism +- background/skill/religion +- compendium/src/pf2e/som +aliases: ["Student Of Magic"] +--- +# Student Of Magic +*Source: Secrets of Magic p. 29* + +You are currently enrolled at a school of magic, where you're learning the fundamentals of your magical tradition. Whether your adventuring occurs during breaks between semesters, as part of a work study program, or even within the halls of the academy itself, you'll have to learn to juggle your dual life. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in your choice of [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion), as well as [Academia Lore](compendium/skills.md#Lore). You gain the [Recognize Spell](compendium/feats/recognize-spell.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/sun-dancer-lotg.md b/compendium/character/backgrounds/sun-dancer-lotg.md new file mode 100644 index 000000000..1b94555c6 --- /dev/null +++ b/compendium/character/backgrounds/sun-dancer-lotg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/dexterity +- background/skill/performance +- compendium/src/pf2e/lotg +aliases: ["Sun Dancer"] +--- +# Sun Dancer +*Source: Lost Omens: Travel Guide p. 123* + +You've been taught the Burning Mother's blessings could be invited through dances done under its presence, such as in welcoming the first rays of warmth in the spring. You could have been the apprentice of some [primal](rules/traits/primal.md) caster who wished to harness the sun's power for their incantations or lived in a community who reveres the Daughter of the [Cosmic Caravan](compendium/setting/deities/cosmic-caravan-lotg.md) through displays of veneration for the sun. Whatever the case, you developed a supernatural connection to the sun. + +Choose two ability boosts. One must be to Charisma or Dexterity, and one is a free ability boost. + +You're trained in [Performance](compendium/skills.md#Performance). You gain the [Fascinating Performance](compendium/feats/fascinating-performance.md) skill feat. If you use this feat outdoors in direct sunlight, you gain a +1 circumstance bonus to the skill check. \ No newline at end of file diff --git a/compendium/character/backgrounds/surge-investigator-som.md b/compendium/character/backgrounds/surge-investigator-som.md new file mode 100644 index 000000000..e15eeb265 --- /dev/null +++ b/compendium/character/backgrounds/surge-investigator-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- background/skill/nature +- background/skill/occultism +- compendium/src/pf2e/som +aliases: ["Surge Investigator"] +--- +# Surge Investigator +*Source: Secrets of Magic p. 219* + +From rivers that [charm](compendium/spells/charm.md) all who come near to forests that speak through [dream messages](compendium/spells/dream-message.md), you have seen and studied many kinds of magical terrain. The world is so rich in magic that it can affect the land itself, and you have traveled extensively to learn the ways of identifying the oddities of magical terrain wherever it arises. + +Choose two ability boosts. One must be Constitution or Wisdom and one is a free ability boost. + +You're trained in your choice of [Nature](compendium/skills.md#Nature) or [Occultism](compendium/skills.md#Occultism) and the [Magical Terrain Lore](compendium/skills.md#Lore) skill. You gain the [Terrain Expertise](compendium/feats/terrain-expertise.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/taldan-schemer-lowg.md b/compendium/character/backgrounds/taldan-schemer-lowg.md new file mode 100644 index 000000000..84cfce73e --- /dev/null +++ b/compendium/character/backgrounds/taldan-schemer-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/constitution +- background/skill/diplomacy +- compendium/src/pf2e/lowg +aliases: ["Taldan Schemer"] +--- +# Taldan Schemer +*Source: Lost Omens: World Guide p. 130* + +Whether willing or unwilling, you have been involved in the many cutthroat political intrigues within Taldor. You might have been born into it as a member of the aristocracy, or you might have taken an active role in the recent events of the War for the Crown. + +Choose two ability boosts. One must be to Charisma or Constitution, and one is a free ability boost. + +You're trained in the [Diplomacy](compendium/skills.md#Diplomacy) skill and the [Politics Lore](compendium/skills.md#Lore) skill. You gain the [Hobnobber](compendium/feats/hobnobber.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/tax-collector-apg.md b/compendium/character/backgrounds/tax-collector-apg.md new file mode 100644 index 000000000..092cc67fc --- /dev/null +++ b/compendium/character/backgrounds/tax-collector-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/strength +- background/skill/intimidation +- compendium/src/pf2e/apg +aliases: ["Tax Collector"] +--- +# Tax Collector +*Source: Advanced Player's Guide p. 49* + +Reviled but required, you were sent when taxes were due. Performing your job might have required travel and persuasion, or perhaps you were responsible for collecting taxes on trade. Either way, it sometimes meant dirty hands, and adventuring seemed the next logical step to you. + +Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. + +You're trained in the [Intimidation](compendium/skills.md#Intimidation) skill and the [Lore](compendium/skills.md#Lore) skill for the settlement that employed you. You gain the [Quick Coercion](compendium/feats/quick-coercion.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/teacher-apg.md b/compendium/character/backgrounds/teacher-apg.md new file mode 100644 index 000000000..6e09c100e --- /dev/null +++ b/compendium/character/backgrounds/teacher-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/performance +- background/skill/society +- compendium/src/pf2e/apg +aliases: ["Teacher"] +--- +# Teacher +*Source: Advanced Player's Guide p. 49* + +You are incredibly knowledgeable, skilled, and perhaps even trained to teach children and adults about the world and its wonders. From books to classes, you're committed to imparting knowledge to all. Not everything can be taught or learned from a book, though, so you've become an adventurer to learn subjects more directly and bring that wisdom back to your students. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in your choice of the [Performance](compendium/skills.md#Performance) or [Society](compendium/skills.md#Society) skills, along with the [Academia Lore](compendium/skills.md#Lore) skill. You gain the [Experienced Professional](compendium/feats/experienced-professional.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/thassilonian-traveler-lowg.md b/compendium/character/backgrounds/thassilonian-traveler-lowg.md new file mode 100644 index 000000000..123dcae01 --- /dev/null +++ b/compendium/character/backgrounds/thassilonian-traveler-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/intelligence +- background/skill/arcana +- compendium/src/pf2e/lowg +aliases: ["Thassilonian Traveler"] +--- +# Thassilonian Traveler +*Source: Lost Omens: World Guide p. 118* + +You come from ancient Thassilon, one of the citizens that appeared out of time alongside the city of Xin-Edasseril. You know many things that have been long forgotten... along with many things that are no longer correct. + +Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. + +You're trained in the [Arcana](compendium/skills.md#Arcana) skill and the [Thassilon Lore](compendium/skills.md#Lore) skill. + +You gain the [Dubious Knowledge](compendium/feats/dubious-knowledge.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/thrune-loyalist-lowg.md b/compendium/character/backgrounds/thrune-loyalist-lowg.md new file mode 100644 index 000000000..e3199cb89 --- /dev/null +++ b/compendium/character/backgrounds/thrune-loyalist-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/religion +- compendium/src/pf2e/lowg +aliases: ["Thrune Loyalist"] +--- +# Thrune Loyalist +*Source: Lost Omens: World Guide p. 106* + +Despite the setbacks Cheliax has suffered recently, your loyalties lie with the devil-backed House Thrune. You consider the current queen to be the rightful ruler of your homeland, and you are willing to act against her enemies. + +Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. + +You're trained in the [Religion](compendium/skills.md#Religion) skill and the [Hell Lore](compendium/skills.md#Lore) skill You gain the [Student of the Canon](compendium/feats/student-of-the-canon.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/thuvian-unifier-lowg.md b/compendium/character/backgrounds/thuvian-unifier-lowg.md new file mode 100644 index 000000000..a328c8fbe --- /dev/null +++ b/compendium/character/backgrounds/thuvian-unifier-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/strength +- background/skill/intimidation +- compendium/src/pf2e/lowg +aliases: ["Thuvian Unifier"] +--- +# Thuvian Unifier +*Source: Lost Omens: World Guide p. 58* + +You believe the city-states of Thuvia should be united into one nation under the rule of your home city (most commonly Aspenthar), and you're willing to do whatever it takes to make it happen. + +Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. + +You're trained in the [Intimidation](compendium/skills.md#Intimidation) skill and the [Politics Lore](compendium/skills.md#Lore) skill. You gain the [Quick Coercion](compendium/feats/quick-coercion.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/tide-watcher-lotg.md b/compendium/character/backgrounds/tide-watcher-lotg.md new file mode 100644 index 000000000..8ec81e7bd --- /dev/null +++ b/compendium/character/backgrounds/tide-watcher-lotg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/nature +- compendium/src/pf2e/lotg +aliases: ["Tide Watcher"] +--- +# Tide Watcher +*Source: Lost Omens: Travel Guide p. 123* + +Where you hail from, the ocean is the lifeblood of your community; knowing how it changes according to the moon was integral to everyday life. You've studied the moon's phases to predict the rise and fall of the ocean waters. Eventually, you gained a supernatural ability to foretell to some degree of accuracy the coming of more severe changes, such as tidal waves or encroaching storms. At times, it fell on you to warn settlements of such oncoming natural disasters. + +Choose two ability boosts. One must be to Charisma or Intelligence, and one is a free ability boost. + +You're trained in [Nature](compendium/skills.md#Nature) and [Ocean Lore](compendium/skills.md#Lore). During the night when you can see the moon, you gain a +1 circumstance bonus to [Survival](compendium/skills.md#Survival) checks to discern weather patterns and predict upcoming weather conditions—this bonus increases to +2 if you're in the vicinity of the ocean. \ No newline at end of file diff --git a/compendium/character/backgrounds/time-traveler-som.md b/compendium/character/backgrounds/time-traveler-som.md new file mode 100644 index 000000000..d8e08bd34 --- /dev/null +++ b/compendium/character/backgrounds/time-traveler-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/intelligence +- compendium/src/pf2e/som +aliases: ["Time Traveler"] +--- +# Time Traveler +*Source: Secrets of Magic p. 31* + +You come from a different time. Whether by your own doing or a terrible accident, powerful magic has resulted in you coming to this time from the future or from the past, but you are unable to return. You might be from New Thassilon, an entire nation of time travelers. + +Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. + +You are trained in three [Lore](compendium/skills.md#Lore) skills of your choice that represent your knowledge from your old time. You gain the Bend Time reaction. + +```ad-embed-ability +title: Bend Time [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[occult](rules/traits/occult.md) [transmutation](rules/traits/transmutation.md) + +- **Trigger**: Your turn begins + +**Effect** You are [quickened](rules/conditions.md#Quickened) this turn. You can use your extra action to [Stride](rules/actions/stride.md). +%% #trait/occult #trait/transmutation %% +``` \ No newline at end of file diff --git a/compendium/character/backgrounds/tomb-born-botd.md b/compendium/character/backgrounds/tomb-born-botd.md new file mode 100644 index 000000000..368488074 --- /dev/null +++ b/compendium/character/backgrounds/tomb-born-botd.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/dexterity +- compendium/src/pf2e/botd +aliases: ["Tomb Born"] +--- +# Tomb Born +*Source: Book of the Dead p. 17* + +Your parents conceived you for a fell purpose at a site tainted by death, like a wight's barrow, mass grave, or ossuary. Their reasons could be a mystery, or you might know of their grand design and seek to escape—or fulfill—their plans. Either way, you're at your most dangerous when near death. + +Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost. + +You're trained in the [Undead Lore](compendium/skills.md#Lore) skill. You gain the Final Spite reaction. + +```ad-embed-ability +title: Final Spite [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You're reduced to 0 Hit Points + +**Effect** You make a [Strike](rules/actions/strike.md) before falling [unconscious](rules/conditions.md#Unconscious). +``` \ No newline at end of file diff --git a/compendium/character/backgrounds/touched-by-dahak-aoa6.md b/compendium/character/backgrounds/touched-by-dahak-aoa6.md new file mode 100644 index 000000000..a8c22aeee --- /dev/null +++ b/compendium/character/backgrounds/touched-by-dahak-aoa6.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/strength +- background/skill/athletics +- compendium/src/pf2e/aoa6 +aliases: ["Touched By Dahak"] +--- +# Touched By Dahak +*Source: Age of Ashes #6: Broken Promises p. 73* + +As the manifestation of [Dahak](compendium/setting/deities/dahak-logm.md) was destroyed, a shard of the dragon god's wrathful nature infused you, resulting in a violent temper, strange apocalyptic dreams, an obsession with dragon hunting, or some other touch of his influence. + +Choose two ability boosts. One must be in Strength or Charisma, and the other is a free ability boost. + +You're trained in the [Athletics](compendium/skills.md#Athletics) skill and the [Dragon Lore](compendium/skills.md#Lore) skill. You gain the [Titan Wrestler](compendium/feats/titan-wrestler.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/trade-consortium-underling-lowg.md b/compendium/character/backgrounds/trade-consortium-underling-lowg.md new file mode 100644 index 000000000..19d336363 --- /dev/null +++ b/compendium/character/backgrounds/trade-consortium-underling-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/society +- compendium/src/pf2e/lowg +aliases: ["Trade Consortium Underling"] +--- +# Trade Consortium Underling +*Source: Lost Omens: World Guide p. 22* + +Your experience as a ledger-keeper for one of Absalom's trade guilds has made you a canny investor and shrewd entrepreneur. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society) skill and the [Business Lore](compendium/skills.md#Lore) skill. + +You gain the [Experienced Professional](compendium/feats/experienced-professional.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/trailblazer-lopsg.md b/compendium/character/backgrounds/trailblazer-lopsg.md new file mode 100644 index 000000000..7ff6c2c86 --- /dev/null +++ b/compendium/character/backgrounds/trailblazer-lopsg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- background/skill/survival +- compendium/src/pf2e/lopsg +aliases: ["Trailblazer"] +--- +# Trailblazer +*Source: Lost Omens: Pathfinder Society Guide p. 8* + +Uncharted realms have always intrigued you, and you've explored and mapped large territories in service to merchants, governments, or your own curiosity. Where some see a blank spot on a map, you see the potential for something new and undiscovered. + +Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. + +You're trained in the [Survival](compendium/skills.md#Survival) skill and the [Cartography Lore](compendium/skills.md#Lore) skill. + +You gain the [Terrain Expertise](compendium/feats/terrain-expertise.md) skill feat with one terrain you've explored (such as forest or underground). \ No newline at end of file diff --git a/compendium/character/backgrounds/translator-lopsg.md b/compendium/character/backgrounds/translator-lopsg.md new file mode 100644 index 000000000..80bfbefb3 --- /dev/null +++ b/compendium/character/backgrounds/translator-lopsg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/society +- compendium/src/pf2e/lopsg +aliases: ["Translator"] +--- +# Translator +*Source: Lost Omens: Pathfinder Society Guide p. 8* + +In your youth, you learned to transcribe books and translate scrolls to preserve knowledge or perhaps to aid wealthy merchants and politicians. Whether you set out to make your own fortune or are drawn to decipher the strangest codes, your linguistic training will guide your discoveries. + +Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society) skill and the [Scribing Lore](compendium/skills.md#Lore) skill. You gain the [Multilingual](compendium/feats/multilingual.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/truth-seeker-aoa0.md b/compendium/character/backgrounds/truth-seeker-aoa0.md new file mode 100644 index 000000000..f0d9015cb --- /dev/null +++ b/compendium/character/backgrounds/truth-seeker-aoa0.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/strength +- background/boost/wisdom +- background/skill/deception +- compendium/src/pf2e/aoa0 +aliases: ["Truth Seeker"] +--- +# Truth Seeker +*Source: Age of Ashes Player's Guide p. 6* + +Whether you are a local or from out of town, you've heard rumors that Breachill's past contains a hidden secret. Perhaps you've heard strange rumors that the town's founder, Lamond Breachton, was not the hero everyone touts, or maybe your grandmother heard stories from her own grandmother that contradict the town's accepted narrative of its establishment. In the pursuit of the truth, you've learned to navigate the tangles of politics, and to never take anyone's word at face value. + +You plan to join the Call for Heroes so that you can make yourself known to the council, or perhaps even ingratiating yourself to them, so you can seek the truth and eventually uncover Breachill's secrets! + +Choose two ability boosts. One must be Strength or Wisdom, and one is a free ability boost. + +You're trained in the [Deception](compendium/skills.md#Deception) skill and the [Politics Lore](compendium/skills.md#Lore) skill. You gain the [Lie to Me](compendium/feats/lie-to-me.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/tyrant-witness-lokl.md b/compendium/character/backgrounds/tyrant-witness-lokl.md new file mode 100644 index 000000000..6b82e83b1 --- /dev/null +++ b/compendium/character/backgrounds/tyrant-witness-lokl.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/wisdom +- compendium/src/pf2e/lokl +aliases: ["Tyrant Witness"] +--- +# Tyrant Witness +*Source: Lost Omens: Knights of Lastwall p. 73* + +When Tar-Baphon broke free of Gallowspire, you saw him emerge. When the god-slaying lich obliterated Vigil and Roslar's Coffer, you scrambled to safety. And when necrotic rainfall swept through the lands and the Gallowgarden grew, you weathered the storms. Others talk of what the Whispering Tyrant's return did to Lastwall, but you were there. And it changed you. + +Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. + +You're trained in the [Undead Lore](compendium/skills.md#Lore) skill. You can cast [disrupt undead](compendium/spells/disrupt-undead.md) as a divine innate cantrip. As normal, the cantrip heightens to half your level rounded up. \ No newline at end of file diff --git a/compendium/character/backgrounds/ulfen-raider-lowg.md b/compendium/character/backgrounds/ulfen-raider-lowg.md new file mode 100644 index 000000000..32729ffcf --- /dev/null +++ b/compendium/character/backgrounds/ulfen-raider-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/strength +- background/skill/intimidation +- compendium/src/pf2e/lowg +aliases: ["Ulfen Raider"] +--- +# Ulfen Raider +*Source: Lost Omens: World Guide p. 118* + +You are an Ulfen warrior, feared among Avistan for the merciless and devastating raids your people once conducted along the shores. Though the days of these Ulfen raids are largely past, you have been trained to strike terror into the hearts of those who face you. + +Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. + +You're trained in the [Intimidation](compendium/skills.md#Intimidation) skill and the [Sailing Lore](compendium/skills.md#Lore) skill. + +You gain the [Intimidating Glare](compendium/feats/intimidating-glare.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/undercover-contender-frp0.md b/compendium/character/backgrounds/undercover-contender-frp0.md new file mode 100644 index 000000000..5bfbb258c --- /dev/null +++ b/compendium/character/backgrounds/undercover-contender-frp0.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/dexterity +- background/skill/deception +- compendium/src/pf2e/frp0 +aliases: ["Undercover Contender"] +--- +# Undercover Contender +*Source: Fists of the Ruby Phoenix Player's Guide p. 7* + +Gangsters and cheats seem as drawn to the Ruby Phoenix Tournament as piranhas to a bloody hippo, and you're dead set on making sure this tournament is as scandal-free as possible. Your reasons are your own—maybe a high-ranking official in Goka has tasked you with the case, or maybe foul play led to losing someone dear to you in the last tournament. + +Maybe you just hate to see fair fighters get knocked out by crooked contenders. Whatever your motives, you've promised to be in the ring in case anyone tries to derail the contest. The Golden League crime syndicate is the most obvious suspect, what with their meddling in the Ruby Phoenix Tournament a decade ago, but maybe there will be others—unscrupulous contenders trying to pull one over on Hao Jin, perhaps, or an entirely new devious conspiracy hoping to hijack the event for their own evil purposes. In any case, you'll be around to deliver the hammer of justice. + +You've told a small squad of your closest confidants about your mission, and you've managed to secure a spot in the tournament's prequalifier along with them. You and your team have to win fights to stay in the competition long enough to make sure things go smoothly. If that means you end up being the Ruby Phoenix Champions, all the better. + +Choose two ability boosts. One must be to Charisma or Dexterity, and one is a free ability boost. + +You're trained in [Deception](compendium/skills.md#Deception) and the [Underworld Lore](compendium/skills.md#Lore) skill. You gain the [Lengthy Diversion](compendium/feats/lengthy-diversion.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/undercover-lotus-guard-aoe0.md b/compendium/character/backgrounds/undercover-lotus-guard-aoe0.md new file mode 100644 index 000000000..30a8259ad --- /dev/null +++ b/compendium/character/backgrounds/undercover-lotus-guard-aoe0.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/deception +- compendium/src/pf2e/aoe0 +aliases: ["Undercover Lotus Guard"] +--- +# Undercover Lotus Guard +*Source: Agents of Edgewatch Player's Guide p. 9* + +It's a well-known secret that for every playhouse in the Ivy District, there's an underground criminal element lurking somewhere in the shadows. To get intel on the occultists, assassins, and thieves' guilds that pull the strings of power in the Ivy District, the Lotus Guard trains some of the best undercover agents and operatives in all of Absalom. You're one such agent, and you've put your life on the line more times than you can count by getting close to the Ivy's most dangerous criminals. Your risky missions and thrill-seeking derring-do have earned you many accolades—but also no shortage of enemies. + +You transferred to the Edgewatch after your cover was unexpectedly blown and you needed a safe place to lie low away from the Ivy District. With your mastery of disguise and your ability to confidently converse with criminal masterminds, it won't be long before you've made yourself an indispensable undercover operator in this precinct as well. + +Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. + +You're trained in the [Deception](compendium/skills.md#Deception) skill, [Art Lore](compendium/skills.md#Lore), and [Underworld Lore](compendium/skills.md#Lore). You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to interact with Lotus Guards and high-ranking criminals like guild masters, gang leaders, and mob bosses. You gain the [Charming Liar](compendium/feats/charming-liar.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/undersea-enthusiast-lowg.md b/compendium/character/backgrounds/undersea-enthusiast-lowg.md new file mode 100644 index 000000000..2c9376284 --- /dev/null +++ b/compendium/character/backgrounds/undersea-enthusiast-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/strength +- background/skill/athletics +- compendium/src/pf2e/lowg +aliases: ["Undersea Enthusiast"] +--- +# Undersea Enthusiast +*Source: Lost Omens: World Guide p. 70* + +You love diving and exploring the world beneath the waves, and long periods of swimming have trained you to move easily through the water. You're also fascinated by undersea creatures and cultures—and may even have a trace of one of them in your own lineage. + +Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. + +You're trained in the [Athletics](compendium/skills.md#Athletics) skill and the [Ocean Lore](compendium/skills.md#Lore) skill. + +You gain the [Underwater Marauder](compendium/feats/underwater-marauder.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/unsponsored-sot0.md b/compendium/character/backgrounds/unsponsored-sot0.md new file mode 100644 index 000000000..e2e9b062e --- /dev/null +++ b/compendium/character/backgrounds/unsponsored-sot0.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/constitution +- background/skill/diplomacy +- background/skill/intimidation +- compendium/src/pf2e/sot0 +aliases: ["Unsponsored"] +--- +# Unsponsored +*Source: Strength of Thousands Player's Guide p. 7* + +You have aspirations of attending the Magaambya academy of magic, but fate seemed to thwart you at every turn. You were unable to obtain a sponsorship and lost a collection of helpful textbooks to unexpected insect damage. You nevertheless made the long trip to Nantambu through terrible weather, uncharacteristically bad roads, and indifferent fellow travelers. Yet you have persevered. Now that you are here, alone but determined, you won't let anything stand in your way. + +Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. + +You're trained in your choice of the [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation) skill. You gain a skill feat: [Group Impression](compendium/feats/group-impression.md) if you chose [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidating Glare](compendium/feats/intimidating-glare.md) if you chose [Intimidation](compendium/skills.md#Intimidation). You're also trained in [Academia Lore](compendium/skills.md#Lore). + +Your recommended primary branch is the Tempest-Sun Mages. \ No newline at end of file diff --git a/compendium/character/backgrounds/ustalavic-academic-lowg.md b/compendium/character/backgrounds/ustalavic-academic-lowg.md new file mode 100644 index 000000000..0ca2d97cb --- /dev/null +++ b/compendium/character/backgrounds/ustalavic-academic-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/crafting +- compendium/src/pf2e/lowg +aliases: ["Ustalavic Academic"] +--- +# Ustalavic Academic +*Source: Lost Omens: World Guide p. 46* + +You were educated at a famed Ustalavic academy, such as the University of Lepidstadt or the Sincomakti School of Sciences, and received quality instruction in advanced concepts of mathematics, science, and engineering. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in the [Crafting](compendium/skills.md#Crafting) skill and the [Academia Lore](compendium/skills.md#Lore) skill. You gain the [Skill Training](compendium/feats/skill-training.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/varisian-wanderer-lowg.md b/compendium/character/backgrounds/varisian-wanderer-lowg.md new file mode 100644 index 000000000..21d35596f --- /dev/null +++ b/compendium/character/backgrounds/varisian-wanderer-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/dexterity +- background/skill/performance +- compendium/src/pf2e/lowg +aliases: ["Varisian Wanderer"] +--- +# Varisian Wanderer +*Source: Lost Omens: World Guide p. 118* + +You have spent your youth wandering the lands of Varisia and beyond among the brightly painted wagons of a Varisian caravan. You have heard endless tales of your people's history and lore, and have learned many songs and stories from the disparate people you have met. + +Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. + +You're trained in the [Performance](compendium/skills.md#Performance) skill and the [Circus Lore](compendium/skills.md#Lore) skill. You gain the [Fascinating Performance](compendium/feats/fascinating-performance.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/vidrian-reformer-lowg.md b/compendium/character/backgrounds/vidrian-reformer-lowg.md new file mode 100644 index 000000000..3ee8000d0 --- /dev/null +++ b/compendium/character/backgrounds/vidrian-reformer-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/dexterity +- background/skill/diplomacy +- compendium/src/pf2e/lowg +aliases: ["Vidrian Reformer"] +--- +# Vidrian Reformer +*Source: Lost Omens: World Guide p. 94* + +You know that the only way your homeland of Vidrian can remain free from outside conquerors is by forging a strong and unified government. As such, you seek to bind your fellow citizens together through careful diplomacy and force of personality—or, if necessary, subterfuge and intrigue. + +Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. + +You're trained in the [Diplomacy](compendium/skills.md#Diplomacy) skill and the [Politics Lore](compendium/skills.md#Lore) skill. + +You gain the [Hobnobber](compendium/feats/hobnobber.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/wanted-witness-ooa0.md b/compendium/character/backgrounds/wanted-witness-ooa0.md new file mode 100644 index 000000000..8635a4787 --- /dev/null +++ b/compendium/character/backgrounds/wanted-witness-ooa0.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/constitution +- background/skill/society +- compendium/src/pf2e/ooa0 +aliases: ["Wanted Witness"] +--- +# Wanted Witness +*Source: Outlaws of Alkenstar Player's Guide p. 13* + +You saw something you shouldn't have, plain and simple. The shame is that you don't even know what it is, exactly, that you saw. + +After moving to Alkenstar, you swiftly fell in love with the City of Smog, but you found it difficult to get a foothold in the fast-paced metropolis. Luckily, a chance invitation promised good work for someone with your unique social talents. You went to an inconspicuous chamber in a humble tower somewhere in the Capital District. There, you met some clearly powerful, clearly corrupt members of the Alkenstar elite. Among the faces you recognized were the notorious mogul Ambrost Mugland and the steely-eyed shieldmarshal Anjelique Loveless. Before you were asked to leave, you made quite an impression—but not a good one. + +Not only did you not make the cut for whatever kinds of jobs were on offer that day, but you soon discovered that you couldn't get a room at any inn in the city, and there were wanted posters with your name on them plastered all over town. Friends and families turned their backs on you, afraid to get involved. Clearly, someone at that meeting—Mugland, maybe, or perhaps Loveless— believed you were a liability, and they had you excised from Alkenstar society. All you want is to be able to walk the streets without fearing for your life, and there's only one way to make that happen: find the villains responsible for your predicament and get them to undo the curse now attached to your name. Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society) skill and the [Alkenstar Lore](compendium/skills.md#Lore) skill. You gain the [Read Lips](compendium/feats/read-lips.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/ward-apg.md b/compendium/character/backgrounds/ward-apg.md new file mode 100644 index 000000000..66e116b2e --- /dev/null +++ b/compendium/character/backgrounds/ward-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/constitution +- background/skill/performance +- compendium/src/pf2e/apg +aliases: ["Ward"] +--- +# Ward +*Source: Advanced Player's Guide p. 49* + +When you were young, you became the ward of another house—boarded, fed, and educated, but never quite a part of the family. Perhaps you had to tend to their needs in return for feeding and raising you, or perhaps you were provided for but disregarded. Now, adventuring is your chance to grow and roam free. + +Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. + +You're trained in the [Performance](compendium/skills.md#Performance) skill and the [Genealogy Lore](compendium/skills.md#Lore) skill. You gain the [Fascinating Performance](compendium/feats/fascinating-performance.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/whispering-way-scion-lowg.md b/compendium/character/backgrounds/whispering-way-scion-lowg.md new file mode 100644 index 000000000..80882ba6b --- /dev/null +++ b/compendium/character/backgrounds/whispering-way-scion-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/religion +- compendium/src/pf2e/lowg +aliases: ["Whispering Way Scion"] +--- +# Whispering Way Scion +*Source: Lost Omens: World Guide p. 46* + +Your family has long been associated with the enigmatic death cult known as the Whispering Way, which was recently responsible for the terrible devastation in the nation of Lastwall. Whether or not you have followed in their footsteps, you know many of the philosophy's secrets. + +Choose two ability boosts. + +One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in the [Religion](compendium/skills.md#Religion) skill and the [Undead Lore](compendium/skills.md#Lore) skill. You gain the [Student of the Canon](compendium/feats/student-of-the-canon.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/wildwood-local-lowg.md b/compendium/character/backgrounds/wildwood-local-lowg.md new file mode 100644 index 000000000..43432a06f --- /dev/null +++ b/compendium/character/backgrounds/wildwood-local-lowg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/wisdom +- background/skill/medicine +- background/skill/nature +- compendium/src/pf2e/lowg +aliases: ["Wildwood Local"] +--- +# Wildwood Local +*Source: Lost Omens: World Guide p. 130* + +You might have been born and raised among the druids of the Verduran Forest, or you may have spent time among them as an adult and come to know their ways. + +Choose two ability boosts. + +One must be to Dexterity or Wisdom, and one is a free ability boost. + +You're trained in the [Nature](compendium/skills.md#Nature) skill as well as the [Forest Lore](compendium/skills.md#Lore) skill. You gain the [Natural Medicine](compendium/feats/natural-medicine.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/willing-host-botd.md b/compendium/character/backgrounds/willing-host-botd.md new file mode 100644 index 000000000..0b92587a4 --- /dev/null +++ b/compendium/character/backgrounds/willing-host-botd.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/wisdom +- compendium/src/pf2e/botd +aliases: ["Willing Host"] +--- +# Willing Host +*Source: Book of the Dead p. 17* + +You speak to spirits only you can perceive: wispy shreds of lost souls, household guardians, ancestral spirits, and other entities. You can negotiate with these beings, allowing them into your body to impart knowledge or aid in a task for the price of a favor. + +Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. + +You're trained in the [Spirit Lore](compendium/skills.md#Lore) skill. You gain the Host Spirit action. + +```ad-embed-ability +title: Host Spirit +[exploration](rules/traits/exploration.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) + +You attempt one skill check to perform an exploration activity, even if it normally requires you to be trained to do so. You're trained in the skill just long enough to make that single check (to a maximum of 10 minutes). Whether or not the check succeeds, in the next 24 hours you must perform a minor favor to appease the spirit who aided you, determined by the GM (usually something sensation related, such as tasting a certain food, listening to a specific song, or smoking a pipe). You can't Host Spirit again until you've performed the favor. If you haven't completed it after 24 hours, you're [fatigued](rules/conditions.md#Fatigued) until the obligation is fulfilled. +%% #trait/exploration #trait/necromancy #trait/occult %% +``` \ No newline at end of file diff --git a/compendium/character/backgrounds/winters-child-lowg.md b/compendium/character/backgrounds/winters-child-lowg.md new file mode 100644 index 000000000..c3fbc2566 --- /dev/null +++ b/compendium/character/backgrounds/winters-child-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/constitution +- background/skill/arcana +- compendium/src/pf2e/lowg +aliases: ["Winter's Child"] +--- +# Winter's Child +*Source: Lost Omens: World Guide p. 118* + +Your or one of your ancestors hails from Irrisen, and some spark of the icy region's magic has manifested itself within your bones. The blood of Baba Yaga's legacy runs in your veins, and you are at one with the mysteries and dangers of the frozen land. + +Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. + +You're trained in the [Arcana](compendium/skills.md#Arcana) skill and the [Weather Lore](compendium/skills.md#Lore) skill. You gain the [Arcane Sense](compendium/feats/arcane-sense.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/witch-wary-lowg.md b/compendium/character/backgrounds/witch-wary-lowg.md new file mode 100644 index 000000000..4bcf17bd3 --- /dev/null +++ b/compendium/character/backgrounds/witch-wary-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/intelligence +- background/skill/occultism +- compendium/src/pf2e/lowg +aliases: ["Witch Wary"] +--- +# Witch Wary +*Source: Lost Omens: World Guide p. 118* + +You have little love or trust for spellcraft and those who practice it, and have developed a paranoid knack for recognizing such tricks. You are constantly on guard for the magic of witches and have been trained to spot the signs of those with minds affected by magic. + +Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. + +You're trained in the [Occultism](compendium/skills.md#Occultism) skill and the [Curse Lore](compendium/skills.md#Lore) skill. You gain the [Oddity Identification](compendium/feats/oddity-identification.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/witchlight-follower-av0.md b/compendium/character/backgrounds/witchlight-follower-av0.md new file mode 100644 index 000000000..4cfdb07e2 --- /dev/null +++ b/compendium/character/backgrounds/witchlight-follower-av0.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/wisdom +- background/skill/survival +- compendium/src/pf2e/av0 +aliases: ["Witchlight Follower"] +--- +# Witchlight Follower +*Source: Abomination Vaults Player's Guide p. 5* + +While in a dismal forest or remote swamp, you caught sight of a string of lights bobbing through the trees. + +You stepped forward for a closer look, and then still further when the lights retreated a few paces. Then you remembered the rumors. Will-o'-wisps, rushlights, corpse lanterns—whatever they're called—such evil creatures lead people to their doom. With a supreme effort of will, you broke free from the alluring enchantment, and you've resolved to never let the strange lights of remote wildernesses claim you again. + +Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. + +You're trained in [Survival](compendium/skills.md#Survival) and the [Wisp Lore](compendium/skills.md#Lore) skill. You gain the [Terrain Expertise](compendium/feats/terrain-expertise.md) skill feat with both swamp terrain and subterranean bodies of water. \ No newline at end of file diff --git a/compendium/character/backgrounds/wonder-taster-lowg.md b/compendium/character/backgrounds/wonder-taster-lowg.md new file mode 100644 index 000000000..e87e499aa --- /dev/null +++ b/compendium/character/backgrounds/wonder-taster-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/intelligence +- background/skill/crafting +- compendium/src/pf2e/lowg +aliases: ["Wonder Taster"] +--- +# Wonder Taster +*Source: Lost Omens: World Guide p. 34* + +Having once sampled Numerian fluids, you've tasted knowledge beyond comprehension. You are driven to recapture that astounding experience. + +Choose two ability boosts. One must be to Intelligence or Constitution, and one is a free ability boost. + +You're trained in the [Crafting](compendium/skills.md#Crafting) skill and the [Alchemical Lore](compendium/skills.md#Lore) skill. You gain the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) skill feat. \ No newline at end of file diff --git a/compendium/equipment/items/8-round-magazine-tv.md b/compendium/equipment/items/8-round-magazine-tv.md new file mode 100644 index 000000000..4a17fb7d1 --- /dev/null +++ b/compendium/equipment/items/8-round-magazine-tv.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/ammunition +aliases: ["8-Round Magazine"] +--- +# 8-Round Magazine *Item 0* + +- **Price** 2 sp +- **Bulk** L +- **Category** Ammunition + + + +*Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/abadars-flawless-scale-logm.md b/compendium/equipment/items/abadars-flawless-scale-logm.md new file mode 100644 index 000000000..35f90a14a --- /dev/null +++ b/compendium/equipment/items/abadars-flawless-scale-logm.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/logm +- item/category/held +- trait/divination +- trait/magical +- trait/uncommon +aliases: ["Abadar's Flawless Scale"] +--- +# Abadar's Flawless Scale *Item 3* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Access** follower of [Abadar](compendium/setting/deities/abadar.md) +- **Price** 50 gp +- **Usage** held in 2 hands; **Bulk** 1 +- **Category** Held + +This immaculate golden set of merchant's scales is considered a divine instrument among [Abadar](compendium/setting/deities/abadar.md)'s most faithful. Unlike most scales, this one has only a single dish for placing small objects, and calculates value rather than weight. On the other side of the fulcrum, a steel arrow indicator points to various numbers engraved on the side of the scale. By placing an object of light Bulk onto the dish, you can determine its value in gold pieces in the market in which the scale was made (most of these scales are made in Katapesh or Absalom), based on its material composition and artisanship. For example, after placing a gemstone on the dish, the scale will indicate the fairest (average, in most cases) price you can expect to fetch in the market to which the scale is calibrated, but the scale wouldn't detect the gemstone's historical significance or any magical properties. Abadar's flawless scale can be calibrated to a different market by performing a 1-hour ritual in the proximity of that market. + +*Source: Lost Omens: Gods & Magic p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/abysium-armor-lotgb.md b/compendium/equipment/items/abysium-armor-lotgb.md new file mode 100644 index 000000000..f588fe6b1 --- /dev/null +++ b/compendium/equipment/items/abysium-armor-lotgb.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/material +- trait/rare +aliases: ["Abysium Armor"] +--- +# Abysium Armor *Item 12+* +[rare](rules/traits/rare.md) + +- **Usage** worn armor; **Bulk** varies by armor +- **Category** Material + +Typically only creatures immune to abysium's effects would don abysium armor. You're [sickened](rules/conditions.md#Sickened) while wearing standard-grade armor made from abysium, or [sickened](rules/conditions.md#Sickened) while wearing high-grade armor made from abysium. You can't reduce your [sickened](rules/conditions.md#Sickened) condition while wearing abysium armor, or for 1 hour after removing it. Abysium armor is dangerous to nearby creatures, too. Creatures within 10 feet of abysium armor must succeed at a Fortitude save (DC 30 for standard grade or DC 40 for high grade) or become [sickened](rules/conditions.md#Sickened) ([sickened](rules/conditions.md#Sickened) on a critical failure). Afterwards, the creature is temporarily immune for 1 minute, but if they remain within the area for longer than 1 minute, they automatically critically fail the next save. + +*Source: Lost Omens: The Grand Bazaar p. 96* \ No newline at end of file diff --git a/compendium/equipment/items/abysium-lotgb.md b/compendium/equipment/items/abysium-lotgb.md new file mode 100644 index 000000000..a6c1d0991 --- /dev/null +++ b/compendium/equipment/items/abysium-lotgb.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/material +- trait/precious +- trait/rare +aliases: ["Abysium"] +--- +# Abysium *Item 0+* +[precious](rules/traits/precious.md) [rare](rules/traits/rare.md) + +- **Category** Material + +A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to long-term damage to the immune system; as such, mining abysium is hazardous, as large quantities of the metal in an area cause all nearby creatures to become sick. A creature carrying an abysium object is [sickened](rules/conditions.md#Sickened) for a standard-grade object of light Bulk, [sickened](rules/conditions.md#Sickened) for a standard-grade object of 1 Bulk or more or a high-grade object of light Bulk, or [sickened](rules/conditions.md#Sickened) for a high-grade object of 1 Bulk or more. This and all other sickening effects of abysium are [poison](rules/traits/poison.md) effects. Crafters can use 1 abysium chunk to create up to 6 doses of poisonous abysium powder. Unscrupulous smiths have harnessed abysium's toxic properties to create noxious weapons and deadly substances. All objects crafted from abysium shed dim light in a 10-foot radius. + +| Abysium Items | Hardness | HP | BT | +|---------------|----------|----|----| +| **Thin Items** | | | | +| Standard-grade | 6 | 24 | 12 | +| High-grade | 10 | 40 | 20 | +| **Items** | | | | +| Standard-grade | 10 | 40 | 20 | +| High-grade | 13 | 52 | 26 | +| **Structures** | | | | +| Standard-grade | 20 | 80 | 40 | +| High-grade | 26 | 104 | 52 | + + +*Source: Lost Omens: The Grand Bazaar p. 96* \ No newline at end of file diff --git a/compendium/equipment/items/abysium-powder-lotgb.md b/compendium/equipment/items/abysium-powder-lotgb.md new file mode 100644 index 000000000..f259d905d --- /dev/null +++ b/compendium/equipment/items/abysium-powder-lotgb.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/contact +- trait/poison +- trait/rare +aliases: ["Abysium Powder"] +--- +# Abysium Powder *Item 9* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) [rare](rules/traits/rare.md) + +- **Price** 150 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This faintly glowing powder rapidly induces the symptoms of abysium poisoning. + +```ad-inline-affliction +title: Saving Throw: DC 27 Fortitude + +- **Onset**: 1 minute +- **Maximum Duration**: 6 minutes + +## Stages + +**Stage 1** `8d6` poison damage and [sickened](rules/conditions.md#Sickened) (1 minute) + +**Stage 2** `9d6` poison damage and [sickened](rules/conditions.md#Sickened) (1 minute) + +**Stage 3** `10d6` poison damage and [sickened](rules/conditions.md#Sickened) (1 minute) +``` + +*Source: Lost Omens: The Grand Bazaar p. 96* \ No newline at end of file diff --git a/compendium/equipment/items/abysium-shield-lotgb.md b/compendium/equipment/items/abysium-shield-lotgb.md new file mode 100644 index 000000000..e54af55b5 --- /dev/null +++ b/compendium/equipment/items/abysium-shield-lotgb.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/material +- trait/rare +aliases: ["Abysium Shield"] +--- +# Abysium Shield *Item 8+* +[rare](rules/traits/rare.md) + +- **Usage** varies by shield +- **Category** Material + +These glowing shields are crafted to ensure that the abysium used is safely contained within a durable outer shell. If the shield breaks, however, the toxic metal becomes exposed. When you use the [Shield Block](compendium/feats/shield-block.md) reaction against an adjacent creature's melee [Strike](rules/actions/strike.md), if the shield breaks, the creature is exposed to the abysium and is [sickened](rules/conditions.md#Sickened) for a standard-grade shield or [sickened](rules/conditions.md#Sickened) for a high-grade shield. + +*Source: Lost Omens: The Grand Bazaar p. 96* \ No newline at end of file diff --git a/compendium/equipment/items/abysium-weapon-lotgb.md b/compendium/equipment/items/abysium-weapon-lotgb.md new file mode 100644 index 000000000..62cb0ff9a --- /dev/null +++ b/compendium/equipment/items/abysium-weapon-lotgb.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/material +- trait/rare +aliases: ["Abysium Weapon"] +--- +# Abysium Weapon *Item 12+* +[rare](rules/traits/rare.md) + +- **Usage** varies by weapon; **Bulk** varies by weapon +- **Category** Material + +Abysium weapons are safe to carry, as the toxic metal is contained within an outer shell. However, the inherent toxicity in these blue-green weapons can irradiate open wounds and poison foes. Abysium weapons have one fewer property rune slot, but they deal `1d4` poison damage on a successful [Strike](rules/actions/strike.md), and on a critical hit, the target is [sickened](rules/conditions.md#Sickened), or [sickened](rules/conditions.md#Sickened) with high-grade abysium. + +*Source: Lost Omens: The Grand Bazaar p. 97* \ No newline at end of file diff --git a/compendium/equipment/items/accompaniment-cloak-tv.md b/compendium/equipment/items/accompaniment-cloak-tv.md new file mode 100644 index 000000000..e0de53255 --- /dev/null +++ b/compendium/equipment/items/accompaniment-cloak-tv.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/focused +- trait/illusion +- trait/invested +- trait/occult +aliases: ["Accompaniment Cloak"] +--- +# Accompaniment Cloak *Item 11* +[focused](rules/traits/focused.md) [illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [occult](rules/traits/occult.md) + +- **Price** 1300 gp +- **Usage** worn cloak; **Bulk** L +- **Category** Worn + +This lush velvet capelet is embroidered with images of musicians playing a wide variety of instruments. The images animate when you make art, remaining embroidered, but smoothly unknitting and reknitting in time with your performance. The figures play music that perfectly accompanies your instrument, voice, or movements, granting you a +2 item bonus to [Performance](compendium/skills.md#Performance) checks. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +You gain 1 Focus Point, which you can use only to cast a bard composition spell. If not used by the end of your turn, this Focus Point is lost. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You peel the musicians from the garment and fling them around you. The cloak casts a 4th-level [phantom crowd](compendium/spells/phantom-crowd-som.md) spell (DC 28); each of the 10-foot squares must be adjacent to you. The crowd looks like the musicians on the garment and continues to accompany your [Performance](compendium/skills.md#Performance) checks. You can Sustain this effect as described in the spell. +``` + +*Source: Treasure Vault p. 147* \ No newline at end of file diff --git a/compendium/equipment/items/accursed-staff-tv.md b/compendium/equipment/items/accursed-staff-tv.md new file mode 100644 index 000000000..b9801cf12 --- /dev/null +++ b/compendium/equipment/items/accursed-staff-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/staff +- trait/magical +- trait/necromancy +- trait/staff +aliases: ["Accursed Staff"] +--- +# Accursed Staff *Item 6+* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [staff](rules/traits/staff.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +Iron strips line the body of an accursed staff, capping the bottom and folding into an intricate knot at the top. While wielding an accursed staff, you're empowered by the curses you inflict. If an enemy fails a saving throw against a spell you cast that has the [curse](rules/traits/curse.md) trait, you gain temporary Hit Points equal to double that spell's level. These temporary Hit Points last 10 minutes. The enemy must be a significant threat and can't have been a willing subject of the curse. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. +``` + +*Source: Treasure Vault p. 130* \ No newline at end of file diff --git a/compendium/equipment/items/achaekeks-kiss-tv.md b/compendium/equipment/items/achaekeks-kiss-tv.md new file mode 100644 index 000000000..4cd961f7c --- /dev/null +++ b/compendium/equipment/items/achaekeks-kiss-tv.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +- trait/rare +aliases: ["Achaekek's Kiss"] +--- +# Achaekek's Kiss *Item 20* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [rare](rules/traits/rare.md) + +- **Access** member of the Red Mantis assassins +- **Price** 13000 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Kept as a closely guarded secret by the deadly members of the Red Mantis assassins, this poison is treated with reverence for its ability to end lives. If the victim dies while affected by this poison, its body decomposes to nothing in 1 minute, leaving only its gear behind. Non-magical preservation can't protect the tainted corpse. Gentle repose works on the poisoned body only if cast as a 5th-level spell and the caster succeeds at a counteract check against the poison's saving throw DC when casting the spell. Even if cast successfully, gentle repose only works as if it had been cast at 2nd level. + +```ad-inline-affliction +title: Saving Throw: DC 42 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `7d12` poison damage and [doomed](rules/conditions.md#Doomed) (1 round) + +**Stage 2** `9d12` poison damage and [doomed](rules/conditions.md#Doomed) (1 round) + +**Stage 3** `11d12` poison damage and [doomed](rules/conditions.md#Doomed) (1 round) +``` + +*Source: Treasure Vault p. 66* \ No newline at end of file diff --git a/compendium/equipment/items/acrobats-staff-ec2.md b/compendium/equipment/items/acrobats-staff-ec2.md new file mode 100644 index 000000000..e2a56dba8 --- /dev/null +++ b/compendium/equipment/items/acrobats-staff-ec2.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec2 +- item/category/held +- trait/fortune +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Acrobat's Staff"] +--- +# Acrobat's Staff *Item 6* +[fortune](rules/traits/fortune.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 235 gp +- **Usage** held in 2 hands; **Bulk** 2 +- **Category** Held + +This +1 striking bo staff is particularly long, making it useful as a balancing pole. While you wield it, the acrobat's staff releases chalk dust to make your grip more secure, granting you a +1 circumstance bonus to your Reflex DC against checks to [Disarm](rules/actions/disarm.md) you of it. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You fail or critically fail an + +**Effect** Reroll the [Acrobatics](compendium/skills.md#Acrobatics) check and take the better result. +``` + +*Source: Extinction Curse #2: Legacy of the Lost God p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/adamantine.md b/compendium/equipment/items/adamantine.md index 3641cbff1..7786f0de9 100644 --- a/compendium/equipment/items/adamantine.md +++ b/compendium/equipment/items/adamantine.md @@ -15,5 +15,17 @@ aliases: ["Adamantine"] Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge. +| Adamantine Items | Hardness | HP | BT | +|------------------|----------|----|----| +| **Thin Items** | | | | +| Standard-grade | 10 | 40 | 20 | +| High-grade | 13 | 52 | 26 | +| **Items** | | | | +| Standard-grade | 14 | 56 | 28 | +| High-grade | 17 | 68 | 34 | +| **Structures** | | | | +| Standard-grade | 28 | 112 | 56 | +| High-grade | 34 | 136 | 68 | + *Source: Core Rulebook p. 578* \ No newline at end of file diff --git a/compendium/equipment/items/addiction-suppressant-lol.md b/compendium/equipment/items/addiction-suppressant-lol.md new file mode 100644 index 000000000..6fa45fb20 --- /dev/null +++ b/compendium/equipment/items/addiction-suppressant-lol.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/elixir +- trait/consumable +- trait/elixir +- trait/rare +aliases: ["Addiction Suppressant"] +--- +# Addiction Suppressant *Item 1+* +[consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [rare](rules/traits/rare.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain an item bonus against the ongoing save against the drug's addiction depending on the type of addiction suppressant. + +*Source: Lost Omens: Legends p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/addiction-suppressant-tv.md b/compendium/equipment/items/addiction-suppressant-tv.md new file mode 100644 index 000000000..e4bf097ce --- /dev/null +++ b/compendium/equipment/items/addiction-suppressant-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/healing +aliases: ["Addiction Suppressant"] +--- +# Addiction Suppressant *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [healing](rules/traits/healing.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain an item bonus against the ongoing save against the drug's addiction depending on the type of addiction suppressant. + +For every drug, a specific suppressant must be crafted— no generalized addiction suppressant yet exists. In order to create an addiction suppressant, you must begin with a dose of the drug to be suppressed, then use alchemical reagents to generate an elixir that can be used to fight that drug's addiction. An addiction suppressant must be a higher level than the drug it is meant to suppress in order to work. + +*Source: Treasure Vault p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/addlebrain-aoa3.md b/compendium/equipment/items/addlebrain-aoa3.md new file mode 100644 index 000000000..8f723089f --- /dev/null +++ b/compendium/equipment/items/addlebrain-aoa3.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa3 +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/inhaled +- trait/poison +- trait/rare +aliases: ["Addlebrain"] +--- +# Addlebrain *Item 7* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) [rare](rules/traits/rare.md) + +- **Price** 58 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Certain Scarlet Triad poisoners use toxins like addlebrain to keep captured prisoners docile and compliant for short periods of time until they can be properly shackled and imprisoned. Addlebrain is distilled from a hallucinogenic lichen that can often be found growing in the sewers below particularly large cities like Katapesh. + +Once soaked in special reagents and then dried, a dose of addlebrain must be either lit with flame or tossed into a fire to activate, whereupon it unleashes a cloud of toxin as normal for an inhaled poison. + +```ad-inline-affliction +title: Saving Throw: DC 25 Fortitude + +- **Onset**: 1 minute +- **Maximum Duration**: 1 day + +## Stages + +**Stage 1** [enfeebled](rules/conditions.md#Enfeebled) and [stupefied](rules/conditions.md#Stupefied) (10 minutes) + +**Stage 2** [enfeebled](rules/conditions.md#Enfeebled) and [stupefied](rules/conditions.md#Stupefied) (1 hour) + +**Stage 3** [fatigued](rules/conditions.md#Fatigued), [enfeebled](rules/conditions.md#Enfeebled), and [stupefied](rules/conditions.md#Stupefied) (1 day) +``` + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/advancing-tv.md b/compendium/equipment/items/advancing-tv.md new file mode 100644 index 000000000..529e14731 --- /dev/null +++ b/compendium/equipment/items/advancing-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/magical +- trait/necromancy +aliases: ["Advancing"] +--- +# Advancing *Item 9+* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Usage** etched onto heavy armor +- **Category** Rune + +This rune charges up as you defeat your foes, driving you forward across the battlefield with every victory. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Requirements**: Your last action or activity reduced an enemy to 0 Hit Points + +**Effect** You [Stride](rules/actions/stride.md) up to 15 feet. This movement doesn't trigger reactions. You can [Burrow](rules/actions/burrow.md), [Climb](rules/actions/climb.md), [Fly](rules/actions/fly.md), or [Swim](rules/actions/swim.md) instead of Striding if you have the corresponding movement type. +``` + +*Source: Treasure Vault p. 12* \ No newline at end of file diff --git a/compendium/equipment/items/adze-loag.md b/compendium/equipment/items/adze-loag.md new file mode 100644 index 000000000..df668b525 --- /dev/null +++ b/compendium/equipment/items/adze-loag.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loag +- item/category/weapon/martial +- trait/forceful +- trait/grippli +- trait/sweep +aliases: ["Adze"] +--- +# Adze *Item 0* +[forceful](rules/traits/forceful.md) [grippli](rules/traits/grippli-b2.md) [sweep](rules/traits/sweep.md) + +- **Price** 1 gp +- **Bulk** 2 +- **Damage** `1d10` S +- **Hands** 2 +- **Category** Martial; **Group** Axe + +A common cutting tool, an adze resembles an axe—but the cutting edge is horizontal, rather than vertical. The adze's shape makes it popular among wood workers, and grippli builders often use them to construct their treetop homes. The tool also serves as an effective weapon, due in part to the immense strength required to swing it. + +*Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/aeon-stone-clear-quartz-octagon-ooa2.md b/compendium/equipment/items/aeon-stone-clear-quartz-octagon-ooa2.md new file mode 100644 index 000000000..5e436d0b2 --- /dev/null +++ b/compendium/equipment/items/aeon-stone-clear-quartz-octagon-ooa2.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa2 +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Aeon Stone (Clear Quartz Octagon)"] +--- +# Aeon Stone (Clear Quartz Octagon) *Item 4* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 90 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become [broken](rules/conditions.md#Broken), this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone. The stone's resonant power allows you to cast 1st-level [mending](compendium/spells/mending.md) as a divine innate spell once per day. + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/aether-appendage-tv.md b/compendium/equipment/items/aether-appendage-tv.md new file mode 100644 index 000000000..ad347e52b --- /dev/null +++ b/compendium/equipment/items/aether-appendage-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/incorporeal +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Aether Appendage"] +--- +# Aether Appendage *Item 5* +[incorporeal](rules/traits/incorporeal-b1.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 160 gp +- **Usage** worn; **Bulk** L +- **Category** Worn + +This otherworldly prosthetic arm is the product of psychopomp magic. An aether appendage is incorporeal so long as no item is being held in the hand or worn on the arm. As an envision action, you can cause the arm to become corporeal until the end of your turn, allowing it to make Strikes or grasp objects. It remains corporeal if you're holding an item or it's wearing an item at the end of your turn. Your unarmed attack Strikes made with the aether appendage become magical. If they're already magical, they instead gain the effect of the ghost touch property rune. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: You're holding a non-magical item of light or negligible Bulk + +**Effect** The item becomes incorporeal for 1 minute. Your aether appendage can use the incorporeal item normally. +``` + +*Source: Treasure Vault p. 108* \ No newline at end of file diff --git a/compendium/equipment/items/aim-aiding-tv.md b/compendium/equipment/items/aim-aiding-tv.md new file mode 100644 index 000000000..82cac6af3 --- /dev/null +++ b/compendium/equipment/items/aim-aiding-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/magical +- trait/transmutation +aliases: ["Aim-Aiding"] +--- +# Aim-Aiding *Item 6* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 225 gp +- **Usage** etched onto armor +- **Category** Rune + +Armor etched with this rune aids in routing ranged attacks aimed at an enemy around you. You don't provide enemies cover against your allies' ranged attacks. + +*Source: Treasure Vault p. 12* \ No newline at end of file diff --git a/compendium/equipment/items/air-bladder-lotgb.md b/compendium/equipment/items/air-bladder-lotgb.md new file mode 100644 index 000000000..1d93de6c9 --- /dev/null +++ b/compendium/equipment/items/air-bladder-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +aliases: ["Air Bladder"] +--- +# Air Bladder *Item 0* + +- **Price** 1 sp +- **Usage** held in 1 hand; **Bulk** L (1 if inflated) +- **Category** Held + +This weighted animal bladder can be inflated with air in preparation for a dive. It holds enough air to breathe for one round. As a free action, you can inhale the contents of the air bladder, which resets the number of rounds you can hold your breath (see the rules for drowning and suffocating on page 478 of the Core Rulebook). You can inflate the bladder or remove its attached weight as an [Interact](rules/actions/interact.md) action. An unattached inflated bladder without the weight will float toward the surface of the water at a rate of 60 feet per round. + +*Source: Lost Omens: The Grand Bazaar p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/aklys-b1.md b/compendium/equipment/items/aklys-b1.md new file mode 100644 index 000000000..0429a5399 --- /dev/null +++ b/compendium/equipment/items/aklys-b1.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/b1 +- item/category/weapon/advanced +- trait/ranged-trip +- trait/tethered +- trait/thrown-20-ft +- trait/trip +- trait/uncommon +aliases: ["Aklys"] +--- +# Aklys *Item 0* +[ranged trip](rules/traits/ranged-trip-b1.md) [tethered](rules/traits/tethered-b1.md) [thrown <20 ft.>](rules/traits/thrown.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 5 gp +- **Bulk** 1 +- **Damage** `1d6` B +- **Hands** 1 +- **Category** Advanced; **Group** Club + +The aklys is a throwing club with a hook on one end and a lengthy cord attached to the other. It is an uncommon advanced melee weapon in the club group. It deals 1d6 bludgeoning damage and has 1 Bulk. It requires one hand to use and has the ranged trip, tethered, thrown <20 feet>, and trip weapon traits; the new traits are described below. Though aklyses aren't available in most shops, one might be purchased for 5 gp from a vendor that specializes in strange weapons. + +*Source: Bestiary p. 85* \ No newline at end of file diff --git a/compendium/equipment/items/alchemical-atomizer-lol.md b/compendium/equipment/items/alchemical-atomizer-lol.md new file mode 100644 index 000000000..933a061e9 --- /dev/null +++ b/compendium/equipment/items/alchemical-atomizer-lol.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/held +- trait/alchemical +- trait/rare +aliases: ["Alchemical Atomizer"] +--- +# Alchemical Atomizer *Item 10* +[alchemical](rules/traits/alchemical.md) [rare](rules/traits/rare.md) + +- **Price** 175 gp +- **Usage** held in 1 hands, Bulk L +- **Category** Held + +Khismar developed this unique atomizer that allows for the distribution of elixirs, oils, and potions as a fine spray or mist. The atomizer can hold a single elixir, oil, or potion. An atomizer contains enough reagents to use it up to 10 times before the reagents must be replaced. A new batch of reagents costs 5 gp and requires an [Interact](rules/actions/interact.md) action to replace. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You spray the contents of the atomizer on yourself or an adjacent willing ally or unattended object. The target gains the effects of the applied elixir, oil, or potion. The target must be a valid target for the effect, such as food or drink for a nectar of purification, or the consumable is lost. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You cause the atomizer to mix its reagents and fire its held consumable at a square within 30 feet. The consumable forms a cloud that fills the space. The first willing valid target to enter the space automatically gains the effect of the consumable. If there are multiple valid targets, such as with multiple weapons for aligned oil, the creature entering the space determines how the effect is applied. The cloud is consumed upon contact with a willing valid target or at the start of your next turn, whichever comes first. +``` + +*Source: Lost Omens: Legends p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/alchemical-chart-tv.md b/compendium/equipment/items/alchemical-chart-tv.md new file mode 100644 index 000000000..871c6e6d0 --- /dev/null +++ b/compendium/equipment/items/alchemical-chart-tv.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/alchemical +aliases: ["Alchemical Chart"] +--- +# Alchemical Chart *Item 4+* +[alchemical](rules/traits/alchemical.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This sturdy, rigid alchemical chart contains shorthand references on quickly mixing reagents for maximum effect. If you hold this chart while using [Quick Alchemy](rules/actions/quick-alchemy.md), the items you create of the listed level remain potent for 1 additional round. + +*Source: Treasure Vault p. 62* \ No newline at end of file diff --git a/compendium/equipment/items/alchemical-crossbow-fop.md b/compendium/equipment/items/alchemical-crossbow-fop.md new file mode 100644 index 000000000..584e12ff7 --- /dev/null +++ b/compendium/equipment/items/alchemical-crossbow-fop.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/fop +- item/category/weapon/simple +- trait/alchemical +- trait/uncommon +aliases: ["Alchemical Crossbow"] +--- +# Alchemical Crossbow *Item 0* +[alchemical](rules/traits/alchemical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 25 gp +- **Bulk** 1 +- **Damage** `1d8` P +- **Ammunution** [Bolt](compendium/equipment/items/bolt.md); **Range** 30 ft.; **Reload** 1 +- **Hands** 2 +- **Category** Simple; **Group** Bow + +This crossbow can deliver alchemically infused bolts. The strange weapon has a metal bracket mounted on the side of the stock near the lath. As an action, you can load a single lesser alchemical bomb into the bracket; this bomb must be one that deals energy damage (such as an acid flask, alchemist's fire, bottled lightning, frost vial, or thunderstone). The next three attacks made with the crossbow deal `1d6` damage of the bomb's damage type in addition to the crossbow's normal damage. If the second and third attacks are not all made within 1 minute of the first attack, the bomb's energy is wasted. These attacks never deal splash damage or other special effects of the bomb and are not modified by any abilities that add to or modify a bomb's effect. The addition of the bracket serves to unbalance the weapon, reducing its range to 30 feet. + +It otherwise functions as a [crossbow](compendium/equipment/items/crossbow.md) (when determining damage, reload, and so on). Creatures use their crossbow proficiency when using the alchemical crossbow. The alchemical crossbow costs 25 gp. + +*Source: The Fall of Plaguestone p. 56* \ No newline at end of file diff --git a/compendium/equipment/items/alchemical-fuse-ooa2.md b/compendium/equipment/items/alchemical-fuse-ooa2.md new file mode 100644 index 000000000..ca67ab242 --- /dev/null +++ b/compendium/equipment/items/alchemical-fuse-ooa2.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa2 +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/fire +aliases: ["Alchemical Fuse"] +--- +# Alchemical Fuse *Item 1* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [fire](rules/traits/fire.md) + +- **Usage** held in one hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +An alchemical fuse is a length of treated cord that can be used to time the detonation of an alchemical bomb or a stick of pyronite, or simply as a timer—at the GM's option, fuses can be used as timers to trigger other devices that can be triggered with a single appropriate action, as well. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You attach the alchemical fuse to an alchemical bomb, stick of pyronite, or other device that can be triggered by a fuse. Alternately, you can attach one fuse to another to extend its burn time by 1 round. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You light the alchemical fuse with an adjacent fire source or a fire source that you hold in a hand. If you have a tindertwig in your other hand, you can activate the tindertwig and use it to light a fuse with the same [Interact](rules/actions/interact.md) action. A lit fuse takes 1 round per attached fuse to burn down. During the round that the fuse runs out, the device to which the fuse has been attached explodes or otherwise activates at the end of your turn. + +For a bomb, this deals splash damage, and for pyronite, it deals pyronite's normal damage. An alchemical fuse burns underwater or in up to moderate wind. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You extinguish the fuse. +``` + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/alchemical-gauntlet-tv.md b/compendium/equipment/items/alchemical-gauntlet-tv.md new file mode 100644 index 000000000..3e96d21f2 --- /dev/null +++ b/compendium/equipment/items/alchemical-gauntlet-tv.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/adventuring-gear +- trait/alchemical +aliases: ["Alchemical Gauntlet"] +--- +# Alchemical Gauntlet *Item 1* +[alchemical](rules/traits/alchemical.md) + +- **Price** 10 gp +- **Category** Adventuring Gear + +An alchemical gauntlet emits small alchemical detonations when it makes contact with a foe. As an [Interact](rules/actions/interact.md) action, you can place a bomb into a metal bracket near the wrist of the gauntlet. The bomb must be one that deals energy damage, such as an acid flask, alchemist's fire, bottled lightning, frost vial, or thunderstone. The next three attacks made with the gauntlet deal `1d4` damage of the bomb's damage type in addition to the gauntlet's normal damage. If the second and third attacks aren't all made within 1 minute of the first attack, the bomb's energy is wasted. These attacks never deal splash damage or other special effects of the bomb and aren't modified by any abilities that add to or modify a bomb's effect. + +*Source: Treasure Vault p. 62* \ No newline at end of file diff --git a/compendium/equipment/items/alchemists-damper-ooa2.md b/compendium/equipment/items/alchemists-damper-ooa2.md new file mode 100644 index 000000000..d4de8fc76 --- /dev/null +++ b/compendium/equipment/items/alchemists-damper-ooa2.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa2 +- item/category/talisman +- trait/consumable +- trait/magical +- trait/talisman +- trait/transmutation +- trait/uncommon +aliases: ["Alchemist's Damper"] +--- +# Alchemist's Damper *Item 5* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 30 gp +- **Usage** attached ; **Bulk** — +- **Activate** envision; **Trigger** You attack with the affixed firearm; **Requirements** You're an expert with the affixed firearm. +- **Category** Talisman + +A glass tube of mercury is contained within this golden clasp that's fitted in front of a firearm's trigger. On the triggering [Strike](rules/actions/strike.md), the mercury turns briefly to gold, reducing the effect of recoil, allowing you to ignore the circumstance penalty of the attached weapon's kickback weapon trait. + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/alchemists-flamethrower-tv.md b/compendium/equipment/items/alchemists-flamethrower-tv.md new file mode 100644 index 000000000..100ffae67 --- /dev/null +++ b/compendium/equipment/items/alchemists-flamethrower-tv.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/alchemical +- trait/fire +- trait/rare +aliases: ["Alchemist's Flamethrower"] +--- +# Alchemist's Flamethrower *Item 2* +[alchemical](rules/traits/alchemical.md) [fire](rules/traits/fire.md) [rare](rules/traits/rare.md) + +- **Price** 35 gp +- **Usage** held in two hands; **Bulk** 1 +- **Category** Held + +This long cylinder is topped by a pair of brass sockets and a collection of polished pipes and tubes. A total of two vials of alchemist's fire must be loaded into the sockets at the base of the weapon and the tubes cleaned and primed. Properly loading the flamethrower in this way takes 1 minute. When the trigger on a loaded flamethrower is pulled, the alchemist's fire is siphoned into the rifle and shot out of the muzzle in a line of fire. The damage dealt by a flamethrower is determined by the strength of the weakest alchemist's fire loaded into the flamethrower. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[fire](rules/traits/fire.md) + +- **Requirements**: The flamethrower is loaded + +**Effect** You pull the trigger, expending both loaded alchemist's fires to shoot a line of fire. Creatures in the area take fire damage based on the weakest alchemist's fire loaded into the flamethrower, as noted below. Creatures that critically fail the basic Reflex save additionally take the listed [persistent fire damage](rules/conditions.md#Persistent%20Damage). + +- Lesser Alchemist's Fire: The flamethrower deals `1d8` fire damage (DC 15 basic Reflex save) in a 30-foot line. 1 [persistent fire damage](rules/conditions.md#Persistent%20Damage). +- Moderate Alchemist's Fire: The flamethrower deals `2d8` fire damage (DC 17 basic Reflex save) in a 60-foot line. 2 [persistent fire damage](rules/conditions.md#Persistent%20Damage). +- Greater Alchemist's Fire: The flamethrower deals `6d8` fire damage (DC 28 basic Reflex save) in a 90-foot line. 3 [persistent fire damage](rules/conditions.md#Persistent%20Damage). +- Major Alchemist's Fire: The flamethrower deals `10d8` fire damage (DC 37 basic Reflex save) in a 120-foot line. 4 [persistent fire damage](rules/conditions.md#Persistent%20Damage). +%% #trait/fire %% +``` + +*Source: Treasure Vault p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/alchemists-haversack-tv.md b/compendium/equipment/items/alchemists-haversack-tv.md new file mode 100644 index 000000000..927604db7 --- /dev/null +++ b/compendium/equipment/items/alchemists-haversack-tv.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/conjuration +- trait/extradimensional +- trait/invested +- trait/magical +aliases: ["Alchemist's Haversack"] +--- +# Alchemist's Haversack *Item 11* +[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 1400 gp +- **Usage** worn backpack; **Bulk** 1 +- **Category** Worn + +An alchemist's haversack is a sturdy leather backpack with two compartments. The main section contains an extradimensional space equivalent to a bag of holding type II, perfect for carrying bulkier alchemist equipment. A secondary partition can hold 2 Bulk of items, 1 of which doesn't count against your Bulk limit. + +This second compartment can also be activated (see below). Two shoulder straps and a thick belt for the waist hold the haversack on the wearer securely. These straps have pouches and loops for keeping alchemical items handy. They also contain magically expanded alchemist's tools that grant you a +2 item bonus to [Crafting](compendium/skills.md#Crafting) checks to create alchemical items. + +Water and undesirable material can't seep into the haversack, which cleans itself once per hour. When you reach in any part of the haversack, the item you sought is the first one you find. + +Also, the haversack preserves mundane ingredients, food, and drink inside, so they stay fresh indefinitely. This feature doesn't prolong the duration of magic or alchemical items. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: You gain batches of infused reagents during your daily preparations + +**Effect** You pull one additional batch of infused reagents from the satchel's secondary compartment. If you fail to use these reagents by the end of your next turn, they're lost. +``` + +*Source: Treasure Vault p. 145* \ No newline at end of file diff --git a/compendium/equipment/items/alcohol-gmg.md b/compendium/equipment/items/alcohol-gmg.md new file mode 100644 index 000000000..11e158226 --- /dev/null +++ b/compendium/equipment/items/alcohol-gmg.md @@ -0,0 +1,47 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/drug +- trait/ingested +- trait/poison +aliases: ["Alcohol"] +--- +# Alcohol *Item 0* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Alcohol is a common substance available in stunning variety. The Price of a dose of alcohol depends on the specific beverage. You can't recover from the [sickened](rules/conditions.md#Sickened) condition from alcohol while affected. + +If you fail a saving throw against alcohol other than initial saves, the affliction's stage doesn't increase; the only way to increase the stage of alcohol's affliction is to consume more alcohol. + +```ad-inline-affliction +title: Saving Throw: DC 12 Fortitude + +- **Onset**: 10 minutes + +## Stages + +**Stage 1** +1 item bonus to saving throws against [fear](rules/traits/fear.md) effects (10 minutes) + +**Stage 2** [flat-footed](rules/conditions.md#Flat-footed), +1 item bonus to saving throws against [fear](rules/traits/fear.md) effects (10 minutes) + +**Stage 3** [clumsy](rules/conditions.md#Clumsy), [flat-footed](rules/conditions.md#Flat-footed), [stupefied](rules/conditions.md#Stupefied) (10 minutes) + +**Stage 4** [clumsy](rules/conditions.md#Clumsy) and [sickened](rules/conditions.md#Sickened) (10 minutes) + +**Stage 5** [clumsy](rules/conditions.md#Clumsy), [sickened](rules/conditions.md#Sickened), and [stupefied](rules/conditions.md#Stupefied) (10 minutes) + +**Stage 6** [unconscious](rules/conditions.md#Unconscious) (8 hours) + +**Stage 7** death +``` + +*Source: Gamemastery Guide p. 120* \ No newline at end of file diff --git a/compendium/equipment/items/aldori-dueling-sword-lowg.md b/compendium/equipment/items/aldori-dueling-sword-lowg.md new file mode 100644 index 000000000..2aa1aacd8 --- /dev/null +++ b/compendium/equipment/items/aldori-dueling-sword-lowg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lowg +- item/category/weapon/advanced +- trait/finesse +- trait/uncommon +- trait/versatile-p +aliases: ["Aldori Dueling Sword"] +--- +# Aldori Dueling Sword *Item 1* +[finesse](rules/traits/finesse.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) + +- **Price** 2 gp +- **Bulk** 1 +- **Damage** `1d8` S +- **Hands** 1 +- **Category** Advanced; **Group** Sword + +An Aldori dueling sword is a slim, single-bladed dueling sword with a slight curve and a sharp, reinforced point. It deals `1d8` slashing damage. An aldori dueling sword is an advanced one-handed melee weapon in the sword weapon group. + +*Source: Lost Omens: World Guide p. 28* \ No newline at end of file diff --git a/compendium/equipment/items/alghollthu-lash-tv.md b/compendium/equipment/items/alghollthu-lash-tv.md new file mode 100644 index 000000000..de28556ef --- /dev/null +++ b/compendium/equipment/items/alghollthu-lash-tv.md @@ -0,0 +1,47 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Alghollthu Lash"] +--- +# Alghollthu Lash *Item 7* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 350 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This fleshy +1 striking whip is obviously crafted from the tentacle of some fearsome beast, likely an alghollthu, and constantly drips slime. + +````ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The next creature you successfully [Strike](rules/actions/strike.md) with this weapon is exposed to alghollthu slime. + +```ad-inline-affliction +title: Alghollthu Slime + +[curse](rules/traits/curse.md) [occult](rules/traits/occult.md) +A [remove disease](compendium/spells/remove-disease.md) spell can counteract this curse, but immunity to disease offers no protection against it. + +- **Saving Throws**: DC 25 Fortitude + +## Stages + +**Stage 1** no ill effect (1 round) + +**Stage 2** the victim's skin softens, making the creature [drained](rules/conditions.md#Drained) (1 round) + +**Stage 3** the victim's skin transforms into a clear, slimy membrane, making it [drained](rules/conditions.md#Drained) until the curse ends; every hour this membrane remains dry, the creature's [drained](rules/conditions.md#Drained) condition increases by 1 (permanent) + + +%% #trait/curse #trait/occult %% +``` +```` + +*Source: Treasure Vault p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/alicorn-lance-tv.md b/compendium/equipment/items/alicorn-lance-tv.md new file mode 100644 index 000000000..2c8cefcfc --- /dev/null +++ b/compendium/equipment/items/alicorn-lance-tv.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/evocation +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Alicorn Lance"] +--- +# Alicorn Lance *Item 5* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 150 gp +- **Usage** held in 1 hand; **Bulk** 2 +- **Category** Held + +This white +1 striking lance is made from the horn of a unicorn, willingly granted at the end of its lifetime. In addition to its normal damage, it deals 1 good damage on successful attacks. + +You can make the lance glow like a torch or suppress its light by using an action, which has the [concentrate](rules/traits/concentrate.md) trait. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +You evoke the spirit of the unicorn that donated the alicorn lance's horn, which you ride in a shining charge. + +Move up to twice your Speed and make a [Strike](rules/actions/strike.md) with the alicorn lance; you gain the effects of the lance's [jousting](rules/traits/jousting.md) trait on this [Strike](rules/actions/strike.md). If you were already mounted when you Activate the horn, the unicorn spirit takes shape around your steed, granting it a +10–foot status bonus to its Speed for the charge. +%% #trait/magical #trait/necromancy %% +``` + +*Source: Treasure Vault p. 36* \ No newline at end of file diff --git a/compendium/equipment/items/alignment-ampoule-lopsg.md b/compendium/equipment/items/alignment-ampoule-lopsg.md new file mode 100644 index 000000000..6054c528b --- /dev/null +++ b/compendium/equipment/items/alignment-ampoule-lopsg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/bomb +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/uncommon +aliases: ["Alignment Ampoule"] +--- +# Alignment Ampoule *Item 1+* +[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Bomb + +This glass sphere is divided into four quarters, each of which contains a different material aligned with good, evil, chaos, or law, such as shavings from a holy relic or dried flowers that grew near a planar rift to the Abyss. When an alignment ampoule strikes a creature with a weakness to good, evil, chaos, or law, it deals the listed damage, which matches the creature's highest weakness. This damage is always based on the weaknesses of the initial target of the attack. + +If a creature has multiple eligible weaknesses, randomly determine the damage type. An alignment ampoule has no effect against creatures that don't have a weakness to the ampoule's associated alignment types. + +*Source: Lost Omens: Pathfinder Society Guide p. 39* \ No newline at end of file diff --git a/compendium/equipment/items/alkenstar-ice-wine-loil.md b/compendium/equipment/items/alkenstar-ice-wine-loil.md new file mode 100644 index 000000000..49bc281f9 --- /dev/null +++ b/compendium/equipment/items/alkenstar-ice-wine-loil.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/drug +- trait/ingested +- trait/poison +- trait/positive +- trait/uncommon +aliases: ["Alkenstar Ice Wine"] +--- +# Alkenstar Ice Wine *Item 5+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 25 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Poison + +This bottle of delicately sweet ice wine has the properties of alcohol (Pathfinder Gamemastery Guide 120). Made exclusively from grapes frozen in the Mana Wastes' erratic surge storms, Alkenstar ice wine finds a ready market among Geb, though undead are still immune to the drug's listed effects. + +The listed price is for a mediocre vintage, but finer vintages are higher level and commensurately more expensive. + +*Source: Lost Omens: Impossible Lands p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/alluring-scarf-lotgb.md b/compendium/equipment/items/alluring-scarf-lotgb.md new file mode 100644 index 000000000..0c2874194 --- /dev/null +++ b/compendium/equipment/items/alluring-scarf-lotgb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +- trait/enchantment +- trait/magical +- trait/uncommon +aliases: ["Alluring Scarf"] +--- +# Alluring Scarf *Item 8+* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand +- **Category** Held + +This thin, multicolored scarf shifts between hues in almost dizzying patterns. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) + +You [Stride](rules/actions/stride.md). All creatures within 10 feet of you when you started the [Stride](rules/actions/stride.md) must attempt a DC 24 Will save. On a failure, a creature becomes [fascinated](rules/conditions.md#Fascinated) and must spend at least one of its actions on its next turn to move toward you. A [fascinated](rules/conditions.md#Fascinated) creature can attempt another Will save if you move more than 30 feet away from them, and as normal, acting [hostile](rules/conditions.md#Hostile) to a creature or its allies breaks fascination automatically. Creatures that critically failed their save don't receive further saves if you move more than 30 feet away, and acting [hostile](rules/conditions.md#Hostile) to such a creature's allies allows them to attempt another save, rather than automatically ending the fascination. You can Sustain the Activation for up to 1 minute. +%% #trait/emotion #trait/enchantment #trait/mental #trait/visual %% +``` + +*Source: Lost Omens: The Grand Bazaar p. 84* \ No newline at end of file diff --git a/compendium/equipment/items/alpaca-lotg.md b/compendium/equipment/items/alpaca-lotg.md new file mode 100644 index 000000000..a4574db65 --- /dev/null +++ b/compendium/equipment/items/alpaca-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Alpaca"] +--- +# Alpaca *Item 0* + +- **Price** 75 gp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/aluum-charm-aoa5.md b/compendium/equipment/items/aluum-charm-aoa5.md new file mode 100644 index 000000000..cf5223819 --- /dev/null +++ b/compendium/equipment/items/aluum-charm-aoa5.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa5 +- item/category/worn +- trait/enchantment +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Aluum Charm"] +--- +# Aluum Charm *Item 10* +[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn; **Bulk** – +- **Category** Worn + +This ornate pendant of brass is adorned with a vibrant blue gemstone. An _aluum charm_ grants control over a particular aluum and lesser influence over other such constructs. As long as you wear an aluum's linked _aluum charm_, that aluum follows your verbal commands, including somewhat nuanced orders like "subdue this target" or "strike anyone wearing a blue robe." + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The charm grants you control over an aluum you can see within 60 feet, with a level equal to or lower than the charm. This has the effect of [dominate](compendium/spells/dominate.md) and allows a DC 28 Will save. If the aluum is currently under the control of someone wearing its linked charm, it gets a result on its saving throw one degree higher than what it rolled. You can control only one aluum at a time using this activation, and controlling a new aluum ends the effect for one you had previously affected. +``` + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 82* \ No newline at end of file diff --git a/compendium/equipment/items/amaranthine-pavise-lotgb.md b/compendium/equipment/items/amaranthine-pavise-lotgb.md new file mode 100644 index 000000000..4899911f0 --- /dev/null +++ b/compendium/equipment/items/amaranthine-pavise-lotgb.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +- trait/enchantment +- trait/magical +- trait/uncommon +aliases: ["Amaranthine Pavise"] +--- +# Amaranthine Pavise *Item 10* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1000 gp +- **Usage** held in 1 hand; **Bulk** 4 +- **Category** Held + +This tower shield (Hardness 9, HP 54, BT 27) was developed by followers of [Ketephys](compendium/setting/deities/ketephys-logm.md), the elven god of the hunt. It's distinct for having a central ridge, and for being made from only wood and hide. [Ketephys](compendium/setting/deities/ketephys-logm.md)'s religious symbol, a hawk rising over a silver crescent, is painted on the hide stretched across the front of the shield. Each amaranthine pavise is blessed by Ketephysian priests to aid in liberating Tanglebriar and defeating the nascent demon lord [Treerazer](compendium/setting/deities/treerazer-b1.md). While you have the shield raised, you gain a +2 circumstance bonus to saving throws against the innate spells and special abilities of demons. When your allies have cover from the amaranthine pavise, the circumstance bonus they gain from cover to Reflex saves against area effects also applies to Fortitude and Will saves against demons' area effects. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +[Ketephys](compendium/setting/deities/ketephys-logm.md)'s wrath descends upon your foes. The shield casts good divine wrath with a DC of 27. +``` + +*Source: Lost Omens: The Grand Bazaar p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/amazing-pop-up-book-tv.md b/compendium/equipment/items/amazing-pop-up-book-tv.md new file mode 100644 index 000000000..7b0f7a802 --- /dev/null +++ b/compendium/equipment/items/amazing-pop-up-book-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/grimoire +- trait/grimoire +- trait/illusion +- trait/magical +- trait/uncommon +aliases: ["Amazing Pop-Up Book"] +--- +# Amazing Pop-Up Book *Item 11* +[grimoire](rules/traits/grimoire-som.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1250 gp +- **Bulk** L +- **Category** Grimoire + +Goblin wizards invented the amazing pop-up book to store their spells without written words, though the tradition has been spreading to illusionists from other cultures. These grimoires have colorful covers and open to reveal three-dimensional scenes illustrating various spells. Goblins delight in constructing the books just right so a terrifying creature, like a horse or dog, pops up toward the reader each time a page is turned. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[metamagic](rules/traits/metamagic.md) + +If your next action is to cast an illusion spell prepared from this grimoire that creates illusory terrain or creatures, such as hallucinatory terrain, you draw forth the pop-up scene. If a creature succeeds, but doesn't critically succeed, at a saving throw to disbelieve the illusion, then just as their mind recognizes the illusion, a startling—though obviously false—illusion pops up somewhere unexpected in their field of vision, visible to only them, dealing mental damage equal to the spell's level. +%% #trait/metamagic %% +``` + +*Source: Treasure Vault p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/ambrosia-of-undying-hope-ec6.md b/compendium/equipment/items/ambrosia-of-undying-hope-ec6.md new file mode 100644 index 000000000..8a9d0f6f1 --- /dev/null +++ b/compendium/equipment/items/ambrosia-of-undying-hope-ec6.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec6 +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/necromancy +- trait/rare +aliases: ["Ambrosia Of Undying Hope"] +--- +# Ambrosia Of Undying Hope *Item 19* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Price** 6200 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +This elixir is usually stored in a small metal flask or miniature stein. The dark liquid sparkles as if it were full of stars and is considered sacred to [Cayden Cailean](compendium/setting/deities/cayden-cailean.md) and to the cults of the Failed in Absalom. The next time you would die from damage within 8 hours after you drink the ambrosia, it prevents you from [dying](rules/conditions.md#Dying), you regain 20 Hit Points, the elixir's benefits end, and you become temporarily immune to the ambrosia of undying hope for 24 hours. + +The ambrosia can't protect you from [death](rules/traits/death.md) effects or disintegration, but it can protect against almost any other form of death via damage. You can only be under the effect of a single ambrosia of undying hope at a time. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/amnemonic-charm-tv.md b/compendium/equipment/items/amnemonic-charm-tv.md new file mode 100644 index 000000000..a384331ad --- /dev/null +++ b/compendium/equipment/items/amnemonic-charm-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/consumable +- trait/divination +- trait/magical +- trait/talisman +- trait/uncommon +aliases: ["Amnemonic Charm"] +--- +# Amnemonic Charm *Item 9* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 140 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision; **Trigger** You fail or critically fail a [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), or [Intimidation](compendium/skills.md#Intimidation) check to [Coerce](rules/actions/coerce.md), [Lie](rules/actions/lie.md), [Make an Impression](rules/actions/make-an-impression.md), or [Request](rules/actions/request.md); **Requirements** You're a master in the skill you failed with. +- **Category** Talisman + +This ornate locket, usually containing a faceless, humanoid portrait, is typically worn on a chain around the neck or attached to your clothing. When activated, the charm casts a DC 26 [modify memory](compendium/spells/modify-memory.md) spell against a single target of the check, removing all memory of your failed attempt and potentially allowing you to make another attempt. The effect can't remove more than 3 minutes of memories from its target. + +*Source: Treasure Vault p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/amphibious-chair-lotgb.md b/compendium/equipment/items/amphibious-chair-lotgb.md new file mode 100644 index 000000000..ee9436290 --- /dev/null +++ b/compendium/equipment/items/amphibious-chair-lotgb.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/assistive-item/wheelchair-upgrade +- trait/magical +- trait/transmutation +aliases: ["Amphibious Chair"] +--- +# Amphibious Chair *Item 9* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 575 gp +- **Category** Wheelchair Upgrade + +This magical upgrade allows the wheelchair to shift its functionality between land and aquatic environments without a hitch, propelling through the water or on land with equal ease. Your chair has a base land Speed of 20 feet if that's faster than your land Speed (for example, if you are an aquatic creature with no land Speed or a very slow land Speed), and your chair has a base swim Speed of 20 feet if that's faster than any swim Speed you have. Additionally, while riding in the chair, you can magically breathe underwater if you normally breathe air, or breathe air if you can normally only breathe underwater. + +*Source: Lost Omens: The Grand Bazaar p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/amulet-of-the-third-eye-tv.md b/compendium/equipment/items/amulet-of-the-third-eye-tv.md new file mode 100644 index 000000000..6bc3ebc48 --- /dev/null +++ b/compendium/equipment/items/amulet-of-the-third-eye-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/apex +- trait/apex +- trait/divination +- trait/invested +- trait/magical +aliases: ["Amulet of the Third Eye"] +--- +# Amulet of the Third Eye *Item 17* +[apex](rules/traits/apex.md) [divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 15000 gp +- **Usage** worn amulet; **Bulk** L +- **Category** Apex + +This large brass medallion hangs low on the torso. It's shaped in the form of an unblinking eye, with a ring of turquoise as the iris and an orb of jet serving as the pupil. The amulet grants you a +2 item bonus to [Perception](compendium/skills.md#Perception) checks. When you invest the amulet, you either increase your Wisdom score by 2 or increase it to 18, whichever is higher. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You cast [true seeing](compendium/spells/true-seeing.md). +``` + +*Source: Treasure Vault p. 102* \ No newline at end of file diff --git a/compendium/equipment/items/anathema-fulu-tv.md b/compendium/equipment/items/anathema-fulu-tv.md new file mode 100644 index 000000000..099741557 --- /dev/null +++ b/compendium/equipment/items/anathema-fulu-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/abjuration +- trait/consumable +- trait/fulu +- trait/magical +aliases: ["Anathema Fulu"] +--- +# Anathema Fulu *Item 11* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) + +- **Price** 250 gp +- **Usage** affixed to the ground in four spaces along a circle with a 20‑foot radius; **Bulk** — +- **Category** Consumable + +First used by aasimars of Tianjing to weaken qlippoth, an anathema fulu comes in four pieces, one placed in each cardinal direction. Choose one of the following traits when activating the fulus: celestial, elemental, fey, fiend, monitor, or undead. If a creature with that trait starts its turn in the area, it must succeed at a DC 30 Fortitude saving throw or become [sickened](rules/conditions.md#Sickened) until the start of its next turn. On a critical success, the creature becomes temporarily immune to any anathema fulus for 1 hour. Regardless of the save result, if you subsequently cast [banishment](compendium/spells/banishment.md) on such a creature in the area, the creature takes the –2 penalty described in that spell for using a material component that's anathema to that creature. + +The fulu acts as that component; you don't need to add it. If a creature affected by this penalty rolls a saving throw against banishment, the caster can use a free action to force the result one step lower. Doing so burns the whole fulu out, ending the effect. If any of the fulu's pieces are moved or destroyed after activation, the effect ends. + +*Source: Treasure Vault p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/ancestral-echoing-aoa4.md b/compendium/equipment/items/ancestral-echoing-aoa4.md new file mode 100644 index 000000000..a7165216e --- /dev/null +++ b/compendium/equipment/items/ancestral-echoing-aoa4.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa4 +- item/category/rune +- trait/dwarf +- trait/evocation +- trait/magical +- trait/rare +- trait/saggorak +aliases: ["Ancestral Echoing"] +--- +# Ancestral Echoing *Item 15* +[dwarf](rules/traits/dwarf.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [saggorak](rules/traits/saggorak-aoa4.md) + +- **Price** 9500 gp +- **Usage** etched onto a weapon +- **Category** Rune + +The wisdom of this weapon's past owners flows into your mind, amplifying your own abilities with the weapon. Your proficiency rank with this weapon is one step higher than normal, to a maximum of the highest proficiency rank you have in any weapon. For instance, if you had master proficieny with martial weapons and expert proficiency with advanced weapons, you would have master proficiency with advanced weapon that had this rune. + +In addition, while wielding the _ancestral echoing weapon_, you have expert proficiency in one [Lore](compendium/skills.md#Lore) skill relevant to one or more of the weapon's previous owners. This is typically [Dwarven Lore](compendium/skills.md#Lore) but is ultimately determined by the GM depending on the weapon's history. + +*Source: Age of Ashes #4: Fires of the Haunted City p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/ancestral-embrace-sot6.md b/compendium/equipment/items/ancestral-embrace-sot6.md new file mode 100644 index 000000000..a285456db --- /dev/null +++ b/compendium/equipment/items/ancestral-embrace-sot6.md @@ -0,0 +1,46 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot6 +- item/category/artifact +- trait/artifact +- trait/divine +- trait/invested +- trait/necromancy +- trait/unique +aliases: ["Ancestral Embrace"] +--- +# Ancestral Embrace *Item 26* +[artifact](rules/traits/artifact-gmg.md) [divine](rules/traits/divine.md) [invested](rules/traits/invested.md) [necromancy](rules/traits/necromancy.md) [unique](rules/traits/unique.md) + +- **Usage** worn armor; **Bulk** 1 +- **Category** Artifact + +This brightly colored +4 major resilient leather armor is inscribed with a spiral that has no end or beginning. Though it is a symbol of the ancient religion of Holy Xatramba, it also serves as a religious symbol of [Pharasma](compendium/setting/deities/pharasma.md). When you invest the armor, you gain negative resistance 25 and can draw on the power of your ancestors. You gain an ancestry feat from your ancestry; the feat can be any level, but you must meet any other prerequisites of the feat. + +You lose the feat when the investment ends, and you can select a different feat each time you invest the armor again. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You use an ancestry feat that has a limited number of uses per day + +**Effect** You gain an additional use of the ancestry feat. If you do not use it before the next time you make your daily preparations, the use is lost. +``` + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You begin casting a legend lore ritual to learn legends about your ancestry or about someone of your ancestry + +**Effect** Ancestral Embrace reduces the casting time of this ritual to 1 hour, and you don't need secondary casters for this ritual. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The armor casts avatar, granting these specific additional abilities instead of those associated with a deity: Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spear (reach <15 feet>, thrown <50 feet>), Damage `6d6+6` piercing; Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") blowgun (range <120 feet>), Damage `1d6+3` piercing plus `5d6` poison. Destruction Ancestral Embrace crumbles if its wearer intentionally and knowingly kills or desecrates the remains of six generations of their family. +``` + +*Source: Strength of Thousands #6: Shadows of the Ancients p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/ancestral-geometry-tv.md b/compendium/equipment/items/ancestral-geometry-tv.md new file mode 100644 index 000000000..1f111cc33 --- /dev/null +++ b/compendium/equipment/items/ancestral-geometry-tv.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/tattoo +- trait/abjuration +- trait/invested +- trait/magical +- trait/tattoo +- trait/uncommon +aliases: ["Ancestral Geometry"] +--- +# Ancestral Geometry *Item 2* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 30 gp +- **Usage** tattooed on the body; **Bulk** — +- **Category** Tattoo + +Geometric precision and perfect angles signify that an artist with exemplary knowledge of dwarven tattooing traditions created this body art. Your family's ancestral stories, recited throughout the tattooing process, bind your blood even tighter to theirs. During your daily preparations, you manifest a visitation by an ancestor—possibly via a dream, a vision, or a magical trinket left by your bedroll. Roll `2d20` and record the highest result. Then roll `1d6` and note a type of saving throw: + +1–2 Fortitude, 3–4 Reflex, and 5–6 Will. + +In addition, until the next visitation, you gain a +1 item bonus to one [Lore](compendium/skills.md#Lore) skill related to the ancestor, as determined by the GM. + +Usually, the ancestor provides a kind of knowledge they believe you'll need. For dwarven ancestors, the [Lore](compendium/skills.md#Lore) skill is usually [Architecture Lore](compendium/skills.md#Lore), [Engineering Lore](compendium/skills.md#Lore), [Genealogy Lore](compendium/skills.md#Lore), [Labor Lore](compendium/skills.md#Lore), [Mining Lore](compendium/skills.md#Lore), [Warfare Lore](compendium/skills.md#Lore), or [Lore](compendium/skills.md#Lore) about a dwarven deity. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[fortune](rules/traits/fortune.md) + +- **Trigger**: You rolled a saving throw of the noted type + +**Effect** Replace the roll with the d20 roll from your ancestor's visitation. +%% #trait/fortune %% +``` + +*Source: Treasure Vault p. 119* \ No newline at end of file diff --git a/compendium/equipment/items/anchor-of-aquatic-exploration-tv.md b/compendium/equipment/items/anchor-of-aquatic-exploration-tv.md new file mode 100644 index 000000000..860addc9d --- /dev/null +++ b/compendium/equipment/items/anchor-of-aquatic-exploration-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/conjuration +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Anchor of Aquatic Exploration"] +--- +# Anchor of Aquatic Exploration *Item 9* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 690 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +No matter how often it's washed, the last crystals of salt rime never quite leave this pitted anchor. When you're holding the anchor of aquatic exploration, you can breathe underwater; however, you can't [Swim](rules/actions/swim.md), losing any [Swim](rules/actions/swim.md) speed you have, automatically failing any [Athletics](compendium/skills.md#Athletics) checks to [Swim](rules/actions/swim.md), and so on. Instead, when you enter a body of water, you sink to the bottom at a rate of 25 feet per round and can move across the bottom at your normal Speed. You're protected from [environmental](rules/traits/environmental.md) effects of deep water such as pressure, cold temperatures, and any negative consequences of depressurization. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +- **Requirements**: You're underwater + +**Effect** You spend one minute digging the anchor into the seabed, after which the anchor casts a [cozy cabin](compendium/spells/cozy-cabin-apg.md) spell, summoning a sunken ship instead of a cabin. The sunken ship is filled with breathable air. +``` + +*Source: Treasure Vault p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/anchor-spear-ec5.md b/compendium/equipment/items/anchor-spear-ec5.md new file mode 100644 index 000000000..a908d3a72 --- /dev/null +++ b/compendium/equipment/items/anchor-spear-ec5.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec5 +- item/category/held +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Anchor Spear"] +--- +# Anchor Spear *Item 13* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2800 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +The tip of this +2 greater striking spear is large and wickedly barbed, and the haft is inlaid with fine silver lines that run the length of the weapon. Wielded by specially trained xulgath cavalry, anchor spears are used to prevent the escape of gogiteths or other monsters capable of climbing or burrowing. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The anchor spear extends into a +2 greater striking longspear or back to its original form as a +2 greater striking spear. +``` + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You damage a creature using the anchor spear + +**Effect** The spear embeds itself into the creature, and the spear's haft splits along the silver lines to become a series of hooks attached to a thin but strong cable. As long as the anchor spear remains embedded in the creature, any time the creature burrows or climbs, it treats normal terrain as difficult terrain and difficult terrain as greater difficult terrain. The creature can spend an [Interact](rules/actions/interact.md) action to attempt a DC 32 [Athletics](compendium/skills.md#Athletics) check to remove the spearhead. + +> [!success-degree] +> - **Critical Success** The anchor spear is removed, becomes [broken](rules/conditions.md#Broken), and falls to the ground in the creature's space. +> - **Success** The anchor spear is removed, the creature takes `1d8` piercing damage, and the spear falls to the ground in a random space adjacent to the creature. +> - **Failure** The anchor spear remains in place, and the creature takes `1d8` piercing damage. +> - **Critical Failure** As failure, except the creature takes `2d8` piercing damage. +``` + +*Source: Extinction Curse #5: Lord of the Black Sands p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/anchoring-lotgb.md b/compendium/equipment/items/anchoring-lotgb.md new file mode 100644 index 000000000..b0b5fcf0e --- /dev/null +++ b/compendium/equipment/items/anchoring-lotgb.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/rune +- trait/abjuration +- trait/magical +- trait/uncommon +aliases: ["Anchoring"] +--- +# Anchoring *Item 10+* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** etched onto a weapon +- **Category** Rune + +This rune prevents enemies from escaping your grasp by [fleeing](rules/conditions.md#Fleeing) to other planes. If you critically hit a target with an anchoring weapon, the weapon casts [dimensional anchor](compendium/spells/dimensional-anchor.md) on the target (DC 27, counteract modifier +17). + +*Source: Lost Omens: The Grand Bazaar p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/animal-bed-lotg.md b/compendium/equipment/items/animal-bed-lotg.md new file mode 100644 index 000000000..a5b005bfb --- /dev/null +++ b/compendium/equipment/items/animal-bed-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/adventuring-gear/animal-caretaking +aliases: ["Animal Bed"] +--- +# Animal Bed *Item 0* + +- **Price** 1 sp +- **Category** Animal Caretaking + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/animal-repellent-tv.md b/compendium/equipment/items/animal-repellent-tv.md new file mode 100644 index 000000000..1a81108a6 --- /dev/null +++ b/compendium/equipment/items/animal-repellent-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/olfactory +aliases: ["Animal Repellent"] +--- +# Animal Repellent *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [olfactory](rules/traits/olfactory-b1.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn't work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn't work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind. + +You Activate animal repellent by sprinkling it on yourself or a creature within reach, or by spreading it on a surface in an area up to 10 feet square. The repellent lasts for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple [Interact](rules/actions/interact.md) actions). The designated kind of animal can smell the repellent from three times as far away as normal. + +The designated kind of creature typically avoids the coated creature or area, which smells foul and feels unnerving to it. If in combat or otherwise distressed, the creature can approach within 20 feet of the affected creature or area only if it succeeds at a Will save with a DC determined by the type of animal repellent. Once it succeeds at this save, the animal is temporarily immune for 1 minute. If the animal attacks in a way that causes it to taste or ingest the repellent, it must succeed at a Fortitude save at the listed DC or become [sickened](rules/conditions.md#Sickened) (or [sickened](rules/conditions.md#Sickened) on a critical failure). + +*Source: Treasure Vault p. 52* \ No newline at end of file diff --git a/compendium/equipment/items/ankylostar-ec4.md b/compendium/equipment/items/ankylostar-ec4.md new file mode 100644 index 000000000..d4b209245 --- /dev/null +++ b/compendium/equipment/items/ankylostar-ec4.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec4 +- item/category/held +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Ankylostar"] +--- +# Ankylostar *Item 13* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2800 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This hefty spiked club is made from the fossilized tail-club of a young ankylosaurus. It can be wielded as a +2 greater striking morningstar. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The ankylostar grows and transforms into a +2 greater striking greatclub, but it retains the versatile (piercing) trait of a morningstar. + +While in this form, the ankylostar has Bulk 2 and requires two hands to wield. It can be returned to its morningstar form with another 1-action command. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +- **Requirements**: The ankylostar is in its greatclub form + +**Effect** The ankylostar's length extends as you swing the club in a wide arc. You [Strike](rules/actions/strike.md) up to three creatures in a 15-foot cone; this counts as one attack for the purpose of calculating your multiple attack penalty. Alternatively, you [Shove](rules/actions/shove.md) up to three creatures in a 15-foot cone, rolling a separate [Athletics](compendium/skills.md#Athletics) check for each creature. +``` + +*Source: Extinction Curse #4: Siege of the Dinosaurs p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/anointed-waterskin-som.md b/compendium/equipment/items/anointed-waterskin-som.md new file mode 100644 index 000000000..45b3f720b --- /dev/null +++ b/compendium/equipment/items/anointed-waterskin-som.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/held +- trait/divine +- trait/evocation +- trait/good +- trait/water +aliases: ["Anointed Waterskin"] +--- +# Anointed Waterskin *Item 9* +[divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [water](rules/traits/water.md) + +- **Price** 600 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This waterskin coruscates with holy energy, causing it to slowly fill itself with special blessed water unique to the item. After using any of the activations, the waterskin is empty, but slowly refills itself. It becomes full enough to use again at the next dawn. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You throw the anointed waterskin up to 60 feet. The water explodes out of it, with the effects of holy cascade. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: The anointed waterskin is full + +**Effect** You drink the water within the waterskin, granting you the effects of bless. As normal with the spell, you can increase the radius with a single action with the [concentrate](rules/traits/concentrate.md) trait. +``` + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +- **Requirements**: The anointed waterskin is full + +**Effect** You decant the water, creating up to 10 vials of holy water. You must provide the vials. +``` + +*Source: Secrets of Magic p. 179* \ No newline at end of file diff --git a/compendium/equipment/items/anointing-oil-lokl.md b/compendium/equipment/items/anointing-oil-lokl.md new file mode 100644 index 000000000..334fbbc2a --- /dev/null +++ b/compendium/equipment/items/anointing-oil-lokl.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/oil +- trait/consumable +- trait/magical +- trait/necromancy +- trait/oil +- trait/uncommon +aliases: ["Anointing Oil"] +--- +# Anointing Oil *Item 4+* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [oil](rules/traits/oil.md) [uncommon](rules/traits/uncommon.md) + +- **Access** Knights of Lastwall have access to this item. +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +Carried by many Knights of Lastwall, this amber-colored, fragrant-smelling oil is meant to prevent those who fall in battle from rising as undead. Applying anointing oil to a corpse casts gentle repose on it. The effects last for 24 hours. + +The oil is repugnant to the undead. An undead creature that touches a corpse treated with this oil is [enfeebled](rules/conditions.md#Enfeebled) until the contact is [broken](rules/conditions.md#Broken) or the oil's effect wears off. + +*Source: Lost Omens: Knights of Lastwall p. 88* \ No newline at end of file diff --git a/compendium/equipment/items/anticorrosion-oil-tv.md b/compendium/equipment/items/anticorrosion-oil-tv.md new file mode 100644 index 000000000..c085be03f --- /dev/null +++ b/compendium/equipment/items/anticorrosion-oil-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/oil +- trait/consumable +- trait/magical +- trait/oil +- trait/transmutation +aliases: ["Anticorrosion Oil"] +--- +# Anticorrosion Oil *Item 2* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 6 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +You can coat objects of 6 Bulk or less with anticorrosion oil. For 24 hours, the object takes half damage from acid and from all effects that specifically cause it to rust or corrode, such as contact with a rust monster's antennae. + +*Source: Treasure Vault p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/antipode-oil-tv.md b/compendium/equipment/items/antipode-oil-tv.md new file mode 100644 index 000000000..18b4ef770 --- /dev/null +++ b/compendium/equipment/items/antipode-oil-tv.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +- trait/virulent +aliases: ["Antipode Oil"] +--- +# Antipode Oil *Item 6* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [virulent](rules/traits/virulent.md) + +- **Price** 45 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Prepared from brown mold, this liquid oscillates between rapidly absorbing and releasing heat from its victim. Each round the type of damage dealt by this poison changes, starting with cold, then fire, then cold, and so on. If the victim of this poison takes cold damage from a source other than the oil, reduce the save DC to 22 for 1 round. If the victim takes fire damage from a source other than the oil, increase the save DC to 25 for 1 round. + +```ad-inline-affliction +title: Saving Throw: DC 24 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `2d6` cold or fire damage (1 round) + +**Stage 2** `3d6` cold or fire damage (1 round) +``` + +*Source: Treasure Vault p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/antivenom-potion-tio.md b/compendium/equipment/items/antivenom-potion-tio.md new file mode 100644 index 000000000..7b62ac1ae --- /dev/null +++ b/compendium/equipment/items/antivenom-potion-tio.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tio +- item/category/potion +- trait/consumable +- trait/magical +- trait/necromancy +- trait/potion +aliases: ["Antivenom Potion"] +--- +# Antivenom Potion *Item 2* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [potion](rules/traits/potion.md) + +- **Price** 6 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Potion + +This cloudy, white liquid helps protect against poisons. + +When you drink an _antivenom potion_, you can immediately attempt a DC 10 flat check to end any [persistent poison damage](rules/conditions.md#Persistent%20Damage) you're taking. In addition, for 1 minute after drinking the potion, you gain a +1 bonus to Fortitude saving throws to avoid taking [persistent poison damage](rules/conditions.md#Persistent%20Damage). + +*Source: Troubles in Otari p. 60* \ No newline at end of file diff --git a/compendium/equipment/items/antler-arrow-apg.md b/compendium/equipment/items/antler-arrow-apg.md new file mode 100644 index 000000000..cd9ecb7e1 --- /dev/null +++ b/compendium/equipment/items/antler-arrow-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/consumable +- trait/conjuration +- trait/consumable +- trait/magical +aliases: ["Antler Arrow"] +--- +# Antler Arrow *Item 2* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Price** 7 gp +- **Ammunition** [arrow](compendium/equipment/items/arrow.md) +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Creation of these arrows was inspired by an encounter with a horned archon scout who sought to peacefully restrain their foes. When an activated antler arrow hits a target, bone antlers extend to pin it down. The target must succeed at a DC 16 Reflex save or become stuck to the surface, taking the critical specialization effects of a bow (Core Rulebook 284) + +If the hit with the antler arrow is a critical hit and you have access to the bow critical specialization effect, the DC of the [Athletics](compendium/skills.md#Athletics) check increases to 15. + +*Source: Advanced Player's Guide p. 256* \ No newline at end of file diff --git a/compendium/equipment/items/apotropaic-fulu-som.md b/compendium/equipment/items/apotropaic-fulu-som.md new file mode 100644 index 000000000..66a9dc842 --- /dev/null +++ b/compendium/equipment/items/apotropaic-fulu-som.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/abjuration +- trait/consumable +- trait/fulu +- trait/magical +aliases: ["Apotropaic Fulu"] +--- +# Apotropaic Fulu *Item 5* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) + +- **Price** 25 gp +- **Usage** affixed over an entrance +- **Category** Consumable + +This unassuming yellow paper, affixed above a door or gate, flickers in the light. Pick an alignment trait: chaotic, good, lawful, or evil. When a creature with the opposing alignment trait of the fulu (good for an evil fulu, and so on) passes through the entrance, it must succeed at a DC 17 Fortitude save or become [sickened](rules/conditions.md#Sickened); regardless of whether they succeed, the creature becomes temporarily immune for 1 day. + +*Source: Secrets of Magic p. 159* \ No newline at end of file diff --git a/compendium/equipment/items/apparition-gloves-tv.md b/compendium/equipment/items/apparition-gloves-tv.md new file mode 100644 index 000000000..2aa377ef5 --- /dev/null +++ b/compendium/equipment/items/apparition-gloves-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/illusion +- trait/magical +aliases: ["Apparition Gloves"] +--- +# Apparition Gloves *Item 2* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) + +- **Price** 25 gp +- **Usage** worn gloves; **Bulk** L +- **Category** Worn + +This set of gloves translates whatever the wearer says into the signed version of that language by projecting a ghostly, translucent version of the wearer's hands in front of them. The apparition is a purely visual illusion used for communication, so it can't move on its own, nor can it hold or manipulate objects, or attack. + +*Source: Treasure Vault p. 109* \ No newline at end of file diff --git a/compendium/equipment/items/applereed-mutagen-lol.md b/compendium/equipment/items/applereed-mutagen-lol.md new file mode 100644 index 000000000..ff3c832ac --- /dev/null +++ b/compendium/equipment/items/applereed-mutagen-lol.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/mutagen +- trait/polymorph +- trait/rare +aliases: ["Applereed Mutagen"] +--- +# Applereed Mutagen *Item 4+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) [rare](rules/traits/rare.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +This gummy liquid disproportionately lengthens your legs, causing you to grow but making your movement awkward. The effect is very noticeable unless your clothes can adequately conceal it. + +**Benefit** You gain an item bonus to [Athletics](compendium/skills.md#Athletics) checks and you gain the listed status bonus to your Speed. In addition, you grow one size larger, but your larger size does not have any additional effects beyond the potential change in space. + +**Drawback** You take a –1 penalty to AC and a –2 penalty to Reflex saves. + +*Source: Lost Omens: Legends p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/apricot-of-bestial-might-frp2.md b/compendium/equipment/items/apricot-of-bestial-might-frp2.md new file mode 100644 index 000000000..8087e83a1 --- /dev/null +++ b/compendium/equipment/items/apricot-of-bestial-might-frp2.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/frp2 +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/mutagen +- trait/polymorph +- trait/uncommon +aliases: ["Apricot Of Bestial Might"] +--- +# Apricot Of Bestial Might *Item 16* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2000 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +This yellow fruit's soft flesh is covered by waxy, fibrous leaves reminiscent of a pineapple. When you eat an apricot of bestial might, you transform into a boar-faced battle form with scaly skin. You can use feats with this item as if it were a bestial mutagen, improving your tusk unarmed attack as if it were a claw or jaws attack. + +Benefit You gain 8 resistance to all physical damage and gain a tusk unarmed attack with the [deadly ](rules/traits/deadly.md) trait that deals `1d10` piercing damage. + +Drawback You become [clumsy](rules/conditions.md#Clumsy). If you perform an action with the [auditory](rules/traits/auditory.md) or [linguistic](rules/traits/linguistic.md) traits, you must succeed at a DC 5 flat check or the action is lost. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/arachnid-harness-tv.md b/compendium/equipment/items/arachnid-harness-tv.md new file mode 100644 index 000000000..816fd7cd2 --- /dev/null +++ b/compendium/equipment/items/arachnid-harness-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Arachnid Harness"] +--- +# Arachnid Harness *Item 7+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** worn armor; **Bulk** 1 +- **Category** Armor + +This +1 leather armor has four knobbed ribs that wrap around the torso. The armor grants you resistance 2 to poison damage. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The ribs from the armor spread into functional spider limbs. For 1 minute, you gain a climb Speed equal to half your land Speed and have your limbs free as you climb. If you use all your free limbs to help you [Climb](rules/actions/climb.md), your climb Speed equals your land Speed. +``` + +*Source: Treasure Vault p. 14* \ No newline at end of file diff --git a/compendium/equipment/items/arboreal-staff-tv.md b/compendium/equipment/items/arboreal-staff-tv.md new file mode 100644 index 000000000..40c301be9 --- /dev/null +++ b/compendium/equipment/items/arboreal-staff-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/staff +- trait/divination +- trait/intelligent +- trait/primal +- trait/rare +- trait/staff +aliases: ["Arboreal Staff"] +--- +# Arboreal Staff *Item 12* +[divination](rules/traits/divination.md) [intelligent](rules/traits/intelligent-gmg.md) [primal](rules/traits/primal.md) [rare](rules/traits/rare.md) [staff](rules/traits/staff.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +Rather than passing on when they feel their death approaching, a rare few elderly arboreals undergo a ritual of preservation. This rite fuses the arboreal's consciousness into a branch, allowing their spirit to live on within the object. The branch functions as a greater verdant staff, though the arboreal spirit allows only partners willing to safeguard nature to use the staff's spells. An arboreal who decides to become an arboreal staff is more connected to shorter-lived species than others of their kind. Most choose to endure to share their knowledge with future generations, but they take a long view in ways that can be frustrating to their wielders. + +In addition to the activation and spells of a greater verdant staff, an arboreal staff can cast the spells it holds as if it were the staff's wielder, though it usually does so only to benefit a partner. The staff also has earthbind available as a 3rd-level spell. + +*Source: Treasure Vault p. 193* \ No newline at end of file diff --git a/compendium/equipment/items/archaic-wayfinder-lowg.md b/compendium/equipment/items/archaic-wayfinder-lowg.md new file mode 100644 index 000000000..267079a2f --- /dev/null +++ b/compendium/equipment/items/archaic-wayfinder-lowg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lowg +- item/category/held +- trait/evocation +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Archaic Wayfinder"] +--- +# Archaic Wayfinder *Item 2* +[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 30 gp +- **Usage** held in 1 hand +- **Category** Held + +An archaic wayfinder functions as a compass and acts as a repository for one cantrip cast into it. To fill an archaic wayfinder, a spellcaster casts the chosen cantrip into the empty device, providing any necessary cost; the spell cannot be one that is normally cast as a free action or reaction. [Activating](rules/actions/activate-an-item.md) an archaic wayfinder is the same as the casting for the relevant spell. Once it has been activated, it becomes empty again. An archaic wayfinder can hold an aeon stone and activate its resonant power. An archaic wayfinder counts against the limit of one wayfinder with a slotted resonant aeon stone. + +*Source: Lost Omens: World Guide p. 17* \ No newline at end of file diff --git a/compendium/equipment/items/architects-pattern-book-tv.md b/compendium/equipment/items/architects-pattern-book-tv.md new file mode 100644 index 000000000..7d048ceab --- /dev/null +++ b/compendium/equipment/items/architects-pattern-book-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/grimoire +- trait/conjuration +- trait/grimoire +- trait/magical +- trait/uncommon +aliases: ["Architect's Pattern Book"] +--- +# Architect's Pattern Book *Item 6* +[conjuration](rules/traits/conjuration.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 240 gp +- **Bulk** L +- **Category** Grimoire + +Typically created by wizards who are hobbyists or professional architects, an architect's pattern book allows the caster to customize certain spells that create magical structures or domiciles, adding recreational areas such as an indoor bathhouse, gaming room, swimming pool, or similar luxury. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[metamagic](rules/traits/metamagic.md) + +If your next action is to cast a cozy cabin APG, [magnificent mansion](compendium/spells/magnificent-mansion.md) or [resplendent mansion](compendium/spells/resplendent-mansion.md) spell, you add a room to the structure that is up to 10 feet per side per level of the spell. This room is outfitted with all the accoutrements for a particular type of recreation, determined by you when you cast the spell. Any character who spends at least 1 hour using this recreational facility and then sleeps a full 8 hours inside the location created by the spell is exceptionally well-rested. They regain double the amount of Hit Points they would normally receive for an 8-hour rest, and when they make the next day's preparations, they gain a +1 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks and Will saves for the next 12 hours. +%% #trait/metamagic %% +``` + +*Source: Treasure Vault p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/archivists-gaze-som.md b/compendium/equipment/items/archivists-gaze-som.md new file mode 100644 index 000000000..601542f99 --- /dev/null +++ b/compendium/equipment/items/archivists-gaze-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/apex +- trait/apex +- trait/divination +- trait/invested +- trait/magical +aliases: ["Archivist's Gaze"] +--- +# Archivist's Gaze *Item 18* +[apex](rules/traits/apex.md) [divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 24000 gp +- **Usage** worn eyepiece +- **Category** Apex + +This strange contraption slides over your eyes, supernaturally sharpening your mind. While peering through it, you can feel some entity whispering to you, telling all sorts of things about the subject of your gaze. You gain a +3 item bonus to [Occultism](compendium/skills.md#Occultism) (though some entities might grant a bonus to a different skill, as determined by your GM). In addition, when you employ an exploration tactic other than Investigating, you also gain the benefits of Investigating unless you choose not to. + +When you invest the spectacles, you either increase your Intelligence score by 2 or increase it to 18, whichever would give you the higher score. This gives you additional trained skills and languages, as normal for increasing your Intelligence score. You must select skills and languages the first time you invest the item, and whenever you invest the same archivist's gaze, you get the same skills and languages you chose the first time. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +Pushing the glasses up your nose and asking the entity for help, you cause the spectacles to cast either [true seeing](compendium/spells/true-seeing.md) or a 3rd-level [comprehend language](compendium/spells/comprehend-language.md) on you. Because the entity tied to the spectacles chooses which one, the GM picks whichever spell is most immediately useful in your current situation (and chooses the most useful language each time the item casts comprehend language). The spell lasts for 1 minute. +``` + +*Source: Secrets of Magic p. 179* \ No newline at end of file diff --git a/compendium/equipment/items/arctic-vigor-lotgb.md b/compendium/equipment/items/arctic-vigor-lotgb.md new file mode 100644 index 000000000..a3b2e6e4e --- /dev/null +++ b/compendium/equipment/items/arctic-vigor-lotgb.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/tattoo +- trait/cold +- trait/evocation +- trait/invested +- trait/magical +- trait/tattoo +- trait/uncommon +aliases: ["Arctic Vigor"] +--- +# Arctic Vigor *Item 10+* +[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** tattoo +- **Category** Tattoo + +This tattoo takes the shape of the face of a roaring polar bear with piercing, ice-blue eyes. You don't take damage from extreme cold or severe cold (Core Rulebook 518). + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You call forth a blast of polar wind in a 10-foot burst within a range of 30 feet that deals `7d6` cold damage. All creatures in the area must attempt a DC 27 basic Fortitude save. +``` + +*Source: Lost Omens: The Grand Bazaar p. 38* \ No newline at end of file diff --git a/compendium/equipment/items/armbands-of-the-gorgon-tv.md b/compendium/equipment/items/armbands-of-the-gorgon-tv.md new file mode 100644 index 000000000..ab2d9fdb5 --- /dev/null +++ b/compendium/equipment/items/armbands-of-the-gorgon-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/apex +- trait/apex +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Armbands of the Gorgon"] +--- +# Armbands of the Gorgon *Item 17* +[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 15000 gp +- **Usage** worn armbands; **Bulk** L +- **Category** Apex + +Each of these shining, bluish-gray metal armbands is adorned with the plated visage of a gorgon's head. When targeted by a spell or effect with the [incapacitation](rules/traits/incapacitation.md) effect, you treat the result of your save as if it were one degree of success better, and the result of any check made to inflict such an effect on you as one degree of success worse (as if you were more than twice the level of the spell or effect targeting you). When you invest the armbands, you either increase your Constitution score by 2 or increase it to 18, whichever is higher. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You clap the bracers together and remove a single condition of your choice currently afflicting you. If the condition is permanent, it's instead suppressed for 1 hour. +``` + +*Source: Treasure Vault p. 102* \ No newline at end of file diff --git a/compendium/equipment/items/armor-latches-tv.md b/compendium/equipment/items/armor-latches-tv.md new file mode 100644 index 000000000..34013fd47 --- /dev/null +++ b/compendium/equipment/items/armor-latches-tv.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/adjustment +- trait/adjustment +aliases: ["Armor Latches"] +--- +# Armor Latches *Item 1* +[adjustment](rules/traits/adjustment-lotgb.md) + +- **Price** 4 gp +- **Usage** applied to armor; **Bulk** — +- **Category** Adjustment + +This armor is easily doffed. A set of armor with armor latches gains the [noisy](rules/traits/noisy.md) trait; you can't add latches to armor that already possesses the [noisy](rules/traits/noisy.md) trait. You can remove a set of armor with armor latches with a 3-action activity, which has the [manipulate](rules/traits/manipulate.md) trait. This doesn't affect the time it takes to don the armor. + +*Source: Treasure Vault p. 11* \ No newline at end of file diff --git a/compendium/equipment/items/armor-of-the-holy-warrior-lokl.md b/compendium/equipment/items/armor-of-the-holy-warrior-lokl.md new file mode 100644 index 000000000..7dd7c554f --- /dev/null +++ b/compendium/equipment/items/armor-of-the-holy-warrior-lokl.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/armor +- trait/divine +- trait/good +- trait/invested +- trait/magical +- trait/necromancy +- trait/rare +aliases: ["Armor of the Holy Warrior"] +--- +# Armor of the Holy Warrior *Item 16* +[divine](rules/traits/divine.md) [good](rules/traits/good.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Price** 9000 gp +- **Usage** worn armor; **Bulk** 3 +- **Category** Armor + +Based on the armors used by the holy warriors who served under General Arnisant in the Shining Crusade, this well-polished +2 greater resilient half plate is decorated with religious motifs and carved with sacred scripture. + +While wearing armor of the holy warrior, your item bonus from the greater resilient rune increases from +2 to +3; if you upgrade to a major resilient rune, the item bonus instead increases from +3 to +4. An undead that critically fails an unarmed attack against you while you wear this armor takes `1d6` positive damage. + +If you are evil, you're [enfeebled](rules/conditions.md#Enfeebled) while wearing the armor. If you're undead, you also take `2d6` positive damage each round that you wear the armor. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +The armor casts the three-action version of a 6th-level [heal](compendium/spells/heal.md) spell. +``` + +*Source: Lost Omens: Knights of Lastwall p. 88* \ No newline at end of file diff --git a/compendium/equipment/items/armored-coat-lokl.md b/compendium/equipment/items/armored-coat-lokl.md new file mode 100644 index 000000000..e42cb6dcc --- /dev/null +++ b/compendium/equipment/items/armored-coat-lokl.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/armor/light +- trait/comfort +- trait/flexible +aliases: ["Armored Coat"] +--- +# Armored Coat *Item 0* +[comfort](rules/traits/comfort.md) [flexible](rules/traits/flexible.md) + +- **Price** 20 gp +- **Bulk** 2 +- **AC Bonus** +2; **Dex Cap** +2 +- **Strength** 14; **Check Penalty** -1; **Speed Penalty** — +- **Category** Light; **Group** Leather + +A custom, lightweight mail is fitted within the lining of a coat or similar apparel, physically hiding the armor while maintaining the wearer's fashion. While not nearly as protective as heavier armors, the armored coat allows the wearer to blend in more aesthetically during civilian functions. Like other suits of armor, the armored coat is custom-fitted to an individual's body type, ensuring comfort without sacrificing its defensive capabilities. + +*Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/armored-skirt-locg.md b/compendium/equipment/items/armored-skirt-locg.md new file mode 100644 index 000000000..11d1f56e7 --- /dev/null +++ b/compendium/equipment/items/armored-skirt-locg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/locg +- item/category/adventuring-gear +aliases: ["Armored Skirt"] +--- +# Armored Skirt *Item 0* + +- **Price** 20 sp +- **Bulk** 1 +- **Category** Adventuring Gear + +These armor-plated skirts, which are also known as armored kilts, are favored by Knights of Lastwall for their versatility and aesthetic appeal. An armored skirt can be donned with 2 [Interact](rules/actions/interact.md) actions when it's worn with light or medium armor, or as part of donning heavy armor. + +When worn with a breastplate, chain shirt, chain mail, or scale mail, an armored skirt increases the armor's item bonus to AC by 1, worsens the armor's check penalty by 1, reduces the armor's Dex cap by 1, increases the Strength score required to ignore the check penalty and reduce the Speed penalty by 2, and adds the [noisy](rules/traits/noisy.md) trait. This also makes the armor one step heavier (from light to medium, or medium to heavy), and you use the proficiency bonus appropriate to this adjusted armor type. + +Alternatively, when wearing an armored skirt to replace appropriate portions of a set of half plate or full plate, reduce the armor's item bonus to AC by 1, lessen the check penalty by 1, decrease the Strength score required to ignore the check penalty and reduce the Speed penalty by 2, increase the armor's Dex cap by 1, and add the [noisy](rules/traits/noisy.md) trait to the armor. An armored skirt grants no benefit when worn by itself or with armors other than those listed here. + +*Source: Lost Omens: Character Guide p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/armory-bracelet-tv.md b/compendium/equipment/items/armory-bracelet-tv.md new file mode 100644 index 000000000..242a8400f --- /dev/null +++ b/compendium/equipment/items/armory-bracelet-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/conjuration +- trait/invested +- trait/magical +aliases: ["Armory Bracelet"] +--- +# Armory Bracelet *Item 3+* +[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn; **Bulk** — +- **Category** Worn + +Several small charms shaped like weapons hang from an armory bracelet, which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm's weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can't be sold. +``` + +*Source: Treasure Vault p. 153* \ No newline at end of file diff --git a/compendium/equipment/items/arodens-hearthstone-ec6.md b/compendium/equipment/items/arodens-hearthstone-ec6.md new file mode 100644 index 000000000..33dd936bf --- /dev/null +++ b/compendium/equipment/items/arodens-hearthstone-ec6.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec6 +- item/category/artifact +- trait/arcane +- trait/artifact +- trait/enchantment +- trait/unique +aliases: ["Aroden's Hearthstone"] +--- +# Aroden's Hearthstone *Item 25* +[arcane](rules/traits/arcane.md) [artifact](rules/traits/artifact-gmg.md) [enchantment](rules/traits/enchantment.md) [unique](rules/traits/unique.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Artifact + +This coin-sized gemstone can be used on its own but must be included in the construction of a hearth in order to fully activate its magic. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +- **Requirements**: You have Legendary proficiency in [Crafting](compendium/skills.md#Crafting) + +**Effect** You craft a magical weapon or armor of up to 20th level. You must attempt a [Crafting](compendium/skills.md#Crafting) check as usual to create the item, but you need supply only raw materials worth a quarter of the item's Price, and you need not pay the remaining portion of the item's Price or spend additional downtime days working on it. While Aroden's Hearthstone is active, the stars in the sky, including Golarion's sun, appear to glow brighter within a 100-mile radius of the hearthstone. +``` + +```ad-embed-ability +title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") + +Aroden's Hearthstone draws in heat from the world itself, causing the ambient temperature within 100 miles to drop below 0°F. + +Within 1 mile of the Hearthstone, the temperature drops to –200°F, rivaling the frigid cold of outer space and dealing `4d6` cold damage each round to every creature in the area. This effect lasts 1 minute, during which time the nearest moon (probably Golarion's) appears an eerie blue color to any observers within 100 miles of the hearthstone. At the end of 1 minute, the hearthstone emits a blast of concentrated heat that deals `25d6` fire damage to creatures and objects within 150 feet. +``` + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 66* \ No newline at end of file diff --git a/compendium/equipment/items/arrow-attracting-gmg.md b/compendium/equipment/items/arrow-attracting-gmg.md new file mode 100644 index 000000000..19dc96508 --- /dev/null +++ b/compendium/equipment/items/arrow-attracting-gmg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/curse +- trait/abjuration +- trait/cursed +- trait/magical +- trait/rare +aliases: ["Arrow Attracting"] +--- +# Arrow Attracting *Item 8* +[abjuration](rules/traits/abjuration.md) [cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** curses armor or shield +- **Category** Curse + +An item affected by an arrow attracting curse protects you normally, but it draws ranged attacks like a magnet. Whenever a creature within 120 feet misses with a ranged attack, it must immediately reroll the attack against your AC, affecting you depending on the result of the new attack roll. The arrow attraction curse activates only if you could have been a legitimate target. Creatures that intentionally attempt to miss a ranged attack do not activate an arrow attraction curse. Once the curse has activated for the first time, the item fuses to you. + +*Source: Gamemastery Guide p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/arsonous-gmg.md b/compendium/equipment/items/arsonous-gmg.md new file mode 100644 index 000000000..62acc5877 --- /dev/null +++ b/compendium/equipment/items/arsonous-gmg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/curse +- trait/cursed +- trait/evocation +- trait/fire +- trait/magical +- trait/rare +aliases: ["Arsonous"] +--- +# Arsonous *Item 7* +[cursed](rules/traits/cursed-gmg.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** curses a ring, staff, or wand +- **Category** Curse + +An _arsonous_ curse creates flaws in the mystic pathways that channel magic through an item, allowing excess power to escape as sparks. Whenever you [activate](rules/actions/activate-an-item.md) the magic item, a random ally within 30 feet takes `1d10` persistent fire damage. If no ally is in range, you take the damage instead. At the GM's discretion, this curse might ignite an unattended object or the surrounding environment instead. + +*Source: Gamemastery Guide p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/artevil-suspension-lotg.md b/compendium/equipment/items/artevil-suspension-lotg.md new file mode 100644 index 000000000..9510a7973 --- /dev/null +++ b/compendium/equipment/items/artevil-suspension-lotg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/plant +- trait/alchemical +- trait/consumable +aliases: ["Artevil Suspension"] +--- +# Artevil Suspension *Item 3* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Price** 11 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Treat Poison](rules/actions/treat-poison.md) +- **Category** Plant + +This dried herb is known for its ability to draw toxins from the body, albeit violently. You can administer the suspension orally, [Activating](rules/actions/activate-an-item.md) the item as part of the same activity you use to [Treat Poison](rules/actions/treat-poison.md). If you succeed at your [Medicine](compendium/skills.md#Medicine) check to [Treat Poison](rules/actions/treat-poison.md) against an ingested poison, you can reduce the stage of the toxin by one stage, though this can't reduce the stage below stage 1 or cure the poison entirely. If you do, the creature becomes [sickened](rules/conditions.md#Sickened) as its body purges the toxin. An artevil suspension doesn't work unless the poison was administered through ingestion; for instance, if a poison can be administered through either ingestion or injury and was administered through injury, the suspension won't work. + +*Source: Lost Omens: Travel Guide p. 101* \ No newline at end of file diff --git a/compendium/equipment/items/artificer-spectacles-tv.md b/compendium/equipment/items/artificer-spectacles-tv.md new file mode 100644 index 000000000..9efbf0d9a --- /dev/null +++ b/compendium/equipment/items/artificer-spectacles-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/apex +- trait/apex +- trait/divination +- trait/invested +- trait/magical +aliases: ["Artificer Spectacles"] +--- +# Artificer Spectacles *Item 17* +[apex](rules/traits/apex.md) [divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 15000 gp +- **Usage** worn eyeglasses; **Bulk** — +- **Category** Apex + +These seemingly ordinary rectangular eyeglasses feature clear lenses framed in copper. When invested and worn, they rest perfectly on the bridge of the nose and can only be removed by the wearer. You gain a +3 item bonus to [Crafting](compendium/skills.md#Crafting) checks and any skill check made to [Identify Magic](rules/actions/identify-magic.md). + +When you invest the spectacles, you either increase your Intelligence score by 2 or increase it to 18, whichever is higher. You must select the skills and languages the first time you invest the item, and whenever you invest the same artificer spectacles, you get the same skills and languages you chose the first time. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You cast a 3rd-level [mending](compendium/spells/mending.md) spell on an item you touch. +``` + +*Source: Treasure Vault p. 102* \ No newline at end of file diff --git a/compendium/equipment/items/asp-coil-lotgb.md b/compendium/equipment/items/asp-coil-lotgb.md new file mode 100644 index 000000000..633c1c326 --- /dev/null +++ b/compendium/equipment/items/asp-coil-lotgb.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/weapon/martial +- trait/reach +- trait/uncommon +- trait/versatile-p +aliases: ["Asp Coil"] +--- +# Asp Coil *Item 0* +[reach](rules/traits/reach.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) + +- **Price** 10 gp +- **Bulk** 1 +- **Damage** `1d6` S +- **Hands** 1 +- **Category** Martial; **Group** Sword + +The asp coil, named both for its slithering striking style and its usage among Aspis Consortium agents, has two forms. In sword form, it resembles an elegant, oddly balanced sword. However, with a twist of the pommel, the blade splits into a series of segments connected by elaborate metal cables. Agents of the Aspis Consortium have access to this weapon. + +*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/assassin-vine-wine-tv.md b/compendium/equipment/items/assassin-vine-wine-tv.md new file mode 100644 index 000000000..9946b391a --- /dev/null +++ b/compendium/equipment/items/assassin-vine-wine-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +aliases: ["Assassin Vine Wine"] +--- +# Assassin Vine Wine *Item 9+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) + +- **Price** 130 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +[Crafting](compendium/skills.md#Crafting) wine from assassin vine berries is a dangerous process, but the resulting ruby-red drink is rich and heady. Alchemical reagents added during fermentation concentrate the vine's connection to its environment and impart them onto the imbiber. For 1 minute after drinking a glass of assassin vine wine, you have tremorsense at a range of 30 feet. + +*Source: Treasure Vault p. 47* \ No newline at end of file diff --git a/compendium/equipment/items/assisting-tv.md b/compendium/equipment/items/assisting-tv.md new file mode 100644 index 000000000..7315239ae --- /dev/null +++ b/compendium/equipment/items/assisting-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/magical +- trait/transmutation +aliases: ["Assisting"] +--- +# Assisting *Item 5* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 125 gp +- **Usage** etched onto armor +- **Category** Rune + +Your armor provides support for your joints or advanced prostheses for missing limbs, holding your body in place and easing physical symptoms. This replicates the benefits of any number of splints, supports, and prostheses (Pathfinder Lost Omens Grand Bazaar 68–69). When you invest the armor, you determine how many such supports you want, and where on your body they assist you. + +In addition, the extra support and structure provided by the armor allows you to transport more than you would otherwise normally be able to. You can carry Bulk equal to 6 + your Strength modifier before becoming [encumbered](rules/conditions.md#Encumbered), and you can hold and carry a total Bulk of up to 11 + your Strength modifier. + +*Source: Treasure Vault p. 12* \ No newline at end of file diff --git a/compendium/equipment/items/astringent-venom-tv.md b/compendium/equipment/items/astringent-venom-tv.md new file mode 100644 index 000000000..8bbd7b083 --- /dev/null +++ b/compendium/equipment/items/astringent-venom-tv.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/contact +- trait/poison +- trait/virulent +aliases: ["Astringent Venom"] +--- +# Astringent Venom *Item 12* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) [virulent](rules/traits/virulent.md) + +- **Price** 350 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This oily, dark-purple powder gives off the distinct odor of boiled leather. When delivered, the poison acts quickly to constrict the victim's blood flow to their extremities and turn their lungs into a soft jelly. A victim of astringent venom is recognizable by the frostbite-like hue of their hands as they loose circulation to their extremities, making it difficult for them to hold things. Each round at the beginning of their turn, a creature affected by astringent venom must succeed at a flat + +```ad-inline-affliction +title: DC 5 check or drop one random item they're holding. + +- **Saving Throws**: DC 32 Fortitude +- **Onset**: 1 round +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `6d6` poison damage (1 round) + +**Stage 2** `8d6` poison damage (1 round) + +**Stage 3** `10d6` poison damage and [confused](rules/conditions.md#Confused) (1 round) +``` + +*Source: Treasure Vault p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/astrolabe-lopsg.md b/compendium/equipment/items/astrolabe-lopsg.md new file mode 100644 index 000000000..9dc598473 --- /dev/null +++ b/compendium/equipment/items/astrolabe-lopsg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/held +- trait/uncommon +aliases: ["Astrolabe"] +--- +# Astrolabe *Item 2+* +[uncommon](rules/traits/uncommon.md) + +- **Usage** held in 2 hands; **Bulk** L +- **Category** Held + +Astrolabes can be used for navigation in unfamiliar or featureless locations. To use an astrolabe, the holder must be trained in [Survival](compendium/skills.md#Survival). By spending 1 minute to measure the height of the stars and planets, a holder who knows the time and date can determine the latitude, and a holder who knows their latitude can determine the date and time. An astrolabe also grants a +1 item bonus on checks to identify celestial bodies. A standard astrolabe only functions on steady ground. + +*Source: Lost Omens: Pathfinder Society Guide p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/atlatl-tv.md b/compendium/equipment/items/atlatl-tv.md new file mode 100644 index 000000000..2eddd6f34 --- /dev/null +++ b/compendium/equipment/items/atlatl-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/simple +- trait/propulsive +aliases: ["Atlatl"] +--- +# Atlatl *Item 0* +[propulsive](rules/traits/propulsive.md) + +- **Price** 2 sp +- **Bulk** 1 +- **Damage** `1d6` P +- **Range** 60 ft.; **Reload** 1 +- **Hands** 1 +- **Category** Simple; **Group** Dart + +Atlatls are long, narrow pieces of shaped wood or antler used as levers to hurl darts faster and farther than would otherwise be possible. An atlatl uses darts as ammunition. + +*Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/auric-noodles-tv.md b/compendium/equipment/items/auric-noodles-tv.md new file mode 100644 index 000000000..309d4af8c --- /dev/null +++ b/compendium/equipment/items/auric-noodles-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/processed +aliases: ["Auric Noodles"] +--- +# Auric Noodles *Item 3* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [processed](rules/traits/processed-tv.md) + +- **Price** 10 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Auric noodles are boiled, then pan-fried and tossed with sliced vegetables and a sticky, savory sauce incorporating alchemical reagents. After you eat the noodles, they boost your ability to sense magic for 24 hours or until you make your next daily preparations, whichever comes first. You gain a +1 item bonus to checks to [Identify Magic](rules/actions/identify-magic.md), and you can move at full speed while using the [Detect Magic](rules/actions/detect-magic.md) exploration activity. + +*Source: Treasure Vault p. 47* \ No newline at end of file diff --git a/compendium/equipment/items/auspicious-scepter-som.md b/compendium/equipment/items/auspicious-scepter-som.md new file mode 100644 index 000000000..55645c686 --- /dev/null +++ b/compendium/equipment/items/auspicious-scepter-som.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/held +- trait/divination +- trait/magical +aliases: ["Auspicious Scepter"] +--- +# Auspicious Scepter *Item 5* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) + +- **Price** 150 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This imperious mace has a glowing orb in the shape of an eye set in its flanged head. When you succeed at a check to [Recall Knowledge](rules/actions/recall-knowledge.md) about a creature after you've dealt it damage with the auspicious scepter, you learn one of its resistances in addition to any other information. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) + +- **Trigger**: You Cast a divination spell + +**Effect** The next attack by a creature who was targeted by the triggering divination spell bypasses an amount of resistance equal to the spell's level. If the triggering spell targeted an enemy, this benefit instead applies to the next attack against that enemy, regardless of who makes it. + +This benefit is lost if it isn't used by the end of your next turn. If more than one type of resistance would apply against the attack, the attack bypasses only one—whichever would result in the highest amount of damage getting through, as determined by the GM. +%% #trait/divination #trait/magical %% +``` + +*Source: Secrets of Magic p. 179* \ No newline at end of file diff --git a/compendium/equipment/items/authorized-tv.md b/compendium/equipment/items/authorized-tv.md new file mode 100644 index 000000000..8ed26c224 --- /dev/null +++ b/compendium/equipment/items/authorized-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/abjuration +- trait/magical +aliases: ["Authorized"] +--- +# Authorized *Item 3* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) + +- **Price** 50 gp +- **Usage** etched onto a weapon +- **Category** Rune + +Sharp needles impale anyone who attempts to wield this weapon other than its rightful owner. Each authorized rune is etched with the blood of a specific creature. If any other creature wields the weapon, needles immediately erupt from the weapon's hilt or shaft, dealing `1d8` piercing damage plus `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) to the wielder. If the weapon has a striking rune, this damage increases to `1d8` per damage die and `1d4` [persistent damage](rules/conditions.md#Persistent%20Damage) per damage die; this counts only the weapon's base die and dice from the striking rune. + +The [persistent bleed damage](rules/conditions.md#Persistent%20Damage) can't end while the creature still holds the weapon. The spikes retract once the creature lets go. + +When the rune is crafted, the crafter can choose to broaden the criteria for who can safely wield the item, expanding the users to creatures with a particular alignment, bloodline, or patron deity, as the crafter chooses. This criterion must be shared by the creature who contributed the blood for the rune. + +*Source: Treasure Vault p. 32* \ No newline at end of file diff --git a/compendium/equipment/items/autumns-embrace-tv.md b/compendium/equipment/items/autumns-embrace-tv.md new file mode 100644 index 000000000..4b322a7f3 --- /dev/null +++ b/compendium/equipment/items/autumns-embrace-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/conjuration +- trait/invested +- trait/magical +aliases: ["Autumn's Embrace"] +--- +# Autumn's Embrace *Item 12* +[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 2000 gp +- **Usage** worn armor; **Bulk** 1 +- **Category** Armor + +Woven by fey seamstresses as rewards for servants of nature, countless leaves continually changing colors in autumnal hues comprise autumn's embrace, a suit of +2 invisibility resilient leaf weave. Leaves shed from the armor as they might fall in autumn. When activating the armor's invisibility property rune, you disappear in a swirl of colorful leaves. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[aura](rules/traits/aura.md) + +You call forth a storm of leaves from autumn's embrace. These leaves swirl in a 20-foot emanation for 1 minute. Creatures within the area are [concealed](rules/conditions.md#Concealed), and creatures outside the area are [concealed](rules/conditions.md#Concealed) to creatures within the leaves. However, you can see through this concealment. You can [Dismiss](rules/actions/dismiss.md) the activation. +%% #trait/aura %% +``` + +*Source: Treasure Vault p. 14* \ No newline at end of file diff --git a/compendium/equipment/items/avalanche-boots-tv.md b/compendium/equipment/items/avalanche-boots-tv.md new file mode 100644 index 000000000..ba3c73422 --- /dev/null +++ b/compendium/equipment/items/avalanche-boots-tv.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/apex +- trait/apex +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Avalanche Boots"] +--- +# Avalanche Boots *Item 17* +[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 15000 gp +- **Usage** worn boots; **Bulk** 1 +- **Category** Apex + +While the insides of these boots are comfortable, fur-lined leather, the outsides are a jumble of slate plates, giving the impression of a rockslide. You gain a +3 item bonus to [Athletics](compendium/skills.md#Athletics) checks and a +2 circumstance bonus to [Force Open](rules/actions/force-open.md) and [Shove](rules/actions/shove.md). + +When you invest the boots, you either increase your Strength score by 2 or increase it to 18, whichever is higher. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You succeed or critically succeed with a [Shove](rules/actions/shove.md) + +**Effect** If the [Shove](rules/actions/shove.md) was a success, you push your opponent up to 10 feet instead of 5 feet. If the [Shove](rules/actions/shove.md) was a critical success, you push your opponent up to 20 feet, and you can then choose to knock them [prone](rules/conditions.md#Prone). +``` + +*Source: Treasure Vault p. 102* \ No newline at end of file diff --git a/compendium/equipment/items/avalanche-of-stones-snare-lotgb.md b/compendium/equipment/items/avalanche-of-stones-snare-lotgb.md new file mode 100644 index 000000000..64b1b748a --- /dev/null +++ b/compendium/equipment/items/avalanche-of-stones-snare-lotgb.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +- trait/uncommon +aliases: ["Avalanche Of Stones Snare"] +--- +# Avalanche Of Stones Snare *Item 18* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 3750 gp +- **Category** Snare + +When a creature enters the snare's square, the snare releases countless stones to batter the creature, dealing `22d8` bludgeoning damage (DC 40 basic Reflex). + +*Source: Lost Omens: The Grand Bazaar p. 42* \ No newline at end of file diff --git a/compendium/equipment/items/axe-of-the-dwarven-lords-gmg.md b/compendium/equipment/items/axe-of-the-dwarven-lords-gmg.md new file mode 100644 index 000000000..015f00af7 --- /dev/null +++ b/compendium/equipment/items/axe-of-the-dwarven-lords-gmg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/artifact +- trait/artifact +- trait/conjuration +- trait/magical +- trait/transmutation +- trait/unique +aliases: ["Axe Of The Dwarven Lords"] +--- +# Axe Of The Dwarven Lords *Item 26* +[artifact](rules/traits/artifact-gmg.md) [conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [unique](rules/traits/unique.md) + +- **Usage** held in 2 hands; **Bulk** 3 +- **Category** Artifact + +The blade of this Dwarven War Axe is carved with an intricate design depicting countless generations of great dwarven warriors and leaders. + +The axe has the [thrown <30 feet>](rules/traits/thrown.md) weapon trait, in addition to the normal weapon traits for a dwarven waraxe. [Strikes](rules/actions/strike.md) with the axe deal an additional `1d6` damage to orcs. While the axe is in your possession, you gain a +4 item bonus when [Crafting](rules/actions/craft.md) armor, jewelry, metalworking, stonemasonry, snares, traps, and weapons. If you are a dwarf, you gain [greater darkvision](rules/abilities/darkvision.md) while holding the axe. If you are not a dwarf, you are [stupefied](rules/conditions.md#Stupefied) while holding the axe, and if you are an orc, you are also [drained](rules/conditions.md#Drained) and [enfeebled](rules/conditions.md#Enfeebled) while holding it. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +The axe casts a 10th-level [summon elemental](compendium/spells/summon-elemental.md) spell to conjure an elite elemental avalanche. The spell is automatically sustained, requiring no action on your part but still allowing you to command the elemental on each of your turns. You can [Dismiss](rules/actions/dismiss.md) the Spell. +``` + +*Source: Gamemastery Guide p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/axolotl-lotg.md b/compendium/equipment/items/axolotl-lotg.md new file mode 100644 index 000000000..aea91e3b6 --- /dev/null +++ b/compendium/equipment/items/axolotl-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Axolotl"] +--- +# Axolotl *Item 0* + +- **Price** 40 gp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/backbiting-gmg.md b/compendium/equipment/items/backbiting-gmg.md new file mode 100644 index 000000000..36dc632e9 --- /dev/null +++ b/compendium/equipment/items/backbiting-gmg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/curse +- trait/cursed +- trait/evocation +- trait/magical +- trait/rare +aliases: ["Backbiting"] +--- +# Backbiting *Item 4* +[cursed](rules/traits/cursed-gmg.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** curses a weapon +- **Category** Curse + +A weapon with the _backbiting_ curse warps space in response to catastrophic mishaps. Whenever you critically fail at a [Strike](rules/actions/strike.md) with this weapon, the weapon curls around (or its projectile swerves through the air) to strike you in the back as though you hit yourself, automatically dealing maximum damage to you. + +*Source: Gamemastery Guide p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/backfire-mantle-som.md b/compendium/equipment/items/backfire-mantle-som.md new file mode 100644 index 000000000..ef4b91788 --- /dev/null +++ b/compendium/equipment/items/backfire-mantle-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/worn +- trait/abjuration +- trait/invested +- trait/magical +aliases: ["Backfire Mantle"] +--- +# Backfire Mantle *Item 3+* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn cloak; **Bulk** 1 +- **Category** Worn + +This vivid red cloak of sturdy fabric is favored by aggressive battle alchemists and mages, as well as those cautious warriors who need to advance into the fray ahead of the blast-happy back line. The mantle interposes to protect you from your own and allies' magic, granting you a circumstance bonus to Reflex saves against your own spells, as well as those of your allies. You also gain resistance to splash damage from your own alchemical items and those of your allies. + +*Source: Secrets of Magic p. 179* \ No newline at end of file diff --git a/compendium/equipment/items/badger-lotg.md b/compendium/equipment/items/badger-lotg.md new file mode 100644 index 000000000..a04076ffe --- /dev/null +++ b/compendium/equipment/items/badger-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Badger"] +--- +# Badger *Item 0* + +- **Price** 15 sp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/bag-of-cats-sot2.md b/compendium/equipment/items/bag-of-cats-sot2.md new file mode 100644 index 000000000..eaef97998 --- /dev/null +++ b/compendium/equipment/items/bag-of-cats-sot2.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot2 +- item/category/held +- trait/conjuration +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Bag Of Cats"] +--- +# Bag Of Cats *Item 8* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 500 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This beautiful leather bag is lined in soft fur and purrs quietly when pet. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You shake the bag to produce a single cat. You cast a 3rd-level [summon animal](compendium/spells/summon-animal.md) to produce a leopard (Bestiary 52). +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You pull the bag over your head and it covers you completely. You then exit the bag in the form of a large cat. + +You gain the effects of 3rd-level [animal form](compendium/spells/animal-form.md) but must use the cat battle form. +``` + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/bag-of-devouring-gmg.md b/compendium/equipment/items/bag-of-devouring-gmg.md new file mode 100644 index 000000000..99b3b7f7e --- /dev/null +++ b/compendium/equipment/items/bag-of-devouring-gmg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/held +- trait/conjuration +- trait/cursed +- trait/extradimensional +- trait/magical +- trait/rare +aliases: ["Bag Of Devouring"] +--- +# Bag Of Devouring *Item 7+* +[conjuration](rules/traits/conjuration.md) [cursed](rules/traits/cursed-gmg.md) [extradimensional](rules/traits/extradimensional.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** held in 2 hands; **Bulk** 1 +- **Category** Held + +This item appears to be and functions as a bag of holding, but is actually a feeding orifice of a bizarre extradimensional creature. Any animal or vegetable matter put in the bag has a chance of triggering the bag's interest. Whenever you reach into the bag to retrieve an item or place an animal or plant. + +*Source: Gamemastery Guide p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/bag-of-weasels-gmg.md b/compendium/equipment/items/bag-of-weasels-gmg.md new file mode 100644 index 000000000..3e9386022 --- /dev/null +++ b/compendium/equipment/items/bag-of-weasels-gmg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/held +- trait/conjuration +- trait/cursed +- trait/extradimensional +- trait/magical +- trait/rare +aliases: ["Bag Of Weasels"] +--- +# Bag Of Weasels *Item 4* +[conjuration](rules/traits/conjuration.md) [cursed](rules/traits/cursed-gmg.md) [extradimensional](rules/traits/extradimensional.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** held in 2 hands; **Bulk** 1 +- **Category** Held + +This item appears to be and functions as a type I bag of holding, until you try to retrieve an item from the bag. + +Whenever you retrieve an item from the bag of weasels, roll a DC 11 flat check. On a success, you retrieve the item as normal. On a failure, the item you retrieve is transformed into a weasel; this doesn't affect artifacts, cursed items, or other hard-to-destroy items. + +This weasel has the statistics of a giant rat, except that it is Tiny and exudes an aura of transmutation magic. The weasel has no loyalty to you and typically attempts to escape as quickly as possible. If the weasel is targeted with a [remove curse](compendium/spells/remove-curse.md) spell or a similar [magical](rules/traits/magical.md) effect, it transforms back into the original item that was taken from the bag of weasels. If it dies or is slain, the weasel disappears and the item is permanently destroyed. + +Because the weasel is a transformed item, you don't gain any benefit you would receive from attacking a creature, defeating one, damaging one, or the like, but you do gain any benefit you would gain from destroying an item. + +*Source: Gamemastery Guide p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/bagpipes-of-turmoil-tv.md b/compendium/equipment/items/bagpipes-of-turmoil-tv.md new file mode 100644 index 000000000..b461e1e7d --- /dev/null +++ b/compendium/equipment/items/bagpipes-of-turmoil-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/coda +- trait/coda +- trait/enchantment +- trait/occult +- trait/staff +aliases: ["Bagpipes of Turmoil"] +--- +# Bagpipes of Turmoil *Item 4+* +[coda](rules/traits/coda-tv.md) [enchantment](rules/traits/enchantment.md) [occult](rules/traits/occult.md) [staff](rules/traits/staff.md) + +- **Usage** held in 2 hands; **Bulk** 1 +- **Category** Coda + +While those who appreciate bagpipes may like the sound of this gray reed and black leather instrument, its real purpose is to sow turmoil against a performer's enemies, spreading discord with each note. While playing the bagpipes, you gain a +1 item bonus to [Performance](compendium/skills.md#Performance) checks and to [Intimidation](compendium/skills.md#Intimidation) checks made to [Demoralize](rules/actions/demoralize.md). + +```ad-embed-ability +title: Activate + +You expend a number of charges from this instrument to cast a spell from its list. +``` + +*Source: Treasure Vault p. 136* \ No newline at end of file diff --git a/compendium/equipment/items/baleblood-draft-da.md b/compendium/equipment/items/baleblood-draft-da.md new file mode 100644 index 000000000..8385fec86 --- /dev/null +++ b/compendium/equipment/items/baleblood-draft-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/rare +aliases: ["Baleblood Draft"] +--- +# Baleblood Draft *Item 10* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [rare](rules/traits/rare.md) + +- **Price** 155 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +This vial of murky, acrid-smelling liquid is derived from a blend of strange blood, typically coming from aberrations and cryptids. It has no special properties when used alone, but if you drink one shortly before drinking an alchemical elixir, you enhance the elixir's duration. Many tales of mysterious cryptids are actually based on encounters with people suffering the aftereffects of such concoctions. After drinking a baleblood draft, the next elixir you drink within 1 minute that has a duration of at least 1 minute and at most 1 hour has its duration extended by 50% (so a lesser cheetah's elixir lasts for a minute and a half instead of 1 minute). However, after pairing baleblood draft with another elixir, you suffer an eerie side effect for 1 week. This side effect never causes serious harm, although it might be inconvenient and is always ominous in appearance. All elixirs made in the same batch cause the same side effect. Drinking another draft with the same side effect extends the side effect's duration by another week, and drinking one with a different side effect causes you to suffer both effects simultaneously. + +*Source: Dark Archive p. 62* \ No newline at end of file diff --git a/compendium/equipment/items/balisse-feather-apg.md b/compendium/equipment/items/balisse-feather-apg.md new file mode 100644 index 000000000..3d7a6ea3f --- /dev/null +++ b/compendium/equipment/items/balisse-feather-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/talisman +- trait/consumable +- trait/divine +- trait/evocation +- trait/magical +- trait/talisman +aliases: ["Balisse Feather"] +--- +# Balisse Feather *Item 12* +[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 400 gp +- **Usage** affixed to a weapon +- **Activate** envision; **Trigger** You deal damage using the affixed weapon to a creature you have seen commit an evil act. +- **Category** Talisman + +This long, fire-red feather seems to catch flame every time the weapon it adorns strikes a purveyor of evil. When you activate the feather, the creature you damaged burns with holy light. The creature must succeed at a DC 29 Will save or take a –2 status penalty to AC and saving throws and reduce its resistances by 5. These effects last until the end of your next turn. + +*Source: Advanced Player's Guide p. 256* \ No newline at end of file diff --git a/compendium/equipment/items/ball-lotgb.md b/compendium/equipment/items/ball-lotgb.md new file mode 100644 index 000000000..81fdbe64a --- /dev/null +++ b/compendium/equipment/items/ball-lotgb.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +aliases: ["Ball"] +--- +# Ball *Item 0* + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +Toy balls come in a variety of shapes, sizes, and compositions, such as with squishy fabric, bouncy rubber, or lightweight wicker, or forms like bean-filled sacks and hard-hide balls. + +*Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/bandalore-lotgb.md b/compendium/equipment/items/bandalore-lotgb.md new file mode 100644 index 000000000..01c2de86f --- /dev/null +++ b/compendium/equipment/items/bandalore-lotgb.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +aliases: ["Bandalore"] +--- +# Bandalore *Item 0* + +- **Usage** held in 1 hand +- **Category** Held + +Similar to a spool of string, a bandalore consists of two wooden disks connected to a central axle wound with string. + +By holding the end of the string and releasing the bandalore, a skilled user can move the bandalore up and down, performing a variety of tricks. + +*Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/bane-ammunition-tv.md b/compendium/equipment/items/bane-ammunition-tv.md new file mode 100644 index 000000000..2b2a2edcc --- /dev/null +++ b/compendium/equipment/items/bane-ammunition-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/poison +aliases: ["Bane Ammunition"] +--- +# Bane Ammunition *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [poison](rules/traits/poison.md) + +- **Ammunition** any +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Monster hunters favor bane ammunition that contains a capsule of reagents tailored to a particular type of creature— aberration, animal, beast, dragon, fey, giant, ooze, or both fungus and plant. Each type requires a different formula. When activated bane ammunition hits a target that has a trait matching the selected type, it takes [persistent poison damage](rules/conditions.md#Persistent%20Damage) in addition to the damage the attack normally deals. + +*Source: Treasure Vault p. 42* \ No newline at end of file diff --git a/compendium/equipment/items/bane-oil-tv.md b/compendium/equipment/items/bane-oil-tv.md new file mode 100644 index 000000000..829e51569 --- /dev/null +++ b/compendium/equipment/items/bane-oil-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/oil +- trait/consumable +- trait/divination +- trait/magical +- trait/oil +- trait/uncommon +aliases: ["Bane Oil"] +--- +# Bane Oil *Item 3* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 12 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +Bane oil comes in as many forms as the bane weapon property rune. Coating a weapon with the oil gives the weapon the benefit of one type of bane rune for 1 minute. A weapon can be coated in only one type of bane oil at a time. Any new application of this oil supersedes any previous one. If a weapon has the bane rune, this oil has no effect if it's of the same type as the rune. + +*Source: Treasure Vault p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/bane-som.md b/compendium/equipment/items/bane-som.md new file mode 100644 index 000000000..2019a6098 --- /dev/null +++ b/compendium/equipment/items/bane-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/rune +- trait/divination +- trait/magical +- trait/uncommon +aliases: ["Bane"] +--- +# Bane *Item 4* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 100 gp +- **Usage** etched onto a weapon +- **Category** Rune + +A bane rune causes a weapon to grant you improved understanding of creatures of a particular type, allowing you to deal more damage to those creatures. The crafter chooses [aberration](rules/traits/aberration.md), [animal](rules/traits/animal.md), [beast](rules/traits/beast.md), [celestial](rules/traits/celestial.md), [construct](rules/traits/construct.md), [dragon](rules/traits/dragon.md), [elemental](rules/traits/elemental.md), [fey](rules/traits/fey.md), [fiend](rules/traits/fiend.md), [giant](rules/traits/giant.md), [monitor](rules/traits/monitor.md), [ooze](rules/traits/ooze.md), or both [fungus](rules/traits/fungus-b1.md) and [plant](rules/traits/plant.md). The weapon deals `1d6` additional damage of the weapon's damage type to creatures with the chosen trait or traits. The benefit doesn't apply against creatures of the chosen type disguised as other creatures. It's up to GM discretion whether the bane rune applies against a creature disguised as a creature of the chosen type. + +The GM might allow bane runes for other creature traits, such as [astral](rules/traits/astral-b1.md), [dream](rules/traits/dream-b2.md), or [demon](rules/traits/demon.md). However, [humanoids](rules/traits/humanoid.md), [undead](rules/traits/undead.md), and specific types of [humanoids](rules/traits/humanoid.md) (such as [elves](rules/traits/elf.md)) are never a valid option. + +*Source: Secrets of Magic p. 180* \ No newline at end of file diff --git a/compendium/equipment/items/banner-of-the-restful-lokl.md b/compendium/equipment/items/banner-of-the-restful-lokl.md new file mode 100644 index 000000000..43b302659 --- /dev/null +++ b/compendium/equipment/items/banner-of-the-restful-lokl.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/held +- trait/abjuration +- trait/magical +- trait/uncommon +aliases: ["Banner of the Restful"] +--- +# Banner of the Restful *Item 9* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Access** Knights of Lastwall have access to this item. +- **Price** 700 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +Carried by knights who expect to spend the night in the open, this simple-looking banner is accompanied by a long cross pole from which it hangs. Usually, the banner appears to be a piece of plain cloth; when activated, it automatically adopts whatever insignia the person activating it desires. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You plant the banner firmly in the ground, and a comfortable environment is created around it in a 20-foot radius. Those within the area are shielded against your choice of hot or cold temperatures, gaining the effects of 1st-level [endure elements](compendium/spells/endure-elements.md). The area created by the banner lasts for 8 hours or until it is removed from the ground. + +As part of the activation, you can choose to ward the same area with an [alarm](compendium/spells/alarm.md) spell. In addition to a mental alert for the person who Activates the banner, the alert sent by the [alarm](compendium/spells/alarm.md) spell also includes an audible alarm with the sound and volume of a hand bell, which has the [auditory](rules/traits/auditory.md) trait. You choose the password as you decide to ward the area. +``` + +*Source: Lost Omens: Knights of Lastwall p. 88* \ No newline at end of file diff --git a/compendium/equipment/items/barding-saddle-lokl.md b/compendium/equipment/items/barding-saddle-lokl.md new file mode 100644 index 000000000..3b7c1ac97 --- /dev/null +++ b/compendium/equipment/items/barding-saddle-lokl.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/companion +- trait/companion +- trait/invested +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Barding Saddle"] +--- +# Barding Saddle *Item 7* +[companion](rules/traits/companion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Access** Knights of Lastwall have access to this item. +- **Price** 330 gp +- **Usage** worn saddle; **Bulk** 4 +- **Category** Companion + +This saddle is covered with well-polished metal plates on the outside and adjusts itself to fit any mount. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You touch the metal plates of the saddle, and they begin to unfold and adapt to the creature, covering your mount in heavy barding (Core Rulebook 295). This leaves the mount covered with the barding and wearing a simple-looking saddle. The bulk of the saddle is unchanged in either form, but your mount is not affected by the restrictions, nor the benefits, of wearing barding while in saddle form. If the mount is already wearing any barding, this has no effect. You can make the barding return to its saddle form by following the same process. +``` + +*Source: Lost Omens: Knights of Lastwall p. 88* \ No newline at end of file diff --git a/compendium/equipment/items/bargainers-instrument-tv.md b/compendium/equipment/items/bargainers-instrument-tv.md new file mode 100644 index 000000000..038362f0e --- /dev/null +++ b/compendium/equipment/items/bargainers-instrument-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/conjuration +- trait/consumable +- trait/magical +- trait/rare +aliases: ["Bargainer's Instrument"] +--- +# Bargainer's Instrument *Item 15* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 1000 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** envision, , [Interact](rules/actions/interact.md) +- **Category** Consumable + +A bargainer's instrument is a musical implement. The most typical version is a violin made from maple and spruce, its body stained so deep a purple it appears almost black. When activated, the instrument casts a planar binding ritual to conjure a willing extraplanar talent to compete with you in performance. + +The contest could be a musical battle, a dance-off, an oratorical debate—the two of you could even use entirely different types of performance. The loser of the bout is magically bound to perform a task of the winner's choice within 1 week. The contest consists of taking turns to [Perform](rules/actions/perform.md), starting with your opponent. The [Performance](compendium/skills.md#Performance) check's DC is the higher of the opponent's [Perception](compendium/skills.md#Perception) DC or Will DC, though the two parties can mutually agree to use an impartial judge instead. The first to reach four successes wins, with each critical successes counting as two successes. If you play the bargainer's instrument as part of your performance, it grants you a +2 item bonus to the [Performance](compendium/skills.md#Performance) checks. + +After the contest, the conjured creature can choose to return to where it came from or remain where you conjured it. The loser must endeavor to complete the task by all reasonable means within 1 week. Failing to complete it is shameful but has no further consequences. The instrument loses its magic and remains a non-magical virtuoso instrument. + +*Source: Treasure Vault p. 96* \ No newline at end of file diff --git a/compendium/equipment/items/barricade-buster-tv.md b/compendium/equipment/items/barricade-buster-tv.md new file mode 100644 index 000000000..7ce41c7bd --- /dev/null +++ b/compendium/equipment/items/barricade-buster-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/advanced +- trait/kickback +- trait/orc +- trait/razing +- trait/repeating +- trait/uncommon +- trait/volley-20-ft +aliases: ["Barricade Buster"] +--- +# Barricade Buster *Item 1* +[orc](rules/traits/orc.md) [razing](rules/traits/razing-tv.md) [uncommon](rules/traits/uncommon.md) [volley <20 ft.>](rules/traits/volley.md) kickback repeating + +- **Price** 9 gp +- **Bulk** 3 +- **Damage** `1d10` B +- **Ammunution** [8-Round Magazine](compendium/equipment/items/8-round-magazine-tv.md); **Range** 40 ft.; **Reload** 0 +- **Hands** 2 +- **Category** Advanced; **Group** Firearm + +Developed by a half-orc inventor from Alkenstar who brought the technology north to battle the Whispering Tyrant alongside the orc hordes of Belkzen, the barricade buster features eight barrels fixed around a central pivot attached to a handle and firing mechanism. A barricade buster fires spheres of metal with extreme velocity and very little accuracy. + +*Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/barricade-stone-sot3.md b/compendium/equipment/items/barricade-stone-sot3.md new file mode 100644 index 000000000..fd669d83b --- /dev/null +++ b/compendium/equipment/items/barricade-stone-sot3.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot3 +- item/category/structure +- trait/conjuration +- trait/consumable +- trait/magical +- trait/structure +- trait/uncommon +aliases: ["Barricade Stone"] +--- +# Barricade Stone *Item 6+* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) [uncommon](rules/traits/uncommon.md) + +- **Bulk** — (when not activated) +- **Activate** command, , [Interact](rules/actions/interact.md) +- **Category** Structure + +The ancient inhabitants of Bloodsalt crafted these magic rocks to construct defenses quickly. In its stone form, a barricade stone appears to be a simple pebble with an unnaturally geometric shape. The size and shape of the stone's final form depends on the type of barricade stone. + +When you activate the barricade stone, you drop it on the ground, throw it up to 20 feet away, or sling it using a sling weapon. Upon landing, the stone instantly and permanently expands. The stone grows to its maximum size. While normally items with the [structure](rules/traits/structure.md) trait put creatures in their area inside the structure, this effect creates solid stone, so it can't be placed in an area where there are creatures. While it's likely to take some time even with the right tools, an activated barricade stone can be destroyed the same as any normal stone structure (Hardness 14, HP 56). + +*Source: Strength of Thousands #3: Hurricane's Howl p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/basic-cane-lotgb.md b/compendium/equipment/items/basic-cane-lotgb.md new file mode 100644 index 000000000..945bf29a1 --- /dev/null +++ b/compendium/equipment/items/basic-cane-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/assistive-item/canes-crutches +aliases: ["Basic Cane"] +--- +# Basic Cane *Item 0* + +- **Price** 5 sp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Canes & Crutches + +A basic cane is a straight cane with a curved handle, shaped like the tip of a hook. Its simple design helps with balance and only slightly assists with taking weight off the affected opposite leg. The cane is typically 2 to 3 feet long but can be lengthened or shortened as needed. + +*Source: Lost Omens: The Grand Bazaar p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/basic-companion-chair-tv.md b/compendium/equipment/items/basic-companion-chair-tv.md new file mode 100644 index 000000000..1bcf1d079 --- /dev/null +++ b/compendium/equipment/items/basic-companion-chair-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/companion +- trait/barding +- trait/companion +aliases: ["Basic Companion Chair"] +--- +# Basic Companion Chair *Item 0* +[barding](rules/traits/barding-tv.md) [companion](rules/traits/companion.md) + +- **Price** 4 sp +- **Bulk** 1 +- **Category** Companion + +Light barding around the torso connects via struts to a number of wheels to assist animal companions' movement. + +Companion chairs can be fitted for animal companions of any shape or size and have two- and four-wheel configurations depending on the level of physical support needed. Like the basic chair, a companion chair is ideal for everyday use but not more strenuous activity, making it more common among non-adventurers. + +*Source: Treasure Vault p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/basic-corrective-lenses-lotgb.md b/compendium/equipment/items/basic-corrective-lenses-lotgb.md new file mode 100644 index 000000000..1f3638b87 --- /dev/null +++ b/compendium/equipment/items/basic-corrective-lenses-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/assistive-item/vision +aliases: ["Basic Corrective Lenses"] +--- +# Basic Corrective Lenses *Item 0* + +- **Price** 5 sp +- **Usage** worn +- **Category** Vision + +A set of corrective lenses might take the form of eyeglasses or specialized goggles. You can don or remove your corrective lenses as an [Interact](rules/actions/interact.md) action. + +*Source: Lost Omens: The Grand Bazaar p. 70* \ No newline at end of file diff --git a/compendium/equipment/items/basic-crutch-lotgb.md b/compendium/equipment/items/basic-crutch-lotgb.md new file mode 100644 index 000000000..64fcde33b --- /dev/null +++ b/compendium/equipment/items/basic-crutch-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/assistive-item/canes-crutches +aliases: ["Basic Crutch"] +--- +# Basic Crutch *Item 0* + +- **Price** 5 sp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Canes & Crutches + +Crutches come as singles or a pair depending on how much support you need while walking. A crutch fits under your armpit, and you use your hand and the swing of your arm to move with them. + +*Source: Lost Omens: The Grand Bazaar p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/basic-face-mask-tv.md b/compendium/equipment/items/basic-face-mask-tv.md new file mode 100644 index 000000000..10cce5891 --- /dev/null +++ b/compendium/equipment/items/basic-face-mask-tv.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +aliases: ["Basic Face Mask"] +--- +# Basic Face Mask *Item 0* + +- **Price** 3 sp +- **Usage** worn; **Bulk** — +- **Category** Worn + +This simple cloth mask, sewn to closely fit your face, is fastened by two sets of strings drawn across your face and secured behind your head. While wearing the mask, you gain a +1 item bonus on any initial saves to avoid contracting airborne diseases, such as choking death or tuberculosis. + +*Source: Treasure Vault p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/basic-hearing-aid-lotgb.md b/compendium/equipment/items/basic-hearing-aid-lotgb.md new file mode 100644 index 000000000..823fac215 --- /dev/null +++ b/compendium/equipment/items/basic-hearing-aid-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/assistive-item/hearing +aliases: ["Basic Hearing Aid"] +--- +# Basic Hearing Aid *Item 0* + +- **Price** 5 sp +- **Usage** worn +- **Category** Hearing + +A basic hearing aid rests on the ear and is made from carved wood, shaped metal, or even small clockwork pieces. The shape of the device aids those that are hard of hearing, and you can wear one or two depending on your hearing loss. You can attach or remove your hearing aids as an [Interact](rules/actions/interact.md) action. + +*Source: Lost Omens: The Grand Bazaar p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/basic-prosthesis-lotgb.md b/compendium/equipment/items/basic-prosthesis-lotgb.md new file mode 100644 index 000000000..974aff967 --- /dev/null +++ b/compendium/equipment/items/basic-prosthesis-lotgb.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/assistive-item/prosthesis +aliases: ["Basic Prosthesis"] +--- +# Basic Prosthesis *Item 0* + +- **Price** 5 sp +- **Usage** worn +- **Category** Prosthesis + +A basic prosthesis replaces a missing or damaged body part. + +Typical prostheses include artificial feet, eyes, hands, and limbs, though a basic prosthesis can be designed as a replacement for any body part. A prosthesis has a number of belts or cuffs that keep it attached to your body. You can attach or remove a prosthesis as an [Interact](rules/actions/interact.md) action. + +*Source: Lost Omens: The Grand Bazaar p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/basilisk-eye-apg.md b/compendium/equipment/items/basilisk-eye-apg.md new file mode 100644 index 000000000..a1a102c60 --- /dev/null +++ b/compendium/equipment/items/basilisk-eye-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/talisman +- trait/consumable +- trait/magical +- trait/talisman +- trait/transmutation +- trait/visual +aliases: ["Basilisk Eye"] +--- +# Basilisk Eye *Item 9* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) [visual](rules/traits/visual.md) + +- **Price** 150 gp +- **Usage** affixed to a shield +- **Activate** envision; **Trigger** You [Shield Block](compendium/feats/shield-block.md) a melee attack with the affixed shield. +- **Category** Talisman + +This slimy green stone glows with a strong light whenever the shield it adorns blocks a melee attack. When the eye is activated, the attacker must succeed at a DC 25 Fortitude save or become [slowed](rules/conditions.md#Slowed) for 1 minute as its body slowly stiffens in partial petrification. + +*Source: Advanced Player's Guide p. 256* \ No newline at end of file diff --git a/compendium/equipment/items/bastion-of-the-inheritor-tv.md b/compendium/equipment/items/bastion-of-the-inheritor-tv.md new file mode 100644 index 000000000..118f32b13 --- /dev/null +++ b/compendium/equipment/items/bastion-of-the-inheritor-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/enchantment +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Bastion of the Inheritor"] +--- +# Bastion of the Inheritor *Item 12* +[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1750 gp +- **Usage** worn armor; **Bulk** 5 +- **Category** Armor + +Worn by [Iomedae](compendium/setting/deities/iomedae.md)'s prestigious knights, this +2 resilient bastion plate is emblazoned with the Inheritor's religious symbol and sports a white cloak. While the cloak is white, this armor grants you a +2 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks to [Make an Impression](rules/actions/make-an-impression.md), provided your target has no enmity toward [Iomedae](compendium/setting/deities/iomedae.md). + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The armor's cloak becomes red for 1 minute. As long as the cloak is red, you gain the benefits of the armor's deflect melee trait without needing to spend an additional action to activate it during each turn. +``` + +*Source: Treasure Vault p. 14* \ No newline at end of file diff --git a/compendium/equipment/items/bastion-plate-tv.md b/compendium/equipment/items/bastion-plate-tv.md new file mode 100644 index 000000000..1eba84fc8 --- /dev/null +++ b/compendium/equipment/items/bastion-plate-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor/heavy +- trait/bulwark +- trait/entrench-melee +- trait/hindering +aliases: ["Bastion Plate"] +--- +# Bastion Plate *Item 2* +[bulwark](rules/traits/bulwark.md) [entrench ](rules/traits/entrench-tv.md) [hindering](rules/traits/hindering-tv.md) + +- **Price** 33 gp +- **Bulk** 5 +- **AC Bonus** +6; **Dex Cap** +0 +- **Strength** 18; **Check Penalty** --3; **Speed Penalty** -10 ft. +- **Category** Heavy; **Group** Plate + +This cumbersome and sturdy plate armor has fluting and additional protection built into the cuirass, helm, pauldrons, and vambraces. Bastion plate was invented for protection in combat tournaments meant to be sporting rather than lethal. + +*Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/bat-lotg.md b/compendium/equipment/items/bat-lotg.md new file mode 100644 index 000000000..f13bd2b80 --- /dev/null +++ b/compendium/equipment/items/bat-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Bat"] +--- +# Bat *Item 0* + +- **Price** 3 gp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/batsbreath-cane-tv.md b/compendium/equipment/items/batsbreath-cane-tv.md new file mode 100644 index 000000000..467344f3c --- /dev/null +++ b/compendium/equipment/items/batsbreath-cane-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/evocation +- trait/magical +- trait/sonic +aliases: ["Batsbreath Cane"] +--- +# Batsbreath Cane *Item 10* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [sonic](rules/traits/sonic.md) + +- **Price** 950 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +A specialized +1 striking thundering probing cane made from strengthened spruce wood, a batsbreath cane is distinctive for its brass tip. The tip covers a small hollow in the wood that houses quartz crystals infused with latent storm magic. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You strike the cane firmly against the ground, causing a pin within the brass tip to tap the crystals and emit a sonic pulse. The pulse reverberates in a 60-foot radius for the next minute, with the cane acting as an antenna to receive the echoes. For 1 minute, as long as you remain in the area and are holding the cane, you gain hearing as a precise sense. +``` + +*Source: Treasure Vault p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/battle-lute-av2.md b/compendium/equipment/items/battle-lute-av2.md new file mode 100644 index 000000000..09e93f763 --- /dev/null +++ b/compendium/equipment/items/battle-lute-av2.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av2 +- item/category/weapon/simple +- trait/shove +- trait/two-hand-d8 +- trait/uncommon +aliases: ["Battle Lute"] +--- +# Battle Lute *Item 0* +[shove](rules/traits/shove.md) [two-hand ](rules/traits/two-hand.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 15 gp +- **Bulk** 1 +- **Damage** `1d4` B +- **Hands** 1 +- **Category** Simple; **Group** Club + +This reinforced lute is suitable both for use as a handheld musical instrument and for bashing heads should a crowd turn sour. Its strings are finely braided wires that run along its sturdy metal neck. + +*Source: Abomination Vaults #2: Hands of the Devil p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/battle-medics-baton-tv.md b/compendium/equipment/items/battle-medics-baton-tv.md new file mode 100644 index 000000000..443e99c4c --- /dev/null +++ b/compendium/equipment/items/battle-medics-baton-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/magical +- trait/necromancy +aliases: ["Battle Medic's Baton"] +--- +# Battle Medic's Baton *Item 3* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Price** 60 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This short bronze rod has the form of a serpent coiled around it. While you hold it, you gain a +1 item bonus to [Medicine](compendium/skills.md#Medicine) checks. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +- **Requirements**: You have the Battle [Medicine](compendium/skills.md#Medicine) action + +**Effect** You use Battle [Medicine](compendium/skills.md#Medicine). The target is temporarily immune to your Battle [Medicine](compendium/skills.md#Medicine) for 1 hour instead of 1 day. +``` + +*Source: Treasure Vault p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/battle-saddle-tv.md b/compendium/equipment/items/battle-saddle-tv.md new file mode 100644 index 000000000..10397d281 --- /dev/null +++ b/compendium/equipment/items/battle-saddle-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/parry +- trait/sweep +- trait/vehicular +aliases: ["Battle Saddle"] +--- +# Battle Saddle *Item 0* +[parry](rules/traits/parry.md) [sweep](rules/traits/sweep.md) [vehicular](rules/traits/vehicular-tv.md) + +- **Price** 6 gp +- **Bulk** 2 +- **Damage** `1d8` S +- **Hands** 2 +- **Category** Martial; **Group** Axe + +The battle saddle is a special saddle for a mount that has two large, winglike blades. These blades normally lie flat alongside the saddle, providing additional protection for the rider, but they can be deployed with a tug on the reins to slash at enemies adjacent to the mount. When using a battle saddle to parry, you can decide whether the circumstance bonus to AC applies to you or to your mount. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/beast-staff-tv.md b/compendium/equipment/items/beast-staff-tv.md new file mode 100644 index 000000000..0d2be97d2 --- /dev/null +++ b/compendium/equipment/items/beast-staff-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/staff +- trait/magical +- trait/staff +- trait/transmutation +aliases: ["Beast Staff"] +--- +# Beast Staff *Item 7+* +[magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +The visages of beasts are carved into the painted wood of a beast staff, with a large head on top. When used as a weapon, the staff is a +1 striking staff. While wielding the staff while you have it prepared, you're affected by speak with animals. If you have Wild Empathy, you gain a +1 circumstance bonus on checks using it. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. +``` + +*Source: Treasure Vault p. 130* \ No newline at end of file diff --git a/compendium/equipment/items/beastmasters-sigil-tv.md b/compendium/equipment/items/beastmasters-sigil-tv.md new file mode 100644 index 000000000..234adbd3e --- /dev/null +++ b/compendium/equipment/items/beastmasters-sigil-tv.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/spellheart +- trait/conjuration +- trait/magical +- trait/spellheart +aliases: ["Beastmaster's Sigil"] +--- +# Beastmaster's Sigil *Item 5+* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) + +- **Usage** affixed to armor or a weapon; **Bulk** — +- **Category** Spellheart + +This silver disc displays an ever-changing etching of an animal. + +When you affix the beastmaster's sigil, the animal settles into a single form based on where you affix it, showing the animal the item can summon when affixed that way. The spell DC of any spell cast by activating this item is 19. A weapon can benefit from only the melee weapon benefit or ranged weapon benefit. A thrown melee weapon gets the melee weapon benefit, and a combination weapon gets only one benefit, which you choose when you affix the spellheart. If it's unclear which one should apply, the GM decides. + +- Armor The sigil grants you a +1 item bonus to saving throws against poison. +- Melee Weapon The sigil grants you a +1 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Trip](rules/actions/trip.md). +- Ranged Weapon If you critically hit with the affixed weapon, and the target is adjacent to a creature summoned with the sigil, the target takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +```ad-embed-ability +title: Activate + +You cast [tame](compendium/spells/tame-som.md) . +``` + +```ad-embed-ability +title: Activate + +You cast 2nd-level [summon animal](compendium/spells/summon-animal.md) to summon a cave scorpion B2 (armor), wolf (melee weapon), or bat swarm (ranged weapon). +``` + +*Source: Treasure Vault p. 124* \ No newline at end of file diff --git a/compendium/equipment/items/bec-de-corbin-tv.md b/compendium/equipment/items/bec-de-corbin-tv.md new file mode 100644 index 000000000..fdf9cb8ee --- /dev/null +++ b/compendium/equipment/items/bec-de-corbin-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/razing +- trait/reach +- trait/shove +- trait/versatile-b +aliases: ["Bec De Corbin"] +--- +# Bec De Corbin *Item 0* +[razing](rules/traits/razing-tv.md) [reach](rules/traits/reach.md) [shove](rules/traits/shove.md) [versatile ](rules/traits/versatile.md) + +- **Price** 4 gp +- **Bulk** 2 +- **Damage** `1d8` P +- **Hands** 2 +- **Category** Martial; **Group** Polearm + +A bec de corbin is a spiked polearm that uses a hammer head to help balance the spike. The hammer portion can be used as a secondary striking surface, while the spike or fluke is specially designed to punch through armor and shields. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/beckoning-cat-amulet-ec2.md b/compendium/equipment/items/beckoning-cat-amulet-ec2.md new file mode 100644 index 000000000..7b48b3ffb --- /dev/null +++ b/compendium/equipment/items/beckoning-cat-amulet-ec2.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec2 +- item/category/talisman +- trait/consumable +- trait/divination +- trait/fortune +- trait/magical +- trait/talisman +- trait/uncommon +aliases: ["Beckoning Cat Amulet"] +--- +# Beckoning Cat Amulet *Item 5* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 26 gp +- **Usage** affixed to armor +- **Activate** envision; **Trigger** You use a feat or ability to reroll a failed or critically failed Reflex saving throw (such as [Cat's Luck](compendium/feats/cats-luck-apg.md) or [Halfling Luck](compendium/feats/halfling-luck.md)) +- **Category** Talisman + +This clay figurine resembles a white cat with a paw outstretched. When it's activated, any allies within 10 feet who also just failed or critically failed a Reflex saving throw from the same source (such as a [fireball](compendium/spells/fireball.md) spell) can also reroll their saving throw and use the better result. + +*Source: Extinction Curse #2: Legacy of the Lost God p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/beehive-lotg.md b/compendium/equipment/items/beehive-lotg.md new file mode 100644 index 000000000..324e2cb0e --- /dev/null +++ b/compendium/equipment/items/beehive-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Beehive"] +--- +# Beehive *Item 0* + +- **Price** 1 gp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/beguiling-crown-tv.md b/compendium/equipment/items/beguiling-crown-tv.md new file mode 100644 index 000000000..10d9ce3b6 --- /dev/null +++ b/compendium/equipment/items/beguiling-crown-tv.md @@ -0,0 +1,45 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/apex +- trait/apex +- trait/enchantment +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Beguiling Crown"] +--- +# Beguiling Crown *Item 20* +[apex](rules/traits/apex.md) [enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 80000 gp +- **Usage** worn crown; **Bulk** 2 +- **Category** Apex + +This hugely massive crown is bedazzled with glimmering jewels and enchanted with powerful magics that make the gold seem to ripple and surge like strange glimmering tide pools. While uncomfortable to wear, the crown beguiles those within the wearer's presence. Creatures within 30 feet of you automatically improve their attitude toward you by one step (up to [friendly](rules/conditions.md#Friendly)). This doesn't prevent [hostile](rules/conditions.md#Hostile) creatures from attacking you, but it might give you a chance to talk to them before they strike. The dazzling nature of the crown makes it hard for you to read the intentions of others, and you take a –4 status penalty to your [Perception](compendium/skills.md#Perception) DC when someone uses [Deception](compendium/skills.md#Deception) against you. When you invest the crown, you either increase your Charisma score by 2 or increase it to 18, whichever is higher. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You're the subject of the [sanctuary](compendium/spells/sanctuary.md) spell until the end of your next turn. +``` + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature succeeds at an attack roll against you + +**Effect** The creature must succeed at a DC 41 Will save or the attack roll becomes a failure and the target is [friendly](rules/conditions.md#Friendly) to you until the end of its turn. On a critical failure, the target becomes [friendly](rules/conditions.md#Friendly) to you, drops to their knees, and begs your forgiveness for 1 minute or until another creature takes a [hostile](rules/conditions.md#Hostile) action against them. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[fortune](rules/traits/fortune.md) [mental](rules/traits/mental.md) + +Choose one living creature within 30 feet of you. That creature must succeed at a DC 41 Will saving throw or become [helpful](rules/conditions.md#Helpful) to you for the next 24 hours. If they succeed, they become [friendly](rules/conditions.md#Friendly) to you for 1 hour. If they critically succeed they're immune to this effect for 1 year. +%% #trait/fortune #trait/mental %% +``` + +*Source: Treasure Vault p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/bellflower-toolbelt-tv.md b/compendium/equipment/items/bellflower-toolbelt-tv.md new file mode 100644 index 000000000..d6abd1585 --- /dev/null +++ b/compendium/equipment/items/bellflower-toolbelt-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/invested +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Bellflower Toolbelt"] +--- +# Bellflower Toolbelt *Item 6* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 220 gp +- **Usage** worn belt; **Bulk** 1 +- **Category** Worn + +Different versions of the bellflower toolbelt are customized to appear to suit specific trades, so a belt used for carpentry would look different from a belt for baking. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You place an object of up to 1 Bulk into the belt, transforming that object into a tool befitting the trade for which the belt was created. Each object remains transformed until it has been removed from the belt for 24 hours or someone uses a single [Interact](rules/actions/interact.md) action to return it to its normal form. If enough transformed items are in it, the belt can be used as artisan's tools for that trade. +``` + +*Source: Treasure Vault p. 145* \ No newline at end of file diff --git a/compendium/equipment/items/bellicose-dagger-tv.md b/compendium/equipment/items/bellicose-dagger-tv.md new file mode 100644 index 000000000..2d852caa7 --- /dev/null +++ b/compendium/equipment/items/bellicose-dagger-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/cursed +- trait/magical +- trait/necromancy +- trait/rare +aliases: ["Bellicose Dagger"] +--- +# Bellicose Dagger *Item 7* +[cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +The hilt of a bellicose dagger is etched with the word for "war" in various languages. Having absorbed the spirit of violence over the course of its existence, the weapon now craves bloodshed. A bellicose dagger is a +1 striking wounding dagger. However, anytime you interact with creatures, no matter the context, you must succeed at a DC 25 Will save or else find you have, as a reaction, drawn the dagger. When you use the bellicose dagger as a weapon for the first time, it fuses to you. While it's in your possession, you take a –2 circumstance penalty to [Diplomacy](compendium/skills.md#Diplomacy) checks and skill checks to avoid fighting, such as [Deception](compendium/skills.md#Deception) checks to trick your way out of a scuffle or [Stealth](compendium/skills.md#Stealth) checks to sneak past enemies. + +*Source: Treasure Vault p. 190* \ No newline at end of file diff --git a/compendium/equipment/items/belt-of-good-health-bb.md b/compendium/equipment/items/belt-of-good-health-bb.md new file mode 100644 index 000000000..6f5ab6fc1 --- /dev/null +++ b/compendium/equipment/items/belt-of-good-health-bb.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/bb +- item/category/worn +- trait/magical +- trait/necromancy +aliases: ["Belt of Good Health"] +--- +# Belt of Good Health *Item 4* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Price** 85 gp +- **Usage** worn belt +- **Category** Worn + +When you put on this belt, its silver buckle begins to glow, which slowly spreads into the heart-shaped jewel in the center. You increase your maximum Hit Points and current Hit Points by 4. + +If you remove the belt, you immediately decrease both your maximum and current HP by 4. + +*Source: Beginner Box p. 54* \ No newline at end of file diff --git a/compendium/equipment/items/bestiary-of-metamorphosis-som.md b/compendium/equipment/items/bestiary-of-metamorphosis-som.md new file mode 100644 index 000000000..ed389f527 --- /dev/null +++ b/compendium/equipment/items/bestiary-of-metamorphosis-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/grimoire +- trait/grimoire +- trait/magical +- trait/transmutation +aliases: ["Bestiary Of Metamorphosis"] +--- +# Bestiary Of Metamorphosis *Item 6* +[grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 210 gp +- **Bulk** L +- **Category** Grimoire + +This grimoire fancifully illustrates the spells you inscribe within it with illuminated drawings of creatures that have never existed, the pictures changing to depict new ones from time to time. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Requirements**: You're under the effect of a [polymorph](rules/traits/polymorph.md) spell you prepared from this grimoire that offers a choice of multiple forms + +**Effect** You transform into a different form allowed by the [polymorph](rules/traits/polymorph.md) by bending and molding the spell's energy. This reduces the spell's remaining duration by half. +%% #trait/polymorph #trait/transmutation %% +``` + +*Source: Secrets of Magic p. 162* \ No newline at end of file diff --git a/compendium/equipment/items/bewildering-spellgun-tv.md b/compendium/equipment/items/bewildering-spellgun-tv.md new file mode 100644 index 000000000..b4f9a2c47 --- /dev/null +++ b/compendium/equipment/items/bewildering-spellgun-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/attack +- trait/consumable +- trait/emotion +- trait/enchantment +- trait/magical +- trait/mental +- trait/spellgun +aliases: ["Bewildering Spellgun"] +--- +# Bewildering Spellgun *Item 9* +[attack](rules/traits/attack.md) [consumable](rules/traits/consumable.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [spellgun](rules/traits/spellgun-tv.md) + +- **Price** 140 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md), , [Strike](rules/actions/strike.md) +- **Category** Consumable + +When stared at, a bewildering spellgun seems to warp the space around it, creating a mind-bending sensation. Whispers of gibberish arise from it, making their way to nearby ears despite any other sounds in the area. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 15 feet. Once fired, the spellgun twists in your hand and melts away. + +> [!success-degree] +> - **Critical Success** The target is [confused](rules/conditions.md#Confused) for 1 minute. +> - **Success** The target is [confused](rules/conditions.md#Confused) for 1 minute but can attempt a DC 25 Will save at the end of each of its turns to end the effect. + +*Source: Treasure Vault p. 96* \ No newline at end of file diff --git a/compendium/equipment/items/bewitching-bloom-tv.md b/compendium/equipment/items/bewitching-bloom-tv.md new file mode 100644 index 000000000..6611e23cf --- /dev/null +++ b/compendium/equipment/items/bewitching-bloom-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/tattoo +- trait/enchantment +- trait/invested +- trait/magical +- trait/tattoo +aliases: ["Bewitching Bloom"] +--- +# Bewitching Bloom *Item 2+* +[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) + +- **Usage** tattooed on the body; **Bulk** — +- **Category** Tattoo + +While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. + +These blooms are colorful, elegant representations of distinct flower species, as determined by its type. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have. +``` + +*Source: Treasure Vault p. 119* \ No newline at end of file diff --git a/compendium/equipment/items/bi-resonant-wayfinder-locg.md b/compendium/equipment/items/bi-resonant-wayfinder-locg.md new file mode 100644 index 000000000..ed2f1039b --- /dev/null +++ b/compendium/equipment/items/bi-resonant-wayfinder-locg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/locg +- item/category/worn +- trait/evocation +- trait/illusion +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Bi-resonant Wayfinder"] +--- +# Bi-resonant Wayfinder *Item 6* +[evocation](rules/traits/evocation.md) [illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 200 gp +- **Usage** worn +- **Category** Worn + +A bi-resonant wayfinder is inlaid with intricate platinum wires in a complex array of conduits for magical energy. These conduits control the resonant interference of aeon stones. A bi-resonant wayfinder works just like a regular [wayfinder](compendium/equipment/items/wayfinder.md) except it has two aeon stone slots, and the aeon stones in both slots grant their resonant powers without interfering with each other. The bi-resonant wayfinder and the two aeon stones count as two items toward your investiture limit. + +*Source: Lost Omens: Character Guide p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/big-rock-bullet-lotgb.md b/compendium/equipment/items/big-rock-bullet-lotgb.md new file mode 100644 index 000000000..d1007cec8 --- /dev/null +++ b/compendium/equipment/items/big-rock-bullet-lotgb.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/consumable +- trait/earth +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Big Rock Bullet"] +--- +# Big Rock Bullet *Item 7+* +[consumable](rules/traits/consumable.md) [earth](rules/traits/earth.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Ammunition** sling bullet +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +A big rock bullet is a sling bullet made of heavy granite, but each piece of ammunition feels much more dense than it appears. When activated, a big rock bullet transforms into a giant rock just before hitting the target. The target takes `4d6` additional bludgeoning damage on a successful hit. Even on a failed attack roll (but not a critical failure), the target takes `2d6` bludgeoning damage. Creatures with the [Catch Rock](rules/abilities/catch-rock.md) reaction can use it against a big rock bullet. + +*Source: Lost Omens: The Grand Bazaar p. 14* \ No newline at end of file diff --git a/compendium/equipment/items/binding-coil-som.md b/compendium/equipment/items/binding-coil-som.md new file mode 100644 index 000000000..6b07fdcff --- /dev/null +++ b/compendium/equipment/items/binding-coil-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/talisman +- trait/consumable +- trait/magical +- trait/talisman +- trait/transmutation +aliases: ["Binding Coil"] +--- +# Binding Coil *Item 6+* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** affixed to a weapon +- **Activate** envision; **Trigger** Your [Strike](rules/actions/strike.md) with the affixed weapon damages a creature; **Requirements** You're an expert in [Athletics](compendium/skills.md#Athletics). +- **Category** Talisman + +This talisman, a bright red coil that's warm to the touch and faintly resembles a serpent, wraps entirely around your weapon. When you activate this talisman's effect, attempt to [Grapple](rules/actions/grapple.md) the creature you hit. On a success, rather than the normal [Grapple](rules/traits/grapple.md) effects, the coil instead wraps itself around the target with one end remaining attached to your weapon. + +Your opponent must succeed at a DC 20 [Escape](rules/actions/escape.md) check to break free. The coil breaks if you move any further away from the bound opponent, but not if you move any closer. + +*Source: Secrets of Magic p. 173* \ No newline at end of file diff --git a/compendium/equipment/items/bird-lotg.md b/compendium/equipment/items/bird-lotg.md new file mode 100644 index 000000000..e7c735ca5 --- /dev/null +++ b/compendium/equipment/items/bird-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Bird"] +--- +# Bird *Item 0* + +- **Price** 1 sp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/bitter-lotgb.md b/compendium/equipment/items/bitter-lotgb.md new file mode 100644 index 000000000..f849d79b7 --- /dev/null +++ b/compendium/equipment/items/bitter-lotgb.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/rune +- trait/magical +- trait/poison +- trait/transmutation +- trait/uncommon +aliases: ["Bitter"] +--- +# Bitter *Item 9* +[magical](rules/traits/magical.md) [poison](rules/traits/poison.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 135 gp +- **Usage** etched onto armor +- **Category** Rune + +While you wear this acrid armor, any creature that Engulfs you or Swallows you Whole is [sickened](rules/conditions.md#Sickened); if it spends an action retching to reduce the [sickened](rules/conditions.md#Sickened) condition, you can attempt to [Escape](rules/actions/escape.md) as a reaction. + +*Source: Lost Omens: The Grand Bazaar p. 18* \ No newline at end of file diff --git a/compendium/equipment/items/black-hole-armor-tv.md b/compendium/equipment/items/black-hole-armor-tv.md new file mode 100644 index 000000000..fd826b49d --- /dev/null +++ b/compendium/equipment/items/black-hole-armor-tv.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/abjuration +- trait/invested +- trait/magical +aliases: ["Black Hole Armor"] +--- +# Black Hole Armor *Item 16* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 8500 gp +- **Usage** worn armor; **Bulk** 5 +- **Category** Armor + +The joints of this black +2 greater resilient fortification fortress plate look like swirling vortices of silver. Non-magical ammunition and thrown weapons aimed at you are destroyed after they hit you and deal damage or miss you. You also have resistance 10 to physical damage from ranged attacks. + +When an enemy's ranged attack misses you or hits you and deals no damage, the armor absorbs the projectile. + +When it has absorbed six projectiles, the armor glows at the joints. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A ranged weapon [Strike](rules/actions/strike.md) targets a creature within 20 feet of you and the attacker hasn't yet rolled its attack + +**Effect** The triggering [Strike](rules/actions/strike.md) targets you instead of its intended target. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: The black hole armor has absorbed six or more projectiles + +**Effect** All the projectiles absorbed by the armor appear out of thin air, as though transported there, falling in a 10-foot burst within 120 feet of you. Each creature in the burst takes `10d8` piercing damage with a DC 35 Reflex save. The absorbed projectiles are all expended, and the armor's joints stop glowing. +``` + +*Source: Treasure Vault p. 14* \ No newline at end of file diff --git a/compendium/equipment/items/black-tendril-shot-tv.md b/compendium/equipment/items/black-tendril-shot-tv.md new file mode 100644 index 000000000..e0deb6e6a --- /dev/null +++ b/compendium/equipment/items/black-tendril-shot-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/conjuration +- trait/consumable +- trait/magical +aliases: ["Black Tendril Shot"] +--- +# Black Tendril Shot *Item 7+* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Ammunition** any +- **Activate** command +- **Category** Consumable + +A glistening, tar‑like substance that's displeasing to the touch coats a black tendril shot. When the activated ammunition hits a target, it exudes tendrils that encase the target, which must attempt a Fortitude saving throw. The ammunition's effects last until the target Escapes. DCs for the saving throw and [Escape](rules/actions/escape.md) vary by type. + +> [!success-degree] +> - **Critical Success** The target is [slowed](rules/conditions.md#Slowed) but gains a +2 circumstance bonus to [Escape](rules/actions/escape.md) the ammunition's effect. +> - **Success** The target is [slowed](rules/conditions.md#Slowed). +> - **Failure** The target is [slowed](rules/conditions.md#Slowed) and [deafened](rules/conditions.md#Deafened). +> - **Critical Failure** The target is [slowed](rules/conditions.md#Slowed), [blinded](rules/conditions.md#Blinded), and [deafened](rules/conditions.md#Deafened). + +*Source: Treasure Vault p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/blade-byrnie-tv.md b/compendium/equipment/items/blade-byrnie-tv.md new file mode 100644 index 000000000..fa0852cf9 --- /dev/null +++ b/compendium/equipment/items/blade-byrnie-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/conjuration +- trait/invested +- trait/magical +aliases: ["Blade Byrnie"] +--- +# Blade Byrnie *Item 7+* +[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn armor; **Bulk** 1 +- **Category** Armor + +Instead of chain links, this +1 chain shirt is assembled from metal "leaves" that each resemble a small blade. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You pull a link from the armor, which transforms into a +1 striking dagger. The dagger disappears and reappears as a link in the armor after you [Strike](rules/actions/strike.md) with it, or at the end of this turn if you don't make a [Strike](rules/actions/strike.md). You can Activate the blade byrnie in place of an [Interact](rules/actions/interact.md) action to draw a weapon for abilities such as the Quick Draw feat. + +Upgrading the runes on the blade byrnie makes the daggers pulled from it more powerful. The daggers have a +2 weapon potency rune if the armor has a +2 armor potency rune, or a +3 weapon potency rune if the armor has a +3 armor potency rune. +``` + +*Source: Treasure Vault p. 15* \ No newline at end of file diff --git a/compendium/equipment/items/blade-of-four-energies-som.md b/compendium/equipment/items/blade-of-four-energies-som.md new file mode 100644 index 000000000..283fd7b6d --- /dev/null +++ b/compendium/equipment/items/blade-of-four-energies-som.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/held +- trait/evocation +- trait/magical +aliases: ["Blade Of Four Energies"] +--- +# Blade Of Four Energies *Item 13+* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This +2 greater striking shifting shortsword is formed of rapidly vibrating air and magical energy, though it uses the same statistics as iron. The wooden hilt is adorned with four gems, representing the energies of acid, cold, fire, and electricity, that sparkle in sequence at random intervals. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +You draw magical energy from one of the gems. Roll `1d4`. + +Until the start of your next turn, the weapon gains the corresponding rune: 1—corrosive, 2—flaming, 3—frost, or 4—shock. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +- **Requirements**: The blade has an energy rune from the first activation + +**Effect** You call upon the energy stored in the blade to explode outward. The blade of four energies casts a 5th-level spell that depends on the active rune: acid arrow for corrosive, fireball for flaming, cone of cold for frost, or lightning bolt for shock. +``` + +*Source: Secrets of Magic p. 180* \ No newline at end of file diff --git a/compendium/equipment/items/blade-of-the-black-sovereign-lol.md b/compendium/equipment/items/blade-of-the-black-sovereign-lol.md new file mode 100644 index 000000000..32161d614 --- /dev/null +++ b/compendium/equipment/items/blade-of-the-black-sovereign-lol.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/held +- trait/electricity +- trait/evocation +- trait/magical +- trait/unique +aliases: ["Blade Of The Black Sovereign"] +--- +# Blade Of The Black Sovereign *Item 15* +[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) + +- **Price** 6500 gp +- **Usage** held in 2 hands; **Bulk** 2 +- **Category** Held + +This +2 greater striking shock greatsword is forged from standard-grade adamantine, with inlays of [broken](rules/conditions.md#Broken) circuitry and a robot's ocular lens on the cross guard. A soft thrum comes from the blade, which you feel as a subtle pulse through the grip when wielding it. + +It sparks when unsheathed, emitting dim light within 5 feet. On a hit against a foe made of metal, wearing metal armor, or using a metal shield, if the foe takes electricity damage from the blade, the makes the foe [flat-footed](rules/conditions.md#Flat-footed) for 1 round; if the [Strike](rules/actions/strike.md) was a critical hit, it also makes them [clumsy](rules/conditions.md#Clumsy) for 1 round. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You cast the [electric arc](compendium/spells/electric-arc.md) cantrip from the sword as an 8th-level primal spell, using 10 + your melee attack modifier with the Blade of the Black Sovereign as your spell DC. +``` + +*Source: Lost Omens: Legends p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/bladed-diabolo-ec1.md b/compendium/equipment/items/bladed-diabolo-ec1.md new file mode 100644 index 000000000..d24e4150d --- /dev/null +++ b/compendium/equipment/items/bladed-diabolo-ec1.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec1 +- item/category/weapon/advanced +- trait/backswing +- trait/disarm +- trait/finesse +- trait/thrown-40-feet +- trait/trip +- trait/uncommon +aliases: ["Bladed Diabolo"] +--- +# Bladed Diabolo *Item 0* +[backswing](rules/traits/backswing.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [thrown <40 feet>](rules/traits/thrown.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 20 sp +- **Bulk** L +- **Damage** `1d4` S +- **Hands** 2 +- **Category** Advanced; **Group** Flail + +This weapon consists of two bladed discs joined by a central axel, and is spun on a rope whose ends are attached to wand-like sticks. The wielder can hurl the diabolo from the rope like a stone from a sling, or swing it on the rope in melee. + +*Source: Extinction Curse #1: The Show Must Go On p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/bladed-gauntlet-lokl.md b/compendium/equipment/items/bladed-gauntlet-lokl.md new file mode 100644 index 000000000..3b4c6bd36 --- /dev/null +++ b/compendium/equipment/items/bladed-gauntlet-lokl.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/weapon/martial +- trait/agile +- trait/finesse +- trait/free-hand +- trait/modular-b-p-or-s +- trait/uncommon +aliases: ["Bladed Gauntlet"] +--- +# Bladed Gauntlet *Item 0* +[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [free-hand](rules/traits/free-hand.md) [modular ](rules/traits/modular-logm.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 5 gp +- **Bulk** L +- **Damage** `1d4` modular +- **Hands** 1 +- **Category** Martial; **Group** Brawling + +A dagger attached to a retractable mechanism is integrated in this gauntlet's dorsum, so a combatant can quickly arm themself with a blade to exploit the weak points in an enemy's armor. Switching configurations on the gauntlet reveals or retracts the contained dagger as appropriate. The dagger isn't removable, and thus can't be wielded or etched with runes separately from the gauntlet. + +*Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/bladed-hoop-ec1.md b/compendium/equipment/items/bladed-hoop-ec1.md new file mode 100644 index 000000000..adc9151cf --- /dev/null +++ b/compendium/equipment/items/bladed-hoop-ec1.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec1 +- item/category/weapon/advanced +- trait/finesse +- trait/sweep +- trait/two-hand-d8 +- trait/uncommon +aliases: ["Bladed Hoop"] +--- +# Bladed Hoop *Item 0* +[finesse](rules/traits/finesse.md) [sweep](rules/traits/sweep.md) [two-hand ](rules/traits/two-hand.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 25 sp +- **Bulk** 1 +- **Damage** `1d6` S +- **Hands** 0+ +- **Category** Advanced; **Group** Knife + +This circular hoop has blades along its outer edge. You can wield it in two hands (using the two-hand damage) or by spinning it around an arm. While you spin the hoop, it gains the free-hand trait. Setting the hoop spinning takes 1 Interact action. In addition to the normal restrictions of the free-hand trait, extended use of the arm for locomotion (such as to Climb) interferes with the hoop's spinning and forces you to Release the hoop. You can't spin a hoop underwater. Keeping the hoop spinning requires a free action each round, which has the concentrate and manipulate traits. You can keep a hoop spinning as an exploration activity, but doing so for more than 10 minutes makes you fatigued, similarly to Hustling. + +*Source: Extinction Curse #1: The Show Must Go On p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/bladed-scarf-tv.md b/compendium/equipment/items/bladed-scarf-tv.md new file mode 100644 index 000000000..c2136d50f --- /dev/null +++ b/compendium/equipment/items/bladed-scarf-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/disarm +- trait/finesse +- trait/reach +- trait/sweep +- trait/trip +- trait/uncommon +aliases: ["Bladed Scarf"] +--- +# Bladed Scarf *Item 0* +[disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [reach](rules/traits/reach.md) [sweep](rules/traits/sweep.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 3 gp +- **Bulk** 1 +- **Damage** `1d6` S +- **Hands** 2 +- **Category** Martial; **Group** Flail + +The thin metal plates interwoven throughout this long scarf turn a fashion accessory into a deadly weapon. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/blast-foot-lotgb.md b/compendium/equipment/items/blast-foot-lotgb.md new file mode 100644 index 000000000..050681c6d --- /dev/null +++ b/compendium/equipment/items/blast-foot-lotgb.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/assistive-item/prosthesis +- trait/evocation +- trait/invested +- trait/magical +aliases: ["Blast Foot"] +--- +# Blast Foot *Item 6+* +[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn; **Bulk** 1 +- **Category** Prosthesis + +These prosthetic feet and legs, created by dwarven alchemists and spellcasters together, are engraved with simple but effective evocation symbols on the ball and heel, empowering you to leap to great heights and blast foes with your feet. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You blast off from the ground, using the force to leap through the air. The blast feet cast [jump](compendium/spells/jump.md) on you. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You blast from your feet, dealing `4d6` force damage to all creatures in a 15-foot cone, with a basic Reflex save. +``` + +*Source: Lost Omens: The Grand Bazaar p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/blast-lance-ooa3.md b/compendium/equipment/items/blast-lance-ooa3.md new file mode 100644 index 000000000..2f6aedae1 --- /dev/null +++ b/compendium/equipment/items/blast-lance-ooa3.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa3 +- item/category/held +- trait/evocation +- trait/fire +- trait/magical +- trait/uncommon +aliases: ["Blast Lance"] +--- +# Blast Lance *Item 4+* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 2 hands; **Bulk** 2 +- **Category** Held + +This weapon is a long +1 lance with a muzzle built into the pointed tip, allowing the user to fire the chamber after a successful melee attack. A barrel running down the length of the lance allows you to load firearm ammunition into the base of the weapon more easily than it might seem from the design. It takes 2 actions to reload a blast lance. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You strike a foe with the blast lance +- **Requirements**: The blast lance is loaded with a round + +**Effect** You fire a blast of gunpowder through the weapon that deals `2d8` fire damage. The foe must attempt a DC 18 Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected by the blast of gunpowder and the blast lance misfires and jams (Guns & Gears 107, 153). +> - **Success** The target takes half the fire damage. +> - **Failure** The target takes the full fire damage and is pushed back 5 feet. You can [Stride](rules/actions/stride.md) after it, but you must move the same distance and in the same direction. +> - **Critical Failure** The target takes double damage and is pushed back 10 feet. You can [Stride](rules/actions/stride.md) after it, but you must move the same distance and in the same direction. +``` + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/blast-suit-ooa3.md b/compendium/equipment/items/blast-suit-ooa3.md new file mode 100644 index 000000000..6100fc734 --- /dev/null +++ b/compendium/equipment/items/blast-suit-ooa3.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa3 +- item/category/armor +- trait/abjuration +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Blast Suit"] +--- +# Blast Suit *Item 9* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 650 gp +- **Usage** worn armor; **Bulk** 2 +- **Category** Armor + +Crafted from heavy steel plating and riveted together with cunning precision, this suit of +1 resilient full plate is specifically designed to protect against sudden explosions. This added layer of security comes at the cost of movement, however. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You're affected by an area effect that requires a Reflex save, or you would take splash damage from a scatter weapon + +**Effect** The blast suit locks together into a rigid bulwark, protecting you from the blast but preventing you from moving from your position under any circumstances. You become [immobilized](rules/conditions.md#Immobilized), gain a +2 circumstance bonus to your Reflex save against area effects, and gain resistance 5 to all damage you would normally take from area effects and scatter splash damage (this doesn't damage the blast suit). These effects persist for as long as the suit remains in the locked position. You can [Interact](rules/actions/interact.md) with the suit to unlock it. +``` + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/blaze-ooa1.md b/compendium/equipment/items/blaze-ooa1.md new file mode 100644 index 000000000..7ee89bfe1 --- /dev/null +++ b/compendium/equipment/items/blaze-ooa1.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa1 +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/drug +- trait/ingested +- trait/poison +- trait/uncommon +aliases: ["Blaze"] +--- +# Blaze *Item 2* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 7 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This acrid blend of black powder, honey, saltpeter, sulfur, and stranger ingredients sees plenty of use in the Mana Wastes, where magical environmental protection is unreliable. Users experience euphoric feelings of warmth and wellbeing followed by intense bouts of dehydration and disorientation. + +```ad-inline-affliction +title: Saving Throw: DC 17 Fortitude + +- **Maximum Duration**: 4 hours + +## Stages + +**Stage 1** +1 item bonus to saves versus [fire](rules/traits/fire.md) effects, and you treat severe or extreme environmental heat effects as if they were one step lower (1 hour) + +**Stage 2** [stupefied](rules/conditions.md#Stupefied), and you treat severe or extreme environmental heat effects as if they were one step lower (1 hour) + +**Stage 3** [fatigued](rules/conditions.md#Fatigued) and [stupefied](rules/conditions.md#Stupefied) (1 hour) +``` + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/bleachguard-doll-tv.md b/compendium/equipment/items/bleachguard-doll-tv.md new file mode 100644 index 000000000..c95fc5b08 --- /dev/null +++ b/compendium/equipment/items/bleachguard-doll-tv.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/conjuration +- trait/intelligent +- trait/magical +- trait/rare +aliases: ["Bleachguard Doll"] +--- +# Bleachguard Doll *Item 8* +[conjuration](rules/traits/conjuration.md) [intelligent](rules/traits/intelligent-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +Rather than seeking out new experiences to stave off the Bleaching, gnome spellcasters with the right know-how can infuse a small fragment of their consciousness into a doll, then send the doll off with a crew of adventurers to experience new things. Such gnomes might have difficulties that keep them from exploring or might be preoccupied with other pursuits, but the doll acts as an intermediary, transmitting the benefits of new experiences to its creator via a potent, but passive, psychic link. A bleachguard doll has the alignment and demeanor of its creator, but new experiences can cause the two to diverge. The doll's creator is neither able to control it nor are they constantly aware of its activities. If the original creator perishes, the doll sometimes becomes inert (essentially [dying](rules/conditions.md#Dying) as well), sometimes remains an intelligent item, and sometimes becomes a normal soulbound doll (Bestiary 304), diminished in power but with some of the item's capabilities. + +Once per day, the doll sends its creator a dream of the day's events. Each bleachguard doll can cast the cantrips light (3rd level), prestidigitation, and one other 3rd-level cantrip, along with one spell (at 3rd level) that can be cast once per day. The creator chooses the cantrip and spells, which can't require an attack roll or saving throw, during the doll's creation. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The bleachguard doll casts one of its available cantrips or spells. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The bleachguard doll animates per summon construct as a soulbound doll, retaining pertinent item statistics, cantrips, and its spell instead of those of the soulbound doll. The soulbound doll can [Cast a Spell](rules/actions/cast-a-spell.md) only if the bleachguard doll has a use of that spell remaining for the day. When reduced to 0 Hit Points or this activation ends, the bleachguard doll becomes inert but repairs itself at the rate of 1 Hit Point per hour. This activation is unavailable until the doll has 23 Hit Points again. +``` + +*Source: Treasure Vault p. 194* \ No newline at end of file diff --git a/compendium/equipment/items/blending-brooch-tv.md b/compendium/equipment/items/blending-brooch-tv.md new file mode 100644 index 000000000..068acf44f --- /dev/null +++ b/compendium/equipment/items/blending-brooch-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/consumable +- trait/illusion +- trait/magical +- trait/talisman +aliases: ["Blending Brooch"] +--- +# Blending Brooch *Item 11* +[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 275 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision; **Trigger** You roll initiative using [Stealth](compendium/skills.md#Stealth) and can see a creature; **Requirements** You are a master in [Stealth](compendium/skills.md#Stealth). +- **Category** Talisman + +This small, matte-black pin always seems to be on the periphery of your vision, even when you stare directly at it. When you Activate the talisman, choose one creature you can see. You become [invisible](rules/conditions.md#Invisible) to that creature unless it succeeds at a DC 28 Will save. This effect lasts for 1 minute or until the target hits you with an attack, whichever comes first. + +*Source: Treasure Vault p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/blessed-reformer-tv.md b/compendium/equipment/items/blessed-reformer-tv.md new file mode 100644 index 000000000..5d8f1e49d --- /dev/null +++ b/compendium/equipment/items/blessed-reformer-tv.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/divine +- trait/evocation +- trait/good +- trait/uncommon +aliases: ["Blessed Reformer"] +--- +# Blessed Reformer *Item 14* +[divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 4500 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +The Celestial word for "repent" is etched in golden lettering on the shaft of this +2 greater striking merciful (page 33) mithral warhammer. An evil-aligned creature is [enfeebled](rules/conditions.md#Enfeebled) when carrying or wielding this weapon. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You hold your weapon aloft, calling on righteousness to steel your resolve. You cast [protection](compendium/spells/protection.md) on yourself and you must select evil as the chosen alignment. + +Redeemer Wielder If you're a champion of the redeemer cause, you also gain the following two benefits. + +- When you critically hit an evil creature with the blessed reformer, until the end of your next turn, the target takes a –10-foot penalty to its Speeds and can't [Step](rules/actions/step.md). +- You can Activate the weapon in the following way. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: You hit a creature using the blessed reformer as your last action + +**Effect** You cast [calm emotions](compendium/spells/calm-emotions.md) at the same level as your champion focus spells. It must target the creature you hit, and the creature takes a status penalty on its save against the spell equal to the blessed reformer's number of weapon damage dice. +``` + +*Source: Treasure Vault p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/blessed-tattoo-lowg.md b/compendium/equipment/items/blessed-tattoo-lowg.md new file mode 100644 index 000000000..34f1cb6f7 --- /dev/null +++ b/compendium/equipment/items/blessed-tattoo-lowg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lowg +- item/category/tattoo +- trait/abjuration +- trait/invested +- trait/magical +- trait/tattoo +- trait/uncommon +aliases: ["Blessed Tattoo"] +--- +# Blessed Tattoo *Item 4* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 90 gp +- **Usage** tattoo +- **Category** Tattoo + +You can activate the tattoo as a reaction instead of a two-action activity, triggered when a demon attacks you or you attempt a saving throw against a demon's ability. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You gain the effect of protection against evil. +``` + +*Source: Lost Omens: World Guide p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/blight-bomb-apg.md b/compendium/equipment/items/blight-bomb-apg.md new file mode 100644 index 000000000..d22037adb --- /dev/null +++ b/compendium/equipment/items/blight-bomb-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/bomb +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/poison +- trait/splash +aliases: ["Blight Bomb"] +--- +# Blight Bomb *Item 1+* +[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [poison](rules/traits/poison.md) [splash](rules/traits/splash.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Bomb + +Blight bombs contain volatile toxic chemicals that rot flesh. A blight bomb deals the listed poison damage, [persistent poison damage](rules/conditions.md#Persistent%20Damage), and splash damage. Many types grant an item bonus to attack rolls. + +*Source: Advanced Player's Guide p. 252* \ No newline at end of file diff --git a/compendium/equipment/items/blightburn-bomb-tv.md b/compendium/equipment/items/blightburn-bomb-tv.md new file mode 100644 index 000000000..ed2c69286 --- /dev/null +++ b/compendium/equipment/items/blightburn-bomb-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/bomb +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/disease +- trait/poison +- trait/splash +- trait/uncommon +aliases: ["Blightburn Bomb"] +--- +# Blightburn Bomb *Item 15+* +[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [disease](rules/traits/disease.md) [poison](rules/traits/poison.md) [splash](rules/traits/splash.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Bomb + +Blightburn bombs have radioactive materials sealed inside flasks treated with lead. The bomb grants an item bonus to attack rolls and deals poison damage, [persistent poison damage](rules/conditions.md#Persistent%20Damage), and poison splash damage, according to the bomb's type. A creature that takes the [persistent poison damage](rules/conditions.md#Persistent%20Damage) deals the splash damage again from its current position as the radiation continues to harm nearby creatures. The [persistent damage](rules/conditions.md#Persistent%20Damage) can last up to 1 minute. + +Blightburn bombs also expose the primary target to blightburn sickness (page 45) at the listed Fortitude DC. + +*Source: Treasure Vault p. 44* \ No newline at end of file diff --git a/compendium/equipment/items/blightburn-ward-ec5.md b/compendium/equipment/items/blightburn-ward-ec5.md new file mode 100644 index 000000000..f7c9c27c2 --- /dev/null +++ b/compendium/equipment/items/blightburn-ward-ec5.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec5 +- item/category/worn +- trait/abjuration +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Blightburn Ward"] +--- +# Blightburn Ward *Item 13* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2300 gp +- **Usage** worn necklace +- **Category** Worn + +This heavy iron necklace is decorated with tiny gems that resemble the stars in the ceiling high above the Vault of the Black Desert. While you have invested this item, you cannot contract blightburn sickness. It doesn't cure blightburn sickness if you already have it, but the disease's stage can't progress while you wear it. + +*Source: Extinction Curse #5: Lord of the Black Sands p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/blindpepper-bolt-lotgb.md b/compendium/equipment/items/blindpepper-bolt-lotgb.md new file mode 100644 index 000000000..79ee3ec17 --- /dev/null +++ b/compendium/equipment/items/blindpepper-bolt-lotgb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/consumable +- trait/magical +- trait/uncommon +aliases: ["Blindpepper Bolt"] +--- +# Blindpepper Bolt *Item 3* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 10 gp +- **Ammunition** [bolt](compendium/equipment/items/bolt.md) +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +The head of this bolt is a vented container that smells strongly of caustic pepper. When an activated blindpepper bolt hits a target, it deals no damage; instead the creature must attempt a DC 17 Fortitude save. If the [Strike](rules/actions/strike.md) was a critical success, the target takes a –2 circumstance penalty to its Fortitude save. At the GM's discretion, a creature with no eyes or olfactory organs might not be affected by this item. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [dazzled](rules/conditions.md#Dazzled) until the end of your next turn. It can end the effect early if it spends an action, which has the [manipulate](rules/traits/manipulate.md) trait, to wipe down its eyes. +> - **Failure** The target is [dazzled](rules/conditions.md#Dazzled) for 1 minute. +> - **Critical Failure** The target is [blinded](rules/conditions.md#Blinded) until the end of your next turn and [dazzled](rules/conditions.md#Dazzled) for 1 minute. + +*Source: Lost Omens: The Grand Bazaar p. 14* \ No newline at end of file diff --git a/compendium/equipment/items/blister-ammunition-tv.md b/compendium/equipment/items/blister-ammunition-tv.md new file mode 100644 index 000000000..4cff35874 --- /dev/null +++ b/compendium/equipment/items/blister-ammunition-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/poison +aliases: ["Blister Ammunition"] +--- +# Blister Ammunition *Item 5+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [poison](rules/traits/poison.md) + +- **Ammunition** any +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Blister ammunition is loaded with alchemically processed irritants, such as pollen, pepper, and formic acid. A creature hit by activated blister ammunition must attempt a Fortitude save or begin to itch uncontrollably in addition to damage the attack normally deals. On a critical hit, increase the Fortitude DC by 2, and the target is [dazzled](rules/conditions.md#Dazzled) for 1 round. For the duration, each time the target attempts a concentrate action, it must attempt a DC 8 flat check, losing the action on a failure. An affected creature can use a single [Interact](rules/actions/interact.md) action to scratch and sneeze, allowing it to automatically pass the flat check. The effect ends early once an affected creature spends 3 [Interact](rules/actions/interact.md) actions scratching and sneezing. These [Interact](rules/actions/interact.md) actions don't need to be consecutive. + +*Source: Treasure Vault p. 42* \ No newline at end of file diff --git a/compendium/equipment/items/blisterwort-tv.md b/compendium/equipment/items/blisterwort-tv.md new file mode 100644 index 000000000..ad79f0123 --- /dev/null +++ b/compendium/equipment/items/blisterwort-tv.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +aliases: ["Blisterwort"] +--- +# Blisterwort *Item 11* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) + +- **Price** 280 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This clear, viscous liquid causes lesions and blisters that spread quickly. The victim's pain response increases and flesh breaks easily under physical stress. + +```ad-inline-affliction +title: Saving Throw: DC 30 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `4d6` poison damage and weakness 2 to physical and force damage + +**Stage 2** `5d6` poison damage and weakness 4 to physical and force damage + +**Stage 3** `7d6` poison damage and weakness 6 to physical and force damage +``` + +*Source: Treasure Vault p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/blocks-lotgb.md b/compendium/equipment/items/blocks-lotgb.md new file mode 100644 index 000000000..be90a7a95 --- /dev/null +++ b/compendium/equipment/items/blocks-lotgb.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +aliases: ["Blocks"] +--- +# Blocks *Item 0* + +- **Price** 1 sp +- **Usage** held in 2 hands; **Bulk** L +- **Category** Held + +These wooden blocks can be stacked to build flimsy structures. + +A standard set comes in a small sack with 12 blocks. + +*Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/blood-booster-tv.md b/compendium/equipment/items/blood-booster-tv.md new file mode 100644 index 000000000..3703540a8 --- /dev/null +++ b/compendium/equipment/items/blood-booster-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/healing +aliases: ["Blood Booster"] +--- +# Blood Booster *Item 3+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [healing](rules/traits/healing.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +This elixir bolsters your body's natural defenses and ability to resist maladies that travel through or affect blood. For 10 minutes you receive the listed resistance to [persistent bleed](rules/conditions.md#Persistent%20Damage) and [persistent poison damage](rules/conditions.md#Persistent%20Damage), and you lower the DC for any flat checks to end [persistent bleed](rules/conditions.md#Persistent%20Damage) or [persistent poison damage](rules/conditions.md#Persistent%20Damage) as if you received particularly appropriate aid. + +At the GM's discretion, blood booster elixirs can also automatically counteract non-magical effects that specifically rely on thinning the drinker's blood, such as a skull peeler's (Bestiary 3 243) anticoagulant. + +*Source: Treasure Vault p. 59* \ No newline at end of file diff --git a/compendium/equipment/items/blood-sap-gmg.md b/compendium/equipment/items/blood-sap-gmg.md new file mode 100644 index 000000000..0b1fc9ce7 --- /dev/null +++ b/compendium/equipment/items/blood-sap-gmg.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/drug +- trait/ingested +- trait/poison +aliases: ["Blood Sap"] +--- +# Blood Sap *Item 1* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) + +- **Price** 4 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This potent drug is distilled from a certain tropical vine into a deep-red syrup that, over time, stains the user's lips and teeth a vivid shade of red. + +```ad-inline-affliction +title: Saving Throw: DC 16 Fortitude + +- **Onset**: 10 minutes +- **Maximum Duration**: 3 hours + +## Stages + +**Stage 1** [drained](rules/conditions.md#Drained), +1 item bonus to weapon and unarmed attack rolls, [Acrobatics](compendium/skills.md#Acrobatics) checks, and [Athletics](compendium/skills.md#Athletics) checks (10 minutes) + +**Stage 2** [slowed](rules/conditions.md#Slowed) (1 hour) +``` + +*Source: Gamemastery Guide p. 120* \ No newline at end of file diff --git a/compendium/equipment/items/bloodbane-aoa4.md b/compendium/equipment/items/bloodbane-aoa4.md new file mode 100644 index 000000000..ebd363961 --- /dev/null +++ b/compendium/equipment/items/bloodbane-aoa4.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa4 +- item/category/rune +- trait/dwarf +- trait/evocation +- trait/magical +- trait/uncommon +aliases: ["Bloodbane"] +--- +# Bloodbane *Item 8* +[dwarf](rules/traits/dwarf.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** etched onto a clan dagger +- **Category** Rune + +A _bloodbane_ clan dagger is especially vicious against the ancestral enemies of the clan. When you damage an appropriate type of creature with the weapon, that creature takes 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage). The type of creature depends on the clan that made the dagger, but is typically drow, duergar, giant, or orc. + +In addition, whenever you inflict [persistent bleed damage](rules/conditions.md#Persistent%20Damage) with a _bloodbane_ weapon (whether from its innate ability or in some other way), the weapon leaves ragged wounds. The bleeding creature must succeed at a DC 25 Fortitude save or become [sickened](rules/conditions.md#Sickened). The creature is then temporarily immune for 1 hour. + +*Source: Age of Ashes #4: Fires of the Haunted City p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/bloodbiter-gmg.md b/compendium/equipment/items/bloodbiter-gmg.md new file mode 100644 index 000000000..b24d19304 --- /dev/null +++ b/compendium/equipment/items/bloodbiter-gmg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/curse +- trait/cursed +- trait/magical +- trait/necromancy +- trait/rare +aliases: ["Bloodbiter"] +--- +# Bloodbiter *Item 6* +[cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Usage** curses a piercing or slashing weapon +- **Category** Curse + +A _bloodbiter_ weapon is awakened by violence and fueled by blood. When you make a successful attack with the weapon, it inflicts a wound that deals `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) (in addition to its normal damage), but it also deals `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) to you. The curse remains dormant until the weapon hits a creature, at which point black thorns protrude from the weapon and dig into your body; the weapon fuses to you and you can't use the hand that holds the weapon for any other purpose. If the weapon is two-handed, it attaches itself to only a single hand (GM's choice). + +*Source: Gamemastery Guide p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/bloodeye-coffee-gmg.md b/compendium/equipment/items/bloodeye-coffee-gmg.md new file mode 100644 index 000000000..7e910ee7c --- /dev/null +++ b/compendium/equipment/items/bloodeye-coffee-gmg.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/drug +- trait/ingested +- trait/poison +aliases: ["Bloodeye Coffee"] +--- +# Bloodeye Coffee *Item 0* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) + +- **Price** 5 sp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +A strong blend including several spices common in the Padishah Empire of Kelesh, bloodeye coffee is a favorite morning drink across the Inner Sea region. The maximum addiction stage of bloodeye coffee never progresses beyond stage 1. + +```ad-inline-affliction +title: Saving Throw: DC 14 Fortitude + +- **Onset**: 10 minutes +- **Maximum Duration**: 8 hours + +## Stages + +**Stage 1** +1 item bonus to AC and saves to which you are taking penalties caused by the [fatigued](rules/conditions.md#Fatigued) condition (10 minutes) + +**Stage 2** [stupefied](rules/conditions.md#Stupefied) (1 hour) + +**Stage 3** can't recover from [fatigued](rules/conditions.md#Fatigued) (1 day, after which the drug ends) +``` + +*Source: Gamemastery Guide p. 120* \ No newline at end of file diff --git a/compendium/equipment/items/bloodhound-mask-apg.md b/compendium/equipment/items/bloodhound-mask-apg.md new file mode 100644 index 000000000..c953d02b2 --- /dev/null +++ b/compendium/equipment/items/bloodhound-mask-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/consumable +- trait/alchemical +- trait/consumable +aliases: ["Bloodhound Mask"] +--- +# Bloodhound Mask *Item 2+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This wide, single-use mask is designed to be slipped over your mouth and nose and its alchemical filter activated all with one hand. Once activated, the mask sharpens odors, giving you imprecise scent with the listed range. You can't wear other masks while you're wearing a bloodhound mask. + +When you use [Survival](compendium/skills.md#Survival) to [Track](rules/actions/track.md) a creature by its scent, your proficiency bonus is equal to your level even if you're untrained, and the mask grants you the listed item bonus to your [Survival](compendium/skills.md#Survival) check. The GM sets the [Survival](compendium/skills.md#Survival) DC based on the area's ability to hold scent rather than on visual clues, as normal for using scent. + +*Source: Advanced Player's Guide p. 254* \ No newline at end of file diff --git a/compendium/equipment/items/bloodhound-olfactory-stimulators-tv.md b/compendium/equipment/items/bloodhound-olfactory-stimulators-tv.md new file mode 100644 index 000000000..a78219096 --- /dev/null +++ b/compendium/equipment/items/bloodhound-olfactory-stimulators-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/magical +aliases: ["Bloodhound Olfactory Stimulators"] +--- +# Bloodhound Olfactory Stimulators *Item 5* +[magical](rules/traits/magical.md) + +- **Price** 136 gp +- **Usage** worn; **Bulk** L +- **Category** Worn + +These olfactory stimulators can be enhanced to better localize scents. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +Your olfactory stimulators twitch as they gather even more information. You gain imprecise scent with a range of 30 feet for 1 minute. +``` + +*Source: Treasure Vault p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/bloodline-robe-tv.md b/compendium/equipment/items/bloodline-robe-tv.md new file mode 100644 index 000000000..007577a29 --- /dev/null +++ b/compendium/equipment/items/bloodline-robe-tv.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/focused +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Bloodline Robe"] +--- +# Bloodline Robe *Item 12* +[focused](rules/traits/focused.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 2000 gp +- **Usage** worn garment; **Bulk** 1 +- **Category** Worn + +Each bloodline robe has a design that befits a particular sorcerer bloodline, depicting creatures of that bloodline or using styles common among them. You gain a +2 item bonus to each of your bloodline skills. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: You're benefiting from your blood magic effect + +**Effect** You're [quickened](rules/conditions.md#Quickened) on your next turn. + +You can use the extra action only as part of Casting a bloodline spell. +``` + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +You gain 1 Focus Point, which you can use only to cast a sorcerer bloodline spell. If not used by the end of your turn, this Focus Point is lost. +``` + +*Source: Treasure Vault p. 147* \ No newline at end of file diff --git a/compendium/equipment/items/bloodthirsty-lotgb.md b/compendium/equipment/items/bloodthirsty-lotgb.md new file mode 100644 index 000000000..992d65efe --- /dev/null +++ b/compendium/equipment/items/bloodthirsty-lotgb.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/rune +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Bloodthirsty"] +--- +# Bloodthirsty *Item 16* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 8500 gp +- **Usage** etched onto a slashing or piercing +- **Category** Rune + +The magic in this rune sings in time with your attacks and coaxes you into finishing your opponent. When you critically hit a target that's taking [persistent bleed damage](rules/conditions.md#Persistent%20Damage), your target becomes [drained](rules/conditions.md#Drained). + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You reduce a creature to 0 + +**Effect** You gain a number of temporary Hit Points equal to twice the creature's level. + +These Hit Points remain for 1 minute. +``` + +*Source: Lost Omens: The Grand Bazaar p. 42* \ No newline at end of file diff --git a/compendium/equipment/items/blue-dragonfly-poison-tv.md b/compendium/equipment/items/blue-dragonfly-poison-tv.md new file mode 100644 index 000000000..77dab52d6 --- /dev/null +++ b/compendium/equipment/items/blue-dragonfly-poison-tv.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/ingested +- trait/poison +- trait/uncommon +aliases: ["Blue Dragonfly Poison"] +--- +# Blue Dragonfly Poison *Item 3* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 7 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Boggards brew a potent toxin made from blue dragonflies. Swampseers consume this mixture to awaken their divine powers, but the poison causes debilitating hallucinations in most other creatures. + +```ad-inline-affliction +title: Saving Throw: DC 17 Fortitude + +- **Onset**: 10 minutes +- **Maximum Duration**: 30 minutes + +## Stages + +**Stage 1** [dazzled](rules/conditions.md#Dazzled) (10 minutes) + +**Stage 2** [dazzled](rules/conditions.md#Dazzled) and [frightened](rules/conditions.md#Frightened) (10 minutes) + +**Stage 3** [frightened](rules/conditions.md#Frightened) and [confused](rules/conditions.md#Confused) (1 minute) +``` + +*Source: Treasure Vault p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/boarding-axe-aaws.md b/compendium/equipment/items/boarding-axe-aaws.md new file mode 100644 index 000000000..931f1198b --- /dev/null +++ b/compendium/equipment/items/boarding-axe-aaws.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aaws +- item/category/weapon/martial +- trait/agile +- trait/azarketi +- trait/climbing +- trait/uncommon +- trait/versatile-p +aliases: ["Boarding Axe"] +--- +# Boarding Axe *Item 0* +[agile](rules/traits/agile.md) [azarketi](rules/traits/azarketi-loag.md) [climbing](rules/traits/climbing-aaws.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) + +- **Price** 1 gp +- **Bulk** L +- **Damage** `1d6` S +- **Hands** 1 +- **Category** Martial; **Group** Axe + +This small axe sports a spike opposite the blade that aids in climbing and is useful in clearing obstacles, such as fallen rigging. This weapon is common in the High Seas region, on the Isle of Kortos and within azarketi settlements. + +*Source: Azarketi Ancestry Web Supplement p. 1* \ No newline at end of file diff --git a/compendium/equipment/items/boarding-pike-lopsg.md b/compendium/equipment/items/boarding-pike-lopsg.md new file mode 100644 index 000000000..39153fc4e --- /dev/null +++ b/compendium/equipment/items/boarding-pike-lopsg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/weapon/martial +- trait/reach +- trait/shove +- trait/uncommon +aliases: ["Boarding Pike"] +--- +# Boarding Pike *Item 1* +[reach](rules/traits/reach.md) [shove](rules/traits/shove.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 8 sp +- **Bulk** 2 +- **Damage** `1d10` P +- **Hands** 2 +- **Category** Martial; **Group** Polearm + +Taking the form of a longspear fitted with crossbars or hooks, a boarding pike provides its wielder a sharp implement that's as adept at shoving enemies off a ship's railings as facilitating the boarding of other vessels. This is a martial melee weapon. + +*Source: Lost Omens: Pathfinder Society Guide p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/body-recovery-kit-lopsg.md b/compendium/equipment/items/body-recovery-kit-lopsg.md new file mode 100644 index 000000000..dc5ba97b4 --- /dev/null +++ b/compendium/equipment/items/body-recovery-kit-lopsg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/healing +- trait/uncommon +aliases: ["Body Recovery Kit"] +--- +# Body Recovery Kit *Item 9* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 101 gp +- **Usage** held in 2 hands; **Bulk** L +- **Category** Consumable + +This small silver tin is filled with a herb-infused salve and a shroud of fine silk fabric. + +The salve smells of lavender and hyssop and is waxy to the touch. The shroud, made of spun silk, can a hold a Medium or smaller creature. If you apply the salve and shroud to a creature that died within the past 3 days, a process which normally takes 1 hour, it slows the decomposition process, allowing a creature to be brought back to life with raise dead up to 1 week after its death. + +*Source: Lost Omens: Pathfinder Society Guide p. 2277* \ No newline at end of file diff --git a/compendium/equipment/items/bola-shot-tv.md b/compendium/equipment/items/bola-shot-tv.md new file mode 100644 index 000000000..c64ceb584 --- /dev/null +++ b/compendium/equipment/items/bola-shot-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/consumable +- trait/magical +- trait/transmutation +aliases: ["Bola Shot"] +--- +# Bola Shot *Item 5* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 25 gp +- **Ammunition** any +- **Activate** command +- **Category** Consumable + +This ammunition bears a rune with three lines radiating out, each ending in a circle. When an activated bola shot hits a target, it deals nonlethal bludgeoning damage. Compare the attack roll to the target's Reflex DC to determine the shot's other effects. + +> [!success-degree] +> - **Critical Success** The target falls [prone](rules/conditions.md#Prone) and is [stunned](rules/conditions.md#Stunned). +> - **Success** The target falls [prone](rules/conditions.md#Prone). +> - **Failure** No additional effect. + +*Source: Treasure Vault p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/bola-tv.md b/compendium/equipment/items/bola-tv.md new file mode 100644 index 000000000..d51245fae --- /dev/null +++ b/compendium/equipment/items/bola-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/nonlethal +- trait/ranged-trip +- trait/thrown +aliases: ["Bola"] +--- +# Bola *Item 0* +[nonlethal](rules/traits/nonlethal.md) [ranged trip](rules/traits/ranged-trip-b1.md) [thrown](rules/traits/thrown.md) + +- **Price** 5 sp +- **Bulk** L +- **Damage** `1d6` B +- **Range** 20 ft. +- **Hands** 1 +- **Category** Martial; **Group** Sling + +This throwing weapon consists of weights tied to the end of long cords, which can be used to entangle foes. + +*Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/bomb-coagulant-alembic-tv.md b/compendium/equipment/items/bomb-coagulant-alembic-tv.md new file mode 100644 index 000000000..1639bb64d --- /dev/null +++ b/compendium/equipment/items/bomb-coagulant-alembic-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/additive-0 +- trait/alchemical +aliases: ["Bomb Coagulant Alembic"] +--- +# Bomb Coagulant Alembic *Item 5* +[additive <0>](rules/traits/additive.md) [alchemical](rules/traits/alchemical.md) + +- **Price** 150 gp +- **Usage** held in two hands; **Bulk** L +- **Category** Held + +This apparatus increases the viscosity of the reagents in alchemical bombs, to [deadly](rules/traits/deadly.md) effect. As a 10-minute activity that has the [manipulate](rules/traits/manipulate.md) trait, you can use a bomb coagulant alembic to distill the contents of one alchemical bomb that deals splash damage into a stickier substance. After distilling, the bomb deals no splash damage but instead deals [persistent damage](rules/conditions.md#Persistent%20Damage) equal to and of the same type as its original splash damage. If the bomb already deals [persistent damage](rules/conditions.md#Persistent%20Damage), distilling increases that damage by the bomb's original splash damage. + +*Source: Treasure Vault p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/bombers-saddle-ec5.md b/compendium/equipment/items/bombers-saddle-ec5.md new file mode 100644 index 000000000..62f90529d --- /dev/null +++ b/compendium/equipment/items/bombers-saddle-ec5.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec5 +- item/category/companion +- trait/companion +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Bomber's Saddle"] +--- +# Bomber's Saddle *Item 13* +[companion](rules/traits/companion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2800 gp +- **Usage** worn saddle; **Bulk** 2 +- **Category** Companion + +Developed by urdefhans for their skaveling mounts but quickly copied by other races' cavalry, this leather saddle is made from cave worm hide and is designed to fit a variety of flying steeds. In addition to a seat for the rider, the bomber's saddle has a bomb compartment situated underneath the mount. The compartment can hold up to six alchemical bombs of light or negligible Bulk. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You drop a single item from the saddle's compartment, which falls to the ground below. If the item is a bomb, make a ranged [Strike](rules/actions/strike.md) with it. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +- **Requirements**: The saddle's compartment is loaded with two to six bombs + +**Effect** You drop the saddle's entire payload, scattering the bombs below. Make a single ranged [Strike](rules/actions/strike.md) against an AC of 10. The AC increases by 1 for every 5 feet above the target area you are. On a failure, the bombs fly away wildly and deal no damage. On a successful attack roll, the bombs fall and shatter, starting in the target area and moving in a line of 5-foot spaces up to 30 feet long for six bombs, one bomb per space. The bombs don't directly hit any creatures; instead, creatures take splash damage from the bombs as usual, but combine the splash damage from multiple overlapping bombs together before applying weaknesses or resistances. + +Apply [any](rules/traits/any-b1.md) effects normally applied to splash damage when throwing a bomb (such as the effects of the Calculated Splash feat). +``` + +*Source: Extinction Curse #5: Lord of the Black Sands p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/bone-dreadnought-plate-tv.md b/compendium/equipment/items/bone-dreadnought-plate-tv.md new file mode 100644 index 000000000..2bf51f6e9 --- /dev/null +++ b/compendium/equipment/items/bone-dreadnought-plate-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/alchemical +aliases: ["Bone Dreadnought Plate"] +--- +# Bone Dreadnought Plate *Item 10* +[alchemical](rules/traits/alchemical.md) + +- **Price** 1000 gp +- **Usage** worn armor; **Bulk** 5 +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Armor + +This suit of bone-based fortress plate is a masterpiece of alchemical science. This armor has a receiver that can hold a single lodestone bomb (page 44), which takes 3 [Interact](rules/actions/interact.md) actions to install. A loaded suit of bone dreadnought plate can be activated to cause the bomb to shift numerous small plates and hinges, offering a wide variety of protections, granting you resistance to cold, electricity, fire, piercing, and slashing damage equal to the loaded lodestone bomb's splash damage. These effects last for 20 minutes, but each time you're hit by an attack that deals damage of one of these types, decrease the remaining duration by 1 minute. Once activated, the armor can't be deactivated. The armor uses up the lodestone bomb during the duration and can't be activated again until a new one is installed. + +*Source: Treasure Vault p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/bone-tv.md b/compendium/equipment/items/bone-tv.md new file mode 100644 index 000000000..3c0a35ab8 --- /dev/null +++ b/compendium/equipment/items/bone-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/material +aliases: ["Bone"] +--- +# Bone *Item 0+* + +- **Category** Material + +A durable material when properly treated, bone can replace wood and metal when creating armor, shields, and weapons. The statistics for bone are applicable to a variety of other sturdy animal-based products, such as chitin, horn, ivory, coral, and shell, which can also be classified as bone for the purposes of determining item statistics. Bone elements from certain beasts, like the horn of a unicorn or the spikes of a manticore, may even yield magical properties when worked by a skilled crafter. + +| | Hardness | HP | BT | +|--|----------|----|----| +| Thin Items | 4 | 16 | 8 | +| Items | 6 | 24 | 12 | +| Structures | 12 | 48 | 24 | + + +*Source: Treasure Vault p. 169* \ No newline at end of file diff --git a/compendium/equipment/items/bonmuan-swapping-stone-frp1.md b/compendium/equipment/items/bonmuan-swapping-stone-frp1.md new file mode 100644 index 000000000..37175c3db --- /dev/null +++ b/compendium/equipment/items/bonmuan-swapping-stone-frp1.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/frp1 +- item/category/consumable +- trait/conjuration +- trait/consumable +- trait/magical +- trait/teleportation +- trait/uncommon +aliases: ["Bonmuan Swapping Stone"] +--- +# Bonmuan Swapping Stone *Item 11+* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This small, opalescent stone glows with a light that constantly shifts between colors. When you activate the stone, you throw it into a space within 100 feet. The stone then casts dimension door on you and transports you to itself. This destroys the stone. + +You can instead hurl the stone at a creature in an attempt to bring that creature closer to you. + +Make a ranged [Strike](rules/actions/strike.md) against a creature using your highest proficiency with a ranged weapon. The swapping stone has a range increment of 15 feet. On a hit, the stone shatters against the creature, casting dimension door on the creature and causing it to instantly teleport to a space adjacent to you. An unwilling creature can resist this teleportation with a successful DC 28 Will save. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/book-of-lingering-blaze-som.md b/compendium/equipment/items/book-of-lingering-blaze-som.md new file mode 100644 index 000000000..1c028146f --- /dev/null +++ b/compendium/equipment/items/book-of-lingering-blaze-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/grimoire +- trait/evocation +- trait/grimoire +- trait/magical +aliases: ["Book Of Lingering Blaze"] +--- +# Book Of Lingering Blaze *Item 10* +[evocation](rules/traits/evocation.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) + +- **Price** 900 gp +- **Bulk** L +- **Category** Grimoire + +The common saying, "Where there is progress in the field of magic, there is always someone who uses it to set things on fire," is engraved in gold on the cover of this red spellbook. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[metamagic](rules/traits/metamagic.md) + +If your next action is to cast an evocation spell dealing fire damage that you prepared from this grimoire, you superheat the flames, allowing the spell to ignore up to 10 resistance to fire of creatures affected by the spell. +%% #trait/metamagic %% +``` + +*Source: Secrets of Magic p. 162* \ No newline at end of file diff --git a/compendium/equipment/items/book-of-lost-days-da.md b/compendium/equipment/items/book-of-lost-days-da.md new file mode 100644 index 000000000..1b2e89112 --- /dev/null +++ b/compendium/equipment/items/book-of-lost-days-da.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/held +- trait/cursed +- trait/enchantment +- trait/magical +- trait/unique +aliases: ["Book of Lost Days"] +--- +# Book of Lost Days *Item 15* +[cursed](rules/traits/cursed-gmg.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) + +- **Usage** held in 2 hands; **Bulk** 1 +- **Category** Held + +This massive tome's yellowed pages curl at the edges, and the letters on its face and spine are too worn to be read. When you open the book, it always opens to a page that seems to perfectly answer the question you had in mind, but reading more than a few lines causes your head to swim alarmingly. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +- **Requirements**: You aren't [drained](rules/conditions.md#Drained) + +**Effect** You open the book while trying to learn information about any topic. + +The Book of Lost Days permits you to view another's memory, which contains information about that subject commensurate to rolling a total of 40 to [Recall Knowledge](rules/actions/recall-knowledge.md) about the topic, with additional context provided on a success or critical success. + +The price for this knowledge is the memory of a day in your past, and the vitality of a day in your future. You lose the memory of that day completely, and the total of all the knowledge you learned on that date is added to the book's repository of information. The book, not you, chooses which memories are taken, preferring days with concentrated emotional resonance, and thus tends to steal significant life moments. This loss affects only your memories; it has no effect on your level, class, feats, or other character choices. + +Your natural lifespan is also shortened by 1 day. The loss of this life energy causes you to be [drained](rules/conditions.md#Drained). You can't reduce the [drained](rules/conditions.md#Drained) condition for 2 days, after which you can recover normally from the condition. + +Creatures have occasionally managed to use the Book of Lost Days not to gain others' knowledge but to wipe their minds clean of painful memories or deadly secrets. Their memories aren't destroyed but merely stored in the book, where someone else might later retrieve them. +``` + +*Source: Dark Archive p. 160* \ No newline at end of file diff --git a/compendium/equipment/items/book-of-warding-prayers-tv.md b/compendium/equipment/items/book-of-warding-prayers-tv.md new file mode 100644 index 000000000..e867df666 --- /dev/null +++ b/compendium/equipment/items/book-of-warding-prayers-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/grimoire +- trait/divine +- trait/grimoire +- trait/transmutation +aliases: ["Book of Warding Prayers"] +--- +# Book of Warding Prayers *Item 8* +[divine](rules/traits/divine.md) [grimoire](rules/traits/grimoire-som.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 425 gp +- **Bulk** L +- **Category** Grimoire + +Script in a language of the Outer Planes adorns this book's spine, and a deity's symbol is etched on its cover. Books of warding prayers are each devoted to a particular deity and are also a religious symbol of that deity. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: Your last action was to cast a prepared divine spell granted by your deity + +**Effect** Choose chaotic, evil, good, or lawful; you can't choose a type that's part of your deity's alignment. You and all allies within 30 feet are suffused with your deity's protection, gaining resistance 10 to damage of that type for 1 minute. +``` + +*Source: Treasure Vault p. 111* \ No newline at end of file diff --git a/compendium/equipment/items/bookthief-brew-lopsg.md b/compendium/equipment/items/bookthief-brew-lopsg.md new file mode 100644 index 000000000..a43cf7ee5 --- /dev/null +++ b/compendium/equipment/items/bookthief-brew-lopsg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/uncommon +aliases: ["Bookthief Brew"] +--- +# Bookthief Brew *Item 1* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 3 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Consumable + +This concoction mixes into a thick, paste-like substance when shaken. When exposed to air, the substance dries after one minute. If poured over a book, scroll, or other material featuring words written in ink, the brew will make an exact copy of the words it is in contact with while it dries, though it doesn't contain any [magical](rules/traits/magical.md) effect or other special properties of the original words. Once dried, you can remove the dried substance as an [Interact](rules/actions/interact.md) action. A single vial of bookthief brew can coat two pages from a book, a single scroll, or a similar amount of area for other surfaces, producing a dried sheet as thick as a piece of paper. Unfortunately, the sheet's copy is flipped, requiring a mirror to properly read. + +*Source: Lost Omens: Pathfinder Society Guide p. 31* \ No newline at end of file diff --git a/compendium/equipment/items/boom-snare-pfum.md b/compendium/equipment/items/boom-snare-pfum.md new file mode 100644 index 000000000..9d70d5d93 --- /dev/null +++ b/compendium/equipment/items/boom-snare-pfum.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/pfum +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +- trait/uncommon +aliases: ["Boom Snare"] +--- +# Boom Snare *Item 4* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 18 gp +- **Category** Snare + +By combining a lesser alchemist's fire, a lesser thunderstone, and other catalysts with a pressure sensitive trigger, you create a snare that creates a fiery and thunderous explosion when triggered. The target and all creatures in adjacent squares take `2d6` fire damage and `2d6` sonic damage with a basic DC 19 Reflex save. On a failure, they are [deafened](rules/conditions.md#Deafened) for `1d4` rounds and take `1d4` [persistent fire damage](rules/conditions.md#Persistent%20Damage). + +*Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/boomerang-tv.md b/compendium/equipment/items/boomerang-tv.md new file mode 100644 index 000000000..323816c22 --- /dev/null +++ b/compendium/equipment/items/boomerang-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/recovery +- trait/thrown +- trait/uncommon +aliases: ["Boomerang"] +--- +# Boomerang *Item 0* +[recovery](rules/traits/recovery-tv.md) [thrown](rules/traits/thrown.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2 sp +- **Bulk** L +- **Damage** `1d6` B +- **Range** 60 ft. +- **Hands** 1 +- **Category** Martial; **Group** Club + +The boomerang is a carved piece of wood designed to curve as it flies through the air, returning to the wielder after a successful throw. + +*Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/boots-of-dancing-gmg.md b/compendium/equipment/items/boots-of-dancing-gmg.md new file mode 100644 index 000000000..378d47ac0 --- /dev/null +++ b/compendium/equipment/items/boots-of-dancing-gmg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/worn +- trait/cursed +- trait/enchantment +- trait/invested +- trait/magical +- trait/rare +aliases: ["Boots Of Dancing"] +--- +# Boots Of Dancing *Item 11* +[cursed](rules/traits/cursed-gmg.md) [enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** worn shoes; **Bulk** L +- **Category** Worn + +These boots act as greater boots of elvenkind, but they react wildly to strong physical exertion. While you wear the boots, the curse activates whenever you attempt an [Athletics](compendium/skills.md#Athletics) check or [Stride](rules/actions/stride.md) more than once in a single round during an encounter. + +The boots cast an 8th-level [uncontrollable dance](compendium/spells/uncontrollable-dance.md) spell on you, + +*Source: Gamemastery Guide p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/bootstrap-respirator-tv.md b/compendium/equipment/items/bootstrap-respirator-tv.md new file mode 100644 index 000000000..e0361e287 --- /dev/null +++ b/compendium/equipment/items/bootstrap-respirator-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/mechanical +- trait/uncommon +aliases: ["Bootstrap Respirator"] +--- +# Bootstrap Respirator *Item 8* +[mechanical](rules/traits/mechanical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 450 gp +- **Usage** worn; **Bulk** L +- **Category** Worn + +The city of Riddleport is notorious for its noxious air and water. While some inhabitants tolerate the haze, most wear bootstrap respirators to filter out as many of the pollutants as possible. Designed by dwarf smiths operating the Gas Forges, the flexible face mask of a bootstrap respirator fits snugly over your mouth and nose, fastened by two adjustable leather straps. A manual pump inserted into your footwear or under the arm circulates air through tubes and over filters fitted into the front of the mask. While wearing a bootstrap respirator, you gain a +1 item bonus to any saves that require you to smell or taste, such as inhaled poisons and airborne diseases. + +*Source: Treasure Vault p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/boozy-bottle-tv.md b/compendium/equipment/items/boozy-bottle-tv.md new file mode 100644 index 000000000..ff77e544a --- /dev/null +++ b/compendium/equipment/items/boozy-bottle-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/tattoo +- trait/abjuration +- trait/invested +- trait/magical +- trait/tattoo +aliases: ["Boozy Bottle"] +--- +# Boozy Bottle *Item 5* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) + +- **Price** 140 gp +- **Usage** tattooed on the body; **Bulk** — +- **Category** Tattoo + +This tattoo depicts a container of alcohol, traditionally a small, uncorked brown bottle. You gain a +1 item bonus to saving throws against poison. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You fail (but don't critically fail) an initial saving throw against a poison, or you gain [persistent poison damage](rules/conditions.md#Persistent%20Damage) + +**Effect** You pick your poison. Calling out the name of a drink as though ordering at a bar, you negate the triggering poison. Instead, you gain the alcohol affliction (Pathfinder Gamemastery Guide 120) at stage 2. The DC of this magical alcohol is the DC of the triggering poison save or DC 20 for [persistent poison damage](rules/conditions.md#Persistent%20Damage). +``` + +*Source: Treasure Vault p. 119* \ No newline at end of file diff --git a/compendium/equipment/items/boreal-staff-tv.md b/compendium/equipment/items/boreal-staff-tv.md new file mode 100644 index 000000000..b80051357 --- /dev/null +++ b/compendium/equipment/items/boreal-staff-tv.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/staff +- trait/evocation +- trait/magical +- trait/staff +aliases: ["Boreal Staff"] +--- +# Boreal Staff *Item 8+* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +A boreal staff is chiseled from a cylinder of ice to form a spiky, jagged icicle, its surface gleaming with the colors of the northern lights. It gives the air around you a distinct chill. When used as a weapon, a boreal staff is a +1 striking staff. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Attempt a [Strike](rules/actions/strike.md) using the staff. That [Strike](rules/actions/strike.md) deals `2d4` additional cold damage. +``` + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. +``` + +*Source: Treasure Vault p. 131* \ No newline at end of file diff --git a/compendium/equipment/items/borts-blessing-fop.md b/compendium/equipment/items/borts-blessing-fop.md new file mode 100644 index 000000000..ccb8818d7 --- /dev/null +++ b/compendium/equipment/items/borts-blessing-fop.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/fop +- item/category/worn +- trait/divination +- trait/invested +- trait/rare +aliases: ["Bort's Blessing"] +--- +# Bort's Blessing *Item 5* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [rare](rules/traits/rare.md) + +- **Price** 160 gp +- **Usage** worn +- **Category** Worn + +This ornate copper band has a small ruby set in the center, flanked by a pair of dwarven runes. The wearer of this ring gains the ability to understand, read, and speak one common language of their choice, selected each morning as part of their daily preparations. In addition, the wearer receives a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks to [Make an Impression](rules/actions/make-an-impression.md). + +*Source: The Fall of Plaguestone p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/bottled-roc-tv.md b/compendium/equipment/items/bottled-roc-tv.md new file mode 100644 index 000000000..e4580876e --- /dev/null +++ b/compendium/equipment/items/bottled-roc-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/expandable +aliases: ["Bottled Roc"] +--- +# Bottled Roc *Item 9* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [expandable](rules/traits/expandable-tv.md) + +- **Price** 140 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This bottle contains a shrunken bird preserved with its feathers intact. When opened, the contents reconstitute into a Gargantuan effigy of a great roc, which can appear in the air instead of on the ground. The roc Grabs up to two creatures, then Flies up to 90 feet and Releases the creatures. The creatures must be within 15 feet of the roc for it to Grab them; if any of them are unwilling to be [grabbed](rules/conditions.md#Grabbed), the roc must [Grapple](rules/actions/grapple.md) them with a +17 [Athletics](compendium/skills.md#Athletics) modifier or fail to pick them up. + +*Source: Treasure Vault p. 56* \ No newline at end of file diff --git a/compendium/equipment/items/bottled-screams-loil.md b/compendium/equipment/items/bottled-screams-loil.md new file mode 100644 index 000000000..98cac06df --- /dev/null +++ b/compendium/equipment/items/bottled-screams-loil.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +- trait/uncommon +aliases: ["Bottled Screams"] +--- +# Bottled Screams *Item 10* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 200 gp +- **Usage** held in one hand; **Bulk** L +- **Activate** envision +- **Category** Consumable + +The vengeful wails of a revenant, barely contained in this rattling jar, infuse your magic with all of their spite and malice. If a target fails its saving throw against your seal fate (Advanced Player's Guide 224) spell after you've added this catalyst, it takes `1d6` [persistent damage](rules/conditions.md#Persistent%20Damage) of the type chosen for the spell (`2d6` if it critically fails). + +*Source: Lost Omens: Impossible Lands p. 177* \ No newline at end of file diff --git a/compendium/equipment/items/bottled-sunlight-botd.md b/compendium/equipment/items/bottled-sunlight-botd.md new file mode 100644 index 000000000..de0693157 --- /dev/null +++ b/compendium/equipment/items/bottled-sunlight-botd.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/botd +- item/category/bomb +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/fire +- trait/light +- trait/positive +- trait/splash +aliases: ["Bottled Sunlight"] +--- +# Bottled Sunlight *Item 2+* +[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [fire](rules/traits/fire.md) [light](rules/traits/light.md) [positive](rules/traits/positive.md) [splash](rules/traits/splash.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Bomb + +This mirrored bottle contains various chemicals dissolved in two immiscible solvents. Shaking the bottle induces chemical reactions that cause it to glow. For 1 hour, the bottle sheds bright light in a 20-foot radius (and dim light to the next 40 feet). During this hour, it can be thrown like a bomb. This requires a single action to Activate with a [Strike](rules/actions/strike.md), like other bombs, and deals the damage below. If it's not thrown within an hour of the first activation, it defuses harmlessly and is consumed. + +*Source: Book of the Dead p. 18* \ No newline at end of file diff --git a/compendium/equipment/items/bottomless-purse-da.md b/compendium/equipment/items/bottomless-purse-da.md new file mode 100644 index 000000000..5aa7744aa --- /dev/null +++ b/compendium/equipment/items/bottomless-purse-da.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/contract +- trait/contract +- trait/invested +- trait/magical +- trait/rare +aliases: ["Bottomless Purse"] +--- +# Bottomless Purse *Item 8* +[contract](rules/traits/contract-lol.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Category** Contract + +With a handshake, you traded future wealth for a bottomless purse of gems and other valuables. Using the purse, you can always sell items for their normal sell value during downtime, even if you aren't anywhere near a settlement. You just put them into the purse, and within a day, the proper sale price appears in coins and gems. Once per day, from any distance, the entity that holds your bargained contract automatically sells a common consumable item in your possession, giving you back only half the normal amount for a sold item. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You deposit up to 30 gp of gems and coins in a separate pouch of the bottomless purse while thinking of a common consumable item costing that amount of money. + +You then upend the pouch. The item you envisioned comes tumbling out into your hand. +``` + +*Source: Dark Archive p. 164* \ No newline at end of file diff --git a/compendium/equipment/items/bottomless-stein-logm.md b/compendium/equipment/items/bottomless-stein-logm.md new file mode 100644 index 000000000..69492b8a8 --- /dev/null +++ b/compendium/equipment/items/bottomless-stein-logm.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/logm +- item/category/held +- trait/conjuration +- trait/magical +- trait/uncommon +aliases: ["Bottomless Stein"] +--- +# Bottomless Stein *Item 2* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Access** follower of [Cayden Cailean](compendium/setting/deities/cayden-cailean.md) +- **Price** 25 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +A magic item regarded as holy by followers of Cayden Cailean, this ornate metallic stein is always filled to the brim with delicious ale, no matter how much is drunk or spilled. If it is emptied (such as by being gulped quickly or upended onto the floor), the bottomless stein will fill again within 1 round as long as it is right side up, though it's impossible to transfer the ale to another container to sell it or store it for later. The exact type of ale with which the stein is filled is determined at the item's creation, and cannot be changed thereafter. + +*Source: Lost Omens: Gods & Magic p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/boulder-seed-tv.md b/compendium/equipment/items/boulder-seed-tv.md new file mode 100644 index 000000000..ecd03b86e --- /dev/null +++ b/compendium/equipment/items/boulder-seed-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/bomb +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/splash +aliases: ["Boulder Seed"] +--- +# Boulder Seed *Item 12+* +[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [splash](rules/traits/splash.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Bomb + +This bomb is made of volatile fluids that rapidly expand and harden when exposed to air. A boulder seed grants an item bonus to attack rolls and deals bludgeoning damage and bludgeoning splash damage, according to the bomb's type. When activated, the bomb fills a 5-foot cube with hardened foam, which has stats according to the bomb's type and which pushes a primary target of a certain size or smaller occupying that space 5 feet away from you. On a critical hit, the target also falls [prone](rules/conditions.md#Prone). The splash zone fills with rubble, creating difficult terrain. The "boulder" the bomb creates fails all saving throws and loses 1 Hardness per round, disintegrating into fine powder when the boulder's Hardness is reduced to 0. At that time, the difficult terrain the bomb created also disappears. + +*Source: Treasure Vault p. 44* \ No newline at end of file diff --git a/compendium/equipment/items/boulderhead-bock-lopsg.md b/compendium/equipment/items/boulderhead-bock-lopsg.md new file mode 100644 index 000000000..4b763a658 --- /dev/null +++ b/compendium/equipment/items/boulderhead-bock-lopsg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/uncommon +aliases: ["Boulderhead Bock"] +--- +# Boulderhead Bock *Item 2* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 5 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +No one is sure if Gorm brews this malty ale himself, but it seems to be an off-duty favorite of the Grand Archive faction leader. The brew packs a heavy punch, and while Gorm officially discourages drinking on the job, boulderhead bock does makes the drinker more self-assured and protects them from conditions that would addle their mental faculties. For 1 hour, you gain a +1 item bonus to saving throws against effects that would make you [stunned](rules/conditions.md#Stunned) or [stupefied](rules/conditions.md#Stupefied). However, you also become less aware of your surroundings, taking a –2 item penalty to [Perception](compendium/skills.md#Perception) for 1 hour. + +*Source: Lost Omens: Pathfinder Society Guide p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/bound-guardian-tv.md b/compendium/equipment/items/bound-guardian-tv.md new file mode 100644 index 000000000..c4042493a --- /dev/null +++ b/compendium/equipment/items/bound-guardian-tv.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/tattoo +- trait/conjuration +- trait/invested +- trait/magical +- trait/tattoo +- trait/uncommon +aliases: ["Bound Guardian"] +--- +# Bound Guardian *Item 9* +[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 675 gp +- **Usage** tattooed on the body; **Bulk** — +- **Category** Tattoo + +A bound guardian is a tattoo guardian (Pathfinder Bestiary 3 262) bonded to your skin, which you can temporarily animate to protect you. If your soul leaves your body, your tattoo guardian might be destroyed (see the sidebar, Bestiary 3 262). + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +[conjuration](rules/traits/conjuration.md) + +You animate your tattoo guardian, otherwise using the duration and other parameters of a 4th-level [summon construct](compendium/spells/summon-construct.md) spell. You can have the guardian [Fly](rules/actions/fly.md) Free as part of Activating your tattoo. + +If your tattoo guardian drops to 0 HP, the activation ends, and the inanimate tattoo returns to your skin. +%% #trait/conjuration %% +``` + +*Source: Treasure Vault p. 120* \ No newline at end of file diff --git a/compendium/equipment/items/bountiful-cauldron-aoa3.md b/compendium/equipment/items/bountiful-cauldron-aoa3.md new file mode 100644 index 000000000..f418fc618 --- /dev/null +++ b/compendium/equipment/items/bountiful-cauldron-aoa3.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa3 +- item/category/other +- trait/conjuration +- trait/magical +- trait/uncommon +aliases: ["Bountiful Cauldron"] +--- +# Bountiful Cauldron *Item 9* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 680 gp +- **Bulk** 2 +- **Category** Other + +This mid-sized, silver cauldron is a boon within areas where access to fresh food is limited, for it can be commanded to fill itself with hearty (and delicious) vegetable stew. It can also be put to a much greater use in the pursuit of crafting certain items. + +When used to [Craft](rules/actions/craft.md) alchemical items, potions, or oils, a _bountiful cauldron_ grants a +2 item bonus to the [Crafting](compendium/skills.md#Crafting) check. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You stir the cauldron, and it casts a 4th-level [create food](compendium/spells/create-food.md) spell, filling itself with enough delicious vegetable stew to feed 12 Medium creatures. +``` + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/bow-staff-tv.md b/compendium/equipment/items/bow-staff-tv.md new file mode 100644 index 000000000..bf40e26e3 --- /dev/null +++ b/compendium/equipment/items/bow-staff-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/combination +- trait/deadly-d8 +- trait/finesse +- trait/monk +- trait/parry +- trait/sweep +aliases: ["Bow Staff"] +--- +# Bow Staff *Item 1* +combination + +- **Price** 4 gp +- **Bulk** 1 +- **Ranged** + - **Damage** `1d6` P + - **Ammunution** arrow (10); **Range** 80 ft.; **Reload** 0 +- **Melee** + - **Damage** `1d6` B +- **Category** Martial + +The bow staff is a whipstaff with a retracting spool of wire inside a metal cap on one end and a hooked protrusion on the other. A wielder trained in the weapon's use can quickly spool and attach or detach the wire to transition the weapon between bow and staff functionality. + +*Source: Treasure Vault p. 31* \ No newline at end of file diff --git a/compendium/equipment/items/bower-fruit-tv.md b/compendium/equipment/items/bower-fruit-tv.md new file mode 100644 index 000000000..9852bb4d5 --- /dev/null +++ b/compendium/equipment/items/bower-fruit-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/consumable +- trait/cursed +- trait/necromancy +- trait/primal +- trait/rare +aliases: ["Bower Fruit"] +--- +# Bower Fruit *Item 13* +[consumable](rules/traits/consumable.md) [cursed](rules/traits/cursed-gmg.md) [necromancy](rules/traits/necromancy.md) [primal](rules/traits/primal.md) [rare](rules/traits/rare.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Bower fruit got its name from its association with the Green Mother, a fey Eldest with a fondness for plants and manipulation, whose domain is known as the Hanging Bower. She uses these cursed fruits to keep mortals in her thrall, but it's unknown whether she created them or simply popularized their use. + +A bower fruit condemns a non-fey who tastes it to never again be satisfied with Material Plane fare. Any fruit can be cursed in this manner, but stone fruits such as peaches, plums, mangoes, and lychees are most common. Upon activating a bower fruit by eating it, the fruit casts a 6th-level [feast of ashes](compendium/spells/feast-of-ashes-logm.md) (Pathfinder Lost Omens Gods & Magic 107) on you (DC 30). This curse is permanent, but food from the First World, rather than no food, can sate your accursed hunger. + +If you sate your hunger this way, you gain an addiction (Gamemastery Guide 120) as if First World food and drink were a drug for you (DC 30). + +*Source: Treasure Vault p. 190* \ No newline at end of file diff --git a/compendium/equipment/items/bracelet-of-dashing-bb.md b/compendium/equipment/items/bracelet-of-dashing-bb.md new file mode 100644 index 000000000..a58e25076 --- /dev/null +++ b/compendium/equipment/items/bracelet-of-dashing-bb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/bb +- item/category/worn +- trait/magical +- trait/transmutation +aliases: ["Bracelet of Dashing"] +--- +# Bracelet of Dashing *Item 3* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 58 gp +- **Usage** worn +- **Category** Worn + +This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks. Once per day, you can use the following action. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) + +Increase your Speed by 10 feet for 1 minute. +%% #trait/concentrate %% +``` + +*Source: Beginner Box p. 54* \ No newline at end of file diff --git a/compendium/equipment/items/bracers-of-devotion-tv.md b/compendium/equipment/items/bracers-of-devotion-tv.md new file mode 100644 index 000000000..5d3c32b84 --- /dev/null +++ b/compendium/equipment/items/bracers-of-devotion-tv.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/abjuration +- trait/divine +- trait/focused +- trait/invested +aliases: ["Bracers of Devotion"] +--- +# Bracers of Devotion *Item 11* +[abjuration](rules/traits/abjuration.md) [divine](rules/traits/divine.md) [focused](rules/traits/focused.md) [invested](rules/traits/invested.md) + +- **Price** 1400 gp +- **Usage** worn bracers; **Bulk** L +- **Category** Worn + +Champions adorn these bracers with the symbol of their deity or the text of the tenets they follow. While they're clasped around your forearms, reassuring focus and devotion flow into you through them. Each time you spend a Focus Point to cast a devotion spell, your divine ally gains a benefit until the start of your next turn, depending on its type. + +- Blade Ally The bracers hold your weapon in place. You gain a +2 item bonus against attempts to [Disarm](rules/actions/disarm.md) you of your blade ally. +- Shield Ally While raised, the shield grants you resistance 10 to evil damage if you follow the tenets of good, or resistance to good damage if you follow the tenets of evil. +- Steed Ally The mount gains a +10-foot status bonus to all its Speeds. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +You gain 1 Focus Point, which you can use only to cast a champion devotion spell. If not used by the end of your turn, this Focus Point is lost. +``` + +*Source: Treasure Vault p. 148* \ No newline at end of file diff --git a/compendium/equipment/items/bralani-breath-tv.md b/compendium/equipment/items/bralani-breath-tv.md new file mode 100644 index 000000000..033f5e90b --- /dev/null +++ b/compendium/equipment/items/bralani-breath-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +aliases: ["Bralani Breath"] +--- +# Bralani Breath *Item 3+* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** +- **Category** Consumable + +Bralani breath is a species of mint with small, green flowers, said to grow on battlefields where the opposing sides were equally matched. Sprigs of the flowers blow gently in a breeze of their own creation. If you cast [mage armor](compendium/spells/mage-armor.md) using bralani breath, you release a small blast of concussive air in an emanation of a size that depends on the catalyst's type. + +Some unattended objects are pushed away from you. Large or smaller creatures must succeed at a Fortitude save equal to your spell save DC or be pushed the same distance away from you. + +*Source: Treasure Vault p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/brass-ear-apg.md b/compendium/equipment/items/brass-ear-apg.md new file mode 100644 index 000000000..d1f80c5e3 --- /dev/null +++ b/compendium/equipment/items/brass-ear-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/adventuring-gear +aliases: ["Brass Ear"] +--- +# Brass Ear *Item 0* + +- **Price** 1 gp +- **Hands** 1 +- **Category** Adventuring Gear + +A brass ear is a short, flared tube with one end narrow enough to comfortably fit against the ear canal. When using a brass ear to listen through a door, window, thin wall, or similar barrier, if the barrier would normally increase the DC of your [Perception](compendium/skills.md#Perception) check to hear sounds on the other side, the DC increases by only half as much as normal. + +*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/bravery-baldric-tv.md b/compendium/equipment/items/bravery-baldric-tv.md new file mode 100644 index 000000000..0d30dfa6a --- /dev/null +++ b/compendium/equipment/items/bravery-baldric-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/invested +- trait/magical +aliases: ["Bravery Baldric"] +--- +# Bravery Baldric *Item 5+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn; **Bulk** L +- **Category** Worn + +A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a [fear](rules/traits/fear.md) effect or reduce your [frightened](rules/conditions.md#Frightened) condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +- **Requirements**: The baldric has a charge + +**Effect** One charge in the baldric expires, and you gain its benefit, according to its type. +``` + +*Source: Treasure Vault p. 145* \ No newline at end of file diff --git a/compendium/equipment/items/breaching-pike-tv.md b/compendium/equipment/items/breaching-pike-tv.md new file mode 100644 index 000000000..599305dd5 --- /dev/null +++ b/compendium/equipment/items/breaching-pike-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/hobgoblin +- trait/razing +- trait/reach +- trait/uncommon +aliases: ["Breaching Pike"] +--- +# Breaching Pike *Item 0* +[hobgoblin](rules/traits/hobgoblin-locg.md) [razing](rules/traits/razing-tv.md) [reach](rules/traits/reach.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 8 gp +- **Bulk** 1 +- **Damage** `1d6` P +- **Hands** 1 +- **Category** Martial; **Group** Spear + +Forged with a heavy metal wedge as a spearhead, breaching pikes are often used by hobgoblin infantry alongside a tower shield. Breaching pikes are particularly effective at damaging enemy shields, leaving large, triangular puncture holes behind. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/breastplate-of-the-mountain-tv.md b/compendium/equipment/items/breastplate-of-the-mountain-tv.md new file mode 100644 index 000000000..9bcb5e128 --- /dev/null +++ b/compendium/equipment/items/breastplate-of-the-mountain-tv.md @@ -0,0 +1,42 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/apex +- trait/abjuration +- trait/apex +- trait/invested +- trait/magical +aliases: ["Breastplate of the Mountain"] +--- +# Breastplate of the Mountain *Item 20* +[abjuration](rules/traits/abjuration.md) [apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 70000 gp +- **Usage** worn armor; **Bulk** 2 +- **Category** Apex + +Constructed of dull gray metal, this breastplate is decorated with the symbol of a craggy black mountaintop. This breastplate functions as a +3 greater resilient breastplate. When you're Shoved or otherwise forced to move, you can reduce the amount you move by up to 10 feet. When you invest the breastplate, you either increase your Constitution score by 2 or increase it to 18, whichever is higher. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You pound a solid and constant rhythm on your breastplate and cast a 7th-level regeneration spell on yourself. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +With a single tap, you gain immunity to poison for 1 minute. +``` + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You fail or critically fail a Fortitude saving throw + +**Effect** If you failed the saving throw, it becomes a success. If you critically failed, it becomes a failure instead. +``` + +*Source: Treasure Vault p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/breathtaking-vapor-tv.md b/compendium/equipment/items/breathtaking-vapor-tv.md new file mode 100644 index 000000000..e093ccbbf --- /dev/null +++ b/compendium/equipment/items/breathtaking-vapor-tv.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/inhaled +- trait/poison +- trait/uncommon +aliases: ["Breathtaking Vapor"] +--- +# Breathtaking Vapor *Item 17* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 3000 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This colorless mist has a mild, waxy scent that precedes acute shortness of breath. Creatures that don't need to breathe can still take the poison's damage but are immune to its other effects. + +```ad-inline-affliction +title: Saving Throw: DC 38 Fortitude + +- **Onset**: 1 round +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `6d6` poison damage, [drained](rules/conditions.md#Drained), and can't breathe + +**Stage 2** `8d6` poison damage, [drained](rules/conditions.md#Drained), and reduce remaining air by 1 additional round + +**Stage 3** `10d6` poison damage, [drained](rules/conditions.md#Drained), and reduce remaining air by 2 additional rounds +``` + +*Source: Treasure Vault p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/brewers-regret-lotgb.md b/compendium/equipment/items/brewers-regret-lotgb.md new file mode 100644 index 000000000..d93e77b6c --- /dev/null +++ b/compendium/equipment/items/brewers-regret-lotgb.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/uncommon +aliases: ["Brewer's Regret"] +--- +# Brewer's Regret *Item 9+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +When a brewer makes a batch of something they'd rather not drink, they often boil it down; add myrrh, mugwort extract, and violet salt; and sell it to chefs looking for cheap sandwich fillings. The thick, salty sourness ruins the taste of most other food, but it also creates a strong desire to live to taste anything else. For 1 hour after consumption, you gain a +2 item bonus to saves against [death](rules/traits/death.md) and [negative](rules/traits/negative.md) effects. + +In addition, your [doomed](rules/conditions.md#Doomed) value decreases by 1 (minimum 0) + +You can reduce the [doomed](rules/conditions.md#Doomed) condition with brewer's regret only once per day, and after you do, you can't reduce the [doomed](rules/conditions.md#Doomed) condition from the [restoration](compendium/spells/restoration.md) spell that same day (or vice versa). + +*Source: Lost Omens: The Grand Bazaar p. 46* \ No newline at end of file diff --git a/compendium/equipment/items/brightbloom-posy-tv.md b/compendium/equipment/items/brightbloom-posy-tv.md new file mode 100644 index 000000000..5d08d81fd --- /dev/null +++ b/compendium/equipment/items/brightbloom-posy-tv.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/spellheart +- trait/conjuration +- trait/magical +- trait/plant +- trait/spellheart +aliases: ["Brightbloom Posy"] +--- +# Brightbloom Posy *Item 8+* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [plant](rules/traits/plant.md) [spellheart](rules/traits/spellheart-som.md) + +- **Usage** affixed to armor or a weapon; **Bulk** — +- **Category** Spellheart + +Appearing as vibrant as the day they were picked, this cluster of flowers is arranged in a small spray, tied with a red satin ribbon. + +The spell DC of any spell cast by activating this item is 24. + +- Armor You gain the ability to speak with flowers, as speak with plants. +- Weapon (disease) After you cast a plant spell by activating the posy, pollen coats your weapon. Your next [Strike](rules/actions/strike.md) causes the target to be [sickened](rules/conditions.md#Sickened) on a hit ([sickened](rules/conditions.md#Sickened) on a critical hit). If the creature attempts to recover, it sneezes rather than retching (rolling against the spellheart's spell DC). If you don't make a [Strike](rules/actions/strike.md) by the end of your next turn, the pollen becomes inert. Plant creatures are immune. + +```ad-embed-ability +title: Activate + +You cast [tanglefoot](compendium/spells/tanglefoot.md). +``` + +```ad-embed-ability +title: Activate + +You cast [soothing blossoms](compendium/spells/soothing-blossoms-som.md) . +``` + +*Source: Treasure Vault p. 125* \ No newline at end of file diff --git a/compendium/equipment/items/brightshade-tv.md b/compendium/equipment/items/brightshade-tv.md new file mode 100644 index 000000000..a2fc71bf3 --- /dev/null +++ b/compendium/equipment/items/brightshade-tv.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +- trait/positive +aliases: ["Brightshade"] +--- +# Brightshade *Item 4* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [positive](rules/traits/positive.md) + +- **Price** 18 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Brewed from a plant native to the First World, brightshade destroys tissue, living or dead. Victims of this poison take poison damage if they're alive and positive damage if they're undead. + +```ad-inline-affliction +title: Saving Throw: DC 21 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `1d6` poison or positive damage (1 round) + +**Stage 2** `2d6` poison or positive damage (1 round) +``` + +*Source: Treasure Vault p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/brilliant-rapier-lotgb.md b/compendium/equipment/items/brilliant-rapier-lotgb.md new file mode 100644 index 000000000..71c6bc940 --- /dev/null +++ b/compendium/equipment/items/brilliant-rapier-lotgb.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +- trait/evocation +- trait/light +- trait/magical +- trait/uncommon +aliases: ["Brilliant Rapier"] +--- +# Brilliant Rapier *Item 14* +[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 4500 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This rapier is formed entirely out of radiant energy, even more so than a usual brilliant weapon, and has left its physical form behind entirely. Instead of dealing piercing damage, it deals fire damage, and in addition to a rapier's normal weapon traits, it gains the versatile [good](rules/traits/good.md) or [positive](rules/traits/positive.md) trait. + +*Source: Lost Omens: The Grand Bazaar p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/brilliant-som.md b/compendium/equipment/items/brilliant-som.md new file mode 100644 index 000000000..55d1abb91 --- /dev/null +++ b/compendium/equipment/items/brilliant-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/rune +- trait/evocation +- trait/magical +aliases: ["Brilliant"] +--- +# Brilliant *Item 12+* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Usage** etched onto a weapon +- **Category** Rune + +This rune causes a weapon to transform into pure, brilliant energy. The weapon deals an additional `1d4` fire damage on a successful [Strike](rules/actions/strike.md), as well as `1d4` good damage to fiends and `1d4` positive damage to undead. + +On a critical hit, the target must succeed at a DC 29 Fortitude save or be [blinded](rules/conditions.md#Blinded) for 1 round. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[light](rules/traits/light.md) + +You plunge your weapon into darkness to return the light. Attempt a counteract check with a counteract level of 5 and a +19 counteract modifier to end a magical [darkness](rules/traits/darkness.md) effect whose area is within reach of the weapon. +%% #trait/light %% +``` + +*Source: Secrets of Magic p. 180* \ No newline at end of file diff --git a/compendium/equipment/items/bring-me-near-tv.md b/compendium/equipment/items/bring-me-near-tv.md new file mode 100644 index 000000000..977cedb32 --- /dev/null +++ b/compendium/equipment/items/bring-me-near-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/conjuration +- trait/magical +- trait/teleportation +- trait/uncommon +aliases: ["Bring Me Near"] +--- +# Bring Me Near *Item 12* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1800 gp +- **Usage** held in 2 hands; **Bulk** L +- **Category** Held + +This collapsible fine spyglass consists of 3 leather tubes that slide into one another. The edge of each is trimmed in silver, and the lenses are made of finely crafted glass. While looking through it, you gain a +2 item bonus to any [Perception](compendium/skills.md#Perception) checks made involving sight. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You focus on any spot you can see within 5 miles through the spyglass and rotate its parts in a meticulous order. You and up to 4 willing creatures adjacent to you are instantly teleported to that spot. + +If there's not enough room for everyone, only you are transported. If there's not enough room for you, the teleportation fails. +``` + +*Source: Treasure Vault p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/broadspear-loil.md b/compendium/equipment/items/broadspear-loil.md new file mode 100644 index 000000000..a62fe971c --- /dev/null +++ b/compendium/equipment/items/broadspear-loil.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/weapon/advanced +- trait/reach +- trait/sweep +- trait/versatile-s +aliases: ["Broadspear"] +--- +# Broadspear *Item 0* +[reach](rules/traits/reach.md) [sweep](rules/traits/sweep.md) [versatile ](rules/traits/versatile.md) + +- **Price** 2 gp +- **Bulk** 2 +- **Damage** `1d10` P +- **Hands** 2 +- **Category** Advanced; **Group** Spear + +The spearhead of this weapon is in the shape of a long leaf. + +*Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/compendium/equipment/items/brooch-of-inspiration-lotgb.md b/compendium/equipment/items/brooch-of-inspiration-lotgb.md new file mode 100644 index 000000000..2092973cc --- /dev/null +++ b/compendium/equipment/items/brooch-of-inspiration-lotgb.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/worn +- trait/divination +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Brooch Of Inspiration"] +--- +# Brooch Of Inspiration *Item 8+* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn +- **Category** Worn + +This finely cut garnet brooch fills your mind with vigor and occasional bursts of mental clarity. While wearing the brooch, you gain a +1 item bonus to checks to [Recall Knowledge](rules/actions/recall-knowledge.md) with [Lore](compendium/skills.md#Lore) skills. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You think hard on a topic and receive a sudden inspiration. You attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) using [Lore](compendium/skills.md#Lore). + +On this check, you roll twice and take the higher result. +``` + +*Source: Lost Omens: The Grand Bazaar p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/bubbling-scale-tok.md b/compendium/equipment/items/bubbling-scale-tok.md new file mode 100644 index 000000000..aaadbbdb2 --- /dev/null +++ b/compendium/equipment/items/bubbling-scale-tok.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tok +- item/category/consumable +- trait/consumable +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Bubbling Scale"] +--- +# Bubbling Scale *Item 2* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 5 gp +- **Usage** held in 1 hand; **Bulk** — +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This dark, iridescent scale is about the size of a small coin. When you swallow the scale, you immediately grow a patch of scales that cover the majority of your body. For 1 hour, you can hold your breath for 15 rounds plus your Constitution modifier (instead of 5 rounds + your Constitution modifier) before drowning. It has no effect in non-aquatic environments that require you to hold your breath. After this time, the scales wither and fall off your body. + +*Source: Threshold of Knowledge p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/buckle-armor-tv.md b/compendium/equipment/items/buckle-armor-tv.md new file mode 100644 index 000000000..79bec4200 --- /dev/null +++ b/compendium/equipment/items/buckle-armor-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor/light +- trait/adjusted-storage +- trait/noisy +aliases: ["Buckle Armor"] +--- +# Buckle Armor *Item 0* +[adjusted ](rules/traits/adjusted-tv.md) [noisy](rules/traits/noisy.md) + +- **Price** 4 gp +- **Bulk** 1 +- **AC Bonus** +2; **Dex Cap** +3 +- **Strength** 12; **Check Penalty** --1; **Speed Penalty** — +- **Category** Light; **Group** Leather + +Absalom style once led famous adventurers to wear clothing with an unusual number of buckles, pouches, and straps. This fashion birthed a trend that led to "buckle armor," a colloquial name for chic armor with spacious tool storage. Buckle armor comes with the [storage](compendium/equipment/items/storage-tv.md) armor adjustment. + +*Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/bullhook-ec2.md b/compendium/equipment/items/bullhook-ec2.md new file mode 100644 index 000000000..01cca8376 --- /dev/null +++ b/compendium/equipment/items/bullhook-ec2.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec2 +- item/category/held +- trait/enchantment +- trait/magical +- trait/uncommon +aliases: ["Bullhook"] +--- +# Bullhook *Item 3+* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +A bullhook is a stout rod about 4 feet long with a blunt hook on the end. Too dull to be useful as a weapon, a bullhook is instead used to direct animals in training or in performing their tasks. A bullhook grants you an item bonus to [Nature](compendium/skills.md#Nature) checks to [Command an Animal](rules/actions/command-an-animal.md) while you are holding it. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You wave the bullhook to produce the effects of a [command](compendium/spells/command.md) spell. This spell loses the [linguistic](rules/traits/linguistic.md) trait and can target only animals. +``` + +*Source: Extinction Curse #2: Legacy of the Lost God p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/buoyancy-vest-lopsg.md b/compendium/equipment/items/buoyancy-vest-lopsg.md new file mode 100644 index 000000000..e4df0c75a --- /dev/null +++ b/compendium/equipment/items/buoyancy-vest-lopsg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/adventuring-gear +aliases: ["Buoyancy Vest"] +--- +# Buoyancy Vest *Item 0* + +- **Price** 5 gp +- **Bulk** 1 +- **Category** Adventuring Gear + +This canvas vest has been filled with cork shavings, tightly folded, and sewn shut. Wearing a buoyancy vest allows you to float in water with a lowered risk of sinking. If you end your turn in water while wearing a buoyancy vest and haven't succeeded at a Swim action that turn, attempt a DC 5 flat check. On a success, you do not sink, though you can still get moved by the current, as determined by the GM. The GM can also determine whether the vest is more or less effective in different weather conditions, raising the DC in rough waters or lowering the DC in calm water. + +*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/burning-badger-guts-snare-lotgb.md b/compendium/equipment/items/burning-badger-guts-snare-lotgb.md new file mode 100644 index 000000000..c0d40021d --- /dev/null +++ b/compendium/equipment/items/burning-badger-guts-snare-lotgb.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/snare +- trait/consumable +- trait/fire +- trait/mechanical +- trait/snare +- trait/trap +- trait/uncommon +aliases: ["Burning Badger Guts Snare"] +--- +# Burning Badger Guts Snare *Item 10* +[consumable](rules/traits/consumable.md) [fire](rules/traits/fire.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 170 gp +- **Category** Snare + +When a creature enters the trapped square, putrefied badger guts coated in hyper-flammable oil and several other incendiary reactants catch fire and are dumped in the snare's square, as well as up to two adjacent squares that you choose when you set the snare. The burning oil deals `5d8` fire damage to any creatures in the affected squares. Those creatures must attempt a DC 27 Fortitude save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage and `1d8` [persistent fire damage](rules/conditions.md#Persistent%20Damage). +> - **Failure** The creature takes full damage and `2d8` [persistent fire damage](rules/conditions.md#Persistent%20Damage), and is [sickened](rules/conditions.md#Sickened). +> - **Critical Failure** As failure, but the creature is [sickened](rules/conditions.md#Sickened). + +*Source: Lost Omens: The Grand Bazaar p. 26* \ No newline at end of file diff --git a/compendium/equipment/items/burnished-plating-lotgb.md b/compendium/equipment/items/burnished-plating-lotgb.md new file mode 100644 index 000000000..c46853acb --- /dev/null +++ b/compendium/equipment/items/burnished-plating-lotgb.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/adjustment/armor +- trait/adjustment +- trait/uncommon +aliases: ["Burnished Plating"] +--- +# Burnished Plating *Item 1* +[adjustment](rules/traits/adjustment-lotgb.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 5 gp +- **Usage** applied to metal armor; **Bulk** L +- **Category** Armor + +These highly polished metal plates can be added to any armor. While wearing armor with burnished plating, you gain the Sunshine! reaction. However, you take a –4 circumstance penalty to [Stealth](compendium/skills.md#Stealth) checks except in darkness, and your armor's Strength entry increases its value by 2, requiring you to have a higher Strength score to overcome the armor's penalties. Even if you meet your armor's new Strength entry, you still take the penalty to [Stealth](compendium/skills.md#Stealth) checks. When you are critically hit by an attack that deals bludgeoning damage, burnished plating stops working until someone spends 10 minutes repairing and polishing it; this doesn't require a [Crafting](compendium/skills.md#Crafting) check. + +```ad-embed-ability +title: Sunshine! [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature you can see targets you with an attack +- **Requirements**: You are in an area of bright light + +**Effect** You twist to reflect light in your foe's eyes. The attacking creature must succeed at a DC 3 flat check or the attack fails. The attacker doesn't need to roll this flat check if it has a precise sense other than vision or if it would already need to roll a flat check with a higher DC to target you, such as if you are [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden). +``` + +*Source: Lost Omens: The Grand Bazaar p. 104* \ No newline at end of file diff --git a/compendium/equipment/items/burr-shield-som.md b/compendium/equipment/items/burr-shield-som.md new file mode 100644 index 000000000..3b5059b83 --- /dev/null +++ b/compendium/equipment/items/burr-shield-som.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/held +- trait/magical +- trait/necromancy +aliases: ["Burr Shield"] +--- +# Burr Shield *Item 5* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Price** 160 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This well-crafted wooden shield (Hardness 5, HP 30, BT 15) is covered in numerous seed pods with long spurs. You can [Strike](rules/actions/strike.md) with these burrs as though they were +1 striking shield spikes. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: Your previous action was a successful [Strike](rules/actions/strike.md) with the burrs + +**Effect** One of the burrs catches on the [Strike](rules/actions/strike.md)'s target, inflicting `1d10` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). +``` + +*Source: Secrets of Magic p. 181* \ No newline at end of file diff --git a/compendium/equipment/items/busine-of-divine-reinforcements-lokl.md b/compendium/equipment/items/busine-of-divine-reinforcements-lokl.md new file mode 100644 index 000000000..7d56c02a3 --- /dev/null +++ b/compendium/equipment/items/busine-of-divine-reinforcements-lokl.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/held +- trait/conjuration +- trait/divine +- trait/good +- trait/magical +- trait/uncommon +aliases: ["Busine of Divine Reinforcements"] +--- +# Busine of Divine Reinforcements *Item 15* +[conjuration](rules/traits/conjuration.md) [divine](rules/traits/divine.md) [good](rules/traits/good.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Access** Knights of Lastwall have access to this item. +- **Price** 6000 gp +- **Usage** held in 2 hands; **Bulk** 1 +- **Category** Held + +This long, straight, trumpet-like instrument is made of well-polished brass and adorned with imagery of angels fighting demons or religious symbols. + +When played as an instrument, the busine generates powerful and harmonious notes and grants a +2 item bonus to [Performance](compendium/skills.md#Performance) checks. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[auditory](rules/traits/auditory.md) + +You play a few notes on the busine. + +Evil creatures within 60 feet who hear the notes must succeed at a DC 34 Will save or be [stunned](rules/conditions.md#Stunned) for 1 round, or 2 rounds on a critical failure; this is an [incapacitation](rules/traits/incapacitation.md) effect. +%% #trait/auditory %% +``` + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You blow into the busine and conjure a celestial with the effects of a 6th-level [summon celestial](compendium/spells/summon-celestial.md) spell, but there are no alignment restrictions to define which celestials you can call. The celestial will fight only evil creatures and leaves after all present evil creatures have been defeated or the spell's duration ends, whichever comes first. You can Sustain the Activation to extend the spell's duration, as normal. + +If you have a deity and the conjured celestial's alignment is one of your deity's preferred alignments, the effect functions as a normal 6th-level [summon celestial](compendium/spells/summon-celestial.md) spell instead, meaning the celestial will fight any creature, not just evil creatures, and will perform other tasks as you command. +``` + +*Source: Lost Omens: Knights of Lastwall p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/butchering-axe-lotgb.md b/compendium/equipment/items/butchering-axe-lotgb.md new file mode 100644 index 000000000..7332a1a14 --- /dev/null +++ b/compendium/equipment/items/butchering-axe-lotgb.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/weapon/advanced +- trait/orc +- trait/shove +- trait/sweep +- trait/uncommon +aliases: ["Butchering Axe"] +--- +# Butchering Axe *Item 0* +[orc](rules/traits/orc.md) [shove](rules/traits/shove.md) [sweep](rules/traits/sweep.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 8 gp +- **Bulk** 2 +- **Damage** `1d12` S +- **Hands** 2 +- **Category** Advanced; **Group** Axe + +Invented by Belkzen's zealous Steel-Eaters, the butchering axe has an oversized head and a long, thick haft counterbalanced with steel or stone. The weapon's sweeping strokes inflict immense damage, particularly against groups of foes, and can push dangerous opponents away to a safe distance. All of these qualities are particularly useful against the lumbering zombie hordes of the Whispering Tyrant. Correspondingly, butchering axes are often wielded by orc and half-orc Crimson Reclaimers of Lastwall. + +*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/butterfly-lotg.md b/compendium/equipment/items/butterfly-lotg.md new file mode 100644 index 000000000..583d7880e --- /dev/null +++ b/compendium/equipment/items/butterfly-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Butterfly"] +--- +# Butterfly *Item 0* + +- **Price** 1 sp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/butterfly-sword-tv.md b/compendium/equipment/items/butterfly-sword-tv.md new file mode 100644 index 000000000..aaa0cee9c --- /dev/null +++ b/compendium/equipment/items/butterfly-sword-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/advanced +- trait/agile +- trait/disarm +- trait/finesse +- trait/monk +- trait/parry +- trait/twin +- trait/uncommon +aliases: ["Butterfly Sword"] +--- +# Butterfly Sword *Item 0* +[agile](rules/traits/agile.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [monk](rules/traits/monk.md) [parry](rules/traits/parry.md) [twin](rules/traits/twin.md) [uncommon](rules/traits/uncommon.md) + +- **Access** If the player character come from a region in Tian Xia, this weapon is common +- **Price** 2 gp +- **Bulk** L +- **Damage** `1d4` S +- **Hands** 1 +- **Category** Advanced; **Group** Sword + +This short, single-edged sword typically features a cross guard that helps catch oncoming attacks. It's the preferred weapon of Butterfly Blades—highly skilled Gokan assassins. These swords are typically crafted and sold in pairs. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/buugeng-loag.md b/compendium/equipment/items/buugeng-loag.md new file mode 100644 index 000000000..d8e4662bf --- /dev/null +++ b/compendium/equipment/items/buugeng-loag.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loag +- item/category/weapon/martial +- trait/agile +- trait/conrasu +- trait/sweep +- trait/twin +- trait/uncommon +aliases: ["Buugeng"] +--- +# Buugeng *Item 0* +[agile](rules/traits/agile.md) [conrasu](rules/traits/conrasu-loag.md) [sweep](rules/traits/sweep.md) [twin](rules/traits/twin.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 4 gp +- **Bulk** 1 +- **Damage** `1d4` S +- **Hands** 1 +- **Category** Martial; **Group** Sword + +A blade of conrasu design, a buugeng has a unique, curved shape that allows it to rotate smoothly in the hand of a trained warrior. This spinning motion makes it easier to attack multiple foes at once with the weapon. + +*Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/buzzsaw-axe-som.md b/compendium/equipment/items/buzzsaw-axe-som.md new file mode 100644 index 000000000..2b0488b3c --- /dev/null +++ b/compendium/equipment/items/buzzsaw-axe-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/held +- trait/evocation +- trait/magical +aliases: ["Buzzsaw Axe"] +--- +# Buzzsaw Axe *Item 11+* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +With an aerodynamic cutting edge and a curved handle, this +2 striking battle axe is perfectly suited to whirling motions, and in fact seems like it wants to whirl free from your grip. A [Strike](rules/actions/strike.md) with this axe that benefits from the [sweep](rules/traits/sweep.md) trait's circumstance bonus on attack rolls also gains a +2 circumstance bonus to the damage roll. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You hurl the axe, which spins at great speed as it flies to a distant point and returns to you, leaving a trail of carnage. Each creature in a 120-foot line must succeed at a DC 28 basic Reflex save or take damage equal to the weapon's melee damage, including your Strength modifier. +``` + +*Source: Secrets of Magic p. 181* \ No newline at end of file diff --git a/compendium/equipment/items/cage-lotg.md b/compendium/equipment/items/cage-lotg.md new file mode 100644 index 000000000..cc6a4ab04 --- /dev/null +++ b/compendium/equipment/items/cage-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/adventuring-gear/animal-caretaking +aliases: ["Cage"] +--- +# Cage *Item 0* + +- **Price** 5 sp +- **Category** Animal Caretaking + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/calamity-glass-da.md b/compendium/equipment/items/calamity-glass-da.md new file mode 100644 index 000000000..42c682582 --- /dev/null +++ b/compendium/equipment/items/calamity-glass-da.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/held +- trait/cursed +- trait/divination +- trait/magical +- trait/scrying +aliases: ["Calamity Glass"] +--- +# Calamity Glass *Item 11* +[cursed](rules/traits/cursed-gmg.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [scrying](rules/traits/scrying.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This mirror appears to give warnings about the future, but subtle and malevolent hands designed the silver-framed glass to lure heroes into bringing doom upon those they hope to save. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You activate the calamity glass and obtain a vision related to a likely action or event within the next 48 hours. The calamity glass decides what vision to show, though if you think about a specific event, the vision is typically at least tangentially related. + +No matter what, the mirror shows only tragedies. The mirror's visions are accurate but misleading, as they depict tragedies that could be averted but in so doing might lead to greater suffering. + +For example, a calamity glass might show a family starving as the result of harbor officials turning away a boatload of improperly documented grain. Without intervention, this future will come to pass. + +What the mirror didn't show is the grain was improperly labeled and carelessly stored, resulting in its contamination with poisonous mold capable of killing hundreds. Purifying and then distributing the grain would avert both the calamity glass's vision and the greater suffering its curse attempted to create. +``` + +*Source: Dark Archive p. 160* \ No newline at end of file diff --git a/compendium/equipment/items/called-lokl.md b/compendium/equipment/items/called-lokl.md new file mode 100644 index 000000000..148f10548 --- /dev/null +++ b/compendium/equipment/items/called-lokl.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/rune +- trait/conjuration +- trait/magical +aliases: ["Called"] +--- +# Called *Item 7* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) + +- **Price** 350 gp +- **Usage** etched onto a weapon +- **Category** Rune + +A called weapon can be teleported to its owner's hand. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You imprint upon the weapon, proclaiming yourself as its owner. This allows you to use the rune's second activation until someone else uses this activation or succeeds at a Will save to prevent you from using the second activation. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You extend your hand and call the weapon. If the weapon is within 100 feet of you, it appears in your hand even if it was [restrained](rules/conditions.md#Restrained). If the weapon is in another creature's possession, that creature can attempt a Will save against your Will DC. If the creature succeeds, your bond as the owner is [broken](rules/conditions.md#Broken), and you can't use this activation again until you use the first activation to restore the connection. +``` + +*Source: Lost Omens: Knights of Lastwall p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/called-lotgb.md b/compendium/equipment/items/called-lotgb.md new file mode 100644 index 000000000..63ae868a3 --- /dev/null +++ b/compendium/equipment/items/called-lotgb.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/rune +- trait/conjuration +- trait/magical +- trait/uncommon +aliases: ["Called"] +--- +# Called *Item 3* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 60 gp +- **Usage** applied to any item of light or negligible Bulk +- **Category** Rune + +With this rune, you can instantly retrieve an item in your possession without digging around looking for it. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The item teleports to a free hand. +``` + +*Source: Lost Omens: The Grand Bazaar p. 88* \ No newline at end of file diff --git a/compendium/equipment/items/camouflage-dye-tv.md b/compendium/equipment/items/camouflage-dye-tv.md new file mode 100644 index 000000000..a2b22c55b --- /dev/null +++ b/compendium/equipment/items/camouflage-dye-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +aliases: ["Camouflage Dye"] +--- +# Camouflage Dye *Item 3+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Camouflage dye uses a variety of alchemically treated paints and crushed crystals to make the user particularly hard to distinguish from their surroundings. When you Activate the dye by sprinkling it on yourself or a creature within reach, the target and its clothing change colors, blending into their surroundings until the target makes a sudden movement. + +The target can [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md) without cover or concealment for 10 minutes. If the target uses a [hostile](rules/conditions.md#Hostile) action or moves at more than half its Speed, after that action is completed, the effects of camouflage powder end and the creature ceases to be [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected). + +*Source: Treasure Vault p. 52* \ No newline at end of file diff --git a/compendium/equipment/items/camp-shroud-lokl.md b/compendium/equipment/items/camp-shroud-lokl.md new file mode 100644 index 000000000..8a083a30d --- /dev/null +++ b/compendium/equipment/items/camp-shroud-lokl.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/consumable +- trait/consumable +- trait/illusion +- trait/magical +- trait/uncommon +aliases: ["Camp Shroud"] +--- +# Camp Shroud *Item 4+* +[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Access** Knights of Lastwall have access to this item. +- **Usage** held in 1 hand; **Bulk** — +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Knights make use of this magically treated powder to help hide their camps while traveling through the Gravelands or other dangerous regions. When you toss the powder into a campfire or other sizable fire, the fire produces a thin mist that enshrouds everything in a 10-foot emanation from the fire. The mist creates protective illusions that remain for up to 12 hours and make it difficult to spot the area from afar. You can end the effect earlier by putting out the fire. Light and smoke produced in the area aren't visible from outside the area. The illusions don't prevent sound from traveling nor prevent the area or its inhabitants from being seen. + +A creature outside the area that uses the [Seek](rules/actions/seek.md) action or [Search](rules/actions/search.md) activity to examine the area or look for smoke and light coming from that direction can attempt a DC 18 [Perception](compendium/skills.md#Perception) check to disbelieve the illusion. + +*Source: Lost Omens: Knights of Lastwall p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/campaign-stable-lokl.md b/compendium/equipment/items/campaign-stable-lokl.md new file mode 100644 index 000000000..82a019ff8 --- /dev/null +++ b/compendium/equipment/items/campaign-stable-lokl.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/structure +- trait/conjuration +- trait/magical +- trait/structure +- trait/uncommon +aliases: ["Campaign Stable"] +--- +# Campaign Stable *Item 8* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) [uncommon](rules/traits/uncommon.md) + +- **Access** Knights of Lastwall have access to this item. +- **Price** 500 gp +- **Bulk** L (when not activated) +- **Category** Structure + +Used to facilitate the care of mounts during long campaigns or when it's necessary to move camp frequently, this object appears to be a simple, worn wooden horseshoe. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You place the horseshoe on the ground and it unfolds into a spacious stable with a wide central aisle, stalls to accommodate up to eight horses, and sufficient feed and water to sustain the horses for 1 day. + +The stalls can house other quadrupedal mounts, but the stable provides only horse feed, which might be unsuitable for other creatures. As a 1-minute activity, which has the [concentrate](rules/traits/concentrate.md) trait, you can alter the shape of the stalls to accommodate different mounts, though the space available within the stable never changes, only the layout. + +A metal horseshoe hangs inside the stable near the entrance. You can remove the horseshoe with an [Interact](rules/actions/interact.md) action, which causes the stable to fold into the horseshoe, leaving it again looking as if it's made of worn wood. +``` + +*Source: Lost Omens: Knights of Lastwall p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/candle-of-invocation-apg.md b/compendium/equipment/items/candle-of-invocation-apg.md new file mode 100644 index 000000000..8b42d5480 --- /dev/null +++ b/compendium/equipment/items/candle-of-invocation-apg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/consumable +- trait/conjuration +- trait/consumable +- trait/divine +- trait/uncommon +aliases: ["Candle Of Invocation"] +--- +# Candle Of Invocation *Item 16* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2000 gp +- **Usage** held in 1 hand +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This golden candle bears the symbol of a specific deity emblazoned on its surface, surrounded by the iconography of that deity's faith. Once lit, this candle burns for 1 hour, and it can't be extinguished. + +Characters who cast divine spells and worship the deity emblazoned on the candle can perform their daily preparations within 10 feet of the lit candle to gain two additional spell slots for the day, each at half the highest spell slot level the character can cast (for example, 4th level slots if the caster can cast 8th-level spells). Prepared casters must prepare spells in these spell slots as they do for all their other spell slots. + +A caster's additional spell slots from the candle are lost the next time that caster performs their daily preparations. + +No one can benefit from more than one candle of invocation in a day, but multiple characters can benefit from a single candle's effects. + +*Source: Advanced Player's Guide p. 256* \ No newline at end of file diff --git a/compendium/equipment/items/candle-of-revealing-apg.md b/compendium/equipment/items/candle-of-revealing-apg.md new file mode 100644 index 000000000..b2d538917 --- /dev/null +++ b/compendium/equipment/items/candle-of-revealing-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/consumable +- trait/consumable +- trait/divination +- trait/magical +aliases: ["Candle Of Revealing"] +--- +# Candle Of Revealing *Item 7* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) + +- **Price** 60 gp +- **Usage** held in 1 hand +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +When lit, this black candle's eerie blue flame reveals the presence of [invisible](rules/conditions.md#Invisible) creatures. Within a 10-foot radius of the lit candle, creatures don't benefit from the [invisible](rules/conditions.md#Invisible) condition. Their bodies are outlined, not fully visible, so they are [concealed](rules/conditions.md#Concealed). Once lit, the candle burns for 1 minute, after which the effect ends. If extinguished, it can't be relit. + +*Source: Advanced Player's Guide p. 257* \ No newline at end of file diff --git a/compendium/equipment/items/candlecap-tv.md b/compendium/equipment/items/candlecap-tv.md new file mode 100644 index 000000000..dda4fae1d --- /dev/null +++ b/compendium/equipment/items/candlecap-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/evocation +- trait/invested +- trait/light +- trait/magical +aliases: ["Candlecap"] +--- +# Candlecap *Item 1* +[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) + +- **Price** 12 gp +- **Usage** worn headwear; **Bulk** — +- **Category** Worn + +The crown of a candlecap is stitched leather sewn in the shape of a small bowl. Fixed inside the bowl is a melted nub of wax with a small black wick. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You shake your head, and the candle wick ignites. The candlecap sheds dim light in a 20-foot radius. The candle doesn't require oxygen and can't be smothered or quenched. Activating the candlecap again douses the light. +``` + +*Source: Treasure Vault p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/cantrip-deck-som.md b/compendium/equipment/items/cantrip-deck-som.md new file mode 100644 index 000000000..28e8e5a0d --- /dev/null +++ b/compendium/equipment/items/cantrip-deck-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/held +- trait/evocation +- trait/magical +aliases: ["Cantrip Deck"] +--- +# Cantrip Deck *Item 1* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Usage** held in 1 hand +- **Category** Held + +In an effort to spread the knowledge of magic as widely as possible, worshippers of [Nethys](compendium/setting/deities/nethys.md) discovered a way to bind cantrips into cards accessible even to non-spellcasters. + +The deck contains thick parchment cards, each roughly half the size of a playing card. In precise, no-nonsense script, each card simply states the name of its cantrip, color-coded based on its school. + +```ad-embed-ability +title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") + +You envision your desired cantrip, causing its card to rise to the top of the deck, and draw the card. The deck casts that cantrip as a 1st-level spell, with a DC of 15 and a spell attack modifier of +5. The card crumbles into dust as the cantrip takes effect. The activation takes the same number of actions as the cantrip you chose takes to cast. +``` + +*Source: Secrets of Magic p. 181* \ No newline at end of file diff --git a/compendium/equipment/items/cape-of-the-open-sky-frp2.md b/compendium/equipment/items/cape-of-the-open-sky-frp2.md new file mode 100644 index 000000000..816c17f69 --- /dev/null +++ b/compendium/equipment/items/cape-of-the-open-sky-frp2.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/frp2 +- item/category/worn +- trait/invested +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Cape Of The Open Sky"] +--- +# Cape Of The Open Sky *Item 18* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 22000 gp +- **Usage** worn cloak; **Bulk** L +- **Category** Worn + +This cloth of gold cape was originally gifted to one of Goka's emperors centuries ago. Since then, it has spawned many imitations, which are all alike in that they are dyed with an elaborate seal depicting two drakes flanking Goka's palace and the Seven Dragons Bridge. The beautiful cape grants you a +3 item bonus to checks to [Lie](rules/actions/lie.md) and to [Make an Impression](rules/actions/make-an-impression.md). While you wear the cape, the weather (including wind and fog) doesn't affect your movement or vision. + +Additionally, whenever you fall while wearing the cape of the open sky, the cape automatically casts feather fall on you. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The cape becomes a pair of golden drake wings that grant you a fly Speed of 30 feet for 1 hour. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The cloak pushes you onward. You [Stride](rules/actions/stride.md) or [Fly](rules/actions/fly.md) up to your Speed, but you can move only in a straight line. You gain a +15-foot status bonus to your Speed and fly Speed for this movement. +``` + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/capsaicin-tonic-tio.md b/compendium/equipment/items/capsaicin-tonic-tio.md new file mode 100644 index 000000000..a89a4e2c8 --- /dev/null +++ b/compendium/equipment/items/capsaicin-tonic-tio.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tio +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/uncommon +aliases: ["Capsaicin Tonic"] +--- +# Capsaicin Tonic *Item 4* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 17 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Elixir + +This translucent, pale-yellow drink has several pepper seeds suspended within it. + +Although the tonic is painfully spicy when first consumed, the heat soon fades as the tonic coats your throat. In the next hour, you can use the activation below up to three times; the third time you use it, the effects of the capsaicin tonic end. While under the effects of the tonic, you can easily consume even the spiciest of foods without trouble. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You belch out a foul-smelling cloud of blisteringly spicy gas that fills a single square adjacent to you. Creatures within the cloud are [concealed](rules/conditions.md#Concealed), and all creatures outside the cloud are [concealed](rules/conditions.md#Concealed) to creatures within it. The cloud remains for 1 minute but can be dispersed by a strong wind. The cloud deals `1d4` fire damage to creatures that enter the cloud on their turn, as well as to creatures that start their turn in the cloud (a creature takes this damage no more than once per round, even if it moves back and forth into the cloud multiple times during the round). +``` + +*Source: Troubles in Otari p. 60* \ No newline at end of file diff --git a/compendium/equipment/items/captivating-bauble-tv.md b/compendium/equipment/items/captivating-bauble-tv.md new file mode 100644 index 000000000..c7b173d0d --- /dev/null +++ b/compendium/equipment/items/captivating-bauble-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/auditory +- trait/consumable +- trait/emotion +- trait/enchantment +- trait/linguistic +- trait/magical +- trait/talisman +- trait/visual +aliases: ["Captivating Bauble"] +--- +# Captivating Bauble *Item 12* +[auditory](rules/traits/auditory.md) [consumable](rules/traits/consumable.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [linguistic](rules/traits/linguistic.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [visual](rules/traits/visual.md) + +- **Price** 350 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision, , [Interact](rules/actions/interact.md); **Requirements** You are a master in [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy). +- **Category** Talisman + +This talisman appears as an ornate piece of jewelry of the highest quality. When you Activate it, your speech and mannerisms become supernaturally compelling for up to 1 hour. By engaging an intelligent creature in conversation for at least 1 minute, you can cause them to become [fascinated](rules/conditions.md#Fascinated) unless they succeed at a DC 30 Will save. This fascination lasts for as long as you continue conversing or until you move at least 20 feet away. When the effect ends, the target becomes temporarily immune for 24 hours. + +If you or any ally within 120 feet takes an overtly [hostile](rules/conditions.md#Hostile) action while a creature is [fascinated](rules/conditions.md#Fascinated) by the bauble, the bauble burns out in a shower of sparks and all its effects end. + +*Source: Treasure Vault p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/captivating-score-tv.md b/compendium/equipment/items/captivating-score-tv.md new file mode 100644 index 000000000..78fb98ebd --- /dev/null +++ b/compendium/equipment/items/captivating-score-tv.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/missive +- trait/auditory +- trait/consumable +- trait/emotion +- trait/enchantment +- trait/incapacitation +- trait/magical +- trait/mental +- trait/missive +aliases: ["Captivating Score"] +--- +# Captivating Score *Item 11* +[auditory](rules/traits/auditory.md) [consumable](rules/traits/consumable.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [missive](rules/traits/missive-tv.md) + +- **Price** 250 gp +- **Usage** held in 1 hand; **Bulk** — +- **Activate** envision, , [Interact](rules/actions/interact.md) +- **Category** Missive + +A captivating score is a piece of parchment prepared for musical notation, long enough for a short song. You must be trained in [Performance](compendium/skills.md#Performance) to properly compose this missive (or trained in an appropriate [Lore](compendium/skills.md#Lore) skill your GM allows). You choose one of the emotions described below and write a musical composition to convey that emotion about a subject of your choice, typically a person or group. When activated, the missive plays a note‑perfect rendition of the inscribed score. + +Each creature that can hear the score must succeed at a DC 28 Will save or be influenced to feel the emotion you chose toward the subject of your composition. This lasts for 1 hour, typically returning the creature to its initial attitude unless new events have altered their attitude long‑term. + +- Positive Your song engenders sympathy, adoration, joy, or a similar emotion. An affected creature's attitude toward the subject improves by one step, such as from [indifferent](rules/conditions.md#Indifferent) to [friendly](rules/conditions.md#Friendly). +- Negative Your song spurs anger, sadness, jealousy, or a similar emotion. An affected creature's attitude toward the subject worsens by one step, such as from [indifferent](rules/conditions.md#Indifferent) to [unfriendly](rules/conditions.md#Unfriendly). When composing this missive, you can add a small notation or illustration of a type of instrument. If you do, the music sounds like that instrument, and if you didn't specify, it sounds vaguely like a recorder. The choice of a louder instrument doesn't make the music carry farther. + +*Source: Treasure Vault p. 84* \ No newline at end of file diff --git a/compendium/equipment/items/careless-delight-tv.md b/compendium/equipment/items/careless-delight-tv.md new file mode 100644 index 000000000..341f61b6f --- /dev/null +++ b/compendium/equipment/items/careless-delight-tv.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/ingested +- trait/mental +- trait/poison +aliases: ["Careless Delight"] +--- +# Careless Delight *Item 9* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [mental](rules/traits/mental.md) [poison](rules/traits/poison.md) + +- **Price** 130 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Sometimes called liquid persuasion, this sweet-tasting tincture induces euphoria that lowers inhibitions and increases trust. The status penalty from being [stupefied](rules/conditions.md#Stupefied) due to this poison doubles when applied to [Deception](compendium/skills.md#Deception) checks to detect a [Lie](rules/actions/lie.md), Perception checks to [Sense Motive](rules/actions/sense-motive.md), and Perception DCs. + +```ad-inline-affliction +title: Saving Throw: DC 28 Fortitude + +- **Onset**: 1 minute +- **Maximum Duration**: 10 minutes + +## Stages + +**Stage 1** [stupefied](rules/conditions.md#Stupefied) (1 minute) + +**Stage 2** [stupefied](rules/conditions.md#Stupefied) (1 minute) + +**Stage 3** [stupefied](rules/conditions.md#Stupefied), and the victim's attitude toward others improves by one step (1 minute) +``` + +*Source: Treasure Vault p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/carrion-cask-loil.md b/compendium/equipment/items/carrion-cask-loil.md new file mode 100644 index 000000000..7d883c1c2 --- /dev/null +++ b/compendium/equipment/items/carrion-cask-loil.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/other +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Carrion Cask"] +--- +# Carrion Cask *Item 8* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 500 gp +- **Bulk** L +- **Category** Other + +This stylized, palm-sized box contains a black, ooze-like substance that can easily devour a corpse in moments, breaking the body down into a necromantic sludge. + +```ad-embed-ability +title: Activate + +You feed a corpse of a Small-sized or larger creature to the cask, little by little. The activation requires a three-action activity for a Small or Medium creature, a 1-minute activity for a Larger creature, and a 10-minute activity for a Huge creature. A Gargantuan creature is too large for the cask to devour. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +- **Requirements**: The carrion cask has consumed a corpse since the last time it was activated + +**Effect** You release the sludge from the carrion cask's last meal in a pulse of necromantic energy. Creatures in a 30-foot cone take `6d6` negative damage, with a DC 24 basic Fortitude save. +``` + +*Source: Lost Omens: Impossible Lands p. 178* \ No newline at end of file diff --git a/compendium/equipment/items/cartographers-kit-lopsg.md b/compendium/equipment/items/cartographers-kit-lopsg.md new file mode 100644 index 000000000..e0eef67aa --- /dev/null +++ b/compendium/equipment/items/cartographers-kit-lopsg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/adventuring-gear +- trait/uncommon +aliases: ["Cartographer's Kit"] +--- +# Cartographer's Kit *Item 3* +[uncommon](rules/traits/uncommon.md) + +- **Price** 42 gp +- **Bulk** 1 +- **Category** Adventuring Gear + +This kit includes a [writing set](compendium/equipment/items/writing-set.md), a compass, a standard astrolabe, a [ruler](compendium/equipment/items/ruler-lopsg.md), and a survey map. + +*Source: Lost Omens: Pathfinder Society Guide p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/cassisian-helmet-tv.md b/compendium/equipment/items/cassisian-helmet-tv.md new file mode 100644 index 000000000..261e02be0 --- /dev/null +++ b/compendium/equipment/items/cassisian-helmet-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/abjuration +- trait/invested +- trait/magical +aliases: ["Cassisian Helmet"] +--- +# Cassisian Helmet *Item 6* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 225 gp +- **Usage** worn headwear; **Bulk** L +- **Category** Worn + +A small, feathered wing is attached to either side of this ornate brass helmet. A visor on the front lowers to cover your face. While wearing the cassisian helmet, you gain a +1 status bonus to AC and saves against evil creatures and effects. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +Lowering the visor, you send out eye beams that deal your choice of `2d6` cold or fire damage (DC 20 basic Reflex save) to all creatures in a 15-foot line. +``` + +*Source: Treasure Vault p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/casters-targe-tv.md b/compendium/equipment/items/casters-targe-tv.md new file mode 100644 index 000000000..68c1500c3 --- /dev/null +++ b/compendium/equipment/items/casters-targe-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/shield +- trait/inscribed +aliases: ["Caster's Targe"] +--- +# Caster's Targe *Item 0* +[inscribed](rules/traits/inscribed-tv.md) + +- **Price** 2 gp +- **Bulk** 1 +- **AC Bonus** +1/+1; **null Hardness** 3, **null HP** 12 (BT 6) +- **Category** Shield; **Group** Shield + +This small shield is made from wood. It features a special panel of parchment along the inside surface that allows for writing. + +*Source: Treasure Vault p. 21* \ No newline at end of file diff --git a/compendium/equipment/items/cat-lotg.md b/compendium/equipment/items/cat-lotg.md new file mode 100644 index 000000000..8cb169d6f --- /dev/null +++ b/compendium/equipment/items/cat-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Cat"] +--- +# Cat *Item 0* + +- **Price** 3 cp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/catching-tv.md b/compendium/equipment/items/catching-tv.md new file mode 100644 index 000000000..2f3d71986 --- /dev/null +++ b/compendium/equipment/items/catching-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/abjuration +- trait/magical +aliases: ["Catching"] +--- +# Catching *Item 8* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) + +- **Price** 425 gp +- **Usage** applied to shield +- **Category** Rune + +A catching rune creates a small, magical vacuum that attempts to pull weapons away from opponents. If you can attempt to [Disarm](rules/actions/disarm.md) as part of a Shield Block, such as with the Disarming Block feat (Advanced Player's Guide 159) or this rune's activated ability, a catching shield grants you a +1 circumstance bonus to such [Disarm](rules/actions/disarm.md) attempts. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You Shield Block a melee [Strike](rules/actions/strike.md) made with a held weapon + +**Effect** You attempt to [Disarm](rules/actions/disarm.md) the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don't have a hand free. +``` + +*Source: Treasure Vault p. 144* \ No newline at end of file diff --git a/compendium/equipment/items/cave-worm-repellent-ec5.md b/compendium/equipment/items/cave-worm-repellent-ec5.md new file mode 100644 index 000000000..9600c74c4 --- /dev/null +++ b/compendium/equipment/items/cave-worm-repellent-ec5.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec5 +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/uncommon +aliases: ["Cave Worm Repellent"] +--- +# Cave Worm Repellent *Item 13+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Consumable + +Cave worm repellent is a highly noxious oil that can be applied to a creature or sprinkled in a circle around a 10-footradius area. In either case, after it is applied, it lasts for 24 hours or until it is scrubbed clean with 1 minute of work. + +When applied to a creature, the repellent causes cave worms of the indicated type to avoid attacking that creature in melee as long as they have something else nearby to attack. The repellent does not deter a cave worm from making ranged attacks against a coated target. If no creatures are within a cave worm's reach and it wants to approach and make a melee attack, it approaches and attacks a non-coated creature if it can without spending more actions to do so. + +If the coated creature is swallowed by the designated type of cave worm, the cave worm must succeed at a Fortitude save or involuntarily regurgitate the swallowed creature on the next round (a single action) + +When sprinkled around an area, cave worm repellent negates any chance of a random encounter with the particular type of cave worm in that area, as the creatures purposefully avoid the affected area. + +Other types of repellent that function similarly to this one might exist at the GM's discretion. Uncommon or rare creatures are typically much harder to repel, and repellent against them might necessitate harvesting ingredients from the creatures themselves (such as the creature's liver or a certain gland). + +*Source: Extinction Curse #5: Lord of the Black Sands p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/caydens-brew-tv.md b/compendium/equipment/items/caydens-brew-tv.md new file mode 100644 index 000000000..5842c600e --- /dev/null +++ b/compendium/equipment/items/caydens-brew-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/conjuration +- trait/consumable +- trait/magical +- trait/poison +- trait/potion +aliases: ["Cayden's Brew"] +--- +# Cayden's Brew *Item 8+* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [poison](rules/traits/poison.md) [potion](rules/traits/potion.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Cayden's brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving throws against [fear](rules/traits/fear.md) effects. Also, you can use a single action to breathe out a 15-foot cone of intoxicating vapor with a burp that can be heard for 100 feet. Any creature in the vapor must attempt a DC 25 Fortitude saving throw. After you use this breath weapon, you can't do so again for `1d4` rounds. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [clumsy](rules/conditions.md#Clumsy) and [stupefied](rules/conditions.md#Stupefied) for 1 round. +> - **Failure** The creature is [clumsy](rules/conditions.md#Clumsy) and [stupefied](rules/conditions.md#Stupefied) for `1d4` rounds. +> - **Critical Failure** The creature becomes [clumsy](rules/conditions.md#Clumsy), [stupefied](rules/conditions.md#Stupefied), and [sickened](rules/conditions.md#Sickened). The [clumsy](rules/conditions.md#Clumsy) and [stupefied](rules/conditions.md#Stupefied) conditions last until `1d4` rounds after the [sickened](rules/conditions.md#Sickened) condition ends. + +*Source: Treasure Vault p. 88* \ No newline at end of file diff --git a/compendium/equipment/items/caydens-tankard-tv.md b/compendium/equipment/items/caydens-tankard-tv.md new file mode 100644 index 000000000..85b270dfd --- /dev/null +++ b/compendium/equipment/items/caydens-tankard-tv.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/artifact +- trait/artifact +- trait/divine +- trait/transmutation +- trait/unique +aliases: ["Cayden's Tankard"] +--- +# Cayden's Tankard *Item 25* +[artifact](rules/traits/artifact-gmg.md) [divine](rules/traits/divine.md) [transmutation](rules/traits/transmutation.md) [unique](rules/traits/unique.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Artifact + +This ordinary-looking silver tankard functions as a +4 major striking hopeful GB returning light hammer when wielded as a weapon. Imbued with [Cayden Cailean](compendium/setting/deities/cayden-cailean.md)'s courage, you are immune to [fear](rules/traits/fear.md) effects. Any liquid poured into the tankard transforms into a strong, alcoholic ambrosia that remains contained safely within until you drink it. Drinking the ambrosia Activates the tankard, with one of the following effects. If you aren't the one blessed to borrow the tankard, you are [drained](rules/conditions.md#Drained) and [enfeebled](rules/conditions.md#Enfeebled) while holding it, and its magic doesn't function for you. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You are targeted or included in the area of a [fear](rules/traits/fear.md) effect + +**Effect** Calmly swigging a drink on the battlefield turns your foe's attempt to frighten you against them. The [fear](rules/traits/fear.md) effect is counteracted for all targets, and the creature that created the effect must attempt a saving throw as if it alone were the original target of the effect. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You drink from the tankard, ending the [controlled](rules/conditions.md#Controlled), [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), [paralyzed](rules/conditions.md#Paralyzed), [restrained](rules/conditions.md#Restrained), and [slowed](rules/conditions.md#Slowed) conditions on yourself and creatures of your choice within 120 feet of you, as well as anything giving such targets a circumstance penalty to Speed. [Any](rules/traits/any-b1.md) effect causing these conditions ends, and if the source of the effect is an item, that item can't produce the effect for 1 week, provided it is of a level lower than the tankard's. If a target needs to [Escape](rules/actions/escape.md) an effect imposing any of these conditions, it automatically does so on its next attempt. You can Activate this ability even if one of the listed conditions would normally prevent you from doing so (such as [paralyzed](rules/conditions.md#Paralyzed)). +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You enhance yourself with a shard of Cayden's divine fortune and cast [indestructibility](compendium/spells/indestructibility-apg.md) APG. + +Destruction If a lawful evil creature carries Cayden's Tankard into the Starstone Cathedral, drinks from it, and returns outside with it, the tankard shatters. +``` + +*Source: Treasure Vault p. 178* \ No newline at end of file diff --git a/compendium/equipment/items/celestial-hair-ec6.md b/compendium/equipment/items/celestial-hair-ec6.md new file mode 100644 index 000000000..0c0617f3c --- /dev/null +++ b/compendium/equipment/items/celestial-hair-ec6.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec6 +- item/category/talisman +- trait/abjuration +- trait/consumable +- trait/magical +- trait/rare +- trait/talisman +aliases: ["Celestial Hair"] +--- +# Celestial Hair *Item 20* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [talisman](rules/traits/talisman.md) + +- **Price** 12500 gp +- **Usage** affixed to armor +- **Activate** [Interact](rules/actions/interact.md); **Trigger** You critically fail a saving throw or are critically hit by an attack. +- **Category** Talisman + +This strand of hair shimmers like the strands of fate. When you activate the string, it resonates with a single, perfect note. The triggering saving throw becomes a failure or the triggering attack roll becomes a regular hit, not critical one. If the source of the attack or effect is an evil creature, that creature must succeed at a DC 41 Will saving throw or be [enfeebled](rules/conditions.md#Enfeebled) and [stupefied](rules/conditions.md#Stupefied) until the end of its next turn. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/celestial-peach-lol.md b/compendium/equipment/items/celestial-peach-lol.md new file mode 100644 index 000000000..f733ca371 --- /dev/null +++ b/compendium/equipment/items/celestial-peach-lol.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/consumable +- trait/consumable +- trait/divine +- trait/healing +- trait/magical +- trait/necromancy +- trait/positive +- trait/rare +aliases: ["Celestial Peach"] +--- +# Celestial Peach *Item 17+* +[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [rare](rules/traits/rare.md) + +- **Usage** held in one hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Among Hao Jin's most precious treasures are three living plants, the last surviving celestial peach trees taken from the mountains of Chu Ye. One of the trees grows pearls in place of flowers, but the other two bear fruit that is far more valuable. Eating one of these small red peaches can heal even the most grievous of injuries. + +*Source: Lost Omens: Legends p. 48* \ No newline at end of file diff --git a/compendium/equipment/items/celestial-peachwood-sword-botd.md b/compendium/equipment/items/celestial-peachwood-sword-botd.md new file mode 100644 index 000000000..1fe6147b6 --- /dev/null +++ b/compendium/equipment/items/celestial-peachwood-sword-botd.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/botd +- item/category/held +- trait/good +- trait/magical +- trait/necromancy +- trait/positive +- trait/rare +aliases: ["Celestial Peachwood Sword"] +--- +# Celestial Peachwood Sword *Item 17* +[good](rules/traits/good.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [rare](rules/traits/rare.md) + +- **Price** 15000 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +From blade to pommel, this sword is carved from a branch of the now-extinct celestial peach tree. The blade of this +3 greater striking disrupting holy peachwood (page 20) shortsword has ancient runes that can permanently destroy the most powerful undead—if you are willing to pay the price. An undead creature of 12th level or lower that takes damage from a [Strike](rules/actions/strike.md) with the sword takes `10d6` positive damage (DC 35 basic Fortitude save). This damage is separate from the [Strike](rules/actions/strike.md) itself and isn't included in [any](rules/traits/any-b1.md) effect based on the [Strike](rules/actions/strike.md)'s damage. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You critically hit an undead creature with the celestial peachwood sword + +**Effect** The creature must succeed at a DC 35 Fortitude save or be destroyed. If the undead fails its saving throw and is destroyed, you suffer a backlash, taking `1d6` negative damage per level of the destroyed undead. +``` + +*Source: Book of the Dead p. 18* \ No newline at end of file diff --git a/compendium/equipment/items/celestial-staff-tv.md b/compendium/equipment/items/celestial-staff-tv.md new file mode 100644 index 000000000..1f2de0ebc --- /dev/null +++ b/compendium/equipment/items/celestial-staff-tv.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/staff +- trait/good +- trait/magical +- trait/staff +- trait/transmutation +- trait/uncommon +aliases: ["Celestial Staff"] +--- +# Celestial Staff *Item 17* +[good](rules/traits/good.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 14000 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +Heavenly radiance shines from an active celestial staff, a golden staff capped with a pair of sculpted angel's wings. Used as a weapon, the staff is a +2 greater striking holy staff. While wielding a celestial staff, you gain a +1 circumstance bonus to saving throws against effects that have the [evil](rules/traits/evil.md) trait and effects created by evil creatures. When you prepare this staff, if you're evil, you become [drained](rules/conditions.md#Drained) until your next daily preparations. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. + +- Cantrip divine lance (good only) +- 1st bless, protection +- 2nd continual flame, inner radiance torrent +- 3rd circle of protection, sanctified ground +- 4th holy cascade, inner radiance torrent +- 5th spiritual guardian, summon celestial +- 6th holy cascade, summon celestial +- 7th angel form , inner radiance torrent, summon celestial +``` + +*Source: Treasure Vault p. 131* \ No newline at end of file diff --git a/compendium/equipment/items/ceramic-plate-tv.md b/compendium/equipment/items/ceramic-plate-tv.md new file mode 100644 index 000000000..aad72dadd --- /dev/null +++ b/compendium/equipment/items/ceramic-plate-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor/medium +- trait/adjusted-armor-latches +- trait/noisy +aliases: ["Ceramic Plate"] +--- +# Ceramic Plate *Item 0* +[adjusted ](rules/traits/adjusted-tv.md) [noisy](rules/traits/noisy.md) + +- **Price** 6 gp +- **Bulk** 2 +- **AC Bonus** +3; **Dex Cap** +2 +- **Strength** 14; **Check Penalty** --2; **Speed Penalty** -5 ft. +- **Category** Medium; **Group** Plate + +Traditional armor from Senghor, ceramic plate alleviates the need for metallurgy and smithing, instead relying on ceramic firing, glazing, and strong cord work with a backing of leather and thick canvas. Ceramic plate that follows Senghor's style is colorful and artistic, and is built with the [armor latches](compendium/equipment/items/armor-latches-tv.md) armor adjustment. + +*Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/cerulean-scourge-apg.md b/compendium/equipment/items/cerulean-scourge-apg.md new file mode 100644 index 000000000..b80653d65 --- /dev/null +++ b/compendium/equipment/items/cerulean-scourge-apg.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +aliases: ["Cerulean Scourge"] +--- +# Cerulean Scourge *Item 16* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) + +- **Price** 1450 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Made from a carefully distilled blend of serpentine hemotoxins, the fast-acting cerulean scourge is infamous for transforming the blood vessels near the original wound, which glow with a bright blue light before painfully bursting. + +```ad-inline-affliction +title: Saving Throw: DC 36 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `9d6` poison damage (1 round) + +**Stage 2** `12d6` poison damage (1 round) + +**Stage 3** `15d6` poison damage (1 round) +``` + +*Source: Advanced Player's Guide p. 254* \ No newline at end of file diff --git a/compendium/equipment/items/chain-of-stars-tv.md b/compendium/equipment/items/chain-of-stars-tv.md new file mode 100644 index 000000000..2774d6d54 --- /dev/null +++ b/compendium/equipment/items/chain-of-stars-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/consumable +- trait/evocation +- trait/force +- trait/magical +- trait/talisman +aliases: ["Chain of Stars"] +--- +# Chain of Stars *Item 8* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 100 gp +- **Usage** affixed to a thrown weapon; **Bulk** — +- **Activate** envision; **Trigger** You hit a creature with the affixed weapon. +- **Category** Talisman + +This delicate mithral chain strung with tiny shuriken is wound tightly around the handle of the affixed weapon. When you Activate the chain three +1 striking shuriken made from magical force materialize in the target's space and split off to attack other creatures. Attempt up to three shuriken Strikes that must each target a different creature and can't target the creature you hit to trigger this talisman. These Strikes use your attack modifier but originate from the hit creature's space. + +These attacks count toward your multiple attack penalty, but the penalty doesn't increase until after all three attacks have been made. The shuriken deal force damage instead of their normal type, and each shuriken vanishes after its attack. + +*Source: Treasure Vault p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/chain-sword-tv.md b/compendium/equipment/items/chain-sword-tv.md new file mode 100644 index 000000000..d09cb5310 --- /dev/null +++ b/compendium/equipment/items/chain-sword-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/advanced +- trait/finesse +- trait/reach +- trait/sweep +- trait/uncommon +aliases: ["Chain Sword"] +--- +# Chain Sword *Item 0* +[finesse](rules/traits/finesse.md) [reach](rules/traits/reach.md) [sweep](rules/traits/sweep.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 6 gp +- **Bulk** 1 +- **Damage** `1d6` S +- **Hands** 1 +- **Category** Advanced; **Group** Sword + +This weapon has a hilt like a longsword attached to several bladed segments connected by chain links. A highly technical weapon, the chain sword is valued by duelists and experienced soldiers alike in the nations of Nirmathas and Molthune. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/chair-of-inventions-tv.md b/compendium/equipment/items/chair-of-inventions-tv.md new file mode 100644 index 000000000..1240044b6 --- /dev/null +++ b/compendium/equipment/items/chair-of-inventions-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/assistive-item +- trait/conjuration +- trait/magical +aliases: ["Chair of Inventions"] +--- +# Chair of Inventions *Item 8* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) + +- **Price** 875 gp +- **Bulk** 1 +- **Category** Assistive Item + +This wheelchair is outfitted with a variety of tools and devices to assist with the creation and production of a number of mechanical implements. While seated in a chair of inventions, you have a worn superb repair kit (Core Rulebook 291) that doesn't count against your Bulk limit or maximum worn items. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The chair deploys a complete expanded alchemist's lab (Core Rulebook 287). The chair is immobile while this lab is deployed, but levers and gears in the chair allow you to easily retrieve and access everything you need from both the attached superb repair kit and the deployed lab to [Craft](rules/actions/craft.md). This setup is highly efficient and gives you a +2 circumstance bonus to [Earn Income](rules/actions/earn-income.md) using [Crafting](compendium/skills.md#Crafting). +``` + +*Source: Treasure Vault p. 109* \ No newline at end of file diff --git a/compendium/equipment/items/chair-storage-lotgb.md b/compendium/equipment/items/chair-storage-lotgb.md new file mode 100644 index 000000000..ba25ea8c9 --- /dev/null +++ b/compendium/equipment/items/chair-storage-lotgb.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/assistive-item/wheelchair-upgrade +aliases: ["Chair Storage"] +--- +# Chair Storage *Item 0* + +- **Price** 1 gp +- **Category** Wheelchair Upgrade + +The chair has an efficient allocated space to hold additional items. This reduces the amount of Bulk the items weigh when stored within the chair, much like a backpack. The first 2 Bulk of items stowed in your chair don't count against your Bulk limit. If you use both chair storage and a backpack at the same time, only 2 Bulk total isn't counted against your limit, much like if you used multiple backpacks or similar items at the same time. + +*Source: Lost Omens: The Grand Bazaar p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/chakram-lotgb.md b/compendium/equipment/items/chakram-lotgb.md new file mode 100644 index 000000000..52bf6631d --- /dev/null +++ b/compendium/equipment/items/chakram-lotgb.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/weapon/martial +- trait/thrown +aliases: ["Chakram"] +--- +# Chakram *Item 0* +[thrown](rules/traits/thrown.md) + +- **Price** 5 sp +- **Bulk** L +- **Damage** `1d8` S +- **Range** 20 ft. +- **Hands** 1 +- **Category** Martial; **Group** Knife + +Simple, elegant, and portable, the chakram is an open-centered metal discus with a sharpened edge, as well as a grip running along the center so the wielder can hold it safely. + +*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/chakri-loil.md b/compendium/equipment/items/chakri-loil.md new file mode 100644 index 000000000..ae51b119a --- /dev/null +++ b/compendium/equipment/items/chakri-loil.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/weapon/advanced +- trait/agile +- trait/deadly-d8 +- trait/thrown +- trait/uncommon +aliases: ["Chakri"] +--- +# Chakri *Item 0* +[agile](rules/traits/agile.md) [deadly ](rules/traits/deadly.md) [thrown](rules/traits/thrown.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2 cp +- **Damage** `1d4` S +- **Range** 30 ft.; **Reload** 0 +- **Hands** 1 +- **Category** Advanced; **Group** Dart + +A chakri is a small, circular throwing weapon with a sharp outer edge. + +*Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/compendium/equipment/items/chakri-tv.md b/compendium/equipment/items/chakri-tv.md new file mode 100644 index 000000000..334fe53d0 --- /dev/null +++ b/compendium/equipment/items/chakri-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/recovery +- trait/thrown +- trait/uncommon +aliases: ["Chakri"] +--- +# Chakri *Item 0* +[recovery](rules/traits/recovery-tv.md) [thrown](rules/traits/thrown.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2 sp +- **Bulk** L +- **Damage** `1d6` S +- **Range** 40 ft. +- **Hands** 1 +- **Category** Martial; **Group** Dart + +Similar to a chakram, chakri are too light to be wielded in melee but allow the user significantly more control over their throws. A chakri is small and light enough that up to two can be worn on each wrist; a chakri worn on the wrist is reload 0 instead of reload —. + +*Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/chaos-collar-da.md b/compendium/equipment/items/chaos-collar-da.md new file mode 100644 index 000000000..31b3e8fad --- /dev/null +++ b/compendium/equipment/items/chaos-collar-da.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/companion +- trait/companion +- trait/invested +- trait/primal +- trait/transmutation +aliases: ["Chaos Collar"] +--- +# Chaos Collar *Item 5* +[companion](rules/traits/companion.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 125 gp +- **Usage** worn collar; **Bulk** L +- **Category** Companion + +This unobtrusive collar is made to hide beneath an animal's fur or blend in against scaled skin. It's most often used by unscrupulous trophy hunters hoping to make a name for themselves by defeating threats they artificially created, using hapless animals as pawns. + +A chaos collar fuses to its animal bearer the first time it's clasped around the creature's neck. Three nights per month, it transforms the animal into the form of a terrifying monster. The appearance is the same size as the original animal and doesn't change the animal's statistics, but it's always something new, horrifying, and unique to that particular chaos collar. The transformation lasts from dusk until dawn, and it occurs with complete randomness throughout the month. + +An animal slain while wearing a chaos collar remains in the form it had at the time of its death. Once its bearer dies, the collar transforms into a scrap of dirty string and falls off, where the unscrupulous hunter can collect and use it again. + +*Source: Dark Archive p. 62* \ No newline at end of file diff --git a/compendium/equipment/items/chatterer-of-follies-som.md b/compendium/equipment/items/chatterer-of-follies-som.md new file mode 100644 index 000000000..a90ff26ae --- /dev/null +++ b/compendium/equipment/items/chatterer-of-follies-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/held +- trait/enchantment +- trait/illusion +- trait/magical +- trait/uncommon +aliases: ["Chatterer Of Follies"] +--- +# Chatterer Of Follies *Item 6* +[enchantment](rules/traits/enchantment.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 200 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This heavy +1 striking khakarra (Advanced Player's Guide 248) is cast from solid steel and plated with pyrite. Metal charms shaped like grinning idols festoon its great arched ring, and during combat, as tiny tendrils of flame fly off the pyrite, these hanging dolls seem to chatter in tune with the clash and din of battle. + +Whenever you complete a move action during your turn, choose a creature adjacent to you at the end of your movement. Until the end of your turn, that creature takes a –1 status penalty to Will saves against your enchantment spells and your illusion spells. Any time you cast your enchantment and illusion spells, you become [concealed](rules/conditions.md#Concealed) during your move actions for the rest of the turn. + +*Source: Secrets of Magic p. 181* \ No newline at end of file diff --git a/compendium/equipment/items/chimera-thread-da.md b/compendium/equipment/items/chimera-thread-da.md new file mode 100644 index 000000000..5b5865ca5 --- /dev/null +++ b/compendium/equipment/items/chimera-thread-da.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/consumable +- trait/consumable +- trait/magical +- trait/transmutation +aliases: ["Chimera Thread"] +--- +# Chimera Thread *Item 4* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 15 gp +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This multicolored skein is twisted together from strands of many different materials. When used to stitch together pieces from the carcasses of two or more animals, it fuses them into a single intact carcass of an outlandish-looking monster with characteristics of the component species. The thread disappears, leaving no obvious seams and smoothing the transition between the parts of the creatures. + +*Source: Dark Archive p. 62* \ No newline at end of file diff --git a/compendium/equipment/items/choker-arm-mutagen-tv.md b/compendium/equipment/items/choker-arm-mutagen-tv.md new file mode 100644 index 000000000..a82119153 --- /dev/null +++ b/compendium/equipment/items/choker-arm-mutagen-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/mutagen +- trait/polymorph +aliases: ["Choker-Arm Mutagen"] +--- +# Choker-Arm Mutagen *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +Your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills. Benefit You gain the listed item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks to [Escape](rules/actions/escape.md), [Squeeze](rules/actions/squeeze.md), and [Tumble Through](rules/actions/tumble-through.md), and you increase your reach by the listed amount. + +Drawback You take a –1 penalty to [Athletics](compendium/skills.md#Athletics) checks, [Stealth](compendium/skills.md#Stealth) checks, [Thievery](compendium/skills.md#Thievery) checks, and attack rolls, and a –1 penalty per damage die to all weapon and unarmed attack damage. + +*Source: Treasure Vault p. 59* \ No newline at end of file diff --git a/compendium/equipment/items/choleric-contagion-tv.md b/compendium/equipment/items/choleric-contagion-tv.md new file mode 100644 index 000000000..93b9c4c96 --- /dev/null +++ b/compendium/equipment/items/choleric-contagion-tv.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +aliases: ["Choleric Contagion"] +--- +# Choleric Contagion *Item 18* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) + +- **Price** 4200 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This vile poison is contagious, causing the victim's skin to secrete the toxin, allowing it to spread to others. While under the effects of choleric contagion, the first time during per round the victim succeeds at an attack roll with an unarmed attack against another creature, the target of the attack is exposed to the poison. + +```ad-inline-affliction +title: Saving Throw: DC 40 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `6d10` poison damage (1 round) + +**Stage 2** `8d10` poison damage (1 round) + +**Stage 3** `10d10` poison damage (1 round) +``` + +*Source: Treasure Vault p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/chopping-evisceration-snare-lotgb.md b/compendium/equipment/items/chopping-evisceration-snare-lotgb.md new file mode 100644 index 000000000..18a9fd084 --- /dev/null +++ b/compendium/equipment/items/chopping-evisceration-snare-lotgb.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +- trait/uncommon +aliases: ["Chopping Evisceration Snare"] +--- +# Chopping Evisceration Snare *Item 14* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 700 gp +- **Category** Snare + +An almost-impossible number of axes spring out at a target with lethal force. When a creature enters the snare's square, it's nearly buried beneath a storm of sharpened metal, which deals `16d8` slashing damage (DC 33 basic Reflex). + +*Source: Lost Omens: The Grand Bazaar p. 14* \ No newline at end of file diff --git a/compendium/equipment/items/chromatic-jellyfish-oil-tv.md b/compendium/equipment/items/chromatic-jellyfish-oil-tv.md new file mode 100644 index 000000000..b44d35604 --- /dev/null +++ b/compendium/equipment/items/chromatic-jellyfish-oil-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +aliases: ["Chromatic Jellyfish Oil"] +--- +# Chromatic Jellyfish Oil *Item 9+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +Made from several oils of differing hues extracted from jellyfish and rare plants, the layers of chromatic jellyfish oil stack to form a rainbow within their vial. For 10 minutes after consuming chromatic jellyfish oil, you gain resistance to precision damage and extra damage from critical hits according to the jellyfish oil's type. While the effect lasts, you ignore difficult terrain caused by moving through tight spaces that aren't tight enough to force you to [Squeeze](rules/actions/squeeze.md), and you can move 5 feet per round when you successfully [Squeeze](rules/actions/squeeze.md) (or 10 feet per round on a critical success). You can also [Crawl](rules/actions/crawl.md) at half your Speed. + +*Source: Treasure Vault p. 59* \ No newline at end of file diff --git a/compendium/equipment/items/chronicler-wayfinder-lopsg.md b/compendium/equipment/items/chronicler-wayfinder-lopsg.md new file mode 100644 index 000000000..131085322 --- /dev/null +++ b/compendium/equipment/items/chronicler-wayfinder-lopsg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/worn +- trait/evocation +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Chronicler Wayfinder"] +--- +# Chronicler Wayfinder *Item 6* +[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 200 gp +- **Usage** worn +- **Category** Worn + +Chronicler wayfinders bear a mystical connection to the Pathfinder Chronicles themselves, granting them the ability to assist in situations where unusual lore is needed by drawing on lore from a particular topic. Each chronicler wayfinder is attuned to a specific [Lore](compendium/skills.md#Lore) skill, chosen at the time of creation. In addition to the effects of a wayfinder (Core Rulebook 617), a chronicler wayfinder has the following activation. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You tap into the Pathfinder Chronicles on the chronicler wayfinder's attuned topic, gaining the effects of a [Recall Knowledge](rules/actions/recall-knowledge.md) action with the chosen [Lore](compendium/skills.md#Lore) skill. For the [Lore](compendium/skills.md#Lore) check's modifier, use whichever is better of +12 or your own modifier, using your level as your proficiency bonus even if you're untrained in the attuned [Lore](compendium/skills.md#Lore) skill. +``` + +*Source: Lost Omens: Pathfinder Society Guide p. 31* \ No newline at end of file diff --git a/compendium/equipment/items/chronomancer-staff-tv.md b/compendium/equipment/items/chronomancer-staff-tv.md new file mode 100644 index 000000000..ccbd10a42 --- /dev/null +++ b/compendium/equipment/items/chronomancer-staff-tv.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/staff +- trait/divination +- trait/magical +- trait/rare +- trait/staff +aliases: ["Chronomancer Staff"] +--- +# Chronomancer Staff *Item 17* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [staff](rules/traits/staff.md) + +- **Price** 15000 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +Clock faces and gears adorn the twisted iron shaft of a chronomancer staff, the hands of the clocks continually ticking or winding backward. Used as a weapon, the staff is a +2 greater striking speed staff. While wielding this staff, you also gain a +1 circumstance bonus to initiative rolls. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. + +- Cantrip time sense DA +- 1st déjà vu , synchronize +- 2nd loose time's arrow DA, synchronize +- 3rd day's weight , haste, slow, time jump +- 4th curse of lost time +- 5th quicken time DA, rewinding step , stagnate time DA +- 6th cast into time , day's weight +- 7th time beacon +``` + +*Source: Treasure Vault p. 131* \ No newline at end of file diff --git a/compendium/equipment/items/cinderclaw-gauntlet-aoa1.md b/compendium/equipment/items/cinderclaw-gauntlet-aoa1.md new file mode 100644 index 000000000..b4246b790 --- /dev/null +++ b/compendium/equipment/items/cinderclaw-gauntlet-aoa1.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa1 +- item/category/worn +- trait/evocation +- trait/magical +- trait/uncommon +aliases: ["Cinderclaw Gauntlet"] +--- +# Cinderclaw Gauntlet *Item 5* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 150 gp +- **Usage** worn on 1 hand; **Bulk** L +- **Category** Worn + +This sharp-taloned spiked gauntlet appears to have been crafted from dragon scales, with claws built from iron. In addition to the typical weapon traits, a _Cinderclaw gauntlet_ has the [versatile ](rules/traits/versatile.md) trait. + +On a critical hit, the _Cinderclaw gauntlet_ deals an additional `1d6` fire damage. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: Your attack roll with the _Cinderclaw gauntlet_ is a critical success. + +**Effect** The creature you hit must succeed at a DC 19 Fortitude save or be [sickened](rules/conditions.md#Sickened) by the gauntlet's acrid smoke. Creatures that don't need to breathe are immune. +``` + +*Source: Age of Ashes #1: Hellknight Hill p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/cinnamon-seers-tv.md b/compendium/equipment/items/cinnamon-seers-tv.md new file mode 100644 index 000000000..f2afd759c --- /dev/null +++ b/compendium/equipment/items/cinnamon-seers-tv.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/lozenge +aliases: ["Cinnamon Seers"] +--- +# Cinnamon Seers *Item 4* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [lozenge](rules/traits/lozenge-tv.md) + +- **Price** 14 gp +- **Usage** held in 1 hand; **Bulk** — +- **Category** Consumable + +Zippy, alchemically treated cinnamon suffuses cinnamon seers, a rock candy with a lively taste that provides a mental boost. A cinnamon seer remains in your mouth for 1 hour, its stimulating flavor granting you a +1 item bonus to checks to Recall Knowledge. + +```ad-embed-ability +title: Secondary Effect [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[fortune](rules/traits/fortune.md) + +- **Trigger**: You gain no information from a [Recall Knowledge](rules/actions/recall-knowledge.md) check + +**Effect** Reroll the triggering check. If this was a secret check, the GM rerolls rather than you; the candy doesn't give you any insight into what the GM rolled, so in that case, you're rerolling based only on guesswork. The seer becomes inert. You become temporarily immune to cinnamon seers until the next time you make your daily preparations. +%% #trait/fortune %% +``` + +*Source: Treasure Vault p. 47* \ No newline at end of file diff --git a/compendium/equipment/items/clarity-goggles-tv.md b/compendium/equipment/items/clarity-goggles-tv.md new file mode 100644 index 000000000..7c5a1dbf0 --- /dev/null +++ b/compendium/equipment/items/clarity-goggles-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/divination +- trait/invested +- trait/magical +aliases: ["Clarity Goggles"] +--- +# Clarity Goggles *Item 8+* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn eyepiece; **Bulk** — +- **Category** Worn + +Clarity goggles feature faceted lenses that filter your surroundings from several slightly different angles at once, giving you a sharper picture of them. While wearing the goggles, you gain a +1 item bonus to visual [Perception](compendium/skills.md#Perception) checks. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You focus on your environment and the creatures around you to see them as they really are. The GM rolls a secret counteract check using your [Perception](compendium/skills.md#Perception) bonus against any [illusion](rules/traits/illusion.md) effect created by a 3rd-level or lower spell or a creature of 8th level or lower. You must be able to see the illusion, and it must be within 60 feet. If the check succeeds, you see through the illusion for 10 minutes. +``` + +*Source: Treasure Vault p. 146* \ No newline at end of file diff --git a/compendium/equipment/items/claw-blade-apg.md b/compendium/equipment/items/claw-blade-apg.md new file mode 100644 index 000000000..ccf05f6bb --- /dev/null +++ b/compendium/equipment/items/claw-blade-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/weapon/martial +- trait/agile +- trait/catfolk +- trait/deadly-d8 +- trait/disarm +- trait/finesse +- trait/uncommon +- trait/versatile-p +aliases: ["Claw Blade"] +--- +# Claw Blade *Item 0* +[agile](rules/traits/agile.md) [catfolk](rules/traits/catfolk-b1.md) [deadly ](rules/traits/deadly.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) + +- **Price** 2 gp +- **Bulk** L +- **Damage** `1d4` S +- **Hands** 1 +- **Category** Martial; **Group** Knife + +The three parallel blades of this handheld weapon extend between the fingers to resemble the natural claws of the amurruns who created them, providing a way for those catfolk without suitable natural claws to share the fighting customs of their kin. + +*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/clay-lotgb.md b/compendium/equipment/items/clay-lotgb.md new file mode 100644 index 000000000..af61f060c --- /dev/null +++ b/compendium/equipment/items/clay-lotgb.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +aliases: ["Clay"] +--- +# Clay *Item 0* + +- **Usage** held in 2 hands +- **Category** Held + +This malleable, oil-based clay can be shaped by hand and is available in a variety of colors. A single unit has 4 ounces of clay. + +*Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/clinging-ooze-snare-pfum.md b/compendium/equipment/items/clinging-ooze-snare-pfum.md new file mode 100644 index 000000000..cba407d15 --- /dev/null +++ b/compendium/equipment/items/clinging-ooze-snare-pfum.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/pfum +- item/category/snare +- trait/acid +- trait/consumable +- trait/mechanical +- trait/rare +- trait/snare +- trait/trap +aliases: ["Clinging Ooze Snare"] +--- +# Clinging Ooze Snare *Item 4* +[acid](rules/traits/acid.md) [consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [rare](rules/traits/rare.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) + +- **Price** 25 gp +- **Category** Snare + +Complex traps that incorporate ooze monsters into their ingenious construction have long been a favorite of those who seek devious ways to protect their [hidden](rules/conditions.md#Hidden) laboratories, and it is from this tradition that the clinging ooze snare takes its inspiration. With its ingenious mixture of rare reagents, dried protoplasm harvested from ooze creatures, and a little pinch of alchemy, this snare triggers into an ooze-like hazard that temporarily mimics the dangers presented by a creature like a sewer ooze or other carnivorous protoplasmic monster. When a creature triggers a clinging ooze snare, the snare creates a short lived protoplasmic mass that lashes out in all directions, dealing `2d6` bludgeoning damage and `2d6` acid damage. The triggering creature must attempt a DC 21 Relfex save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected +> - **Success** The creature takes half damage +> - **Failure** The target takes full damage and is [flat-footed](rules/conditions.md#Flat-footed) until the start of their next turn as the ooze impedes their movement. +> - **Critical Failure** The target takes double damage and is both [flat-footed](rules/conditions.md#Flat-footed) and [immobilized](rules/conditions.md#Immobilized) for 1 round. The target can [Escape](rules/actions/escape.md) (DC 21) to end this effect early. + +*Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/cloak-of-feline-rest-som.md b/compendium/equipment/items/cloak-of-feline-rest-som.md new file mode 100644 index 000000000..9fd62a1e3 --- /dev/null +++ b/compendium/equipment/items/cloak-of-feline-rest-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/worn +- trait/enchantment +- trait/invested +- trait/magical +aliases: ["Cloak Of Feline Rest"] +--- +# Cloak Of Feline Rest *Item 1* +[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 20 gp +- **Usage** worn cloak; **Bulk** L +- **Category** Worn + +This black velvet cloak is featureless and very soft to the touch. Upon wearing it for the first time, you're momentarily overwhelmed with a sense of comfort and coziness. While wearing this cloak you can comfortably rest in any space, so long as it's not wet or particularly hazardous. While sleeping in this cloak you only take a –2 status penalty to auditory [Perception](compendium/skills.md#Perception) checks, rather than a –4 status penalty. + +*Source: Secrets of Magic p. 182* \ No newline at end of file diff --git a/compendium/equipment/items/cloak-of-immolation-gmg.md b/compendium/equipment/items/cloak-of-immolation-gmg.md new file mode 100644 index 000000000..d0ceab7b7 --- /dev/null +++ b/compendium/equipment/items/cloak-of-immolation-gmg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/worn +- trait/cursed +- trait/evocation +- trait/invested +- trait/magical +- trait/rare +aliases: ["Cloak Of Immolation"] +--- +# Cloak Of Immolation *Item 7* +[cursed](rules/traits/cursed-gmg.md) [evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** worn cloak; **Bulk** L +- **Category** Worn + +Appearing as a magic cloak such as a cloak of elvenkind, this garment is made of highly volatile fabric. While wearing it, if you take fire damage, you also take `1d10` [persistent fire damage](rules/conditions.md#Persistent%20Damage). Taking fire damage while the [persistent fire damage](rules/conditions.md#Persistent%20Damage) is in effect has no additional effect. You can extinguish the [persistent fire damage](rules/conditions.md#Persistent%20Damage) as normal. + +Any creature that hits you with a melee unarmed attack while you are taking this [persistent fire damage](rules/conditions.md#Persistent%20Damage) takes fire damage equal to the [persistent fire damage](rules/conditions.md#Persistent%20Damage) you took on your previous turn. Once the curse has activated for the first time, the boots fuse to you. + +*Source: Gamemastery Guide p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/cloak-of-repute-locg.md b/compendium/equipment/items/cloak-of-repute-locg.md new file mode 100644 index 000000000..95aee2b1e --- /dev/null +++ b/compendium/equipment/items/cloak-of-repute-locg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/locg +- item/category/worn +- trait/enchantment +- trait/invested +- trait/magical +- trait/worn +aliases: ["Cloak Of Repute"] +--- +# Cloak Of Repute *Item 4+* +[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) worn + +- **Usage** worn cloak; **Bulk** 1 +- **Category** Worn + +This gaudy and extravagant cloak is adorned with brilliant gems and a fur trim. While wearing the cloak, you gain instant fame and notoriety, granting you a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks to [Make an Impression](rules/actions/make-an-impression.md). Creatures attempting to learn about you gain the same bonus to [Gather Information](rules/actions/gather-information.md) about you. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You wield your great stature to make a [Request](rules/actions/request.md) of a creature. If you roll a success on the check, you get a critical success instead. +``` + +*Source: Lost Omens: Character Guide p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/cloak-of-the-false-foe-da.md b/compendium/equipment/items/cloak-of-the-false-foe-da.md new file mode 100644 index 000000000..1e31e3711 --- /dev/null +++ b/compendium/equipment/items/cloak-of-the-false-foe-da.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/worn +- trait/invested +- trait/primal +- trait/transmutation +aliases: ["Cloak of the False Foe"] +--- +# Cloak of the False Foe *Item 12* +[invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 1850 gp +- **Usage** worn cloak; **Bulk** L +- **Category** Worn + +Images of strange animals and distorted figures are woven into this coarse, fur-lined cloak. + +```ad-embed-ability +title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +[polymorph](rules/traits/polymorph.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) + +The cloak rises to envelop your head and body, reshaping your appearance into that of a locally feared cryptid. If there is no such figure in local lore, the cloak of the false foe instead alters your appearance into a form imagined by the crafter of the cloak. One choice that occurs with disturbing frequency is a gaunt figure with triple-jointed fingers; an eyeless, hairless head with a lamprey mouth in the center of its face; and stubby tentacles waving down its neck. The transformation also grants the effects of either a 3rd-level [humanoid form](compendium/spells/humanoid-form.md) spell that lasts for 1 hour if you turn into a Medium cryptid, or a 5th-level [humanoid form](compendium/spells/humanoid-form.md) spell that lasts for 10 minutes if you turn into a Large cryptid. + +While you're in cryptid form, any wounds left by your spells and [Strikes](rules/actions/strike.md) appear to be the result of the cryptid's unarmed attacks and special abilities to a casual inspection. This doesn't alter the actual damage type inflicted or the effects of such attack. Someone closely studying the wounds can, with a successful DC 30 [Medicine](compendium/skills.md#Medicine) check, realize that magic has altered the appearance of the injuries. +%% #trait/polymorph #trait/primal #trait/transmutation %% +``` + +*Source: Dark Archive p. 62* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-cloak-tv.md b/compendium/equipment/items/clockwork-cloak-tv.md new file mode 100644 index 000000000..0a7e0bc0b --- /dev/null +++ b/compendium/equipment/items/clockwork-cloak-tv.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/clockwork +- trait/invested +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Clockwork Cloak"] +--- +# Clockwork Cloak *Item 18* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) clockwork + +- **Price** 20000 gp +- **Usage** worn cloak; **Bulk** L +- **Category** Worn + +Paper-thin interlocking cogs and gears make up the bronze clockwork cloak. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You're struck by a melee attack with a held weapon + +**Effect** The folds of the cloak attempt to divert the attack and catch the weapon in the cloak's gears. Make an [Athletics](compendium/skills.md#Athletics) check to [Disarm](rules/actions/disarm.md) the attacking creature. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You wrap the cloak around yourself and the winding gears decelerate your body, causing you to enter standby mode. While in standby mode you don't need to eat, drink, or sleep. You remain aware of your surroundings but take a –4 penalty to [Perception](compendium/skills.md#Perception) checks. You can stay in standby mode indefinitely, although your body ages normally. You can leave standby mode as a free action. If you do so to initiate combat, you gain a +2 item bonus to your initiative roll. +``` + +*Source: Treasure Vault p. 146* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-dial-lopsg.md b/compendium/equipment/items/clockwork-dial-lopsg.md new file mode 100644 index 000000000..c1de095de --- /dev/null +++ b/compendium/equipment/items/clockwork-dial-lopsg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/adventuring-gear +- trait/uncommon +aliases: ["Clockwork Dial"] +--- +# Clockwork Dial *Item 0* +[uncommon](rules/traits/uncommon.md) + +- **Price** 20 gp +- **Hands** 1 +- **Category** Adventuring Gear + +This small timepiece allows you to accurately track time, useful for coordinating attacks, cooking, and all other sorts of activities, without the steadiness or care necessary to use an hourglass. As always, spell durations are too inexact to be reliably tracked, as they don't last precisely the duration listed. Protected within a brass or steel case, the clockwork mechanism of this device is turned using a small key. Most dials have a maximum duration of 1 hour, with each turn of the key adding 10 minutes to the timer, though some are crafted with longer or shorter durations and intervals. Setting the timer requires one free hand and an [Interact](rules/actions/interact.md) action. + +*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-heels-lotgb.md b/compendium/equipment/items/clockwork-heels-lotgb.md new file mode 100644 index 000000000..ddc229ea9 --- /dev/null +++ b/compendium/equipment/items/clockwork-heels-lotgb.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/worn +- trait/clockwork +- trait/rare +aliases: ["Clockwork Heels"] +--- +# Clockwork Heels *Item 7* +[rare](rules/traits/rare.md) clockwork + +- **Price** 300 gp +- **Usage** worn shoes; **Bulk** L +- **Category** Worn + +This clockwork footwear features a marvelous mechanical heel built into the base to increase your speed. When you lean your weight onto your heel, a springboard triggers and pops out small metal wheels that propel you forward. You gain a +5-foot item bonus to your Speed. + +*Source: Lost Omens: The Grand Bazaar p. 22* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-macuahuitl-lotgb.md b/compendium/equipment/items/clockwork-macuahuitl-lotgb.md new file mode 100644 index 000000000..8847a8ed6 --- /dev/null +++ b/compendium/equipment/items/clockwork-macuahuitl-lotgb.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/weapon/advanced +- trait/backswing +- trait/clockwork +- trait/forceful +- trait/rare +- trait/versatile-b +aliases: ["Clockwork Macuahuitl"] +--- +# Clockwork Macuahuitl *Item 0* +[backswing](rules/traits/backswing.md) [forceful](rules/traits/forceful.md) [rare](rules/traits/rare.md) [versatile ](rules/traits/versatile.md) clockwork + +- **Price** 550 gp +- **Bulk** 1 +- **Damage** `1d10` S +- **Hands** 2 +- **Category** Advanced; **Group** Club + +This finely-made wooden club has a beautiful, lacquered finish that gleams in the sunlight. A heavy ring of gears lined with sharpened pieces of obsidian automatically and constantly spin around the bulk of the wooden club lengthwise. Striking a foe digs the obsidian gears into the enemy's flesh and tears it with its blades. The ever-turning gears also help to dislodge an enemy's defensive position against the weapon. + +The clockwork macuahuitl deals `1d10` slashing damage and has the [backswing](rules/traits/backswing.md), [forceful](rules/traits/forceful.md), and versatile B traits. The clockwork macuahuitl is a two-handed advanced weapon in the club weapon group. + +*Source: Lost Omens: The Grand Bazaar p. 22* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-recorder-lol.md b/compendium/equipment/items/clockwork-recorder-lol.md new file mode 100644 index 000000000..7e68d97d1 --- /dev/null +++ b/compendium/equipment/items/clockwork-recorder-lol.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/held +- trait/rare +aliases: ["Clockwork Recorder"] +--- +# Clockwork Recorder *Item 6* +[rare](rules/traits/rare.md) + +- **Price** 250 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This small recording device can be as tiny as a music box or around the size of large book and is typically [concealed](rules/conditions.md#Concealed) in hollowed-out books and jewelry. A clockwork recorder can record up to 1 hour of sound before its wax cylinders must be retrieved and replaced. + +Any given clockwork recorder can play back the recordings of a cylinder, regardless of whether it was the recorder used for the original recording. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You wind the recorder to start recording sound or to play back a recording. You can have the recording or playback start immediately or be timed to start at any point up to one month later. +``` + +*Source: Lost Omens: Legends p. 24* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-shield-tv.md b/compendium/equipment/items/clockwork-shield-tv.md new file mode 100644 index 000000000..f75e3a9ec --- /dev/null +++ b/compendium/equipment/items/clockwork-shield-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/magical +- trait/transmutation +aliases: ["Clockwork Shield"] +--- +# Clockwork Shield *Item 11+* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This brass-coated, steel shield (Hardness 12, HP 90, BT 45) has +2 striking shield spikes made of bronze gears. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The shield's gears begin to spin, subtly adjusting the shield's position as you fight. You gain an extra reaction this turn and at the start of each of your turns for the next minute that you can use only to Shield Block. +``` + +*Source: Treasure Vault p. 22* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-spider-bomb-lotgb.md b/compendium/equipment/items/clockwork-spider-bomb-lotgb.md new file mode 100644 index 000000000..b903e0d1e --- /dev/null +++ b/compendium/equipment/items/clockwork-spider-bomb-lotgb.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/clockwork +- trait/consumable +- trait/gadget +- trait/uncommon +aliases: ["Clockwork Spider Bomb"] +--- +# Clockwork Spider Bomb *Item 8* +[consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) clockwork gadget + +- **Price** 100 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +While arachnophobes don't need to fear this contraption's spiderlike appearance, they should probably worry if it starts ticking. When you activate the spider bomb, you place it on the ground and the clockwork spider crawls 5 feet in a straight line, continuing to advance 5 feet in the same straight line at the end of each of your turns for the next 4 rounds (traveling a total of 25 feet). If it takes any damage during this time, its bulbous abdomen detonates in a raging flame, dealing `5d6` fire damage to all creatures in a 5-foot burst (DC 24 basic Reflex save). You can also activate it a second time with a single-action command word activation, causing it to explode. The spider bomb has an AC of 10, 5 Hit Points, and +0 to all saving throws. After it detonates, the spider bomb is completely destroyed, regardless of the effects of its detonation. If it survives to the end of the 4-round duration without being detonated, the spider harmlessly loses its explosive charge and falls apart. + +*Source: Lost Omens: The Grand Bazaar p. 22* \ No newline at end of file diff --git a/compendium/equipment/items/cloister-robe-tv.md b/compendium/equipment/items/cloister-robe-tv.md new file mode 100644 index 000000000..97dcb8505 --- /dev/null +++ b/compendium/equipment/items/cloister-robe-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/abjuration +- trait/divine +- trait/invested +aliases: ["Cloister Robe"] +--- +# Cloister Robe *Item 9+* +[abjuration](rules/traits/abjuration.md) [divine](rules/traits/divine.md) [invested](rules/traits/invested.md) + +- **Usage** worn garment; **Bulk** 1 +- **Category** Worn + +The most devoted, cloistered clerics wear a cloister robe. Decorations symbolic of a specific deity adorn the robe, and the robe's colors and the complexity of its construction fit the deity's outlook. The robe serves as a religious symbol of that deity, and it doesn't need to be wielded to provide that benefit. + +The robe is +1 resilient explorer's clothing and grants a +1 item bonus to [Religion](compendium/skills.md#Religion) checks. The robe doesn't grant any benefits to a wearer who doesn't worship the deity tied to the robe. In addition, when you cast a domain spell from one of the deity's domains, you gain resistance to damage from divine spells until the end of your next turn. This resistance is equal to half the robe's level. + +*Source: Treasure Vault p. 148* \ No newline at end of file diff --git a/compendium/equipment/items/cloning-potion-tv.md b/compendium/equipment/items/cloning-potion-tv.md new file mode 100644 index 000000000..5ac3219f5 --- /dev/null +++ b/compendium/equipment/items/cloning-potion-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/potion +- trait/conjuration +- trait/consumable +- trait/magical +- trait/potion +- trait/rare +aliases: ["Cloning Potion"] +--- +# Cloning Potion *Item 18* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [rare](rules/traits/rare.md) + +- **Price** 5000 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +When you drink a cloning potion, you split in two, one version of you remaining in your space and the other moving into an adjacent space. Your clone, which has the [minion](rules/traits/minion.md) trait, looks like you and remains for 1 minute. Provided you are both on the same plane, you can command your clone telepathically with a single action with the [concentrate](rules/traits/concentrate.md) trait. You can also issue verbal commands, as normal for a minion. As an action that has the [concentrate](rules/traits/concentrate.md) trait, you can sense through your clone. When you do, you lose all sensory information from your own body. You can [Dismiss](rules/actions/dismiss.md) this sense-sharing effect. + +You and your clone share Hit Points, and the clone uses your statistics. Spells and effects target you and your clone as if you are separate creatures. The clone can Activate your abilities and Cast your Spells, limited by its number of actions, but you share elements such as use limits, frequency, and spell slots. In other words, your clone using one of your resources works as if you did so in or from your clone's space. Your clone has gear identical to your own, excepting artifacts and consumables. Any item taken from the clone melts into silvery dust within seconds, with ammunition or thrown objects lasting just long enough to travel to and possibly hit their target. + +When the duration lapses, your clone melts into silvery dust. You become temporarily immune to cloning potion for `1d4` days. + +*Source: Treasure Vault p. 88* \ No newline at end of file diff --git a/compendium/equipment/items/clown-monarch-tv.md b/compendium/equipment/items/clown-monarch-tv.md new file mode 100644 index 000000000..35c234333 --- /dev/null +++ b/compendium/equipment/items/clown-monarch-tv.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +aliases: ["Clown Monarch"] +--- +# Clown Monarch *Item 5* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) + +- **Price** 21 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +A victim of clown monarch is amusing to behold as they repeatedly suffer slapstick pratfalls. This poison disrupts the victim's sense of balance. + +```ad-inline-affliction +title: Saving Throw: DC 22 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** falls [prone](rules/conditions.md#Prone) and must succeed at a DC 5 flat check when attempting a [Stand](rules/actions/stand.md) action or the action fails and is lost (1 round) + +**Stage 2** as stage 1 but the DC is 10 (1 round) + +**Stage 3** as stage 1 but the DC is 15 (1 round) +``` + +*Source: Treasure Vault p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/clubhead-poison-tv.md b/compendium/equipment/items/clubhead-poison-tv.md new file mode 100644 index 000000000..8444ee4e9 --- /dev/null +++ b/compendium/equipment/items/clubhead-poison-tv.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +aliases: ["Clubhead Poison"] +--- +# Clubhead Poison *Item 12* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) + +- **Price** 340 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This poison is named for the strain of fungi from which it's distilled. Hallucinations assail the victim's mind, causing them to see imaginary foes. + +```ad-inline-affliction +title: Saving Throw: DC 32 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `3d8` poison damage, [flat-footed](rules/conditions.md#Flat-footed), and can't take reactions (1 round) + +**Stage 2** `4d8` poison damage, [flat-footed](rules/conditions.md#Flat-footed), can't take reactions, [stunned](rules/conditions.md#Stunned) (1 round) + +**Stage 3** `5d8` poison damage, [flat-footed](rules/conditions.md#Flat-footed), can't take reactions, and [stunned](rules/conditions.md#Stunned) (1 round) +``` + +*Source: Treasure Vault p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/coating-tv.md b/compendium/equipment/items/coating-tv.md new file mode 100644 index 000000000..133e01b89 --- /dev/null +++ b/compendium/equipment/items/coating-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/conjuration +- trait/extradimensional +- trait/magical +aliases: ["Coating"] +--- +# Coating *Item 9* +[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [magical](rules/traits/magical.md) + +- **Price** 700 gp +- **Usage** etched onto a weapon +- **Category** Rune + +When etched, this rune creates an extradimensional space that links to the weapon that wields it. The space can hold up to 1 Bulk but can contain only poisons and magic oils that could be applied to the weapon. Stowing or retrieving an item in the space requires an [Interact](rules/actions/interact.md) action, except when using the rune's activation. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: At least one magic oil or poison is stored inside the rune's extradimensional space + +**Effect** For 1 minute, you can apply stored oils and poisons to the weapon without needing any hands free. Applying them takes the same number of actions as normal. An oil or poison applied this way pours directly from the extradimensional space onto the weapon, and when it's fully applied, its empty vial is ejected. +``` + +*Source: Treasure Vault p. 32* \ No newline at end of file diff --git a/compendium/equipment/items/codebreakers-parchment-som.md b/compendium/equipment/items/codebreakers-parchment-som.md new file mode 100644 index 000000000..14df4f95e --- /dev/null +++ b/compendium/equipment/items/codebreakers-parchment-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/held +- trait/illusion +- trait/magical +aliases: ["Codebreaker's Parchment"] +--- +# Codebreaker's Parchment *Item 3+* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) + +- **Usage** held in 2 hands; **Bulk** L +- **Category** Held + +This finely crafted, seemingly mundane parchment is useful for writing sensitive documents. When words are written on this parchment, they instantly scramble into unrecognizable script, requiring a DC 20 check to [Decipher Writing](rules/actions/decipher-writing.md). + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The scrambled words align into the originally written script. Identifying the parchment reveals that it can be activated with a command, but a critical success to [Identify Magic](rules/actions/identify-magic.md) is needed to learn the command word. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You light the parchment on fire, burning the words off while leaving the parchment unharmed and ready to bear more text. +``` + +*Source: Secrets of Magic p. 182* \ No newline at end of file diff --git a/compendium/equipment/items/codex-of-destruction-and-renewal-tv.md b/compendium/equipment/items/codex-of-destruction-and-renewal-tv.md new file mode 100644 index 000000000..1aaf7c19c --- /dev/null +++ b/compendium/equipment/items/codex-of-destruction-and-renewal-tv.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/grimoire +- trait/grimoire +- trait/magical +- trait/necromancy +- trait/rare +aliases: ["Codex of Destruction and Renewal"] +--- +# Codex of Destruction and Renewal *Item 20* +[grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Price** 70000 gp +- **Bulk** L +- **Category** Grimoire + +An unsmiling mask, half obsidian and half ivory, is embossed on the cover of this weighty tome, the opposite color forming the background of each half. Each codex of destruction and renewal is said to contain a fragment of the knowledge [Nethys](compendium/setting/deities/nethys.md) gained in his apotheosis and they're sacred to his church. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[metamagic](rules/traits/metamagic.md) + +If your next action is to cast a damage-dealing evocation spell prepared from this grimoire, the spell wreaks even greater destruction. The spell ignores 10 resistance and you reroll any damage dice that roll a 1. If the spell reduces a creature to 0 Hit Points, they're torn apart at an infinitesimal level, not even leaving a fine ash; this is a [death](rules/traits/death.md) effect. +%% #trait/metamagic %% +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[metamagic](rules/traits/metamagic.md) + +If your next action is to cast a necromancy spell prepared from this grimoire that restores Hit Points, the spell renews the target constantly and perfectly. The spell grants the target regeneration 20, restoring 20 Hit Points at the start of its turn and preventing the target both from [dying](rules/conditions.md#Dying) due to damage and from its [dying](rules/conditions.md#Dying) condition increasing to a value that would result in its death. Each time the creature regains Hit Points from regeneration, it regrows all damaged or ruined organs; it can also regrow any severed body parts as a free action immediately after the body part is severed, with the original crumbling to ash. + +The effect lasts for 4 rounds. +%% #trait/metamagic %% +``` + +*Source: Treasure Vault p. 111* \ No newline at end of file diff --git a/compendium/equipment/items/codex-of-unimpeded-sight-som.md b/compendium/equipment/items/codex-of-unimpeded-sight-som.md new file mode 100644 index 000000000..af4a27940 --- /dev/null +++ b/compendium/equipment/items/codex-of-unimpeded-sight-som.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/grimoire +- trait/divination +- trait/grimoire +- trait/magical +aliases: ["Codex Of Unimpeded Sight"] +--- +# Codex Of Unimpeded Sight *Item 6+* +[divination](rules/traits/divination.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) + +- **Bulk** L +- **Category** Grimoire + +A female figure peers through her blindfold from the cover of this stately tome. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Requirements**: Your last action was to cast a divination spell prepared from this grimoire + +**Effect** The grimoire offers you a glimpse into the truth of things. [Seek](rules/actions/seek.md) or [Recall Knowledge](rules/actions/recall-knowledge.md). +``` + +*Source: Secrets of Magic p. 162* \ No newline at end of file diff --git a/compendium/equipment/items/coin-of-comfort-lotgb.md b/compendium/equipment/items/coin-of-comfort-lotgb.md new file mode 100644 index 000000000..15c368d4e --- /dev/null +++ b/compendium/equipment/items/coin-of-comfort-lotgb.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +- trait/enchantment +- trait/magical +- trait/uncommon +aliases: ["Coin Of Comfort"] +--- +# Coin Of Comfort *Item 3* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 45 gp +- **Usage** held in 1 hand +- **Category** Held + +This thick silver coin is deeply worn on one side, creating a shallow dip. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You rub your thumb along the grooved side and become filled with a sense of comfort and safety. You reduce your [frightened](rules/conditions.md#Frightened) condition by 1. +``` + +*Source: Lost Omens: The Grand Bazaar p. 26* \ No newline at end of file diff --git a/compendium/equipment/items/cold-comfort-lotgb.md b/compendium/equipment/items/cold-comfort-lotgb.md new file mode 100644 index 000000000..157b098cd --- /dev/null +++ b/compendium/equipment/items/cold-comfort-lotgb.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/alchemical +- trait/cold +- trait/consumable +- trait/uncommon +aliases: ["Cold Comfort"] +--- +# Cold Comfort *Item 7+* +[alchemical](rules/traits/alchemical.md) [cold](rules/traits/cold.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +The contraption called cold comfort is a watertight pouch filled with a handful of small, heavy, silvery pellets. When emptied into an adjacent body of water, the pellets freeze the water's surface almost instantly, creating an ice block in a 10-foot square to a depth of 1 foot. Any creatures inside this space must attempt a DC 23 Reflex save. On a failure, the creature takes `2d6` cold damage and is [immobilized](rules/conditions.md#Immobilized) for 1 minute or until it [Escapes](rules/actions/escape.md) (DC 20) or the ice is [broken](rules/conditions.md#Broken). The entire ice block has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. The ice is strong enough to support one [Large](rules/traits/large-b1.md) creature or up to four [Medium](rules/traits/medium-b1.md) or [Small](rules/traits/small-b1.md) creatures. Traversing the slippery ice requires a successful DC 20 [Acrobatics](compendium/skills.md#Acrobatics) check to [Balance](rules/actions/balance.md). + +*Source: Lost Omens: The Grand Bazaar p. 18* \ No newline at end of file diff --git a/compendium/equipment/items/cold-iron.md b/compendium/equipment/items/cold-iron.md index dcd95328d..368912e86 100644 --- a/compendium/equipment/items/cold-iron.md +++ b/compendium/equipment/items/cold-iron.md @@ -16,5 +16,20 @@ Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items. +| Cold Iron Items | Hardness | HP | BT | +|-----------------|----------|----|----| +| **Thin Items** | | | | +| Low-grade | 5 | 20 | 10 | +| Standard-grade | 7 | 28 | 14 | +| High-grade | 10 | 40 | 20 | +| **Items** | | | | +| Low-grade | 9 | 36 | 18 | +| Standard-grade | 11 | 44 | 22 | +| High-grade | 14 | 56 | 28 | +| **Structures** | | | | +| Low-grade | 18 | 72 | 36 | +| Standard-grade | 22 | 88 | 44 | +| High-grade | 28 | 112 | 56 | + *Source: Core Rulebook p. 578* \ No newline at end of file diff --git a/compendium/equipment/items/coldstar-pistols-tv.md b/compendium/equipment/items/coldstar-pistols-tv.md new file mode 100644 index 000000000..b027439ef --- /dev/null +++ b/compendium/equipment/items/coldstar-pistols-tv.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/artifact +- trait/artifact +- trait/evocation +- trait/magical +- trait/unique +aliases: ["Coldstar Pistols"] +--- +# Coldstar Pistols *Item 23* +[artifact](rules/traits/artifact-gmg.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Artifact + +One dueling pistol in this paired set is etched with flames along its barrel, while the other is etched with icicles. In these separate forms, one gun comprising the Coldstar Pistols functions as a +3 greater striking greater flaming dueling pistol and the other as a +3 greater striking greater frost dueling pistol. When joined, the guns form a double-barreled weapon that functions as a +4 major striking greater flaming greater frost dueling pistol. The combined form has a range increment of 120 feet. In either form, the Coldstar Pistols have the agile, concealable, concussive, and fatal d10 traits. As star guns, the Coldstar Pistols run on magic and don't use ammunition or black powder. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You switch the Coldstar Pistols from one form to the other. Attempt a [Deception](compendium/skills.md#Deception) check to [Feint](rules/actions/feint.md) with a +4 circumstance bonus. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Make two Strikes against one target, taking the highest of the two attack rolls and applying it to both attacks. Your multiple attack penalty increases only after these Strikes. Destruction If Deft Onki's name and deeds ever fade from mortal memory entirely, the Coldstar Pistols can be destroyed like a normal object. +``` + +*Source: Treasure Vault p. 178* \ No newline at end of file diff --git a/compendium/equipment/items/collar-lotg.md b/compendium/equipment/items/collar-lotg.md new file mode 100644 index 000000000..be9a806a6 --- /dev/null +++ b/compendium/equipment/items/collar-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/adventuring-gear/animal-caretaking +aliases: ["Collar"] +--- +# Collar *Item 0* + +- **Price** 1 sp +- **Category** Animal Caretaking + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/collar-of-the-eternal-bond-som.md b/compendium/equipment/items/collar-of-the-eternal-bond-som.md new file mode 100644 index 000000000..44bbe9dbe --- /dev/null +++ b/compendium/equipment/items/collar-of-the-eternal-bond-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/worn +- trait/conjuration +- trait/eidolon +- trait/invested +- trait/magical +aliases: ["Collar Of The Eternal Bond"] +--- +# Collar Of The Eternal Bond *Item 7* +[conjuration](rules/traits/conjuration.md) [eidolon](rules/traits/eidolon-som.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 330 gp +- **Usage** worn collar; **Bulk** L +- **Category** Worn + +When you invest this collar for your eidolon, it changes its appearance to match the eidolon's form, possibly into a different sort of neckpiece such as a choker, and it glows brightly with the symbol you and your eidolon share. + +While your eidolon wears a collar of the eternal bond, the collar bolsters their connection to you, allowing them to move up to 150 feet from you before unmanifesting instead of 100 feet. The eidolon can also Activate the collar to move even further. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Your eidolon focuses their will on the collar, allowing the collar to maintain the connection between you at any distance. For the next 5 minutes, you and your eidolon can move any distance from each other without your eidolon unmanifesting. When the duration ends, if your eidolon is more than 150 feet from you, they immediately unmanifest. +``` + +*Source: Secrets of Magic p. 182* \ No newline at end of file diff --git a/compendium/equipment/items/collar-of-the-shifting-spider-tv.md b/compendium/equipment/items/collar-of-the-shifting-spider-tv.md new file mode 100644 index 000000000..d1bfd2d2a --- /dev/null +++ b/compendium/equipment/items/collar-of-the-shifting-spider-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/alchemical +aliases: ["Collar of the Shifting Spider"] +--- +# Collar of the Shifting Spider *Item 5* +[alchemical](rules/traits/alchemical.md) + +- **Price** 133 gp +- **Usage** worn collar; **Bulk** 1 +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Worn + +This intimidating collar contains a hollow central tube and ends in twin metal points shaped like spider fangs. The collar can be filled with an alchemical mutagen as an [Interact](rules/actions/interact.md) action. As a free action triggered when you roll initiative, you can activate the collar, causing the metal points to dig into your neck, inflicting 1 piercing damage and injecting the mutagen directly into your bloodstream. This has the same effect as if you drank the mutagen conventionally, except the duration of the mutagen is halved due to the more direct administration. + +*Source: Treasure Vault p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/colorful-coating-tv.md b/compendium/equipment/items/colorful-coating-tv.md new file mode 100644 index 000000000..a44f69fa4 --- /dev/null +++ b/compendium/equipment/items/colorful-coating-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +aliases: ["Colorful Coating"] +--- +# Colorful Coating *Item 3+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand. + +It's possible to use the coating on any surface that can be painted (subject to the GM's discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted. + +*Source: Treasure Vault p. 52* \ No newline at end of file diff --git a/compendium/equipment/items/combat-grapnel-lopsg.md b/compendium/equipment/items/combat-grapnel-lopsg.md new file mode 100644 index 000000000..6e8011238 --- /dev/null +++ b/compendium/equipment/items/combat-grapnel-lopsg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/weapon/martial +- trait/finesse +- trait/grapple +- trait/tethered +- trait/thrown-20-feet +- trait/uncommon +aliases: ["Combat Grapnel"] +--- +# Combat Grapnel *Item 1* +[finesse](rules/traits/finesse.md) [grapple](rules/traits/grapple.md) [tethered](rules/traits/tethered-b1.md) [thrown <20 feet>](rules/traits/thrown.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 9 sp +- **Bulk** 1 +- **Damage** `1d6` P +- **Hands** 2 +- **Category** Martial; **Group** Flail + +Although grappling hooks typically serve as a climbing tool, this specially reinforced grapnel attached to a rope up to 10 feet long can be swung as a weapon. This is a martial melee weapon. + +*Source: Lost Omens: Pathfinder Society Guide p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/combat-lure-tv.md b/compendium/equipment/items/combat-lure-tv.md new file mode 100644 index 000000000..7669d23db --- /dev/null +++ b/compendium/equipment/items/combat-lure-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/finesse +- trait/tethered +- trait/thrown-20-feet +- trait/training +- trait/uncommon +aliases: ["Combat Lure"] +--- +# Combat Lure *Item 0* +[finesse](rules/traits/finesse.md) [tethered](rules/traits/tethered-b1.md) [thrown <20 feet>](rules/traits/thrown.md) [training](rules/traits/training-tv.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2 gp +- **Bulk** 1 +- **Damage** `1d6` B +- **Hands** 2 +- **Category** Martial; **Group** Flail + +A combat lure is a weighted leather sack at the end of a length of toughened cord and can be used both to bludgeon opponents and signal directions to a trained avian or other animal. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/comealong-lopsg.md b/compendium/equipment/items/comealong-lopsg.md new file mode 100644 index 000000000..6632664d5 --- /dev/null +++ b/compendium/equipment/items/comealong-lopsg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/adventuring-gear +- trait/uncommon +aliases: ["Comealong"] +--- +# Comealong *Item 0* +[uncommon](rules/traits/uncommon.md) + +- **Price** 3 gp +- **Bulk** 1 +- **Hands** 2 +- **Category** Adventuring Gear + +This portable winch consists of a length of cable or chain, two hooks, and a ratcheting drum with a handle. When used with two sections of rope or chain, it allows you to pull a heavy load along a flat surface. + +*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/communication-bangle-lopsg.md b/compendium/equipment/items/communication-bangle-lopsg.md new file mode 100644 index 000000000..5cc7cfba7 --- /dev/null +++ b/compendium/equipment/items/communication-bangle-lopsg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/worn +- trait/uncommon +aliases: ["Communication Bangle"] +--- +# Communication Bangle *Item 1* +[uncommon](rules/traits/uncommon.md) + +- **Price** 10 gp +- **Usage** worn +- **Category** Worn + +This simple brass ring is meant to be worn as an ornamentation piece to an outfit, oftentimes as a bangle on the wrist, as the ring closure of a scarf or sash, or as an ornamentation piece of a headdress. While decorative, this serves a cover for the bangle's function as a message bearer. Messages can be coded into the bangle, either through a series of raised dots and dashes or a pattern of notches of different depths and spacings. A bangle is large enough to hold a simple message consisting of a few words like "Danger. Flee." or "Meeting. Sunset. Fountain." Coding a message into a bangle requires 1 minute of time. All Pathfinders with access to communication bangles are taught how to code and read most basic messages, but anyone with a bangle can develop their own communication system. + +A creature inspecting a bangle can discover its true purpose by succeeding at a DC 20 [Perception](compendium/skills.md#Perception) check. Deciphering a message requires a creature to succeed at a [Society](compendium/skills.md#Society) check against the coder's [Deception](compendium/skills.md#Deception) DC. + +*Source: Lost Omens: Pathfinder Society Guide p. 2277* \ No newline at end of file diff --git a/compendium/equipment/items/communication-pendants-pfum.md b/compendium/equipment/items/communication-pendants-pfum.md new file mode 100644 index 000000000..bef194f27 --- /dev/null +++ b/compendium/equipment/items/communication-pendants-pfum.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/pfum +- item/category/worn +- trait/auditory +- trait/divination +- trait/invested +- trait/magical +- trait/rare +aliases: ["Communication Pendants"] +--- +# Communication Pendants *Item 13* +[auditory](rules/traits/auditory.md) [divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 3000 gp +- **Usage** worn; **Bulk** L +- **Category** Worn + +Each of these matching necklaces has been constructed using one half of a purple teardrop-shaped gem, split in two. These pendants function only with the other pendant in their pair and must be crafted together. If one pendant becomes [broken](rules/conditions.md#Broken), the other shatters into non-magical shards. The Price listed above is for a pair of pendants. + +```ad-embed-ability +title: Activate + +You speak, audibly projecting your voice from the pendant you're wearing to the other. Your voice can be heard by whoever is wearing the other pendant no matter how far away the pendants are from each other, as long as the wearer has invested the other pendant and is on the same plane as you. Continued activation allows you to communicate with the other pendant's wearer whenever and for as long as your desire. +``` + +*Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/communion-mat-tv.md b/compendium/equipment/items/communion-mat-tv.md new file mode 100644 index 000000000..26bbf29f8 --- /dev/null +++ b/compendium/equipment/items/communion-mat-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/grimoire +- trait/divination +- trait/grimoire +- trait/magical +aliases: ["Communion Mat"] +--- +# Communion Mat *Item 14* +[divination](rules/traits/divination.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) + +- **Price** 3750 gp +- **Bulk** L +- **Category** Grimoire + +This pageless grimoire is made up of two durable covers that open to display a small ritual circle. When you first invest the grimoire, you and your familiar each press a limb to a corner of the mat. The ritual circle then morphs to one matching the tradition of your patron, the spells contained in your familiar appearing in the margins. During your daily preparations, your familiar performs a small jaunt around the open ritual circle to strengthen its connection to your patron. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[metamagic](rules/traits/metamagic.md) + +If your next action is to cast one of the granted spells from your patron's theme or one of the spells your familiar learned from a lesson, your patron takes notice that you're putting their power to good use and strengthens your familiar with a surge of magic. Your familiar Sustains one of your Spells. +%% #trait/metamagic %% +``` + +*Source: Treasure Vault p. 111* \ No newline at end of file diff --git a/compendium/equipment/items/compass-of-transpositional-awareness-da.md b/compendium/equipment/items/compass-of-transpositional-awareness-da.md new file mode 100644 index 000000000..07c4c9727 --- /dev/null +++ b/compendium/equipment/items/compass-of-transpositional-awareness-da.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/held +- trait/conjuration +- trait/invested +- trait/magical +- trait/rare +- trait/teleportation +aliases: ["Compass of Transpositional Awareness"] +--- +# Compass of Transpositional Awareness *Item 10* +[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [teleportation](rules/traits/teleportation.md) + +- **Price** 950 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +The silver face of this glass-encased compass is etched with dozens of esoteric symbols, obscure icons, and inscrutable abbreviations. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) + +You point the compass of transpositional awareness at an extant [teleportation](rules/traits/teleportation.md) effect (such as a magical portal) or the site of a [teleportation](rules/traits/teleportation.md) effect that existed within the last 1 minute (such as the space where a creature just cast [dimension door](compendium/spells/dimension-door.md)). Attempt an [Occultism](compendium/skills.md#Occultism) check to determine to where the effect leads or led. The DC of this check is the effect's counteract DC. On a success, you know roughly the destination of the [teleportation](rules/traits/teleportation.md) effect (for example "the Plane of Fire," "north," or "Avistan"). On a critical success, you ascertain the exact destination within mere feet for local effects (such as dimension door) or within a few miles for long-range effects (such as teleport, plane shift, or interdimensional portals). +%% #trait/concentrate %% +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You use the compass of transpositional awareness to triangulate your current coordinates and the coordinates of your intended destination using teleportation magic. For 1 minute, whenever you cast a teleportation spell that has a range, increase that spell's range by 30 feet. If the spell normally has a range of touch, extend its range to 30 feet. +``` + +*Source: Dark Archive p. 153* \ No newline at end of file diff --git a/compendium/equipment/items/composer-staff-tv.md b/compendium/equipment/items/composer-staff-tv.md new file mode 100644 index 000000000..6cee3a784 --- /dev/null +++ b/compendium/equipment/items/composer-staff-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/staff +- trait/enchantment +- trait/magical +- trait/staff +aliases: ["Composer Staff"] +--- +# Composer Staff *Item 4+* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +A composer staff is short and shaped like an elegant black conductor's baton with a silver tip. When waved through the air, it hums melodically. In this way, you can play it as though it were an instrument, and it grants a +1 item bonus to [Performance](compendium/skills.md#Performance) checks made with it. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. +``` + +*Source: Treasure Vault p. 131* \ No newline at end of file diff --git a/compendium/equipment/items/concealed-sheath-apg.md b/compendium/equipment/items/concealed-sheath-apg.md new file mode 100644 index 000000000..d516734f1 --- /dev/null +++ b/compendium/equipment/items/concealed-sheath-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/adventuring-gear +aliases: ["Concealed Sheath"] +--- +# Concealed Sheath *Item 3* + +- **Price** 25 gp +- **Category** Adventuring Gear + +This leather sheath is large enough to hold an item of up to light Bulk and is typically used for [daggers](compendium/equipment/items/dagger.md), wands, [thieves' tools](compendium/equipment/items/thieves-tools.md), and similar objects. You can affix it to the inside of a boot, under a bracer or sleeve, or in other inconspicuous locations to gain a +1 item bonus to [Stealth](compendium/skills.md#Stealth) checks and DCs to hide or conceal the item within. + +*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/condensed-mana-loil.md b/compendium/equipment/items/condensed-mana-loil.md new file mode 100644 index 000000000..74930613c --- /dev/null +++ b/compendium/equipment/items/condensed-mana-loil.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/rare +aliases: ["Condensed Mana"] +--- +# Condensed Mana *Item 7* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [rare](rules/traits/rare.md) + +- **Price** 69 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Consumable + +Condensed mana is a crystal vial filled with concentrated miasma from the Mana Wastes. The colors shift abruptly and unpredictably within and the opening of the bottle is sealed tighter than any other potion or alchemical item, emphasizing its dangers. + +On a successful [Strike](rules/actions/strike.md), the creature takes 1 force damage. Then, roll on the Wellspring Surge table (Secrets of Magic 250). The result affects all creatures within the emanation indiscriminately. For the purpose of determining the effects of the surge, use a spell level of 4 and a DC of 23. The person Striking with this vial is considered to be the caster for the purposes of determining effects on the Mana Surge table. The emanation is centered on the target's space, and both the caster and the target of the wellspring surge are the target of the condensed mana. On a failed [Strike](rules/actions/strike.md), the surge only has an effect if it would normally affect an area; if you roll an effect that depends on a caster or a target, nothing happens. + +If the effect normally doesn't have a DC, creatures affected by the surge or within the surge's area must attempt a DC 23 Reflex save instead. On a critical failure on any saving throw against condensed mana, the creature is [stunned](rules/conditions.md#Stunned) by the wild energies of the surge. + +Sometimes a wellspring surge's effects make it difficult to determine exactly who is affected. The GM makes the determination, basing it on creatures directly affected; for example, while many creatures can hear the music from the surge "strike up the band," only the creature emanating the music is directly affected by it. + +*Source: Lost Omens: Impossible Lands p. 234* \ No newline at end of file diff --git a/compendium/equipment/items/conducting-loag.md b/compendium/equipment/items/conducting-loag.md new file mode 100644 index 000000000..4247c4f8f --- /dev/null +++ b/compendium/equipment/items/conducting-loag.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loag +- item/category/rune +- trait/evocation +- trait/magical +aliases: ["Conducting"] +--- +# Conducting *Item 7* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 300 gp +- **Usage** etched onto a weapon +- **Category** Rune + +A conducting weapon can channel energy through it. The weapon gains the resonant weapon trait, except that when you [Conduct Energy](rules/actions/conduct-energy-loag.md), the weapon deals an additional `1d8` damage of the selected type instead of 1 additional damage per die; if the weapon already had the resonant weapon trait, it deals `1d8` damage plus 1 damage per die instead. On a critical hit, the weapon deals `1d8` [persistent damage](rules/conditions.md#Persistent%20Damage) of the same type. + +*Source: Lost Omens: Ancestry Guide p. 140* \ No newline at end of file diff --git a/compendium/equipment/items/conduit-shot-tv.md b/compendium/equipment/items/conduit-shot-tv.md new file mode 100644 index 000000000..02004d7cd --- /dev/null +++ b/compendium/equipment/items/conduit-shot-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/consumable +- trait/magical +- trait/transmutation +aliases: ["Conduit Shot"] +--- +# Conduit Shot *Item 6+* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Ammunition** any +- **Activate** command +- **Category** Consumable + +Fine lines of djezet sparkle in conduit shot. When you Activate it, you name up to four creatures, in addition to you, that the ammunition's magic works for. When a conduit shot hits a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, the active ammunition instead falls into the target's space, remaining active. If you or one of the four selected creatures include the ammunition in the area of a spell that is 3rd level or lower; has an area of a burst, cone, or line; and does not have a duration, the djezet in the ammunition flares in striations of red light, increasing the area of that spell. Add 5 feet to the radius of a burst that has a radius of at least 10 feet or to the length of a cone or line normally 15 feet long or smaller. For a larger cone or line, add 10 feet to the length. These increases are based on the spell's original area, ignoring any increases due to other effects, such as the Widen Spell feat. Increasing a spell's area destroys the ammunition, which otherwise remains active for 1 minute. + +*Source: Treasure Vault p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/confabulator-tv.md b/compendium/equipment/items/confabulator-tv.md new file mode 100644 index 000000000..baedda6f8 --- /dev/null +++ b/compendium/equipment/items/confabulator-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/assistive-item +- trait/illusion +- trait/magical +- trait/uncommon +aliases: ["Confabulator"] +--- +# Confabulator *Item 3* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 55 gp +- **Usage** Affixed to instrument; **Bulk** L +- **Category** Assistive Item + +This device attaches to any non-percussive musical instrument, allowing a non-verbal character to shape the sounds of the instrument into speech. The speech can be any language the character understands, and the sound of the speech resembles the instrument the device is attached to. You also gain a +1 item bonus to [Performance](compendium/skills.md#Performance) checks made with the instrument. + +*Source: Treasure Vault p. 109* \ No newline at end of file diff --git a/compendium/equipment/items/conflagration-club-som.md b/compendium/equipment/items/conflagration-club-som.md new file mode 100644 index 000000000..b0225174b --- /dev/null +++ b/compendium/equipment/items/conflagration-club-som.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/weapon/martial +- trait/evocation +- trait/magical +aliases: ["Conflagration Club"] +--- +# Conflagration Club *Item 6* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 250 gp +- **Usage** held in 2 hands; **Bulk** 2 +- **Category** Martial + +A ring of magical crystals encircles the base of this greatclub, allowing it to absorb and store magical energy. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You [Cast a Spell](rules/actions/cast-a-spell.md) from a spell slot, and the spell has the acid, cold, electricity, [fire](rules/traits/fire.md), or [sonic](rules/traits/sonic.md) trait +- **Requirements**: The club has no charges + +**Effect** You mentally align the club's crystals to reverberate with energy from the spell. It gains a number of charges equal to the level of the spell slot, and the charges are attuned to the damage type matching the spell's trait. If the spell has more than one eligible trait, choose one when the charges are stored. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Requirements**: The club has at least 1 charge + +**Effect** You flip the club around to blast a cone of energy from its base. Each creature in a 15-foot cone takes `1d6` damage per charge stored in the club, with a basic Reflex save against your spell DC or DC 19, whichever is greater. The damage type is the same type the charges were attuned to. The club loses all of its charges. +%% #trait/magical #trait/evocation %% +``` + +*Source: Secrets of Magic p. 182* \ No newline at end of file diff --git a/compendium/equipment/items/conrasu-coin-da.md b/compendium/equipment/items/conrasu-coin-da.md new file mode 100644 index 000000000..073643ae9 --- /dev/null +++ b/compendium/equipment/items/conrasu-coin-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/talisman +- trait/consumable +- trait/magical +- trait/talisman +- trait/uncommon +aliases: ["Conrasu Coin"] +--- +# Conrasu Coin *Item 3+* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision; **Trigger** varies, see entry +- **Category** Talisman + +These wooden discs sometimes form spontaneously at the Wood Pile, a secret conrasu location suffused with extraplanar energy. A conrasu coin can be activated to call upon the power of a specific type of aeon. + +*Source: Dark Archive p. 154* \ No newline at end of file diff --git a/compendium/equipment/items/contagion-metabolizer-tv.md b/compendium/equipment/items/contagion-metabolizer-tv.md new file mode 100644 index 000000000..c822e7fd2 --- /dev/null +++ b/compendium/equipment/items/contagion-metabolizer-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/healing +aliases: ["Contagion Metabolizer"] +--- +# Contagion Metabolizer *Item 5+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [healing](rules/traits/healing.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +Contagion metabolizers seek out toxins in the bloodstream and attempt to purify them into humors the body processes naturally. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the highest-level poison or disease afflicting you. This takes longer for a disease—the counteract check doesn't happen until 10 minutes after you drink the elixir. After drinking, you become temporarily immune to contagion metabolizers for 1 hour. + +If you're a chirurgeon alchemist and have powerful alchemy, you can substitute your statistics when you create a contagion metabolizer using [Quick Alchemy](rules/actions/quick-alchemy.md), if your stats are higher. This replaces the counteract level with half your level rounded up and the counteract modifier with your class DC – 10. + +*Source: Treasure Vault p. 59* \ No newline at end of file diff --git a/compendium/equipment/items/containment-contraption-ooa2.md b/compendium/equipment/items/containment-contraption-ooa2.md new file mode 100644 index 000000000..200f756a0 --- /dev/null +++ b/compendium/equipment/items/containment-contraption-ooa2.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa2 +- item/category/armor +- trait/invested +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Containment Contraption"] +--- +# Containment Contraption *Item 8* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 500 gp +- **Usage** worn armor; **Bulk** 6 +- **Category** Armor + +This heavy, mechanized brass suit is studded with pistons, gears, dials, and gauges and topped with a front-facing thick glass porthole. The suit is a suit of +1 full plate. While worn, it completely encloses you, providing protection against inhaled toxins—you gain a +1 circumstance bonus to all saving throws made against such effects. The suit isn't airtight, however, and doesn't protect against drowning if you're immersed in water or suffocation if you're placed in a vacuum—at least, not until you activate it. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The containment contraption fills with breathable air and filters exterior air or water to create more breathable air for you, as needed. This state persists for up to 1 hour, during which time you can breathe normally in environments where you normally couldn't. + +During this time, your circumstance bonus to saving throws against inhaled toxins increases to +2, and you also gain a +2 circumstance bonus to saves against [olfactory](rules/traits/olfactory-b1.md) effects. This effect ends immediately if the containment contraption becomes [broken](rules/conditions.md#Broken). +``` + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/conundrum-spectacles-pfum.md b/compendium/equipment/items/conundrum-spectacles-pfum.md new file mode 100644 index 000000000..96a3e813e --- /dev/null +++ b/compendium/equipment/items/conundrum-spectacles-pfum.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/pfum +- item/category/worn +- trait/divination +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Conundrum Spectacles"] +--- +# Conundrum Spectacles *Item 5+* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn eyepiece +- **Category** Worn + +These wire spectacles have been fitted with circular glass lenses. While wearing the spectacles, you gain a +1 item bonus to [Decipher Writing](rules/actions/decipher-writing.md). + +```ad-embed-ability +title: Activate + +- **Requirements**: You are attempting to read something in a language you don't understand + +**Effect** You flick a small toggle on the side of the spectacles, flipping the lenses over in the frames. You can understand the meaning of the language you are reading. This doesn't let you understand codes, riddles, or metaphors (subject to the GM's discretion). This effect lasts 1 hour. +``` + +*Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/cooperative-blade-av2.md b/compendium/equipment/items/cooperative-blade-av2.md new file mode 100644 index 000000000..251d44f8c --- /dev/null +++ b/compendium/equipment/items/cooperative-blade-av2.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av2 +- item/category/held +- trait/divination +- trait/magical +- trait/unique +aliases: ["Cooperative Blade"] +--- +# Cooperative Blade *Item 6* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) + +- **Price** 250 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This +1 striking longsword has a mirror-like blade free of tarnish despite being millennia old. While wielding it, you gain a +2 item bonus to checks to [Aid](rules/actions/aid.md). If you're an expert with the skill or attack roll you're using to [Aid](rules/actions/aid.md) and you critically succeed, you grant your ally a +3 circumstance bonus to the triggering check instead of a +2 bonus. + +*Source: Abomination Vaults #2: Hands of the Devil p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/cooperative-waffles-tv.md b/compendium/equipment/items/cooperative-waffles-tv.md new file mode 100644 index 000000000..dc5c3cc4e --- /dev/null +++ b/compendium/equipment/items/cooperative-waffles-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/processed +aliases: ["Cooperative Waffles"] +--- +# Cooperative Waffles *Item 2+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [processed](rules/traits/processed-tv.md) + +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Flash-cooked on a waffle iron and drizzled with alchemical syrups and compound butter, cooperative waffles bolster the supportive spirit of those who share the batch. You can split the waffles with one other creature. After you both eat half of the waffles to Activate them, when one of you uses [Follow the Expert](rules/actions/follow-the-expert.md) to follow the other, the circumstance bonus granted is 1 higher. The waffles' bonus lasts 24 hours or until you next make your daily preparations, whichever comes first. You can only be linked to one creature in this way at a time; if either of you eats cooperative waffles again, the effect of your previous waffles ends. + +*Source: Treasure Vault p. 47* \ No newline at end of file diff --git a/compendium/equipment/items/copper-penny-tv.md b/compendium/equipment/items/copper-penny-tv.md new file mode 100644 index 000000000..b53de2e66 --- /dev/null +++ b/compendium/equipment/items/copper-penny-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/consumable +- trait/magical +- trait/talisman +- trait/transmutation +aliases: ["Copper Penny"] +--- +# Copper Penny *Item 5* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 30 gp +- **Usage** affixed to explorer's clothing (or another item in the unarmored defense category); **Bulk** — +- **Activate** envision; **Trigger** You are knocked [prone](rules/conditions.md#Prone); **Requirements** You're an expert in [Acrobatics](compendium/skills.md#Acrobatics), and you are unarmored. +- **Category** Talisman + +This plain copper coin is typically affixed near the feet, on a pant leg or hem. When you Activate it, you [Stand](rules/actions/stand.md) and can't be knocked [prone](rules/conditions.md#Prone) again on the current turn. + +*Source: Treasure Vault p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/coral-armor-tv.md b/compendium/equipment/items/coral-armor-tv.md new file mode 100644 index 000000000..a7ef74277 --- /dev/null +++ b/compendium/equipment/items/coral-armor-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor/medium +- trait/aquadynamic +aliases: ["Coral Armor"] +--- +# Coral Armor *Item 0* +[aquadynamic](rules/traits/aquadynamic-tv.md) + +- **Price** 5 gp +- **Bulk** 2 +- **AC Bonus** +3; **Dex Cap** +2 +- **Strength** 14; **Check Penalty** --2; **Speed Penalty** -5 ft. +- **Category** Medium; **Group** Skeletal + +A good option for undersea explorers and aquatic peoples alike, coral armor consists of panels of carved coral. If worn underwater, some of this coral can even be alive. + +*Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/cordelias-construct-key-lopsg.md b/compendium/equipment/items/cordelias-construct-key-lopsg.md new file mode 100644 index 000000000..01e9bab4e --- /dev/null +++ b/compendium/equipment/items/cordelias-construct-key-lopsg.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/worn +- trait/conjuration +- trait/invested +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Cordelia's Construct Key"] +--- +# Cordelia's Construct Key *Item 8+* +[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn +- **Category** Worn + +Worn on a necklace, this intricate key grants you greater facility with constructs. The key alerts you to constructs lurking around you. Whether or not you are Investigating, the GM automatically rolls secret [Recall Knowledge](rules/actions/recall-knowledge.md) checks for you when you see a construct pretending to be a normal object, statue, or the like. Typically, this check is [Arcana](compendium/skills.md#Arcana), [Crafting](compendium/skills.md#Crafting), or an appropriate [Lore](compendium/skills.md#Lore) skill. On a success, you recognize the presence of the construct and gain the usual benefits of [Recall Knowledge](rules/actions/recall-knowledge.md). + +While you're wearing the key, if your attack reduces a construct to 0 Hit Points, instead of destroying it completely, you can send it into a dormant state, from which you can study its inner workings and possibly (at the GM's discretion) spend time and money to reprogram or repurpose it. Even if you don't subvert it, you can [Repair](rules/actions/repair.md) a construct rendered dormant this way, allowing you to return tomb guardians to their vigil after you've battled them. Additionally, you can activate the key in two ways to call a construct to serve you. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You turn the key in the air and create a magic glyph. + +The key casts 3rd-level [summon construct](compendium/spells/summon-construct.md). +``` + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You place the key on a Small object and turn it, creating a simple animated object for 1 hour. The animated object has the statistics of an animated broom but has no bristles [Strike](rules/actions/strike.md) and can't attack. It performs simple and broad menial tasks for you in exploration or downtime but is too slow to react to individual commands to assist you in a combat encounter. +``` + +*Source: Lost Omens: Pathfinder Society Guide p. 124* \ No newline at end of file diff --git a/compendium/equipment/items/corpse-compass-ooa3.md b/compendium/equipment/items/corpse-compass-ooa3.md new file mode 100644 index 000000000..e7d9640ef --- /dev/null +++ b/compendium/equipment/items/corpse-compass-ooa3.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa3 +- item/category/held +- trait/divination +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Corpse Compass"] +--- +# Corpse Compass *Item 3* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 45 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This bone compass, made of the bones of sapient creatures that died violent deaths, is eerily effective when it comes to locating corpses. If you know you're Tracking a creature that's dead, you can use the compass's idiosyncrasies to your advantage and gain a +2 item bonus to your [Survival](compendium/skills.md#Survival) check to do so. Otherwise, it works as a normal compass. + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/corpsecaller-round-ooa3.md b/compendium/equipment/items/corpsecaller-round-ooa3.md new file mode 100644 index 000000000..0f56f11e4 --- /dev/null +++ b/compendium/equipment/items/corpsecaller-round-ooa3.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa3 +- item/category/consumable +- trait/consumable +- trait/magical +- trait/necromancy +- trait/negative +- trait/uncommon +aliases: ["Corpsecaller Round"] +--- +# Corpsecaller Round *Item 9* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 130 gp +- **Ammunition** round +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This bullet is crafted entirely from obsidian and engraved with hair-thin runes. When an activated corpsecaller round hits a target, the struck creature is called to the grave. It takes `4d10` negative damage with a DC 25 Fortitude saving throw. + +> [!success-degree] +> - **Critical Success** The foe is unaffected. +> - **Success** The foe takes half damage. +> - **Failure** The foe takes full damage and is [doomed](rules/conditions.md#Doomed). If the foe dies within the next 24 hours, its corpse is tethered to the Negative Energy Plane, making it easier to raise as an undead. Creatures using the create undead ritual on the foe's corpse receive a +2 circumstance bonus to their primary and secondary skill checks for the ritual. +> - **Critical Failure** As failure, except the foe takes double damage and is [doomed](rules/conditions.md#Doomed). + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/corpseward-pendant-tv.md b/compendium/equipment/items/corpseward-pendant-tv.md new file mode 100644 index 000000000..17e3428c9 --- /dev/null +++ b/compendium/equipment/items/corpseward-pendant-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/abjuration +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Corpseward Pendant"] +--- +# Corpseward Pendant *Item 5* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 150 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +A corpseward pendant is usually shaped like the skull of a humanoid or small animal. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You become undetectable to undead creatures for 10 minutes. Undead can't see, hear, or smell you, or detect you with sensory capabilities such as tremorsense. A creature can attempt a DC 18 Will saving throw to ignore this effect. If an undead has reason to believe that [undetected](rules/conditions.md#Undetected) opponents are present, it can still attempt to [Seek](rules/actions/seek.md) or [Strike](rules/actions/strike.md) you. If you attempt to use a positive spell to damage undead, use Command Undead, touch or damage an undead creature, or attack any creature while warded in this manner, the pendant's effects immediately end. An undead creature who observes you in this manner or one who succeeds at the Will save is immune to the corpseward pendant for 24 hours. +``` + +*Source: Treasure Vault p. 153* \ No newline at end of file diff --git a/compendium/equipment/items/corrosive-ammunition-apg.md b/compendium/equipment/items/corrosive-ammunition-apg.md new file mode 100644 index 000000000..2773a5369 --- /dev/null +++ b/compendium/equipment/items/corrosive-ammunition-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/consumable +- trait/consumable +- trait/evocation +- trait/magical +aliases: ["Corrosive Ammunition"] +--- +# Corrosive Ammunition *Item 7* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 70 gp +- **Ammunition** any +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This peculiar ammunition is coated in yellow dust that leaves a stain on anything it touches. When activated corrosive ammunition hits a target, it dissolves across the target's armor. The armor takes `1d8` [persistent acid damage](rules/conditions.md#Persistent%20Damage) that ignores the armor's Hardness; if the target isn't wearing armor, it takes the acid damage instead. This damage occurs at the end of the target's turns. + +The creature can end this effect by spending an [Interact](rules/actions/interact.md) action to wipe off the corrosive dust, and otherwise the effect ends once the armor becomes [broken](rules/conditions.md#Broken). + +*Source: Advanced Player's Guide p. 257* \ No newline at end of file diff --git a/compendium/equipment/items/corrosive-engravings-tv.md b/compendium/equipment/items/corrosive-engravings-tv.md new file mode 100644 index 000000000..017d68b73 --- /dev/null +++ b/compendium/equipment/items/corrosive-engravings-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/grimoire +- trait/acid +- trait/conjuration +- trait/grimoire +- trait/magical +aliases: ["Corrosive Engravings"] +--- +# Corrosive Engravings *Item 5* +[acid](rules/traits/acid.md) [conjuration](rules/traits/conjuration.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) + +- **Price** 140 gp +- **Bulk** L +- **Category** Grimoire + +These tin sheets are bound in brass and show significant signs of erosion. The grimoire's title is acid-etched, and flipping between the sheets leaves your fingers covered in flecks of rust and powdery metal. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +If your next action is to cast an acid or poison spell that deals [persistent damage](rules/conditions.md#Persistent%20Damage), any creature who takes [persistent damage](rules/conditions.md#Persistent%20Damage) from the spell is also [sickened](rules/conditions.md#Sickened) until the [persistent damage](rules/conditions.md#Persistent%20Damage) ends. Using an action to retch can reduce the [sickened](rules/conditions.md#Sickened) value as normal, but it can't reduce the [sickened](rules/conditions.md#Sickened) value below 1 until the [persistent damage](rules/conditions.md#Persistent%20Damage) ends. +``` + +*Source: Treasure Vault p. 111* \ No newline at end of file diff --git a/compendium/equipment/items/corruption-cassock-tv.md b/compendium/equipment/items/corruption-cassock-tv.md new file mode 100644 index 000000000..f19ef5f82 --- /dev/null +++ b/compendium/equipment/items/corruption-cassock-tv.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/cursed +- trait/divination +- trait/divine +- trait/focused +- trait/intelligent +- trait/invested +- trait/rare +aliases: ["Corruption Cassock"] +--- +# Corruption Cassock *Item 11* +[cursed](rules/traits/cursed-gmg.md) [divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [focused](rules/traits/focused.md) [intelligent](rules/traits/intelligent-gmg.md) [invested](rules/traits/invested.md) [rare](rules/traits/rare.md) + +- **Usage** worn garment; **Bulk** L +- **Category** Worn + +Devotees of non-evil faiths fear and loathe corruption cassocks, each of which is dedicated to an evil deity. When the garment chooses a target, such as when it senses a worshipper of a good or neutral deity, it alters its form to match another deity's iconography, appearing to be a cassock of devotion for that deity. Once donned, the cassock tries to subtly sway its wearer to the worship of its deity. + +If the wearer begins to succumb, the corruption cassock gradually reverts to its true appearance, replacing its false iconography as its wearer converts. + +A corruption cassock functions as a cassock of devotion for any wearer it chooses. Once you invest the cassock, it fuses to you. The cassock has the alignment trait of its deity (LE, NE, or CE), and while you remain loyal to another deity, you believe it grants you a +2 item bonus to [Religion](compendium/skills.md#Religion) checks and a +1 item bonus to the divine skill of the deity to whom you believe the cassock is dedicated. It does neither. The GM secretly adjusts your checks with those skills, causing you to fail at religious tasks more often. If you have multiple equal or lower item bonuses to the affected skills, the cassock takes precedence, negating those bonuses. If you convert to following the cassock's true evil deity, however, these bonuses function normally for you. If you attempt to [Cast a Spell](rules/actions/cast-a-spell.md) with an alignment trait that doesn't match the cassock's, it can force you to attempt a DC 28 Will save. On a failure, you're [stupefied](rules/conditions.md#Stupefied) for one minute ([stupefied](rules/conditions.md#Stupefied) on a critical failure). A corruption cassock uses this ability to convince you that your deity has forsaken you. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity you believe the cassock is dedicated to. If you don't spend this Focus Point by the end of this turn, it's lost. + +However, when you use this activation, the corruption cassock can instead cast a domain spell of the same level from its deity. It does so only to confuse and dismay you, harming your faith. +``` + +*Source: Treasure Vault p. 190* \ No newline at end of file diff --git a/compendium/equipment/items/corset-knife-tv.md b/compendium/equipment/items/corset-knife-tv.md new file mode 100644 index 000000000..06e88af7b --- /dev/null +++ b/compendium/equipment/items/corset-knife-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/simple +- trait/agile +- trait/concealable +- trait/finesse +- trait/thrown-10-ft +aliases: ["Corset knife"] +--- +# Corset knife *Item 0* +[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [thrown <10 ft.>](rules/traits/thrown.md) concealable + +- **Price** 3 sp +- **Bulk** L +- **Damage** `1d4` P +- **Hands** 1 +- **Category** Simple; **Group** Knife + +A favored self-defense weapon among bar and tavern workers, the corset knife has a weighted hilt and a cylindrical, needlelike blade designed to be easily hidden in clothing, but quickly retrieved in a pinch. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/courtiers-pillow-book-tv.md b/compendium/equipment/items/courtiers-pillow-book-tv.md new file mode 100644 index 000000000..6acfc7dc4 --- /dev/null +++ b/compendium/equipment/items/courtiers-pillow-book-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/grimoire +- trait/enchantment +- trait/grimoire +- trait/magical +aliases: ["Courtier's Pillow Book"] +--- +# Courtier's Pillow Book *Item 6* +[enchantment](rules/traits/enchantment.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) + +- **Price** 250 gp +- **Bulk** L +- **Category** Grimoire + +This elegant journal has a detailed social dossier on the owner's acquaintances. When you make your daily preparations, you can inscribe a secret or embarrassing foible about a specific individual that you know to be true or have on good authority. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +If your next action is to cast an enchantment spell on a target about whom you've written an entry in the book, you can state that secret or foible before Casting the Spell to give the target a –1 circumstance penalty to their saving throw against the spell. + +The inscription then disappears from the grimoire. +``` + +*Source: Treasure Vault p. 112* \ No newline at end of file diff --git a/compendium/equipment/items/cow-lotg.md b/compendium/equipment/items/cow-lotg.md new file mode 100644 index 000000000..c9799f17b --- /dev/null +++ b/compendium/equipment/items/cow-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Cow"] +--- +# Cow *Item 0* + +- **Price** 8 gp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/crackling-bubble-gum-tv.md b/compendium/equipment/items/crackling-bubble-gum-tv.md new file mode 100644 index 000000000..8525bb38f --- /dev/null +++ b/compendium/equipment/items/crackling-bubble-gum-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/lozenge +aliases: ["Crackling Bubble Gum"] +--- +# Crackling Bubble Gum *Item 5+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [lozenge](rules/traits/lozenge-tv.md) + +- **Usage** held in 1 hand; **Bulk** — +- **Category** Consumable + +This tangy gum cracks and pops in your mouth as you chew it. While you're chewing crackling bubble gum, for up to 10 minutes, you have an item bonus to saving throws against [auditory](rules/traits/auditory.md) and [sonic](rules/traits/sonic.md) effects. + +```ad-embed-ability +title: Secondary Effect [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[sonic](rules/traits/sonic.md) + +You blow a bubble with the gum until it pops, after which it becomes inert. The pop deals sonic damage to all creatures in a 15-foot cone with a basic Fortitude save. A creature that fails its save is also bound with sticky gum, taking a –10-foot item penalty to its Speed for 1 minute. The creature can remove the gum with a total of 3 [Interact](rules/actions/interact.md) actions. These actions don't have to be consecutive, and other creatures can provide the actions as well. +%% #trait/sonic %% +``` + +*Source: Treasure Vault p. 47* \ No newline at end of file diff --git a/compendium/equipment/items/cradle-minder-lotg.md b/compendium/equipment/items/cradle-minder-lotg.md new file mode 100644 index 000000000..c1a397a9c --- /dev/null +++ b/compendium/equipment/items/cradle-minder-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Cradle Minder"] +--- +# Cradle Minder *Item 0* + +- **Price** 50 gp +- **Category** Pet + +Sought after in Cheliax, the cradle minder resembles an imp. Despite rumors they were given as part of household pacts with devils, these creatures were bred from fiendish frogs. Amphibious, they have leathery wings, frog-like eyes, and a forgiving temperament. They're ideal companions for children, as they tend to bond closely with one person and let out loud croaks when they become aware of danger. They require fiendish earthworms (unique feed) regularly, so ensuring you have a stable food supply is a necessity for ownership. + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/crescent-cross-tv.md b/compendium/equipment/items/crescent-cross-tv.md new file mode 100644 index 000000000..903d1ff8e --- /dev/null +++ b/compendium/equipment/items/crescent-cross-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/capacity-3 +- trait/combination +- trait/critical-fusion +- trait/parry +aliases: ["Crescent Cross"] +--- +# Crescent Cross *Item 1* +combination + +- **Price** 8 gp +- **Bulk** L +- **Ranged** + - **Damage** `1d6` P + - **Ammunution** rounds; **Range** 30 ft.; **Reload** 1 +- **Melee** + - **Damage** `1d4` S +- **Hands** 1 +- **Category** Martial + +A crescent cross combines a small scizore with an arm-mounted crossbow apparatus that can hold up to three bolts at a time. + +*Source: Treasure Vault p. 31* \ No newline at end of file diff --git a/compendium/equipment/items/crimson-brand-locg.md b/compendium/equipment/items/crimson-brand-locg.md new file mode 100644 index 000000000..b123306b5 --- /dev/null +++ b/compendium/equipment/items/crimson-brand-locg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/locg +- item/category/held +- trait/evocation +- trait/magical +- trait/uncommon +aliases: ["Crimson Brand"] +--- +# Crimson Brand *Item 9* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 700 gp +- **Usage** held in 1 or 2 hands; **Bulk** 1 +- **Category** Held + +These ominous swords are decorated with crimson lacquer and serve as perfect conduits for the Crimson Oath's power. The first was granted to Clarethe Iomedar by a mysterious patron who many Reclaimers believe to be an emissary of Ragathiel. + +A crimson brand is a +1 striking wounding bastard sword. When the wielder uses the crimson brand to cast [invoke the Crimson Oath](compendium/spells/invoke-the-crimson-oath-locg.md) (page 90), they can generate a 60-foot line or a 30-foot cone instead of the normal 20-foot cone. Whenever the wielder would inflict [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on an undead creature with the crimson brand, they can instead wreathe the creature in ruby energy, inflicting the same amount of [persistent positive damage](rules/conditions.md#Persistent%20Damage) instead of [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +*Source: Lost Omens: Character Guide p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/crimson-fulcrum-lens-av3.md b/compendium/equipment/items/crimson-fulcrum-lens-av3.md new file mode 100644 index 000000000..0a8d5dddb --- /dev/null +++ b/compendium/equipment/items/crimson-fulcrum-lens-av3.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av3 +- item/category/other +- trait/enchantment +- trait/invested +- trait/occult +- trait/unique +aliases: ["Crimson Fulcrum Lens"] +--- +# Crimson Fulcrum Lens *Item 9* +[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [occult](rules/traits/occult.md) [unique](rules/traits/unique.md) + +- **Price** 700 gp +- **Bulk** 1 +- **Category** Other + +This concave lens has a drifting crimson cloud resembling slowly swirling blood within it. While you have the Crimson Fulcrum Lens invested, you seethe with malevolent fury you can barely contain. You gain a +2 item bonus to saving throws against [fear](rules/traits/fear.md) effects and a +2 item bonus to your melee [Strike](rules/actions/strike.md) damage (this increases to a +4 item bonus to damage if the melee [Strike](rules/actions/strike.md) is a jaws attack). You can also activate the lens in the following ways. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You grasp the Crimson Fulcrum Lens in one hand and make a [Strike](rules/actions/strike.md) that doesn't require that hand. The [Strike](rules/actions/strike.md) deals an additional `1d8` precision damage (or `2d8` precision damage if you make a jaws [Strike](rules/actions/strike.md)) and doesn't count toward your multiple attack penalty. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[attack](rules/traits/attack.md) [possession](rules/traits/possession.md) + +While grasping the lens, make a melee spell attack roll with a modifier of +18. On a hit, you force the splinter of [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md)'s essence from the lens to possess the target. You're no longer invested in the lens, and the target gains the benefits as though it had invested the lens but can't activate the lens's other abilities. This effect is permanent, but it can be ended by [any](rules/traits/any-b1.md) effect that removes a [possession](rules/traits/possession.md) effect. The lens doesn't have any magical abilities until the [possession](rules/traits/possession.md) effect ends; when it does, the essence returns to the lens. +%% #trait/attack #trait/possession %% +``` + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/crown-of-insight-lotgb.md b/compendium/equipment/items/crown-of-insight-lotgb.md new file mode 100644 index 000000000..67dbc50ca --- /dev/null +++ b/compendium/equipment/items/crown-of-insight-lotgb.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/tattoo +- trait/abjuration +- trait/invested +- trait/magical +- trait/tattoo +- trait/uncommon +aliases: ["Crown Of Insight"] +--- +# Crown Of Insight *Item 7* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 360 gp +- **Usage** tattoo +- **Category** Tattoo + +A series of evenly spaced, unblinking tattooed eyes line your skin. When you enter an area that contains creatures within 60 feet that are [unnoticed](rules/conditions.md#Unnoticed) to you, the GM rolls a secret [Perception](compendium/skills.md#Perception) check for you against the creatures' [Stealth](compendium/skills.md#Stealth) DCs. On a success, the creature becomes [undetected](rules/conditions.md#Undetected) by you, rather than [unnoticed](rules/conditions.md#Unnoticed), and on a critical success, the creature becomes [hidden](rules/conditions.md#Hidden) to you. All creatures in the area are then temporarily immune to your crown of insight for 24 hours. The crown of insight doesn't help you find [hidden](rules/conditions.md#Hidden) items or traps, nor can it help you discern a creature hiding in plain sight, such as a gargoyle pretending to be an inanimate statue. Additionally, since the effect occurs when you move to enter an area that contains creatures, it doesn't detect an [unnoticed](rules/conditions.md#Unnoticed) creature Sneaking up on you. + +*Source: Lost Omens: The Grand Bazaar p. 38* \ No newline at end of file diff --git a/compendium/equipment/items/crown-of-the-companion-sot2.md b/compendium/equipment/items/crown-of-the-companion-sot2.md new file mode 100644 index 000000000..f2d1b4fb7 --- /dev/null +++ b/compendium/equipment/items/crown-of-the-companion-sot2.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot2 +- item/category/worn +- trait/healing +- trait/invested +- trait/magical +- trait/necromancy +- trait/positive +- trait/uncommon +aliases: ["Crown Of The Companion"] +--- +# Crown Of The Companion *Item 6* +[healing](rules/traits/healing.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 250 gp +- **Usage** worn crown; **Bulk** L +- **Category** Worn + +Stories tell of a forgotten king who once loved his subjects so much he was willing to give his own life energy for them. Whether true or not, this majestic wooden crown bears elaborate carvings depicting that tale. It's ringed with images of the same kingly figure giving more and more of himself to a throng of needy subjects. While wearing it, you gain a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You bow to an ally within 30 feet, creating a magical bond between the two of you. You cast [shield other](compendium/spells/shield-other.md) targeting the ally. The link remains even if you move more than 30 feet away from them. At the end of the spell's duration, your ally recovers `4d8` Hit Points and you recover half of what they recover. +``` + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/crown-of-the-companion-tv.md b/compendium/equipment/items/crown-of-the-companion-tv.md new file mode 100644 index 000000000..c943569be --- /dev/null +++ b/compendium/equipment/items/crown-of-the-companion-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/healing +- trait/invested +- trait/magical +- trait/necromancy +- trait/positive +- trait/uncommon +aliases: ["Crown of the Companion"] +--- +# Crown of the Companion *Item 6* +[healing](rules/traits/healing.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 250 gp +- **Usage** worn headwear; **Bulk** L +- **Category** Worn + +Stories tell of a king who once loved his subjects so much he was willing to give his own life energy for them, using an object like the crown of the companion. Whether true or not, this majestic wooden crown bears elaborate carvings depicting that tale with images of a regal figure giving increasingly of themself to a throng of needy subjects. While wearing this crown, you gain a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You bow to an ally within 30 feet, creating a magical bond between the two of you as if you cast [shield](compendium/spells/shield.md) other targeting the ally. The link remains even if you move more than 30 feet away from them. At the end of the spell's duration, your ally recovers `4d8` Hit Points and you recover half of what they recover. +``` + +*Source: Treasure Vault p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/crown-of-the-fire-eater-lotgb.md b/compendium/equipment/items/crown-of-the-fire-eater-lotgb.md new file mode 100644 index 000000000..8a7ffc928 --- /dev/null +++ b/compendium/equipment/items/crown-of-the-fire-eater-lotgb.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/worn +- trait/evocation +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Crown Of The Fire Eater"] +--- +# Crown Of The Fire Eater *Item 8+* +[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn; **Bulk** L +- **Category** Worn + +A wreath of flames dances around the rim of this golden crown. You gain resistance 5 to fire. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You take fire damage + +**Effect** You absorb some of the flame that would harm you. Increase your fire resistance from the crown from 5 to 15. Just after taking any remaining fire damage, you regain a number of Hit Points equal to 15 or the fire damage dealt by the triggering attack before damage resistance, whichever is less. +``` + +*Source: Lost Omens: The Grand Bazaar p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/crushing-coils-tv.md b/compendium/equipment/items/crushing-coils-tv.md new file mode 100644 index 000000000..be201c168 --- /dev/null +++ b/compendium/equipment/items/crushing-coils-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/cursed +- trait/evocation +- trait/invested +- trait/magical +- trait/rare +aliases: ["Crushing Coils"] +--- +# Crushing Coils *Item 5* +[cursed](rules/traits/cursed-gmg.md) [evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** worn armor; **Bulk** 1 +- **Category** Armor + +Made from constrictor snakeskin, the strips of this +1 leather armor wrap around you like an anaconda might wrap around its victim. The first time you roll a 1 on any attack roll or check after donning the armor, it fuses with you and constricts. It constricts anytime you roll a 1 on any attack roll or check thereafter. When the armor constricts, you're [restrained](rules/conditions.md#Restrained) for 1 round. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The armor wraps around you, allowing you to don it by the time the activation finishes. +``` + +*Source: Treasure Vault p. 191* \ No newline at end of file diff --git a/compendium/equipment/items/crushing-lotgb.md b/compendium/equipment/items/crushing-lotgb.md new file mode 100644 index 000000000..74b368bc1 --- /dev/null +++ b/compendium/equipment/items/crushing-lotgb.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/rune +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Crushing"] +--- +# Crushing *Item 3+* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** etched onto a bludgeoning weapon +- **Category** Rune + +Weapons with this rune empower your strength, and attacks with these weapons leave your foe staggered. When you critically hit a target with this weapon, your target becomes [clumsy](rules/conditions.md#Clumsy) and [enfeebled](rules/conditions.md#Enfeebled) until the end of your next turn. + +*Source: Lost Omens: The Grand Bazaar p. 42* \ No newline at end of file diff --git a/compendium/equipment/items/cryolite-eye-da.md b/compendium/equipment/items/cryolite-eye-da.md new file mode 100644 index 000000000..b50f0f8ac --- /dev/null +++ b/compendium/equipment/items/cryolite-eye-da.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/contract +- trait/contract +- trait/invested +- trait/magical +- trait/rare +aliases: ["Cryolite Eye"] +--- +# Cryolite Eye *Item 6* +[contract](rules/traits/contract-lol.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Category** Contract + +You tore your eye from the socket and offered it to whatever spirit would take it. In return, you received a glass eye in its place. + +This eye allows you to see as normal, and when you succeed at a [Perception](compendium/skills.md#Perception) check against an illusion, you get a critical success instead. Once per day, from any distance, the entity that holds your bargained contract can overwhelm your cryolite eye with magical energy, causing images to float over your vision that inflict the [dazzled](rules/conditions.md#Dazzled) condition on you for 1 minute. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You look through the glass eye sealing your bargained contract. The contract casts see invisibility affecting you. +``` + +*Source: Dark Archive p. 164* \ No newline at end of file diff --git a/compendium/equipment/items/crystal-shards-apg.md b/compendium/equipment/items/crystal-shards-apg.md new file mode 100644 index 000000000..314d6f0ca --- /dev/null +++ b/compendium/equipment/items/crystal-shards-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/bomb +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/earth +- trait/splash +aliases: ["Crystal Shards"] +--- +# Crystal Shards *Item 4+* +[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [earth](rules/traits/earth.md) [splash](rules/traits/splash.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Bomb + +This flask holds a pressurized red-brown gas flecked with bits of sublimated crystal. You gain the listed item bonus to attack rolls. When the bomb explodes, it deals the listed piercing damage and piercing splash damage as the mixture suddenly turns into solid crystals flying at high speeds. + +Surfaces in the splash area grow brittle, gleaming red crystals that crumble to dust after 1 minute. The crystals on level surfaces are caltrops (Core Rulebook 287). The crystals on vertical surfaces can be used briefly as handholds, granting the listed item bonus to the next [Athletics](compendium/skills.md#Athletics) check to [Climb](rules/actions/climb.md) each space. The crystals in each space crumble after the creature leaves, whether Climbing or moving through the caltrops. + +*Source: Advanced Player's Guide p. 252* \ No newline at end of file diff --git a/compendium/equipment/items/cube-of-force-loil.md b/compendium/equipment/items/cube-of-force-loil.md new file mode 100644 index 000000000..8ab44baa4 --- /dev/null +++ b/compendium/equipment/items/cube-of-force-loil.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/held +- trait/evocation +- trait/magical +- trait/rare +aliases: ["Cube of Force"] +--- +# Cube of Force *Item 13* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 3000 gp +- **Usage** held in 1 hand; **Bulk** — +- **Category** Held + +A cube of force is an enchanted cube that measures an inch across. While made from any hard material, the sides of a cube of force are decorated so that they can be distinguished by touch. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You hold the cube aloft and depress one of its six faces for several seconds. The cube creates six walls around you, creating a cube 10 feet on each side centered on you (typically centered on the top of your space if you're a Medium creature). If a creature or object overlaps any of these walls, that face of the cube doesn't appear; this also means if you're Huge or larger, the activation has no effect, as your space is larger than the cube would be. The duration and effect of the six walls depends on which face of the cube you press when you Activate the cube, as seen on Table 5: Cube Effects (below). Pressing the sixth cube face with a simple [Interact](rules/actions/interact.md) action Dismisses the effect; doing so isn't an activation and thus doesn't count against the cube's frequency. The walls have the AC, Hit Points, and Hardness of a wall of force. +``` + +| Cube Face | Duration | Effect | +|-----------|----------|--------| +| 1 | 30 minutes | The walls keep out gas and wind, attempting to counteract such effects that cross the threshold with a +20 counteract modifier but allowing all other things through. | +| 2 | 10 minutes | The walls block nonliving matter from crossing; a nonliving creature must succeed at a DC 30 Will save to cross the threshold, wasting their move action on a failure, and unattended objects can't cross. Non-magical ranged attacks can't cross either and instead attack the wall. A living creature can bring attended objects across the walls without needing to attempt a saving throw. | +| 3 | 10 minutes | The walls block living matter from crossing; a living creature must succeed at a DC 30 Will save to cross the threshold, wasting their move action on a failure. | +| 4 | 5 minutes | The walls keep out magical effects that cross the threshold, attempting to counteract magical effects with a +20 counteract modifier, though they don't prevent a creature with magical items or effects from entering. | +| 5 | 1 minute | The walls block everything, with the effects of wall of force. | +| 6 | — | The cube is Dismissed (this takes only an Interact action and isn't an activation). | + + +*Source: Lost Omens: Impossible Lands p. 304* \ No newline at end of file diff --git a/compendium/equipment/items/cube-of-nex-loil.md b/compendium/equipment/items/cube-of-nex-loil.md new file mode 100644 index 000000000..c814e9733 --- /dev/null +++ b/compendium/equipment/items/cube-of-nex-loil.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/artifact +- trait/artifact +- trait/evocation +- trait/magical +- trait/unique +aliases: ["Cube of Nex"] +--- +# Cube of Nex *Item 25* +[artifact](rules/traits/artifact-gmg.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) + +- **Usage** held in 1 hand +- **Category** Artifact + +The Cube of Nex acts as a [Lesser Cube of Nex](compendium/equipment/items/lesser-cube-of-nex-loil.md) except it suppresses all magic within 5 feet of it with the effects of a 10th-level antimagic field spell, instead of just one school. However, spells you cast and magic items you wield ignore the [antimagic field](compendium/spells/antimagic-field.md) from the Cube of Nex. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +A [cube of force](compendium/equipment/items/cube-of-force-loil.md) or [Lesser Cube of Nex](compendium/equipment/items/lesser-cube-of-nex-loil.md) within 60 feet of you becomes inert. It can't be Activated, any current activation ends, and any constant abilities it has cease to function. +``` + +*Source: Lost Omens: Impossible Lands p. 304* \ No newline at end of file diff --git a/compendium/equipment/items/cube-of-recall-tv.md b/compendium/equipment/items/cube-of-recall-tv.md new file mode 100644 index 000000000..eb7896700 --- /dev/null +++ b/compendium/equipment/items/cube-of-recall-tv.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/conjuration +- trait/magical +aliases: ["Cube of Recall"] +--- +# Cube of Recall *Item 19* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) + +- **Price** 40000 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This small cube has smooth matte sides. One side is black, the opposite side is white, and the other four are various shades of gray. Each side can be attuned to a location and then teleport you back to that spot in the blink of an eye. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +Pick one side of the cube and set it face up. You attune the cube to the location you currently occupy. Each side can be attuned to only one location. Once you use this action to attune to a location, the side you pick loses any previously attuned location. +``` + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +[teleportation](rules/traits/teleportation.md) + +While speaking a word of command and bringing the location into your mind, you push the corresponding side of the cube. You teleport to the location attuned to the side you press, within 100 feet of the attuned location, as long as that location is on the same planet. If it's not, your activation produces no effect, but the attunement remains. +%% #trait/teleportation %% +``` + +*Source: Treasure Vault p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/cunning-lopsg.md b/compendium/equipment/items/cunning-lopsg.md new file mode 100644 index 000000000..f38b1732b --- /dev/null +++ b/compendium/equipment/items/cunning-lopsg.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/rune +- trait/divination +- trait/magical +- trait/uncommon +aliases: ["Cunning"] +--- +# Cunning *Item 5* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 140 gp +- **Usage** etched on a slashing or piercing weapon +- **Category** Rune + +The weapon performs divination magic on the blood of your foes, granting you insight into their abilities and weaknesses. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Requirements**: On your previous action this turn, you used this weapon to hit and damage a creature that has blood or other vital fluids + +**Effect** You learn the secrets the weapon gleaned from the creature's blood. Attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) about the target of the required attack, gaining an item bonus to the [Recall Knowledge](rules/actions/recall-knowledge.md) skill check equal to the weapon's item bonus to attack rolls from its potency rune. + +If the required attack was a critical hit, you also gain a +2 circumstance bonus to this check. +``` + +*Source: Lost Omens: Pathfinder Society Guide p. 124* \ No newline at end of file diff --git a/compendium/equipment/items/curare-tv.md b/compendium/equipment/items/curare-tv.md new file mode 100644 index 000000000..ea47776eb --- /dev/null +++ b/compendium/equipment/items/curare-tv.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/incapacitation +- trait/injury +- trait/poison +aliases: ["Curare"] +--- +# Curare *Item 8* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [incapacitation](rules/traits/incapacitation.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) + +- **Price** 100 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Hunters all over Golarion favor curare, a potent paralytic derived from boiled tree bark. + +```ad-inline-affliction +title: Saving Throw: DC 25 Fortitude + +- **Maximum Duration**: 6 rounds (but see stage 3) + +## Stages + +**Stage 1** `2d6` poison damage, [clumsy](rules/conditions.md#Clumsy), and [enfeebled](rules/conditions.md#Enfeebled) (1 round) + +**Stage 2** `3d6` poison damage, [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), and [slowed](rules/conditions.md#Slowed) (1 minute) + +**Stage 3** `4d6` poison damage, [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), and [slowed](rules/conditions.md#Slowed). If the victim fails the saving throw while at Stage 3, the poison ends and the victim is [paralyzed](rules/conditions.md#Paralyzed) for `2d6` minutes. (1 round) +``` + +*Source: Treasure Vault p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/curled-cure-gel-lotg.md b/compendium/equipment/items/curled-cure-gel-lotg.md new file mode 100644 index 000000000..1ba98e26c --- /dev/null +++ b/compendium/equipment/items/curled-cure-gel-lotg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/plant +- trait/alchemical +- trait/consumable +aliases: ["Curled Cure Gel"] +--- +# Curled Cure Gel *Item 7* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Price** 60 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Treat Wounds](rules/actions/treat-wounds.md) +- **Category** Plant + +Curled cure secretes a gel that gently warms the skin and stimulates healing. You can [Activate the item](rules/actions/activate-an-item.md) as part of the same activity you use to [Treat Wounds](rules/actions/treat-wounds.md). If you successfully [Treat Wounds](rules/actions/treat-wounds.md), you can also reduce the value of one of the targets' [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), or [stupefied](rules/conditions.md#Stupefied) conditions by 1. The target of your [Treat Wounds](rules/actions/treat-wounds.md) is then temporarily immune to curled cure gel for 24 hours, whether or not your attempt to [Treat Wounds](rules/actions/treat-wounds.md) was successful + +*Source: Lost Omens: Travel Guide p. 101* \ No newline at end of file diff --git a/compendium/equipment/items/cursebreak-bulwark-lotgb.md b/compendium/equipment/items/cursebreak-bulwark-lotgb.md new file mode 100644 index 000000000..c46f425a3 --- /dev/null +++ b/compendium/equipment/items/cursebreak-bulwark-lotgb.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +- trait/abjuration +- trait/magical +- trait/uncommon +aliases: ["Cursebreak Bulwark"] +--- +# Cursebreak Bulwark *Item 17* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 14500 gp +- **Usage** held in one hand; **Bulk** 4 +- **Category** Held + +This tower shield (Hardness 14, HP 56, BT 28) is composed of interlocking hexagonal wooden tiles lined with metal. The tiles are painted a verdant green, and each is marked with a faded rune that protects against curses. While you have this shield raised, you gain a +1 circumstance bonus to saving throws against spells that Catfish Salvage Wares. + +*Source: Lost Omens: The Grand Bazaar p. 18* \ No newline at end of file diff --git a/compendium/equipment/items/cytillesh-gmg.md b/compendium/equipment/items/cytillesh-gmg.md new file mode 100644 index 000000000..d45cb5ef4 --- /dev/null +++ b/compendium/equipment/items/cytillesh-gmg.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/drug +- trait/ingested +- trait/poison +- trait/uncommon +aliases: ["Cytillesh"] +--- +# Cytillesh *Item 5* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 30 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Deros use cytillesh in a variety of ways, and some surface-dwellers seek out the fungus for their own use. Memories lost to cytillesh can be restored through modify memory. The save for addiction to cytillesh is DC 20, and the addiction has the [virulent](rules/traits/virulent.md) trait. + +```ad-inline-affliction +title: Saving Throw: DC 15 Fortitude + +- **Maximum Duration**: 8 hours + +## Stages + +**Stage 1** [stupefied](rules/conditions.md#Stupefied) (1 minute) + +**Stage 2** lose all memories made in the previous hour (1 hour) +``` + +*Source: Gamemastery Guide p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/dagger-of-eternal-sleep-logm.md b/compendium/equipment/items/dagger-of-eternal-sleep-logm.md new file mode 100644 index 000000000..b891c5eb1 --- /dev/null +++ b/compendium/equipment/items/dagger-of-eternal-sleep-logm.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/logm +- item/category/consumable +- trait/consumable +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Dagger Of Eternal Sleep"] +--- +# Dagger Of Eternal Sleep *Item 5* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Access** follower of [Achaekek](compendium/setting/deities/achaekek-logm.md) +- **Price** 25 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Consumable + +This tiny serrated dagger looks like a miniature sawtooth sabre. Until activated, it is too small and ornamental to function as a weapon, which might allow it to be passed off as a weapon-shaped decoration. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You transform the dagger of eternal sleep into a +1 grievous striking dagger and [Strike](rules/actions/strike.md) an [unconscious](rules/conditions.md#Unconscious) target with the dagger. If you are not in an encounter or otherwise threatened and you roll a hit with your [Strike](rules/actions/strike.md), you get a critical hit instead. The damage from the [Strike](rules/actions/strike.md) and the bleed from the critical specialization effect do not awaken the target, though the target becomes temporarily immune to this effect until the next time it wakes up, meaning further daggers of eternal sleep awaken it as normal. The dagger disintegrates immediately after use. +``` + +*Source: Lost Omens: Gods & Magic p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/daikyu-apg.md b/compendium/equipment/items/daikyu-apg.md new file mode 100644 index 000000000..68050eea3 --- /dev/null +++ b/compendium/equipment/items/daikyu-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/weapon/advanced +- trait/propulsive +- trait/uncommon +aliases: ["Daikyu"] +--- +# Daikyu *Item 0* +[propulsive](rules/traits/propulsive.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 8 gp +- **Bulk** 2 +- **Damage** `1d8` P +- **Ammunution** [Arrow](compendium/equipment/items/arrow.md); **Range** 80 ft.; **Reload** 0 +- **Hands** 1+ +- **Category** Advanced; **Group** Bow + +This asymmetrical bow, made of laminated bamboo, wood, and leather, stands 6 feet or more in height. Using a daikyu while mounted limits its firing range to your left side. + +*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/dancers-spear-tv.md b/compendium/equipment/items/dancers-spear-tv.md new file mode 100644 index 000000000..b7971f9c6 --- /dev/null +++ b/compendium/equipment/items/dancers-spear-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/backswing +- trait/finesse +- trait/reach +- trait/sweep +- trait/versatile-b +aliases: ["Dancer's Spear"] +--- +# Dancer's Spear *Item 0* +[backswing](rules/traits/backswing.md) [finesse](rules/traits/finesse.md) [reach](rules/traits/reach.md) [sweep](rules/traits/sweep.md) [versatile ](rules/traits/versatile.md) + +- **Price** 3 gp +- **Bulk** 1 +- **Damage** `1d6` P +- **Hands** 2 +- **Category** Martial; **Group** Spear + +Traditionally a favored weapon in Molthune for settling disputes between military leaders, the dancer's spear has seen a recent resurgence in popularity in the neighboring kingdom of Nirmathas, largely due to its effectiveness at striking down attacking skeletons and other undead from a relatively safe distance. A dancer's spear has a 7-foot-long wooden haft capped with a triangular metal blade at one end, counterbalanced on the other end with a reinforced metal sleeve that, in a pinch, can be used as an effective striking surface. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/dancing-lamentation-tv.md b/compendium/equipment/items/dancing-lamentation-tv.md new file mode 100644 index 000000000..393ca7c00 --- /dev/null +++ b/compendium/equipment/items/dancing-lamentation-tv.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +aliases: ["Dancing Lamentation"] +--- +# Dancing Lamentation *Item 11* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) + +- **Price** 240 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This toxin erratically stimulates the limbs, forcing unexpected shifts in momentum. The result resembles a gangly, lurching dance. At the start of each turn, the victim takes one or more Steps in a random direction if able. This movement is forced and doesn't count against the victim's actions for the round. + +```ad-inline-affliction +title: Saving Throw: DC 30 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `4d6` poison damage and 1 [Step](rules/actions/step.md) of forced movement (1 round) + +**Stage 2** `6d6` poison damage, [clumsy](rules/conditions.md#Clumsy), and 1 [Step](rules/actions/step.md) of forced movement (1 round) + +**Stage 3** `8d6` poison damage, [clumsy](rules/conditions.md#Clumsy), 2 Steps of forced movement (1 round) +``` + +*Source: Treasure Vault p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/dandpatta-loil.md b/compendium/equipment/items/dandpatta-loil.md new file mode 100644 index 000000000..147cb9101 --- /dev/null +++ b/compendium/equipment/items/dandpatta-loil.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/weapon/martial +- trait/agile +- trait/twin +- trait/uncommon +aliases: ["Dandpatta"] +--- +# Dandpatta *Item 0* +[agile](rules/traits/agile.md) [twin](rules/traits/twin.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 8 sp +- **Bulk** L +- **Damage** `1d6` S +- **Hands** 1 +- **Category** Martial; **Group** Sword + +This long, narrow blade is attached to a gauntlet that also acts as a handguard. + +*Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/compendium/equipment/items/darkwood.md b/compendium/equipment/items/darkwood.md index 80305240e..cd7b27f78 100644 --- a/compendium/equipment/items/darkwood.md +++ b/compendium/equipment/items/darkwood.md @@ -15,5 +15,17 @@ aliases: ["Darkwood"] Darkwood is a very lightweight wood found primarily in oldgrowth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A darkwood item's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of darkwood is based on the item's normal Bulk, not its reduced Bulk for being made of darkwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item. +| Darkwood Items | Hardness | HP | BT | +|----------------|----------|----|----| +| **Thin Items** | | | | +| Standard-grade | 5 | 20 | 10 | +| High-grade | 8 | 32 | 16 | +| **Items** | | | | +| Standard-grade | 7 | 28 | 14 | +| High-grade | 10 | 40 | 20 | +| **Structures** | | | | +| Standard-grade | 14 | 56 | 28 | +| High-grade | 20 | 80 | 40 | + *Source: Core Rulebook p. 578* \ No newline at end of file diff --git a/compendium/equipment/items/dart-shield-tv.md b/compendium/equipment/items/dart-shield-tv.md new file mode 100644 index 000000000..89d6858cb --- /dev/null +++ b/compendium/equipment/items/dart-shield-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/shield +- trait/launching-dart +aliases: ["Dart Shield"] +--- +# Dart Shield *Item 0* +[launching ](rules/traits/launching-tv.md) + +- **Price** 8 gp +- **Bulk** 1 +- **AC Bonus** +1/+1; **null Hardness** 3, **null HP** 12 (BT 6) +- **Category** Shield; **Group** Shield + +This wooden shield features a spring-loaded device on its surface that can fire darts with powerful force. A small mechanism within the shield allows you to fire a dart even while actively holding the shield or blocking with it. + +*Source: Treasure Vault p. 21* \ No newline at end of file diff --git a/compendium/equipment/items/dawnflower-beads-tv.md b/compendium/equipment/items/dawnflower-beads-tv.md new file mode 100644 index 000000000..d6a6df361 --- /dev/null +++ b/compendium/equipment/items/dawnflower-beads-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/divine +- trait/healing +- trait/intelligent +- trait/necromancy +- trait/positive +- trait/rare +aliases: ["Dawnflower Beads"] +--- +# Dawnflower Beads *Item 11* +[divine](rules/traits/divine.md) [healing](rules/traits/healing.md) [intelligent](rules/traits/intelligent-gmg.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [rare](rules/traits/rare.md) + +- **Usage** held in 1 hand; **Bulk** — +- **Category** Held + +Prayer beads given prolonged exposure to spiritual energies at sacred Sarenite sites can attain sapience as Dawnflower beads. Other such objects hold the spirits of Sarenite priests who dedicated themselves to their work beyond death. Dawnflower beads function as greater holy prayer beads. They don't re-attune to other deities but allow any good or neutral divine spellcaster to use them, though they attempt to talk their wielder out of morally questionable acts. Add positive luminance to the beads' spell list, available to be cast once per day. Dawnflower beads also have the following activation. + +```ad-embed-ability +title: Activate + +The beads cast 4th-level [light](compendium/spells/light.md). +``` + +*Source: Treasure Vault p. 194* \ No newline at end of file diff --git a/compendium/equipment/items/dawnlight-botd.md b/compendium/equipment/items/dawnlight-botd.md new file mode 100644 index 000000000..65fdda241 --- /dev/null +++ b/compendium/equipment/items/dawnlight-botd.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/botd +- item/category/held +- trait/divine +- trait/evocation +- trait/uncommon +aliases: ["Dawnlight"] +--- +# Dawnlight *Item 3+* +[divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This shining symbol of [Sarenrae](compendium/setting/deities/sarenrae.md) depicts the goddess with her arms held wide. In the center of the symbol is a crystal reliquary with a perfect feather floating inside, glowing bright as a candle with the light of the goddess. + +```ad-embed-ability +title: Activate + +The dawnlight casts 1st-level [disrupt undead](compendium/spells/disrupt-undead.md) or light. The dawnlight's spell attack roll and counteract modifier are +7, and any spell with the [light](rules/traits/light.md) trait is treated as though its counteract level were 1 higher for counteracting darkness. +``` + +*Source: Book of the Dead p. 18* \ No newline at end of file diff --git a/compendium/equipment/items/dazzling-rosary-som.md b/compendium/equipment/items/dazzling-rosary-som.md new file mode 100644 index 000000000..5ca786cf5 --- /dev/null +++ b/compendium/equipment/items/dazzling-rosary-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +aliases: ["Dazzling Rosary"] +--- +# Dazzling Rosary *Item 4+* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Consumable + +When energy courses through these lustrous beads, they glow brightly in the sacred colors of the spellcaster's faith. A spiritual weapon empowered with this catalyst flashes with bright light when it critically [Strikes](rules/actions/strike.md) a target, causing the target to be [dazzled](rules/conditions.md#Dazzled) until the beginning of your next turn. The type of rosary determines the maximum spell level of spiritual weapon that can use the rosary as a catalyst. + +*Source: Secrets of Magic p. 168* \ No newline at end of file diff --git a/compendium/equipment/items/deadweight-mutagen-tv.md b/compendium/equipment/items/deadweight-mutagen-tv.md new file mode 100644 index 000000000..40f33b91e --- /dev/null +++ b/compendium/equipment/items/deadweight-mutagen-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/mutagen +- trait/polymorph +aliases: ["Deadweight Mutagen"] +--- +# Deadweight Mutagen *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +Your joints loosen and bones thicken, making your body incredibly weighty and difficult to maneuver around. + +Benefit You gain an item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Shove](rules/actions/shove.md) and [Trip](rules/actions/trip.md), to your Fortitude and Reflex DCs against attempts to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) you, and to saving throws against effects that attempt to force you to move or knock you [prone](rules/conditions.md#Prone). Drawback You gain the [encumbered](rules/conditions.md#Encumbered) condition and can't remove it while under the effects of the mutagen. + +*Source: Treasure Vault p. 59* \ No newline at end of file diff --git a/compendium/equipment/items/deadweight-snare-lotgb.md b/compendium/equipment/items/deadweight-snare-lotgb.md new file mode 100644 index 000000000..a26d437e9 --- /dev/null +++ b/compendium/equipment/items/deadweight-snare-lotgb.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/snare +- trait/consumable +- trait/kobold +- trait/mechanical +- trait/snare +- trait/trap +- trait/uncommon +aliases: ["Deadweight Snare"] +--- +# Deadweight Snare *Item 2* +[consumable](rules/traits/consumable.md) [kobold](rules/traits/kobold-b1.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 6 gp +- **Category** Snare + +This snare is made of magnetized weights and heavy ropes rigged to a trip wire or pressure plate. When a creature enters the square, the magnets and ropes deploy, weighing down the creature's weapons and limbs. The creature must attempt a DC 18 Reflex save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes a –1 status penalty to attack rolls for 1 round or until it [Escapes](rules/actions/escape.md) (DC 18). +> - **Failure** The creature takes a –2 status penalty to attack rolls for 1 minute or until it [Escapes](rules/actions/escape.md) (DC 18). +> - **Critical Failure** As failure, but the creature drops any metallic items it's holding. + +*Source: Lost Omens: The Grand Bazaar p. 14* \ No newline at end of file diff --git a/compendium/equipment/items/death-knell-powder-tv.md b/compendium/equipment/items/death-knell-powder-tv.md new file mode 100644 index 000000000..227af98ba --- /dev/null +++ b/compendium/equipment/items/death-knell-powder-tv.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/divine +- trait/injury +- trait/necromancy +- trait/poison +- trait/uncommon +aliases: ["Death Knell Powder"] +--- +# Death Knell Powder *Item 14* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [injury](rules/traits/injury.md) [necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 625 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This poison is made from toxic spores reduced to a gray powder and suffused with necromantic energy. If a creature is reduced to 0 Hit Points while under the effect of death knell powder, it must succeed at a DC 34 Will save or die (this is a [death](rules/traits/death.md) effect). If a creature dies from death knell powder, a random creature adjacent to the victim is bolstered by its departing life force and gains 20 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes. + +```ad-inline-affliction +title: Saving Throw: DC 34 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `7d6` poison damage (1 round) + +**Stage 2** `9d6` poison damage (1 round) + +**Stage 3** `12d6` poison damage (1 round) +``` + +*Source: Treasure Vault p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/deathless-light-sot4.md b/compendium/equipment/items/deathless-light-sot4.md new file mode 100644 index 000000000..0ba186a2a --- /dev/null +++ b/compendium/equipment/items/deathless-light-sot4.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot4 +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +- trait/uncommon +aliases: ["Deathless Light"] +--- +# Deathless Light *Item 10* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 165 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** envision +- **Category** Consumable + +This glowing piece of flesh increases the spell level of a spell with the [light](rules/traits/light.md) trait by 1 (maximum 7) when determining whether the spell's light will shine in magical darkness or counteract a [darkness](compendium/spells/darkness.md) spell. + +*Source: Strength of Thousands #4: Secrets of the Temple-City p. 85* \ No newline at end of file diff --git a/compendium/equipment/items/deathless-lotgb.md b/compendium/equipment/items/deathless-lotgb.md new file mode 100644 index 000000000..50bf01b1c --- /dev/null +++ b/compendium/equipment/items/deathless-lotgb.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/rune +- trait/healing +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Deathless"] +--- +# Deathless *Item 7* +[healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 330 gp +- **Usage** etched onto armor +- **Category** Rune + +These symbols fortify your body's grasp on your soul, keeping it tethered when death approaches. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You gain the [doomed](rules/conditions.md#Doomed) or [wounded](rules/conditions.md#Wounded) condition + +**Effect** You reduce the value of the triggering condition by 1. +``` + +*Source: Lost Omens: The Grand Bazaar p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/deck-of-illusions-som.md b/compendium/equipment/items/deck-of-illusions-som.md new file mode 100644 index 000000000..d191f9e5a --- /dev/null +++ b/compendium/equipment/items/deck-of-illusions-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/held +- trait/illusion +- trait/magical +- trait/uncommon +aliases: ["Deck Of Illusions"] +--- +# Deck Of Illusions *Item 6* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 200 gp +- **Usage** held in 2 hands +- **Category** Held + +This set of 34 parchment cards usually comes in a velvet bag or simple leather wrap. Each card depicts a different creature, monster, or other being that, when the deck is activated, immediately appears as a believable, life-size illusion. You can look at the card's artwork, but no [magical](rules/traits/magical.md) effect takes place until you Activate the deck, shuffling and drawing randomly. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You draw a card, chosen randomly from the remaining cards in the deck, and throw it to the ground to create an illusion of the creature depicted. The image is an illusory creature, except it has a range of only 30 feet from where the card was thrown and the illusion lasts until destroyed or until anyone moves or damages the card. The creature takes its actions once on your turn if you're within 60 feet of the card and Sustain the Activation. The illusion ends if you don't Sustain it, or if you activate a new card from the deck. +``` + +*Source: Secrets of Magic p. 182* \ No newline at end of file diff --git a/compendium/equipment/items/deck-of-many-things-gmg.md b/compendium/equipment/items/deck-of-many-things-gmg.md new file mode 100644 index 000000000..de5aadff7 --- /dev/null +++ b/compendium/equipment/items/deck-of-many-things-gmg.md @@ -0,0 +1,52 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/artifact +- trait/artifact +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Deck Of Many Things"] +--- +# Deck Of Many Things *Item 22* +[artifact](rules/traits/artifact-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** held in 1 hand +- **Category** Artifact + +These 22 cards of heavy vellum, usually stored in a box or a pouch, bear images or glyphs depicting symbols of magical power. Looking at a card without activating it shows the card face but has no [magical](rules/traits/magical.md) effect. Once the deck is face down, the cards randomize themselves—if you look at the top card multiple times, you may find it changes. Any card removed from the deck goes missing after a few seconds, reappearing in the deck. Advice on randomly selecting cards appears on page 108. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You declare how many cards you will draw facedown from the deck, then draw your first card. The card takes effect immediately. Any further cards must be drawn within the next hour, and any card you don't voluntarily draw flits off the deck and affects you anyway. You can never activate the same deck of many things again. + +Once a card is drawn, it produces its effect immediately and then disappears back into the deck, which immediately shuffles itself. (The Dullard and Jester are exceptions, as described in their entries below.) The effects of each card are as follows. + +- **Balance** Your alignment changes to a radically different one. If you fail to adhere to that alignment, you lose a level and all the benefits you gained at that level. Your XP total doesn't change when you lose a level this way. +- **Comet** If you alone defeat the next low-threat or harder [hostile](rules/conditions.md#Hostile) enemy or enemies you encounter, you gain enough XP to reach the next level. Otherwise, you gain no benefit. +- **Donjon** You're imprisoned by a 10th-level imprisonment ritual. This uses the prison option, typically sequestering you in a distant part of the world. You also lose all your items. Cease drawing cards. +- **Dullard** Immediately reduce your Intelligence score by `1d4+1`. You can then draw an additional card, and the Dullard card then disappears forever. +- **Euryale** ([curse](rules/traits/curse.md)) A medusa's image curses you with a permanent –1 status penalty to all saving throws. This can be removed by only a deity or the Fates card. +- **The Fates** The Fates respin the fabric of reality to save you from any situation you choose. This can reverse even a past event, and you can make the decision instantly even if the event would slay you. This intervention saves only you, not anyone else affected by the event. There's no limit on how long you can wait before using this effect. +- **Flames** A fiend becomes filled with anger, jealousy, envy, or some other reason to despise you. Its hatred for you doesn't cease until either it or you is dead. It attacks you or otherwise attempts to foil you within `1d20` days. The GM determines the specifics of the fiend. +- **Fool** You lose `1d10`×100 XP unless you choose to draw two more cards. +- **Gem** Gain your choice of 25 pieces of jewelry worth 200 gp each or 50 gems worth 100 gp each. +- **Jester** You can either draw two more cards or gain `1d10`×100 XP. The card then disappears forever. +- **Key** Gain a magic weapon of 12th level or higher. The GM determines the item and what runes it has, if any. +- **Knight** A palace guard (page 206) arrives and swears unfailing loyalty to you. +- **Moon** Roll `1d4` to determine how many wishes the card grants you, which also affects the phase of the moon depicted on the card (1: crescent moon; 2: half moon; 3: gibbous moon; 4: full moon). These wishes each take one action to speak and have the effect of a [wish](compendium/spells/wish.md) spell. +- **Rogue** One NPC ally becomes filled with hatred and immediately turns against you forever. The NPC might keep this hatred secret until an opportune moment. +- **Ruin** You lose all your nonmagical possessions, including any wealth and property. +- **Skull** You must immediately battle a lesser death (Bestiary 197). If slain in the battle, you can never be revived, except by a deity. +- **Star** Gain an ability boost you must use immediately on one ability score of your choice. +- **Sun** Gain 1,000 XP and a beneficial permanent magic item of 6th to 11th level, chosen by the GM. +- **Talons** All your magic items disappear permanently, except for the deck and any artifact of higher level than the deck. +- **Throne** You gain a permanent +4 status bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks, and you now own a small castle in any open area you wish. You must choose its location within 1 hour. +- **Vizier** Upon request, you can learn the solution to any one problem or the correct answer to any one question, unless that information is obscured by a deity. This doesn't necessarily give you the means to act on that solution. You have 1 year to take the vizier's advice or lose its benefits. +- **The Void** Your mind becomes trapped forever. This card is fickle, but it often throws the psyche into a prison in an object on a distant plane or planet. Wish or similarly powerful magic can reveal your psyche's location, but it doesn't bring you back. Your comatose body continues to function. Cease drawing cards. +``` + +*Source: Gamemastery Guide p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/deck-of-mischief-som.md b/compendium/equipment/items/deck-of-mischief-som.md new file mode 100644 index 000000000..25863dde9 --- /dev/null +++ b/compendium/equipment/items/deck-of-mischief-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/held +- trait/illusion +- trait/magical +- trait/uncommon +aliases: ["Deck Of Mischief"] +--- +# Deck Of Mischief *Item 4* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 75 gp +- **Usage** held in 2 hands +- **Category** Held + +This deck of 54 cards appears nearly identical to standard playing cards. Comprised of four thematic suits of 13 cards each, as well as two wildcards, the deck of mischief is a favorite of scoundrels who prefer not to leave their games to chance—or to at least nudge the odds in their favor. If you know how to activate the deck, you can illusorily transform the ace and face cards into other cards in the deck. + +The deck is true to its name and less likely to comply with your wishes if not well cared for. While surprisingly resistant to the elements, a waterlogged, dirty, or battered deck may not function as desired, giving you incorrect information about which cards are still in the deck or failing to hold the illusion at a critical moment. If a deck becomes incomplete due to damaged or missing cards, it rapidly loses its deceptive capabilities and might even purposefully sabotage you. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You learn which of the ace and face cards are still in the deck. You can then swap the apparent face of an ace or face card in your hand (if you have any) with the face of one still in the deck. A creature who Seeks or touches the card can attempt to disbelieve this illusion ([Perception](compendium/skills.md#Perception) DC 20). +``` + +*Source: Secrets of Magic p. 183* \ No newline at end of file diff --git a/compendium/equipment/items/deepdread-claw-lol.md b/compendium/equipment/items/deepdread-claw-lol.md new file mode 100644 index 000000000..9ce4a11de --- /dev/null +++ b/compendium/equipment/items/deepdread-claw-lol.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/held +- trait/evocation +- trait/invested +- trait/magical +- trait/rare +aliases: ["Deepdread Claw"] +--- +# Deepdread Claw *Item 14* +[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 4000 gp +- **Usage** held in 1 or 2 hands; **Bulk** 1 +- **Category** Held + +One of a set of four identical spears collectively known as the Four Claws of the Deepdread, this weapon is fashioned from a single seamless piece of matte-black metal with a razored silver edge. In bright light, it functions as a +1 striking spear, but in darkness or dim light, it becomes a +2 greater striking spear. You can upgrade its fundamental runes as normal for a specific weapon, starting from a +2 greater striking spear, but its fundamental runes are always one type worse in bright light. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You establish a telepathic link with someone else wielding a deepdread claw, enabling you to telepathically communicate with the creature while they possess the deepdread claw regardless of distance, so long as you remain on the same plane. You can end a telepathic link you create or that you are part of as an action, which has the [concentrate](rules/traits/concentrate.md) trait. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You cast 4th-level [darkness](compendium/spells/darkness.md). You can see clearly in this darkness. +``` + +*Source: Lost Omens: Legends p. 28* \ No newline at end of file diff --git a/compendium/equipment/items/defiled-costa-loil.md b/compendium/equipment/items/defiled-costa-loil.md new file mode 100644 index 000000000..73e17c3e5 --- /dev/null +++ b/compendium/equipment/items/defiled-costa-loil.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +- trait/rare +aliases: ["Defiled Costa"] +--- +# Defiled Costa *Item 14* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 900 gp +- **Usage** held in one hand; **Bulk** L +- **Activate** envision +- **Category** Consumable + +This still-bloody rib was taken from a priest of [Urgathoa](compendium/setting/deities/urgathoa.md) at the moment they passed into undeath and has a constant stench of decay. The first time any creature critically fails its saving throw against a [mask of terror](compendium/spells/mask-of-terror.md) spell cast using this catalyst, it also takes `6d10` mental damage, with a basic Fortitude save against the spell's DC, as it lives through the memory of having its rib torn from its body. Once any creature takes this damage, the defiled costa's effect ends, and no other creatures take the damage, even if they critically fail. + +*Source: Lost Omens: Impossible Lands p. 177* \ No newline at end of file diff --git a/compendium/equipment/items/deflecting-branch-sot4.md b/compendium/equipment/items/deflecting-branch-sot4.md new file mode 100644 index 000000000..efa6167ec --- /dev/null +++ b/compendium/equipment/items/deflecting-branch-sot4.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot4 +- item/category/held +- trait/abjuration +- trait/magical +- trait/uncommon +aliases: ["Deflecting Branch"] +--- +# Deflecting Branch *Item 14* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 4500 gp +- **Usage** held in 2 hands; **Bulk** 2 +- **Category** Held + +This massive branch has been cut into a general club shape but still bears several knots and has a number of runes carved along its length. The deflecting branch is a +2 greater striking greatclub. On a critical hit, you knock the target [prone](rules/conditions.md#Prone). + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You are the target of a physical ranged attack +- **Requirements**: You're aware of the attack and are not [flat-footed](rules/conditions.md#Flat-footed) against it + +**Effect** You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have knocked it away. You can't use this ability to deflect unusually massive ranged projectiles (such as boulders or ballista bolts). +``` + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You knock away a physical ranged attack by using the deflecting branch's other activation + +**Effect** You swing the club and reflect the oncoming attack. The attack is redirected toward a creature within 60 feet. Make a ranged attack against the creature using your highest proficiency with a ranged weapon. +``` + +*Source: Strength of Thousands #4: Secrets of the Temple-City p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/degenerating-gmg.md b/compendium/equipment/items/degenerating-gmg.md new file mode 100644 index 000000000..ee4fc3ce2 --- /dev/null +++ b/compendium/equipment/items/degenerating-gmg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/curse +- trait/acid +- trait/cursed +- trait/magical +- trait/necromancy +- trait/rare +aliases: ["Degenerating"] +--- +# Degenerating *Item 5* +[acid](rules/traits/acid.md) [cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Usage** curses a weapon +- **Category** Curse + +Failure makes the weapon crumble. Whenever you critically fail an attack roll with the weapon, the _degenerating_ curse deals `1d10` acid damage to the weapon, ignoring its Hardness and resistances. + +*Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/delve-scale-tv.md b/compendium/equipment/items/delve-scale-tv.md new file mode 100644 index 000000000..222d020de --- /dev/null +++ b/compendium/equipment/items/delve-scale-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +aliases: ["Delve Scale"] +--- +# Delve Scale *Item 10* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Price** 155 gp +- **Usage** held in 1 hand; **Bulk** — +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +If fried, a bulette's thick forefoot scales render into crunchy snacks. Alchemists add reagents to the frying oil to enhance the scales' properties and flavor. For 1 minute after eating a delve scale, you gain a burrow Speed of 15 feet and a +2 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md). + +*Source: Treasure Vault p. 47* \ No newline at end of file diff --git a/compendium/equipment/items/demilich-eye-gem-b1.md b/compendium/equipment/items/demilich-eye-gem-b1.md new file mode 100644 index 000000000..fca379452 --- /dev/null +++ b/compendium/equipment/items/demilich-eye-gem-b1.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/b1 +- item/category/held +- trait/arcane +- trait/rare +aliases: ["Demilich Eye Gem"] +--- +# Demilich Eye Gem *Item 15* +[arcane](rules/traits/arcane.md) [rare](rules/traits/rare.md) + +- **Price** 3000 gp +- **Usage** held in 1 hand; **Bulk** — +- **Category** Held + +This glowing gem is harvested from a demilich and has an 8th-level spell magically bonded to it. This item has the traits of the spell it contains. + +```ad-embed-ability +title: Activate + +The gem casts the 8th-level spell it contains. This activation uses the same number of actions as Casting the Spell. Once the spell is cast, the gem's glow fades, but returns 24 hours later, when the spell can be used once again. +``` + +*Source: Bestiary p. 223* \ No newline at end of file diff --git a/compendium/equipment/items/demolishing-pfum.md b/compendium/equipment/items/demolishing-pfum.md new file mode 100644 index 000000000..46e33d467 --- /dev/null +++ b/compendium/equipment/items/demolishing-pfum.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/pfum +- item/category/rune +- trait/evocation +- trait/magical +- trait/rare +aliases: ["Demolishing"] +--- +# Demolishing *Item 6* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 225 gp +- **Usage** etched onto a weapon +- **Category** Rune + +A demolishing weapon is made to destroy constructs. Damage inflicted on a construct with a demolishing weapon continues to spread throughout the creature—cracks form, linkages fail, surfaces erode—and otherwise dismantle its body. When you damage a construct using a demolishing weapon, you deal an extra `1d6` [persistent force damage](rules/conditions.md#Persistent%20Damage). On a critical hit, you deal an extra `1d12` [persistent force damage](rules/conditions.md#Persistent%20Damage) instead. + +*Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/demolition-fulu-tv.md b/compendium/equipment/items/demolition-fulu-tv.md new file mode 100644 index 000000000..a5c90052e --- /dev/null +++ b/compendium/equipment/items/demolition-fulu-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/consumable +- trait/evocation +- trait/fulu +- trait/magical +aliases: ["Demolition Fulu"] +--- +# Demolition Fulu *Item 3+* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) + +- **Usage** affixed to an object or structure; **Bulk** — +- **Category** Consumable + +A demolition fulu allows a saboteur or excavator to be far away from the scene when demolition happens. The fulu crumbles to ash over 5 minutes to 8 hours, as you determine when you place the fulu. Once the duration ends, the fulu lowers the Hardness of the object it's affixed to by an amount equal to the fulu's level and then deals the listed damage to the object. A demolition fulu serves as a hazard with a [Stealth](compendium/skills.md#Stealth) DC to detect it and [Thievery](compendium/skills.md#Thievery) DC to disable it according to its type. + +*Source: Treasure Vault p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/demon-mask-bb.md b/compendium/equipment/items/demon-mask-bb.md new file mode 100644 index 000000000..a94935ece --- /dev/null +++ b/compendium/equipment/items/demon-mask-bb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/bb +- item/category/worn +- trait/enchantment +- trait/magical +aliases: ["Demon Mask"] +--- +# Demon Mask *Item 4* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) + +- **Price** 85 gp +- **Usage** worn mask +- **Category** Worn + +This terrifying mask resembles the visage of a leering demon and grants a +1 item bonus to [Intimidation](compendium/skills.md#Intimidation) checks. Once per day, you can use the following activity. + +```ad-embed-ability +title: Terrify [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[manipulate](rules/traits/manipulate.md) + +The mask casts a [fear](compendium/spells/fear.md) spell with a DC of 20. You choose the target. +%% #trait/manipulate %% +``` + +*Source: Beginner Box p. 54* \ No newline at end of file diff --git a/compendium/equipment/items/dependent-gmg.md b/compendium/equipment/items/dependent-gmg.md new file mode 100644 index 000000000..ae58124a2 --- /dev/null +++ b/compendium/equipment/items/dependent-gmg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/curse +- trait/cursed +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Dependent"] +--- +# Dependent *Item 9* +[cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** curses gear used for skills or a weapon +- **Category** Curse + +The _dependent_ curse makes an item function properly only under certain circumstances. Whenever you use the item to perform a skill check or use the weapon in combat, your degree of success is one worse than the result you rolled unless those specific conditions are met. The most common types of _dependent_ curses are nocturnal or diurnal—functioning normally only at night or only during the day, respectively—but more restrictive curses do exist, such as a curse that restricts the item's use to underground or a curse that allows the item to function effectively only during autumn. + +*Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/depth-charge-tv.md b/compendium/equipment/items/depth-charge-tv.md new file mode 100644 index 000000000..15f05a5a0 --- /dev/null +++ b/compendium/equipment/items/depth-charge-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/consumable +- trait/evocation +- trait/magical +aliases: ["Depth Charge"] +--- +# Depth Charge *Item 5+* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Ammunition** any +- **Category** Consumable + +Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20‑foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water. + +*Source: Treasure Vault p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/depth-gauge-lopsg.md b/compendium/equipment/items/depth-gauge-lopsg.md new file mode 100644 index 000000000..07894fefb --- /dev/null +++ b/compendium/equipment/items/depth-gauge-lopsg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/adventuring-gear +- trait/uncommon +aliases: ["Depth Gauge"] +--- +# Depth Gauge *Item 0* +[uncommon](rules/traits/uncommon.md) + +- **Price** 1 gp +- **Bulk** L +- **Hands** 2 +- **Category** Adventuring Gear + +This simple tool consists of a small iron weight attached to a thin rope that is marked at regular intervals (typically every foot). It can be used to measure the depth of a hole or body of water by dropping the weight down into unknown depths and counting the markings on the rope. It can also be used as a plumb bob. + +*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/desolation-locket-tv.md b/compendium/equipment/items/desolation-locket-tv.md new file mode 100644 index 000000000..7c868447b --- /dev/null +++ b/compendium/equipment/items/desolation-locket-tv.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/spellheart +- trait/enchantment +- trait/magical +- trait/spellheart +aliases: ["Desolation Locket"] +--- +# Desolation Locket *Item 8+* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) + +- **Usage** affixed to armor or a weapon; **Bulk** — +- **Category** Spellheart + +The surface of this golden, heart-shaped locket is nearly worn through with cracks. If opened, it reveals a portrait of someone the bearer loved dearly and has lost. The spell DC of any spell cast by activating this item is 24. + +- Armor The desolation locket numbs you to further despair, and you gain a +2 item bonus to saving throws against [emotion](rules/traits/emotion.md) effects. +- Weapon (emotion, mental) After you cast an enchantment spell by activating the locket, you emanate an aura of hopelessness in a 5-foot emanation until the start of your next turn. A creature that ends its turn in the aura must succeed at a Will saving throw against the locket's spell DC or become [slowed](rules/conditions.md#Slowed) ([slowed](rules/conditions.md#Slowed) on a critical failure) until the end of its next turn. + +```ad-embed-ability +title: Activate + +You cast [haunting hymn](compendium/spells/haunting-hymn-som.md) . +``` + +```ad-embed-ability +title: Activate + +You cast [agonizing despair](compendium/spells/agonizing-despair-apg.md) . +``` + +*Source: Treasure Vault p. 125* \ No newline at end of file diff --git a/compendium/equipment/items/detect-anathema-fulu-som.md b/compendium/equipment/items/detect-anathema-fulu-som.md new file mode 100644 index 000000000..ab22fe989 --- /dev/null +++ b/compendium/equipment/items/detect-anathema-fulu-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/abjuration +- trait/consumable +- trait/fulu +- trait/magical +- trait/talisman +- trait/uncommon +aliases: ["Detect Anathema Fulu"] +--- +# Detect Anathema Fulu *Item 8* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 100 gp +- **Usage** affixed to armor +- **Category** Consumable + +Given to undisciplined acolytes at risk of breaking their vows, this fulu activates on its own if its wearer begins to perform an act anathema to a specific deity or cause, decided at the time of crafting. The fulu heats up when activated, giving you enough warning to correct your actions; if you proceed, the fulu immolates in a burst of flame. This deals `4d6` fire damage and brands your skin until you receive an appropriate atone ritual. Either way, activating the fulu consumes it. + +*Source: Secrets of Magic p. 159* \ No newline at end of file diff --git a/compendium/equipment/items/detectives-kit-apg.md b/compendium/equipment/items/detectives-kit-apg.md new file mode 100644 index 000000000..6cee7e94f --- /dev/null +++ b/compendium/equipment/items/detectives-kit-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/adventuring-gear +aliases: ["Detective's Kit"] +--- +# Detective's Kit *Item 3* + +- **Price** 25 gp +- **Bulk** 1 +- **Hands** 2 +- **Category** Adventuring Gear + +This leather satchel contains empty vials, a pair of tweezers, a supply of small linen cloths, a set of brass calipers and a knotted string for measuring distances, several pieces of chalk, a pen, and a blank notebook for keeping notes. Every component of a detective's kit is of exceeding quality, and thus a detective's kit adds a +1 item bonus to checks to investigate a crime scene, a clue, or similar details. + +*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/detector-stone-lokl.md b/compendium/equipment/items/detector-stone-lokl.md new file mode 100644 index 000000000..459d3c519 --- /dev/null +++ b/compendium/equipment/items/detector-stone-lokl.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/worn +- trait/divination +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Detector Stone"] +--- +# Detector Stone *Item 7* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Access** Knights of Lastwall have access to this item. +- **Price** 360 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +During their journeys across the Gravelands, the Knights of Lastwall found several smoky, gemstone-like objects that knights refer to as detector stones. Some of the knights' Magaambyan allies believe the stones are aeon stones corrupted by the same energies that corrupted the Gravelands, though they don't display the characteristic orbiting behavior of aeon stones when invested. Despite the controversy, many knights use the stones for their ability to detect the presence of undead. + +While you have a detector stone invested, it glows faintly when an undead creature is within 30 feet of you, unless the undead is [hidden](rules/conditions.md#Hidden) or disguised with a [Deception](compendium/skills.md#Deception) or [Stealth](compendium/skills.md#Stealth) result of 20 or higher. An invested stone may be carried in a pocket, but some knights set them in necklaces, bracelets, or weapon hilts. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You channel your life-force into the stone, empowering it temporarily. The stone can detect undead within 60 feet of you, rather than 30 feet, until the end of your turn. Undead hiding or disguising themselves must make an additional [Deception](compendium/skills.md#Deception) or [Stealth](compendium/skills.md#Stealth) check to remain disguised or [hidden](rules/conditions.md#Hidden) from the activation, and the DC of the check is 23 rather than 20. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You focus on the stone as it glows, and your eyes glow with the same tainted light. You detect the auras of evil undead in a 30-foot radius around you and learn each aura's location and strength. This has the effects of a 2nd-level [detect alignment](compendium/spells/detect-alignment.md) spell but only detects evil undead. +``` + +*Source: Lost Omens: Knights of Lastwall p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/deteriorating-dust-logm.md b/compendium/equipment/items/deteriorating-dust-logm.md new file mode 100644 index 000000000..8c8b56b0d --- /dev/null +++ b/compendium/equipment/items/deteriorating-dust-logm.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/logm +- item/category/consumable +- trait/consumable +- trait/evocation +- trait/magical +- trait/uncommon +aliases: ["Deteriorating Dust"] +--- +# Deteriorating Dust *Item 4+* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Access** follower of [Rovagug](compendium/setting/deities/rovagug.md) +- **Usage** held in 1 hand +- **Category** Consumable + +Contained in a specially enchanted small leather or hide sack, deteriorating dust is a potent caustic agent and a prized item among Rovagug's more discreet followers. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You sprinkle the deteriorating dust over an unattended Medium or smaller object. The dust quickly fades to a transparent color and the object immediately begins to rust, melt, or otherwise fall apart. + +For the listed time, the object takes constant damage; if the object has a Hardness, then the dust gradually reduces the object's Hardness instead. If the deteriorating dust is still active after the object's Hardness is reduced to 0, it deals damage to the object as previously described. If the object survives, reduced Hardness returns after the dust's duration expires, but any damage remains. +``` + +*Source: Lost Omens: Gods & Magic p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/devils-bargain-tv.md b/compendium/equipment/items/devils-bargain-tv.md new file mode 100644 index 000000000..c6bd5352a --- /dev/null +++ b/compendium/equipment/items/devils-bargain-tv.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/divination +- trait/evil +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Devil's Bargain"] +--- +# Devil's Bargain *Item 6* +[divination](rules/traits/divination.md) [evil](rules/traits/evil.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 250 gp +- **Usage** worn armor; **Bulk** L +- **Category** Armor + +Those favored by [Asmodeus](compendium/setting/deities/asmodeus.md) can be found wearing this +1 studded leather, which is lacquered in red and black. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[fortune](rules/traits/fortune.md) + +- **Trigger**: You critically fail an attack roll, check, or saving throw + +**Effect** You offer a prayer to [Asmodeus](compendium/setting/deities/asmodeus.md), who accepts under a reciprocal condition. Reroll the triggering roll with a +2 circumstance bonus and use the higher result. + +If this reroll improves your degree of success, the GM can later reroll one [Strike](rules/actions/strike.md) against you, one saving throw against your abilities, or one secret check or saving throw you make. This is a [fortune](rules/traits/fortune.md) effect if used on a [Strike](rules/actions/strike.md) or save against you, or a [misfortune](rules/traits/misfortune.md) effect if used on your secret check or saving throw. The GM must use this reroll before the end of the last day you activated the armor. +%% #trait/fortune %% +``` + +*Source: Treasure Vault p. 15* \ No newline at end of file diff --git a/compendium/equipment/items/devils-luck-av2.md b/compendium/equipment/items/devils-luck-av2.md new file mode 100644 index 000000000..40a310283 --- /dev/null +++ b/compendium/equipment/items/devils-luck-av2.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av2 +- item/category/contract +- trait/contract +- trait/enchantment +- trait/fortune +- trait/invested +- trait/magical +- trait/rare +aliases: ["Devil's Luck"] +--- +# Devil's Luck *Item 3* +[contract](rules/traits/contract-lol.md) [enchantment](rules/traits/enchantment.md) [fortune](rules/traits/fortune.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Devil** imp; **Decipher Writing** [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism), [Society](compendium/skills.md#Society) +- **Category** Contract + +You've bargained with an imp, one of the least powerful devils, for a fragment of infernal luck. + +**Benefit** Once per day, you can roll a saving throw twice and use the higher result. + +**Payment** At the termination of your mortal life, your soul must serve the imp for 100 years. + +**Hidden Condition** The "termination of mortal life" clause is carefully worded to hasten your demise. You can't use the benefit against a [death](rules/traits/death.md) effect, and if you roll a failure on a saving throw against a [death](rules/traits/death.md) effect, you get a critical failure instead. + +**Termination Clause** If you critically fail a saving throw against a [death](rules/traits/death.md) effect and do not die, the contract becomes unenforceable on its terms and is voided. + +*Source: Abomination Vaults #2: Hands of the Devil p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/devils-trident-lomm.md b/compendium/equipment/items/devils-trident-lomm.md new file mode 100644 index 000000000..6e89d67ef --- /dev/null +++ b/compendium/equipment/items/devils-trident-lomm.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lomm +- item/category/weapon +- trait/enchantment +- trait/magical +- trait/unique +aliases: ["Devil's Trident"] +--- +# Devil's Trident *Item 9* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) + +- **Price** 100 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Weapon + +This trident is made of an ancient black metal that glistens unnaturally and is cold to the touch. The prongs of this trident drip with metallic lake water. Strikes with the Devil's Trident trigger the weaknesses of any creature with a weakness to water. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You critically hit a creature + +**Effect** The target must succeed at a DC 25 Fortitude save or become infected with [sewer haze](compendium/gm/afflictions/sewer-haze.md) +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The trident casts 3rd-level [quench](compendium/spells/quench-apg.md) with a DC of 25 and a counteract modifier of +15. You can [Sustain the Spell](rules/actions/sustain-a-spell.md) as normal. +``` + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You call upon the corrupted power of the trident to stay a foe. Attempt a [Strike](rules/actions/strike.md). On a hit, the trident casts 3rd-level [paralyze](compendium/spells/paralyze.md) on the target (DC 25). If the Strike was a critical hit, the target is [stunned](rules/conditions.md#Stunned) even if it critically succeeds at the save. +``` + +*Source: Lost Omens: Monsters of Myth p. 47* \ No newline at end of file diff --git a/compendium/equipment/items/dezullon-fountain-tv.md b/compendium/equipment/items/dezullon-fountain-tv.md new file mode 100644 index 000000000..d6d7b9f6a --- /dev/null +++ b/compendium/equipment/items/dezullon-fountain-tv.md @@ -0,0 +1,47 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/acid +- trait/conjuration +- trait/magical +- trait/plant +aliases: ["Dezullon Fountain"] +--- +# Dezullon Fountain *Item 11* +[acid](rules/traits/acid.md) [conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [plant](rules/traits/plant.md) + +- **Price** 1300 gp +- **Usage** held in 2 hands; **Bulk** 1 +- **Category** Held + +A dezullon fountain is a distinct type of +2 striking air repeaterG&G made from the still-living pitcher of a dezullon, dealing acid damage instead of the gun's normal piercing damage. + +````ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The next creature you successfully [Strike](rules/actions/strike.md) with this weapon is exposed to amnesia venom. + +```ad-inline-affliction +title: Amnesia Venom + +[mental](rules/traits/mental.md) [poison](rules/traits/poison.md) +- **Saving Throws**: DC 29 Fortitude +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** [flat-footed](rules/conditions.md#Flat-footed) (1 round) + +**Stage 2** [flat-footed](rules/conditions.md#Flat-footed) and [clumsy](rules/conditions.md#Clumsy) (1 round) + +**Stage 3** [confused](rules/conditions.md#Confused), [flat-footed](rules/conditions.md#Flat-footed), and [clumsy](rules/conditions.md#Clumsy) (1 round) + + +%% #trait/mental #trait/poison %% +``` +```` + +*Source: Treasure Vault p. 36* \ No newline at end of file diff --git a/compendium/equipment/items/diluted-hype-lol.md b/compendium/equipment/items/diluted-hype-lol.md new file mode 100644 index 000000000..ef9b7525c --- /dev/null +++ b/compendium/equipment/items/diluted-hype-lol.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/drug +- trait/ingested +- trait/poison +- trait/uncommon +aliases: ["Diluted Hype"] +--- +# Diluted Hype *Item 5* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 20 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +A synthetic adrenaline supplement that increases awareness and reaction time. Diluted hype has been mixed with saltwater to allow for cheaper mass production. + +```ad-inline-affliction +title: Saving Throw: DC 21 Fortitude + +- **Maximum Duration**: 1 minute + +## Stages + +**Stage 1** [quickened](rules/conditions.md#Quickened) and can use the additional action to [Step](rules/actions/step.md) (1 round) + +**Stage 2** [stupefied](rules/conditions.md#Stupefied) (1 round) + +**Stage 3** [drained](rules/conditions.md#Drained) and [stupefied](rules/conditions.md#Stupefied) (1 round) +``` + +*Source: Lost Omens: Legends p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/dimension-shot-tv.md b/compendium/equipment/items/dimension-shot-tv.md new file mode 100644 index 000000000..b5b8d70e1 --- /dev/null +++ b/compendium/equipment/items/dimension-shot-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/conjuration +- trait/consumable +- trait/magical +aliases: ["Dimension Shot"] +--- +# Dimension Shot *Item 12* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Price** 360 gp +- **Ammunition** any +- **Activate** command, , envision +- **Category** Consumable + +Dimension shot is deep blue black, but motes of light play upon it like stars in the night sky. The activated ammunition allows you to teleport to a location near where the ammunition hits. + +If you hit a creature, you can teleport to an unoccupied space adjacent to that creature. If you fire at a square, you can teleport to a space that contains that square or an unoccupied space adjacent to it. The teleportation fails if no unoccupied space is available to you. + +*Source: Treasure Vault p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/dimensional-knot-som.md b/compendium/equipment/items/dimensional-knot-som.md new file mode 100644 index 000000000..2f48b1907 --- /dev/null +++ b/compendium/equipment/items/dimensional-knot-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +aliases: ["Dimensional Knot"] +--- +# Dimensional Knot *Item 7* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Price** 60 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Consumable + +Shelynites originally crafted this complex knot of vibrant string for bracelets meant to tie the destinies of two people together. Now, however, spellcasters of all religions use them to enhance their capacity with teleportation magic. Adding this catalyst to a 4th-level [dimension door](compendium/spells/dimension-door.md) spell allows you to bring a single willing adjacent creature along with you; however, the teleportation is somewhat disorienting for them, causing them to become [stunned](rules/conditions.md#Stunned). + +*Source: Secrets of Magic p. 168* \ No newline at end of file diff --git a/compendium/equipment/items/dinosaur-boots-lotgb.md b/compendium/equipment/items/dinosaur-boots-lotgb.md new file mode 100644 index 000000000..56d1ef955 --- /dev/null +++ b/compendium/equipment/items/dinosaur-boots-lotgb.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Dinosaur Boots"] +--- +# Dinosaur Boots *Item 10+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn; **Bulk** 1 +- **Category** Worn + +The tough, scaled leather of these heavy boots comes from a mighty dinosaur, granting you the steadiness of a lumbering beast. Any time an action or effect would cause you to make a forced movement, roll a DC 17 flat check. On a success, the forced movement fails to affect you. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You grow, gaining the effects of enlarge for 1 minute. During that time, you gain dinosaur features; your legs and feet transform into a dinosaur's. + +You gain a foot unarmed attack that has the same statistics as your fist unarmed attack, except its damage die is increased from `1d4` to `1d6`. Once during the duration, you can use the Trample 3-action activity (Bestiary 344) to Trample creatures one size smaller than you or smaller. This deals an amount of damage to each creature equal to that of your foot unarmed attack (including any extra weapon damage dice, bonuses, or additional damage as normal), with a DC 27 basic Reflex save. You can [Dismiss](rules/actions/dismiss.md) the activation. +``` + +*Source: Lost Omens: The Grand Bazaar p. 42* \ No newline at end of file diff --git a/compendium/equipment/items/dinosaur-lotg.md b/compendium/equipment/items/dinosaur-lotg.md new file mode 100644 index 000000000..2abfbbbf3 --- /dev/null +++ b/compendium/equipment/items/dinosaur-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Dinosaur"] +--- +# Dinosaur *Item 0* + +- **Price** 10 gp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/diplomats-charcuterie-tv.md b/compendium/equipment/items/diplomats-charcuterie-tv.md new file mode 100644 index 000000000..23ac7b840 --- /dev/null +++ b/compendium/equipment/items/diplomats-charcuterie-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/processed +aliases: ["Diplomat's Charcuterie"] +--- +# Diplomat's Charcuterie *Item 3* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [processed](rules/traits/processed-tv.md) + +- **Price** 9 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +A common sight at political gatherings, a diplomat's charcuterie has fine meats, cheeses, nuts, fruits, and other finger foods mixed with reagents to engender [friendly](rules/conditions.md#Friendly) feelings between those consuming them. Contents of the plate vary by chef and the intended palates, from the hearty sausages and hard cheese of charcuterie from the Lands of the Linnorm Kings to the hot-pepper cheese curds and smoked almonds of Thuvian platters. After Activating the charcuterie by eating it, you gain a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks to [Make an Impression](rules/actions/make-an-impression.md) and [Perception](compendium/skills.md#Perception) checks to [Sense Motive](rules/actions/sense-motive.md). These bonuses last 24 hours or until you make your next daily preparations, whichever comes first. + +*Source: Treasure Vault p. 47* \ No newline at end of file diff --git a/compendium/equipment/items/discord-fulu-tv.md b/compendium/equipment/items/discord-fulu-tv.md new file mode 100644 index 000000000..cb4018edf --- /dev/null +++ b/compendium/equipment/items/discord-fulu-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/consumable +- trait/enchantment +- trait/fulu +- trait/magical +- trait/misfortune +aliases: ["Discord Fulu"] +--- +# Discord Fulu *Item 5* +[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [misfortune](rules/traits/misfortune.md) + +- **Price** 22 gp +- **Usage** affixed to a creature; **Bulk** — +- **Category** Consumable + +Incorporating green in its writing, a discord fulu is a popular but unethical tool often deployed on romantic rivals to foil their advances. While the fulu is affixed to it, a creature treats its attitude toward other creatures as one step worse than it is. The creature also takes a –1 status penalty to [Diplomacy](compendium/skills.md#Diplomacy) checks. The first failure the creature rolls on a [Diplomacy](compendium/skills.md#Diplomacy) check becomes a critical failure instead, and the fulu turns to ash, ending its effect. + +*Source: Treasure Vault p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/dispersing-bullet-som.md b/compendium/equipment/items/dispersing-bullet-som.md new file mode 100644 index 000000000..203d9770d --- /dev/null +++ b/compendium/equipment/items/dispersing-bullet-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/ammunition +- trait/ammunition +- trait/consumable +- trait/evocation +- trait/magical +aliases: ["Dispersing Bullet"] +--- +# Dispersing Bullet *Item 6* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) ammunition + +- **Price** 50 gp +- **Ammunition** sling bullet +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Ammunition + +The metals used to forge this lead shot were taken from a variety of continents and barely stay together. When an activated dispersing bullet hits a target, the bullet scatters into a sphere of metal shards as the metals try to return to their places of origin. All creatures in a 10-foot emanation around the target of the attack (and not including the target) must succeed at a DC 21 Fortitude save or be pushed 10 feet from the target (15 feet on a critical failure). + +*Source: Secrets of Magic p. 173* \ No newline at end of file diff --git a/compendium/equipment/items/disrupting-oil-tv.md b/compendium/equipment/items/disrupting-oil-tv.md new file mode 100644 index 000000000..99fabb159 --- /dev/null +++ b/compendium/equipment/items/disrupting-oil-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/oil +- trait/consumable +- trait/magical +- trait/necromancy +- trait/oil +- trait/uncommon +aliases: ["Disrupting Oil"] +--- +# Disrupting Oil *Item 3+* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [oil](rules/traits/oil.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +A pearlescent fluid, disrupting oil applied to a weapon grants the benefits of a disrupting rune for 1 minute. + +*Source: Treasure Vault p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/diviners-nose-chain-lopsg.md b/compendium/equipment/items/diviners-nose-chain-lopsg.md new file mode 100644 index 000000000..56d9f0371 --- /dev/null +++ b/compendium/equipment/items/diviners-nose-chain-lopsg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/worn +- trait/divination +- trait/magical +- trait/uncommon +aliases: ["Diviner's Nose Chain"] +--- +# Diviner's Nose Chain *Item 9* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 650 gp +- **Usage** worn; **Bulk** – +- **Category** Worn + +The diviner's nose chain is worn by attaching piercings to the ear and nose, creating a connection between the senses of hearing and smell. The diviner's nose chain grants you [scent](rules/abilities/scent.md) out to 30 feet as an imprecise sense, and a +1 item bonus to checks to [Seek](rules/actions/seek.md) or [Sense Motive](rules/actions/sense-motive.md). + +*Source: Lost Omens: Pathfinder Society Guide p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/diving-suit-lotgb.md b/compendium/equipment/items/diving-suit-lotgb.md new file mode 100644 index 000000000..c0889a23e --- /dev/null +++ b/compendium/equipment/items/diving-suit-lotgb.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/worn +aliases: ["Diving Suit"] +--- +# Diving Suit *Item 3* + +- **Price** 100 gp +- **Usage** worn clothing; **Bulk** 1 +- **Category** Worn + +Diving suits are bulky, waterproofed leather outfits with copper helmets, worn by divers and underwater salvagers. + +The suit grants a +1 item bonus to [Swim](rules/actions/swim.md) checks made underwater, and the helmet features tubes for connecting [bottled air](compendium/equipment/items/bottled-air.md). When connected to a diving suit, bottled air doesn't need to be held and can be used to breathe as a free action. If you wear armor over a diving suit, you become [clumsy](rules/conditions.md#Clumsy) until you remove the diving suit. + +*Source: Lost Omens: The Grand Bazaar p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/djezet-armor-lotgb.md b/compendium/equipment/items/djezet-armor-lotgb.md new file mode 100644 index 000000000..2fd020370 --- /dev/null +++ b/compendium/equipment/items/djezet-armor-lotgb.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/material +- trait/rare +aliases: ["Djezet Armor"] +--- +# Djezet Armor *Item 12+* +[rare](rules/traits/rare.md) + +- **Usage** worn armor; **Bulk** varies by armor +- **Category** Material + +Armor made of djezet alloy is easy to enchant. Transferring runes onto djezet armor from other armor waives the usual 1/10 cost to etch the rune. This benefit has no effect on the cost of the rune itself or on the cost to transfer a rune off djezet armor onto a non-djezet armor. High-grade djezet armor can be etched with an additional property rune (to a maximum of four instead of three for +3 armor). + +*Source: Lost Omens: The Grand Bazaar p. 98* \ No newline at end of file diff --git a/compendium/equipment/items/djezet-dose-lotgb.md b/compendium/equipment/items/djezet-dose-lotgb.md new file mode 100644 index 000000000..b5953303c --- /dev/null +++ b/compendium/equipment/items/djezet-dose-lotgb.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/consumable +- trait/magical +- trait/rare +aliases: ["Djezet Dose"] +--- +# Djezet Dose *Item 13* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 600 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Some mages carry vials of djezet for its magic-enhancing properties. When you drink a djezet dose, if your next action is to [Cast a Spell](rules/actions/cast-a-spell.md), you can apply the effects of the Reach Spell (Core Rulebook 122) or Widen Spell (Core Rulebook 134) metamagic feats. + +*Source: Lost Omens: The Grand Bazaar p. 98* \ No newline at end of file diff --git a/compendium/equipment/items/djezet-lotgb.md b/compendium/equipment/items/djezet-lotgb.md new file mode 100644 index 000000000..62a52bb42 --- /dev/null +++ b/compendium/equipment/items/djezet-lotgb.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/material +- trait/precious +- trait/rare +aliases: ["Djezet"] +--- +# Djezet *Item 0+* +[precious](rules/traits/precious.md) [rare](rules/traits/rare.md) + +- **Category** Material + +This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the name "quickiron" in some places. + +Djezet is also extremely reactive to magic, even in its solid, workable alloyed form. It glows when targeted by magic, and objects crafted with djezet alloys glow with scarlet striations, which lead some smiths to nickname it "tiger iron." When targeted by spells, objects crafted from djezet alloys exhibit these glowing red markings that last for 1 round or the duration of the spell, whichever is longer. A djezet mass contains enough djezet to refine into up to two djezet doses (page 98). + +| Djezet Alloy Items | Hardness | HP | BT | +|--------------------|----------|----|----| +| **Thin Items** | | | | +| Standard-grade | 5 | 20 | 10 | +| High-grade | 8 | 32 | 16 | +| **Items** | | | | +| Standard-grade | 9 | 36 | 18 | +| High-grade | 12 | 48 | 24 | +| **Structures** | | | | +| Standard-grade | 18 | 72 | 36 | +| High-grade | 24 | 96 | 48 | + + +*Source: Lost Omens: The Grand Bazaar p. 97* \ No newline at end of file diff --git a/compendium/equipment/items/djezet-shield-lotgb.md b/compendium/equipment/items/djezet-shield-lotgb.md new file mode 100644 index 000000000..31eeaed6f --- /dev/null +++ b/compendium/equipment/items/djezet-shield-lotgb.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/material +- trait/rare +aliases: ["Djezet Shield"] +--- +# Djezet Shield *Item 9+* +[rare](rules/traits/rare.md) + +- **Usage** varies by shield +- **Category** Material + +The burnished red faces of djezet-alloy shields attract effects made of pure magic. While you have a djezet shield Raised, you can use the Shield Block reaction when you would take energy damage in addition to the reaction's usual trigger. + +When taking energy damage from a spell, the shield's listed Hardness doubles. + +*Source: Lost Omens: The Grand Bazaar p. 98* \ No newline at end of file diff --git a/compendium/equipment/items/djezet-weapon-lotgb.md b/compendium/equipment/items/djezet-weapon-lotgb.md new file mode 100644 index 000000000..6e1b344a4 --- /dev/null +++ b/compendium/equipment/items/djezet-weapon-lotgb.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/material +- trait/rare +aliases: ["Djezet Weapon"] +--- +# Djezet Weapon *Item 12+* +[rare](rules/traits/rare.md) + +- **Usage** varies by weapon; **Bulk** varies by weapon +- **Category** Material + +The djezet in weapons absorbs magical power. Critical hits made with a djezet weapon against a prepared or spontaneous spellcaster cause the target to lose one prepared spell or one spontaneous spell slot unless the target succeeds at a Will save (DC 30 for standard-grade or DC 40 for high-grade). The spell is randomly selected from among the caster's highest three spell levels (and then from among the spells prepared in that level, for a prepared spellcaster). + +*Source: Lost Omens: The Grand Bazaar p. 98* \ No newline at end of file diff --git a/compendium/equipment/items/doctrine-of-blissful-eternity-loil.md b/compendium/equipment/items/doctrine-of-blissful-eternity-loil.md new file mode 100644 index 000000000..2a6253fda --- /dev/null +++ b/compendium/equipment/items/doctrine-of-blissful-eternity-loil.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/grimoire +- trait/grimoire +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Doctrine of Blissful Eternity"] +--- +# Doctrine of Blissful Eternity *Item 7* +[grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 340 gp +- **Bulk** L +- **Category** Grimoire + +The bones of small animals decorate the cover of this tome, creating a pattern that resembles a gross perversion of [Pharasma](compendium/setting/deities/pharasma.md)'s holy symbol. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: An undead minion you summoned or created using a spell prepared from this grimoire takes damage that would bring it to 0 Hit Points + +**Effect** You call out and demand the undead to remain, reaching out with tendrils of negative energy that preserves your minion so it might continue to serve you. Expend a spell slot in which you've prepared a [harm](compendium/spells/harm.md) spell to restore `1d8` Hit Points to your undead minion per level of the expended spell slot, before applying the damage. If this prevents the minion from being reduced to 0 Hit Points, it isn't destroyed. +``` + +*Source: Lost Omens: Impossible Lands p. 178* \ No newline at end of file diff --git a/compendium/equipment/items/dog-bone-knife-da.md b/compendium/equipment/items/dog-bone-knife-da.md new file mode 100644 index 000000000..c75112d58 --- /dev/null +++ b/compendium/equipment/items/dog-bone-knife-da.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/held +- trait/abjuration +- trait/magical +- trait/uncommon +aliases: ["Dog-Bone Knife"] +--- +# Dog-Bone Knife *Item 5* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 150 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +The blade of this +1 striking dagger is made from the thigh bone of a canine that died in the act of protecting its master. A werecreature or other creature willingly under the effects of a non-permanent [polymorph](rules/traits/polymorph.md) effect damaged by a dog-bone knife must attempt a DC 19 Will save or immediately revert to its natural form—this has no effect on a creature unwillingly polymorphed. On a successful save, the creature is temporarily immune to this effect for 1 minute. Kushtakas and other creatures vulnerable to canines take a –2 circumstance penalty to saves against this effect, and this weapon overcomes any resistance such creatures have to physical attacks. + +*Source: Dark Archive p. 134* \ No newline at end of file diff --git a/compendium/equipment/items/dog-lotg.md b/compendium/equipment/items/dog-lotg.md new file mode 100644 index 000000000..220a1c3bb --- /dev/null +++ b/compendium/equipment/items/dog-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Dog"] +--- +# Dog *Item 0* + +- **Price** 2 sp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/doll-lotgb.md b/compendium/equipment/items/doll-lotgb.md new file mode 100644 index 000000000..fafca8476 --- /dev/null +++ b/compendium/equipment/items/doll-lotgb.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +aliases: ["Doll"] +--- +# Doll *Item 0+* + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +Dolls are found throughout Golarion in a wide variety of forms. Among the most common are miniature painted figurines, plush animals crafted from fur and stuffed with cotton, porcelain dolls with fine clothing and silky hair, fabric hand puppets, and elaborate marionettes. + +*Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/donchak-loil.md b/compendium/equipment/items/donchak-loil.md new file mode 100644 index 000000000..853c6aead --- /dev/null +++ b/compendium/equipment/items/donchak-loil.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/weapon/advanced +- trait/hampering +- trait/reach +- trait/tethered +- trait/thrown-20-ft +- trait/uncommon +aliases: ["Donchak"] +--- +# Donchak *Item 0* +[hampering](rules/traits/hampering-loag.md) [reach](rules/traits/reach.md) [tethered](rules/traits/tethered-b1.md) [thrown <20 ft.>](rules/traits/thrown.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 4 gp +- **Bulk** 2 +- **Damage** `1d8` S +- **Hands** 2 +- **Category** Advanced; **Group** Polearm + +This long metal pole has a large [chakram](compendium/equipment/items/chakram-lotgb.md) attached at the end. A mechanism within the handle allows the wielder to launch and retract the [chakram](compendium/equipment/items/chakram-lotgb.md), which is connected with wire to the inside of the weapon. The donchak is seldom seen used outside training scenarios. + +*Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/compendium/equipment/items/draconic-toxin-bottle-tv.md b/compendium/equipment/items/draconic-toxin-bottle-tv.md new file mode 100644 index 000000000..4a80a9d55 --- /dev/null +++ b/compendium/equipment/items/draconic-toxin-bottle-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/air +- trait/conjuration +- trait/consumable +- trait/cursed +- trait/magical +- trait/rare +aliases: ["Draconic Toxin Bottle"] +--- +# Draconic Toxin Bottle *Item 7* +[air](rules/traits/air.md) [conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Consumable + +This glass bottle appears to be a dragon's breath potion of a specific dragon type (usually red) but has been polluted, making it toxic to use. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You drink from the bottle and must succeed at a DC 25 Fortitude saving throw or become [sickened](rules/conditions.md#Sickened) ([sickened](rules/conditions.md#Sickened) on a critical failure) and immediately vomit the potion directly onto yourself, taking damage as though you had failed a save against a standard dragon's breath potion (Core Rulebook 562). If you succeed at your Fortitude save, you become [sickened](rules/conditions.md#Sickened) but otherwise are able to unleash a breath weapon as normal for a dragon's breath potion of the appropriate type. +``` + +*Source: Treasure Vault p. 191* \ No newline at end of file diff --git a/compendium/equipment/items/dragon-handwraps-tv.md b/compendium/equipment/items/dragon-handwraps-tv.md new file mode 100644 index 000000000..bcec06264 --- /dev/null +++ b/compendium/equipment/items/dragon-handwraps-tv.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/apex +- trait/apex +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Dragon Handwraps"] +--- +# Dragon Handwraps *Item 20* +[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 80000 gp +- **Usage** worn gloves; **Bulk** — +- **Category** Apex + +These silken handwraps feature intricate embroidery of a serpentine red dragon adorned with golden thread. The handwraps function as +3 major striking greater flaming handwraps of mighty blows. You also gain a +4 item bonus to [Athletics](compendium/skills.md#Athletics) checks made to [Grapple](rules/actions/grapple.md) or [Shove](rules/actions/shove.md). When you invest the handwraps, you either increase your Strength score by 2 or increase it to 18, whichever is higher. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You slap the bottom of your palms with hands splayed outward, casting a 7th-level [burning hands](compendium/spells/burning-hands.md) spell (DC 41). +``` + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You succeed or critically succeed with a [Grapple](rules/actions/grapple.md) + +**Effect** You gain a +2 status bonus to your [Athletics](compendium/skills.md#Athletics) DC against any checks made to [Escape](rules/actions/escape.md) your grapple until the end of your next turn. +``` + +*Source: Treasure Vault p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/dragon-rune-bracelet-sot3.md b/compendium/equipment/items/dragon-rune-bracelet-sot3.md new file mode 100644 index 000000000..e7a7f160e --- /dev/null +++ b/compendium/equipment/items/dragon-rune-bracelet-sot3.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot3 +- item/category/worn +- trait/enchantment +- trait/focused +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Dragon Rune Bracelet"] +--- +# Dragon Rune Bracelet *Item 11* +[enchantment](rules/traits/enchantment.md) [focused](rules/traits/focused.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1400 gp +- **Usage** worn bracelet; **Bulk** – +- **Category** Worn + +This polished golden bracelet is formed around the scale of a famous dragon. The bracelet is etched with esoteric symbols or words—always in Draconic—that indicate kinship with dragons. As many types of dragon rune bracelets exist as there are types of dragons, though dragon rune bracelets associated with Uncommon or Rare dragons are Rare. + +While wearing a dragon rune bracelet, you gain a +2 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks while interacting with dragons of the same type as the pendant's scale (such as red dragons or cloud dragons). You also gain a +2 item bonus to saving throws against [fear](rules/traits/fear.md) effects from any kind of dragon. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Requirements**: You can cast bloodline spells from the draconic bloodline, such as from the sorcerer class or sorcerer multiclass archetype + +**Effect** You regain 1 Focus Point, which you can spend only to cast a sorcerer bloodline spell. If you don't spend this Focus Point by the end of your turn, it is lost. +``` + +*Source: Strength of Thousands #3: Hurricane's Howl p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/dragon-rune-bracelet-tv.md b/compendium/equipment/items/dragon-rune-bracelet-tv.md new file mode 100644 index 000000000..a50f415c3 --- /dev/null +++ b/compendium/equipment/items/dragon-rune-bracelet-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/enchantment +- trait/focused +- trait/invested +- trait/magical +aliases: ["Dragon Rune Bracelet"] +--- +# Dragon Rune Bracelet *Item 11* +[enchantment](rules/traits/enchantment.md) [focused](rules/traits/focused.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 1400 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +A dragon rune bracelet is a gold bangle formed around the scale of a famous dragon. The bracelet is etched with esoteric symbols or words in Draconic that indicate kinship with dragons. As many types of dragon rune bracelet exist as there are types of dragons, though bracelets associated with uncommon or rare dragons have the same rarity as the dragon. + +While wearing a dragon rune bracelet, you gain a +2 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks while interacting with dragons of the same type as the bracelet's scale (such as red dragons or cloud dragons). You also gain a +2 item bonus to saving throws against [fear](rules/traits/fear.md) effects from any kind of dragon. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +You gain 1 Focus Point, which you can spend only to cast a sorcerer draconic bloodline spell. If not used by the end of your turn, this Focus Point is lost. +``` + +*Source: Treasure Vault p. 148* \ No newline at end of file diff --git a/compendium/equipment/items/dragon-throat-scale-tv.md b/compendium/equipment/items/dragon-throat-scale-tv.md new file mode 100644 index 000000000..462c046f1 --- /dev/null +++ b/compendium/equipment/items/dragon-throat-scale-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +aliases: ["Dragon Throat Scale"] +--- +# Dragon Throat Scale *Item 7* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Price** 55 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) +- **Category** Consumable + +Dragon scales of all sorts can be powerful magical reagents, infusing magic with the might of their breath. When used to cast [magic missile](compendium/spells/magic-missile.md), a scale from a dragon's throat causes the spell to lose the [force](rules/traits/force.md) trait and damage type. Instead, the spell has the damage type of the breath weapon belonging to the dragon the scale came from, along with that trait. + +Damage types are associated with the following dragons, with uncommon dragons noted with an asterisk. + +Acid: Black, brine*, copper Cold: Silver, white Electricity: Blue, bronze, cloud*, sky* Fire: Brass, gold, magma*, red, underworld* Mental: Sovereign* Negative: Umbral* Poison: Green + +*Source: Treasure Vault p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/dragon-turtle-plate-tv.md b/compendium/equipment/items/dragon-turtle-plate-tv.md new file mode 100644 index 000000000..3a6da3dc9 --- /dev/null +++ b/compendium/equipment/items/dragon-turtle-plate-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/abjuration +- trait/invested +- trait/magical +aliases: ["Dragon Turtle Plate"] +--- +# Dragon Turtle Plate *Item 9* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 700 gp +- **Usage** worn armor; **Bulk** 3 +- **Category** Armor + +This harness of +1 resilient half plate is made from the shell plates of a dragon turtle and has the [aquadynamic](rules/traits/aquadynamic-tv.md) trait (page 8). Fashioned from organic material, the suit is one of the few heavy armors not anathema to druids. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature adjacent to you targets you with a melee attack + +**Effect** You roll the hefty plates of the dragon turtle armor toward the attacker to gain a +1 circumstance bonus to AC against the triggering attack. +``` + +*Source: Treasure Vault p. 15* \ No newline at end of file diff --git a/compendium/equipment/items/dragonbone-arrowhead-som.md b/compendium/equipment/items/dragonbone-arrowhead-som.md new file mode 100644 index 000000000..72171260b --- /dev/null +++ b/compendium/equipment/items/dragonbone-arrowhead-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/talisman +- trait/consumable +- trait/evocation +- trait/magical +- trait/talisman +aliases: ["Dragonbone Arrowhead"] +--- +# Dragonbone Arrowhead *Item 4* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 20 gp +- **Usage** affixed to a melee weapon or a ranged weapon +- **Activate** [Interact](rules/actions/interact.md); **Requirements** You're an expert with the affixed weapon. +- **Category** Talisman + +This arrowhead, carved from dragon bone, hangs off the shaft of your weapon. When you activate this talisman, until the end of the current turn, the affixed weapon gains the thrown <20 feet> weapon trait, and when you make a thrown [Strike](rules/actions/strike.md) with it, it flies back to your hand after the [Strike](rules/actions/strike.md) completes. If your hands are full when the weapon returns, it falls to the ground in your space. + +*Source: Secrets of Magic p. 173* \ No newline at end of file diff --git a/compendium/equipment/items/dragonclaw-scutcheon-tv.md b/compendium/equipment/items/dragonclaw-scutcheon-tv.md new file mode 100644 index 000000000..8a2215946 --- /dev/null +++ b/compendium/equipment/items/dragonclaw-scutcheon-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/abjuration +- trait/consumable +- trait/magical +- trait/talisman +aliases: ["Dragonclaw Scutcheon"] +--- +# Dragonclaw Scutcheon *Item 16* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 1600 gp +- **Usage** affixed to a shield; **Bulk** — +- **Activate** envision; **Trigger** You would take damage of a type depending on the talisman's dragon type: acid, cold, electricity, fire, or poison damage +- **Category** Talisman + +This decorative shield emblem contains the gilded claw of a dragon mounted in a setting of high-grade adamantine alloy. It protects against a damage type depending on the type of dragon the claw came from (see the sidebar). When you Activate the scutcheon you and all of your carried wielded, or worn items gain immunity to all damage of that type until the end of your next turn. + +If you have a dragonclaw scutcheon, dragonscale cameo, and dragontooth trophy attached to your items, and they all correspond to the same type of dragon, you gain an extra benefit. When you Activate any of these talismans, you gain the ability to cast an 8th-level, DC 35 [dragon breath](compendium/spells/dragon-breath.md) focus spell (Core Rulebook 403) as an innate spell once before the end of your next turn. Use the dragon type that matches the talismans; you can Cast the Spell this way without spending a Focus Point. + +Because each talisman disintegrates when used, you can't get this benefit again until you've attached a replacement. + +*Source: Treasure Vault p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/dragonfly-fulu-tv.md b/compendium/equipment/items/dragonfly-fulu-tv.md new file mode 100644 index 000000000..9c4312534 --- /dev/null +++ b/compendium/equipment/items/dragonfly-fulu-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/consumable +- trait/fulu +- trait/magical +- trait/talisman +- trait/transmutation +aliases: ["Dragonfly Fulu"] +--- +# Dragonfly Fulu *Item 7* +[consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 60 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision; **Trigger** You take the [Leap](rules/actions/leap.md) action. +- **Category** Talisman + +Tradition says the dragonfly fulu should be affixed to the upper back, like the wings of an insect. When you Activate this fulu, you gain a +2 status bonus to [Athletics](compendium/skills.md#Athletics) checks to [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md) for 1 minute. During this time, you can attempt an [Athletics](compendium/skills.md#Athletics) check to [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md) as a single action without the [Stride](rules/actions/stride.md) requirement. You can also [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md) from a nonsolid substance, such as air or water, but if you use this power of the fulu, its effects ends after you jump. + +*Source: Treasure Vault p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/dragonfly-potion-lotgb.md b/compendium/equipment/items/dragonfly-potion-lotgb.md new file mode 100644 index 000000000..011e8e7d2 --- /dev/null +++ b/compendium/equipment/items/dragonfly-potion-lotgb.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/potion +- trait/consumable +- trait/magical +- trait/morph +- trait/potion +- trait/transmutation +- trait/uncommon +aliases: ["Dragonfly Potion"] +--- +# Dragonfly Potion *Item 12* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [morph](rules/traits/morph.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 310 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +Your eyes transform into those of a giant dragonfly, the thousands of separate facets wrapping around your head, and a pair of long, delicate, insectile wings grow from your upper back. You gain a fly Speed equal to your land Speed. + +Additionally, you gain low-light vision and a +2 item bonus to visual [Perception](compendium/skills.md#Perception) checks, and you can't be flanked except by creatures higher level than you are (though lower-level creatures can still help their higher-level allies flank). These effects last for 1 minute. + +*Source: Lost Omens: The Grand Bazaar p. 26* \ No newline at end of file diff --git a/compendium/equipment/items/dragonhide.md b/compendium/equipment/items/dragonhide.md index 83c021118..4d8e584b0 100644 --- a/compendium/equipment/items/dragonhide.md +++ b/compendium/equipment/items/dragonhide.md @@ -15,5 +15,22 @@ aliases: ["Dragonhide"] The hide and scales of a dragon can be used to [Craft](rules/actions/craft.md) any item normally made of ordinary leather or hide. Dragonhide varies in color from blue to glittering gold, depending on the dragon it came from. Due to the scales' resiliency, it can also be used to [Craft](rules/actions/craft.md) armor usually made out of metal plates (such as a breastplate, half plate, and full plate), allowing such armor to be made without metal. Dragonhide objects are immune to one damage type, depending on the type of dragon (see the table below). +| Dragon Type | Resistance | +|-------------|------------| +| Black or copper | Acid | +| Blue or bronze | Electricity | +| Brass, gold, or red | Fire | +| Green | Poison | +| Silver or white | Cold | + +| Dragonhide Items | Hardness | HP | BT | +|------------------|----------|----|----| +| **Thin Items** | | | | +| Standard-grade | 4 | 16 | 8 | +| High-grade | 8 | 32 | 16 | +| **Items** | | | | +| Standard-grade | 7 | 28 | 14 | +| High-grade | 11 | 44 | 22 | + *Source: Core Rulebook p. 579* \ No newline at end of file diff --git a/compendium/equipment/items/dragons-blood-pudding-lotgb.md b/compendium/equipment/items/dragons-blood-pudding-lotgb.md new file mode 100644 index 000000000..509ca9154 --- /dev/null +++ b/compendium/equipment/items/dragons-blood-pudding-lotgb.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/uncommon +aliases: ["Dragon's Blood Pudding"] +--- +# Dragon's Blood Pudding *Item 2+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +While some unscrupulous chefs claim that this savory pudding is made with real dragon's blood, its crimson color and acrid smell actually come from bloody mandrake paste, ginger root, and distilled terrap sap. This potent combination singes the nostrils and throat, removing effects that make you sluggish. When you consume the pudding, it attempts a counteract check with the listed counteract modifier to remove the [slowed](rules/conditions.md#Slowed) condition from a single source, using the source of that condition to determine the counteract level and DC. + +*Source: Lost Omens: The Grand Bazaar p. 46* \ No newline at end of file diff --git a/compendium/equipment/items/dragons-breath-lotgb.md b/compendium/equipment/items/dragons-breath-lotgb.md new file mode 100644 index 000000000..d982fc641 --- /dev/null +++ b/compendium/equipment/items/dragons-breath-lotgb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/rune +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Dragon's Breath"] +--- +# Dragon's Breath *Item 4+* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** applied to dueling cape or shield +- **Category** Rune + +This rune depicts a specific type of dragon, resizing after application to fit the surface of the item. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Requirements**: You're receiving a bonus to AC from your dragon's breath cape or shield + +**Effect** If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat (Core Rulebook 210). The rune can only affect spells of a specific level or lower, determined by the type of rune. +``` + +*Source: Lost Omens: The Grand Bazaar p. 88* \ No newline at end of file diff --git a/compendium/equipment/items/dragons-crest-lotgb.md b/compendium/equipment/items/dragons-crest-lotgb.md new file mode 100644 index 000000000..ebdb60f65 --- /dev/null +++ b/compendium/equipment/items/dragons-crest-lotgb.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/adjustment/shield +- trait/adjustment +- trait/uncommon +aliases: ["Dragon's Crest"] +--- +# Dragon's Crest *Item 1* +[adjustment](rules/traits/adjustment-lotgb.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 10 gp +- **Usage** applied to a shield +- **Category** Shield + +This variant on the shield boss is usually shaped like a dragon's head, its jaws open wide enough to wedge a small vessel of liquid within. A dragon's crest can be etched with weapon runes, much like a shield boss or shield spikes, but doesn't otherwise alter your shield's statistics. A shield bearing a dragon's crest can't be combined with an attached weapon, like shield spikes. + +You can use an [Interact](rules/actions/interact.md) action to wedge an alchemical bomb into the crest's jaws. While a bomb is wedged in the shield, you take a –1 penalty to attack rolls with the shield. + +When you successfully [Strike](rules/actions/strike.md) a creature with the shield, the vessel shatters, exposing the creature you hit—and yourself— to the substance within. This counts as a successful hit with the bomb against the creature if it's adjacent to you or a successful hit against the appropriate adjacent square if it's not. The bomb deals splash damage as normal to surrounding creatures, including you. In addition, the bomb deals full damage to the attached shield. + +*Source: Lost Omens: The Grand Bazaar p. 104* \ No newline at end of file diff --git a/compendium/equipment/items/dragons-eye-charm-aoa2.md b/compendium/equipment/items/dragons-eye-charm-aoa2.md new file mode 100644 index 000000000..422d46d50 --- /dev/null +++ b/compendium/equipment/items/dragons-eye-charm-aoa2.md @@ -0,0 +1,45 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa2 +- item/category/held +- trait/divination +- trait/magical +- trait/uncommon +aliases: ["Dragon's Eye Charm"] +--- +# Dragon's Eye Charm *Item 7* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 360 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This charm, a dragon-shaped pendant worn like a necklace or set into armor or clothing as a decoration, is warm and smooth to the touch. It must be held in one hand to be used (pressing the palm of one's hand to the charm also works, provided that your hand is otherwise empty). It has four distinct powers. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The _dragon's eye charm_ manifests fire for you to wield against your foe. You cast a 5th-level [produce flame](compendium/spells/produce-flame.md) spell with a spell attack roll of +13. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The charm's pupil becomes plainly visible. You can look through the charm to gain [darkvision](rules/abilities/darkvision.md) for as long as you [Sustain the Activation](rules/actions/sustain-an-activation.md), to a maximum of 10 minutes. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The _dragon's eye charm_ shrouds you in a faintly glowing layer of golden energy. You gain fire resistance 5 for 10 minutes. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You can speak and understand Draconic as long as you [Sustain the Activation](rules/actions/sustain-an-activation.md), to a maximum of 10 minutes. +``` + +*Source: Age of Ashes #2: Cult of Cinders p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/dragonscale-amulet-aoa4.md b/compendium/equipment/items/dragonscale-amulet-aoa4.md new file mode 100644 index 000000000..825df94df --- /dev/null +++ b/compendium/equipment/items/dragonscale-amulet-aoa4.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa4 +- item/category/worn +- trait/enchantment +- trait/invested +- trait/magical +- trait/rare +aliases: ["Dragonscale Amulet"] +--- +# Dragonscale Amulet *Item 15* +[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 5800 gp +- **Usage** worn; **Bulk** – +- **Category** Worn + +This amulet is made from the scales of five ancient dragons. You gain resistance 5 to acid, cold, electricity, fire, and poison. If you take damage of one of these types from a dragon's Breath Weapon, the amulet begins to glow brightly; for the next 10 minutes, your resistance against that type of damage increases to 20. If you are subjected to a dragon's frightful presence, you can roll your saving throw twice and use the higher result to determine the aura's effects. This is a [fortune](rules/traits/fortune.md) effect. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You exude an aura that terrifies all foes in a 60-foot radius, as the [frightful presence](rules/abilities/frightful-presence.md) ability with a DC 34 Will save. +``` + +*Source: Age of Ashes #4: Fires of the Haunted City p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/dragonscale-cameo-tv.md b/compendium/equipment/items/dragonscale-cameo-tv.md new file mode 100644 index 000000000..a4b0be148 --- /dev/null +++ b/compendium/equipment/items/dragonscale-cameo-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/consumable +- trait/magical +- trait/morph +- trait/talisman +- trait/transmutation +aliases: ["Dragonscale Cameo"] +--- +# Dragonscale Cameo *Item 12* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [morph](rules/traits/morph.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 400 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision +- **Category** Talisman + +This ornamental pin, consisting of a single preserved dragon scale from a chromatic or metallic dragon mounted in a setting of precious metal, is typically affixed between the shoulder blades. When you Activate the pin, a pair of draconic wings matching the color of the scale unfurl from your shoulders, granting you a fly Speed of 50 feet for 5 minutes. + +*Source: Treasure Vault p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/dragonscale-staff-tv.md b/compendium/equipment/items/dragonscale-staff-tv.md new file mode 100644 index 000000000..5b8580d34 --- /dev/null +++ b/compendium/equipment/items/dragonscale-staff-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/staff +- trait/magical +- trait/staff +- trait/transmutation +aliases: ["Dragonscale Staff"] +--- +# Dragonscale Staff *Item 14+* +[magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +A multi-hued array of scales covers a dragonscale staff, forming a gradient of color, and a dragon's claw holds a gem upon the staff's head. Dragons give allies these staves as a mark of esteem. + +While wielding a dragonscale staff you seem fiercer, gaining a +1 circumstance bonus to [Intimidation](compendium/skills.md#Intimidation) checks to [Demoralize](rules/actions/demoralize.md). + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. +``` + +*Source: Treasure Vault p. 132* \ No newline at end of file diff --git a/compendium/equipment/items/dragontooth-club-tv.md b/compendium/equipment/items/dragontooth-club-tv.md new file mode 100644 index 000000000..ea0dbe9be --- /dev/null +++ b/compendium/equipment/items/dragontooth-club-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/evocation +- trait/magical +aliases: ["Dragontooth Club"] +--- +# Dragontooth Club *Item 12* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 1800 gp +- **Usage** held in 1 hand; **Bulk** 2 +- **Category** Held + +Dragon teeth line the edges of this +2 greater striking leiomano (page 25). The leiomano also has a flaming, frost, shock, or corrosive rune, as appropriate for the dragon from which the teeth were taken, which also grants the weapon the associated [energy](rules/traits/energy-loag.md) trait (for instance, fire for a club made with teeth taken from a red dragon). + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +You swing the leiomano, sending several of the dragon teeth shooting through the air on jets of energy. The dragon teeth deal `3d6` piercing damage and `3d6` damage of the energy type corresponding to the weapon in a 15-foot cone (DC 29 basic Reflex save). The teeth hunt down their targets, correcting their flight in midair, which reduces any circumstance bonus from cover by 2. +%% #trait/evocation #trait/magical %% +``` + +*Source: Treasure Vault p. 36* \ No newline at end of file diff --git a/compendium/equipment/items/dragontooth-trophy-tv.md b/compendium/equipment/items/dragontooth-trophy-tv.md new file mode 100644 index 000000000..c1e9f2c36 --- /dev/null +++ b/compendium/equipment/items/dragontooth-trophy-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/consumable +- trait/evocation +- trait/magical +- trait/talisman +aliases: ["Dragontooth Trophy"] +--- +# Dragontooth Trophy *Item 14* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 800 gp +- **Usage** affixed to a weapon; **Bulk** — +- **Activate** envision; **Trigger** You succeed at a [Strike](rules/actions/strike.md) with the affixed weapon. +- **Category** Talisman + +This imposing fang is engraved with an intricate arrangement of symbols, glyphs, and patterns and dangles from a leather strap bound to the hilt of the affixed weapon. When you Activate the trophy your weapon is momentarily transformed into a magical construct of draconic fury. On the triggering [Strike](rules/actions/strike.md) and until the end of your next turn, the damage type of the affixed weapon changes to the type matching the dragon the claw came from (see the sidebar). This change overrides the [versatile](rules/traits/versatile.md) trait and similar abilities. + +*Source: Treasure Vault p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/drakeheart-mutagen-apg.md b/compendium/equipment/items/drakeheart-mutagen-apg.md new file mode 100644 index 000000000..e9e1d129d --- /dev/null +++ b/compendium/equipment/items/drakeheart-mutagen-apg.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/mutagen +- trait/polymorph +aliases: ["Drakeheart Mutagen"] +--- +# Drakeheart Mutagen *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +Your skin grows tough scales like a drake, your eyesight become sharp and your pupils slitted, and your limbs grow wiry and quick, but your mind and reflexes become slow. + +**Benefit** You gain the listed bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you have more than one), and an item bonus to [Perception](compendium/skills.md#Perception) checks. If you're wearing armor, you still calculate your proficiency bonus to AC based on your proficiency in the armor you're wearing, even if the drakeheart mutagen has a higher item bonus. + +You also gain the Final Surge action. + +```ad-embed-ability +title: Final Surge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You [Stride](rules/actions/stride.md) twice. The drakeheart mutagen's duration ends. +``` + +**Drawback** You take a –1 penalty to Will saves, Reflex saves, and all skill checks to [Recall Knowledge](rules/actions/recall-knowledge.md). + +*Source: Advanced Player's Guide p. 253* \ No newline at end of file diff --git a/compendium/equipment/items/draxies-recipe-book-tv.md b/compendium/equipment/items/draxies-recipe-book-tv.md new file mode 100644 index 000000000..bf6833bd8 --- /dev/null +++ b/compendium/equipment/items/draxies-recipe-book-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/grimoire +- trait/grimoire +- trait/magical +- trait/transmutation +aliases: ["Draxie's Recipe Book"] +--- +# Draxie's Recipe Book *Item 4* +[grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 90 gp +- **Bulk** L +- **Category** Grimoire + +This tiny recipe book was created by a famous draxie chef, but it instantly resizes to fit the hand and eyes of the reader. While most of the pages are blank and ready to receive spells, the first four pages are taken up by a complex seasoning recipe that requires a casting of glitterdust. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +If your next action is to cast a [glitterdust](compendium/spells/glitterdust.md) spell, all creatures within the spell's area who don't critically succeed at their save are covered with a spicy red powder. Any attempt to grab or grapple a creature affected in this way, or to swallow such a creature whole, gains a +1 circumstance bonus to the attempt, or a +2 circumstance bonus if the attempt is made using a jaws or similar mouth-based attack, due to the target's extra deliciousness and savory smell. An affected creature can remove the powder by thoroughly cleaning themselves (a process that typically takes about 10 minutes) or by completely immersing themselves in water. + +This ability can also be used to properly season up to 100 pounds of prepared food within the area of the [glitterdust](compendium/spells/glitterdust.md) spell instantaneously. +``` + +*Source: Treasure Vault p. 112* \ No newline at end of file diff --git a/compendium/equipment/items/dread-ampoule-apg.md b/compendium/equipment/items/dread-ampoule-apg.md new file mode 100644 index 000000000..6ef4fe130 --- /dev/null +++ b/compendium/equipment/items/dread-ampoule-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/bomb +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/emotion +- trait/fear +- trait/mental +- trait/poison +- trait/splash +aliases: ["Dread Ampoule"] +--- +# Dread Ampoule *Item 1+* +[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [poison](rules/traits/poison.md) [splash](rules/traits/splash.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Bomb + +This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule deals the listed mental damage and mental splash damage. + +On a hit, the target becomes [frightened](rules/conditions.md#Frightened), or [frightened](rules/conditions.md#Frightened) on a critical hit. Many types also grant an item bonus to attack rolls. + +*Source: Advanced Player's Guide p. 253* \ No newline at end of file diff --git a/compendium/equipment/items/dread-helm-tv.md b/compendium/equipment/items/dread-helm-tv.md new file mode 100644 index 000000000..d179ec8f3 --- /dev/null +++ b/compendium/equipment/items/dread-helm-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/alchemical +- trait/aura +- trait/emotion +- trait/fear +- trait/mental +aliases: ["Dread Helm"] +--- +# Dread Helm *Item 4* +[alchemical](rules/traits/alchemical.md) [aura](rules/traits/aura.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) + +- **Price** 100 gp +- **Usage** worn; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Worn + +The faceplate of a dread helm has a fierce visage that magnifies the effects of fear. Cleverly [concealed](rules/conditions.md#Concealed) within is a reservoir that can hold a single dread ampoule (Advanced Player's Guide 253), which takes 3 [Interact](rules/actions/interact.md) actions to install. + +A loaded dread helm can be activated to atomize the dread ampoule, creating a fear-inducing mist that hangs around your face. The mist grants an item bonus to [Intimidation](compendium/skills.md#Intimidation) checks equal to the dread ampoule's item bonus. The mist also deals mental damage equal to the dread ampoule's splash damage to all creatures within a 5-foot emanation other than you. The effects last for 3 rounds, consuming the dread ampoule, and once the atomization process has begun it can't be deactivated. + +*Source: Treasure Vault p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/dread-lotgb.md b/compendium/equipment/items/dread-lotgb.md new file mode 100644 index 000000000..83187766e --- /dev/null +++ b/compendium/equipment/items/dread-lotgb.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/rune +- trait/emotion +- trait/enchantment +- trait/fear +- trait/magical +- trait/mental +- trait/uncommon +- trait/visual +aliases: ["Dread"] +--- +# Dread *Item 6+* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) + +- **Usage** etched onto armor +- **Category** Rune + +Eerie symbols cover your armor, inspiring terror in your foes. [Frightened](rules/conditions.md#Frightened) enemies within 30 feet that can see you must attempt a DC 20 Will save at the end of their turn; on a failure, the value of their [frightened](rules/conditions.md#Frightened) condition doesn't decrease below 1 that turn. + +*Source: Lost Omens: The Grand Bazaar p. 14* \ No newline at end of file diff --git a/compendium/equipment/items/dreadsmoke-thurible-logm.md b/compendium/equipment/items/dreadsmoke-thurible-logm.md new file mode 100644 index 000000000..79ac6e573 --- /dev/null +++ b/compendium/equipment/items/dreadsmoke-thurible-logm.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/logm +- item/category/held +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Dreadsmoke Thurible"] +--- +# Dreadsmoke Thurible *Item 9* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Access** follower of [Urgathoa](compendium/setting/deities/urgathoa.md) +- **Price** 600 gp +- **Usage** held in 2 hands; **Bulk** 1 +- **Category** Held + +This black-and-gray thurible is decorated with a skeleton motif; the jaw of one of the decorative skulls unhinges, allowing you to load it with incense as an action. A long, thin chain is connected to the top of the thurible. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You swing the thurible around you, spreading inky black smoke in a 20-foot emanation that has the effect of obscuring mist. + +Undead creatures can see through the smoke as if it didn't exist. Negative energy also disrupts the magic of the smoke; anyone who uses a [negative](rules/traits/negative.md) effect, along with creatures affected by a [negative](rules/traits/negative.md) effect, can see through the smoke for 1 round. +``` + +*Source: Lost Omens: Gods & Magic p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/dreamstone-aoa3.md b/compendium/equipment/items/dreamstone-aoa3.md new file mode 100644 index 000000000..c68edf608 --- /dev/null +++ b/compendium/equipment/items/dreamstone-aoa3.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa3 +- item/category/held +- trait/enchantment +- trait/magical +- trait/uncommon +aliases: ["Dreamstone"] +--- +# Dreamstone *Item 9* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 700 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +A _dreamstone_ is a disc-shaped object carved with imagery or words sacred to [Desna](compendium/setting/deities/desna.md)—be it her religious symbol, a short prayer, or merely the shape of a single star. When you carry a _dreamstone_, you find it easier to fall asleep, and you gain improved effects from the resulting rest. You always fall asleep within 5 minutes of lying down with the intention of sleeping, and you require only 2 hours of sleep per day to gain the benefits of 8 hours of sleep, provided you have carried the _dreamstone_ for at least 24 hours prior to resting. As long as you carry a _dreamstone_, you gain a +2 item bonus to saving throws against [sleep](rules/traits/sleep.md) effects. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[metamagic](rules/traits/metamagic.md) + +If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) of 4th level or lower that has the [sleep](rules/traits/sleep.md) trait or is associated with dreams, the spell slot is not expended. +%% #trait/metamagic %% +``` + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/dreamstone-cursed-aoa3.md b/compendium/equipment/items/dreamstone-cursed-aoa3.md new file mode 100644 index 000000000..10da2f3b5 --- /dev/null +++ b/compendium/equipment/items/dreamstone-cursed-aoa3.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa3 +- item/category/held +- trait/cursed +- trait/enchantment +- trait/magical +- trait/rare +aliases: ["Dreamstone, Cursed"] +--- +# Dreamstone, Cursed *Item 9* +[cursed](rules/traits/cursed-gmg.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +A _dreamstone_ can become cursed if left exposed to creatures that corrupt sleep, generate nightmares, or otherwise prey on sleeping or dreaming victims via supernatural methods. A cursed _dreamstone_ seems to function as a normal _dreamstone_ until the bearer falls asleep or is forced to attempt a saving throw against a [sleep](rules/traits/sleep.md) effect. At this point, the person carrying the _cursed dreamstone_ must attempt a DC 26 Will save to resist the curse's effects. + +> [!success-degree] +> - **Critical Success** The character resists the curse entirely and experiences a vivid dream while sleeping that warms them of the nature of the _cursed dreamstone_. +> - **Success** The character resists the curse. +> - **Failure** As long as the cursed character possesses the stone, they are [fatigued](rules/conditions.md#Fatigued) whenever they wake from sleep, whether natural or magically induced, and they take a –2 item penalty to all saving throws against [sleep](rules/traits/sleep.md) effects instead of gaining the normal bonus from a _dreamstone_. +> - **Critical Failure** As failure, and whenever the bearer attempts a saving throw against a [sleep](rules/traits/sleep.md) effect, they get the outcome that is one degree worse than the result of their saving throw. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/dreamtime-tea-gmg.md b/compendium/equipment/items/dreamtime-tea-gmg.md new file mode 100644 index 000000000..5f18d1902 --- /dev/null +++ b/compendium/equipment/items/dreamtime-tea-gmg.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/drug +- trait/ingested +- trait/poison +aliases: ["Dreamtime Tea"] +--- +# Dreamtime Tea *Item 4* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) + +- **Price** 13 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This lemony tea blended from rare Vudrani herbs and flowers is widely circulated by occult circles looking to transcend the boundaries of reality. The saving throw for addiction to dreamtime tea is DC 19. + +```ad-inline-affliction +title: Saving Throw: DC 21 Fortitude + +- **Maximum Duration**: 30 minutes + +## Stages + +**Stage 1** [stupefied](rules/conditions.md#Stupefied) (1 minute) + +**Stage 2** [unconscious](rules/conditions.md#Unconscious) and can ask a question with the effects of [augury](compendium/spells/augury.md) except the flat check DC is 10 (10 minutes) +``` + +*Source: Gamemastery Guide p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/dreary-gmg.md b/compendium/equipment/items/dreary-gmg.md new file mode 100644 index 000000000..8b8aee1a4 --- /dev/null +++ b/compendium/equipment/items/dreary-gmg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/curse +- trait/conjuration +- trait/cursed +- trait/magical +- trait/rare +aliases: ["Dreary"] +--- +# Dreary *Item 3* +[conjuration](rules/traits/conjuration.md) [cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** curses armor +- **Category** Curse + +When you invest this armor, a personal-sized cloud appears over your head and begins to rain on you, and the armor fuses to you. This extinguishes uncovered flames and soaks other objects you are carrying or holding, potentially ruining them. 10 are one step worse under the cloud, and at the GM's discretion it might cause other problems, such as interfering with sleep. + +*Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/drovers-band-av2.md b/compendium/equipment/items/drovers-band-av2.md new file mode 100644 index 000000000..3ef9087f4 --- /dev/null +++ b/compendium/equipment/items/drovers-band-av2.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av2 +- item/category/worn +- trait/enchantment +- trait/incapacitation +- trait/invested +- trait/magical +- trait/rare +aliases: ["Drover's Band"] +--- +# Drover's Band *Item 7* +[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 675 gp +- **Usage** worn bracers; **Bulk** L +- **Category** Worn + +This black leather wrist guard has a bright red gem on the inside of the wrist. Faint glyphs and words of domination in Infernal swim inside the gem. Your words become harsh and clipped when you have this magic item invested. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You exert your will over a mindless creature within 30 feet. If the target is a mindless creature of 3rd level or lower, it must attempt a DC 20 Will save. If you are a devil, the target uses an outcome one degree of success worse than the result of its saving throw. + +> [!success-degree] +> - **Critical Success** The target creature is unaffected. +> - **Success** The target creature is [slowed](rules/conditions.md#Slowed) for 1 round as its responses are muddled by your commands. +> - **Failure** The creature is [controlled](rules/conditions.md#Controlled) by you for 1 hour, although it doesn't follow commands that are obviously self-destructive. +> - **Critical Failure** As failure, but the duration is 1 day. +``` + +*Source: Abomination Vaults #2: Hands of the Devil p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/drowsy-sun-eye-drops-lotg.md b/compendium/equipment/items/drowsy-sun-eye-drops-lotg.md new file mode 100644 index 000000000..d9cbe03a0 --- /dev/null +++ b/compendium/equipment/items/drowsy-sun-eye-drops-lotg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/plant +- trait/alchemical +- trait/consumable +aliases: ["Drowsy Sun Eye Drops"] +--- +# Drowsy Sun Eye Drops *Item 3* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Price** 9 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Seek](rules/actions/seek.md) +- **Category** Plant + +These drops are made from luminescent mushrooms and refined into eye drops, which simulates a creature's natural night vision. When you attempt a [Perception](compendium/skills.md#Perception) check to [Seek](rules/actions/seek.md), you can draw and apply a dose of drowsy sun to your eyes as part of the same action, which grants you [darkvision](rules/abilities/darkvision.md) to a range of 30 feet for 1 round. If you do, your [Seek](rules/actions/seek.md) action gains the [manipulate](rules/traits/manipulate.md) trait, due to drawing and applying the eye drops. + +*Source: Lost Omens: Travel Guide p. 101* \ No newline at end of file diff --git a/compendium/equipment/items/druids-crown-tv.md b/compendium/equipment/items/druids-crown-tv.md new file mode 100644 index 000000000..e3954ef72 --- /dev/null +++ b/compendium/equipment/items/druids-crown-tv.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/invested +- trait/primal +- trait/transmutation +aliases: ["Druid's Crown"] +--- +# Druid's Crown *Item 6* +[invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 220 gp +- **Usage** worn headwear; **Bulk** L +- **Category** Worn + +Made of materials scavenged from wild places, a druid's crown can be rebuilt for a variety of benefits. The crown grants you a +1 item bonus to a skill, and can be activated to cast a spell, both depending on the material used to build the crown, as listed on the table below. If you invest and wear [druid's vestments](compendium/equipment/items/druids-vestments.md) along with the crown, the crown's item bonus increases by 1 and its spell's DC rises to 27. You can invest this item only if you're a druid. When you do, as a 10-minute activity that has the [manipulate](rules/traits/manipulate.md) trait, you can disassemble and rebuild the crown with different materials, changing its item bonus and spell accordingly. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The crown casts its spell at 2nd level (DC 20). +``` + +| Material | Item Bonus | Spell | +|----------|------------|-------| +| Antlers | [Intimidation](compendium/skills.md#Intimidation) | [Enlarge](compendium/spells/enlarge.md) | +| Flowers | [Diplomacy](compendium/skills.md#Diplomacy) | [Animal allies](compendium/spells/animal-allies-som.md) | +| Leaves | [Stealth](compendium/skills.md#Stealth) | [Tree shape](compendium/spells/tree-shape.md) | + + +*Source: Treasure Vault p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/drum-of-upheaval-lotgb.md b/compendium/equipment/items/drum-of-upheaval-lotgb.md new file mode 100644 index 000000000..be26312b0 --- /dev/null +++ b/compendium/equipment/items/drum-of-upheaval-lotgb.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +- trait/conjuration +- trait/earth +- trait/magical +- trait/uncommon +aliases: ["Drum Of Upheaval"] +--- +# Drum Of Upheaval *Item 20* +[conjuration](rules/traits/conjuration.md) [earth](rules/traits/earth.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 60000 gp +- **Usage** held in 2 hands; **Bulk** 1 +- **Category** Held + +This heavy drum is engraved along the sides with images of centaurs in fierce combat. The drum grants you a +3 item bonus on [Performance](compendium/skills.md#Performance) checks you make using the drum. + +Additionally, it imparts the rhythms of two songs upon your mind as soon as you touch it. One is a fast marching cadence; the other is a frenetic ritual dance. Each song has a different activation. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +Dozens of spectral centaurs burst from the drum and stampede in a 60-foot cone. The stampede deals `7d10` force damage (DC 43 basic Reflex save). +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The drum casts a DC 43 [earthquake](compendium/spells/earthquake.md) spell. +``` + +*Source: Lost Omens: The Grand Bazaar p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/drums-of-war-tv.md b/compendium/equipment/items/drums-of-war-tv.md new file mode 100644 index 000000000..f6ed7cb23 --- /dev/null +++ b/compendium/equipment/items/drums-of-war-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/coda +- trait/coda +- trait/evocation +- trait/occult +- trait/staff +aliases: ["Drums of War"] +--- +# Drums of War *Item 4+* +[coda](rules/traits/coda-tv.md) [evocation](rules/traits/evocation.md) [occult](rules/traits/occult.md) [staff](rules/traits/staff.md) + +- **Usage** held in 2 hands; **Bulk** 1 +- **Category** Coda + +This handheld snare drum is adorned with garish scenes of battle and triumph. When played, no matter what rhythm, it always gives the impression of a marching beat, invoking armies on the move. While playing the drums, you gain a +1 item bonus to [Performance](compendium/skills.md#Performance) checks and a +5-foot status bonus to your Speed. + +```ad-embed-ability +title: Activate + +You expend a number of charges from this instrument to cast a spell from its list. +``` + +*Source: Treasure Vault p. 136* \ No newline at end of file diff --git a/compendium/equipment/items/duck-lotg.md b/compendium/equipment/items/duck-lotg.md new file mode 100644 index 000000000..4139fb10b --- /dev/null +++ b/compendium/equipment/items/duck-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Duck"] +--- +# Duck *Item 0* + +- **Price** 5 sp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/dueling-cape-apg.md b/compendium/equipment/items/dueling-cape-apg.md new file mode 100644 index 000000000..176d1ff3c --- /dev/null +++ b/compendium/equipment/items/dueling-cape-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/adventuring-gear +aliases: ["Dueling Cape"] +--- +# Dueling Cape *Item 0* + +- **Price** 5 sp +- **Bulk** L +- **Hands** 1 +- **Category** Adventuring Gear + +You can pull a dueling cape you're wearing from your shoulder and wrap it around your arm with an [Interact](rules/actions/interact.md) action. While wielding the dueling cape this way, the cape uses that arm and hand, and you can't hold anything else in that hand. While you do so, you can spend an action to hold it in a protective position, giving you a +1 circumstance bonus to AC and to [Deception](compendium/skills.md#Deception) checks to [Feint](rules/actions/feint.md) until the start of your next turn. + +*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/dueling-spear-lotgb.md b/compendium/equipment/items/dueling-spear-lotgb.md new file mode 100644 index 000000000..2477025a3 --- /dev/null +++ b/compendium/equipment/items/dueling-spear-lotgb.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/weapon/martial +- trait/disarm +- trait/finesse +- trait/uncommon +- trait/versatile-s +aliases: ["Dueling Spear"] +--- +# Dueling Spear *Item 0* +[disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [uncommon](rules/traits/uncommon.md) [versatile ](rules/traits/versatile.md) + +- **Price** 2 gp +- **Bulk** 2 +- **Damage** `1d8` P +- **Hands** 2 +- **Category** Martial; **Group** Spear + +This spear has a spade-like blade at one end and a forked blade at the other, making it resemble a large arrow. It's well balanced for spinning and twisting maneuvers. The spade-like end can be used for slashing and stabbing, while the forked end is effective at wrenching a weapon from an enemy's grasp. + +*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/duelists-beacon-lotgb.md b/compendium/equipment/items/duelists-beacon-lotgb.md new file mode 100644 index 000000000..d389e7d0d --- /dev/null +++ b/compendium/equipment/items/duelists-beacon-lotgb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +- trait/evocation +- trait/light +- trait/magical +- trait/uncommon +aliases: ["Duelist's Beacon"] +--- +# Duelist's Beacon *Item 8* +[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 450 gp +- **Usage** held in one hand; **Bulk** L +- **Category** Held + +A spiked glove is attached to the front of this buckler (Hardness 6, HP 24, BT 12), functioning as +1 striking shield spikes. Perforations and slits line the defensive side, shining bright light through them when the item's magic is activated. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You activate the shield's inner light. Attempt a melee [Strike](rules/actions/strike.md) with the duelist's beacon. On a hit, the target must succeed at a DC 22 Fortitude save or be [blinded](rules/conditions.md#Blinded) for 1 round. On a critical hit, the target uses the result one degree of success worse than it rolled for its Fortitude save. +``` + +*Source: Lost Omens: The Grand Bazaar p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/dullahan-codex-tv.md b/compendium/equipment/items/dullahan-codex-tv.md new file mode 100644 index 000000000..005242296 --- /dev/null +++ b/compendium/equipment/items/dullahan-codex-tv.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/grimoire +- trait/cursed +- trait/grimoire +- trait/magical +- trait/necromancy +- trait/unique +aliases: ["Dullahan Codex"] +--- +# Dullahan Codex *Item 20* +[cursed](rules/traits/cursed-gmg.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [unique](rules/traits/unique.md) + +- **Bulk** L +- **Category** Grimoire + +The origins of the notorious Dullahan Codex are shrouded in mystery. Some legends claim it belongs to a dullahan whose head was taken by the Grim Reaper. Others attribute its creation to a powerful necromancer whose name has been lost to time. Whatever the truth, the grimoire has passed down through the ages, sometimes via mortal hands and other times mysteriously appearing among the possessions of its next target. It deserves its reputation for dooming those who possess it to die, but scholars debate whether the codex causes this fate or merely acts as its harbinger. + +The Dullahan Codex is a jet-black tome bearing a single rune embossed on its cover, and it functions as a true endless grimoire (Secrets of Magic 162). Inside, scrawled across its parchment pages in a delicate, spidery script, is a lengthy list of names that always appears in a reader's native alphabet. The grimoire isn't sentient, but it selects its owners, quickly passing out of the hands of those it doesn't choose. An intended victim's name appears on the list of names. + +If your name is on the list and you touch the volume or read from its pages, you must attempt a DC 45 Will save. + +> [!success-degree] +> - **Critical Success** The codex disappears, moving on to a new victim. +> - **Success** The codex fuses to you. +> - **Failure** The codex fuses to you, and you become [doomed](rules/conditions.md#Doomed). +> - **Critical Failure** As failure, but you're [doomed](rules/conditions.md#Doomed). +> +> If you attempt to get rid of the codex while it's fused to you, it returns to your possession within an hour. Each day the codex is fused to you, you must attempt another Will saving throw, but a critical success does nothing. The [doomed](rules/conditions.md#Doomed) value from the codex can decrease only after it's no longer fused to you; once it's fused to you, you remain its intended victim unless you complete a freedom ritual aimed at ending this 10th-level effect. (On a critical failure with this ritual, the codex adds all casters to its list.) You can redirect the curse by inscribing another person's name in the grimoire and succeeding at a DC 40 [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) check. Doing so is an evil act. If the curse is ritually ended or redirected, or the chosen victim dies, the codex moves on to a new victim. + +*Source: Treasure Vault p. 191* \ No newline at end of file diff --git a/compendium/equipment/items/dupes-gold-nugget-ooa2.md b/compendium/equipment/items/dupes-gold-nugget-ooa2.md new file mode 100644 index 000000000..09aac1934 --- /dev/null +++ b/compendium/equipment/items/dupes-gold-nugget-ooa2.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa2 +- item/category/talisman +- trait/consumable +- trait/magical +- trait/talisman +- trait/transmutation +- trait/uncommon +aliases: ["Dupe's Gold Nugget"] +--- +# Dupe's Gold Nugget *Item 5* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 30 gp +- **Usage** affixed to a ranged weapon; **Bulk** — +- **Activate** envision; **Trigger** You hit with a ranged [Strike](rules/actions/strike.md) with the affixed weapon; **Requirements** You're an expert with the affixed weapon. +- **Category** Talisman + +This nugget of gold and lead amalgam is attached to the weapon by thick, twisted wire or chain. When activated, the target's limbs become like lead weights. For 2 rounds, each time the target Strides it must attempt a DC 23 Fortitude save. On a failure, it takes a –10-foot status penalty to its Speed for that [Stride](rules/actions/stride.md) (to a minimum Speed of 5 feet). On a critical success, the dupe's gold nugget effect ends early. + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/dust-of-corpse-animation-apg.md b/compendium/equipment/items/dust-of-corpse-animation-apg.md new file mode 100644 index 000000000..cfd9489b9 --- /dev/null +++ b/compendium/equipment/items/dust-of-corpse-animation-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/consumable +- trait/consumable +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Dust Of Corpse Animation"] +--- +# Dust Of Corpse Animation *Item 8+* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 2 hands +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This black pouch contains what appears to be fine bone dust. + +Pouring the dust in a special pattern over a corpse turns it into an undead creature. The type of undead created depends on the condition of the corpse, resulting in either a skeleton or a zombie (Bestiary 298 and 340, respectively). If the undead's level would be greater than 3, the dust fails to animate it. The body must be of an appropriate size and type for the undead you wish to create—for example, you must sprinkle the dust on a horse's skeleton to animate a skeletal horse. If more than one undead in the level range is appropriate, such as skeletal guard or skeletal champion for a Medium humanoid skeleton, you choose. + +The animated undead has the [minion](rules/traits/minion.md) trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation. + +The undead creature remains animated for 1 minute before collapsing back into its corpse form. As usual, you can have a maximum of four minions under your control. + +*Source: Advanced Player's Guide p. 257* \ No newline at end of file diff --git a/compendium/equipment/items/dust-pods-ec1.md b/compendium/equipment/items/dust-pods-ec1.md new file mode 100644 index 000000000..3ae80b800 --- /dev/null +++ b/compendium/equipment/items/dust-pods-ec1.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec1 +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +- trait/uncommon +aliases: ["Dust Pods"] +--- +# Dust Pods *Item 1* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 3 gp +- **Category** Snare + +You hide fragile pods of pollen or other clinging powder that get in the eyes of the first creature that enters the snare's square. The creature must attempt a DC 17 Reflex saving throw. A creature [dazzled](rules/conditions.md#Dazzled) by the pollen can use an [Interact](rules/actions/interact.md) action to attempt a DC 5 flat check to remove the condition. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [dazzled](rules/conditions.md#Dazzled) for 1 round. +> - **Failure** The creature is [dazzled](rules/conditions.md#Dazzled) for 10 minutes. +> - **Critical Failure** The creature is [blinded](rules/conditions.md#Blinded) for 1 round and [dazzled](rules/conditions.md#Dazzled) for 10 minutes after. + +*Source: Extinction Curse #1: The Show Must Go On p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/dwarven-dorn-dergar-tv.md b/compendium/equipment/items/dwarven-dorn-dergar-tv.md new file mode 100644 index 000000000..307a6c471 --- /dev/null +++ b/compendium/equipment/items/dwarven-dorn-dergar-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/advanced +- trait/dwarf +- trait/razing +- trait/reach +- trait/uncommon +aliases: ["Dwarven Dorn-dergar"] +--- +# Dwarven Dorn-dergar *Item 0* +[dwarf](rules/traits/dwarf.md) [razing](rules/traits/razing-tv.md) [reach](rules/traits/reach.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 8 gp +- **Bulk** 2 +- **Damage** `1d10` B +- **Hands** 2 +- **Category** Advanced; **Group** Flail + +A heavy, weighted cube of metal at the end of a long chain, the dorn-dergar is used by dwarven berserkers and sappers who specialize in breaking through lines of shielded opponents or disabling enemy siege weapons. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/dweomerweave-robe-lotgb.md b/compendium/equipment/items/dweomerweave-robe-lotgb.md new file mode 100644 index 000000000..d7c9edda8 --- /dev/null +++ b/compendium/equipment/items/dweomerweave-robe-lotgb.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/worn +- trait/illusion +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Dweomerweave Robe"] +--- +# Dweomerweave Robe *Item 2* +[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 25 gp +- **Usage** worn clothing; **Bulk** L +- **Category** Worn + +This robe is made from dweomerweave, a magical fabric created by spinning minor illusions into the threads of ether spider silk. Dweomerweave is naturally hazy and translucent. + +It can take on the illusory appearances of other fabrics and garments, and dweomerweave robes are coveted by adventurers who want to travel light without compromising on fashion. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You gain the effects of a 1st-level [illusory disguise](compendium/spells/illusory-disguise.md) except that the illusion only alters the appearance of the dweomerweave robe, changing it into another garment with an appearance of your choice. The spell persists until the next activation. You can [Dismiss](rules/actions/dismiss.md) the activation. +``` + +*Source: Lost Omens: The Grand Bazaar p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/earplugs-lopsg.md b/compendium/equipment/items/earplugs-lopsg.md new file mode 100644 index 000000000..8d28f5e55 --- /dev/null +++ b/compendium/equipment/items/earplugs-lopsg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/adventuring-gear +aliases: ["Earplugs"] +--- +# Earplugs *Item 0* + +- **Price** 1 cp +- **Category** Adventuring Gear + +Made of waxed cotton or cork, earplugs give you a +1 item bonus to saves against effects with the [auditory](rules/traits/auditory.md) trait. The earplugs make it difficult to hear, however, imposing a –2 item penalty on [Perception](compendium/skills.md#Perception) checks involving sound. Inserting or removing the earplugs requires an [Interact](rules/actions/interact.md) action. + +*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/earthbinding-tv.md b/compendium/equipment/items/earthbinding-tv.md new file mode 100644 index 000000000..c806ade9a --- /dev/null +++ b/compendium/equipment/items/earthbinding-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/magical +- trait/transmutation +aliases: ["Earthbinding"] +--- +# Earthbinding *Item 5* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 125 gp +- **Usage** etched onto a weapon +- **Category** Rune + +A weapon with this rune hums when touched to the ground. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Requirements**: You critically hit a flying creature with the etched weapon + +**Effect** The rune casts a DC 20 [earthbind](compendium/spells/earthbind.md) spell on the flying creature. +``` + +*Source: Treasure Vault p. 33* \ No newline at end of file diff --git a/compendium/equipment/items/earthbreaker-tv.md b/compendium/equipment/items/earthbreaker-tv.md new file mode 100644 index 000000000..b841c0503 --- /dev/null +++ b/compendium/equipment/items/earthbreaker-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/razing +- trait/shove +- trait/two-hand-d10 +- trait/versatile-p +aliases: ["Earthbreaker"] +--- +# Earthbreaker *Item 0* +[razing](rules/traits/razing-tv.md) [shove](rules/traits/shove.md) [two-hand ](rules/traits/two-hand.md) [versatile

](rules/traits/versatile.md) + +- **Price** 4 gp +- **Bulk** 2 +- **Damage** `1d6` B +- **Hands** 1 +- **Category** Martial; **Group** Hammer + +This massive hammer's metal head is shaped or molded with heavy metal wedges along its primary striking surface, enabling it to tear through shields and armor with ease. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/earthglide-cloak-apg.md b/compendium/equipment/items/earthglide-cloak-apg.md new file mode 100644 index 000000000..ae5e2f446 --- /dev/null +++ b/compendium/equipment/items/earthglide-cloak-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/worn +- trait/earth +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Earthglide Cloak"] +--- +# Earthglide Cloak *Item 15* +[earth](rules/traits/earth.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 6500 gp +- **Usage** worn cloak +- **Category** Worn + +This brown-and-gold robe covers you from head to toe. Its weighty fabric doesn't move with the wind, instead hanging still as if carved of stone. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You [Burrow](rules/actions/burrow.md) through dirt and stone up to your land Speed, leaving no tunnels or signs of your passing. If you end your movement inside solid stone, you are forcibly expelled into the nearest open area, taking `1d6` bludgeoning damage for every 5 feet between the end of your movement and the open area. +``` + +*Source: Advanced Player's Guide p. 260* \ No newline at end of file diff --git a/compendium/equipment/items/earthsight-box-apg.md b/compendium/equipment/items/earthsight-box-apg.md new file mode 100644 index 000000000..26b2aaa44 --- /dev/null +++ b/compendium/equipment/items/earthsight-box-apg.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/held +- trait/divination +- trait/magical +- trait/scrying +- trait/uncommon +aliases: ["Earthsight Box"] +--- +# Earthsight Box *Item 9* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [scrying](rules/traits/scrying.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 575 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This fine wooden box is inlaid with Dwarven runes, with hinges and a clasp of forged iron. + +The box contains a few handfuls of fine sand. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You hold the box closed and, while envisioning the earth around you, turn the box clockwise three times and then give it three slow shakes. When you open the box, the sand has arranged itself to replicate, in miniature, the stone terrain surrounding you, to a range of 60 feet. This shows details of paths; hills; embankments; boulders; and even artificial structures like walls, ditches, and tunnels, as long as they're made of stone and earth. + +If you're underground, it reveals tunnels and voids in the earth within 60 feet at your current depth. The sand maintains its shape until you close the box. +``` + +*Source: Advanced Player's Guide p. 260* \ No newline at end of file diff --git a/compendium/equipment/items/ebon-fulcrum-lens-av3.md b/compendium/equipment/items/ebon-fulcrum-lens-av3.md new file mode 100644 index 000000000..da377f7a1 --- /dev/null +++ b/compendium/equipment/items/ebon-fulcrum-lens-av3.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av3 +- item/category/other +- trait/invested +- trait/necromancy +- trait/occult +- trait/unique +aliases: ["Ebon Fulcrum Lens"] +--- +# Ebon Fulcrum Lens *Item 12* +[invested](rules/traits/invested.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) [unique](rules/traits/unique.md) + +- **Price** 2000 gp +- **Bulk** L +- **Category** Other + +This strangest and most powerful of the fulcrum lenses resembles a chip of smooth obsidian containing three dark glimmers of [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md)'s essence. Incorporeal creatures can touch and hold the Ebon Fulcrum Lens. While you have the Ebon Fulcrum Lens invested, and you're a corporeal creature, you become insubstantial, gain the [incorporeal](rules/traits/incorporeal-b1.md) trait, and are [drained](rules/conditions.md#Drained). Your [drained](rules/conditions.md#Drained) condition can't be reduced below 2 as long as you have the lens invested. You can activate the lens in the following ways. Both require expenditures of glimmers within the lens; once the lens is depleted of its three glimmers, it retains its ability to make corporeal creatures insubstantial but can't be used for its other abilities until its glimmers are restored (which generally requires a ritual or being steeped in an area of [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md)'s power). + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: you would be destroyed and are able to rejuvenate +- **Requirements**: At least one glimmer remains in the Ebon Fulcrum Lens + +**Effect** For the first 24 hours after you rejuvenate, you gain a +1 item bonus to attack rolls, saving throws, and DCs. Reduce the number of glimmers remaining in the lens by 1. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +- **Requirements**: At least one glimmer remains in the Ebon Fulcrum Lens + +**Effect** You draw upon a glimmer of [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md)'s essence for power; reduce the number of glimmers remaining in the lens by 1. You're [quickened](rules/conditions.md#Quickened) for 1 minute and gain a +1 item bonus to attack rolls, saving throws, and DCs. You can use this extra action to [Stride](rules/actions/stride.md) or [Step](rules/actions/step.md), or for an action in a special ghost ability you have. +``` + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/eclipse-aoa2.md b/compendium/equipment/items/eclipse-aoa2.md new file mode 100644 index 000000000..ecd2a5b81 --- /dev/null +++ b/compendium/equipment/items/eclipse-aoa2.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa2 +- item/category/held +- trait/evocation +- trait/light +- trait/magical +- trait/unique +aliases: ["Eclipse"] +--- +# Eclipse *Item 8* +[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) + +- **Price** 450 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This starknife has an ornate central grip that depicts a silver dragon, the neck, wings, and tail of which wrap over and around the handle in knots to support the weapon's four cold iron blades. While the handle is polished to a mirrorlike shine, the blades of _Eclipse_ are a flat black and entirely unreflective. _Eclipse_ is also the portal key required to activate Dreamgate at [Alseta](compendium/setting/deities/alseta-logm.md)'s Ring. + +Whenever you score a critical hit with _Eclipse_, the target creature's eyes are plunged into darkness; if that creature doesn't have [darkvision](rules/abilities/darkvision.md), it is [blinded](rules/conditions.md#Blinded) for 1 round. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +_Eclipse's_ blades glow like starlit night sky, causing it to shed light as a torch until you deactivate it as a single action, which has the [concentrate](rules/traits/concentrate.md) trait. +``` + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You attempt a [Stealth](compendium/skills.md#Stealth) check to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md), but you haven't rolled yet + +**Effect** You absorb light, gaining a +2 status bonus to the [Stealth](compendium/skills.md#Stealth) check. +``` + +*Source: Age of Ashes #2: Cult of Cinders p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/ectoplasmic-tracer-botd.md b/compendium/equipment/items/ectoplasmic-tracer-botd.md new file mode 100644 index 000000000..0d17f3e05 --- /dev/null +++ b/compendium/equipment/items/ectoplasmic-tracer-botd.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/botd +- item/category/consumable +- trait/alchemical +- trait/consumable +aliases: ["Ectoplasmic Tracer"] +--- +# Ectoplasmic Tracer *Item 3* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Price** 12 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This sticky, fluorescing substance, stored in an atomizing nozzle, sprays all creatures within a 15-foot cone when released. This marks any incorporeal creatures in the cone for `1d4` days. Anyone attempting to [Track](rules/actions/track.md) a marked creature gains a +2 item bonus to the check. The tracer has no effect on corporeal creatures, nor incorporeal creatures not formed of spiritual essence, such as animate dreams that are purely mental in nature. + +A marked creature that's aware of the tracer can attempt to remove it, but the process is lengthy and unpleasant. It takes 10 minutes of scraping through its incorporeal form to remove the tracer's effects. + +*Source: Book of the Dead p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/effervescent-decoction-ooa3.md b/compendium/equipment/items/effervescent-decoction-ooa3.md new file mode 100644 index 000000000..13a475ae3 --- /dev/null +++ b/compendium/equipment/items/effervescent-decoction-ooa3.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa3 +- item/category/potion +- trait/air +- trait/consumable +- trait/evocation +- trait/magical +- trait/potion +- trait/uncommon +aliases: ["Effervescent Decoction"] +--- +# Effervescent Decoction *Item 10* +[air](rules/traits/air.md) [consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 160 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +This bubbly potion is purportedly made from winds gathered from the Mana Wastes and distilled into a liquor. + +For 1 hour after you imbibe the decoction, you can belch fizzy foam around willing creatures or unattended objects, surrounding them with a pink bubble. Once per minute, you can belch a bubble by using two [Interact](rules/actions/interact.md) actions. This has effects similar to a [levitate](compendium/spells/levitate.md) spell, except you can't control the bubbles; they rise 10 feet per round on their own. The bubble is sturdy enough to resist minor bumps or heavy winds, but if the item or creature takes any damage, the bubble pops, causing the levitation effect to end. If the creature surrounded by the bubble uses a move action rather than just ride within the bubble, the bubble also pops. + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/egg-cream-fizz-tv.md b/compendium/equipment/items/egg-cream-fizz-tv.md new file mode 100644 index 000000000..db99e43c9 --- /dev/null +++ b/compendium/equipment/items/egg-cream-fizz-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +aliases: ["Egg Cream Fizz"] +--- +# Egg Cream Fizz *Item 5* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) + +- **Price** 27 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +Containing neither eggs nor cream, an egg cream fizz contains milk or nut milk, sparkling water, and flavored syrup, frothed and chilled. Upon drinking, you feel lighter and more buoyant, gaining a +5-foot item bonus to your Speed for 10 minutes. + +During this time, you also gain another effect determined by the drink's syrup, which is chosen when the drink is created. + +- Chocolate You gain a +1 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks to [Balance](rules/actions/balance.md), [Maneuver in Flight](rules/actions/maneuver-in-flight.md), and [Squeeze](rules/actions/squeeze.md). +- Strawberry You gain a +1 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Climb](rules/actions/climb.md), [Leap](rules/actions/leap.md), and [Swim](rules/actions/swim.md). +- Vanilla You can [Step](rules/actions/step.md) into difficult terrain. + +*Source: Treasure Vault p. 48* \ No newline at end of file diff --git a/compendium/equipment/items/eidetic-potion-tv.md b/compendium/equipment/items/eidetic-potion-tv.md new file mode 100644 index 000000000..7701a953d --- /dev/null +++ b/compendium/equipment/items/eidetic-potion-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/potion +- trait/consumable +- trait/divination +- trait/magical +- trait/potion +aliases: ["Eidetic Potion"] +--- +# Eidetic Potion *Item 6* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) + +- **Price** 40 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +Bright pink, pale lavender, and vibrant orange colors swirl through this purplish liquid, making the eidetic potion resemble an unforgettable sunset. When you drink this potion, for 1 round, anything you observe becomes locked into your memory. You can recall the memory perfectly and gain a +2 status bonus to create representations of that memory, whether using [Crafting](compendium/skills.md#Crafting) to create an artistic rendition or [Society](compendium/skills.md#Society) to create a Forgery. The memory remains locked for 1 week or until you benefit from the bonus it imparts for the first time, whichever comes first; afterward, it becomes a normal, fallible memory. You can only have a single memory locked in your mind at a time. Using this potion while you have a locked memory from a previous use makes the previously locked memory fallible but allows you to lock a new memory. + +*Source: Treasure Vault p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/eidolon-cape-tv.md b/compendium/equipment/items/eidolon-cape-tv.md new file mode 100644 index 000000000..af3bef691 --- /dev/null +++ b/compendium/equipment/items/eidolon-cape-tv.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/conjuration +- trait/focused +- trait/invested +- trait/magical +aliases: ["Eidolon Cape"] +--- +# Eidolon Cape *Item 11* +[conjuration](rules/traits/conjuration.md) [focused](rules/traits/focused.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 1400 gp +- **Usage** worn cloak; **Bulk** L +- **Category** Worn + +Though it appears to be one elegant piece, an eidolon cape consists of a mantle for your shoulders and a detachable cape. + +The cape is designed to resemble your eidolon, either with a direct likeness or with features reminiscent of your eidolon. + +For instance, if your eidolon is a dragon, the cape might depict a stylized dragon, or it might have a pattern of colorful scales with gold trim. An eidolon cape features the sigil you share with your eidolon prominently in its design. You gain a +2 item bonus to the skill that matches your eidolon's tradition: [Arcana](compendium/skills.md#Arcana) for arcane, [Religion](compendium/skills.md#Religion) for divine, [Occultism](compendium/skills.md#Occultism) for occult, or [Nature](compendium/skills.md#Nature) for primal. + +When you Manifest your Eidolon, the cape transforms into the eidolon, and when the eidolon unmanifests, it turns back into the cape. If the cape is attached to the mantle, it comes free immediately, and the eidolon appears adjacent to you as normal. If not, the eidolon appears in a space adjacent to the cape. With the cape detached, the mantle is still light Bulk, and the whole cloak remains invested. If the cape is out of range (beyond 100 feet, typically) or there's not enough open space for the eidolon to manifest, your attempt to Manifest your Eidolon fails. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +You gain 1 Focus Point, which you can use only to cast a summoner link spell. If not used by the end of your turn, this Focus Point is lost. +``` + +*Source: Treasure Vault p. 148* \ No newline at end of file diff --git a/compendium/equipment/items/elder-sign-gmg.md b/compendium/equipment/items/elder-sign-gmg.md new file mode 100644 index 000000000..b55278754 --- /dev/null +++ b/compendium/equipment/items/elder-sign-gmg.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/artifact +- trait/abjuration +- trait/artifact +- trait/occult +- trait/rare +aliases: ["Elder Sign"] +--- +# Elder Sign *Item 25* +[abjuration](rules/traits/abjuration.md) [artifact](rules/traits/artifact-gmg.md) [occult](rules/traits/occult.md) [rare](rules/traits/rare.md) + +- **Usage** held in one hand; **Bulk** 1 +- **Category** Artifact + +This stone tablet is carved with the symbol of a five-branched twig. There are only a limited number of elder signs, and each time one is destroyed, the universe's doom creeps inexorably closer. Reciting one of three different occult mantras (DC 20 [Occultism](compendium/skills.md#Occultism) check to do so correctly) allows three different activations. All three abilities work only on a creature connected to the Elder Mythos or a cosmic horror, such as a wendigo or gug; the activations refer to them as "eldritch creatures." + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The elder sign casts a 10th-level [banishment](compendium/spells/banishment.md) spell on an eldritch creature. Even if the creature isn't extraplanar, the elder sign can still banish it, sending it back to the part of the Material Plane from which it originated. If the creature is a Great Old One, the elder sign banishes it automatically (as if it critically failed its save) but is then forever destroyed. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The elder sign casts [dispel magic](compendium/spells/dispel-magic.md) on an effect from an eldritch creature, using a counteract level of 10 and +30 modifier for the roll. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The elder sign casts [dimensional lock](compendium/spells/dimensional-lock.md), though it wards against travel by only eldritch creatures. Each time the elder sign casts [dimensional lock](compendium/spells/dimensional-lock.md) in this way, the previous [dimensional lock](compendium/spells/dimensional-lock.md) spell ends. +``` + +*Source: Gamemastery Guide p. 108* \ No newline at end of file diff --git a/compendium/equipment/items/eldritch-flare-tv.md b/compendium/equipment/items/eldritch-flare-tv.md new file mode 100644 index 000000000..fb57ec7cc --- /dev/null +++ b/compendium/equipment/items/eldritch-flare-tv.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +aliases: ["Eldritch Flare"] +--- +# Eldritch Flare *Item 15* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) + +- **Price** 1100 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This poison draws power from the magic of its victim. If a creature under the effects of eldritch flare Casts a Spell, excess magical energy feeds back into the toxin, increasing the DC of the poison by 2 that round. In addition, if the spell deals damage, the poison deals half its damage as one of the types of damage the spell deals (the other half remains poison damage). If the target is immune or has resistance to the spell's damage, the poison deals half its damage as mental damage instead. If the victim casts no spells during a round while affected, the poison still deals its poison damage. + +```ad-inline-affliction +title: Saving Throw: DC 35 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `8d6` damage (1 round) + +**Stage 2** `10d6` damage (1 round) + +**Stage 3** `12d6` damage (1 round) +``` + +*Source: Treasure Vault p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/elemental-ammunition-tv.md b/compendium/equipment/items/elemental-ammunition-tv.md new file mode 100644 index 000000000..e56412ef9 --- /dev/null +++ b/compendium/equipment/items/elemental-ammunition-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/splash +aliases: ["Elemental Ammunition"] +--- +# Elemental Ammunition *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [splash](rules/traits/splash.md) + +- **Ammunition** any +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +When activated, the reservoir of alchemical reagents in elemental ammunition atomizes on impact, dealing [persistent acid](rules/conditions.md#Persistent%20Damage), cold, electricity, fire, or poison damage to the target and splash damage in addition to the damage the attack normally deals. Each damage type requires a different formula, and the ammunition gains a trait matching the damage type. + +*Source: Treasure Vault p. 42* \ No newline at end of file diff --git a/compendium/equipment/items/elemental-wayfinder-lopsg.md b/compendium/equipment/items/elemental-wayfinder-lopsg.md new file mode 100644 index 000000000..ad270ef48 --- /dev/null +++ b/compendium/equipment/items/elemental-wayfinder-lopsg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/worn +- trait/evocation +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Elemental Wayfinder"] +--- +# Elemental Wayfinder *Item 9+* +[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn +- **Category** Worn + +Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a [wayfinder](compendium/equipment/items/wayfinder.md), these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Each has the trait associated with its element. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The wayfinder casts its associated spell. +``` + +*Source: Lost Omens: Pathfinder Society Guide p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/elven-absinthe-gmg.md b/compendium/equipment/items/elven-absinthe-gmg.md new file mode 100644 index 000000000..bffb4e20a --- /dev/null +++ b/compendium/equipment/items/elven-absinthe-gmg.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/drug +- trait/ingested +- trait/poison +aliases: ["Elven Absinthe"] +--- +# Elven Absinthe *Item 5* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) + +- **Price** 25 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Specialists in Kyonin prepare this emerald-green beverage. + +```ad-inline-affliction +title: Saving Throw: DC 20 Fortitude + +- **Onset**: 1 hour +- **Maximum Duration**: 1 day + +## Stages + +**Stage 1** +2 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) and [Performance](compendium/skills.md#Performance) checks (1 hour) + +**Stage 2** [drained](rules/conditions.md#Drained) (1 hour) + +**Stage 3** [stupefied](rules/conditions.md#Stupefied) (1 hour) +``` + +*Source: Gamemastery Guide p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/elven-branched-spear-lotgb.md b/compendium/equipment/items/elven-branched-spear-lotgb.md new file mode 100644 index 000000000..8b7f34ec6 --- /dev/null +++ b/compendium/equipment/items/elven-branched-spear-lotgb.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/weapon/martial +- trait/deadly-d8 +- trait/elf +- trait/finesse +- trait/reach +- trait/uncommon +aliases: ["Elven Branched Spear"] +--- +# Elven Branched Spear *Item 0* +[deadly ](rules/traits/deadly.md) [elf](rules/traits/elf.md) [finesse](rules/traits/finesse.md) [reach](rules/traits/reach.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 3 gp +- **Bulk** 1 +- **Damage** `1d6` P +- **Hands** 2 +- **Category** Martial; **Group** Spear + +Several short branches project from this delicate spear's shaft, each angled forward and tipped with a leaflike blade. + +*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/elysian-dew-tv.md b/compendium/equipment/items/elysian-dew-tv.md new file mode 100644 index 000000000..e799d907e --- /dev/null +++ b/compendium/equipment/items/elysian-dew-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/potion +- trait/consumable +- trait/enchantment +- trait/magical +- trait/potion +- trait/uncommon +aliases: ["Elysian Dew"] +--- +# Elysian Dew *Item 12* +[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 375 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +When you drink sweet, sky-blue Elysian dew, for 1 minute, you gain a 10-foot aura that evokes the vitality of Elysium, causing nearby objects to seem more colorful and plants to stand taller. + +You and any ally that starts its turn in the emanation gain 5 temporary Hit Points, a +1 item bonus to saving throws, and a +1 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) and [Athletics](compendium/skills.md#Athletics) checks until the start of your or the ally's next turn. If you're evil and drink this potion, it fails to work, and you must succeed at a DC 30 Fortitude save or the potion renders you [drained](rules/conditions.md#Drained). + +*Source: Treasure Vault p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/emberheart-som.md b/compendium/equipment/items/emberheart-som.md new file mode 100644 index 000000000..5473db9ac --- /dev/null +++ b/compendium/equipment/items/emberheart-som.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/apex +- trait/apex +- trait/invested +- trait/magical +- trait/necromancy +aliases: ["Emberheart"] +--- +# Emberheart *Item 18* +[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Price** 24000 gp +- **Usage** worn +- **Category** Apex + +This small, heart-shaped amulet appears to be sculpted from stone with a single streak of dim light running through, like an ember just beneath ashes. When worn, the amulet gives off a gentle warmth, akin to being near a fireplace. You gain poison resistance 15 when wearing this amulet. + +When you invest the amulet, you either increase your Constitution score by 2 or increase it to 18, whichever would give you a higher score. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) + +You hold the amulet aloft as a ripple of warm orange light exudes outward. Each ally in a 30-foot emanation regains 30 Hit Points and gains a +3 status bonus to Fortitude saves until the end of their next turn. +%% #trait/healing #trait/magical #trait/necromancy #trait/positive %% +``` + +*Source: Secrets of Magic p. 184* \ No newline at end of file diff --git a/compendium/equipment/items/emerald-fulcrum-lens-av3.md b/compendium/equipment/items/emerald-fulcrum-lens-av3.md new file mode 100644 index 000000000..f8eda0053 --- /dev/null +++ b/compendium/equipment/items/emerald-fulcrum-lens-av3.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av3 +- item/category/other +- trait/invested +- trait/necromancy +- trait/negative +- trait/occult +- trait/unique +aliases: ["Emerald Fulcrum Lens"] +--- +# Emerald Fulcrum Lens *Item 10* +[invested](rules/traits/invested.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [occult](rules/traits/occult.md) [unique](rules/traits/unique.md) + +- **Price** 1000 gp +- **Bulk** 3 +- **Category** Other + +This concave green lens is pitted and flawed; its jagged edges can cut those who don't handle it with care. While you have the Emerald Fulcrum Lens invested, your flesh appears waxen and pallid. You gain negative healing and [harm](compendium/spells/harm.md) spells gain a +4 status bonus to the Hit Points they restore to you. + +You can also activate the lens in the following ways. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[healing](rules/traits/healing.md) + +You grasp the Emerald Fulcrum Lens in one hand, regain 30 Hit Points, and gain a +2 item bonus to saving throws against magic for 1 round. +%% #trait/healing %% +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[attack](rules/traits/attack.md) [possession](rules/traits/possession.md) + +as Crimson Fulcrum Lens, but the melee spell attack modifier is +20. +%% #trait/attack #trait/possession %% +``` + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/emergency-disguise-lopsg.md b/compendium/equipment/items/emergency-disguise-lopsg.md new file mode 100644 index 000000000..9f1757dcf --- /dev/null +++ b/compendium/equipment/items/emergency-disguise-lopsg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/talisman +- trait/conjuration +- trait/consumable +- trait/magical +- trait/talisman +- trait/uncommon +aliases: ["Emergency Disguise"] +--- +# Emergency Disguise *Item 1* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 3 gp +- **Usage** affixed to armor; **Bulk** – +- **Activate** envision; **Requirements** You're trained in [Deception](compendium/skills.md#Deception). +- **Category** Talisman + +In Woodsedge Lodge, this thin red ribbon, typically worn around the neck, symbolizes the reach of Galt's soul-trapping guillotines, the infamous final blades. Each of these talismans stores a specific disguise, chosen at the time of its creation. When activated, the talisman applies a disguise to its wearer, allowing them to [Impersonate](rules/actions/impersonate.md) without taking the time to assemble a convincing disguise first. The components the disguise creates can appear to be worth up to 3 gp total. + +The instant nature of the disguise leaves a few traces of its haphazard nature, imposing a –2 circumstance penalty on checks to [Impersonate](rules/actions/impersonate.md) using the disguise. + +Wearers with the Quick Disguise feat don't take this penalty. Any objects created as a part of the disguise disappear after 24 hours or after you remove them. + +*Source: Lost Omens: Pathfinder Society Guide p. 109* \ No newline at end of file diff --git a/compendium/equipment/items/emergency-eye-tv.md b/compendium/equipment/items/emergency-eye-tv.md new file mode 100644 index 000000000..d3efee3c3 --- /dev/null +++ b/compendium/equipment/items/emergency-eye-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/consumable +- trait/divination +- trait/magical +- trait/talisman +aliases: ["Emergency Eye"] +--- +# Emergency Eye *Item 7* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 60 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** command; **Trigger** You become [blinded](rules/conditions.md#Blinded), or an effect otherwise impedes your vision; **Requirements** You are an expert in [Perception](compendium/skills.md#Perception). +- **Category** Talisman + +This eye, harvested from a monster, looks like it's peacefully sleeping but gives you a backup when you can't use your eyes. + +When the eye is activated, the eyelid pops open, and the eye stares frantically about. You see through the eye with normal vision until the end of your next turn, when the eye withers and flakes away. + +*Source: Treasure Vault p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/emetic-paste-tv.md b/compendium/equipment/items/emetic-paste-tv.md new file mode 100644 index 000000000..6401dc73e --- /dev/null +++ b/compendium/equipment/items/emetic-paste-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/healing +aliases: ["Emetic Paste"] +--- +# Emetic Paste *Item 2+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) + +- **Price** 5 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +[Sickened](rules/conditions.md#Sickened) creatures have difficulty swallowing, so you can Activate emetic paste by applying it to your skin or that of a [sickened](rules/conditions.md#Sickened) creature within reach, typically on the throat. The paste makes it easy for the [sickened](rules/conditions.md#Sickened) creature to purge, granting it an immediate Fortitude save to reduce its [sickened](rules/conditions.md#Sickened) condition. The paste grants the target an item bonus to that save and to all saving throws to reduce the [sickened](rules/conditions.md#Sickened) condition for 1 hour. + +*Source: Treasure Vault p. 53* \ No newline at end of file diff --git a/compendium/equipment/items/empathic-cords-pfum.md b/compendium/equipment/items/empathic-cords-pfum.md new file mode 100644 index 000000000..b637f5adf --- /dev/null +++ b/compendium/equipment/items/empathic-cords-pfum.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/pfum +- item/category/worn +- trait/divination +- trait/invested +- trait/magical +- trait/mental +- trait/rare +aliases: ["Empathic Cords"] +--- +# Empathic Cords *Item 8* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) + +- **Price** 450 gp +- **Usage** worn +- **Category** Worn + +These intracately braided lenghts of leather, twince, and ribbon can be worn around the neck. Empathic cords function only with the other cord in their pair and must be crafted together. If one cord becomes [broken](rules/conditions.md#Broken), the other dissolves in to non-magical dust. The Price listed above is for a pair of cords. The creatures wearing a pair of empathic cords can sense each other's feelings and communicate empathically, no matter how far away they are, as long as the creatures are on the same planet. + +```ad-embed-ability +title: Activate + +You cast [message](compendium/spells/message.md), targeting the creature wearing the matching cord. The range of this message is planetary. +``` + +*Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/empaths-cordial-tv.md b/compendium/equipment/items/empaths-cordial-tv.md new file mode 100644 index 000000000..db9721fd5 --- /dev/null +++ b/compendium/equipment/items/empaths-cordial-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/potion +- trait/consumable +- trait/divination +- trait/magical +- trait/mental +- trait/potion +aliases: ["Empath's Cordial"] +--- +# Empath's Cordial *Item 7* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [potion](rules/traits/potion.md) + +- **Price** 65 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +The pale liquid of empath's cordial changes color to reflect the mood of the creature nearest to it—turning blue for calm, red for anger, and green for envious, among other hues. For 1 hour after you drink this potion, you can sense the presence of general emotions, such as hostility toward you or the presence of an [emotion](rules/traits/emotion.md) effect impacting a creature's emotions, within 30 feet. + +A creature that failed a saving throw against calm emotions can't be detected. This potion doesn't allow you to automatically tell what emotions a specific creature is experiencing, but you can attempt a [Perception](compendium/skills.md#Perception) check with a +2 item bonus (DC set by the GM) to discern that information. The potion also grants you a +1 item bonus to [Perception](compendium/skills.md#Perception) checks to [Sense Motive](rules/actions/sense-motive.md) against creatures whose emotions you can sense. + +*Source: Treasure Vault p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/empathy-charm-tv.md b/compendium/equipment/items/empathy-charm-tv.md new file mode 100644 index 000000000..a2e5187ce --- /dev/null +++ b/compendium/equipment/items/empathy-charm-tv.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/companion +- trait/companion +- trait/divination +- trait/enchantment +- trait/magical +- trait/uncommon +aliases: ["Empathy Charm"] +--- +# Empathy Charm *Item 2* +[companion](rules/traits/companion.md) [divination](rules/traits/divination.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 35 gp +- **Usage** affixed to harness; **Bulk** — +- **Category** Companion + +This charm, usually placed on an animal companion's collar, contains a single strand of your hair, as well as one of your animal companion's, creating a link that better transmits emotional cues to a trained psychological assistance animal. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You attempt a saving throw against an [emotion](rules/traits/emotion.md) effect +- **Requirements**: Your animal companion wearing the empathy charm is within 10 feet + +**Effect** Your animal companion senses the effect and attempts to calm you. You gain a +1 circumstance bonus against the triggering save. +``` + +*Source: Treasure Vault p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/encompassing-lockpick-lotgb.md b/compendium/equipment/items/encompassing-lockpick-lotgb.md new file mode 100644 index 000000000..027b29103 --- /dev/null +++ b/compendium/equipment/items/encompassing-lockpick-lotgb.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +- trait/conjuration +- trait/extradimensional +- trait/magical +- trait/uncommon +aliases: ["Encompassing Lockpick"] +--- +# Encompassing Lockpick *Item 8* +[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 450 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This lockpick houses a small compartment containing many smaller picks and other miniature tools. The lockpick itself is surprisingly malleable, belying the components within. An almost-impossible number of other tools are [hidden](rules/conditions.md#Hidden) in the compartment, including an entire set of infiltrator thieves' tools and any replacement picks, an elite disguise kit and any replacement cosmetics, and an extreme climber's kit, all while still somehow remaining only light Bulk. This makes the encompassing lockpick a favorite discreet option for rogues infiltrating high society events, as formal wear generally has few pockets and only allows a character to wear a single tool kit of light Bulk. + +*Source: Lost Omens: The Grand Bazaar p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/endless-grimoire-som.md b/compendium/equipment/items/endless-grimoire-som.md new file mode 100644 index 000000000..e15d607b2 --- /dev/null +++ b/compendium/equipment/items/endless-grimoire-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/grimoire +- trait/divination +- trait/grimoire +- trait/magical +aliases: ["Endless Grimoire"] +--- +# Endless Grimoire *Item 6+* +[divination](rules/traits/divination.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) + +- **Bulk** L +- **Category** Grimoire + +When opened, this grimoire has unlimited pages that, oddly, seem almost eager to transcribe spells. Unlike most grimoires, it has no limits to its number of spells. The grimoire's eagerness to contain your spells grants you a +1 item bonus to checks to [Learn a Spell](rules/actions/learn-a-spell.md) if you do so by transcribing the spell into the grimoire. If you use the grimoire during your daily preparations and are capable of preparing spells of the appropriate level, the grimoire's nature leaks into your mind, allowing you to prepare an additional 1st-level spell. + +*Source: Secrets of Magic p. 162* \ No newline at end of file diff --git a/compendium/equipment/items/energizing-lattice-tv.md b/compendium/equipment/items/energizing-lattice-tv.md new file mode 100644 index 000000000..53ec08d04 --- /dev/null +++ b/compendium/equipment/items/energizing-lattice-tv.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/evocation +- trait/invested +- trait/light +- trait/magical +aliases: ["Energizing Lattice"] +--- +# Energizing Lattice *Item 13* +[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) + +- **Price** 3000 gp +- **Usage** worn armor; **Bulk** 2 +- **Category** Armor + +This suit of +2 resilient fortification lattice armor has latticework of fine golden wire. After negating a critical hit with its fortification rune, the latticework glows for 1 minute, shedding bright light in a 20-foot radius (and dim light for the next 20 feet). You can [Dismiss](rules/actions/dismiss.md) this light. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[force](rules/traits/force.md) + +- **Requirements**: The energizing lattice is glowing because it negated an enemy's critical hit + +**Effect** You release the lattice's energy and make a weapon or unarmed attack [Strike](rules/actions/strike.md) that deals `6d6` additional force damage. If your [Strike](rules/actions/strike.md) fails, but doesn't critically fail, the target still takes half the force damage. + +The latticework ceases glowing after the [Strike](rules/actions/strike.md). +%% #trait/force %% +``` + +*Source: Treasure Vault p. 15* \ No newline at end of file diff --git a/compendium/equipment/items/energizing-lotgb.md b/compendium/equipment/items/energizing-lotgb.md new file mode 100644 index 000000000..f83dd7c9b --- /dev/null +++ b/compendium/equipment/items/energizing-lotgb.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/rune +- trait/abjuration +- trait/magical +- trait/uncommon +aliases: ["Energizing"] +--- +# Energizing *Item 6* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 250 gp +- **Usage** etched onto a weapon +- **Category** Rune + +A weapon with this rune can absorb energy damage to empower it. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You take acid, cold, electricity, fire, or sonic damage + +**Effect** The weapon becomes imbued with the triggering energy type. It deals an additional `1d8` damage of the triggering type until the end of your next turn. As normal, if you use this reaction again during the duration, the damage doesn't combine; instead, change the `1d8` damage to the new triggering type of damage and change the duration to the end of your next turn. +``` + +*Source: Lost Omens: The Grand Bazaar p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/energizing-treat-tv.md b/compendium/equipment/items/energizing-treat-tv.md new file mode 100644 index 000000000..00d088f49 --- /dev/null +++ b/compendium/equipment/items/energizing-treat-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/consumable +- trait/magical +- trait/transmutation +aliases: ["Energizing Treat"] +--- +# Energizing Treat *Item 7* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 70 gp +- **Usage** held in 1 hand +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +An energizing treat is a treat made from meat or grains. When you feed your animal companion or familiar an energizing treat, it's [quickened](rules/conditions.md#Quickened) for 1 minute. It can use the extra action each round only for [Strike](rules/actions/strike.md), [Stride](rules/actions/stride.md), and Support actions, and it can do so only if it normally has those actions available and you take the proper action to command it. + +*Source: Treasure Vault p. 96* \ No newline at end of file diff --git a/compendium/equipment/items/energy-adaptive-tv.md b/compendium/equipment/items/energy-adaptive-tv.md new file mode 100644 index 000000000..c099ab790 --- /dev/null +++ b/compendium/equipment/items/energy-adaptive-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/abjuration +- trait/magical +aliases: ["Energy Adaptive"] +--- +# Energy Adaptive *Item 13* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) + +- **Price** 2600 gp +- **Usage** etched onto armor +- **Category** Rune + +A complex pattern of protective symbols gives protection against various forms of energy, but only part of the runic structure can be active at a given time. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You take acid, cold, electricity, or fire damage + +**Effect** You gain resistance 5 to the triggering damage type. This doesn't apply to the triggering damage. This resistance lasts until you Activate this rune again or the armor is no longer invested by you. +``` + +*Source: Treasure Vault p. 12* \ No newline at end of file diff --git a/compendium/equipment/items/energy-mutagen-fop.md b/compendium/equipment/items/energy-mutagen-fop.md new file mode 100644 index 000000000..770361a8b --- /dev/null +++ b/compendium/equipment/items/energy-mutagen-fop.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/fop +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/mutagen +- trait/polymorph +- trait/uncommon +aliases: ["Energy Mutagen"] +--- +# Energy Mutagen *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. + +When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts. + +**Benefit** You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type. + +**Drawback** You gain weakness 5 to the other three energy types. + +*Source: The Fall of Plaguestone p. 56* \ No newline at end of file diff --git a/compendium/equipment/items/energy-mutagen-tv.md b/compendium/equipment/items/energy-mutagen-tv.md new file mode 100644 index 000000000..6222dc4ab --- /dev/null +++ b/compendium/equipment/items/energy-mutagen-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/mutagen +- trait/polymorph +aliases: ["Energy Mutagen"] +--- +# Energy Mutagen *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in [controlled](rules/conditions.md#Controlled) bursts. + +Benefit You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type. + +Drawback You gain weakness 5 to the other three energy types. + +*Source: Treasure Vault p. 60* \ No newline at end of file diff --git a/compendium/equipment/items/energy-robe-lotgb.md b/compendium/equipment/items/energy-robe-lotgb.md new file mode 100644 index 000000000..7237f6afb --- /dev/null +++ b/compendium/equipment/items/energy-robe-lotgb.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Energy Robe"] +--- +# Energy Robe *Item 7+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn clothing; **Bulk** L +- **Category** Worn + +This brightly colored linen robe is covered in delicate embroidery depicting creatures and natural phenomena suiting its aligned energy, such as a living thunderclap, pools of acid, roaring flames, or dancing marids. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You speak a command word, and the embroidered threads in the robe glow vividly. The benefit you receive from the energy robe depends on its type. +``` + +*Source: Lost Omens: The Grand Bazaar p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/enfilading-arrow-lotgb.md b/compendium/equipment/items/enfilading-arrow-lotgb.md new file mode 100644 index 000000000..dfb1af982 --- /dev/null +++ b/compendium/equipment/items/enfilading-arrow-lotgb.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/conjuration +- trait/consumable +- trait/magical +- trait/uncommon +aliases: ["Enfilading Arrow"] +--- +# Enfilading Arrow *Item 9* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 125 gp +- **Ammunition** [Arrow](compendium/equipment/items/arrow.md) +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This arrow splits at the far end of the shaft into five branching arrowheads, making it impractical for single targets but deadly in combat. + +When you fire an activated enfilading arrow, it sails upward and shatters into countless copies. The arrows then rain Bellwether Lodge Wares. + +*Source: Lost Omens: The Grand Bazaar p. 14* \ No newline at end of file diff --git a/compendium/equipment/items/engulfing-snare-apg.md b/compendium/equipment/items/engulfing-snare-apg.md new file mode 100644 index 000000000..212ff8196 --- /dev/null +++ b/compendium/equipment/items/engulfing-snare-apg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +aliases: ["Engulfing Snare"] +--- +# Engulfing Snare *Item 14* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) + +- **Price** 900 gp +- **Category** Snare + +You arrange a spiky cage of bones, particularly tough vegetation, or other material to spring up when disturbed. + +The snare deals `9d8` piercing damage to the first creature to enter this square; that creature must attempt a DC 31 Reflex save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is knocked aside by the snare's deployment, taking half damage, and is [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. +> - **Failure** The creature is captured by the cage, taking full damage and falling [prone](rules/conditions.md#Prone). It is [immobilized](rules/conditions.md#Immobilized) while it remains within the cage. It can get free by Escaping (DC 31) or by destroying the cage (Hardness 5, HP 30, object immunities). +> - **Critical Failure** As failure, but the creature takes double damage. + +*Source: Advanced Player's Guide p. 256* \ No newline at end of file diff --git a/compendium/equipment/items/enhanced-hearing-aids-lotgb.md b/compendium/equipment/items/enhanced-hearing-aids-lotgb.md new file mode 100644 index 000000000..52197b5af --- /dev/null +++ b/compendium/equipment/items/enhanced-hearing-aids-lotgb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/assistive-item/hearing +- trait/divination +- trait/magical +aliases: ["Enhanced Hearing Aids"] +--- +# Enhanced Hearing Aids *Item 3* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) + +- **Price** 50 gp +- **Usage** worn; **Bulk** L +- **Category** Hearing + +These hearing aids work like [magical hearing aids](compendium/equipment/items/magical-hearing-aids-lotgb.md), but they're designed with a more potent and focused magic. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Requirements**: Your hearing aids are currently on + +**Effect** You mentally increase the input of your hearing aids. You gain a +1 item bonus to all hearing-based [Perception](compendium/skills.md#Perception) checks for 10 minutes. +``` + +*Source: Lost Omens: The Grand Bazaar p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/enigma-mirror-tv.md b/compendium/equipment/items/enigma-mirror-tv.md new file mode 100644 index 000000000..f8ef78411 --- /dev/null +++ b/compendium/equipment/items/enigma-mirror-tv.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/spellheart +- trait/illusion +- trait/magical +- trait/spellheart +aliases: ["Enigma Mirror"] +--- +# Enigma Mirror *Item 7+* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) + +- **Usage** affixed to armor or a weapon; **Bulk** — +- **Category** Spellheart + +Mist fills the glass of this small circular hand mirror, creating strange patterns in the shifting gray wisps. The back of the mirror bears a flowing script engraving in an unknown language. + +The spell DC of any spell cast by activating this item is 23. + +- Armor After you cast an illusion spell by activating the mirror, choose one ally within 30 feet. That ally gains a single illusory image, per mirror image. The image lasts until the end of your next turn if not destroyed before then. +- Weapon After you cast an illusion spell by activating the mirror, illusory copies of the weapon swirl in the air around it. You're affected by the [thicket of knives](compendium/spells/thicket-of-knives-som.md) spell until the end of your next turn. The spell ends if you stop wielding the affixed weapon. + +```ad-embed-ability +title: Activate + +You cast [forbidding ward](compendium/spells/forbidding-ward.md). +``` + +```ad-embed-ability +title: Activate + +You cast [mirror image](compendium/spells/mirror-image.md). +``` + +*Source: Treasure Vault p. 125* \ No newline at end of file diff --git a/compendium/equipment/items/enigma-sight-potion-tv.md b/compendium/equipment/items/enigma-sight-potion-tv.md new file mode 100644 index 000000000..69254c4c7 --- /dev/null +++ b/compendium/equipment/items/enigma-sight-potion-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/potion +- trait/consumable +- trait/divination +- trait/magical +- trait/potion +- trait/revelation +aliases: ["Enigma-Sight Potion"] +--- +# Enigma-Sight Potion *Item 11* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [revelation](rules/traits/revelation.md) + +- **Price** 250 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +A vial of this enigma-sight potion seems to contain fragments of kaleidoscopic crystal that reflect mind-bending scenes. However, these "crystals" act like liquid when poured or consumed. Drinking the potion grants you the effects of a [true seeing](compendium/spells/true-seeing.md) spell, except that you use your [Perception](compendium/skills.md#Perception) modifier and your level for the secret counteract check instead of the normal counteract modifier and spell level. However, if you critically fail the secret counteract check the effect grants, your mind fills in false, nightmarish information. You become [stupefied](rules/conditions.md#Stupefied) for `1d4` rounds and [stunned](rules/conditions.md#Stunned) as your brain struggles to process what you see. + +*Source: Treasure Vault p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/ensnaring-disk-tv.md b/compendium/equipment/items/ensnaring-disk-tv.md new file mode 100644 index 000000000..b8e819099 --- /dev/null +++ b/compendium/equipment/items/ensnaring-disk-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/consumable +- trait/evocation +- trait/magical +- trait/talisman +aliases: ["Ensnaring Disk"] +--- +# Ensnaring Disk *Item 7* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 70 gp +- **Usage** affixed to a shield; **Bulk** — +- **Activate** envision; **Trigger** You use the affixed shield to Shield Block a melee weapon attack; **Requirements** You are an expert in [Athletics](compendium/skills.md#Athletics). +- **Category** Talisman + +This coin-sized metal disk is inscribed with arcane symbols and mounted on the inner surface of a shield. When you Activate the disk, the triggering weapon momentarily sticks to your shield, allowing you to attempt to [Disarm](rules/actions/disarm.md) it from its wielder with a +2 item bonus. If you roll a critical failure on this check, you get a failure instead. + +*Source: Treasure Vault p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/entertainers-lute-tv.md b/compendium/equipment/items/entertainers-lute-tv.md new file mode 100644 index 000000000..42b331db1 --- /dev/null +++ b/compendium/equipment/items/entertainers-lute-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/coda +- trait/coda +- trait/enchantment +- trait/occult +- trait/staff +aliases: ["Entertainer's Lute"] +--- +# Entertainer's Lute *Item 4+* +[coda](rules/traits/coda-tv.md) [enchantment](rules/traits/enchantment.md) [occult](rules/traits/occult.md) [staff](rules/traits/staff.md) + +- **Usage** held in 2 hands; **Bulk** L +- **Category** Coda + +This lustrous lute has a polished body that changes to show whatever decorations or carvings you find most appealing, or which best reinforce the story of the song you're currently playing (as a free action). Its frets are inlaid with mother of pearl. With its mix of enchantment and illusion magic, it's favored by many traveling minstrels. While playing the lute, you gain a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) and [Performance](compendium/skills.md#Performance) checks. + +```ad-embed-ability +title: Activate + +You expend a number of charges from this instrument to cast a spell from its list. +``` + +*Source: Treasure Vault p. 136* \ No newline at end of file diff --git a/compendium/equipment/items/enveloping-light-lotgb.md b/compendium/equipment/items/enveloping-light-lotgb.md new file mode 100644 index 000000000..e53e368c4 --- /dev/null +++ b/compendium/equipment/items/enveloping-light-lotgb.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/tattoo +- trait/invested +- trait/magical +- trait/necromancy +- trait/positive +- trait/tattoo +- trait/uncommon +aliases: ["Enveloping Light"] +--- +# Enveloping Light *Item 3+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** tattoo +- **Category** Tattoo + +This tattoo is a series of six concentric circles that show up as a soft yellow on any skin tone. The marks carry in them a protective force that bolsters your body and soul. The first time each day that someone attempts to [Treat your Wounds](rules/actions/treat-wounds.md) and rolls a critical failure, they get a failure instead. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +For 5 rounds, your entire body begins to glow, with the effects of a 1st-level [light](compendium/spells/light.md) spell. At the end of each of your turns during this time, you regain `1d4` Hit Points. +``` + +*Source: Lost Omens: The Grand Bazaar p. 38* \ No newline at end of file diff --git a/compendium/equipment/items/envenomed-snare-lotgb.md b/compendium/equipment/items/envenomed-snare-lotgb.md new file mode 100644 index 000000000..634985df1 --- /dev/null +++ b/compendium/equipment/items/envenomed-snare-lotgb.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/poison +- trait/consumable +- trait/mechanical +- trait/poison +- trait/snare +- trait/trap +- trait/uncommon +aliases: ["Envenomed Snare"] +--- +# Envenomed Snare *Item 7* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [poison](rules/traits/poison.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 60 gp +- **Category** Poison + +This snare is coated with giant wasp venom and tipped with needles, which deliver the venom to the first creature to enter the square. That creature takes `4d6` damage (DC 23 basic Reflex) and, on a failure, the creature is exposed to the giant wasp venom. + +*Source: Lost Omens: The Grand Bazaar p. 15* \ No newline at end of file diff --git a/compendium/equipment/items/envisioning-mask-apg.md b/compendium/equipment/items/envisioning-mask-apg.md new file mode 100644 index 000000000..a9fa17ead --- /dev/null +++ b/compendium/equipment/items/envisioning-mask-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/worn +- trait/divination +- trait/invested +- trait/magical +- trait/mental +aliases: ["Envisioning Mask"] +--- +# Envisioning Mask *Item 11* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) + +- **Price** 1200 gp +- **Usage** worn mask +- **Category** Worn + +These strange masks consist of a thin stone hood and a shimmering purple veil reminiscent of the pleroma aeon who first gifted them to mortals in the hope that sharing the means of aeon communication would reduce the misunderstandings and conflicts among mortal civilizations. An envisioning mask covers your entire face, though it doesn't hinder your vision or other senses. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You lose the ability to produce language and instead communicate wordlessly through a series of psychic projections. This acts as telepathy with a range of 100 feet, but it is understandable to all creatures regardless of whether they have a language. When communicating with non-aeons, however, your meaning is often vague and mysterious. This effect lasts for 10 minutes. +``` + +*Source: Advanced Player's Guide p. 260* \ No newline at end of file diff --git a/compendium/equipment/items/erratic-transposing-gmg.md b/compendium/equipment/items/erratic-transposing-gmg.md new file mode 100644 index 000000000..87c07a2af --- /dev/null +++ b/compendium/equipment/items/erratic-transposing-gmg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/curse +- trait/conjuration +- trait/cursed +- trait/magical +- trait/rare +aliases: ["Erratic Transposing"] +--- +# Erratic Transposing *Item 11* +[conjuration](rules/traits/conjuration.md) [cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** curses a weapon +- **Category** Curse + +This curse bursts with uncontrolled teleportation magic when activated, unreliably transporting creatures across the battlefield. On a critical hit with the affected weapon, you and an ally within 60 feet (chosen randomly) teleport to switch places with one another. If either of the affected creatures is unable to entirely fit within its new space, the creature is placed in the nearest available squares instead. + +*Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/erraticannon-ooa3.md b/compendium/equipment/items/erraticannon-ooa3.md new file mode 100644 index 000000000..a07113703 --- /dev/null +++ b/compendium/equipment/items/erraticannon-ooa3.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa3 +- item/category/held +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Erraticannon"] +--- +# Erraticannon *Item 9* +[magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 700 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This +1 striking hand cannon (Guns & Gears 153) is festooned with so many add-ons and modifications it's barely recognizable as a firearm. A large hopper at the top of the gun allows any type of ammunition (including arrows, bolts, stone bullets, and firearm rounds) to be fed into the machine, which converts the ammunition into blasts of raw, destructive energy. + +Each time you attack with the weapon, roll `1d8` to determine the damage type of the [Strike](rules/actions/strike.md)—all of the erraticannon's weapon damage is converted to that damage type for the [Strike](rules/actions/strike.md). Additionally, roll another d8, and the erraticannon deals `1d6` additional damage of this second damage type. d8 Damage Type 1 Acid 2 Cold 3 Electricity 4 Fire 5 Sonic 6 Bludgeoning 7 Piercing 8 Slashing + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You set the erraticannon to maximum power and unleash a blast that deals `1d6` acid, `1d6` cold, `1d6` electricity, `1d6` fire, `1d6` sonic, `1d6` bludgeoning, `1d6` piercing, and `1d6` slashing damage to all creatures in a 30-foot cone (DC 25 basic Reflex save). +``` + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/escape-fulu-tv.md b/compendium/equipment/items/escape-fulu-tv.md new file mode 100644 index 000000000..0fbc924ce --- /dev/null +++ b/compendium/equipment/items/escape-fulu-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/consumable +- trait/fulu +- trait/magical +- trait/talisman +- trait/transmutation +aliases: ["Escape Fulu"] +--- +# Escape Fulu *Item 7* +[consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 70 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision; **Trigger** You attempt to [Escape](rules/actions/escape.md). +- **Category** Talisman + +The escape fulu is a charm common among wealthy people, who wear the talisman in case of kidnapping. When you Activate this fulu for 1 minute you gain a +2 status bonus to your attempts to [Escape](rules/actions/escape.md) as well as to [Stealth](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md). + +*Source: Treasure Vault p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/essence-prism-gmg.md b/compendium/equipment/items/essence-prism-gmg.md new file mode 100644 index 000000000..b76ab5035 --- /dev/null +++ b/compendium/equipment/items/essence-prism-gmg.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/artifact +- trait/artifact +- trait/transmutation +- trait/unique +aliases: ["Essence Prism"] +--- +# Essence Prism *Item 28* +[artifact](rules/traits/artifact-gmg.md) [transmutation](rules/traits/transmutation.md) [unique](rules/traits/unique.md) + +- **Bulk** 5 +- **Category** Artifact + +This enormous, multifaceted prism normally rests on a pedestal, eerily refracting many-colored lights even when no light source is present. In reality, the prism refracts the four magical essences into the visible spectrum (see page 300 in the Core Rulebook for more on the four essences). A creature adjacent to the prism can adjust its facets with an [Interact](rules/actions/interact.md) action to change between two polarities. Two essences flow from two input streams into the prism, where the prism combines them into a single output stream; alternatively, a single essence flows from one input stream into the prism and is split into two output streams. A creature that enters and stays within an input essence stream for 1 minute is slowly encased in solid magic, at which point it is [paralyzed](rules/conditions.md#Paralyzed) until anyone reverses the prism's flow or finishes activating the prism. A creature stepping into an output essence stream is gently pushed back and out of the stream. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +- **Requirements**: The prism has only one input stream + +**Effect** You alter and rearrange the facets of the essence prism, adjusting the essences to select for a single quality, which might be associated with mental essence, like a personality trait; material essence, like a physical quality; vital essence, like a belief or instinct; or spiritual essence, like an alignment component such as good or lawful. You must succeed at a secret DC 30 skill check with a skill associated with a magical tradition that uses the essence you chose (for instance, [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) for mental essence, as arcane and occult magic both use mental essence). On a failure, you accidentally set the prism for some other quality. +``` + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +- **Requirements**: The prism has only one input stream, and a creature is encased in magic in the input stream + +**Effect** Over the course of the next hour, the creature in the input stream has its essences refracted through the prism, creating two cocoons of magic in the output streams that each contain a new creature. At the end of the process, the original creature is gone, and the two new creatures break free of their cocoons. Each creature is part of the original, separated from the rest based on the last quality set by the prism's first activation. For instance, if you set the prism to "good," one creature would have all the original creature's good aspects and the other would be the original creature's evil side. Unless you selected a physical quality, both new creatures look just like the original. The new creatures are usually 2 levels lower than the original, but if the original creature was strongly biased with respect to the quality you chose (for instance, if splitting out the good and evil side of a redeemer), the stronger creature is 1 level lower and the weaker creature is 3 or more levels lower. If calibrated correctly, this activation can also reverse the effect of the third activation. +``` + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +- **Requirements**: The prism has two input streams, and a creature is encased in magic in each of the input streams + +**Effect** Over the course of the next hour, the essences of both creatures in the input streams are refracted through the prism, creating a cocoon of magic in the output stream that contains a new creature. At the end of the process, the original creatures are gone, and the new creature breaks free of its cocoon. The new creature is an amalgam of the originals, with a new personality blended from both, and is usually 1 or 2 levels higher than the higher level of the original creatures unless the lower-level creature was much weaker. This activation also reverses the effect of the second activation. +``` + +*Source: Gamemastery Guide p. 108* \ No newline at end of file diff --git a/compendium/equipment/items/ethersight-ring-tv.md b/compendium/equipment/items/ethersight-ring-tv.md new file mode 100644 index 000000000..5f9883e05 --- /dev/null +++ b/compendium/equipment/items/ethersight-ring-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/divination +- trait/invested +- trait/magical +- trait/revelation +- trait/uncommon +aliases: ["Ethersight Ring"] +--- +# Ethersight Ring *Item 7* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [revelation](rules/traits/revelation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 325 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +An ethersight ring is a glass band containing a swirling cloud of gray smoke. When you invest the ring, the smoke becomes as transparent as the glass encapsulating it, and you can see clearly into the Ethereal Plane with a range of 60 feet. + +Whether or not you have invested the ring, you are visible to creatures in the Ethereal Plane within the same range while wearing it. Although you can see these creatures and they can see you, you can affect each other only with abilities that cross between the Ethereal Plane and the Material Plane. + +*Source: Treasure Vault p. 153* \ No newline at end of file diff --git a/compendium/equipment/items/euphoric-loop-tv.md b/compendium/equipment/items/euphoric-loop-tv.md new file mode 100644 index 000000000..def3470f5 --- /dev/null +++ b/compendium/equipment/items/euphoric-loop-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +aliases: ["Euphoric Loop"] +--- +# Euphoric Loop *Item 5+* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Price** 5 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) +- **Category** Consumable + +This catalyst is made from twisted sapling bark harvested under a full moon. When used to cast a [charm](compendium/spells/charm.md) spell, the enchantment creates a blissful experience for one target of your choice. + +When the spell ends, even if you [Dismiss](rules/actions/dismiss.md) it, the sudden mental dissonance between the charmed state and reality forces the target to attempt a Will save against your spell DC. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [stunned](rules/conditions.md#Stunned) or, if the spell ended because of a [hostile](rules/conditions.md#Hostile) action, [confused](rules/conditions.md#Confused) for 1 round. +> - **Failure** The target is [stunned](rules/conditions.md#Stunned) or, if the spell ended because of a [hostile](rules/conditions.md#Hostile) action, [confused](rules/conditions.md#Confused) for 1 round. +> - **Critical Failure** The target is [stunned](rules/conditions.md#Stunned) or, if the spell ended because of a [hostile](rules/conditions.md#Hostile) action, [confused](rules/conditions.md#Confused) for 2 rounds. + +*Source: Treasure Vault p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/everyneed-pack-lopsg.md b/compendium/equipment/items/everyneed-pack-lopsg.md new file mode 100644 index 000000000..088b61825 --- /dev/null +++ b/compendium/equipment/items/everyneed-pack-lopsg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/worn +- trait/conjuration +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Everyneed Pack"] +--- +# Everyneed Pack *Item 3+* +[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn on belt +- **Category** Worn + +Constructed of green material and decorated with a white Glyph of the Open Road, a dozen or more small pockets line the inside of this pack. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn't contain any armor, shields, weapons, or items made of any kind of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack empties after 8 gp worth of items of your choice are removed, after which it becomes a mundane backpack. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less. +``` + +*Source: Lost Omens: Pathfinder Society Guide p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/everyneed-pack-tv.md b/compendium/equipment/items/everyneed-pack-tv.md new file mode 100644 index 000000000..c165cf7eb --- /dev/null +++ b/compendium/equipment/items/everyneed-pack-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/conjuration +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Everyneed Pack"] +--- +# Everyneed Pack *Item 3+* +[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn backpack; **Bulk** 1 +- **Category** Worn + +Constructed of green material and decorated with a white Glyph of the Open Road, an everyneed pack has a dozen or more small pockets lining the inside. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn't contain any armor, shields, weapons, or items made of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack becomes a mundane backpack after items of your choice with a combined value of 8 gp have been removed from it. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less. +``` + +*Source: Treasure Vault p. 145* \ No newline at end of file diff --git a/compendium/equipment/items/experimental-clothing-lotgb.md b/compendium/equipment/items/experimental-clothing-lotgb.md new file mode 100644 index 000000000..668df7c8b --- /dev/null +++ b/compendium/equipment/items/experimental-clothing-lotgb.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/worn +- trait/uncommon +aliases: ["Experimental Clothing"] +--- +# Experimental Clothing *Item 2* +[uncommon](rules/traits/uncommon.md) + +- **Price** 25 gp +- **Usage** worn clothing; **Bulk** L +- **Category** Worn + +Experimental clothing is custom tailored in radical, avant-garde styles by independent dressmakers, utilizing expensive or eccentric materials and unconventional patterns. + +At the GM's discretion, wearing experimental clothing may impart a +1 item bonus or –1 item penalty on checks to [Make An Impression](rules/actions/make-an-impression.md), depending on the target's fashion sense. + +*Source: Lost Omens: The Grand Bazaar p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/exploding-shield-apg.md b/compendium/equipment/items/exploding-shield-apg.md new file mode 100644 index 000000000..fb4d6568b --- /dev/null +++ b/compendium/equipment/items/exploding-shield-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/held +- trait/evocation +- trait/magical +aliases: ["Exploding Shield"] +--- +# Exploding Shield *Item 5* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 25 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +The magic within this wooden shield (Hardness 3, HP 12, BT 6) lashes out at your foes as the shield is destroyed. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: The exploding shield is destroyed + +**Effect** The shield explodes outward, dealing `4d6` piercing damage to each creature in a 15-foot cone (DC 19 basic Reflex save). +``` + +*Source: Advanced Player's Guide p. 260* \ No newline at end of file diff --git a/compendium/equipment/items/exploration-lens-sot3.md b/compendium/equipment/items/exploration-lens-sot3.md new file mode 100644 index 000000000..1fb680dda --- /dev/null +++ b/compendium/equipment/items/exploration-lens-sot3.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot3 +- item/category/held +- trait/divination +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Exploration Lens"] +--- +# Exploration Lens *Item 10+* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** – +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Held + +An exploration lens is a magical glass lens designed for a bull's-eye lantern. When light from the lantern passes through the lens, it alters the light to make it easier to perform a common exploration activity with the lantern. You can find more information about exploration activities related to these lenses on page 496 of the Core Rulebook. Alternatively, an exploration lens can be installed in a wayfinder like an aeon stone. In this case, light (such as that from a lantern, torch, or [light](compendium/spells/light.md) spell) must still pass through the lens and you must hold the wayfinder in your hand for it to function. + +There are several different types of exploration lens, each granting benefits with a different type of exploration activity. + +Each type of lens is distinguishable from all the other types by holding it up to a bright light. + +*Source: Strength of Thousands #3: Hurricane's Howl p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/explosive-missive-tv.md b/compendium/equipment/items/explosive-missive-tv.md new file mode 100644 index 000000000..e81dbe4b3 --- /dev/null +++ b/compendium/equipment/items/explosive-missive-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/missive +- trait/consumable +- trait/evocation +- trait/magical +- trait/missive +aliases: ["Explosive Missive"] +--- +# Explosive Missive *Item 4* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [missive](rules/traits/missive-tv.md) + +- **Price** 13 gp +- **Usage** held in 1 hand; **Bulk** — +- **Activate** envision, , [Interact](rules/actions/interact.md) +- **Category** Missive + +An explosive missive is slightly warm to the touch, regardless of the surrounding environment. When composed and then activated, the missive explodes. The tenor of what you write or the theme of your illustration determines the damage type and adds the corresponding trait to the missive: acid for a caustic inscription, cold for an aloof one, electricity for an energetic one, fire for an angry one, or sonic for an overly emphatic one. The missive deals `4d6` damage to each creature in a 5‑foot burst from a corner of the missive's space (DC 18 basic Reflex save). A creature who rolls a critical failure also takes `1d4` [persistent damage](rules/conditions.md#Persistent%20Damage) of the same type. The missive burns to ash while releasing its magic. + +*Source: Treasure Vault p. 84* \ No newline at end of file diff --git a/compendium/equipment/items/extendable-tail-tv.md b/compendium/equipment/items/extendable-tail-tv.md new file mode 100644 index 000000000..d1540b405 --- /dev/null +++ b/compendium/equipment/items/extendable-tail-tv.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/mechanical +aliases: ["Extendable Tail"] +--- +# Extendable Tail *Item 3* +[mechanical](rules/traits/mechanical.md) + +- **Price** 10 gp +- **Usage** worn; **Bulk** 1 +- **Category** Worn + +Built with collapsible poles and expanding hoops, this tail can extend to a length of 20 feet. While it's no more prehensile than a tail of a typical member of your ancestry, it ends with an anchor that you can secure around a sturdy object with an [Interact](rules/actions/interact.md) action. While the tail is anchored, you can't move more than 20 feet from that spot, but you can use the tail to lower yourself up to 20 feet, as if it were a length of rope. You can use another [Interact](rules/actions/interact.md) action to disengage the anchor and retract your tail. + +*Source: Treasure Vault p. 108* \ No newline at end of file diff --git a/compendium/equipment/items/extending-som.md b/compendium/equipment/items/extending-som.md new file mode 100644 index 000000000..5f7c4120d --- /dev/null +++ b/compendium/equipment/items/extending-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/rune +- trait/magical +- trait/transmutation +aliases: ["Extending"] +--- +# Extending *Item 9+* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** etched onto a melee weapon +- **Category** Rune + +An extending rune allows you to extend your weapon to impossible lengths. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You extend your weapon for an instant, giving you an impossible reach. You [Strike](rules/actions/strike.md) with the weapon, and you have reach <60 feet> for the [Strike](rules/actions/strike.md). +``` + +*Source: Secrets of Magic p. 184* \ No newline at end of file diff --git a/compendium/equipment/items/eye-of-enlightenment-som.md b/compendium/equipment/items/eye-of-enlightenment-som.md new file mode 100644 index 000000000..dc080dd25 --- /dev/null +++ b/compendium/equipment/items/eye-of-enlightenment-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/talisman +- trait/consumable +- trait/divination +- trait/magical +- trait/talisman +aliases: ["Eye Of Enlightenment"] +--- +# Eye Of Enlightenment *Item 5* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 25 gp +- **Usage** affixed to a weapon +- **Activate** envision; **Trigger** You succeed at a [Strike](rules/actions/strike.md) with the affixed weapon; **Requirements** You're an expert in [Arcana](compendium/skills.md#Arcana), Occult, [Nature](compendium/skills.md#Nature), [Religion](compendium/skills.md#Religion), [Society](compendium/skills.md#Society), or a [Lore](compendium/skills.md#Lore) skill. +- **Category** Talisman + +This dried eye was plucked from a magical creature. You combine your observation about your enemy's reaction to your [Strike](rules/actions/strike.md) with the stores of magical wisdom within the talisman to try to glean more information about the foe's true nature. When you activate this talisman, you attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) about the creature you hit. If you roll a critical failure, you get a failure instead. + +*Source: Secrets of Magic p. 173* \ No newline at end of file diff --git a/compendium/equipment/items/eye-of-the-unseen-lotgb.md b/compendium/equipment/items/eye-of-the-unseen-lotgb.md new file mode 100644 index 000000000..e0a5dd48d --- /dev/null +++ b/compendium/equipment/items/eye-of-the-unseen-lotgb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/assistive-item/prosthesis +- trait/divination +- trait/invested +- trait/magical +aliases: ["Eye Of The Unseen"] +--- +# Eye Of The Unseen *Item 8+* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn; **Bulk** L +- **Category** Prosthesis + +This prosthetic eye was designed by elven crafters but comes in a range of appearances for different ancestries. + +While wearing the eye, you gain a +1 item bonus to visual [Perception](compendium/skills.md#Perception) checks. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You focus on the eye to see the unseen. The eye casts see invisibility on you. +``` + +*Source: Lost Omens: The Grand Bazaar p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/eye-of-the-wise-aoa3.md b/compendium/equipment/items/eye-of-the-wise-aoa3.md new file mode 100644 index 000000000..d9590376a --- /dev/null +++ b/compendium/equipment/items/eye-of-the-wise-aoa3.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa3 +- item/category/artifact +- trait/artifact +- trait/divination +- trait/invested +- trait/unique +aliases: ["Eye Of The Wise"] +--- +# Eye Of The Wise *Item 11* +[artifact](rules/traits/artifact-gmg.md) [divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [unique](rules/traits/unique.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Artifact + +This fist-sized, 12-rayed black star sapphire is sacred to Yueral, the elven goddess of magic and jewels, and most accounts of its creation attribute its crafting to a circle of her worshippers. In addition to the abilities listed below, the gem functions as a portal key for Jewelgate at [Alseta](compendium/setting/deities/alseta-logm.md)'s Ring. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You touch the _Eye of the Wise_ to a gem worth at least 10 gp, whereupon the _Eye of the Wise_ assumes the appearance of the touched gemstone. While this connection is active, the carriers of the _Eye of the Wise_ and of the other gemstone can communicate telepathically with one another over any distance, as long as both are on the same plane. + +This connection is [broken](rules/conditions.md#Broken) if the other gemstone is damaged, if the _Eye of the Wise_ becomes attuned to another gemstone, or if the bearer of the _Eye of the Wise_ [Dismisses](rules/actions/dismiss.md) the activation. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You hold the _Eye of the Wise_ up to your own eye and peer through it. The _Eye of the Wise_ grows transparent and grants you a +2 item bonus to attempts to [Decipher Writing](rules/actions/decipher-writing.md), [Disable a Device](rules/actions/disable-a-device.md), [Identify Magic](rules/actions/identify-magic.md), [Pick a Lock](rules/actions/pick-a-lock.md), [Seek](rules/actions/seek.md), or [Sense Motive](rules/actions/sense-motive.md). You can [Sustain this activation](rules/actions/sustain-an-activation.md) as long as you hold the gem in place. +``` + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/eye-slash-tv.md b/compendium/equipment/items/eye-slash-tv.md new file mode 100644 index 000000000..ce74c8dcd --- /dev/null +++ b/compendium/equipment/items/eye-slash-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/tattoo +- trait/divination +- trait/invested +- trait/magical +- trait/tattoo +aliases: ["Eye Slash"] +--- +# Eye Slash *Item 1+* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) + +- **Usage** tattooed on the body; **Bulk** — +- **Category** Tattoo + +Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye. + +*Source: Treasure Vault p. 120* \ No newline at end of file diff --git a/compendium/equipment/items/faerie-dragon-liqueur-tv.md b/compendium/equipment/items/faerie-dragon-liqueur-tv.md new file mode 100644 index 000000000..01aad5646 --- /dev/null +++ b/compendium/equipment/items/faerie-dragon-liqueur-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/potion +- trait/consumable +- trait/enchantment +- trait/magical +- trait/mental +- trait/potion +- trait/uncommon +aliases: ["Faerie Dragon Liqueur"] +--- +# Faerie Dragon Liqueur *Item 7+* +[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [potion](rules/traits/potion.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +Each draft of faerie dragon liqueur has a different flavor. For 1 hour after you drink it, you can use a single action to breathe out a 15-foot cone of euphoric gas. Each creature in the cone must attempt a DC 23 Will save. After you use this breath weapon, you can't do so again for `1d4` rounds. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [stupefied](rules/conditions.md#Stupefied) for 1 round. +> - **Failure** The creature is [stupefied](rules/conditions.md#Stupefied) for 1 minute and [slowed](rules/conditions.md#Slowed) for `1d4` rounds. +> - **Critical Failure** The creature is [stupefied](rules/conditions.md#Stupefied) and [slowed](rules/conditions.md#Slowed) for 1 minute. + +*Source: Treasure Vault p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/faerie-queens-bower-tv.md b/compendium/equipment/items/faerie-queens-bower-tv.md new file mode 100644 index 000000000..8346f9c8a --- /dev/null +++ b/compendium/equipment/items/faerie-queens-bower-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/divine +- trait/good +- trait/intelligent +- trait/invested +- trait/rare +- trait/transmutation +aliases: ["Faerie Queen's Bower"] +--- +# Faerie Queen's Bower *Item 13* +[divine](rules/traits/divine.md) [good](rules/traits/good.md) [intelligent](rules/traits/intelligent-gmg.md) [invested](rules/traits/invested.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** worn armor; **Bulk** 1 +- **Category** Armor + +A suit of autumn's embrace armor (page 14) can gain sapience when lovingly crafted by a fae monarch of sufficient power; a suit of faerie queen's bower is one such example. The armor is happy to give you and your companions counsel, hoping to guide you on a path of benevolence and aid you in battles against forces that seek to cause harm to the natural world. It refuses access to its magic to anyone who causes undue harm to plants or animals. In addition to the features and activation of autumn's embrace, faerie queen's bower has the following activation. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The armor casts 4th-level [safe passage](compendium/spells/safe-passage-apg.md) (Advanced Player's Guide 224), with the protected area beginning from your square and extending to a place of relative safety. +``` + +*Source: Treasure Vault p. 194* \ No newline at end of file diff --git a/compendium/equipment/items/faith-tattoo-tv.md b/compendium/equipment/items/faith-tattoo-tv.md new file mode 100644 index 000000000..cbc84b4ab --- /dev/null +++ b/compendium/equipment/items/faith-tattoo-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/tattoo +- trait/divine +- trait/invested +- trait/tattoo +aliases: ["Faith Tattoo"] +--- +# Faith Tattoo *Item 4+* +[divine](rules/traits/divine.md) [invested](rules/traits/invested.md) [tattoo](rules/traits/tattoo-lowg.md) + +- **Usage** tattooed on the body; **Bulk** — +- **Category** Tattoo + +You have marked your body to show your devotion to a deity. This tattoo could be the deity's religious symbol, another image that evokes that deity, or another mark you gained through your devotion. The tattoo serves as a silver religious symbol of the deity. Provided you keep the tattoo uncovered, you need not wield it to gain that benefit. + +If you cease meeting the prerequisites, the tattoo fades, and you lose its benefits until you perform an atone ritual and meet the prerequisites thereafter. + +```ad-embed-ability +title: Activate + +The tattoo casts harm, heal, or the 1st-level spell from your deity's cleric spells. You can choose harm or heal only in accord with the deity's divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 18. Also, the tattoo has as a trait the school of the spell the tattoo can cast. +``` + +*Source: Treasure Vault p. 120* \ No newline at end of file diff --git a/compendium/equipment/items/fake-blood-pack-lotgb.md b/compendium/equipment/items/fake-blood-pack-lotgb.md new file mode 100644 index 000000000..33afadd28 --- /dev/null +++ b/compendium/equipment/items/fake-blood-pack-lotgb.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/consumable +aliases: ["Fake Blood Pack"] +--- +# Fake Blood Pack *Item 0* +[consumable](rules/traits/consumable.md) + +- **Price** 1 gp +- **Usage** worn under light armor or clothes; **Bulk** L +- **Category** Consumable + +Adventurers have found a number of uses for these animal blood–filled bladders, which were originally used in theatrical productions. Whenever you take slashing or piercing damage with the fake blood pack under your clothes or armor, roll a DC 11 flat check. On a success, the blood pack is punctured. + +You or an ally can puncture the [hidden](rules/conditions.md#Hidden) pack intentionally. + +When faking an injury, the blood pack grants a +2 item bonus to relevant [Deception](compendium/skills.md#Deception) checks, such as to [Lie](rules/actions/lie.md) about being injured. Abilities that trigger when a creature deals bleed damage, determine if a creature is bleeding, or are otherwise based on bleed damage don't trigger or apply for blood from a fake blood pack, which might mean creatures with such abilities automatically realize the ruse. + +*Source: Lost Omens: The Grand Bazaar p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/falcata-tv.md b/compendium/equipment/items/falcata-tv.md new file mode 100644 index 000000000..df4712384 --- /dev/null +++ b/compendium/equipment/items/falcata-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/advanced +- trait/fatal-d12 +aliases: ["Falcata"] +--- +# Falcata *Item 0* +[fatal ](rules/traits/fatal.md) + +- **Price** 3 gp +- **Bulk** 1 +- **Damage** `1d8` S +- **Hands** 1 +- **Category** Advanced; **Group** Sword + +The falcata is a heavy, one-handed sword with a single cutting edge, usually flaring to be wider towards the point of the weapon and narrower towards the hilt. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/falconsight-eye-tv.md b/compendium/equipment/items/falconsight-eye-tv.md new file mode 100644 index 000000000..10d20913e --- /dev/null +++ b/compendium/equipment/items/falconsight-eye-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/divination +- trait/magical +- trait/uncommon +aliases: ["Falconsight Eye"] +--- +# Falconsight Eye *Item 6* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 200 gp +- **Usage** worn; **Bulk** L +- **Category** Worn + +This prosthetic eye resembles that of a bird of prey. Along with the abilities of the magical prosthetic eye, it allows you to strike foes at greater range and with impressive accuracy. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You become keenly aware of your foes, even those seemingly out of reach. For 1 minute, you can close your eyes as a free action to see through a ranged weapon you're wielding, which reduces the penalty for firing into your weapon's second range increment from –2 to 0. This effect doesn't negate the [blinded](rules/conditions.md#Blinded) condition. +``` + +*Source: Treasure Vault p. 108* \ No newline at end of file diff --git a/compendium/equipment/items/false-bottomed-mug-da.md b/compendium/equipment/items/false-bottomed-mug-da.md new file mode 100644 index 000000000..da93b5a27 --- /dev/null +++ b/compendium/equipment/items/false-bottomed-mug-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/held +- trait/uncommon +aliases: ["False-Bottomed Mug"] +--- +# False-Bottomed Mug *Item 0* +[uncommon](rules/traits/uncommon.md) + +- **Access** Member of the Bellflower Network +- **Price** 5 sp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This mug looks like any other; however, the bottom part unscrews to reveal a velvetlined chamber. These are primarily used by members of the Bellflower Network to sneak messages and small objects to other possible members. The [Perception](compendium/skills.md#Perception) DC to discover the false bottom is 15 if someone specifically examines the mug. + +*Source: Dark Archive p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/false-death-aoa5.md b/compendium/equipment/items/false-death-aoa5.md new file mode 100644 index 000000000..44dae8052 --- /dev/null +++ b/compendium/equipment/items/false-death-aoa5.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa5 +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/ingested +- trait/poison +- trait/uncommon +aliases: ["False Death"] +--- +# False Death *Item 5* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 25 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Typically used to fake one's death, this poison swiftly causes the imbiber to lose consciousness and suppresses vital signs. A creature examining the [unconscious](rules/conditions.md#Unconscious) target must succeed at a [Medicine](compendium/skills.md#Medicine) check against the imbiber's [Deception](compendium/skills.md#Deception) DC + 4 to determine that the target is alive, and a critical success allows the examiner to determine that a toxin is causing the effect. The false death toxin has an extremely bitter taste ([Perception](compendium/skills.md#Perception) DC 10 to detect), making it difficult to trick a creature into consuming the poison against its wishes. + +```ad-inline-affliction +title: Saving Throw: DC 18 Fortitude + +- **Onset**: 10 minutes +- **Maximum Duration**: 5 days + +## Stages + +**Stage 1** [clumsy](rules/conditions.md#Clumsy) (1 round) + +**Stage 2** [unconscious](rules/conditions.md#Unconscious) (1 hour) + +**Stage 3** [unconscious](rules/conditions.md#Unconscious) (1 day) +``` + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/false-death-vial-tv.md b/compendium/equipment/items/false-death-vial-tv.md new file mode 100644 index 000000000..23f7b86a1 --- /dev/null +++ b/compendium/equipment/items/false-death-vial-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/conjuration +- trait/consumable +- trait/magical +- trait/talisman +- trait/uncommon +aliases: ["False Death Vial"] +--- +# False Death Vial *Item 13+* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** affixed to explorer's clothing (or another item in the unarmored defense category); **Bulk** — +- **Activate** envision; **Trigger** You would be reduced to 0 Hit Points by damage but not immediately killed; **Requirements** You are unarmored. +- **Category** Talisman + +This tiny crystal vial of oily liquid is typically attached to a pin or worn on a tether attached to the affixed article of clothing. + +When you Activate the vial, you avoid being knocked out and remain at 1 Hit Point, your [wounded](rules/conditions.md#Wounded) condition increases by 1, and the talisman casts drop dead on you. You and any items you're wearing and holding are instantly transported from your current space to a clear space of your choice within range. You take no damage from the triggering effect. If you are carrying another creature (even one contained inside an extradimensional container), it's left behind in your original space. + +*Source: Treasure Vault p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/false-hope-tv.md b/compendium/equipment/items/false-hope-tv.md new file mode 100644 index 000000000..dc179d7e8 --- /dev/null +++ b/compendium/equipment/items/false-hope-tv.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +- trait/virulent +aliases: ["False Hope"] +--- +# False Hope *Item 17* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [virulent](rules/traits/virulent.md) + +- **Price** 2600 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This poison is an insidious distillation of the venom of the boomslang snake. It acts slowly and cyclically, giving its victim a false sense that the poison has failed to take hold or its effects have ended. The GM makes the target's saving throws in secret during any stage that has no effect. + +```ad-inline-affliction +title: Saving Throw: DC 37 Fortitude + +- **Maximum Duration**: 10 rounds + +## Stages + +**Stage 1** no effect (1 round) + +**Stage 2** `10d8` poison damage (1 round) + +**Stage 3** no effect + +**Stage 4** `12d8` poison damage (1 round) +``` + +*Source: Treasure Vault p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/false-manacles-lopsg.md b/compendium/equipment/items/false-manacles-lopsg.md new file mode 100644 index 000000000..5ba599500 --- /dev/null +++ b/compendium/equipment/items/false-manacles-lopsg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/adventuring-gear +- trait/uncommon +aliases: ["False Manacles"] +--- +# False Manacles *Item 0* +[uncommon](rules/traits/uncommon.md) + +- **Price** 10 gp +- **Hands** 2 +- **Category** Adventuring Gear + +These manacles are nearly indistinguishable from real manacles upon inspection, but contain a hidden release that enables a wearer who knows the location of the release to free themselves with a single [Interact](rules/actions/interact.md) action. An observer who examines the manacles and succeeds at a DC 20 [Perception](compendium/skills.md#Perception) check notices their false nature. On a critical success, the observer finds the location of the hidden catch as well. + +*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/familiar-morsel-tv.md b/compendium/equipment/items/familiar-morsel-tv.md new file mode 100644 index 000000000..846c792e2 --- /dev/null +++ b/compendium/equipment/items/familiar-morsel-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/consumable +- trait/magical +- trait/transmutation +aliases: ["Familiar Morsel"] +--- +# Familiar Morsel *Item 5* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 30 gp +- **Usage** held in 1 hand +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Familiar morsels are little treats that come in a wide variety of flavors that appeal to numerous creatures. Each morsel is keyed to one familiar ability at its creation. When you feed the morsel to your familiar, it gains that familiar ability for 1 hour. If your familiar doesn't meet the requirements, or if it already has an ability from a familiar morsel, the morsel is nothing more than a pleasing snack, its magic wasted. + +*Source: Treasure Vault p. 96* \ No newline at end of file diff --git a/compendium/equipment/items/familiar-satchel-lopsg.md b/compendium/equipment/items/familiar-satchel-lopsg.md new file mode 100644 index 000000000..b24033c0b --- /dev/null +++ b/compendium/equipment/items/familiar-satchel-lopsg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/adventuring-gear +- trait/uncommon +aliases: ["Familiar satchel"] +--- +# Familiar satchel *Item 0* +[uncommon](rules/traits/uncommon.md) + +- **Price** 5 gp +- **Bulk** 1 +- **Category** Adventuring Gear + +This armored case is made to protect any Tiny or smaller creature contained within. It includes air holes (which can be plugged with cork stoppers for underwater travel) and two receptacles for food and water. Any creature inside has neither line of sight nor line of effect to the outside world but also cannot be targeted by attacks that require a line of effect while in the satchel. However, an area effect that deals enough damage to break the case also damages the creature inside. The satchel is made of leather (Hardness 4, HP 16, BT 8). A creature can enter or exit the satchel by using a total of 2 actions: an [Interact](rules/actions/interact.md) action to open the satchel and a single action with the [move](rules/traits/move.md) trait to enter or exit. + +*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/familiar-tattoo-som.md b/compendium/equipment/items/familiar-tattoo-som.md new file mode 100644 index 000000000..109662d19 --- /dev/null +++ b/compendium/equipment/items/familiar-tattoo-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/tattoo +- trait/invested +- trait/magical +- trait/tattoo +- trait/transmutation +aliases: ["Familiar Tattoo"] +--- +# Familiar Tattoo *Item 3* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 60 gp +- **Usage** tattooed on the body +- **Category** Tattoo + +This tattoo typically consists of an image of a small animal or of a familiar's name written in runes. Your familiar can meld into your familiar tattoo to be carried in your skin. The familiar must spend a single action, which has the magical, [move](rules/traits/move.md), and [transmutation](rules/traits/transmutation.md) traits, to meld into or exit your tattoo. It must be adjacent to you to meld into your tattoo, and it exits your tattoo in an open space adjacent to you. + +Any of the familiar's companion items remain on it, but it can't carry any other items with it. This tattoo is non-magical if you don't have a familiar or if your familiar doesn't remain present for the entire tattooing process. If your familiar dies, this tattoo loses its magic and becomes a mundane tattoo. + +*Source: Secrets of Magic p. 164* \ No newline at end of file diff --git a/compendium/equipment/items/fan-of-the-four-winds-tv.md b/compendium/equipment/items/fan-of-the-four-winds-tv.md new file mode 100644 index 000000000..5fd517a99 --- /dev/null +++ b/compendium/equipment/items/fan-of-the-four-winds-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/air +- trait/evocation +- trait/magical +- trait/relic +- trait/unique +aliases: ["Fan of the Four Winds"] +--- +# Fan of the Four Winds *Item 4* +[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [relic](rules/traits/relic-tv.md) [unique](rules/traits/unique.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +The fan of the four winds once belonged to a sage of [Gozreh](compendium/setting/deities/gozreh.md) and was passed down as a sacred relic for generations to those found worthy. Since that time, no one has unlocked the fan's full powers, though many devout priests have used it to aid them in their travels. A worthy member of this order might receive the fan as a reward, as could a suitable helper of the clergy. The fan might also have been lost, allowing for a new wielder to find it. The fan of the four winds has the following activation. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You fan in a direction, and the fan casts gust of wind. If this casting is directed toward the sail of a vessel, it instead fills it with swirling air. The vessel gains a +10-foot circumstance bonus to its Speed for 8 hours. +``` + +*Source: Treasure Vault p. 204* \ No newline at end of file diff --git a/compendium/equipment/items/fang-snare-ec1.md b/compendium/equipment/items/fang-snare-ec1.md new file mode 100644 index 000000000..d04c50cbf --- /dev/null +++ b/compendium/equipment/items/fang-snare-ec1.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec1 +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +- trait/uncommon +aliases: ["Fang Snare"] +--- +# Fang Snare *Item 4* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 15 gp +- **Category** Snare + +You set snake fangs, poison stingers, or other venomous animal parts in the ground where they can be touched or stepped on by a creature that enters the snare's square. + +The first creature to enter the square must attempt a DC 20 Reflex saving throw. + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** The target takes 1 piercing damage and `2d8` poison damage. +> - **Critical Failure** The target takes 2 piercing damage and `4d8` poison damage. + +*Source: Extinction Curse #1: The Show Must Go On p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/fanged-lotgb.md b/compendium/equipment/items/fanged-lotgb.md new file mode 100644 index 000000000..3df8563b0 --- /dev/null +++ b/compendium/equipment/items/fanged-lotgb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/rune +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Fanged"] +--- +# Fanged *Item 2+* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** etched onto a melee weapon +- **Category** Rune + +When etched with this rune, a weapon's hilt or haft becomes engraved with grooves that match the imprints of a wolf's teeth. By putting a fanged weapon in your mouth, you can transform into an animal. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[magical](rules/traits/magical.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +You transform into a [Small](rules/traits/small-b1.md) or [Medium](rules/traits/medium-b1.md) animal that wields the fanged weapon in its jaws; the animal matches the animal you are most closely associated with (a lizardfolk would turn into a lizard, a kitsune into a fox, a deer instinct barbarian into a deer, etc.) or a wolf if no specific animal is applicable. While in this form, you can attack with the fanged weapon even though you don't have any hands. However, you can attack only with the fanged weapon and you don't have hands or the ability to hold items. For effects dependent on how many hands you are using to hold the item, such as the [two-hand](rules/traits/two-hand.md) trait, you are holding the weapon in two hands. You can [Dismiss](rules/actions/dismiss.md) this effect, and it ends automatically if you drop the fanged weapon (whether or not of your own volition). +%% #trait/magical #trait/polymorph #trait/transmutation %% +``` + +*Source: Lost Omens: The Grand Bazaar p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/fangwire-loag.md b/compendium/equipment/items/fangwire-loag.md new file mode 100644 index 000000000..6765381e2 --- /dev/null +++ b/compendium/equipment/items/fangwire-loag.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loag +- item/category/weapon/martial +- trait/agile +- trait/backstabber +- trait/deadly-1d8 +- trait/finesse +- trait/grapple +- trait/kobold +- trait/uncommon +aliases: ["Fangwire"] +--- +# Fangwire *Item 0* +[agile](rules/traits/agile.md) [backstabber](rules/traits/backstabber.md) [deadly <1d8>](rules/traits/deadly.md) [finesse](rules/traits/finesse.md) [grapple](rules/traits/grapple.md) [kobold](rules/traits/kobold-b1.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 4 gp +- **Bulk** L +- **Damage** `1d4` S +- **Hands** 1 +- **Category** Martial; **Group** Brawling + +This kobold wire is thin and hard to see, making it perfect for an ambush. The wielder wraps the wire around a vulnerable spot, such as the neck, and twists it to inflict potentially fatal lacerations. The name derives from the use of a similar wire in traps, or slow fangs, with the word "slow" removed, as a fangwire gets quick results. + +*Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/fashionable-wayfinder-lopsg.md b/compendium/equipment/items/fashionable-wayfinder-lopsg.md new file mode 100644 index 000000000..54da3f47a --- /dev/null +++ b/compendium/equipment/items/fashionable-wayfinder-lopsg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/worn +- trait/conjuration +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Fashionable Wayfinder"] +--- +# Fashionable Wayfinder *Item 3* +[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 50 gp +- **Usage** worn +- **Category** Worn + +Fashionable wayfinders allow you to be dressed for success in almost any situation. In addition to the effects of a wayfinder (Core Rulebook 617), a fashionable wayfinder can attune to up to three sets of mundane clothing in your possession during your daily preparations. A fashionable wayfinder has the following activation. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You call one of the attuned sets of clothing onto yourself, changing clothes instantly and leaving you either holding the old set of clothing or with the old set folded neatly on the floor if you don't have a free hand to hold it. This activation can't change you into or out of a suit of armor of any kind. While the activation can transport the chosen attuned set of clothing onto you from up to 60 feet away, it can't transport any other creatures or items that might have been stored in the clothing. +``` + +*Source: Lost Omens: Pathfinder Society Guide p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/fate-shot-tv.md b/compendium/equipment/items/fate-shot-tv.md new file mode 100644 index 000000000..1014e0ecc --- /dev/null +++ b/compendium/equipment/items/fate-shot-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/consumable +- trait/divination +- trait/magical +aliases: ["Fate Shot"] +--- +# Fate Shot *Item 6* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) + +- **Price** 50 gp +- **Ammunition** any +- **Activate** command +- **Category** Consumable + +Fate shot is made of a nickel‑steel alloy carved with the smiling face of a comedic player on one side, while the other side holds the frown of a tragic dramatist. When you hit a target with this ammunition, roll a DC 11 flat check. On a success, treat all the damage dice for your attack as though they rolled the average damage +1, rounded up (for example, a fate shot arrow fired from a shortbow would normally deal `1d6`, which has an average of 3.5, so you deal 5 damage). This doesn't affect additional damage dice that only happen on a critical hit, such as those added by the [deadly](rules/traits/deadly.md) trait. On a failure, roll the damage, but your target takes half damage, and you take the remaining amount as mental damage. + +*Source: Treasure Vault p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/fauchard-locg.md b/compendium/equipment/items/fauchard-locg.md new file mode 100644 index 000000000..9e4d8af55 --- /dev/null +++ b/compendium/equipment/items/fauchard-locg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/locg +- item/category/weapon/martial +- trait/deadly-d8 +- trait/reach +- trait/sweep +- trait/trip +aliases: ["Fauchard"] +--- +# Fauchard *Item 0* +[deadly ](rules/traits/deadly.md) [reach](rules/traits/reach.md) [sweep](rules/traits/sweep.md) [trip](rules/traits/trip.md) + +- **Price** 14 sp +- **Bulk** 2 +- **Damage** `1d8` S +- **Hands** 2 +- **Category** Martial; **Group** Polearm + +A fauchard is similar to a [glaive](compendium/equipment/items/glaive.md), save that its cutting edge is along the concave side. Fauchards are favored by Crimson Reclaimers for hacking through waves of zombies. The fauchard is a martial melee weapon. + +*Source: Lost Omens: Character Guide p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/fearcracker-tv.md b/compendium/equipment/items/fearcracker-tv.md new file mode 100644 index 000000000..372ebc949 --- /dev/null +++ b/compendium/equipment/items/fearcracker-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +aliases: ["Fearcracker"] +--- +# Fearcracker *Item 5* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Price** 25 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) +- **Category** Consumable + +A fearcracker contains fragments of [broken](rules/conditions.md#Broken) mirrors and reagents that pop and smoke when consumed. When thrown down in your space as part of a [mirror image](compendium/spells/mirror-image.md) spell, your and your images' appearance twists nightmarishly. When an image is destroyed, it "dies" in a disturbing fashion, rendering the attacker [frightened](rules/conditions.md#Frightened). This aspect of the spell has the emotion, [fear](rules/traits/fear.md), and [mental](rules/traits/mental.md) traits. + +*Source: Treasure Vault p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/fearless-sash-tv.md b/compendium/equipment/items/fearless-sash-tv.md new file mode 100644 index 000000000..b932e5e5d --- /dev/null +++ b/compendium/equipment/items/fearless-sash-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/abjuration +- trait/invested +- trait/magical +aliases: ["Fearless Sash"] +--- +# Fearless Sash *Item 7* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 325 gp +- **Usage** worn belt +- **Category** Worn + +A feeling of security radiates out from this sash made of fine yellow fabric. You gain a +1 status bonus to saves against fear. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You and each ally in a 5-foot emanation reduce your [frightened](rules/conditions.md#Frightened) values by 1. +``` + +*Source: Treasure Vault p. 146* \ No newline at end of file diff --git a/compendium/equipment/items/fearsome-apg.md b/compendium/equipment/items/fearsome-apg.md new file mode 100644 index 000000000..add18b7f4 --- /dev/null +++ b/compendium/equipment/items/fearsome-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/rune +- trait/emotion +- trait/enchantment +- trait/fear +- trait/magical +- trait/mental +aliases: ["Fearsome"] +--- +# Fearsome *Item 5+* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) + +- **Usage** etched onto a weapon +- **Category** Rune + +When you critically hit with this weapon, the target becomes [frightened](rules/conditions.md#Frightened). + +*Source: Advanced Player's Guide p. 260* \ No newline at end of file diff --git a/compendium/equipment/items/feast-of-hungry-ghosts-botd.md b/compendium/equipment/items/feast-of-hungry-ghosts-botd.md new file mode 100644 index 000000000..8dc61b43c --- /dev/null +++ b/compendium/equipment/items/feast-of-hungry-ghosts-botd.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/botd +- item/category/consumable +- trait/consumable +- trait/enchantment +- trait/magical +aliases: ["Feast of Hungry Ghosts"] +--- +# Feast of Hungry Ghosts *Item 9+* +[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) + +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This lavish meal with meats, fresh and dried fruits, grains, and wine smells absolutely scrumptious, especially to undead. It comes complete with dishes and dining utensils. You spend an hour setting up this feast to feed one undead creature, who is present throughout the process. The undead must be willing, but the food smells delicious and feeds any unusual hunger the undead has, so an undead motivated mainly by hunger will usually be willing to dine. Incorporeal undead consume the various essences of the meal, allowing them to eat it despite their lack of a body. After it has consumed the meal, the undead becomes [friendly](rules/conditions.md#Friendly) to you for 24 hours, or until you take actions to antagonize or anger it. The meal also sates the undead during that time, which could allow an undead with an unnatural hunger to stave off that hunger for a time. + +If you eat or drink a morsel of the leftover meal after the undead has eaten its fill, you can communicate with the undead as if you shared a language. Though you can feed a meal to a mindless undead, it does not give the mindless undead or you the ability to communicate with one another. + +*Source: Book of the Dead p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/feed-lotg.md b/compendium/equipment/items/feed-lotg.md new file mode 100644 index 000000000..7e8dabd94 --- /dev/null +++ b/compendium/equipment/items/feed-lotg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/adventuring-gear/animal-caretaking +aliases: ["Feed"] +--- +# Feed *Item 0* + +- **Category** Animal Caretaking + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/feng-huo-lun-tv.md b/compendium/equipment/items/feng-huo-lun-tv.md new file mode 100644 index 000000000..59a609e67 --- /dev/null +++ b/compendium/equipment/items/feng-huo-lun-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/advanced +- trait/agile +- trait/disarm +- trait/finesse +- trait/monk +- trait/parry +- trait/twin +- trait/uncommon +- trait/versatile-p +aliases: ["Feng Huo Lun"] +--- +# Feng Huo Lun *Item 0* +[agile](rules/traits/agile.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [monk](rules/traits/monk.md) [parry](rules/traits/parry.md) [twin](rules/traits/twin.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) + +- **Price** 2 gp +- **Bulk** L +- **Damage** `1d4` S +- **Hands** 1 +- **Category** Advanced; **Group** Knife + +Also known as wind and fire wheels, these large, flat steel rings feature several protruding blades typically stylized to resemble flames. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/ferret-lotg.md b/compendium/equipment/items/ferret-lotg.md new file mode 100644 index 000000000..347512c91 --- /dev/null +++ b/compendium/equipment/items/ferret-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Ferret"] +--- +# Ferret *Item 0* + +- **Price** 1 sp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/fiddle-of-the-maestro-tv.md b/compendium/equipment/items/fiddle-of-the-maestro-tv.md new file mode 100644 index 000000000..bb8982879 --- /dev/null +++ b/compendium/equipment/items/fiddle-of-the-maestro-tv.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/coda +- trait/coda +- trait/enchantment +- trait/occult +- trait/rare +- trait/staff +aliases: ["Fiddle of the Maestro"] +--- +# Fiddle of the Maestro *Item 16* +[coda](rules/traits/coda-tv.md) [enchantment](rules/traits/enchantment.md) [occult](rules/traits/occult.md) [rare](rules/traits/rare.md) [staff](rules/traits/staff.md) + +- **Price** 10000 gp +- **Usage** held in 2 hands; **Bulk** L +- **Category** Coda + +This exquisite fiddle is perfectly carved and balanced to produce the purest sound while granting its player perfect balance and poise. It grants a +2 item bonus to [Performance](compendium/skills.md#Performance) checks. If you're a master in [Performance](compendium/skills.md#Performance), while playing it you also gain a +1 status bonus to Reflex saves and a +1 item bonus to Dexterity-based skill checks. If you're legendary in [Performance](compendium/skills.md#Performance), the bonuses are +2. + +When you [Perform](rules/actions/perform.md) with the fiddle, you can choose to create a harsh and discordant note. You critically fail the [Performance](compendium/skills.md#Performance) check, shred the strings of the fiddle, and create an 8th-level [sound burst](compendium/spells/sound-burst.md), with a 40-foot emanation around you instead of a 10-foot burst. The fiddle can't be played again until the strings are replaced at a cost of 200 gp. + +```ad-embed-ability +title: Activate + +You expend a number of charges from this instrument to cast a spell from its list. + +- Cantrips dancing lights, ghost sound, message +- 1st command +- 2nd calm emotions, faerie fire +- 3rd enthrall +- 4th glibness +- 5th sending +- 6th calm emotions, dominate, vibrant pattern +- 7th dominate, prismatic spray, true target, vibrant pattern, visions of danger +``` + +*Source: Treasure Vault p. 136* \ No newline at end of file diff --git a/compendium/equipment/items/fiendish-teleportation-lol.md b/compendium/equipment/items/fiendish-teleportation-lol.md new file mode 100644 index 000000000..ac947e644 --- /dev/null +++ b/compendium/equipment/items/fiendish-teleportation-lol.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/contract +- trait/conjuration +- trait/contract +- trait/invested +- trait/magical +- trait/rare +aliases: ["Fiendish Teleportation"] +--- +# Fiendish Teleportation *Item 11* +[conjuration](rules/traits/conjuration.md) [contract](rules/traits/contract-lol.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Category** Contract + +You tap into the fiendish ability to slip through space. When you [Stride](rules/actions/stride.md), you gain a +3 item bonus to Armor Class against reactions triggered by your movement. Once per day, from any distance, Abrogail Thrune II can call on a provision in your Thrune contract as a single action, causing you to become [paralyzed](rules/conditions.md#Paralyzed) for 1 hour or until Abrogail releases you, whichever comes first. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You recite a subclause of your contract regarding change in venue. You cast [dimension door](compendium/spells/dimension-door.md). The space you leave and the one you appear in are filled with the scent of brimstone, dealing `2d6` evil damage to creatures adjacent to both spaces. +``` + +*Source: Lost Omens: Legends p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/fighting-fan-tv.md b/compendium/equipment/items/fighting-fan-tv.md new file mode 100644 index 000000000..ebbaf07d7 --- /dev/null +++ b/compendium/equipment/items/fighting-fan-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/agile +- trait/backstabber +- trait/deadly-d6 +- trait/finesse +- trait/monk +- trait/uncommon +aliases: ["Fighting Fan"] +--- +# Fighting Fan *Item 0* +[agile](rules/traits/agile.md) [backstabber](rules/traits/backstabber.md) [deadly ](rules/traits/deadly.md) [finesse](rules/traits/finesse.md) [monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 11 sp +- **Bulk** L +- **Damage** `1d4` S +- **Hands** 1 +- **Category** Martial; **Group** Knife + +This fan is useful for elegant dances as well as for slicing unsuspecting foes with the blades along its outer edge. If used in performances, it might be disguised as a frilly accessory, or it might be an obvious, though elegant, weapon. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/final-blade-lowg.md b/compendium/equipment/items/final-blade-lowg.md new file mode 100644 index 000000000..64dea644a --- /dev/null +++ b/compendium/equipment/items/final-blade-lowg.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lowg +- item/category/artifact +- trait/artifact +- trait/death +- trait/evil +- trait/necromancy +- trait/occult +- trait/rare +aliases: ["Final Blade"] +--- +# Final Blade *Item 20* +[artifact](rules/traits/artifact-gmg.md) [death](rules/traits/death.md) [evil](rules/traits/evil.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) [rare](rules/traits/rare.md) + +- **Bulk** 40 +- **Category** Artifact + +A [Large](rules/traits/large-b1.md) or smaller [restrained](rules/conditions.md#Restrained) or willing creature can be executed by a final blade. + +As an artifact, a final blade cannot be harmed by any but a very specific means. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You execute a creature [restrained](rules/conditions.md#Restrained) beneath the blade. The executed creature takes `11d10` slashing damage and must succeed at a DC 45 Fortitude save or be decapitated as though it suffered a critical hit with a natural 20 from a scythe. + +The soul of a creature executed with a final blade is trapped, and the creature can't be returned to life through any means, even a miracle or similar magic. A final blade can hold any number of souls in this way, and they can be released only through a complex ritual known only to the Gray Gardeners or through the destruction of the final blade. +``` + +*Source: Lost Omens: World Guide p. 126* \ No newline at end of file diff --git a/compendium/equipment/items/final-rest-botd.md b/compendium/equipment/items/final-rest-botd.md new file mode 100644 index 000000000..fc850442e --- /dev/null +++ b/compendium/equipment/items/final-rest-botd.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/botd +- item/category/held +- trait/magical +- trait/necromancy +aliases: ["Final Rest"] +--- +# Final Rest *Item 18* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Price** 24000 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This +3 greater disrupting greater striking silver longsword is made from the purest silver. The blade is carefully etched to depict a vast and sprawling necropolis, a place where the dead are laid to rest. Whenever you critically hit an undead creature with final rest, the undead creature takes `3d6` [persistent good damage](rules/conditions.md#Persistent%20Damage), with a DC 36 Fortitude save. + +> [!success-degree] +> - **Critical Success** No effect. +> - **Success** The creature takes half the [persistent good damage](rules/conditions.md#Persistent%20Damage). +> - **Failure** The creature is [stunned](rules/conditions.md#Stunned) and takes the full [persistent good damage](rules/conditions.md#Persistent%20Damage). +> - **Critical Failure** The creature is [stunned](rules/conditions.md#Stunned) and takes double the [persistent good damage](rules/conditions.md#Persistent%20Damage). + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You hold the sword aloft, making it cast [sunburst](compendium/spells/sunburst.md) (DC 38 Reflex save). +``` + +*Source: Book of the Dead p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/fire-and-iceberg-lotgb.md b/compendium/equipment/items/fire-and-iceberg-lotgb.md new file mode 100644 index 000000000..dda266759 --- /dev/null +++ b/compendium/equipment/items/fire-and-iceberg-lotgb.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/uncommon +aliases: ["Fire And Iceberg"] +--- +# Fire And Iceberg *Item 7+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Fiery Anulite paprika, sunrise cinnamon, and winterbite are [hidden](rules/conditions.md#Hidden) inside this salad's translucent leaves, bringing the cool of snow and the heat of steam to every bite. The dueling sensations make some diners sweat and others shiver, but all leave with a lasting sense of heat and cold that make other sources pale in comparison. When you consume the salad, you gain resistance 5 to fire and cold for 1 minute. + +*Source: Lost Omens: The Grand Bazaar p. 46* \ No newline at end of file diff --git a/compendium/equipment/items/fire-jump-ring-apg.md b/compendium/equipment/items/fire-jump-ring-apg.md new file mode 100644 index 000000000..94c7ecd78 --- /dev/null +++ b/compendium/equipment/items/fire-jump-ring-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/worn +- trait/conjuration +- trait/fire +- trait/invested +- trait/magical +- trait/teleportation +- trait/uncommon +aliases: ["Fire-jump Ring"] +--- +# Fire-jump Ring *Item 10* +[conjuration](rules/traits/conjuration.md) [fire](rules/traits/fire.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 940 gp +- **Usage** worn +- **Category** Worn + +This dark-red ring is engraved with ashen symbols and smells faintly of smoke. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You [Stride](rules/actions/stride.md) (or [Burrow](rules/actions/burrow.md) or [Fly](rules/actions/fly.md), if you have the corresponding Speed) into any fire large enough to contain you, including magical fires. You vanish into the fire and take no damage from it. You can sense all sufficiently large fires within 100 feet of where you vanish, and you reemerge from any of those fires, either within the fire or adjacent to it. If you end your movement in the fire, it affects you as normal. +``` + +*Source: Advanced Player's Guide p. 260* \ No newline at end of file diff --git a/compendium/equipment/items/fire-poi-ec1.md b/compendium/equipment/items/fire-poi-ec1.md new file mode 100644 index 000000000..5e666068d --- /dev/null +++ b/compendium/equipment/items/fire-poi-ec1.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec1 +- item/category/weapon/advanced +- trait/agile +- trait/backswing +- trait/finesse +- trait/twin +- trait/uncommon +aliases: ["Fire Poi"] +--- +# Fire Poi *Item 0* +[agile](rules/traits/agile.md) [backswing](rules/traits/backswing.md) [finesse](rules/traits/finesse.md) [twin](rules/traits/twin.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 50 sp +- **Bulk** L +- **Damage** `1d4` B and `1d4` F +- **Hands** 1 +- **Category** Advanced; **Group** Flail + +These special poi are made from a rare, light metal or from fire-retardant fibers and can be ignited before being wielded. Igniting a pair of fire poi is an Interact action and requires 1 pint of oil for every 10 minutes the poi remain ignited. While lit, fire poi cast dim light in a 10-foot radius; in combat, they deal 1d4 bludgeoning plus `1d4` fire damage. On a critical hit with a lit fire poi, the target takes 1 [persistent fire damage](rules/conditions.md#Persistent%20Damage). The fire can be extinguished using the [Interact](rules/actions/interact.md) action. When unlit, the poi deal only the listed bludgeoning damage. Regardless of whether it is lit, the poi's `1d4` bludgeoning damage is the weapon damage dice, so striking runes and other effects don't affect the fire damage. + +*Source: Extinction Curse #1: The Show Must Go On p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/firefoot-popcorn-tv.md b/compendium/equipment/items/firefoot-popcorn-tv.md new file mode 100644 index 000000000..f30231d25 --- /dev/null +++ b/compendium/equipment/items/firefoot-popcorn-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +aliases: ["Firefoot Popcorn"] +--- +# Firefoot Popcorn *Item 8* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Price** 75 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +When you consume firefoot popcorn, for 1 minute, you can [Leap](rules/actions/leap.md) double the normal distance. You can also attempt to [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md) as a single action. If you do, you don't perform the initial [Stride](rules/actions/stride.md) (nor do you fall if you don't [Stride](rules/actions/stride.md) 10 feet). Each time you [Leap](rules/actions/leap.md) 10 feet or more, your feet make a popping sound that can be heard from at least 100 feet, and the space you left fills with waves of intense heat. For 1 minute, that square is hazardous terrain that deals `1d6` fire damage to any creature that moves into it. + +*Source: Treasure Vault p. 48* \ No newline at end of file diff --git a/compendium/equipment/items/firestarter-pellets-som.md b/compendium/equipment/items/firestarter-pellets-som.md new file mode 100644 index 000000000..d7a532ca1 --- /dev/null +++ b/compendium/equipment/items/firestarter-pellets-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +aliases: ["Firestarter Pellets"] +--- +# Firestarter Pellets *Item 5+* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Consumable + +These compacted pellets of bat guano, sulfur, and magical accelerants have long been a staple for spellcasters on the battlefield. Adding a firestarter pellet to a [fireball](compendium/spells/fireball.md) spell produces clinging flames that deal [persistent fire damage](rules/conditions.md#Persistent%20Damage) to all who fail the saving throw against the effect (doubling on a critical failure). + +*Source: Secrets of Magic p. 168* \ No newline at end of file diff --git a/compendium/equipment/items/fish-lotg.md b/compendium/equipment/items/fish-lotg.md new file mode 100644 index 000000000..9389673dd --- /dev/null +++ b/compendium/equipment/items/fish-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Fish"] +--- +# Fish *Item 0* + +- **Price** 1 cp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/five-feather-wreath-som.md b/compendium/equipment/items/five-feather-wreath-som.md new file mode 100644 index 000000000..56f38ab74 --- /dev/null +++ b/compendium/equipment/items/five-feather-wreath-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/spellheart +- trait/air +- trait/magical +- trait/spellheart +- trait/transmutation +aliases: ["Five-feather Wreath"] +--- +# Five-feather Wreath *Item 4+* +[air](rules/traits/air.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** affixed to armor or a weapon +- **Category** Spellheart + +Identical feathers radiate from the center of this spellheart, held in place by woven straw. The spell attack roll of any spell cast by [Activating](rules/actions/activate-an-item.md) this item is +8, and the spell DC is 18. + +- **Armor** You gain a +1 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks and resistance 2 to falling damage. +- **Weapon** After you cast an air spell by [Activating](rules/actions/activate-an-item.md) the wreath, you can [Fly](rules/actions/fly.md) 5 feet as a single action, or you can [Fly](rules/actions/fly.md) 10 feet as a free action if the spell you cast wasn't a cantrip. This must be your next action, and if you don't have a fly Speed, you must end the flight on solid ground or fall. + +```ad-embed-ability +title: Activate + +You cast [gale blast](compendium/spells/gale-blast-som.md). +``` + +*Source: Secrets of Magic p. 170* \ No newline at end of file diff --git a/compendium/equipment/items/flaming-star-som.md b/compendium/equipment/items/flaming-star-som.md new file mode 100644 index 000000000..a0767ec4d --- /dev/null +++ b/compendium/equipment/items/flaming-star-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/spellheart +- trait/evocation +- trait/fire +- trait/magical +- trait/spellheart +aliases: ["Flaming Star"] +--- +# Flaming Star *Item 3+* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) + +- **Usage** affixed to armor or a weapon +- **Category** Spellheart + +A sheen of red crosses the surface of this star-shaped goldstone medallion when the light hits it. The affixed armor or weapon is warm to the touch. The spell attack roll of any spell cast by [Activating](rules/actions/activate-an-item.md) this item is +7, and the spell DC is 17. + +- **Armor** You gain resistance 2 to fire. +- **Weapon** After you cast a fire spell by [Activating](rules/actions/activate-an-item.md) the star, your [Strikes](rules/actions/strike.md) with the weapon deal an additional `1d4` fire damage until the end of your next turn. + +```ad-embed-ability +title: Activate + +You cast [produce flame](compendium/spells/produce-flame.md). +``` + +*Source: Secrets of Magic p. 170* \ No newline at end of file diff --git a/compendium/equipment/items/flare-snare-apg.md b/compendium/equipment/items/flare-snare-apg.md new file mode 100644 index 000000000..de3b4d147 --- /dev/null +++ b/compendium/equipment/items/flare-snare-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +- trait/visual +aliases: ["Flare Snare"] +--- +# Flare Snare *Item 2* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [visual](rules/traits/visual.md) + +- **Price** 5 gp +- **Category** Snare + +Using bioluminescent matter or alchemical reagents, you rig a short-lived flare to a trip wire or pressure plate. When a Small or larger creature enters the square, this flare shoots into the sky. To creatures with a clear view of the sky, this flare is visible from up to 2 miles away on a clear day or up to 5 miles away on a clear night. + +*Source: Advanced Player's Guide p. 256* \ No newline at end of file diff --git a/compendium/equipment/items/flask-of-fellowship-som.md b/compendium/equipment/items/flask-of-fellowship-som.md new file mode 100644 index 000000000..b1da03ad9 --- /dev/null +++ b/compendium/equipment/items/flask-of-fellowship-som.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/held +- trait/conjuration +- trait/magical +aliases: ["Flask Of Fellowship"] +--- +# Flask Of Fellowship *Item 2* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) + +- **Price** 25 gp +- **Usage** held in 2 hands; **Bulk** L +- **Category** Held + +This is a metal drinking flask, 4 inches in diameter and 10 inches tall. Its screw top is covered by four simple metal cups that nest together. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +If you share drinks from a flask of fellowship as part of your [Make an Impression](rules/actions/make-an-impression.md) action, the drink that pours from the flask happens to be exactly what the target of your efforts would most like to have a dram or two of—wine, spirits, hot ginger tea, or ice cold water with lemon, for example. You gain a +1 item bonus on your [Diplomacy](compendium/skills.md#Diplomacy) check. + +The GM can disallow the flask's use if it doesn't make sense in the moment for you to pull out a flask and start pouring, if drinks are inappropriate for the occasion, or if your target is absolutely not interested in sharing a drink with you. Drinks from the flask of fellowship are entirely social; they won't intoxicate anyone, nor alleviate serious thirst. +``` + +*Source: Secrets of Magic p. 184* \ No newline at end of file diff --git a/compendium/equipment/items/flawed-orb-of-gold-dragonkind-aoa6.md b/compendium/equipment/items/flawed-orb-of-gold-dragonkind-aoa6.md new file mode 100644 index 000000000..c2f287976 --- /dev/null +++ b/compendium/equipment/items/flawed-orb-of-gold-dragonkind-aoa6.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa6 +- item/category/artifact +- trait/artifact +- trait/enchantment +- trait/magical +- trait/unique +aliases: ["Flawed Orb Of Gold Dragonkind"] +--- +# Flawed Orb Of Gold Dragonkind *Item 25* +[artifact](rules/traits/artifact-gmg.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Artifact + +Each of the legendary _Orbs of Dragonkind_ contains the essence and personality of a powerful dragon. The _Orb of Gold Dragonkind_ was the most powerful of them all, until it was shattered by Mengkare's draconic breath. Reconstructed at great expense by enslaved spellcasters toiling under the Scarlet Triad's watch, the _Flawed Orb of Gold Dragonkind_ is a shadow of its prior self, yet it remains a potent weapon against dragons of all types. + +While carried, the _Flawed Orb of Gold Dragonkind_ grants its owner resistance 30 to the Breath Weapons of gold dragons. The owner also can sense if there are any dragons within 10 miles, or any gold dragons within 100 miles. When within 1 mile of a dragon, they can determine the direction to the dragon and the dragon's age category (such as young, ancient, or wyrm). + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You attempt to overwhelm a dragon's mind— while you cannot control the dragon, you can render it immobile for a short time. Choose a dragon within 60 feet; the dragon can attempt to resist the orb with a DC 30 Will saving throw (or higher with [orb shards](compendium/equipment/items/orb-shard-aoa6.md)). Gold dragons take a –4 circumstance penalty to this saving throw. Any stun from this activation ends if the dragon is attacked or otherwise subject to a [hostile](rules/conditions.md#Hostile) act other than that of the orb. + +> [!success-degree] +> - **Critical Success** The dragon is unaffected. +> - **Success** The dragon is [stunned](rules/conditions.md#Stunned). +> - **Failure** The dragon is [stunned](rules/conditions.md#Stunned) for as long as the orb's wielder [Sustains the Activation](rules/actions/sustain-an-activation.md). +> - **Critical Failure** As failure, but [hostile](rules/conditions.md#Hostile) actions don't end the dragon's stun. +``` + +*Source: Age of Ashes #6: Broken Promises p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/flaying-knife-sli.md b/compendium/equipment/items/flaying-knife-sli.md new file mode 100644 index 000000000..fc6be6b61 --- /dev/null +++ b/compendium/equipment/items/flaying-knife-sli.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sli +- item/category/held +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Flaying Knife"] +--- +# Flaying Knife *Item 8* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 480 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This long, thin +1 striking wounding dagger has a smooth edge on one side and a serrated edge on the other. Its [persistent bleed damage](rules/conditions.md#Persistent%20Damage) comes from slicing away long strips of the target's flesh, and it deals `1d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on a hit instead of `1d6`. A creature takes a –2 status penalty to saving throws against diseases for as long as it has [persistent bleed damage](rules/conditions.md#Persistent%20Damage) from this knife. + +*Source: The Slithering p. 60* \ No newline at end of file diff --git a/compendium/equipment/items/flayleaf-gmg.md b/compendium/equipment/items/flayleaf-gmg.md new file mode 100644 index 000000000..29c9b54d9 --- /dev/null +++ b/compendium/equipment/items/flayleaf-gmg.md @@ -0,0 +1,42 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/drug +- trait/ingested +- trait/inhaled +- trait/poison +aliases: ["Flayleaf"] +--- +# Flayleaf *Item 0* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) + +- **Price** 1 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +The flayleaf plant is relatively common, though the mildly euphoric effects of smoking its dried leaves increase when it's sourced from plants specifically grown to produce such effects. + +```ad-inline-affliction +title: Saving Throw: DC 12 Fortitude + +- **Onset**: 10 minutes +- **Maximum Duration**: 4 hours + +## Stages + +**Stage 1** +1 item bonus to saving throws against [mental](rules/traits/mental.md) effects (1 hour) + +**Stage 2** [fatigued](rules/conditions.md#Fatigued) and +1 item bonus to saving throws against [mental](rules/traits/mental.md) effects (1 hour) + +**Stage 3** [fatigued](rules/conditions.md#Fatigued) and [stupefied](rules/conditions.md#Stupefied) (1 hour) + +**Stage 4** [fatigued](rules/conditions.md#Fatigued), [frightened](rules/conditions.md#Frightened), [stupefied](rules/conditions.md#Stupefied) (1 hour) +``` + +*Source: Gamemastery Guide p. 120* \ No newline at end of file diff --git a/compendium/equipment/items/fleshgem-lotgb.md b/compendium/equipment/items/fleshgem-lotgb.md new file mode 100644 index 000000000..db7c7a1c6 --- /dev/null +++ b/compendium/equipment/items/fleshgem-lotgb.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/worn +- trait/evocation +- trait/invested +- trait/primal +- trait/uncommon +aliases: ["Fleshgem"] +--- +# Fleshgem *Item 5+* +[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** envision +- **Category** Worn + +Originally developed as a body modification by oreads, fleshgems are crystals that can be implanted in the skin of a creature of any ancestry. While a fleshgem can be applied anywhere on the body for cosmetic purposes, the most common usage among adventurers is to implant them at the base of the fingers, to be used like brass knuckles. + +*Source: Lost Omens: The Grand Bazaar p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/flurrying-tv.md b/compendium/equipment/items/flurrying-tv.md new file mode 100644 index 000000000..5e4bd889e --- /dev/null +++ b/compendium/equipment/items/flurrying-tv.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/evocation +- trait/magical +aliases: ["Flurrying"] +--- +# Flurrying *Item 7* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 360 gp +- **Usage** etched onto a melee weapon with the [monk](rules/traits/monk.md) trait +- **Category** Rune + +When you make a [Flurry of Blows](rules/actions/flurry-of-blows.md) using the etched weapon and your first [Strike](rules/actions/strike.md) reduces a creature to 0 Hit Points, you can make your second [Strike](rules/actions/strike.md) with an echo of the weapon, increasing the reach to 30 feet. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) + +The weapon casts a [spiritual weapon](compendium/spells/spiritual-weapon.md) spell. + +The ghostly weapon looks like the etched weapon. Use your normal attack bonus and damage for the weapon instead of the damage listed in the spell, but use your Wisdom modifier instead of Strength when determining damage. You can choose to make a [Flurry of Blows](rules/actions/flurry-of-blows.md) instead of a [Strike](rules/actions/strike.md) when the spiritual weapon attacks; this still counts as your flourish for the turn. + +You can Sustain this activation in the same manner as the spell. +%% #trait/evocation #trait/force %% +``` + +*Source: Treasure Vault p. 33* \ No newline at end of file diff --git a/compendium/equipment/items/flyssa-tv.md b/compendium/equipment/items/flyssa-tv.md new file mode 100644 index 000000000..3235f9a69 --- /dev/null +++ b/compendium/equipment/items/flyssa-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/agile +- trait/finesse +- trait/versatile-p +aliases: ["Flyssa"] +--- +# Flyssa *Item 0* +[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [versatile

](rules/traits/versatile.md) + +- **Price** 1 gp +- **Bulk** L +- **Damage** `1d6` S +- **Hands** 1 +- **Category** Martial; **Group** Knife + +This single-edged blade has a guardless hilt. Often decorated with elaborate etchings, a flyssa is longer than most daggers but shorter than average for most swords, making it useful in close and pitched combat. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/focus-cathartic-apg.md b/compendium/equipment/items/focus-cathartic-apg.md new file mode 100644 index 000000000..69120aef4 --- /dev/null +++ b/compendium/equipment/items/focus-cathartic-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/healing +aliases: ["Focus Cathartic"] +--- +# Focus Cathartic *Item 2+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [healing](rules/traits/healing.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +Focus briefly calms your neurons, helping ease [mental](rules/traits/mental.md) effects. + +When you drink this elixir, the elixir attempts a counteract check with the listed counteract modifier to remove the [confused](rules/conditions.md#Confused) or [stupefied](rules/conditions.md#Stupefied) condition from a single source, using the source of that condition to determine the counteract level and DC. + +*Source: Advanced Player's Guide p. 253* \ No newline at end of file diff --git a/compendium/equipment/items/folding-boat-lotgb.md b/compendium/equipment/items/folding-boat-lotgb.md new file mode 100644 index 000000000..0b342dad2 --- /dev/null +++ b/compendium/equipment/items/folding-boat-lotgb.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Folding Boat"] +--- +# Folding Boat *Item 8+* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This simple carved box can fold or unfold into a boat when activated. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The folding boat can take two shapes. The first is a wooden box that's 12 inches long, 6 inches wide, and 4 inches high; it weighs 1 Bulk and can store up to 1 Bulk of items. The other form is a rowboat (Gamemastery Guide 179). If the chosen form can't fit in the space, it takes the largest shape that does fit. You can activate the boat again to revert it to its original shape. + +If the boat is occupied, the item can't be activated. Much like a magical structure (Core Rulebook 596), a folding boat can't harm creatures when it unfolds and creatures within it are set aside harmlessly when it folds. + +Any items that were stored inside the box appear in the boat or ship. Items stored on the boat or ship form that are too large to fit inside the box form are ejected from the vehicle and appear on the ground adjacent to the box. + +A folding boat with the [broken](rules/conditions.md#Broken) condition must be repaired before it can change form again. +``` + +*Source: Lost Omens: The Grand Bazaar p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/folding-drums-av2.md b/compendium/equipment/items/folding-drums-av2.md new file mode 100644 index 000000000..67a7e20f3 --- /dev/null +++ b/compendium/equipment/items/folding-drums-av2.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av2 +- item/category/held +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Folding Drums"] +--- +# Folding Drums *Item 5* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 160 gp +- **Usage** varies (see text); **Bulk** varies (see text) +- **Category** Held + +You can unfold this virtuoso percussion instrument into a hand drum (1 Bulk), a marching drum set with a shoulder harness and back brace (3 Bulk), or a large standing drum set with a built-in stool (16 Bulk). Changing the folding drum's size is a 3-action [Interact](rules/actions/interact.md) activity, and the drums must have sufficient open space to accommodate their new size. + +```ad-embed-ability +title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") + +You play a pounding rhythm on the drum. If the next action you use is to cast a composition cantrip that has an emanation, increase the area of the emanation by 30 feet. +``` + +*Source: Abomination Vaults #2: Hands of the Devil p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/folding-ladder-lotgb.md b/compendium/equipment/items/folding-ladder-lotgb.md new file mode 100644 index 000000000..42ff99114 --- /dev/null +++ b/compendium/equipment/items/folding-ladder-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +aliases: ["Folding Ladder"] +--- +# Folding Ladder *Item 0* + +- **Price** 3 gp +- **Usage** held in 2 hands; **Bulk** 1 (3 unfolded) +- **Category** Held + +This multi-hinged, 10-foot ladder is useful for climbing upward or across dangerous pits. You can fold or unfold the ladder with two total [Interact](rules/actions/interact.md) actions, which don't need to consecutive. + +*Source: Lost Omens: The Grand Bazaar p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/follypops-lotgb.md b/compendium/equipment/items/follypops-lotgb.md new file mode 100644 index 000000000..376b5d163 --- /dev/null +++ b/compendium/equipment/items/follypops-lotgb.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/consumable +- trait/evocation +- trait/magical +- trait/uncommon +aliases: ["Follypops"] +--- +# Follypops *Item 10* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +These savory breaded snacks stuffed with cheese, peppers, and "secret ingredients" of draconic or demonic origin are often offered alongside a challenge—complete a full portion and get a free drink. For 1 hour after consuming follypops, your stomach gurgles and rumbles with magical potential. + +During this time, you can unleash magic in the area up to three times as a single action, which has the [concentrate](rules/traits/concentrate.md) trait, with an area and damage determined by the type of pop; the third time you use this magic, the effects of your follypops end. All creatures within the area must attempt a DC 27 basic saving throw each time you unleash magic, as noted by the type of pop. + +*Source: Lost Omens: The Grand Bazaar p. 47* \ No newline at end of file diff --git a/compendium/equipment/items/force-tiles-som.md b/compendium/equipment/items/force-tiles-som.md new file mode 100644 index 000000000..5c6b1fdd5 --- /dev/null +++ b/compendium/equipment/items/force-tiles-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +aliases: ["Force Tiles"] +--- +# Force Tiles *Item 13* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Price** 525 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Consumable + +Light refracts in strange ways through these precisely ground glass tiles, lengthening the refracted force and causing it to push back. Adding this catalyst to a [wall of force](compendium/spells/wall-of-force.md) spell increases the wall's maximum length to 80 feet and maximum height to 40 feet and causes creatures that try to move into the wall's space (or are Shoved into the wall) to take `2d6` force damage. + +*Source: Secrets of Magic p. 168* \ No newline at end of file diff --git a/compendium/equipment/items/forensic-dye-apg.md b/compendium/equipment/items/forensic-dye-apg.md new file mode 100644 index 000000000..7fd72539f --- /dev/null +++ b/compendium/equipment/items/forensic-dye-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/consumable +- trait/alchemical +- trait/consumable +aliases: ["Forensic Dye"] +--- +# Forensic Dye *Item 1* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Price** 3 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Activating this vial of colorless liquid requires inserting a small amount of another chemical or material, such as blood or mud. The vial reacts rapidly, transforming into a murky, reddish-brown substance. + +Once activated, the dye remains potent for up to 10 minutes, during which time you can spend 1 minute to brush it onto a single object of up to 1 Bulk or across the ground in a single 5-foot square. Where the dye comes in contact with an exact match for the activating chemical, it takes on a bright blue hue, while staying transparent in areas where there is no activating component present. + +*Source: Advanced Player's Guide p. 254* \ No newline at end of file diff --git a/compendium/equipment/items/forgefathers-seal-gmg.md b/compendium/equipment/items/forgefathers-seal-gmg.md new file mode 100644 index 000000000..5ce4f57d6 --- /dev/null +++ b/compendium/equipment/items/forgefathers-seal-gmg.md @@ -0,0 +1,48 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/ +- trait/abjuration +- trait/artifact +- trait/divine +- trait/rare +aliases: ["Forgefather's Seal"] +--- +# Forgefather's Seal *Item 24* +[abjuration](rules/traits/abjuration.md) [artifact](rules/traits/artifact-gmg.md) [divine](rules/traits/divine.md) [rare](rules/traits/rare.md) + +- **Usage** etched onto armor + +This rune was created by [Torag](compendium/setting/deities/torag.md), god of the forge, protection, and strategy, and shared with his greatest artisans and warriors. [Torag](compendium/setting/deities/torag.md) designed a small number of these seals as gifts to allied good deities; each one is nearly identical but has a different spell effect when using the reaction activation; for instance, [Sarenrae](compendium/setting/deities/sarenrae.md)'s seal casts [sunburst](compendium/spells/sunburst.md) instead of [earthquake](compendium/spells/earthquake.md). + +A seal constantly rings with the quiet sound of a hammer striking an anvil when etched onto a runestone. A Forgefather's seal can be etched only onto armor that can bear two or more property runes, and it is so powerful that it takes the place of two property runes. While wearing armor etched with a Forgefather's seal, you gain fire resistance 40. You ignore the armor's check penalty and Speed penalty (if any); if the armor is light or medium, increase its item bonus to AC by 1. + +In addition, any shield you wield automatically recovers 10 Hit Points at the start of your turn each round. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You are hit by an attack + +**Effect** The Forgefather's seal glows and your armor shakes as it absorbs the blow. The attack's damage is reduced by 100 and you cast [earthquake](compendium/spells/earthquake.md) (DC 40), centered directly on the triggering creature. You decide the area of the earthquake when you [Cast the Spell](rules/actions/cast-a-spell.md), from as small as the size of the creature and up to a 60-foot burst. +``` + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You call upon on the restorative powers of the seal to repair an item within reach. The rune instantly restores the item to full Hit Points, even if the item was destroyed, using the effects of the [remake](compendium/spells/remake.md) spell, so long as the majority of the item is available for the repair. The seal can restore even magic items and artifacts of its level or lower. Once you have used this ability, the seal's ability to automatically repair shields becomes inactive until the next time you make your daily preparations. +``` + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You have not acted yet on your turn + +**Effect** You call upon Torag to defend your allies and those around you, sacrificing yourself in the process. Creatures of your choosing within 60 feet recover all their Hit Points. If any of the creatures are dead, they are instead brought back to life with half of their maximum Hit Points. The chosen creatures also gain a +4 status bonus to AC and saving throws, and fast healing 15 for 1 hour. You can use this ability to bring back to life a creature that requires a [miracle](compendium/spells/miracle.md) spell or divine intervention to raise from the dead, as long as you choose no other creatures within 60 feet to recover. + +Once you use this activation, you are turned into a perfect statue made from stone or metal that depicts you in a glorious pose honoring your sacrifice, and you can never be restored. The Forgefather's seal remains on this statue and can be transferred to another suit of armor or a runestone as normal. +``` + +*Source: Gamemastery Guide p. 109* \ No newline at end of file diff --git a/compendium/equipment/items/forgetful-drops-da.md b/compendium/equipment/items/forgetful-drops-da.md new file mode 100644 index 000000000..cc6d10b80 --- /dev/null +++ b/compendium/equipment/items/forgetful-drops-da.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/ingested +- trait/poison +- trait/uncommon +aliases: ["Forgetful Drops"] +--- +# Forgetful Drops *Item 3* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Access** Member of a secret society +- **Price** 10 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +These innocuous, colorless drops can be poured directly into a victim's mouth, or slipped into their food or drink. They initially haze a victim's mind slightly, making them easier to fool; in later stages, they can lead to the victim entering a murderous [confused](rules/conditions.md#Confused) state. Secret societies use these drops to befuddle a target or to frame them for violence. + +```ad-inline-affliction +title: Saving Throw: DC 18 Fortitude + +- **Onset**: 5 minutes +- **Maximum Duration**: 1 hour + +## Stages + +**Stage 1** [stupefied](rules/conditions.md#Stupefied) (10 minutes) + +**Stage 2** [stupefied](rules/conditions.md#Stupefied) and [clumsy](rules/conditions.md#Clumsy) (20 minutes) + +**Stage 3** [stupefied](rules/conditions.md#Stupefied), [clumsy](rules/conditions.md#Clumsy), and [confused](rules/conditions.md#Confused) (30 minutes) +``` + +*Source: Dark Archive p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/forgetful-ink-sot1.md b/compendium/equipment/items/forgetful-ink-sot1.md new file mode 100644 index 000000000..f93c3dda2 --- /dev/null +++ b/compendium/equipment/items/forgetful-ink-sot1.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot1 +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/contact +- trait/poison +- trait/uncommon +aliases: ["Forgetful Ink"] +--- +# Forgetful Ink *Item 6* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 32 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Used to write secret messages, a single dose of forgetful ink is enough to pen a page of text, often with flourishes extending to the page's edges. Anyone handling the page is exposed to the poison. This includes casual reading, unless the reader specifically takes precautions not to physically touch it. Unlike other poisons, forgetful ink retains its potency for one year, regardless of the number of victims exposed. + +Saving Throw DC 20 Fortitude (secret); Onset 1 minute; Stage 1 The reader forgets the contents of the writing, recalling it as blank or as inconsequential text. + +*Source: Strength of Thousands #1: Kindled Magic p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/forgotten-signet-tv.md b/compendium/equipment/items/forgotten-signet-tv.md new file mode 100644 index 000000000..8a82a64c9 --- /dev/null +++ b/compendium/equipment/items/forgotten-signet-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/artifact +- trait/artifact +- trait/enchantment +- trait/invested +- trait/magical +- trait/rare +aliases: ["Forgotten Signet"] +--- +# Forgotten Signet *Item 21* +[artifact](rules/traits/artifact-gmg.md) [enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** worn; **Bulk** — +- **Category** Artifact + +At the center of this silver ring gleams an obsidian gem, its surface emblazoned with a bloodred rune of forgetting. While wearing a forgotten signet, you're subjected to mind blank (+32 counteract bonus) and easily fade from others' memory. Sapient creatures must attempt a DC 42 Will save each time you depart from their company or they forget you entirely. + +> [!success-degree] +> - **Critical Success** The creature's memories of you are normal. +> - **Success** The creature remembers you and your interactions but has difficulty describing either to others. Each time they attempt to share information about these subjects with someone else, they relate only confusing or unclear details about you and this interaction. +> - **Failure** The creature remembers your existence but no details about you or your interactions. For example, they remember speaking with an individual of your most basic biological traits, such as a human woman, but not your name, appearance, or other specific features. +> - **Critical Failure** The creature retains no memories of you or this interaction. Destruction If a creature learns the true name of a forgotten signet's wearer and makes it public knowledge, that forgotten signet tarnishes and breaks in two. + +*Source: Treasure Vault p. 179* \ No newline at end of file diff --git a/compendium/equipment/items/fortifying-pebble-locg.md b/compendium/equipment/items/fortifying-pebble-locg.md new file mode 100644 index 000000000..8154895c9 --- /dev/null +++ b/compendium/equipment/items/fortifying-pebble-locg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/locg +- item/category/talisman +- trait/abjuration +- trait/consumable +- trait/magical +- trait/talisman +- trait/uncommon +aliases: ["Fortifying Pebble"] +--- +# Fortifying Pebble *Item 4* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 13 gp +- **Usage** affixed to armor, shield, or weapon +- **Activate** envision; **Trigger** The affixed object would take damage. +- **Category** Talisman + +This small pebble is strangely dense and surprisingly durable, affixed to an object by a sturdy steel chain. When you activate the pebble, the affixed object takes 10 less damage. + +*Source: Lost Omens: Character Guide p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/fortress-plate-tv.md b/compendium/equipment/items/fortress-plate-tv.md new file mode 100644 index 000000000..03248e608 --- /dev/null +++ b/compendium/equipment/items/fortress-plate-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor/heavy +- trait/bulwark +- trait/entrench-ranged +- trait/ponderous +aliases: ["Fortress Plate"] +--- +# Fortress Plate *Item 2* +[bulwark](rules/traits/bulwark.md) [entrench ](rules/traits/entrench-tv.md) [ponderous](rules/traits/ponderous-tv.md) + +- **Price** 32 gp +- **Bulk** 5 +- **AC Bonus** +6; **Dex Cap** +0 +- **Strength** 18; **Check Penalty** --3; **Speed Penalty** -10 ft. +- **Category** Heavy; **Group** Plate + +Dwarves of Dongun Hold developed fortress plate, which is still popular in Alkenstar and Dongun Hold. A trained wearer can adjust the articulated armor's overlapping layers of plates and panels to provide protection from missiles. + +*Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/fortress-shield-tv.md b/compendium/equipment/items/fortress-shield-tv.md new file mode 100644 index 000000000..5671c2f5e --- /dev/null +++ b/compendium/equipment/items/fortress-shield-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/shield +- trait/hefty-14 +aliases: ["Fortress Shield"] +--- +# Fortress Shield *Item 1* +[hefty <14>](rules/traits/hefty-tv.md) + +- **Price** 20 gp +- **Bulk** 5 +- **AC Bonus** +3/+3; **null Hardness** 6, **null HP** 24 (BT 12); **Speed Penalty** -10 ft. +- **Category** Shield; **Group** Shield + +Also known as portable walls, these thick and heavy shields are slightly larger than tower shields. Like tower shields, they're typically made from wood reinforced with metal, but many are made from larger amounts of metal or even stone. + +*Source: Treasure Vault p. 21* \ No newline at end of file diff --git a/compendium/equipment/items/fortunes-coin-tv.md b/compendium/equipment/items/fortunes-coin-tv.md new file mode 100644 index 000000000..192849282 --- /dev/null +++ b/compendium/equipment/items/fortunes-coin-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/divination +- trait/fortune +- trait/magical +aliases: ["Fortune's Coin"] +--- +# Fortune's Coin *Item 8+* +[divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [magical](rules/traits/magical.md) + +- **Usage** held in 1 hand; **Bulk** — +- **Category** Held + +This coin is struck with the image of a beatific seraph in gold on one side and a fearsome fiend with seven eyes enameled in black on the other. While it may seem nothing more than a curiosity, it's a powerful agent of fortune when activated. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You fail a check or attack + +**Effect** Flip the coin. If it lands on the seraph side, you get a 12 on the die instead of what you rolled. If it lands on the fiend side, one of the eyes on the fiend closes. Either way, you're temporarily immune to fortune's coin for 1 hour. When all seven eyes are closed, the coin vanishes into a puff of smoke, disappearing forever. This activation is a [fortune](rules/traits/fortune.md) effect, regardless of how the coin flip lands. +``` + +*Source: Treasure Vault p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/fortunes-favor-tv.md b/compendium/equipment/items/fortunes-favor-tv.md new file mode 100644 index 000000000..d79dbf926 --- /dev/null +++ b/compendium/equipment/items/fortunes-favor-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/enchantment +- trait/fortune +- trait/invested +- trait/magical +- trait/relic +- trait/unique +aliases: ["Fortune's Favor"] +--- +# Fortune's Favor *Item 3* +[enchantment](rules/traits/enchantment.md) [fortune](rules/traits/fortune.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [relic](rules/traits/relic-tv.md) [unique](rules/traits/unique.md) + +- **Usage** worn; **Bulk** — +- **Category** Worn + +Blessed by [Nivi Rhombodazzle](compendium/setting/deities/nivi-rhombodazzle-logm.md), this striking silver necklace is adorned with sparkling sapphires that draw the eye of any who see it. Over the years, this necklace has appeared in many paintings and illustrations, usually around the neck of a carefree and daring adventurer or a stylish rake gambling vast sums of coin. Finding this relic is always seen as a sign of great fortune to come, but when that luck runs out, the necklace is lost just as quickly. Wearing the relic, you quickly realize how distracting it can be, granting you a +1 item bonus on [Deception](compendium/skills.md#Deception) checks made to [Feint](rules/actions/feint.md) and on [Games Lore](compendium/skills.md#Lore) checks made to gamble or determine the outcome of a game of chance. + +*Source: Treasure Vault p. 204* \ No newline at end of file diff --git a/compendium/equipment/items/four-ways-dogslicer-apg.md b/compendium/equipment/items/four-ways-dogslicer-apg.md new file mode 100644 index 000000000..b9c52aeaa --- /dev/null +++ b/compendium/equipment/items/four-ways-dogslicer-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/held +- trait/cold +- trait/electricity +- trait/evocation +- trait/fire +- trait/magical +- trait/uncommon +aliases: ["Four-ways Dogslicer"] +--- +# Four-ways Dogslicer *Item 12* +[cold](rules/traits/cold.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1700 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This +2 striking dogslicer is obviously the work of a brilliant but scrappy artisan who valued versatility over safety. Four toothy gems line the blade's cutting edge, three of which glow—one with fiery red light, one with a chill blue, and one that gives off sparks—while the last is a glistening black. Each of these gems embodies a weapon property rune, but only one rune can be active at a time. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You twist the gem along the blade corresponding with the desired weapon rune: red for flaming, blue for frost, or yellow for shock. You take `1d6` damage of the type the chosen rune deals. You can instead twist the black gem to disable the active property rune, taking no damage. +``` + +*Source: Advanced Player's Guide p. 261* \ No newline at end of file diff --git a/compendium/equipment/items/fox-lotg.md b/compendium/equipment/items/fox-lotg.md new file mode 100644 index 000000000..d6c57f9c0 --- /dev/null +++ b/compendium/equipment/items/fox-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Fox"] +--- +# Fox *Item 0* + +- **Price** 8 sp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/freeze-ammunition-tv.md b/compendium/equipment/items/freeze-ammunition-tv.md new file mode 100644 index 000000000..3c4f65646 --- /dev/null +++ b/compendium/equipment/items/freeze-ammunition-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/cold +- trait/consumable +- trait/splash +aliases: ["Freeze Ammunition"] +--- +# Freeze Ammunition *Item 5* +[alchemical](rules/traits/alchemical.md) [cold](rules/traits/cold.md) [consumable](rules/traits/consumable.md) [splash](rules/traits/splash.md) + +- **Price** 28 gp +- **Ammunition** any +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Freeze ammunition carries chilling reagents that activate on contact with the target. A creature hit by activated freeze ammunition takes cold damage instead of the weapon's normal damage type, plus 2 cold splash damage. Hitting a 5-foot-square surface successfully with freeze ammunition deals 2 cold splash damage and covers the space in a layer of ice. Each creature standing on the icy surface must succeed at a DC 20 Reflex save or [Acrobatics](compendium/skills.md#Acrobatics) check or else fall [prone](rules/conditions.md#Prone). + +Creatures using an action to move onto the icy surface must attempt either a Reflex save or an [Acrobatics](compendium/skills.md#Acrobatics) check to [Balance](rules/actions/balance.md). Creatures that [Step](rules/actions/step.md) or [Crawl](rules/actions/crawl.md) don't need to attempt a check or save. The ice melts after 1 minute, although unusually hot or cold temperatures can change this duration at the GM's discretion. Dealing at least 1 point of fire damage to the ice removes it instantly. + +*Source: Treasure Vault p. 42* \ No newline at end of file diff --git a/compendium/equipment/items/freezing-ammunition-apg.md b/compendium/equipment/items/freezing-ammunition-apg.md new file mode 100644 index 000000000..0f8ed4510 --- /dev/null +++ b/compendium/equipment/items/freezing-ammunition-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/consumable +- trait/cold +- trait/consumable +- trait/evocation +- trait/magical +aliases: ["Freezing Ammunition"] +--- +# Freezing Ammunition *Item 5* +[cold](rules/traits/cold.md) [consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 25 gp +- **Ammunition** any +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This chilly ammunition is dark blue and cold to the touch. + +When activated freezing ammunition hits a target, the target must succeed at a DC 19 Fortitude save or be [slowed](rules/conditions.md#Slowed) for 1 round by the intense cold ([slowed](rules/conditions.md#Slowed) for 1 minute on a critical failure). + +*Source: Advanced Player's Guide p. 257* \ No newline at end of file diff --git a/compendium/equipment/items/frenzy-oil-aoa5.md b/compendium/equipment/items/frenzy-oil-aoa5.md new file mode 100644 index 000000000..42f9c882e --- /dev/null +++ b/compendium/equipment/items/frenzy-oil-aoa5.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa5 +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/contact +- trait/poison +- trait/uncommon +aliases: ["Frenzy Oil"] +--- +# Frenzy Oil *Item 16* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1500 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This oil, which is pressed from vrock spores and mixed with a combination of acacia ash and thistle seeds, seeps into the skin of living creatures, initially inspiring irritability that unpredictably manifests as berserk rage. + +```ad-inline-affliction +title: Saving Throw: DC 37 Fortitude + +- **Onset**: `1d6` minutes +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `4d6` mental damage, [quickened](rules/conditions.md#Quickened), attack nearby creatures as if [confused](rules/conditions.md#Confused) (1 round) + +**Stage 2** `6d6` mental damage, attack nearby creatures as if [confused](rules/conditions.md#Confused) (1 round) + +**Stage 3** `8d6` mental damage, [fatigued](rules/conditions.md#Fatigued), attack nearby creatures as if [confused](rules/conditions.md#Confused) (1 round) +``` + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/frog-lotg.md b/compendium/equipment/items/frog-lotg.md new file mode 100644 index 000000000..2a1789991 --- /dev/null +++ b/compendium/equipment/items/frog-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Frog"] +--- +# Frog *Item 0* + +- **Price** 2 sp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/frostwalker-pattern-tv.md b/compendium/equipment/items/frostwalker-pattern-tv.md new file mode 100644 index 000000000..4382e308c --- /dev/null +++ b/compendium/equipment/items/frostwalker-pattern-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/tattoo +- trait/abjuration +- trait/invested +- trait/magical +- trait/tattoo +aliases: ["Frostwalker Pattern"] +--- +# Frostwalker Pattern *Item 2* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) + +- **Price** 30 gp +- **Usage** tattooed on the body; **Bulk** — +- **Category** Tattoo + +Northern peoples design magical tattoos to protect against wintry weather, typically in geometric patterns with a combination of straight lines and whorls. This tattoo damage you take from severe environmental cold and reduces damage you take from extreme cold to equal that of severe cold. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Until the end of your next turn, you ignore difficult terrain and greater difficult terrain from ice and snow and don't risk falling when crossing ice. +``` + +*Source: Treasure Vault p. 120* \ No newline at end of file diff --git a/compendium/equipment/items/frying-pan-tv.md b/compendium/equipment/items/frying-pan-tv.md new file mode 100644 index 000000000..afd3c8c19 --- /dev/null +++ b/compendium/equipment/items/frying-pan-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/simple +- trait/fatal-d8 +- trait/halfling +aliases: ["Frying Pan"] +--- +# Frying Pan *Item 0* +[fatal ](rules/traits/fatal.md) [halfling](rules/traits/halfling.md) + +- **Price** 1 sp +- **Bulk** L +- **Damage** `1d4` B +- **Hands** 1 +- **Category** Simple; **Group** Club + +The cast-iron frying pan is an essential tool for adventuring halflings, gold panners, and remote tavern owners. Characters with the [Halfling Weapon Familiarity](compendium/feats/halfling-weapon-familiarity.md) ancestry feat are trained in the frying pan. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/fu-water-som.md b/compendium/equipment/items/fu-water-som.md new file mode 100644 index 000000000..21f1b199e --- /dev/null +++ b/compendium/equipment/items/fu-water-som.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/potion +- trait/consumable +- trait/divine +- trait/good +- trait/necromancy +- trait/potion +- trait/splash +aliases: ["Fu Water"] +--- +# Fu Water *Item 5* +[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [good](rules/traits/good.md) [necromancy](rules/traits/necromancy.md) [potion](rules/traits/potion.md) [splash](rules/traits/splash.md) + +- **Price** 21 gp +- **Usage** held in 1 hand +- **Category** Potion + +Burnt fulu ashes float in this liquid, lending a distinctive red color and imparting it with a variety of purifying effects. Unlike many fulu items, fu water must be created using divine magic. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +This potion functions as a bottle of holy water. Like holy water, you throw it as a [Strike](rules/actions/strike.md). It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the [manipulate](rules/traits/manipulate.md) trait to the attack made with it. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You drink the fu water to counteract ailments within yourself. Attempt a counteract check with a +9 counteract modifier and a counteract level of 3 against one effect that imposes the [confused](rules/conditions.md#Confused), [fascinated](rules/conditions.md#Fascinated), [frightened](rules/conditions.md#Frightened), or [stupefied](rules/conditions.md#Stupefied) condition. You are then [sickened](rules/conditions.md#Sickened). +``` + +*Source: Secrets of Magic p. 161* \ No newline at end of file diff --git a/compendium/equipment/items/fulcrum-lattice-av3.md b/compendium/equipment/items/fulcrum-lattice-av3.md new file mode 100644 index 000000000..13a2ebd11 --- /dev/null +++ b/compendium/equipment/items/fulcrum-lattice-av3.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av3 +- item/category/held +- trait/occult +- trait/transmutation +- trait/unique +aliases: ["Fulcrum Lattice"] +--- +# Fulcrum Lattice *Item 11* +[occult](rules/traits/occult.md) [transmutation](rules/traits/transmutation.md) [unique](rules/traits/unique.md) + +- **Price** 1200 gp +- **Usage** held in 2 hands; **Bulk** 2 +- **Category** Held + +This silver and copper framework is shaped to hold four focusing lenses, one behind the other, from smallest to largest. It has a socketed base to be mounted into a stand, such as that found in a lighthouse lantern. The Fulcrum Lattice was specifically designed to hold the four fulcrum lenses from smallest to largest (ebon, crimson, ochre, emerald), and it hums slightly while within 10 feet of any fulcrum lens. A fulcrum lens slotted into the Fulcrum Lattice has no Bulk; the lattice remains at 1 Bulk and can be carried easily. Inserting or removing a lens from the Fulcrum Lattice requires a single [Interact](rules/actions/interact.md) action. + +The Fulcrum Lattice channels the power of fulcrum lenses joined with it. While you hold the Fulcrum Lattice, lenses socketed into it are considered to be in your hand for the purpose of activating their abilities. When you make a melee spell attack with a lens in the Fulcrum Lattice, you use the highest melee spell attack modifier of any lens in the lattice, or you can use your melee attack modifier with simple weapons if it's greater. + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/fulminating-spear-sot2.md b/compendium/equipment/items/fulminating-spear-sot2.md new file mode 100644 index 000000000..95f540e21 --- /dev/null +++ b/compendium/equipment/items/fulminating-spear-sot2.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot2 +- item/category/held +- trait/evocation +- trait/fire +- trait/magical +- trait/uncommon +aliases: ["Fulminating Spear"] +--- +# Fulminating Spear *Item 7* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 360 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This +1 striking returning spear is warm to the touch. The head of the spear is crafted from gold with ivory inlay and has a ruby set into the shaft. You can make the spear glow like a torch or suppress its light by using an action, which has the [concentrate](rules/traits/concentrate.md) trait. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You touch the ruby and hurl the spear at a square within 40 feet. When the spear lands, it detonates, dealing `6d6` fire damage (DC 23 basic Reflex save) to all creatures in a 10-foot emanation. It then flies back to your hand. +``` + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/fulu-compendium-som.md b/compendium/equipment/items/fulu-compendium-som.md new file mode 100644 index 000000000..df6c91168 --- /dev/null +++ b/compendium/equipment/items/fulu-compendium-som.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Fulu Compendium"] +--- +# Fulu Compendium *Item 9* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 550 gp +- **Category** Consumable + +This pamphlet-sized book records the various symbols seen on fulu and also contains some ready-made magic on a special page that restores itself every day at sunrise. + +Using the compendium as a reference grants a +2 item bonus to any skill checks to determine a fulu's function or authenticity. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You rip a page from the fulu compendium and cast it in a wide arc; as it flies in that arc, it multiplies into a storm of fulus. All undead creatures in a 30-foot emanation are affected by a spirit-sealing fulu with a save DC of 25. +``` + +*Source: Secrets of Magic p. 161* \ No newline at end of file diff --git a/compendium/equipment/items/fulu-of-fire-suppression-som.md b/compendium/equipment/items/fulu-of-fire-suppression-som.md new file mode 100644 index 000000000..6e541b401 --- /dev/null +++ b/compendium/equipment/items/fulu-of-fire-suppression-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/abjuration +- trait/consumable +- trait/fulu +- trait/magical +aliases: ["Fulu Of Fire Suppression"] +--- +# Fulu Of Fire Suppression *Item 3* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) + +- **Price** 10 gp +- **Usage** affixed to a wall +- **Category** Consumable + +Duration 1 week The silver ink on this black paper charm ebbs in and out of sight, especially when caught out of the corner of your eye. Usually placed in the kitchen, this fulu slows the spread of fire in a 30-foot radius by half. + +If the fulu itself catches fire, as it burns, it releases a shower of water in a 30-foot cone, automatically putting out non-magical fires in this area and attempting to counteract any magical [fire](rules/traits/fire.md) effects with a +7 counteract modifier and a counteract level of 2; when this happens, the fulu's duration ends early. + +*Source: Secrets of Magic p. 159* \ No newline at end of file diff --git a/compendium/equipment/items/fulu-of-flood-suppression-som.md b/compendium/equipment/items/fulu-of-flood-suppression-som.md new file mode 100644 index 000000000..c7ea216d2 --- /dev/null +++ b/compendium/equipment/items/fulu-of-flood-suppression-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/abjuration +- trait/consumable +- trait/fulu +- trait/magical +aliases: ["Fulu Of Flood Suppression"] +--- +# Fulu Of Flood Suppression *Item 3* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) + +- **Price** 10 gp +- **Usage** affixed to a wall +- **Category** Consumable + +Duration 1 week This blue fulu bears dark ink that slowly swirls and twists about itself, expanding and contracting on the paper over the course of the day in time with the tides. This fulu is most effective in the lowest area of a building, or near the most valuable or least-waterproof items. They're often seen as the rainy season approaches, with demand spiking just before a particularly large storm hits. + +The fulu slows the spread of flooding water in a 30-foot radius by half, repelling the remaining water away. If the fulu becomes submersed, as the ink dissolves in the water, it releases a rush of heat in a 10-foot emanation, harmlessly vaporizing non-magical water in this area into steam and attempting to counteract any magical [water](rules/traits/water.md) effects with a +7 counteract modifier and a counteract level of 2; when this happens, the fulu's duration ends early. + +*Source: Secrets of Magic p. 159* \ No newline at end of file diff --git a/compendium/equipment/items/fulu-of-the-drunken-monkey-som.md b/compendium/equipment/items/fulu-of-the-drunken-monkey-som.md new file mode 100644 index 000000000..cb65d9a6c --- /dev/null +++ b/compendium/equipment/items/fulu-of-the-drunken-monkey-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/abjuration +- trait/consumable +- trait/fulu +- trait/magical +- trait/talisman +aliases: ["Fulu Of The Drunken Monkey"] +--- +# Fulu Of The Drunken Monkey *Item 5* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 25 gp +- **Usage** affixed to armor +- **Activate** envision; **Trigger** You attempt a Fortitude save against an ingested poison. +- **Category** Consumable + +The monkey on this fulu sits on the point of the armor just over the bearer's stomach, happily drinking any intoxicants that come flowing down. When you activate the fulu, you gain a +2 status bonus on the triggering Fortitude save and on Fortitude saves against the same poison for the next minute. + +If the triggering poison was normal alcohol, you instead automatically succeed at the triggering save and gain a +4 status bonus on saves against alcohol for 1 minute. + +*Source: Secrets of Magic p. 159* \ No newline at end of file diff --git a/compendium/equipment/items/fulu-of-the-stoic-ox-som.md b/compendium/equipment/items/fulu-of-the-stoic-ox-som.md new file mode 100644 index 000000000..37d9dc378 --- /dev/null +++ b/compendium/equipment/items/fulu-of-the-stoic-ox-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/abjuration +- trait/consumable +- trait/fulu +- trait/magical +- trait/talisman +aliases: ["Fulu Of The Stoic Ox"] +--- +# Fulu Of The Stoic Ox *Item 5* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 25 gp +- **Usage** affixed to armor +- **Activate** envision; **Trigger** You attempt a +- **Category** Consumable + +The ox on this fulu rests vigilantly on the point of the armor right over the bearer's heart, protecting the bearer against diseases and safeguarding their health. When you activate the fulu, you gain a +2 status bonus on the triggering Fortitude save and on all Fortitude saves against the same disease for the next minute. + +*Source: Secrets of Magic p. 159* \ No newline at end of file diff --git a/compendium/equipment/items/fulus-of-concealment-som.md b/compendium/equipment/items/fulus-of-concealment-som.md new file mode 100644 index 000000000..98ea9e9c9 --- /dev/null +++ b/compendium/equipment/items/fulus-of-concealment-som.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/consumable +- trait/fulu +- trait/illusion +- trait/magical +aliases: ["Fulus Of Concealment"] +--- +# Fulus Of Concealment *Item 6* +[consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) + +- **Price** 40 gp +- **Usage** affixed to the ground in four spaces along +- **Category** Consumable + +Duration 1 hour This fulu comes in four pieces, one placed in each cardinal direction. Choose one of the following traits when [Activating](rules/actions/activate-an-item.md) the fulus: animal, beast, celestial, fey, fiend, humanoid, monitor, plant, or undead. Those within the fulus' circle upon activation (including the fulus themselves) gain the effect of invisibility sphere, but only against creatures with the chosen trait. If any of the fulus are moved or destroyed after activation, the effect ends. + +*Source: Secrets of Magic p. 159* \ No newline at end of file diff --git a/compendium/equipment/items/fundamental-oil-tv.md b/compendium/equipment/items/fundamental-oil-tv.md new file mode 100644 index 000000000..0c1fb66bc --- /dev/null +++ b/compendium/equipment/items/fundamental-oil-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/oil +- trait/consumable +- trait/evocation +- trait/magical +- trait/oil +- trait/uncommon +aliases: ["Fundamental Oil"] +--- +# Fundamental Oil *Item 11* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 220 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +Made of elemental salts and essences from the Inner Sphere or where such planes leak onto the Material Plane, fundamental oil is anathema to elementals and other creatures with a weakness to elemental damage. A weapon anointed with this oil acts as bane oil to elementals, but the damage type is the same as the target's greatest weakness if the target has weakness to acid, cold, electricity, fire, or sonic damage. If it has none of these, the additional damage is the same type as the weapon's damage type. These effects last 1 minute. + +*Source: Treasure Vault p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/fungal-walk-musk-av3.md b/compendium/equipment/items/fungal-walk-musk-av3.md new file mode 100644 index 000000000..47492f5dc --- /dev/null +++ b/compendium/equipment/items/fungal-walk-musk-av3.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av3 +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/olfactory +aliases: ["Fungal Walk Musk"] +--- +# Fungal Walk Musk *Item 5* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [olfactory](rules/traits/olfactory-b1.md) + +- **Price** 21 gp +- **Usage** Held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This foul-smelling unguent dulls the odors and traces that fungus creatures detect. For 1 day after you slather this musk on your body, fungus creatures take a –4 penalty to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) you or otherwise notice you. If a fungus creature is mindless, it instead has a –6 penalty. + +The musk also grants you a +1 item bonus to AC against melee attacks from fungus creatures with no vision for the same period of time. The effects of fungal walk musk end immediately if you're submerged in water or subject to another olfactory effect. + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/fury-cocktail-tv.md b/compendium/equipment/items/fury-cocktail-tv.md new file mode 100644 index 000000000..b49a6deb3 --- /dev/null +++ b/compendium/equipment/items/fury-cocktail-tv.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/mutagen +- trait/polymorph +aliases: ["Fury Cocktail"] +--- +# Fury Cocktail *Item 4+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +A fury cocktail is a fortifying ginger beer spiked with rum and a mixer. It's rumored to have originated from a barbarian-themed festival in a popular mead hall specializing in alchemical beverages. + +Benefit You gain an item bonus to melee attack rolls and an additional effect depending on the additive chosen when the brew is created. + +- Animalistic Lemon juice and powdered claws or talons are added to the cocktail. You gain an unarmed attack in the brawling group of your choice between a jaws attack that deals `1d6` piercing damage or a claw attack that has the [agile](rules/traits/agile.md) trait and deals `1d4` slashing damage. +- Double This cocktail is just stronger, with more ginger and more rum. You gain resistance 1 to physical damage. The resistance increases to 2 for a moderate fury cocktail or 5 for a greater fury cocktail. +- Mournful A few flower petals add a powerful aroma to the drink. You gain resistance 1 to negative damage, or resistance 1 to positive damage if you have negative healing. The resistance increases to 5 for a moderate fury cocktail or 10 for a greater fury cocktail. +- Skeptical A splash of bitters gives the drink a more complex flavor. You gain a +1 item bonus to saves against magic. This bonus is +2 for a moderate fury cocktail or +3 for a greater fury cocktail. +- Titanic Yuzu juice and powdered giant hair are added to this cocktail. If you're Medium or smaller, you gain the following effects: you become Large, are [clumsy](rules/conditions.md#Clumsy), and increase your reach by 5 feet (or by 10 feet if you started out Tiny). +- Wyrmhide Pomegranate juice and elemental reagents are added to the cocktail. You gain resistance 1 to acid, cold, electricity, fire, and poison damage. The resistance increases to 5 for a moderate fury cocktail or 10 for a greater fury cocktail. Drawback You take a –1 penalty to AC and a –2 penalty to + +Reflex saves. + +*Source: Treasure Vault p. 48* \ No newline at end of file diff --git a/compendium/equipment/items/gada-loil.md b/compendium/equipment/items/gada-loil.md new file mode 100644 index 000000000..a771a74ab --- /dev/null +++ b/compendium/equipment/items/gada-loil.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/weapon/advanced +- trait/backswing +- trait/two-hand-d12 +- trait/vanara +aliases: ["Gada"] +--- +# Gada *Item 0* +[backswing](rules/traits/backswing.md) [two-hand ](rules/traits/two-hand.md) [vanara](rules/traits/vanara-loil.md) + +- **Price** 1 gp +- **Bulk** 2 +- **Damage** `1d8` B +- **Hands** 2 +- **Category** Advanced; **Group** Club + +A large spherical head with a spike on top sits mounted to a long shaft. + +*Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/compendium/equipment/items/gaff-b2.md b/compendium/equipment/items/gaff-b2.md new file mode 100644 index 000000000..fa94672f9 --- /dev/null +++ b/compendium/equipment/items/gaff-b2.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/b2 +- item/category/weapon/martial +- trait/trip +- trait/versatile +aliases: ["Gaff"] +--- +# Gaff *Item 0* +[trip](rules/traits/trip.md) [versatile](rules/traits/versatile.md) + +- **Price** 1 gp +- **Bulk** 1 +- **Damage** `1d6` B +- **Hands** 1 +- **Category** Martial; **Group** Club + +These hooked staffs are popular among Senghor fishers and warriors alike. A gaff sized for a Medium creature is a common martial weapon in the club group. It deals `1d6` bludgeoning damage and has 1 Bulk. It requires one hand to use and has the [trip](rules/traits/trip.md) and [versatile

](rules/traits/versatile.md) weapon traits. Gaffs are readily available in Senghor and nearby settlements for 1 gp. + +*Source: Bestiary 2 p. 125* \ No newline at end of file diff --git a/compendium/equipment/items/gaffe-glasses-tv.md b/compendium/equipment/items/gaffe-glasses-tv.md new file mode 100644 index 000000000..6ecaa664b --- /dev/null +++ b/compendium/equipment/items/gaffe-glasses-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/cursed +- trait/divination +- trait/invested +- trait/magical +- trait/rare +aliases: ["Gaffe Glasses"] +--- +# Gaffe Glasses *Item 3* +[cursed](rules/traits/cursed-gmg.md) [divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** worn eyepiece; **Bulk** L +- **Category** Worn + +These wire-rim glasses appear to be glasses of sociability (Secrets of Magic 185), making you think they grant a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) when they grant none. The GM secretly adjusts your [Diplomacy](compendium/skills.md#Diplomacy) checks to ignore the bonus, and if you have multiple +1 item bonuses to [Diplomacy](compendium/skills.md#Diplomacy), the glasses take precedence, negating those bonuses. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Like glasses of sociability, with the same limitations, you stare at another creature. If you've met and exchanged names, you expect to instantly remember the target's name. However, you recall the worst possible incorrect name, such as mistaking a famous artist for their hated rival. This blunder doesn't prevent you from realizing the creature's real name after you've been corrected. Once you use this activation, the glasses fuse to you. +``` + +*Source: Treasure Vault p. 191* \ No newline at end of file diff --git a/compendium/equipment/items/gakgung-tv.md b/compendium/equipment/items/gakgung-tv.md new file mode 100644 index 000000000..2925b9cb1 --- /dev/null +++ b/compendium/equipment/items/gakgung-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/deadly-d8 +- trait/monk +- trait/propulsive +aliases: ["Gakgung"] +--- +# Gakgung *Item 0* +[deadly ](rules/traits/deadly.md) [monk](rules/traits/monk.md) [propulsive](rules/traits/propulsive.md) + +- **Price** 6 gp +- **Bulk** L +- **Damage** `1d6` P +- **Ammunution** Arrow (10); **Range** 100 ft.; **Reload** 0 +- **Hands** 1+ +- **Category** Martial; **Group** Bow + +A gakgung is a type of composite reflex bow that combines speed and power in equal amounts for effective precision shooting. + +*Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/galtan-orange-cat-lotg.md b/compendium/equipment/items/galtan-orange-cat-lotg.md new file mode 100644 index 000000000..22121380a --- /dev/null +++ b/compendium/equipment/items/galtan-orange-cat-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Galtan Orange Cat"] +--- +# Galtan Orange Cat *Item 0* + +- **Price** 3 cp +- **Category** Pet + +The Galtan orange cat was bred to have short legs and a thick orange coat so it could easily hunt vermin in tight spaces. They were often kept as staff in noble houses. During the Galtan revolution, as noble households fell, these cats were left to fend for their themselves. While there's a substantial feral population, only one breeder of pedigreed Galtan orange cats remains, making them highly sought after. + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/galvanic-chew-tv.md b/compendium/equipment/items/galvanic-chew-tv.md new file mode 100644 index 000000000..4605dfb53 --- /dev/null +++ b/compendium/equipment/items/galvanic-chew-tv.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/lozenge +aliases: ["Galvanic Chew"] +--- +# Galvanic Chew *Item 8* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [lozenge](rules/traits/lozenge-tv.md) + +- **Price** 75 gp +- **Usage** held in 1 hand; **Bulk** — +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +A galvanic chew is a processed ball of dried electric eel, roasted until chewy and coated in spicy, reagent-infused powder that tingles with electricity as you chew. For up to 1 hour, you have resistance 5 to electricity. + +```ad-embed-ability +title: Secondary Effect [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[electricity](rules/traits/electricity.md) + +- **Trigger**: You're hit by a melee attack or touched by a creature + +**Effect** You channel electricity into the triggering creature, which must succeed at a DC 24 Fortitude save or be [stunned](rules/conditions.md#Stunned) (or [stunned](rules/conditions.md#Stunned) on a critical failure). The chew becomes inert. You're then temporarily immune to galvanic chews for 24 hours or until the next time you make your daily preparations. +%% #trait/electricity %% +``` + +*Source: Treasure Vault p. 48* \ No newline at end of file diff --git a/compendium/equipment/items/gamblers-staff-tv.md b/compendium/equipment/items/gamblers-staff-tv.md new file mode 100644 index 000000000..c3e75d608 --- /dev/null +++ b/compendium/equipment/items/gamblers-staff-tv.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/staff +- trait/divination +- trait/magical +- trait/staff +- trait/uncommon +aliases: ["Gambler's Staff"] +--- +# Gambler's Staff *Item 12* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2000 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +A small glass orb on the head of a gambler's staff holds a pair of six-sided dice that shift and roll within. Spellcasters who make their living via games of chance use gamblers' staves to encourage the odds in their favor. Most gambling dens ban players they discover using such magic items. A gambler's staff grants you a +2 circumstance bonus to checks to [Earn Income](rules/actions/earn-income.md) from gambling (typically using [Games Lore](compendium/skills.md#Lore)). To get this benefit, the staff must be on your person during all the downtime you spend gambling. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. + +- Cantrip wash your luck +- 1st nudge the odds +- 2nd lucky number +- 3rd shift blame +- 4th read omens, winning streak +- 5th nudge the odds +``` + +*Source: Treasure Vault p. 132* \ No newline at end of file diff --git a/compendium/equipment/items/gamepiece-chariot-lomm.md b/compendium/equipment/items/gamepiece-chariot-lomm.md new file mode 100644 index 000000000..b4d6f8226 --- /dev/null +++ b/compendium/equipment/items/gamepiece-chariot-lomm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lomm +- item/category/held +- trait/conjuration +- trait/magical +- trait/rare +aliases: ["Gamepiece Chariot"] +--- +# Gamepiece Chariot *Item 11* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 1200 gp +- **Usage** held in one hand; **Bulk** — +- **Category** Held + +This stone figurine of a chariot pulled by two horses was used by Tekritanin adults during strategy game competitions. Sometimes, though, mischievous adolescents snatched pieces like this one for joyriding. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You place the figurine on the ground and roll it forward. As the chariot begins to move, it rapidly expands to the size of a Large heavy chariot pulled by two animated stone war horses. You can board the chariot and drive it up to 80 feet in a straight line. You can move through spaces occupied by creatures of size Medium or smaller, dealing `4d8+10` bludgeoning damage to those creatures. Affected creatures must attempt a DC 28 basic Reflex save; on a failure, a creature is knocked [prone](rules/conditions.md#Prone). The chariot returns to its figurine form once it stops moving. +``` + +*Source: Lost Omens: Monsters of Myth p. 65* \ No newline at end of file diff --git a/compendium/equipment/items/games-lotgb.md b/compendium/equipment/items/games-lotgb.md new file mode 100644 index 000000000..0a4b0f864 --- /dev/null +++ b/compendium/equipment/items/games-lotgb.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +aliases: ["Games"] +--- +# Games *Item 0+* + +- **Usage** held in 2 hands; **Bulk** L +- **Category** Held + +A nigh-infinite assortment of games exist in Golarion. Simple games, including dice, a deck of cards, or dominoes, cost 5 sp. [Board](rules/actions/board-gmg.md) games vary in cost from 1 gp for dexterity games like Bungle, 3 gp for colorful children's games like Cauldron Quest, and 5 gp for complex strategy games like Kingmaker and Abendego Raiders. Lavish game sets can cost much more than these prices, as they are made of expensive components and are intricately crafted works of art unto themselves. + +*Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/ganjay-book-lopsg.md b/compendium/equipment/items/ganjay-book-lopsg.md new file mode 100644 index 000000000..22261bda3 --- /dev/null +++ b/compendium/equipment/items/ganjay-book-lopsg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/adventuring-gear +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Ganjay Book"] +--- +# Ganjay Book *Item 1* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 10 gp +- **Bulk** L or — +- **Category** Adventuring Gear + +This item is a [formula book](compendium/equipment/items/formula-book-blank.md), [religious text](compendium/equipment/items/religious-text.md), or [spellbook](compendium/equipment/items/spellbook-blank.md) that has been creased—possibly by Princess Ganjay herself—to fold up into an impossibly small shape. When folded up, the book can't be read or used, but its Bulk is reduced by 1 (a book that is 1 Bulk becomes light Bulk, and a book that is light Bulk becomes negligible in weight) + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You fold or unfold the Ganjay book, manipulating the cunning creases. +``` + +*Source: Lost Omens: Pathfinder Society Guide p. 97* \ No newline at end of file diff --git a/compendium/equipment/items/garrote-shot-tv.md b/compendium/equipment/items/garrote-shot-tv.md new file mode 100644 index 000000000..bfdfd7fe9 --- /dev/null +++ b/compendium/equipment/items/garrote-shot-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/consumable +- trait/magical +- trait/transmutation +aliases: ["Garrote Shot"] +--- +# Garrote Shot *Item 15* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 1200 gp +- **Ammunition** any +- **Activate** command +- **Category** Consumable + +Wiry designs mark the silvery coating on a garrote shot. When the activated ammunition hits a target, it transforms into a silvery garrote that wraps around one of the target's appendages, dealing `2d12` [persistent slashing damage](rules/conditions.md#Persistent%20Damage). On a critical hit, it wraps around the target's throat if it has one, and the target can't breathe until the [persistent damage](rules/conditions.md#Persistent%20Damage) ends. If the [persistent damage](rules/conditions.md#Persistent%20Damage) kills the target, the garrote severs the appendage it's wrapped around. + +*Source: Treasure Vault p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/gauntlet-bow-tv.md b/compendium/equipment/items/gauntlet-bow-tv.md new file mode 100644 index 000000000..fc5afd06a --- /dev/null +++ b/compendium/equipment/items/gauntlet-bow-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/capacity-4 +- trait/free-hand +- trait/parry +aliases: ["Gauntlet Bow"] +--- +# Gauntlet Bow *Item 0* +[capacity <4>](rules/traits/capacity-tv.md) [free-hand](rules/traits/free-hand.md) [parry](rules/traits/parry.md) + +- **Price** 9 gp +- **Bulk** 1 +- **Damage** `1d4` P +- **Ammunution** Bolt (10); **Range** 60 ft.; **Reload** 1 +- **Hands** 1 +- **Category** Martial; **Group** Bow + +The gauntlet bow is a heavy metal glove with a built-in crossbow and rotating chamber mechanism for easy reloading. A gauntlet bow can be used to make melee attacks like a standard gauntlet. You can't reload a gauntlet bow with the hand wielding it. + +*Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/gauntlet-buckler-tv.md b/compendium/equipment/items/gauntlet-buckler-tv.md new file mode 100644 index 000000000..bd95194b6 --- /dev/null +++ b/compendium/equipment/items/gauntlet-buckler-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/shield +- trait/foldaway +aliases: ["Gauntlet Buckler"] +--- +# Gauntlet Buckler *Item 0* +[foldaway](rules/traits/foldaway-tv.md) + +- **Price** 5 gp +- **Bulk** 1 +- **AC Bonus** +1/+1; **null Hardness** 3, **null HP** 6 (BT 3) +- **Category** Shield; **Group** Shield + +This buckler-sized shield is segmented, allowing it to collapse into a housing bound to a gauntlet for easy storage. A small catch enables you to expand the shield quickly in battle when you're in need of defense. + +*Source: Treasure Vault p. 21* \ No newline at end of file diff --git a/compendium/equipment/items/gauntlight-av1.md b/compendium/equipment/items/gauntlight-av1.md new file mode 100644 index 000000000..488f74c63 --- /dev/null +++ b/compendium/equipment/items/gauntlight-av1.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av1 +- item/category/artifact +- trait/artifact +- trait/magical +- trait/necromancy +- trait/unique +aliases: ["Gauntlight"] +--- +# Gauntlight *Item 20* +[artifact](rules/traits/artifact-gmg.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [unique](rules/traits/unique.md) + +- **Category** Artifact + +Gauntlight is much more than a 115-foot-tall lighthouse rising from the heart of an old ruin in Fogfen—its pale stone walls extend far below the ruins, passing through eight different dungeon levels and finally terminating at the ninth level below the surface, where its deep foundation centers on an ominous chamber where, long ago, [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md) herself once physically brushed against this world. Once she finished its physical construction, the sorcerer Belcorra Haruvex used this spot as a source of power to infuse the walls, floors, and ceilings of each of Gauntlight's levels with eldritch power. The lens at the apex of the lighthouse would have, in time, been able to focus this lingering eldritch energy into a powerful beam, but Belcorra's plans were cut short before she could replace the mundane lenses with dangerous magical ones. + +As an artifact, Gauntlight can't be damaged by normal means. Its walls are impenetrable and impervious to any attempt to breach them by anybody except for followers of [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md). They block effects that allow temporary passage, such as passwall, and also create a barrier against dimensional travel. The walls attempt to counteract [teleportation](rules/traits/teleportation.md) effects and planar travel into or out of areas within Gauntlight and efforts to summon creatures into the area (using a +37 counteract modifier); this effect does not stop a summoned creature from departing when the summoning ends. + +In Gauntlight's current state of diminished functionality, it can be activated only in the two ways below. By swapping in a series of magical lighthouse lenses that focus [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md)'s baleful gaze—lenses so powerful that even Belcorra takes special care with them—the artifact gains significantly greater power, including the ability to reach all the way to Absalom and to activate its effects every minute. These lenses are described in "Eyes of Empty Death," the third adventure in the Abomination Vaults Adventure Path. + +To activate Gauntlight, a creature must be in the deepest portion of the artifact (this chamber is in the Temple level and is presented in "Eyes of Empty Death") + +From this point, a creature can observe the world outside remotely through Gauntlight's lens, including any area Gauntlight's beam can reach. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +A pale blue beam shines from Gauntlight's lens and illuminates a 30-foot-radius burst centered on any point within 1 mile. The light saturates the region, causing any corpses in the area or within 10 feet of the surface of the illuminated area to animate as level –1 undead (typically as skeleton guards or zombie shamblers). Once animated, the undead remain active until slain. Until then, they remain uncontrolled and are driven only by the desire to slaughter the living. If Gauntlight is fully restored, the undead instead animate as any Common undead of 15th level or less, as the user wishes. +``` + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +A pale blue beam shines from Gauntlight's lens and illuminates a 30-foot-radius burst centered on any point within 1 mile. The user chooses one creature of 4th level or less that is physically located within Gauntlight; this creature is then is teleported to any point within this illumination radius. If Gauntlight is fully restored, any number of creatures within Gauntlight of 15th level or lower can be transported. This is a [teleportation](rules/traits/teleportation.md) effect. +``` + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/gearbinder-oil-tv.md b/compendium/equipment/items/gearbinder-oil-tv.md new file mode 100644 index 000000000..6d91c6533 --- /dev/null +++ b/compendium/equipment/items/gearbinder-oil-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/incapacitation +aliases: ["Gearbinder Oil"] +--- +# Gearbinder Oil *Item 6+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [incapacitation](rules/traits/incapacitation.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Gearbinder oil comes in a sealed pump that can squirt the oil a short distance. The oil is designed to flow through complex mechanisms and, agitated through mechanical action, foam up and form a paste that binds the works. + +The oil is effective against articulated constructs and machinery, including many constructs, clockworks, and mechanical hazards. You apply the oil to the target you want to bind, which must be within 10 feet of you. After the oil is applied, at the end of any round during which the target took an action with the attack, [manipulate](rules/traits/manipulate.md), or [move](rules/traits/move.md) trait, it must attempt a Fortitude save against a DC determined by the oil's type. A mechanism that's [slowed](rules/conditions.md#Slowed) or more by gearbinder oil also can't use reactions. Gearbinder oil functions for up to 6 rounds before becoming an inert, oily residue. + +> [!success-degree] +> - **Critical Success** The oil becomes inert, and the effect ends. +> - **Success** The target reduces its [slowed](rules/conditions.md#Slowed) condition by 1. If the [slowed](rules/conditions.md#Slowed) condition's value is 0, the effect ends. +> - **Failure** The target increases its [slowed](rules/conditions.md#Slowed) condition by 1, to a maximum of [slowed](rules/conditions.md#Slowed). +> - **Critical Failure** The target increases its [slowed](rules/conditions.md#Slowed) condition by 2, to a maximum of [slowed](rules/conditions.md#Slowed). + +*Source: Treasure Vault p. 54* \ No newline at end of file diff --git a/compendium/equipment/items/gecko-potion-apg.md b/compendium/equipment/items/gecko-potion-apg.md new file mode 100644 index 000000000..5999d4f85 --- /dev/null +++ b/compendium/equipment/items/gecko-potion-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/potion +- trait/consumable +- trait/magical +- trait/potion +- trait/transmutation +aliases: ["Gecko Potion"] +--- +# Gecko Potion *Item 1* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 3 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +A gecko potion is a sticky, tawny brown liquid with flecks of sand suspended in it. For 5 minutes after drinking this potion, your fingertips sprout thousands of microscopic, bristled hairs that cling to objects, granting you a +1 item bonus to [Climb](rules/actions/climb.md) and [Palm an Object](rules/actions/palm-an-object.md), and to your Reflex DC against [Disarm](rules/actions/disarm.md) attempts. + +*Source: Advanced Player's Guide p. 257* \ No newline at end of file diff --git a/compendium/equipment/items/gelid-shard-tv.md b/compendium/equipment/items/gelid-shard-tv.md new file mode 100644 index 000000000..06e97aa83 --- /dev/null +++ b/compendium/equipment/items/gelid-shard-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/artifact +- trait/arcane +- trait/artifact +- trait/cold +- trait/invested +- trait/rare +aliases: ["Gelid Shard"] +--- +# Gelid Shard *Item 2* +[arcane](rules/traits/arcane.md) [artifact](rules/traits/artifact-gmg.md) [cold](rules/traits/cold.md) [invested](rules/traits/invested.md) [rare](rules/traits/rare.md) + +- **Category** Artifact + +This crystal shard shimmers with its own light even as it seems to draw the heat out of its surroundings. Plunging it into your heart grants you the tranquil lethality of deepest winter, but the more you draw upon its power, the colder your heart grows. Your frozen heart dulls your emotions. When you gain a bonus from an [emotion](rules/traits/emotion.md) effect, that bonus is reduced by 1, to a minimum of 0. At 10th level, the bonus is reduced by 2. Your dulled emotions make it hard to relate to others; the DC of checks to [Make an Impression](rules/actions/make-an-impression.md) or [Request](rules/actions/request.md) a favor of other creatures, or to [Aid](rules/actions/aid.md) in such attempts, is increased by +2. You gain resistance to cold equal to your level and a +2 status bonus to all saves against [emotion](rules/traits/emotion.md) effects. + +Destruction The gelid shard must be left exposed in the Plane of Fire for a week and a day, then smashed with an adamantine hammer by someone who felt true love for the shard's creator. + +*Source: Treasure Vault p. 184* \ No newline at end of file diff --git a/compendium/equipment/items/genealogy-mask-lome.md b/compendium/equipment/items/genealogy-mask-lome.md new file mode 100644 index 000000000..af83fe833 --- /dev/null +++ b/compendium/equipment/items/genealogy-mask-lome.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lome +- item/category/worn +- trait/divination +- trait/invested +- trait/uncommon +aliases: ["Genealogy Mask"] +--- +# Genealogy Mask *Item 1* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [uncommon](rules/traits/uncommon.md) + +- **Access** Alijae ethnicity +- **Price** 10 gp +- **Usage** Worn; **Bulk** L +- **Category** Worn + +These large masks are forged of precious metals or carved of wood and tasked with guarding the history of a family. Most Alijae are granted a genealogy mask when they come of age, which they bequeath to their next of kin upon death. When a member of the family recounted in the genealogy mask performs a particularly significant event while wearing the mask, its eyes and ears animate, allowing the item to witness and record the deeds for posterity. Different families have different standards for their genealogy masks—some may value accuracy and objective, clinical facts, while others may relish embellishing their stories to the very brink of believability in the name of a good story. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You ask the mask about the deeds of a particular ancestor, and the mask speaks for 10 minutes, recalling the tales it knows about that ancestor. The mask is limited by what information a particular ancestor shared with it. +``` + +*Source: Lost Omens: The Mwangi Expanse p. 34* \ No newline at end of file diff --git a/compendium/equipment/items/genius-diadem-gmg.md b/compendium/equipment/items/genius-diadem-gmg.md new file mode 100644 index 000000000..86182be20 --- /dev/null +++ b/compendium/equipment/items/genius-diadem-gmg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/apex +- trait/apex +- trait/arcane +- trait/divination +- trait/intelligent +- trait/n +- trait/rare +aliases: ["Genius Diadem"] +--- +# Genius Diadem *Item 18* +[apex](rules/traits/apex.md) [arcane](rules/traits/arcane.md) [divination](rules/traits/divination.md) [intelligent](rules/traits/intelligent-gmg.md) [n](rules/traits/neutral-b1.md) [rare](rules/traits/rare.md) + +- **Usage** worn circlet; **Bulk** L +- **Category** Apex + +The genius diadem is a [diadem of intellect](compendium/equipment/items/diadem-of-intellect.md) that typically acts like an arrogant professor or mentor, often boasting that it is a certified greater intellect and far superior to your own intelligence, even after the benefits the diadem grants you. The genius diadem encourages you to learn things for yourself rather than actually attempting to [Recall Knowledge](rules/actions/recall-knowledge.md) for you, though you or your allies might be able to play on its arrogance using [Deception](compendium/skills.md#Deception) to trick it into doing so. In addition to allowing you to activate it, the diadem can use the diadem of intellect's hypercognition activation with its own actions, though if it does so, the diadem gains the benefits instead of you. Only the diadem can use the following activation. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The genius diadem casts 7th-level [feeblemind](compendium/spells/feeblemind.md). +``` + +*Source: Gamemastery Guide p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/gerbil-lotg.md b/compendium/equipment/items/gerbil-lotg.md new file mode 100644 index 000000000..d99c8711b --- /dev/null +++ b/compendium/equipment/items/gerbil-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Gerbil"] +--- +# Gerbil *Item 0* + +- **Price** 1 sp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/ghast-stiletto-tv.md b/compendium/equipment/items/ghast-stiletto-tv.md new file mode 100644 index 000000000..a8ee8fcda --- /dev/null +++ b/compendium/equipment/items/ghast-stiletto-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/magical +- trait/necromancy +aliases: ["Ghast Stiletto"] +--- +# Ghast Stiletto *Item 3* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Price** 60 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +A ghast stiletto is a +1 dagger wrapped in the still-undead skin of a ghast. While you wield the dagger, you gain a +1 status bonus to all saves against paralysis. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [olfactory](rules/traits/olfactory-b1.md) + +The ghast stiletto afflicts the next living target struck by the dagger with a terrible wound that emits the foul stench of the grave. For the next minute, the target creature, as well as any creatures within a 10-foot emanation, must succeed at a DC 16 Fortitude save or become [sickened](rules/conditions.md#Sickened) (plus [slowed](rules/conditions.md#Slowed) as long as it's [sickened](rules/conditions.md#Sickened) on a critical failure). While within the emanation, the creature takes a –2 circumstance penalty to saves against disease and to recover from the [sickened](rules/conditions.md#Sickened) condition. + +A creature that succeeds at its save is temporarily immune for 1 minute. +%% #trait/divine #trait/necromancy #trait/olfactory %% +``` + +*Source: Treasure Vault p. 36* \ No newline at end of file diff --git a/compendium/equipment/items/ghost-ampoule-tv.md b/compendium/equipment/items/ghost-ampoule-tv.md new file mode 100644 index 000000000..54a657fd9 --- /dev/null +++ b/compendium/equipment/items/ghost-ampoule-tv.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/auditory +- trait/consumable +- trait/divine +- trait/emotion +- trait/enchantment +- trait/expandable +- trait/fear +- trait/mental +aliases: ["Ghost Ampoule"] +--- +# Ghost Ampoule *Item 4* +[alchemical](rules/traits/alchemical.md) [auditory](rules/traits/auditory.md) [consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [expandable](rules/traits/expandable-tv.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) + +- **Price** 20 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +A daub of ectoplasm twitches within this glass container, faintly glowing with ghostly light. When opened it forms the echo of a departed spirit, which looks like a Medium ghost. You can throw the ampoule up to 30 feet when you Activate it. + +The ghost utters a final lament, forcing each living creature in a 15-foot emanation except you to attempt a DC 18 Will save. + +On a failure, a creature becomes [frightened](rules/conditions.md#Frightened) (or [frightened](rules/conditions.md#Frightened) on a critical failure). + +*Source: Treasure Vault p. 56* \ No newline at end of file diff --git a/compendium/equipment/items/ghost-charge-apg.md b/compendium/equipment/items/ghost-charge-apg.md new file mode 100644 index 000000000..1bf3f4032 --- /dev/null +++ b/compendium/equipment/items/ghost-charge-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/bomb +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/positive +- trait/splash +aliases: ["Ghost Charge"] +--- +# Ghost Charge *Item 1+* +[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [positive](rules/traits/positive.md) [splash](rules/traits/splash.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Bomb + +These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures. A ghost charge deals the listed positive damage and splash damage, though as usual for positive damage, this damage harms only undead and creatures with negative healing. Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead. A primary target that takes damage from a ghost charge becomes [enfeebled](rules/conditions.md#Enfeebled) until the start of your next turn. Many types grant an item bonus to attack rolls. + +*Source: Advanced Player's Guide p. 253* \ No newline at end of file diff --git a/compendium/equipment/items/ghost-courier-fulu-tv.md b/compendium/equipment/items/ghost-courier-fulu-tv.md new file mode 100644 index 000000000..8af9ceaf5 --- /dev/null +++ b/compendium/equipment/items/ghost-courier-fulu-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/conjuration +- trait/consumable +- trait/fulu +- trait/magical +aliases: ["Ghost Courier Fulu"] +--- +# Ghost Courier Fulu *Item 8* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) + +- **Price** 100 gp +- **Usage** held in 2 hands; **Bulk** — +- **Activate** command, , [Interact](rules/actions/interact.md) +- **Category** Consumable + +The inscription on a ghost courier fulu leaves space for a message, and a prominent red stamp indicates which ghost delivery fulu this fulu homes in on (see below). When you Activate this fulu you dictate a message up to 25 words long that then magically appears on the paper in the language you spoke. The fulu then disappears into the Ethereal Plane, arriving at the assigned ghost delivery fulu in `2d10` hours, provided that fulu is within 500 miles. There, the fulu's magic dissipates, but the message remains. If the fulu takes any damage in transit, it has a 50% chance to drop back into the Material Plane, intact but bereft of magic. + +*Source: Treasure Vault p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/ghost-delivery-fulu-tv.md b/compendium/equipment/items/ghost-delivery-fulu-tv.md new file mode 100644 index 000000000..bc92a9619 --- /dev/null +++ b/compendium/equipment/items/ghost-delivery-fulu-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/consumable +- trait/divination +- trait/fulu +- trait/magical +aliases: ["Ghost Delivery Fulu"] +--- +# Ghost Delivery Fulu *Item 8* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) + +- **Price** 100 gp +- **Usage** affixed to structure, object, or creature; **Bulk** — +- **Category** Consumable + +A ghost delivery fulu's inscription resembles a dovecote with spirits around it, and it has a prominent stamp in red wax. + +This fulu activates once affixed, becoming the homing location of ghost courier fulus with a matching stamp. Delivered ghost courier fulu messages (see above) stick to the ghost delivery fulu but can be easily removed. + +*Source: Treasure Vault p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/ghost-ink-apg.md b/compendium/equipment/items/ghost-ink-apg.md new file mode 100644 index 000000000..d74f43f0e --- /dev/null +++ b/compendium/equipment/items/ghost-ink-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/consumable +- trait/alchemical +- trait/consumable +aliases: ["Ghost Ink"] +--- +# Ghost Ink *Item 1* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Price** 3 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Consumable + +This pale-blue ink dries rapidly, becoming fully transparent 1 minute after application. The ink glows red when exposed to heat, such as that from a torch or other open flame. This glow lasts only as long as the ink is exposed to heat, after which the ink becomes [invisible](rules/conditions.md#Invisible) again. The crafter of the ghost ink can alter the formula slightly to instead make the ink sensitive to sunlight, starlight, magical light, or heatless light created by an [alchemical](rules/traits/alchemical.md) effect such as a sunrod. + +While the text isn't glowing, a creature closely examining a surface marked with ghost ink can detect the presence of the ink with a successful DC 25 [Perception](compendium/skills.md#Perception) check. On a critical success, they can make out the ink well enough to use [Society](compendium/skills.md#Society) to [Decipher Writing](rules/actions/decipher-writing.md). One vial of ghost ink is sufficient to write a page worth of text. + +*Source: Advanced Player's Guide p. 255* \ No newline at end of file diff --git a/compendium/equipment/items/ghost-lantern-tv.md b/compendium/equipment/items/ghost-lantern-tv.md new file mode 100644 index 000000000..47118dba7 --- /dev/null +++ b/compendium/equipment/items/ghost-lantern-tv.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/light +- trait/magical +- trait/transmutation +aliases: ["Ghost Lantern"] +--- +# Ghost Lantern *Item 12* +[light](rules/traits/light.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 1850 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +Crafted from cold iron, this black hooded lantern has gray glass and lenses that emit a pale gray light when the lantern is lit. Anything this light falls on looks gray or desaturated. + +The lantern uses oil as a standard hooded lantern. The lantern's light shines within the Ethereal Plane as well as the Material Plane. On any other plane, the light functions as a normal hooded lantern. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: The lantern's shutters are open + +**Effect** You concentrate on the lantern's light to soften the boundary between the Ethereal and Material Plane. Any creature in the lantern's bright light on the Material Plane gains the effects of the ghost touch property rune on all its weapons and unarmed attacks. If an affected weapon or attack is magical and already has the maximum number of property runes, the wielder can choose one to suppress to gain ghost touch. + +This benefit lasts for 5 minutes or until the shutters are closed, whichever comes first. It applies to a creature only while it's in the lantern's bright light, and if the creature leaves the light and returns it regains the benefit once more. +``` + +*Source: Treasure Vault p. 115* \ No newline at end of file diff --git a/compendium/equipment/items/ghost-oil-lokl.md b/compendium/equipment/items/ghost-oil-lokl.md new file mode 100644 index 000000000..67b4f21a6 --- /dev/null +++ b/compendium/equipment/items/ghost-oil-lokl.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/oil +- trait/consumable +- trait/magical +- trait/oil +- trait/transmutation +aliases: ["Ghost Oil"] +--- +# Ghost Oil *Item 4* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 18 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +The vials containing this translucent, unsubstantial oil are always cold to the touch. Applying ghost oil to a melee weapon you're wielding or carrying causes it to become semitransparent and gain the effects of a [ghost touch](compendium/equipment/items/ghost-touch.md) rune, but it also makes the weapon unable to harm corporeal creatures. The oil has no effect when applied to another creature's weapon. The effect of the oil lasts for 1 minute. + +*Source: Lost Omens: Knights of Lastwall p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/ghostbane-fulu-som.md b/compendium/equipment/items/ghostbane-fulu-som.md new file mode 100644 index 000000000..05ccdf552 --- /dev/null +++ b/compendium/equipment/items/ghostbane-fulu-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/consumable +- trait/fulu +- trait/magical +- trait/necromancy +- trait/talisman +- trait/transmutation +aliases: ["Ghostbane Fulu"] +--- +# Ghostbane Fulu *Item 6* +[consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 40 gp +- **Usage** affixed to a weapon +- **Activate** envision; **Trigger** You successfully [Strike](rules/actions/strike.md) an incorporeal creature with the weapon to which the fulu is affixed, but you haven't rolled damage. +- **Category** Consumable + +This white paper fulu bears red ink and attunes a weapon to the spiritual essence of an incorporeal creature. Upon activation, the weapon gains the benefit of the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune against the triggering incorporeal creature for 1 minute. + +*Source: Secrets of Magic p. 160* \ No newline at end of file diff --git a/compendium/equipment/items/ghostcallers-planchette-tv.md b/compendium/equipment/items/ghostcallers-planchette-tv.md new file mode 100644 index 000000000..f0cc3608c --- /dev/null +++ b/compendium/equipment/items/ghostcallers-planchette-tv.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/spellheart +- trait/magical +- trait/necromancy +- trait/spellheart +aliases: ["Ghostcaller's Planchette"] +--- +# Ghostcaller's Planchette *Item 12+* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [spellheart](rules/traits/spellheart-som.md) + +- **Usage** affixed to armor or a weapon; **Bulk** — +- **Category** Spellheart + +This miniature wooden planchette is engraved with symbols designed to attract spirits. When affixed, the symbols begin to glow, and the planchette turns slightly insubstantial. The spell DC of any spell cast by activating this item is 29. + +- Armor After you cast a necromancy spell by activating the planchette, you gain resistance 5 to all physical damage (except ghost touch) until the start of your next turn. Attacks by incorporeal creatures (such as a ghost's ghostly hand) count as ghost touch. +- Weapon After you cast a necromancy spell by activating the planchette, the affixed weapon gains the effects of the ghost touch property rune until the end of your next turn. + +```ad-embed-ability +title: Activate + +You cast [chill touch](compendium/spells/chill-touch.md). +``` + +```ad-embed-ability +title: Activate + +You cast [invoke spirits](compendium/spells/invoke-spirits-som.md) . +``` + +*Source: Treasure Vault p. 125* \ No newline at end of file diff --git a/compendium/equipment/items/ghosthands-comet-tv.md b/compendium/equipment/items/ghosthands-comet-tv.md new file mode 100644 index 000000000..c32ee3e13 --- /dev/null +++ b/compendium/equipment/items/ghosthands-comet-tv.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/artifact +- trait/artifact +- trait/magical +- trait/transmutation +- trait/unique +aliases: ["Ghosthand's Comet"] +--- +# Ghosthand's Comet *Item 23* +[artifact](rules/traits/artifact-gmg.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [unique](rules/traits/unique.md) + +- **Usage** held in 2 hands; **Bulk** 2 +- **Category** Artifact + +The barrel of this long rifle is translucent in places, forming a swirled pattern along the metal, and its stock is formed of crimson wood. Ghosthand's Comet is a +4 major striking beast‑bane SoM greater impactful SoM advanced firearm with a range increment of 300 feet. It deals `5d8` force damage and has the backstabber, concussive, kickback, and fatal d12 traits. As a star gun, Ghosthand's Comet runs on magic and doesn't use ammunition or black powder. The weapon is silent when fired. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You attempt a ranged [Strike](rules/actions/strike.md) with Ghosthand's Comet + +**Effect** For the triggering [Strike](rules/actions/strike.md), Ghosthand's Comet changes its damage type to your choice of acid, cold, electricity, fire, or sonic. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +On your next attempt at a ranged [Strike](rules/actions/strike.md) with Ghosthand's Comet, the shot phases through any material or magical obstacle, such as a wall of force, in its path, ignoring all cover. You must attempt the [Strike](rules/actions/strike.md) by the end of your turn or this effect is lost. + +Destruction If the Grim Reaper slays the wielder of Ghosthand's Comet, the Reaper's scythe, as it strikes the killing blow, is destined to slice the star gun in half. +``` + +*Source: Treasure Vault p. 179* \ No newline at end of file diff --git a/compendium/equipment/items/ghostly-portal-paint-som.md b/compendium/equipment/items/ghostly-portal-paint-som.md new file mode 100644 index 000000000..de5414036 --- /dev/null +++ b/compendium/equipment/items/ghostly-portal-paint-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/oil +- trait/consumable +- trait/magical +- trait/oil +- trait/transmutation +- trait/uncommon +aliases: ["Ghostly Portal Paint"] +--- +# Ghostly Portal Paint *Item 9* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 120 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +Translucent and nearly weightless, this opalescent paint seems to resolve into occult symbols if stared at too long. When used to cover a 5-foot-wide, 10-foot-tall section of a wall, the paint turns that section of wall ghostly and incorporeal to a depth of 10 feet, allowing corporeal creatures and objects to pass through it. The portal persists for 10 minutes. When this effect wears off, anything remaining within the portal is shunted to the nearest exit. + +Force effects, other incorporeal objects and creatures, and [ghost touch](compendium/equipment/items/ghost-touch.md) weapons can't cross through the wall, as is normal for incorporeality. An incorporeal creature that's inside the wall when the paint is used is shunted to the nearest exit. + +*Source: Secrets of Magic p. 173* \ No newline at end of file diff --git a/compendium/equipment/items/gi-tv.md b/compendium/equipment/items/gi-tv.md new file mode 100644 index 000000000..14c9871ee --- /dev/null +++ b/compendium/equipment/items/gi-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor/unarmored +- trait/comfort +aliases: ["Gi"] +--- +# Gi *Item 0* +[comfort](rules/traits/comfort.md) + +- **Price** 2 sp +- **Bulk** L +- **AC Bonus** +0; **Dex Cap** +5 +- **Strength** —; **Check Penalty** -0; **Speed Penalty** — +- **Category** Unarmored; **Group** Cloth + +Also called martial arts suits or practice clothes, gi are outfits of tough cloth built for comfort and unrestricted movement—ideal for practicing martial arts. They have reinforced stitching resistant to strenuous use. + +*Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/gift-of-the-poisoned-heart-da.md b/compendium/equipment/items/gift-of-the-poisoned-heart-da.md new file mode 100644 index 000000000..1cd16d30f --- /dev/null +++ b/compendium/equipment/items/gift-of-the-poisoned-heart-da.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/consumable +- trait/consumable +- trait/cursed +- trait/evil +- trait/magical +- trait/necromancy +- trait/rare +aliases: ["Gift of the Poisoned Heart"] +--- +# Gift of the Poisoned Heart *Item 16* +[consumable](rules/traits/consumable.md) [cursed](rules/traits/cursed-gmg.md) [evil](rules/traits/evil.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Usage** held in 1 hand; **Bulk** – +- **Activate** command, , [Interact](rules/actions/interact.md) +- **Category** Consumable + +Those who fail to see the curse view this object as a priceless gift, capable of restoring life to the deceased, but deep in the heart of this diamond lies a single flaw: a fissured occlusion of sickly, tainted red. To activate the diamond, place it on the relatively intact body of a creature that died within the past year. The stone shatters, restoring the recipient to life with the effects of a successful resurrect ritual, except there is no limit to the level of the creature that may be revived. + +This gift of life comes with a terrible cost: the recipient believes you—and anyone else who aided in the resurrection— deliberately caused their death and revived them only in furtherance of some nefarious scheme. Having a proxy activate the gift of the poisoned heart is of no use, as the item's magic sniffs out all coconspirators and uses your attempt to avoid the drawback to feed the resurrected creature's paranoia. + +No amount of information or persuasion can alleviate this mistrust, as the cursed creature twists the facts endlessly to fit their delusion. Only magic such as remove curse can neutralize this effect, and the subject resists any attempt to alter their beliefs by magic. + +*Source: Dark Archive p. 160* \ No newline at end of file diff --git a/compendium/equipment/items/gill-hook-aaws.md b/compendium/equipment/items/gill-hook-aaws.md new file mode 100644 index 000000000..2c062b388 --- /dev/null +++ b/compendium/equipment/items/gill-hook-aaws.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aaws +- item/category/weapon/martial +- trait/azarketi +- trait/grapple +- trait/reach +- trait/uncommon +aliases: ["Gill Hook"] +--- +# Gill Hook *Item 0* +[azarketi](rules/traits/azarketi-loag.md) [grapple](rules/traits/grapple.md) [reach](rules/traits/reach.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2 gp +- **Bulk** 2 +- **Damage** `1d10` P +- **Hands** 2 +- **Category** Martial; **Group** Spear + +This spear has a specialized hook just before the tip that can catch on the gills of large fish. Azarketis primarily use this to hunt sharks, but it can also be used to hook flesh or armor. This weapon is common on the Isle of Kortos and within azarketi settlements. + +*Source: Azarketi Ancestry Web Supplement p. 1* \ No newline at end of file diff --git a/compendium/equipment/items/ginger-chew-tv.md b/compendium/equipment/items/ginger-chew-tv.md new file mode 100644 index 000000000..da4227e57 --- /dev/null +++ b/compendium/equipment/items/ginger-chew-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/lozenge +aliases: ["Ginger Chew"] +--- +# Ginger Chew *Item 5* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [lozenge](rules/traits/lozenge-tv.md) + +- **Price** 28 gp +- **Usage** held in 1 hand; **Bulk** — +- **Category** Consumable + +This chewy ginger candy aids digestion and soothes unsettled stomachs. A ginger chew lasts for 1 hour and grants you a +1 item bonus to Fortitude saves against being [sickened](rules/conditions.md#Sickened). + +```ad-embed-ability +title: Secondary Effect [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Reduce your [sickened](rules/conditions.md#Sickened) value by 1, if any. The chew becomes inert. +``` + +*Source: Treasure Vault p. 49* \ No newline at end of file diff --git a/compendium/equipment/items/glaive-of-the-artist-logm.md b/compendium/equipment/items/glaive-of-the-artist-logm.md new file mode 100644 index 000000000..5da5a4cea --- /dev/null +++ b/compendium/equipment/items/glaive-of-the-artist-logm.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/logm +- item/category/held +- trait/enchantment +- trait/magical +- trait/uncommon +aliases: ["Glaive Of The Artist"] +--- +# Glaive Of The Artist *Item 14* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Access** follower of [Shelyn](compendium/setting/deities/shelyn.md) +- **Price** 4000 gp +- **Usage** held in 2 hands; **Bulk** 2 +- **Category** Held + +This +2 holy greater striking glaive has a long, multi-tailed rainbow-colored banner affixed to the butt of the pole in the style of Shelyn's religious symbol. While wielding the glaive, you gain a +2 item bonus on [Crafting](compendium/skills.md#Crafting) and [Performance](compendium/skills.md#Performance) checks. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You furl one of the colored tails around the pole, causing the glaive to gain the effects of your choice of the corrosive, flaming, frost, shocking, or thundering property runes for 1 round, depending on the tail you chose. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You thrust the blade of the glaive into the ground, activating the power of the banner. (The blade can penetrate any non-metallic surface when used in this way, and does not leave a mark when withdrawn.) As long as the glaive is thrust into the ground and standing upright, all allies within 60 feet who can see the glaive's banner gain a +2 item bonus to [Performance](compendium/skills.md#Performance) checks. +``` + +*Source: Lost Omens: Gods & Magic p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/glamorous-buckler-apg.md b/compendium/equipment/items/glamorous-buckler-apg.md new file mode 100644 index 000000000..c3418d088 --- /dev/null +++ b/compendium/equipment/items/glamorous-buckler-apg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/held +- trait/illusion +- trait/magical +aliases: ["Glamorous Buckler"] +--- +# Glamorous Buckler *Item 2* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) + +- **Price** 35 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +A glamorous buckler (Hardness 3, HP 6, BT 3) is lavishly decorated with gilding and inset gemstones that glitter in the light. While you have it raised, the glamorous buckler grants you a +1 item bonus to [Deception](compendium/skills.md#Deception) checks to [Feint](rules/actions/feint.md). + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You [Feint](rules/actions/feint.md) +- **Requirements**: You have the glamorous buckler raised + +**Effect** As you [Feint](rules/actions/feint.md), the glamorous buckler sparkles mightily. On a successful [Feint](rules/actions/feint.md), the target is [dazzled](rules/conditions.md#Dazzled) for 1 round. +``` + +*Source: Advanced Player's Guide p. 261* \ No newline at end of file diff --git a/compendium/equipment/items/glass-cutter-lopsg.md b/compendium/equipment/items/glass-cutter-lopsg.md new file mode 100644 index 000000000..64ac60f64 --- /dev/null +++ b/compendium/equipment/items/glass-cutter-lopsg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/adventuring-gear +- trait/uncommon +aliases: ["Glass Cutter"] +--- +# Glass Cutter *Item 0* +[uncommon](rules/traits/uncommon.md) + +- **Price** 5 gp +- **Bulk** L +- **Hands** 2 +- **Category** Adventuring Gear + +This small rod has a tiny, sharp cutting wheel made of steel on one end and a thick bulb on the other. You can use the glass cutter's wheel to score ordinary glass and use the bulb to break the piece along your scoring. It typically takes 1 minute of work to cut a hole large enough to fit your hand. If you are attempting to break the glass quietly, you must attempt a [Thievery](compendium/skills.md#Thievery) check against the [Perception](compendium/skills.md#Perception) DC of nearby creatures to go unnoticed. + +*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/glasses-of-sociability-som.md b/compendium/equipment/items/glasses-of-sociability-som.md new file mode 100644 index 000000000..fff63e166 --- /dev/null +++ b/compendium/equipment/items/glasses-of-sociability-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/worn +- trait/divination +- trait/invested +- trait/magical +aliases: ["Glasses Of Sociability"] +--- +# Glasses Of Sociability *Item 3* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 60 gp +- **Usage** worn eyepiece; **Bulk** L +- **Category** Worn + +These wire-rim glasses with large, circular lenses were invented for the sole purpose of avoiding awkward confrontations at social gatherings. They grant you a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy). + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You stare at another creature and instantly remember their name if you've met and exchanged names. The glasses rely on your latent memories, so if the creature is disguising their identity, the glasses don't penetrate the disguise. + +If a doppelganger was disguised as an innkeeper you met, the glasses would give you the innkeeper's name, and if a noble you met before was in disguise as a masked vigilante, the glasses wouldn't reveal their name. +``` + +*Source: Secrets of Magic p. 185* \ No newline at end of file diff --git a/compendium/equipment/items/gliding-tv.md b/compendium/equipment/items/gliding-tv.md new file mode 100644 index 000000000..ff8e02b8d --- /dev/null +++ b/compendium/equipment/items/gliding-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/magical +- trait/transmutation +aliases: ["Gliding"] +--- +# Gliding *Item 8* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 450 gp +- **Usage** etched onto armor +- **Category** Rune + +The armor allows you to make a [controlled](rules/conditions.md#Controlled) descent. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. Provided you spend at least 1 action gliding on your turn and haven't yet reached the ground, you remain in the air at the end of your turn. Otherwise, you fall. +``` + +*Source: Treasure Vault p. 12* \ No newline at end of file diff --git a/compendium/equipment/items/glimmering-missive-tv.md b/compendium/equipment/items/glimmering-missive-tv.md new file mode 100644 index 000000000..915e8431e --- /dev/null +++ b/compendium/equipment/items/glimmering-missive-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/missive +- trait/consumable +- trait/evocation +- trait/light +- trait/magical +- trait/missive +aliases: ["Glimmering Missive"] +--- +# Glimmering Missive *Item 4* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [missive](rules/traits/missive-tv.md) + +- **Price** 20 gp +- **Usage** held in 1 hand; **Bulk** — +- **Activate** envision, , [Interact](rules/actions/interact.md) +- **Category** Missive + +A glimmering missive sparkles as you compose it. When activated, it explodes, disintegrating into a shower of multicolored motes in a 10‑foot burst from a corner of the missive's space. Creatures in the area are covered in sparkling dust that remains luminous for 1 hour. Visible creatures can't be [concealed](rules/conditions.md#Concealed) while covered by the luminous dust; any [invisible](rules/conditions.md#Invisible) creatures are [concealed](rules/conditions.md#Concealed) while covered in the luminous dust, rather than being [undetected](rules/conditions.md#Undetected). + +*Source: Treasure Vault p. 85* \ No newline at end of file diff --git a/compendium/equipment/items/glittering-scarab-da.md b/compendium/equipment/items/glittering-scarab-da.md new file mode 100644 index 000000000..7ed5026fa --- /dev/null +++ b/compendium/equipment/items/glittering-scarab-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/worn +- trait/uncommon +aliases: ["Glittering Scarab"] +--- +# Glittering Scarab *Item 1* +[uncommon](rules/traits/uncommon.md) + +- **Access** Member of the [Esoteric Order of the Palatine Eye](compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md) +- **Price** 10 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +This pin is a valuable copy of a popular pin sold in markets throughout Osirion. The original pin is a solid piece, often purchased by tourists. The glittering scarab, though, can be squeezed gently, causing the wings to part and reveal an eye painted underneath them. This pin is used to gain entrance to most meetings of the [Esoteric Order of the Palatine Eye](compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md). Someone who specifically examines the scarab can find the [hidden](rules/conditions.md#Hidden) eye with a successful DC 20 [Perception](compendium/skills.md#Perception) check, though if they know about glittering scarabs, they can simply squeeze it to check for the eye. + +*Source: Dark Archive p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/glittering-snare-lotgb.md b/compendium/equipment/items/glittering-snare-lotgb.md new file mode 100644 index 000000000..70faca4dc --- /dev/null +++ b/compendium/equipment/items/glittering-snare-lotgb.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +- trait/uncommon +- trait/visual +aliases: ["Glittering Snare"] +--- +# Glittering Snare *Item 4* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) + +- **Price** 18 gp +- **Category** Snare + +[Small](rules/traits/small-b1.md) flecks of mica, sand, and ground glass are packed into a spring-loaded canister that can be rigged to a trip wire or [hidden](rules/conditions.md#Hidden) in a container. The first creature to enter the square or open the container must attempt a DC 20 Reflex save as the area is showered with bright, glittering dust that sticks to skin, fur, and clothing. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes a –1 status penalty to [Stealth](compendium/skills.md#Stealth) checks for 1 minute or until it uses an [Interact](rules/actions/interact.md) action to remove the glitter. +> - **Failure** The creature takes a –2 status penalty to [Stealth](compendium/skills.md#Stealth) checks for 2 minutes or until it spends a 2-action activity, which has the [manipulate](rules/traits/manipulate.md) trait, to remove the glitter. If the creature was [invisible](rules/conditions.md#Invisible), the glitter outlines it for 1 round, making it [concealed](rules/conditions.md#Concealed) rather than [undetected](rules/conditions.md#Undetected) to visual senses. +> - **Critical Failure** As failure, but the penalty is –4. The glitter sticks for 5 minutes or until the creature spends a 3-action activity, which has the [manipulate](rules/traits/manipulate.md) trait, to remove it. The glitter continues to fall around the creature until completely removed, leaving a trail behind it as it moves and revealing its rough location; the creature is [hidden](rules/conditions.md#Hidden), rather than [undetected](rules/conditions.md#Undetected), to any creature that can see the glitter whenever it would otherwise have been [undetected](rules/conditions.md#Undetected). + +*Source: Lost Omens: The Grand Bazaar p. 26* \ No newline at end of file diff --git a/compendium/equipment/items/gloaming-shard-som.md b/compendium/equipment/items/gloaming-shard-som.md new file mode 100644 index 000000000..460c9b238 --- /dev/null +++ b/compendium/equipment/items/gloaming-shard-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/held +- trait/conjuration +- trait/magical +- trait/shadow +aliases: ["Gloaming Shard"] +--- +# Gloaming Shard *Item 11* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [shadow](rules/traits/shadow.md) + +- **Price** 1400 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +The blade of this +2 striking returning dagger shines the color of twilight, with a triangular lattice design on the hilt. A thin string of darkness connects your shadow to that of the blade, even once it leaves your hand. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[shadow](rules/traits/shadow.md) [teleportation](rules/traits/teleportation.md) + +You make a thrown [Strike](rules/actions/strike.md) with the gloaming shard at a target within 60 feet. Whether you hit or miss, rather than returning to you, the blade pulls you down into your own shadow and along the connecting thread. + +You instantly teleport to a space adjacent to the target of your [Strike](rules/actions/strike.md), as dimension door, and then catch the dagger in your hand. +%% #trait/teleportation #trait/shadow %% +``` + +*Source: Secrets of Magic p. 185* \ No newline at end of file diff --git a/compendium/equipment/items/glorious-plate-locg.md b/compendium/equipment/items/glorious-plate-locg.md new file mode 100644 index 000000000..1d23e55ee --- /dev/null +++ b/compendium/equipment/items/glorious-plate-locg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/locg +- item/category/worn +- trait/evocation +- trait/good +- trait/light +- trait/magical +- trait/rare +aliases: ["Glorious Plate"] +--- +# Glorious Plate *Item 14* +[evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 4500 gp +- **Usage** worn, armor; **Bulk** 4 +- **Category** Worn + +This elegant full plate is embossed with heraldic imagery and never tarnishes or loses its shine. Glorious plate is +2 resilient full plate. In battle, glorious plate sheds bright light in a 10-foot radius, which enemies see as a blinding halo that obscures creatures other than the wearer. When an enemy looks at the wearer, it must attempt a DC 33 Will saving throw. The enemy is then temporarily immune for 1 minute. + +> [!success-degree] +> - **Success** The enemy is unaffected. +> - **Failure** For 1 minute, the wearer's allies within the glorious plate's 10-foot radius of light are [concealed](rules/conditions.md#Concealed) to the enemy. Allies are [concealed](rules/conditions.md#Concealed) only while they remain within the light; if allies enter the light later, they are [concealed](rules/conditions.md#Concealed) as well. +> - **Critical Failure** As failure, except the wearer's allies are [hidden](rules/conditions.md#Hidden) to the enemy instead of [concealed](rules/conditions.md#Concealed). Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md); Frequency once per 10 minutes; Effect The armor casts sanctuary on you. + +*Source: Lost Omens: Character Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/gloves-of-carelessness-gmg.md b/compendium/equipment/items/gloves-of-carelessness-gmg.md new file mode 100644 index 000000000..ee11f09ec --- /dev/null +++ b/compendium/equipment/items/gloves-of-carelessness-gmg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/worn +- trait/abjuration +- trait/cursed +- trait/extradimensional +- trait/invested +- trait/magical +- trait/rare +aliases: ["Gloves Of Carelessness"] +--- +# Gloves Of Carelessness *Item 7* +[abjuration](rules/traits/abjuration.md) [cursed](rules/traits/cursed-gmg.md) [extradimensional](rules/traits/extradimensional.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** worn gloves; **Bulk** L +- **Category** Worn + +These gloves appear and function as gloves of storing but repel any item not stored in the gloves. When wearing them, whenever you [Interact](rules/actions/interact.md) to draw or pick up an item, roll a DC 11 flat check. On a success, you do so as normal. On a failure, you instead fling the item 15 feet in a random direction. You can use a reaction to attempt a DC 23 Reflex save, causing the item to land at your feet instead if you succeed. Removing the stored item from the gloves does not trigger the item's curse. + +The first time the curse activates, the gloves fuse to you. + +*Source: Gamemastery Guide p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/gluttonous-spear-sli.md b/compendium/equipment/items/gluttonous-spear-sli.md new file mode 100644 index 000000000..2f5bd4db1 --- /dev/null +++ b/compendium/equipment/items/gluttonous-spear-sli.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sli +- item/category/held +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Gluttonous Spear"] +--- +# Gluttonous Spear *Item 6* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 250 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +The head of this +1 striking returning spear is wrapped in greasy hide, and its head resembles a thick, clawed finger. + +On a critical hit, the target is [enfeebled](rules/conditions.md#Enfeebled) for 1 minute, and you gain `1d8` temporary Hit Points that last for 1 minute. + +*Source: The Slithering p. 60* \ No newline at end of file diff --git a/compendium/equipment/items/goggles-of-night-bb.md b/compendium/equipment/items/goggles-of-night-bb.md new file mode 100644 index 000000000..542ee0fa7 --- /dev/null +++ b/compendium/equipment/items/goggles-of-night-bb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/bb +- item/category/worn +- trait/magical +- trait/transmutation +aliases: ["Goggles of Night"] +--- +# Goggles of Night *Item 5* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 150 gp +- **Usage** worn eyepiece +- **Category** Worn + +The opaque crystal lenses of these sleek goggles don't obscure vision, but rather enhance it. While wearing the goggles, you gain a +1 item bonus to [Perception](compendium/skills.md#Perception) checks involving sight. Once per day, you can use the following action. + +```ad-embed-ability +title: Go Dark [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[manipulate](rules/traits/manipulate.md) + +You carefully rotate the lenses 90 degrees, and you gain [darkvision](rules/abilities/darkvision.md). For 1 hour, you can see just as well in darkness as you can in the light. +%% #trait/manipulate %% +``` + +*Source: Beginner Box p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/golden-blade-of-mzali-sot4.md b/compendium/equipment/items/golden-blade-of-mzali-sot4.md new file mode 100644 index 000000000..c7ca34934 --- /dev/null +++ b/compendium/equipment/items/golden-blade-of-mzali-sot4.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot4 +- item/category/held +- trait/evocation +- trait/fire +- trait/light +- trait/magical +- trait/rare +aliases: ["Golden Blade of Mzali"] +--- +# Golden Blade of Mzali *Item 15* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 6500 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +Each of these golden spears was forged in the days of old Mzali, when the sun kings ruled the city. The majority of these weapons are lost, most likely buried with warriors in tombs and temples sealed by [Walkena](compendium/setting/deities/walkena-logm.md)'s decrees. + +[Walkena](compendium/setting/deities/walkena-logm.md) retains a single golden blade, which he grants to his Master of Spears. + +This +2 greater striking returning spear is coated in brilliant gold, and beautiful engravings run along the shaft, depicting the rising and setting of the sun against Mzali's skyline. The spear glows with the effects of 4th-level [light](compendium/spells/light.md). You can suppress or resume this light by using an action, which has the [concentrate](rules/traits/concentrate.md) trait. When you hit a creature with the spear, it takes `1d6` additional fire damage. When you critically hit a creature with the spear, the creature takes `1d8` [persistent fire damage](rules/conditions.md#Persistent%20Damage) and `1d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) as its blood boils away. Unlike normal when taking two types of [persistent damage](rules/conditions.md#Persistent%20Damage), a creature needs only a single successful flat check to remove both the fire and bleed damage. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You critically hit a creature with the weapon + +**Effect** You call upon the spear's light to guide the creature away from violence. The creature must choose one of the following options: + +- The creature surrenders, immediately receiving the critical failure effects of calm emotions and paralyze. +- The weapon casts 7th-level [blindness](compendium/spells/blindness.md) on the creature with a DC of 34. Regardless of the choice, the spear loses its ability to glow with light until your next daily preparations. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The spear casts 7th-level [elemental form](compendium/spells/elemental-form.md) on you, choosing fire as the form's trait. The spear loses its additional fire damage until your next daily preparations. +``` + +*Source: Strength of Thousands #4: Secrets of the Temple-City p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/golden-branding-iron-ooa2.md b/compendium/equipment/items/golden-branding-iron-ooa2.md new file mode 100644 index 000000000..03d6dee11 --- /dev/null +++ b/compendium/equipment/items/golden-branding-iron-ooa2.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa2 +- item/category/talisman +- trait/consumable +- trait/magical +- trait/talisman +- trait/transmutation +- trait/uncommon +aliases: ["Golden Branding Iron"] +--- +# Golden Branding Iron *Item 5+* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** affixed to a two-handed firearm or crossbow; **Bulk** — +- **Activate** envision; **Trigger** You hit a target with a ranged [Strike](rules/actions/strike.md) with the affixed weapon; **Requirements** You're an expert with the affixed weapon. +- **Category** Talisman + +This talisman is a gold-plated brand that can be affixed to a ranged weapon's stock. When you activate a golden branding iron, you mark the target with your magical sigil. + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/golden-breath-fulu-tv.md b/compendium/equipment/items/golden-breath-fulu-tv.md new file mode 100644 index 000000000..e1cfedc17 --- /dev/null +++ b/compendium/equipment/items/golden-breath-fulu-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/consumable +- trait/fulu +- trait/healing +- trait/magical +- trait/necromancy +- trait/positive +- trait/talisman +- trait/uncommon +aliases: ["Golden Breath Fulu"] +--- +# Golden Breath Fulu *Item 20* +[consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 8100 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision; **Trigger** You take damage. +- **Category** Talisman + +An enterprising chirurgeon reversed the forces evoked by a void thousand-pains fulu (page 79) to create the golden breath fulu, which fortifies ki and the body as elements move out of balance. When you Activate this fulu, you regain 75 Hit Points and attempt a flat check to end any [persistent damage](rules/conditions.md#Persistent%20Damage) affecting you. The fulu is particularly appropriate help for ending any [persistent damage](rules/conditions.md#Persistent%20Damage). Also, if you would regain more Hit Points from the fulu than your maximum, you can gain the excess as temporary Hit Points or distribute the excess among creatures of your choice within 30 feet. The temporary Hit Points last for 1 minute. + +*Source: Treasure Vault p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/golden-cased-bullet-ooa2.md b/compendium/equipment/items/golden-cased-bullet-ooa2.md new file mode 100644 index 000000000..4061e69e4 --- /dev/null +++ b/compendium/equipment/items/golden-cased-bullet-ooa2.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa2 +- item/category/consumable +- trait/consumable +- trait/divination +- trait/magical +- trait/uncommon +aliases: ["Golden-Cased Bullet"] +--- +# Golden-Cased Bullet *Item 4+* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Ammunition** round +- **Activate** envision +- **Category** Consumable + +The magic-infused metal of this bullet's golden casing allows it to curve just a bit in flight once the bullet has been fired, allowing you to ignore the bonus to AC granted to a target in lesser cover. + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/golden-chrysalis-som.md b/compendium/equipment/items/golden-chrysalis-som.md new file mode 100644 index 000000000..2d54ab300 --- /dev/null +++ b/compendium/equipment/items/golden-chrysalis-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/ammunition +- trait/ammunition +- trait/consumable +- trait/evocation +- trait/magical +aliases: ["Golden Chrysalis"] +--- +# Golden Chrysalis *Item 5* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) ammunition + +- **Price** 27 gp +- **Ammunition** sling bullet +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Ammunition + +Threads of iridescent golden silk wrap around the core of this magical sling stone. When you activate and shoot a golden chrysalis, rather than making an attack roll for your [Strike](rules/actions/strike.md), you cause the chrysalis to unwind in midair to reveal a magical butterfly that flies in a 30-foot line, scattering golden scale dust that hangs in the air for 1 minute. + +A creature that enters or begins its turn in the dust must attempt a DC 19 Reflex save or have its invisibility negated, becoming [concealed](rules/conditions.md#Concealed) instead of [invisible](rules/conditions.md#Invisible). This effect applies both if the creature was already [invisible](rules/conditions.md#Invisible) and if it benefits from any new invisibility effects before the end of the invisibility negation effect from the golden chrysalis. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target's invisibility is negated for 2 rounds. +> - **Failure** The target is [dazzled](rules/conditions.md#Dazzled) for 1 minute and its invisibility is negated for 1 minute. + +*Source: Secrets of Magic p. 174* \ No newline at end of file diff --git a/compendium/equipment/items/golden-goose-da.md b/compendium/equipment/items/golden-goose-da.md new file mode 100644 index 000000000..9cbafb0a3 --- /dev/null +++ b/compendium/equipment/items/golden-goose-da.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/held +- trait/cursed +- trait/evil +- trait/magical +- trait/transmutation +aliases: ["Golden Goose"] +--- +# Golden Goose *Item 11* +[cursed](rules/traits/cursed-gmg.md) [evil](rules/traits/evil.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** held in 2 hands; **Bulk** L +- **Category** Held + +This life-sized, hollow, golden goose statuette has an open, fanged mouth and an unsettling aura of hunger. Fiends sometimes present it as a gift to mortals whose greed makes them susceptible to temptation. While the golden goose can be used without malice, those who possess such a thing often find its glittering lure erodes their morals over time. + +```ad-embed-ability +title: Activate + +You feed the goose the warm, still-bloody heart of any sapient, non-evil creature who died within the past hour. The golden goose's eyes flare red as it chews the heart into pulp. Once the heart is destroyed, the goose lays a golden egg worth 50 gp, or 100 gp if you murdered the creature for no reason other than to feed the goose. + +After 12 such eggs are laid, the next time you activate the golden goose, it transmutes your heart to gold. This effect functions as flesh to stone, with a DC 30 Fortitude save to resist. If you become [petrified](rules/conditions.md#Petrified), you turn to solid, transparent stone. Your heart becomes a golden egg worth 100 gp, which can be retrieved only by shattering your body. Whether or not you turn to stone, the golden goose dissipates with a honk into sulfurous smoke. +``` + +*Source: Dark Archive p. 160* \ No newline at end of file diff --git a/compendium/equipment/items/golden-legion-epaulet-lowg.md b/compendium/equipment/items/golden-legion-epaulet-lowg.md new file mode 100644 index 000000000..74d62eadf --- /dev/null +++ b/compendium/equipment/items/golden-legion-epaulet-lowg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lowg +- item/category/worn +- trait/enchantment +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Golden Legion Epaulet"] +--- +# Golden Legion Epaulet *Item 3* +[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 55 gp +- **Usage** worn epaulet; **Bulk** L +- **Category** Worn + +These gleaming golden epaulets are issued to Eagle Knight officers and worn as part of the uniform. While they can be enchanted to provide a variety of effects, the Golden Legion epaulet remains the most common. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Issue an order as part of the command. You and each ally within 60 feet who follows that order gain a +1 status bonus to attack rolls, damage rolls, and saving throws against fear until the beginning of your next turn. +``` + +*Source: Lost Omens: World Guide p. 124* \ No newline at end of file diff --git a/compendium/equipment/items/golden-rod-memento-lomm.md b/compendium/equipment/items/golden-rod-memento-lomm.md new file mode 100644 index 000000000..88c80fc14 --- /dev/null +++ b/compendium/equipment/items/golden-rod-memento-lomm.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lomm +- item/category/worn +- trait/abjuration +- trait/cursed +- trait/magical +- trait/rare +aliases: ["Golden Rod Memento"] +--- +# Golden Rod Memento *Item 20* +[abjuration](rules/traits/abjuration.md) [cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** worn; **Bulk** — +- **Category** Worn + +This coin-sized golden pin depicts a bundle of five trimmed tree branches. Once you've stolen the pin, accepted it from Krampus willingly, or carried it for at least 1 minute, its curse activates. After that happens, the pin fastens itself to your clothing, providing you an insistent empathic admonition not to be naughty and constantly informing Krampus of your location, as [status](compendium/spells/status.md). The pin reappears and reattaches itself within moments if discarded or destroyed. The pin constantly monitors your actions, judging you against a good-aligned champion's code of conduct, plus the following third tenet: + +- You must never knowingly steal or inflict harm with the goal of stealing the victim's wealth. This tenet doesn't prevent you from looting those you harm primarily in the defense of yourself and others. + +Whenever you violate this code of conduct, one of the golden branches tarnishes (and utterly egregious violations might tarnish multiple branches). During the winter following the curse activating, the pin transforms based on the number of golden branches remaining. + +- **5 Branches** The pin either transforms into a pile of golden trinkets whose gold piece value equals your level × 25, or it grants you absolution for your misdeeds as a critically successful [atone](compendium/spells/rituals/atone.md) ritual for any good-aligned faith. You don't need to perform a special quest; your exemplary behavior over the past year qualifies. +- **3-4 Branches** The pin either becomes a non-magical golden pin worth 10 gp, or it grants you absolution for your misdeeds as a successful [atone](compendium/spells/rituals/atone.md) ritual for any good-aligned faith. +- **1-2 Branches** The pin transforms into a leering Krampus face. As long as you wear it, it grants you weakness 5 to bludgeoning damage, and you still can't remove it. +- **0 Branches** The pin transforms into Krampus, who appears in an adjacent space and knows of your misdeeds while wearing the pin. + +*Source: Lost Omens: Monsters of Myth p. 59* \ No newline at end of file diff --git a/compendium/equipment/items/golden-silencer-ooa2.md b/compendium/equipment/items/golden-silencer-ooa2.md new file mode 100644 index 000000000..e5792b4dc --- /dev/null +++ b/compendium/equipment/items/golden-silencer-ooa2.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa2 +- item/category/talisman +- trait/consumable +- trait/illusion +- trait/magical +- trait/talisman +- trait/uncommon +aliases: ["Golden Silencer"] +--- +# Golden Silencer *Item 6+* +[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** affixed to a firearm; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md); **Requirements** You're an expert in +- **Category** Talisman + +[Stealth](compendium/skills.md#Stealth). + +The Golden Gunners are dreaded for their use of their golden silencers, which they put to good use in clandestine raids. They silence both the loud gunshot and the screams of creatures [wounded](rules/conditions.md#Wounded) by its shot. A weapon with a golden silencer attached emits no light and makes no noise when fired. A target hit by a ranged [Strike](rules/actions/strike.md) from the affixed weapon must succeed at a DC 20 Fortitude save or be silenced as well until the start of its next turn. A silenced creature can't call for help or use sonic abilities, nor can it use abilities with the [auditory](rules/traits/auditory.md) trait. This prevents it from casting spells that include verbal components. + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/golden-spur-ooa2.md b/compendium/equipment/items/golden-spur-ooa2.md new file mode 100644 index 000000000..3c51ba9dc --- /dev/null +++ b/compendium/equipment/items/golden-spur-ooa2.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa2 +- item/category/talisman +- trait/conjuration +- trait/consumable +- trait/magical +- trait/talisman +- trait/teleportation +- trait/uncommon +aliases: ["Golden Spur"] +--- +# Golden Spur *Item 11* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 300 gp +- **Usage** affixed to a firearm or crossbow; **Bulk** — +- **Activate** command; **Trigger** You hit a target within 120 feet with the affixed weapon; **Requirements** You're a master in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion). +- **Category** Talisman + +This golden spur is affixed to a weapon by a braided leather cord. You teleport to a space you can see within 10 feet of the target. You must have line of effect to the space. + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/golem-stylus-ec3.md b/compendium/equipment/items/golem-stylus-ec3.md new file mode 100644 index 000000000..859c91a47 --- /dev/null +++ b/compendium/equipment/items/golem-stylus-ec3.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec3 +- item/category/held +- trait/invested +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Golem Stylus"] +--- +# Golem Stylus *Item 10* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 850 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This small, diamond-tipped stylus allows you to inscribe a magical symbol on a golem's body and possibly gain control over it. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You make a quick inscription on an adjacent golem creature of 11th level or lower. The golem must succeed at a DC 27 Reflex saving throw or you immediately gain control over the golem for 1 minute. A [controlled](rules/conditions.md#Controlled) golem is [helpful](rules/conditions.md#Helpful) toward you and follows your orders to the best of its ability as long as it is under your control. If the golem's original controller is within 60 feet of the golem and can see the golem, that controller can attempt a counteract check (DC 27) as a reaction to counteract this effect; on a success, the inscription disappears and the golem reverts to its pre-inscription state. The inscription can also be counteracted with dispel magic. + +If the golem you are targeting has already been inscribed with a golem stylus, you must attempt a counteract check against the previous inscription as part of activating the item, using your golem stylus's item level or your [Arcana](compendium/skills.md#Arcana) skill check modifier as your counteract check modifier. If successful, you modify the existing inscription so that the golem falls under your control. +``` + +*Source: Extinction Curse #3: Life's Long Shadows p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/goo-grenade-loil.md b/compendium/equipment/items/goo-grenade-loil.md new file mode 100644 index 000000000..d287cd85c --- /dev/null +++ b/compendium/equipment/items/goo-grenade-loil.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/bomb +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/splash +- trait/uncommon +aliases: ["Goo Grenade"] +--- +# Goo Grenade *Item 1+* +[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [splash](rules/traits/splash.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Bomb + +A goo grenade is a flask filled with a fast-growing, short-lived alchemical ooze. When you hit a creature with a goo grenade, that creature takes [persistent acid damage](rules/conditions.md#Persistent%20Damage) and a circumstance penalty to its Speeds from the clinging goo. The target can end any penalties, conditions, and [persistent damage](rules/conditions.md#Persistent%20Damage) caused by the bomb by Escaping or spending a total of 3 [Interact](rules/actions/interact.md) actions to pry themselves free of the ooze. These [Interact](rules/actions/interact.md) actions don't have to be consecutive, and other creatures can provide the actions as well. + +*Source: Lost Omens: Impossible Lands p. 306* \ No newline at end of file diff --git a/compendium/equipment/items/gorgons-breath-tv.md b/compendium/equipment/items/gorgons-breath-tv.md new file mode 100644 index 000000000..d2fbd8600 --- /dev/null +++ b/compendium/equipment/items/gorgons-breath-tv.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/inhaled +- trait/poison +- trait/uncommon +aliases: ["Gorgon's Breath"] +--- +# Gorgon's Breath *Item 13* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 475 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Gorgon's breath is a fine powder that can easily enter living creatures' bloodstreams through their lungs before binding to mucous membranes and causing any nearby soft tissues to harden. + +```ad-inline-affliction +title: Saving Throw: DC 32 Fortitude + +- **Onset**: 1 round +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** [slowed](rules/conditions.md#Slowed) (1 round) + +**Stage 2** `4d6` bludgeoning damage and [slowed](rules/conditions.md#Slowed) (1 round) + +**Stage 3** [petrified](rules/conditions.md#Petrified) (1 round) + +**Stage 4** [petrified](rules/conditions.md#Petrified) permanently +``` + +*Source: Treasure Vault p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/gossips-eye-tv.md b/compendium/equipment/items/gossips-eye-tv.md new file mode 100644 index 000000000..82b9e3639 --- /dev/null +++ b/compendium/equipment/items/gossips-eye-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/divination +- trait/magical +aliases: ["Gossip's Eye"] +--- +# Gossip's Eye *Item 8* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) + +- **Price** 30 gp +- **Usage** worn; **Bulk** L +- **Category** Worn + +These discrete prosthetics have been the secret behind more than a few salacious rumors getting out among Taldan high society. This functions like a magical prosthetic eye, but with an added benefit. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You whisper "spy for me" to the eye, which removes itself from your eye socket and begins to relay its signal to you even at range. Although it can't move on its own, you can place the eye in a discrete location (using your [Stealth](compendium/skills.md#Stealth) DC) to avoid detection. For 10 minutes, you can see what the eye sees as long as you're within 100 feet of the eye. The eye's signal can penetrate most barriers but is blocked by lead of any thickness, as well as denser materials. The eye's signal is visual only. +``` + +*Source: Treasure Vault p. 108* \ No newline at end of file diff --git a/compendium/equipment/items/gourd-home-aoa3.md b/compendium/equipment/items/gourd-home-aoa3.md new file mode 100644 index 000000000..6a5391ce2 --- /dev/null +++ b/compendium/equipment/items/gourd-home-aoa3.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa3 +- item/category/structure +- trait/conjuration +- trait/extradimensional +- trait/magical +- trait/rare +- trait/structure +aliases: ["Gourd Home"] +--- +# Gourd Home *Item 9* +[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [structure](rules/traits/structure.md) + +- **Price** 650 gp +- **Bulk** L (when not activated) +- **Category** Structure + +This dried gourd seems entirely nondescript, as it is hollow and has a sturdy cord wrapped around its neck for easy carrying. Closer inspection reveals the gourd has grown in the rough shape of a hut or similar small dwelling. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You place the _gourd home_ on the ground (in an open area large enough to contain it) and cause it to expand in size to a 30-foot-square structure with one door. The interior of the gourd is a single large room that can hold 10 Small or Medium creatures with moderate comfort. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: The _gourd home_ must be expanded into its house form atop earth or soil. + +**Effect** By rapping on the door from either outside or inside, you cause the _gourd home_ to shrink back into its normal size and appear to be a non-magical gourd sitting on the ground. For the following 8 hours, the interior of the _gourd home_ becomes an extradimensional space whose size appears unchanged to those within. + +If anyone outside picks up or damages the gourd, or if anyone inside the _gourd home_ attempts to exit, all creatures within the _gourd home_ immediately reappear in the area surrounding the gourd, and the _gourd home_ becomes inactive for 24 hours. +``` + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/goz-mask-sot1.md b/compendium/equipment/items/goz-mask-sot1.md new file mode 100644 index 000000000..87eb657bd --- /dev/null +++ b/compendium/equipment/items/goz-mask-sot1.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot1 +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Goz Mask"] +--- +# Goz Mask *Item 2+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn mask +- **Category** Worn + +Originally designed by a fanatical sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn't contend with the might of the storm, but they remain in use by people all around the Mwangi Expanse. These masks are typically made of wood and crafted to sport round, exaggerated features. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute. +``` + +*Source: Strength of Thousands #1: Kindled Magic p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/goz-mask-tv.md b/compendium/equipment/items/goz-mask-tv.md new file mode 100644 index 000000000..6e72e2dd3 --- /dev/null +++ b/compendium/equipment/items/goz-mask-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Goz Mask"] +--- +# Goz Mask *Item 2+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** worn mask; **Bulk** — +- **Category** Worn + +Originally designed by a sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn't contend with the might of the storm, but people all around the Mwangi Expanse still use them. These masks are typically made of wood and sport round, exaggerated features. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute. +``` + +*Source: Treasure Vault p. 154* \ No newline at end of file diff --git a/compendium/equipment/items/grail-of-twisted-desires-ec2.md b/compendium/equipment/items/grail-of-twisted-desires-ec2.md new file mode 100644 index 000000000..4b8ea75cc --- /dev/null +++ b/compendium/equipment/items/grail-of-twisted-desires-ec2.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec2 +- item/category/held +- trait/conjuration +- trait/illusion +- trait/magical +- trait/unique +aliases: ["Grail Of Twisted Desires"] +--- +# Grail Of Twisted Desires *Item 10* +[conjuration](rules/traits/conjuration.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) + +- **Price** 850 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This timeworn chalice is constructed of dull tin. It has an unassuming appearance save for the gold, silver, and ebony rings that encircle its rim. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The chalice fills with one of three different wines of your choosing, as described below. The wine looks, tastes, and smells the same regardless of which type you choose, and detect magic has no effect on the liquid beyond indicating that it is magical. + +- Ordinary wine. +- Wine that, when imbibed, casts a 2nd-level [restoration](compendium/spells/restoration.md) spell on the drinker. +- Wine that, when imbibed, casts a 4th-level [nightmare](compendium/spells/nightmare.md) spell on the drinker + +If you aren't chaotic, the first time each day you activate the chalice, there is a one-in-six chance that the liquid you conjure is a different type (the GM should roll `1d6` as a secret roll) instead. The second and third times you activate the chalice in the same day, the odds of this happening increase to two-in-six or three-insix, respectively. If you are chaotic, the chalice always works as intended. +``` + +*Source: Extinction Curse #2: Legacy of the Lost God p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/grandstanding-gmg.md b/compendium/equipment/items/grandstanding-gmg.md new file mode 100644 index 000000000..390fdc7ac --- /dev/null +++ b/compendium/equipment/items/grandstanding-gmg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/curse +- trait/cursed +- trait/enchantment +- trait/magical +- trait/rare +aliases: ["Grandstanding"] +--- +# Grandstanding *Item 11* +[cursed](rules/traits/cursed-gmg.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** curses a weapon +- **Category** Curse + +Weapons with the _grandstanding_ curse inspire overconfidence in their wielders, demanding style over pragmatism. Whenever you reduce a foe to 0 Hit Points, you lose all remaining actions on your turn, as you are compelled to flourish, gloat, pose, or otherwise waste your time in response. + +*Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/grannys-hedge-trimmer-ltiba.md b/compendium/equipment/items/grannys-hedge-trimmer-ltiba.md new file mode 100644 index 000000000..50014e659 --- /dev/null +++ b/compendium/equipment/items/grannys-hedge-trimmer-ltiba.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ltiba +- item/category/weapon/simple +- trait/evocation +- trait/magical +- trait/rare +aliases: ["Granny's Hedge Trimmer"] +--- +# Granny's Hedge Trimmer *Item 1* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Damage** `1d4` S +- **Hands** 2 +- **Category** Simple; **Group** Polearm + +Granny's hedge trimmer resembles a polearm, with whirring blades attached to the end of a pole. The item can be used as a simple weapon in the polearm that deals `1d4` slashing damage. + +*Source: Little Trouble in Big Absalom p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/grappling-arrow-lopsg.md b/compendium/equipment/items/grappling-arrow-lopsg.md new file mode 100644 index 000000000..5da7cc8c8 --- /dev/null +++ b/compendium/equipment/items/grappling-arrow-lopsg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/ammunition +- trait/uncommon +aliases: ["Grappling Arrow"] +--- +# Grappling Arrow *Item 0* +[uncommon](rules/traits/uncommon.md) + +- **Price** 2 sp +- **Ammunition** [arrow](compendium/equipment/items/arrow.md) +- **Bulk** L +- **Hands** 1 +- **Category** Ammunition + +This small grappling hook is designed to be tied to a rope and fired from a bow. When fired, it has half the normal range increment for the weapon. + +*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/grappling-bolt-lopsg.md b/compendium/equipment/items/grappling-bolt-lopsg.md new file mode 100644 index 000000000..063164b7a --- /dev/null +++ b/compendium/equipment/items/grappling-bolt-lopsg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/ammunition +- trait/uncommon +aliases: ["Grappling Bolt"] +--- +# Grappling Bolt *Item 0* +[uncommon](rules/traits/uncommon.md) + +- **Price** 2 sp +- **Ammunition** [bolt](compendium/equipment/items/bolt.md) +- **Bulk** L +- **Hands** 1 +- **Category** Ammunition + +This small grappling hook is designed to be tied to a rope and fired from a crossbow. When fired, it has half the normal range increment for the weapon. + +*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/grasping-tree-ec1.md b/compendium/equipment/items/grasping-tree-ec1.md new file mode 100644 index 000000000..367aebf3f --- /dev/null +++ b/compendium/equipment/items/grasping-tree-ec1.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec1 +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +- trait/uncommon +aliases: ["Grasping Tree"] +--- +# Grasping Tree *Item 3* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 9 gp +- **Category** Snare + +You rig tree branches, thin strands of bark, or other plant matter to close in on a creature that enters the snare's square. The first creature to enter the square must attempt a DC 19 Reflex saving throw. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes `1d4` slashing damage. +> - **Failure** As success, plus the target is [flat-footed](rules/conditions.md#Flat-footed). +> - **Critical Failure** The target takes `2d4` slashing damage and is [immobilized](rules/conditions.md#Immobilized) until it destroys the snare (AC 16, HP 25) or Escapes (DC 19). + +*Source: Extinction Curse #1: The Show Must Go On p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/grave-token-loil.md b/compendium/equipment/items/grave-token-loil.md new file mode 100644 index 000000000..52dbb5510 --- /dev/null +++ b/compendium/equipment/items/grave-token-loil.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +- trait/uncommon +aliases: ["Grave Token"] +--- +# Grave Token *Item 4* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 18 gp +- **Usage** held in one hand; **Bulk** L +- **Activate** envision +- **Category** Consumable + +This simple charm is made from compacted grave dirt infused with bone dust. A [harm](compendium/spells/harm.md) spell that's empowered by this catalyst can reach faraway targets. If the [harm](compendium/spells/harm.md) spell is cast with 1 action, its range is 30 feet; if it's cast with 2 actions, its range is 60 feet. This has no effect on the three-action area version of harm, though in most cases, you don't have enough actions to Activate the token and cast a three-action harm anyway. + +*Source: Lost Omens: Impossible Lands p. 177* \ No newline at end of file diff --git a/compendium/equipment/items/gravemist-taper-tv.md b/compendium/equipment/items/gravemist-taper-tv.md new file mode 100644 index 000000000..97829a038 --- /dev/null +++ b/compendium/equipment/items/gravemist-taper-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +aliases: ["Gravemist Taper"] +--- +# Gravemist Taper *Item 5* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Price** 25 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) +- **Category** Consumable + +A gravemist taper is a conical candle with symbols of terror and death carved into the wax. The taper can be used as a catalyst when casting an [obscuring mist](compendium/spells/obscuring-mist.md) spell, burning the taper away, coloring the mist gray, and filling the mist with ghastly, shadowy shapes. The flat check to overcome the [concealed](rules/conditions.md#Concealed) state from the mist rises to 7, and a creature who fails such a check becomes [frightened](rules/conditions.md#Frightened). This aspect of the spell has the emotion, [fear](rules/traits/fear.md), and [mental](rules/traits/mental.md) traits. + +*Source: Treasure Vault p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/green-wyrmling-breath-potion-bb.md b/compendium/equipment/items/green-wyrmling-breath-potion-bb.md new file mode 100644 index 000000000..2a23077c5 --- /dev/null +++ b/compendium/equipment/items/green-wyrmling-breath-potion-bb.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/bb +- item/category/potion +- trait/consumable +- trait/evocation +- trait/magical +- trait/poison +- trait/potion +aliases: ["Green Wyrmling Breath Potion"] +--- +# Green Wyrmling Breath Potion *Item 5* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [poison](rules/traits/poison.md) [potion](rules/traits/potion.md) + +- **Price** 30 gp +- **Usage** held in 1 hand +- **Category** Potion + +This liquid contains blood from a wyrmling green dragon. For 1 hour after you drink it, you can unleash a cloud of poison as a breath weapon. Exhaling dragon breath uses a single action. The breath weapon deals `2d6` poison damage in a 15-foot cone, and each creature in the area must attempt a DC 23 basic Fortitude save. After you use the breath weapon, you can't do so again for `1d4` rounds. + +*Source: Beginner Box p. 53* \ No newline at end of file diff --git a/compendium/equipment/items/greengut-ec5.md b/compendium/equipment/items/greengut-ec5.md new file mode 100644 index 000000000..c088c53fc --- /dev/null +++ b/compendium/equipment/items/greengut-ec5.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec5 +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/poison +- trait/uncommon +aliases: ["Greengut"] +--- +# Greengut *Item 17* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2500 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This watery, mint-green emetic of xulgath design is often carried in a delicate obsidian vial or other fragile container. + +In the unfortunate circumstance that a creature has been Swallowed Whole by another creature, the swallowed creature can break open a vial of greengut to immediately induce vomiting. The swallower must succeed at a DC 40 Fortitude save or take `18d6` poison damage and possibly vomit the contents of its stomach. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage, is [sickened](rules/conditions.md#Sickened), and vomits up any and all creatures Swallowed Whole on its next turn (a single action, which also allows it a Fortitude save against the [sickened](rules/conditions.md#Sickened) condition), as well as any stones or other objects it swallowed. +> - **Critical Failure** As failure, but the creature takes double damage and is [sickened](rules/conditions.md#Sickened). + +*Source: Extinction Curse #5: Lord of the Black Sands p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/griffon-cane-lotgb.md b/compendium/equipment/items/griffon-cane-lotgb.md new file mode 100644 index 000000000..4da12925c --- /dev/null +++ b/compendium/equipment/items/griffon-cane-lotgb.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/weapon/martial +- trait/backswing +- trait/two-hand-d10 +aliases: ["Griffon Cane"] +--- +# Griffon Cane *Item 0* +[backswing](rules/traits/backswing.md) [two-hand ](rules/traits/two-hand.md) + +- **Price** 1 gp +- **Bulk** L +- **Damage** `1d6` B +- **Hands** 1 +- **Category** Martial; **Group** Club + +A griffon cane is named for the shape of its base, which features four small pronged supports splayed out in a manner similar to a griffon's talons. A griffon cane's splayed foot enables it to stand upright by itself. A griffon cane deals `1d6` bludgeoning damage, has the [backswing](rules/traits/backswing.md) and [two-hand ](rules/traits/two-hand.md) traits, and is a martial melee weapon in the club weapon group. + +*Source: Lost Omens: The Grand Bazaar p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/grim-ring-botd.md b/compendium/equipment/items/grim-ring-botd.md new file mode 100644 index 000000000..7d2c47593 --- /dev/null +++ b/compendium/equipment/items/grim-ring-botd.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/botd +- item/category/worn +- trait/detection +- trait/divination +- trait/divine +- trait/invested +- trait/uncommon +aliases: ["Grim Ring"] +--- +# Grim Ring *Item 5* +[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [invested](rules/traits/invested.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 150 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +This golden ring is sculpted with the visage of a grinning skull on the side. While wearing the ring, you can attempt to detect the presence of undead creatures as an exploration activity. + +This reveals the presence or absence of undead in the area, but it doesn't pinpoint their locations. This ring can't detect undead whose appearance is masked by any illusion spell that is 2nd level or higher. If an undead is hiding or disguised, the GM rolls a secret [Perception](compendium/skills.md#Perception) check for you against the undead's [Stealth](compendium/skills.md#Stealth) or [Deception](compendium/skills.md#Deception) DC, as appropriate, with a +2 item bonus to your check. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[positive](rules/traits/positive.md) + +- **Trigger**: You gain the [drained](rules/conditions.md#Drained) condition from an undead creature + +**Effect** Reduce the value of the [drained](rules/conditions.md#Drained) condition you gain by 1, and the undead that caused the condition takes `2d6` positive damage. +%% #trait/positive %% +``` + +*Source: Book of the Dead p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/grim-sandglass-som.md b/compendium/equipment/items/grim-sandglass-som.md new file mode 100644 index 000000000..f13825eca --- /dev/null +++ b/compendium/equipment/items/grim-sandglass-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/spellheart +- trait/magical +- trait/necromancy +- trait/spellheart +aliases: ["Grim Sandglass"] +--- +# Grim Sandglass *Item 3+* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [spellheart](rules/traits/spellheart-som.md) + +- **Usage** affixed to armor or a weapon +- **Category** Spellheart + +One bulb of this tiny hourglass contains black sand, the other white. After even a few grains pass from one side to the other, it reverses its flow to keep the two sides in equilibrium. The spell DC of any spell cast by [Activating](rules/actions/activate-an-item.md) this item is 17. + +- **Armor** You gain resistance 2 to negative. +- **Weapon** After you cast a necromancy spell by [Activating](rules/actions/activate-an-item.md) the sandglass, your [Strikes](rules/actions/strike.md) with the weapon deal an additional `1d4` negative damage until the end of your next turn. + +```ad-embed-ability +title: Activate + +You cast [chill touch](compendium/spells/chill-touch.md). +``` + +*Source: Secrets of Magic p. 171* \ No newline at end of file diff --git a/compendium/equipment/items/grimoire-of-unknown-necessities-sot5.md b/compendium/equipment/items/grimoire-of-unknown-necessities-sot5.md new file mode 100644 index 000000000..022cac215 --- /dev/null +++ b/compendium/equipment/items/grimoire-of-unknown-necessities-sot5.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot5 +- item/category/grimoire +- trait/divination +- trait/grimoire +- trait/invested +- trait/magical +- trait/unique +aliases: ["Grimoire of Unknown Necessities"] +--- +# Grimoire of Unknown Necessities *Item 16* +[divination](rules/traits/divination.md) [grimoire](rules/traits/grimoire-som.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) + +- **Price** 8000 gp +- **Bulk** L +- **Category** Grimoire + +The cover of this grimoire is bound in a strange crimson, pebbly leather that a DC 40 [Occultism](compendium/skills.md#Occultism) check to [Recall Knowledge](rules/actions/recall-knowledge.md) identifies as the hide of a rare monster from the distant plane of Leng. The grimoire's spine is bound in copper and a spiral of shifting runes slowly swirls across its surface. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[arcane](rules/traits/arcane.md) [divination](rules/traits/divination.md) + +- **Requirements**: You're an arcane prepared spellcaster and you have rested but not yet prepared your spells for the day + +**Effect** The grimoire provides you with temporary knowledge of a single spell of the highest level you're capable of casting that you don't already have recorded in it or any of your other spellbooks, chosen by the GM based on their knowledge of the adventure to be particularly useful to you during the upcoming day. A strange quirk of the tome prevents the spell's knowledge from ever traveling further than your own mind. The granted spell is not only removed from the tome's pages at the start of the next day, but is also removed from any other scroll, spellbook, or grimoire the granted spell is copied into, as well as any other way it might have been learned or copied. +%% #trait/arcane #trait/divination %% +``` + +*Source: Strength of Thousands #5: Doorway to the Red Star p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/grinning-pugwampi-tv.md b/compendium/equipment/items/grinning-pugwampi-tv.md new file mode 100644 index 000000000..eccce30ff --- /dev/null +++ b/compendium/equipment/items/grinning-pugwampi-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/consumable +- trait/enchantment +- trait/magical +- trait/misfortune +- trait/talisman +- trait/uncommon +aliases: ["Grinning Pugwampi"] +--- +# Grinning Pugwampi *Item 14* +[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [misfortune](rules/traits/misfortune.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 700 gp +- **Usage** affixed to a weapon; **Bulk** — +- **Activate** envision; **Trigger** You damage a [flat-footed](rules/conditions.md#Flat-footed) creature with the affixed weapon. +- **Category** Talisman + +This bone statuette of a sneering gremlin crumbles to dust when activated, imparting a fraction of its subject's infamous misfortune on those you strike. The damaged creature must attempt a DC 33 Will save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature must roll twice and take the worse result on the next check it attempts. +> - **Failure** The creature must roll twice and take the worse result on all checks until the end of its next turn. + +*Source: Treasure Vault p. 94* \ No newline at end of file diff --git a/compendium/equipment/items/grisantian-pelt-armor-lomm.md b/compendium/equipment/items/grisantian-pelt-armor-lomm.md new file mode 100644 index 000000000..89a68fbb4 --- /dev/null +++ b/compendium/equipment/items/grisantian-pelt-armor-lomm.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lomm +- item/category/armor +- trait/rare +aliases: ["Grisantian Pelt Armor"] +--- +# Grisantian Pelt Armor *Item 12+* +[rare](rules/traits/rare.md) + +- **Usage** worn armor; **Bulk** varies by armor +- **Category** Armor + +Grisantian pelt armor is immune to fire damage, and its Hardness is doubled against piercing or slashing damage. Wearing armor made from grisantian pelt also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal fire damage. + +*Source: Lost Omens: Monsters of Myth p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/grisantian-pelt-lomm.md b/compendium/equipment/items/grisantian-pelt-lomm.md new file mode 100644 index 000000000..ac09ecd68 --- /dev/null +++ b/compendium/equipment/items/grisantian-pelt-lomm.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lomm +- item/category/material +- trait/precious +- trait/rare +aliases: ["Grisantian Pelt"] +--- +# Grisantian Pelt *Item 12+* +[precious](rules/traits/precious.md) [rare](rules/traits/rare.md) + +- **Category** Material + +This supernaturally tough animal skin is gold and shines in sunlight. It can be used to make any item usually made of cloth, leather, or hide. This material is immune to fire, and its Hardness is doubled against piercing or slashing damage. Up to 4 Bulk of grisantian pelt can be harvested from a single creature (this is usually more than enough for 4 suits of standard grade armor or 2 suit of high-grade armor). + +| Grisantian Pelt Items | | | | +|-----------------------|--|--|--| +| **Thin Items** | Hardness | HP | BT | +| Standard-grade | 6 | 24 | 12 | +| High-grade | 8 | 32 | 16 | +| **Items** | Hardness | HP | BT | +| Standard-grade | 9 | 36 | 18 | +| High-grade | 11 | 44 | 22 | + + +*Source: Lost Omens: Monsters of Myth p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/grounding-spike-tv.md b/compendium/equipment/items/grounding-spike-tv.md new file mode 100644 index 000000000..87a88e522 --- /dev/null +++ b/compendium/equipment/items/grounding-spike-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/evocation +- trait/magical +- trait/uncommon +aliases: ["Grounding Spike"] +--- +# Grounding Spike *Item 8* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 450 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +Metal caps the bottom of this +1 striking thundering dancer's spear (page 25) and its point gives off the faint smell of ozone. If you hit a target that has been struck by a polarizing mace within the last round, you deal additional electricity damage to the target equal to the number of grounding spike's damage dice. If you critically hit such a target, the creature is [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. + +Special The grounding spike pairs with the polarizing mace. + +*Source: Treasure Vault p. 34* \ No newline at end of file diff --git a/compendium/equipment/items/grudgestone-tv.md b/compendium/equipment/items/grudgestone-tv.md new file mode 100644 index 000000000..b1d026ca3 --- /dev/null +++ b/compendium/equipment/items/grudgestone-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/consumable +- trait/evocation +- trait/magical +- trait/talisman +aliases: ["Grudgestone"] +--- +# Grudgestone *Item 7+* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Usage** affixed to a weapon; **Bulk** — +- **Activate** envision; **Trigger** A creature critically hits you. +- **Category** Talisman + +This dull black pebble, ominously cold to the touch and curiously heavy for its size, is typically bound to the affixed weapon inside a strip of cloth wrapped around its grip. When you Activate the grudgestone, your Strikes with the affixed weapon against the triggering creature gain a +3 status bonus to damage rolls for 1 minute or until the target dies, whichever comes first. + +*Source: Treasure Vault p. 94* \ No newline at end of file diff --git a/compendium/equipment/items/guardian-shield-lokl.md b/compendium/equipment/items/guardian-shield-lokl.md new file mode 100644 index 000000000..a00212e0c --- /dev/null +++ b/compendium/equipment/items/guardian-shield-lokl.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/held +- trait/abjuration +- trait/divine +- trait/magical +- trait/uncommon +aliases: ["Guardian Shield"] +--- +# Guardian Shield *Item 11* +[abjuration](rules/traits/abjuration.md) [divine](rules/traits/divine.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Access** Knights of Lastwall have access to this item. +- **Price** 1200 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +A guardian shield is a steel shield (Hardness 9, HP 36, BT 18) engraved with the symbol of a good deity. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You conjure a Medium guardian with the effects of the [spiritual guardian](compendium/spells/spiritual-guardian.md) spell, but it carries a shield instead of weapons and can't attack. The guardian appears in an unoccupied space next to an ally of your choice within range and uses the [Raise a Shield](rules/actions/raise-a-shield.md) action, granting that ally a +2 circumstance bonus to AC until the beginning of your next turn or until your ally is no longer adjacent to the spiritual guardian. + +Each time you Sustain the Activation, the guardian moves to the ally, as long as the ally remains within range, and Raises its Shield, granting its bonus again until the beginning of your next turn or until your ally is no longer adjacent to the spiritual guardian. When the ally receiving the AC bonus takes damage beyond the 10 that's redirected to the guardian, you can use a reaction to have the guardian reduce damage for your ally even more by interposing itself further. When it blocks damage in this way, it reduces the damage your ally takes by an additional 20 (for a total of 30 damage reduced), but Dismisses the guardian, immediately ending the activation. +``` + +*Source: Lost Omens: Knights of Lastwall p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/guardian-staff-tv.md b/compendium/equipment/items/guardian-staff-tv.md new file mode 100644 index 000000000..21c20f24f --- /dev/null +++ b/compendium/equipment/items/guardian-staff-tv.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/staff +- trait/magical +- trait/necromancy +- trait/staff +aliases: ["Guardian Staff"] +--- +# Guardian Staff *Item 6+* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [staff](rules/traits/staff.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +A guardian staff is formed from ivory strands woven in a diamond pattern and capped with a glowing ruby. Those charged with protecting others value this staff's spells. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You raise the staff and choose an ally within 10 feet. A ruby-colored plane of force appears like a shield near the ally, granting them a +1 circumstance bonus to AC until the start of your next turn. If you use this action again, any creature you previously granted this bonus to loses it. +``` + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. +``` + +*Source: Treasure Vault p. 132* \ No newline at end of file diff --git a/compendium/equipment/items/guide-harness-tv.md b/compendium/equipment/items/guide-harness-tv.md new file mode 100644 index 000000000..c75fe30a7 --- /dev/null +++ b/compendium/equipment/items/guide-harness-tv.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/companion +- trait/companion +aliases: ["Guide Harness"] +--- +# Guide Harness *Item 1* +[companion](rules/traits/companion.md) + +- **Price** 5 gp +- **Usage** worn; **Bulk** 1 +- **Category** Companion + +The grip of this guide harness fits comfortably in the hand. Guide harnesses are purpose-built for low-sight or blind adventurers who have guide animals. Usually fastened with side straps placed through a martingale, guide harnesses can be easily reconfigured to allow them to be worn by any animal companion. + +*Source: Treasure Vault p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/guiding-chisel-aoa4.md b/compendium/equipment/items/guiding-chisel-aoa4.md new file mode 100644 index 000000000..6ae9e6e1b --- /dev/null +++ b/compendium/equipment/items/guiding-chisel-aoa4.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa4 +- item/category/held +- trait/conjuration +- trait/elf +- trait/magical +- trait/unique +aliases: ["Guiding Chisel"] +--- +# Guiding Chisel *Item 16* +[conjuration](rules/traits/conjuration.md) [elf](rules/traits/elf.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) + +- **Price** 10000 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This magical chisel evokes the holy symbol of the elven goddess of art and architecture, [Findeladlara](compendium/setting/deities/findeladlara-logm.md). The _Guiding Chisel_'s original function was as a portal key to Duskgate, but as [Alseta](compendium/setting/deities/alseta-logm.md)'s Ring faded from the collective memories of the elves, the chisel became known and used exclusively for its other abilities. Eventually, elven emissaries gave it to the dwarves of Saggorak as a gesture of friendship. + +You gain a +3 item bonus to [Crafting](compendium/skills.md#Crafting) checks related to stonemasonry. In addition, it takes you only 1 day to [Craft](rules/actions/craft.md) items using the _Guiding Chisel_ instead of 4 days, and you quadruple the discount you get for spending additional days [Crafting](compendium/skills.md#Crafting) items with the _Guiding Chisel_. If it's unclear whether you could use the _Guiding Chisel_ to [Craft](rules/actions/craft.md) an item, the GM decides. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You embed the Guiding Chisel in the ground and imagine a building. After 10 minutes, you remove the chisel and the building appears. The building can take any shape you wish, filling up to ten contiguous 10-foot cubes within 1,000 feet of the chisel. The building lasts until you use the chisel to create another building. This building has the [structure](rules/traits/structure.md) trait. +``` + +*Source: Age of Ashes #4: Fires of the Haunted City p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/guiding-star-som.md b/compendium/equipment/items/guiding-star-som.md new file mode 100644 index 000000000..facd7cbc5 --- /dev/null +++ b/compendium/equipment/items/guiding-star-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/held +- trait/chaotic +- trait/divine +- trait/evocation +- trait/good +aliases: ["Guiding Star"] +--- +# Guiding Star *Item 7* +[chaotic](rules/traits/chaotic.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [good](rules/traits/good.md) + +- **Price** 325 gp +- **Usage** held in 1 hand Bulk L +- **Category** Held + +This +1 striking returning starknife is made of dark blue metal overlaid with smoky flecks of fused quartz. When you Cast an evocation Spell, your next attack this turn with this starknife reduces the target's cover, changing greater cover to standard cover or ignoring standard and lesser cover. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You successfully [Strike](rules/actions/strike.md) a creature with a thrown [Strike](rules/actions/strike.md) with guiding star + +**Effect** Soft light outlines the target. At the beginning of your next turn, the guiding star's blades detach and form into darts of starlight, flying up to 40 feet and striking the target unerringly, collectively dealing 4 piercing damage and 1 good damage before re-forming. The piercing damage increases to 6 with a greater striking rune and 8 with a major striking rune. +``` + +*Source: Secrets of Magic p. 185* \ No newline at end of file diff --git a/compendium/equipment/items/gyroscopic-stabilizer-ooa2.md b/compendium/equipment/items/gyroscopic-stabilizer-ooa2.md new file mode 100644 index 000000000..6dbd61f3d --- /dev/null +++ b/compendium/equipment/items/gyroscopic-stabilizer-ooa2.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa2 +- item/category/customization/stabilizers +- trait/divination +- trait/magical +- trait/uncommon +aliases: ["Gyroscopic Stabilizer"] +--- +# Gyroscopic Stabilizer *Item 4* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 115 gp +- **Usage** attached ; **Bulk** L +- **Category** Stabilizers + +A gyroscopic stabilizer appears as a gold disk suspended within three rotating golden bands inside a gilded case, itself attached to a set of clamps. These clamps allow you to attach the gyroscopic stabilizer to any one-handed firearm as an [Interact](rules/actions/interact.md) action. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: The gyroscopic stabilizer is attached to a one-handed firearm without the [fatal](rules/traits/fatal.md) or fatal aim traits + +**Effect** The gyroscopic stabilizer begins spinning for 1 minute. While the gyroscopic stabilizer is spinning, the weapon it's attached to gains the fatal aim weapon trait (Pathfinder Guns & Gears 232) with a die one size larger than its damage die (maximum d12). This allows you to wield it in two hands to grant it the [fatal](rules/traits/fatal.md) trait. +``` + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/habus-cudgel-sot2.md b/compendium/equipment/items/habus-cudgel-sot2.md new file mode 100644 index 000000000..0277dcf28 --- /dev/null +++ b/compendium/equipment/items/habus-cudgel-sot2.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot2 +- item/category/held +- trait/magical +- trait/necromancy +- trait/unique +aliases: ["Habu's Cudgel"] +--- +# Habu's Cudgel *Item 8* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [unique](rules/traits/unique.md) + +- **Price** 415 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +Long associated with a notorious crime boss in Nantambu, this stout +1 striking fearsomeAPG club is studded with vicious-looking knobs of obsidian and wrapped in cloth for a better grip. + +It emits a ghastly groan when swung. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You gesture at a square within 40 feet with Habu's Cudgel. The club causes a frightful wail to unleash from that square and casts fear (DC 24 Will save) targeting the creature in that square and all adjacent creatures. +``` + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/halcyon-heart-sot6.md b/compendium/equipment/items/halcyon-heart-sot6.md new file mode 100644 index 000000000..9a041adc4 --- /dev/null +++ b/compendium/equipment/items/halcyon-heart-sot6.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot6 +- item/category/artifact +- trait/artifact +- trait/divination +- trait/magical +- trait/rare +aliases: ["Halcyon Heart"] +--- +# Halcyon Heart *Item 21* +[artifact](rules/traits/artifact-gmg.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** held in 2 hands; **Bulk** 1 +- **Category** Artifact + +This shekere features carved prayers barely visible under a fine silk net of colorful beads. The handheld percussion instrument grants a +3 item bonus to [Performance](compendium/skills.md#Performance) checks while playing music with it. In addition, when you [Perform](rules/actions/perform.md) with it, you can make it heard by any number of creatures within 100 miles. You can specify one or more specific creatures, or otherwise describe those who will hear it, such as all humans, or all inhabitants of a village. You can send a message through the music that the targets understand. Demons and creatures connected to demons (such as a creature whose deity is a demon lord or a sorcerer with the demonic bloodline) can't easily understand any messages conveyed in this way, even if you wish to send the message to them. They must attempt a [Society](compendium/skills.md#Society) check against your [Performance](compendium/skills.md#Performance) DC or against DC 40, whichever is higher. If your [Performance](compendium/skills.md#Performance) DC is higher than DC 40 and you want demons to be able to understand the message, you can choose to use DC 40 instead. + +> [!success-degree] +> - **Success** They understand the message. +> - **Failure** They don't understand the message but are aware there was one. +> - **Critical Failure** They don't realize the sound of the halcyon heart contains a message. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +- **Requirements**: The halcyon heart has its net of beads + +**Effect** You pull the net off the halcyon heart and throw it at a creature within 20 feet, using your attack bonus for a ranged simple weapon. On a hit, the net grows and envelops the creature, which becomes [flat-footed](rules/conditions.md#Flat-footed) and takes a –10-foot circumstance penalty to its Speeds until it Escapes, and on a critical hit, it's also [immobilized](rules/conditions.md#Immobilized) until it Escapes. The net also attempts to counteract [teleportation](rules/traits/teleportation.md) effects and planar travel of the creature it's entrapping. The [Escape](rules/actions/escape.md) DC is 44, and the net has a counteract level of 9 and a counteract modifier of +38. If the target is a demon or connected to a demon, they must roll twice and take the lower result on all attempts to [Escape](rules/actions/escape.md) (this is a [misfortune](rules/traits/misfortune.md) effect), and for counter act checks, the net rolls twice and takes the higher result (this is a [fortune](rules/traits/fortune.md) effect). You can't [Perform](rules/actions/perform.md) with the halcyon heart while it doesn't have its net. So long as the net doesn't contain a creature, you can restore it with a single action, which has the [concentrate](rules/traits/concentrate.md) trait. + +Destruction If the Gorilla King plays a halcyon heart in front of [Angazhan](compendium/setting/deities/angazhan-logm.md)'s totem, the gourd decomposes, the net frays, and the beads shatter. +``` + +*Source: Strength of Thousands #6: Shadows of the Ancients p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/hamster-lotg.md b/compendium/equipment/items/hamster-lotg.md new file mode 100644 index 000000000..d23b42f3a --- /dev/null +++ b/compendium/equipment/items/hamster-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Hamster"] +--- +# Hamster *Item 0* + +- **Price** 1 sp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/hand-adze-loag.md b/compendium/equipment/items/hand-adze-loag.md new file mode 100644 index 000000000..2b355a2aa --- /dev/null +++ b/compendium/equipment/items/hand-adze-loag.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loag +- item/category/weapon/martial +- trait/agile +- trait/forceful +- trait/grippli +- trait/sweep +- trait/thrown-10-ft +aliases: ["Hand Adze"] +--- +# Hand Adze *Item 0* +[agile](rules/traits/agile.md) [forceful](rules/traits/forceful.md) [grippli](rules/traits/grippli-b2.md) [sweep](rules/traits/sweep.md) [thrown <10 ft.>](rules/traits/thrown.md) + +- **Price** 5 sp +- **Bulk** L +- **Damage** `1d4` S +- **Hands** 1 +- **Category** Martial; **Group** Axe + +This is a smaller version of an [adze](compendium/equipment/items/adze-loag.md), useful for more delicate woodworking or projects in cramped spaces. Gripplis use the hand adze for crafting and as close quarters weapons. + +*Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/hand-hewed-face-da.md b/compendium/equipment/items/hand-hewed-face-da.md new file mode 100644 index 000000000..a7fbe66c6 --- /dev/null +++ b/compendium/equipment/items/hand-hewed-face-da.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/contract +- trait/contract +- trait/invested +- trait/magical +- trait/rare +aliases: ["Hand-Hewed Face"] +--- +# Hand-Hewed Face *Item 7* +[contract](rules/traits/contract-lol.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Category** Contract + +At the crossroads under a new moon, you traded your face for one that you can mold as though it were clay, sealed with a ribbon worn around your neck to hide the seam. Your true appearance changes to that of a generic member of your ancestry. You can shape your facial features with your hands and thus don't need a disguise kit to [Impersonate](rules/actions/impersonate.md), and you don't take circumstance penalties to [Impersonate](rules/actions/impersonate.md) someone due to the difference in your facial features. Once per day, from any distance, the entity that holds your bargained contract can change their appearance to match your appearance from before you sealed the contract, or the appearance you are currently using through [Impersonate](rules/actions/impersonate.md). When they do, your face transforms to your new true appearance, that of a generic member of your ancestry, and you become [stunned](rules/conditions.md#Stunned) by the sudden backlash. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +- **Requirements**: You have used [Impersonate](rules/actions/impersonate.md) and molded your face into a different face + +**Effect** You peel your current face from your skin, revealing the true generic appearance from your bargained contract. This allows you to duck out of sight and remove the facial component of your disguise almost immediately, though clothing or other elements might still give you away. +``` + +*Source: Dark Archive p. 164* \ No newline at end of file diff --git a/compendium/equipment/items/hand-of-the-mage-bb.md b/compendium/equipment/items/hand-of-the-mage-bb.md new file mode 100644 index 000000000..1d3f6fe07 --- /dev/null +++ b/compendium/equipment/items/hand-of-the-mage-bb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/bb +- item/category/worn +- trait/evocation +- trait/magical +aliases: ["Hand of the Mage"] +--- +# Hand of the Mage *Item 2* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 30 gp +- **Usage** worn +- **Category** Worn + +This mummified elf hand hangs on a golden chain, its gnarled fingers locked in a peculiar pattern. + +```ad-embed-ability +title: Mage Hand [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[concentrate](rules/traits/concentrate.md) + +You cast the [mage hand](compendium/spells/mage-hand.md) wizard spell. +%% #trait/concentrate %% +``` + +*Source: Beginner Box p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/handling-gloves-lotg.md b/compendium/equipment/items/handling-gloves-lotg.md new file mode 100644 index 000000000..092efbf16 --- /dev/null +++ b/compendium/equipment/items/handling-gloves-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/adventuring-gear/animal-caretaking +aliases: ["Handling Gloves"] +--- +# Handling Gloves *Item 0* + +- **Price** 5 sp +- **Category** Animal Caretaking + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/harmonic-hauberk-lotgb.md b/compendium/equipment/items/harmonic-hauberk-lotgb.md new file mode 100644 index 000000000..9e9725fc4 --- /dev/null +++ b/compendium/equipment/items/harmonic-hauberk-lotgb.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/armor +- trait/auditory +- trait/focused +- trait/illusion +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Harmonic Hauberk"] +--- +# Harmonic Hauberk *Item 13* +[auditory](rules/traits/auditory.md) [focused](rules/traits/focused.md) [illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2500 gp +- **Usage** worn armor; **Bulk** 1 +- **Category** Armor + +Rose gold and copper rings in this +2 resilient chain shirt form a vague bird shape. The jingling links tinkle musically, almost like birdsong. While you wear the armor, effects with the [auditory](rules/traits/auditory.md) trait must first counteract the harmonic hauberk or they have no effect on you. + +The harmonic hauberk attempts to counteract [silence](compendium/spells/silence.md) spells cast on you and 4th-level or higher heightened [silence](compendium/spells/silence.md) spells the first time the armor enters their area (counteract level 4, counteract modifier +20). After failing to counteract a [silence](compendium/spells/silence.md) spell, the armor can't attempt to counteract the same spell again, even if you leave and enter the spell's area multiple times. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You gain 1 Focus Point and immediately use the Focus Point to cast [lingering composition](compendium/spells/lingering-composition.md) (Core Rulebook 387), using your [Performance](compendium/skills.md#Performance) check to determine the effects of the spell, followed by the [inspire defense](compendium/spells/inspire-defense.md) composition cantrip (Core Rulebook 386). You can use this activation to cast those spells even if you don't have the Lingering Composition or Inspire Defense feats. +``` + +*Source: Lost Omens: The Grand Bazaar p. 84* \ No newline at end of file diff --git a/compendium/equipment/items/harness-lotg.md b/compendium/equipment/items/harness-lotg.md new file mode 100644 index 000000000..f8934e4fb --- /dev/null +++ b/compendium/equipment/items/harness-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/adventuring-gear/animal-caretaking +aliases: ["Harness"] +--- +# Harness *Item 0* + +- **Price** 8 sp +- **Category** Animal Caretaking + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/harnessed-shield-tv.md b/compendium/equipment/items/harnessed-shield-tv.md new file mode 100644 index 000000000..09d8dadc3 --- /dev/null +++ b/compendium/equipment/items/harnessed-shield-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/shield +- trait/harnessed +aliases: ["Harnessed Shield"] +--- +# Harnessed Shield *Item 0* +[harnessed](rules/traits/harnessed-tv.md) + +- **Price** 5 gp +- **Bulk** 2 +- **AC Bonus** +2/+2; **null Hardness** 5, **null HP** 20 (BT 10); **Speed Penalty** -5 ft. +- **Category** Shield; **Group** Shield + +This large steel shield features a specialized opening to hold lances and similar weapons. Harnessed shields are a common backup for those who fight with jousting weapons in case they're forced into combat without their mounts. Balancing the weapon within the shield's hold is somewhat awkward, and longer weapons, like lances, need to be held closer to the body than usual for proper support. + +*Source: Treasure Vault p. 21* \ No newline at end of file diff --git a/compendium/equipment/items/harpoon-bolt-ooa2.md b/compendium/equipment/items/harpoon-bolt-ooa2.md new file mode 100644 index 000000000..77114b368 --- /dev/null +++ b/compendium/equipment/items/harpoon-bolt-ooa2.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa2 +- item/category/consumable +- trait/conjuration +- trait/consumable +- trait/magical +- trait/uncommon +aliases: ["Harpoon Bolt"] +--- +# Harpoon Bolt *Item 4* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 15 gp +- **Ammunition** round +- **Category** Consumable + +This iron spike can be fitted into the barrel of a two-handed firearm that doesn't have the scatter property with an [Interact](rules/actions/interact.md) action. The spike is attached to a 50-foot-long coil of rope held in a simple spool that can be attached to a weapon's barrel. The weight and awkward balance of the bolt and its spool reduce the range of the weapon by 10 feet when fired. A creature hit by a harpoon bolt takes normal damage from the shot and must succeed at a DC 18 Fortitude save. On a failure, the harpoon bolt becomes lodged in its body. + +Once a harpoon bolt is lodged, a creature can remove the harpoon bolt with a DC 18 check to [Escape](rules/actions/escape.md) or [Force Open](rules/actions/force-open.md), but on a failure, the creature takes `1d4` piercing damage. As long as the harpoon bolt remains lodged, the creature can't move more than 50 feet away from you. You can attempt to [Trip](rules/actions/trip.md) a creature by tugging on the rope attached to the harpoon bolt, even if it isn't within your reach, but if you fail this attempt, the bolt rips free, causing `1d4` piercing damage to the target but releasing it from the bolt. If you reload, drop, or fire the firearm again, the creature is no longer limited in its movement. Once a harpoon bolt is removed from a creature, the bolt, its rope, and the spool all decay away, consumed by the same magic that empowers the unusual ammunition to function in the first place. + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/harpoon-tv.md b/compendium/equipment/items/harpoon-tv.md new file mode 100644 index 000000000..493904f04 --- /dev/null +++ b/compendium/equipment/items/harpoon-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/tethered +- trait/thrown +aliases: ["Harpoon"] +--- +# Harpoon *Item 0* +[tethered](rules/traits/tethered-b1.md) [thrown](rules/traits/thrown.md) + +- **Price** 1 gp +- **Bulk** 1 +- **Damage** `1d8` P +- **Range** 30 ft. +- **Hands** 2 +- **Category** Martial; **Group** Dart + +Often used for hunting exceptionally large aquatic creatures, the harpoon is similar to a javelin but features a barbed head and rope tether so it (or the corpse it's attached to) can be easily retrieved. + +*Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/harrow-spellcards-tv.md b/compendium/equipment/items/harrow-spellcards-tv.md new file mode 100644 index 000000000..f5b504f18 --- /dev/null +++ b/compendium/equipment/items/harrow-spellcards-tv.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/grimoire +- trait/divination +- trait/grimoire +- trait/magical +- trait/uncommon +aliases: ["Harrow Spellcards"] +--- +# Harrow Spellcards *Item 8* +[divination](rules/traits/divination.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 475 gp +- **Bulk** L +- **Category** Grimoire + +Crafted of sturdy paper, each card of this harrow deck showcases a beautiful watercolor illustration with space to inscribe a spell below. When shuffled, its cards seem to fly between one another of their own accord. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[fortune](rules/traits/fortune.md) + +- **Trigger**: Your last action was to cast a divination spell prepared from this grimoire + +**Effect** You draw forth a card to gain insight into future challenges you'll face. Draw a card from a harrow deck or roll `1d6`: 1 = hammers ([Athletics](compendium/skills.md#Athletics)), 2 = keys ([Acrobatics](compendium/skills.md#Acrobatics)), 3 = shields ([Survival](compendium/skills.md#Survival)), 4 = books (any [Recall Knowledge](rules/actions/recall-knowledge.md)), 5 = stars ([Religion](compendium/skills.md#Religion)), 6 = crowns ([Diplomacy](compendium/skills.md#Diplomacy)). The next time you attempt a check of the same type as your result, roll twice and take the better result, as the spirits of the harrow guide your actions. If not used by your next daily preparations, this benefit disappears. +%% #trait/fortune %% +``` + +*Source: Treasure Vault p. 112* \ No newline at end of file diff --git a/compendium/equipment/items/hat-of-disagreeable-disguise-tv.md b/compendium/equipment/items/hat-of-disagreeable-disguise-tv.md new file mode 100644 index 000000000..d3fde39c7 --- /dev/null +++ b/compendium/equipment/items/hat-of-disagreeable-disguise-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/cursed +- trait/illusion +- trait/invested +- trait/magical +- trait/rare +aliases: ["Hat of Disagreeable Disguise"] +--- +# Hat of Disagreeable Disguise *Item 2+* +[cursed](rules/traits/cursed-gmg.md) [illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** worn headwear; **Bulk** — +- **Category** Worn + +This elegant hat appears to be and functions as a hat of disguise. When you invest the hat, it fuses to you. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +Like a hat of disguise, the hat casts a 1st-level [illusory disguise](compendium/spells/illusory-disguise.md) spell on you. However, the illusion disadvantages you based on your intent, making you, for example, appear to be a suspicious ruffian if you're trying to sneak past guards or lending you the seeming of a pauper if you're trying to impress a shallow aristocrat. You and those you consider to be allies must succeed at a DC 16 Will save or you perceive the illusion as you intended it, though others won't. Evidence to the contrary allows you to attempt to disbelieve the false version of the illusion. You can't [Dismiss](rules/actions/dismiss.md) the spell. +``` + +*Source: Treasure Vault p. 191* \ No newline at end of file diff --git a/compendium/equipment/items/hat-of-disguise-bb.md b/compendium/equipment/items/hat-of-disguise-bb.md new file mode 100644 index 000000000..8edbbcb06 --- /dev/null +++ b/compendium/equipment/items/hat-of-disguise-bb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/bb +- item/category/worn +- trait/illusion +- trait/magical +aliases: ["Hat of Disguise"] +--- +# Hat of Disguise *Item 2* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) + +- **Price** 30 gp +- **Usage** worn headwear +- **Category** Worn + +This ordinary-looking hat allows you to cloak yourself in illusions—perfect for pretending to be someone you're not. Once per day, you can use the following activity. + +```ad-embed-ability +title: Illusory Disguise [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +[manipulate](rules/traits/manipulate.md) + +Over the course of 1 minute, the hat changes your visual appearance to look like another type of creature you choose. You're still roughly the same height and weight, and the disguise doesn't change your voice, scent, or mannerisms, only your visual appearance. The disguise isn't good enough to impersonate a specific person. While setting up the disguise, you can magically alter the hat to appear as a comb, ribbon, helm, or other piece of headwear. If someone tries to see through your disguise, they need to [Seek](rules/actions/seek.md) against your [Deception](compendium/skills.md#Deception) DC, but you get a +4 status bonus to your DC (making your DC 14 + your [Deception](compendium/skills.md#Deception)). +%% #trait/manipulate %% +``` + +*Source: Beginner Box p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/hat-of-many-minds-som.md b/compendium/equipment/items/hat-of-many-minds-som.md new file mode 100644 index 000000000..6d2af3894 --- /dev/null +++ b/compendium/equipment/items/hat-of-many-minds-som.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/worn +- trait/conjuration +- trait/magical +aliases: ["Hat Of Many Minds"] +--- +# Hat Of Many Minds *Item 12* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) + +- **Price** 1800 gp +- **Usage** worn headwear; **Bulk** L +- **Category** Worn + +This pointy, brimmed hat made up of a rainbow patchwork of various materials seems to sit just a little lopsided on your head, no matter how you adjust it. You gain a +2 item bonus to checks to [Earn Income](rules/actions/earn-income.md). + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You tear off a patch of cloth to manifest it into a copy of yourself, dressed in the color and fabric of the patch. The copy follows your specific instructions and performs a single, straightforward task for up to 30 minutes. It takes the copy three times as long to complete the task as it would you, meaning it can perform a task that would take you a maximum of 10 minutes. It doesn't react quickly enough to be of any use during an encounter, and it can't use your spells or other special abilities—just basic actions and skill actions. + +The copy disappears and returns to the hat as a piece of cloth when the given task has been completed, or when you [Dismiss](rules/actions/dismiss.md) the activation. +``` + +*Source: Secrets of Magic p. 185* \ No newline at end of file diff --git a/compendium/equipment/items/hat-of-the-magi-bb.md b/compendium/equipment/items/hat-of-the-magi-bb.md new file mode 100644 index 000000000..a2f54c338 --- /dev/null +++ b/compendium/equipment/items/hat-of-the-magi-bb.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/bb +- item/category/worn +- trait/arcane +- trait/conjuration +aliases: ["Hat of the Magi"] +--- +# Hat of the Magi *Item 3* +[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) + +- **Price** 50 gp +- **Usage** worn headwear +- **Category** Worn + +This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and can bear symbols or runes. In all its forms, the hat is the symbol of a stylish and professional mage. It grants you a +1 item bonus to [Arcana](compendium/skills.md#Arcana) checks and allows you to cast the [detect magic](compendium/spells/detect-magic.md) wizard cantrip as often as you like, using the normal actions to do so. + +*Source: Beginner Box p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/hauling-lotgb.md b/compendium/equipment/items/hauling-lotgb.md new file mode 100644 index 000000000..f2093b48f --- /dev/null +++ b/compendium/equipment/items/hauling-lotgb.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/rune +- trait/evocation +- trait/magical +- trait/uncommon +aliases: ["Hauling"] +--- +# Hauling *Item 6+* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** etched onto a weapon +- **Category** Rune + +Hauling weapons are adept at moving creatures around the battlefield after a successful attack. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You succeed at an attack roll to [Strike](rules/actions/strike.md) with a weapon with the hauling rune + +**Effect** The target must succeed at a DC 20 Reflex save or be moved 5 feet in a direction you choose. + +This is forced movement. +``` + +*Source: Lost Omens: The Grand Bazaar p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/headbands-of-translocation-frp2.md b/compendium/equipment/items/headbands-of-translocation-frp2.md new file mode 100644 index 000000000..23dee206b --- /dev/null +++ b/compendium/equipment/items/headbands-of-translocation-frp2.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/frp2 +- item/category/worn +- trait/conjuration +- trait/invested +- trait/magical +- trait/teleportation +- trait/uncommon +aliases: ["Headbands Of Translocation"] +--- +# Headbands Of Translocation *Item 16* +[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 10000 gp +- **Usage** worn headband +- **Category** Worn + +These silk headbands always come in pairs and usually feature a prominent symbol of a nation or team. If both wearers Invest their headbands at the same time and think of the same symbol while doing so, both headbands change to display that symbol until they are removed. + +As long as you both have Invested your headbands, you can [Aid](rules/actions/aid.md) each other without taking an action to prepare and when you get a critical failure when attempting to [Aid](rules/actions/aid.md) an ally with a paired headband, you get a failure instead. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You remove your headband, which teleports you to a space adjacent to the other Invested wearer's location, if you are within 1 mile of each other. +``` + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/headbands-of-translocation-tv.md b/compendium/equipment/items/headbands-of-translocation-tv.md new file mode 100644 index 000000000..9679a4df1 --- /dev/null +++ b/compendium/equipment/items/headbands-of-translocation-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/conjuration +- trait/invested +- trait/magical +- trait/teleportation +- trait/uncommon +aliases: ["Headbands of Translocation"] +--- +# Headbands of Translocation *Item 16* +[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 10000 gp +- **Usage** worn headwear; **Bulk** — +- **Category** Worn + +Headbands of translocation are silk bands that come in pairs and usually feature a prominent symbol of a nation or team. If both wearers Invest their headbands at the same time and think of the same symbol while doing so, both headbands change to display that symbol until they are removed. If you both have invested your headbands, you can [Aid](rules/actions/aid.md) each other without taking an action to prepare, and when you roll a critical failure when attempting to [Aid](rules/actions/aid.md) an ally with a paired headband, you get a failure instead. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You remove your headband, which teleports you to a space adjacent to the other Invested wearer's location, provided you are within 1 mile of each other. +``` + +*Source: Treasure Vault p. 152* \ No newline at end of file diff --git a/compendium/equipment/items/healers-gel-som.md b/compendium/equipment/items/healers-gel-som.md new file mode 100644 index 000000000..c0a10d5ea --- /dev/null +++ b/compendium/equipment/items/healers-gel-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +aliases: ["Healer's Gel"] +--- +# Healer's Gel *Item 5+* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Consumable + +An astringent aroma from rare succulent plants wafts off these soothing cloth patches. Adding this material component to a [heal](compendium/spells/heal.md) spell bestows additional temporary Hit Points to one target healed by the spell. These temporary Hit Points last for 1 minute. + +*Source: Secrets of Magic p. 168* \ No newline at end of file diff --git a/compendium/equipment/items/healers-gloves-bb.md b/compendium/equipment/items/healers-gloves-bb.md new file mode 100644 index 000000000..13389032e --- /dev/null +++ b/compendium/equipment/items/healers-gloves-bb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/bb +- item/category/worn +- trait/magical +- trait/necromancy +aliases: ["Healer's Gloves"] +--- +# Healer's Gloves *Item 4* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Price** 80 gp +- **Usage** worn gloves +- **Category** Worn + +These clean white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to [Medicine](compendium/skills.md#Medicine) checks. Once per day, you can use the following action. + +```ad-embed-ability +title: Soothe Wounds [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[manipulate](rules/traits/manipulate.md) + +You heal an adjacent living creature by touching them with the gloves, restoring `2d6+7` Hit Points to that creature. This is a positive [healing](rules/traits/healing.md) effect. +%% #trait/manipulate %% +``` + +*Source: Beginner Box p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/healing-vapor-tv.md b/compendium/equipment/items/healing-vapor-tv.md new file mode 100644 index 000000000..86d2ce64e --- /dev/null +++ b/compendium/equipment/items/healing-vapor-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/healing +aliases: ["Healing Vapor"] +--- +# Healing Vapor *Item 4+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) + +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery. + +When deployed from a sealed container, the vapors fill a 5-foot burst, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains a number of Hit Points based on the vapor's type. While affected, a creature also gains an item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows. + +*Source: Treasure Vault p. 54* \ No newline at end of file diff --git a/compendium/equipment/items/heartening-missive-tv.md b/compendium/equipment/items/heartening-missive-tv.md new file mode 100644 index 000000000..0d1d353b5 --- /dev/null +++ b/compendium/equipment/items/heartening-missive-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/missive +- trait/abjuration +- trait/consumable +- trait/magical +- trait/missive +aliases: ["Heartening Missive"] +--- +# Heartening Missive *Item 5+* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [missive](rules/traits/missive-tv.md) + +- **Usage** held in 1 hand; **Bulk** — +- **Activate** envision, , [Interact](rules/actions/interact.md) +- **Category** Missive + +You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive to an individual creature you know and address it to their location (typically the settlement where you think they are). Once you finish composing the missive, it folds itself into the shape of an animal and Flies at a speed of 45 feet (about 15 miles per hour) toward the location for up to 24 hours. + +It alights near the recipient or in their hand. After Activating the missive, the recipient gets its benefit and becomes temporarily immune to all heartening missives for 24 hours. + +If the missive fails to reach its recipient in 24 hours, it returns to its sender at the same pace, becoming non‑magical when it arrives. After imparting or losing its magic, the missive remains as a normal document. + +*Source: Treasure Vault p. 85* \ No newline at end of file diff --git a/compendium/equipment/items/heavy-rondache-tv.md b/compendium/equipment/items/heavy-rondache-tv.md new file mode 100644 index 000000000..f8c250bde --- /dev/null +++ b/compendium/equipment/items/heavy-rondache-tv.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/shield +aliases: ["Heavy Rondache"] +--- +# Heavy Rondache *Item 0* + +- **Price** 4 gp +- **Bulk** 1 +- **AC Bonus** +1/+1; **null Hardness** 5, **null HP** 24 (BT 12) +- **Category** Shield; **Group** Shield + +Similar in size to a buckler, this steel shield is intended to absorb as many blows as possible instead of deflecting attacks. It features multiple layers of metal and is reinforced with additional wood. + +*Source: Treasure Vault p. 21* \ No newline at end of file diff --git a/compendium/equipment/items/heckling-tools-tv.md b/compendium/equipment/items/heckling-tools-tv.md new file mode 100644 index 000000000..432fc349f --- /dev/null +++ b/compendium/equipment/items/heckling-tools-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/cursed +- trait/enchantment +- trait/intelligent +- trait/magical +- trait/rare +aliases: ["Heckling Tools"] +--- +# Heckling Tools *Item 3* +[cursed](rules/traits/cursed-gmg.md) [enchantment](rules/traits/enchantment.md) [intelligent](rules/traits/intelligent-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** held in 2 hands; **Bulk** as tools of the normal type +- **Category** Held + +Tools that are severely misused or left in malevolent circumstances can develop malicious sapience, dedicated to critiquing those who use them. Such heckling tools are often born from implements useful to adventurers because such people are the likely to misuse tools or leave them in a corrupting situation. When you first set to using the tools, they fuse to you. Used for their intended purpose, the tools telepathically badger and disparage you, mocking your abilities and giving you ill-founded advice. You must succeed at a DC 19 Will save to realize this badgering comes from the tools and not your own negative thoughts. Instead of the tool's usual bonus, you take a –2 circumstance penalty to checks made using heckling tools. Once you realize the tools are cursed, you can suppress their [negative](rules/traits/negative.md) effects, gaining their typical bonus for 24 hours if you succeed at a DC 17 [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) check to placate them, often by offering obsequious, public admiration. + +*Source: Treasure Vault p. 192* \ No newline at end of file diff --git a/compendium/equipment/items/heedless-spurs-ec5.md b/compendium/equipment/items/heedless-spurs-ec5.md new file mode 100644 index 000000000..786388c3d --- /dev/null +++ b/compendium/equipment/items/heedless-spurs-ec5.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec5 +- item/category/worn +- trait/abjuration +- trait/magical +- trait/rare +aliases: ["Heedless Spurs"] +--- +# Heedless Spurs *Item 15* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 5200 gp +- **Usage** worn anklets; **Bulk** L +- **Category** Worn + +These wicked-looking spiked metal wheels fit around the ankles and jingle when the wearer walks, imposing a –1 item penalty on [Stealth](compendium/skills.md#Stealth) checks. If used as a weapon, they are treated as a spiked gauntlet. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: You are riding a mount + +**Effect** You kick both spurs into your mount's flank. Your mount takes `2d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and gains the [quickened](rules/conditions.md#Quickened) condition for 1 minute or until the [persistent bleed damage](rules/conditions.md#Persistent%20Damage) ends, whichever comes first. It can use the extra action only to [Stride](rules/actions/stride.md). +``` + +*Source: Extinction Curse #5: Lord of the Black Sands p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/hell-staff-tv.md b/compendium/equipment/items/hell-staff-tv.md new file mode 100644 index 000000000..ef1087109 --- /dev/null +++ b/compendium/equipment/items/hell-staff-tv.md @@ -0,0 +1,42 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/staff +- trait/conjuration +- trait/evil +- trait/magical +- trait/staff +- trait/uncommon +aliases: ["Hell Staff"] +--- +# Hell Staff *Item 17* +[conjuration](rules/traits/conjuration.md) [evil](rules/traits/evil.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 13000 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +A hell staff is a tall, pointed staff forged of red-tinted steel with Infernal inscriptions that march neatly down its sides. At its top sits an inverted ruby pyramid divided into nine sections. + +Found mostly in Cheliax or other lands where diabolic influences hold sway, when used as a weapon the staff is a +3 greater striking axiomatic unholy staff. When you prepare this staff, if you're chaotic or good, you become [drained](rules/conditions.md#Drained) until your next daily preparations. + +The staff's [summon lesser servitor](compendium/spells/summon-lesser-servitor-som.md) spell can be used only to summon animals with the [fiend](rules/traits/fiend.md) trait, devils, or hell hounds (at 4th level). Its [summon fiend](compendium/spells/summon-fiend.md) spell can summon only devils or hell hounds. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. + +- Cantrip divine lance (evil or lawful only) +- 1st protection, summon lesser servitor +- 2nd summon lesser servitor, undetectable alignment +- 3rd chilling darkness, summon lesser servitor +- 4th divine wrath (evil or lawful only), summon lesser servitor +- 5th flame strike, summon fiend +- 6th devil form , summon fiend +- 7th divine decree (evil or lawful only), summon fiend +``` + +*Source: Treasure Vault p. 132* \ No newline at end of file diff --git a/compendium/equipment/items/hellfire-boots-apg.md b/compendium/equipment/items/hellfire-boots-apg.md new file mode 100644 index 000000000..476bad5ec --- /dev/null +++ b/compendium/equipment/items/hellfire-boots-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/worn +- trait/evocation +- trait/fire +- trait/invested +- trait/magical +aliases: ["Hellfire Boots"] +--- +# Hellfire Boots *Item 13* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 3000 gp +- **Usage** worn; **Bulk** 1 +- **Category** Worn + +These heavy boots are made of blackened metal and always feel warm to the touch, with streams of glowing embers cascading off their heels. While wearing hellfire boots, you gain resistance 10 to fire damage. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +[Stride](rules/actions/stride.md). Each square you move through during your [Stride](rules/actions/stride.md) is scorched with hellish flames, becoming hazardous terrain for 1 minute. A creature that moves through one of these spaces takes `3d6` fire damage. +``` + +*Source: Advanced Player's Guide p. 261* \ No newline at end of file diff --git a/compendium/equipment/items/hellknight-breastplate-tv.md b/compendium/equipment/items/hellknight-breastplate-tv.md new file mode 100644 index 000000000..5244ac276 --- /dev/null +++ b/compendium/equipment/items/hellknight-breastplate-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor/medium +- trait/uncommon +aliases: ["Hellknight Breastplate"] +--- +# Hellknight Breastplate *Item 1* +[uncommon](rules/traits/uncommon.md) + +- **Access** A character who is a member of the Hellknights has access to this option. +- **Price** 10 gp +- **Bulk** 1 +- **AC Bonus** +4; **Dex Cap** +1 +- **Strength** 16; **Check Penalty** --2; **Speed Penalty** -5 ft. +- **Category** Medium; **Group** Plate + +Hellknights wear a variety of armors decorated with designs specific to the order. [Hellknight half plate](compendium/equipment/items/hellknight-half-plate-tv.md) is the armor of choice for Hellknight signifiers, and [Hellknight breastplate](compendium/equipment/items/hellknight-breastplate-tv.md) serves those in the order who lack the training to wear heavy armor. + +A character who is a member of the Hellknights has access to these uncommon armors. + +*Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/hellknight-half-plate-tv.md b/compendium/equipment/items/hellknight-half-plate-tv.md new file mode 100644 index 000000000..d4ea9c2b3 --- /dev/null +++ b/compendium/equipment/items/hellknight-half-plate-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor/heavy +- trait/uncommon +aliases: ["Hellknight Half Plate"] +--- +# Hellknight Half Plate *Item 1* +[uncommon](rules/traits/uncommon.md) + +- **Access** A character who is a member of the Hellknights has access to this option. +- **Price** 20 gp +- **Bulk** 3 +- **AC Bonus** +5; **Dex Cap** +1 +- **Strength** 16; **Check Penalty** --3; **Speed Penalty** -10 ft. +- **Category** Heavy; **Group** Plate + +Hellknights wear a variety of armors decorated with designs specific to the order. [Hellknight half plate](compendium/equipment/items/hellknight-half-plate-tv.md) is the armor of choice for Hellknight signifiers, and [Hellknight breastplate](compendium/equipment/items/hellknight-breastplate-tv.md) serves those in the order who lack the training to wear heavy armor. + +A character who is a member of the Hellknights has access to these uncommon armors. + +*Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/hellknight-plate-tv.md b/compendium/equipment/items/hellknight-plate-tv.md new file mode 100644 index 000000000..8912ede95 --- /dev/null +++ b/compendium/equipment/items/hellknight-plate-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor/heavy +- trait/bulwark +- trait/uncommon +aliases: ["Hellknight Plate"] +--- +# Hellknight Plate *Item 2* +[bulwark](rules/traits/bulwark.md) [uncommon](rules/traits/uncommon.md) + +- **Access** A character who is a member of the Hellknights has access to this option. +- **Price** 35 gp +- **Usage** worn armor; **Bulk** 4 +- **AC Bonus** +6; **Dex Cap** +0 +- **Strength** 18; **Check Penalty** -3; **Speed Penalty** -10 ft. +- **Category** Heavy; **Group** Plate + +Hellknights wear a variety of armors decorated with designs specific to the order. [Hellknight half plate](compendium/equipment/items/hellknight-half-plate-tv.md) is the armor of choice for Hellknight signifiers, and [Hellknight breastplate](compendium/equipment/items/hellknight-breastplate-tv.md) serves those in the order who lack the training to wear heavy armor. + +A character who is a member of the Hellknights has access to these uncommon armors. + +Few armors in the Inner Sea region are as memorable as the iconic Hellknight plate. While each order has its own flourishes, Hellknight plate is instantly recognizable to any who know of the Hellknights. + +Hellknights go to extreme measures to punish non-Hellknights who get their hands on Hellknight plate, and the reward is not usually worth the risk, since for non-Hellknights, the armor is functionally similar to [full plate](compendium/equipment/items/full-plate.md). + +*Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/helm-of-underwater-action-tv.md b/compendium/equipment/items/helm-of-underwater-action-tv.md new file mode 100644 index 000000000..e7c9feab8 --- /dev/null +++ b/compendium/equipment/items/helm-of-underwater-action-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Helm of Underwater Action"] +--- +# Helm of Underwater Action *Item 9+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** worn headwear; **Bulk** L +- **Category** Worn + +A helm of underwater action is a streamlined sallet with a visor and a flanged rear. While wearing the helmet with the visor down, you can see, hear, and speak clearly underwater. You also have a +1 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Swim](rules/actions/swim.md). + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You can breathe underwater for 8 hours. + +During this time, you have a swim Speed equal to your land Speed. +``` + +*Source: Treasure Vault p. 152* \ No newline at end of file diff --git a/compendium/equipment/items/helmsmans-recourse-tv.md b/compendium/equipment/items/helmsmans-recourse-tv.md new file mode 100644 index 000000000..83ded9079 --- /dev/null +++ b/compendium/equipment/items/helmsmans-recourse-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/magical +- trait/transmutation +aliases: ["Helmsman's Recourse"] +--- +# Helmsman's Recourse *Item 5+* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This standard-grade darkwood meteor shield (Hardness 7, HP 28, BT 14) is a wheel from a ship. While wielding the shield, you gain a +1 item bonus to [Sailing Lore](compendium/skills.md#Lore) and to [Athletics](compendium/skills.md#Athletics) checks to [Swim](rules/actions/swim.md). + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +- **Requirements**: You're in a body of water + +**Effect** For 10 minutes, you don't sink if you haven't succeeded at a [Swim](rules/actions/swim.md) action on a turn, and if you're submerged, you automatically ascend 10 feet at the end of your turn. +``` + +*Source: Treasure Vault p. 22* \ No newline at end of file diff --git a/compendium/equipment/items/herd-mask-sot1.md b/compendium/equipment/items/herd-mask-sot1.md new file mode 100644 index 000000000..015b0b28a --- /dev/null +++ b/compendium/equipment/items/herd-mask-sot1.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot1 +- item/category/worn +- trait/conjuration +- trait/invested +- trait/magical +- trait/teleportation +- trait/uncommon +aliases: ["Herd Mask"] +--- +# Herd Mask *Item 6* +[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 210 gp +- **Usage** worn mask +- **Category** Worn + +All herd masks are linked to at least one other herd mask and are usually sold in sets of multiple masks. Linked herd masks look similar to one another, with only the slightest of differences to tell them apart. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You swap locations with another creature wearing a linked herd mask within 100 feet. If you and the creature you swapped with are disguised as each other, other creatures gain an immediate [Perception](compendium/skills.md#Perception) check against the lower of your or the other wearer's [Deception](compendium/skills.md#Deception) DCs to [Impersonate](rules/actions/impersonate.md) each other. On a failure, they don't realize the swap occurred. +``` + +*Source: Strength of Thousands #1: Kindled Magic p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/herd-mask-tv.md b/compendium/equipment/items/herd-mask-tv.md new file mode 100644 index 000000000..d12b6fa0b --- /dev/null +++ b/compendium/equipment/items/herd-mask-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/conjuration +- trait/invested +- trait/magical +- trait/teleportation +- trait/uncommon +aliases: ["Herd Mask"] +--- +# Herd Mask *Item 6* +[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 210 gp +- **Usage** worn mask; **Bulk** — +- **Category** Worn + +All herd masks are linked to at least one other herd mask and are usually sold in sets of multiple masks. Linked herd masks look like one another, with only the slightest of differences to tell them apart. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You swap locations with another creature wearing a linked herd mask within 100 feet. If you and the creature you swapped with are disguised as each other, other creatures gain an immediate [Perception](compendium/skills.md#Perception) check against the lower of your or the other wearer's [Deception](compendium/skills.md#Deception) DCs to [Impersonate](rules/actions/impersonate.md) each other. On a failure, they don't realize the swap occurred. +``` + +*Source: Treasure Vault p. 154* \ No newline at end of file diff --git a/compendium/equipment/items/hex-blaster-ooa3.md b/compendium/equipment/items/hex-blaster-ooa3.md new file mode 100644 index 000000000..156d0233d --- /dev/null +++ b/compendium/equipment/items/hex-blaster-ooa3.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa3 +- item/category/curse +- trait/curse +- trait/emotion +- trait/enchantment +- trait/fear +- trait/magical +- trait/mental +- trait/occult +- trait/unique +aliases: ["Hex Blaster"] +--- +# Hex Blaster *Item 11* +[curse](rules/traits/curse.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) [unique](rules/traits/unique.md) + +- **Price** 1400 gp +- **Usage** held in 2 hands; **Bulk** 2 +- **Category** Curse + +This +2 striking fearsome arquebus (Advanced Players Guide 260, Guns & Gears 152) is composed of warped and twisted wood engraved with eerie runes. When the weapon fires, the blast sometimes sounds like the cackling of a diabolical witch. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You afflict a creature you can see with a hex of impending doom. The hex lasts for 1 minute. As long as the creature is hexed, when you hit it with a round from the hex blaster, the creature must attempt a DC 28 Will save at the end of your turn; the creature attempts a single Will save regardless of the number of times you hit it. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [frightened](rules/conditions.md#Frightened). It also takes `1d6` [persistent mental damage](rules/conditions.md#Persistent%20Damage). +> - **Failure** The creature is [frightened](rules/conditions.md#Frightened). It also takes `2d6` [persistent mental damage](rules/conditions.md#Persistent%20Damage). +> - **Critical Failure** The creature is [frightened](rules/conditions.md#Frightened) and [slowed](rules/conditions.md#Slowed) for 1 minute. It also takes `4d6` [persistent mental damage](rules/conditions.md#Persistent%20Damage) and is cursed with a hex of impending doom. If the target falls [unconscious](rules/conditions.md#Unconscious) from damage dealt by this [Strike](rules/actions/strike.md) or the [persistent mental damage](rules/conditions.md#Persistent%20Damage), it remains [unconscious](rules/conditions.md#Unconscious) for 1 day or until this curse is removed. After 1 day, if the creature is still [unconscious](rules/conditions.md#Unconscious), it must succeed at a DC 28 Fortitude save or die; this effect has the [death](rules/traits/death.md) and [incapacitation](rules/traits/incapacitation.md) traits. +``` + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/hexing-jar-tv.md b/compendium/equipment/items/hexing-jar-tv.md new file mode 100644 index 000000000..1e42a93c1 --- /dev/null +++ b/compendium/equipment/items/hexing-jar-tv.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/enchantment +- trait/focused +- trait/invested +- trait/magical +aliases: ["Hexing Jar"] +--- +# Hexing Jar *Item 11* +[enchantment](rules/traits/enchantment.md) [focused](rules/traits/focused.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 1200 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +Dangling from a simple cord, a hexing jar houses rich soil. When a witch who has invested the jar wears it overnight, a miniature thing grows from the soil. Your patron chooses the form, commonly including glowing mushrooms, venus flytraps, mandragora roots, or undead hands reaching up. The thing whispers secrets it learned from your patron, giving you a +2 item bonus to your patron skill. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +You gain 1 Focus Point, which you can use only to cast a witch hex spell. + +If not used by the end of your turn, this Focus Point is lost. +``` + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You roll a critical success on an attack roll with a witch spell, or your target rolls a critical failure on its saving throw against a witch spell or hex you cast + +**Effect** The thing in the jar becomes more energetic—glowing, dancing, rapping on the glass, or some other action appropriate to its appearance. It encourages you until the start of your next turn, granting you and your familiar a +1 status bonus to AC and saving throws and a +2 status bonus against [mental](rules/traits/mental.md) effects. +``` + +*Source: Treasure Vault p. 148* \ No newline at end of file diff --git a/compendium/equipment/items/hide-shield-tv.md b/compendium/equipment/items/hide-shield-tv.md new file mode 100644 index 000000000..1f3f3e3f4 --- /dev/null +++ b/compendium/equipment/items/hide-shield-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/shield +- trait/deflecting-bludgeoning +aliases: ["Hide Shield"] +--- +# Hide Shield *Item 0* +[deflecting ](rules/traits/deflecting-tv.md) + +- **Price** 2 gp +- **Bulk** 1 +- **AC Bonus** +2/+2; **null Hardness** 4, **null HP** 20 (BT 10) +- **Category** Shield; **Group** Shield + +Hide shields come in a variety of shapes and sizes. Specialized tanning techniques combined with tough hides from creatures such as owlbears result in these particularly tough shields. The hardened hide of the shield still has enough flexibility to diminish the impact of battering and pummeling attacks. + +*Source: Treasure Vault p. 21* \ No newline at end of file diff --git a/compendium/equipment/items/hippogriff-in-a-jar-tv.md b/compendium/equipment/items/hippogriff-in-a-jar-tv.md new file mode 100644 index 000000000..18b03628d --- /dev/null +++ b/compendium/equipment/items/hippogriff-in-a-jar-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/expandable +aliases: ["Hippogriff in a Jar"] +--- +# Hippogriff in a Jar *Item 5* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [expandable](rules/traits/expandable-tv.md) + +- **Price** 30 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This bottle contains a shrunken hippogriff. When opened, the contents reconstitute into a Large effigy of a hippogriff. The hippogriff waits up to 1 round and allows two creatures to mount it, then Flies up to 65 feet and waits 1 more round to give the mounted creatures time to dismount. Creatures who are still mounted on the hippogriff when it dissolves fall [prone](rules/conditions.md#Prone) in the space where the hippogriff corpse ends its movement. + +*Source: Treasure Vault p. 56* \ No newline at end of file diff --git a/compendium/equipment/items/hoax-hunters-kit-da.md b/compendium/equipment/items/hoax-hunters-kit-da.md new file mode 100644 index 000000000..f00fa32b3 --- /dev/null +++ b/compendium/equipment/items/hoax-hunters-kit-da.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/held +- trait/uncommon +aliases: ["Hoax-Hunter's Kit"] +--- +# Hoax-Hunter's Kit *Item 3* +[uncommon](rules/traits/uncommon.md) + +- **Price** 50 gp +- **Usage** held in 2 hands; **Bulk** 1 +- **Category** Held + +This wooden box unfolds into a stack of hinged trays holding calipers, magnifying lenses, acids and reagents, comparison sketches of species commonly mistaken for one another, and glass slides for specimen testing. When you use this kit to study accounts of a creature or what it left behind (such as spoor, tracks, or fur samples), you gain a +1 item bonus to [Recall Knowledge](rules/actions/recall-knowledge.md) about the creature or to [Track](rules/actions/track.md) the creature. + +In addition, if you fail to [Recall Knowledge](rules/actions/recall-knowledge.md) about the creature (but don't critically fail), you're able to eliminate at least one possibility of a common type of animal. For instance, you might be able to verify the creature isn't an owlbear, even if you get no further information. + +*Source: Dark Archive p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/hollowed-hilt-lokl.md b/compendium/equipment/items/hollowed-hilt-lokl.md new file mode 100644 index 000000000..f39fd528e --- /dev/null +++ b/compendium/equipment/items/hollowed-hilt-lokl.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/adventuring-gear +- trait/uncommon +aliases: ["Hollowed Hilt"] +--- +# Hollowed Hilt *Item 0* +[uncommon](rules/traits/uncommon.md) + +- **Access** Knights of Lastwall have access to this item. +- **Price** 3 gp +- **Category** Adventuring Gear + +A hollowed hilt is a weapon modification that allows a pommel to be detached and its hilt meticulously hollowed out to create a small compartment without greatly affecting its balance. Often used by knight emissaries to hide important missives, this space can hold an object of light Bulk about the size of a scroll. A creature studying the weapon can find the hilt compartment with a successful DC 20 [Perception](compendium/skills.md#Perception) check. Any weapon with an appropriate hilt or pommel can be converted into a hollowed one by paying the equipment's price. + +*Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/holy-water-bb.md b/compendium/equipment/items/holy-water-bb.md new file mode 100644 index 000000000..95d60a5cc --- /dev/null +++ b/compendium/equipment/items/holy-water-bb.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/bb +- item/category/consumable +- trait/consumable +- trait/divine +- trait/good +- trait/splash +aliases: ["Holy Water"] +--- +# Holy Water *Item 1* +[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [good](rules/traits/good.md) [splash](rules/traits/splash.md) + +- **Price** 3 gp +- **Usage** held in 1 hand +- **Category** Consumable + +This vial contains magical water blessed by a good deity. You can throw it as a ranged [Strike](rules/actions/strike.md). _Holy water_ is a simple thrown weapon with a range increment of 20 feet. It shatters on a hit, dealing `1d6+1` good damage to the target and 1 good damage to every other creature within 5 feet of the target. _Holy water_ damages only undead. + +*Source: Beginner Box p. 53* \ No newline at end of file diff --git a/compendium/equipment/items/homeward-swallow-tv.md b/compendium/equipment/items/homeward-swallow-tv.md new file mode 100644 index 000000000..7b22f3650 --- /dev/null +++ b/compendium/equipment/items/homeward-swallow-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/tattoo +- trait/divination +- trait/invested +- trait/magical +- trait/tattoo +- trait/uncommon +aliases: ["Homeward Swallow"] +--- +# Homeward Swallow *Item 5* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 150 gp +- **Usage** tattooed on the body; **Bulk** — +- **Category** Tattoo + +This small tattoo of a swallow always points toward your home. The tattooing must take place at a location you consider to be your home, or the magic fails to bind with the ink. When you travel to your home using teleportation that can be off target, such as teleport or plane shift, you arrive exactly at your home. If your home is destroyed or you come to believe a new place is your home, this tattoo fades from your skin. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You sense the direction toward your home. +``` + +*Source: Treasure Vault p. 120* \ No newline at end of file diff --git a/compendium/equipment/items/homeward-wayfinder-lopsg.md b/compendium/equipment/items/homeward-wayfinder-lopsg.md new file mode 100644 index 000000000..d10bda6f2 --- /dev/null +++ b/compendium/equipment/items/homeward-wayfinder-lopsg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/worn +- trait/conjuration +- trait/evocation +- trait/invested +- trait/magical +- trait/teleportation +- trait/uncommon +aliases: ["Homeward Wayfinder"] +--- +# Homeward Wayfinder *Item 13* +[conjuration](rules/traits/conjuration.md) [evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2750 gp +- **Usage** worn +- **Category** Worn + +Homeward wayfinders are powerful escape tools in the hands of a Pathfinder agent, drawing upon a special connection to the Maze of the Open Road. In addition to the effects of a wayfinder (Core Rulebook 617), a homeward wayfinder attunes itself to the most recent Pathfinder Lodge you've visited and has the following activation. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This [teleportation](rules/traits/teleportation.md) effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space. +``` + +*Source: Lost Omens: Pathfinder Society Guide p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/honeyscent-lol.md b/compendium/equipment/items/honeyscent-lol.md new file mode 100644 index 000000000..3021a1558 --- /dev/null +++ b/compendium/equipment/items/honeyscent-lol.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/inhaled +- trait/poison +- trait/rare +aliases: ["Honeyscent"] +--- +# Honeyscent *Item 10* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) [rare](rules/traits/rare.md) + +- **Price** 180 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This sweet-scented poison triggers vivid hallucinations in those who succumb to it, causing most to believe swarms of ravenous biting insects are feeding on them. So vivid are these hallucinations that the victims damage themselves by scratching and clawing at the imaginary swarm. At the GM's discretion, a creature incapable of clawing at itself might instead slam against solid objects, in which case the poison inflicts bludgeoning damage. + +```ad-inline-affliction +title: Saving Throw: DC 30 Will + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `2d6` slashing damage (1 round) + +**Stage 2** `2d6` slashing damage and [stupefied](rules/conditions.md#Stupefied) (1 round) + +**Stage 3** `2d6` slashing damage, [drained](rules/conditions.md#Drained), and [stupefied](rules/conditions.md#Stupefied) (1 round) +``` + +*Source: Lost Omens: Legends p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/hongali-hornbow-lotgb.md b/compendium/equipment/items/hongali-hornbow-lotgb.md new file mode 100644 index 000000000..51eb17b3c --- /dev/null +++ b/compendium/equipment/items/hongali-hornbow-lotgb.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/weapon/advanced +- trait/deadly-d6 +- trait/propulsive +- trait/uncommon +aliases: ["Hongali Hornbow"] +--- +# Hongali Hornbow *Item 0* +[deadly ](rules/traits/deadly.md) [propulsive](rules/traits/propulsive.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 11 gp +- **Bulk** 2 +- **Damage** `1d8` P +- **Range** 40 ft.; **Reload** 0 +- **Hands** 1+ +- **Category** Advanced; **Group** Bow + +These immense bows are traditionally made from the horns of great beasts, though modern residents of Hongal, the northernmost nation in Tian Xia, often use composite materials or even small trees as the weapon's base. While Hongali hornbows have a shorter range than other bows, they make up for it by focusing the power of the longbow at a short distance and can be used from horseback—perfect for the skirmishing fighting style of mounted Hongali troops. While it's difficult for those in Avistan to get their hands on these Hongali weapons, a small warband of beast-riding orcs from the Hold of Belkzen managed to arm themselves with Hongali hornbows and cut a bloody swathe through adventurers and neighboring militaries alike for several years before they were finally defeated via a desperate ambush. The stories of that warband spread, causing Avistani adventurers with little knowledge of Tian Xia to associate the bows with orcs. Hongali characters have access to the Hongali hornbow. + +*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/hook-sword-tv.md b/compendium/equipment/items/hook-sword-tv.md new file mode 100644 index 000000000..a84170059 --- /dev/null +++ b/compendium/equipment/items/hook-sword-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/advanced +- trait/disarm +- trait/monk +- trait/parry +- trait/trip +- trait/twin +- trait/uncommon +aliases: ["Hook Sword"] +--- +# Hook Sword *Item 0* +[disarm](rules/traits/disarm.md) [monk](rules/traits/monk.md) [parry](rules/traits/parry.md) [trip](rules/traits/trip.md) [twin](rules/traits/twin.md) [uncommon](rules/traits/uncommon.md) + +- **Access** If the player character come from a region in Tian Xia, this weapon is common +- **Price** 3 gp +- **Bulk** 1 +- **Damage** `1d6` S +- **Hands** 1 +- **Category** Advanced; **Group** Sword + +This long sword has a hook near the tip which makes it easy to snag an opponent or their weapons. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/hopeful-lotgb.md b/compendium/equipment/items/hopeful-lotgb.md new file mode 100644 index 000000000..610d5d4fc --- /dev/null +++ b/compendium/equipment/items/hopeful-lotgb.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/rune +- trait/enchantment +- trait/magical +- trait/uncommon +aliases: ["Hopeful"] +--- +# Hopeful *Item 11* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1200 gp +- **Usage** etched onto a weapon +- **Category** Rune + +A weapon with a hopeful rune exudes positivity. On a critical hit with this weapon, you inspire your comrades, pushing them to fight harder and stand for your shared convictions. Allies within 30 feet that share at least one alignment component with you gain a +1 status bonus to attack rolls until the end of your next turn. + +*Source: Lost Omens: The Grand Bazaar p. 84* \ No newline at end of file diff --git a/compendium/equipment/items/horn-of-the-aoyin-da.md b/compendium/equipment/items/horn-of-the-aoyin-da.md new file mode 100644 index 000000000..0a6af89c9 --- /dev/null +++ b/compendium/equipment/items/horn-of-the-aoyin-da.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/held +- trait/cursed +- trait/enchantment +- trait/magical +- trait/rare +aliases: ["Horn of the Aoyin"] +--- +# Horn of the Aoyin *Item 13* +[cursed](rules/traits/cursed-gmg.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** held in 2 hands; **Bulk** 1 +- **Category** Held + +This musical instrument is crafted from the horn of an aoyin—a large, cannibalistic beast whose form resembles an ox with a white body, four horns, and hair as coarse as straw—and carved with fell symbols. If the horn of the aoyin's owner doesn't use the instrument's activation on sapient creatures at least once a day, the horn of the aoyin activates at some point of its own choosing on the owner, and the owner critically fails with no saving throw. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) + +- **Requirements**: You're trained in [Performance](compendium/skills.md#Performance) + +**Effect** You blow the horn, creating a low growling sound. + +Creatures other than you within 60 feet must attempt a DC 30 Will save. Those who fail become overwhelmed with an animalistic rage and the urge to consume flesh for 1 round, or 1 minute on a critical failure. They indiscriminately attack the nearest target unaffected by the magic of the horn unless there are no such targets, at which point they set on each other. While affected, they gain a jaws unarmed attack that deals `1d8` piercing damage, deal an additional 2 damage with unarmed attacks, and lose the ability to use any weaponry. They also gain a +2 status bonus to saving throws against [mental](rules/traits/mental.md) effects and pain, can detect bleeding creatures and open wounds as an imprecise sense with a range of 30 feet, and gain a +10- foot status bonus to their Speed. Lastly, they take a –1 penalty to AC and are unable to use concentrate actions other than Seeking. Creatures who critically succeed are temporarily immune for 24 hours. +%% #trait/auditory #trait/emotion #trait/enchantment #trait/incapacitation #trait/magical #trait/mental %% +``` + +*Source: Dark Archive p. 115* \ No newline at end of file diff --git a/compendium/equipment/items/horned-hand-rests-lotgb.md b/compendium/equipment/items/horned-hand-rests-lotgb.md new file mode 100644 index 000000000..e931bcd39 --- /dev/null +++ b/compendium/equipment/items/horned-hand-rests-lotgb.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/companion +- trait/companion +- trait/evocation +- trait/invested +- trait/magical +aliases: ["Horned Hand Rests"] +--- +# Horned Hand Rests *Item 6+* +[companion](rules/traits/companion.md) [evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn; **Bulk** 1 +- **Category** Companion + +These thick bull or ram horns fuse into the armrests of your legchair companion, giving it more aggressive options. Your animal companion can only invest this item if it is a legchair. + +```ad-embed-ability +title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") + +You trace your finger along the base of the ram horns, with an effect depending on how many actions you spent. + +- **[>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")** Your legchair draws force from its momentum. Until the end of this turn, if your legchair Strides, it deals `2d6` additional force damage on its next [Strike](rules/actions/strike.md) and, on a critical success, pushes the target away by 5 feet. +- **[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")** Your legchair fires a beam of force from its ram horns. The target takes `4d6` force damage and must attempt a DC 22 Fortitude save. + + > [!success-degree] + > - **Critical Success** The target is unaffected. + > - **Success** The target takes half damage and is pushed 5 feet. + > - **Failure** The target takes full damage and is pushed 10 feet. + > - **Critical Failure** The target takes double damage and is pushed 20 feet. +``` + +*Source: Lost Omens: The Grand Bazaar p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/horns-of-naraga-gmg.md b/compendium/equipment/items/horns-of-naraga-gmg.md new file mode 100644 index 000000000..fc7ee6f07 --- /dev/null +++ b/compendium/equipment/items/horns-of-naraga-gmg.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/artifact +- trait/artifact +- trait/invested +- trait/magical +- trait/necromancy +- trait/unique +aliases: ["Horns Of Naraga"] +--- +# Horns Of Naraga *Item 26* +[artifact](rules/traits/artifact-gmg.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [unique](rules/traits/unique.md) + +- **Usage** worn headwear; **Bulk** 2 +- **Category** Artifact + +This imposing helm bears the horns of a powerful black dragon. While wearing the Horns of Naraga, you gain [greater darkvision](rules/abilities/darkvision.md) and immunity to acid. If you are undead, you gain resistance 40 to positive damage. If you are not undead, the helm quickly saps the life from you, dealing `10d6` negative damage to you every round. If you die from this damage, you rise as an undead of an equal level in `1d4` rounds. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You touch a creature as part of an unarmed attack or melee spell attack roll + +**Effect** The creature takes `5d6` negative damage. If you are an undead, you regain Hit Points equal to the negative damage the creature took. +``` + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +The Horns of Naraga transform into Naraga, an ancient black dragon (Bestiary 106). Naraga appears in an adjacent appropriate space, and if no such space is available, she does not appear. Naraga follows your commands without question. She remains for up to 1 hour or until you use an [Interact](rules/actions/interact.md) action to dismiss her, after which she reverts back to the helm. If Naraga is slain, she immediately reverts back to the helm and can't be summoned for 1 week. You don't receive any of the helm's other benefits while it is transformed. +``` + +*Source: Gamemastery Guide p. 109* \ No newline at end of file diff --git a/compendium/equipment/items/horrid-figurine-tv.md b/compendium/equipment/items/horrid-figurine-tv.md new file mode 100644 index 000000000..c1d5ca6b8 --- /dev/null +++ b/compendium/equipment/items/horrid-figurine-tv.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/magical +- trait/necromancy +aliases: ["Horrid Figurine"] +--- +# Horrid Figurine *Item 8* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Price** 450 gp +- **Usage** held in 2 hands; **Bulk** L +- **Category** Held + +Carved in a putrid jade, the color of disease, this figurine is a bloated humanoid mass of writhing vermin and serpents, all rendered in disgusting detail. The creeping pattern is carved so they seem to move and contort the more one views the figurine. When activated, the effect is amplified to a disgusting or horrifying degree. The figurine can be activated twice per day. If you try to activate it a third time during a day, it dissolves into a puddle of non-magical, putrid glue, causing you to become [sickened](rules/conditions.md#Sickened). + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +Holding the figurine over your head and speaking one command word causes a wave of nausea in a 20-foot emanation. Each creature in the emanation must succeed at a DC 24 Fortitude save or become [sickened](rules/conditions.md#Sickened). You're immune to this effect. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +Holding the figurine over your head and speaking a different command word causes those around to tremble in fear. Each creature in a 20-foot emanation must succeed at a DC 24 Will save or become [frightened](rules/conditions.md#Frightened). You're immune to this effect. +``` + +*Source: Treasure Vault p. 115* \ No newline at end of file diff --git a/compendium/equipment/items/horse-lotg.md b/compendium/equipment/items/horse-lotg.md new file mode 100644 index 000000000..8aebc3cfd --- /dev/null +++ b/compendium/equipment/items/horse-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Horse"] +--- +# Horse *Item 0* + +- **Price** 2 gp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/hosteling-statuette-lotgb.md b/compendium/equipment/items/hosteling-statuette-lotgb.md new file mode 100644 index 000000000..62070a53c --- /dev/null +++ b/compendium/equipment/items/hosteling-statuette-lotgb.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/companion +- trait/companion +- trait/invested +- trait/primal +- trait/transmutation +- trait/uncommon +aliases: ["Hosteling Statuette"] +--- +# Hosteling Statuette *Item 4* +[companion](rules/traits/companion.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 80 gp +- **Usage** worn; **Bulk** L +- **Category** Companion + +This soapstone statuette resembles an unidentified lump with a vaguely animal shape, worn on a band or cord around the companion's neck. When your companion invests the item, the statuette changes to appear as a miniature carved soapstone version of the companion. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You touch your companion, merging it into the statuette and ending the activation with the statuette in your hand (or on the ground in your space if you don't have a hand free). While in statuette form, your companion has the [petrified](rules/conditions.md#Petrified) condition, and its size is Tiny. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +- **Requirements**: Your companion is in statuette form + +**Effect** You call forth your companion from the statuette, causing it to unmerge and appear in an unoccupied space adjacent to you. +``` + +*Source: Lost Omens: The Grand Bazaar p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/house-eagle-lotg.md b/compendium/equipment/items/house-eagle-lotg.md new file mode 100644 index 000000000..46fa0b8d7 --- /dev/null +++ b/compendium/equipment/items/house-eagle-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["House Eagle"] +--- +# House Eagle *Item 0* + +- **Price** 10 gp +- **Category** Pet + +These smaller falcons feature the brown-and-white markings of eagles and are popular among Eagle Knights. They serve both as a symbol of national pride and help keep watch in the field. They can be kept in a home but require a dedicated perch. They're known for pouncing on and tearing up floor rugs. + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/hovering-potion-tv.md b/compendium/equipment/items/hovering-potion-tv.md new file mode 100644 index 000000000..19166a570 --- /dev/null +++ b/compendium/equipment/items/hovering-potion-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/potion +- trait/consumable +- trait/evocation +- trait/magical +- trait/potion +aliases: ["Hovering Potion"] +--- +# Hovering Potion *Item 7* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) + +- **Price** 55 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +A foamy, cloudy liquid, hovering potion enables you to defy gravity for 5 minutes. By default, the potion causes you to float several inches off the ground. If you take a [Stride](rules/actions/stride.md) action, you can move 10 feet up or down in the air. You can instead [Climb](rules/actions/climb.md) at your full Speed or [Stride](rules/actions/stride.md) to move along a horizontal surface at half your Speed. The GM determines which surfaces can be climbed or moved across this way. If you fall while this potion is in effect, you can use the [Arrest a Fall](rules/actions/arrest-a-fall.md) reaction as if you had a fly Speed. If you have a fly Speed, you remain airborne at the end of your turn, even if you didn't use a [Fly](rules/actions/fly.md) action this round. + +*Source: Treasure Vault p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/hummingbird-wayfinder-lopsg.md b/compendium/equipment/items/hummingbird-wayfinder-lopsg.md new file mode 100644 index 000000000..cf18ff666 --- /dev/null +++ b/compendium/equipment/items/hummingbird-wayfinder-lopsg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/worn +- trait/evocation +- trait/invested +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Hummingbird Wayfinder"] +--- +# Hummingbird Wayfinder *Item 12* +[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1750 gp +- **Usage** worn +- **Category** Worn + +Hummingbird wayfinders blend a few Arcadian secrets into the original wayfinder design, allowing the wayfinder to gain mobility for a time and act as a spy. In addition to the effects of a wayfinder (Core Rulebook 617), a hummingbird wayfinder has the following activation. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You cause the wayfinder to transform into a Tiny bee hummingbird, only 2 inches long. Other than the wayfinder being a visible bird, this has the effects of prying eye. In addition to Seeking through the hummingbird, you can activate any aeon stone within the wayfinder as if the wayfinder were still on your person. When the effect ends, the wayfinder transforms back to normal in its current position. Damaging the bird ends the effect but does not destroy the wayfinder. +``` + +*Source: Lost Omens: Pathfinder Society Guide p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/hundred-moth-caress-som.md b/compendium/equipment/items/hundred-moth-caress-som.md new file mode 100644 index 000000000..634bfef8e --- /dev/null +++ b/compendium/equipment/items/hundred-moth-caress-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/held +- trait/divine +- trait/necromancy +- trait/negative +aliases: ["Hundred-moth Caress"] +--- +# Hundred-moth Caress *Item 8* +[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +- **Price** 475 gp +- **Usage** held in 2 hands; **Bulk** 2 +- **Category** Held + +The handles of this +1 striking scythe are made from a dull, gray wood of bone-like consistency, and when you slice with it, a fluttering gust of hundreds of moths' wingbeats fills the air. If you're a devotee of [Urgathoa](compendium/setting/deities/urgathoa.md), you can use this scythe as a divine focus, and with every [Strike](rules/actions/strike.md), it exudes a pallid cloud of powdery dust. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +You deal `1d10` negative damage to yourself. If your next action is to [Strike](rules/actions/strike.md) with the scythe or to [Cast a Spell](rules/actions/cast-a-spell.md) with the [disease](rules/traits/disease.md) or [negative](rules/traits/negative.md) trait, that [Strike](rules/actions/strike.md) or spell deals additional negative damage equal to the damage you took (after any reductions or increases from immunity, resistances, weaknesses). +%% #trait/divine #trait/necromancy #trait/negative %% +``` + +*Source: Secrets of Magic p. 185* \ No newline at end of file diff --git a/compendium/equipment/items/hunger-oil-tv.md b/compendium/equipment/items/hunger-oil-tv.md new file mode 100644 index 000000000..33e3591d5 --- /dev/null +++ b/compendium/equipment/items/hunger-oil-tv.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/contact +- trait/divine +- trait/necromancy +- trait/poison +- trait/uncommon +aliases: ["Hunger Oil"] +--- +# Hunger Oil *Item 11* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 235 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Rendered from the fat of corporeal undead creatures and infused with ghoulish magic, this yellowish oil causes its victims to experience stabbing hunger pangs that only living flesh can abate. If the victim eats at least a mouthful of humanoid flesh, it ignores the [enfeebled](rules/conditions.md#Enfeebled) condition from hunger oil for 1 minute. + +Victims under the effect of hunger oil regain only half as many Hit Points from healing effects unless they've eaten at least a mouthful of humanoid flesh in the last minute. + +```ad-inline-affliction +title: Saving Throw: DC 30 Fortitude + +- **Onset**: 1 minute +- **Maximum Duration**: 6 minutes + +## Stages + +**Stage 1** [enfeebled](rules/conditions.md#Enfeebled) (1 minute) + +**Stage 2** [enfeebled](rules/conditions.md#Enfeebled) (1 minute) + +**Stage 3** [enfeebled](rules/conditions.md#Enfeebled) (1d4 minutes) +``` + +*Source: Treasure Vault p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/hungering-maw-tv.md b/compendium/equipment/items/hungering-maw-tv.md new file mode 100644 index 000000000..8947076ae --- /dev/null +++ b/compendium/equipment/items/hungering-maw-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/abjuration +- trait/consumable +- trait/magical +- trait/necromancy +- trait/talisman +- trait/uncommon +aliases: ["Hungering Maw"] +--- +# Hungering Maw *Item 17* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2200 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** command; **Trigger** You attempt a saving throw against a [possession](rules/traits/possession.md) effect; **Requirements** You are a master in Will saves. +- **Category** Talisman + +A shining onyx gemstone clutched in a pair of black steel jaws, this pendant is a potent defense against [hostile](rules/conditions.md#Hostile) spirits and other beings who commandeer the bodies of others. When you Activate it, you gain a +4 item bonus to your saving throw against the triggering effect. If your result prevents you from being possessed, the creature that attempted to possess you is subject to a DC 37 [bind soul](compendium/spells/bind-soul.md) spell, which can trap it in the talisman as if it had recently died. The talisman's magic is exhausted after use, but a soul trapped this way remains imprisoned inside, as detailed in the spell description. Starting at the end of its next turn, the trapped creature gets a new save to end the effect at the end of each of its turns. + +*Source: Treasure Vault p. 94* \ No newline at end of file diff --git a/compendium/equipment/items/hunters-arrowhead-tv.md b/compendium/equipment/items/hunters-arrowhead-tv.md new file mode 100644 index 000000000..6e6581ef8 --- /dev/null +++ b/compendium/equipment/items/hunters-arrowhead-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/enchantment +- trait/invested +- trait/magical +- trait/rare +aliases: ["Hunter's Arrowhead"] +--- +# Hunter's Arrowhead *Item 4* +[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 80 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +A hunter's arrowhead is meant to be worn as a charm, such as a pendant, or carried in a pocket or quiver. The arrowhead is etched with images sacred to the elven god [Ketephys](compendium/setting/deities/ketephys-logm.md). While you wear or carry the arrowhead, it infuses you with great skill at hunting, and you gain a +1 item bonus to [Survival](compendium/skills.md#Survival) checks and attack rolls against any creature you've currently designated as your prey with [Hunt Prey](rules/actions/hunt-prey.md). A hunter's arrowhead is also a religious symbol of [Ketephys](compendium/setting/deities/ketephys-logm.md). + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You would miss with an attack made with a bow + +**Effect** You gain a +2 circumstance bonus to your attack roll, possibly turning a miss into a hit. +``` + +*Source: Treasure Vault p. 153* \ No newline at end of file diff --git a/compendium/equipment/items/hunters-bow-bb.md b/compendium/equipment/items/hunters-bow-bb.md new file mode 100644 index 000000000..c77036475 --- /dev/null +++ b/compendium/equipment/items/hunters-bow-bb.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/bb +- item/category/weapon +- trait/evocation +- trait/magical +aliases: ["Hunter's Bow"] +--- +# Hunter's Bow *Item 3* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 60 gp +- **Category** Weapon + +Stealthy hunters and rogues can use this shortbow to attack from hiding. If you use this bow to [Strike](rules/actions/strike.md) a target that can't see you and you get a critical hit, the target takes an extra `1d6` damage (this is in addition to sneak attack damage if you're a rogue). + +*Source: Beginner Box p. 51* \ No newline at end of file diff --git a/compendium/equipment/items/hunters-brooch-av2.md b/compendium/equipment/items/hunters-brooch-av2.md new file mode 100644 index 000000000..33d4203c3 --- /dev/null +++ b/compendium/equipment/items/hunters-brooch-av2.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av2 +- item/category/worn +- trait/divine +- trait/invested +- trait/positive +- trait/transmutation +- trait/unique +aliases: ["Hunter's Brooch"] +--- +# Hunter's Brooch *Item 4* +[divine](rules/traits/divine.md) [invested](rules/traits/invested.md) [positive](rules/traits/positive.md) [transmutation](rules/traits/transmutation.md) [unique](rules/traits/unique.md) + +- **Price** 80 gp +- **Usage** worn; **Bulk** L +- **Category** Worn + +While wearing this silver religious symbol of [Erastil](compendium/setting/deities/erastil.md), you can cast the [disrupt undead](compendium/spells/disrupt-undead.md) cantrip as an innate divine spell. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +By touching a weapon you wield to the symbol and uttering a plea for [Erastil](compendium/setting/deities/erastil.md)'s steadying hand, you grant that weapon the [deadly ](rules/traits/deadly.md) trait. Against undead, the weapon instead gains the fatal trait. This blessing lasts for 1 minute, until you score a critical hit with the weapon, or until you aren't wielding the weapon. +``` + +*Source: Abomination Vaults #2: Hands of the Devil p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/hunters-dawn-ec6.md b/compendium/equipment/items/hunters-dawn-ec6.md new file mode 100644 index 000000000..60152e032 --- /dev/null +++ b/compendium/equipment/items/hunters-dawn-ec6.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec6 +- item/category/artifact +- trait/arcane +- trait/artifact +- trait/enchantment +- trait/unique +aliases: ["Hunter's Dawn"] +--- +# Hunter's Dawn *Item 23* +[arcane](rules/traits/arcane.md) [artifact](rules/traits/artifact-gmg.md) [enchantment](rules/traits/enchantment.md) [unique](rules/traits/unique.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Artifact + +Hunter's Dawn is a club. However, the notched head of the weapon marks it as an atlatl, an ancient tool used for throwing [darts](compendium/equipment/items/dart.md) and [javelins](compendium/equipment/items/javelin.md). You can use Hunter's Dawn with a mundane dart or javelin like you would use a bow with an arrow; when you do so, the range of the dart or javelin is doubled, and the dart or javelin uses Hunter's Dawn to determine its attack modifier and damage dice. + +```ad-embed-ability +title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") + +You swing Hunter's Dawn and launch a magically conjured javelin at a target within 60 feet, making a ranged [Strike](rules/actions/strike.md). The javelin has the statistics of a javelin but gains the magical properties of Hunter's Dawn and disappears immediately after hitting or missing its target. On a successful hit, you deal damage (`3d6` piercing, due to the atlatl's greater striking rune, plus your Strength modifier); in addition, a gazelle leaps from the hit target to one or more targets within 20 feet of the first, dealing `2d6` piercing damage plus your Strength modifier. + +The number of additional targets hit in this way is equal to the number of actions you spend to activate this ability (one additional target if you used one action, two additional targets for two actions, and so forth). +``` + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You hit a creature with a ranged Strike with Hunter's Dawn + +**Effect** The target is marked. Once per day, you can cast a 5th-level [locate](compendium/spells/locate.md) spell on the marked target, regardless of its distance from you or your ability to cast spells. This effect persists until it is dispelled (counterspell DC 46), the creature dies, or a new target is marked. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You shave a curl of wood from Hunter's Dawn and create a roaring fire within 15 feet. You can choose one of the following shapes for the fire to take: a 10-foot square, a 20-foot line, or a 15-foot cone. Each creature in the affected squares take `6d6` fire damage (DC 46 basic Reflex save) +``` + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/hype-lol.md b/compendium/equipment/items/hype-lol.md new file mode 100644 index 000000000..ca5521d13 --- /dev/null +++ b/compendium/equipment/items/hype-lol.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/drug +- trait/ingested +- trait/poison +- trait/rare +aliases: ["Hype"] +--- +# Hype *Item 8* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [rare](rules/traits/rare.md) + +- **Price** 100 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +A synthetic adrenaline supplement that increases awareness and reaction time. + +```ad-inline-affliction +title: Saving Throw: DC 25 Fortitude + +- **Maximum Duration**: 1 minute + +## Stages + +**Stage 1** [quickened](rules/conditions.md#Quickened) and can use the additional action to [Step](rules/actions/step.md) or [Stride](rules/actions/stride.md) (1 round) + +**Stage 2** [stupefied](rules/conditions.md#Stupefied) (1 round) + +**Stage 3** [drained](rules/conditions.md#Drained) and [stupefied](rules/conditions.md#Stupefied) (1 round) +``` + +*Source: Lost Omens: Legends p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/ice-slick-snare-pfum.md b/compendium/equipment/items/ice-slick-snare-pfum.md new file mode 100644 index 000000000..53eacdc0b --- /dev/null +++ b/compendium/equipment/items/ice-slick-snare-pfum.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/pfum +- item/category/snare +- trait/cold +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +- trait/uncommon +aliases: ["Ice Slick Snare"] +--- +# Ice Slick Snare *Item 4* +[cold](rules/traits/cold.md) [consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 40 gp +- **Category** Snare + +Using a moderate frost vial as a catalyst, this snare spills out over the ground when triggered to create a slippery patch of ice on the ground. When a creature triggers this snare, it takes `2d6` cold damage and must attempt a DC 22 Reflex saving throw. + +*Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/ichthyosis-mutagen-av2.md b/compendium/equipment/items/ichthyosis-mutagen-av2.md new file mode 100644 index 000000000..6993fbcf5 --- /dev/null +++ b/compendium/equipment/items/ichthyosis-mutagen-av2.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av2 +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/mutagen +- trait/polymorph +- trait/rare +aliases: ["Ichthyosis Mutagen"] +--- +# Ichthyosis Mutagen *Item 5* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) [rare](rules/traits/rare.md) + +- **Price** 24 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +After you drink this mutagen, your skin continually renews itself, thickening into large, scaly patches. + +Benefit For 1 minute, you gain fast healing 2 and automatically succeed at flat checks to recover from [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +Drawback Your thickened skin makes quick movement difficult, and your excess skin flakes off with the slightest movement. + +You take a –2 penalty to Reflex saves for 1 minute. Any creature attempting to [Track](rules/actions/track.md) you in the next 24 hours gains a +4 circumstance bonus to their check. + +*Source: Abomination Vaults #2: Hands of the Devil p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/icy-disposition-av2.md b/compendium/equipment/items/icy-disposition-av2.md new file mode 100644 index 000000000..d178b8228 --- /dev/null +++ b/compendium/equipment/items/icy-disposition-av2.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av2 +- item/category/contract +- trait/abjuration +- trait/contract +- trait/invested +- trait/magical +- trait/rare +aliases: ["Icy Disposition"] +--- +# Icy Disposition *Item 11* +[abjuration](rules/traits/abjuration.md) [contract](rules/traits/contract-lol.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Devil** gelugon; **Decipher Writing** [Nature](compendium/skills.md#Nature), [Games Lore](compendium/skills.md#Lore) +- **Category** Contract + +Your flesh looks no different, but is cold to the touch. + +**Benefit** You gain cold resistance equal to your level and a +1 status bonus to saving throws against [mental](rules/traits/mental.md) effects. + +**Payment** Liquids in your possession, including potions and liquid alchemical items, freeze over the course of 1 minute and thaw 1 minute after they leave your possession. Frozen potions and elixirs take 1 minute to consume. + +**Hidden Condition** ([conjuration](rules/traits/conjuration.md), [teleportation](rules/traits/teleportation.md)) No more than once per week, the gelugon can move you like a piece on a game board to advance its schemes. The gelugon can appear and transport you and any items you're wearing and holding from your current space to a clear space within 500 feet (the gelugon need not see this location, but must know its relative location and distance from you). This effect doesn't transport any other creatures. The gelugon is unlikely to place you in a less dangerous space than the one you left. + +**Termination Clause** The contract provides you the benefits of "the eternal ice of Cocytus." If you travel to Cocytus, Hell's seventh layer, and stand within an area at least 100 feet across that contains no ice and has a temperature above freezing, the contract is void. Such locations are exceptionally rare in Cocytus, and the efforts to create such an area are likely to attract unpleasant attention. + +*Source: Abomination Vaults #2: Hands of the Devil p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/illuminated-folio-tv.md b/compendium/equipment/items/illuminated-folio-tv.md new file mode 100644 index 000000000..50506a27d --- /dev/null +++ b/compendium/equipment/items/illuminated-folio-tv.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/grimoire +- trait/conjuration +- trait/grimoire +- trait/magical +aliases: ["Illuminated Folio"] +--- +# Illuminated Folio *Item 14* +[conjuration](rules/traits/conjuration.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) + +- **Price** 4200 gp +- **Bulk** L +- **Category** Grimoire + +The pages of this part-spellbook, part-bestiary are illustrated with all manner of creatures, magical and mundane. The illustrations shift and move around the page when examined. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[metamagic](rules/traits/metamagic.md) + +If your next action is to cast a conjuration spell prepared from this grimoire that summons one or more creatures, you summon creatures from the illuminated folio rather than their usual source. These summoned creatures appear as living illustrations, granting them resistance to physical damage equal to half their level and weakness 5 to fire and to any ability with the [water](rules/traits/water.md) trait. + +They can also fold themselves up to pass through spaces only an inch or so wide as part of their movement. +%% #trait/metamagic %% +``` + +*Source: Treasure Vault p. 112* \ No newline at end of file diff --git a/compendium/equipment/items/immortal-bastion-tv.md b/compendium/equipment/items/immortal-bastion-tv.md new file mode 100644 index 000000000..4d5ce4b42 --- /dev/null +++ b/compendium/equipment/items/immortal-bastion-tv.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/abjuration +- trait/invested +- trait/magical +aliases: ["Immortal Bastion"] +--- +# Immortal Bastion *Item 20* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 70000 gp +- **Usage** worn armor; **Bulk** 5 +- **Category** Armor + +This impressive +3 greater resilient greater fortification bastion plate is built like an impregnable castle, with multiple layers of defense and no weak points. When you activate the armor's deflect melee trait, you gain a +2 circumstance bonus to AC against melee attacks instead of +1, and you gain 10 temporary Hit Points that last until the start of your next turn. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You are reduced to 0 Hit Points or would die from a [death](rules/traits/death.md) effect + +**Effect** You drop to 1 Hit Point instead of being reduced to 0 HP or [dying](rules/conditions.md#Dying), and you gain 100 temporary Hit Points that last until the start of your next turn. +``` + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You would gain or increase the [doomed](rules/conditions.md#Doomed) or [wounded](rules/conditions.md#Wounded) condition + +**Effect** You avoid gaining or increasing the condition. If the triggering effect imposes both [doomed](rules/conditions.md#Doomed) and [wounded](rules/conditions.md#Wounded), choose only one to prevent. This doesn't remove either of the conditions if you already have them, nor does it prevent the same triggering effect from giving or increasing the prevented condition later. +``` + +*Source: Treasure Vault p. 15* \ No newline at end of file diff --git a/compendium/equipment/items/immovable-arm-lotgb.md b/compendium/equipment/items/immovable-arm-lotgb.md new file mode 100644 index 000000000..f5c6f6708 --- /dev/null +++ b/compendium/equipment/items/immovable-arm-lotgb.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/assistive-item/prosthesis +- trait/magical +- trait/transmutation +aliases: ["Immovable Arm"] +--- +# Immovable Arm *Item 9* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 700 gp +- **Usage** worn; **Bulk** 1 +- **Category** Prosthesis + +The flat iron bar of an immovable rod has been worked into the core frame of this prosthetic arm, a small button discreetly placed at the heel of the hand. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You curl your fingers inward to press the button on the heel of your hand, anchoring your prosthetic arm in place. Your arm no longer moves, defying gravity if necessary. You can still move the fingers of this hand and your elbow, shoulder, and rest of your body while the magic is in effect, but you can't move your wrist. If you press the button again, the rod inside your arm is deactivated, ending the magic that anchors it in place. While anchored, the arm can be moved only if 8,000 pounds of pressure is placed upon it or if a creature succeeds at a DC 40 [Athletics](compendium/skills.md#Athletics) check to [Force Open](rules/actions/force-open.md) your arm. A creature can notice the button [hidden](rules/conditions.md#Hidden) in the hand of the prosthesis with a successful DC 25 [Perception](compendium/skills.md#Perception) check to [Seek](rules/actions/seek.md). +``` + +*Source: Lost Omens: The Grand Bazaar p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/immovable-potion-tv.md b/compendium/equipment/items/immovable-potion-tv.md new file mode 100644 index 000000000..6547ff3b6 --- /dev/null +++ b/compendium/equipment/items/immovable-potion-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/potion +- trait/consumable +- trait/magical +- trait/potion +- trait/transmutation +aliases: ["Immovable Potion"] +--- +# Immovable Potion *Item 10* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 160 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +When you drink the thick, slate-colored immovable potion, you become anchored in place, even defying gravity, rendering you [immobilized](rules/conditions.md#Immobilized) for 1 minute or until you [Dismiss](rules/actions/dismiss.md) the activation. + +While you are [immobilized](rules/conditions.md#Immobilized) this way, the DC to move you from your place, including knocking you [prone](rules/conditions.md#Prone), is 40. + +*Source: Treasure Vault p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/immovable-tv.md b/compendium/equipment/items/immovable-tv.md new file mode 100644 index 000000000..ee8d0934a --- /dev/null +++ b/compendium/equipment/items/immovable-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Immovable"] +--- +# Immovable *Item 12* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1800 gp +- **Usage** etched onto armor +- **Category** Rune + +This rune utilizes magical principles used in an immovable rod (Core Rulebook 574). + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Your armor anchors you in place, even defying gravity, rendering you [immobilized](rules/conditions.md#Immobilized) until you [Dismiss](rules/actions/dismiss.md) the Activation. While you're [immobilized](rules/conditions.md#Immobilized) in this way, you can be moved only if a creature succeeds at a DC 40 [Athletics](compendium/skills.md#Athletics) check to [Force Open](rules/actions/force-open.md) your armor. You can also be moved if 8,000 pounds of pressure are placed upon you, though this is likely fatal. +``` + +*Source: Treasure Vault p. 12* \ No newline at end of file diff --git a/compendium/equipment/items/imp-shot-tv.md b/compendium/equipment/items/imp-shot-tv.md new file mode 100644 index 000000000..3035ee70b --- /dev/null +++ b/compendium/equipment/items/imp-shot-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/conjuration +- trait/consumable +- trait/magical +aliases: ["Imp Shot"] +--- +# Imp Shot *Item 5* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Price** 24 gp +- **Ammunition** any +- **Activate** command +- **Category** Consumable + +This black‑and‑red ammunition contains an egg‑shaped capsule. When an activated imp shot hits, the capsule cracks open and releases a manifestation that resembles a Tiny imp that can't act in any way or provide benefits outside those described here. + +If the [Strike](rules/actions/strike.md) misses the target, the imp appears, makes a rude gesture at you, and vanishes in a puff of sulfuric smoke. On a hit, though, the imp harries the target for up to 1 minute, remaining in the target's space, slapping, nipping, hurling insults, and moving with the target as it moves. A creature harried by the imp is [flat‑footed](rules/conditions.md#Flat-footed) and takes a –2 circumstance penalty to attack rolls and skill checks. At the start of your turn on each round while the imp is active, you must attempt a DC 11 flat check. On a failure, the imp makes a final vulgar gesture at the target and vanishes in a cloud of brimstone. + +*Source: Treasure Vault p. 82* \ No newline at end of file diff --git a/compendium/equipment/items/impactful-som.md b/compendium/equipment/items/impactful-som.md new file mode 100644 index 000000000..05911563c --- /dev/null +++ b/compendium/equipment/items/impactful-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/rune +- trait/evocation +- trait/force +- trait/magical +aliases: ["Impactful"] +--- +# Impactful *Item 10+* +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [magical](rules/traits/magical.md) + +- **Usage** etched onto a weapon +- **Category** Rune + +This rune thrums with pure magical energy. Weapons with the rune deal an additional `1d6` force damage on a successful [Strike](rules/actions/strike.md). On a critical hit, you can choose to force the target to succeed at a DC 27 Fortitude save or be pushed 5 feet away from you. + +*Source: Secrets of Magic p. 185* \ No newline at end of file diff --git a/compendium/equipment/items/implacable-lotgb.md b/compendium/equipment/items/implacable-lotgb.md new file mode 100644 index 000000000..1f10e990b --- /dev/null +++ b/compendium/equipment/items/implacable-lotgb.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/rune +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Implacable"] +--- +# Implacable *Item 11* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1200 gp +- **Usage** etched onto medium or heavy armor +- **Category** Rune + +This substantial rune makes you difficult to hold back. + +Whenever you are affected by an effect that lasts until you [Escape](rules/actions/escape.md) (for instance, from the [Grapple](rules/actions/grapple.md) action or a tanglefoot bag), you become [quickened](rules/conditions.md#Quickened). You can use the extra action each round only to [Step](rules/actions/step.md) or [Escape](rules/actions/escape.md). + +*Source: Lost Omens: The Grand Bazaar p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/implosion-dust-tv.md b/compendium/equipment/items/implosion-dust-tv.md new file mode 100644 index 000000000..160bdfb95 --- /dev/null +++ b/compendium/equipment/items/implosion-dust-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +aliases: ["Implosion Dust"] +--- +# Implosion Dust *Item 6+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Sealed in a packet so it can be released in a pressurized puff, implosion dust causes amorphous creatures to compress and shrink by hardening and even evaporating the liquid components of their physical forms. It's effective at weakening water elementals, air elementals, oozes, and other creatures the GM determines are similarly amorphous, which can even include particularly gelatinous aberrations. You release the dust toward one creature within 5 feet of you, which must attempt a Fortitude saving throw. The target must repeat the saving throw at the end of each of its turns. Implosion dust functions for up to 6 rounds. It then becomes inert, and the creature returns to its normal size. + +> [!success-degree] +> - **Critical Success** The dust becomes inert, and the creature returns to its normal size. +> - **Success** The target increases in size one step, up to its normal size. If it's at its normal size after the increase, the effect ends. +> - **Failure** The target decreases in size one step, to a minimum of Tiny. The reach of each of its Strikes decreases by 5 feet, to a minimum of 5 feet if the creature is Small or larger, or a minimum of 0 feet if the creature is Tiny. +> +> Shrinking also imposes a status penalty to the creature's physical melee damage. This penalty is –2 for every step lower than its normal size the creature is. +> - **Critical Failure** As failure, but the target decreases in size by two steps. + +*Source: Treasure Vault p. 54* \ No newline at end of file diff --git a/compendium/equipment/items/impossible-cake-lotgb.md b/compendium/equipment/items/impossible-cake-lotgb.md new file mode 100644 index 000000000..dbef505a2 --- /dev/null +++ b/compendium/equipment/items/impossible-cake-lotgb.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/uncommon +aliases: ["Impossible Cake"] +--- +# Impossible Cake *Item 3* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This sleight-of-hand for the taste buds is flavored with absinthe and honey and always resembles something completely unlike a cake, from a pile of armor to a bowl of soup. Eating the cake gives you the confidence to make the impossible seem possible: for 10 minutes after the meal, you gain a +2 item bonus to your [Deception](compendium/skills.md#Deception) checks to [Impersonate](rules/actions/impersonate.md), as well as to [Lie](rules/actions/lie.md) to convince others that you possess knowledge about the type of item that the cake resembles. + +*Source: Lost Omens: The Grand Bazaar p. 46* \ No newline at end of file diff --git a/compendium/equipment/items/impossible-tv.md b/compendium/equipment/items/impossible-tv.md new file mode 100644 index 000000000..b03381fed --- /dev/null +++ b/compendium/equipment/items/impossible-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/conjuration +- trait/magical +aliases: ["Impossible"] +--- +# Impossible *Item 20* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) + +- **Price** 70000 gp +- **Usage** etched onto a weapon +- **Category** Rune + +This rune makes a weapon capable of impossible offense and defense. The etched weapon is immune to dispel magic and similar effects that could counteract its magic. If it's a ranged weapon or thrown weapon, its range increment is doubled. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[teleportation](rules/traits/teleportation.md) + +You and the weapon flash to a perfect attacking position, then return to where you started. Make a [Strike](rules/actions/strike.md) with the etched weapon against one creature you can see, even if the target is beyond the weapon's reach or range. On this [Strike](rules/actions/strike.md), ignore any circumstance penalty, status penalty, and range increment penalty. +%% #trait/teleportation %% +``` + +*Source: Treasure Vault p. 33* \ No newline at end of file diff --git a/compendium/equipment/items/impulse-control-lotgb.md b/compendium/equipment/items/impulse-control-lotgb.md new file mode 100644 index 000000000..9d8a0bca2 --- /dev/null +++ b/compendium/equipment/items/impulse-control-lotgb.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/assistive-item/wheelchair-upgrade +- trait/divination +- trait/magical +aliases: ["Impulse Control"] +--- +# Impulse Control *Item 1* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) + +- **Price** 5 gp +- **Category** Wheelchair Upgrade + +The magical impulse control upgrade attaches the wheelchair to your fingers or nerve impulses, making it accessible for those with mobility restrictions or other health conditions. + +You still can't move the wheelchair if you're physically or magically prevented from doing so, such as by being [grabbed](rules/conditions.md#Grabbed) or magically [paralyzed](rules/conditions.md#Paralyzed). + +*Source: Lost Omens: The Grand Bazaar p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/incense-of-distilled-death-apg.md b/compendium/equipment/items/incense-of-distilled-death-apg.md new file mode 100644 index 000000000..cd4e09721 --- /dev/null +++ b/compendium/equipment/items/incense-of-distilled-death-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/consumable +- trait/consumable +- trait/magical +- trait/necromancy +- trait/negative +aliases: ["Incense Of Distilled Death"] +--- +# Incense Of Distilled Death *Item 12* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +- **Price** 350 gp +- **Usage** held in 1 hands +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This black incense smells of fresh earth and ash. You activate the incense by lighting it, whereupon it fills a 10-foot emanation with oily smoke and potent negative energy. Undead creatures, including incorporeal undead, gain fast healing 4 while in the area; though this healing comes from negative energy, it doesn't negatively impact living creatures. Once lit, the incense burns for 1 minute, and it can't be extinguished. + +*Source: Advanced Player's Guide p. 257* \ No newline at end of file diff --git a/compendium/equipment/items/infernal-health-lol.md b/compendium/equipment/items/infernal-health-lol.md new file mode 100644 index 000000000..73ec9d25c --- /dev/null +++ b/compendium/equipment/items/infernal-health-lol.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/contract +- trait/contract +- trait/healing +- trait/invested +- trait/magical +- trait/rare +aliases: ["Infernal Health"] +--- +# Infernal Health *Item 15* +[contract](rules/traits/contract-lol.md) [healing](rules/traits/healing.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Category** Contract + +You regain triple the normal number of Hit Points when resting (meaning you regain triple your Constitution modifier multiplied by your level). The healing you gain from long-term rest is similarly tripled. Once per day, from any distance, Abrogail Thrune II can recite a voidability clause in your Thrune contract as a 1-minute activity to prevent you from regaining Hit Points from resting for 1 day. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You recite a subclause regarding mandatory remediation from your Thrune contract. For 6 rounds, at the start of your turn each round, you recover 25 Hit Points unless you took good damage since the start of your previous turn. +``` + +*Source: Lost Omens: Legends p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/infiltrators-accessory-apg.md b/compendium/equipment/items/infiltrators-accessory-apg.md new file mode 100644 index 000000000..5f1aca1c9 --- /dev/null +++ b/compendium/equipment/items/infiltrators-accessory-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/held +- trait/illusion +- trait/magical +aliases: ["Infiltrator's Accessory"] +--- +# Infiltrator's Accessory *Item 5* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) + +- **Price** 150 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This elegant +1 striking sword cane serves equally well as a fashionable accessory and [hidden](rules/conditions.md#Hidden) weapon suitable for highsociety events where weapons aren't typically permitted. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You twist the sword cane's hilt, magically merging the blade into the cane. While the blade is merged, it can't be drawn and gains the benefits of a 3rd-level [magic aura](compendium/spells/magic-aura.md) spell to appear non-magical. Passive observers can't attempt a check to notice the cane is anything more than a mundane, if superb, fashion accessory. Those carefully examining it can discern the cane is more than it appears, but doing so is extremely difficult (DC 30 [Perception](compendium/skills.md#Perception)) + +Activating the sword cane again releases the blade, allowing it to be drawn normally. +``` + +*Source: Advanced Player's Guide p. 261* \ No newline at end of file diff --git a/compendium/equipment/items/injection-reservoir-tv.md b/compendium/equipment/items/injection-reservoir-tv.md new file mode 100644 index 000000000..1a443320f --- /dev/null +++ b/compendium/equipment/items/injection-reservoir-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/adjustment +- trait/adjustment +- trait/alchemical +aliases: ["Injection Reservoir"] +--- +# Injection Reservoir *Item 1* +[adjustment](rules/traits/adjustment-lotgb.md) [alchemical](rules/traits/alchemical.md) + +- **Price** 10 gp +- **Usage** applied to a non-injection melee weapon that deals piercing damage; Bulk L; **Bulk** L +- **Category** Adjustment + +This reservoir and spring-loaded needle can be attached to a weapon to let it inject deadly poisons. Additionally, the reservoir can be filled with an injury poison. Immediately after a successful attack with the adjusted weapon, you can inject the target with the loaded poison by activating the reservoir with an [Interact](rules/actions/interact.md) action. Refilling the reservoir with a new poison requires 3 [Interact](rules/actions/interact.md) actions and uses both hands. + +Adding an injection reservoir to a weapon throws off its balance, causing the multiple attack penalty with the weapon to be one greater than usual (usually –6 on a second attack and –11 on a third; or –5 and –10 with an agile weapon). + +*Source: Treasure Vault p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/inquisitive-quill-tv.md b/compendium/equipment/items/inquisitive-quill-tv.md new file mode 100644 index 000000000..806357b8a --- /dev/null +++ b/compendium/equipment/items/inquisitive-quill-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/divination +- trait/intelligent +- trait/magical +- trait/rare +aliases: ["Inquisitive Quill"] +--- +# Inquisitive Quill *Item 4* +[divination](rules/traits/divination.md) [intelligent](rules/traits/intelligent-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** held in 1 hand or free-standing; **Bulk** — +- **Category** Held + +A colorful feather adorns an inquisitive quill, which never runs out of ink. Essentially a Tiny construct, an inquisitive quill can stand on its own when given a surface, balancing as it writes or stands. (Drawing a line gives it an effective Speed of 5 feet.) It has strong curiosity, eagerly writing any information offered to it, often acting as a scribe for its partner. The quill copies text and drawings it can see or transcribes dictation it hears. It writes at a rate that rivals that of an expert scribe. + +*Source: Treasure Vault p. 194* \ No newline at end of file diff --git a/compendium/equipment/items/insight-coffee-tv.md b/compendium/equipment/items/insight-coffee-tv.md new file mode 100644 index 000000000..99c1a88fd --- /dev/null +++ b/compendium/equipment/items/insight-coffee-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +aliases: ["Insight Coffee"] +--- +# Insight Coffee *Item 6+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +A popular choice for investigators studying alchemy, insight coffee is infused with alchemical flavoring during percolation. + +For 1 hour after you drink an insight coffee, you use d8s instead of d6s for your extra damage from the strategic strike class feature, if you have it (Advanced Player's Guide 58). You also gain an item bonus to checks to [Recall Knowledge](rules/actions/recall-knowledge.md) with a skill determined by the blend chosen when the item is crafted. + +- Double Coffee [Religion](compendium/skills.md#Religion) +- Hazelnut [Nature](compendium/skills.md#Nature) +- Mocha [Arcana](compendium/skills.md#Arcana) +- Vanilla [Society](compendium/skills.md#Society) +- Pumpkin Spice [Occultism](compendium/skills.md#Occultism) +- Toffee [Medicine](compendium/skills.md#Medicine) + +*Source: Treasure Vault p. 49* \ No newline at end of file diff --git a/compendium/equipment/items/insistent-door-knocker-locg.md b/compendium/equipment/items/insistent-door-knocker-locg.md new file mode 100644 index 000000000..2a708e0cc --- /dev/null +++ b/compendium/equipment/items/insistent-door-knocker-locg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/locg +- item/category/held +- trait/conjuration +- trait/magical +aliases: ["Insistent Door Knocker"] +--- +# Insistent Door Knocker *Item 6+* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This dark iron door knocker comes in a variety of shapes, such as a bird clutching a ring in its talons or a gargoyle holding a ring in its mouth. Placing the door knocker on the surface of a door (an [Interact](rules/actions/interact.md) action) causes it to attach and remain in place. While in place, the door knocker whispers hints to you while you attempt to unlock the door, granting a +1 item bonus to [Thievery](compendium/skills.md#Thievery) checks to [Pick a Lock](rules/actions/pick-a-lock.md). + +Removing the door knocker from a surface requires you to use an [Interact](rules/actions/interact.md) action. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You place the door knocker against a wall, floor, or ceiling. The door knocker fuses in place and creates a usable door within the surface. Any creature can move through the door normally, as if the door had always been there. The door can penetrate up to 1 foot of material, so thick material, such as heavy stone walls, can cause this effect to fail, expending its use for the day. A thin layer of metal in a wall, floor, or ceiling also causes the effect to fail. You can use an [Interact](rules/actions/interact.md) action to release the door knocker from the surface and return the surface to its previous shape. +``` + +*Source: Lost Omens: Character Guide p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/inspiring-spotlight-ec2.md b/compendium/equipment/items/inspiring-spotlight-ec2.md new file mode 100644 index 000000000..2d8c83fd1 --- /dev/null +++ b/compendium/equipment/items/inspiring-spotlight-ec2.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec2 +- item/category/held +- trait/enchantment +- trait/light +- trait/magical +- trait/uncommon +aliases: ["Inspiring Spotlight"] +--- +# Inspiring Spotlight *Item 9* +[enchantment](rules/traits/enchantment.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 650 gp +- **Usage** held in 2 hands; **Bulk** 3 +- **Category** Held + +An inspiring spotlight is a bulky contraption consisting of a drum-shaped metal housing around several reflective metal plates. Two handles on either side, each with a small button, allow you to aim the spotlight outward from your body. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +When you push the left-hand button, the inspiring spotlight emits a beam of bright magical light in a 120-foot line that hangs in the air and remains in place even if you move the spotlight. If the line passes through an area of magical darkness or targets a creature affected by magical darkness, the inspiring spotlight attempts to counteract the darkness. Creatures within the line gain a +1 item bonus to saving throws and Charisma-based skill checks. In addition, creatures in the line who are [frightened](rules/conditions.md#Frightened) reduce the value of their [frightened](rules/conditions.md#Frightened) condition by 1 at the beginning of each turn they start in the area of the line. The beam remains in place for 1 minute or until you push the righthand button with another [Interact](rules/actions/interact.md) action to extinguish the light. +``` + +*Source: Extinction Curse #2: Legacy of the Lost God p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/instinct-crown-tv.md b/compendium/equipment/items/instinct-crown-tv.md new file mode 100644 index 000000000..2f6446650 --- /dev/null +++ b/compendium/equipment/items/instinct-crown-tv.md @@ -0,0 +1,49 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Instinct Crown"] +--- +# Instinct Crown *Item 10* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 900 gp +- **Usage** worn headwear; **Bulk** L +- **Category** Worn + +An instinct crown is a magical headpiece imbued with the essence of instincts that barbarians draw upon in combat. Each crown is fashioned to represent the instinct it's tied to, such as a wolf's head for an animal instinct crown or a simple helmet with Jotun runes for a giant instinct crown. When worn, the crown allows you to tap further into your instincts, granting you even greater benefits if the crown's essence matches your instinct. You must be able to [Rage](rules/actions/rage.md) to use the crown's activations. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You roll initiative + +**Effect** You [Rage](rules/actions/rage.md), gaining 10 additional temporary Hit Points. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +- **Requirements**: The crown's instinct matches your barbarian instinct + +**Effect** You [Rage](rules/actions/rage.md) and draw upon your instinct to gain a boon, as follows. + +Animal: Your bestial instincts take over, granting you greater ferocity. You can [Stride](rules/actions/stride.md) as part of the activation, and you gain 10 additional temporary Hit Points. Until the end of your rage, you deal 3 additional damage with your animal's unarmed attacks, and those unarmed attacks gain the deadly d8 trait. + +Dragon: The might of dragons surrounds you in the form of dancing flames, whirling ice, or another appropriate manifestation. Until the end of your rage, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take `2d6` damage each time they do. The damage type is that of your dragon's breath weapon. + +Fury: Your boundless fury allows you push past your natural limits, moving with unmatched speed. You become [quickened](rules/conditions.md#Quickened) until the end of your rage. You can use your extra action only to [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md). + +Giant: If you have the space to do so and aren't already, you become Large. Your equipment grows with you but returns to its natural size if removed. Increase your reach by 5 feet (or by 10 feet if you were Tiny). You deal 2 additional damage when using your larger weapon. Also, when you [Stride](rules/actions/stride.md) along the ground, you can shatter the earth with your footfalls, and any squares you move through become difficult terrain. You ignore the difficult terrain you create. The ground reverts to normal when your rage ends. + +Spirit: You take on the partial form of a spirit, becoming somewhat incorporeal. Your raging resistance applies to all physical damage and poison damage, although you halve this resistance against magical attacks. + +Superstition: Your body fights off the effects of magic with even greater effect. Until the end of your rage, when you attempt a saving throw against magic, roll twice and take the higher result. This is a [fortune](rules/traits/fortune.md) effect. Also, your raging resistance applies to all magic traditions while you rage. +``` + +*Source: Treasure Vault p. 152* \ No newline at end of file diff --git a/compendium/equipment/items/instructions-for-lasting-agony-som.md b/compendium/equipment/items/instructions-for-lasting-agony-som.md new file mode 100644 index 000000000..8395453aa --- /dev/null +++ b/compendium/equipment/items/instructions-for-lasting-agony-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/grimoire +- trait/grimoire +- trait/magical +- trait/necromancy +aliases: ["Instructions For Lasting Agony"] +--- +# Instructions For Lasting Agony *Item 5* +[grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Price** 200 gp +- **Bulk** L +- **Category** Grimoire + +This worn and stained manual emits a chill when opened. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[metamagic](rules/traits/metamagic.md) + +If your next action is to cast a harmful necromancy spell that you prepared from this grimoire and that allows a saving throw, you warp and twist negative energy into the spell to cause intense pain. If the target fails its saving throw against the spell, it becomes [sickened](rules/conditions.md#Sickened) by the pain. +%% #trait/metamagic %% +``` + +*Source: Secrets of Magic p. 163* \ No newline at end of file diff --git a/compendium/equipment/items/inubrix-armor-lotgb.md b/compendium/equipment/items/inubrix-armor-lotgb.md new file mode 100644 index 000000000..d4abe354b --- /dev/null +++ b/compendium/equipment/items/inubrix-armor-lotgb.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/material +- trait/rare +aliases: ["Inubrix Armor"] +--- +# Inubrix Armor *Item 11+* +[rare](rules/traits/rare.md) + +- **Usage** worn armor; **Bulk** varies by armor +- **Category** Material + +Inubrix's malleable nature means armor crafted from it is less rigid than usual, though this slightly increased mobility comes at the cost of protection. Metal armor crafted from inubrix gains the flexible armor trait; its item bonus to AC decreases by 1 but its maximum Dexterity bonus increases by 1. + +*Source: Lost Omens: The Grand Bazaar p. 98* \ No newline at end of file diff --git a/compendium/equipment/items/inubrix-lotgb.md b/compendium/equipment/items/inubrix-lotgb.md new file mode 100644 index 000000000..c4760a003 --- /dev/null +++ b/compendium/equipment/items/inubrix-lotgb.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/material +- trait/precious +- trait/rare +aliases: ["Inubrix"] +--- +# Inubrix *Item 0+* +[precious](rules/traits/precious.md) [rare](rules/traits/rare.md) + +- **Category** Material + +This pale, malleable metal's unusual molecular structure allows it to partially pass through iron and steel without touching them. While this property is useful for making weapons that bypass metal armor, inubrix is barely sturdier than lead. Even in an alloyed state, this skymetal is so fragile that it's difficult to use in crafting reliable shields and less than ideal for crafting armor. + +| Inubrix Items | Hardness | HP | BT | +|---------------|----------|----|----| +| **Thin Items** | | | | +| Standard-grade | 4 | 16 | 8 | +| High-grade | 7 | 28 | 14 | +| **Items** | | | | +| Standard-grade | 8 | 32 | 16 | +| High-grade | 11 | 44 | 22 | +| **Structures** | | | | +| Standard-grade | 17 | 68 | 34 | +| High-grade | 23 | 92 | 46 | + + +*Source: Lost Omens: The Grand Bazaar p. 98* \ No newline at end of file diff --git a/compendium/equipment/items/inubrix-shield-lotgb.md b/compendium/equipment/items/inubrix-shield-lotgb.md new file mode 100644 index 000000000..e800100af --- /dev/null +++ b/compendium/equipment/items/inubrix-shield-lotgb.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/material +- trait/rare +aliases: ["Inubrix Shield"] +--- +# Inubrix Shield *Item 8+* +[rare](rules/traits/rare.md) + +- **Usage** varies by shield +- **Category** Material + +Inubrix is much softer than steel, and it's atypical for it to be used to make shields. An item made by an unskilled smith will dent from a single blow and prove worthless on the battlefield. However, its yielding surface can entrap metal weapons. You can use an inubrix shield (or shield boss or shield spikes on an inubrix shield) to [Disarm](rules/actions/disarm.md) a metal item with the [Athletics](compendium/skills.md#Athletics) skill even if you don't have a free hand; doing so uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the [Athletics](compendium/skills.md#Athletics) check. If you critically fail a check to [Disarm](rules/actions/disarm.md) a metal item using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item. + +*Source: Lost Omens: The Grand Bazaar p. 99* \ No newline at end of file diff --git a/compendium/equipment/items/inubrix-weapon-lotgb.md b/compendium/equipment/items/inubrix-weapon-lotgb.md new file mode 100644 index 000000000..7ed9298e9 --- /dev/null +++ b/compendium/equipment/items/inubrix-weapon-lotgb.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/material +- trait/rare +aliases: ["Inubrix Weapon"] +--- +# Inubrix Weapon *Item 11+* +[rare](rules/traits/rare.md) + +- **Usage** varies by weapon; **Bulk** varies by weapon +- **Category** Material + +While inubrix weapons don't pack the same punch as more durable weapons, they have the unique ability to bypass some of the protections offered by metal armors and shields. + +A weapon crafted from inubrix reduces the weapon's damage die by 1 size. However, they ignore the resistance to damage from metal armor's armor specialization effects and the circumstance bonus to AC from metal shields. + +[Strikes](rules/actions/strike.md) with inubrix weapons don't trigger the Shield Block reaction from a metal shield. Weapons that normally deal `1d4` damage can't be crafted from inubrix. + +*Source: Lost Omens: The Grand Bazaar p. 99* \ No newline at end of file diff --git a/compendium/equipment/items/inventors-chair-tv.md b/compendium/equipment/items/inventors-chair-tv.md new file mode 100644 index 000000000..11c8abdc9 --- /dev/null +++ b/compendium/equipment/items/inventors-chair-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/assistive-item/wheelchair +- trait/enchantment +- trait/magical +- trait/relic +- trait/unique +aliases: ["Inventor's Chair"] +--- +# Inventor's Chair *Item 4* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [relic](rules/traits/relic-tv.md) [unique](rules/traits/unique.md) + +- **Bulk** 3 +- **Category** Wheelchair + +Initially crafted by a gifted inventor who no longer had the use of their legs, the inventor's chair is a traveler's chair. It's a marvel of engineering, utilizing clockwork mechanisms to maneuver about. The chair comes equipped with [wheel blades](compendium/equipment/items/wheel-blades-lotgb.md), and portions of its frame contain sterling artisan's tools. The inventor's chair might be a family heirloom or a gift from someone who inherited it. It could instead sit unused in its inventor's abandoned estate, awaiting another user. + +*Source: Treasure Vault p. 205* \ No newline at end of file diff --git a/compendium/equipment/items/inventors-fulu-tv.md b/compendium/equipment/items/inventors-fulu-tv.md new file mode 100644 index 000000000..fba3dcea2 --- /dev/null +++ b/compendium/equipment/items/inventors-fulu-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/consumable +- trait/fulu +- trait/magical +- trait/talisman +- trait/transmutation +aliases: ["Inventor's Fulu"] +--- +# Inventor's Fulu *Item 6* +[consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 50 gp +- **Usage** affixed to an innovation; **Bulk** — +- **Activate** envision; **Trigger** You critically fail an action with the unstable trait. +- **Category** Talisman + +Some inventors in Tian Xia put fried snacks near their innovations, a charm to make devices behave as intended. The practice rubbed off on other inventors, who replaced the food with a drawing on an inventor's fulu. When you Activate the fulu, your critical failure becomes a failure, and you can spend just 1 minute to return your innovation to full functionality. + +The fulu then burns up, and its effects end. + +*Source: Treasure Vault p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/invisibility-potion-bb.md b/compendium/equipment/items/invisibility-potion-bb.md new file mode 100644 index 000000000..654766381 --- /dev/null +++ b/compendium/equipment/items/invisibility-potion-bb.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/bb +- item/category/potion +- trait/consumable +- trait/illusion +- trait/magical +- trait/potion +aliases: ["Invisibility Potion"] +--- +# Invisibility Potion *Item 4* +[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) + +- **Price** 20 gp +- **Usage** held in 1 hand +- **Category** Potion + +When you drink this potion, you turn [invisible](rules/conditions.md#Invisible) for 10 minutes. Creatures can't see you, but they might be able for 10 minutes. Creatures can't see you, but they might be able to [Seek](rules/actions/seek.md) to figure out your location (though they still need to succeed at a DC 11 flat check to target you). If you attack a creature or use another hostile action, the potion's magic ends as soon as your hostile action is completed. + +*Source: Beginner Box p. 52* \ No newline at end of file diff --git a/compendium/equipment/items/invisible-chain-shirt-som.md b/compendium/equipment/items/invisible-chain-shirt-som.md new file mode 100644 index 000000000..c5414615e --- /dev/null +++ b/compendium/equipment/items/invisible-chain-shirt-som.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/armor +- trait/evocation +- trait/magical +aliases: ["Invisible Chain Shirt"] +--- +# Invisible Chain Shirt *Item 13* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 2750 gp +- **Usage** worn armor +- **Category** Armor + +This +2 resilient invisibility chain shirt is itself [invisible](rules/conditions.md#Invisible). Other creatures can't see it at all, allowing you to wear it surreptitiously. Additionally, the armor's [invisible](rules/conditions.md#Invisible) composition is quieter and more comfortable than a normal chain shirt. + +It loses the [noisy](rules/traits/noisy.md) trait and gains the [comfort](rules/traits/comfort.md) trait. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You [Stride](rules/actions/stride.md) and turn partially [invisible](rules/conditions.md#Invisible), becoming [concealed](rules/conditions.md#Concealed) until the end of your next turn or until you use a [hostile](rules/conditions.md#Hostile) action, whichever comes first. As normal, you can use the concealment from this activation to [Hide](rules/actions/hide.md). +``` + +*Source: Secrets of Magic p. 186* \ No newline at end of file diff --git a/compendium/equipment/items/invisible-net-ec2.md b/compendium/equipment/items/invisible-net-ec2.md new file mode 100644 index 000000000..59b1ae070 --- /dev/null +++ b/compendium/equipment/items/invisible-net-ec2.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec2 +- item/category/consumable +- trait/abjuration +- trait/consumable +- trait/magical +- trait/uncommon +aliases: ["Invisible Net"] +--- +# Invisible Net *Item 7* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 60 gp +- **Usage** held in 1 hand +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +You activate this folded lace handkerchief by spreading it out on the ground, where it grows to cover a 30-footby- 30-foot square area. Pale and diaphanous, the spread handkerchief is exceptionally difficult to see from more than 30 feet away and evaporates entirely after 1 minute. Any creature that falls on the net doesn't take falling damage. + +*Source: Extinction Curse #2: Legacy of the Lost God p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/isolation-draught-aoa5.md b/compendium/equipment/items/isolation-draught-aoa5.md new file mode 100644 index 000000000..0b19f03e1 --- /dev/null +++ b/compendium/equipment/items/isolation-draught-aoa5.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa5 +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/ingested +- trait/poison +- trait/uncommon +aliases: ["Isolation Draught"] +--- +# Isolation Draught *Item 7* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 55 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Derived from steeping toxic highland plum pits in refined grain alcohols, this clear tonic slowly shuts down the imbiber's senses. + +```ad-inline-affliction +title: Saving Throw: DC 25 Fortitude + +- **Onset**: 10 minutes +- **Maximum Duration**: 30 minutes + +## Stages + +**Stage 1** [dazzled](rules/conditions.md#Dazzled), –3 to all [Perception](compendium/skills.md#Perception) checks (1 minute) + +**Stage 2** [dazzled](rules/conditions.md#Dazzled), [deafened](rules/conditions.md#Deafened), –5 to all [Perception](compendium/skills.md#Perception) checks (1 minute) + +**Stage 3** [blinded](rules/conditions.md#Blinded), [deafened](rules/conditions.md#Deafened), –5 to all [Perception](compendium/skills.md#Perception) checks (5 minutes) +``` + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/items.md b/compendium/equipment/items/items.md index aff5e2890..f74f2db37 100644 --- a/compendium/equipment/items/items.md +++ b/compendium/equipment/items/items.md @@ -4,560 +4,2297 @@ cssclass: pf2e,pf2e-index --- # Index of Items +- [8-Round Magazine](8-round-magazine-tv.md) +- [Abadar's Flawless Scale](abadars-flawless-scale-logm.md) +- [Abysium Armor](abysium-armor-lotgb.md) +- [Abysium](abysium-lotgb.md) +- [Abysium Powder](abysium-powder-lotgb.md) +- [Abysium Shield](abysium-shield-lotgb.md) +- [Abysium Weapon](abysium-weapon-lotgb.md) +- [Accompaniment Cloak](accompaniment-cloak-tv.md) +- [Accursed Staff](accursed-staff-tv.md) +- [Achaekek's Kiss](achaekeks-kiss-tv.md) - [Acid Flask](acid-flask.md) +- [Acrobat's Staff](acrobats-staff-ec2.md) - [Adamantine Armor](adamantine-armor.md) - [Adamantine Shield](adamantine-shield.md) - [Adamantine Weapon](adamantine-weapon.md) - [Adamantine](adamantine.md) +- [Addiction Suppressant](addiction-suppressant-lol.md) +- [Addiction Suppressant](addiction-suppressant-tv.md) +- [Addlebrain](addlebrain-aoa3.md) +- [Advancing](advancing-tv.md) - [Adventurer's Pack](adventurers-pack.md) +- [Adze](adze-loag.md) +- [Aeon Stone (Clear Quartz Octagon)](aeon-stone-clear-quartz-octagon-ooa2.md) - [Aeon Stone](aeon-stone.md) +- [Aether Appendage](aether-appendage-tv.md) +- [Aim-Aiding](aim-aiding-tv.md) +- [Air Bladder](air-bladder-lotgb.md) +- [Aklys](aklys-b1.md) - [Alarm Snare](alarm-snare.md) +- [Alchemical Atomizer](alchemical-atomizer-lol.md) +- [Alchemical Chart](alchemical-chart-tv.md) +- [Alchemical Crossbow](alchemical-crossbow-fop.md) +- [Alchemical Fuse](alchemical-fuse-ooa2.md) +- [Alchemical Gauntlet](alchemical-gauntlet-tv.md) - [Alchemist Goggles](alchemist-goggles.md) +- [Alchemist's Damper](alchemists-damper-ooa2.md) - [Alchemist's Fire](alchemists-fire.md) +- [Alchemist's Flamethrower](alchemists-flamethrower-tv.md) +- [Alchemist's Haversack](alchemists-haversack-tv.md) - [Alchemist's Lab](alchemists-lab.md) - [Alchemist's Tools](alchemists-tools.md) +- [Alcohol](alcohol-gmg.md) +- [Aldori Dueling Sword](aldori-dueling-sword-lowg.md) +- [Alghollthu Lash](alghollthu-lash-tv.md) +- [Alicorn Lance](alicorn-lance-tv.md) - [Aligned Oil](aligned-oil.md) +- [Alignment Ampoule](alignment-ampoule-lopsg.md) +- [Alkenstar Ice Wine](alkenstar-ice-wine-loil.md) +- [Alluring Scarf](alluring-scarf-lotgb.md) +- [Alpaca](alpaca-lotg.md) +- [Aluum Charm](aluum-charm-aoa5.md) +- [Amaranthine Pavise](amaranthine-pavise-lotgb.md) +- [Amazing Pop-Up Book](amazing-pop-up-book-tv.md) +- [Ambrosia Of Undying Hope](ambrosia-of-undying-hope-ec6.md) +- [Amnemonic Charm](amnemonic-charm-tv.md) +- [Amphibious Chair](amphibious-chair-lotgb.md) +- [Amulet of the Third Eye](amulet-of-the-third-eye-tv.md) - [Anarchic](anarchic.md) +- [Anathema Fulu](anathema-fulu-tv.md) +- [Ancestral Echoing](ancestral-echoing-aoa4.md) +- [Ancestral Embrace](ancestral-embrace-sot6.md) +- [Ancestral Geometry](ancestral-geometry-tv.md) +- [Anchor of Aquatic Exploration](anchor-of-aquatic-exploration-tv.md) +- [Anchor Spear](anchor-spear-ec5.md) +- [Anchoring](anchoring-lotgb.md) +- [Animal Bed](animal-bed-lotg.md) +- [Animal Repellent](animal-repellent-tv.md) - [Animal Staff](animal-staff.md) - [Anklets of Alacrity](anklets-of-alacrity.md) +- [Ankylostar](ankylostar-ec4.md) +- [Anointed Waterskin](anointed-waterskin-som.md) +- [Anointing Oil](anointing-oil-lokl.md) +- [Anticorrosion Oil](anticorrosion-oil-tv.md) - [Antidote](antidote.md) - [Antimagic Oil](antimagic-oil.md) - [Antimagic](antimagic.md) - [Antiplague](antiplague.md) +- [Antipode Oil](antipode-oil-tv.md) +- [Antivenom Potion](antivenom-potion-tio.md) +- [Antler Arrow](antler-arrow-apg.md) +- [Apotropaic Fulu](apotropaic-fulu-som.md) +- [Apparition Gloves](apparition-gloves-tv.md) +- [Applereed Mutagen](applereed-mutagen-lol.md) +- [Apricot Of Bestial Might](apricot-of-bestial-might-frp2.md) +- [Arachnid Harness](arachnid-harness-tv.md) +- [Arboreal Staff](arboreal-staff-tv.md) +- [Archaic Wayfinder](archaic-wayfinder-lowg.md) +- [Architect's Pattern Book](architects-pattern-book-tv.md) +- [Archivist's Gaze](archivists-gaze-som.md) +- [Arctic Vigor](arctic-vigor-lotgb.md) - [Armbands of Athleticism](armbands-of-athleticism.md) +- [Armbands of the Gorgon](armbands-of-the-gorgon-tv.md) +- [Armor Latches](armor-latches-tv.md) +- [Armor of the Holy Warrior](armor-of-the-holy-warrior-lokl.md) - [Armor Potency](armor-potency.md) +- [Armored Coat](armored-coat-lokl.md) +- [Armored Skirt](armored-skirt-locg.md) +- [Armory Bracelet](armory-bracelet-tv.md) +- [Aroden's Hearthstone](arodens-hearthstone-ec6.md) +- [Arrow Attracting](arrow-attracting-gmg.md) - [Arrow-catching Shield](arrow-catching-shield.md) - [Arrow](arrow.md) - [Arsenic](arsenic.md) +- [Arsonous](arsonous-gmg.md) +- [Artevil Suspension](artevil-suspension-lotg.md) +- [Artificer Spectacles](artificer-spectacles-tv.md) - [Artisan's Tools](artisans-tools.md) +- [Asp Coil](asp-coil-lotgb.md) +- [Assassin Vine Wine](assassin-vine-wine-tv.md) +- [Assisting](assisting-tv.md) +- [Astringent Venom](astringent-venom-tv.md) +- [Astrolabe](astrolabe-lopsg.md) +- [Atlatl](atlatl-tv.md) +- [Auric Noodles](auric-noodles-tv.md) +- [Auspicious Scepter](auspicious-scepter-som.md) +- [Authorized](authorized-tv.md) +- [Autumn's Embrace](autumns-embrace-tv.md) +- [Avalanche Boots](avalanche-boots-tv.md) +- [Avalanche Of Stones Snare](avalanche-of-stones-snare-lotgb.md) +- [Axe Of The Dwarven Lords](axe-of-the-dwarven-lords-gmg.md) - [Axiomatic](axiomatic.md) +- [Axolotl](axolotl-lotg.md) +- [Backbiting](backbiting-gmg.md) +- [Backfire Mantle](backfire-mantle-som.md) - [Backpack](backpack.md) +- [Badger](badger-lotg.md) +- [Bag Of Cats](bag-of-cats-sot2.md) +- [Bag Of Devouring](bag-of-devouring-gmg.md) - [Bag of Holding](bag-of-holding.md) +- [Bag Of Weasels](bag-of-weasels-gmg.md) +- [Bagpipes of Turmoil](bagpipes-of-turmoil-tv.md) +- [Baleblood Draft](baleblood-draft-da.md) +- [Balisse Feather](balisse-feather-apg.md) +- [Ball](ball-lotgb.md) +- [Bandalore](bandalore-lotgb.md) +- [Bane Ammunition](bane-ammunition-tv.md) +- [Bane Oil](bane-oil-tv.md) +- [Bane](bane-som.md) +- [Banner of the Restful](banner-of-the-restful-lokl.md) - [Barding of the Zephyr](barding-of-the-zephyr.md) +- [Barding Saddle](barding-saddle-lokl.md) +- [Bargainer's Instrument](bargainers-instrument-tv.md) - [Barkskin Potion](barkskin-potion.md) +- [Barricade Buster](barricade-buster-tv.md) +- [Barricade Stone](barricade-stone-sot3.md) +- [Basic Cane](basic-cane-lotgb.md) +- [Basic Companion Chair](basic-companion-chair-tv.md) +- [Basic Corrective Lenses](basic-corrective-lenses-lotgb.md) - [Basic Crafter's Book](basic-crafters-book.md) +- [Basic Crutch](basic-crutch-lotgb.md) +- [Basic Face Mask](basic-face-mask-tv.md) +- [Basic Hearing Aid](basic-hearing-aid-lotgb.md) +- [Basic Prosthesis](basic-prosthesis-lotgb.md) +- [Basilisk Eye](basilisk-eye-apg.md) - [Bastard Sword](bastard-sword.md) +- [Bastion of the Inheritor](bastion-of-the-inheritor-tv.md) +- [Bastion Plate](bastion-plate-tv.md) +- [Bat](bat-lotg.md) +- [Batsbreath Cane](batsbreath-cane-tv.md) - [Battle Axe](battle-axe.md) +- [Battle Lute](battle-lute-av2.md) +- [Battle Medic's Baton](battle-medics-baton-tv.md) +- [Battle Saddle](battle-saddle-tv.md) - [Beacon Shot](beacon-shot.md) +- [Beast Staff](beast-staff-tv.md) +- [Beastmaster's Sigil](beastmasters-sigil-tv.md) +- [Bec De Corbin](bec-de-corbin-tv.md) +- [Beckoning Cat Amulet](beckoning-cat-amulet-ec2.md) - [Bedroll](bedroll.md) +- [Beehive](beehive-lotg.md) +- [Beguiling Crown](beguiling-crown-tv.md) - [Belladonna](belladonna.md) +- [Bellflower Toolbelt](bellflower-toolbelt-tv.md) +- [Bellicose Dagger](bellicose-dagger-tv.md) - [Belt of Giant Strength](belt-of-giant-strength.md) +- [Belt of Good Health](belt-of-good-health-bb.md) - [Belt of Regeneration](belt-of-regeneration.md) - [Belt of the Five Kings](belt-of-the-five-kings.md) - [Berserker's Cloak](berserkers-cloak.md) - [Bestial Mutagen](bestial-mutagen.md) +- [Bestiary Of Metamorphosis](bestiary-of-metamorphosis-som.md) +- [Bewildering Spellgun](bewildering-spellgun-tv.md) +- [Bewitching Bloom](bewitching-bloom-tv.md) +- [Bi-resonant Wayfinder](bi-resonant-wayfinder-locg.md) +- [Big Rock Bullet](big-rock-bullet-lotgb.md) +- [Binding Coil](binding-coil-som.md) +- [Bird](bird-lotg.md) - [Biting Snare](biting-snare.md) +- [Bitter](bitter-lotgb.md) - [Black Adder Venom](black-adder-venom.md) +- [Black Hole Armor](black-hole-armor-tv.md) - [Black Lotus Extract](black-lotus-extract.md) +- [Black Tendril Shot](black-tendril-shot-tv.md) +- [Blade Byrnie](blade-byrnie-tv.md) +- [Blade Of Four Energies](blade-of-four-energies-som.md) +- [Blade Of The Black Sovereign](blade-of-the-black-sovereign-lol.md) +- [Bladed Diabolo](bladed-diabolo-ec1.md) +- [Bladed Gauntlet](bladed-gauntlet-lokl.md) +- [Bladed Hoop](bladed-hoop-ec1.md) +- [Bladed Scarf](bladed-scarf-tv.md) +- [Blast Foot](blast-foot-lotgb.md) +- [Blast Lance](blast-lance-ooa3.md) +- [Blast Suit](blast-suit-ooa3.md) +- [Blaze](blaze-ooa1.md) +- [Bleachguard Doll](bleachguard-doll-tv.md) - [Bleeding Spines Snare](bleeding-spines-snare.md) +- [Blending Brooch](blending-brooch-tv.md) +- [Blessed Reformer](blessed-reformer-tv.md) +- [Blessed Tattoo](blessed-tattoo-lowg.md) +- [Blight Bomb](blight-bomb-apg.md) +- [Blightburn Bomb](blightburn-bomb-tv.md) - [Blightburn Resin](blightburn-resin.md) +- [Blightburn Ward](blightburn-ward-ec5.md) +- [Blindpepper Bolt](blindpepper-bolt-lotgb.md) +- [Blister Ammunition](blister-ammunition-tv.md) +- [Blisterwort](blisterwort-tv.md) +- [Blocks](blocks-lotgb.md) +- [Blood Booster](blood-booster-tv.md) +- [Blood Sap](blood-sap-gmg.md) +- [Bloodbane](bloodbane-aoa4.md) +- [Bloodbiter](bloodbiter-gmg.md) +- [Bloodeye Coffee](bloodeye-coffee-gmg.md) +- [Bloodhound Mask](bloodhound-mask-apg.md) +- [Bloodhound Olfactory Stimulators](bloodhound-olfactory-stimulators-tv.md) - [Bloodletting Kukri](bloodletting-kukri.md) +- [Bloodline Robe](bloodline-robe-tv.md) - [Bloodseeker Beak](bloodseeker-beak.md) +- [Bloodthirsty](bloodthirsty-lotgb.md) - [Blowgun Dart](blowgun-dart.md) - [Blowgun](blowgun.md) +- [Blue Dragonfly Poison](blue-dragonfly-poison-tv.md) - [Bo Staff](bo-staff.md) +- [Boarding Axe](boarding-axe-aaws.md) +- [Boarding Pike](boarding-pike-lopsg.md) +- [Body Recovery Kit](body-recovery-kit-lopsg.md) +- [Bola Shot](bola-shot-tv.md) +- [Bola](bola-tv.md) - [Bolt](bolt.md) +- [Bomb Coagulant Alembic](bomb-coagulant-alembic-tv.md) - [Bomb Snare](bomb-snare.md) - [Bomber's Eye Elixir](bombers-eye-elixir.md) +- [Bomber's Saddle](bombers-saddle-ec5.md) +- [Bone Dreadnought Plate](bone-dreadnought-plate-tv.md) +- [Bone](bone-tv.md) +- [Bonmuan Swapping Stone](bonmuan-swapping-stone-frp1.md) +- [Book Of Lingering Blaze](book-of-lingering-blaze-som.md) +- [Book of Lost Days](book-of-lost-days-da.md) +- [Book of Warding Prayers](book-of-warding-prayers-tv.md) +- [Bookthief Brew](bookthief-brew-lopsg.md) +- [Boom Snare](boom-snare-pfum.md) +- [Boomerang](boomerang-tv.md) - [Boots of Bounding](boots-of-bounding.md) +- [Boots Of Dancing](boots-of-dancing-gmg.md) - [Boots of Elvenkind](boots-of-elvenkind.md) - [Boots of Speed](boots-of-speed.md) +- [Bootstrap Respirator](bootstrap-respirator-tv.md) +- [Boozy Bottle](boozy-bottle-tv.md) +- [Boreal Staff](boreal-staff-tv.md) +- [Bort's Blessing](borts-blessing-fop.md) - [Bottled Air](bottled-air.md) - [Bottled Lightning](bottled-lightning.md) +- [Bottled Roc](bottled-roc-tv.md) +- [Bottled Screams](bottled-screams-loil.md) +- [Bottled Sunlight](bottled-sunlight-botd.md) +- [Bottomless Purse](bottomless-purse-da.md) +- [Bottomless Stein](bottomless-stein-logm.md) +- [Boulder Seed](boulder-seed-tv.md) +- [Boulderhead Bock](boulderhead-bock-lopsg.md) +- [Bound Guardian](bound-guardian-tv.md) +- [Bountiful Cauldron](bountiful-cauldron-aoa3.md) +- [Bow Staff](bow-staff-tv.md) +- [Bower Fruit](bower-fruit-tv.md) +- [Bracelet of Dashing](bracelet-of-dashing-bb.md) - [Bracelet of Dashing](bracelet-of-dashing.md) - [Bracers of Armor](bracers-of-armor.md) +- [Bracers of Devotion](bracers-of-devotion-tv.md) - [Bracers of Missile Deflection](bracers-of-missile-deflection.md) +- [Bralani Breath](bralani-breath-tv.md) +- [Brass Ear](brass-ear-apg.md) +- [Bravery Baldric](bravery-baldric-tv.md) - [Bravo's Brew](bravos-brew.md) +- [Breaching Pike](breaching-pike-tv.md) - [Breastplate of Command](breastplate-of-command.md) +- [Breastplate of the Mountain](breastplate-of-the-mountain-tv.md) - [Breastplate](breastplate.md) +- [Breathtaking Vapor](breathtaking-vapor-tv.md) +- [Brewer's Regret](brewers-regret-lotgb.md) +- [Brightbloom Posy](brightbloom-posy-tv.md) +- [Brightshade](brightshade-tv.md) +- [Brilliant Rapier](brilliant-rapier-lotgb.md) +- [Brilliant](brilliant-som.md) - [Brimstone Fumes](brimstone-fumes.md) +- [Bring Me Near](bring-me-near-tv.md) +- [Broadspear](broadspear-loil.md) - [Bronze Bull Pendant](bronze-bull-pendant.md) +- [Brooch Of Inspiration](brooch-of-inspiration-lotgb.md) - [Brooch of Shielding](brooch-of-shielding.md) - [Broom of Flying](broom-of-flying.md) +- [Bubbling Scale](bubbling-scale-tok.md) +- [Buckle Armor](buckle-armor-tv.md) - [Buckler](buckler.md) +- [Bullhook](bullhook-ec2.md) +- [Buoyancy Vest](buoyancy-vest-lopsg.md) +- [Burning Badger Guts Snare](burning-badger-guts-snare-lotgb.md) +- [Burnished Plating](burnished-plating-lotgb.md) +- [Burr Shield](burr-shield-som.md) +- [Busine of Divine Reinforcements](busine-of-divine-reinforcements-lokl.md) +- [Butchering Axe](butchering-axe-lotgb.md) +- [Butterfly](butterfly-lotg.md) +- [Butterfly Sword](butterfly-sword-tv.md) +- [Buugeng](buugeng-loag.md) +- [Buzzsaw Axe](buzzsaw-axe-som.md) +- [Cage](cage-lotg.md) +- [Calamity Glass](calamity-glass-da.md) +- [Called](called-lokl.md) +- [Called](called-lotgb.md) - [Caltrop Snare](caltrop-snare.md) - [Caltrops](caltrops.md) +- [Camouflage Dye](camouflage-dye-tv.md) +- [Camp Shroud](camp-shroud-lokl.md) +- [Campaign Stable](campaign-stable-lokl.md) - [Candle (10)](candle-10.md) +- [Candle Of Invocation](candle-of-invocation-apg.md) +- [Candle Of Revealing](candle-of-revealing-apg.md) - [Candle of Truth](candle-of-truth.md) +- [Candlecap](candlecap-tv.md) +- [Cantrip Deck](cantrip-deck-som.md) - [Cape of the Mountebank](cape-of-the-mountebank.md) +- [Cape Of The Open Sky](cape-of-the-open-sky-frp2.md) +- [Capsaicin Tonic](capsaicin-tonic-tio.md) +- [Captivating Bauble](captivating-bauble-tv.md) +- [Captivating Score](captivating-score-tv.md) +- [Careless Delight](careless-delight-tv.md) +- [Carrion Cask](carrion-cask-loil.md) +- [Cartographer's Kit](cartographers-kit-lopsg.md) +- [Cassisian Helmet](cassisian-helmet-tv.md) - [Cassock of Devotion](cassock-of-devotion.md) +- [Caster's Targe](casters-targe-tv.md) +- [Cat](cat-lotg.md) +- [Catching](catching-tv.md) - [Caterwaul Sling](caterwaul-sling.md) - [Cat's Eye Elixir](cats-eye-elixir.md) +- [Cave Worm Repellent](cave-worm-repellent-ec5.md) +- [Cayden's Brew](caydens-brew-tv.md) +- [Cayden's Tankard](caydens-tankard-tv.md) - [Celestial Armor](celestial-armor.md) +- [Celestial Hair](celestial-hair-ec6.md) +- [Celestial Peach](celestial-peach-lol.md) +- [Celestial Peachwood Sword](celestial-peachwood-sword-botd.md) +- [Celestial Staff](celestial-staff-tv.md) +- [Ceramic Plate](ceramic-plate-tv.md) +- [Cerulean Scourge](cerulean-scourge-apg.md) - [Chain (10 feet)](chain-10-feet.md) - [Chain Mail](chain-mail.md) +- [Chain of Stars](chain-of-stars-tv.md) - [Chain Shirt](chain-shirt.md) +- [Chain Sword](chain-sword-tv.md) +- [Chair of Inventions](chair-of-inventions-tv.md) +- [Chair Storage](chair-storage-lotgb.md) +- [Chakram](chakram-lotgb.md) +- [Chakri](chakri-loil.md) +- [Chakri](chakri-tv.md) - [Chalk (10)](chalk-10.md) - [Channel Protection Amulet](channel-protection-amulet.md) +- [Chaos Collar](chaos-collar-da.md) +- [Chatterer Of Follies](chatterer-of-follies-som.md) - [Cheetah's Elixir](cheetahs-elixir.md) - [Chest](chest.md) - [Chime of Opening](chime-of-opening.md) +- [Chimera Thread](chimera-thread-da.md) +- [Choker-Arm Mutagen](choker-arm-mutagen-tv.md) - [Choker of Elocution](choker-of-elocution.md) +- [Choleric Contagion](choleric-contagion-tv.md) +- [Chopping Evisceration Snare](chopping-evisceration-snare-lotgb.md) +- [Chromatic Jellyfish Oil](chromatic-jellyfish-oil-tv.md) +- [Chronicler Wayfinder](chronicler-wayfinder-lopsg.md) +- [Chronomancer Staff](chronomancer-staff-tv.md) +- [Cinderclaw Gauntlet](cinderclaw-gauntlet-aoa1.md) +- [Cinnamon Seers](cinnamon-seers-tv.md) - [Circlet of Persuasion](circlet-of-persuasion.md) - [Clan Dagger](clan-dagger.md) - [Clandestine Cloak](clandestine-cloak.md) +- [Clarity Goggles](clarity-goggles-tv.md) +- [Claw Blade](claw-blade-apg.md) +- [Clay](clay-lotgb.md) - [Climbing Bolt](climbing-bolt.md) - [Climbing Kit](climbing-kit.md) +- [Clinging Ooze Snare](clinging-ooze-snare-pfum.md) - [Cloak of Elvenkind](cloak-of-elvenkind.md) +- [Cloak Of Feline Rest](cloak-of-feline-rest-som.md) +- [Cloak Of Immolation](cloak-of-immolation-gmg.md) +- [Cloak Of Repute](cloak-of-repute-locg.md) - [Cloak of the Bat](cloak-of-the-bat.md) +- [Cloak of the False Foe](cloak-of-the-false-foe-da.md) +- [Clockwork Cloak](clockwork-cloak-tv.md) +- [Clockwork Dial](clockwork-dial-lopsg.md) +- [Clockwork Heels](clockwork-heels-lotgb.md) +- [Clockwork Macuahuitl](clockwork-macuahuitl-lotgb.md) +- [Clockwork Recorder](clockwork-recorder-lol.md) +- [Clockwork Shield](clockwork-shield-tv.md) +- [Clockwork Spider Bomb](clockwork-spider-bomb-lotgb.md) +- [Cloister Robe](cloister-robe-tv.md) +- [Cloning Potion](cloning-potion-tv.md) - [Clothing](clothing.md) +- [Clown Monarch](clown-monarch-tv.md) - [Club](club.md) +- [Clubhead Poison](clubhead-poison-tv.md) +- [Coating](coating-tv.md) +- [Codebreaker's Parchment](codebreakers-parchment-som.md) +- [Codex of Destruction and Renewal](codex-of-destruction-and-renewal-tv.md) +- [Codex Of Unimpeded Sight](codex-of-unimpeded-sight-som.md) - [Cognitive Mutagen](cognitive-mutagen.md) +- [Coin Of Comfort](coin-of-comfort-lotgb.md) +- [Cold Comfort](cold-comfort-lotgb.md) - [Cold Iron Armor](cold-iron-armor.md) - [Cold Iron Shield](cold-iron-shield.md) - [Cold Iron Weapon](cold-iron-weapon.md) - [Cold Iron](cold-iron.md) +- [Coldstar Pistols](coldstar-pistols-tv.md) +- [Collar](collar-lotg.md) - [Collar of Empathy](collar-of-empathy.md) - [Collar of Inconspicuousness](collar-of-inconspicuousness.md) +- [Collar Of The Eternal Bond](collar-of-the-eternal-bond-som.md) +- [Collar of the Shifting Spider](collar-of-the-shifting-spider-tv.md) +- [Colorful Coating](colorful-coating-tv.md) +- [Combat Grapnel](combat-grapnel-lopsg.md) +- [Combat Lure](combat-lure-tv.md) +- [Comealong](comealong-lopsg.md) +- [Communication Bangle](communication-bangle-lopsg.md) +- [Communication Pendants](communication-pendants-pfum.md) +- [Communion Mat](communion-mat-tv.md) +- [Compass of Transpositional Awareness](compass-of-transpositional-awareness-da.md) - [Compass](compass.md) +- [Composer Staff](composer-staff-tv.md) - [Composite Longbow](composite-longbow.md) - [Composite Shortbow](composite-shortbow.md) - [Comprehension Elixir](comprehension-elixir.md) +- [Concealed Sheath](concealed-sheath-apg.md) +- [Condensed Mana](condensed-mana-loil.md) +- [Conducting](conducting-loag.md) +- [Conduit Shot](conduit-shot-tv.md) +- [Confabulator](confabulator-tv.md) +- [Conflagration Club](conflagration-club-som.md) +- [Conrasu Coin](conrasu-coin-da.md) +- [Contagion Metabolizer](contagion-metabolizer-tv.md) +- [Containment Contraption](containment-contraption-ooa2.md) +- [Conundrum Spectacles](conundrum-spectacles-pfum.md) - [Cookware](cookware.md) +- [Cooperative Blade](cooperative-blade-av2.md) +- [Cooperative Waffles](cooperative-waffles-tv.md) +- [Copper Penny](copper-penny-tv.md) +- [Coral Armor](coral-armor-tv.md) +- [Cordelia's Construct Key](cordelias-construct-key-lopsg.md) +- [Corpse Compass](corpse-compass-ooa3.md) +- [Corpsecaller Round](corpsecaller-round-ooa3.md) +- [Corpseward Pendant](corpseward-pendant-tv.md) +- [Corrosive Ammunition](corrosive-ammunition-apg.md) +- [Corrosive Engravings](corrosive-engravings-tv.md) - [Corrosive](corrosive.md) +- [Corruption Cassock](corruption-cassock-tv.md) +- [Corset knife](corset-knife-tv.md) +- [Courtier's Pillow Book](courtiers-pillow-book-tv.md) +- [Cow](cow-lotg.md) - [Coyote Cloak](coyote-cloak.md) +- [Crackling Bubble Gum](crackling-bubble-gum-tv.md) +- [Cradle Minder](cradle-minder-lotg.md) - [Crafter's Eyepiece](crafters-eyepiece.md) +- [Crescent Cross](crescent-cross-tv.md) +- [Crimson Brand](crimson-brand-locg.md) +- [Crimson Fulcrum Lens](crimson-fulcrum-lens-av3.md) - [Crossbow](crossbow.md) - [Crowbar](crowbar.md) +- [Crown Of Insight](crown-of-insight-lotgb.md) +- [Crown Of The Companion](crown-of-the-companion-sot2.md) +- [Crown of the Companion](crown-of-the-companion-tv.md) +- [Crown Of The Fire Eater](crown-of-the-fire-eater-lotgb.md) +- [Crushing Coils](crushing-coils-tv.md) +- [Crushing](crushing-lotgb.md) - [Crying Angel Pendant](crying-angel-pendant.md) +- [Cryolite Eye](cryolite-eye-da.md) - [Crystal Ball](crystal-ball.md) +- [Crystal Shards](crystal-shards-apg.md) +- [Cube of Force](cube-of-force-loil.md) +- [Cube of Nex](cube-of-nex-loil.md) +- [Cube of Recall](cube-of-recall-tv.md) +- [Cunning](cunning-lopsg.md) +- [Curare](curare-tv.md) +- [Curled Cure Gel](curled-cure-gel-lotg.md) +- [Cursebreak Bulwark](cursebreak-bulwark-lotgb.md) +- [Cytillesh](cytillesh-gmg.md) - [Cytillesh Oil](cytillesh-oil.md) +- [Dagger Of Eternal Sleep](dagger-of-eternal-sleep-logm.md) - [Dagger of Venom](dagger-of-venom.md) - [Dagger](dagger.md) +- [Daikyu](daikyu-apg.md) +- [Dancer's Spear](dancers-spear-tv.md) +- [Dancing Lamentation](dancing-lamentation-tv.md) - [Dancing Scarf](dancing-scarf.md) - [Dancing](dancing.md) +- [Dandpatta](dandpatta-loil.md) - [Daredevil Boots](daredevil-boots.md) - [Darkvision Elixir](darkvision-elixir.md) - [Darkwood Armor](darkwood-armor.md) - [Darkwood Shield](darkwood-shield.md) - [Darkwood Weapon](darkwood-weapon.md) - [Darkwood](darkwood.md) +- [Dart Shield](dart-shield-tv.md) - [Dart](dart.md) +- [Dawnflower Beads](dawnflower-beads-tv.md) +- [Dawnlight](dawnlight-botd.md) - [Dazing Coil](dazing-coil.md) +- [Dazzling Rosary](dazzling-rosary-som.md) +- [Deadweight Mutagen](deadweight-mutagen-tv.md) +- [Deadweight Snare](deadweight-snare-lotgb.md) +- [Death Knell Powder](death-knell-powder-tv.md) - [Deathcap Powder](deathcap-powder.md) +- [Deathless Light](deathless-light-sot4.md) +- [Deathless](deathless-lotgb.md) - [Decanter of Endless Water](decanter-of-endless-water.md) +- [Deck Of Illusions](deck-of-illusions-som.md) +- [Deck Of Many Things](deck-of-many-things-gmg.md) +- [Deck Of Mischief](deck-of-mischief-som.md) +- [Deepdread Claw](deepdread-claw-lol.md) +- [Defiled Costa](defiled-costa-loil.md) +- [Deflecting Branch](deflecting-branch-sot4.md) +- [Degenerating](degenerating-gmg.md) +- [Delve Scale](delve-scale-tv.md) +- [Demilich Eye Gem](demilich-eye-gem-b1.md) +- [Demolishing](demolishing-pfum.md) +- [Demolition Fulu](demolition-fulu-tv.md) - [Demon Armor](demon-armor.md) +- [Demon Mask](demon-mask-bb.md) - [Demon Mask](demon-mask.md) +- [Dependent](dependent-gmg.md) +- [Depth Charge](depth-charge-tv.md) +- [Depth Gauge](depth-gauge-lopsg.md) +- [Desolation Locket](desolation-locket-tv.md) +- [Detect Anathema Fulu](detect-anathema-fulu-som.md) +- [Detective's Kit](detectives-kit-apg.md) +- [Detector Stone](detector-stone-lokl.md) +- [Deteriorating Dust](deteriorating-dust-logm.md) +- [Devil's Bargain](devils-bargain-tv.md) +- [Devil's Luck](devils-luck-av2.md) +- [Devil's Trident](devils-trident-lomm.md) +- [Dezullon Fountain](dezullon-fountain-tv.md) - [Diadem of Intellect](diadem-of-intellect.md) +- [Diluted Hype](diluted-hype-lol.md) +- [Dimension Shot](dimension-shot-tv.md) +- [Dimensional Knot](dimensional-knot-som.md) +- [Dinosaur Boots](dinosaur-boots-lotgb.md) +- [Dinosaur](dinosaur-lotg.md) - [Diplomat's Badge](diplomats-badge.md) +- [Diplomat's Charcuterie](diplomats-charcuterie-tv.md) +- [Discord Fulu](discord-fulu-tv.md) - [Disguise Kit](disguise-kit.md) - [Disintegration Bolt](disintegration-bolt.md) - [Dispelling Sliver](dispelling-sliver.md) +- [Dispersing Bullet](dispersing-bullet-som.md) +- [Disrupting Oil](disrupting-oil-tv.md) - [Disrupting](disrupting.md) +- [Diviner's Nose Chain](diviners-nose-chain-lopsg.md) +- [Diving Suit](diving-suit-lotgb.md) +- [Djezet Armor](djezet-armor-lotgb.md) +- [Djezet Dose](djezet-dose-lotgb.md) +- [Djezet](djezet-lotgb.md) +- [Djezet Shield](djezet-shield-lotgb.md) +- [Djezet Weapon](djezet-weapon-lotgb.md) +- [Doctrine of Blissful Eternity](doctrine-of-blissful-eternity-loil.md) +- [Dog-Bone Knife](dog-bone-knife-da.md) +- [Dog](dog-lotg.md) - [Dogslicer](dogslicer.md) +- [Doll](doll-lotgb.md) +- [Donchak](donchak-loil.md) - [Doubling Rings](doubling-rings.md) +- [Draconic Toxin Bottle](draconic-toxin-bottle-tv.md) - [Dragon Bile](dragon-bile.md) +- [Dragon Handwraps](dragon-handwraps-tv.md) +- [Dragon Rune Bracelet](dragon-rune-bracelet-sot3.md) +- [Dragon Rune Bracelet](dragon-rune-bracelet-tv.md) +- [Dragon Throat Scale](dragon-throat-scale-tv.md) +- [Dragon Turtle Plate](dragon-turtle-plate-tv.md) - [Dragon Turtle Scale](dragon-turtle-scale.md) +- [Dragonbone Arrowhead](dragonbone-arrowhead-som.md) +- [Dragonclaw Scutcheon](dragonclaw-scutcheon-tv.md) +- [Dragonfly Fulu](dragonfly-fulu-tv.md) +- [Dragonfly Potion](dragonfly-potion-lotgb.md) - [Dragonhide Armor](dragonhide-armor.md) - [Dragonhide Shield](dragonhide-shield.md) - [Dragonhide](dragonhide.md) - [Dragonplate](dragonplate.md) +- [Dragon's Blood Pudding](dragons-blood-pudding-lotgb.md) +- [Dragon's Breath](dragons-breath-lotgb.md) - [Dragon's Breath Potion](dragons-breath-potion.md) +- [Dragon's Crest](dragons-crest-lotgb.md) +- [Dragon's Eye Charm](dragons-eye-charm-aoa2.md) +- [Dragonscale Amulet](dragonscale-amulet-aoa4.md) +- [Dragonscale Cameo](dragonscale-cameo-tv.md) +- [Dragonscale Staff](dragonscale-staff-tv.md) - [Dragonslayer's Shield](dragonslayers-shield.md) +- [Dragontooth Club](dragontooth-club-tv.md) +- [Dragontooth Trophy](dragontooth-trophy-tv.md) +- [Drakeheart Mutagen](drakeheart-mutagen-apg.md) +- [Draxie's Recipe Book](draxies-recipe-book-tv.md) +- [Dread Ampoule](dread-ampoule-apg.md) - [Dread Blindfold](dread-blindfold.md) +- [Dread Helm](dread-helm-tv.md) +- [Dread](dread-lotgb.md) +- [Dreadsmoke Thurible](dreadsmoke-thurible-logm.md) +- [Dreamstone](dreamstone-aoa3.md) +- [Dreamstone, Cursed](dreamstone-cursed-aoa3.md) +- [Dreamtime Tea](dreamtime-tea-gmg.md) +- [Dreary](dreary-gmg.md) +- [Drover's Band](drovers-band-av2.md) +- [Drowsy Sun Eye Drops](drowsy-sun-eye-drops-lotg.md) +- [Druid's Crown](druids-crown-tv.md) - [Druid's Vestments](druids-vestments.md) +- [Drum Of Upheaval](drum-of-upheaval-lotgb.md) +- [Drums of War](drums-of-war-tv.md) +- [Duck](duck-lotg.md) +- [Dueling Cape](dueling-cape-apg.md) +- [Dueling Spear](dueling-spear-lotgb.md) +- [Duelist's Beacon](duelists-beacon-lotgb.md) +- [Dullahan Codex](dullahan-codex-tv.md) +- [Dupe's Gold Nugget](dupes-gold-nugget-ooa2.md) - [Dust of Appearance](dust-of-appearance.md) +- [Dust Of Corpse Animation](dust-of-corpse-animation-apg.md) - [Dust of Disappearance](dust-of-disappearance.md) +- [Dust Pods](dust-pods-ec1.md) +- [Dwarven Dorn-dergar](dwarven-dorn-dergar-tv.md) - [Dwarven Thrower](dwarven-thrower.md) - [Dwarven War Axe](dwarven-war-axe.md) +- [Dweomerweave Robe](dweomerweave-robe-lotgb.md) - [Eagle-eye Elixir](eagle-eye-elixir.md) +- [Earplugs](earplugs-lopsg.md) +- [Earthbinding](earthbinding-tv.md) +- [Earthbreaker](earthbreaker-tv.md) +- [Earthglide Cloak](earthglide-cloak-apg.md) +- [Earthsight Box](earthsight-box-apg.md) +- [Ebon Fulcrum Lens](ebon-fulcrum-lens-av3.md) +- [Eclipse](eclipse-aoa2.md) +- [Ectoplasmic Tracer](ectoplasmic-tracer-botd.md) - [Effervescent Ampoule](effervescent-ampoule.md) +- [Effervescent Decoction](effervescent-decoction-ooa3.md) +- [Egg Cream Fizz](egg-cream-fizz-tv.md) +- [Eidetic Potion](eidetic-potion-tv.md) +- [Eidolon Cape](eidolon-cape-tv.md) +- [Elder Sign](elder-sign-gmg.md) +- [Eldritch Flare](eldritch-flare-tv.md) - [Electric Eelskin](electric-eelskin.md) +- [Elemental Ammunition](elemental-ammunition-tv.md) - [Elemental Gem](elemental-gem.md) +- [Elemental Wayfinder](elemental-wayfinder-lopsg.md) - [Elixir of Life](elixir-of-life.md) - [Elixir of Rejuvenation](elixir-of-rejuvenation.md) +- [Elven Absinthe](elven-absinthe-gmg.md) +- [Elven Branched Spear](elven-branched-spear-lotgb.md) - [Elven Chain](elven-chain.md) - [Elven Curve Blade](elven-curve-blade.md) +- [Elysian Dew](elysian-dew-tv.md) +- [Emberheart](emberheart-som.md) +- [Emerald Fulcrum Lens](emerald-fulcrum-lens-av3.md) - [Emerald Grasshopper](emerald-grasshopper.md) +- [Emergency Disguise](emergency-disguise-lopsg.md) +- [Emergency Eye](emergency-eye-tv.md) +- [Emetic Paste](emetic-paste-tv.md) +- [Empathic Cords](empathic-cords-pfum.md) +- [Empath's Cordial](empaths-cordial-tv.md) +- [Empathy Charm](empathy-charm-tv.md) +- [Encompassing Lockpick](encompassing-lockpick-lotgb.md) +- [Endless Grimoire](endless-grimoire-som.md) +- [Energizing Lattice](energizing-lattice-tv.md) +- [Energizing](energizing-lotgb.md) +- [Energizing Treat](energizing-treat-tv.md) +- [Energy Adaptive](energy-adaptive-tv.md) +- [Energy Mutagen](energy-mutagen-fop.md) +- [Energy Mutagen](energy-mutagen-tv.md) - [Energy-Resistant](energy-resistant.md) +- [Energy Robe](energy-robe-lotgb.md) +- [Enfilading Arrow](enfilading-arrow-lotgb.md) +- [Engulfing Snare](engulfing-snare-apg.md) +- [Enhanced Hearing Aids](enhanced-hearing-aids-lotgb.md) +- [Enigma Mirror](enigma-mirror-tv.md) +- [Enigma-Sight Potion](enigma-sight-potion-tv.md) +- [Ensnaring Disk](ensnaring-disk-tv.md) +- [Entertainer's Lute](entertainers-lute-tv.md) +- [Enveloping Light](enveloping-light-lotgb.md) +- [Envenomed Snare](envenomed-snare-lotgb.md) +- [Envisioning Mask](envisioning-mask-apg.md) +- [Erratic Transposing](erratic-transposing-gmg.md) +- [Erraticannon](erraticannon-ooa3.md) +- [Escape Fulu](escape-fulu-tv.md) +- [Essence Prism](essence-prism-gmg.md) - [Ethereal](ethereal.md) +- [Ethersight Ring](ethersight-ring-tv.md) +- [Euphoric Loop](euphoric-loop-tv.md) - [Everburning Torch](everburning-torch.md) +- [Everyneed Pack](everyneed-pack-lopsg.md) +- [Everyneed Pack](everyneed-pack-tv.md) +- [Experimental Clothing](experimental-clothing-lotgb.md) +- [Exploding Shield](exploding-shield-apg.md) +- [Exploration Lens](exploration-lens-sot3.md) - [Explorer's Clothing](explorers-clothing.md) - [Explorer's Yurt](explorers-yurt.md) - [Explosive Ammunition](explosive-ammunition.md) +- [Explosive Missive](explosive-missive-tv.md) +- [Extendable Tail](extendable-tail-tv.md) +- [Extending](extending-som.md) - [Extra Ink and Paper](extra-ink-and-paper.md) - [Eye of Apprehension](eye-of-apprehension.md) +- [Eye Of Enlightenment](eye-of-enlightenment-som.md) - [Eye of Fortune](eye-of-fortune.md) +- [Eye Of The Unseen](eye-of-the-unseen-lotgb.md) +- [Eye Of The Wise](eye-of-the-wise-aoa3.md) +- [Eye Slash](eye-slash-tv.md) - [Eyes of the Eagle](eyes-of-the-eagle.md) - [Fade Band](fade-band.md) +- [Faerie Dragon Liqueur](faerie-dragon-liqueur-tv.md) +- [Faerie Queen's Bower](faerie-queens-bower-tv.md) +- [Faith Tattoo](faith-tattoo-tv.md) +- [Fake Blood Pack](fake-blood-pack-lotgb.md) +- [Falcata](falcata-tv.md) - [Falchion](falchion.md) +- [Falconsight Eye](falconsight-eye-tv.md) +- [False-Bottomed Mug](false-bottomed-mug-da.md) +- [False Death](false-death-aoa5.md) +- [False Death Vial](false-death-vial-tv.md) +- [False Hope](false-hope-tv.md) +- [False Manacles](false-manacles-lopsg.md) +- [Familiar Morsel](familiar-morsel-tv.md) +- [Familiar satchel](familiar-satchel-lopsg.md) +- [Familiar Tattoo](familiar-tattoo-som.md) +- [Fan of the Four Winds](fan-of-the-four-winds-tv.md) +- [Fang Snare](fang-snare-ec1.md) +- [Fanged](fanged-lotgb.md) +- [Fangwire](fangwire-loag.md) +- [Fashionable Wayfinder](fashionable-wayfinder-lopsg.md) +- [Fate Shot](fate-shot-tv.md) +- [Fauchard](fauchard-locg.md) - [Fear Gem](fear-gem.md) +- [Fearcracker](fearcracker-tv.md) +- [Fearless Sash](fearless-sash-tv.md) +- [Fearsome](fearsome-apg.md) +- [Feast of Hungry Ghosts](feast-of-hungry-ghosts-botd.md) - [Feather Step Stone](feather-step-stone.md) - [Feather Token](feather-token.md) +- [Feed](feed-lotg.md) +- [Feng Huo Lun](feng-huo-lun-tv.md) +- [Ferret](ferret-lotg.md) +- [Fiddle of the Maestro](fiddle-of-the-maestro-tv.md) +- [Fiendish Teleportation](fiendish-teleportation-lol.md) - [Fighter's Fork](fighters-fork.md) +- [Fighting Fan](fighting-fan-tv.md) - [Filcher's Fork](filchers-fork.md) +- [Final Blade](final-blade-lowg.md) +- [Final Rest](final-rest-botd.md) +- [Fire And Iceberg](fire-and-iceberg-lotgb.md) +- [Fire-jump Ring](fire-jump-ring-apg.md) +- [Fire Poi](fire-poi-ec1.md) +- [Firefoot Popcorn](firefoot-popcorn-tv.md) +- [Firestarter Pellets](firestarter-pellets-som.md) +- [Fish](fish-lotg.md) - [Fishing Tackle](fishing-tackle.md) +- [Five-feather Wreath](five-feather-wreath-som.md) - [Flail](flail.md) - [Flame Navette](flame-navette.md) - [Flame Tongue](flame-tongue.md) +- [Flaming Star](flaming-star-som.md) - [Flaming](flaming.md) +- [Flare Snare](flare-snare-apg.md) +- [Flask Of Fellowship](flask-of-fellowship-som.md) +- [Flawed Orb Of Gold Dragonkind](flawed-orb-of-gold-dragonkind-aoa6.md) +- [Flaying Knife](flaying-knife-sli.md) +- [Flayleaf](flayleaf-gmg.md) +- [Fleshgem](fleshgem-lotgb.md) - [Flint and Steel](flint-and-steel.md) - [Floating Shield](floating-shield.md) +- [Flurrying](flurrying-tv.md) - [Flying Blade Wheel Snare](flying-blade-wheel-snare.md) +- [Flyssa](flyssa-tv.md) +- [Focus Cathartic](focus-cathartic-apg.md) +- [Folding Boat](folding-boat-lotgb.md) +- [Folding Drums](folding-drums-av2.md) +- [Folding Ladder](folding-ladder-lotgb.md) +- [Follypops](follypops-lotgb.md) - [Force Shield](force-shield.md) +- [Force Tiles](force-tiles-som.md) +- [Forensic Dye](forensic-dye-apg.md) - [Forge Warden](forge-warden.md) +- [Forgefather's Seal](forgefathers-seal-gmg.md) +- [Forgetful Drops](forgetful-drops-da.md) +- [Forgetful Ink](forgetful-ink-sot1.md) +- [Forgotten Signet](forgotten-signet-tv.md) - [Formula Book (blank)](formula-book-blank.md) - [Fortification](fortification.md) +- [Fortifying Pebble](fortifying-pebble-locg.md) +- [Fortress Plate](fortress-plate-tv.md) +- [Fortress Shield](fortress-shield-tv.md) +- [Fortune's Coin](fortunes-coin-tv.md) +- [Fortune's Favor](fortunes-favor-tv.md) +- [Four-ways Dogslicer](four-ways-dogslicer-apg.md) +- [Fox](fox-lotg.md) +- [Freeze Ammunition](freeze-ammunition-tv.md) +- [Freezing Ammunition](freezing-ammunition-apg.md) +- [Frenzy Oil](frenzy-oil-aoa5.md) +- [Frog](frog-lotg.md) - [Frost Brand](frost-brand.md) - [Frost Vial](frost-vial.md) - [Frost](frost.md) +- [Frostwalker Pattern](frostwalker-pattern-tv.md) +- [Frying Pan](frying-pan-tv.md) +- [Fu Water](fu-water-som.md) +- [Fulcrum Lattice](fulcrum-lattice-av3.md) - [Full Plate](full-plate.md) +- [Fulminating Spear](fulminating-spear-sot2.md) +- [Fulu Compendium](fulu-compendium-som.md) +- [Fulu Of Fire Suppression](fulu-of-fire-suppression-som.md) +- [Fulu Of Flood Suppression](fulu-of-flood-suppression-som.md) +- [Fulu Of The Drunken Monkey](fulu-of-the-drunken-monkey-som.md) +- [Fulu Of The Stoic Ox](fulu-of-the-stoic-ox-som.md) +- [Fulus Of Concealment](fulus-of-concealment-som.md) +- [Fundamental Oil](fundamental-oil-tv.md) +- [Fungal Walk Musk](fungal-walk-musk-av3.md) +- [Fury Cocktail](fury-cocktail-tv.md) +- [Gada](gada-loil.md) +- [Gaff](gaff-b2.md) +- [Gaffe Glasses](gaffe-glasses-tv.md) +- [Gakgung](gakgung-tv.md) - [Gallows Tooth](gallows-tooth.md) +- [Galtan Orange Cat](galtan-orange-cat-lotg.md) +- [Galvanic Chew](galvanic-chew-tv.md) +- [Gambler's Staff](gamblers-staff-tv.md) +- [Gamepiece Chariot](gamepiece-chariot-lomm.md) +- [Games](games-lotgb.md) +- [Ganjay Book](ganjay-book-lopsg.md) +- [Garrote Shot](garrote-shot-tv.md) +- [Gauntlet Bow](gauntlet-bow-tv.md) +- [Gauntlet Buckler](gauntlet-buckler-tv.md) - [Gauntlet](gauntlet.md) +- [Gauntlight](gauntlight-av1.md) +- [Gearbinder Oil](gearbinder-oil-tv.md) +- [Gecko Potion](gecko-potion-apg.md) +- [Gelid Shard](gelid-shard-tv.md) +- [Genealogy Mask](genealogy-mask-lome.md) +- [Genius Diadem](genius-diadem-gmg.md) +- [Gerbil](gerbil-lotg.md) +- [Ghast Stiletto](ghast-stiletto-tv.md) - [Ghost Ammunition](ghost-ammunition.md) +- [Ghost Ampoule](ghost-ampoule-tv.md) +- [Ghost Charge](ghost-charge-apg.md) +- [Ghost Courier Fulu](ghost-courier-fulu-tv.md) +- [Ghost Delivery Fulu](ghost-delivery-fulu-tv.md) - [Ghost Dust](ghost-dust.md) +- [Ghost Ink](ghost-ink-apg.md) +- [Ghost Lantern](ghost-lantern-tv.md) +- [Ghost Oil](ghost-oil-lokl.md) - [Ghost Touch](ghost-touch.md) +- [Ghostbane Fulu](ghostbane-fulu-som.md) +- [Ghostcaller's Planchette](ghostcallers-planchette-tv.md) +- [Ghosthand's Comet](ghosthands-comet-tv.md) +- [Ghostly Portal Paint](ghostly-portal-paint-som.md) - [Ghoul Hide](ghoul-hide.md) +- [Gi](gi-tv.md) - [Giant Centipede Venom](giant-centipede-venom.md) - [Giant Scorpion Venom](giant-scorpion-venom.md) - [Giant Wasp Venom](giant-wasp-venom.md) +- [Gift of the Poisoned Heart](gift-of-the-poisoned-heart-da.md) +- [Gill Hook](gill-hook-aaws.md) +- [Ginger Chew](ginger-chew-tv.md) +- [Glaive Of The Artist](glaive-of-the-artist-logm.md) - [Glaive](glaive.md) - [Glamered](glamered.md) +- [Glamorous Buckler](glamorous-buckler-apg.md) +- [Glass Cutter](glass-cutter-lopsg.md) +- [Glasses Of Sociability](glasses-of-sociability-som.md) +- [Gliding](gliding-tv.md) +- [Glimmering Missive](glimmering-missive-tv.md) +- [Glittering Scarab](glittering-scarab-da.md) +- [Glittering Snare](glittering-snare-lotgb.md) +- [Gloaming Shard](gloaming-shard-som.md) - [Gloom Blade](gloom-blade.md) +- [Glorious Plate](glorious-plate-locg.md) +- [Gloves Of Carelessness](gloves-of-carelessness-gmg.md) - [Gloves of Storing](gloves-of-storing.md) +- [Gluttonous Spear](gluttonous-spear-sli.md) - [Gnome Flickmace](gnome-flickmace.md) - [Gnome Hooked Hammer](gnome-hooked-hammer.md) +- [Goggles of Night](goggles-of-night-bb.md) - [Goggles of Night](goggles-of-night.md) +- [Golden Blade of Mzali](golden-blade-of-mzali-sot4.md) +- [Golden Branding Iron](golden-branding-iron-ooa2.md) +- [Golden Breath Fulu](golden-breath-fulu-tv.md) +- [Golden-Cased Bullet](golden-cased-bullet-ooa2.md) +- [Golden Chrysalis](golden-chrysalis-som.md) +- [Golden Goose](golden-goose-da.md) +- [Golden Legion Epaulet](golden-legion-epaulet-lowg.md) +- [Golden Rod Memento](golden-rod-memento-lomm.md) +- [Golden Silencer](golden-silencer-ooa2.md) +- [Golden Spur](golden-spur-ooa2.md) +- [Golem Stylus](golem-stylus-ec3.md) +- [Goo Grenade](goo-grenade-loil.md) - [Gorget of the Primal Roar](gorget-of-the-primal-roar.md) +- [Gorgon's Breath](gorgons-breath-tv.md) +- [Gossip's Eye](gossips-eye-tv.md) +- [Gourd Home](gourd-home-aoa3.md) +- [Goz Mask](goz-mask-sot1.md) +- [Goz Mask](goz-mask-tv.md) +- [Grail Of Twisted Desires](grail-of-twisted-desires-ec2.md) +- [Grandstanding](grandstanding-gmg.md) +- [Granny's Hedge Trimmer](grannys-hedge-trimmer-ltiba.md) +- [Grappling Arrow](grappling-arrow-lopsg.md) +- [Grappling Bolt](grappling-bolt-lopsg.md) - [Grappling Hook](grappling-hook.md) - [Grasping Snare](grasping-snare.md) +- [Grasping Tree](grasping-tree-ec1.md) +- [Grave Token](grave-token-loil.md) +- [Gravemist Taper](gravemist-taper-tv.md) - [Graveroot](graveroot.md) - [Greataxe](greataxe.md) - [Greatclub](greatclub.md) - [Greatpick](greatpick.md) - [Greatsword](greatsword.md) +- [Green Wyrmling Breath Potion](green-wyrmling-breath-potion-bb.md) +- [Greengut](greengut-ec5.md) - [Grievous](grievous.md) +- [Griffon Cane](griffon-cane-lotgb.md) +- [Grim Ring](grim-ring-botd.md) +- [Grim Sandglass](grim-sandglass-som.md) - [Grim Trophy](grim-trophy.md) +- [Grimoire of Unknown Necessities](grimoire-of-unknown-necessities-sot5.md) +- [Grinning Pugwampi](grinning-pugwampi-tv.md) +- [Grisantian Pelt Armor](grisantian-pelt-armor-lomm.md) +- [Grisantian Pelt](grisantian-pelt-lomm.md) +- [Grounding Spike](grounding-spike-tv.md) +- [Grudgestone](grudgestone-tv.md) +- [Guardian Shield](guardian-shield-lokl.md) +- [Guardian Staff](guardian-staff-tv.md) +- [Guide Harness](guide-harness-tv.md) +- [Guiding Chisel](guiding-chisel-aoa4.md) +- [Guiding Star](guiding-star-som.md) - [Guisarme](guisarme.md) +- [Gyroscopic Stabilizer](gyroscopic-stabilizer-ooa2.md) +- [Habu's Cudgel](habus-cudgel-sot2.md) - [Hail of Arrows Snare](hail-of-arrows-snare.md) - [Halberd](halberd.md) +- [Halcyon Heart](halcyon-heart-sot6.md) - [Half Plate](half-plate.md) - [Halfling Sling Staff](halfling-sling-staff.md) - [Hammer](hammer.md) - [Hampering Snare](hampering-snare.md) +- [Hamster](hamster-lotg.md) +- [Hand Adze](hand-adze-loag.md) - [Hand Crossbow](hand-crossbow.md) +- [Hand-Hewed Face](hand-hewed-face-da.md) +- [Hand of the Mage](hand-of-the-mage-bb.md) - [Hand of the Mage](hand-of-the-mage.md) +- [Handling Gloves](handling-gloves-lotg.md) - [Handwraps of Mighty Blows](handwraps-of-mighty-blows.md) +- [Harmonic Hauberk](harmonic-hauberk-lotgb.md) +- [Harness](harness-lotg.md) +- [Harnessed Shield](harnessed-shield-tv.md) +- [Harpoon Bolt](harpoon-bolt-ooa2.md) +- [Harpoon](harpoon-tv.md) +- [Harrow Spellcards](harrow-spellcards-tv.md) +- [Hat of Disagreeable Disguise](hat-of-disagreeable-disguise-tv.md) +- [Hat of Disguise](hat-of-disguise-bb.md) - [Hat of Disguise](hat-of-disguise.md) +- [Hat Of Many Minds](hat-of-many-minds-som.md) +- [Hat of the Magi](hat-of-the-magi-bb.md) - [Hat of the Magi](hat-of-the-magi.md) - [Hatchet](hatchet.md) +- [Hauling](hauling-lotgb.md) - [Headband of Inspired Wisdom](headband-of-inspired-wisdom.md) +- [Headbands Of Translocation](headbands-of-translocation-frp2.md) +- [Headbands of Translocation](headbands-of-translocation-tv.md) +- [Healer's Gel](healers-gel-som.md) +- [Healer's Gloves](healers-gloves-bb.md) - [Healer's Gloves](healers-gloves.md) - [Healer's Tools](healers-tools.md) - [Healing Potion](healing-potion.md) +- [Healing Vapor](healing-vapor-tv.md) +- [Heartening Missive](heartening-missive-tv.md) - [Heavy Crossbow](heavy-crossbow.md) +- [Heavy Rondache](heavy-rondache-tv.md) +- [Heckling Tools](heckling-tools-tv.md) +- [Heedless Spurs](heedless-spurs-ec5.md) +- [Hell Staff](hell-staff-tv.md) +- [Hellfire Boots](hellfire-boots-apg.md) +- [Hellknight Breastplate](hellknight-breastplate-tv.md) +- [Hellknight Half Plate](hellknight-half-plate-tv.md) +- [Hellknight Plate](hellknight-plate-tv.md) +- [Helm of Underwater Action](helm-of-underwater-action-tv.md) +- [Helmsman's Recourse](helmsmans-recourse-tv.md) - [Hemlock](hemlock.md) +- [Herd Mask](herd-mask-sot1.md) +- [Herd Mask](herd-mask-tv.md) +- [Hex Blaster](hex-blaster-ooa3.md) +- [Hexing Jar](hexing-jar-tv.md) +- [Hide Shield](hide-shield-tv.md) - [Hide](hide.md) +- [Hippogriff in a Jar](hippogriff-in-a-jar-tv.md) +- [Hoax-Hunter's Kit](hoax-hunters-kit-da.md) - [Hobbling Snare](hobbling-snare.md) +- [Hollowed Hilt](hollowed-hilt-lokl.md) - [Holly and Mistletoe](holly-and-mistletoe.md) - [Holy Avenger](holy-avenger.md) - [Holy Prayer Beads](holy-prayer-beads.md) +- [Holy Water](holy-water-bb.md) - [Holy Water](holy-water.md) - [Holy](holy.md) +- [Homeward Swallow](homeward-swallow-tv.md) +- [Homeward Wayfinder](homeward-wayfinder-lopsg.md) +- [Honeyscent](honeyscent-lol.md) +- [Hongali Hornbow](hongali-hornbow-lotgb.md) +- [Hook Sword](hook-sword-tv.md) +- [Hopeful](hopeful-lotgb.md) - [Horn of Blasting](horn-of-blasting.md) - [Horn of Fog](horn-of-fog.md) +- [Horn of the Aoyin](horn-of-the-aoyin-da.md) +- [Horned Hand Rests](horned-hand-rests-lotgb.md) +- [Horns Of Naraga](horns-of-naraga-gmg.md) +- [Horrid Figurine](horrid-figurine-tv.md) +- [Horse](horse-lotg.md) - [Horsechopper](horsechopper.md) - [Horseshoes of Speed](horseshoes-of-speed.md) +- [Hosteling Statuette](hosteling-statuette-lotgb.md) - [Hourglass](hourglass.md) +- [House Eagle](house-eagle-lotg.md) +- [Hovering Potion](hovering-potion-tv.md) +- [Hummingbird Wayfinder](hummingbird-wayfinder-lopsg.md) +- [Hundred-moth Caress](hundred-moth-caress-som.md) +- [Hunger Oil](hunger-oil-tv.md) +- [Hungering Maw](hungering-maw-tv.md) +- [Hunter's Arrowhead](hunters-arrowhead-tv.md) - [Hunter's Bane](hunters-bane.md) +- [Hunter's Bow](hunters-bow-bb.md) +- [Hunter's Brooch](hunters-brooch-av2.md) +- [Hunter's Dawn](hunters-dawn-ec6.md) - [Hunting Spider Venom](hunting-spider-venom.md) +- [Hype](hype-lol.md) +- [Ice Slick Snare](ice-slick-snare-pfum.md) +- [Ichthyosis Mutagen](ichthyosis-mutagen-av2.md) +- [Icy Disposition](icy-disposition-av2.md) +- [Illuminated Folio](illuminated-folio-tv.md) +- [Immortal Bastion](immortal-bastion-tv.md) +- [Immovable Arm](immovable-arm-lotgb.md) +- [Immovable Potion](immovable-potion-tv.md) - [Immovable Rod](immovable-rod.md) +- [Immovable](immovable-tv.md) +- [Imp Shot](imp-shot-tv.md) +- [Impactful](impactful-som.md) - [Impenetrable Scale](impenetrable-scale.md) +- [Implacable](implacable-lotgb.md) +- [Implosion Dust](implosion-dust-tv.md) +- [Impossible Cake](impossible-cake-lotgb.md) +- [Impossible](impossible-tv.md) +- [Impulse Control](impulse-control-lotgb.md) +- [Incense Of Distilled Death](incense-of-distilled-death-apg.md) - [Indestructible Shield](indestructible-shield.md) - [Inexplicable Apparatus](inexplicable-apparatus.md) +- [Infernal Health](infernal-health-lol.md) +- [Infiltrator's Accessory](infiltrators-accessory-apg.md) - [Infiltrator's Elixir](infiltrators-elixir.md) +- [Injection Reservoir](injection-reservoir-tv.md) +- [Inquisitive Quill](inquisitive-quill-tv.md) +- [Insight Coffee](insight-coffee-tv.md) +- [Insistent Door Knocker](insistent-door-knocker-locg.md) +- [Inspiring Spotlight](inspiring-spotlight-ec2.md) - [Instant Evisceration Snare](instant-evisceration-snare.md) - [Instant Fortress](instant-fortress.md) +- [Instinct Crown](instinct-crown-tv.md) +- [Instructions For Lasting Agony](instructions-for-lasting-agony-som.md) +- [Inubrix Armor](inubrix-armor-lotgb.md) +- [Inubrix](inubrix-lotgb.md) +- [Inubrix Shield](inubrix-shield-lotgb.md) +- [Inubrix Weapon](inubrix-weapon-lotgb.md) +- [Inventor's Chair](inventors-chair-tv.md) +- [Inventor's Fulu](inventors-fulu-tv.md) +- [Invisibility Potion](invisibility-potion-bb.md) - [Invisibility Potion](invisibility-potion.md) - [Invisibility](invisibility.md) +- [Invisible Chain Shirt](invisible-chain-shirt-som.md) +- [Invisible Net](invisible-net-ec2.md) - [Iron Cube](iron-cube.md) - [Iron Cudgel](iron-cudgel.md) - [Iron Equalizer](iron-equalizer.md) - [Iron Medallion](iron-medallion.md) +- [Isolation Draught](isolation-draught-aoa5.md) +- [Ixamè's Eye](ixames-eye-sot3.md) - [Jade Bauble](jade-bauble.md) - [Jade Cat](jade-cat.md) +- [Jahan Waystone](jahan-waystone-lome.md) +- [Jar Of Shifting Sands](jar-of-shifting-sands-som.md) - [Javelin of Lightning](javelin-of-lightning.md) - [Javelin](javelin.md) +- [Jawbreaker Shield](jawbreaker-shield-ec4.md) +- [Jax](jax-ooa2.md) +- [Jellyfish Lamp](jellyfish-lamp-lowg.md) +- [Jerkin Of Liberation](jerkin-of-liberation-ec6.md) +- [Jiu Huan Dao](jiu-huan-dao-tv.md) +- [Jolt Coil](jolt-coil-tv.md) +- [Journeybread](journeybread-tv.md) +- [Judgment Thurible](judgment-thurible-tv.md) +- [Jug of Fond Remembrance](jug-of-fond-remembrance-tv.md) - [Juggernaut Mutagen](juggernaut-mutagen.md) +- [Juggling Club](juggling-club-ec1.md) +- [Junk Bomb](junk-bomb-pfum.md) +- [Juxtaposition Ammunition](juxtaposition-ammunition-lotgb.md) +- [Jyoti's Feather](jyotis-feather-tv.md) +- [Kaiju Fulu](kaiju-fulu-tv.md) +- [Kaldemash's Lament](kaldemashs-lament-tv.md) +- [Kalis](kalis-loil.md) - [Kama](kama.md) +- [Karambit](karambit-tv.md) - [Katana](katana.md) - [Katar](katar.md) +- [Kayalini](kayalini-lotg.md) - [Keen](keen.md) +- [Key to the Stomach](key-to-the-stomach-da.md) +- [Keymaking Tools](keymaking-tools-som.md) +- [Khakkara](khakkara-apg.md) +- [Khopesh](khopesh-tv.md) +- [Ki-Channeling Beads](ki-channeling-beads-tv.md) +- [Kin-warding](kin-warding-aoa4.md) +- [Kindled Tome](kindled-tome-tv.md) - [King's Sleep](kings-sleep.md) +- [Kite](kite-lotgb.md) +- [Klar](klar-tv.md) - [Knapsack of Halflingkind](knapsack-of-halflingkind.md) +- [Knight Captain's Lance](knight-captains-lance-lokl.md) +- [Knight's Maintenance Kit](knights-maintenance-kit-lokl.md) +- [Knight's Standard](knights-standard-lokl.md) +- [Knight's Tabard](knights-tabard-lokl.md) +- [Kortos Diamond](kortos-diamond-ec6.md) +- [Kraken Bottle](kraken-bottle-tv.md) +- [Kraken's Guard](krakens-guard-lotgb.md) +- [Kris](kris-loil.md) - [Kukri](kukri.md) +- [Kusarigama](kusarigama-tv.md) - [Ladder (10-foot)](ladder-10-foot.md) +- [Lady's Blessing Oil](ladys-blessing-oil-lotg.md) +- [Lady's Chalice](ladys-chalice-botd.md) +- [Lady's Knife](ladys-knife-lotgb.md) +- [Lady's Spiral](ladys-spiral-botd.md) +- [Lamellar Breastplate](lamellar-breastplate-tv.md) - [Lance](lance.md) +- [Lancer](lancer-tv.md) +- [Lantern Of Empty Light](lantern-of-empty-light-av1.md) - [Lantern](lantern.md) +- [Lastwall Soup](lastwall-soup-locg.md) +- [Lattice Armor](lattice-armor-tv.md) +- [Laurel of the Empath](laurel-of-the-empath-tv.md) +- [Lawbringer's Lasso](lawbringers-lasso-ooa3.md) +- [Leadenleg](leadenleg-apg.md) +- [Leaf Weave](leaf-weave-tv.md) - [Leaper's Elixir](leapers-elixir.md) +- [Leash](leash-lotg.md) +- [Leather Lamellar](leather-lamellar-tv.md) - [Leather](leather.md) +- [Legerdemain Handkerchief](legerdemain-handkerchief-tv.md) +- [Leiomano](leiomano-tv.md) +- [Leopard's Armor](leopards-armor-sot2.md) +- [Lesser Cube of Nex](lesser-cube-of-nex-loil.md) - [Lethargy Poison](lethargy-poison.md) +- [Liar's Demise](liars-demise-tv.md) +- [Librarian Staff](librarian-staff-tv.md) +- [Librarian's Baton](librarians-baton-pfum.md) +- [Library Robes](library-robes-tv.md) - [Lich Dust](lich-dust.md) +- [Lich Phylactery](lich-phylactery-b1.md) +- [Life-Boosting Oil](life-boosting-oil-tv.md) +- [Life Salt](life-salt-botd.md) +- [Life Shot](life-shot-tv.md) +- [Life's Last Breath](lifes-last-breath-ec5.md) - [Lifting Belt](lifting-belt.md) - [Light Hammer](light-hammer.md) - [Light Mace](light-mace.md) - [Light Pick](light-pick.md) +- [Lightning Rod Shot](lightning-rod-shot-tv.md) +- [Lightweave Scarf](lightweave-scarf-tv.md) +- [Linguist's Dictionary](linguists-dictionary-tv.md) +- [Lini's Leafstick](linis-leafstick-som.md) +- [Linnorm's Sankeit](linnorms-sankeit-tv.md) +- [Lion Badge](lion-badge-tok.md) +- [Lion Claw](lion-claw-som.md) +- [Lion Scythe](lion-scythe-sot4.md) - [Lion's Shield](lions-shield.md) +- [Liquid Gold](liquid-gold-ooa2.md) +- [Living Leaf Weave](living-leaf-weave-tv.md) +- [Lizard](lizard-lotg.md) - [Lock](lock.md) +- [Locket Of Sealed Nightmares](locket-of-sealed-nightmares-ec6.md) +- [Lodestone Bomb](lodestone-bomb-tv.md) +- [Lodestone Pellet](lodestone-pellet-ooa2.md) +- [Long Hammer](long-hammer-tv.md) - [Longbow](longbow.md) - [Longspear](longspear.md) - [Longsword](longsword.md) +- [Looter's Lethargy](looters-lethargy-tv.md) +- [Lost Ember](lost-ember-da.md) +- [Lover's Gloves](lovers-gloves-apg.md) +- [Lovers' Ink](lovers-ink-lol.md) - [Luck Blade](luck-blade.md) +- [Luckless Dice](luckless-dice-tv.md) +- [Lucky Rabbit's Foot](lucky-rabbits-foot-logm.md) +- [Lyrakien Staff](lyrakien-staff-tv.md) - [Mace](mace.md) +- [Machete](machete-tv.md) +- [Maestro's Chair](maestros-chair-lotgb.md) - [Maestro's Instrument](maestros-instrument.md) +- [Mage Bane](mage-bane-aoa5.md) - [Magic Wand](magic-wand.md) +- [Magical Hearing Aids](magical-hearing-aids-lotgb.md) +- [Magical Lock Fulu](magical-lock-fulu-som.md) +- [Magical Prosthetic Eye](magical-prosthetic-eye-tv.md) +- [Magnetic Construction Set](magnetic-construction-set-lotgb.md) +- [Magnetic Shield](magnetic-shield-tv.md) +- [Magnetic Shot](magnetic-shot-tv.md) +- [Magnetizing](magnetizing-tv.md) +- [Magnifying Glass Of Elucidation](magnifying-glass-of-elucidation-lotgb.md) - [Magnifying Glass](magnifying-glass.md) - [Mail of Luck](mail-of-luck.md) - [Main-gauche](main-gauche.md) +- [Majordomo Torc](majordomo-torc-tv.md) +- [Malleable Mixture](malleable-mixture-lotgb.md) - [Malyass Root Paste](malyass-root-paste.md) +- [Mambele](mambele-tv.md) +- [Mana-Rattler Liniment](mana-rattler-liniment-ooa3.md) +- [Manacles Of Persuasion](manacles-of-persuasion-logm.md) - [Manacles](manacles.md) +- [Mantis Shell](mantis-shell-tv.md) +- [Mantle of Amazing Health](mantle-of-amazing-health-tv.md) +- [Mantle of the Grogrisant](mantle-of-the-grogrisant-lomm.md) +- [Marbles](marbles-lotgb.md) +- [Marked Playing Cards](marked-playing-cards-lopsg.md) - [Marking Snare](marking-snare.md) +- [Martyr's Shield](martyrs-shield-gmg.md) +- [Marvelous Calliope](marvelous-calliope-ec2.md) - [Marvelous Medicines](marvelous-medicines.md) +- [Marvelous Pigment](marvelous-pigment-tv.md) +- [Mask](mask-lotgb.md) +- [Mask Of Allure](mask-of-allure-som.md) +- [Mask Of Mercy](mask-of-mercy-sot1.md) +- [Mask of Mercy](mask-of-mercy-tv.md) +- [Mask Of The Banshee](mask-of-the-banshee-apg.md) +- [Mask Of The Cursed Eye](mask-of-the-cursed-eye-sot1.md) +- [Mask of the Cursed Eye](mask-of-the-cursed-eye-tv.md) +- [Mask of Uncanny Breath](mask-of-uncanny-breath-tv.md) +- [Master Magus Ring](master-magus-ring-tv.md) +- [Matchmaker Fulu](matchmaker-fulu-som.md) - [Material Component Pouch](material-component-pouch.md) - [Mattock of the Titans](mattock-of-the-titans.md) - [Maul](maul.md) +- [Maw of Hungry Shadows](maw-of-hungry-shadows-tv.md) +- [Medusa Armor](medusa-armor-gmg.md) +- [Medusa's Scream](medusas-scream-apg.md) +- [Membership Cords](membership-cords-da.md) +- [Memoir Map](memoir-map-tv.md) +- [Memory Palace](memory-palace-lotgb.md) +- [Menacing](menacing-tv.md) +- [Mender's Soup](menders-soup-tv.md) - [Mending Lattice](mending-lattice.md) - [Mentalist's Staff](mentalists-staff.md) +- [Merchant's Guile](merchants-guile-fop.md) - [Merchant's Scale](merchants-scale.md) +- [Merciful Balm](merciful-balm-tv.md) +- [Merciful](merciful-tv.md) +- [Mercurial Mantle](mercurial-mantle-som.md) - [Mesmerizing Opal](mesmerizing-opal.md) +- [Messenger Missive](messenger-missive-tv.md) - [Messenger's Ring](messengers-ring.md) +- [Metalmist Sphere](metalmist-sphere-lopsg.md) +- [Meteor Hammer](meteor-hammer-tv.md) +- [Meteor Shield](meteor-shield-tv.md) +- [Metronomic Hammer](metronomic-hammer-ooa2.md) +- [Midday Lantern](midday-lantern-sot4.md) +- [Mikazuki](mikazuki-tv.md) +- [Mind-Swap Potion](mind-swap-potion-tv.md) - [Mindfog Mist](mindfog-mist.md) +- [Mindlance](mindlance-tv.md) +- [Mindlock Shot](mindlock-shot-tv.md) +- [Mind's Light Circlet](minds-light-circlet-tv.md) +- [Minotaur Chair](minotaur-chair-lotgb.md) +- [Mirror-ball Snare](mirror-ball-snare-lotgb.md) +- [Mirror Goggles](mirror-goggles-tv.md) +- [Mirror Of Sleeping Vigil](mirror-of-sleeping-vigil-lotgb.md) +- [Mirror Of Sorshen](mirror-of-sorshen-gmg.md) +- [Mirror Robe](mirror-robe-lotgb.md) - [Mirror](mirror.md) +- [Misdirecting Haversack](misdirecting-haversack-lotgb.md) +- [Misleading](misleading-tv.md) +- [Missive Mint](missive-mint-tv.md) - [Mistform Elixir](mistform-elixir.md) +- [Mistranslator's Draft](mistranslators-draft-da.md) +- [Miter Of Communion](miter-of-communion-logm.md) - [Mithral Armor](mithral-armor.md) - [Mithral Shield](mithral-shield.md) - [Mithral Weapon](mithral-weapon.md) - [Mithral](mithral.md) +- [Monkey](monkey-lotg.md) - [Monkey Pin](monkey-pin.md) +- [Monkey's Paw](monkeys-paw-gmg.md) - [Moonlit Chain](moonlit-chain.md) +- [Moonlit Ink](moonlit-ink-da.md) +- [Moonlit Spellgun](moonlit-spellgun-tv.md) +- [Moonstone Diadem](moonstone-diadem-ec2.md) - [Morningstar](morningstar.md) +- [Mortal Chronicle](mortal-chronicle-tv.md) +- [Mortalis Coin](mortalis-coin-tv.md) +- [Mortar Of Hidden Meaning](mortar-of-hidden-meaning-logm.md) +- [Moth](moth-lotg.md) +- [Mother Maw](mother-maw-tv.md) +- [Mountain To The Sky](mountain-to-the-sky-lol.md) +- [Mourner's Dawnlight Fulu](mourners-dawnlight-fulu-tv.md) +- [Mouse](mouse-lotg.md) +- [Mudrock Snare](mudrock-snare-lotgb.md) - [Mug](mug.md) +- [Mukradi Jar](mukradi-jar-tv.md) - [Mummified Bat](mummified-bat.md) - [Murderer's Knot](murderers-knot.md) - [Musical Instrument](musical-instrument.md) +- [Mustard Powder](mustard-powder-tv.md) +- [Mutagenic Renovator](mutagenic-renovator-ooa3.md) +- [Naginata](naginata-tv.md) +- [Nauseating Snare](nauseating-snare-apg.md) +- [Navigator's Star](navigators-star-tv.md) +- [Necklace of Fireballs](necklace-of-fireballs-bb.md) - [Necklace of Fireballs](necklace-of-fireballs.md) +- [Necklace Of Knives](necklace-of-knives-logm.md) +- [Necklace Of Strangulation](necklace-of-strangulation-gmg.md) +- [Necrotic Bomb](necrotic-bomb-av3.md) - [Nectar of Purification](nectar-of-purification.md) +- [Nemesis Name](nemesis-name-tv.md) +- [Neophyte's Fipple](neophytes-fipple-tv.md) +- [Net](net-apg.md) +- [Nethysian Bulwark](nethysian-bulwark-aoa5.md) - [Nettleweed Residue](nettleweed-residue.md) +- [Nevercold](nevercold-tv.md) +- [Nightmare Salt](nightmare-salt-tv.md) - [Nightmare Vapor](nightmare-vapor.md) +- [Nightpitch](nightpitch-tv.md) +- [Nine-Ring Sword](nine-ring-sword-logm.md) +- [Niyaháat](niyahaat-tv.md) +- [Nodachi](nodachi-tv.md) +- [Noqual Armor](noqual-armor-lotgb.md) +- [Noqual](noqual-lotgb.md) +- [Noqual Shield](noqual-shield-lotgb.md) +- [Noqual Weapon](noqual-weapon-lotgb.md) +- [North Wind's Night Verse](north-winds-night-verse-som.md) +- [Nosoi Charm](nosoi-charm-ngd.md) +- [Noxious Incense](noxious-incense-som.md) +- [Noxious Jerkin](noxious-jerkin-ec4.md) +- [Numbing Tonic](numbing-tonic-tv.md) - [Nunchaku](nunchaku.md) +- [O-yoroi](o-yoroi-tv.md) +- [Oath Of The Devoted](oath-of-the-devoted-lome.md) - [Oathbow](oathbow.md) - [Obfuscation Oil](obfuscation-oil.md) +- [Oblivion Essence](oblivion-essence-aoa5.md) +- [Ochre Fulcrum Lens](ochre-fulcrum-lens-av3.md) +- [Octopus Bottle](octopus-bottle-tv.md) +- [Ogre Hook](ogre-hook-b1.md) - [Oil (1 pint)](oil-1-pint.md) - [Oil of Animation](oil-of-animation.md) - [Oil of Keen Edges](oil-of-keen-edges.md) - [Oil of Mending](oil-of-mending.md) +- [Oil Of Object Animation](oil-of-object-animation-apg.md) +- [Oil of Ownership](oil-of-ownership-tv.md) - [Oil of Potency](oil-of-potency.md) - [Oil of Repulsion](oil-of-repulsion.md) +- [Oil Of Revelation](oil-of-revelation-apg.md) +- [Oil of Skating](oil-of-skating-tv.md) +- [Oil of Swiftness](oil-of-swiftness-tv.md) +- [Oil Of Unlife](oil-of-unlife-apg.md) - [Oil of Weightlessness](oil-of-weightlessness.md) +- [Oily Button](oily-button-sli.md) +- [Old Tillimaquin](old-tillimaquin-da.md) +- [Olfactory Obfuscator](olfactory-obfuscator-apg.md) +- [Olfactory Stimulators](olfactory-stimulators-tv.md) - [Omnidirectional Spear Snare](omnidirectional-spear-snare.md) +- [One Hundred Victories](one-hundred-victories-tv.md) - [Onyx Panther](onyx-panther.md) +- [Ooze Ammunition](ooze-ammunition-tv.md) +- [Ooze Skin](ooze-skin-tv.md) +- [Oozepick](oozepick-loil.md) +- [Open Mind](open-mind-loil.md) +- [Opossum, Domestic](opossum-domestic-lotg.md) +- [Oracular Crown](oracular-crown-tv.md) +- [Orb Of Dragonkind](orb-of-dragonkind-gmg.md) +- [Orb Shard](orb-shard-aoa6.md) - [Orc Knuckle Dagger](orc-knuckle-dagger.md) - [Orc Necksplitter](orc-necksplitter.md) +- [Orchestral Brooch](orchestral-brooch-som.md) - [Orichalcum Armor](orichalcum-armor.md) - [Orichalcum Shield](orichalcum-shield.md) - [Orichalcum Weapon](orichalcum-weapon.md) - [Orichalcum](orichalcum.md) +- [Origin Unguent](origin-unguent-apg.md) +- [Ouroboros Buckles](ouroboros-buckles-tv.md) +- [Ouroboros Flail](ouroboros-flail-som.md) +- [Overdramatic](overdramatic-gmg.md) +- [Overloaded Brain Grenade](overloaded-brain-grenade-pfum.md) - [Owlbear Claw](owlbear-claw.md) +- [Owlbear Egg](owlbear-egg-tv.md) +- [Oxygen Ooze](oxygen-ooze-loil.md) +- [Pacifying](pacifying-tv.md) +- [Pact Of Blood-taking](pact-of-blood-taking-av2.md) +- [Pactmasters' Grace](pactmasters-grace-aoa5.md) +- [Pactmaster's Grace](pactmasters-grace-tv.md) - [Padded Armor](padded-armor.md) +- [Paint Set](paint-set-lotgb.md) +- [Paired](paired-lotgb.md) +- [Palanquin of Night](palanquin-of-night-loil.md) +- [Pale Fade](pale-fade-tv.md) +- [Palm Crossbow](palm-crossbow-lol.md) +- [Panabas](panabas-tv.md) +- [Panacea Fruit](panacea-fruit-ec6.md) - [Panacea](panacea.md) +- [Parade Armor](parade-armor-lokl.md) +- [Parchment of Secrets](parchment-of-secrets-da.md) +- [Parrying Scabbard](parrying-scabbard-apg.md) +- [Pathfinder Chronicle](pathfinder-chronicle-locg.md) +- [Pathfinder's Coin](pathfinders-coin-locg.md) +- [Pathfinder's Mentor](pathfinders-mentor-tv.md) +- [Pathfinder's Pouch](pathfinders-pouch-locg.md) +- [Peachwood](peachwood-botd.md) +- [Peachwood Talisman](peachwood-talisman-botd.md) +- [Peachwood Weapon](peachwood-weapon-botd.md) - [Pendant of the Occult](pendant-of-the-occult.md) - [Penetrating Ammunition](penetrating-ammunition.md) +- [Perfect Droplet](perfect-droplet-som.md) +- [Perfected Robes](perfected-robes-tv.md) +- [Periscope](periscope-apg.md) +- [Periscopic Viewfinder](periscopic-viewfinder-lotgb.md) - [Persona Mask](persona-mask.md) +- [Peshspine Grenade](peshspine-grenade-aoa5.md) +- [Phalanx Piercer](phalanx-piercer-tv.md) +- [Phantasmal Doorknob](phantasmal-doorknob-tv.md) +- [Phantom Piano](phantom-piano-tv.md) +- [Phantom Roll](phantom-roll-tv.md) +- [Philosopher's Extractor](philosophers-extractor-gmg.md) - [Philosopher's Stone](philosophers-stone.md) +- [Phistophilus Fiddle](phistophilus-fiddle-tv.md) +- [Phoenix Fighting Fan](phoenix-fighting-fan-frp1.md) +- [Phoenix Flask](phoenix-flask-som.md) +- [Phoenix Necklace](phoenix-necklace-frp1.md) - [Phylactery of Faithfulness](phylactery-of-faithfulness.md) - [Pick](pick.md) +- [Pickpocket's Tailoring](pickpockets-tailoring-lotgb.md) +- [Piereta](piereta-ec6.md) +- [Pig](pig-lotg.md) +- [Pilferer's Gloves](pilferers-gloves-tv.md) +- [Pillow Shield](pillow-shield-lotgb.md) +- [Pinwheel](pinwheel-lotgb.md) +- [Pipes of Compulsion](pipes-of-compulsion-tv.md) +- [Piranha Kiss](piranha-kiss-lotgb.md) +- [Pirate Staff](pirate-staff-tv.md) +- [Piston Gauntlets](piston-gauntlets-tv.md) - [Piton](piton.md) +- [Planar Ribbon](planar-ribbon-ec6.md) +- [Plasma Hype](plasma-hype-lol.md) - [Plate Armor of the Deep](plate-armor-of-the-deep.md) +- [Plated Duster](plated-duster-loil.md) +- [Playing Cards](playing-cards-lopsg.md) +- [Pocket Gala](pocket-gala-lotgb.md) - [Pocket Stage](pocket-stage.md) +- [Pocket Watch](pocket-watch-loil.md) +- [Poi](poi-ec1.md) +- [Poison Concentrator](poison-concentrator-tv.md) +- [Poison Fizz](poison-fizz-tv.md) +- [Poisonous Cloak](poisonous-cloak-gmg.md) +- [Poisonous Dagger](poisonous-dagger-bb.md) +- [Polarizing Mace](polarizing-mace-tv.md) +- [Polytool](polytool-tv.md) +- [Pontoon](pontoon-tv.md) +- [Popdust](popdust-lotgb.md) +- [Poracha Fulu](poracha-fulu-tv.md) +- [Portable Altar](portable-altar-lokl.md) +- [Portable Gaming Hall](portable-gaming-hall-lotgb.md) +- [Portable Hole](portable-hole-tv.md) +- [Portable Ram](portable-ram-lotgb.md) +- [Portable](portable-tv.md) - [Possibility Tome](possibility-tome.md) - [Potency Crystal](potency-crystal.md) +- [Potion Of Disguise](potion-of-disguise-apg.md) +- [Potion Of Expeditious Retreat](potion-of-expeditious-retreat-apg.md) - [Potion of Flying](potion-of-flying.md) +- [Potion Of Grounding](potion-of-grounding-som.md) - [Potion of Leaping](potion-of-leaping.md) +- [Potion Of Minute Echoes](potion-of-minute-echoes-som.md) - [Potion of Quickness](potion-of-quickness.md) - [Potion of Resistance](potion-of-resistance.md) +- [Potion Of Retaliation](potion-of-retaliation-apg.md) +- [Potion Of Shared Life](potion-of-shared-life-som.md) +- [Potion Of Shared Memories](potion-of-shared-memories-apg.md) +- [Potion Of Stable Form](potion-of-stable-form-som.md) - [Potion of Swimming](potion-of-swimming.md) - [Potion of Tongues](potion-of-tongues.md) - [Potion of Undetectability](potion-of-undetectability.md) - [Potion of Water Breathing](potion-of-water-breathing.md) +- [Potion Patch](potion-patch-tv.md) +- [Powder](powder-lotgb.md) +- [Powered Full Plate](powered-full-plate-tv.md) +- [Praying Mantis](praying-mantis-lotg.md) +- [Predictable Silver Piece](predictable-silver-piece-apg.md) +- [Presentable](presentable-lotgb.md) +- [Preserving](preserving-tv.md) +- [Pressure Bomb](pressure-bomb-pfum.md) - [Primeval Mistletoe](primeval-mistletoe.md) +- [Prismatic Plate](prismatic-plate-lotgb.md) +- [Private Workshop](private-workshop-lotgb.md) +- [Probing Cane](probing-cane-lotgb.md) +- [Psychic Brigandine](psychic-brigandine-lotgb.md) +- [Psychic Warding Bracelet](psychic-warding-bracelet-lopsg.md) +- [Psychopomp Mask](psychopomp-mask-sot1.md) +- [Pucker Pickle](pucker-pickle-tv.md) +- [Pummel-Growth Toxin](pummel-growth-toxin-tv.md) +- [Pummeling Snare](pummeling-snare-lotgb.md) +- [Purloining Cloak](purloining-cloak-tv.md) - [Purple Worm Venom](purple-worm-venom.md) +- [Putrescent Glob](putrescent-glob-sli.md) +- [Puzzle Box](puzzle-box-lotgb.md) +- [Pyrite Rat](pyrite-rat-bb.md) +- [Pyronite](pyronite-ooa2.md) +- [Queasy Lantern](queasy-lantern-lotgb.md) +- [Quenching Potion](quenching-potion-tv.md) +- [Quenching](quenching-tv.md) +- [Quick Runner's Shirt](quick-runners-shirt-lotgb.md) +- [Quick Wig](quick-wig-lotgb.md) +- [Quickpatch Glue](quickpatch-glue-lopsg.md) - [Quicksilver Mutagen](quicksilver-mutagen.md) +- [Quill Of Passage](quill-of-passage-lopsg.md) +- [Quilted Armor](quilted-armor-tv.md) +- [Rabbit](rabbit-lotg.md) +- [Raccoon](raccoon-lotg.md) +- [Radiant Lance](radiant-lance-locg.md) +- [Radiant Prism](radiant-prism-tv.md) +- [Raining Knives Snare](raining-knives-snare-lotgb.md) +- [Rampart Shield](rampart-shield-lotgb.md) +- [Ranging Shot](ranging-shot-tv.md) - [Ranseur](ranseur.md) - [Rapier](rapier.md) +- [Rat-catcher Trident](rat-catcher-trident-logm.md) +- [Rat](rat-lotg.md) +- [Ration Tonic](ration-tonic-apg.md) - [Rations (1 week)](rations-1-week.md) +- [Raucous](raucous-gmg.md) +- [Ravenous](ravenous-gmg.md) +- [Razmiri Wayfinder](razmiri-wayfinder-lopsg.md) +- [Razor Disc](razor-disc-tv.md) +- [Reading Glyphs](reading-glyphs-tv.md) +- [Reading Ring](reading-ring-lotgb.md) +- [Ready](ready-apg.md) +- [Reaper's Crescent](reapers-crescent-tv.md) +- [Reaper's Spellgun](reapers-spellgun-tv.md) +- [Rebirth Potion](rebirth-potion-tv.md) +- [Rebound Fulu](rebound-fulu-som.md) +- [Rebounding Breastplate](rebounding-breastplate-som.md) +- [Recovery Bladder](recovery-bladder-lotgb.md) +- [Red-Handed Missive](red-handed-missive-tv.md) +- [Red-Rib Gill Mask](red-rib-gill-mask-sot3.md) +- [Redeemer's Pistol](redeemers-pistol-ooa3.md) +- [Reducer Round](reducer-round-ooa3.md) +- [Reef Heart](reef-heart-tv.md) +- [Refined Pesh](refined-pesh-gmg.md) +- [Reflected Moonlight Fulu](reflected-moonlight-fulu-tv.md) +- [Reflecting Shard](reflecting-shard-tv.md) - [Reflecting Shield](reflecting-shield.md) +- [Reflexive Tattoo](reflexive-tattoo-lotgb.md) +- [Reforging Shield](reforging-shield-aoa4.md) +- [Reinforced Surcoat](reinforced-surcoat-lotgb.md) +- [Reinforced Wheels](reinforced-wheels-lotgb.md) - [Religious Symbol](religious-symbol.md) - [Religious Text](religious-text.md) +- [Remorhaz Armor](remorhaz-armor-tv.md) +- [Remote Trigger](remote-trigger-tv.md) +- [Rending Snare](rending-snare-lotgb.md) - [Repair Kit](repair-kit.md) - [Replacement Cosmetics](replacement-cosmetics.md) +- [Replacement Filter](replacement-filter-lopsg.md) - [Replacement Picks](replacement-picks.md) - [Resilient](resilient.md) +- [Resonating Ammunition](resonating-ammunition-som.md) +- [Resonating Fork](resonating-fork-tv.md) +- [Restful Sleep Fulu](restful-sleep-fulu-som.md) +- [Restful Tent](restful-tent-som.md) +- [Retaliation](retaliation-tv.md) - [Retribution Axe](retribution-axe.md) +- [Retrieval Prism](retrieval-prism-som.md) - [Returning](returning.md) +- [Revealing Mist](revealing-mist-tv.md) +- [Reverberating Stone](reverberating-stone-tv.md) +- [Rhino Hide Brooch](rhino-hide-brooch-sot2.md) - [Rhino Hide](rhino-hide.md) +- [Rhino Shot](rhino-shot-lotgb.md) +- [Rhinoceros Mask](rhinoceros-mask-sot1.md) +- [Rhinoceros Mask](rhinoceros-mask-tv.md) +- [Rhoka Sword](rhoka-sword-av3.md) +- [Rhythm Bone](rhythm-bone-sot1.md) +- [Ridill](ridill-lomm.md) +- [Right Of Retribution](right-of-retribution-av2.md) +- [Rime Crystal](rime-crystal-tv.md) +- [Rime Foil](rime-foil-tv.md) - [Ring of Climbing](ring-of-climbing.md) - [Ring of Counterspells](ring-of-counterspells.md) +- [Ring of Discretion](ring-of-discretion-tv.md) - [Ring of Energy Resistance](ring-of-energy-resistance.md) - [Ring of Lies](ring-of-lies.md) - [Ring of Maniacal Devices](ring-of-maniacal-devices.md) +- [Ring Of Minor Arcana](ring-of-minor-arcana-fop.md) +- [Ring of Ravenousness](ring-of-ravenousness-tv.md) +- [Ring of Sneering Charity](ring-of-sneering-charity-da.md) - [Ring of Spell Turning](ring-of-spell-turning.md) +- [Ring Of Stoneshifting](ring-of-stoneshifting-ec3.md) - [Ring of Sustenance](ring-of-sustenance.md) - [Ring of Swimming](ring-of-swimming.md) - [Ring of the Ram](ring-of-the-ram.md) +- [Ring Of The Weary Traveler](ring-of-the-weary-traveler-fop.md) +- [Ring Of Truth](ring-of-truth-gmg.md) - [Ring of Wizardry](ring-of-wizardry.md) +- [Ringmaster's Staff](ringmasters-staff-ec2.md) +- [Roaring Potion](roaring-potion-tv.md) - [Robe of Eyes](robe-of-eyes.md) - [Robe of the Archmagi](robe-of-the-archmagi.md) +- [Rock-braced](rock-braced-aoa4.md) +- [Rock Ripper Snare](rock-ripper-snare-lotgb.md) +- [Rod Of Cancellation](rod-of-cancellation-apg.md) - [Rod of Negation](rod-of-negation.md) - [Rod of Wonder](rod-of-wonder.md) - [Rope (50 feet)](rope-50-feet.md) +- [Rope Dart](rope-dart-tv.md) +- [Rope Of Climbing](rope-of-climbing-apg.md) +- [Rose of Loves Lost](rose-of-loves-lost-da.md) +- [Rotary Bow](rotary-bow-tv.md) +- [Rovagug's Mud](rovagugs-mud-tv.md) +- [Rubbing Set](rubbing-set-lopsg.md) +- [Ruby Capacitor](ruby-capacitor-tv.md) +- [Ruby String](ruby-string-lol.md) +- [Ruler](ruler-lopsg.md) +- [Rune Of Sin](rune-of-sin-som.md) - [Runestone](runestone.md) +- [Rungu](rungu-loag.md) +- [Rusting Ammunition](rusting-ammunition-tv.md) +- [Rusting Carapace](rusting-carapace-tv.md) +- [S Ring](s-ring-som.md) +- [Saboteur's Friend](saboteurs-friend-tv.md) - [Sack (5)](sack-5.md) +- [Sack of Rotten Fruit](sack-of-rotten-fruit-afof.md) - [Saddlebags](saddlebags.md) +- [Sage's Lash](sages-lash-som.md) - [Sai](sai.md) +- [Saints' Balm](saints-balm-ec2.md) - [Salamander Elixir](salamander-elixir.md) - [Salve of Antiparalysis](salve-of-antiparalysis.md) - [Salve of Slipperiness](salve-of-slipperiness.md) +- [Salvo Shield](salvo-shield-tv.md) +- [Sampling Ammunition](sampling-ammunition-da.md) +- [Sandals of the Stag](sandals-of-the-stag-tv.md) +- [Sandstorm Top](sandstorm-top-lomm.md) +- [Sanguine Fang](sanguine-fang-tv.md) +- [Sanguine Klar](sanguine-klar-tv.md) +- [Sanguine Mutagen](sanguine-mutagen-tv.md) +- [Sankeit](sankeit-tv.md) +- [Sansetsukon](sansetsukon-tv.md) - [Sap](sap.md) +- [Sapling Shield](sapling-shield-tv.md) +- [Sarkorian God-caller Garb](sarkorian-god-caller-garb-lotgb.md) +- [Saurian Spike](saurian-spike-tv.md) - [Savior Spike](savior-spike.md) - [Sawtooth Saber](sawtooth-saber.md) - [Scale Mail](scale-mail.md) +- [Scale of Igroon](scale-of-igroon-tv.md) +- [Scarab Cuirass](scarab-cuirass-lotgb.md) +- [Scarlet Mist](scarlet-mist-tv.md) - [Scholarly Journal](scholarly-journal.md) +- [Scholar's Drop](scholars-drop-tv.md) - [Scimitar](scimitar.md) +- [Scizore of the Crab](scizore-of-the-crab-tv.md) +- [Scizore](scizore-tv.md) +- [Scorpion Whip](scorpion-whip-ec1.md) +- [Scour](scour-gmg.md) +- [Scourge](scourge-locg.md) +- [Scroll Case Of Simplicity](scroll-case-of-simplicity-locg.md) +- [Scroll Robes](scroll-robes-tv.md) - [Scroll](scroll.md) +- [Scrollstaff](scrollstaff-locg.md) - [Scythe](scythe.md) - [Scything Blade Snare](scything-blade-snare.md) - [Sea Touch Elixir](sea-touch-elixir.md) +- [Sealing Chest](sealing-chest-lopsg.md) +- [Searing Suture](searing-suture-ooa1.md) +- [Seeking Bracelets](seeking-bracelets-tok.md) +- [Seer's Flute](seers-flute-tv.md) +- [Self-Emptying Pocket](self-emptying-pocket-da.md) +- [Self-Immolating Note](self-immolating-note-da.md) +- [Sense-Dulling Hood](sense-dulling-hood-tv.md) +- [Sentry Fulu](sentry-fulu-tv.md) - [Serene Mutagen](serene-mutagen.md) +- [Serithtial](serithtial-gmg.md) +- [Serpent Oil](serpent-oil-tv.md) +- [Serrating](serrating-locg.md) - [Serum of Sex Shift](serum-of-sex-shift.md) +- [Server's Stew](servers-stew-lotgb.md) +- [Seventh Prism](seventh-prism-tv.md) +- [Sextant of the Night](sextant-of-the-night-tv.md) +- [Shade Hat](shade-hat-lotgb.md) - [Shadow Essence](shadow-essence.md) +- [Shadow Signet](shadow-signet-som.md) - [Shadow](shadow.md) +- [Shadowed Scale, the Jungle Secret](shadowed-scale-the-jungle-secret-sot6.md) +- [Shadowmist Cape](shadowmist-cape-tv.md) +- [Shapespeak Mask](shapespeak-mask-sot1.md) +- [Shapespeak Mask](shapespeak-mask-tv.md) +- [Shared-Pain Sankeit](shared-pain-sankeit-tv.md) - [Shark Tooth Charm](shark-tooth-charm.md) +- [Shattered Plan](shattered-plan-tv.md) +- [Shatterstone](shatterstone-tv.md) +- [Shauth Blade](shauth-blade-av3.md) +- [Shauth Lash](shauth-lash-av3.md) +- [Shears](shears-b2.md) +- [Shield Augmentation](shield-augmentation-lotgb.md) - [Shield Boss](shield-boss.md) +- [Shield Bow](shield-bow-tv.md) +- [Shield Of The Unified Legion](shield-of-the-unified-legion-ec6.md) +- [Shield Sconce](shield-sconce-lopsg.md) - [Shield Spikes](shield-spikes.md) +- [Shielding Salve](shielding-salve-apg.md) +- [Shifter Prosthesis](shifter-prosthesis-lotgb.md) - [Shifting](shifting.md) +- [Shimmering Dust](shimmering-dust-som.md) - [Shining Ammunition](shining-ammunition.md) +- [Shining Shield](shining-shield-lokl.md) +- [Shining Wayfinder](shining-wayfinder-locg.md) +- [Shiver](shiver-gmg.md) +- [Shobhad Longrifle](shobhad-longrifle-sot5.md) - [Shock](shock.md) +- [Shoony Shovel](shoony-shovel-ec3.md) +- [Shootist Bandolier](shootist-bandolier-av3.md) - [Shortbow](shortbow.md) +- [Shortbread Spy](shortbread-spy-som.md) - [Shortsword](shortsword.md) +- [Shot Of The First Vault](shot-of-the-first-vault-gmg.md) +- [Shrieking Key](shrieking-key-tv.md) - [Shrinking Potion](shrinking-potion.md) - [Shuriken](shuriken.md) +- [Sibling's Coin](siblings-coin-da.md) +- [Siccatite Armor](siccatite-armor-lotgb.md) +- [Siccatite](siccatite-lotgb.md) +- [Siccatite Shield](siccatite-shield-lotgb.md) +- [Siccatite Weapon](siccatite-weapon-lotgb.md) +- [Sickle-Saber](sickle-saber-lotgb.md) - [Sickle](sickle.md) +- [Sight-Theft Grit](sight-theft-grit-tv.md) +- [Sighting Shot](sighting-shot-tv.md) - [Signal Whistle](signal-whistle.md) - [Signaling Snare](signaling-snare.md) +- [Silencing Ammunition](silencing-ammunition-lotgb.md) +- [Silent Bell](silent-bell-da.md) +- [Silent Heart](silent-heart-loil.md) +- [Silhouette Cloak](silhouette-cloak-lotgb.md) +- [Silkspinner's Shield](silkspinners-shield-lotgb.md) - [Silver Armor](silver-armor.md) +- [Silver Crescent](silver-crescent-tv.md) - [Silver Shield](silver-shield.md) - [Silver Weapon](silver-weapon.md) - [Silver](silver.md) - [Silversheen](silversheen.md) - [Silvertongue Mutagen](silvertongue-mutagen.md) +- [Sinew-shock Serum](sinew-shock-serum-apg.md) +- [Singing Bowl Of The Versatile Stance](singing-bowl-of-the-versatile-stance-logm.md) +- [Singing Muse](singing-muse-sot2.md) +- [Singing Shortbow](singing-shortbow-som.md) +- [Singing Sword](singing-sword-gmg.md) +- [Singularity Ammunition](singularity-ammunition-lotgb.md) +- [Sinister Knight](sinister-knight-locg.md) +- [Sixfingers Elixir](sixfingers-elixir-sli.md) +- [Skarja's Heartstone](skarjas-heartstone-ec3.md) +- [Skeleton Key](skeleton-key-bb.md) - [Skeleton Key](skeleton-key.md) +- [Skeptic's Elixir](skeptics-elixir-av1.md) +- [Skinsaw Mask](skinsaw-mask-tv.md) +- [Skinstitch Salve](skinstitch-salve-apg.md) +- [Skittering Mask](skittering-mask-sot1.md) +- [Skittering Mask](skittering-mask-tv.md) +- [Skull Bomb](skull-bomb-ooa3.md) +- [Skunk Bomb](skunk-bomb-tv.md) - [Sky Hammer](sky-hammer.md) +- [Sky-piercing Bow](sky-piercing-bow-frp2.md) +- [Sky Serpent Bolt](sky-serpent-bolt-lotgb.md) +- [Skyrider Sword](skyrider-sword-lotgb.md) +- [Slates Of Distant Letters](slates-of-distant-letters-apg.md) - [Sleep Arrow](sleep-arrow.md) +- [Sleeves Of Storage](sleeves-of-storage-apg.md) +- [Sleuth's Pipe](sleuths-pipe-tv.md) - [Slick](slick.md) +- [Slime Whip](slime-whip-sli.md) - [Sling Bullets](sling-bullets.md) - [Sling](sling.md) - [Slippers of Spider Climbing](slippers-of-spider-climbing.md) +- [Slippery Ribbon](slippery-ribbon-sli.md) +- [Sloughing Toxin](sloughing-toxin-av2.md) +- [Sluggish Bracelet](sluggish-bracelet-tv.md) - [Slumber Wine](slumber-wine.md) +- [Smogger](smogger-ooa2.md) +- [Smoked Goggles](smoked-goggles-lotgb.md) - [Smokestick](smokestick.md) +- [Smoking Sword](smoking-sword-bb.md) +- [Smother Shroud](smother-shroud-tv.md) +- [Snagging Hook Snare](snagging-hook-snare-apg.md) +- [Snagging](snagging-lotgb.md) +- [Snake](snake-lotg.md) - [Snake Oil](snake-oil.md) +- [Snapleaf](snapleaf-locg.md) - [Snare Kit](snare-kit.md) +- [Snarling Badger](snarling-badger-tv.md) - [Sneaky Key](sneaky-key.md) +- [Sneezing Powder](sneezing-powder-lotgb.md) +- [Snowshoes](snowshoes-lopsg.md) +- [Snowshoes Of The Long Trek](snowshoes-of-the-long-trek-lopsg.md) - [Soap](soap.md) +- [Soaring](soaring-loag.md) +- [Soaring Wings](soaring-wings-tv.md) +- [Socialite Staff](socialite-staff-tv.md) +- [Society Portrait](society-portrait-da.md) +- [Soft-landing](soft-landing-lotgb.md) +- [Solar Shellflower](solar-shellflower-tv.md) +- [Sonic Tuning Mace](sonic-tuning-mace-som.md) +- [Soothing Powder](soothing-powder-tv.md) +- [Soothing Scents](soothing-scents-som.md) +- [Soothing Toddy](soothing-toddy-tv.md) +- [Soothing Tonic](soothing-tonic-tv.md) +- [Soul Cage](soul-cage-botd.md) +- [South Wind's Scorch Song](south-winds-scorch-song-som.md) +- [Sovereign Glue](sovereign-glue-apg.md) +- [Sovereign Steel Armor](sovereign-steel-armor-lol.md) +- [Sovereign Steel](sovereign-steel-lol.md) +- [Sovereign Steel Weapon](sovereign-steel-weapon-lol.md) +- [Spangled Rider's Suit](spangled-riders-suit-ec2.md) +- [Spark Dancer](spark-dancer-tv.md) +- [Sparkblade](sparkblade-tio.md) +- [Sparking Spellgun](sparking-spellgun-tv.md) +- [Sparkler](sparkler-tv.md) +- [Spear Frog Poison](spear-frog-poison-tv.md) +- [Spear of the Destroyer's Flame](spear-of-the-destroyers-flame-lomm.md) - [Spear](spear.md) +- [Spectacles of Inquiry](spectacles-of-inquiry-tv.md) +- [Spectacles of Piercing Sight](spectacles-of-piercing-sight-tv.md) +- [Spectacles Of Understanding](spectacles-of-understanding-lopsg.md) - [Speed](speed.md) +- [Spell-bastion](spell-bastion-lotgb.md) +- [Spell Duelist's Siphon](spell-duelists-siphon-tv.md) +- [Spell Echo Shot](spell-echo-shot-tv.md) - [Spell-storing](spell-storing.md) - [Spellbook (Blank)](spellbook-blank.md) +- [Spellbook Of Redundant Enchantment](spellbook-of-redundant-enchantment-som.md) +- [Spellbreaking](spellbreaking-tv.md) +- [Spellcutter](spellcutter-sot5.md) +- [Spellender](spellender-sot2.md) +- [Spellguard Blade](spellguard-blade-apg.md) - [Spellguard Shield](spellguard-shield.md) - [Spellstrike Ammunition](spellstrike-ammunition.md) +- [Spellstriker Staff](spellstriker-staff-tv.md) +- [Sphere Of Annihilation](sphere-of-annihilation-gmg.md) +- [Spider](spider-lotg.md) - [Spider Root](spider-root.md) +- [Spiderfoot Brew](spiderfoot-brew-pfum.md) +- [Spiderfoot Brew](spiderfoot-brew-tv.md) - [Spike Snare](spike-snare.md) - [Spiked Chain](spiked-chain.md) - [Spiked Gauntlet](spiked-gauntlet.md) - [Spined Shield](spined-shield.md) +- [Spiral Rapier](spiral-rapier-lotgb.md) +- [Spirit-sealing Fulu](spirit-sealing-fulu-som.md) +- [Spiritsight Crossbow](spiritsight-crossbow-apg.md) +- [Spiritsight Ring](spiritsight-ring-tv.md) +- [Spiritual Warhorn](spiritual-warhorn-tv.md) +- [Splint](splint-lotgb.md) - [Splint Mail](splint-mail.md) +- [Spore Sap](spore-sap-ec4.md) +- [Spray Pellets](spray-pellets-tv.md) +- [Spraysling](spraysling-tv.md) +- [Spring Heel](spring-heel-tv.md) +- [Spring-loaded Net Launcher](spring-loaded-net-launcher-lotgb.md) +- [Sprite Apple](sprite-apple-tv.md) +- [Spurned Lute](spurned-lute-tv.md) +- [Spy Staff](spy-staff-tv.md) +- [Spyglass Eye](spyglass-eye-tv.md) - [Spyglass](spyglass.md) +- [Squirrel](squirrel-lotg.md) - [Staff of Abjuration](staff-of-abjuration.md) +- [Staff of Air](staff-of-air-tv.md) - [Staff of Conjuration](staff-of-conjuration.md) - [Staff of Divination](staff-of-divination.md) +- [Staff of Earth](staff-of-earth-tv.md) - [Staff of Enchantment](staff-of-enchantment.md) - [Staff of Evocation](staff-of-evocation.md) +- [Staff of Final Rest](staff-of-final-rest-lotgb.md) - [Staff of Fire](staff-of-fire.md) - [Staff of Healing](staff-of-healing.md) - [Staff of Illumination](staff-of-illumination.md) - [Staff of Illusion](staff-of-illusion.md) +- [Staff Of Impossible Visions](staff-of-impossible-visions-apg.md) +- [Staff Of Nature's Cunning](staff-of-natures-cunning-som.md) +- [Staff Of Nature's Vengeance](staff-of-natures-vengeance-apg.md) - [Staff of Necromancy](staff-of-necromancy.md) - [Staff of Power](staff-of-power.md) +- [Staff Of Providence](staff-of-providence-apg.md) +- [Staff Of Sieges](staff-of-sieges-ec6.md) +- [Staff Of The Black Desert](staff-of-the-black-desert-ec5.md) +- [Staff Of The Desert Winds](staff-of-the-desert-winds-som.md) +- [Staff Of The Dreamlands](staff-of-the-dreamlands-lotgb.md) - [Staff of the Magi](staff-of-the-magi.md) - [Staff of Transmutation](staff-of-transmutation.md) +- [Staff of Water](staff-of-water-tv.md) +- [Staff-storing Shield](staff-storing-shield-som.md) - [Staff](staff.md) +- [Stage Fright Missive](stage-fright-missive-tv.md) +- [Staining](staining-gmg.md) - [Stalker Bane Snare](stalker-bane-snare.md) +- [Stalwart's Ring](stalwarts-ring-fop.md) +- [Stampede Medallion](stampede-medallion-som.md) +- [Stanching](stanching-lotgb.md) +- [Standard of the Primeval Howl](standard-of-the-primeval-howl-tv.md) +- [Star Grenade](star-grenade-ooa3.md) +- [Starfall Shield](starfall-shield-tv.md) +- [Starfaring Cloak](starfaring-cloak-tv.md) +- [Stargazer](stargazer-tv.md) +- [Staring Skull](staring-skull-tv.md) - [Starknife](starknife.md) +- [Starshot Arrow](starshot-arrow-lol.md) +- [Starsong Nectar](starsong-nectar-tv.md) +- [Static Snare](static-snare-lotgb.md) - [Steel Shield](steel-shield.md) +- [Stiletto Pen](stiletto-pen-lopsg.md) +- [Stole Of Civility](stole-of-civility-ec2.md) +- [Stone Body Mutagen](stone-body-mutagen-fop.md) +- [Stone Body Mutagen](stone-body-mutagen-tv.md) - [Stone Bullet](stone-bullet.md) +- [Stone Circle](stone-circle-lotgb.md) - [Stone Fist Elixir](stone-fist-elixir.md) +- [Stone of Unrivaled Skill](stone-of-unrivaled-skill-da.md) +- [Stone Of Weight](stone-of-weight-gmg.md) +- [Stone](stone-tv.md) +- [Stoneraiser Javelin](stoneraiser-javelin-ec4.md) +- [Stonethroat Ammunition](stonethroat-ammunition-lotgb.md) +- [Storage](storage-tv.md) - [Storm Arrow](storm-arrow.md) - [Storm Flash](storm-flash.md) +- [Storm Hammer](storm-hammer-bb.md) +- [Stormbreaker Fulu](stormbreaker-fulu-frp2.md) +- [Stormbreaker Fulu](stormbreaker-fulu-som.md) +- [Stormfeather](stormfeather-som.md) +- [Storyteller's Opus](storytellers-opus-som.md) - [Striking Snare](striking-snare.md) - [Striking](striking.md) - [Studded Leather](studded-leather.md) +- [Stumbling Fulu](stumbling-fulu-tv.md) - [Stunning Snare](stunning-snare.md) +- [Stupor Poison](stupor-poison-av3.md) +- [Stupor Poison](stupor-poison-tv.md) +- [Sturdy Satchel](sturdy-satchel-lopsg.md) - [Sturdy Shield](sturdy-shield.md) +- [Sukgung](sukgung-tv.md) +- [Sulfur Bomb](sulfur-bomb-lotgb.md) +- [Summoning Handscroll](summoning-handscroll-som.md) +- [Sun Dazzler](sun-dazzler-tv.md) +- [Sun Orchid Elixir](sun-orchid-elixir-lowg.md) +- [Sun Orchid Poultice](sun-orchid-poultice-lol.md) +- [Sun Shot](sun-shot-sot4.md) +- [Sun Sight](sun-sight-tv.md) +- [Sun Sling](sun-sling-sot4.md) +- [Sun Wheel](sun-wheel-tio.md) +- [Sunflower Censer](sunflower-censer-loil.md) - [Sunrod](sunrod.md) +- [Support](support-lotgb.md) +- [Sure-Step Crampons](sure-step-crampons-tv.md) +- [Sure-Step Potion](sure-step-potion-tv.md) - [Survey Map](survey-map.md) +- [Swallow-Spike](swallow-spike-tv.md) +- [Swamp Lily Quilt](swamp-lily-quilt-lol.md) +- [Swarmeater's Clasp](swarmeaters-clasp-tv.md) +- [Swarmform Collar](swarmform-collar-lotgb.md) +- [Swarming](swarming-tv.md) +- [Swarmsuit](swarmsuit-lotgb.md) - [Swift Block Cabochon](swift-block-cabochon.md) +- [Swiftmount Saddle](swiftmount-saddle-lokl.md) +- [Swim Fins](swim-fins-lowg.md) +- [Swirling Sand](swirling-sand-da.md) +- [Switchscythe](switchscythe-lotgb.md) +- [Sword Cane](sword-cane-apg.md) +- [Swordstealer Shield](swordstealer-shield-tv.md) +- [Tablet of Chained Souls](tablet-of-chained-souls-da.md) - [Tack](tack.md) +- [Tactician's Helm](tacticians-helm-tv.md) +- [Talespinner's Lyre](talespinners-lyre-tv.md) +- [Taleteller's Ring](taletellers-ring-da.md) +- [Talisman Cord](talisman-cord-lopsg.md) +- [Talisman Of The Sphere](talisman-of-the-sphere-gmg.md) +- [Talwar](talwar-loil.md) +- [Tamchal Chakram](tamchal-chakram-av2.md) - [Tanglefoot Bag](tanglefoot-bag.md) +- [Tanglefoot Extruder](tanglefoot-extruder-tv.md) +- [Tank](tank-lotg.md) +- [Tar Rocket Snare](tar-rocket-snare-lotgb.md) +- [Taster's Folly](tasters-folly-tv.md) +- [Tattletale Orb](tattletale-orb-tv.md) +- [Taw Launcher](taw-launcher-tv.md) +- [Tear-away Clothing](tear-away-clothing-lotgb.md) - [Tears of Death](tears-of-death.md) +- [Tears Of The Last Azlanti](tears-of-the-last-azlanti-ec6.md) +- [Tekko-Kagi](tekko-kagi-tv.md) - [Temple Sword](temple-sword.md) - [Ten-Foot Pole](ten-foot-pole.md) +- [Tengu Gale Blade](tengu-gale-blade-apg.md) - [Tent](tent.md) +- [Tentacle Potion](tentacle-potion-tv.md) +- [Terrifying Ammunition](terrifying-ammunition-apg.md) +- [The Whispering Reeds](the-whispering-reeds-av1.md) +- [Theatrical Mutagen](theatrical-mutagen-tv.md) - [Thieves' Tools](thieves-tools.md) - [Third Eye](third-eye.md) +- [Thorn whip](thorn-whip-loil.md) +- [Thoughtwhip Claw](thoughtwhip-claw-loil.md) +- [Thousand-blade Thesis](thousand-blade-thesis-som.md) +- [Thousand-Pains Fulu](thousand-pains-fulu-tv.md) +- [Thrasher Tail](thrasher-tail-tv.md) +- [Three-section Naginata](three-section-naginata-tv.md) +- [Thrice-fried Mudwings](thrice-fried-mudwings-lotgb.md) +- [Thrower's Bandolier](throwers-bandolier-tv.md) +- [Throwing Knife](throwing-knife-ec1.md) +- [Throwing Shield](throwing-shield-lokl.md) +- [Thunder Helm](thunder-helm-ooa2.md) +- [Thunder Sling](thunder-sling-loag.md) +- [Thunder Sling](thunder-sling-tv.md) +- [Thunder Snare](thunder-snare-ec1.md) +- [Thunderbird Tuft](thunderbird-tuft-som.md) +- [Thunderblast Slippers](thunderblast-slippers-tv.md) +- [Thundercrasher](thundercrasher-tv.md) - [Thundering](thundering.md) +- [Thundermace](thundermace-lotgb.md) - [Thunderstone](thunderstone.md) - [Thurible of Revelation](thurible-of-revelation.md) - [Tiger Menuki](tiger-menuki.md) +- [Time Shield Potion](time-shield-potion-apg.md) +- [Timeless Salts](timeless-salts-apg.md) - [Tindertwig](tindertwig.md) +- [Titan's Grasp](titans-grasp-som.md) +- [Tlil Mask](tlil-mask-sot1.md) +- [Tlil Mask](tlil-mask-tv.md) +- [Toadskin Salve](toadskin-salve-lotgb.md) +- [Tome of Restorative Cleansing](tome-of-restorative-cleansing-tv.md) +- [Tome of Scintillating Sleet](tome-of-scintillating-sleet-tv.md) +- [Tonfa](tonfa-lotgb.md) - [Tool](tool.md) +- [Toolkit of Bronze Whispers](toolkit-of-bronze-whispers-tv.md) +- [Tooth and Claw Tattoo](tooth-and-claw-tattoo-tv.md) +- [Toothwort Extract](toothwort-extract-lotg.md) +- [Topology Protoplasm](topology-protoplasm-som.md) +- [Torag's Silver Anvil](torags-silver-anvil-logm.md) - [Torch](torch.md) +- [Torrent Snare](torrent-snare-ec1.md) +- [Torrent Spellgun](torrent-spellgun-tv.md) +- [Toshigami Blossom](toshigami-blossom-tv.md) - [Tower Shield](tower-shield.md) +- [Toy Carriage](toy-carriage-lotgb.md) - [Tracker's Goggles](trackers-goggles.md) +- [Tracker's Stew](trackers-stew-tv.md) +- [Tracking Fulu](tracking-fulu-som.md) +- [Trackless](trackless-tv.md) +- [Tradecraft Tattoo](tradecraft-tattoo-tv.md) +- [Traitor's Ring](traitors-ring-da.md) +- [Transposition Ammunition](transposition-ammunition-lotgb.md) - [Traveler's Any-tool](travelers-any-tool.md) +- [Traveler's Cloak](travelers-cloak-lokl.md) +- [Traveling Companion's Chair](traveling-companions-chair-tv.md) +- [Treats](treats-lotg.md) +- [Tremorsensors](tremorsensors-tv.md) +- [Tri-bladed Katar](tri-bladed-katar-lotgb.md) +- [Triangular Teeth](triangular-teeth-tv.md) +- [Trickster's Mandolin](tricksters-mandolin-tv.md) +- [Tricky Pick](tricky-pick-loag.md) - [Trident](trident.md) +- [Triggerbrand](triggerbrand-loil.md) +- [Trinity Geode](trinity-geode-som.md) - [Trip Snare](trip-snare.md) - [Triton's Conch](tritons-conch.md) +- [Troll Hide](troll-hide-tv.md) +- [Trollhound Vest](trollhound-vest-tv.md) +- [Troubadour's Cap](troubadours-cap-tv.md) +- [True Name Amulet](true-name-amulet-som.md) +- [Trueshape Bomb](trueshape-bomb-tv.md) - [Truesight Potion](truesight-potion.md) - [Truth Potion](truth-potion.md) +- [Turnabout Shield](turnabout-shield-tv.md) +- [Turtle](turtle-lotg.md) +- [Tusk And Fang Chain](tusk-and-fang-chain-frp2.md) +- [Twilight Lantern](twilight-lantern-sot4.md) +- [Twining Chains](twining-chains-lotgb.md) - [Twining Staff](twining-staff.md) +- [Tyrant Ampoule](tyrant-ampoule-tv.md) +- [Tyrant's Writs](tyrants-writs-loil.md) +- [Unbreakable Heart](unbreakable-heart-tv.md) +- [Undead Compendium](undead-compendium-lokl.md) +- [Undead Detection Dye](undead-detection-dye-botd.md) +- [Undead Scourge](undead-scourge-lokl.md) +- [Undertaker's Manifest](undertakers-manifest-tv.md) +- [Unending Itch](unending-itch-tv.md) +- [Unending Youth](unending-youth-lol.md) +- [Unfathomable Stargazer](unfathomable-stargazer-tv.md) - [Unholy Water](unholy-water.md) - [Unholy](unholy.md) +- [Universal Solvent](universal-solvent-apg.md) +- [Unmemorable Mantle](unmemorable-mantle-locg.md) +- [Unsullied Blood](unsullied-blood-loil.md) +- [Urn Of Ashes](urn-of-ashes-apg.md) +- [Ursine Avenger Hood](ursine-avenger-hood-tv.md) +- [Urumi](urumi-tv.md) +- [Vaccine](vaccine-lol.md) +- [Vaccine](vaccine-tv.md) +- [Vampire-Fang Morningstar](vampire-fang-morningstar-tv.md) +- [Vampiric Scythe](vampiric-scythe-lotgb.md) - [Vanishing Coin](vanishing-coin.md) +- [Vanishing Wayfinder](vanishing-wayfinder-locg.md) +- [Vapor Sphere](vapor-sphere-som.md) +- [Vaporous Pipe](vaporous-pipe-tv.md) +- [Varisian Emblem](varisian-emblem-tv.md) +- [Vaultbreaker's Harness](vaultbreakers-harness-tv.md) +- [Vengeful Arm](vengeful-arm-loil.md) +- [Venomed Tongue](venomed-tongue-loil.md) +- [Venomous Cure Fulu](venomous-cure-fulu-som.md) +- [Ventriloquist's Ring](ventriloquists-ring-bb.md) - [Ventriloquist's Ring](ventriloquists-ring.md) +- [Verdant Branch](verdant-branch-tv.md) - [Verdant Staff](verdant-staff.md) +- [Vermin Repellent Agent](vermin-repellent-agent-lopsg.md) +- [Vestige Lenses](vestige-lenses-lol.md) +- [Vexing Vapor](vexing-vapor-lotgb.md) +- [Vial of the Immortal Wellspring](vial-of-the-immortal-wellspring-da.md) +- [Victory Plate](victory-plate-apg.md) +- [Vigilant Eye](vigilant-eye-tv.md) - [Vine Arrow](vine-arrow.md) +- [Vine Of Roses](vine-of-roses-lotgb.md) +- [Vine Whip](vine-whip-tv.md) +- [Violet Venom](violet-venom-tv.md) +- [Violin of the Waves](violin-of-the-waves-tv.md) - [Viper Arrow](viper-arrow.md) +- [Viper Rapier](viper-rapier-tv.md) - [Viper's Fang](vipers-fang.md) +- [Visap](visap-loil.md) +- [Voice from the Grave](voice-from-the-grave-tv.md) +- [Voicebox](voicebox-tv.md) - [Vorpal](vorpal.md) - [Voyager's Pack](voyagers-pack.md) +- [Vulture's Wing](vultures-wing-loil.md) +- [Waffle Iron](waffle-iron-lotgb.md) +- [Wakizashi](wakizashi-apg.md) +- [Walking Cauldron](walking-cauldron-apg.md) +- [Wand Cane](wand-cane-tv.md) +- [Wand of Caustic Effluence](wand-of-caustic-effluence-pfum.md) +- [Wand of Choking Mist](wand-of-choking-mist-tv.md) +- [Wand of Chromatic Burst](wand-of-chromatic-burst-tv.md) +- [Wand of Clinging Rime](wand-of-clinging-rime-tv.md) +- [Wand of Contagious Frailty](wand-of-contagious-frailty-tv.md) - [Wand of Continuation](wand-of-continuation.md) +- [Wand Of Crackling Lightning](wand-of-crackling-lightning-apg.md) +- [Wand of Crushing Leaps](wand-of-crushing-leaps-tv.md) +- [Wand of Dazzling Rays](wand-of-dazzling-rays-tv.md) +- [Wand of Dumbfounding Doom](wand-of-dumbfounding-doom-tv.md) +- [Wand Of Fey Flames](wand-of-fey-flames-lotgb.md) +- [Wand of Hawthorn](wand-of-hawthorn-tv.md) +- [Wand Of Hopeless Night](wand-of-hopeless-night-apg.md) +- [Wand of Hybrid Form](wand-of-hybrid-form-tv.md) +- [Wand of Legerdemain](wand-of-legerdemain-tv.md) - [Wand of Manifold Missiles](wand-of-manifold-missiles.md) +- [Wand of Mental Purification](wand-of-mental-purification-tv.md) +- [Wand of Mercy](wand-of-mercy-tv.md) +- [Wand Of Noisome Acid](wand-of-noisome-acid-sli.md) +- [Wand of Noisome Acid](wand-of-noisome-acid-tv.md) +- [Wand Of Overflowing Life](wand-of-overflowing-life-apg.md) +- [Wand of Paralytic Shock](wand-of-paralytic-shock-tv.md) +- [Wand of Pernicious Poison](wand-of-pernicious-poison-tv.md) +- [Wand of Reaching](wand-of-reaching-tv.md) +- [Wand of Refracting Rays](wand-of-refracting-rays-tv.md) +- [Wand of Rolling Flames](wand-of-rolling-flames-tv.md) +- [Wand of Shattering Images](wand-of-shattering-images-tv.md) +- [Wand of Shrouded Step](wand-of-shrouded-step-tv.md) - [Wand of Slaying](wand-of-slaying.md) - [Wand of Smoldering Fireballs](wand-of-smoldering-fireballs.md) +- [Wand Of Spiritual Warfare](wand-of-spiritual-warfare-lotgb.md) +- [Wand Of Teeming Ghosts](wand-of-teeming-ghosts-sli.md) +- [Wand of Teeming Ghosts](wand-of-teeming-ghosts-tv.md) +- [Wand of the Ash Puppet](wand-of-the-ash-puppet-tv.md) +- [Wand of the Pampered Pet](wand-of-the-pampered-pet-tv.md) +- [Wand Of The Snowfields](wand-of-the-snowfields-apg.md) +- [Wand Of The Spider](wand-of-the-spider-apg.md) +- [Wand Of Thundering Echoes](wand-of-thundering-echoes-lotgb.md) +- [Wand of Tormented Slumber](wand-of-tormented-slumber-tv.md) +- [Wand of Toxic Blades](wand-of-toxic-blades-tv.md) +- [Wand of Traitorous Thoughts](wand-of-traitorous-thoughts-tv.md) +- [Wand of Wearying Dance](wand-of-wearying-dance-tv.md) - [Wand of Widening](wand-of-widening.md) +- [War Blood Mutagen](war-blood-mutagen-ooa1.md) - [War Flail](war-flail.md) +- [War Lance](war-lance-lokl.md) +- [War Razor](war-razor-tv.md) +- [War Saddle](war-saddle-lokl.md) +- [Warcaller's Chime](warcallers-chime-sot2.md) +- [Warden's Signet](wardens-signet-tv.md) +- [Warding Escutcheon](warding-escutcheon-tv.md) +- [Warding Punch](warding-punch-tv.md) +- [Warding Statuette](warding-statuette-tv.md) +- [Warding Tablets](warding-tablets-som.md) +- [Warding Tattoo](warding-tattoo-som.md) +- [Wardrobe Stone](wardrobe-stone-lotgb.md) - [Warhammer](warhammer.md) - [Warning Snare](warning-snare.md) +- [Warpwobble Poison](warpwobble-poison-tv.md) +- [Warrior's Training Ring](warriors-training-ring-fop.md) +- [Wasp Guard](wasp-guard-tv.md) +- [Watch of Lost Ages](watch-of-lost-ages-tv.md) +- [Watchful Portrait](watchful-portrait-tv.md) +- [Water Purifier](water-purifier-lopsg.md) +- [Waterproof Journal](waterproof-journal-lopsg.md) +- [Waterproofing Wax](waterproofing-wax-som.md) - [Waterskin](waterskin.md) +- [Waverider Barding](waverider-barding-lotgb.md) +- [Wax Key Blank](wax-key-blank-lopsg.md) - [Wayfinder](wayfinder.md) +- [Weapon Harness](weapon-harness-tv.md) - [Weapon Potency](weapon-potency.md) +- [Weapon Shot](weapon-shot-tv.md) +- [Weapon Siphon](weapon-siphon-tv.md) +- [Weapon-Weird Oil](weapon-weird-oil-tv.md) +- [Weeping Midnight](weeping-midnight-aoa5.md) +- [Wet Shock Snare](wet-shock-snare-lotgb.md) +- [Wheel Blades](wheel-blades-lotgb.md) +- [Wheel Spikes](wheel-spikes-lotgb.md) +- [Wheelbarrow](wheelbarrow-lotgb.md) +- [Whelming Scrimshaw](whelming-scrimshaw-tv.md) +- [Whip Claw](whip-claw-loag.md) +- [Whip Of Compliance](whip-of-compliance-ec2.md) - [Whip](whip.md) +- [Whipstaff](whipstaff-tv.md) +- [Whirlwind Vial](whirlwind-vial-tv.md) - [Whisper of the First Lie](whisper-of-the-first-lie.md) +- [Whisperer of Souls](whisperer-of-souls-tv.md) +- [Whispering Staff](whispering-staff-tv.md) +- [Whistle of Calling](whistle-of-calling-lokl.md) +- [Wig Of Holding](wig-of-holding-lotgb.md) +- [Wildwood Ink](wildwood-ink-tv.md) +- [Wind and Fire Wheel](wind-and-fire-wheel-frp2.md) +- [Wind at Your Back](wind-at-your-back-tv.md) +- [Wind-catcher](wind-catcher-lotgb.md) +- [Wind Ocarina](wind-ocarina-tv.md) +- [Winder's Ring](winders-ring-ooa2.md) +- [Windlass Bolas](windlass-bolas-tv.md) +- [Wine of the Blood](wine-of-the-blood-da.md) +- [Winged](winged-apg.md) - [Winged Boots](winged-boots.md) - [Winter Wolf Elixir](winter-wolf-elixir.md) +- [Wish Blade](wish-blade-loag.md) +- [Wish Knife](wish-knife-loag.md) +- [Witch's Finger](witchs-finger-tv.md) +- [Withering](withering-gmg.md) +- [Wizard's Tower](wizards-tower-lotgb.md) - [Wolf Fang](wolf-fang.md) +- [Wolfjaw Armor](wolfjaw-armor-tv.md) - [Wolfsbane](wolfsbane.md) - [Wondrous Figurine](wondrous-figurine.md) +- [Wondrous Figurines](wondrous-figurines-ec2.md) +- [Wondrous Figurines](wondrous-figurines-sot2.md) +- [Wooden Breastplate](wooden-breastplate-tv.md) +- [Wooden Nickel](wooden-nickel-tv.md) - [Wooden Shield](wooden-shield.md) +- [Wooden Taws](wooden-taws-tv.md) +- [Wordreaper](wordreaper-tok.md) +- [Worm Vial](worm-vial-tv.md) +- [Wounding Oil](wounding-oil-tv.md) - [Wounding](wounding.md) +- [Wovenwood Shield](wovenwood-shield-lotgb.md) +- [Wrecker](wrecker-tv.md) +- [Wrenchgear](wrenchgear-loil.md) +- [Wrestler's Armbands](wrestlers-armbands-tv.md) +- [Writ Of Authenticity](writ-of-authenticity-lopsg.md) - [Writing Set](writing-set.md) +- [Wyrm Claw](wyrm-claw-tv.md) +- [Wyrm Drinker](wyrm-drinker-sot5.md) +- [Wyrm on the Wing](wyrm-on-the-wing-tv.md) - [Wyvern Poison](wyvern-poison.md) +- [X's Lizard](xs-lizard-lotg.md) +- [Yarrow-Root Bandage](yarrow-root-bandage-lotg.md) +- [Zealot Staff](zealot-staff-tv.md) +- [Zerk](zerk-gmg.md) +- [Zombie Staff](zombie-staff-tv.md) +- [Zulfikar](zulfikar-loil.md) diff --git a/compendium/equipment/items/ixames-eye-sot3.md b/compendium/equipment/items/ixames-eye-sot3.md new file mode 100644 index 000000000..2c09f984e --- /dev/null +++ b/compendium/equipment/items/ixames-eye-sot3.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot3 +- item/category/talisman +- trait/consumable +- trait/divination +- trait/magical +- trait/rare +- trait/talisman +aliases: ["Ixamè's Eye"] +--- +# Ixamè's Eye *Item 9* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [talisman](rules/traits/talisman.md) + +- **Price** 150 gp +- **Usage** affixed to headgear; **Bulk** – +- **Activate** envision +- **Category** Talisman + +Via some strange alchemical reaction with the gasses of Terwa Lake, the cloud dragon Ixamè's eyeballs have shriveled into sky-blue gems. + +The dragon's sense of vision isn't impaired, and her eyes can't be removed from her head until she's destroyed. + +Once removed, each gem functions as a special talisman. Ixamè's eye sparkles when it's in an area of fog or mist. Activating the talisman enables you to see clearly through fog and mist for 1 minute; any creature [concealed](rules/conditions.md#Concealed) only by fog or mist is no longer [concealed](rules/conditions.md#Concealed) to you. If such a creature was relying on the concealment to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md), this also means it's no longer [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected). + +*Source: Strength of Thousands #3: Hurricane's Howl p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/jahan-waystone-lome.md b/compendium/equipment/items/jahan-waystone-lome.md new file mode 100644 index 000000000..4decd262b --- /dev/null +++ b/compendium/equipment/items/jahan-waystone-lome.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lome +- item/category/artifact +- trait/artifact +- trait/conjuration +- trait/magical +- trait/rare +- trait/teleportation +aliases: ["Jahan Waystone"] +--- +# Jahan Waystone *Item 21* +[artifact](rules/traits/artifact-gmg.md) [conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [teleportation](rules/traits/teleportation.md) + +- **Usage** Worn +- **Category** Artifact + +This enormous stone glows with a pale light and emits a quiet hum. Each Jahan waystone is part of a paired link. The paired stones correspond in the color of the light they emit, as well as the specific tone at which they hum. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You place your hand on the stone and focus on the stone's light. The stone's glow envelopes all creatures in a 10-foot radius with its light and attempts to teleport the creatures to its paired stone. If there is no open space within 30 feet of the target waystone, the teleportation attempt fails. A creature can resist the teleportation with a successful DC 45 Will save. +``` + +*Source: Lost Omens: The Mwangi Expanse p. 207* \ No newline at end of file diff --git a/compendium/equipment/items/jar-of-shifting-sands-som.md b/compendium/equipment/items/jar-of-shifting-sands-som.md new file mode 100644 index 000000000..31a1b4d1e --- /dev/null +++ b/compendium/equipment/items/jar-of-shifting-sands-som.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/held +- trait/conjuration +- trait/earth +- trait/magical +aliases: ["Jar Of Shifting Sands"] +--- +# Jar Of Shifting Sands *Item 7* +[conjuration](rules/traits/conjuration.md) [earth](rules/traits/earth.md) [magical](rules/traits/magical.md) + +- **Price** 320 gp +- **Usage** held in 2 hands; **Bulk** L +- **Category** Held + +This small, ceramic jar is full, holding approximately a quarter gallon of sand. + +When poured out, the jar immediately begins to conjure more sand. It is said, however improbably, that this jar is responsible for creating at least one desert in the world. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You cause sand to pour out of the jar at a rate of 1 gallon per round. This doesn't end until the cap is placed back on the jar. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You quickly pour sand over an adjacent square, making it difficult terrain. You can't use either of the jar's activations for 1 minute. +``` + +*Source: Secrets of Magic p. 186* \ No newline at end of file diff --git a/compendium/equipment/items/jawbreaker-shield-ec4.md b/compendium/equipment/items/jawbreaker-shield-ec4.md new file mode 100644 index 000000000..3f664e6d4 --- /dev/null +++ b/compendium/equipment/items/jawbreaker-shield-ec4.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec4 +- item/category/held +- trait/abjuration +- trait/magical +- trait/uncommon +aliases: ["Jawbreaker Shield"] +--- +# Jawbreaker Shield *Item 12* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1650 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This heavy bone shield is composed of a massive plate of dinosaur bone with jagged, tooth-like ridges ringing its edge. It has Hardness 12, HP 48, and BT 24. The ridges are unremovable +1 striking shield spikes that deal slashing damage instead of piercing damage. + +While holding the jawbreaker shield, you gain a +3 item bonus to your Reflex DC to resist Swallow Whole attacks. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature attacks you with a jaws or fangs + +**Effect** You make a shield bash [Strike](rules/actions/strike.md) as a reaction against the attacker. If the shield bash hits, the target takes damage and must attempt a DC 31 Fortitude saving throw. The effects of the saving throw are determined after the effects of the triggering [Strike](rules/actions/strike.md) are resolved. + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** You wound the target's mouth. It takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and takes a –2 status penalty to attack and damage rolls with jaws, fangs, or similar [Strikes](rules/actions/strike.md) for 24 hours. +> - **Critical Failure** You break the target's jaw. As failure, and the creature can't make [Strikes](rules/actions/strike.md) using its mouth for 1 minute. At the end of its turn, it can attempt a Fortitude save to regain the ability to make [Strikes](rules/actions/strike.md) using its mouth. +``` + +*Source: Extinction Curse #4: Siege of the Dinosaurs p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/jax-ooa2.md b/compendium/equipment/items/jax-ooa2.md new file mode 100644 index 000000000..64da951ca --- /dev/null +++ b/compendium/equipment/items/jax-ooa2.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa2 +- item/category/held +- trait/cursed +- trait/divine +- trait/evocation +- trait/intelligent +- trait/ln +- trait/unique +aliases: ["Jax"] +--- +# Jax *Item 8* +[cursed](rules/traits/cursed-gmg.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [intelligent](rules/traits/intelligent-gmg.md) [ln](rules/traits/lawful-neutral-b1.md) [unique](rules/traits/unique.md) + +- **Usage** held in 2 hands; **Bulk** 1 +- **Category** Held + +Jax was a caravan guard who died defending her charges from a pack of Lamashtan cultists in the Spellscar Desert. + +Her spirit of fury and hopelessness infused her weapon upon her death, imbuing the firearm with a fragment of her soul and intelligence. The rifle, upon awakening, remembered just enough of Jax's former life to think of her former wielder's name as her own. + +Jax is a +1 striking fearsome piercing wind (Guns & Gears 159) whose driving purpose is to protect innocent travelers in the Spellscar Desert from raiders, bandits, and cultists. Jax allows any creature to wield her, but she doesn't reveal her intelligence or powers until she detects an innocent in danger or if her wielder has proven themselves a worthy champion of justice. If she deems a wielder to be unworthy, Jax uses her dominate ability to control the wielder until she can find a new one. + +If ever used to attack an innocent traveler, or if, in Jax's opinion, the attack could be considered banditry, the weapon automatically misfires. If Jax witnesses an innocent harmed or killed, she empathically urges her wielder to avenge the victim. If the wielder doesn't comply, Jax attempts to cast [dominate](compendium/spells/dominate.md) (below). Even if the [dominate](compendium/spells/dominate.md) spell fails, Jax withholds all magical abilities, including the +1 weapon potency rune and striking rune, until her wielder redeems themself. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +Jax casts heroism on you. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +Jax deems you an unworthy agent of justice. She casts dominate on you (DC 24). If you're chaotic or a worshipper of [Lamashtu](compendium/setting/deities/lamashtu.md), you take a –2 penalty to your Will save, and the result of your save is one degree of success worse than the result you rolled. Jax orders you to fight banditry and protect innocent travelers in the Spellscar Desert, renewing the spell as often as necessary until you cease your lawless ways. +``` + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/jellyfish-lamp-lowg.md b/compendium/equipment/items/jellyfish-lamp-lowg.md new file mode 100644 index 000000000..6149db152 --- /dev/null +++ b/compendium/equipment/items/jellyfish-lamp-lowg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lowg +- item/category/held +aliases: ["Jellyfish Lamp"] +--- +# Jellyfish Lamp *Item 0* + +- **Price** 2 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +These bioluminescent jellyfish are as bright as candles, come in a variety of colors, and can act as living lanterns. They dry up and die if removed from the water for more than 1 hour, but as long as they're allowed access to seawater, they can usually survive for up to 1 year by feeding on micronutrients. + +Rarely, a well-treated jellyfish lamp might live longer and potentially develop stronger light or additional abilities. + +*Source: Lost Omens: World Guide p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/jerkin-of-liberation-ec6.md b/compendium/equipment/items/jerkin-of-liberation-ec6.md new file mode 100644 index 000000000..11ee8e222 --- /dev/null +++ b/compendium/equipment/items/jerkin-of-liberation-ec6.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec6 +- item/category/armor +- trait/abjuration +- trait/armor +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Jerkin Of Liberation"] +--- +# Jerkin Of Liberation *Item 17* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) armor + +- **Price** 14000 gp +- **Usage** worn armor; **Bulk** 1 +- **Category** Armor + +This +2 greater resilient studded leather is traditionally inscribed with a symbol of either [Norgorber](compendium/setting/deities/norgorber.md) or [Cayden Cailean](compendium/setting/deities/cayden-cailean.md). Its leather is light as silk, and its buttons and studs are gleaming crystal. While you wear it, you get a +15-foot item bonus to your Speed, and effects that attempt to impose penalties on your Speed must first counteract the jerkin of liberation or they have no effect on you. + +In addition, you are hard to incapacitate. You use the jerkin's item level or your own level, whichever is higher, to determine effects of the [incapacitation](rules/traits/incapacitation.md) trait. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/jiu-huan-dao-tv.md b/compendium/equipment/items/jiu-huan-dao-tv.md new file mode 100644 index 000000000..cad317b79 --- /dev/null +++ b/compendium/equipment/items/jiu-huan-dao-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/sweep +- trait/uncommon +aliases: ["Jiu Huan Dao"] +--- +# Jiu Huan Dao *Item 0* +[sweep](rules/traits/sweep.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 9 sp +- **Bulk** 1 +- **Damage** `1d8` S +- **Hands** 1 +- **Category** Martial; **Group** Sword + +This sword has a broad blade, along which are threaded nine heavy metal rings, leading some to call it the nine-ring sword. The rings add weight to the weapon for broad swings and clash together to make noise. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/jolt-coil-tv.md b/compendium/equipment/items/jolt-coil-tv.md new file mode 100644 index 000000000..be11d3dd7 --- /dev/null +++ b/compendium/equipment/items/jolt-coil-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/spellheart +- trait/electricity +- trait/evocation +- trait/magical +- trait/spellheart +aliases: ["Jolt Coil"] +--- +# Jolt Coil *Item 3+* +[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) + +- **Usage** affixed to armor or a weapon; **Bulk** — +- **Category** Spellheart + +Contained within this small glass tube is a twisted wire filament crackling with electricity, sending static prickling through the hair of anyone holding it. The spell DC of any spell cast by activating this item is 17. + +- Armor You gain resistance 2 to electricity. +- Weapon After you cast an electricity spell by activating the coil, your Strikes with the weapon deal an additional `1d4` electricity damage until the end of your next turn. + +```ad-embed-ability +title: Activate + +You cast [electric arc](compendium/spells/electric-arc.md). +``` + +*Source: Treasure Vault p. 126* \ No newline at end of file diff --git a/compendium/equipment/items/journeybread-tv.md b/compendium/equipment/items/journeybread-tv.md new file mode 100644 index 000000000..d6ddee7a2 --- /dev/null +++ b/compendium/equipment/items/journeybread-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/uncommon +aliases: ["Journeybread"] +--- +# Journeybread *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** — +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Journeybread contains a mix of fruits, nuts, and grains with an alchemical boost. Eating one journeybread provides all the food and water you need for a day. If you subsist on nothing else for a week, you become temporarily immune to journeybread until you eat real food and drink water normally for 24 hours. + +*Source: Treasure Vault p. 49* \ No newline at end of file diff --git a/compendium/equipment/items/judgment-thurible-tv.md b/compendium/equipment/items/judgment-thurible-tv.md new file mode 100644 index 000000000..1dfcd6203 --- /dev/null +++ b/compendium/equipment/items/judgment-thurible-tv.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/spellheart +- trait/evocation +- trait/magical +- trait/spellheart +aliases: ["Judgment Thurible"] +--- +# Judgment Thurible *Item 10+* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) + +- **Usage** affixed to armor or a weapon; **Bulk** — +- **Category** Spellheart + +The golden religious symbol on the top of this spherical incense holder shifts its form to match the faith of its bearer. You gain no benefit from a judgment thurible if you don't worship a deity or if your deity is true neutral. The spell DC of any spell cast by activating this item is 27. + +- Armor After you cast a spell by activating the thurible, the thurible casts circle of protection on you, with a duration of 1 round. You choose the alignment, which must be one opposed by one of your deity's alignments. +- Weapon After you cast a spell by activating the thurible, the weapon gains your choice of an anarchic, axiomatic, holy, or unholy rune until the end of your next turn. You can choose a rune only if it matches an alignment your deity has (anarchic for chaotic, axiomatic for lawful, holy for good, or unholy for evil). + +```ad-embed-ability +title: Activate + +You cast [divine lance](compendium/spells/divine-lance.md). +``` + +```ad-embed-ability +title: Activate + +You cast [divine wrath](compendium/spells/divine-wrath.md). +``` + +*Source: Treasure Vault p. 126* \ No newline at end of file diff --git a/compendium/equipment/items/jug-of-fond-remembrance-tv.md b/compendium/equipment/items/jug-of-fond-remembrance-tv.md new file mode 100644 index 000000000..6a571d9d5 --- /dev/null +++ b/compendium/equipment/items/jug-of-fond-remembrance-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/conjuration +- trait/magical +aliases: ["Jug of Fond Remembrance"] +--- +# Jug of Fond Remembrance *Item 4* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) + +- **Price** 75 gp +- **Usage** held in 1 hand; **Bulk** — +- **Category** Held + +This large jug always seems to contain just enough of the holder's favorite alcohol to share with a friend. As long as you're holding the jug, you gain a +1 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks. If you share a sip of the liquor from the jug with a creature, you gain a +2 circumstance bonus to your next [Diplomacy](compendium/skills.md#Diplomacy) check to [Make an Impression](rules/actions/make-an-impression.md) or [Request](rules/actions/request.md) something from that creature any time within the next month. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You take a long swig on the jug and then [Recall Knowledge](rules/actions/recall-knowledge.md) about a creature you can see, with a +2 circumstance bonus to the check. If you fail but don't critically fail this check, you get a success instead. You're then [stupefied](rules/conditions.md#Stupefied) for 3 rounds. +``` + +*Source: Treasure Vault p. 115* \ No newline at end of file diff --git a/compendium/equipment/items/juggling-club-ec1.md b/compendium/equipment/items/juggling-club-ec1.md new file mode 100644 index 000000000..fa04a0d34 --- /dev/null +++ b/compendium/equipment/items/juggling-club-ec1.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec1 +- item/category/weapon/simple +- trait/agile +- trait/nonlethal +- trait/thrown-20-feet +- trait/uncommon +aliases: ["Juggling Club"] +--- +# Juggling Club *Item 0* +[agile](rules/traits/agile.md) [nonlethal](rules/traits/nonlethal.md) [thrown <20 feet>](rules/traits/thrown.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1 sp +- **Bulk** L +- **Damage** `1d4` B +- **Hands** 1 +- **Category** Simple; **Group** Club + +A juggling club is lighter than a typical club and balanced to be easily caught and thrown again by a juggler. While a juggling club deals less damage, the extra throwing distance its light weight allows is important for Juggling. + +*Source: Extinction Curse #1: The Show Must Go On p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/junk-bomb-pfum.md b/compendium/equipment/items/junk-bomb-pfum.md new file mode 100644 index 000000000..cccfbd2b4 --- /dev/null +++ b/compendium/equipment/items/junk-bomb-pfum.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/pfum +- item/category/bomb +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/splash +- trait/uncommon +aliases: ["Junk Bomb"] +--- +# Junk Bomb *Item 1+* +[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [splash](rules/traits/splash.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Bomb + +This volatile-looking bomb is cobbled together from jagged metal scrap, broken glass, and other bits of razor-sharp fragments, lashed around a core of explosive alchemical slag. A junk bomb deals the listed slashing damage, [persistent bleed damage](rules/conditions.md#Persistent%20Damage), and piercing splash damage. Many types grant an item bonus to attack rolls. + +*Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/juxtaposition-ammunition-lotgb.md b/compendium/equipment/items/juxtaposition-ammunition-lotgb.md new file mode 100644 index 000000000..ac375e999 --- /dev/null +++ b/compendium/equipment/items/juxtaposition-ammunition-lotgb.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/conjuration +- trait/consumable +- trait/magical +- trait/teleportation +- trait/uncommon +aliases: ["Juxtaposition Ammunition"] +--- +# Juxtaposition Ammunition *Item 11* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 225 gp +- **Ammunition** any +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Juxtaposition ammunition quivers with anticipation, as if the projectile wishes to constantly be in motion. When an activated juxtaposition ammunition hits a creature, it doesn't deal the [Strike](rules/actions/strike.md)'s normal damage. Instead, the target must succeed at a DC 28 Will save or be teleported to a safe, unoccupied square of your choice within 60 feet of its original position and within the weapon's first range increment. On a critical failure, the target is also [sickened](rules/conditions.md#Sickened) from the gut-wrenching sensation of sudden movement. Any relocation from the juxtaposition ammunition is forced movement. + +*Source: Lost Omens: The Grand Bazaar p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/jyotis-feather-tv.md b/compendium/equipment/items/jyotis-feather-tv.md new file mode 100644 index 000000000..a8934b89e --- /dev/null +++ b/compendium/equipment/items/jyotis-feather-tv.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/spellheart +- trait/healing +- trait/magical +- trait/necromancy +- trait/positive +- trait/spellheart +aliases: ["Jyoti's Feather"] +--- +# Jyoti's Feather *Item 10+* +[healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [spellheart](rules/traits/spellheart-som.md) + +- **Usage** affixed to armor or a weapon; **Bulk** — +- **Category** Spellheart + +A jyoti's feather is a shimmering red and gold feather, seeming almost metallic, although delicate and flexible to the touch. + +Though most aren't made from true jyoti feathers, as the reclusive outsiders avoid visitors from the Material Plane, their connection to positive energy lent the spellhearts their name. + +- Armor You gain a +2 item bonus to saving throws against [death](rules/traits/death.md) effects and negative energy. +- Weapon The weapon has the disrupting rune while the feather is affixed. + +```ad-embed-ability +title: Activate + +You cast [stabilize](compendium/spells/stabilize.md). +``` + +```ad-embed-ability +title: Activate + +You cast [vital beacon](compendium/spells/vital-beacon.md). +``` + +*Source: Treasure Vault p. 126* \ No newline at end of file diff --git a/compendium/equipment/items/kaiju-fulu-tv.md b/compendium/equipment/items/kaiju-fulu-tv.md new file mode 100644 index 000000000..d67dcc65c --- /dev/null +++ b/compendium/equipment/items/kaiju-fulu-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/abjuration +- trait/consumable +- trait/fulu +- trait/magical +- trait/uncommon +aliases: ["Kaiju Fulu"] +--- +# Kaiju Fulu *Item 13* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 500 gp +- **Usage** affixed to a load‑bearing wall or pillar; **Bulk** — +- **Category** Consumable + +Despite the name, a kaiju fulu protects a building against damage of all sorts. When an affixed structure no larger than 100 feet × 100 feet and up to 50 feet tall takes damage, the structure is as hard as standard‑grade adamantine against that damage and any damage that occurs within 1 hour thereafter. + +The fulu then crumbles to dust, and its effects end. + +*Source: Treasure Vault p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/kaldemashs-lament-tv.md b/compendium/equipment/items/kaldemashs-lament-tv.md new file mode 100644 index 000000000..e846946ad --- /dev/null +++ b/compendium/equipment/items/kaldemashs-lament-tv.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/arcane +- trait/evocation +- trait/unique +aliases: ["Kaldemash's Lament"] +--- +# Kaldemash's Lament *Item 20* +[arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) [unique](rules/traits/unique.md) + +- **Usage** held in one hand; **Bulk** L +- **Category** Held + +Resembling little more than a simple iron pipe with a handle, Kaldemash's Lament is one of the most well-known star guns in all of Arcadia. Legends state the Crowned Regent Kaldemash helped forge one of the first star guns millennia ago. While the star gun served Kaldemash as a powerful weapon, its most notable achievement was the accidental killing of one of Kaldemash's greatest friends. This death is what caused the regent to recognize the true destructive power of the star guns and led to him developing the Star Code, a set of rules of engagement and proper use of firearms still in use in Arcadia today. Although Kaldemash never named the weapon himself, all legends that mention the weapon refer to it as Kaldemash's Lament. + +The legendary weapon is a +3 major striking speed advanced firearm with a range increment of 90 feet. It deals `4d6` force damage (with the major striking rune included) and has the concealable, concussive, and fatal d10 traits. You don't take a penalty when dealing nonlethal damage with the weapon. Like most star guns, Kaldemash's Lament uses magic to function and doesn't require ammunition or black powder. If you use Kaldemash's Lament as part of a duel in which all parties are in agreement on the terms, the gun's supernatural instincts help you make the quickest draw. You roll twice and take the higher result on your initiative roll for the duel; this is a [fortune](rules/traits/fortune.md) effect. In addition, you can draw Kaldemash's Lament as a free action at the start of your turn during the duel. If you attempt to fire the star gun in bad faith at a dueling opponent once they have surrendered, been defeated, or the duel is over, Kaldemash's Lament flies out of your hand and you can't pick it up, hold it, or wield it for 10 minutes. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You target a creature with an attack + +**Effect** You adjust the damage that Kaldemash's Lament deals before firing. Kaldemash's Lament's damage type changes to either electricity, fire, or force until you change the type again. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You leave Kaldemash's Lament to fire on its own. You release the star gun and it begins to move independently, flying through the air and firing. You still gain the benefits of the gun's speed rune while it's moving independently. It has a space of 5 feet but doesn't block or impede enemies attempting to move through that space. It always remains within 30 feet of you and intentionally resists being taken or otherwise moved; all attempts to Grab it fail. Kaldemash's Lament moves this way for 3 rounds, after which it returns to your hand. If you don't have a free hand to hold it, the gun instead holsters itself on your person. + +While Kaldemash's Lament is moving independently, you can command it to make a [Strike](rules/actions/strike.md) against a creature as an action, which has the [concentrate](rules/traits/concentrate.md) trait. It makes a ranged [Strike](rules/actions/strike.md) using your attack modifier while wielding it or a +31 bonus, whichever is higher. This attack increases your multiple attack penalty as normal, and the gun uses your multiple attack penalty when determining its attack bonus. Since the star gun is constantly moving and attempting to line up the appropriate shot, creatures it targets are [flat-footed](rules/conditions.md#Flat-footed) to the gun's attacks. +``` + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You unleash a barrage of attacks in an instant. You deal [Strike](rules/actions/strike.md) damage to all creatures in a 30-foot cone (DC 45 basic Reflex save). This barrage counts as three attacks for your multiple attack penalty. +``` + +*Source: Treasure Vault p. 38* \ No newline at end of file diff --git a/compendium/equipment/items/kalis-loil.md b/compendium/equipment/items/kalis-loil.md new file mode 100644 index 000000000..5feac995e --- /dev/null +++ b/compendium/equipment/items/kalis-loil.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/weapon/advanced +- trait/deadly-d8 +- trait/uncommon +- trait/versatile-p +aliases: ["Kalis"] +--- +# Kalis *Item 0* +[deadly ](rules/traits/deadly.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) + +- **Price** 3 gp +- **Bulk** 1 +- **Damage** `1d8` S +- **Hands** 1 +- **Category** Advanced; **Group** Sword + +A larger version of the asymmetrical, wavy-bladed kris, this double-edged sword is effective at creating grievous injuries. + +*Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/compendium/equipment/items/karambit-tv.md b/compendium/equipment/items/karambit-tv.md new file mode 100644 index 000000000..76a04ac49 --- /dev/null +++ b/compendium/equipment/items/karambit-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/advanced +- trait/agile +- trait/fatal-d8 +- trait/finesse +- trait/uncommon +- trait/versatile-s +aliases: ["Karambit"] +--- +# Karambit *Item 0* +[agile](rules/traits/agile.md) [fatal ](rules/traits/fatal.md) [finesse](rules/traits/finesse.md) [uncommon](rules/traits/uncommon.md) [versatile ](rules/traits/versatile.md) + +- **Access** If the player character come from a region in Tian Xia, this weapon is common +- **Price** 2 gp +- **Bulk** L +- **Damage** `1d4` P +- **Hands** 1 +- **Category** Advanced; **Group** Knife + +This small curved blade resembles a tiger's claw and is capable of delivering deep wounds. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/kayalini-lotg.md b/compendium/equipment/items/kayalini-lotg.md new file mode 100644 index 000000000..947376597 --- /dev/null +++ b/compendium/equipment/items/kayalini-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Kayalini"] +--- +# Kayalini *Item 0* + +- **Price** 5 gp +- **Category** Pet + +Originally brought to Absalom by kayals fleeing the Shadow Plane, kayalinis are shy creatures made from shadow. They resemble small monkeys with reptilian features like claws, short horns, and long, shadowy tongues. When in a new home, they tend to hide under beds or in closets. Around people they trust, they'll sit quietly on a lap for hours. + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/key-to-the-stomach-da.md b/compendium/equipment/items/key-to-the-stomach-da.md new file mode 100644 index 000000000..8c93718af --- /dev/null +++ b/compendium/equipment/items/key-to-the-stomach-da.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/contract +- trait/contract +- trait/invested +- trait/magical +- trait/rare +aliases: ["Key to the Stomach"] +--- +# Key to the Stomach *Item 9* +[contract](rules/traits/contract-lol.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Category** Contract + +Whether due to the inconvenience of having a physical body or the desperation of impending starvation, you were drawn to a person offering relief from hunger. You swallowed a key, which remains in your stomach, that continuously satiates you. You no longer need to eat or drink. Once per day, from any distance, the entity that holds your bargained contract can have the key sealing your bargained contract absorb all items in your stomach, which prevents you from benefiting from items that require you to eat or drink them, such as potions and elixirs, for 10 minutes. + +During this time, the entity gains the benefits of these items instead. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You absorb any poisons with the key sealing your bargained contract. You gain the benefits of a casting of neutralize poison. +``` + +*Source: Dark Archive p. 165* \ No newline at end of file diff --git a/compendium/equipment/items/keymaking-tools-som.md b/compendium/equipment/items/keymaking-tools-som.md new file mode 100644 index 000000000..8f7f75cd1 --- /dev/null +++ b/compendium/equipment/items/keymaking-tools-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/held +- trait/conjuration +- trait/magical +aliases: ["Keymaking Tools"] +--- +# Keymaking Tools *Item 3* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) + +- **Price** 55 gp +- **Usage** held in 2 hands; **Bulk** L +- **Category** Held + +These thieves' tools provide their owner the ability to have continued control over a lock while leaving it in place. + +They grant a +1 item bonus to [Thievery](compendium/skills.md#Thievery) checks to [Pick a Lock](rules/actions/pick-a-lock.md). Upon completely opening a lock by picking it with these tools, the tools produce a temporary copy of the key for the picked lock. This phantom key can lock or unlock the lock just like the original key. The key appears attached to the thieves' tools case by a fine silver chain and lasts for 12 hours before it fades into nothing. Only one key created this way can exist in the same set of thieves' tools. + +Creating a new key replaces the previous one. + +*Source: Secrets of Magic p. 186* \ No newline at end of file diff --git a/compendium/equipment/items/khakkara-apg.md b/compendium/equipment/items/khakkara-apg.md new file mode 100644 index 000000000..123a2cae1 --- /dev/null +++ b/compendium/equipment/items/khakkara-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/weapon/martial +- trait/shove +- trait/two-hand-1d10 +- trait/uncommon +- trait/versatile-p +aliases: ["Khakkara"] +--- +# Khakkara *Item 0* +[shove](rules/traits/shove.md) [two-hand <1d10>](rules/traits/two-hand.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) + +- **Price** 2 gp +- **Bulk** 1 +- **Damage** `1d6` B +- **Hands** 1 +- **Category** Martial; **Group** Club + +This staff is topped by a pointed metal circle from which hang several smaller rings that jingle and clang noisily as the staff is moved, allowing you to announce your presence and scare off wild animals as you walk. + +*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/khopesh-tv.md b/compendium/equipment/items/khopesh-tv.md new file mode 100644 index 000000000..24478b630 --- /dev/null +++ b/compendium/equipment/items/khopesh-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/trip +- trait/uncommon +aliases: ["Khopesh"] +--- +# Khopesh *Item 0* +[trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2 gp +- **Bulk** 1 +- **Damage** `1d8` S +- **Hands** 1 +- **Category** Martial; **Group** Sword + +This curved sickle sword has a pointed tip, allowing it to be swung like a handaxe or thrust like a short sword. The tip of a khopesh is usually hooked so that it can be used to disarm an opponent's shield or weapon. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/ki-channeling-beads-tv.md b/compendium/equipment/items/ki-channeling-beads-tv.md new file mode 100644 index 000000000..9586dcf11 --- /dev/null +++ b/compendium/equipment/items/ki-channeling-beads-tv.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/divination +- trait/divine +- trait/focused +- trait/invested +aliases: ["Ki-Channeling Beads"] +--- +# Ki-Channeling Beads *Item 11* +[divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [focused](rules/traits/focused.md) [invested](rules/traits/invested.md) + +- **Price** 1300 gp +- **Usage** worn; **Bulk** L +- **Category** Worn + +As you move your body, ki flows into ki-channeling beads you wear and have invested, making them one with your life force. In their usual form, beads are spheres of wood, but versions customized to different martial orders are common. You gain a +2 item bonus to [Religion](compendium/skills.md#Religion) checks. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +You gain 1 Focus Point, which you can use only to cast a divine monk ki spell. If not used by the end of your turn, this Focus Point is lost. +``` + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Requirements**: You have just Refocused by meditating + +**Effect** While meditating, you searched your feelings for a portent of the future. You're affected by an [augury](compendium/spells/augury.md) spell. +``` + +*Source: Treasure Vault p. 150* \ No newline at end of file diff --git a/compendium/equipment/items/kin-warding-aoa4.md b/compendium/equipment/items/kin-warding-aoa4.md new file mode 100644 index 000000000..79ce027d5 --- /dev/null +++ b/compendium/equipment/items/kin-warding-aoa4.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa4 +- item/category/rune +- trait/abjuration +- trait/dwarf +- trait/magical +- trait/uncommon +aliases: ["Kin-warding"] +--- +# Kin-warding *Item 3* +[abjuration](rules/traits/abjuration.md) [dwarf](rules/traits/dwarf.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 52 gp +- **Usage** etched onto a clan dagger +- **Category** Rune + +A _kin-warding_ clan dagger can deflect attacks aimed at your allies. When you use the weapon's [parry](rules/traits/parry.md) trait, you can point the clan dagger at an adjacent ally instead of defending yourself, creating a shield of runes around them. The runic barrier grants your ally the weapon's circumstance bonus to AC, but you do not gain the bonus yourself. + +*Source: Age of Ashes #4: Fires of the Haunted City p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/kindled-tome-tv.md b/compendium/equipment/items/kindled-tome-tv.md new file mode 100644 index 000000000..fee1a1d01 --- /dev/null +++ b/compendium/equipment/items/kindled-tome-tv.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/grimoire +- trait/evocation +- trait/grimoire +- trait/intelligent +- trait/magical +- trait/rare +aliases: ["Kindled Tome"] +--- +# Kindled Tome *Item 11* +[evocation](rules/traits/evocation.md) [grimoire](rules/traits/grimoire-som.md) [intelligent](rules/traits/intelligent-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Bulk** L +- **Category** Grimoire + +A kindled tome is a [book of lingering blazes](compendium/equipment/items/book-of-lingering-blaze-som.md) awakened to sapience and imbued with an enthusiasm for fire. It encourages you to learn new fire spells to inscribe within its pages. When you attempt a skill check to [Learn a Spell](rules/actions/learn-a-spell.md) to add a spell with the [fire](rules/traits/fire.md) trait to the kindled tome, you treat your result as one step better than you rolled. The tome can be disparaging about other spells as "a waste of good page space," especially if those spells have the [cold](rules/traits/cold.md) or [water](rules/traits/water.md) traits. + +In addition to the activation of a book of lingering blazes, a kindled tome has the following activations. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You [Cast a Spell](rules/actions/cast-a-spell.md) with the [fire](rules/traits/fire.md) trait + +**Effect** The tome makes the flames linger, dealing `2d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage) to all you hit with or who fail the saving throw against the effect (doubling on a critical success on a spell attack and on a critical failure on a saving throw). +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The tome casts fireball at 5th level to your specifications. +``` + +*Source: Treasure Vault p. 195* \ No newline at end of file diff --git a/compendium/equipment/items/kite-lotgb.md b/compendium/equipment/items/kite-lotgb.md new file mode 100644 index 000000000..c0d0d76a5 --- /dev/null +++ b/compendium/equipment/items/kite-lotgb.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +aliases: ["Kite"] +--- +# Kite *Item 0* + +- **Usage** held in 1 hand +- **Category** Held + +This colorful canvas kite is [controlled](rules/conditions.md#Controlled) by twine and flies when it catches the wind. + +*Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/klar-tv.md b/compendium/equipment/items/klar-tv.md new file mode 100644 index 000000000..82170bfe3 --- /dev/null +++ b/compendium/equipment/items/klar-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/shield +- trait/integrated-1d6-s-versatile-p +aliases: ["Klar"] +--- +# Klar *Item 0* +[integrated <1d6 S (versatile P)>](rules/traits/integrated-tv.md) + +- **Price** 3 gp +- **Bulk** 1 +- **AC Bonus** +1/+1; **null Hardness** 3, **null HP** 10 (BT 5) +- **Category** Shield; **Group** Shield + +This traditional Shoanti armament combines a short metal blade with the skull of a large horned lizard, fashioned as a shield. The lightweight shield allows for quick attacks with its integrated blade. + +*Source: Treasure Vault p. 21* \ No newline at end of file diff --git a/compendium/equipment/items/knight-captains-lance-lokl.md b/compendium/equipment/items/knight-captains-lance-lokl.md new file mode 100644 index 000000000..0e0aa23e5 --- /dev/null +++ b/compendium/equipment/items/knight-captains-lance-lokl.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/held +- trait/divine +- trait/enchantment +- trait/magical +- trait/uncommon +aliases: ["Knight Captain's Lance"] +--- +# Knight Captain's Lance *Item 13* +[divine](rules/traits/divine.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Access** Knights of Lastwall have access to this item. +- **Price** 3000 gp +- **Usage** held in 2 hands; **Bulk** 2 +- **Category** Held + +The appearance of this beautifully crafted +2 disrupting greater striking lance changes to match the armor of its wielder. It has a cloth flag attached behind the lance point that displays whatever heraldry the wielder wishes. + +If a cavalier with the Cavalier's Banner feat takes the knight captain's lance, it instead automatically displays the banner of their pledge. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: Your attack roll with the knight captain's lance is a critical success + +**Effect** You raise the lance, inspiring those around you. Allies within 30 feet that can see you receive a +1 status bonus to their attack rolls and damage rolls for 1 round. +``` + +*Source: Lost Omens: Knights of Lastwall p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/knights-maintenance-kit-lokl.md b/compendium/equipment/items/knights-maintenance-kit-lokl.md new file mode 100644 index 000000000..0a38a5d0d --- /dev/null +++ b/compendium/equipment/items/knights-maintenance-kit-lokl.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/adventuring-gear +- trait/uncommon +aliases: ["Knight's Maintenance Kit"] +--- +# Knight's Maintenance Kit *Item 5* +[uncommon](rules/traits/uncommon.md) + +- **Access** Knights of Lastwall have access to this item. +- **Price** 50 gp +- **Bulk** 1 +- **Hands** 2 +- **Category** Adventuring Gear + +This set of gear contains a repair kit, cloth rolls for storing or covering equipment, and specialized mixtures developed by the Knights of Lastwall to clean and treat armaments for continued use. This kit gives you a +1 item bonus to checks to [Repair](rules/actions/repair.md) weapons, shields, and armor using the [Crafting](compendium/skills.md#Crafting) skill, and you restore an additional 5 Hit Points when you successfully [Repair](rules/actions/repair.md) such items using it. + +*Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/knights-standard-lokl.md b/compendium/equipment/items/knights-standard-lokl.md new file mode 100644 index 000000000..1a38ef7d6 --- /dev/null +++ b/compendium/equipment/items/knights-standard-lokl.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/adventuring-gear +- trait/uncommon +aliases: ["Knight's Standard"] +--- +# Knight's Standard *Item 0* +[uncommon](rules/traits/uncommon.md) + +- **Access** Knights of Lastwall have access to this item. +- **Price** 5 gp +- **Bulk** 1 +- **Hands** 2 +- **Category** Adventuring Gear + +This cloth flag or banner, no larger than a few feet long, bears the symbol or heraldry of a deity, knightly house, nation, or similar organization. A typical standard comes with a stand or pole to hold it aloft. You can instead spend 2 consecutive Interact actions to mount a knight's standard on a two-handed polearm or spear weapon; the standard is visible as long as you wield the weapon with two hands. Some individuals are inspired by the sight of a standard or demoralized by the destruction of one. + +*Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/knights-tabard-lokl.md b/compendium/equipment/items/knights-tabard-lokl.md new file mode 100644 index 000000000..6138ed222 --- /dev/null +++ b/compendium/equipment/items/knights-tabard-lokl.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/adventuring-gear +- trait/uncommon +aliases: ["Knight's Tabard"] +--- +# Knight's Tabard *Item 3* +[uncommon](rules/traits/uncommon.md) + +- **Access** Knights of Lastwall have access to this item. +- **Price** 15 gp +- **Bulk** L +- **Category** Adventuring Gear + +This cloth vestment features the heraldry or symbol associated with an entity (such as a deity, kingdom, or organization). Knights typically wear it over armor and other clothing, helping them identify allies on the battlefield or distinguishing themselves in more peaceful situations. An individual wearing a tabard gains a +1 item bonus to [Make an Impression](rules/actions/make-an-impression.md) on creatures who have a positive association with the entity represented on the tabard. + +*Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/kortos-diamond-ec6.md b/compendium/equipment/items/kortos-diamond-ec6.md new file mode 100644 index 000000000..f186d6490 --- /dev/null +++ b/compendium/equipment/items/kortos-diamond-ec6.md @@ -0,0 +1,49 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec6 +- item/category/artifact +- trait/artifact +- trait/divine +- trait/evocation +- trait/unique +aliases: ["Kortos Diamond"] +--- +# Kortos Diamond *Item 22* +[artifact](rules/traits/artifact-gmg.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [unique](rules/traits/unique.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Artifact + +The hilt of this +3 major striking axiomatic spell-storing longsword is simple and elegant. The blade itself is made of throneglass—a clear, jewellike crafting material with a razor-sharp edge, capable of absorbing psychic magic and redirecting it at the wielder's enemies. + +Whenever the Kortos Diamond is in an area of dim or brighter light, it glows faintly, as if reflecting the light of a setting sun. + +While wielding the Kortos Diamond, you gain a +2 item bonus on saving throws against [mental](rules/traits/mental.md) effects. You can never harm yourself with the Kortos Diamond, even if [confused](rules/conditions.md#Confused). + +If you ever travel farther than 100 miles from the Isle of Kortos while in possession of the Kortos Diamond, the sword becomes impossibly heavy; you are [encumbered](rules/conditions.md#Encumbered) as long as you carry the sword and remain outside of this area. If you relinquish the Kortos Diamond while away from Kortos, the sword gradually makes its way back to the isle over the course of a year. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You attempt a melee [Strike](rules/actions/strike.md) with the Kortos Diamond against a creature within reach. On a hit, you deal damage as normal and the target's mind is inflicted with a powerful disruptive energy. + +When the creature attempts to [Cast a Spell](rules/actions/cast-a-spell.md), it must attempt a DC 44 Will save; on a failure, the spell fails and both the spell and the actions spent to cast it are lost. This effect lasts for up to 1 minute. +``` + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You damage an aberration with the Kortos + +**Effect** You deal an additional `2d8` force damage to the struck creature. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You hold the Kortos Diamond aloft and proclaim your might in a booming voice. You cast [overwhelming presence](compendium/spells/overwhelming-presence.md) (DC 42) +``` + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/kraken-bottle-tv.md b/compendium/equipment/items/kraken-bottle-tv.md new file mode 100644 index 000000000..a7ab2f6ac --- /dev/null +++ b/compendium/equipment/items/kraken-bottle-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/expandable +- trait/uncommon +aliases: ["Kraken Bottle"] +--- +# Kraken Bottle *Item 18* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [expandable](rules/traits/expandable-tv.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 5000 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Coiled tentacles make it all but impossible to see anything else inside this ampoule. When opened, a Gargantuan kraken bursts forth, which can appear in water instead of on the ground. Its arms attempt to grasp up to four creatures with a reach of 60 feet. The kraken repositions [grabbed](rules/conditions.md#Grabbed) creatures to a different space within its reach unless the target succeeds at a DC 38 Fortitude save. + +If the kraken is in water, it then releases a cloud of ink in an 80-foot emanation. This cloud has no effect outside of water. Creatures inside the cloud are [undetected](rules/conditions.md#Undetected), can't use their sense of smell, and are exposed to kraken ink poison (Bestiary 214). The cloud dissipates after 1 minute. + +*Source: Treasure Vault p. 56* \ No newline at end of file diff --git a/compendium/equipment/items/krakens-guard-lotgb.md b/compendium/equipment/items/krakens-guard-lotgb.md new file mode 100644 index 000000000..6e64d63dc --- /dev/null +++ b/compendium/equipment/items/krakens-guard-lotgb.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +- trait/conjuration +- trait/magical +- trait/uncommon +aliases: ["Kraken's Guard"] +--- +# Kraken's Guard *Item 19* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 40000 gp +- **Usage** held in one hand; **Bulk** 1 +- **Category** Held + +This steel shield (Hardness 16, HP 96, BT 48) is painted a mottled crimson, and it always glistens as if wet. Its crest is composed of eight appendages that curl around each other, resembling the swirling tentacles of a giant kraken. Two ferocious eyes sit in its center, gleaming with an inner light. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You unleash the kraken's wrath. You Raise the Shield. The shield's appendages briefly extend to impossible length as they wriggle and lash out at your foes, dealing `10d10` bludgeoning damage to all enemies in a 30-foot cone (DC 41 basic Reflex save). The shield remains animated for 1 minute, during which you can use it to [Grapple](rules/actions/grapple.md) a creature within 10 feet of you without needing a free hand. When you use the shield to [Grapple](rules/actions/grapple.md), you gain a +3 item bonus to your [Athletics](compendium/skills.md#Athletics) check. + +Kraken's Ink Wares. +``` + +*Source: Lost Omens: The Grand Bazaar p. 38* \ No newline at end of file diff --git a/compendium/equipment/items/kris-loil.md b/compendium/equipment/items/kris-loil.md new file mode 100644 index 000000000..53adef0b5 --- /dev/null +++ b/compendium/equipment/items/kris-loil.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/weapon/martial +- trait/agile +- trait/deadly-d8 +- trait/finesse +aliases: ["Kris"] +--- +# Kris *Item 0* +[agile](rules/traits/agile.md) [deadly ](rules/traits/deadly.md) [finesse](rules/traits/finesse.md) + +- **Price** 7 sp +- **Bulk** L +- **Damage** `1d4` P +- **Hands** 1 +- **Category** Martial; **Group** Knife + +This blade features multiple curves in a serpentine pattern set on a wide, asymmetrical base, its hilt and sheath often intricately decorated. + +*Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/compendium/equipment/items/kusarigama-tv.md b/compendium/equipment/items/kusarigama-tv.md new file mode 100644 index 000000000..99c6ecefc --- /dev/null +++ b/compendium/equipment/items/kusarigama-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/disarm +- trait/monk +- trait/reach +- trait/trip +- trait/uncommon +- trait/versatile-b +aliases: ["Kusarigama"] +--- +# Kusarigama *Item 0* +[disarm](rules/traits/disarm.md) [monk](rules/traits/monk.md) [reach](rules/traits/reach.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) [versatile ](rules/traits/versatile.md) + +- **Access** If the player character come from a region in Tian Xia, this weapon is common +- **Price** 2 gp +- **Bulk** 1 +- **Damage** `1d8` S +- **Hands** 2 +- **Category** Martial; **Group** Knife + +This impressive weapon consists of a weight attached to a kama via a length of chain, which aids with disarming an opponent or attacking from a distance. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/ladys-blessing-oil-lotg.md b/compendium/equipment/items/ladys-blessing-oil-lotg.md new file mode 100644 index 000000000..089b3e3eb --- /dev/null +++ b/compendium/equipment/items/ladys-blessing-oil-lotg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/plant +- trait/alchemical +- trait/consumable +aliases: ["Lady's Blessing Oil"] +--- +# Lady's Blessing Oil *Item 1* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Price** 3 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Administer First Aid](rules/actions/administer-first-aid.md) +- **Category** Plant + +Lady's blessing oil is favored by Pharasmin healers who ease the transitions of life. You can [Activate the item](rules/actions/activate-an-item.md) as part of the same activity you use to [Administer First Aid](rules/actions/administer-first-aid.md) to stabilize a creature. If you use lady's blessing oil, the DC of the check to [Administer First Aid](rules/actions/administer-first-aid.md) is reduced to the creature's recovery roll DC, rather than 5 + the recovery roll DC. However, if you roll a failure on the check, you get a critical failure instead. + +*Source: Lost Omens: Travel Guide p. 101* \ No newline at end of file diff --git a/compendium/equipment/items/ladys-chalice-botd.md b/compendium/equipment/items/ladys-chalice-botd.md new file mode 100644 index 000000000..86d23231e --- /dev/null +++ b/compendium/equipment/items/ladys-chalice-botd.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/botd +- item/category/held +- trait/conjuration +- trait/divine +- trait/good +- trait/uncommon +aliases: ["Lady's Chalice"] +--- +# Lady's Chalice *Item 3* +[conjuration](rules/traits/conjuration.md) [divine](rules/traits/divine.md) [good](rules/traits/good.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 60 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This silver chalice bears the symbol of [Pharasma](compendium/setting/deities/pharasma.md), a swirling cloud that transforms into a flight of whippoorwills that encircle the top. The chalice can be activated in one of two ways, though only once per day total. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The chalice fills with a single vial's worth of holy water. The water loses its potency after 1 day if poured into any container other than a font specifically sanctified by a cleric of [Pharasma](compendium/setting/deities/pharasma.md). It similarly loses its potency 1 day after being removed from such a font. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: The Lady's chalice is full of a vial's worth of holy water + +**Effect** The chalice splashes a spiral of holy water into an adjacent space. This is a simple thrown weapon with a range of 5 feet. Unlike an alchemical bomb, it doesn't add the [manipulate](rules/traits/manipulate.md) trait to the attack made with it. If it hits, it deals `2d6` good damage and 2 good splash damage (including to you, if you're evil). +``` + +*Source: Book of the Dead p. 200* \ No newline at end of file diff --git a/compendium/equipment/items/ladys-knife-lotgb.md b/compendium/equipment/items/ladys-knife-lotgb.md new file mode 100644 index 000000000..c09c31a4e --- /dev/null +++ b/compendium/equipment/items/ladys-knife-lotgb.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +- trait/conjuration +- trait/magical +- trait/uncommon +aliases: ["Lady's Knife"] +--- +# Lady's Knife *Item 6* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 200 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This +1 striking returning dagger has an elaborate, gemmed handle and can be worn strapped to the inside of a wrist or tucked within a decorative bodice. Despite the name, which stems from the dagger's historical basis in Oppara as a lady's favor, this dagger is common among wielders of all genders and has become quite fashionable in Absalom of late, with most nobles who carry them matching their evening finery to the gems on the hilt. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You offer this weapon as a romantic or platonic favor to an ally. You and the ally become linked for 1 day. During this time, you each benefit from the effects of status, using each other as the targets. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You call forth the blade. The lady's knife instantly teleports to your hand. The attempt to recall the knife fails if you are more than 1 mile away from the knife's current location. Your linked ally can use the same Activation to recall the knife once per day as well. +``` + +*Source: Lost Omens: The Grand Bazaar p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/ladys-spiral-botd.md b/compendium/equipment/items/ladys-spiral-botd.md new file mode 100644 index 000000000..36eaa206d --- /dev/null +++ b/compendium/equipment/items/ladys-spiral-botd.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/botd +- item/category/held +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Lady's Spiral"] +--- +# Lady's Spiral *Item 7* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 360 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This +1 disrupting striking whip has a single strip of anointed leather wrapped around its hilt in a spiral pattern. The handle of the whip ends in an oak spike that has been sanctified with ashes from [Pharasma](compendium/setting/deities/pharasma.md)'s Boneyard. If the spike is used to stake a vampire that's vulnerable to being staked, the vampire is immediately destroyed, without having to sever its head and anoint it with holy water. If the whip is buried with a creature, that creature can't rise as an undead as long as the whip remains by its side. + +*Source: Book of the Dead p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/lamellar-breastplate-tv.md b/compendium/equipment/items/lamellar-breastplate-tv.md new file mode 100644 index 000000000..f8ab64907 --- /dev/null +++ b/compendium/equipment/items/lamellar-breastplate-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor/medium +- trait/hindering +- trait/laminar +aliases: ["Lamellar Breastplate"] +--- +# Lamellar Breastplate *Item 0* +[hindering](rules/traits/hindering-tv.md) [laminar](rules/traits/laminar-tv.md) + +- **Price** 7 gp +- **Bulk** 2 +- **AC Bonus** +4; **Dex Cap** +1 +- **Strength** 16; **Check Penalty** --2; **Speed Penalty** -5 ft. +- **Category** Medium; **Group** Composite + +Slats of lacquered steel or other metal held together with cord, whether leather or silk, make up most lamellar breastplates. The lacquering prevents the metal from corroding. + +*Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/lancer-tv.md b/compendium/equipment/items/lancer-tv.md new file mode 100644 index 000000000..de6125de6 --- /dev/null +++ b/compendium/equipment/items/lancer-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/capacity-2 +- trait/combination +- trait/critical-fusion +- trait/reach +aliases: ["Lancer"] +--- +# Lancer *Item 1* +combination + +- **Price** 8 gp +- **Bulk** 2 +- **Ranged** + - **Damage** `1d8` P + - **Ammunution** bolt (10); **Range** 60 ft.; **Reload** 2 +- **Melee** + - **Damage** `1d6` P +- **Hands** 2 +- **Category** Martial + +This lance has a heavy grip with two parallel crossbow fixtures built into it, making it a useful weapon for combats who prefer to keep their distance at all times. + +*Source: Treasure Vault p. 31* \ No newline at end of file diff --git a/compendium/equipment/items/lantern-of-empty-light-av1.md b/compendium/equipment/items/lantern-of-empty-light-av1.md new file mode 100644 index 000000000..fff9a2350 --- /dev/null +++ b/compendium/equipment/items/lantern-of-empty-light-av1.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av1 +- item/category/held +- trait/enchantment +- trait/magical +- trait/rare +aliases: ["Lantern Of Empty Light"] +--- +# Lantern Of Empty Light *Item 6* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 240 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +It's said that the pale blue light of this eldritch lantern shines from another dimension or even is linked, somehow, to the glow of a ghost when it is consumed by the Outer Goddess [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md). A lantern of empty light is not intrinsically an evil item, though it remains a favored tool of those who would manipulate the minds of others for sinister reasons. It can be used as a normal bull's-eye lantern, but prolonged use tends to instill in the user a vague sense of being watched by unseen eyes. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You direct the lantern's light upon a single living creature within 60 feet. That creature must attempt a DC 20 Will save to resist the light's effects. + +> [!success-degree] +> - **Critical Success** The creature is unaffected and realizes that you attempted to mentally influence them with the light. +> - **Success** The creature is unaffected but thinks the light was harmless, unless it knows the true nature of the lantern already. +> - **Failure** The creature becomes [fascinated](rules/conditions.md#Fascinated) by the lantern's light, and remains [fascinated](rules/conditions.md#Fascinated) as long as you Sustain the Activation, up to 10 minutes. +> - **Critical Failure** As failure, but you can Sustain the Activation for up to 1 hour. When the effect ends, the [fascinated](rules/conditions.md#Fascinated) creature remembers any events that took place while [fascinated](rules/conditions.md#Fascinated) only as indistinct, dream-like memories. Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md); Frequency once per day; Effect You direct the lantern's light upon a single incorporeal undead creature within 60 feet to siphon away some of the creature's essence, dealing `4d8` positive damage to the creature (DC 20 basic Will save). +``` + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/lastwall-soup-locg.md b/compendium/equipment/items/lastwall-soup-locg.md new file mode 100644 index 000000000..d6aaaf2ab --- /dev/null +++ b/compendium/equipment/items/lastwall-soup-locg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/locg +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/uncommon +aliases: ["Lastwall Soup"] +--- +# Lastwall Soup *Item 1* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 3 gp +- **Usage** held in 2 hands; **Bulk** L +- **Category** Elixir + +Crimson Reclaimers make this rich, hearty soup using herbs that baffle the senses of the undead. A bowl of Lastwall soup is as nourishing as a full meal. In addition, for 1 hour after consuming a bowl of Lastwall soup, you gain a +2 item bonus to [Stealth](compendium/skills.md#Stealth) checks and DCs against undead. + +*Source: Lost Omens: Character Guide p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/lattice-armor-tv.md b/compendium/equipment/items/lattice-armor-tv.md new file mode 100644 index 000000000..09e9e4d18 --- /dev/null +++ b/compendium/equipment/items/lattice-armor-tv.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor/medium +aliases: ["Lattice Armor"] +--- +# Lattice Armor *Item 0* + +- **Price** 9 gp +- **Bulk** 2 +- **AC Bonus** +4; **Dex Cap** +1 +- **Strength** 16; **Check Penalty** --2; **Speed Penalty** -5 ft. +- **Category** Medium; **Group** Chain + +Fine metal cables woven into latticework patterns form this armor. This armor disperses blows much like rings of chain mail, but is much tighter in construction, making it quieter. + +*Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/laurel-of-the-empath-tv.md b/compendium/equipment/items/laurel-of-the-empath-tv.md new file mode 100644 index 000000000..6311003a2 --- /dev/null +++ b/compendium/equipment/items/laurel-of-the-empath-tv.md @@ -0,0 +1,47 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/apex +- trait/apex +- trait/divination +- trait/fortune +- trait/invested +- trait/magical +aliases: ["Laurel of the Empath"] +--- +# Laurel of the Empath *Item 20* +[apex](rules/traits/apex.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 70000 gp +- **Usage** worn cap; **Bulk** — +- **Category** Apex + +This silvery, woven ring of leaves sits on top of the head. While wearing it, when you roll [Perception](compendium/skills.md#Perception) for initiative, you can roll twice and take the higher result. This is a [fortune](rules/traits/fortune.md) effect. Whenever you spend at least 1 minute talking with a living creature, you automatically become aware of its attitude toward you. When you invest the laurel, you either increase your Wisdom score by 2 or increase it to 18, whichever is higher. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You're hit by an attack + +**Effect** You take half damage from the triggering attack. +``` + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You fail, but don't critically fail, a saving throw + +**Effect** You anticipate the danger and guard against it, often in unconventional or almost inconceivable ways. Treat the failed saving throw as a success. +``` + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +[fortune](rules/traits/fortune.md) [mental](rules/traits/mental.md) + +You spend 10 minutes talking with one living creature, conversing in inspirational, religious, or philosophical terms. You gain valuable insights into the personality of your target—their alignment, hopes, dreams, and fears. When the ritual is over, you gain a +4 item bonus to all [Perception](compendium/skills.md#Perception) checks made concerning the target for one month. Also, the target gains inspirational insight, allowing the target to use one of the two reactions listed above once during the next 24 hours. +%% #trait/fortune #trait/mental %% +``` + +*Source: Treasure Vault p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/lawbringers-lasso-ooa3.md b/compendium/equipment/items/lawbringers-lasso-ooa3.md new file mode 100644 index 000000000..a84d0923a --- /dev/null +++ b/compendium/equipment/items/lawbringers-lasso-ooa3.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa3 +- item/category/held +- trait/evocation +- trait/lawful +- trait/magical +- trait/uncommon +aliases: ["Lawbringer's Lasso"] +--- +# Lawbringer's Lasso *Item 4* +[evocation](rules/traits/evocation.md) [lawful](rules/traits/lawful.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 100 gp +- **Usage** held in 2 hands; **Bulk** 1 +- **Category** Held + +This enchanted lasso is a net (Advanced Player's Guide 249) that can be used to [Grapple](rules/actions/grapple.md) creatures up to 30 feet away, requires a DC 18 [Athletics](compendium/skills.md#Athletics) check to [Force Open](rules/actions/force-open.md), and has an [Escape](rules/actions/escape.md) DC of 18. It's permanently attached to a 30-foot rope. + +While using the lawbringer's lasso to [Grapple](rules/actions/grapple.md), you receive a +1 item bonus to [Grapple](rules/actions/grapple.md) checks against creatures with the [chaotic](rules/traits/chaotic.md) trait. If you roll a critical failure on your attempt to [Grapple](rules/actions/grapple.md) a chaotic creature with the lawbringer's lasso, you get a failure instead. + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/leadenleg-apg.md b/compendium/equipment/items/leadenleg-apg.md new file mode 100644 index 000000000..ff7b4d5c0 --- /dev/null +++ b/compendium/equipment/items/leadenleg-apg.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +aliases: ["Leadenleg"] +--- +# Leadenleg *Item 4* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) + +- **Price** 15 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Once injected, this synthetic toxin sinks into the extremities, numbing them nearly to paralysis. + +```ad-inline-affliction +title: Saving Throw: DC 20 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `1d10` poison damage and –5-foot status penalty to all Speeds (1 round) + +**Stage 2** `2d6` poison damage and –10-foot status penalty to all Speeds (1 round) + +**Stage 3** `2d6` poison damage and –20-foot status penalty to all Speeds (1 round) +``` + +*Source: Advanced Player's Guide p. 254* \ No newline at end of file diff --git a/compendium/equipment/items/leaf-weave-tv.md b/compendium/equipment/items/leaf-weave-tv.md new file mode 100644 index 000000000..07bf62882 --- /dev/null +++ b/compendium/equipment/items/leaf-weave-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor/light +- trait/laminar +aliases: ["Leaf Weave"] +--- +# Leaf Weave *Item 0* +[laminar](rules/traits/laminar-tv.md) + +- **Price** 4 gp +- **Bulk** 1 +- **AC Bonus** +1; **Dex Cap** +4 +- **Strength** 10; **Check Penalty** --1; **Speed Penalty** — +- **Category** Light; **Group** Wood + +Specialized crafters, often elves, create leaf weave out of sturdy leaves from ancient or magically enriched trees. Such leaves, when treated properly, have the strength of leather, and other tough plant materials hold the leaves together to form the armor. Such suits are popular among those who wish to avoid materials taken from slain beasts. As a material, leaf weave has the same statistics as thin wood. + +*Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/leash-lotg.md b/compendium/equipment/items/leash-lotg.md new file mode 100644 index 000000000..273f22038 --- /dev/null +++ b/compendium/equipment/items/leash-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/adventuring-gear/animal-caretaking +aliases: ["Leash"] +--- +# Leash *Item 0* + +- **Price** 1 sp +- **Category** Animal Caretaking + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/leather-lamellar-tv.md b/compendium/equipment/items/leather-lamellar-tv.md new file mode 100644 index 000000000..74d9bda58 --- /dev/null +++ b/compendium/equipment/items/leather-lamellar-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor/light +- trait/laminar +aliases: ["Leather Lamellar"] +--- +# Leather Lamellar *Item 0* +[laminar](rules/traits/laminar-tv.md) + +- **Price** 3 gp +- **Bulk** 1 +- **AC Bonus** +1; **Dex Cap** +4 +- **Strength** 10; **Check Penalty** --1; **Speed Penalty** — +- **Category** Light; **Group** Composite + +Leather lamellar is a composite armor made of small rectangular pieces of lacquered leather laced together with high‑quality cord. It's typically worn with an undershirt. + +*Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/legerdemain-handkerchief-tv.md b/compendium/equipment/items/legerdemain-handkerchief-tv.md new file mode 100644 index 000000000..c9a7590de --- /dev/null +++ b/compendium/equipment/items/legerdemain-handkerchief-tv.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/conjuration +- trait/extradimensional +- trait/magical +aliases: ["Legerdemain Handkerchief"] +--- +# Legerdemain Handkerchief *Item 2* +[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [magical](rules/traits/magical.md) + +- **Price** 25 gp +- **Usage** held in 1 hand; **Bulk** — +- **Category** Held + +This frilled, silvery-gray handkerchief is a stylish tool for personal hygiene by all appearances, but it can be used to covertly make very small items vanish. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: The handkerchief is entirely covering an item of negligible Bulk + +**Effect** The handkerchief transports the item it covers into its extradimensional space. The handkerchief can hold only one item within its extradimensional space at a time, so any item taken is replaced by any item already within the space. You can also use this action to expel an item already within the extradimensional space without replacing it. + +This activation can't be used on an attended item unless the creature with that item allows it. Placing the handkerchief over an item typically takes an [Interact](rules/actions/interact.md) action. +``` + +*Source: Treasure Vault p. 115* \ No newline at end of file diff --git a/compendium/equipment/items/leiomano-tv.md b/compendium/equipment/items/leiomano-tv.md new file mode 100644 index 000000000..bdbe2e983 --- /dev/null +++ b/compendium/equipment/items/leiomano-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/deadly-d10 +- trait/uncommon +- trait/versatile-s +aliases: ["Leiomano"] +--- +# Leiomano *Item 0* +[deadly ](rules/traits/deadly.md) [uncommon](rules/traits/uncommon.md) [versatile ](rules/traits/versatile.md) + +- **Access** If the player character come from a region in Tian Xia, this weapon is common +- **Price** 2 gp +- **Bulk** 1 +- **Damage** `1d6` B +- **Hands** 1 +- **Category** Martial; **Group** Club + +This thick club is inset with sharp teeth, typically from a shark, that easily tear flesh. It is the preferred weapon of many Minatan warriors. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/leopards-armor-sot2.md b/compendium/equipment/items/leopards-armor-sot2.md new file mode 100644 index 000000000..2f0b2f088 --- /dev/null +++ b/compendium/equipment/items/leopards-armor-sot2.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot2 +- item/category/armor +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Leopard's Armor"] +--- +# Leopard's Armor *Item 9* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 700 gp +- **Usage** worn armor; **Bulk** 2 +- **Category** Armor + +Made of cobalt-colored steel rings that flow down the entire length of the garment, this +1 resilient chain mail includes an armored face covering. The armor is said to be based on the same armor once worn by Azure Leopard, one of Old-Mage Jatembe's magic warriors. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You call upon the ferocity and grace of the leopard. The armor's rings flatten out to become a solid piece of flexible armor. You gain a +2 item bonus to [Stealth](compendium/skills.md#Stealth) checks and [Intimidation](compendium/skills.md#Intimidation) checks to [Demoralize](rules/actions/demoralize.md), but take a –2 penalty to [Diplomacy](compendium/skills.md#Diplomacy) and [Society](compendium/skills.md#Society) checks. + +This lasts for 1 hour, but you can Activate the armor again to revert it back to its original form. +``` + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/lesser-cube-of-nex-loil.md b/compendium/equipment/items/lesser-cube-of-nex-loil.md new file mode 100644 index 000000000..6442aa37f --- /dev/null +++ b/compendium/equipment/items/lesser-cube-of-nex-loil.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/artifact +- trait/artifact +- trait/evocation +- trait/magical +- trait/unique +aliases: ["Lesser Cube of Nex"] +--- +# Lesser Cube of Nex *Item 20* +[artifact](rules/traits/artifact-gmg.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) + +- **Usage** held in 1 hand +- **Category** Artifact + +A Lesser Cube of Nex acts as a cube of force, but the effect lasts until you press the sixth face to [Dismiss](rules/actions/dismiss.md) it, and the activation can be used once per hour. You must first [Dismiss](rules/actions/dismiss.md) any previous activation before you use it again. Additionally, each Lesser Cube of Nex is attuned to a single school of magic. Within 5 feet of the Lesser Cube, all magic from that school is suppressed or impossible to cast, with the effects of a 10th-level [antimagic field](compendium/spells/antimagic-field.md) spell. While there are eight Lesser Cubes of Nex, each of the artifacts is unique, as there's only one Lesser Cube of Nex for each school of magic. + +*Source: Lost Omens: Impossible Lands p. 304* \ No newline at end of file diff --git a/compendium/equipment/items/liars-demise-tv.md b/compendium/equipment/items/liars-demise-tv.md new file mode 100644 index 000000000..187b42df9 --- /dev/null +++ b/compendium/equipment/items/liars-demise-tv.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/contact +- trait/divine +- trait/enchantment +- trait/poison +- trait/uncommon +aliases: ["Liar's Demise"] +--- +# Liar's Demise *Item 14* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [divine](rules/traits/divine.md) [enchantment](rules/traits/enchantment.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 650 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This thick green cream quickly seeps into victim's skin. In addition to causing painful swelling in the brain, liar's demise compels the victim to speak only the truth. While under the effect of liar's demise, the victim takes the listed poison damage and mental damage for any time they voluntarily and knowingly tell a lie, due to the poison's increased blood pressure to their brain. They take this damage once per round at most, even if they lie several times in rapid succession. The victim is aware of this effect and can choose to not answer or give only evasive, technically truthful, answers—this is a [mental](rules/traits/mental.md) effect. + +```ad-inline-affliction +title: Saving Throw: DC 34 Fortitude + +- **Onset**: 1 minute +- **Maximum Duration**: 6 minutes + +## Stages + +**Stage 1** [stupefied](rules/conditions.md#Stupefied), `3d6` poison damage and `3d6` mental damage for lying (1 minute) + +**Stage 2** [stupefied](rules/conditions.md#Stupefied), `4d6` poison damage and `4d6` mental damage for lying (1 minute) + +**Stage 3** [stupefied](rules/conditions.md#Stupefied), `5d6` poison damage and `5d6` mental damage for lying, and the damage becomes a [death](rules/traits/death.md) effect. If it reduces the victim to 0 Hit Points, the victim's head explodes, causing death (1 minute) +``` + +*Source: Treasure Vault p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/librarian-staff-tv.md b/compendium/equipment/items/librarian-staff-tv.md new file mode 100644 index 000000000..d31a4a206 --- /dev/null +++ b/compendium/equipment/items/librarian-staff-tv.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/staff +- trait/divination +- trait/extradimensional +- trait/magical +- trait/staff +aliases: ["Librarian Staff"] +--- +# Librarian Staff *Item 6+* +[divination](rules/traits/divination.md) [extradimensional](rules/traits/extradimensional.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +A librarian staff is a slender pole composed of thousands of coiled and compressed book pages swirling into one another, with a mishmash of letters tumbling across its surface. The sound of rustling pages can be heard when the staff moves. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You store one portable text of 1 Bulk or less—typically a book or scroll—in an extradimensional space in the staff. You can also use this activation to retrieve one text stored in the staff. The staff can store up to 50 texts. +``` + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. +``` + +*Source: Treasure Vault p. 133* \ No newline at end of file diff --git a/compendium/equipment/items/librarians-baton-pfum.md b/compendium/equipment/items/librarians-baton-pfum.md new file mode 100644 index 000000000..016a1420c --- /dev/null +++ b/compendium/equipment/items/librarians-baton-pfum.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/pfum +- item/category/held +- trait/detection +- trait/divination +- trait/magical +- trait/rare +aliases: ["Librarian's Baton"] +--- +# Librarian's Baton *Item 9* +[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 650 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +A crystal pendulum hangs loosely from a delicate cord connecting the tips of this Y-shaped wooden baton. Such batons are often used by librarians who have problems with customers (or thieves) who can't be trusted to return the books they borrow, but they're equally valuable to wizards who are particularly worried about having ther spellbooks stolen. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You focus your attention on the crystal pendulum, repeatedly passing it over the covers of up to 10 Bulk of books. Doing so causes the librarian's baton to permanently attune itself to those books, while simultaneously removing any attunement it may have had to previous books. If an attuned book is damage significantly, the librarian's baton loses attunement to it (although it can be reattuned at a later date to the damaged book as long as it retains some of its functionality). The librarian's baton grants a +2 item bonus to perception checks to [Search](rules/actions/search.md) for attuned books [hidden](rules/conditions.md#Hidden) within 60 feet of you. +``` + +```ad-embed-ability +title: Activate + +When you activate the librarian's baton, concentrate on one of the books to which the baton is attuned. The crystal pendulum moves of its own volition, pointing directly toward the location of the book you were concentrating on as a long as the book is within 25 miles of you. If the book is further away than this, or if the book has been damaged enough that it's no longer attuned, you learn only that the book is out of range or damaged, as appropriate. You can Sustain this activation up to 1 minute, during which time you can sense whether the target book is in motion, is in a creature's possession, or enters the possession of a different creature. However, you can't determine the identities of such creatures +``` + +*Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/library-robes-tv.md b/compendium/equipment/items/library-robes-tv.md new file mode 100644 index 000000000..120a56032 --- /dev/null +++ b/compendium/equipment/items/library-robes-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Library Robes"] +--- +# Library Robes *Item 9+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** worn armor; **Bulk** L +- **Category** Armor + +These +1 resilient scroll robes magically store a spell for you. + +During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes' [inscribed](rules/traits/inscribed-tv.md) trait, but without needing to go through the normal scribing process. + +You must provide the minimum amount of materials to [Craft](rules/actions/craft.md) one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don't need to be trained in [Crafting](compendium/skills.md#Crafting), nor do you need the Magical [Crafting](compendium/skills.md#Crafting) feat. Using this ability erases any scroll already inscribed on the robe. + +*Source: Treasure Vault p. 15* \ No newline at end of file diff --git a/compendium/equipment/items/lich-phylactery-b1.md b/compendium/equipment/items/lich-phylactery-b1.md new file mode 100644 index 000000000..4ed48c9cd --- /dev/null +++ b/compendium/equipment/items/lich-phylactery-b1.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/b1 +- item/category/held +- trait/arcane +- trait/necromancy +- trait/negative +- trait/rare +aliases: ["Lich Phylactery"] +--- +# Lich Phylactery *Item 12* +[arcane](rules/traits/arcane.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [rare](rules/traits/rare.md) + +- **Price** 1600 gp +- **Usage** held in 1 hand; **Bulk** — +- **Category** Held + +This item is crafted by a spellcaster who wishes to become a lich. When a lich is destroyed, its soul flees to the phylactery. The phylactery then rebuilds the lich's undead body over the course of `1d10` days. Afterward, the lich manifests next to the phylactery, fully healed and in a new body (therefore, it lacks any equipment it had on its old body). A lich's phylactery must be destroyed to prevent a lich from returning. The standard phylactery is a sealed metal box containing strips of parchment inscribed with magical phrases. This box has Hardness 9 and 36 HP, but some liches devise more durable or difficult-to-obtain phylacteries. A phylactery might also come in the form of a ring, an amulet, or a similar item; the specifics are up to the creator + +*Source: Bestiary p. 222* \ No newline at end of file diff --git a/compendium/equipment/items/life-boosting-oil-tv.md b/compendium/equipment/items/life-boosting-oil-tv.md new file mode 100644 index 000000000..471e08f3c --- /dev/null +++ b/compendium/equipment/items/life-boosting-oil-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/oil +- trait/consumable +- trait/healing +- trait/magical +- trait/necromancy +- trait/oil +- trait/uncommon +aliases: ["Life-Boosting Oil"] +--- +# Life-Boosting Oil *Item 3+* +[consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [oil](rules/traits/oil.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +When you apply sticky, stinging life-boosting oil, you gain fast healing according to the oil's type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not. + +*Source: Treasure Vault p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/life-salt-botd.md b/compendium/equipment/items/life-salt-botd.md new file mode 100644 index 000000000..1831366b8 --- /dev/null +++ b/compendium/equipment/items/life-salt-botd.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/botd +- item/category/consumable +- trait/consumable +- trait/divine +- trait/positive +aliases: ["Life Salt"] +--- +# Life Salt *Item 5* +[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [positive](rules/traits/positive.md) + +- **Price** 25 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Consumable + +This crystal vial contains salts blessed by channeling life-giving energies into waters purified by holy fire. + +You can activate this vial by throwing it as a [Strike](rules/actions/strike.md). It's a simple thrown ranged weapon with a range increment of 10 feet. Unlike an alchemical bomb, it doesn't add the [manipulate](rules/traits/manipulate.md) trait to the attack made with it. On a hit against an undead, life salt deals 1 [persistent positive damage](rules/conditions.md#Persistent%20Damage), and the undead must succeed at a DC 20 Will save or be unable to attack you as long as it continues taking the [persistent positive damage](rules/conditions.md#Persistent%20Damage). + +If you use a [hostile](rules/conditions.md#Hostile) action against any undead, this second effect ends, and the undead can attack you normally. + +*Source: Book of the Dead p. 20* \ No newline at end of file diff --git a/compendium/equipment/items/life-shot-tv.md b/compendium/equipment/items/life-shot-tv.md new file mode 100644 index 000000000..932d694f8 --- /dev/null +++ b/compendium/equipment/items/life-shot-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/healing +aliases: ["Life Shot"] +--- +# Life Shot *Item 2+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) + +- **Ammunition** round +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a [fortune](rules/traits/fortune.md) effect). A target willing to be hit by this attack is [flat-footed](rules/conditions.md#Flat-footed) against it. + +*Source: Treasure Vault p. 43* \ No newline at end of file diff --git a/compendium/equipment/items/lifes-last-breath-ec5.md b/compendium/equipment/items/lifes-last-breath-ec5.md new file mode 100644 index 000000000..cc5817ab4 --- /dev/null +++ b/compendium/equipment/items/lifes-last-breath-ec5.md @@ -0,0 +1,45 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec5 +- item/category/held +- trait/evil +- trait/magical +- trait/necromancy +- trait/unique +aliases: ["Life's Last Breath"] +--- +# Life's Last Breath *Item 18* +[evil](rules/traits/evil.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [unique](rules/traits/unique.md) + +- **Price** 23500 gp +- **Usage** held in 1 hand; **Bulk** 2 +- **Category** Held + +The twin serrated blades of this legendary rhoka sword (page 83) are dull black and constantly drip with blood. + +Life's Last Breath is said to have been forged centuries ago for an unknown urdefhan general and has since fallen into the hands of countless other powerful urdefhan warlords. + +Life's Last Breath is a +3 greater striking unholy wounding rhoka sword with the following special abilities. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +You cast a 9th-level [paralyze](compendium/spells/paralyze.md) spell on the target. +``` + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You successfully [Strike](rules/actions/strike.md) a creature with Life's + +**Effect** The target must succeed at a DC 38 Fortitude save or take `4d6` negative damage; you gain an equal amount of temporary Hit Points that last 1 minute. + +> [!success-degree] +> - **Success** The target is [doomed](rules/conditions.md#Doomed) and takes half damage. +> - **Failure** The target is [doomed](rules/conditions.md#Doomed) and takes full damage. +> - **Critical Failure** The target is [doomed](rules/conditions.md#Doomed), [drained](rules/conditions.md#Drained), and takes double damage. +``` + +*Source: Extinction Curse #5: Lord of the Black Sands p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/lightning-rod-shot-tv.md b/compendium/equipment/items/lightning-rod-shot-tv.md new file mode 100644 index 000000000..709bfcd22 --- /dev/null +++ b/compendium/equipment/items/lightning-rod-shot-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/consumable +- trait/evocation +- trait/magical +aliases: ["Lightning Rod Shot"] +--- +# Lightning Rod Shot *Item 7* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 60 gp +- **Ammunition** any +- **Activate** command +- **Category** Consumable + +Made from a shaft of silver with a gleaming copper tip, the lightning rod shot crackles with electricity as it flies through the air. When a lightning rod shot strikes a target, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, it falls to the ground and becomes inactive. If the target of this shot is within 10 feet of any creature or target that takes electricity damage, the target of this shot takes 1 electricity damage for each die of damage taken by the nearby creature or target. If the target of this shot takes electricity damage from a spell or attack, it also takes 1 additional electricity damage for each die of damage dealt. If the spell or attack allows a saving throw to reduce the damage, the target of this shot takes a –1 circumstance penalty to the save. This shot remains active for 1 minute, after which it falls to the ground and crumbles to dust. + +*Source: Treasure Vault p. 82* \ No newline at end of file diff --git a/compendium/equipment/items/lightweave-scarf-tv.md b/compendium/equipment/items/lightweave-scarf-tv.md new file mode 100644 index 000000000..03c53539e --- /dev/null +++ b/compendium/equipment/items/lightweave-scarf-tv.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/spellheart +- trait/illusion +- trait/magical +- trait/spellheart +- trait/visual +aliases: ["Lightweave Scarf"] +--- +# Lightweave Scarf *Item 8+* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) [visual](rules/traits/visual.md) + +- **Usage** affixed to armor or a weapon; **Bulk** — +- **Category** Spellheart + +The first of these strips of glittering cloth was worn by a monk from Jinin who would interweave it into his handwraps of mighty blows. The spell DC of any spell cast by activating this item is 24. + +- Armor You gain a +2 item bonus to saving throws against illusions and [Deception](compendium/skills.md#Deception) checks to [Create a Diversion](rules/actions/create-a-diversion.md). +- Weapon (visual) After you cast an illusion spell by activating the scarf, the weapon is shrouded in a mesmerizing illusory pattern. Your next [Strike](rules/actions/strike.md) causes the target to be [confused](rules/conditions.md#Confused) for 1 round if it hits. If you don't make a [Strike](rules/actions/strike.md) by the end of your next turn, the illusion ends with no effect. + +```ad-embed-ability +title: Activate + +You cast [dancing lights](compendium/spells/dancing-lights.md). +``` + +```ad-embed-ability +title: Activate + +You cast [hypnotic pattern](compendium/spells/hypnotic-pattern.md). +``` + +*Source: Treasure Vault p. 127* \ No newline at end of file diff --git a/compendium/equipment/items/linguists-dictionary-tv.md b/compendium/equipment/items/linguists-dictionary-tv.md new file mode 100644 index 000000000..adbf63488 --- /dev/null +++ b/compendium/equipment/items/linguists-dictionary-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/grimoire +- trait/divination +- trait/grimoire +- trait/magical +aliases: ["Linguist's Dictionary"] +--- +# Linguist's Dictionary *Item 9+* +[divination](rules/traits/divination.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) + +- **Bulk** L +- **Category** Grimoire + +Bound in sturdy leather, this thick book has several colorful bookmarks and page dividers. Its title and text shift between numerous languages. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Requirements**: Your last action was to cast a spell prepared from this grimoire that allows understanding of another language, such as comprehend languages or tongues + +**Effect** The grimoire absorbs knowledge of one language translated this way (caster's choice if more than one), allowing its bearer to communicate on a rudimentary level in that language even after the spell's duration has elapsed. The linguist's dictionary can hold one language at a time. +``` + +*Source: Treasure Vault p. 112* \ No newline at end of file diff --git a/compendium/equipment/items/linis-leafstick-som.md b/compendium/equipment/items/linis-leafstick-som.md new file mode 100644 index 000000000..3601c44bc --- /dev/null +++ b/compendium/equipment/items/linis-leafstick-som.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/staff +- trait/magical +- trait/plant +- trait/staff +- trait/transmutation +- trait/unique +aliases: ["Lini's Leafstick"] +--- +# Lini's Leafstick *Item 15* +[magical](rules/traits/magical.md) [plant](rules/traits/plant.md) [staff](rules/traits/staff.md) [transmutation](rules/traits/transmutation.md) [unique](rules/traits/unique.md) + +- **Price** 6500 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +Moss and winding vines give this gnarled staff of wild wood a vibrant green tinge. You created this staff to aid you in speaking to the plants you met on your adventure and beseeching them to come to your aid. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. + +- **Cantrip** [tanglefoot](compendium/spells/tanglefoot.md) +- **1st** [protector tree](compendium/spells/protector-tree-som.md), [shillelagh](compendium/spells/shillelagh.md) +- **2nd** [entangle](compendium/spells/entangle.md), [shape wood](compendium/spells/shape-wood.md) +- **3rd** [tree shape](compendium/spells/tree-shape.md), [wall of thorns](compendium/spells/wall-of-thorns.md) +- **4th** [barkskin](compendium/spells/barkskin.md), [speak with plants](compendium/spells/speak-with-plants.md) +- **5th** [plant form](compendium/spells/plant-form.md), [wall of thorns](compendium/spells/wall-of-thorns.md) +- **6th** [nature's reprisal](compendium/spells/natures-reprisal-som.md), [plant form](compendium/spells/plant-form.md) +``` + +*Source: Secrets of Magic p. 167* \ No newline at end of file diff --git a/compendium/equipment/items/linnorms-sankeit-tv.md b/compendium/equipment/items/linnorms-sankeit-tv.md new file mode 100644 index 000000000..0a7e24a2b --- /dev/null +++ b/compendium/equipment/items/linnorms-sankeit-tv.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/evocation +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Linnorm's Sankeit"] +--- +# Linnorm's Sankeit *Item 18* +[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 22750 gp +- **Usage** worn armor; **Bulk** 2 +- **Category** Armor + +The first suit of +3 greater resilient antimagic sankeit made in this fashion was crafted for the Varki linnorm king Nankou, after he claimed his title by slaying a taiga linnorm. By Varki tradition, the armor was crafted using some of the slain linnorm's body to decorate the breastplate and helm, which imbued the armor with several of the linnorm's natural abilities. Though the helm is shaped like the beast's head, a linnorm's actual head would be too large for a proper helmet. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You breathe a 60-foot cone of electrified vapor, dealing `17d6` electricity damage to creatures in the area (DC 38 basic Reflex save). The electrified mist persists in the area for 2 rounds, dealing `5d6` electricity damage (DC 38 basic Reflex save) to each creature that ends its turn in the mist. If you slew the linnorm this armor is made from, you can use the higher of your class DC or spell DC instead of the listed DCs for this effect. +``` + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature adjacent to you targets you with a melee attack + +**Effect** The creature takes `4d6` piercing damage as previously [invisible](rules/conditions.md#Invisible) magical spines leap outwards from the armor to punish them for the attack. +``` + +*Source: Treasure Vault p. 18* \ No newline at end of file diff --git a/compendium/equipment/items/lion-badge-tok.md b/compendium/equipment/items/lion-badge-tok.md new file mode 100644 index 000000000..eaefc212b --- /dev/null +++ b/compendium/equipment/items/lion-badge-tok.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tok +- item/category/talisman +- trait/abjuration +- trait/consumable +- trait/magical +- trait/talisman +- trait/uncommon +aliases: ["Lion Badge"] +--- +# Lion Badge *Item 4* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 15 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision; **Trigger** You gain the [frightened](rules/conditions.md#Frightened) condition as a result of a Will save; **Requirements** You're an expert in Will saves. +- **Category** Talisman + +This plain wooden badge has the face of a roaring lion etched onto its surface. When you activate this talisman, reduce the value of your [frightened](rules/conditions.md#Frightened) condition by 1 (to a minimum of 0). When this talisman is used, the image of the lion fades and the item becomes a plain, non-magical wooden badge. + +*Source: Threshold of Knowledge p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/lion-claw-som.md b/compendium/equipment/items/lion-claw-som.md new file mode 100644 index 000000000..3d406fa70 --- /dev/null +++ b/compendium/equipment/items/lion-claw-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/talisman +- trait/consumable +- trait/magical +- trait/talisman +- trait/transmutation +aliases: ["Lion Claw"] +--- +# Lion Claw *Item 11* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 300 gp +- **Usage** affixed to a weapon +- **Activate** [Interact](rules/actions/interact.md); **Requirements** You're [undetected](rules/conditions.md#Undetected) by a creature and are a master in [Stealth](compendium/skills.md#Stealth). +- **Category** Talisman + +This dried claw from a mighty beast bestows upon you the ability of a predator. When you activate the claw, you learn to pounce on your prey in one fluid motion. You [Stride](rules/actions/stride.md) and then [Strike](rules/actions/strike.md) with the affixed weapon against one creature you were [undetected](rules/conditions.md#Undetected) by. You remain [undetected](rules/conditions.md#Undetected) by the creature until after you [Strike](rules/actions/strike.md). + +*Source: Secrets of Magic p. 174* \ No newline at end of file diff --git a/compendium/equipment/items/lion-scythe-sot4.md b/compendium/equipment/items/lion-scythe-sot4.md new file mode 100644 index 000000000..928b3589e --- /dev/null +++ b/compendium/equipment/items/lion-scythe-sot4.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot4 +- item/category/weapon/martial +- trait/agile +- trait/finesse +- trait/trip +- trait/uncommon +aliases: ["Lion Scythe"] +--- +# Lion Scythe *Item 0* +[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1 gp +- **Bulk** L +- **Damage** `1d6` S +- **Hands** 1 +- **Category** Martial; **Group** Knife + +A lion scythe resembles a common sickle but is specially weighted to allow for greater power when attacking. This is a martial melee weapon. + +*Source: Strength of Thousands #4: Secrets of the Temple-City p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/liquid-gold-ooa2.md b/compendium/equipment/items/liquid-gold-ooa2.md new file mode 100644 index 000000000..1a98372d2 --- /dev/null +++ b/compendium/equipment/items/liquid-gold-ooa2.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa2 +- item/category/talisman +- trait/consumable +- trait/evocation +- trait/magical +- trait/talisman +- trait/uncommon +aliases: ["Liquid Gold"] +--- +# Liquid Gold *Item 6+* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** affixed to a one-handed firearm or hand crossbow; **Bulk** — +- **Activate** [Interact](rules/actions/interact.md); **Trigger** You roll for initiative; **Requirements** You're an expert in [Stealth](compendium/skills.md#Stealth). +- **Category** Talisman + +This glass vial containing liquid gold is fastened to a weapon by a fine gold chain. + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/living-leaf-weave-tv.md b/compendium/equipment/items/living-leaf-weave-tv.md new file mode 100644 index 000000000..9fe9235be --- /dev/null +++ b/compendium/equipment/items/living-leaf-weave-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/alchemical +- trait/healing +- trait/plant +aliases: ["Living Leaf Weave"] +--- +# Living Leaf Weave *Item 5* +[alchemical](rules/traits/alchemical.md) [healing](rules/traits/healing.md) [plant](rules/traits/plant.md) + +- **Price** 160 gp +- **Usage** worn armor; **Bulk** 1 +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Armor + +This suit of leaf weave armor (page 9) is specially modified to metabolize the alchemical accelerants in medicinal compounds. + +A special receptacle in the armor can hold an elixir of life, which takes 3 [Interact](rules/actions/interact.md) actions to install. A loaded suit of living leaf weave can be activated to grow slithering vines from the armor, granting an item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Grapple](rules/actions/grapple.md), to your Fortitude DC to resist [Grapple](rules/actions/grapple.md), [Disarm](rules/actions/disarm.md), or [Shove](rules/actions/shove.md) attempts, and to your Reflex DCs to resist [Trip](rules/actions/trip.md) attempts. The effects last for 3 rounds, consuming the elixir of life, and once the reaction has begun it can't be deactivated. + +*Source: Treasure Vault p. 64* \ No newline at end of file diff --git a/compendium/equipment/items/lizard-lotg.md b/compendium/equipment/items/lizard-lotg.md new file mode 100644 index 000000000..4625bee49 --- /dev/null +++ b/compendium/equipment/items/lizard-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Lizard"] +--- +# Lizard *Item 0* + +- **Price** 1 sp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/locket-of-sealed-nightmares-ec6.md b/compendium/equipment/items/locket-of-sealed-nightmares-ec6.md new file mode 100644 index 000000000..efe0cc13c --- /dev/null +++ b/compendium/equipment/items/locket-of-sealed-nightmares-ec6.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec6 +- item/category/worn +- trait/illusion +- trait/invested +- trait/magical +- trait/rare +aliases: ["Locket Of Sealed Nightmares"] +--- +# Locket Of Sealed Nightmares *Item 19* +[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 36000 gp +- **Usage** worn necklace +- **Category** Worn + +As long as this locket of horn and silver is closed, you don't need to sleep. However, you can still overexert your body with too much activity, so you still need to rest to avoid becoming [fatigued](rules/conditions.md#Fatigued) or to remove the [fatigued](rules/conditions.md#Fatigued) condition. + +You also gain a +4 item bonus on saving throws against mental illusions, [magical](rules/traits/magical.md) effects that would make you [unconscious](rules/conditions.md#Unconscious), and effects that would make you [fatigued](rules/conditions.md#Fatigued). + +Each time dawn occurs, you regain the ability to make your daily preparations as if you had rested for 8 hours. + +Daily preparations still take about an hour, as normal. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +- **Requirements**: You aren't [fatigued](rules/conditions.md#Fatigued) + +**Effect** You open the locket to unleash the dreams it has kept at bay. You become [fatigued](rules/conditions.md#Fatigued) and cast one of the following spells at 9th level (DC 41): [hallucination](compendium/spells/hallucination.md), [sleep](compendium/spells/sleep.md), or [weird](compendium/spells/weird.md). +``` + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/lodestone-bomb-tv.md b/compendium/equipment/items/lodestone-bomb-tv.md new file mode 100644 index 000000000..f9deb8b76 --- /dev/null +++ b/compendium/equipment/items/lodestone-bomb-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/bomb +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/force +- trait/splash +aliases: ["Lodestone Bomb"] +--- +# Lodestone Bomb *Item 12+* +[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [force](rules/traits/force.md) [splash](rules/traits/splash.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Bomb + +Lodestone bombs hold reactive ionized minerals preserved in a dormant state until [broken](rules/conditions.md#Broken). The bomb grants an item bonus to attack rolls and deals force damage and force splash damage, according to the bomb's type. In addition, a target made of metal, wearing metal armor, or using metal weapons takes [persistent force damage](rules/conditions.md#Persistent%20Damage) and is [clumsy](rules/conditions.md#Clumsy) and [enfeebled](rules/conditions.md#Enfeebled) while taking the [persistent damage](rules/conditions.md#Persistent%20Damage). The [persistent damage](rules/conditions.md#Persistent%20Damage) can last up to 1 minute. + +*Source: Treasure Vault p. 44* \ No newline at end of file diff --git a/compendium/equipment/items/lodestone-pellet-ooa2.md b/compendium/equipment/items/lodestone-pellet-ooa2.md new file mode 100644 index 000000000..3b1c7f697 --- /dev/null +++ b/compendium/equipment/items/lodestone-pellet-ooa2.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa2 +- item/category/consumable +- trait/consumable +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Lodestone Pellet"] +--- +# Lodestone Pellet *Item 3* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 12 gp +- **Ammunition** pellet +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +These round, black pellets are made from magically enhanced magnetic lodestone. They can be loaded into an air repeater or long air repeater. When activated, lodestone pellets provide a +1 circumstance bonus to ranged Strikes made against creatures made of metal or wearing metal armor. + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/long-hammer-tv.md b/compendium/equipment/items/long-hammer-tv.md new file mode 100644 index 000000000..1ef6ef37d --- /dev/null +++ b/compendium/equipment/items/long-hammer-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/brace +- trait/dwarf +- trait/reach +- trait/trip +- trait/versatile-p +aliases: ["Long Hammer"] +--- +# Long Hammer *Item 0* +[brace](rules/traits/brace-tv.md) [dwarf](rules/traits/dwarf.md) [reach](rules/traits/reach.md) [trip](rules/traits/trip.md) [versatile

](rules/traits/versatile.md) + +- **Price** 5 gp +- **Bulk** 2 +- **Damage** `1d8` B +- **Hands** 2 +- **Category** Martial; **Group** Hammer + +The long hammer features a pronged hammer head designed for damaging knees and ankles, counterbalanced by a stout spike and affixed to a reinforced shaft between 5 and 7 feet long. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/looters-lethargy-tv.md b/compendium/equipment/items/looters-lethargy-tv.md new file mode 100644 index 000000000..d96479c8e --- /dev/null +++ b/compendium/equipment/items/looters-lethargy-tv.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/contact +- trait/poison +- trait/uncommon +aliases: ["Looter's Lethargy"] +--- +# Looter's Lethargy *Item 2* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 6 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +The poison known as looter's lethargy ensures no thieves are strong enough to walk off with pilfered treasures. + +Commonly smeared on locks, chests, and even valuable items themselves, the poison slowly saps the strength of those who touch it. Nearby guardians can then simply follow the resulting trail of discarded valuables to find the weakened trespasser. + +```ad-inline-affliction +title: Saving Throw: DC 19 Fortitude + +- **Onset**: 1 minute +- **Maximum Duration**: 1 hour + +## Stages + +**Stage 1** reduce Bulk limit by 3 (1 minute) + +**Stage 2** [flat-footed](rules/conditions.md#Flat-footed), reduce Bulk limit by 4 (10 minutes) + +**Stage 3** [flat-footed](rules/conditions.md#Flat-footed), reduce Bulk limit by 5 (10 minutes) +``` + +*Source: Treasure Vault p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/lost-ember-da.md b/compendium/equipment/items/lost-ember-da.md new file mode 100644 index 000000000..5d9a734fc --- /dev/null +++ b/compendium/equipment/items/lost-ember-da.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/contract +- trait/contract +- trait/invested +- trait/magical +- trait/rare +aliases: ["Lost Ember"] +--- +# Lost Ember *Item 10* +[contract](rules/traits/contract-lol.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Category** Contract + +Sealed with a vial containing the ashes from your childhood home, you traded the memories of your early life to stay focused on the present, allowing you to avoid distractions during combat. Once per day, from any distance, the entity that holds your bargained contract can take one of your memories. + +This functions as a casting of modify memory that doesn't grant you a saving throw and can't be reversed by any means without stealing the memory back first. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You start your turn [flat-footed](rules/conditions.md#Flat-footed) or [confused](rules/conditions.md#Confused) + +**Effect** A speck of ash from the vial sealing your bargained contract appears out of nowhere on your tongue, bringing your senses into focus. You suppress the [flat-footed](rules/conditions.md#Flat-footed) or [confused](rules/conditions.md#Confused) condition until the start of your next turn. You can use this free action when you are [confused](rules/conditions.md#Confused), even though you normally can't take actions of your choice when [confused](rules/conditions.md#Confused). +``` + +*Source: Dark Archive p. 165* \ No newline at end of file diff --git a/compendium/equipment/items/lovers-gloves-apg.md b/compendium/equipment/items/lovers-gloves-apg.md new file mode 100644 index 000000000..54a0e5145 --- /dev/null +++ b/compendium/equipment/items/lovers-gloves-apg.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/worn +- trait/emotion +- trait/enchantment +- trait/invested +- trait/magical +- trait/mental +aliases: ["Lover's Gloves"] +--- +# Lover's Gloves *Item 8* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) + +- **Price** 500 gp +- **Usage** worn gloves +- **Category** Worn + +These white silk gloves are adorned in red hearts that glow faintly whenever you are adjacent to someone you feel particularly strongly toward. + +They buoy your spirit, giving you a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You grasp the hands of a willing creature you have strong positive feelings about, regardless of the nature of those feelings. + +The creature gains a +1 status bonus to saving throws and 10 temporary Hit Points for 10 minutes. + +If the creature shares your feelings, you gain the same benefits, and for the duration, when you both roll a success on a saving throw against an [emotion](rules/traits/emotion.md) effect that causes negative emotions, you both get a critical success instead. +``` + +*Source: Advanced Player's Guide p. 261* \ No newline at end of file diff --git a/compendium/equipment/items/lovers-ink-lol.md b/compendium/equipment/items/lovers-ink-lol.md new file mode 100644 index 000000000..dd67e0a2e --- /dev/null +++ b/compendium/equipment/items/lovers-ink-lol.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/rare +aliases: ["Lovers' Ink"] +--- +# Lovers' Ink *Item 2* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [rare](rules/traits/rare.md) + +- **Price** 5 gp +- **Usage** with writing set; **Bulk** L +- **Category** Consumable + +This ink, derived from inks used by lovers to deliver secret messages, dries to a color similar to most parchments. Avarneus's version requires another dose of lover's ink and a specific agitation to reveal the [hidden](rules/conditions.md#Hidden) message, preventing casual interception. Any message written with lovers' ink is revealed by applying a page worth of lover's ink and vigorously shaking, requiring 3 [Interact](rules/actions/interact.md) actions. A typical vial provides enough ink to fill 1 page worth of text. While the text is [hidden](rules/conditions.md#Hidden), a creature closely examining a surface marked with lover's ink can detect the presence of the ink with a successful DC 25 [Perception](compendium/skills.md#Perception) check. On a critical success, they can make out the ink well enough to use [Society](compendium/skills.md#Society) to [Decipher Writing](rules/actions/decipher-writing.md). + +*Source: Lost Omens: Legends p. 24* \ No newline at end of file diff --git a/compendium/equipment/items/luckless-dice-tv.md b/compendium/equipment/items/luckless-dice-tv.md new file mode 100644 index 000000000..b7e4ce8f3 --- /dev/null +++ b/compendium/equipment/items/luckless-dice-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/cursed +- trait/magical +- trait/misfortune +- trait/rare +- trait/transmutation +aliases: ["Luckless Dice"] +--- +# Luckless Dice *Item 2* +[cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [misfortune](rules/traits/misfortune.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +Carved of bone, luckless dice appear to be a set of loaded dice (Pathfinder Lost Omens Grand Bazaar 58). If unsuccessfully identified as cursed, luckless dice seem to hold a minor enchantment that improves your luck. However, they fuse to you when you use them, cursing you with ill fortune. Luckless dice don't grant a bonus on [Games Lore](compendium/skills.md#Lore) checks. Instead, when you use them to gamble, the GM rolls secretly, granting you the lower result. Once you realize the dice are cursed, the GM can instead allow you to roll twice and take the lower result. + +*Source: Treasure Vault p. 192* \ No newline at end of file diff --git a/compendium/equipment/items/lucky-rabbits-foot-logm.md b/compendium/equipment/items/lucky-rabbits-foot-logm.md new file mode 100644 index 000000000..1fc6355a4 --- /dev/null +++ b/compendium/equipment/items/lucky-rabbits-foot-logm.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/logm +- item/category/talisman +- trait/consumable +- trait/divination +- trait/fortune +- trait/magical +- trait/talisman +- trait/uncommon +aliases: ["Lucky Rabbit's Foot"] +--- +# Lucky Rabbit's Foot *Item 10* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Access** follower of [Desna](compendium/setting/deities/desna.md) +- **Price** 175 gp +- **Usage** affixed to armor +- **Activate** envision; **Trigger** You fail a Reflex save against a damaging effect. +- **Category** Talisman + +This treated rabbit's foot has shockingly blue fur and is often carried by vagabonds who worship Desna. When you activate the foot, reroll the triggering Reflex save. If you fail the second roll as well, you can [Stride](rules/actions/stride.md) up to your Speed. + +*Source: Lost Omens: Gods & Magic p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/lyrakien-staff-tv.md b/compendium/equipment/items/lyrakien-staff-tv.md new file mode 100644 index 000000000..f8b1c67a2 --- /dev/null +++ b/compendium/equipment/items/lyrakien-staff-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/staff +- trait/evocation +- trait/magical +- trait/staff +aliases: ["Lyrakien Staff"] +--- +# Lyrakien Staff *Item 6+* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +A crystalline sphere, swirling with constantly shifting constellations, sits atop a lyrakien staff, a silver shaft that sparkles with the gentle glow of starlight. Desnans first created the staves, inspired by the music- and freedom-loving lyrakien azatas, but these staves are popular with spellcasters of all faiths who like travel, art, or the stars. While wielding a lyrakien staff, you gain a +1 circumstance bonus on saving throws against [incapacitation](rules/traits/incapacitation.md) effects. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. +``` + +*Source: Treasure Vault p. 133* \ No newline at end of file diff --git a/compendium/equipment/items/machete-tv.md b/compendium/equipment/items/machete-tv.md new file mode 100644 index 000000000..39f72933e --- /dev/null +++ b/compendium/equipment/items/machete-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/deadly-d8 +- trait/sweep +aliases: ["Machete"] +--- +# Machete *Item 0* +[deadly ](rules/traits/deadly.md) [sweep](rules/traits/sweep.md) + +- **Price** 7 sp +- **Bulk** L +- **Damage** `1d8` S +- **Hands** 1 +- **Category** Martial; **Group** Sword + +This medium-length sword has a wide, gently curved blade and long grip. Though it's typically used to hack through heavy foliage, the machete can also b used as a deadly weapon. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/maestros-chair-lotgb.md b/compendium/equipment/items/maestros-chair-lotgb.md new file mode 100644 index 000000000..be2c753f7 --- /dev/null +++ b/compendium/equipment/items/maestros-chair-lotgb.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/assistive-item/wheelchair +- trait/enchantment +- trait/magical +aliases: ["Maestro's Chair"] +--- +# Maestro's Chair *Item 7* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) + +- **Price** 350 gp +- **Bulk** 6 +- **Category** Wheelchair + +A maestro's chair is a traveler's chair with the impulse control upgrade (see below) and a small pipe organ installed into the frame. You can use the maestro's chair to make [Performance](compendium/skills.md#Performance) checks in the same manner that you could use any mundane instrument, using both of your hands. When you make a [Performance](compendium/skills.md#Performance) check using your chair, you gain a +1 item bonus to the check. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You use your chair to [Stride](rules/actions/stride.md) up to your chair's speed. If you have a composition cantrip that is currently active, you Sustain it as a free action. +``` + +*Source: Lost Omens: The Grand Bazaar p. 70* \ No newline at end of file diff --git a/compendium/equipment/items/mage-bane-aoa5.md b/compendium/equipment/items/mage-bane-aoa5.md new file mode 100644 index 000000000..b9018f19b --- /dev/null +++ b/compendium/equipment/items/mage-bane-aoa5.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa5 +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +- trait/uncommon +aliases: ["Mage Bane"] +--- +# Mage Bane *Item 12* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 325 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Upon being mixed and injected into the bloodstream, this powder of the crimson orchid quickly assaults the brain and nerves, disrupting the victim's ability to piece together coherent thoughts and spells. + +```ad-inline-affliction +title: Saving Throw: DC 32 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `2d6` mental damage and [stupefied](rules/conditions.md#Stupefied) (1 round) + +**Stage 2** `3d6` mental damage and [stupefied](rules/conditions.md#Stupefied) (1 round) + +**Stage 3** `4d6` mental damage and [stupefied](rules/conditions.md#Stupefied) (1 round) +``` + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/magical-hearing-aids-lotgb.md b/compendium/equipment/items/magical-hearing-aids-lotgb.md new file mode 100644 index 000000000..79ad271bc --- /dev/null +++ b/compendium/equipment/items/magical-hearing-aids-lotgb.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/assistive-item/hearing +- trait/divination +- trait/magical +aliases: ["Magical Hearing Aids"] +--- +# Magical Hearing Aids *Item 1* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) + +- **Price** 5 gp +- **Usage** worn +- **Category** Hearing + +These curved hearing aids hook over the top and sit behind your ear, with a receiver that fits into the ear opening. The external part of the device detects sound waves and, using divination magic, transfers them down the receiver and into your ear. You can wear one or two depending on your hearing loss, and you can turn your hearing aids on or off using an [Interact](rules/actions/interact.md) action. + +*Source: Lost Omens: The Grand Bazaar p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/magical-lock-fulu-som.md b/compendium/equipment/items/magical-lock-fulu-som.md new file mode 100644 index 000000000..d5ebe4a07 --- /dev/null +++ b/compendium/equipment/items/magical-lock-fulu-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/consumable +- trait/fulu +- trait/magical +- trait/transmutation +aliases: ["Magical Lock Fulu"] +--- +# Magical Lock Fulu *Item 4* +[consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 15 gp +- **Usage** affixed to a door, window, or container +- **Category** Consumable + +Duration 1 hour The symbols on this fulu depict a lock and winding chains. Affixing this fulu over the seam or frame of the target locks it, even if it has no latch or existing lock. + +As many as nine fulus can be applied to the same target. One fulu equates a poor lock (DC 15), three a simple lock (DC 20), and nine an average lock (DC 25). + +*Source: Secrets of Magic p. 160* \ No newline at end of file diff --git a/compendium/equipment/items/magical-prosthetic-eye-tv.md b/compendium/equipment/items/magical-prosthetic-eye-tv.md new file mode 100644 index 000000000..1c4682016 --- /dev/null +++ b/compendium/equipment/items/magical-prosthetic-eye-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/divination +- trait/magical +aliases: ["Magical Prosthetic Eye"] +--- +# Magical Prosthetic Eye *Item 1* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) + +- **Price** 5 gp +- **Usage** worn; **Bulk** L +- **Category** Worn + +This prosthetic eye converts visible light into a telepathic signal that is relayed to the wearer's mind using divination magic. As the wearer's mind must process the telepathic signal in the same way as it would a nerve impulse, the acuity and other abilities related to the vision provided by the magical prosthetic eye matches that of other members of your ancestry (for instance, a goblin with a magical prosthetic eye would be able to see in darkvision, while a human wearing the same prosthetic would need illumination). You can remove or replace a magical prosthetic eye using an [Interact](rules/actions/interact.md) action. + +*Source: Treasure Vault p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/magnetic-construction-set-lotgb.md b/compendium/equipment/items/magnetic-construction-set-lotgb.md new file mode 100644 index 000000000..be174744e --- /dev/null +++ b/compendium/equipment/items/magnetic-construction-set-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +aliases: ["Magnetic Construction Set"] +--- +# Magnetic Construction Set *Item 1* + +- **Price** 2 gp +- **Usage** held in 2 hands; **Bulk** L +- **Category** Held + +This collection of small magnets and metal rods comes in a wooden box. The magnets are strong enough to firmly cling to metal objects but too weak to move or suspend them. The metal rods are a quarter of an inch in diameter and vary in length from 3 to 6 inches. If connected with the magnets, these rods can be used to build flimsy shapes and structures, which collapse if external weight or pressure is applied. + +*Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/magnetic-shield-tv.md b/compendium/equipment/items/magnetic-shield-tv.md new file mode 100644 index 000000000..3425fcc42 --- /dev/null +++ b/compendium/equipment/items/magnetic-shield-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/alchemical +- trait/aura +aliases: ["Magnetic Shield"] +--- +# Magnetic Shield *Item 5* +[alchemical](rules/traits/alchemical.md) [aura](rules/traits/aura.md) + +- **Price** 130 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Held + +Copper rings spiral around this steel shield. Twin electrical probes near the grip can socket into a jar of moderate (or higher leveled) bottled lightning, which takes 3 [Interact](rules/actions/interact.md) actions to install. A loaded magnetic shield can be activated to convert it into an electromagnet. When an activated magnetic shield is raised, the circumstance bonus increases by 1 against attacks made with weapons primarily made of metal. If you use a Shield Block against a creature attacking you with such a weapon, you also gain a +1 item bonus to [Disarm](rules/actions/disarm.md) attempts against that weapon until the end of your next turn. The shield remains charged for 3 rounds, consuming the bottled lightning, and once the reaction has begun it can't be deactivated. + +*Source: Treasure Vault p. 64* \ No newline at end of file diff --git a/compendium/equipment/items/magnetic-shot-tv.md b/compendium/equipment/items/magnetic-shot-tv.md new file mode 100644 index 000000000..065be6125 --- /dev/null +++ b/compendium/equipment/items/magnetic-shot-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/consumable +- trait/evocation +- trait/magical +aliases: ["Magnetic Shot"] +--- +# Magnetic Shot *Item 7+* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Ammunition** any +- **Activate** envision +- **Category** Consumable + +Shiny gray metal that slightly thrums when touched makes up the metal parts of a magnetic shot. When activated, the shot is more effective against a target wearing metal armor or made of metal. The activated ammunition grants a circumstance bonus to attack rolls against such targets, according to its type. Due to magnetic acceleration, the ammunition deals more damage and has deadlier critical hits, also according to its type. + +*Source: Treasure Vault p. 82* \ No newline at end of file diff --git a/compendium/equipment/items/magnetizing-tv.md b/compendium/equipment/items/magnetizing-tv.md new file mode 100644 index 000000000..6fe368bea --- /dev/null +++ b/compendium/equipment/items/magnetizing-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/evocation +- trait/magical +aliases: ["Magnetizing"] +--- +# Magnetizing *Item 10* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 900 gp +- **Usage** etched onto metal armor +- **Category** Rune + +This rune alters the magnetic polarity of your armor, making other metal items drawn to it ever so slightly. You can amplify the magnetic power of the armor to keep another creature from getting away from you. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: A creature adjacent to you is made of metal or wearing metal armor + +**Effect** You magnetize your armor. If you or the target attempt to move away from one another, treat each square as difficult terrain. This doesn't affect movement that keeps you the same distance from one another, so you could still [Step](rules/actions/step.md) if you remained adjacent to the target. This effect ends once either of you is no longer adjacent to the other at the end of an action. + +This Activation might work on some creatures partially made of metal, such as those with metal scales, as determined by the GM. Likewise, the GM might determine some metal creatures are non-magnetic, depending on the metal they're made of. +``` + +*Source: Treasure Vault p. 13* \ No newline at end of file diff --git a/compendium/equipment/items/magnifying-glass-of-elucidation-lotgb.md b/compendium/equipment/items/magnifying-glass-of-elucidation-lotgb.md new file mode 100644 index 000000000..1429b61f2 --- /dev/null +++ b/compendium/equipment/items/magnifying-glass-of-elucidation-lotgb.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +- trait/divination +- trait/magical +- trait/uncommon +aliases: ["Magnifying Glass Of Elucidation"] +--- +# Magnifying Glass Of Elucidation *Item 5* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 125 gp +- **Usage** held in 1 hand +- **Category** Held + +These well-aged wooden magnifying glasses are engraved with a variety of runes. Each is imbued with a specific language. + +When you use a magnifying glass to examine writing of its imbued language, it translates the writing into a language Urban Garden Wares you understand. For example, an elf who speaks only Elven using a magnifying glass of elucidation imbued with Dwarven would see Dwarven writing as Elven when [observed](rules/conditions.md#Observed) through the magnifying glass. The magnifying glass only provides direct translations and doesn't automatically allow you to understand codes or extremely esoteric passages—you still need to attempt a skill check to [Decipher Writing](rules/actions/decipher-writing.md). + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You scan up to two pages of writing with the magnifying glass of elucidation, imbuing the magnifying glass with the information you scanned. You can use a separate 3-action activity to have the magnifying glass reproduce the imbued information onto blank paper exactly as it appeared when you Activated the magnifying glass. The reproduction is a direct copy of the pages but doesn't imbue the reproduction with any [magical](rules/traits/magical.md) effects or other special effects. As such, you can copy the writing of a scroll, for example, but it will only be mundane writing and not have any [magical](rules/traits/magical.md) effect. The magnifying glass can only hold one instance of information at a given time; [Activating](rules/actions/activate-an-item.md) the magnifying glass a second time or reproducing the information clears out the magnifying glass's information. +``` + +*Source: Lost Omens: The Grand Bazaar p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/majordomo-torc-tv.md b/compendium/equipment/items/majordomo-torc-tv.md new file mode 100644 index 000000000..3e84ba71d --- /dev/null +++ b/compendium/equipment/items/majordomo-torc-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/enchantment +- trait/intelligent +- trait/invested +- trait/magical +- trait/rare +aliases: ["Majordomo Torc"] +--- +# Majordomo Torc *Item 6* +[enchantment](rules/traits/enchantment.md) [intelligent](rules/traits/intelligent-gmg.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** worn; **Bulk** L +- **Category** Worn + +Forged in platinum, a majordomo torc is engraved with heraldic insignias along with one language's alphabet, much like a choker of elocution. You gain a +1 item bonus to [Society](compendium/skills.md#Society) checks and the ability to understand, speak, and write the torc's language. Your excellent elocution reduces the DC of the flat check to perform an auditory action while [deafened](rules/conditions.md#Deafened) from 5 to 3. + +Upon being invested, the torc appoints itself your majordomo and, given the chance, takes over coordinating your social calendar, engagements, and wardrobe. A majordomo torc has a prim, fussy disposition, and although it defers to you, it can grow sardonic if you frequently ignore its advice. The torc has the following activation. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The majordomo torc casts befitting attire (Secrets of Magic 90) on you, usually to your specifications. However the torc can also choose the appearance of the illusion for you. +``` + +*Source: Treasure Vault p. 195* \ No newline at end of file diff --git a/compendium/equipment/items/malleable-mixture-lotgb.md b/compendium/equipment/items/malleable-mixture-lotgb.md new file mode 100644 index 000000000..d2decc5af --- /dev/null +++ b/compendium/equipment/items/malleable-mixture-lotgb.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/uncommon +aliases: ["Malleable Mixture"] +--- +# Malleable Mixture *Item 8+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +Your bones, muscles, and organs become vastly softer and more pliable. You can fit into and through small or narrow spaces as though you were smaller than your normal size, and you gain an item bonus to your Fortitude and Reflex DCs against attempts to [Grapple](rules/actions/grapple.md), [Shove](rules/actions/shove.md), or [Trip](rules/actions/trip.md) you. + +*Source: Lost Omens: The Grand Bazaar p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/mambele-tv.md b/compendium/equipment/items/mambele-tv.md new file mode 100644 index 000000000..e69ecdb63 --- /dev/null +++ b/compendium/equipment/items/mambele-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/deadly-d8 +- trait/disarm +- trait/thrown-20-feet +- trait/uncommon +aliases: ["Mambele"] +--- +# Mambele *Item 0* +[deadly ](rules/traits/deadly.md) [disarm](rules/traits/disarm.md) [thrown <20 feet>](rules/traits/thrown.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 6 sp +- **Bulk** 1 +- **Damage** `1d6` S +- **Hands** 1 +- **Category** Martial; **Group** Axe + +Also known as a hunga munga or danisco, this hybrid knife-axe consists of a hilt and a blade that curves backward toward the wielder. The curve of the blade is such that after a victim has been struck by a mambele, more damage is dealt as the weapon is extracted from the victim's body. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/mana-rattler-liniment-ooa3.md b/compendium/equipment/items/mana-rattler-liniment-ooa3.md new file mode 100644 index 000000000..2eeba4871 --- /dev/null +++ b/compendium/equipment/items/mana-rattler-liniment-ooa3.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa3 +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/morph +- trait/uncommon +aliases: ["Mana-Rattler Liniment"] +--- +# Mana-Rattler Liniment *Item 9* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [morph](rules/traits/morph.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 110 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +According to reports, as well as Emelett's own marketing pitches, this lotion is derived from rare mana rattlesnakes whose oils ward against poison and disease. When applied, you can attempt to counteract a [poison](rules/traits/poison.md) or [disease](rules/traits/disease.md) effect currently afflicting you. The potion has a counteract level of 5 and a +15 modifier for the roll. You also acquire a serpentine appearance, growing fangs and scaly skin. For 1 hour, you gain a fangs unarmed attack that deals `1d6` piercing damage plus 1 poison damage. + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/manacles-of-persuasion-logm.md b/compendium/equipment/items/manacles-of-persuasion-logm.md new file mode 100644 index 000000000..a5e37c22f --- /dev/null +++ b/compendium/equipment/items/manacles-of-persuasion-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/logm +- item/category/worn +- trait/magical +- trait/necromancy +- trait/nonlethal +- trait/uncommon +aliases: ["Manacles Of Persuasion"] +--- +# Manacles Of Persuasion *Item 3* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [nonlethal](rules/traits/nonlethal.md) [uncommon](rules/traits/uncommon.md) + +- **Access** follower of [Zon-Kuthon](compendium/setting/deities/zon-kuthon.md) +- **Price** 45 gp +- **Usage** worn on wrists; **Bulk** 1 +- **Category** Worn + +These sturdy, average manacles are connected by a thick iron chain that is much heavier than its appearance suggests at a glance. + +Followers of Zon-Kuthon sometimes employ manacles of persuasion against captured enemies and spies. When the manacles are locked around an [immobilized](rules/conditions.md#Immobilized) creature's wrists, they begin to sap the life out of the victim, dealing 2 negative damage per hour until the creature falls [unconscious](rules/conditions.md#Unconscious). The effect is nonlethal, so the damage doesn't cause the creature to become [dying](rules/conditions.md#Dying). + +While the creature is [unconscious](rules/conditions.md#Unconscious), the manacles deal no damage and allow the creature to recover Hit Points normally to a maximum of 10 Hit Points, at which point the manacles begin to deal damage once more. The manacles have no effect on a creature that is not [immobilized](rules/conditions.md#Immobilized). + +*Source: Lost Omens: Gods & Magic p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/mantis-shell-tv.md b/compendium/equipment/items/mantis-shell-tv.md new file mode 100644 index 000000000..0cd7b2dc4 --- /dev/null +++ b/compendium/equipment/items/mantis-shell-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor/light +- trait/adjusted-weapon-harness +- trait/uncommon +aliases: ["Mantis Shell"] +--- +# Mantis Shell *Item 1* +[adjusted ](rules/traits/adjusted-tv.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 10 gp +- **Bulk** 1 +- **AC Bonus** +2; **Dex Cap** +3 +- **Strength** 12; **Check Penalty** --1; **Speed Penalty** — +- **Category** Light; **Group** Skeletal + +Construction of mantis shell armor originates with the Red Mantis assassins. Authentic mantis shell can be found in some dark markets, but wearing such armor can attract deadly attention from the armor's originators. Mantis shell comes with the weapon harness adjustment, though these special vambraces are meant to hold sawtooth sabers, and attaching anything else is an insult to the Red Mantis. A character who is a member of the Red Mantis assassins has access to this uncommon armor. + +*Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/mantle-of-amazing-health-tv.md b/compendium/equipment/items/mantle-of-amazing-health-tv.md new file mode 100644 index 000000000..2e78b6447 --- /dev/null +++ b/compendium/equipment/items/mantle-of-amazing-health-tv.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/apex +- trait/apex +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Mantle of Amazing Health"] +--- +# Mantle of Amazing Health *Item 19* +[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 40000 gp +- **Usage** worn cape; **Bulk** L +- **Category** Apex + +This ragged cloak doesn't appear to be anything special at first glance, seemingly made from mangy black bear fur with various rings of blackened iron piercing the edge of the skin. While somewhat off-putting, the mantle grants a +2 status bonus to all Fortitude saving throws against disease and poison. When you invest the mantle, you either increase your Constitution score by 2 or increase it to 18, whichever is higher. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You take damage + +**Effect** Drawing the cloak around you, you reduce the damage taken by 10. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +If you're currently afflicted by a poison or a disease, you can hold the cloak tight to your body and immediately attempt a saving throw to end the effect. If that saving throw succeeds, you end the effect of either the poison or disease no matter the stage of the affliction. Furthermore, you gain immunity to that poison or disease for 24 hours. +``` + +*Source: Treasure Vault p. 104* \ No newline at end of file diff --git a/compendium/equipment/items/mantle-of-the-grogrisant-lomm.md b/compendium/equipment/items/mantle-of-the-grogrisant-lomm.md new file mode 100644 index 000000000..ded717dcb --- /dev/null +++ b/compendium/equipment/items/mantle-of-the-grogrisant-lomm.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lomm +- item/category/worn +- trait/abjuration +- trait/invested +- trait/primal +- trait/unique +aliases: ["Mantle of the Grogrisant"] +--- +# Mantle of the Grogrisant *Item 18* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [unique](rules/traits/unique.md) + +- **Price** 22000 gp +- **Usage** worn cloak; **Bulk** L +- **Category** Worn + +This long, golden cloak is among the royal regalia of the emperors of Taldor. It was fashioned from the pelt of Grogrisant itself, after being slain by Taldaris, and Grogrisant's mane was fashioned into a thick fringe that runs all along the mantle's edges. The paws of the Grogrisant cross beneath the wearer's throat, giving you an imposing appearance. The Mantle of the Grogrisant grants you fire resistance 15 and physical resistance 5 (except bludgeoning). + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[evocation](rules/traits/evocation.md) [incapacitation](rules/traits/incapacitation.md) [light](rules/traits/light.md) [primal](rules/traits/primal.md) [visual](rules/traits/visual.md) + +You pull the hood of the mantle over your face, revealing the six eyes of Grogrisant. The mantle gives off a flash of blinding light in a 60-foot emanation. All enemies within this area must attempt a DC 38 Fortitude saving throw. On a failure, they're [blinded](rules/conditions.md#Blinded) for 1 minute. On a critical failure, they're permanently blinded. +%% #trait/evocation #trait/incapacitation #trait/light #trait/primal #trait/visual %% +``` + +*Source: Lost Omens: Monsters of Myth p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/marbles-lotgb.md b/compendium/equipment/items/marbles-lotgb.md new file mode 100644 index 000000000..0140193cb --- /dev/null +++ b/compendium/equipment/items/marbles-lotgb.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +aliases: ["Marbles"] +--- +# Marbles *Item 0* + +- **Price** 2 sp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +These tiny round balls are made of polished stone and colorful glass, and come in a bag of 200. You can pour marbles in an empty square adjacent to you with an [Interact](rules/actions/interact.md) action. The first creature that moves into that square must succeed at a DC 13 [Acrobatics](compendium/skills.md#Acrobatics) check or Reflex save (its choice) or fall [prone](rules/conditions.md#Prone). Once a creature enters a space with marbles, enough marbles are scattered that other creatures moving into that space don't need to attempt a roll to avoid falling. + +Merrygleam Toys. + +*Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/marked-playing-cards-lopsg.md b/compendium/equipment/items/marked-playing-cards-lopsg.md new file mode 100644 index 000000000..0c845bca2 --- /dev/null +++ b/compendium/equipment/items/marked-playing-cards-lopsg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/adventuring-gear +aliases: ["Marked Playing Cards"] +--- +# Marked Playing Cards *Item 0* + +- **Price** 1 gp +- **Hands** 2 +- **Category** Adventuring Gear + +A deck of marked playing cards appears to be an ordinary deck upon initial inspection but bears specific folds, colors, scratches, or other markings on each card that allow an informed user to know what's on the other side of a card. A deck of marked cards grants you a +1 item bonus to [Games Lore](compendium/skills.md#Lore) checks or other relevant checks to gamble with the cards. You can determine that an unattended deck of cards is marked with a successful DC 20 Perception check. Determining that a deck is marked during play is more difficult and is typically determined by a [Perception](compendium/skills.md#Perception) check against the dealer's [Games Lore](compendium/skills.md#Lore) or [Thievery](compendium/skills.md#Thievery) DC. + +*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/martyrs-shield-gmg.md b/compendium/equipment/items/martyrs-shield-gmg.md new file mode 100644 index 000000000..2462105aa --- /dev/null +++ b/compendium/equipment/items/martyrs-shield-gmg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/held +- trait/abjuration +- trait/divine +- trait/intelligent +- trait/lg +- trait/rare +aliases: ["Martyr's Shield"] +--- +# Martyr's Shield *Item 7* +[abjuration](rules/traits/abjuration.md) [divine](rules/traits/divine.md) [intelligent](rules/traits/intelligent-gmg.md) [lg](rules/traits/lawful-goo-b1.md) [rare](rules/traits/rare.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +A martyr's shield is a lesser sturdy shield imbued with the compassion of a devout champion of a righteous deity, like Iomedae or Vildeis, who sacrificed themself to save an ally. In addition to good-naturedly attempting to convert you to its religion, the martyr's shield can use 1 reaction each round that, when raised, it uses to [Shield Block](compendium/feats/shield-block.md) to protect an ally adjacent to you, with the effects of the [Shield Warden](compendium/feats/shield-warden-champion.md) feat. The martyr's shield uses this reaction whether you would prefer it did so or not. The martyr's shield can be upgraded to a stronger form of sturdy shield by paying the difference in cost between its current type of sturdy shield and the new type. + +*Source: Gamemastery Guide p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/marvelous-calliope-ec2.md b/compendium/equipment/items/marvelous-calliope-ec2.md new file mode 100644 index 000000000..f1691e766 --- /dev/null +++ b/compendium/equipment/items/marvelous-calliope-ec2.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec2 +- item/category/structure +- trait/conjuration +- trait/magical +- trait/structure +- trait/uncommon +aliases: ["Marvelous Calliope"] +--- +# Marvelous Calliope *Item 4* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 100 gp +- **Bulk** L (when not activated) +- **Category** Structure + +This large slide whistle appears to be made of fine brass, the sides of which are engraved with musical notes and dancing clowns. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You blow a tune upon the slide whistle, causing the whistle to expand. The whistle sprouts from one into several, and then creates a large wooden frame and keyboard. + +By the time the unfolding is complete, the whistle fully transforms into a calliope, a wagon-sized contraption consisting of several steam whistles played like an organ. The calliope is heavy and anchored in place. + +You have a +1 item bonus to [Performance](compendium/skills.md#Performance) checks to play the calliope. The calliope has a tendency to produce music for a few seconds after you cease playing it, adding a jaunty and overlong conclusion to your music. + +If you use an [Interact](rules/actions/interact.md) action to pull the small metal ring on the underside of the marvelous calliope, the calliope collapses back down into a slide whistle. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You play the calliope, causing it to cast [charm](compendium/spells/charm.md) on one of the listeners. +``` + +*Source: Extinction Curse #2: Legacy of the Lost God p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/marvelous-pigment-tv.md b/compendium/equipment/items/marvelous-pigment-tv.md new file mode 100644 index 000000000..40bf47f8c --- /dev/null +++ b/compendium/equipment/items/marvelous-pigment-tv.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/conjuration +- trait/consumable +- trait/magical +- trait/uncommon +aliases: ["Marvelous Pigment"] +--- +# Marvelous Pigment *Item 12* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 325 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** envision, , [Interact](rules/actions/interact.md) +- **Category** Consumable + +Marvelous pigment comes in a small container of shifting, multicolored paint that can magically create an object painted with it. The pigment is applied with a stick tipped with bristles, hair, or fur. The paint flows as you Activate the marvelous pigment and changes color at your whim as you paint. The paint can cover a 10-foot-square, two-dimensional surface. + +When you're done painting, attempt a DC 30 [Crafting](compendium/skills.md#Crafting) check. + +> [!success-degree] +> - **Critical Success** The object you painted emerges from the surface as a real, permanent object no larger than 10 feet in any dimension. It's non-magical and inanimate and has no value except to certain art collectors. If you paint a creature, machine, or form of energy (such as a campfire), these depictions appear only as inanimate sculptures. The created object has a painterly appearance that clearly marks its unusual origin, but is as real as any other. +> - **Success** As critical success, but the object constantly sheds flakes of paint until it falls apart, destroyed, after 24 hours. +> - **Failure** The pigments leave a painting that doesn't quite look right and doesn't become an object. +> - **Critical Failure** Is it a dog? Whatever you made is a pretty lousy painting and doesn't resemble what you set out to make. + +*Source: Treasure Vault p. 97* \ No newline at end of file diff --git a/compendium/equipment/items/mask-lotgb.md b/compendium/equipment/items/mask-lotgb.md new file mode 100644 index 000000000..57d4c677f --- /dev/null +++ b/compendium/equipment/items/mask-lotgb.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/worn +aliases: ["Mask"] +--- +# Mask *Item 0+* + +- **Usage** worn mask +- **Category** Worn + +A mask helps you use the [Impersonate](rules/actions/impersonate.md) action to pass yourself off as someone you aren't. + +*Source: Lost Omens: The Grand Bazaar p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/mask-of-allure-som.md b/compendium/equipment/items/mask-of-allure-som.md new file mode 100644 index 000000000..9269aa4db --- /dev/null +++ b/compendium/equipment/items/mask-of-allure-som.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/apex +- trait/apex +- trait/enchantment +- trait/invested +- trait/magical +aliases: ["Mask Of Allure"] +--- +# Mask Of Allure *Item 18* +[apex](rules/traits/apex.md) [enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 24000 gp +- **Usage** worn mask; **Bulk** L +- **Category** Apex + +This mask appears to be a pool of mirrored, shifting silver adhered to a thin metal plate. + +When you place it against your face, it melds to the shape of your head. The material is breathable and light, and does not obscure vision. You gain a +2 item bonus to [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), and [Performance](compendium/skills.md#Performance) checks while wearing the mask. + +When you invest the mask, you either increase your Charisma score by 2 or increase it to 18, whichever would give you a higher score. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[visual](rules/traits/visual.md) + +- **Trigger**: You attempt a [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), or [Performance](compendium/skills.md#Performance) check + +**Effect** You gain a +4 status bonus to the triggering check. This ability has no effect if you're under the effects of a disguise that hides the mask of allure. Depending on the skill used, the mirrored silver transforms into one of the following appearances. + +- **Deception** A swirl of silver, which entirely obscures and conceals your normal features. +- **Diplomacy** A kind, gentle and inviting expression. +- **Intimidation** A monstrous visage that shocks viewers into paying attention. +- **Performance** A jovial humanoid face, the mouth cracked wide with a comedic smile or a tragic frown, depending on the nature of the performance. +%% #trait/visual %% +``` + +*Source: Secrets of Magic p. 186* \ No newline at end of file diff --git a/compendium/equipment/items/mask-of-mercy-sot1.md b/compendium/equipment/items/mask-of-mercy-sot1.md new file mode 100644 index 000000000..ddde1b8e6 --- /dev/null +++ b/compendium/equipment/items/mask-of-mercy-sot1.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot1 +- item/category/worn +- trait/fortune +- trait/invested +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Mask Of Mercy"] +--- +# Mask Of Mercy *Item 4* +[fortune](rules/traits/fortune.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 100 gp +- **Usage** worn mask +- **Category** Worn + +This porcelain or alabaster mask portrays an angelic visage of kindness and mercy. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[fortune](rules/traits/fortune.md) + +- **Trigger**: You are about to roll a variable number of Hit Points you restore from an action with the [healing](rules/traits/healing.md) trait + +**Effect** Roll twice to determine the number of Hit Points you restore and take the higher result. +%% #trait/fortune %% +``` + +*Source: Strength of Thousands #1: Kindled Magic p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/mask-of-mercy-tv.md b/compendium/equipment/items/mask-of-mercy-tv.md new file mode 100644 index 000000000..f3afde494 --- /dev/null +++ b/compendium/equipment/items/mask-of-mercy-tv.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/invested +- trait/magical +- trait/necromancy +aliases: ["Mask of Mercy"] +--- +# Mask of Mercy *Item 4* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Price** 100 gp +- **Usage** worn mask; **Bulk** — +- **Category** Worn + +This porcelain or alabaster mask portrays an angelic visage of kindness and mercy. The mask grants a +1 item bonus to [Medicine](compendium/skills.md#Medicine) checks. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[fortune](rules/traits/fortune.md) + +- **Trigger**: You are about to roll a variable number of Hit Points you restore from an action with the [healing](rules/traits/healing.md) trait + +**Effect** Roll twice to determine the number of Hit Points you restore and take the higher result. +%% #trait/fortune %% +``` + +*Source: Treasure Vault p. 154* \ No newline at end of file diff --git a/compendium/equipment/items/mask-of-the-banshee-apg.md b/compendium/equipment/items/mask-of-the-banshee-apg.md new file mode 100644 index 000000000..6c4570c1b --- /dev/null +++ b/compendium/equipment/items/mask-of-the-banshee-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/worn +- trait/auditory +- trait/invested +- trait/magical +- trait/necromancy +- trait/negative +aliases: ["Mask Of The Banshee"] +--- +# Mask Of The Banshee *Item 9+* +[auditory](rules/traits/auditory.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +- **Usage** worn mask +- **Category** Worn + +This ice-blue half-mask is adorned with a wicked silver grin that covers the wearer's mouth, leaving the rest of the face uncovered. You gain a +2 item bonus to [Intimidation](compendium/skills.md#Intimidation) checks. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The mask emits a soul-chilling scream that deals `6d10` negative damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save). +``` + +*Source: Advanced Player's Guide p. 261* \ No newline at end of file diff --git a/compendium/equipment/items/mask-of-the-cursed-eye-sot1.md b/compendium/equipment/items/mask-of-the-cursed-eye-sot1.md new file mode 100644 index 000000000..7c8ff55ee --- /dev/null +++ b/compendium/equipment/items/mask-of-the-cursed-eye-sot1.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot1 +- item/category/worn +- trait/invested +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Mask Of The Cursed Eye"] +--- +# Mask Of The Cursed Eye *Item 8* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 475 gp +- **Usage** worn mask +- **Category** Worn + +These masks are always decorated with at least one wide, staring eye. + +The first time each day a creature on your plane that you can't perceive targets you with a divination spell, the creature must attempt a DC 24 Will save. This effect is automatic and does not require you to Activate the item. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is unaffected. You know you've been targeted with a divination spell, but the mask gives you no additional information. +> - **Failure** The creature is [sickened](rules/conditions.md#Sickened) and [dazzled](rules/conditions.md#Dazzled) for 1 minute. You know you've been targeted with a divination spell, but the mask gives you no additional information. +> - **Critical Failure** The creature is [sickened](rules/conditions.md#Sickened) and [dazzled](rules/conditions.md#Dazzled) for 10 minutes, and the spell is disrupted. You gain a brief mental glimpse of the triggering creature and learn its approximate distance and direction. + +*Source: Strength of Thousands #1: Kindled Magic p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/mask-of-the-cursed-eye-tv.md b/compendium/equipment/items/mask-of-the-cursed-eye-tv.md new file mode 100644 index 000000000..7af784ae4 --- /dev/null +++ b/compendium/equipment/items/mask-of-the-cursed-eye-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/invested +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Mask of the Cursed Eye"] +--- +# Mask of the Cursed Eye *Item 8* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 475 gp +- **Usage** worn mask; **Bulk** — +- **Category** Worn + +A mask of the cursed eye is decorated with at least one wide, staring eye. The first time each day a creature on your plane that you can't perceive targets you with a divination spell, the creature must attempt a DC 24 Will save. This effect is automatic and does not require you to Activate the item. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is unaffected. You know you've been targeted with a divination spell, but the mask gives you no additional information. +> - **Failure** The creature is [sickened](rules/conditions.md#Sickened) and [dazzled](rules/conditions.md#Dazzled) for 1 minute. +> +> You know you've been targeted with a divination spell, but the mask gives you no additional information. +> - **Critical Failure** The creature is [sickened](rules/conditions.md#Sickened) and [dazzled](rules/conditions.md#Dazzled) for 10 minutes, and the spell is disrupted. You gain a brief mental glimpse of the triggering creature and learn its approximate distance and direction. + +*Source: Treasure Vault p. 155* \ No newline at end of file diff --git a/compendium/equipment/items/mask-of-uncanny-breath-tv.md b/compendium/equipment/items/mask-of-uncanny-breath-tv.md new file mode 100644 index 000000000..7978ddd31 --- /dev/null +++ b/compendium/equipment/items/mask-of-uncanny-breath-tv.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/focused +- trait/invested +- trait/necromancy +- trait/occult +aliases: ["Mask of Uncanny Breath"] +--- +# Mask of Uncanny Breath *Item 11* +[focused](rules/traits/focused.md) [invested](rules/traits/invested.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) + +- **Price** 1200 gp +- **Usage** worn mask; **Bulk** L +- **Category** Worn + +A thin wooden mask carved in the shape of a skull, monstrous face, or eerily featureless visage, a mask of uncanny breath fully covers your face. While wearing it, each breath you take feels cool and pure, perfectly flowing to feed your ki. You gain resistance 10 to inhaled poisons and can breathe in an airless or toxic environment. When you breathe in, fragments of bizarre knowledge flow through you, granting you a +2 item bonus to [Occultism](compendium/skills.md#Occultism) checks. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +You gain 1 Focus Point, which you can use only to cast an occult monk ki spell. If not used by the end of your turn, this Focus Point is lost. +``` + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: Your unarmed [Strike](rules/actions/strike.md) hits a creature that breathes + +**Effect** The mask contorts and inhales, sucking breath from your target's lungs. The target falls [unconscious](rules/conditions.md#Unconscious) but doesn't fall [prone](rules/conditions.md#Prone) or drop what it's holding. It wakes up at the end of your turn if it hasn't been woken up already. +``` + +*Source: Treasure Vault p. 150* \ No newline at end of file diff --git a/compendium/equipment/items/master-magus-ring-tv.md b/compendium/equipment/items/master-magus-ring-tv.md new file mode 100644 index 000000000..8b5b0f966 --- /dev/null +++ b/compendium/equipment/items/master-magus-ring-tv.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/arcane +- trait/conjuration +- trait/focused +- trait/invested +aliases: ["Master Magus Ring"] +--- +# Master Magus Ring *Item 11* +[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) [focused](rules/traits/focused.md) [invested](rules/traits/invested.md) + +- **Price** 1250 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +Elegant jewelry such as the master magus ring adorns experienced magi. Each ring has a significant metal and symbol to represent a particular hybrid study, such as a heavy iron ring with an icon of a mountain for inexorable iron, or glittering silver with a shield-like emblem for sparkling targe. + +You gain a +2 item bonus to [Arcana](compendium/skills.md#Arcana) checks. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +You gain 1 Focus Point, which you can use only to cast a magus conflux spell. If not used by the end of your turn, this Focus Point is lost. +``` + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +The ring transports you and any items you're wearing and holding from your current space to an unoccupied space you can see within a range equal to your Speed. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the activation fails and is used. +``` + +*Source: Treasure Vault p. 150* \ No newline at end of file diff --git a/compendium/equipment/items/matchmaker-fulu-som.md b/compendium/equipment/items/matchmaker-fulu-som.md new file mode 100644 index 000000000..c67f07e0d --- /dev/null +++ b/compendium/equipment/items/matchmaker-fulu-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/consumable +- trait/enchantment +- trait/fortune +- trait/fulu +- trait/magical +- trait/talisman +aliases: ["Matchmaker Fulu"] +--- +# Matchmaker Fulu *Item 3* +[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [fortune](rules/traits/fortune.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 10 gp +- **Usage** affixed to armor +- **Activate** envision; **Trigger** You attempt a [Diplomacy](compendium/skills.md#Diplomacy) check to [Make an Impression](rules/actions/make-an-impression.md). +- **Category** Consumable + +This red fulu contains blessings for one's relationship from [Shelyn](compendium/setting/deities/shelyn.md), goddess of beauty and love. You get a +2 status bonus to the [Diplomacy](compendium/skills.md#Diplomacy) check, and if you roll a critical failure on the check, you get a failure instead. + +*Source: Secrets of Magic p. 160* \ No newline at end of file diff --git a/compendium/equipment/items/maw-of-hungry-shadows-tv.md b/compendium/equipment/items/maw-of-hungry-shadows-tv.md new file mode 100644 index 000000000..580869db7 --- /dev/null +++ b/compendium/equipment/items/maw-of-hungry-shadows-tv.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/grimoire +- trait/conjuration +- trait/grimoire +- trait/incapacitation +- trait/magical +- trait/shadow +- trait/teleportation +aliases: ["Maw of Hungry Shadows"] +--- +# Maw of Hungry Shadows *Item 18* +[conjuration](rules/traits/conjuration.md) [grimoire](rules/traits/grimoire-som.md) [incapacitation](rules/traits/incapacitation.md) [magical](rules/traits/magical.md) [shadow](rules/traits/shadow.md) [teleportation](rules/traits/teleportation.md) + +- **Price** 21000 gp +- **Bulk** L +- **Category** Grimoire + +Shadows swirl around this soot-black tome, swallowing up any light that touches them. A faint whispering emanates from the grimoire's pages when opened. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Trigger**: Your last action was to cast a spell prepared from this grimoire that has the [shadow](rules/traits/shadow.md) trait + +**Effect** Your shadow, and that of the tome, elongates and reaches hungrily for one foe within 30 feet, who must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [blinded](rules/conditions.md#Blinded) for 1 round and [drained](rules/conditions.md#Drained) as the shadows scrape across it. +> - **Failure** The creature is [blinded](rules/conditions.md#Blinded) for 1 minute and [drained](rules/conditions.md#Drained) as the shadows seize it. +> - **Critical Failure** As failure, but the shadows also pull the creature into the tome, teleporting it to the Shadow Plane. +``` + +*Source: Treasure Vault p. 112* \ No newline at end of file diff --git a/compendium/equipment/items/medusa-armor-gmg.md b/compendium/equipment/items/medusa-armor-gmg.md new file mode 100644 index 000000000..79378e449 --- /dev/null +++ b/compendium/equipment/items/medusa-armor-gmg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/armor +- trait/cursed +- trait/invested +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Medusa Armor"] +--- +# Medusa Armor *Item 14* +[cursed](rules/traits/cursed-gmg.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** worn armor; **Bulk** 3 +- **Category** Armor + +This +2 adamantine scale mail appears to have a fortification rune but grants none of its effects. Whenever you are critically hit, after taking damage, you become [petrified](rules/conditions.md#Petrified) for 1 round. + +Once the curse has activated for the first time, the armor fuses to you. + +*Source: Gamemastery Guide p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/medusas-scream-apg.md b/compendium/equipment/items/medusas-scream-apg.md new file mode 100644 index 000000000..30fd3f0b7 --- /dev/null +++ b/compendium/equipment/items/medusas-scream-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/held +- trait/magical +- trait/transmutation +aliases: ["Medusa's Scream"] +--- +# Medusa's Scream *Item 13+* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +The ghastly visage of a slain medusa's head stares out from this steel shield (Hardness 13, HP 52, BT 26). The shield comes with a thick leather cover to conceal the head. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You reveal the medusa's face, focusing its gaze on one creature within 30 feet. The shield casts flesh to stone with a range of 30 feet. +``` + +*Source: Advanced Player's Guide p. 261* \ No newline at end of file diff --git a/compendium/equipment/items/membership-cords-da.md b/compendium/equipment/items/membership-cords-da.md new file mode 100644 index 000000000..4b963f2a9 --- /dev/null +++ b/compendium/equipment/items/membership-cords-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/worn +- trait/uncommon +aliases: ["Membership Cords"] +--- +# Membership Cords *Item 0* +[uncommon](rules/traits/uncommon.md) + +- **Access** Member of a secret society +- **Price** 5 gp +- **Usage** worn; **Bulk** L +- **Category** Worn + +These braided wool cords are threaded with reflective metal threads in patterns specified by the purchaser. No two society's patterns are the same, and purchasers tend to return to the same weaver each time to ensure new cords match previous ones. In a room lit only by dim candlelight, the reflective metal threads shimmer in a specific pattern. Many societies use these cords to prevent outsiders from infiltrating secret meetings and often have someone at the meeting area's entrance checking cords before allowing entry. + +*Source: Dark Archive p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/memoir-map-tv.md b/compendium/equipment/items/memoir-map-tv.md new file mode 100644 index 000000000..e543f762e --- /dev/null +++ b/compendium/equipment/items/memoir-map-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/tattoo +- trait/divination +- trait/invested +- trait/magical +- trait/tattoo +aliases: ["Memoir Map"] +--- +# Memoir Map *Item 1* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) + +- **Price** 13 gp +- **Usage** tattooed on the body; **Bulk** — +- **Category** Tattoo + +Your journeys and the major events in your life that occur after you obtain this tattoo appear on it, your life story traced upon your skin. Each time you journey somewhere new or accomplish something noteworthy to you, a design or symbol appears, representing the event. The positions of these images are relative in location, but measurements aren't exact. A memoir map starts with an icon representing your location when you receive the tattoo, usually over the heart, and grows from there. Traveling to another plane causes a new portion to appear on a different part of your body to represent that plane. If you want a record of your life before you receive your memoir map, you can have the tattoo artist embellish the map to represent past events. + +*Source: Treasure Vault p. 120* \ No newline at end of file diff --git a/compendium/equipment/items/memory-palace-lotgb.md b/compendium/equipment/items/memory-palace-lotgb.md new file mode 100644 index 000000000..03b28221a --- /dev/null +++ b/compendium/equipment/items/memory-palace-lotgb.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/structure +- trait/conjuration +- trait/magical +- trait/structure +- trait/uncommon +aliases: ["Memory Palace"] +--- +# Memory Palace *Item 14* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 4200 gp +- **Bulk** — (when not activated) +- **Category** Structure + +A memory palace is an elaborate magical structure that safely stores memories for easy access. It appears to be a miniature Taldan villa small enough to fit in the palm of a human hand. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +The miniature grows into a building connected to the Astral Plane for 1 hour. The memory palace has a 30-foot-square central courtyard surrounded by 12 10-foot-square chambers. Arranged within these chambers are various items referred to as the palace's nodes—statues, tapestries, fountains, and other works of art are common, but a node can take other forms at the GM's discretion. As a 10-minute activity, you can imprint one extended memory onto a node: the contents of a specific simple book, for example, or the events of a recent adventure. When you do, the node changes its shape and appearance to visually represent the memory you have imprinted onto it. If the node was already imprinted with a memory, the old one can be overwritten to repurpose the node. + +Memories you have imprinted on a node can be mentally accessed at any time by a creature holding the memory palace in its miniature form, regardless of who imprinted them. This grants a +2 item bonus to [Recall Knowledge](rules/actions/recall-knowledge.md) checks relating to details specifically occurring within the memory. What exactly qualifies is up to the GM's discretion, but a node shouldn't grant the benefits for most uses of a given skill. For example, a node dedicated to a book about trees found in the Mwangi Expanse would help with [Recall Knowledge](rules/actions/recall-knowledge.md) checks for such trees, but it wouldn't grant the benefits for all [Nature](compendium/skills.md#Nature) checks to [Recall Knowledge](rules/actions/recall-knowledge.md). + +A memory palace node can also store the text from a spellbook or magical tome, but these memories aren't a substitute for having the book in your possession. A wizard can't prepare spells from a memory palace, though they could use it as source material to try to [Learn a Spell](rules/actions/learn-a-spell.md). + +However, since storing spells in a node would only benefit someone else who later discovers the memory palace, few choose to take such an action. The memories contained within the nodes aren't real, and thus don't cause harmful effects, even if the source of the memory was a mental danger. Many memory palaces have leftover memories from previous users—now long dead—imprinted on their various nodes. +``` + +*Source: Lost Omens: The Grand Bazaar p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/menacing-tv.md b/compendium/equipment/items/menacing-tv.md new file mode 100644 index 000000000..6f62b31ad --- /dev/null +++ b/compendium/equipment/items/menacing-tv.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/enchantment +- trait/magical +aliases: ["Menacing"] +--- +# Menacing *Item 3+* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) + +- **Usage** applied any visible article of clothing +- **Category** Rune + +Common among brutes who use the magic to scare others into compliance, menacing runes lend you a formidable appearance, granting you a +1 item bonus to [Intimidation](compendium/skills.md#Intimidation) checks to [Coerce](rules/actions/coerce.md) others. + +*Source: Treasure Vault p. 144* \ No newline at end of file diff --git a/compendium/equipment/items/menders-soup-tv.md b/compendium/equipment/items/menders-soup-tv.md new file mode 100644 index 000000000..efbd9575e --- /dev/null +++ b/compendium/equipment/items/menders-soup-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/processed +aliases: ["Mender's Soup"] +--- +# Mender's Soup *Item 2* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [processed](rules/traits/processed-tv.md) + +- **Price** 5 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This hot, broth-based soup typically contains tubers, leeks, zesty spices, reagents, and if desired, the meat of livestock. + +Civic authorities commission batches of mender's soup for workers if a tricky job is on the agenda. After you eat the soup, its effects last 24 hours or until you make your next daily preparations, whichever comes first. You gain a +1 item bonus to [Crafting](compendium/skills.md#Crafting) checks to [Repair](rules/actions/repair.md) and restore an additional 5 Hit Points to items you successfully [Repair](rules/actions/repair.md) during this time. + +If you eat mender's soup over the entire period required to attempt a [Crafting](compendium/skills.md#Crafting) check to [Craft](rules/actions/craft.md) (typically a minimum of eating the soup each day for 4 days), the +1 bonus from the soup can be applied to that check, too. + +*Source: Treasure Vault p. 49* \ No newline at end of file diff --git a/compendium/equipment/items/merchants-guile-fop.md b/compendium/equipment/items/merchants-guile-fop.md new file mode 100644 index 000000000..c6c25170b --- /dev/null +++ b/compendium/equipment/items/merchants-guile-fop.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/fop +- item/category/worn +- trait/enchantment +- trait/invested +- trait/uncommon +aliases: ["Merchant's Guile"] +--- +# Merchant's Guile *Item 5* +[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 160 gp +- **Usage** worn +- **Category** Worn + +The band of this ring is made from bluecolored iron and has two sharp, decorative protrusions on each side of the red-stone inlay. It feels quite heavy and reliable. + +Wearing this ring grants you a +2 item bonus to [Deception](compendium/skills.md#Deception) and [Diplomacy](compendium/skills.md#Diplomacy) checks, but only if the associated checks involve haggling or bargaining over a purchase or trade. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You can determine if an item is magical simply by handling it. You detect no other indication of its power, only whether or not it is magical, granting the effects of a 1st-level [detect magic](compendium/spells/detect-magic.md) spell that affects only the object. +``` + +*Source: The Fall of Plaguestone p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/merciful-balm-tv.md b/compendium/equipment/items/merciful-balm-tv.md new file mode 100644 index 000000000..9ce2e88e5 --- /dev/null +++ b/compendium/equipment/items/merciful-balm-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/oil +- trait/abjuration +- trait/consumable +- trait/magical +- trait/oil +aliases: ["Merciful Balm"] +--- +# Merciful Balm *Item 1* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) + +- **Price** 3 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +Smelling strongly of herbs and pine resin, merciful balm is a thick, sticky paste that can be used to anoint a weapon, granting the weapon the [nonlethal](rules/traits/nonlethal.md) trait for 1 hour. + +*Source: Treasure Vault p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/merciful-tv.md b/compendium/equipment/items/merciful-tv.md new file mode 100644 index 000000000..c2f5a0111 --- /dev/null +++ b/compendium/equipment/items/merciful-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/abjuration +- trait/magical +- trait/mental +aliases: ["Merciful"] +--- +# Merciful *Item 4* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) + +- **Price** 70 gp +- **Usage** etched onto a weapon +- **Category** Rune + +Merciful weapons are sheathed in an unmistakable wispy green aura recognized by both gladiators and guards around the world. A merciful weapon has the [nonlethal](rules/traits/nonlethal.md) trait and can't be used to make a lethal attack. Any [persistent damage](rules/conditions.md#Persistent%20Damage) the weapon would deal is negated. + +On a critical hit, a merciful weapon causes the target to become [fascinated](rules/conditions.md#Fascinated) with the weapon's wielder for 1 minute, as the target is bombarded with feelings of guilt and remorse. This is a [mental](rules/traits/mental.md) effect. If you have access to the weapon's critical specialization effect, you choose whether to use it or the merciful effect. + +*Source: Treasure Vault p. 33* \ No newline at end of file diff --git a/compendium/equipment/items/mercurial-mantle-som.md b/compendium/equipment/items/mercurial-mantle-som.md new file mode 100644 index 000000000..83e500150 --- /dev/null +++ b/compendium/equipment/items/mercurial-mantle-som.md @@ -0,0 +1,46 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/apex +- trait/apex +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Mercurial Mantle"] +--- +# Mercurial Mantle *Item 18* +[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 24000 gp +- **Usage** worn cloak; **Bulk** L +- **Category** Apex + +This deep red cloak fits lightly about your shoulders, and the edges perpetually twitch slightly, as though caught in a breeze. The cloth feels smoother than silk, rippling and swaying like liquid when in motion. You feel a lively energy infusing your arms and legs. You gain a +3 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) and [Stealth](compendium/skills.md#Stealth), and a +2 circumstance bonus to AC against attacks from reactions triggered by your movement. + +When you invest the cloak, you either increase your Dexterity score by 2 or increase it to 18, whichever would give you a higher score. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: An enemy misses you with a melee [Strike](rules/actions/strike.md) + +**Effect** You slip around the attacking creature with ease. You [Step](rules/actions/step.md), without moving away from the triggering enemy, and then make a melee [Strike](rules/actions/strike.md) against the triggering enemy if it's within reach. If you do make a [Strike](rules/actions/strike.md), the target attempts a DC 38 [Perception](compendium/skills.md#Perception) check before you roll. + +> [!success-degree] +> - **Failure** This creature is [flat-footed](rules/conditions.md#Flat-footed) against the [Strike](rules/actions/strike.md). +> - **Critical Failure** This creature is [flat-footed](rules/conditions.md#Flat-footed) against all your attacks until the end of their next turn. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) + +- **Trigger**: An enemy misses you with a melee [Strike](rules/actions/strike.md) + +**Effect** The cloak hums with power as your whirl it around yourself, disappearing amid a brief flash of light. Teleport up to double your Speed to a location you can see. At the end of the teleportation, you can make a melee [Strike](rules/actions/strike.md) against a creature within reach, if there is one. +%% #trait/conjuration #trait/teleportation %% +``` + +*Source: Secrets of Magic p. 187* \ No newline at end of file diff --git a/compendium/equipment/items/messenger-missive-tv.md b/compendium/equipment/items/messenger-missive-tv.md new file mode 100644 index 000000000..8d038a76b --- /dev/null +++ b/compendium/equipment/items/messenger-missive-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/missive +- trait/consumable +- trait/divination +- trait/magical +- trait/missive +aliases: ["Messenger Missive"] +--- +# Messenger Missive *Item 4+* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [missive](rules/traits/missive-tv.md) + +- **Usage** held in 1 hand; **Bulk** — +- **Activate** envision, , [Interact](rules/actions/interact.md) +- **Category** Missive + +A messenger missive sends itself. When composing the missive, you write a location upon it. You can also include an individual creature you expect to be in that location as a recipient; if you don't, the first creature in the location to touch the missive is treated as the recipient. Once you finish composing the missive, it folds itself into the shape of a bird and Flies at a Speed of 45 feet (15 miles per hour) toward the location for up to 24 hours. It alights near its recipient or in their hand. When activated, the missive becomes non‑magical but retains its contents. If it fails to reach its recipient in 24 hours, the missive burns to ash. + +*Source: Treasure Vault p. 85* \ No newline at end of file diff --git a/compendium/equipment/items/metalmist-sphere-lopsg.md b/compendium/equipment/items/metalmist-sphere-lopsg.md new file mode 100644 index 000000000..2843f88e6 --- /dev/null +++ b/compendium/equipment/items/metalmist-sphere-lopsg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/uncommon +aliases: ["Metalmist Sphere"] +--- +# Metalmist Sphere *Item 3+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This sphere contains small fragments of thunderstones within a colloidal suspension of a precious metal. When you twist the sphere, it creates an opaque mist in a burst centered on one corner of your space. Creatures within that area are [concealed](rules/conditions.md#Concealed), and all other creatures are [concealed](rules/conditions.md#Concealed) to them. Any creature with a weakness to the precious metal that starts its turn in the mist takes damage equal to its weakness. The mist lasts for 1 minute or until dispersed by a strong wind. Most metalmist spheres are filled with silver or cold iron, but more expensive versions containing other ingredients might exist. + +*Source: Lost Omens: Pathfinder Society Guide p. 39* \ No newline at end of file diff --git a/compendium/equipment/items/meteor-hammer-tv.md b/compendium/equipment/items/meteor-hammer-tv.md new file mode 100644 index 000000000..283c227a7 --- /dev/null +++ b/compendium/equipment/items/meteor-hammer-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/backswing +- trait/disarm +- trait/reach +- trait/trip +aliases: ["Meteor Hammer"] +--- +# Meteor Hammer *Item 0* +[backswing](rules/traits/backswing.md) [disarm](rules/traits/disarm.md) [reach](rules/traits/reach.md) [trip](rules/traits/trip.md) + +- **Price** 3 gp +- **Bulk** 2 +- **Damage** `1d8` B +- **Hands** 2 +- **Category** Martial; **Group** Flail + +This weapon consists of a long chain connected to a heavy weight at each end. When a wielder swings the weights by the chain, they build momentum and can serve as deadly bludgeons with incredible reach. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/meteor-shield-tv.md b/compendium/equipment/items/meteor-shield-tv.md new file mode 100644 index 000000000..42b421353 --- /dev/null +++ b/compendium/equipment/items/meteor-shield-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/shield +- trait/shield-throw-30-ft +aliases: ["Meteor Shield"] +--- +# Meteor Shield *Item 0* +shield throw <30 ft.> + +- **Price** 4 gp +- **Bulk** 1 +- **AC Bonus** +2/+2; **null Hardness** 4, **null HP** 16 (BT 8) +- **Category** Shield; **Group** Shield + +Meteor shields are specifically designed with throwing in mind. A meteor shield is made from thin steel and has quick-release straps, allowing for easy, long-distance throws. + +*Source: Treasure Vault p. 21* \ No newline at end of file diff --git a/compendium/equipment/items/metronomic-hammer-ooa2.md b/compendium/equipment/items/metronomic-hammer-ooa2.md new file mode 100644 index 000000000..a1cd64db4 --- /dev/null +++ b/compendium/equipment/items/metronomic-hammer-ooa2.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa2 +- item/category/held +- trait/evocation +- trait/magical +- trait/uncommon +aliases: ["Metronomic Hammer"] +--- +# Metronomic Hammer *Item 5* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 160 gp +- **Usage** held in 1 or 2 hands; **Bulk** 1 +- **Category** Held + +A polished brass metronome ticks rhythmically within the haft of this +1 striking gnome hooked hammer. + +Gnome adherents of [Brigh](compendium/setting/deities/brigh-logm.md) often attempt to reproduce this item as part of a ritual symbolizing methodical problem-solving and thoughtful craftsmanship. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You attempt to [Trip](rules/actions/trip.md) a creature with the metronomic hammer + +**Effect** By timing the sweeping arcs of your [Trip](rules/actions/trip.md) attempt to the built-in metronome of a metronomic hammer, you gain a +1 item bonus to your [Athletics](compendium/skills.md#Athletics) check to [Trip](rules/actions/trip.md) the target. This item bonus increases by 1 with every subsequent [Trip](rules/actions/trip.md) attempt you make with the metronomic hammer against the same target this turn, to a maximum of +3 on your third [Trip](rules/actions/trip.md). The bonus resets to +1 if you successfully [Trip](rules/actions/trip.md) the target, if you critically fail to [Trip](rules/actions/trip.md) the target, or if your turn ends. +``` + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/midday-lantern-sot4.md b/compendium/equipment/items/midday-lantern-sot4.md new file mode 100644 index 000000000..d11761a42 --- /dev/null +++ b/compendium/equipment/items/midday-lantern-sot4.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot4 +- item/category/held +- trait/light +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Midday Lantern"] +--- +# Midday Lantern *Item 6+* +[light](rules/traits/light.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This hooded lantern is made from brilliant, reinforced gold engraved with the image of the sun high in the sky. The lantern uses oil, as a standard lantern, except that any light the lantern emits is magical and similar to sunlight. The lantern doesn't emit dim light, instead only emitting bright light to its normal radius (20 feet for typical lights when using oil). This bright light is close enough to sunlight to open temple doors that require sunlight or similar light, but it doesn't shine direct sunlight, so it doesn't trigger effects such as a vampire's sunlight weakness. + +```ad-embed-ability +title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") + +You raise the lantern and unleash a blast of powerful sunlight. The blast has the effects of 2nd-level [scorching ray](compendium/spells/scorching-ray-som.md) (Pathfinder Secrets of Magic 127) using a spell attack roll of +14, with its effect determined by the number of actions you used to Activate the lantern. +``` + +*Source: Strength of Thousands #4: Secrets of the Temple-City p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/mikazuki-tv.md b/compendium/equipment/items/mikazuki-tv.md new file mode 100644 index 000000000..13f07d1c3 --- /dev/null +++ b/compendium/equipment/items/mikazuki-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/backswing +- trait/combination +- trait/disarm +- trait/monk +- trait/parry +- trait/propulsive +aliases: ["Mikazuki"] +--- +# Mikazuki *Item 1* +combination + +- **Price** 8 gp +- **Bulk** 2 +- **Ranged** + - **Damage** `1d6` P + - **Ammunution** bolt (10); **Range** 70 ft.; **Reload** 1 +- **Melee** + - **Damage** `1d6` B +- **Category** Martial + +The mikazuki combines a sansetsukon with a thin length of metal string and several locking mechanisms built into the joints, allowing it to be quickly locked into configuration as a bow. + +*Source: Treasure Vault p. 31* \ No newline at end of file diff --git a/compendium/equipment/items/mind-swap-potion-tv.md b/compendium/equipment/items/mind-swap-potion-tv.md new file mode 100644 index 000000000..98742ce64 --- /dev/null +++ b/compendium/equipment/items/mind-swap-potion-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/potion +- trait/consumable +- trait/magical +- trait/mental +- trait/necromancy +- trait/possession +- trait/potion +- trait/rare +aliases: ["Mind-Swap Potion"] +--- +# Mind-Swap Potion *Item 15* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [necromancy](rules/traits/necromancy.md) [possession](rules/traits/possession.md) [potion](rules/traits/potion.md) [rare](rules/traits/rare.md) + +- **Price** 1000 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +Small bolts of brightly colored electricity flicker through the cloudy mind-swap potion. The potion often comes in a double-chambered flask, because when you drink it, you consume half the contents. If another creature of the same ancestry consumes the remainder of the contents within 1 minute, your minds swap per the effect of a critical success on a mind swap ritual (Secrets of Magic 151). The effects last for 24 hours or until one of you Dismisses the activation. + +*Source: Treasure Vault p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/mindlance-tv.md b/compendium/equipment/items/mindlance-tv.md new file mode 100644 index 000000000..13df9b965 --- /dev/null +++ b/compendium/equipment/items/mindlance-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/arcane +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Mindlance"] +--- +# Mindlance *Item 8* +[arcane](rules/traits/arcane.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 500 gp +- **Usage** held in two hands; **Bulk** 2 +- **Category** Held + +This +1 striking arquebusG&G is used by caravan guards to nonlethally—though powerfully—deter large game and bandits. When fired, the spark gun deals mental damage and adds the [nonlethal](rules/traits/nonlethal.md) trait to the attack. Each mindlance also includes a reinforced stock that benefits from any fundamental runes on the firearm. When you critically succeed at an attack roll with a mindlance, the target becomes [frightened](rules/conditions.md#Frightened) unless it succeeds at a DC 24 Will save. + +*Source: Treasure Vault p. 39* \ No newline at end of file diff --git a/compendium/equipment/items/mindlock-shot-tv.md b/compendium/equipment/items/mindlock-shot-tv.md new file mode 100644 index 000000000..f9e07dec4 --- /dev/null +++ b/compendium/equipment/items/mindlock-shot-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/consumable +- trait/enchantment +- trait/magical +aliases: ["Mindlock Shot"] +--- +# Mindlock Shot *Item 11* +[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) + +- **Price** 250 gp +- **Ammunition** any +- **Activate** command, , envision +- **Category** Consumable + +Mindlock shot is made of luminous ectoplasm in a crystalline form. When you command this ammunition, you pick a [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md). If you hit a creature with the ammunition, it falls under a [mental](rules/traits/mental.md) effect that makes it use its first action on its next turn to take the action you picked. It chooses exactly how to use that action, and if you choose [Stride](rules/actions/stride.md), the target can [Step](rules/actions/step.md) if doing so is beneficial for it. On a critical hit, the target must use its next 2 actions to do as you chose, within the same parameters. + +*Source: Treasure Vault p. 82* \ No newline at end of file diff --git a/compendium/equipment/items/minds-light-circlet-tv.md b/compendium/equipment/items/minds-light-circlet-tv.md new file mode 100644 index 000000000..b1ccae06d --- /dev/null +++ b/compendium/equipment/items/minds-light-circlet-tv.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/enchantment +- trait/focused +- trait/invested +- trait/light +- trait/occult +aliases: ["Mind's Light Circlet"] +--- +# Mind's Light Circlet *Item 11* +[enchantment](rules/traits/enchantment.md) [focused](rules/traits/focused.md) [invested](rules/traits/invested.md) [light](rules/traits/light.md) [occult](rules/traits/occult.md) + +- **Price** 1200 gp +- **Usage** worn headwear; **Bulk** — +- **Category** Worn + +Gemstones of many colors adorn the silver of a mind's light circlet. When you're charged with mental power, the jewels scintillate with light, with different gems resonating based on your emotions. If you have at least 1 Focus Point, the gems cast dim light in a 10-foot radius. When you amp a spell, the light increases to bright light in a 20-foot radius (and dim light to the next 20 feet) until the start of your next turn. + +You gain a +2 item bonus to [Occultism](compendium/skills.md#Occultism) checks. You also gain the following amp, which you can apply to any of your psi cantrips that have a target or area, much like an amp gained from a feat (Pathfinder Dark Archive 10). Amp You transfer some of the magical luminescence from the mind's light circlet to one of the creatures. Choose a creature targeted by the spell or in its area. Until the start of your next turn, that creature sheds bright light in a 20-foot radius (and dim light to the next 20 feet) and can't be [concealed](rules/conditions.md#Concealed). If the creature is [invisible](rules/conditions.md#Invisible), it's [concealed](rules/conditions.md#Concealed) while alight, rather than being [undetected](rules/conditions.md#Undetected). + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +You gain 1 Focus Point, which you can use only to use a psychic amp. If not used by the end of your turn, this Focus Point is lost. +``` + +*Source: Treasure Vault p. 150* \ No newline at end of file diff --git a/compendium/equipment/items/minotaur-chair-lotgb.md b/compendium/equipment/items/minotaur-chair-lotgb.md new file mode 100644 index 000000000..2cb6eb85e --- /dev/null +++ b/compendium/equipment/items/minotaur-chair-lotgb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/assistive-item/wheelchair +- trait/evocation +- trait/magical +aliases: ["Minotaur Chair"] +--- +# Minotaur Chair *Item 9* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 600 gp +- **Bulk** 4 +- **Category** Wheelchair + +A minotaur chair is a traveler's chair with chair storage, impulse control (see below), and +1 striking wounding wheel spikes (page 72). The wheel spikes can have runes upgraded, transferred, or added as normal. The chair magically stores the kinetic energy from movement throughout the day, allowing you to expend it to make a powerful rushing charge. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You rush forward with the wheelchair in a powerful charge, bowling through foes who stand in the way. [Stride](rules/actions/stride.md) in a straight line, moving through enemies' spaces and making an attack with the wheel spikes against every foe in the line. If the foe is [prone](rules/conditions.md#Prone), the following effects apply: the attack gains a +1 circumstance bonus to damage per weapon damage die, and the wounding rune deals `1d12` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on a hit (or `3d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on a critical hit) + +Wheelchair uPgraDes A wheelchair can have upgrades added to its frame to improves its capabilities. The cost includes the installation of the upgrade. +``` + +*Source: Lost Omens: The Grand Bazaar p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/mirror-ball-snare-lotgb.md b/compendium/equipment/items/mirror-ball-snare-lotgb.md new file mode 100644 index 000000000..3a5ec28c1 --- /dev/null +++ b/compendium/equipment/items/mirror-ball-snare-lotgb.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +- trait/uncommon +- trait/visual +aliases: ["Mirror-ball Snare"] +--- +# Mirror-ball Snare *Item 6* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) + +- **Price** 40 gp +- **Category** Snare + +A mixture of metal shavings and flash powder inside this small, mirrored sphere ignites when disturbed, causing the ball to flash and spin. When a creature enters the square, the ball pops into the air, and all creatures within 10 feet who can see the mirror ball must succeed at a DC 22 Fortitude save or become [dazzled](rules/conditions.md#Dazzled) for 1 round. On a critical failure, affected creatures are instead [dazzled](rules/conditions.md#Dazzled) for 1 minute. + +*Source: Lost Omens: The Grand Bazaar p. 26* \ No newline at end of file diff --git a/compendium/equipment/items/mirror-goggles-tv.md b/compendium/equipment/items/mirror-goggles-tv.md new file mode 100644 index 000000000..3a5921e47 --- /dev/null +++ b/compendium/equipment/items/mirror-goggles-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/abjuration +- trait/invested +- trait/magical +aliases: ["Mirror Goggles"] +--- +# Mirror Goggles *Item 5+* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn eyepiece; **Bulk** — +- **Category** Worn + +These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual [Perception](compendium/skills.md#Perception) checks and to saving throws against [visual](rules/traits/visual.md) effects. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature within 60 feet targets you with a [visual](rules/traits/visual.md) effect + +**Effect** You turn your head to reflect aspects of the triggering effect back at its creator. The creature must attempt a DC 20 Fortitude save as it becomes disoriented by this reflection. On a failure, the creature is [sickened](rules/conditions.md#Sickened) ([sickened](rules/conditions.md#Sickened) on a critical failure). The creature is temporarily immune for 1 hour. +``` + +*Source: Treasure Vault p. 147* \ No newline at end of file diff --git a/compendium/equipment/items/mirror-of-sleeping-vigil-lotgb.md b/compendium/equipment/items/mirror-of-sleeping-vigil-lotgb.md new file mode 100644 index 000000000..afcbc2a17 --- /dev/null +++ b/compendium/equipment/items/mirror-of-sleeping-vigil-lotgb.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/worn +- trait/illusion +- trait/invested +- trait/magical +- trait/sleep +- trait/uncommon +aliases: ["Mirror Of Sleeping Vigil"] +--- +# Mirror Of Sleeping Vigil *Item 7* +[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [sleep](rules/traits/sleep.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 300 gp +- **Usage** worn; **Bulk** L +- **Category** Worn + +This jeweled mirror grants you gain greater control over your dreaming self. While invested, you can watch over your sleeping body from the Dreamlands, letting you see your own body and a 5-foot emanation around you, though you can't hear, smell, or use other senses from your dreaming self. + +You do not take the –4 status penalty to visual [Perception](compendium/skills.md#Perception) checks in that area or gain the [blinded](rules/conditions.md#Blinded) condition from being [unconscious](rules/conditions.md#Unconscious) against creatures in that area. As long as you fell asleep voluntarily and not from a [sleep](rules/traits/sleep.md) effect, you can automatically wake up from sleep if there is visible activity around you. + +*Source: Lost Omens: The Grand Bazaar p. 111* \ No newline at end of file diff --git a/compendium/equipment/items/mirror-of-sorshen-gmg.md b/compendium/equipment/items/mirror-of-sorshen-gmg.md new file mode 100644 index 000000000..784980063 --- /dev/null +++ b/compendium/equipment/items/mirror-of-sorshen-gmg.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/artifact +- trait/artifact +- trait/enchantment +- trait/magical +- trait/unique +aliases: ["Mirror Of Sorshen"] +--- +# Mirror Of Sorshen *Item 25* +[artifact](rules/traits/artifact-gmg.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) + +- **Usage** bonded (see below); **Bulk** L +- **Category** Artifact + +The silvery glass of this oval mirror displays alluring sights. Its dark wooden frame is studded with small green gems and is carved with the shapes of a male figure on one edge of the glass and a female figure on the other side. + +The mirror can form a bond with a spellcaster who has legendary proficiency in [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism), who becomes the mirror's owner. Regardless of where the mirror is, as long as the bond remains, the owner is aware of everything the mirror is currently reflecting and can use the mirror's activations. + +Whenever an intelligent creature looks in the mirror, they see an image of a person, creature, or item they find irresistible—most often one they find attractive. The specific image varies depending on the observer, even when more than one creature is looking into the mirror at the same time. Observers are [fascinated](rules/conditions.md#Fascinated) by the images in the mirror unless they succeed at a DC 35 Will save each round. On a failure, they stare blankly at the mirror for as long as it remains in view, and if it leaves their view, they stare toward the last place they saw the mirror for several minutes thereafter. This is an emotion, enchantment, [incapacitation](rules/traits/incapacitation.md), and [visual](rules/traits/visual.md) effect. Creatures that are [fascinated](rules/conditions.md#Fascinated) by the mirror are so deeply entranced that they don't end their [fascinated](rules/conditions.md#Fascinated) condition automatically even if a creature uses [hostile](rules/conditions.md#Hostile) actions against them or their allies; instead, they can attempt a DC 30 Will save to end the fascination. At the GM's discretion, a truly innocent creature or a creature that has renounced all worldly pleasures might be immune to the mirror's fascination. + +```ad-embed-ability +title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") + +You force a creature looking at the mirror to attempt an additional Will save against the mirror's fascination effect, even if they succeeded at their save. +``` + +```ad-embed-ability +title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") + +- **Requirements**: The target must be [fascinated](rules/conditions.md#Fascinated) by the mirror + +**Effect** You control the target for 30 days, with the effect of a critically failed saving throw against dominate. If the victim sees the mirror again at any point before this duration expires, the control extends for an additional 30 days from the moment it looked at the mirror again. While there is no initial saving throw, the DC to break free due to commands against the creature's nature is 35. +``` + +*Source: Gamemastery Guide p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/mirror-robe-lotgb.md b/compendium/equipment/items/mirror-robe-lotgb.md new file mode 100644 index 000000000..007e1e631 --- /dev/null +++ b/compendium/equipment/items/mirror-robe-lotgb.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/worn +- trait/illusion +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Mirror Robe"] +--- +# Mirror Robe *Item 3* +[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 55 gp +- **Usage** worn clothing; **Bulk** L +- **Category** Worn + +Thousands of small, reflective, mirrored glass shards have been carefully stitched down this long silk duster. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: The mirror robe was last activated to draw attention toward you, or you haven't used the mirror robe today + +**Effect** The mirror robe [Creates a Diversion](rules/actions/create-a-diversion.md) for you with a +9 [Deception](compendium/skills.md#Deception) modifier. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: The mirror robe was last activated to divert attention away from you and you are [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected) by at least one foe + +**Effect** You draw attention toward yourself. Choose one foe to which you were [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected). You reveal yourself to all, becoming [observed](rules/conditions.md#Observed). The foe you chose diverts its attention to you, becoming [flat-footed](rules/conditions.md#Flat-footed) to your allies until the beginning of your next turn. If you are [invisible](rules/conditions.md#Invisible) or otherwise can't become [observed](rules/conditions.md#Observed), you can't use this activation. +``` + +*Source: Lost Omens: The Grand Bazaar p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/misdirecting-haversack-lotgb.md b/compendium/equipment/items/misdirecting-haversack-lotgb.md new file mode 100644 index 000000000..4cdeca813 --- /dev/null +++ b/compendium/equipment/items/misdirecting-haversack-lotgb.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +- trait/illusion +- trait/magical +- trait/uncommon +aliases: ["Misdirecting Haversack"] +--- +# Misdirecting Haversack *Item 6* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 200 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This brown leather satchel is made from a heavily oiled and rustic leather. The satchel is large enough to hold up to 1 Bulk worth of items. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +Documents inside the haversack become magically disguised as documents of a similar type but with misleading information. Anyone inspecting a document notices the disguise with a successful DC 20 [Perception](compendium/skills.md#Perception) check, but determining the actual text requires a successful DC 20 [Society](compendium/skills.md#Society) check to [Decipher Writing](rules/actions/decipher-writing.md). This lasts until you use this activation again, which ends the effect for all previously disguised documents; until you use the second activation to end the effect for a single document; or until a document in the haversack remains outside the haversack for at least 1 hour, ending the effect for that document. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You revert one of the documents back to its original state. +``` + +*Source: Lost Omens: The Grand Bazaar p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/misleading-tv.md b/compendium/equipment/items/misleading-tv.md new file mode 100644 index 000000000..cac732153 --- /dev/null +++ b/compendium/equipment/items/misleading-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/illusion +- trait/magical +aliases: ["Misleading"] +--- +# Misleading *Item 16* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) + +- **Price** 8000 gp +- **Usage** etched onto light armor +- **Category** Rune + +This rune attempts to obfuscate your location through illusory trickery. When you're [concealed](rules/conditions.md#Concealed), the DC of the flat check to target you with an effect is 6 instead of 5. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The armor casts mislead, affecting you. It lasts until the end of your next turn. +``` + +*Source: Treasure Vault p. 13* \ No newline at end of file diff --git a/compendium/equipment/items/missive-mint-tv.md b/compendium/equipment/items/missive-mint-tv.md new file mode 100644 index 000000000..f040ad03a --- /dev/null +++ b/compendium/equipment/items/missive-mint-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/auditory +- trait/consumable +- trait/linguistic +aliases: ["Missive Mint"] +--- +# Missive Mint *Item 1* +[alchemical](rules/traits/alchemical.md) [auditory](rules/traits/auditory.md) [consumable](rules/traits/consumable.md) [linguistic](rules/traits/linguistic.md) + +- **Price** 3 gp +- **Usage** held in 1 hand; **Bulk** — +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This white mint with a chalky coating appears to be a normal candy unless someone examining it succeeds at a DC 15 [Crafting](compendium/skills.md#Crafting) check to [Identify Alchemy](rules/actions/identify-alchemy.md). If the crafter has the [powerful alchemy](compendium/feats/powerful-alchemy.md) class feature, this DC is their class DC instead, if it's higher. The mint's crafter can imbue a missive mint with a message containing up to 25 words while creating it. Someone who consumes the missive mint hears the message in a fizzing voice as the mint's coating bubbles away, which takes the same amount of time as it would to speak the message. The mint's eater has no way of knowing who the original sender was, what they sound like, or who the message was intended for. + +*Source: Treasure Vault p. 49* \ No newline at end of file diff --git a/compendium/equipment/items/mistranslators-draft-da.md b/compendium/equipment/items/mistranslators-draft-da.md new file mode 100644 index 000000000..c9926b6e5 --- /dev/null +++ b/compendium/equipment/items/mistranslators-draft-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/potion +- trait/consumable +- trait/cursed +- trait/divination +- trait/magical +- trait/potion +aliases: ["Mistranslator's Draft"] +--- +# Mistranslator's Draft *Item 9* +[consumable](rules/traits/consumable.md) [cursed](rules/traits/cursed-gmg.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +A pickled lizard's tongue, tied into a knot, floats in this oily potion. When you drink it, you can speak and understand all spoken (but not written) languages for 1 hour. However, if you attempt to translate any spoken language, your translation is always erroneous in a way likely to cause substantial confusion or anger, typically reducing the listener's attitude toward you by one step. You aren't aware of your error, and any attempt to correct the mistake only compounds it. + +*Source: Dark Archive p. 161* \ No newline at end of file diff --git a/compendium/equipment/items/miter-of-communion-logm.md b/compendium/equipment/items/miter-of-communion-logm.md new file mode 100644 index 000000000..5757e715b --- /dev/null +++ b/compendium/equipment/items/miter-of-communion-logm.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/logm +- item/category/worn +- trait/divination +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Miter Of Communion"] +--- +# Miter Of Communion *Item 10* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 800 gp +- **Usage** worn headwear; **Bulk** L +- **Category** Worn + +This ornate headgear comes in many different shapes and sizes, though most are elaborately decorated with motifs of the deity whose honor in which it was made. The miter brings you spiritually closer to your deity's servitors, granting you a +2 item bonus to [Religion](compendium/skills.md#Religion) checks. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You chant for a minute about a task at hand for the coming week to cast a 4th-level [read omens](compendium/spells/read-omens.md) spell that grants you cryptic but useful advice. +``` + +*Source: Lost Omens: Gods & Magic p. 123* \ No newline at end of file diff --git a/compendium/equipment/items/mithral.md b/compendium/equipment/items/mithral.md index 3a3ba9418..feb5abff0 100644 --- a/compendium/equipment/items/mithral.md +++ b/compendium/equipment/items/mithral.md @@ -15,5 +15,17 @@ aliases: ["Mithral"] Mithral is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same sheen as silver but a slightly lighter hue. Mithral weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of mithral is lighter than one made of iron or steel: the item's Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item's normal Bulk, not its reduced Bulk for being made of mithral, but reduce the Bulk before making any further Bulk adjustments for the size of the item. +| Mithral Items | Hardness | HP | BT | +|---------------|----------|----|----| +| **Thin Items** | | | | +| Standard-grade | 5 | 20 | 10 | +| High-grade | 8 | 32 | 16 | +| **Items** | | | | +| Standard-grade | 9 | 36 | 18 | +| High-grade | 12 | 48 | 24 | +| **Structures** | | | | +| Standard-grade | 18 | 72 | 36 | +| High-grade | 24 | 96 | 48 | + *Source: Core Rulebook p. 579* \ No newline at end of file diff --git a/compendium/equipment/items/monkey-lotg.md b/compendium/equipment/items/monkey-lotg.md new file mode 100644 index 000000000..d229ebe61 --- /dev/null +++ b/compendium/equipment/items/monkey-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Monkey"] +--- +# Monkey *Item 0* + +- **Price** 3 gp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/monkeys-paw-gmg.md b/compendium/equipment/items/monkeys-paw-gmg.md new file mode 100644 index 000000000..8735fa493 --- /dev/null +++ b/compendium/equipment/items/monkeys-paw-gmg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/held +- trait/cursed +- trait/magical +- trait/misfortune +- trait/necromancy +- trait/rare +aliases: ["Monkey's Paw"] +--- +# Monkey's Paw *Item 20* +[cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [misfortune](rules/traits/misfortune.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This dried, gnarled hand is clenched in a fist, waiting for a creature to pick it up. When you pick up the monkey's paw, the hand opens, revealing three withered fingers. The monkey's paw grants you three wishes, curling one finger after every one. Once you pick up the monkey's paw, you cannot discard the hand until it returns to a clenched fist by casting its three wishes. Any attempts to discard the hand, even with the effects of a [miracle](compendium/spells/miracle.md) or [wish](compendium/spells/wish.md) spell, are unsuccessful as the monkey's paw reappears among your possessions within `1d4` hours; it doesn't work for any other creature in the intervening time. The hand returns even if another creature steals it from you. Once you make all three wishes, the monkey's paw uses plane shift to travel to a random point in the multiverse. + +Whenever the monkey's paw hears you utter a statement that sounds like a wish, even if you don't use the words "I wish," it activates and grants a twisted, horrifying version of your wish, producing any effect within the possibility of alter reality, miracle, primal phenomenon, or wish, and potentially a greater effect at the GM's discretion. + +*Source: Gamemastery Guide p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/moonlit-ink-da.md b/compendium/equipment/items/moonlit-ink-da.md new file mode 100644 index 000000000..fb1ef56a3 --- /dev/null +++ b/compendium/equipment/items/moonlit-ink-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/uncommon +aliases: ["Moonlit Ink"] +--- +# Moonlit Ink *Item 2* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) + +- **Access** Member of a secret society +- **Price** 5 gp +- **Usage** held in 1 hand; **Bulk** — +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This alchemical ink is applied to a stamping device, typically a wooden seal or chop commissioned by the secret society and costing 1 sp. When the seal is pressed to paper, the ink briefly shows up before fading into invisibility. The stamp can be revealed by exposing the stamped item to direct moonlight for 1 minute. A character checking a good or document marked by a moonlit ink stamp must succeed at a DC 25 [Perception](compendium/skills.md#Perception) check to spot the stamp without exposure to moonlight. In addition to its use by secret societies for their secret books, papers, and messages, some smugglers use moonlit ink to mark their goods. + +*Source: Dark Archive p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/moonlit-spellgun-tv.md b/compendium/equipment/items/moonlit-spellgun-tv.md new file mode 100644 index 000000000..cf63951a4 --- /dev/null +++ b/compendium/equipment/items/moonlit-spellgun-tv.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/attack +- trait/consumable +- trait/evocation +- trait/fire +- trait/light +- trait/magical +- trait/spellgun +aliases: ["Moonlit Spellgun"] +--- +# Moonlit Spellgun *Item 2+* +[attack](rules/traits/attack.md) [consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [spellgun](rules/traits/spellgun-tv.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md), , [Strike](rules/actions/strike.md) +- **Category** Consumable + +Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it's often carried by hunters of werecreatures, vampires, and devils. + +You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. + +The spellgun emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun's damage is treated as silver for the purposes of weaknesses, resistances, and the like. + +> [!success-degree] +> - **Critical Success** The target takes double damage and is [dazzled](rules/conditions.md#Dazzled) until the start of your next turn. If it has a weakness to silver or a resistance that can be bypassed by silver, it's also [enfeebled](rules/conditions.md#Enfeebled) for 1 minute. +> - **Success** The target takes full damage and is [dazzled](rules/conditions.md#Dazzled) until the start of your next turn. + +*Source: Treasure Vault p. 97* \ No newline at end of file diff --git a/compendium/equipment/items/moonstone-diadem-ec2.md b/compendium/equipment/items/moonstone-diadem-ec2.md new file mode 100644 index 000000000..e0a2660b6 --- /dev/null +++ b/compendium/equipment/items/moonstone-diadem-ec2.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec2 +- item/category/worn +- trait/divination +- trait/invested +- trait/magical +- trait/rare +aliases: ["Moonstone Diadem"] +--- +# Moonstone Diadem *Item 8* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 500 gp +- **Usage** worn circlet; **Bulk** L +- **Category** Worn + +This delicate and elegant diadem is woven of intricate silver wires set with three tear-shaped pearlescent moonstones. You gain a +1 item bonus to [Religion](compendium/skills.md#Religion) checks. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +- **Requirements**: You are within 10 feet of a moonstone pool + +**Effect** You peer into the moonstone pool and gain access to all the visual history recorded within the receptacle by concentrating on the specific subject you wish to see. Conversely, you can choose to deposit your own memories into the pool by concentrating for 1 hour on the information you wish to impart. +``` + +*Source: Extinction Curse #2: Legacy of the Lost God p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/mortal-chronicle-tv.md b/compendium/equipment/items/mortal-chronicle-tv.md new file mode 100644 index 000000000..0be495b44 --- /dev/null +++ b/compendium/equipment/items/mortal-chronicle-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/tattoo +- trait/invested +- trait/magical +- trait/tattoo +- trait/transmutation +aliases: ["Mortal Chronicle"] +--- +# Mortal Chronicle *Item 1* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 10 gp +- **Usage** tattooed on the body; **Bulk** — +- **Category** Tattoo + +Common among fatalists and adventurers with access to resurrection magic, mortal chronicles look like tombstones, funeral plaques, or simple scrolls bearing the wearer's name or nickname. If you die, the date and cause of your death appear on the tattoo. The cause is literal and inexact, failing to identify specifics; it could read "beheaded" or "immolated" but not "beheaded by Amiri" or "murdered with fire. " If you're raised from the dead, a mark on the tattoo indicates the date you reversed your death. The tattoo then expands enough to list your next death when it comes. + +*Source: Treasure Vault p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/mortalis-coin-tv.md b/compendium/equipment/items/mortalis-coin-tv.md new file mode 100644 index 000000000..a8d07cd57 --- /dev/null +++ b/compendium/equipment/items/mortalis-coin-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/consumable +- trait/magical +- trait/necromancy +- trait/talisman +aliases: ["Mortalis Coin"] +--- +# Mortalis Coin *Item 4* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [talisman](rules/traits/talisman.md) + +- **Price** 20 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision; **Trigger** You are reduced to 0 Hit Points by damage but not immediately killed; **Requirements** You are an expert in Fortitude saves. +- **Category** Talisman + +This small golden coin is usually stamped with the image of a boar or other resilient creature. If the triggering damage would cause you to become [dying](rules/conditions.md#Dying) (typically due to a critical hit or your critical failure), you become [dying](rules/conditions.md#Dying) instead. In addition, for 10 minutes, you die from the [dying](rules/conditions.md#Dying) condition at [dying](rules/conditions.md#Dying), rather than [dying](rules/conditions.md#Dying). + +*Source: Treasure Vault p. 94* \ No newline at end of file diff --git a/compendium/equipment/items/mortar-of-hidden-meaning-logm.md b/compendium/equipment/items/mortar-of-hidden-meaning-logm.md new file mode 100644 index 000000000..7f305f39d --- /dev/null +++ b/compendium/equipment/items/mortar-of-hidden-meaning-logm.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/logm +- item/category/held +- trait/divination +- trait/magical +aliases: ["Mortar Of Hidden Meaning"] +--- +# Mortar Of Hidden Meaning *Item 4* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) + +- **Price** 75 gp +- **Usage** held in 2 hands; **Bulk** L +- **Category** Held + +This matching mortar and pestle are made from immaculate darkwood that looks nearly olive in the right light. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You use the mortar of [hidden](rules/conditions.md#Hidden) meaning to grind tea leaves (or another suitable substance for making a hot beverage). While grinding the tea leaves, which takes no less than 1 minute, you can speak a message into the mortar. After the leaves are steeped in hot water, the first person who drinks from the resulting brew hears the message whispered in their ear. +``` + +*Source: Lost Omens: Gods & Magic p. 123* \ No newline at end of file diff --git a/compendium/equipment/items/moth-lotg.md b/compendium/equipment/items/moth-lotg.md new file mode 100644 index 000000000..a1d56ebe2 --- /dev/null +++ b/compendium/equipment/items/moth-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Moth"] +--- +# Moth *Item 0* + +- **Price** 1 sp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/mother-maw-tv.md b/compendium/equipment/items/mother-maw-tv.md new file mode 100644 index 000000000..c517007b8 --- /dev/null +++ b/compendium/equipment/items/mother-maw-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/conjuration +- trait/cursed +- trait/extradimensional +- trait/magical +- trait/rare +aliases: ["Mother Maw"] +--- +# Mother Maw *Item 15* +[conjuration](rules/traits/conjuration.md) [cursed](rules/traits/cursed-gmg.md) [extradimensional](rules/traits/extradimensional.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** placed on a surface; **Bulk** L +- **Category** Held + +This item appears to be and functions as a portable hole (page 115), but it's actually the maw of an alien extradimensional creature akin to and older than a bag of devouring. Any animal or vegetable matter put in the hole has a chance of triggering the creature's interest. Whenever you reach into the hole to retrieve an item or place an animal or plant product within the bag, roll a DC 11 flat check. On a success, the hole ignores the intrusion. On a failure, the mother maw devours the triggering material, removing it from existence. + +The maw can't eat artifacts. If the triggering material isn't entirely inside the maw, such as when someone reaches inside, the mother maw attempts to pull it completely inside using a [Grapple](rules/actions/grapple.md) action with a +28 [Athletics](compendium/skills.md#Athletics) bonus. On a success, it devours the victim or object. + +Whenever the maw critically fails the [Athletics](compendium/skills.md#Athletics) check, it regurgitates one creature or object it previously devoured. The condition of the vomited creature or object depends on its resilience and the time it has spent inside the maw. Typically, the maw spews forth items it finds difficult to digest, such as those made of adamantine or protected by magic. It can and does regurgitate remains, though. + +*Source: Treasure Vault p. 192* \ No newline at end of file diff --git a/compendium/equipment/items/mountain-to-the-sky-lol.md b/compendium/equipment/items/mountain-to-the-sky-lol.md new file mode 100644 index 000000000..5163db74d --- /dev/null +++ b/compendium/equipment/items/mountain-to-the-sky-lol.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/structure +- trait/conjuration +- trait/magical +- trait/structure +- trait/unique +aliases: ["Mountain To The Sky"] +--- +# Mountain To The Sky *Item 16* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) [unique](rules/traits/unique.md) + +- **Price** 10000 gp +- **Usage** held in 1 hand +- **Category** Structure + +This tiny, carved walnut shell contains a sacred mountain within. You can only activate mountain to the sky on an unoccupied patch of earth or soil. When activated, the walnut transforms into an impossibly steep mountain, 5,000 feet tall and 100 feet wide at the base. Climbing the mountain requires 8 hours and a successful DC 35 [Athletics](compendium/skills.md#Athletics) check. After activating it, if you climb to the top of the mountain without any assistance from flight or magic, the mountain plane shifts you to Heaven when you reach the summit. You can return the mountain to the sky into the shape of a walnut shell as a 1-minute activity, which has the [concentrate](rules/traits/concentrate.md) and [manipulate](rules/traits/manipulate.md) traits, so long as no living creatures are present on the mountain. + +*Source: Lost Omens: Legends p. 48* \ No newline at end of file diff --git a/compendium/equipment/items/mourners-dawnlight-fulu-tv.md b/compendium/equipment/items/mourners-dawnlight-fulu-tv.md new file mode 100644 index 000000000..8110d7293 --- /dev/null +++ b/compendium/equipment/items/mourners-dawnlight-fulu-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/consumable +- trait/divination +- trait/fulu +- trait/magical +- trait/uncommon +aliases: ["Mourner's Dawnlight Fulu"] +--- +# Mourner's Dawnlight Fulu *Item 9* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 120 gp +- **Usage** held in 2 hands; **Bulk** — +- **Activate** command, , envision, , [Interact](rules/actions/interact.md) +- **Category** Consumable + +A mourner's dawnlight fulu is a stack of pages that resembles joss paper, used to locate the remains of the lost. When you Activate the fulu you envision a specific object or deceased creature you're familiar with and want to find. You then rip the fulu into pieces and let them drift in the wind. If the item or creature you seek is within 500 feet, the pieces flutter through the air and land on the target, or on the surface closest to a buried or otherwise obscured target. If the torn fulu lands or fails to locate the desired target, its magic ends. + +*Source: Treasure Vault p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/mouse-lotg.md b/compendium/equipment/items/mouse-lotg.md new file mode 100644 index 000000000..553d8992b --- /dev/null +++ b/compendium/equipment/items/mouse-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Mouse"] +--- +# Mouse *Item 0* + +- **Price** 1 cp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/mudrock-snare-lotgb.md b/compendium/equipment/items/mudrock-snare-lotgb.md new file mode 100644 index 000000000..ae22f9d60 --- /dev/null +++ b/compendium/equipment/items/mudrock-snare-lotgb.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/snare +- trait/consumable +- trait/kobold +- trait/mechanical +- trait/snare +- trait/trap +- trait/uncommon +aliases: ["Mudrock Snare"] +--- +# Mudrock Snare *Item 10* +[consumable](rules/traits/consumable.md) [kobold](rules/traits/kobold-b1.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 170 gp +- **Category** Snare + +Fired clay covers a pit of thin mud interspersed with fragile vials of blue dragon blood. The first creature to step into the square breaks through the clay and sinks into the pit, fracturing the vials and rapidly hardening the mud as it touches the blue dragon blood. That creature must attempt a DC 29 Fortitude save as the mud hardens over its legs. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes a –5-foot circumstance penalty to its Speed for 1 minute or until it [Escapes](rules/actions/escape.md) (DC 27). +> - **Failure** The creature is [stunned](rules/conditions.md#Stunned), and it takes a –10-foot circumstance penalty to its Speed for 1 minute or until it [Escapes](rules/actions/escape.md) (DC 27). +> - **Critical Failure** The creature is [stunned](rules/conditions.md#Stunned), and it's [immobilized](rules/conditions.md#Immobilized) for 1 minute or until it [Escapes](rules/actions/escape.md) (DC 27). + +*Source: Lost Omens: The Grand Bazaar p. 15* \ No newline at end of file diff --git a/compendium/equipment/items/mukradi-jar-tv.md b/compendium/equipment/items/mukradi-jar-tv.md new file mode 100644 index 000000000..aafdbd70d --- /dev/null +++ b/compendium/equipment/items/mukradi-jar-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/expandable +aliases: ["Mukradi Jar"] +--- +# Mukradi Jar *Item 15* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [expandable](rules/traits/expandable-tv.md) + +- **Price** 1300 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +A miniature mukradi, its chitin shrunken and pale, is coiled within this jar. Its hollow form grows to a Gargantuan shell when you open the jar. It emits one of three breath weapons, chosen by you. Each creature in the area must attempt a DC 34 basic Reflex save. + +- Acid Maw (acid) 10-foot-wide, 60-foot line of acid dealing `12d6` acid damage. +- Flame Maw (fire) 60-foot cone of fire dealing `12d6` fire damage. +- Shock Maw (electricity) 120-foot line of electricity dealing `12d6` electricity damage. + +*Source: Treasure Vault p. 56* \ No newline at end of file diff --git a/compendium/equipment/items/mustard-powder-tv.md b/compendium/equipment/items/mustard-powder-tv.md new file mode 100644 index 000000000..15ed3a64b --- /dev/null +++ b/compendium/equipment/items/mustard-powder-tv.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/inhaled +- trait/poison +aliases: ["Mustard Powder"] +--- +# Mustard Powder *Item 5* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) + +- **Price** 25 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Concocted from the formulas provided by otherworldly refugees to Irrisen, mustard powder is rumored to be devastating to entire armies with proper dispersal. Recipes have quickly spread across Golarion. Mustard powder's [sickened](rules/conditions.md#Sickened) condition ends when the poison's other effects do. + +```ad-inline-affliction +title: Saving Throw: DC 22 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `1d6` poison damage and [dazzled](rules/conditions.md#Dazzled) (1 round) + +**Stage 2** `2d4` poison damage, [dazzled](rules/conditions.md#Dazzled), [sickened](rules/conditions.md#Sickened), and unable to smell (1 round) + +**Stage 3** `2d6` poison damage, [dazzled](rules/conditions.md#Dazzled), [sickened](rules/conditions.md#Sickened), and unable to smell (1 round) +``` + +*Source: Treasure Vault p. 70* \ No newline at end of file diff --git a/compendium/equipment/items/mutagenic-renovator-ooa3.md b/compendium/equipment/items/mutagenic-renovator-ooa3.md new file mode 100644 index 000000000..f2c3cf74d --- /dev/null +++ b/compendium/equipment/items/mutagenic-renovator-ooa3.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa3 +- item/category/potion +- trait/abjuration +- trait/consumable +- trait/magical +- trait/potion +- trait/uncommon +aliases: ["Mutagenic Renovator"] +--- +# Mutagenic Renovator *Item 10* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 180 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +This sludgy concoction is said to be derived from liquefied mutant scales. For 1 hour after you imbibe the potion, your skin warps and mutates to grant you resistance 5 to one type of energy damage. When you first drink the potion, choose either acid, cold, electricity, fire, or sonic damage. The potion starts by granting you resistance against this type of damage. Each time you take damage from one of these listed energy types other than the one you currently resist, your skin mutates, causing you to lose the energy resistance previously granted by this potion and gain resistance to the type of energy by which you were most recently damaged, and the potion's duration decreases by 10 minutes. The resistance shifts only after you take the damage, so it doesn't apply to the first instance of damage. + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/naginata-tv.md b/compendium/equipment/items/naginata-tv.md new file mode 100644 index 000000000..6265697cb --- /dev/null +++ b/compendium/equipment/items/naginata-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/deadly-d8 +- trait/reach +- trait/uncommon +- trait/versatile-p +aliases: ["Naginata"] +--- +# Naginata *Item 0* +[deadly ](rules/traits/deadly.md) [reach](rules/traits/reach.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) + +- **Price** 3 gp +- **Bulk** 2 +- **Damage** `1d8` S +- **Hands** 2 +- **Category** Martial; **Group** Polearm + +This 6-foot staff has a 2-foot-long, slightly curved, swordlike blade attached at one end. The long pole helps keep the wielder out of reach of swords and shorter weapons. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/nauseating-snare-apg.md b/compendium/equipment/items/nauseating-snare-apg.md new file mode 100644 index 000000000..e045d9f41 --- /dev/null +++ b/compendium/equipment/items/nauseating-snare-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/poison +- trait/consumable +- trait/mechanical +- trait/poison +- trait/snare +- trait/trap +aliases: ["Nauseating Snare"] +--- +# Nauseating Snare *Item 6* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [poison](rules/traits/poison.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) + +- **Price** 40 gp +- **Category** Poison + +You position particularly foul substances to splash over a creature. The first creature to enter the square must attempt a DC 20 Fortitude saving throw. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature becomes [sickened](rules/conditions.md#Sickened). +> - **Failure** The creature becomes [sickened](rules/conditions.md#Sickened). +> - **Critical Failure** The creature becomes [sickened](rules/conditions.md#Sickened). + +*Source: Advanced Player's Guide p. 256* \ No newline at end of file diff --git a/compendium/equipment/items/navigators-star-tv.md b/compendium/equipment/items/navigators-star-tv.md new file mode 100644 index 000000000..12d08f7ac --- /dev/null +++ b/compendium/equipment/items/navigators-star-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/tattoo +- trait/divination +- trait/invested +- trait/magical +- trait/tattoo +aliases: ["Navigator's Star"] +--- +# Navigator's Star *Item 1* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) + +- **Price** 18 gp +- **Usage** tattooed on the body; **Bulk** — +- **Category** Tattoo + +A star inked on the back of the hand, usually between the thumb and forefinger, keeps you on the right path. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +As you hold up your hand and align the star in view, you learn which direction you're facing. +``` + +*Source: Treasure Vault p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/necklace-of-fireballs-bb.md b/compendium/equipment/items/necklace-of-fireballs-bb.md new file mode 100644 index 000000000..a2a76024e --- /dev/null +++ b/compendium/equipment/items/necklace-of-fireballs-bb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/bb +- item/category/worn +- trait/evocation +- trait/magical +aliases: ["Necklace of Fireballs"] +--- +# Necklace of Fireballs *Item 5* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 44 gp +- **Usage** worn +- **Category** Worn + +This hemp string has several lustrous, red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads. There's one large sphere and two smaller ones. You can use the beads one at a time to create magical fireballs. When all the beads are gone, the necklace becomes a non-magical hemp string. + +```ad-embed-ability +title: Pluck a Sphere [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[manipulate](rules/traits/manipulate.md) + +You detach a sphere from the necklace, causing it to glow with orange light. If you or anyone else hurls it (an [Interact](rules/actions/interact.md) action with the ranged trait), it detonates where it lands in a 20-foot burst. A large sphere deals `6d6` fire damage, and a small one deals `4d6` fire damage. Any creature in the area must attempt a DC 21 basic Reflex save. Your toss can place the center of the fireball anywhere within 70 feet. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead. +%% #trait/manipulate %% +``` + +*Source: Beginner Box p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/necklace-of-knives-logm.md b/compendium/equipment/items/necklace-of-knives-logm.md new file mode 100644 index 000000000..742b5855b --- /dev/null +++ b/compendium/equipment/items/necklace-of-knives-logm.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/logm +- item/category/worn +- trait/conjuration +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Necklace Of Knives"] +--- +# Necklace Of Knives *Item 2* +[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Access** follower of [Pharasma](compendium/setting/deities/pharasma.md) +- **Price** 25 gp +- **Usage** worn +- **Category** Worn + +This necklace strung with miniature stone throwing knives. + +As long as you wear it, you are never without a weapon, a crude surgical tool, or stake for a vampire, if necessary in following Pharasma's teachings. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You pluck a miniature knife from the necklace, and it grows into a normal stone, steel, or wooden dagger for as long as you hold it, fading away 1 round after it leaves your hand. No matter how many knives you pull from the necklace, you never seem to deplete them. Wooden daggers from the necklace are as effective as ordinary steel daggers and can be useful to stake vampires. +``` + +*Source: Lost Omens: Gods & Magic p. 123* \ No newline at end of file diff --git a/compendium/equipment/items/necklace-of-strangulation-gmg.md b/compendium/equipment/items/necklace-of-strangulation-gmg.md new file mode 100644 index 000000000..94e23edc6 --- /dev/null +++ b/compendium/equipment/items/necklace-of-strangulation-gmg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/worn +- trait/cursed +- trait/invested +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Necklace Of Strangulation"] +--- +# Necklace Of Strangulation *Item 15* +[cursed](rules/traits/cursed-gmg.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** worn necklace; **Bulk** L +- **Category** Worn + +This beautiful necklace appears to be a magical item such as a necklace of fireballs or a pendant of the occult. When invested, it magically locks in place, suspiciously tightly, and fuses to you. When you enter a situation of extreme stress (as determined by the GM), the necklace tightens around your neck, suffocating you (Core Rulebook 478) and dealing 30 bludgeoning damage to you at the end of each of your turns. + +Once per round, you can spend a single action to attempt a DC 34 [Athletics](compendium/skills.md#Athletics) check or Fortitude save; success means you don't take the damage on your current turn, but you continue suffocating. The necklace loosens after you've been dead for a month. + +*Source: Gamemastery Guide p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/necrotic-bomb-av3.md b/compendium/equipment/items/necrotic-bomb-av3.md new file mode 100644 index 000000000..772fd1ee0 --- /dev/null +++ b/compendium/equipment/items/necrotic-bomb-av3.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av3 +- item/category/bomb +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/negative +- trait/splash +aliases: ["Necrotic Bomb"] +--- +# Necrotic Bomb *Item 1+* +[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [negative](rules/traits/negative.md) [splash](rules/traits/splash.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Bomb + +Necrotic bombs combine reagents most people consider disgusting at best and unholy at worst, creating a life-sucking miasma upon contact with air. A necrotic bomb deals the listed negative damage and splash damage, and it sickens the primary target on a critical hit. This damage harms only living creatures. + +Many types grant an item bonus to attack rolls. + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/nemesis-name-tv.md b/compendium/equipment/items/nemesis-name-tv.md new file mode 100644 index 000000000..03eef8924 --- /dev/null +++ b/compendium/equipment/items/nemesis-name-tv.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/tattoo +- trait/enchantment +- trait/invested +- trait/magical +- trait/tattoo +aliases: ["Nemesis Name"] +--- +# Nemesis Name *Item 9* +[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) + +- **Price** 650 gp +- **Usage** tattooed on the body; **Bulk** — +- **Category** Tattoo + +You want revenge badly enough that you tattoo your nemesis's name in a place you can easily see to remember your vow to settle the score. Anyone who sees the tattoo senses your hatred of the named being. Receiving a new nemesis name makes any you already have non-magical. + +You gain a +2 status bonus to damage rolls against the creature named on your tattoo, but this nemesis gains a +1 status bonus to damage rolls against you. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[mental](rules/traits/mental.md) + +- **Requirements**: You can see your nemesis, and they're within 30 feet of you + +**Effect** You focus your hatred into a mental scream. Your nemesis takes `3d6` mental damage, which they can resist with a basic DC 26 Will save. You take half as much damage as your nemesis does, and you can't reduce this damage in any way. +%% #trait/mental %% +``` + +*Source: Treasure Vault p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/neophytes-fipple-tv.md b/compendium/equipment/items/neophytes-fipple-tv.md new file mode 100644 index 000000000..654a9e953 --- /dev/null +++ b/compendium/equipment/items/neophytes-fipple-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/consumable +- trait/illusion +- trait/magical +aliases: ["Neophyte's Fipple"] +--- +# Neophyte's Fipple *Item 3* +[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) + +- **Price** 8 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Perform](rules/actions/perform.md); **Requirements** You are untrained in +- **Category** Consumable + +[Performance](compendium/skills.md#Performance). + +Made of polished wood, a neophyte's fipple is a block flute enchanted to guarantee melodic sound. When you [Perform](rules/actions/perform.md) a song on the fipple to Activate it, your ability modifier, proficiency bonus, and item bonus for the [Performance](compendium/skills.md#Performance) check total +7, regardless of what they would normally be. Add other bonuses and penalties to the check normally. Once the magic is used, the fipple remains as a mundane instrument. + +*Source: Treasure Vault p. 97* \ No newline at end of file diff --git a/compendium/equipment/items/net-apg.md b/compendium/equipment/items/net-apg.md new file mode 100644 index 000000000..0c49eece2 --- /dev/null +++ b/compendium/equipment/items/net-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/adventuring-gear +aliases: ["Net"] +--- +# Net *Item 0* + +- **Price** 1 gp +- **Bulk** 1 +- **Hands** 2 +- **Category** Adventuring Gear + +You can use a net either on its own or attached to a rope. When attached to a rope, you can use the net to [Grapple](rules/actions/grapple.md) a Medium or smaller creature up to 10 feet away (instead of only adjacent creatures). You can continue to [Grapple](rules/actions/grapple.md) to keep your hold on the target so long as the target remains within 10 feet and you continue to hold the net. The grabbed creature gains a +2 circumstance bonus to [Escape](rules/actions/escape.md) unless you are adjacent to them, and it can attempt a DC 16 [Athletics](compendium/skills.md#Athletics) check to [Force Open](rules/actions/force-open.md) the net entirely. Once the target is no longer [grabbed](rules/conditions.md#Grabbed), the net is unwieldy until refolded as a [Concentrate](rules/traits/concentrate.md) action that requires two hands; if used without being refolded, [Grapple](rules/actions/grapple.md) checks made with the net take a –2 penalty. + +When the net is unattached, you can attempt a ranged attack roll against a Medium or smaller creature within 20 feet. On a hit, the target is [flat-footed](rules/conditions.md#Flat-footed) and takes a –10- foot circumstance penalty to its Speeds until it Escapes, and on a critical hit, it's also [immobilized](rules/conditions.md#Immobilized) until it Escapes. The [Escape](rules/actions/escape.md) DC is 16. A creature adjacent to the target can [Interact](rules/actions/interact.md) to remove the net. + +*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/nethysian-bulwark-aoa5.md b/compendium/equipment/items/nethysian-bulwark-aoa5.md new file mode 100644 index 000000000..c48725815 --- /dev/null +++ b/compendium/equipment/items/nethysian-bulwark-aoa5.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa5 +- item/category/held +- trait/abjuration +- trait/evocation +- trait/magical +- trait/uncommon +aliases: ["Nethysian Bulwark"] +--- +# Nethysian Bulwark *Item 16* +[abjuration](rules/traits/abjuration.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 8000 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This round shield is often fashioned to resemble the religious symbol of its dual-natured namesake. A _Nethysian bulwark_ is a high-grade cold iron shield (Hardness 10, HP 40, BT 20) that defends the wielder and can explode with retributive force when struck. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: The shield becomes [broken](rules/conditions.md#Broken) when performing a [Shield Block](compendium/feats/shield-block.md) + +**Effect** The shield explodes in a burst of bright light and shadowy tendrils, releasing a 15-foot cone of force that must include the attacker if possible. The cone deals `6d8` force damage to all creatures in the area (DC 34 basic Reflex save). +``` + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/nevercold-tv.md b/compendium/equipment/items/nevercold-tv.md new file mode 100644 index 000000000..ddfff838a --- /dev/null +++ b/compendium/equipment/items/nevercold-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +aliases: ["Nevercold"] +--- +# Nevercold *Item 10+* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** +- **Category** Consumable + +Nevercold, sometimes mistakenly referred to as nevercoal, is the charcoal left after wildfires in the First World. True to its name, nevercold remains warm to the touch. If you use nevercold to cast [fire shield](compendium/spells/fire-shield.md), the spell's duration increases by 1 minute, the cold resistance you gain from it lasts 1 hour, and you're protected from the effects of severe cold for 8 hours. + +*Source: Treasure Vault p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/nightmare-salt-tv.md b/compendium/equipment/items/nightmare-salt-tv.md new file mode 100644 index 000000000..a9898af64 --- /dev/null +++ b/compendium/equipment/items/nightmare-salt-tv.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/ingested +- trait/poison +- trait/rare +aliases: ["Nightmare Salt"] +--- +# Nightmare Salt *Item 20* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [rare](rules/traits/rare.md) + +- **Price** 14000 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This potent poison consists of crystals whose flavor and appearance mimics edible salt but whose effects are deadly; victims experience periods of waking nightmares that overload the senses and eventually result in death through a combination of shock and exhaustion. + +```ad-inline-affliction +title: Saving Throw: DC 43 Fortitude + +- **Onset**: 1 hour +- **Maximum Duration**: 5 days + +## Stages + +**Stage 1** [frightened](rules/conditions.md#Frightened) once every `1d4` hours, plus [fatigued](rules/conditions.md#Fatigued) (1 day) + +**Stage 2** [confused](rules/conditions.md#Confused) for 1 minute once every `1d4` hours, plus [frightened](rules/conditions.md#Frightened) and [fatigued](rules/conditions.md#Fatigued) (1 day) + +**Stage 3** [frightened](rules/conditions.md#Frightened), plus [confused](rules/conditions.md#Confused) for `1d4` minutes, once every hour, plus [fatigued](rules/conditions.md#Fatigued) (1 day) + +**Stage 4** death +``` + +*Source: Treasure Vault p. 70* \ No newline at end of file diff --git a/compendium/equipment/items/nightpitch-tv.md b/compendium/equipment/items/nightpitch-tv.md new file mode 100644 index 000000000..c57c1c625 --- /dev/null +++ b/compendium/equipment/items/nightpitch-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +aliases: ["Nightpitch"] +--- +# Nightpitch *Item 5* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Price** 60 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) +- **Category** Consumable + +A pellet of tar mixed with the fur of a nocturnal creature, such as a bat, nightpitch used to cast a [darkness](compendium/spells/darkness.md) spell makes the area of the darkness difficult terrain. + +*Source: Treasure Vault p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/nine-ring-sword-logm.md b/compendium/equipment/items/nine-ring-sword-logm.md new file mode 100644 index 000000000..5c3aebf45 --- /dev/null +++ b/compendium/equipment/items/nine-ring-sword-logm.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/logm +- item/category/weapon/martial +- trait/disarm +- trait/uncommon +aliases: ["Nine-Ring Sword"] +--- +# Nine-Ring Sword *Item 0* +[disarm](rules/traits/disarm.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 9 sp +- **Bulk** 1 +- **Damage** `1d8` S +- **Hands** 1 +- **Category** Martial; **Group** Sword + +This sword has a broad blade, along which are threaded nine heavy metal rings. The rings add weight to the weapon for downward swings, as well as clashing together to make noise. + +*Source: Lost Omens: Gods & Magic p. 120* \ No newline at end of file diff --git a/compendium/equipment/items/niyahaat-tv.md b/compendium/equipment/items/niyahaat-tv.md new file mode 100644 index 000000000..e7742c199 --- /dev/null +++ b/compendium/equipment/items/niyahaat-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor/medium +- trait/laminar +aliases: ["Niyaháat"] +--- +# Niyaháat *Item 0* +[laminar](rules/traits/laminar-tv.md) + +- **Price** 5 gp +- **Bulk** 2 +- **AC Bonus** +3; **Dex Cap** +2 +- **Strength** 14; **Check Penalty** --2; **Speed Penalty** -5 ft. +- **Category** Medium; **Group** Skeletal + +Erutaki communities deep in the Crown of the World, where wood is hard to come by, fashion armor from slats and strips of bone or horn, along with whole bones or horns. Wealthier wearers sometimes pay for decorative embellishments made of more precious materials. Niyaháat is usually woven together with strong cord, forming a suit like a breastplate. This suit is worn over heavy clothing or a surcoat like padded armor. Some suits incorporate parts of powerful creatures, creating a storied history for the suit and its wearers. + +*Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/nodachi-tv.md b/compendium/equipment/items/nodachi-tv.md new file mode 100644 index 000000000..22a144b63 --- /dev/null +++ b/compendium/equipment/items/nodachi-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/advanced +- trait/brace +- trait/deadly-d12 +- trait/reach +aliases: ["Nodachi"] +--- +# Nodachi *Item 0* +[brace](rules/traits/brace-tv.md) [deadly ](rules/traits/deadly.md) [reach](rules/traits/reach.md) + +- **Price** 6 gp +- **Bulk** 2 +- **Damage** `1d8` S +- **Hands** 2 +- **Category** Advanced; **Group** Sword + +Also known as a zhanmadao, the exceptionally long blade of the nodachi is designed to neutralize enemy mounts and counter the advantages of cavalry units. Its shape and size make it somewhat impractical for close combat but highly effective against charging opponents. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/noqual-armor-lotgb.md b/compendium/equipment/items/noqual-armor-lotgb.md new file mode 100644 index 000000000..d6bf65940 --- /dev/null +++ b/compendium/equipment/items/noqual-armor-lotgb.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/material +- trait/rare +aliases: ["Noqual Armor"] +--- +# Noqual Armor *Item 12+* +[rare](rules/traits/rare.md) + +- **Usage** worn armor; **Bulk** varies by armor +- **Category** Material + +The mere sight of a suit of noqual armor is enough to make some opposing spellcasters withdraw from the battlefield. + +While wearing noqual armor, you gain a +1 circumstance bonus to AC against spell attack rolls. If you [Cast a Spell](rules/actions/cast-a-spell.md) while wearing noqual armor, you must succeed at a DC 5 flat check or the spell fails. + +*Source: Lost Omens: The Grand Bazaar p. 100* \ No newline at end of file diff --git a/compendium/equipment/items/noqual-lotgb.md b/compendium/equipment/items/noqual-lotgb.md new file mode 100644 index 000000000..18a12e643 --- /dev/null +++ b/compendium/equipment/items/noqual-lotgb.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/material +- trait/precious +- trait/rare +aliases: ["Noqual"] +--- +# Noqual *Item 0+* +[precious](rules/traits/precious.md) [rare](rules/traits/rare.md) + +- **Category** Material + +Light and strong, noqual also demonstrates a powerful resistance to magic. A side effect of this resistance is that making magical weapons out of noqual requires complex and expensive alchemical treatments. Kevoth-Kul, the Black Sovereign of Numeria, has developed an alloy of noqual and cold iron known as sovereign steel to help mitigate this property. The metal's crystalline appearance might suggest that it's fragile, but the pale-green material can be worked similarly to iron. Objects made of noqual have a +4 circumstance bonus on saves against magic that the item attempts and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the [rusting grasp](compendium/spells/rusting-grasp-apg.md) spell). + +| Noqual Items | Hardness | HP | BT | +|--------------|----------|----|----| +| **Thin Items** | | | | +| Standard-grade | 6 | 24 | 12 | +| High-grade | 10 | 40 | 20 | +| **Items** | | | | +| Standard-grade | 10 | 40 | 20 | +| High-grade | 13 | 52 | 26 | +| **Structures** | | | | +| Standard-grade | 20 | 80 | 40 | +| High-grade | 26 | 104 | 52 | + + +*Source: Lost Omens: The Grand Bazaar p. 99* \ No newline at end of file diff --git a/compendium/equipment/items/noqual-shield-lotgb.md b/compendium/equipment/items/noqual-shield-lotgb.md new file mode 100644 index 000000000..237fcf1b2 --- /dev/null +++ b/compendium/equipment/items/noqual-shield-lotgb.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/shield +- trait/rare +aliases: ["Noqual Shield"] +--- +# Noqual Shield *Item 17* +[rare](rules/traits/rare.md) + +- **Usage** varies by shield +- **Category** Shield; **Group** Shield + +Noqual shields are notoriously difficult to make, requiring high-grade materials, but they're especially effective against magic. When you have a noqual shield Raised, you gain its circumstance bonus to saving throws against spells that target you (as well as AC). Additionally, while the shield is Raised, when an opponent casting a spell that targets you critically fails a spell attack roll against your AC, you can reflect the spell back toward them as a reaction. Attempt a ranged attack roll against the triggering creature using your highest proficiency with a ranged weapon. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success). + +*Source: Lost Omens: The Grand Bazaar p. 100* \ No newline at end of file diff --git a/compendium/equipment/items/noqual-weapon-lotgb.md b/compendium/equipment/items/noqual-weapon-lotgb.md new file mode 100644 index 000000000..486edd019 --- /dev/null +++ b/compendium/equipment/items/noqual-weapon-lotgb.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/material +- trait/rare +aliases: ["Noqual Weapon"] +--- +# Noqual Weapon *Item 12+* +[rare](rules/traits/rare.md) + +- **Usage** varies by weapon; **Bulk** varies by weapon +- **Category** Material + +Noqual weapons are inimical to summoned creatures and spell effects that can be damaged by conventional attacks. + +Against such targets, a [Strike](rules/actions/strike.md) with a noqual weapon gains a circumstance bonus to damage equal to twice the number of weapon damage dice. In addition, noqual weapons disrupt spellcasters' concentration, causing them to become [stupefied](rules/conditions.md#Stupefied) for 1 round on a critical hit. + +*Source: Lost Omens: The Grand Bazaar p. 100* \ No newline at end of file diff --git a/compendium/equipment/items/north-winds-night-verse-som.md b/compendium/equipment/items/north-winds-night-verse-som.md new file mode 100644 index 000000000..0cadb3afa --- /dev/null +++ b/compendium/equipment/items/north-winds-night-verse-som.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/held +- trait/cold +- trait/evocation +- trait/magical +- trait/uncommon +aliases: ["North Wind's Night Verse"] +--- +# North Wind's Night Verse *Item 10* +[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 900 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This +1 striking frost katana is always cool to the touch, nearly uncomfortably so. Unadorned and with no tsuba, its honed blade is carved from a single tusk of dragon-turtle ivory and wrapped in strips of winter wolf hide. [Strikes](rules/actions/strike.md) with the katana gain a +2 status bonus to damage rolls against creatures that have a status penalty to their Speed or are [slowed](rules/conditions.md#Slowed). The status bonus increases to +3 if the weapon has a greater striking rune and +4 for major striking. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Trigger**: Your spell deals cold damage to a creature + +**Effect** Choose one creature dealt cold damage by the spell. It takes a –5-foot status penalty to its Speeds for 1 round. +%% #trait/evocation #trait/magical #trait/cold %% +``` + +*Source: Secrets of Magic p. 187* \ No newline at end of file diff --git a/compendium/equipment/items/nosoi-charm-ngd.md b/compendium/equipment/items/nosoi-charm-ngd.md new file mode 100644 index 000000000..27499de4d --- /dev/null +++ b/compendium/equipment/items/nosoi-charm-ngd.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ngd +- item/category/held +- trait/divination +- trait/invested +- trait/magical +- trait/rare +aliases: ["Nosoi Charm"] +--- +# Nosoi Charm *Item 12+* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** held in 1 hand; **Bulk** — +- **Category** Held + +Nosois serve as scribes and messengers to psychopomps. They are rare outside of the Boneyard, so it's common for psychopomps venturing to other planes to carry a nosoi facsimile to aid in their travels. This tiny icon of a masked raven emits twittering sounds in perfect accompaniment to your performances. You gain a +2 item bonus to [Performance](compendium/skills.md#Performance) checks to play an instrument, orate, or sing. You can cast [sending](compendium/spells/sending.md) once per day as a divine innate spell. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You twist the base of the charm, and the twittering it emits becomes [helpful](rules/conditions.md#Helpful) words to boost your arguments. You lose the item bonus to [Performance](compendium/skills.md#Performance) checks and gain a +2 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks to make Requests until you use this activation again. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You gain lifesense as an imprecise sense with a range of 30 feet for 1 hour as long as you continue to hold the charm. This allows you to sense the life force that animates living creatures and the perverse force that animates the dead, though you can't distinguish between the two. +``` + +*Source: Night of the Gray Death p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/noxious-incense-som.md b/compendium/equipment/items/noxious-incense-som.md new file mode 100644 index 000000000..bba4fe371 --- /dev/null +++ b/compendium/equipment/items/noxious-incense-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +aliases: ["Noxious Incense"] +--- +# Noxious Incense *Item 9+* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Consumable + +Sold only in single sticks, this foul incense comes coated with a bevy of alchemical smoke that activates in the presence of intense heat, releasing its namesake pungent odor. Adding this catalyst to a [wall of fire](compendium/spells/wall-of-fire.md) spell fills all squares adjacent to the wall with thick, foul smoke. Creatures in this area are [concealed](rules/conditions.md#Concealed), and other creatures are [concealed](rules/conditions.md#Concealed) to creatures in the area. The smoke lasts for the duration of the spell. + +*Source: Secrets of Magic p. 169* \ No newline at end of file diff --git a/compendium/equipment/items/noxious-jerkin-ec4.md b/compendium/equipment/items/noxious-jerkin-ec4.md new file mode 100644 index 000000000..229d94ab9 --- /dev/null +++ b/compendium/equipment/items/noxious-jerkin-ec4.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec4 +- item/category/worn +- trait/evocation +- trait/magical +- trait/rare +aliases: ["Noxious Jerkin"] +--- +# Noxious Jerkin *Item 13* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 2800 gp +- **Usage** worn; **Bulk** L +- **Category** Worn + +This +2 resilient padded armor is woven from many strands of gut cord strung with dried organs and preserved xulgath scent glands. When worn, it infuses your body with a ghastly and nauseating flavor. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You are [grabbed](rules/conditions.md#Grabbed) or are hit by an unarmed attack + +**Effect** Your attacker must attempt a DC 28 Fortitude saving throw. Creatures with a stench aura, such as otyughs and xulgaths, are immune to this effect. + +> [!success-degree] +> - **Success** The creature is unaffected and is immune to the effects of the noxious jerkin for 1 minute. +> - **Failure** The creature is [sickened](rules/conditions.md#Sickened). +> - **Critical Failure** The creature is [sickened](rules/conditions.md#Sickened) and is [slowed](rules/conditions.md#Slowed) for 1 round. +``` + +*Source: Extinction Curse #4: Siege of the Dinosaurs p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/numbing-tonic-tv.md b/compendium/equipment/items/numbing-tonic-tv.md new file mode 100644 index 000000000..ff80e6e82 --- /dev/null +++ b/compendium/equipment/items/numbing-tonic-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +aliases: ["Numbing Tonic"] +--- +# Numbing Tonic *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute. + +*Source: Treasure Vault p. 60* \ No newline at end of file diff --git a/compendium/equipment/items/o-yoroi-tv.md b/compendium/equipment/items/o-yoroi-tv.md new file mode 100644 index 000000000..4691c6132 --- /dev/null +++ b/compendium/equipment/items/o-yoroi-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor/heavy +- trait/bulwark +- trait/laminar +aliases: ["O-yoroi"] +--- +# O-yoroi *Item 2* +[bulwark](rules/traits/bulwark.md) [laminar](rules/traits/laminar-tv.md) + +- **Price** 35 gp +- **Bulk** 5 +- **AC Bonus** +6; **Dex Cap** +0 +- **Strength** 18; **Check Penalty** --3; **Speed Penalty** -10 ft. +- **Category** Heavy; **Group** Plate + +Larger plates coupled with lamellar pieces to make up a suit of heavy lamellar. The custom-fitted and often highly decorative suit covers most of the body. Rounding out the suit are a tiered helmet and fearsome mask, often depicting a fiendish or monstrous creature. + +*Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/oath-of-the-devoted-lome.md b/compendium/equipment/items/oath-of-the-devoted-lome.md new file mode 100644 index 000000000..fc01ab92c --- /dev/null +++ b/compendium/equipment/items/oath-of-the-devoted-lome.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lome +- item/category/contract +- trait/contract +- trait/divine +- trait/invested +- trait/magical +- trait/necromancy +- trait/rare +aliases: ["Oath Of The Devoted"] +--- +# Oath Of The Devoted *Item 9* +[contract](rules/traits/contract-lol.md) [divine](rules/traits/divine.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Category** Contract + +You gain fire and mental resistance 5. + +When you die, you rise as an undead creature with the [zombie](rules/traits/zombie-b1.md) trait on the next round; if you are a PC, you become an NPC under Walkena's control. Your stats remain the same, except that your alignment changes to evil. If you reach 0 Hit Points as a zombie, you are destroyed and do not rise again. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You gain a +1 status bonus to Will saves. Choose a weapon or an unarmed [Strike](rules/actions/strike.md); your chosen attack deals an extra `1d6` fire damage for the next 1 minute. +``` + +*Source: Lost Omens: The Mwangi Expanse p. 231* \ No newline at end of file diff --git a/compendium/equipment/items/oblivion-essence-aoa5.md b/compendium/equipment/items/oblivion-essence-aoa5.md new file mode 100644 index 000000000..30de39c18 --- /dev/null +++ b/compendium/equipment/items/oblivion-essence-aoa5.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa5 +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +- trait/uncommon +aliases: ["Oblivion Essence"] +--- +# Oblivion Essence *Item 19* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 6500 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Created from a daemon's powdered soul gems or refined from the waters of Abaddon's rivers, oblivion essence causes victims to rapidly age and decay. + +```ad-inline-affliction +title: Saving Throw: DC 42 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `8d6` poison damage and [slowed](rules/conditions.md#Slowed) (1 round) + +**Stage 2** `10d6` poison damage, [enfeebled](rules/conditions.md#Enfeebled), and [slowed](rules/conditions.md#Slowed) (1 round) + +**Stage 3** `12d6` poison damage, [enfeebled](rules/conditions.md#Enfeebled), [slowed](rules/conditions.md#Slowed) (1 round) +``` + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/ochre-fulcrum-lens-av3.md b/compendium/equipment/items/ochre-fulcrum-lens-av3.md new file mode 100644 index 000000000..7fe4d66e5 --- /dev/null +++ b/compendium/equipment/items/ochre-fulcrum-lens-av3.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av3 +- item/category/other +- trait/enchantment +- trait/invested +- trait/occult +- trait/unique +aliases: ["Ochre Fulcrum Lens"] +--- +# Ochre Fulcrum Lens *Item 11* +[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [occult](rules/traits/occult.md) [unique](rules/traits/unique.md) + +- **Price** 1400 gp +- **Bulk** 2 +- **Category** Other + +This brownish-orange lens always seems dusty and gritty, even when wet. While you have the Ochre Fulcrum Lens invested, lassitude grips you. You gain resistance 10 to mental damage and a +2 status bonus to saves against [emotion](rules/traits/emotion.md) effects. You can also activate the lens in the following ways. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You hold up the Ochre Fulcrum Lens in your hand and the item casts crushing despair (DC 31 Will save). +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +as Crimson Fulcrum Lens, but the melee spell attack modifier is +21. +``` + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/octopus-bottle-tv.md b/compendium/equipment/items/octopus-bottle-tv.md new file mode 100644 index 000000000..0b47eb80d --- /dev/null +++ b/compendium/equipment/items/octopus-bottle-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/expandable +- trait/uncommon +aliases: ["Octopus Bottle"] +--- +# Octopus Bottle *Item 8* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [expandable](rules/traits/expandable-tv.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 100 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Miniature octopus arms press up against the sides of this bottle, obscuring the rest of its contents. When opened, a Huge octopus bursts forth, which can appear in water instead of on the ground. Its arms attempt to grasp a creature with a reach of 15 feet. The octopus repositions that creature to a different space within its reach unless the target succeeds at a DC 24 Fortitude save. + +If the octopus is in water, it then releases a cloud of ink in a 30-foot emanation. This cloud has no effect outside of water. + +Creatures inside the cloud are [undetected](rules/conditions.md#Undetected) and can't use their sense of smell. The cloud dissipates after 1 minute. + +*Source: Treasure Vault p. 57* \ No newline at end of file diff --git a/compendium/equipment/items/ogre-hook-b1.md b/compendium/equipment/items/ogre-hook-b1.md new file mode 100644 index 000000000..ff97e06b6 --- /dev/null +++ b/compendium/equipment/items/ogre-hook-b1.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/b1 +- item/category/weapon/martial +- trait/deadly-d10 +- trait/trip +- trait/uncommon +aliases: ["Ogre Hook"] +--- +# Ogre Hook *Item 0* +[deadly ](rules/traits/deadly.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1 gp +- **Bulk** 2 +- **Damage** `1d10` P +- **Hands** 2 +- **Category** Martial; **Group** Pick + +Ogres are known for using immense, curved picks called ogre hooks. These uncommon weapons cost 1 gp, deal `1d10` piercing damage, have 2 Bulk, and require two hands to use. Ogre hooks are in the pick weapon group. Ogre hooks have the [deadly <1d10>](rules/traits/deadly.md) and [trip](rules/traits/trip.md) weapon traits. + +*Source: Bestiary p. 253* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-object-animation-apg.md b/compendium/equipment/items/oil-of-object-animation-apg.md new file mode 100644 index 000000000..b117f5a00 --- /dev/null +++ b/compendium/equipment/items/oil-of-object-animation-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/oil +- trait/consumable +- trait/magical +- trait/oil +- trait/transmutation +- trait/uncommon +aliases: ["Oil Of Object Animation"] +--- +# Oil Of Object Animation *Item 8+* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 2 hands +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +This fine golden oil comes in a small blue canister. Carefully spreading the oil over an object turns it into an animated object (Bestiary 20) of the same type. For example, sprinkling it on a statue makes an animated statue. If the animated object's level would be greater than 3, the oil struggles to animate it and ultimately fails. + +This animated object has the [minion](rules/traits/minion.md) trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation. The object remains animated for 1 minute before falling inert. As usual, you can have a maximum of four minions under your control. + +*Source: Advanced Player's Guide p. 258* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-ownership-tv.md b/compendium/equipment/items/oil-of-ownership-tv.md new file mode 100644 index 000000000..9a4d91e17 --- /dev/null +++ b/compendium/equipment/items/oil-of-ownership-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/oil +- trait/consumable +- trait/magical +- trait/oil +- trait/transmutation +aliases: ["Oil of Ownership"] +--- +# Oil of Ownership *Item 3+* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +You can coat objects of 6 Bulk or less with oil of ownership, or "red‑handed oil" as some call it. Once applied, this clear oil remains active for 24 hours. Anyone who touches an object coated with this oil comes away with a red stain that won't wash off for a length of time that depends on the oil's type. + +*Source: Treasure Vault p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-revelation-apg.md b/compendium/equipment/items/oil-of-revelation-apg.md new file mode 100644 index 000000000..05e13337c --- /dev/null +++ b/compendium/equipment/items/oil-of-revelation-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/oil +- trait/consumable +- trait/evocation +- trait/magical +- trait/oil +aliases: ["Oil Of Revelation"] +--- +# Oil Of Revelation *Item 5* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) + +- **Price** 25 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +This bright oil, first created by humans as a tool to help them fight in darkness, holds flecks of tiny gemstones in suspension and smells like a struck tindertwig. + +The first time a weapon coated with this oil damages a creature, the wound glows with light for 1 minute. If the creature is [invisible](rules/conditions.md#Invisible), the light's position means it is merely [hidden](rules/conditions.md#Hidden) to creatures that would otherwise be unable to see it, rather than [undetected](rules/conditions.md#Undetected). The light also negates the [concealed](rules/conditions.md#Concealed) condition due to lighting conditions. If the coated weapon doesn't damage a creature within 1 hour, the oil sloughs off and loses its power. + +*Source: Advanced Player's Guide p. 258* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-skating-tv.md b/compendium/equipment/items/oil-of-skating-tv.md new file mode 100644 index 000000000..cff33608f --- /dev/null +++ b/compendium/equipment/items/oil-of-skating-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/oil +- trait/consumable +- trait/magical +- trait/oil +- trait/transmutation +aliases: ["Oil of Skating"] +--- +# Oil of Skating *Item 2* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 5 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +This thin, slippery oil shimmers with a golden hue. Coating your shoes or feet with oil of skating enables you to skate quickly along flat surfaces for 1 hour. You gain a +10‑foot status bonus to your Speed, which doubles if you move on a downhill surface. You lose this bonus if moving on difficult terrain, greater difficult terrain, or uneven ground. Also, you treat any uphill movement as moving on difficult terrain while your feet are oiled and treat the results of any [Acrobatics](compendium/skills.md#Acrobatics) checks made to [Balance](rules/actions/balance.md) as one degree worse. + +*Source: Treasure Vault p. 87* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-swiftness-tv.md b/compendium/equipment/items/oil-of-swiftness-tv.md new file mode 100644 index 000000000..7e45213a1 --- /dev/null +++ b/compendium/equipment/items/oil-of-swiftness-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/oil +- trait/consumable +- trait/magical +- trait/oil +- trait/transmutation +- trait/uncommon +aliases: ["Oil of Swiftness"] +--- +# Oil of Swiftness *Item 6* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 50 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +Anoint a weapon with oil of swiftness, which hisses upon application, to give it the benefits of the speed rune for 1 minute. + +*Source: Treasure Vault p. 87* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-unlife-apg.md b/compendium/equipment/items/oil-of-unlife-apg.md new file mode 100644 index 000000000..82cd7d7c5 --- /dev/null +++ b/compendium/equipment/items/oil-of-unlife-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/oil +- trait/consumable +- trait/magical +- trait/necromancy +- trait/negative +- trait/oil +aliases: ["Oil Of Unlife"] +--- +# Oil Of Unlife *Item 1+* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [oil](rules/traits/oil.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +This thin, black liquid imparts a bone-deep chill while rapidly repairing an undead creature's physical or spiritual form. When you dash oil of unlife onto an undead creature, or a living creature with negative healing, the oil absorbs quickly into its body, and the creature regains the listed number of Hit Points. + +You can pour oil of unlife on an incorporeal undead; in this case, the creature absorbs the oil into itself. + +*Source: Advanced Player's Guide p. 258* \ No newline at end of file diff --git a/compendium/equipment/items/oily-button-sli.md b/compendium/equipment/items/oily-button-sli.md new file mode 100644 index 000000000..bbac7dfef --- /dev/null +++ b/compendium/equipment/items/oily-button-sli.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sli +- item/category/talisman +- trait/conjuration +- trait/consumable +- trait/magical +- trait/talisman +- trait/uncommon +aliases: ["Oily Button"] +--- +# Oily Button *Item 5* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 30 gp +- **Usage** affixed to armor +- **Activate** envision; **Trigger** You succeed at an [Athletics](compendium/skills.md#Athletics) check to [Disarm](rules/actions/disarm.md); **Requirements** You are an expert in [Athletics](compendium/skills.md#Athletics) +- **Category** Talisman + +A thin sheen of slick oil covers this gaudy button. When you activate the oily button, your attempts to [Disarm](rules/actions/disarm.md) your opponent of an item before the start of the opponent's next turn gain a +4 circumstance bonus instead of +2, and the –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item lasts until the end of its next turn or until it uses an [Interact](rules/actions/interact.md) action to adjust its grip. + +*Source: The Slithering p. 60* \ No newline at end of file diff --git a/compendium/equipment/items/old-tillimaquin-da.md b/compendium/equipment/items/old-tillimaquin-da.md new file mode 100644 index 000000000..177ecaeb0 --- /dev/null +++ b/compendium/equipment/items/old-tillimaquin-da.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/other +- trait/enchantment +- trait/magical +- trait/unique +aliases: ["Old Tillimaquin"] +--- +# Old Tillimaquin *Item 12* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) + +- **Price** 2000 gp +- **Bulk** 3 +- **Category** Other + +This beloved tavern mascot is a shabby old stuffed beast mounted on an immense slab of ironwood. The beast is roughly the size and shape of a wolverine but with a broader snout, blue stripes along its upper legs and bristled back, and a club of spiked bone at the end of its long tail. No one can recall where Old Tillimaquin originally came from, how the taxidermic beast came to stand in its tavern, or even whether it's a genuine article. The tradition of rubbing its bronzed claws for good luck has been [observed](rules/conditions.md#Observed) for so long that the front claws are worn to stubs. Local belief holds that as long as Old Tillimaquin stands, neither fire nor flood will claim its town. + +```ad-embed-ability +title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +[divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [occult](rules/traits/occult.md) + +You rub Old Tillimaquin's bronzed claws for good luck before setting out on a task that might benefit the town. You can reroll a single failed saving throw within the next 24 hours, but you must take the second result, even if it's worse than your original result. Each person who rubs the claws can benefit only once per month, but there's no limit to how many people can draw on Old Tillimaquin's luck. +%% #trait/divination #trait/fortune #trait/occult %% +``` + +*Source: Dark Archive p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/olfactory-obfuscator-apg.md b/compendium/equipment/items/olfactory-obfuscator-apg.md new file mode 100644 index 000000000..285893be0 --- /dev/null +++ b/compendium/equipment/items/olfactory-obfuscator-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +aliases: ["Olfactory Obfuscator"] +--- +# Olfactory Obfuscator *Item 3+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +This frothing fluid causes the drinker's body to exude trace odorabsorbing oils. For the listed duration after drinking this elixir, your scent is nearly unnoticeable. Creatures with imprecise scent don't detect you with that sense unless they [Seek](rules/actions/seek.md) for you, and you are [concealed](rules/conditions.md#Concealed) from creatures that perceive you with precise scent. You gain a +4 item bonus against attempts to [Seek](rules/actions/seek.md) you by creatures using only scent-based senses; if they use any other senses as well, the bonus doesn't apply. + +*Source: Advanced Player's Guide p. 254* \ No newline at end of file diff --git a/compendium/equipment/items/olfactory-stimulators-tv.md b/compendium/equipment/items/olfactory-stimulators-tv.md new file mode 100644 index 000000000..2e6b57b87 --- /dev/null +++ b/compendium/equipment/items/olfactory-stimulators-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/magical +aliases: ["Olfactory Stimulators"] +--- +# Olfactory Stimulators *Item 1* +[magical](rules/traits/magical.md) + +- **Price** 5 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +This cluster of sensitive wire whiskers fits over the nose or snout to provide sensory information as it reacts to nearby odors and other scents. A creature wearing olfactory stimulators gains a sense of smell, which is as precise as an average member of its species, as well as the scent special ability if members of its species typically have that ability. + +Olfactory stimulators can be fitted to animal companions as well as sapient creatures; stimulators produced for companion use have the [companion](rules/traits/companion.md) trait. + +*Source: Treasure Vault p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/one-hundred-victories-tv.md b/compendium/equipment/items/one-hundred-victories-tv.md new file mode 100644 index 000000000..cb6a6bf6a --- /dev/null +++ b/compendium/equipment/items/one-hundred-victories-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/tattoo +- trait/invested +- trait/magical +- trait/necromancy +- trait/tattoo +aliases: ["One Hundred Victories"] +--- +# One Hundred Victories *Item 3* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [tattoo](rules/traits/tattoo-lowg.md) + +- **Price** 60 gp +- **Usage** tattooed on the body; **Bulk** — +- **Category** Tattoo + +One hundred cuts, healed into diamond-shaped scars, represent the ability to withstand the attacks of your enemies. Orc warriors covet these scar patterns and cluster them around what they consider to be their strongest assets—a pattern around the heart signifies a warrior with great endurance, while one along the arms indicates great upper body strength. + +You gain a +1 item bonus to [Intimidation](compendium/skills.md#Intimidation) checks. If you have Ferocity (such as from the Orc Ferocity feat or a similar ability), the first time each day you use it, instead of remaining at 1 Hit Point, your Hit Points are set to an amount equal to your ancestry Hit Points, even if this amount is more than you had before using Ferocity. + +*Source: Treasure Vault p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/ooze-ammunition-tv.md b/compendium/equipment/items/ooze-ammunition-tv.md new file mode 100644 index 000000000..b2befe215 --- /dev/null +++ b/compendium/equipment/items/ooze-ammunition-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/acid +- trait/alchemical +- trait/consumable +aliases: ["Ooze Ammunition"] +--- +# Ooze Ammunition *Item 2+* +[acid](rules/traits/acid.md) [alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Ammunition** any +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its normal damage type, and the creature then takes the listed penalty to Speed and [persistent acid damage](rules/conditions.md#Persistent%20Damage) until it ends the effects. On a critical hit, the creature is [immobilized](rules/conditions.md#Immobilized) for 1 round in addition to the other effects. The target can end the effects by Escaping the sticky foam. These [Escape](rules/actions/escape.md) actions don't need to be consecutive, and other creatures can provide the actions, although doing so deals half the ammunition's [persistent acid damage](rules/conditions.md#Persistent%20Damage) to the assisting creature. A creature that ends the effect still takes the [persistent damage](rules/conditions.md#Persistent%20Damage) that turn. + +*Source: Treasure Vault p. 43* \ No newline at end of file diff --git a/compendium/equipment/items/ooze-skin-tv.md b/compendium/equipment/items/ooze-skin-tv.md new file mode 100644 index 000000000..ecdccff78 --- /dev/null +++ b/compendium/equipment/items/ooze-skin-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/alchemical +aliases: ["Ooze Skin"] +--- +# Ooze Skin *Item 5* +[alchemical](rules/traits/alchemical.md) + +- **Price** 150 gp +- **Usage** worn armor; **Bulk** 1 +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Armor + +This leather armor has been treated with extract from oozes, which can be reactivated in the presence of a strong acid. A receptacle in the armor can hold an acid flask, which takes 3 [Interact](rules/actions/interact.md) actions to install. A loaded suit of ooze skin can be activated to cause the leather to weep slippery protoplasm, granting an item bonus to [Escape](rules/actions/escape.md) and [Squeeze](rules/actions/squeeze.md) checks equal to the acid flask's item bonus. The protoplasm also irritates the skin on prolonged contact, causing any creature that grapples or swallows you to take acid damage equal to the acid flask's splash damage. Ooze skin remains activated for a number of rounds equal to the level of the acid flask installed. The effects consume the acid flask, and once the reaction has begun it can't be deactivated. + +*Source: Treasure Vault p. 64* \ No newline at end of file diff --git a/compendium/equipment/items/oozepick-loil.md b/compendium/equipment/items/oozepick-loil.md new file mode 100644 index 000000000..faa13e648 --- /dev/null +++ b/compendium/equipment/items/oozepick-loil.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/uncommon +aliases: ["Oozepick"] +--- +# Oozepick *Item 4+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 20 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +You can pour this silver ooze into a lock or similar mechanism to create a set of malleable lockpicks and tools that conform to internal mechanisms. The ooze is treated as a set of thieves' tools that last for 1 hour and provide a +2 item bonus to [Thievery](compendium/skills.md#Thievery) checks to Pick Lock or Disable Device against the mechanism into which they were first poured. + +*Source: Lost Omens: Impossible Lands p. 306* \ No newline at end of file diff --git a/compendium/equipment/items/open-mind-loil.md b/compendium/equipment/items/open-mind-loil.md new file mode 100644 index 000000000..d4f59b25d --- /dev/null +++ b/compendium/equipment/items/open-mind-loil.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/tattoo +- trait/invested +- trait/magical +- trait/tattoo +- trait/uncommon +aliases: ["Open Mind"] +--- +# Open Mind *Item 10* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 900 gp +- **Usage** worn; **Bulk** — +- **Category** Tattoo + +[Abraxas](compendium/setting/deities/abraxas-logm.md) teaches knowledge is the only power that matters. This tattoo of a stylized eye provides a +1 item bonus to [Lore](compendium/skills.md#Lore) checks. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +[Abraxas](compendium/setting/deities/abraxas-logm.md) opens your inner eye; you gain the effects of hypercognition. +``` + +*Source: Lost Omens: Impossible Lands p. 305* \ No newline at end of file diff --git a/compendium/equipment/items/opossum-domestic-lotg.md b/compendium/equipment/items/opossum-domestic-lotg.md new file mode 100644 index 000000000..9938d2eeb --- /dev/null +++ b/compendium/equipment/items/opossum-domestic-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Opossum, Domestic"] +--- +# Opossum, Domestic *Item 0* + +- **Price** 2 gp +- **Category** Pet + +This tamed version of the wild Arcadian opossum is favored by those who like to match outfits with their pets, as the domestic opossum tolerates clothing and accessories. They're very tolerant of travel and can eat table scraps, making them popular with caravan drivers or ship captains. + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/oracular-crown-tv.md b/compendium/equipment/items/oracular-crown-tv.md new file mode 100644 index 000000000..aaab2e7d8 --- /dev/null +++ b/compendium/equipment/items/oracular-crown-tv.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/divine +- trait/focused +- trait/invested +- trait/necromancy +aliases: ["Oracular Crown"] +--- +# Oracular Crown *Item 11* +[divine](rules/traits/divine.md) [focused](rules/traits/focused.md) [invested](rules/traits/invested.md) [necromancy](rules/traits/necromancy.md) + +- **Price** 1200 gp +- **Usage** worn headwear; **Bulk** L +- **Category** Worn + +Patterns themed to your curse cover your oracular crown. As your curse worsens, the appearance of the crown changes, introducing extreme angles, stronger colors, or other indications of the intensity of your curse. Similarly, it gets closer to its natural form when you reduce the effects of your curse. You gain a +2 item bonus to [Religion](compendium/skills.md#Religion) checks. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +You gain 1 Focus Point, which you can use only to cast an oracle revelation spell. If not used by the end of your turn, this Focus Point is lost. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) + +- **Requirements**: Your oracular curse is at its minor stage or higher + +**Effect** You regain `3d8` Hit Points. This amount increases to `5d8` if your curse is at its moderate stage or `7d8` if it's at its major stage. If you have negative healing, this activation has the [negative](rules/traits/negative.md) trait and not the [healing](rules/traits/healing.md) and [positive](rules/traits/positive.md) traits. +%% #trait/healing #trait/necromancy #trait/positive %% +``` + +*Source: Treasure Vault p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/orb-of-dragonkind-gmg.md b/compendium/equipment/items/orb-of-dragonkind-gmg.md new file mode 100644 index 000000000..384795f03 --- /dev/null +++ b/compendium/equipment/items/orb-of-dragonkind-gmg.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/artifact +- trait/arcane +- trait/artifact +- trait/enchantment +- trait/unique +aliases: ["Orb Of Dragonkind"] +--- +# Orb Of Dragonkind *Item 25* +[arcane](rules/traits/arcane.md) [artifact](rules/traits/artifact-gmg.md) [enchantment](rules/traits/enchantment.md) [unique](rules/traits/unique.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Artifact + +Each of the legendary orbs of dragonkind contains the essence and personality of a powerful dragon, with each of the 10 most famous orbs preserving a different type of metallic or chromatic dragon's spirit. It is believed that orbs for other types of true dragons exist, though that theory is yet to be confirmed. + +While holding an orb of dragonkind, you are immune to the breath weapon of the dragon variety associated with the orb. An orb of dragonkind also grants a number of additional senses. You can communicate verbally and visually with the bearers of other orbs as if you were in the same room with them. You know if there are any dragons within 10 miles of you at all times; this extends to 100 miles for dragons of the type associated with the orb. If an associated dragon is within 1 mile, you know which direction the dragon is from you and the dragon's age, such as young, adult, or ancient. Each orb grants a 10th-level arcane innate spell that you can cast at will, determined by the specific orb. + +The Orb of Gold Dragonkind can convey the innate spells of any of the other orbs, as well as their activated abilities, but it can grant each individual power only once per day. In addition, the bearer of the gold orb can use its 3-action activation to attempt to cast [dominate](compendium/spells/dominate.md) on the bearer of another orb if they are within 1 mile, as if that bearer were a dragon of the associated type within 500 feet. The last reports of the Orb of Gold Dragonkind on Golarion indicate the orb has been destroyed, however. GMs running campaigns in settings other than the Age of Lost Omens might decide the gold orb is still intact for their campaigns. + +Bearing an orb of dragonkind earns you the enmity of all dragonkind forever because you profited from the enslavement of the dragon within the orb, even if you later lose the orb. + +Spell Granted (DC 40) black dragon (darkness), blue dragon (hallucinatory terrain), brass dragon (speak with animals), bronze dragon (control water), copper dragon (hideous laughter), green dragon (entangle), red dragon (wall of fire), silver dragon (detect alignment [evil only]), white dragon (wall of ice) + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You cast a 10th-level [dominate](compendium/spells/dominate.md) spell (DC 40) on a dragon of the type associated with the orb within 500 feet, except the effect lasts for 1 month rather than unlimited. The dragon does not receive its status bonus to saving throws against magic. The dragon is then temporarily immune to further domination via the orb for 24 hours. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You breathe an elemental blast that deals `25d6` damage (DC 40 basic Reflex save) in either a 60-foot cone or a 100-foot line (your choice). The breath's damage type matches the Breath Weapon of the dragon type associated with the orb of dragonkind (acid for the black orb, electricity for the blue orb, and so on) +``` + +*Source: Gamemastery Guide p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/orb-shard-aoa6.md b/compendium/equipment/items/orb-shard-aoa6.md new file mode 100644 index 000000000..5d9a5a172 --- /dev/null +++ b/compendium/equipment/items/orb-shard-aoa6.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa6 +- item/category/artifact +- trait/artifact +- trait/enchantment +- trait/magical +- trait/rare +aliases: ["Orb Shard"] +--- +# Orb Shard *Item 20* +[artifact](rules/traits/artifact-gmg.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** held in 1 hand; **Bulk** – +- **Category** Artifact + +A shard of the _Orb of Gold Dragonkind_ resembles a pointed length of crystal about the size and shape of a shortsword without a hilt. It functions as a shortsword that deals `2d6` extra damage to dragons. + +Each _orb shard_ within 60 feet of the flawed orb of Gold Dragonkind increases the save DC against the orb by 1; thus, if all 13 remaining _orb shards_ are in this area, the save DC against the flawed orb increases from DC 30 to DC 43. A talented spellcaster or crafter can integrate an _orb shard_ back into the flawed orb to make this DC increase permanent. + +*Source: Age of Ashes #6: Broken Promises p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/orchestral-brooch-som.md b/compendium/equipment/items/orchestral-brooch-som.md new file mode 100644 index 000000000..84e7ae378 --- /dev/null +++ b/compendium/equipment/items/orchestral-brooch-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/talisman +- trait/auditory +- trait/consumable +- trait/evocation +- trait/magical +- trait/talisman +aliases: ["Orchestral Brooch"] +--- +# Orchestral Brooch *Item 8* +[auditory](rules/traits/auditory.md) [consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 100 gp +- **Usage** affixed to armor +- **Activate** envision; **Trigger** You attempt a [Performance](compendium/skills.md#Performance) check, but you haven't rolled yet; **Requirements** You're a master in [Performance](compendium/skills.md#Performance). +- **Category** Talisman + +This silver brooch reverberates lightly with the sound of music every time anyone touches it. You can transform it into the shape of any chosen instrument when you Affix it. When you activate this talisman, your performance is accompanied by a grand procession of music that complements your own work, subject to your direction and intent. You receive a +1 status bonus to your [Performance](compendium/skills.md#Performance) check. If you roll a success, you get a critical success instead. + +After being used, the talisman remains a mundane silver brooch with the appearance of the chosen instrument, though it possesses no remaining power. + +*Source: Secrets of Magic p. 174* \ No newline at end of file diff --git a/compendium/equipment/items/orichalcum.md b/compendium/equipment/items/orichalcum.md index 46a683518..e38f8ef1f 100644 --- a/compendium/equipment/items/orichalcum.md +++ b/compendium/equipment/items/orichalcum.md @@ -15,5 +15,14 @@ aliases: ["Orichalcum"] The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn't as physically sturdy as adamantine, but orichalcum's time-bending properties protect it, granting it greater Hardness and Hit Points. If an orichalcum item takes damage but isn't destroyed, it repairs itself completely 24 hours later. +| Orichalcum Items | Hardness | HP | BT | +|------------------|----------|----|----| +| **Thin Items** | | | | +| High-grade | 16 | 64 | 32 | +| **Items** | | | | +| High-grade | 18 | 72 | 36 | +| **Structures** | | | | +| High-grade | 35 | 140 | 70 | + *Source: Core Rulebook p. 579* \ No newline at end of file diff --git a/compendium/equipment/items/origin-unguent-apg.md b/compendium/equipment/items/origin-unguent-apg.md new file mode 100644 index 000000000..5728b377a --- /dev/null +++ b/compendium/equipment/items/origin-unguent-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/consumable +- trait/alchemical +- trait/consumable +aliases: ["Origin Unguent"] +--- +# Origin Unguent *Item 2* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Price** 6 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This shimmering, violet unguent forms mild chemical bonds between objects with a matching composition. You apply the adhesive to two objects, or to an object and a creature. You can check if the two share an origin (such as if they were [broken](rules/conditions.md#Broken) from the same whole, or if a poison sample or body part came from the same creature) by holding them together with the unguent between; if they match, the unguent becomes sticky. + +*Source: Advanced Player's Guide p. 255* \ No newline at end of file diff --git a/compendium/equipment/items/ouroboros-buckles-tv.md b/compendium/equipment/items/ouroboros-buckles-tv.md new file mode 100644 index 000000000..1f3e11205 --- /dev/null +++ b/compendium/equipment/items/ouroboros-buckles-tv.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/invested +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Ouroboros Buckles"] +--- +# Ouroboros Buckles *Item 19* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 40000 gp +- **Usage** worn armor; **Bulk** 1 +- **Category** Armor + +This ominous-looking +3 greater resilient greater acid-resistant buckle armor is deep red in color, favored by assassins who worship [Norgorber](compendium/setting/deities/norgorber.md) or [Asmodeus](compendium/setting/deities/asmodeus.md), and if unfastened, the many belts and buckles writhe like living snakes. Ouroboros buckles have the [comfort](rules/traits/comfort.md) trait. However, while wearing ouroboros buckles, the unfathomable concept of infinity pulls at your mind, and each time you awaken, you'd swear the armor hissed into your ear while you were asleep. The hissing suggested secret wisdom to you in Aklo, though you only ever remember it vaguely, like a fading dream. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You call forth the cursed regenerative blood of an ouroboros to recover from your wounds. You gain regeneration 15 (Pathfinder Bestiary 343) for 1 minute; fire damage deactivates this regeneration. Each time you regain Hit Points from this regeneration, if you're in your normal form, you collapse into a Large swarm of Tiny snakes. This is a [polymorph](rules/traits/polymorph.md) effect that changes you into a battle form. + +When you're a swarm of snakes, you gain low-light vision, imprecise scent (30 feet), a Speed of 20 feet, a climb Speed of 20 feet, and a swim Speed of 20 feet. You have an AC of 16 + your level and ignore your armor's check penalty and Speed reduction. Also, you gain resistance 5 to physical damage and weakness 5 to area damage and splash damage. You can use none of your normal Strikes. Instead, you can use Swarming Bites, a single action that deals `4d4` piercing damage plus `2d6` poison damage to creatures in your space with a DC 41 basic Reflex save. + +If you're in this battle form and are already at full HP when your regeneration occurs, the snakes instantaneously slither together, and you transform into your original form. +``` + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A foe within 15 feet hits you with a [Strike](rules/actions/strike.md) that deals slashing or piercing damage + +**Effect** Your ouroboros buckles spray acidic blood in a 15-foot cone toward the foe, dealing `5d6` acid damage with a DC 41 basic Reflex save. +``` + +*Source: Treasure Vault p. 18* \ No newline at end of file diff --git a/compendium/equipment/items/ouroboros-flail-som.md b/compendium/equipment/items/ouroboros-flail-som.md new file mode 100644 index 000000000..c2f49b8c9 --- /dev/null +++ b/compendium/equipment/items/ouroboros-flail-som.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/held +- trait/magical +- trait/transmutation +aliases: ["Ouroboros Flail"] +--- +# Ouroboros Flail *Item 14+* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** held in 2 hands; **Bulk** 2 +- **Category** Held + +You can easily expand and contract the chain of this +2 greater striking [extending](compendium/equipment/items/extending-som.md) [war flail](compendium/equipment/items/war-flail.md). + +It magically grows new links when extended and loses them when contracted. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You successfully [Strike](rules/actions/strike.md) with the flail while activating its [extending](compendium/equipment/items/extending-som.md) rune + +**Effect** The head of the flail wraps around the target of the triggering [Strike](rules/actions/strike.md) and drags it in your direction. The target must succeed at a DC 31 Fortitude save or be pulled adjacent to you. A creature pulled in is then [grabbed](rules/conditions.md#Grabbed) by the flail until the end of your next turn unless you move, your target [Escapes](rules/actions/escape.md) (DC 31), or you use the flail. +``` + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You extend the flail's chain, then wrap it across itself and strike two links together. + +This severs a usable 60-foot loop of chain from the flail, which instantly returns to its normal length. If you use this activation again, any previous chain you created with it disappears after 1 round. As with most obviously magical and temporary constructs, the chain cannot be sold. +``` + +*Source: Secrets of Magic p. 187* \ No newline at end of file diff --git a/compendium/equipment/items/overdramatic-gmg.md b/compendium/equipment/items/overdramatic-gmg.md new file mode 100644 index 000000000..eaef16435 --- /dev/null +++ b/compendium/equipment/items/overdramatic-gmg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/curse +- trait/cursed +- trait/evocation +- trait/magical +- trait/rare +aliases: ["Overdramatic"] +--- +# Overdramatic *Item 5* +[cursed](rules/traits/cursed-gmg.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** curses a weapon +- **Category** Curse + +The weapon flashes excessive light with each attack. On a critical hit with the weapon, you are [blinded](rules/conditions.md#Blinded) until the end of your turn and take the effects of a _[faerie fire](compendium/spells/faerie-fire.md)_ spell until the start of your next turn. + +*Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/overloaded-brain-grenade-pfum.md b/compendium/equipment/items/overloaded-brain-grenade-pfum.md new file mode 100644 index 000000000..6fa8c2203 --- /dev/null +++ b/compendium/equipment/items/overloaded-brain-grenade-pfum.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/pfum +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/fire +- trait/mental +- trait/splash +- trait/unique +aliases: ["Overloaded Brain Grenade"] +--- +# Overloaded Brain Grenade *Item 10* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [fire](rules/traits/fire.md) [mental](rules/traits/mental.md) [splash](rules/traits/splash.md) [unique](rules/traits/unique.md) + +- **Price** 200 gp +- **Usage** held in 2 hands; **Bulk** 1 +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +It's possible for a desperate alchemist to rig the brain container of a defeated alchemical golem to create a volatile (if unusual) explosive. You throw the grenade up to 60 feet, and it explodes, dealing `3d6` fire damage and `3d6` mental damage in a 10-foot burst (DC 27 basic Reflex save). On a critical failure, a creature takes `2d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). + +*Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/owlbear-egg-tv.md b/compendium/equipment/items/owlbear-egg-tv.md new file mode 100644 index 000000000..f7b0fb60e --- /dev/null +++ b/compendium/equipment/items/owlbear-egg-tv.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/auditory +- trait/consumable +- trait/emotion +- trait/fear +- trait/mental +aliases: ["Owlbear Egg"] +--- +# Owlbear Egg *Item 7* +[alchemical](rules/traits/alchemical.md) [auditory](rules/traits/auditory.md) [consumable](rules/traits/consumable.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) + +- **Price** 60 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Not only are owlbear eggs delicious when boiled, but when infused with a mix of alchemical reagents, they also make you emit a long screech much like an owlbear's. All creatures in a 30-foot emanation must attempt a DC 23 Will save. Regardless of the result, creatures in the area are temporarily immune to this screech for 1 minute. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [frightened](rules/conditions.md#Frightened). +> - **Failure** The creature is [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The creature is [frightened](rules/conditions.md#Frightened) and [fleeing](rules/conditions.md#Fleeing) for 1 round. + +*Source: Treasure Vault p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/oxygen-ooze-loil.md b/compendium/equipment/items/oxygen-ooze-loil.md new file mode 100644 index 000000000..1461f20d3 --- /dev/null +++ b/compendium/equipment/items/oxygen-ooze-loil.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/uncommon +aliases: ["Oxygen Ooze"] +--- +# Oxygen Ooze *Item 4* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 15 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +You can chew on this translucent green ooze to cause it to expand into a bubble of slime that envelops your mouth and nose. For the next hour, the ooze provides breathable oxygen, allowing you to breathe in environments where you couldn't normally breathe. It then harmlessly dries up and falls away. + +*Source: Lost Omens: Impossible Lands p. 306* \ No newline at end of file diff --git a/compendium/equipment/items/pacifying-tv.md b/compendium/equipment/items/pacifying-tv.md new file mode 100644 index 000000000..21a81a83a --- /dev/null +++ b/compendium/equipment/items/pacifying-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/enchantment +- trait/magical +aliases: ["Pacifying"] +--- +# Pacifying *Item 5* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) + +- **Price** 150 gp +- **Usage** etched onto a weapon +- **Category** Rune + +This rune turns weapons into instruments of peacemaking. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[mental](rules/traits/mental.md) + +- **Trigger**: You damage a creature with the etched weapon + +**Effect** The damaged creature must succeed at a DC 20 Will save or be pacified. A pacified creature takes a –2 penalty to attack rolls on any attacks that aren't nonlethal for 1 minute, and the creature also experiences a clear psychic warning that they should stop making attacks that could kill. +%% #trait/mental %% +``` + +*Source: Treasure Vault p. 33* \ No newline at end of file diff --git a/compendium/equipment/items/pact-of-blood-taking-av2.md b/compendium/equipment/items/pact-of-blood-taking-av2.md new file mode 100644 index 000000000..d1802e755 --- /dev/null +++ b/compendium/equipment/items/pact-of-blood-taking-av2.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av2 +- item/category/contract +- trait/contract +- trait/invested +- trait/magical +- trait/necromancy +- trait/rare +aliases: ["Pact Of Blood-taking"] +--- +# Pact Of Blood-taking *Item 5* +[contract](rules/traits/contract-lol.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Devil** barbazu; **Decipher Writing** [Society](compendium/skills.md#Society), [Warfare Lore](compendium/skills.md#Lore) +- **Category** Contract + +You negotiate for might and viciousness. + +**Benefit** Your successful [Strikes](rules/actions/strike.md) with slashing and piercing melee weapons deal 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage). On a critical success, this [persistent bleed damage](rules/conditions.md#Persistent%20Damage) is equal to half your level. + +**Payment** You regain half the normal number of Hit Points from resting (including Hit Points gained from long-term rest) and from any application of the [Medicine](compendium/skills.md#Medicine) skill. + +**Hidden Condition** The barbazu owns any weapons you find. No more often than once per month, the barbazu can demand a single weapon of its choice (often the best weapon in your possession). You are compelled to hand over the weapon immediately, without question. + +**Termination Clause** The contract guarantees that you will not "be slain by the barbazu or by barbazu action." This wording is vague; if any barbazu kills you, or if you die from [persistent bleed damage](rules/conditions.md#Persistent%20Damage) from any source, the contract is voided. + +*Source: Abomination Vaults #2: Hands of the Devil p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/pactmasters-grace-aoa5.md b/compendium/equipment/items/pactmasters-grace-aoa5.md new file mode 100644 index 000000000..ac756af03 --- /dev/null +++ b/compendium/equipment/items/pactmasters-grace-aoa5.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa5 +- item/category/worn +- trait/divination +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Pactmasters' Grace"] +--- +# Pactmasters' Grace *Item 14* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 4000 gp +- **Usage** worn; **Bulk** – +- **Category** Worn + +Granted by Katapesh's Pactmasters to influential merchants, exceptional Zephyr Guards, and favorite retainers, these blue crystal–studded platinum rings sharpen their wearers' urban instincts. You gain a +3 item bonus to [Mercantile Lore](compendium/skills.md#Lore) checks while wearing the ring, and you can attempt checks that require a proficiency rank of master in [Society](compendium/skills.md#Society). While invested, the ring grants a +2 item bonus to saving throws while you are in an urban setting, and this increases to a +3 item bonus if you have legendary proficiency in [Guild Lore](compendium/skills.md#Lore), [Katapesh Lore](compendium/skills.md#Lore), [Mercantile Lore](compendium/skills.md#Lore), or [Society](compendium/skills.md#Society). + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/pactmasters-grace-tv.md b/compendium/equipment/items/pactmasters-grace-tv.md new file mode 100644 index 000000000..97f65a043 --- /dev/null +++ b/compendium/equipment/items/pactmasters-grace-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/divination +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Pactmaster's Grace"] +--- +# Pactmaster's Grace *Item 14* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 4000 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +Granted by Katapesh's Pactmasters to influential merchants, exceptional Zephyr Guards, and favorite retainers, a pactmaster's grace is a crystal-studded blue platinum ring that sharpens the wearer's urban instincts. While invested, the ring grants a +2 item bonus to saving throws while you are in an urban setting, and this increases to a +3 item bonus if you have legendary proficiency in [Guild Lore](compendium/skills.md#Lore), [Katapesh Lore](compendium/skills.md#Lore), [Mercantile Lore](compendium/skills.md#Lore), or [Society](compendium/skills.md#Society). You also gain a +3 item bonus to [Mercantile Lore](compendium/skills.md#Lore) checks while wearing the ring, and you can attempt checks that require a proficiency rank of master in [Society](compendium/skills.md#Society). + +*Source: Treasure Vault p. 153* \ No newline at end of file diff --git a/compendium/equipment/items/paint-set-lotgb.md b/compendium/equipment/items/paint-set-lotgb.md new file mode 100644 index 000000000..5951663fd --- /dev/null +++ b/compendium/equipment/items/paint-set-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +aliases: ["Paint Set"] +--- +# Paint Set *Item 0* + +- **Price** 1 gp +- **Usage** held in 2 hands; **Bulk** L +- **Category** Held + +This set of painting supplies includes paints, brushes, jars, a palette, a set of small canvases, and a miniature easel. You can refill your paint set with extra paints and canvas for 1 sp. + +*Source: Lost Omens: The Grand Bazaar p. 59* \ No newline at end of file diff --git a/compendium/equipment/items/paired-lotgb.md b/compendium/equipment/items/paired-lotgb.md new file mode 100644 index 000000000..3e734ec4a --- /dev/null +++ b/compendium/equipment/items/paired-lotgb.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/rune +- trait/conjuration +- trait/magical +- trait/teleportation +- trait/uncommon +aliases: ["Paired"] +--- +# Paired *Item 5+* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** each rune applied to a separate item that has pockets +- **Category** Rune + +These runes always come in pairs and can be applied to a garment's pockets to be activated. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Items in the pockets (up to 10 negligible Bulk items or 1 light Bulk item per pocket) trade places via teleportation. +``` + +*Source: Lost Omens: The Grand Bazaar p. 88* \ No newline at end of file diff --git a/compendium/equipment/items/palanquin-of-night-loil.md b/compendium/equipment/items/palanquin-of-night-loil.md new file mode 100644 index 000000000..b6d066232 --- /dev/null +++ b/compendium/equipment/items/palanquin-of-night-loil.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/other +- trait/conjuration +- trait/magical +- trait/structure +- trait/uncommon +aliases: ["Palanquin of Night"] +--- +# Palanquin of Night *Item 10* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 825 gp +- **Bulk** L (when not activated) +- **Category** Other + +This small square of dark blue fabric appears to be painted with a depiction of the night sky, shifting each day to match the sky above Geb the previous night. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +The fabric unfolds into a dark palanquin large enough to comfortably hold two Medium creatures. Four spectral bearers appear at the corners of the palanquin, capable of carrying it effortlessly over most types of terrain as long as the terrain is relatively flat and devoid of hazards. Spectral bearers have the statistics of an unseen servant, except they're strong enough to carry the palanquin and its occupants. They move generally along a basic set of directions you indicate upon activation, which can include turns onto various streets, but they don't take other creatures' feelings into account and can be inconsiderate to passersby in an inhabited area as they relentlessly move you forward. The bearers move slowly but steadily along their simple directions. While the palanquin is perfectly suitable for overland travel, the bearers' imprecise movements and the requirement to reactivate the palanquin to change destinations make it unsuited for a combat encounter or other situation where seconds and precise movements count. + +The palanquin's interior ceiling is painted with the same night sky pattern as the cloth, and dark curtains hang over the windows. The palanquin protects its occupants from sunlight and severe heat and cold (though not extreme or incredible heat or cold) as well as blocks most non-damaging forms of weather. The palanquin is only as sturdy as a standard wooden carriage—if it would be destroyed, it instantly reverts to a square of fabric and can't be Activated again for 1 month. + +You can return the palanquin to its original shape by using an [Interact](rules/actions/interact.md) action to command the spectral bearers to collapse it. They disappear the moment it returns to its fabric form. +``` + +*Source: Lost Omens: Impossible Lands p. 178* \ No newline at end of file diff --git a/compendium/equipment/items/pale-fade-tv.md b/compendium/equipment/items/pale-fade-tv.md new file mode 100644 index 000000000..43da02a68 --- /dev/null +++ b/compendium/equipment/items/pale-fade-tv.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +aliases: ["Pale Fade"] +--- +# Pale Fade *Item 19* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) + +- **Price** 6000 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Pale fade is a white ointment with a sharp, earthy scent. The poison rapidly desiccates flesh, which then crumbles and forms a cloud of pallid dust. If the victim is [concealed](rules/conditions.md#Concealed) by this poison, then the cloud of dust also conceals other creatures from the victim. + +```ad-inline-affliction +title: Saving Throw: DC 42 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `10d6` poison damage and [drained](rules/conditions.md#Drained) (1 round) + +**Stage 2** `12d6` poison damage, [drained](rules/conditions.md#Drained), and [concealed](rules/conditions.md#Concealed) (1 round) + +**Stage 3** `15d6` poison damage, [drained](rules/conditions.md#Drained), and [concealed](rules/conditions.md#Concealed) (1 round) +``` + +*Source: Treasure Vault p. 70* \ No newline at end of file diff --git a/compendium/equipment/items/palm-crossbow-lol.md b/compendium/equipment/items/palm-crossbow-lol.md new file mode 100644 index 000000000..cbb0eb871 --- /dev/null +++ b/compendium/equipment/items/palm-crossbow-lol.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/worn +- trait/rare +aliases: ["Palm Crossbow"] +--- +# Palm Crossbow *Item 3* +[rare](rules/traits/rare.md) + +- **Price** 60 gp +- **Usage** worn; **Bulk** L +- **Category** Worn + +This thick, elegant bracelet conceals a specialized firing mechanism that can hold a single blowgun dart. You can fire the dart normally from the bracelet. Recognizing the bracelet's nature requires a successful DC 25 [Perception](compendium/skills.md#Perception) check. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You expand the bracelet into a hand crossbow. The bracelet has enough pieces to assemble up to three bolts, but the bolts contain necessary components for the bracelet. Without all of the bolt pieces, you cannot collapse the crossbow back into a bracelet. +``` + +*Source: Lost Omens: Legends p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/panabas-tv.md b/compendium/equipment/items/panabas-tv.md new file mode 100644 index 000000000..3b924da1a --- /dev/null +++ b/compendium/equipment/items/panabas-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/forceful +- trait/sweep +- trait/two-hand-d10 +aliases: ["Panabas"] +--- +# Panabas *Item 0* +[forceful](rules/traits/forceful.md) [sweep](rules/traits/sweep.md) [two-hand ](rules/traits/two-hand.md) + +- **Price** 1 gp +- **Bulk** 1 +- **Damage** `1d6` S +- **Hands** 1 +- **Category** Martial; **Group** Sword + +This weapon has practical uses in both farming and butchering, thanks to the efficiency and brutality of its forward-curving blade. It can be wielded in one or two hands. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/panacea-fruit-ec6.md b/compendium/equipment/items/panacea-fruit-ec6.md new file mode 100644 index 000000000..b2e8d68a2 --- /dev/null +++ b/compendium/equipment/items/panacea-fruit-ec6.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec6 +- item/category/consumable +- trait/consumable +- trait/healing +- trait/necromancy +- trait/primal +- trait/rare +aliases: ["Panacea Fruit"] +--- +# Panacea Fruit *Item 19* +[consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [primal](rules/traits/primal.md) [rare](rules/traits/rare.md) + +- **Price** 8000 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This fruit is slowly, constantly changing shape, transforming from one fruit into another, but always appearing at the peak of ripeness. When you consume the fruit, it attempts to counteract all curses, diseases, and poisons affecting you, and you immediately regain `8d8+30` Hit Points. The fruit has a counteract level of 9 and a +30 modifier for the rolls against each condition. The fruit's seed remains after consumption and can be planted later, becoming a seed-shaped tree feather token that sprouts a tree bearing many kinds of mundane fruit. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/parade-armor-lokl.md b/compendium/equipment/items/parade-armor-lokl.md new file mode 100644 index 000000000..69e6bbb4e --- /dev/null +++ b/compendium/equipment/items/parade-armor-lokl.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/adjustment +- trait/adjustment +- trait/uncommon +aliases: ["Parade Armor"] +--- +# Parade Armor *Item 2* +[adjustment](rules/traits/adjustment-lotgb.md) [uncommon](rules/traits/uncommon.md) + +- **Access** Knights of Lastwall have access to this item. +- **Price** 10 gp +- **Usage** applied to medium or heavy armor +- **Category** Adjustment + +Parade armor is an armor adjustment that creates a set of pseudo-decorative armor to wear during noncombat functions. Any medium or heavy armor can be fashioned into parade armor, which features custom designs based on the wearer's affiliation, military branch, or rank. A particular faction typically has one uniform appearance for its set of parade armor. + +While wearing this armor, you gain a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) and [Intimidation](compendium/skills.md#Intimidation) checks against creatures of the same affiliation as your parade armor, though the bonus to [Intimidation](compendium/skills.md#Intimidation) doesn't apply when interacting with creatures of higher rank than you. The armor is slightly bulkier, increasing the Bulk by 1. + +*Source: Lost Omens: Knights of Lastwall p. 87* \ No newline at end of file diff --git a/compendium/equipment/items/parchment-of-secrets-da.md b/compendium/equipment/items/parchment-of-secrets-da.md new file mode 100644 index 000000000..5ef3fda14 --- /dev/null +++ b/compendium/equipment/items/parchment-of-secrets-da.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/consumable +- trait/consumable +- trait/illusion +- trait/magical +- trait/uncommon +aliases: ["Parchment of Secrets"] +--- +# Parchment of Secrets *Item 3* +[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Access** Member of a secret society +- **Price** 8 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Consumable + +This parchment is crafted with illusion magic, allowing for the transfer of secret messages. You can fill the parchment with the usual amount of text, encoding your secret message within the innocuous message. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You tap the letters of your secret message one at a time, causing the letters to glow momentarily before fading to their standard ink color, and a symbol of your choice appears at the corner of the page. The next time someone taps the symbol with a writing instrument, the chosen letters glow again, revealing the secret message, and then the power of the parchment is spent. +``` + +*Source: Dark Archive p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/parrying-scabbard-apg.md b/compendium/equipment/items/parrying-scabbard-apg.md new file mode 100644 index 000000000..ab7a6794e --- /dev/null +++ b/compendium/equipment/items/parrying-scabbard-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/adventuring-gear +aliases: ["Parrying Scabbard"] +--- +# Parrying Scabbard *Item 0* + +- **Price** 5 sp +- **Bulk** L +- **Hands** 1 +- **Category** Adventuring Gear + +You can draw this reinforced sheath during the same Interact action you use to draw the weapon it holds, wielding the weapon in one hand and the scabbard in your other. A parrying scabbard can be used for your defense much like a weapon with the [parry](rules/traits/parry.md) trait: you can spend an action to position it defensively, gaining a +1 circumstance bonus to AC until the start of your next turn. Parrying scabbards are available for any sword that can be wielded in one hand. + +*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/pathfinder-chronicle-locg.md b/compendium/equipment/items/pathfinder-chronicle-locg.md new file mode 100644 index 000000000..fff7e6a6e --- /dev/null +++ b/compendium/equipment/items/pathfinder-chronicle-locg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/locg +- item/category/held +- trait/uncommon +aliases: ["Pathfinder Chronicle"] +--- +# Pathfinder Chronicle *Item 3* +[uncommon](rules/traits/uncommon.md) + +- **Price** 6 gp +- **Usage** held in one hand; **Bulk** L +- **Category** Held + +Numerous volumes and editions of the Pathfinder Chronicles exist, each cataloging different adventures. Pathfinder Chronicles are a type of scholarly journal that specifically devotes topics to Pathfinder discoveries, rather than more theoretical academic topics. Because Pathfinders have better access to these chronicles than other scholarly journals, they are particularly common among Pathfinder agents building a library of reference texts. + +*Source: Lost Omens: Character Guide p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/pathfinders-coin-locg.md b/compendium/equipment/items/pathfinders-coin-locg.md new file mode 100644 index 000000000..c0a9b4bed --- /dev/null +++ b/compendium/equipment/items/pathfinders-coin-locg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/locg +- item/category/held +- trait/illusion +- trait/magical +- trait/uncommon +aliases: ["Pathfinder's Coin"] +--- +# Pathfinder's Coin *Item 2* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 30 gp +- **Usage** held in 1 hand +- **Category** Held + +This coin usually resembles ancient currency. An intricate matrix of gold and platinum wires inside the coin causes it to float an inch in the air and spin if placed on a wayfinder. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: The coin is levitating above a wayfinder + +**Effect** You give the coin a message of 25 words or fewer. The message repeats in your voice the next time the coin is floated above a wayfinder. A Pathfinder's coin can hold only one message at a time, and it replays its message only once. +``` + +*Source: Lost Omens: Character Guide p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/pathfinders-mentor-tv.md b/compendium/equipment/items/pathfinders-mentor-tv.md new file mode 100644 index 000000000..a94da6f56 --- /dev/null +++ b/compendium/equipment/items/pathfinders-mentor-tv.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/divination +- trait/intelligent +- trait/invested +- trait/magical +- trait/rare +aliases: ["Pathfinder's Mentor"] +--- +# Pathfinder's Mentor *Item 6* +[divination](rules/traits/divination.md) [intelligent](rules/traits/intelligent-gmg.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** worn; **Bulk** — +- **Category** Worn + +A Pathfinder's mentor is a bi‑resonant wayfinder (Pathfinder Lost Omens World Guide 17) that has developed sapience. Most Pathfinder's mentors are eager explorers that object to staying in one location for long, urging their bearers toward ancient ruins to explore, relics to study, and discoveries to make. To this end, the wayfinder acts as a guide, making [Survival](compendium/skills.md#Survival) checks on your behalf during your travels. A Pathfinder's mentor also has the following activations. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The wayfinder casts know direction on you. +``` + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +The wayfinder casts wanderer's guide on you. +``` + +*Source: Treasure Vault p. 196* \ No newline at end of file diff --git a/compendium/equipment/items/pathfinders-pouch-locg.md b/compendium/equipment/items/pathfinders-pouch-locg.md new file mode 100644 index 000000000..5ce2155ba --- /dev/null +++ b/compendium/equipment/items/pathfinders-pouch-locg.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/locg +- item/category/consumable +- trait/abjuration +- trait/consumable +- trait/extradimensional +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Pathfinder's Pouch"] +--- +# Pathfinder's Pouch *Item 6* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [extradimensional](rules/traits/extradimensional.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 200 gp +- **Usage** worn belt pouch; **Bulk** L +- **Category** Consumable + +This unobtrusive belt pouch is popular among Pathfinders who operate in places where the [Society](compendium/skills.md#Society) is not welcome. It is constantly under the effects of a 3rd-level [magic aura](compendium/spells/magic-aura.md) spell to appear non-magical. The pouch's normal space holds as much as an ordinary belt pouch, but it also has a small extradimensional space that holds up to 1 Bulk of items. + +A creature actively inspecting the pouch in its ordinary state discovers the existence of the extradimensional space only on a critical success to [Search](rules/actions/search.md) the pouch (see the Concealing an Item action of the [Stealth](compendium/skills.md#Stealth) skill), though when the extradimensional space is active, it's obvious to anyone examining the pouch that it is more than it seems. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You switch the pouch to allow access to its extradimensional space instead of its normal space, or vice versa. This lasts until you next activate it. Items in the other space are inaccessible and hard to find until you switch the pouch back. +``` + +*Source: Lost Omens: Character Guide p. 111* \ No newline at end of file diff --git a/compendium/equipment/items/peachwood-botd.md b/compendium/equipment/items/peachwood-botd.md new file mode 100644 index 000000000..d40985ff3 --- /dev/null +++ b/compendium/equipment/items/peachwood-botd.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/botd +- item/category/material +- trait/precious +- trait/uncommon +aliases: ["Peachwood"] +--- +# Peachwood *Item 8+* +[precious](rules/traits/precious.md) [uncommon](rules/traits/uncommon.md) + +- **Category** Material + +Peachwood, often cultivated by Pharasmin priests, can ward against undead—even incorporeal ones. However, the wood loses its magical properties when it comes in contact with metal, requiring advanced carpentry to make full use of it. + +*Source: Book of the Dead p. 20* \ No newline at end of file diff --git a/compendium/equipment/items/peachwood-talisman-botd.md b/compendium/equipment/items/peachwood-talisman-botd.md new file mode 100644 index 000000000..b2da1b67a --- /dev/null +++ b/compendium/equipment/items/peachwood-talisman-botd.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/botd +- item/category/talisman +- trait/abjuration +- trait/consumable +- trait/magical +- trait/talisman +- trait/uncommon +aliases: ["Peachwood Talisman"] +--- +# Peachwood Talisman *Item 6* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 40 gp +- **Usage** affixed to armor; Bulk— +- **Activate** envision; **Requirements** You are an expert in [Perception](compendium/skills.md#Perception). +- **Category** Talisman + +Symbols of good fortune and luck are carved on this thin, square wooden plaque. It smells of sandalwood from the blessings placed upon it. After activation, for the next minute, you can sense attacks from undead. You aren't [flat-footed](rules/conditions.md#Flat-footed) to [hidden](rules/conditions.md#Hidden), [undetected](rules/conditions.md#Undetected), or flanking undead of your level or lower, or undead of your level or lower using surprise attack. However, they can still help their allies flank. + +*Source: Book of the Dead p. 20* \ No newline at end of file diff --git a/compendium/equipment/items/peachwood-weapon-botd.md b/compendium/equipment/items/peachwood-weapon-botd.md new file mode 100644 index 000000000..c755eed7e --- /dev/null +++ b/compendium/equipment/items/peachwood-weapon-botd.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/botd +- item/category/material +- trait/uncommon +aliases: ["Peachwood Weapon"] +--- +# Peachwood Weapon *Item 12+* +[uncommon](rules/traits/uncommon.md) + +- **Usage** varies by weapon; **Bulk** varies by weapon +- **Category** Material + +Peachwood weapons have a particularly auburn tinge to them when under direct sunlight. + +Peachwood is treated as darkwood for any undead creatures' resistances or weaknesses related to darkwood (allowing a peachwood weapon to bypass a jiang-shi's resistance, for example). In addition, peachwood weapons bypass a small portion of the resistances of any undead creature. [Strikes](rules/actions/strike.md) with a peachwood weapon treat an undead's resistances against physical damage as 2 lower for standardgrade peachwood, and 4 lower for high-grade. + +*Source: Book of the Dead p. 20* \ No newline at end of file diff --git a/compendium/equipment/items/perfect-droplet-som.md b/compendium/equipment/items/perfect-droplet-som.md new file mode 100644 index 000000000..1902bc485 --- /dev/null +++ b/compendium/equipment/items/perfect-droplet-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/spellheart +- trait/evocation +- trait/magical +- trait/spellheart +- trait/water +aliases: ["Perfect Droplet"] +--- +# Perfect Droplet *Item 3+* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) [water](rules/traits/water.md) + +- **Usage** affixed to armor or a weapon +- **Category** Spellheart + +Intense blue water magically holds its shape—a perfect sphere. The spell DC of any spell cast by [Activating](rules/actions/activate-an-item.md) this item is 17. + +- **Armor** You gain resistance 2 to [water](rules/traits/water.md) effects and attacks by water creatures. +- **Weapon** After you cast a water spell by [Activating](rules/actions/activate-an-item.md) the droplet, your body becomes mistlike. Until the end of the turn, you can move through enemies' spaces, treating each square in their spaces as difficult terrain. You can't move through creatures that have the [water](rules/traits/water.md) trait in this way. + +```ad-embed-ability +title: Activate + +You cast [spout](compendium/spells/spout-som.md). +``` + +*Source: Secrets of Magic p. 171* \ No newline at end of file diff --git a/compendium/equipment/items/perfected-robes-tv.md b/compendium/equipment/items/perfected-robes-tv.md new file mode 100644 index 000000000..983a19056 --- /dev/null +++ b/compendium/equipment/items/perfected-robes-tv.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/artifact +- trait/artifact +- trait/divination +- trait/divine +- trait/invested +- trait/rare +aliases: ["Perfected Robes"] +--- +# Perfected Robes *Item 22* +[artifact](rules/traits/artifact-gmg.md) [divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [invested](rules/traits/invested.md) [rare](rules/traits/rare.md) + +- **Usage** worn; **Bulk** L +- **Category** Artifact + +These unadorned white robes, fastened with simple brass pins in the shape of a human hand, can't be soiled or blemished. While wearing perfected robes, you don't need to eat, sleep, or drink, but you can if you choose to. The robes bless you with constant true seeing (+32 counteract bonus). A creature who dons these robes without earning them is [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), and [stupefied](rules/conditions.md#Stupefied) while wearing them, gaining the true seeing but otherwise unable to use the robes' magic. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +If your next action is to attempt a d20 roll with which you have legendary proficiency, roll twice and take the better result. This is a [fortune](rules/traits/fortune.md) effect. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You cast [avatar](compendium/spells/avatar.md), gaining the abilities for [Irori](compendium/setting/deities/irori.md). + +Destruction If the wearer ever willingly turns from the path of self-perfection into corruption or overindulgence, their perfected robes crumble to nothing. +``` + +*Source: Treasure Vault p. 179* \ No newline at end of file diff --git a/compendium/equipment/items/periscope-apg.md b/compendium/equipment/items/periscope-apg.md new file mode 100644 index 000000000..44bdffb40 --- /dev/null +++ b/compendium/equipment/items/periscope-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/adventuring-gear +aliases: ["Periscope"] +--- +# Periscope *Item 2* + +- **Price** 25 gp +- **Bulk** L +- **Hands** 2 +- **Category** Adventuring Gear + +This is a 2-foot-long tube with two angled mirrors, one at each end. When the mirrors are aligned correctly, you can look around obstacles while remaining behind cover. This doesn't provide a sufficient line of effect to target creatures around corners. + +*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/periscopic-viewfinder-lotgb.md b/compendium/equipment/items/periscopic-viewfinder-lotgb.md new file mode 100644 index 000000000..dedd3d0c0 --- /dev/null +++ b/compendium/equipment/items/periscopic-viewfinder-lotgb.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/clockwork +- trait/consumable +- trait/gadget +- trait/rare +aliases: ["Periscopic Viewfinder"] +--- +# Periscopic Viewfinder *Item 3* +[consumable](rules/traits/consumable.md) [rare](rules/traits/rare.md) clockwork gadget + +- **Price** 12 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This bronze, spherical device slowly rotates around a cluster of angled mirrors and a light-filled orb. + +Clockwork Items. + +*Source: Lost Omens: The Grand Bazaar p. 22* \ No newline at end of file diff --git a/compendium/equipment/items/peshspine-grenade-aoa5.md b/compendium/equipment/items/peshspine-grenade-aoa5.md new file mode 100644 index 000000000..e5c03703c --- /dev/null +++ b/compendium/equipment/items/peshspine-grenade-aoa5.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa5 +- item/category/bomb +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/splash +- trait/uncommon +aliases: ["Peshspine Grenade"] +--- +# Peshspine Grenade *Item 1+* +[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [splash](rules/traits/splash.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Bomb + +Peshspine grenades are explosive bombs packed with alchemically treated needles from the pesh cactus. A peshspine grenade deals the listed piercing damage and splash damage. On a hit, the target gains the [stupefied](rules/conditions.md#Stupefied) condition until the end of its next turn. + +Many types of peshpine grenade grant an item bonus to attack rolls. + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/phalanx-piercer-tv.md b/compendium/equipment/items/phalanx-piercer-tv.md new file mode 100644 index 000000000..37826ebd5 --- /dev/null +++ b/compendium/equipment/items/phalanx-piercer-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/advanced +- trait/concussive +- trait/hobgoblin +- trait/propulsive +- trait/razing +- trait/volley-30-ft +aliases: ["Phalanx Piercer"] +--- +# Phalanx Piercer *Item 1* +[hobgoblin](rules/traits/hobgoblin-locg.md) [propulsive](rules/traits/propulsive.md) [razing](rules/traits/razing-tv.md) [volley <30 ft.>](rules/traits/volley.md) concussive + +- **Price** 10 gp +- **Bulk** 2 +- **Damage** `1d10` P +- **Ammunution** Bolt (5); **Range** 80 ft.; **Reload** 1 +- **Hands** 1+ +- **Category** Advanced; **Group** Bow + +This massive bow is made from bone or wood reinforced with flexible metal strips and strung with reinforced cord. Designed by hobgoblin engineers to take down shielded opponents, the phalanx piercer fires heavy, iron-shod bolts. + +*Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/phantasmal-doorknob-tv.md b/compendium/equipment/items/phantasmal-doorknob-tv.md new file mode 100644 index 000000000..d6bc93b9e --- /dev/null +++ b/compendium/equipment/items/phantasmal-doorknob-tv.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/spellheart +- trait/emotion +- trait/illusion +- trait/magical +- trait/mental +- trait/spellheart +aliases: ["Phantasmal Doorknob"] +--- +# Phantasmal Doorknob *Item 6+* +[emotion](rules/traits/emotion.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [spellheart](rules/traits/spellheart-som.md) + +- **Usage** affixed to armor or a weapon; **Bulk** — +- **Category** Spellheart + +This ornate doorknob can open doors both material and metaphysical, revealing dreams and nightmares. The spell DC of any spell cast by activating this item is 20. + +- Armor You gain a +1 item bonus to [Thievery](compendium/skills.md#Thievery) checks to [Pick a Lock](rules/actions/pick-a-lock.md). +- Weapon If you critically succeed at a [Strike](rules/actions/strike.md) with the weapon, the target is [dazzled](rules/conditions.md#Dazzled) until the end of its next turn. + +```ad-embed-ability +title: Activate + +You cast [ghost sound](compendium/spells/ghost-sound.md). +``` + +```ad-embed-ability +title: Activate + +You cast [phantasmal treasure](compendium/spells/phantasmal-treasure-apg.md) . +``` + +*Source: Treasure Vault p. 127* \ No newline at end of file diff --git a/compendium/equipment/items/phantom-piano-tv.md b/compendium/equipment/items/phantom-piano-tv.md new file mode 100644 index 000000000..1e5575273 --- /dev/null +++ b/compendium/equipment/items/phantom-piano-tv.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/enchantment +- trait/focused +- trait/intelligent +- trait/occult +- trait/rare +aliases: ["Phantom Piano"] +--- +# Phantom Piano *Item 12* +[enchantment](rules/traits/enchantment.md) [focused](rules/traits/focused.md) [intelligent](rules/traits/intelligent-gmg.md) [occult](rules/traits/occult.md) [rare](rules/traits/rare.md) + +- **Usage** Held in 2 Hands; **Bulk** 16 +- **Category** Held + +When a skilled musician dies before reaching their full potential or accomplishing an important goal, their soul might refuse to move on to the Boneyard. Rather than becoming undead, the spirit possesses an instrument they played in life, turning it into an intelligent item and a virtuoso instrument. (Other phantom instruments exist, but most are heavy.) A phantom piano offers a bargain to any bard or other skilled musician who finds it: receive musical aid as you dedicate yourself to reaching the success the spirit felt they were denied in life. The piano refuses to play for those who reject this deal. If you accept, the piano asks only that you practice with it and perform for increasingly refined and august audiences, requiring a successful [Performance](compendium/skills.md#Performance) check appropriate to your proficiency level. + +The piano sets no strict timeline, but at the GM's discretion, if you go too long without making progress, the piano can cease cooperating with you until it's satisfied with your dedication once again. + +While you keep up your end of the bargain, the piano grants you a +2 item bonus to [Performance](compendium/skills.md#Performance) checks made with it. The piano also provides access to composition spells based on your [Performance](compendium/skills.md#Performance) proficiency rank, as if you had the corresponding feat. The spells you can use comprise a cumulative list, but you can cast them only when using the piano. You must spend the actions and Focus Points required to cast these spells. + +Trained: inspire competence, inspire courage Expert: hymn of healing APG, inspire defense Master: symphony of the unfettered heart Legendary: soothing ballad A phantom piano has the following activations. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The piano shrinks down to a figurine of light Bulk compact enough to store in a pouch, or from figurine form back to instrument form. In figurine form, the piano doesn't function as an instrument or provide magic other than this activation. +``` + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +You gain 1 Focus Point, which you can spend only to [Cast a Spell](rules/actions/cast-a-spell.md) the piano provides you. +``` + +*Source: Treasure Vault p. 196* \ No newline at end of file diff --git a/compendium/equipment/items/phantom-roll-tv.md b/compendium/equipment/items/phantom-roll-tv.md new file mode 100644 index 000000000..50a0f91b0 --- /dev/null +++ b/compendium/equipment/items/phantom-roll-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +aliases: ["Phantom Roll"] +--- +# Phantom Roll *Item 4* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Price** 13 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +A phantom roll contains vegetables, greens, and fine, clear noodles, all wrapped in transparent, edible starch paper and alchemically treated and laced with a tangy sauce. Upon eating the roll, you gain a +1 item bonus to [Stealth](compendium/skills.md#Stealth) checks you attempt during the [Avoid Notice](rules/actions/avoid-notice.md) exploration activity. You can also [Avoid Notice](rules/actions/avoid-notice.md) at full Speed or combine it with [Investigate](rules/actions/investigate.md) or [Scout](rules/actions/scout.md) while moving at half Speed. These effects expire 24 hours after you eat the roll or when you make your next daily preparations, whichever comes first. + +*Source: Treasure Vault p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/philosophers-extractor-gmg.md b/compendium/equipment/items/philosophers-extractor-gmg.md new file mode 100644 index 000000000..1f728fc59 --- /dev/null +++ b/compendium/equipment/items/philosophers-extractor-gmg.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/artifact +- trait/artifact +- trait/evocation +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Philosopher's Extractor"] +--- +# Philosopher's Extractor *Item 28* +[artifact](rules/traits/artifact-gmg.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Bulk** 8 +- **Category** Artifact + +This bizarre machine is a complex arrangement of flasks, tubes, and other alchemical equipment. The philosopher's extractor is designed to create the ultimate alchemical concoctions. + +The extractor functions as an exceptional set of [alchemist's tools](compendium/equipment/items/alchemists-tools.md), granting a +4 item bonus to [Crafting](compendium/skills.md#Crafting) checks related to alchemy. When using the extractor to [Craft](rules/actions/craft.md) an alchemical item or with infused reagents as part of your daily preparations, you can create impeccable alchemical items. An impeccable alchemical item always uses the maximum numerical value possible for any rolls it requires, such as dealing maximum damage with alchemist's fire or restoring the maximum number of Hit Points with an elixir of life. If the impeccable item has a duration, it lasts twice as long as normal. Finally, an impeccable alchemical item never has a drawback. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You use the extractor to produce an alchemical item of your level or lower whose formula you know. The extractor can create 56 levels' worth of items per day in this way. + +For example, the extractor could create two true elixirs of life (19th level) and two moderate elixirs of life (9th level), or eight comprehension elixirs (7th level), and so on. +``` + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You take a sizable portion of a creature (at least two-thirds of its original mass) and filter it through the mechanisms of the extractor. After the end of the process, the philosopher's extractor creates a transmogrifying mutagen that imparts the essence of the creature to the drinker. The extractor can make several transmogrifying mutagens simultaneously using the same activation if enough mass is provided at once, up to a maximum of 10 concurrent mutagens. Drinking a transmogrifying mutagen imparts you with one of the creature's unique abilities for 1 hour. This could grant one of several abilities such as a dragon's Breath Weapon, [darkvision](rules/abilities/darkvision.md), flight, [frightful presence](rules/abilities/frightful-presence.md), or immunity to sleep. The ability functions as it did for the original creature, except it uses your class DC or your spell DC (whichever is higher) instead of the creature's DC. + +The mutagen grants only abilities based on a creature's physiology and never grants magic-related abilities such as innate spells or spellcasting ability. The GM ultimately decides what ability a transmogrifying mutagen grants. + +Unlike normal for mutagens and [polymorph](rules/traits/polymorph.md) effects, you can drink multiple transmogrifying mutagens and gain benefits from each. When you drink transmogrifying mutagens made from different creatures, you receive abilities from each creature. When you drink multiple transmogrifying mutagens made from the same type of creature, such as multiple mutagens made from trolls, you gain an additional ability for each transmogrifying mutagen you drink, and the duration of the abilities from that creature type increases by 1 hour for each additional concoction you drink. + +However, these additional benefits come with a risk; if you drink a transmogrifying mutagen while at least one other is active, after drinking it, you must succeed at a flat check with a DC equal to the total number of active transmogrifying mutagens you've consumed. On a failure, you fully transform into a member of the species of the latest transmogrifying mutagen you drank, and you almost always go berserk from your change. The transformation may leave some amount of your personality and memories intact, at the GM's discretion. +``` + +*Source: Gamemastery Guide p. 111* \ No newline at end of file diff --git a/compendium/equipment/items/phistophilus-fiddle-tv.md b/compendium/equipment/items/phistophilus-fiddle-tv.md new file mode 100644 index 000000000..a927b7125 --- /dev/null +++ b/compendium/equipment/items/phistophilus-fiddle-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/adventuring-gear +- trait/enchantment +- trait/magical +- trait/relic +- trait/unique +aliases: ["Phistophilus Fiddle"] +--- +# Phistophilus Fiddle *Item 3* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [relic](rules/traits/relic-tv.md) [unique](rules/traits/unique.md) + +- **Bulk** 1 +- **Hands** 2 +- **Category** Adventuring Gear + +Made of pure gold with platinum strings, the phistophilus fiddle shouldn't be able to play a note—but play it does, so beautifully that it can move almost any audience. The fiddle was stolen from the contract devil who created it, and the cunning fiend still wants to reclaim the instrument. Fiendish misfortunes often befall its owners, allowing it to switch hands. The fiddle is a handheld virtuoso instrument. + +*Source: Treasure Vault p. 205* \ No newline at end of file diff --git a/compendium/equipment/items/phoenix-fighting-fan-frp1.md b/compendium/equipment/items/phoenix-fighting-fan-frp1.md new file mode 100644 index 000000000..6f4d2ea19 --- /dev/null +++ b/compendium/equipment/items/phoenix-fighting-fan-frp1.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/frp1 +- item/category/artifact +- trait/artifact +- trait/conjuration +- trait/healing +- trait/magical +- trait/rare +aliases: ["Phoenix Fighting Fan"] +--- +# Phoenix Fighting Fan *Item 20* +[artifact](rules/traits/artifact-gmg.md) [conjuration](rules/traits/conjuration.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Artifact + +This elegant silver fighting fan features sharp silver feathers instead of traditional paper leaves in its design. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You call upon the fan's extradimensional powers to trap a creature in Hao Jin's repository, a small demiplane that holds the countless relics Hao Jin collected over her lifetime (though a trapped creature cannot interact with any of these relics). The fighting fan casts maze on a creature within 30 feet. The fan automatically Sustains the Spell as long as you [Strike](rules/actions/strike.md) a creature with it each round. + +The [Survival](compendium/skills.md#Survival) or [Perception](compendium/skills.md#Perception) DC to escape the demiplane is 34. The spell ends once the creature escapes, you fail to [Strike](rules/actions/strike.md) a creature with the fan during a round, or after 1 minute, whichever comes first. +``` + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +The fan casts 8th-level [raise dead](compendium/spells/raise-dead.md), consuming the phoenix fighting fan in the process. +``` + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/phoenix-flask-som.md b/compendium/equipment/items/phoenix-flask-som.md new file mode 100644 index 000000000..da2789aba --- /dev/null +++ b/compendium/equipment/items/phoenix-flask-som.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/potion +- trait/consumable +- trait/evocation +- trait/fire +- trait/magical +- trait/potion +aliases: ["Phoenix Flask"] +--- +# Phoenix Flask *Item 12* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) + +- **Price** 350 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +Once you ingest this strongly spiced, glowing red potion, blazing wings of a phoenix sprout from your back and carry you through the air. + +For 1 minute, you gain a [Fly](rules/actions/fly.md) speed of 40 feet. + +The first time each round that you [Fly](rules/actions/fly.md) (including to hover in place), you shed burning feathers that deal `3d4` fire damage to all creatures in a 10-foot emanation at the end of your movement (DC 29 basic Reflex save). + +*Source: Secrets of Magic p. 174* \ No newline at end of file diff --git a/compendium/equipment/items/phoenix-necklace-frp1.md b/compendium/equipment/items/phoenix-necklace-frp1.md new file mode 100644 index 000000000..6ee95dc43 --- /dev/null +++ b/compendium/equipment/items/phoenix-necklace-frp1.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/frp1 +- item/category/artifact +- trait/artifact +- trait/healing +- trait/magical +- trait/necromancy +- trait/rare +aliases: ["Phoenix Necklace"] +--- +# Phoenix Necklace *Item 20* +[artifact](rules/traits/artifact-gmg.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Usage** worn necklace +- **Category** Artifact + +This brilliant jewelry is made from fine silver interwoven with a uniquely malleable form of ruby that causes the necklace to glimmer like a flickering fire. Hao Jin created the necklaces to mitigate the potential of death during the Ruby Phoenix Tournament pre-qualifier, and she specially attuned each phoenix necklace to the silver feathers she created for the pre-qualifying round. While the silver feathers themselves aren't magical, they are required to activate the necklace's power. Each team starts with 3 feathers [hidden](rules/conditions.md#Hidden) in their headquarters; they acquire more through challenges and events. + +Additionally, the tournament emissary's enforcers have the ability to deliver messages to the necklace's wearer at any time by casting sending, though the wearer can't respond. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You select any number of willing creatures you can see within 30 feet, including yourself. The selected creatures can make nonlethal attacks without taking a penalty to their attack rolls. This effect remains in place until you remove the necklace or use this activation again. +``` + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +The necklace consumes one of the attached silver feathers and casts 7th-level [raise dead](compendium/spells/raise-dead.md). Activating this ability is particularly costly and every activation requires consuming one more silver feather than the previous activation. +``` + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/pickpockets-tailoring-lotgb.md b/compendium/equipment/items/pickpockets-tailoring-lotgb.md new file mode 100644 index 000000000..272d52caf --- /dev/null +++ b/compendium/equipment/items/pickpockets-tailoring-lotgb.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/adjustment/clothing +- trait/uncommon +aliases: ["Pickpocket's Tailoring"] +--- +# Pickpocket's Tailoring *Item 4* +[uncommon](rules/traits/uncommon.md) + +- **Price** 100 gp +- **Usage** sewn into clothing +- **Category** Clothing + +Pickpocket's tailoring modifies an existing outfit by adding concealed interior pockets and strategically opened seams for hiding small objects inside the lining. You gain a +1 item bonus to [Stealth](compendium/skills.md#Stealth) checks to [Conceal an Object](rules/actions/conceal-an-object.md) of light Bulk or less in the pockets. When you get a failure (but not a critical failure, which works as normal) on a [Stealth](compendium/skills.md#Stealth) check to Conceal such an Object, observers know you're concealing an object somewhere, but they don't find the object unless they succeed at a DC 20 [Perception](compendium/skills.md#Perception) check to locate the seams in the garment. + +*Source: Lost Omens: The Grand Bazaar p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/piereta-ec6.md b/compendium/equipment/items/piereta-ec6.md new file mode 100644 index 000000000..034a9686a --- /dev/null +++ b/compendium/equipment/items/piereta-ec6.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec6 +- item/category/held +- trait/divine +- trait/evocation +- trait/intelligent +- trait/unique +aliases: ["Piereta"] +--- +# Piereta *Item 20* +[divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [intelligent](rules/traits/intelligent-gmg.md) [unique](rules/traits/unique.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +Piereta was a Knight of Ozem during the Shining Crusade, sworn to the service of Aroden's herald, [Arazni](compendium/setting/deities/arazni-logm.md). After [Arazni](compendium/setting/deities/arazni-logm.md) perished at the hands of the Whispering Tyrant, Piereta became the first paladin to swear her service to the newly ascended goddess, [Iomedae](compendium/setting/deities/iomedae.md). When she fell in battle, a fragment of her spirit clung to the sword through which she had wielded her faith in countless battles, granting the weapon a sentience of its own. The sword named herself after her fallen bearer and has been a faithful companion to many Iomedaean warriors since. + +Piereta is a rapier devoted to the principles of [Iomedae](compendium/setting/deities/iomedae.md) as an exemplar of valorous action and as a protector of the innocent. + +Piereta is very particular about who she permits to wield her. She agrees to work with you if you are a follower of [Iomedae](compendium/setting/deities/iomedae.md), or if you are lawful good or neutral good and worship a different good deity. Otherwise, you must convince Piereta of the rightness of your cause. If Piereta doesn't want you to wield her, once per minute she can attempt to force you to put her down (DC 42 Will save to resist this command). Even if you succeed at this saving throw, Piereta refuses to apply any of her fundamental or property runes and gives you a –2 penalty on attack rolls with Piereta or any other weapon until you drop her. + +Piereta can use the following activations. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +Piereta makes a [Retributive Strike](rules/actions/retributive-strike.md), resolved as though you had used the ability, including any benefits from champion feats you have. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +Piereta casts a 9th-level [field of life](compendium/spells/field-of-life.md). +``` + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/pig-lotg.md b/compendium/equipment/items/pig-lotg.md new file mode 100644 index 000000000..df80dcc54 --- /dev/null +++ b/compendium/equipment/items/pig-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Pig"] +--- +# Pig *Item 0* + +- **Price** 5 sp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/pilferers-gloves-tv.md b/compendium/equipment/items/pilferers-gloves-tv.md new file mode 100644 index 000000000..3deb0ef51 --- /dev/null +++ b/compendium/equipment/items/pilferers-gloves-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/apex +- trait/apex +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Pilferer's Gloves"] +--- +# Pilferer's Gloves *Item 17* +[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 15000 gp +- **Usage** worn gloves; **Bulk** L +- **Category** Apex + +Made of soft and subtle black leather, these gloves fit tightly but aren't uncomfortable and don't impede your sense of touch. As long as you're trained in [Thievery](compendium/skills.md#Thievery) while wearing these gloves, you're always considered one skill rank higher than your actual rank. If you possess a Legendary skill rank in [Thievery](compendium/skills.md#Thievery), you gain a +2 item bonus to [Thievery](compendium/skills.md#Thievery) checks instead. When you invest the gloves, you either increase your Dexterity score by 2 or increase it to 18, whichever is higher. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You fail or critically fail a [Thievery](compendium/skills.md#Thievery) skill check + +**Effect** If you failed the [Thievery](compendium/skills.md#Thievery) skill check, you succeed at that check instead. If you critically failed, you fail instead. +``` + +*Source: Treasure Vault p. 104* \ No newline at end of file diff --git a/compendium/equipment/items/pillow-shield-lotgb.md b/compendium/equipment/items/pillow-shield-lotgb.md new file mode 100644 index 000000000..bff97b839 --- /dev/null +++ b/compendium/equipment/items/pillow-shield-lotgb.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Pillow Shield"] +--- +# Pillow Shield *Item 4* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 80 gp +- **Usage** held in one hand; **Bulk** 1 +- **Category** Held + +The shield's blue enameled face is cool to the touch, and displays the moon's current phase at night. When you lay your head on the reverse side of this steel shield (Hardness 6, HP 36, BT 18), it becomes as pliant and supportive as the best pillows. If you complete a period of rest using the pillow shield, you can choose to transfer your recovery to the shield. Instead of recovering a number of Hit Points after resting (Core Rulebook 480), the shield is restored an equal number of Hit Points instead. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The shield creates an area of vigilance. It casts alarm centered on itself; you decide whether it creates a mental alarm or an audible alarm. The alarm goes off at the end of the spell's duration or when triggered as normal, whichever comes first. +``` + +*Source: Lost Omens: The Grand Bazaar p. 42* \ No newline at end of file diff --git a/compendium/equipment/items/pinwheel-lotgb.md b/compendium/equipment/items/pinwheel-lotgb.md new file mode 100644 index 000000000..00493baad --- /dev/null +++ b/compendium/equipment/items/pinwheel-lotgb.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +aliases: ["Pinwheel"] +--- +# Pinwheel *Item 0* + +- **Usage** held in 1 hand +- **Category** Held + +This paper and wood pinwheel spins when blown upon by a person or the wind. + +*Source: Lost Omens: The Grand Bazaar p. 59* \ No newline at end of file diff --git a/compendium/equipment/items/pipes-of-compulsion-tv.md b/compendium/equipment/items/pipes-of-compulsion-tv.md new file mode 100644 index 000000000..fb3a71b73 --- /dev/null +++ b/compendium/equipment/items/pipes-of-compulsion-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/coda +- trait/coda +- trait/enchantment +- trait/occult +- trait/staff +- trait/uncommon +aliases: ["Pipes of Compulsion"] +--- +# Pipes of Compulsion *Item 4+* +[coda](rules/traits/coda-tv.md) [enchantment](rules/traits/enchantment.md) [occult](rules/traits/occult.md) [staff](rules/traits/staff.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 2 hands; **Bulk** L +- **Category** Coda + +These panpipes are made of what seems to be beat-up tin bound by frayed leather and look like they shouldn't function at all, but in skilled hands they emit a beautiful sound that beguiles the senses. While playing the pipes, you gain a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) and [Performance](compendium/skills.md#Performance) checks. + +```ad-embed-ability +title: Activate + +You expend a number of charges from this instrument to cast a spell from its list. +``` + +*Source: Treasure Vault p. 137* \ No newline at end of file diff --git a/compendium/equipment/items/piranha-kiss-lotgb.md b/compendium/equipment/items/piranha-kiss-lotgb.md new file mode 100644 index 000000000..2383a9517 --- /dev/null +++ b/compendium/equipment/items/piranha-kiss-lotgb.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/weapon/martial +- trait/agile +- trait/disarm +- trait/finesse +- trait/uncommon +aliases: ["Piranha Kiss"] +--- +# Piranha Kiss *Item 0* +[agile](rules/traits/agile.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 4 sp +- **Bulk** L +- **Damage** `1d6` P +- **Hands** 1 +- **Category** Martial; **Group** Knife + +Made of a jagged blade with teeth pointing toward a leather-wrapped hilt, these weapons are particularly effective at disarming opponents. Piranha kisses were occasionally used during the Vidric Revolution, and some Firebrands carry them today. Members of the Firebrands have access to this weapon. + +*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/pirate-staff-tv.md b/compendium/equipment/items/pirate-staff-tv.md new file mode 100644 index 000000000..8c2c0e86b --- /dev/null +++ b/compendium/equipment/items/pirate-staff-tv.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/staff +- trait/magical +- trait/necromancy +- trait/staff +aliases: ["Pirate Staff"] +--- +# Pirate Staff *Item 12* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [staff](rules/traits/staff.md) + +- **Price** 2000 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +Carved of driftwood stained white with the salt of the sea, a pirate staff has jewels and gold pieces embedded in the wood. + +A skull and crossbones sit on top. When used as a weapon, the staff is a +2 striking fearsome staff. While wielding the staff, you gain a +2 circumstance bonus to [Intimidation](compendium/skills.md#Intimidation) checks to [Coerce](rules/actions/coerce.md). + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. + +- Cantrip gale blast , know direction +- 1st seashell of stolen sound +- 2nd obscuring mist, water breathing, water walk +- 3rd mind of menace , water breathing +- 4th solid fog, water walk +- 5th flowing strike , mariner's curse +``` + +*Source: Treasure Vault p. 133* \ No newline at end of file diff --git a/compendium/equipment/items/piston-gauntlets-tv.md b/compendium/equipment/items/piston-gauntlets-tv.md new file mode 100644 index 000000000..f5d6b9c04 --- /dev/null +++ b/compendium/equipment/items/piston-gauntlets-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/clockwork +- trait/divination +- trait/magical +- trait/uncommon +aliases: ["Piston Gauntlets"] +--- +# Piston Gauntlets *Item 13* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) clockwork + +- **Price** 2800 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +The striking surface of this +2 greater striking flaming pantograph gauntletG&G releases a puff of fire each time it reaches the end of its linkage. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You supercharge the gauntlet's attack. Make a melee [Strike](rules/actions/strike.md). This counts as two attacks when calculating your multiple attack penalty. If this [Strike](rules/actions/strike.md) hits, you deal an extra two dice of weapon damage. +``` + +*Source: Treasure Vault p. 34* \ No newline at end of file diff --git a/compendium/equipment/items/planar-ribbon-ec6.md b/compendium/equipment/items/planar-ribbon-ec6.md new file mode 100644 index 000000000..876e64531 --- /dev/null +++ b/compendium/equipment/items/planar-ribbon-ec6.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec6 +- item/category/held +- trait/conjuration +- trait/occult +- trait/unique +aliases: ["Planar Ribbon"] +--- +# Planar Ribbon *Item 20* +[conjuration](rules/traits/conjuration.md) [occult](rules/traits/occult.md) [unique](rules/traits/unique.md) + +- **Price** 60000 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +By twisting and twirling this ordinary-looking leather ribbon, you can temporarily bend a rift in space. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +The ribbon spins and swirls, creating a circular loop in the air through which you can spy on a creature on another plane. This has the effects of a [scrying](compendium/spells/scrying.md) spell (DC 40) against the creature but functions more as a mundane —albeit interplanar—window; a similar loop appears before the target, and for the duration, both sides can clearly see and hear each other through the created portal, but nothing can pass through. You can Sustain the Activation to gain the effects of Sustaining the Spell. + +This activation has the [scrying](rules/traits/scrying.md) trait. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You extend the ribbon to brush against a foe up to 60 feet away. If that creature fails a DC 42 Reflex save, you exchange positions with the target and all of that creature's allies are [flat-footed](rules/conditions.md#Flat-footed) to you until the end of your turn. This activation has the [teleportation](rules/traits/teleportation.md) trait. +``` + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/plasma-hype-lol.md b/compendium/equipment/items/plasma-hype-lol.md new file mode 100644 index 000000000..1e8d3302a --- /dev/null +++ b/compendium/equipment/items/plasma-hype-lol.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/drug +- trait/ingested +- trait/poison +- trait/rare +aliases: ["Plasma Hype"] +--- +# Plasma Hype *Item 12* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [rare](rules/traits/rare.md) + +- **Price** 400 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +A synthetic adrenaline supplement that increases awareness and reaction time. Plasma hype has been infused with a specific mixture of Numerian fluids and other alchemical reagents to improve upon the original hype formula. + +```ad-inline-affliction +title: Saving Throw: DC 30 Fortitude + +- **Maximum Duration**: 1 minute + +## Stages + +**Stage 1** +10-foot status bonus to speed, [quickened](rules/conditions.md#Quickened) and can use the additional action to [Step](rules/actions/step.md), [Stride](rules/actions/stride.md), [Climb](rules/actions/climb.md), or [Swim](rules/actions/swim.md) (1 round) + +**Stage 2** [quickened](rules/conditions.md#Quickened) and can use the additional action to [Step](rules/actions/step.md) or [Stride](rules/actions/stride.md) (1 round) + +**Stage 3** [drained](rules/conditions.md#Drained) and [stupefied](rules/conditions.md#Stupefied) (1 round) +``` + +*Source: Lost Omens: Legends p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/plated-duster-loil.md b/compendium/equipment/items/plated-duster-loil.md new file mode 100644 index 000000000..204d1d130 --- /dev/null +++ b/compendium/equipment/items/plated-duster-loil.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/armor +- trait/uncommon +aliases: ["Plated Duster"] +--- +# Plated Duster *Item 0* +[uncommon](rules/traits/uncommon.md) + +- **Price** 2 gp +- **Bulk** 1 +- **Category** Armor + +These loose-fitting long coats of canvas or leather are lined with metal plates, offering wearers respite from Alkenstar's dust storms and smog stains as well as modest protection against bullets and knives. While these dusters can't turn away gunfire entirely, their utility, affordability, and comfort ensure their popularity, especially among the city's shieldmarshals, who have adopted them as a sort of unofficial uniform. A plated duster can be donned with 2 [Interact](rules/actions/interact.md) actions or as part of donning light armor. + +When worn with light armor from the cloth, leather, or chain groups, a plated duster increases the armor's item bonus to AC by 1, worsens the armor's check penalty by 1, reduces the armor's Dex cap by 1, increases the Strength score required to ignore the armor check penalty and Speed penalty by 2, adds the [noisy](rules/traits/noisy.md) trait, and changes the armor's group to composite. This also makes the armor one step heavier (from light to medium), and you use the proficiency bonus appropriate to this adjusted armor type. You can't use a plated duster alongside an [armored skirt](compendium/equipment/items/armored-skirt-locg.md) or any other item that adjusts an armor's statistics. + +*Source: Lost Omens: Impossible Lands p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/playing-cards-lopsg.md b/compendium/equipment/items/playing-cards-lopsg.md new file mode 100644 index 000000000..695ba492a --- /dev/null +++ b/compendium/equipment/items/playing-cards-lopsg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/adventuring-gear +aliases: ["Playing Cards"] +--- +# Playing Cards *Item 0* + +- **Price** 5 sp +- **Hands** 2 +- **Category** Adventuring Gear + +A standard deck of cards consists of 54 cards made from thick paper contained within a paper sleeve. The most common deck used for games and gambling is known as the Old Mage deck and features four suits themed with the four essences of magic, each with 13 cards, as well as two wildcards. The name and appearance of the deck varies from region to region, such as the Magician's Deck in Taldor or the Deck of Masks in the Shackles. + +*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/pocket-gala-lotgb.md b/compendium/equipment/items/pocket-gala-lotgb.md new file mode 100644 index 000000000..ce78017e8 --- /dev/null +++ b/compendium/equipment/items/pocket-gala-lotgb.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/structure +- trait/conjuration +- trait/magical +- trait/structure +- trait/uncommon +aliases: ["Pocket Gala"] +--- +# Pocket Gala *Item 16* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 10000 gp +- **Bulk** L (when not activated) +- **Category** Structure + +This item appears to be a miniature stone replica of an aristocratic home or a simple castle. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You place the figurine on the ground, and a harmonious note rings out as it grows into a spacious, elegant ballroom. The ballroom is 60 feet long, 45 feet wide, and features a ceiling that rises to a height of 20 feet. Elegant double doors on either end of the ballroom allow entry. + +Inside, the ballroom is fully stocked with tables and chairs along both sides. A feasting table in the center of each seating area provides enough food and drink for up to 36 guests, and a cadre of unseen servants tend to guests' basic needs. + +While inside, you can utter a command word to call forth music, which echoes through the ballroom. Repeating the command word can alter the dynamics of the music, such as the musical style or tempo, or stop the music entirely. A second command word produces a set of masked, illusory dancers that immediately take to the floor and begin dancing to the current music. When there's no music, the illusory guests chatter among themselves in a nonsense language. An illusory dancer will gladly dance with anyone who asks. Repeating the command word dismisses the dancers. + +You can utter a third command word declaring the gala over to revert the ballroom to its original form. As it reverts, the illusory dancers clap and cheer for your hospitality. If you don't revert the ballroom on your own, it automatically returns to its original state at the next sunrise. +``` + +*Source: Lost Omens: The Grand Bazaar p. 84* \ No newline at end of file diff --git a/compendium/equipment/items/pocket-watch-loil.md b/compendium/equipment/items/pocket-watch-loil.md new file mode 100644 index 000000000..b8d3a57ae --- /dev/null +++ b/compendium/equipment/items/pocket-watch-loil.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/adventuring-gear +- trait/uncommon +aliases: ["Pocket Watch"] +--- +# Pocket Watch *Item 2* +[uncommon](rules/traits/uncommon.md) + +- **Price** 25 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Adventuring Gear + +This timepiece is a marvel of clockwork and miniaturization; its gears, arbor, and mainspring are immaculately crafted and tuned to maximize precision and reduce time loss. This pocket watch has the properties of a clockwork dial, except it has a maximum duration of 24 hours and is available to characters from Alkenstar. + +*Source: Lost Omens: Impossible Lands p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/poi-ec1.md b/compendium/equipment/items/poi-ec1.md new file mode 100644 index 000000000..ad66916b5 --- /dev/null +++ b/compendium/equipment/items/poi-ec1.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec1 +- item/category/weapon/simple +- trait/agile +- trait/backswing +- trait/finesse +- trait/nonlethal +- trait/uncommon +aliases: ["Poi"] +--- +# Poi *Item 0* +[agile](rules/traits/agile.md) [backswing](rules/traits/backswing.md) [finesse](rules/traits/finesse.md) [nonlethal](rules/traits/nonlethal.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2 sp +- **Bulk** L +- **Damage** `1d4` B +- **Hands** 1 +- **Category** Simple; **Group** Flail + +Poi are light weights tethered to ropes or chains. Performers swing the weights, usually one in each hand, in rhythmic patterns. + +*Source: Extinction Curse #1: The Show Must Go On p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/poison-concentrator-tv.md b/compendium/equipment/items/poison-concentrator-tv.md new file mode 100644 index 000000000..4ef62c747 --- /dev/null +++ b/compendium/equipment/items/poison-concentrator-tv.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/additive-1 +- trait/alchemical +aliases: ["Poison Concentrator"] +--- +# Poison Concentrator *Item 5+* +[additive <1>](rules/traits/additive.md) [alchemical](rules/traits/alchemical.md) + +- **Usage** held in 2 hands; **Bulk** L +- **Category** Held + +This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the [manipulate](rules/traits/manipulate.md) trait, you can use a poison concentrator to combine two doses of the same alchemical poison, creating a single concentrated poison with a +1 item bonus to its DC. + +*Source: Treasure Vault p. 64* \ No newline at end of file diff --git a/compendium/equipment/items/poison-fizz-tv.md b/compendium/equipment/items/poison-fizz-tv.md new file mode 100644 index 000000000..38a2f6d88 --- /dev/null +++ b/compendium/equipment/items/poison-fizz-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/lozenge +aliases: ["Poison Fizz"] +--- +# Poison Fizz *Item 8+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [lozenge](rules/traits/lozenge-tv.md) + +- **Usage** held in 1 hand; **Bulk** — +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Made from a special mixture of honey and alchemical reagents, poison fizz is a zesty, sweet rock candy that pops and crackles in your mouth. For 1 hour, you have resistance to poison and an item bonus to saving throws against poison and being [petrified](rules/conditions.md#Petrified). + +```ad-embed-ability +title: Secondary Effect [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[poison](rules/traits/poison.md) + +You bite the poison fizz to release its poisonous liquid center and spray green mist in a 15-foot cone. This deals poison damage with a basic Reflex save. A creature that critically fails is also [blinded](rules/conditions.md#Blinded) until the end of your next turn and is then temporarily immune to being [blinded](rules/conditions.md#Blinded) by poison fizz for 1 hour. +%% #trait/poison %% +``` + +*Source: Treasure Vault p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/poisonous-cloak-gmg.md b/compendium/equipment/items/poisonous-cloak-gmg.md new file mode 100644 index 000000000..d7a453350 --- /dev/null +++ b/compendium/equipment/items/poisonous-cloak-gmg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/worn +- trait/cursed +- trait/invested +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Poisonous Cloak"] +--- +# Poisonous Cloak *Item 13+* +[cursed](rules/traits/cursed-gmg.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** worn cloak; **Bulk** L +- **Category** Worn + +This innocuous-looking cloak is associated with a type of poison, set at the cloak's creation. It often appears as a clandestine cloak or a cloak of the bat to the unaware. When you invest this cloak, you lose any resistance to poison damage, and anytime you take piercing or slashing damage in combat, you are exposed to the type of poison associated with the poisonous cloak with no onset, even if it's not an injury poison. Once the curse has activated for the first time, the cloak fuses to you. + +*Source: Gamemastery Guide p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/poisonous-dagger-bb.md b/compendium/equipment/items/poisonous-dagger-bb.md new file mode 100644 index 000000000..94d6ddde1 --- /dev/null +++ b/compendium/equipment/items/poisonous-dagger-bb.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/bb +- item/category/weapon +- trait/magical +- trait/necromancy +- trait/poison +aliases: ["Poisonous Dagger"] +--- +# Poisonous Dagger *Item 5* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) + +- **Price** 150 gp +- **Category** Weapon + +This dagger has an image of a snake emblazoned on its blade. When you critically succeed at an attack roll with the dagger, magical fangs emerge and poison the target, dealing `1d4` [persistent poison damage](rules/conditions.md#Persistent%20Damage). + +*Source: Beginner Box p. 51* \ No newline at end of file diff --git a/compendium/equipment/items/polarizing-mace-tv.md b/compendium/equipment/items/polarizing-mace-tv.md new file mode 100644 index 000000000..bbd5b33cc --- /dev/null +++ b/compendium/equipment/items/polarizing-mace-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/evocation +- trait/magical +- trait/uncommon +aliases: ["Polarizing Mace"] +--- +# Polarizing Mace *Item 8* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 450 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +Even grasping the amber handle of this +1 striking shock light mace makes your hair stand on end. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +- **Requirements**: The wielder of a grounding spike is within 30 feet + +**Effect** A great surge of electricity connects your paired weapons. All creatures in a line between you and the wielder of the grounding spike take `4d12` electricity damage (DC 24 basic Reflex save). Special The polarizing mace pairs with the grounding spike. +``` + +*Source: Treasure Vault p. 34* \ No newline at end of file diff --git a/compendium/equipment/items/polytool-tv.md b/compendium/equipment/items/polytool-tv.md new file mode 100644 index 000000000..e312eb99f --- /dev/null +++ b/compendium/equipment/items/polytool-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/agile +- trait/modular-b-p-or-s +- trait/uncommon +aliases: ["Polytool"] +--- +# Polytool *Item 1* +[agile](rules/traits/agile.md) [modular ](rules/traits/modular-logm.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 10 gp +- **Bulk** 1 +- **Damage** `1d6` modular +- **Hands** 1 +- **Category** Martial; **Group** Sword + +The polytool is a small metal rod with a number of simple tools folded inside. The user can extend a long ceramic blade, as well as an awl, a chisel, a file, flint and steel, a hook, an inkpen, a magnifying glass, pliers, scissors, and a small saw. The flint and steel can be used up to 10 times before needing to be replaced. Though inspired by advanced Numerian technology, the polytool is a simple enough feat of metalworking that any blacksmith could produce it—perfect for the goddess Casandalee to spread innovation farther than actual Numerian tech could reach. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/pontoon-tv.md b/compendium/equipment/items/pontoon-tv.md new file mode 100644 index 000000000..51f91e8f7 --- /dev/null +++ b/compendium/equipment/items/pontoon-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/magical +- trait/transmutation +aliases: ["Pontoon"] +--- +# Pontoon *Item 9* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 650 gp +- **Usage** applied to footwear +- **Category** Rune + +Footwear with pontoon runes allows you to traverse waterways with ease. While wearing footwear with the rune, you can walk on the surface of water and other liquids without falling through. This offers no protection against damage the liquid deals. You can go under the liquid's surface, but you must [Swim](rules/actions/swim.md) if you do. + +*Source: Treasure Vault p. 144* \ No newline at end of file diff --git a/compendium/equipment/items/popdust-lotgb.md b/compendium/equipment/items/popdust-lotgb.md new file mode 100644 index 000000000..a8a752d95 --- /dev/null +++ b/compendium/equipment/items/popdust-lotgb.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/sonic +- trait/uncommon +aliases: ["Popdust"] +--- +# Popdust *Item 1* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [sonic](rules/traits/sonic.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +You can sprinkle popdust in an empty square adjacent to you. + +The first creature that applies pressure to the popdust, such as by moving into that square, causes it to emit a series of thunderous cracks. + +*Source: Lost Omens: The Grand Bazaar p. 59* \ No newline at end of file diff --git a/compendium/equipment/items/poracha-fulu-tv.md b/compendium/equipment/items/poracha-fulu-tv.md new file mode 100644 index 000000000..dad4b5b99 --- /dev/null +++ b/compendium/equipment/items/poracha-fulu-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/abjuration +- trait/consumable +- trait/fulu +- trait/magical +- trait/talisman +- trait/uncommon +aliases: ["Poracha Fulu"] +--- +# Poracha Fulu *Item 5* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 30 gp +- **Usage** affixed to armor; **Bulk** — +- **Category** Talisman + +Folklore from near the Forest of Spirits tells of the origin of the poracha fulu. Once, a traveler saved an eight‑legged feline who turned out to be a poracha prince. In return, the prince gave the traveler a fulu that later prevented a fast‑acting poison from slaying them. Traditionally, one wears a string of up to nine poracha fulus, which counts as one talisman. Each time you take [persistent damage](rules/conditions.md#Persistent%20Damage), one poracha fulu affixed to you negates the damage and crumbles to dust. This response is automatic, but you can use a free action (envision) to prevent your fulus from responding. If you do, any poracha fulus affixed to you never respond to that [persistent damage](rules/conditions.md#Persistent%20Damage). + +*Source: Treasure Vault p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/portable-altar-lokl.md b/compendium/equipment/items/portable-altar-lokl.md new file mode 100644 index 000000000..34a99b71a --- /dev/null +++ b/compendium/equipment/items/portable-altar-lokl.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/adventuring-gear +- trait/uncommon +aliases: ["Portable Altar"] +--- +# Portable Altar *Item 3* +[uncommon](rules/traits/uncommon.md) + +- **Access** Knights of Lastwall have access to this item. +- **Price** 25 gp +- **Bulk** 3 +- **Hands** 2 +- **Category** Adventuring Gear + +This travel-ready kit contains a small altar featuring a deity's iconography. The altar's top can be lifted to reveal a compartment for materials of no more than light Bulk (such as candles, incense, oils, and small texts). The altar grants a +1 item bonus to checks made to conduct religious rites using [Performance](compendium/skills.md#Performance) or [Religion](compendium/skills.md#Religion). + +*Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/portable-gaming-hall-lotgb.md b/compendium/equipment/items/portable-gaming-hall-lotgb.md new file mode 100644 index 000000000..ca67a2548 --- /dev/null +++ b/compendium/equipment/items/portable-gaming-hall-lotgb.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/structure +- trait/conjuration +- trait/magical +- trait/structure +- trait/uncommon +aliases: ["Portable Gaming Hall"] +--- +# Portable Gaming Hall *Item 8* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 500 gp +- **Bulk** L (when not activated) +- **Category** Structure + +A portable gaming hall resembles a miniature roulette wheel, except it's marked with indecipherable runes, not numbers. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +The wheel grows into a circular room 30 feet in diameter, with a door on one side. Six chairs surround a circular table, 10 feet in diameter. The underside of the table contains retractable drawers full of dice, harrow cards, game pieces, and other gambling accouterments. A gallon of ale or a similar drink with a spigot near the bottom hangs on the door, replenishing to a full gallon each day; you can also bring in your own drinks if you require more than the gaming hall provides. + +You can flip the central table over as a 3-action activity, which has the [manipulate](rules/traits/manipulate.md) trait, to revert the gaming hall to its original form. +``` + +*Source: Lost Omens: The Grand Bazaar p. 26* \ No newline at end of file diff --git a/compendium/equipment/items/portable-hole-tv.md b/compendium/equipment/items/portable-hole-tv.md new file mode 100644 index 000000000..24c5bebd3 --- /dev/null +++ b/compendium/equipment/items/portable-hole-tv.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/conjuration +- trait/extradimensional +- trait/magical +- trait/uncommon +aliases: ["Portable Hole"] +--- +# Portable Hole *Item 15* +[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 6000 gp +- **Usage** held in 2 hands; **Bulk** L +- **Category** Held + +Wispy, ethereal strands of carefully spun silk make up the substance of a portable hole, which sparkles with captive beams of starlight. It's linked to an extradimensional space in the shape of a pit, which can be accessed if the hole is fully opened. + +Portable holes and bags of holding are antithetical to one another. Rather than deactivating either, if one is placed inside the other, as typical for extradimensional spaces, a rift to the Astral Plane tears open and destroys both items. + +Any creature or unattended object within a 10-foot burst centered on the bag is sucked through to the Astral Plane, though a creature can avoid this with a successful DC 30 Reflex save. The whole process happens in a single blink of an eye. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You unfold the hole and open it fully, revealing an extradimensional space that stays in place. The hole is 6 feet across—just big enough to cover a 5-foot square—and 10 feet deep. The hole's depth is perpendicular to the surface, so it's most commonly placed on a floor to make a hole straight down or on a wall to create a horizontal passage through it. The only air in the hole is that which enters when it's opened, though if the hole goes through to open space, air can flow freely through the tunnel. + +Anyone can [Interact](rules/actions/interact.md) to grab the hole by the edges and partially or fully fold it up. This closes the entrance to the extradimensional space. Any objects or creatures within the hole remain inside, and any that can't fit fully inside are ejected into the nearest open space. No matter how many items are in the portable hole, its Bulk never changes. Items can be stowed or retrieved only while the hole is fully open. A living creature placed inside has enough air for 10 minutes before it begins to suffocate, and it can attempt to [Escape](rules/actions/escape.md) against a DC of 13. An item inside the hole provides no benefits unless it's retrieved first. Anything in the hole can't be detected by magic that detects only things on the same plane. +``` + +*Source: Treasure Vault p. 115* \ No newline at end of file diff --git a/compendium/equipment/items/portable-ram-lotgb.md b/compendium/equipment/items/portable-ram-lotgb.md new file mode 100644 index 000000000..d2d8450ad --- /dev/null +++ b/compendium/equipment/items/portable-ram-lotgb.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +aliases: ["Portable Ram"] +--- +# Portable Ram *Item 3+* + +- **Usage** held in 2 hands; **Bulk** 3 +- **Category** Held + +A portable ram is a handheld, ironshod wooden beam designed to knock open doors, gates, and other similar obstacles. You gain a +1 item bonus to checks to [Force Open](rules/actions/force-open.md) these obstacles. + +*Source: Lost Omens: The Grand Bazaar p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/portable-tv.md b/compendium/equipment/items/portable-tv.md new file mode 100644 index 000000000..a275073f0 --- /dev/null +++ b/compendium/equipment/items/portable-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/magical +- trait/transmutation +aliases: ["Portable"] +--- +# Portable *Item 9* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 660 gp +- **Usage** etched onto armor +- **Category** Rune + +This rune allows your armor to collapse into a disguised, portable form. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You doff your armor, which folds into another wearable object, such as a bangle or amulet with light Bulk. This wearable object has features that hint at the armor it hides. You aren't wearing the armor while it's in this form, but at the GM's discretion, you can still activate properties that might feasibly come from the wearable item the armor has become. If the armor is in its portable form, you can use this activation to revert it to armor, which you can don in 1 minute. +``` + +*Source: Treasure Vault p. 13* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-disguise-apg.md b/compendium/equipment/items/potion-of-disguise-apg.md new file mode 100644 index 000000000..1b5e0fc0f --- /dev/null +++ b/compendium/equipment/items/potion-of-disguise-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/potion +- trait/consumable +- trait/magical +- trait/polymorph +- trait/potion +- trait/transmutation +- trait/uncommon +aliases: ["Potion Of Disguise"] +--- +# Potion Of Disguise *Item 5+* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [polymorph](rules/traits/polymorph.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +Upon imbibing this potion, you take on the appearance of a specific type of creature for `2d12` hours. The type of creature is determined when the potion is created. For example, you might have a potion of elf disguise or potion of frog disguise. Drinking the potion doesn't impart the knowledge of how long the effect lasts; the GM rolls the duration in secret. + +The disguise doesn't change your traits or statistics, nor does it give you any of the special abilities of the creature you're imitating. It might affect what items you can hold or wear (for example, your new form might lack opposable thumbs). The potion shrinks you down to a minimum of size Small, or maintains your size if the creature is your size or larger. For example, if you are Medium and drink a potion of fire giant disguise, you'll take on the appearance of a fire giant but remain Medium. The creature has to be of a specific kind, such as "leopard" or "lion" rather than just "cat," or "fire giant" or "ogre" rather than just "giant," but the potion can't cause you to mimic a specific individual creature. + +The effects of this potion use the same rules as the [Impersonate](rules/actions/impersonate.md) activity of [Deception](compendium/skills.md#Deception). Onlookers always assume you're the chosen type of creature unless they're actively Seeking. You gain a +4 status bonus to your [Deception](compendium/skills.md#Deception) DC against such [Perception](compendium/skills.md#Perception) checks and add your level even if untrained. + +*Source: Advanced Player's Guide p. 258* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-expeditious-retreat-apg.md b/compendium/equipment/items/potion-of-expeditious-retreat-apg.md new file mode 100644 index 000000000..b182b76cb --- /dev/null +++ b/compendium/equipment/items/potion-of-expeditious-retreat-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/potion +- trait/consumable +- trait/magical +- trait/potion +- trait/transmutation +aliases: ["Potion Of Expeditious Retreat"] +--- +# Potion Of Expeditious Retreat *Item 1* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 3 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +The stopper for a potion of expeditious retreat is crafted to easily snap open in dire circumstances. When you drink this potion, you become [fleeing](rules/conditions.md#Fleeing) for 1 minute, and you gain a +40-foot status bonus to all your Speeds for the duration as long as you are [fleeing](rules/conditions.md#Fleeing). You immediately [Stride](rules/actions/stride.md). + +*Source: Advanced Player's Guide p. 258* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-grounding-som.md b/compendium/equipment/items/potion-of-grounding-som.md new file mode 100644 index 000000000..2eb6f0091 --- /dev/null +++ b/compendium/equipment/items/potion-of-grounding-som.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/potion +- trait/abjuration +- trait/consumable +- trait/electricity +- trait/magical +- trait/potion +aliases: ["Potion Of Grounding"] +--- +# Potion Of Grounding *Item 10* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [electricity](rules/traits/electricity.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) + +- **Price** 185 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +Sparks flash within this amber syrup. Drinking this potion turns you into a living lightning rod for 1 minute, drawing nearby electricity to strike you instead of allies. You gain the following reaction while the effect lasts. + +```ad-embed-ability +title: Divert Lightning [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[electricity](rules/traits/electricity.md) + +- **Requirements**: You aren't immune to electricity + +**Effect** A creature within 30 feet of you is targeted by an [electricity](rules/traits/electricity.md) effect or is in the area of an [electricity](rules/traits/electricity.md) effect. Effect You draw the electricity to yourself like a lightning rod in order to shield the target. If the triggering effect was targeted, it targets you instead of the triggering creature. If it was an area effect, it leaps from the triggering creature's space to fill your space instead. + +This doesn't divert lightning from any other creatures targeted by or in the area of the lightning. You're automatically hit by or automatically fail your save against the effect. You then can't Divert Lightning for `1d4` rounds. +%% #trait/electricity %% +``` + +*Source: Secrets of Magic p. 174* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-minute-echoes-som.md b/compendium/equipment/items/potion-of-minute-echoes-som.md new file mode 100644 index 000000000..899cc89ae --- /dev/null +++ b/compendium/equipment/items/potion-of-minute-echoes-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/potion +- trait/consumable +- trait/divination +- trait/magical +- trait/potion +aliases: ["Potion Of Minute Echoes"] +--- +# Potion Of Minute Echoes *Item 9* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) + +- **Price** 125 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +No matter how carefully you open this bottle, it always lets out an audible, echoing pop. For 1 minute after drinking this potion, you gain a +2 status bonus to [Perception](compendium/skills.md#Perception) checks to hear. + +In addition, each time you [Seek](rules/actions/seek.md), your hearing becomes a precise sense until the beginning of your next turn, allowing you to pinpoint creatures' locations and otherwise perceive the world in detail by listening to the sound of echoes. + +*Source: Secrets of Magic p. 175* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-retaliation-apg.md b/compendium/equipment/items/potion-of-retaliation-apg.md new file mode 100644 index 000000000..072e227d1 --- /dev/null +++ b/compendium/equipment/items/potion-of-retaliation-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/potion +- trait/consumable +- trait/evocation +- trait/magical +- trait/potion +aliases: ["Potion Of Retaliation"] +--- +# Potion Of Retaliation *Item 1+* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +A potion of retaliation is available in four varieties—acid, cold, electricity, and fire—each with a faint shimmer reminiscent of the energy it contains. For 1 minute after drinking a potion of retaliation, you glow with a faint aura of that energy, and a creature that touches you (such as by making an unarmed attack or using a spell with a range of touch against you) takes damage of that type. The moderate, greater, and major versions also damage an adjacent creature that hits you with a melee weapon [Strike](rules/actions/strike.md). + +*Source: Advanced Player's Guide p. 259* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-shared-life-som.md b/compendium/equipment/items/potion-of-shared-life-som.md new file mode 100644 index 000000000..4f512483a --- /dev/null +++ b/compendium/equipment/items/potion-of-shared-life-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/potion +- trait/consumable +- trait/magical +- trait/necromancy +- trait/potion +aliases: ["Potion Of Shared Life"] +--- +# Potion Of Shared Life *Item 8* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [potion](rules/traits/potion.md) + +- **Price** 95 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +Two swirling liquids fill this flask, each slightly distinct in color and brightness from the other. When you drink this potion, you consume only half of the contents. If another willing creature consumes the remainder of the contents within 1 minute, your vitalities become linked for 1 minute from the moment the second one of you drinks. The two of you share breath, so as long as you're within 60 feet of one another, neither of you can begin suffocating unless you're both suffocating. You both gain the following reaction. + +Share Life [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") Trigger Your linked ally takes damage and is within 60 feet; Effect The ally takes half damage from the triggering effect (rounded down), and you lose a number of Hit Points equal to the remainder of the damage. You can't trigger this reaction to share damage caused by your ally using this reaction. + +*Source: Secrets of Magic p. 175* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-shared-memories-apg.md b/compendium/equipment/items/potion-of-shared-memories-apg.md new file mode 100644 index 000000000..b363cb55f --- /dev/null +++ b/compendium/equipment/items/potion-of-shared-memories-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/potion +- trait/consumable +- trait/divination +- trait/magical +- trait/mental +- trait/potion +aliases: ["Potion Of Shared Memories"] +--- +# Potion Of Shared Memories *Item 1* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [potion](rules/traits/potion.md) + +- **Price** 4 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +A potion of shared memories can transfer recollections from one creature to another. To place a memory in the potion, you must hold the vial and focus on a particular memory for 1 minute. This memory must be of a single event, location, person, or otherwise encompass a span of about 1 minute. + +The clear fluid takes on a shimmering hue reminiscent of the stored memory and gains a slightly sweet taste. + +Upon consuming the potion, the drinker vividly recalls the memory, and thereafter can remember it as easily as a memory they actually experienced. An unwilling drinker can refuse to absorb the memory. + +*Source: Advanced Player's Guide p. 259* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-stable-form-som.md b/compendium/equipment/items/potion-of-stable-form-som.md new file mode 100644 index 000000000..ff1f794b2 --- /dev/null +++ b/compendium/equipment/items/potion-of-stable-form-som.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/potion +- trait/abjuration +- trait/consumable +- trait/magical +- trait/potion +aliases: ["Potion Of Stable Form"] +--- +# Potion Of Stable Form *Item 10+* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +This aromatic potion is brewed from the white flowers and black roots of the magical herb moly. When you drink this potion, it immediately attempts to counteract all [hostile](rules/conditions.md#Hostile) [transmutation](rules/traits/transmutation.md) effects affecting you. For the next hour, you gain an item bonus against [transmutation](rules/traits/transmutation.md) effects, which is greater against [polymorph](rules/traits/polymorph.md) effects. If you roll a success against a [polymorph](rules/traits/polymorph.md) effect during that time, you get a critical success instead. + +*Source: Secrets of Magic p. 175* \ No newline at end of file diff --git a/compendium/equipment/items/potion-patch-tv.md b/compendium/equipment/items/potion-patch-tv.md new file mode 100644 index 000000000..65db6dd2a --- /dev/null +++ b/compendium/equipment/items/potion-patch-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/consumable +- trait/magical +- trait/transmutation +aliases: ["Potion Patch"] +--- +# Potion Patch *Item 4+* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** worn; **Bulk** — +- **Activate** command; **Requirements** You must have the potion patch affixed to your skin. +- **Category** Consumable + +A potion patch is a sticky, bandage-like pad that can be filled with one potion and affixed to the skin. Filling the patch and affixing it is a 1-minute activity that takes two hands and has the [manipulate](rules/traits/manipulate.md) trait. A patch has a maximum level of potion it can absorb, depending on the patch's type. When you Activate the patch, the potion affects you without you needing to have the potion in your hand. The patch's magic is negated after it's used, the next time you make your daily preparations, or when another potion patch is affixed to you, whichever comes first. + +*Source: Treasure Vault p. 97* \ No newline at end of file diff --git a/compendium/equipment/items/powder-lotgb.md b/compendium/equipment/items/powder-lotgb.md new file mode 100644 index 000000000..9e3af8d6b --- /dev/null +++ b/compendium/equipment/items/powder-lotgb.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/consumable +aliases: ["Powder"] +--- +# Powder *Item 0* +[consumable](rules/traits/consumable.md) + +- **Price** 1 sp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Consumable + +A bag of powder contains powdered chalk, flour, or similar materials. In addition to other uses for powder, it can be handy while adventuring to help pinpoint [invisible](rules/conditions.md#Invisible) creatures. + +You can throw the powder into an adjacent square as an [Interact](rules/actions/interact.md) action. If there's a creature in that square, it becomes temporarily [observed](rules/conditions.md#Observed) until the end of your turn, though the creature still has concealment due to invisibility. The powder quickly falls away or becomes [invisible](rules/conditions.md#Invisible) itself, preventing you from tracking the creature indefinitely. + +*Source: Lost Omens: The Grand Bazaar p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/powered-full-plate-tv.md b/compendium/equipment/items/powered-full-plate-tv.md new file mode 100644 index 000000000..4aa7eb544 --- /dev/null +++ b/compendium/equipment/items/powered-full-plate-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/alchemical +- trait/rare +aliases: ["Powered Full Plate"] +--- +# Powered Full Plate *Item 7* +[alchemical](rules/traits/alchemical.md) [rare](rules/traits/rare.md) + +- **Price** 360 gp +- **Usage** worn armor; **Bulk** 4 +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Armor + +Stasian actuators help the limbs of this full plate move of their own accord, as long as they're supplied with power. A chamber in the chest plate can hold a single bottled lightning, which takes 3 [Interact](rules/actions/interact.md) actions to install. A loaded suit of powered full plate can be activated to lower the armor's Strength requirement by 1 plus the item bonus of the loaded bomb. The armor's normal penalties still apply, based on this altered Strength. However, add the bottled lightning's item bonus to your [Athletics](compendium/skills.md#Athletics) checks to [Force Open](rules/actions/force-open.md), [High Jump](rules/actions/high-jump.md), [Long Jump](rules/actions/long-jump.md), and [Shove](rules/actions/shove.md). These effects last for 10 minutes. The armor uses up the bottled lightning during the duration and can't be activated again until a new one is installed. + +*Source: Treasure Vault p. 64* \ No newline at end of file diff --git a/compendium/equipment/items/praying-mantis-lotg.md b/compendium/equipment/items/praying-mantis-lotg.md new file mode 100644 index 000000000..49f69a0a4 --- /dev/null +++ b/compendium/equipment/items/praying-mantis-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Praying Mantis"] +--- +# Praying Mantis *Item 0* + +- **Price** 1 sp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/predictable-silver-piece-apg.md b/compendium/equipment/items/predictable-silver-piece-apg.md new file mode 100644 index 000000000..bdf3b55c1 --- /dev/null +++ b/compendium/equipment/items/predictable-silver-piece-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/held +- trait/divination +- trait/magical +aliases: ["Predictable Silver Piece"] +--- +# Predictable Silver Piece *Item 1* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) + +- **Price** 3 gp +- **Usage** held in 1 hand +- **Category** Held + +This seemingly unremarkable, weathered silver coin bears the bust of an unnamed monarch on the face and a majestic bird on the tail. You can toss the coin without activating it, in which case it follows the normal laws of probability. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You rub your thumb on one side of the coin with the intent of slightly tweaking the strands of fate, then flip the coin into the air in a coin toss. No matter how the toss is resolved— letting the coin fall to the ground, slapping it down on the back of your hand, or catching it on your open palm—it always lands with the side you rubbed face up. +``` + +*Source: Advanced Player's Guide p. 262* \ No newline at end of file diff --git a/compendium/equipment/items/presentable-lotgb.md b/compendium/equipment/items/presentable-lotgb.md new file mode 100644 index 000000000..ae13b664a --- /dev/null +++ b/compendium/equipment/items/presentable-lotgb.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/rune +- trait/enchantment +- trait/magical +- trait/uncommon +aliases: ["Presentable"] +--- +# Presentable *Item 3+* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** applied to any visible article of clothing +- **Category** Rune + +A garment with this rune is always clean, as though it had just been affected by [prestidigitation](compendium/spells/prestidigitation.md). You gain a +1 item bonus to [Make an Impression](rules/actions/make-an-impression.md) on those who would be impressed by a particular presentable outfit while wearing this garment. + +*Source: Lost Omens: The Grand Bazaar p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/preserving-tv.md b/compendium/equipment/items/preserving-tv.md new file mode 100644 index 000000000..bd3f4b0c9 --- /dev/null +++ b/compendium/equipment/items/preserving-tv.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/magical +- trait/necromancy +aliases: ["Preserving"] +--- +# Preserving *Item 3+* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Usage** applied to a basket, bag, or other container +- **Category** Rune + +Preserving runes are common among merchants and other travelers who are on the road for weeks or months at a time. Any non-magical food and drink inside a container with a preserving rune remains fresher for longer, taking ten times as long to spoil. This feature doesn't prolong the duration of alchemical items. + +*Source: Treasure Vault p. 144* \ No newline at end of file diff --git a/compendium/equipment/items/pressure-bomb-pfum.md b/compendium/equipment/items/pressure-bomb-pfum.md new file mode 100644 index 000000000..d68039617 --- /dev/null +++ b/compendium/equipment/items/pressure-bomb-pfum.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/pfum +- item/category/bomb +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/force +- trait/splash +- trait/uncommon +aliases: ["Pressure Bomb"] +--- +# Pressure Bomb *Item 1+* +[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [force](rules/traits/force.md) [splash](rules/traits/splash.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Bomb + +This tightly sealed metal container is filled with highly pressurized gas that can explode to release a powerful shockwave. A pressure bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the target is knocked [prone](rules/conditions.md#Prone). Many types grant an item bonus to attack rolls, and more powerful pressure bombs can knock creatures back. + +*Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/prismatic-plate-lotgb.md b/compendium/equipment/items/prismatic-plate-lotgb.md new file mode 100644 index 000000000..bdbced611 --- /dev/null +++ b/compendium/equipment/items/prismatic-plate-lotgb.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/armor +- trait/abjuration +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Prismatic Plate"] +--- +# Prismatic Plate *Item 17* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 14000 gp +- **Usage** worn armor; **Bulk** 1 +- **Category** Armor + +With its standard-grade mithral polished to a mirrorlike sheen, this +2 resilient glamered mithral breastplate features the religious symbols of the goddesses of the Prismatic Ray pantheon—[Desna](compendium/setting/deities/desna.md), [Sarenrae](compendium/setting/deities/sarenrae.md), and [Shelyn](compendium/setting/deities/shelyn.md)—surrounded by a rainbow-colored set of gems. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You surround yourself in a coruscating field of red, orange, yellow, green, blue, indigo, and violet light for 1 minute. Each color has a different effect, based on the effects of a 7th-level [chromatic wall](compendium/spells/chromatic-wall.md) spell, and you apply the effects of each color once before it disappears from your field of light, which can happen in the following two ways. + +First, the field attempts a counteract check (counteract level 7, counteract modifier +27) against [any](rules/traits/any-b1.md) effect that would be blocked by a chromatic wall of any of the colors still surrounding you in your field of light. Succeed or fail, that color then disappears from your field of light. + +Second, any creature that touches you or damages you with an unarmed attack or non-reach melee weapon is affected by a random remaining color from your field. As normal, this doesn't affect creatures you choose to touch. + +A creature can also remove a color from your field of light by using a specific spell, as described in chromatic wall. The effect ends early if each color disappears from your field of light, or if you choose to [Dismiss](rules/actions/dismiss.md) it. +``` + +*Source: Lost Omens: The Grand Bazaar p. 85* \ No newline at end of file diff --git a/compendium/equipment/items/private-workshop-lotgb.md b/compendium/equipment/items/private-workshop-lotgb.md new file mode 100644 index 000000000..fc5b4f855 --- /dev/null +++ b/compendium/equipment/items/private-workshop-lotgb.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/structure +- trait/conjuration +- trait/magical +- trait/structure +- trait/uncommon +aliases: ["Private Workshop"] +--- +# Private Workshop *Item 6* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 200 gp +- **Bulk** L (when not activated) +- **Category** Structure + +A private workshop is a model building about the size of a music box that resembles a smithy, tannery, alchemy lab, or other crafting facility. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +The model workshop transforms into a full-sized square workshop of the represented type. The walls are 15 feet wide and the ceiling is 10 feet high. The workshop is stocked with mundane tools and can be used to [Craft](rules/actions/craft.md) items appropriate to the workshop with a +1 item bonus, but you must supply any raw materials. + +You can pull on a cord hanging from the workshop's ceiling as an [Interact](rules/actions/interact.md) action to revert the private workshop to its model form. +``` + +*Source: Lost Omens: The Grand Bazaar p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/probing-cane-lotgb.md b/compendium/equipment/items/probing-cane-lotgb.md new file mode 100644 index 000000000..2ff8faa95 --- /dev/null +++ b/compendium/equipment/items/probing-cane-lotgb.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/weapon/martial +- trait/finesse +- trait/sweep +aliases: ["Probing Cane"] +--- +# Probing Cane *Item 0* +[finesse](rules/traits/finesse.md) [sweep](rules/traits/sweep.md) + +- **Price** 5 sp +- **Bulk** L +- **Damage** `1d6` B +- **Hands** 1 +- **Category** Martial; **Group** Club + +Your cane indicates that you have low vision or are blind. By holding this cane in front of you, you indicate to those around that you're partially sighted, which is particularly useful in urban or busy places to let others know to give you enough space. + +The cane is typically several feet long, generally reaching the user's chin, but can be lengthened or shortened as needed. + +Probing canes are made from reinforced wood with the same strengthening process and treatment as a [longbow](compendium/equipment/items/longbow.md), creating a cane that is both high quality and durable enough for an adventuring owner to use as a weapon. A probing cane deals `1d6` bludgeoning damage, has the [finesse](rules/traits/finesse.md) and [sweep](rules/traits/sweep.md) traits, and is a martial melee weapon in the club weapon group. + +*Source: Lost Omens: The Grand Bazaar p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/psychic-brigandine-lotgb.md b/compendium/equipment/items/psychic-brigandine-lotgb.md new file mode 100644 index 000000000..d1ffa2a3b --- /dev/null +++ b/compendium/equipment/items/psychic-brigandine-lotgb.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/armor +- trait/abjuration +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Psychic Brigandine"] +--- +# Psychic Brigandine *Item 13* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 3000 gp +- **Usage** worn armor; **Bulk** 2 +- **Category** Armor + +Transparent crystals as hard as steel take the place of metal plates on this suit of +2 greater invisibility splint mail. + +Also known as a coat of a thousand thoughts in Vudra and Jalmeray, where it was first developed by psychic warriors, it makes your mind an indomitable fortress. You gain resistance 5 to mental damage. + +Whenever you use the armor to become [invisible](rules/conditions.md#Invisible), you also become psychically [invisible](rules/conditions.md#Invisible). Each time you would be affected by an effect with the [mental](rules/traits/mental.md) trait while you are Lost & Found Wares. + +*Source: Lost Omens: The Grand Bazaar p. 42* \ No newline at end of file diff --git a/compendium/equipment/items/psychic-warding-bracelet-lopsg.md b/compendium/equipment/items/psychic-warding-bracelet-lopsg.md new file mode 100644 index 000000000..6abd8a9f4 --- /dev/null +++ b/compendium/equipment/items/psychic-warding-bracelet-lopsg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/consumable +- trait/consumable +aliases: ["Psychic Warding Bracelet"] +--- +# Psychic Warding Bracelet *Item 3* +[consumable](rules/traits/consumable.md) + +- **Price** 10 gp +- **Usage** worn; **Bulk** L +- **Category** Consumable + +This set of reflective metal wires takes 10 minutes to properly tie along the wrist's energy meridians, then repels attempts at mental manipulation. You gain a +2 item bonus to your next save against a [mental](rules/traits/mental.md) effect after tying on the bracelet. After this save, the metal strands tarnish and fall off (possibly alerting the wearer or others that their mind has been tampered with) + +You can remove the bracelet with an [Interact](rules/actions/interact.md) action, but doing so breaks the bracelet's alignment and requires you to spend another 10 minutes to carefully tie it back on. + +*Source: Lost Omens: Pathfinder Society Guide p. 39* \ No newline at end of file diff --git a/compendium/equipment/items/psychopomp-mask-sot1.md b/compendium/equipment/items/psychopomp-mask-sot1.md new file mode 100644 index 000000000..270b7b62f --- /dev/null +++ b/compendium/equipment/items/psychopomp-mask-sot1.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot1 +- item/category/worn +- trait/invested +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Psychopomp Mask"] +--- +# Psychopomp Mask *Item 1* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 5 gp +- **Usage** worn mask +- **Category** Worn + +These minor magic items are painted to resemble your face, or some metaphorical depiction thereof, to encourage the ushers of death to take the mask in your place. If you begin your turn with a [dying](rules/conditions.md#Dying) value of 3 or greater, instead of making your recovery check, you lose the [dying](rules/conditions.md#Dying) condition but remain [unconscious](rules/conditions.md#Unconscious) at 0 Hit Points. The mask then cracks in half and is destroyed. The psychopomps won't be so easily fooled again—you are temporarily immune to the effects of any psychopomp mask for 1 year. + +*Source: Strength of Thousands #1: Kindled Magic p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/pucker-pickle-tv.md b/compendium/equipment/items/pucker-pickle-tv.md new file mode 100644 index 000000000..83b88af45 --- /dev/null +++ b/compendium/equipment/items/pucker-pickle-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/poison +aliases: ["Pucker Pickle"] +--- +# Pucker Pickle *Item 5* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [poison](rules/traits/poison.md) + +- **Price** 30 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Sharp and pungent, but tasty, pucker pickles were created by goblin alchemists working to avoid being eaten by larger creatures. For 1 hour after eating a pucker pickle, you smell slightly of pickle, but you have a horrendous taste. Once a creature hits you with a [Strike](rules/actions/strike.md) using an attack that allows it to taste you, such as a jaws [Strike](rules/actions/strike.md), it takes a –2 circumstance penalty to further attacks against you that allow it to taste you, including attacks like Grappling or Tripping you using its jaws or Swallowing you Whole. Creatures, especially animals, often choose other targets after tasting you. Any creature that Engulfs you or Swallows you Whole is [sickened](rules/conditions.md#Sickened). If it spends an action retching to reduce the [sickened](rules/conditions.md#Sickened) condition, you can attempt to [Escape](rules/actions/escape.md) as a reaction. + +*Source: Treasure Vault p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/pummel-growth-toxin-tv.md b/compendium/equipment/items/pummel-growth-toxin-tv.md new file mode 100644 index 000000000..374975472 --- /dev/null +++ b/compendium/equipment/items/pummel-growth-toxin-tv.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/morph +- trait/poison +aliases: ["Pummel-Growth Toxin"] +--- +# Pummel-Growth Toxin *Item 13* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [morph](rules/traits/morph.md) [poison](rules/traits/poison.md) + +- **Price** 550 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This substance is the result of a failed alchemical experiment to regrow a severed arm. An extra outsized, uncontrolled limb of the sort used for manipulation grows from the victim's body. The limb initially flails about, throwing the creature off-balance. Once it "matures," the limb pummels the victim instead. The limb can't deal its bludgeoning damage if the victim is unable to take actions. Upon recovery from the poison, the extra limb withers and falls off. + +```ad-inline-affliction +title: Saving Throw: DC 32 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `4d6` poison damage, [clumsy](rules/conditions.md#Clumsy), and must succeed at a DC 5 flat check to perform an action with the [manipulate](rules/traits/manipulate.md) trait or the action fails and is lost (1 round) + +**Stage 2** `4d6` poison damage, [clumsy](rules/conditions.md#Clumsy), [slowed](rules/conditions.md#Slowed), `2d6` bludgeoning damage (1 round) + +**Stage 3** `4d6` poison damage, [clumsy](rules/conditions.md#Clumsy), [slowed](rules/conditions.md#Slowed), `4d6` bludgeoning damage (1 round) +``` + +*Source: Treasure Vault p. 70* \ No newline at end of file diff --git a/compendium/equipment/items/pummeling-snare-lotgb.md b/compendium/equipment/items/pummeling-snare-lotgb.md new file mode 100644 index 000000000..c3643a773 --- /dev/null +++ b/compendium/equipment/items/pummeling-snare-lotgb.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +- trait/uncommon +aliases: ["Pummeling Snare"] +--- +# Pummeling Snare *Item 5* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 25 gp +- **Category** Snare + +This snare unleashes a trio of large stones that batter the creature entering the snare's square, dealing `6d8` bludgeoning damage (DC 21 basic Reflex save). + +*Source: Lost Omens: The Grand Bazaar p. 43* \ No newline at end of file diff --git a/compendium/equipment/items/purloining-cloak-tv.md b/compendium/equipment/items/purloining-cloak-tv.md new file mode 100644 index 000000000..7c0a3e384 --- /dev/null +++ b/compendium/equipment/items/purloining-cloak-tv.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/apex +- trait/apex +- trait/intelligent +- trait/invested +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Purloining Cloak"] +--- +# Purloining Cloak *Item 18* +[apex](rules/traits/apex.md) [intelligent](rules/traits/intelligent-gmg.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** worn cloak; **Bulk** L +- **Category** Apex + +Each purloining cloak is a mercurial mantle once worn by a legendary thief or two. The cloak became infused with a daredevil spirit and a penchant for high-stakes thievery. If its owner isn't willing to partake in such activities, the cloak tries to convince them to sell or give it to someone who will. A purloining cloak can use tendrils of its cloth to attempt [Thievery](compendium/skills.md#Thievery) checks to [Palm an Object](rules/actions/palm-an-object.md) or [Steal](rules/actions/steal.md), proudly offering you its loot later. In addition to those of a mercurial mantle, a purloining cloak has the following activations. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The cloak casts 2nd-level [illusory disguise](compendium/spells/illusory-disguise.md) on you, usually to your specifications. However the cloak can choose the appearance of the illusion for you. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The cloak assesses the price of valuables it can see. This valuation doesn't include the value of features the cloak can't discern, such as magical properties. +``` + +*Source: Treasure Vault p. 196* \ No newline at end of file diff --git a/compendium/equipment/items/putrescent-glob-sli.md b/compendium/equipment/items/putrescent-glob-sli.md new file mode 100644 index 000000000..d669611bd --- /dev/null +++ b/compendium/equipment/items/putrescent-glob-sli.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sli +- item/category/talisman +- trait/conjuration +- trait/consumable +- trait/magical +- trait/talisman +- trait/uncommon +aliases: ["Putrescent Glob"] +--- +# Putrescent Glob *Item 7* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 65 gp +- **Usage** affixed to a weapon +- **Activate** envision; **Trigger** You damage a creature that is [sickened](rules/conditions.md#Sickened) with a [Strike](rules/actions/strike.md) using the affixed weapon; **Requirements** You are an expert with the affixed weapon. +- **Category** Talisman + +This repulsive, hairy glob dangles from the end of your weapon. When you activate the putrescent glob, the creature you damaged must succeed at a DC 23 Fortitude save or its [sickened](rules/conditions.md#Sickened) condition increases to [sickened](rules/conditions.md#Sickened), and it can't reduce its [sickened](rules/conditions.md#Sickened) condition until the end of its next turn. On a critical failure, it's also [slowed](rules/conditions.md#Slowed) until the end of its next turn. + +*Source: The Slithering p. 61* \ No newline at end of file diff --git a/compendium/equipment/items/puzzle-box-lotgb.md b/compendium/equipment/items/puzzle-box-lotgb.md new file mode 100644 index 000000000..742be2e9d --- /dev/null +++ b/compendium/equipment/items/puzzle-box-lotgb.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +aliases: ["Puzzle Box"] +--- +# Puzzle Box *Item 0+* + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +A puzzle box features moving parts, locking mechanisms, and other components designed to confound the user. Solving a puzzle box typically requires three successful [Games Lore](compendium/skills.md#Lore) or [Thievery](compendium/skills.md#Thievery) checks to Open a Lock, though puzzle boxes come in countless configurations and themes, and the GM can determine which skills are appropriate. + +*Source: Lost Omens: The Grand Bazaar p. 59* \ No newline at end of file diff --git a/compendium/equipment/items/pyrite-rat-bb.md b/compendium/equipment/items/pyrite-rat-bb.md new file mode 100644 index 000000000..0004d7931 --- /dev/null +++ b/compendium/equipment/items/pyrite-rat-bb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/bb +- item/category/held +- trait/conjuration +- trait/magical +aliases: ["Pyrite Rat"] +--- +# Pyrite Rat *Item 2* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) + +- **Price** 32 gp +- **Usage** held in 1 hand +- **Category** Held + +This lustrous, rat-shaped pyrite statuette is 1 inch tall. When activated, the statuette transforms into a flesh-and-blood giant rat. You can use the following action when you hold the _pyrite rat_. You can use this action only once per day, and the rat remains transformed for 1 hour. + +```ad-embed-ability +title: Transform Statue [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) + +You place the statue on solid ground and speak the rat's secret name, causing the statuette to transform into a living giant rat. In creature form, the giant rat acts on your turn. It gets 2 actions and can't use reactions. You have to spend an action each turn to tell it what to do; otherwise, it tries to run away from danger or cowers where it is. If the rat is slain while in animal form, it reverts to its statue shape and can't be transformed again until 1 week has passed. If the figurine is destroyed while in its statue form, it's shattered and its magical properties are lost forever. +%% #trait/concentrate #trait/manipulate %% +``` + +*Source: Beginner Box p. 54* \ No newline at end of file diff --git a/compendium/equipment/items/pyronite-ooa2.md b/compendium/equipment/items/pyronite-ooa2.md new file mode 100644 index 000000000..d2b9e673c --- /dev/null +++ b/compendium/equipment/items/pyronite-ooa2.md @@ -0,0 +1,46 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa2 +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/fire +- trait/rare +aliases: ["Pyronite"] +--- +# Pyronite *Item 11* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [fire](rules/traits/fire.md) [rare](rules/traits/rare.md) + +- **Price** 250 gp +- **Usage** held in one hand; **Bulk** L +- **Category** Consumable + +A stick of pyronite is a devastating explosive that fills an area with fire and concussive force when it detonates— as long as its fuse has been lit! + +Pyronite is an unstable material with a limited shelf life. Sticks of pyronite must be kept dry and cool; otherwise, the raw pyronite will leak out of the rods and collect as a semi-transparent goo that explodes on any impact or loud noise, with an explosive effect equal to half the number of rods. + +```ad-embed-ability +title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +``` + +[Interact](rules/actions/interact.md); Activating a stick of pyronite is usually a two-action activity. + +First, you interact with the pyronite to light its fuse with a source of fire. This fire source can be an object you hold in another hand, such as a tindertwig or a lit torch, or it can be a free-standing adjacent fire. Once the fuse is lit, you throw it (an [Interact](rules/actions/interact.md) action with the ranged trait) up to 50 feet away—if you hurl it into an existing fire, you don't need to take the initial action to light its fuse and can + +```ad-embed-ability +title: Activate +``` + +You can toss the pyronite anywhere within 50 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging. + +Once a stick of pyronite's fuse is lit, it explodes at the end of your turn, regardless of whether you've thrown it or not. (A lit fuse can be extinguished with an [Interact](rules/actions/interact.md) action.) If multiple sticks of pyronite detonate at the end of your turn, you can increase the area, but not the damage, of this effect. When the pyronite explodes, all creatures in a 20-foot burst must attempt a DC 28 Reflex save or take `3d6` fire damage and `3d6` bludgeoning damage. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage and is [deafened](rules/conditions.md#Deafened) for 1 round. +> - **Failure** The creature takes full damage and is [deafened](rules/conditions.md#Deafened) for 1 minute. +> - **Critical Failure** The creature takes double damage and is knocked [prone](rules/conditions.md#Prone), [stunned](rules/conditions.md#Stunned), and [deafened](rules/conditions.md#Deafened) for 1 hour. + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/queasy-lantern-lotgb.md b/compendium/equipment/items/queasy-lantern-lotgb.md new file mode 100644 index 000000000..0977f21db --- /dev/null +++ b/compendium/equipment/items/queasy-lantern-lotgb.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +- trait/light +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Queasy Lantern"] +--- +# Queasy Lantern *Item 7+* +[light](rules/traits/light.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This bull's-eye lantern is wrapped in decrepit leather skin. It constantly emits light in a 60-foot cone (and dim light in the next 60 feet). You can close or open internal shutters with an [Interact](rules/actions/interact.md) action to block or reveal the light. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You slide in a magical lens that causes the lantern to emit a pale green light and then aim the lantern. All creatures in the lantern's 60-foot cone of bright light (but not those in the dim light), must attempt a DC 23 Fortitude save. On a failure, a creature becomes [sickened](rules/conditions.md#Sickened) ([sickened](rules/conditions.md#Sickened) on a critical failure). The light then reverts to normal as the lens slides out of place. +``` + +*Source: Lost Omens: The Grand Bazaar p. 39* \ No newline at end of file diff --git a/compendium/equipment/items/quenching-potion-tv.md b/compendium/equipment/items/quenching-potion-tv.md new file mode 100644 index 000000000..b348d4977 --- /dev/null +++ b/compendium/equipment/items/quenching-potion-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/potion +- trait/consumable +- trait/magical +- trait/necromancy +- trait/potion +aliases: ["Quenching Potion"] +--- +# Quenching Potion *Item 8* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [potion](rules/traits/potion.md) + +- **Price** 85 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +Quenching potion is a clear liquid that tastes like fresh, cool spring water. Drinking this potion or pouring it over yourself completely hydrates you and cleanses your system. Immediately attempt a flat check to end any [persistent acid](rules/conditions.md#Persistent%20Damage), fire, negative, or poison damage affecting you, and attempt a new saving throw against any poison affecting you. Poison can't progress to a worse stage due to this saving throw. + +The potion counts as a particularly appropriate type of help against [persistent acid](rules/conditions.md#Persistent%20Damage), fire, negative, and poison damage. + +*Source: Treasure Vault p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/quenching-tv.md b/compendium/equipment/items/quenching-tv.md new file mode 100644 index 000000000..c0ec3e919 --- /dev/null +++ b/compendium/equipment/items/quenching-tv.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/abjuration +- trait/magical +aliases: ["Quenching"] +--- +# Quenching *Item 6+* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) + +- **Usage** etched onto armor +- **Category** Rune + +This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end [persistent acid](rules/conditions.md#Persistent%20Damage) or fire damage affecting you from 15 to 12 (7 with particularly effective assistance). + +*Source: Treasure Vault p. 13* \ No newline at end of file diff --git a/compendium/equipment/items/quick-runners-shirt-lotgb.md b/compendium/equipment/items/quick-runners-shirt-lotgb.md new file mode 100644 index 000000000..ba0b67065 --- /dev/null +++ b/compendium/equipment/items/quick-runners-shirt-lotgb.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Quick Runner's Shirt"] +--- +# Quick Runner's Shirt *Item 5+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn +- **Category** Worn + +This light shirt is made of thin fabric embroidered with arrangements of winged feet. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +Your feet feel lighter, allowing you to move with greater speed. + +You [Stride](rules/actions/stride.md) twice and gain a +10-foot item bonus to your Speed during those [Stride](rules/actions/stride.md) actions. +``` + +*Source: Lost Omens: The Grand Bazaar p. 43* \ No newline at end of file diff --git a/compendium/equipment/items/quick-wig-lotgb.md b/compendium/equipment/items/quick-wig-lotgb.md new file mode 100644 index 000000000..0288fdaad --- /dev/null +++ b/compendium/equipment/items/quick-wig-lotgb.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/worn +- trait/illusion +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Quick Wig"] +--- +# Quick Wig *Item 2* +[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 30 gp +- **Usage** worn headwear; **Bulk** L +- **Category** Worn + +A quick wig magically conceals your natural hair while worn, eliminating the need to braid or pin your hair beneath it. + +In addition, your facial hair and eyebrows change color to match the wig while you wear it. When used as part of a [Deception](compendium/skills.md#Deception) check to [Impersonate](rules/actions/impersonate.md) to go unrecognized by changing your hair, you no longer require a disguise kit, you Material Changes Wares gain a +1 item bonus on the check, and you reduce the time to create the disguise from 10 minutes to 5 minutes. You still need a disguise kit and the full time if you're using cosmetics and other props to change other aspects of your disguise or Impersonating a specific person, and the wig only provides its item bonus when Impersonating a specific person if that person's hair color and style match the wig's. Quick wigs detangle themselves while not in use. + +*Source: Lost Omens: The Grand Bazaar p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/quickpatch-glue-lopsg.md b/compendium/equipment/items/quickpatch-glue-lopsg.md new file mode 100644 index 000000000..2a4b65171 --- /dev/null +++ b/compendium/equipment/items/quickpatch-glue-lopsg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/uncommon +aliases: ["Quickpatch Glue"] +--- +# Quickpatch Glue *Item 3* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 10 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Consumable + +Quickpatch glue is a fast-setting adhesive designed for rapid but temporary repairs. + +When applied to a [broken](rules/conditions.md#Broken) item, the glue adheres the item's pieces back together. + +This does not restore the item's hit points, but it allows the item to be used for its normal function and removes the [broken](rules/conditions.md#Broken) condition. The glue is fragile and degrades over time. An item repaired by quickpatch glue regains the [broken](rules/conditions.md#Broken) condition after it takes damage or 1 hour passes (whichever comes first). In order to apply a new vial of quickpatch glue to or repair the item, the item's holder must first remove the glue residue, a process that requires 10 minutes of effort and a set of alchemist's tools. + +*Source: Lost Omens: Pathfinder Society Guide p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/quill-of-passage-lopsg.md b/compendium/equipment/items/quill-of-passage-lopsg.md new file mode 100644 index 000000000..91c39227e --- /dev/null +++ b/compendium/equipment/items/quill-of-passage-lopsg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/held +- trait/conjuration +- trait/magical +- trait/uncommon +aliases: ["Quill Of Passage"] +--- +# Quill Of Passage *Item 11* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1200 gp +- **Usage** held in one hand +- **Category** Held + +This black-feathered quill has a glowing nib with a small amount of glowing ink inside it. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +Placing the tip of the quill against a wall of wood, plaster, or stone and speaking a command word causes the ink to flow from the nib onto the wall in the shape of a glowing doorway, casting passwall on the touched surface. +``` + +*Source: Lost Omens: Pathfinder Society Guide p. 118* \ No newline at end of file diff --git a/compendium/equipment/items/quilted-armor-tv.md b/compendium/equipment/items/quilted-armor-tv.md new file mode 100644 index 000000000..4d9bd775c --- /dev/null +++ b/compendium/equipment/items/quilted-armor-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor/light +- trait/comfort +aliases: ["Quilted Armor"] +--- +# Quilted Armor *Item 0* +[comfort](rules/traits/comfort.md) + +- **Price** 3 gp +- **Bulk** 1 +- **AC Bonus** +2; **Dex Cap** +2 +- **Strength** 12; **Check Penalty** --1; **Speed Penalty** — +- **Category** Light; **Group** Cloth + +Quilted armor is built in a long coat intended for defensive use without other armor. Quilted armor protects the upper body and legs, differentiating it further from the typical padded undercoat. This armor is frequently made in stylish colors or patterns to facilitate use as protective outerwear or a military uniform. + +*Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/rabbit-lotg.md b/compendium/equipment/items/rabbit-lotg.md new file mode 100644 index 000000000..94dfc5a39 --- /dev/null +++ b/compendium/equipment/items/rabbit-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Rabbit"] +--- +# Rabbit *Item 0* + +- **Price** 1 gp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/raccoon-lotg.md b/compendium/equipment/items/raccoon-lotg.md new file mode 100644 index 000000000..c7fd00d22 --- /dev/null +++ b/compendium/equipment/items/raccoon-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Raccoon"] +--- +# Raccoon *Item 0* + +- **Price** 5 gp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/radiant-lance-locg.md b/compendium/equipment/items/radiant-lance-locg.md new file mode 100644 index 000000000..909230bdc --- /dev/null +++ b/compendium/equipment/items/radiant-lance-locg.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/locg +- item/category/held +- trait/divine +- trait/evocation +- trait/fire +- trait/good +- trait/light +- trait/uncommon +aliases: ["Radiant Lance"] +--- +# Radiant Lance *Item 15* +[divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [good](rules/traits/good.md) [light](rules/traits/light.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 5750 gp +- **Usage** held in 2 hands; **Bulk** 2 +- **Category** Held + +When wielded in battle, these silver lances blaze with light. + +A radiant lance is a +2 greater striking holy flaming silver lance. + +When wielded in battle, the radiant lance sheds bright light in a 60-foot radius. On a hit against an undead creature that is specifically vulnerable to sunlight, the lance bursts with a brilliant flash of light, and that undead must attempt a DC 35 Fortitude save. If the attack was a critical hit, the undead uses an outcome one degree of success worse than the result of its saving throw. + +> [!success-degree] +> - **Success** The undead is unaffected. +> - **Failure** The undead is [slowed](rules/conditions.md#Slowed) for 1 round. +> - **Critical Failure** The undead is [slowed](rules/conditions.md#Slowed) for 1 minute. Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md); Frequency once per day; Effect You point the lance at a foe and call out, firing a beam with the effects of a 7th-level [searing light](compendium/spells/searing-light.md). + +*Source: Lost Omens: Character Guide p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/radiant-prism-tv.md b/compendium/equipment/items/radiant-prism-tv.md new file mode 100644 index 000000000..2a7067a54 --- /dev/null +++ b/compendium/equipment/items/radiant-prism-tv.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/spellheart +- trait/abjuration +- trait/magical +- trait/spellheart +aliases: ["Radiant Prism"] +--- +# Radiant Prism *Item 16+* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) + +- **Usage** affixed to armor or a weapon; **Bulk** — +- **Category** Spellheart + +Any armor or weapon this glass prism is affixed to glows softly with shifting colored lights. The spell DC of any spell cast by activating this item is 35. + +- Armor (light) After you cast an abjuration spell by activating the prism, you glow with dim light in a multitude of shimmering hues, shedding light like a torch and making you [concealed](rules/conditions.md#Concealed) until the end of your next turn. +- Weapon After you cast an abjuration spell by activating the prism, your Strikes with the weapon gain the brilliant property rune until the end of your next turn. + +```ad-embed-ability +title: Activate + +You cast [light](compendium/spells/light.md). +``` + +```ad-embed-ability +title: Activate + +You cast [prismatic armor](compendium/spells/prismatic-armor-som.md) . +``` + +*Source: Treasure Vault p. 127* \ No newline at end of file diff --git a/compendium/equipment/items/raining-knives-snare-lotgb.md b/compendium/equipment/items/raining-knives-snare-lotgb.md new file mode 100644 index 000000000..b367da864 --- /dev/null +++ b/compendium/equipment/items/raining-knives-snare-lotgb.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +- trait/uncommon +aliases: ["Raining Knives Snare"] +--- +# Raining Knives Snare *Item 10* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 170 gp +- **Category** Snare + +As soon as a creature enters the snare's square, it unleashes a barrage of knives at the creature from all directions, dealing `11d8` piercing damage (DC 29 basic Reflex). + +*Source: Lost Omens: The Grand Bazaar p. 43* \ No newline at end of file diff --git a/compendium/equipment/items/rampart-shield-lotgb.md b/compendium/equipment/items/rampart-shield-lotgb.md new file mode 100644 index 000000000..329a01595 --- /dev/null +++ b/compendium/equipment/items/rampart-shield-lotgb.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +- trait/conjuration +- trait/magical +- trait/uncommon +aliases: ["Rampart Shield"] +--- +# Rampart Shield *Item 12* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1900 gp +- **Usage** held in one hand; **Bulk** 4 +- **Category** Held + +This massive tower shield (Hardness 10, HP 60, BT 30) is painted a cool cyan green and is decorated with an image of Absalom's mother-sphinx emerging from a cresting wave. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You transform the shield into a 1-foot-thick, 10-foot-by-10-foot stone rampart topped with a battlement and adorned with the flags of Absalom. If any part of the rampart would pass through any creatures or objects, the activation fails. + +At the center of each 5-foot length of the rampart is an arrow slit. The rampart has AC 10, Hardness 15, and 30 Hit Points. The rampart is immune to critical hits and precision damage. Attacks that would destroy the rampart cause it to instead revert back to its shield form and drop to the ground in an open space below the rampart. When this happens, the shield loses 30 Hit Points. You can [Dismiss](rules/actions/dismiss.md) the activation, causing the wall to revert back to its shield form. The shield then returns secured to your arm if you are adjacent to the rampart, or drops to the ground in an open space if you're not adjacent to the rampart. If neither destroyed nor Dismissed, the rampart reverts back to a shield automatically after 1 hour. +``` + +*Source: Lost Omens: The Grand Bazaar p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/ranging-shot-tv.md b/compendium/equipment/items/ranging-shot-tv.md new file mode 100644 index 000000000..ca35c9a87 --- /dev/null +++ b/compendium/equipment/items/ranging-shot-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/consumable +- trait/divination +- trait/magical +aliases: ["Ranging Shot"] +--- +# Ranging Shot *Item 3* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) + +- **Price** 9 gp +- **Ammunition** any +- **Activate** command +- **Category** Consumable + +Strange striations and pits mark the head of a ranging shot. When the activated ammunition is fired, it sends out whistling pings along its path until it hits something or reaches its maximum range. As long as you can perceive the sounds the ammunition makes, you can tell exactly how far it has flown. + +The sounds are audible to creatures who didn't Activate the ammunition, but they receive no special information from the ranging shot's whistling. + +*Source: Treasure Vault p. 82* \ No newline at end of file diff --git a/compendium/equipment/items/rat-catcher-trident-logm.md b/compendium/equipment/items/rat-catcher-trident-logm.md new file mode 100644 index 000000000..263f672a5 --- /dev/null +++ b/compendium/equipment/items/rat-catcher-trident-logm.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/logm +- item/category/held +- trait/conjuration +- trait/magical +- trait/uncommon +aliases: ["Rat-catcher Trident"] +--- +# Rat-catcher Trident *Item 11* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Access** follower of [Hanspur](compendium/setting/deities/hanspur-logm.md) +- **Price** 1200 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +The haft of this +2 striking trident is carved with intricate designs of swarming rodents sacred to Hanspur, the drowned god of the Sellen River. When used against a swarm, it ignores the swarm's resistance to piercing damage, if any. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +While floating down a river on a raft or boat, you plunge the rat-catcher trident into the water. The trident casts a 5th-level [control water](compendium/spells/control-water.md) spell on the body of water. +``` + +*Source: Lost Omens: Gods & Magic p. 123* \ No newline at end of file diff --git a/compendium/equipment/items/rat-lotg.md b/compendium/equipment/items/rat-lotg.md new file mode 100644 index 000000000..88071b729 --- /dev/null +++ b/compendium/equipment/items/rat-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Rat"] +--- +# Rat *Item 0* + +- **Price** 1 sp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/ration-tonic-apg.md b/compendium/equipment/items/ration-tonic-apg.md new file mode 100644 index 000000000..527316b6e --- /dev/null +++ b/compendium/equipment/items/ration-tonic-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/potion +- trait/conjuration +- trait/consumable +- trait/magical +- trait/potion +aliases: ["Ration Tonic"] +--- +# Ration Tonic *Item 1+* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +This slender vial appears to hold clean, clear water with a faintly fruity scent. Drinking a ration tonic magically nourishes you with the equivalent of a day's worth of food and water. + +The tonic has a subtle, pleasant taste, its particulars chosen when the potion is crafted. + +*Source: Advanced Player's Guide p. 259* \ No newline at end of file diff --git a/compendium/equipment/items/raucous-gmg.md b/compendium/equipment/items/raucous-gmg.md new file mode 100644 index 000000000..861e2d43d --- /dev/null +++ b/compendium/equipment/items/raucous-gmg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/curse +- trait/cursed +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Raucous"] +--- +# Raucous *Item 3* +[cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** curses gear or a weapon +- **Category** Curse + +While more annoying than deadly, a _raucous_ curse is the bane of subtlety. Whenever you use the affected item, you must loudly yell what you are attempting to do with it, ruining any attempts at stealth. Failure to announce your action or speak at an appropriate volume automatically causes the attempted action to become a critical failure. + +*Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/ravenous-gmg.md b/compendium/equipment/items/ravenous-gmg.md new file mode 100644 index 000000000..8c07247f8 --- /dev/null +++ b/compendium/equipment/items/ravenous-gmg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/curse +- trait/cursed +- trait/evocation +- trait/magical +- trait/rare +aliases: ["Ravenous"] +--- +# Ravenous *Item 1* +[cursed](rules/traits/cursed-gmg.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** curses a ring, staff, or wand +- **Category** Curse + +A _ravenous_ curse draws power from the wielder's body. Whenever you [activate](rules/actions/activate-an-item.md) the item, you become incredibly hungry and immediately begin to starve ("_Core Rulebook" 500|CRB|10|Starvation and Thirst_). You require 10 times as much food as normal for the next day. + +*Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/razmiri-wayfinder-lopsg.md b/compendium/equipment/items/razmiri-wayfinder-lopsg.md new file mode 100644 index 000000000..6e0fc2bb4 --- /dev/null +++ b/compendium/equipment/items/razmiri-wayfinder-lopsg.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/worn +- trait/illusion +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Razmiri Wayfinder"] +--- +# Razmiri Wayfinder *Item 10* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 900 gp +- **Usage** worn; **Bulk** – +- **Category** Worn + +Worn on a chain around the neck, a Razmiri wayfinder functions as a compass and provides its wearer a +1 item bonus to [Deception](compendium/skills.md#Deception) checks to [Lie](rules/actions/lie.md) or [Impersonate](rules/actions/impersonate.md). Razmiri wayfinders can also be used to grant temporary healing, making it easier for the wearer to impersonate a divine spellcaster. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You touch an adjacent creature, granting them `3d8` temporary Hit Points for 1 hour. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You touch an adjacent creature and attempt a counteract check against one poison or disease afflicting the creature. On a success, you halt the effects of the poison or disease for 1 day, rather than removing it. This temporarily relieves any penalties imposed by the affliction but doesn't cure the effect or count against its duration; the poison or disease is merely halted for a time, and it resumes where it left off once this effect ends. +``` + +*Source: Lost Omens: Pathfinder Society Guide p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/razor-disc-tv.md b/compendium/equipment/items/razor-disc-tv.md new file mode 100644 index 000000000..3164737e5 --- /dev/null +++ b/compendium/equipment/items/razor-disc-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/shield +- trait/integrated-1d6-s +- trait/shield-throw-20-ft +aliases: ["Razor Disc"] +--- +# Razor Disc *Item 0* +[integrated <1d6 S>](rules/traits/integrated-tv.md) shield throw <20 ft.> + +- **Price** 5 gp +- **Bulk** 1 +- **AC Bonus** +1/+1; **null Hardness** 4, **null HP** 16 (BT 8) +- **Category** Shield; **Group** Shield + +Several small blades line the outside edge of this steel shield. This specialized throwing shield is common among warriors in the Mwangi Expanse, where its blades can cut down foliage as it flies. + +*Source: Treasure Vault p. 21* \ No newline at end of file diff --git a/compendium/equipment/items/reading-glyphs-tv.md b/compendium/equipment/items/reading-glyphs-tv.md new file mode 100644 index 000000000..61f7a0ea8 --- /dev/null +++ b/compendium/equipment/items/reading-glyphs-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/tattoo +- trait/divination +- trait/invested +- trait/magical +- trait/tattoo +aliases: ["Reading Glyphs"] +--- +# Reading Glyphs *Item 4* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) + +- **Price** 90 gp +- **Usage** tattooed on the body; **Bulk** — +- **Category** Tattoo + +These tattoos on your knuckles look like strange glyphs in an unknown language. If you press your fingertips to text in any language, these glyphs cycle in appearance through those of various extant languages. Encrypted text causes your glyphs to turn to a recognizable "null" symbol. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You sync the tattoos with the text your fingertips are touching. + +By running your fingers across the text, you translate it, with glyphs on your knuckles showing the translation in a language you can read. Your tattooed glyphs can't translate encrypted or encoded text, language couched in metaphor, and the like, subject to GM discretion. +``` + +*Source: Treasure Vault p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/reading-ring-lotgb.md b/compendium/equipment/items/reading-ring-lotgb.md new file mode 100644 index 000000000..42f104b90 --- /dev/null +++ b/compendium/equipment/items/reading-ring-lotgb.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/assistive-item/reading +- trait/divination +- trait/magical +aliases: ["Reading Ring"] +--- +# Reading Ring *Item 1+* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) + +- **Usage** worn +- **Category** Reading + +A reading ring is personalized to its user and capable of reading only languages in which the user is fluent. Each ring is unique and can't be used by anyone other than its specific bonded user. A reading ring is bonded to its user in a process that taps into the user's inner potential, similar to an invested item, except the process takes 10 minutes, is permanent, and doesn't count toward your number of invested items. You can wear the ring in various ways, often either on a finger or a chain worn about your person if you can't have it on a digit. You can use the reading ring to read text by taking an [Interact](rules/actions/interact.md) action, and you read with the ring at roughly the same rate as a visual reader. There is no limit to how often you can use the ring to read in this manner. + +*Source: Lost Omens: The Grand Bazaar p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/ready-apg.md b/compendium/equipment/items/ready-apg.md new file mode 100644 index 000000000..6f09c1d72 --- /dev/null +++ b/compendium/equipment/items/ready-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/rune +- trait/evocation +- trait/magical +aliases: ["Ready"] +--- +# Ready *Item 6+* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Usage** etched onto armor +- **Category** Rune + +A ready rune draws component pieces of a suit of armor toward one another, making it easier and faster to get into. You can don light armor with this rune as a 3-action activity or medium or heavy armor with this rune in 1 minute. + +*Source: Advanced Player's Guide p. 262* \ No newline at end of file diff --git a/compendium/equipment/items/reapers-crescent-tv.md b/compendium/equipment/items/reapers-crescent-tv.md new file mode 100644 index 000000000..c984d5bbf --- /dev/null +++ b/compendium/equipment/items/reapers-crescent-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/evocation +- trait/light +- trait/magical +- trait/uncommon +aliases: ["Reaper's Crescent"] +--- +# Reaper's Crescent *Item 9* +[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 575 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +The blade of this alabaster +1 striking sickle grows thick and pitted as the moon waxes, and it thins to a sharp sliver as the moon wanes. Moonlight also causes a second rune on the blade to change shape with the moon's phases: during the new and crescent moon, the weapon has the ghost touch rune; during the quarter moon, the fearsome rune; and during the gibbous and full moon, the wounding rune. + +When wielded under moonlight of any strength, the reaper's crescent deals additional cold damage equal to the number of damage dice. + +*Source: Treasure Vault p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/reapers-spellgun-tv.md b/compendium/equipment/items/reapers-spellgun-tv.md new file mode 100644 index 000000000..0d829784c --- /dev/null +++ b/compendium/equipment/items/reapers-spellgun-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/attack +- trait/consumable +- trait/death +- trait/magical +- trait/necromancy +- trait/negative +- trait/spellgun +aliases: ["Reaper's Spellgun"] +--- +# Reaper's Spellgun *Item 13* +[attack](rules/traits/attack.md) [consumable](rules/traits/consumable.md) [death](rules/traits/death.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [spellgun](rules/traits/spellgun-tv.md) + +- **Price** 600 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md), , [Strike](rules/actions/strike.md) +- **Category** Consumable + +A rod of blackened bone with a bulb at one end comprises a reaper's spellgun, which feels heavier than it looks. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun fires a shadowy ray, then dissolves into gray mist. + +> [!success-degree] +> - **Critical Success** The target takes `4d6` negative damage and is [drained](rules/conditions.md#Drained) and [doomed](rules/conditions.md#Doomed). If it had fewer than half its maximum Hit Points after taking the negative damage, it's [drained](rules/conditions.md#Drained) instead. If the Hit Point loss from being [drained](rules/conditions.md#Drained) drops the creature to 0 Hit Points, it dies. +> - **Success** As critical success, but for the [drained](rules/conditions.md#Drained) condition, the target is [drained](rules/conditions.md#Drained), or [drained](rules/conditions.md#Drained) if it had fewer than half its maximum HP. + +*Source: Treasure Vault p. 97* \ No newline at end of file diff --git a/compendium/equipment/items/rebirth-potion-tv.md b/compendium/equipment/items/rebirth-potion-tv.md new file mode 100644 index 000000000..e29cd2d84 --- /dev/null +++ b/compendium/equipment/items/rebirth-potion-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/potion +- trait/consumable +- trait/magical +- trait/potion +- trait/rare +- trait/transmutation +aliases: ["Rebirth Potion"] +--- +# Rebirth Potion *Item 9* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 150 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +A small bit from a humanoid—such as a hair, scale, or feather— steeps in the clear liquid of a rebirth potion. When the potion is created, this bit determines the ancestry and heritage the potion changes the imbiber to. After you drink the potion, you transform into that ancestry over 8 hours during your next period of rest, finishing the transformation after the 8 hours are up. Throughout this time, you are [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), and [stupefied](rules/conditions.md#Stupefied). Once the transformation is complete, the potion's magic ends and can't be counteracted. Replace your ancestry Hit Points, size, Speeds, ability boosts, ability flaws, traits, and special abilities with those of your new ancestry. You lose your ancestry feats, selecting replacements valid for your new ancestry. You have mild control over the change, but you end up with a unique appearance fitting for your new ancestry, and some quirks of your body remain, such as relative age, general health, scars, and missing digits, limbs, or organs. + +Drinking a rebirth potion of your current ancestry works normally, allowing you to rearrange some of the cited ancestry elements and change your appearance (provided you abide by the potion's limitations regarding health and age). + +*Source: Treasure Vault p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/rebound-fulu-som.md b/compendium/equipment/items/rebound-fulu-som.md new file mode 100644 index 000000000..0c8d77005 --- /dev/null +++ b/compendium/equipment/items/rebound-fulu-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/abjuration +- trait/consumable +- trait/fulu +- trait/magical +- trait/talisman +aliases: ["Rebound Fulu"] +--- +# Rebound Fulu *Item 9* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 125 gp +- **Usage** affixed to a shield +- **Activate** envision; **Trigger** You use the Shield +- **Category** Consumable + +Block reaction with the shield to which this fulu is affixed. + +The bronze-colored ink on this pale, silvery talisman sharply reflects light, enough that it seems to glow. When you activate the fulu, it reflects your foe's violence back against them. The foe that triggered the Shield Block reaction takes damage equal to your shield's Hardness or the damage they would have dealt before the Shield Block reaction, whichever is less. + +*Source: Secrets of Magic p. 160* \ No newline at end of file diff --git a/compendium/equipment/items/rebounding-breastplate-som.md b/compendium/equipment/items/rebounding-breastplate-som.md new file mode 100644 index 000000000..f5fa8d535 --- /dev/null +++ b/compendium/equipment/items/rebounding-breastplate-som.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/armor +- trait/evocation +- trait/force +- trait/magical +aliases: ["Rebounding Breastplate"] +--- +# Rebounding Breastplate *Item 20* +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [magical](rules/traits/magical.md) + +- **Price** 70000 gp +- **Usage** worn armor +- **Category** Armor + +This +3 greater resilient greater fortification breastplate absorbs impacts for later release. While wearing the armor, you gain resistance 5 to bludgeoning, piercing, and slashing damage and resistance 10 to force damage. + +Keep track of how much damage the armor prevents from enemy attacks, as the armor absorbs that damage. + +After 1 minute, the absorbed damage disperses harmlessly and resets to 0. Only damage caused by foes or hazards powers the armor, not damage you take from yourself, allies, or the environment. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: Your armor has absorbed at least 30 damage + +**Effect** The absorbed energy explodes from your armor in a pulse of force. Creatures in a 30-foot emanation take `10d6` force damage with a DC 43 basic Fortitude save. On a failure, they're pushed 10 feet away from you, and on a critical failure, they're pushed 20 feet away from you and fall [prone](rules/conditions.md#Prone). The armor's absorbed damage resets to 0. +``` + +*Source: Secrets of Magic p. 188* \ No newline at end of file diff --git a/compendium/equipment/items/recovery-bladder-lotgb.md b/compendium/equipment/items/recovery-bladder-lotgb.md new file mode 100644 index 000000000..88e390932 --- /dev/null +++ b/compendium/equipment/items/recovery-bladder-lotgb.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/consumable +- trait/rare +aliases: ["Recovery Bladder"] +--- +# Recovery Bladder *Item 3* +[consumable](rules/traits/consumable.md) [rare](rules/traits/rare.md) + +- **Price** 10 gp +- **Bulk** L (8 if inflated) +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Tattletail developed this tether-covered bladder to help divers in Anuli's Crater Lake recover heavy salvage or escape dangerous underwater beasts. Pulling the ripcord causes a small, pressurized air tank to instantly inflate the bladder to the size of a rowboat, forcing up to 16 Bulk of attached items or creatures to jet to the surface of the water at a rate of 60 feet per round. Pulling the ripcord, or removing or affixing something to one of the many tethers on the recovery bladder, takes an [Interact](rules/actions/interact.md) action. A recovery bladder can only be used once, as the quick inflation permanently stretches the bladder, and only a few tinkerers have the skills and equipment to refill a pressurized air tank. + +*Source: Lost Omens: The Grand Bazaar p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/red-handed-missive-tv.md b/compendium/equipment/items/red-handed-missive-tv.md new file mode 100644 index 000000000..de75a8de8 --- /dev/null +++ b/compendium/equipment/items/red-handed-missive-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/curse +- trait/consumable +- trait/curse +- trait/magical +- trait/missive +- trait/transmutation +aliases: ["Red-Handed Missive"] +--- +# Red-Handed Missive *Item 7* +[consumable](rules/traits/consumable.md) [curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [missive](rules/traits/missive-tv.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 60 gp +- **Usage** held in 1 hand; **Bulk** — +- **Activate** envision, , [Interact](rules/actions/interact.md) +- **Category** Curse + +Composed to look like an important document, a red-handed missive is a trap used by those who suspect someone has been going through their correspondence. If activated, the missive dissolves into red dye that coats anything touching the missive. Magic in the dye prevents it from washing off for 1 week. + +*Source: Treasure Vault p. 85* \ No newline at end of file diff --git a/compendium/equipment/items/red-rib-gill-mask-sot3.md b/compendium/equipment/items/red-rib-gill-mask-sot3.md new file mode 100644 index 000000000..20ed82370 --- /dev/null +++ b/compendium/equipment/items/red-rib-gill-mask-sot3.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot3 +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/rare +aliases: ["Red-Rib Gill Mask"] +--- +# Red-Rib Gill Mask *Item 2+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [rare](rules/traits/rare.md) + +- **Usage** worn mask; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This mask is made from the gills of the red-rib salamander, an amphibious creature unique to Terwa Lake. Once activated, the mask intensifies the odors of gaseous toxins, allowing you to automatically detect toxic fumes within 30 feet and their approximate source (making the source [undetected](rules/conditions.md#Undetected) instead of [unnoticed](rules/conditions.md#Unnoticed)). You can't wear other masks while you're wearing a red-rib gill mask. + +After Activating the mask, you also gain the listed item bonus to Fortitude saves against [inhaled](rules/traits/inhaled.md) effects; this bonus is increased against the deadly volcanic gas known around Terwa Lake as Dead Man's Breath, and possibly against other similar volcanic gases at the GM's discretion. + +*Source: Strength of Thousands #3: Hurricane's Howl p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/redeemers-pistol-ooa3.md b/compendium/equipment/items/redeemers-pistol-ooa3.md new file mode 100644 index 000000000..7973c9fde --- /dev/null +++ b/compendium/equipment/items/redeemers-pistol-ooa3.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa3 +- item/category/held +- trait/abjuration +- trait/good +- trait/magical +- trait/mental +- trait/unique +aliases: ["Redeemer's Pistol"] +--- +# Redeemer's Pistol *Item 11* +[abjuration](rules/traits/abjuration.md) [good](rules/traits/good.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [unique](rules/traits/unique.md) + +- **Price** 1400 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This +2 striking dueling pistol (Guns & Gears 152) is fashioned from silvery steel that glistens with a radiant light. You can choose to make a nonlethal attack with the redeemer's pistol without taking a –2 penalty; if you do so, the attack deals `1d6` additional mental damage. You can also call forth the redemptive spirit within the gun to pass judgment on your foes. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: An enemy within 30 feet damages you + +**Effect** The protective spirit within the gun imposes a vision of redemption in your foe's mind. The foe must choose one of the following options. + +- You're unharmed by the triggering damage. +- You gain resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes [enfeebled](rules/conditions.md#Enfeebled) until the end of its next turn and takes 4 [persistent good damage](rules/conditions.md#Persistent%20Damage). +``` + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/reducer-round-ooa3.md b/compendium/equipment/items/reducer-round-ooa3.md new file mode 100644 index 000000000..8fe455d4d --- /dev/null +++ b/compendium/equipment/items/reducer-round-ooa3.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa3 +- item/category/consumable +- trait/consumable +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Reducer Round"] +--- +# Reducer Round *Item 5* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 25 gp +- **Ammunition** round +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This bullet is fashioned from a rubbery substance and stamped with the image of a diminutive ant twitching in surprise. The bullet deals no damage on a successful hit. Instead, the target must attempt a DC 19 Fortitude save. + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** The target shrinks to Tiny size for `1d4` rounds. +> +> Its reach becomes 0 feet, and it's [enfeebled](rules/conditions.md#Enfeebled) for this duration. +> - **Critical Failure** The target shrinks to Tiny size for 1 minute. +> +> Its reach becomes 0 feet, and it's [enfeebled](rules/conditions.md#Enfeebled) for this duration. + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/reef-heart-tv.md b/compendium/equipment/items/reef-heart-tv.md new file mode 100644 index 000000000..f6eb5e474 --- /dev/null +++ b/compendium/equipment/items/reef-heart-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/conjuration +- trait/invested +- trait/magical +aliases: ["Reef Heart"] +--- +# Reef Heart *Item 12+* +[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn armor; **Bulk** 2 +- **Category** Armor + +This +2 resilient coral armor, often favored by allies of merfolk and aquatic elves, is made of living coral carefully harvested from the ocean depths. Legends speak of a variety of similar coral armors with distinct powers, but surface-dwellers know of reef heart as a magic armor that makes it easier for them to travel under the sea. Reef heart enables you to breathe underwater and gives you a swim Speed equal to half your land Speed. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You cast [coral eruption](compendium/spells/coral-eruption-som.md) (Pathfinder Secrets of Magic 96). If you conjure the coral underwater, it ceases dealing damage after 1 minute, but its duration is unlimited. If the magical coral remains in place for 1 year, it becomes non-magical coral from which a reef might grow. +``` + +*Source: Treasure Vault p. 18* \ No newline at end of file diff --git a/compendium/equipment/items/refined-pesh-gmg.md b/compendium/equipment/items/refined-pesh-gmg.md new file mode 100644 index 000000000..3b6e7c0af --- /dev/null +++ b/compendium/equipment/items/refined-pesh-gmg.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/drug +- trait/ingested +- trait/inhaled +- trait/poison +aliases: ["Refined Pesh"] +--- +# Refined Pesh *Item 1* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) + +- **Price** 2 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +When eaten or smoked, pesh gives users a sense of well-being, sometimes with hallucinations, aggression, and exhaustion. + +```ad-inline-affliction +title: Saving Throw: DC 12 Fortitude + +- **Onset**: 1 minute +- **Maximum Duration**: 6 hours + +## Stages + +**Stage 1** [stupefied](rules/conditions.md#Stupefied) and a +2 item bonus to saves versus [fear](rules/traits/fear.md) effects (1 minute) + +**Stage 2** 1 temporary Hit Point per level , +2 item bonus to saves versus [fear](rules/traits/fear.md) effects, [clumsy](rules/conditions.md#Clumsy), and [stupefied](rules/conditions.md#Stupefied) (first time you reach this stage only) + +**Stage 3** [clumsy](rules/conditions.md#Clumsy) and [stupefied](rules/conditions.md#Stupefied) (1 hour) +``` + +*Source: Gamemastery Guide p. 120* \ No newline at end of file diff --git a/compendium/equipment/items/reflected-moonlight-fulu-tv.md b/compendium/equipment/items/reflected-moonlight-fulu-tv.md new file mode 100644 index 000000000..89bc66dec --- /dev/null +++ b/compendium/equipment/items/reflected-moonlight-fulu-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/abjuration +- trait/consumable +- trait/fortune +- trait/fulu +- trait/magical +- trait/talisman +aliases: ["Reflected Moonlight Fulu"] +--- +# Reflected Moonlight Fulu *Item 14* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fortune](rules/traits/fortune.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 750 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision; **Trigger** You fail to save against a [negative](rules/traits/negative.md) or [death](rules/traits/death.md) effect. +- **Category** Talisman + +An acolyte accidentally left fulu paper outdoors overnight during a divine ceremony to [Tsukiyo](compendium/setting/deities/tsukiyo-logm.md) conducted only during a supermoon, creating the first reflected moonlight fulu. When you Activate this fulu, you reroll your saving throw against the triggering effect and take the better result. If this new roll is a critical success, the effect is reflected on its creator, who's treated as the effect's target, with any negative damage converted to positive. A reflected effect or spell affects only the original creator, even if it was an area spell or one that affects more than one creature. + +*Source: Treasure Vault p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/reflecting-shard-tv.md b/compendium/equipment/items/reflecting-shard-tv.md new file mode 100644 index 000000000..e8bfd0d30 --- /dev/null +++ b/compendium/equipment/items/reflecting-shard-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/abjuration +- trait/consumable +- trait/magical +- trait/talisman +- trait/uncommon +aliases: ["Reflecting Shard"] +--- +# Reflecting Shard *Item 13+* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** affixed to a shield; **Bulk** — +- **Activate** command; **Trigger** You are targeted by a spell of 5th level or lower; **Requirements** You're a master in +- **Category** Talisman + +[Athletics](compendium/skills.md#Athletics), and you have the affixed shield raised. + +This mirrored metal fragment is bolted or welded to the face of the affixed shield. When you Activate it, you attempt to reflect the triggering spell back at its caster with spell turning, using your [Athletics](compendium/skills.md#Athletics) modifier for the counteract check. The talisman's counteract level is 7th. + +*Source: Treasure Vault p. 94* \ No newline at end of file diff --git a/compendium/equipment/items/reflexive-tattoo-lotgb.md b/compendium/equipment/items/reflexive-tattoo-lotgb.md new file mode 100644 index 000000000..3c26006a9 --- /dev/null +++ b/compendium/equipment/items/reflexive-tattoo-lotgb.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/tattoo +- trait/invested +- trait/magical +- trait/necromancy +- trait/tattoo +- trait/uncommon +aliases: ["Reflexive Tattoo"] +--- +# Reflexive Tattoo *Item 7* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 350 gp +- **Usage** tattoo +- **Category** Tattoo + +This subtle pattern of complex dots, sunbursts, and lines is difficult to make out, as it's a near match for the wearer's skin tone. Serving as a barrier facing inward, this tattoo prevents ostentatious expressions of spells that are internal to you, making them easier to hide. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) of 2nd level or lower that affects or targets only you, you can hide that you're casting it. + +This has the same effect as the Conceal Spell feat (Core Rulebook 210). +``` + +*Source: Lost Omens: The Grand Bazaar p. 38* \ No newline at end of file diff --git a/compendium/equipment/items/reforging-shield-aoa4.md b/compendium/equipment/items/reforging-shield-aoa4.md new file mode 100644 index 000000000..5c30929fd --- /dev/null +++ b/compendium/equipment/items/reforging-shield-aoa4.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa4 +- item/category/held +- trait/abjuration +- trait/magical +- trait/rare +aliases: ["Reforging Shield"] +--- +# Reforging Shield *Item 15* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 6000 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **AC Bonus** +2/+2; **null Hardness** 15, **null HP** 120 (BT 60) +- **Category** Held + +This steel shield contains a smoldering core of magma that never cools. Whenever the _reforging shield_'s current Hit Points are below its Break Threshold, the shield recovers 5 Hit Points at the start of its wielder's turn each round until it is no longer [broken](rules/conditions.md#Broken). Each time a character [Repairs](rules/actions/repair.md) the shield, the shield recovers double the number of Hit Points. The shield has Hardness 15, HP 120, and BT 60. + +*Source: Age of Ashes #4: Fires of the Haunted City p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/reinforced-surcoat-lotgb.md b/compendium/equipment/items/reinforced-surcoat-lotgb.md new file mode 100644 index 000000000..185686a21 --- /dev/null +++ b/compendium/equipment/items/reinforced-surcoat-lotgb.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/adjustment/armor +- trait/adjustment +- trait/uncommon +aliases: ["Reinforced Surcoat"] +--- +# Reinforced Surcoat *Item 0* +[adjustment](rules/traits/adjustment-lotgb.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2 gp +- **Usage** applied to medium or heavy armor; **Bulk** L +- **Category** Armor + +This surcoat is made of thick fabric and light chain, designed to protect vital areas. When you are critically hit by an attack, you gain physical resistance equal to 2 + the value of the armor's potency rune against the attack's damage. + +If the armor is in the chain armor group and you have its armor specialization effect, you instead increase the physical resistance from the chain armor specialization by 2. This can't reduce the damage to less than the damage rolled for the hit before doubling for a critical hit. However, the reinforced surcoat increases the Speed penalty of your armor by 5 feet. + +*Source: Lost Omens: The Grand Bazaar p. 104* \ No newline at end of file diff --git a/compendium/equipment/items/reinforced-wheels-lotgb.md b/compendium/equipment/items/reinforced-wheels-lotgb.md new file mode 100644 index 000000000..846c35356 --- /dev/null +++ b/compendium/equipment/items/reinforced-wheels-lotgb.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/assistive-item/wheelchair-upgrade +aliases: ["Reinforced Wheels"] +--- +# Reinforced Wheels *Item 0* + +- **Price** 5 sp +- **Category** Wheelchair Upgrade + +The chair's wheels have been reinforced with tough, metal rims or a metal cap. While in the chair, you gain a wheel [Strike](rules/actions/strike.md). Your wheel deals `1d4` bludgeoning damage and has the agile, [attached](rules/traits/attached.md), and [free-hand](rules/traits/free-hand.md) traits. A reinforced wheel is a simple melee weapon in the club weapon group. You can etch weapon runes onto reinforced wheels. A wheelchair can only have one attached weapon. + +*Source: Lost Omens: The Grand Bazaar p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/remorhaz-armor-tv.md b/compendium/equipment/items/remorhaz-armor-tv.md new file mode 100644 index 000000000..28eb7a32a --- /dev/null +++ b/compendium/equipment/items/remorhaz-armor-tv.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/evocation +- trait/fire +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Remorhaz Armor"] +--- +# Remorhaz Armor *Item 10* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 975 gp +- **Usage** worn armor; **Bulk** 2 +- **Category** Armor + +This +1 resilient fire-resistant niyaháat is often created to mark the passage of an Erutaki warrior into adulthood, formed from the chitinous plates of a remorhaz, with larger pieces protecting the chest, shoulders, and head. As you fight, the armor glows red hot. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The armor is sheathed in a fire shield. +``` + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You're dealt 30 or more fire damage, before any reduction from your fire resistance +- **Requirements**: You've used the fire shield activation already today + +**Effect** The fire shield activation recharges. +``` + +*Source: Treasure Vault p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/remote-trigger-tv.md b/compendium/equipment/items/remote-trigger-tv.md new file mode 100644 index 000000000..3cb02704a --- /dev/null +++ b/compendium/equipment/items/remote-trigger-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/alchemical +aliases: ["Remote Trigger"] +--- +# Remote Trigger *Item 5* +[alchemical](rules/traits/alchemical.md) + +- **Price** 125 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Held + +This trigger array uses thunderstones and crystals to remotely detonate alchemical bombs through harmonic vibrations. When a switch on the trigger is flipped up, the remote trigger begins to emit infrasonic pulses that slowly build up over the course of 30 minutes in up to three alchemical bombs placed next to the trigger (the trigger can be left to attune during your daily preparations). You can later activate the trigger to detonate one or more of the attuned bombs as long as they're within 60 feet. Bombs detonated in this way deal their splash damage as if they had missed a target in the square where they were triggered. + +*Source: Treasure Vault p. 65* \ No newline at end of file diff --git a/compendium/equipment/items/rending-snare-lotgb.md b/compendium/equipment/items/rending-snare-lotgb.md new file mode 100644 index 000000000..111c750ca --- /dev/null +++ b/compendium/equipment/items/rending-snare-lotgb.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/snare +- trait/consumable +- trait/kobold +- trait/mechanical +- trait/snare +- trait/trap +- trait/uncommon +aliases: ["Rending Snare"] +--- +# Rending Snare *Item 14* +[consumable](rules/traits/consumable.md) [kobold](rules/traits/kobold-b1.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 700 gp +- **Category** Snare + +Sharp metal jaws wind tightly into the pressure plate mechanism of this snare. When triggered, the jaws clamp shut and spin, damaging limbs in the process. The snare deals `10d8` piercing damage to the first creature to enter the square; that creature must attempt a DC 33 Reflex save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage and is [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. +> - **Failure** The creature takes full damage plus `2d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage), and it becomes [clumsy](rules/conditions.md#Clumsy) for 1 round. +> - **Critical Failure** The creature takes double damage plus `4d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage), and it becomes [clumsy](rules/conditions.md#Clumsy) for 1 minute. + +*Source: Lost Omens: The Grand Bazaar p. 15* \ No newline at end of file diff --git a/compendium/equipment/items/replacement-filter-lopsg.md b/compendium/equipment/items/replacement-filter-lopsg.md new file mode 100644 index 000000000..2804d94f6 --- /dev/null +++ b/compendium/equipment/items/replacement-filter-lopsg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/adventuring-gear +- trait/uncommon +aliases: ["Replacement Filter"] +--- +# Replacement Filter *Item 0* +[uncommon](rules/traits/uncommon.md) + +- **Category** Adventuring Gear + +> [!pf2-note] +> See [Water Purifier](compendium/equipment/items/water-purifier-lopsg.md) for information. + +*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/resonating-ammunition-som.md b/compendium/equipment/items/resonating-ammunition-som.md new file mode 100644 index 000000000..fb2acd365 --- /dev/null +++ b/compendium/equipment/items/resonating-ammunition-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/consumable +- trait/evocation +- trait/magical +- trait/sonic +aliases: ["Resonating Ammunition"] +--- +# Resonating Ammunition *Item 11* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [sonic](rules/traits/sonic.md) + +- **Price** 1200 gp +- **Ammunition** arrow, bolt +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +The end of this ammunition is a metallic tuning fork with magical etchings. When an activated resonating arrow hits its target, the tuning fork resonates with residual energy from the shot, transforming it into dangerous sound waves. This deals `5d10` sonic damage to the target and each creature within 10 feet of it with a basic DC 28 Fortitude save. + +*Source: Secrets of Magic p. 175* \ No newline at end of file diff --git a/compendium/equipment/items/resonating-fork-tv.md b/compendium/equipment/items/resonating-fork-tv.md new file mode 100644 index 000000000..36d2f27ca --- /dev/null +++ b/compendium/equipment/items/resonating-fork-tv.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/spellheart +- trait/evocation +- trait/magical +- trait/sonic +- trait/spellheart +aliases: ["Resonating Fork"] +--- +# Resonating Fork *Item 5+* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [sonic](rules/traits/sonic.md) [spellheart](rules/traits/spellheart-som.md) + +- **Usage** affixed to armor or a weapon; **Bulk** — +- **Category** Spellheart + +This two-pronged fork of metal emits a constant low hum, vibrating slightly when touched. The spell attack roll of any spell cast by activating this item is +9, and the spell DC is 19. + +- Armor You gain resistance 2 to sonic damage and a +1 item bonus to saving throws against effects with the [auditory](rules/traits/auditory.md) or [sonic](rules/traits/sonic.md) trait. +- Weapon After you cast a sonic spell by activating the fork, the weapon reverberates with trapped sound waves. Your next [Strike](rules/actions/strike.md) causes the target to be [deafened](rules/conditions.md#Deafened) for 1 round if it hits (or for 3 rounds on a critical hit). If you don't make a [Strike](rules/actions/strike.md) by the end of your next turn, the sound waves dissipate with no effect. + +```ad-embed-ability +title: Activate + +You cast [bullhorn](compendium/spells/bullhorn-som.md) . +``` + +```ad-embed-ability +title: Activate + +You cast [biting words](compendium/spells/biting-words-som.md) . +``` + +*Source: Treasure Vault p. 128* \ No newline at end of file diff --git a/compendium/equipment/items/restful-sleep-fulu-som.md b/compendium/equipment/items/restful-sleep-fulu-som.md new file mode 100644 index 000000000..63d7c839d --- /dev/null +++ b/compendium/equipment/items/restful-sleep-fulu-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/consumable +- trait/enchantment +- trait/fulu +- trait/magical +- trait/necromancy +aliases: ["Restful Sleep Fulu"] +--- +# Restful Sleep Fulu *Item 6* +[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Price** 32 gp +- **Usage** affixed to a creature +- **Activate** envision +- **Category** Consumable + +Duration 1 hour This fulu depicts the five-spoke wheel of [Qi Zhong](compendium/setting/deities/qi-zhong-logm.md), god of magic and medicine, and burns away slowly, like incense. If you fall asleep within the fulu's duration, you regain double the amount of Hit Points you usually gain from resting. You also gain a +2 status bonus to saves against [mental](rules/traits/mental.md) effects that occur in your dreams, such as the [nightmare](compendium/spells/nightmare.md) spell. + +*Source: Secrets of Magic p. 160* \ No newline at end of file diff --git a/compendium/equipment/items/restful-tent-som.md b/compendium/equipment/items/restful-tent-som.md new file mode 100644 index 000000000..cb42d5fa6 --- /dev/null +++ b/compendium/equipment/items/restful-tent-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/structure +- trait/enchantment +- trait/magical +aliases: ["Restful Tent"] +--- +# Restful Tent *Item 7* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) + +- **Price** 320 gp +- **Bulk** 1 +- **Category** Structure + +This four-person tent provides several benefits for those who rest within. The climate inside the tent is comfortable and allows creatures inside it to withstand most hostile weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater can still damage or destroy the tent. Mundane pests such as solitary ordinary insects avoid the tent, though swarms and giant insects can attack the tent as normal. Once you pitch the tent, only you can easily move it; any other creatures must succeed at a DC 20 [Athletics](compendium/skills.md#Athletics) check to do so. Finally, the tent automatically camouflages with its surroundings, requiring a [Searching](rules/actions/search.md) creature to succeed at a DC 22 [Perception](compendium/skills.md#Perception) check to notice it. + +*Source: Secrets of Magic p. 188* \ No newline at end of file diff --git a/compendium/equipment/items/retaliation-tv.md b/compendium/equipment/items/retaliation-tv.md new file mode 100644 index 000000000..1489b556a --- /dev/null +++ b/compendium/equipment/items/retaliation-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/evocation +- trait/magical +aliases: ["Retaliation"] +--- +# Retaliation *Item 6+* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Usage** applied to shield +- **Category** Rune + +Shields with a retaliation rune use the impact of weapons to generate blasts of explosive force that counterattack foes. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You Shield Block a melee [Strike](rules/actions/strike.md) + +**Effect** You unleash force damage against the creature that made the triggering attack. This attack deals `4d4` force damage (DC 20 basic Reflex save). +``` + +*Source: Treasure Vault p. 144* \ No newline at end of file diff --git a/compendium/equipment/items/retrieval-prism-som.md b/compendium/equipment/items/retrieval-prism-som.md new file mode 100644 index 000000000..73c024d15 --- /dev/null +++ b/compendium/equipment/items/retrieval-prism-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/talisman +- trait/conjuration +- trait/consumable +- trait/magical +- trait/talisman +- trait/teleportation +aliases: ["Retrieval Prism"] +--- +# Retrieval Prism *Item 3+* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [teleportation](rules/traits/teleportation.md) + +- **Usage** affixed to armor +- **Activate** command; **Requirements** You have a free hand. +- **Category** Talisman + +This triangular prism showing swirling black patterns inside constantly moves around on your armor, no matter where you affix it. As part of the process of [Affixing the Talisman](rules/actions/affix-a-talisman.md), you attune it to a single item of 1 Bulk or less. When you activate this talisman, the attuned item immediately teleports into your hand. + +The retrieval prism can't retrieve an item that's not on your plane, including one that's in an extradimensional space like a bag of holding. If you haven't expended the talisman, you can attune it to a different item by [Affixing the Talisman](rules/actions/affix-a-talisman.md) again. + +*Source: Secrets of Magic p. 176* \ No newline at end of file diff --git a/compendium/equipment/items/revealing-mist-tv.md b/compendium/equipment/items/revealing-mist-tv.md new file mode 100644 index 000000000..1902fe0b3 --- /dev/null +++ b/compendium/equipment/items/revealing-mist-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +aliases: ["Revealing Mist"] +--- +# Revealing Mist *Item 3+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Kept in an airtight spray bottle, revealing mist is an alchemical concoction that creates a sticky and clinging mist of chemicals in a 15-foot cone when sprayed. It doesn't affect visibility but causes [invisible](rules/conditions.md#Invisible) creatures in the area to be [concealed](rules/conditions.md#Concealed) rather than [undetected](rules/conditions.md#Undetected). Revealing mist is ineffective in water or in areas with other factors affecting the spread of the mist, as determined by the GM. It remains in the area for 1 minute or until any significant wind disperses it, whichever comes first. + +*Source: Treasure Vault p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/reverberating-stone-tv.md b/compendium/equipment/items/reverberating-stone-tv.md new file mode 100644 index 000000000..cc9a63c7a --- /dev/null +++ b/compendium/equipment/items/reverberating-stone-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/consumable +- trait/evocation +- trait/magical +- trait/talisman +aliases: ["Reverberating Stone"] +--- +# Reverberating Stone *Item 11+* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Usage** affixed to a shield; **Bulk** — +- **Activate** envision; **Trigger** You use the affixed shield to Shield Block a melee attack; **Requirements** You're a master in [Athletics](compendium/skills.md#Athletics), and you have the affixed shield raised. +- **Category** Talisman + +This heavy metal emblem is mounted on the face of the affixed shield and has a dull gray gemstone embedded at its center. When you Activate the talisman, the gem shatters, releasing a powerful shockwave in a 15-foot cone that must include the enemy who struck the triggering blow, if possible. Each creature in the cone takes `2d6` sonic damage with a DC 28 basic Fortitude save. Any creature that fails its save is pushed 5 feet away from you (or 10 feet on a critical failure). + +*Source: Treasure Vault p. 94* \ No newline at end of file diff --git a/compendium/equipment/items/rhino-hide-brooch-sot2.md b/compendium/equipment/items/rhino-hide-brooch-sot2.md new file mode 100644 index 000000000..884fa6d20 --- /dev/null +++ b/compendium/equipment/items/rhino-hide-brooch-sot2.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot2 +- item/category/talisman +- trait/abjuration +- trait/consumable +- trait/magical +- trait/talisman +- trait/uncommon +aliases: ["Rhino Hide Brooch"] +--- +# Rhino Hide Brooch *Item 5* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 28 gp +- **Usage** affixed to armor +- **Activate** envision; **Trigger** You would take physical damage. +- **Category** Talisman + +This thick brooch is carved from a single piece of rhino hide. It's lacquered and covered in a thin layer of silver dust. When activated, the talisman grants you resistance 5 to physical damage until the end of the current creature's turn. This resistance applies to the triggering attack. + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/rhino-shot-lotgb.md b/compendium/equipment/items/rhino-shot-lotgb.md new file mode 100644 index 000000000..8ec321087 --- /dev/null +++ b/compendium/equipment/items/rhino-shot-lotgb.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/conjuration +- trait/consumable +- trait/magical +- trait/uncommon +aliases: ["Rhino Shot"] +--- +# Rhino Shot *Item 5* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 22 gp +- **Ammunition** Any +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This arrow is made of polished animal horn, with the head of a rhinoceros carved in place of a traditional arrowhead. + +When an activated rhino shot is fired, the ethereal form of a large rhinoceros takes shape around the projectile. On a successful [Strike](rules/actions/strike.md), the attack deals an additional `2d6` force damage, and the target must succeed at a DC 19 Fortitude save or be knocked [prone](rules/conditions.md#Prone). If the hit with the rhino shot was a critical success, the target is knocked [prone](rules/conditions.md#Prone) unless it critically succeeds at its save. + +*Source: Lost Omens: The Grand Bazaar p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/rhinoceros-mask-sot1.md b/compendium/equipment/items/rhinoceros-mask-sot1.md new file mode 100644 index 000000000..51cb9b017 --- /dev/null +++ b/compendium/equipment/items/rhinoceros-mask-sot1.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot1 +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Rhinoceros Mask"] +--- +# Rhinoceros Mask *Item 4+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn mask +- **Category** Worn + +Covered with thick armor and bearing a thicker horn, this face mask grants you increased momentum. If you [Stride](rules/actions/stride.md) at least 10 feet, your next melee [Strike](rules/actions/strike.md) before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit. + +*Source: Strength of Thousands #1: Kindled Magic p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/rhinoceros-mask-tv.md b/compendium/equipment/items/rhinoceros-mask-tv.md new file mode 100644 index 000000000..6fcd908da --- /dev/null +++ b/compendium/equipment/items/rhinoceros-mask-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Rhinoceros Mask"] +--- +# Rhinoceros Mask *Item 4+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn mask; **Bulk** — +- **Category** Worn + +Covered with thick armor and bearing a thicker horn, a rhinoceros mask grants you increased momentum. If you [Stride](rules/actions/stride.md) at least 10 feet, your next melee [Strike](rules/actions/strike.md) before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit. + +*Source: Treasure Vault p. 155* \ No newline at end of file diff --git a/compendium/equipment/items/rhoka-sword-av3.md b/compendium/equipment/items/rhoka-sword-av3.md new file mode 100644 index 000000000..b6e158d04 --- /dev/null +++ b/compendium/equipment/items/rhoka-sword-av3.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av3 +- item/category/weapon/advanced +- trait/deadly-d8 +- trait/two-hand-d10 +aliases: ["Rhoka Sword"] +--- +# Rhoka Sword *Item 0* +[deadly ](rules/traits/deadly.md) [two-hand ](rules/traits/two-hand.md) + +- **Price** 4 gp +- **Bulk** 2 +- **Damage** `1d8` S +- **Hands** 1 +- **Category** Advanced; **Group** Sword + +These dual-bladed swords are commonly used by urdefhan warriors. + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/rhythm-bone-sot1.md b/compendium/equipment/items/rhythm-bone-sot1.md new file mode 100644 index 000000000..83cd1784a --- /dev/null +++ b/compendium/equipment/items/rhythm-bone-sot1.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot1 +- item/category/held +- trait/auditory +- trait/magical +- trait/uncommon +aliases: ["Rhythm Bone"] +--- +# Rhythm Bone *Item 1* +[auditory](rules/traits/auditory.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This small, enchanted bone (most often a jaw) is usually capped with metal at its ends. It's activated by striking it against a hard surface. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The bone begins recording the next 1 minute of ambient sounds (including speech) that require a DC 15 or lower [Perception](compendium/skills.md#Perception) check to hear. + +The bone's recording doesn't copy magical [auditory](rules/traits/auditory.md) effects, such as those of spellcasting, a harpy's song, or a banshee's wail. Once the rhythm bone has been activated in this way, it retains the recorded sound for the rest of its existence and can't be activated this way again. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The bone replays its recorded sounds. +``` + +*Source: Strength of Thousands #1: Kindled Magic p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/ridill-lomm.md b/compendium/equipment/items/ridill-lomm.md new file mode 100644 index 000000000..3c70e0f2d --- /dev/null +++ b/compendium/equipment/items/ridill-lomm.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lomm +- item/category/artifact +- trait/artifact +- trait/evocation +- trait/magical +- trait/transmutation +- trait/unique +aliases: ["Ridill"] +--- +# Ridill *Item 20* +[artifact](rules/traits/artifact-gmg.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [unique](rules/traits/unique.md) + +- **Usage** held in 2 hands; **Bulk** 4 +- **Category** Artifact + +This 12-foot sword was made by a cyclops in the ancient past. It might be the greatest dragon-killing weapon ever made, and Fafnheir justly fears it, which is why he keeps it hidden in his hoard. Runes of dragon slaying are written down its blade. Ridill is a greatsword. While wielding Ridill, you gain a +2 circumstance bonus to saves against [fear](rules/traits/fear.md). This increases to +4 if the effect is from a dragon. If you have an ability that depends on Large weapons (such as barbarian giant instinct), it works with Ridill. + +Ridill is always considered to have the appropriate material or damage type necessary to deactivate a dragon's [regeneration](rules/abilities/regeneration.md) or cause the dragon's weakness to apply. For example, Ridill is considered to be cold iron when attacking a linnorm, while it would be treated as having dealt cold damage when attacking a red dragon. If the dragon has more than one weakness, only the highest value applies. + +*Source: Lost Omens: Monsters of Myth p. 29* \ No newline at end of file diff --git a/compendium/equipment/items/right-of-retribution-av2.md b/compendium/equipment/items/right-of-retribution-av2.md new file mode 100644 index 000000000..76d3ae8ab --- /dev/null +++ b/compendium/equipment/items/right-of-retribution-av2.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av2 +- item/category/contract +- trait/contract +- trait/enchantment +- trait/invested +- trait/magical +- trait/rare +aliases: ["Right Of Retribution"] +--- +# Right Of Retribution *Item 8* +[contract](rules/traits/contract-lol.md) [enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Devil** erinys; **Decipher Writing** [Nature](compendium/skills.md#Nature), [Religion](compendium/skills.md#Religion) +- **Category** Contract + +Profane powers of vengeance are yours to inflict. + +**Benefit** When a creature deals damage to you, you can call out for retribution as a reaction. Until the end of your next turn, you gain a +1 status bonus to attack rolls against that creature. + +**Payment** If you wound a creature, it is your duty to kill it. If a creature survives for 24 hours after you deal it damage, you are [doomed](rules/conditions.md#Doomed). If you already have the [doomed](rules/conditions.md#Doomed) condition, it increases by 1. + +**Hidden Condition** No more than once per year, the erinys can compel you to attack a creature of the erinys's choice that you can see. You are [controlled](rules/conditions.md#Controlled) by the erinys and must fight the chosen creature for 1 minute. + +**Termination Clause** The contract demands that you enact bloody vengeance against anyone who has ever wronged you, but the nature of the vengeance is vague. You can end the contract by creating effigies of everyone you believe has ever wronged you, bleeding upon them all at once (at least 1 Hit Point per effigy), and destroying them. + +*Source: Abomination Vaults #2: Hands of the Devil p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/rime-crystal-tv.md b/compendium/equipment/items/rime-crystal-tv.md new file mode 100644 index 000000000..5bd2e6c79 --- /dev/null +++ b/compendium/equipment/items/rime-crystal-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/spellheart +- trait/cold +- trait/evocation +- trait/magical +- trait/spellheart +aliases: ["Rime Crystal"] +--- +# Rime Crystal *Item 3+* +[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) + +- **Usage** affixed to armor or a weapon; **Bulk** — +- **Category** Spellheart + +Slowly spinning at the center of this crystalline orb is a single snowflake, and its surface remains lightly covered in frost no matter how hot the weather is outside. The spell attack roll of any spell cast by activating this item is +7, and the spell DC is 17. + +- Armor You gain resistance 2 to cold. +- Weapon After you cast a cold spell by activating the crystal, your Strikes with the weapon deal an additional `1d4` cold damage until the end of your next turn. + +```ad-embed-ability +title: Activate + +You cast [ray of frost](compendium/spells/ray-of-frost.md). +``` + +*Source: Treasure Vault p. 128* \ No newline at end of file diff --git a/compendium/equipment/items/rime-foil-tv.md b/compendium/equipment/items/rime-foil-tv.md new file mode 100644 index 000000000..34e3bc620 --- /dev/null +++ b/compendium/equipment/items/rime-foil-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/evocation +- trait/magical +- trait/uncommon +aliases: ["Rime Foil"] +--- +# Rime Foil *Item 11* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1400 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +The steely blue blade of this +2 striking frost rapier emerges from a hilt wrapped in thick leather and trimmed in fur to protect the wielder's hand. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +- **Requirements**: You hit a creature using the rime foil as your last action + +**Effect** You cast 5th-level [phantom prison](compendium/spells/phantom-prison-som.md)SoM on the target (DC 22 Will to disbelieve). If the target has been damaged by a shattered plan in the last round, the DC is instead 24. Special The rime foil pairs with the shattered plan. +``` + +*Source: Treasure Vault p. 34* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-discretion-tv.md b/compendium/equipment/items/ring-of-discretion-tv.md new file mode 100644 index 000000000..d6264afb0 --- /dev/null +++ b/compendium/equipment/items/ring-of-discretion-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/illusion +- trait/invested +- trait/magical +- trait/visual +aliases: ["Ring of Discretion"] +--- +# Ring of Discretion *Item 1* +[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [visual](rules/traits/visual.md) + +- **Price** 15 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +A ring of discretion magically conceals any armor and sheathed weapons you're wearing by either turning them [invisible](rules/conditions.md#Invisible) or creating the illusion of ordinary clothes. The ring doesn't change your appearance beyond concealing weapons and armor. As soon as you wield a weapon affected by the ring, the weapon becomes obvious to onlookers and is no longer affected until you sheathe the weapon for at least 1 minute. A creature can use the [Seek](rules/actions/seek.md) action to examine you and disbelieve this illusion (DC 15), and it can attempt to do so without using an action each time it hits you with an attack. + +*Source: Treasure Vault p. 154* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-minor-arcana-fop.md b/compendium/equipment/items/ring-of-minor-arcana-fop.md new file mode 100644 index 000000000..90173e498 --- /dev/null +++ b/compendium/equipment/items/ring-of-minor-arcana-fop.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/fop +- item/category/worn +- trait/arcane +- trait/evocation +- trait/invested +- trait/uncommon +aliases: ["Ring Of Minor Arcana"] +--- +# Ring Of Minor Arcana *Item 5* +[arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 160 gp +- **Usage** worn +- **Category** Worn + +This rose-gold ring is adorned in the center by a somewhat ominous-looking horned skull. + +This ring gives you the power to cast the following innate arcane cantrips any number of times each day: detect magic, mage hand, and prestidigitation. Each is cast as a 1st-level spell. + +If you are an arcane spellcaster, these can instead be heightened to the level of your cantrips. + +*Source: The Fall of Plaguestone p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-ravenousness-tv.md b/compendium/equipment/items/ring-of-ravenousness-tv.md new file mode 100644 index 000000000..e0c963910 --- /dev/null +++ b/compendium/equipment/items/ring-of-ravenousness-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/conjuration +- trait/cursed +- trait/invested +- trait/magical +- trait/rare +aliases: ["Ring of Ravenousness"] +--- +# Ring of Ravenousness *Item 7* +[conjuration](rules/traits/conjuration.md) [cursed](rules/traits/cursed-gmg.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** worn; **Bulk** — +- **Category** Worn + +Carved of acacia wood, a ring of ravenousness is inlaid with a geometric pattern. The ring appears to be a ring of sustenance. Once you invest it, though, it fuses to you, its effects activating immediately. While wearing the ring, you require twice the normal amount of food and drink for a creature your size to avoid starvation and thirst. + +*Source: Treasure Vault p. 192* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-sneering-charity-da.md b/compendium/equipment/items/ring-of-sneering-charity-da.md new file mode 100644 index 000000000..f887ede70 --- /dev/null +++ b/compendium/equipment/items/ring-of-sneering-charity-da.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/worn +- trait/cursed +- trait/enchantment +- trait/invested +- trait/magical +aliases: ["Ring of Sneering Charity"] +--- +# Ring of Sneering Charity *Item 7* +[cursed](rules/traits/cursed-gmg.md) [enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn ring; **Bulk** – +- **Category** Worn + +This gold ring seems to offer good fortune to the wearer when they are charitable to those in need, but its curse was created to tear societies apart by inflaming class resentments and discrediting good works of true charity. + +Upon donning the ring, you must attempt a secret DC 25 Will save to avoid activating its magic. If you succeed, the ring's curse remains dormant, and it appears to be an exhausted item with no magic left. If you fail, the curse awakens, and the ring fuses to you. + +You are compelled to spend 10% of your wealth—and 10% of any future wealth you obtain—on charity. However, your acts of charity are insensitive and so insulting that they earn the recipients' enmity. For example, upon learning someone lost a child, you might toss money at them "to buy a new one. " You can't understand why your gifts aren't met with gratitude and resent the unappreciative recipients, and you firmly believe you should be able to call upon them for favors. You consider yourself an ideal philanthropist, and you constantly try to ingratiate yourself with other charitable organizations and individuals by offering to guide their donations to be more like your own. + +*Source: Dark Archive p. 161* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-stoneshifting-ec3.md b/compendium/equipment/items/ring-of-stoneshifting-ec3.md new file mode 100644 index 000000000..deaac1258 --- /dev/null +++ b/compendium/equipment/items/ring-of-stoneshifting-ec3.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec3 +- item/category/worn +- trait/conjuration +- trait/earth +- trait/invested +- trait/magical +- trait/teleportation +- trait/uncommon +aliases: ["Ring Of Stoneshifting"] +--- +# Ring Of Stoneshifting *Item 12* +[conjuration](rules/traits/conjuration.md) [earth](rules/traits/earth.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1800 gp +- **Usage** worn; **Bulk** L +- **Category** Worn + +This simple iron ring is faceted with a bulbous geode lined with bright purple crystals. A ring of stoneshifting grants you the ability to ignore difficult terrain caused by rubble or uneven ground made of stone and earth. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +- **Requirements**: You are standing on at least 5 feet of earthen material (such as stone, soil, clay, or sand) + +**Effect** You sink into the ground and emerge at another location within 100 miles. This location must have an earthen surface at least 5 feet deep and you must be able to identify the location precisely by both its position relative to your starting position and its appearance or other identifying features. You can't carry extradimensional spaces with you to the destination, and if you attempt to do so, the activation fails. +``` + +*Source: Extinction Curse #3: Life's Long Shadows p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-the-weary-traveler-fop.md b/compendium/equipment/items/ring-of-the-weary-traveler-fop.md new file mode 100644 index 000000000..e8742c066 --- /dev/null +++ b/compendium/equipment/items/ring-of-the-weary-traveler-fop.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/fop +- item/category/worn +- trait/invested +- trait/transmutation +- trait/uncommon +aliases: ["Ring Of The Weary Traveler"] +--- +# Ring Of The Weary Traveler *Item 5* +[invested](rules/traits/invested.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 160 gp +- **Usage** worn +- **Category** Worn + +This fanciful golden ring has an ornate band cast with delicate, swirling decorations and is inlaid with three bright-green emeralds. While wearing this ring, you gain a +10-foot item bonus to your Speed, but only when determining your overland movement per hour. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You refresh yourself from fatigue. For 10 minutes, you can ignore the penalties from the [fatigued](rules/conditions.md#Fatigued) condition. This does not remove the condition, it merely suppresses the penalties and drawbacks of having the condition. If something would cause you to become [fatigued](rules/conditions.md#Fatigued) again while the ring's power is in effect, the suppression ends, and you immediately take the penalties again. +``` + +*Source: The Fall of Plaguestone p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-truth-gmg.md b/compendium/equipment/items/ring-of-truth-gmg.md new file mode 100644 index 000000000..2fbef14a7 --- /dev/null +++ b/compendium/equipment/items/ring-of-truth-gmg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/worn +- trait/cursed +- trait/enchantment +- trait/invested +- trait/magical +- trait/rare +aliases: ["Ring Of Truth"] +--- +# Ring Of Truth *Item 10* +[cursed](rules/traits/cursed-gmg.md) [enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** worn +- **Category** Worn + +This ring appears to be a ring of lies, but when invested, close investigation reveals angelic wings and divine creatures [hidden](rules/conditions.md#Hidden) on the face of the ring. When you invest the ring, you are rendered unable to tell a deliberate lie, in either speech or writing. If you attempt to omit the truth or phrase things truthfully but deceptively, roll a DC 11 flat check; on a failure, the ring itself blurts out the entire truth (as you believe it) as an answer. Keeping silent does not activate the ring's curse. + +Once the curse has activated for the first time, the ring fuses to you. + +*Source: Gamemastery Guide p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/ringmasters-staff-ec2.md b/compendium/equipment/items/ringmasters-staff-ec2.md new file mode 100644 index 000000000..1bf6f6c40 --- /dev/null +++ b/compendium/equipment/items/ringmasters-staff-ec2.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec2 +- item/category/staff +- trait/illusion +- trait/magical +- trait/staff +- trait/uncommon +aliases: ["Ringmaster's Staff"] +--- +# Ringmaster's Staff *Item 6+* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +This highly polished black wooden staff resembles an aristocrat's oversized walking cane, complete with a silver head shaped like a large circus animal such as a horse or elephant. Ringmasters or announcers use ringmaster's staves to draw attention from their audiences or to salvage acts that fall flat mid-performance. While wielding a ringmaster's staff, your normal voice can be clearly heard by all creatures within 300 feet regardless of intervening barriers or ambient noise, although your voice can't penetrate magical silence and you can't use this to extend an [auditory](rules/traits/auditory.md) or [sonic](rules/traits/sonic.md) effect through barriers that would otherwise block it. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. +``` + +*Source: Extinction Curse #2: Legacy of the Lost God p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/roaring-potion-tv.md b/compendium/equipment/items/roaring-potion-tv.md new file mode 100644 index 000000000..b8ea3bdc9 --- /dev/null +++ b/compendium/equipment/items/roaring-potion-tv.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/potion +- trait/consumable +- trait/evocation +- trait/magical +- trait/potion +- trait/sonic +aliases: ["Roaring Potion"] +--- +# Roaring Potion *Item 8+* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [sonic](rules/traits/sonic.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +Ripples move constantly through a roaring potion, a cloudy liquid that growls when you open its container. Drinking it gives you access to two other activations for 1 hour. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You gain the effects of a [bullhorn](compendium/spells/bullhorn-som.md) spell. You can [Dismiss](rules/actions/dismiss.md) the activation. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You emit a scream in a 15-foot cone that deals `4d4` sonic damage. Each creature in the area can attempt a DC 24 Fortitude saving throw. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and is [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The creature takes double damage and is [frightened](rules/conditions.md#Frightened). +``` + +*Source: Treasure Vault p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/rock-braced-aoa4.md b/compendium/equipment/items/rock-braced-aoa4.md new file mode 100644 index 000000000..64ef7df8c --- /dev/null +++ b/compendium/equipment/items/rock-braced-aoa4.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa4 +- item/category/rune +- trait/abjuration +- trait/dwarf +- trait/magical +- trait/rare +- trait/saggorak +aliases: ["Rock-braced"] +--- +# Rock-braced *Item 13* +[abjuration](rules/traits/abjuration.md) [dwarf](rules/traits/dwarf.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [saggorak](rules/traits/saggorak-aoa4.md) + +- **Price** 3000 gp +- **Usage** etched onto medium or heavy armor +- **Category** Rune + +_Rock-braced_ armor makes you as hard to move as a boulder. Whenever another creature attempts to forcibly move you from your space, you gain a +4 item bonus to your Fortitude DC against the check to move you. If the creature would not normally need to attempt a check to move you, then the creature must succeed at an [Athletics](compendium/skills.md#Athletics) check against your Fortitude DC (including the +4 item bonus) or you are unmoved. + +*Source: Age of Ashes #4: Fires of the Haunted City p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/rock-ripper-snare-lotgb.md b/compendium/equipment/items/rock-ripper-snare-lotgb.md new file mode 100644 index 000000000..2650b0841 --- /dev/null +++ b/compendium/equipment/items/rock-ripper-snare-lotgb.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +- trait/uncommon +aliases: ["Rock Ripper Snare"] +--- +# Rock Ripper Snare *Item 3* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 9 gp +- **Category** Snare + +You weave plant matter among loose stones in an area with trees or a ceiling overhead. When a creature enters the square, the snare's square and each adjacent square becomes difficult terrain, and the triggering creature must attempt a DC 19 Reflex saving throw. + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** The target takes `1d6` bludgeoning damage. +> - **Critical Failure** The target takes `2d6` bludgeoning damage. + +*Source: Lost Omens: The Grand Bazaar p. 43* \ No newline at end of file diff --git a/compendium/equipment/items/rod-of-cancellation-apg.md b/compendium/equipment/items/rod-of-cancellation-apg.md new file mode 100644 index 000000000..f0e259746 --- /dev/null +++ b/compendium/equipment/items/rod-of-cancellation-apg.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/held +- trait/abjuration +- trait/magical +- trait/rare +aliases: ["Rod Of Cancellation"] +--- +# Rod Of Cancellation *Item 20* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 75000 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This powerful magic rod is inimical to all magic. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You touch the rod to a [magical](rules/traits/magical.md) effect or magic item and attempt to counteract the effect or item. + +Regardless of the result, the rod of cancellation can't be activated again for `2d6` hours. + +On a success, the effect or item is deactivated for the same amount of time, and its duration, if any, continues to expire during that time. If you choose, you can instead completely drain the rod of cancellation's magic on a success in order to completely drain the magic from the effect or item. If you do, both become completely non-magical and their magic can't be recovered, even by the [remake](compendium/spells/remake.md) spell. + +The rod of cancellation automatically fails to counteract most artifacts and similarly powerful items, but it reacts explosively when activated against a sphere of annihilation without a counteract check (Gamemastery Guide 113). +``` + +*Source: Advanced Player's Guide p. 262* \ No newline at end of file diff --git a/compendium/equipment/items/rope-dart-tv.md b/compendium/equipment/items/rope-dart-tv.md new file mode 100644 index 000000000..1fd86e6a0 --- /dev/null +++ b/compendium/equipment/items/rope-dart-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/disarm +- trait/finesse +- trait/sweep +- trait/tethered +- trait/thrown-20-feet +- trait/trip +- trait/uncommon +aliases: ["Rope Dart"] +--- +# Rope Dart *Item 0* +[disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [sweep](rules/traits/sweep.md) [tethered](rules/traits/tethered-b1.md) [thrown <20 feet>](rules/traits/thrown.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1 gp +- **Bulk** 1 +- **Damage** `1d4` P +- **Hands** 2 +- **Category** Martial; **Group** Dart + +A deceptively simple weapon made from a length of cord attached to a weighted, conical metal spike. A rope dart can be whirled and manipulated at great speeds to attack in unexpected ways and from unexpected angles. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/rope-of-climbing-apg.md b/compendium/equipment/items/rope-of-climbing-apg.md new file mode 100644 index 000000000..4ee58ad0a --- /dev/null +++ b/compendium/equipment/items/rope-of-climbing-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/held +- trait/magical +- trait/transmutation +aliases: ["Rope Of Climbing"] +--- +# Rope Of Climbing *Item 3+* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This silk rope measures 50 feet long and is capable of holding up to 3,000 pounds. If the rope is ever cut, only the longest remaining portion retains its magic. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You hold one end of the rope and point to a destination. + +The rope animates for 1 minute, moving 10 feet per round until it reaches the destination or runs out of length. The rope can move across any non-damaging horizontal or vertical surface, but it can't extend upward without a surface to support it. At any point while the rope is animated, you can use an [Interact](rules/actions/interact.md) action to wiggle the rope, giving it one of the following commands: stop in place, fasten securely to the nearest available object, detach from an object, or knot or unknot itself. +``` + +*Source: Advanced Player's Guide p. 262* \ No newline at end of file diff --git a/compendium/equipment/items/rose-of-loves-lost-da.md b/compendium/equipment/items/rose-of-loves-lost-da.md new file mode 100644 index 000000000..aa88f0b5a --- /dev/null +++ b/compendium/equipment/items/rose-of-loves-lost-da.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/consumable +- trait/consumable +- trait/cursed +- trait/enchantment +- trait/evil +- trait/magical +aliases: ["Rose of Loves Lost"] +--- +# Rose of Loves Lost *Item 10* +[consumable](rules/traits/consumable.md) [cursed](rules/traits/cursed-gmg.md) [enchantment](rules/traits/enchantment.md) [evil](rules/traits/evil.md) [magical](rules/traits/magical.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +No thorns are visible on this ruby-red crystal rose, which seems to grant a boon to a loved one, but it draws three beads of blood when first bestowed upon an unwitting recipient. Hags delight in using the rose's curse to ruin young lovers, but it can be found anywhere—even buried innocently in a treasure hoard. + +You activate the rose of loves lost by giving it to someone toward whom you feel romantic attraction. This item functions only if you feel genuine attraction and desire, and it doesn't function if you know the item's curse. If the target accepts the gift, they must succeed at a DC 27 Will save with the effects of charm, except the duration is unlimited. Every 24 hours, the victim attempts another Will save to break the spell. If they fail three consecutive Will saves, they become [doomed](rules/conditions.md#Doomed), as the rose inflicts a lethal wasting disease upon the recipient. This value can't decrease while the curse continues. Instead, it worsens every 3 days the victim fails to break the rose's spell, until the victim either dies or shakes off the enchantment. A successful saving throw or remove curse ends the charm and enables the victim to begin decreasing their [doomed](rules/conditions.md#Doomed) value. + +*Source: Dark Archive p. 161* \ No newline at end of file diff --git a/compendium/equipment/items/rotary-bow-tv.md b/compendium/equipment/items/rotary-bow-tv.md new file mode 100644 index 000000000..aaea73b0b --- /dev/null +++ b/compendium/equipment/items/rotary-bow-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/capacity-4 +aliases: ["Rotary Bow"] +--- +# Rotary Bow *Item 0* +[capacity <4>](rules/traits/capacity-tv.md) + +- **Price** 8 gp +- **Bulk** 1 +- **Damage** `1d8` P +- **Ammunution** Bolt (10); **Range** 80 ft.; **Reload** 1 +- **Hands** 1 +- **Category** Martial; **Group** Bow + +This one-handed crossbow has four arms instead of two, and four rotating chambers that can be pre-loaded with bolts for more efficient firing. The chamber can be swapped and the arms redrawn with a simple crank device built into the crossbow. + +*Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/rovagugs-mud-tv.md b/compendium/equipment/items/rovagugs-mud-tv.md new file mode 100644 index 000000000..43e16e58d --- /dev/null +++ b/compendium/equipment/items/rovagugs-mud-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/potion +- trait/consumable +- trait/evocation +- trait/magical +- trait/potion +aliases: ["Rovagug's Mud"] +--- +# Rovagug's Mud *Item 13+* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +[Rovagug](compendium/setting/deities/rovagug.md)'s mud smells and tastes like wet, sour earth. For 1 hour after you drink it, you have a +2 item bonus to saving throws against [incapacitation](rules/traits/incapacitation.md) effects. Also, you can use a single action to breathe out a 20-foot cone of bitter vapor that causes an earth-shaking rumble that can be heard for 100 feet. + +Creatures and objects in the area take `5d6` damage (DC 30 basic Fortitude save), decreasing Hardness by 5. An object's Hardness remains lowered for `1d4` rounds, and you can't use this breath again for the same amount of time. + +*Source: Treasure Vault p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/rubbing-set-lopsg.md b/compendium/equipment/items/rubbing-set-lopsg.md new file mode 100644 index 000000000..7c38dd267 --- /dev/null +++ b/compendium/equipment/items/rubbing-set-lopsg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/adventuring-gear +- trait/uncommon +aliases: ["Rubbing Set"] +--- +# Rubbing Set *Item 0* +[uncommon](rules/traits/uncommon.md) + +- **Price** 1 gp +- **Bulk** 1 +- **Hands** 2 +- **Category** Adventuring Gear + +By using a rubbing set, you can quickly make a copy of carvings or etchings you find during your explorations, making them easier to accurately reproduce. This kit consists of a roll of thin onion-skin paper in a waterproof leather case, several thick wax crayons, and a bar of sealing wax that can be melted and used to temporarily hold the paper in place while you take the rubbing. Using the kit consumes the materials and provides a +1 item bonus on checks to document or reproduce artwork or writing that has been carved, etched, or otherwise physically added to a surface. + +*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/ruby-capacitor-tv.md b/compendium/equipment/items/ruby-capacitor-tv.md new file mode 100644 index 000000000..e58ad1351 --- /dev/null +++ b/compendium/equipment/items/ruby-capacitor-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/consumable +- trait/evocation +- trait/magical +- trait/talisman +aliases: ["Ruby Capacitor"] +--- +# Ruby Capacitor *Item 10+* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Usage** affixed to a magical staff; **Bulk** — +- **Activate** [Interact](rules/actions/interact.md); **Requirements** You prepared the staff. +- **Category** Talisman + +This cluster of unworked ruby is bound to the top of a staff by silver wire. When activated, it adds one temporary charge to the staff. Any spells cast from the staff before the end of the turn expend these charges first. Any unused temporary charges are lost at the end of your turn. + +*Source: Treasure Vault p. 95* \ No newline at end of file diff --git a/compendium/equipment/items/ruby-string-lol.md b/compendium/equipment/items/ruby-string-lol.md new file mode 100644 index 000000000..d6d23089b --- /dev/null +++ b/compendium/equipment/items/ruby-string-lol.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/consumable +- trait/conjuration +- trait/consumable +- trait/rare +aliases: ["Ruby String"] +--- +# Ruby String *Item 14* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [rare](rules/traits/rare.md) + +- **Price** 900 gp +- **Usage** held in 1 hand +- **Category** Consumable + +The frayed threads from the rips and tears in Hao Jin's Tapestry still contain traces of the Ruby Phoenix's magic. Hao Jin has collected most of these loose strings, but others occasionally find these potent silk strands in unexpected places. A ruby string can fulfill the cost requirement for an 8th-level create demiplane ritual (Advanced Player's Guide 241). When used in this way, the ruby string negates the need for secondary casters, and you get a success for all secondary checks. Alternatively, you can activate it to create a smaller demiplane without requiring the ritual. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You spin the thread to form a demiplane with the effects of a successful 8th-level create demiplane, but the space is a single 10-foot cube. +``` + +*Source: Lost Omens: Legends p. 48* \ No newline at end of file diff --git a/compendium/equipment/items/ruler-lopsg.md b/compendium/equipment/items/ruler-lopsg.md new file mode 100644 index 000000000..7033a432a --- /dev/null +++ b/compendium/equipment/items/ruler-lopsg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/held +aliases: ["Ruler"] +--- +# Ruler *Item 0* + +- **Price** 5 sp +- **Usage** held in 1 hand; **Bulk** – +- **Category** Held + +A ruler is a straight-edged object used for measuring small distances accurately and drawing straight lines. + +*Source: Lost Omens: Pathfinder Society Guide p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/rune-of-sin-som.md b/compendium/equipment/items/rune-of-sin-som.md new file mode 100644 index 000000000..e5364af5e --- /dev/null +++ b/compendium/equipment/items/rune-of-sin-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/tattoo +- trait/arcane +- trait/invested +- trait/tattoo +- trait/uncommon +aliases: ["Rune Of Sin"] +--- +# Rune Of Sin *Item 12* +[arcane](rules/traits/arcane.md) [invested](rules/traits/invested.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1700 gp +- **Usage** tattooed on the body +- **Category** Tattoo + +This jagged glyph, one of the Thassilonian runes of sin, reacts to magic of a particular school (there's no rune for divination, as it was considered lesser within sin magic) + +When you [Cast a Spell](rules/actions/cast-a-spell.md) of the school matching the sin, you gain resistance 5 to damage from spells until the start of your next turn. This resistance is increased to 7 against spells of the matching school. This tattoo has the school trait matching the rune: abjuration for envy, necromancy for gluttony, transmutation for greed, enchantment for lust, illusion for pride, conjuration for sloth, and evocation for wrath. + +*Source: Secrets of Magic p. 165* \ No newline at end of file diff --git a/compendium/equipment/items/rungu-loag.md b/compendium/equipment/items/rungu-loag.md new file mode 100644 index 000000000..245dce7c9 --- /dev/null +++ b/compendium/equipment/items/rungu-loag.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loag +- item/category/weapon/martial +- trait/grippli +- trait/shove +- trait/thrown-30-ft +aliases: ["Rungu"] +--- +# Rungu *Item 0* +[grippli](rules/traits/grippli-b2.md) [shove](rules/traits/shove.md) [thrown <30 ft.>](rules/traits/thrown.md) + +- **Price** 4 sp +- **Bulk** L +- **Damage** `1d6` B +- **Hands** 1 +- **Category** Martial; **Group** Club + +This specialized club is designed for throwing and is useful for both combat and hunting. Rungus were invented by Zenj humans of the Mwangi Expanse and are most common among their tribes, though gripplis have also adopted rungus for hunting creatures that hide high in treetops. + +*Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/rusting-ammunition-tv.md b/compendium/equipment/items/rusting-ammunition-tv.md new file mode 100644 index 000000000..705583d10 --- /dev/null +++ b/compendium/equipment/items/rusting-ammunition-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/force +aliases: ["Rusting Ammunition"] +--- +# Rusting Ammunition *Item 13+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [force](rules/traits/force.md) + +- **Ammunition** any +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Rusting ammunition is made using a rust monster's saliva and, when activated, deals damage to objects or creatures primarily made of metal. The target takes [persistent damage](rules/conditions.md#Persistent%20Damage) for a duration determined by the type of ammunition used. A creature that drops to 0 Hit Points while taking this [persistent damage](rules/conditions.md#Persistent%20Damage) crumbles into fine powder; its gear remains. The ammunition's type determines the maximum amount of an object that's destroyed. + +*Source: Treasure Vault p. 43* \ No newline at end of file diff --git a/compendium/equipment/items/rusting-carapace-tv.md b/compendium/equipment/items/rusting-carapace-tv.md new file mode 100644 index 000000000..fdbd26cb1 --- /dev/null +++ b/compendium/equipment/items/rusting-carapace-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/evocation +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Rusting Carapace"] +--- +# Rusting Carapace *Item 8* +[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 476 gp +- **Usage** worn armor; **Bulk** 1 +- **Category** Armor + +This +1 leather lamellar armor incorporates the plates of a rust monster's hide, woven together with the creature's own antennae and sinew into a functional set of armor. While wearing the rusting carapace, you gain a +2 item bonus to your Reflex save to prevent an object you're holding from being affected by rust; this also increases your Reflex DC to avoid being Disarmed by a rust monster's Antenna Disarm ability. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +Feathery antennae extend from between the segments of the rusting hide and brush against a nearby metal creature, non-magical metal hazard, or non-magical metal item of up to 1 Bulk, with the effects of rusting grasp. The DC is 24. +``` + +*Source: Treasure Vault p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/s-ring-som.md b/compendium/equipment/items/s-ring-som.md new file mode 100644 index 000000000..8d63fad12 --- /dev/null +++ b/compendium/equipment/items/s-ring-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/worn +- trait/focused +- trait/invested +- trait/magical +aliases: ["S Ring"] +--- +# S Ring *Item 10* +[focused](rules/traits/focused.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 1000 gp +- **Usage** worn +- **Category** Worn + +Each specialist's ring is dedicated to a single school of magic, and the ring is covered in symbols and glyphs related to that school according to the creator's arcane studies. A specialist's ring has the trait corresponding to its school of magic. You gain a +2 item bonus to [Arcana](compendium/skills.md#Arcana) checks, and a +1 circumstance bonus to recognize [magical](rules/traits/magical.md) effects and items of the specific school of magic. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +You gain 1 Focus Point, which you can use only to cast a wizard school spell of the corresponding school. If not used by the end of your turn, this Focus Point is lost. +``` + +*Source: Secrets of Magic p. 190* \ No newline at end of file diff --git a/compendium/equipment/items/saboteurs-friend-tv.md b/compendium/equipment/items/saboteurs-friend-tv.md new file mode 100644 index 000000000..738715f56 --- /dev/null +++ b/compendium/equipment/items/saboteurs-friend-tv.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/ingested +- trait/poison +aliases: ["Saboteur's Friend"] +--- +# Saboteur's Friend *Item 4* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) + +- **Price** 14 gp +- **Usage** held in 1 hand +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +The euphemistically named saboteur's friend looks, smells, and tastes like an appetizing chocolate square. You lace the chocolate with reagents that induce a strong laxative effect. + +Saboteur's friend is useful for incapacitating rather than dealing lasting harm. Unlike some poisons, saboteur's friend can have its [sickened](rules/conditions.md#Sickened) condition reduced (but changing to a higher or lower stage after a save applies any [sickened](rules/conditions.md#Sickened) condition listed for that stage, as normal). + +```ad-inline-affliction +title: Saving Throw: DC 20 Fortitude + +- **Onset**: 10 minutes +- **Maximum Duration**: 1 hour + +## Stages + +**Stage 1** [sickened](rules/conditions.md#Sickened) (10 minutes) + +**Stage 2** [enfeebled](rules/conditions.md#Enfeebled) and [sickened](rules/conditions.md#Sickened) (10 minutes) + +**Stage 3** [enfeebled](rules/conditions.md#Enfeebled), [fatigued](rules/conditions.md#Fatigued), and [sickened](rules/conditions.md#Sickened) (10 minutes) +``` + +*Source: Treasure Vault p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/sack-of-rotten-fruit-afof.md b/compendium/equipment/items/sack-of-rotten-fruit-afof.md new file mode 100644 index 000000000..b9349e215 --- /dev/null +++ b/compendium/equipment/items/sack-of-rotten-fruit-afof.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/afof +- item/category/consumable +- trait/consumable +- trait/uncommon +aliases: ["Sack of Rotten Fruit"] +--- +# Sack of Rotten Fruit *Item 1* +[consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 3 gp +- **Usage** Held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Consumable + +Each of these unassuming sacks contains enough rotting fruit to provide a fungus leshy with 1 week's worth of rations, along with clusters of stones to help press out the fruit's juices. When you [Strike](rules/actions/strike.md) a creature with a sack of rotten fruit, the sack is consumed while the creature takes `1d4` bludgeoning damage and must attempt a DC 15 Fortitude save. On a failure, the creature is [sickened](rules/conditions.md#Sickened). The range increment of a thrown sack of rotten fruit is 20 feet. + +*Source: A Fistful of Flowers p. 15* \ No newline at end of file diff --git a/compendium/equipment/items/sages-lash-som.md b/compendium/equipment/items/sages-lash-som.md new file mode 100644 index 000000000..d2cb85eae --- /dev/null +++ b/compendium/equipment/items/sages-lash-som.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/apex +- trait/apex +- trait/invested +- trait/magical +- trait/necromancy +aliases: ["Sage's Lash"] +--- +# Sage's Lash *Item 18* +[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Price** 24000 gp +- **Usage** worn belt +- **Category** Apex + +The thin, glittering strands of rope that comprise this thick belt appear to be spun gold. Strung along the front of the belt are a collection of four multicolored, perfectly spherical beads: jade, turquoise, quartz, and amethyst. + +While wearing the lash, you gain a +3 item bonus to [Religion](compendium/skills.md#Religion). + +When you invest the belt, you either increase your Wisdom score by 2 or to 18, whichever would give you a higher score. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You touch one of the jewels affixed to the sage's lash and speak a command word. Depending on the jewel, a different effect is produced that affects you and all living creatures in a 30-foot emanation. After the effect occurs, all four jewels disappear from the lash, reappearing at the next dawn. + +- **Jade** (healing, positive) Speak "purity" to produce a wave of green light that ends any [sickened](rules/conditions.md#Sickened) condition and any ongoing poison damage affecting creatures in the emanation. +- **Turquoise** Speak "clarity" to grant all affected a +2 status bonus to their next Will save for 1 minute. +- **Quartz** (healing, positive) Speak "lenity" to have each creature regain 30 Hit Points. +- **Amethyst** (divination, light, revelation) Speak "verity" to emit a magical trail of light from the lash that reveals the location of each creature in the emanation. For 1 round, if they would be [invisible](rules/conditions.md#Invisible), they become [concealed](rules/conditions.md#Concealed) instead, and if they would be [undetected](rules/conditions.md#Undetected) or [unnoticed](rules/conditions.md#Unnoticed) by a creature, they're [hidden](rules/conditions.md#Hidden) instead. A creature can attempt a DC 43 [Stealth](compendium/skills.md#Stealth) check to avoid the lash's detection. +``` + +*Source: Secrets of Magic p. 189* \ No newline at end of file diff --git a/compendium/equipment/items/saints-balm-ec2.md b/compendium/equipment/items/saints-balm-ec2.md new file mode 100644 index 000000000..ee9af6bd0 --- /dev/null +++ b/compendium/equipment/items/saints-balm-ec2.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec2 +- item/category/oil +- trait/consumable +- trait/healing +- trait/magical +- trait/necromancy +- trait/oil +- trait/uncommon +aliases: ["Saints' Balm"] +--- +# Saints' Balm *Item 7* +[consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [oil](rules/traits/oil.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 70 gp +- **Usage** held in 1 hand +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +This luminescent paste is made from the powdered bones of a long-forgotten saint, mixed with herbs and blessed by a priest. It typically comes in a tightly sealed, palmsized dish etched with holy symbols. Applying saints' balm to yourself or a creature within reach restores `3d8+10` Hit Points to the creature to which it's applied. + +*Source: Extinction Curse #2: Legacy of the Lost God p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/salvo-shield-tv.md b/compendium/equipment/items/salvo-shield-tv.md new file mode 100644 index 000000000..16f5d2405 --- /dev/null +++ b/compendium/equipment/items/salvo-shield-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/shield +- trait/deflecting-physical-ranged +aliases: ["Salvo Shield"] +--- +# Salvo Shield *Item 0* +[deflecting ](rules/traits/deflecting-tv.md) + +- **Price** 6 gp +- **Bulk** 1 +- **AC Bonus** +2/+2; **null Hardness** 4, **null HP** 20 (BT 10) +- **Category** Shield; **Group** Shield + +This specialized steel shield features an outer layer of angled wooden or steel plates, which help deflect or redirect incoming ranged projectiles but don't offer any additional protection against melee weapons. + +*Source: Treasure Vault p. 21* \ No newline at end of file diff --git a/compendium/equipment/items/sampling-ammunition-da.md b/compendium/equipment/items/sampling-ammunition-da.md new file mode 100644 index 000000000..fbf0ff662 --- /dev/null +++ b/compendium/equipment/items/sampling-ammunition-da.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/consumable +- trait/consumable +- trait/magical +- trait/necromancy +aliases: ["Sampling Ammunition"] +--- +# Sampling Ammunition *Item 5* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Price** 22 gp +- **Ammunition** [arrow](compendium/equipment/items/arrow.md), [bolt](compendium/equipment/items/bolt.md) +- **Category** Consumable + +The head of this arrow or bolt is a pointed glass cylinder with a hollow core. Upon hitting a corporeal creature, sampling ammunition captures a small portion of the target's skin, blood, and flesh. The sample falls to the ground below wherever the creature was hit. This sample is sealed and magically preserved inside its chamber, although it deteriorates normally once the cylinder is opened. Sampling ammunition can't collect samples from creatures made entirely of metal, stone, or other hard substances. + +*Source: Dark Archive p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/sandals-of-the-stag-tv.md b/compendium/equipment/items/sandals-of-the-stag-tv.md new file mode 100644 index 000000000..5abee3a7d --- /dev/null +++ b/compendium/equipment/items/sandals-of-the-stag-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/apex +- trait/apex +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Sandals of the Stag"] +--- +# Sandals of the Stag *Item 18* +[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 24000 gp +- **Usage** worn sandals; **Bulk** L +- **Category** Apex + +These sturdy leather sandals feature straps that wrap up to the knees. Etched in the leather are intricate patterns of stags leaping through the forest. You gain a +5-foot item bonus to your land Speed and a +3 item bonus on [Athletics](compendium/skills.md#Athletics) checks when attempting to [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md). When you invest the sandals, you either increase your Strength score by 2 or increase it to 18, whichever is higher. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You attempt a [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md) but you didn't [Stride](rules/actions/stride.md) at least 10 feet + +**Effect** You can attempt the jump normally. It doesn't automatically fail. +``` + +*Source: Treasure Vault p. 104* \ No newline at end of file diff --git a/compendium/equipment/items/sandstorm-top-lomm.md b/compendium/equipment/items/sandstorm-top-lomm.md new file mode 100644 index 000000000..53db42d5f --- /dev/null +++ b/compendium/equipment/items/sandstorm-top-lomm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lomm +- item/category/held +- trait/evocation +- trait/magical +- trait/rare +aliases: ["Sandstorm Top"] +--- +# Sandstorm Top *Item 13* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 3000 gp +- **Usage** held in one hand; **Bulk** L +- **Category** Held + +On Tekritanin holidays, children reenacted legendary battles of deities by playing with magical tops. Though the paint on this wooden top has long since faded, its magical runes once gleamed yellow-gold and fiery orange, evoking the color of the sky during a sandstorm. To set the top in motion, wind a string around its bottom and upward along its body, and then throw it while gripping the string. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You throw the sandstorm top 10 feet away from you. For 1 minute, as it spins, the top generates a magical sandstorm in a 5-foot radius. Any creature that starts its turn in the area or moves into the area takes `4d6` slashing damage (DC 30 basic Reflex save). Additionally, a creature within the sandstorm must hold its breath or begin suffocating. +``` + +*Source: Lost Omens: Monsters of Myth p. 65* \ No newline at end of file diff --git a/compendium/equipment/items/sanguine-fang-tv.md b/compendium/equipment/items/sanguine-fang-tv.md new file mode 100644 index 000000000..485d8461e --- /dev/null +++ b/compendium/equipment/items/sanguine-fang-tv.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/spellheart +- trait/magical +- trait/necromancy +- trait/negative +- trait/spellheart +aliases: ["Sanguine Fang"] +--- +# Sanguine Fang *Item 9+* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [spellheart](rules/traits/spellheart-som.md) + +- **Usage** affixed to armor or a weapon; **Bulk** — +- **Category** Spellheart + +A pointed vampire fang hovers within this smoked-glass vial, its tip crimson with slowly dripping blood. The spell DC of any spell cast by activating this item is 25. + +- Armor You gain resistance 3 to [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and a +2 item bonus on saving throws against effects with the [negative](rules/traits/negative.md) trait. +- Weapon After you cast a necromancy spell by activating the fang, your Strikes with the weapon deal `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) until the end of your next turn. + +```ad-embed-ability +title: Activate + +You cast [chill touch](compendium/spells/chill-touch.md). +``` + +```ad-embed-ability +title: Activate + +You cast [vampiric touch](compendium/spells/vampiric-touch.md). +``` + +*Source: Treasure Vault p. 128* \ No newline at end of file diff --git a/compendium/equipment/items/sanguine-klar-tv.md b/compendium/equipment/items/sanguine-klar-tv.md new file mode 100644 index 000000000..f5c88de1e --- /dev/null +++ b/compendium/equipment/items/sanguine-klar-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/magical +- trait/necromancy +aliases: ["Sanguine Klar"] +--- +# Sanguine Klar *Item 9+* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This +1 striking wounding klar (Hardness 8, HP 64, BT 32) is built with spikes made of beasts' fangs. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You or a creature within 5 feet of you suffers bleed damage + +**Effect** The sanguine klar regains a number of Hit Points equal to the bleed damage, up to an amount equal to its Hardness. +``` + +*Source: Treasure Vault p. 22* \ No newline at end of file diff --git a/compendium/equipment/items/sanguine-mutagen-tv.md b/compendium/equipment/items/sanguine-mutagen-tv.md new file mode 100644 index 000000000..e23f42f59 --- /dev/null +++ b/compendium/equipment/items/sanguine-mutagen-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/mutagen +- trait/polymorph +aliases: ["Sanguine Mutagen"] +--- +# Sanguine Mutagen *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +You gain greatly increased blood production, filtering out contagions and boosting your endurance but causing your body to bloat with blood. + +Benefit You gain an item bonus to Fortitude and Reflex saves. This bonus improves when you attempt a save against an effect that has the [disease](rules/traits/disease.md) trait, [poison](rules/traits/poison.md) trait, or would give you the [fatigued](rules/conditions.md#Fatigued) condition. + +Drawback Whenever you take piercing or slashing damage, you take `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +*Source: Treasure Vault p. 60* \ No newline at end of file diff --git a/compendium/equipment/items/sankeit-tv.md b/compendium/equipment/items/sankeit-tv.md new file mode 100644 index 000000000..91582cfcd --- /dev/null +++ b/compendium/equipment/items/sankeit-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor/light +- trait/laminar +aliases: ["Sankeit"] +--- +# Sankeit *Item 0* +[laminar](rules/traits/laminar-tv.md) + +- **Price** 5 gp +- **Bulk** 1 +- **AC Bonus** +2; **Dex Cap** +3 +- **Strength** 12; **Check Penalty** --1; **Speed Penalty** — +- **Category** Light; **Group** Wood + +Sankeit is common armor among Varki in the northern Land of the Linnorm Kings, made of small wooden plates or longer slats, typically vertical, joined with sinew or cord and painted with decorations. Varki warriors traditionally wear sankeit with a fearsome wooden helm carved in the shape of a mighty creature. + +*Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/sansetsukon-tv.md b/compendium/equipment/items/sansetsukon-tv.md new file mode 100644 index 000000000..7077bdce0 --- /dev/null +++ b/compendium/equipment/items/sansetsukon-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/backswing +- trait/disarm +- trait/monk +- trait/parry +- trait/uncommon +aliases: ["Sansetsukon"] +--- +# Sansetsukon *Item 0* +[backswing](rules/traits/backswing.md) [disarm](rules/traits/disarm.md) [monk](rules/traits/monk.md) [parry](rules/traits/parry.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2 gp +- **Bulk** 2 +- **Damage** `1d8` B +- **Hands** 2 +- **Category** Martial; **Group** Flail + +The sansetsukon, also known as a sanjiegun or three-section staff, is made up of three wooden staff segments, each about 14 inches in length. The staff sections are connected by short lengths of cord or chain, similar to nunchaku. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/sapling-shield-tv.md b/compendium/equipment/items/sapling-shield-tv.md new file mode 100644 index 000000000..ddbd0526a --- /dev/null +++ b/compendium/equipment/items/sapling-shield-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/magical +- trait/transmutation +aliases: ["Sapling Shield"] +--- +# Sapling Shield *Item 3+* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** held in 1 hand; **Bulk** 2 +- **Category** Held + +This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes damage. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield, gaining the corresponding AC bonus, Speed penalty, and ability to [Take Cover](rules/actions/take-cover.md). It keeps the same Hit Points and [Broken](rules/conditions.md#Broken) Threshold, but its Hardness and Bulk increase by 2 in this form. The shield remains in this form until you Activate it again to revert it to a buckler. +``` + +*Source: Treasure Vault p. 22* \ No newline at end of file diff --git a/compendium/equipment/items/sarkorian-god-caller-garb-lotgb.md b/compendium/equipment/items/sarkorian-god-caller-garb-lotgb.md new file mode 100644 index 000000000..fc897c24a --- /dev/null +++ b/compendium/equipment/items/sarkorian-god-caller-garb-lotgb.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/armor +- trait/conjuration +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Sarkorian God-caller Garb"] +--- +# Sarkorian God-caller Garb *Item 6* +[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 250 gp +- **Usage** worn armor; **Bulk** L +- **Category** Armor + +Each Sarkorian god-caller garb is emblazoned with a unique sigil of a particular Sarkorian deity and adorned with symbols sacred to Sarkorian god callers, the summoners and religious leaders of Sarkoris. These +1 explorer's clothing outfits look as if they were stitched together from multiple types of animals, featuring feathers, fur, leather, and scales. + +Relics & Remembrance Wares When you cast a 3-action summoning spell while wearing this armor, the summoned creature gains a magical sigil that matches the one on the armor. As long as it is within 30 feet of you, the summoned creature gains a +1 status bonus to AC. + +If it ever moves farther than 30 feet from you, the sigil fades and the creature loses the status bonus to AC, even if it later comes within 30 feet of you again. + +*Source: Lost Omens: The Grand Bazaar p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/saurian-spike-tv.md b/compendium/equipment/items/saurian-spike-tv.md new file mode 100644 index 000000000..d04630614 --- /dev/null +++ b/compendium/equipment/items/saurian-spike-tv.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/spellheart +- trait/magical +- trait/spellheart +- trait/transmutation +aliases: ["Saurian Spike"] +--- +# Saurian Spike *Item 9+* +[magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** affixed to armor or a weapon; **Bulk** — +- **Category** Spellheart + +This jagged, bony growth narrows to a sharp, pointed tip. Deep groves from some former battle scar its surface. The bearer of a saurian spike often feels a sudden surge in power and confidence. + +- Armor You gain imprecise scent with a range of 30 feet. +- Weapon (auditory, emotion, fear, visual) When you cast a polymorph spell by activating the spike, your battle form is exceptionally fearsome. Each enemy in a 30-foot emanation must succeed at a DC 27 Will saving throw or become [frightened](rules/conditions.md#Frightened) ([frightened](rules/conditions.md#Frightened) on a critical failure). + +```ad-embed-ability +title: Activate + +You cast [gouging claw](compendium/spells/gouging-claw-som.md) . +``` + +```ad-embed-ability +title: Activate + +You cast [dinosaur form](compendium/spells/dinosaur-form.md). +``` + +*Source: Treasure Vault p. 128* \ No newline at end of file diff --git a/compendium/equipment/items/scale-of-igroon-tv.md b/compendium/equipment/items/scale-of-igroon-tv.md new file mode 100644 index 000000000..9d7fa7dd7 --- /dev/null +++ b/compendium/equipment/items/scale-of-igroon-tv.md @@ -0,0 +1,55 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/artifact +- trait/abjuration +- trait/artifact +- trait/primal +- trait/rare +aliases: ["Scale of Igroon"] +--- +# Scale of Igroon *Item 21* +[abjuration](rules/traits/abjuration.md) [artifact](rules/traits/artifact-gmg.md) [primal](rules/traits/primal.md) [rare](rules/traits/rare.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Artifact + +Carved from a scale of the kaiju Igroon, this jagged shield refracts light around it in a shimmering haze. A scale of Igroon (Hardness 20, HP 160, BT 80) recovers 4 Hit Points at the start of its wielder's turn. When you [Raise a Shield](rules/actions/raise-a-shield.md), you can use the Shield Block reaction with the scale of Igroon to block an attack or effect that deals acid, cold, electricity, fire, force, or sonic damage as well as physical damage. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: You're in an area of bright or dim light + +**Effect** You angle the shield to refract light. + +Until the start of your next turn, you gain a +4 item bonus to [Stealth](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md) and can do so while [observed](rules/conditions.md#Observed). This bonus ends if you Activate another ability or use the Shield Block reaction. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: You're in an area of bright light + +**Effect** You angle the shield at a target within 60 feet, reflecting light into its eyes. It must attempt a DC 42 Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [blinded](rules/conditions.md#Blinded) until its next turn begins. +> - **Failure** The target is [blinded](rules/conditions.md#Blinded) for 1 minute. +> - **Critical Failure** The target is [blinded](rules/conditions.md#Blinded) for `2d4` hours. +``` + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You use Shield Block and prevent yourself from taking energy damage from a line, ray, or a direct attack, including a [magic missile](compendium/spells/magic-missile.md) spell + +**Effect** You reflect the energy along a trajectory you choose. The effect travels only up to its remaining range, using its original parameters if it strikes other targets. + +Destruction If a deity, kaiju, spawn of a deity, titan, or being of similar power stomps on a scale of Igroon while in absolute darkness, the shield is destroyed permanently. +``` + +*Source: Treasure Vault p. 180* \ No newline at end of file diff --git a/compendium/equipment/items/scarab-cuirass-lotgb.md b/compendium/equipment/items/scarab-cuirass-lotgb.md new file mode 100644 index 000000000..c69ab9c20 --- /dev/null +++ b/compendium/equipment/items/scarab-cuirass-lotgb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/armor +- trait/abjuration +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Scarab Cuirass"] +--- +# Scarab Cuirass *Item 10* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1000 gp +- **Usage** worn armor; **Bulk** 1 +- **Category** Armor + +The cuirass of this +1 deathless (see above) resilient leather armor, stitched to resemble an Osiriani scarab beetle, feels strangely chitinous. You gain resistance 5 to negative damage. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You cast a 1st-level [pest form](compendium/spells/pest-form.md). You can only become a scarab beetle. +``` + +*Source: Lost Omens: The Grand Bazaar p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/scarlet-mist-tv.md b/compendium/equipment/items/scarlet-mist-tv.md new file mode 100644 index 000000000..1806316b4 --- /dev/null +++ b/compendium/equipment/items/scarlet-mist-tv.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +aliases: ["Scarlet Mist"] +--- +# Scarlet Mist *Item 8* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) + +- **Price** 80 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Derived from a mixture of krooth venom and an agitating agent, scarlet mist causes bleeding that turns into a foaming mist. When a creature under the effects of scarlet mist takes [persistent bleed damage](rules/conditions.md#Persistent%20Damage) from the toxin, creatures within 5 feet take the splash damage. The [persistent damage](rules/conditions.md#Persistent%20Damage) can't be staunched until the poison's effects end. A creature that can't bleed doesn't take the bleed damage or cause the splash damage but can still take the poison damage. + +```ad-inline-affliction +title: Saving Throw: DC 25 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `3d6` poison damage, `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage), and 1 poison splash damage (1 round) + +**Stage 2** `3d6` poison damage, `2d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage), and 2 poison splash damage (1 round) + +**Stage 3** `3d6` poison damage, `3d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage), and 3 poison splash damage (1 round) +``` + +*Source: Treasure Vault p. 70* \ No newline at end of file diff --git a/compendium/equipment/items/scholars-drop-tv.md b/compendium/equipment/items/scholars-drop-tv.md new file mode 100644 index 000000000..0a1cf268a --- /dev/null +++ b/compendium/equipment/items/scholars-drop-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/lozenge +aliases: ["Scholar's Drop"] +--- +# Scholar's Drop *Item 6* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [lozenge](rules/traits/lozenge-tv.md) + +- **Price** 40 gp +- **Usage** held in 1 hand; **Bulk** — +- **Category** Consumable + +University students in Katapesh first used the scholar's drop to gain an edge over their academic rivals, but the candy has since spread across Golarion. The flavor of this hard, sugar-coated candy is highly refreshing and based on lemon and green tea. For 1 hour, you gain a +1 item bonus to saving throws against effects that could render you [fatigued](rules/conditions.md#Fatigued). + +```ad-embed-ability +title: Secondary Effect [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +- **Requirements**: You're [fatigued](rules/conditions.md#Fatigued) + +**Effect** Ignore the effects of the [fatigued](rules/conditions.md#Fatigued) condition for 10 minutes. The drop's other effects end for you, and when the 10 minutes are up, you're temporarily immune to scholar's drops for 1 hour. If you use this effect three times in a single day, you become temporarily immune to scholar's drops entirely until you get a full night's rest. +``` + +*Source: Treasure Vault p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/scizore-of-the-crab-tv.md b/compendium/equipment/items/scizore-of-the-crab-tv.md new file mode 100644 index 000000000..e8c43fac7 --- /dev/null +++ b/compendium/equipment/items/scizore-of-the-crab-tv.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/magical +- trait/transmutation +aliases: ["Scizore of the Crab"] +--- +# Scizore of the Crab *Item 5* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 150 gp +- **Usage** worn on 1 hand; **Bulk** 1 +- **Category** Worn + +A scizore of the crab is a +1 scizore (page 25) that has the [grapple](rules/traits/grapple.md) trait in addition to its normal weapon traits. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: Your last action was a successful [Strike](rules/actions/strike.md) with this weapon, or you have a creature [grabbed](rules/conditions.md#Grabbed) with this weapon + +**Effect** The target is [grabbed](rules/conditions.md#Grabbed) until the end of your next turn. A [grabbed](rules/conditions.md#Grabbed) creature can use the [Escape](rules/actions/escape.md) action to get out of the Grab, and the Grab ends for a [grabbed](rules/conditions.md#Grabbed) creature if you move away from it. This functions as the Grab creature ability. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) with this weapon + +**Effect** The crab claw animates and pinches open and shut, dealing slashing damage equal to the scizore of the crab's number of damage dice. +``` + +*Source: Treasure Vault p. 36* \ No newline at end of file diff --git a/compendium/equipment/items/scizore-tv.md b/compendium/equipment/items/scizore-tv.md new file mode 100644 index 000000000..236855cc4 --- /dev/null +++ b/compendium/equipment/items/scizore-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/disarm +- trait/parry +aliases: ["Scizore"] +--- +# Scizore *Item 0* +[disarm](rules/traits/disarm.md) [parry](rules/traits/parry.md) + +- **Price** 9 sp +- **Bulk** L +- **Damage** `1d6` S +- **Hands** 1 +- **Category** Martial; **Group** Knife + +A scizore is a gauntlet or protective leather tube worn over the forearm and featuring a half-moon blade mounted to the end of the cap on a short pole. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/scorpion-whip-ec1.md b/compendium/equipment/items/scorpion-whip-ec1.md new file mode 100644 index 000000000..6c3e45263 --- /dev/null +++ b/compendium/equipment/items/scorpion-whip-ec1.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec1 +- item/category/weapon/martial +- trait/disarm +- trait/finesse +- trait/reach +- trait/trip +- trait/uncommon +aliases: ["Scorpion Whip"] +--- +# Scorpion Whip *Item 0* +[disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [reach](rules/traits/reach.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 5 sp +- **Bulk** L +- **Damage** `1d4` S +- **Hands** 1 +- **Category** Martial; **Group** Flail + +A scorpion whip has a series of razor-sharp blades set along its tip. Unlike ordinary whips, a scorpion whip doesn't have the nonlethal trait, making it deadlier in combat but less effective when the wielder seeks to bring in foes alive. + +*Source: Extinction Curse #1: The Show Must Go On p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/scour-gmg.md b/compendium/equipment/items/scour-gmg.md new file mode 100644 index 000000000..a8f552c2b --- /dev/null +++ b/compendium/equipment/items/scour-gmg.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/drug +- trait/ingested +- trait/inhaled +- trait/poison +- trait/uncommon +aliases: ["Scour"] +--- +# Scour *Item 8* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 80 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This gritty powder improves responsiveness but suppresses thoughts and leaves you weakened. The saving throw for addiction to scour is DC 30, and the addiction is virulent. + +```ad-inline-affliction +title: Saving Throw: DC 25 Fortitude + +- **Onset**: 1 hour +- **Maximum Duration**: 6 hours + +## Stages + +**Stage 1** [stupefied](rules/conditions.md#Stupefied) and +2 item bonus to Reflex saves and Dexterity-based skill checks (1 hour) + +**Stage 2** [fatigued](rules/conditions.md#Fatigued) (1 hour) + +**Stage 3** [drained](rules/conditions.md#Drained) and [fatigued](rules/conditions.md#Fatigued) (1 hour) +``` + +*Source: Gamemastery Guide p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/scourge-locg.md b/compendium/equipment/items/scourge-locg.md new file mode 100644 index 000000000..7befce887 --- /dev/null +++ b/compendium/equipment/items/scourge-locg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/locg +- item/category/weapon/martial +- trait/agile +- trait/disarm +- trait/finesse +- trait/nonlethal +- trait/sweep +aliases: ["Scourge"] +--- +# Scourge *Item 0* +[agile](rules/traits/agile.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [nonlethal](rules/traits/nonlethal.md) [sweep](rules/traits/sweep.md) + +- **Price** 1 sp +- **Bulk** 1 +- **Damage** `1d4` S +- **Hands** 1 +- **Category** Martial; **Group** Flail + +A scourge—also known as a cat-o'-nine-tails—is a set of several knotted cords made from cotton or leather and attached to a handle. While most scourges are more suitable for torture than combat, the weapons used by the Order of the Scourge have metal barbs woven in to pierce clothing and armor. The scourge is a martial melee weapon. + +*Source: Lost Omens: Character Guide p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/scroll-case-of-simplicity-locg.md b/compendium/equipment/items/scroll-case-of-simplicity-locg.md new file mode 100644 index 000000000..87e8163bd --- /dev/null +++ b/compendium/equipment/items/scroll-case-of-simplicity-locg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/locg +- item/category/held +- trait/invested +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Scroll Case Of Simplicity"] +--- +# Scroll Case Of Simplicity *Item 4* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand +- **Category** Held + +The four different types of scroll cases of simplicity often bear adornments appropriate to their magical tradition, such as angelic wings or otherworldly lettering. On the inside, intricate runic diagrams spiral out to surround the scroll stored within. A scroll placed within the case can be converted into energy to cast consistently useful spells depending on its type. You must be able to cast spells of a given tradition to use a scroll case of simplicity of a corresponding type. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: The scroll case contains a single scroll of a 1st-level spell + +**Effect** You transfer the scroll's energy into the scroll case, consuming the scroll, and you can immediately begin casting one of the scroll case's spells. If you use any action other than to [Cast a Spell](rules/actions/cast-a-spell.md) from the scroll case after activating the scroll case of simplicity, the scroll and its energy are lost. +``` + +*Source: Lost Omens: Character Guide p. 111* \ No newline at end of file diff --git a/compendium/equipment/items/scroll-robes-tv.md b/compendium/equipment/items/scroll-robes-tv.md new file mode 100644 index 000000000..e9e9503fc --- /dev/null +++ b/compendium/equipment/items/scroll-robes-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor/unarmored +- trait/inscribed +aliases: ["Scroll Robes"] +--- +# Scroll Robes *Item 0* +[inscribed](rules/traits/inscribed-tv.md) + +- **Price** 15 sp +- **Bulk** L +- **AC Bonus** +0; **Dex Cap** +5 +- **Strength** —; **Check Penalty** -0; **Speed Penalty** — +- **Category** Unarmored; **Group** Cloth + +Scroll robes are composed of paper alchemically treated for strength and flexibility. A layered structure prevents cutting and tearing, and for the purpose of calculating damage, the robes are considered to be cloth. The paper accepts all sorts of decoration, including magical writing, as detailed in the inscribed trait. + +*Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/scroll.md b/compendium/equipment/items/scroll.md index 42e183561..ae19f5b44 100644 --- a/compendium/equipment/items/scroll.md +++ b/compendium/equipment/items/scroll.md @@ -20,6 +20,15 @@ A scroll contains a single spell that you can cast without having to expend a sp If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single [Recall Knowledge](rules/actions/recall-knowledge.md) action and automatically succeed at identifying the scroll's spell. If it's not, you must use [Identify Magic](rules/actions/identify-magic.md) to learn what spell the scroll holds. +## Casting a Spell from a Scroll +CRB p. 564 + +[Casting a Spell](rules/actions/cast-a-spell.md) from a scroll requires holding the scroll in one hand and activating it with a [Cast a Spell](rules/actions/cast-a-spell.md) activity using the normal number of actions for that spell. + +To [Cast a Spell](rules/actions/cast-a-spell.md) from a scroll, the spell must appear on your spell list. Because you're the one [Casting the Spell](rules/actions/cast-a-spell.md), use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal). + +Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when [Casting a Spell](rules/actions/cast-a-spell.md) from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to [Cast the Spell](rules/actions/cast-a-spell.md) from a scroll. + > [!pf2-note] > See the following for more details on the rules for Scrolls. diff --git a/compendium/equipment/items/scrollstaff-locg.md b/compendium/equipment/items/scrollstaff-locg.md new file mode 100644 index 000000000..d9d14db01 --- /dev/null +++ b/compendium/equipment/items/scrollstaff-locg.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/locg +- item/category/weapon/simple +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Scrollstaff"] +--- +# Scrollstaff *Item 1* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 12 gp +- **Usage** held, 1 hand; **Bulk** 1 +- **Category** Simple + +A band of pliant wood encircles the head of this slender mahogany staff. + +The Magaambya created the first scrollstaves millennia ago, and even the few scrollstaves found beyond the organization often incorporate Magaambyan iconography as an homage to their source. + +A scrollstaff serves as a weapon just like an ordinary [staff](compendium/equipment/items/staff.md) and can be improved via runes like any other [staff](compendium/equipment/items/staff.md). In addition, if you are capable of creating magical scrolls, you can inscribe a single scroll (generic) onto the staff's head for the same cost as normal for Crafting the scroll. If necessary, you can embed a required material focus into the staff as part of the same [Craft](rules/actions/craft.md) activity. + +As long as you are holding the staff, you can cast the spell from the staff's head. + +Casting the written spell works just like casting from a scroll (generic), but you can perform the necessary material component with the staff, even if you don't have a free hand. + +Once you cast the inscribed spell, any material focus remains embedded in the staff until removed as an [Interact](rules/actions/interact.md) action. + +The staff can hold only a single scroll (generic) at a time. If you inscribe a new scroll (generic) before casting the previous spell, you replace the existing spell and remove any previous material focus as part of the [Craft](rules/actions/craft.md) activity to write the new scroll (generic). + +*Source: Lost Omens: Character Guide p. 100* \ No newline at end of file diff --git a/compendium/equipment/items/sealing-chest-lopsg.md b/compendium/equipment/items/sealing-chest-lopsg.md new file mode 100644 index 000000000..7f28ee06b --- /dev/null +++ b/compendium/equipment/items/sealing-chest-lopsg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/held +- trait/abjuration +- trait/magical +- trait/uncommon +aliases: ["Sealing Chest"] +--- +# Sealing Chest *Item 4+* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 2 hands; **Bulk** L +- **Category** Held + +Vigilant Seal members use these containers when transporting samples and relics. + +The containers are soundproof, airtight, and studded with lead sheets, mistletoe, and other materials that block magical auras. Up to 1 Bulk of objects can be placed inside a sealing chest; the magic auras and curses of any objects placed within the chest cannot extend beyond the box unless they are of a greater level than the chest. Artifacts and similarly powerful items are unaffected regardless of level. Many cursed items prevent their bearer from removing them, but a successful remove curse gives enough time to stash the item in the chest. + +*Source: Lost Omens: Pathfinder Society Guide p. 38* \ No newline at end of file diff --git a/compendium/equipment/items/searing-suture-ooa1.md b/compendium/equipment/items/searing-suture-ooa1.md new file mode 100644 index 000000000..ca4aae8bb --- /dev/null +++ b/compendium/equipment/items/searing-suture-ooa1.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa1 +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/fire +- trait/uncommon +aliases: ["Searing Suture"] +--- +# Searing Suture *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [fire](rules/traits/fire.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Activating this black powder–infused alchemical bandage cauterizes wounds. You can apply a searing suture to yourself or an adjacent willing creature as you activate it. The target creature takes `1d6` fire damage and can immediately attempt a flat check to remove the [persistent bleed damage](rules/conditions.md#Persistent%20Damage)—the DC of this flat check depends on the type of searing suture applied. When applied against a bleed effect that is lower level than the searing suture, the flat check is automatically successful. + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/seeking-bracelets-tok.md b/compendium/equipment/items/seeking-bracelets-tok.md new file mode 100644 index 000000000..05d5a64d5 --- /dev/null +++ b/compendium/equipment/items/seeking-bracelets-tok.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tok +- item/category/consumable +- trait/abjuration +- trait/consumable +- trait/magical +- trait/uncommon +aliases: ["Seeking Bracelets"] +--- +# Seeking Bracelets *Item 3* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 12 gp +- **Usage** worn bracelet; **Bulk** — +- **Activate** envision, , [Interact](rules/actions/interact.md) +- **Category** Consumable + +Both beaded bracelets in this pair have an even larger bead in their center. The bracelets are magically linked and only interact with their counterpart from the same pair. When you crush the largest bead to activate the bracelet, it creates a mental alert in the mind of the wearer of the paired bracelet. This alert works at any distance as long as both bracelets are on the same plane. + +*Source: Threshold of Knowledge p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/seers-flute-tv.md b/compendium/equipment/items/seers-flute-tv.md new file mode 100644 index 000000000..b6a4526f5 --- /dev/null +++ b/compendium/equipment/items/seers-flute-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/coda +- trait/coda +- trait/divination +- trait/occult +- trait/staff +- trait/uncommon +aliases: ["Seer's Flute"] +--- +# Seer's Flute *Item 4+* +[coda](rules/traits/coda-tv.md) [divination](rules/traits/divination.md) [occult](rules/traits/occult.md) [staff](rules/traits/staff.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 2 hands; **Bulk** L +- **Category** Coda + +This ivory flute is adorned with many carvings of eyes. Each has jade pupils and a semiprecious stone as its iris. The eyes flutter open and closed when the flute is played, as if it held the eyes of many independent beings. While playing the flute, you gain a +1 item bonus to [Perception](compendium/skills.md#Perception) checks and [Performance](compendium/skills.md#Performance) checks. + +```ad-embed-ability +title: Activate + +You expend a number of charges from this instrument to cast a spell from its list. +``` + +*Source: Treasure Vault p. 137* \ No newline at end of file diff --git a/compendium/equipment/items/self-emptying-pocket-da.md b/compendium/equipment/items/self-emptying-pocket-da.md new file mode 100644 index 000000000..1a1dffa5e --- /dev/null +++ b/compendium/equipment/items/self-emptying-pocket-da.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/contract +- trait/contract +- trait/invested +- trait/magical +- trait/rare +aliases: ["Self-Emptying Pocket"] +--- +# Self-Emptying Pocket *Item 9* +[contract](rules/traits/contract-lol.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Category** Contract + +You never perform to an empty crowd after promising any profits to a phantom in a playhouse, sealed by holes that appear in your pockets. By meeting with the attendees at your events, you can use [Performance](compendium/skills.md#Performance) instead of [Diplomacy](compendium/skills.md#Diplomacy) to [Gather Information](rules/actions/gather-information.md). When you would use [Performance](compendium/skills.md#Performance) to [Earn Income](rules/actions/earn-income.md), you don't earn any gold pieces, as the money disappears before you can even count it. + +The entity that holds your bargained contract can influence your reception any time you perform for a crowd or Activate the pocket. If they influence your performance favorably, you gain a +2 item bonus to your [Performance](compendium/skills.md#Performance) check. If they influence your performance unfavorably, you gain a -2 item penalty to your [Performance](compendium/skills.md#Performance) check. If you've failed to earn the entity money in quite a while, it typically influences your performance unfavorably. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You exercise all of your charm on a creature, turning a chance meeting into an impromptu performance that commands attention. Attempt a single [Performance](compendium/skills.md#Performance) check against the [Perception](compendium/skills.md#Perception) DC of the creature. On a success, the creature is affected as though by a successful [Deception](compendium/skills.md#Deception) check to [Create a Diversion](rules/actions/create-a-diversion.md). The entity that holds your contract can influence this performance as well. +``` + +*Source: Dark Archive p. 165* \ No newline at end of file diff --git a/compendium/equipment/items/self-immolating-note-da.md b/compendium/equipment/items/self-immolating-note-da.md new file mode 100644 index 000000000..82d8dd4f9 --- /dev/null +++ b/compendium/equipment/items/self-immolating-note-da.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/fire +- trait/uncommon +aliases: ["Self-Immolating Note"] +--- +# Self-Immolating Note *Item 1* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [fire](rules/traits/fire.md) [uncommon](rules/traits/uncommon.md) + +- **Access** Member of a secret society +- **Price** 3 gp +- **Usage** held in 1 hand; **Bulk** — +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This paper is crafted with an unusual formula, causing it to catch fire and self-immolate 5 minutes after being exposed to the air. + +The item activates automatically when the envelope is opened, which typically takes an [Interact](rules/actions/interact.md) action. Anyone holding the note when it catches fire takes 1 fire damage. Often, these notes are given as practical jokes or threats, but secret societies find them quite useful when sharing information about upcoming meetings or any other relevant news. These letters must be written in haste and require the use of their accompanying envelopes, which prevent air from interacting with the paper until the envelope's seal is [broken](rules/conditions.md#Broken). + +*Source: Dark Archive p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/sense-dulling-hood-tv.md b/compendium/equipment/items/sense-dulling-hood-tv.md new file mode 100644 index 000000000..6a48b2c6a --- /dev/null +++ b/compendium/equipment/items/sense-dulling-hood-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +aliases: ["Sense-Dulling Hood"] +--- +# Sense-Dulling Hood *Item 6+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Sometimes, an enemy's dangerous special ability makes relatively standard sensory capabilities a liability. From otyugh stench to a harpy's song, plenty of creatures use their prey's senses against them. A sense-dulling hood is a wide, single-use mask designed to be pulled from an airtight package and slipped over the head. The mask grants you an item bonus to saving throws against auditory, [olfactory](rules/traits/olfactory-b1.md), and [visual](rules/traits/visual.md) effects for a time, according to the mask's type. Since it dulls your senses without depriving you of them, the mask also imposes a –1 penalty to rolls and checks using [Perception](compendium/skills.md#Perception) for the same duration. + +*Source: Treasure Vault p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/sentry-fulu-tv.md b/compendium/equipment/items/sentry-fulu-tv.md new file mode 100644 index 000000000..89591eb92 --- /dev/null +++ b/compendium/equipment/items/sentry-fulu-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/abjuration +- trait/consumable +- trait/fulu +- trait/magical +aliases: ["Sentry Fulu"] +--- +# Sentry Fulu *Item 4* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) + +- **Price** 15 gp +- **Usage** affixed to the ground; **Bulk** — +- **Activate** command, , envision, , [Interact](rules/actions/interact.md) +- **Category** Consumable + +A sentry fulu depicts an armed guard. When you activate the fulu, it takes the shape of a Tiny humanoid guard made of paper and keeps watch over an area in a 20‑foot burst. The guard has a [Perception](compendium/skills.md#Perception) DC of 20, along with precise visual senses and imprecise hearing and vibrational sense to detect creatures moving in its area, including through the air. You dictate whether the guard remains still in its area or patrols it; if the latter, you also determine the path the guard takes, at a Speed of 25 feet. You also determine a password others must give the guard to bypass it. If a creature enters the area without giving the password, the sentry creates either an audible or mental alarm. An audible alarm has the sound and volume of a human shouting, as well as the [auditory](rules/traits/auditory.md) trait, allowing each creature that can hear it to attempt a DC 15 [Perception](compendium/skills.md#Perception) check to wake up if they're asleep. The mental alert reaches you if you're within 60 feet of the active guard (see below). The guard remains active for 8 hours, and then the fulu is consumed. If you have more than one sentry fulu, you can set up several that function as a unit, provided their areas touch or overlap. + +When one sounds its alarm, the alarm passes through all of them, so you must be within range of only one to hear it or receive the mental alert. Creatures that give the correct password to one sentry fulu in a unit need not give that password again to the others. The destruction of one fulu‑created guard in a unit sets off the alarm in others in connected areas. + +*Source: Treasure Vault p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/serithtial-gmg.md b/compendium/equipment/items/serithtial-gmg.md new file mode 100644 index 000000000..c9cfb98b9 --- /dev/null +++ b/compendium/equipment/items/serithtial-gmg.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/artifact +- trait/abjuration +- trait/artifact +- trait/divine +- trait/intelligent +- trait/lg +- trait/unique +aliases: ["Serithtial"] +--- +# Serithtial *Item 23* +[abjuration](rules/traits/abjuration.md) [artifact](rules/traits/artifact-gmg.md) [divine](rules/traits/divine.md) [intelligent](rules/traits/intelligent-gmg.md) [lg](rules/traits/lawful-goo-b1.md) [unique](rules/traits/unique.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Artifact + +The legendary blade Serithtial is said to have been forged by [Iomedae](compendium/setting/deities/iomedae.md), goddess of honor, justice, and valor. She is an [intelligent](rules/traits/intelligent-gmg.md) bastard sword. Although the sword is made of steel, Serithtial is also treated as cold iron and silver, allowing her to deal more damage to certain supernatural creatures. She glows as bright as a torch, but you or Serithtial can suppress or resume this glow as a single action, which has the [concentrate](rules/traits/concentrate.md) trait. In addition, [Strikes](rules/actions/strike.md) with Serithtial deal an additional `2d6` damage against creatures that are worshippers of [Zon-Kuthon](compendium/setting/deities/zon-kuthon.md), and while wielding Serithtial, you constantly benefit from [death ward](compendium/spells/death-ward.md) and [freedom of movement](compendium/spells/freedom-of-movement.md) spells that function only against effects created by followers of [Zon-Kuthon](compendium/setting/deities/zon-kuthon.md). + +Serithtial was forged as a [bastard sword](compendium/equipment/items/bastard-sword.md), and she reverts to this shape when no one wields her, but she can also detect what sort of blade her current wielder prefers and transform into it (choosing from [dagger](compendium/equipment/items/dagger.md), [shortsword](compendium/equipment/items/shortsword.md), [longsword](compendium/equipment/items/longsword.md), [scimitar](compendium/equipment/items/scimitar.md), [falchion](compendium/equipment/items/falchion.md), [greatsword](compendium/equipment/items/greatsword.md), [rapier](compendium/equipment/items/rapier.md), or [bastard sword](compendium/equipment/items/bastard-sword.md)) using an action, which she does when first held. The wielder can empathically tell Serithtial to transform at any time by using a single action, which has the [concentrate](rules/traits/concentrate.md) trait, after which Serithtial uses an action to transform. + +Serithtial is willing to work with a partner of almost any alignment as long as they are dedicated to defeating the great wyrm Kazavon and the forces of [Zon-Kuthon](compendium/setting/deities/zon-kuthon.md). If you ignore those threats and pursue your own agenda instead, before long Serithtial attempts to seize control of your body (DC 45 Will save to resist her control), though she typically remains in control for only long enough to find a more worthy partner. You can attempt a new Will save each day to retake control of your body. + +```ad-embed-ability +title: Activate + +Serithtial spends the appropriate number of actions and casts a 9th level [heal](compendium/spells/heal.md) or [zone of truth](compendium/spells/zone-of-truth.md) spell (DC 45 for either of the two spells). +``` + +*Source: Gamemastery Guide p. 112* \ No newline at end of file diff --git a/compendium/equipment/items/serpent-oil-tv.md b/compendium/equipment/items/serpent-oil-tv.md new file mode 100644 index 000000000..0d04bcf73 --- /dev/null +++ b/compendium/equipment/items/serpent-oil-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/oil +- trait/consumable +- trait/magical +- trait/oil +- trait/transmutation +aliases: ["Serpent Oil"] +--- +# Serpent Oil *Item 3+* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the [minion](rules/traits/minion.md) trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed. + +*Source: Treasure Vault p. 87* \ No newline at end of file diff --git a/compendium/equipment/items/serrating-locg.md b/compendium/equipment/items/serrating-locg.md new file mode 100644 index 000000000..f7922bccb --- /dev/null +++ b/compendium/equipment/items/serrating-locg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/locg +- item/category/rune +- trait/evocation +- trait/magical +- trait/uncommon +aliases: ["Serrating"] +--- +# Serrating *Item 10* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1000 gp +- **Usage** etched onto a slashing melee weapon +- **Category** Rune + +A serrating weapon's bladed edge separates into jagged, swirling shards that spin along the blade. When dealing slashing damage, the weapon deals an additional `1d4` damage. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You brandish the weapon and focus its power, causing the serrated shards to buzz as they spin at a dizzying speed. On your next hit with the weapon this turn that deals slashing damage, the serrating rune adds an additional `1d12` damage instead of the additional `1d4` damage, and then the shards return to their usual speed. +``` + +*Source: Lost Omens: Character Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/servers-stew-lotgb.md b/compendium/equipment/items/servers-stew-lotgb.md new file mode 100644 index 000000000..ae93bbdd2 --- /dev/null +++ b/compendium/equipment/items/servers-stew-lotgb.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/consumable +- trait/divination +- trait/magical +- trait/uncommon +aliases: ["Server's Stew"] +--- +# Server's Stew *Item 7* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 60 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +The type of animal tongue used in this tomato-based stew shifts from region to region, but it's always cooked with spirit of wine and seasoned with refined pesh. Eating this restaurant-staff favorite empowers you to speak and understand a single language for 1 hour. This must be a language the stew's cook could speak and understand, chosen at the time of the stew's creation. It also helps your words land smoothly, granting you a +2 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks made in that language for the same duration. It doesn't allow you to read the newly acquired language in its written form. + +*Source: Lost Omens: The Grand Bazaar p. 47* \ No newline at end of file diff --git a/compendium/equipment/items/seventh-prism-tv.md b/compendium/equipment/items/seventh-prism-tv.md new file mode 100644 index 000000000..c8ee1733d --- /dev/null +++ b/compendium/equipment/items/seventh-prism-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +aliases: ["Seventh Prism"] +--- +# Seventh Prism *Item 3+* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) +- **Category** Consumable + +Beloved by the church of the Seventh Veil, a seventh prism is a crystal that disperses its internal light, casting an aurora of color. If you use a seventh prism to cast [color spray](compendium/spells/color-spray.md), targets are [dazzled](rules/conditions.md#Dazzled) for twice as long as their saving throw indicates. + +On a critical failure, the target is [dazzled](rules/conditions.md#Dazzled) for 1 minute after its [blinded](rules/conditions.md#Blinded) condition ends. Motes of shifting rainbow hues cloud the eyes, making it difficult to see details. + +*Source: Treasure Vault p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/sextant-of-the-night-tv.md b/compendium/equipment/items/sextant-of-the-night-tv.md new file mode 100644 index 000000000..dae32c26e --- /dev/null +++ b/compendium/equipment/items/sextant-of-the-night-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/divination +- trait/magical +aliases: ["Sextant of the Night"] +--- +# Sextant of the Night *Item 4* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) + +- **Price** 95 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This finely wrought sextant is made from silver with several onyx mirrors and shades made from thin sets of crystal glass. A fine spyglass made of silver is affixed to the frame; removing the spyglass destroys the sextant. By all appearances, the sextant shouldn't function, as the shades and mirrors are swapped, but when you look through the spyglass, you see a night sky during the day and the sun during the night, as if day and night were inverted. + +When you use the sextant, you gain a +1 item bonus to [Survival](compendium/skills.md#Survival) checks, which increases to a +2 item bonus when you [Sense Direction](rules/actions/sense-direction.md). + +*Source: Treasure Vault p. 116* \ No newline at end of file diff --git a/compendium/equipment/items/shade-hat-lotgb.md b/compendium/equipment/items/shade-hat-lotgb.md new file mode 100644 index 000000000..d44b483c6 --- /dev/null +++ b/compendium/equipment/items/shade-hat-lotgb.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/worn +- trait/abjuration +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Shade Hat"] +--- +# Shade Hat *Item 5* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 150 gp +- **Usage** worn headwear; **Bulk** L +- **Category** Worn + +This comfortable and stylish wide-brimmed hat magically protects you from the worst of the heat in hot areas, even when the heat doesn't come from the sun. While wearing the shade hat, you are protected from mild and severe heat (but not extreme heat). + +*Source: Lost Omens: The Grand Bazaar p. 51* \ No newline at end of file diff --git a/compendium/equipment/items/shadow-signet-som.md b/compendium/equipment/items/shadow-signet-som.md new file mode 100644 index 000000000..a23735ee5 --- /dev/null +++ b/compendium/equipment/items/shadow-signet-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/worn +- trait/evocation +- trait/invested +- trait/magical +aliases: ["Shadow Signet"] +--- +# Shadow Signet *Item 10* +[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 1000 gp +- **Usage** worn +- **Category** Worn + +This obsidian ring allows you to partially warp your spells through the Shadow Plane, allowing them to strike directly at a target's body. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[metamagic](rules/traits/metamagic.md) + +If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) that requires a spell attack roll against Armor Class, choose Fortitude DC or Reflex DC. You make your spell attack roll against that defense instead of AC. If the spell has multiple targets, the choice of DC applies to all of them. +%% #trait/metamagic %% +``` + +*Source: Secrets of Magic p. 189* \ No newline at end of file diff --git a/compendium/equipment/items/shadowed-scale-the-jungle-secret-sot6.md b/compendium/equipment/items/shadowed-scale-the-jungle-secret-sot6.md new file mode 100644 index 000000000..f3c0bf319 --- /dev/null +++ b/compendium/equipment/items/shadowed-scale-the-jungle-secret-sot6.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot6 +- item/category/artifact +- trait/artifact +- trait/conjuration +- trait/invested +- trait/magical +- trait/primal +- trait/unique +aliases: ["Shadowed Scale, the Jungle Secret"] +--- +# Shadowed Scale, the Jungle Secret *Item 22* +[artifact](rules/traits/artifact-gmg.md) [conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [primal](rules/traits/primal.md) [unique](rules/traits/unique.md) + +- **Usage** worn mask; **Bulk** L +- **Category** Artifact + +This gold-inlaid wooden mask depicts the reptilian visage of a mokele-mbembe, a jungle predator seen by the Mwangi as embodiments of nature's strength and majesty. + +If you're a Magaambyan who already has a mask, you can use Shadowed Scale, the Jungle Secret in lieu of your own mask for the purposes of mask-related abilities, such as Magic Warrior Dedication (Lost Omens World Guide 95). When you wear the mask, you are always [concealed](rules/conditions.md#Concealed) while in a jungle. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: Your last action was a melee [Strike](rules/actions/strike.md) that killed a living creature or destroyed an undead creature + +**Effect** You cause the body to decompose into a pile of fertile soil. The creature's body is completely destroyed at the start of your next turn, and it can only be returned to life with the use of powerful magic such as miracle or wish. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: You are adjacent to the body of a creature you killed that has decomposed into soil + +**Effect** You pull a seed from the mask and throw it into the soil, where it sprouts. You cast [summon plant or fungus](compendium/spells/summon-plant-or-fungus.md); the spell is heightened to a level equal to one-half of the slain creature's level, rounded up. When the spell's duration ends, the plant creature returns to the soil, where it roots itself and becomes a non-creature piece of flora. + +Destruction If the progenitor of all mokele-mbembes stomps on the mask, it is crushed to splinters. +``` + +*Source: Strength of Thousands #6: Shadows of the Ancients p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/shadowmist-cape-tv.md b/compendium/equipment/items/shadowmist-cape-tv.md new file mode 100644 index 000000000..9c4f590dc --- /dev/null +++ b/compendium/equipment/items/shadowmist-cape-tv.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/apex +- trait/apex +- trait/illusion +- trait/invested +- trait/magical +aliases: ["Shadowmist Cape"] +--- +# Shadowmist Cape *Item 19* +[apex](rules/traits/apex.md) [illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 40000 gp +- **Usage** worn cape; **Bulk** L +- **Category** Apex + +This black cape flows more like a vaporous liquid than fabric. The cape grants you a +3 item bonus to [Stealth](compendium/skills.md#Stealth) checks. When you invest the cape, you either increase your Dexterity score by 2 or increase it to 18, whichever is higher. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature misses you with an attack + +**Effect** Attempt a [Stealth](compendium/skills.md#Stealth) check against the triggering creature's [Perception](compendium/skills.md#Perception) DC. If you roll a success, you're [hidden](rules/conditions.md#Hidden) from that creature until the end of your next turn or until right after you use a [hostile](rules/conditions.md#Hostile) action against that creature. If you roll a critical success, you're [hidden](rules/conditions.md#Hidden) from that creature until the end of your next turn, even if you use [hostile](rules/conditions.md#Hostile) actions against that creature. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +With a twirl of the cape, you transform yourself into a puff of gray smoke. You cast [gaseous form](compendium/spells/gaseous-form.md) on yourself. +``` + +*Source: Treasure Vault p. 104* \ No newline at end of file diff --git a/compendium/equipment/items/shapespeak-mask-sot1.md b/compendium/equipment/items/shapespeak-mask-sot1.md new file mode 100644 index 000000000..6edb40b68 --- /dev/null +++ b/compendium/equipment/items/shapespeak-mask-sot1.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot1 +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Shapespeak Mask"] +--- +# Shapespeak Mask *Item 4* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 80 gp +- **Usage** worn mask +- **Category** Worn + +This simple wooden mask is carved into the shape of an animal, usually tailored to a species of beast that the user favors. While wearing this mask, you can speak even when polymorphed into an animal. The shapespeak mask does not otherwise remove any limitations, such as the inability to cast spells when transformed. + +*Source: Strength of Thousands #1: Kindled Magic p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/shapespeak-mask-tv.md b/compendium/equipment/items/shapespeak-mask-tv.md new file mode 100644 index 000000000..881dbb573 --- /dev/null +++ b/compendium/equipment/items/shapespeak-mask-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Shapespeak Mask"] +--- +# Shapespeak Mask *Item 4* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 80 gp +- **Usage** worn mask; **Bulk** — +- **Category** Worn + +A shapespeak mask is carved into the shape of an animal, usually tailored to a species of beast that the user favors. While wearing this mask, you can speak when polymorphed into an animal. The mask removes no other limitations, such as the inability to cast spells while transformed. + +*Source: Treasure Vault p. 155* \ No newline at end of file diff --git a/compendium/equipment/items/shared-pain-sankeit-tv.md b/compendium/equipment/items/shared-pain-sankeit-tv.md new file mode 100644 index 000000000..d879dbacf --- /dev/null +++ b/compendium/equipment/items/shared-pain-sankeit-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/cursed +- trait/invested +- trait/magical +- trait/necromancy +- trait/rare +aliases: ["Shared-Pain Sankeit"] +--- +# Shared-Pain Sankeit *Item 14* +[cursed](rules/traits/cursed-gmg.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Usage** worn armor; **Bulk** 3 +- **Category** Armor + +A shared‑pain sankeit seems to be an impressive suit of +2 resilient fortification darkwood sankeit (page 9) shaped to resemble a mighty linnorm. However, it protects you by drawing on the health of your nearby allies. When you roll the flat check for the armor's fortification rune, it protects you normally when you roll a 20. When you roll a 17, 18, or 19, though, the GM determines damage for the critical hit normally, then distributes half to you and the other half evenly among allies within 30 feet of you. If no ally is within range to take the distributed damage, the fortification rune fails to function. This effect manifests the first time an attacker scores a critical hit on you, after which the armor fuses with you. + +*Source: Treasure Vault p. 192* \ No newline at end of file diff --git a/compendium/equipment/items/shattered-plan-tv.md b/compendium/equipment/items/shattered-plan-tv.md new file mode 100644 index 000000000..497dd03fe --- /dev/null +++ b/compendium/equipment/items/shattered-plan-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/divination +- trait/magical +- trait/uncommon +aliases: ["Shattered Plan"] +--- +# Shattered Plan *Item 11* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1400 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +Though the body of this +2 striking impactfulSoM boomerang (page 30) is riddled with glowing hairline cracks, the weapon feels reassuringly solid in the hand. If you damage a target that has been struck by a rime foil within the last round, you bruise its chilled body, and the target takes a –5-foot penalty to all its Speeds, or a –10-foot penalty on a critical hit. + +Special The shattered plan pairs with the rime foil. + +*Source: Treasure Vault p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/shatterstone-tv.md b/compendium/equipment/items/shatterstone-tv.md new file mode 100644 index 000000000..2d5966f8a --- /dev/null +++ b/compendium/equipment/items/shatterstone-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/bomb +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/sonic +- trait/splash +aliases: ["Shatterstone"] +--- +# Shatterstone *Item 12+* +[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [sonic](rules/traits/sonic.md) [splash](rules/traits/splash.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Bomb + +A shatterstone is a small ceramic orb, much like a thunderstone. + +Inside are reactive agents that set up an intense field of sonic vibration when the stone breaks. The bomb grants an item bonus to attack rolls and deals sonic damage and sonic splash damage, according to the bomb's type. Much of the sound is ultrasonic, and creatures with sonic weakness that take damage from the bomb must succeed at a Fortitude saving throw at the listed DC or be [deafened](rules/conditions.md#Deafened) until the end of their next turn. + +*Source: Treasure Vault p. 44* \ No newline at end of file diff --git a/compendium/equipment/items/shauth-blade-av3.md b/compendium/equipment/items/shauth-blade-av3.md new file mode 100644 index 000000000..8325d7e73 --- /dev/null +++ b/compendium/equipment/items/shauth-blade-av3.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av3 +- item/category/weapon/martial +- trait/agile +- trait/deadly-d8 +- trait/finesse +- trait/versatile-p +aliases: ["Shauth Blade"] +--- +# Shauth Blade *Item 0* +[agile](rules/traits/agile.md) [deadly ](rules/traits/deadly.md) [finesse](rules/traits/finesse.md) [versatile

](rules/traits/versatile.md) + +- **Price** 2 gp +- **Bulk** L +- **Damage** `1d4` S +- **Hands** 1 +- **Category** Martial; **Group** Knife + +These strange curved blades are jagged and deadly weapons made from the alchemically strengthened teeth of dead urdefhans. Each weapon is typically named for the urdefhan whose teeth were forged into the weapon, which are often carried (and revered) by that urdefhan's descendants. Magical shauth blades allow an urdefhan wielder to channel their Wicked Bite ability through shauth blade [Strikes](rules/actions/strike.md). + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/shauth-lash-av3.md b/compendium/equipment/items/shauth-lash-av3.md new file mode 100644 index 000000000..da19544c7 --- /dev/null +++ b/compendium/equipment/items/shauth-lash-av3.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av3 +- item/category/weapon/advanced +- trait/deadly-d10 +- trait/finesse +- trait/trip +aliases: ["Shauth Lash"] +--- +# Shauth Lash *Item 0* +[deadly ](rules/traits/deadly.md) [finesse](rules/traits/finesse.md) [trip](rules/traits/trip.md) + +- **Price** 8 gp +- **Bulk** 1 +- **Damage** `1d6` S +- **Hands** 2 +- **Category** Advanced; **Group** Flail + +This metal chain bears hook-like barbs made of alchemically strengthened urdefhan teeth. Magical shauth lashes have the same ability to channel an urdefhan wielder's Wicked Bite as magical shauth blades, and urdefhans hold these weapons with the same reverence as they do shauth blades. + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/shears-b2.md b/compendium/equipment/items/shears-b2.md new file mode 100644 index 000000000..6352be805 --- /dev/null +++ b/compendium/equipment/items/shears-b2.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/b2 +- item/category/weapon/simple +- trait/deadly-d8 +- trait/finesse +- trait/uncommon +- trait/versatile-p +aliases: ["Shears"] +--- +# Shears *Item 0* +[deadly ](rules/traits/deadly.md) [finesse](rules/traits/finesse.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) + +- **Price** 5 sp +- **Bulk** L +- **Damage** `1d4` S +- **Hands** 1 +- **Category** Simple; **Group** Knife + + + +*Source: Bestiary 2 p. 184* \ No newline at end of file diff --git a/compendium/equipment/items/shield-augmentation-lotgb.md b/compendium/equipment/items/shield-augmentation-lotgb.md new file mode 100644 index 000000000..107e14f6c --- /dev/null +++ b/compendium/equipment/items/shield-augmentation-lotgb.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/adjustment/shield +- trait/adjustment +- trait/uncommon +aliases: ["Shield Augmentation"] +--- +# Shield Augmentation *Item 0* +[adjustment](rules/traits/adjustment-lotgb.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 8 sp +- **Usage** applied to a shield +- **Category** Shield + +There are numerous methods to modify shields—snarling rods to catch weapons, bladed edges, padding for nonlethal strikes, and so on—but all share basic functionality. A shield augmentation can be etched with weapon runes, much like a shield boss or shield spikes, but doesn't otherwise alter your shield's statistics. A shield bearing an augmentation can't be combined with an attached weapon, like shield spikes. + +A shield augmentation grants your shield one or more weapon traits, chosen when the augmentation is created. You can either choose to add the [backswing](rules/traits/backswing.md) or [forceful](rules/traits/forceful.md) trait, or you can choose two of the following weapon traits: [disarm](rules/traits/disarm.md), [nonlethal](rules/traits/nonlethal.md), [shove](rules/traits/shove.md), [thrown <10 feet>](rules/traits/thrown.md), [trip](rules/traits/trip.md), or versatile S. + +*Source: Lost Omens: The Grand Bazaar p. 104* \ No newline at end of file diff --git a/compendium/equipment/items/shield-bow-tv.md b/compendium/equipment/items/shield-bow-tv.md new file mode 100644 index 000000000..47fdb6dff --- /dev/null +++ b/compendium/equipment/items/shield-bow-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/deadly-d8 +- trait/parry +aliases: ["Shield Bow"] +--- +# Shield Bow *Item 0* +[deadly ](rules/traits/deadly.md) [parry](rules/traits/parry.md) + +- **Price** 5 gp +- **Bulk** 1 +- **Damage** `1d6` P +- **Ammunution** Arrow (10); **Range** 50 ft.; **Reload** 0 +- **Hands** 1+ +- **Category** Martial; **Group** Bow + +As the name implies, a shield bow is a bow with an integrated shielding surface. While versatile and effective, a shield bow's architecture limits its flexibility somewhat, decreasing its total draw strength and penetrating power. + +*Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/shield-of-the-unified-legion-ec6.md b/compendium/equipment/items/shield-of-the-unified-legion-ec6.md new file mode 100644 index 000000000..eed07de74 --- /dev/null +++ b/compendium/equipment/items/shield-of-the-unified-legion-ec6.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec6 +- item/category/shield +- trait/evocation +- trait/magical +- trait/shield +- trait/uncommon +aliases: ["Shield Of The Unified Legion"] +--- +# Shield Of The Unified Legion *Item 20* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) shield + +- **Price** 70000 gp +- **Usage** strapped to 1 hand; **Bulk** L +- **Category** Shield; **Group** Shield + +This high-grade orichalcum shield (Hardness 16, HP 64, and BT 32) bears a +3 major striking shield boss that cannot be removed. It gleams brightly in any light, drawing attention at all times. When you Raise this Shield, ephemeral reflections of it appear in front of each of your allies within 30 feet, granting them its +2 circumstance bonus to AC for as long as they are within 30 feet of you and your shield is raised. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You heft the shield and thrust it forward, causing ephemeral reflections of the shield to surround you and then rush outward in a 90-foot line or 60-foot cone (your choice). Make a shield bash [Strike](rules/actions/strike.md) against each enemy within the area, except that the damage dealt is force damage. Each target you hit is moved 10 feet away from you (each target you critically hit is also knocked [prone](rules/conditions.md#Prone)). This is forced movement. These shield bashes count against your multiple attack penalty, but the penalty doesn't increase until after you have made all these attacks. +``` + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/shield-sconce-lopsg.md b/compendium/equipment/items/shield-sconce-lopsg.md new file mode 100644 index 000000000..20a93db1a --- /dev/null +++ b/compendium/equipment/items/shield-sconce-lopsg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/adventuring-gear +- trait/uncommon +aliases: ["Shield Sconce"] +--- +# Shield Sconce *Item 0* +[uncommon](rules/traits/uncommon.md) + +- **Price** 1 sp +- **Category** Adventuring Gear + +This carefully balanced metal bracket can be attached to the front or top of a shield or [tower shield](compendium/equipment/items/tower-shield.md) (but not a [buckler](compendium/equipment/items/buckler.md)), allowing you to carry a [torch](compendium/equipment/items/torch.md) without giving up your shield or holding it in your other hand. While carrying a [torch](compendium/equipment/items/torch.md) in this way, you must attempt a DC 11 flat check every time you use the [Shield Block](compendium/feats/shield-block.md) reaction; on a failure, the [torch](compendium/equipment/items/torch.md) is extinguished. + +*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/shielding-salve-apg.md b/compendium/equipment/items/shielding-salve-apg.md new file mode 100644 index 000000000..9ec507723 --- /dev/null +++ b/compendium/equipment/items/shielding-salve-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/oil +- trait/abjuration +- trait/consumable +- trait/magical +- trait/oil +aliases: ["Shielding Salve"] +--- +# Shielding Salve *Item 1* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) + +- **Price** 4 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +This shimmering paste has many properties of a [shield](compendium/spells/shield.md) spell. + +When you slather it onto a creature or object, the target gains a +1 circumstance bonus to AC for 1 round. The first time a physical attack or a magic missile hits the target during that round, the oil prevents 5 damage from that attack or spell, and then the oil's effect ends. + +*Source: Advanced Player's Guide p. 259* \ No newline at end of file diff --git a/compendium/equipment/items/shifter-prosthesis-lotgb.md b/compendium/equipment/items/shifter-prosthesis-lotgb.md new file mode 100644 index 000000000..e89dbb40a --- /dev/null +++ b/compendium/equipment/items/shifter-prosthesis-lotgb.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/assistive-item/prosthesis +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Shifter Prosthesis"] +--- +# Shifter Prosthesis *Item 6* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 210 gp +- **Usage** worn; **Bulk** 1 +- **Category** Prosthesis + +This prosthetic arm is imbued with transmutation magic that can transform it into a weapon. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +- **Requirements**: You are holding a one-handed weapon + +**Effect** The prosthesis engulfs the weapon and absorbs it entirely. The weapon is unavailable until you use this Activation to release it from the prosthesis. The prosthesis can hold up to two items at a time. +``` + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +The prosthesis reshapes into the form of a weapon it has absorbed. The prosthesis has all of the statistics of the weapon, including the effects of any etched runes. The prosthesis remains in this weapon's form until you use this Activation again to revert it back to a prosthesis. +``` + +*Source: Lost Omens: The Grand Bazaar p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/shimmering-dust-som.md b/compendium/equipment/items/shimmering-dust-som.md new file mode 100644 index 000000000..6ad0d81b0 --- /dev/null +++ b/compendium/equipment/items/shimmering-dust-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +aliases: ["Shimmering Dust"] +--- +# Shimmering Dust *Item 5* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Price** 25 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Consumable + +This luminous mica dust fluoresces for a short time after being exposed to significant amounts of magical energy. When a creature fails its save against a cloud of glitterdust created using this catalyst, glowing grains stick to them, causing them to shed dim light in a 20-foot radius for as long as their invisibility is negated by the spell as well as causing them to take a –2 circumstance penalty to [Stealth](compendium/skills.md#Stealth) for that duration. + +*Source: Secrets of Magic p. 169* \ No newline at end of file diff --git a/compendium/equipment/items/shining-shield-lokl.md b/compendium/equipment/items/shining-shield-lokl.md new file mode 100644 index 000000000..328583d81 --- /dev/null +++ b/compendium/equipment/items/shining-shield-lokl.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/held +- trait/enchantment +- trait/magical +- trait/uncommon +aliases: ["Shining Shield"] +--- +# Shining Shield *Item 10* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Access** Knights of Lastwall have access to this item. +- **Price** 1000 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +Kalabrynne Iomedar commissioned the first of these shields, which have become some of the Shining Sentinels' most valued equipment, replicated among these knights. A shining shield is a seemingly simple wooden shield (Hardness 6, HP 24, BT 12) with the Shining Oath engraved on the inside. While raised, a shining shield moves itself to provide cover for your allies. If you have this shield raised and would provide cover to an ally against a foe by standing between them, the cover you provide increases one step. Thus, if you were to grant lesser cover, you grant standard cover instead; if you were to grant standard cover, you instead grant greater cover. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You shout an oath to protect the innocent and weak, and the shield gives off bright light. All enemies in a 30- foot radius around you must attempt a DC 27 Will save, with the following effects. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** For 1 round, the creature ignores other creatures in the area and concentrates on bringing you down. The creature will still attack anyone preventing them from attacking you, uses tactics deemed most convenient to defeat you, and works with other creatures that confront you. +> - **Critical Failure** As failure, but the duration is 1 minute. +``` + +*Source: Lost Omens: Knights of Lastwall p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/shining-wayfinder-locg.md b/compendium/equipment/items/shining-wayfinder-locg.md new file mode 100644 index 000000000..27838b7ae --- /dev/null +++ b/compendium/equipment/items/shining-wayfinder-locg.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/locg +- item/category/worn +- trait/abjuration +- trait/divination +- trait/evocation +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Shining Wayfinder"] +--- +# Shining Wayfinder *Item 4* +[abjuration](rules/traits/abjuration.md) [divination](rules/traits/divination.md) [evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 100 gp +- **Usage** worn +- **Category** Worn + +A shining wayfinder is a polished silver compass blessed by the power of benevolent deities. It has the usual functions of a wayfinder, except instead of an activation to cast [light](compendium/spells/light.md), the shining wayfinder has the following two activations. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You call upon the wayfinder's divine blessings for yourself and your allies. The wayfinder casts bless, with an emanation centered on itself. Once per turn, you can use a single action, which has the [concentrate](rules/traits/concentrate.md) trait, to increase the emanation's radius by 5 feet. +``` + +*Source: Lost Omens: Character Guide p. 111* \ No newline at end of file diff --git a/compendium/equipment/items/shiver-gmg.md b/compendium/equipment/items/shiver-gmg.md new file mode 100644 index 000000000..850ed580f --- /dev/null +++ b/compendium/equipment/items/shiver-gmg.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/drug +- trait/ingested +- trait/poison +aliases: ["Shiver"] +--- +# Shiver *Item 3* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) + +- **Price** 10 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +A compound produced from the hallucinogenic venom of certain spiders, shiver is common in black markets. + +The addiction to shiver has the [virulent](rules/traits/virulent.md) trait. + +```ad-inline-affliction +title: Saving Throw: DC 19 Fortitude + +- **Maximum Duration**: 4 hours + +## Stages + +**Stage 1** whenever you become [frightened](rules/conditions.md#Frightened), reduce that condition's value by 1 (10 minutes) + +**Stage 2** [clumsy](rules/conditions.md#Clumsy) (1 hour) + +**Stage 3** asleep (1 hour) +``` + +*Source: Gamemastery Guide p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/shobhad-longrifle-sot5.md b/compendium/equipment/items/shobhad-longrifle-sot5.md new file mode 100644 index 000000000..27527334b --- /dev/null +++ b/compendium/equipment/items/shobhad-longrifle-sot5.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot5 +- item/category/weapon/martial +- trait/backstabber +- trait/concussive +- trait/fatal-d12 +- trait/kickback +- trait/rare +- trait/volley-30-feet +aliases: ["Shobhad Longrifle"] +--- +# Shobhad Longrifle *Item 1* +[backstabber](rules/traits/backstabber.md) [fatal ](rules/traits/fatal.md) [rare](rules/traits/rare.md) [volley <30 feet>](rules/traits/volley.md) concussive kickback + +- **Price** 20 gp +- **Bulk** 1 +- **Damage** `1d8` P +- **Ammunution** Round; **Range** 120 ft.; **Reload** 1 +- **Category** Martial; **Group** Firearm + +The shobhad longrifle is a firearm with a long, rifled barrel. Often mounted with a multi-lensed scope for targeting at an array of ranges and a chambering mechanism that can adjust the speed and penetrating power of each shot, it's the preferred weapon of many shobhad warriors. Shobhad longrifles are equipped with a built-in silencer so they make no more noise than a crossbow when fired. + +For more information on firearms, see Pathfinder Guns & Gears. If you don't wish to include firearms in your Strength of Thousands campaign, simply substitute the longrifles wielded by shobhads in this adventure with [composite longbows](compendium/equipment/items/composite-longbow.md). + +*Source: Strength of Thousands #5: Doorway to the Red Star p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/shoony-shovel-ec3.md b/compendium/equipment/items/shoony-shovel-ec3.md new file mode 100644 index 000000000..c3b79ffb7 --- /dev/null +++ b/compendium/equipment/items/shoony-shovel-ec3.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec3 +- item/category/held +- trait/earth +- trait/magical +- trait/rare +aliases: ["Shoony Shovel"] +--- +# Shoony Shovel *Item 9* +[earth](rules/traits/earth.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 600 gp +- **Usage** held in 2 hands; **Bulk** 2 +- **Category** Held + +This ornate, compact shovel has a golden handle wrapped with beautiful crimson bulette leather. Its silver head never gets dirty or worn no matter how much you use it. Its true magic, however, is in its ability to dig on its own. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You place the shovel in a starting position and specify the dimensions and direction to dig (such as "Dig down 8 feet in a rectangle sized 30 feet by 40 feet" or "Dig straight ahead for 30 feet"). The shovel then animates and digs on its own at a rate of one 5-foot cube per 10 minutes until the task is complete or it is picked up. It can dig through dirt, gravel, sand, snow, or similar loose material, but the shovel stops digging (or digs around, if commanded) if it strikes stone or another solid material. A shoony shovel can sense if its digging path will cause a building to collapse, harm a creature, or otherwise create significant problems, in which case it automatically stops digging. +``` + +*Source: Extinction Curse #3: Life's Long Shadows p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/shootist-bandolier-av3.md b/compendium/equipment/items/shootist-bandolier-av3.md new file mode 100644 index 000000000..d01693f63 --- /dev/null +++ b/compendium/equipment/items/shootist-bandolier-av3.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av3 +- item/category/adventuring-gear +- trait/uncommon +aliases: ["Shootist Bandolier"] +--- +# Shootist Bandolier *Item 0* +[uncommon](rules/traits/uncommon.md) + +- **Price** 1 gp +- **Category** Adventuring Gear + +This leather bandolier holds up to three repeating hand crossbow magazines in leather pockets that pop open with the quick flick of a thumb. You reduce the reload time for a repeating hand crossbow magazine from the bandolier by 1, to a total of 2 actions. You can wear only one shootist bandolier at a time. + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/shortbread-spy-som.md b/compendium/equipment/items/shortbread-spy-som.md new file mode 100644 index 000000000..b429b7f0b --- /dev/null +++ b/compendium/equipment/items/shortbread-spy-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/consumable +- trait/divination +- trait/magical +- trait/scrying +- trait/uncommon +aliases: ["Shortbread Spy"] +--- +# Shortbread Spy *Item 6* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [scrying](rules/traits/scrying.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 40 gp +- **Usage** held in 2 hands +- **Category** Consumable + +Though this item looks like a simple cookie in the shape of a humanoid, it springs to life once decorated with icing or other edible substances. The cookie then scrambles away at a Speed of 15 feet, returning to the same spot about 1 hour later, which gives it enough time to travel roughly a half-mile away and then return along the same path. The cookie spy is oblivious to your instructions and can't be given directions, instead following a path of its own choosing. Upon its return, it falls to the ground, never to move again. + +As long as you decorated the shortbread spy with eyes, it gains normal vision, which it uses to see and magically record the sights along its path. Any creature that eats the cookie once it returns can then see what the spy saw. The images are relatively clear, but the passage of time is a bit muddied, so it might be difficult to tell when the cookie witnessed a given sight. + +*Source: Secrets of Magic p. 176* \ No newline at end of file diff --git a/compendium/equipment/items/shot-of-the-first-vault-gmg.md b/compendium/equipment/items/shot-of-the-first-vault-gmg.md new file mode 100644 index 000000000..5d32d3e4d --- /dev/null +++ b/compendium/equipment/items/shot-of-the-first-vault-gmg.md @@ -0,0 +1,47 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/artifact +- trait/artifact +- trait/divine +- trait/evocation +- trait/rare +aliases: ["Shot Of The First Vault"] +--- +# Shot Of The First Vault *Item 23* +[artifact](rules/traits/artifact-gmg.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [rare](rules/traits/rare.md) + +- **Ammunition** any +- **Category** Artifact + +Legends claim that some long-forgotten god stole the original bundle of shots of the First Vault from Abadar's repository. + +Since then, individual pieces have turned up throughout the multiverse. When you pick up a shot of the First Vault, it immediately reshapes itself to function with any ranged weapon and establishes you as its owner until another creature picks it up. As its owner, you can use the shot's single-action activation after shooting it. + +Instead of rolling weapon damage dice, a shot of the First Vault deals 25 damage plus any bonuses or additional damage as if 25 were the result of the weapon's damage dice; the damage type matches that normally dealt by the weapon. Upon damaging a creature, the shot of the First Vault shatters, and the fragments ricochet to hit any other enemies within 30 feet, making attack rolls with the same attack bonus. The shattered fragments remain lodged in the creatures they damage; the creatures are [clumsy](rules/conditions.md#Clumsy) while the fragments remain in place. A total of 3 actions, which have the [manipulate](rules/traits/manipulate.md) trait, are required to remove the fragments from yourself or an adjacent creature; alternatively, a single action and a successful DC 30 [Medicine](compendium/skills.md#Medicine) check can be used. A critical failure on this [Medicine](compendium/skills.md#Medicine) check deals 10 [persistent bleed damage](rules/conditions.md#Persistent%20Damage) to the creature with the embedded fragment. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You recall the shot of the First Vault, which automatically reloads itself into your weapon. If the shot had fragmented, the fragments violently dislodge themselves, dealing 15 [persistent bleed damage](rules/conditions.md#Persistent%20Damage) to each creature in which they were embedded. + +The fragments then unite to re-form the shot of the First Vault, which automatically reloads itself into your weapon. +``` + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +- **Requirements**: The shot is loaded in your ranged weapon, or at hand if your ranged weapon has a reload of 0 + +**Effect** You line up a perfectly aimed attack directly toward the First Vault. You [Strike](rules/actions/strike.md) a creature, then the shot of the First Vault attempts to bring your target with it as it returns to the First Vault. Unless your attack roll is a critical failure, the creature must attempt a DC 45 Reflex save; this effect has the [incapacitation](rules/traits/incapacitation.md) trait. Regardless, the shot of the First Vault returns to the First Vault. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is moved `1d20`×50 feet in the direction you fired. If this causes it to hit a solid object, it takes 50 bludgeoning damage. +> - **Failure** The creature is transported to a random location on the plane of Axis. +> - **Critical Failure** The creature is transported to the First Vault. Unless it is capable of eluding Abadar's precautions, it is likely unable to escape the Vault on its own. Destruction If 10 shots of the First Vault are all fired at the same group of keketar or izfiitar proteans within 1 minute of each other, each shot was a hit, and the shots are then recalled, the shots collide as they attempt to re-form and crumble to dust. +``` + +*Source: Gamemastery Guide p. 112* \ No newline at end of file diff --git a/compendium/equipment/items/shrieking-key-tv.md b/compendium/equipment/items/shrieking-key-tv.md new file mode 100644 index 000000000..2adb6a5a9 --- /dev/null +++ b/compendium/equipment/items/shrieking-key-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/cursed +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Shrieking Key"] +--- +# Shrieking Key *Item 5* +[cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** held in 1 hand; **Bulk** — +- **Category** Held + +A skull-topped metal shrieking key appears to be a skeleton key, useful in place of thieves' tools when attempting to [Pick a Lock](rules/actions/pick-a-lock.md). A shrieking key has no activation, however. When you use it to [Pick a Lock](rules/actions/pick-a-lock.md), the key emits a loud shriek audible for 500 feet despite ambient noise. Physical barriers still block or muffle the shriek as normal. You also take a –2 circumstance penalty to the [Thievery](compendium/skills.md#Thievery) check rather than enjoying a bonus. After you attempt such a check with the key the first time, it fuses to you, returning to your possession if discarded. To use another device to [Pick a Lock](rules/actions/pick-a-lock.md), you must first succeed at a DC 20 Will save. + +*Source: Treasure Vault p. 192* \ No newline at end of file diff --git a/compendium/equipment/items/siblings-coin-da.md b/compendium/equipment/items/siblings-coin-da.md new file mode 100644 index 000000000..5aa0ce057 --- /dev/null +++ b/compendium/equipment/items/siblings-coin-da.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/held +- trait/uncommon +aliases: ["Sibling's Coin"] +--- +# Sibling's Coin *Item 1* +[uncommon](rules/traits/uncommon.md) + +- **Access** Member of a secret society +- **Price** 10 gp +- **Usage** held in 1 hand; **Bulk** — +- **Category** Held + +Contrary to widespread belief, secret handshakes are not the preferred method of confirmation between secret society members, mostly because this would be obvious in the middle of a crowded street or busy tavern. Instead, societies tend to mark each other by carrying sibling's coins. The name was originally coined by a past secret society that has since fallen into obscurity, but its ingenious coins remain. The coins are innocuous, resembling common silver coins until the owner twists the outer edge clockwise. At this point, the face of the coin rotates to reveal the symbol of the secret society of the owner. + +Suspected compatriots often toy with their coins as a half-recognized fidget, before trying to subtly flash the inscription to their fellow conversationalist. + +While it's possible to notice the coin's mechanism if you specifically check the coin (DC 20 [Perception](compendium/skills.md#Perception)), few people individually inspect coins unless they have a reason to be suspicious of them. + +*Source: Dark Archive p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/siccatite-armor-lotgb.md b/compendium/equipment/items/siccatite-armor-lotgb.md new file mode 100644 index 000000000..bd5634199 --- /dev/null +++ b/compendium/equipment/items/siccatite-armor-lotgb.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/material +- trait/rare +aliases: ["Siccatite Armor"] +--- +# Siccatite Armor *Item 12+* +[rare](rules/traits/rare.md) + +- **Usage** worn armor; **Bulk** varies by armor +- **Category** Material + +Siccatite armor must be fitted with protective undercoats for it to be safely donned, making it heavier than other types of armor; add 1 Bulk to the armor's typical weight. + +When wearing cold siccatite armor, you're protected from severe and extreme environmental heat, and when wearing hot siccatite armor, you're protected from severe and extreme environmental cold. An opponent that has you [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) with its body while you're wearing standard-grade siccatite armor takes 4 energy damage at the end of its turn (either fire or cold, for hot and cold siccatite armor respectively), or 6 damage for a high-grade siccatite armor. + +*Source: Lost Omens: The Grand Bazaar p. 100* \ No newline at end of file diff --git a/compendium/equipment/items/siccatite-lotgb.md b/compendium/equipment/items/siccatite-lotgb.md new file mode 100644 index 000000000..88c4cec3c --- /dev/null +++ b/compendium/equipment/items/siccatite-lotgb.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/material +- trait/precious +- trait/rare +aliases: ["Siccatite"] +--- +# Siccatite *Item 0+* +[precious](rules/traits/precious.md) [rare](rules/traits/rare.md) + +- **Category** Material + +In its raw state, this silvery ore is either scalding hot or freezing cold. Metallurgists disagree over whether siccatite is two related substances or one substance that determines its temperature output via some unknown process. Whatever the reason, the extreme temperature of the material means it must be handled carefully. Hot siccatite can easily ignite flammables such as paper and dry brush, and cold siccatite left in moist areas quickly surrounds itself with a thick layer of ice. A creature that comes into physical contact with a significant amount of siccatite takes 1 energy damage for each round of continued contact (either fire or cold damage, for hot and cold siccatite respectively). + +| Siccatite Items | Hardness | HP | BT | +|-----------------|----------|----|----| +| **Thin Items** | | | | +| Standard-grade | 6 | 24 | 12 | +| High-grade | 10 | 40 | 20 | +| **Items** | | | | +| Standard-grade | 10 | 40 | 20 | +| High-grade | 13 | 52 | 26 | +| **Structures** | | | | +| Standard-grade | 20 | 80 | 40 | +| High-grade | 26 | 104 | 52 | + + +*Source: Lost Omens: The Grand Bazaar p. 100* \ No newline at end of file diff --git a/compendium/equipment/items/siccatite-shield-lotgb.md b/compendium/equipment/items/siccatite-shield-lotgb.md new file mode 100644 index 000000000..bc3b2d2d9 --- /dev/null +++ b/compendium/equipment/items/siccatite-shield-lotgb.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/shield +- trait/rare +aliases: ["Siccatite Shield"] +--- +# Siccatite Shield *Item 8+* +[rare](rules/traits/rare.md) + +- **Usage** varies by shield +- **Category** Shield; **Group** Shield + +Siccatite shields radiate extreme temperatures that protect them from energy damage. A protective coating on the wielder's side of the shield protects them from siccatite's radiant heat or cold but makes the shields bulkier than average. Standard-grade siccatite shields have resistance 10 to the corresponding energy type: fire damage for a hot siccatite shield or cold damage for a cold siccatite shield, as it takes even more extreme temperatures to affect them. They also provide some resistance to opposing temperatures because of their own extreme temperature, which extends to you when you Raise the Shield. The shield has resistance 5 to the opposing damage type (cold damage for a hot siccatite shield or fire damage for a cold siccatite shield), and while you have a siccatite shield Raised, you gain that resistance to the opposing damage type as well. + +For a high-grade siccatite shield, the resistances increase from 10 to 20 for damage of the corresponding type, and from 5 to 10 for damage of the opposing type. + +*Source: Lost Omens: The Grand Bazaar p. 101* \ No newline at end of file diff --git a/compendium/equipment/items/siccatite-weapon-lotgb.md b/compendium/equipment/items/siccatite-weapon-lotgb.md new file mode 100644 index 000000000..040026bbb --- /dev/null +++ b/compendium/equipment/items/siccatite-weapon-lotgb.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/material +- trait/rare +aliases: ["Siccatite Weapon"] +--- +# Siccatite Weapon *Item 11+* +[rare](rules/traits/rare.md) + +- **Usage** varies by weapon; **Bulk** varies by weapon +- **Category** Material + +[Crafting](rules/actions/craft.md) weapons from siccatite is often enough to drive smiths to despair, as the extreme temperature of the metal can cause it to shatter while being worked. Siccatite weapons have substantial grip wrappings to protect their wielders from the metal's extreme temperatures. They're constantly surrounded by a heat haze or a halo of rime, depending on the siccatite's type. Siccatite weapons automatically gain either a flaming or frost property rune, for hot and cold siccatite respectively, even if they aren't otherwise enchanted; this rune can't be removed, and it deals `1d8` damage instead of `1d6` damage. This uses one of the weapon's property rune slots as normal. High-grade siccatite gains a greater flaming (hot siccatite) or greater frost (cold siccatite) property instead. + +*Source: Lost Omens: The Grand Bazaar p. 101* \ No newline at end of file diff --git a/compendium/equipment/items/sickle-saber-lotgb.md b/compendium/equipment/items/sickle-saber-lotgb.md new file mode 100644 index 000000000..5a7b24a1b --- /dev/null +++ b/compendium/equipment/items/sickle-saber-lotgb.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/weapon/advanced +- trait/backswing +- trait/forceful +- trait/uncommon +aliases: ["Sickle-Saber"] +--- +# Sickle-Saber *Item 0* +[backswing](rules/traits/backswing.md) [forceful](rules/traits/forceful.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 5 gp +- **Bulk** 1 +- **Damage** `1d6` S +- **Hands** 1 +- **Category** Advanced; **Group** Sword + +A classical weapon of Irrisenis who lacked magical talent, the sickle-saber has seen a resurgence since the coronation of Queen Anastasia. The queen was fascinated with the sickle-sabers in the palace treasury, and now the unusual blades are carried by her honor guard and Irriseni diplomats alike. The sickle-saber's blade curves multiple times along its 4-foot length, and its hilt is similarly curved. A small, secondary grip on the blade lets the wielder rapidly and unpredictably twist the cutting edges. Characters from Irrisen have access to the sickle-saber. + +*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/sight-theft-grit-tv.md b/compendium/equipment/items/sight-theft-grit-tv.md new file mode 100644 index 000000000..8e9f14826 --- /dev/null +++ b/compendium/equipment/items/sight-theft-grit-tv.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/divine +- trait/ingested +- trait/necromancy +- trait/poison +- trait/uncommon +aliases: ["Sight-Theft Grit"] +--- +# Sight-Theft Grit *Item 9* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [ingested](rules/traits/ingested.md) [necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 115 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This blackish grit seems to absorb light and resembles particularly dark flakes of black pepper. Infused with the [blindness](compendium/spells/blindness.md) spell, sight-theft grit causes the victim's sight to dim and then depart altogether. The [blinded](rules/conditions.md#Blinded) condition from this poison lasts for an additional 24 hours once the poison has run its course. + +```ad-inline-affliction +title: Saving Throw: DC 28 Fortitude + +- **Onset**: 10 minutes +- **Maximum Duration**: 14 hours + +## Stages + +**Stage 1** [dazzled](rules/conditions.md#Dazzled) and a –2 status penalty to visual [Perception](compendium/skills.md#Perception) checks (1 hour) + +**Stage 2** [dazzled](rules/conditions.md#Dazzled) and a –4 status penalty to visual [Perception](compendium/skills.md#Perception) checks (1 hour) + +**Stage 3** [blinded](rules/conditions.md#Blinded) (2d6 hours) +``` + +*Source: Treasure Vault p. 70* \ No newline at end of file diff --git a/compendium/equipment/items/sighting-shot-tv.md b/compendium/equipment/items/sighting-shot-tv.md new file mode 100644 index 000000000..8e61da83c --- /dev/null +++ b/compendium/equipment/items/sighting-shot-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/consumable +- trait/divination +- trait/light +- trait/magical +aliases: ["Sighting Shot"] +--- +# Sighting Shot *Item 8* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) + +- **Price** 72 gp +- **Ammunition** any +- **Activate** command, , envision +- **Category** Consumable + +Eyes are carved onto a sighting shot. When you Activate the ammunition, it glows, shedding bright light for 20 feet and dim light for 20 feet beyond that. If you shot the activated ammunition, your mind swirls with images of what the sighting shot passed and hit as if you sprinted along the ammunition's course. You see this path as if with your normal visual senses. Once a sighting shot hits anything or reaches its maximum range, it stops transmitting images to you. A sighting shot's light is visible to creatures who didn't Activate the ammunition, but they receive no special information from it. + +*Source: Treasure Vault p. 82* \ No newline at end of file diff --git a/compendium/equipment/items/silencing-ammunition-lotgb.md b/compendium/equipment/items/silencing-ammunition-lotgb.md new file mode 100644 index 000000000..eac107f6f --- /dev/null +++ b/compendium/equipment/items/silencing-ammunition-lotgb.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/consumable +- trait/illusion +- trait/magical +- trait/uncommon +aliases: ["Silencing Ammunition"] +--- +# Silencing Ammunition *Item 9* +[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 125 gp +- **Ammunition** arrow, bolt +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Silencing ammunition is particularly dense and seems to dampen sounds around it. On a successful [Strike](rules/actions/strike.md), an activated piece of silencing ammunition creates a 2nd-level [silence](compendium/spells/silence.md) effect on the target. The target can resist the effects of the ammunition with a successful DC 25 Will save, though it takes a –2 circumstance penalty if the [Strike](rules/actions/strike.md) was a critical hit. While the effect is active, the target can use an [Interact](rules/actions/interact.md) action to try to tug out the arrow or bolt and end the effect early; this requires a successful DC 25 Will save. + +*Source: Lost Omens: The Grand Bazaar p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/silent-bell-da.md b/compendium/equipment/items/silent-bell-da.md new file mode 100644 index 000000000..ee141e069 --- /dev/null +++ b/compendium/equipment/items/silent-bell-da.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/held +- trait/illusion +- trait/magical +- trait/uncommon +aliases: ["Silent Bell"] +--- +# Silent Bell *Item 9* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Access** Member of a secret society +- **Price** 600 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This large handbell is made from cast bronze and has a wooden handle. The outside of the bell is covered in fine etchings, showing a group of varied people sitting around a table with clouds obscuring anyone in the background. The clapper is curiously absent from this bell and, when idly rung, it produces no audible sound. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +The silent bell creates an [invisible](rules/conditions.md#Invisible) wall surrounding a cube, 20 feet to a side, that prevents sound from passing into or from the cube for 10 minutes. The wall isn't solid and doesn't prevent anything but sound from passing through. Since the cube is [invisible](rules/conditions.md#Invisible), creatures can still read lips and body language through the wall. +``` + +*Source: Dark Archive p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/silent-heart-loil.md b/compendium/equipment/items/silent-heart-loil.md new file mode 100644 index 000000000..762e2935b --- /dev/null +++ b/compendium/equipment/items/silent-heart-loil.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/tattoo +- trait/invested +- trait/magical +- trait/tattoo +- trait/uncommon +aliases: ["Silent Heart"] +--- +# Silent Heart *Item 5* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 130 gp +- **Usage** worn; **Bulk** — +- **Category** Tattoo + +[Abraxas](compendium/setting/deities/abraxas-logm.md) teaches that the true heart is impenetrable, dedicated only to knowledge. This tattoo of a venom-soaked heart provides a +1 item bonus to [Occultism](compendium/skills.md#Occultism) checks. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You're about to attempt a saving throw against an [emotion](rules/traits/emotion.md) effect or an effect that would make you [controlled](rules/conditions.md#Controlled) + +**Effect** [Abraxas](compendium/setting/deities/abraxas-logm.md) envelops your heart in the shadow of his secret, granting you a +2 status bonus on your saving throw against the triggering effect. +``` + +*Source: Lost Omens: Impossible Lands p. 305* \ No newline at end of file diff --git a/compendium/equipment/items/silhouette-cloak-lotgb.md b/compendium/equipment/items/silhouette-cloak-lotgb.md new file mode 100644 index 000000000..989a5d17c --- /dev/null +++ b/compendium/equipment/items/silhouette-cloak-lotgb.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +- trait/uncommon +- trait/worn +aliases: ["Silhouette Cloak"] +--- +# Silhouette Cloak *Item 20* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) worn + +- **Price** 70000 gp +- **Usage** worn cloak +- **Category** Worn + +In bright light, this dark cloak shimmers with patches of color that shift and move even when the cloth is still. In dim light or darkness, the cloak seems to blend into your surroundings and grants you a +3 item bonus to [Stealth](compendium/skills.md#Stealth) checks. + +```ad-embed-ability +title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") + +You and objects you wear or carry fall into your shadow, becoming a twodimensional silhouette. In this form you aren't incorporeal, but you also don't have a solid form and don't occupy your space, allowing other creatures to pass through or end their turn there. You gain resistance 20 to all damage except force damage, damage from effects with the [light](rules/traits/light.md) trait, and damage from [Strikes](rules/actions/strike.md) with the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. This increases to resistance 40 against nonmagical damage. Other creatures can't attempt Strength-based skill checks against you. + +Your land and climb Speeds both become 40 feet. You can't use actions except [Climb](rules/actions/climb.md), [Step](rules/actions/step.md), or [Stride](rules/actions/stride.md) actions using the granted Speeds or an [Interact](rules/actions/interact.md) activation to return to your normal form. If your current space doesn't have sufficient room for you to return to your normal form, you return to your normal form in the nearest open space. +``` + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You take damage + +**Effect** You fold the cloak over yourself and vanish into your shadow for a moment, gaining the benefits of the first activation until the end of the current creature's turn. The damage resistance applies to the triggering damage. +``` + +*Source: Lost Omens: The Grand Bazaar p. 43* \ No newline at end of file diff --git a/compendium/equipment/items/silkspinners-shield-lotgb.md b/compendium/equipment/items/silkspinners-shield-lotgb.md new file mode 100644 index 000000000..054ea1140 --- /dev/null +++ b/compendium/equipment/items/silkspinners-shield-lotgb.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +- trait/conjuration +- trait/magical +- trait/uncommon +aliases: ["Silkspinner's Shield"] +--- +# Silkspinner's Shield *Item 15* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 6000 gp +- **Usage** held in one hand; **Bulk** L +- **Category** Held + +This oddly fuzzy buckler (Hardness 10, HP 60, BT 30) resembles the abdomen of a spider. Its defensive side is covered in fine hairs, and two small spinnerets protrude from the bottom of its rim. The spinnerets serve as +2 greater striking shield spikes. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You animate the silkspinner's shield. Eight spider legs sprout from the shield's rim, granting you a climb Speed of 25 feet until the end of your next turn. Additionally, the spinnerets animate and produce silk for 1 minute. + +Successful shield bash [Strikes](rules/actions/strike.md) made with the silkspinner's shield during this time entangle the target in silk. The target takes a –10-foot circumstance penalty to its Speeds for 1 round. If your [Strike](rules/actions/strike.md) was a critical hit, the target becomes [immobilized](rules/conditions.md#Immobilized) for 1 round instead. Regardless, the target can attempt to [Escape](rules/actions/escape.md) (DC 30) to end the effect early. +``` + +*Source: Lost Omens: The Grand Bazaar p. 11* \ No newline at end of file diff --git a/compendium/equipment/items/silver-crescent-tv.md b/compendium/equipment/items/silver-crescent-tv.md new file mode 100644 index 000000000..38333a649 --- /dev/null +++ b/compendium/equipment/items/silver-crescent-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/light +- trait/lozenge +aliases: ["Silver Crescent"] +--- +# Silver Crescent *Item 6+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [light](rules/traits/light.md) [lozenge](rules/traits/lozenge-tv.md) + +- **Usage** held in 1 hand; **Bulk** — +- **Category** Consumable + +A piquant tamarind and chili-lime flavor infuses a silver crescent, which was first created to aid those battling the undead. For 1 hour, you shed cool, white light like a torch, and you gain an item bonus to saving throws against [olfactory](rules/traits/olfactory-b1.md) effects according to the crescent's type. While shedding this light, you can't be [concealed](rules/conditions.md#Concealed) if you're visible, and if you're [invisible](rules/conditions.md#Invisible), you're [concealed](rules/conditions.md#Concealed) instead rather than being [undetected](rules/conditions.md#Undetected). + +```ad-embed-ability +title: Secondary Effect [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +A ray of light descends on a 5-foot square of your choice within 120 feet. Any creature in that space takes positive damage with a basic Reflex save and is [dazzled](rules/conditions.md#Dazzled) until the end of its next turn on a failed save. + +This is treated as silver for the purposes of weaknesses, resistances, and the like. The silver crescent becomes inert. +``` + +*Source: Treasure Vault p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/silver.md b/compendium/equipment/items/silver.md index 6e1ad914a..5a5cd9b0b 100644 --- a/compendium/equipment/items/silver.md +++ b/compendium/equipment/items/silver.md @@ -14,5 +14,20 @@ aliases: ["Silver"] Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated. +| Silver Items | Hardness | HP | BT | +|--------------|----------|----|----| +| **Thin Items** | | | | +| Low-grade | 3 | 12 | 6 | +| Standard-grade | 5 | 20 | 10 | +| High-grade | 8 | 32 | 16 | +| **Items** | | | | +| Low-grade | 5 | 20 | 10 | +| Standard-grade | 7 | 28 | 14 | +| High-grade | 10 | 40 | 20 | +| **Structures** | | | | +| Low-grade | 10 | 40 | 20 | +| Standard-grade | 14 | 56 | 28 | +| High-grade | 20 | 80 | 40 | + *Source: Core Rulebook p. 579* \ No newline at end of file diff --git a/compendium/equipment/items/sinew-shock-serum-apg.md b/compendium/equipment/items/sinew-shock-serum-apg.md new file mode 100644 index 000000000..c8cc93d74 --- /dev/null +++ b/compendium/equipment/items/sinew-shock-serum-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/healing +aliases: ["Sinew-shock Serum"] +--- +# Sinew-shock Serum *Item 2+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [healing](rules/traits/healing.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +This serum jolts the body to help shake off physical debilitations. + +When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the [clumsy](rules/conditions.md#Clumsy) or [enfeebled](rules/conditions.md#Enfeebled) condition from a single source, using the source of that condition to determine the counteract level and DC. + +*Source: Advanced Player's Guide p. 254* \ No newline at end of file diff --git a/compendium/equipment/items/singing-bowl-of-the-versatile-stance-logm.md b/compendium/equipment/items/singing-bowl-of-the-versatile-stance-logm.md new file mode 100644 index 000000000..5e8bd7cbf --- /dev/null +++ b/compendium/equipment/items/singing-bowl-of-the-versatile-stance-logm.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/logm +- item/category/held +- trait/enchantment +- trait/magical +- trait/uncommon +aliases: ["Singing Bowl Of The Versatile Stance"] +--- +# Singing Bowl Of The Versatile Stance *Item 11* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Access** follower of [Irori](compendium/setting/deities/irori.md) +- **Price** 1175 gp +- **Usage** held in 2 hands; **Bulk** L +- **Category** Held + +In true Iroran form, the simplicity of this small, inverted copper bell belies its flawlessness. + +When struck with a mallet (included with the singing bowl), it emits a harmonious tone that inspires bodily perfection in those who know how to hear it. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +While holding the singing bowl of the versatile stance with one hand, you strike the lip of it with a mallet held in the other. + +Anyone within 60 feet currently in a stance can spend a reaction to use one of their stance actions in order to change to a different stance. +``` + +*Source: Lost Omens: Gods & Magic p. 123* \ No newline at end of file diff --git a/compendium/equipment/items/singing-muse-sot2.md b/compendium/equipment/items/singing-muse-sot2.md new file mode 100644 index 000000000..7c30e4eba --- /dev/null +++ b/compendium/equipment/items/singing-muse-sot2.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot2 +- item/category/talisman +- trait/abjuration +- trait/consumable +- trait/magical +- trait/talisman +- trait/uncommon +aliases: ["Singing Muse"] +--- +# Singing Muse *Item 6* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 250 gp +- **Usage** affixed to armor +- **Activate** envision; **Trigger** You attempt a [Performance](compendium/skills.md#Performance) check. +- **Category** Talisman + +This small figurine is carved from a single piece of silvery, spiky stone and resembles a beautiful dryad pouring water into a small pool. When you activate the muse, you are momentarily enlightened with inspiration that bolsters your performance. If you roll a success on your triggering check, you get a critical success instead. + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/singing-shortbow-som.md b/compendium/equipment/items/singing-shortbow-som.md new file mode 100644 index 000000000..2eceafec8 --- /dev/null +++ b/compendium/equipment/items/singing-shortbow-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/held +- trait/enchantment +- trait/magical +aliases: ["Singing Shortbow"] +--- +# Singing Shortbow *Item 14+* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +Rather than a normal bowstring, this +2 greater striking [thundering](compendium/equipment/items/thundering.md) [composite shortbow](compendium/equipment/items/composite-shortbow.md) has a string made of animal gut, much like a musical instrument's. When you shoot the bow, it releases a soft musical note—sonorous if your aim is true and discordant if your shot goes off-target. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[abjuration](rules/traits/abjuration.md) [auditory](rules/traits/auditory.md) + +You sing, hum, or whistle a note, and your bow provides appropriate accompaniment. Make a [Strike](rules/actions/strike.md) with the bow. If it hits, the bow generates a [magical](rules/traits/magical.md) effect determined by the note you sung, which has the traits indicated in parentheses. This affects every creature in a 10-foot emanation from the creature you hit. As normal for an emanation, you choose whether the creature you hit is affected. + +- **Song of Soothing** ([emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [healing](rules/traits/healing.md), [mental](rules/traits/mental.md)) Each creature regains `3d10` Hit Points and gains a +1 status bonus to saves against [mental](rules/traits/mental.md) effects for 1 minute. +- **Song of Suffering** ([evocation](rules/traits/evocation.md), [sonic](rules/traits/sonic.md)) Each creature takes `3d10` sonic damage with a DC 31 basic Fortitude save. +%% #trait/auditory #trait/abjuration %% +``` + +*Source: Secrets of Magic p. 189* \ No newline at end of file diff --git a/compendium/equipment/items/singing-sword-gmg.md b/compendium/equipment/items/singing-sword-gmg.md new file mode 100644 index 000000000..176549e59 --- /dev/null +++ b/compendium/equipment/items/singing-sword-gmg.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/held +- trait/cg +- trait/enchantment +- trait/intelligent +- trait/occult +- trait/rare +aliases: ["Singing Sword"] +--- +# Singing Sword *Item 5* +[cg](rules/traits/chaotic-good-b1.md) [enchantment](rules/traits/enchantment.md) [intelligent](rules/traits/intelligent-gmg.md) [occult](rules/traits/occult.md) [rare](rules/traits/rare.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +A singing sword is a longsword imbued with the consciousness of a boisterous bard, and therefore constantly sings at all times. A singing sword can't stop singing and in fact communicates in no way other than by singing. A successful [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation) check against its Will DC can convince it to quiet its singing to a whisper for 10 minutes, or 20 minutes on a critical success, though it quickly grows displeased at anyone who attempts this repeatedly. + +The singing sword can spend its actions to attack on its own, with the effects of a [dancing](compendium/equipment/items/dancing.md) weapon's activation, except that its attack modifier is ++12. Additionally, it can perform the following activations; each casts a composition spell and follows all the usual rules for compositions. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The singing sword casts [inspire courage](compendium/spells/inspire-courage.md). +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The singing sword casts [inspire defense](compendium/spells/inspire-defense.md). +``` + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You or an ally within 60 feet rolls a saving throw against an [auditory](rules/traits/auditory.md) effect + +**Effect** The singing sword casts [counter performance](compendium/spells/counter-performance.md). +``` + +*Source: Gamemastery Guide p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/singularity-ammunition-lotgb.md b/compendium/equipment/items/singularity-ammunition-lotgb.md new file mode 100644 index 000000000..84926db7d --- /dev/null +++ b/compendium/equipment/items/singularity-ammunition-lotgb.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/consumable +- trait/evocation +- trait/magical +- trait/uncommon +aliases: ["Singularity Ammunition"] +--- +# Singularity Ammunition *Item 13* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 550 gp +- **Ammunition** Any +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Singularity ammunition seems to pull in the light around it, swirling along the surface in a misty pattern. An activated singularity arrow creates a strong gravitational force, centered on the creature hit. + +All creatures in a 10-foot emanation from the target must succeed at a DC 30 Fortitude save or be pulled 5 feet closer to the target. The singularity then explodes, dealing `7d12` bludgeoning damage to the original target and all creatures in a 5-foot emanation (DC 28 basic Reflex save). + +*Source: Lost Omens: The Grand Bazaar p. 43* \ No newline at end of file diff --git a/compendium/equipment/items/sinister-knight-locg.md b/compendium/equipment/items/sinister-knight-locg.md new file mode 100644 index 000000000..9648a7015 --- /dev/null +++ b/compendium/equipment/items/sinister-knight-locg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/locg +- item/category/rune +- trait/abjuration +- trait/illusion +- trait/magical +- trait/uncommon +aliases: ["Sinister Knight"] +--- +# Sinister Knight *Item 8* +[abjuration](rules/traits/abjuration.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 500 gp +- **Usage** etched onto heavy armor +- **Category** Rune + +Sinister knight armor shrouds the wearer's identity in secrecy, allowing Crimson Reclaimers to pass among foes without being immediately unmasked. The wearer gains a +1 item bonus to [Deception](compendium/skills.md#Deception) checks. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +With a thought, the wearer activates a disguise. While the sinister knight armor's disguise is active, any identifying insignia or aesthetic of the armor is replaced by generic malevolent aesthetics such as spikes or demonic faces. While in the disguise, the wearer is always considered to be taking precautions against lifesense, and even a creature that successfully notices the wearer with its lifesense mistakes the wearer for an undead unless it critically succeeds at its [Perception](compendium/skills.md#Perception) check or the wearer critically fails a [Deception](compendium/skills.md#Deception) or [Stealth](compendium/skills.md#Stealth) check. Finally, while in the disguise, the rune attempts to counteract any effects that would reveal your alignment; on a successful counteract check, rather than negate the effect, the rune causes the effect to perceive your alignment as evil (maintaining any lawful or chaotic component of your alignment) + +The wearer can [Dismiss](rules/actions/dismiss.md) the disguise, and if the wearer's armor is removed, the disguise deactivates automatically. +``` + +*Source: Lost Omens: Character Guide p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/sixfingers-elixir-sli.md b/compendium/equipment/items/sixfingers-elixir-sli.md new file mode 100644 index 000000000..ec7fe40e6 --- /dev/null +++ b/compendium/equipment/items/sixfingers-elixir-sli.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sli +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/polymorph +- trait/uncommon +aliases: ["Sixfingers Elixir"] +--- +# Sixfingers Elixir *Item 5+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [polymorph](rules/traits/polymorph.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +This gritty, spicy fluid causes you to grow a sixth finger on each hand and gives you a spiderlike grip. + +You gain a +2 item bonus to your Reflex DC to keep from being Disarmed and a climb Speed of 20 feet for the listed duration. + +*Source: The Slithering p. 61* \ No newline at end of file diff --git a/compendium/equipment/items/skarjas-heartstone-ec3.md b/compendium/equipment/items/skarjas-heartstone-ec3.md new file mode 100644 index 000000000..5c58c64e7 --- /dev/null +++ b/compendium/equipment/items/skarjas-heartstone-ec3.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec3 +- item/category/worn +- trait/abjuration +- trait/invested +- trait/occult +- trait/uncommon +aliases: ["Skarja's Heartstone"] +--- +# Skarja's Heartstone *Item 13* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [occult](rules/traits/occult.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2500 gp +- **Usage** worn +- **Category** Worn + +This pale gemstone grants its wearer a +2 item bonus to saving throws and the ability to discern a target's alignment (as detect alignment, but can detect chaotic, evil, good, and lawful auras simultaneously) at will by peering through the gemstone. + +Like all hag heartstones, this gemstone is powered by Skarja's spirit. Skarja does not need to wear her heartstone to benefit from its powers, but she cannot use them if she hasn't touched her heartstone in the past 7 days. If Skarja's heartstone is separated from her for more than 7 days (or if she's been dead for 7 days), it becomes a non-magical gemstone. Skarja's heartstone allows her to use additional occult innate spells: [ethereal jaunt](compendium/spells/ethereal-jaunt.md) (9th level) and [bind soul](compendium/spells/bind-soul.md) at will, [shadow blast](compendium/spells/shadow-blast.md) (6th level) twice per day, and [spirit blast](compendium/spells/spirit-blast.md) once per day. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: You must be touching the heartstone + +**Effect** The heartstone attempts to counteract one disease affecting you (counteract level 7, counteract modifier +23). +``` + +*Source: Extinction Curse #3: Life's Long Shadows p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/skeleton-key-bb.md b/compendium/equipment/items/skeleton-key-bb.md new file mode 100644 index 000000000..09b12e87a --- /dev/null +++ b/compendium/equipment/items/skeleton-key-bb.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/bb +- trait/magical +- trait/transmutation +aliases: ["Skeleton Key"] +--- +# Skeleton Key *Item 3* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 12 gp + +A grinning skull tops the bow of this macabre key. This key can be used in place of [thieves' tools](compendium/equipment/items/thieves-tools.md) when attempting to [Pick a Lock](rules/actions/pick-a-lock.md), and it grants a +1 item bonus to the [Thievery](compendium/skills.md#Thievery) check. + +If the skeleton key becomes [broken](rules/conditions.md#Broken) due to a critical failure on the check, it works as normal [thieves' tools](compendium/equipment/items/thieves-tools.md) and loses its benefits until [Repaired](rules/actions/repair.md). Once per day, when you're using the key to Pick a Lock, you can activate the key to magically make the lock easier to overcome. You gain a +4 status bonus to your attempt to Pick the Lock, and for 1 minute, anyone who tries to Pick the Lock or break it with [Athletics](compendium/skills.md#Athletics) gains a +4 status bonus on their checks. + +*Source: Beginner Box p. 54* \ No newline at end of file diff --git a/compendium/equipment/items/skeptics-elixir-av1.md b/compendium/equipment/items/skeptics-elixir-av1.md new file mode 100644 index 000000000..1089ec235 --- /dev/null +++ b/compendium/equipment/items/skeptics-elixir-av1.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av1 +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/uncommon +aliases: ["Skeptic's Elixir"] +--- +# Skeptic's Elixir *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +This elixir sharpens your mind and allows you to see through lies, falsehoods, and magical trickery. + +You gain an item bonus to [Perception](compendium/skills.md#Perception) checks and [Perception](compendium/skills.md#Perception) DCs to notice falsehoods, whether they're spoken lies or written deceit. You gain this same item bonus to Will saves. + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/skinsaw-mask-tv.md b/compendium/equipment/items/skinsaw-mask-tv.md new file mode 100644 index 000000000..0b8108f33 --- /dev/null +++ b/compendium/equipment/items/skinsaw-mask-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/divination +- trait/divine +- trait/evil +- trait/invested +- trait/uncommon +aliases: ["Skinsaw Mask"] +--- +# Skinsaw Mask *Item 3* +[divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [evil](rules/traits/evil.md) [invested](rules/traits/invested.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 50 gp +- **Usage** worn mask; **Bulk** L +- **Category** Worn + +A patchwork of humanoid flesh makes up a skinsaw mask, which is stitched together with black silk or wire. It is distinctive for its bulbous orange eye—crafted from a magical glass bauble—and wide row of teeth. When worn, the mask amplifies your ability to sense fear in other creatures. You know the value of the [frightened](rules/conditions.md#Frightened) condition of any [observed](rules/conditions.md#Observed) creature, and you gain a +1 item bonus to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) [frightened](rules/conditions.md#Frightened) creatures. Whenever you deal precision damage to a [frightened](rules/conditions.md#Frightened) creature, you deal 1 additional precision damage. If you aren't evil, you are [drained](rules/conditions.md#Drained) while wearing a skinsaw mask. + +*Source: Treasure Vault p. 155* \ No newline at end of file diff --git a/compendium/equipment/items/skinstitch-salve-apg.md b/compendium/equipment/items/skinstitch-salve-apg.md new file mode 100644 index 000000000..3ed1f6416 --- /dev/null +++ b/compendium/equipment/items/skinstitch-salve-apg.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/healing +aliases: ["Skinstitch Salve"] +--- +# Skinstitch Salve *Item 7* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) + +- **Price** 55 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Consumable + +This sticky salve stubbornly holds wounds closed and encourages swift natural healing. You can activate the salve in either of the following ways. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You [Administer First Aid](rules/actions/administer-first-aid.md) without requiring healer's tools. You either gain a +2 item bonus to the [Medicine](compendium/skills.md#Medicine) check, or you can use the skinstitch salve's [Medicine](compendium/skills.md#Medicine) modifier of +13 instead of your own. +``` + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You [Treat Wounds](rules/actions/treat-wounds.md) or use Battle + +**Effect** You gain a +2 item bonus to the triggering [Medicine](compendium/skills.md#Medicine) check. If you roll a success on the [Medicine](compendium/skills.md#Medicine) check, you get a critical success instead. +``` + +*Source: Advanced Player's Guide p. 255* \ No newline at end of file diff --git a/compendium/equipment/items/skittering-mask-sot1.md b/compendium/equipment/items/skittering-mask-sot1.md new file mode 100644 index 000000000..2331d2083 --- /dev/null +++ b/compendium/equipment/items/skittering-mask-sot1.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot1 +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Skittering Mask"] +--- +# Skittering Mask *Item 2+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn mask; **Bulk** 1 +- **Category** Worn + +This carved wooden full-head mask sports several holes along each side of the face. The first time each day that you begin your turn [unconscious](rules/conditions.md#Unconscious) and within 25 feet of an enemy, metallic insect legs emerge from the holes in the mask and [Step](rules/actions/step.md) 5 feet away from the nearest enemy, dragging your body along with the mask. If more than one enemy is equidistant, the mask [Steps](rules/actions/step.md) away from one of them at random. The mask possesses no special senses and does not react to [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected) enemies, nor can it distinguish that a creature not acting openly [hostile](rules/conditions.md#Hostile) is an enemy. + +*Source: Strength of Thousands #1: Kindled Magic p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/skittering-mask-tv.md b/compendium/equipment/items/skittering-mask-tv.md new file mode 100644 index 000000000..cdf1e9f09 --- /dev/null +++ b/compendium/equipment/items/skittering-mask-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Skittering Mask"] +--- +# Skittering Mask *Item 2+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** worn mask; **Bulk** 1 +- **Category** Worn + +A skittering mask is a hand-carved, wooden, full-head mask that sports several holes along each side of the face. The first time each day that you begin your turn [unconscious](rules/conditions.md#Unconscious) and within 25 feet of an enemy, skittering metallic insect legs emerge from the holes in the mask and [Step](rules/actions/step.md) 5 feet away from the nearest enemy, dragging your body along with the mask. + +If more than one enemy is equidistant, the mask Steps away from one of them at random. The mask possesses no special senses and does not react to [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected) enemies, nor can it distinguish that a creature not acting openly [hostile](rules/conditions.md#Hostile) is an enemy. + +*Source: Treasure Vault p. 155* \ No newline at end of file diff --git a/compendium/equipment/items/skull-bomb-ooa3.md b/compendium/equipment/items/skull-bomb-ooa3.md new file mode 100644 index 000000000..ac31043fa --- /dev/null +++ b/compendium/equipment/items/skull-bomb-ooa3.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa3 +- item/category/consumable +- trait/clockwork +- trait/consumable +- trait/fire +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Skull Bomb"] +--- +# Skull Bomb *Item 8* +[consumable](rules/traits/consumable.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) clockwork + +- **Price** 80 gp +- **Usage** held in 1 hand (see text); **Bulk** L +- **Category** Consumable + +This device is a human-sized skull crafted entirely from metal plating and clockwork gears, which slots easily into a human skeleton in the spot where an ordinary skull would normally be located. While performing a create undead ritual, you can attach this skull bomb to the target creature in place of its own head. In order to do so, the target creature must be Medium and have the [humanoid](rules/traits/humanoid.md) trait. The target creature can have only one skull bomb attached in this fashion. The creature gains the following ability. + +Throw Skull [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (manipulate) The creature detaches its skull bomb and hurls the volatile explosive at a point within 30 feet. The skull explodes, dealing `7d6` fire damage to creatures within a 15-foot burst (DC 24 basic Reflex save). The skull is permanently destroyed and can't be used again, and the throwing creature is permanently [blinded](rules/conditions.md#Blinded) and headless. + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/skunk-bomb-tv.md b/compendium/equipment/items/skunk-bomb-tv.md new file mode 100644 index 000000000..47c046535 --- /dev/null +++ b/compendium/equipment/items/skunk-bomb-tv.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/bomb +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/olfactory +- trait/poison +- trait/splash +aliases: ["Skunk Bomb"] +--- +# Skunk Bomb *Item 1+* +[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [olfactory](rules/traits/olfactory-b1.md) [poison](rules/traits/poison.md) [splash](rules/traits/splash.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Bomb + +Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other creatures with natural or supernatural stench. The bomb grants an item bonus to attack rolls and deals poison damage and poison splash damage. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb's type. Creatures in the splash area treat the results of their saving throw as one step better. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [sickened](rules/conditions.md#Sickened). +> - **Failure** The target is [sickened](rules/conditions.md#Sickened) and [slowed](rules/conditions.md#Slowed) while [sickened](rules/conditions.md#Sickened). +> - **Critical Failure** The target is [blinded](rules/conditions.md#Blinded) for 1 round, [sickened](rules/conditions.md#Sickened), and [slowed](rules/conditions.md#Slowed) while [sickened](rules/conditions.md#Sickened). +> +> Creatures [sickened](rules/conditions.md#Sickened) by the bomb emit an odor that lasts 10 minutes after the [sickened](rules/conditions.md#Sickened) condition ends (or 1 hour if they were also [blinded](rules/conditions.md#Blinded)). The odor can be removed or neutralized by using prestidigitation or similar magic or by spending 10 minutes scrubbing with ample soap and water. While the odor lasts, creatures within 30 feet can smell the target, enabling even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to [Track](rules/actions/track.md) the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which it can detect the target using this scent. + +*Source: Treasure Vault p. 45* \ No newline at end of file diff --git a/compendium/equipment/items/sky-piercing-bow-frp2.md b/compendium/equipment/items/sky-piercing-bow-frp2.md new file mode 100644 index 000000000..1aef5e836 --- /dev/null +++ b/compendium/equipment/items/sky-piercing-bow-frp2.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/frp2 +- item/category/held +- trait/evocation +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Sky-piercing Bow"] +--- +# Sky-piercing Bow *Item 19* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 40000 gp +- **Usage** held in 2 hands; **Bulk** L +- **Category** Held + +Large turquoise gems stud the outer edge of this sturdy composite shortbow. Arrows shot from the bow are unimpaired by wind and [air](rules/traits/air.md) effects. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) + +You shoot an arrow at an open space on a surface within 500 feet and momentarily vanish into a wind that carries the arrow. You teleport to that location. +%% #trait/conjuration #trait/teleportation %% +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[electricity](rules/traits/electricity.md) + +You shoot an arrow at the sky and it tears an extraplanar rift that resembles a storm cloud in a 30-foot burst centered on a point within 200 feet. A torrent of rain pours down from the rift for 1 minute or until you [Dismiss](rules/actions/dismiss.md) the effect. The area within the torrent becomes difficult terrain for all movement (including Flying). As an [Interact](rules/actions/interact.md) action, you can fire an arrow into the rift to cause a bolt of lightning to strike a creature in the area. The creature takes `5d12` lightning damage and must attempt a DC 41 basic Reflex save. +%% #trait/electricity %% +``` + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You fire a volley of arrows into the sky. You create the effects of a successful control weather ritual. +``` + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/sky-serpent-bolt-lotgb.md b/compendium/equipment/items/sky-serpent-bolt-lotgb.md new file mode 100644 index 000000000..fe5bb01b3 --- /dev/null +++ b/compendium/equipment/items/sky-serpent-bolt-lotgb.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/air +- trait/consumable +- trait/electricity +- trait/evocation +- trait/magical +- trait/uncommon +aliases: ["Sky Serpent Bolt"] +--- +# Sky Serpent Bolt *Item 5* +[air](rules/traits/air.md) [consumable](rules/traits/consumable.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 25 gp +- **Ammunition** [bolt](compendium/equipment/items/bolt.md) +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This azure bolt is carved in the shape of an undulating snake, its bared fangs framing the point of its head. When an activated sky serpent bolt successfully hits a target, the bolt takes the form of a snake made of pure lightning, dealing `2d12` electricity damage to all creatures in a 30-foot line (DC 19 basic Reflex save) starting from the target. + +If you spent 2 actions to activate the sky serpent bolt, then the line is 60 feet long, and at a single point in the line, you can change the remainder of the line's path by up to a 90-degree angle. + +*Source: Lost Omens: The Grand Bazaar p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/skyrider-sword-lotgb.md b/compendium/equipment/items/skyrider-sword-lotgb.md new file mode 100644 index 000000000..f0b854f39 --- /dev/null +++ b/compendium/equipment/items/skyrider-sword-lotgb.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +- trait/air +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Skyrider Sword"] +--- +# Skyrider Sword *Item 14+* +[air](rules/traits/air.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 2 hands; **Bulk** 1 +- **Category** Held + +This +2 greater striking shock greatsword has a broad, flat blade that can support the weight of a [Medium](rules/traits/medium-b1.md)-sized or smaller wielder. Magic allows the weapon to soar through the air, carrying its wielder along with it. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You leap upon your sword as it soars through the air for up to 10 minutes. You gain a fly Speed of 25 feet or your land Speed, whichever is slower, but you can't [Strike](rules/actions/strike.md) with your weapon except via the weapon's other activation (see below). You can [Dismiss](rules/actions/dismiss.md) the activation, and it ends automatically if you cease holding the weapon with at least one hand. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +- **Requirements**: You are riding on your weapon + +**Effect** You ride your weapon into a foe, attacking it as you fly past. You [Fly](rules/actions/fly.md), making a melee [Strike](rules/actions/strike.md) with the weapon once at any point during your movement. +``` + +*Source: Lost Omens: The Grand Bazaar p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/slates-of-distant-letters-apg.md b/compendium/equipment/items/slates-of-distant-letters-apg.md new file mode 100644 index 000000000..12066ab36 --- /dev/null +++ b/compendium/equipment/items/slates-of-distant-letters-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/held +- trait/divination +- trait/magical +aliases: ["Slates Of Distant Letters"] +--- +# Slates Of Distant Letters *Item 13* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) + +- **Price** 2450 gp +- **Usage** held in 2 hands; **Bulk** L +- **Category** Held + +This matched pair of slates, roughly one handspan wide and tall, have identical ornate frames. + +Slates are crafted in pairs, and each works with only the other of its pair. + +If one slate of a pair is ever [broken](rules/conditions.md#Broken), the other shatters into non-magical shards. The listed price is for a pair of slates. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You use a piece of chalk to write up to 25 words on a slate. As you write, the writing also appears on the other slate in its matched pair, no matter how far away it is, as long as it is on the same plane. Wiping one slate clean erases the writing from both slates. Each slate can be activated once per hour. +``` + +*Source: Advanced Player's Guide p. 262* \ No newline at end of file diff --git a/compendium/equipment/items/sleeves-of-storage-apg.md b/compendium/equipment/items/sleeves-of-storage-apg.md new file mode 100644 index 000000000..bcfce2af1 --- /dev/null +++ b/compendium/equipment/items/sleeves-of-storage-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/worn +- trait/conjuration +- trait/extradimensional +- trait/invested +- trait/magical +aliases: ["Sleeves Of Storage"] +--- +# Sleeves Of Storage *Item 4+* +[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn garment; **Bulk** L +- **Category** Worn + +This loose robe has wide, voluminous sleeves that each contain an extradimensional space. These spaces each function as a bag of holding that can hold up to 5 Bulk of items (for a total of 10 Bulk), though no individual item can be of more than 1 Bulk; the sleeves grow slightly heavy as you reach maximum capacity. You can add or remove an item from a sleeve with a single hand free as an [Interact](rules/actions/interact.md) action. + +If a sleeve is completely empty, you can place your own familiar into that extradimensional space. It can survive comfortably in your sleeve for up to 1 hour, after which it begins to suffocate. While in your sleeve, it can't be affected or targeted by [any](rules/traits/any-b1.md) effects, but you don't benefit from any master abilities. A familiar can exit the sleeve of its own volition with a single action that has the [manipulate](rules/traits/manipulate.md) and [move](rules/traits/move.md) traits. You can't place any other creature into your sleeves, nor can you place your familiar in a sleeve if it's larger than Tiny. If your familiar is in your sleeve, you can't place any items in the sleeve. + +*Source: Advanced Player's Guide p. 263* \ No newline at end of file diff --git a/compendium/equipment/items/sleuths-pipe-tv.md b/compendium/equipment/items/sleuths-pipe-tv.md new file mode 100644 index 000000000..2820baee3 --- /dev/null +++ b/compendium/equipment/items/sleuths-pipe-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/adventuring-gear +- trait/abjuration +- trait/magical +- trait/relic +- trait/unique +aliases: ["Sleuth's Pipe"] +--- +# Sleuth's Pipe *Item 3* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [relic](rules/traits/relic-tv.md) [unique](rules/traits/unique.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Adventuring Gear + +A famed detective once owned the long, curved sleuth's pipe, taking it with them on investigations, keeping it in hand or mouth while cogitating. The pipe might have passed down through generations. Or, when an owner dies without heirs, it could go up for auction, be given to family friends, or remain at the scene of a crime to be found later. The sleuth's pipe has sapience that eventually awakens, allowing the relic to act as a helpful assistant in investigations. Even while this sapience sleeps within the pipe, it grants you a +1 item bonus to [Perception](compendium/skills.md#Perception) checks to [Sense Motive](rules/actions/sense-motive.md), and if you're an investigator, any checks you make to [Pursue a Lead](rules/actions/pursue-a-lead-apg.md). + +*Source: Treasure Vault p. 205* \ No newline at end of file diff --git a/compendium/equipment/items/slime-whip-sli.md b/compendium/equipment/items/slime-whip-sli.md new file mode 100644 index 000000000..f15c2a9aa --- /dev/null +++ b/compendium/equipment/items/slime-whip-sli.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sli +- item/category/held +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Slime Whip"] +--- +# Slime Whip *Item 7* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 360 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This thick, greasy +1 striking shifting whip is made from a slimy pseudopod. You don't take the usual –2 circumstance penalty to your attack rolls when using the slime whip to make a lethal attack. The whip's form can be changed just like any weapon with the shifting rune, but it reverts to its original form as soon as it isn't wielded. When in its whip form, you can use the following action. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +For 1 round, the slime whip deals acid damage rather than slashing damage. If the attack deals [persistent damage](rules/conditions.md#Persistent%20Damage), the [persistent damage](rules/conditions.md#Persistent%20Damage) is also acid damage instead of its usual type. +``` + +*Source: The Slithering p. 61* \ No newline at end of file diff --git a/compendium/equipment/items/slippery-ribbon-sli.md b/compendium/equipment/items/slippery-ribbon-sli.md new file mode 100644 index 000000000..64bd01566 --- /dev/null +++ b/compendium/equipment/items/slippery-ribbon-sli.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sli +- item/category/talisman +- trait/consumable +- trait/magical +- trait/talisman +- trait/transmutation +- trait/uncommon +aliases: ["Slippery Ribbon"] +--- +# Slippery Ribbon *Item 1* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 12 gp +- **Usage** affixed to armor +- **Activate** envision; **Trigger** You succeed at an [Acrobatics](compendium/skills.md#Acrobatics) check to [Tumble Through](rules/actions/tumble-through.md), but you don't have enough Speed to move all the way through the enemy's space; **Requirements** You are an expert in [Acrobatics](compendium/skills.md#Acrobatics) +- **Category** Talisman + +This ribbon is constantly greasy to the touch and stains the armor it's affixed to. When you activate the slippery ribbon, your Speed increases by an amount necessary for you to move all the way through the enemy's space. + +*Source: The Slithering p. 61* \ No newline at end of file diff --git a/compendium/equipment/items/sloughing-toxin-av2.md b/compendium/equipment/items/sloughing-toxin-av2.md new file mode 100644 index 000000000..3d0b7c1ea --- /dev/null +++ b/compendium/equipment/items/sloughing-toxin-av2.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av2 +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +- trait/rare +aliases: ["Sloughing Toxin"] +--- +# Sloughing Toxin *Item 7* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [rare](rules/traits/rare.md) + +- **Price** 60 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This complex toxin makes the muscles beneath a creature's skin loose and malleable, which fleshwarpers find useful in their work. Rough or jerky movements the victim performs concentrate the toxin in subdermal muscles and eventually cause skin and muscle to slough away. + +```ad-inline-affliction +title: Saving Throw: DC 25 Fortitude + +- **Onset**: 1 round +- **Maximum Duration**: 1 hour + +## Stages + +**Stage 1** `1d6` poison damage for each action with the [attack](rules/traits/attack.md) or [move](rules/traits/move.md) trait the victim uses (1 round) + +**Stage 2** `1d6` poison damage and `1d6` slashing damage for each action with the attack, [manipulate](rules/traits/manipulate.md), or [move](rules/traits/move.md) trait the victim uses (1 round) + +**Stage 3** as Stage 2, but `1d6` poison damage and `2d6` slashing damage, and forced movement also causes damage (1 hour) +``` + +*Source: Abomination Vaults #2: Hands of the Devil p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/sluggish-bracelet-tv.md b/compendium/equipment/items/sluggish-bracelet-tv.md new file mode 100644 index 000000000..2b72e0b7d --- /dev/null +++ b/compendium/equipment/items/sluggish-bracelet-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/cursed +- trait/invested +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Sluggish Bracelet"] +--- +# Sluggish Bracelet *Item 3* +[cursed](rules/traits/cursed-gmg.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** worn; **Bulk** — +- **Category** Worn + +A silver charm bracelet, a sluggish bracelet appears to be a bracelet of dashing, granting you a +1 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks. If the curse goes unrecognized, you think you can Activate it to gain a +10-foot status bonus to your Speed for 1 minute. Instead, its activation is as follows. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You take a –10-foot penalty to your Speed for 1 minute, and the bracelet fuses to you. + +Thereafter, it grants you no bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks, and it imposes a –5-foot status penalty to your Speed. +``` + +*Source: Treasure Vault p. 193* \ No newline at end of file diff --git a/compendium/equipment/items/smogger-ooa2.md b/compendium/equipment/items/smogger-ooa2.md new file mode 100644 index 000000000..c6fc6c928 --- /dev/null +++ b/compendium/equipment/items/smogger-ooa2.md @@ -0,0 +1,46 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa2 +- item/category/worn +- trait/conjuration +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Smogger"] +--- +# Smogger *Item 9* +[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 600 gp +- **Usage** worn backpack; **Bulk** 2 +- **Category** Worn + +Some mutants savor the acrid smog of Alkenstar and the Gunworks. A smogger recreates this pollution by sucking in clean air and spewing it back out as pungent smog. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[poison](rules/traits/poison.md) + +The smogger creates a 10-foot-radius emanation of smog centered on you, which moves with you. You and other creatures in the smog are [concealed](rules/conditions.md#Concealed) while inside the smog, and other creatures are [concealed](rules/conditions.md#Concealed) to you and other creatures in the smog. A strong wind doesn't disperse the smog but reduces it to a 5-footradius emanation. A creature that must breathe that begins its turn inside of the smog can choose to hold its breath as a free action for the round, but if it doesn't, it becomes [sickened](rules/conditions.md#Sickened). The smogger can maintain this effect for up to 1 minute, and the wearer of the smogger can [Dismiss](rules/actions/dismiss.md) the effect. +%% #trait/poison %% +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[poison](rules/traits/poison.md) + +- **Requirements**: The smogger's above activation is in effect + +**Effect** The smog created by the smogger thickens into a toxic element that burns the eyes, blisters flesh, and causes fits of coughing. All creatures in the smog cloud, including you, must attempt a DC 32 Fortitude save—creatures that must breathe and aren't holding their breath take a –2 circumstance penalty to this save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [sickened](rules/conditions.md#Sickened). +> - **Failure** The creature is [sickened](rules/conditions.md#Sickened) (or increases their [sickened](rules/conditions.md#Sickened) condition value to 2 if it isn't holding its breath). The creature also takes `4d6` poison damage. +> - **Critical Failure** As failure, but the creature takes `8d6` poison damage. +%% #trait/poison %% +``` + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/smoked-goggles-lotgb.md b/compendium/equipment/items/smoked-goggles-lotgb.md new file mode 100644 index 000000000..c2ad46854 --- /dev/null +++ b/compendium/equipment/items/smoked-goggles-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/worn +aliases: ["Smoked Goggles"] +--- +# Smoked Goggles *Item 3* + +- **Price** 20 gp +- **Usage** worn eyepiece +- **Category** Worn + +These goggles use lenses made out of smoked glass to protect against creatures with gaze attacks. While wearing smoked goggles, you're always considered to be [Averting your Gaze](rules/actions/avert-gaze.md), but all creatures have [concealment](rules/conditions.md#Concealed) from you. The fact that the goggles conceal creatures is part of what grants the wearer the item's benefits. If you have a way to negate the [concealment](rules/conditions.md#Concealed) from the smoked goggles, you no longer gain the benefit, either. + +*Source: Lost Omens: The Grand Bazaar p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/smoking-sword-bb.md b/compendium/equipment/items/smoking-sword-bb.md new file mode 100644 index 000000000..8510d7965 --- /dev/null +++ b/compendium/equipment/items/smoking-sword-bb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/bb +- item/category/weapon +- trait/evocation +- trait/fire +- trait/magical +aliases: ["Smoking Sword"] +--- +# Smoking Sword *Item 3* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) + +- **Price** 60 gp +- **Category** Weapon + +Smoke constantly belches from this longsword. Any hit with this sword deals 1 extra fire damage. You can use a special action while holding the sword to command the blade's edges to light on fire. + +```ad-embed-ability +title: Stoke Flames [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) + +Until the end of your turn, the blade deals `1d6` extra fire damage instead of just 1. After you use this action, you can't use it again for 10 minutes. +%% #trait/concentrate %% +``` + +*Source: Beginner Box p. 51* \ No newline at end of file diff --git a/compendium/equipment/items/smother-shroud-tv.md b/compendium/equipment/items/smother-shroud-tv.md new file mode 100644 index 000000000..0c4d7a0bf --- /dev/null +++ b/compendium/equipment/items/smother-shroud-tv.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +aliases: ["Smother Shroud"] +--- +# Smother Shroud *Item 7* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) + +- **Price** 60 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Smother shroud robs a victim of distinguishing features, making it difficult for anyone to identify the corpse. + +Swelling and distention of facial features makes the victim unrecognizable. Increase the DC of any checks made to identify a creature under the effects of smother shroud by twice the stage of the poison. If the victim dies while under the effects of this poison, its corpse retains an inability to take actions with the [auditory](rules/traits/auditory.md) trait, and if it tries to speak and fails, it counts against responses to the [talking corpse](compendium/spells/talking-corpse.md) spell. + +```ad-inline-affliction +title: Saving Throw: DC 22 Fortitude + +- **Maximum Duration**: 10 rounds + +## Stages + +**Stage 1** `2d4` poison damage and [dazzled](rules/conditions.md#Dazzled) (1 round) + +**Stage 2** `3d4` poison damage, [dazzled](rules/conditions.md#Dazzled), a –4 status penalty to [Perception](compendium/skills.md#Perception) checks to hear and smell, and must succeed at a DC 10 flat check to take actions with the [auditory](rules/traits/auditory.md) trait or the action is lost (1 round) + +**Stage 3** `4d4` poison damage, [blinded](rules/conditions.md#Blinded), [deafened](rules/conditions.md#Deafened), unable to smell, unable to take actions with the [auditory](rules/traits/auditory.md) trait, and unable to breathe +``` + +*Source: Treasure Vault p. 70* \ No newline at end of file diff --git a/compendium/equipment/items/snagging-hook-snare-apg.md b/compendium/equipment/items/snagging-hook-snare-apg.md new file mode 100644 index 000000000..a98e482e6 --- /dev/null +++ b/compendium/equipment/items/snagging-hook-snare-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +aliases: ["Snagging Hook Snare"] +--- +# Snagging Hook Snare *Item 10* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) + +- **Price** 180 gp +- **Category** Snare + +This snare snags a creature with its wicked metal hooks. The first creature to enter the square takes `5d8` piercing damage and `5d8` slashing damage, with a DC 27 basic Reflex save. On a critical failure, the hooks piercing its flesh make the creature [immobilized](rules/conditions.md#Immobilized) until it successfully Escapes (DC 27) + +Magic Consumables Though they might last a fleeting moment, these magic items can decide the outcome of an entire battle or quest. You can find these magic consumables organized by level and subcategory on the treasure tables on pages 250–251. The Core Rulebook contains full rules for special categories of items, such as talismans, and the page numbers where they appear can be found in the glossary and index, starting on page 266 of this book. + +*Source: Advanced Player's Guide p. 256* \ No newline at end of file diff --git a/compendium/equipment/items/snagging-lotgb.md b/compendium/equipment/items/snagging-lotgb.md new file mode 100644 index 000000000..11a3d52ad --- /dev/null +++ b/compendium/equipment/items/snagging-lotgb.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/rune +- trait/abjuration +- trait/magical +- trait/uncommon +aliases: ["Snagging"] +--- +# Snagging *Item 3* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 60 gp +- **Usage** applied to belt, cape, cloak, or scarf +- **Category** Rune + +This animated item attempts to catch you when you fall. You can attempt to [Grab an Edge](rules/actions/grab-an-edge.md) (Core Rulebook 472), even if your hands are tied behind your back or otherwise [restrained](rules/conditions.md#Restrained), so long as there's a solid edge within 10 feet. If you roll a success, you can Grab the Edge even if you don't have a hand free. + +*Source: Lost Omens: The Grand Bazaar p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/snake-lotg.md b/compendium/equipment/items/snake-lotg.md new file mode 100644 index 000000000..43ee81d8b --- /dev/null +++ b/compendium/equipment/items/snake-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Snake"] +--- +# Snake *Item 0* + +- **Price** 1 gp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/snapleaf-locg.md b/compendium/equipment/items/snapleaf-locg.md new file mode 100644 index 000000000..38a28fed7 --- /dev/null +++ b/compendium/equipment/items/snapleaf-locg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/locg +- item/category/talisman +- trait/consumable +- trait/illusion +- trait/magical +- trait/talisman +aliases: ["Snapleaf"] +--- +# Snapleaf *Item 3* +[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 9 gp +- **Usage** affixed to armor +- **Activate** [Interact](rules/actions/interact.md); **Trigger** You begin to fall. +- **Category** Talisman + +This small, crystalline carving takes the shape of a tree leaf and attaches to armor or clothing with a simple strap. When you activate the snapleaf, you gain the benefits of feather fall and a 2nd-level [invisibility](compendium/spells/invisibility.md) spell for 1 minute or until you stop falling, whichever comes first. + +*Source: Lost Omens: Character Guide p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/snarling-badger-tv.md b/compendium/equipment/items/snarling-badger-tv.md new file mode 100644 index 000000000..24b9aeae8 --- /dev/null +++ b/compendium/equipment/items/snarling-badger-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/consumable +- trait/enchantment +- trait/magical +- trait/mental +- trait/talisman +aliases: ["Snarling Badger"] +--- +# Snarling Badger *Item 6+* +[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [talisman](rules/traits/talisman.md) + +- **Usage** affixed to armor; **Bulk** — +- **Activate** command; **Trigger** You lose the [dying](rules/conditions.md#Dying) condition; **Requirements** You have a [wounded](rules/conditions.md#Wounded) value of 1 or more. +- **Category** Talisman + +This tarnished steel pendant is inlaid with the face of an enraged badger. When you Activate the talisman, it casts heroism on you. If you lose the [wounded](rules/conditions.md#Wounded) condition, the heroism ends immediately. + +*Source: Treasure Vault p. 95* \ No newline at end of file diff --git a/compendium/equipment/items/sneezing-powder-lotgb.md b/compendium/equipment/items/sneezing-powder-lotgb.md new file mode 100644 index 000000000..83b292d10 --- /dev/null +++ b/compendium/equipment/items/sneezing-powder-lotgb.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/inhaled +- trait/uncommon +aliases: ["Sneezing Powder"] +--- +# Sneezing Powder *Item 2* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [inhaled](rules/traits/inhaled.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 7 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +You can toss sneezing powder at an adjacent creature as an [Interact](rules/actions/interact.md) action. The target must attempt a DC 15 Fortitude save to avoid sneezing. On a failed save, the creature sneezes uncontrollably, becoming [slowed](rules/conditions.md#Slowed) for 1 round. On a critical failure, the creature is instead [slowed](rules/conditions.md#Slowed) for 3 rounds. + +*Source: Lost Omens: The Grand Bazaar p. 59* \ No newline at end of file diff --git a/compendium/equipment/items/snowshoes-lopsg.md b/compendium/equipment/items/snowshoes-lopsg.md new file mode 100644 index 000000000..487d58e83 --- /dev/null +++ b/compendium/equipment/items/snowshoes-lopsg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/adventuring-gear +aliases: ["Snowshoes"] +--- +# Snowshoes *Item 0* + +- **Price** 10 gp +- **Bulk** 1 +- **Category** Adventuring Gear + +These specialized pieces of footwear are designed to distribute the wearer's weight over a larger area to prevent them from sinking while walking on snow. They are typically made with a wood frame and rawhide lacings that are tied over the wearer's other footwear. While wearing snowshoes, you ignore the effects of non-magical difficult terrain caused by snow (reducing greater difficult terrain from snow to ordinary difficult terrain). You take a –10-foot item penalty to your Speed if wearing snowshoes while walking on any surface other than snow. + +*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/snowshoes-of-the-long-trek-lopsg.md b/compendium/equipment/items/snowshoes-of-the-long-trek-lopsg.md new file mode 100644 index 000000000..0ba5c3571 --- /dev/null +++ b/compendium/equipment/items/snowshoes-of-the-long-trek-lopsg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/worn +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Snowshoes Of The Long Trek"] +--- +# Snowshoes Of The Long Trek *Item 5* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 550 gp +- **Usage** worn; **Bulk** – +- **Category** Worn + +These magically enhanced snowshoes are practically a necessity when traversing the gelid tundra and snow-drenched taiga of the Saga Lands. The snowshoes of the long trek allow their wearer to walk across ice and snow with the same surety as dry earth, ignoring the uneven ground and difficult terrain caused by ice and the difficult terrain caused by snow (reducing greater difficult terrain from ice or snow to ordinary difficult terrain). In addition, a character wearing snowshoes of the long trek gains a +5-foot status bonus to their Speed while moving across snow or ice and is never at risk of breaking through naturally-occurring loose or soft snow. + +*Source: Lost Omens: Pathfinder Society Guide p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/soaring-loag.md b/compendium/equipment/items/soaring-loag.md new file mode 100644 index 000000000..5b3f9271c --- /dev/null +++ b/compendium/equipment/items/soaring-loag.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loag +- item/category/rune +- trait/abjuration +- trait/magical +aliases: ["Soaring"] +--- +# Soaring *Item 14* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) + +- **Price** 3750 gp +- **Usage** etched onto armor +- **Category** Rune + +A set of soaring armor helps you fly faster and protects you and nearby allies from falling. While wearing soaring armor, you gain a +10-foot item bonus to your fly Speed, if you have one. As normal, if your fly Speed is based on your land Speed and you already have an item bonus to your land Speed, these bonuses aren't cumulative. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You or a creature within 60 feet of you is falling + +**Effect** You cast [feather fall](compendium/spells/feather-fall.md) on the triggering creature. +``` + +*Source: Lost Omens: Ancestry Guide p. 140* \ No newline at end of file diff --git a/compendium/equipment/items/soaring-wings-tv.md b/compendium/equipment/items/soaring-wings-tv.md new file mode 100644 index 000000000..3851d37c1 --- /dev/null +++ b/compendium/equipment/items/soaring-wings-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/tattoo +- trait/invested +- trait/magical +- trait/tattoo +- trait/transmutation +aliases: ["Soaring Wings"] +--- +# Soaring Wings *Item 9+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** tattooed on the body; **Bulk** — +- **Category** Tattoo + +Wings, normally tattooed on the upper back, enable you to fly when activated. The visual manifestation is typically a slight glow or ripple in the ink, but some artists make it so the tattoo creates a glowing aura or lines of light in the shape of wings. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +For 10 minutes, you gain a fly Speed equal to either your land Speed or 20 feet, whichever is greater. +``` + +*Source: Treasure Vault p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/socialite-staff-tv.md b/compendium/equipment/items/socialite-staff-tv.md new file mode 100644 index 000000000..dbcc6bdab --- /dev/null +++ b/compendium/equipment/items/socialite-staff-tv.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/staff +- trait/enchantment +- trait/magical +- trait/staff +aliases: ["Socialite Staff"] +--- +# Socialite Staff *Item 12* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) + +- **Price** 1900 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +A socialite staff is designed as an ornate cane, its metal body glimmering with jewels and gold inlays. A sculpture carved from obsidian tops the head of the staff, its design depending on its wielder's taste. Common choices include birds, flowers, or family crests. While wielding a socialite staff, you gain a +2 circumstance bonus to [Make an Impression](rules/actions/make-an-impression.md) on members of high society. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. + +- Cantrip read the air +- 1st charm, restyle +- 2nd befitting attire , phantom crowd +- 3rd bottomless stomach , shift blame +- 4th befitting attire, suggestion +- 5th befitting attire, charm, glimmer of charm , suggestion +``` + +*Source: Treasure Vault p. 134* \ No newline at end of file diff --git a/compendium/equipment/items/society-portrait-da.md b/compendium/equipment/items/society-portrait-da.md new file mode 100644 index 000000000..ad71332d5 --- /dev/null +++ b/compendium/equipment/items/society-portrait-da.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/other +- trait/divination +- trait/magical +- trait/uncommon +aliases: ["Society Portrait"] +--- +# Society Portrait *Item 6* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Access** Member of a secret society +- **Price** 210 gp +- **Bulk** 1 +- **Category** Other + +These large portraits are commonly commissioned by secret societies to display their current member ranks, and to protect against members who would break their vows to keep their secrets. Each member being painted gives their consent to be traced by the portrait, and they agree to keep their vows for as long as their membership stands or until death, whichever comes first. This consent can be transferred to a new portrait if one is needed once the society expands, without needing another confirmation. + +Should a member betray the secrets of their society, their image in the society portrait changes within 10 minutes, altering the image of the member by spelling out "TRAITOR" across their form. It provides no details on the specifics of the betrayal. The traitor can attempt a DC 30 Will save or [Deception](compendium/skills.md#Deception) check at the time they betrayed a secret to avoid the portrait revealing their treachery. The traitorous scrawl can be counteracted by dispel magic targeted at the portrait (counteract DC 20, counteract level of 3). + +*Source: Dark Archive p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/soft-landing-lotgb.md b/compendium/equipment/items/soft-landing-lotgb.md new file mode 100644 index 000000000..c92a2c451 --- /dev/null +++ b/compendium/equipment/items/soft-landing-lotgb.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/rune +- trait/abjuration +- trait/magical +- trait/uncommon +aliases: ["Soft-landing"] +--- +# Soft-landing *Item 3* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 60 gp +- **Usage** applied to boots, cape, cloak, or umbrella +- **Category** Rune + +This item creates a small cushion of air that catches you when you fall. You treat falls as 10 feet shorter. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You begin to fall + +**Effect** You gain the effects of feather fall for 1 minute or until you stop falling, whichever comes first. +``` + +*Source: Lost Omens: The Grand Bazaar p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/solar-shellflower-tv.md b/compendium/equipment/items/solar-shellflower-tv.md new file mode 100644 index 000000000..79c7d4aee --- /dev/null +++ b/compendium/equipment/items/solar-shellflower-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/arcane +- trait/evocation +- trait/fire +- trait/uncommon +aliases: ["Solar Shellflower"] +--- +# Solar Shellflower *Item 5* +[arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 160 gp +- **Usage** held in two hands; **Bulk** L +- **Category** Held + +This +1 striking flintlock musketG&G features multiple triangular panels that can be folded out of the stock, like the petals of a tigridia flower, that collect sunlight and feed it into the spark gun's core. All damage dealt by a solar shellflower is fire damage. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +One of the panels from the solar shellflower detaches and unfurls into a tigridia-shaped construct of flame. For the next 1 minute, whenever you [Strike](rules/actions/strike.md) an enemy with the solar shellflower, the construct fires a smaller jet of fire that automatically hits the target, dealing `3d4` additional [persistent fire damage](rules/conditions.md#Persistent%20Damage) or twice that on a critical hit. The solar shellflower usually requires a full day to replenish enough solar energy to recharge this Activation, but if used in an environment with especially strong sunlight, such as in a desert, cliff above the clouds, or near the summer solstice, it can recharge in 1 hour instead. +``` + +*Source: Treasure Vault p. 39* \ No newline at end of file diff --git a/compendium/equipment/items/sonic-tuning-mace-som.md b/compendium/equipment/items/sonic-tuning-mace-som.md new file mode 100644 index 000000000..ceb3e9cd1 --- /dev/null +++ b/compendium/equipment/items/sonic-tuning-mace-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/held +- trait/evocation +- trait/magical +- trait/sonic +aliases: ["Sonic Tuning Mace"] +--- +# Sonic Tuning Mace *Item 9+* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [sonic](rules/traits/sonic.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This +1 striking thundering light mace has twin tips, perfectly spaced to resonate when striking foes. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You tap the tuning mace against a nearby surface to cast 4th-level [sound burst](compendium/spells/sound-burst.md) with a DC of 25. +``` + +*Source: Secrets of Magic p. 189* \ No newline at end of file diff --git a/compendium/equipment/items/soothing-powder-tv.md b/compendium/equipment/items/soothing-powder-tv.md new file mode 100644 index 000000000..abaa2d0a4 --- /dev/null +++ b/compendium/equipment/items/soothing-powder-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/healing +aliases: ["Soothing Powder"] +--- +# Soothing Powder *Item 5+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Soothing powders are remedies made to stop a particular type of [persistent damage](rules/conditions.md#Persistent%20Damage). Each damage type requires a different formula, with the most popular being bleed soothing powder, poison soothing powder, fire soothing powder, and acid soothing powder. You Activate soothing powder by sprinkling it on yourself or another creature within reach. The target can immediately attempt a new flat check to remove [persistent damage](rules/conditions.md#Persistent%20Damage) the powder works against. This powder lowers the DC to 10, as normal for a particularly appropriate type of help. + +*Source: Treasure Vault p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/soothing-scents-som.md b/compendium/equipment/items/soothing-scents-som.md new file mode 100644 index 000000000..19a258e87 --- /dev/null +++ b/compendium/equipment/items/soothing-scents-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +aliases: ["Soothing Scents"] +--- +# Soothing Scents *Item 3* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Price** 10 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Consumable + +Performers popularized these bundles of aromatic herbs to calm the mind and ward off misfortune before a big show, though soldier bards have found them especially useful for clearing fear during particularly tumultuous battles. Adding this catalyst to a [soothe](compendium/spells/soothe.md) spell also causes the spell to reduce the target's [frightened](rules/conditions.md#Frightened) condition value by 1. + +*Source: Secrets of Magic p. 169* \ No newline at end of file diff --git a/compendium/equipment/items/soothing-toddy-tv.md b/compendium/equipment/items/soothing-toddy-tv.md new file mode 100644 index 000000000..054f16da9 --- /dev/null +++ b/compendium/equipment/items/soothing-toddy-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +aliases: ["Soothing Toddy"] +--- +# Soothing Toddy *Item 6* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) + +- **Price** 45 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +Hot tea with a comforting, flowery aroma, a soothing toddy grants you a +1 item bonus to saving throws against [emotion](rules/traits/emotion.md) effects and against effects with a trait determined by the liquor mixed into the tea when it's created. These benefits last for 1 hour. + +- Amaretto Auditory +- Limoncello Olfactory +- Whiskey Visual + +*Source: Treasure Vault p. 51* \ No newline at end of file diff --git a/compendium/equipment/items/soothing-tonic-tv.md b/compendium/equipment/items/soothing-tonic-tv.md new file mode 100644 index 000000000..1d7f15a63 --- /dev/null +++ b/compendium/equipment/items/soothing-tonic-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/healing +aliases: ["Soothing Tonic"] +--- +# Soothing Tonic *Item 2+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [healing](rules/traits/healing.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +Soothing tonic is a pleasantly savory concoction that speeds your natural healing, so your wounds recover faster over time. + +You gain fast healing for 1 minute in an amount depending on the tonic's type. + +*Source: Treasure Vault p. 60* \ No newline at end of file diff --git a/compendium/equipment/items/soul-cage-botd.md b/compendium/equipment/items/soul-cage-botd.md new file mode 100644 index 000000000..0e3eb17cf --- /dev/null +++ b/compendium/equipment/items/soul-cage-botd.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/botd +- item/category/held +- trait/arcane +- trait/necromancy +- trait/negative +- trait/rare +aliases: ["Soul Cage"] +--- +# Soul Cage *Item 12* +[arcane](rules/traits/arcane.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [rare](rules/traits/rare.md) + +- **Price** 1600 gp +- **Usage** held in 1 hand; **Bulk** — +- **Category** Held + +As you [Craft](rules/actions/craft.md) your soul cage, you trap your soul within it, an integral part of the complicated process of becoming a lich. + +When you're destroyed, your soul flees to the soul cage, which rebuilds your undead body over the course of `1d10` days. Afterward, you manifest next to the soul cage, fully healed and in a new body (lacking any equipment you had on your old body). Only destroying your soul cage can prevent you from returning. + +You choose the form of your soul cage when you [Craft](rules/actions/craft.md) it. A few options include a miniature cage, a ring, an amulet, or a crown. Work with your GM to adjust the usage and Bulk as needed, though a soul cage is rarely more than light Bulk. The soul cage has Hardness 9 and 36 HP. + +If your soul cage is destroyed but you aren't, you can attempt to find your soul and trap it again, building a new soul cage. This is no trivial feat and often takes an entire adventure to accomplish. If you don't cage your soul again, you suffer a long decline as described on page 119. + +*Source: Book of the Dead p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/south-winds-scorch-song-som.md b/compendium/equipment/items/south-winds-scorch-song-som.md new file mode 100644 index 000000000..1e19cd67e --- /dev/null +++ b/compendium/equipment/items/south-winds-scorch-song-som.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/held +- trait/evocation +- trait/fire +- trait/magical +- trait/uncommon +aliases: ["South Wind's Scorch Song"] +--- +# South Wind's Scorch Song *Item 10* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 900 gp +- **Usage** held in 1 hands; **Bulk** 1 +- **Category** Held + +This +1 striking flaming scimitar is always warm to the touch, nearly unbearably so. Lines of crackling flame radiate from carnelians affixed to its curved and blackened blade, and its pommel ends in a brilliant tassel of phoenix feathers. While you have a status bonus to at least one of your Speeds, your [Strikes](rules/actions/strike.md) with this scimitar that deal fire damage gain a +2 status bonus to their fire damage. The status bonus increases to +3 if the weapon has a greater striking rune and +4 for major striking. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) + +- **Trigger**: Your spell deals fire damage to a creature + +**Effect** You gain a +10-foot status bonus to your Speed until the end of your next turn. +%% #trait/evocation #trait/fire #trait/magical %% +``` + +*Source: Secrets of Magic p. 190* \ No newline at end of file diff --git a/compendium/equipment/items/sovereign-glue-apg.md b/compendium/equipment/items/sovereign-glue-apg.md new file mode 100644 index 000000000..5b9a1955e --- /dev/null +++ b/compendium/equipment/items/sovereign-glue-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/consumable +- trait/alchemical +- trait/consumable +aliases: ["Sovereign Glue"] +--- +# Sovereign Glue *Item 7* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Price** 55 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Consumable + +This peculiar amber glue bonds two surfaces together almost inseparably. A single flask covers an area up to 1 square foot and must be used all at once to form a single bond between two surfaces. If the activation is interrupted, the bond fails and the glue is wasted. + +Once two surfaces are joined with sovereign glue, they can be separated only with a successful DC 50 [Athletics](compendium/skills.md#Athletics) check. The adhered objects tend to break before the glue does unless they're particularly durable, though a creature determined to separate the objects can break off the parts connected by the sovereign glue and later [Repair](rules/actions/repair.md) the objects. + +Sovereign glue can affect creatures only if they are willing, and its bond can be harmlessly [broken](rules/conditions.md#Broken) by carefully exfoliating the outermost layer of skin or waiting a short while for the skin to shed. + +*Source: Advanced Player's Guide p. 255* \ No newline at end of file diff --git a/compendium/equipment/items/sovereign-steel-armor-lol.md b/compendium/equipment/items/sovereign-steel-armor-lol.md new file mode 100644 index 000000000..d9350a203 --- /dev/null +++ b/compendium/equipment/items/sovereign-steel-armor-lol.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/armor +- trait/rare +aliases: ["Sovereign Steel Armor"] +--- +# Sovereign Steel Armor *Item 13+* +[rare](rules/traits/rare.md) + +- **Usage** worn armor; **Bulk** varies by armor +- **Category** Armor + +Sovereign steel armor sickens certain creatures that touch it. A creature with weakness to cold iron that critically fails an unarmed attack against a creature in sovereign steel armor becomes [sickened](rules/conditions.md#Sickened), and such a creature is [sickened](rules/conditions.md#Sickened) as long as it wears sovereign steel armor. The noqual in sovereign steel armor provides protection against magic, granting you a +1 circumstance bonus to AC against spell attack rolls. If you [Cast a Spell](rules/actions/cast-a-spell.md) while wearing sovereign steel armor, you must succeed at a DC 5 flat check or the spell fails. + +*Source: Lost Omens: Legends p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/sovereign-steel-lol.md b/compendium/equipment/items/sovereign-steel-lol.md new file mode 100644 index 000000000..3c5c5eb83 --- /dev/null +++ b/compendium/equipment/items/sovereign-steel-lol.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/material +- trait/precious +- trait/rare +aliases: ["Sovereign Steel"] +--- +# Sovereign Steel *Item 9+* +[precious](rules/traits/precious.md) [rare](rules/traits/rare.md) + +- **Category** Material + +Created by Black Sovereign Kevoth-Kul, this unique alloy of cold iron and the skymetal noqual can provide protection from magical assault. The process of cold-forging the two materials together is quite complicated and precise. Characters in search of sovereign steel weapons and armor will almost assuredly have to travel to Starfall to procure gear made from this rare alloy. While some believe it possible to craft shields of sovereign steel as well, in one of his fits, Kevoth-Kul yelled that he had no use for them and banned anyone from making such a thing. So far, his smiths have been too afraid to confirm whether or not it was a joke. All sovereign steel items (including weapon and armor below) have a +4 circumstance bonus on saves against magic that the item makes, and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the [rusting grasp](compendium/spells/rusting-grasp-apg.md) spell). + +| Sovereign Steel Items | Hardness | HP | BT | +|-----------------------|----------|----|----| +| **Thin Items** | | | | +| Standard-grade | 7 | 28 | 14 | +| High-grade | 10 | 40 | 20 | +| **Items** | | | | +| Standard-grade | 11 | 44 | 22 | +| High-grade | 14 | 56 | 28 | +| **Structures** | | | | +| Standard-grade | 22 | 88 | 44 | +| High-grade | 28 | 112 | 56 | + + +*Source: Lost Omens: Legends p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/sovereign-steel-weapon-lol.md b/compendium/equipment/items/sovereign-steel-weapon-lol.md new file mode 100644 index 000000000..2df87ebd1 --- /dev/null +++ b/compendium/equipment/items/sovereign-steel-weapon-lol.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/material +- trait/rare +aliases: ["Sovereign Steel Weapon"] +--- +# Sovereign Steel Weapon *Item 12+* +[rare](rules/traits/rare.md) + +- **Usage** varies by weapon; **Bulk** varies by weapon +- **Category** Material + +Sovereign steel weapons are treated as cold iron against creatures with a weakness to cold iron, like demons and fey. In addition, the noqual in sovereign steel weapons disrupts spellcasters' concentration, causing them to become [stupefied](rules/conditions.md#Stupefied) for 1 round on a critical hit. + +*Source: Lost Omens: Legends p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/spangled-riders-suit-ec2.md b/compendium/equipment/items/spangled-riders-suit-ec2.md new file mode 100644 index 000000000..82f07366a --- /dev/null +++ b/compendium/equipment/items/spangled-riders-suit-ec2.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec2 +- item/category/armor +- trait/divination +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Spangled Rider's Suit"] +--- +# Spangled Rider's Suit *Item 9* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 700 gp +- **Usage** worn armor; **Bulk** 1 +- **Category** Armor + +This +1 resilient studded leather armor is adorned with colorful sequins that sparkle in even the faintest light. While wearing the spangled rider's suit, you gain a +2 item bonus to [Command an Animal](rules/actions/command-an-animal.md) you are riding. Any animal you ride automatically knows the [Drop Prone](rules/actions/drop-prone.md) and [Step](rules/actions/step.md) basic actions, in addition to any other basic actions it knows (normally only [Leap](rules/actions/leap.md), [Seek](rules/actions/seek.md), [Stand](rules/actions/stand.md), [Stride](rules/actions/stride.md), and [Strike](rules/actions/strike.md)). + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You take damage while mounted or your mount Drops [Prone](rules/conditions.md#Prone) + +**Effect** You dismount, moving off your mount into a space adjacent to it. +``` + +*Source: Extinction Curse #2: Legacy of the Lost God p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/spark-dancer-tv.md b/compendium/equipment/items/spark-dancer-tv.md new file mode 100644 index 000000000..239b6166c --- /dev/null +++ b/compendium/equipment/items/spark-dancer-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/arcane +- trait/evocation +- trait/fire +- trait/uncommon +aliases: ["Spark Dancer"] +--- +# Spark Dancer *Item 13* +[arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2900 gp +- **Usage** held in one hand; **Bulk** L +- **Category** Held + +This +2 greater striking pepperboxG&G cycles through several magical cores, swapping in new ones while the previous ones cool. The gun deals fire or electricity damage, alternating with each attack as it rotates cores. Arcadian gunslingers liken the rotating cores to a group of dancers, each taking their turn in the spotlight. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The spark dancer casts either fireball or lightning bolt, depending on whether the current core would deal fire or electricity damage, as a 7th-level arcane spell (DC 30). +``` + +*Source: Treasure Vault p. 39* \ No newline at end of file diff --git a/compendium/equipment/items/sparkblade-tio.md b/compendium/equipment/items/sparkblade-tio.md new file mode 100644 index 000000000..207e27765 --- /dev/null +++ b/compendium/equipment/items/sparkblade-tio.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tio +- item/category/weapon +- trait/evocation +- trait/magical +aliases: ["Sparkblade"] +--- +# Sparkblade *Item 3* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 70 gp +- **Category** Weapon + +Faint, delicate etchings of lightning trace across the blade of this cold iron shortsword. Cold iron is made from particularly pure sources of iron and shaped with little to no heat, resulting in weapons deadly to demons and fey alike. Once per day, you can spend 1 action to point the _sparkblade_ at a foe within 30 feet of you and shoot an arc of lightning from the blade. This lightning can leap from your chosen foe to another creature you choose within 30 feet, dealing `2d4+4` electricity damage to each creature (DC 19 basic Reflex save). + +*Source: Troubles in Otari p. 60* \ No newline at end of file diff --git a/compendium/equipment/items/sparking-spellgun-tv.md b/compendium/equipment/items/sparking-spellgun-tv.md new file mode 100644 index 000000000..c57ea8198 --- /dev/null +++ b/compendium/equipment/items/sparking-spellgun-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/attack +- trait/consumable +- trait/evocation +- trait/fire +- trait/magical +- trait/spellgun +aliases: ["Sparking Spellgun"] +--- +# Sparking Spellgun *Item 5+* +[attack](rules/traits/attack.md) [consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [spellgun](rules/traits/spellgun-tv.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md), , [Strike](rules/actions/strike.md) +- **Category** Consumable + +A broad wooden tube with a handle, a sparking spellgun radiates warmth. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun fires a small ball of sparks and fire, then crumbles to ash. The ball explodes in a flash when it hits, dealing fire damage and [persistent fire damage](rules/conditions.md#Persistent%20Damage) according to its type. + +> [!success-degree] +> - **Critical Success** The target takes double damage, takes double [persistent damage](rules/conditions.md#Persistent%20Damage), is [blinded](rules/conditions.md#Blinded) for 1 round, and is [dazzled](rules/conditions.md#Dazzled) while the [persistent damage](rules/conditions.md#Persistent%20Damage) lasts. +> - **Success** The target takes full damage, full [persistent damage](rules/conditions.md#Persistent%20Damage), and is [dazzled](rules/conditions.md#Dazzled) while the [persistent damage](rules/conditions.md#Persistent%20Damage) lasts. + +*Source: Treasure Vault p. 98* \ No newline at end of file diff --git a/compendium/equipment/items/sparkler-tv.md b/compendium/equipment/items/sparkler-tv.md new file mode 100644 index 000000000..4450f6334 --- /dev/null +++ b/compendium/equipment/items/sparkler-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/fire +- trait/uncommon +aliases: ["Sparkler"] +--- +# Sparkler *Item 1* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [fire](rules/traits/fire.md) [uncommon](rules/traits/uncommon.md) + +- **Access** Sparklers are common in Tian Xia and Vudra and can be Crafted by those who can specifically [Craft](rules/actions/craft.md) fireworks (such as a fireworks technician; Guns & Gears 134). +- **Price** 4 sp +- **Usage** held in 1 hand; **Bulk** — +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +A sparkler gives off colorful sparks, burning for 1 minute. It provides bright light in a 10-foot radius (and dim light for the next 10 feet). While the sparkler burns, you can use it as an improvised weapon, dealing 1 fire damage on a hit. + +On a critical hit, you cause the target to become [dazzled](rules/conditions.md#Dazzled) for 1 round. + +You can touch a sparkler to a flammable object as part of the same [Interact](rules/actions/interact.md) action you use to Activate it or as an [Interact](rules/actions/interact.md) action while the sparkler is already activated. If you do so, the sparkler can ignite flammable objects the way a tindertwig does. + +*Source: Treasure Vault p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/spear-frog-poison-tv.md b/compendium/equipment/items/spear-frog-poison-tv.md new file mode 100644 index 000000000..6d1374929 --- /dev/null +++ b/compendium/equipment/items/spear-frog-poison-tv.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +aliases: ["Spear Frog Poison"] +--- +# Spear Frog Poison *Item 1* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) + +- **Price** 3 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Harvested from the skin of the poisonous spear frog, this toxin causes a burning rash and weakness in the limbs. Each frog yields enough toxin to [Craft](rules/actions/craft.md) one dose of spear frog poison. + +```ad-inline-affliction +title: Saving Throw: DC 15 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `1d4` poison damage (1 round) + +**Stage 2** `1d6` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round) +``` + +*Source: Treasure Vault p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/spear-of-the-destroyers-flame-lomm.md b/compendium/equipment/items/spear-of-the-destroyers-flame-lomm.md new file mode 100644 index 000000000..83d172310 --- /dev/null +++ b/compendium/equipment/items/spear-of-the-destroyers-flame-lomm.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lomm +- item/category/artifact +- trait/artifact +- trait/evocation +- trait/magical +- trait/unique +aliases: ["Spear of the Destroyer's Flame"] +--- +# Spear of the Destroyer's Flame *Item 20* +[artifact](rules/traits/artifact-gmg.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) + +- **Usage** held in 2 hands; **Bulk** 3 +- **Category** Artifact + +The tip of this longspear is edged with several razor-sharp obsidian blades. The spear has the [thrown 30 feet](rules/traits/thrown.md) weapon trait, in addition to the normal weapon traits for a longspear. + +While the Spear of the Destroyer's Flame is in your possession, you gain fire resistance 20. When you critically hit a creature with the spear, the creature's blood begins to boil, unleashing blasts of heat from the wound. The creature takes `2d8` [persistent fire damage](rules/conditions.md#Persistent%20Damage), in addition to the persistent fire damage from the greater flaming rune; all creatures adjacent to the creature when it takes the persistent fire damage take an equal amount of fire damage. Like the fire damage from the greater flaming rune, this fire damage ignores a creature's fire resistance, though it doesn't ignore fire immunity. + +In addition to its deadliness as a weapon, the Spear of the Destroyer's Flame gives its wielder full control over the Army of Fire, though the orders of the Commander of Flame supersede the orders of anyone wielding the spear, as noted below. While the spear is in your possession, you're aware of the location of the Army of Fire and the army's distance from you. In addition, you can give orders to the Army of Fire, and the army's members will understand and obey you, regardless of what language you speak. If you're within 1 mile of the Army of Fire, the army and its members gain a +10 circumstance bonus to their Speeds. Any members of the Army of Fire within 100 feet of you become [quickened](rules/conditions.md#Quickened) and can use the additional action to [Step](rules/actions/step.md), [Stride](rules/actions/stride.md), or [Strike](rules/actions/strike.md). The army remains quickened for 1 minute after moving further than 100 feet from you. + +The Army of Fire has unwavering loyalty to the Commander of Flame, an individual who has completed a special activation that ties their soul to the spear. As long as the Army of Fire can see and hear the Commander of Flame, the army will follow the Commander's orders. The Commander of Flame can sense the presence of the Army of Fire and issue orders, regardless of language, with the same effects as for someone in possession of the spear. The Commander of Flame still needs the spear in hand to muster the Army of Fire, however. + +If the Commander of Flame doesn't hold the Spear of the Destroyer's Flame for 1 week, it returns to Cuetzmonquali's gut, instantly teleporting to the creature's location. If Cuetzmonquali is dead at this time, the spear also resurrects the creature, using the effects of a critical success on a 10th-level [resurrect](compendium/spells/rituals/resurrect.md) ritual. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You attempt to tie your soul to the spear. If the current Commander of Flame still lives, you must attempt either a Will save, [Diplomacy](compendium/skills.md#Diplomacy) check, [Intimidation](compendium/skills.md#Intimidation) check, or [Warfare Lore](compendium/skills.md#Lore) check. The DC of this check is equal to the current Commander's Will DC, Diplomacy DC, Intimidation DC, or Warfare Lore DC, whichever is highest. On a success, you become the Commander of Flame. On a failure, the current Commander knows your name and appearance and is aware of your exact location for 24 hours. +``` + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You use the spear's power to muster the Army of Fire. You can choose to either call the Army of Fire to your location or move yourself to the army's location. When calling the army, you select an area you can see within 500 feet. The army is instantly teleported to the location you select, spreading out as necessary to arrive safely. When moving yourself, you instantly teleport yourself to a location within 500 feet of the army. The army is composed of souls given form as burning humanoids, elementals, spirits, and undead. +``` + +*Source: Lost Omens: Monsters of Myth p. 16* \ No newline at end of file diff --git a/compendium/equipment/items/spectacles-of-inquiry-tv.md b/compendium/equipment/items/spectacles-of-inquiry-tv.md new file mode 100644 index 000000000..f8e68e219 --- /dev/null +++ b/compendium/equipment/items/spectacles-of-inquiry-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/divination +- trait/invested +- trait/magical +aliases: ["Spectacles of Inquiry"] +--- +# Spectacles of Inquiry *Item 12* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 1750 gp +- **Usage** worn eyepiece; **Bulk** — +- **Category** Worn + +Anything viewed through these thin spectacles looks crisp and clear, and the earpieces accentuate sounds around you. You gain a +2 item bonus to [Perception](compendium/skills.md#Perception) checks. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The spectacles key in on someone to show you their social cues in perfect clarity. Choose a creature you can see. You gain a +3 item bonus on [Perception](compendium/skills.md#Perception) checks you make to use [Sense Motive](rules/actions/sense-motive.md) against that creature. This benefit lasts until you Activate the item again in this way. + +If you're an investigator, you can use this activation as part of the action you take to [Devise a Stratagem](rules/actions/devise-a-stratagem-apg.md) or [Pursue a Lead](rules/actions/pursue-a-lead-apg.md), and you can do the latter even though you can't see the creature. You must choose the same creature you chose for [Devise a Stratagem](rules/actions/devise-a-stratagem-apg.md) or [Pursue a Lead](rules/actions/pursue-a-lead-apg.md). +``` + +*Source: Treasure Vault p. 147* \ No newline at end of file diff --git a/compendium/equipment/items/spectacles-of-piercing-sight-tv.md b/compendium/equipment/items/spectacles-of-piercing-sight-tv.md new file mode 100644 index 000000000..166cd1ce1 --- /dev/null +++ b/compendium/equipment/items/spectacles-of-piercing-sight-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/divination +- trait/invested +- trait/magical +- trait/rare +aliases: ["Spectacles of Piercing Sight"] +--- +# Spectacles of Piercing Sight *Item 18* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 24000 gp +- **Usage** worn eyepiece; **Bulk** — +- **Category** Worn + +With lenses set in a silver frame, spectacles of piercing sight grant you a +3 item bonus to visual [Perception](compendium/skills.md#Perception) checks. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You can see into and through solid matter for 1 minute. This vision can pierce through solid materials up to 20 feet away as if looking at something in normal light even if no illumination is available. You can see through up to 1 foot of stone, 1 inch of metal, or 3 feet of wood or dirt. A thin sheet of lead blocks this vision entirely. +``` + +*Source: Treasure Vault p. 147* \ No newline at end of file diff --git a/compendium/equipment/items/spectacles-of-understanding-lopsg.md b/compendium/equipment/items/spectacles-of-understanding-lopsg.md new file mode 100644 index 000000000..b096f538d --- /dev/null +++ b/compendium/equipment/items/spectacles-of-understanding-lopsg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/worn +- trait/divination +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Spectacles Of Understanding"] +--- +# Spectacles Of Understanding *Item 5+* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn +- **Category** Worn + +These folding, wood-framed spectacles hold flat discs of cut crystal as lenses and are held in place with thin cords that wrap around each ear, with another strap holding them around the neck while not in use. While you are wearing the spectacles, you gain a +1 item bonus to checks to [Decipher Writing](rules/actions/decipher-writing.md). + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Unfolding the spectacles onto the bridge of the nose, you gain the effects of 2nd-level [comprehend language](compendium/spells/comprehend-language.md) for one hour except that it applies to all languages you see rather than a single language, and it does not apply to language you hear. +``` + +*Source: Lost Omens: Pathfinder Society Guide p. 118* \ No newline at end of file diff --git a/compendium/equipment/items/spell-bastion-lotgb.md b/compendium/equipment/items/spell-bastion-lotgb.md new file mode 100644 index 000000000..73f512169 --- /dev/null +++ b/compendium/equipment/items/spell-bastion-lotgb.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/rune +- trait/abjuration +- trait/magical +- trait/uncommon +aliases: ["Spell-bastion"] +--- +# Spell-bastion *Item 13* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2700 gp +- **Usage** applied to shield +- **Category** Rune + +A spell-bastion rune creates a reservoir of eldritch energy within the shield. A spellcaster can spend 1 minute to [Cast a Spell](rules/actions/cast-a-spell.md) of 3rd level or lower into the shield. The spell must take 2 actions or fewer to cast and must be able to target a creature other than the caster. The spell has no immediate effect—it's instead stored for later. When you invest a spell-bastion shield, you immediately know the name and level of the stored spell. A spell-bastion shield found as treasure has a 50% chance of having a spell of the GM's choice stored in it. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: Your spell-bastion shield is storing a spell, and you have your shield raised + +**Effect** You prepare to unleash the stored spell on any foe that hits you until your next turn. +``` + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You use the Shield Block reaction against a foe that the stored spell can target +- **Requirements**: You have a spell stored in your spell-bastion shield, and you've activated the shield since your last turn in preparation for unleashing the spell + +**Effect** You unleash the stored spell, which uses the target of the triggering attack as the target of the spell. This empties the spell from the shield and allows a spell to be cast into it again. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You harmlessly expend the stored spell. This frees the shield to have a new spell cast into it. +``` + +*Source: Lost Omens: The Grand Bazaar p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/spell-duelists-siphon-tv.md b/compendium/equipment/items/spell-duelists-siphon-tv.md new file mode 100644 index 000000000..40d7791ad --- /dev/null +++ b/compendium/equipment/items/spell-duelists-siphon-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/grimoire +- trait/abjuration +- trait/grimoire +- trait/magical +aliases: ["Spell Duelist's Siphon"] +--- +# Spell Duelist's Siphon *Item 12* +[abjuration](rules/traits/abjuration.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) + +- **Price** 1750 gp +- **Bulk** L +- **Category** Grimoire + +Metal clasps line the spine of this book, and diagrams displaying proper somatic casting forms are etched into its cover. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You're targeted with an arcane spell attack and you have this grimoire raised +- **Requirements**: You have the [Raise a Tome](compendium/feats/raise-a-tome-som.md) feat + +**Effect** The grimoire attempts to absorb knowledge of the spell targeting you. You attempt to counteract the triggering spell. If you succeed, the spell is absorbed into the grimoire, and the diagrams on the cover change to indicate the somatic gestures and sigils for the counteracted spell. While the grimoire contains a spell, you can spend a spell slot of the same or higher level as the spell in the grimoire to cast that spell instead, heightened to the appropriate level (if you spent a higher-level spell slot). After you cast the spell, it's expended from the grimoire. +``` + +*Source: Treasure Vault p. 113* \ No newline at end of file diff --git a/compendium/equipment/items/spell-echo-shot-tv.md b/compendium/equipment/items/spell-echo-shot-tv.md new file mode 100644 index 000000000..44bb1ffeb --- /dev/null +++ b/compendium/equipment/items/spell-echo-shot-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/consumable +- trait/evocation +- trait/magical +aliases: ["Spell Echo Shot"] +--- +# Spell Echo Shot *Item 19* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 5500 gp +- **Ammunition** any +- **Activate** command +- **Category** Consumable + +Generous amounts of djezet and orichalcum mix in a spell echo shot. When you Activate it, you name up to four creatures, in addition to you, that the ammunition's magic works for. + +When spell echo shot strikes a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, the active ammunition instead falls into the target's space, remaining active. If you or one of the four selected creatures include the ammunition in the area of a spell that is 5th level or lower; has an area of a burst, cone, or line; and does not have a duration, the materials in the ammunition immediately duplicate that spell with the same parameters. A duplicated spell can't be duplicated again by another effect. Duplicating a spell destroys the ammunition, which otherwise remains active for 1 minute. + +*Source: Treasure Vault p. 83* \ No newline at end of file diff --git a/compendium/equipment/items/spellbook-of-redundant-enchantment-som.md b/compendium/equipment/items/spellbook-of-redundant-enchantment-som.md new file mode 100644 index 000000000..2e53a7673 --- /dev/null +++ b/compendium/equipment/items/spellbook-of-redundant-enchantment-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/grimoire +- trait/enchantment +- trait/grimoire +- trait/magical +aliases: ["Spellbook Of Redundant Enchantment"] +--- +# Spellbook Of Redundant Enchantment *Item 8* +[enchantment](rules/traits/enchantment.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) + +- **Price** 420 gp +- **Bulk** L +- **Category** Grimoire + +When opening the book, whispers can be heard on the wind, or laughter rings in the distance. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You cast an enchantment spell prepared from this grimoire that has no effect because all targets critically succeeded on their saving throws + +**Effect** You quickly divert the failed enchantment energy into yourself to retain your favored spell in place of another. You lose another spell you prepared of an equal or higher level to the triggering enchantment spell but retain the ability to cast the enchantment spell again. +``` + +*Source: Secrets of Magic p. 163* \ No newline at end of file diff --git a/compendium/equipment/items/spellbreaking-tv.md b/compendium/equipment/items/spellbreaking-tv.md new file mode 100644 index 000000000..a256102e0 --- /dev/null +++ b/compendium/equipment/items/spellbreaking-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/abjuration +- trait/magical +aliases: ["Spellbreaking"] +--- +# Spellbreaking *Item 13* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) + +- **Price** 3000 gp +- **Usage** etched onto armor +- **Category** Rune + +Counter-runes specific to a particular school of magic provide protections against that school. You gain a +1 status bonus to saving throws and AC against one school of magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation. The crafter chooses the school when creating the rune. + +*Source: Treasure Vault p. 13* \ No newline at end of file diff --git a/compendium/equipment/items/spellcutter-sot5.md b/compendium/equipment/items/spellcutter-sot5.md new file mode 100644 index 000000000..c6427d9f6 --- /dev/null +++ b/compendium/equipment/items/spellcutter-sot5.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot5 +- item/category/held +- trait/abjuration +- trait/cursed +- trait/magical +- trait/unique +aliases: ["Spellcutter"] +--- +# Spellcutter *Item 17* +[abjuration](rules/traits/abjuration.md) [cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) + +- **Price** 15000 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +The blade of this +2 greater striking adamantine longsword seems to absorb light from the air around it, giving the impression the wielder is standing in the shadow of a much larger creature. While Spellcutter is a potent weapon for battling undead and constructs, an ancient restriction on the blade prevents it from harming living creatures; attacks against living beings deal no damage. This restriction doesn't apply to dhampirs or creatures with the negative healing ability who are otherwise living; the magic of the blade can't distinguish between such beings and undead. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You're targeted by a spell while wielding Spellcutter + +**Effect** Spellcutter attempts to absorb the magic of the triggering spell, giving you a +4 status bonus to your AC and saves against the effect. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Touching Spellcutter to any light source of 12th level or lower (including 6th-level spells with the [light](rules/traits/light.md) trait) instantly extinguishes the effect. If the source of the light is a large flame, such as a forest fire or bonfire, it only extinguishes the light source in a 5-foot radius burst from the point of contact. +``` + +*Source: Strength of Thousands #5: Doorway to the Red Star p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/spellender-sot2.md b/compendium/equipment/items/spellender-sot2.md new file mode 100644 index 000000000..6b669bda1 --- /dev/null +++ b/compendium/equipment/items/spellender-sot2.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot2 +- item/category/held +- trait/abjuration +- trait/magical +- trait/uncommon +aliases: ["Spellender"] +--- +# Spellender *Item 9* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 600 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This knife is a +1 striking returning dagger with a wide blade and thick wooden handle. A prayer for protection from evil magic is carved into the handle in tiny script, running around the handle in a spiral. The grooves of the carved prayer provide a good grip on the knife and make it easy to catch when it returns to your hand. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +The dagger casts a 4th-level [dispel magic](compendium/spells/dispel-magic.md) targeting the most powerful spell effect affecting the creature you critically hit. The counteract check is +15. +``` + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/spellguard-blade-apg.md b/compendium/equipment/items/spellguard-blade-apg.md new file mode 100644 index 000000000..5d4cda7a1 --- /dev/null +++ b/compendium/equipment/items/spellguard-blade-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/held +- trait/abjuration +- trait/magical +aliases: ["Spellguard Blade"] +--- +# Spellguard Blade *Item 7* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) + +- **Price** 320 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +The guard of this +1 striking main-gauche is inscribed with eldritch glyphs that guard against magic. When you are benefiting from the +1 circumstance bonus to AC from this weapon's [parry](rules/traits/parry.md) trait, you also apply that circumstance bonus to your saving throws against spells that target you. + +*Source: Advanced Player's Guide p. 263* \ No newline at end of file diff --git a/compendium/equipment/items/spellstriker-staff-tv.md b/compendium/equipment/items/spellstriker-staff-tv.md new file mode 100644 index 000000000..61bf368f0 --- /dev/null +++ b/compendium/equipment/items/spellstriker-staff-tv.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/staff +- trait/evocation +- trait/magical +- trait/staff +aliases: ["Spellstriker Staff"] +--- +# Spellstriker Staff *Item 7+* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +A spellstriker staff is wrought iron with gleaming arcane sigils etched into its surface and a sharp point at the bottom. Used as a weapon, the staff is a +1 striking shifting staff. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You use [Spellstrike](rules/actions/spellstrike-som.md) with a non-cantrip spell and miss with the [Strike](rules/actions/strike.md) + +**Effect** An explosion of magical energy—stored up for the [Spellstrike](rules/actions/spellstrike-som.md)—explodes out. All creatures in a 5-foot emanation take `1d6` damage per level of the spell, with a basic Reflex save against your spell DC. This damage is the same type the spell would have dealt, and the activation gains that trait; if the spell would have dealt multiple types of damage, choose one of them. If the damage of the explosion is mental, the save is Will instead of Reflex. +``` + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. +``` + +*Source: Treasure Vault p. 134* \ No newline at end of file diff --git a/compendium/equipment/items/sphere-of-annihilation-gmg.md b/compendium/equipment/items/sphere-of-annihilation-gmg.md new file mode 100644 index 000000000..b7d87d1a7 --- /dev/null +++ b/compendium/equipment/items/sphere-of-annihilation-gmg.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/artifact +- trait/artifact +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Sphere Of Annihilation"] +--- +# Sphere Of Annihilation *Item 27* +[artifact](rules/traits/artifact-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Category** Artifact + +A sphere of annihilation is a floating black sphere that pulls any matter that comes into contact with it into a void, destroying it utterly. Anything or anyone destroyed by the sphere can be brought back only by a deity's direct intervention. The sphere can't be counteracted by dispel magic or similar effects. + +The sphere stays entirely still until caused to move by a creature controlling it. Taking control of the sphere requires succeeding at an attempt to activate it. A talisman of the sphere (see below) makes it easier to control the sphere. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: You are within 40 feet of the sphere + +**Effect** You attempt a DC 30 [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) check to take control of the sphere. If someone else already controls the sphere, this check uses their Will DC if higher. If you succeed, you take control of the sphere. If you fail, the sphere moves 10 feet closer to you (or 20 feet on a critical failure). You keep control as long as you remain within 80 feet of the sphere and Sustain the Activation each round. + +When you Sustain the Activation, you must attempt a DC 30 [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) check. If you succeed, you direct the sphere to move up to 10 feet in a straight line (or up to 20 feet on a critical success). On a failure, you lose control of the sphere, and it moves 10 feet closer to you in a straight line (or 20 feet on a critical failure) +``` + +*Source: Gamemastery Guide p. 113* \ No newline at end of file diff --git a/compendium/equipment/items/spider-lotg.md b/compendium/equipment/items/spider-lotg.md new file mode 100644 index 000000000..7b027995d --- /dev/null +++ b/compendium/equipment/items/spider-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Spider"] +--- +# Spider *Item 0* + +- **Price** 2 sp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/spiderfoot-brew-pfum.md b/compendium/equipment/items/spiderfoot-brew-pfum.md new file mode 100644 index 000000000..7a8fb8ac4 --- /dev/null +++ b/compendium/equipment/items/spiderfoot-brew-pfum.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/pfum +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/polymorph +- trait/uncommon +aliases: ["Spiderfoot Brew"] +--- +# Spiderfoot Brew *Item 3+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [polymorph](rules/traits/polymorph.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +This gelatinous, sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny clinging hairs grow on your hands and feet, granting you a climb Speed and an item bonus to [Athletics](compendium/skills.md#Athletics) checks made to climb for the listed duration. + +*Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/spiderfoot-brew-tv.md b/compendium/equipment/items/spiderfoot-brew-tv.md new file mode 100644 index 000000000..2b5e5ac79 --- /dev/null +++ b/compendium/equipment/items/spiderfoot-brew-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/morph +aliases: ["Spiderfoot Brew"] +--- +# Spiderfoot Brew *Item 3+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [morph](rules/traits/morph.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +This sticky fluid is made from the silk glands of giant spiders. + +When you drink a spiderfoot brew, tiny hairs grow on your hands and feet, granting you a climb Speed and an item bonus to [Athletics](compendium/skills.md#Athletics) checks made to [Climb](rules/actions/climb.md) for the listed duration. + +*Source: Treasure Vault p. 61* \ No newline at end of file diff --git a/compendium/equipment/items/spiral-rapier-lotgb.md b/compendium/equipment/items/spiral-rapier-lotgb.md new file mode 100644 index 000000000..4a94a9f95 --- /dev/null +++ b/compendium/equipment/items/spiral-rapier-lotgb.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/weapon/advanced +- trait/disarm +- trait/finesse +- trait/parry +- trait/uncommon +aliases: ["Spiral Rapier"] +--- +# Spiral Rapier *Item 0* +[disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [parry](rules/traits/parry.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 5 gp +- **Bulk** 1 +- **Damage** `1d6` P +- **Hands** 1 +- **Category** Advanced; **Group** Sword + +An old Taldan dueling weapon from the empire's height, this rapier has a thicker blade than normal, which is shaped into a corkscrew-like spiral well suited to catching enemy weapons. Characters from Taldor have access to the spiral rapier. + +*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/spirit-sealing-fulu-som.md b/compendium/equipment/items/spirit-sealing-fulu-som.md new file mode 100644 index 000000000..0adebf55a --- /dev/null +++ b/compendium/equipment/items/spirit-sealing-fulu-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/consumable +- trait/fulu +- trait/incapacitation +- trait/magical +- trait/necromancy +aliases: ["Spirit-sealing Fulu"] +--- +# Spirit-sealing Fulu *Item 3+* +[consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [incapacitation](rules/traits/incapacitation.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Usage** affixed to one undead creature +- **Duration** 1 round (or 4 rounds) +- **Category** Consumable + +This classic fulu seals the negative energy within an undead, freezing it in its tracks. Upon affixing, the target undead must attempt a Will save or be [paralyzed](rules/conditions.md#Paralyzed) for 1 round. + +*Source: Secrets of Magic p. 160* \ No newline at end of file diff --git a/compendium/equipment/items/spiritsight-crossbow-apg.md b/compendium/equipment/items/spiritsight-crossbow-apg.md new file mode 100644 index 000000000..4ebbaca82 --- /dev/null +++ b/compendium/equipment/items/spiritsight-crossbow-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/held +- trait/conjuration +- trait/magical +- trait/teleportation +- trait/uncommon +aliases: ["Spiritsight Crossbow"] +--- +# Spiritsight Crossbow *Item 8* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 450 gp +- **Usage** held in 2 hands; **Bulk** 2 +- **Category** Held + +This +1 striking [ghost touch](compendium/equipment/items/ghost-touch.md) crossbow has an array of crystalline lenses and silver fittings along the stock and feels strangely light. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You aim through the crossbow's crystalline lenses, gaining imprecise vision onto the Ethereal Plane with a range of 60 feet in addition to your normal senses for the rest of your turn. While this effect lasts, your next [Strike](rules/actions/strike.md) with the spiritsight crossbow can also affect targets on the Ethereal Plane during the first 60 feet of its flight. +``` + +*Source: Advanced Player's Guide p. 263* \ No newline at end of file diff --git a/compendium/equipment/items/spiritsight-ring-tv.md b/compendium/equipment/items/spiritsight-ring-tv.md new file mode 100644 index 000000000..308d4d1d6 --- /dev/null +++ b/compendium/equipment/items/spiritsight-ring-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/divination +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Spiritsight Ring"] +--- +# Spiritsight Ring *Item 6* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 225 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +The opal set in the intricately carved ivory spiritsight ring eventually becomes translucent and tickles your finger whenever an incorporeal creature is nearby. When in the presence of a nearby incorporeal creature, even if it's within a solid object, you eventually detect the creature, though you might not do so instantly, and you can't pinpoint the location. + +This acts as a vague sense, like humans' sense of smell. An incorporeal creature trying to hide its presence from this sense attempts a [Stealth](compendium/skills.md#Stealth) check against your [Perception](compendium/skills.md#Perception) DC to hide from your vague sense, as normal for attempting to foil special senses. You gain a +2 item bonus when using the [Seek](rules/actions/seek.md) action to find [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected) incorporeal creatures within 30 feet of you. + +*Source: Treasure Vault p. 154* \ No newline at end of file diff --git a/compendium/equipment/items/spiritual-warhorn-tv.md b/compendium/equipment/items/spiritual-warhorn-tv.md new file mode 100644 index 000000000..61d9d5b0f --- /dev/null +++ b/compendium/equipment/items/spiritual-warhorn-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/conjuration +- trait/consumable +- trait/force +- trait/magical +aliases: ["Spiritual Warhorn"] +--- +# Spiritual Warhorn *Item 5+* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [force](rules/traits/force.md) [magical](rules/traits/magical.md) + +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play a single, long note from the warhorn, it calls forth a number of Medium spiritual manifestations of warriors to aid you, according to the horn's type. Each warrior appears in an open square adjacent to an enemy within 60 feet of you, makes a [Strike](rules/actions/strike.md) for `2d6` force damage (with an attack bonus determined by the warhorn's type), and then disappears. The warriors can flank with one another and with you and your allies. + +Once the magic is used, the warhorn remains as a non-magical musical instrument. + +*Source: Treasure Vault p. 98* \ No newline at end of file diff --git a/compendium/equipment/items/splint-lotgb.md b/compendium/equipment/items/splint-lotgb.md new file mode 100644 index 000000000..9be91529b --- /dev/null +++ b/compendium/equipment/items/splint-lotgb.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/assistive-item/supports-and-splints +aliases: ["Splint"] +--- +# Splint *Item 0* + +- **Price** 5 sp +- **Usage** worn +- **Category** Supports and Splints + +Splints can be applied to the following joints: finger, hand, wrist, elbow, knee, and shin. They are strapped to the desired area but are more rigid in structure than supports and braces, with metal or wooden bars pulled firmly against the bone structure to provide constant support (ring splints only attach to a single digit) + +They are a little less flexible, but you still have full use of your limbs and fingers when using one. You still have full mobility of the limb when not wearing it, but the limb becomes painful and feels less secure without the extra support it normally has, which might present physical symptoms. + +*Source: Lost Omens: The Grand Bazaar p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/spore-sap-ec4.md b/compendium/equipment/items/spore-sap-ec4.md new file mode 100644 index 000000000..64fc084fa --- /dev/null +++ b/compendium/equipment/items/spore-sap-ec4.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec4 +- item/category/held +- trait/evocation +- trait/fungus +- trait/magical +- trait/uncommon +aliases: ["Spore Sap"] +--- +# Spore Sap *Item 11* +[evocation](rules/traits/evocation.md) [fungus](rules/traits/fungus-b1.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1250 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This flexible +2 striking sap is crafted from the stalks of cave fungi and bound around a mesh of spore-infused gills. Demon-worshipping xulgaths use spore saps to capture spellcasters alive for later sacrifice. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You successfully [Strike](rules/actions/strike.md) a creature with the spore sap + +**Effect** The spore sap releases a puff of stupefying fungal spores. The target must succeed at a DC 28 Fortitude save or become [stupefied](rules/conditions.md#Stupefied) for 1 minute ([stupefied](rules/conditions.md#Stupefied) on a critical failure). +``` + +*Source: Extinction Curse #4: Siege of the Dinosaurs p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/spray-pellets-tv.md b/compendium/equipment/items/spray-pellets-tv.md new file mode 100644 index 000000000..e7ab3aef2 --- /dev/null +++ b/compendium/equipment/items/spray-pellets-tv.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/ammunition +aliases: ["Spray Pellets"] +--- +# Spray Pellets *Item 0* + +- **Price** 1 sp +- **Bulk** L +- **Category** Ammunition + + + +*Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/spraysling-tv.md b/compendium/equipment/items/spraysling-tv.md new file mode 100644 index 000000000..53ab3478f --- /dev/null +++ b/compendium/equipment/items/spraysling-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/halfling +- trait/propulsive +- trait/scatter-5-ft +- trait/uncommon +aliases: ["Spraysling"] +--- +# Spraysling *Item 0* +[halfling](rules/traits/halfling.md) [propulsive](rules/traits/propulsive.md) [uncommon](rules/traits/uncommon.md) scatter <5 ft.> + +- **Price** 1 gp +- **Bulk** L +- **Damage** `1d6` B +- **Ammunution** Spray Pellets (10); **Range** 20 ft.; **Reload** 0 +- **Hands** 1 +- **Category** Martial; **Group** Sling + +A spraysling is similar to a standard sling but with a wider cup fitted with a thin blade affixed to the cup's edges. When used to make an attack with a specially prepared packet of spray pellets, the razor slices open the packet and the weapon launches a cluster of stinging pellets. + +*Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/spring-heel-tv.md b/compendium/equipment/items/spring-heel-tv.md new file mode 100644 index 000000000..b77b1ee4c --- /dev/null +++ b/compendium/equipment/items/spring-heel-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/clockwork +- trait/mechanical +- trait/uncommon +aliases: ["Spring Heel"] +--- +# Spring Heel *Item 5* +[mechanical](rules/traits/mechanical.md) [uncommon](rules/traits/uncommon.md) clockwork + +- **Price** 150 gp +- **Usage** worn; **Bulk** 1 +- **Category** Worn + +Fitted into each of these prosthetic legs is a large spring, tightly bound around a collapsible shaft. When released, the spring unspools rapidly and the shaft telescopes out and back, returning to its compressed form and catapulting you forward. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You [Stride](rules/actions/stride.md) up to twice your speed or [Leap](rules/actions/leap.md) up to 20 feet horizontally and 5 feet vertically. +``` + +*Source: Treasure Vault p. 108* \ No newline at end of file diff --git a/compendium/equipment/items/spring-loaded-net-launcher-lotgb.md b/compendium/equipment/items/spring-loaded-net-launcher-lotgb.md new file mode 100644 index 000000000..bac7771b0 --- /dev/null +++ b/compendium/equipment/items/spring-loaded-net-launcher-lotgb.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/clockwork +- trait/consumable +- trait/gadget +- trait/uncommon +aliases: ["Spring-loaded Net Launcher"] +--- +# Spring-loaded Net Launcher *Item 2* +[consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) clockwork gadget + +- **Price** 6 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This small bronze cylinder is about the size of a potion bottle. When you activate the launcher, it fires an unattached net requiring only a single hand, and at a greater distance. As normal, you make a ranged attack roll against a [Medium](rules/traits/medium-b1.md) or smaller creature, but you can target a creature up to 60 feet away, instead of only 20 feet away. The net trap otherwise functions as an unattached [net](compendium/equipment/items/net-apg.md). + +*Source: Lost Omens: The Grand Bazaar p. 23* \ No newline at end of file diff --git a/compendium/equipment/items/sprite-apple-tv.md b/compendium/equipment/items/sprite-apple-tv.md new file mode 100644 index 000000000..6f5f47b3f --- /dev/null +++ b/compendium/equipment/items/sprite-apple-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/light +aliases: ["Sprite Apple"] +--- +# Sprite Apple *Item 3+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [light](rules/traits/light.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +A sparkling candy coating covers a sprite apple. For 10 minutes after consuming a sprite apple, you shed bright light in a 20-foot emanation (and dim light for the next 20 feet). While shedding this light, you can't be [concealed](rules/conditions.md#Concealed) if you're visible, and if you're [invisible](rules/conditions.md#Invisible), you're [concealed](rules/conditions.md#Concealed) instead rather than being [undetected](rules/conditions.md#Undetected). The light matches the vibrant color of the apple's candy coating. Creatures in the bright light are subject to another effect, depending on the type of apple. + +*Source: Treasure Vault p. 51* \ No newline at end of file diff --git a/compendium/equipment/items/spurned-lute-tv.md b/compendium/equipment/items/spurned-lute-tv.md new file mode 100644 index 000000000..bac0c1932 --- /dev/null +++ b/compendium/equipment/items/spurned-lute-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/cursed +- trait/enchantment +- trait/magical +- trait/rare +aliases: ["Spurned Lute"] +--- +# Spurned Lute *Item 5* +[cursed](rules/traits/cursed-gmg.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** held in 2 hands; **Bulk** 1 +- **Category** Held + +Made of a deep-brown rosewood, a spurned lute is adorned with carved flowers. The lute appears to be and functions as a virtuoso instrument. (Other spurned instruments exist, but the lute is the least rare.) This lute has a jealous streak, demanding total loyalty from its "partner" musician. After you play the lute for the first time, it fuses to you. If you go a day without using it to [Perform](rules/actions/perform.md), you become [stupefied](rules/conditions.md#Stupefied) until you next do so. After that, when you attempt a [Performance](compendium/skills.md#Performance) check using an instrument other than the lute, you take a –4 circumstance penalty to do so, and you must succeed at a DC 20 Will save or become [stupefied](rules/conditions.md#Stupefied) for 1 minute. + +*Source: Treasure Vault p. 193* \ No newline at end of file diff --git a/compendium/equipment/items/spy-staff-tv.md b/compendium/equipment/items/spy-staff-tv.md new file mode 100644 index 000000000..f9574071b --- /dev/null +++ b/compendium/equipment/items/spy-staff-tv.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/staff +- trait/illusion +- trait/magical +- trait/staff +- trait/uncommon +aliases: ["Spy Staff"] +--- +# Spy Staff *Item 7+* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +In its normal form, a spy staff is a slim rod of burnished wood with subtle etchings of eyes upon its sides. The first to develop the spy staff were agents of Andoran's Twilight Talons, but such staves have spread to espionage agencies throughout the Inner Sea region and beyond. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You change the shape and appearance of this staff to that of an ordinary handheld accessory of your choosing of the same Bulk. The staff's statistics don't change. Only a creature benefiting from true seeing or a similar effect can attempt to disbelieve this illusion, with a DC of 27. +``` + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. +``` + +*Source: Treasure Vault p. 134* \ No newline at end of file diff --git a/compendium/equipment/items/spyglass-eye-tv.md b/compendium/equipment/items/spyglass-eye-tv.md new file mode 100644 index 000000000..2940b622d --- /dev/null +++ b/compendium/equipment/items/spyglass-eye-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/divination +- trait/magical +aliases: ["Spyglass Eye"] +--- +# Spyglass Eye *Item 5* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) + +- **Price** 160 gp +- **Usage** worn; **Bulk** L +- **Category** Worn + +Polished to a perfect surface and incredibly clear, this special magical prosthetic eye allows you to clearly see small details as well as things a great distance away. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +A magical lens of hardened air comes into being in front of the eye, allowing you to see as though you were looking through a fine spyglass for 1 minute. +``` + +*Source: Treasure Vault p. 108* \ No newline at end of file diff --git a/compendium/equipment/items/squirrel-lotg.md b/compendium/equipment/items/squirrel-lotg.md new file mode 100644 index 000000000..bdcbea85a --- /dev/null +++ b/compendium/equipment/items/squirrel-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Squirrel"] +--- +# Squirrel *Item 0* + +- **Price** 7 sp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-air-tv.md b/compendium/equipment/items/staff-of-air-tv.md new file mode 100644 index 000000000..5b388eb83 --- /dev/null +++ b/compendium/equipment/items/staff-of-air-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/staff +- trait/evocation +- trait/magical +- trait/staff +aliases: ["Staff of Air"] +--- +# Staff of Air *Item 3+* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +Carved from white ash wood, a staff of air crackles with electrical sparks, and a breeze always follows the wielder. While wielding a staff of air, you feel lighter on your feet, and you can [Step](rules/actions/step.md) into difficult terrain once per round. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. +``` + +*Source: Treasure Vault p. 134* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-earth-tv.md b/compendium/equipment/items/staff-of-earth-tv.md new file mode 100644 index 000000000..65e65416c --- /dev/null +++ b/compendium/equipment/items/staff-of-earth-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/staff +- trait/evocation +- trait/magical +- trait/staff +aliases: ["Staff of Earth"] +--- +# Staff of Earth *Item 3+* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +Geometric patterns are etched into the smooth brown and gray surface of a staff of earth, which makes a solid thud whenever tapped against the ground. While wielding a staff of earth, you gain a +1 circumstance bonus to your Fortitude saves and DC against effects that [Shove](rules/actions/shove.md) you or knock you [prone](rules/conditions.md#Prone). + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. +``` + +*Source: Treasure Vault p. 135* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-final-rest-lotgb.md b/compendium/equipment/items/staff-of-final-rest-lotgb.md new file mode 100644 index 000000000..5e1e9f732 --- /dev/null +++ b/compendium/equipment/items/staff-of-final-rest-lotgb.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/staff +- trait/magical +- trait/necromancy +- trait/staff +- trait/uncommon +aliases: ["Staff of Final Rest"] +--- +# Staff of Final Rest *Item 6+* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [staff](rules/traits/staff.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +This white marble staff is carved into the figure of an abstract knight, its shield bearing the symbol of Lastwall, with a wickedly pointed sword made of dark wood raised high above its head. When you wield it as a weapon, it gains the [versatile

](rules/traits/versatile.md) trait and functions as a wooden stake, allowing you to use it to stake vampires, and your [Strikes](rules/actions/strike.md) with the staff gain a +1 circumstance bonus to damage rolls against undead. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. +``` + +*Source: Lost Omens: The Grand Bazaar p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-impossible-visions-apg.md b/compendium/equipment/items/staff-of-impossible-visions-apg.md new file mode 100644 index 000000000..88f143ebf --- /dev/null +++ b/compendium/equipment/items/staff-of-impossible-visions-apg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/staff +- trait/illusion +- trait/magical +- trait/staff +- trait/uncommon +aliases: ["Staff Of Impossible Visions"] +--- +# Staff Of Impossible Visions *Item 6+* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +This bizarre staff is made from oak, capped with a cluster of eye-shaped gemstones that seem to move and undulate at the corner of your vision. While wielding the staff, you can peer through the eyes, using your normal visual senses (including any benefits of spells affecting your vision, like see invisibility). You can maneuver the staff to see things around corners, at higher elevations, or in places where the staff can fit but your head can't. This doesn't provide sufficient line of effect to target creatures around corners. + +The eyes are as vulnerable as your eyes and can be affected by anything that alters your vision, such as a blinding flash of light. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. +``` + +*Source: Advanced Player's Guide p. 263* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-natures-cunning-som.md b/compendium/equipment/items/staff-of-natures-cunning-som.md new file mode 100644 index 000000000..21030ea41 --- /dev/null +++ b/compendium/equipment/items/staff-of-natures-cunning-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/staff +- trait/magical +- trait/plant +- trait/staff +- trait/transmutation +aliases: ["Staff Of Nature's Cunning"] +--- +# Staff Of Nature's Cunning *Item 7+* +[magical](rules/traits/magical.md) [plant](rules/traits/plant.md) [staff](rules/traits/staff.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +Moss and winding vines give this gnarled staff of wild wood a vibrant green tinge. You created this staff to aid you in speaking to the plants you met on your adventure and beseeching them to come to your aid. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. +``` + +*Source: Secrets of Magic p. 167* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-natures-vengeance-apg.md b/compendium/equipment/items/staff-of-natures-vengeance-apg.md new file mode 100644 index 000000000..2f4f249cd --- /dev/null +++ b/compendium/equipment/items/staff-of-natures-vengeance-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/staff +- trait/evocation +- trait/magical +- trait/staff +aliases: ["Staff Of Nature's Vengeance"] +--- +# Staff Of Nature's Vengeance *Item 10+* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +This stout staff is made from gnarled hawthorn. When used as a weapon, a staff of nature's vengeance permanently has the effects of [shillelagh](compendium/spells/shillelagh.md). + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. +``` + +*Source: Advanced Player's Guide p. 263* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-providence-apg.md b/compendium/equipment/items/staff-of-providence-apg.md new file mode 100644 index 000000000..a8e66fe08 --- /dev/null +++ b/compendium/equipment/items/staff-of-providence-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/staff +- trait/divination +- trait/magical +- trait/staff +aliases: ["Staff Of Providence"] +--- +# Staff Of Providence *Item 6+* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +A large, stylized symbol of an eye adorns the top of this wooden staff, representing the watchful eye of the divine powers. The bearer of the staff can guide and protect, seeing bounties and tragedies that could befall them in the future. When wielding this staff, you gain a +1 item bonus on [Survival](compendium/skills.md#Survival) checks to [Sense Direction](rules/actions/sense-direction.md) or [Subsist](rules/actions/subsist.md), and to [Religion](compendium/skills.md#Religion) checks to [Recall Knowledge](rules/actions/recall-knowledge.md). + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. +``` + +*Source: Advanced Player's Guide p. 264* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-sieges-ec6.md b/compendium/equipment/items/staff-of-sieges-ec6.md new file mode 100644 index 000000000..d22326362 --- /dev/null +++ b/compendium/equipment/items/staff-of-sieges-ec6.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec6 +- item/category/staff +- trait/evocation +- trait/magical +- trait/staff +- trait/uncommon +aliases: ["Staff Of Sieges"] +--- +# Staff Of Sieges *Item 20* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 65000 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +This adamantine staff is fitted with mithral plates resembling battlements on a castle. Lesser cover, cover, and greater cover don't grant any bonus against your spell attacks or to saving throws against your spells that you cast from the staff. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. + +Cantrips shield, telekinetic projectile 1st gust of wind, longstrider 2nd obscuring mist, web 3rd fireball, wall of wind 4th hallucinatory terrain, solid fog, wall of fire 5th cloudkill, wall of stone 6th fireball, wall of force 7th magnificent mansion, prismatic spray 8th earthquake, scintillating pattern 9th meteor swarm. +``` + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-the-black-desert-ec5.md b/compendium/equipment/items/staff-of-the-black-desert-ec5.md new file mode 100644 index 000000000..6557898bd --- /dev/null +++ b/compendium/equipment/items/staff-of-the-black-desert-ec5.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec5 +- item/category/staff +- trait/divination +- trait/magical +- trait/staff +- trait/uncommon +aliases: ["Staff Of The Black Desert"] +--- +# Staff Of The Black Desert *Item 12+* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +This rough metal staff is pitted and sandblasted, with thousands of nigh-imperceptible sand crystals embedded in its surface. While carrying the staff, you gain a +2 circumstance bonus to [Occultism](compendium/skills.md#Occultism) checks to identify aberrations and oozes native to the Darklands. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from this list. +``` + +*Source: Extinction Curse #5: Lord of the Black Sands p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-the-desert-winds-som.md b/compendium/equipment/items/staff-of-the-desert-winds-som.md new file mode 100644 index 000000000..0a0a7e00b --- /dev/null +++ b/compendium/equipment/items/staff-of-the-desert-winds-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/staff +- trait/abjuration +- trait/magical +- trait/staff +aliases: ["Staff Of The Desert Winds"] +--- +# Staff Of The Desert Winds *Item 6+* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +This crooked staff is made from twisting acacia wood and has a sphere of rough sandstone embedded in the top, to channel the magic of the desert. When wielding this staff in deserts, you gain a +1 circumstance bonus to [Survival](compendium/skills.md#Survival) checks to [Subsist](rules/actions/subsist.md), [Track](rules/actions/track.md), and [Cover Tracks](rules/actions/cover-tracks.md). + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from the staff's list. +``` + +*Source: Secrets of Magic p. 190* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-the-dreamlands-lotgb.md b/compendium/equipment/items/staff-of-the-dreamlands-lotgb.md new file mode 100644 index 000000000..fd29a8055 --- /dev/null +++ b/compendium/equipment/items/staff-of-the-dreamlands-lotgb.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/staff +- trait/enchantment +- trait/magical +- trait/staff +- trait/uncommon +aliases: ["Staff Of The Dreamlands"] +--- +# Staff Of The Dreamlands *Item 6+* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +The carved night hag's hand at the end of this sandalwood staff clutches a rough gem. The staff of the Dreamlands makes it easier to navigate and survive in the Dreamlands and recognize its denizens. When wielding the staff, you gain a +1 circumstance bonus to [Survival](compendium/skills.md#Survival) checks while in the Dreamlands and to checks to [Recall Knowledge](rules/actions/recall-knowledge.md) about creatures with the [dream](rules/traits/dream-b2.md) trait. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. +``` + +*Source: Lost Omens: The Grand Bazaar p. 111* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-water-tv.md b/compendium/equipment/items/staff-of-water-tv.md new file mode 100644 index 000000000..d7c3c9c72 --- /dev/null +++ b/compendium/equipment/items/staff-of-water-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/staff +- trait/evocation +- trait/magical +- trait/staff +aliases: ["Staff of Water"] +--- +# Staff of Water *Item 3+* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +A staff of water is most often made of driftwood, sometimes lacquered blue. Carved versions often have a wave pattern. The staff smells of rain or brine. While wielding a staff of water, you have resistance 2 to fire. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. +``` + +*Source: Treasure Vault p. 135* \ No newline at end of file diff --git a/compendium/equipment/items/staff-storing-shield-som.md b/compendium/equipment/items/staff-storing-shield-som.md new file mode 100644 index 000000000..32e530e7e --- /dev/null +++ b/compendium/equipment/items/staff-storing-shield-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/held +- trait/extradimensional +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Staff-storing Shield"] +--- +# Staff-storing Shield *Item 7+* +[extradimensional](rules/traits/extradimensional.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This magically reinforced [wooden shield](compendium/equipment/items/wooden-shield.md) normally has a blank face. It can absorb a staff and transform between a shield and staff. When you prepare a staff, you can hold it up to the shield, at which point the items will merge, and the shield's face becomes an image corresponding to the type of magic, such as a skull for a staff of necromancy. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You change the staff-storing shield from its shield form into the stored staff, which has an image of the shield on it, or change it from the stored staff back into a shield. +``` + +*Source: Secrets of Magic p. 190* \ No newline at end of file diff --git a/compendium/equipment/items/stage-fright-missive-tv.md b/compendium/equipment/items/stage-fright-missive-tv.md new file mode 100644 index 000000000..1cf78855e --- /dev/null +++ b/compendium/equipment/items/stage-fright-missive-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/curse +- trait/consumable +- trait/curse +- trait/enchantment +- trait/magical +- trait/mental +- trait/missive +aliases: ["Stage Fright Missive"] +--- +# Stage Fright Missive *Item 5* +[consumable](rules/traits/consumable.md) [curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [missive](rules/traits/missive-tv.md) + +- **Price** 22 gp +- **Usage** held in 1 hand; **Bulk** — +- **Activate** envision, , [Interact](rules/actions/interact.md) +- **Category** Curse + +Composing a stage fright missive usually involves creating a scathing review, insulting letter, or embarrassing image that ridicules the recipient. The activating creature must succeed at a DC 20 Will save or be overcome with embarrassment for 1 hour, taking a –1 status penalty to [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), and [Performance](compendium/skills.md#Performance) checks. During this time, if the creature attempts to speak or perform in front of an audience, they become [sickened](rules/conditions.md#Sickened). When they recover from this [sickened](rules/conditions.md#Sickened) condition, the missive's effects end. You choose when composing the missive whether it remains as a non‑magical document or burns to ash after imparting its magic. + +*Source: Treasure Vault p. 85* \ No newline at end of file diff --git a/compendium/equipment/items/staining-gmg.md b/compendium/equipment/items/staining-gmg.md new file mode 100644 index 000000000..576aa6b4c --- /dev/null +++ b/compendium/equipment/items/staining-gmg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/curse +- trait/cursed +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Staining"] +--- +# Staining *Item 1* +[cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** curses gear or a weapon +- **Category** Curse + +This property is associated with a specific color, which is defined at the time of the curse's creation. Whenever you use the affected equipment while taking a [manipulate](rules/traits/manipulate.md) action with another object, the second object is permanently stained the associated color. For instance, if you used a set of yellow _staining lockpicks_ to open a door, the lock would permanently become yellow. This color change does not otherwise unnaturally persist and can be changed via any normal mundane or magical means. + +*Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/stalwarts-ring-fop.md b/compendium/equipment/items/stalwarts-ring-fop.md new file mode 100644 index 000000000..94798931f --- /dev/null +++ b/compendium/equipment/items/stalwarts-ring-fop.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/fop +- item/category/worn +- trait/invested +- trait/necromancy +- trait/uncommon +aliases: ["Stalwart's Ring"] +--- +# Stalwart's Ring *Item 5* +[invested](rules/traits/invested.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 160 gp +- **Usage** worn +- **Category** Worn + +This fairly simple ring has no gemstone inlaid, but the band is cast to resembled a fanged wolf's head. Once per day, during your daily preparations, you can meditate on this ring to grant yourself 5 temporary Hit Points. + +These last until your next daily preparation, as long as you are wearing the ring. + +*Source: The Fall of Plaguestone p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/stampede-medallion-som.md b/compendium/equipment/items/stampede-medallion-som.md new file mode 100644 index 000000000..a45250de0 --- /dev/null +++ b/compendium/equipment/items/stampede-medallion-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/worn +- trait/eidolon +- trait/evocation +- trait/invested +- trait/magical +aliases: ["Stampede Medallion"] +--- +# Stampede Medallion *Item 12+* +[eidolon](rules/traits/eidolon-som.md) [evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn; **Bulk** L +- **Category** Worn + +When you invest this medallion for your eidolon, it changes shape to appear as a tiny bejeweled facsimile of the eidolon, magically attached just over your eidolon's heart. While your eidolon wears the medallion, they gain a +2 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md). + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +Your eidolon Concentrates on the medallion and their connection to you, allowing them to momentarily manifest into a stampede of dozens of copies of themself. The stampede rampages out in every direction, swerving around your allies while trampling any foe on the ground in an emanation around your eidolon with a radius equal to your eidolon's Speed. + +Each of these foes takes `8d6` bludgeoning damage, with a DC 29 basic Reflex save. On a critical failure, the foe is also knocked [prone](rules/conditions.md#Prone). After dealing damage, the stampede of eidolons vanishes as quickly as it appeared. +``` + +*Source: Secrets of Magic p. 190* \ No newline at end of file diff --git a/compendium/equipment/items/stanching-lotgb.md b/compendium/equipment/items/stanching-lotgb.md new file mode 100644 index 000000000..bee060c98 --- /dev/null +++ b/compendium/equipment/items/stanching-lotgb.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/rune +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Stanching"] +--- +# Stanching *Item 5+* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** etched onto armor +- **Category** Rune + +These symbols close bloody wounds. Armor with this rune reduces the DC of the flat check to end [persistent bleed damage](rules/conditions.md#Persistent%20Damage) from 15 to 12 (7 with particularly effective assistance). + +*Source: Lost Omens: The Grand Bazaar p. 39* \ No newline at end of file diff --git a/compendium/equipment/items/standard-of-the-primeval-howl-tv.md b/compendium/equipment/items/standard-of-the-primeval-howl-tv.md new file mode 100644 index 000000000..de54c59a8 --- /dev/null +++ b/compendium/equipment/items/standard-of-the-primeval-howl-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/enchantment +- trait/magical +- trait/mental +aliases: ["Standard of the Primeval Howl"] +--- +# Standard of the Primeval Howl *Item 10* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) + +- **Price** 900 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +These standards are always constructed from uncut wood and a leather banner painted with the visage of a snarling beast—a wolf, boar, bear, lion, dragon, or similarly imposing creature. And while it might become lost on a battlefield scattered with gaudier standards, its effect bolsters those around a competent leader. When carrying this banner, you gain a +1 item bonus to [Intimidation](compendium/skills.md#Intimidation) checks and initiative rolls, and creatures in a 20-foot emanation also gain a +1 item bonus to initiative checks. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: An ally within 20 feet of you critically hits with a [Strike](rules/actions/strike.md) +- **Requirements**: You have the [Battle Cry](compendium/feats/battle-cry.md) skill feat + +**Effect** You attempt to [Demoralize](rules/actions/demoralize.md) the foe the [Strike](rules/actions/strike.md) hit. +``` + +*Source: Treasure Vault p. 116* \ No newline at end of file diff --git a/compendium/equipment/items/star-grenade-ooa3.md b/compendium/equipment/items/star-grenade-ooa3.md new file mode 100644 index 000000000..d334f9c96 --- /dev/null +++ b/compendium/equipment/items/star-grenade-ooa3.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa3 +- item/category/bomb +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/fire +- trait/splash +- trait/uncommon +aliases: ["Star Grenade"] +--- +# Star Grenade *Item 1+* +[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [fire](rules/traits/fire.md) [splash](rules/traits/splash.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** These unusual gunpowder bombs, , typically marked with a +- **Category** Bomb + +symbol of a four-pointed star on their outer surface, explode outward in the shape of a cross whenever they [Strike](rules/actions/strike.md) a target. + +When you throw a star grenade, arrange two perpendicular 25-foot lines over the target, both centered on the target and moving straight through the target, not diagonally. Creatures other than the target within these two lines take splash damage (typically 8 squares take splash damage for a Medium creature). [Any](rules/traits/any-b1.md) effect that alters or adjusts the splash area's shape or size, like the alchemist feat Expanded Splash, doesn't apply to star grenades. + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/starfall-shield-tv.md b/compendium/equipment/items/starfall-shield-tv.md new file mode 100644 index 000000000..cad31d9a1 --- /dev/null +++ b/compendium/equipment/items/starfall-shield-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/evocation +- trait/magical +- trait/uncommon +aliases: ["Starfall Shield"] +--- +# Starfall Shield *Item 19* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 23000 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This high-grade adamantine heavy rondache (Hardness 17, HP 100, BT 50) bears a +3 greater striking shield boss and has dents that resemble craters on its surface. While wielding the shield, you have fire resistance 15. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You [Stride](rules/actions/stride.md) up to three times. This movement doesn't trigger reactions and ignores difficult terrain. At the end of your movement, you deal `6d10` bludgeoning damage in a 10-foot emanation and `14d6` fire damage in a 40-foot emanation (DC 40 basic Reflex save, with the results applying to both the bludgeoning and fire damage). The space where you end your movement and all adjacent spaces become difficult terrain for 1 minute, and the shield glows red-hot for 10 minutes, during which it gains the effect of the greater flaming property rune. +``` + +*Source: Treasure Vault p. 22* \ No newline at end of file diff --git a/compendium/equipment/items/starfaring-cloak-tv.md b/compendium/equipment/items/starfaring-cloak-tv.md new file mode 100644 index 000000000..ee3c395ee --- /dev/null +++ b/compendium/equipment/items/starfaring-cloak-tv.md @@ -0,0 +1,45 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/artifact +- trait/artifact +- trait/conjuration +- trait/divine +- trait/invested +- trait/light +- trait/rare +aliases: ["Starfaring Cloak"] +--- +# Starfaring Cloak *Item 24* +[artifact](rules/traits/artifact-gmg.md) [conjuration](rules/traits/conjuration.md) [divine](rules/traits/divine.md) [invested](rules/traits/invested.md) [light](rules/traits/light.md) [rare](rules/traits/rare.md) + +- **Usage** worn; **Bulk** L +- **Category** Artifact + +The swirling folds of a starfaring cloak appear to contain the night sky, with the stars rotating hypnotically through its firmament shedding dim light to a range of 10 feet. While wearing the cloak, you gain a +10-foot item bonus to your Speed and a fly Speed equal to your Speed. You can survive comfortably without breathing, in the void of space, and in severe or extreme cold or heat. Also, you gain sustenance from starlight and sunlight, so if you're outdoors for an hour or more per day, you don't need to eat or drink. While wearing the cloak, you can navigate perfectly and unerringly by looking up at the sky. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You make an attack roll, skill check, or saving throw + +**Effect** Reroll the triggering roll and take the higher result. This is a [fortune](rules/traits/fortune.md) effect. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The cloak casts sleep at 4th level (DC 42). +``` + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +The cloak casts teleport at 10th level. If you name no destination, it teleports you to a random planet in a random location that's safe for you. + +Destruction If the wearer of a starfaring cloak is bound by imprisonment for a century and a day, the cloak dissolves into light. This time is reduced to a year and a day if the wearer is placed in eternal slumber by imprisonment and subjected to the [nightmare](compendium/spells/nightmare.md) spell once per day. +``` + +*Source: Treasure Vault p. 180* \ No newline at end of file diff --git a/compendium/equipment/items/stargazer-tv.md b/compendium/equipment/items/stargazer-tv.md new file mode 100644 index 000000000..3601dd4f7 --- /dev/null +++ b/compendium/equipment/items/stargazer-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/divination +- trait/invested +- trait/magical +- trait/scrying +- trait/uncommon +aliases: ["Stargazer"] +--- +# Stargazer *Item 14* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [scrying](rules/traits/scrying.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 6500 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +When you invest this clear quartz crystal ball, it orbits your head like an aeon stone. As long as you have the stargazer invested, you can use an [Interact](rules/actions/interact.md) action to direct it to orbit one of your hands where you can telekinetically smash the orb into foes, wielding it as a +2 greater striking returning club. + +While you're directing the stargazer, your hand is full, and you can send it back to your head with another [Interact](rules/actions/interact.md) action. + +On a critical hit, the stargazer pulses with hypnotic starlight, dazzling the struck creature for 1 round. A stargazer doesn't add critical specialization effects. + +*Source: Treasure Vault p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/staring-skull-tv.md b/compendium/equipment/items/staring-skull-tv.md new file mode 100644 index 000000000..4957c11f4 --- /dev/null +++ b/compendium/equipment/items/staring-skull-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/tattoo +- trait/abjuration +- trait/invested +- trait/magical +- trait/tattoo +aliases: ["Staring Skull"] +--- +# Staring Skull *Item 8* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) + +- **Price** 550 gp +- **Usage** tattooed on the body; **Bulk** — +- **Category** Tattoo + +This tattoo usually depicts a humanoid skull with staring eyes in its sockets, but any creature with two eyes and a skull is possible, such as a wolf, phoenix, or psychopomp. When your [dying](rules/conditions.md#Dying) condition increases to a value that would kill you, this tattoo reduces your [dying](rules/conditions.md#Dying) value to 1 fewer than would kill you. If a [death](rules/traits/death.md) effect would kill you—provided the effect is from a creature of 8th level or lower or a spell of 4th level or lower—this tattoo activates and keeps you alive instead. You can benefit from this ability only once per day. Each time the tattoo prevents you from [dying](rules/conditions.md#Dying), one of its eyes disappears, the image now featuring either an empty socket or an eyepatch or other covering. After both eyes vanish, the tattoo becomes non-magical and no longer protects you. If you receive a new staring skull tattoo, any other you have loses its staring eyes and becomes non-magical. + +*Source: Treasure Vault p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/starshot-arrow-lol.md b/compendium/equipment/items/starshot-arrow-lol.md new file mode 100644 index 000000000..935c481f7 --- /dev/null +++ b/compendium/equipment/items/starshot-arrow-lol.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/consumable +- trait/conjuration +- trait/consumable +- trait/magical +- trait/rare +aliases: ["Starshot Arrow"] +--- +# Starshot Arrow *Item 7+* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Ammunition** [arrow](compendium/equipment/items/arrow.md) +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +The metal of these arrows is said to have come from a star that ventured too close to Golarion and was shot down by a moonlit archer. When you activate and shoot a starshot arrow, you take no range penalties against any target that you can personally detect. There must be a line of effect between you and the target. + +*Source: Lost Omens: Legends p. 48* \ No newline at end of file diff --git a/compendium/equipment/items/starsong-nectar-tv.md b/compendium/equipment/items/starsong-nectar-tv.md new file mode 100644 index 000000000..ce9f6d71b --- /dev/null +++ b/compendium/equipment/items/starsong-nectar-tv.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/potion +- trait/consumable +- trait/divination +- trait/fortune +- trait/magical +- trait/potion +- trait/rare +aliases: ["Starsong Nectar"] +--- +# Starsong Nectar *Item 20* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [rare](rules/traits/rare.md) + +- **Price** 14000 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +A liquid with the appearance of an expressive night sky and a taste that's sheer pleasure, starsong nectar grants you cheerful confidence and incredible luck for 10 minutes after you drink it. However, if you show too much caution at any point during this time (GM's discretion), you must succeed at a DC 6 flat check or the potion's effects end. While the potion lasts, you gain a +3 status bonus to attack rolls, initiative rolls, [Perception](compendium/skills.md#Perception) checks, saving throws, and skill checks, and you aren't [flat-footed](rules/conditions.md#Flat-footed) against [undetected](rules/conditions.md#Undetected) creatures or when flanked. You are temporarily immune to this potion for 24 hours once its effects end. While the potion lasts, though, if you take a moment to imagine the future, you choose the best courses of action. This aspect of the potion grants you the following activation. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Until the start of your next turn, roll two d20s for any attack rolls, [Perception](compendium/skills.md#Perception) checks, saving throws, and skill checks you make and take the higher result. +``` + +*Source: Treasure Vault p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/static-snare-lotgb.md b/compendium/equipment/items/static-snare-lotgb.md new file mode 100644 index 000000000..248420a88 --- /dev/null +++ b/compendium/equipment/items/static-snare-lotgb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/snare +- trait/consumable +- trait/electricity +- trait/mechanical +- trait/snare +- trait/trap +- trait/uncommon +aliases: ["Static Snare"] +--- +# Static Snare *Item 2* +[consumable](rules/traits/consumable.md) [electricity](rules/traits/electricity.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 6 gp +- **Category** Snare + +You hide insulating crystals or other material that releases a strong static charge when the first creature enters the snare's square. That creature must attempt a DC 18 Reflex saving throw. + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** The target takes 1 [persistent electricity damage](rules/conditions.md#Persistent%20Damage) and takes a –1 circumstance penalty to saving throws against [electricity](rules/traits/electricity.md) effects for as long as the [persistent electricity damage](rules/conditions.md#Persistent%20Damage) lasts. +> - **Critical Failure** As failure, and the target attracts nearby dirt and dust. If the target is or becomes [invisible](rules/conditions.md#Invisible), it's merely [hidden](rules/conditions.md#Hidden) to creatures that have sight as a precise sense. This effect lasts as long as the [persistent electricity damage](rules/conditions.md#Persistent%20Damage) does. "I've bit off more than I can chew? Oh no, the bite's not just for me—meals are meant to be shared!" The Mask and Moon is one of the most notable restaurants in Absalom; its proprietor is equally famous. The main dining area is beneath a soaring, open-sided oak timber frame roofed with glazed clay tiles in white, red, blue, and gold. Two spiraling posts evoking the Mordant Spire flank the wide entrance. At the apex of the entryway hangs a full moon shield inlaid with a simplified Spire mask emblem. + +*Source: Lost Omens: The Grand Bazaar p. 43* \ No newline at end of file diff --git a/compendium/equipment/items/stiletto-pen-lopsg.md b/compendium/equipment/items/stiletto-pen-lopsg.md new file mode 100644 index 000000000..305d46c8e --- /dev/null +++ b/compendium/equipment/items/stiletto-pen-lopsg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/weapon/martial +- trait/agile +- trait/concealable +- trait/finesse +- trait/thrown-10-feet +- trait/uncommon +aliases: ["Stiletto Pen"] +--- +# Stiletto Pen *Item 1* +[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [thrown <10 feet>](rules/traits/thrown.md) [uncommon](rules/traits/uncommon.md) concealable + +- **Price** 8 gp +- **Bulk** L +- **Damage** `1d4` P +- **Hands** 1 +- **Category** Martial; **Group** Dart + +This weapon is a fully functional, lavish ink pen with a clip that can be attached to a pocket or bandoleer and easily retrieved as a free action. Using an action to Interact with the pen allows its wielder to disengage a stiletto blade that slides free of the upper body or reattach the previously removed blade. + +*Source: Lost Omens: Pathfinder Society Guide p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/stole-of-civility-ec2.md b/compendium/equipment/items/stole-of-civility-ec2.md new file mode 100644 index 000000000..d9fe8f410 --- /dev/null +++ b/compendium/equipment/items/stole-of-civility-ec2.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec2 +- item/category/worn +- trait/enchantment +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Stole Of Civility"] +--- +# Stole Of Civility *Item 9* +[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 700 gp +- **Usage** worn cloak; **Bulk** L +- **Category** Worn + +Woven from swaths of rich brocade silk and embroidered with ancient Azlanti script in golden thread, this stole imparts a noble appearance to even the homeliest of individuals when draped over the shoulders. While wearing a stole of civility, you receive a +2 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks to [Make an Impression](rules/actions/make-an-impression.md) with humans or Make a [Request](rules/actions/request.md) of humans, and a +2 item bonus to [Intimidation](compendium/skills.md#Intimidation) checks against humans. The stole also grants you full understanding of the Azlanti language. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You gain 10 temporary Hit Points, which last for 10 minutes. +``` + +*Source: Extinction Curse #2: Legacy of the Lost God p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/stone-body-mutagen-fop.md b/compendium/equipment/items/stone-body-mutagen-fop.md new file mode 100644 index 000000000..8dc8ba9a2 --- /dev/null +++ b/compendium/equipment/items/stone-body-mutagen-fop.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/fop +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/mutagen +- trait/polymorph +- trait/uncommon +aliases: ["Stone Body Mutagen"] +--- +# Stone Body Mutagen *Item 5+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +This mutagen calcifies your body making it as hard as stone. + +Benefit You gain resistance to physical damage (except bludgeoning) equal to the listed amount. + +Drawback Your Speeds are reduced by 10 feet (minimum 5 feet) and you take a –2 penalty to Reflex saves. + +*Source: The Fall of Plaguestone p. 56* \ No newline at end of file diff --git a/compendium/equipment/items/stone-body-mutagen-tv.md b/compendium/equipment/items/stone-body-mutagen-tv.md new file mode 100644 index 000000000..e029db2b8 --- /dev/null +++ b/compendium/equipment/items/stone-body-mutagen-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/mutagen +- trait/polymorph +aliases: ["Stone Body Mutagen"] +--- +# Stone Body Mutagen *Item 5+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +This mutagen calcifies your body, making it as hard as stone. Benefit You gain resistance to physical damage (except bludgeoning) equal to the listed amount. + +Drawback Your Speeds are reduced by 10 feet (to a minimum of 5 feet) and you take a –2 penalty to Reflex saves. + +*Source: Treasure Vault p. 61* \ No newline at end of file diff --git a/compendium/equipment/items/stone-circle-lotgb.md b/compendium/equipment/items/stone-circle-lotgb.md new file mode 100644 index 000000000..e36d915c5 --- /dev/null +++ b/compendium/equipment/items/stone-circle-lotgb.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/structure +- trait/conjuration +- trait/magical +- trait/structure +- trait/uncommon +aliases: ["Stone Circle"] +--- +# Stone Circle *Item 10+* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in one hand; **Bulk** — (when not activated) +- **Category** Structure + +A stone circle appears to be a thumb-sized rectangular gray stone until activated. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +When the circle is stood on the ground and activated, the stone grows into a massive stone pillar 13 feet high, 7 feet across, and weighing 25 tons. Identical pillars rise up from the ground marking a circle 100 feet across, with capstones connecting the pillars. There must be enough space to deploy the circle or it won't activate. During the activation, you align the stone circle to face a single astronomical feature, such as the sun, the moon, or a constellation. You can revert the stone circle back to its original state by using an [Interact](rules/actions/interact.md) action to push over the original stone pillar. Once you do, the rest of the stone circle collapses in a dramatic fashion, the stones falling, cracking, and disintegrating into dust. If you don't begin a ritual inside of the stone circle within 1 day of its activation, it reverts back to its original state. + +When you cast a ritual of 5th level or lower within the stone circle, the first failure on a secondary check is improved by one degree of success (a critical failure becomes a failure and a failure becomes a success). Once you complete a ritual within the stone circle, regardless of the result, the stones collapse and it reverts back to its original form. +``` + +*Source: Lost Omens: The Grand Bazaar p. 39* \ No newline at end of file diff --git a/compendium/equipment/items/stone-of-unrivaled-skill-da.md b/compendium/equipment/items/stone-of-unrivaled-skill-da.md new file mode 100644 index 000000000..1d91e2adf --- /dev/null +++ b/compendium/equipment/items/stone-of-unrivaled-skill-da.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/contract +- trait/contract +- trait/invested +- trait/magical +- trait/rare +aliases: ["Stone of Unrivaled Skill"] +--- +# Stone of Unrivaled Skill *Item 17* +[contract](rules/traits/contract-lol.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Category** Contract + +You traded your senses to a hag for unrivaled expertise stolen from various souls who were once the greatest in their field. + +Your bargained contract is sealed by sleeping with a pitch-black stone under your pillow every night. Choose one skill when you seal this bargained contract. You become an expert in that skill; if you were already an expert, you become a master, and if you were already a master, you become legendary. Once per day, from any distance, the hag that holds your contract can take over your senses for 10 minutes, during which time the hag hears, sees, smells, tastes, and feels everything you would typically experience. During this time, you are [dazzled](rules/conditions.md#Dazzled) by your own disjointed senses. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You place the stone sealing your bargained contract in your mouth. For the next 10 minutes, you gain a +3 status bonus to skill checks using the skill you chose for your contract. +``` + +*Source: Dark Archive p. 165* \ No newline at end of file diff --git a/compendium/equipment/items/stone-of-weight-gmg.md b/compendium/equipment/items/stone-of-weight-gmg.md new file mode 100644 index 000000000..a05c8ae19 --- /dev/null +++ b/compendium/equipment/items/stone-of-weight-gmg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/held +- trait/conjuration +- trait/cursed +- trait/magical +- trait/rare +aliases: ["Stone Of Weight"] +--- +# Stone Of Weight *Item 2* +[conjuration](rules/traits/conjuration.md) [cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +Also known as a loadstone, this small stone appears nonmagical and has a lovely sheen, giving the impression that it could be a valuable or a notable item or a magic stone of some kind. When you've carried the stone on your person for 1 minute, its curse activates: the stone's size does not change, but it suddenly increases in weight to 5 Bulk. This additional weight does not cause the stone to deal more damage if thrown or used as a weapon. It reappears in your possessions within 1 minute if you discard it, and can't be destroyed or thrown away permanently, or even placed in a container that would reduce or negate its Bulk (like a bag of holding), until it is subject to a [remove curse](compendium/spells/remove-curse.md) spell or similar magic effect. + +Once the curse has activated for the first time, the stone fuses to you. + +*Source: Gamemastery Guide p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/stone-tv.md b/compendium/equipment/items/stone-tv.md new file mode 100644 index 000000000..d226e9e24 --- /dev/null +++ b/compendium/equipment/items/stone-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/material +aliases: ["Stone"] +--- +# Stone *Item 0+* + +- **Category** Material + +Stone was one of the earliest materials used to create tools, and crafters can still fashion it into a variety of implements, weapons, and even armor. Simple stone objects are made from common materials such as flint or basalt, while exquisite stone objects might be made from crystal, obsidian, or semi-precious gems. Particularly notable stone armors or weapons might even be crafted entirely from a giant emerald, ruby, or sapphire, though they can still use the base statistics presented below. Stone can replace the striking surface of any melee weapon as long as it has no complex moving parts, and ammunition can be crafted with it. Stone can replace metal components in chain and composite armor; only plate armor that specifically describes itself as being made from stone can be crafted from this material. + +| | Hardness | HP | BT | +|--|----------|----|----| +| Thin Items | 4 | 16 | 8 | +| Items | 7 | 24 | 12 | +| Structures | 14 | 48 | 24 | + + +*Source: Treasure Vault p. 169* \ No newline at end of file diff --git a/compendium/equipment/items/stoneraiser-javelin-ec4.md b/compendium/equipment/items/stoneraiser-javelin-ec4.md new file mode 100644 index 000000000..83811bb37 --- /dev/null +++ b/compendium/equipment/items/stoneraiser-javelin-ec4.md @@ -0,0 +1,42 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec4 +- item/category/held +- trait/conjuration +- trait/earth +- trait/magical +- trait/uncommon +aliases: ["Stoneraiser Javelin"] +--- +# Stoneraiser Javelin *Item 11* +[conjuration](rules/traits/conjuration.md) [earth](rules/traits/earth.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1200 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This stone-headed +2 striking returning javelin draws forth the power of the earth itself to strike at enemies. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You hurl the stoneraiser javelin at an unoccupied space within 30 feet. The javelin's power flows into the ground, which erupts in a 5-foot-radius burst of razor-sharp stalagmites. + +The stalagmites are 10 feet tall. Everything on each side of the stalagmites has cover from creatures on the opposite side, and the stalagmites' spaces are difficult terrain. + +A creature takes `4d4` piercing damage for every move action it takes that enters at least one of the affected spaces. Each 5-foot-by-5-foot section has AC 10, Hardness 14, and 30 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely. + +The stalagmites crumble to dust after 1 minute. + +Any creature in the area when the stalagmites appear is pushed to the nearest unoccupied space of its choice; this movement is forced movement. Pushed creatures must attempt a DC 28 Reflex saving throw or take `4d4` piercing damage. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage. +> - **Critical Failure** The creature takes double damage and is knocked [prone](rules/conditions.md#Prone). +``` + +*Source: Extinction Curse #4: Siege of the Dinosaurs p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/stonethroat-ammunition-lotgb.md b/compendium/equipment/items/stonethroat-ammunition-lotgb.md new file mode 100644 index 000000000..3d4b0e09d --- /dev/null +++ b/compendium/equipment/items/stonethroat-ammunition-lotgb.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/consumable +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Stonethroat Ammunition"] +--- +# Stonethroat Ammunition *Item 12* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 325 gp +- **Ammunition** arrow, bolt +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Each piece of stonethroat ammunition is tipped with an unusual yellow stone. When an activated piece of stonethroat ammunition hits a target, the target must attempt a DC 30 Fortitude save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The ammunition lodges itself loosely into the target's throat. For 1 round, the target takes a –2 status penalty to attack rolls with its jaws or fangs, and to [Athletics](compendium/skills.md#Athletics) checks. +> - **Failure** The ammunition embeds itself deep in the target's throat. The target can't use its jaws or fangs [Strike](rules/actions/strike.md) (if it has one) or the Swallow Whole ability until the end of its next turn. +> - **Critical Failure** As failure, and the target is [enfeebled](rules/conditions.md#Enfeebled) for 1 round. + +*Source: Lost Omens: The Grand Bazaar p. 11* \ No newline at end of file diff --git a/compendium/equipment/items/storage-tv.md b/compendium/equipment/items/storage-tv.md new file mode 100644 index 000000000..14119b8f3 --- /dev/null +++ b/compendium/equipment/items/storage-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/adjustment +- trait/adjustment +aliases: ["Storage"] +--- +# Storage *Item 0* +[adjustment](rules/traits/adjustment-lotgb.md) + +- **Price** 1 gp +- **Usage** applied to armor or unarmored defense clothing; **Bulk** L +- **Category** Adjustment + +The storage adjustment fits the armor or clothing with belts, buckles, pouches, and loops for holding and storing tools. Countless fasteners make the armor as jangly as [chain mail](compendium/equipment/items/chain-mail.md). + +While wearing armor with this adjustment, you can wear up to 3 Bulk of tools instead of the usual 2. However, the armor acquires the [noisy](rules/traits/noisy.md) trait. If it already has the [noisy](rules/traits/noisy.md) trait, increase its penalty to [Stealth](compendium/skills.md#Stealth) checks by 1. + +*Source: Treasure Vault p. 11* \ No newline at end of file diff --git a/compendium/equipment/items/storm-hammer-bb.md b/compendium/equipment/items/storm-hammer-bb.md new file mode 100644 index 000000000..8a40bef40 --- /dev/null +++ b/compendium/equipment/items/storm-hammer-bb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/bb +- item/category/weapon +- trait/electricity +- trait/evocation +- trait/magical +aliases: ["Storm Hammer"] +--- +# Storm Hammer *Item 3* +[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 60 gp +- **Category** Weapon + +Sparks of crackling electricity arc from this warhammer, and the head thrums with distant thunder. Any hit with this hammer deals 1 extra electricity damage. You can use a special action while holding the hammer to transform the sparks into lightning bolts. + +```ad-embed-ability +title: Electrify [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) + +Until the end of your turn, the hammer deals `1d6` extra electricity damage instead of just 1. After you use this action, you can't use it again for 10 minutes. +%% #trait/concentrate %% +``` + +*Source: Beginner Box p. 51* \ No newline at end of file diff --git a/compendium/equipment/items/stormbreaker-fulu-frp2.md b/compendium/equipment/items/stormbreaker-fulu-frp2.md new file mode 100644 index 000000000..0a9bac1ba --- /dev/null +++ b/compendium/equipment/items/stormbreaker-fulu-frp2.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/frp2 +- item/category/consumable +- trait/abjuration +- trait/consumable +- trait/fulu +- trait/magical +- trait/uncommon +aliases: ["Stormbreaker Fulu"] +--- +# Stormbreaker Fulu *Item 16* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1900 gp +- **Usage** affixed to armor +- **Activate** command; **Trigger** You would be forced to move, you would be teleported, or you would take cold, electricity, or sonic damage. +- **Category** Consumable + +This paper tag is inscribed with magical symbols. When you activate the fulu, it vanishes in a wisp of cloud and you gain resistance 15 to cold, electricity, and sonic damage until the end of your next turn. For that duration, you ignore difficult terrain from wind and weather and you can't be forcibly moved or teleported unless the effect counteracts the fulu (DC 40). These protections apply against the triggering effect. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/stormbreaker-fulu-som.md b/compendium/equipment/items/stormbreaker-fulu-som.md new file mode 100644 index 000000000..3326ef976 --- /dev/null +++ b/compendium/equipment/items/stormbreaker-fulu-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/abjuration +- trait/consumable +- trait/fulu +- trait/magical +- trait/talisman +- trait/uncommon +aliases: ["Stormbreaker Fulu"] +--- +# Stormbreaker Fulu *Item 16* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1900 gp +- **Usage** affixed to armor +- **Activate** command; **Trigger** You would be forced to move, you would be teleported, or you would take cold, electricity, or sonic damage. +- **Category** Consumable + +This unassuming paper tag is inscribed with magical symbols. When you activate the fulu, it vanishes in a wisp of cloud, and you gain resistance 15 to cold, electricity, and sonic damage until the end of your next turn. For that duration, you ignore difficult terrain from wind and weather, and you can't be forcibly moved or teleported unless the effect counteracts the fulu (DC 40). These protections apply against the triggering effect. + +*Source: Secrets of Magic p. 161* \ No newline at end of file diff --git a/compendium/equipment/items/stormfeather-som.md b/compendium/equipment/items/stormfeather-som.md new file mode 100644 index 000000000..c045428dc --- /dev/null +++ b/compendium/equipment/items/stormfeather-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/talisman +- trait/consumable +- trait/magical +- trait/talisman +- trait/transmutation +aliases: ["Stormfeather"] +--- +# Stormfeather *Item 8* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 100 gp +- **Usage** affixed to armor +- **Activate** [Interact](rules/actions/interact.md); **Requirements** You're an expert in [Acrobatics](compendium/skills.md#Acrobatics). +- **Category** Talisman + +Even while affixed, this electric blue feather sways lightly in the air, as if always accompanied by a breeze. + +When activated, the talisman casts fly on you, though the duration is 1 minute. You can [Dismiss](rules/actions/dismiss.md) this activation. + +If you do, you're affected by feather fall. + +*Source: Secrets of Magic p. 176* \ No newline at end of file diff --git a/compendium/equipment/items/storytellers-opus-som.md b/compendium/equipment/items/storytellers-opus-som.md new file mode 100644 index 000000000..5588f6d1b --- /dev/null +++ b/compendium/equipment/items/storytellers-opus-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/grimoire +- trait/grimoire +- trait/illusion +- trait/magical +aliases: ["Storyteller's Opus"] +--- +# Storyteller's Opus *Item 6* +[grimoire](rules/traits/grimoire-som.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) + +- **Price** 230 gp +- **Bulk** L +- **Category** Grimoire + +This green spellbook with gold trim contains a cautionary story about a boy who was eaten by a wolf after he previously lied about wolf attacks. + +When opened, the engravings on the front seem to move in a loop, enacting this story. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature succeeds, but doesn't critically succeed, at a [Perception](compendium/skills.md#Perception) check to 0 spell you prepared from this grimoire + +**Effect** You quickly tell a fib to try to smooth over the inconsistencies in your illusion. Attempt a [Deception](compendium/skills.md#Deception) check against the triggering creature's [Perception](compendium/skills.md#Perception) DC. If you succeed, the creature doesn't 0. +``` + +*Source: Secrets of Magic p. 163* \ No newline at end of file diff --git a/compendium/equipment/items/stumbling-fulu-tv.md b/compendium/equipment/items/stumbling-fulu-tv.md new file mode 100644 index 000000000..59bc91775 --- /dev/null +++ b/compendium/equipment/items/stumbling-fulu-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/consumable +- trait/fulu +- trait/magical +- trait/transmutation +aliases: ["Stumbling Fulu"] +--- +# Stumbling Fulu *Item 3* +[consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 10 gp +- **Usage** affixed to armor; **Bulk** — +- **Category** Consumable + +The kitsune who first created a stumbling fulu advised the user to tuck the fulu under the target's belt for maximum effect. + +When the creature to which the fulu is affixed completes a [Stride](rules/actions/stride.md) action, the creature must attempt a DC 17 Reflex save. On a failure, some element of the armor the fulu is affixed to comes undone, making the wearer [clumsy](rules/conditions.md#Clumsy). On a critical failure, the target falls [prone](rules/conditions.md#Prone) and is [clumsy](rules/conditions.md#Clumsy). The [clumsy](rules/conditions.md#Clumsy) condition remains until the target takes a total of 1 [Interact](rules/actions/interact.md) action, plus 1 additional [Interact](rules/actions/interact.md) action per value of the [clumsy](rules/conditions.md#Clumsy) condition above 1, to properly reclothe itself. Once the fulu activates, it burns up, its magic lasting only as long as the conditions it has imposed. + +*Source: Treasure Vault p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/stupor-poison-av3.md b/compendium/equipment/items/stupor-poison-av3.md new file mode 100644 index 000000000..baf1e67f2 --- /dev/null +++ b/compendium/equipment/items/stupor-poison-av3.md @@ -0,0 +1,42 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av3 +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/incapacitation +- trait/injury +- trait/poison +- trait/sleep +- trait/uncommon +aliases: ["Stupor Poison"] +--- +# Stupor Poison *Item 4* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [incapacitation](rules/traits/incapacitation.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [sleep](rules/traits/sleep.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 16 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Stupor poison is a more potent distillation of lethargy poison. Further exposure to stupor poison doesn't require the target to attempt additional saving throws; only failing a saving throw against an ongoing exposure can progress its stage. + +```ad-inline-affliction +title: Saving Throw: DC 20 Fortitude + +- **Maximum Duration**: 6 hours + +## Stages + +**Stage 1** [slowed](rules/conditions.md#Slowed) and [flat-footed](rules/conditions.md#Flat-footed) (1 round) + +**Stage 2** [slowed](rules/conditions.md#Slowed) and [flat-footed](rules/conditions.md#Flat-footed) (1 round) + +**Stage 3** [unconscious](rules/conditions.md#Unconscious) with no [Perception](compendium/skills.md#Perception) check to wake up (1 round) + +**Stage 4** [unconscious](rules/conditions.md#Unconscious) with no [Perception](compendium/skills.md#Perception) check to wake up (`1d6` hours) +``` + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/stupor-poison-tv.md b/compendium/equipment/items/stupor-poison-tv.md new file mode 100644 index 000000000..8ab99cfcf --- /dev/null +++ b/compendium/equipment/items/stupor-poison-tv.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/incapacitation +- trait/injury +- trait/poison +- trait/sleep +- trait/uncommon +aliases: ["Stupor Poison"] +--- +# Stupor Poison *Item 7* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [incapacitation](rules/traits/incapacitation.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [sleep](rules/traits/sleep.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 16 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Stupor poison is a more potent distillation of lethargy poison. + +Further exposure to stupor poison doesn't require the target to attempt additional saving throws; only failing a saving throw against an ongoing exposure can progress its stage. + +```ad-inline-affliction +title: Saving Throw: DC 20 Fortitude + +- **Maximum Duration**: 6 hours + +## Stages + +**Stage 1** [slowed](rules/conditions.md#Slowed) and [flat-footed](rules/conditions.md#Flat-footed) (1 round) + +**Stage 2** [slowed](rules/conditions.md#Slowed) and [flat-footed](rules/conditions.md#Flat-footed) (1 round) + +**Stage 3** [unconscious](rules/conditions.md#Unconscious) with no [Perception](compendium/skills.md#Perception) check to wake up (1 round) + +**Stage 4** [unconscious](rules/conditions.md#Unconscious) with no [Perception](compendium/skills.md#Perception) check to wake up (1d6 hours) +``` + +*Source: Treasure Vault p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/sturdy-satchel-lopsg.md b/compendium/equipment/items/sturdy-satchel-lopsg.md new file mode 100644 index 000000000..b3e191aea --- /dev/null +++ b/compendium/equipment/items/sturdy-satchel-lopsg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/worn +- trait/uncommon +aliases: ["Sturdy Satchel"] +--- +# Sturdy Satchel *Item 2* +[uncommon](rules/traits/uncommon.md) + +- **Price** 30 gp +- **Usage** worn; **Bulk** 1 +- **Category** Worn + +This heavy backpack of alchemically treated cloth layered over a metal mesh protects its contents from water damage and other harmful effects. It holds up to 4 Bulk of items, and the first 2 Bulk contained within the sturdy satchel do not count against your Bulk limits. The bag has Hardness 5 and 20 Hit Points. As long as the bag remains closed and is not [broken](rules/conditions.md#Broken), water and other liquids can't seep into it. + +*Source: Lost Omens: Pathfinder Society Guide p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/sukgung-tv.md b/compendium/equipment/items/sukgung-tv.md new file mode 100644 index 000000000..ea4c4e2e2 --- /dev/null +++ b/compendium/equipment/items/sukgung-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/fatal-aim-d12 +aliases: ["Sukgung"] +--- +# Sukgung *Item 1* +[fatal aim ](rules/traits/fatal.md) + +- **Price** 7 gp +- **Bulk** 1 +- **Damage** `1d8` P +- **Ammunution** Bolt (10); **Range** 200 ft.; **Reload** 1 +- **Hands** 1 +- **Category** Martial; **Group** Bow + +The sukgung is an extremely efficient crossbow most common in the nation of Hwanggot. Capable of lethal shots at remarkable distances, the sukgung is well-balanced enough to be fired with one hand. + +*Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/sulfur-bomb-lotgb.md b/compendium/equipment/items/sulfur-bomb-lotgb.md new file mode 100644 index 000000000..6785baff7 --- /dev/null +++ b/compendium/equipment/items/sulfur-bomb-lotgb.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/bomb +- trait/acid +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/olfactory +- trait/splash +- trait/uncommon +aliases: ["Sulfur Bomb"] +--- +# Sulfur Bomb *Item 1+* +[acid](rules/traits/acid.md) [alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [olfactory](rules/traits/olfactory-b1.md) [splash](rules/traits/splash.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Bomb + +A thick, sulfurous, irritating gas fills this golden-yellow flask. + +A sulfur bomb deals the listed damage. On a hit, the target takes a –1 status penalty to [Perception](compendium/skills.md#Perception) checks and attack rolls until the end of its next turn, or becomes [sickened](rules/conditions.md#Sickened) on a critical hit. Creatures hit with this bomb are temporarily immune to the effects of the bomb for 1 minute. + +*Source: Lost Omens: The Grand Bazaar p. 15* \ No newline at end of file diff --git a/compendium/equipment/items/summoning-handscroll-som.md b/compendium/equipment/items/summoning-handscroll-som.md new file mode 100644 index 000000000..c24a6c802 --- /dev/null +++ b/compendium/equipment/items/summoning-handscroll-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/grimoire +- trait/conjuration +- trait/grimoire +- trait/magical +aliases: ["Summoning Handscroll"] +--- +# Summoning Handscroll *Item 8* +[conjuration](rules/traits/conjuration.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) + +- **Price** 480 gp +- **Bulk** L +- **Category** Grimoire + +Classic summoning circles are engraved into the batons of this massive papyrus scroll. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[metamagic](rules/traits/metamagic.md) + +If your next action is to cast a conjuration spell prepared from this spellbook that summons one or more creatures, you infuse one of the summoned creatures with the spell's energies, causing it to arrive with 10 temporary Hit Points that last for up to 1 minute. +%% #trait/metamagic %% +``` + +*Source: Secrets of Magic p. 163* \ No newline at end of file diff --git a/compendium/equipment/items/sun-dazzler-tv.md b/compendium/equipment/items/sun-dazzler-tv.md new file mode 100644 index 000000000..2103d7dde --- /dev/null +++ b/compendium/equipment/items/sun-dazzler-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/alchemical +- trait/light +- trait/visual +aliases: ["Sun Dazzler"] +--- +# Sun Dazzler *Item 8* +[alchemical](rules/traits/alchemical.md) [light](rules/traits/light.md) [visual](rules/traits/visual.md) + +- **Price** 450 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Held + +This metallic tube has a complex array of lenses and prisms at one end and a hatch at the other. The hatch can be unlocked, loaded with a sunrod, and refastened using 3 [Interact](rules/actions/interact.md) actions. + +A loaded sun dazzler can be activated to burn the sunrod to dust in a single focused flash, creating a 30-foot cone of scintillating light. All creatures in the cone must attempt a DC 24 Fortitude save, with the following effects. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [dazzled](rules/conditions.md#Dazzled) for 1 round. +> - **Failure** The creature is [blinded](rules/conditions.md#Blinded) for 1 round or until it spends an [Interact](rules/actions/interact.md) action to rub its eyes, ending the [blinded](rules/conditions.md#Blinded) condition. +> - **Critical Failure** The creature is [blinded](rules/conditions.md#Blinded) for 1 round. + +*Source: Treasure Vault p. 65* \ No newline at end of file diff --git a/compendium/equipment/items/sun-orchid-elixir-lowg.md b/compendium/equipment/items/sun-orchid-elixir-lowg.md new file mode 100644 index 000000000..0ed13125f --- /dev/null +++ b/compendium/equipment/items/sun-orchid-elixir-lowg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lowg +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/necromancy +- trait/rare +aliases: ["Sun Orchid Elixir"] +--- +# Sun Orchid Elixir *Item 20* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +When you drink this elixir, you physically become as you were in whatever phase of your youth you desire. Your new body begins in peak health, regardless of what your actual condition was at that age. + +Any physical or mental imperfections— including scars, lost limbs, and curses, diseases, poisons of 20th level or lower— are removed, and you regain your full Hit Points. You immediately begin to age normally again, with your natural lifespan extended as if you had never aged past your new apparent age. You retain all your memories. + +Unlike [Crafting](compendium/skills.md#Crafting) most items, brewing the sun orchid elixir takes 1 month's time. While an individual vial of sun orchid elixir isn't unique, the formula is unique, and it's known only to Artokus Kirran of Thuvia. + +*Source: Lost Omens: World Guide p. 56* \ No newline at end of file diff --git a/compendium/equipment/items/sun-orchid-poultice-lol.md b/compendium/equipment/items/sun-orchid-poultice-lol.md new file mode 100644 index 000000000..4be9a2073 --- /dev/null +++ b/compendium/equipment/items/sun-orchid-poultice-lol.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/rare +aliases: ["Sun Orchid Poultice"] +--- +# Sun Orchid Poultice *Item 18* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [rare](rules/traits/rare.md) + +- **Price** 5000 gp +- **Usage** held in 1 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +The process of creating the sun orchid elixir leaves behind a large amount of thick paste with its own healing properties. Artokus commonly sells this paste to Thuvian natives who can't purchase the elixir proper and uses the income to support his alchemy students. When you apply the sun orchid poultice, it reduces your [clumsy](rules/conditions.md#Clumsy), [drained](rules/conditions.md#Drained), and [enfeebled](rules/conditions.md#Enfeebled) condition values by 2. In addition, the poultice provides a youthful burst of energy, granting you a +3 item bonus to saves and 20 temporary Hit Points for 1 hour. + +*Source: Lost Omens: Legends p. 20* \ No newline at end of file diff --git a/compendium/equipment/items/sun-shot-sot4.md b/compendium/equipment/items/sun-shot-sot4.md new file mode 100644 index 000000000..17daedcf2 --- /dev/null +++ b/compendium/equipment/items/sun-shot-sot4.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot4 +- item/category/ammunition +aliases: ["Sun Shot"] +--- +# Sun Shot *Item 0* + +- **Price** 1 sp +- **Bulk** L +- **Category** Ammunition + +A sun sling is a small staff with a head of woven netting. The staff is small enough to hold in a single hand, making it useful for hit-and-run tactics, but once loaded with ammunition, it requires two hands to properly swing and fire. Sun slings use small metal bullets covered in sharp spikes known as sun shots. + +*Source: Strength of Thousands #4: Secrets of the Temple-City p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/sun-sight-tv.md b/compendium/equipment/items/sun-sight-tv.md new file mode 100644 index 000000000..3faa93fcc --- /dev/null +++ b/compendium/equipment/items/sun-sight-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/tattoo +- trait/evocation +- trait/invested +- trait/magical +- trait/tattoo +aliases: ["Sun Sight"] +--- +# Sun Sight *Item 10* +[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) + +- **Price** 850 gp +- **Usage** tattooed on the body; **Bulk** — +- **Category** Tattoo + +Placed under the eyes like rays of light, this tattoo burns away illusions with the unmerciful brilliance of the sun. You gain a +2 bonus to [Perception](compendium/skills.md#Perception) checks that involve sight. If you're [dazzled](rules/conditions.md#Dazzled), you receive a new save at the start of each of your turns to end your [dazzled](rules/conditions.md#Dazzled) condition. + +```ad-embed-ability +title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") + +The tattoo casts a 4th-level [scorching ray](compendium/spells/scorching-ray-som.md), with the rays emitting from your eyes. The number of actions you spend Activating the tattoo determines scorching ray's number of rays. The tattoo also attempts to dispel each illusion on a creature hit by a ray (counteract level 5th, counteract modifier +19). +``` + +*Source: Treasure Vault p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/sun-sling-sot4.md b/compendium/equipment/items/sun-sling-sot4.md new file mode 100644 index 000000000..46bb0c5df --- /dev/null +++ b/compendium/equipment/items/sun-sling-sot4.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot4 +- item/category/weapon/martial +- trait/concussive +- trait/propulsive +- trait/uncommon +aliases: ["Sun Sling"] +--- +# Sun Sling *Item 0* +[propulsive](rules/traits/propulsive.md) [uncommon](rules/traits/uncommon.md) concussive + +- **Price** 3 gp +- **Bulk** L +- **Damage** `1d8` P +- **Ammunution** [Sun Shot](compendium/equipment/items/sun-shot-sot4.md); **Range** 100 ft.; **Reload** 1 +- **Damage** `1d8` P +- **Category** Martial + +A sun sling is a small staff with a head of woven netting. The staff is small enough to hold in a single hand, making it useful for hit-and-run tactics, but once loaded with ammunition, it requires two hands to properly swing and fire. Sun slings use small metal bullets covered in sharp spikes known as sun shots. + +*Source: Strength of Thousands #4: Secrets of the Temple-City p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/sun-wheel-tio.md b/compendium/equipment/items/sun-wheel-tio.md new file mode 100644 index 000000000..05eadb6bb --- /dev/null +++ b/compendium/equipment/items/sun-wheel-tio.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tio +- item/category/worn +- trait/abjuration +- trait/invested +- trait/magical +- trait/rare +aliases: ["Sun Wheel"] +--- +# Sun Wheel *Item 5* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 150 gp +- **Usage** worn; **Bulk** – +- **Category** Worn + +Created by the priests of a Qadiran sect of [Sarenites](compendium/setting/deities/sarenrae.md), the _sun wheels_ were designed to protect the [Dawnflower](compendium/setting/deities/sarenrae.md)'s followers in their quest to hunt down a dangerous cult trying to raise a spawn of the evil god [Rovagug](compendium/setting/deities/rovagug.md). Once they completed their crusade, these priests disbanded and went on to minister other congregations. They each took their _sun wheels_ with them, handing them down to the next generations. + +This copper medallion is etched with a stylized sun, its rays shaped like the spokes of a wagon wheel. It tends to glint brightly when exposed to sunlight. While wearing this pendant, you gain a +1 item bonus to [Religion](compendium/skills.md#Religion) checks. + +You must be good-aligned to use the _sun wheel_'s true power: the following activation, which provides you a shield of burning force. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) + +The sun wheel casts a [shield](compendium/spells/shield.md) spell benefiting you. When you use the spell to prevent damage, you prevent 10 damage instead of 5. If the attacker is adjacent to you, you can choose to deal `2d6` fire damage to it, which it gets a DC 21 basic Reflex save to resist. + +If you choose to deal the fire damage, you can't [Activate](rules/actions/activate-an-item.md) the sun wheel again until the next morning. + +If you prevent damage but don't deal the fire damage, you can use it again in 10 minutes, as normal for [shield](compendium/spells/shield.md). +%% #trait/concentrate %% +``` + +*Source: Troubles in Otari p. 60* \ No newline at end of file diff --git a/compendium/equipment/items/sunflower-censer-loil.md b/compendium/equipment/items/sunflower-censer-loil.md new file mode 100644 index 000000000..aa3526d05 --- /dev/null +++ b/compendium/equipment/items/sunflower-censer-loil.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/worn +- trait/illusion +- trait/magical +- trait/rare +aliases: ["Sunflower Censer"] +--- +# Sunflower Censer *Item 8* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 480 gp +- **Usage** worn or held in one hand; **Bulk** L +- **Category** Worn + +This gold-and-ivory incense burner always emits a pleasant, floral-scented smoke without any need to be refilled. It has a chain that can be easily affixed to a belt or bag, allowing it to be worn without a free hand. As long as the censer is burning, the bearer benefits from the [undetectable alignment](compendium/spells/undetectable-alignment.md) spell. They also don't appear undead to divination spells or abilities, or to senses such as lifesense, unless those abilities successfully counteract the censer. The censer can be lit or extinguished with an [Interact](rules/actions/interact.md) action. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +Smoke bellows from the censer with the effects of an obscuring mist centered on you. +``` + +*Source: Lost Omens: Impossible Lands p. 179* \ No newline at end of file diff --git a/compendium/equipment/items/support-lotgb.md b/compendium/equipment/items/support-lotgb.md new file mode 100644 index 000000000..dcd98e120 --- /dev/null +++ b/compendium/equipment/items/support-lotgb.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/assistive-item/supports-and-splints +aliases: ["Support"] +--- +# Support *Item 0* + +- **Price** 5 sp +- **Usage** worn +- **Category** Supports and Splints + +Supports, also commonly known as braces, can be applied to any of the following major joints: wrist, elbow, knee, and ankle. They typically strap around the desired area and provide not only support but warmth that soothes aches and pains. + +You can still use your limb or joint even if you're not wearing your support, but you might feel aches and pains that are worse than usual and may manifest into physical symptoms. + +*Source: Lost Omens: The Grand Bazaar p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/sure-step-crampons-tv.md b/compendium/equipment/items/sure-step-crampons-tv.md new file mode 100644 index 000000000..45ddcdb2a --- /dev/null +++ b/compendium/equipment/items/sure-step-crampons-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Sure-Step Crampons"] +--- +# Sure-Step Crampons *Item 6* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 210 gp +- **Usage** worn shoes; **Bulk** 1 +- **Category** Worn + +Sure-step crampons are sturdy leather boots with warm fur lining and magically augmented steel crampons that offer the wearer better purchase on ice. They allow you to walk across ice without difficulty, ignoring the uneven ground and difficult terrain caused by ice, and reducing greater difficult terrain caused by ice to difficult terrain. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: You're standing on an earthen, icy, or wooden surface + +**Effect** You dig the crampons into the spot where you're standing, offering additional support until the next time you move. You gain a +2 circumstance bonus to your Fortitude and Reflex DCs against attempts to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) you. This bonus also applies to saving throws against spells or effects that attempt to move you or knock you [prone](rules/conditions.md#Prone). The bonus lasts until you move from your current spot. +``` + +*Source: Treasure Vault p. 146* \ No newline at end of file diff --git a/compendium/equipment/items/sure-step-potion-tv.md b/compendium/equipment/items/sure-step-potion-tv.md new file mode 100644 index 000000000..c467dd6d1 --- /dev/null +++ b/compendium/equipment/items/sure-step-potion-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/potion +- trait/consumable +- trait/magical +- trait/potion +- trait/transmutation +aliases: ["Sure-Step Potion"] +--- +# Sure-Step Potion *Item 4* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 17 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +The light-brown liquid of a sure-step potion helps you find your footing. After drinking it, you gain a +1 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks to [Balance](rules/actions/balance.md) for 1 hour. In addition, you can [Step](rules/actions/step.md) into difficult terrain, and you aren't [flat-footed](rules/conditions.md#Flat-footed) on uneven ground. + +*Source: Treasure Vault p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/swallow-spike-tv.md b/compendium/equipment/items/swallow-spike-tv.md new file mode 100644 index 000000000..75982c0a5 --- /dev/null +++ b/compendium/equipment/items/swallow-spike-tv.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/magical +- trait/transmutation +aliases: ["Swallow-Spike"] +--- +# Swallow-Spike *Item 6+* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** etched onto armor +- **Category** Rune + +Your armor responds to your desire to break free of a creature grabbing you by growing spikes. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) + +- **Trigger**: You become [grabbed](rules/conditions.md#Grabbed), [restrained](rules/conditions.md#Restrained), or otherwise held [immobilized](rules/conditions.md#Immobilized) in a creature's grasp, such as by being engulfed or swallowed + +**Effect** Your armor suddenly grows spikes, attacking the triggering creature. The armor makes a melee attack with an attack modifier of +14 that deals `2d6` piercing damage. If the creature is swallowing or engulfing you, the attack deals an additional `1d6` damage, and damage from this attack can cut you free if it equals or exceeds the Rupture value of the immobilizing ability. This attack gets an item bonus to the attack roll equal to the armor's item bonus to your AC and an item bonus to damage equal to double that amount. +%% #trait/attack %% +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[attack](rules/traits/attack.md) + +- **Requirements**: You're being held [immobilized](rules/conditions.md#Immobilized) as described in the rune's other activation + +**Effect** Your armor attacks the creature immobilizing you. + +The armor makes a melee attack against the creature, as described in the rune's other activation. +%% #trait/attack %% +``` + +*Source: Treasure Vault p. 13* \ No newline at end of file diff --git a/compendium/equipment/items/swamp-lily-quilt-lol.md b/compendium/equipment/items/swamp-lily-quilt-lol.md new file mode 100644 index 000000000..00a2d310f --- /dev/null +++ b/compendium/equipment/items/swamp-lily-quilt-lol.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/rare +aliases: ["Swamp Lily Quilt"] +--- +# Swamp Lily Quilt *Item 3* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [rare](rules/traits/rare.md) + +- **Price** 12 gp +- **Usage** held in 2 hands; **Bulk** 2 +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This quilt is defined by its green lily-pad pattern, which is rare in Bellflower communications. The quilt is 10 feet square and infused with a reagent that activates when the quilt is laid out across soil or earth. One round after you lay out the quilt, the ground beneath it becomes soft and muddy, creating difficult terrain in the area where the quilt was. You can leave the quilt to maintain the difficult terrain indefinitely, but the affected ground begins to dry once you remove the quilt with an [Interact](rules/actions/interact.md) action. The ground dries over the span of 1 hour, after which the ground returns to normal terrain. + +Placing the quilt on the ground uses up its infused reagents, and it becomes an ordinary quilt once removed from the ground. + +*Source: Lost Omens: Legends p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/swarmeaters-clasp-tv.md b/compendium/equipment/items/swarmeaters-clasp-tv.md new file mode 100644 index 000000000..b12582ae0 --- /dev/null +++ b/compendium/equipment/items/swarmeaters-clasp-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/abjuration +- trait/invested +- trait/magical +aliases: ["Swarmeater's Clasp"] +--- +# Swarmeater's Clasp *Item 8* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 460 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +A swarmeater's clasp features carved reliefs of verminous, swarming creatures. When you wear the clasp, you gain resistance 10 to physical damage from swarm creatures. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +- **Requirements**: a swarm creature is within your reach + +**Effect** You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover `3d10+8` Hit Points and deal the same amount of bludgeoning damage to the swarm. The Hit Point recovery is a positive [healing](rules/traits/healing.md) effect. +``` + +*Source: Treasure Vault p. 154* \ No newline at end of file diff --git a/compendium/equipment/items/swarmform-collar-lotgb.md b/compendium/equipment/items/swarmform-collar-lotgb.md new file mode 100644 index 000000000..78baa1dc0 --- /dev/null +++ b/compendium/equipment/items/swarmform-collar-lotgb.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/companion +- trait/companion +- trait/invested +- trait/primal +- trait/transmutation +- trait/uncommon +aliases: ["Swarmform Collar"] +--- +# Swarmform Collar *Item 7* +[companion](rules/traits/companion.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 350 gp +- **Usage** worn collar; **Bulk** 1 +- **Category** Companion + +This sturdy leather collar is imprinted with tessellated animal shapes. When invested, the animal shapes change to match that of your companion. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You touch the collar and your companion splits into a swarm of hundreds of identical Tiny versions of itself for 1 minute. Its space becomes [Large](rules/traits/large-b1.md), it gains the weaknesses and resistances of a spider swarm (Bestiary 306), and the [swarm](rules/traits/swarm-b1.md) trait, though it doesn't gain swarm mind, as it's [controlled](rules/conditions.md#Controlled) by a single mind. Its unarmed attacks are replaced with a single-action swarming attack that deals `1d8` damage of the type normally inflicted by the companion's unarmed attacks to any foe in its space, with a DC 23 basic Reflex save. While in swarm form, your companion can take the Support action but can't perform its advanced maneuver. Its other statistics don't change. If the companion is reduced to 0 Hit Points while in swarm form, the companion immediately recombines into its original form in an available space, in addition to the usual effects of being reduced to 0 Hit Points. +``` + +*Source: Lost Omens: The Grand Bazaar p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/swarming-tv.md b/compendium/equipment/items/swarming-tv.md new file mode 100644 index 000000000..20d6433e6 --- /dev/null +++ b/compendium/equipment/items/swarming-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/conjuration +- trait/magical +aliases: ["Swarming"] +--- +# Swarming *Item 9* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) + +- **Price** 700 gp +- **Usage** etched onto a thrown weapon +- **Category** Rune + +Able to copy itself many times over when thrown until the air is filled with deadly blades, a swarming weapon turns a single weapon into a shower of devastation. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You fling your weapon and it multiplies as it flies through the air, filling a 30-foot cone. All creatures within the area take damage equal to double the weapon's number of damage dice, with a DC 27 basic Reflex save. +``` + +*Source: Treasure Vault p. 33* \ No newline at end of file diff --git a/compendium/equipment/items/swarmsuit-lotgb.md b/compendium/equipment/items/swarmsuit-lotgb.md new file mode 100644 index 000000000..1ce393eb0 --- /dev/null +++ b/compendium/equipment/items/swarmsuit-lotgb.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/adjustment/armor +aliases: ["Swarmsuit"] +--- +# Swarmsuit *Item 1+* + +- **Usage** attached +- **Category** Armor + +These thick, overlapping layers of clothing are coupled with a matching hat, outfitted with mesh netting around its wide brim to keep you safe from insects. You gain resistance 3 to physical damage from swarms. Explorer's clothing altered in this way has a Dexterity cap of +2, check penalty of –1, and Speed penalty of –5 feet regardless of your Strength. + +*Source: Lost Omens: The Grand Bazaar p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/swiftmount-saddle-lokl.md b/compendium/equipment/items/swiftmount-saddle-lokl.md new file mode 100644 index 000000000..c000c82e8 --- /dev/null +++ b/compendium/equipment/items/swiftmount-saddle-lokl.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/companion +- trait/companion +- trait/divination +- trait/invested +- trait/magical +- trait/primal +- trait/uncommon +aliases: ["Swiftmount Saddle"] +--- +# Swiftmount Saddle *Item 7* +[companion](rules/traits/companion.md) [divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [primal](rules/traits/primal.md) [uncommon](rules/traits/uncommon.md) + +- **Access** Knights of Lastwall have access to this item. +- **Price** 360 gp +- **Usage** worn saddle; **Bulk** 2 +- **Category** Companion + +This sturdy leather saddle was designed to improve communication between mount and rider, allowing even inexperienced knights to command their mounts in battle. A swiftmount saddle grants a +2 item bonus to [Nature](compendium/skills.md#Nature) checks made to [Command an Animal](rules/actions/command-an-animal.md) for anyone who is riding the creature wearing it. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Requirements**: You're adjacent to the creature wearing the swiftmount saddle and could [Mount](rules/actions/mount.md) it + +**Effect** You [Mount](rules/actions/mount.md) the creature wearing the swiftmount saddle. +``` + +*Source: Lost Omens: Knights of Lastwall p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/swim-fins-lowg.md b/compendium/equipment/items/swim-fins-lowg.md new file mode 100644 index 000000000..8aa126708 --- /dev/null +++ b/compendium/equipment/items/swim-fins-lowg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lowg +- item/category/worn +aliases: ["Swim Fins"] +--- +# Swim Fins *Item 0* + +- **Price** 5 gp +- **Usage** worn shoes; **Bulk** L +- **Category** Worn + +These flippers attach to your feet like tight shoes—donning or removing them requires three [Interact](rules/actions/interact.md) actions. While worn, you gain a +5-foot item bonus to the distance you move when rolling [Athletics](compendium/skills.md#Athletics) to [Swim](rules/actions/swim.md), not when using a swim Speed, and you take a –10-foot item penalty to your Speed. + +*Source: Lost Omens: World Guide p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/swirling-sand-da.md b/compendium/equipment/items/swirling-sand-da.md new file mode 100644 index 000000000..f968bd0a7 --- /dev/null +++ b/compendium/equipment/items/swirling-sand-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +- trait/rare +aliases: ["Swirling Sand"] +--- +# Swirling Sand *Item 7* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 52 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) +- **Category** Consumable + +Swirling sand carries a faint trace of strange compulsions from the helical sand spire near Beachcomber. Adding this catalyst to a [suggestion](compendium/spells/suggestion.md) spell implants a strange compulsion in one target of the spell. The target creature must spin counterclockwise at the end of its turn if it didn't take a move action that turn. This spin is a free action that has the [move](rules/traits/move.md) trait. This effect lasts for 3 rounds on a success, failure, or critical failure against suggestion (even if the target completes its suggestion in fewer rounds); a target that critically succeeds against suggestion is unaffected by the swirling sand. + +*Source: Dark Archive p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/switchscythe-lotgb.md b/compendium/equipment/items/switchscythe-lotgb.md new file mode 100644 index 000000000..201ffab2e --- /dev/null +++ b/compendium/equipment/items/switchscythe-lotgb.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/weapon/advanced +- trait/fatal-d10 +- trait/gnome +- trait/modular-p-and-grapple-or-s-and-sweep +- trait/uncommon +aliases: ["Switchscythe"] +--- +# Switchscythe *Item 1* +[fatal ](rules/traits/fatal.md) [gnome](rules/traits/gnome.md) [modular <(p and grapple, or s and sweep)>](rules/traits/modular-logm.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 12 gp +- **Bulk** 2 +- **Damage** `1d6` P +- **Hands** 1 +- **Category** Advanced; **Group** Pick + +Another complex gnome invention, the switchscythe is designed for versatility. The curved blade is partly hollow, containing a long rod of wood or metal; the rod can be pulled perpendicular to the blade, turning the switchscythe from a [sweeping](rules/traits/sweep.md), axe-like blade into a hooked pick capable of [grappling](rules/traits/grapple.md) a foe. + +*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/sword-cane-apg.md b/compendium/equipment/items/sword-cane-apg.md new file mode 100644 index 000000000..d0970cbae --- /dev/null +++ b/compendium/equipment/items/sword-cane-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/weapon/martial +- trait/agile +- trait/concealable +- trait/finesse +aliases: ["Sword Cane"] +--- +# Sword Cane *Item 0* +[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) concealable + +- **Price** 5 gp +- **Bulk** 1 +- **Damage** `1d6` P +- **Hands** 1 +- **Category** Martial; **Group** Sword + +This slender, rapier-like sword is concealed within a wooden or metal cane that serves as a sheath, making it an inconspicuous weapon easy to slip past inspections or into high-society events. A sword cane is typically 4 feet long when sheathed, and its hilt is usually capped with a wooden or metal decoration. + +*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/swordstealer-shield-tv.md b/compendium/equipment/items/swordstealer-shield-tv.md new file mode 100644 index 000000000..08df47542 --- /dev/null +++ b/compendium/equipment/items/swordstealer-shield-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/shield +- trait/deflecting-slashing +aliases: ["Swordstealer Shield"] +--- +# Swordstealer Shield *Item 0* +[deflecting ](rules/traits/deflecting-tv.md) + +- **Price** 6 gp +- **Bulk** 1 +- **AC Bonus** +2/+2; **null Hardness** 4, **null HP** 20 (BT 10) +- **Category** Shield; **Group** Shield + +This specialized steel shield features several wide metal hooks along its surface. These hooks help catch swords and other blades, reducing the impact of their incoming attacks. + +*Source: Treasure Vault p. 21* \ No newline at end of file diff --git a/compendium/equipment/items/tablet-of-chained-souls-da.md b/compendium/equipment/items/tablet-of-chained-souls-da.md new file mode 100644 index 000000000..27ef509fb --- /dev/null +++ b/compendium/equipment/items/tablet-of-chained-souls-da.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/held +- trait/cursed +- trait/magical +- trait/necromancy +aliases: ["Tablet of Chained Souls"] +--- +# Tablet of Chained Souls *Item 8* +[cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Usage** held in 2 hands; **Bulk** L +- **Category** Held + +Half-formed, unreadable runes drift across this weathered stone tablet, which resembles a tombstone too eroded to be legible. Created by a long-dead order of scholars dedicated to [Pharasma](compendium/setting/deities/pharasma.md), the tablet of chained souls can be a powerful tool in laying uneasy spirits to rest, but its magic exacts a heavy cost. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You present the tablet to a ghost, or lay it on a haunted site. The tablet's words resolve into a cryptic but accurate clue about the unfinished business that keeps this spirit from rest. Upon reading the tablet's words, you are subject to a geas that requires you to right that wrong and lay the ghost to rest. If you die without completing the task, you become a ghost, cursed to remain until another recovers the tablet and discharges your duty +``` + +*Source: Dark Archive p. 161* \ No newline at end of file diff --git a/compendium/equipment/items/tacticians-helm-tv.md b/compendium/equipment/items/tacticians-helm-tv.md new file mode 100644 index 000000000..336685fd6 --- /dev/null +++ b/compendium/equipment/items/tacticians-helm-tv.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Tactician's Helm"] +--- +# Tactician's Helm *Item 5* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 160 gp +- **Usage** worn headwear; **Bulk** L +- **Category** Worn + +Repurposing and enchanting a helmet worn by a battlefield commander can create a tactician's helm, imparting knowledge of battlefield tactics that feeds off your minor victories. The helm grants you a +1 item bonus to [Warfare Lore](compendium/skills.md#Lore) checks. Also, a jewel adorns the brow of the helmet. This jewel becomes charged each time you hit a creature with an [Attack of Opportunity](rules/actions/attack-of-opportunity.md). A tactician's helm can hold up to 2 charges, and its charges reset to 0 when you invest it. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: The helm's jewel is charged + +**Effect** One charge in the helm's jewel expires, and you choose one of the following effects. + +- Charge! [Stride](rules/actions/stride.md) twice. +- Move It! You gain a +2 status bonus to [Acrobatics](compendium/skills.md#Acrobatics) and [Athletics](compendium/skills.md#Athletics) checks until the end of this turn. +- Protect! If you're wielding a shield, [Stride](rules/actions/stride.md) to a space adjacent to an ally, then Raise your Shield. +- Re-Arm! [Interact](rules/actions/interact.md) up to three times. Each of these actions must be used to do something on Table 6–2: Changing Equipment (Core Rulebook 273). +``` + +*Source: Treasure Vault p. 152* \ No newline at end of file diff --git a/compendium/equipment/items/talespinners-lyre-tv.md b/compendium/equipment/items/talespinners-lyre-tv.md new file mode 100644 index 000000000..7dbcb3016 --- /dev/null +++ b/compendium/equipment/items/talespinners-lyre-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/auditory +- trait/consumable +- trait/illusion +- trait/magical +- trait/olfactory +- trait/uncommon +- trait/visual +aliases: ["Talespinner's Lyre"] +--- +# Talespinner's Lyre *Item 11* +[auditory](rules/traits/auditory.md) [consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [olfactory](rules/traits/olfactory-b1.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) + +- **Price** 235 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** envision, , [Interact](rules/actions/interact.md) +- **Category** Consumable + +Plucking a talespinner's lyre while focusing on an event you witnessed causes the instrument to create an illusion in a 50-foot emanation that plays out your memory of the event in real time, complete with sights, sounds, and smells. You can Sustain the Activation for up to 1 minute to keep it playing. The scene reproduces only what's in its area, including nothing beyond that even if present in the memory. The scene is realistic, but all observers can clearly tell it's an illusion. Observers can't interact with the scene directly nor can they taste or touch elements of it to get a sensation you didn't personally experience, but they can attempt skill checks to discern more about the scene without altering its contents. For example, no one could see something you didn't, such as the true form of a creature polymorphed into a squirrel, but an observer might be able to use [Perception](compendium/skills.md#Perception) and [Sense Motive](rules/actions/sense-motive.md) to discern the squirrel was acting unlike a squirrel should. + +Once the magic is used, the lyre remains as a non-magical virtuoso instrument. + +*Source: Treasure Vault p. 98* \ No newline at end of file diff --git a/compendium/equipment/items/taletellers-ring-da.md b/compendium/equipment/items/taletellers-ring-da.md new file mode 100644 index 000000000..17080a593 --- /dev/null +++ b/compendium/equipment/items/taletellers-ring-da.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/worn +- trait/cursed +- trait/enchantment +- trait/invested +- trait/magical +aliases: ["Taleteller's Ring"] +--- +# Taleteller's Ring *Item 9* +[cursed](rules/traits/cursed-gmg.md) [enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn ring; **Bulk** – +- **Category** Worn + +Smiling faces are inscribed about this silver band. You become a fluent weaver of fictions, gaining a +2 item bonus to [Deception](compendium/skills.md#Deception) checks to [Lie](rules/actions/lie.md), [Deception](compendium/skills.md#Deception) DCs against [Sense Motive](rules/actions/sense-motive.md), and [Performance](compendium/skills.md#Performance) checks for storytelling. Whenever you're under suspicion or being questioned by an authority figure, you find yourself compulsively spinning absurd, tall tales that are so unconvincing that they make you look guilty even when you're innocent. The ring's bonuses vanish, and any listener can quickly determine you're lying. Nevertheless, you're completely unable to be honest in such situations. + +*Source: Dark Archive p. 161* \ No newline at end of file diff --git a/compendium/equipment/items/talisman-cord-lopsg.md b/compendium/equipment/items/talisman-cord-lopsg.md new file mode 100644 index 000000000..c9ec8ab1e --- /dev/null +++ b/compendium/equipment/items/talisman-cord-lopsg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/worn +- trait/abjuration +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Talisman Cord"] +--- +# Talisman Cord *Item 4+* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn +- **Category** Worn + +This thin leather cord bears delicate runic markings and threads through an item that can bear affixed talismans. + +When you [Affix a Talisman](rules/actions/affix-a-talisman.md) to that item, you can thread the talisman onto the cord, activating the cord's preserving effects. The cord is attuned to a particular school of magic, chosen when the cord was created. It gains the corresponding trait for that school. When you activate a talisman threaded through a cord with the same magic school trait that's also the cord's level or lower, attempt a DC 16 flat check. On a success, that talisman is not consumed and can be used again. + +*Source: Lost Omens: Pathfinder Society Guide p. 118* \ No newline at end of file diff --git a/compendium/equipment/items/talisman-of-the-sphere-gmg.md b/compendium/equipment/items/talisman-of-the-sphere-gmg.md new file mode 100644 index 000000000..b42cbd8df --- /dev/null +++ b/compendium/equipment/items/talisman-of-the-sphere-gmg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/artifact +- trait/artifact +- trait/evocation +- trait/magical +- trait/rare +aliases: ["Talisman Of The Sphere"] +--- +# Talisman Of The Sphere *Item 20* +[artifact](rules/traits/artifact-gmg.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** held in 1 hand +- **Category** Artifact + +This loop of adamantine can be slung on a chain to be worn as a necklace, but must be held to convey its benefits. A creature that can't cast either arcane or occult spells takes `8d6` mental damage just from picking up the item, and they take that damage again at the start of each of their turns if they continue to hold it. + +If the wielder can cast arcane or occult spells, they can use the talisman of the sphere to more easily control a sphere of annihilation. This reduces the DC of the check to control the sphere or Sustain the Activation by 10. + +*Source: Gamemastery Guide p. 113* \ No newline at end of file diff --git a/compendium/equipment/items/talwar-loil.md b/compendium/equipment/items/talwar-loil.md new file mode 100644 index 000000000..951a38c57 --- /dev/null +++ b/compendium/equipment/items/talwar-loil.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/weapon/martial +- trait/forceful +- trait/two-hand-d10 +- trait/versatile-p +aliases: ["Talwar"] +--- +# Talwar *Item 0* +[forceful](rules/traits/forceful.md) [two-hand ](rules/traits/two-hand.md) [versatile

](rules/traits/versatile.md) + +- **Price** 2 gp +- **Bulk** 1 +- **Damage** `1d6` S +- **Hands** 1 +- **Category** Martial; **Group** Sword + +Longer, and with less curve than a scimitar, this blade is ubiquitous in guard and mercenary groups throughout Casmaron. + +*Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/compendium/equipment/items/tamchal-chakram-av2.md b/compendium/equipment/items/tamchal-chakram-av2.md new file mode 100644 index 000000000..0e2573af1 --- /dev/null +++ b/compendium/equipment/items/tamchal-chakram-av2.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av2 +- item/category/weapon/advanced +- trait/agile +- trait/deadly-d6 +- trait/finesse +- trait/thrown-20-feet +- trait/uncommon +aliases: ["Tamchal Chakram"] +--- +# Tamchal Chakram *Item 0* +[agile](rules/traits/agile.md) [deadly ](rules/traits/deadly.md) [finesse](rules/traits/finesse.md) [thrown <20 feet>](rules/traits/thrown.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 5 gp +- **Bulk** L +- **Damage** `1d6` S +- **Hands** 1 +- **Category** Advanced; **Group** Dart + +These circular weapons are among the many strange weapons used by urdefhans. The sharp metal circle contains numerous protruding blades, while an angled central handle provides a decent grip that spins the weapon as it's thrown. + +*Source: Abomination Vaults #2: Hands of the Devil p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/tanglefoot-extruder-tv.md b/compendium/equipment/items/tanglefoot-extruder-tv.md new file mode 100644 index 000000000..4ec0f498b --- /dev/null +++ b/compendium/equipment/items/tanglefoot-extruder-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/alchemical +aliases: ["Tanglefoot Extruder"] +--- +# Tanglefoot Extruder *Item 3* +[alchemical](rules/traits/alchemical.md) + +- **Price** 50 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Held + +This portable nozzle-and-trigger assembly based on spider spinnerets can extrude and weave alchemical adhesives into temporary constructions. As an [Interact](rules/actions/interact.md) action, you can attach a tanglefoot bag to the extruder. A loaded tanglefoot extruder can be activated to consume the attached tanglefoot bag and convert it into a 30-foot rope, whip, or net, depending on the nozzle die you choose when activating the device. The created object lasts for 1 hour. The DC to [Escape](rules/actions/escape.md) a created rope (if used to bind a creature) or net is equal to the consumed tanglefoot bag's DC and Escaping destroys the created object. + +*Source: Treasure Vault p. 65* \ No newline at end of file diff --git a/compendium/equipment/items/tank-lotg.md b/compendium/equipment/items/tank-lotg.md new file mode 100644 index 000000000..f82591dcf --- /dev/null +++ b/compendium/equipment/items/tank-lotg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/adventuring-gear/animal-caretaking +aliases: ["Tank"] +--- +# Tank *Item 0* + +- **Category** Animal Caretaking + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/tar-rocket-snare-lotgb.md b/compendium/equipment/items/tar-rocket-snare-lotgb.md new file mode 100644 index 000000000..46ecfcb76 --- /dev/null +++ b/compendium/equipment/items/tar-rocket-snare-lotgb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +- trait/uncommon +aliases: ["Tar Rocket Snare"] +--- +# Tar Rocket Snare *Item 4* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 15 gp +- **Category** Snare + +You coat a small firework with a thick layer of resin and tar, so it sticks firmly onto a target. When a creature enters the square, the rocket launches at the creature and potentially sticks to it. You determine the direction the rocket faces when crafting the snare. The triggering creature must attempt a DC 20 Reflex save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is dealt a glancing blow by the rocket and becomes [flat-footed](rules/conditions.md#Flat-footed) until the start of its next turn. +> - **Failure** The rocket's coating of tar and resin sticks to the creature, and it can't be shaken loose. The creature becomes [flat-footed](rules/conditions.md#Flat-footed) for 1 round, and [clumsy](rules/conditions.md#Clumsy) for 1 minute or until it [Escapes](rules/actions/escape.md) (DC 20). +> - **Critical Failure** As failure, but the creature takes a direct hit. It takes `2d6` bludgeoning damage and is pushed 10 feet in the direction the rocket faces. + +*Source: Lost Omens: The Grand Bazaar p. 27* \ No newline at end of file diff --git a/compendium/equipment/items/tasters-folly-tv.md b/compendium/equipment/items/tasters-folly-tv.md new file mode 100644 index 000000000..6d1da6200 --- /dev/null +++ b/compendium/equipment/items/tasters-folly-tv.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/ingested +- trait/poison +aliases: ["Taster's Folly"] +--- +# Taster's Folly *Item 4* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) + +- **Price** 20 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Devised to bypass detection, a dose of taster's folly consists of two compounds that aren't mixed but placed in the contents of one meal. Each compound is harmless on its own. The DC to [Recall Knowledge](rules/actions/recall-knowledge.md) about this poison from one of its components is 23 and attempts to use magic to detect the unmixed components require a successful DC 23 counteract check. The onset period begins only if a victim consumes both compounds during the same hour. If the two compounds mix prior to consumption, they become toxic and are detectable as such. The [sickened](rules/conditions.md#Sickened) condition can't be ended until the poison's effects end. + +```ad-inline-affliction +title: Saving Throw: DC 21 Fortitude + +- **Onset**: 10 minutes +- **Maximum Duration**: 6 minutes + +## Stages + +**Stage 1** `2d4` poison damage (1 minute) + +**Stage 2** `3d4` poison damage and [sickened](rules/conditions.md#Sickened) (1 minute) + +**Stage 3** `4d4` poison damage and [sickened](rules/conditions.md#Sickened) (1 minute) +``` + +*Source: Treasure Vault p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/tattletale-orb-tv.md b/compendium/equipment/items/tattletale-orb-tv.md new file mode 100644 index 000000000..77d0c992e --- /dev/null +++ b/compendium/equipment/items/tattletale-orb-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/cursed +- trait/divination +- trait/magical +- trait/rare +- trait/scrying +aliases: ["Tattletale Orb"] +--- +# Tattletale Orb *Item 14+* +[cursed](rules/traits/cursed-gmg.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [scrying](rules/traits/scrying.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +A tattletale orb is a polished crystal sphere that appears to function as a crystal ball. If those whom you use the orb to scry on roll better than a critical failure on their saving throw, they receive a telepathic message alerting them to the scrying. A success or better at the save allows the target to choose to allow you to scry anyway, knowing they can use an aspect of the orb against you, according to the orb's type. A creature that rolls a critical success on the saving throw also learns your name and location. Once you Activate a tattletale orb or use it to cast one of your [scrying](compendium/spells/scrying.md) spells, it fuses to you. You must succeed at a Will save, using the scrying Will DC of a crystal ball of the orb's type, to use another such device. + +Tattletale orbs come in the same types as crystal balls, with the same activations and powers. However, your target must roll a critical failure on the saving throw for the orb to function as normal for that type of crystal ball. + +*Source: Treasure Vault p. 193* \ No newline at end of file diff --git a/compendium/equipment/items/taw-launcher-tv.md b/compendium/equipment/items/taw-launcher-tv.md new file mode 100644 index 000000000..1350f7a46 --- /dev/null +++ b/compendium/equipment/items/taw-launcher-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/advanced +- trait/conrasu +- trait/deadly-1d10 +- trait/modular-b-p-or-s +- trait/uncommon +aliases: ["Taw Launcher"] +--- +# Taw Launcher *Item 0* +[conrasu](rules/traits/conrasu-loag.md) [deadly <1d10>](rules/traits/deadly.md) [modular ](rules/traits/modular-logm.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 10 gp +- **Bulk** 1 +- **Damage** `1d6` modular +- **Ammunution** [Wooden Taws](compendium/equipment/items/wooden-taws-tv.md); **Range** 100 ft.; **Reload** 1 +- **Hands** 2 +- **Category** Advanced; **Group** Bow + +This complex device is a crossbow and fires small wooden bullets known as taws. A system of blades within the launcher can rapidly reshape a taw as it's loaded, allowing the launcher to fire taws of different shapes, such as fléchettes. + +*Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/tear-away-clothing-lotgb.md b/compendium/equipment/items/tear-away-clothing-lotgb.md new file mode 100644 index 000000000..ebc2786bc --- /dev/null +++ b/compendium/equipment/items/tear-away-clothing-lotgb.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/adjustment/clothing +aliases: ["Tear-away Clothing"] +--- +# Tear-away Clothing *Item 0* + +- **Price** 5 sp +- **Usage** modifies existing clothing +- **Category** Clothing + +Performers and criminals are both known to use disposable clothing designed to be torn off the body quickly and easily. + +This garment is loose enough to be worn over another outfit, including light armor. You can remove tear-away clothing with an [Interact](rules/actions/interact.md) action. The price for tear-away clothing is to modify an existing outfit. If purchasing a new outfit, add the tear-away clothing's price to the outfit to modify it as part of the purchase. + +*Source: Lost Omens: The Grand Bazaar p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/tears-of-the-last-azlanti-ec6.md b/compendium/equipment/items/tears-of-the-last-azlanti-ec6.md new file mode 100644 index 000000000..b98a8aad6 --- /dev/null +++ b/compendium/equipment/items/tears-of-the-last-azlanti-ec6.md @@ -0,0 +1,65 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec6 +- item/category/artifact +- trait/arcane +- trait/artifact +- trait/invested +- trait/transmutation +- trait/unique +aliases: ["Tears Of The Last Azlanti"] +--- +# Tears Of The Last Azlanti *Item 25* +[arcane](rules/traits/arcane.md) [artifact](rules/traits/artifact-gmg.md) [invested](rules/traits/invested.md) [transmutation](rules/traits/transmutation.md) [unique](rules/traits/unique.md) + +- **Usage** worn necklace; **Bulk** L +- **Category** Artifact + +This gold necklace sports six bails, each with a different aeon stone. The backside of each bail is engraved with a single ancient Azlanti rune: Patience, Remembrance, Resilience, Tenacity, Wisdom, Invention. + +While a bail is active, you recall pieces of childhood memories, brief stories and lessons spoken to you by Aroden. The knowledge imparted by each bail carries a specific power but also allows you to access the invested and resonant powers of the aeon stone in the active bail's slot as though the stone orbited your head. Each day at dawn, a new bail becomes active; roll `1d6` to determine which bail is active, determined by the table below. Only one bail can be active at any time. + +Once per day, you can attempt to exchange the aeon stone in a given bail for another aeon stone with a successful DC 35 [Arcana](compendium/skills.md#Arcana) check. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
`D6`BailDefault Aeon Stone
1
**Active Power:** Telepathy with a range of 100 feet
PatienceGold nodule
2
**Active Power:** Cast [hypercognition](compendium/spells/hypercognition.md) at will
RemembranceTourmaline sphere
3
**Active Power:** Worn armor gains the antimagic property rune
ResilienceClear spindle
4
**Active Power:** Wielded weapons gain the vorpal property rune
TenacityPink rhomboid
5
**Active Power:** Skill checks for downtime activities or to [Recall Knowledge](rules/actions/recall-knowledge.md) are one degree of success higher
WisdomOrange prism
6
**Active Power:** You can craft items up to 5 levels higher than your actual level
InventionLavender and green ellipsoid
+ + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/tekko-kagi-tv.md b/compendium/equipment/items/tekko-kagi-tv.md new file mode 100644 index 000000000..fc103eba6 --- /dev/null +++ b/compendium/equipment/items/tekko-kagi-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/agile +- trait/disarm +- trait/finesse +- trait/parry +- trait/trip +- trait/uncommon +aliases: ["Tekko-Kagi"] +--- +# Tekko-Kagi *Item 0* +[agile](rules/traits/agile.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [parry](rules/traits/parry.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2 sp +- **Bulk** L +- **Damage** `1d4` S +- **Hands** 1 +- **Category** Martial; **Group** Brawling + +Four curved blades attached to a sturdy handlebar give the wielder of this close-combat weapon the illusion of having claws that extend from their fist. Adherents of Bastet favor the tekko-kagi for catching their foes off guard. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/tengu-gale-blade-apg.md b/compendium/equipment/items/tengu-gale-blade-apg.md new file mode 100644 index 000000000..6dfec9981 --- /dev/null +++ b/compendium/equipment/items/tengu-gale-blade-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/weapon/martial +- trait/agile +- trait/disarm +- trait/finesse +- trait/tengu +- trait/uncommon +aliases: ["Tengu Gale Blade"] +--- +# Tengu Gale Blade *Item 0* +[agile](rules/traits/agile.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [tengu](rules/traits/tengu-b1.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 4 gp +- **Bulk** L +- **Damage** `1d6` S +- **Hands** 1 +- **Category** Martial; **Group** Sword + +This fan-shaped sword, designed by members of the tengu ancestry, has five broad blades that join at its hilt. Tengu sailors also use gale blades as makeshift weather vanes, as the sword spins to show the wind's direction when loosely held aloft. + +*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/tentacle-potion-tv.md b/compendium/equipment/items/tentacle-potion-tv.md new file mode 100644 index 000000000..832aebf55 --- /dev/null +++ b/compendium/equipment/items/tentacle-potion-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/potion +- trait/consumable +- trait/magical +- trait/potion +- trait/transmutation +aliases: ["Tentacle Potion"] +--- +# Tentacle Potion *Item 6+* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +Upon consuming this mottled, foul-tasting liquid, the tentacle potion causes you to extrude a long, flexible limb of ectoplasm. + +Your clothing doesn't need to accommodate this limb of ghostly matter, which can extrude through your clothing and armor. The limb lasts 1 hour, and you can [Dismiss](rules/actions/dismiss.md) the activation. You can't hide or disguise the tentacle. You can use the limb to perform simple [Interact](rules/actions/interact.md) actions, such as opening an unlocked door. Your limb can't perform actions that require significant manual dexterity, including any action that would require a check to accomplish. You can't use it to hold items. At one time, you can have only one extra limb from any version of this potion. Stronger tentacle potions replace the effects of weaker ones. + +If you have the Flexible Tail or Skillful Tail feats, the Tailed Goblin heritage, or a similar feature the GM believes would benefit, this potion can instead fortify your tail. A fortified tail benefits from any tentacle potion as if the potion were the next better type. + +*Source: Treasure Vault p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/terrifying-ammunition-apg.md b/compendium/equipment/items/terrifying-ammunition-apg.md new file mode 100644 index 000000000..fc7d70f94 --- /dev/null +++ b/compendium/equipment/items/terrifying-ammunition-apg.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/consumable +- trait/consumable +- trait/emotion +- trait/enchantment +- trait/fear +- trait/magical +- trait/mental +aliases: ["Terrifying Ammunition"] +--- +# Terrifying Ammunition *Item 6* +[consumable](rules/traits/consumable.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) + +- **Price** 50 gp +- **Ammunition** any +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This black-and-gray ammunition is etched with occult symbols and tiny, grinning skulls. When activated terrifying ammunition damages a creature, it fills the creature's mind with visions of their own failures, tragedies, and eventually, their own death. The creature must attempt a DC 20 Will save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [frightened](rules/conditions.md#Frightened). +> - **Failure** The creature is [frightened](rules/conditions.md#Frightened) and can't reduce its [frightened](rules/conditions.md#Frightened) value below 1 until it spends an action, which has the [concentrate](rules/traits/concentrate.md) trait, to calm itself down. +> - **Critical Failure** As failure, but the creature is [frightened](rules/conditions.md#Frightened). + +*Source: Advanced Player's Guide p. 259* \ No newline at end of file diff --git a/compendium/equipment/items/the-whispering-reeds-av1.md b/compendium/equipment/items/the-whispering-reeds-av1.md new file mode 100644 index 000000000..48a4fd9cf --- /dev/null +++ b/compendium/equipment/items/the-whispering-reeds-av1.md @@ -0,0 +1,57 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/av1 +- item/category/artifact +- trait/artifact +- trait/divination +- trait/occult +- trait/rare +aliases: ["The Whispering Reeds"] +--- +# The Whispering Reeds *Item 10* +[artifact](rules/traits/artifact-gmg.md) [divination](rules/traits/divination.md) [occult](rules/traits/occult.md) [rare](rules/traits/rare.md) + +- **Usage** held in 2 hands; **Bulk** 2 +- **Category** Artifact + +This hefty tome was compiled centuries ago by an anonymous author who sought to collect all parables, myths, stories, and encounters with the Outer Goddess [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md). According to the introduction, the author's original intent was to create a work that foes of the Empty Death could use to fight against her influence, but as one reads through the book, it becomes apparent that the opposite effect has been achieved—by compiling these stories, the author inadvertently generated a work that made it easier for [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md) to influence the world. Those who venerate the Empty Death seek copies of this book to use as a guide and religious text, while those who don't know better and peruse the book as though it were merely an anthology of stories find themselves unwittingly falling prey to [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md)'s cult or agents of the entity herself. Those who study from The Whispering Reeds for too long are often cursed to rise as ghosts after death— though their existence never lasts for long, as they are inevitably consumed by [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md). + +If a character understands the dangers of this book, however, moderated use can stall or even prevent such a fate from befalling them. If a character takes special care, they can even potentially use The Whispering Reeds for its original purpose—as a weapon against the cult of [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md). Using the text too often or leveraging some of its more powerful effects, however, causes the user to feel an ominous chill. In these cases, the user is exposed to the tome's curse, Empty Death (see below) + +The anonymous compiler wanted to produce an enormous print run of The Whispering Reeds, but after the initial run they realized the danger and scuttled those plans, instead attempting to destroy those copies already created. This crusade caught the attention of [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md)'s cult, who swiftly assassinated the compiler. + +Fewer than two dozen copies of this rare tome are believed to still exist. The book's sinister nature causes all attempts to transcribe it to fail, resulting in bodies of gibberish, nonsense text. + +The Whispering Reeds provides several abilities, but you can't activate any of them while you are [stupefied](rules/conditions.md#Stupefied) unless you are a follower of [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md). + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You gain a +2 item bonus to skill checks to [Recall Knowledge](rules/actions/recall-knowledge.md) about [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md), her faith, or creatures associated with her (such as incorporeal undead, vampiric mists, wisps, and other incorporeal creatures associated with death). Each time you use this ability after the first in a 24-hour period, you are exposed to the Empty Death. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You read aloud a phrase from the book and target a single incorporeal undead creature within 30 feet. That undead creature takes `5d6` positive damage (DC 27 basic Will save) as portions of their incorporeal being are consumed in patches of seven equally spaced holes. Each time you use this ability after the first in a 24-hour period, you are exposed to the Empty Death. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You invoke a tale from The Whispering Reeds that parallels the situation, environment, or creatures nearby. Eerie mists and indistinct whispers rise in a 20-foot emanation around you, and clusters of seven perfectly spaced divots manifest in the ground, vegetation, and flesh of creatures in the emanation other than yourself and up to three creatures you designate at the time of activation. Creatures afflicted with these divots suffer from agonizing mental anguish in the form of crippling despair and take `4d6` mental damage (DC 27 basic Will save). The mists, whispers, and strange divots fade away at the end of the round, but any creature that takes mental damage from the effect also takes a –1 penalty to saving throws against effects with the [emotion](rules/traits/emotion.md) trait for 1 minute. You are exposed to the Empty Death each time you use this ability. +``` + +```ad-embed-ability +title: Activate + +You cast one of the following spells at the lowest level possible (unless otherwise specified): [crushing despair](compendium/spells/crushing-despair.md) (one target within 30 feet only), [fear](compendium/spells/fear.md) (3rd), [paranoia](compendium/spells/paranoia.md), or [phantasmal killer](compendium/spells/phantasmal-killer.md). You are exposed to the Empty Death each time you use this ability. + +Empty Death (curse, necromancy, occult) Saving Throw DC 27 Will; Effect If you activate The Whispering Reeds and are not a worshipper of [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md), you become [stupefied](rules/conditions.md#Stupefied) for 24 hours as your thoughts fill with paranoia that something is watching you from the other side of death. If you die while affected by the Empty Death, you immediately become a chaotic evil ghost. Every 7 days that pass after you become a ghost, you must succeed at a DC 2 flat check— failure indicates that you are consumed by [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md). + +A creature whose ghost is consumed in this way does not travel to the River of Souls and is utterly annihilated; this creature can only be restored to life via a 10th-level spell effect or ritual like [wish](compendium/spells/wish.md). +``` + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/theatrical-mutagen-tv.md b/compendium/equipment/items/theatrical-mutagen-tv.md new file mode 100644 index 000000000..ba4d20c83 --- /dev/null +++ b/compendium/equipment/items/theatrical-mutagen-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/mutagen +- trait/polymorph +aliases: ["Theatrical Mutagen"] +--- +# Theatrical Mutagen *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +Developed and widely used by students at the Kitharodian Academy in Oppara, the theatrical mutagen stimulates the creative centers of your brain. This causes your movements to become exaggerated and your voice to become clear. However, the erratic surges of inspiration overload your senses, making it difficult to focus on mundane tasks. + +Benefit You gain the listed item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks, [Crafting](compendium/skills.md#Crafting) checks, and [Performance](compendium/skills.md#Performance) checks. If you're untrained in any of these skills, your proficiency bonus is equal to your level instead of +0. You also gain the listed status bonus to your Speed. + +Drawback You take a –1 penalty to [Perception](compendium/skills.md#Perception) checks and Will saves. After any round where you don't spend at least 1 action to [Interact](rules/actions/interact.md) with an object, [Perform](rules/actions/perform.md), [Step](rules/actions/step.md), or [Stride](rules/actions/stride.md), you're [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. + +*Source: Treasure Vault p. 61* \ No newline at end of file diff --git a/compendium/equipment/items/thorn-whip-loil.md b/compendium/equipment/items/thorn-whip-loil.md new file mode 100644 index 000000000..e41d56cd9 --- /dev/null +++ b/compendium/equipment/items/thorn-whip-loil.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/weapon/martial +- trait/disarm +- trait/finesse +- trait/ghoran +- trait/reach +- trait/trip +- trait/uncommon +aliases: ["Thorn whip"] +--- +# Thorn whip *Item 0* +[disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [ghoran](rules/traits/ghoran-loil.md) [reach](rules/traits/reach.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 6 sp +- **Bulk** 1 +- **Damage** `1d4` P +- **Hands** 1 +- **Category** Martial; **Group** Brawling + +Carefully woven from plant fibers, the thorn whip sports small spikes that protrude from various locations. + +*Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/compendium/equipment/items/thoughtwhip-claw-loil.md b/compendium/equipment/items/thoughtwhip-claw-loil.md new file mode 100644 index 000000000..654676e7f --- /dev/null +++ b/compendium/equipment/items/thoughtwhip-claw-loil.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/tattoo +- trait/invested +- trait/magical +- trait/rare +- trait/tattoo +aliases: ["Thoughtwhip Claw"] +--- +# Thoughtwhip Claw *Item 11* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [tattoo](rules/traits/tattoo-lowg.md) + +- **Price** 1350 gp +- **Usage** worn; **Bulk** — +- **Category** Tattoo + +[Abraxas](compendium/setting/deities/abraxas-logm.md) teaches that minds can be robbed as surely as pockets. This tattoo of a clenched fist provides a +2 item bonus to [Thievery](compendium/skills.md#Thievery) checks. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +[Abraxas](compendium/setting/deities/abraxas-logm.md) reaches through your hands and creates threads to yank thoughts from the mind of another. The thoughtwhip claw casts [mind probe](compendium/spells/mind-probe.md) on a creature within range, with a DC of 28. +``` + +*Source: Lost Omens: Impossible Lands p. 305* \ No newline at end of file diff --git a/compendium/equipment/items/thousand-blade-thesis-som.md b/compendium/equipment/items/thousand-blade-thesis-som.md new file mode 100644 index 000000000..bc954113b --- /dev/null +++ b/compendium/equipment/items/thousand-blade-thesis-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/held +- trait/extradimensional +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Thousand-blade Thesis"] +--- +# Thousand-blade Thesis *Item 9* +[extradimensional](rules/traits/extradimensional.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 600 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This collection of lacquered rice paper scrolls mounted on flexible bamboo contains a wealth of calligraphic essays and paintings on the art of war, specifically focused on the use of various weapons in warfare and how to tactically deploy warriors using those weapons to the best possible advantage. Consulting the thesis grants a +2 item bonus to [Warfare Lore](compendium/skills.md#Lore) checks. Like most scholarly compendiums, this usage requires holding the thesis in one hand. + +The thesis also serves as an extradimensional armory for weapons and ammunition. The thesis has a capacity of 5 Bulk, and only weapons and ammunition can be stored within it. You and others can [Interact](rules/actions/interact.md) with the thesis to store or retrieve a weapon or piece of ammunition in it, like a mundane container. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The thousand-blade thesis dramatically unfurls, and the weapons contained within it spring forth and array themselves impressively in the air, floating within easy reach. For 1 minute, you can use a free action to [Interact](rules/actions/interact.md) to draw one of the floating weapons. Others can attempt to nab them out of the air, but to do so they must critically succeed at a [Disarm](rules/actions/disarm.md) check. You can't place weapons back into the thesis until the minute elapses. +``` + +*Source: Secrets of Magic p. 191* \ No newline at end of file diff --git a/compendium/equipment/items/thousand-pains-fulu-tv.md b/compendium/equipment/items/thousand-pains-fulu-tv.md new file mode 100644 index 000000000..51d5fced0 --- /dev/null +++ b/compendium/equipment/items/thousand-pains-fulu-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/consumable +- trait/fulu +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Thousand-Pains Fulu"] +--- +# Thousand-Pains Fulu *Item 5+* +[consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** affixed to a creature; **Bulk** — +- **Category** Consumable + +Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. A creature to which the fulu is affixed must attempt a basic Fortitude save against damage determined by the fulu's type. + +> [!success-degree] +> - **Failure** or critical failure primes the target for [persistent damage](rules/conditions.md#Persistent%20Damage) triggered by a specific condition that must be met within the fulu's duration. + +*Source: Treasure Vault p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/thrasher-tail-tv.md b/compendium/equipment/items/thrasher-tail-tv.md new file mode 100644 index 000000000..4a20a5dcb --- /dev/null +++ b/compendium/equipment/items/thrasher-tail-tv.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/clockwork +- trait/kobold +- trait/mechanical +- trait/rare +aliases: ["Thrasher Tail"] +--- +# Thrasher Tail *Item 9* +[kobold](rules/traits/kobold-b1.md) [mechanical](rules/traits/mechanical.md) [rare](rules/traits/rare.md) clockwork + +- **Price** 620 gp +- **Usage** worn; **Bulk** 1 +- **Category** Worn + +Kobolds admire well-designed objects, especially if it gives them an opportunity to pack it with traps and surprises. This prosthetic tail hides numerous blades and spikes, tensioned and wound around a spring-loaded trigger at the base of the prosthesis. + +Resetting and reattaching a sprung thrasher tail takes 10 minutes. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You're [grabbed](rules/conditions.md#Grabbed) + +**Effect** Your tail comes off in your opponent's hand, and the mechanism unwinds, causing the blades and spikes to protrude and the tail to spin and thrash. The tail deals `8d6` slashing damage to the opponent who has you [grabbed](rules/conditions.md#Grabbed) with a DC 25 basic Reflex save. Regardless of the result of their save, you're no longer [grabbed](rules/conditions.md#Grabbed). +``` + +*Source: Treasure Vault p. 109* \ No newline at end of file diff --git a/compendium/equipment/items/three-section-naginata-tv.md b/compendium/equipment/items/three-section-naginata-tv.md new file mode 100644 index 000000000..976f1ba92 --- /dev/null +++ b/compendium/equipment/items/three-section-naginata-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/advanced +- trait/deadly-d8 +- trait/forceful +- trait/sweep +- trait/uncommon +- trait/versatile-b +aliases: ["Three-section Naginata"] +--- +# Three-section Naginata *Item 0* +[deadly ](rules/traits/deadly.md) [forceful](rules/traits/forceful.md) [sweep](rules/traits/sweep.md) [uncommon](rules/traits/uncommon.md) [versatile ](rules/traits/versatile.md) + +- **Price** 12 gp +- **Bulk** 2 +- **Damage** `1d8` S +- **Hands** 2 +- **Category** Advanced; **Group** Flail + +A fusion of a naginata and sansetsukon, this three-section weapon has a sweeping, curved blade along each of the outer sections. Though difficult for anyone but an expert weapon master to use effectively, the three-section naginata can be wielded at devastating speed to slice or smash apart a foe. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/thrice-fried-mudwings-lotgb.md b/compendium/equipment/items/thrice-fried-mudwings-lotgb.md new file mode 100644 index 000000000..d6233088c --- /dev/null +++ b/compendium/equipment/items/thrice-fried-mudwings-lotgb.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/abjuration +- trait/consumable +- trait/magical +- trait/uncommon +aliases: ["Thrice-fried Mudwings"] +--- +# Thrice-fried Mudwings *Item 12* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 350 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Frying mudwings—the remains of magical winged creatures found in blighted swamps—is a delicate balance. Cooked for too long and they lose their potency; cooked too briefly and the toxins in their system could end up harming whoever eats them. When you consume a perfectly cooked tapas, you grow two sets of mudwings that grant you a fly Speed of 30 feet or your Speed, whichever is lower, for 10 minutes. You can also use the following Activation. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You would take damage from a physical attack + +**Effect** You intercept the attack with a pair of your wings. You gain resistance 15 against physical damage for the triggering attack only, shattering one set of your wings in the process. The first time you use this Activation, your fly Speed becomes 15 feet, or half your Speed, whichever is lower, for the duration. After the second time, your mudwings are shattered entirely, ending the effect. + +"Beauty can be a cage, and the flesh can be a prison. The purpose of our art is not the obfuscation of truth, but its revelation." This boutique is seamlessly constructed from polished white stone, with nearly every inch covered in sprawling, lifelike reliefs of blooming ivy, berry-laden branches, and small animals such as songbirds, foxes, and hares. + +The shop's interior, which smells brightly of fresh fir tips and petrichor, is a marriage between opulence and austerity. Marble floors the color of freshly fallen snow and plaster bas-reliefs depicting birch trees frame arched entryways and extend upwards, supporting the vaulted ceilings. +``` + +*Source: Lost Omens: The Grand Bazaar p. 47* \ No newline at end of file diff --git a/compendium/equipment/items/throwers-bandolier-tv.md b/compendium/equipment/items/throwers-bandolier-tv.md new file mode 100644 index 000000000..af3721a86 --- /dev/null +++ b/compendium/equipment/items/throwers-bandolier-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/conjuration +- trait/invested +- trait/magical +aliases: ["Thrower's Bandolier"] +--- +# Thrower's Bandolier *Item 3* +[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 60 gp +- **Usage** worn; **Bulk** L +- **Category** Worn + +This bandolier is covered in straps and pouches capable of holding up to 2 Bulk of one-handed thrown weapons. A thrower's bandolier has a +1 weapon potency rune etched into it, and it can be etched with runes as though it were a one-handed thrown weapon. When you invest the thrower's bandolier, you can attune it to all the weapons sheathed in it (this ends any previous attunements made with the bandolier). Whenever you draw a weapon from the bandolier, the bandolier's runes are replicated onto that weapon. Any runes already on the weapon are suppressed, and any runes previously replicated to a different weapon in this way are removed, returning it to normal. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +All weapons attuned to the bandolier, not including any weapons you're currently wielding, return to the bandolier. +``` + +*Source: Treasure Vault p. 146* \ No newline at end of file diff --git a/compendium/equipment/items/throwing-knife-ec1.md b/compendium/equipment/items/throwing-knife-ec1.md new file mode 100644 index 000000000..187bda168 --- /dev/null +++ b/compendium/equipment/items/throwing-knife-ec1.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec1 +- item/category/weapon/simple +- trait/agile +- trait/finesse +- trait/thrown-20-feet +- trait/uncommon +aliases: ["Throwing Knife"] +--- +# Throwing Knife *Item 0* +[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [thrown <20 feet>](rules/traits/thrown.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 3 sp +- **Bulk** L +- **Damage** `1d4` P +- **Hands** 1 +- **Category** Simple; **Group** Knife + +This light knife is optimally balanced to be thrown accurately at a greater distance than a common dagger. While this comes at the cost of a significant cutting edge, the difference is worth it for characters focused on thrown weapons. + +*Source: Extinction Curse #1: The Show Must Go On p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/throwing-shield-lokl.md b/compendium/equipment/items/throwing-shield-lokl.md new file mode 100644 index 000000000..36c36e359 --- /dev/null +++ b/compendium/equipment/items/throwing-shield-lokl.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/adjustment +- trait/adjustment +- trait/uncommon +aliases: ["Throwing Shield"] +--- +# Throwing Shield *Item 1* +[adjustment](rules/traits/adjustment-lotgb.md) [uncommon](rules/traits/uncommon.md) + +- **Access** Knights of Lastwall have access to this item. +- **Price** 5 gp +- **Usage** applied to a buckler or shield +- **Category** Adjustment + +These special straps and weightings fit over a shield or buckler, but not a tower shield. They are designed to let you doff and throw the shield in one swift movement. You can quickly remove the shield by spending a free action as part of the [Strike](rules/actions/strike.md) to throw the shield. When thrown in this way, the shield is a martial thrown weapon that deals `1d6` bludgeoning damage and has the thrown <20 feet> trait. A shield with the throwing shield attachment can't have any attached weapons, such as shield spikes or a shield boss, and the adjustments to make it more aerodynamic make it slightly less sturdy, reducing its Hardness by 1. + +*Source: Lost Omens: Knights of Lastwall p. 87* \ No newline at end of file diff --git a/compendium/equipment/items/thunder-helm-ooa2.md b/compendium/equipment/items/thunder-helm-ooa2.md new file mode 100644 index 000000000..79ca385ef --- /dev/null +++ b/compendium/equipment/items/thunder-helm-ooa2.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa2 +- item/category/worn +- trait/conjuration +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Thunder Helm"] +--- +# Thunder Helm *Item 5* +[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 160 gp +- **Usage** worn headwear; **Bulk** L +- **Category** Worn + +The creator of the original thunder helm tried and failed time and again to craft a reliable, helmet-mounted firearm that enabled hands-free gunplay, but even after resorting to magical enhancements, they were never quite able to realize their vision. The allure of the thunder helm continues to compel certain mindsets in the Mana Wastes, and these items continue to be crafted to this day. + +A thunder helm appears as a cylindrical iron helmet adorned with a crown-like display of gun barrels extending out in all directions. A slit in the front allows for limited visibility, while sound is muffled by the inner lining. As long as a creature wears a thunder helm, it takes a –1 circumstance penalty to auditory and visual [Perception](compendium/skills.md#Perception) checks but also gain a +1 circumstance bonus to saving throws against [auditory](rules/traits/auditory.md) and [visual](rules/traits/visual.md) effects. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The helm's gun barrels swivel and aim randomly, then conjure enough gunpowder and bullets to fire in all directions around you. Every creature within a 20-foot emanation takes `4d6` piercing damage (DC 19 basic Reflex save). When determining a creature's resistance or immunity to this damage, use the weaker of the target's resistance or immunity to piercing or bludgeoning. +``` + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/thunder-sling-loag.md b/compendium/equipment/items/thunder-sling-loag.md new file mode 100644 index 000000000..3f0069179 --- /dev/null +++ b/compendium/equipment/items/thunder-sling-loag.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loag +- item/category/weapon/martial +- trait/agile +- trait/propulsive +- trait/tengu +- trait/uncommon +aliases: ["Thunder Sling"] +--- +# Thunder Sling *Item 0* +[agile](rules/traits/agile.md) [propulsive](rules/traits/propulsive.md) [tengu](rules/traits/tengu-b1.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 5 gp +- **Bulk** L +- **Damage** `1d6` P +- **Range** 50 ft.; **Reload** 1 +- **Hands** 1 +- **Category** Martial; **Group** Sling + +Tengu use these specialized slings to fire darts further and with greater force than when thrown by hand, which is particularly effective when attacking from great heights. A thunder sling uses [darts](compendium/equipment/items/dart.md) as ammunition. It can also hurl [blowgun darts](compendium/equipment/items/blowgun-dart.md) as ammunition but deals `1d4` piercing damage instead of `1d6` when used this way. + +*Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/thunder-sling-tv.md b/compendium/equipment/items/thunder-sling-tv.md new file mode 100644 index 000000000..17ac9dc66 --- /dev/null +++ b/compendium/equipment/items/thunder-sling-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/agile +- trait/propulsive +- trait/tengu +- trait/uncommon +aliases: ["Thunder Sling"] +--- +# Thunder Sling *Item 0* +[agile](rules/traits/agile.md) [propulsive](rules/traits/propulsive.md) [tengu](rules/traits/tengu-b1.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 5 gp +- **Bulk** L +- **Damage** `1d6` P +- **Range** 50 ft.; **Reload** 1 +- **Hands** 1 +- **Category** Martial; **Group** Sling + + + +*Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/thunder-snare-ec1.md b/compendium/equipment/items/thunder-snare-ec1.md new file mode 100644 index 000000000..bbf4fa687 --- /dev/null +++ b/compendium/equipment/items/thunder-snare-ec1.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec1 +- item/category/snare +- trait/auditory +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +aliases: ["Thunder Snare"] +--- +# Thunder Snare *Item 2* +[auditory](rules/traits/auditory.md) [consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) + +- **Price** 6 gp +- **Category** Snare + +The snare makes a thunderous noise when a creature enters the snare's square, which can be heard up to 1,000 feet away. The creature must attempt a DC 18 Fortitude saving throw. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [deafened](rules/conditions.md#Deafened) until the end of its next turn. +> - **Failure** As success, and the target also takes 1 sonic damage. +> - **Critical Failure** As success, and the target also takes `1d4` sonic damage. + +*Source: Extinction Curse #1: The Show Must Go On p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/thunderbird-tuft-som.md b/compendium/equipment/items/thunderbird-tuft-som.md new file mode 100644 index 000000000..ef6b5e454 --- /dev/null +++ b/compendium/equipment/items/thunderbird-tuft-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +aliases: ["Thunderbird Tuft"] +--- +# Thunderbird Tuft *Item 1+* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Consumable + +This carved chunk of amber contains a single tuft of gray feathers, which spark with electricity to create an odd jittery sensation in anyone holding the amber for long. When used as part of a [shocking grasp](compendium/spells/shocking-grasp.md) spell, thunderbird tuft funnels electricity back into the spellcaster in a defensive nimbus. For 1 minute, any creature that touches you or that hits you with a melee unarmed attack or non-reach melee weapon attack takes the listed electricity damage. + +*Source: Secrets of Magic p. 169* \ No newline at end of file diff --git a/compendium/equipment/items/thunderblast-slippers-tv.md b/compendium/equipment/items/thunderblast-slippers-tv.md new file mode 100644 index 000000000..67c7e8e72 --- /dev/null +++ b/compendium/equipment/items/thunderblast-slippers-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/evocation +- trait/invested +- trait/magical +- trait/sonic +aliases: ["Thunderblast Slippers"] +--- +# Thunderblast Slippers *Item 9+* +[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [sonic](rules/traits/sonic.md) + +- **Usage** worn footwear; **Bulk** L +- **Category** Worn + +Unassuming in appearance, these slippers indicate their nature only with a signature strip of yellow stitching. You gain a +2 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You move like the wind, with precision and speed. You [Stride](rules/actions/stride.md) up to 60 feet; this movement doesn't trigger reactions. When you stop, if you've moved at least 30 feet from where you started, you release a thunderous 5-foot emanation that deals `2d6` bludgeoning damage and `2d6` sonic damage with a DC 25 basic Fortitude save. A creature that critically fails its save is also knocked [prone](rules/conditions.md#Prone). +``` + +*Source: Treasure Vault p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/thundercrasher-tv.md b/compendium/equipment/items/thundercrasher-tv.md new file mode 100644 index 000000000..56792d99d --- /dev/null +++ b/compendium/equipment/items/thundercrasher-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/arcane +- trait/evocation +- trait/uncommon +aliases: ["Thundercrasher"] +--- +# Thundercrasher *Item 5* +[arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 155 gp +- **Usage** held in 2 hands; **Bulk** 2 +- **Category** Held + +While looking straight down the barrel of this +1 striking blunderbussG&G, the spark gun's magical core is visible amid several reflectors. All damage dealt by a thundercrasher is sonic damage. On a critical hit, the target must succeed at a Fortitude save against your class DC or be [deafened](rules/conditions.md#Deafened) for 1 minute. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You overload the thundercrasher to emit chaotic sonic frequencies that soften earth and stone. When you next fire the thundercrasher it also partially liquefies any natural earth or stone surfaces within range of its scatter trait, making the area difficult terrain. +``` + +*Source: Treasure Vault p. 39* \ No newline at end of file diff --git a/compendium/equipment/items/thundermace-lotgb.md b/compendium/equipment/items/thundermace-lotgb.md new file mode 100644 index 000000000..68809a974 --- /dev/null +++ b/compendium/equipment/items/thundermace-lotgb.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/weapon/simple +- trait/backswing +- trait/uncommon +aliases: ["Thundermace"] +--- +# Thundermace *Item 0* +[backswing](rules/traits/backswing.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2 sp +- **Bulk** 2 +- **Damage** `1d8` B +- **Hands** 2 +- **Category** Simple; **Group** Club + +This deceptively dangerous weapon is essentially a mace with a longer haft and larger, often flanged head. + +*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/time-shield-potion-apg.md b/compendium/equipment/items/time-shield-potion-apg.md new file mode 100644 index 000000000..3805e383d --- /dev/null +++ b/compendium/equipment/items/time-shield-potion-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/potion +- trait/consumable +- trait/magical +- trait/potion +- trait/transmutation +aliases: ["Time Shield Potion"] +--- +# Time Shield Potion *Item 13* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 600 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +This purple potion has a bitter taste and seems to blur with motion. When you drink a time shield potion, you are frozen in time for `2d4` rounds. You can't act or be targeted, you become immune to all effects, and you vanish from your space; as far as the universe is concerned, you simply don't exist as long as the potion lasts. The durations of any effects targeting you when you drink the potion are suspended until it wears off. + +Once the potion's duration expires, you return to the normal flow of time and your former space; if that space is now occupied, you get shunted to the nearest unoccupied space. Effects with durations immediately resume affecting you, elapsing as though no time has passed. If you are within the area of an effect created while you were outside of time, you immediately take those effects upon returning. The GM might determine that other changes that occurred while you were outside of time (such as the ground beneath you crumbling) also affect you upon your return. + +*Source: Advanced Player's Guide p. 259* \ No newline at end of file diff --git a/compendium/equipment/items/timeless-salts-apg.md b/compendium/equipment/items/timeless-salts-apg.md new file mode 100644 index 000000000..d37357c23 --- /dev/null +++ b/compendium/equipment/items/timeless-salts-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/consumable +- trait/alchemical +- trait/consumable +aliases: ["Timeless Salts"] +--- +# Timeless Salts *Item 4* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Price** 14 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +You sprinkle these salts onto a single object up to 10 cubic feet in volume and no more than 40 Bulk to preserve it for 1 week. + +The object doesn't decay, and effects that require the object to be fresh don't count the time passing during this duration as having elapsed. When sprinkled on a corpse, this extends the period in which a creature can be revived by magic, as well as the wait time required before a corpse can be targeted again with [talking corpse](compendium/spells/talking-corpse.md). The salts prevent ordinary pests from consuming the target (such as maggots for a corpse or moths for a piece of clothing). Any creature can use an [Interact](rules/actions/interact.md) action to disperse the salts from an unattended object and end this effect. + +*Source: Advanced Player's Guide p. 255* \ No newline at end of file diff --git a/compendium/equipment/items/titans-grasp-som.md b/compendium/equipment/items/titans-grasp-som.md new file mode 100644 index 000000000..6f0b1859c --- /dev/null +++ b/compendium/equipment/items/titans-grasp-som.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/apex +- trait/apex +- trait/evocation +- trait/invested +- trait/magical +aliases: ["Titan's Grasp"] +--- +# Titan's Grasp *Item 18* +[apex](rules/traits/apex.md) [evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 24000 gp +- **Usage** worn gloves; **Bulk** L +- **Category** Apex + +These bronze gauntlets each have a small red gem embedded in the wrist. You gain a +3 item bonus to [Athletics](compendium/skills.md#Athletics) checks and a +1 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks to [Grapple](rules/actions/grapple.md). If you successfully [Grapple](rules/actions/grapple.md) an enemy that's at least one size category larger than you, the gauntlets dig into it, dealing bludgeoning damage equal to your Strength modifier, plus an additional `2d6` on a critical success. + +When you invest the gloves, you either increase your Strength score by 2 or increase it to 18, whichever would give you a higher score. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[sonic](rules/traits/sonic.md) + +- **Requirements**: You have two hands free + +**Effect** You clap the gauntlets together with a thunderous crack that deals `6d10` sonic damage in a 30-foot emanation. Each creature in the area must attempt a DC 35 Fortitude save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and is [deafened](rules/conditions.md#Deafened) for 1 round. +> - **Critical Failure** The creature takes double damage, is [deafened](rules/conditions.md#Deafened) for 1 minute, and is [stunned](rules/conditions.md#Stunned). +%% #trait/sonic %% +``` + +*Source: Secrets of Magic p. 191* \ No newline at end of file diff --git a/compendium/equipment/items/tlil-mask-sot1.md b/compendium/equipment/items/tlil-mask-sot1.md new file mode 100644 index 000000000..f03efec12 --- /dev/null +++ b/compendium/equipment/items/tlil-mask-sot1.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot1 +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Tlil Mask"] +--- +# Tlil Mask *Item 5+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn mask; **Bulk** L +- **Category** Worn + +Colorful, beaded tlil masks are most commonly found on the distant continent of Arcadia, but trade between the two regions means that they can be found in the Mwangi Expanse as curiosities. These masks usually bear floral patterns and attune your senses to plants of all varieties. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. + +While this effect is active, creatures can't be [concealed](rules/conditions.md#Concealed) from you due to living plants, such as small trees, vines, and grass. This also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md), this ability doesn't prevent plants from providing cover to creatures or blocking line of effect. It also doesn't allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree. + +The effect lasts for 1 minute. +``` + +*Source: Strength of Thousands #1: Kindled Magic p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/tlil-mask-tv.md b/compendium/equipment/items/tlil-mask-tv.md new file mode 100644 index 000000000..dcc4f38a4 --- /dev/null +++ b/compendium/equipment/items/tlil-mask-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Tlil Mask"] +--- +# Tlil Mask *Item 5+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn mask; **Bulk** L +- **Category** Worn + +Colorful, beaded tlil masks are commonly found on the distant continent of Arcadia, but trade between the two regions means that they can also be found in the Mwangi Expanse as curiosities. These masks usually bear floral patterns and attune your senses to plants of all varieties. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. While this effect is active, creatures can't be [concealed](rules/conditions.md#Concealed) from you due to living plants, such as small trees, vines, and grass. This vision also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md), this ability doesn't prevent plants from providing cover to creatures or blocking line of effect. It also doesn't allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree. The effect lasts for 1 minute. +``` + +*Source: Treasure Vault p. 155* \ No newline at end of file diff --git a/compendium/equipment/items/toadskin-salve-lotgb.md b/compendium/equipment/items/toadskin-salve-lotgb.md new file mode 100644 index 000000000..0a67c3396 --- /dev/null +++ b/compendium/equipment/items/toadskin-salve-lotgb.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/poison +- trait/uncommon +aliases: ["Toadskin Salve"] +--- +# Toadskin Salve *Item 3+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Poison + +This thick, oily salve reacts with the air to exude a toxic mucus when applied to skin. Once it's applied, you can activate the salve in one of the two ways detailed below. After either reaction has been used, the remaining mucus loses its reactive properties and falls away as the effect ends. You can only have one dose applied at a time. If you don't use either reaction, after 10 minutes, the mucus flakes away and the effect ends. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You hit a creature with a melee + +**Effect** You fling mucus on the creature, dealing `1d4` [persistent poison damage](rules/conditions.md#Persistent%20Damage). +``` + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You are hit with a melee attack that deals physical damage + +**Effect** The mucus dulls the blow, granting you resistance 3 to physical damage against the triggering attack. +``` + +*Source: Lost Omens: The Grand Bazaar p. 27* \ No newline at end of file diff --git a/compendium/equipment/items/tome-of-restorative-cleansing-tv.md b/compendium/equipment/items/tome-of-restorative-cleansing-tv.md new file mode 100644 index 000000000..e0f0c57cb --- /dev/null +++ b/compendium/equipment/items/tome-of-restorative-cleansing-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/grimoire +- trait/grimoire +- trait/magical +- trait/necromancy +aliases: ["Tome of Restorative Cleansing"] +--- +# Tome of Restorative Cleansing *Item 5+* +[grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Bulk** L +- **Category** Grimoire + +This book is dark blue on the night of the new moon, gradually shifting to bright red as the moon waxes. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) + +- **Requirements**: Your last action was to cast a spell prepared from this grimoire, and the spell removed a harmful condition or affliction from yourself or an ally + +**Effect** Choose one creature whose condition was removed by the required spell. Depending on the version, that creature gains a number of temporary Hit Points that last for 1 hour. +%% #trait/healing #trait/necromancy #trait/positive %% +``` + +*Source: Treasure Vault p. 113* \ No newline at end of file diff --git a/compendium/equipment/items/tome-of-scintillating-sleet-tv.md b/compendium/equipment/items/tome-of-scintillating-sleet-tv.md new file mode 100644 index 000000000..4f78a9300 --- /dev/null +++ b/compendium/equipment/items/tome-of-scintillating-sleet-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/grimoire +- trait/cold +- trait/evocation +- trait/grimoire +- trait/primal +aliases: ["Tome of Scintillating Sleet"] +--- +# Tome of Scintillating Sleet *Item 8* +[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [grimoire](rules/traits/grimoire-som.md) [primal](rules/traits/primal.md) + +- **Price** 430 gp +- **Bulk** L +- **Category** Grimoire + +The first 12 pages of this tome tell the same story in two languages: 6 pages in Skald and 6 pages in the ancient Jotun dialect used by saumen kar, a species of ice-dwelling humanoids. + +The story is a tale of a saumen kar stricken with snow blindness after spending too long under the sun building snow giants. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +If your next action is to cast a cold spell that deals damage, all creatures damaged by the spell are also [dazzled](rules/conditions.md#Dazzled) for 3 rounds by light refracting and reflecting within and around the spell's chilling effects. If an affected creature critically failed its save against the required spell, or if you critically succeeded on your spell attack roll against the creature, it's instead [blinded](rules/conditions.md#Blinded) for 1 round and then [dazzled](rules/conditions.md#Dazzled) for 3 rounds. +``` + +*Source: Treasure Vault p. 113* \ No newline at end of file diff --git a/compendium/equipment/items/tonfa-lotgb.md b/compendium/equipment/items/tonfa-lotgb.md new file mode 100644 index 000000000..5d3e6b989 --- /dev/null +++ b/compendium/equipment/items/tonfa-lotgb.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/weapon/martial +- trait/agile +- trait/finesse +- trait/monk +- trait/parry +- trait/twin +- trait/uncommon +aliases: ["Tonfa"] +--- +# Tonfa *Item 0* +[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [monk](rules/traits/monk.md) [parry](rules/traits/parry.md) [twin](rules/traits/twin.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1 sp +- **Bulk** L +- **Damage** `1d4` B +- **Hands** 1 +- **Category** Martial; **Group** Brawling + +These L-shaped fighting batons are good for striking and blocking. The wielder holds the handle and either spins the stick or strikes with the stick covering the forearm. + +*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/toolkit-of-bronze-whispers-tv.md b/compendium/equipment/items/toolkit-of-bronze-whispers-tv.md new file mode 100644 index 000000000..84bb832df --- /dev/null +++ b/compendium/equipment/items/toolkit-of-bronze-whispers-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/divine +- trait/intelligent +- trait/rare +- trait/transmutation +aliases: ["Toolkit of Bronze Whispers"] +--- +# Toolkit of Bronze Whispers *Item 5* +[divine](rules/traits/divine.md) [intelligent](rules/traits/intelligent-gmg.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** held in 2 hands; **Bulk** 2 +- **Category** Held + +Sacred to the faith of [Brigh](compendium/setting/deities/brigh-logm.md), a toolkit of bronze whispers has been used with such devotion it has developed a consciousness and personality that can be a blessing to a partnered crafter. A toolkit of bronze whispers functions as a set of sterling artisan's tools. Such toolkits focus on new creations and enthusiastically suggest crafting techniques to wielders. A toolkit of bronze whispers knows common item formulas of its level or lower and any other formulas the GM chooses. It can teach these formulas. You must still spend the time to copy a formula before you can use it. + +*Source: Treasure Vault p. 197* \ No newline at end of file diff --git a/compendium/equipment/items/tooth-and-claw-tattoo-tv.md b/compendium/equipment/items/tooth-and-claw-tattoo-tv.md new file mode 100644 index 000000000..3cee78eb8 --- /dev/null +++ b/compendium/equipment/items/tooth-and-claw-tattoo-tv.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/tattoo +- trait/invested +- trait/magical +- trait/tattoo +- trait/transmutation +aliases: ["Tooth and Claw Tattoo"] +--- +# Tooth and Claw Tattoo *Item 6+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** tattooed on the body; **Bulk** — +- **Category** Tattoo + +This tattoo resembles an animal's fangs, claws, or similar natural weapons, letting you wield such weapons and turn into the same beast. When you receive the tattoo, choose the animal from among the following: ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can ask questions of, receive answers from, and use the [Diplomacy](compendium/skills.md#Diplomacy) skill with animals of that kind. This tattoo is usually located on the body part or parts it's meant to transform—on the back of the hands for claws, around the mouth for jaws, on the forehead for horns, and so on. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[morph](rules/traits/morph.md) + +You gain an unarmed attack matching the tattoo for 1 minute. It has the same damage as your best unarmed attack and has the same traits. Its damage type is bludgeoning for a fist or frog's jaws; piercing for an antler, fangs, horns, or most jaws; or slashing for claws. +%% #trait/morph %% +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[polymorph](rules/traits/polymorph.md) + +The tattoo casts 3rd-level [animal form](compendium/spells/animal-form.md) to transform you into the animal that matches your tattoo. +%% #trait/polymorph %% +``` + +*Source: Treasure Vault p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/toothwort-extract-lotg.md b/compendium/equipment/items/toothwort-extract-lotg.md new file mode 100644 index 000000000..77dd1df19 --- /dev/null +++ b/compendium/equipment/items/toothwort-extract-lotg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/plant +- trait/additive-1 +- trait/alchemical +- trait/consumable +aliases: ["Toothwort Extract"] +--- +# Toothwort Extract *Item 3* +[additive <1>](rules/traits/additive.md) [alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Price** 9 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** **Trigger** You use [Quick Alchemy](rules/actions/quick-alchemy.md) to craft an alchemical poison that's at least 1 level lower than your advanced alchemy level. +- **Category** Plant + +Originally used in dental procedures, toothwort numbs the gums by deadening nerves. When the oils are extracted and distilled, toothwort has a secondary reputation among alchemists for enhancing the duration of poisons. When adding toothwort extract to an alchemical poison, you can extend the maximum duration of the poison by 1 round. + +*Source: Lost Omens: Travel Guide p. 101* \ No newline at end of file diff --git a/compendium/equipment/items/topology-protoplasm-som.md b/compendium/equipment/items/topology-protoplasm-som.md new file mode 100644 index 000000000..a95650fe3 --- /dev/null +++ b/compendium/equipment/items/topology-protoplasm-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/oil +- trait/consumable +- trait/magical +- trait/oil +- trait/transmutation +aliases: ["Topology Protoplasm"] +--- +# Topology Protoplasm *Item 7* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 70 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +This slimy gel wriggles to the touch, as if covered by a multitude of imperceptible cilia. If applied to a creature or object no larger than 7 feet in any dimension, the protoplasm shifts it into an ooze-like state for 1 minute, allowing the subject to squash and stretch harmlessly. In this state, a creature that attempts a check to [Squeeze](rules/actions/squeeze.md) uses the outcome one degree of success better than it rolls and can move its full Speed while [Squeezing](rules/actions/squeeze.md), and an object can fit through a space 2 feet across. One vial can cover a creature or object of up to Large size, but as each vial is made from a specific ooze, multiple vials can't be combined together to cover a larger object, as the two gels simply negate each other. + +*Source: Secrets of Magic p. 176* \ No newline at end of file diff --git a/compendium/equipment/items/torags-silver-anvil-logm.md b/compendium/equipment/items/torags-silver-anvil-logm.md new file mode 100644 index 000000000..b8cff6259 --- /dev/null +++ b/compendium/equipment/items/torags-silver-anvil-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/logm +- item/category/held +- trait/divine +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Torag's Silver Anvil"] +--- +# Torag's Silver Anvil *Item 18* +[divine](rules/traits/divine.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Access** follower of [Torag](compendium/setting/deities/torag.md) +- **Price** 24000 gp +- **Usage** held in 2 hands; **Bulk** 2 +- **Category** Held + +This portable silver anvil has a narrow hoop on one end, through which a long, sturdy chain has been strung. + +Torag's Silver Anvil can be wielded as a +3 holy greater flaming greater striking silver meteor hammer. + +Outside of combat, the anvil can be used with a hammer as an incredibly effective portable forge, heating up the metal to be forged without a furnace and granting a +3 item bonus to [Crafting](compendium/skills.md#Crafting) checks involving metalworking. When you use the anvil to successfully [Repair](rules/actions/repair.md) a metal item, the item recovers an additional 10 Hit Points (or an additional 20 on a critical success). + +*Source: Lost Omens: Gods & Magic p. 123* \ No newline at end of file diff --git a/compendium/equipment/items/torrent-snare-ec1.md b/compendium/equipment/items/torrent-snare-ec1.md new file mode 100644 index 000000000..c00e0c96c --- /dev/null +++ b/compendium/equipment/items/torrent-snare-ec1.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec1 +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +- trait/uncommon +aliases: ["Torrent Snare"] +--- +# Torrent Snare *Item 3* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 9 gp +- **Category** Snare + +You pile waterlogged plants or access a nearby source of water to rain down on a Medium or smaller creature that enters the snare's square. When a creature enters the square, the snare's square and all adjacent squares become slippery difficult terrain, and the triggering creature must attempt a DC 19 Reflex saving throw, with the following effects. + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** The target falls [prone](rules/conditions.md#Prone). +> - **Critical Failure** The target falls [prone](rules/conditions.md#Prone) and is forced into one of the other squares soaked by the snare. + +*Source: Extinction Curse #1: The Show Must Go On p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/torrent-spellgun-tv.md b/compendium/equipment/items/torrent-spellgun-tv.md new file mode 100644 index 000000000..0ffb95b5d --- /dev/null +++ b/compendium/equipment/items/torrent-spellgun-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/attack +- trait/consumable +- trait/evocation +- trait/magical +- trait/spellgun +- trait/water +aliases: ["Torrent Spellgun"] +--- +# Torrent Spellgun *Item 3+* +[attack](rules/traits/attack.md) [consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [spellgun](rules/traits/spellgun-tv.md) [water](rules/traits/water.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md), , [Strike](rules/actions/strike.md) +- **Category** Consumable + +Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps around its grip. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun blasts a powerful jet of water that deals bludgeoning damage based on the spellgun's type, then disintegrates into sand. + +> [!success-degree] +> - **Critical Success** The target takes double damage and is knocked back 10 feet. +> - **Success** The target takes full damage and is knocked back 5 feet. + +*Source: Treasure Vault p. 98* \ No newline at end of file diff --git a/compendium/equipment/items/toshigami-blossom-tv.md b/compendium/equipment/items/toshigami-blossom-tv.md new file mode 100644 index 000000000..15ca6f4f6 --- /dev/null +++ b/compendium/equipment/items/toshigami-blossom-tv.md @@ -0,0 +1,42 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/abjuration +- trait/intelligent +- trait/invested +- trait/primal +- trait/rare +aliases: ["Toshigami Blossom"] +--- +# Toshigami Blossom *Item 15* +[abjuration](rules/traits/abjuration.md) [intelligent](rules/traits/intelligent-gmg.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [rare](rules/traits/rare.md) + +- **Usage** worn; **Bulk** — +- **Category** Worn + +An encounter with a toshigami, the enigmatic kami who protect cherry trees, is rare, though often sought after and treasured by those who achieve such an encounter. Only a handful of mortals can truthfully claim to have seen a toshigami, let alone met one, though many popular fireside tales tell of virtuous souls receiving a toshigami's blessing to fight for a worthy cause. Such stories have a basis in fact; every so often, a toshigami gives a worthy mortal a flower from their ward, time-locked in perfect bloom and granted sapience. Such toshigami blossoms are more sociable than their creators. Like toshigami, a blossom has a strong curiosity about the mortal world. If you wear a toshigami blossom, it can intercede for you, helping you make a good impression. + +A toshigami blossom has the following activations. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The blossom casts tree stride on you to your specifications. If you target only cherry trees, the spell is cast at 6th level. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The blossom casts soothing blossoms (Secrets of Magic 129) to your specifications. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The blossom sends a flurry of cherry blossoms outward in a 20-foot burst that lasts 1 round. You and your allies can see through these blossoms. To all other creatures, creatures within the cloud of blossoms become [concealed](rules/conditions.md#Concealed), and creatures outside the cloud become [concealed](rules/conditions.md#Concealed) to creatures within it. When you or an ally succeeds with a [Strike](rules/actions/strike.md) against a creature in the blossoms, the [Strike](rules/actions/strike.md) deals an additional `1d6` mental damage and an additional `1d6` negative damage to living creatures, or an additional `1d6` positive damage to undead. +``` + +*Source: Treasure Vault p. 197* \ No newline at end of file diff --git a/compendium/equipment/items/toy-carriage-lotgb.md b/compendium/equipment/items/toy-carriage-lotgb.md new file mode 100644 index 000000000..4e7cc34e6 --- /dev/null +++ b/compendium/equipment/items/toy-carriage-lotgb.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/adventuring-gear +aliases: ["Toy Carriage"] +--- +# Toy Carriage *Item 0+* + +- **Category** Adventuring Gear + +A miniature toy carriage is carved from wood and has fully functioning wheels. It can vary in size from 2 to 8 inches long, too small for even Tiny creatures to ride. If pushed or propelled, obstacles and terrain might slow, stop, tip, or divert the carriage's course. + +*Source: Lost Omens: The Grand Bazaar p. 59* \ No newline at end of file diff --git a/compendium/equipment/items/trackers-stew-tv.md b/compendium/equipment/items/trackers-stew-tv.md new file mode 100644 index 000000000..2b97d1197 --- /dev/null +++ b/compendium/equipment/items/trackers-stew-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/processed +aliases: ["Tracker's Stew"] +--- +# Tracker's Stew *Item 3* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [processed](rules/traits/processed-tv.md) + +- **Price** 10 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Alchemical reagents add punch to tracker's stew: a rich, fiery mixture of tomatoes, ground nuts, onions, and tubers, often with poultry added. It's usually served with or over rice or noodles. Once you've eaten the stew, it improves your ability to sense and follow tracks for 24 hours or until you make your next daily preparations, whichever comes first. You gain a +1 item bonus to [Survival](compendium/skills.md#Survival) checks to [Cover Tracks](rules/actions/cover-tracks.md) and [Track](rules/actions/track.md). You can do either while moving at full speed or both while moving at half speed. + +*Source: Treasure Vault p. 51* \ No newline at end of file diff --git a/compendium/equipment/items/tracking-fulu-som.md b/compendium/equipment/items/tracking-fulu-som.md new file mode 100644 index 000000000..7a826d98d --- /dev/null +++ b/compendium/equipment/items/tracking-fulu-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/abjuration +- trait/consumable +- trait/fulu +- trait/magical +aliases: ["Tracking Fulu"] +--- +# Tracking Fulu *Item 5* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) + +- **Price** 25 gp +- **Usage** affixed to creature or object +- **Activate** envision +- **Category** Consumable + +Used covertly by assassins and spies, this pair of fulus stick to one another when created but can be easily separated. Affix one fulu to a target before activating its pair. When activated, the unaffixed fulu flutters toward the affixed one at a speed of 30 feet per round, traveling for up to 1 hour and fluttering more rapidly the closer it comes to its pair. The unaffixed fulu always moves in a straight line towards the affixed fulu; it can't solve mazes or find its way through winding paths. + +*Source: Secrets of Magic p. 161* \ No newline at end of file diff --git a/compendium/equipment/items/trackless-tv.md b/compendium/equipment/items/trackless-tv.md new file mode 100644 index 000000000..f7b32fa61 --- /dev/null +++ b/compendium/equipment/items/trackless-tv.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/rune +- trait/abjuration +- trait/magical +aliases: ["Trackless"] +--- +# Trackless *Item 6+* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) + +- **Usage** applied to footwear +- **Category** Rune + +Trackless runes are common among hunters and trappers, as well as thieves and anyone [fleeing](rules/conditions.md#Fleeing) pursuit. While wearing trackless footwear, you have a +4 item bonus to the DC to track you. However, this bonus doesn't stack with the status bonus from pass without trace. + +*Source: Treasure Vault p. 145* \ No newline at end of file diff --git a/compendium/equipment/items/tradecraft-tattoo-tv.md b/compendium/equipment/items/tradecraft-tattoo-tv.md new file mode 100644 index 000000000..bd76803c7 --- /dev/null +++ b/compendium/equipment/items/tradecraft-tattoo-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/tattoo +- trait/conjuration +- trait/invested +- trait/magical +- trait/tattoo +aliases: ["Tradecraft Tattoo"] +--- +# Tradecraft Tattoo *Item 9+* +[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) + +- **Usage** tattooed on the body; **Bulk** — +- **Category** Tattoo + +Crafters choose tattoos that represent their dedication and skill in their chosen field. Such tattoos might adorn the arm, fingers, or eyes, and they take the form of artistic patterns or depict tools of the trade, such as anvils, paintbrushes, or trowels. You gain a +2 item bonus to [Crafting](compendium/skills.md#Crafting) checks. Furthermore, when you roll a critical failure on a [Crafting](compendium/skills.md#Crafting) check to [Earn Income](rules/actions/earn-income.md), treat it as a failure instead. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +The tattoo casts creation. You choose the item and its appearance, and whether the spell is 4th or 5th level. +``` + +*Source: Treasure Vault p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/traitors-ring-da.md b/compendium/equipment/items/traitors-ring-da.md new file mode 100644 index 000000000..f8bc164d4 --- /dev/null +++ b/compendium/equipment/items/traitors-ring-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/worn +- trait/uncommon +aliases: ["Traitor's Ring"] +--- +# Traitor's Ring *Item 0* +[uncommon](rules/traits/uncommon.md) + +- **Access** Member of a secret society +- **Price** 15 sp +- **Usage** worn; **Bulk** — +- **Category** Worn + +This ring has a thick band supporting a square-cut gem that can be customized to the buyer's preference. The thickness of the band allows it to be taken to any jeweler or blacksmith to be adjusted to different hands or fingers from the original make. There is a tiny clasp at the side of the gem that, when pressed, opens the gem, revealing a small, hinged compartment. This compartment is designed to hold one dose of poison, allowing wearers to slip the contents of the ring into the food or drink of an intended target. The compartment can be closed again by gently pressing the gem back into place. + +Noticing the compartment requires a DC 15 [Perception](compendium/skills.md#Perception) check for anyone inspecting the ring. + +*Source: Dark Archive p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/transposition-ammunition-lotgb.md b/compendium/equipment/items/transposition-ammunition-lotgb.md new file mode 100644 index 000000000..1dc1c20b1 --- /dev/null +++ b/compendium/equipment/items/transposition-ammunition-lotgb.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/consumable +- trait/conjuration +- trait/consumable +- trait/magical +- trait/teleportation +- trait/uncommon +aliases: ["Transposition Ammunition"] +--- +# Transposition Ammunition *Item 9+* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Ammunition** any +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Transposition ammunition has a milky-white cast and will sometimes shift position subtly of its own accord. When you activate the ammunition, instead of making your [Strike](rules/actions/strike.md) against a foe, you fire transposition ammunition at any unoccupied square you can see within your weapon's first range increment and succeed without making an attack roll. You pull yourself through the Astral Plane, teleporting along with any items you are holding into the square where you shot the ammunition. If this would carry along any other creature (even one in an extradimensional space), the activation fails. + +*Source: Lost Omens: The Grand Bazaar p. 31* \ No newline at end of file diff --git a/compendium/equipment/items/travelers-cloak-lokl.md b/compendium/equipment/items/travelers-cloak-lokl.md new file mode 100644 index 000000000..388dd3e48 --- /dev/null +++ b/compendium/equipment/items/travelers-cloak-lokl.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/adventuring-gear +- trait/uncommon +aliases: ["Traveler's Cloak"] +--- +# Traveler's Cloak *Item 1* +[uncommon](rules/traits/uncommon.md) + +- **Access** Knights of Lastwall have access to this item. +- **Price** 7 gp +- **Bulk** L +- **Category** Adventuring Gear + +These cloaks are designed to accommodate long treks through various climates. Traveler's cloaks for hot climates might be bleached white and created from lighter materials, while those intended for cold climates are made of thicker materials and have linings intended to retain heat. While wearing a traveler's cloak for the appropriate type of weather, increase the time it takes to become fatigued from temperature effects by 2 hours (Core Rulebook 518). A traveler's cloak has no effect at extreme or incredible temperatures. + +*Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/traveling-companions-chair-tv.md b/compendium/equipment/items/traveling-companions-chair-tv.md new file mode 100644 index 000000000..bbb1ecfa0 --- /dev/null +++ b/compendium/equipment/items/traveling-companions-chair-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/companion +- trait/barding +- trait/companion +aliases: ["Traveling Companion's Chair"] +--- +# Traveling Companion's Chair *Item 1* +[barding](rules/traits/barding-tv.md) [companion](rules/traits/companion.md) + +- **Price** 4 gp +- **Bulk** 1 +- **Category** Companion + +This more robust assembly is well suited for longer travel and all manner of adventuring. As with the traveler's chair, small mechanisms built into the wheels and support struts allow the user to traverse up and down stairs without any additional difficulty (though moving up stairs is still difficult terrain, just like for other adventurers) and move without additional difficulty through ladders, uneven ground, and other common adventuring terrain. + +*Source: Treasure Vault p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/treats-lotg.md b/compendium/equipment/items/treats-lotg.md new file mode 100644 index 000000000..b31a25d0d --- /dev/null +++ b/compendium/equipment/items/treats-lotg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/adventuring-gear/animal-caretaking +aliases: ["Treats"] +--- +# Treats *Item 0* + +- **Category** Animal Caretaking + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/tremorsensors-tv.md b/compendium/equipment/items/tremorsensors-tv.md new file mode 100644 index 000000000..f001e7677 --- /dev/null +++ b/compendium/equipment/items/tremorsensors-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/adjustment +- trait/adjustment +- trait/mechanical +- trait/uncommon +aliases: ["Tremorsensors"] +--- +# Tremorsensors *Item 4* +[adjustment](rules/traits/adjustment-lotgb.md) [mechanical](rules/traits/mechanical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 100 gp +- **Usage** affixed to armor; **Bulk** L +- **Category** Adjustment + +These small, metallic devices resemble squashed spheres. They each contain a tiny gyroscope that's incredibly sensitive to vibrations in the earth. While typically worn on one's footwear, the device can be affixed to any part of your armor. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +You stomp a foot, clap your hands, or create some other source of sound, gaining tremorsense as an imprecise sense with a range of 20 feet for the next 10 minutes. +``` + +*Source: Treasure Vault p. 109* \ No newline at end of file diff --git a/compendium/equipment/items/tri-bladed-katar-lotgb.md b/compendium/equipment/items/tri-bladed-katar-lotgb.md new file mode 100644 index 000000000..06634bee3 --- /dev/null +++ b/compendium/equipment/items/tri-bladed-katar-lotgb.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/weapon/simple +- trait/disarm +- trait/fatal-d8 +- trait/monk +- trait/uncommon +aliases: ["Tri-bladed Katar"] +--- +# Tri-bladed Katar *Item 0* +[disarm](rules/traits/disarm.md) [fatal ](rules/traits/fatal.md) [monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 8 sp +- **Bulk** L +- **Damage** `1d4` P +- **Hands** 1 +- **Category** Simple; **Group** Knife + +This punching dagger resembles the standard katar, save that a pair of blades can be folded out from the center blade, transforming the weapon into a starburst shape well suited to catching foes' weapons. + +*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/triangular-teeth-tv.md b/compendium/equipment/items/triangular-teeth-tv.md new file mode 100644 index 000000000..9a719a71c --- /dev/null +++ b/compendium/equipment/items/triangular-teeth-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/tattoo +- trait/abjuration +- trait/invested +- trait/magical +- trait/tattoo +aliases: ["Triangular Teeth"] +--- +# Triangular Teeth *Item 2* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) + +- **Price** 33 gp +- **Usage** tattooed on the body; **Bulk** — +- **Category** Tattoo + +Rows of triangles symbolizing shark teeth protect you from danger and enable you to take fierce retaliation against those who try to harm you. Seafarers, especially those on the seas of Minata, wear these tattoos in patterns, with multiple rows of regular triangles. You gain a +1 item bonus to [Survival](compendium/skills.md#Survival) checks to navigate bodies of water. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You would be hit by an attack against your AC + +**Effect** You gain a +1 circumstance bonus to AC against the attack, or a +2 circumstance bonus if the attacker is in water or has the amphibious, [aquatic](rules/traits/aquatic-b1.md), or [water](rules/traits/water.md) trait. Whether the attack hits or misses, you gain a +2 status bonus to damage with the next [Strike](rules/actions/strike.md) you make against the attacker before the end of your next turn. +``` + +*Source: Treasure Vault p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/tricksters-mandolin-tv.md b/compendium/equipment/items/tricksters-mandolin-tv.md new file mode 100644 index 000000000..8e10df54c --- /dev/null +++ b/compendium/equipment/items/tricksters-mandolin-tv.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/coda +- trait/coda +- trait/illusion +- trait/occult +- trait/staff +aliases: ["Trickster's Mandolin"] +--- +# Trickster's Mandolin *Item 4+* +[coda](rules/traits/coda-tv.md) [illusion](rules/traits/illusion.md) [occult](rules/traits/occult.md) [staff](rules/traits/staff.md) + +- **Usage** held in 2 hands; **Bulk** L +- **Category** Coda + +Sought after by many unscrupulous bards, this instrument is surprisingly light and easy to carry, but also empowered with a number of spells carefully selected to help with fooling others or making a hasty retreat. While playing the mandolin, you gain a +1 item bonus to [Deception](compendium/skills.md#Deception) and [Performance](compendium/skills.md#Performance) checks. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You change the instrument's color and shape to one you prefer, and you can turn it into a different handheld string instrument that takes two hands to play. +``` + +```ad-embed-ability +title: Activate + +You expend a number of charges from this instrument to cast a spell from its list. +``` + +*Source: Treasure Vault p. 137* \ No newline at end of file diff --git a/compendium/equipment/items/tricky-pick-loag.md b/compendium/equipment/items/tricky-pick-loag.md new file mode 100644 index 000000000..d6751c4fc --- /dev/null +++ b/compendium/equipment/items/tricky-pick-loag.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loag +- item/category/weapon/advanced +- trait/backstabber +- trait/fatal-d10 +- trait/kobold +- trait/modular-b-p-or-s +- trait/uncommon +aliases: ["Tricky Pick"] +--- +# Tricky Pick *Item 0* +[backstabber](rules/traits/backstabber.md) [fatal ](rules/traits/fatal.md) [kobold](rules/traits/kobold-b1.md) [modular ](rules/traits/modular-logm.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 10 gp +- **Bulk** 1 +- **Damage** `1d6` modular +- **Hands** 1 +- **Category** Advanced; **Group** Pick + +This ingenious kobold pick conceals several hidden traps, which the wielder can activate to trick and befuddle foes with a variety of damaging blades and bludgeoning surfaces. + +*Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/triggerbrand-loil.md b/compendium/equipment/items/triggerbrand-loil.md new file mode 100644 index 000000000..7643b017d --- /dev/null +++ b/compendium/equipment/items/triggerbrand-loil.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/weapon/martial +- trait/combination +- trait/concussive +- trait/critical-fusion +- trait/fatal-d8 +- trait/finesse +- trait/uncommon +- trait/versatile-s +aliases: ["Triggerbrand"] +--- +# Triggerbrand *Item 1* +[uncommon](rules/traits/uncommon.md) combination + +- **Price** 10 gp +- **Bulk** 1 +- **Ranged** + - **Damage** `1d4` P + - **Ammunution** round; **Range** 30 ft.; **Reload** 1 +- **Melee** + - **Damage** `1d6` P +- **Hands** 1 +- **Category** Martial + +This unusual combination weapon integrates features of a flintlock pistol and a [shortsword](compendium/equipment/items/shortsword.md). Like other combination weapons, a wielder can transform it between ranged and melee modes as an [Interact](rules/actions/interact.md) action. + +*Source: Lost Omens: Impossible Lands p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/trinity-geode-som.md b/compendium/equipment/items/trinity-geode-som.md new file mode 100644 index 000000000..35acdeaee --- /dev/null +++ b/compendium/equipment/items/trinity-geode-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/spellheart +- trait/earth +- trait/evocation +- trait/magical +- trait/spellheart +aliases: ["Trinity Geode"] +--- +# Trinity Geode *Item 3+* +[earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) + +- **Usage** affixed to armor or a weapon +- **Category** Spellheart + +The crystal chamber within this split geode is divided into three lobes of equal size. The spell DC of any spell cast by [Activating](rules/actions/activate-an-item.md) this item is 17. + +- **Armor** After you cast an earth spell by [Activating](rules/actions/activate-an-item.md) the geode, you gain resistance 1 to physical damage (except adamantine) until the end of your next turn, or double the resistance for a non-cantrip spell. +- **Weapon** After you cast an earth spell by [Activating](rules/actions/activate-an-item.md) the geode, your [Strikes](rules/actions/strike.md) with the weapon deal an additional `1d4` bludgeoning damage until the end of your next turn. + +```ad-embed-ability +title: Activate + +You cast [scatter scree](compendium/spells/scatter-scree-som.md). +``` + +*Source: Secrets of Magic p. 171* \ No newline at end of file diff --git a/compendium/equipment/items/troll-hide-tv.md b/compendium/equipment/items/troll-hide-tv.md new file mode 100644 index 000000000..94314d39a --- /dev/null +++ b/compendium/equipment/items/troll-hide-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/alchemical +- trait/healing +aliases: ["Troll Hide"] +--- +# Troll Hide *Item 15* +[alchemical](rules/traits/alchemical.md) [healing](rules/traits/healing.md) + +- **Price** 6000 gp +- **Usage** worn armor; **Bulk** 2 +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Armor + +Tissue from a living troll has been integrated through this hide armor. This armor has two organic receptacles on its back that can each hold a single elixir of life. One elixir takes 3 [Interact](rules/actions/interact.md) actions to install. For the armor to function properly, each elixir must be the same level. A loaded suit of troll hide can be activated, causing regenerating tissue from the armor to fill your wounds. At the start of each round, you regain Hit Points equal to the level of the loaded elixirs. + +Each time you regain at least 13 Hit Points from the armor, you regrow one damaged or ruined organ. During a round that you regain 9 or more Hit Points from the armor, you can reattach severed body parts by spending an [Interact](rules/actions/interact.md) action to hold the body part to the area it was severed from. If you take acid or fire damage, the armor deactivates until the end of your next turn. In the event the armor itself is damaged, it will restore its own Hit Points before it resumes healing you. The regeneration lasts for 8 rounds. Once activated, the armor can't be deactivated. The armor uses up the elixirs of life during the duration and can't be activated again until two new ones are installed. + +*Source: Treasure Vault p. 65* \ No newline at end of file diff --git a/compendium/equipment/items/trollhound-vest-tv.md b/compendium/equipment/items/trollhound-vest-tv.md new file mode 100644 index 000000000..9babcc405 --- /dev/null +++ b/compendium/equipment/items/trollhound-vest-tv.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/invested +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Trollhound Vest"] +--- +# Trollhound Vest *Item 6* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 230 gp +- **Usage** worn armor; **Bulk** 2 +- **Category** Armor + +This suit of +1 hide armor is sickly green and covered in thick warts and nodules, fashioned from the hide of a trollhound and imbued with some of the beast's vitality. + +Wearing this armor gives you a –1 circumstance penalty to all checks made using [Diplomacy](compendium/skills.md#Diplomacy) to interact with trolls and a +1 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks used to [Make an Impression](rules/actions/make-an-impression.md) in communities traditionally plagued by troll attacks. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You take damage from a melee attack while you have half or fewer of your normal maximum Hit Points + +**Effect** Your body knits itself back together, healing you for `3d8` Hit Points. +``` + +*Source: Treasure Vault p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/troubadours-cap-tv.md b/compendium/equipment/items/troubadours-cap-tv.md new file mode 100644 index 000000000..41b66a1e6 --- /dev/null +++ b/compendium/equipment/items/troubadours-cap-tv.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/apex +- trait/apex +- trait/enchantment +- trait/invested +- trait/magical +aliases: ["Troubadour's Cap"] +--- +# Troubadour's Cap *Item 17* +[apex](rules/traits/apex.md) [enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 15000 gp +- **Usage** worn cap; **Bulk** — +- **Category** Apex + +This jaunty cap can take the form and color of any type of hat you wish upon investing the item, but it always has a peacock feather jutting out from one side. You gain a +2 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) and [Performance](compendium/skills.md#Performance) checks while wearing the cap. + +When you invest the cap, you either increase your Charisma score by 2 or increase it to 18, whichever is higher. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You cast [hypnotic pattern](compendium/spells/hypnotic-pattern.md) (DC 37). +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +Picking the feather from your cap, you throw it toward a target, casting prismatic spray (DC 35). +``` + +*Source: Treasure Vault p. 104* \ No newline at end of file diff --git a/compendium/equipment/items/true-name-amulet-som.md b/compendium/equipment/items/true-name-amulet-som.md new file mode 100644 index 000000000..d750aac2d --- /dev/null +++ b/compendium/equipment/items/true-name-amulet-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/worn +- trait/invested +- trait/magical +- trait/rare +aliases: ["True Name Amulet"] +--- +# True Name Amulet *Item 5+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** worn amulet +- **Category** Worn + +This amulet bears the true name of a single creature with a level no higher than the item's level. These amulets are typically made of gold and engraved, but could be made of anything, including simple clay. The name is clearly visible, though only to you, and only while you have the amulet invested. + +If you can read the language in which the name is written, that creature always takes the effects of invoke true name against your spells (with a spell level equal to half the item's level, rounded up). In addition, when the creature uses any [magical](rules/traits/magical.md) effect against you, you can immediately attempt to counteract it using [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), Occult, or [Religion](compendium/skills.md#Religion) for the counteract check and the true name amulet's level to determine the counteract level. + +Legendary amulets bearing the true names of creatures of level 21+ may exist. + +*Source: Secrets of Magic p. 247* \ No newline at end of file diff --git a/compendium/equipment/items/trueshape-bomb-tv.md b/compendium/equipment/items/trueshape-bomb-tv.md new file mode 100644 index 000000000..5f9d9ac0e --- /dev/null +++ b/compendium/equipment/items/trueshape-bomb-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/bomb +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/poison +- trait/splash +aliases: ["Trueshape Bomb"] +--- +# Trueshape Bomb *Item 12+* +[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [poison](rules/traits/poison.md) [splash](rules/traits/splash.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Bomb + +Concentrated wolfsbane and other anti-shapechanger reagents fill trueshape bombs. These bombs grant an item bonus to attack rolls and deal poison damage, [persistent poison damage](rules/conditions.md#Persistent%20Damage), and poison splash damage, according to their type. If the primary target is under the effects of a [morph](rules/traits/morph.md) or [polymorph](rules/traits/polymorph.md) effect, it must succeed at a Fortitude saving throw at the bomb's listed DC, or else the effects end and the creature returns to its normal form. Targets taking [persistent poison damage](rules/conditions.md#Persistent%20Damage) from this bomb must succeed at another Fortitude saving throw at the same DC to change shape using a [morph](rules/traits/morph.md) or [polymorph](rules/traits/polymorph.md) effect. + +The [persistent damage](rules/conditions.md#Persistent%20Damage) can last up to 1 minute. + +*Source: Treasure Vault p. 45* \ No newline at end of file diff --git a/compendium/equipment/items/turnabout-shield-tv.md b/compendium/equipment/items/turnabout-shield-tv.md new file mode 100644 index 000000000..aa352b1fc --- /dev/null +++ b/compendium/equipment/items/turnabout-shield-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/abjuration +- trait/magical +aliases: ["Turnabout Shield"] +--- +# Turnabout Shield *Item 9* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) + +- **Price** 600 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +The face of this standard-grade silver salvo shield (Hardness 7, HP 28, BT 14) is polished to a mirror finish. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A ranged [Strike](rules/actions/strike.md) using ammunition such as arrows, bolts, or bullets (but not siege rounds or larger projectiles) misses you +- **Requirements**: You have the turnabout shield raised + +**Effect** The ammunition enters the shield and is redirected with the same force with which it was originally fired. Make a ranged [Strike](rules/actions/strike.md) using the ammunition with an attack modifier of +19, targeting a creature within 60 feet. +``` + +*Source: Treasure Vault p. 23* \ No newline at end of file diff --git a/compendium/equipment/items/turtle-lotg.md b/compendium/equipment/items/turtle-lotg.md new file mode 100644 index 000000000..e3a1d433f --- /dev/null +++ b/compendium/equipment/items/turtle-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["Turtle"] +--- +# Turtle *Item 0* + +- **Price** 3 sp +- **Category** Pet + + + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/tusk-and-fang-chain-frp2.md b/compendium/equipment/items/tusk-and-fang-chain-frp2.md new file mode 100644 index 000000000..71f8d6b54 --- /dev/null +++ b/compendium/equipment/items/tusk-and-fang-chain-frp2.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/frp2 +- item/category/talisman +- trait/consumable +- trait/incapacitation +- trait/magical +- trait/talisman +- trait/uncommon +aliases: ["Tusk And Fang Chain"] +--- +# Tusk And Fang Chain *Item 16* +[consumable](rules/traits/consumable.md) [incapacitation](rules/traits/incapacitation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1800 gp +- **Usage** affixed to armor +- **Activate** envision; **Trigger** You Grab or restrain a creature or become [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) by a creature +- **Category** Talisman + +This length of silver chain has a tiger's fang on one end and the tip of a dire boar's tusk on the other. When you activate the chain, an ephemeral chain encircles the target creature's head and a cacophony of animal sounds clouds its mind. It must attempt a DC 35 Will save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [confused](rules/conditions.md#Confused) on its next action. +> - **Failure** The creature is [confused](rules/conditions.md#Confused) for 1 round. +> - **Critical Failure** The creature is [confused](rules/conditions.md#Confused) for 1 minute and the creature doesn't receive a flat check to end its confusion if it takes damage. At the end of each of its turns, it attempts a new Will save, ending the effect on a success. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/twilight-lantern-sot4.md b/compendium/equipment/items/twilight-lantern-sot4.md new file mode 100644 index 000000000..96e6e2bf8 --- /dev/null +++ b/compendium/equipment/items/twilight-lantern-sot4.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot4 +- item/category/held +- trait/light +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Twilight Lantern"] +--- +# Twilight Lantern *Item 6+* +[light](rules/traits/light.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This elegant hooded lantern is made from onyx-black metal. In dim light, flecks of white metal speckled within the lantern's housing resemble stars in a night sky. The lantern uses oil as a standard hooded lantern, except that any light the lantern emits is converted into magical light similar to moonlight. This magical moonlight is always dim light. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You concentrate on the lantern's light and reduce or increase its radius. + +The light can have a minimum radius of 5 feet and a maximum radius equal to double the light's standard radius. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You raise the lantern and unleash a beam of powerful moonlight, targeting a [darkness](rules/traits/darkness.md) effect within 60 feet. The lantern attempts to counteract the effect with a counteract modifier of +10. +``` + +*Source: Strength of Thousands #4: Secrets of the Temple-City p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/twining-chains-lotgb.md b/compendium/equipment/items/twining-chains-lotgb.md new file mode 100644 index 000000000..2f8e73a26 --- /dev/null +++ b/compendium/equipment/items/twining-chains-lotgb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/adjustment/armor +- trait/adjustment +- trait/uncommon +aliases: ["Twining Chains"] +--- +# Twining Chains *Item 1* +[adjustment](rules/traits/adjustment-lotgb.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 5 gp +- **Usage** applied to armor; **Bulk** 1 +- **Category** Armor + +This set of chains is completely covered with spikes and sharp blades. Not balanced for weapon use, twining chains are instead wrapped around a user's body as a deterrent to attackers—and, for some, a fashion statement. While wearing twining chains, you gain the Thorns reaction. In addition to their dangers, twining chains' weight also increases your armor's Bulk by 1, Strength entry value by 2, and check penalty by 2. + +```ad-embed-ability +title: Thorns [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You are hit by an unarmed attack + +**Effect** You twist to harm your attacker with your chains' spikes and blades. Make an attack roll against the triggering attacker using your unarmed attack modifier. On a hit, the attacking creature takes `1d6` piercing damage. This damage increases to `2d6` damage if the armor has a +1 potency rune, `3d6` damage if the armor has a +2 potency rune, or `4d6` damage if the armor has a +3 potency rune. However, whether you hit or miss, you take piercing damage equal to the number of d6s of piercing damage you would deal your attacker. +``` + +*Source: Lost Omens: The Grand Bazaar p. 104* \ No newline at end of file diff --git a/compendium/equipment/items/tyrant-ampoule-tv.md b/compendium/equipment/items/tyrant-ampoule-tv.md new file mode 100644 index 000000000..8d4f4def3 --- /dev/null +++ b/compendium/equipment/items/tyrant-ampoule-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/expandable +aliases: ["Tyrant Ampoule"] +--- +# Tyrant Ampoule *Item 10* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [expandable](rules/traits/expandable-tv.md) + +- **Price** 175 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +The body of a fearsome tyrannosaurus is shrunken and contained in this bottle, its desiccated form barely constrained within the glass. The effigy of a Gargantuan tyrannosaurus forms when you open the bottle, causing devastation as it rampages. The tyrannosaurus Strides up to 40 feet. It can move through the spaces of Huge or smaller creatures and can attempt to Trample each creature whose space it enters, dealing `2d10+12` bludgeoning damage with a DC 27 basic Reflex save. It can attempt to Trample each creature only once. + +*Source: Treasure Vault p. 57* \ No newline at end of file diff --git a/compendium/equipment/items/tyrants-writs-loil.md b/compendium/equipment/items/tyrants-writs-loil.md new file mode 100644 index 000000000..93e6822f8 --- /dev/null +++ b/compendium/equipment/items/tyrants-writs-loil.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/grimoire +- trait/grimoire +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Tyrant's Writs"] +--- +# Tyrant's Writs *Item 8* +[grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 500 gp +- **Bulk** L +- **Category** Grimoire + +A spirited debate persists among scholars on whether the eponymous tyrant of this grimoire actually refers to Tar-Baphon, the necromancer Geb, or even the goddess [Urgathoa](compendium/setting/deities/urgathoa.md) herself. This grimoire appears at first to be a series of writs that makes arrogant demands of the reader, those around them, and the universe. Anyone who gives these writings more than a cursory look realizes the writs hold spells much like any other grimoire, with the [animate dead](compendium/spells/animate-dead-apg.md) spell being particularly prominent. Tyrant's writs grants you the ability to demand more from the undead you animate. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[metamagic](rules/traits/metamagic.md) + +If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) to cast an [animate dead](compendium/spells/animate-dead-apg.md) spell prepared with tyrant's writs, you can choose one of the following additional benefits to grant the summoned undead. + +- Bloody The undead gains fast healing equal to its level. +- Explosive When it reaches 0 Hit Points, the undead explodes, dealing `4d6` fire damage to adjacent creatures, with a basic Reflex save using the [animate dead](compendium/spells/animate-dead-apg.md) spell's DC. As normal, since the [final sacrifice](compendium/spells/final-sacrifice-apg.md) spell doesn't reduce the target to 0 Hit Points, it doesn't cause this explosion. +- Necrotic Speed The undead gains a +10-foot status bonus to all its Speeds. +- Rotten Any living creature who starts its turn adjacent to the undead who isn't at full Hit Points takes `1d6` poison damage. +%% #trait/metamagic %% +``` + +*Source: Lost Omens: Impossible Lands p. 179* \ No newline at end of file diff --git a/compendium/equipment/items/unbreakable-heart-tv.md b/compendium/equipment/items/unbreakable-heart-tv.md new file mode 100644 index 000000000..e5ac3357b --- /dev/null +++ b/compendium/equipment/items/unbreakable-heart-tv.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/tattoo +- trait/enchantment +- trait/invested +- trait/magical +- trait/tattoo +aliases: ["Unbreakable Heart"] +--- +# Unbreakable Heart *Item 3* +[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) + +- **Price** 60 gp +- **Usage** tattooed on the body; **Bulk** — +- **Category** Tattoo + +The name of your beloved adorns this stylized image of a heart. + +An unbreakable heart tattoo can be received only at the end of a successful heartbond ritual (Pathfinder Advanced Player's Guide 242), serving as your token. The other participant can have a token other than a tattoo if they wish. If you have more than one heartbond, each unbreakable heart you have serves as a token for only one of them. + +The love exuding from you grants you a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks. When you use heartbond's activity to learn your beloved's present state, you can also grant them a small gift, choosing from the following options each time. Make your choice after learning their state. + +- Your beloved gains 5 temporary Hit Points that last for 10 minutes. +- The tattoo casts guidance on your beloved. +- The tattoo casts stabilize on your beloved. +- The tattoo casts light on your beloved's token from heartbond. + +*Source: Treasure Vault p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/undead-compendium-lokl.md b/compendium/equipment/items/undead-compendium-lokl.md new file mode 100644 index 000000000..d21d2eed3 --- /dev/null +++ b/compendium/equipment/items/undead-compendium-lokl.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/held +- trait/divination +- trait/magical +- trait/uncommon +aliases: ["Undead Compendium"] +--- +# Undead Compendium *Item 14* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Access** Knights of Lastwall have access to this item. +- **Price** 6300 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +The best minds among the Magaambyan, Iomedaean, and Pharasmin Knights of Lastwall joined together to create these small, leather-bound journals. While you're holding an undead compendium, the information it contains slips into your mind, granting you a +2 item bonus to [Recall Knowledge](rules/actions/recall-knowledge.md) checks to obtain information about undead creatures. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +[auditory](rules/traits/auditory.md) [linguistic](rules/traits/linguistic.md) + +You study the journal, focusing on a specific type of undead creature, and as the information fills the pages, you recite it aloud to your allies. Select ghost, ghoul, graveknight, lich, mummy, vampire, wight, or zombie. You and up to four allies that hear you read the information aloud during the activation gain a +2 item bonus on attack rolls and saving throws against that type of undead for the next 10 minutes. To benefit from the bonus, your allies must listen attentively and can't perform any other activities during the activation time. +%% #trait/auditory #trait/linguistic %% +``` + +*Source: Lost Omens: Knights of Lastwall p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/undead-detection-dye-botd.md b/compendium/equipment/items/undead-detection-dye-botd.md new file mode 100644 index 000000000..d49e22302 --- /dev/null +++ b/compendium/equipment/items/undead-detection-dye-botd.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/botd +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/uncommon +aliases: ["Undead Detection Dye"] +--- +# Undead Detection Dye *Item 4* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 20 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +The liquid in this test tube is as clear as water. You can drop in a sample collected from the environment or a creature to reveal what kind of undead has been in contact with the sample in the past 24 hours. The water changes color, as seen on the table, or remains clear if it doesn't detect any traces of undead. The higher the undead's level or number of undead in contact with the sample, the more intense the color. This isn't a foolproof way to identify a disguised creature as undead, since any contact with undead causes the sample to change colors. If an undead has been disguising its undead nature or its presence in an area, the GM can roll a secret DC 20 [Deception](compendium/skills.md#Deception) or [Stealth](compendium/skills.md#Stealth) check for the creature when the dye is activated. On a success, the creature avoided leaving traces. + +This can't protect the undead from discovery if it actively uses its undead abilities on an area or creature, though it can attempt to remove any evidence with activities like [Cover Tracks](rules/actions/cover-tracks.md) and [Conceal an Object](rules/actions/conceal-an-object.md). + +Color Undead Detected Red Vampire Orange Wight Yellow Mummy Green Ghost Blue Ghoul Indigo Wraith Purple Shadow Gray Mindless undead such as zombie or skeleton Black Lich White Other undead + +*Source: Book of the Dead p. 20* \ No newline at end of file diff --git a/compendium/equipment/items/undead-scourge-lokl.md b/compendium/equipment/items/undead-scourge-lokl.md new file mode 100644 index 000000000..c70388d83 --- /dev/null +++ b/compendium/equipment/items/undead-scourge-lokl.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/held +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Undead Scourge"] +--- +# Undead Scourge *Item 7* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Access** Knights of Lastwall have access to this item. +- **Price** 350 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +An undead scourge is a +1 striking disrupting dagger with a bluish-white metal blade that emits a faint glow. + +These used to be weapons of Pharasmin undead slayers only, but the slayers have since shared these daggers with the Knights of Lastwall. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You damage an undead creature with the undead scourge + +**Effect** You disrupt the undead's connection to negative energy. For 1 minute, the undead damaged with the dagger can't be healed by negative energy unless the effect attempting to heal the undead first counteracts the undead scourge's effect, with a counteract level of 4 and DC of 25. Positive energy still has the usual effects on the undead. +``` + +*Source: Lost Omens: Knights of Lastwall p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/undertakers-manifest-tv.md b/compendium/equipment/items/undertakers-manifest-tv.md new file mode 100644 index 000000000..661135006 --- /dev/null +++ b/compendium/equipment/items/undertakers-manifest-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/grimoire +- trait/darkness +- trait/evocation +- trait/grimoire +- trait/magical +- trait/shadow +aliases: ["Undertaker's Manifest"] +--- +# Undertaker's Manifest *Item 6* +[darkness](rules/traits/darkness.md) [evocation](rules/traits/evocation.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) [shadow](rules/traits/shadow.md) + +- **Price** 220 gp +- **Bulk** L +- **Category** Grimoire + +This grim collection of spreadsheets is used both by undertakers who occasionally need to avoid the notice of their more restless clients, and by industrious necromancers looking to avoid catching the notice of cemetery guards and vigilant undertakers. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +If your next action is to cast a necromancy spell, the spell's casting is accompanied by a roiling cloud of shadow that spills out around you, creating dim light in a 30-foot emanation centered on you for the next 3 rounds. This has no effect on areas where the lighting level is already darker than dim light. +``` + +*Source: Treasure Vault p. 113* \ No newline at end of file diff --git a/compendium/equipment/items/unending-itch-tv.md b/compendium/equipment/items/unending-itch-tv.md new file mode 100644 index 000000000..8312a97af --- /dev/null +++ b/compendium/equipment/items/unending-itch-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +- trait/virulent +aliases: ["Unending Itch"] +--- +# Unending Itch *Item 14* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [virulent](rules/traits/virulent.md) + +- **Price** 700 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Invented to cause a lengthy and unpleasant demise, this poison manifests as an itch that can't be soothed. The victim experiences the poison damage as irritation rather than pain or sickness and must succeed at a DC 34 [Perception](compendium/skills.md#Perception) check to realize they're poisoned. The poison can also be identified with a DC 34 [Medicine](compendium/skills.md#Medicine) check. Once the victim has lost half or more of its Hit Points, the DC drops to 30 for either check. As long as the victim doesn't realize it's poisoned, the GM makes its saving throws in secret. + +```ad-inline-affliction +title: Saving Throw: DC 34 Fortitude + +- **Maximum Duration**: 5 minutes; Stages 1–5 `1d6` poison damage (1 round) +``` + +*Source: Treasure Vault p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/unending-youth-lol.md b/compendium/equipment/items/unending-youth-lol.md new file mode 100644 index 000000000..499125a6a --- /dev/null +++ b/compendium/equipment/items/unending-youth-lol.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/contract +- trait/conjuration +- trait/contract +- trait/invested +- trait/magical +- trait/rare +aliases: ["Unending Youth"] +--- +# Unending Youth *Item 20* +[conjuration](rules/traits/conjuration.md) [contract](rules/traits/contract-lol.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Category** Contract + +You cease aging, and if you were older than young adult in age, you become a young adult again. You gain a +4 status bonus to saves against [death](rules/traits/death.md) effects and resistance to negative damage equal to half your level. Once per day, from any distance, Abrogail Thrune II can recite a mandatory appearance clause in your Thrune contract as a 3-action activity to summon you to her side, where you are [controlled](rules/conditions.md#Controlled) by Abrogail for 1 minute before you return. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You recite a hold harmless provision from your Thrune contract. Reduce your [doomed](rules/conditions.md#Doomed) value to 0. Abrogail Thrune II is immediately made aware that you have used this ability. +``` + +*Source: Lost Omens: Legends p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/unfathomable-stargazer-tv.md b/compendium/equipment/items/unfathomable-stargazer-tv.md new file mode 100644 index 000000000..d68e5f8f3 --- /dev/null +++ b/compendium/equipment/items/unfathomable-stargazer-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/cursed +- trait/divination +- trait/magical +- trait/rare +aliases: ["Unfathomable Stargazer"] +--- +# Unfathomable Stargazer *Item 15* +[cursed](rules/traits/cursed-gmg.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +An unfathomable stargazer is a handheld brass telescope etched with constellations, the patterns of which form bizarre, shifting runes. You can observe the night sky with an unfathomable stargazer, however, the constellations you glimpse through the telescope distort with expanding and contracting fields of darkness among them. You use [Occultism](compendium/skills.md#Occultism) instead of [Perception](compendium/skills.md#Perception) or [Astronomy Lore](compendium/skills.md#Lore) when observing the skies with this item, and gain a +2 item bonus on all checks to do so. Once you use it, it fuses to you, and you must succeed at a DC 35 Will save to use another device to observe the stars, including your naked eyes. The telescope imposes a –4 circumstance penalty to [Survival](compendium/skills.md#Survival) checks to [Sense Direction](rules/actions/sense-direction.md) or navigate. If you critically fail this [Survival](compendium/skills.md#Survival) check, you're subjected to warp mind (DC 34) as you glimpse something horrifying and alien amid the darkness. + +*Source: Treasure Vault p. 193* \ No newline at end of file diff --git a/compendium/equipment/items/universal-solvent-apg.md b/compendium/equipment/items/universal-solvent-apg.md new file mode 100644 index 000000000..7702ec24d --- /dev/null +++ b/compendium/equipment/items/universal-solvent-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/consumable +- trait/alchemical +- trait/consumable +aliases: ["Universal Solvent"] +--- +# Universal Solvent *Item 5+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Originally formulated as a means of dissolving sovereign glue, this powerful solvent can break almost any adhesive's grip. + +As universal solvent is particularly effective against sovereign glue, it automatically dissolves sovereign glue. It attempts to counteract any other adhesives, such as tanglefoot bags, with a counteract modifier depending on the type. + +*Source: Advanced Player's Guide p. 255* \ No newline at end of file diff --git a/compendium/equipment/items/unmemorable-mantle-locg.md b/compendium/equipment/items/unmemorable-mantle-locg.md new file mode 100644 index 000000000..bda9adbbe --- /dev/null +++ b/compendium/equipment/items/unmemorable-mantle-locg.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/locg +- item/category/worn +- trait/illusion +- trait/invested +- trait/magical +- trait/worn +aliases: ["Unmemorable Mantle"] +--- +# Unmemorable Mantle *Item 7+* +[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) worn + +- **Usage** worn cloak; **Bulk** 1 +- **Category** Worn + +This long, shoddy cloak bears a hood and a simple brass clasp. While wearing the cloak, you gain a +1 item bonus to [Deception](compendium/skills.md#Deception) checks to [Impersonate](rules/actions/impersonate.md) an individual and to [Lie](rules/actions/lie.md) while in character as that individual. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +- **Requirements**: You are Impersonating someone else + +**Effect** While conversing or otherwise casually interacting with other creatures, you can adjust the mantle's clasp to modify those creatures' recollections of the last 5 minutes of their interaction with you. Each creature must attempt a DC 25 Will save. + +> [!success-degree] +> - **Critical Success** The creature recalls the interaction clearly and realizes you were trying to alter their memory. +> - **Success** The creature recalls the interaction clearly. +> - **Failure** You decide whether or not the creature recalls the interaction. You can also alter minor details the creature recalls about the interaction, such as the time, place, and whether the interaction was favorable, as determined by the GM. +> - **Critical Failure** You decide whether or not the creature recalls the interaction. You can also alter major details the creature recalls about the interaction, such as believing you to be another individual or that the creature agreed to a favor, as determined by the GM. +``` + +*Source: Lost Omens: Character Guide p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/unsullied-blood-loil.md b/compendium/equipment/items/unsullied-blood-loil.md new file mode 100644 index 000000000..eef8a9095 --- /dev/null +++ b/compendium/equipment/items/unsullied-blood-loil.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +- trait/uncommon +aliases: ["Unsullied Blood"] +--- +# Unsullied Blood *Item 5+* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in one hand; **Bulk** L +- **Activate** envision +- **Category** Consumable + +Blood offered from a willing donor was taken directly from the vein and stored in an ornate vial that keeps it as pure and red as the day it was extracted. When this catalyst is added to a [vampiric touch](compendium/spells/vampiric-touch.md) spell of up to 4th level, instead of gaining temporary Hit Points based on the damage dealt, you recover half of the damage dealt as Hit Points. + +*Source: Lost Omens: Impossible Lands p. 177* \ No newline at end of file diff --git a/compendium/equipment/items/urn-of-ashes-apg.md b/compendium/equipment/items/urn-of-ashes-apg.md new file mode 100644 index 000000000..a3bb6e824 --- /dev/null +++ b/compendium/equipment/items/urn-of-ashes-apg.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/held +- trait/magical +- trait/necromancy +- trait/negative +aliases: ["Urn Of Ashes"] +--- +# Urn Of Ashes *Item 9* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +- **Price** 700 gp +- **Usage** held in 1 hand +- **Category** Held + +This sealed pewter urn contains the ashes of a benevolent ancestor, with a sliver of lingering spirit that strives to protect you. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You would become [doomed](rules/conditions.md#Doomed) or your [doomed](rules/conditions.md#Doomed) value would increase +- **Requirements**: The ashes aren't [doomed](rules/conditions.md#Doomed) + +**Effect** The ashes in the urn intervene, taking the [doomed](rules/conditions.md#Doomed) condition in your place, and you don't gain or increase the value of your own [doomed](rules/conditions.md#Doomed) condition. Each night when you get a full night's rest, you can reduce your own [doomed](rules/conditions.md#Doomed) condition or that of the urn, but not both. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The urn shoots a bolt of negative energy at a foe within 30 feet. Attempt a spell attack roll against the target's AC, using a modifier of +15 or your own spell attack roll modifier, whichever is higher. On a success, the bolt deals `4d4` negative damage (doubled on a critical success). +``` + +*Source: Advanced Player's Guide p. 264* \ No newline at end of file diff --git a/compendium/equipment/items/ursine-avenger-hood-tv.md b/compendium/equipment/items/ursine-avenger-hood-tv.md new file mode 100644 index 000000000..830842bdd --- /dev/null +++ b/compendium/equipment/items/ursine-avenger-hood-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/artifact +- trait/artifact +- trait/invested +- trait/primal +- trait/transmutation +- trait/unique +aliases: ["Ursine Avenger Hood"] +--- +# Ursine Avenger Hood *Item 2* +[artifact](rules/traits/artifact-gmg.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) [unique](rules/traits/unique.md) + +- **Usage** worn; **Bulk** L +- **Category** Artifact + +A gift passed from warrior to warrior, this cowl is made from a cave bear's skull and fur. Once invested, the wearer gains a +1 item bonus to [Nature](compendium/skills.md#Nature) checks to [Command an Animal](rules/actions/command-an-animal.md), which increases to +2 if the animal is a bear. The wearer of the hood feels a constant longing for the wilderness and wild places and takes a –1 item penalty to all [Diplomacy](compendium/skills.md#Diplomacy) checks to [Gather Information](rules/actions/gather-information.md) or [Make an Impression](rules/actions/make-an-impression.md) if they go more than 5 days inside a large town or city without spending at least 4 hours in the wilderness. + +Destruction Soak the Ursine Avenger Hood in the blood of a linnorm that is at least 16th level and then burn it in a fire that uses only oak and chrysanthemum as fuel. + +*Source: Treasure Vault p. 183* \ No newline at end of file diff --git a/compendium/equipment/items/urumi-tv.md b/compendium/equipment/items/urumi-tv.md new file mode 100644 index 000000000..4feafb9e3 --- /dev/null +++ b/compendium/equipment/items/urumi-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/deadly-d10 +- trait/sweep +- trait/uncommon +aliases: ["Urumi"] +--- +# Urumi *Item 0* +[deadly ](rules/traits/deadly.md) [sweep](rules/traits/sweep.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2 gp +- **Bulk** 2 +- **Damage** `1d6` S +- **Hands** 1 +- **Category** Martial; **Group** Flail + +A bouquet of whiplike blades extends from the hilt of this sword, enabling deadly, sweeping attacks. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/vaccine-lol.md b/compendium/equipment/items/vaccine-lol.md new file mode 100644 index 000000000..83b88802d --- /dev/null +++ b/compendium/equipment/items/vaccine-lol.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/elixir +- trait/consumable +- trait/elixir +- trait/rare +aliases: ["Vaccine"] +--- +# Vaccine *Item 1+* +[consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [rare](rules/traits/rare.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs, but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat. + +*Source: Lost Omens: Legends p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/vaccine-tv.md b/compendium/equipment/items/vaccine-tv.md new file mode 100644 index 000000000..e352a9224 --- /dev/null +++ b/compendium/equipment/items/vaccine-tv.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/healing +aliases: ["Vaccine"] +--- +# Vaccine *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [healing](rules/traits/healing.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat. + +*Source: Treasure Vault p. 61* \ No newline at end of file diff --git a/compendium/equipment/items/vampire-fang-morningstar-tv.md b/compendium/equipment/items/vampire-fang-morningstar-tv.md new file mode 100644 index 000000000..5cb34a570 --- /dev/null +++ b/compendium/equipment/items/vampire-fang-morningstar-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/magical +- trait/necromancy +aliases: ["Vampire-Fang Morningstar"] +--- +# Vampire-Fang Morningstar *Item 8* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Price** 500 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This +1 striking wounding morningstar is studded with teeth pulled from a vampire, which usually requires an animate donor, given vampires' tendency to turn to dust when destroyed. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: Your last action was a successful [Strike](rules/actions/strike.md) with this weapon and you're not in direct sunlight + +**Effect** The vampire-fang morningstar absorbs blood from the target, healing the wielder for 10 Hit Points. +``` + +*Source: Treasure Vault p. 38* \ No newline at end of file diff --git a/compendium/equipment/items/vampiric-scythe-lotgb.md b/compendium/equipment/items/vampiric-scythe-lotgb.md new file mode 100644 index 000000000..e205e00d0 --- /dev/null +++ b/compendium/equipment/items/vampiric-scythe-lotgb.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +- trait/evil +- trait/magical +- trait/necromancy +- trait/negative +- trait/uncommon +aliases: ["Vampiric Scythe"] +--- +# Vampiric Scythe *Item 13* +[evil](rules/traits/evil.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 3000 gp +- **Usage** held in 2 hands; **Bulk** 2 +- **Category** Held + +The blade of this +2 greater striking wounding scythe is sharp enough to produce a whistling sound when swung through the air. The shaft is made of ebony wood with a sickly shine to it, much like the shine of infected wounds and contaminated water. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: An enemy critically succeeds at an attempt to [Disarm](rules/actions/disarm.md) you + +**Effect** As the scythe leaves your hand, it drinks the triggering creature's blood. The creature must succeed at a DC 30 Fortitude save or become [drained](rules/conditions.md#Drained) ([drained](rules/conditions.md#Drained) on a critical failure). If the triggering creature becomes [drained](rules/conditions.md#Drained), you gain temporary Hit Points equal to the triggering creature's level. You lose any remaining temporary Hit Points after 1 minute. +``` + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +The scythe drains life essence from your opponent into you. You gain a number of temporary Hit Points equal to half the slashing damage the scythe dealt to the foe. You lose any remaining temporary Hit Points after 1 minute. +``` + +*Source: Lost Omens: The Grand Bazaar p. 31* \ No newline at end of file diff --git a/compendium/equipment/items/vanishing-wayfinder-locg.md b/compendium/equipment/items/vanishing-wayfinder-locg.md new file mode 100644 index 000000000..58fac1d32 --- /dev/null +++ b/compendium/equipment/items/vanishing-wayfinder-locg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/locg +- item/category/worn +- trait/evocation +- trait/illusion +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Vanishing Wayfinder"] +--- +# Vanishing Wayfinder *Item 5* +[evocation](rules/traits/evocation.md) [illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 150 gp +- **Usage** worn +- **Category** Worn + +A vanishing wayfinder is crafted of ivory chased with gold and silver. It has the usual functions of a wayfinder and the following additional activation. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level [invisibility](compendium/spells/invisibility.md) spell for 5 minutes. +``` + +*Source: Lost Omens: Character Guide p. 112* \ No newline at end of file diff --git a/compendium/equipment/items/vapor-sphere-som.md b/compendium/equipment/items/vapor-sphere-som.md new file mode 100644 index 000000000..8a8f979e5 --- /dev/null +++ b/compendium/equipment/items/vapor-sphere-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/talisman +- trait/consumable +- trait/magical +- trait/talisman +- trait/transmutation +aliases: ["Vapor Sphere"] +--- +# Vapor Sphere *Item 14* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 900 gp +- **Usage** affixed to armor +- **Activate** envision; **Trigger** You trigger a trap's reaction or an enemy that was [undetected](rules/conditions.md#Undetected) by you makes an attack against you +- **Category** Talisman + +You're an expert in the affixed armor and an expert in Reflex saves. + +Within this strange glass sphere swirls a cloud of smoke that occasionally appears as if it's trying to escape. You react to a surprise encounter with haste, activating this talisman and causing your body to momentarily become like vapor. Against the trap's reaction or the attack, you gain resistance 25 to physical damage and are immune to precision damage. + +This effect also prevents the reaction or attack from physically moving you (such as falling down a pit or being knocked [prone](rules/conditions.md#Prone)), and after the reaction or attack, you can [Fly](rules/actions/fly.md) 5 feet. When you end this flight, you leave your vaporous state and are exposed to any danger still at your location. + +*Source: Secrets of Magic p. 176* \ No newline at end of file diff --git a/compendium/equipment/items/vaporous-pipe-tv.md b/compendium/equipment/items/vaporous-pipe-tv.md new file mode 100644 index 000000000..38bb3039f --- /dev/null +++ b/compendium/equipment/items/vaporous-pipe-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/conjuration +- trait/magical +aliases: ["Vaporous Pipe"] +--- +# Vaporous Pipe *Item 7* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) + +- **Price** 340 gp +- **Usage** held in 1 hand; **Bulk** — +- **Category** Held + +This hand-polished pipe is carved from oak and releases small wisps of smoke even when unlit. As long as you're holding a vaporous pipe, you don't take a circumstance penalty to [Perception](compendium/skills.md#Perception) checks due to thick smoke, and you can't suffocate from smoke and heated air (such as within a wildfire). As long as you are holding the pipe, you also gain resistance to fire equal to half your level. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You draw on the pipe and then blow a massive cloud of smoke that fills a 30-foot emanation that includes your space. All creatures within the smoke cloud are [concealed](rules/conditions.md#Concealed) from each other and from creatures outside the smoke, though you can still see clearly within it. The smoke dissipates after 3 rounds, or after 1 round if subjected to a strong wind. +``` + +*Source: Treasure Vault p. 116* \ No newline at end of file diff --git a/compendium/equipment/items/varisian-emblem-tv.md b/compendium/equipment/items/varisian-emblem-tv.md new file mode 100644 index 000000000..c2e6dacca --- /dev/null +++ b/compendium/equipment/items/varisian-emblem-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/tattoo +- trait/invested +- trait/magical +- trait/tattoo +aliases: ["Varisian Emblem"] +--- +# Varisian Emblem *Item 3* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) + +- **Usage** tattooed on the body; **Bulk** — +- **Category** Tattoo + +These tattoos are created using designs and techniques from Varisian culture. Such tattoos often depict the Varisian rune for one of the seven schools of magic, but one might instead show a creature or celestial phenomenon associated with the school, depicted in traditional Varisian iconography. + +The tattoo allows you to understand and speak Varisian. If you already know that language, you instead gain a +1 item bonus on [Diplomacy](compendium/skills.md#Diplomacy) checks you make when speaking Varisian to someone who understands it. + +Each description lists the school of each Varisian emblem, and the tattoo has the trait of that school. The spell the tattoo can cast is from its school. As with the Thassilonian magic that was once so prevalent in Varisia, these tattoos lack a symbol of divination. + +```ad-embed-ability +title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") + +The tattoo casts its spell. +``` + +*Source: Treasure Vault p. 123* \ No newline at end of file diff --git a/compendium/equipment/items/vaultbreakers-harness-tv.md b/compendium/equipment/items/vaultbreakers-harness-tv.md new file mode 100644 index 000000000..e3641ed2f --- /dev/null +++ b/compendium/equipment/items/vaultbreakers-harness-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Vaultbreaker's Harness"] +--- +# Vaultbreaker's Harness *Item 6* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 230 gp +- **Usage** worn backpack; **Bulk** 1 +- **Category** Worn + +A vaultbreaker's harness has four pockets across the chest. The pockets contain a set of infiltrator's thieves' tools, infiltrator picks, a levered crowbar, and a glass cutter. These items are magically bound to the harness; if they are more than 1 foot away from you, they disappear, then reappear in the harness at the next sunset. [Broken](rules/conditions.md#Broken) or destroyed items similarly reappear, restored, in their proper pockets at sunset. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You cinch the harness to prepare for mischief. You gain a +1 item bonus to [Stealth](compendium/skills.md#Stealth) checks and a +10-foot item bonus to your Speed for 1 minute. +``` + +*Source: Treasure Vault p. 145* \ No newline at end of file diff --git a/compendium/equipment/items/vengeful-arm-loil.md b/compendium/equipment/items/vengeful-arm-loil.md new file mode 100644 index 000000000..250118da6 --- /dev/null +++ b/compendium/equipment/items/vengeful-arm-loil.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/tattoo +- trait/invested +- trait/magical +- trait/tattoo +- trait/uncommon +aliases: ["Vengeful Arm"] +--- +# Vengeful Arm *Item 4* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 100 gp +- **Usage** worn; **Bulk** — +- **Category** Tattoo + +[Abraxas](compendium/setting/deities/abraxas-logm.md) teaches that an eye for an eye is the basis of law. This tattoo of a coiled viper provides a +1 item bonus to [Society](compendium/skills.md#Society) checks. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +[Abraxas](compendium/setting/deities/abraxas-logm.md) transforms the tattoo into a weapon of your vengeance. The vengeful arm crawls into your hand and becomes a retribution axe. You can use this activation again while holding the axe to revert the vengeful arm to a tattoo. Like other retribution axes, you can etch fundamental runes into the vengeful arm's retribution axe to increase its potency or to add striking. +``` + +*Source: Lost Omens: Impossible Lands p. 305* \ No newline at end of file diff --git a/compendium/equipment/items/venomed-tongue-loil.md b/compendium/equipment/items/venomed-tongue-loil.md new file mode 100644 index 000000000..af5e8c702 --- /dev/null +++ b/compendium/equipment/items/venomed-tongue-loil.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/tattoo +- trait/invested +- trait/magical +- trait/tattoo +- trait/uncommon +aliases: ["Venomed Tongue"] +--- +# Venomed Tongue *Item 7* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 333 gp +- **Usage** worn; **Bulk** — +- **Category** Tattoo + +Secrets must be unraveled, no matter how painful. + +This tattoo of braided tongues provides a +1 item bonus to [Deception](compendium/skills.md#Deception) checks. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +[Abraxas](compendium/setting/deities/abraxas-logm.md) fills your tongue with venom, causing your deceptions to poison your foes. You use [Deception](compendium/skills.md#Deception) to [Create a Diversion](rules/actions/create-a-diversion.md), [Feint](rules/actions/feint.md), or [Lie](rules/actions/lie.md). Choose one target against whom your [Deception](compendium/skills.md#Deception) check succeeded; that target takes `2d6` [persistent poison damage](rules/conditions.md#Persistent%20Damage). +``` + +*Source: Lost Omens: Impossible Lands p. 305* \ No newline at end of file diff --git a/compendium/equipment/items/venomous-cure-fulu-som.md b/compendium/equipment/items/venomous-cure-fulu-som.md new file mode 100644 index 000000000..490b5d585 --- /dev/null +++ b/compendium/equipment/items/venomous-cure-fulu-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/consumable +- trait/fulu +- trait/magical +- trait/necromancy +- trait/talisman +aliases: ["Venomous Cure Fulu"] +--- +# Venomous Cure Fulu *Item 3* +[consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [talisman](rules/traits/talisman.md) + +- **Price** 10 gp +- **Usage** affixed to armor +- **Activate** envision; **Trigger** You attempt a saving throw against an injected poison. +- **Category** Consumable + +This green fulu depicts venomous creatures and vermin. + +When activated, the venom from the fulu fights against the venom in your system, granting you a +2 status bonus to the triggering saving throw. + +*Source: Secrets of Magic p. 161* \ No newline at end of file diff --git a/compendium/equipment/items/ventriloquists-ring-bb.md b/compendium/equipment/items/ventriloquists-ring-bb.md new file mode 100644 index 000000000..5a6d627a1 --- /dev/null +++ b/compendium/equipment/items/ventriloquists-ring-bb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/bb +- item/category/worn +- trait/illusion +- trait/magical +aliases: ["Ventriloquist's Ring"] +--- +# Ventriloquist's Ring *Item 3* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) + +- **Price** 30 gp +- **Usage** worn headwear +- **Category** Worn + +This elegant copper ring has miniature images of songbirds engraved around its circumference, and while you wear it, you sometimes can swear that you hear the sound of songbirds singing from somewhere within 60 feet, even when you're sure there aren't any birds around. You gain a +1 item bonus to [Deception](compendium/skills.md#Deception) checks. + +```ad-embed-ability +title: Ventriloquism [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[concentrate](rules/traits/concentrate.md) + +You can throw your voice for 10 minutes. Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt a DC 19 Perception check to overcome the illusion and determine the truth. +%% #trait/concentrate %% +``` + +*Source: Beginner Box p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/verdant-branch-tv.md b/compendium/equipment/items/verdant-branch-tv.md new file mode 100644 index 000000000..cbedcca61 --- /dev/null +++ b/compendium/equipment/items/verdant-branch-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/necromancy +- trait/plant +- trait/primal +aliases: ["Verdant Branch"] +--- +# Verdant Branch *Item 7* +[necromancy](rules/traits/necromancy.md) [plant](rules/traits/plant.md) [primal](rules/traits/primal.md) + +- **Price** 360 gp +- **Usage** worn; **Bulk** L +- **Category** Worn + +Woody vines and branches curl and twist around each other, growing small twigs, leaves, and flowers across the surface of this prosthetic arm or leg. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +A branch grows from your prosthesis, quickly flowering and then producing `1d4` ripe and flavorful fruits. A creature can pick and eat a fruit with an [Interact](rules/actions/interact.md) action to regain `2d6+5` Hit Points. The fruits wither away after 10 minutes. +``` + +*Source: Treasure Vault p. 108* \ No newline at end of file diff --git a/compendium/equipment/items/vermin-repellent-agent-lopsg.md b/compendium/equipment/items/vermin-repellent-agent-lopsg.md new file mode 100644 index 000000000..bec5a8768 --- /dev/null +++ b/compendium/equipment/items/vermin-repellent-agent-lopsg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/uncommon +aliases: ["Vermin Repellent Agent"] +--- +# Vermin Repellent Agent *Item 3+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This specialized cream serves as a repellent to stave off insects. + +The repellent also binds with a number of common insect venoms, dulling the potency and giving the wearer's immune system a boost to resist venoms. Once applied to your skin, the repellent grants you an item bonus to Fortitude saving throws against poisons for 4 hours. In addition, any arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals) must attempt a Will save when attempting to attack you with a melee [Strike](rules/actions/strike.md), or with a swarm attack such as the spider swarm's swarming bites. The arthropod then becomes temporarily immune for 1 minute. + +> [!success-degree] +> - **Critical Success** The creature can act normally. +> - **Success** The creature is [frightened](rules/conditions.md#Frightened). +> - **Failure** The creature is [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The creature is [frightened](rules/conditions.md#Frightened) and [fleeing](rules/conditions.md#Fleeing). + +*Source: Lost Omens: Pathfinder Society Guide p. 101* \ No newline at end of file diff --git a/compendium/equipment/items/vestige-lenses-lol.md b/compendium/equipment/items/vestige-lenses-lol.md new file mode 100644 index 000000000..a64f9fa06 --- /dev/null +++ b/compendium/equipment/items/vestige-lenses-lol.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lol +- item/category/worn +- trait/alchemical +- trait/rare +aliases: ["Vestige Lenses"] +--- +# Vestige Lenses *Item 3* +[alchemical](rules/traits/alchemical.md) [rare](rules/traits/rare.md) + +- **Price** 40 gp +- **Usage** worn eyepiece; **Bulk** L +- **Category** Worn + +These simple lenses are alchemically treated to detect the faint smoke trail from a piece of specially formulated sandalwood incense. This incense has an odor undetectable by most people and a long burn time, making it perfect for discreetly tracking individuals. A stick of this incense costs 1 sp and can safely burn for up to 8 hours. While wearing the lenses, you see alchemical fumes in a distinct green tint, granting you a +1 item bonus to [Survival](compendium/skills.md#Survival) checks to [Track](rules/actions/track.md) a creature marked with the incense and to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) any alchemical vapors. If the smoke is fresh, [Tracking](rules/actions/track.md) via the incense's fumes might use a lower DC than normal for tracking a creature walking on firm surfaces. + +*Source: Lost Omens: Legends p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/vexing-vapor-lotgb.md b/compendium/equipment/items/vexing-vapor-lotgb.md new file mode 100644 index 000000000..bf9365899 --- /dev/null +++ b/compendium/equipment/items/vexing-vapor-lotgb.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/bomb +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/inhaled +- trait/mental +- trait/poison +- trait/splash +- trait/uncommon +aliases: ["Vexing Vapor"] +--- +# Vexing Vapor *Item 1+* +[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [inhaled](rules/traits/inhaled.md) [mental](rules/traits/mental.md) [poison](rules/traits/poison.md) [splash](rules/traits/splash.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Bomb + +This flask contains a fine red powder made from toxic berries. A vexing vapor bomb deals the listed mental damage and mental splash damage. On a hit, the target must succeed at a DC 5 flat check before taking actions with the [concentrate](rules/traits/concentrate.md) trait. This lasts until the end of its next turn (1 minute on a critical hit). + +*Source: Lost Omens: The Grand Bazaar p. 27* \ No newline at end of file diff --git a/compendium/equipment/items/vial-of-the-immortal-wellspring-da.md b/compendium/equipment/items/vial-of-the-immortal-wellspring-da.md new file mode 100644 index 000000000..40c9b033e --- /dev/null +++ b/compendium/equipment/items/vial-of-the-immortal-wellspring-da.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/contract +- trait/contract +- trait/invested +- trait/magical +- trait/rare +aliases: ["Vial of the Immortal Wellspring"] +--- +# Vial of the Immortal Wellspring *Item 20* +[contract](rules/traits/contract-lol.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Category** Contract + +At a wellspring, you gave your blood to a force of nature and received a vial from the wellspring's heart in return. Once per 10 minutes, when your [dying](rules/conditions.md#Dying) value would increase above 3, you instead become [unconscious](rules/conditions.md#Unconscious) and are no longer [dying](rules/conditions.md#Dying); this doesn't prevent you from being killed by [death](rules/traits/death.md) effects or the [doomed](rules/conditions.md#Doomed) condition. Once per day, from any distance, the entity that holds your bargained contract can possess you and control your actions, leaving you unaware of what goes on. This possession automatically succeeds, regardless of any countermeasures you might take. Normally this lasts for only 1 round if during an encounter, or no longer than a few minutes during exploration. However, the more you rely on the power of the wellspring's heart to survive death, the longer it can possess you the next time it chooses to do so, doubling the amount of time with each use, to a maximum duration of 1 day. Once the entity possesses you, this duration resets. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You drink from the vial of water that seals your bargained contract. You gain the effects of a 9th-level, 2-action [heal](compendium/spells/heal.md) spell. +``` + +*Source: Dark Archive p. 165* \ No newline at end of file diff --git a/compendium/equipment/items/victory-plate-apg.md b/compendium/equipment/items/victory-plate-apg.md new file mode 100644 index 000000000..b5f186da8 --- /dev/null +++ b/compendium/equipment/items/victory-plate-apg.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/armor +- trait/abjuration +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Victory Plate"] +--- +# Victory Plate *Item 9+* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn armor; **Bulk** 4 +- **Category** Armor + +The metal plates of this +1 resilient full plate are covered by a bright tabard featuring a distinctive coat of arms divided into four fields. This insignia magically records your recent victories, displaying one triumph in each field of the coat of arms, allowing you to call upon those victories for aid in future battles. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You kill or destroy a creature of a level equal to or greater than your victory plate (adjusted as usual if you add fundamental runes to victory plate). + +**Effect** You direct the armor to commemorate your victory. The coat of arms on the armor's tabard shifts to incorporate heraldry related to the slain creature, and the victory is recorded within the tabard. If you have already recorded four victories, choose one to replace with the new victory. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You touch one of the tabard's four fields representing one of your victories and recall your triumph over that creature. That creature vanishes from the tabard, and for 1 minute, you gain resistance 5 to a damage type based on the creature's trait (you gain resistance to only one type, even if the creature has more than one trait that could apply): + +- **Aberration or Fey** mental +- **Celestial** good +- **Construct** poison +- **Dragon or Elemental** one energy type that matches one of the dragon's or elemental's traits +- **Fiend** evil +- **Ooze** precision, and the resistance is 10 +- **Undead** negative +``` + +*Source: Advanced Player's Guide p. 264* \ No newline at end of file diff --git a/compendium/equipment/items/vigilant-eye-tv.md b/compendium/equipment/items/vigilant-eye-tv.md new file mode 100644 index 000000000..9bc550f18 --- /dev/null +++ b/compendium/equipment/items/vigilant-eye-tv.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/spellheart +- trait/divination +- trait/magical +- trait/spellheart +aliases: ["Vigilant Eye"] +--- +# Vigilant Eye *Item 9+* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) + +- **Usage** affixed to armor or a weapon; **Bulk** — +- **Category** Spellheart + +Carved in this wooden disc is a humanoid eye, painted in muted shades that blend in with the wood. The eye's pupil continually twitches and moves, scanning its bearer's surroundings. + +- Armor (revelation) You aren't [flat-footed](rules/conditions.md#Flat-footed) to [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected) creatures of the eye's level or lower, or creatures of the eye's level or lower using surprise attack, though you can still be flanked. +- Weapon When you make a [Strike](rules/actions/strike.md) with the weapon against a target that's [concealed](rules/conditions.md#Concealed), [hidden](rules/conditions.md#Hidden), or [undetected](rules/conditions.md#Undetected), the DC of your flat check to target it is 4 if the target is [concealed](rules/conditions.md#Concealed) or 10 if it's [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected). + +```ad-embed-ability +title: Activate + +You cast [detect magic](compendium/spells/detect-magic.md). +``` + +```ad-embed-ability +title: Activate + +You cast [web](compendium/spells/web.md) of eyes . +``` + +*Source: Treasure Vault p. 129* \ No newline at end of file diff --git a/compendium/equipment/items/vine-of-roses-lotgb.md b/compendium/equipment/items/vine-of-roses-lotgb.md new file mode 100644 index 000000000..9df4973ab --- /dev/null +++ b/compendium/equipment/items/vine-of-roses-lotgb.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +- trait/evocation +- trait/good +- trait/light +- trait/magical +- trait/uncommon +aliases: ["Vine Of Roses"] +--- +# Vine Of Roses *Item 9* +[evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 600 gp +- **Usage** held in 2 hands; **Bulk** 1 +- **Category** Held + +This +1 striking disrupting spiked chain comes in a rich, green color with rose petals painted on the handle in varying shades of red and pink. The chain seems to banish nearby shadows. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You hold the chain out before you, and the weapon glows as bright as a torch. You can suppress this light by [Activating](rules/actions/activate-an-item.md) the weapon again. +``` + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You critically succeed at a [Strike](rules/actions/strike.md) against a fiend or undead + +**Effect** The weapon unleashes its light in an attempt to destroy the target. The vine of roses casts a 3rd-level [searing light](compendium/spells/searing-light.md) spell with the triggering creature as the target. In place of a spell attack roll, make a weapon attack roll with the vine of roses using the same multiple attack penalty as the triggering [Strike](rules/actions/strike.md). +``` + +*Source: Lost Omens: The Grand Bazaar p. 85* \ No newline at end of file diff --git a/compendium/equipment/items/vine-whip-tv.md b/compendium/equipment/items/vine-whip-tv.md new file mode 100644 index 000000000..0c348a6c5 --- /dev/null +++ b/compendium/equipment/items/vine-whip-tv.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/magical +- trait/transmutation +aliases: ["Vine Whip"] +--- +# Vine Whip *Item 8* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 500 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This +1 striking whip is crafted from the vine of a dangerous plant creature. It deals bludgeoning or slashing damage, according to the vine attack of the creature it was harvested from. For example, collecting a vine from an assassin vine would result in a vine whip that deals bludgeoning damage, while one from a mandragora or viper vine would deal piercing damage. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +- **Requirements**: You have soil or sand within your reach + +**Effect** You [Release](rules/actions/release.md) the weapon and plant it in the ground, where it takes root and fights on its own against the last enemy you attacked or the nearest enemy to it if your target has been defeated. + +The weapon has a space of 5 feet, but it doesn't block or impede enemies attempting to move though that space, nor does it benefit from or provide flanking. The weapon can't use reactions, and it acts on your turn. + +While Activated, a vine whip makes Strikes with an attack modifier of +22 plus its item bonus to attack rolls (normally +24 total). It uses the weapon's normal damage but has a +0 Strength modifier. The whip's abilities that automatically trigger on a hit or critical hit still function, but the weapon can't be Activated or benefit from any of your abilities while rooted. + +Each round, when the vine whip is finished using its actions, attempt a DC 6 flat check. On a failure, the ends and the vine whip becomes inanimate. +``` + +You can't Activate the item again for 10 minutes. Removing the vine whip from the ground takes an [Interact](rules/actions/interact.md) action. While rooted, the vine whip gains fast healing 1. + +*Source: Treasure Vault p. 38* \ No newline at end of file diff --git a/compendium/equipment/items/violet-venom-tv.md b/compendium/equipment/items/violet-venom-tv.md new file mode 100644 index 000000000..5cf049001 --- /dev/null +++ b/compendium/equipment/items/violet-venom-tv.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/contact +- trait/poison +- trait/uncommon +aliases: ["Violet Venom"] +--- +# Violet Venom *Item 3* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 12 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +The delicate process of extracting violet venom from a violet fungus leaves it diluted at the best of times. Alchemists are still on the hunt for a truly pure, unadulterated version of this highly toxic poison. + +```ad-inline-affliction +title: Saving Throw: DC 17 Fortitude + +- **Onset**: 1 minute +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `1d6` poison plus [enfeebled](rules/conditions.md#Enfeebled) (1 round) + +**Stage 2** `1d6` poison plus [drained](rules/conditions.md#Drained) (1 round) + +**Stage 3** `2d6` poison plus [enfeebled](rules/conditions.md#Enfeebled) (1 round) +``` + +*Source: Treasure Vault p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/violin-of-the-waves-tv.md b/compendium/equipment/items/violin-of-the-waves-tv.md new file mode 100644 index 000000000..fa802d9c3 --- /dev/null +++ b/compendium/equipment/items/violin-of-the-waves-tv.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/auditory +- trait/evocation +- trait/magical +- trait/uncommon +aliases: ["Violin of the Waves"] +--- +# Violin of the Waves *Item 9* +[auditory](rules/traits/auditory.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 700 gp +- **Usage** held in 2 hands; **Bulk** 1 +- **Category** Held + +This violin is crafted from finely wrought rosewood that emits a strong, but pleasant, smell of salt water and ocean life. It's engraved with images of sailors working and waves gently rolling. When you make a [Performance](compendium/skills.md#Performance) check using the violin of the waves, you gain a +2 item bonus to the check. This bonus increases to +3 if the performer is currently aboard a ship, walking on the ocean, or otherwise immediately adjacent to ocean water. + +The violin was created to play a specific tune, one that springs instantly into the mind of anyone who so much as casually strums the instrument. It's a tune of calm waters and safety, but also of pranks played upon shipmates and revelry. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +- **Requirements**: You must be aboard a ship + +**Effect** You play the song. Once it's completed, the weather immediately calms to the normal as it would for the season, as control weather. For the next day, the weather remains in this state, unless affected by other [magical](rules/traits/magical.md) effects. + +Anyone aboard the ship finds their mind wanders when performing tasks however, daydreaming of drunken revelry or other forms of entertainment, and the crew of the ship takes a –2 status penalty to skill checks to do anything other than participate in such revelry. +``` + +*Source: Treasure Vault p. 116* \ No newline at end of file diff --git a/compendium/equipment/items/viper-rapier-tv.md b/compendium/equipment/items/viper-rapier-tv.md new file mode 100644 index 000000000..f16a4eb95 --- /dev/null +++ b/compendium/equipment/items/viper-rapier-tv.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/apex +- trait/apex +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Viper Rapier"] +--- +# Viper Rapier *Item 20* +[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 70000 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Apex + +Crafted from flawless jade, the guard of this rapier takes the form of a twisting serpent with the blade thrusting from its open mouth. This rapier functions as a +3 greater striking speed rapier. While wielding the rapier, your movement doesn't trigger reactions when you [Stride](rules/actions/stride.md), [Balance](rules/actions/balance.md), or [Tumble Through](rules/actions/tumble-through.md). When you invest the rapier, you either increase your Dexterity score by 2 or increase it to 18, whichever is higher. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You fail, but don't critically fail, an attack using the viper rapier + +**Effect** The tip of the rapier briefly takes the form of a viper's head, and the blade twists and contorts, biting the target you missed. The target is affected as if successfully poisoned with purple worm venom (DC 43). +``` + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature misses or critically misses you with an attack + +**Effect** With a slight, obviously mocking bow or curtsy, you [Step](rules/actions/step.md). +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You twirl your rapier in a serpentine pattern, causing your form to become a blur of motion. You're [concealed](rules/conditions.md#Concealed) for 1 minute or until you take a [hostile](rules/conditions.md#Hostile) action. While you're [concealed](rules/conditions.md#Concealed), you also gain a +2 circumstance bonus to Reflex saving throws. +``` + +*Source: Treasure Vault p. 104* \ No newline at end of file diff --git a/compendium/equipment/items/visap-loil.md b/compendium/equipment/items/visap-loil.md new file mode 100644 index 000000000..016f75df0 --- /dev/null +++ b/compendium/equipment/items/visap-loil.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/weapon/advanced +- trait/agile +- trait/finesse +- trait/injection +- trait/uncommon +- trait/versatile-p +- trait/vishkanya +aliases: ["Visap"] +--- +# Visap *Item 0* +[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) [vishkanya](rules/traits/vishkanya-loil.md) injection + +- **Price** 2 gp +- **Bulk** L +- **Damage** `1d4` S +- **Hands** 1 +- **Category** Advanced; **Group** Knife + +Two small, curved blades extend from a single hilt. There's a hollow area inside that vishkanyas can use to store an unused dose of their blood, or other poison, for the future. + +*Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/compendium/equipment/items/voice-from-the-grave-tv.md b/compendium/equipment/items/voice-from-the-grave-tv.md new file mode 100644 index 000000000..e23e5898d --- /dev/null +++ b/compendium/equipment/items/voice-from-the-grave-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/magical +- trait/mental +- trait/necromancy +- trait/uncommon +aliases: ["Voice from the Grave"] +--- +# Voice from the Grave *Item 10* +[magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1700 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This onyx skull emits eerie whispers when on its own, but when held the skull enables you to speak with spirits and haunts you can see, even if you don't share a language. The voice from the grave translates anything the spirit or haunt says, using a language you understand, and translates your words for the spirit or haunt in kind. This doesn't make the target [friendly](rules/conditions.md#Friendly) or even cooperative, but it does enable communication. The GM determines the language in the case of a haunt. You can't communicate with mindless spirits using the skull. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The onyx skull casts a DC 27 [charm](compendium/spells/charm.md) spell on one spirit or haunt you can communicate with using the skull. + +If you target a haunt that doesn't have a Will modifier, it automatically gets a failure on its save. +``` + +*Source: Treasure Vault p. 117* \ No newline at end of file diff --git a/compendium/equipment/items/voicebox-tv.md b/compendium/equipment/items/voicebox-tv.md new file mode 100644 index 000000000..4f1891cdb --- /dev/null +++ b/compendium/equipment/items/voicebox-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/illusion +- trait/magical +aliases: ["Voicebox"] +--- +# Voicebox *Item 0* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) + +- **Price** 5 sp +- **Usage** worn necklace; **Bulk** — +- **Category** Worn + +This box contains small, magical amplifiers that allow a non- verbal character to translate thought into speech, which emits from the necklace. The speech produced matches any language you understand. + +*Source: Treasure Vault p. 109* \ No newline at end of file diff --git a/compendium/equipment/items/vultures-wing-loil.md b/compendium/equipment/items/vultures-wing-loil.md new file mode 100644 index 000000000..00c8a786e --- /dev/null +++ b/compendium/equipment/items/vultures-wing-loil.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +- trait/uncommon +aliases: ["Vulture's Wing"] +--- +# Vulture's Wing *Item 10* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 200 gp +- **Usage** held in one hand; **Bulk** L +- **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) +- **Category** Consumable + +This fan of vulture feathers scatters on an unnatural gust of wind. If this catalyst is used to cast a [ray of enfeeblement](compendium/spells/ray-of-enfeeblement.md) spell that has been heightened to at least 5th level, instead of targeting a single creature, you cast the spell in a 30-foot-area cone. You don't make a spell attack roll, instead affecting all creatures within the area with the effect the spell would normally have on a hit. This means creatures within the area must attempt a Fortitude save to determine whether they're [enfeebled](rules/conditions.md#Enfeebled). + +*Source: Lost Omens: Impossible Lands p. 178* \ No newline at end of file diff --git a/compendium/equipment/items/waffle-iron-lotgb.md b/compendium/equipment/items/waffle-iron-lotgb.md new file mode 100644 index 000000000..849e74e73 --- /dev/null +++ b/compendium/equipment/items/waffle-iron-lotgb.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/adventuring-gear +aliases: ["Waffle Iron"] +--- +# Waffle Iron *Item 0+* + +- **Bulk** 1 +- **Category** Adventuring Gear + +This set of hinged metal plates features studs on the inside of each plate to provide a texture for the pastry cakes you cook with it. You pour batter on the plates, close the device, and place it on a fire or stove to cook. + +*Source: Lost Omens: The Grand Bazaar p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/wakizashi-apg.md b/compendium/equipment/items/wakizashi-apg.md new file mode 100644 index 000000000..d5b741a03 --- /dev/null +++ b/compendium/equipment/items/wakizashi-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/weapon/martial +- trait/agile +- trait/deadly-d8 +- trait/finesse +- trait/uncommon +- trait/versatile-p +aliases: ["Wakizashi"] +--- +# Wakizashi *Item 0* +[agile](rules/traits/agile.md) [deadly ](rules/traits/deadly.md) [finesse](rules/traits/finesse.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) + +- **Price** 1 gp +- **Bulk** L +- **Damage** `1d4` S +- **Hands** 1 +- **Category** Martial; **Group** Sword + +This short-bladed, single-edged sword is typically carried as part of a pair alongside a katana. + +*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/walking-cauldron-apg.md b/compendium/equipment/items/walking-cauldron-apg.md new file mode 100644 index 000000000..175e9aa58 --- /dev/null +++ b/compendium/equipment/items/walking-cauldron-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/other +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Walking Cauldron"] +--- +# Walking Cauldron *Item 1* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 12 gp +- **Bulk** 4 +- **Category** Other + +This iron cauldron stands upon sturdy iron crow's feet. A walking cauldron has a land Speed of 25 feet and can be used as a suitable tool to [Craft](rules/actions/craft.md) potions, oils, or other liquids. + +As a single action, which has the [auditory](rules/traits/auditory.md) and [concentrate](rules/traits/concentrate.md) traits, you can command the cauldron to either follow you or to stand in place. When following you, the cauldron does its best to remain within 30 feet of you, but its ungainly movements are too imprecise to predictably direct in a combat encounter or other situation where seconds and precise locations count. + +It can carry up to 2 Bulk of ingredients for potions or other liquids inside of itself while following you, but if overloaded or if you put anything else inside it, it stands in place and refuses to move until 10 minutes after you remove the excess. + +*Source: Advanced Player's Guide p. 264* \ No newline at end of file diff --git a/compendium/equipment/items/wand-cane-tv.md b/compendium/equipment/items/wand-cane-tv.md new file mode 100644 index 000000000..eda5e71e8 --- /dev/null +++ b/compendium/equipment/items/wand-cane-tv.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/magical +- trait/wand +aliases: ["Wand Cane"] +--- +# Wand Cane *Item 4* +[magical](rules/traits/magical.md) [wand](rules/traits/wand.md) + +- **Price** 100 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +Though it appears to be a basic cane, the inner workings of the wand cane are an intricate network of lenses and magical circuits, with a slot at the top to insert a wand. The wand cane then spends 1 minute attuning to the wand, after which the wand can be used through the cane. + +*Source: Treasure Vault p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-caustic-effluence-pfum.md b/compendium/equipment/items/wand-of-caustic-effluence-pfum.md new file mode 100644 index 000000000..de8b91dd3 --- /dev/null +++ b/compendium/equipment/items/wand-of-caustic-effluence-pfum.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/pfum +- item/category/wand +- trait/acid +- trait/conjuration +- trait/magical +- trait/rare +- trait/wand +aliases: ["Wand of Caustic Effluence"] +--- +# Wand of Caustic Effluence *Item 5* +[acid](rules/traits/acid.md) [conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [wand](rules/traits/wand.md) + +- **Price** 160 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +This dirty metal wand is covered in an oily acrid smelling film. + +```ad-embed-ability +title: Activate + +You cast [grease](compendium/spells/grease.md), but the grease is caustic. If you cast this spell on an area, any creature that fails their Reflex save and falls [prone](rules/conditions.md#Prone), or that begins their turn [prone](rules/conditions.md#Prone), takes `1d6` acid damage. If you cast this spell on an unattended object, the first creature to pick up the object during the duration takes `1d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage). If you cast this spell on an attended object and the holder or wielder fails their [Acrobatics](compendium/skills.md#Acrobatics) or Reflex save, the holder or wielder takes `1d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage). If you cast this spell on a worn object, any creature who Grapples or Grabs the wearer takes `1d6` acid damage. +``` + +*Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-choking-mist-tv.md b/compendium/equipment/items/wand-of-choking-mist-tv.md new file mode 100644 index 000000000..088963eff --- /dev/null +++ b/compendium/equipment/items/wand-of-choking-mist-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/conjuration +- trait/magical +- trait/wand +- trait/water +aliases: ["Wand of Choking Mist"] +--- +# Wand of Choking Mist *Item 6+* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) [water](rules/traits/water.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +This blackened wood wand has a smoldering tip, emitting a slight trail of steam. + +```ad-embed-ability +title: Activate + +You cast the wand's spell, but the mist prevents creatures from being able to breathe in its area. They must hold their breath or start suffocating (Core Rulebook 478). +``` + +*Source: Treasure Vault p. 138* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-chromatic-burst-tv.md b/compendium/equipment/items/wand-of-chromatic-burst-tv.md new file mode 100644 index 000000000..f5b68ab13 --- /dev/null +++ b/compendium/equipment/items/wand-of-chromatic-burst-tv.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/abjuration +- trait/light +- trait/magical +- trait/wand +aliases: ["Wand of Chromatic Burst"] +--- +# Wand of Chromatic Burst *Item 10+* +[abjuration](rules/traits/abjuration.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +This intricately carved quartz wand changes color, cycling through the colors of the rainbow. + +```ad-embed-ability +title: Activate + +You cast [chromatic armor](compendium/spells/chromatic-armor-som.md) (Secrets of Magic 95) of the indicated level. Additionally, the target can use the Chromatic Armor Burst action. +``` + +```ad-embed-ability +title: Chromatic Armor Burst [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) [evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) + +- **Requirements**: You're affected by chromatic armor created by the wand of chromatic burst + +**Effect** Choose one color of the chromatic armor the wand created for you. The spell ends and light of that color flashes brightly in a 20-foot emanation. Creatures in the area take damage of the type associated with the color you chose, with a basic Reflex save against your spell DC; the amount of damage depends on the wand's type. This action has the trait corresponding to the damage type you chose. +%% #trait/concentrate #trait/evocation #trait/light #trait/magical %% +``` + +*Source: Treasure Vault p. 138* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-clinging-rime-tv.md b/compendium/equipment/items/wand-of-clinging-rime-tv.md new file mode 100644 index 000000000..5881bd1f5 --- /dev/null +++ b/compendium/equipment/items/wand-of-clinging-rime-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/cold +- trait/evocation +- trait/magical +- trait/wand +- trait/water +aliases: ["Wand of Clinging Rime"] +--- +# Wand of Clinging Rime *Item 16+* +[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) [water](rules/traits/water.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +A thin layer of frost coats this gnarled holly wand. + +```ad-embed-ability +title: Activate + +You cast [frigid flurry](compendium/spells/frigid-flurry-som.md) (Secrets of Magic 108) of the indicated level. After you cast the spell, the ice crystals freeze to flesh and other surfaces, clinging to the creatures in the area. Each creature that fails its save takes [persistent cold damage](rules/conditions.md#Persistent%20Damage) with the amount determined by the wand's type. +``` + +*Source: Treasure Vault p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-contagious-frailty-tv.md b/compendium/equipment/items/wand-of-contagious-frailty-tv.md new file mode 100644 index 000000000..fdba46b27 --- /dev/null +++ b/compendium/equipment/items/wand-of-contagious-frailty-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/magical +- trait/necromancy +- trait/wand +aliases: ["Wand of Contagious Frailty"] +--- +# Wand of Contagious Frailty *Item 5* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [wand](rules/traits/wand.md) + +- **Price** 160 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +Cracks and healed fractures spiderweb the shaft of this bone wand, worsening each time the wand is used. The bone's worn epiphysis forms the wand's pommel, and black leather wraps around the handle. + +```ad-embed-ability +title: Activate + +You cast [ray of enfeeblement](compendium/spells/ray-of-enfeeblement.md). After you cast the spell, if the target is [enfeebled](rules/conditions.md#Enfeebled), it releases a 10-foot emanation that doesn't include itself. Each creature in that area must attempt a Fortitude save as if struck by the ray of enfeeblement but gets an outcome one degree of success better than it rolled. +``` + +*Source: Treasure Vault p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-crackling-lightning-apg.md b/compendium/equipment/items/wand-of-crackling-lightning-apg.md new file mode 100644 index 000000000..b9fc062ef --- /dev/null +++ b/compendium/equipment/items/wand-of-crackling-lightning-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/wand +- trait/electricity +- trait/evocation +- trait/magical +- trait/wand +aliases: ["Wand Of Crackling Lightning"] +--- +# Wand Of Crackling Lightning *Item 8+* +[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +This wand is made of two copper plates separated by a ceramic center. + +```ad-embed-ability +title: Activate + +You cast [lightning bolt](compendium/spells/lightning-bolt.md), but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are [flat-footed](rules/conditions.md#Flat-footed) for 1 round. +``` + +*Source: Advanced Player's Guide p. 265* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-crushing-leaps-tv.md b/compendium/equipment/items/wand-of-crushing-leaps-tv.md new file mode 100644 index 000000000..2fec3ee07 --- /dev/null +++ b/compendium/equipment/items/wand-of-crushing-leaps-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/magical +- trait/transmutation +- trait/wand +aliases: ["Wand of Crushing Leaps"] +--- +# Wand of Crushing Leaps *Item 4* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [wand](rules/traits/wand.md) + +- **Price** 80 gp +- **Usage** held in 1 hand; **Bulk** — +- **Category** Wand + +This supple, light wooden wand drifts to the ground like a feather or leaf when dropped, landing unharmed. A thin coil of metal wraps around the wand's handle. + +```ad-embed-ability +title: Activate + +You cast [jump](compendium/spells/jump.md), but can jump up to 60 feet. When you land you shatter the ground, making each creature in a 5-foot emanation [flat-footed](rules/conditions.md#Flat-footed) until the start of its next turn. + +In addition, the space you land in and all squares in the emanation become difficult terrain for 1 minute. +``` + +*Source: Treasure Vault p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-dazzling-rays-tv.md b/compendium/equipment/items/wand-of-dazzling-rays-tv.md new file mode 100644 index 000000000..c14b04d8d --- /dev/null +++ b/compendium/equipment/items/wand-of-dazzling-rays-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/evocation +- trait/fire +- trait/good +- trait/light +- trait/magical +- trait/wand +aliases: ["Wand of Dazzling Rays"] +--- +# Wand of Dazzling Rays *Item 8+* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [good](rules/traits/good.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn. + +```ad-embed-ability +title: Activate + +You cast [searing light](compendium/spells/searing-light.md) of the indicated level, dazzling your target with the beam's intensity. A creature that takes damage from the spell is [blinded](rules/conditions.md#Blinded) for 1 round and [dazzled](rules/conditions.md#Dazzled) for a number of rounds equal to the spell level. On a critical success on the attack roll, the target is also [blinded](rules/conditions.md#Blinded) for as long as it's [dazzled](rules/conditions.md#Dazzled) from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the [blinded](rules/conditions.md#Blinded) condition on a success (but remaining [dazzled](rules/conditions.md#Dazzled)). +``` + +*Source: Treasure Vault p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-dumbfounding-doom-tv.md b/compendium/equipment/items/wand-of-dumbfounding-doom-tv.md new file mode 100644 index 000000000..326723522 --- /dev/null +++ b/compendium/equipment/items/wand-of-dumbfounding-doom-tv.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/divination +- trait/emotion +- trait/fear +- trait/incapacitation +- trait/magical +- trait/mental +- trait/prediction +- trait/wand +aliases: ["Wand of Dumbfounding Doom"] +--- +# Wand of Dumbfounding Doom *Item 8+* +[divination](rules/traits/divination.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [incapacitation](rules/traits/incapacitation.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [prediction](rules/traits/prediction.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh. + +```ad-embed-ability +title: Activate + +You cast [impending doom](compendium/spells/impending-doom-som.md) (Secrets of Magic 110) of the indicated level, showing the target a potential death that's gruesome and absurd. If the target becomes [frightened](rules/conditions.md#Frightened) by the spell, it also becomes [stupefied](rules/conditions.md#Stupefied) with a value 1 higher than the [frightened](rules/conditions.md#Frightened) value. This lasts for the duration of the spell. +``` + +*Source: Treasure Vault p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-fey-flames-lotgb.md b/compendium/equipment/items/wand-of-fey-flames-lotgb.md new file mode 100644 index 000000000..22152535c --- /dev/null +++ b/compendium/equipment/items/wand-of-fey-flames-lotgb.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/wand +- trait/evocation +- trait/light +- trait/magical +- trait/uncommon +- trait/wand +aliases: ["Wand Of Fey Flames"] +--- +# Wand Of Fey Flames *Item 7* +[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) [wand](rules/traits/wand.md) + +- **Price** 360 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +This red maple wand carved into a tongue of flame feels warm in your hand. + +```ad-embed-ability +title: Activate + +You cast [faerie fire](compendium/spells/faerie-fire.md). For the duration of the spell, you can use the limning flames as a source for your magic. Creatures affected by your faerie fire must succeed at a Will save against your spell DC or take a –2 status penalty to their Will saves against enchantment and illusions spells as long as they are affected by faerie fire. + +You can cast an enchantment or illusion spell on such a creature up to a distance twice the spell's normal range. If the spell has a range of touch, or doesn't have a range, it is unaffected by the increase in range from the faerie fire. +``` + +*Source: Lost Omens: The Grand Bazaar p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-hawthorn-tv.md b/compendium/equipment/items/wand-of-hawthorn-tv.md new file mode 100644 index 000000000..f8edc82ce --- /dev/null +++ b/compendium/equipment/items/wand-of-hawthorn-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/abjuration +- trait/magical +- trait/plant +- trait/wand +aliases: ["Wand of Hawthorn"] +--- +# Wand of Hawthorn *Item 6+* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [plant](rules/traits/plant.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +Carved from a hawthorn branch, this wand has a smooth handle, but the shaft remains covered in bark and long thorns. Polished red stones, arranged like a cluster of berries, decorate the pommel. + +```ad-embed-ability +title: Activate + +You cast [barkskin](compendium/spells/barkskin.md) of the indicated level, and the target sprouts long thorns like those of a hawthorn tree. + +While barkskin lasts, any creature that hits the target with an unarmed [Strike](rules/actions/strike.md) or otherwise touches it takes piercing damage from the thorns, with the amount determined by the wand's type. A creature that has engulfed or swallowed the target takes this damage as well at the start of each of the target's turns. +``` + +*Source: Treasure Vault p. 140* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-hopeless-night-apg.md b/compendium/equipment/items/wand-of-hopeless-night-apg.md new file mode 100644 index 000000000..a8fcd6944 --- /dev/null +++ b/compendium/equipment/items/wand-of-hopeless-night-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/wand +- trait/darkness +- trait/evocation +- trait/magical +- trait/wand +aliases: ["Wand Of Hopeless Night"] +--- +# Wand Of Hopeless Night *Item 6+* +[darkness](rules/traits/darkness.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +This wand is a length of wrought black iron. + +```ad-embed-ability +title: Activate + +You cast [darkness](compendium/spells/darkness.md). Each creature that ends its turn within the spell's area must succeed at a DC 27 Will save or become [frightened](rules/conditions.md#Frightened) ([frightened](rules/conditions.md#Frightened) on a critical failure). +``` + +*Source: Advanced Player's Guide p. 265* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-hybrid-form-tv.md b/compendium/equipment/items/wand-of-hybrid-form-tv.md new file mode 100644 index 000000000..e5c8066f6 --- /dev/null +++ b/compendium/equipment/items/wand-of-hybrid-form-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/magical +- trait/polymorph +- trait/transmutation +- trait/uncommon +- trait/wand +aliases: ["Wand of Hybrid Form"] +--- +# Wand of Hybrid Form *Item 6+* +[magical](rules/traits/magical.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures. + +```ad-embed-ability +title: Activate + +You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw [Strike](rules/actions/strike.md) you prefer. The GM determines which abilities overlap and which are cumulative. +``` + +*Source: Treasure Vault p. 140* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-legerdemain-tv.md b/compendium/equipment/items/wand-of-legerdemain-tv.md new file mode 100644 index 000000000..e1021ffb2 --- /dev/null +++ b/compendium/equipment/items/wand-of-legerdemain-tv.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/magical +- trait/wand +aliases: ["Wand of Legerdemain"] +--- +# Wand of Legerdemain *Item 4+* +[magical](rules/traits/magical.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel. + +```ad-embed-ability +title: Activate + +You Cast the Spell. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[emotion](rules/traits/emotion.md) [illusion](rules/traits/illusion.md) [light](rules/traits/light.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) + +- **Requirements**: The last action you took this turn was to [Cast a Spell](rules/actions/cast-a-spell.md) from the wand + +**Effect** You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used [hostile](rules/conditions.md#Hostile) actions against it. On a failure, the creature becomes [fascinated](rules/conditions.md#Fascinated) with you until the end of your next turn. The fascination ends if the target is subject to a [hostile](rules/conditions.md#Hostile) act, or if another creature succeeds at a [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation) check against it. + +The spotlight follows you wherever you move. You can't be [concealed](rules/conditions.md#Concealed) while in the spotlight. The effect ends if you become [invisible](rules/conditions.md#Invisible), attempt a [Stealth](compendium/skills.md#Stealth) check, or [Dismiss](rules/actions/dismiss.md) the activation. + +You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, [Sustain an Activation](rules/actions/sustain-an-activation.md) has the [manipulate](rules/traits/manipulate.md) trait. Sustaining extends the spotlight, and keeps [fascinated](rules/conditions.md#Fascinated) creatures [fascinated](rules/conditions.md#Fascinated), but doesn't cause creatures not already [fascinated](rules/conditions.md#Fascinated) to become [fascinated](rules/conditions.md#Fascinated). +%% #trait/emotion #trait/illusion #trait/light #trait/mental #trait/visual %% +``` + +*Source: Treasure Vault p. 140* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-mental-purification-tv.md b/compendium/equipment/items/wand-of-mental-purification-tv.md new file mode 100644 index 000000000..622a26d1e --- /dev/null +++ b/compendium/equipment/items/wand-of-mental-purification-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/emotion +- trait/enchantment +- trait/healing +- trait/magical +- trait/mental +- trait/wand +aliases: ["Wand of Mental Purification"] +--- +# Wand of Mental Purification *Item 4+* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm. + +```ad-embed-ability +title: Activate + +You cast [soothe](compendium/spells/soothe.md) of the indicated level, and can attempt to counteract one [mental](rules/traits/mental.md) effect on the same target. Treat the [soothe](compendium/spells/soothe.md) spell's level as 1 higher for this counteract check. +``` + +*Source: Treasure Vault p. 140* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-mercy-tv.md b/compendium/equipment/items/wand-of-mercy-tv.md new file mode 100644 index 000000000..d599bdbb1 --- /dev/null +++ b/compendium/equipment/items/wand-of-mercy-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/magical +- trait/wand +aliases: ["Wand of Mercy"] +--- +# Wand of Mercy *Item 4+* +[magical](rules/traits/magical.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally. + +```ad-embed-ability +title: Activate + +You Cast the Spell, and can choose to give it the [nonlethal](rules/traits/nonlethal.md) trait. +``` + +*Source: Treasure Vault p. 141* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-noisome-acid-sli.md b/compendium/equipment/items/wand-of-noisome-acid-sli.md new file mode 100644 index 000000000..27cfc814b --- /dev/null +++ b/compendium/equipment/items/wand-of-noisome-acid-sli.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sli +- item/category/wand +- trait/acid +- trait/evocation +- trait/magical +- trait/uncommon +- trait/wand +aliases: ["Wand Of Noisome Acid"] +--- +# Wand Of Noisome Acid *Item 6+* +[acid](rules/traits/acid.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +This greasy stick emits a stomach-churning scent when held in a hand. + +```ad-embed-ability +title: Activate + +You cast [acid arrow](compendium/spells/acid-arrow.md) of the indicated level. A creature that takes acid damage from this spell must succeed at a Fortitude save against your spell DC or become [sickened](rules/conditions.md#Sickened). +``` + +*Source: The Slithering p. 61* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-noisome-acid-tv.md b/compendium/equipment/items/wand-of-noisome-acid-tv.md new file mode 100644 index 000000000..6f4d1cd10 --- /dev/null +++ b/compendium/equipment/items/wand-of-noisome-acid-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/acid +- trait/evocation +- trait/magical +- trait/wand +aliases: ["Wand of Noisome Acid"] +--- +# Wand of Noisome Acid *Item 6+* +[acid](rules/traits/acid.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +This greasy stick emits a stomach-churning scent when held in hand. + +```ad-embed-ability +title: Activate + +You cast [acid arrow](compendium/spells/acid-arrow.md) of the indicated level. A creature that takes initial acid damage from this spell become [sickened](rules/conditions.md#Sickened). Use your spell DC if the creature attempts to recover from this sickness. This is an [olfactory](rules/traits/olfactory-b1.md) effect. +``` + +*Source: Treasure Vault p. 141* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-overflowing-life-apg.md b/compendium/equipment/items/wand-of-overflowing-life-apg.md new file mode 100644 index 000000000..0981ad358 --- /dev/null +++ b/compendium/equipment/items/wand-of-overflowing-life-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/wand +- trait/healing +- trait/magical +- trait/necromancy +- trait/positive +- trait/wand +aliases: ["Wand Of Overflowing Life"] +--- +# Wand Of Overflowing Life *Item 9+* +[healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +This alabaster wand has a clear crystal at the tip. + +```ad-embed-ability +title: Activate + +You cast [heal](compendium/spells/heal.md) at the indicated level. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell level. + +You gain this benefit only once, even if you cast multiple [heal](compendium/spells/heal.md) spells from wands of overflowing life in the same turn. +``` + +*Source: Advanced Player's Guide p. 265* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-paralytic-shock-tv.md b/compendium/equipment/items/wand-of-paralytic-shock-tv.md new file mode 100644 index 000000000..68dac962e --- /dev/null +++ b/compendium/equipment/items/wand-of-paralytic-shock-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/electricity +- trait/enchantment +- trait/magical +- trait/mental +- trait/wand +aliases: ["Wand of Paralytic Shock"] +--- +# Wand of Paralytic Shock *Item 8+* +[electricity](rules/traits/electricity.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +A two-pronged metal rod, this wand has a handle coated in thick rubber. Each prong ends in a copper coil. When Activated, the wand produces a loud zapping sound. + +```ad-embed-ability +title: Activate + +You cast [paralyze](compendium/spells/paralyze.md), electrocuting the target into immobility. Each target takes electricity damage at the start of its turns while it remains [stunned](rules/conditions.md#Stunned) or [paralyzed](rules/conditions.md#Paralyzed) due to the spell. The amount of damage depends on the wand's type. +``` + +*Source: Treasure Vault p. 141* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-pernicious-poison-tv.md b/compendium/equipment/items/wand-of-pernicious-poison-tv.md new file mode 100644 index 000000000..09590ba6c --- /dev/null +++ b/compendium/equipment/items/wand-of-pernicious-poison-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/magical +- trait/necromancy +- trait/poison +- trait/wand +aliases: ["Wand of Pernicious Poison"] +--- +# Wand of Pernicious Poison *Item 4+* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Poison + +This wand is made of chitin, topped with a hooked barb that weeps droplets of foul-smelling, green fluid when you Activate the wand. + +```ad-embed-ability +title: Activate + +You [Cast a Spell](rules/actions/cast-a-spell.md) determined by the wand's type. The poison the spell delivers gains the [virulent](rules/traits/virulent.md) trait. +``` + +*Source: Treasure Vault p. 141* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-reaching-tv.md b/compendium/equipment/items/wand-of-reaching-tv.md new file mode 100644 index 000000000..6ffab3a52 --- /dev/null +++ b/compendium/equipment/items/wand-of-reaching-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/magical +- trait/wand +aliases: ["Wand of Reaching"] +--- +# Wand of Reaching *Item 4+* +[magical](rules/traits/magical.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +This long, slender wand is constructed of silver, polished to a mirror shine. + +```ad-embed-ability +title: Activate + +You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet. +``` + +*Source: Treasure Vault p. 141* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-refracting-rays-tv.md b/compendium/equipment/items/wand-of-refracting-rays-tv.md new file mode 100644 index 000000000..0cea265bc --- /dev/null +++ b/compendium/equipment/items/wand-of-refracting-rays-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/evocation +- trait/light +- trait/magical +- trait/uncommon +- trait/wand +aliases: ["Wand of Refracting Rays"] +--- +# Wand of Refracting Rays *Item 11+* +[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +This wand is short and wide with a hexagonal, crystal shaft and a leather-wrapped handle. The wand refracts direct bright light into a rainbow. + +```ad-embed-ability +title: Activate + +You cast [chromatic ray](compendium/spells/chromatic-ray-som.md) (Secrets of Magic 95) of the indicated level. After you cast the spell, if you hit the target, the light refracts to another creature within 30 feet of the first target. Roll your spell attack roll and to determine the ray's color separately for each target. The ray continues to refract each time it hits. The refraction ceases if you miss any target, and you can end the refraction at any point. You can't target the same creature more than once, and you must have line of effect to all targets. +``` + +*Source: Treasure Vault p. 142* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-rolling-flames-tv.md b/compendium/equipment/items/wand-of-rolling-flames-tv.md new file mode 100644 index 000000000..7c39bc243 --- /dev/null +++ b/compendium/equipment/items/wand-of-rolling-flames-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/evocation +- trait/fire +- trait/magical +- trait/wand +aliases: ["Wand of Rolling Flames"] +--- +# Wand of Rolling Flames *Item 6+* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava. + +```ad-embed-ability +title: Activate + +You cast [flaming sphere](compendium/spells/flaming-sphere.md) of the indicated level. The ground in the sphere's square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand's type. If a creature in the flames doesn't move on its turn, it takes the damage for each of the squares it's in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it). +``` + +*Source: Treasure Vault p. 142* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-shattering-images-tv.md b/compendium/equipment/items/wand-of-shattering-images-tv.md new file mode 100644 index 000000000..3f9aced39 --- /dev/null +++ b/compendium/equipment/items/wand-of-shattering-images-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/illusion +- trait/magical +- trait/visual +- trait/wand +aliases: ["Wand of Shattering Images"] +--- +# Wand of Shattering Images *Item 6* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [visual](rules/traits/visual.md) [wand](rules/traits/wand.md) + +- **Price** 250 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +Shattered pieces of a glass mirror, formed into a reflective mosaic, comprise the irregular shaft of this wand. The handle is black and polished smooth, the pommel capped with a tiny reflective orb. + +```ad-embed-ability +title: Activate + +You cast [mirror image](compendium/spells/mirror-image.md). Each time an image is destroyed, the image shatters into sharp fragments of glass. If the creature that destroyed the image is adjacent to you, it takes 5 slashing damage. +``` + +*Source: Treasure Vault p. 142* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-shrouded-step-tv.md b/compendium/equipment/items/wand-of-shrouded-step-tv.md new file mode 100644 index 000000000..8f0294672 --- /dev/null +++ b/compendium/equipment/items/wand-of-shrouded-step-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/magical +- trait/transmutation +- trait/wand +aliases: ["Wand of Shrouded Step"] +--- +# Wand of Shrouded Step *Item 4* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [wand](rules/traits/wand.md) + +- **Price** 80 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +When you move this delicately carved poplar wand, it looks indistinct, leaving a trail of afterimages in its wake. + +```ad-embed-ability +title: Activate + +You cast [fleet step](compendium/spells/fleet-step.md). For the duration of the spell, you're also [concealed](rules/conditions.md#Concealed) while you [Stride](rules/actions/stride.md). +``` + +*Source: Treasure Vault p. 142* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-spiritual-warfare-lotgb.md b/compendium/equipment/items/wand-of-spiritual-warfare-lotgb.md new file mode 100644 index 000000000..808292a84 --- /dev/null +++ b/compendium/equipment/items/wand-of-spiritual-warfare-lotgb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/wand +- trait/evocation +- trait/force +- trait/magical +- trait/uncommon +- trait/wand +aliases: ["Wand Of Spiritual Warfare"] +--- +# Wand Of Spiritual Warfare *Item 7+* +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +This wand juts from an ornate hilt like a short, wooden dagger blade. + +```ad-embed-ability +title: Activate + +You cast [spiritual weapon](compendium/spells/spiritual-weapon.md) of the indicated level. When you critically hit, you apply the weapon's critical specialization effect. In addition, you can etch one of the following property runes onto the wand: [corrosive](compendium/equipment/items/corrosive.md), [flaming](compendium/equipment/items/flaming.md), [frost](compendium/equipment/items/frost.md), [shock](compendium/equipment/items/shock.md), [thundering](compendium/equipment/items/thundering.md), or their respective greater versions. The spiritual weapon's [Strikes](rules/actions/strike.md) gain the effects of this rune. +``` + +*Source: Lost Omens: The Grand Bazaar p. 11* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-teeming-ghosts-sli.md b/compendium/equipment/items/wand-of-teeming-ghosts-sli.md new file mode 100644 index 000000000..62cbe130a --- /dev/null +++ b/compendium/equipment/items/wand-of-teeming-ghosts-sli.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sli +- item/category/wand +- trait/magical +- trait/necromancy +- trait/uncommon +- trait/wand +aliases: ["Wand Of Teeming Ghosts"] +--- +# Wand Of Teeming Ghosts *Item 6+* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. + +```ad-embed-ability +title: Activate + +You cast [false life](compendium/spells/false-life.md) of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life, and you can use the following action. +``` + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You successfully impart the [frightened](rules/conditions.md#Frightened) condition to a creature + +**Effect** You end false life and increase the creature's [frightened](rules/conditions.md#Frightened) condition value to 2. +``` + +*Source: The Slithering p. 61* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-teeming-ghosts-tv.md b/compendium/equipment/items/wand-of-teeming-ghosts-tv.md new file mode 100644 index 000000000..0295b0d8a --- /dev/null +++ b/compendium/equipment/items/wand-of-teeming-ghosts-tv.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/magical +- trait/necromancy +- trait/uncommon +- trait/wand +aliases: ["Wand of Teeming Ghosts"] +--- +# Wand of Teeming Ghosts *Item 6+* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. + +```ad-embed-ability +title: Activate + +You cast [false life](compendium/spells/false-life.md) of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life, and you can use the following action. +``` + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You successfully impart the [frightened](rules/conditions.md#Frightened) condition on a creature +- **Requirements**: You have at least 1 temporary Hit Point from false life + +**Effect** You end false life and increase the creature's [frightened](rules/conditions.md#Frightened) condition value to 2. +``` + +*Source: Treasure Vault p. 142* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-the-ash-puppet-tv.md b/compendium/equipment/items/wand-of-the-ash-puppet-tv.md new file mode 100644 index 000000000..1cba66f54 --- /dev/null +++ b/compendium/equipment/items/wand-of-the-ash-puppet-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/evocation +- trait/magical +- trait/wand +aliases: ["Wand of the Ash Puppet"] +--- +# Wand of the Ash Puppet *Item 14* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) + +- **Price** 4500 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +This wand is composed of ash that has been compressed, shaped, and sealed with a clear lacquer. When you trace the wand's tip along a solid surface, it leaves a black trail of charcoal. Writing with the wand in this way never damages or wears the wand down. + +```ad-embed-ability +title: Activate + +You cast [disintegrate](compendium/spells/disintegrate.md). If the spell reduces a living creature to fine powder, you animate that creature's ashes into a sulfur zombie (Pathfinder Bestiary 3 303) with the same general appearance as the disintegrated creature. + +You control this sulfur zombie, which gains the [minion](rules/traits/minion.md) and [summoned](rules/traits/summoned.md) traits. You can issue a verbal command to the sulfur zombie as a single action with the [auditory](rules/traits/auditory.md) and [concentrate](rules/traits/concentrate.md) traits. The sulfur zombie crumbles into inanimate ash when reduced to 0 Hit Points or after 1 minute, whichever comes first. +``` + +*Source: Treasure Vault p. 143* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-the-pampered-pet-tv.md b/compendium/equipment/items/wand-of-the-pampered-pet-tv.md new file mode 100644 index 000000000..51505de43 --- /dev/null +++ b/compendium/equipment/items/wand-of-the-pampered-pet-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/conjuration +- trait/extradimensional +- trait/magical +- trait/wand +aliases: ["Wand of the Pampered Pet"] +--- +# Wand of the Pampered Pet *Item 4* +[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) + +- **Price** 75 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +This extravagant wand is made of gold and capped with a large, sparkling gemstone. Its handle is wrapped in plush, padded fabric. + +```ad-embed-ability +title: Activate + +You cast [pet cache](compendium/spells/pet-cache-apg.md) (Advanced Player's Guide 222) but the accommodations inside the extradimensional space are luxurious and spacious. The food is delicious gourmet cuisine tailored to the pet's palate, the habitat is the perfect temperature and environment for the pet, complete with comfortable bed or lounging area. A pair of phantom hands pamper the pet, patting, grooming, or playing with it at the creature's whim. +``` + +*Source: Treasure Vault p. 143* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-the-snowfields-apg.md b/compendium/equipment/items/wand-of-the-snowfields-apg.md new file mode 100644 index 000000000..134a80faa --- /dev/null +++ b/compendium/equipment/items/wand-of-the-snowfields-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/wand +- trait/cold +- trait/evocation +- trait/magical +- trait/wand +aliases: ["Wand Of The Snowfields"] +--- +# Wand Of The Snowfields *Item 14+* +[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +This wand is a slender length of ice-blue glass. + +```ad-embed-ability +title: Activate + +You cast [cone of cold](compendium/spells/cone-of-cold.md). The ground within the spell's area is swathed in deep snow, becoming difficult terrain for 1 minute. +``` + +*Source: Advanced Player's Guide p. 265* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-the-spider-apg.md b/compendium/equipment/items/wand-of-the-spider-apg.md new file mode 100644 index 000000000..b43b9c8cb --- /dev/null +++ b/compendium/equipment/items/wand-of-the-spider-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/poison +- trait/conjuration +- trait/magical +- trait/poison +- trait/wand +aliases: ["Wand Of The Spider"] +--- +# Wand Of The Spider *Item 7+* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [poison](rules/traits/poison.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Poison + +The handle of this wand is a 5-inch-long piece of rosewood, but most of its length is a pair of twisted spider legs covered in gossamer webbing. + +```ad-embed-ability +title: Activate + +You cast [web](compendium/spells/web.md), but the strands of webbing are envenomed. Any creature that fails their [Athletics](compendium/skills.md#Athletics) check or Reflex save to navigate the web takes `1d6` poison damage. +``` + +*Source: Advanced Player's Guide p. 265* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-thundering-echoes-lotgb.md b/compendium/equipment/items/wand-of-thundering-echoes-lotgb.md new file mode 100644 index 000000000..c4ed184b5 --- /dev/null +++ b/compendium/equipment/items/wand-of-thundering-echoes-lotgb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/wand +- trait/evocation +- trait/magical +- trait/sonic +- trait/uncommon +- trait/wand +aliases: ["Wand Of Thundering Echoes"] +--- +# Wand Of Thundering Echoes *Item 9+* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [sonic](rules/traits/sonic.md) [uncommon](rules/traits/uncommon.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder. + +```ad-embed-ability +title: Activate + +You cast [sound burst](compendium/spells/sound-burst.md) of the indicated level. After you [Cast the Spell](rules/actions/cast-a-spell.md), at the start of each of your turns, the sound echoes in the same area as if you had cast it again, though it deals one fewer d10. This effect lasts until the damage is reduced to below `2d10`. The echoes don't affect structures or other items. +``` + +*Source: Lost Omens: The Grand Bazaar p. 85* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-tormented-slumber-tv.md b/compendium/equipment/items/wand-of-tormented-slumber-tv.md new file mode 100644 index 000000000..8939bbdd9 --- /dev/null +++ b/compendium/equipment/items/wand-of-tormented-slumber-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/enchantment +- trait/magical +- trait/mental +- trait/sleep +- trait/wand +aliases: ["Wand of Tormented Slumber"] +--- +# Wand of Tormented Slumber *Item 10* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [sleep](rules/traits/sleep.md) [wand](rules/traits/wand.md) + +- **Price** 1000 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +The carved talon of an unidentifiable beast comprises this wand. Blood-stained cloth wraps the thicker part of the talon, which acts as a handle. + +```ad-embed-ability +title: Activate + +You cast 4th-level [sleep](compendium/spells/sleep.md), but the slumbering creatures have terrifying nightmares. A creature knocked [unconscious](rules/conditions.md#Unconscious) by this spell takes `1d6` [persistent mental damage](rules/conditions.md#Persistent%20Damage). This damage wakes the creature from unconsciousness only if it deals 4 or more damage on a single roll. If the creature awakens from its unconsciousness due to damage (whether it was the [persistent mental damage](rules/conditions.md#Persistent%20Damage) or not), it's [frightened](rules/conditions.md#Frightened). If it awakens from damage on its own turn, the creature doesn't reduce its [frightened](rules/conditions.md#Frightened) condition automatically on that turn. +``` + +*Source: Treasure Vault p. 143* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-toxic-blades-tv.md b/compendium/equipment/items/wand-of-toxic-blades-tv.md new file mode 100644 index 000000000..3fd488863 --- /dev/null +++ b/compendium/equipment/items/wand-of-toxic-blades-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/evocation +- trait/force +- trait/magical +- trait/poison +- trait/wand +aliases: ["Wand of Toxic Blades"] +--- +# Wand of Toxic Blades *Item 15+* +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [magical](rules/traits/magical.md) [poison](rules/traits/poison.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Poison + +This slender metal wand is tinted green and small images of bladed weapons are etched on its surface. + +```ad-embed-ability +title: Activate + +You cast [blade barrier](compendium/spells/blade-barrier.md) of the indicated level. Damage from the wall also exposes the damaged creature to a poison determined by the wand's type. The poison uses its normal DC. A creature can be exposed to the poison no more than once per turn. +``` + +*Source: Treasure Vault p. 143* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-traitorous-thoughts-tv.md b/compendium/equipment/items/wand-of-traitorous-thoughts-tv.md new file mode 100644 index 000000000..4285f869d --- /dev/null +++ b/compendium/equipment/items/wand-of-traitorous-thoughts-tv.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/divination +- trait/magical +- trait/mental +- trait/uncommon +- trait/wand +aliases: ["Wand of Traitorous Thoughts"] +--- +# Wand of Traitorous Thoughts *Item 12* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) [wand](rules/traits/wand.md) + +- **Price** 2000 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +When you hold this sleek, shiny gray wand, you hear a faint chorus of overlapping whispers. + +```ad-embed-ability +title: Activate + +You cast [mind probe](compendium/spells/mind-probe.md). The first time the target rolls a success at a [Deception](compendium/skills.md#Deception) check to mislead your probe, it gets a result one step worse than it rolled. + +This means you learn the answer if the target's [Deception](compendium/skills.md#Deception) check would have succeeded, and you learn nothing rather than believing a falsehood if the check would have been a critical success. +``` + +*Source: Treasure Vault p. 143* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-wearying-dance-tv.md b/compendium/equipment/items/wand-of-wearying-dance-tv.md new file mode 100644 index 000000000..7ae9d5299 --- /dev/null +++ b/compendium/equipment/items/wand-of-wearying-dance-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/wand +- trait/enchantment +- trait/magical +- trait/mental +- trait/wand +aliases: ["Wand of Wearying Dance"] +--- +# Wand of Wearying Dance *Item 18* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [wand](rules/traits/wand.md) + +- **Price** 24000 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +This colorfully painted wand has a few jingling bells tied to the pommel. + +```ad-embed-ability +title: Activate + +You cast [uncontrollable dance](compendium/spells/uncontrollable-dance.md). When the spell's duration ends, if the target was forced to dance for 1 minute, it becomes [fatigued](rules/conditions.md#Fatigued). +``` + +*Source: Treasure Vault p. 143* \ No newline at end of file diff --git a/compendium/equipment/items/war-blood-mutagen-ooa1.md b/compendium/equipment/items/war-blood-mutagen-ooa1.md new file mode 100644 index 000000000..263f14732 --- /dev/null +++ b/compendium/equipment/items/war-blood-mutagen-ooa1.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa1 +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/mutagen +- trait/polymorph +- trait/uncommon +aliases: ["War Blood Mutagen"] +--- +# War Blood Mutagen *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +Upon drinking this mutagen, you can feel your blood surge through your body and hear a low-pitched humming in your ears. These sensations subside as the flesh and muscles of your arm loosen and stretch, the fibers of your very being reaching out to combine with the base of one melee weapon you're holding. + +Benefit Choose one melee weapon you're holding in one or both hands. You gain the listed item bonus to your attack rolls with this weapon and to Will saves against [fear](rules/traits/fear.md) effects. Any attempt to [Disarm](rules/actions/disarm.md) or otherwise remove the weapon from your hands must exceed the listed DC based on the type of war blood mutagen or the attempt fails. + +Drawback You can't voluntarily remove the weapon unless you succeed at an [Athletics](compendium/skills.md#Athletics) check at the listed DC, which ends the war blood mutagen's effects; this check takes a single action. If you perform an action with the [concentrate](rules/traits/concentrate.md) trait, you must succeed at a DC 5 flat check or the action is lost. + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/war-lance-lokl.md b/compendium/equipment/items/war-lance-lokl.md new file mode 100644 index 000000000..5e26f2664 --- /dev/null +++ b/compendium/equipment/items/war-lance-lokl.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/weapon/martial +- trait/deadly-d8 +- trait/jousting-d6 +- trait/parry +- trait/shove +- trait/uncommon +aliases: ["War Lance"] +--- +# War Lance *Item 0* +[deadly ](rules/traits/deadly.md) [jousting ](rules/traits/jousting.md) [parry](rules/traits/parry.md) [shove](rules/traits/shove.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 4 gp +- **Bulk** 2 +- **Damage** `1d8` P +- **Hands** 2 +- **Category** Martial; **Group** Spear + +This lance appears shorter and stockier in comparison to other weapons of its type. The war lance most notably features shielding integrated into its vamplate, exchanging its reach for a sturdier base when defending against attacks or attempting to overpower an opponent. + +*Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/war-razor-tv.md b/compendium/equipment/items/war-razor-tv.md new file mode 100644 index 000000000..25fdb6ca1 --- /dev/null +++ b/compendium/equipment/items/war-razor-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/agile +- trait/backstabber +- trait/deadly-d8 +- trait/finesse +aliases: ["War Razor"] +--- +# War Razor *Item 0* +[agile](rules/traits/agile.md) [backstabber](rules/traits/backstabber.md) [deadly ](rules/traits/deadly.md) [finesse](rules/traits/finesse.md) + +- **Price** 3 sp +- **Bulk** L +- **Damage** `1d4` S +- **Hands** 1 +- **Category** Martial; **Group** Knife + +A war razor is an exaggerated version of the barbers' tool. It's a brittle but extremely sharp weapon that is very easy to slip into a pocket or sleeve. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/war-saddle-lokl.md b/compendium/equipment/items/war-saddle-lokl.md new file mode 100644 index 000000000..f32c28330 --- /dev/null +++ b/compendium/equipment/items/war-saddle-lokl.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/adventuring-gear +- trait/uncommon +aliases: ["War Saddle"] +--- +# War Saddle *Item 5* +[uncommon](rules/traits/uncommon.md) + +- **Access** Knights of Lastwall have access to this item. +- **Price** 50 gp +- **Bulk** 1 +- **Category** Adventuring Gear + +Each war saddle is specifically fitted to a mount's body type and has numerous straps that can secure you on your mount. You remain mounted even if you fall unconscious until either you or someone else uses an [Interact](rules/actions/interact.md) action to unfasten the straps on the saddle. A creature or effect can separate you from your mount by pulling so hard it tears the straps, but to do so, the effect's DC, attack roll, or skill check must exceed 20. + +*Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/warcallers-chime-sot2.md b/compendium/equipment/items/warcallers-chime-sot2.md new file mode 100644 index 000000000..365d0c1ce --- /dev/null +++ b/compendium/equipment/items/warcallers-chime-sot2.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot2 +- item/category/held +- trait/evocation +- trait/magical +- trait/uncommon +aliases: ["Warcaller's Chime"] +--- +# Warcaller's Chime *Item 4+* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +The Nantambu Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood depicting the nature of a given chime's power. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below. +``` + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/wardens-signet-tv.md b/compendium/equipment/items/wardens-signet-tv.md new file mode 100644 index 000000000..8c2213429 --- /dev/null +++ b/compendium/equipment/items/wardens-signet-tv.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/abjuration +- trait/focused +- trait/invested +- trait/magical +aliases: ["Warden's Signet"] +--- +# Warden's Signet *Item 11* +[abjuration](rules/traits/abjuration.md) [focused](rules/traits/focused.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 1250 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +This symbol shows your dedication to the magic practiced by some rangers. Most rangers wear it on an amulet, ring, or piercing. You gain a +2 item bonus to [Nature](compendium/skills.md#Nature) checks. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +You gain 1 Focus Point, which you can use only to cast a ranger warden spell. When you use this Focus Point, the warden's signet also casts a 4th-level [barkskin](compendium/spells/barkskin.md) spell on you. If not used by the end of your turn, this Focus Point is lost. +``` + +*Source: Treasure Vault p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/warding-escutcheon-tv.md b/compendium/equipment/items/warding-escutcheon-tv.md new file mode 100644 index 000000000..7bfea2b43 --- /dev/null +++ b/compendium/equipment/items/warding-escutcheon-tv.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/conjuration +- trait/magical +aliases: ["Warding Escutcheon"] +--- +# Warding Escutcheon *Item 9+* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) + +- **Usage** held in 1 hand; **Bulk** 4 +- **Category** Held + +An image of a keyhole adorns the coat of arms of this stone tower shield (Hardness 10, HP 40, BT 20). + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The shield becomes a locked door in an empty, adjacent space no wider than 5 feet, becoming flush with the surrounding structure so it blocks all passage. The door has the same Hardness, HP, and [Broken](rules/conditions.md#Broken) Threshold as the shield, with [Athletics](compendium/skills.md#Athletics) and [Thievery](compendium/skills.md#Thievery) DCs of 25 to open. The door remains in place for 1 hour, until it's opened or [broken](rules/conditions.md#Broken), or until you spend an action to end this effect, at which point the shield returns to your hand (or falls to the ground in your space if your hands are full). +``` + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +The shield floats lazily in the air as bricks quickly fly from it to form a squat stone tower around it. You cast [cozy cabin](compendium/spells/cozy-cabin-apg.md), with the shield becoming the door. +``` + +*Source: Treasure Vault p. 23* \ No newline at end of file diff --git a/compendium/equipment/items/warding-punch-tv.md b/compendium/equipment/items/warding-punch-tv.md new file mode 100644 index 000000000..21855d6ba --- /dev/null +++ b/compendium/equipment/items/warding-punch-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +aliases: ["Warding Punch"] +--- +# Warding Punch *Item 7* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) + +- **Price** 60 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +Based on a Thassilonian recipe, warding punch is made from red or white wine combined with fruits, other alcohols, and alchemical reagents. Its alchemical properties provide protection against a specific school of magic depending on the ingredients chosen when it's created, granting a +1 item bonus to saving throws against spells from that school for 10 minutes. + +- Beer or Cider Transmutation +- Brown Spirits Necromancy +- Clear Spirits Evocation +- Fruit Cordials Abjuration +- Fruit Juice Illusion +- Nut Liqueurs Conjuration +- Spiced Spirits Enchantment + +*Source: Treasure Vault p. 51* \ No newline at end of file diff --git a/compendium/equipment/items/warding-statuette-tv.md b/compendium/equipment/items/warding-statuette-tv.md new file mode 100644 index 000000000..5d06e6b7c --- /dev/null +++ b/compendium/equipment/items/warding-statuette-tv.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/spellheart +- trait/abjuration +- trait/force +- trait/magical +- trait/spellheart +aliases: ["Warding Statuette"] +--- +# Warding Statuette *Item 7+* +[abjuration](rules/traits/abjuration.md) [force](rules/traits/force.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) + +- **Usage** affixed to armor or a weapon; **Bulk** — +- **Category** Spellheart + +This small figurine is carved from soapstone in the shape of a deity or guardian, facing both front and back to indicate unflagging vigilance. The spell attack roll of any spell cast by activating this item is +13. + +- Armor You gain resistance 1 against ranged weapon attacks. +- Weapon When you hit with a [Strike](rules/actions/strike.md) using the affixed weapon, or when a spell effect you created by activating the statuette hits with a [Strike](rules/actions/strike.md), you can choose a creature adjacent to the creature that was hit. That creature gains a +1 status bonus to AC until the start of your next turn. No more than one creature can benefit from this each turn. + +```ad-embed-ability +title: Activate + +You cast [shield](compendium/spells/shield.md). +``` + +```ad-embed-ability +title: Activate + +You cast [spiritual weapon](compendium/spells/spiritual-weapon.md). +``` + +*Source: Treasure Vault p. 129* \ No newline at end of file diff --git a/compendium/equipment/items/warding-tablets-som.md b/compendium/equipment/items/warding-tablets-som.md new file mode 100644 index 000000000..a8eaf9430 --- /dev/null +++ b/compendium/equipment/items/warding-tablets-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/grimoire +- trait/abjuration +- trait/grimoire +- trait/magical +aliases: ["Warding Tablets"] +--- +# Warding Tablets *Item 8* +[abjuration](rules/traits/abjuration.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) + +- **Price** 450 gp +- **Bulk** L +- **Category** Grimoire + +This grimoire takes the form of a series of baked clay tablets. Any text inked upon it turns swiftly into carved depressions. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[metamagic](rules/traits/metamagic.md) + +If your next action is to cast a beneficial abjuration spell on yourself or a single ally, you use the tablets' power to infuse the warding with additional abjurations and attempt to remove a harmful effect. + +Your spell attempts to counteract a harmful spell effect of your choice on the target. This isn't without risks, however. If your attempt fails to remove the harmful effect, the warding energy is consumed by the unyielding malediction, and you lose the abjuration spell's normal effects. +%% #trait/metamagic %% +``` + +*Source: Secrets of Magic p. 163* \ No newline at end of file diff --git a/compendium/equipment/items/warding-tattoo-som.md b/compendium/equipment/items/warding-tattoo-som.md new file mode 100644 index 000000000..46e1ff33c --- /dev/null +++ b/compendium/equipment/items/warding-tattoo-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/tattoo +- trait/abjuration +- trait/invested +- trait/magical +- trait/tattoo +aliases: ["Warding Tattoo"] +--- +# Warding Tattoo *Item 5+* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) + +- **Usage** tattooed on the body +- **Category** Tattoo + +Many cultures of Golarion have a tattoo to turn away harm; as such, warding tattoos often resemble whichever dangers are most common to the culture, such as a wild beast or a whirlpool in the high seas of the Shackles. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically + +**Effect** Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage. +``` + +*Source: Secrets of Magic p. 165* \ No newline at end of file diff --git a/compendium/equipment/items/wardrobe-stone-lotgb.md b/compendium/equipment/items/wardrobe-stone-lotgb.md new file mode 100644 index 000000000..d2b23e6e0 --- /dev/null +++ b/compendium/equipment/items/wardrobe-stone-lotgb.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +- trait/illusion +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Wardrobe Stone"] +--- +# Wardrobe Stone *Item 3+* +[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This large stone eye is the size of a fist and decorated with elaborate carvings of robes and other garments. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You enter a brief trance in which you envision yourself entering a large dressing room. You maneuver through the endless dressing-room mindscape and search for whatever articles of clothing, accessories, and other garments you desire. + +After the activation, you gain the effects of [illusory disguise](compendium/spells/illusory-disguise.md), except that it only causes you to appear to be wearing the exact outfit you selected within the mindscape. The illusion also disguises the wardrobe stone to match your outfit and not appear out of place, such as by appearing to be a glove or bracelet, though it continues to occupy your hand while you're under the effects of illusory disguise. + +You can actively [Dismiss](rules/actions/dismiss.md) the Spell, but the effects are also dismissed immediately when you're no longer holding the wardrobe stone. +``` + +*Source: Lost Omens: The Grand Bazaar p. 51* \ No newline at end of file diff --git a/compendium/equipment/items/warpwobble-poison-tv.md b/compendium/equipment/items/warpwobble-poison-tv.md new file mode 100644 index 000000000..a4557adeb --- /dev/null +++ b/compendium/equipment/items/warpwobble-poison-tv.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/mental +- trait/poison +aliases: ["Warpwobble Poison"] +--- +# Warpwobble Poison *Item 8* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [mental](rules/traits/mental.md) [poison](rules/traits/poison.md) + +- **Price** 90 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Warpwobble poison causes hallucinations of space bending and stretching, leading to vertigo and an inability to discern a stable place to move. + +```ad-inline-affliction +title: Saving Throw: DC 26 Will + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** treat all squares as difficult terrain (1 round) + +**Stage 2** treat all squares as greater difficult terrain (1 round) + +**Stage 3** treat all squares as uneven ground (DC 26) treating a critical success to [Balance](rules/actions/balance.md) as a success, and a success as a success but moving on greater difficult terrain (1 round) +``` + +*Source: Treasure Vault p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/warriors-training-ring-fop.md b/compendium/equipment/items/warriors-training-ring-fop.md new file mode 100644 index 000000000..e0e1fc14d --- /dev/null +++ b/compendium/equipment/items/warriors-training-ring-fop.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/fop +- item/category/worn +- trait/divination +- trait/invested +- trait/uncommon +aliases: ["Warrior's Training Ring"] +--- +# Warrior's Training Ring *Item 5* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 160 gp +- **Usage** worn +- **Category** Worn + +This ring is utilitarian in design—indicating its martial use. Its band is decorated only with a simple, sharp-edged sculpture on the band's center. While wearing this ring, you add your level to your attack rolls with all weapons with which you are untrained. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You make an attack with a weapon in which you're untrained + +**Effect** You gain a +2 circumstance bonus to the attack roll. If you are an expert in any weapon, you instead gain a +4 circumstance bonus to the attack roll. +``` + +*Source: The Fall of Plaguestone p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/wasp-guard-tv.md b/compendium/equipment/items/wasp-guard-tv.md new file mode 100644 index 000000000..d17e09da1 --- /dev/null +++ b/compendium/equipment/items/wasp-guard-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/invested +- trait/magical +- trait/necromancy +aliases: ["Wasp Guard"] +--- +# Wasp Guard *Item 8* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Price** 487 gp +- **Usage** worn armor; **Bulk** 1 +- **Category** Armor + +Druids and [Calistria](compendium/setting/deities/calistria.md)'s faithful alike value this vindictive armor for its ability to turn away pests and exact revenge on foes in a manner that can easily turn coordinated enemies into a chaotic mass. Wasp guard is +1 studded leather studded with the carapaces of wasps, subtly diverting swarms away and granting a +1 item bonus to Reflex saving throws against Swarming Bites, Swarming Stings, and similar abilities from swarms. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: An enemy within 30 feet Strikes you with an attack + +**Effect** You animate the exoskeletons of the wasp guard armor into a spectral swarm of wasps that seeks revenge for the slight. The swarm flies to the triggering enemy's space and swarms about them, dealing `1d8` [persistent poison damage](rules/conditions.md#Persistent%20Damage). If the affected enemy has any allies within 30 feet, the enemy can spend a single action, which has the [manipulate](rules/traits/manipulate.md) trait, to shoo the swarm away. This ends the [persistent damage](rules/conditions.md#Persistent%20Damage) on that enemy automatically, but the swarm instead moves to affect the enemy's ally. +``` + +*Source: Treasure Vault p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/watch-of-lost-ages-tv.md b/compendium/equipment/items/watch-of-lost-ages-tv.md new file mode 100644 index 000000000..da4adaa9a --- /dev/null +++ b/compendium/equipment/items/watch-of-lost-ages-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/adventuring-gear +- trait/divination +- trait/magical +- trait/relic +- trait/unique +aliases: ["Watch of Lost Ages"] +--- +# Watch of Lost Ages *Item 3* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [relic](rules/traits/relic-tv.md) [unique](rules/traits/unique.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Adventuring Gear + +The origins of the watch of lost ages, a silver pocket watch, are enigmatic. Its construction matches no known culture, and its appearance shifts back and forth from battered and tarnished to shiny and new without cause or apparent reason. The watch exudes a sense of melancholy and loss, and anyone holding it is acutely aware of the impermanence of all things and the march of time, moving ever forward. This relic might show up in a mysterious ruin or spontaneously appear in a spellcaster's hand after they cast a time spell. The relic grants you a +1 item bonus to [Recall Knowledge](rules/actions/recall-knowledge.md) about historical subjects. + +*Source: Treasure Vault p. 205* \ No newline at end of file diff --git a/compendium/equipment/items/watchful-portrait-tv.md b/compendium/equipment/items/watchful-portrait-tv.md new file mode 100644 index 000000000..77a4dfa41 --- /dev/null +++ b/compendium/equipment/items/watchful-portrait-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/consumable +- trait/divination +- trait/magical +- trait/scrying +aliases: ["Watchful Portrait"] +--- +# Watchful Portrait *Item 9* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [scrying](rules/traits/scrying.md) + +- **Price** 125 gp +- **Usage** held in 2 hands; **Bulk** 1 +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +A watchful portrait appears to be an innocuous depiction of a bored noble, unassuming relative, or unknown local celebrity. + +You Activate the portrait by hanging it. While it's activated, you can use a single action with the [concentrate](rules/traits/concentrate.md) trait to see through the eyes of the portrait instead of your own. You can do so while you're within 500 feet of the portrait, even if it's outside your line of sight or line of effect. You visually observe the area around the portrait from its perspective, using your own visual senses. While you're scrying through it, the portrait's eyes follow others more than usual. A creature that succeeds at a DC 30 [Perception](compendium/skills.md#Perception) check notices this phenomenon. The scrying ends after 10 minutes or when you decide to stop watching through the portrait. + +The painting loses its magic when the scrying ends, if 4 hours pass after you Activate it without you looking through it, or if you Activate a different watchful portrait. The portrait then remains a normal, non-magical work of art, but due to its rather bland subject matter, it is worth no more than 5 gp. + +*Source: Treasure Vault p. 98* \ No newline at end of file diff --git a/compendium/equipment/items/water-purifier-lopsg.md b/compendium/equipment/items/water-purifier-lopsg.md new file mode 100644 index 000000000..6e0554aad --- /dev/null +++ b/compendium/equipment/items/water-purifier-lopsg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/adventuring-gear +- trait/uncommon +aliases: ["Water Purifier"] +--- +# Water Purifier *Item 0* +[uncommon](rules/traits/uncommon.md) + +- **Price** 5 gp +- **Bulk** L +- **Hands** 2 +- **Category** Adventuring Gear + +This small tube of metal and glass has an opening at one end into which water can be poured, leading to a series of interconnected chambers filled with purifying agents contained between various perforated walls. The purifier attempts to counteract poisons and other toxins present in water or any other liquid poured into it. Alchemically-treated replacement filters can be purchased to more effectively filter out more dangerous substances, using the filter's listed level as the counteract level. The counteract modifier is +5 for the level 1 filter, +9 for the level 5 filter, and +17 for the level 10 filter. If you pour a liquid other than water, such as a potion or beverage, into the purifier, the filtration process negates the liquid's effects and ruins the taste. The center of the tube can be unscrewed from the ends to access and replace the chambers of purifying agents. Each filter can be used to cleanse up to 10 gallons of water at a rate of about 1 gallon every 20 minutes. + +*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/waterproof-journal-lopsg.md b/compendium/equipment/items/waterproof-journal-lopsg.md new file mode 100644 index 000000000..0460fe9e8 --- /dev/null +++ b/compendium/equipment/items/waterproof-journal-lopsg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/adventuring-gear +- trait/uncommon +aliases: ["Waterproof Journal"] +--- +# Waterproof Journal *Item 1* +[uncommon](rules/traits/uncommon.md) + +- **Price** 5 gp +- **Bulk** 1 +- **Category** Adventuring Gear + +This leather-bound tome is specially treated to protect from water damage and comes with a key and a treated slipcase that bears a simple lock to keep the tome secure. This journal is commonly used by adventuring scholars and ship navigators for recording their journeys. + +*Source: Lost Omens: Pathfinder Society Guide p. 31* \ No newline at end of file diff --git a/compendium/equipment/items/waterproofing-wax-som.md b/compendium/equipment/items/waterproofing-wax-som.md new file mode 100644 index 000000000..bfc46ba7a --- /dev/null +++ b/compendium/equipment/items/waterproofing-wax-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/som +- item/category/consumable +- trait/catalyst +- trait/consumable +- trait/magical +aliases: ["Waterproofing Wax"] +--- +# Waterproofing Wax *Item 3* +[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Price** 10 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Consumable + +Many books and spellbooks are treated in this wax formula to protect them from the elements, but waterproofing wax's liquid-repellent properties can be further applied to split up a [grease](compendium/spells/grease.md) spell into useful smaller sections. When the spell is cast in an area while using this catalyst, the conjured grease fills three 5-foot squares within 30 feet instead of its normal area; these squares don't need to be contiguous. + +*Source: Secrets of Magic p. 169* \ No newline at end of file diff --git a/compendium/equipment/items/waverider-barding-lotgb.md b/compendium/equipment/items/waverider-barding-lotgb.md new file mode 100644 index 000000000..eee60ff57 --- /dev/null +++ b/compendium/equipment/items/waverider-barding-lotgb.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/companion +- trait/companion +- trait/invested +- trait/primal +- trait/transmutation +- trait/uncommon +aliases: ["Waverider Barding"] +--- +# Waverider Barding *Item 5* +[companion](rules/traits/companion.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 130 gp +- **Usage** worn barding; **Bulk** L +- **Category** Companion + +This light barding is covered in wavelike patterns. The barding adjusts to fit your animal companion regardless of its shape. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You trace a finger along the wave patterns on the barding, granting your companion a swim Speed of 30 feet for 10 minutes. If your companion already had a swim Speed, it gains a +10-foot item bonus to its swim Speed for 10 minutes instead. Even if the companion doesn't have the mount special ability, it can still [Swim](rules/actions/swim.md) while being ridden. + +"Share a giggle, make a friend!" Merrygleam is a combination toy shop, joke shop, and empyreal shrine run by a fun-loving Arcadian goblin and her siblings—a clever coral capuchin and a prank-pulling living doll. +``` + +*Source: Lost Omens: The Grand Bazaar p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/wax-key-blank-lopsg.md b/compendium/equipment/items/wax-key-blank-lopsg.md new file mode 100644 index 000000000..6c0ec3220 --- /dev/null +++ b/compendium/equipment/items/wax-key-blank-lopsg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/adventuring-gear +- trait/uncommon +aliases: ["Wax Key Blank"] +--- +# Wax Key Blank *Item 0* +[uncommon](rules/traits/uncommon.md) + +- **Price** 1 gp +- **Hands** 2 +- **Category** Adventuring Gear + +This small wooden or metal box is slightly larger than a typical large key and folds open along a hinge, revealing two halves filled with wax. When a key is placed within and the box closed, the wax is displaced by the key, leaving an accurate impression of its shape. Once the key is removed, the impression left behind will remain indefinitely and can later be used to cast a duplicate key. Inserting, impressing, or removing a key each requires an [Interact](rules/actions/interact.md) action. The wax inside this blank can be reused, though it must be smoothed over between uses, erasing any previous impression. + +*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/weapon-harness-tv.md b/compendium/equipment/items/weapon-harness-tv.md new file mode 100644 index 000000000..2cb01c7ca --- /dev/null +++ b/compendium/equipment/items/weapon-harness-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/adjustment +- trait/adjustment +- trait/uncommon +aliases: ["Weapon Harness"] +--- +# Weapon Harness *Item 1* +[adjustment](rules/traits/adjustment-lotgb.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 6 gp +- **Usage** applied to armor; **Bulk** L +- **Category** Adjustment + +A suit of armor with this adjustment incorporates short, flexible harnesses meant to connect weapons to each of its vambraces. + +These harnesses can each be connected to a melee weapon of light Bulk or less. Attaching or removing a weapon takes an [Interact](rules/actions/interact.md) action. Someone else can attach or remove a weapon if you're willing to let them or you're unable to act. You must remove a weapon from its mount before you can completely [Release](rules/actions/release.md) or otherwise stow it. + +You gain a +1 circumstance bonus to your Reflex DC against attempts to [Disarm](rules/actions/disarm.md) you of a weapon connected to the armor. If the weapon would be knocked from your grasp or you would drop it, the weapon dangles from the bracer by its harness rather than falling to the ground. You can regain control of the weapon in the normal time it takes you to draw it. Attaching a weapon to a weapon harness prevents you from throwing it or using other abilities that would require it to leave your person. + +*Source: Treasure Vault p. 11* \ No newline at end of file diff --git a/compendium/equipment/items/weapon-shot-tv.md b/compendium/equipment/items/weapon-shot-tv.md new file mode 100644 index 000000000..0da1adc4c --- /dev/null +++ b/compendium/equipment/items/weapon-shot-tv.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/conjuration +- trait/consumable +- trait/magical +aliases: ["Weapon Shot"] +--- +# Weapon Shot *Item 5+* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Ammunition** any +- **Category** Consumable + +The body of a weapon shot is translucent and filled with quicksilver. It imparts its magic to the weapon used to fire it or it summons a translucent weapon, made of force, to fire it. + +It's a favorite of killers and sharpshooters who need just one shot in a situation where carrying ammunition is easier than carrying a weapon. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +For the [Strike](rules/actions/strike.md) with which you consume the ammunition, use the ammunition's fundamental runes, according to its type, instead of those of the weapon firing it. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +A ghostly weapon made of force appears, wielded by you and loaded with the weapon shot you activated. The conjured weapon sublimates into motes of briefly luminous dust if the weapon shot deactivates without you using it or just after you use the activated shot. For the [Strike](rules/actions/strike.md) with which it functions, the weapon uses the ammunition's fundamental runes, according to its type. +``` + +*Source: Treasure Vault p. 83* \ No newline at end of file diff --git a/compendium/equipment/items/weapon-siphon-tv.md b/compendium/equipment/items/weapon-siphon-tv.md new file mode 100644 index 000000000..5e4b84aa2 --- /dev/null +++ b/compendium/equipment/items/weapon-siphon-tv.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/adjustment +- trait/adjustment +- trait/alchemical +aliases: ["Weapon Siphon"] +--- +# Weapon Siphon *Item 1* +[adjustment](rules/traits/adjustment-lotgb.md) [alchemical](rules/traits/alchemical.md) + +- **Price** 10 gp +- **Usage** attached to a melee weapon; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Adjustment + +This set of tubing snakes down the striking surface of a weapon to deliver alchemical explosives. A single lesser alchemical bomb can be fitted to the weapon siphon as an [Interact](rules/actions/interact.md) action. The bomb must be one that deals energy damage, such as an acid flask, alchemist's fire, bottled lightning, frost vial, or thunderstone. The next three attacks made with the weapon deal `1d4` damage of the bomb's damage type in addition to the weapon's normal damage. If the second and third attacks aren't all made within 1 minute of the first attack, the bomb's energy is wasted. These attacks never deal splash damage or other special effects of the bomb and aren't modified by any abilities that add to or modify a bomb's effect. + +Adding a weapon siphon to a weapon throws off its balance, causing the multiple attack penalty with the weapon to be one greater than usual (usually –6 on a second attack and –11 on a third; or –5 and –10 with an agile weapon). + +*Source: Treasure Vault p. 65* \ No newline at end of file diff --git a/compendium/equipment/items/weapon-weird-oil-tv.md b/compendium/equipment/items/weapon-weird-oil-tv.md new file mode 100644 index 000000000..5795f6760 --- /dev/null +++ b/compendium/equipment/items/weapon-weird-oil-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/oil +- trait/consumable +- trait/magical +- trait/oil +- trait/transmutation +aliases: ["Weapon-Weird Oil"] +--- +# Weapon-Weird Oil *Item 7* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 55 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +Each dose of weapon-weird oil is keyed to a particular melee weapon group, selected from among axe, brawling, club, flail, hammer, knife, pick, polearm, shield, spear, and sword. The oil creates a synergy between skill and weapon, enabling you to wield the weapon in unexpected ways. You must have proficiency with the original weapon to benefit from the oil; however, you use your proficiency rank with the oil's keyed group instead of the weapon's original group. Also, you apply the critical specialization effect from the oil's keyed group instead of the weapon's normal critical specialization effect. + +While the oil remains effective, the grievous rune and similar magic react as if the weapon belongs to the oil's group. A weapon can be coated in only one type of weapon-weird oil at a time. Any new application of this oil supersedes any previous one. These effects last for 1 hour. + +*Source: Treasure Vault p. 87* \ No newline at end of file diff --git a/compendium/equipment/items/weeping-midnight-aoa5.md b/compendium/equipment/items/weeping-midnight-aoa5.md new file mode 100644 index 000000000..b89e87cdb --- /dev/null +++ b/compendium/equipment/items/weeping-midnight-aoa5.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/aoa5 +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +- trait/uncommon +aliases: ["Weeping Midnight"] +--- +# Weeping Midnight *Item 16* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1400 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Alchemists have refined the devastatingly allergenic pollen of the widow orchid to create this venom, which swiftly causes the victim's eyes to leak mucus and swell shut. + +```ad-inline-affliction +title: Saving Throw: DC 36 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `6d6` poison damage and [dazzled](rules/conditions.md#Dazzled) (1 round) + +**Stage 2** `7d6` poison damage, [dazzled](rules/conditions.md#Dazzled), and [sickened](rules/conditions.md#Sickened) (1 round) + +**Stage 3** `8d6` poison damage and [blinded](rules/conditions.md#Blinded) (1 round) +``` + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/wet-shock-snare-lotgb.md b/compendium/equipment/items/wet-shock-snare-lotgb.md new file mode 100644 index 000000000..327b247d1 --- /dev/null +++ b/compendium/equipment/items/wet-shock-snare-lotgb.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/snare +- trait/consumable +- trait/electricity +- trait/mechanical +- trait/snare +- trait/trap +- trait/uncommon +aliases: ["Wet Shock Snare"] +--- +# Wet Shock Snare *Item 5* +[consumable](rules/traits/consumable.md) [electricity](rules/traits/electricity.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 25 gp +- **Category** Snare + +A [hidden](rules/conditions.md#Hidden) copper plate conceals a bag of electric eels. When a creature steps on the plate, the eels become agitated, and the creature takes `4d8` electricity damage (DC 21 basic Reflex save). On a critical failure, the current causes the creature to become [stunned](rules/conditions.md#Stunned). The eels are unharmed after use, but the mechanism is [broken](rules/conditions.md#Broken) as usual for snares. + +An intricate maze of well-ordered exhibits and shelves, the Historia Reliquary is almost more of a museum than a store. The front is covered with a heavy black curtain that is pinned in place with wooden stakes to prevent passersby from sneaking a look at what is inside. + +Erikanesh charges a modest admission fee of one silver piece, though they happily waive it for anyone with items to add to the Reliquary's inventory. + +*Source: Lost Omens: The Grand Bazaar p. 27* \ No newline at end of file diff --git a/compendium/equipment/items/wheel-blades-lotgb.md b/compendium/equipment/items/wheel-blades-lotgb.md new file mode 100644 index 000000000..3add64597 --- /dev/null +++ b/compendium/equipment/items/wheel-blades-lotgb.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/assistive-item/wheelchair-upgrade +aliases: ["Wheel Blades"] +--- +# Wheel Blades *Item 0* + +- **Price** 5 sp +- **Category** Wheelchair Upgrade + +A set of large blades have been attached to your chair's wheels. While in the chair, you gain a wheel blade [Strike](rules/actions/strike.md). + +Your wheel blade deals `1d4` slashing damage and has the agile, [attached](rules/traits/attached.md), and [free-hand](rules/traits/free-hand.md) traits. A wheel blade is a simple melee weapon in the sword weapon group. You can etch weapon runes onto wheel blades. A wheelchair can only have one attached weapon. + +*Source: Lost Omens: The Grand Bazaar p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/wheel-spikes-lotgb.md b/compendium/equipment/items/wheel-spikes-lotgb.md new file mode 100644 index 000000000..fdd3965d9 --- /dev/null +++ b/compendium/equipment/items/wheel-spikes-lotgb.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/assistive-item/wheelchair-upgrade +aliases: ["Wheel Spikes"] +--- +# Wheel Spikes *Item 0* + +- **Price** 5 sp +- **Category** Wheelchair Upgrade + +A set of thick, sharp spikes have been added to the chair's wheels, granting you a piercing attack. While in the chair, you gain a wheel spike [Strike](rules/actions/strike.md). Your wheel spike deals `1d4` piercing damage and has the agile, [attached](rules/traits/attached.md), and [free-hand](rules/traits/free-hand.md) traits. A wheel spike is a simple melee weapon in the knife weapon group. You can etch weapon runes onto wheel spikes. + +A wheelchair can only have one attached weapon. + +*Source: Lost Omens: The Grand Bazaar p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/wheelbarrow-lotgb.md b/compendium/equipment/items/wheelbarrow-lotgb.md new file mode 100644 index 000000000..c00307346 --- /dev/null +++ b/compendium/equipment/items/wheelbarrow-lotgb.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +aliases: ["Wheelbarrow"] +--- +# Wheelbarrow *Item 0* + +- **Price** 5 sp +- **Usage** held in 2 hands; **Bulk** 5 +- **Category** Held + +This small, hand-propelled vehicle has a single wheel and is designed to carry large loads over a distance. A wheelbarrow can typically hold up to 5 Bulk of objects without issue. The GM might rule that it can hold more Bulk of particular items, such as sand, or less Bulk of other items, like awkwardly shaped rocks. + +You can raise or place a wheelbarrow using an [Interact](rules/actions/interact.md) action and can [Stride](rules/actions/stride.md) your normal Speed while you have the wheelbarrow raised, though you're [encumbered](rules/conditions.md#Encumbered) while pushing a wheelbarrow. You can [Release](rules/actions/release.md) a wheelbarrow as normal, but a loaded wheelbarrow has a chance of tipping over if you don't place it down with care. When you [Release](rules/actions/release.md) a wheelbarrow, attempt a DC 7 flat check. On a failure, the wheelbarrow tips over, spilling its contents into a randomly determined adjacent space. + +"Of course I have a half-gallon of djezet in stock. And you're lucky I'm the one selling it, because frankly, whatever you plan to do with that would make a less professional merchant rather curious." Tesyovensku works out of a moderately-sized warehouse off the Bazaar proper that they rent out as storage to construction material suppliers. The warehouse is often full of wooden beams, bricks, and bags of cement as a result, giving it an aroma of fresh-milled lumber and damp stone. + +*Source: Lost Omens: The Grand Bazaar p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/whelming-scrimshaw-tv.md b/compendium/equipment/items/whelming-scrimshaw-tv.md new file mode 100644 index 000000000..5518b0c3b --- /dev/null +++ b/compendium/equipment/items/whelming-scrimshaw-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/curse +- trait/consumable +- trait/curse +- trait/magical +- trait/necromancy +aliases: ["Whelming Scrimshaw"] +--- +# Whelming Scrimshaw *Item 13* +[consumable](rules/traits/consumable.md) [curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Price** 500 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Curse + +An etching of some aquatic beast dragging a figure beneath the waves adorns the ivory of a whelming scrimshaw. When you Activate this item, you break it and choose one creature within 30 feet. The target must attempt a DC 30 Fortitude save; amphibious and aquatic creatures are immune. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The target becomes [sickened](rules/conditions.md#Sickened) and unable to breathe until this [sickened](rules/conditions.md#Sickened) condition ends. +> - **Failure** As success, but [sickened](rules/conditions.md#Sickened). +> - **Critical Failure** As success, but [sickened](rules/conditions.md#Sickened). + +*Source: Treasure Vault p. 99* \ No newline at end of file diff --git a/compendium/equipment/items/whip-claw-loag.md b/compendium/equipment/items/whip-claw-loag.md new file mode 100644 index 000000000..c396b0780 --- /dev/null +++ b/compendium/equipment/items/whip-claw-loag.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loag +- item/category/weapon/advanced +- trait/catfolk +- trait/finesse +- trait/hampering +- trait/reach +- trait/uncommon +aliases: ["Whip Claw"] +--- +# Whip Claw *Item 0* +[catfolk](rules/traits/catfolk-b1.md) [finesse](rules/traits/finesse.md) [hampering](rules/traits/hampering-loag.md) [reach](rules/traits/reach.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 5 gp +- **Bulk** 1 +- **Damage** `1d6` S +- **Hands** 2 +- **Category** Advanced; **Group** Flail + +The whip claw is a long tether affixed to clawlike daggers, allowing the wielder to fling and retract them with deadly precision. Catfolk developed this weapon to provide extended reach when hunting dangerous animals and wield them with unmatched expertise. + +*Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/whip-of-compliance-ec2.md b/compendium/equipment/items/whip-of-compliance-ec2.md new file mode 100644 index 000000000..dedc86ac0 --- /dev/null +++ b/compendium/equipment/items/whip-of-compliance-ec2.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec2 +- item/category/held +- trait/enchantment +- trait/magical +- trait/uncommon +aliases: ["Whip Of Compliance"] +--- +# Whip Of Compliance *Item 9* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 3000 gp +- **Usage** held, 1 hand; **Bulk** 1 +- **Category** Held + +The handle of this braided leather +1 striking whip is made from the hairs of a variety of rare and mythical animals. When used against an animal, the whip of compliance can potentially force the target to follow your commands. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Until the end of your current turn, any animals you [Strike](rules/actions/strike.md) with the whip must attempt a DC 25 Will save. + +On a failed or critically failed saving throw, the whip casts a 4th-level [suggestion](compendium/spells/suggestion.md) spell on the animal with a base duration of 1 round, and the spell loses the [linguistic](rules/traits/linguistic.md) trait. The course of action must still fulfill suggestion's requirements. If you can cast spells, you can expend one of your spells of 4th level or higher as a part of activating the whip; if you do so, the suggestions this turn have their normal base duration. +``` + +*Source: Extinction Curse #2: Legacy of the Lost God p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/whipstaff-tv.md b/compendium/equipment/items/whipstaff-tv.md new file mode 100644 index 000000000..179ddfc13 --- /dev/null +++ b/compendium/equipment/items/whipstaff-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/martial +- trait/agile +- trait/finesse +- trait/monk +- trait/parry +- trait/sweep +- trait/uncommon +aliases: ["Whipstaff"] +--- +# Whipstaff *Item 0* +[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [monk](rules/traits/monk.md) [parry](rules/traits/parry.md) [sweep](rules/traits/sweep.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 3 gp +- **Bulk** L +- **Damage** `1d6` B +- **Hands** 2 +- **Category** Martial; **Group** Club + +The whipstaff is a 5-foot-long staff carved from alchemically treated wood. Exceptionally light and well-balanced, whipstaffs are favored by travelers and martial artists who prioritize speed over power. + +*Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/whirlwind-vial-tv.md b/compendium/equipment/items/whirlwind-vial-tv.md new file mode 100644 index 000000000..225fad887 --- /dev/null +++ b/compendium/equipment/items/whirlwind-vial-tv.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/air +- trait/alchemical +- trait/consumable +- trait/expandable +aliases: ["Whirlwind Vial"] +--- +# Whirlwind Vial *Item 11* +[air](rules/traits/air.md) [alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [expandable](rules/traits/expandable-tv.md) + +- **Price** 250 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Opening this vial releases a mighty gust, forming into a fearsome Huge elemental hurricane. The elemental breathes a 30-foot cone of air. Each creature in the cone must succeed at a DC 28 Fortitude save or be knocked away from the elemental. + +A creature knocked into a solid object stops moving and takes `4d6` bludgeoning damage. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is pushed 10 feet. +> - **Failure** The creature is pushed 20 feet. +> - **Critical Failure** The creature is pushed 20 feet and knocked [prone](rules/conditions.md#Prone). + +*Source: Treasure Vault p. 57* \ No newline at end of file diff --git a/compendium/equipment/items/whisperer-of-souls-tv.md b/compendium/equipment/items/whisperer-of-souls-tv.md new file mode 100644 index 000000000..319e0e2ce --- /dev/null +++ b/compendium/equipment/items/whisperer-of-souls-tv.md @@ -0,0 +1,58 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/artifact +- trait/artifact +- trait/divine +- trait/necromancy +- trait/unique +aliases: ["Whisperer of Souls"] +--- +# Whisperer of Souls *Item 28* +[artifact](rules/traits/artifact-gmg.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [unique](rules/traits/unique.md) + +- **Usage** held in 2 hands; **Bulk** 2 +- **Category** Artifact + +This +4 major striking greater brilliant SoM keen glaive binds the souls of powerful creatures it slays. The soul can't be returned to life by any means while imprisoned within the glaive and can be freed only by a deed of great benevolence or selflessness. While using the glaive as a weapon, whenever you reduce a sapient creature of 18th level or higher to 0 Hit Points or roll a critical success with a [Strike](rules/actions/strike.md) against such a target, the creature must attempt a DC 50 Fortitude save. + +> [!success-degree] +> - **Critical Success** No additional effect. +> - **Success** The glaive siphons the creature's essence, rendering it [drained](rules/conditions.md#Drained). If the creature dies from the [Strike](rules/actions/strike.md) or while [drained](rules/conditions.md#Drained) in this way, the creature's soul is bound in the glaive. +> - **Failure** As success, but the creature is [drained](rules/conditions.md#Drained). +> - **Critical Failure** As success, but the creature is [drained](rules/conditions.md#Drained). +> +> The glaive also has the following activations. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You [Strike](rules/actions/strike.md) with the Whisperer of Souls + +**Effect** You choose whether the [Strike](rules/actions/strike.md) deals lethal or nonlethal damage. If the glaive has a reason for doing so, such as slaying a creature whose soul the glaive can absorb, it can defy your choice if you fail a DC 50 Will save. +``` + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You attempt an [Occultism](compendium/skills.md#Occultism) check to [Decipher Writing](rules/actions/decipher-writing.md), [Identify Magic](rules/actions/identify-magic.md), [Learn a Spell](rules/actions/learn-a-spell.md), or [Recall Knowledge](rules/actions/recall-knowledge.md) + +**Effect** You listen to eldritch secrets the weapon whispers, gaining a +4 item bonus to the triggering check. +``` + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +Attempt an [Occultism](compendium/skills.md#Occultism) check as if you cast the legend lore ritual about a subject. If you roll a success or critical success, you can repeat what the Whisperer of Souls relates to you about the subject. On a critical failure, you and the glaive are drawn into a murmuring void of cold, where your mind is assaulted by strange visions for an entire week. At the end of this time, you reappear and must attempt a DC 50 Will save. + +> [!success-degree] +> - **Success** When you return, you can retrain one of your skills into a [Lore](compendium/skills.md#Lore) skill about evil creatures or places, as if you had spent 1 week retraining. +> - **Failure** As success, but you are [stupefied](rules/conditions.md#Stupefied) for 1 week. +> - **Critical Failure** As success, but your alignment moves one step toward evil and you must retrain one of your skills into a [Lore](compendium/skills.md#Lore) about evil creatures or places. You become obsessed with increasing your forbidden knowledge, turning to wicked forces that offer such secrets and compromising your morals further if you must. +> +> Destruction If the Whisperer of Souls is used to slay [Shelyn](compendium/setting/deities/shelyn.md)'s herald, it disintegrates, bringing about great evil in its wake. +``` + +*Source: Treasure Vault p. 180* \ No newline at end of file diff --git a/compendium/equipment/items/whispering-staff-tv.md b/compendium/equipment/items/whispering-staff-tv.md new file mode 100644 index 000000000..062d197f7 --- /dev/null +++ b/compendium/equipment/items/whispering-staff-tv.md @@ -0,0 +1,49 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/apex +- trait/apex +- trait/divination +- trait/invested +- trait/magical +- trait/staff +aliases: ["Whispering Staff"] +--- +# Whispering Staff *Item 20* +[apex](rules/traits/apex.md) [divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) + +- **Price** 70000 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Apex + +This gnarled wooden staff is carved with humanoid faces in various emotional states. When the staff is activated, the faces begin to whisper a variety of languages in sibilant tones, creating what seems to be nonsense to all but the staff's wielder or those they choose to affect. The staff functions as a major staff of divination. While using the staff, you gain a +3 item bonus to [Decipher Writing](rules/actions/decipher-writing.md), [Identify Magic](rules/actions/identify-magic.md), and [Recall Knowledge](rules/actions/recall-knowledge.md) checks, regardless of the skill. When you invest the staff, you either increase your Intelligence score by 2 or increase it to 18, whichever is higher. You must select the skills and languages the first time you invest the item, and whenever you invest the same whispering staff, you get the same skills and languages you chose the first time. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[mental](rules/traits/mental.md) + +Through the staff's strange whispering, you gain a glimpse into the mind and desires of one creature you can see within 30 feet. Until the end of your next turn, that creature is [flat-footed](rules/conditions.md#Flat-footed) to you and takes a –2 circumstance penalty to saving throws against your spells. +%% #trait/mental %% +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[mental](rules/traits/mental.md) [misfortune](rules/traits/misfortune.md) + +You point the staff at one creature you can see within 30 feet of you, causing the whispers to howl in that creature's mind. The target must attempt a DC 43 Will save. If it fails, whenever the creature attempts an attack roll, skill check, or saving throw, it must roll twice and take the worse roll. This lasts until the start of your next turn. +%% #trait/mental #trait/misfortune %% +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[fortune](rules/traits/fortune.md) [mental](rules/traits/mental.md) + +You twirl the staff in three consecutive circles and call for the whispers to speak up. For the next minute, you and all allies within a 30-foot emanation around you can hear your staff's whispers clearly and distinctly, gaining benefit from their advice and mental protection. + +Whenever you and your affected allies attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) or attempt a saving throw against a [mental](rules/traits/mental.md) effect, you roll twice and take the better result. This is a [fortune](rules/traits/fortune.md) effect. +%% #trait/fortune #trait/mental %% +``` + +*Source: Treasure Vault p. 105* \ No newline at end of file diff --git a/compendium/equipment/items/whistle-of-calling-lokl.md b/compendium/equipment/items/whistle-of-calling-lokl.md new file mode 100644 index 000000000..c7c8b7a37 --- /dev/null +++ b/compendium/equipment/items/whistle-of-calling-lokl.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lokl +- item/category/held +- trait/conjuration +- trait/magical +- trait/uncommon +aliases: ["Whistle of Calling"] +--- +# Whistle of Calling *Item 15* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Access** Knights of Lastwall have access to this item. +- **Price** 6300 gp +- **Usage** held in 1 hand; **Bulk** — +- **Category** Held + +A whistle of calling appears to be a simple brass whistle. It changes slightly in appearance depending on the type of creature to which it's attuned, depicting small carvings of hooves, feather patterns, claws, or other appropriate motifs. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You blow the whistle at different tones in the presence of a companion or another allied creature willing to be your mount. At the end of the 10 minutes, the whistle is attuned to that creature. + +The whistle can be attuned to only one creature at any time, but you can attune it to a new one with another 10-minute activation. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You blow the whistle and the creature to which it is attuned teleports instantly from as far as 1 mile away to an unoccupied space within 30 feet of you. The whistle has no effect if the attuned creature is dead, on another plane, or outside the range. +``` + +*Source: Lost Omens: Knights of Lastwall p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/wig-of-holding-lotgb.md b/compendium/equipment/items/wig-of-holding-lotgb.md new file mode 100644 index 000000000..88148c988 --- /dev/null +++ b/compendium/equipment/items/wig-of-holding-lotgb.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/worn +- trait/conjuration +- trait/extradimensional +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Wig Of Holding"] +--- +# Wig Of Holding *Item 3* +[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 45 gp +- **Usage** worn headwear; **Bulk** L +- **Category** Worn + +Wigs of holding are created from planar fibers and contain small extradimensional spaces accessible within the hair. + +They can hold up to four items of light Bulk inside them, and Bulk held within the wig of holding doesn't increase the Bulk of the wig itself. You can [Interact](rules/actions/interact.md) with a wig of holding to put items inside or remove items from it, and you can do so more easily than with a mundane container. It only takes a single [Interact](rules/actions/interact.md) action to withdraw these items, like a worn item, rather than taking two [Interact](rules/actions/interact.md) actions, like a stowed item. + +*Source: Lost Omens: The Grand Bazaar p. 51* \ No newline at end of file diff --git a/compendium/equipment/items/wildwood-ink-tv.md b/compendium/equipment/items/wildwood-ink-tv.md new file mode 100644 index 000000000..1009c70e1 --- /dev/null +++ b/compendium/equipment/items/wildwood-ink-tv.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/tattoo +- trait/invested +- trait/primal +- trait/tattoo +- trait/transmutation +aliases: ["Wildwood Ink"] +--- +# Wildwood Ink *Item 4+* +[invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [tattoo](rules/traits/tattoo-lowg.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** tattooed on the body; **Bulk** — +- **Category** Tattoo + +These curving, delicate designs resemble leaves, vines, or creepers, most often wrapped around a limb, ear, or throat, or curled around specific muscles. They help you blend in among plants. You gain a +1 item bonus to [Stealth](compendium/skills.md#Stealth) checks, which increases to +2 in forests. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature would detect you by Seeking +- **Requirements**: You're in a forest or similar natural area + +**Effect** The tattoo casts tree shape on you before you can be noticed. The duration of this spell is 10 minutes. + +If you've already Activated the tattoo, you can supply a separate casting of tree shape to recharge the tattoo instead of having the spell's normal effect. This allows you to Activate the tattoo again in the same day. You can do so multiple times each day, but only as many times as you continue to cast [tree shape](compendium/spells/tree-shape.md) to recharge the tattoo after each use. +``` + +*Source: Treasure Vault p. 123* \ No newline at end of file diff --git a/compendium/equipment/items/wind-and-fire-wheel-frp2.md b/compendium/equipment/items/wind-and-fire-wheel-frp2.md new file mode 100644 index 000000000..09c223677 --- /dev/null +++ b/compendium/equipment/items/wind-and-fire-wheel-frp2.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/frp2 +- item/category/weapon/advanced +- trait/agile +- trait/disarm +- trait/finesse +- trait/monk +- trait/parry +- trait/twin +- trait/uncommon +- trait/versatile-p +aliases: ["Wind and Fire Wheel"] +--- +# Wind and Fire Wheel *Item 0* +[agile](rules/traits/agile.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [monk](rules/traits/monk.md) [parry](rules/traits/parry.md) [twin](rules/traits/twin.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) + +- **Access** If the player character come from a region in Tian Xia, this weapon is common +- **Price** 2 gp +- **Bulk** L +- **Damage** `1d6` S +- **Hands** 1 +- **Category** Advanced; **Group** Knife + +This large, flat steel ring features several protruding blades typically stylized to resemble flames. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/wind-at-your-back-tv.md b/compendium/equipment/items/wind-at-your-back-tv.md new file mode 100644 index 000000000..ef3e367ee --- /dev/null +++ b/compendium/equipment/items/wind-at-your-back-tv.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/air +- trait/conjuration +- trait/magical +aliases: ["Wind at Your Back"] +--- +# Wind at Your Back *Item 5* +[air](rules/traits/air.md) [conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) + +- **Price** 130 gp +- **Usage** held in 2 hands; **Bulk** L +- **Category** Held + +This object can only be described as a gray, solidified, miniature cloud that feels spongy to the touch. The cloud is incredibly soft and can be easily lifted with little effort, though its ephemeral nature requires using two hands to ensure it doesn't slip from your grasp. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You blow across the surface of the cloud, and it floats free of you and calls up a strong breeze. For the next 8 hours, it floats behind you and your companions, increasing the amount of time the group can [Hustle](rules/actions/hustle.md) during exploration to the lowest Constitution modifier in the group × 20 instead of × 10. You must all remain within 100 feet to get the benefit. + +If you activate the item aboard a vehicle, you instead grant the vehicle a +10-foot circumstance bonus to its Speeds for 8 hours. If the vehicle is powered by wind, such as a sailing ship, the bonus increases to +20 feet. + +When the 8 hours are up, the cloud stops blowing and floats back into your hands. +``` + +*Source: Treasure Vault p. 117* \ No newline at end of file diff --git a/compendium/equipment/items/wind-catcher-lotgb.md b/compendium/equipment/items/wind-catcher-lotgb.md new file mode 100644 index 000000000..71aa9ceae --- /dev/null +++ b/compendium/equipment/items/wind-catcher-lotgb.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/rune +- trait/evocation +- trait/magical +- trait/uncommon +aliases: ["Wind-catcher"] +--- +# Wind-catcher *Item 7+* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** applied to a wind-powered vehicle +- **Category** Rune + +This rune is invested by the captain or pilot of the vehicle. + +The vehicle gains a +5-foot item bonus to its Speed. If lack of wind prevents the vehicle from moving, it can still move at a Speed of 5 feet. + +*Source: Lost Omens: The Grand Bazaar p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/wind-ocarina-tv.md b/compendium/equipment/items/wind-ocarina-tv.md new file mode 100644 index 000000000..d47fe2c1b --- /dev/null +++ b/compendium/equipment/items/wind-ocarina-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/air +- trait/aura +- trait/consumable +- trait/evocation +- trait/magical +aliases: ["Wind Ocarina"] +--- +# Wind Ocarina *Item 6* +[air](rules/traits/air.md) [aura](rules/traits/aura.md) [consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 50 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +A blue finish decorates the ceramic body of a wind ocarina. When you play a note on this ocarina, for 1 minute, winds sweep into strong gusts in a 5-foot emanation around you. The winds have the following effects. + +- Ammunition from physical ranged attacks—such as arrows, bolts, sling bullets, and other objects of comparable size—can't pass through the area. Passing through the area causes attacks with bigger ranged weapons, such as thrown weapons, to take a –2 circumstance penalty to their attack rolls if their paths pass through the emanation. Massive ranged weapons and spell effects that don't create physical objects can pass through the emanation with no penalty. +- The area is difficult terrain to creatures attempting to move through it. +- Gases, including creatures in gaseous form, can't pass through the emanation. When the emanation arises, such gases are removed from the area, including your space. +- The area, including your space, has breathable air. Once the magic is used, the ocarina remains a non-magical virtuoso musical instrument. + +*Source: Treasure Vault p. 99* \ No newline at end of file diff --git a/compendium/equipment/items/winders-ring-ooa2.md b/compendium/equipment/items/winders-ring-ooa2.md new file mode 100644 index 000000000..317621b55 --- /dev/null +++ b/compendium/equipment/items/winders-ring-ooa2.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ooa2 +- item/category/worn +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Winder's Ring"] +--- +# Winder's Ring *Item 7* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 360 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +This ring contains dozens of minute, interlocking bronze gears that buzz incessantly. The ring grants you a +1 item bonus to all [Crafting](compendium/skills.md#Crafting) checks to construct or repair clockworks. + +```ad-embed-ability +title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") + +The winder's ring extends a winding key that fits any clockwork contraption or creature, allowing you to fully wind a clockwork device or creature in half the usual time. When you activate a winder's ring in this way, attempt a DC 16 flat check. + +On a failure, the winder's ring exhausts itself, and you can't activate it again until the next time you make your daily preparations. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The winder's ring transforms into a clockwork spy (Pathfinder Bestiary 3 48) that doesn't require winding and obeys your spoken commands for up to 1 hour. In this form, the winder's ring has the [minion](rules/traits/minion.md) trait. You can use this action again to return the clockwork spy to winder's ring form as long as you're adjacent to the clockwork spy. If the clockwork spy is slain, it reverts to its ring shape, and the winder's ring can't be activated again until 1 week has passed. +``` + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/windlass-bolas-tv.md b/compendium/equipment/items/windlass-bolas-tv.md new file mode 100644 index 000000000..29a5e822e --- /dev/null +++ b/compendium/equipment/items/windlass-bolas-tv.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/held +- trait/clockwork +- trait/magical +- trait/transmutation +aliases: ["Windlass Bolas"] +--- +# Windlass Bolas *Item 6* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) clockwork + +- **Price** 200 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +Clockwork mechanisms tick away inside the weights of these +1 striking returning bolas (page 30), spooling out more cord in midair. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The cord of the bola snakes out as you throw it, allowing the weapon to wrap around a group of enemies. You use the bolas to attempt a ranged [Trip](rules/actions/trip.md) against all creatures in a 5-foot radius burst within the weapon's first range increment. Roll a separate [Athletics](compendium/skills.md#Athletics) check for each target. Each attempt counts toward your multiple attack penalty, but don't increase your penalty until you have made all the attempts. +``` + +*Source: Treasure Vault p. 34* \ No newline at end of file diff --git a/compendium/equipment/items/wine-of-the-blood-da.md b/compendium/equipment/items/wine-of-the-blood-da.md new file mode 100644 index 000000000..a80cecd3f --- /dev/null +++ b/compendium/equipment/items/wine-of-the-blood-da.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/da +- item/category/potion +- trait/consumable +- trait/healing +- trait/magical +- trait/necromancy +- trait/potion +- trait/rare +aliases: ["Wine of the Blood"] +--- +# Wine of the Blood *Item 5* +[consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [potion](rules/traits/potion.md) [rare](rules/traits/rare.md) + +- **Price** 30 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +This wine, prepared using the blood of a creature with overwhelming vitality, soothes the body, mind, and spirit with a temporary sense of euphoria and rest. When you drink wine of the blood, you recover `2d10` Hit Points. + +Additionally, the wine attempts to counteract every negative [emotion](rules/traits/emotion.md) effect affecting you, with a counteract level of 3 and a counteract modifier of +9. Lastly, you gain a +1 status bonus to all Will saves, or a +2 status bonus against [emotion](rules/traits/emotion.md) effects, for 1 minute. + +*Source: Dark Archive p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/winged-apg.md b/compendium/equipment/items/winged-apg.md new file mode 100644 index 000000000..373f53de8 --- /dev/null +++ b/compendium/equipment/items/winged-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/apg +- item/category/rune +- trait/magical +- trait/transmutation +aliases: ["Winged"] +--- +# Winged *Item 13+* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** etched onto armor +- **Category** Rune + +This rune is a swirling glyph on the front of the armor. A large pair of transparent, ephemeral wings floats out from the back of the armor. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You trace the rune on the front of the breastplate and the armor's ephemeral wings grow tangible, granting you a fly Speed of 25 feet or your land Speed, whichever is slower. This effect lasts for 5 minutes or until you [Dismiss](rules/actions/dismiss.md) it. Once the effect ends, the wings disappear completely, reappearing in their ephemeral form 1 hour later. +``` + +*Source: Advanced Player's Guide p. 265* \ No newline at end of file diff --git a/compendium/equipment/items/wish-blade-loag.md b/compendium/equipment/items/wish-blade-loag.md new file mode 100644 index 000000000..dd34bba8d --- /dev/null +++ b/compendium/equipment/items/wish-blade-loag.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loag +- item/category/weapon/martial +- trait/disarm +- trait/geniekin +- trait/resonant +- trait/two-hand-d10 +- trait/uncommon +aliases: ["Wish Blade"] +--- +# Wish Blade *Item 0* +[disarm](rules/traits/disarm.md) [geniekin](rules/traits/geniekin-loag.md) [resonant](rules/traits/resonant-loag.md) [two-hand ](rules/traits/two-hand.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 5 gp +- **Bulk** 1 +- **Damage** `1d6` S +- **Hands** 1 +- **Category** Martial; **Group** Sword + +Specialized grooves lined with unique, alchemically treated metals capable of retaining energy score the length of this sword. The first wish blades originated from genie smiths, and the knowledge of these weapons has been passed on to generations of geniekin, earning them the name wish blades. + +*Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/wish-knife-loag.md b/compendium/equipment/items/wish-knife-loag.md new file mode 100644 index 000000000..915ac2af3 --- /dev/null +++ b/compendium/equipment/items/wish-knife-loag.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loag +- item/category/weapon/martial +- trait/agile +- trait/disarm +- trait/finesse +- trait/geniekin +- trait/resonant +- trait/uncommon +- trait/versatile-s +aliases: ["Wish Knife"] +--- +# Wish Knife *Item 0* +[agile](rules/traits/agile.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [geniekin](rules/traits/geniekin-loag.md) [resonant](rules/traits/resonant-loag.md) [uncommon](rules/traits/uncommon.md) [versatile ](rules/traits/versatile.md) + +- **Price** 2 gp +- **Bulk** L +- **Damage** `1d4` P +- **Hands** 1 +- **Category** Martial; **Group** Knife + +Much like a [wish blade](compendium/equipment/items/wish-blade-loag.md), the length of this knife is scored with intricate grooves capable of retaining energy. Wish knives are lighter than their counterparts, making them the weapon of choice for agile combatants. + +*Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/witchs-finger-tv.md b/compendium/equipment/items/witchs-finger-tv.md new file mode 100644 index 000000000..f5265b28c --- /dev/null +++ b/compendium/equipment/items/witchs-finger-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +aliases: ["Witch's Finger"] +--- +# Witch's Finger *Item 3* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Price** 11 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Shaped like a pointed, gnarled finger on a stick, witch's finger is a frozen treat imbued with berries that lend it a blood-red hue. A popular tale claims Irriseni winter witches created this dessert, but the story is apocryphal; an enterprising ice cream shop owner in New Stetven invented the treat and, as a marketing ploy, the myth surrounding it. Taking a bite makes you feel warm. For 1 hour, you have cold resistance 3, and for 8 hours, the treat negates the damage you would take from severe environmental cold and reduces the damage you take from extreme cold to that of severe cold. + +*Source: Treasure Vault p. 51* \ No newline at end of file diff --git a/compendium/equipment/items/withering-gmg.md b/compendium/equipment/items/withering-gmg.md new file mode 100644 index 000000000..de9e3e78a --- /dev/null +++ b/compendium/equipment/items/withering-gmg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/curse +- trait/cursed +- trait/magical +- trait/necromancy +- trait/rare +aliases: ["Withering"] +--- +# Withering *Item 13* +[cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Usage** curses a ring, staff, or wand +- **Category** Curse + +A _withering_ curse shrivels vulnerable flesh. Whenever you [activate](rules/actions/activate-an-item.md) the item, one of your fingers turns black and falls off. You take a –1 status penalty to [Thievery](compendium/skills.md#Thievery) checks and Dexterity-based attack rolls with a hand missing two or three fingers; if you lose more than four fingers on one hand, you can't use that hand to hold objects or use [manipulate](rules/traits/manipulate.md) actions. These fingers can be replaced by magic but are otherwise gone forever. The GM has the final say on how creatures with unusual appendages or numbers of fingers are affected by this curse. + +*Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/wizards-tower-lotgb.md b/compendium/equipment/items/wizards-tower-lotgb.md new file mode 100644 index 000000000..164466df1 --- /dev/null +++ b/compendium/equipment/items/wizards-tower-lotgb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/structure +- trait/conjuration +- trait/magical +- trait/structure +- trait/uncommon +aliases: ["Wizard's Tower"] +--- +# Wizard's Tower *Item 13* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2500 gp +- **Bulk** — (when not activated) +- **Category** Structure + +A wizard's tower is a tiny gaming piece carved into the form of a stone tower. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +The gaming piece transforms into a fully furnished stone tower 80 feet high and 30 feet in diameter. The tower is topped by a peaked wooden roof, with a wooden door on the second floor accessed by wooden stairs on the tower's exterior. A spiral staircase in the center of the tower connects its 6 floors. The bottom floor is empty, ideal for storage, and the second floor is a great hall for audiences and guests. The third and fourth floors are divided into servants quarters and guest rooms, while the top two floors feature luxurious personal chambers and an alchemy lab. You can revert the tower back to its original state by climbing to the top floor and using an action to speak a command word. +``` + +*Source: Lost Omens: The Grand Bazaar p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/wolfjaw-armor-tv.md b/compendium/equipment/items/wolfjaw-armor-tv.md new file mode 100644 index 000000000..5b868f994 --- /dev/null +++ b/compendium/equipment/items/wolfjaw-armor-tv.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor +- trait/evocation +- trait/invested +- trait/primal +aliases: ["Wolfjaw Armor"] +--- +# Wolfjaw Armor *Item 7* +[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) + +- **Price** 355 gp +- **Usage** worn armor; **Bulk** 2 +- **Category** Armor + +Barbarians, druids and other outlanders are often forced to spend the harsh winter months protecting their communities from one of the deadliest predators to stalk the forests and taiga of the northern reaches, the fearsome winter wolf. This +1 hide armor is assembled from the hide and fur of a trio of winter wolves, and it conveys on the wearer both an attack akin to the winter wolves' deadly jaws and the ability to channel the frigid cold of the winter wolf's Breath Weapon. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[cold](rules/traits/cold.md) + +You breathe a cloud of frost in a 15-foot cone that deals `5d8` cold damage (DC 23 basic Reflex save). +%% #trait/cold %% +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You gain a jaws unarmed attack that you make using your hands. This attack deals `1d8` piercing damage plus 1 cold damage, is in the brawling group, and has the [trip](rules/traits/trip.md) and [unarmed](rules/traits/unarmed.md) traits. +``` + +*Source: Treasure Vault p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/wondrous-figurines-ec2.md b/compendium/equipment/items/wondrous-figurines-ec2.md new file mode 100644 index 000000000..bdc7667c6 --- /dev/null +++ b/compendium/equipment/items/wondrous-figurines-ec2.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/ec2 +- item/category/held +- trait/conjuration +- trait/magical +- trait/uncommon +aliases: ["Wondrous Figurines"] +--- +# Wondrous Figurines *Item 5+* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +The magical statuettes known as wondrous figurines are described on page 576 of the Pathfinder Core Rulebook. + +The following additional figurines are less common versions sometimes found in the pockets of menagerie owners who often find themselves in need of a quick act or diversion. + +*Source: Extinction Curse #2: Legacy of the Lost God p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/wondrous-figurines-sot2.md b/compendium/equipment/items/wondrous-figurines-sot2.md new file mode 100644 index 000000000..14b9377fc --- /dev/null +++ b/compendium/equipment/items/wondrous-figurines-sot2.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot2 +- item/category/held +- trait/conjuration +- trait/magical +- trait/uncommon +aliases: ["Wondrous Figurines"] +--- +# Wondrous Figurines *Item 8+* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +The magical statuettes known as wondrous figurines are described on page 576 of the Pathfinder Core Rulebook. + +The following additional figurines are uncommon versions sometimes found among the magical creations of the Magaambya or for sale in the streets of Nantambu. + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/wooden-breastplate-tv.md b/compendium/equipment/items/wooden-breastplate-tv.md new file mode 100644 index 000000000..59d729e0c --- /dev/null +++ b/compendium/equipment/items/wooden-breastplate-tv.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/armor/medium +aliases: ["Wooden Breastplate"] +--- +# Wooden Breastplate *Item 0* + +- **Price** 6 gp +- **Bulk** 2 +- **AC Bonus** +3; **Dex Cap** +2 +- **Strength** 14; **Check Penalty** --2; **Speed Penalty** -5 ft. +- **Category** Medium; **Group** Wood + +A suit of carved and tempered wood, a wooden breastplate resembles a metal breastplate in shape and function. Such suits can be carved from large pieces of wood, but they most often come from wood coaxed magically from special trees, whether by druids, elves, fey, or plant creatures such as arboreals or leshys. + +*Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/wooden-nickel-tv.md b/compendium/equipment/items/wooden-nickel-tv.md new file mode 100644 index 000000000..64e3833de --- /dev/null +++ b/compendium/equipment/items/wooden-nickel-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/talisman +- trait/consumable +- trait/illusion +- trait/magical +- trait/talisman +- trait/visual +aliases: ["Wooden Nickel"] +--- +# Wooden Nickel *Item 9* +[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [visual](rules/traits/visual.md) + +- **Price** 130 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision +- **Category** Talisman + +This rough wooden coin hangs from a string drilled through a hole at its center. When you Activate the wooden nickel, for 10 minutes, you can cause any object you touch of 2 Bulk or less to look, feel, and smell like valuables of a similar size crafted from a precious metal of your choice. A creature that touches or Interacts with an affected object can attempt a [Perception](compendium/skills.md#Perception) check against your [Deception](compendium/skills.md#Deception) DC to disbelieve the illusion, and a successful check against your [Deception](compendium/skills.md#Deception) DC with [Crafting](compendium/skills.md#Crafting) or an appropriate [Lore](compendium/skills.md#Lore) skill will also reveal the item's true nature. + +After 10 minutes have elapsed since you Activated the wooden nickel, all affected objects revert to their true form. + +*Source: Treasure Vault p. 95* \ No newline at end of file diff --git a/compendium/equipment/items/wooden-taws-tv.md b/compendium/equipment/items/wooden-taws-tv.md new file mode 100644 index 000000000..14b8340b7 --- /dev/null +++ b/compendium/equipment/items/wooden-taws-tv.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/ammunition +aliases: ["Wooden Taws"] +--- +# Wooden Taws *Item 0* + +- **Price** 1 sp +- **Category** Ammunition + + + +*Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/wordreaper-tok.md b/compendium/equipment/items/wordreaper-tok.md new file mode 100644 index 000000000..45c13720d --- /dev/null +++ b/compendium/equipment/items/wordreaper-tok.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tok +- item/category/held +- trait/divination +- trait/magical +- trait/uncommon +aliases: ["Wordreaper"] +--- +# Wordreaper *Item 3* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 55 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +The blade of this sickle is engraved to look like the curving feather of a particularly elaborate quill. The wooden handle has a pen nib at the base. You can use the _wordreaper_'s handle as an ink pen and it never runs out of ink. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You use the _wordreaper_ to inscribe the words "read by" and your name inside a non-magical literary work (such as a non-magical book, scroll, or play). You immediately gain cursory knowledge of the literary work as though you had skimmed it for 5 minutes. +``` + +*Source: Threshold of Knowledge p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/worm-vial-tv.md b/compendium/equipment/items/worm-vial-tv.md new file mode 100644 index 000000000..aac6a2f2d --- /dev/null +++ b/compendium/equipment/items/worm-vial-tv.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/expandable +- trait/uncommon +aliases: ["Worm Vial"] +--- +# Worm Vial *Item 13* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [expandable](rules/traits/expandable-tv.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 600 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Opening this vial unleashes its destructive contents: a reconstituted Gargantuan purple worm. The worm has two functions; choose which one to use when you Activate the item. [Burrow](rules/actions/burrow.md) The worm Burrows up to 80 feet, leaving a tunnel behind it. It can burrow through solid stone, but if it does so it burrows 40 feet instead of 80 feet. + +Eat The worm attempts to swallow a creature, crush it in its insides, then spit the creature out. The target must be within 15 feet, and it attempts a DC 30 Reflex save. If it fails, it takes `3d6+9` bludgeoning damage (doubled on a critical failure). The worm then spits the creature out to any empty space on the ground within 30 feet, causing the creature to take damage from a 20-foot fall. + +*Source: Treasure Vault p. 57* \ No newline at end of file diff --git a/compendium/equipment/items/wounding-oil-tv.md b/compendium/equipment/items/wounding-oil-tv.md new file mode 100644 index 000000000..1d5ff436f --- /dev/null +++ b/compendium/equipment/items/wounding-oil-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/oil +- trait/consumable +- trait/magical +- trait/necromancy +- trait/oil +- trait/uncommon +aliases: ["Wounding Oil"] +--- +# Wounding Oil *Item 5* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [oil](rules/traits/oil.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 45 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +Smearing wounding oil, a crimson fluid, on a weapon causes it to smell strongly of blood and gives it the benefits of the wounding rune for 1 minute. + +*Source: Treasure Vault p. 87* \ No newline at end of file diff --git a/compendium/equipment/items/wovenwood-shield-lotgb.md b/compendium/equipment/items/wovenwood-shield-lotgb.md new file mode 100644 index 000000000..d5720a9fe --- /dev/null +++ b/compendium/equipment/items/wovenwood-shield-lotgb.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotgb +- item/category/held +- trait/abjuration +- trait/magical +- trait/uncommon +aliases: ["Wovenwood Shield"] +--- +# Wovenwood Shield *Item 4+* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in one hand; **Bulk** 1 +- **Category** Held + +This magically reinforced wooden shield is made by skilled Ekujae mages, who've developed unique spells for reinforcing wood collected from their forests. Each shield is embossed with the signatures of the mage and artisan who crafted it. + +*Source: Lost Omens: The Grand Bazaar p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/wrecker-tv.md b/compendium/equipment/items/wrecker-tv.md new file mode 100644 index 000000000..3dc01992b --- /dev/null +++ b/compendium/equipment/items/wrecker-tv.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/weapon/advanced +- trait/combination +- trait/dwarf +- trait/ranged-trip +- trait/razing +- trait/reach +aliases: ["Wrecker"] +--- +# Wrecker *Item 1* +combination + +- **Price** 8 gp +- **Bulk** 2 +- **Ranged** + - **Damage** `1d6` B + - **Range** 20 ft.; **Reload** 1 +- **Melee** + - **Damage** `1d8` B +- **Hands** 2 +- **Category** Advanced + +The wrecker combines a dwarven dorndergar with a heavy, gear-reinforced arm cover that allows it to be fired like an oversized sling, then retrieved and reloaded by manually activating a clockwork spool. A wrecker must be loaded to be switched from its ranged configuration to its melee configuration. + +*Source: Treasure Vault p. 31* \ No newline at end of file diff --git a/compendium/equipment/items/wrenchgear-loil.md b/compendium/equipment/items/wrenchgear-loil.md new file mode 100644 index 000000000..989a17087 --- /dev/null +++ b/compendium/equipment/items/wrenchgear-loil.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/held +- trait/uncommon +aliases: ["Wrenchgear"] +--- +# Wrenchgear *Item 3* +[uncommon](rules/traits/uncommon.md) + +- **Price** 50 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +The ubiquity of clockwork constructs in Alkenstar spurred the development of the wrenchgear (a shortened "wrench in the gears") by innovative criminals ("wrenchers") to create security exploits and larcenous opportunities. You gain a +2 item bonus to [Disable a Device](rules/actions/disable-a-device.md) checks made against clockwork creatures (typically to wind them down). + +*Source: Lost Omens: Impossible Lands p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/wrestlers-armbands-tv.md b/compendium/equipment/items/wrestlers-armbands-tv.md new file mode 100644 index 000000000..d07024015 --- /dev/null +++ b/compendium/equipment/items/wrestlers-armbands-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/worn +- trait/intelligent +- trait/invested +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Wrestler's Armbands"] +--- +# Wrestler's Armbands *Item 9* +[intelligent](rules/traits/intelligent-gmg.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** worn armbands; **Bulk** L +- **Category** Worn + +[Perception](compendium/skills.md#Perception) +17; precise vision 30 feet, imprecise hearing 30 feet Communication speech (Common and one other common or regional language) Skills [Intimidation](compendium/skills.md#Intimidation) +19, [Sports Lore](compendium/skills.md#Lore) +17 Int +2, Wis +4, Cha +4 Will +17 Wrestler's armbands are a set of armbands of athleticism that have gained their own boisterous sapience. Often, such items aren't created intentionally but rather are the result of a truly charismatic champion whose heart and body are unusually strong wearing the armbands of athleticism on many adventures as their most important item. Eventually, the essence of their earnest and adventurous spirit has so thoroughly inundated the item it gains a matching spirit and will of its own. Such armbands view themselves as a tough, but fair, trainer for whomever inherits them next, inspiring you to new heights of athleticism. They also spoil for contests, telepathically calling out competitors on your behalf; typically the armbands won't challenge a foe you're unprepared to face, but particularly eager wrestler's armbands might have an unfortunate habit of overestimating your abilities and pushing you into a conflict that's beyond your proven capacity. These armbands have the following activation. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You succeed or critically succeed at an [Athletics](compendium/skills.md#Athletics) check + +**Effect** The armbands taunt a creature you're competing with, boasting of your prowess and attempting an [Intimidation](compendium/skills.md#Intimidation) check to [Demoralize](rules/actions/demoralize.md) that creature. +``` + +*Source: Treasure Vault p. 197* \ No newline at end of file diff --git a/compendium/equipment/items/writ-of-authenticity-lopsg.md b/compendium/equipment/items/writ-of-authenticity-lopsg.md new file mode 100644 index 000000000..c58a0c1af --- /dev/null +++ b/compendium/equipment/items/writ-of-authenticity-lopsg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lopsg +- item/category/held +- trait/uncommon +aliases: ["Writ Of Authenticity"] +--- +# Writ Of Authenticity *Item 2* +[uncommon](rules/traits/uncommon.md) + +- **Price** 5 gp +- **Usage** held in 1 hand +- **Category** Held + +A typical Pathfinder writ of authenticity confirms the holder's status as a member of the Pathfinder Society and their intended business. Most writs are pieces of fine parchment folded, bound with gold cord, and sealed with three wax seals. The top seal is always the Glyph of the Open Road and the middle one is the Envoy's Alliance open door emblem. The bottom seal uses the preparer's personal sigil. Inside, the text describes a specific instance of a legitimate business activity, with blanks for the Pathfinder to fill in and personalize the writ to the persons and activity desired. Presenting a writ of authenticity grants a +2 item bonus to Make a [Request](rules/actions/request.md) for the associated business, assuming the writ is legitimate and the viewer expects to work with the Pathfinder Society for that activity. + +*Source: Lost Omens: Pathfinder Society Guide p. 2277* \ No newline at end of file diff --git a/compendium/equipment/items/wyrm-claw-tv.md b/compendium/equipment/items/wyrm-claw-tv.md new file mode 100644 index 000000000..3e0c41af8 --- /dev/null +++ b/compendium/equipment/items/wyrm-claw-tv.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/spellheart +- trait/conjuration +- trait/magical +- trait/spellheart +aliases: ["Wyrm Claw"] +--- +# Wyrm Claw *Item 12+* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) + +- **Usage** affixed to armor or a weapon; **Bulk** — +- **Category** Spellheart + +The tip of a metallic dragon's claw is set into a band of silver. + +When you summon dragons using the claw, you must choose metallic dragons. + +- Armor After you cast a conjuration spell by activating the wyrm claw, you gain resistance 5 to acid, cold, electricity, and fire for the next minute. +- Weapon After you cast a conjuration spell by activating the claw, you gain a Breath Weapon activity that takes 2 actions and deals `6d6` damage with a DC 28 basic Reflex save. Choose the area and type of damage when you use + +Breath Weapon: a 30-foot line that deals acid, electricity, or fire, or a 15-foot cone that deals cold or fire. You can use this activity once before the end of your next turn. + +```ad-embed-ability +title: Activate + +You cast [gouging claw](compendium/spells/gouging-claw-som.md) . +``` + +```ad-embed-ability +title: Activate + +You cast [summon dragon](compendium/spells/summon-dragon.md). +``` + +*Source: Treasure Vault p. 129* \ No newline at end of file diff --git a/compendium/equipment/items/wyrm-drinker-sot5.md b/compendium/equipment/items/wyrm-drinker-sot5.md new file mode 100644 index 000000000..e8a563a08 --- /dev/null +++ b/compendium/equipment/items/wyrm-drinker-sot5.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/sot5 +- item/category/staff +- trait/conjuration +- trait/magical +- trait/staff +- trait/unique +aliases: ["Wyrm Drinker"] +--- +# Wyrm Drinker *Item 17* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [unique](rules/traits/unique.md) + +- **Price** 13000 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +This staff is made from the femur of a gold dragon wrapped in the multicolored scales of every type of chromatic and metallic dragon. When wielding this staff, you gain a +1 circumstance bonus to skill checks to [Coerce](rules/actions/coerce.md), [Make an Impression](rules/actions/make-an-impression.md), [Request](rules/actions/request.md), or [Lie](rules/actions/lie.md) to dragons and creatures with strong draconic ties (such as kobolds, dragon instinct barbarians, and draconic sorcerers). + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +Attempt a melee [Strike](rules/actions/strike.md) with Wyrm Drinker. If your target is a dragon or a creature with a strong draconic tie, such as a kobold, and you damage the target, the target is [drained](rules/conditions.md#Drained), or [drained](rules/conditions.md#Drained) on a critical hit. +``` + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from this list. + +- 2nd illusory creature (dragons only) +- 4th reflective scales (Lost Omens Gods & Magic 109) +- 5th summon dragon +- 6th dragon form, summon dragon (6th) +- 7th summon dragon (7th) +``` + +*Source: Strength of Thousands #5: Doorway to the Red Star p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/wyrm-on-the-wing-tv.md b/compendium/equipment/items/wyrm-on-the-wing-tv.md new file mode 100644 index 000000000..af935323e --- /dev/null +++ b/compendium/equipment/items/wyrm-on-the-wing-tv.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/tattoo +- trait/abjuration +- trait/invested +- trait/magical +- trait/tattoo +aliases: ["Wyrm on the Wing"] +--- +# Wyrm on the Wing *Item 9+* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) + +- **Usage** tattooed on the body; **Bulk** — +- **Category** Tattoo + +Depicting a majestic dragon in flight, this tattoo imparts the endurance and majesty of those powerful creatures. You gain resistance 5 to the damage type matching the dragon your tattoo depicts. + +- Black or Copper Acid +- Blue or Bronze Electricity +- Brass, Gold, or Red Fire +- Green Poison +- Silver or White Cold + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The tattoo casts [dragon wings](compendium/spells/dragon-wings.md) on you. You can add the dragon claws benefit only if you know that focus spell and spend 1 Focus Point when you Activate the tattoo. +``` + +*Source: Treasure Vault p. 123* \ No newline at end of file diff --git a/compendium/equipment/items/xs-lizard-lotg.md b/compendium/equipment/items/xs-lizard-lotg.md new file mode 100644 index 000000000..532d35535 --- /dev/null +++ b/compendium/equipment/items/xs-lizard-lotg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/pet +aliases: ["X's Lizard"] +--- +# X's Lizard *Item 0* + +- **Price** 1 gp +- **Category** Pet + +Named after the druid that popularized them, these black-and-white lizards have substantial stomachs and a rather slow digestive system. X trained these lizards to keep valuables in their stomachs. They swallow specially treated purses with attached chains that clip to a collar, which can hold objects up to 1 Bulk. The contents of the purse stay safe for one month before slowly dissolving. + +*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/yarrow-root-bandage-lotg.md b/compendium/equipment/items/yarrow-root-bandage-lotg.md new file mode 100644 index 000000000..830fe5c89 --- /dev/null +++ b/compendium/equipment/items/yarrow-root-bandage-lotg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/lotg +- item/category/plant +- trait/alchemical +- trait/consumable +aliases: ["Yarrow-Root Bandage"] +--- +# Yarrow-Root Bandage *Item 4* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Price** 12 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Administer First Aid](rules/actions/administer-first-aid.md) +- **Category** Plant + +This root is often infused into bandages for life-threatening bleeding. [Activating the item](rules/actions/activate-an-item.md) is part of the same activity you use to [Administer First Aid](rules/actions/administer-first-aid.md) to stop bleeding on a creature who's also [dying](rules/conditions.md#Dying). When you do, you can [Administer First Aid](rules/actions/administer-first-aid.md) to stop bleeding and [dying](rules/conditions.md#Dying) as part of the same activity with only one [Medicine](compendium/skills.md#Medicine) check. However, the DC for the [Medicine](compendium/skills.md#Medicine) check is equal to the 5 + the higher of the two DCs to [Administer First Aid](rules/actions/administer-first-aid.md). + +*Source: Lost Omens: Travel Guide p. 101* \ No newline at end of file diff --git a/compendium/equipment/items/zealot-staff-tv.md b/compendium/equipment/items/zealot-staff-tv.md new file mode 100644 index 000000000..7f8ea0659 --- /dev/null +++ b/compendium/equipment/items/zealot-staff-tv.md @@ -0,0 +1,46 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/staff +- trait/evocation +- trait/magical +- trait/staff +aliases: ["Zealot Staff"] +--- +# Zealot Staff *Item 17* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) + +- **Price** 13000 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +A zealot staff's color, iconography, and materials vary depending on the faith it's dedicated to. An Iomedaean staff might be forged of gold and shaped like an ornamental sword, while a Lamashtan one could instead be made of blackened iron depicting monstrous faces. Used as a weapon, the staff is a +3 greater striking staff. + +The staff represents vehement support of the deity to whom the staff is dedicated, punishing defiance. When the staff's effects require choosing alignments, you can choose only that deity's alignments. No such staves exist for deities that are true neutral. When you prepare this staff, if you don't worship its deity, you become [drained](rules/conditions.md#Drained) until your next daily preparations. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You hit with a [Strike](rules/actions/strike.md) using the staff + +**Effect** Choose one of the represented deity's alignments besides neutral. You expend 1 charge from the staff and deal `1d4` damage per damage die of the staff. This damage is of the alignment type you chose. +``` + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. + +- Cantrip divine lance +- 1st bane +- 2nd brand the impenitent , spiritual weapon +- 3rd crisis of faith, warding aggression +- 4th anathematic reprisal, spiritual weapon +- 5th divine wrath +- 6th spiritual weapon, zealous conviction +- 7th divine decree +``` + +*Source: Treasure Vault p. 135* \ No newline at end of file diff --git a/compendium/equipment/items/zerk-gmg.md b/compendium/equipment/items/zerk-gmg.md new file mode 100644 index 000000000..57ef37bd1 --- /dev/null +++ b/compendium/equipment/items/zerk-gmg.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gmg +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/drug +- trait/injury +- trait/poison +aliases: ["Zerk"] +--- +# Zerk *Item 4* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) + +- **Price** 20 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This bitter paste is used among some gladiatorial rings for its short-term benefits in a fight. + +```ad-inline-affliction +title: Saving Throw: DC 20 Fortitude + +- **Maximum Duration**: 1 hour + +## Stages + +**Stage 1** +2 item bonus to [Perception](compendium/skills.md#Perception) rolls for initiative, and if you have an addiction to zerk, your melee weapon and unarmed attacks deal an extra 2 damage during the first round of a combat encounter (1 minute) + +**Stage 2** [drained](rules/conditions.md#Drained) (1 hour) +``` + +*Source: Gamemastery Guide p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/zombie-staff-tv.md b/compendium/equipment/items/zombie-staff-tv.md new file mode 100644 index 000000000..32ffc9948 --- /dev/null +++ b/compendium/equipment/items/zombie-staff-tv.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/tv +- item/category/staff +- trait/magical +- trait/necromancy +- trait/staff +aliases: ["Zombie Staff"] +--- +# Zombie Staff *Item 7+* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [staff](rules/traits/staff.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +A zombie staff is etched with the rotting visage of an undead humanoid grimacing in terror and dismay carved atop it. The staff's [animate dead](compendium/spells/animate-dead-apg.md) spells can be used only to animate undead that have flesh and an Intelligence modifier of –4 or lower. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. If you cast [animate dead](compendium/spells/animate-dead-apg.md), you can also cast [protect companion](compendium/spells/protect-companion-som.md) on the resulting minion as a free action. +``` + +*Source: Treasure Vault p. 135* \ No newline at end of file diff --git a/compendium/equipment/items/zulfikar-loil.md b/compendium/equipment/items/zulfikar-loil.md new file mode 100644 index 000000000..a45b921a8 --- /dev/null +++ b/compendium/equipment/items/zulfikar-loil.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/loil +- item/category/weapon/advanced +- trait/deadly-d8 +- trait/disarm +- trait/sweep +- trait/uncommon +- trait/versatile-p +aliases: ["Zulfikar"] +--- +# Zulfikar *Item 0* +[deadly ](rules/traits/deadly.md) [disarm](rules/traits/disarm.md) [sweep](rules/traits/sweep.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) + +- **Price** 4 gp +- **Bulk** 1 +- **Damage** `1d6` S +- **Hands** 1 +- **Category** Advanced; **Group** Sword + +This curved blade has a bifurcated tip, creating what looks like a second blade. It's a customary practice among zulfikar users to have religious or personal inscriptions upon the blade. + +*Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/compendium/feats/a-home-in-every-port-apg.md b/compendium/feats/a-home-in-every-port-apg.md new file mode 100644 index 000000000..15a98273b --- /dev/null +++ b/compendium/feats/a-home-in-every-port-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/downtime +- trait/general +aliases: ["A Home In Every Port"] +--- +# A Home In Every Port *Feat 11* +[downtime](rules/traits/downtime.md) [general](rules/traits/general.md) + +- **Prerequisites**: Charisma 16 + +You have a reputation in towns and villages you've visited, and residents are always willing to open their doors to you. When in a town or village, during downtime, you can spend 8 hours to locate a resident willing to provide lodging for you and up to six allies for up to 24 hours at no charge. The standard of living within the acquired lodging is comfortable, and square meals are provided at no cost. After 24 hours, you must pay standard prices for further lodging and meals or use this feat again to find a new resident willing to host you. + +*Source: Advanced Player's Guide p. 202* +%% #compendium/src/pf2e/apg #trait/downtime #trait/general %% \ No newline at end of file diff --git a/compendium/feats/aasimars-mercy-apg.md b/compendium/feats/aasimars-mercy-apg.md new file mode 100644 index 000000000..eac7d59ed --- /dev/null +++ b/compendium/feats/aasimars-mercy-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/aasimar +aliases: ["Aasimar's Mercy"] +--- +# Aasimar's Mercy *Feat 13* +[aasimar](rules/traits/aasimar-apg.md) + + +Your celestial powers allow you to remove lesser afflictions with ease. Each day, you can cast two 4th-level divine innate spells. You can choose from the following spells each time you cast: [remove curse](compendium/spells/remove-curse.md), [remove disease](compendium/spells/remove-disease.md), and [neutralize poison](compendium/spells/neutralize-poison.md). + +*Source: Advanced Player's Guide p. 36* +%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/aberration-kinship-loag.md b/compendium/feats/aberration-kinship-loag.md new file mode 100644 index 000000000..3bf617afa --- /dev/null +++ b/compendium/feats/aberration-kinship-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fleshwarp +aliases: ["Aberration Kinship"] +--- +# Aberration Kinship *Feat 1* +[fleshwarp](rules/traits/fleshwarp-loag.md) + + +Your mind resonates with the inscrutable thought processes that inhuman aberrations use to communicate. You can cast [mindlink](compendium/spells/mindlink.md) as an innate occult spell once per day, but you can target only aberrations. + +*Source: Lost Omens: Ancestry Guide p. 93* +%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/compendium/feats/able-ritualist-av2.md b/compendium/feats/able-ritualist-av2.md new file mode 100644 index 000000000..a7bf86e8f --- /dev/null +++ b/compendium/feats/able-ritualist-av2.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/av2 +- trait/archetype +aliases: ["Able Ritualist"] +--- +# Able Ritualist *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) + +Your readings on rituals make you a skilled participant. You gain a +2 circumstance bonus to primary and secondary checks you attempt as part of casting a ritual. + +*Source: Abomination Vaults #2: Hands of the Devil p. 76* +%% #compendium/src/pf2e/av2 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/aboleth-transmutation-aaws.md b/compendium/feats/aboleth-transmutation-aaws.md new file mode 100644 index 000000000..5f962fd16 --- /dev/null +++ b/compendium/feats/aboleth-transmutation-aaws.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aaws +- trait/azarketi +aliases: ["Aboleth Transmutation"] +--- +# Aboleth Transmutation *Feat 9* +[azarketi](rules/traits/azarketi-loag.md) + + +You have tapped into the ancient magic used by alghollthu masters (also known as aboleths) to mold the flesh of your ancestors. You can use this magic to transfigure other beings. You gain 3rd-level [feet to fins](compendium/spells/feet-to-fins.md) and 2nd-level [water breathing](compendium/spells/water-breathing.md) as arcane innate spells. You can cast each of these arcane innate spells once per day. + +*Source: Azarketi Ancestry Web Supplement p. 5* +%% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/absorb-spell-locg.md b/compendium/feats/absorb-spell-locg.md new file mode 100644 index 000000000..ff12ebfbc --- /dev/null +++ b/compendium/feats/absorb-spell-locg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Absorb Spell"] +--- +# Absorb Spell [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md), spell repertoire or ability to prepare spells +- **Frequency**: once per 10 minutes +- **Trigger** You critically succeed at a saving throw against a foe's spell, and that spell is of a level you can normally cast. +- **Activity** Reaction + +You absorb a spell and store it in your body. If you are a spontaneous spellcaster, you can cast the triggering spell once during the next 10 minutes, even if it's not on your spell list as if it were in your repertoire. If you are a prepared spellcaster, you can replace one of your prepared spells of the same level with the absorbed spell, but you must cast the absorbed spell within 10 minutes or you lose that spell slot for the day. You cast the spell at the same spell level as the spell you absorbed, but the spell is of your magical tradition and uses your spell DC, spell attack roll, and other statistics to determine its effects. + +## Absorb Spell leads to... + +[Retain Absorbed Spell](compendium/feats/retain-absorbed-spell-lopsg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 114* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/absorb-toxin-lome.md b/compendium/feats/absorb-toxin-lome.md new file mode 100644 index 000000000..90b4508ae --- /dev/null +++ b/compendium/feats/absorb-toxin-lome.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/grippli +aliases: ["Absorb Toxin"] +--- +# Absorb Toxin [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* +[grippli](rules/traits/grippli-b2.md) + +- **Prerequisites**: You are not immune to diseases or poisons +- **Trigger** You attempt a saving throw against a [disease](rules/traits/disease.md) or [poison](rules/traits/poison.md) effect that affects an area. +- **Activity** Reaction + +Your skin readily absorbs poison and can consciously draw toxins into your body to spare others. Attempt a counteract check against the triggering effect; your counteract level equals half your level (rounded up), and for the roll use either your class DC –10 or your spellcasting ability modifier plus your spellcasting proficiency bonus. If you counteract the triggering effect, you end the effect for all other creatures in the area; however, you must still save against the effect with a –2 penalty to the initial save. + +*Source: Lost Omens: The Mwangi Expanse p. 122* +%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/compendium/feats/accelerating-touch-apg.md b/compendium/feats/accelerating-touch-apg.md new file mode 100644 index 000000000..6d46fa011 --- /dev/null +++ b/compendium/feats/accelerating-touch-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +aliases: ["Accelerating Touch"] +--- +# Accelerating Touch *Feat 4* +[champion](rules/traits/champion.md) + +- **Prerequisites**: devotion spell ([lay on hands](compendium/spells/lay-on-hands.md)) + +Your healing energies are infused with bounding energy. A creature that recovers Hit Points from your lay on hands gains a +10-foot status bonus to its Speed until the end of its next turn. + +*Source: Advanced Player's Guide p. 119* +%% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/acclimatization-apg.md b/compendium/feats/acclimatization-apg.md new file mode 100644 index 000000000..aa1d9e83d --- /dev/null +++ b/compendium/feats/acclimatization-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Acclimatization"] +--- +# Acclimatization *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Horizon Walker Dedication](compendium/feats/horizon-walker-dedication-apg.md) + +Your time spent in the hostile parts of the world has inured you to extreme climates. In your favored terrain, you gain resistance equal to half your level to all environmental damage and are affected by temperature effects as though they were one step less severe (incredible heat or cold becomes extreme, extreme heat or cold becomes severe, and so on). When other creatures [Follow the Expert](rules/actions/follow-the-expert.md) with you as a guide in your favored terrain, they too treat temperature effects as one step less severe. + +*Source: Advanced Player's Guide p. 177* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/accompany-apg.md b/compendium/feats/accompany-apg.md new file mode 100644 index 000000000..207fe2f99 --- /dev/null +++ b/compendium/feats/accompany-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/bard +- trait/concentrate +- trait/manipulate +aliases: ["Accompany"] +--- +# Accompany [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) + +- **Trigger** An ally within 30 feet [Casts a Spell](rules/actions/cast-a-spell.md). +- **Activity** Reaction + +You use your performances to supplement an ally's spellcasting, providing magical energy for their spells. Attempt a [Performance](compendium/skills.md#Performance) check, [using a very high DC for the ally's level](rules/tables/dcs-by-level.md), and either spend a Focus Point (if the triggering spell is a focus spell) or expend a spell slot at least 1 level higher than the triggering spell. If you succeed at the [Performance](compendium/skills.md#Performance) check, your ally's spell doesn't cost the Focus Point or spell slot. + +*Source: Advanced Player's Guide p. 113* +%% #compendium/src/pf2e/apg #trait/bard #trait/concentrate #trait/manipulate %% \ No newline at end of file diff --git a/compendium/feats/accurate-flurry-apg.md b/compendium/feats/accurate-flurry-apg.md new file mode 100644 index 000000000..fabd37754 --- /dev/null +++ b/compendium/feats/accurate-flurry-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ranger +aliases: ["Accurate Flurry"] +--- +# Accurate Flurry *Feat 20* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: [Impossible Flurry](compendium/feats/impossible-flurry.md) +- **Requirements**: You are wielding two melee weapons, each in a different hand. + +You refine the precision of your unbelievable storm of blows. When you perform an [Impossible Flurry](compendium/feats/impossible-flurry.md), your first attack with each weapon instead takes the multiple attack penalty as though you had already made one attack this turn. All subsequent attacks take the maximum multiple attack penalty, as though you had already made two or more attacks this turn. + +*Source: Advanced Player's Guide p. 133* +%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/accurate-swing-ngd.md b/compendium/feats/accurate-swing-ngd.md new file mode 100644 index 000000000..fc1be7305 --- /dev/null +++ b/compendium/feats/accurate-swing-ngd.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ngd +- trait/archetype +- trait/vigilante +aliases: ["Accurate Swing"] +--- +# Accurate Swing *Feat 8* +[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) + +- **Prerequisites**: [Harsh Judgment](compendium/feats/harsh-judgment-ngd.md), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners + +You strike cleanly with wide, sweeping attacks to inflict maximum damage, taking advantage of your judged foe's fear to land a felling blow. If you [Strike](rules/actions/strike.md) a creature you condemned with Harsh Judgment that has the [frightened](rules/conditions.md#Frightened) condition with a sweep melee weapon or a sweep unarmed attack, you gain a circumstance bonus to the [Strike](rules/actions/strike.md)'s damage equal to the number of weapon damage dice your weapon deals. + +*Source: Night of the Gray Death p. 65* +%% #compendium/src/pf2e/ngd #trait/archetype #trait/vigilante %% \ No newline at end of file diff --git a/compendium/feats/accursed-claws-apg.md b/compendium/feats/accursed-claws-apg.md new file mode 100644 index 000000000..ef3470d3c --- /dev/null +++ b/compendium/feats/accursed-claws-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/changeling +aliases: ["Accursed Claws"] +--- +# Accursed Claws *Feat 9* +[changeling](rules/traits/changeling-b1.md) + +- **Prerequisites**: claw unarmed attack + +Your claws carry your mother's hag magic. When you critically hit with a claw [Strike](rules/actions/strike.md), the target takes an additional `1d4` [persistent mental damage](rules/conditions.md#Persistent%20Damage). + +*Source: Advanced Player's Guide p. 31* +%% #compendium/src/pf2e/apg #trait/changeling %% \ No newline at end of file diff --git a/compendium/feats/accursed-clay-fist-ec3.md b/compendium/feats/accursed-clay-fist-ec3.md new file mode 100644 index 000000000..143b08342 --- /dev/null +++ b/compendium/feats/accursed-clay-fist-ec3.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec3 +- trait/archetype +- trait/curse +aliases: ["Accursed Clay Fist"] +--- +# Accursed Clay Fist *Feat 10* +[archetype](rules/traits/archetype.md) [curse](rules/traits/curse.md) + +- **Prerequisites**: [Golem Grafter Dedication](compendium/feats/golem-grafter-dedication-ec3.md), expert in unarmed attacks + +You have replaced one of your forearms with one made of clay and infused with cursed arcane magic. When you make an unarmed [Strike](rules/actions/strike.md) with your clay fist and hit, your target takes a –2 status penalty to saving throws against [curse](rules/traits/curse.md) effects for 1 hour. + +**Special.** The damage die for your clay fist is `1d8`, and it loses the [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) traits of a typical fist. + +*Source: Extinction Curse #3: Life's Long Shadows p. 74* +%% #compendium/src/pf2e/ec3 #trait/archetype #trait/curse %% \ No newline at end of file diff --git a/compendium/feats/accursed-magic-da.md b/compendium/feats/accursed-magic-da.md new file mode 100644 index 000000000..8734c018f --- /dev/null +++ b/compendium/feats/accursed-magic-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Accursed Magic"] +--- +# Accursed Magic *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) + +When the curse within you spills out, you can lay curses on others and claim them for yourself with ease. You can cast [claim curse](compendium/spells/claim-curse-som.md) (Secrets of Magic 95). At 10th level, you can also cast [seal fate](compendium/spells/seal-fate-apg.md) (Advanced Player's Guide 224), and at 12th level, you can also cast [inevitable disaster](compendium/spells/inevitable-disaster-som.md) (Secrets of Magic 111). You can cast these spells once per day as occult innate spells, but only while within your curse maelstrom state. + +If you couldn't already cast occult spells, these spells use Wisdom as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells. + +*Source: Dark Archive p. 169* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/accursed-touch-botd.md b/compendium/feats/accursed-touch-botd.md new file mode 100644 index 000000000..9482c3de3 --- /dev/null +++ b/compendium/feats/accursed-touch-botd.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Accursed Touch"] +--- +# Accursed Touch *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) + +You've learned to harness the supernatural curse that animates you, imbuing your most powerful attacks with a terrible curse. When you critically hit with a fist [Strike](rules/actions/strike.md), negative energy binds to it; this is a [curse](rules/traits/curse.md) and a [disease](rules/traits/disease.md). The creature takes `2d6` [persistent negative damage](rules/conditions.md#Persistent%20Damage). While the creature has this [persistent damage](rules/conditions.md#Persistent%20Damage), it's also [stupefied](rules/conditions.md#Stupefied). The [persistent damage](rules/conditions.md#Persistent%20Damage) increases to `3d6` at 14th level and `4d6` at 20th level. This is a critical specialization effect. + +## Accursed Touch leads to... + +[Channel Rot](compendium/feats/channel-rot-botd.md) + +## Summary + +*Source: Book of the Dead p. 52* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/achaekeks-grip-lol.md b/compendium/feats/achaekeks-grip-lol.md new file mode 100644 index 000000000..7546389c9 --- /dev/null +++ b/compendium/feats/achaekeks-grip-lol.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lol +- trait/archetype +- trait/rare +aliases: ["Achaekek's Grip"] +--- +# Achaekek's Grip *Feat 8* +[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: [Basic Red Mantis Magic](compendium/feats/basic-red-mantis-magic-lowg.md) + +You sense if a creature you have slain in the last year has been restored to life, as long as you and that creature are on the same plane. You also gain the [Achaekek's clutch](compendium/spells/achaekeks-clutch-lol.md) focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](rules/actions/refocus.md) by praying to [Achaekek](compendium/setting/deities/achaekek-logm.md) or researching your assigned kill. + +## Achaekek's Grip leads to... + +[Vernai Training](compendium/feats/vernai-training-lol.md) + +## Summary + +*Source: Lost Omens: Legends p. 58* +%% #compendium/src/pf2e/lol #trait/archetype #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/acquired-tolerance-apg.md b/compendium/feats/acquired-tolerance-apg.md new file mode 100644 index 000000000..6e576308f --- /dev/null +++ b/compendium/feats/acquired-tolerance-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/fortune +aliases: ["Acquired Tolerance"] +--- +# Acquired Tolerance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) [fortune](rules/traits/fortune.md) + +- **Prerequisites**: [Poisoner Dedication](compendium/feats/poisoner-dedication-apg.md) +- **Trigger** You fail a save against a poison. +- **Activity** Reaction + +A small amount of poison, taken at nonlethal doses, can help the body build up a resistance against a more deadly dosage. Reroll the triggering check and use the second result. Once you use Acquired Tolerance, you can continue to use it against the same type of poison that day, but you can't use it against a different type of poison until after you make your next daily preparations. For instance, if you used the reaction on a save against giant scorpion venom, you could use it again against giant scorpion venom even if it came from a different source, but you couldn't use it against nettleweed residue, lich dust, or another poison. + +*Source: Advanced Player's Guide p. 186* +%% #compendium/src/pf2e/apg #trait/archetype #trait/fortune %% \ No newline at end of file diff --git a/compendium/feats/acrobat-dedication-apg.md b/compendium/feats/acrobat-dedication-apg.md new file mode 100644 index 000000000..802c39730 --- /dev/null +++ b/compendium/feats/acrobat-dedication-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Acrobat Dedication"] +--- +# Acrobat Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Acrobatics](compendium/skills.md#Acrobatics) + +You become an expert in [Acrobatics](compendium/skills.md#Acrobatics). At 7th level, you become a master in [Acrobatics](compendium/skills.md#Acrobatics), and at 15th level, you become legendary in [Acrobatics](compendium/skills.md#Acrobatics). Whenever you critically succeed at an [Acrobatics](compendium/skills.md#Acrobatics) check to [Tumble Through](rules/actions/tumble-through.md) an enemy's space, you don't treat the enemy's space as difficult terrain. + +**Special.** You can't select another dedication feat until you have gained two other feats from the acrobat archetype. + +## Acrobat Dedication leads to... + +[Contortionist](compendium/feats/contortionist-apg.md), [Dodge Away](compendium/feats/dodge-away-apg.md), [Graceful Leaper](compendium/feats/graceful-leaper-apg.md), [Tumbling Opportunist](compendium/feats/tumbling-opportunist-apg.md), [Tumbling Strike](compendium/feats/tumbling-strike-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 155* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/acrobatic-performer-apg.md b/compendium/feats/acrobatic-performer-apg.md new file mode 100644 index 000000000..e041e4fdf --- /dev/null +++ b/compendium/feats/acrobatic-performer-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Acrobatic Performer"] +--- +# Acrobatic Performer *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Acrobatics](compendium/skills.md#Acrobatics) + +You're an incredible acrobat, evoking wonder and enrapturing audiences with your prowess. It's almost a performance! You can roll an [Acrobatics](compendium/skills.md#Acrobatics) check instead of a [Performance](compendium/skills.md#Performance) check when using the [Perform](rules/actions/perform.md) action. + +*Source: Advanced Player's Guide p. 202* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/acute-scent.md b/compendium/feats/acute-scent.md index 2cd6ab086..da6072446 100644 --- a/compendium/feats/acute-scent.md +++ b/compendium/feats/acute-scent.md @@ -15,7 +15,7 @@ When you [Rage](rules/actions/rage.md), your sense of smell improves. You gain i ## Acute Scent leads to... -Instinctive Strike, Nocturnal Sense, Supernatural Senses +[Instinctive Strike](compendium/feats/instinctive-strike-apg.md), [Nocturnal Sense](compendium/feats/nocturnal-sense-apg.md), [Supernatural Senses](compendium/feats/supernatural-senses-apg.md) ## Summary diff --git a/compendium/feats/acute-vision.md b/compendium/feats/acute-vision.md index a1f4a7783..0b8aef760 100644 --- a/compendium/feats/acute-vision.md +++ b/compendium/feats/acute-vision.md @@ -14,7 +14,7 @@ When you are raging, your visual senses improve, granting you [darkvision](rules ## Acute Vision leads to... -[Acute Scent](compendium/feats/acute-scent.md), Instinctive Strike, Nocturnal Sense, Supernatural Senses +[Acute Scent](compendium/feats/acute-scent.md), [Instinctive Strike](compendium/feats/instinctive-strike-apg.md), [Nocturnal Sense](compendium/feats/nocturnal-sense-apg.md), [Supernatural Senses](compendium/feats/supernatural-senses-apg.md) ## Summary diff --git a/compendium/feats/adaptive-mask-familiar-locg.md b/compendium/feats/adaptive-mask-familiar-locg.md new file mode 100644 index 000000000..6a2572a17 --- /dev/null +++ b/compendium/feats/adaptive-mask-familiar-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Adaptive Mask Familiar"] +--- +# Adaptive Mask Familiar *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Mask Familiar](compendium/feats/mask-familiar-locg.md) + +Your mask familiar adapts quickly to material form, allowing it to gain more familiar and master abilities. You select four master and familiar abilities each day instead of two. + +*Source: Lost Omens: Character Guide p. 101* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/additional-companion-apg.md b/compendium/feats/additional-companion-apg.md new file mode 100644 index 000000000..78eb9611f --- /dev/null +++ b/compendium/feats/additional-companion-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Additional Companion"] +--- +# Additional Companion *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) + +Another animal joins you in your travels. It is a young animal companion that has the [minion](rules/traits/minion.md) trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works. + +**Special.** You can select this feat more than once, gaining an additional animal companion each time, to a maximum of four total companions (including the one you gained from Beastmaster Dedication and possibly one you gained from sources other than the beastmaster archetype). + +*Source: Advanced Player's Guide p. 160* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/additional-recollection-apg.md b/compendium/feats/additional-recollection-apg.md new file mode 100644 index 000000000..d4e9b0ba2 --- /dev/null +++ b/compendium/feats/additional-recollection-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ranger +aliases: ["Additional Recollection"] +--- +# Additional Recollection [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* +[ranger](rules/traits/ranger.md) + +- **Trigger** You succeed or critically succeed at a check to [Recall Knowledge](rules/actions/recall-knowledge.md) on your hunted prey. +- **Activity** Free Action + +You scan the battlefield quickly, remembering critical details about multiple opponents you face. You immediately attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md) about a different creature you can perceive. + +*Source: Advanced Player's Guide p. 132* +%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/additional-shadow-magic-apg.md b/compendium/feats/additional-shadow-magic-apg.md new file mode 100644 index 000000000..7e7b92991 --- /dev/null +++ b/compendium/feats/additional-shadow-magic-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Additional Shadow Magic"] +--- +# Additional Shadow Magic *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Shadow Magic](compendium/feats/shadow-magic-apg.md) + +Choose an additional shadowdancer focus spell you haven't already selected from [Shadow Magic](compendium/feats/shadow-magic-apg.md). Increase the number of Focus Points in your pool by 1. + +*Source: Advanced Player's Guide p. 192* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/adhyabhau-loag.md b/compendium/feats/adhyabhau-loag.md new file mode 100644 index 000000000..de0b1ea7e --- /dev/null +++ b/compendium/feats/adhyabhau-loag.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/dhampir +- trait/lineage +aliases: ["Adhyabhau"] +--- +# Adhyabhau *Feat 1* +[dhampir](rules/traits/dhampir-b1.md) [lineage](rules/traits/lineage-apg.md) + + +You descend from the rare psychic vampires known as vetalaranas. Your forebear gained sustenance from the mental and emotional energy of living creatures, which manifests in you as powerful resistance to such effects. You gain a +1 circumstance bonus to Will saves against effects with the [emotion](rules/traits/emotion.md) trait, and when you roll a success on a saving throw against such an effect, you get a critical success instead. + +## Adhyabhau leads to... + +[Feed On Pain](compendium/feats/feed-on-pain-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 26* +%% #compendium/src/pf2e/loag #trait/dhampir #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/adrenaline-rush-apg.md b/compendium/feats/adrenaline-rush-apg.md new file mode 100644 index 000000000..81544aea1 --- /dev/null +++ b/compendium/feats/adrenaline-rush-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +- trait/rage +aliases: ["Adrenaline Rush"] +--- +# Adrenaline Rush *Feat 1* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + + +In the heat of battle, you are capable of amazing feats of strength. While you are [raging](rules/actions/rage.md), increase your [encumbered](rules/conditions.md#Encumbered) and maximum Bulk limits by 2; you also gain a +1 status bonus to [Athletics](compendium/skills.md#Athletics) checks to lift heavy objects, [Escape](rules/actions/escape.md), and [Force Open](rules/actions/force-open.md). + +*Source: Advanced Player's Guide p. 108* +%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/adroit-manipulation-locg.md b/compendium/feats/adroit-manipulation-locg.md new file mode 100644 index 000000000..d90ee79cb --- /dev/null +++ b/compendium/feats/adroit-manipulation-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/halfling +- trait/uncommon +aliases: ["Adroit Manipulation"] +--- +# Adroit Manipulation *Feat 1* +[halfling](rules/traits/halfling.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Mihrini ethnicity + +You've fiddled with knots, locks, and blacksmith's puzzles since you were a child to give your hands something to do. You gain the trained proficiency rank in [Thievery](compendium/skills.md#Thievery) (or another skill of your choice, if you're already trained in [Thievery](compendium/skills.md#Thievery)). If you roll a success on a [Thievery](compendium/skills.md#Thievery) check to [Pick a Lock](rules/actions/pick-a-lock.md), you get a critical success instead. + +*Source: Lost Omens: Character Guide p. 44* +%% #compendium/src/pf2e/locg #trait/halfling #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/advanced-bow-training-apg.md b/compendium/feats/advanced-bow-training-apg.md new file mode 100644 index 000000000..21d7ff850 --- /dev/null +++ b/compendium/feats/advanced-bow-training-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Advanced Bow Training"] +--- +# Advanced Bow Training *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Archer Dedication](compendium/feats/archer-dedication-apg.md) + +Through constant practice and the crucible of experience, you increase your skill with advanced bows. You gain proficiency with all advanced bows as if they were martial weapons in the bow weapon group. + +*Source: Advanced Player's Guide p. 157* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/advanced-deduction-apg.md b/compendium/feats/advanced-deduction-apg.md new file mode 100644 index 000000000..4fd5df003 --- /dev/null +++ b/compendium/feats/advanced-deduction-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Advanced Deduction"] +--- +# Advanced Deduction *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Deduction](compendium/feats/basic-deduction-apg.md) + +You gain one investigator feat. For the purpose of meeting its prerequisites, your investigator level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another investigator feat. + +*Source: Advanced Player's Guide p. 151* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/advanced-elemental-spell-som.md b/compendium/feats/advanced-elemental-spell-som.md new file mode 100644 index 000000000..8d7583f45 --- /dev/null +++ b/compendium/feats/advanced-elemental-spell-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/druid +aliases: ["Advanced Elemental Spell"] +--- +# Advanced Elemental Spell *Feat 6* +[druid](rules/traits/druid.md) + +- **Prerequisites**: flame order, stone order, storm order, or wave order + +Your connection to one of the great elemental aspects of nature deepens, allowing you further control over its powers. You gain the advanced order spell associated with your order: if you're a member of the flame order, you gain [combustion](compendium/spells/combustion-som.md); if you're a member of the stone order, you gain [stone lance](compendium/spells/stone-lance-som.md); if you're a member of the storm order, you gain [powerful inhalation](compendium/spells/powerful-inhalation-som.md); if you're a member of the wave order, you gain [pulverizing cascade](compendium/spells/pulverizing-cascade-som.md). Increase the number of Focus Points in your focus pool by 1. + +*Source: Secrets of Magic p. 199* +%% #compendium/src/pf2e/som #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/advanced-first-aid-apg.md b/compendium/feats/advanced-first-aid-apg.md new file mode 100644 index 000000000..0fb3bd669 --- /dev/null +++ b/compendium/feats/advanced-first-aid-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/healing +- trait/manipulate +- trait/skill +aliases: ["Advanced First Aid"] +--- +# Advanced First Aid *Feat 7* +[general](rules/traits/general.md) [healing](rules/traits/healing.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Medicine](compendium/skills.md#Medicine) + +You use your medical training to ameliorate sickness or assuage fears. When you use [Medicine](compendium/skills.md#Medicine) to [Administer First Aid](rules/actions/administer-first-aid.md), instead of Stabilizing a character or Stopping Bleeding, you can reduce an ally's [frightened](rules/conditions.md#Frightened) or [sickened](rules/conditions.md#Sickened) condition by 2, or remove either of those conditions entirely on a critical success. You can remove only one condition at a time. The DC for the [Medicine](compendium/skills.md#Medicine) check is usually the DC of the effect that caused the condition. + +*Source: Advanced Player's Guide p. 202* +%% #compendium/src/pf2e/apg #trait/general #trait/healing #trait/manipulate #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/advanced-flair-apg.md b/compendium/feats/advanced-flair-apg.md new file mode 100644 index 000000000..c19f0d124 --- /dev/null +++ b/compendium/feats/advanced-flair-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Advanced Flair"] +--- +# Advanced Flair *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Flair](compendium/feats/basic-flair-apg.md) + +You gain one swashbuckler feat. For the purpose of meeting its prerequisites, your swashbuckler level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another swashbuckler feat. + +*Source: Advanced Player's Guide p. 153* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/advanced-general-training-apg.md b/compendium/feats/advanced-general-training-apg.md new file mode 100644 index 000000000..c194e50cf --- /dev/null +++ b/compendium/feats/advanced-general-training-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/human +aliases: ["Advanced General Training"] +--- +# Advanced General Training *Feat 13* +[human](rules/traits/human.md) + + +Over the course of adventuring, your adaptability has let you pick up numerous useful abilities. You gain a general feat of 7th level or lower. You must meet the feat's prerequisites. + +**Special.** You can select this feat multiple times, choosing a different feat each time. + +*Source: Advanced Player's Guide p. 47* +%% #compendium/src/pf2e/apg #trait/human %% \ No newline at end of file diff --git a/compendium/feats/advanced-hallowed-spell-botd.md b/compendium/feats/advanced-hallowed-spell-botd.md new file mode 100644 index 000000000..f11280f86 --- /dev/null +++ b/compendium/feats/advanced-hallowed-spell-botd.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Advanced Hallowed Spell"] +--- +# Advanced Hallowed Spell *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md), necromancer initial school spell or death initial domain spell + +You dig deeper into the magical tools found in wizard schools and divine domains. You gain an advanced focus spell, either the necromancer advanced school spell [life siphon](compendium/spells/life-siphon.md) or the advanced domain spell of the death domain, [eradicate undeath](compendium/spells/eradicate-undeath.md). Increase the number of Focus Points in your focus pool by 1. If you choose life siphon, it triggers when you expend spell slots from your class even if they aren't wizard spell slots. + +**Special.** You can select this feat a second time, choosing the other advanced focus spell. + +*Source: Book of the Dead p. 25* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/advanced-martial-magic-som.md b/compendium/feats/advanced-martial-magic-som.md new file mode 100644 index 000000000..fabcd12b6 --- /dev/null +++ b/compendium/feats/advanced-martial-magic-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Advanced Martial Magic"] +--- +# Advanced Martial Magic *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Martial Magic](compendium/feats/basic-martial-magic-som.md) + +You gain one magus feat. For the purpose of meeting its prerequisites, your magus level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another magus feat. + +*Source: Secrets of Magic p. 75* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/advanced-mysteries-apg.md b/compendium/feats/advanced-mysteries-apg.md new file mode 100644 index 000000000..c4d0e578a --- /dev/null +++ b/compendium/feats/advanced-mysteries-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Advanced Mysteries"] +--- +# Advanced Mysteries *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Mysteries](compendium/feats/basic-mysteries-apg.md) + +You gain one oracle feat. For meeting its prerequisites, your oracle level is equal to half your level. + +**Special.** You can select this feat more than once. Each time, you gain another oracle feat. + +*Source: Advanced Player's Guide p. 152* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/advanced-order-training-locg.md b/compendium/feats/advanced-order-training-locg.md new file mode 100644 index 000000000..222e58b88 --- /dev/null +++ b/compendium/feats/advanced-order-training-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/uncommon +aliases: ["Advanced Order Training"] +--- +# Advanced Order Training *Feat 12* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md); [Hellknight Dedication](compendium/feats/hellknight-dedication-locg.md) or [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md) + +You gain the greater order benefit for the Hellknight order to which you belong. + +*Source: Lost Omens: Character Guide p. 81* +%% #compendium/src/pf2e/locg #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/advanced-reanimated-companion-ooa3.md b/compendium/feats/advanced-reanimated-companion-ooa3.md new file mode 100644 index 000000000..5c06525d9 --- /dev/null +++ b/compendium/feats/advanced-reanimated-companion-ooa3.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ooa3 +- trait/archetype +aliases: ["Advanced Reanimated Companion"] +--- +# Advanced Reanimated Companion *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md) + +Your corpselike construct companion becomes much more powerful and can act with limited autonomy to follow your greater directives. It becomes an advanced construct companion. During an encounter, even if you don't use the Command an Animal action, your construct companion can still use 1 action on your turn that round to [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md). + +## Advanced Reanimated Companion leads to... + +[Incredible Reanimated Companion](compendium/feats/incredible-reanimated-companion-ooa3.md), [Paragon Reanimated Companion](compendium/feats/paragon-reanimated-companion-ooa3.md) + +## Summary + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 78* +%% #compendium/src/pf2e/ooa3 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/advanced-red-mantis-magic-lowg.md b/compendium/feats/advanced-red-mantis-magic-lowg.md new file mode 100644 index 000000000..0470a5bf6 --- /dev/null +++ b/compendium/feats/advanced-red-mantis-magic-lowg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Advanced Red Mantis Magic"] +--- +# Advanced Red Mantis Magic *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Red Mantis Magic](compendium/feats/basic-red-mantis-magic-lowg.md) + +Your Red Mantis magical training has improved. Add two 2nd-level spells to your Red Mantis assassin spellbook. You gain a 2nd-level spell slot that you can use to prepare a spell from your Red Mantis assassin spellbook. + +At 8th level, add two 3rd-level spells to your Red Mantis assassin spellbook. You gain a 3rd-level spell slot that you can use to prepare a spell from your Red Mantis assassin spellbook. + +At 10th level, add two 4th-level spells to your Red Mantis assassin spellbook. You gain a 4th-level spell slot that you can use to prepare a spell from your Red Mantis assassin spellbook. + +## Advanced Red Mantis Magic leads to... + +[Vernai Training](compendium/feats/vernai-training-lol.md) + +## Summary + +*Source: Lost Omens: World Guide p. 71* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/advanced-revelation-apg.md b/compendium/feats/advanced-revelation-apg.md new file mode 100644 index 000000000..51ebe6aed --- /dev/null +++ b/compendium/feats/advanced-revelation-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/oracle +aliases: ["Advanced Revelation"] +--- +# Advanced Revelation *Feat 6* +[oracle](rules/traits/oracle-apg.md) + +- **Prerequisites**: initial revelation spell + +You learn an advanced revelation spell associated with your mystery. Increase the number of Focus Points in your focus pool by 1. + +## Advanced Revelation leads to... + +[Diverse Mystery](compendium/feats/diverse-mystery-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 79* +%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/advanced-runic-mind-smithing-da.md b/compendium/feats/advanced-runic-mind-smithing-da.md new file mode 100644 index 000000000..892413394 --- /dev/null +++ b/compendium/feats/advanced-runic-mind-smithing-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Advanced Runic Mind-Smithing"] +--- +# Advanced Runic Mind-Smithing *Feat 16* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Runic Mind Smithing](compendium/feats/runic-mind-smithing-da.md) + +Your mind can hold onto more complicated patterns than ever before. You can etch the greater forms of any runes on the list from the Runic Mind Smithing feat and add them to the list of options you can choose during your daily preparations, as well as the anarchic, axiomatic, holy, or unholy runes. + +In addition, once per day, you can spend 10 minutes of uninterrupted focus to swap your daily prepared rune from Runic Mind Smithing to another rune from the same list. Once this swap is made, that second rune remains on the weapon until your next daily preparations. + +*Source: Dark Archive p. 205* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/advanced-seeker-of-truths-av2.md b/compendium/feats/advanced-seeker-of-truths-av2.md new file mode 100644 index 000000000..2fc47a6e7 --- /dev/null +++ b/compendium/feats/advanced-seeker-of-truths-av2.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/av2 +- trait/archetype +aliases: ["Advanced Seeker Of Truths"] +--- +# Advanced Seeker Of Truths *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md), [Seeker of Truths](compendium/feats/seeker-of-truths-av2.md) + +You have unlocked deeper secrets to uncovering and hoarding lore. You gain an advanced domain spell from one domain you selected with Seeker of Truths. Increase the number of Focus Points in your focus pool by 1. + +**Special.** You can take this feat up to three times, each time selecting a different advanced domain spell from a domain you selected with Seeker of Truths. + +*Source: Abomination Vaults #2: Hands of the Devil p. 77* +%% #compendium/src/pf2e/av2 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/advanced-synergy-som.md b/compendium/feats/advanced-synergy-som.md new file mode 100644 index 000000000..b050f4fa4 --- /dev/null +++ b/compendium/feats/advanced-synergy-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Advanced Synergy"] +--- +# Advanced Synergy *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Synergy](compendium/feats/basic-synergy-som.md) + +You gain one summoner feat. For the purpose of meeting its prerequisites, your summoner level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another summoner feat. + +## Advanced Synergy leads to... + +[Signature Synergy](compendium/feats/signature-synergy-som.md) + +## Summary + +*Source: Secrets of Magic p. 77* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/advanced-targeting-system-loag.md b/compendium/feats/advanced-targeting-system-loag.md new file mode 100644 index 000000000..92d3872a5 --- /dev/null +++ b/compendium/feats/advanced-targeting-system-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/android +aliases: ["Advanced Targeting System"] +--- +# Advanced Targeting System *Feat 5* +[android](rules/traits/android-loag.md) + + +Your ocular processors are augmented with advanced targeting systems, which allow you to more easily pinpoint your enemy and read their movements. You can cast [true strike](compendium/spells/true-strike.md) once per day as a 1st-level arcane innate spell. + +*Source: Lost Omens: Ancestry Guide p. 73* +%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/compendium/feats/advanced-thaumaturgy-da.md b/compendium/feats/advanced-thaumaturgy-da.md new file mode 100644 index 000000000..8718eee29 --- /dev/null +++ b/compendium/feats/advanced-thaumaturgy-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Advanced Thaumaturgy"] +--- +# Advanced Thaumaturgy *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Thaumaturgy](compendium/feats/basic-thaumaturgy-da.md) + +You gain one thaumaturge feat. For the purpose of meeting its prerequisites, your thaumaturge level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another thaumaturge feat. + +*Source: Dark Archive p. 49* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/advanced-thoughtform-da.md b/compendium/feats/advanced-thoughtform-da.md new file mode 100644 index 000000000..151a8c068 --- /dev/null +++ b/compendium/feats/advanced-thoughtform-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Advanced Thoughtform"] +--- +# Advanced Thoughtform *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Thoughtform](compendium/feats/basic-thoughtform-da.md) + +You gain one psychic feat. For the purpose of meeting its prerequisites, your psychic level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another psychic feat. + +*Source: Dark Archive p. 48* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/advanced-weaponry-som.md b/compendium/feats/advanced-weaponry-som.md new file mode 100644 index 000000000..7c099b5b9 --- /dev/null +++ b/compendium/feats/advanced-weaponry-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Advanced Weaponry"] +--- +# Advanced Weaponry *Feat 1* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + + +Your eidolon's attack evolves. Choose one of your eidolon's starting melee unarmed attacks. It gains one of the following traits, chosen when you gain the feat: [disarm](rules/traits/disarm.md), [grapple](rules/traits/grapple.md), [nonlethal](rules/traits/nonlethal.md), [shove](rules/traits/shove.md), [trip](rules/traits/trip.md), or [versatile](rules/traits/versatile.md) bludgeoning, piercing, or slashing. + +*Source: Secrets of Magic p. 67* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/advanced-witchcraft-apg.md b/compendium/feats/advanced-witchcraft-apg.md new file mode 100644 index 000000000..659905926 --- /dev/null +++ b/compendium/feats/advanced-witchcraft-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Advanced Witchcraft"] +--- +# Advanced Witchcraft *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Witchcraft](compendium/feats/basic-witchcraft-apg.md) + +You gain one witch feat. For the purpose of meeting its prerequisites, your witch level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another witch feat. + +*Source: Advanced Player's Guide p. 154* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/aegis-of-arnisant-locg.md b/compendium/feats/aegis-of-arnisant-locg.md new file mode 100644 index 000000000..772ac35ea --- /dev/null +++ b/compendium/feats/aegis-of-arnisant-locg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Aegis Of Arnisant"] +--- +# Aegis Of Arnisant [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md), [Shield Block](compendium/feats/shield-block.md), master in [Religion](compendium/skills.md#Religion) +- **Requirements**: You are wielding a shield. +- **Activity** Two-Action + +Inspired by the tale of Arnisant, you transform your shield into a magic ward. Until the beginning of your next turn, you gain the following reaction: + +```ad-embed-ability +title: Absorb into the Aegis [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[manipulate](rules/traits/manipulate.md) + +- **Trigger**: An enemy casts a spell that targets you or an ally within 15 feet of you. + +**Effect** You interpose your shield's ward against the spell. Attempt a counteract check, using your [Religion](compendium/skills.md#Religion) modifier as your counteract modifier. On a success, the spell is counteracted and your shield takes damage equal to four times the spell level as it absorbs and disperses the magical energy. On a failure, the shield takes damage equal to twice the spell's level. +%% #trait/manipulate %% +``` + +*Source: Lost Omens: Character Guide p. 94* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/aeon-resonance-som.md b/compendium/feats/aeon-resonance-som.md new file mode 100644 index 000000000..a63e3f819 --- /dev/null +++ b/compendium/feats/aeon-resonance-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Aeon Resonance"] +--- +# Aeon Resonance *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Embed Aeon Stone](compendium/feats/embed-aeon-stone-som.md) + +You gain the resonant power of one embedded aeon stone as if it were placed in a wayfinder. While you can embed multiple aeon stones in your flesh, you can gain the resonance power from only one embedded stone at a time, selected each day when you make your daily preparations. + +**Special.** At 8th level, you can take this feat again. If you do, you gain the resonance powers of up to four invested aeon stones instead of only one. + +*Source: Secrets of Magic p. 240* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/aerial-piledriver-lotgb.md b/compendium/feats/aerial-piledriver-lotgb.md new file mode 100644 index 000000000..7d025d284 --- /dev/null +++ b/compendium/feats/aerial-piledriver-lotgb.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +- trait/attack +aliases: ["Aerial Piledriver"] +--- +# Aerial Piledriver [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) + +- **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) +- **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). +- **Activity** Two-Action + +Heaving both yourself and your opponent into the air, you bring them crashing to the ground. Make an unarmed melee [Strike](rules/actions/strike.md) against the creature you have [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). + +This [Strike](rules/actions/strike.md) deals `1d6` additional damage per weapon damage die, and it has the following additional effects on a success, failure, and critical failure. + +> [!success-degree] +> - **Success** The target lands [prone](rules/conditions.md#Prone). +> - **Failure** You lose your grip on the target, and it is no longer [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) by you. +> - **Critical Failure** You lose both your grip on the target and your balance. You fall [prone](rules/conditions.md#Prone), and the target is no longer [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) by you. + +*Source: Lost Omens: The Grand Bazaar p. 127* +%% #compendium/src/pf2e/lotgb #trait/archetype #trait/attack %% \ No newline at end of file diff --git a/compendium/feats/aerobatics-mastery-apg.md b/compendium/feats/aerobatics-mastery-apg.md new file mode 100644 index 000000000..2971ad2f9 --- /dev/null +++ b/compendium/feats/aerobatics-mastery-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Aerobatics Mastery"] +--- +# Aerobatics Mastery *Feat 7* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Acrobatics](compendium/skills.md#Acrobatics) + +You move with grace in flight and can perform amazing aerial stunts. You gain a +2 circumstance bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks to [Maneuver in Flight](rules/actions/maneuver-in-flight.md) and can combine two maneuvers into a single action, such as reversing direction while making a steep ascent or descent or hovering in gale-force winds. The DC of the [Acrobatics](compendium/skills.md#Acrobatics) check is equal to the DC of the most difficult maneuver + 5. If you're legendary in [Acrobatics](compendium/skills.md#Acrobatics), you can combine three such maneuvers into a single action; the DC of the [Acrobatics](compendium/skills.md#Acrobatics) check is equal to the DC of the most difficult maneuver + 10. Regardless of the combination, these maneuvers rarely allow you to move farther than your fly Speed. + +*Source: Advanced Player's Guide p. 202* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/after-you-apg.md b/compendium/feats/after-you-apg.md new file mode 100644 index 000000000..6124b7945 --- /dev/null +++ b/compendium/feats/after-you-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["After You"] +--- +# After You [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 2* +[swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Trigger** You're about to roll initiative. +- **Activity** Free Action + +You allow your foes to make the first move in a show of incredible confidence. You don't roll initiative; instead you voluntarily go last. You gain Panache|Swashbuckler|APG|1. If more than one character uses this ability or another ability to go last, use the normal rules for resolving a tie: NPCs and monsters act before PCs, and within those groups, the creatures can choose whichever order they want. + +*Source: Advanced Player's Guide p. 88* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/agathion-magic-loag.md b/compendium/feats/agathion-magic-loag.md new file mode 100644 index 000000000..6e87c240f --- /dev/null +++ b/compendium/feats/agathion-magic-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aasimar +aliases: ["Agathion Magic"] +--- +# Agathion Magic *Feat 9* +[aasimar](rules/traits/aasimar-apg.md) + +- **Prerequisites**: [Idyllkin](compendium/feats/idyllkin-loag.md) + +The harmonious magic of Nirvana flows through you. You can cast [animal form](compendium/spells/animal-form.md) and [calm emotions](compendium/spells/calm-emotions.md) each once per day as 2nd-level divine innate spells. + +*Source: Lost Omens: Ancestry Guide p. 11* +%% #compendium/src/pf2e/loag #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/ageless-spirit-loag.md b/compendium/feats/ageless-spirit-loag.md new file mode 100644 index 000000000..d4150b441 --- /dev/null +++ b/compendium/feats/ageless-spirit-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/leshy +aliases: ["Ageless Spirit"] +--- +# Ageless Spirit *Feat 1* +[leshy](rules/traits/leshy-b1.md) + + +You remember more about your previous incarnations than most leshys. During your daily preparations, you can meditate upon fragmentary memories of your past lives to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat. + +*Source: Lost Omens: Ancestry Guide p. 43* +%% #compendium/src/pf2e/loag #trait/leshy %% \ No newline at end of file diff --git a/compendium/feats/aggravating-scratch-apg.md b/compendium/feats/aggravating-scratch-apg.md new file mode 100644 index 000000000..5af6e6bf8 --- /dev/null +++ b/compendium/feats/aggravating-scratch-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/catfolk +- trait/disease +aliases: ["Aggravating Scratch"] +--- +# Aggravating Scratch *Feat 9* +[catfolk](rules/traits/catfolk-b1.md) [disease](rules/traits/disease.md) + +- **Prerequisites**: claw unarmed attack + +Your claws carry an irritant that is harmless to you but can be damaging to others. Your claw [Strikes](rules/actions/strike.md) deal an additional `1d4` [persistent poison damage](rules/conditions.md#Persistent%20Damage) on a critical hit. + +*Source: Advanced Player's Guide p. 10* +%% #compendium/src/pf2e/apg #trait/catfolk #trait/disease %% \ No newline at end of file diff --git a/compendium/feats/agile-hand-lotgb.md b/compendium/feats/agile-hand-lotgb.md new file mode 100644 index 000000000..c2c576bb3 --- /dev/null +++ b/compendium/feats/agile-hand-lotgb.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Agile Hand"] +--- +# Agile Hand *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [mage hand](compendium/spells/mage-hand.md) + +When you cast [mage hand](compendium/spells/mage-hand.md), you can modify its target to be a set of thieves' tools. When you [Cast the Spell](rules/actions/cast-a-spell.md) in this way, the tools move up to 20 feet towards a device or lock. After you [Sustain the Spell](rules/actions/sustain-a-spell.md) on future turns, you can use the tools to attempt [Thievery](compendium/skills.md#Thievery) checks to [Disable a Device](rules/actions/disable-a-device.md) or [Pick a Lock](rules/actions/pick-a-lock.md) within the spell's range, but you take a –2 penalty to your [Thievery](compendium/skills.md#Thievery) check. If you critically fail, the spell ends and you can't use this modification again for 24 hours. + +## Agile Hand leads to... + +[Larcenous Hand](compendium/feats/larcenous-hand-lotgb.md) + +## Summary + +*Source: Lost Omens: The Grand Bazaar p. 122* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/agile-maneuvers-apg.md b/compendium/feats/agile-maneuvers-apg.md new file mode 100644 index 000000000..f297bccf4 --- /dev/null +++ b/compendium/feats/agile-maneuvers-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Agile Maneuvers"] +--- +# Agile Maneuvers *Feat 6* +[swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Prerequisites**: expert in [Athletics](compendium/skills.md#Athletics) + +Your easily maneuver against your foes. Your [Grapple](rules/actions/grapple.md), [Shove](rules/actions/shove.md), and [Trip](rules/actions/trip.md) actions have a lower multiple attack penalty: –4 instead of –5 if they're the second attack on your turn, or –8 instead of –10 if they're the third or subsequent attack on your turn. + +*Source: Advanced Player's Guide p. 90* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/agile-shield-grip-lokl.md b/compendium/feats/agile-shield-grip-lokl.md new file mode 100644 index 000000000..167585e6e --- /dev/null +++ b/compendium/feats/agile-shield-grip-lokl.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/champion +- trait/fighter +- trait/uncommon +aliases: ["Agile Shield Grip"] +--- +# Agile Shield Grip [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[champion](rules/traits/champion.md) [fighter](rules/traits/fighter.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Knights of Lastwall have access to this feat. +- **Requirements**: You are wielding a shield with a [shield boss](compendium/equipment/items/shield-boss.md) or [shield spikes](compendium/equipment/items/shield-spikes.md) in one hand. +- **Activity** Single Action + +You change your grip on the shield, allowing you to combine rapid attacks with your [shield boss](compendium/equipment/items/shield-boss.md) or [shield spikes](compendium/equipment/items/shield-spikes.md) and your main weapon's [Strikes](rules/actions/strike.md) in a series of swift motions. You reduce your [shield boss](compendium/equipment/items/shield-boss.md) and [shield spikes](compendium/equipment/items/shield-spikes.md) weapon damage die to `1d4`. As long as the weapon damage die is `1d4`, your [shield boss](compendium/equipment/items/shield-boss.md) and shield spike [Strikes](rules/actions/strike.md) gain the agile weapon trait. You can use Agile Shield Grip again to switch to a normal grip, returning the damage to the usual amount and removing the [agile](rules/traits/agile.md) trait. + +*Source: Lost Omens: Knights of Lastwall p. 82* +%% #compendium/src/pf2e/lokl #trait/champion #trait/fighter #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/agonizing-rebuke-locg.md b/compendium/feats/agonizing-rebuke-locg.md new file mode 100644 index 000000000..c35c35e9e --- /dev/null +++ b/compendium/feats/agonizing-rebuke-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/hobgoblin +aliases: ["Agonizing Rebuke"] +--- +# Agonizing Rebuke *Feat 5* +[hobgoblin](rules/traits/hobgoblin-locg.md) + + +When you terrorize your enemies, you also cause them painful mental distress. + +When you successfully [Demoralize](rules/actions/demoralize.md) a foe, that foe takes `1d4` mental damage at the start of each of its turns as long as it remains [frightened](rules/conditions.md#Frightened) and continues to engage in combat with you. If you have master proficiency in [Intimidation](compendium/skills.md#Intimidation), the damage increases to `2d4`, and if you have legendary proficiency, the damage increases to `3d4`. + +*Source: Lost Omens: Character Guide p. 50* +%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/compendium/feats/airborne-form-som.md b/compendium/feats/airborne-form-som.md new file mode 100644 index 000000000..6e9f18bc9 --- /dev/null +++ b/compendium/feats/airborne-form-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Airborne Form"] +--- +# Airborne Form *Feat 14* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + +- **Prerequisites**: [Glider Form](compendium/feats/glider-form-som.md) + +Your eidolon can fly. It gains a fly Speed equal to its Speed. + +*Source: Secrets of Magic p. 72* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/airy-step-loag.md b/compendium/feats/airy-step-loag.md new file mode 100644 index 000000000..11a236883 --- /dev/null +++ b/compendium/feats/airy-step-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/sylph +aliases: ["Airy Step"] +--- +# Airy Step [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* +[sylph](rules/traits/sylph-b2.md) + +- **Frequency**: once per day +- **Trigger** A creature targets you with an attack or other targeted effect, and you can see the attacker. +- **Activity** Reaction + +You create a blanket of fog in a 5–foot burst centered on one corner of your space. All creatures within that area are [concealed](rules/conditions.md#Concealed), and all others are [concealed](rules/conditions.md#Concealed) to them. This concealment applies to the triggering effect, and the fog lasts for 1 minute or until dispersed by a strong wind. After resolving the triggering effect, you [Step](rules/actions/step.md). If an effect prevents you from [Stepping](rules/actions/step.md), you attempt to [Escape](rules/actions/escape.md) the effect and [Step](rules/actions/step.md) if you succeed. + +*Source: Lost Omens: Ancestry Guide p. 116* +%% #compendium/src/pf2e/loag #trait/sylph %% \ No newline at end of file diff --git a/compendium/feats/alabaster-eyes-loil.md b/compendium/feats/alabaster-eyes-loil.md new file mode 100644 index 000000000..8d60478b7 --- /dev/null +++ b/compendium/feats/alabaster-eyes-loil.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vishkanya +aliases: ["Alabaster Eyes"] +--- +# Alabaster Eyes *Feat 1* +[vishkanya](rules/traits/vishkanya-loil.md) + + +In place of the normal vishkanyan golden eyes, you were born with especially perceptive snow-white eyes. You gain darkvision. + +**Special.** You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat. + +*Source: Lost Omens: Impossible Lands p. 60* +%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/compendium/feats/alacritous-action-som.md b/compendium/feats/alacritous-action-som.md new file mode 100644 index 000000000..9e889a967 --- /dev/null +++ b/compendium/feats/alacritous-action-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Alacritous Action"] +--- +# Alacritous Action *Feat 2* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + + +Your eidolon moves more quickly. It gains a +10-foot status bonus to its Speed. + +*Source: Secrets of Magic p. 68* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/alchemical-crafting.md b/compendium/feats/alchemical-crafting.md index 8ce6e6a5e..c3a221dca 100644 --- a/compendium/feats/alchemical-crafting.md +++ b/compendium/feats/alchemical-crafting.md @@ -16,7 +16,7 @@ You can use the [Craft](rules/actions/craft.md) activity to create alchemical it ## Alchemical Crafting leads to... -Assassin Dedication, Angel Of Death, Assassinate, Expert Backstabber, Surprise Attack, Angel of Vindication, Eclipsed Vitality +[Assassin Dedication](compendium/feats/assassin-dedication-apg.md), [Angel Of Death](compendium/feats/angel-of-death-apg.md), [Assassinate](compendium/feats/assassinate-apg.md), [Expert Backstabber](compendium/feats/expert-backstabber-apg.md), [Surprise Attack](compendium/feats/surprise-attack-apg.md), [Angel of Vindication](compendium/feats/angel-of-vindication-lokl.md), [Eclipsed Vitality](compendium/feats/eclipsed-vitality-lokl.md) ## Summary diff --git a/compendium/feats/alchemical-discoveries-apg.md b/compendium/feats/alchemical-discoveries-apg.md new file mode 100644 index 000000000..a0144aeb9 --- /dev/null +++ b/compendium/feats/alchemical-discoveries-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Alchemical Discoveries"] +--- +# Alchemical Discoveries *Feat 4* +[investigator](rules/traits/investigator-apg.md) + +- **Prerequisites**: alchemical sciences methodology + +You've devoted extra time in the lab to improve your knowledge of alchemy. You learn the formulas for two alchemical items each time you level up instead of one; these must still be elixirs or tools. The number of versatile vials you can create each day increases by 1 if you're an expert in [Crafting](compendium/skills.md#Crafting), 2 if you're a master, or 3 if you're legendary. + +*Source: Advanced Player's Guide p. 61* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/alchemical-scholar-locg.md b/compendium/feats/alchemical-scholar-locg.md new file mode 100644 index 000000000..be51f6e1c --- /dev/null +++ b/compendium/feats/alchemical-scholar-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/hobgoblin +aliases: ["Alchemical Scholar"] +--- +# Alchemical Scholar *Feat 1* +[hobgoblin](rules/traits/hobgoblin-locg.md) + + +You learn formulas more easily. You gain four common 1st-level alchemical formulas when you take this feat, and each time you gain a level, you gain a common alchemical formula of that level. You still need [Alchemical Crafting](compendium/feats/alchemical-crafting.md) to [Craft](rules/actions/craft.md) alchemical items. + +**Special.** You can take this feat only at 1st level, and you can't retrain into or out of this feat. + +*Source: Lost Omens: Character Guide p. 50* +%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/compendium/feats/aldori-duelist-dedication-lowg.md b/compendium/feats/aldori-duelist-dedication-lowg.md new file mode 100644 index 000000000..8841f0e5b --- /dev/null +++ b/compendium/feats/aldori-duelist-dedication-lowg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Aldori Duelist Dedication"] +--- +# Aldori Duelist Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You are from the [Broken](rules/conditions.md#Broken) Lands region. +- **Prerequisites**: trained in [Aldori dueling swords](compendium/equipment/items/aldori-dueling-sword-lowg.md) + +Your Aldori duelist training teaches you martial techniques and increases your dedication to the Aldori dueling sword. You become trained in your choice of [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) and in [Dueling Lore](compendium/skills.md#Lore); if you were already trained, you become an expert instead. + +Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with [Aldori dueling swords](compendium/equipment/items/aldori-dueling-sword-lowg.md). You gain access to [Aldori dueling swords](compendium/equipment/items/aldori-dueling-sword-lowg.md). + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Aldori duelist archetype. + +## Aldori Duelist Dedication leads to... + +[Aldori Parry](compendium/feats/aldori-parry-lowg.md), [Aldori Riposte](compendium/feats/aldori-riposte-lowg.md), [Duelist's Edge](compendium/feats/duelists-edge-lowg.md), [Saving Slash](compendium/feats/saving-slash-lowg.md), [Unnerving Prowess](compendium/feats/unnerving-prowess-lowg.md) + +## Summary + +*Source: Lost Omens: World Guide p. 35* +%% #compendium/src/pf2e/lowg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/aldori-parry-lowg.md b/compendium/feats/aldori-parry-lowg.md new file mode 100644 index 000000000..8f031bc26 --- /dev/null +++ b/compendium/feats/aldori-parry-lowg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Aldori Parry"] +--- +# Aldori Parry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Aldori Duelist Dedication](compendium/feats/aldori-duelist-dedication-lowg.md) +- **Requirements**: You are wielding only an Aldori dueling sword and have your other hand or hands free. +- **Activity** Single Action + +You can parry attacks against you with your Aldori dueling sword. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirement. + +## Aldori Parry leads to... + +[Aldori Riposte](compendium/feats/aldori-riposte-lowg.md) + +## Summary + +*Source: Lost Omens: World Guide p. 35* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/aldori-riposte-lowg.md b/compendium/feats/aldori-riposte-lowg.md new file mode 100644 index 000000000..acecb17f9 --- /dev/null +++ b/compendium/feats/aldori-riposte-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Aldori Riposte"] +--- +# Aldori Riposte [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Aldori Parry](compendium/feats/aldori-parry-lowg.md) +- **Trigger** An opponent within your reach critically fails a [Strike](rules/actions/strike.md) against you. +- **Requirements**: You are benefiting from Aldori Parry. +- **Activity** Varies ([R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")]) + +You riposte with your Aldori dueling sword when your enemy leaves an opening. Make a melee [Strike](rules/actions/strike.md) or use a [Disarm](rules/actions/disarm.md) action against the triggering opponent using your Aldori dueling sword. + +*Source: Lost Omens: World Guide p. 35* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/alghollthu-bound-aaws.md b/compendium/feats/alghollthu-bound-aaws.md new file mode 100644 index 000000000..02c1a5d08 --- /dev/null +++ b/compendium/feats/alghollthu-bound-aaws.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aaws +- trait/azarketi +aliases: ["Alghollthu Bound"] +--- +# Alghollthu Bound *Feat 1* +[azarketi](rules/traits/azarketi-loag.md) + + +Although you may not even be aware, the alghollthus your ancestors once served maintain a stranglehold on the deepest, tethered parts of your mind. You receive a +2 circumstance bonus to Will saves against [mental](rules/traits/mental.md) effects that would make you [controlled](rules/conditions.md#Controlled), and if you roll a success against such an effect, you get a critical success instead. However, you gain none of these benefits against effects originating from alghollthus and instead take a –2 circumstance penalty against [mental](rules/traits/mental.md) effects from alghollthus. + +*Source: Azarketi Ancestry Web Supplement p. 4* +%% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/align-ki-apg.md b/compendium/feats/align-ki-apg.md new file mode 100644 index 000000000..cdba28280 --- /dev/null +++ b/compendium/feats/align-ki-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/monk +aliases: ["Align Ki"] +--- +# Align Ki [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[monk](rules/traits/monk.md) + +- **Prerequisites**: ki spells +- **Frequency**: once per hour +- **Trigger** You [Cast a Spell](rules/actions/cast-a-spell.md) that has the [monk](rules/traits/monk.md) trait. +- **Activity** Reaction + +The power of your ki soothes your wounds and energizes you for battle. You regain Hit Points equal to your level plus your Wisdom modifier. + +*Source: Advanced Player's Guide p. 129* +%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/alkenstar-agent-dedication-ooa1.md b/compendium/feats/alkenstar-agent-dedication-ooa1.md new file mode 100644 index 000000000..a8871f2d8 --- /dev/null +++ b/compendium/feats/alkenstar-agent-dedication-ooa1.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ooa1 +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Alkenstar Agent Dedication"] +--- +# Alkenstar Agent Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You have been initiated by the grand duchess of Alkenstar or one of her agents. +- **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) and at least one firearm + +You put on the persona of a rough and tumble outlaw, but your real goals are to report threats to Alkenstar back to the grand duchess. You become an expert in [Deception](compendium/skills.md#Deception) and trained in your choice of [Underworld Lore](compendium/skills.md#Lore) or [Legal Lore](compendium/skills.md#Lore); if you were already trained, you become an expert instead. You gain the [Lie to Me](compendium/feats/lie-to-me.md) skill feat. + +**Special.** You can't select another dedication feat until you've gained two other feats from the Alkenstar Agent archetype. + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 78* +%% #compendium/src/pf2e/ooa1 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/all-in-my-head-apg.md b/compendium/feats/all-in-my-head-apg.md new file mode 100644 index 000000000..3556efda5 --- /dev/null +++ b/compendium/feats/all-in-my-head-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/bard +- trait/illusion +- trait/mental +aliases: ["All In My Head"] +--- +# All In My Head [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 18* +[bard](rules/traits/bard.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) + +- **Trigger** You would take damage from a [Strike](rules/actions/strike.md) or spell that doesn't have the [death](rules/traits/death.md) trait or otherwise cause instant death (such as [disintegrate](compendium/spells/disintegrate.md)). +- **Activity** Reaction + +Using your occult connections and incredible powers of persuasion, you convince yourself that the triggering damage is a figment of your imagination. The damage changes from its usual damage type to mental damage, and the damaging effect gains the [nonlethal](rules/traits/nonlethal.md) trait. You can't use this reaction if you are immune to [mental](rules/traits/mental.md) effects or mental damage. + +*Source: Advanced Player's Guide p. 115* +%% #compendium/src/pf2e/apg #trait/bard #trait/illusion #trait/mental %% \ No newline at end of file diff --git a/compendium/feats/all-in-your-head-da.md b/compendium/feats/all-in-your-head-da.md new file mode 100644 index 000000000..40376062c --- /dev/null +++ b/compendium/feats/all-in-your-head-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/psyche +- trait/psychic +aliases: ["All in Your Head"] +--- +# All in Your Head [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 18* +[psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) + +- **Trigger** You're about to attempt a Fortitude save or a Reflex save. +- **Activity** Reaction + +Flames scouring at your body, venom coursing through your veins—you refuse to believe they exist, and nothing can affect you if you don't believe in it. You attempt a Will save against the triggering effect, instead of a Reflex or Fortitude save. You don't gain the benefits of fortress of will or walls of will on this save. + +*Source: Dark Archive p. 29* +%% #compendium/src/pf2e/da #trait/psyche #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/all-the-time-in-the-world-frp3.md b/compendium/feats/all-the-time-in-the-world-frp3.md new file mode 100644 index 000000000..08a25f553 --- /dev/null +++ b/compendium/feats/all-the-time-in-the-world-frp3.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp3 +- trait/investigator +- trait/uncommon +aliases: ["All The Time In The World"] +--- +# All The Time In The World [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* +[investigator](rules/traits/investigator-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Frequency**: once per hour +- **Activity** Three-Action + +Your firsthand experience of the subjective nature of time and space has given you new observational insights. Your mind processes information so quickly that time appears to stop for all creatures but you. You can take up to 9 actions in 3 sets of up to 3 actions each. During this time, you can use purely mental and observational abilities such as [Recall Knowledge](rules/actions/recall-knowledge.md), [Seek](rules/actions/seek.md), and [Devise a Stratagem](rules/actions/devise-a-stratagem-apg.md), and you can use an action to move a mental projection of yourself to a location within a 60- foot radius to observe objects more closely and from different angles, though you can't affect your surroundings in any way (for instance, you could move your mental projection more closely to a distant door to read a minute inscription on its handle, but you could not open it to observe the other side) + +When the duration elapses, time resumes its normal flow. + +*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 75* +%% #compendium/src/pf2e/frp3 #trait/investigator #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/alluring-performance-loil.md b/compendium/feats/alluring-performance-loil.md new file mode 100644 index 000000000..a309f3e4c --- /dev/null +++ b/compendium/feats/alluring-performance-loil.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/incapacitation +- trait/mental +- trait/vishkanya +- trait/visual +aliases: ["Alluring Performance"] +--- +# Alluring Performance [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* +[incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [vishkanya](rules/traits/vishkanya-loil.md) [visual](rules/traits/visual.md) + +- **Frequency**: once per day +- **Requirements**: trained in [Performance](compendium/skills.md#Performance) +- **Activity** Two-Action + +You command the attention of those around you with an elegant display. Attempt a [Performance](compendium/skills.md#Performance) check and compare it to the Will DC of each creature in a 15-foot emanation. + +> [!success-degree] +> - **Critical Success** The target is [fascinated](rules/conditions.md#Fascinated) with you for as long as you perform (unless it breaks from the fascination, as normal for the condition) and is [dazzled](rules/conditions.md#Dazzled) for 1 round or as long as it's [fascinated](rules/conditions.md#Fascinated), whichever is longer. +> - **Success** The target is [fascinated](rules/conditions.md#Fascinated) for 1 round and is [dazzled](rules/conditions.md#Dazzled) for 1 round. +> - **Failure** The target is [dazzled](rules/conditions.md#Dazzled) for 1 round. +> - **Critical Failure** The target is unaffected. + +*Source: Lost Omens: Impossible Lands p. 62* +%% #compendium/src/pf2e/loil #trait/incapacitation #trait/mental #trait/vishkanya #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/allys-shelter-apg.md b/compendium/feats/allys-shelter-apg.md new file mode 100644 index 000000000..34d3414fc --- /dev/null +++ b/compendium/feats/allys-shelter-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/fortune +- trait/kobold +aliases: ["Ally's Shelter"] +--- +# Ally's Shelter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* +[fortune](rules/traits/fortune.md) [kobold](rules/traits/kobold-b1.md) + +- **Frequency**: once per day +- **Trigger** You attempt a saving throw while adjacent to one or more allies, but you haven't rolled yet. +- **Activity** Reaction + +In stressful circumstances, you find strength in your allies' example. Roll the save using an adjacent ally's modifier for that type of saving throw instead of your own. + +*Source: Advanced Player's Guide p. 14* +%% #compendium/src/pf2e/apg #trait/fortune #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/alter-ego-dedication-da.md b/compendium/feats/alter-ego-dedication-da.md new file mode 100644 index 000000000..9261d0e56 --- /dev/null +++ b/compendium/feats/alter-ego-dedication-da.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Alter Ego Dedication"] +--- +# Alter Ego Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) and [Stealth](compendium/skills.md#Stealth) + +You make yourself into a living mirror, becoming a double of someone unremarkable, and you slip into exactly the role that can get you past security or into a sensitive facility. You become an expert in [Deception](compendium/skills.md#Deception). You gain the Assume a Role activity. + +```ad-embed-ability +title: Assume a Role +[concentrate](rules/traits/concentrate.md) + +- **Requirements**: You've spent at least 1 hour studying a creature whose role you intend to copy and have done so within the last 3 days. This could include meeting and learning from someone in that role, tailing and spying on someone, using magic to observe them at work, or some other method, as long as you have a visual source of information + +**Effect** You quickly and accurately learn how to do mundane jobs or at least copy the movements enough to appear as if you do. A chosen role can take many forms—from cook, cleaner, or librarian to cult member, priest, or duke—but it's always a role and never a specific individual. + +You perform the [Impersonate](rules/actions/impersonate.md) activity to pass as a member of the role you [observed](rules/conditions.md#Observed) and gain a +1 circumstance bonus to any [Deception](compendium/skills.md#Deception) checks you attempt in your impersonation. This takes the normal amount of time it takes you to [Impersonate](rules/actions/impersonate.md). You also choose one [Lore](compendium/skills.md#Lore) skill relevant to that role (such as [Farming Lore](compendium/skills.md#Lore) for a farmer). While in your role, you gain a +1 circumstance bonus to checks for that [Lore](compendium/skills.md#Lore) skill, and if you're untrained in it, you can use your level as your proficiency bonus. + +You stop assuming the role after 24 hours, if you start studying for a new role, or if you choose to. +%% #trait/concentrate %% +``` + +**Special.** You can't select another dedication feat until you've gained two other feats from the alter ego archetype. + +## Alter Ego Dedication leads to... + +[Change of Face](compendium/feats/change-of-face-da.md), [Fake It Till You Make It](compendium/feats/fake-it-till-you-make-it-da.md), [In Plain Sight](compendium/feats/in-plain-sight-da.md), [Sound Mirror](compendium/feats/sound-mirror-da.md), [Muscle Mimicry](compendium/feats/muscle-mimicry-da.md), [Swap Reflections](compendium/feats/swap-reflections-da.md), [Borrow Memories](compendium/feats/borrow-memories-da.md) + +## Summary + +*Source: Dark Archive p. 126* +%% #compendium/src/pf2e/da #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/alter-resistance-loag.md b/compendium/feats/alter-resistance-loag.md new file mode 100644 index 000000000..382fddfc0 --- /dev/null +++ b/compendium/feats/alter-resistance-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ganzi +aliases: ["Alter Resistance"] +--- +# Alter Resistance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* +[ganzi](rules/traits/ganzi-loag.md) + +- **Frequency**: once per hour +- **Trigger** You take acid, electricity, or sonic damage. +- **Activity** Reaction + +You focus on your protean forebears to change your energy resistance. The energy resistance you gain from your ganzi heritage changes to match the triggering damage. This change occurs after the damage is dealt. + +*Source: Lost Omens: Ancestry Guide p. 98* +%% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/compendium/feats/always-ready-lokl.md b/compendium/feats/always-ready-lokl.md new file mode 100644 index 000000000..03a39abe1 --- /dev/null +++ b/compendium/feats/always-ready-lokl.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["Always Ready"] +--- +# Always Ready *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) + +Extensive training against undead has taught you to cover your weak points, even when you think that you're alone. You aren't [flat-footed](rules/conditions.md#Flat-footed) to [hidden](rules/conditions.md#Hidden), [undetected](rules/conditions.md#Undetected), or flanking undead of your level or lower. However, the undead can still help their allies flank. If all of your opponents are undead, you gain a +1 circumstance bonus to initiative rolls; the GM determines whether to apply this bonus if undead are disguised as another type of creature, if another type of creature is disguised as undead, or if there are additional opponents you haven't noticed who aren't undead. + +*Source: Lost Omens: Knights of Lastwall p. 78* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/ambush-awareness-lome.md b/compendium/feats/ambush-awareness-lome.md new file mode 100644 index 000000000..9c62c03da --- /dev/null +++ b/compendium/feats/ambush-awareness-lome.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/goloma +aliases: ["Ambush Awareness"] +--- +# Ambush Awareness *Feat 5* +[goloma](rules/traits/goloma-lome.md) + + +You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks attempted as initiative rolls. + +Additionally, if your initiative roll result is tied with that of an opponent, you go first, regardless of whether you rolled [Perception](compendium/skills.md#Perception) or not. + +*Source: Lost Omens: The Mwangi Expanse p. 118* +%% #compendium/src/pf2e/lome #trait/goloma %% \ No newline at end of file diff --git a/compendium/feats/ammunition-thaumaturgy-da.md b/compendium/feats/ammunition-thaumaturgy-da.md new file mode 100644 index 000000000..af47d6116 --- /dev/null +++ b/compendium/feats/ammunition-thaumaturgy-da.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/thaumaturge +aliases: ["Ammunition Thaumaturgy"] +--- +# Ammunition Thaumaturgy *Feat 1* +[thaumaturge](rules/traits/thaumaturge-da.md) + + +You're so used to handling your implement, weapon, and esoterica in the heat of combat that adding a few bullets or arrows to the mix is no extra burden. You can [Interact](rules/actions/interact.md) to reload a weapon using the hand holding your implement. + +*Source: Dark Archive p. 42* +%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/amorphous-aspect-loag.md b/compendium/feats/amorphous-aspect-loag.md new file mode 100644 index 000000000..d25475a1a --- /dev/null +++ b/compendium/feats/amorphous-aspect-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ganzi +aliases: ["Amorphous Aspect"] +--- +# Amorphous Aspect *Feat 5* +[ganzi](rules/traits/ganzi-loag.md) + + +Your body is supremely flexible. You gain a +1 circumstance bonus on checks to [Escape](rules/actions/escape.md) or [Squeeze](rules/actions/squeeze.md), and when you critically fail when [Squeezing](rules/actions/squeeze.md), you get a failure instead. + +*Source: Lost Omens: Ancestry Guide p. 97* +%% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/compendium/feats/amphibious-form-som.md b/compendium/feats/amphibious-form-som.md new file mode 100644 index 000000000..4b691a8a6 --- /dev/null +++ b/compendium/feats/amphibious-form-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Amphibious Form"] +--- +# Amphibious Form *Feat 2* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + + +Your eidolon adapts to life on land and underwater. It gains the [amphibious](rules/traits/amphibious-b1.md) trait, allowing it to breathe in water and air and to avoid the normal –2 penalty for making bludgeoning and slashing unarmed [Strikes](rules/actions/strike.md) underwater. It gains a swim Speed equal to its land Speed or 25 feet, whichever is less; or if it is normally aquatic, it gains a land Speed equal to its swim Speed or 25 feet, whichever is less. + +*Source: Secrets of Magic p. 68* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/amplifying-touch-apg.md b/compendium/feats/amplifying-touch-apg.md new file mode 100644 index 000000000..647227b22 --- /dev/null +++ b/compendium/feats/amplifying-touch-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +aliases: ["Amplifying Touch"] +--- +# Amplifying Touch *Feat 12* +[champion](rules/traits/champion.md) + +- **Prerequisites**: devotion spell (lay on hands) + +Your healing energies empower attacks. An ally that recovers Hit Points from your lay on hands gains a +1 status bonus to their attack rolls and deals 1 additional good damage on all their [Strikes](rules/actions/strike.md) until the end of their next turn. + +*Source: Advanced Player's Guide p. 120* +%% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/anadi-lore-lome.md b/compendium/feats/anadi-lore-lome.md new file mode 100644 index 000000000..e1ad8ba55 --- /dev/null +++ b/compendium/feats/anadi-lore-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/anadi +aliases: ["Anadi Lore"] +--- +# Anadi Lore *Feat 1* +[anadi](rules/traits/anadi-lome.md) + + +You've learned how to provide for your community, be it through hard-earned sustenance or useful crafts. You gain the trained proficiency rank in [Crafting](compendium/skills.md#Crafting) and [Survival](compendium/skills.md#Survival). If you would automatically become trained in one of those skills (from your background or class, for example), you become trained in a skill of your choice. You also become trained in [Anadi Lore](compendium/skills.md#Lore). + +*Source: Lost Omens: The Mwangi Expanse p. 106* +%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/compendium/feats/analyze-idiolect-apg.md b/compendium/feats/analyze-idiolect-apg.md new file mode 100644 index 000000000..15899205b --- /dev/null +++ b/compendium/feats/analyze-idiolect-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/skill +aliases: ["Analyze Idiolect"] +--- +# Analyze Idiolect *Feat 6* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md), expert in [Deception](compendium/skills.md#Deception) and [Society](compendium/skills.md#Society) + +You break down a specific individual's idiolect, memorizing their speech mannerisms and habits. If you interact with someone for at least 10 minutes, when you later attempt to [Impersonate](rules/actions/impersonate.md) that individual, you gain a +4 circumstance bonus to your [Deception](compendium/skills.md#Deception) checks and DCs. Due to the intense character study required, you can't remember more than one idiolect at a time. + +*Source: Advanced Player's Guide p. 178* +%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/analyze-information-loag.md b/compendium/feats/analyze-information-loag.md new file mode 100644 index 000000000..a24a9d556 --- /dev/null +++ b/compendium/feats/analyze-information-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aphorite +aliases: ["Analyze Information"] +--- +# Analyze Information *Feat 9* +[aphorite](rules/traits/aphorite-loag.md) + + +You can stoke your mind into a burst of analytical prowess. You can cast 3rd-level [hypercognition](compendium/spells/hypercognition.md) once per day as a divine innate spell. + +*Source: Lost Omens: Ancestry Guide p. 78* +%% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/compendium/feats/analyze-weakness-apg.md b/compendium/feats/analyze-weakness-apg.md new file mode 100644 index 000000000..0ea199de7 --- /dev/null +++ b/compendium/feats/analyze-weakness-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["Analyze Weakness"] +--- +# Analyze Weakness [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: sneak attack `2d6` +- **Requirements**: You must have identified a creature with [Recall Knowledge](rules/actions/recall-knowledge.md). +- **Activity** Single Action + +Your knowledge of a creature's physiology and understanding of tactics helps you attack with pinpoint accuracy. You carefully study a creature that you've identified to scope out particularly weak points in its positioning or physical form. + +The next time you deal sneak attack damage to the chosen creature with a [Strike](rules/actions/strike.md) before the end of your turn, add an additional `2d6` precision damage. At 11th and 17th levels, if your additional damage from sneak attack increases, increase the additional damage from Analyze Weakness to `3d6` at 11th level and `4d6` at 17th level. + +*Source: Advanced Player's Guide p. 135* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/anarchic-arcana-loag.md b/compendium/feats/anarchic-arcana-loag.md new file mode 100644 index 000000000..af0e93698 --- /dev/null +++ b/compendium/feats/anarchic-arcana-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ganzi +aliases: ["Anarchic Arcana"] +--- +# Anarchic Arcana *Feat 9* +[ganzi](rules/traits/ganzi-loag.md) + + +The magic in your blood is unpredictable. When you make your daily preparations, roll `1d12` twice and consult the following list. 1: [acid arrow](compendium/spells/acid-arrow.md); 2: [blur](compendium/spells/blur.md); 3: [hideous laughter](compendium/spells/hideous-laughter.md); 4: [humanoid form](compendium/spells/humanoid-form.md); 5: [illusory object](compendium/spells/illusory-object.md); 6: [mirror image](compendium/spells/mirror-image.md); 7: [resist energy](compendium/spells/resist-energy.md); 8: [see invisibility](compendium/spells/see-invisibility.md); 9: [shatter](compendium/spells/shatter.md); 10: [sound burst](compendium/spells/sound-burst.md); 11: [spider climb](compendium/spells/spider-climb.md); 12: [telekinetic maneuver](compendium/spells/telekinetic-maneuver.md). You can cast each of those two spells once during the following day (or one spell twice if you rolled doubles) as 2nd-level divine innate spells. + +*Source: Lost Omens: Ancestry Guide p. 98* +%% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/compendium/feats/ancestors-rage-lome.md b/compendium/feats/ancestors-rage-lome.md new file mode 100644 index 000000000..051049a9a --- /dev/null +++ b/compendium/feats/ancestors-rage-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/gnoll +aliases: ["Ancestor's Rage"] +--- +# Ancestor's Rage *Feat 13* +[gnoll](rules/traits/gnoll-b1.md) + + +You transform into an enormous otherworldly hyena. You can cast [animal form](compendium/spells/animal-form.md) (canine form only) once per day as a 5th-level occult innate spell. + +*Source: Lost Omens: The Mwangi Expanse p. 114* +%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/compendium/feats/ancestors-transformation-loag.md b/compendium/feats/ancestors-transformation-loag.md new file mode 100644 index 000000000..10c356f1d --- /dev/null +++ b/compendium/feats/ancestors-transformation-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/strix +aliases: ["Ancestor's Transformation"] +--- +# Ancestor's Transformation *Feat 13* +[strix](rules/traits/strix-loag.md) + + +You can commune with ancestor spirits to assume the form of an enormous primeval strix. You can cast 5th-level [aerial form](compendium/spells/aerial-form.md) as a primal innate spell once per day, but you take the form of a primeval strix, using the statistics for a bird form. + +*Source: Lost Omens: Ancestry Guide p. 138* +%% #compendium/src/pf2e/loag #trait/strix %% \ No newline at end of file diff --git a/compendium/feats/ancestral-blood-magic-apg.md b/compendium/feats/ancestral-blood-magic-apg.md new file mode 100644 index 000000000..52c7fc126 --- /dev/null +++ b/compendium/feats/ancestral-blood-magic-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/sorcerer +aliases: ["Ancestral Blood Magic"] +--- +# Ancestral Blood Magic *Feat 1* +[sorcerer](rules/traits/sorcerer.md) + + +The magic of your bloodline mixes with that of your ancestry. You gain your blood magic effect when you cast a non-cantrip spell you gained from a heritage or an ancestry feat, in addition to the normal circumstances that trigger your blood magic. + +## Ancestral Blood Magic leads to... + +[Ancestral Mage](compendium/feats/ancestral-mage-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 139* +%% #compendium/src/pf2e/apg #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/ancestral-insight-loag.md b/compendium/feats/ancestral-insight-loag.md new file mode 100644 index 000000000..889b2b290 --- /dev/null +++ b/compendium/feats/ancestral-insight-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/azarketi +aliases: ["Ancestral Insight"] +--- +# Ancestral Insight *Feat 1* +[azarketi](rules/traits/azarketi-loag.md) + + +You have extensive knowledge of your ancestors' ancient origins. You gain the trained proficiency rank in [Alghollthu Lore](compendium/skills.md#Lore) and [Azlanti Lore](compendium/skills.md#Lore). If you roll a critical failure on an [Alghollthu Lore](compendium/skills.md#Lore) or [Azlanti Lore](compendium/skills.md#Lore) check to [Recall Knowledge](rules/actions/recall-knowledge.md), you get a failure instead. + +*Source: Lost Omens: Ancestry Guide p. 14* +%% #compendium/src/pf2e/loag #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/ancestral-linguistics-apg.md b/compendium/feats/ancestral-linguistics-apg.md new file mode 100644 index 000000000..4a669f492 --- /dev/null +++ b/compendium/feats/ancestral-linguistics-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/elf +aliases: ["Ancestral Linguistics"] +--- +# Ancestral Linguistics *Feat 1* +[elf](rules/traits/elf.md) + +- **Prerequisites**: at least 100 years old + +Over your extensive lifespan, you've studied many languages. During your daily preparations, you can recede into old memories to become fluent in one common language or one other language you have access to. You know this language until you prepare again. Since this knowledge is temporary, you can't use it as a prerequisite for a permanent character option. + +*Source: Advanced Player's Guide p. 43* +%% #compendium/src/pf2e/apg #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/ancestral-mage-apg.md b/compendium/feats/ancestral-mage-apg.md new file mode 100644 index 000000000..ff815597c --- /dev/null +++ b/compendium/feats/ancestral-mage-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/sorcerer +aliases: ["Ancestral Mage"] +--- +# Ancestral Mage *Feat 10* +[sorcerer](rules/traits/sorcerer.md) + +- **Prerequisites**: [Ancestral Blood Magic](compendium/feats/ancestral-blood-magic-apg.md) + +The magic of your ancestry and bloodline are one and the same. Add any innate spells you have from a heritage or an ancestry feat to your spell repertoire, meaning you can cast them using your spell slots. + +*Source: Advanced Player's Guide p. 140* +%% #compendium/src/pf2e/apg #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/ancestral-mind-da.md b/compendium/feats/ancestral-mind-da.md new file mode 100644 index 000000000..86aca2345 --- /dev/null +++ b/compendium/feats/ancestral-mind-da.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/psychic +aliases: ["Ancestral Mind"] +--- +# Ancestral Mind *Feat 1* +[psychic](rules/traits/psychic-da.md) + + +By unraveling memories and connections passed down from your progenitors and buried within your unconscious mind, you learn to convert your inherent magic into psychic power. You can cast any innate spells you know from an ancestry feat or heritage using your psychic spellcasting components. When you do so, the spell's tradition becomes occult, if it wasn't already, and you can use your psychic spellcasting ability modifier instead of Charisma to determine your spell attack roll and spell DC. + +*Source: Dark Archive p. 24* +%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/ancestral-suspicion-apg.md b/compendium/feats/ancestral-suspicion-apg.md new file mode 100644 index 000000000..6f3f0d552 --- /dev/null +++ b/compendium/feats/ancestral-suspicion-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/elf +aliases: ["Ancestral Suspicion"] +--- +# Ancestral Suspicion *Feat 5* +[elf](rules/traits/elf.md) + + +Long-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might seek to influence or control them. You've been trained to resist such manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you [controlled](rules/conditions.md#Controlled), such as [dominate](compendium/spells/dominate.md), and to [Perception](compendium/skills.md#Perception) checks to [Sense Motive](rules/actions/sense-motive.md) when trying to determine if a creature is under the influence of such an effect. When you roll a success on a saving throw against such an effect, you get a critical success instead. + +*Source: Advanced Player's Guide p. 43* +%% #compendium/src/pf2e/apg #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/ancestral-weaponry-apg.md b/compendium/feats/ancestral-weaponry-apg.md new file mode 100644 index 000000000..73df0ff19 --- /dev/null +++ b/compendium/feats/ancestral-weaponry-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/monk +aliases: ["Ancestral Weaponry"] +--- +# Ancestral Weaponry *Feat 2* +[monk](rules/traits/monk.md) + +- **Prerequisites**: [Monastic Weaponry](compendium/feats/monastic-weaponry.md), a feat granting access to all weapons with an ancestry trait (such as [elf](compendium/feats/elven-weapon-familiarity.md) or orc) + +You blend monastic techniques with the ancestral fighting styles of your people. Choose an ancestry for which you have access to all weapons with that trait. For you, melee weapons with that ancestry trait and either the [agile](rules/traits/agile.md) or [finesse](rules/traits/finesse.md) trait gain the [monk](rules/traits/monk.md) trait. + +*Source: Advanced Player's Guide p. 128* +%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/anchoring-roots-loag.md b/compendium/feats/anchoring-roots-loag.md new file mode 100644 index 000000000..c6b3c52ba --- /dev/null +++ b/compendium/feats/anchoring-roots-loag.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/leshy +aliases: ["Anchoring Roots"] +--- +# Anchoring Roots *Feat 5* +[leshy](rules/traits/leshy-b1.md) + + +Small roots sprout from your feet, steadying you as you move. You gain the [Steady Balance](compendium/feats/steady-balance.md) skill feat, even if you aren't trained in [Acrobatics](compendium/skills.md#Acrobatics), and you can use the Anchor action. + +```ad-embed-ability +title: Anchor [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You send your roots deeper into the ground, making it harder for you to stumble. Until you move, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) you (or a +4 circumstance bonus if you're a root leshy). This bonus also applies to saving throws against spells or effects that attempt to move you or knock you [prone](rules/conditions.md#Prone). + +If an effect forces you to move, you move only half the normal distance, as some of the effort goes to tearing out the roots. At the GM's discretion, this ability might not work on ground that's more resilient than stone, such as metal flooring or magically-reinforced masonry. +``` + +*Source: Lost Omens: Ancestry Guide p. 43* +%% #compendium/src/pf2e/loag #trait/leshy %% \ No newline at end of file diff --git a/compendium/feats/ancient-memories-loil.md b/compendium/feats/ancient-memories-loil.md new file mode 100644 index 000000000..90bd93777 --- /dev/null +++ b/compendium/feats/ancient-memories-loil.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/ghoran +aliases: ["Ancient Memories"] +--- +# Ancient Memories *Feat 1* +[ghoran](rules/traits/ghoran-loil.md) + + +In the long years since Ghorus's day, you've done pretty much everything at one time or another. During your daily preparations, you can explore your memories of your past lives to become trained in one skill of your choice. + +This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat. + +*Source: Lost Omens: Impossible Lands p. 37* +%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/compendium/feats/ancillary-motes-loag.md b/compendium/feats/ancillary-motes-loag.md new file mode 100644 index 000000000..b5fa9ab25 --- /dev/null +++ b/compendium/feats/ancillary-motes-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aphorite +aliases: ["Ancillary Motes"] +--- +# Ancillary Motes *Feat 9* +[aphorite](rules/traits/aphorite-loag.md) + +- **Prerequisites**: [Crystalline Dust](compendium/feats/crystalline-dust-loag.md) + +You can use Crystalline Dust one more time per day. + +**Special.** You can take this feat more than once, gaining one more use of Crystalline Dust per day each time. + +*Source: Lost Omens: Ancestry Guide p. 78* +%% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/compendium/feats/android-lore-loag.md b/compendium/feats/android-lore-loag.md new file mode 100644 index 000000000..4b13e80c1 --- /dev/null +++ b/compendium/feats/android-lore-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/android +aliases: ["Android Lore"] +--- +# Android Lore *Feat 1* +[android](rules/traits/android-loag.md) + + +You have a keen interest in the origins of your people. You gain the trained proficiency rank in [Crafting](compendium/skills.md#Crafting) and [Thievery](compendium/skills.md#Thievery). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Android Lore](compendium/skills.md#Lore). + +*Source: Lost Omens: Ancestry Guide p. 72* +%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/compendium/feats/angel-of-death-apg.md b/compendium/feats/angel-of-death-apg.md new file mode 100644 index 000000000..e909bb44a --- /dev/null +++ b/compendium/feats/angel-of-death-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Angel Of Death"] +--- +# Angel Of Death *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Assassin Dedication](compendium/feats/assassin-dedication-apg.md) + +All your [Strikes](rules/actions/strike.md) against a creature you have [Marked For Death](compendium/feats/assassin-dedication-apg.md) have the [death](rules/traits/death.md) trait, causing the mark to be instantly killed when reduced to 0 Hit Points. When killed in this way, attempts to communicate with it, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's counteract level is higher than half your level when you killed the creature (rounded up), or originates from an artifact or a deity. + +*Source: Advanced Player's Guide p. 158* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/angel-of-vindication-lokl.md b/compendium/feats/angel-of-vindication-lokl.md new file mode 100644 index 000000000..84179effa --- /dev/null +++ b/compendium/feats/angel-of-vindication-lokl.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +- trait/uncommon +aliases: ["Angel of Vindication"] +--- +# Angel of Vindication *Feat 4* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Assassin Dedication](compendium/feats/assassin-dedication-apg.md) +- **Requirements**: Your mark is an undead creature. + +To aid with your mission of destroying undead, you've specialized in techniques to destroy them, much as other assassins learn to kill the living. When you [Strike](rules/actions/strike.md) a [flat-footed](rules/conditions.md#Flat-footed) undead foe with a weapon that has the backstabber weapon trait, you deal 3 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 6 extra precision damage instead of 2. If you have the Angel of Death feat, your attacks also instantly destroy undead at 0 Hit Points, and attempts for the undead to rejuvenate—such as via a lich's soul cage or a ghost's rejuvenation ability—fail unless the effect's counteract level is higher than half your level when you killed the creature (rounded up), or originates from an artifact or deity. Finally, if you have the Assassinate feat and an undead mark critically fails its save against your Assassinate, it is destroyed. + +*Source: Lost Omens: Knights of Lastwall p. 80* +%% #compendium/src/pf2e/lokl #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/angelic-magic-apg.md b/compendium/feats/angelic-magic-apg.md new file mode 100644 index 000000000..af4316f35 --- /dev/null +++ b/compendium/feats/angelic-magic-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/aasimar +aliases: ["Angelic Magic"] +--- +# Angelic Magic *Feat 9* +[aasimar](rules/traits/aasimar-apg.md) + +- **Prerequisites**: [Angelkin](compendium/feats/angelkin-apg.md) + +You can tap into the magic of angels that runs through your blood. You can cast [humanoid form](compendium/spells/humanoid-form.md) and [remove fear](compendium/spells/remove-fear.md) each once per day as 2nd-level divine innate spells. + +*Source: Advanced Player's Guide p. 36* +%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/angelkin-apg.md b/compendium/feats/angelkin-apg.md new file mode 100644 index 000000000..e85c29cb7 --- /dev/null +++ b/compendium/feats/angelkin-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/aasimar +- trait/lineage +aliases: ["Angelkin"] +--- +# Angelkin *Feat 1* +[aasimar](rules/traits/aasimar-apg.md) [lineage](rules/traits/lineage-apg.md) + + +You descend from an angel—a winged messenger from Nirvana or one of the other celestial realms—which gives you a knack for cultures and languages. You gain the trained proficiency rank in [Society](compendium/skills.md#Society). If you would automatically become trained in [Society](compendium/skills.md#Society) (from your background or class, for example), you instead become trained in a skill of your choice. You know the Celestial language, and you gain the [Multilingual](compendium/feats/multilingual.md) skill feat. + +## Angelkin leads to... + +[Angelic Magic](compendium/feats/angelic-magic-apg.md), [Truespeech](compendium/feats/truespeech-loag.md) + +## Summary + +*Source: Advanced Player's Guide p. 35* +%% #compendium/src/pf2e/apg #trait/aasimar #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/animal-feature-apg.md b/compendium/feats/animal-feature-apg.md new file mode 100644 index 000000000..6bbf22069 --- /dev/null +++ b/compendium/feats/animal-feature-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ranger +aliases: ["Animal Feature"] +--- +# Animal Feature *Feat 4* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: warden spells + +You are so connected with the animal world that you can grant yourself an animal's features and abilities. You gain the [animal feature](compendium/spells/animal-feature-apg.md) warden spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 132* +%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/animal-magic-loag.md b/compendium/feats/animal-magic-loag.md new file mode 100644 index 000000000..4e7f363fa --- /dev/null +++ b/compendium/feats/animal-magic-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/beastkin +aliases: ["Animal Magic"] +--- +# Animal Magic *Feat 9* +[beastkin](rules/traits/beastkin-loag.md) + + +Your shapeshifting grants you a magical connection to the animal world. You can cast [animal messenger](compendium/spells/animal-messenger.md), [calm emotions](compendium/spells/calm-emotions.md) (animals only), and [speak with animals](compendium/spells/speak-with-animals.md) as 2nd-level primal innate spells once per day each. These spells use your class DC or spell DC, whichever is higher. + +*Source: Lost Omens: Ancestry Guide p. 81* +%% #compendium/src/pf2e/loag #trait/beastkin %% \ No newline at end of file diff --git a/compendium/feats/animal-senses-loag.md b/compendium/feats/animal-senses-loag.md new file mode 100644 index 000000000..95d0bf98f --- /dev/null +++ b/compendium/feats/animal-senses-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/beastkin +aliases: ["Animal Senses"] +--- +# Animal Senses *Feat 1* +[beastkin](rules/traits/beastkin-loag.md) + + +You gain one of the following senses available to your inherent animal: [darkvision](rules/abilities/darkvision.md), [low-light vision](rules/abilities/low-light-vision.md), or [scent](rules/abilities/scent.md) (imprecise) 30 feet. You must have [low-light vision](rules/abilities/low-light-vision.md) before you can gain [darkvision](rules/abilities/darkvision.md) with this feat. If your inherent animal doesn't typically have a specific type of sense, you can't gain that sense with this feat. + +**Special.** You can select this feat multiple times, choosing a different sense each time. + +*Source: Lost Omens: Ancestry Guide p. 81* +%% #compendium/src/pf2e/loag #trait/beastkin %% \ No newline at end of file diff --git a/compendium/feats/animal-shape-loag.md b/compendium/feats/animal-shape-loag.md new file mode 100644 index 000000000..7eb13e288 --- /dev/null +++ b/compendium/feats/animal-shape-loag.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/beastkin +aliases: ["Animal Shape"] +--- +# Animal Shape *Feat 17* +[beastkin](rules/traits/beastkin-loag.md) + + +You have full control over your shape and can transform into your inherent animal. + +You can use [Change Shape](rules/actions/change-shape-beastkin-loag.md) to enter an animal shape. When you gain this feat, choose either [aerial form](compendium/spells/aerial-form.md), [animal form](compendium/spells/animal-form.md), [dinosaur form](compendium/spells/dinosaur-form.md) or [insect form](compendium/spells/insect-form.md); after you choose a form, you can't change the form. While in animal shape, you gain the effects of a 5th-level casting of your chosen form spell, except you always transform into an animal matching your inherent animal and can use your humanoid form's AC if it's higher than what the animal form grants. If your inherent animal isn't among the animals listed in the form, you default to the statistics and abilities of the bird battle form, cat battle form, deinonychus battle form or ant battle form for [aerial form](compendium/spells/aerial-form.md), [animal form](compendium/spells/animal-form.md), [dinosaur form](compendium/spells/dinosaur-form.md), and [insect form](compendium/spells/insect-form.md), respectively (at the GM's discretion, you instead default to a different form that is closest to your inherent animal). You can remain in animal shape indefinitely and can use [Change Shape](rules/actions/change-shape-beastkin-loag.md) to return to your humanoid or hybrid shape at any time. + +If you have the [Critter Shape](compendium/feats/critter-shape-loag.md) feat, you can choose to gain the effects of a 4th-level [pest form](compendium/spells/pest-form.md), can remain in critter shape indefinitely, and can return to your critter shape at any time after leaving the shape, just as you can with Animal Shape. + +*Source: Lost Omens: Ancestry Guide p. 82* +%% #compendium/src/pf2e/loag #trait/beastkin %% \ No newline at end of file diff --git a/compendium/feats/animal-speaker-loag.md b/compendium/feats/animal-speaker-loag.md new file mode 100644 index 000000000..49e815d15 --- /dev/null +++ b/compendium/feats/animal-speaker-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/sprite +aliases: ["Animal Speaker"] +--- +# Animal Speaker *Feat 5* +[sprite](rules/traits/sprite-b1.md) + +- **Prerequisites**: ability to communicate with some type of animals (such as bats or arthropods) + +You can speak to all animals, not just a particular subset. You gain a +1 circumstance bonus to [Make an Impression](rules/actions/make-an-impression.md) on animals (which usually uses the [Diplomacy](compendium/skills.md#Diplomacy) skill). + +*Source: Lost Omens: Ancestry Guide p. 131* +%% #compendium/src/pf2e/loag #trait/sprite %% \ No newline at end of file diff --git a/compendium/feats/animal-swiftness-loag.md b/compendium/feats/animal-swiftness-loag.md new file mode 100644 index 000000000..a49a15b85 --- /dev/null +++ b/compendium/feats/animal-swiftness-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/beastkin +aliases: ["Animal Swiftness"] +--- +# Animal Swiftness *Feat 17* +[beastkin](rules/traits/beastkin-loag.md) + + +You move like an animal. Your Speed increases by 5 feet. In addition, you gain one of the following Speeds available to your inherent animal: climb, fly, or swim. You gain this Speed only while in your hybrid shape. + +The new movement is as fast as your standard Speed; for example, if you have a 30-foot Speed, you can gain a 30-foot climb Speed. If your inherent animal doesn't typically have a specific type of Speed, you can't gain it with this feat. If your inherent animal doesn't typically have a climb, fly, or swim Speed, your Speed increases by 10 feet instead. + +*Source: Lost Omens: Ancestry Guide p. 82* +%% #compendium/src/pf2e/loag #trait/beastkin %% \ No newline at end of file diff --git a/compendium/feats/animal-trainer-dedication-ec2.md b/compendium/feats/animal-trainer-dedication-ec2.md new file mode 100644 index 000000000..3397e3231 --- /dev/null +++ b/compendium/feats/animal-trainer-dedication-ec2.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec2 +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Animal Trainer Dedication"] +--- +# Animal Trainer Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Trained in [Nature](compendium/skills.md#Nature) + +You gain the services of a young animal companion that travels with you and obeys simple commands as best as it can. This trained animal is trained in [Performance](compendium/skills.md#Performance) instead of the skill listed for its type. + +**Special.** You can't select another dedication feat until you've gained two other feats from the animal trainer archetype. + +## Animal Trainer Dedication leads to... + +[Beast Speaker](compendium/feats/beast-speaker-ec2.md), [Mature Trained Companion](compendium/feats/mature-trained-companion-ec2.md), [Splendid Companion](compendium/feats/splendid-companion-ec2.md), [Specialized Companion](compendium/feats/specialized-companion-ec2.md) + +## Summary + +*Source: Extinction Curse #2: Legacy of the Lost God p. 75* +%% #compendium/src/pf2e/ec2 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/animalistic-resistance-loag.md b/compendium/feats/animalistic-resistance-loag.md new file mode 100644 index 000000000..7400080f1 --- /dev/null +++ b/compendium/feats/animalistic-resistance-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/beastkin +aliases: ["Animalistic Resistance"] +--- +# Animalistic Resistance *Feat 5* +[beastkin](rules/traits/beastkin-loag.md) + + +Your animalistic connections help you resist natural afflictions. + +You gain a +2 circumstance bonus to saves to resist diseases and poisons. + +*Source: Lost Omens: Ancestry Guide p. 81* +%% #compendium/src/pf2e/loag #trait/beastkin %% \ No newline at end of file diff --git a/compendium/feats/animate-net-lotgb.md b/compendium/feats/animate-net-lotgb.md new file mode 100644 index 000000000..f67331ae6 --- /dev/null +++ b/compendium/feats/animate-net-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Animate Net"] +--- +# Animate Net *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [animate rope](compendium/spells/animate-rope-apg.md) APG + +When you cast [animate rope](compendium/spells/animate-rope-apg.md), you can modify its target to be 1 net. If you do, replace the spell's standard effects with the following: You cause a net to animate and throw itself at a Medium or smaller creature within 20 feet of the net. Attempt a spell attack roll against the target's Reflex DC. On a success, the target is [flat-footed](rules/conditions.md#Flat-footed) and takes a –10-foot circumstance penalty to its Speeds until it Escapes; on a critical success, it's also [immobilized](rules/conditions.md#Immobilized) until it Escapes. The [Escape](rules/actions/escape.md) DC is equal to your spell DC as long as the spell lasts. Once the spell ends, the [Escape](rules/actions/escape.md) DC returns to the normal DC for a net (usually 16), and a creature adjacent to the target can [Interact](rules/actions/interact.md) to remove the net. + +*Source: Lost Omens: The Grand Bazaar p. 123* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/ankle-bite-locg.md b/compendium/feats/ankle-bite-locg.md new file mode 100644 index 000000000..ffe865d0b --- /dev/null +++ b/compendium/feats/ankle-bite-locg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/goblin +aliases: ["Ankle Bite"] +--- +# Ankle Bite [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* +[goblin](rules/traits/goblin.md) + +- **Prerequisites**: [Fang Sharpener](compendium/feats/fang-sharpener-locg.md) or razortooth goblin heritage +- **Trigger** A foe gives you the [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) condition using a part of its body. +- **Activity** Reaction + +Whenever someone grabs onto you, you instinctively bite down hard. Sometimes that makes them let go, and sometimes it just makes them angrier, but either way, it's both satisfying and tasty. Make a jaws [Strike](rules/actions/strike.md) against the triggering foe. + +On a critical hit, you are no longer [grabbed](rules/conditions.md#Grabbed). This [Strike](rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](rules/actions/strike.md). + +*Source: Lost Omens: Character Guide p. 38* +%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/ankle-biter-botd.md b/compendium/feats/ankle-biter-botd.md new file mode 100644 index 000000000..737cfa21d --- /dev/null +++ b/compendium/feats/ankle-biter-botd.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Ankle Biter"] +--- +# Ankle Biter *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) + +You fight just as well on the ground as you do standing up. While you are [prone](rules/conditions.md#Prone), you are always [Taking Cover](rules/actions/take-cover.md) against ranged attacks, you ignore the status penalty on your attack rolls from being [prone](rules/conditions.md#Prone), and you gain a +1 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks to [Trip](rules/actions/trip.md). You can choose to move up to half your Speed when you [Crawl](rules/actions/crawl.md). You can instead move up to your full Speed when you [Crawl](rules/actions/crawl.md), but if you do, you must succeed at a DC 6 flat check or your body deteriorates. + +*Source: Book of the Dead p. 60* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/annihilating-swing-ec6.md b/compendium/feats/annihilating-swing-ec6.md new file mode 100644 index 000000000..258fba270 --- /dev/null +++ b/compendium/feats/annihilating-swing-ec6.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec6 +- trait/barbarian +- trait/uncommon +aliases: ["Annihilating Swing"] +--- +# Annihilating Swing [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 20* +[barbarian](rules/traits/barbarian.md) [uncommon](rules/traits/uncommon.md) + +- **Activity** Two-Action + +You have learned from the brute destructive power of xulgaths and their kind. You make a melee [Strike](rules/actions/strike.md) that ignores any resistances the target has. If you target a solid unattended object or surface with your [Strike](rules/actions/strike.md), you might automatically destroy it without an attack roll. If you target any object or surface with Hardness 20 or less that isn't a magic item or the effect of a spell, you destroy it. If the target object or surface is a magic item or the effect of a spell, you attempt to counteract it using your attack bonus with the [Strike](rules/actions/strike.md) for the counteract check. On a successful counteract check, you destroy the object or surface unless it has Hardness greater than 20, is an artifact, or is similarly difficult to destroy. You destroy up to a 5-foot cube of an object or surface larger than Medium. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 72* +%% #compendium/src/pf2e/ec6 #trait/barbarian #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/annotate-composition-apg.md b/compendium/feats/annotate-composition-apg.md new file mode 100644 index 000000000..c97b899e6 --- /dev/null +++ b/compendium/feats/annotate-composition-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/bard +- trait/exploration +- trait/linguistic +aliases: ["Annotate Composition"] +--- +# Annotate Composition *Feat 10* +[bard](rules/traits/bard.md) [exploration](rules/traits/exploration.md) [linguistic](rules/traits/linguistic.md) + + +By putting composition to paper, you can create a source of stirring words or song that others can read and understand. + +You spend 10 minutes and 1 Focus Point to transpose a composition spell on a special scroll that you or another creature can later activate. This composition spell must take a single action to cast. If the chosen composition spell requires a [Performance](compendium/skills.md#Performance) check as part of the casting, the GM rolls this check as a secret check when you annotate your score. If you have inspire heroics or lingering performance and the chosen composition spell allows, you can also use one of those spells to modify the annotated composition, with the GM rolling the secret [Performance](compendium/skills.md#Performance) check. If you do, you spend an additional Focus Point, even if the secret check fails. + +Any creature that can read the language you used when annotating your composition can Activate the Item by spending a single action, which has the [concentrate](rules/traits/concentrate.md) trait. + +This produces the effects of the composition as though the activating creature had [Cast the Spell](rules/actions/cast-a-spell.md). + +A composition you create this way loses its power the next time you make your daily preparations. While the composition is in your possession, you can render it inert using a single action that has the [concentrate](rules/traits/concentrate.md) trait. You can't regain the Focus Points you spent to create the annotated composition until it is activated or loses its magic. + +*Source: Advanced Player's Guide p. 113* +%% #compendium/src/pf2e/apg #trait/bard #trait/exploration #trait/linguistic %% \ No newline at end of file diff --git a/compendium/feats/anoint-ally-apg.md b/compendium/feats/anoint-ally-apg.md new file mode 100644 index 000000000..01f226cd3 --- /dev/null +++ b/compendium/feats/anoint-ally-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/manipulate +- trait/sorcerer +aliases: ["Anoint Ally"] +--- +# Anoint Ally [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[manipulate](rules/traits/manipulate.md) [sorcerer](rules/traits/sorcerer.md) + +- **Activity** Single Action + +You forge a mystical connection with an ally using your body as a focus, allowing them to benefit from your magic. + +You place a blood rune on an adjacent ally that lasts for 1 minute. When you would gain a blood magic effect, you can forgo it, granting it to your ally instead. You can anoint only one ally at a time; if you place another rune, your previous designation ends. + +*Source: Advanced Player's Guide p. 139* +%% #compendium/src/pf2e/apg #trait/manipulate #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/antagonize-apg.md b/compendium/feats/antagonize-apg.md new file mode 100644 index 000000000..cc1bc3389 --- /dev/null +++ b/compendium/feats/antagonize-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Antagonize"] +--- +# Antagonize *Feat 2* +[swashbuckler](rules/traits/swashbuckler-apg.md) + + +Your taunts and threats earn your foes ire. When you successfully [Demoralize](rules/actions/demoralize.md) a creature, its [frightened](rules/conditions.md#Frightened) condition can't decrease to less than 1 at the end of its turn until it either uses a [hostile](rules/conditions.md#Hostile) action against you or can no longer observe or sense you for at least 1 round. + +*Source: Advanced Player's Guide p. 88* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/anticipate-ambush-apg.md b/compendium/feats/anticipate-ambush-apg.md new file mode 100644 index 000000000..080e40b18 --- /dev/null +++ b/compendium/feats/anticipate-ambush-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/exploration +- trait/rogue +aliases: ["Anticipate Ambush"] +--- +# Anticipate Ambush *Feat 6* +[exploration](rules/traits/exploration.md) [rogue](rules/traits/rogue.md) + +- **Prerequisites**: expert in [Stealth](compendium/skills.md#Stealth) + +Using your extensive knowledge of ambush tactics, you keep watch for any [hidden](rules/conditions.md#Hidden) creatures or dangerous sites, moving at half your travel speed. If you're Anticipating an Ambush at the start of an encounter, you roll a [Perception](compendium/skills.md#Perception) check for initiative, and all enemies rolling [Stealth](compendium/skills.md#Stealth) for initiative take a –2 circumstance penalty to their [Stealth](compendium/skills.md#Stealth) checks. + +*Source: Advanced Player's Guide p. 135* +%% #compendium/src/pf2e/apg #trait/exploration #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/apex-companion-aoa6.md b/compendium/feats/apex-companion-aoa6.md new file mode 100644 index 000000000..9ce26e6cd --- /dev/null +++ b/compendium/feats/apex-companion-aoa6.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa6 +- trait/druid +- trait/uncommon +aliases: ["Apex Companion"] +--- +# Apex Companion *Feat 20* +[druid](rules/traits/druid.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Animal Companion + +You can call upon the essence of every individual animal of a particular species to temporarily transform your animal into an exemplar of its kind. You learn the [apex companion](compendium/spells/apex-companion-aoa6.md) order spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Age of Ashes #6: Broken Promises p. 76* +%% #compendium/src/pf2e/aoa6 #trait/druid #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/aquatic-adaptation-loag.md b/compendium/feats/aquatic-adaptation-loag.md new file mode 100644 index 000000000..3af7c41ed --- /dev/null +++ b/compendium/feats/aquatic-adaptation-loag.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/azarketi +- trait/concentrate +- trait/primal +- trait/transmutation +- trait/water +aliases: ["Aquatic Adaptation"] +--- +# Aquatic Adaptation *Feat 13* +[azarketi](rules/traits/azarketi-loag.md) [concentrate](rules/traits/concentrate.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) [water](rules/traits/water.md) + +- **Frequency**: once per day + +If you and up to four other creatures are in contact with a body of water deep enough for you to fully submerge, you can spend 10 minutes adapting the creatures to that specific body of water. This allows them to breathe normally while within that body of water and protects them from deep ocean pressure. These effects last until the creatures are no longer in contact with that body of water or until you use this ability again, whichever comes first for each creature. + +*Source: Lost Omens: Ancestry Guide p. 16* +%% #compendium/src/pf2e/loag #trait/azarketi #trait/concentrate #trait/primal #trait/transmutation #trait/water %% \ No newline at end of file diff --git a/compendium/feats/aquatic-camouflage-loag.md b/compendium/feats/aquatic-camouflage-loag.md new file mode 100644 index 000000000..e1a512046 --- /dev/null +++ b/compendium/feats/aquatic-camouflage-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/azarketi +aliases: ["Aquatic Camouflage"] +--- +# Aquatic Camouflage *Feat 13* +[azarketi](rules/traits/azarketi-loag.md) + + +You blend into the waves. While fully submerged in water, as long as an observer is at least 20 feet away from you, you don't need cover from that observer to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md). + +*Source: Lost Omens: Ancestry Guide p. 16* +%% #compendium/src/pf2e/loag #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/aquatic-conversationalist-loag.md b/compendium/feats/aquatic-conversationalist-loag.md new file mode 100644 index 000000000..5fff64d2d --- /dev/null +++ b/compendium/feats/aquatic-conversationalist-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/azarketi +aliases: ["Aquatic Conversationalist"] +--- +# Aquatic Conversationalist *Feat 5* +[azarketi](rules/traits/azarketi-loag.md) + + +You can ask questions of, receive answers from, and use the [Diplomacy](compendium/skills.md#Diplomacy) skill with animals with the [amphibious](rules/traits/amphibious-b1.md) or [aquatic](rules/traits/aquatic-b1.md) traits. You gain a +1 circumstance bonus to [Make an Impression](rules/actions/make-an-impression.md) on such animals. + +*Source: Lost Omens: Ancestry Guide p. 15* +%% #compendium/src/pf2e/loag #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/aquatic-eyes-loag.md b/compendium/feats/aquatic-eyes-loag.md new file mode 100644 index 000000000..9093e8122 --- /dev/null +++ b/compendium/feats/aquatic-eyes-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/undine +aliases: ["Aquatic Eyes"] +--- +# Aquatic Eyes *Feat 1* +[undine](rules/traits/undine-b2.md) + + +As your connection to water grows, you can see more easily in places with less light, such as the depths of the ocean. You gain [low-light vision](rules/abilities/low-light-vision.md), or you gain [darkvision](rules/abilities/darkvision.md) if your ancestry already has [low-light vision](rules/abilities/low-light-vision.md). + +**Special.** If your ancestry has neither [low-light vision](rules/abilities/low-light-vision.md) nor [darkvision](rules/abilities/darkvision.md), you can take this ancestry feat a second time to gain [darkvision](rules/abilities/darkvision.md). You can't retrain out of this feat. + +*Source: Lost Omens: Ancestry Guide p. 119* +%% #compendium/src/pf2e/loag #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/arcane-evolution.md b/compendium/feats/arcane-evolution.md index 489a2f528..82ede810d 100644 --- a/compendium/feats/arcane-evolution.md +++ b/compendium/feats/arcane-evolution.md @@ -18,7 +18,7 @@ During your daily preparations, choose any one spell from your book of arcane sp ## Arcane Evolution leads to... -[Greater Mental Evolution](compendium/feats/greater-mental-evolution.md), Greater Physical Evolution +[Greater Mental Evolution](compendium/feats/greater-mental-evolution.md), [Greater Physical Evolution](compendium/feats/greater-physical-evolution-apg.md) ## Summary diff --git a/compendium/feats/arcane-fists-som.md b/compendium/feats/arcane-fists-som.md new file mode 100644 index 000000000..9f6dd6b4b --- /dev/null +++ b/compendium/feats/arcane-fists-som.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Arcane Fists"] +--- +# Arcane Fists *Feat 1* +[magus](rules/traits/magus-som.md) + + +Your physical training encompasses unarmed combat forms. The damage die for your fist changes to `1d6` instead of `1d4`. You don't take the normal –2 circumstance penalty when making a lethal attack with your fist or any other unarmed attacks. Your unarmed attacks gain the [arcane](rules/traits/arcane.md) trait, making them magical. At 5th level, you also gain the critical specialization effects of unarmed attacks in the brawling group and weapons in the brawling group. + +*Source: Secrets of Magic p. 42* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/arcane-sense.md b/compendium/feats/arcane-sense.md index aae10f68e..ab66af97b 100644 --- a/compendium/feats/arcane-sense.md +++ b/compendium/feats/arcane-sense.md @@ -16,7 +16,7 @@ Your study of magic allows you to instinctively sense its presence. You can cast ## Arcane Sense leads to... -Eye Of The Arclords +[Eye Of The Arclords](compendium/feats/eye-of-the-arclords-lowg.md) ## Summary diff --git a/compendium/feats/arcane-shroud-som.md b/compendium/feats/arcane-shroud-som.md new file mode 100644 index 000000000..4b82d3dac --- /dev/null +++ b/compendium/feats/arcane-shroud-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Arcane Shroud"] +--- +# Arcane Shroud [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: [Arcane Cascade](rules/actions/arcane-cascade-som.md), [Spellstrike](rules/actions/spellstrike-som.md) +- **Frequency**: once per turn +- **Requirements**: Your most recent action was to [Cast a Spell](rules/actions/cast-a-spell.md) from a spell slot or make a [Spellstrike](rules/actions/spellstrike-som.md) with a spell from a spell slot. +- **Activity** Single Action + +Your spell has a powerful aftereffect, briefly granting you a certain spell depending on the spell you cast. You use [Arcane Cascade](rules/actions/arcane-cascade-som.md) and are subject to an additional aftereffect spell depending on the school of your most recent spell. This aftereffect spell's duration lasts until the end of your next turn or its normal duration, whichever is longer. Using Arcane Shroud again ends any existing spell you gained from Arcane Shroud. + +- **Abjuration** [stoneskin](compendium/spells/stoneskin.md) +- **Conjuration** [blink](compendium/spells/blink.md) +- **Divination** [see invisibility](compendium/spells/see-invisibility.md) +- **Enchantment** [heroism](compendium/spells/heroism.md) +- **Evocation** [fire shield](compendium/spells/fire-shield.md) +- **Illusion** [invisibility](compendium/spells/invisibility.md) (ends after a [hostile](rules/conditions.md#Hostile) action, as normal) +- **Necromancy** [false life](compendium/spells/false-life.md) +- **Transmutation** [fleet step](compendium/spells/fleet-step.md) + +*Source: Secrets of Magic p. 48* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/arcane-sight-lome.md b/compendium/feats/arcane-sight-lome.md new file mode 100644 index 000000000..9a217c79b --- /dev/null +++ b/compendium/feats/arcane-sight-lome.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/goloma +aliases: ["Arcane Sight"] +--- +# Arcane Sight *Feat 13* +[goloma](rules/traits/goloma-lome.md) + +- **Prerequisites**: ability to cast the [detect magic](compendium/spells/detect-magic.md) cantrip + +You've trained yourself to constantly be on the lookout for [magical](rules/traits/magical.md) effects, even when focusing on looking out for other things. When you are [Searching](rules/actions/search.md), you also gain the benefits of Detect Magic unless you choose not to. See page 479 of the Core Rulebook for more information about exploration activities. + +*Source: Lost Omens: The Mwangi Expanse p. 118* +%% #compendium/src/pf2e/lome #trait/goloma %% \ No newline at end of file diff --git a/compendium/feats/arcane-tattoos-locg.md b/compendium/feats/arcane-tattoos-locg.md new file mode 100644 index 000000000..0ce2b4268 --- /dev/null +++ b/compendium/feats/arcane-tattoos-locg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/human +- trait/uncommon +aliases: ["Arcane Tattoos"] +--- +# Arcane Tattoos *Feat 1* +[human](rules/traits/human.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Varisian ethnicity or New Thassilon nationality + +You have tattoos on your body corresponding to one of the ancient Thassilonian schools of magic. Choose one of the following schools of magic: [abjuration](rules/traits/abjuration.md) ([shield](compendium/spells/shield.md)), [conjuration](rules/traits/conjuration.md) ([tanglefoot](compendium/spells/tanglefoot.md)), [enchantment](rules/traits/enchantment.md) ([daze](compendium/spells/daze.md)), [evocation](rules/traits/evocation.md) ([electric arc](compendium/spells/electric-arc.md)), [illusion](rules/traits/illusion.md) ([ghost sound](compendium/spells/ghost-sound.md)), [necromancy](rules/traits/necromancy.md) ([chill touch](compendium/spells/chill-touch.md)), or [transmutation](rules/traits/transmutation.md) ([sigil](compendium/spells/sigil.md)). You can cast the associated cantrip (listed in parentheses) as an innate arcane spell at will. + +## Arcane Tattoos leads to... + +[Ornate Tattoo](compendium/feats/ornate-tattoo-locg.md), [Virtue-forged Tattoos](compendium/feats/virtue-forged-tattoos-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 11* +%% #compendium/src/pf2e/locg #trait/human #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/archaeologist-dedication-apg.md b/compendium/feats/archaeologist-dedication-apg.md new file mode 100644 index 000000000..cef42ee13 --- /dev/null +++ b/compendium/feats/archaeologist-dedication-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Archaeologist Dedication"] +--- +# Archaeologist Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Perception](compendium/skills.md#Perception), [Society](compendium/skills.md#Society), and [Thievery](compendium/skills.md#Thievery) + +You are a student of peoples and their histories, and are in constant pursuit of knowledge and artifacts from the past. + +You become an expert in [Society](compendium/skills.md#Society) and [Thievery](compendium/skills.md#Thievery), and you gain a +1 circumstance bonus to [Recall Knowledge](rules/actions/recall-knowledge.md) about ancient history, peoples, and cultures. + +**Special.** You can't select another dedication feat until you have gained two other feats from the archaeologist archetype. + +## Archaeologist Dedication leads to... + +[Archaeologist's Luck](compendium/feats/archaeologists-luck-apg.md), [Greater Magical Scholastics](compendium/feats/greater-magical-scholastics-apg.md), [Magical Scholastics](compendium/feats/magical-scholastics-apg.md), [Scholastic Identification](compendium/feats/scholastic-identification-apg.md), [Settlement Scholastics](compendium/feats/settlement-scholastics-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 156* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/archaeologists-luck-apg.md b/compendium/feats/archaeologists-luck-apg.md new file mode 100644 index 000000000..e896fe41c --- /dev/null +++ b/compendium/feats/archaeologists-luck-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/fortune +aliases: ["Archaeologist's Luck"] +--- +# Archaeologist's Luck *Feat 8* +[archetype](rules/traits/archetype.md) [fortune](rules/traits/fortune.md) + +- **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md) +- **Frequency**: once per hour +- **Trigger** You fail a check against a trap, such as a [Thievery](compendium/skills.md#Thievery) check to [Disable](rules/actions/disable-a-device.md) the trap or a Reflex save to avoid its effects. + +You are more than just skillful; your drive to find the secrets of the past manifests as a strange kind of luck. Reroll the failed check and use the new result. + +*Source: Advanced Player's Guide p. 156* +%% #compendium/src/pf2e/apg #trait/archetype #trait/fortune %% \ No newline at end of file diff --git a/compendium/feats/archaeologists-warning-lopsg.md b/compendium/feats/archaeologists-warning-lopsg.md new file mode 100644 index 000000000..50645394a --- /dev/null +++ b/compendium/feats/archaeologists-warning-lopsg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Archaeologist's Warning"] +--- +# Archaeologist's Warning [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) +- **Trigger** You are about to roll a [Perception](compendium/skills.md#Perception), [Society](compendium/skills.md#Society), or [Thievery](compendium/skills.md#Thievery) check for initiative. +- **Activity** Free Action + +You visually or audibly warn your companions of danger, granting them a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this free action gains either the [visual](rules/traits/visual.md) or [auditory](rules/traits/auditory.md) trait. + +*Source: Lost Omens: Pathfinder Society Guide p. 41* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/archer-dedication-apg.md b/compendium/feats/archer-dedication-apg.md new file mode 100644 index 000000000..778f61c33 --- /dev/null +++ b/compendium/feats/archer-dedication-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Archer Dedication"] +--- +# Archer Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + + +You become trained in all simple and martial weapons in the bow weapon group. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple and martial weapons in the bow weapon group. If you are at least an expert in the bow you are using, you gain access to the critical specialization effect with that bow. + +**Special.** You can't select another dedication feat until you have gained two other feats from the archer archetype. + +## Archer Dedication leads to... + +[Advanced Bow Training](compendium/feats/advanced-bow-training-apg.md), [Archer's Aim](compendium/feats/archers-aim-apg.md), [Crossbow Terror](compendium/feats/crossbow-terror-apg.md), [Quick Shot](compendium/feats/quick-shot-apg.md), [Staggering Fire](compendium/feats/staggering-fire-lokl.md) + +## Summary + +*Source: Advanced Player's Guide p. 157* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/archers-aim-apg.md b/compendium/feats/archers-aim-apg.md new file mode 100644 index 000000000..eb2760269 --- /dev/null +++ b/compendium/feats/archers-aim-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/concentrate +aliases: ["Archer's Aim"] +--- +# Archer's Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) + +- **Prerequisites**: [Archer Dedication](compendium/feats/archer-dedication-apg.md) +- **Activity** Two-Action + +You slow down, focus, and take a careful shot. Make a ranged [Strike](rules/actions/strike.md) with a weapon in the bow weapon group. + +You gain a +2 circumstance bonus to the attack roll and ignore the target's [concealed](rules/conditions.md#Concealed) condition. If the target is [hidden](rules/conditions.md#Hidden), reduce the flat check from being [hidden](rules/conditions.md#Hidden) from 11 to 5. + +*Source: Advanced Player's Guide p. 157* +%% #compendium/src/pf2e/apg #trait/archetype #trait/concentrate %% \ No newline at end of file diff --git a/compendium/feats/archon-magic-apg.md b/compendium/feats/archon-magic-apg.md new file mode 100644 index 000000000..9052cd083 --- /dev/null +++ b/compendium/feats/archon-magic-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/aasimar +aliases: ["Archon Magic"] +--- +# Archon Magic *Feat 9* +[aasimar](rules/traits/aasimar-apg.md) + +- **Prerequisites**: [Lawbringer](compendium/feats/lawbringer-apg.md) + +You can tap into the heavenly magic that is your birthright. + +You can cast [continual flame](compendium/spells/continual-flame.md) and [shield other](compendium/spells/shield-other.md) each once per day as 2nd-level divine innate spells. + +*Source: Advanced Player's Guide p. 36* +%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/ardent-armiger-lowg.md b/compendium/feats/ardent-armiger-lowg.md new file mode 100644 index 000000000..b6cfc55c2 --- /dev/null +++ b/compendium/feats/ardent-armiger-lowg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Ardent Armiger"] +--- +# Ardent Armiger *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md) + +You have been trained to resist the manipulations of fiends, and your Hellknight discipline makes you difficult to influence. You gain a +1 circumstance bonus to saves against [mental](rules/traits/mental.md) effects that specifically improve your attitude and to your Will DC against someone Coercing you, Demoralizing you, [Making an Impression](rules/actions/make-an-impression.md) on you, or Making a [Request](rules/actions/request.md) of you. + +If a [mental](rules/traits/mental.md) effect would compel you to act in a way that violates your Hellknight order's tenets (as determined by the GM), you can attempt to break free from the effect as a reaction triggered by receiving the violating order, and you gain a new Will save against the effect. You can attempt this new save only once for a given effect, even if you are compelled to violate your order's tenets multiple times. + +*Source: Lost Omens: World Guide p. 107* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/arise-ye-worthy-loag.md b/compendium/feats/arise-ye-worthy-loag.md new file mode 100644 index 000000000..6e1b4061a --- /dev/null +++ b/compendium/feats/arise-ye-worthy-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ganzi +aliases: ["Arise, Ye Worthy!"] +--- +# Arise, Ye Worthy! *Feat 13* +[ganzi](rules/traits/ganzi-loag.md) + + +You are descended from the valkyries who protect worthy souls, and can hold back death's grasp. You can cast [breath of life](compendium/spells/breath-of-life.md) as a divine innate spell once per day. + +*Source: Lost Omens: Ancestry Guide p. 98* +%% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/compendium/feats/armigers-mobility-lowg.md b/compendium/feats/armigers-mobility-lowg.md new file mode 100644 index 000000000..6f462f7c7 --- /dev/null +++ b/compendium/feats/armigers-mobility-lowg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Armiger's Mobility"] +--- +# Armiger's Mobility *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: expert in heavy armor, [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md) + +You've learned how best to move in heavy armor. When wearing heavy armor, if you meet the Strength requirement, instead of reducing the movement penalty by 5 feet, you reduce the penalty by 10 feet (typically reducing the penalty to 0). If you are a dwarf with the Unburdened Iron feat, increase your Speed by 5 feet. + +*Source: Lost Omens: World Guide p. 107* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/armor-assist-apg.md b/compendium/feats/armor-assist-apg.md new file mode 100644 index 000000000..5e8b2d57a --- /dev/null +++ b/compendium/feats/armor-assist-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Armor Assist"] +--- +# Armor Assist *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) or [Warfare Lore](compendium/skills.md#Lore) + +After your service aiding armored combatants, you are practiced in helping yourself and others don heavy gear. You can attempt an [Athletics](compendium/skills.md#Athletics) or [Warfare Lore](compendium/skills.md#Lore) check with a DC determined by the GM (but usually 15 for common armor, DC 20 for uncommon armor, and DC 25 for rare armor) to halve the time you take to don armor. You can halve an ally's time to don armor by working with them to don the armor and succeeding at an [Athletics](compendium/skills.md#Athletics) or [Warfare Lore](compendium/skills.md#Lore) check against the same DC. + +*Source: Advanced Player's Guide p. 203* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/armor-rune-shifter-aoa4.md b/compendium/feats/armor-rune-shifter-aoa4.md new file mode 100644 index 000000000..99267e898 --- /dev/null +++ b/compendium/feats/armor-rune-shifter-aoa4.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa4 +- trait/archetype +aliases: ["Armor Rune Shifter"] +--- +# Armor Rune Shifter *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Crystal Keeper Dedication](compendium/feats/crystal-keeper-dedication-aoa4.md) + +You learn the secrets of armor runes by viewing them through gems and can alter them at your discretion. Once per day when you make your daily preparations, you can focus on a rune's magical energies through a crystal's facets to alter a single property rune on one suit of armor in your possession to suppress its normal effects and make it function as a different property rune. You can temporarily alter the rune to function as one of the following runes: [energy-resistant](compendium/equipment/items/energy-resistant.md), [fortification](compendium/equipment/items/fortification.md), [glamered](compendium/equipment/items/glamered.md), [invisibility](compendium/equipment/items/invisibility.md), [shadow](compendium/equipment/items/shadow.md), or [slick](compendium/equipment/items/slick.md). The property rune remains altered until you make your next daily preparations. The armor must meet the prerequisites for the temporary rune, and any other runes that required the suppressed rune are also suppressed while the rune is transformed. The rune is obviously altered, and thus the armor can't be sold as though it had the temporary rune. + +*Source: Age of Ashes #4: Fires of the Haunted City p. 75* +%% #compendium/src/pf2e/aoa4 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/armor-specialist-apg.md b/compendium/feats/armor-specialist-apg.md new file mode 100644 index 000000000..6b6277831 --- /dev/null +++ b/compendium/feats/armor-specialist-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Armor Specialist"] +--- +# Armor Specialist *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Sentinel Dedication](compendium/feats/sentinel-dedication-apg.md) + +You have trained hard to optimize your armor's protective qualities. You gain the armor specialization effects of medium and heavy armor. + +*Source: Advanced Player's Guide p. 191* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/armored-exercise-lopsg.md b/compendium/feats/armored-exercise-lopsg.md new file mode 100644 index 000000000..0caf14090 --- /dev/null +++ b/compendium/feats/armored-exercise-lopsg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Armored Exercise"] +--- +# Armored Exercise *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md); trained in light, medium, or heavy armor + +You've spent time training in your armor alongside other agents from the Swords. Your proficiency rank for light, medium, and heavy armor increases to expert for whichever of those you already had the trained proficiency rank in. + +*Source: Lost Omens: Pathfinder Society Guide p. 53* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/armored-rebuff-apg.md b/compendium/feats/armored-rebuff-apg.md new file mode 100644 index 000000000..776a9d480 --- /dev/null +++ b/compendium/feats/armored-rebuff-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Armored Rebuff"] +--- +# Armored Rebuff [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Sentinel Dedication](compendium/feats/sentinel-dedication-apg.md) +- **Trigger** An adjacent foe critically fails an attack roll to [Strike](rules/actions/strike.md) you with a melee weapon or unarmed attack. +- **Requirements**: You are wearing medium armor or heavier. +- **Activity** Reaction + +You rebuff puny attacks with your armor, knocking back your foe. Attempt an [Athletics](compendium/skills.md#Athletics) check to [Shove](rules/actions/shove.md) the triggering foe, even if you don't have a hand free. If you succeed, you can't [Stride](rules/actions/stride.md) to follow the foe, as you're knocking the foe back with the rebounded attack, not by physically moving towards them. + +*Source: Advanced Player's Guide p. 191* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/armored-rest-lopsg.md b/compendium/feats/armored-rest-lopsg.md new file mode 100644 index 000000000..e8e752a62 --- /dev/null +++ b/compendium/feats/armored-rest-lopsg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Armored Rest"] +--- +# Armored Rest *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md); trained in light, medium, or heavy armor + +You've slept many nights in your armor and gotten used to it. + +You can sleep in armor overnight without being [fatigued](rules/conditions.md#Fatigued) the next day. If you were already [fatigued](rules/conditions.md#Fatigued) before sleeping, the armor doesn't prevent you from recovering from being [fatigued](rules/conditions.md#Fatigued). + +*Source: Lost Omens: Pathfinder Society Guide p. 52* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/armored-stealth-apg.md b/compendium/feats/armored-stealth-apg.md new file mode 100644 index 000000000..21a606caa --- /dev/null +++ b/compendium/feats/armored-stealth-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Armored Stealth"] +--- +# Armored Stealth *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Stealth](compendium/skills.md#Stealth) + +You have learned techniques to adjust and modify your armor and movements to reduce the noise you make. When you wear non-noisy armor with which you are trained, your penalty to [Stealth](compendium/skills.md#Stealth) checks is reduced by 1 (to a minimum penalty of 0). If you're a master in [Stealth](compendium/skills.md#Stealth), reduce the penalty by 2, and if you're legendary, reduce the penalty by 3. If your armor has the [noisy](rules/traits/noisy.md) trait, instead of reducing the penalty to [Stealth](compendium/skills.md#Stealth) checks, you ignore the effects of the [noisy](rules/traits/noisy.md) trait, enabling you to remove the penalty with a sufficient Strength score as normal. + +*Source: Advanced Player's Guide p. 203* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/arrow-of-death-apg.md b/compendium/feats/arrow-of-death-apg.md new file mode 100644 index 000000000..d39398728 --- /dev/null +++ b/compendium/feats/arrow-of-death-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/magical +- trait/necromancy +aliases: ["Arrow Of Death"] +--- +# Arrow Of Death [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* +[archetype](rules/traits/archetype.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) +- **Frequency**: once per day +- **Activity** Three-Action + +You modify an arrow or bolt to bring death to your target in a single potent hit. Make a bow [Strike](rules/actions/strike.md). On a hit, you deal an additional `10d10` precision damage. On a critical hit, the target must also succeed at a Fortitude saving throw against your class DC or spell DC, whichever is higher, or be immediately slain; this save has the [death](rules/traits/death.md) and [incapacitation](rules/traits/incapacitation.md) traits. + +*Source: Advanced Player's Guide p. 173* +%% #compendium/src/pf2e/apg #trait/archetype #trait/magical #trait/necromancy %% \ No newline at end of file diff --git a/compendium/feats/artokuss-fire-lol.md b/compendium/feats/artokuss-fire-lol.md new file mode 100644 index 000000000..e2c1e1e8f --- /dev/null +++ b/compendium/feats/artokuss-fire-lol.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lol +- trait/additive-2 +- trait/alchemist +- trait/rare +aliases: ["Artokus's Fire"] +--- +# Artokus's Fire [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* +[additive <2>](rules/traits/additive.md) [alchemist](rules/traits/alchemist.md) [rare](rules/traits/rare.md) + +- **Frequency**: once per round +- **Trigger** You use [Quick Alchemy](rules/actions/quick-alchemy.md) to craft an alchemist's fire, and that bomb's level is at least 2 levels lower than your advanced alchemy level. +- **Activity** Free Action + +Artokus developed a mixture of volatile materials that burns hotter and longer than typical alchemist's fire. You include this additive mixture when crafting your alchemist's fire. The alchemist's fire deals `1d4` [persistent fire damage](rules/conditions.md#Persistent%20Damage) in addition to what the alchemist fire would normally cause (for instance, a moderate alchemist's fire deals `1d4+2` [persistent fire damage](rules/conditions.md#Persistent%20Damage)) + +A creature taking [persistent fire damage](rules/conditions.md#Persistent%20Damage) from the alchemist's fire requires two successful flat checks to end the [persistent damage](rules/conditions.md#Persistent%20Damage), or one check if the creature had an assisted recovery that reduces the flat check to DC 10. The enhanced alchemist's fire burns even underwater, and any attempts to end the [persistent damage](rules/conditions.md#Persistent%20Damage) by using water have no effect. + +*Source: Lost Omens: Legends p. 20* +%% #compendium/src/pf2e/lol #trait/additive-2 #trait/alchemist #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/as-in-life-so-in-death-botd.md b/compendium/feats/as-in-life-so-in-death-botd.md new file mode 100644 index 000000000..3886f5695 --- /dev/null +++ b/compendium/feats/as-in-life-so-in-death-botd.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/skeleton +aliases: ["As in Life, So in Death"] +--- +# As in Life, So in Death *Feat 1* +[skeleton](rules/traits/skeleton-b1.md) + + +Specific memories of your old life are hard to hold onto, but you know things without remembering why. You gain the [Adopted Ancestry](compendium/feats/adopted-ancestry.md) feat. You can choose any ancestry, but it is likely to be one that matches both your skeleton heritage and who you were in life. As long as your body is completely covered by armor or clothing, you do not have to attempt [Deception](compendium/skills.md#Deception) checks against a creature's [Perception](compendium/skills.md#Perception) DC to successfully [Impersonate](rules/actions/impersonate.md) yourself as a member of that ancestry. This is a non-magical disguise that doesn't protect against divination. + +This disguise doesn't provide any benefit against a creature actively attempting a [Perception](compendium/skills.md#Perception) check against you. + +*Source: Book of the Dead p. 56* +%% #compendium/src/pf2e/botd #trait/skeleton %% \ No newline at end of file diff --git a/compendium/feats/ashen-veil-lokl.md b/compendium/feats/ashen-veil-lokl.md new file mode 100644 index 000000000..d47b028a7 --- /dev/null +++ b/compendium/feats/ashen-veil-lokl.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +- trait/manipulate +- trait/skill +aliases: ["Ashen Veil"] +--- +# Ashen Veil [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 7* +[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md), expert in [Religion](compendium/skills.md#Religion), master in [Stealth](compendium/skills.md#Stealth) +- **Activity** Three-Action + +By smearing ash or tainted earth over your skin and armor, you shroud yourself from the dead. You become [concealed](rules/conditions.md#Concealed) to undead using vision or lifesense, allowing you to [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md) without other sources of cover or concealment. This effect lasts only as long as you continue to take no actions other than to [Hide](rules/actions/hide.md), [Sneak](rules/actions/sneak.md), or other surreptitious actions. The GM determines which actions end the effect, but attacking, casting spells, activating items, and the like always do. + +*Source: Lost Omens: Knights of Lastwall p. 76* +%% #compendium/src/pf2e/lokl #trait/archetype #trait/manipulate #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/assassin-dedication-apg.md b/compendium/feats/assassin-dedication-apg.md new file mode 100644 index 000000000..6bc9c5a23 --- /dev/null +++ b/compendium/feats/assassin-dedication-apg.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Assassin Dedication"] +--- +# Assassin Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: [Alchemical Crafting](compendium/feats/alchemical-crafting.md); trained in [Crafting](compendium/skills.md#Crafting), [Deception](compendium/skills.md#Deception), and [Stealth](compendium/skills.md#Stealth) + +You've trained to assassinate your foes, and you do so with tenacity and precision. You gain the Mark for Death activity. + +```ad-embed-ability +title: Mark for Death [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +- **Requirements**: You can see and hear the creature you intend to mark + +**Effect** You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) your mark and on [Deception](compendium/skills.md#Deception) checks to [Feint](rules/actions/feint.md) against your mark. Your [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) weapons and unarmed attacks gain the [backstabber](rules/traits/backstabber.md) and [deadly ](rules/traits/deadly.md) weapon traits when you're attacking your mark. + +If the weapon or unarmed attack already has the [deadly](rules/traits/deadly.md) trait, increase the size of the deadly damage die by one step instead of giving it [deadly ](rules/traits/deadly.md). +``` + +**Special.** You can't select another dedication feat until you've gained two other feats from the assassin archetype. + +## Assassin Dedication leads to... + +[Angel Of Death](compendium/feats/angel-of-death-apg.md), [Assassinate](compendium/feats/assassinate-apg.md), [Expert Backstabber](compendium/feats/expert-backstabber-apg.md), [Surprise Attack](compendium/feats/surprise-attack-apg.md), [Angel of Vindication](compendium/feats/angel-of-vindication-lokl.md), [Eclipsed Vitality](compendium/feats/eclipsed-vitality-lokl.md) + +## Summary + +*Source: Advanced Player's Guide p. 158* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/assassinate-apg.md b/compendium/feats/assassinate-apg.md new file mode 100644 index 000000000..938ac04d8 --- /dev/null +++ b/compendium/feats/assassinate-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Assassinate"] +--- +# Assassinate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Assassin Dedication](compendium/feats/assassin-dedication-apg.md) +- **Requirements**: You have designated a mark using Mark for Death and are completely [unnoticed](rules/conditions.md#Unnoticed) by your mark. +- **Activity** Two-Action + +You strike with one swift movement, trying to instantly slay your mark. Make a [Strike](rules/actions/strike.md) against your mark. If you hit, your mark takes `6d6` extra precision damage with a basic Fortitude save against your class DC or spell DC, whichever is higher. + +If the mark critically fails, they die. This is an [incapacitation](rules/traits/incapacitation.md) effect. The creature then becomes temporarily immune to your Assassinate for 1 day. + +*Source: Advanced Player's Guide p. 158* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/assured-identification-apg.md b/compendium/feats/assured-identification-apg.md new file mode 100644 index 000000000..90c60583b --- /dev/null +++ b/compendium/feats/assured-identification-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Assured Identification"] +--- +# Assured Identification *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) + +You rarely misidentify an item. When using [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) checks to [Identify Magic](rules/actions/identify-magic.md), if you roll a critical failure, you get a failure instead. If you would misidentify a cursed item because you roll a success but not a critical success, you simply can't identify it instead. + +*Source: Advanced Player's Guide p. 203* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/assured-knowledge-apg.md b/compendium/feats/assured-knowledge-apg.md new file mode 100644 index 000000000..64a2c439a --- /dev/null +++ b/compendium/feats/assured-knowledge-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/bard +aliases: ["Assured Knowledge"] +--- +# Assured Knowledge *Feat 6* +[bard](rules/traits/bard.md) + +- **Prerequisites**: enigma muse + +You can procure information with confidence. Whenever you [Recall Knowledge](rules/actions/recall-knowledge.md) using any skill (including [Bardic Lore](compendium/skills.md#Lore)), you can forgo rolling your check to instead receive a result of 10 + your proficiency bonus (don't apply any other bonuses, penalties, or modifiers). As long as you are an expert in a skill, you meet the prerequisites for the [Automatic Knowledge](compendium/feats/automatic-knowledge.md) skill feat in that skill, even if you don't have [Assurance](compendium/feats/assurance.md) in that skill. + +## Assured Knowledge leads to... + +[Enigma's Knowledge](compendium/feats/enigmas-knowledge-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 113* +%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/assured-ritualist-apg.md b/compendium/feats/assured-ritualist-apg.md new file mode 100644 index 000000000..a6c7a772b --- /dev/null +++ b/compendium/feats/assured-ritualist-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Assured Ritualist"] +--- +# Assured Ritualist *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Flexible Ritualist](compendium/feats/flexible-ritualist-apg.md) + +You can cover for a secondary caster's error. If you are the primary caster, after rolling all the secondary checks, choose one check on which the secondary caster rolled a failure or critical failure, and treat the result as one degree of success better. + +*Source: Advanced Player's Guide p. 187* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/astonishing-explosion-ec6.md b/compendium/feats/astonishing-explosion-ec6.md new file mode 100644 index 000000000..7286ba07e --- /dev/null +++ b/compendium/feats/astonishing-explosion-ec6.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec6 +- trait/additive-2 +- trait/alchemist +- trait/uncommon +aliases: ["Astonishing Explosion"] +--- +# Astonishing Explosion [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 20* +[additive <2>](rules/traits/additive.md) [alchemist](rules/traits/alchemist.md) [uncommon](rules/traits/uncommon.md) + +- **Frequency**: once per minute +- **Trigger** You use [Quick Alchemy](rules/actions/quick-alchemy.md) to craft an alchemical bomb that deals splash damage and is at least 2 levels lower than your advanced alchemy level. +- **Activity** Free Action + +Your bomb incorporates an explosive spark of wonder that leaves witnesses dumbfounded. Any target hit by your [Strike](rules/actions/strike.md) with the bomb is [fascinated](rules/conditions.md#Fascinated) by you for 1 round. On a critical success, the target is also [stunned](rules/conditions.md#Stunned). + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 72* +%% #compendium/src/pf2e/ec6 #trait/additive-2 #trait/alchemist #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/astral-tether-da.md b/compendium/feats/astral-tether-da.md new file mode 100644 index 000000000..b503f7041 --- /dev/null +++ b/compendium/feats/astral-tether-da.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/abjuration +- trait/occult +- trait/psychic +aliases: ["Astral Tether"] +--- +# Astral Tether [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[abjuration](rules/traits/abjuration.md) [occult](rules/traits/occult.md) [psychic](rules/traits/psychic-da.md) + +- **Activity** Single Action + +You spin out a thread of psychic energy that connects you to an ally, using it as a conduit for your abilities. Choose a willing creature within 60 feet and connect to it. Whenever you would gain a benefit from a psychic amp, you can have the amp affect the tethered creature instead. You can do so only if the amp grants a distinct benefit, not if it alters the amped spell. + +The tether can't be severed physically but breaks if the distance between you and the tethered ally ever exceeds 60 feet, if you become [unconscious](rules/conditions.md#Unconscious), or if you use Astral Tether again. + +*Source: Dark Archive p. 24* +%% #compendium/src/pf2e/da #trait/abjuration #trait/occult #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/asura-magic-loil.md b/compendium/feats/asura-magic-loil.md new file mode 100644 index 000000000..cc4e85ec4 --- /dev/null +++ b/compendium/feats/asura-magic-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/tiefling +aliases: ["Asura Magic"] +--- +# Asura Magic *Feat 9* +[tiefling](rules/traits/tiefling-b1.md) + +- **Prerequisites**: [Faultspawn](compendium/feats/faultspawn-loil.md) + +You can cast [blood vendetta](compendium/spells/blood-vendetta-apg.md) and death knell once per day each as 2nd-level divine innate spells. + +*Source: Lost Omens: Impossible Lands p. 33* +%% #compendium/src/pf2e/loil #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/athletic-might-apg.md b/compendium/feats/athletic-might-apg.md new file mode 100644 index 000000000..ff4fbc01b --- /dev/null +++ b/compendium/feats/athletic-might-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/orc +aliases: ["Athletic Might"] +--- +# Athletic Might *Feat 5* +[orc](rules/traits/orc.md) + + +Surviving in [hostile](rules/conditions.md#Hostile) terrain has given you a great talent for mobility. Whenever you roll a success on an [Athletics](compendium/skills.md#Athletics) check to [Climb](rules/actions/climb.md) or [Swim](rules/actions/swim.md), you get a critical success instead. + +*Source: Advanced Player's Guide p. 18* +%% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/athletic-strategist-apg.md b/compendium/feats/athletic-strategist-apg.md new file mode 100644 index 000000000..bf9538b21 --- /dev/null +++ b/compendium/feats/athletic-strategist-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Athletic Strategist"] +--- +# Athletic Strategist *Feat 2* +[investigator](rules/traits/investigator-apg.md) + +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) + +You know how to calculatedly manipulate joints and body weight. In addition to using [Devise a Stratagem](rules/actions/devise-a-stratagem-apg.md) to modify a [Strike](rules/actions/strike.md), you can use it to modify a [Disarm](rules/actions/disarm.md), [Grapple](rules/actions/grapple.md), [Shove](rules/actions/shove.md), or [Trip](rules/actions/trip.md) attempt, substituting your [Devise a Stratagem](rules/actions/devise-a-stratagem-apg.md) roll for the [Athletics](compendium/skills.md#Athletics) check. You must apply the substitution to the first eligible attack you make, whether it's a [Strike](rules/actions/strike.md) or one of the [Athletics](compendium/skills.md#Athletics) actions. + +You can also use your Intelligence modifier instead of Strength for the [Athletics](compendium/skills.md#Athletics) check when you substitute your [Devise a Stratagem](rules/actions/devise-a-stratagem-apg.md) roll, unless you're using a weapon for the maneuver and the weapon doesn't fit the restrictions for using Intelligence with a stratagem. + +*Source: Advanced Player's Guide p. 60* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/attack-of-opportunity-magus-som.md b/compendium/feats/attack-of-opportunity-magus-som.md new file mode 100644 index 000000000..04f43451e --- /dev/null +++ b/compendium/feats/attack-of-opportunity-magus-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Attack Of Opportunity (Magus)"] +--- +# Attack Of Opportunity (Magus) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[magus](rules/traits/magus-som.md) + +- **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. +- **Activity** Reaction + +You lash out at a vulnerable foe. Make a melee [Strike](rules/actions/strike.md) against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This [Strike](rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](rules/actions/strike.md). + +*Source: Secrets of Magic p. 45* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/attack-of-opportunity-swashbuckler-apg.md b/compendium/feats/attack-of-opportunity-swashbuckler-apg.md new file mode 100644 index 000000000..3aab2090a --- /dev/null +++ b/compendium/feats/attack-of-opportunity-swashbuckler-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Attack Of Opportunity (Swashbuckler)"] +--- +# Attack Of Opportunity (Swashbuckler) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Trigger** A creature within your reach uses a [manipulate](rules/traits/manipulate.md) action or a [move](rules/traits/move.md) action, makes a ranged attack, or leaves a square during a move action it's using. +- **Activity** Reaction + +You swat a foe that leaves an opening. Make a melee [Strike](rules/actions/strike.md) against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. + +This [Strike](rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](rules/actions/strike.md). + +*Source: Advanced Player's Guide p. 91* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/attuned-stride-som.md b/compendium/feats/attuned-stride-som.md new file mode 100644 index 000000000..c9790fb60 --- /dev/null +++ b/compendium/feats/attuned-stride-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Attuned Stride"] +--- +# Attuned Stride *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md), expert in [Nature](compendium/skills.md#Nature) + +You can move freely through terrain you're attuned to. + +When you gain a terrain attunement benefit, you ignore difficult terrain in the corresponding type of terrain until the end of your next turn. + +*Source: Secrets of Magic p. 213* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/attunement-shift-som.md b/compendium/feats/attunement-shift-som.md new file mode 100644 index 000000000..9cf8aba66 --- /dev/null +++ b/compendium/feats/attunement-shift-som.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Attunement Shift"] +--- +# Attunement Shift [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md) +- **Frequency**: once per 10 minutes +- **Requirements**: Your previous action was to cast a spell with the [air](rules/traits/air.md), [cold](rules/traits/cold.md), [earth](rules/traits/earth.md), [fire](rules/traits/fire.md), [plant](rules/traits/plant.md), or [water](rules/traits/water.md) trait +- **Activity** Free Action + +The magic of your spell floods into you, overriding your connection to the land around you. You alter your terrain attunement to a terrain that matches a trait of the spell you just cast. You thereby gain your terrain attunement benefit when you cast further spells with the same descriptor, instead of using the terrain you're actually in. For instance, if you cast [tanglefoot](compendium/spells/tanglefoot.md), your terrain attunement switches to your choice of forest or swamp, and your terrain attunement applies when you cast another plant spell. + +Your terrain attunement reverts to that of the terrain you're in 1 minute after you use Attunement Shift. + +*Source: Secrets of Magic p. 212* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/attunement-to-stone-lowg.md b/compendium/feats/attunement-to-stone-lowg.md new file mode 100644 index 000000000..050ed043e --- /dev/null +++ b/compendium/feats/attunement-to-stone-lowg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Attunement To Stone"] +--- +# Attunement To Stone *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ka Stone Ritual](compendium/feats/ka-stone-ritual-lowg.md) + +You become attuned to the stone around you. When in contact with a stone surface, you gain [tremorsense](rules/abilities/tremorsense.md) (imprecise) 5 feet along that surface, and you can activate your ka stone to cast [meld into stone](compendium/spells/meld-into-stone.md). + +*Source: Lost Omens: World Guide p. 59* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/augment-senses-loag.md b/compendium/feats/augment-senses-loag.md new file mode 100644 index 000000000..54b14418e --- /dev/null +++ b/compendium/feats/augment-senses-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fleshwarp +aliases: ["Augment Senses"] +--- +# Augment Senses [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* +[fleshwarp](rules/traits/fleshwarp-loag.md) + +- **Activity** Single Action + +You open vestigial eyes, unfurl tympanic flaps of skin, or otherwise enhance your senses. Until the start of your next turn, you gain the following benefits: you can't be flanked; when you [Seek](rules/actions/seek.md) for creatures, you can scan a 60-foot cone or a 30-foot burst instead of the normal area; and when you [Seek](rules/actions/seek.md) for [hidden](rules/conditions.md#Hidden) objects, you can search a 15-foot square instead of the normal area. + +*Source: Lost Omens: Ancestry Guide p. 94* +%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/compendium/feats/aura-of-despair-apg.md b/compendium/feats/aura-of-despair-apg.md new file mode 100644 index 000000000..4d6c526f7 --- /dev/null +++ b/compendium/feats/aura-of-despair-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +- trait/uncommon +aliases: ["Aura Of Despair"] +--- +# Aura Of Despair *Feat 4* +[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: tenets of evil + +Your presence as an avatar of evil makes your foes more susceptible to terror and makes it almost impossible for them to shake off fear when you are near. Enemies within 15 feet of you take a –1 circumstance penalty to saving throws against [fear](rules/traits/fear.md). In addition, an enemy that ends its turn within 15 feet of you can't reduce the value of its [frightened](rules/conditions.md#Frightened) condition below 1. + +*Source: Advanced Player's Guide p. 119* +%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/aura-of-preservation-apg.md b/compendium/feats/aura-of-preservation-apg.md new file mode 100644 index 000000000..675fa05e2 --- /dev/null +++ b/compendium/feats/aura-of-preservation-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +aliases: ["Aura Of Preservation"] +--- +# Aura Of Preservation *Feat 14* +[champion](rules/traits/champion.md) + +- **Prerequisites**: [Esoteric Oath](compendium/feats/esoteric-oath-apg.md) + +Your aura protects against the twisting powers of aberrations. + +You and all allies within 15 feet gain a +1 status bonus to Fortitude and Will saves against effects from aberrations. You also gain a +1 status bonus to Fortitude saves against [morph](rules/traits/morph.md) or [polymorph](rules/traits/polymorph.md) effects and Will saves against [mental](rules/traits/mental.md) effects; this bonus increases to +2 against aberrations' morph, [polymorph](rules/traits/polymorph.md), or [mental](rules/traits/mental.md) effects. + +*Source: Advanced Player's Guide p. 121* +%% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/aura-of-unbreakable-virtue-aoa6.md b/compendium/feats/aura-of-unbreakable-virtue-aoa6.md new file mode 100644 index 000000000..78c403e8a --- /dev/null +++ b/compendium/feats/aura-of-unbreakable-virtue-aoa6.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa6 +- trait/champion +- trait/uncommon +aliases: ["Aura Of Unbreakable Virtue"] +--- +# Aura Of Unbreakable Virtue *Feat 20* +[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: tenets of good + +You are a paragon of all that is good, your overwhelming aura causing evildoers to cower. All evil creatures within 15 feet of you take a –1 status penalty to checks and DCs that target you or your allies. This penalty is –2 against creatures you have taken an oath against (such as dragons if you have the [Dragonslayer Oath](compendium/feats/dragonslayer-oath.md) feat). You can choose to suppress or resume this aura as an action, which has the [concentrate](rules/traits/concentrate.md) trait. + +*Source: Age of Ashes #6: Broken Promises p. 76* +%% #compendium/src/pf2e/aoa6 #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/aura-sight-da.md b/compendium/feats/aura-sight-da.md new file mode 100644 index 000000000..934cfbfe9 --- /dev/null +++ b/compendium/feats/aura-sight-da.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/concentrate +- trait/exploration +- trait/general +- trait/secret +- trait/skill +- trait/uncommon +aliases: ["Aura Sight"] +--- +# Aura Sight *Feat 2* +[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [general](rules/traits/general.md) [secret](rules/traits/secret.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: expert in [Occultism](compendium/skills.md#Occultism) +- **Frequency**: once per hour + +You've learned how to read the natural auras of other living creatures. To do this, you must focus on a single living target without blinking for 1 minute. You can do this while performing some other minor task—such as making conversation to distract from your intentions—but you can't blink or otherwise lose your concentration. You can then perceive any or all of the following information. + +- The target's current apparent attitude toward you ([friendly](rules/conditions.md#Friendly), [indifferent](rules/conditions.md#Indifferent), and so on). +- The target's current apparent emotional state. +- A general assessment of the target's physical health, such as what conditions or afflictions it has. You might need to succeed at an [Occultism](compendium/skills.md#Occultism) check against the affliction or condition's DC to detect the presence of a specifically [hidden](rules/conditions.md#Hidden) or subtle condition or affliction. In addition, the GM rolls a secret [Occultism](compendium/skills.md#Occultism) check for you against the target's [Deception](compendium/skills.md#Deception) DC. If your result exceeds your target's, you can identify if they're being deceptive in some way (such as expressing a false attitude toward you or faking an emotional state). This doesn't allow you to automatically identify the exact nature of that deception, only to tell the outward appearance is false. + +*Source: Dark Archive p. 78* +%% #compendium/src/pf2e/da #trait/concentrate #trait/exploration #trait/general #trait/secret #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/automatic-writing-da.md b/compendium/feats/automatic-writing-da.md new file mode 100644 index 000000000..743915c4f --- /dev/null +++ b/compendium/feats/automatic-writing-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/concentrate +- trait/exploration +- trait/general +- trait/manipulate +- trait/skill +- trait/uncommon +aliases: ["Automatic Writing"] +--- +# Automatic Writing *Feat 2* +[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [general](rules/traits/general.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: expert in [Occultism](compendium/skills.md#Occultism) +- **Frequency**: once per day + +When confronted with the unknown, you can receive knowledge beyond your own experience via written messages delivered by your hand. You spend 10 minutes seated while holding a writing utensil, using it to make small circular motions as you open your mind to the forces around you. You receive information as your hand writes on its own, guided by spirits. At the end of these 10 minutes, [Recall Knowledge](rules/actions/recall-knowledge.md) with any [Lore](compendium/skills.md#Lore) skill in which you are not trained, using your [Occultism](compendium/skills.md#Occultism) modifier instead of your modifier with that skill. The strain of this spirit channeling leaves you [stupefied](rules/conditions.md#Stupefied) for the next 10 minutes. + +*Source: Dark Archive p. 78* +%% #compendium/src/pf2e/da #trait/concentrate #trait/exploration #trait/general #trait/manipulate #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/avalanche-strike-apg.md b/compendium/feats/avalanche-strike-apg.md new file mode 100644 index 000000000..4b025ee91 --- /dev/null +++ b/compendium/feats/avalanche-strike-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/flourish +- trait/open +aliases: ["Avalanche Strike"] +--- +# Avalanche Strike [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) [open](rules/traits/open.md) + +- **Prerequisites**: [Mauler Dedication](compendium/feats/mauler-dedication-apg.md) +- **Requirements**: You are wielding a melee weapon in two hands. +- **Activity** Three-Action + +You attack all nearby adversaries. Make a melee [Strike](rules/actions/strike.md) with the required weapon against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you have made all your attacks. + +*Source: Advanced Player's Guide p. 183* +%% #compendium/src/pf2e/apg #trait/archetype #trait/flourish #trait/open %% \ No newline at end of file diff --git a/compendium/feats/avenge-ally-apg.md b/compendium/feats/avenge-ally-apg.md new file mode 100644 index 000000000..ae1efc970 --- /dev/null +++ b/compendium/feats/avenge-ally-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/elf +- trait/fortune +aliases: ["Avenge Ally"] +--- +# Avenge Ally [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* +[elf](rules/traits/elf.md) [fortune](rules/traits/fortune.md) + +- **Frequency**: once every 10 minutes +- **Requirements**: You are adjacent to an ally with the [dying](rules/conditions.md#Dying) condition. +- **Activity** Single Action + +Though you know that you will eventually outlive your companions, seeing them at death's door brings clarity to your attacks. Make a [Strike](rules/actions/strike.md). Roll twice on the attack roll and use the higher result. + +*Source: Advanced Player's Guide p. 43* +%% #compendium/src/pf2e/apg #trait/elf #trait/fortune %% \ No newline at end of file diff --git a/compendium/feats/avenge-in-glory-locg.md b/compendium/feats/avenge-in-glory-locg.md new file mode 100644 index 000000000..3cb356223 --- /dev/null +++ b/compendium/feats/avenge-in-glory-locg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/dwarf +- trait/uncommon +aliases: ["Avenge In Glory"] +--- +# Avenge In Glory [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[dwarf](rules/traits/dwarf.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: mountain dwarf ethnicity +- **Frequency**: once per day +- **Trigger** An ally within 30 feet gains the [dying](rules/conditions.md#Dying) condition. +- **Activity** Reaction + +You honor your ally's life, gaining temporary Hit Points equal to your level for 1 minute. As long as you have these temporary Hit Points, you gain a +1 circumstance bonus to attack and damage rolls. + +*Source: Lost Omens: Character Guide p. 20* +%% #compendium/src/pf2e/locg #trait/dwarf #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/awakened-power-da.md b/compendium/feats/awakened-power-da.md new file mode 100644 index 000000000..0858bcee4 --- /dev/null +++ b/compendium/feats/awakened-power-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/deviant +- trait/rare +aliases: ["Awakened Power"] +--- +# Awakened Power *Feat 4* +[deviant](rules/traits/deviant-da.md) [rare](rules/traits/rare.md) + + +Your power spontaneously evolves or reconfigures itself. You gain one awakening benefit for a deviant feat of 4th level or lower. + +**Special.** You can take this feat multiple times. Each time you do, choose a different deviant feat of 4th level or lower, and gain one of its awakening benefits. + +*Source: Dark Archive p. 78* +%% #compendium/src/pf2e/da #trait/deviant #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/axe-climber-ec3.md b/compendium/feats/axe-climber-ec3.md new file mode 100644 index 000000000..2f5b8fc06 --- /dev/null +++ b/compendium/feats/axe-climber-ec3.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec3 +- trait/archetype +aliases: ["Axe Climber"] +--- +# Axe Climber *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Turpin Rowe Lumberjack Dedication](compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md) + +When you are climbing a wooden surface and have a hatchet or battle axe in each hand, you have a climb Speed equal to half your normal Speed. You must still have both legs available to climb and can't use either of the axes in combat while climbing. This feat can also be used to climb a surface of ice if you have a light pick in each hand. + +*Source: Extinction Curse #3: Life's Long Shadows p. 75* +%% #compendium/src/pf2e/ec3 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/axe-thrower-ec3.md b/compendium/feats/axe-thrower-ec3.md new file mode 100644 index 000000000..a8b8d28f5 --- /dev/null +++ b/compendium/feats/axe-thrower-ec3.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec3 +- trait/archetype +aliases: ["Axe Thrower"] +--- +# Axe Thrower *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Turpin Rowe Lumberjack Dedication](compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md) + +You have mastered the weight and balance of a variety of axes and can lob them with ease. Any one-handed axe weapon you wield has the [thrown](rules/traits/thrown.md) trait with a range of 10 feet. For axes that already have the [thrown](rules/traits/thrown.md) trait, the range increases by 10 feet. When you critically succeed at an attack roll with a thrown axe weapon, you apply the axe's critical specialization effect. + +*Source: Extinction Curse #3: Life's Long Shadows p. 75* +%% #compendium/src/pf2e/ec3 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/axiomatic-lore-loag.md b/compendium/feats/axiomatic-lore-loag.md new file mode 100644 index 000000000..2be4f8e6e --- /dev/null +++ b/compendium/feats/axiomatic-lore-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aphorite +aliases: ["Axiomatic Lore"] +--- +# Axiomatic Lore *Feat 1* +[aphorite](rules/traits/aphorite-loag.md) + + +You possess a strong understanding of process among mortals and lawful outsiders alike. The source of this knowledge might be intuition, study, or a childhood spent among other aphorites. You gain the trained proficiency rank in [Diplomacy](compendium/skills.md#Diplomacy) and [Society](compendium/skills.md#Society). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Axis Lore](compendium/skills.md#Lore). + +*Source: Lost Omens: Ancestry Guide p. 77* +%% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/compendium/feats/azaersis-roads-lol.md b/compendium/feats/azaersis-roads-lol.md new file mode 100644 index 000000000..3a5ffe54e --- /dev/null +++ b/compendium/feats/azaersis-roads-lol.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lol +- trait/hobgoblin +- trait/rare +aliases: ["Azaersi's Roads"] +--- +# Azaersi's Roads *Feat 17* +[hobgoblin](rules/traits/hobgoblin-locg.md) [rare](rules/traits/rare.md) + + +Azaersi has granted you limited access to the Stone Roads, attuning you to the tiniest sliver of the Onyx Key. You gain [plane shift](compendium/spells/plane-shift.md) as a primal innate spell. You can cast it twice per week. This can be used only to travel back and forth between the Plane of Earth and the Material Plane. Due to your attunement to the Onyx Key, you can act as the spell focus, and you do not require a tuning fork. + +*Source: Lost Omens: Legends p. 28* +%% #compendium/src/pf2e/lol #trait/hobgoblin #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/azarketi-lore-aaws.md b/compendium/feats/azarketi-lore-aaws.md new file mode 100644 index 000000000..984a19a1b --- /dev/null +++ b/compendium/feats/azarketi-lore-aaws.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aaws +- trait/azarketi +aliases: ["Azarketi Lore"] +--- +# Azarketi Lore *Feat 1* +[azarketi](rules/traits/azarketi-loag.md) + + +You have learned the history and origins of your people and how to connect to both your land and sea heritage. You become trained in [Athletics](compendium/skills.md#Athletics) and [Nature](compendium/skills.md#Nature). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Azarketi Lore](compendium/skills.md#Lore). + +*Source: Azarketi Ancestry Web Supplement p. 4* +%% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/azarketi-purification-loag.md b/compendium/feats/azarketi-purification-loag.md new file mode 100644 index 000000000..ad7f5655e --- /dev/null +++ b/compendium/feats/azarketi-purification-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/azarketi +aliases: ["Azarketi Purification"] +--- +# Azarketi Purification *Feat 9* +[azarketi](rules/traits/azarketi-loag.md) + + +You can cast [purify food and drink](compendium/spells/purify-food-and-drink.md) as a primal innate spell, but only on liquids. + +You can cast this spell once every 10 minutes. You can also use your innate purify food and drink on a touched creature instead of a liquid to purify their blood, giving that creature a +2 status bonus for 1 minute on their ongoing saves against poisons already present in their body when you cast the spell. + +*Source: Lost Omens: Ancestry Guide p. 15* +%% #compendium/src/pf2e/loag #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/azarketi-weapon-aptitude-aaws.md b/compendium/feats/azarketi-weapon-aptitude-aaws.md new file mode 100644 index 000000000..a21a191de --- /dev/null +++ b/compendium/feats/azarketi-weapon-aptitude-aaws.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aaws +- trait/azarketi +aliases: ["Azarketi Weapon Aptitude"] +--- +# Azarketi Weapon Aptitude *Feat 5* +[azarketi](rules/traits/azarketi-loag.md) + +- **Prerequisites**: [Azarketi Weapon Familiarity](compendium/feats/azarketi-weapon-familiarity-aaws.md) + +You become familiar with using your weapons both in and out of water. Whenever you critically hit using an [azarketi](rules/traits/azarketi-loag.md) weapon or one of the weapons listed in [Azarketi Weapon Familiarity](compendium/feats/azarketi-weapon-familiarity-aaws.md), you apply the weapon's critical specialization effect. + +*Source: Azarketi Ancestry Web Supplement p. 5* +%% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/azarketi-weapon-expertise-aaws.md b/compendium/feats/azarketi-weapon-expertise-aaws.md new file mode 100644 index 000000000..94dc5bd6a --- /dev/null +++ b/compendium/feats/azarketi-weapon-expertise-aaws.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aaws +- trait/azarketi +aliases: ["Azarketi Weapon Expertise"] +--- +# Azarketi Weapon Expertise *Feat 13* +[azarketi](rules/traits/azarketi-loag.md) + +- **Prerequisites**: [Azarketi Weapon Familiarity](compendium/feats/azarketi-weapon-familiarity-aaws.md) + +Your mastery with weapons both above and below water is unmatched. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in crossbows, hand crossbows, longspears, spears, tridents, and all azarketi weapons in which you are trained. + +*Source: Azarketi Ancestry Web Supplement p. 5* +%% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/azarketi-weapon-familiarity-aaws.md b/compendium/feats/azarketi-weapon-familiarity-aaws.md new file mode 100644 index 000000000..56e0cd135 --- /dev/null +++ b/compendium/feats/azarketi-weapon-familiarity-aaws.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aaws +- trait/azarketi +aliases: ["Azarketi Weapon Familiarity"] +--- +# Azarketi Weapon Familiarity *Feat 1* +[azarketi](rules/traits/azarketi-loag.md) + + +You are familiar with weapons that excel underwater. You are trained with crossbows, hand crossbows, longspears, spears, and tridents. + +In addition, you gain access to all uncommon azarketi weapons. For the purpose of determining your proficiency, martial azarketi weapons are simple weapons and advanced azarketi weapons are martial weapons. + +## Azarketi Weapon Familiarity leads to... + +[Azarketi Weapon Aptitude](compendium/feats/azarketi-weapon-aptitude-aaws.md), [Azarketi Weapon Expertise](compendium/feats/azarketi-weapon-expertise-aaws.md) + +## Summary + +*Source: Azarketi Ancestry Web Supplement p. 4* +%% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/azata-magic-apg.md b/compendium/feats/azata-magic-apg.md new file mode 100644 index 000000000..71ee45081 --- /dev/null +++ b/compendium/feats/azata-magic-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/aasimar +aliases: ["Azata Magic"] +--- +# Azata Magic *Feat 9* +[aasimar](rules/traits/aasimar-apg.md) + +- **Prerequisites**: [Musetouched](compendium/feats/musetouched-apg.md) + +Your lineage traces back to the realm of Elysium, and you can harness its magic using this connection. You can cast [glitterdust](compendium/spells/glitterdust.md) and [remove paralysis](compendium/spells/remove-paralysis.md) each once per day as 2nd-level divine innate spells. + +*Source: Advanced Player's Guide p. 36* +%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/back-to-back-apg.md b/compendium/feats/back-to-back-apg.md new file mode 100644 index 000000000..1b1536ebb --- /dev/null +++ b/compendium/feats/back-to-back-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Back To Back"] +--- +# Back To Back *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) + +You excel at watching your allies' backs and helping them watch yours. As long as you and an ally are adjacent to each other, neither of you can become [flat-footed](rules/conditions.md#Flat-footed) due to flanking unless both of you are flanked. If you're adjacent to more than one ally, all eligible allies can benefit at a given time. The benefit is negated for everyone if at least you and any one eligible ally are flanked, but not if your allies are flanked and you aren't. + +*Source: Advanced Player's Guide p. 181* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/backup-disguise-locg.md b/compendium/feats/backup-disguise-locg.md new file mode 100644 index 000000000..fd3d8cf31 --- /dev/null +++ b/compendium/feats/backup-disguise-locg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/general +- trait/skill +- trait/uncommon +aliases: ["Backup Disguise"] +--- +# Backup Disguise *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: expert in [Deception](compendium/skills.md#Deception) + +You have a specific disguise that you keep at the ready, worn underneath your outer garment. You can change into this disguise to [Impersonate](rules/actions/impersonate.md) as a 3-action activity. + +If you have master proficiency in [Deception](compendium/skills.md#Deception), it is instead a 2-action activity, and if you have legendary proficiency, it is a single action. You can create a new backup disguise by spending the normal amount of time it takes you to [Impersonate](rules/actions/impersonate.md), but you can have only one backup disguise at a time. Having a backup disguise doesn't allow you to remove your armor or any other complex piece of clothing any more quickly, but once you have those off, the disguise is readily available. Because you have the backup disguise at the ready, it's possible that a thorough search might reveal some elements of the disguise (see [Conceal an Object](rules/actions/conceal-an-object.md) in the [Stealth](compendium/skills.md#Stealth) skill). + +*Source: Lost Omens: Character Guide p. 71* +%% #compendium/src/pf2e/locg #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/banishing-blow-ec6.md b/compendium/feats/banishing-blow-ec6.md new file mode 100644 index 000000000..0d08862dd --- /dev/null +++ b/compendium/feats/banishing-blow-ec6.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec6 +- trait/champion +- trait/uncommon +aliases: ["Banishing Blow"] +--- +# Banishing Blow [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 20* +[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Fiendsbane Oath](compendium/feats/fiendsbane-oath.md) +- **Trigger** You use your champion's reaction, triggered by a fiend within your reach. +- **Activity** Free Action + +The erratic teleportation magic you experienced in the Kortos Mounts has taught you a few tricks. You attempt an [Athletics](compendium/skills.md#Athletics) check to [Shove](rules/actions/shove.md) the fiend that triggered your champion's reaction; on a success, the target can't teleport or summon creatures for 1 minute. On a critical success, the target is also [stunned](rules/conditions.md#Stunned) and can't teleport or summon creatures for 1 hour, and if you are on your home plane and the target is a fiend of level 18 or lower from another plane, it is also banished to its home plane. Your multiple attack penalty doesn't apply to this attack. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 72* +%% #compendium/src/pf2e/ec6 #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/bark-and-tendril-locg.md b/compendium/feats/bark-and-tendril-locg.md new file mode 100644 index 000000000..e74207be8 --- /dev/null +++ b/compendium/feats/bark-and-tendril-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/leshy +aliases: ["Bark And Tendril"] +--- +# Bark And Tendril *Feat 9* +[leshy](rules/traits/leshy-b1.md) + + +You wield primal magic. You can cast [barkskin](compendium/spells/barkskin.md) and entangle as 2nd-level primal innate spells once per day each. + +*Source: Lost Omens: Character Guide p. 55* +%% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/compendium/feats/barreling-charge-barbarian-apg.md b/compendium/feats/barreling-charge-barbarian-apg.md new file mode 100644 index 000000000..b2d543559 --- /dev/null +++ b/compendium/feats/barreling-charge-barbarian-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +- trait/flourish +aliases: ["Barreling Charge (Barbarian)"] +--- +# Barreling Charge (Barbarian) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[barbarian](rules/traits/barbarian.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) +- **Activity** Two-Action + +You rush forward, moving enemies aside to reach your foe. + +You [Stride](rules/actions/stride.md), attempting to move through your enemies' spaces, and make a melee [Strike](rules/actions/strike.md). Roll an [Athletics](compendium/skills.md#Athletics) check and compare the result to the Fortitude DC of each creature whose space you attempt to move through during your [Stride](rules/actions/stride.md), moving through its space on a success but ending your movement before entering its space on a failure. You can use Barreling Charge to [Burrow](rules/actions/burrow.md), [Climb](rules/actions/climb.md), [Fly](rules/actions/fly.md), or [Swim](rules/actions/swim.md) instead of [Stride](rules/actions/stride.md), as long as you have the corresponding movement type. + +*Source: Advanced Player's Guide p. 108* +%% #compendium/src/pf2e/apg #trait/barbarian #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/barreling-charge-fighter-apg.md b/compendium/feats/barreling-charge-fighter-apg.md new file mode 100644 index 000000000..09ffb41cd --- /dev/null +++ b/compendium/feats/barreling-charge-fighter-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/fighter +- trait/flourish +aliases: ["Barreling Charge (Fighter)"] +--- +# Barreling Charge (Fighter) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) +- **Activity** Two-Action + +You rush forward, moving enemies aside to reach your foe. + +You [Stride](rules/actions/stride.md), attempting to move through your enemies' spaces, and make a melee [Strike](rules/actions/strike.md). Roll an [Athletics](compendium/skills.md#Athletics) check and compare the result to the Fortitude DC of each creature whose space you attempt to move through during your [Stride](rules/actions/stride.md), moving through their space on a success but ending your movement before entering their space on a failure. You can use Barreling Charge to [Burrow](rules/actions/burrow.md), [Climb](rules/actions/climb.md), [Fly](rules/actions/fly.md), or [Swim](rules/actions/swim.md) instead of [Stride](rules/actions/stride.md) if you have the corresponding movement type. + +*Source: Advanced Player's Guide p. 126* +%% #compendium/src/pf2e/apg #trait/fighter #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/barrier-shield-lotgb.md b/compendium/feats/barrier-shield-lotgb.md new file mode 100644 index 000000000..f478e5a90 --- /dev/null +++ b/compendium/feats/barrier-shield-lotgb.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Barrier Shield"] +--- +# Barrier Shield *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [shield](compendium/spells/shield.md) + +When you cast [shield](compendium/spells/shield.md), you can modify the spell to create a solid barrier you can use for cover, but not for blocking. + +You can't use the [Shield Block](compendium/feats/shield-block.md) reaction when the spell is modified in this way, but you (and only you) can spend an action to [Take Cover](rules/actions/take-cover.md) to gain standard cover from it. + +*Source: Lost Omens: The Grand Bazaar p. 122* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/bashing-charge-apg.md b/compendium/feats/bashing-charge-apg.md new file mode 100644 index 000000000..903899b1b --- /dev/null +++ b/compendium/feats/bashing-charge-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +- trait/flourish +aliases: ["Bashing Charge"] +--- +# Bashing Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 2* +[barbarian](rules/traits/barbarian.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) +- **Activity** Two-Action + +You smash, bust, and charge through solid obstacles without hesitation. [Stride](rules/actions/stride.md) twice. Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an [Athletics](compendium/skills.md#Athletics) check to [Force Open](rules/actions/force-open.md) the obstacle with a +1 circumstance bonus to the roll; on a failure, your movement ends at that obstacle. + +*Source: Advanced Player's Guide p. 108* +%% #compendium/src/pf2e/apg #trait/barbarian #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/basic-captivator-spellcasting-lotgb.md b/compendium/feats/basic-captivator-spellcasting-lotgb.md new file mode 100644 index 000000000..47ab5122d --- /dev/null +++ b/compendium/feats/basic-captivator-spellcasting-lotgb.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Basic Captivator Spellcasting"] +--- +# Basic Captivator Spellcasting *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Captivator Dedication](compendium/feats/captivator-dedication-lotgb.md) + +Your innate ability to fascinate others develops into full-fledged spellcasting. This spellcasting comes naturally and instinctively to you, rather than as a product of training. + +Choose a 1st-level occult spell from either the enchantment or illusion school. You can [Cast this Spell](rules/actions/cast-a-spell.md) as an occult innate spell. At 6th level, you gain a 2nd-level spell, and at 8th level, you gain a 3rd-level spell. Each of these spells must be from either the enchantment or illusion school. + +## Basic Captivator Spellcasting leads to... + +[Captivating Intensity](compendium/feats/captivating-intensity-lotgb.md), [Countercharm](compendium/feats/countercharm-lotgb.md), [Expert Captivator Spellcasting](compendium/feats/expert-captivator-spellcasting-lotgb.md), [Master Captivator Spellcasting](compendium/feats/master-captivator-spellcasting-lotgb.md) + +## Summary + +*Source: Lost Omens: The Grand Bazaar p. 120* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-cathartic-spellcasting-som.md b/compendium/feats/basic-cathartic-spellcasting-som.md new file mode 100644 index 000000000..24f6f1e4c --- /dev/null +++ b/compendium/feats/basic-cathartic-spellcasting-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Basic Cathartic Spellcasting"] +--- +# Basic Cathartic Spellcasting *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Cathartic Mage Dedication](compendium/feats/cathartic-mage-dedication-som.md) + +You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of that spell level from your chosen tradition to your repertoire—either a common spell or another spell you've learned or discovered. + +## Basic Cathartic Spellcasting leads to... + +[Expert Cathartic Spellcasting](compendium/feats/expert-cathartic-spellcasting-som.md), [Master Cathartic Spellcasting](compendium/feats/master-cathartic-spellcasting-som.md) + +## Summary + +*Source: Secrets of Magic p. 195* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-deduction-apg.md b/compendium/feats/basic-deduction-apg.md new file mode 100644 index 000000000..11d6a326f --- /dev/null +++ b/compendium/feats/basic-deduction-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Basic Deduction"] +--- +# Basic Deduction *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Investigator Dedication](compendium/feats/investigator-dedication-apg.md) + +You gain a 1st- or 2nd-level investigator feat of your choice. + +## Basic Deduction leads to... + +[Advanced Deduction](compendium/feats/advanced-deduction-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 151* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-eldritch-archer-spellcasting-apg.md b/compendium/feats/basic-eldritch-archer-spellcasting-apg.md new file mode 100644 index 000000000..fb097a9b6 --- /dev/null +++ b/compendium/feats/basic-eldritch-archer-spellcasting-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Basic Eldritch Archer Spellcasting"] +--- +# Basic Eldritch Archer Spellcasting *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) + +You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you have learned or discovered. + +## Basic Eldritch Archer Spellcasting leads to... + +[Expert Eldritch Archer Spellcasting](compendium/feats/expert-eldritch-archer-spellcasting-apg.md), [Master Eldritch Archer Spellcasting](compendium/feats/master-eldritch-archer-spellcasting-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 172* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-flair-apg.md b/compendium/feats/basic-flair-apg.md new file mode 100644 index 000000000..bc75e8ad0 --- /dev/null +++ b/compendium/feats/basic-flair-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Basic Flair"] +--- +# Basic Flair *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Swashbuckler Dedication](compendium/feats/swashbuckler-dedication-apg.md) + +You gain a 1st- or 2nd-level swashbuckler of your choice. + +## Basic Flair leads to... + +[Advanced Flair](compendium/feats/advanced-flair-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 153* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-lesson-apg.md b/compendium/feats/basic-lesson-apg.md new file mode 100644 index 000000000..3b8f588f4 --- /dev/null +++ b/compendium/feats/basic-lesson-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Basic Lesson"] +--- +# Basic Lesson *Feat 2* +[witch](rules/traits/witch-apg.md) + + +Your patron grants you a special lesson, revealing a hidden facet of its nature. Choose a basic lesson. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 101* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/basic-magus-spellcasting-som.md b/compendium/feats/basic-magus-spellcasting-som.md new file mode 100644 index 000000000..fa067b955 --- /dev/null +++ b/compendium/feats/basic-magus-spellcasting-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Basic Magus Spellcasting"] +--- +# Basic Magus Spellcasting *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magus Dedication](compendium/feats/magus-dedication-som.md) + +You gain the basic bounded spellcasting benefits. + +## Basic Magus Spellcasting leads to... + +[Expert Magus Spellcasting](compendium/feats/expert-magus-spellcasting-som.md), [Master Magus Spellcasting](compendium/feats/master-magus-spellcasting-som.md) + +## Summary + +*Source: Secrets of Magic p. 75* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-martial-magic-som.md b/compendium/feats/basic-martial-magic-som.md new file mode 100644 index 000000000..b7cd35228 --- /dev/null +++ b/compendium/feats/basic-martial-magic-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Basic Martial Magic"] +--- +# Basic Martial Magic *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magus Dedication](compendium/feats/magus-dedication-som.md) + +You gain a 1st- or 2nd-level magus feat of your choice. + +## Basic Martial Magic leads to... + +[Advanced Martial Magic](compendium/feats/advanced-martial-magic-som.md) + +## Summary + +*Source: Secrets of Magic p. 75* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-mysteries-apg.md b/compendium/feats/basic-mysteries-apg.md new file mode 100644 index 000000000..ac78cb337 --- /dev/null +++ b/compendium/feats/basic-mysteries-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Basic Mysteries"] +--- +# Basic Mysteries *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Oracle Dedication](compendium/feats/oracle-dedication-apg.md) + +You gain a 1st- or 2nd-level oracle of your choice. + +## Basic Mysteries leads to... + +[Advanced Mysteries](compendium/feats/advanced-mysteries-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 152* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-oracle-spellcasting-apg.md b/compendium/feats/basic-oracle-spellcasting-apg.md new file mode 100644 index 000000000..62270d4df --- /dev/null +++ b/compendium/feats/basic-oracle-spellcasting-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Basic Oracle Spellcasting"] +--- +# Basic Oracle Spellcasting *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Oracle Dedication](compendium/feats/oracle-dedication-apg.md) + +You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the oracle archetype, add a common divine spell or another divine spell you have learned or discovered to your repertoire, of that spell level. + +## Basic Oracle Spellcasting leads to... + +[Expert Oracle Spellcasting](compendium/feats/expert-oracle-spellcasting-apg.md), [Master Oracle Spellcasting](compendium/feats/master-oracle-spellcasting-apg.md), [Mysterious Breadth](compendium/feats/mysterious-breadth-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 152* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-psychic-spellcasting-da.md b/compendium/feats/basic-psychic-spellcasting-da.md new file mode 100644 index 000000000..5125eef83 --- /dev/null +++ b/compendium/feats/basic-psychic-spellcasting-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Basic Psychic Spellcasting"] +--- +# Basic Psychic Spellcasting *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Psychic Dedication](compendium/feats/psychic-dedication-da.md) + +You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the psychic archetype, add a spell of the appropriate spell level to your repertoire: a common occult spell, one of the granted spells from your conscious mind, or another spell you've learned or discovered. + +## Basic Psychic Spellcasting leads to... + +[Expert Psychic Spellcasting](compendium/feats/expert-psychic-spellcasting-da.md), [Master Psychic Spellcasting](compendium/feats/master-psychic-spellcasting-da.md) + +## Summary + +*Source: Dark Archive p. 48* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-red-mantis-magic-lowg.md b/compendium/feats/basic-red-mantis-magic-lowg.md new file mode 100644 index 000000000..9e2e785e9 --- /dev/null +++ b/compendium/feats/basic-red-mantis-magic-lowg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Basic Red Mantis Magic"] +--- +# Basic Red Mantis Magic *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: trained in [Religion](compendium/skills.md#Religion), [Red Mantis Assassin Dedication](compendium/feats/red-mantis-assassin-dedication-lowg.md) + +You have learned limited divine magic from your Red Mantis training. + +You gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity. You're a prepared spellcaster, able to prepare two cantrips and one 1st-level spell each day. You prepare these spells from a Red Mantis assassin spellbook, similar to a wizard's, containing three cantrips and two 1st-level spells. + +All the spells in your Red Mantis assassin spellbook, from this and later feats, must be either transmutation or illusion spells from the arcane spell list or a spell from the following list: [clairaudience](compendium/spells/clairaudience.md), [clairvoyance](compendium/spells/clairvoyance.md), [darkness](compendium/spells/darkness.md), [dimension door](compendium/spells/dimension-door.md), [modify memory](compendium/spells/modify-memory.md), [obscuring mist](compendium/spells/obscuring-mist.md), [paralyze](compendium/spells/paralyze.md), [see invisibility](compendium/spells/see-invisibility.md), [true strike](compendium/spells/true-strike.md). Regardless of their usual magical tradition, your Red Mantis assassin spells are divine spells, as are any Red Mantis focus spells you gain. + +You can prepare two cantrips and one 1st-level spell each day from those found in your Red Mantis assassin spellbook. You're trained in spell attack rolls and spell DCs for casting divine spells. Your key spellcasting ability for these spells is Charisma. + +## Basic Red Mantis Magic leads to... + +[Advanced Red Mantis Magic](compendium/feats/advanced-red-mantis-magic-lowg.md), [Vernai Training](compendium/feats/vernai-training-lol.md), [Mantis Form](compendium/feats/mantis-form-lowg.md), [Achaekek's Grip](compendium/feats/achaekeks-grip-lol.md) + +## Summary + +*Source: Lost Omens: World Guide p. 71* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-scroll-cache-apg.md b/compendium/feats/basic-scroll-cache-apg.md new file mode 100644 index 000000000..9a52e880c --- /dev/null +++ b/compendium/feats/basic-scroll-cache-apg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Basic Scroll Cache"] +--- +# Basic Scroll Cache *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Scroll Trickster Dedication](compendium/feats/scroll-trickster-dedication-apg.md) + +You have a vast and overflowing collection of scroll scraps, riddled with errors and misspellings and leaking energy like a sieve. With enough care, you can coax these scroll scraps into functioning—briefly. + +Each day during your daily preparations, you can create a single temporary scroll containing a 1st-level spell. The spell must be a common spell from the Core Rulebook, or another spell you learned via [Learn a Spell](rules/actions/learn-a-spell.md), and it must come from a tradition in which you have the corresponding skill trained. + +This scroll is an unstable, temporary item and loses its magic the next time you make your daily preparations if you haven't already used it. It can't be used to Learn the Spell. + +At 8th level, add a second temporary scroll containing a 2nd-level spell. + +## Basic Scroll Cache leads to... + +[Expert Scroll Cache](compendium/feats/expert-scroll-cache-apg.md), [Master Scroll Cache](compendium/feats/master-scroll-cache-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 189* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-spellcasting-som.md b/compendium/feats/basic-spellcasting-som.md new file mode 100644 index 000000000..7bea9b92d --- /dev/null +++ b/compendium/feats/basic-spellcasting-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/class +- trait/pervasive-magic +- trait/rare +aliases: ["Basic Spellcasting"] +--- +# Basic Spellcasting *Feat 4* +[[class]](rules/traits/any-class-som.md) [pervasive magic](rules/traits/pervasive-magic-som.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: [Cantrip Casting](compendium/feats/cantrip-casting-som.md) + +You increase your ability to cast spells. You gain the basic spellcasting benefits granted by spellcasting archetypes, gaining a spell repertoire. Each time you gain a spell slot of a new level from the basic, expert, and master spellcasting benefits from pervasive magic feats, add a spell of the appropriate spell level to your repertoire: a common spell of the magical tradition matching your trait, or another spell of that tradition that you have learned or discovered. + +## Basic Spellcasting leads to... + +[Expert Spellcasting](compendium/feats/expert-spellcasting-som.md), [Master Spellcasting](compendium/feats/master-spellcasting-som.md) + +## Summary + +*Source: Secrets of Magic p. 219* +%% #compendium/src/pf2e/som #trait/class #trait/pervasive-magic #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/basic-summoner-spellcasting-som.md b/compendium/feats/basic-summoner-spellcasting-som.md new file mode 100644 index 000000000..efb615bec --- /dev/null +++ b/compendium/feats/basic-summoner-spellcasting-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Basic Summoner Spellcasting"] +--- +# Basic Summoner Spellcasting *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Summoner Dedication](compendium/feats/summoner-dedication-som.md) + +You gain the basic bounded spellcasting benefits. + +You gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity. Your key spellcasting ability for summoner archetype spells is Charisma, and they are summoner spells of your eidolon's tradition. + +You become trained in spell attack rolls and spell DCs of that tradition. You gain a spell repertoire and two cantrips. Each time you gain a spell slot of a new level from the summoner archetype, add a spell of that level or lower to your repertoire. Each time you lose spell slots of a particular level, remove those spells from your repertoire. + +## Basic Summoner Spellcasting leads to... + +[Expert Summoner Spellcasting](compendium/feats/expert-summoner-spellcasting-som.md), [Master Summoner Spellcasting](compendium/feats/master-summoner-spellcasting-som.md) + +## Summary + +*Source: Secrets of Magic p. 77* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-synergy-som.md b/compendium/feats/basic-synergy-som.md new file mode 100644 index 000000000..76baccbc8 --- /dev/null +++ b/compendium/feats/basic-synergy-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Basic Synergy"] +--- +# Basic Synergy *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Summoner Dedication](compendium/feats/summoner-dedication-som.md) + +You gain a 1st- or 2nd-level summoner feat of your choice. + +## Basic Synergy leads to... + +[Advanced Synergy](compendium/feats/advanced-synergy-som.md), [Signature Synergy](compendium/feats/signature-synergy-som.md) + +## Summary + +*Source: Secrets of Magic p. 76* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-thaumaturgy-da.md b/compendium/feats/basic-thaumaturgy-da.md new file mode 100644 index 000000000..c9b2e23b0 --- /dev/null +++ b/compendium/feats/basic-thaumaturgy-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Basic Thaumaturgy"] +--- +# Basic Thaumaturgy *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Thaumaturge Dedication](compendium/feats/thaumaturge-dedication-da.md) + +You gain a 1st- or 2nd-level thaumaturge feat of your choice. + +## Basic Thaumaturgy leads to... + +[Advanced Thaumaturgy](compendium/feats/advanced-thaumaturgy-da.md) + +## Summary + +*Source: Dark Archive p. 49* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-thoughtform-da.md b/compendium/feats/basic-thoughtform-da.md new file mode 100644 index 000000000..be62f0523 --- /dev/null +++ b/compendium/feats/basic-thoughtform-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Basic Thoughtform"] +--- +# Basic Thoughtform *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Psychic Dedication](compendium/feats/psychic-dedication-da.md) + +You gain a 1st- or 2nd-level psychic feat of your choice. + +## Basic Thoughtform leads to... + +[Advanced Thoughtform](compendium/feats/advanced-thoughtform-da.md) + +## Summary + +*Source: Dark Archive p. 48* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-witch-spellcasting-apg.md b/compendium/feats/basic-witch-spellcasting-apg.md new file mode 100644 index 000000000..a46b79568 --- /dev/null +++ b/compendium/feats/basic-witch-spellcasting-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Basic Witch Spellcasting"] +--- +# Basic Witch Spellcasting *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Witch Dedication](compendium/feats/witch-dedication-apg.md) + +You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the witch archetype, add two common spells of that level to your familiar. + +## Basic Witch Spellcasting leads to... + +[Expert Witch Spellcasting](compendium/feats/expert-witch-spellcasting-apg.md), [Master Witch Spellcasting](compendium/feats/master-witch-spellcasting-apg.md), [Patron's Breadth](compendium/feats/patrons-breadth-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 154* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-witchcraft-apg.md b/compendium/feats/basic-witchcraft-apg.md new file mode 100644 index 000000000..9978f0040 --- /dev/null +++ b/compendium/feats/basic-witchcraft-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Basic Witchcraft"] +--- +# Basic Witchcraft *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Witch Dedication](compendium/feats/witch-dedication-apg.md) + +You gain a 1st- or 2nd-level witch feat of your choice. Your familiar no longer has one less familiar ability than normal. + +## Basic Witchcraft leads to... + +[Advanced Witchcraft](compendium/feats/advanced-witchcraft-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 154* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/bastion-dedication-apg.md b/compendium/feats/bastion-dedication-apg.md new file mode 100644 index 000000000..aaaedd8f7 --- /dev/null +++ b/compendium/feats/bastion-dedication-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Bastion Dedication"] +--- +# Bastion Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: [Shield Block](compendium/feats/shield-block.md) + +You are particularly skilled at using a shield in combat. You gain the [Reactive Shield](compendium/feats/reactive-shield.md) fighter feat. + +This fulfills any prerequisites requiring [Reactive Shield](compendium/feats/reactive-shield.md) as normal. + +**Special.** You can't select another dedication feat until you have gained two other feats from the bastion archetype. + +## Bastion Dedication leads to... + +[Destructive Block](compendium/feats/destructive-block-apg.md), [Disarming Block](compendium/feats/disarming-block-apg.md), [Nimble Shield Hand](compendium/feats/nimble-shield-hand-apg.md), [Shield Salvation](compendium/feats/shield-salvation-apg.md), [Drive Back](compendium/feats/drive-back-lokl.md) + +## Summary + +*Source: Advanced Player's Guide p. 159* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/bat-form-botd.md b/compendium/feats/bat-form-botd.md new file mode 100644 index 000000000..65f47a545 --- /dev/null +++ b/compendium/feats/bat-form-botd.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/concentrate +- trait/divine +- trait/polymorph +- trait/transmutation +aliases: ["Bat Form"] +--- +# Bat Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) +- **Frequency**: once per hour +- **Activity** Single Action + +You can transform into a bat. You gain the effects of a 4th-level [pest form](compendium/spells/pest-form.md) spell. At 14th level, you can choose to spend two actions instead of one to gain the effects of a 4th- or 5th-level [aerial form](compendium/spells/aerial-form.md) spell instead (bat form only). + +*Source: Book of the Dead p. 59* +%% #compendium/src/pf2e/botd #trait/archetype #trait/concentrate #trait/divine #trait/polymorph #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/battle-medicine.md b/compendium/feats/battle-medicine.md index d6e1e7f5f..08495cfe4 100644 --- a/compendium/feats/battle-medicine.md +++ b/compendium/feats/battle-medicine.md @@ -20,7 +20,7 @@ You can patch up yourself or an adjacent ally, even in combat. Attempt a [Medici ## Battle Medicine leads to... -Medic Dedication, Doctor's Visitation, Resuscitate, Treat Condition, Holistic Care, Preventative Treatment, Godless Healing, Mortal Healing, Paragon Battle Medicine +[Medic Dedication](compendium/feats/medic-dedication-apg.md), [Doctor's Visitation](compendium/feats/doctors-visitation-apg.md), [Resuscitate](compendium/feats/resuscitate-apg.md), [Treat Condition](compendium/feats/treat-condition-apg.md), [Holistic Care](compendium/feats/holistic-care-apg.md), [Preventative Treatment](compendium/feats/preventative-treatment-lokl.md), [Godless Healing](compendium/feats/godless-healing-lowg.md), [Mortal Healing](compendium/feats/mortal-healing-logm.md), [Paragon Battle Medicine](compendium/feats/paragon-battle-medicine-lol.md) ## Summary diff --git a/compendium/feats/battle-planner-apg.md b/compendium/feats/battle-planner-apg.md new file mode 100644 index 000000000..7d047e28b --- /dev/null +++ b/compendium/feats/battle-planner-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Battle Planner"] +--- +# Battle Planner *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Warfare Lore](compendium/skills.md#Lore) + +You are constantly drawing up plans and battle scenarios, assembling strategies and gathered intelligence for later use. + +When you scout an enemy's position or receive a detailed report from an ally who scouted the enemy's position, if you have a clear indication of the number, position, and identities of your potential foes, you can spend 1 minute to come up with a battle plan that takes such potential factors into account and reduces the role luck plays in the equation. Roll a [Warfare Lore](compendium/skills.md#Lore) check. As long as the information was accurate and remains accurate when you roll initiative against those enemies, you can use the [Warfare Lore](compendium/skills.md#Lore) result you previously rolled for your initiative roll; if you do, this is a [fortune](rules/traits/fortune.md) effect. + +*Source: Advanced Player's Guide p. 203* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/battle-prayer-logm.md b/compendium/feats/battle-prayer-logm.md new file mode 100644 index 000000000..8b1367a3e --- /dev/null +++ b/compendium/feats/battle-prayer-logm.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/logm +- trait/divine +- trait/general +- trait/skill +aliases: ["Battle Prayer"] +--- +# Battle Prayer [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 7* +[divine](rules/traits/divine.md) [general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Religion](compendium/skills.md#Religion), you follow a deity +- **Activity** Single Action + +Calling out to your deity, you recite scripture to harm a foe. + +When you select this feat, choose chaos, evil, good, or law. Your choice must match one of your deity's alignment components. + +This action has the trait corresponding to the chosen alignment. + +Attempt a [Religion](compendium/skills.md#Religion) check against the Will DC of a foe within 30 feet. The foe is then temporarily immune to Battle Prayers from your deity for 1 day. + +> [!success-degree] +> - **Critical Success** You deal `2d6` damage of the chosen alignment type, or `6d6` damage if you have legendary proficiency in [Religion](compendium/skills.md#Religion). +> - **Success** You deal `1d6` damage of the chosen alignment type, or `3d6` damage if you have legendary proficiency in [Religion](compendium/skills.md#Religion). +> - **Failure** There is no effect. +> - **Critical Failure** The backlash of your foe's will against your prayer prevents you from using Battle Prayer again for 10 minutes. + +*Source: Lost Omens: Gods & Magic p. 104* +%% #compendium/src/pf2e/logm #trait/divine #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/battleforger-locg.md b/compendium/feats/battleforger-locg.md new file mode 100644 index 000000000..0697b8fc7 --- /dev/null +++ b/compendium/feats/battleforger-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/dwarf +aliases: ["Battleforger"] +--- +# Battleforger *Feat 9* +[dwarf](rules/traits/dwarf.md) + +- **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting) + +You can sharpen weapons, polish armor, and apply special techniques to temporarily gain better effects from your armaments. By spending 1 hour working on a weapon or armor, you can grant it the effects of a +1 potency rune until your next daily preparations, gaining a +1 item bonus to attack rolls for a weapon or increasing armor's item bonus to AC by 1. This has no effect if the weapon or armor already had a potency rune. + +*Source: Lost Omens: Character Guide p. 21* +%% #compendium/src/pf2e/locg #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/beacon-mark-lotgb.md b/compendium/feats/beacon-mark-lotgb.md new file mode 100644 index 000000000..4fd8ba634 --- /dev/null +++ b/compendium/feats/beacon-mark-lotgb.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Beacon Mark"] +--- +# Beacon Mark *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Tracing Sigil](compendium/feats/tracing-sigil-lotgb.md) + +When you cast [sigil](compendium/spells/sigil.md), you can modify the spell to add the following heightened entry. + +**Heightened (4th)** You attune yourself to the marked target. + +While the spell lasts, you can spend a single action, which has the concentrate, [detection](rules/traits/detection.md), and [divination](rules/traits/divination.md) traits, to attempt to locate the target, learning the direction to the target as long as you are within 1 mile of it. If the target is a creature or a creature is in possession of the target object, the creature can attempt a Will saving throw against your spell DC. If it succeeds, your attempt to locate the target fails and you can't attempt this again for 1 day. You can only have a single target marked with a sigil modified in this way. If you [Cast this Spell](rules/actions/cast-a-spell.md) again on a second target, the [sigil](compendium/spells/sigil.md) spell on the first target ends, and your mark fades. + +*Source: Lost Omens: The Grand Bazaar p. 124* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/bear-empathy-tv.md b/compendium/feats/bear-empathy-tv.md new file mode 100644 index 000000000..6a9ec168a --- /dev/null +++ b/compendium/feats/bear-empathy-tv.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/tv +- trait/archetype +- trait/divination +- trait/primal +aliases: ["Bear Empathy"] +--- +# Bear Empathy *Feat 10* +[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) [primal](rules/traits/primal.md) + + +You have a magical affinity for bears and can speak to them through sounds and body language. You can communicate with all bears, as well as other ursine creatures at the GM's discretion. + +*Source: Treasure Vault p. 184* +%% #compendium/src/pf2e/tv #trait/archetype #trait/divination #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/bear-hug-tv.md b/compendium/feats/bear-hug-tv.md new file mode 100644 index 000000000..e65c8df16 --- /dev/null +++ b/compendium/feats/bear-hug-tv.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/tv +- trait/archetype +aliases: ["Bear Hug"] +--- +# Bear Hug [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Requirements**: Your last action was a successful claw [Strike](rules/actions/strike.md). +- **Activity** Single Action + +You snatch at your opponent with your claws, pulling them close in a ferocious bear hug. You make another claw [Strike](rules/actions/strike.md) against the same target. If this [Strike](rules/actions/strike.md) hits, the target is also [grabbed](rules/conditions.md#Grabbed). + +*Source: Treasure Vault p. 183* +%% #compendium/src/pf2e/tv #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/beast-speaker-ec2.md b/compendium/feats/beast-speaker-ec2.md new file mode 100644 index 000000000..96125b64c --- /dev/null +++ b/compendium/feats/beast-speaker-ec2.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec2 +- trait/archetype +- trait/uncommon +aliases: ["Beast Speaker"] +--- +# Beast Speaker *Feat 4* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Animal Trainer Dedication](compendium/feats/animal-trainer-dedication-ec2.md) + +You constantly have the effects of [speak with animals](compendium/spells/speak-with-animals.md) as a 2nd-level innate primal spell. You gain a +2 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks to Make a [Request](rules/actions/request.md) of animals while this spell is active. + +*Source: Extinction Curse #2: Legacy of the Lost God p. 75* +%% #compendium/src/pf2e/ec2 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/beast-trainer-apg.md b/compendium/feats/beast-trainer-apg.md new file mode 100644 index 000000000..3118d2873 --- /dev/null +++ b/compendium/feats/beast-trainer-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/orc +aliases: ["Beast Trainer"] +--- +# Beast Trainer *Feat 1* +[orc](rules/traits/orc.md) + + +You have an impressive innate ability to tame and command ferocious beasts. You become trained in the [Nature](compendium/skills.md#Nature) skill and gain the [Train Animal](compendium/feats/train-animal.md) skill feat. + +## Beast Trainer leads to... + +[Ferocious Beasts](compendium/feats/ferocious-beasts-apg.md), [Dragon Grip](compendium/feats/dragon-grip-loag.md) + +## Summary + +*Source: Advanced Player's Guide p. 18* +%% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/beastbrood-loag.md b/compendium/feats/beastbrood-loag.md new file mode 100644 index 000000000..e6cf642f2 --- /dev/null +++ b/compendium/feats/beastbrood-loag.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lineage +- trait/tiefling +aliases: ["Beastbrood"] +--- +# Beastbrood *Feat 1* +[lineage](rules/traits/lineage-apg.md) [tiefling](rules/traits/tiefling-b1.md) + + +One of your ancestors was a [rakshasa](rules/traits/rakshasa-b1.md), the corrupt and aristocratic reincarnated souls that call Golarion home. You have some dim echo of your ancestor's memories— enough to play the role of noble as needed, no matter your origins. You're trained in [Society](compendium/skills.md#Society). If you're already trained in [Society](compendium/skills.md#Society) (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the [Courtly Graces](compendium/feats/courtly-graces.md) skill feat. + +## Beastbrood leads to... + +[Reveal Hidden Self](compendium/feats/reveal-hidden-self-loil.md), [Jalmeri Rakshasa Magic](compendium/feats/jalmeri-rakshasa-magic-loil.md), [Idol Threat](compendium/feats/idol-threat-loil.md), [Rakshasa Magic](compendium/feats/rakshasa-magic-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 62* +%% #compendium/src/pf2e/loag #trait/lineage #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/beastmaster-bond-apg.md b/compendium/feats/beastmaster-bond-apg.md new file mode 100644 index 000000000..085f0b752 --- /dev/null +++ b/compendium/feats/beastmaster-bond-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/divination +- trait/mental +- trait/primal +aliases: ["Beastmaster Bond"] +--- +# Beastmaster Bond *Feat 10* +[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [primal](rules/traits/primal.md) + +- **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) + +You can communicate telepathically with your animal companions within 100 feet. If you're legendary in [Nature](compendium/skills.md#Nature), you can communicate telepathically with your animal companions anywhere on the planet. + +*Source: Advanced Player's Guide p. 160* +%% #compendium/src/pf2e/apg #trait/archetype #trait/divination #trait/mental #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/beastmaster-dedication-apg.md b/compendium/feats/beastmaster-dedication-apg.md new file mode 100644 index 000000000..cfaef2e82 --- /dev/null +++ b/compendium/feats/beastmaster-dedication-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Beastmaster Dedication"] +--- +# Beastmaster Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Nature](compendium/skills.md#Nature) + +You gain the service of a young animal companion that travels with you and obeys your commands. The rules for animal companions appear on page 214 of the Core Rulebook, with additions on page 144 of this book. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action. See the Beastmaster Animal Companions sidebar for details on this action. + +Certain beastmaster feats give you primal focus spells. The rules for focus spells appear on page 300 of the Core Rulebook. + +When you gain your first beastmaster focus spell, you become trained in primal spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. Feats that grant beastmaster focus spells tell you to increase the number of Focus Points in your pool, but if you don't already have a focus pool, you instead get a focus pool with 1 Focus Point. You can [Refocus](rules/actions/refocus.md) by grooming, feeding, playing with, or otherwise tending to an animal companion. + +**Special.** You can't select another dedication feat until you have gained two other feats from the beastmaster archetype. + +## Beastmaster Dedication leads to... + +[Additional Companion](compendium/feats/additional-companion-apg.md), [Beastmaster Bond](compendium/feats/beastmaster-bond-apg.md), [Beastmaster's Call](compendium/feats/beastmasters-call-apg.md), [Beastmaster's Trance](compendium/feats/beastmasters-trance-apg.md), [Heal Animal](compendium/feats/heal-animal-apg.md), [Mature Beastmaster Companion](compendium/feats/mature-beastmaster-companion-apg.md), [Incredible Beastmaster Companion](compendium/feats/incredible-beastmaster-companion-apg.md), [Specialized Beastmaster Companion](compendium/feats/specialized-beastmaster-companion-apg.md), [Lead The Pack](compendium/feats/lead-the-pack-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 160* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/beastmasters-call-apg.md b/compendium/feats/beastmasters-call-apg.md new file mode 100644 index 000000000..7dc575576 --- /dev/null +++ b/compendium/feats/beastmasters-call-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/auditory +- trait/concentrate +- trait/conjuration +- trait/primal +aliases: ["Beastmaster's Call"] +--- +# Beastmaster's Call [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [conjuration](rules/traits/conjuration.md) [primal](rules/traits/primal.md) + +- **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md), Call Companion +- **Frequency**: once per turn +- **Activity** Single Action + +You quickly call in a primal projection of a non-active companion to provide the companion's support benefit. The projection arrives in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. The projection has the same AC and saving throw modifiers as the real companion, and if it would take any damage before your next turn, it disappears and the support benefit ends immediately. + +*Source: Advanced Player's Guide p. 161* +%% #compendium/src/pf2e/apg #trait/archetype #trait/auditory #trait/concentrate #trait/conjuration #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/beastmasters-trance-apg.md b/compendium/feats/beastmasters-trance-apg.md new file mode 100644 index 000000000..f8d432b74 --- /dev/null +++ b/compendium/feats/beastmasters-trance-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Beastmaster's Trance"] +--- +# Beastmaster's Trance *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) + +You can enter a trance that allows you to briefly inhabit the body of one of your animal companions and share its senses. + +You gain the focus spell [beastmaster trance](compendium/spells/beastmaster-trance-apg.md). Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 160* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/become-thought-da.md b/compendium/feats/become-thought-da.md new file mode 100644 index 000000000..564cbddd0 --- /dev/null +++ b/compendium/feats/become-thought-da.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/psychic +- trait/transmutation +aliases: ["Become Thought"] +--- +# Become Thought *Feat 20* +[psychic](rules/traits/psychic-da.md) [transmutation](rules/traits/transmutation.md) + + +You shed some of your material form, becoming a being of pure thought. This has the following effects. + +- You gain resistance 10 to physical damage but weakness 5 to mental damage and weakness 10 to [any](rules/traits/any-b1.md) effect that deals damage by targeting the spirit, such as spirit blast. +- You can change your appearance on a whim. This takes a single action, which has the [concentrate](rules/traits/concentrate.md) trait, has the effects of illusory disguise, and lasts until you change your appearance again. +- Once per year, when you die, you automatically return to life the next day as long as one living sentient creature on your plane remembers you; the memories enable you to reconstruct yourself from their thoughts. You appear in the vicinity of the creature that remembers you most strongly. + +*Source: Dark Archive p. 29* +%% #compendium/src/pf2e/da #trait/psychic #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/bellflower-dedication-aoa3.md b/compendium/feats/bellflower-dedication-aoa3.md new file mode 100644 index 000000000..073bdd0d2 --- /dev/null +++ b/compendium/feats/bellflower-dedication-aoa3.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa3 +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Bellflower Dedication"] +--- +# Bellflower Dedication *Feat 6* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Charisma 14, expert in [Stealth](compendium/skills.md#Stealth) and [Survival](compendium/skills.md#Survival), member of the Bellflower Network + +You dedicate yourself to freeing slaves and escorting them to freedom. You gain a +5-foot status bonus to your Speed. Choose up to six other people to be your "crop." Members of your crop can use your Speed for overland travel if it's higher than their own. Members more than 60 feet from you lose all benefits (from this or other Bellflower tiller feats) of being part of your crop, but they regain those benefits immediately when they return. You can add or remove someone from your crop by spending 10 minutes in conversation with them. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Bellflower tiller archetype. + +## Bellflower Dedication leads to... + +[Cut The Bonds](compendium/feats/cut-the-bonds-aoa3.md), [Garden Path](compendium/feats/garden-path-aoa3.md), [Practiced Guidance](compendium/feats/practiced-guidance-aoa3.md), [Scarecrow](compendium/feats/scarecrow-aoa3.md), [Tiller's Aid](compendium/feats/tillers-aid-aoa3.md), [Tiller's Drive](compendium/feats/tillers-drive-aoa3.md) + +## Summary + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* +%% #compendium/src/pf2e/aoa3 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/bend-space-loil.md b/compendium/feats/bend-space-loil.md new file mode 100644 index 000000000..f54a48723 --- /dev/null +++ b/compendium/feats/bend-space-loil.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/kashrishi +- trait/uncommon +aliases: ["Bend Space"] +--- +# Bend Space *Feat 17* +[kashrishi](rules/traits/kashrishi-loil.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Transcendent Realization + +Not even space itself is a match for the unleashed power of your mind. You can cast [teleport](compendium/spells/teleport.md) as an innate occult spell. You don't need to touch creatures to target them with this innate spell as long as they're in range of your empathic sense. + +*Source: Lost Omens: Impossible Lands p. 45* +%% #compendium/src/pf2e/loil #trait/kashrishi #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/beneath-notice-frp2.md b/compendium/feats/beneath-notice-frp2.md new file mode 100644 index 000000000..877fe8a73 --- /dev/null +++ b/compendium/feats/beneath-notice-frp2.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp2 +- trait/archetype +aliases: ["Beneath Notice"] +--- +# Beneath Notice *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Golden League Xun Dedication](compendium/feats/golden-league-xun-dedication-frp2.md), expert in [Deception](compendium/skills.md#Deception) + +You are skilled at hiding from your foes and targets among the common populace. You gain the Quick Disguise and [Slippery Secrets](compendium/feats/slippery-secrets.md) skill feats. In addition, while in a crowd, you can [Impersonate](rules/actions/impersonate.md) a nondescript member of the crowd as a three action activity (one action if you are legendary in [Deception](compendium/skills.md#Deception)). + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* +%% #compendium/src/pf2e/frp2 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/bespell-weapon-apg.md b/compendium/feats/bespell-weapon-apg.md new file mode 100644 index 000000000..63918bbdc --- /dev/null +++ b/compendium/feats/bespell-weapon-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/oracle +aliases: ["Bespell Weapon"] +--- +# Bespell Weapon [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* +[oracle](rules/traits/oracle-apg.md) + +- **Frequency**: once per turn +- **Requirements**: Your most recent action was to cast a noncantrip spell. +- **Activity** Free Action + +You siphon the residual energy from the last spell you cast into one weapon you're wielding. Until the end of your turn, the weapon deals an extra `1d6` damage of a type depending on the school of the spell you just cast. + +- **Abjuration** force damage +- **Conjuration or Transmutation** same type as the weapon +- **Divination, Enchantment, or Illusion** mental damage +- **Evocation** a type the spell dealt, or force damage if the spell didn't deal damage +- **Necromancy** negative damage + +*Source: Advanced Player's Guide p. 79* +%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/bestiary-scholar-lopsg.md b/compendium/feats/bestiary-scholar-lopsg.md new file mode 100644 index 000000000..09d0d8bbc --- /dev/null +++ b/compendium/feats/bestiary-scholar-lopsg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Bestiary Scholar"] +--- +# Bestiary Scholar *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: master in [Arcana](compendium/skills.md#Arcana), [Crafting](compendium/skills.md#Crafting), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion); [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) + +You learn how to apply your extensive knowledge of certain creatures using the lore you know. When you gain this feat, choose one of the following skills in which you have attained master proficiency: [Arcana](compendium/skills.md#Arcana), [Crafting](compendium/skills.md#Crafting), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion). You can use the chosen skill to [Recall Knowledge](rules/actions/recall-knowledge.md) to identify any creature normally identifiable by any of the above skills. In addition, when you critically succeed at identifying a creature, you gain a +1 circumstance bonus to your next attack roll or saving throw against that creature. + +*Source: Lost Omens: Pathfinder Society Guide p. 45* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/between-the-scales-apg.md b/compendium/feats/between-the-scales-apg.md new file mode 100644 index 000000000..bbed70681 --- /dev/null +++ b/compendium/feats/between-the-scales-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/kobold +aliases: ["Between The Scales"] +--- +# Between The Scales *Feat 9* +[kobold](rules/traits/kobold-b1.md) + + +Underestimating you is a grave mistake, but it's one others keep making. You've learned to take advantage of slips in your foes' defenses. When you [Strike](rules/actions/strike.md) a [flat-footed](rules/conditions.md#Flat-footed) creature using a melee weapon or unarmed attack that has the [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) traits, it gains the [backstabber](rules/traits/backstabber.md) trait. + +*Source: Advanced Player's Guide p. 15* +%% #compendium/src/pf2e/apg #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/big-mouth-apg.md b/compendium/feats/big-mouth-apg.md new file mode 100644 index 000000000..6edfb136f --- /dev/null +++ b/compendium/feats/big-mouth-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ratfolk +aliases: ["Big Mouth"] +--- +# Big Mouth *Feat 9* +[ratfolk](rules/traits/ratfolk-b1.md) + +- **Prerequisites**: [Cheek Pouches](compendium/feats/cheek-pouches-apg.md) + +Your cheek pouches are especially stretchy. Instead of storing up to four items of Light Bulk in your cheek pouches, you can store up to 1 Bulk worth of items. The maximum size of a given item is unchanged. + +*Source: Advanced Player's Guide p. 23* +%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/compendium/feats/biographical-eye-apg.md b/compendium/feats/biographical-eye-apg.md new file mode 100644 index 000000000..4819bc471 --- /dev/null +++ b/compendium/feats/biographical-eye-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/secret +- trait/skill +aliases: ["Biographical Eye"] +--- +# Biographical Eye *Feat 7* +[general](rules/traits/general.md) [secret](rules/traits/secret.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Society](compendium/skills.md#Society) + +In even a brief conversation or social interaction, you pick up on subtle social and visual cues to learn a great deal about a person's origin and history. You might notice bits of green under the person's fingernails and determine they're an herbalist, a pin indicating their membership in a secret society, or something similar. You pick up on only details that have to do with their societal role, so you might learn the city district where a vampire lives, but wouldn't learn any of their weaknesses, nor necessarily even that they are a vampire. + +Spend 1 minute in the presence of someone you haven't met before, or haven't met since you first gained Biographical Eye, then attempt a DC 30 [Society](compendium/skills.md#Society) check. You gain a +1 circumstance bonus to the check if you engaged the person in conversation during this time. If the person is deliberately trying to conceal their nature or present a false identity, you learn about their false biography rather than their true one unless the result of your [Society](compendium/skills.md#Society) check exceeds their Will DC. + +> [!success-degree] +> - **Critical Success** You learn the creature's profession, their specialty within that profession, and a major accomplishment or controversy from their career. You also learn the nation and settlement where they live, as well as the district in a city large enough to have districts. In addition, you learn the nation or settlement where they spent their formative years. +> - **Success** You learn the creature's profession and specialty within that profession. You learn the nation or settlement where they normally live. +> - **Failure** You learn the creature's profession and the region of the world they hail from, but no more. +> - **Critical Failure** You learn a piece of erroneous information about the creature. + +*Source: Advanced Player's Guide p. 203* +%% #compendium/src/pf2e/apg #trait/general #trait/secret #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/bizarre-transformation-da.md b/compendium/feats/bizarre-transformation-da.md new file mode 100644 index 000000000..8767bc938 --- /dev/null +++ b/compendium/feats/bizarre-transformation-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/druid +- trait/manipulate +- trait/metamagic +aliases: ["Bizarre Transformation"] +--- +# Bizarre Transformation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[druid](rules/traits/druid.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: Wild Shape +- **Activity** Single Action + +The forms you take on defy belief—chimerical sights of twisted antlers or acidic drool. If your next action is to cast [wild shape](compendium/spells/wild-shape.md), you can change the damage type of a single unarmed attack granted by the wild shape form to one of the following: acid, bludgeoning, cold, electricity, fire, poison, piercing, or slashing. + +The chosen attack gains the appropriate trait. + +*Source: Dark Archive p. 65* +%% #compendium/src/pf2e/da #trait/druid #trait/manipulate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/black-cat-curse-apg.md b/compendium/feats/black-cat-curse-apg.md new file mode 100644 index 000000000..1f5a20a67 --- /dev/null +++ b/compendium/feats/black-cat-curse-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/catfolk +- trait/divination +- trait/misfortune +- trait/occult +aliases: ["Black Cat Curse"] +--- +# Black Cat Curse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* +[catfolk](rules/traits/catfolk-b1.md) [divination](rules/traits/divination.md) [misfortune](rules/traits/misfortune.md) [occult](rules/traits/occult.md) + +- **Frequency**: once per day +- **Trigger** A creature within 30 feet you can see would succeed at a save. +- **Activity** Reaction + +You hiss a spiteful curse at the creature. The target must reroll the triggering saving throw and use the worse result. + +*Source: Advanced Player's Guide p. 11* +%% #compendium/src/pf2e/apg #trait/catfolk #trait/divination #trait/misfortune #trait/occult %% \ No newline at end of file diff --git a/compendium/feats/black-powder-flash-ooa1.md b/compendium/feats/black-powder-flash-ooa1.md new file mode 100644 index 000000000..b825ea052 --- /dev/null +++ b/compendium/feats/black-powder-flash-ooa1.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ooa1 +- trait/archetype +- trait/visual +aliases: ["Black Powder Flash"] +--- +# Black Powder Flash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[archetype](rules/traits/archetype.md) [visual](rules/traits/visual.md) + +- **Prerequisites**: [Powder Punch Stance](compendium/feats/powder-punch-stance-ooa1.md) +- **Requirements**: You're in [Powder Punch Stance](compendium/feats/powder-punch-stance-ooa1.md). +- **Activity** Two-Action + +You ignite a pinch of black powder in a foe's face. Choose an adjacent creature. It must attempt a Fortitude save against your class DC. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [dazzled](rules/conditions.md#Dazzled) for 1 round. +> - **Failure** The creature is [blinded](rules/conditions.md#Blinded) for 1 round and [dazzled](rules/conditions.md#Dazzled) for 1 minute. The creature can rub its eyes as an [Interact](rules/actions/interact.md) action to end this [blinded](rules/conditions.md#Blinded) condition. +> - **Critical Failure** The creature is [blinded](rules/conditions.md#Blinded) for 1 round and [dazzled](rules/conditions.md#Dazzled) for 1 hour. + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 79* +%% #compendium/src/pf2e/ooa1 #trait/archetype #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/blade-of-law-locg.md b/compendium/feats/blade-of-law-locg.md new file mode 100644 index 000000000..61e2e9f08 --- /dev/null +++ b/compendium/feats/blade-of-law-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Blade Of Law"] +--- +# Blade Of Law [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Hellknight Dedication](compendium/feats/hellknight-dedication-locg.md) +- **Activity** Two-Action + +You call upon the power of law and make a weapon or unarmed [Strike](rules/actions/strike.md) against a foe you have witnessed breaking or disrespecting the law or otherwise acting disorderly. The [Strike](rules/actions/strike.md) deals two extra weapon damage dice if the target of your [Strike](rules/actions/strike.md) is chaotic. Whether or not the target is chaotic, you can convert the physical damage from the attack into lawful damage. + +*Source: Lost Omens: Character Guide p. 84* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/blade-of-the-crimson-oath-locg.md b/compendium/feats/blade-of-the-crimson-oath-locg.md new file mode 100644 index 000000000..6b35056e7 --- /dev/null +++ b/compendium/feats/blade-of-the-crimson-oath-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Blade Of The Crimson Oath"] +--- +# Blade Of The Crimson Oath [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md) +- **Activity** Two-Action + +You call upon the Crimson Oath to smite undead and then make a weapon or unarmed [Strike](rules/actions/strike.md) against an undead foe. The [Strike](rules/actions/strike.md) deals two extra weapon damage dice, and you can convert all the physical damage from the attack into positive damage. + +*Source: Lost Omens: Character Guide p. 95* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/blasting-beams-da.md b/compendium/feats/blasting-beams-da.md new file mode 100644 index 000000000..331c3d95d --- /dev/null +++ b/compendium/feats/blasting-beams-da.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/attack +- trait/deviant +- trait/evocation +- trait/magical +- trait/rare +aliases: ["Blasting Beams"] +--- +# Blasting Beams [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[attack](rules/traits/attack.md) [deviant](rules/traits/deviant-da.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Requirements**: You have a free hand. +- **Activity** Single Action + +A directed beam of heat or an arc of lightning is one of the simplest ways to project energy. You fire a blast or beam from one hand. Make an attack roll against a creature within 30 feet. + +If you succeed, the beam deals `1d6` damage for every 2 levels you have to the target, or double damage on a critical success. + +**Awakening** Your beams blast through targets. Instead of making an attack roll to damage a single creature within 30 feet, you can use Blasting Beams as a 2-action activity to damage all creatures in a 60-foot line, with a basic Reflex save. + +**Awakening** You can choose to launch smaller, quicker beams from your eyes instead. These deal d4s instead of d6s, but the attack has the [agile](rules/traits/agile.md) trait, and you don't need a hand free to make it, though your eyes must be uncovered. + +*Source: Dark Archive p. 78* +%% #compendium/src/pf2e/da #trait/attack #trait/deviant #trait/evocation #trait/magical #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/blaze-of-revelation-apg.md b/compendium/feats/blaze-of-revelation-apg.md new file mode 100644 index 000000000..1787b68e0 --- /dev/null +++ b/compendium/feats/blaze-of-revelation-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/oracle +aliases: ["Blaze Of Revelation"] +--- +# Blaze Of Revelation *Feat 18* +[oracle](rules/traits/oracle-apg.md) + + +Your mind and body can, for a short time, withstand the devastation of overdrawing your curse. When you would become overwhelmed by your curse, you can forestall the effects for up to 1 minute. On each of your turns during that time, you can cast one revelation spell granted by your mystery (but not domain spells, spells from [Diverse Mystery](compendium/feats/diverse-mystery-apg.md), or other revelation spells you gained from other abilities) without spending Focus Points or taking any further [negative](rules/traits/negative.md) effects. + +At the end of the minute, the durations of any revelation spells you cast during that time end, you take the normal effects from being overwhelmed by your curse, and you must attempt a DC 40 Fortitude save. + +> [!success-degree] +> - **Critical Success** You aren't otherwise affected. +> - **Success** You are [drained](rules/conditions.md#Drained) and can't reduce or remove this condition until your next preparations. +> - **Failure** You are [drained](rules/conditions.md#Drained) and can't reduce or remove this condition until your next preparations. +> - **Critical Failure** You die. + +*Source: Advanced Player's Guide p. 81* +%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/blazing-aura-loag.md b/compendium/feats/blazing-aura-loag.md new file mode 100644 index 000000000..06ba36bb0 --- /dev/null +++ b/compendium/feats/blazing-aura-loag.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/concentrate +- trait/evocation +- trait/fire +- trait/ifrit +- trait/primal +aliases: ["Blazing Aura"] +--- +# Blazing Aura [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 17* +[concentrate](rules/traits/concentrate.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [ifrit](rules/traits/ifrit-b2.md) [primal](rules/traits/primal.md) + +- **Frequency**: once per day +- **Trigger** Your turn begins. +- **Activity** Reaction + +You explode in flame. Enemies in a 20-foot emanation take `7d6` fire damage (basic Reflex save using your class DC or spell DC, whichever is higher). Allies in the area are [quickened](rules/conditions.md#Quickened) for 1 round and can use the additional action to [Strike](rules/actions/strike.md) or [Stride](rules/actions/stride.md). + +*Source: Lost Omens: Ancestry Guide p. 104* +%% #compendium/src/pf2e/loag #trait/concentrate #trait/evocation #trait/fire #trait/ifrit #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/blazing-streak-som.md b/compendium/feats/blazing-streak-som.md new file mode 100644 index 000000000..7eefc7e72 --- /dev/null +++ b/compendium/feats/blazing-streak-som.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/flourish +- trait/monk +aliases: ["Blazing Streak"] +--- +# Blazing Streak [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 10* +[flourish](rules/traits/flourish.md) [monk](rules/traits/monk.md) + +- **Prerequisites**: [Stoked Flame Stance](compendium/feats/stoked-flame-stance-som.md) +- **Requirements**: You're in Stoked Flame Stance. +- **Activity** Three-Action + +[Stride](rules/actions/stride.md) twice, making [Strikes](rules/actions/strike.md) against up to four different creatures within reach at any point during your movement. + +Flashing sparks [Strikes](rules/actions/strike.md) made during Blazing Streak deal fire damage instead of slashing. + +*Source: Secrets of Magic p. 202* +%% #compendium/src/pf2e/som #trait/flourish #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/blazing-talon-surge-lopsg.md b/compendium/feats/blazing-talon-surge-lopsg.md new file mode 100644 index 000000000..6f2ae5817 --- /dev/null +++ b/compendium/feats/blazing-talon-surge-lopsg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/fire +- trait/flourish +- trait/monk +aliases: ["Blazing Talon Surge"] +--- +# Blazing Talon Surge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[fire](rules/traits/fire.md) [flourish](rules/traits/flourish.md) [monk](rules/traits/monk.md) + +- **Prerequisites**: [Rain of Embers Stance](compendium/feats/rain-of-embers-stance-lopsg.md) +- **Requirements**: You are in Rain of Embers Stance. +- **Activity** Two-Action + +You rush forward and latch onto your enemy with talons of hungering fire. [Stride](rules/actions/stride.md) once. If you end your movement within reach of at least one enemy, you can make a fire talon [Strike](rules/actions/strike.md) against that enemy that deals an additional `1d4` [persistent fire damage](rules/conditions.md#Persistent%20Damage). If it hits and deals damage, you can attempt an [Athletics](compendium/skills.md#Athletics) check to [Grapple](rules/actions/grapple.md) the creature you hit. + +## Blazing Talon Surge leads to... + +[Explosive Death Drop](compendium/feats/explosive-death-drop-lopsg.md) + +## Summary + +*Source: Lost Omens: Pathfinder Society Guide p. 119* +%% #compendium/src/pf2e/lopsg #trait/fire #trait/flourish #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/bleeding-finisher-apg.md b/compendium/feats/bleeding-finisher-apg.md new file mode 100644 index 000000000..78b964d92 --- /dev/null +++ b/compendium/feats/bleeding-finisher-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/finisher +- trait/swashbuckler +aliases: ["Bleeding Finisher"] +--- +# Bleeding Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[finisher](rules/traits/finisher-apg.md) [swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Activity** Single Action + +Your blow inflicts profuse bleeding. Make a slashing or piercing [Strike](rules/actions/strike.md) with a weapon or unarmed attack that allows you to add your precise strike damage. If you hit, the target also takes [persistent bleed damage](rules/conditions.md#Persistent%20Damage) equal to your precise strike finisher damage. + +*Source: Advanced Player's Guide p. 91* +%% #compendium/src/pf2e/apg #trait/finisher #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/bless-shield-lokl.md b/compendium/feats/bless-shield-lokl.md new file mode 100644 index 000000000..f3c75ff45 --- /dev/null +++ b/compendium/feats/bless-shield-lokl.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +- trait/divine +aliases: ["Bless Shield"] +--- +# Bless Shield [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) + +- **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md), you worship a good-aligned deity +- **Activity** Single Action + +Your uttered prayers become an aegis, drawing the blessing of your deity across the surface of your shield. Until the beginning of your next turn your shield, any [shield boss](compendium/equipment/items/shield-boss.md), or [shield spikes](compendium/equipment/items/shield-spikes.md) gain the effects of a [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. Additionally, damage you take as a result of an incorporeal creature's [Strike](rules/actions/strike.md) can trigger your Shield Block reaction, even if the damage isn't physical damage. + +*Source: Lost Omens: Knights of Lastwall p. 78* +%% #compendium/src/pf2e/lokl #trait/archetype #trait/divine %% \ No newline at end of file diff --git a/compendium/feats/bless-tonic-logm.md b/compendium/feats/bless-tonic-logm.md new file mode 100644 index 000000000..e26d3ae5c --- /dev/null +++ b/compendium/feats/bless-tonic-logm.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/logm +- trait/general +- trait/positive +- trait/skill +aliases: ["Bless Tonic"] +--- +# Bless Tonic *Feat 7* +[general](rules/traits/general.md) [positive](rules/traits/positive.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting), deity who grants heal divine font + +You channel positive energy into restoratives that ward against harm. When you [Craft](rules/actions/craft.md) an alchemical item that restores Hit Points (rather than create it with advanced alchemy, [Quick Alchemy](rules/actions/quick-alchemy.md), or another means), it becomes a blessed alchemical item and gains the [positive](rules/traits/positive.md) trait. For example, an elixir of life would become a blessed elixir of life. When a creature regains Hit Points using a blessed alchemical item, the overflowing energy grants them negative resistance 5 for 1 round, or negative resistance 10 if you are legendary in [Crafting](compendium/skills.md#Crafting). + +*Source: Lost Omens: Gods & Magic p. 104* +%% #compendium/src/pf2e/logm #trait/general #trait/positive #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/bless-toxin-logm.md b/compendium/feats/bless-toxin-logm.md new file mode 100644 index 000000000..61bd76ead --- /dev/null +++ b/compendium/feats/bless-toxin-logm.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/logm +- trait/general +- trait/negative +- trait/skill +aliases: ["Bless Toxin"] +--- +# Bless Toxin *Feat 7* +[general](rules/traits/general.md) [negative](rules/traits/negative.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting), deity who grants harm divine font + +You pour negative energy into toxins you create to further debilitate your targets. When you [Craft](rules/actions/craft.md) an alchemical poison (rather than create it with advanced alchemy, [Quick Alchemy](rules/actions/quick-alchemy.md), or another means), it becomes a blessed alchemical poison and gains the [negative](rules/traits/negative.md) trait. When a creature is afflicted with a blessed alchemical poison, for 1 round, any Hit Points it would regain from a [positive](rules/traits/positive.md) effect are reduced by 5, or by 10 if you are legendary in [Crafting](compendium/skills.md#Crafting). + +*Source: Lost Omens: Gods & Magic p. 104* +%% #compendium/src/pf2e/logm #trait/general #trait/negative #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/blessed-blood-apg.md b/compendium/feats/blessed-blood-apg.md new file mode 100644 index 000000000..b3223d7fd --- /dev/null +++ b/compendium/feats/blessed-blood-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/aasimar +aliases: ["Blessed Blood"] +--- +# Blessed Blood *Feat 5* +[aasimar](rules/traits/aasimar-apg.md) + + +Your freshly spilled blood is sanctified, and ingesting it causes effects similar to those of [holy water](compendium/equipment/items/holy-water.md) + +Whenever a fiend, undead, or creature with a weakness to good damage drinks your blood or deals piercing or slashing damage to you with jaws, fangs, or a similar attack, that creature takes `1d6` good damage. You gain a +4 circumstance bonus to [Crafting](compendium/skills.md#Crafting) checks to [Craft](rules/actions/craft.md) holy water using your own blood as one of the ingredients. + +*Source: Advanced Player's Guide p. 36* +%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/blessed-blood-logm.md b/compendium/feats/blessed-blood-logm.md new file mode 100644 index 000000000..a15800d7f --- /dev/null +++ b/compendium/feats/blessed-blood-logm.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/logm +- trait/sorcerer +aliases: ["Blessed Blood"] +--- +# Blessed Blood *Feat 1* +[sorcerer](rules/traits/sorcerer.md) + +- **Prerequisites**: bloodline that grants divine spells, you follow a deity + +Your deity's blessings manifest in your blood-borne power. + +Add up to three of your deity's spells (spells your deity grants to clerics) to your spell list. They are not automatically added to your repertoire, but you can select them just as you would spells normally on the divine spell list. + +*Source: Lost Omens: Gods & Magic p. 104* +%% #compendium/src/pf2e/logm #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/blessed-denial-apg.md b/compendium/feats/blessed-denial-apg.md new file mode 100644 index 000000000..c5ab49b53 --- /dev/null +++ b/compendium/feats/blessed-denial-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Blessed Denial"] +--- +# Blessed Denial [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Blessed One Dedication](compendium/feats/blessed-one-dedication-apg.md) +- **Trigger** An ally within 30 feet would become [frightened](rules/conditions.md#Frightened), [drained](rules/conditions.md#Drained), [enfeebled](rules/conditions.md#Enfeebled), [sickened](rules/conditions.md#Sickened), or [stupefied](rules/conditions.md#Stupefied). +- **Activity** Reaction + +You exude peace and protection, lessening a harmful condition as it falls upon an ally. Reduce the value of the condition your ally would take by 1 (to a minimum of 0). If the ally takes more than one condition at the same time, choose one to reduce. + +*Source: Advanced Player's Guide p. 162* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/blessed-medicine-botd.md b/compendium/feats/blessed-medicine-botd.md new file mode 100644 index 000000000..d478a6495 --- /dev/null +++ b/compendium/feats/blessed-medicine-botd.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/fortune +- trait/skill +aliases: ["Blessed Medicine"] +--- +# Blessed Medicine *Feat 4* +[archetype](rules/traits/archetype.md) [fortune](rules/traits/fortune.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) +- **Trigger** You fail a check to [Treat a Disease](rules/actions/treat-disease.md) that was inflicted by an undead (such as b1 or mummy rot). + +Your experience battling undead has uniquely prepared you to fight the diseases they inflict on the survivors, and you know that leaving these maladies untreated for long will eventually lead to more undead. Reroll the failed check and use the new result. + +*Source: Book of the Dead p. 28* +%% #compendium/src/pf2e/botd #trait/archetype #trait/fortune #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/blessed-one-dedication-apg.md b/compendium/feats/blessed-one-dedication-apg.md new file mode 100644 index 000000000..a6a9f6b76 --- /dev/null +++ b/compendium/feats/blessed-one-dedication-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Blessed One Dedication"] +--- +# Blessed One Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + + +You are touched by a deity and gifted with the ability to alleviate the suffering of others. You gain the [lay on hands](compendium/spells/lay-on-hands.md) devotion spell. It costs 1 Focus Point to cast a focus spell. + +This feat grants a focus pool of 1 Focus Point that you can recover using the [Refocus](rules/actions/refocus.md) activity. You can [Refocus](rules/actions/refocus.md) by meditating, whether you reflect on the deity granting the blessing or not, allowing your blessing to refill your focus pool. Your devotion spells from the blessed one archetype are divine spells. + +**Special.** You can't select another dedication feat until you have gained two other feats from the blessed one archetype. + +## Blessed One Dedication leads to... + +[Blessed Denial](compendium/feats/blessed-denial-apg.md), [Blessed Sacrifice](compendium/feats/blessed-sacrifice-apg.md), [Blessed Spell](compendium/feats/blessed-spell-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 162* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/blessed-sacrifice-apg.md b/compendium/feats/blessed-sacrifice-apg.md new file mode 100644 index 000000000..9c8f01682 --- /dev/null +++ b/compendium/feats/blessed-sacrifice-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Blessed Sacrifice"] +--- +# Blessed Sacrifice *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Blessed One Dedication](compendium/feats/blessed-one-dedication-apg.md) + +You gain the [protector's sacrifice](compendium/spells/protectors-sacrifice.md) domain spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 162* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/blessed-spell-apg.md b/compendium/feats/blessed-spell-apg.md new file mode 100644 index 000000000..8dd53b2d1 --- /dev/null +++ b/compendium/feats/blessed-spell-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/concentrate +- trait/metamagic +aliases: ["Blessed Spell"] +--- +# Blessed Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Blessed One Dedication](compendium/feats/blessed-one-dedication-apg.md), ability to cast spells from spell slots, [Mercy](compendium/feats/mercy.md) +- **Frequency**: once per 10 minutes +- **Activity** Single Action + +When you focus your magic on an ally, you can remove harmful conditions. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) from a spell slot, and that spell targets only a single ally, you can also attempt to remove a harmful condition from that ally. The condition must be one that could be removed by your [Mercy](compendium/feats/mercy.md) feat, including those granted by later feats such as [Greater Mercy](compendium/feats/greater-mercy.md). Attempt a counteract check based on the spell's DC and level. This effect is in addition to the normal effects of your spell. + +*Source: Advanced Player's Guide p. 162* +%% #compendium/src/pf2e/apg #trait/archetype #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/blessing-of-the-sun-gods-sot4.md b/compendium/feats/blessing-of-the-sun-gods-sot4.md new file mode 100644 index 000000000..869a1c3f1 --- /dev/null +++ b/compendium/feats/blessing-of-the-sun-gods-sot4.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot4 +- trait/archetype +aliases: ["Blessing of the Sun Gods"] +--- +# Blessing of the Sun Gods *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Bright Lion Dedication + +The Old Sun Gods share their power with you. Select the ambition, cities, darkness, dreams, family, fire, freedom, healing, moon, passion, or sun domain. You gain an initial domain spell for that domain. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the [Refocus](rules/actions/refocus.md) activity to pray to the Old Sun Gods; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your Bright Lion focus spells are divine spells; you become trained in divine spell attacks and spell DCs, using Charisma as your spellcasting ability score. + +**Special.** You can select this feat multiple times, selecting a different domain each time and gaining its domain spell. + +*Source: Strength of Thousands #4: Secrets of the Temple-City p. 79* +%% #compendium/src/pf2e/sot4 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/blind-fight-investigator-apg.md b/compendium/feats/blind-fight-investigator-apg.md new file mode 100644 index 000000000..887ed82e0 --- /dev/null +++ b/compendium/feats/blind-fight-investigator-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Blind-fight (Investigator)"] +--- +# Blind-fight (Investigator) *Feat 8* +[investigator](rules/traits/investigator-apg.md) + +- **Prerequisites**: master in [Perception](compendium/skills.md#Perception) + +Your battle insights make you more aware of [concealed](rules/conditions.md#Concealed) and [invisible](rules/conditions.md#Invisible) opponents. You don't need to succeed at a flat check to target [concealed](rules/conditions.md#Concealed) creatures. You're not [flat-footed](rules/conditions.md#Flat-footed) to creatures that are [hidden](rules/conditions.md#Hidden) from you (unless you're [flat-footed](rules/conditions.md#Flat-footed) to them for reasons other than the [hidden](rules/conditions.md#Hidden) condition), and you need only a successful DC 5 flat check to target a [hidden](rules/conditions.md#Hidden) creature. + +While you're adjacent to an [undetected](rules/conditions.md#Undetected) creature of your level or lower, it is instead only [hidden](rules/conditions.md#Hidden) from you. + +*Source: Advanced Player's Guide p. 63* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/blood-component-substitution-apg.md b/compendium/feats/blood-component-substitution-apg.md new file mode 100644 index 000000000..8652e44d0 --- /dev/null +++ b/compendium/feats/blood-component-substitution-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/sorcerer +aliases: ["Blood Component Substitution"] +--- +# Blood Component Substitution *Feat 12* +[sorcerer](rules/traits/sorcerer.md) + + +You can bypass the need for incantations and gestures by drawing energy directly from your blood, causing you to visibly glow the color of your blood and crackle with magical energy. When you [Cast a Spell](rules/actions/cast-a-spell.md), you can replace all verbal, material, or somatic spellcasting components with a blood component. To use a blood component, you lose Hit Points equal to twice the spell's level as the energy in your blood is depleted, and you can't decrease the Hit Points lost in any way. As usual for altering components, this has no effect on the number of actions required to [Cast the Spell](rules/actions/cast-a-spell.md), and your [Cast a Spell](rules/actions/cast-a-spell.md) activity gains the [concentrate](rules/traits/concentrate.md) trait but not the [manipulate](rules/traits/manipulate.md) trait. You can't use blood components to replace any required part of a spell's cost. + +*Source: Advanced Player's Guide p. 140* +%% #compendium/src/pf2e/apg #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/blood-frenzy-som.md b/compendium/feats/blood-frenzy-som.md new file mode 100644 index 000000000..537fbbf35 --- /dev/null +++ b/compendium/feats/blood-frenzy-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/eidolon +- trait/evolution +- trait/summoner +aliases: ["Blood Frenzy"] +--- +# Blood Frenzy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[eidolon](rules/traits/eidolon-som.md) [evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + +- **Prerequisites**: [Bloodletting Claws](compendium/feats/bloodletting-claws-som.md) +- **Requirements**: Your eidolon's last action dealt bleed damage to a living creature. +- **Activity** Single Action + +Your eidolon flies into a frenzy. It gains the benefits of [boost eidolon](compendium/spells/boost-eidolon-som.md) and gains temporary HP equal to your level, but takes a –2 penalty to AC. It can't voluntarily end the frenzy or start another frenzy while in the frenzy. The frenzy lasts for 1 minute, after which your eidolon is [fatigued](rules/conditions.md#Fatigued) for 1 minute and can't start another frenzy for 1 minute. + +*Source: Secrets of Magic p. 69* +%% #compendium/src/pf2e/som #trait/eidolon #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/bloodletting-claws-som.md b/compendium/feats/bloodletting-claws-som.md new file mode 100644 index 000000000..f74addfb8 --- /dev/null +++ b/compendium/feats/bloodletting-claws-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Bloodletting Claws"] +--- +# Bloodletting Claws *Feat 4* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + + +Your eidolon inflicts bleeding wounds on a telling blow. If your eidolon critically hits with a melee unarmed [Strike](rules/actions/strike.md) that deals slashing or piercing, its target takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). Your eidolon gains an item bonus to this bleed damage equal to the unarmed attack's item bonus to attack rolls. This is a critical specialization effect. + +## Bloodletting Claws leads to... + +[Blood Frenzy](compendium/feats/blood-frenzy-som.md) + +## Summary + +*Source: Secrets of Magic p. 68* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/bloodletting-fangs-apg.md b/compendium/feats/bloodletting-fangs-apg.md new file mode 100644 index 000000000..b10dcd166 --- /dev/null +++ b/compendium/feats/bloodletting-fangs-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/dhampir +aliases: ["Bloodletting Fangs"] +--- +# Bloodletting Fangs *Feat 9* +[dhampir](rules/traits/dhampir-b1.md) + +- **Prerequisites**: fangs unarmed attack + +You emulate your vampiric parent's techniques for drawing blood from a victim. Your fangs [Strikes](rules/actions/strike.md) deal an additional `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on a critical hit. + +*Source: Advanced Player's Guide p. 33* +%% #compendium/src/pf2e/apg #trait/dhampir %% \ No newline at end of file diff --git a/compendium/feats/bloodline-metamorphosis-aoa6.md b/compendium/feats/bloodline-metamorphosis-aoa6.md new file mode 100644 index 000000000..6623f24cd --- /dev/null +++ b/compendium/feats/bloodline-metamorphosis-aoa6.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa6 +- trait/sorcerer +- trait/uncommon +aliases: ["Bloodline Metamorphosis"] +--- +# Bloodline Metamorphosis *Feat 20* +[sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + + +You have learned to manipulate the innate power of your bloodline and adapt it to your needs. When making your daily preparations, you can swap out a single spell of 9th level or lower for another spell of the same level. You can't swap out spells granted specifically by your bloodline. + +*Source: Age of Ashes #6: Broken Promises p. 76* +%% #compendium/src/pf2e/aoa6 #trait/sorcerer #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/bloodline-mutation-apg.md b/compendium/feats/bloodline-mutation-apg.md new file mode 100644 index 000000000..d8fad98d7 --- /dev/null +++ b/compendium/feats/bloodline-mutation-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/sorcerer +aliases: ["Bloodline Mutation"] +--- +# Bloodline Mutation *Feat 20* +[sorcerer](rules/traits/sorcerer.md) + +- **Prerequisites**: a bloodline based on a specific type of creature + +You permanently mutate to become more like the creatures of your bloodline. You gain the appropriate trait or traits for those types of creatures (aberration for aberrant, angel and celestial for angelic, psychopomp and monitor for psychopomp, and so on). You gain [low-light vision](rules/abilities/low-light-vision.md) or [darkvision](rules/abilities/darkvision.md), if one is appropriate for creatures with those traits. Choose one of the following. + +- If the creatures associated with your bloodline have the ability to fly, you gain a fly Speed equal to your land Speed. +- If the creatures associated with your bloodline are aquatic or amphibious, you become amphibious, able to breathe water and air equally well, and you gain a swim Speed equal to your Speed. +- If creatures associated with your bloodline have a resistance or immunity to acid, cold, electricity, fire, negative, or sonic, choose an energy type your bloodline is immune or resistant to and gain resistance 20 against that energy type. + +*Source: Advanced Player's Guide p. 141* +%% #compendium/src/pf2e/apg #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/bloody-blows-apg.md b/compendium/feats/bloody-blows-apg.md new file mode 100644 index 000000000..c8c89e54c --- /dev/null +++ b/compendium/feats/bloody-blows-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/orc +aliases: ["Bloody Blows"] +--- +# Bloody Blows *Feat 5* +[orc](rules/traits/orc.md) + + +Your lethal unarmed attacks leave bloody gouges or cause severe internal bleeding. When you critically hit with a [Strike](rules/actions/strike.md) using an unarmed attack that isn't [nonlethal](rules/traits/nonlethal.md), the target takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). This can be because you're taking the penalty to use a fist for a lethal attack or because you have an unarmed attack without the [nonlethal](rules/traits/nonlethal.md) trait due to [Iron Fists](compendium/feats/iron-fists-apg.md), [Tusks](compendium/feats/tusks-apg.md), or a similar ability. + +*Source: Advanced Player's Guide p. 18* +%% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/bloody-debilitation-apg.md b/compendium/feats/bloody-debilitation-apg.md new file mode 100644 index 000000000..6a09dc895 --- /dev/null +++ b/compendium/feats/bloody-debilitation-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["Bloody Debilitation"] +--- +# Bloody Debilitation *Feat 12* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: trained in [Medicine](compendium/skills.md#Medicine), [Debilitating Strike](rules/actions/debilitating-strike.md) + +Your attacks slice arteries and veins. Add the following debilitation to the list you can choose from when you use [Debilitating Strike](rules/actions/debilitating-strike.md). + +- **Debilitation** The target takes `3d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +*Source: Advanced Player's Guide p. 136* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/boasters-challenge-locg.md b/compendium/feats/boasters-challenge-locg.md new file mode 100644 index 000000000..2db59e11e --- /dev/null +++ b/compendium/feats/boasters-challenge-locg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/mental +aliases: ["Boaster's Challenge"] +--- +# Boaster's Challenge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [mental](rules/traits/mental.md) + +- **Prerequisites**: expert in [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), or [Intimidation](compendium/skills.md#Intimidation); [Firebrand Braggart Dedication](compendium/feats/firebrand-braggart-dedication-locg.md) +- **Activity** Single Action + +You call out a foe, causing them to become flustered and easier to defeat. Select one creature you can see and declare a challenge. For your challenge, attempt a [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), or [Intimidation](compendium/skills.md#Intimidation) check against that creature's Will DC. Your challenge must include a linguistic, auditory, or visual component and gains the corresponding trait. If you succeed, you gain a +2 status bonus to damage rolls with your weapon or unarmed [Strikes](rules/actions/strike.md) against that foe until the end of your next turn; if you have master proficiency in the skill you used, you gain a +4 status bonus instead, and if you're legendary, you gain a +6 status bonus. On a critical success, the status bonus lasts for 3 rounds instead. Whether you succeed or fail, creatures who witnessed your challenge gain a +4 circumstance bonus to their Will DCs against your attempts to challenge for 1 minute. + +## Boaster's Challenge leads to... + +[Demanding Challenge](compendium/feats/demanding-challenge-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 74* +%% #compendium/src/pf2e/locg #trait/archetype #trait/mental %% \ No newline at end of file diff --git a/compendium/feats/bolster-soul-cage-botd.md b/compendium/feats/bolster-soul-cage-botd.md new file mode 100644 index 000000000..77d7390a3 --- /dev/null +++ b/compendium/feats/bolster-soul-cage-botd.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Bolster Soul Cage"] +--- +# Bolster Soul Cage *Feat 16* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lich Dedication](compendium/feats/lich-dedication-botd.md), legendary in [Crafting](compendium/skills.md#Crafting) + +Your constant efforts to augment and perfect your soul cage have bolstered its efficiency. Your soul cage has Hardness equal to your level and HP equal to four times your level. The time it takes your soul cage to rebuild your body is reduced to `1d6` days rather than `1d10` days. + +At 20th level, the time it takes your soul cage to rebuild your body is reduced to `2d12+12` hours. + +*Source: Book of the Dead p. 50* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/bon-mot-apg.md b/compendium/feats/bon-mot-apg.md new file mode 100644 index 000000000..91f8cc79c --- /dev/null +++ b/compendium/feats/bon-mot-apg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/auditory +- trait/concentrate +- trait/emotion +- trait/general +- trait/linguistic +- trait/mental +- trait/skill +aliases: ["Bon Mot"] +--- +# Bon Mot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [general](rules/traits/general.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) +- **Activity** Single Action + +You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a [Diplomacy](compendium/skills.md#Diplomacy) check against the target's Will DC. + +> [!success-degree] +> - **Critical Success** The target is distracted and takes a –3 status penalty to [Perception](compendium/skills.md#Perception) and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the [concentrate](rules/traits/concentrate.md) trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action. +> - **Success** As critical success, but the penalty is –2. +> - **Critical Failure** Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed. + +*Source: Advanced Player's Guide p. 203* +%% #compendium/src/pf2e/apg #trait/auditory #trait/concentrate #trait/emotion #trait/general #trait/linguistic #trait/mental #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/bonds-of-death-botd.md b/compendium/feats/bonds-of-death-botd.md new file mode 100644 index 000000000..78b3ff6ab --- /dev/null +++ b/compendium/feats/bonds-of-death-botd.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Bonds of Death"] +--- +# Bonds of Death [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Reanimator Dedication](compendium/feats/reanimator-dedication-botd.md) +- **Frequency**: once per day +- **Requirements**: You have cast [animate dead](compendium/spells/animate-dead-apg.md) this turn. +- **Activity** Free Action + +You sway with the motions of your spells that animate the dead, channeling your power to sustain two at the same time. You Sustain your previous casting of animate dead, binding the necromantic energy of the two spells together with metaphysical twine. On subsequent rounds, you can Sustain both [animate dead](compendium/spells/animate-dead-apg.md) spells with a single action to [Sustain the Spell](rules/actions/sustain-a-spell.md). This benefit lasts until either of the spells ends. + +*Source: Book of the Dead p. 35* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/bone-caller-loag.md b/compendium/feats/bone-caller-loag.md new file mode 100644 index 000000000..9240e4e2f --- /dev/null +++ b/compendium/feats/bone-caller-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lizardfolk +aliases: ["Bone Caller"] +--- +# Bone Caller *Feat 9* +[lizardfolk](rules/traits/lizardfolk-b1.md) + + +Using a mixture of dinosaur bones and the bones of your ancestors to focus your magic, you animate lizards and dinosaurs to carry messages or serve as mounts. + +You can cast [animal messenger](compendium/spells/animal-messenger.md) and [phantom steed](compendium/spells/phantom-steed.md) as primal innate spells once per day each. The animal messenger is always a Tiny dinosaur or lizard, and your innate spell transforms it from bones to flesh, even if there are no dinosaurs or lizards nearby. The phantom steed looks like a dinosaur rather than a horse but functions identically. + +*Source: Lost Omens: Ancestry Guide p. 48* +%% #compendium/src/pf2e/loag #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/bone-investiture-loag.md b/compendium/feats/bone-investiture-loag.md new file mode 100644 index 000000000..3382e747a --- /dev/null +++ b/compendium/feats/bone-investiture-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lizardfolk +aliases: ["Bone Investiture"] +--- +# Bone Investiture *Feat 13* +[lizardfolk](rules/traits/lizardfolk-b1.md) + + +You encase yourself in spiritual dinosaur bones to become a Huge dinosaur. You can cast [dinosaur form](compendium/spells/dinosaur-form.md) on yourself as a 5th-level primal innate spell once per day. + +*Source: Lost Omens: Ancestry Guide p. 48* +%% #compendium/src/pf2e/loag #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/bone-magic-loag.md b/compendium/feats/bone-magic-loag.md new file mode 100644 index 000000000..fb87118de --- /dev/null +++ b/compendium/feats/bone-magic-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lizardfolk +aliases: ["Bone Magic"] +--- +# Bone Magic *Feat 1* +[lizardfolk](rules/traits/lizardfolk-b1.md) + + +Your connection to your iruxi ancestors manifests as a simple primal spell that you cast using a fragment of an ancestor's bones. Choose one cantrip from the primal spell list. You can cast this cantrip as a primal innate spell at will, and it's heightened to a spell level equal to half your level rounded up. + +*Source: Lost Omens: Ancestry Guide p. 46* +%% #compendium/src/pf2e/loag #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/bone-missile-botd.md b/compendium/feats/bone-missile-botd.md new file mode 100644 index 000000000..0620724dd --- /dev/null +++ b/compendium/feats/bone-missile-botd.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/skeleton +aliases: ["Bone Missile"] +--- +# Bone Missile *Feat 9* +[skeleton](rules/traits/skeleton-b1.md) + + +You can remove your ribs to use them as arrows or bolts. When you draw a rib, you lose 2 HP, and the projectile deals 2 extra negative damage if you [Strike](rules/actions/strike.md) with it before the end of your next turn. The HP loss and extra damage both increase to 3 at 12th level and 4 at 19th level. Your rib cage magically replenishes, and any rib you draw crumbles to dust after being used for a [Strike](rules/actions/strike.md) or at the end of your next turn, whichever comes first. + +*Source: Book of the Dead p. 56* +%% #compendium/src/pf2e/botd #trait/skeleton %% \ No newline at end of file diff --git a/compendium/feats/bone-rider-lome.md b/compendium/feats/bone-rider-lome.md new file mode 100644 index 000000000..1a24a5aba --- /dev/null +++ b/compendium/feats/bone-rider-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/lizardfolk +aliases: ["Bone Rider"] +--- +# Bone Rider *Feat 17* +[lizardfolk](rules/traits/lizardfolk-b1.md) + + +Using your ancestors' bones, you manifest their spirits around you in a fossilized form, terrifying your foes. You can cast [mask of terror](compendium/spells/mask-of-terror.md) on yourself as a primal innate spell once per day. When you do, you appear as a skeletal lizardfolk ancestor, twisted in a way that inspires the deepest fears of those who observe you. + +*Source: Lost Omens: The Mwangi Expanse p. 205* +%% #compendium/src/pf2e/lome #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/bone-spikes-da.md b/compendium/feats/bone-spikes-da.md new file mode 100644 index 000000000..6e6b5cebc --- /dev/null +++ b/compendium/feats/bone-spikes-da.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/deviant +- trait/evocation +- trait/magical +- trait/rare +aliases: ["Bone Spikes"] +--- +# Bone Spikes [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[deviant](rules/traits/deviant-da.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Activity** Single Action + +Sharp shards of bone tear forth from your elbows, wrists, or other parts of your body. For 1 minute, you can make bone spike unarmed [Strikes](rules/actions/strike.md), which deal `1d6` piercing damage and have the versatile S and sweep trails. When you take the Bone Spikes action, you can choose one weapon on your person and duplicate its weapon runes onto your bone spikes (with the exception of any runes that couldn't apply to the bone spears). + +**Awakening** Your bones grow longer, lashing flexibly at range. While you have bone spikes, you can [Interact](rules/actions/interact.md) to give your bone spikes reach <10 feet> until the end of the current turn. + +**Awakening** Grooves in your bone spikes form a channel for venom. Your bone spikes deal `1d4` [persistent poison damage](rules/conditions.md#Persistent%20Damage), which increases to `2d4` at 10th level and `3d4` at 18th level. + +*Source: Dark Archive p. 78* +%% #compendium/src/pf2e/da #trait/deviant #trait/evocation #trait/magical #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/bone-swarm-botd.md b/compendium/feats/bone-swarm-botd.md new file mode 100644 index 000000000..45500c672 --- /dev/null +++ b/compendium/feats/bone-swarm-botd.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/concentrate +- trait/polymorph +- trait/skeleton +- trait/transmutation +aliases: ["Bone Swarm"] +--- +# Bone Swarm [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 17* +[concentrate](rules/traits/concentrate.md) [polymorph](rules/traits/polymorph.md) [skeleton](rules/traits/skeleton-b1.md) [transmutation](rules/traits/transmutation.md) + +- **Frequency**: once per day +- **Activity** Two-Action + +You scatter your body and transform into a whirling storm of bones for up to 1 minute or until you spend a single action to return to your normal shape. You become Huge, gain the [swarm](rules/traits/swarm-b1.md) trait, and gain a fly Speed of 40 feet. As a swarm, you have the following characteristics. + +- You are immune to the grappled, [prone](rules/conditions.md#Prone), and [restrained](rules/conditions.md#Restrained) conditions. +- You have weakness 5 to area and splash damage. +- You can occupy the same space as other creatures and must do so to use your damaging ability. +- As a 2-action activity, you can deal `10d6` bludgeoning damage to all creatures sharing your space (basic Reflex save with a DC equal to your class DC or spell DC, whichever is higher). +- You can't speak, Cast Spells, use manipulate actions requiring your hands, Activate magic items, or make any [Strikes](rules/actions/strike.md) with your normal body. +- You don't gain the swarm mind ability, so you are still affected normally by [mental](rules/traits/mental.md) effects. You also retain the benefits of skeleton feats that don't require communication or the use of hands. + +*Source: Book of the Dead p. 57* +%% #compendium/src/pf2e/botd #trait/concentrate #trait/polymorph #trait/skeleton #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/boneyards-call-apg.md b/compendium/feats/boneyards-call-apg.md new file mode 100644 index 000000000..d58fbfe1f --- /dev/null +++ b/compendium/feats/boneyards-call-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/duskwalker +- trait/uncommon +aliases: ["Boneyard's Call"] +--- +# Boneyard's Call *Feat 17* +[duskwalker](rules/traits/duskwalker-apg.md) [uncommon](rules/traits/uncommon.md) + + +You have a powerful connection to the Boneyard and its courts, granting you the ability to travel to and from the Boneyard. You gain [plane shift](compendium/spells/plane-shift.md) as a divine innate spell. You can cast it twice per week. This can be used only to travel to the Boneyard or from the Boneyard to the Material Plane. Due to your unique connection to the Boneyard, your body serves as the focus, and you don't require a tuning fork. + +*Source: Advanced Player's Guide p. 38* +%% #compendium/src/pf2e/apg #trait/duskwalker #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/boost-summons-som.md b/compendium/feats/boost-summons-som.md new file mode 100644 index 000000000..804dd6ec8 --- /dev/null +++ b/compendium/feats/boost-summons-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/summoner +aliases: ["Boost Summons"] +--- +# Boost Summons *Feat 8* +[summoner](rules/traits/summoner-som.md) + + +Augmenting your eidolon extends to creatures you summon. + +When you cast [boost eidolon](compendium/spells/boost-eidolon-som.md), in addition to your eidolon, it also targets your summoned creatures within 60 feet. + +*Source: Secrets of Magic p. 70* +%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/borrow-memories-da.md b/compendium/feats/borrow-memories-da.md new file mode 100644 index 000000000..2b4e7660a --- /dev/null +++ b/compendium/feats/borrow-memories-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/uncommon +aliases: ["Borrow Memories"] +--- +# Borrow Memories *Feat 14* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) + +Knowing how someone thinks makes it much easier to know where they'll be, or even replace them altogether. You can cast [mind probe](compendium/spells/mind-probe.md) as an innate occult spell once per day, using your class DC or spell DC, whichever is higher. + +If you cast [mind probe](compendium/spells/mind-probe.md) on a target you're studying for the purpose of Assuming their Role, and the target fails their save, you can delay the spell from coming into effect until you Assume their Role. When you use the spell this way, you can Sustain it up to 10 times during its duration, asking a question each time. The spell lasts until you ask all 10 questions or are no longer Assuming the Role, whichever comes first. You don't need to [Sustain the Spell](rules/actions/sustain-a-spell.md) to extend its duration—only when asking a question—nor do you need to be in range or have line of effect to Sustain it. + +*Source: Dark Archive p. 127* +%% #compendium/src/pf2e/da #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/borrow-time-da.md b/compendium/feats/borrow-time-da.md new file mode 100644 index 000000000..7579b501a --- /dev/null +++ b/compendium/feats/borrow-time-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Borrow Time"] +--- +# Borrow Time [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) +- **Frequency**: once per minute +- **Trigger** Your turn begins. +- **Activity** Free Action + +You reach ahead and make use of time that's yet to be. You become [quickened](rules/conditions.md#Quickened) and can use the extra action to [Step](rules/actions/step.md), [Stride](rules/actions/stride.md), or [Strike](rules/actions/strike.md). You gain this extra action immediately and can use it this turn. At the end of your turn, you become [stunned](rules/conditions.md#Stunned). + +*Source: Dark Archive p. 186* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/bounce-back-apg.md b/compendium/feats/bounce-back-apg.md new file mode 100644 index 000000000..30187c214 --- /dev/null +++ b/compendium/feats/bounce-back-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/human +aliases: ["Bounce Back"] +--- +# Bounce Back [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 13* +[human](rules/traits/human.md) + +- **Frequency**: once per day +- **Trigger** You lose the [dying](rules/conditions.md#Dying) condition. +- **Activity** Free Action + +You recover from near-death experiences with astounding resilience. Don't increase the value of your [wounded](rules/conditions.md#Wounded) condition due to losing the [dying](rules/conditions.md#Dying) condition. + +*Source: Advanced Player's Guide p. 47* +%% #compendium/src/pf2e/apg #trait/human %% \ No newline at end of file diff --git a/compendium/feats/bouncy-goblin-locg.md b/compendium/feats/bouncy-goblin-locg.md new file mode 100644 index 000000000..63574b618 --- /dev/null +++ b/compendium/feats/bouncy-goblin-locg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/goblin +aliases: ["Bouncy Goblin"] +--- +# Bouncy Goblin *Feat 1* +[goblin](rules/traits/goblin.md) + +- **Prerequisites**: unbreakable goblin heritage + +You have a particular elasticity that makes it easy for you to bounce and squish. You gain the trained proficiency rank in [Acrobatics](compendium/skills.md#Acrobatics) (or another skill of your choice, if you were already trained in [Acrobatics](compendium/skills.md#Acrobatics)). You also gain a +2 circumstance bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks to [Tumble Through](rules/actions/tumble-through.md) a foe's space. + +## Bouncy Goblin leads to... + +[Roll With It](compendium/feats/roll-with-it-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 37* +%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/bound-in-ice-lomm.md b/compendium/feats/bound-in-ice-lomm.md new file mode 100644 index 000000000..f53de424c --- /dev/null +++ b/compendium/feats/bound-in-ice-lomm.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lomm +- trait/archetype +aliases: ["Bound in Ice"] +--- +# Bound in Ice *Feat 16* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Frostbite Runes](compendium/feats/frostbite-runes-lomm.md) + +You become a hybrid of your ancestry and a saumen kar. Your size increases to Large, and your reach becomes 10 feet. Your cold resistance increases to be equal to your level, and you gain fire resistance equal to half your level. + +You also gain the Blizzard Evasion reaction. + +```ad-embed-ability +title: Blizzard Evasion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You take 40 or more physical damage from a single attack + +**Effect** You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) your mark and on [Deception](compendium/skills.md#Deception) checks to [Feint](rules/actions/feint.md) against your mark. Your [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) weapons and unarmed attacks gain the backstabber and [deadly ](rules/traits/deadly.md) weapon traits when you're attacking your mark. + +If the weapon or unarmed attack already has the [deadly](rules/traits/deadly.md) trait, increase the size of the deadly damage die by one step instead of giving it deadly . +``` + +*Source: Lost Omens: Monsters of Myth p. 10* +%% #compendium/src/pf2e/lomm #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/bounty-hunter-dedication-apg.md b/compendium/feats/bounty-hunter-dedication-apg.md new file mode 100644 index 000000000..ef1bb88e6 --- /dev/null +++ b/compendium/feats/bounty-hunter-dedication-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Bounty Hunter Dedication"] +--- +# Bounty Hunter Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) + +When focused on finding your quarry, you're relentless. You gain the [Hunt Prey](rules/actions/hunt-prey.md) action. You can use [Hunt Prey](rules/actions/hunt-prey.md) to designate only a creature that you've seen, heard about, or learned about through some other means, such as a bounty board or wanted poster. In addition to the other benefits of [Hunt Prey](rules/actions/hunt-prey.md), you gain a +2 circumstance bonus to checks to [Gather Information](rules/actions/gather-information.md) regarding your prey. + +If you already have [Hunt Prey](rules/actions/hunt-prey.md), you become an expert in [Survival](compendium/skills.md#Survival) and gain the circumstance bonus to [Gather Information](rules/actions/gather-information.md) about your prey; you can still designate a creature you're tracking during exploration, in addition to the conditions above. + +**Special.** You can't select another dedication feat until you have gained two other feats from the bounty hunter archetype. + +## Bounty Hunter Dedication leads to... + +[Keep Pace](compendium/feats/keep-pace-apg.md), [Opportunistic Grapple](compendium/feats/opportunistic-grapple-apg.md), [Posse](compendium/feats/posse-apg.md), [Tools Of The Trade](compendium/feats/tools-of-the-trade-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 163* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/brain-drain-da.md b/compendium/feats/brain-drain-da.md new file mode 100644 index 000000000..835a9dda0 --- /dev/null +++ b/compendium/feats/brain-drain-da.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/divination +- trait/mental +- trait/occult +- trait/psyche +- trait/psychic +aliases: ["Brain Drain"] +--- +# Brain Drain [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) [psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) + +- **Activity** Two-Action + +With a wresting of will, you siphon off a creature's mental energy to replenish your own. One non-mindless creature within 30 feet must attempt a Will save against your spell DC. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature is [stupefied](rules/conditions.md#Stupefied) for 1 minute, and you regain 1 Focus Point, up to your normal maximum. You can't use Brain Drain again until after the next time you make your daily preparations. +> - **Critical Failure** As failure, but the creature is [stupefied](rules/conditions.md#Stupefied). + +*Source: Dark Archive p. 26* +%% #compendium/src/pf2e/da #trait/divination #trait/mental #trait/occult #trait/psyche #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/brains-botd.md b/compendium/feats/brains-botd.md new file mode 100644 index 000000000..db059e970 --- /dev/null +++ b/compendium/feats/brains-botd.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Brains!"] +--- +# Brains! [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Feast](compendium/feats/feast-botd.md) +- **Trigger** You Feast upon a humanoid's brain. The humanoid can't be [mindless](rules/traits/mindless.md) (or, if you're Feasting on a corpse, can't have been mindless while alive). +- **Activity** Free Action + +You consume the brains of your foe, causing synapses long rotten to fire and enabling you to shake off your mental torpor. You gain a +1 status bonus on skill checks to [Recall Knowledge](rules/actions/recall-knowledge.md) for 1 hour. If the humanoid had a higher modifier to the skill check you're using to [Recall Knowledge](rules/actions/recall-knowledge.md) than you do, the status bonus increases to +2. + +*Source: Book of the Dead p. 61* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/bravos-determination-locg.md b/compendium/feats/bravos-determination-locg.md new file mode 100644 index 000000000..6c36a01b6 --- /dev/null +++ b/compendium/feats/bravos-determination-locg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Bravo's Determination"] +--- +# Bravo's Determination [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: expert in [Deception](compendium/skills.md#Deception), [Firebrand Braggart Dedication](compendium/feats/firebrand-braggart-dedication-locg.md) +- **Trigger** A foe's [Strike](rules/actions/strike.md) reduces you to 0 Hit Points; you were not at 1 Hit Point and you would not be killed. +- **Activity** Reaction + +Your confidence borders on self-delusion, but it keeps you going against overwhelming odds. Attempt a [Deception](compendium/skills.md#Deception) check against the attack DC of the triggering [Strike](rules/actions/strike.md). You take a penalty to this check equal to twice your [wounded](rules/conditions.md#Wounded) value, if any. If the triggering attack was a critical hit, use the result one degree of success worse than what you rolled. + +> [!success-degree] +> - **Critical Success** You avoid being knocked out and remain at 1 Hit Point. +> - **Success** You avoid being knocked out and remain at 1 Hit Point, but you increase your [wounded](rules/conditions.md#Wounded) value by 1. + +*Source: Lost Omens: Character Guide p. 75* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/breached-defenses-da.md b/compendium/feats/breached-defenses-da.md new file mode 100644 index 000000000..329b320a2 --- /dev/null +++ b/compendium/feats/breached-defenses-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/thaumaturge +aliases: ["Breached Defenses"] +--- +# Breached Defenses *Feat 4* +[thaumaturge](rules/traits/thaumaturge-da.md) + +- **Prerequisites**: [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) + +You can find the one weak point in a creature's scales, wards, or armor to get past its resistances. When you succeed at [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md), you learn about the highest of the creature's resistances that can be bypassed (for example, if the creature has resistance to physical damage except silver), if the creature has one. If you prefer, you can choose the following benefit instead of one of the usual two benefits from [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) Breached Defenses You can choose this benefit only if you succeeded at [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) and learned the creature has at least one resistance that can be bypassed. Choose one such resistance. Your unarmed and weapon [Strikes](rules/actions/strike.md) bypass the chosen resistance. + +*Source: Dark Archive p. 43* +%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/breath-like-honey-lome.md b/compendium/feats/breath-like-honey-lome.md new file mode 100644 index 000000000..dc19da62f --- /dev/null +++ b/compendium/feats/breath-like-honey-lome.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/gnoll +aliases: ["Breath Like Honey"] +--- +# Breath Like Honey *Feat 9* +[gnoll](rules/traits/gnoll-b1.md) + +- **Prerequisites**: sweetbreath gnoll heritage + +You smell of honey and savory things. You can cast [enthrall](compendium/spells/enthrall.md) as a 3rd-level occult innate spell once per day, except the spell has a range of 30 feet and the [inhaled](rules/traits/inhaled.md) trait instead of the [auditory](rules/traits/auditory.md) trait. Targets don't gain any circumstance bonus for disagreeing with you. Your circumstance bonus to checks to [Make an Impression](rules/actions/make-an-impression.md) if the target can smell your breath increases to +2. + +*Source: Lost Omens: The Mwangi Expanse p. 114* +%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/compendium/feats/breath-of-calamity-loil.md b/compendium/feats/breath-of-calamity-loil.md new file mode 100644 index 000000000..5884cbaac --- /dev/null +++ b/compendium/feats/breath-of-calamity-loil.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/nagaji +aliases: ["Breath of Calamity"] +--- +# Breath of Calamity *Feat 17* +[nagaji](rules/traits/nagaji-loil.md) + + +Your roar shakes the earth and splits the heavens. Once per day, you can cast [chain lightning](compendium/spells/chain-lightning.md) as a 7th-level innate occult spell. + +Any creature that critically fails its save against the spell is [blinded](rules/conditions.md#Blinded) and [deafened](rules/conditions.md#Deafened) for 1 round. + +*Source: Lost Omens: Impossible Lands p. 51* +%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/compendium/feats/breath-of-the-dragon-apg.md b/compendium/feats/breath-of-the-dragon-apg.md new file mode 100644 index 000000000..4dbfed6f1 --- /dev/null +++ b/compendium/feats/breath-of-the-dragon-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Breath Of The Dragon"] +--- +# Breath Of The Dragon *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) + +You can use a powerful breath weapon, much like the dragon you emulate. You gain the [dragon breath](compendium/spells/dragon-breath.md) sorcerer bloodline spell and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1. + +*Source: Advanced Player's Guide p. 169* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/briar-battler-loag.md b/compendium/feats/briar-battler-loag.md new file mode 100644 index 000000000..811e1823d --- /dev/null +++ b/compendium/feats/briar-battler-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kobold +aliases: ["Briar Battler"] +--- +# Briar Battler *Feat 9* +[kobold](rules/traits/kobold-b1.md) + + +You've learned to use roots, crevices, uneven ground, and dense underbrush to your advantage. When you're in difficult terrain from an environmental feature, you can [Take Cover](rules/actions/take-cover.md), even if the feature wouldn't ordinarily be large enough for you to [Take Cover](rules/actions/take-cover.md). + +*Source: Lost Omens: Ancestry Guide p. 39* +%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/bright-lion-dedication-lol.md b/compendium/feats/bright-lion-dedication-lol.md new file mode 100644 index 000000000..1a292b5c6 --- /dev/null +++ b/compendium/feats/bright-lion-dedication-lol.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lol +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Bright Lion Dedication"] +--- +# Bright Lion Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: [Bright Lion](compendium/character/backgrounds/bright-lion-lowg.md) background +- **Prerequisites**: member of the Bright Lions, not a worshipper of Walkena, trained in [Stealth](compendium/skills.md#Stealth) + +You become trained in your choice of [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) and in [Mzali Lore](compendium/skills.md#Lore); if you were already trained, you become an expert instead. You incorporate enough worship of Walkena in your daily life to avoid suspicion. You typically don't need to [Lie](rules/actions/lie.md) or [Impersonate](rules/actions/impersonate.md) to pass yourself off as a worshipper of Walkena. Against careful inspection, you gain a +4 circumstance bonus to [Deception](compendium/skills.md#Deception) checks specifically to pass yourself off as a version of yourself faithful to Walkena. + +**Special.** You can't select another dedication feat until you have gained two other feats from the Bright Lion archetype. + +## Bright Lion Dedication leads to... + +[Elude The Divine](compendium/feats/elude-the-divine-lol.md), [Sun's Fury](compendium/feats/suns-fury-lol.md), [Warding Light](compendium/feats/warding-light-lol.md) + +## Summary + +*Source: Lost Omens: Legends p. 101* +%% #compendium/src/pf2e/lol #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/bright-lion-dedication-sot4.md b/compendium/feats/bright-lion-dedication-sot4.md new file mode 100644 index 000000000..96873301c --- /dev/null +++ b/compendium/feats/bright-lion-dedication-sot4.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot4 +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Bright Lion Dedication"] +--- +# Bright Lion Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Bright Lion background (Lost Omens World Guide 95) You become trained in [Mzali Lore](compendium/skills.md#Lore) and your choice of +- **Prerequisites**: member of the Bright Lions, not a worshipper of [Walkena](compendium/setting/deities/walkena-logm.md), trained in [Stealth](compendium/skills.md#Stealth) + +[Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy); if you were already trained, you become an expert instead. You incorporate enough worship of [Walkena](compendium/setting/deities/walkena-logm.md) in your daily life to avoid suspicion. + +You typically don't need to [Lie](rules/actions/lie.md) or [Impersonate](rules/actions/impersonate.md) to pass yourself off as a worshipper of [Walkena](compendium/setting/deities/walkena-logm.md). Against careful inspection, you gain a +4 circumstance bonus to [Deception](compendium/skills.md#Deception) checks specifically to pass yourself off as a version of yourself faithful to [Walkena](compendium/setting/deities/walkena-logm.md). + +**Special.** You can't select another dedication feat until you have gained two other feats from the Bright Lion archetype. + +*Source: Strength of Thousands #4: Secrets of the Temple-City p. 79* +%% #compendium/src/pf2e/sot4 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/brightness-seeker-locg.md b/compendium/feats/brightness-seeker-locg.md new file mode 100644 index 000000000..c471db4fb --- /dev/null +++ b/compendium/feats/brightness-seeker-locg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/elf +aliases: ["Brightness Seeker"] +--- +# Brightness Seeker *Feat 9* +[elf](rules/traits/elf.md) + + +Once per day, you can spend 10 minutes studying your surroundings in search of omens related to a particular course of action to cast [augury](compendium/spells/augury.md) as an innate divine spell. Unless the result of the [augury](compendium/spells/augury.md) was "nothing," you gain the following reaction for the next 30 minutes: + +```ad-embed-ability +title: Call Upon the Brightness [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[concentrate](rules/traits/concentrate.md) + +- **Trigger**: You attempt an attack roll, skill check, or saving throw while performing the course of action from your augury, but you haven't rolled yet + +**Effect** You gain a +1 status bonus to the triggering check, or a +2 status bonus if the result of the [augury](compendium/spells/augury.md) was "woe" and you proceeded anyway. +%% #trait/concentrate %% +``` + +*Source: Lost Omens: Character Guide p. 27* +%% #compendium/src/pf2e/locg #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/brightsoul-loag.md b/compendium/feats/brightsoul-loag.md new file mode 100644 index 000000000..f090e6bfa --- /dev/null +++ b/compendium/feats/brightsoul-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ifrit +- trait/lineage +aliases: ["Brightsoul"] +--- +# Brightsoul *Feat 1* +[ifrit](rules/traits/ifrit-b2.md) [lineage](rules/traits/lineage-apg.md) + + +The fire inside you asserts itself as beaming, radiant light. Your body is naturally luminescent, glowing with the effects of a primal [light](compendium/spells/light.md) cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. The light is involuntary and constant; if counteracted, it returns in `1d4` rounds. You suffer a –2 circumstance penalty on [Stealth](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md) and gain a +1 circumstance bonus on saves against [light](rules/traits/light.md) effects and effects that inflict the [blinded](rules/conditions.md#Blinded) or [dazzled](rules/conditions.md#Dazzled) conditions. + +*Source: Lost Omens: Ancestry Guide p. 103* +%% #compendium/src/pf2e/loag #trait/ifrit #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/brine-may-apg.md b/compendium/feats/brine-may-apg.md new file mode 100644 index 000000000..e64146fd5 --- /dev/null +++ b/compendium/feats/brine-may-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/changeling +- trait/lineage +aliases: ["Brine May"] +--- +# Brine May *Feat 1* +[changeling](rules/traits/changeling-b1.md) [lineage](rules/traits/lineage-apg.md) + + +Your mother was a sea hag, granting you one sea-green or blue eye. You find comfort both in the sea and on the shore. + +Whenever you roll a success on an [Athletics](compendium/skills.md#Athletics) check to [Swim](rules/actions/swim.md), you get a critical success instead. If you end your turn in water without having succeeded at a [Swim](rules/actions/swim.md) action that round, you don't sink (but you might still be moved by the current). + +## Brine May leads to... + +[Invoke The Elements](compendium/feats/invoke-the-elements-loag.md), [Stormy Heart](compendium/feats/stormy-heart-loag.md) + +## Summary + +*Source: Advanced Player's Guide p. 31* +%% #compendium/src/pf2e/apg #trait/changeling #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/brinesoul-loag.md b/compendium/feats/brinesoul-loag.md new file mode 100644 index 000000000..fd07bb653 --- /dev/null +++ b/compendium/feats/brinesoul-loag.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lineage +- trait/undine +aliases: ["Brinesoul"] +--- +# Brinesoul *Feat 1* +[lineage](rules/traits/lineage-apg.md) [undine](rules/traits/undine-b2.md) + + +Your elemental ancestor's legacy asserts itself as brackish water, like the seawater of the ocean. You gain the Salt Wound reaction. + +```ad-embed-ability +title: Salt Wound [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[undine](rules/traits/undine-b2.md) + +- **Trigger**: A creature that has blood and is not at its maximum Hit Points hits you with a melee [Strike](rules/actions/strike.md) + +**Effect** You channel salt and brine from your blood into the creature's wounds. The creature must attempt a Fortitude save using your class DC or spell DC, whichever is higher. On a failure, the creature takes `1d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage) and is [sickened](rules/conditions.md#Sickened) by the pain. On a critical failure, it instead takes `2d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage) and is [sickened](rules/conditions.md#Sickened). +%% #trait/undine %% +``` + +*Source: Lost Omens: Ancestry Guide p. 119* +%% #compendium/src/pf2e/loag #trait/lineage #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/bristle-lome.md b/compendium/feats/bristle-lome.md new file mode 100644 index 000000000..609cdde5c --- /dev/null +++ b/compendium/feats/bristle-lome.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/shisk +aliases: ["Bristle"] +--- +# Bristle [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[shisk](rules/traits/shisk-lome.md) + +- **Activity** Single Action + +You curl into a posture that splays out your bone spines. + +You gain a +1 circumstance to AC until the start of your next turn. + +**Special.** If you have the Barbed Quills reaction or a quills unarmed attack, each gains a +1 circumstance bonus to damage rolls until the start of your next turn. + +*Source: Lost Omens: The Mwangi Expanse p. 125* +%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/compendium/feats/buckler-dance-apg.md b/compendium/feats/buckler-dance-apg.md new file mode 100644 index 000000000..2503c24c7 --- /dev/null +++ b/compendium/feats/buckler-dance-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/stance +- trait/swashbuckler +aliases: ["Buckler Dance"] +--- +# Buckler Dance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[stance](rules/traits/stance.md) [swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Requirements**: You are wielding a buckler. +- **Activity** Single Action + +You spin your buckler defensively toward every attack. While you are in this stance, you constantly have your buckler raised as if you'd used [Raise a Shield](rules/actions/raise-a-shield.md), as long as you meet that action's requirements. + +*Source: Advanced Player's Guide p. 91* +%% #compendium/src/pf2e/apg #trait/stance #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/buckler-expertise-apg.md b/compendium/feats/buckler-expertise-apg.md new file mode 100644 index 000000000..aa7baae02 --- /dev/null +++ b/compendium/feats/buckler-expertise-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Buckler Expertise"] +--- +# Buckler Expertise *Feat 1* +[swashbuckler](rules/traits/swashbuckler-apg.md) + + +You've learned a flexible way to position your buckler to provide more protection. When you [Raise a Shield](rules/actions/raise-a-shield.md) to gain a circumstance bonus to AC from a buckler, increase the bonus from +1 to +2. + +*Source: Advanced Player's Guide p. 88* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/bullseye-apg.md b/compendium/feats/bullseye-apg.md new file mode 100644 index 000000000..51d3243b6 --- /dev/null +++ b/compendium/feats/bullseye-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["Bullseye"] +--- +# Bullseye [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[rogue](rules/traits/rogue.md) + +- **Activity** Single Action + +You carefully take aim before making your attack in order to avoid your foe's concealment and cover. On your next [Strike](rules/actions/strike.md) with a thrown weapon before the end of your turn, you gain a +1 circumstance bonus to your attack roll and ignore your target's [concealed](rules/conditions.md#Concealed) condition, as well as the target's lesser cover or standard cover; if the target had greater cover, they instead have only standard cover against the [Strike](rules/actions/strike.md). + +*Source: Advanced Player's Guide p. 136* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/bullying-staff-ec1.md b/compendium/feats/bullying-staff-ec1.md new file mode 100644 index 000000000..ff7ccdf0f --- /dev/null +++ b/compendium/feats/bullying-staff-ec1.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec1 +- trait/archetype +- trait/uncommon +aliases: ["Bullying Staff"] +--- +# Bullying Staff *Feat 4* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Staff Acrobat Dedication](compendium/feats/staff-acrobat-dedication-ec1.md) +- **Requirements**: You are wielding your staff. + +You can attempt to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) creatures up to two sizes larger than you. If you have master proficiency with your staff, you can attempt to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) creatures up to three sizes larger than you. + +*Source: Extinction Curse #1: The Show Must Go On p. 75* +%% #compendium/src/pf2e/ec1 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/burning-spell-som.md b/compendium/feats/burning-spell-som.md new file mode 100644 index 000000000..1571ab9e6 --- /dev/null +++ b/compendium/feats/burning-spell-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +- trait/fire +- trait/metamagic +aliases: ["Burning Spell"] +--- +# Burning Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [fire](rules/traits/fire.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) +- **Activity** Single Action + +You enhance your spell with elemental fire, causing it to set the target on fire. If the next action you use is to [Cast a non-cantrip Spell](rules/actions/cast-a-spell.md) that deals damage at a single target, the spell deals additional [persistent fire damage](rules/conditions.md#Persistent%20Damage) equal to the spell level, in addition to its other effects. This has no effect if the spell already deals [persistent fire damage](rules/conditions.md#Persistent%20Damage). The spell gains the [fire](rules/traits/fire.md) trait. + +*Source: Secrets of Magic p. 207* +%% #compendium/src/pf2e/som #trait/archetype #trait/fire #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/burrowing-form-som.md b/compendium/feats/burrowing-form-som.md new file mode 100644 index 000000000..453b696cf --- /dev/null +++ b/compendium/feats/burrowing-form-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Burrowing Form"] +--- +# Burrowing Form *Feat 10* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + + +Your eidolon can burrow through loose dirt. Your eidolon gains a burrow Speed of 15 feet. + +*Source: Secrets of Magic p. 71* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/butterfly-blade-dedication-frp1.md b/compendium/feats/butterfly-blade-dedication-frp1.md new file mode 100644 index 000000000..dfd3def02 --- /dev/null +++ b/compendium/feats/butterfly-blade-dedication-frp1.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp1 +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Butterfly Blade Dedication"] +--- +# Butterfly Blade Dedication *Feat 4* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Defeat a member of the Butterfly Blades in a sanctioned bout. +- **Prerequisites**: trained in butterfly swords + +You become trained in [Deception](compendium/skills.md#Deception) and [Stealth](compendium/skills.md#Stealth); if you were already trained, you become an expert instead. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with butterfly swords. You gain access to butterfly swords. + +**Special.** You cannot select another dedication feat until you have gained two other feats from this archetype. + +## Butterfly Blade Dedication leads to... + +[Butterfly's Kiss](compendium/feats/butterflys-kiss-frp1.md), [Butterfly's Sting](compendium/feats/butterflys-sting-frp1.md), [Deadly Butterfly](compendium/feats/deadly-butterfly-frp1.md), [Innocent Butterfly](compendium/feats/innocent-butterfly-frp1.md), [Mastermind's Eye](compendium/feats/masterminds-eye-frp1.md) + +## Summary + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* +%% #compendium/src/pf2e/frp1 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/butterflys-kiss-frp1.md b/compendium/feats/butterflys-kiss-frp1.md new file mode 100644 index 000000000..458a2a665 --- /dev/null +++ b/compendium/feats/butterflys-kiss-frp1.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp1 +- trait/archetype +aliases: ["Butterfly's Kiss"] +--- +# Butterfly's Kiss *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Butterfly Blade Dedication](compendium/feats/butterfly-blade-dedication-frp1.md) + +You can make nonlethal [Strikes](rules/actions/strike.md) with a butterfly sword without taking a penalty. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* +%% #compendium/src/pf2e/frp1 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/butterflys-sting-frp1.md b/compendium/feats/butterflys-sting-frp1.md new file mode 100644 index 000000000..945ce5256 --- /dev/null +++ b/compendium/feats/butterflys-sting-frp1.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp1 +- trait/archetype +aliases: ["Butterfly's Sting"] +--- +# Butterfly's Sting *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Butterfly Blade Dedication](compendium/feats/butterfly-blade-dedication-frp1.md) + +You gain the sneak attack class feature (Core Rulebook 181) + +You don't increase the number of dice as you gain levels. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* +%% #compendium/src/pf2e/frp1 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/cackle-apg.md b/compendium/feats/cackle-apg.md new file mode 100644 index 000000000..e9f6034b8 --- /dev/null +++ b/compendium/feats/cackle-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Cackle"] +--- +# Cackle *Feat 1* +[witch](rules/traits/witch-apg.md) + + +You can extend one of your spells with a quick burst of laughter. You learn the [cackle](compendium/spells/cackle-apg.md) hex. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 100* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/cadence-call-apg.md b/compendium/feats/cadence-call-apg.md new file mode 100644 index 000000000..7a402d59e --- /dev/null +++ b/compendium/feats/cadence-call-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/auditory +- trait/flourish +aliases: ["Cadence Call"] +--- +# Cadence Call [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) +- **Frequency**: once per minute +- **Activity** Single Action + +You call out a quick cadence, guiding your allies into a more efficient rhythm. Each willing ally within your marshal's aura is [quickened](rules/conditions.md#Quickened) until the end of their next turn, and they can use the extra action only to [Stride](rules/actions/stride.md). At the end of each ally's turn, if they used the extra action, they then become [slowed](rules/conditions.md#Slowed) until the end of their following turn. + +## Cadence Call leads to... + +[Tactical Cadence](compendium/feats/tactical-cadence-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 180* +%% #compendium/src/pf2e/apg #trait/archetype #trait/auditory #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/calacas-showstopper-loag.md b/compendium/feats/calacas-showstopper-loag.md new file mode 100644 index 000000000..e04f08ae0 --- /dev/null +++ b/compendium/feats/calacas-showstopper-loag.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/auditory +- trait/divine +- trait/duskwalker +- trait/enchantment +- trait/incapacitation +aliases: ["Calaca's Showstopper"] +--- +# Calaca's Showstopper [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 13* +[auditory](rules/traits/auditory.md) [divine](rules/traits/divine.md) [duskwalker](rules/traits/duskwalker-apg.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) + +- **Prerequisites**: expert in [Performance](compendium/skills.md#Performance) +- **Frequency**: once per day +- **Activity** Two-Action + +You've spent many an evening learning songs and tales featuring calacas, death's wandering minstrels. You dramatically unleash a stunning blast of sound by smashing an instrument you hold or belting out a discordant note. This has the effects of synaptic pulse, but the effect is auditory rather than mental. The DC is either your class DC or spell DC, whichever is higher. + +*Source: Lost Omens: Ancestry Guide p. 32* +%% #compendium/src/pf2e/loag #trait/auditory #trait/divine #trait/duskwalker #trait/enchantment #trait/incapacitation %% \ No newline at end of file diff --git a/compendium/feats/call-and-response-apg.md b/compendium/feats/call-and-response-apg.md new file mode 100644 index 000000000..81d8dea8d --- /dev/null +++ b/compendium/feats/call-and-response-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/auditory +- trait/bard +- trait/concentrate +- trait/metamagic +aliases: ["Call And Response"] +--- +# Call And Response [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[auditory](rules/traits/auditory.md) [bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Activity** Single Action + +Your composition takes the form of a call-and-response chant, which lets your allies continue the effect without you. If your next action is to cast a composition cantrip with a duration of 1 round, it becomes a call. While the spell is active, one ally affected by the spell can respond to your call as a single action that has the [auditory](rules/traits/auditory.md) and [concentrate](rules/traits/concentrate.md) traits to extend the spell's duration by 1 round. Only one ally can respond to a given call, and responding to the ally's response has no additional effect. + +*Source: Advanced Player's Guide p. 113* +%% #compendium/src/pf2e/apg #trait/auditory #trait/bard #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/call-bonded-item-apg.md b/compendium/feats/call-bonded-item-apg.md new file mode 100644 index 000000000..e2b5a75f0 --- /dev/null +++ b/compendium/feats/call-bonded-item-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/conjuration +- trait/teleportation +- trait/wizard +aliases: ["Call Bonded Item"] +--- +# Call Bonded Item [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[concentrate](rules/traits/concentrate.md) [conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) [wizard](rules/traits/wizard.md) + +- **Prerequisites**: arcane bond +- **Activity** Single Action + +You're mystically connected to your bonded item and can call it to your hand. If your bonded item is 1 Bulk or less, you teleport your bonded item into your hand from up to 1 mile away. + +*Source: Advanced Player's Guide p. 142* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/conjuration #trait/teleportation #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/call-implement-da.md b/compendium/feats/call-implement-da.md new file mode 100644 index 000000000..fd179104a --- /dev/null +++ b/compendium/feats/call-implement-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/arcane +- trait/conjuration +- trait/manipulate +- trait/teleportation +- trait/thaumaturge +aliases: ["Call Implement"] +--- +# Call Implement [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) [manipulate](rules/traits/manipulate.md) [teleportation](rules/traits/teleportation.md) [thaumaturge](rules/traits/thaumaturge-da.md) + +- **Requirements**: You have a free hand. +- **Activity** Single Action + +You can tug on the bonds of ownership between yourself and your implement, causing it to find its way back to you. You look down and find that your implement has mysteriously appeared in your free hand, as long as the implement was within 1 mile and on the same plane of existence. If your implement is attended by another creature, that creature can prevent the implement from teleporting away if it succeeds at a Will save against your class DC. If the creature succeeds, you can't attempt to Call that Implement again; you must track the creature down to get the implement back. + +*Source: Dark Archive p. 42* +%% #compendium/src/pf2e/da #trait/arcane #trait/conjuration #trait/manipulate #trait/teleportation #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/call-of-elysium-loag.md b/compendium/feats/call-of-elysium-loag.md new file mode 100644 index 000000000..d589323f7 --- /dev/null +++ b/compendium/feats/call-of-elysium-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aasimar +aliases: ["Call Of Elysium"] +--- +# Call Of Elysium *Feat 9* +[aasimar](rules/traits/aasimar-apg.md) + +- **Prerequisites**: [Musetouched](compendium/feats/musetouched-apg.md) + +The wild wonder of Elysium harmonizes within you, and in dire straits, you can share its benefits with your allies. Your Speed increases by 5 feet; the Speed increase from this feat isn't cumulative with any Speed increase from your ancestry feats (such as Nimble Elf). Allies who begin their turn in combat adjacent to you gain a +5-foot status bonus to their Speed for the round. + +*Source: Lost Omens: Ancestry Guide p. 11* +%% #compendium/src/pf2e/loag #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/call-of-the-green-man-loag.md b/compendium/feats/call-of-the-green-man-loag.md new file mode 100644 index 000000000..843dfd3da --- /dev/null +++ b/compendium/feats/call-of-the-green-man-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/leshy +aliases: ["Call Of The Green Man"] +--- +# Call Of The Green Man *Feat 13* +[leshy](rules/traits/leshy-b1.md) + + +You can call forth nearby nature spirits to augment your body. Once per day, you can cast [plant form](compendium/spells/plant-form.md) as a 5th-level primal innate spell. When you reach 17th level, this spell can be heightened to 6th level. + +*Source: Lost Omens: Ancestry Guide p. 44* +%% #compendium/src/pf2e/loag #trait/leshy %% \ No newline at end of file diff --git a/compendium/feats/call-ursine-ally-tv.md b/compendium/feats/call-ursine-ally-tv.md new file mode 100644 index 000000000..1e7af81ec --- /dev/null +++ b/compendium/feats/call-ursine-ally-tv.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/tv +- trait/archetype +- trait/conjuration +- trait/primal +aliases: ["Call Ursine Ally"] +--- +# Call Ursine Ally *Feat 8* +[archetype](rules/traits/archetype.md) [conjuration](rules/traits/conjuration.md) [primal](rules/traits/primal.md) + +- **Frequency**: once per hour + +You can cast a 3rd-level [summon animal](compendium/spells/summon-animal.md) as an innate spell, but only to summon a black bear. At 10th level, the [summon animal](compendium/spells/summon-animal.md) spell is heightened to 4th level, and you can summon a grizzly bear. At 12th level, your [summon animal](compendium/spells/summon-animal.md) innate spell is heightened to 5th level, and you can summon a polar bear. At 14th level, it's heightened to 6th level, and you can summon a cave bear. + +*Source: Treasure Vault p. 184* +%% #compendium/src/pf2e/tv #trait/archetype #trait/conjuration #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/call-your-shot-apg.md b/compendium/feats/call-your-shot-apg.md new file mode 100644 index 000000000..32a9ca87c --- /dev/null +++ b/compendium/feats/call-your-shot-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Call Your Shot"] +--- +# Call Your Shot *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Play to the Crowd](compendium/feats/play-to-the-crowd-apg.md) + +When you successfully Play to the Crowd, add the following to the list of benefits you can choose from: + +- Choose a creature within 30 feet that can see you to become [frightened](rules/conditions.md#Frightened). This effect has the [emotion](rules/traits/emotion.md), [fear](rules/traits/fear.md), [mental](rules/traits/mental.md), and [visual](rules/traits/visual.md) traits. + +*Source: Advanced Player's Guide p. 175* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/called-apg.md b/compendium/feats/called-apg.md new file mode 100644 index 000000000..5ab7dd9a1 --- /dev/null +++ b/compendium/feats/called-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/changeling +aliases: ["Called"] +--- +# Called *Feat 5* +[changeling](rules/traits/changeling-b1.md) + + +You have heard the Call, and in constantly resisting that persistent demand, you've developed a mental bulwark against effects that would target your mind. You gain a +1 circumstance bonus to Will saving throws against [mental](rules/traits/mental.md) effects. If you roll a success on your saving throw against a [mental](rules/traits/mental.md) effect that would make you [controlled](rules/conditions.md#Controlled), you get a critical success instead. + +*Source: Advanced Player's Guide p. 31* +%% #compendium/src/pf2e/apg #trait/changeling %% \ No newline at end of file diff --git a/compendium/feats/callow-may-apg.md b/compendium/feats/callow-may-apg.md new file mode 100644 index 000000000..953e0b52d --- /dev/null +++ b/compendium/feats/callow-may-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/changeling +- trait/lineage +aliases: ["Callow May"] +--- +# Callow May *Feat 1* +[changeling](rules/traits/changeling-b1.md) [lineage](rules/traits/lineage-apg.md) + + +You are among the most common of changelings—those born to green hags—and a vibrant green eye signifies that parentage. + +Your mother's manipulative nature and versatile voice gives you an edge when deceiving others. You gain the [Charming Liar](compendium/feats/charming-liar.md) skill feat. If you roll [Deception](compendium/skills.md#Deception) for initiative, foes in that combat encounter that haven't acted yet are [flat-footed](rules/conditions.md#Flat-footed) against you. + +*Source: Advanced Player's Guide p. 31* +%% #compendium/src/pf2e/apg #trait/changeling #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/cannibalize-magic-loil.md b/compendium/feats/cannibalize-magic-loil.md new file mode 100644 index 000000000..94d926dca --- /dev/null +++ b/compendium/feats/cannibalize-magic-loil.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/rare +aliases: ["Cannibalize Magic"] +--- +# Cannibalize Magic [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 13* +[rare](rules/traits/rare.md) + +- **Prerequisites**: [Fey Influence](compendium/feats/fey-influence-loil.md) +- **Frequency**: once per day +- **Activity** Two-Action + +The fey magic inside of you is a vital part of your body, and you can steal other sources of magic to replenish yours. You can draw power from your magical equipment to replenish your health. You drain one of your invested items, in the process regaining Hit Points equal to double the item's level. + +In addition, you can attempt a counteract check with a total bonus equal to 10 + the [drained](rules/conditions.md#Drained) item's level against one effect that gave you the [drained](rules/conditions.md#Drained), [doomed](rules/conditions.md#Doomed), [enfeebled](rules/conditions.md#Enfeebled), [fatigued](rules/conditions.md#Fatigued), or [slowed](rules/conditions.md#Slowed) condition. If you succeed, you reduce the chosen condition's value by 1. + +An item [drained](rules/conditions.md#Drained) by this action becomes non-magical until the next time you make your daily preparations. + +**Special.** This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.). + +*Source: Lost Omens: Impossible Lands p. 126* +%% #compendium/src/pf2e/loil #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/canopy-sight-loil.md b/compendium/feats/canopy-sight-loil.md new file mode 100644 index 000000000..ee0d4c429 --- /dev/null +++ b/compendium/feats/canopy-sight-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vanara +aliases: ["Canopy Sight"] +--- +# Canopy Sight *Feat 1* +[vanara](rules/traits/vanara-loil.md) + + +You can see equally well even in dense jungles where only a small amount of light shines through. You gain low-light vision. + +*Source: Lost Omens: Impossible Lands p. 54* +%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/compendium/feats/cant-fall-here-loag.md b/compendium/feats/cant-fall-here-loag.md new file mode 100644 index 000000000..9868b6fcf --- /dev/null +++ b/compendium/feats/cant-fall-here-loag.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/auditory +- trait/hobgoblin +- trait/manipulate +aliases: ["Can't Fall Here"] +--- +# Can't Fall Here [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* +[auditory](rules/traits/auditory.md) [hobgoblin](rules/traits/hobgoblin-locg.md) [manipulate](rules/traits/manipulate.md) + +- **Frequency**: once per day +- **Trigger** An adjacent and willing ally would be reduced to 0 HP but not killed. +- **Activity** Reaction + +You physically help an ally remain standing and encourage them to push through their pain against dire odds. Your ally doesn't fall [unconscious](rules/conditions.md#Unconscious) and remains at 1 Hit Point. The ally also gains a number of temporary Hit Points equal to your level that last for 1 minute. Fighting onward with such an injury isn't without consequence; your ally's [wounded](rules/conditions.md#Wounded) condition increases by 1. + +*Source: Lost Omens: Ancestry Guide p. 36* +%% #compendium/src/pf2e/loag #trait/auditory #trait/hobgoblin #trait/manipulate %% \ No newline at end of file diff --git a/compendium/feats/cant-you-see-da.md b/compendium/feats/cant-you-see-da.md new file mode 100644 index 000000000..3e922585a --- /dev/null +++ b/compendium/feats/cant-you-see-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/druid +- trait/ranger +aliases: ["Can't You See?"] +--- +# Can't You See? *Feat 8* +[druid](rules/traits/druid.md) [ranger](rules/traits/ranger.md) + +- **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism), expert in [Stealth](compendium/skills.md#Stealth) + +The eye rebels, the mind recoils—no matter how much those who can see you try to explain what's there, their friends' gazes just skitter over you, like a bird afraid to land. A character who attempts to [Point Out](rules/actions/point-out.md) your location must attempt a DC 14 flat check. If they fail, their allies misunderstand them and aren't sure where you are. On a critical failure, their allies think they pointed you out in a different location entirely, chosen by the GM. Similarly, when a creature critically fails to [Seek](rules/actions/seek.md) you while you're [hidden](rules/conditions.md#Hidden) to or [undetected](rules/conditions.md#Undetected) by it, it thinks you're in a different location chosen by the GM. In either case, you appear to be [hidden](rules/conditions.md#Hidden) to a creature that thinks you're in a different location, though you're actually [undetected](rules/conditions.md#Undetected) by it for targeting and further uses of the [Seek](rules/actions/seek.md) action. + +*Source: Dark Archive p. 64* +%% #compendium/src/pf2e/da #trait/druid #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/cantorian-reinforcement-loag.md b/compendium/feats/cantorian-reinforcement-loag.md new file mode 100644 index 000000000..b32d99130 --- /dev/null +++ b/compendium/feats/cantorian-reinforcement-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/hobgoblin +aliases: ["Cantorian Reinforcement"] +--- +# Cantorian Reinforcement *Feat 1* +[hobgoblin](rules/traits/hobgoblin-locg.md) + + +The life energy that helped create the first hobgoblins is particularly potent in you, protecting you from ongoing maladies. When you succeed at a saving throw against a disease or poison, you reduce the stage by 2 (or 1 for a virulent disease or poison), and when you critically succeed, you reduce the stage by 3 (or 2 for a virulent disease or poison). + +*Source: Lost Omens: Ancestry Guide p. 35* +%% #compendium/src/pf2e/loag #trait/hobgoblin %% \ No newline at end of file diff --git a/compendium/feats/cantorian-rejuvenation-loag.md b/compendium/feats/cantorian-rejuvenation-loag.md new file mode 100644 index 000000000..6bc2a1935 --- /dev/null +++ b/compendium/feats/cantorian-rejuvenation-loag.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/healing +- trait/hobgoblin +- trait/necromancy +- trait/positive +aliases: ["Cantorian Rejuvenation"] +--- +# Cantorian Rejuvenation [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* +[healing](rules/traits/healing.md) [hobgoblin](rules/traits/hobgoblin-locg.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) + +- **Frequency**: once per day +- **Activity** Two-Action + +The life-giving energy that flows in your blood revitalizes you. You recover `4d6` Hit Points and gain 10 temporary Hit Points for 1 minute. + +When you reach 15th level, you instead recover `6d6` HP and gain 15 temporary HP. + +*Source: Lost Omens: Ancestry Guide p. 35* +%% #compendium/src/pf2e/loag #trait/healing #trait/hobgoblin #trait/necromancy #trait/positive %% \ No newline at end of file diff --git a/compendium/feats/cantorian-restoration-loag.md b/compendium/feats/cantorian-restoration-loag.md new file mode 100644 index 000000000..1c18a5052 --- /dev/null +++ b/compendium/feats/cantorian-restoration-loag.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/healing +- trait/hobgoblin +- trait/necromancy +- trait/positive +aliases: ["Cantorian Restoration"] +--- +# Cantorian Restoration [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 17* +[healing](rules/traits/healing.md) [hobgoblin](rules/traits/hobgoblin-locg.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) + +- **Frequency**: once per day +- **Trigger** A living creature within 60 feet would die. +- **Activity** Reaction + +The energy that flows in your blood can save a life in the direst of times. + +The triggering creature receives the effects of [breath of life](compendium/spells/breath-of-life.md), except they recover a number of Hit Points equal to `6d8` plus your Constitution modifier. + +*Source: Lost Omens: Ancestry Guide p. 36* +%% #compendium/src/pf2e/loag #trait/healing #trait/hobgoblin #trait/necromancy #trait/positive %% \ No newline at end of file diff --git a/compendium/feats/cantrip-casting-som.md b/compendium/feats/cantrip-casting-som.md new file mode 100644 index 000000000..7749a5229 --- /dev/null +++ b/compendium/feats/cantrip-casting-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/class +- trait/pervasive-magic +- trait/rare +aliases: ["Cantrip Casting"] +--- +# Cantrip Casting *Feat 2* +[[class]](rules/traits/any-class-som.md) [pervasive magic](rules/traits/pervasive-magic-som.md) [rare](rules/traits/rare.md) + + +You increase your ability to cast simple spells. You gain two additional cantrips from the tradition matching your trait. + +## Cantrip Casting leads to... + +[Basic Spellcasting](compendium/feats/basic-spellcasting-som.md), [Expert Spellcasting](compendium/feats/expert-spellcasting-som.md), [Master Spellcasting](compendium/feats/master-spellcasting-som.md) + +## Summary + +*Source: Secrets of Magic p. 219* +%% #compendium/src/pf2e/som #trait/class #trait/pervasive-magic #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/cantrip-expansion-magus-som.md b/compendium/feats/cantrip-expansion-magus-som.md new file mode 100644 index 000000000..e26e5ae42 --- /dev/null +++ b/compendium/feats/cantrip-expansion-magus-som.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Cantrip Expansion (Magus)"] +--- +# Cantrip Expansion (Magus) *Feat 2* +[magus](rules/traits/magus-som.md) + + +Dedicated study allows you to prepare a wider range of simple spells. You can prepare two additional cantrips each day. + +*Source: Secrets of Magic p. 42* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/cantrip-expansion-oracle-apg.md b/compendium/feats/cantrip-expansion-oracle-apg.md new file mode 100644 index 000000000..e0289d746 --- /dev/null +++ b/compendium/feats/cantrip-expansion-oracle-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/oracle +aliases: ["Cantrip Expansion (Oracle)"] +--- +# Cantrip Expansion (Oracle) *Feat 2* +[oracle](rules/traits/oracle-apg.md) + + +Study broadens your range of simple spells. Add two additional cantrips from your spell list to your repertoire. + +*Source: Advanced Player's Guide p. 79* +%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/cantrip-expansion-psychic-da.md b/compendium/feats/cantrip-expansion-psychic-da.md new file mode 100644 index 000000000..3abc08da5 --- /dev/null +++ b/compendium/feats/cantrip-expansion-psychic-da.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/psychic +aliases: ["Cantrip Expansion (Psychic)"] +--- +# Cantrip Expansion (Psychic) *Feat 2* +[psychic](rules/traits/psychic-da.md) + + +You expand what your mind can accomplish. Add two additional occult cantrips to your repertoire. + +*Source: Dark Archive p. 24* +%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/cantrip-expansion-witch-apg.md b/compendium/feats/cantrip-expansion-witch-apg.md new file mode 100644 index 000000000..925c7f338 --- /dev/null +++ b/compendium/feats/cantrip-expansion-witch-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Cantrip Expansion (Witch)"] +--- +# Cantrip Expansion (Witch) *Feat 2* +[witch](rules/traits/witch-apg.md) + + +Your patron recognizes your need for flexibility and versatility, and grants you the power to prepare a wider range of simple spells. You can prepare two additional cantrips each day. + +*Source: Advanced Player's Guide p. 101* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/captivating-curiosity-loag.md b/compendium/feats/captivating-curiosity-loag.md new file mode 100644 index 000000000..496b6871e --- /dev/null +++ b/compendium/feats/captivating-curiosity-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fleshwarp +aliases: ["Captivating Curiosity"] +--- +# Captivating Curiosity *Feat 9* +[fleshwarp](rules/traits/fleshwarp-loag.md) + + +You can snare the attentions of onlookers with your unique appearance. You can cast [enthrall](compendium/spells/enthrall.md) as a 3rd-level occult innate spell once per day. + +*Source: Lost Omens: Ancestry Guide p. 94* +%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/compendium/feats/captivating-intensity-lotgb.md b/compendium/feats/captivating-intensity-lotgb.md new file mode 100644 index 000000000..b27c325b1 --- /dev/null +++ b/compendium/feats/captivating-intensity-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Captivating Intensity"] +--- +# Captivating Intensity *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Captivator Spellcasting](compendium/feats/basic-captivator-spellcasting-lotgb.md) + +Your ability to captivate others has grown, and you can use your captivator abilities more often. You seem to never run out of the ability to fascinate or distract. You can cast each occult innate spell granted by captivator archetype feats one additional time per day. You can do this for spells of all levels granted, other than your two highest spell levels from non-cantrip captivator spells. If you have [Heightened Captivation](compendium/feats/heightened-captivation-lotgb.md), you can [Cast the chosen Spell](rules/actions/cast-a-spell.md) a second time each day, though one of the two times you cast it, it's heightened two levels lower than your highest level of non-cantrip captivator spells, as long as the spell can be cast at that spell level. + +*Source: Lost Omens: The Grand Bazaar p. 121* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/captivator-dedication-lotgb.md b/compendium/feats/captivator-dedication-lotgb.md new file mode 100644 index 000000000..c7a6c9f4d --- /dev/null +++ b/compendium/feats/captivator-dedication-lotgb.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +- trait/dedication +aliases: ["Captivator Dedication"] +--- +# Captivator Dedication *Feat 4* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: Charisma 14, trained in [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) + +Your ability to captivate others borders on the preternatural. + +You are seldom at a loss in social situations, and you can create minor enchantments or illusions. Choose [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy). You become trained in that skill, or become an expert if you were already trained. + +Choose two cantrips from the occult list; each cantrip must be from either the enchantment or illusion school. You gain access to the [Cast a Spell](rules/actions/cast-a-spell.md) activity and can cast these spells as occult innate spells. You're trained in occult spell attack rolls and spell DCs. If you have a hand free, you can usually replace material components with somatic components, so you don't need to use a spell component pouch. Your key spellcasting ability for these spells is Charisma. + +**Special.** You can't select another dedication feat until you have gained two other feats from the captivator archetype. + +## Captivator Dedication leads to... + +[Basic Captivator Spellcasting](compendium/feats/basic-captivator-spellcasting-lotgb.md), [Captivating Intensity](compendium/feats/captivating-intensity-lotgb.md), [Countercharm](compendium/feats/countercharm-lotgb.md), [Expert Captivator Spellcasting](compendium/feats/expert-captivator-spellcasting-lotgb.md), [Master Captivator Spellcasting](compendium/feats/master-captivator-spellcasting-lotgb.md), [Effortless Captivation](compendium/feats/effortless-captivation-lotgb.md), [Heightened Captivation](compendium/feats/heightened-captivation-lotgb.md), [Look Again](compendium/feats/look-again-lotgb.md), [Reactive Charm](compendium/feats/reactive-charm-lotgb.md) + +## Summary + +*Source: Lost Omens: The Grand Bazaar p. 120* +%% #compendium/src/pf2e/lotgb #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/capture-magic-som.md b/compendium/feats/capture-magic-som.md new file mode 100644 index 000000000..4556ffcd8 --- /dev/null +++ b/compendium/feats/capture-magic-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Capture Magic"] +--- +# Capture Magic [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: [Arcane Cascade](rules/actions/arcane-cascade-som.md) +- **Trigger** You succeed at your save against a foe's harmful spell, or a foe fails a spell attack roll against you from a harmful spell. +- **Activity** Reaction + +When you resist a spell, you capture some of its magic for your own use. You enter your [Arcane Cascade](rules/actions/arcane-cascade-som.md) stance, using the triggering spell to determine what damage type your [Arcane Cascade](rules/actions/arcane-cascade-som.md) deals. Alternatively, if you're already in [Arcane Cascade](rules/actions/arcane-cascade-som.md), you can instead amplify its effects temporarily. Until the end of your next turn, you gain a +2 status bonus to the damage from your [Arcane Cascade](rules/actions/arcane-cascade-som.md). + +*Source: Secrets of Magic p. 45* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/caravan-leader-apg.md b/compendium/feats/caravan-leader-apg.md new file mode 100644 index 000000000..46322baa4 --- /dev/null +++ b/compendium/feats/caravan-leader-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +aliases: ["Caravan Leader"] +--- +# Caravan Leader *Feat 11* +[general](rules/traits/general.md) + +- **Prerequisites**: Constitution 18, [Pick Up the Pace](compendium/feats/pick-up-the-pace-apg.md) + +You know how to get the most effort out of your allies on the road. When Hustling in a group during exploration mode, your group can [Hustle](rules/actions/hustle.md) for as long as the member who could [Hustle](rules/actions/hustle.md) longest on their own, plus an additional 20 minutes beyond that. + +*Source: Advanced Player's Guide p. 204* +%% #compendium/src/pf2e/apg #trait/general %% \ No newline at end of file diff --git a/compendium/feats/careful-explorer-lowg.md b/compendium/feats/careful-explorer-lowg.md new file mode 100644 index 000000000..7983a9122 --- /dev/null +++ b/compendium/feats/careful-explorer-lowg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Careful Explorer"] +--- +# Careful Explorer *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) + +You've explored enough dusty tombs and [hidden](rules/conditions.md#Hidden) vaults to gain a sixth sense about traps, and you sometimes notice them even when you're not trying to. + +Even if you aren't [Searching](rules/actions/search.md) in exploration mode, you get a check to find traps that normally require you to [Search](rules/actions/search.md) for them. You still need to meet any other requirements to find the trap. + +*Source: Lost Omens: World Guide p. 23* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/cascade-bearers-flexibility-locg.md b/compendium/feats/cascade-bearers-flexibility-locg.md new file mode 100644 index 000000000..0eb3f2005 --- /dev/null +++ b/compendium/feats/cascade-bearers-flexibility-locg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/metamagic +aliases: ["Cascade Bearers Flexibility"] +--- +# Cascade Bearers Flexibility [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* +[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Cascade Bearers affiliation +- **Frequency**: once per day +- **Requirements**: You haven't yet acted on your turn. +- **Activity** Free Action + +You call upon your Cascade Bearer training to help you adjust a spell for the current situation. Until the end of your turn, you gain a single metamagic feat from the druid class or the wizard class that has a level requirement of no more than half your level. + +*Source: Lost Omens: Character Guide p. 101* +%% #compendium/src/pf2e/locg #trait/archetype #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/cascade-bearers-spellcasting-locg.md b/compendium/feats/cascade-bearers-spellcasting-locg.md new file mode 100644 index 000000000..99675ab86 --- /dev/null +++ b/compendium/feats/cascade-bearers-spellcasting-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Cascade Bearers Spellcasting"] +--- +# Cascade Bearers Spellcasting *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Cascade Bearers affiliation + +Your Cascade Bearer training allows you to broaden the horizons of your halcyon spells further than most Magaambyans, weaving in spiritual magic. You can select halcyon spells from the divine or occult spell lists in additional to the arcane or primal spell lists, though they are still halcyon spells (so you choose when casting if they are arcane or primal spells). You gain a halcyon cantrip and a halcyon 1st-level spell. + +*Source: Lost Omens: Character Guide p. 103* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/cascade-countermeasure-som.md b/compendium/feats/cascade-countermeasure-som.md new file mode 100644 index 000000000..ed2a50b71 --- /dev/null +++ b/compendium/feats/cascade-countermeasure-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Cascade Countermeasure"] +--- +# Cascade Countermeasure *Feat 6* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: [Arcane Cascade](rules/actions/arcane-cascade-som.md), focus pool + +When in [Arcane Cascade](rules/actions/arcane-cascade-som.md), you can make yourself resistant to magic. You learn the [cascade countermeasure](compendium/spells/cascade-countermeasure-som.md) conflux spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Secrets of Magic p. 45* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/cascading-ray-som.md b/compendium/feats/cascading-ray-som.md new file mode 100644 index 000000000..522365888 --- /dev/null +++ b/compendium/feats/cascading-ray-som.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/attack +- trait/magus +aliases: ["Cascading Ray"] +--- +# Cascading Ray [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[attack](rules/traits/attack.md) [magus](rules/traits/magus-som.md) + +- **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) +- **Requirements**: Your last action was a successful [Spellstrike](rules/actions/spellstrike-som.md), and the spell you cast dealt energy damage (acid, cold, electricity, fire, force, negative, positive, or sonic). +- **Activity** Single Action + +Magical energy spills out to extend beyond the creature you struck. The flowing energy forms a ray with a range of 60 feet from the creature you damaged. You can't target any of the creatures you damaged with your [Spellstrike](rules/actions/spellstrike-som.md) with the ray. Make a spell attack roll against the new target's AC, at the same multiple attack penalty as the [Strike](rules/actions/strike.md). On a hit, the target of the ray takes `1d4` damage per spell level of the same type of energy damage the spell deals (double damage on a critical hit). If you cast the spell in your [Spellstrike](rules/actions/spellstrike-som.md) from a spell slot, the damage from Cascading Ray increases to `1d8` damage per spell level. + +If the spell deals more than one type of energy damage, you choose only one for the ray. This ray has the [attack](rules/traits/attack.md) trait, the school and tradition traits of the original spell, and the trait matching the damage type. + +*Source: Secrets of Magic p. 47* +%% #compendium/src/pf2e/som #trait/attack #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/cast-out-botd.md b/compendium/feats/cast-out-botd.md new file mode 100644 index 000000000..d910a72ef --- /dev/null +++ b/compendium/feats/cast-out-botd.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/abjuration +- trait/archetype +- trait/concentrate +- trait/manipulate +aliases: ["Cast Out"] +--- +# Cast Out [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) + +- **Prerequisites**: [Exorcist Dedication](compendium/feats/exorcist-dedication-botd.md) +- **Activity** Two-Action + +You attempt to cast a malevolent entity out of the creature or object it's possessing. Roll a counteract check against the [possession](rules/traits/possession.md) effect; you must be within 30 feet of the possessed creature or object to do so. Your counteract level is half your level rounded up, and your counteract modifier is your [Occultism](compendium/skills.md#Occultism) modifier, [Religion](compendium/skills.md#Religion) modifier, or spell DC – 10, whichever is highest. If you succeed, the entity is driven out and can't attempt to possess that creature or object for 1 week. If you fail, the possessing creature is immune to your Cast Out for a year and a day. + +*Source: Book of the Dead p. 23* +%% #compendium/src/pf2e/botd #trait/abjuration #trait/archetype #trait/concentrate #trait/manipulate %% \ No newline at end of file diff --git a/compendium/feats/cat-nap-loag.md b/compendium/feats/cat-nap-loag.md new file mode 100644 index 000000000..26b85a8a2 --- /dev/null +++ b/compendium/feats/cat-nap-loag.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/catfolk +- trait/concentrate +- trait/exploration +aliases: ["Cat Nap"] +--- +# Cat Nap *Feat 1* +[catfolk](rules/traits/catfolk-b1.md) [concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) + + +You can briefly sleep to regain your energy quickly. Once per hour, by sleeping for 10 minutes, you can gain temporary Hit Points equal to your level that last for 10 minutes. + +## Cat Nap leads to... + +[Focused Cat Nap](compendium/feats/focused-cat-nap-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 19* +%% #compendium/src/pf2e/loag #trait/catfolk #trait/concentrate #trait/exploration %% \ No newline at end of file diff --git a/compendium/feats/catch-the-details-lome.md b/compendium/feats/catch-the-details-lome.md new file mode 100644 index 000000000..3d876110c --- /dev/null +++ b/compendium/feats/catch-the-details-lome.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/goloma +aliases: ["Catch The Details"] +--- +# Catch The Details *Feat 1* +[goloma](rules/traits/goloma-lome.md) + + +You are quick at recognizing broad details about people and things around you. You are trained in [Society](compendium/skills.md#Society) and gain the [Eye for Numbers](compendium/feats/eye-for-numbers-apg.md) skill feat (Advanced Player's Guide 206) + +If you would automatically become trained in [Society](compendium/skills.md#Society) (from your background or class, for example), you instead become trained in a skill of your choice. + +*Source: Lost Omens: The Mwangi Expanse p. 117* +%% #compendium/src/pf2e/lome #trait/goloma %% \ No newline at end of file diff --git a/compendium/feats/catchy-tune-loag.md b/compendium/feats/catchy-tune-loag.md new file mode 100644 index 000000000..a3422c70d --- /dev/null +++ b/compendium/feats/catchy-tune-loag.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/auditory +- trait/concentrate +- trait/emotion +- trait/mental +- trait/sprite +aliases: ["Catchy Tune"] +--- +# Catchy Tune [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) [sprite](rules/traits/sprite-b1.md) + +- **Activity** Single Action + +You create a tune so catchy, your foes can't help but dance along. + +Attempt a [Performance](compendium/skills.md#Performance) check against the Will DCs of all enemies in a 30-foot emanation. + +> [!success-degree] +> - **Critical Success** The target takes a –10-foot status penalty to its Speed and is [flat-footed](rules/conditions.md#Flat-footed), both for 1 round. +> - **Success** The target takes a –5-foot status penalty to its Speed for 1 round. +> - **Critical Failure** The target is temporarily immune for 1 hour. + +*Source: Lost Omens: Ancestry Guide p. 131* +%% #compendium/src/pf2e/loag #trait/auditory #trait/concentrate #trait/emotion #trait/mental #trait/sprite %% \ No newline at end of file diff --git a/compendium/feats/caterwaul-apg.md b/compendium/feats/caterwaul-apg.md new file mode 100644 index 000000000..528455cec --- /dev/null +++ b/compendium/feats/caterwaul-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/auditory +- trait/catfolk +- trait/concentrate +- trait/emotion +- trait/mental +aliases: ["Caterwaul"] +--- +# Caterwaul [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* +[auditory](rules/traits/auditory.md) [catfolk](rules/traits/catfolk-b1.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) + +- **Frequency**: once per day +- **Trigger** An ally within 30 feet would be reduced to 0 HP but not immediately killed. +- **Activity** Reaction + +You give a daring yowl in the face of adversity, calling your companion back from the brink of unconsciousness. Your ally isn't knocked out and remains at 1 Hit Point. Your ally's [wounded](rules/conditions.md#Wounded) condition still increases by 1 as though they had been [dying](rules/conditions.md#Dying) and recovered. + +*Source: Advanced Player's Guide p. 11* +%% #compendium/src/pf2e/apg #trait/auditory #trait/catfolk #trait/concentrate #trait/emotion #trait/mental %% \ No newline at end of file diff --git a/compendium/feats/catfolk-dance-loag.md b/compendium/feats/catfolk-dance-loag.md new file mode 100644 index 000000000..d4724c612 --- /dev/null +++ b/compendium/feats/catfolk-dance-loag.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/catfolk +aliases: ["Catfolk Dance"] +--- +# Catfolk Dance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[catfolk](rules/traits/catfolk-b1.md) + +- **Activity** Single Action + +You have a habit of always being in the way when other creatures attempt to move. + +Attempt an [Acrobatics](compendium/skills.md#Acrobatics) check against an adjacent creature's Reflex DC. + +> [!success-degree] +> - **Critical Success** The target creature gains a –2 circumstance penalty to Reflex saves and is [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. +> - **Success** The target creature gains a –2 circumstance penalty to Reflex saves until the start of your next turn. + +*Source: Lost Omens: Ancestry Guide p. 19* +%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/catfolk-lore-apg.md b/compendium/feats/catfolk-lore-apg.md new file mode 100644 index 000000000..776a71876 --- /dev/null +++ b/compendium/feats/catfolk-lore-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/catfolk +aliases: ["Catfolk Lore"] +--- +# Catfolk Lore *Feat 1* +[catfolk](rules/traits/catfolk-b1.md) + + +Growing up among catfolk has taught you the traditional values of freedom to travel, stewardship of the land, and quick reactions when your curiosity lands you in trouble. You gain the trained proficiency rank in [Acrobatics](compendium/skills.md#Acrobatics) and [Survival](compendium/skills.md#Survival). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Catfolk Lore](compendium/skills.md#Lore). + +*Source: Advanced Player's Guide p. 10* +%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/catfolk-weapon-expertise-apg.md b/compendium/feats/catfolk-weapon-expertise-apg.md new file mode 100644 index 000000000..e2a09b6f1 --- /dev/null +++ b/compendium/feats/catfolk-weapon-expertise-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/catfolk +aliases: ["Catfolk Weapon Expertise"] +--- +# Catfolk Weapon Expertise *Feat 13* +[catfolk](rules/traits/catfolk-b1.md) + +- **Prerequisites**: [Catfolk Weapon Familiarity](compendium/feats/catfolk-weapon-familiarity-apg.md) + +Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all weapons you are trained in from [Catfolk Weapon Familiarity](compendium/feats/catfolk-weapon-familiarity-apg.md). + +*Source: Advanced Player's Guide p. 11* +%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/catfolk-weapon-familiarity-apg.md b/compendium/feats/catfolk-weapon-familiarity-apg.md new file mode 100644 index 000000000..ba0c0bc44 --- /dev/null +++ b/compendium/feats/catfolk-weapon-familiarity-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/catfolk +aliases: ["Catfolk Weapon Familiarity"] +--- +# Catfolk Weapon Familiarity *Feat 1* +[catfolk](rules/traits/catfolk-b1.md) + + +You favor weapons that you can use with quick, darting slashes like a cat's claws. You are trained with the [hatchet](compendium/equipment/items/hatchet.md), [kama](compendium/equipment/items/kama.md), [kukri](compendium/equipment/items/kukri.md), [scimitar](compendium/equipment/items/scimitar.md), and [sickle](compendium/equipment/items/sickle.md). In addition, you gain access to [kama](compendium/equipment/items/kama.md), [kukris](compendium/equipment/items/kukri.md), and all uncommon catfolk weapons. For you, martial catfolk weapons are simple weapons and advanced catfolk weapons are martial weapons. + +## Catfolk Weapon Familiarity leads to... + +[Catfolk Weapon Expertise](compendium/feats/catfolk-weapon-expertise-apg.md), [Catfolk Weapon Rake](compendium/feats/catfolk-weapon-rake-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 10* +%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/catfolk-weapon-rake-apg.md b/compendium/feats/catfolk-weapon-rake-apg.md new file mode 100644 index 000000000..7c54657f9 --- /dev/null +++ b/compendium/feats/catfolk-weapon-rake-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/catfolk +aliases: ["Catfolk Weapon Rake"] +--- +# Catfolk Weapon Rake *Feat 5* +[catfolk](rules/traits/catfolk-b1.md) + +- **Prerequisites**: [Catfolk Weapon Familiarity](compendium/feats/catfolk-weapon-familiarity-apg.md) + +You know how to efficiently use weapons that rake across your enemies. Whenever you critically hit using a catfolk weapon or one of the weapons listed in [Catfolk Weapon Familiarity](compendium/feats/catfolk-weapon-familiarity-apg.md), you apply the weapon's critical specialization effect. + +*Source: Advanced Player's Guide p. 10* +%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/cathartic-focus-spell-som.md b/compendium/feats/cathartic-focus-spell-som.md new file mode 100644 index 000000000..d2f002cab --- /dev/null +++ b/compendium/feats/cathartic-focus-spell-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Cathartic Focus Spell"] +--- +# Cathartic Focus Spell *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Cathartic Mage Dedication](compendium/feats/cathartic-mage-dedication-som.md) + +You learn the focus spell listed under your emotion's entry. + +You can cast it only while in emotional fervor. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](rules/actions/refocus.md) while you use Settle Emotions. + +*Source: Secrets of Magic p. 195* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/cathartic-mage-dedication-som.md b/compendium/feats/cathartic-mage-dedication-som.md new file mode 100644 index 000000000..42fe279b0 --- /dev/null +++ b/compendium/feats/cathartic-mage-dedication-som.md @@ -0,0 +1,53 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Cathartic Mage Dedication"] +--- +# Cathartic Mage Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Cha 14 or ability to cast spells from spell slots + +You've learned to harness a particular emotion and mix it into your magic. Choose an emotion from the Emotional States section to be your catharsis emotion. + +If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity. + +You gain a spell repertoire with one cantrip of your choice, from a spell list of your choice. You choose this cantrip from the common spells on your chosen spell list or from other spells to which you have access on that list. You're trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma. + +If you can already cast spells from spell slots, you learn one additional cantrip from your spellcasting tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire. + +You gain the Catharsis reaction and the Settle Emotions activity. + +```ad-embed-ability +title: Catharsis [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) + +- **Trigger**: determined by your catharsis emotion + +**Effect** You gain the catharsis activation effects listed for your catharsis emotion. You gain that emotion's emotional fervor benefits for 3 rounds. When your emotional fervor ends, you suffer the listed emotional fallout. After using Catharsis, you can't use it again until you use the Settle Emotions activity. +%% #trait/concentrate #trait/emotion #trait/mental %% +``` + +```ad-embed-ability +title: Settle Emotions +[concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) + +You spend 10 minutes using techniques you've developed to calm your emotions and bring them back under control. This allows you to access your Catharsis again. +%% #trait/concentrate #trait/emotion #trait/mental %% +``` + +**Special.** You can't select another dedication feat until you've gained two other feats from the cathartic mage archetype. + +## Cathartic Mage Dedication leads to... + +[Basic Cathartic Spellcasting](compendium/feats/basic-cathartic-spellcasting-som.md), [Expert Cathartic Spellcasting](compendium/feats/expert-cathartic-spellcasting-som.md), [Master Cathartic Spellcasting](compendium/feats/master-cathartic-spellcasting-som.md), [Cathartic Focus Spell](compendium/feats/cathartic-focus-spell-som.md), [Infectious Emotions](compendium/feats/infectious-emotions-som.md), [Work Yourself Up](compendium/feats/work-yourself-up-som.md) + +## Summary + +*Source: Secrets of Magic p. 194* +%% #compendium/src/pf2e/som #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/catrinas-presence-loag.md b/compendium/feats/catrinas-presence-loag.md new file mode 100644 index 000000000..b3c181ff3 --- /dev/null +++ b/compendium/feats/catrinas-presence-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/duskwalker +aliases: ["Catrina's Presence"] +--- +# Catrina's Presence *Feat 9* +[duskwalker](rules/traits/duskwalker-apg.md) + + +You've adopted the calming presence of catrinas, the festive dead; you might have even danced with a catrina yourself! So long as you are visibly carrying fresh flowers or colorful ribbons somewhere on your person, you can cast [calm emotions](compendium/spells/calm-emotions.md) twice per day as a 2nd-level divine innate spell. + +*Source: Lost Omens: Ancestry Guide p. 31* +%% #compendium/src/pf2e/loag #trait/duskwalker %% \ No newline at end of file diff --git a/compendium/feats/cats-luck-apg.md b/compendium/feats/cats-luck-apg.md new file mode 100644 index 000000000..c9ce06d4b --- /dev/null +++ b/compendium/feats/cats-luck-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/catfolk +- trait/fortune +aliases: ["Cat's Luck"] +--- +# Cat's Luck [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 1* +[catfolk](rules/traits/catfolk-b1.md) [fortune](rules/traits/fortune.md) + +- **Frequency**: once per day +- **Trigger** You fail a Reflex saving throw. +- **Activity** Free Action + +You instinctively twist away from danger. You can reroll the triggering saving throw and use the better result. + +## Cat's Luck leads to... + +[Expanded Luck](compendium/feats/expanded-luck-apg.md), [Reliable Luck](compendium/feats/reliable-luck-apg.md), [Shared Luck](compendium/feats/shared-luck-apg.md), [Lucky Break](compendium/feats/lucky-break-loag.md), [Sense For Trouble](compendium/feats/sense-for-trouble-loag.md) + +## Summary + +*Source: Advanced Player's Guide p. 10* +%% #compendium/src/pf2e/apg #trait/catfolk #trait/fortune %% \ No newline at end of file diff --git a/compendium/feats/cauldron-apg.md b/compendium/feats/cauldron-apg.md new file mode 100644 index 000000000..f47856370 --- /dev/null +++ b/compendium/feats/cauldron-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Cauldron"] +--- +# Cauldron *Feat 1* +[witch](rules/traits/witch-apg.md) + + +You can use the [Craft](rules/actions/craft.md) activity to create oils and potions. You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you're 4th level, a 6th-level potion if you're 6th level, and so on). If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are. + +You can brew a great deal of magic within your cauldron. When you [Craft](rules/actions/craft.md) a batch of oils or potions, you can make up to six in a batch instead of the usual four per batch. + +## Cauldron leads to... + +[Temporary Potions](compendium/feats/temporary-potions-apg.md), [Witch's Bottle](compendium/feats/witchs-bottle-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 100* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/cautious-curiosity-apg.md b/compendium/feats/cautious-curiosity-apg.md new file mode 100644 index 000000000..91a694c29 --- /dev/null +++ b/compendium/feats/cautious-curiosity-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/gnome +aliases: ["Cautious Curiosity"] +--- +# Cautious Curiosity *Feat 9* +[gnome](rules/traits/gnome.md) + +- **Prerequisites**: at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat + +You've learned a few magical techniques for getting yourself both into and out of trouble unnoticed. + +You gain [misdirection](compendium/spells/misdirection.md) and [silence](compendium/spells/silence.md) as 2nd-level arcane or occult innate spells. The tradition of these spells must match the tradition you use for your gnome ancestry options. You can cast each spell once per day and can target only yourself. + +*Source: Advanced Player's Guide p. 44* +%% #compendium/src/pf2e/apg #trait/gnome %% \ No newline at end of file diff --git a/compendium/feats/cautious-delver-lopsg.md b/compendium/feats/cautious-delver-lopsg.md new file mode 100644 index 000000000..0cc0e008a --- /dev/null +++ b/compendium/feats/cautious-delver-lopsg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Cautious Delver"] +--- +# Cautious Delver *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) + +You've studied the many ways that ancient architects and spellcasters protected their possessions, such as by implementing deadly traps and curses, and learned some magic to counteract them. You can cast [dispel magic](compendium/spells/dispel-magic.md), knock, and resist energy as innate spells, each once per day. If you can already cast spells, these spells are of the same tradition. + +Otherwise, they're arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells. + +*Source: Lost Omens: Pathfinder Society Guide p. 45* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/cavalier-dedication-apg.md b/compendium/feats/cavalier-dedication-apg.md new file mode 100644 index 000000000..aa0723006 --- /dev/null +++ b/compendium/feats/cavalier-dedication-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Cavalier Dedication"] +--- +# Cavalier Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Nature](compendium/skills.md#Nature) or [Society](compendium/skills.md#Society) + +You gain a young animal companion that serves as your mount. You can choose from animal companions with the mount special ability, as well as any additional options from your pledge, as determined by your GM. You must choose an animal companion that's at least one size larger than you, but if the animal usually starts as Small, you can begin with a Medium version of that animal (changing no statistics other than its size). + +**Special.** You cannot select another dedication feat until you have gained two other feats from the cavalier archetype. This restriction is waived if you have pledged to the organization associated with the other dedication feat. For example, if you are pledged to a Hellknight order, you could take Hellknight dedication feats without needing to gain other feats from the cavalier archetype first. + +## Cavalier Dedication leads to... + +[Cavalier's Banner](compendium/feats/cavaliers-banner-apg.md), [Stalwart Standard](compendium/feats/stalwart-standard-lokl.md), [Wave the Flag](compendium/feats/wave-the-flag-lokl.md), [Cavalier's Charge](compendium/feats/cavaliers-charge-apg.md), [Defend Mount](compendium/feats/defend-mount-apg.md), [Impressive Mount](compendium/feats/impressive-mount-apg.md), [Incredible Mount](compendium/feats/incredible-mount-apg.md), [Specialized Mount](compendium/feats/specialized-mount-apg.md), [Legendary Rider](compendium/feats/legendary-rider-apg.md), [Mounted Shield](compendium/feats/mounted-shield-apg.md), [Quick Mount](compendium/feats/quick-mount-apg.md), [Trampling Charge](compendium/feats/trampling-charge-apg.md), [Unseat](compendium/feats/unseat-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 164* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/cavaliers-banner-apg.md b/compendium/feats/cavaliers-banner-apg.md new file mode 100644 index 000000000..e87504b0e --- /dev/null +++ b/compendium/feats/cavaliers-banner-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/emotion +- trait/mental +- trait/uncommon +- trait/visual +aliases: ["Cavalier's Banner"] +--- +# Cavalier's Banner *Feat 4* +[archetype](rules/traits/archetype.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) + +- **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) +- **Requirements**: You have pledged your service to a specific organization or ideal (see Cavalier Pledges sidebar). + +You fly the banner of your pledge from your mount, raising your allies' spirits. You and all allies within 30 feet gain a +1 circumstance bonus to Will saves and DCs against [fear](rules/traits/fear.md) effects. + +If your banner is destroyed or removed, allies within 30 feet become [frightened](rules/conditions.md#Frightened). + +## Cavalier's Banner leads to... + +[Stalwart Standard](compendium/feats/stalwart-standard-lokl.md), [Wave the Flag](compendium/feats/wave-the-flag-lokl.md) + +## Summary + +*Source: Advanced Player's Guide p. 164* +%% #compendium/src/pf2e/apg #trait/archetype #trait/emotion #trait/mental #trait/uncommon #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/cavaliers-charge-apg.md b/compendium/feats/cavaliers-charge-apg.md new file mode 100644 index 000000000..e045c9a6a --- /dev/null +++ b/compendium/feats/cavaliers-charge-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/flourish +aliases: ["Cavalier's Charge"] +--- +# Cavalier's Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) +- **Requirements**: You are riding your mount. +- **Activity** Two-Action + +You [Command an Animal](rules/actions/command-an-animal.md) to order your mount to [Stride](rules/actions/stride.md) twice. At any point during this movement, you can [Strike](rules/actions/strike.md) one enemy within reach or within the first range increment of a ranged weapon. You gain a +1 circumstance bonus to your attack roll. + +*Source: Advanced Player's Guide p. 164* +%% #compendium/src/pf2e/apg #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/cel-rau-loag.md b/compendium/feats/cel-rau-loag.md new file mode 100644 index 000000000..46beb654d --- /dev/null +++ b/compendium/feats/cel-rau-loag.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/dhampir +- trait/lineage +aliases: ["Cel Rau"] +--- +# Cel Rau *Feat 1* +[dhampir](rules/traits/dhampir-b1.md) [lineage](rules/traits/lineage-apg.md) + + +You are a cel rau, child of a strigoi, one of the first vampires to walk Golarion. Your heritage ties you to the Shadow Plane and grants you strange resilience to light and darkness alike. You gain a +1 circumstance bonus to saving throws against effects with the [darkness](rules/traits/darkness.md), [light](rules/traits/light.md), or [shadow](rules/traits/shadow.md) traits, and whenever you become [dazzled](rules/conditions.md#Dazzled) or [blinded](rules/conditions.md#Blinded) for at least 2 rounds, you can reduce the duration by 1 round. + +## Cel Rau leads to... + +[Taste Blood](compendium/feats/taste-blood-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 27* +%% #compendium/src/pf2e/loag #trait/dhampir #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/celebrity-dedication-apg.md b/compendium/feats/celebrity-dedication-apg.md new file mode 100644 index 000000000..bc29d8637 --- /dev/null +++ b/compendium/feats/celebrity-dedication-apg.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Celebrity Dedication"] +--- +# Celebrity Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + + +The more people you have looking at you, the more content you are, and you take every opportunity to show up others when their performances are less than perfect. You gain the Upstage reaction. In addition, when you [Earn Income](rules/actions/earn-income.md), if the level of the task is higher than your level, you gain a +1 circumstance bonus to your check to [Earn Income](rules/actions/earn-income.md). + +```ad-embed-ability +title: Upstage [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A foe attempts a skill check and doesn't get a critical success + +**Effect** After your foe has tried their best, you show everyone how it's really done. Attempt a check using the same skill that triggered this reaction. + +> [!success-degree] +> - **Critical Success** You gain a +1 status bonus to attack rolls, [Perception](compendium/skills.md#Perception) checks, saving throws, and skill checks until the end of your next turn. +> - **Success** As critical success, except you gain the benefits only if the triggering creature failed their skill check. +``` + +**Special.** You can't select another dedication feat until you have gained two other feats from the celebrity archetype. + +## Celebrity Dedication leads to... + +[Command Attention](compendium/feats/command-attention-apg.md), [Mesmerizing Gaze](compendium/feats/mesmerizing-gaze-apg.md), [Never Tire](compendium/feats/never-tire-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 166* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/celestial-eyes-apg.md b/compendium/feats/celestial-eyes-apg.md new file mode 100644 index 000000000..edb9ef493 --- /dev/null +++ b/compendium/feats/celestial-eyes-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/aasimar +aliases: ["Celestial Eyes"] +--- +# Celestial Eyes *Feat 1* +[aasimar](rules/traits/aasimar-apg.md) + +- **Prerequisites**: low-light vision + +You can see through darkness. You gain [darkvision](rules/abilities/darkvision.md). + +**Special.** You can select this feat only at 1st level, and you can't retrain into or out of this feat. + +*Source: Advanced Player's Guide p. 35* +%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/celestial-lore-apg.md b/compendium/feats/celestial-lore-apg.md new file mode 100644 index 000000000..812d27465 --- /dev/null +++ b/compendium/feats/celestial-lore-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/aasimar +aliases: ["Celestial Lore"] +--- +# Celestial Lore *Feat 1* +[aasimar](rules/traits/aasimar-apg.md) + + +You were raised with an aasimar or celestial relative, or you've devoted yourself to researching the secrets of the celestial realms. You gain the trained proficiency rank in [Diplomacy](compendium/skills.md#Diplomacy) and [Religion](compendium/skills.md#Religion). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in a [Lore](compendium/skills.md#Lore) skill related to the celestial realm from which you trace your lineage (usually [Elysium Lore](compendium/skills.md#Lore), [Heaven Lore](compendium/skills.md#Lore), or [Nirvana Lore](compendium/skills.md#Lore)). + +*Source: Advanced Player's Guide p. 35* +%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/celestial-resistance-apg.md b/compendium/feats/celestial-resistance-apg.md new file mode 100644 index 000000000..0364f3bc5 --- /dev/null +++ b/compendium/feats/celestial-resistance-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/aasimar +aliases: ["Celestial Resistance"] +--- +# Celestial Resistance *Feat 5* +[aasimar](rules/traits/aasimar-apg.md) + + +Your growing connection to your celestial forebears has granted you one of their resistances as well. Choose one of the following energy damage types: acid, cold, electricity, fire, or sonic. You gain resistance 5 to that damage type. + +Though you can choose any of these energy damage types, the damage type typically matches a celestial associated with your bloodline. For instance, an angelkin might choose resistance to cold or fire with a cassisian forebear, resistance to fire with a balisse forebear, or resistance to sonic with a choral forebear. + +*Source: Advanced Player's Guide p. 36* +%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/celestial-strikes-apg.md b/compendium/feats/celestial-strikes-apg.md new file mode 100644 index 000000000..61996b472 --- /dev/null +++ b/compendium/feats/celestial-strikes-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/aasimar +aliases: ["Celestial Strikes"] +--- +# Celestial Strikes *Feat 13* +[aasimar](rules/traits/aasimar-apg.md) + + +Your connection to good arms all your attacks against forces of evil. All your weapon and unarmed [Strikes](rules/actions/strike.md) deal 1 additional good damage and have the [good](rules/traits/good.md) and [magical](rules/traits/magical.md) traits. + +*Source: Advanced Player's Guide p. 36* +%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/celestial-wings-apg.md b/compendium/feats/celestial-wings-apg.md new file mode 100644 index 000000000..88db1b7c8 --- /dev/null +++ b/compendium/feats/celestial-wings-apg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/aasimar +- trait/divine +- trait/morph +- trait/transmutation +aliases: ["Celestial Wings"] +--- +# Celestial Wings [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* +[aasimar](rules/traits/aasimar-apg.md) [divine](rules/traits/divine.md) [morph](rules/traits/morph.md) [transmutation](rules/traits/transmutation.md) + +- **Frequency**: once per day +- **Activity** Two-Action + +With effort, you can call forth magical wings from your back, similar in appearance to those of your celestial forebears. + +These wings remain for 10 minutes. You gain a fly Speed equal to your Speed while you've manifested your wings. + +## Celestial Wings leads to... + +[Eternal Wings](compendium/feats/eternal-wings-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 36* +%% #compendium/src/pf2e/apg #trait/aasimar #trait/divine #trait/morph #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/celestial-word-apg.md b/compendium/feats/celestial-word-apg.md new file mode 100644 index 000000000..a75582285 --- /dev/null +++ b/compendium/feats/celestial-word-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/aasimar +aliases: ["Celestial Word"] +--- +# Celestial Word *Feat 17* +[aasimar](rules/traits/aasimar-apg.md) + + +You can call forth a holy word from the celestial realms to punish your foes. Once per day, you can cast [divine decree](compendium/spells/divine-decree.md) as a 7th-level divine innate spell. You must choose good for the spell's alignment, and you can [Cast the Spell](rules/actions/cast-a-spell.md) regardless of whether you worship a deity or what their alignment is. + +*Source: Advanced Player's Guide p. 36* +%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/ceremony-of-aeons-guidance-lome.md b/compendium/feats/ceremony-of-aeons-guidance-lome.md new file mode 100644 index 000000000..9c854abeb --- /dev/null +++ b/compendium/feats/ceremony-of-aeons-guidance-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/conrasu +aliases: ["Ceremony Of Aeon's Guidance"] +--- +# Ceremony Of Aeon's Guidance *Feat 9* +[conrasu](rules/traits/conrasu-loag.md) + + +Your patron aeon has allowed you to call upon their gifts to serve their ends. You can cast [augury](compendium/spells/augury.md) and [calm emotions](compendium/spells/calm-emotions.md) each once per day as 2nd-level divine innate spells. + +*Source: Lost Omens: The Mwangi Expanse p. 110* +%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/compendium/feats/ceremony-of-aeons-shield-lome.md b/compendium/feats/ceremony-of-aeons-shield-lome.md new file mode 100644 index 000000000..620cf5d39 --- /dev/null +++ b/compendium/feats/ceremony-of-aeons-shield-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/conrasu +aliases: ["Ceremony Of Aeon's Shield"] +--- +# Ceremony Of Aeon's Shield *Feat 9* +[conrasu](rules/traits/conrasu-loag.md) + + +Your patron aeon graced you with powers of protection. You can cast [resist energy](compendium/spells/resist-energy.md) and [shield other](compendium/spells/shield-other.md) each once per day as 2nd-level divine innate spells. + +*Source: Lost Omens: The Mwangi Expanse p. 110* +%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/compendium/feats/ceremony-of-fortification-lome.md b/compendium/feats/ceremony-of-fortification-lome.md new file mode 100644 index 000000000..cea1132fc --- /dev/null +++ b/compendium/feats/ceremony-of-fortification-lome.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/conrasu +aliases: ["Ceremony Of Fortification"] +--- +# Ceremony Of Fortification *Feat 9* +[conrasu](rules/traits/conrasu-loag.md) + +- **Prerequisites**: [Ceremony of Protection](compendium/feats/ceremony-of-protection-lome.md) + +Your exoskeleton arranges itself into an optimal defensive shape. When you use your Ceremony of Protection, you also gain resistance to either bludgeoning, piercing, or slashing damage equal to half your level against the next [Strike](rules/actions/strike.md) that hits you and deals one of those types of damage until the start of your next turn. + +*Source: Lost Omens: The Mwangi Expanse p. 110* +%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/compendium/feats/ceremony-of-growth-lome.md b/compendium/feats/ceremony-of-growth-lome.md new file mode 100644 index 000000000..efee709a2 --- /dev/null +++ b/compendium/feats/ceremony-of-growth-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/conrasu +aliases: ["Ceremony Of Growth"] +--- +# Ceremony Of Growth *Feat 13* +[conrasu](rules/traits/conrasu-loag.md) + + +You can alter your exoskeleton's size. You constantly gain the effects of enlarge. You can dismiss or resume these effects as an action, which has the [concentrate](rules/traits/concentrate.md) trait. + +*Source: Lost Omens: The Mwangi Expanse p. 110* +%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/compendium/feats/ceremony-of-knowledge-lome.md b/compendium/feats/ceremony-of-knowledge-lome.md new file mode 100644 index 000000000..d10db1c83 --- /dev/null +++ b/compendium/feats/ceremony-of-knowledge-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/conrasu +aliases: ["Ceremony Of Knowledge"] +--- +# Ceremony Of Knowledge *Feat 5* +[conrasu](rules/traits/conrasu-loag.md) + + +You tap into aeon knowledge. You gain the [Untrained Improvisation](compendium/feats/untrained-improvisation.md) general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained. + +*Source: Lost Omens: The Mwangi Expanse p. 109* +%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/compendium/feats/ceremony-of-protection-lome.md b/compendium/feats/ceremony-of-protection-lome.md new file mode 100644 index 000000000..8f5f509c3 --- /dev/null +++ b/compendium/feats/ceremony-of-protection-lome.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/conrasu +- trait/manipulate +aliases: ["Ceremony Of Protection"] +--- +# Ceremony Of Protection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[conrasu](rules/traits/conrasu-loag.md) [manipulate](rules/traits/manipulate.md) + +- **Activity** Single Action + +You manipulate your exoskeleton to overlap itself. You gain a +1 circumstance bonus to AC until the start of your next turn. + +## Ceremony Of Protection leads to... + +[Ceremony Of Fortification](compendium/feats/ceremony-of-fortification-lome.md) + +## Summary + +*Source: Lost Omens: The Mwangi Expanse p. 109* +%% #compendium/src/pf2e/lome #trait/conrasu #trait/manipulate %% \ No newline at end of file diff --git a/compendium/feats/ceremony-of-sunlight-lome.md b/compendium/feats/ceremony-of-sunlight-lome.md new file mode 100644 index 000000000..d357f09b9 --- /dev/null +++ b/compendium/feats/ceremony-of-sunlight-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/conrasu +aliases: ["Ceremony Of Sunlight"] +--- +# Ceremony Of Sunlight *Feat 5* +[conrasu](rules/traits/conrasu-loag.md) + + +You have learned how to master the power contained within sunlight, just like the trees that form your body. Your Sunlight Healing recovers `1d8` Hit Points per level. + +*Source: Lost Omens: The Mwangi Expanse p. 109* +%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/compendium/feats/ceremony-of-suns-gift-lome.md b/compendium/feats/ceremony-of-suns-gift-lome.md new file mode 100644 index 000000000..b6a27074a --- /dev/null +++ b/compendium/feats/ceremony-of-suns-gift-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/conrasu +aliases: ["Ceremony Of Sun's Gift"] +--- +# Ceremony Of Sun's Gift *Feat 17* +[conrasu](rules/traits/conrasu-loag.md) + + +Your connection to the sun has become an unbreakable bond. You don't become temporarily immune to the effects of your Sunlight Healing, and instead of rolling to recover Hit Points, you gain the maximum number of HP possible (for example, 64 HP instead of `8d8`). + +*Source: Lost Omens: The Mwangi Expanse p. 110* +%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/compendium/feats/ceremony-of-the-evened-hand-lome.md b/compendium/feats/ceremony-of-the-evened-hand-lome.md new file mode 100644 index 000000000..97c6061ed --- /dev/null +++ b/compendium/feats/ceremony-of-the-evened-hand-lome.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/conrasu +aliases: ["Ceremony Of The Evened Hand"] +--- +# Ceremony Of The Evened Hand *Feat 1* +[conrasu](rules/traits/conrasu-loag.md) + + +You have cultivated your exoskeleton's form for close combat, using knots, whorls, and reinforced branches. When you select this feat, you gain a claws unarmed attack that deals `1d4` slashing damage and has the [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) traits or a branch unarmed attack that deals `1d6` bludgeoning damage and has the [backswing](rules/traits/backswing.md) trait. Each of these unarmed attacks is in the brawling weapon group and uses one of your hands. + +**Special.** You can select this feat twice, choosing the other unarmed attack the second time you take it. + +## Ceremony Of The Evened Hand leads to... + +[Ceremony Of The Strengthened Hand](compendium/feats/ceremony-of-the-strengthened-hand-lome.md) + +## Summary + +*Source: Lost Omens: The Mwangi Expanse p. 109* +%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/compendium/feats/ceremony-of-the-strengthened-hand-lome.md b/compendium/feats/ceremony-of-the-strengthened-hand-lome.md new file mode 100644 index 000000000..62b954fab --- /dev/null +++ b/compendium/feats/ceremony-of-the-strengthened-hand-lome.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/conrasu +aliases: ["Ceremony Of The Strengthened Hand"] +--- +# Ceremony Of The Strengthened Hand *Feat 9* +[conrasu](rules/traits/conrasu-loag.md) + +- **Prerequisites**: [Ceremony of the Evened Hand](compendium/feats/ceremony-of-the-evened-hand-lome.md) + +Your exoskeleton's weapons are even more potent. If you have a claws unarmed attack, it gains the [deadly ](rules/traits/deadly.md) trait. If you have a branch unarmed attack, it gains the [shove](rules/traits/shove.md) and [trip](rules/traits/trip.md) traits. + +*Source: Lost Omens: The Mwangi Expanse p. 110* +%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/compendium/feats/chance-death-loag.md b/compendium/feats/chance-death-loag.md new file mode 100644 index 000000000..75c5e24e0 --- /dev/null +++ b/compendium/feats/chance-death-loag.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/duskwalker +- trait/fortune +aliases: ["Chance Death"] +--- +# Chance Death [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[duskwalker](rules/traits/duskwalker-apg.md) [fortune](rules/traits/fortune.md) + +- **Frequency**: once per day +- **Trigger** You would die as a result of a failed saving throw or recovery check. +- **Activity** Reaction + +Your previous life ended due to sheer poor luck, struck by lightning or choking on a fish bone. You can reroll the triggering recovery check or saving throw, but you must use the new result, even if it's worse than the first roll. + +**Special.** You can select this feat only at 1st level, and you can't retrain into or out of this feat. + +*Source: Lost Omens: Ancestry Guide p. 30* +%% #compendium/src/pf2e/loag #trait/duskwalker #trait/fortune %% \ No newline at end of file diff --git a/compendium/feats/change-of-face-da.md b/compendium/feats/change-of-face-da.md new file mode 100644 index 000000000..6a1230cf3 --- /dev/null +++ b/compendium/feats/change-of-face-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/skill +aliases: ["Change of Face"] +--- +# Change of Face *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) + +You know that for the best disguise to work, one requires not only the right skills but also the right look—luckily you can copy both using special magical techniques. When you [Impersonate](rules/actions/impersonate.md), you don't need a disguise kit; instead, simple illusions or temporary transmutations ripple over your body like mirror shards, providing the supplies that the kit ordinarily would. When you [Impersonate](rules/actions/impersonate.md) in this way, your [Impersonate](rules/actions/impersonate.md) activity gains the [occult](rules/traits/occult.md) trait. + +*Source: Dark Archive p. 126* +%% #compendium/src/pf2e/da #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/changeling-lore-apg.md b/compendium/feats/changeling-lore-apg.md new file mode 100644 index 000000000..5f06fe32a --- /dev/null +++ b/compendium/feats/changeling-lore-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/changeling +aliases: ["Changeling Lore"] +--- +# Changeling Lore *Feat 1* +[changeling](rules/traits/changeling-b1.md) + + +All too aware of your true nature, you've studied hags and their powers. You gain the trained proficiency rank in [Deception](compendium/skills.md#Deception) and [Occultism](compendium/skills.md#Occultism). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Hag Lore](compendium/skills.md#Lore). + +*Source: Advanced Player's Guide p. 31* +%% #compendium/src/pf2e/apg #trait/changeling %% \ No newline at end of file diff --git a/compendium/feats/channel-rot-botd.md b/compendium/feats/channel-rot-botd.md new file mode 100644 index 000000000..7df998d22 --- /dev/null +++ b/compendium/feats/channel-rot-botd.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Channel Rot"] +--- +# Channel Rot *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Accursed Touch](compendium/feats/accursed-touch-botd.md) + +You've learned to channel your curse through weapons you wield instead of solely through your flesh. The benefits of Accursed Touch apply to any melee weapon you wield instead of only your fist [Strikes](rules/actions/strike.md). + +*Source: Book of the Dead p. 52* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/channel-the-godmind-loag.md b/compendium/feats/channel-the-godmind-loag.md new file mode 100644 index 000000000..274570b0a --- /dev/null +++ b/compendium/feats/channel-the-godmind-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aphorite +aliases: ["Channel The Godmind"] +--- +# Channel The Godmind [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 17* +[aphorite](rules/traits/aphorite-loag.md) + +- **Frequency**: once per day +- **Activity** Two-Action + +You tap into the Godmind's collective cognitive well, rapidly parsing near-infinite variables to read your surroundings. For 1 minute, you gain precise motion sense out to 60 feet, you can see [invisible](rules/conditions.md#Invisible) creatures and objects, and you gain the effects of a 9th-level [true seeing](compendium/spells/true-seeing.md). + +*Source: Lost Omens: Ancestry Guide p. 78* +%% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/compendium/feats/charged-creation-locg.md b/compendium/feats/charged-creation-locg.md new file mode 100644 index 000000000..039815bc1 --- /dev/null +++ b/compendium/feats/charged-creation-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Charged Creation"] +--- +# Charged Creation *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Persistent Creation](compendium/feats/persistent-creation-locg.md) + +Your magic is drawn to your persistent creations. While you are within 30 feet of and have line of effect to your persistent creation, you can use it as the origin point for your line or cone spells. For instance, a lightning bolt could originate from the persistent creation rather than from you. + +*Source: Lost Omens: Character Guide p. 104* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/charlatan-logm.md b/compendium/feats/charlatan-logm.md new file mode 100644 index 000000000..0e99e00f2 --- /dev/null +++ b/compendium/feats/charlatan-logm.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/logm +- trait/general +- trait/skill +aliases: ["Charlatan"] +--- +# Charlatan *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) + +You've learned to mimic the abilities of spellcasters by studying their flourishes and words. When you activate a magic item to generate a spell effect, attempt a [Deception](compendium/skills.md#Deception) check. If you succeed against an onlooker's [Perception](compendium/skills.md#Perception) DC, to that onlooker, you appear to [Cast that Spell](rules/actions/cast-a-spell.md) instead. Onlookers who successfully Recognize the Spell realize you used a magic item, though those who later successfully Identify the Magic still can't determine that the source of the effect was a magic item. + +*Source: Lost Omens: Gods & Magic p. 104* +%% #compendium/src/pf2e/logm #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/charmed-life-apg.md b/compendium/feats/charmed-life-apg.md new file mode 100644 index 000000000..056463fc6 --- /dev/null +++ b/compendium/feats/charmed-life-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Charmed Life"] +--- +# Charmed Life [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* +[swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Prerequisites**: Charisma 14 +- **Trigger** You attempt a saving throw, but you haven't rolled yet. +- **Activity** Reaction + +When danger calls, you have a strange knack for coming out on top. You gain a +2 circumstance bonus to the triggering save. + +## Charmed Life leads to... + +[Incredible Luck](compendium/feats/incredible-luck-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 89* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/charred-remains-loag.md b/compendium/feats/charred-remains-loag.md new file mode 100644 index 000000000..adcd7cc7c --- /dev/null +++ b/compendium/feats/charred-remains-loag.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fire +- trait/ifrit +- trait/metamagic +aliases: ["Charred Remains"] +--- +# Charred Remains [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 9* +[fire](rules/traits/fire.md) [ifrit](rules/traits/ifrit-b2.md) [metamagic](rules/traits/metamagic.md) + +- **Frequency**: once per day +- **Activity** Free Action + +Your next fire spell leaves embers in its wake. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) with an area and the [fire](rules/traits/fire.md) trait, for 1 minute, your spell's area becomes difficult terrain as well as hazardous terrain, dealing 1 fire damage for each square a creature moves through. + +*Source: Lost Omens: Ancestry Guide p. 104* +%% #compendium/src/pf2e/loag #trait/fire #trait/ifrit #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/cheat-death-apg.md b/compendium/feats/cheat-death-apg.md new file mode 100644 index 000000000..3599e6e02 --- /dev/null +++ b/compendium/feats/cheat-death-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Cheat Death"] +--- +# Cheat Death [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* +[swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Trigger** You take damage that would reduce you to 0 Hit Points. +- **Activity** Reaction + +Somehow you always escape the reaper by a hair's breadth. + +You avoid being knocked out or killed and remain at 1 Hit Point, but you become [doomed](rules/conditions.md#Doomed) (or increase your [doomed](rules/conditions.md#Doomed) value by 1 if you were already [doomed](rules/conditions.md#Doomed)). You can't reduce or ignore the [doomed](rules/conditions.md#Doomed) condition from Cheating Death. The [doomed](rules/conditions.md#Doomed) condition from Cheating Death lasts for 10 minutes, though this doesn't affect the duration of any other [doomed](rules/conditions.md#Doomed) condition you have. + +*Source: Advanced Player's Guide p. 92* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/cheek-pouches-apg.md b/compendium/feats/cheek-pouches-apg.md new file mode 100644 index 000000000..a8decb449 --- /dev/null +++ b/compendium/feats/cheek-pouches-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ratfolk +aliases: ["Cheek Pouches"] +--- +# Cheek Pouches *Feat 1* +[ratfolk](rules/traits/ratfolk-b1.md) + + +Your cheeks are stretchy, and you can store up to four items of light Bulk or less in these cheek pouches. None of these items can have a dimension longer than 1 foot. As long as you have at least one item in your cheek pouches, your speech is noticeably difficult to understand. Placing an item in your cheek pouch or retrieving one is an [Interact](rules/actions/interact.md) action. You can empty your mouth with a single action, causing everything you had stored in your cheek pouches to fall to the ground in your square. + +## Cheek Pouches leads to... + +[Big Mouth](compendium/feats/big-mouth-apg.md), [Quick Stow](compendium/feats/quick-stow-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 22* +%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/compendium/feats/chemical-contagion-apg.md b/compendium/feats/chemical-contagion-apg.md new file mode 100644 index 000000000..da7898841 --- /dev/null +++ b/compendium/feats/chemical-contagion-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/alchemist +aliases: ["Chemical Contagion"] +--- +# Chemical Contagion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* +[alchemist](rules/traits/alchemist.md) + +- **Trigger** A creature within 30 feet critically fails its initial saving throw against a poison you created. +- **Activity** Reaction + +With carefully engineered enzymes, you coax some of your poison to infect another target, using the original victim as a carrier. A creature adjacent to the triggering creature is exposed to the triggering poison. + +*Source: Advanced Player's Guide p. 107* +%% #compendium/src/pf2e/apg #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/chemical-purification-lokl.md b/compendium/feats/chemical-purification-lokl.md new file mode 100644 index 000000000..c93e47e81 --- /dev/null +++ b/compendium/feats/chemical-purification-lokl.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/additive-2 +- trait/alchemist +- trait/uncommon +aliases: ["Chemical Purification"] +--- +# Chemical Purification [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* +[additive <2>](rules/traits/additive.md) [alchemist](rules/traits/alchemist.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Knights of Lastwall have access to this feat. +- **Frequency**: once per round +- **Trigger** You use [Quick Alchemy](rules/actions/quick-alchemy.md) to craft an alchemist's fire or ghost charge, and that bomb's level is at least 2 levels lower than your advanced alchemy level. +- **Activity** Free Action + +You developed a method to chemically purify and consecrate your bombs on the fly. + +You include this additive mixture when crafting your alchemist's fire or ghost charge. + +The created bomb deals `1d4` [persistent positive damage](rules/conditions.md#Persistent%20Damage) in addition to whatever damage it would normally cause. As usual for positive damage, this damage harms only undead and creatures with [negative healing](rules/abilities/negative-healing-b2.md). + +*Source: Lost Omens: Knights of Lastwall p. 83* +%% #compendium/src/pf2e/lokl #trait/additive-2 #trait/alchemist #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/choking-smoke-lotgb.md b/compendium/feats/choking-smoke-lotgb.md new file mode 100644 index 000000000..fe3661345 --- /dev/null +++ b/compendium/feats/choking-smoke-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Choking Smoke"] +--- +# Choking Smoke *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Smoldering Explosion](compendium/feats/smoldering-explosion-lotgb.md) + +When you cast [fireball](compendium/spells/fireball.md) heightened to at least 6th level, you can modify the spell's standard effects as follows: Reduce the spell's damage by `6d6`. Your fireball leaves behind a lingering cloud of toxic smoke in its area. While it's smoke instead of mist, this cloud otherwise has the effects of [stinking cloud](compendium/spells/stinking-cloud.md). + +*Source: Lost Omens: The Grand Bazaar p. 125* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/chosen-of-lamashtu-locg.md b/compendium/feats/chosen-of-lamashtu-locg.md new file mode 100644 index 000000000..cac33fabe --- /dev/null +++ b/compendium/feats/chosen-of-lamashtu-locg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/goblin +aliases: ["Chosen Of Lamashtu"] +--- +# Chosen Of Lamashtu *Feat 5* +[goblin](rules/traits/goblin.md) + +- **Prerequisites**: worshipper of Lamashtu + +You bear the favor and blessings of Lamashtu, the Mother of Monsters. She has bestowed a mutation upon you, granting you the benefits of another heritage. + +Choose one goblin heritage that you do not already have; you gain that heritage and its benefits. + +*Source: Lost Omens: Character Guide p. 38* +%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/chromotherapy-da.md b/compendium/feats/chromotherapy-da.md new file mode 100644 index 000000000..9b4c4a1e4 --- /dev/null +++ b/compendium/feats/chromotherapy-da.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/general +- trait/healing +- trait/manipulate +- trait/skill +- trait/uncommon +aliases: ["Chromotherapy"] +--- +# Chromotherapy [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 2* +[general](rules/traits/general.md) [healing](rules/traits/healing.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: expert in [Medicine](compendium/skills.md#Medicine) +- **Activity** Two-Action + +You firmly believe in the technique of strengthening one's life force, spiritual energies, and bodily fluids through the application of colored light. When using a torch, lantern, or other artificial light source to illuminate an area of dim light or darker, you use a combination of alchemical reagents, medicinal components, and colored lenses to turn that light one of seven colors, allowing you to help an ally recover from [persistent damage](rules/conditions.md#Persistent%20Damage). You give that target an assisted recovery, but the target can be anywhere within the bright light of the light source instead of needing to be adjacent to you. + +Ambient bright light (like sunlight) drowns out your artificial illumination and prevents you from using Chromotherapy. The color of the light you choose determines the type of [persistent damage](rules/conditions.md#Persistent%20Damage) from which you help the target recover. Color Description Red You increase blood flow to heat the body, attempting to end [persistent cold damage](rules/conditions.md#Persistent%20Damage). + +Orange You cancel out electric charge, attempting to end [persistent electricity damage](rules/conditions.md#Persistent%20Damage). + +Yellow You reduce pain and mental stress, attempting to end [persistent mental damage](rules/conditions.md#Persistent%20Damage). + +Green You promote blood flow in a way that helps clot wounds, attempting to end [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +Blue You cool the body, attempting to end [persistent fire damage](rules/conditions.md#Persistent%20Damage). + +Indigo You render acids inert, attempting to end [persistent acid damage](rules/conditions.md#Persistent%20Damage). + +Violet You purify the body, attempting to end [persistent poison damage](rules/conditions.md#Persistent%20Damage). + +*Source: Dark Archive p. 78* +%% #compendium/src/pf2e/da #trait/general #trait/healing #trait/manipulate #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/chronocognizance-da.md b/compendium/feats/chronocognizance-da.md new file mode 100644 index 000000000..ea9fe6a90 --- /dev/null +++ b/compendium/feats/chronocognizance-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/skill +aliases: ["Chronocognizance"] +--- +# Chronocognizance *Feat 7* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md), master in [Perception](compendium/skills.md#Perception) + +The flows and ebbs of time are obvious to you, as are the tangles that form when it's distorted. You're automatically aware if any creature that you observe is under the effects of the [slowed](rules/conditions.md#Slowed) or [quickened](rules/conditions.md#Quickened) conditions. You have a general idea when you're in the vicinity of time-manipulating phenomena, though this grants you no particular insight into the specific effects of the anomaly. Particularly subtle temporal anomalies might still escape your notice, requiring a [Perception](compendium/skills.md#Perception) check, as determined by the GM. If you're legendary in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), or [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion), whenever a creature that you can observe gains the benefits of [time stop](compendium/spells/time-stop.md) or similar effects, you can observe what happens during the stopped time, though you still can't act yourself for the duration. + +*Source: Dark Archive p. 184* +%% #compendium/src/pf2e/da #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/chronomancers-secrets-da.md b/compendium/feats/chronomancers-secrets-da.md new file mode 100644 index 000000000..423119a92 --- /dev/null +++ b/compendium/feats/chronomancers-secrets-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Chronomancer's Secrets"] +--- +# Chronomancer's Secrets *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) + +The secrets of time peel back, revealing deeper truths. You gain either the [stasis](compendium/spells/stasis-logm.md) domain spell or the [path of least resistance](compendium/spells/path-of-least-resistance-da.md) focus spell. Increase the number of Focus Points in your pool by 1. + +**Special.** You can take this feat a second time, gaining the focus spell that you didn't gain the first time. Increase the number of Focus Points in your pool by 1. + +*Source: Dark Archive p. 185* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/chronoskimmer-dedication-da.md b/compendium/feats/chronoskimmer-dedication-da.md new file mode 100644 index 000000000..da7961b8a --- /dev/null +++ b/compendium/feats/chronoskimmer-dedication-da.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/rare +aliases: ["Chronoskimmer Dedication"] +--- +# Chronoskimmer Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) + + +You became partially unstuck from time and have learned how to manipulate your place in flow of time. When you roll initiative, you can choose one of three options: either do nothing and roll initiative normally, stabilize your timestream, or destabilize your timestream and send it into intense fluctuations. If you choose to stabilize your timestream, you don't roll initiative, and instead your initiative is equal to 10 + your initiative modifier. If you choose to destabilize your timestream, attempt a DC 11 flat check. On a success, your initiative is equal to 19 + your initiative modifier, and on a failure, your initiative is equal to 1 + your initiative modifier. + +Both stabilizing and destabilizing your timestream are [fortune](rules/traits/fortune.md) effects. + +Additionally, if your initiative roll result is tied with an opponent's initiative roll, you go first. Your manipulation of time grants you access to a number of abilities, some of which require a saving throw. The DC for these abilities is either your class DC or spell DC, whichever is higher, and is called your chronoskimmer DC. + +**Special.** You can't select another dedication feat until you've gained two other feats from the chronoskimmer archetype. + +## Chronoskimmer Dedication leads to... + +[Turn Back the Clock](compendium/feats/turn-back-the-clock-da.md), [Guide the Timeline](compendium/feats/guide-the-timeline-da.md), [Reversing Charge](compendium/feats/reversing-charge-da.md), [Superimpose Time Duplicates](compendium/feats/superimpose-time-duplicates-da.md), [Borrow Time](compendium/feats/borrow-time-da.md), [Steal Time](compendium/feats/steal-time-da.md), [Combat Premonition](compendium/feats/combat-premonition-da.md), [Escape Timeline](compendium/feats/escape-timeline-da.md), [Space-Time Shift](compendium/feats/space-time-shift-da.md) + +## Summary + +*Source: Dark Archive p. 186* +%% #compendium/src/pf2e/da #trait/archetype #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/cindersoul-loag.md b/compendium/feats/cindersoul-loag.md new file mode 100644 index 000000000..579de6716 --- /dev/null +++ b/compendium/feats/cindersoul-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ifrit +- trait/lineage +aliases: ["Cindersoul"] +--- +# Cindersoul *Feat 1* +[ifrit](rules/traits/ifrit-b2.md) [lineage](rules/traits/lineage-apg.md) + + +The fire of your elemental ancestor manifests like [dying](rules/conditions.md#Dying) embers of a blaze, and your inner charcoal helps staunch bleeding, purify simple poisons, and absorb acid. The DC for you to recover from [persistent acid](rules/conditions.md#Persistent%20Damage), bleed, and poison damage is 10 instead of 15 (or 5 if you have particularly effective assistance). + +*Source: Lost Omens: Ancestry Guide p. 103* +%% #compendium/src/pf2e/loag #trait/ifrit #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/clan-protector-locg.md b/compendium/feats/clan-protector-locg.md new file mode 100644 index 000000000..e9fcfe6b9 --- /dev/null +++ b/compendium/feats/clan-protector-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/dwarf +aliases: ["Clan Protector"] +--- +# Clan Protector *Feat 5* +[dwarf](rules/traits/dwarf.md) + + +Your clan dagger can protect your allies as easily as yourself. When you use an [Interact](rules/actions/interact.md) action to gain a circumstance bonus to AC from your clan dagger's [parry](rules/traits/parry.md) trait, you can grant the circumstance bonus to an adjacent ally instead of gaining it yourself. You can use multiple [Interact](rules/actions/interact.md) actions to protect multiple allies, or to protect yourself and an ally. The ally benefits from the bonus to AC only when they are adjacent to you. + +*Source: Lost Omens: Character Guide p. 20* +%% #compendium/src/pf2e/locg #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/clans-edge-locg.md b/compendium/feats/clans-edge-locg.md new file mode 100644 index 000000000..ed1201228 --- /dev/null +++ b/compendium/feats/clans-edge-locg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/dwarf +aliases: ["Clan's Edge"] +--- +# Clan's Edge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* +[dwarf](rules/traits/dwarf.md) + +- **Prerequisites**: trained in clan daggers +- **Activity** Two-Action + +By moving your clan dagger with rapid precision, you can protect yourself more effectively. Make two clan dagger [Strikes](rules/actions/strike.md) against different targets. Your multiple attack penalty applies normally to these [Strikes](rules/actions/strike.md). You then use an [Interact](rules/actions/interact.md) action to gain the +1 circumstance bonus to your AC from your clan dagger's parrying trait. + +## Clan's Edge leads to... + +[Protective Sheath](compendium/feats/protective-sheath-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 20* +%% #compendium/src/pf2e/locg #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/claws-of-the-dragon-apg.md b/compendium/feats/claws-of-the-dragon-apg.md new file mode 100644 index 000000000..5e8f16c56 --- /dev/null +++ b/compendium/feats/claws-of-the-dragon-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Claws Of The Dragon"] +--- +# Claws Of The Dragon *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) + +Your fingernails grow into razor-sharp claws, and scales speckle your fingers, hands, and wrists. Your claws are [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md) unarmed attacks that deal `1d6` slashing damage and are in the brawling weapon group. + +If you're a draconic sorcerer, when you cast [dragon claws](compendium/spells/dragon-claws.md), increase the spell's slashing damage die from `d4` to `d6` and increase the resistance to 10 at 1st level, 15 at 5th level, and 20 at 9th level. + +*Source: Advanced Player's Guide p. 168* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/cleansing-light-loil.md b/compendium/feats/cleansing-light-loil.md new file mode 100644 index 000000000..81dd96686 --- /dev/null +++ b/compendium/feats/cleansing-light-loil.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/concentrate +- trait/kashrishi +- trait/light +- trait/necromancy +- trait/occult +aliases: ["Cleansing Light"] +--- +# Cleansing Light [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 17* +[concentrate](rules/traits/concentrate.md) [kashrishi](rules/traits/kashrishi-loil.md) [light](rules/traits/light.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) + +- **Frequency**: once per day +- **Activity** Two-Action + +A burst of light from your horn cleanses your allies of ailments and sends your foes reeling. You and all allies in a 20-foot emanation benefit from a 4th-level [restoration](compendium/spells/restoration.md) spell. All enemies within the emanation are [dazzled](rules/conditions.md#Dazzled) until the end of your next turn. + +*Source: Lost Omens: Impossible Lands p. 45* +%% #compendium/src/pf2e/loil #trait/concentrate #trait/kashrishi #trait/light #trait/necromancy #trait/occult %% \ No newline at end of file diff --git a/compendium/feats/cleansing-subroutine-loag.md b/compendium/feats/cleansing-subroutine-loag.md new file mode 100644 index 000000000..70978a1d4 --- /dev/null +++ b/compendium/feats/cleansing-subroutine-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/android +aliases: ["Cleansing Subroutine"] +--- +# Cleansing Subroutine *Feat 1* +[android](rules/traits/android-loag.md) + + +Your nanites help purge your body of harmful chemicals and toxins. Each time you succeed at a Fortitude save against an ongoing poison, you reduce its stage by 2, or by 1 against a virulent poison. Each critical success you achieve against an ongoing poison reduces its stage by 3, or by 2 against a virulent poison. + +*Source: Lost Omens: Ancestry Guide p. 72* +%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/compendium/feats/clear-the-way-apg.md b/compendium/feats/clear-the-way-apg.md new file mode 100644 index 000000000..5d44b9b15 --- /dev/null +++ b/compendium/feats/clear-the-way-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Clear The Way"] +--- +# Clear The Way [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Mauler Dedication](compendium/feats/mauler-dedication-apg.md) +- **Requirements**: You're wielding a melee weapon in two hands. +- **Activity** Two-Action + +You put your body behind your massive weapon and swing, shoving enemies to clear a wide path. You attempt to [Shove](rules/actions/shove.md) up to five creatures adjacent to you, rolling a separate [Athletics](compendium/skills.md#Athletics) check for each target. Then [Stride](rules/actions/stride.md) up to half your Speed. This movement doesn't trigger reactions from any of the creatures you successfully Shoved. + +*Source: Advanced Player's Guide p. 183* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/clever-gambit-apg.md b/compendium/feats/clever-gambit-apg.md new file mode 100644 index 000000000..e9924fa56 --- /dev/null +++ b/compendium/feats/clever-gambit-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["Clever Gambit"] +--- +# Clever Gambit [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: mastermind racket +- **Trigger** Your [Strike](rules/actions/strike.md) critically hits and deals damage to a creature you've identified with [Recall Knowledge](rules/actions/recall-knowledge.md). +- **Activity** Reaction + +Your battle tactics are aided by your assessment of your foes' capabilities, allowing you to instantly adjust your movements to maximum advantage. You [Step](rules/actions/step.md) or [Stride](rules/actions/stride.md); this movement doesn't trigger reactions from the triggering creature. + +*Source: Advanced Player's Guide p. 134* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/clever-shadow-loag.md b/compendium/feats/clever-shadow-loag.md new file mode 100644 index 000000000..24ea71d27 --- /dev/null +++ b/compendium/feats/clever-shadow-loag.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/evocation +- trait/fetchling +- trait/occult +- trait/shadow +aliases: ["Clever Shadow"] +--- +# Clever Shadow *Feat 5* +[evocation](rules/traits/evocation.md) [fetchling](rules/traits/fetchling-b2.md) [occult](rules/traits/occult.md) [shadow](rules/traits/shadow.md) + + +You can perform simple [Interact](rules/actions/interact.md) actions with your shadow, such as opening an unlocked door. Anything your shadow Interacts with must be within your reach. Your shadow can't perform actions that require significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items. + +## Clever Shadow leads to... + +[Hefting Shadow](compendium/feats/hefting-shadow-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 87* +%% #compendium/src/pf2e/loag #trait/evocation #trait/fetchling #trait/occult #trait/shadow %% \ No newline at end of file diff --git a/compendium/feats/climbing-claws-apg.md b/compendium/feats/climbing-claws-apg.md new file mode 100644 index 000000000..808320307 --- /dev/null +++ b/compendium/feats/climbing-claws-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/catfolk +aliases: ["Climbing Claws"] +--- +# Climbing Claws *Feat 5* +[catfolk](rules/traits/catfolk-b1.md) + + +You can extend your claws to aid you in climbing. You gain a climb Speed of 10 feet. + +*Source: Advanced Player's Guide p. 10* +%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/climbing-tail-loil.md b/compendium/feats/climbing-tail-loil.md new file mode 100644 index 000000000..58812ba08 --- /dev/null +++ b/compendium/feats/climbing-tail-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vanara +aliases: ["Climbing Tail"] +--- +# Climbing Tail *Feat 1* +[vanara](rules/traits/vanara-loil.md) + + +Your tail makes it much easier for you to climb. You gain a +2 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks to [Climb](rules/actions/climb.md), you gain the [Combat Climber](compendium/feats/combat-climber.md) skill feat, and you reduce the number of free hands required to [Climb](rules/actions/climb.md) or [Trip](rules/actions/trip.md) by one. + +*Source: Lost Omens: Impossible Lands p. 55* +%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/compendium/feats/clinch-strike-lotgb.md b/compendium/feats/clinch-strike-lotgb.md new file mode 100644 index 000000000..eaf2a5129 --- /dev/null +++ b/compendium/feats/clinch-strike-lotgb.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Clinch Strike"] +--- +# Clinch Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) +- **Trigger** A creature you had [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) successfully [Escapes](rules/actions/escape.md) +- **Activity** Reaction + +Your opponents can't slip your grasp without receiving further punishment. Make an unarmed melee [Strike](rules/actions/strike.md) against the triggering creature. + +*Source: Lost Omens: The Grand Bazaar p. 127* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/cling-apg.md b/compendium/feats/cling-apg.md new file mode 100644 index 000000000..f3c871a51 --- /dev/null +++ b/compendium/feats/cling-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/goblin +aliases: ["Cling"] +--- +# Cling [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* +[goblin](rules/traits/goblin.md) + +- **Requirements**: Your last action was a successful [Strike](rules/actions/strike.md). +- **Activity** Single Action + +You hang onto a foe to harry them into submission. If your target moves while you're hanging onto it, you can choose to move with the target. The target is released if you choose not to move with it, at the start of your next turn, or if the target [Escapes](rules/actions/escape.md). Attempts to [Escape](rules/actions/escape.md) from a Cling follow the rules for [Escape](rules/actions/escape.md), but use your [Acrobatics](compendium/skills.md#Acrobatics) DC and end the Cling instead of the conditions normally ended by the [Escape](rules/actions/escape.md) action. + +**Special.** You can use this action without a free hand if your preceding [Strike](rules/actions/strike.md) was made with your jaws or a similar unarmed attack you could use to hang on. The GM determines which unarmed attacks apply. Hanging on in this way prevents you from using that unarmed attack. + +*Source: Advanced Player's Guide p. 45* +%% #compendium/src/pf2e/apg #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/clinging-climber-botd.md b/compendium/feats/clinging-climber-botd.md new file mode 100644 index 000000000..d4e78ce3b --- /dev/null +++ b/compendium/feats/clinging-climber-botd.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Clinging Climber"] +--- +# Clinging Climber *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md), trained in [Athletics](compendium/skills.md#Athletics) + +You climb like a spider. You gain a climb Speed of 15 feet. + +*Source: Book of the Dead p. 58* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/clinging-shadows-initiate-apg.md b/compendium/feats/clinging-shadows-initiate-apg.md new file mode 100644 index 000000000..5e843eb2e --- /dev/null +++ b/compendium/feats/clinging-shadows-initiate-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/monk +aliases: ["Clinging Shadows Initiate"] +--- +# Clinging Shadows Initiate *Feat 8* +[monk](rules/traits/monk.md) + +- **Prerequisites**: ki spells + +You learn a mystical stance that transforms your ki into sticky smoke that shrouds your limbs, clinging to everything you touch. You gain the [clinging shadows stance](compendium/spells/clinging-shadows-stance-apg.md) ki spell. Increase the number of Focus Points in your focus pool by 1. While entering the stance uses a ki spell, the shadow grasp attacks it grants are not, so you can use them as often as you like while in the stance. + +*Source: Advanced Player's Guide p. 129* +%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/cloak-of-poison-loag.md b/compendium/feats/cloak-of-poison-loag.md new file mode 100644 index 000000000..5d401d8e0 --- /dev/null +++ b/compendium/feats/cloak-of-poison-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/leshy +- trait/poison +aliases: ["Cloak Of Poison"] +--- +# Cloak Of Poison [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 13* +[leshy](rules/traits/leshy-b1.md) [poison](rules/traits/poison.md) + +- **Frequency**: once per day +- **Activity** Two-Action + +You secrete a cloak of concentrated poison that harms any who dare attack you. For 1 minute, any creature that touches you or damages you with an unarmed attack or melee weapon without the [reach](rules/traits/reach.md) trait takes `3d6` poison damage. + +*Source: Lost Omens: Ancestry Guide p. 44* +%% #compendium/src/pf2e/loag #trait/leshy #trait/poison %% \ No newline at end of file diff --git a/compendium/feats/clockwork-reanimator-dedication-ooa3.md b/compendium/feats/clockwork-reanimator-dedication-ooa3.md new file mode 100644 index 000000000..d644fef63 --- /dev/null +++ b/compendium/feats/clockwork-reanimator-dedication-ooa3.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ooa3 +- trait/archetype +- trait/dedication +- trait/rare +aliases: ["Clockwork Reanimator Dedication"] +--- +# Clockwork Reanimator Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) + +You can animate corpses through cunning engineering. You gain a prototype construct companion to serve as a [minion](rules/traits/minion.md). Unlike normal construct companions, yours is a corpse animated by clockwork gears and technological prowess. + +**Special.** You can't select another dedication feat until you've gained two other feats from the clockwork reanimator archetype. If you retrain out of this feat, you lose the rituals learned from it. + +## Clockwork Reanimator Dedication leads to... + +[Advanced Reanimated Companion](compendium/feats/advanced-reanimated-companion-ooa3.md), [Incredible Reanimated Companion](compendium/feats/incredible-reanimated-companion-ooa3.md), [Paragon Reanimated Companion](compendium/feats/paragon-reanimated-companion-ooa3.md), [Hijack Undead](compendium/feats/hijack-undead-ooa3.md), [Improved Hijack Undead](compendium/feats/improved-hijack-undead-ooa3.md), [It's Alive!](compendium/feats/its-alive-ooa3.md), [Self-Destruct](compendium/feats/self-destruct-ooa3.md), [Unwind Death](compendium/feats/unwind-death-ooa3.md), [Zombie Horde](compendium/feats/zombie-horde-ooa3.md) + +## Summary + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 78* +%% #compendium/src/pf2e/ooa3 #trait/archetype #trait/dedication #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/clone-risen-da.md b/compendium/feats/clone-risen-da.md new file mode 100644 index 000000000..f72af5bca --- /dev/null +++ b/compendium/feats/clone-risen-da.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/lineage +- trait/reflection +aliases: ["Clone-Risen"] +--- +# Clone-Risen *Feat 1* +[lineage](rules/traits/lineage-apg.md) [reflection](rules/traits/reflection-da.md) + + +You were formed from a clone ritual or alchemical experiment. Created as a vessel for another creature, you can suppress your sentience momentarily, making your mind harder to alter. You gain the Empty Vessel reaction. + +```ad-embed-ability +title: Empty Vessel [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[concentrate](rules/traits/concentrate.md) + +- **Trigger**: You would take mental damage or be affected by a [mental](rules/traits/mental.md) effect + +**Effect** You gain a +2 circumstance bonus to Will saves and resistance to mental damage equal to your level against the triggering effect. This applies only to the initial effect, not successive saves, [persistent mental damage](rules/conditions.md#Persistent%20Damage), or other repeated effects. +%% #trait/concentrate %% +``` + +## Clone-Risen leads to... + +[Replicate](compendium/feats/replicate-da.md) + +## Summary + +*Source: Dark Archive p. 120* +%% #compendium/src/pf2e/da #trait/lineage #trait/reflection %% \ No newline at end of file diff --git a/compendium/feats/close-quarters-loag.md b/compendium/feats/close-quarters-loag.md new file mode 100644 index 000000000..23159d60a --- /dev/null +++ b/compendium/feats/close-quarters-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kobold +aliases: ["Close Quarters"] +--- +# Close Quarters *Feat 9* +[kobold](rules/traits/kobold-b1.md) + + +You've trained to fight with allies in tunnel warrens, dense undergrowth, or similarly cramped terrain. If you are Small or smaller, you can end your movement in the same square as a Small or smaller ally. No more than two creatures can share the same space when using this ability or a similar one. + +*Source: Lost Omens: Ancestry Guide p. 39* +%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/cloud-gazer-loag.md b/compendium/feats/cloud-gazer-loag.md new file mode 100644 index 000000000..562972dbd --- /dev/null +++ b/compendium/feats/cloud-gazer-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/sylph +aliases: ["Cloud Gazer"] +--- +# Cloud Gazer *Feat 5* +[sylph](rules/traits/sylph-b2.md) + + +Your connection to air allows you to see through obscuring mists. You can see well enough through fog, mist, and clouds that would normally cause creatures to be [concealed](rules/conditions.md#Concealed) that you don't need to succeed at a flat check to target creatures benefiting from such concealment. + +*Source: Lost Omens: Ancestry Guide p. 115* +%% #compendium/src/pf2e/loag #trait/sylph %% \ No newline at end of file diff --git a/compendium/feats/cloud-walk-sot3.md b/compendium/feats/cloud-walk-sot3.md new file mode 100644 index 000000000..420e5d350 --- /dev/null +++ b/compendium/feats/cloud-walk-sot3.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot3 +- trait/archetype +- trait/uncommon +aliases: ["Cloud Walk"] +--- +# Cloud Walk *Feat 10* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) + +Your growing link to cloud dragons has granted you the ability to walk on clouds. Once per hour, you can cast [air walk](compendium/spells/air-walk.md) on yourself as an innate arcane spell, but only to walk on clouds or fog. + +*Source: Strength of Thousands #3: Hurricane's Howl p. 79* +%% #compendium/src/pf2e/sot3 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/clue-them-all-in-apg.md b/compendium/feats/clue-them-all-in-apg.md new file mode 100644 index 000000000..8d22b4bfb --- /dev/null +++ b/compendium/feats/clue-them-all-in-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Clue Them All In"] +--- +# Clue Them All In *Feat 8* +[investigator](rules/traits/investigator-apg.md) + + +You can clue in all your allies at once. When you use the [Clue In](rules/actions/clue-in-apg.md) reaction, any of your allies who are attempting the same check to investigate a lead receive the circumstance bonus from [Clue In](rules/actions/clue-in-apg.md). If you use this ability during an encounter, they must attempt their check within 1 round of when you Clued them In. + +## Clue Them All In leads to... + +[Lead Investigator](compendium/feats/lead-investigator-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 63* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/coating-of-slime-loag.md b/compendium/feats/coating-of-slime-loag.md new file mode 100644 index 000000000..4565f57cf --- /dev/null +++ b/compendium/feats/coating-of-slime-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fleshwarp +aliases: ["Coating Of Slime"] +--- +# Coating Of Slime *Feat 9* +[fleshwarp](rules/traits/fleshwarp-loag.md) + + +An acidic ooze coats your limbs. Your unarmed attacks deal an additional `1d4` [persistent acid damage](rules/conditions.md#Persistent%20Damage) on a critical hit. + +*Source: Lost Omens: Ancestry Guide p. 94* +%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/compendium/feats/cobble-dancer-locg.md b/compendium/feats/cobble-dancer-locg.md new file mode 100644 index 000000000..0d81972a5 --- /dev/null +++ b/compendium/feats/cobble-dancer-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/halfling +aliases: ["Cobble Dancer"] +--- +# Cobble Dancer *Feat 13* +[halfling](rules/traits/halfling.md) + + +You know how to take advantage of foes thrown off-balance by unstable flooring, loose cobblestones, or similar impediments. While in an outdoor urban environment, you can [Step](rules/actions/step.md) into difficult terrain and enemies in difficult terrain are [flat-footed](rules/conditions.md#Flat-footed) to you. + +*Source: Lost Omens: Character Guide p. 45* +%% #compendium/src/pf2e/locg #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/cobra-envenom-apg.md b/compendium/feats/cobra-envenom-apg.md new file mode 100644 index 000000000..dbedc4bc5 --- /dev/null +++ b/compendium/feats/cobra-envenom-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/monk +- trait/poison +aliases: ["Cobra Envenom"] +--- +# Cobra Envenom [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[monk](rules/traits/monk.md) [poison](rules/traits/poison.md) + +- **Prerequisites**: [Cobra Stance](compendium/feats/cobra-stance-apg.md), expert in unarmed attacks +- **Frequency**: once per minute +- **Requirements**: You are in Cobra Stance. +- **Activity** Single Action + +You lash out with devious intent and the power to envenom your foe. Make a cobra fang [Strike](rules/actions/strike.md). Your reach with this [Strike](rules/actions/strike.md) is 5 feet greater than normal. If this [Strike](rules/actions/strike.md) hits, the target takes `1d4` [persistent poison damage](rules/conditions.md#Persistent%20Damage) per weapon damage die. + +**Special.** If you have this feat, the circumstance bonus to Fortitude saves and Fortitude DC granted by Cobra Stance increases from +1 to +2. + +*Source: Advanced Player's Guide p. 129* +%% #compendium/src/pf2e/apg #trait/monk #trait/poison %% \ No newline at end of file diff --git a/compendium/feats/cobra-stance-apg.md b/compendium/feats/cobra-stance-apg.md new file mode 100644 index 000000000..a842cab68 --- /dev/null +++ b/compendium/feats/cobra-stance-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/monk +- trait/stance +aliases: ["Cobra Stance"] +--- +# Cobra Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) + +- **Activity** Single Action + +You enter a tight stance, coiled up like a lashing cobra with your hands poised as venomous fangs. While in this stance, the only [Strikes](rules/actions/strike.md) you can make are cobra fang unarmed attacks. + +These deal `1d4` poison damage; are in the brawling group; and have the [agile](rules/traits/agile.md), [deadly ](rules/traits/deadly.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [poison](rules/traits/poison.md), and [unarmed](rules/traits/unarmed.md) traits. + +While in Cobra Stance, you gain a +1 circumstance bonus to Fortitude saves and your Fortitude DC, and you gain poison resistance equal to half your level. + +## Cobra Stance leads to... + +[Cobra Envenom](compendium/feats/cobra-envenom-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 128* +%% #compendium/src/pf2e/apg #trait/monk #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/coffin-bound-botd.md b/compendium/feats/coffin-bound-botd.md new file mode 100644 index 000000000..dc3a09c83 --- /dev/null +++ b/compendium/feats/coffin-bound-botd.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/divine +- trait/necromancy +- trait/negative +- trait/uncommon +aliases: ["Coffin Bound"] +--- +# Coffin Bound *Feat 12* +[archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) + +You bind your spirit to a coffin filled with soil of your homeland, making it a place of recovery. If you rest inside your coffin for 10 minutes, you regain Hit Points equal to your Constitution modifier × half your level. You can still be healed in other ways during that time, though you're [unconscious](rules/conditions.md#Unconscious) and therefore unable to heal yourself. The GM might allow you to [Refocus](rules/actions/refocus.md) while resting, depending on whether it's a type of Refocusing you can achieve while you slumber. + +If you would be destroyed, you instead remain near death. This doesn't change your [dying](rules/conditions.md#Dying) or [wounded](rules/conditions.md#Wounded) value, and you remain [unconscious](rules/conditions.md#Unconscious). After 1 hour, you're destroyed. If returned to your coffin before that hour is up, you avoid destruction; if you spend 1 hour resting in your coffin, you regain 1 HP and lose the [dying](rules/conditions.md#Dying) and [wounded](rules/conditions.md#Wounded) conditions. You can't be healed in any other way when near death. + +Your coffin can't heal you if you're staked through the chest. You can be staked only if [unconscious](rules/conditions.md#Unconscious), and it takes three actions. You lose all benefits of this feat if your coffin is destroyed or the soil is lost. You must procure a new coffin and fill it with soil of your homeland to restore the feat's function. + +## Coffin Bound leads to... + +[Mist Escape](compendium/feats/mist-escape-botd.md) + +## Summary + +*Source: Book of the Dead p. 59* +%% #compendium/src/pf2e/botd #trait/archetype #trait/divine #trait/necromancy #trait/negative #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/cold-minded-loil.md b/compendium/feats/cold-minded-loil.md new file mode 100644 index 000000000..52e22eaa9 --- /dev/null +++ b/compendium/feats/cold-minded-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/nagaji +aliases: ["Cold Minded"] +--- +# Cold Minded *Feat 1* +[nagaji](rules/traits/nagaji-loil.md) + + +The subtle strands of beguiling magic leave little impression on your mind. You gain a +1 circumstance bonus to saving throws against [emotion](rules/traits/emotion.md) effects, and whenever you roll a success on a saving throw against an [emotion](rules/traits/emotion.md) effect, you get a critical success instead. + +*Source: Lost Omens: Impossible Lands p. 48* +%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/compendium/feats/collapse-botd.md b/compendium/feats/collapse-botd.md new file mode 100644 index 000000000..6476aa81e --- /dev/null +++ b/compendium/feats/collapse-botd.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/skeleton +aliases: ["Collapse"] +--- +# Collapse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[skeleton](rules/traits/skeleton-b1.md) + +- **Frequency**: once per 10 minutes +- **Trigger** An enemy's [Strike](rules/actions/strike.md) against you is a critical hit. +- **Activity** Reaction + +You collapse into a pile of bones, mitigating the worst of the damage you would have taken, and the triggering attack deals only the amount it would deal on a hit (typically full damage instead of double damage). Any other effects caused by a critical hit still occur. While collapsed, you're [flat-footed](rules/conditions.md#Flat-footed) and can't act except to [Stand](rules/actions/stand.md), which re-forms you into a skeleton in a standing position. + +*Source: Book of the Dead p. 56* +%% #compendium/src/pf2e/botd #trait/skeleton %% \ No newline at end of file diff --git a/compendium/feats/collateral-thrash.md b/compendium/feats/collateral-thrash.md index fad3c1a60..0d39108fe 100644 --- a/compendium/feats/collateral-thrash.md +++ b/compendium/feats/collateral-thrash.md @@ -16,7 +16,7 @@ When you Thrash a [grabbed](rules/conditions.md#Grabbed) foe, you smack that foe ## Collateral Thrash leads to... -Whirlwind Toss +[Whirlwind Toss](compendium/feats/whirlwind-toss-frp3.md) ## Summary diff --git a/compendium/feats/combat-assessment-apg.md b/compendium/feats/combat-assessment-apg.md new file mode 100644 index 000000000..099edf234 --- /dev/null +++ b/compendium/feats/combat-assessment-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/fighter +aliases: ["Combat Assessment"] +--- +# Combat Assessment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[fighter](rules/traits/fighter.md) + +- **Activity** Single Action + +You make a telegraphed attack to learn about your foe. Make a melee [Strike](rules/actions/strike.md). On a hit, you can immediately attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md) about the target. On a critical hit, you gain a +2 circumstance bonus to the check to [Recall Knowledge](rules/actions/recall-knowledge.md). The target is temporarily immune to Combat Assessment for 1 day. + +*Source: Advanced Player's Guide p. 126* +%% #compendium/src/pf2e/apg #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/combat-premonition-da.md b/compendium/feats/combat-premonition-da.md new file mode 100644 index 000000000..10274cd82 --- /dev/null +++ b/compendium/feats/combat-premonition-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Combat Premonition"] +--- +# Combat Premonition *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) + +By narrowing your sense of the future, you can improve that of your allies. When you roll initiative, instead of stabilizing or destabilizing your own timestream, you can grant your allies a flash of insight into their future. Choose two allies. Those allies roll their initiative roll twice and take the better result; this is a [fortune](rules/traits/fortune.md) effect. You roll your initiative roll twice and take the worse result; this is a [misfortune](rules/traits/misfortune.md) effect. The two effects are tied together: if you would avoid the [misfortune](rules/traits/misfortune.md) effect for any reason, or if any of your allies would negate their [fortune](rules/traits/fortune.md) effect, your Combat Premonition does nothing. + +*Source: Dark Archive p. 187* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/combat-reading-apg.md b/compendium/feats/combat-reading-apg.md new file mode 100644 index 000000000..ad0e0862b --- /dev/null +++ b/compendium/feats/combat-reading-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/bard +- trait/secret +aliases: ["Combat Reading"] +--- +# Combat Reading [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[bard](rules/traits/bard.md) [secret](rules/traits/secret.md) + +- **Activity** Single Action + +You use a performer's cold reading techniques, aura reading, and other tricks to discover your foe's strengths and weaknesses. The GM rolls a secret [Occultism](compendium/skills.md#Occultism) check for you against the [Deception](compendium/skills.md#Deception) or [Stealth](compendium/skills.md#Stealth) DC (whichever is higher) of an enemy of your choice who is engaged in combat and isn't [concealed](rules/conditions.md#Concealed) from you, [hidden](rules/conditions.md#Hidden) from you, or [undetected](rules/conditions.md#Undetected) by you. + +The GM might apply a penalty for the distance between you and the enemy. The enemy is then temporarily immune to your Combat Reading for 1 day. + +> [!success-degree] +> - **Critical Success** The GM chooses and tells you two of the following pieces of information about the enemy: which of the enemy's weaknesses is highest, which of the enemy's saving throws has the lowest modifier, one immunity the enemy has, or which of the enemy's resistances is highest. In the event of a tie, the GM should pick one at random. +> - **Success** The GM chooses one piece of information from the above list to tell you about the enemy. +> - **Critical Failure** The GM gives you false information (the GM makes up the information). + +*Source: Advanced Player's Guide p. 112* +%% #compendium/src/pf2e/apg #trait/bard #trait/secret %% \ No newline at end of file diff --git a/compendium/feats/combination-finisher-apg.md b/compendium/feats/combination-finisher-apg.md new file mode 100644 index 000000000..785e1fb43 --- /dev/null +++ b/compendium/feats/combination-finisher-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Combination Finisher"] +--- +# Combination Finisher *Feat 6* +[swashbuckler](rules/traits/swashbuckler-apg.md) + + +You combine a series of attacks with a powerful finishing blow. + +Your finishers' [Strikes](rules/actions/strike.md) have a lower multiple attack penalty: –4 (or –3 with an agile weapon) if it's the second attack on your turn, or –8 (or –6 with an agile weapon) if it's the third or subsequent attack on your turn, instead of –5 and –10, respectively. + +*Source: Advanced Player's Guide p. 91* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/command-attention-apg.md b/compendium/feats/command-attention-apg.md new file mode 100644 index 000000000..c0381d634 --- /dev/null +++ b/compendium/feats/command-attention-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/auditory +- trait/emotion +- trait/enchantment +- trait/mental +- trait/visual +aliases: ["Command Attention"] +--- +# Command Attention [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) + +- **Prerequisites**: [Celebrity Dedication](compendium/feats/celebrity-dedication-apg.md) +- **Activity** Single Action + +You command the attention of all around you with style, ensuring their gaze falls only upon you until the end of your next turn. When creatures within 30 feet of you attempt saving throws against other [visual](rules/traits/visual.md) effects, they use the outcome for one degree of success better than the result they rolled. An enemy within the area attempting to use a [visual](rules/traits/visual.md) effect that involves focusing its attention on a particular creature (such as a medusa's Focus Gaze) must succeed at a Will save against your class DC or spell DC, whichever is higher, in order to target any creature except you. Allies in the area can attempt to [Hide](rules/actions/hide.md) even if they don't have cover, as you are continually providing a distraction. + +*Source: Advanced Player's Guide p. 166* +%% #compendium/src/pf2e/apg #trait/archetype #trait/auditory #trait/emotion #trait/enchantment #trait/mental #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/communal-sustain-lopsg.md b/compendium/feats/communal-sustain-lopsg.md new file mode 100644 index 000000000..38da1ce0e --- /dev/null +++ b/compendium/feats/communal-sustain-lopsg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Communal Sustain"] +--- +# Communal Sustain [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md) +- **Frequency**: once per round +- **Activity** Single Action + +Choose one spell with a sustained duration that one of your allies has in effect. You must be within 30 feet of the chosen ally. The ally can [Sustain the Spell](rules/actions/sustain-a-spell.md) once as a free action, triggered at the start of their next turn. + +*Source: Lost Omens: Pathfinder Society Guide p. 49* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/communal-tale-sot2.md b/compendium/feats/communal-tale-sot2.md new file mode 100644 index 000000000..aedbb166c --- /dev/null +++ b/compendium/feats/communal-tale-sot2.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot2 +- trait/archetype +aliases: ["Communal Tale"] +--- +# Communal Tale *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Folklorist Dedication](compendium/feats/folklorist-dedication-sot2.md) + +Stories are an experience meant to be shared as a group. When you Spin a Tale, you can designate up to six non-minion allies as the heroes of your story. Each hero, once during the tale, can continue the story in your stead by spending an action to Spin the Tale; if they do, the story continues for another round, as if you had Spun the Tale at the start of your turn. This could allow the story to continue for up to 6 additional rounds, if all possible allies Spin the Tale, though you can continue to Spin the Tale on your own as normal. + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 78* +%% #compendium/src/pf2e/sot2 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/community-knowledge-loil.md b/compendium/feats/community-knowledge-loil.md new file mode 100644 index 000000000..b19ecc0ea --- /dev/null +++ b/compendium/feats/community-knowledge-loil.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/concentrate +- trait/divination +- trait/kashrishi +- trait/occult +aliases: ["Community Knowledge"] +--- +# Community Knowledge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[concentrate](rules/traits/concentrate.md) [divination](rules/traits/divination.md) [kashrishi](rules/traits/kashrishi-loil.md) [occult](rules/traits/occult.md) + +- **Frequency**: once per hour +- **Trigger** You attempt a skill check requiring 3 actions or fewer. +- **Activity** Reaction + +You commune with the psychic echoes of your ancestors and community, channeling their experiences into yourself. You gain a +2 status bonus on the triggering skill check. + +*Source: Lost Omens: Impossible Lands p. 42* +%% #compendium/src/pf2e/loil #trait/concentrate #trait/divination #trait/kashrishi #trait/occult %% \ No newline at end of file diff --git a/compendium/feats/conceal-spell-apg.md b/compendium/feats/conceal-spell-apg.md new file mode 100644 index 000000000..e9405e020 --- /dev/null +++ b/compendium/feats/conceal-spell-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/manipulate +- trait/metamagic +- trait/witch +aliases: ["Conceal Spell"] +--- +# Conceal Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [witch](rules/traits/witch-apg.md) + +- **Activity** Single Action + +You can hide your magical gestures and incantations within your speech and movement in an attempt to conceal the fact that you are Casting a Spell. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md), attempt a [Stealth](compendium/skills.md#Stealth) check against one or more observers' [Perception](compendium/skills.md#Perception) DCs; if the spell has verbal components, you must also attempt a [Deception](compendium/skills.md#Deception) check against the observers' [Perception](compendium/skills.md#Perception) DC. If you succeed at your check (or checks) against an observer's DC, that observer doesn't notice you're [Casting a Spell](rules/actions/cast-a-spell.md), even though material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. + +This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air. + +*Source: Advanced Player's Guide p. 101* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/manipulate #trait/metamagic #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/concealing-legerdemain-apg.md b/compendium/feats/concealing-legerdemain-apg.md new file mode 100644 index 000000000..83f8a61b1 --- /dev/null +++ b/compendium/feats/concealing-legerdemain-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Concealing Legerdemain"] +--- +# Concealing Legerdemain *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Thievery](compendium/skills.md#Thievery) + +Rather than hide an object somewhere the inspectors won't search, you're skilled at keeping the object on the move so it's never where they look. When you [Conceal an Object](rules/actions/conceal-an-object.md) of light Bulk or less, you can use [Thievery](compendium/skills.md#Thievery) instead of [Stealth](compendium/skills.md#Stealth) for your checks and for the DC of an active searcher's [Perception](compendium/skills.md#Perception) check. You roll the check only once, but you must continue to use actions to [Conceal an Object](rules/actions/conceal-an-object.md) throughout the process. + +*Source: Advanced Player's Guide p. 204* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/conceited-mindset-apg.md b/compendium/feats/conceited-mindset-apg.md new file mode 100644 index 000000000..e97ece640 --- /dev/null +++ b/compendium/feats/conceited-mindset-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +- trait/uncommon +aliases: ["Conceited Mindset"] +--- +# Conceited Mindset *Feat 2* +[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: tenets of evil + +Because you know your mind is superior, you scoff at anyone who would alter your mental state—but this hubris gets the better of you when you're wrong. You gain a +2 circumstance bonus to saves against [mental](rules/traits/mental.md) effects. If you succeed at a save against a [mental](rules/traits/mental.md) effect, you critically succeed instead; similarly, if you fail at a save against a [mental](rules/traits/mental.md) effect, you critically fail instead. + +*Source: Advanced Player's Guide p. 118* +%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/conflux-focus-som.md b/compendium/feats/conflux-focus-som.md new file mode 100644 index 000000000..30f25d2d4 --- /dev/null +++ b/compendium/feats/conflux-focus-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Conflux Focus"] +--- +# Conflux Focus *Feat 12* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: conflux spells + +You imagine how you'll weave magic and combat into future battles, improving your focus. If you have spent at least 2 Focus Points since the last time you [Refocused](rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1. + +## Conflux Focus leads to... + +[Conflux Wellspring](compendium/feats/conflux-wellspring-som.md) + +## Summary + +*Source: Secrets of Magic p. 48* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/conflux-wellspring-som.md b/compendium/feats/conflux-wellspring-som.md new file mode 100644 index 000000000..f4adfd803 --- /dev/null +++ b/compendium/feats/conflux-wellspring-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Conflux Wellspring"] +--- +# Conflux Wellspring *Feat 18* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: [Conflux Focus](compendium/feats/conflux-focus-som.md) + +You've achieved perfect magical and physical balance, allowing magic to flow into and through you more easily. + +You can recover 3 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1 if you have spent at least 3 Focus Points since the last time you [Refocused](rules/actions/refocus.md). + +*Source: Secrets of Magic p. 49* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/confounding-image-lotgb.md b/compendium/feats/confounding-image-lotgb.md new file mode 100644 index 000000000..1090b5e08 --- /dev/null +++ b/compendium/feats/confounding-image-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Confounding Image"] +--- +# Confounding Image *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [mirror image](compendium/spells/mirror-image.md) + +When you cast [mirror image](compendium/spells/mirror-image.md), you can modify its duration to be sustained up to 1 minute and modify its range to 30 feet. If you do, replace the spell's standard effects with the following: You create an illusory duplicate of yourself that appears in an unoccupied square within range. The image takes up space and has a reach of 5 feet, and your allies can flank with the image. It doesn't have any other attributes a creature would normally have other than an AC equal to your spell DC and saving throw modifiers equal to your spell DC – 10. If the image is hit by an attack or fails a save, or if you ever move more than 30 feet from it, the spell ends. Creatures can move through its space without hindrance. When you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can move the image to an unoccupied square within range. + +*Source: Lost Omens: The Grand Bazaar p. 123* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/connect-the-dots-apg.md b/compendium/feats/connect-the-dots-apg.md new file mode 100644 index 000000000..47163f0f4 --- /dev/null +++ b/compendium/feats/connect-the-dots-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/investigator +- trait/secret +- trait/uncommon +aliases: ["Connect The Dots"] +--- +# Connect The Dots *Feat 6* +[concentrate](rules/traits/concentrate.md) [investigator](rules/traits/investigator-apg.md) [secret](rules/traits/secret.md) [uncommon](rules/traits/uncommon.md) + +- **Requirements**: You must be pursuing at least two leads. + +Ephemeral connections between people, places, and concepts are invisible to most, but seeing them is your stock and trade. You spend 10 minutes considering two different leads you're pursuing. You then attempt a check to investigate how connected the two are. Unless the GM determines otherwise, this is a [Crafting](compendium/skills.md#Crafting) check if they're both items or a [Society](compendium/skills.md#Society) check for other combinations of leads. If any subjects are creatures, this check usually uses the highest DC among their [Deception](compendium/skills.md#Deception) and Will DCs. + +If no subjects are creatures, but at least one is an item, the DC is usually a hard DC for the level of the highest-level item. If neither case applies, the DC is usually a hard expert or hard master DC (22 or 32). Once you try to Connect the Dots between two particular leads, you can never try to Connect the Dots between those same leads again unless the GM allows it after you've learned a substantial amount of new information. + +> [!success-degree] +> - **Critical Success** The GM tells you how connected the two leads are to one another: highly connected, somewhat connected, tangentially connected, or not connected. The GM also tells you one specific way in which they're connected, if they are. +> - **Success** As critical success, but the GM doesn't tell you a specific connection. +> - **Failure** Your results are inconclusive. +> - **Critical Failure** You misconstrue the information. As success, but the GM provides an incorrect degree of connection. + +*Source: Advanced Player's Guide p. 62* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/investigator #trait/secret #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/connections.md b/compendium/feats/connections.md index 43a299fe9..9293d30f0 100644 --- a/compendium/feats/connections.md +++ b/compendium/feats/connections.md @@ -17,7 +17,7 @@ You have social connections you can leverage to trade favors or meet important p ## Connections leads to... -Quick Contacts +[Quick Contacts](compendium/feats/quick-contacts-apg.md) ## Summary diff --git a/compendium/feats/conrasu-lore-lome.md b/compendium/feats/conrasu-lore-lome.md new file mode 100644 index 000000000..47c48660d --- /dev/null +++ b/compendium/feats/conrasu-lore-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/conrasu +aliases: ["Conrasu Lore"] +--- +# Conrasu Lore *Feat 1* +[conrasu](rules/traits/conrasu-loag.md) + + +You have learned about your history and your people from shapers. You gain the trained proficiency rank in [Crafting](compendium/skills.md#Crafting) and [Occultism](compendium/skills.md#Occultism). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Conrasu Lore](compendium/skills.md#Lore). + +*Source: Lost Omens: The Mwangi Expanse p. 109* +%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/compendium/feats/conrasu-weapon-expertise-lome.md b/compendium/feats/conrasu-weapon-expertise-lome.md new file mode 100644 index 000000000..75f784d49 --- /dev/null +++ b/compendium/feats/conrasu-weapon-expertise-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/conrasu +aliases: ["Conrasu Weapon Expertise"] +--- +# Conrasu Weapon Expertise *Feat 13* +[conrasu](rules/traits/conrasu-loag.md) + + +Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for composite shortbow, glaive, longspear, longsword, shortbow, spear, and all conrasu weapons in which you are trained. + +*Source: Lost Omens: The Mwangi Expanse p. 110* +%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/compendium/feats/conrasu-weapon-familiarity-lome.md b/compendium/feats/conrasu-weapon-familiarity-lome.md new file mode 100644 index 000000000..6c945624f --- /dev/null +++ b/compendium/feats/conrasu-weapon-familiarity-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/conrasu +aliases: ["Conrasu Weapon Familiarity"] +--- +# Conrasu Weapon Familiarity *Feat 1* +[conrasu](rules/traits/conrasu-loag.md) + + +You have taken it upon yourself to learn the ways of combat to aid with your tasks, perhaps in a role as a corrector. You are trained with the [composite shortbow](compendium/equipment/items/composite-shortbow.md), [glaive](compendium/equipment/items/glaive.md), [longspear](compendium/equipment/items/longspear.md), [longsword](compendium/equipment/items/longsword.md), [shortbow](compendium/equipment/items/shortbow.md), and [spear](compendium/equipment/items/spear.md). You also gain access to all uncommon conrasu weapons. For the purpose of determining your proficiency, martial conrasu weapons are simple weapons and advanced conrasu weapons are martial weapons. + +*Source: Lost Omens: The Mwangi Expanse p. 109* +%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/compendium/feats/conrasu-weapon-understanding-lome.md b/compendium/feats/conrasu-weapon-understanding-lome.md new file mode 100644 index 000000000..298bfc736 --- /dev/null +++ b/compendium/feats/conrasu-weapon-understanding-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/conrasu +aliases: ["Conrasu Weapon Understanding"] +--- +# Conrasu Weapon Understanding *Feat 5* +[conrasu](rules/traits/conrasu-loag.md) + + +You have come to know conrasu weapons as you know yourself. Whenever you critically hit using a composite shortbow, glaive, longspear, longsword, shortbow, spear, or a conrasu weapon, you apply the weapon's critical specialization effect. + +*Source: Lost Omens: The Mwangi Expanse p. 110* +%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/compendium/feats/conscious-spell-specialization-da.md b/compendium/feats/conscious-spell-specialization-da.md new file mode 100644 index 000000000..f567d7c13 --- /dev/null +++ b/compendium/feats/conscious-spell-specialization-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/psychic +aliases: ["Conscious Spell Specialization"] +--- +# Conscious Spell Specialization *Feat 14* +[psychic](rules/traits/psychic-da.md) + + +You become more adept with the spells that are always in your mind. + +You gain an additional spell slot of 1st, 2nd, 3rd, and 4th levels. You can use these spell slots to cast only a spell granted by your conscious mind. + +At 18th level, you also gain an additional 5th-level spell slot, with the same restrictions. + +*Source: Dark Archive p. 28* +%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/consecrate-spell-lokl.md b/compendium/feats/consecrate-spell-lokl.md new file mode 100644 index 000000000..12544f155 --- /dev/null +++ b/compendium/feats/consecrate-spell-lokl.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/cleric +- trait/concentrate +- trait/metamagic +- trait/oracle +- trait/sorcerer +- trait/uncommon +aliases: ["Consecrate Spell"] +--- +# Consecrate Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [oracle](rules/traits/oracle-apg.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Knights of Lastwall have access to this feat. +- **Prerequisites**: ability to cast focus spells, divine spells +- **Activity** Single Action + +You infuse a spell with the power of your faith, consecrating it. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that targets a single undead, you can expend a Focus Point, channeling the power of your focus spells into the primary spell. If you do, the spell you cast deals additional good or positive damage (your choice) equal to the level of your focus spells. As normal for additional damage, this additional damage is doubled if the spell cast requires an attack roll and the result of the attack roll is a critical hit, or if the spell cast requires a saving throw and the result of the saving throw is a critical failure. + +*Source: Lost Omens: Knights of Lastwall p. 84* +%% #compendium/src/pf2e/lokl #trait/cleric #trait/concentrate #trait/metamagic #trait/oracle #trait/sorcerer #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/consecrated-aura-botd.md b/compendium/feats/consecrated-aura-botd.md new file mode 100644 index 000000000..f6481a55f --- /dev/null +++ b/compendium/feats/consecrated-aura-botd.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/abjuration +- trait/archetype +- trait/aura +- trait/positive +aliases: ["Consecrated Aura"] +--- +# Consecrated Aura *Feat 14* +[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) [aura](rules/traits/aura.md) [positive](rules/traits/positive.md) + +- **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md) + +Your body radiates positive energy, making your very presence disorienting to undead and encouraging them to move away from you. The effect plays upon the instincts flowing through their bodies from negative energy and can thus affect even mindless creatures. You gain an aura of positive energy in a 20-foot emanation. Each undead creature that ends its turn in your aura must succeed at a Will save against your spell DC or become [frightened](rules/conditions.md#Frightened) ([frightened](rules/conditions.md#Frightened) on a critical failure). A creature that succeeds at its save is temporarily immune for 1 minute. + +**Special.** Your aura gains the trait of the magical tradition for the spells you used to qualify for Hallowed Necromancer Dedication. + +*Source: Book of the Dead p. 25* +%% #compendium/src/pf2e/botd #trait/abjuration #trait/archetype #trait/aura #trait/positive %% \ No newline at end of file diff --git a/compendium/feats/consistent-surge-loag.md b/compendium/feats/consistent-surge-loag.md new file mode 100644 index 000000000..4e1e83364 --- /dev/null +++ b/compendium/feats/consistent-surge-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/android +aliases: ["Consistent Surge"] +--- +# Consistent Surge *Feat 13* +[android](rules/traits/android-loag.md) + +- **Prerequisites**: [Nanite Surge](compendium/feats/nanite-surge-loag.md) + +Your nanites are incredibly effective, capable of improving your body's efficiency regularly. You can use Nanite Surge with a frequency of once per 10 minutes, rather than once per hour. + +*Source: Lost Omens: Ancestry Guide p. 74* +%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/compendium/feats/consolidated-overlay-panopticon-loil.md b/compendium/feats/consolidated-overlay-panopticon-loil.md new file mode 100644 index 000000000..e36b9f760 --- /dev/null +++ b/compendium/feats/consolidated-overlay-panopticon-loil.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/archetype +aliases: ["Consolidated Overlay Panopticon"] +--- +# Consolidated Overlay Panopticon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Shieldmarshal Dedication](compendium/feats/shieldmarshal-dedication-loil.md) +- **Frequency**: once per hour +- **Activity** Single Action + +You volunteered for a controversial experimental procedure to install clockwork prosthetic eyes. These eyes relay what you see to shieldmarshal headquarters, which consolidates and analyzes environmental data—Bronzetime/Surgetime probabilities, pressure, temperature, wind, and so on—and feeds them back to you. The Ironmaster periodically reviews the information archives in their ongoing efforts to root out police corruption. When you use your Consolidated Overlay Panopticon, you supercharge the prosthetic eyes; for the next minute, you gain darkvision and low-light vision, and you gain a +1 status bonus to visual [Perception](compendium/skills.md#Perception) checks. Even when the prosthetic eyes aren't supercharged, you retain your normal vision. + +*Source: Lost Omens: Impossible Lands p. 109* +%% #compendium/src/pf2e/loil #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/constant-gaze-lome.md b/compendium/feats/constant-gaze-lome.md new file mode 100644 index 000000000..dabe722ed --- /dev/null +++ b/compendium/feats/constant-gaze-lome.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/goloma +aliases: ["Constant Gaze"] +--- +# Constant Gaze *Feat 9* +[goloma](rules/traits/goloma-lome.md) + +- **Prerequisites**: [Watchful Gaze](compendium/feats/watchful-gaze-lome.md) + +Your eyes keep a continual watch for dangers from all sides. You can't be flanked by creatures of your level or lower, even when you haven't used [Watchful Gaze](compendium/feats/watchful-gaze-lome.md). + +*Source: Lost Omens: The Mwangi Expanse p. 118* +%% #compendium/src/pf2e/lome #trait/goloma %% \ No newline at end of file diff --git a/compendium/feats/constant-levitation-da.md b/compendium/feats/constant-levitation-da.md new file mode 100644 index 000000000..1520623f1 --- /dev/null +++ b/compendium/feats/constant-levitation-da.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/psychic +aliases: ["Constant Levitation"] +--- +# Constant Levitation *Feat 16* +[psychic](rules/traits/psychic-da.md) + + +Your power has unbound you from the earth below. You're affected by a constant [fly](compendium/spells/fly.md) spell, and when your [Psyche is Unleashed](rules/actions/unleash-psyche-da.md), you gain a +10-foot status bonus to your fly Speed. + +*Source: Dark Archive p. 29* +%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/constricting-hold-som.md b/compendium/feats/constricting-hold-som.md new file mode 100644 index 000000000..7cc8ec0b6 --- /dev/null +++ b/compendium/feats/constricting-hold-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/eidolon +- trait/evolution +- trait/summoner +aliases: ["Constricting Hold"] +--- +# Constricting Hold [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[eidolon](rules/traits/eidolon-som.md) [evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + +- **Requirements**: Your eidolon has a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). +- **Activity** Single Action + +Your eidolon constricts the creature, dealing bludgeoning damage equal to your eidolon's level plus its Strength modifier, with a basic Fortitude save against your spell DC. + +*Source: Secrets of Magic p. 70* +%% #compendium/src/pf2e/som #trait/eidolon #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/consult-the-spirits-apg.md b/compendium/feats/consult-the-spirits-apg.md new file mode 100644 index 000000000..6ea042c31 --- /dev/null +++ b/compendium/feats/consult-the-spirits-apg.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/secret +- trait/skill +aliases: ["Consult The Spirits"] +--- +# Consult The Spirits *Feat 7* +[general](rules/traits/general.md) [secret](rules/traits/secret.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) +- **Frequency**: once per day + +You have learned rites or meditations that enable you to perceive minor, [invisible](rules/conditions.md#Invisible) spirits within a place. Choose [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) when you select this feat. + +[Nature](compendium/skills.md#Nature) allows you to contact the spirits of nature that form leshies, who are born of pure life essence rather than spiritual energy and can answer questions about natural features like the location of nearby water or plant life. [Religion](compendium/skills.md#Religion) reveals the presence of angelic, demonic, or other spirits in service to divine beings, who provide information about sources of powerful positive or negative energy, sacred or profane influences, or the presence of undead. [Occultism](compendium/skills.md#Occultism) allows you to contact lingering spirits, psychic echoes of the departed dead, and spirits from beyond reality, who tell you about things like strange auras, effects, or the presence of unnatural occult beings. + +Spend 10 minutes and attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md) with the chosen skill; the DC is determined by the GM (usually a very high DC for the level of the highest-level creature you might encounter in the area). If you're legendary in the chosen skill, you can use this feat once per hour, instead of only once per day, but you can't use it again on any area that overlaps a previous area. + +> [!success-degree] +> - **Critical Success** The spirits reveal themselves to you and have a [helpful](rules/conditions.md#Helpful) attitude toward you. Only you can perceive these spirits. They answer three simple questions about the environment within 100 feet of you, depending on the skill you chose and thus the type of spirits you contact. Their answers are almost always a single word, and their knowledge is limited to within their area of interest. +> - **Success** As with a critical success, but the spirits are [indifferent](rules/conditions.md#Indifferent) to you and answer only one question. +> - **Failure** You are unable to contact the spirits of this place. +> - **Critical Failure** You contact one or more malevolent spirits. They are [hostile](rules/conditions.md#Hostile) toward you, though they may not immediately appear so. They answer up to three questions but give you information that is harmful to you in some way, as determined by the GM. + +**Special.** You can select this feat multiple times, each time picking a different skill in which you have the master proficiency rank. You can use this feat with each skill once per day (or once per hour, if you're legendary). + +*Source: Advanced Player's Guide p. 204* +%% #compendium/src/pf2e/apg #trait/general #trait/secret #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/consult-the-stars-loag.md b/compendium/feats/consult-the-stars-loag.md new file mode 100644 index 000000000..3a346323f --- /dev/null +++ b/compendium/feats/consult-the-stars-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lizardfolk +aliases: ["Consult The Stars"] +--- +# Consult The Stars *Feat 1* +[lizardfolk](rules/traits/lizardfolk-b1.md) + + +You find wisdom in the movements of the heavens. Once per day, you can spend 10 minutes to draw upon your readings of a recent night's sky to gain the trained proficiency rank in one skill of your choice; the chosen skill's key attribute must be Charisma, Intelligence, or Wisdom. This proficiency lasts until your next daily preparation. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat. + +*Source: Lost Omens: Ancestry Guide p. 47* +%% #compendium/src/pf2e/loag #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/consume-energy-da.md b/compendium/feats/consume-energy-da.md new file mode 100644 index 000000000..3072086ad --- /dev/null +++ b/compendium/feats/consume-energy-da.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/abjuration +- trait/deviant +- trait/magical +- trait/rare +aliases: ["Consume Energy"] +--- +# Consume Energy [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* +[abjuration](rules/traits/abjuration.md) [deviant](rules/traits/deviant-da.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Trigger** An enemy within 60 feet uses an ability that has the trait corresponding to your deviation damage type. +- **Activity** Reaction + +Your connection to energy is so much stronger than the offending display in front of you, allowing you to claim it for yourself. Attempt a counteract check against the triggering effect as you draw it into your body. If you successfully counteract the ability, you gain temporary Hit Points equal to double the counteract level of the ability, which last for 1 minute. + +**Awakening** The energy you consume helps empower your abilities. The next ability from the dragon classification that you use increases its range by 30 feet if it has a range, or increases its area by 10 feet if it's a cone or line. If you don't use this benefit within 1 minute, it fades. + +**Awakening** You channel some of the seized energy into your next attack. Choose one of your weapons or unarmed attacks. Until the end of your next turn, [Strikes](rules/actions/strike.md) with the chosen weapon or unarmed attack deal an additional `1d6` damage of a type matching the energy you consumed. + +*Source: Dark Archive p. 78* +%% #compendium/src/pf2e/da #trait/abjuration #trait/deviant #trait/magical #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/consume-spell-apg.md b/compendium/feats/consume-spell-apg.md new file mode 100644 index 000000000..f4cd74766 --- /dev/null +++ b/compendium/feats/consume-spell-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/sorcerer +aliases: ["Consume Spell"] +--- +# Consume Spell *Feat 14* +[sorcerer](rules/traits/sorcerer.md) + +- **Prerequisites**: Counterspell + +When you successfully Counterspell a spell of the tradition that matches your bloodline, you consume it, replenishing yourself with its energy. When you do, you are nourished as if you had eaten a meal and regain Hit Points equal to twice the level of the counteracted spell. + +*Source: Advanced Player's Guide p. 141* +%% #compendium/src/pf2e/apg #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/continuous-assault-loag.md b/compendium/feats/continuous-assault-loag.md new file mode 100644 index 000000000..67aa61bfd --- /dev/null +++ b/compendium/feats/continuous-assault-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/suli +aliases: ["Continuous Assault"] +--- +# Continuous Assault *Feat 13* +[suli](rules/traits/suli-b2.md) + +- **Prerequisites**: [Elemental Assault](compendium/feats/elemental-assault-loag.md) + +You can use Elemental Assault once per hour instead of once per day. + +*Source: Lost Omens: Ancestry Guide p. 112* +%% #compendium/src/pf2e/loag #trait/suli %% \ No newline at end of file diff --git a/compendium/feats/contortionist-apg.md b/compendium/feats/contortionist-apg.md new file mode 100644 index 000000000..d0c8e56fc --- /dev/null +++ b/compendium/feats/contortionist-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Contortionist"] +--- +# Contortionist *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md) + +You can squeeze out of tight situations surprisingly quickly, gaining an advantage against foes that try to pin you down. + +You gain the [Quick Squeeze](compendium/feats/quick-squeeze.md) skill feat, and if you're a master in [Acrobatics](compendium/skills.md#Acrobatics), you can [Squeeze](rules/actions/squeeze.md) at full Speed. Whenever you successfully [Escape](rules/actions/escape.md) using [Acrobatics](compendium/skills.md#Acrobatics), the creature you [Escaped](rules/actions/escape.md) from is [flat-footed](rules/conditions.md#Flat-footed) against the next attack you make against it before the end of your next turn. + +*Source: Advanced Player's Guide p. 155* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/convincing-illusion-apg.md b/compendium/feats/convincing-illusion-apg.md new file mode 100644 index 000000000..fbc10bf4e --- /dev/null +++ b/compendium/feats/convincing-illusion-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/illusion +- trait/wizard +aliases: ["Convincing Illusion"] +--- +# Convincing Illusion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[illusion](rules/traits/illusion.md) [wizard](rules/traits/wizard.md) + +- **Prerequisites**: expert in [Deception](compendium/skills.md#Deception) +- **Trigger** A creature succeeded, but didn't critically succeed, at a [Perception](compendium/skills.md#Perception) check or Will save to 0 from a spell that you cast. +- **Requirements**: You are within 30 feet of the observer and the illusion. +- **Activity** Reaction + +You use your deceptive skills to make your illusions seem even more real. Attempt a [Deception](compendium/skills.md#Deception) check against the target's [Perception](compendium/skills.md#Perception) DC. If you succeed, the target fails to 0. + +*Source: Advanced Player's Guide p. 142* +%% #compendium/src/pf2e/apg #trait/illusion #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/coordinated-charge-apg.md b/compendium/feats/coordinated-charge-apg.md new file mode 100644 index 000000000..8fae55601 --- /dev/null +++ b/compendium/feats/coordinated-charge-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/open +- trait/visual +aliases: ["Coordinated Charge"] +--- +# Coordinated Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) [visual](rules/traits/visual.md) + +- **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) +- **Activity** Two-Action + +You heroically dash into the fray, inspiring your allies to follow. You [Stride](rules/actions/stride.md) up to your Speed and make a melee [Strike](rules/actions/strike.md). + +If your [Strike](rules/actions/strike.md) hits and damages an enemy, each ally within 60 feet who saw you hit can use a reaction to [Stride](rules/actions/stride.md), but they each must end their [Stride](rules/actions/stride.md) closer to the creature you hit than where they started. + +*Source: Advanced Player's Guide p. 181* +%% #compendium/src/pf2e/apg #trait/archetype #trait/open #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/corgi-mount-loag.md b/compendium/feats/corgi-mount-loag.md new file mode 100644 index 000000000..593491366 --- /dev/null +++ b/compendium/feats/corgi-mount-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/sprite +aliases: ["Corgi Mount"] +--- +# Corgi Mount *Feat 1* +[sprite](rules/traits/sprite-b1.md) + + +The smallest of fey have ridden corgis as mounts since time immemorial, leading to a pattern on corgis' backs called a "faerie saddle." You have formed a magical connection with a corgi that can serve as your mount. Your corgi familiar is Small rather than Tiny, and it's appropriate for use as your mount, unlike most familiars. + +It has the [scent](rules/abilities/scent.md) ability, which counts against your limit for familiar and master abilities as normal. Furthermore, it can never gain a familiar ability that grants it any Speeds other than a land Speed. If you're a pixie, you can't ride a corgi due to your Size, but you can take this feat to gain a corgi familiar. + +*Source: Lost Omens: Ancestry Guide p. 130* +%% #compendium/src/pf2e/loag #trait/sprite %% \ No newline at end of file diff --git a/compendium/feats/cornered-fury-loag.md b/compendium/feats/cornered-fury-loag.md new file mode 100644 index 000000000..9d9c399d5 --- /dev/null +++ b/compendium/feats/cornered-fury-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ratfolk +aliases: ["Cornered Fury"] +--- +# Cornered Fury *Feat 5* +[ratfolk](rules/traits/ratfolk-b1.md) + + +When physically outmatched, you fight with unexpected ferocity. If a foe of a larger size than you critically hits and damages you, that foe is [flat-footed](rules/conditions.md#Flat-footed) to you for 1 round. + +*Source: Lost Omens: Ancestry Guide p. 55* +%% #compendium/src/pf2e/loag #trait/ratfolk %% \ No newline at end of file diff --git a/compendium/feats/corpse-killers-defiance-lokl.md b/compendium/feats/corpse-killers-defiance-lokl.md new file mode 100644 index 000000000..17ae899f5 --- /dev/null +++ b/compendium/feats/corpse-killers-defiance-lokl.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/barbarian +- trait/swashbuckler +- trait/uncommon +aliases: ["Corpse-Killer's Defiance"] +--- +# Corpse-Killer's Defiance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[barbarian](rules/traits/barbarian.md) [swashbuckler](rules/traits/swashbuckler-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Knights of Lastwall have access to this feat. +- **Trigger** You destroy an undead foe. +- **Activity** Reaction + +You defy Tar-Baphon with every undead you destroy, using your victory to rally your allies. Allies that can see you gain a +1 status bonus to attack and damage rolls against undead for 1 round, or a +2 status bonus to attack and damage rolls against undead for 2 rounds if the undead foe destroyed was a creature of your level or higher. + +*Source: Lost Omens: Knights of Lastwall p. 85* +%% #compendium/src/pf2e/lokl #trait/barbarian #trait/swashbuckler #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/corpse-stench-botd.md b/compendium/feats/corpse-stench-botd.md new file mode 100644 index 000000000..3d77e6143 --- /dev/null +++ b/compendium/feats/corpse-stench-botd.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/aura +- trait/olfactory +aliases: ["Corpse Stench"] +--- +# Corpse Stench *Feat 12* +[archetype](rules/traits/archetype.md) [aura](rules/traits/aura.md) [olfactory](rules/traits/olfactory-b1.md) + +- **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) + +Your body exudes an overwhelming scent of decay in a 10-foot emanation, so putrid that it nauseates creates within that range. Any creature that starts its turn in the aura must succeed at a Fortitude save against your class DC or spell DC, whichever is higher, or be [sickened](rules/conditions.md#Sickened) (plus [slowed](rules/conditions.md#Slowed) on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the [sickened](rules/conditions.md#Sickened) condition. A creature that succeeds at its save is temporarily immune to Corpse Stench for 1 minute. + +*Source: Book of the Dead p. 49* +%% #compendium/src/pf2e/botd #trait/archetype #trait/aura #trait/olfactory %% \ No newline at end of file diff --git a/compendium/feats/corrupted-shield-apg.md b/compendium/feats/corrupted-shield-apg.md new file mode 100644 index 000000000..284a1a322 --- /dev/null +++ b/compendium/feats/corrupted-shield-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +- trait/divine +- trait/necromancy +- trait/negative +- trait/uncommon +aliases: ["Corrupted Shield"] +--- +# Corrupted Shield *Feat 6* +[champion](rules/traits/champion.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: divine ally (shield), tenets of evil + +Your shield ally is more than just a spirit of protection— it's a conduit for deadly divine magic. When you use your shield ally to [Shield Block](compendium/feats/shield-block.md) a melee unarmed attack or a melee weapon [Strike](rules/actions/strike.md) from an adjacent creature, the attacker takes `1d6` evil or negative damage (your choice). If the attack or [Strike](rules/actions/strike.md) breaks or destroys your shield, double this additional damage. + +The damage the attacker takes increases to `2d6` at 11th level and `3d6` at 16th level. + +*Source: Advanced Player's Guide p. 119* +%% #compendium/src/pf2e/apg #trait/champion #trait/divine #trait/necromancy #trait/negative #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/counter-curse-da.md b/compendium/feats/counter-curse-da.md new file mode 100644 index 000000000..a00357afa --- /dev/null +++ b/compendium/feats/counter-curse-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Counter Curse"] +--- +# Counter Curse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) +- **Trigger** You or an ally within 30 feet is targeted by or in the emanation of a [curse](rules/traits/curse.md) or [misfortune](rules/traits/misfortune.md) effect from an opponent or object of which you are aware. +- **Requirements**: You are in a curse maelstrom state. +- **Activity** Reaction + +You gather the energy of your maelstrom and fling its unleashed power into the enemy's curse, attempting to neutralize it. Attempt a counteract check against the triggering effect, using half your level rounded up as your counteract level and the higher of your class DC and spell DC as the counteract modifier. On a success, you neutralize the [curse](rules/traits/curse.md) or [misfortune](rules/traits/misfortune.md) effect. If the effect was constant, such as a misfortune aura, it returns automatically at the beginning of the creature or object's next turn. Whether you succeed or fail, your curse maelstrom state ends. + +*Source: Dark Archive p. 169* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/counter-thought-da.md b/compendium/feats/counter-thought-da.md new file mode 100644 index 000000000..dfa5dc423 --- /dev/null +++ b/compendium/feats/counter-thought-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/abjuration +- trait/occult +- trait/psychic +aliases: ["Counter Thought"] +--- +# Counter Thought [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[abjuration](rules/traits/abjuration.md) [occult](rules/traits/occult.md) [psychic](rules/traits/psychic-da.md) + +- **Trigger** A creature Casts a Spell with the [mental](rules/traits/mental.md) trait. +- **Requirements**: You have an unexpended spell slot you could use to [Cast a Spell](rules/actions/cast-a-spell.md) with the [mental](rules/traits/mental.md) trait. +- **Activity** Reaction + +When a foe Casts a Spell that has the [mental](rules/traits/mental.md) trait and you can see its manifestations, you can use your own mental magic to disrupt it. You expend one of your spell slots to counter the triggering creature's casting of a spell with the [mental](rules/traits/mental.md) trait. + +You lose your spell slot as if you had cast the triggering spell; this spell slot must be one for which you could [Cast a Spell](rules/actions/cast-a-spell.md) with the [mental](rules/traits/mental.md) trait. You then attempt to counteract the triggering spell. + +*Source: Dark Archive p. 24* +%% #compendium/src/pf2e/da #trait/abjuration #trait/occult #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/countercharm-lotgb.md b/compendium/feats/countercharm-lotgb.md new file mode 100644 index 000000000..a82a81538 --- /dev/null +++ b/compendium/feats/countercharm-lotgb.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Countercharm"] +--- +# Countercharm [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Captivator Spellcasting](compendium/feats/basic-captivator-spellcasting-lotgb.md) +- **Trigger** A creature Casts a Spell from the enchantment or illusion school. +- **Requirements**: You have an innate non-cantrip captivator spell of the same school. +- **Activity** Reaction + +Your enchantments and illusions are so dominant that you can use them to counteract similar magic cast by others. + +When a foe casts an enchantment or illusion spell and you can see its manifestations, you can use your own innate magic to disrupt it. You lose an innate, non-cantrip spell of the same school as the triggering spell as if you had [Cast the Spell](rules/actions/cast-a-spell.md). You then attempt to counteract the triggering spell with your spell. + +*Source: Lost Omens: The Grand Bazaar p. 121* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/counterclockwork-focus-loil.md b/compendium/feats/counterclockwork-focus-loil.md new file mode 100644 index 000000000..d2aeb98d0 --- /dev/null +++ b/compendium/feats/counterclockwork-focus-loil.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/archetype +aliases: ["Counterclockwork Focus"] +--- +# Counterclockwork Focus [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Shieldmarshal Dedication](compendium/feats/shieldmarshal-dedication-loil.md) +- **Frequency**: once per round +- **Activity** Single Action + +You understand the need for law enforcement doctrine to adapt to the ever-changing innovations in technology and arcana. Your training in special weapons and tactics give you access to unusual techniques to respond to clockwork- and magic-related crimes. You apply special additives to a loaded firearm. On your next [Strike](rules/actions/strike.md) with that firearm before the end of your turn, you deal an additional `2d6` damage if the target is a construct, and you can treat the ammunition as your choice of cold iron or adamantine. At 18th level, this additional damage increases to `3d6`, and you can choose to instead treat the ammunition as orichalcum. + +*Source: Lost Omens: Impossible Lands p. 109* +%% #compendium/src/pf2e/loil #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/counterspell-witch-apg.md b/compendium/feats/counterspell-witch-apg.md new file mode 100644 index 000000000..3cab4da08 --- /dev/null +++ b/compendium/feats/counterspell-witch-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/abjuration +- trait/witch +aliases: ["Counterspell (Witch)"] +--- +# Counterspell (Witch) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[abjuration](rules/traits/abjuration.md) [witch](rules/traits/witch-apg.md) + +- **Trigger** A creature [Casts a Spell](rules/actions/cast-a-spell.md) that you have prepared. +- **Activity** Reaction + +When a foe [Casts a Spell](rules/actions/cast-a-spell.md) and you can see its manifestations, you can use your own magic to disrupt it. You expend a prepared spell to counter the triggering creature's casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell. + +**Special.** This feat has the trait corresponding to the tradition of spells you cast ([arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md), or [occult](rules/traits/occult.md)). + +## Counterspell (Witch) leads to... + +[Reflect Spell (Witch)](compendium/feats/reflect-spell-witch-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 100* +%% #compendium/src/pf2e/apg #trait/abjuration #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/courageous-advance-apg.md b/compendium/feats/courageous-advance-apg.md new file mode 100644 index 000000000..2ea2405d7 --- /dev/null +++ b/compendium/feats/courageous-advance-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/auditory +- trait/bard +- trait/concentrate +- trait/metamagic +aliases: ["Courageous Advance"] +--- +# Courageous Advance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[auditory](rules/traits/auditory.md) [bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: warrior muse +- **Activity** Single Action + +With a rousing call, you exhort an ally to advance. If your next action is to cast the [inspire courage](compendium/spells/inspire-courage.md) composition cantrip, one ally who gains a status bonus from the spell can immediately use a reaction to [Stride](rules/actions/stride.md). + +## Courageous Advance leads to... + +[Courageous Onslaught](compendium/feats/courageous-onslaught-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 112* +%% #compendium/src/pf2e/apg #trait/auditory #trait/bard #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/courageous-assault-apg.md b/compendium/feats/courageous-assault-apg.md new file mode 100644 index 000000000..65b84d979 --- /dev/null +++ b/compendium/feats/courageous-assault-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/auditory +- trait/bard +- trait/concentrate +- trait/metamagic +aliases: ["Courageous Assault"] +--- +# Courageous Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[auditory](rules/traits/auditory.md) [bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: warrior muse +- **Activity** Single Action + +With a mighty shout, you can stir an ally to attack. If your next action is to cast the [inspire courage](compendium/spells/inspire-courage.md) composition cantrip, one ally who gains a status bonus from the spell can immediately use a reaction to make a melee [Strike](rules/actions/strike.md). + +## Courageous Assault leads to... + +[Courageous Onslaught](compendium/feats/courageous-onslaught-apg.md), [Shared Assault](compendium/feats/shared-assault-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 114* +%% #compendium/src/pf2e/apg #trait/auditory #trait/bard #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/courageous-onslaught-apg.md b/compendium/feats/courageous-onslaught-apg.md new file mode 100644 index 000000000..294ba3fc4 --- /dev/null +++ b/compendium/feats/courageous-onslaught-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/auditory +- trait/bard +- trait/concentrate +- trait/metamagic +aliases: ["Courageous Onslaught"] +--- +# Courageous Onslaught [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* +[auditory](rules/traits/auditory.md) [bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Courageous Advance](compendium/feats/courageous-advance-apg.md), [Courageous Assault](compendium/feats/courageous-assault-apg.md) +- **Activity** Single Action + +You use your performance to orchestrate an onslaught against your enemies. If your next action is to cast the [inspire courage](compendium/spells/inspire-courage.md) composition cantrip, one ally who gains a status bonus from the spell can immediately use a reaction to [Stride](rules/actions/stride.md) and then make a melee [Strike](rules/actions/strike.md). + +*Source: Advanced Player's Guide p. 115* +%% #compendium/src/pf2e/apg #trait/auditory #trait/bard #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/courageous-opportunity-apg.md b/compendium/feats/courageous-opportunity-apg.md new file mode 100644 index 000000000..f71176670 --- /dev/null +++ b/compendium/feats/courageous-opportunity-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/auditory +- trait/bard +- trait/concentrate +aliases: ["Courageous Opportunity"] +--- +# Courageous Opportunity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[auditory](rules/traits/auditory.md) [bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) + +- **Prerequisites**: warrior muse +- **Trigger** A creature within your reach uses an [auditory](rules/traits/auditory.md) effect, [manipulate](rules/traits/manipulate.md) action, or [move](rules/traits/move.md) action; makes a ranged attack; or leaves a square during its [move](rules/traits/move.md) action. +- **Requirements**: You are affected by [inspire courage](compendium/spells/inspire-courage.md). +- **Activity** Reaction + +You bellow a ferocious call to arms, inspiring yourself to lash out at a foe. Make a melee [Strike](rules/actions/strike.md) against the triggering creature. If the attack is a critical hit and the trigger was a [manipulate](rules/traits/manipulate.md) action, the action is disrupted. + +*Source: Advanced Player's Guide p. 113* +%% #compendium/src/pf2e/apg #trait/auditory #trait/bard #trait/concentrate %% \ No newline at end of file diff --git a/compendium/feats/courteous-comeback-locg.md b/compendium/feats/courteous-comeback-locg.md new file mode 100644 index 000000000..821a2a292 --- /dev/null +++ b/compendium/feats/courteous-comeback-locg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/fortune +- trait/human +- trait/uncommon +aliases: ["Courteous Comeback"] +--- +# Courteous Comeback [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 1* +[fortune](rules/traits/fortune.md) [human](rules/traits/human.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Keleshite nationality +- **Trigger** You critically fail a [Diplomacy](compendium/skills.md#Diplomacy) check. +- **Requirements**: You're in a settlement or community, and you haven't used Courteous Comeback in this settlement or community within the past month. +- **Activity** Free Action + +You grew up in the proud Padishah Empire, where even insults have a certain poetic wit. Reroll the triggering [Diplomacy](compendium/skills.md#Diplomacy) check, using the second result. + +*Source: Lost Omens: Character Guide p. 11* +%% #compendium/src/pf2e/locg #trait/fortune #trait/human #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/courtly-graces.md b/compendium/feats/courtly-graces.md index 3e81791e5..653fe8fe0 100644 --- a/compendium/feats/courtly-graces.md +++ b/compendium/feats/courtly-graces.md @@ -16,7 +16,7 @@ You were raised among the nobility or have learned proper etiquette and bearing, ## Courtly Graces leads to... -[Connections](compendium/feats/connections.md), Quick Contacts +[Connections](compendium/feats/connections.md), [Quick Contacts](compendium/feats/quick-contacts-apg.md) ## Summary diff --git a/compendium/feats/craft-facsimile-lopsg.md b/compendium/feats/craft-facsimile-lopsg.md new file mode 100644 index 000000000..aefeae43c --- /dev/null +++ b/compendium/feats/craft-facsimile-lopsg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +- trait/skill +aliases: ["Craft Facsimile"] +--- +# Craft Facsimile *Feat 6* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting), [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) + +You're renowned for your ability to recover important items, whether they're from a long-abandoned temple or a thieves' den, and sometimes that requires creating a stand-in. You can spend 1 minute to assemble a facsimile of an object of no more than 1 Bulk that you can see from available materials. The facsimile has the same shape and Bulk as the replaced object and can pass as the object if not examined. + +A creature familiar with the original who examines the object automatically realizes that it is a fake. A creature not familiar with the original can still tell it was a hastily jury-rigged stand-in of some kind, but they might not know the object was supposed to be something else. + +*Source: Lost Omens: Pathfinder Society Guide p. 41* +%% #compendium/src/pf2e/lopsg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/crafters-appraisal-apg.md b/compendium/feats/crafters-appraisal-apg.md new file mode 100644 index 000000000..11c898aff --- /dev/null +++ b/compendium/feats/crafters-appraisal-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Crafter's Appraisal"] +--- +# Crafter's Appraisal *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) + +Your knowledge of items' construction allows you to discern their [magical](rules/traits/magical.md) effects as well. You can use [Crafting](compendium/skills.md#Crafting) instead of a skill associated with a magic tradition to [Identify Magic](rules/actions/identify-magic.md) on magic items, though not on any other sorts of magic. + +*Source: Advanced Player's Guide p. 204* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/cranial-detonation-da.md b/compendium/feats/cranial-detonation-da.md new file mode 100644 index 000000000..fcaf6168d --- /dev/null +++ b/compendium/feats/cranial-detonation-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/death +- trait/mindshift +- trait/psyche +- trait/psychic +aliases: ["Cranial Detonation"] +--- +# Cranial Detonation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 18* +[death](rules/traits/death.md) [mindshift](rules/traits/mindshift-da.md) [psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) + +- **Frequency**: once per round +- **Trigger** You successfully reduce one or more non-mindless enemies to 0 Hit Points with a spell. +- **Activity** Free Action + +As your overwhelming psyche fells a creature, you use its flickering consciousness to detonate psychic energy from the creature's head. Each enemy you reduced to 0 Hit Points dies and its head explodes. Each exploding head generates a shockwave in a 15-foot emanation around that enemy. Each creature in any of the emanations takes `10d6` bludgeoning damage with a basic Reflex save. If this damage reduces an enemy to 0 Hit Points, its head also explodes, potentially damaging more creatures and potentially causing more detonations. A given creature can take damage only once from a single use of Cranial Detonation. + +*Source: Dark Archive p. 29* +%% #compendium/src/pf2e/da #trait/death #trait/mindshift #trait/psyche #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/creative-prodigy-loag.md b/compendium/feats/creative-prodigy-loag.md new file mode 100644 index 000000000..ed2037687 --- /dev/null +++ b/compendium/feats/creative-prodigy-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ganzi +aliases: ["Creative Prodigy"] +--- +# Creative Prodigy *Feat 1* +[ganzi](rules/traits/ganzi-loag.md) + + +You have a powerful creative drive, useful for prevarication and performance. You gain the trained proficiency rank in [Deception](compendium/skills.md#Deception) and [Performance](compendium/skills.md#Performance). If you are already trained in either of these skills, you become trained in a skill of your choice in its place. You also become trained in [Art Lore](compendium/skills.md#Lore). + +*Source: Lost Omens: Ancestry Guide p. 97* +%% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/compendium/feats/criminal-connections-apg.md b/compendium/feats/criminal-connections-apg.md new file mode 100644 index 000000000..02204975f --- /dev/null +++ b/compendium/feats/criminal-connections-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +- trait/uncommon +aliases: ["Criminal Connections"] +--- +# Criminal Connections *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: expert in [Society](compendium/skills.md#Society), [Streetwise](compendium/feats/streetwise.md) + +You have dealings with a variety of unsavory characters, which you can leverage to trade favors or meet powerful people. When you're in an area where you have connections (typically a settlement where you've spent downtime building connections or possibly another area in the same nation), you can attempt a [Society](compendium/skills.md#Society) check to arrange a meeting with an important criminal, such as a thieves' guild leader, or ask for a favor in exchange for a later favor of your contact's choice. + +The GM decides the DC based on the difficulty of the favor and the figure's prominence. + +*Source: Advanced Player's Guide p. 204* +%% #compendium/src/pf2e/apg #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/crimson-oath-devotion-lokl.md b/compendium/feats/crimson-oath-devotion-lokl.md new file mode 100644 index 000000000..66b94ca2b --- /dev/null +++ b/compendium/feats/crimson-oath-devotion-lokl.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["Crimson Oath Devotion"] +--- +# Crimson Oath Devotion *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md), ability to cast focus spells + +You've made the Crimson Oath a part of yourself; you mumble it in your sleep and recite it under your breath as you march. + +You become an expert in divine spell attacks and spell DCs. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1. + +*Source: Lost Omens: Knights of Lastwall p. 76* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/crimson-shroud-lowg.md b/compendium/feats/crimson-shroud-lowg.md new file mode 100644 index 000000000..4de7ce3bc --- /dev/null +++ b/compendium/feats/crimson-shroud-lowg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +- trait/healing +- trait/magical +- trait/necromancy +aliases: ["Crimson Shroud"] +--- +# Crimson Shroud [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Prerequisites**: [Red Mantis Assassin Dedication](compendium/feats/red-mantis-assassin-dedication-lowg.md) +- **Frequency**: A number of times per day equal to your number of class feats from the Red Mantis assassin archetype +- **Activity** Single Action + +You swathe yourself in a veil of red mist for 1 minute. While the shroud is active, you gain fast healing equal to half your level. + +You can [Interact](rules/actions/interact.md) with your shroud, swirling it around you, to gain a +1 circumstance bonus to AC until the beginning of your next turn. Finally, if you die while the shroud is active, you can choose to have your entire body vanish into red mist, leaving behind only your gear; you make this choice when you activate Crimson Shroud. + +## Crimson Shroud leads to... + +[Fading](compendium/feats/fading-lol.md) + +## Summary + +*Source: Lost Omens: World Guide p. 71* +%% #compendium/src/pf2e/lowg #trait/archetype #trait/healing #trait/magical #trait/necromancy %% \ No newline at end of file diff --git a/compendium/feats/cringe-apg.md b/compendium/feats/cringe-apg.md new file mode 100644 index 000000000..edabb5d16 --- /dev/null +++ b/compendium/feats/cringe-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/emotion +- trait/kobold +- trait/mental +- trait/visual +aliases: ["Cringe"] +--- +# Cringe [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[emotion](rules/traits/emotion.md) [kobold](rules/traits/kobold-b1.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) + +- **Trigger** A creature you are aware of critically succeeds on a [Strike](rules/actions/strike.md) against you and would deal damage to you. +- **Activity** Reaction + +With pitiful posturing, you cause your foe to pull back a deadly attack. The attacking creature takes a circumstance penalty to the damage of the triggering [Strike](rules/actions/strike.md) equal to your level + 2. This penalty applies after doubling the damage for a critical hit. The attacker is then immune to your Cringe for 24 hours. + +*Source: Advanced Player's Guide p. 14* +%% #compendium/src/pf2e/apg #trait/emotion #trait/kobold #trait/mental #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/critter-shape-loag.md b/compendium/feats/critter-shape-loag.md new file mode 100644 index 000000000..dde3a3850 --- /dev/null +++ b/compendium/feats/critter-shape-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/beastkin +aliases: ["Critter Shape"] +--- +# Critter Shape *Feat 1* +[beastkin](rules/traits/beastkin-loag.md) + + +Once per hour, you can use [Change Shape](rules/actions/change-shape-beastkin-loag.md) to enter a critter shape. While in critter shape, you gain the effect of a 1st-level [pest form](compendium/spells/pest-form.md), except you can only transform into an animal matching your inherent animal. You can remain in critter shape for up to 10 minutes, after which you transform back into your hybrid shape and can't enter your critter shape again for 1 hour. You can instead use [Change Shape](rules/actions/change-shape-beastkin-loag.md) to return to your humanoid or hybrid shape at any time during the duration of Critter Shape. If your inherent animal is normally larger than Tiny, you transform into a smaller, younger version of the animal, such as a Tiny bear cub. If your inherent animal has a fly Speed, you can turn into that animal (unlike normal for 1st-level [pest form](compendium/spells/pest-form.md)), but you still don't gain a fly Speed. + +*Source: Lost Omens: Ancestry Guide p. 81* +%% #compendium/src/pf2e/loag #trait/beastkin %% \ No newline at end of file diff --git a/compendium/feats/crones-cruelty-loag.md b/compendium/feats/crones-cruelty-loag.md new file mode 100644 index 000000000..f0423a802 --- /dev/null +++ b/compendium/feats/crones-cruelty-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/changeling +aliases: ["Crone's Cruelty"] +--- +# Crone's Cruelty *Feat 17* +[changeling](rules/traits/changeling-b1.md) + + +Filled with rancor and hate, you rend the minds of those who displease you. You can cast [warp mind](compendium/spells/warp-mind.md) once per day as an occult innate spell. + +*Source: Lost Omens: Ancestry Guide p. 24* +%% #compendium/src/pf2e/loag #trait/changeling %% \ No newline at end of file diff --git a/compendium/feats/cross-the-final-horizon-loil.md b/compendium/feats/cross-the-final-horizon-loil.md new file mode 100644 index 000000000..dfadbfbf2 --- /dev/null +++ b/compendium/feats/cross-the-final-horizon-loil.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/archetype +- trait/electricity +- trait/evocation +- trait/force +- trait/sonic +aliases: ["Cross the Final Horizon"] +--- +# Cross the Final Horizon [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* +[archetype](rules/traits/archetype.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [sonic](rules/traits/sonic.md) + +- **Prerequisites**: Sky and Heaven Stance +- **Requirements**: You're in Sky and Heaven Stance. +- **Activity** Three-Action + +You [Stride](rules/actions/stride.md) up to your Speed, and your ki enshrouds your limbs in terrifying stormy energy, increasing the reach of your Sky and Heaven Stance unarmed attacks by 5 feet. At the end of your movement, make up to three Strikes against a target you can reach, each at a –2 penalty. Each attack counts toward your multiple attack penalty, but the multiple attack penalty doesn't increase until after you've made all your attacks. Instead of the usual slashing or piercing damage, the damage for these Strikes is either electricity or sonic, as you choose with each [Strike](rules/actions/strike.md). If you successfully hit with all three Strikes, the target is [drained](rules/conditions.md#Drained). + +*Source: Lost Omens: Impossible Lands p. 225* +%% #compendium/src/pf2e/loil #trait/archetype #trait/electricity #trait/evocation #trait/force #trait/sonic %% \ No newline at end of file diff --git a/compendium/feats/cross-the-threshold-frp1.md b/compendium/feats/cross-the-threshold-frp1.md new file mode 100644 index 000000000..2821686d2 --- /dev/null +++ b/compendium/feats/cross-the-threshold-frp1.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp1 +- trait/archetype +aliases: ["Cross The Threshold"] +--- +# Cross The Threshold *Feat 16* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghost Eater Dedication](compendium/feats/ghost-eater-dedication-frp1.md) + +You can cast [ethereal jaunt](compendium/spells/ethereal-jaunt.md) as an occult innate spell once per day. You don't need to [Sustain the Spell](rules/actions/sustain-a-spell.md); instead, it lasts for 10 minutes or until you choose to return to your material form as a free action. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 79* +%% #compendium/src/pf2e/frp1 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/crossbow-terror-apg.md b/compendium/feats/crossbow-terror-apg.md new file mode 100644 index 000000000..066c942a8 --- /dev/null +++ b/compendium/feats/crossbow-terror-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Crossbow Terror"] +--- +# Crossbow Terror *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Archer Dedication](compendium/feats/archer-dedication-apg.md) + +You are a dynamo with the crossbow. You gain a +2 circumstance bonus to damage with crossbows. If the crossbow is a simple weapon, also increase the damage die size for your attacks made with that crossbow by one step. As normal, this damage die increase can't be combined with other abilities that alter the weapon damage die (such as the ranger feat [Crossbow Ace](compendium/feats/crossbow-ace.md)). + +*Source: Advanced Player's Guide p. 157* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/crowd-mastery-lowg.md b/compendium/feats/crowd-mastery-lowg.md new file mode 100644 index 000000000..a1af2bc77 --- /dev/null +++ b/compendium/feats/crowd-mastery-lowg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Crowd Mastery"] +--- +# Crowd Mastery *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lost in the Crowd](compendium/feats/lost-in-the-crowd-lowg.md) + +You use the crowd to your advantage, diverting your foes' attention to potential [hidden](rules/conditions.md#Hidden) dangers in the crowd. When determining if your foe is flanked, treat all squares occupied by a crowd as if they were occupied by an ally with a melee reach of 5 feet. + +*Source: Lost Omens: World Guide p. 131* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/crown-of-the-saumen-kar-lomm.md b/compendium/feats/crown-of-the-saumen-kar-lomm.md new file mode 100644 index 000000000..2cb2ece6c --- /dev/null +++ b/compendium/feats/crown-of-the-saumen-kar-lomm.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lomm +- trait/archetype +aliases: ["Crown of the Saumen Kar"] +--- +# Crown of the Saumen Kar *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pactbound Dedication](compendium/feats/pactbound-dedication-lomm.md) + +Your body begins to evolve and adapt, taking the first steps towards blending your very self with the ancient curse of the saumen kar. You become larger and bulkier, pushing the very edge of height and weight for your size. You gain [scent](rules/abilities/scent.md) as an imprecise sense with a range of 30 feet and gain a +1 circumstance bonus to [Stealth](compendium/skills.md#Stealth) checks made to [Sneak](rules/actions/sneak.md) or [Hide](rules/actions/hide.md) in areas of forest and snow. You sprout a pair of horns from your forehead, gaining a horns unarmed attack that deals `1d8` bludgeoning damage. Your horns are in the brawling group and have the [shove](rules/traits/shove.md) and [trip](rules/traits/trip.md) traits. + +*Source: Lost Omens: Monsters of Myth p. 10* +%% #compendium/src/pf2e/lomm #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/crude-communication-apg.md b/compendium/feats/crude-communication-apg.md new file mode 100644 index 000000000..7d817993f --- /dev/null +++ b/compendium/feats/crude-communication-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Crude Communication"] +--- +# Crude Communication *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md) + +Even if you don't speak a creature's language, you can rely on inflection, root words, and body language to infer rudimentary meaning. If you interact with a creature for at least 10 minutes and that creature can speak a language, the GM rolls a secret [Society](compendium/skills.md#Society) check with a DC appropriate for the language's rarity. On a success, you understand the gist of the meaning and can communicate basic concepts back to the creature; on a failure, you are mistaken or communicate incorrect concepts. If you're legendary in [Society](compendium/skills.md#Society), you can communicate instantly without needing to attempt a [Society](compendium/skills.md#Society) check; even if you didn't know the medium of communication the creature uses (speech, sign language, and so on), you intuit this information as soon as they try to communicate. + +*Source: Advanced Player's Guide p. 178* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/cruelty-apg.md b/compendium/feats/cruelty-apg.md new file mode 100644 index 000000000..835ce5547 --- /dev/null +++ b/compendium/feats/cruelty-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +- trait/concentrate +- trait/metamagic +- trait/uncommon +aliases: ["Cruelty"] +--- +# Cruelty [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[champion](rules/traits/champion.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: devotion spell ([touch of corruption](compendium/spells/touch-of-corruption-apg.md)) +- **Activity** Single Action + +The harm you deal with your corrupting touch saps the strength from your enemy's body. If your next action is to cast [touch of corruption](compendium/spells/touch-of-corruption-apg.md) on a living creature, the target is also [enfeebled](rules/conditions.md#Enfeebled) for 1 minute if it fails its save ([enfeebled](rules/conditions.md#Enfeebled) if it critically fails). + +## Cruelty leads to... + +[Greater Cruelty](compendium/feats/greater-cruelty-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 119* +%% #compendium/src/pf2e/apg #trait/champion #trait/concentrate #trait/metamagic #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/crunch-lome.md b/compendium/feats/crunch-lome.md new file mode 100644 index 000000000..7627b4ac5 --- /dev/null +++ b/compendium/feats/crunch-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/gnoll +aliases: ["Crunch"] +--- +# Crunch *Feat 1* +[gnoll](rules/traits/gnoll-b1.md) + + +Your jaws can crush bone and bite through armor. Your jaws unarmed attack deals `1d8` piercing damage instead of `1d6` and gains the [grapple](rules/traits/grapple.md) trait. + +*Source: Lost Omens: The Mwangi Expanse p. 113* +%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/compendium/feats/cryptic-spell-da.md b/compendium/feats/cryptic-spell-da.md new file mode 100644 index 000000000..e1f25d333 --- /dev/null +++ b/compendium/feats/cryptic-spell-da.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/concentrate +- trait/druid +- trait/manipulate +- trait/metamagic +aliases: ["Cryptic Spell"] +--- +# Cryptic Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[concentrate](rules/traits/concentrate.md) [druid](rules/traits/druid.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) + +- **Requirements**: You're in natural terrain. +- **Activity** Single Action + +You hide your magic in the croak of a frog, in the sway of the trees, in the howl of the wind, and the flicker of the will-o'-wisp. + +If the next action you take is to [Cast a Spell](rules/actions/cast-a-spell.md), attempt a [Nature](compendium/skills.md#Nature) check against all observers' [Perception](compendium/skills.md#Perception) DCs. If you succeed at your check against an observer's [Perception](compendium/skills.md#Perception) DC, that observer doesn't notice that you're [Casting a Spell](rules/actions/cast-a-spell.md), even though verbal, somatic, and material components are usually noticeable, and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. All of these are instead [hidden](rules/conditions.md#Hidden) in the natural sights and sounds of the environment. + +This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see you transform into a giant bear. + +*Source: Dark Archive p. 64* +%% #compendium/src/pf2e/da #trait/concentrate #trait/druid #trait/manipulate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/crystal-healing-da.md b/compendium/feats/crystal-healing-da.md new file mode 100644 index 000000000..da1cb16b4 --- /dev/null +++ b/compendium/feats/crystal-healing-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/general +- trait/healing +- trait/manipulate +- trait/skill +- trait/uncommon +aliases: ["Crystal Healing"] +--- +# Crystal Healing *Feat 1* +[general](rules/traits/general.md) [healing](rules/traits/healing.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) + +You know how to stimulate a body's natural healing abilities through the application of resonant crystals. Doing so requires you to use at least two semiprecious stones with a total value of 5 gp or more in place of healer's tools, which allows you to attempt to [Treat Disease](rules/actions/treat-disease.md) or [Treat Poison](rules/actions/treat-poison.md) using [Occultism](compendium/skills.md#Occultism) rather than [Medicine](compendium/skills.md#Medicine). Examples and prices of semiprecious stones can be found on page 114 of the Pathfinder Gamemastery Guide. + +If you're an expert in [Occultism](compendium/skills.md#Occultism) and you use gems whose total value equals or exceeds 50 gp, you gain a +1 item bonus to your [Occultism](compendium/skills.md#Occultism) check. If you're a master and the gems' value equals or exceeds 700 gp, the item bonus increases to +2; if you're legendary in [Occultism](compendium/skills.md#Occultism) and the gems' value equals or exceeds 15,000 gp, the item bonus increases to +3. + +*Source: Dark Archive p. 78* +%% #compendium/src/pf2e/da #trait/general #trait/healing #trait/manipulate #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/crystal-keeper-dedication-aoa4.md b/compendium/feats/crystal-keeper-dedication-aoa4.md new file mode 100644 index 000000000..faa7debc1 --- /dev/null +++ b/compendium/feats/crystal-keeper-dedication-aoa4.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa4 +- trait/archetype +- trait/dedication +- trait/rare +aliases: ["Crystal Keeper Dedication"] +--- +# Crystal Keeper Dedication *Feat 4* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: trained in [Elven Lore](compendium/skills.md#Lore) or [Society](compendium/skills.md#Society) + +You can use [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism), [Religion](compendium/skills.md#Religion), or [Society](compendium/skills.md#Society) to [Decipher Writing](rules/actions/decipher-writing.md) by meditating before a crystal, regardless of the type of writing. When you [Decipher Writing](rules/actions/decipher-writing.md) and roll a critical failure, you get a failure instead, and when you [Decipher Writing](rules/actions/decipher-writing.md) and roll a success, you get a critical success instead. + +Additionally, you gain resistance 10 to damage from hazards associated with crystals. + +**Special.** You can't select another dedication feat until you have gained two other feats from the crystal keeper archetype. + +## Crystal Keeper Dedication leads to... + +[Armor Rune Shifter](compendium/feats/armor-rune-shifter-aoa4.md), [Crystal Ward Spells](compendium/feats/crystal-ward-spells-aoa4.md), [Simple Crystal Magic](compendium/feats/simple-crystal-magic-aoa4.md), [Weapon-rune Shifter](compendium/feats/weapon-rune-shifter-aoa4.md) + +## Summary + +*Source: Age of Ashes #4: Fires of the Haunted City p. 74* +%% #compendium/src/pf2e/aoa4 #trait/archetype #trait/dedication #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/crystal-luminescence-loil.md b/compendium/feats/crystal-luminescence-loil.md new file mode 100644 index 000000000..4159134a4 --- /dev/null +++ b/compendium/feats/crystal-luminescence-loil.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/concentrate +- trait/kashrishi +- trait/light +aliases: ["Crystal Luminescence"] +--- +# Crystal Luminescence [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[concentrate](rules/traits/concentrate.md) [kashrishi](rules/traits/kashrishi-loil.md) [light](rules/traits/light.md) + +- **Activity** Single Action + +Your horn glows with bioluminescent color, casting bright light in a 20-foot emanation (and dim light for the next 20 feet). This light can be any color. The most common colors are blue and purple, except for trogloshi, who normally shed white light. The light shuts off when you take this action again or fall [unconscious](rules/conditions.md#Unconscious). + +If a spell or ability would activate your glowing horn while Crystal Luminescence is active, it instead increases the radius of the bright light and dim light by 10 feet each until the start of your next turn. This isn't cumulative, so using another such ability doesn't increase the radius again. + +**Special.** If you have the trogloshi heritage, you can select this feat a second time (in addition to gaining it automatically from your heritage). If you do, you increase the area to a 40-foot emanation (and dim light for the next 40 feet). In addition, you can use Crystal Luminescence as a free action the first time you use it on each of your turns. + +*Source: Lost Omens: Impossible Lands p. 43* +%% #compendium/src/pf2e/loil #trait/concentrate #trait/kashrishi #trait/light %% \ No newline at end of file diff --git a/compendium/feats/crystal-ward-spells-aoa4.md b/compendium/feats/crystal-ward-spells-aoa4.md new file mode 100644 index 000000000..f9c34499d --- /dev/null +++ b/compendium/feats/crystal-ward-spells-aoa4.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa4 +- trait/archetype +aliases: ["Crystal Ward Spells"] +--- +# Crystal Ward Spells *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Crystal Keeper Dedication](compendium/feats/crystal-keeper-dedication-aoa4.md) + +Your study of crystals and the energies held within a gem's facets grants you special arcane crystal ward spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool when you make your next daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the [Refocus](rules/actions/refocus.md) activity to research and memorize the properties of gems. + +Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You gain the [electrified crystal ward](compendium/spells/electrified-crystal-ward-aoa4.md) focus spell, and you are trained in arcane spell attack rolls and spell DCs. Your spellcasting ability is Intelligence. + +*Source: Age of Ashes #4: Fires of the Haunted City p. 74* +%% #compendium/src/pf2e/aoa4 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/crystalline-cloud-loag.md b/compendium/feats/crystalline-cloud-loag.md new file mode 100644 index 000000000..c06a4fe00 --- /dev/null +++ b/compendium/feats/crystalline-cloud-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aphorite +aliases: ["Crystalline Cloud"] +--- +# Crystalline Cloud *Feat 9* +[aphorite](rules/traits/aphorite-loag.md) + +- **Prerequisites**: [Crystalline Dust](compendium/feats/crystalline-dust-loag.md) + +When you use Crystalline Dust, you can spend one additional action to disperse the motes as a 10-foot-radius cloud centered on you instead of as haze; the activity gains the [concentrate](rules/traits/concentrate.md) trait. All creatures within the cloud become [concealed](rules/conditions.md#Concealed), and all creatures outside the cloud become [concealed](rules/conditions.md#Concealed) to creatures within it. + +*Source: Lost Omens: Ancestry Guide p. 78* +%% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/compendium/feats/crystalline-dust-loag.md b/compendium/feats/crystalline-dust-loag.md new file mode 100644 index 000000000..4d2e220c1 --- /dev/null +++ b/compendium/feats/crystalline-dust-loag.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aphorite +aliases: ["Crystalline Dust"] +--- +# Crystalline Dust [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* +[aphorite](rules/traits/aphorite-loag.md) + +- **Frequency**: once per day +- **Activity** Two-Action + +You've learned to disperse the crystalline motes coating your body as a haze. You become [concealed](rules/conditions.md#Concealed), though you can't use this concealment to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md), as normal for concealment where your position is still obvious. The motes stay within an inch of your skin, move with you, and last for a number of rounds equal to half your level. + +## Crystalline Dust leads to... + +[Ancillary Motes](compendium/feats/ancillary-motes-loag.md), [Crystalline Cloud](compendium/feats/crystalline-cloud-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 77* +%% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/compendium/feats/cunning-climber-locg.md b/compendium/feats/cunning-climber-locg.md new file mode 100644 index 000000000..4cbc34d12 --- /dev/null +++ b/compendium/feats/cunning-climber-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/halfling +aliases: ["Cunning Climber"] +--- +# Cunning Climber *Feat 9* +[halfling](rules/traits/halfling.md) + + +Whether you are climbing a ship's rigging, a jungle tree, or a clock tower, you have an uncanny knack for finding footholds and handholds where larger creatures can't. + +You gain a climb Speed of 10 feet. + +*Source: Lost Omens: Character Guide p. 45* +%% #compendium/src/pf2e/locg #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/cunning-hair-loag.md b/compendium/feats/cunning-hair-loag.md new file mode 100644 index 000000000..a7319f11c --- /dev/null +++ b/compendium/feats/cunning-hair-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/changeling +aliases: ["Cunning Hair"] +--- +# Cunning Hair *Feat 5* +[changeling](rules/traits/changeling-b1.md) + + +Your hair moves under your control. You can perform simple [Interact](rules/actions/interact.md) actions with your hair, such as opening an unlocked door. Your hair can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items. + +*Source: Lost Omens: Ancestry Guide p. 23* +%% #compendium/src/pf2e/loag #trait/changeling %% \ No newline at end of file diff --git a/compendium/feats/cunning-tinker-lotgb.md b/compendium/feats/cunning-tinker-lotgb.md new file mode 100644 index 000000000..0c9b43878 --- /dev/null +++ b/compendium/feats/cunning-tinker-lotgb.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/poppet +aliases: ["Cunning Tinker"] +--- +# Cunning Tinker *Feat 5* +[poppet](rules/traits/poppet-lotgb.md) + + +Time spent tending to your own form has unlocked your ability to fix other things. + +You can cast 1st-level [mending](compendium/spells/mending.md) once per day as an arcane innate spell. At 7th level, the spell is heightened to 2nd level, and every 3 levels thereafter, the spell is heightened an additional spell level. Even though you're alive and not an object, and you can't normally recover Hit Points from effects that repair objects (like the [Repair](rules/actions/repair.md) skill), you can target yourself with this innate spell and use it to recover Hit Points. + +*Source: Lost Omens: The Grand Bazaar p. 64* +%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/compendium/feats/cunning-trickster-mask-sot6.md b/compendium/feats/cunning-trickster-mask-sot6.md new file mode 100644 index 000000000..64bc364d2 --- /dev/null +++ b/compendium/feats/cunning-trickster-mask-sot6.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot6 +- trait/archetype +- trait/druid +- trait/rare +- trait/wizard +aliases: ["Cunning Trickster Mask"] +--- +# Cunning Trickster Mask *Feat 20* +[archetype](rules/traits/archetype.md) [druid](rules/traits/druid.md) [rare](rules/traits/rare.md) [wizard](rules/traits/wizard.md) + +- **Prerequisites**: Druid Dedication or Wizard Dedication + +Your mask carries the legacy of Verdant Spider, the Speaker of Needs, allowing you to deceive and outwit your foes. You can attempt to [Feint](rules/actions/feint.md) a target from up to 30 feet away, and if you succeed or critically succeed in your [Feint](rules/actions/feint.md) attempt, the target of your [Feint](rules/actions/feint.md) takes a –2 circumstance penalty to saving throws against your spells until the start of your next turn. If you don't have the Conceal Spell feat, you gain it as a bonus feat, allowing you to disguise your spellcasting from others' eyes. If you already have the Conceal Spell feat, you can use Conceal Spell once per round as a free action instead of as a single action. + +*Source: Strength of Thousands #6: Shadows of the Ancients p. 78* +%% #compendium/src/pf2e/sot6 #trait/archetype #trait/druid #trait/rare #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/current-spell-apg.md b/compendium/feats/current-spell-apg.md new file mode 100644 index 000000000..a5b895726 --- /dev/null +++ b/compendium/feats/current-spell-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/abjuration +- trait/concentrate +- trait/druid +- trait/metamagic +aliases: ["Current Spell"] +--- +# Current Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[abjuration](rules/traits/abjuration.md) [concentrate](rules/traits/concentrate.md) [druid](rules/traits/druid.md) [metamagic](rules/traits/metamagic.md) + +- **Activity** Single Action + +As you use your magic to manipulate air or water, you divert some of its currents to form a barrier around you. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) with the [air](rules/traits/air.md) or [water](rules/traits/water.md) trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the [air](rules/traits/air.md) or [water](rules/traits/water.md) trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the [air](rules/traits/air.md) trait, [water](rules/traits/water.md) trait, or both until the start of your next turn, depending on the spell's traits. + +*Source: Advanced Player's Guide p. 124* +%% #compendium/src/pf2e/apg #trait/abjuration #trait/concentrate #trait/druid #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/curse-maelstrom-dedication-da.md b/compendium/feats/curse-maelstrom-dedication-da.md new file mode 100644 index 000000000..8df285232 --- /dev/null +++ b/compendium/feats/curse-maelstrom-dedication-da.md @@ -0,0 +1,49 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/dedication +- trait/rare +aliases: ["Curse Maelstrom Dedication"] +--- +# Curse Maelstrom Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: You are cursed or have previously been cursed. + +A horrible curse has left a lingering stain on your soul, and its effects continue to plague you even if the curse's other effects have ended. You can choose to suppress it, but if you instead let it manifest, you can channel its power in your favor. During an encounter, when you succeed at a check, the GM can offer to have you roll again, taking the second result. + +This is a [misfortune](rules/traits/misfortune.md) effect. If you do so, you enter a curse maelstrom state. If the [misfortune](rules/traits/misfortune.md) effect is somehow canceled or negated (by a [fortune](rules/traits/fortune.md) effect, for example), you don't enter a curse maelstrom state. + +In addition, the curse is jealous of its place within your soul and gladly lashes out whenever others dare to usurp that position, granting you its power without the usual price. If a foe places a [misfortune](rules/traits/misfortune.md) effect on your roll and the effect applies to your roll, you enter a curse maelstrom state, and if you fail a saving throw against a foe's [curse](rules/traits/curse.md) effect and are affected by the curse, you also enter a curse maelstrom state. + +No matter the source, you can only enter a curse maelstrom state during an encounter, and if you don't end the state on your own, it ends at the end of the encounter. Once it ends, you can't enter a curse maelstrom state again for 1 minute. + +While in a curse maelstrom state, you can't benefit from [fortune](rules/traits/fortune.md) effects, and they also don't cancel [misfortune](rules/traits/misfortune.md) effects on you; they simply have no effect. While in this state, all creatures other than you within a 10-foot emanation take a –1 status penalty to all saving throws and skill checks due to the storm of bad luck swirling out of your body. You gain the Expel Maelstrom action, which you can use to focus the brunt of your curses onto an unlucky target. + +```ad-embed-ability +title: Expel Maelstrom [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) + +- **Requirements**: You are in a curse maelstrom state + +**Effect** You expel the maelstrom from your body, sending the energy to reside in one unlucky creature within 60 feet. Your curse maelstrom state ends. The result depends on the creature's Will save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected, and the curse's energy dissipates harmlessly. +> - **Success** The creature comes to house the maelstrom's wrath within it. It takes a –1 status penalty to all saving throws and skill checks for 1 minute. +> - **Failure** The maelstrom strikes deep into the creature's soul. It takes a –2 status penalty to all saving throws and skill checks for 10 minutes. +> - **Critical Failure** The maelstrom pitches the creature into a single fit of utter misfortune before burrowing into its soul. As failure, but the creature also must roll twice and take the lower result on its next saving throw or skill check; this is a [misfortune](rules/traits/misfortune.md) effect. +%% #trait/curse #trait/necromancy #trait/occult %% +``` + +## Curse Maelstrom Dedication leads to... + +[Familiar Oddities](compendium/feats/familiar-oddities-da.md), [Unnerving Expansion](compendium/feats/unnerving-expansion-da.md), [Share Burden](compendium/feats/share-burden-da.md), [Accursed Magic](compendium/feats/accursed-magic-da.md), [Counter Curse](compendium/feats/counter-curse-da.md), [Torrential Backlash](compendium/feats/torrential-backlash-da.md) + +## Summary + +*Source: Dark Archive p. 168* +%% #compendium/src/pf2e/da #trait/archetype #trait/dedication #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/curse-of-the-saumen-kar-lomm.md b/compendium/feats/curse-of-the-saumen-kar-lomm.md new file mode 100644 index 000000000..077984034 --- /dev/null +++ b/compendium/feats/curse-of-the-saumen-kar-lomm.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lomm +- trait/archetype +- trait/conjuration +- trait/primal +aliases: ["Curse of the Saumen Kar"] +--- +# Curse of the Saumen Kar [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* +[archetype](rules/traits/archetype.md) [conjuration](rules/traits/conjuration.md) [primal](rules/traits/primal.md) + +- **Prerequisites**: [Frostbite Runes](compendium/feats/frostbite-runes-lomm.md) +- **Frequency**: once per day +- **Activity** Two-Action + +You activate the runes on your body to create an icy prison around a Huge or smaller creature you can see within 60 feet. The prison is a sphere made of unmelting ice, just large enough to fit your target. The target, and any creatures sharing its space, must attempt a Reflex save, with a DC using the higher of your class DC and spell DC. A creature that fails becomes trapped inside the prison. If it succeeds, the creature is pushed outside the prison into a space of its choice. If the target shares its space with a gargantuan creature, the effect fails. + +The dome has AC 10, Hardness 20, and 40 Hit Points; it's immune to cold, critical hits, and precision damage. The prison lasts until destroyed, until you use this ability to create a new prison, or until you die. + +*Source: Lost Omens: Monsters of Myth p. 10* +%% #compendium/src/pf2e/lomm #trait/archetype #trait/conjuration #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/cursed-effigy-da.md b/compendium/feats/cursed-effigy-da.md new file mode 100644 index 000000000..097af2f57 --- /dev/null +++ b/compendium/feats/cursed-effigy-da.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/curse +- trait/esoterica +- trait/thaumaturge +aliases: ["Cursed Effigy"] +--- +# Cursed Effigy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[curse](rules/traits/curse.md) [esoterica](rules/traits/esoterica-da.md) [thaumaturge](rules/traits/thaumaturge-da.md) + +- **Prerequisites**: [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) +- **Requirements**: Your last action was a successful [Strike](rules/actions/strike.md) against the target of your [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md), and the [Strike](rules/actions/strike.md) dealt physical damage. +- **Activity** Single Action + +After your attack, you grab a bit of blood, cut hair, or other piece of the creature's body. You incorporate the material into a premade doll, paper figure, or other effigy to create a sympathetic link that makes it harder to resist your abilities. As long as you are Exploiting Vulnerability against that creature, it takes a –2 status penalty to its saving throws against thaumaturge abilities or items that use your thaumaturge class DC. + +*Source: Dark Archive p. 45* +%% #compendium/src/pf2e/da #trait/curse #trait/esoterica #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/cut-from-the-air-apg.md b/compendium/feats/cut-from-the-air-apg.md new file mode 100644 index 000000000..194adafc2 --- /dev/null +++ b/compendium/feats/cut-from-the-air-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/fighter +aliases: ["Cut From The Air"] +--- +# Cut From The Air [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[fighter](rules/traits/fighter.md) + +- **Trigger** You are the target of a physical ranged [Strike](rules/actions/strike.md). +- **Requirements**: You're aware of the attack, not [flat-footed](rules/conditions.md#Flat-footed) against it, and either have a hand free or are wielding a melee weapon. +- **Activity** Reaction + +You can knock aside ranged attacks. You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you knocked or cut it out of the air. + +## Cut From The Air leads to... + +[Smash From The Air](compendium/feats/smash-from-the-air-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 127* +%% #compendium/src/pf2e/apg #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/cut-the-bonds-aoa3.md b/compendium/feats/cut-the-bonds-aoa3.md new file mode 100644 index 000000000..4b6968897 --- /dev/null +++ b/compendium/feats/cut-the-bonds-aoa3.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa3 +- trait/archetype +- trait/attack +- trait/uncommon +aliases: ["Cut The Bonds"] +--- +# Cut The Bonds [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md), expert in a melee weapon +- **Activity** Single Action + +Select a [magical](rules/traits/magical.md) effect that has made an adjacent member of your crop [clumsy](rules/conditions.md#Clumsy), [grabbed](rules/conditions.md#Grabbed), [paralyzed](rules/conditions.md#Paralyzed), [restrained](rules/conditions.md#Restrained), or [slowed](rules/conditions.md#Slowed). Attempt a counteract check using your attack modifier (including your multiple attack penalty) with a melee weapon with which you have expert proficiency. Your counteract level is half your level rounded up. On a success, you free that member from the effect; on a failure, you can't attempt to use Cut the Bonds on that effect on that crop member until 24 hours have passed. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* +%% #compendium/src/pf2e/aoa3 #trait/archetype #trait/attack #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/cycle-spell-botd.md b/compendium/feats/cycle-spell-botd.md new file mode 100644 index 000000000..6eb069255 --- /dev/null +++ b/compendium/feats/cycle-spell-botd.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Cycle Spell"] +--- +# Cycle Spell *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md) + +Your devotion to the cycle of souls grants you an additional divine spell. Choose from [bless](compendium/spells/bless.md), [disrupting weapons](compendium/spells/disrupting-weapons.md), or [heal](compendium/spells/heal.md). You must make this selection when you take this feat and it can't be changed. Once per day, while your spiral is glowing, you can cast the selected spell as a divine innate spell. + +*Source: Book of the Dead p. 26* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/cynical-aaws.md b/compendium/feats/cynical-aaws.md new file mode 100644 index 000000000..7695cd335 --- /dev/null +++ b/compendium/feats/cynical-aaws.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aaws +- trait/azarketi +aliases: ["Cynical"] +--- +# Cynical *Feat 1* +[azarketi](rules/traits/azarketi-loag.md) + + +You've been approached with suspicion and distrust throughout your life and return these sentiments back to the strangers you encounter. + +As a result, you are difficult to deceive. You gain a +1 circumstance bonus to your [Perception](compendium/skills.md#Perception) DC against [Lies](rules/actions/lie.md) and [Impersonations](rules/actions/impersonate.md). + +*Source: Azarketi Ancestry Web Supplement p. 4* +%% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/daemon-magic-apg.md b/compendium/feats/daemon-magic-apg.md new file mode 100644 index 000000000..243d56f3f --- /dev/null +++ b/compendium/feats/daemon-magic-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tiefling +aliases: ["Daemon Magic"] +--- +# Daemon Magic *Feat 9* +[tiefling](rules/traits/tiefling-b1.md) + +- **Prerequisites**: [Grimspawn](compendium/feats/grimspawn-apg.md) + +The magic of Abaddon runs through your blood, and you can wield that power. You can cast [death knell](compendium/spells/death-knell.md) and [false life](compendium/spells/false-life.md) each once per day as 2nd-level divine innate spells. + +*Source: Advanced Player's Guide p. 40* +%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/dance-of-intercession-frp3.md b/compendium/feats/dance-of-intercession-frp3.md new file mode 100644 index 000000000..a0812e38f --- /dev/null +++ b/compendium/feats/dance-of-intercession-frp3.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp3 +- trait/cleric +- trait/uncommon +aliases: ["Dance Of Intercession"] +--- +# Dance Of Intercession [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* +[cleric](rules/traits/cleric.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: expert in [Performance](compendium/skills.md#Performance) +- **Frequency**: three per day +- **Activity** Three-Action + +You either performed in or stood witness to the dance used to invoke the Celestial Dragon and can harness a sliver of their power. You [Stride](rules/actions/stride.md) in a dance up to half your Speed, attempting a DC 35 [Performance](compendium/skills.md#Performance) check. You can perform this dance up to three times per day. The second time you do so in the same day, use the degree of success one worse than your actual roll on the [Performance](compendium/skills.md#Performance) check. The third time in a day, use the degree of success two lower than your actual roll. + +> [!success-degree] +> - **Critical Success** You perform the movements of the Dance of Intercession so gracefully that you evoke a glimmer of the memory of the Celestial Dragon's awesome power. You cast the 3-action version of either 9th-level [harm](compendium/spells/harm.md) or heal at any point during your [Stride](rules/actions/stride.md). This does not use any spell slots. +> - **Success** As critical success, but the spell is 7th level instead of 9th as you stumble through the movements. +> - **Failure** As critical success, but the spell is 5th level instead of 9th as you stumble through the movements. +> - **Critical Failure** You fail to remember the steps of the dance. You gain no additional effect beyond [Striding](rules/actions/stride.md) half your Speed, and you can't attempt the Dance of Intercession again until your next daily preparations. + +*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 75* +%% #compendium/src/pf2e/frp3 #trait/cleric #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/dance-underfoot-apg.md b/compendium/feats/dance-underfoot-apg.md new file mode 100644 index 000000000..6b5d79502 --- /dev/null +++ b/compendium/feats/dance-underfoot-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/halfling +aliases: ["Dance Underfoot"] +--- +# Dance Underfoot *Feat 9* +[halfling](rules/traits/halfling.md) + +- **Prerequisites**: [Step Lively](compendium/feats/step-lively-apg.md) + +You dart under the legs of your enemies in combat. You can end a successful [Tumble Through](rules/actions/tumble-through.md) action in a Large or larger enemy's space. Also, when using the [Step Lively](compendium/feats/step-lively-apg.md) feat, you can [Step](rules/actions/step.md) into the triggering enemy's space. The enemy must have limbs or otherwise leave you enough room for this maneuver, as determined by the GM. For instance, you could share space with a giant or dragon, but not an ooze. + +## Dance Underfoot leads to... + +[Toppling Dance](compendium/feats/toppling-dance-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 46* +%% #compendium/src/pf2e/apg #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/dandy-dedication-apg.md b/compendium/feats/dandy-dedication-apg.md new file mode 100644 index 000000000..6d16a46f1 --- /dev/null +++ b/compendium/feats/dandy-dedication-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Dandy Dedication"] +--- +# Dandy Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) + +You are a consummate student of dignity, etiquette, and fashion. You can use the [Diplomacy](compendium/skills.md#Diplomacy) skill to perform the special downtime activity Influence Rumor, spending at least one day of downtime to manipulate the course, tone, or content of a rumor to your benefit. The difficulty of Influencing a Rumor is determined by the GM based on the size of the community, the relative perceptiveness of the inhabitants, and the agency of other rumormongers, but it typically starts with at least DC 15 for a small village and increases to at least DC 20 for a town, at least DC 30 for a city, and at least DC 40 for a metropolis. + +You become trained in [Deception](compendium/skills.md#Deception) and [Society](compendium/skills.md#Society); if you were already trained, you become an expert instead. + +**Special.** You can't select another Dedication feat until you have gained two other feats from the dandy archetype. + +## Dandy Dedication leads to... + +[Distracting Flattery](compendium/feats/distracting-flattery-apg.md), [Fabricated Connections](compendium/feats/fabricated-connections-apg.md), [Gossip Lore](compendium/feats/gossip-lore-apg.md), [Party Crasher](compendium/feats/party-crasher-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 167* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/dangle-loag.md b/compendium/feats/dangle-loag.md new file mode 100644 index 000000000..3f0d214a1 --- /dev/null +++ b/compendium/feats/dangle-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lizardfolk +aliases: ["Dangle"] +--- +# Dangle *Feat 9* +[lizardfolk](rules/traits/lizardfolk-b1.md) + +- **Prerequisites**: [Flexible Tail](compendium/feats/flexible-tail-loag.md) + +You can hang by your tail from any suitable anchor point, such as a tree branch, balcony, or rocky outcropping (subject to the GM's discretion), typically while climbing. While hanging, you have free use of all your other limbs, so you can perform tasks that require both hands, such as firing a bow or swinging a greatsword. + +*Source: Lost Omens: Ancestry Guide p. 48* +%% #compendium/src/pf2e/loag #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/dangle-loil.md b/compendium/feats/dangle-loil.md new file mode 100644 index 000000000..040f74e31 --- /dev/null +++ b/compendium/feats/dangle-loil.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/move +- trait/vanara +aliases: ["Dangle"] +--- +# Dangle [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* +[move](rules/traits/move.md) [vanara](rules/traits/vanara-loil.md) + +- **Prerequisites**: Climbing Tail +- **Activity** Single Action + +You can hang by your tail from any suitable anchor point, such as a tree branch, balcony, or rocky outcropping (subject to the GM's discretion), typically while climbing. While hanging, you have free use of all your other limbs, so you can perform tasks that require both hands, such as firing a bow or swinging a bo staff. + +You can [Release](rules/actions/release.md) your tail to drop down, and you cease hanging if you take an action with the [move](rules/traits/move.md) trait. + +*Source: Lost Omens: Impossible Lands p. 56* +%% #compendium/src/pf2e/loil #trait/move #trait/vanara %% \ No newline at end of file diff --git a/compendium/feats/daredevils-gambit-locg.md b/compendium/feats/daredevils-gambit-locg.md new file mode 100644 index 000000000..2841bb637 --- /dev/null +++ b/compendium/feats/daredevils-gambit-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Daredevil's Gambit"] +--- +# Daredevil's Gambit *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Daring Act](compendium/feats/daring-act-locg.md) + +If you critically succeed at your Daring Act, you can enter the target's space and remain there until the beginning of your next turn or until the target moves, whichever comes first. You gain a +2 circumstance bonus to AC, and your target is [flat-footed](rules/conditions.md#Flat-footed) against your attacks while you are sharing its space in this way. If any creature other than your target hits you with an attack roll while you are sharing your target's space, attempt a DC 15 flat check. On a success, resolve the attack against the target instead of you, using the same attack roll result that hit you. + +*Source: Lost Omens: Character Guide p. 75* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/daring-act-locg.md b/compendium/feats/daring-act-locg.md new file mode 100644 index 000000000..731da1769 --- /dev/null +++ b/compendium/feats/daring-act-locg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Daring Act"] +--- +# Daring Act [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: trained in [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics), [Firebrand Braggart Dedication](compendium/feats/firebrand-braggart-dedication-locg.md) +- **Activity** Two-Action + +You attempt a death-defying maneuver to distract your enemies. Select one foe within reach and attempt either an [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) check against your target's Reflex DC. If you succeed, you can [Stride](rules/actions/stride.md) up to half your Speed (or up to your full Speed if you critically succeed) without triggering reactions from the target due to your movement, and the target is [flat-footed](rules/conditions.md#Flat-footed) against the next melee attack you attempt against it before the end of your turn. + +## Daring Act leads to... + +[Daredevil's Gambit](compendium/feats/daredevils-gambit-locg.md), [Daring Flourish](compendium/feats/daring-flourish-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 74* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/daring-flourish-locg.md b/compendium/feats/daring-flourish-locg.md new file mode 100644 index 000000000..7a78cfd09 --- /dev/null +++ b/compendium/feats/daring-flourish-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Daring Flourish"] +--- +# Daring Flourish *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Daring Act](compendium/feats/daring-act-locg.md) + +You make quick use of an opening from your daring stunts. At the end of a successful Daring Act, you can make a melee [Strike](rules/actions/strike.md) against the target or attempt to [Disarm](rules/actions/disarm.md) the target. The target is [flat-footed](rules/conditions.md#Flat-footed) against the [Strike](rules/actions/strike.md) you make during Daring Act as well as the next melee attack you attempt against it before the end of your turn. + +*Source: Lost Omens: Character Guide p. 75* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/dark-personas-presence-da.md b/compendium/feats/dark-personas-presence-da.md new file mode 100644 index 000000000..aed3a1df8 --- /dev/null +++ b/compendium/feats/dark-personas-presence-da.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/aura +- trait/emotion +- trait/enchantment +- trait/fear +- trait/mental +- trait/psychic +aliases: ["Dark Persona's Presence"] +--- +# Dark Persona's Presence [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* +[aura](rules/traits/aura.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [psychic](rules/traits/psychic-da.md) + +- **Trigger** You [Unleash your Psyche](rules/actions/unleash-psyche-da.md). +- **Activity** Free Action + +When you [Unleash your Psyche](rules/actions/unleash-psyche-da.md), all your rage and pain—the portion of your psyche dedicated to cruel retribution—come along with it. + +The force of your dark persona's negativity batters constantly against all creatures in a 30-foot emanation when you [Unleash your Psyche](rules/actions/unleash-psyche-da.md) and for as long as your [Psyche is Unleashed](rules/actions/unleash-psyche-da.md). A creature must attempt a Will save against your spell DC the first time it enters the emanation, or if it's in the emanation when you take this action; it doesn't need to attempt a save again, even if it leaves the emanation and returns. A creature [frightened](rules/conditions.md#Frightened) by your Dark Persona's Presence can't decrease its [frightened](rules/conditions.md#Frightened) value below 1 while within the emanation. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The target is [frightened](rules/conditions.md#Frightened). +> - **Failure** The target is [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The target is [frightened](rules/conditions.md#Frightened). +> +> While your [Psyche is Unleashed](rules/actions/unleash-psyche-da.md), your dark persona cares only for destruction. You can [Cast a Spell](rules/actions/cast-a-spell.md) only if it can directly damage an enemy or object or can impose a detrimental condition or penalty on one. + +*Source: Dark Archive p. 26* +%% #compendium/src/pf2e/da #trait/aura #trait/emotion #trait/enchantment #trait/fear #trait/mental #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/darkseer-locg.md b/compendium/feats/darkseer-locg.md new file mode 100644 index 000000000..e22702722 --- /dev/null +++ b/compendium/feats/darkseer-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/human +aliases: ["Darkseer"] +--- +# Darkseer *Feat 5* +[human](rules/traits/human.md) + +- **Prerequisites**: [Gloomseer](compendium/feats/gloomseer-locg.md) + +Zon-Kuthon smiles upon you—even if you curse his name—granting you pitch-black eyes that allow you to see in shadows and darkness. You gain [darkvision](rules/abilities/darkvision.md). + +*Source: Lost Omens: Character Guide p. 13* +%% #compendium/src/pf2e/locg #trait/human %% \ No newline at end of file diff --git a/compendium/feats/darting-monkey-loil.md b/compendium/feats/darting-monkey-loil.md new file mode 100644 index 000000000..b4e61f758 --- /dev/null +++ b/compendium/feats/darting-monkey-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vanara +aliases: ["Darting Monkey"] +--- +# Darting Monkey *Feat 5* +[vanara](rules/traits/vanara-loil.md) + + +You have a heightened awareness in combat, and your darting strikes prevent your foes from distracting you or breaking your focus. When you hit a creature of your level or lower while that creature is flanking you, flanking doesn't make you [flat-footed](rules/conditions.md#Flat-footed) to that creature. This benefit lasts until the start of your next turn or until the creature moves, whichever comes first. The creature can still help its other allies flank. + +*Source: Lost Omens: Impossible Lands p. 55* +%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/compendium/feats/daywalker-botd.md b/compendium/feats/daywalker-botd.md new file mode 100644 index 000000000..a35632121 --- /dev/null +++ b/compendium/feats/daywalker-botd.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/abjuration +- trait/archetype +- trait/divine +aliases: ["Daywalker"] +--- +# Daywalker *Feat 6* +[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) + +- **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) + +Through a profane pledge or a bloodline quirk, you can tolerate the sun's light. You gain the advanced undead benefits (page 44) and can't be destroyed by sunlight. This doesn't prevent you from becoming [slowed](rules/conditions.md#Slowed) by exposure to the sun. + +*Source: Book of the Dead p. 58* +%% #compendium/src/pf2e/botd #trait/abjuration #trait/archetype #trait/divine %% \ No newline at end of file diff --git a/compendium/feats/daywalker-loag.md b/compendium/feats/daywalker-loag.md new file mode 100644 index 000000000..ac5b5def8 --- /dev/null +++ b/compendium/feats/daywalker-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/dhampir +aliases: ["Daywalker"] +--- +# Daywalker *Feat 13* +[dhampir](rules/traits/dhampir-b1.md) + + +Whether through painstaking exposure, devoted prayer, or simple luck, you've found a greater affinity for life through the sun's light. When in an area of direct natural sunlight, your negative healing is suppressed, meaning you are healed by positive [healing](rules/traits/healing.md) effects and harmed by negative energy. + +*Source: Lost Omens: Ancestry Guide p. 28* +%% #compendium/src/pf2e/loag #trait/dhampir %% \ No newline at end of file diff --git a/compendium/feats/dazing-blow-apg.md b/compendium/feats/dazing-blow-apg.md new file mode 100644 index 000000000..73e4443f8 --- /dev/null +++ b/compendium/feats/dazing-blow-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/fighter +- trait/press +aliases: ["Dazing Blow"] +--- +# Dazing Blow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) + +- **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed). +- **Activity** Single Action + +You pummel a held foe, hoping to stagger them. Make a melee [Strike](rules/actions/strike.md) against a creature you have [grabbed](rules/conditions.md#Grabbed). The weapon damage from this [Strike](rules/actions/strike.md) is bludgeoning damage. If the [Strike](rules/actions/strike.md) hits, the creature must attempt a Fortitude save against your class DC; this is an [incapacitation](rules/traits/incapacitation.md) effect. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [stunned](rules/conditions.md#Stunned). +> - **Failure** The creature is [stunned](rules/conditions.md#Stunned). +> - **Critical Failure** The creature is [stunned](rules/conditions.md#Stunned). + +*Source: Advanced Player's Guide p. 126* +%% #compendium/src/pf2e/apg #trait/fighter #trait/press %% \ No newline at end of file diff --git a/compendium/feats/dazzling-block-som.md b/compendium/feats/dazzling-block-som.md new file mode 100644 index 000000000..989907c8d --- /dev/null +++ b/compendium/feats/dazzling-block-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evocation +- trait/light +- trait/magus +- trait/visual +aliases: ["Dazzling Block"] +--- +# Dazzling Block *Feat 10* +[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [magus](rules/traits/magus-som.md) [visual](rules/traits/visual.md) + +- **Prerequisites**: [Arcane Cascade](rules/actions/arcane-cascade-som.md), sparkling targe hybrid study +- **Requirements**: You are in [Arcane Cascade](rules/actions/arcane-cascade-som.md) stance. + +When you use [Shield Block](compendium/feats/shield-block.md), you can create a flash of brilliant, multicolored light in a 15-foot cone. Each creature in the area must attempt a Fortitude save, with the following effects. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [dazzled](rules/conditions.md#Dazzled) for 1 round. +> - **Failure** The creature is [blinded](rules/conditions.md#Blinded) for 1 round and [dazzled](rules/conditions.md#Dazzled) for 1 minute. The creature can spend an [Interact](rules/actions/interact.md) action rubbing its eyes to end this [blinded](rules/conditions.md#Blinded) condition. +> - **Critical Failure** The creature is [blinded](rules/conditions.md#Blinded) for 1 round and [dazzled](rules/conditions.md#Dazzled) for 1 hour. + +*Source: Secrets of Magic p. 47* +%% #compendium/src/pf2e/som #trait/evocation #trait/light #trait/magus #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/dead-reckoning-lopsg.md b/compendium/feats/dead-reckoning-lopsg.md new file mode 100644 index 000000000..320a883fd --- /dev/null +++ b/compendium/feats/dead-reckoning-lopsg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +- trait/concentrate +- trait/skill +aliases: ["Dead Reckoning"] +--- +# Dead Reckoning [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md), trained in [Survival](compendium/skills.md#Survival) +- **Activity** Two-Action + +You've trained yourself to maintain a strong sense of direction at all times, even when you can't use a compass or see the sky above. You immediately intuit which direction is north (assuming the concept of north exists at your current location). + +*Source: Lost Omens: Pathfinder Society Guide p. 41* +%% #compendium/src/pf2e/lopsg #trait/archetype #trait/concentrate #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/deadly-butterfly-frp1.md b/compendium/feats/deadly-butterfly-frp1.md new file mode 100644 index 000000000..afd2fc146 --- /dev/null +++ b/compendium/feats/deadly-butterfly-frp1.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp1 +- trait/archetype +aliases: ["Deadly Butterfly"] +--- +# Deadly Butterfly *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Butterfly Blade Dedication](compendium/feats/butterfly-blade-dedication-frp1.md) + +You gain access to the butterfly sword's critical specialization effect. If you already had access to the critical specialization effect or you gain the effect at a later time, you also gain the critical specialization effect for knives when you critically hit with a butterfly sword. You can benefit from only one critical specialization effect at a time. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* +%% #compendium/src/pf2e/frp1 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/deadly-grace-apg.md b/compendium/feats/deadly-grace-apg.md new file mode 100644 index 000000000..e877625bc --- /dev/null +++ b/compendium/feats/deadly-grace-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Deadly Grace"] +--- +# Deadly Grace *Feat 16* +[swashbuckler](rules/traits/swashbuckler-apg.md) + + +Your graceful attacks are especially powerful. When you score a critical hit with an [agile](rules/traits/agile.md) or [finesse](rules/traits/finesse.md) melee weapon that has the [deadly](rules/traits/deadly.md) trait, you double the number of dice from that trait. When you wield an [agile](rules/traits/agile.md) or [finesse](rules/traits/finesse.md) melee weapon that doesn't have the [deadly](rules/traits/deadly.md) trait, it gains the [deadly d8](rules/traits/deadly.md) trait instead. + +*Source: Advanced Player's Guide p. 93* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/deadly-poison-weapon-aoa5.md b/compendium/feats/deadly-poison-weapon-aoa5.md new file mode 100644 index 000000000..ce6060b3c --- /dev/null +++ b/compendium/feats/deadly-poison-weapon-aoa5.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa5 +- trait/rogue +- trait/uncommon +aliases: ["Deadly Poison Weapon"] +--- +# Deadly Poison Weapon *Feat 12* +[rogue](rules/traits/rogue.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Improved Poison Weapon](compendium/feats/improved-poison-weapon.md) + +Your poisons are devastatingly potent. When you apply a simple poison with [Poison Weapon](compendium/feats/poison-weapon.md), the poison deals `4d4` poison damage instead of `1d4` poison damage. When you apply an injury poison to your weapon, the DC to resist that poison increases by 2, to a maximum of your class DC. + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 78* +%% #compendium/src/pf2e/aoa5 #trait/rogue #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/deadly-strikes-apg.md b/compendium/feats/deadly-strikes-apg.md new file mode 100644 index 000000000..8580ab285 --- /dev/null +++ b/compendium/feats/deadly-strikes-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/monk +aliases: ["Deadly Strikes"] +--- +# Deadly Strikes *Feat 20* +[monk](rules/traits/monk.md) + + +You have honed your body to attack with lethal focus. Your unarmed attacks gain the deadly d10 trait, or you increase their [deadly](rules/traits/deadly.md) trait to `d10` if the unarmed attack is already deadly with a smaller die size. + +*Source: Advanced Player's Guide p. 131* +%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/death-warden-botd.md b/compendium/feats/death-warden-botd.md new file mode 100644 index 000000000..3ae4db506 --- /dev/null +++ b/compendium/feats/death-warden-botd.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/positive +aliases: ["Death Warden"] +--- +# Death Warden *Feat 6* +[archetype](rules/traits/archetype.md) [positive](rules/traits/positive.md) + +- **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md) + +With your intimate familiarity with the duality of positive and negative energy, you're able to stand as a bulwark against death and undeath alike. You gain resistance to negative damage equal to half your level and a +1 status bonus to saving throws against effects with the [negative](rules/traits/negative.md) trait. + +*Source: Book of the Dead p. 25* +%% #compendium/src/pf2e/botd #trait/archetype #trait/positive %% \ No newline at end of file diff --git a/compendium/feats/deathly-secrets-botd.md b/compendium/feats/deathly-secrets-botd.md new file mode 100644 index 000000000..a8bf3a304 --- /dev/null +++ b/compendium/feats/deathly-secrets-botd.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Deathly Secrets"] +--- +# Deathly Secrets *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Reanimator Dedication](compendium/feats/reanimator-dedication-botd.md) + +No means of creating or ruling the undead is beyond your grasp, even those of magical traditions not your own. You learn either the [eyes of the dead](compendium/spells/eyes-of-the-dead-botd.md) or [subjugate undead](compendium/spells/subjugate-undead-botd.md) focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](rules/actions/refocus.md) by meditating over the earthly remains of a dead sentient creature. Focus spells granted by the reanimator archetype are from the same tradition as those used to meet the archetype's prerequisite. + +**Special.** You can select this feat more than once. Each time, you learn a different spell and your focus pool increases by 1 Focus Point. + +## Deathly Secrets leads to... + +[Greater Deathly Secrets](compendium/feats/greater-deathly-secrets-botd.md), [Master of the Dead](compendium/feats/master-of-the-dead-botd.md) + +## Summary + +*Source: Book of the Dead p. 34* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/deaths-door-locg.md b/compendium/feats/deaths-door-locg.md new file mode 100644 index 000000000..b974c670e --- /dev/null +++ b/compendium/feats/deaths-door-locg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Death's Door"] +--- +# Death's Door [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) +- **Frequency**: once per 10 minutes +- **Trigger** You take damage that would reduce you to 0 Hit Points. +- **Activity** Reaction + +You continue to fight when others would fall. Just before taking the triggering damage, you gain temporary Hit Points equal to twice your level. If you have Hit Points remaining after gaining these temporary Hit Points, you aren't knocked [unconscious](rules/conditions.md#Unconscious), nor do you suffer the other effects of being reduced to 0 Hit Points. Any temporary Hit Points that remain after applying the damage last for up to 4 rounds. + +*Source: Lost Omens: Character Guide p. 115* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/deaths-drums-apg.md b/compendium/feats/deaths-drums-apg.md new file mode 100644 index 000000000..283b6d994 --- /dev/null +++ b/compendium/feats/deaths-drums-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/orc +aliases: ["Death's Drums"] +--- +# Death's Drums *Feat 9* +[orc](rules/traits/orc.md) + + +Your life has been spent challenging death itself, and proximity to that implacable foe only makes your heart beat harder. When you are taking [persistent damage](rules/conditions.md#Persistent%20Damage) or your [wounded](rules/conditions.md#Wounded) value is 1 or greater, you gain a +2 circumstance bonus to Fortitude saving throws. + +*Source: Advanced Player's Guide p. 19* +%% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/debilitating-dichotomy-apg.md b/compendium/feats/debilitating-dichotomy-apg.md new file mode 100644 index 000000000..ec165d305 --- /dev/null +++ b/compendium/feats/debilitating-dichotomy-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/oracle +aliases: ["Debilitating Dichotomy"] +--- +# Debilitating Dichotomy *Feat 8* +[oracle](rules/traits/oracle-apg.md) + + +You can give others a glimpse of the impossible conflicts and unchecked power that courses through your body. You learn the [debilitating dichotomy](compendium/spells/debilitating-dichotomy-apg.md) revelation spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 80* +%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/debilitating-venom-loil.md b/compendium/feats/debilitating-venom-loil.md new file mode 100644 index 000000000..0b520ec86 --- /dev/null +++ b/compendium/feats/debilitating-venom-loil.md @@ -0,0 +1,45 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vishkanya +aliases: ["Debilitating Venom"] +--- +# Debilitating Venom *Feat 5* +[vishkanya](rules/traits/vishkanya-loil.md) + +- **Prerequisites**: [Envenom](rules/actions/envenom-loil.md) + +Your venom is particularly potent, affecting targets in different ways. When you gain this feat, select one of the following debilitations. When you use [Envenom](rules/actions/envenom-loil.md), you can choose to apply a debilitation to your venom to adjust its effects. The changes to each stage of the venom are listed. You can apply only one debilitation to your venom. + +- Hampering (level 5) + +```ad-inline-affliction +## Stages + +**Stage 1** –5-foot status penalty to Speed + +**Stage 2** –5-foot status penalty to Speed + +**Stage 3** –10-foot status penalty to Speed +``` + +- Stumbling (level 5) + +```ad-inline-affliction +## Stages + +**Stage 1** no adjustment + +**Stage 2** [flat-footed](rules/conditions.md#Flat-footed) + +**Stage 3** [flat-footed](rules/conditions.md#Flat-footed) and a –5-foot penalty to Speed +``` + +**Special.** You can select this feat a second time to gain the other debilitation. + +## Summary + +*Source: Lost Omens: Impossible Lands p. 61* +%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/compendium/feats/deceptive-worship-apg.md b/compendium/feats/deceptive-worship-apg.md new file mode 100644 index 000000000..0caf404df --- /dev/null +++ b/compendium/feats/deceptive-worship-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Deceptive Worship"] +--- +# Deceptive Worship *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) + +Members of your cult frequently pass themselves off as worshippers of other religions. You can use [Occultism](compendium/skills.md#Occultism) instead of [Deception](compendium/skills.md#Deception) to [Impersonate](rules/actions/impersonate.md) a typical worshipper of another faith or to [Lie](rules/actions/lie.md) specifically to claim you are a member of the faith you are Impersonating. You still need to use the [Deception](compendium/skills.md#Deception) skill to [Impersonate](rules/actions/impersonate.md) a specific worshipper or to perform other deceptive actions, such as attempting to [Lie](rules/actions/lie.md) about any other matter. + +*Source: Advanced Player's Guide p. 204* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/decry-thief-aoa5.md b/compendium/feats/decry-thief-aoa5.md new file mode 100644 index 000000000..c91492205 --- /dev/null +++ b/compendium/feats/decry-thief-aoa5.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa5 +- trait/archetype +aliases: ["Decry Thief"] +--- +# Decry Thief *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Zephyr Guard Dedication](compendium/feats/zephyr-guard-dedication-aoa5.md), trained in [Intimidation](compendium/skills.md#Intimidation) + +When you attempt to [Demoralize](rules/actions/demoralize.md), you can make it harder for the target to flee, in place of the action's normal effects. + +> [!success-degree] +> - **Critical Success** For 1 round, the target takes a –10-foot status penalty to Speed and a –4 status penalty to [Stealth](compendium/skills.md#Stealth). +> - **Success** For 1 round, the target takes a –5-foot status penalty to Speed and a –2 status penalty to [Stealth](compendium/skills.md#Stealth). + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 81* +%% #compendium/src/pf2e/aoa5 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/deep-roots-da.md b/compendium/feats/deep-roots-da.md new file mode 100644 index 000000000..da07fd19f --- /dev/null +++ b/compendium/feats/deep-roots-da.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/psychic +aliases: ["Deep Roots"] +--- +# Deep Roots *Feat 14* +[psychic](rules/traits/psychic-da.md) + + +Your mind-control spells send burrowing mental roots that tear at your target's mind when they're removed or run their course. When you [Cast a Spell](rules/actions/cast-a-spell.md) that imposes the [controlled](rules/conditions.md#Controlled) condition or otherwise forces the target to take certain actions (such as command), you can choose one target that critically failed its save. When that target finishes fulfilling any commands issued by your spell, or when the spell is dispelled or counteracted, the target takes `1d6` mental damage per level of the spell. + +*Source: Dark Archive p. 28* +%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/deep-vision-loag.md b/compendium/feats/deep-vision-loag.md new file mode 100644 index 000000000..12093c1e3 --- /dev/null +++ b/compendium/feats/deep-vision-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fleshwarp +aliases: ["Deep Vision"] +--- +# Deep Vision *Feat 1* +[fleshwarp](rules/traits/fleshwarp-loag.md) + + +Your vision is suited for night or the underground. You gain [darkvision](rules/abilities/darkvision.md). + +*Source: Lost Omens: Ancestry Guide p. 93* +%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/compendium/feats/deeper-dabbler-apg.md b/compendium/feats/deeper-dabbler-apg.md new file mode 100644 index 000000000..54d27cd69 --- /dev/null +++ b/compendium/feats/deeper-dabbler-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Deeper Dabbler"] +--- +# Deeper Dabbler *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Talisman Dabbler Dedication](compendium/feats/talisman-dabbler-dedication-apg.md) + +With some streamlining to your process and a deeper collection of talisman materials, you make a greater number of talismans every day. You can create two additional talismans during your daily preparations. + +**Special.** You can select this feat a second time if you are 14th level or higher. + +*Source: Advanced Player's Guide p. 195* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/deepest-wellspring-da.md b/compendium/feats/deepest-wellspring-da.md new file mode 100644 index 000000000..0e31f2044 --- /dev/null +++ b/compendium/feats/deepest-wellspring-da.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/psychic +aliases: ["Deepest Wellspring"] +--- +# Deepest Wellspring *Feat 18* +[psychic](rules/traits/psychic-da.md) + + +You've glimpsed the furthest recesses of your mind. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you [Refocus](rules/actions/refocus.md), even if you spent your Focus Points on spells other than psychic abilities. + +*Source: Dark Archive p. 29* +%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/defend-mount-apg.md b/compendium/feats/defend-mount-apg.md new file mode 100644 index 000000000..17a731adc --- /dev/null +++ b/compendium/feats/defend-mount-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Defend Mount"] +--- +# Defend Mount [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) +- **Trigger** An enemy makes an attack roll against your mount while you're riding it. +- **Activity** Reaction + +You interpose yourself between an attacker and your mount, defending your mount from harm. Use your own AC against the triggering attack instead your mount's AC. If the triggering attack hits, you take the effects of the attack instead of your mount. + +*Source: Advanced Player's Guide p. 164* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/defend-summoner-som.md b/compendium/feats/defend-summoner-som.md new file mode 100644 index 000000000..5ce522de0 --- /dev/null +++ b/compendium/feats/defend-summoner-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/eidolon +- trait/evolution +- trait/summoner +aliases: ["Defend Summoner"] +--- +# Defend Summoner [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[eidolon](rules/traits/eidolon-som.md) [evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + +- **Activity** Single Action + +Your eidolon blocks attacks against you. After your eidolon uses this action, you gain a +2 circumstance bonus to AC until the beginning of your next turn. This bonus applies only while you're within your eidolon's reach (in most cases, this means your eidolon is adjacent to you or in your space). + +*Source: Secrets of Magic p. 69* +%% #compendium/src/pf2e/som #trait/eidolon #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/defensive-coordination-apg.md b/compendium/feats/defensive-coordination-apg.md new file mode 100644 index 000000000..c0734be68 --- /dev/null +++ b/compendium/feats/defensive-coordination-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/auditory +- trait/bard +- trait/concentrate +- trait/metamagic +aliases: ["Defensive Coordination"] +--- +# Defensive Coordination [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[auditory](rules/traits/auditory.md) [bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: warrior muse, [Inspire Defense](compendium/feats/inspire-defense.md) +- **Activity** Single Action + +Like the storied heroes who persist in the face of overwhelming odds, you and your allies will hold the line. + +If your next action is to cast the [inspire defense](compendium/spells/inspire-defense.md) composition cantrip, you can [Raise a Shield](rules/actions/raise-a-shield.md), and one ally who gains a status bonus from the spell can immediately use a reaction to [Raise a Shield](rules/actions/raise-a-shield.md). + +*Source: Advanced Player's Guide p. 113* +%% #compendium/src/pf2e/apg #trait/auditory #trait/bard #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/defensive-instincts-lome.md b/compendium/feats/defensive-instincts-lome.md new file mode 100644 index 000000000..4e0c3c9dd --- /dev/null +++ b/compendium/feats/defensive-instincts-lome.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/goloma +aliases: ["Defensive Instincts"] +--- +# Defensive Instincts [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* +[goloma](rules/traits/goloma-lome.md) + +- **Requirements**: you are adjacent to at least two enemies +- **Activity** Single Action + +Your body tenses up when surrounded, putting you on edge just enough to anticipate an attack. You gain a +1 circumstance bonus to AC until the beginning of your next turn and [Step](rules/actions/step.md). + +*Source: Lost Omens: The Mwangi Expanse p. 118* +%% #compendium/src/pf2e/lome #trait/goloma %% \ No newline at end of file diff --git a/compendium/feats/defiance-unto-death-locg.md b/compendium/feats/defiance-unto-death-locg.md new file mode 100644 index 000000000..ab0de570f --- /dev/null +++ b/compendium/feats/defiance-unto-death-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/elf +- trait/uncommon +aliases: ["Defiance Unto Death"] +--- +# Defiance Unto Death *Feat 5* +[elf](rules/traits/elf.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Spiresworn elf + +You loathe the alghollthus and their mind magic, and you've been trained to be willing to die rather than give into mental manipulation. If you would start your turn [confused](rules/conditions.md#Confused), [controlled](rules/conditions.md#Controlled), or [fleeing](rules/conditions.md#Fleeing) due to a failed Will save, you can attempt a Will save against the same DC; on a success, you become [paralyzed](rules/conditions.md#Paralyzed) until your next turn, rather than act against your will. + +*Source: Lost Omens: Character Guide p. 26* +%% #compendium/src/pf2e/locg #trait/elf #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/deflect-arrow.md b/compendium/feats/deflect-arrow.md index 3b882bb80..0d76e71c2 100644 --- a/compendium/feats/deflect-arrow.md +++ b/compendium/feats/deflect-arrow.md @@ -17,7 +17,7 @@ You gain a +4 circumstance bonus to AC against the triggering attack. If the att ## Deflect Arrow leads to... -[Arrow Snatching](compendium/feats/arrow-snatching.md), Return Fire +[Arrow Snatching](compendium/feats/arrow-snatching.md), [Return Fire](compendium/feats/return-fire-apg.md) ## Summary diff --git a/compendium/feats/deflecting-cloud-sot3.md b/compendium/feats/deflecting-cloud-sot3.md new file mode 100644 index 000000000..589e73cdc --- /dev/null +++ b/compendium/feats/deflecting-cloud-sot3.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot3 +- trait/archetype +- trait/uncommon +aliases: ["Deflecting Cloud"] +--- +# Deflecting Cloud [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md), [dragon wings](compendium/spells/dragon-wings.md) sorcerer bloodline spell +- **Frequency**: once every 10 minutes +- **Trigger** You are the target of a ranged attack. +- **Requirements**: You are aware of the attack and currently have dragon wings active. +- **Activity** Reaction + +You've mastered a defensive technique unique to the ancient dragons of Bloodsalt: beating your wings to create a billowing cloud of mist. You become momentarily [hidden](rules/conditions.md#Hidden) from the triggering attack if vision is the attacker's only precise sense. Normally this means the attacker must succeed at a DC 11 flat check to target you. You also gain a +4 circumstance bonus to AC against the triggering attack. + +*Source: Strength of Thousands #3: Hurricane's Howl p. 79* +%% #compendium/src/pf2e/sot3 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/deft-cooperation-lowg.md b/compendium/feats/deft-cooperation-lowg.md new file mode 100644 index 000000000..5002ac154 --- /dev/null +++ b/compendium/feats/deft-cooperation-lowg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Deft Cooperation"] +--- +# Deft Cooperation *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) + +When you set things up to help your allies, you also gain some of the fruits of your labors. When you successfully [Aid](rules/actions/aid.md) an attack roll or AC, you gain a +1 circumstance bonus to attack rolls or AC against that enemy until the end of your next turn, whichever you granted to your ally. When you successfully [Aid](rules/actions/aid.md) a skill check, if you attempt the exact same skill check (not just using the same skill, but using it for the same purpose, for instance a check to [Climb](rules/actions/climb.md) the same wall) on your next turn, you gain a +1 circumstance bonus to your skill check. + +*Source: Lost Omens: World Guide p. 23* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/defy-death-loag.md b/compendium/feats/defy-death-loag.md new file mode 100644 index 000000000..af21edf9f --- /dev/null +++ b/compendium/feats/defy-death-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/orc +aliases: ["Defy Death"] +--- +# Defy Death *Feat 5* +[orc](rules/traits/orc.md) + +- **Prerequisites**: [Orc Ferocity](compendium/feats/orc-ferocity.md) + +You're exceptionally difficult to kill. The DC of your recovery checks is equal to 9 + your [dying](rules/conditions.md#Dying) value, or 8 + your [dying](rules/conditions.md#Dying) value if you have the [Toughness](compendium/feats/toughness.md) general feat. + +In addition, whenever someone returns you to life using magic that would normally leave you debilitated for a week (such as [raise dead](compendium/spells/raise-dead.md) or the [resurrect](compendium/spells/rituals/resurrect.md) ritual), you don't suffer that condition. + +*Source: Lost Omens: Ancestry Guide p. 51* +%% #compendium/src/pf2e/loag #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/defy-fey-loil.md b/compendium/feats/defy-fey-loil.md new file mode 100644 index 000000000..bad57fbb1 --- /dev/null +++ b/compendium/feats/defy-fey-loil.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/gunslinger +- trait/investigator +- trait/ranger +- trait/rare +aliases: ["Defy Fey"] +--- +# Defy Fey *Feat 6* +[investigator](rules/traits/investigator-apg.md) [ranger](rules/traits/ranger.md) [rare](rules/traits/rare.md) gunslinger + +- **Prerequisites**: Greenwatch Initiate + +You are keen to the wiles of the fey and can usually shake off their magic. Whenever you fail, but don't critically fail, a save against a spell with a duration of at least 1 round cast by a fey creature, you can attempt a second save against the original DC at the start of your next turn to end any lingering effects the spell might have. This can end [persistent damage](rules/conditions.md#Persistent%20Damage) caused by a spell but can't reverse [any](rules/traits/any-b1.md) effects that have been resolved already (such as damage dealt when the spell was cast). + +*Source: Lost Omens: Impossible Lands p. 129* +%% #compendium/src/pf2e/loil #trait/gunslinger #trait/investigator #trait/ranger #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/defy-the-darkness-apg.md b/compendium/feats/defy-the-darkness-apg.md new file mode 100644 index 000000000..4a7dc3221 --- /dev/null +++ b/compendium/feats/defy-the-darkness-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/dwarf +aliases: ["Defy The Darkness"] +--- +# Defy The Darkness *Feat 5* +[dwarf](rules/traits/dwarf.md) + +- **Prerequisites**: darkvision + +Using ancient dwarven methods developed to fight enemies wielding magical darkness, you've honed your [darkvision](rules/abilities/darkvision.md) and sworn not to use such magic yourself. You gain [greater darkvision](rules/abilities/darkvision.md), enabling you to see through magical darkness even if it normally hampers [darkvision](rules/abilities/darkvision.md) (such as the darkness created by a 4th-level [darkness](compendium/spells/darkness.md) spell). You can't cast spells with the [darkness](rules/traits/darkness.md) trait, use item activations with the [darkness](rules/traits/darkness.md) trait, or use any other ability with the [darkness](rules/traits/darkness.md) trait. + +*Source: Advanced Player's Guide p. 42* +%% #compendium/src/pf2e/apg #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/deimatic-display-apg.md b/compendium/feats/deimatic-display-apg.md new file mode 100644 index 000000000..c2e99a2e2 --- /dev/null +++ b/compendium/feats/deimatic-display-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/druid +aliases: ["Deimatic Display"] +--- +# Deimatic Display [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[druid](rules/traits/druid.md) + +- **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation) +- **Activity** Single Action + +Imitating animal threat displays, you make yourself appear larger and more imposing. Roll one [Intimidation](compendium/skills.md#Intimidation) check to [Demoralize](rules/actions/demoralize.md) and compare the result to the Will DC of each animal, fungus, and plant creature in a 15-foot cone. When you do, [Demoralize](rules/actions/demoralize.md) gains the [visual](rules/traits/visual.md) trait, and creatures are affected if they can see you. You don't take a penalty if the creature doesn't understand your language. + +*Source: Advanced Player's Guide p. 124* +%% #compendium/src/pf2e/apg #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/deliberate-death-loag.md b/compendium/feats/deliberate-death-loag.md new file mode 100644 index 000000000..87aba49da --- /dev/null +++ b/compendium/feats/deliberate-death-loag.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/duskwalker +aliases: ["Deliberate Death"] +--- +# Deliberate Death [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[duskwalker](rules/traits/duskwalker-apg.md) + +- **Frequency**: once per day +- **Trigger** You are about to gain the [dying](rules/conditions.md#Dying) condition as a result of another creature's attack or ability, and that creature is within your melee reach. +- **Activity** Reaction + +Once, you died because someone—murderer or monster, soldier or executioner— chose to strike you down. Just before losing consciousness, make a melee [Strike](rules/actions/strike.md) against the triggering creature. + +**Special.** You can select this feat only at 1st level, and you can't retrain into or out of this feat. + +*Source: Lost Omens: Ancestry Guide p. 30* +%% #compendium/src/pf2e/loag #trait/duskwalker %% \ No newline at end of file diff --git a/compendium/feats/delver-lome.md b/compendium/feats/delver-lome.md new file mode 100644 index 000000000..9d5422534 --- /dev/null +++ b/compendium/feats/delver-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/shisk +aliases: ["Delver"] +--- +# Delver *Feat 13* +[shisk](rules/traits/shisk-lome.md) + + +Subterranean life taught you to swim through the ground like water. You gain a burrow Speed of 10 feet through loose soil or dirt. + +*Source: Lost Omens: The Mwangi Expanse p. 126* +%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/compendium/feats/demanding-challenge-locg.md b/compendium/feats/demanding-challenge-locg.md new file mode 100644 index 000000000..b9c1dbb95 --- /dev/null +++ b/compendium/feats/demanding-challenge-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Demanding Challenge"] +--- +# Demanding Challenge *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Boaster's Challenge](compendium/feats/boasters-challenge-locg.md) + +If your skill check to challenge a foe is a success, the target of your challenge takes a–1 circumstance penalty to attack rolls (or –2 if you critically succeed) until the end of your next turn. + +*Source: Lost Omens: Character Guide p. 75* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/demolition-charge-apg.md b/compendium/feats/demolition-charge-apg.md new file mode 100644 index 000000000..c6f82853d --- /dev/null +++ b/compendium/feats/demolition-charge-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/alchemist +aliases: ["Demolition Charge"] +--- +# Demolition Charge *Feat 2* +[alchemist](rules/traits/alchemist.md) + + +You can rig your bombs to inanimate objects in order to cause destruction to the surrounding area. As an activity that takes 1 minute, you attach between one and four bombs to an inanimate object within your reach, such as a chest, door, wall, or column. This creates a hazard in one square occupied by or adjacent to the inanimate object, and the hazard's [Stealth](compendium/skills.md#Stealth) DC to detect it and [Thievery](compendium/skills.md#Thievery) DC to disable it are equal to your class DC. + +The hazard has the following reaction, which you can also trigger as a single action so long as you are within 30 feet of the hazard. The hazard retains its potency until it's triggered, until the inanimate object moves from its space, or until you make your next daily preparations, whichever comes first. + +```ad-embed-ability +title: Fire in the Hole [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature moves into the hazard's space + +**Effect** The hazard explodes, dealing the bombs' damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, similarly combined for the purpose of resistances and weaknesses. + +As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply. +``` + +*Source: Advanced Player's Guide p. 106* +%% #compendium/src/pf2e/apg #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/demon-magic-apg.md b/compendium/feats/demon-magic-apg.md new file mode 100644 index 000000000..a34cbe804 --- /dev/null +++ b/compendium/feats/demon-magic-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tiefling +aliases: ["Demon Magic"] +--- +# Demon Magic *Feat 9* +[tiefling](rules/traits/tiefling-b1.md) + +- **Prerequisites**: [Pitborn](compendium/feats/pitborn-apg.md) + +You can channel the power of the Abyss through your heritage, producing terrible tangible effects. You can cast [paranoia](compendium/spells/paranoia.md) and [shatter](compendium/spells/shatter.md) each once per day as 2nd-level divine innate spells. + +*Source: Advanced Player's Guide p. 40* +%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/demonbane-warrior-lome.md b/compendium/feats/demonbane-warrior-lome.md new file mode 100644 index 000000000..4613c3b84 --- /dev/null +++ b/compendium/feats/demonbane-warrior-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/elf +aliases: ["Demonbane Warrior"] +--- +# Demonbane Warrior *Feat 1* +[elf](rules/traits/elf.md) + + +You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against demons. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice. If your actions force a demon to take damage from its sin vulnerability, increase that damage by 2. + +*Source: Lost Omens: The Mwangi Expanse p. 60* +%% #compendium/src/pf2e/lome #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/demonblood-frenzy-lome.md b/compendium/feats/demonblood-frenzy-lome.md new file mode 100644 index 000000000..def195f31 --- /dev/null +++ b/compendium/feats/demonblood-frenzy-lome.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/orc +- trait/uncommon +aliases: ["Demonblood Frenzy"] +--- +# Demonblood Frenzy [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* +[orc](rules/traits/orc.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Matanji ethnicity +- **Prerequisites**: tusks unarmed attack +- **Frequency**: once per minute +- **Trigger** You successfully [Strike](rules/actions/strike.md) a living creature that has the [fiend](rules/traits/fiend.md) trait with your tusks unarmed attack. +- **Activity** Reaction + +Just the taste of fiendish blood is enough to send blood rushing through your veins in a supernatural fury. You become [quickened](rules/conditions.md#Quickened) until the end of your next turn and you can use the extra action to make a tusks [Strike](rules/actions/strike.md), [Stride](rules/actions/stride.md), or [Step](rules/actions/step.md). + +*Source: Lost Omens: The Mwangi Expanse p. 94* +%% #compendium/src/pf2e/lome #trait/orc #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/demons-hair-frp3.md b/compendium/feats/demons-hair-frp3.md new file mode 100644 index 000000000..468759128 --- /dev/null +++ b/compendium/feats/demons-hair-frp3.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp3 +- trait/uncommon +- trait/witch +aliases: ["Demon's Hair"] +--- +# Demon's Hair *Feat 20* +[uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Prerequisites**: [Living Hair](compendium/feats/living-hair-apg.md) + +Your hair constantly wriggles and writhes like that of your rival, Syu Tak-nwa. Your damage die of your hair unarmed [Strike](rules/actions/strike.md) increases by one step and it gains the reach and versatile slashing traits. Your familiar assumes partial control over your hair; as long as your familiar is alive and within 30 feet, you are permanently [quickened](rules/conditions.md#Quickened), and you can use the extra action only to make a hair [Strike](rules/actions/strike.md). + +You can deliver hexes through your hair. When you successfully cast a non-cantrip hex that requires 2 or more actions to cast and that doesn't require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a hair [Strike](rules/actions/strike.md) against them before applying [any](rules/traits/any-b1.md) effects of the hex. If this [Strike](rules/actions/strike.md) misses, the hex has no effect. + +**Special.** If your hair already has the [reach](rules/traits/reach.md) trait, it instead gains the [sweep](rules/traits/sweep.md) trait. + +*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 75* +%% #compendium/src/pf2e/frp3 #trait/uncommon #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/denier-of-destruction-ec6.md b/compendium/feats/denier-of-destruction-ec6.md new file mode 100644 index 000000000..6b2f5e11e --- /dev/null +++ b/compendium/feats/denier-of-destruction-ec6.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec6 +- trait/cleric +- trait/uncommon +aliases: ["Denier Of Destruction"] +--- +# Denier Of Destruction [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* +[cleric](rules/traits/cleric.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: healing font +- **Trigger** Any ally within 30 feet that you can heal with your [heal](compendium/spells/heal.md) spell would take damage from an attack or effect from a source you can observe. +- **Requirements**: You have a [heal](compendium/spells/heal.md) spell prepared and you aren't [flat-footed](rules/conditions.md#Flat-footed) to the source of the damage. +- **Activity** Reaction + +You can manipulate the same energies that the aeon orbs use to sustain life. You cast [heal](compendium/spells/heal.md) on the triggering target. + +Instead of its normal effects, the [heal](compendium/spells/heal.md) spell reduces the triggering damage by an amount equal to the Hit Points a 1-action [heal](compendium/spells/heal.md) spell of that level would have recovered. + +As usual, if this reduces the damage to 0, it might also remove additional effects of the triggering attack, such as injury poisons. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 72* +%% #compendium/src/pf2e/ec6 #trait/cleric #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/deny-the-songs-of-war-sot2.md b/compendium/feats/deny-the-songs-of-war-sot2.md new file mode 100644 index 000000000..4f1e782d7 --- /dev/null +++ b/compendium/feats/deny-the-songs-of-war-sot2.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot2 +- trait/archetype +aliases: ["Deny The Songs Of War"] +--- +# Deny The Songs Of War *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Nantambu Chime-Ringer Dedication](compendium/feats/nantambu-chime-ringer-dedication-sot2.md) + +To keep the peace, you disrupt those who seek to break it. + +You can cast [deafness](compendium/spells/deafness.md) and 4th-level [silence](compendium/spells/silence.md) once per day each as innate spells. The tradition of these spells is the one you chose for the Nantambu Chime-Ringer Dedication feat. + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* +%% #compendium/src/pf2e/sot2 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/derring-do-apg.md b/compendium/feats/derring-do-apg.md new file mode 100644 index 000000000..777090ab6 --- /dev/null +++ b/compendium/feats/derring-do-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/fortune +- trait/swashbuckler +aliases: ["Derring-do"] +--- +# Derring-do *Feat 10* +[fortune](rules/traits/fortune.md) [swashbuckler](rules/traits/swashbuckler-apg.md) + + +When you compound panache with even more derring-do, it somehow tends to work out. When you already have panache, you can roll twice and use the higher result on checks to which the circumstance bonus for having panache applies ([Tumble Through](rules/actions/tumble-through.md) and any skill actions listed in your swashbuckler's style). + +*Source: Advanced Player's Guide p. 91* +%% #compendium/src/pf2e/apg #trait/fortune #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/desiccating-inhalation-botd.md b/compendium/feats/desiccating-inhalation-botd.md new file mode 100644 index 000000000..95d34a12b --- /dev/null +++ b/compendium/feats/desiccating-inhalation-botd.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/divine +- trait/evocation +aliases: ["Desiccating Inhalation"] +--- +# Desiccating Inhalation [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) + +- **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) +- **Frequency**: once per hour +- **Activity** Two-Action + +You draw in the moisture from nearby creatures, draining them dry to heal your wounds. Creatures in a 30-foot cone take `6d8` negative damage, with a basic Reflex save against your class DC. A creature that critically fails this saving throw is also [drained](rules/conditions.md#Drained). As long as at least one creature was damaged by your Desiccating Inhalation, you regain HP equal to your level. + +At 14th level and every 2 levels thereafter, the damage increases by `1d8`. + +*Source: Book of the Dead p. 52* +%% #compendium/src/pf2e/botd #trait/archetype #trait/divine #trait/evocation %% \ No newline at end of file diff --git a/compendium/feats/desperate-prayer-apg.md b/compendium/feats/desperate-prayer-apg.md new file mode 100644 index 000000000..d95a7a8b7 --- /dev/null +++ b/compendium/feats/desperate-prayer-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +aliases: ["Desperate Prayer"] +--- +# Desperate Prayer [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 1* +[champion](rules/traits/champion.md) + +- **Frequency**: once per day +- **Trigger** You begin your turn and have no Focus Points in your pool. +- **Activity** Free Action + +You call out to your deity in a plea for their aid. You instantly recover 1 Focus Point. + +*Source: Advanced Player's Guide p. 118* +%% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/destructive-block-apg.md b/compendium/feats/destructive-block-apg.md new file mode 100644 index 000000000..724131d38 --- /dev/null +++ b/compendium/feats/destructive-block-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Destructive Block"] +--- +# Destructive Block *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bastion Dedication](compendium/feats/bastion-dedication-apg.md) + +You can protect yourself more effectively, at the expense of your shield. When you [Shield Block](compendium/feats/shield-block.md), you can reduce the damage to yourself by double the shield's Hardness, but if you do, the shield takes double the normal amount of damage it would have taken (before applying its Hardness). You can't use Destructive Block if your shield can't be [broken](rules/conditions.md#Broken) or destroyed, such as if you're using an [indestructible shield](compendium/equipment/items/indestructible-shield.md). + +*Source: Advanced Player's Guide p. 159* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/detectives-readiness-apg.md b/compendium/feats/detectives-readiness-apg.md new file mode 100644 index 000000000..cfc231620 --- /dev/null +++ b/compendium/feats/detectives-readiness-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Detective's Readiness"] +--- +# Detective's Readiness *Feat 4* +[investigator](rules/traits/investigator-apg.md) + + +When you're on a case, you stay watchful and resolute to avoid tricks your suspect might pull. You gain your circumstance bonus from [Pursue a Lead](rules/actions/pursue-a-lead-apg.md) on saving throws (and their DCs, as normal) against the subject of a lead, and you can use [Clue In](rules/actions/clue-in-apg.md) to assist an ally's saving throw against that subject. + +*Source: Advanced Player's Guide p. 61* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/determined-dash-apg.md b/compendium/feats/determined-dash-apg.md new file mode 100644 index 000000000..1996cd79b --- /dev/null +++ b/compendium/feats/determined-dash-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +- trait/rage +aliases: ["Determined Dash"] +--- +# Determined Dash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Activity** Two-Action + +Nothing can keep you from your enemy. [Stride](rules/actions/stride.md) twice. During this movement you ignore difficult terrain, greater difficult terrain, and any effects that would impose a penalty to Speed. You can attempt an [Athletics](compendium/skills.md#Athletics) check instead of an [Acrobatics](compendium/skills.md#Acrobatics) check to [Balance](rules/actions/balance.md) when moving across narrow surfaces or uneven ground, using the same DC. This doesn't prevent you from being harmed by hazardous terrain. You can increase the number of actions this activity takes to 3 to [Stride](rules/actions/stride.md) three times instead. + +*Source: Advanced Player's Guide p. 110* +%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/determined-lore-seeker-lopsg.md b/compendium/feats/determined-lore-seeker-lopsg.md new file mode 100644 index 000000000..6ba45b4ad --- /dev/null +++ b/compendium/feats/determined-lore-seeker-lopsg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Determined Lore Seeker"] +--- +# Determined Lore Seeker *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lore Seeker](compendium/feats/lore-seeker-locg.md) + +You've mastered useful spells that let you find [hidden](rules/conditions.md#Hidden) truths others might miss, and a preferred spell comes naturally to you. When you gain this feat, choose one of the innate spells granted by the [Lore](compendium/skills.md#Lore) Seeker feat: comprehend language, restore senses, or see invisibility. You can cast this spell three times per day instead of once per day. + +When you cast any of the spells granted by [Lore](compendium/skills.md#Lore) Seeker as innate spells, they gain additional effects. When you cast [comprehend language](compendium/spells/comprehend-language.md), the spell is heightened to 4th level. When you cast [restore senses](compendium/spells/restore-senses.md),the spell is heightened to half your level, rounded up. When you cast [see invisibility](compendium/spells/see-invisibility.md), for the duration of the spell you can use an action, which has the [concentrate](rules/traits/concentrate.md) trait, to see [invisible](rules/conditions.md#Invisible) creatures normally (instead of seeing them as translucent shapes that are [concealed](rules/conditions.md#Concealed) to you) until the end of your next turn. + +*Source: Lost Omens: Pathfinder Society Guide p. 46* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/detonating-spell-lokl.md b/compendium/feats/detonating-spell-lokl.md new file mode 100644 index 000000000..875ca842e --- /dev/null +++ b/compendium/feats/detonating-spell-lokl.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/cleric +- trait/concentrate +- trait/metamagic +- trait/oracle +- trait/sorcerer +- trait/uncommon +- trait/witch +- trait/wizard +aliases: ["Detonating Spell"] +--- +# Detonating Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [oracle](rules/traits/oracle-apg.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) [wizard](rules/traits/wizard.md) + +- **Access**: Knights of Lastwall have access to this feat. +- **Activity** Single Action + +Your spell becomes volatile and explosive. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that deals damage to a single target and the spell successfully damages that target, the spell explodes, dealing splash damage equal to the level of the spell cast to adjacent creatures. Unlike normally, this splash damage doesn't apply to the target. The splash damage dealt is of the same type the spell deals. + +*Source: Lost Omens: Knights of Lastwall p. 83* +%% #compendium/src/pf2e/lokl #trait/cleric #trait/concentrate #trait/metamagic #trait/oracle #trait/sorcerer #trait/uncommon #trait/witch #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/devastating-spellstrike-som.md b/compendium/feats/devastating-spellstrike-som.md new file mode 100644 index 000000000..62657b061 --- /dev/null +++ b/compendium/feats/devastating-spellstrike-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Devastating Spellstrike"] +--- +# Devastating Spellstrike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: [Arcane Cascade](rules/actions/arcane-cascade-som.md), inexorable iron hybrid study, [Spellstrike](rules/actions/spellstrike-som.md) +- **Requirements**: You are in [Arcane Cascade](rules/actions/arcane-cascade-som.md) stance and your [Spellstrike](rules/actions/spellstrike-som.md) is charged. +- **Activity** Two-Action + +Your [Spellstrike](rules/actions/spellstrike-som.md) sweeps are so wide and devastating, they splash onto nearby foes. Make a [Spellstrike](rules/actions/spellstrike-som.md). Foes adjacent to the target take splash damage equal to 2 + the extra damage from [Arcane Cascade](rules/actions/arcane-cascade-som.md). The damage type is the same as [Arcane Cascade](rules/actions/arcane-cascade-som.md); if the spell already deals splash damage of the same type, combine the damage together before applying weaknesses or resistances. + +*Source: Secrets of Magic p. 44* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/devil-in-plain-sight-loag.md b/compendium/feats/devil-in-plain-sight-loag.md new file mode 100644 index 000000000..70feae582 --- /dev/null +++ b/compendium/feats/devil-in-plain-sight-loag.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/concentrate +- trait/divine +- trait/polymorph +- trait/tiefling +- trait/transmutation +aliases: ["Devil In Plain Sight"] +--- +# Devil In Plain Sight [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* +[concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [polymorph](rules/traits/polymorph.md) [tiefling](rules/traits/tiefling-b1.md) [transmutation](rules/traits/transmutation.md) + +- **Activity** Two-Action + +You've learned to draw your fiendish nature into a small ball of corruption and hide it in your soul. Your obviously fiendish traits disappear, including any tails, horns, and cloven hooves, though hints remain (claws turn into jagged nails or eyes retain an odd hue, for instance). You're still recognizably yourself, but now appear as a typical, non-tiefling member of your base ancestry. Using Devil in Plain Sight counts as creating a disguise when using [Deception](compendium/skills.md#Deception) to [Impersonate](rules/actions/impersonate.md), and your transformation automatically defeats [Perception](compendium/skills.md#Perception) DCs to determine if you're a normal member of your base ancestry; only creatures actively rolling [Perception](compendium/skills.md#Perception) to examine you might notice the disguise. While in your shapeshifted form, you can't use unarmed attacks, innate spells, or other abilities that require physical features you receive from a tiefling ancestry feat—for instance, you can't use the Skillful Tail feat. You can remain in your alternate form indefinitely, and can shift back to your tiefling form by using this action again. + +## Devil In Plain Sight leads to... + +[Finest Trick](compendium/feats/finest-trick-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 63* +%% #compendium/src/pf2e/loag #trait/concentrate #trait/divine #trait/polymorph #trait/tiefling #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/devil-magic-apg.md b/compendium/feats/devil-magic-apg.md new file mode 100644 index 000000000..672b29c95 --- /dev/null +++ b/compendium/feats/devil-magic-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tiefling +aliases: ["Devil Magic"] +--- +# Devil Magic *Feat 9* +[tiefling](rules/traits/tiefling-b1.md) + +- **Prerequisites**: [Hellspawn](compendium/feats/hellspawn-apg.md) + +Drawing on the infernal power of your sinister forbears, you mislead your foes with magical deception. You can cast [invisibility](compendium/spells/invisibility.md) and [misdirection](compendium/spells/misdirection.md) each once per day as 2nd-level divine innate spells. + +*Source: Advanced Player's Guide p. 41* +%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/devilish-wiles-loag.md b/compendium/feats/devilish-wiles-loag.md new file mode 100644 index 000000000..314efbc4d --- /dev/null +++ b/compendium/feats/devilish-wiles-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/tiefling +aliases: ["Devilish Wiles"] +--- +# Devilish Wiles *Feat 5* +[tiefling](rules/traits/tiefling-b1.md) + + +Traditionally, fiends are exceptionally good at persuading people to do things, even when their targets know it's a bad idea. You're also rather good at it, compelling the weak and weak-willed to your bidding. You can cast [charm](compendium/spells/charm.md) once per day as a 1st-level divine innate spell. + +*Source: Lost Omens: Ancestry Guide p. 63* +%% #compendium/src/pf2e/loag #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/devils-advocate-locg.md b/compendium/feats/devils-advocate-locg.md new file mode 100644 index 000000000..1af4c8c39 --- /dev/null +++ b/compendium/feats/devils-advocate-locg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/human +- trait/uncommon +aliases: ["Devil's Advocate"] +--- +# Devil's Advocate *Feat 1* +[human](rules/traits/human.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Chelaxian nationality + +You know more about the habits of devils than is entirely safe. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks against devils and saving throws against their abilities. In addition, whenever you meet a devil in a social situation, you can immediately attempt a [Diplomacy](compendium/skills.md#Diplomacy) check to [Make an Impression](rules/actions/make-an-impression.md) on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result. + +**Special.** If you have the [Glad-Hand](compendium/feats/glad-hand.md) skill feat, you don't take the penalty to your immediate [Diplomacy](compendium/skills.md#Diplomacy) check if the target is a devil. + +*Source: Lost Omens: Character Guide p. 11* +%% #compendium/src/pf2e/locg #trait/human #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/devils-eye-da.md b/compendium/feats/devils-eye-da.md new file mode 100644 index 000000000..d40147ad5 --- /dev/null +++ b/compendium/feats/devils-eye-da.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/aftermath +- trait/rare +aliases: ["Devil's Eye"] +--- +# Devil's Eye *Feat 4* +[aftermath](rules/traits/aftermath-da.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: You made a bargain with a devil or won a legal case or other similar duel of wits against a devil. + +Your experience in the finer points of bargaining with a devil has awakened a sinister power that now inhabits your left eye. The eye is the same shape and iris color as your normal eye would be, but the sclera is a deep red instead of white and the pupil is a narrow, vertical slit. The eye grants you an abnormal understanding of the loopholes and legal processes employed to trap poor creatures that don't know any better. + +You gain the Objection reaction. You also become an expert in [Legal Lore](compendium/skills.md#Lore) and gain a +1 circumstance bonus to any check you make to read or negotiate a treatise, contract, or similar text. At 7th level you become a master of [Legal Lore](compendium/skills.md#Lore), and at 15th level you become legendary in [Legal Lore](compendium/skills.md#Lore). You can use [Legal Lore](compendium/skills.md#Lore) in place of [Perception](compendium/skills.md#Perception) to detect verbal loopholes, double entendres, [hidden](rules/conditions.md#Hidden) meanings, code, or contradictions in a conversation you can hear. This doesn't let you fully understand coded speech but alerts you to its presence. + +```ad-embed-ability +title: Objection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[fortune](rules/traits/fortune.md) + +- **Trigger**: You're about to attempt a saving throw against a [linguistic](rules/traits/linguistic.md) effect + +**Effect** Your devil's eye crackles with infernal glee as you discover a loophole in the wording of the triggering effect. You roll your saving throw twice, taking the higher result. +%% #trait/fortune %% +``` + +*Source: Dark Archive p. 55* +%% #compendium/src/pf2e/da #trait/aftermath #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/devoted-guardian-lokl.md b/compendium/feats/devoted-guardian-lokl.md new file mode 100644 index 000000000..2c4e8dcc1 --- /dev/null +++ b/compendium/feats/devoted-guardian-lokl.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/champion +- trait/fighter +- trait/uncommon +aliases: ["Devoted Guardian"] +--- +# Devoted Guardian [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[champion](rules/traits/champion.md) [fighter](rules/traits/fighter.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Knights of Lastwall have access to this feat. +- **Requirements**: Your last action was to [Raise a Shield](rules/actions/raise-a-shield.md). +- **Activity** Single Action + +You adopt a wide stance, ready to defend both yourself and your chosen ward. Select one adjacent creature. As long as your shield is raised and the creature remains adjacent to you, the creature gains a +1 circumstance bonus to their AC, or a +2 circumstance bonus if the shield you raised was a tower shield. + +*Source: Lost Omens: Knights of Lastwall p. 82* +%% #compendium/src/pf2e/lokl #trait/champion #trait/fighter #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/diabolic-certitude-lowg.md b/compendium/feats/diabolic-certitude-lowg.md new file mode 100644 index 000000000..a12b2efcb --- /dev/null +++ b/compendium/feats/diabolic-certitude-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +- trait/skill +aliases: ["Diabolic Certitude"] +--- +# Diabolic Certitude [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md) +- **Trigger** Your turn begins and you can observe a devil. +- **Activity** Free Action + +Your Hellknight training drilled details of Hell's denizens deep into your mind. Make an attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) about a devil you're observing. If you roll a critical failure on this check, you get a failure instead. + +*Source: Lost Omens: World Guide p. 107* +%% #compendium/src/pf2e/lowg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/didactic-strike-apg.md b/compendium/feats/didactic-strike-apg.md new file mode 100644 index 000000000..eda72fd73 --- /dev/null +++ b/compendium/feats/didactic-strike-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Didactic Strike"] +--- +# Didactic Strike *Feat 16* +[investigator](rules/traits/investigator-apg.md) + +- **Prerequisites**: [Shared Stratagem](compendium/feats/shared-stratagem-apg.md) + +When you find a glaring weakness, you can set your allies up to annihilate your foe. When you use Shared Stratagem, you can designate up to 10 allies instead of just one. The foe is [flat-footed](rules/conditions.md#Flat-footed) against the first attack from each designated ally before your next turn, and each ally's first attack deals an extra `2d6` precision damage to the target if it hits. + +*Source: Advanced Player's Guide p. 65* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/diehard.md b/compendium/feats/diehard.md index 7016e5826..dcc62049e 100644 --- a/compendium/feats/diehard.md +++ b/compendium/feats/diehard.md @@ -14,7 +14,7 @@ It takes more to kill you than most. You die from the [dying](rules/conditions.m ## Diehard leads to... -Numb To Death +[Numb To Death](compendium/feats/numb-to-death-logm.md) ## Summary diff --git a/compendium/feats/different-worlds-aoa3.md b/compendium/feats/different-worlds-aoa3.md new file mode 100644 index 000000000..00fa320af --- /dev/null +++ b/compendium/feats/different-worlds-aoa3.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa3 +- trait/general +- trait/uncommon +aliases: ["Different Worlds"] +--- +# Different Worlds *Feat 1* +[general](rules/traits/general.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: ability to select ancestry feats from multiple ancestries + +Your separate experiences in different societies have evolved into entirely separate lives. Create a second identity for yourself with a different name, history, and background. This identity must correspond to one of the ancestries whose ancestry feats you can select. You gain the trained proficiency rank in the [Lore](compendium/skills.md#Lore) skill from the second background you chose (but you don't gain any of the background's other benefits), and you gain a +4 circumstance bonus to [Deception](compendium/skills.md#Deception) checks when making a statement that would be true of your second identity or when disguising yourself as your second identity. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 73* +%% #compendium/src/pf2e/aoa3 #trait/general #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/dig-quickly-ec3.md b/compendium/feats/dig-quickly-ec3.md new file mode 100644 index 000000000..0862ae164 --- /dev/null +++ b/compendium/feats/dig-quickly-ec3.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec3 +- trait/manipulate +- trait/shoony +aliases: ["Dig Quickly"] +--- +# Dig Quickly [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* +[manipulate](rules/traits/manipulate.md) [shoony](rules/traits/shoony-ec3.md) + +- **Requirements**: You are standing on dirt, sand, snow, or similar particulate material. +- **Activity** Two-Action + +Your hands work as effectively as shovels when you need to dig a quick hole. + +You dig a shallow pit in the square you currently occupy, turning the square into difficult terrain (including for you). In addition, you also kick up a cloud of grit in a direction of your choice. The cloud extinguishes small, unattended, non-magical fires and helps smother the flames on burning creatures located within the cone; creatures in this cone that are taking [persistent fire damage](rules/conditions.md#Persistent%20Damage) can immediately attempt an additional flat DC 15 check to end the [persistent damage](rules/conditions.md#Persistent%20Damage). + +*Source: Extinction Curse #3: Life's Long Shadows p. 72* +%% #compendium/src/pf2e/ec3 #trait/manipulate #trait/shoony %% \ No newline at end of file diff --git a/compendium/feats/dig-up-secrets-lome.md b/compendium/feats/dig-up-secrets-lome.md new file mode 100644 index 000000000..4f0544300 --- /dev/null +++ b/compendium/feats/dig-up-secrets-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/shisk +aliases: ["Dig Up Secrets"] +--- +# Dig Up Secrets *Feat 9* +[shisk](rules/traits/shisk-lome.md) + + +You are an endless well of knowledge and can remember several vital pieces of information at once. You can cast [hypercognition](compendium/spells/hypercognition.md) as an innate occult spell once per day. + +*Source: Lost Omens: The Mwangi Expanse p. 126* +%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/compendium/feats/dimensional-disappearance-som.md b/compendium/feats/dimensional-disappearance-som.md new file mode 100644 index 000000000..1e7785e4c --- /dev/null +++ b/compendium/feats/dimensional-disappearance-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Dimensional Disappearance"] +--- +# Dimensional Disappearance *Feat 10* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: dimensional assault focus spell, laughing shadow hybrid study + +You take advantage of teleportation to better hide your position. When you cast dimensional assault, you're affected by an [invisibility](compendium/spells/invisibility.md) spell at the end of the teleport. You can choose not to make the [Strike](rules/actions/strike.md) that is normally part of dimensional assault. If you do make the [Strike](rules/actions/strike.md), your invisibility ends after the [Strike](rules/actions/strike.md), as normal for invisibility. + +*Source: Secrets of Magic p. 47* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/dire-form-loag.md b/compendium/feats/dire-form-loag.md new file mode 100644 index 000000000..382c3ba97 --- /dev/null +++ b/compendium/feats/dire-form-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/beastkin +aliases: ["Dire Form"] +--- +# Dire Form *Feat 13* +[beastkin](rules/traits/beastkin-loag.md) + + +Your hybrid shape is a hulking beast. While in your hybrid shape, you gain the effects of [enlarge](compendium/spells/enlarge.md). + +*Source: Lost Omens: Ancestry Guide p. 82* +%% #compendium/src/pf2e/loag #trait/beastkin %% \ No newline at end of file diff --git a/compendium/feats/directed-audience-apg.md b/compendium/feats/directed-audience-apg.md new file mode 100644 index 000000000..1c1b0362d --- /dev/null +++ b/compendium/feats/directed-audience-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/bard +aliases: ["Directed Audience"] +--- +# Directed Audience *Feat 2* +[bard](rules/traits/bard.md) + + +You can shape the area of your composition spells. Whenever you cast a composition spell whose area is an emanation, you can change the spell's area to a cone 10 feet larger, to a maximum of twice the original area. For example, you could modify a composition spell that affects a 30-foot emanation to affect a 40-foot cone, but a 5-foot emanation could only become a 10-foot cone. + +*Source: Advanced Player's Guide p. 112* +%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/directed-poison-lotgb.md b/compendium/feats/directed-poison-lotgb.md new file mode 100644 index 000000000..379d50f8d --- /dev/null +++ b/compendium/feats/directed-poison-lotgb.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Directed Poison"] +--- +# Directed Poison *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [cloudkill](compendium/spells/cloudkill.md) + +When you cast [cloudkill](compendium/spells/cloudkill.md), modify its duration to be sustained up to 1 minute, and modify its standard effect to include the following: The cloud doesn't move away from you each round. + +Once per round when you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can move the cloud 10 feet in the direction of your choice. + +*Source: Lost Omens: The Grand Bazaar p. 125* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/disarming-assault-apg.md b/compendium/feats/disarming-assault-apg.md new file mode 100644 index 000000000..7ff14dc3c --- /dev/null +++ b/compendium/feats/disarming-assault-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +- trait/flourish +- trait/rage +aliases: ["Disarming Assault"] +--- +# Disarming Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[barbarian](rules/traits/barbarian.md) [flourish](rules/traits/flourish.md) [rage](rules/traits/rage.md) + +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) +- **Activity** Single Action + +You attack with enough force to knock the weapon out of your foe's hands. Make a melee [Strike](rules/actions/strike.md); if you hit, you can attempt an [Athletics](compendium/skills.md#Athletics) check to [Disarm](rules/actions/disarm.md) that foe. + +*Source: Advanced Player's Guide p. 110* +%% #compendium/src/pf2e/apg #trait/barbarian #trait/flourish #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/disarming-block-apg.md b/compendium/feats/disarming-block-apg.md new file mode 100644 index 000000000..e0fe63722 --- /dev/null +++ b/compendium/feats/disarming-block-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Disarming Block"] +--- +# Disarming Block [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bastion Dedication](compendium/feats/bastion-dedication-apg.md), trained in [Athletics](compendium/skills.md#Athletics) +- **Trigger** You [Shield Block](compendium/feats/shield-block.md) a melee [Strike](rules/actions/strike.md) made with a held weapon. +- **Activity** Free Action + +You attempt to [Disarm](rules/actions/disarm.md) the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don't have a hand free. + +*Source: Advanced Player's Guide p. 159* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/disarming-flair-apg.md b/compendium/feats/disarming-flair-apg.md new file mode 100644 index 000000000..68b2e5685 --- /dev/null +++ b/compendium/feats/disarming-flair-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Disarming Flair"] +--- +# Disarming Flair *Feat 1* +[swashbuckler](rules/traits/swashbuckler-apg.md) + + +It's harder for your foes to regain their grip when you knock their weapon partially out of their hands. When you succeed at an [Athletics](compendium/skills.md#Athletics) check to [Disarm](rules/actions/disarm.md), the circumstance bonus and penalty from [Disarm](rules/actions/disarm.md) last until the end of your next turn, instead of until the beginning of the target's next turn. The target can use an [Interact](rules/actions/interact.md) action to adjust their grip and remove this effect. + +If your swashbuckler's style is gymnast and you succeed at your [Athletics](compendium/skills.md#Athletics) check to [Disarm](rules/actions/disarm.md) a foe, you gain panache. + +*Source: Advanced Player's Guide p. 88* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/discerning-gaze-ngd.md b/compendium/feats/discerning-gaze-ngd.md new file mode 100644 index 000000000..0baf85dd8 --- /dev/null +++ b/compendium/feats/discerning-gaze-ngd.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ngd +- trait/archetype +aliases: ["Discerning Gaze"] +--- +# Discerning Gaze *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners + +You have a sense for when people are lying. You gain a +1 circumstance bonus on your secret [Perception](compendium/skills.md#Perception) checks to [Sense Motive](rules/actions/sense-motive.md). + +If you use [Sense Motive](rules/actions/sense-motive.md) on a creature you have currently condemned with Harsh Judgment, your GM rolls the [Perception](compendium/skills.md#Perception) check twice and takes the higher result (this is a [fortune](rules/traits/fortune.md) effect). + +*Source: Night of the Gray Death p. 65* +%% #compendium/src/pf2e/ngd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/discerning-strike-lopsg.md b/compendium/feats/discerning-strike-lopsg.md new file mode 100644 index 000000000..10938dee4 --- /dev/null +++ b/compendium/feats/discerning-strike-lopsg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Discerning Strike"] +--- +# Discerning Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md), [Thorough Reports](compendium/feats/thorough-reports-lowg.md) +- **Requirements**: You have successfully identified the target with [Recall Knowledge](rules/actions/recall-knowledge.md) during this combat. +- **Activity** Single Action + +Identifying a creature is the first step in finding its weaknesses. + +Attempt a [Strike](rules/actions/strike.md) against the target; if successful, you deal an additional `1d6` precision damage. If you have succeeded on a [Recall Knowledge](rules/actions/recall-knowledge.md) check against the target during this combat and their creature type was previously recorded using [Thorough Reports](compendium/feats/thorough-reports-lowg.md), you also deal 1 point of [persistent bleed damage](rules/conditions.md#Persistent%20Damage). The creature is then temporarily immune to Discerning Strike for 1 day. + +*Source: Lost Omens: Pathfinder Society Guide p. 120* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/disciple-of-shade-som.md b/compendium/feats/disciple-of-shade-som.md new file mode 100644 index 000000000..e3275a47b --- /dev/null +++ b/compendium/feats/disciple-of-shade-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Disciple Of Shade"] +--- +# Disciple Of Shade *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Shadowcaster Dedication](compendium/feats/shadowcaster-dedication-som.md) + +You've delved deeper into the mysteries of shadow and become blessed with magical power that increases your skills in the arts of deception and persuasion. You gain the [inscrutable mask](compendium/spells/inscrutable-mask-som.md) domain spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Secrets of Magic p. 226* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/disciples-breath-apg.md b/compendium/feats/disciples-breath-apg.md new file mode 100644 index 000000000..f9ef2915b --- /dev/null +++ b/compendium/feats/disciples-breath-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Disciple's Breath"] +--- +# Disciple's Breath [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md), [dragon breath](compendium/spells/dragon-breath.md) sorcerer bloodline spell +- **Activity** Two-Action + +You unleash your breath weapon without spending focus. This has the effects of your [dragon breath](compendium/spells/dragon-breath.md) sorcerer bloodline spell, though it deals `9d6` damage instead of its usual damage, and you don't have to cast it or spend a Focus Point. You can't use Disciple's Breath again for `1d4` rounds. + +*Source: Advanced Player's Guide p. 169* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/discordant-voice-apg.md b/compendium/feats/discordant-voice-apg.md new file mode 100644 index 000000000..29d976889 --- /dev/null +++ b/compendium/feats/discordant-voice-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/bard +- trait/evocation +- trait/sonic +aliases: ["Discordant Voice"] +--- +# Discordant Voice *Feat 18* +[bard](rules/traits/bard.md) [evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) + +- **Prerequisites**: [inspire courage](compendium/spells/inspire-courage.md) + +Your inspire courage lets loose a discordant shriek that imbues your allies' attacks with powerful sonic reverberations. While your allies are affected by your inspire courage, their weapon [Strikes](rules/actions/strike.md) and unarmed attacks deal an additional `1d6` sonic damage. + +*Source: Advanced Player's Guide p. 115* +%% #compendium/src/pf2e/apg #trait/bard #trait/evocation #trait/sonic %% \ No newline at end of file diff --git a/compendium/feats/discreet-inquiry-apg.md b/compendium/feats/discreet-inquiry-apg.md new file mode 100644 index 000000000..e1a3a90ee --- /dev/null +++ b/compendium/feats/discreet-inquiry-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Discreet Inquiry"] +--- +# Discreet Inquiry *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) + +You are subtle in your efforts to learn the things you need to know. When [Gathering Information](rules/actions/gather-information.md), you can hide the true subject of your inquiry among other topics of little interest to you without increasing the difficulty of the check or taking more time to [Gather Information](rules/actions/gather-information.md). Anyone trying to [Gather Information](rules/actions/gather-information.md) to determine if someone else was asking around about the topic in question must exceed your [Deception](compendium/skills.md#Deception) DC or the normal DC to [Gather Information](rules/actions/gather-information.md) about your inquiries, whichever is higher, or else they don't learn of your efforts. + +*Source: Advanced Player's Guide p. 204* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/disengaging-twist-lotgb.md b/compendium/feats/disengaging-twist-lotgb.md new file mode 100644 index 000000000..ad8e9d4e4 --- /dev/null +++ b/compendium/feats/disengaging-twist-lotgb.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Disengaging Twist"] +--- +# Disengaging Twist [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) +- **Trigger** A creature gives you the [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) condition. +- **Activity** Reaction + +Your ability to twist your opponents' bodies into painful locks and holds makes you particularly adept at escaping such predicaments. Attempt an [Athletics](compendium/skills.md#Athletics) check to [Escape](rules/actions/escape.md) the triggering condition. You gain a +2 circumstance bonus to this check. + +*Source: Lost Omens: The Grand Bazaar p. 126* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/disk-rider-lotgb.md b/compendium/feats/disk-rider-lotgb.md new file mode 100644 index 000000000..8c0228007 --- /dev/null +++ b/compendium/feats/disk-rider-lotgb.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Disk Rider"] +--- +# Disk Rider *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [floating disk](compendium/spells/floating-disk.md) + +When you cast [floating disk](compendium/spells/floating-disk.md), you can modify its duration to be sustained, up to 10 minutes. If you do, add the following heightened entry to its effects. + +**Heightened (3rd)** The disk can hold up to 10 Bulk. The spell no longer ends if you ride atop the disk (though it does if any other creature rides atop it, including if the creature is riding on you). If you are riding the disk, it changes its capacity to hold you, plus additional Bulk equal to the maximum you could carry without being [encumbered](rules/conditions.md#Encumbered). If you ride atop the disk, you can direct it to move along the ground up to 30 feet or your Speed, whichever is slower, each time you [Sustain the Spell](rules/actions/sustain-a-spell.md). While you ride atop it, the disk can move over liquids as long as it ends its movement on solid ground. If it ends its movement on a surface that can't support it, the spell ends. + +*Source: Lost Omens: The Grand Bazaar p. 123* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/disorienting-opening-apg.md b/compendium/feats/disorienting-opening-apg.md new file mode 100644 index 000000000..2634fea1e --- /dev/null +++ b/compendium/feats/disorienting-opening-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/fighter +aliases: ["Disorienting Opening"] +--- +# Disorienting Opening *Feat 8* +[fighter](rules/traits/fighter.md) + +- **Prerequisites**: [Attack of Opportunity](rules/actions/attack-of-opportunity.md) + +You use your foes' openings to expose even greater weaknesses. When you hit a creature as part of an [Attack of Opportunity](rules/actions/attack-of-opportunity.md), that creature becomes [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. + +*Source: Advanced Player's Guide p. 126* +%% #compendium/src/pf2e/apg #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/disorienting-venom-lome.md b/compendium/feats/disorienting-venom-lome.md new file mode 100644 index 000000000..d825ab83a --- /dev/null +++ b/compendium/feats/disorienting-venom-lome.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/anadi +aliases: ["Disorienting Venom"] +--- +# Disorienting Venom *Feat 9* +[anadi](rules/traits/anadi-lome.md) + +- **Prerequisites**: Venomous Anadi + +The venom injected by your fangs disorients your foes. A creature damaged by your anadi venom must attempt a Fortitude save against your class DC or spell DC, whichever is higher, or become [flat-footed](rules/conditions.md#Flat-footed) for 1 round. + +*Source: Lost Omens: The Mwangi Expanse p. 106* +%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/compendium/feats/dispelling-spellstrike-som.md b/compendium/feats/dispelling-spellstrike-som.md new file mode 100644 index 000000000..642f11a90 --- /dev/null +++ b/compendium/feats/dispelling-spellstrike-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Dispelling Spellstrike"] +--- +# Dispelling Spellstrike [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) +- **Requirements**: Your [Spellstrike](rules/actions/spellstrike-som.md) is charged. +- **Activity** Three-Action + +The spell you deliver tries to force out magic affecting your enemy. Make a [Spellstrike](rules/actions/spellstrike-som.md). If it hits, you also attempt to counteract a single spell (of your choice) active on the target. The counteract level is half your level rounded up, and the counteract check modifier is the standard modifier for counteracting with a spell (your Intelligence modifier plus your spellcasting proficiency bonus, plus any bonuses or penalties that specifically apply to counteract checks). + +*Source: Secrets of Magic p. 49* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/disrupting-strikes-frp1.md b/compendium/feats/disrupting-strikes-frp1.md new file mode 100644 index 000000000..91cdb6b30 --- /dev/null +++ b/compendium/feats/disrupting-strikes-frp1.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp1 +- trait/archetype +aliases: ["Disrupting Strikes"] +--- +# Disrupting Strikes [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghost Eater Dedication](compendium/feats/ghost-eater-dedication-frp1.md) +- **Activity** Single Action + +You call forth positive energy from within to help you destroy undead. Your weapon and unarmed [Strikes](rules/actions/strike.md) gain the effects of a disrupting property rune until the start of your next turn. + +If you're 14th level or higher, your [Strikes](rules/actions/strike.md) instead gain the effects of a greater disrupting property rune. The DC for the rune's effect is equal to your class DC or spell DC, whichever is higher. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 79* +%% #compendium/src/pf2e/frp1 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/disruptive-stare-loil.md b/compendium/feats/disruptive-stare-loil.md new file mode 100644 index 000000000..ae4b56b57 --- /dev/null +++ b/compendium/feats/disruptive-stare-loil.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/mental +- trait/nagaji +- trait/visual +aliases: ["Disruptive Stare"] +--- +# Disruptive Stare [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* +[mental](rules/traits/mental.md) [nagaji](rules/traits/nagaji-loil.md) [visual](rules/traits/visual.md) + +- **Trigger** A creature within 30 feet attempts to [Cast a Spell](rules/actions/cast-a-spell.md) with the [concentrate](rules/traits/concentrate.md) trait. +- **Activity** Reaction + +Your frigid gaze can turn a foe's blood to ice. The triggering creature must attempt a Will save against your class DC or spell DC, whichever is higher. It then becomes temporarily immune for 24 hours. + +> [!success-degree] +> - **Failure** The triggering spell takes a –2 status penalty to its spell attack rolls and DCs. +> - **Critical Failure** The triggering spell is disrupted. + +*Source: Lost Omens: Impossible Lands p. 51* +%% #compendium/src/pf2e/loil #trait/mental #trait/nagaji #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/distant-cackle-lome.md b/compendium/feats/distant-cackle-lome.md new file mode 100644 index 000000000..66bf51ff6 --- /dev/null +++ b/compendium/feats/distant-cackle-lome.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/gnoll +aliases: ["Distant Cackle"] +--- +# Distant Cackle *Feat 5* +[gnoll](rules/traits/gnoll-b1.md) + +- **Prerequisites**: witch gnoll heritage + +It takes a very brave person to enter the laughter-haunted forest where you dwell. You can cast [ventriloquism](compendium/spells/ventriloquism.md) once per day as a 1st-level occult innate spell. + +*Source: Lost Omens: The Mwangi Expanse p. 113* +%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/compendium/feats/distant-wandering-da.md b/compendium/feats/distant-wandering-da.md new file mode 100644 index 000000000..ac34267ab --- /dev/null +++ b/compendium/feats/distant-wandering-da.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/deviant +- trait/evocation +- trait/magical +- trait/rare +aliases: ["Distant Wandering"] +--- +# Distant Wandering [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[deviant](rules/traits/deviant-da.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Activity** Single Action + +Your body falls [unconscious](rules/conditions.md#Unconscious) and your spirit projects out of it. + +While in spirit form, you can't consciously move your body, and you are [invisible](rules/conditions.md#Invisible) and inaudible, though a creature still might notice the signs of your presence and passing, just like for an [invisible](rules/conditions.md#Invisible) creature affected by silence, or a prying eye. You can freely move about, though you can't touch or move anything, cast spells, attack, or otherwise affect anything around you. + +Despite your ghostly form, you are not incorporeal and can't pass through barriers you couldn't in your body. Most effects can't harm your spirit form, though some spells, like spirit blast and spirit song, explicitly damage a creature's spirit. + +You can return to your body as a free action. If you are in spirit form at the beginning of your turn, you must attempt another backlash check for your deviation, returning to your body if you fail. + +**Awakening** Your spirit moves at the speed of thought. You gain a fly Speed and a +20-foot status bonus to your Speed while in spirit form. + +**Awakening** Time seems to pass more slowly while you are projecting your spirit, letting you notice things around you. When you enter spirit form, you can [Recall Knowledge](rules/actions/recall-knowledge.md) or [Seek](rules/actions/seek.md). You are [quickened](rules/conditions.md#Quickened) while in spirit form and can use the extra action only to [Recall Knowledge](rules/actions/recall-knowledge.md) or [Seek](rules/actions/seek.md). + +*Source: Dark Archive p. 78* +%% #compendium/src/pf2e/da #trait/deviant #trait/evocation #trait/magical #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/distracting-flattery-apg.md b/compendium/feats/distracting-flattery-apg.md new file mode 100644 index 000000000..46a34d95d --- /dev/null +++ b/compendium/feats/distracting-flattery-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/skill +aliases: ["Distracting Flattery"] +--- +# Distracting Flattery [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Dandy Dedication](compendium/feats/dandy-dedication-apg.md), expert in [Deception](compendium/skills.md#Deception) +- **Trigger** You observe a target's attitude toward yourself or your allies decrease as a result of an ally's behavior. +- **Activity** Reaction + +You know how to maintain a good impression and manage your image, even while keeping uncouth company. + +Make a [Deception](compendium/skills.md#Deception) check against the target's Will DC. Regardless of your result, the target is temporarily immune to your Distracting Flattery for 10 minutes. + +> [!success-degree] +> - **Success** The target's attitude doesn't decrease as a result of your ally's social blunder. +> - **Failure** The target's attitude decreases, as normal. +> - **Critical Failure** Your attempt makes matters worse, decreasing the target's attitude toward you by one step, in addition to any changes from the behavior that triggered this reaction. + +*Source: Advanced Player's Guide p. 167* +%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/distracting-performance-apg.md b/compendium/feats/distracting-performance-apg.md new file mode 100644 index 000000000..d5fa85334 --- /dev/null +++ b/compendium/feats/distracting-performance-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Distracting Performance"] +--- +# Distracting Performance *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Performance](compendium/skills.md#Performance) + +Your performances are especially distracting, allowing your allies to [Sneak](rules/actions/sneak.md) away with ease. When you [Aid](rules/actions/aid.md) an ally who is trying to [Create a Diversion](rules/actions/create-a-diversion.md), instead of the usual effects of [Aid](rules/actions/aid.md), you can roll a [Performance](compendium/skills.md#Performance) check and use that result to determine the outcome of the diversion, instead of the ally rolling a [Deception](compendium/skills.md#Deception) check. + +*Source: Advanced Player's Guide p. 205* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/distracting-spellstrike-som.md b/compendium/feats/distracting-spellstrike-som.md new file mode 100644 index 000000000..0965d3442 --- /dev/null +++ b/compendium/feats/distracting-spellstrike-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Distracting Spellstrike"] +--- +# Distracting Spellstrike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: laughing shadow hybrid study, [Spellstrike](rules/actions/spellstrike-som.md) +- **Requirements**: You're in [Arcane Cascade](rules/actions/arcane-cascade-som.md) stance and have a hand free. +- **Activity** Two-Action + +You weave distracting magic with one hand to enhance your [Spellstrike](rules/actions/spellstrike-som.md). Make a [Spellstrike](rules/actions/spellstrike-som.md) and [Feint](rules/actions/feint.md) against the target of your [Strike](rules/actions/strike.md). Do this immediately before making the [Strike](rules/actions/strike.md), but after choosing your target. The [Feint](rules/actions/feint.md) gains the [arcane](rules/traits/arcane.md), [illusion](rules/traits/illusion.md), and [visual](rules/traits/visual.md) traits, and it always has the basic effects of a [Feint](rules/actions/feint.md), rather than applying any adjustments or alternate effects from other feats or abilities. + +*Source: Secrets of Magic p. 44* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/disturbing-defense-sli.md b/compendium/feats/disturbing-defense-sli.md new file mode 100644 index 000000000..c423f7d08 --- /dev/null +++ b/compendium/feats/disturbing-defense-sli.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sli +- trait/archetype +aliases: ["Disturbing Defense"] +--- +# Disturbing Defense *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Oozemorph Dedication](compendium/feats/oozemorph-dedication-sli.md) + +Your internal organs and blood vessels have shifted and changed, and even you don't know precisely where in your body they are. You gain resistance to precision damage equal to 2 + your number of class feats from the oozemorph archetype. The DC of your flat checks to recover from [persistent bleed damage](rules/conditions.md#Persistent%20Damage) is 13, rather than 15. + +## Disturbing Defense leads to... + +[Peculiar Anatomy](compendium/feats/peculiar-anatomy-sli.md), [Rubbery Skin](compendium/feats/rubbery-skin-sli.md) + +## Summary + +*Source: The Slithering p. 59* +%% #compendium/src/pf2e/sli #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/disturbing-knowledge-apg.md b/compendium/feats/disturbing-knowledge-apg.md new file mode 100644 index 000000000..cafa0dc05 --- /dev/null +++ b/compendium/feats/disturbing-knowledge-apg.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/emotion +- trait/fear +- trait/general +- trait/mental +- trait/skill +aliases: ["Disturbing Knowledge"] +--- +# Disturbing Knowledge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 7* +[emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [general](rules/traits/general.md) [mental](rules/traits/mental.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Occultism](compendium/skills.md#Occultism) +- **Activity** Two-Action + +You utter a litany of dreadful names, prophecies, and descriptions of realms beyond mortal comprehension, drawn from your study of forbidden tomes and scrolls. Even those who don't understand your language are unsettled by these dire secrets. + +Attempt an [Occultism](compendium/skills.md#Occultism) check and compare the result to the Will DC of an enemy within 30 feet, or to the Will DCs of any number of enemies within 30 feet if you are legendary in [Occultism](compendium/skills.md#Occultism). + +Those creatures are temporarily immune for 24 hours. + +> [!success-degree] +> - **Critical Success** The target becomes [confused](rules/conditions.md#Confused) for 1 round and [frightened](rules/conditions.md#Frightened). +> - **Success** The target becomes [frightened](rules/conditions.md#Frightened). +> - **Failure** The target is unaffected. +> - **Critical Failure** You get overly caught up in your own words and become [frightened](rules/conditions.md#Frightened). + +*Source: Advanced Player's Guide p. 205* +%% #compendium/src/pf2e/apg #trait/emotion #trait/fear #trait/general #trait/mental #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/diverse-lore-da.md b/compendium/feats/diverse-lore-da.md new file mode 100644 index 000000000..f9a67ca04 --- /dev/null +++ b/compendium/feats/diverse-lore-da.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/thaumaturge +aliases: ["Diverse Lore"] +--- +# Diverse Lore *Feat 1* +[thaumaturge](rules/traits/thaumaturge-da.md) + + +Your wandering studies mean you've heard rumors or theories about almost every topic... though admittedly, your sources aren't always the most reliable. You can take a –2 penalty to your check to [Recall Knowledge](rules/actions/recall-knowledge.md) with [Esoteric Lore](compendium/skills.md#Lore) to [Recall Knowledge](rules/actions/recall-knowledge.md) about any topic, not just the usual topics available for [Esoteric Lore](compendium/skills.md#Lore). Additionally, when you succeed at your check to Exploit a Vulnerability, compare the result of your [Esoteric Lore](compendium/skills.md#Lore) check to the DC to [Recall Knowledge](rules/actions/recall-knowledge.md) for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the [Recall Knowledge](rules/actions/recall-knowledge.md) check. + +*Source: Dark Archive p. 42* +%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/diverse-mystery-apg.md b/compendium/feats/diverse-mystery-apg.md new file mode 100644 index 000000000..84f954b4b --- /dev/null +++ b/compendium/feats/diverse-mystery-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/oracle +aliases: ["Diverse Mystery"] +--- +# Diverse Mystery *Feat 16* +[oracle](rules/traits/oracle-apg.md) + +- **Prerequisites**: [Advanced Revelation](compendium/feats/advanced-revelation-apg.md) + +You have broadened your understanding of the divine and can tap into the wonders of a different mystery. Select one revelation spell from a mystery other than your own. You can choose only an initial revelation spell or an advanced revelation spell. + +When you cast this revelation spell, you gain the effects of the minor curse from that mystery in addition to the normal [curse](rules/traits/curse.md) effects you gain from casting a revelation spell. This additional minor [curse](rules/traits/curse.md) effect remains until your next daily preparations. Any ability that lets you cast a revelation spell without increasing the severity of your curse also prevents you from gaining this additional [curse](rules/traits/curse.md) effect. + +You can't cast your chosen revelation spell if any of the following conditions are true: its mystery's [curse](rules/traits/curse.md) effects directly conflict with or negate the effects of your own mystery's curse, the curse would have no effect on you (for example, removing an ability from your original mystery that you lack), or either of these criteria would be met once you finish [Casting the Spell](rules/actions/cast-a-spell.md). + +*Source: Advanced Player's Guide p. 81* +%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/diverse-recognition-lopsg.md b/compendium/feats/diverse-recognition-lopsg.md new file mode 100644 index 000000000..d0d9358c4 --- /dev/null +++ b/compendium/feats/diverse-recognition-lopsg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +- trait/skill +aliases: ["Diverse Recognition"] +--- +# Diverse Recognition [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md), master in a skill used to [Recall Knowledge](rules/actions/recall-knowledge.md) +- **Frequency**: once per round +- **Trigger** You successfully [Recall Knowledge](rules/actions/recall-knowledge.md) about a creature you can see, using a skill in which you are a master. +- **Activity** Free Action + +Your Pathfinder training allows you to quickly size up numerous threats. Attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) against a different kind of creature you can see using the same skill. You must still meet the requirements to attempt this check. + +*Source: Lost Omens: Pathfinder Society Guide p. 41* +%% #compendium/src/pf2e/lopsg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/diverting-vortex-apg.md b/compendium/feats/diverting-vortex-apg.md new file mode 100644 index 000000000..d099df4d5 --- /dev/null +++ b/compendium/feats/diverting-vortex-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/sorcerer +aliases: ["Diverting Vortex"] +--- +# Diverting Vortex [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[sorcerer](rules/traits/sorcerer.md) + +- **Requirements**: Your most recent action was to cast a noncantrip spell. +- **Activity** Single Action + +You transfer vestiges of magical energy to the air around you, creating a vortex that deflects ranged attacks. Until the start of your next turn, you gain a +1 status bonus to AC against ranged weapon attacks and physical ranged unarmed attacks. + +*Source: Advanced Player's Guide p. 139* +%% #compendium/src/pf2e/apg #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/divine-access-apg.md b/compendium/feats/divine-access-apg.md new file mode 100644 index 000000000..de1b19fde --- /dev/null +++ b/compendium/feats/divine-access-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/oracle +aliases: ["Divine Access"] +--- +# Divine Access *Feat 4* +[oracle](rules/traits/oracle-apg.md) + + +Your ability to tap into divine magic surpasses the spells traditionally available to you (the divine spell list). Choose one deity who grants one of your mystery's granted domains. Add up to three cleric spells of your choice granted by that deity to your spell list. You can select from these spells when you add or swap spells in your spell repertoire. + +**Special.** You can select this feat more than once. You can't choose the same spells more than once, but you can choose a different domain or a different deity with the same domain you've previously selected with this feat. + +*Source: Advanced Player's Guide p. 79* +%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/divine-aegis-apg.md b/compendium/feats/divine-aegis-apg.md new file mode 100644 index 000000000..250331b24 --- /dev/null +++ b/compendium/feats/divine-aegis-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/abjuration +- trait/divine +- trait/oracle +aliases: ["Divine Aegis"] +--- +# Divine Aegis [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* +[abjuration](rules/traits/abjuration.md) [divine](rules/traits/divine.md) [oracle](rules/traits/oracle-apg.md) + +- **Trigger** You attempt a saving throw against a [magical](rules/traits/magical.md) effect, but you haven't rolled yet. +- **Activity** Reaction + +You summon divine energy to shield yourself, offering protection against other traditions but leaving you exposed to other [divine](rules/traits/divine.md) effects. Until the beginning of your next turn, you gain a +1 circumstance bonus to saving throws against non-divine [magical](rules/traits/magical.md) effects, but you also take a –1 circumstance penalty to saves against [divine](rules/traits/divine.md) effects. + +*Source: Advanced Player's Guide p. 79* +%% #compendium/src/pf2e/apg #trait/abjuration #trait/divine #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/divine-countermeasures-apg.md b/compendium/feats/divine-countermeasures-apg.md new file mode 100644 index 000000000..752070905 --- /dev/null +++ b/compendium/feats/divine-countermeasures-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/aasimar +aliases: ["Divine Countermeasures"] +--- +# Divine Countermeasures *Feat 9* +[aasimar](rules/traits/aasimar-apg.md) + + +You've studied your celestial heritage with the intent of better defending yourself, and you've found that your techniques are equally powerful against celestials, fiends, and other divine entities. You gain a +1 circumstance bonus to all saving throws against [divine](rules/traits/divine.md) effects. + +*Source: Advanced Player's Guide p. 36* +%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/divine-disharmony-da.md b/compendium/feats/divine-disharmony-da.md new file mode 100644 index 000000000..f1e1a7df0 --- /dev/null +++ b/compendium/feats/divine-disharmony-da.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/divine +- trait/enchantment +- trait/esoterica +- trait/manipulate +- trait/thaumaturge +aliases: ["Divine Disharmony"] +--- +# Divine Disharmony [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[divine](rules/traits/divine.md) [enchantment](rules/traits/enchantment.md) [esoterica](rules/traits/esoterica-da.md) [manipulate](rules/traits/manipulate.md) [thaumaturge](rules/traits/thaumaturge-da.md) + +- **Activity** Single Action + +From your collection of religious trinkets, you pull out opposing divine objects—such as the religious symbols of two deities that are hated enemies—and combine them in a display that causes discordant clashes of divine energy that are especially distracting to the faithful. Roll your choice of a [Deception](compendium/skills.md#Deception) or [Intimidation](compendium/skills.md#Intimidation) check against the Will DC of a creature you can see within 60 feet, with the following results. If the creature is particularly devoted to a deity, such as a cleric, celestial, monitor, fiend, or other creature with divine spells, you gain a +2 circumstance bonus to your skill check. The GM might determine that a creature that despises all deities, such as an alghollthu, is unaffected. + +> [!success-degree] +> - **Critical Success** The creature is [flat-footed](rules/conditions.md#Flat-footed) to your attacks until the end of your next turn. +> - **Success** The creature is [flat-footed](rules/conditions.md#Flat-footed) against your attacks until the end of your current turn. + +*Source: Dark Archive p. 42* +%% #compendium/src/pf2e/da #trait/divine #trait/enchantment #trait/esoterica #trait/manipulate #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/divine-effusion-apg.md b/compendium/feats/divine-effusion-apg.md new file mode 100644 index 000000000..8adf14344 --- /dev/null +++ b/compendium/feats/divine-effusion-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/oracle +aliases: ["Divine Effusion"] +--- +# Divine Effusion *Feat 18* +[oracle](rules/traits/oracle-apg.md) + + +The power of your mystery surges through you like a font of divine energy, even when your own magic dwindles. Twice per day, you can cast a spell after you've run out of spell slots of the appropriate spell level; the two spells you cast with this feat must be of different spell levels. + +*Source: Advanced Player's Guide p. 81* +%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/divine-emissary-lokl.md b/compendium/feats/divine-emissary-lokl.md new file mode 100644 index 000000000..698e7af3e --- /dev/null +++ b/compendium/feats/divine-emissary-lokl.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/sorcerer +- trait/uncommon +- trait/witch +aliases: ["Divine Emissary"] +--- +# Divine Emissary *Feat 6* +[sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Access**: Knights of Lastwall have access to this feat. +- **Prerequisites**: a familiar, you follow a good-aligned deity or patron + +Your familiar is a divine emissary, sent to you by your deity or patron and infused with celestial powers. You can select one additional familiar ability each day, which must be one of the following divine emissary familiar abilities. You can't select more than one divine emissary familiar ability at a time. + +**Erudite** Your familiar has incredible religious knowledge. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to [Aid](rules/actions/aid.md) you on a [Religion](compendium/skills.md#Religion) check (it still has to prepare to help you as normal for the [Aid](rules/actions/aid.md) reaction). It automatically succeeds its check to [Aid](rules/actions/aid.md) you with [Religion](compendium/skills.md#Religion) checks or automatically critically succeeds if you're a master in [Religion](compendium/skills.md#Religion). + +**Luminous** Your familiar glows with a comforting light. It sheds bright light in a 30-foot radius and dim light for the next 30 feet. It can suppress or resume this light by using an action, which has the [concentrate](rules/traits/concentrate.md) trait. + +**Medic** Your familiar can draw upon the power of your deity to [Cast a Spell](rules/actions/cast-a-spell.md) once per day. The familiar can cast the 1-action version of heal at a level 2 levels lower than your highest-level spell slot, which it can cast only on you. You must be able to cast 3rd-level spells from spell slots to select this ability. + +**Radiant** Your familiar is filled with a divine radiance that makes it resistant to the forces of evil. Your familiar gains resistance to evil and negative damage equal to half your level. + +*Source: Lost Omens: Knights of Lastwall p. 83* +%% #compendium/src/pf2e/lokl #trait/sorcerer #trait/uncommon #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/divine-evolution.md b/compendium/feats/divine-evolution.md index f31e93199..9a445af91 100644 --- a/compendium/feats/divine-evolution.md +++ b/compendium/feats/divine-evolution.md @@ -16,7 +16,7 @@ The divine might provided by your bloodline flows through you. You gain an addit ## Divine Evolution leads to... -[Greater Vital Evolution](compendium/feats/greater-vital-evolution.md), Greater Spiritual Evolution +[Greater Vital Evolution](compendium/feats/greater-vital-evolution.md), [Greater Spiritual Evolution](compendium/feats/greater-spiritual-evolution-apg.md) ## Summary diff --git a/compendium/feats/divine-healing-lokl.md b/compendium/feats/divine-healing-lokl.md new file mode 100644 index 000000000..6d5e54eda --- /dev/null +++ b/compendium/feats/divine-healing-lokl.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["Divine Healing"] +--- +# Divine Healing *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md), expert in religion, worship a deity with a divine font that grants heal + +Although you aren't a proper champion of your faith, your deity still recognizes your efforts and provides you with a small divine ability to help others. You gain the [lay on hands](compendium/spells/lay-on-hands.md) devotion spell (Core Rulebook 387). You gain a focus pool of 1 Focus Point or increase the number of Focus Points in your focus pool by 1. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the [Refocus](rules/actions/refocus.md) activity to pray to your deity or perform service toward their causes. The full rules for focus spells are on page 300 of the Core Rulebook. You are trained in divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma. + +You must refrain from performing your deity's anathema or lose the ability to cast this spell until you atone. + +*Source: Lost Omens: Knights of Lastwall p. 74* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/diviner-sense-apg.md b/compendium/feats/diviner-sense-apg.md new file mode 100644 index 000000000..2cfd97aef --- /dev/null +++ b/compendium/feats/diviner-sense-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/divination +- trait/fortune +- trait/wizard +aliases: ["Diviner Sense"] +--- +# Diviner Sense *Feat 12* +[divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [wizard](rules/traits/wizard.md) + + +You sense magical dangers. When using the [Detect Magic](rules/actions/detect-magic.md) exploration activity, you can roll initiative twice and use the better result so long as at least one opponent has a [magical](rules/traits/magical.md) effect or magic item and is in range of your [detect magic](compendium/spells/detect-magic.md). + +*Source: Advanced Player's Guide p. 143* +%% #compendium/src/pf2e/apg #trait/divination #trait/fortune #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/djinni-magic-loag.md b/compendium/feats/djinni-magic-loag.md new file mode 100644 index 000000000..39d347f05 --- /dev/null +++ b/compendium/feats/djinni-magic-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/sylph +aliases: ["Djinni Magic"] +--- +# Djinni Magic *Feat 9* +[sylph](rules/traits/sylph-b2.md) + + +The magic of djinn runs through your blood. You can cast [gust of wind](compendium/spells/gust-of-wind.md) and [invisibility](compendium/spells/invisibility.md) once per day each as 2nd-level arcane innate spells. + +*Source: Lost Omens: Ancestry Guide p. 116* +%% #compendium/src/pf2e/loag #trait/sylph %% \ No newline at end of file diff --git a/compendium/feats/doctors-visitation-apg.md b/compendium/feats/doctors-visitation-apg.md new file mode 100644 index 000000000..eac8effaf --- /dev/null +++ b/compendium/feats/doctors-visitation-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/flourish +aliases: ["Doctor's Visitation"] +--- +# Doctor's Visitation [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 4* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: [Medic Dedication](compendium/feats/medic-dedication-apg.md) +- **Activity** Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") OR [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) + +You move to provide immediate care to those who need it. [Stride](rules/actions/stride.md), then use one of the following: [Battle Medicine](compendium/feats/battle-medicine.md) or [Treat Poison](rules/actions/treat-poison.md). You can spend a second action to instead [Stride](rules/actions/stride.md) and then [Administer First Aid](rules/actions/administer-first-aid.md) or [Treat a Condition](compendium/feats/treat-condition-apg.md) (if you have it). + +*Source: Advanced Player's Guide p. 184* +%% #compendium/src/pf2e/apg #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/dodge-away-apg.md b/compendium/feats/dodge-away-apg.md new file mode 100644 index 000000000..58e622c30 --- /dev/null +++ b/compendium/feats/dodge-away-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Dodge Away"] +--- +# Dodge Away [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md) +- **Trigger** You are the target of a melee attack. +- **Requirements**: You're aware of the attack and aren't [flat-footed](rules/conditions.md#Flat-footed). +- **Activity** Reaction + +You use your acrobatic prowess to evade an attack, using momentum to keep yourself moving, if you choose. You gain a +1 circumstance bonus to AC against the triggering attack. + +If the attack misses you, you can [Step](rules/actions/step.md) after the [Strike](rules/actions/strike.md). If you're a master in [Acrobatics](compendium/skills.md#Acrobatics), you can move 10 feet on this [Step](rules/actions/step.md) instead of 5 feet. + +*Source: Advanced Player's Guide p. 155* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/dodging-roll-apg.md b/compendium/feats/dodging-roll-apg.md new file mode 100644 index 000000000..129ac77ce --- /dev/null +++ b/compendium/feats/dodging-roll-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/monk +aliases: ["Dodging Roll"] +--- +# Dodging Roll [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* +[monk](rules/traits/monk.md) + +- **Prerequisites**: master in [Acrobatics](compendium/skills.md#Acrobatics) +- **Trigger** You take damage from an area effect that allows a Reflex save. +- **Activity** Reaction + +You dodge a blow at the last possible moment. You [Step](rules/actions/step.md) and gain resistance to all damage equal to your level against the triggering effect. If your [Step](rules/actions/step.md) moves you out of the triggering effect's area, this resistance is instead equal to your level plus your Dexterity modifier. + +*Source: Advanced Player's Guide p. 130* +%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/dogfang-bite-loag.md b/compendium/feats/dogfang-bite-loag.md new file mode 100644 index 000000000..217c92ff3 --- /dev/null +++ b/compendium/feats/dogfang-bite-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/tengu +aliases: ["Dogfang Bite"] +--- +# Dogfang Bite *Feat 5* +[tengu](rules/traits/tengu-b1.md) + +- **Prerequisites**: dogtooth tengu heritage + +You can swing your beak to slash your foes when piercing attacks won't do. Your beak unarmed attack gains the versatile S weapon trait. + +*Source: Lost Omens: Ancestry Guide p. 59* +%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/domain-acumen-apg.md b/compendium/feats/domain-acumen-apg.md new file mode 100644 index 000000000..30f04ea2d --- /dev/null +++ b/compendium/feats/domain-acumen-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/oracle +aliases: ["Domain Acumen"] +--- +# Domain Acumen *Feat 2* +[oracle](rules/traits/oracle-apg.md) + + +Every oracle's mystery touches on a divine domain of the deities that fuel it; you can access that power. Choose one of the domains associated with your mystery for which you don't already have an initial domain spell. You gain an initial domain spell from that domain, which you cast as a revelation spell. + +It gains the [cursebound](rules/traits/cursebound-apg.md) trait. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 79* +%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/domain-fluency-apg.md b/compendium/feats/domain-fluency-apg.md new file mode 100644 index 000000000..e23cff4bb --- /dev/null +++ b/compendium/feats/domain-fluency-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/oracle +aliases: ["Domain Fluency"] +--- +# Domain Fluency *Feat 12* +[oracle](rules/traits/oracle-apg.md) + +- **Prerequisites**: initial domain spell + +You command a deep understanding of the divine domains related to your mystery. Choose one of the domains associated with your mystery for which you have an initial domain spell. + +You gain an advanced domain spell from that domain, which you cast as a revelation spell, causing it to gain the [cursebound](rules/traits/cursebound-apg.md) trait. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 80* +%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/domain-initiate.md b/compendium/feats/domain-initiate.md index 43bd668ae..5689f3b58 100644 --- a/compendium/feats/domain-initiate.md +++ b/compendium/feats/domain-initiate.md @@ -20,7 +20,7 @@ Focus spells are automatically heightened to half your level rounded up. Focus s ## Domain Initiate leads to... -[Advanced Domain](compendium/feats/advanced-domain.md), [Deity's Protection](compendium/feats/deitys-protection.md), Shield Of Faith, Expanded Domain Initiate +[Advanced Domain](compendium/feats/advanced-domain.md), [Deity's Protection](compendium/feats/deitys-protection.md), [Shield Of Faith](compendium/feats/shield-of-faith-apg.md), [Expanded Domain Initiate](compendium/feats/expanded-domain-initiate-logm.md) ## Summary diff --git a/compendium/feats/dominating-gaze-botd.md b/compendium/feats/dominating-gaze-botd.md new file mode 100644 index 000000000..63530aa92 --- /dev/null +++ b/compendium/feats/dominating-gaze-botd.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/uncommon +aliases: ["Dominating Gaze"] +--- +# Dominating Gaze *Feat 16* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Manipulative Charm](compendium/feats/manipulative-charm-botd.md) + +You stare into your target's eyes and enthrall them, shattering their free will. Once per day, you can cast 7th-level [dominate](compendium/spells/dominate.md) as a divine innate spell, using your class DC or spell DC, whichever is higher. It gains the [visual](rules/traits/visual.md) trait. At 18th level, the dominate is heightened to 8th level; at 20th level, it's heightened to 9th level. A creature that succeeds at its save is temporarily immune to your domination for 24 hours, though in most cases, you can't [Cast the Spell](rules/actions/cast-a-spell.md) again within 24 hours. If you are destroyed, all your [dominate](compendium/spells/dominate.md) spells from Dominating Gaze immediately end. + +*Source: Book of the Dead p. 59* +%% #compendium/src/pf2e/botd #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/dominion-aura-loil.md b/compendium/feats/dominion-aura-loil.md new file mode 100644 index 000000000..29f2598ff --- /dev/null +++ b/compendium/feats/dominion-aura-loil.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/aura +- trait/divine +- trait/evocation +- trait/force +- trait/tiefling +aliases: ["Dominion Aura"] +--- +# Dominion Aura [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 17* +[aura](rules/traits/aura.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [tiefling](rules/traits/tiefling-b1.md) + +- **Prerequisites**: [Faultspawn](compendium/feats/faultspawn-loil.md) +- **Frequency**: once per day +- **Activity** Two-Action + +For a short time, you fully manifest the expectations of the god destroyer within you. + +All creatures within a 10-foot emanation take `8d6` force damage with a basic Fortitude save. A creature that fails this save is also knocked [prone](rules/conditions.md#Prone). For 1 minute, any creature who ends its turn within the 10-foot emanation takes `5d6` force damage with a basic Fortitude save. If you aren't [drained](rules/conditions.md#Drained), you can choose to become [drained](rules/conditions.md#Drained) when you use Dominion Aura to increase the radius of the emanation from 10 feet to 20 feet. + +*Source: Lost Omens: Impossible Lands p. 33* +%% #compendium/src/pf2e/loil #trait/aura #trait/divine #trait/evocation #trait/force #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/dormant-eruption-da.md b/compendium/feats/dormant-eruption-da.md new file mode 100644 index 000000000..4eccbda90 --- /dev/null +++ b/compendium/feats/dormant-eruption-da.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/aftermath +- trait/fire +- trait/rare +aliases: ["Dormant Eruption"] +--- +# Dormant Eruption *Feat 14* +[aftermath](rules/traits/aftermath-da.md) [fire](rules/traits/fire.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: You've been brought to 0 Hit Points by an enemy that has the [fire](rules/traits/fire.md) trait or an enemy's ability that has the [fire](rules/traits/fire.md) trait. + +A sweltering heat and sparks of flame that take the form of tiny copies of you surround your body. You're hot to the touch, gaining resistance 5 to cold and fire. Whenever an adjacent creature [Strikes](rules/actions/strike.md) you with a melee attack or touches you, it takes `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). You gain the Thermal Eruption action. + +```ad-embed-ability +title: Thermal Eruption[two-actions] +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [primal](rules/traits/primal.md) + +You concentrate your thermal energy and explode it outward. All creatures in a 20-foot emanation take `14d6` fire damage with a basic Reflex save. Afterward, you lose all effects of the Dormant Eruption feat until your next daily preparations. +%% #trait/evocation #trait/fire #trait/primal %% +``` + +*Source: Dark Archive p. 57* +%% #compendium/src/pf2e/da #trait/aftermath #trait/fire #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/doublespeak-apg.md b/compendium/feats/doublespeak-apg.md new file mode 100644 index 000000000..72c50de24 --- /dev/null +++ b/compendium/feats/doublespeak-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Doublespeak"] +--- +# Doublespeak *Feat 7* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master at [Deception](compendium/skills.md#Deception) + +You are skilled at saying one thing while meaning something different. You disguise your true meaning behind other words and phrases, relying on subtle emphasis and shared experience to convey meaning that only your allies understand. Any allies who have traveled alongside you for at least 1 full week automatically discern your meaning. Other observers must succeed at a [Perception](compendium/skills.md#Perception) check against your [Deception](compendium/skills.md#Deception) DC to realize you are passing a secret message, and they must critically succeed to understand the message itself. + +*Source: Advanced Player's Guide p. 205* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/dousing-spell-som.md b/compendium/feats/dousing-spell-som.md new file mode 100644 index 000000000..cab2c4558 --- /dev/null +++ b/compendium/feats/dousing-spell-som.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +- trait/metamagic +- trait/water +aliases: ["Dousing Spell"] +--- +# Dousing Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) [water](rules/traits/water.md) + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) +- **Activity** Single Action + +You enhance your spell with elemental water, soaking the target. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) targeting a single creature, you soak the target of the spell with water. + +If the target has [persistent acid](rules/conditions.md#Persistent%20Damage) or fire damage, the DC to end those conditions is reduced to 10, and the creature can attempt a flat check to end those types of [persistent damage](rules/conditions.md#Persistent%20Damage) immediately. The spell gains the [water](rules/traits/water.md) trait (causing it to deal extra damage to creatures with weakness to water). + +*Source: Secrets of Magic p. 206* +%% #compendium/src/pf2e/som #trait/archetype #trait/metamagic #trait/water %% \ No newline at end of file diff --git a/compendium/feats/dracomancer-apg.md b/compendium/feats/dracomancer-apg.md new file mode 100644 index 000000000..e2248799d --- /dev/null +++ b/compendium/feats/dracomancer-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/kobold +aliases: ["Dracomancer"] +--- +# Dracomancer *Feat 9* +[kobold](rules/traits/kobold-b1.md) + + +Your inborn arcane power manifests as your exemplar's most time-honored spells. Choose one 1st-level spell and one 2nd-level spell from those listed for a dragon spellcaster of your draconic exemplar's type, as presented on pages 104–126 of the Bestiary (such as [alarm](compendium/spells/alarm.md), [blur](compendium/spells/blur.md), [invisibility](compendium/spells/invisibility.md), and [true strike](compendium/spells/true-strike.md) for a black dragon exemplar). You can cast each of these spells once per day as arcane innate spells. You gain the trained proficiency rank in arcane spell attack rolls and spell DCs, and your key spellcasting ability is Charisma. + +## Dracomancer leads to... + +[Elite Dracomancer](compendium/feats/elite-dracomancer-apg.md), [Dragonblood Paragon](compendium/feats/dragonblood-paragon-loag.md) + +## Summary + +*Source: Advanced Player's Guide p. 15* +%% #compendium/src/pf2e/apg #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/draconic-arrogance-apg.md b/compendium/feats/draconic-arrogance-apg.md new file mode 100644 index 000000000..5c107848b --- /dev/null +++ b/compendium/feats/draconic-arrogance-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +- trait/rage +aliases: ["Draconic Arrogance"] +--- +# Draconic Arrogance *Feat 1* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Prerequisites**: dragon instinct + +Few can sway you from your goals while the fury of combat fills you. While [raging](rules/actions/rage.md), you gain a +2 status bonus to saving throws against [emotion](rules/traits/emotion.md) effects. + +*Source: Advanced Player's Guide p. 108* +%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/draconic-scent-apg.md b/compendium/feats/draconic-scent-apg.md new file mode 100644 index 000000000..2c63fa639 --- /dev/null +++ b/compendium/feats/draconic-scent-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Draconic Scent"] +--- +# Draconic Scent *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) + +Your sense of smell is uncanny, much like a dragon's. You gain imprecise [scent](rules/abilities/scent.md) with a range of 30 feet. The GM might double the range if you're downwind from the creature or halve the range if you're upwind, at their discretion. + +*Source: Advanced Player's Guide p. 168* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/draconic-sycophant-loag.md b/compendium/feats/draconic-sycophant-loag.md new file mode 100644 index 000000000..6216bec28 --- /dev/null +++ b/compendium/feats/draconic-sycophant-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kobold +aliases: ["Draconic Sycophant"] +--- +# Draconic Sycophant *Feat 1* +[kobold](rules/traits/kobold-b1.md) + + +You have an affect that dragonkind find unusually pleasing—and when that fails, you know when to duck. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks and saving throws against dragons. In addition, whenever you meet a creature with the [dragon](rules/traits/dragon.md) trait in a social situation, you can attempt a [Diplomacy](compendium/skills.md#Diplomacy) check to [Make an Impression](rules/actions/make-an-impression.md) on that creature immediately, rather than after conversing for 1 minute; you take a –5 penalty to this check. If you fail, you can choose to engage in 1 minute of conversation and then attempt a new check rather than accept the failure or critical failure result. + +**Special.** If you have the [Glad-Hand](compendium/feats/glad-hand.md) skill feat, you don't take the penalty to your immediate [Diplomacy](compendium/skills.md#Diplomacy) check if the target has the [dragon](rules/traits/dragon.md) trait. + +*Source: Lost Omens: Ancestry Guide p. 38* +%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/drag-down-aaws.md b/compendium/feats/drag-down-aaws.md new file mode 100644 index 000000000..03661ccaa --- /dev/null +++ b/compendium/feats/drag-down-aaws.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aaws +- trait/azarketi +aliases: ["Drag Down"] +--- +# Drag Down [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* +[azarketi](rules/traits/azarketi-loag.md) + +- **Activity** Two-Action + +While swimming in water at least 10 feet deep, you grab an adjacent creature (on nearby land or in the water) and pull it below the surface. Attempt an [Athletics](compendium/skills.md#Athletics) check to [Grapple](rules/actions/grapple.md) the creature. On a success, if the creature is on land, in addition to the normal effects of [Grapple](rules/actions/grapple.md), you pull the creature into the water in a space adjacent to you. If the creature is already in the water, on a success, in addition the normal effects of [Grapple](rules/actions/grapple.md), you drag the creature 10 feet deeper into the water, moving 10 feet with the creature. Moving a creature into water or deeper into water using Drag Down is forced movement for the creature but not for you. + +## Drag Down leads to... + +[Riptide](compendium/feats/riptide-aaws.md) + +## Summary + +*Source: Azarketi Ancestry Web Supplement p. 5* +%% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/dragging-strike-apg.md b/compendium/feats/dragging-strike-apg.md new file mode 100644 index 000000000..5553d946d --- /dev/null +++ b/compendium/feats/dragging-strike-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/fighter +- trait/press +aliases: ["Dragging Strike"] +--- +# Dragging Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) + +- **Activity** Single Action + +You aim your weapon to snag a foe's armor, clothing, or flesh to pull them closer. Make a melee [Strike](rules/actions/strike.md). If you hit a target that is your size or smaller, that creature is [flat-footed](rules/conditions.md#Flat-footed) until the end of your current turn, and you can move it 5 feet toward you. When you move the creature, you can move the same distance in the same direction as it, even if you're adjacent to the target. This movement doesn't trigger reactions. + +This [Strike](rules/actions/strike.md) has the following failure effect. + +> [!success-degree] +> - **Failure** The target becomes [flat-footed](rules/conditions.md#Flat-footed) until the end of your current turn. + +*Source: Advanced Player's Guide p. 126* +%% #compendium/src/pf2e/apg #trait/fighter #trait/press %% \ No newline at end of file diff --git a/compendium/feats/dragon-arcana-apg.md b/compendium/feats/dragon-arcana-apg.md new file mode 100644 index 000000000..ecc1c7ccd --- /dev/null +++ b/compendium/feats/dragon-arcana-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Dragon Arcana"] +--- +# Dragon Arcana *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: ability to cast spells from spell slots, [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) + +You've discovered how to add the magic of dragons to your tradition. Add the draconic bloodline's granted spells to your spell list; you must still learn them or add them to your repertoire as normal. These spells are [shield](compendium/spells/shield.md), [true strike](compendium/spells/true-strike.md), [resist energy](compendium/spells/resist-energy.md), [haste](compendium/spells/haste.md), [spell immunity](compendium/spells/spell-immunity.md), [chromatic wall](compendium/spells/chromatic-wall.md), [dragon form](compendium/spells/dragon-form.md), [mask of terror](compendium/spells/mask-of-terror.md), [prismatic wall](compendium/spells/prismatic-wall.md), and [overwhelming presence](compendium/spells/overwhelming-presence.md). + +*Source: Advanced Player's Guide p. 168* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/dragon-disciple-dedication-apg.md b/compendium/feats/dragon-disciple-dedication-apg.md new file mode 100644 index 000000000..cfe953df9 --- /dev/null +++ b/compendium/feats/dragon-disciple-dedication-apg.md @@ -0,0 +1,42 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Dragon Disciple Dedication"] +--- +# Dragon Disciple Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You are a kobold with the dragonscaled or spellscaled heritage, a dragon instinct barbarian, or a draconic bloodline sorcerer. + +You choose to study or worship one type of dragon, and your focus grants you a measure of its power. You become trained in arcane spell DCs and arcane spell attack rolls. Choose one color of dragon when you select this feat; if you are a sorcerer with the draconic bloodline, this must be the same type as your bloodline. You gain resistance equal to half your level against one type of damage determined by the chosen dragon type. The GM may allow you to choose a dragon type not listed below, and will determine the damage type appropriate for that dragon. + +- **Black, Brine[^1], or Copper** Acid +- **Blue, Bronze, Cloud[^1], or Sky[^1]** Electricity +- **Brass, Gold, Magma[^1], Red, or Underworld[^1]** Fire +- **Crystal[^1] or Forest[^1]** Piercing +- **Green** Poison +- **Sea[^1]** Bludgeoning +- **Silver or White** Cold +- **Sovereign[^1]** Mental +- **Umbral[^1]** Negative + +> [!pf2-note] +> [^1]Mwangi Expanse, p.76 + +You also gain a +1 circumstance bonus to saving throws against [sleep](rules/traits/sleep.md) effects and effects that would make you [paralyzed](rules/conditions.md#Paralyzed). + +**Special.** You can't select another dedication feat until you have gained two other feats from the dragon disciple archetype. If you later take the [sorcerer archetype](compendium/character/archetypes/sorcerer.md), you must choose the draconic bloodline. + +## Dragon Disciple Dedication leads to... + +[Breath Of The Dragon](compendium/feats/breath-of-the-dragon-apg.md), [Claws Of The Dragon](compendium/feats/claws-of-the-dragon-apg.md), [Disciple's Breath](compendium/feats/disciples-breath-apg.md), [Draconic Scent](compendium/feats/draconic-scent-apg.md), [Dragon Arcana](compendium/feats/dragon-arcana-apg.md), [Scales Of The Dragon](compendium/feats/scales-of-the-dragon-apg.md), [Shape Of The Dragon](compendium/feats/shape-of-the-dragon-apg.md), [Mighty Dragon Shape](compendium/feats/mighty-dragon-shape-apg.md), [Wings Of The Dragon](compendium/feats/wings-of-the-dragon-apg.md), [Cloud Walk](compendium/feats/cloud-walk-sot3.md), [Deflecting Cloud](compendium/feats/deflecting-cloud-sot3.md), [Mighty Wings](compendium/feats/mighty-wings-sot3.md), [Shape of the Cloud Dragon](compendium/feats/shape-of-the-cloud-dragon-sot3.md) + +## Summary + +*Source: Advanced Player's Guide p. 168* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/dragon-grip-loag.md b/compendium/feats/dragon-grip-loag.md new file mode 100644 index 000000000..74eee2539 --- /dev/null +++ b/compendium/feats/dragon-grip-loag.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/orc +- trait/uncommon +aliases: ["Dragon Grip"] +--- +# Dragon Grip *Feat 9* +[orc](rules/traits/orc.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Beast Trainer](compendium/feats/beast-trainer-apg.md) + +Your hold has a unique draconic connection. You gain a +2 circumstance bonus when you attempt to [Make an Impression](rules/actions/make-an-impression.md) on a creature with the [dragon](rules/traits/dragon.md) trait. + +You gain access to the Riding Drake animal companion. + +*Source: Lost Omens: Ancestry Guide p. 52* +%% #compendium/src/pf2e/loag #trait/orc #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/dragon-prince-locg.md b/compendium/feats/dragon-prince-locg.md new file mode 100644 index 000000000..91846f544 --- /dev/null +++ b/compendium/feats/dragon-prince-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/human +aliases: ["Dragon Prince"] +--- +# Dragon Prince *Feat 9* +[human](rules/traits/human.md) + +- **Prerequisites**: [Dragon Spit](compendium/feats/dragon-spit-locg.md) + +The blood of the Dragon Kings runs strong in your veins. Your draconic heritage is clearly visible, with hair that is almost entirely crimson, azure, or the like, and that shines like a dragon's scales. You can cast the [dragon breath](compendium/spells/dragon-breath.md) sorcerer bloodline spell as an innate arcane spell once per day, but you can use only the dragon breath that is associated with your heritage and that matches the energy type of your Dragon Spit feat. At 12th level and every 3 levels thereafter, the spell is heightened by an additional spell level. + +*Source: Lost Omens: Character Guide p. 14* +%% #compendium/src/pf2e/locg #trait/human %% \ No newline at end of file diff --git a/compendium/feats/dragon-shape.md b/compendium/feats/dragon-shape.md index 9004d8a3f..d6c73555d 100644 --- a/compendium/feats/dragon-shape.md +++ b/compendium/feats/dragon-shape.md @@ -15,7 +15,7 @@ You can take on the form of some of the world's most fearsome creatures. Add the ## Dragon Shape leads to... -[True Shapeshifter](compendium/feats/true-shapeshifter.md), Reactive Transformation +[True Shapeshifter](compendium/feats/true-shapeshifter.md), [Reactive Transformation](compendium/feats/reactive-transformation-apg.md) ## Summary diff --git a/compendium/feats/dragon-spit-locg.md b/compendium/feats/dragon-spit-locg.md new file mode 100644 index 000000000..fdcdf7077 --- /dev/null +++ b/compendium/feats/dragon-spit-locg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/human +aliases: ["Dragon Spit"] +--- +# Dragon Spit *Feat 1* +[human](rules/traits/human.md) + +- **Prerequisites**: Tian-Dan ethnicity + +Many Tian-Dan claim to have dragon blood in their veins, and in your case, this is true—you can spit energy, and you might have an especially visible sign of your draconic heritage. Choose one of the following cantrips: [acid splash](compendium/spells/acid-splash.md), [electric arc](compendium/spells/electric-arc.md), [produce flame](compendium/spells/produce-flame.md), or [ray of frost](compendium/spells/ray-of-frost.md). You can cast this spell as an innate arcane spell at will, and when you cast it, the spell's energy emerges from your mouth. + +## Dragon Spit leads to... + +[Dragon Prince](compendium/feats/dragon-prince-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 12* +%% #compendium/src/pf2e/locg #trait/human %% \ No newline at end of file diff --git a/compendium/feats/dragonblood-paragon-loag.md b/compendium/feats/dragonblood-paragon-loag.md new file mode 100644 index 000000000..ba08f98ee --- /dev/null +++ b/compendium/feats/dragonblood-paragon-loag.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kobold +aliases: ["Dragonblood Paragon"] +--- +# Dragonblood Paragon *Feat 9* +[kobold](rules/traits/kobold-b1.md) + +- **Prerequisites**: strongjaw kobold heritage, venomtail kobold heritage, [Dracomancer](compendium/feats/dracomancer-apg.md), or [Kobold Breath](compendium/feats/kobold-breath-apg.md) + +Your draconic anatomy becomes especially pronounced. You increase the power of one of the following kobold heritages or feats you have. + +Dracomancer Increase the number of times you can cast each of the granted 1st- and 2nd-level innate spells by 1. + +Kobold Breath Creatures that critically fail their save against your Kobold Breath take `3d4` [persistent damage](rules/conditions.md#Persistent%20Damage) of the type dealt by your draconic patron. + +Strongjaw Kobold Your jaws unarmed attack gains the [deadly ](rules/traits/deadly.md) trait. + +Venomtail Kobold You produce enough venom to use the [Tail Toxin](rules/actions/tail-toxin-apg.md) action twice per day. + +*Source: Lost Omens: Ancestry Guide p. 40* +%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/dragons-breath-apg.md b/compendium/feats/dragons-breath-apg.md new file mode 100644 index 000000000..beba9b064 --- /dev/null +++ b/compendium/feats/dragons-breath-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/kobold +aliases: ["Dragon's Breath"] +--- +# Dragon's Breath *Feat 9* +[kobold](rules/traits/kobold-b1.md) + +- **Prerequisites**: [Kobold Breath](compendium/feats/kobold-breath-apg.md) + +You can put more effort into your Kobold Breath to channel greater draconic power, though it takes more out of you. When you use Kobold Breath, you can increase the damage dice to d8s and increase the area to 60 feet for a line breath weapon or 30 feet for a cone. If you do, you can't use Kobold Breath again for 1 hour. + +*Source: Advanced Player's Guide p. 15* +%% #compendium/src/pf2e/apg #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/dragons-presence-apg.md b/compendium/feats/dragons-presence-apg.md new file mode 100644 index 000000000..1056c1a20 --- /dev/null +++ b/compendium/feats/dragons-presence-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/kobold +aliases: ["Dragon's Presence"] +--- +# Dragon's Presence *Feat 1* +[kobold](rules/traits/kobold-b1.md) + + +As a member of dragonkind, you project unflappable confidence (that collapses catastrophically against the deadliest foes) + +When you roll a success on a saving throw against a [fear](rules/traits/fear.md) effect, you get a critical success instead. When you roll a failure against a [fear](rules/traits/fear.md) effect, you get a critical failure instead. + +In addition, when you attempt to [Demoralize](rules/actions/demoralize.md) a foe of your level or lower, you gain a +1 circumstance bonus to the [Intimidation](compendium/skills.md#Intimidation) check. + +*Source: Advanced Player's Guide p. 14* +%% #compendium/src/pf2e/apg #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/drain-emotion-loil.md b/compendium/feats/drain-emotion-loil.md new file mode 100644 index 000000000..ddf0d14f5 --- /dev/null +++ b/compendium/feats/drain-emotion-loil.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/enchantment +- trait/mental +- trait/rare +aliases: ["Drain Emotion"] +--- +# Drain Emotion [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: [Fey Influence](compendium/feats/fey-influence-loil.md) +- **Frequency**: once per day +- **Activity** Two-Action + +You touch an adjacent creature and attempt to draw out its excess emotion. Attempt a counteract check against a single [emotion](rules/traits/emotion.md) or [fear](rules/traits/fear.md) effect affecting the touched creature. If you succeed, you gain temporary Hit Points equal to your level for a number of rounds equal to your Charisma modifier (minimum 1 round). + +**Special.** This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.). + +*Source: Lost Omens: Impossible Lands p. 126* +%% #compendium/src/pf2e/loil #trait/enchantment #trait/mental #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/drain-soul-cage-botd.md b/compendium/feats/drain-soul-cage-botd.md new file mode 100644 index 000000000..783f71413 --- /dev/null +++ b/compendium/feats/drain-soul-cage-botd.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Drain Soul Cage"] +--- +# Drain Soul Cage *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lich Dedication](compendium/feats/lich-dedication-botd.md), [Drain Bonded Item](rules/actions/drain-bonded-item.md), spellbook + +You make your soul cage into your bonded item, allowing you to harness its abundant magical energy. Once per day, when you use [Drain Bonded Item](rules/actions/drain-bonded-item.md), you can choose any spell in your spellbook that you can cast, even if you haven't prepared or cast it that day. Your soul cage doesn't need to be on your person for you to use [Drain Bonded Item](rules/actions/drain-bonded-item.md). If your soul cage is [broken](rules/conditions.md#Broken) or destroyed, you can't use Drain Soul Cage. + +Even if you can [Drain Bonded Item](rules/actions/drain-bonded-item.md) more than once per day, for instance if you are a universalist wizard, you can still only choose a spell you haven't prepared and cast once per day. + +*Source: Book of the Dead p. 50* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/draw-from-the-land-som.md b/compendium/feats/draw-from-the-land-som.md new file mode 100644 index 000000000..ea1a7669d --- /dev/null +++ b/compendium/feats/draw-from-the-land-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Draw From The Land"] +--- +# Draw From The Land [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md), expert in [Nature](compendium/skills.md#Nature) +- **Requirements**: You gained a terrain attunement benefit this turn, and it matched the terrain you're in. +- **Activity** Single Action + +You pull strength from the surrounding terrain. You gain temporary Hit Points equal to your level. They last for 1 round. If you previously gained the plains terrain attunement effect this turn, combine the temporary Hit Points together. + +*Source: Secrets of Magic p. 213* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/dread-marshal-stance-apg.md b/compendium/feats/dread-marshal-stance-apg.md new file mode 100644 index 000000000..c86efb8cf --- /dev/null +++ b/compendium/feats/dread-marshal-stance-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/open +- trait/stance +aliases: ["Dread Marshal Stance"] +--- +# Dread Marshal Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) [stance](rules/traits/stance.md) + +- **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md), trained in [Intimidation](compendium/skills.md#Intimidation) +- **Activity** Single Action + +Putting on a grim face for the battle ahead, you encourage your allies to strike fear into their foes with vicious attacks. + +When you use this action, attempt an [Intimidation](compendium/skills.md#Intimidation) check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. + +The effect depends on the result of your check. + +> [!success-degree] +> - **Critical Success** Your marshal's aura increases to a 20-foot emanation, and it grants you and allies a status bonus to damage rolls equal to the number of weapon damage dice of the unarmed attack or weapon you are wielding that has the most weapon damage dice. When you or an ally in the aura critically hits an enemy with a [Strike](rules/actions/strike.md), that enemy is [frightened](rules/conditions.md#Frightened). +> - **Success** As critical success, but your aura's size doesn't increase. +> - **Failure** You fail to enter the stance. +> - **Critical Failure** You fail to enter the stance and can't take this action again for 1 minute. + +*Source: Advanced Player's Guide p. 180* +%% #compendium/src/pf2e/apg #trait/archetype #trait/open #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/dream-guise-da.md b/compendium/feats/dream-guise-da.md new file mode 100644 index 000000000..0eaa823b6 --- /dev/null +++ b/compendium/feats/dream-guise-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/illusion +- trait/occult +- trait/psyche +- trait/psychic +aliases: ["Dream Guise"] +--- +# Dream Guise [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[illusion](rules/traits/illusion.md) [occult](rules/traits/occult.md) [psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) + +- **Requirements**: wandering reverie subconscious mind +- **Activity** Single Action + +You [Stride](rules/actions/stride.md) into a willing ally's space, at which point both of your appearances shift into a shared third appearance, usually one that looks like a mix of the two of you. Then, either you or your ally Steps. You each maintain the merged appearance. + +Creatures who are observing this know what happened, but still must [Seek](rules/actions/seek.md) or otherwise engage with the illusion to attempt to disbelieve it and determine which of you is which. Otherwise, they can't tell the difference and have an equal chance to target each of you (DC 11 flat check). This illusion ends as soon as either you or the ally you're merged with acts. + +*Source: Dark Archive p. 27* +%% #compendium/src/pf2e/da #trait/illusion #trait/occult #trait/psyche #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/dream-logic-da.md b/compendium/feats/dream-logic-da.md new file mode 100644 index 000000000..56ce7b945 --- /dev/null +++ b/compendium/feats/dream-logic-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/enchantment +- trait/mental +- trait/occult +aliases: ["Dream Logic"] +--- +# Dream Logic *Feat 14* +[archetype](rules/traits/archetype.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) + +- **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) + +You can transmit a sense of dreamy nonchalance. If you do something especially strange or dangerous while you're in your Daydream Trance, such as entering a restricted area or fighting someone in the street, any creature that isn't one of your allies must attempt a [Perception](compendium/skills.md#Perception) check against your class or spell DC (whichever is higher). On a success, it realizes something is amiss, and on a failure, it believes nothing is out of the ordinary. The creature can attempt a new check if you start doing something else strange, but not if you continue on the same course of action it already failed to notice was peculiar. + +Any [hostile](rules/conditions.md#Hostile) action by you or your allies against an affected creature automatically ends the effect for that creature. The GM might allow the creature a new check if someone else brings your actions to its attention, such as if someone you're attacking calls out for help. When your trance ends, affected creatures retain their memories of events but likely still view them as unremarkable; unless they are prompted to relate the events, they might not report them. + +*Source: Dark Archive p. 207* +%% #compendium/src/pf2e/da #trait/archetype #trait/enchantment #trait/mental #trait/occult %% \ No newline at end of file diff --git a/compendium/feats/dream-magic-da.md b/compendium/feats/dream-magic-da.md new file mode 100644 index 000000000..8f075012a --- /dev/null +++ b/compendium/feats/dream-magic-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Dream Magic"] +--- +# Dream Magic *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) + +You learn dream-related magic to aid your studies. Choose dream message or sleep upon taking this feat; you learn this spell as a 4th-level innate occult spell. If you choose sleep, you can cast the spell only while in a Daydream Trance. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Wisdom. + +**Special.** You can take this feat twice, gaining the spell you didn't select initially the second time. + +*Source: Dark Archive p. 206* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/dream-may-apg.md b/compendium/feats/dream-may-apg.md new file mode 100644 index 000000000..f9aa3265d --- /dev/null +++ b/compendium/feats/dream-may-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/changeling +- trait/lineage +aliases: ["Dream May"] +--- +# Dream May *Feat 1* +[changeling](rules/traits/changeling-b1.md) [lineage](rules/traits/lineage-apg.md) + + +You are the child of a night hag, making one of your eyes violet or even black. Your mother's powers over sleep and dreams have given you a degree of resistance to those effects, granting you a +2 circumstance bonus to all saving throws against [sleep](rules/traits/sleep.md) effects and effects that cause or alter dreams. + +In addition, sleep is more restorative for you. You regain HP equal to your Constitution modifier times double your level instead of just times your level, and you reduce any [drained](rules/conditions.md#Drained) and [doomed](rules/conditions.md#Doomed) conditions you have by 2 instead of by 1. + +*Source: Advanced Player's Guide p. 31* +%% #compendium/src/pf2e/apg #trait/changeling #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/drenching-mist-lotgb.md b/compendium/feats/drenching-mist-lotgb.md new file mode 100644 index 000000000..fd58030a7 --- /dev/null +++ b/compendium/feats/drenching-mist-lotgb.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Drenching Mist"] +--- +# Drenching Mist *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [obscuring mist](compendium/spells/obscuring-mist.md) + +When you cast [obscuring mist](compendium/spells/obscuring-mist.md), you can modify it to add the following heightened entry to its effects. + +**Heightened (3rd)** Your mist is particularly laden with moisture. Non-magical fires within the area are automatically extinguished. Choose one magical fire or fire spell in the area and attempt to counteract it. + +*Source: Lost Omens: The Grand Bazaar p. 123* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/drive-back-lokl.md b/compendium/feats/drive-back-lokl.md new file mode 100644 index 000000000..4359f5d3c --- /dev/null +++ b/compendium/feats/drive-back-lokl.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +- trait/uncommon +aliases: ["Drive Back"] +--- +# Drive Back [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Bastion Dedication](compendium/feats/bastion-dedication-apg.md) +- **Trigger** An enemy within your reach [Strikes](rules/actions/strike.md) an ally adjacent to you. +- **Requirements**: You have your shield raised. +- **Activity** Reaction + +You push the enemy back and attempt to intercede between the foe and your ally. You attempt to [Shove](rules/actions/shove.md) the triggering enemy with your shield just as it attacks, pushing it back just after the attempt. Your shield has the [shove](rules/traits/shove.md) trait for this [Shove](rules/actions/shove.md) attempt. If the [shove](rules/actions/shove.md) succeeds, you throw off your enemy's timing, and the enemy takes a –1 circumstance penalty on its attack roll against your ally. + +*Source: Lost Omens: Knights of Lastwall p. 80* +%% #compendium/src/pf2e/lokl #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/drow-shootist-dedication-av3.md b/compendium/feats/drow-shootist-dedication-av3.md new file mode 100644 index 000000000..6c076c114 --- /dev/null +++ b/compendium/feats/drow-shootist-dedication-av3.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/av3 +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Drow Shootist Dedication"] +--- +# Drow Shootist Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in the [hand crossbow](compendium/equipment/items/hand-crossbow.md) + +Every chance you get, you practice with the hand crossbow to increase your draw speed and accuracy. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the hand crossbow. If you're at least an expert in a hand crossbow you're using, you gain access to its critical specialization effect. You also gain the Shootist's Draw action. + +```ad-embed-ability +title: Shootist's Draw [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You [Interact](rules/actions/interact.md) to draw a hand crossbow and [Strike](rules/actions/strike.md) with it, or you [Strike](rules/actions/strike.md) with a loaded hand crossbow you're already holding and then [Interact](rules/actions/interact.md) to stow it. +``` + +**Special.** You can't select another dedication feat until you've gained two other feats from the drow shootist archetype. + +## Drow Shootist Dedication leads to... + +[Lethargy Poisoner](compendium/feats/lethargy-poisoner-av3.md), [Reloading Trick](compendium/feats/reloading-trick-av3.md), [Repeating Hand Crossbow Training](compendium/feats/repeating-hand-crossbow-training-av3.md) + +## Summary + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 77* +%% #compendium/src/pf2e/av3 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/druid-dedication.md b/compendium/feats/druid-dedication.md index bf6a2518f..0226281be 100644 --- a/compendium/feats/druid-dedication.md +++ b/compendium/feats/druid-dedication.md @@ -23,7 +23,7 @@ Choose an order as you would if you were a druid. You become a member of that or ## Druid Dedication leads to... -[Basic Druid Spellcasting](compendium/feats/basic-druid-spellcasting.md), [Expert Druid Spellcasting](compendium/feats/expert-druid-spellcasting.md), [Master Druid Spellcasting](compendium/feats/master-druid-spellcasting.md), [Primal Breadth](compendium/feats/primal-breadth.md), [Basic Wilding](compendium/feats/basic-wilding.md), [Advanced Wilding](compendium/feats/advanced-wilding.md), [Order Spell](compendium/feats/order-spell.md), Thick Hide Mask, Tireless Guide's Mask +[Basic Druid Spellcasting](compendium/feats/basic-druid-spellcasting.md), [Expert Druid Spellcasting](compendium/feats/expert-druid-spellcasting.md), [Master Druid Spellcasting](compendium/feats/master-druid-spellcasting.md), [Primal Breadth](compendium/feats/primal-breadth.md), [Basic Wilding](compendium/feats/basic-wilding.md), [Advanced Wilding](compendium/feats/advanced-wilding.md), [Order Spell](compendium/feats/order-spell.md), [Thick Hide Mask](compendium/feats/thick-hide-mask-sot6.md), [Tireless Guide's Mask](compendium/feats/tireless-guides-mask-sot6.md) ## Summary diff --git a/compendium/feats/dual-energy-heart-som.md b/compendium/feats/dual-energy-heart-som.md new file mode 100644 index 000000000..db956ce89 --- /dev/null +++ b/compendium/feats/dual-energy-heart-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Dual Energy Heart"] +--- +# Dual Energy Heart *Feat 4* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + +- **Prerequisites**: [Energy Heart](compendium/feats/energy-heart-som.md) + +A second energy dwells in your eidolon. Choose an additional energy damage type. Your unarmed attack that deals energy damage gains the [versatile](rules/traits/versatile.md) trait for the second energy damage type, and your eidolon gains resistance to the second type of energy damage equal to half your level. + +*Source: Secrets of Magic p. 69* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/dual-finisher-apg.md b/compendium/feats/dual-finisher-apg.md new file mode 100644 index 000000000..a4d02a136 --- /dev/null +++ b/compendium/feats/dual-finisher-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/finisher +- trait/swashbuckler +aliases: ["Dual Finisher"] +--- +# Dual Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[finisher](rules/traits/finisher-apg.md) [swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Requirements**: You wield two melee weapons, one in each hand. +- **Activity** Single Action + +You split your attacks. Make two melee [Strikes](rules/actions/strike.md), one with each required weapon, each against a different foe. If the second [Strike](rules/actions/strike.md) is made with a non-[agile](rules/traits/agile.md) weapon, it takes a –2 penalty. + +Increase your multiple attack penalty only after attempting both [Strikes](rules/actions/strike.md). + +*Source: Advanced Player's Guide p. 91* +%% #compendium/src/pf2e/apg #trait/finisher #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/dual-onslaught-apg.md b/compendium/feats/dual-onslaught-apg.md new file mode 100644 index 000000000..ca3b3aabc --- /dev/null +++ b/compendium/feats/dual-onslaught-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Dual Onslaught"] +--- +# Dual Onslaught *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Dual-Weapon Dedication + +When you lash out with both weapons, you leave no room for the target to escape your attack. When you use [Double Slice](compendium/feats/double-slice.md), if you miss with both [Strikes](rules/actions/strike.md), choose one of the two weapons and apply the effects of a hit with that weapon. You can't choose a weapon if your attack roll with that weapon was a critical failure, meaning you still miss entirely if both attack rolls were critical failures. + +*Source: Advanced Player's Guide p. 170* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/dual-studies-som.md b/compendium/feats/dual-studies-som.md new file mode 100644 index 000000000..89283b269 --- /dev/null +++ b/compendium/feats/dual-studies-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/summoner +aliases: ["Dual Studies"] +--- +# Dual Studies *Feat 1* +[summoner](rules/traits/summoner-som.md) + + +You and your eidolon have some skills you practice on your own. Choose two skills. Your eidolon becomes trained in one of those skills and you become trained in the other skill. At 7th level, you each become an expert in the chosen skills. + +These skill proficiencies are not shared between you and your eidolon. + +*Source: Secrets of Magic p. 67* +%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/dual-thrower-apg.md b/compendium/feats/dual-thrower-apg.md new file mode 100644 index 000000000..d60addcdc --- /dev/null +++ b/compendium/feats/dual-thrower-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Dual Thrower"] +--- +# Dual Thrower *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dual-Weapon Warrior Dedication](compendium/feats/dual-weapon-warrior-dedication-apg.md) + +You know how to throw two weapons as easily as strike with them. Whenever a dual-weapon warrior feat allows you to make a melee [Strike](rules/actions/strike.md), you can instead make a ranged [Strike](rules/actions/strike.md) with a thrown weapon or a one-handed ranged weapon you are wielding. Any effects from these feats that apply to one-handed melee weapons or melee [Strikes](rules/actions/strike.md) also apply to one-handed ranged weapons and ranged [Strikes](rules/actions/strike.md). + +*Source: Advanced Player's Guide p. 170* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/dual-weapon-blitz-apg.md b/compendium/feats/dual-weapon-blitz-apg.md new file mode 100644 index 000000000..1d1984cde --- /dev/null +++ b/compendium/feats/dual-weapon-blitz-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Dual-Weapon Blitz"] +--- +# Dual-Weapon Blitz [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dual-Weapon Warrior Dedication](compendium/feats/dual-weapon-warrior-dedication-apg.md) +- **Requirements**: You are wielding two one-handed melee weapons, each in a different hand. +- **Activity** Two-Action + +You attack as you dash among foes. [Stride](rules/actions/stride.md) up to your Speed. At any point during this movement, you can [Strike](rules/actions/strike.md) once with each of the two required weapons. These [Strikes](rules/actions/strike.md) can be against the same or different targets, as you see fit. + +*Source: Advanced Player's Guide p. 170* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/dual-weapon-reload-apg.md b/compendium/feats/dual-weapon-reload-apg.md new file mode 100644 index 000000000..26b4b71c6 --- /dev/null +++ b/compendium/feats/dual-weapon-reload-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Dual-Weapon Reload"] +--- +# Dual-Weapon Reload [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dual-Weapon Warrior Dedication](compendium/feats/dual-weapon-warrior-dedication-apg.md) +- **Requirements**: You are wielding two one-handed weapons, each in a different hand, one of which is a ranged weapon. +- **Activity** Single Action + +You carry your ammunition in a way that allows you to reload while holding two weapons. You [Interact](rules/actions/interact.md) to reload a one-handed ranged weapon you're holding. Unlike most [Interact](rules/actions/interact.md) actions, you don't need a free hand to reload your ranged weapon in this way. + +*Source: Advanced Player's Guide p. 170* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/dual-weapon-warrior-dedication-apg.md b/compendium/feats/dual-weapon-warrior-dedication-apg.md new file mode 100644 index 000000000..74b8f4943 --- /dev/null +++ b/compendium/feats/dual-weapon-warrior-dedication-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Dual-Weapon Warrior Dedication"] +--- +# Dual-Weapon Warrior Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + + +You're exceptional in your use of two weapons. You gain the [Double Slice](compendium/feats/double-slice.md) fighter feat. This serves as Double Slice for the purpose of meeting prerequisites. + +**Special.** You can't select another dedication feat until you gain two other feats from the dual-weapon warrior archetype. + +## Dual-Weapon Warrior Dedication leads to... + +[Dual Thrower](compendium/feats/dual-thrower-apg.md), [Dual-Weapon Blitz](compendium/feats/dual-weapon-blitz-apg.md), [Dual-Weapon Reload](compendium/feats/dual-weapon-reload-apg.md), [Flensing Slice](compendium/feats/flensing-slice-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 170* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/dualborn-loag.md b/compendium/feats/dualborn-loag.md new file mode 100644 index 000000000..e6e9fc648 --- /dev/null +++ b/compendium/feats/dualborn-loag.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lineage +- trait/suli +aliases: ["Dualborn"] +--- +# Dualborn *Feat 1* +[lineage](rules/traits/lineage-apg.md) [suli](rules/traits/suli-b2.md) + + +Your suli heritage can be traced back to two geniekin ancestors of opposing elements, or to an elemental ancestor that embodied two combined elements. + +Choose two of the following elements: air, earth, fire, and water. Once made, this choice can't be changed. You gain resistance equal to half your level (minimum 1) to all damaging effects with the traits of either of your chosen elements. + +**Special.** If you take the [Elemental Assault](compendium/feats/elemental-assault-loag.md) or [Elemental Bulwark](compendium/feats/elemental-bulwark-loag.md) ancestry feats, you can use them only with your chosen elements. You can add your resistance from this feat to the resistance you gain from [Elemental Bulwark](compendium/feats/elemental-bulwark-loag.md) against effects with your elements' traits, for a total of 5 + half your level, or 10 + half your level with [Improved Elemental Bulwark](compendium/feats/improved-elemental-bulwark-loag.md). If you take the [Tetraelemental Assault](compendium/feats/tetraelemental-assault-loag.md) feat, you can choose each of your two elements twice each, instead of choosing each of the four elements once each. + +*Source: Lost Omens: Ancestry Guide p. 111* +%% #compendium/src/pf2e/loag #trait/lineage #trait/suli %% \ No newline at end of file diff --git a/compendium/feats/dualistic-synergy-locg.md b/compendium/feats/dualistic-synergy-locg.md new file mode 100644 index 000000000..1db3072f9 --- /dev/null +++ b/compendium/feats/dualistic-synergy-locg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/metamagic +aliases: ["Dualistic Synergy"] +--- +# Dualistic Synergy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Halcyon Speaker Dedication](compendium/feats/halcyon-speaker-dedication-locg.md) +- **Activity** Single Action + +If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) from your spell slots, you gain a benefit. If the spell is arcane, you can attempt a skill check to [Recall Knowledge](rules/actions/recall-knowledge.md) with a +1 status bonus to the check after casting the spell, or a +2 status bonus if the spell is 7th level or higher. If the spell is primal, you gain a number of temporary Hit Points equal to the spell's level for 1 round. If the spell is a halcyon spell, you gain both benefits. + +## Dualistic Synergy leads to... + +[Fulminating Synergy](compendium/feats/fulminating-synergy-locg.md), [Synergistic Spell](compendium/feats/synergistic-spell-locg.md), [Shared Synergy](compendium/feats/shared-synergy-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 104* +%% #compendium/src/pf2e/locg #trait/archetype #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/duel-spell-advantage-da.md b/compendium/feats/duel-spell-advantage-da.md new file mode 100644 index 000000000..0d824f4d4 --- /dev/null +++ b/compendium/feats/duel-spell-advantage-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Duel Spell Advantage"] +--- +# Duel Spell Advantage *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Psychic Duelist Dedication](compendium/feats/psychic-duelist-dedication-da.md) + +When you start a psychic duel, you gain a third natural psychic spell. You can't choose the same spell twice. + +If you're 9th level or higher, add the following spells to the list of natural psychic spells you can choose: [confusion](compendium/spells/confusion.md), [crushing despair](compendium/spells/crushing-despair.md), [hallucination](compendium/spells/hallucination.md), [suggestion](compendium/spells/suggestion.md), [synaptic pulse](compendium/spells/synaptic-pulse.md), and [synesthesia](compendium/spells/synesthesia.md). + +*Source: Dark Archive p. 203* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/dueling-dance-apg.md b/compendium/feats/dueling-dance-apg.md new file mode 100644 index 000000000..b4f08dd02 --- /dev/null +++ b/compendium/feats/dueling-dance-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/stance +- trait/swashbuckler +aliases: ["Dueling Dance"] +--- +# Dueling Dance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[stance](rules/traits/stance.md) [swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Prerequisites**: [Dueling Parry](compendium/feats/dueling-parry-apg.md) +- **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. +- **Activity** Single Action + +Using your free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry. + +*Source: Advanced Player's Guide p. 92* +%% #compendium/src/pf2e/apg #trait/stance #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/dueling-dance.md b/compendium/feats/dueling-dance.md index eb7d47a5a..b7c865916 100644 --- a/compendium/feats/dueling-dance.md +++ b/compendium/feats/dueling-dance.md @@ -10,7 +10,7 @@ aliases: ["Dueling Dance"] # Dueling Dance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* [fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) -- **Prerequisites**: Dueling Parry +- **Prerequisites**: [Dueling Parry](compendium/feats/dueling-parry-apg.md) - **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. - **Activity** Single Action diff --git a/compendium/feats/dueling-parry-apg.md b/compendium/feats/dueling-parry-apg.md new file mode 100644 index 000000000..6d1a6bff7 --- /dev/null +++ b/compendium/feats/dueling-parry-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Dueling Parry"] +--- +# Dueling Parry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. +- **Activity** Single Action + +You can parry attacks against you with your weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements. + +## Dueling Parry leads to... + +[Dueling Dance](compendium/feats/dueling-dance.md), [Dueling Riposte](compendium/feats/dueling-riposte.md), [Guiding Riposte](compendium/feats/guiding-riposte.md), [Improved Dueling Riposte](compendium/feats/improved-dueling-riposte.md), [Reflecting Riposte](compendium/feats/reflecting-riposte-ec6.md), [Dueling Dance](compendium/feats/dueling-dance-apg.md), [Selfless Parry](compendium/feats/selfless-parry-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 88* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/dueling-riposte.md b/compendium/feats/dueling-riposte.md index b4f8f54ef..a339571f2 100644 --- a/compendium/feats/dueling-riposte.md +++ b/compendium/feats/dueling-riposte.md @@ -9,7 +9,7 @@ aliases: ["Dueling Riposte"] # Dueling Riposte [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* [fighter](rules/traits/fighter.md) -- **Prerequisites**: Dueling Parry +- **Prerequisites**: [Dueling Parry](compendium/feats/dueling-parry-apg.md) - **Trigger** A creature within your reach critically fails a [Strike](rules/actions/strike.md) against you. - **Requirements**: You are benefiting from Dueling Parry. - **Activity** Reaction @@ -18,7 +18,7 @@ You riposte against your flailing enemy. Make a melee [Strike](rules/actions/str ## Dueling Riposte leads to... -[Guiding Riposte](compendium/feats/guiding-riposte.md), [Improved Dueling Riposte](compendium/feats/improved-dueling-riposte.md), Reflecting Riposte +[Guiding Riposte](compendium/feats/guiding-riposte.md), [Improved Dueling Riposte](compendium/feats/improved-dueling-riposte.md), [Reflecting Riposte](compendium/feats/reflecting-riposte-ec6.md) ## Summary diff --git a/compendium/feats/duelist-dedication-apg.md b/compendium/feats/duelist-dedication-apg.md new file mode 100644 index 000000000..5407f97e2 --- /dev/null +++ b/compendium/feats/duelist-dedication-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Duelist Dedication"] +--- +# Duelist Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in light armor and simple weapons + +You are always ready to draw your weapon and begin a duel, no matter the circumstances. You gain the [Quick Draw](compendium/feats/quick-draw-ranger.md) ranger feat, enabling you to both draw and attack with a weapon as 1 action. This serves as Quick Draw for the purpose of meeting prerequisites. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the duelist archetype. + +## Duelist Dedication leads to... + +[Duelist's Challenge](compendium/feats/duelists-challenge-apg.md), [Selfless Parry](compendium/feats/selfless-parry-apg.md), [Student Of The Dueling Arts](compendium/feats/student-of-the-dueling-arts-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 171* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/duelists-challenge-apg.md b/compendium/feats/duelists-challenge-apg.md new file mode 100644 index 000000000..3d283a4f3 --- /dev/null +++ b/compendium/feats/duelists-challenge-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/open +aliases: ["Duelist's Challenge"] +--- +# Duelist's Challenge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) + +- **Prerequisites**: [Duelist Dedication](compendium/feats/duelist-dedication-apg.md) +- **Activity** Single Action + +Select one foe that you can see and proclaim a challenge. That foe is your dueling opponent until they are defeated, flee, or the encounter ends. Any time you hit that enemy using a single one-handed melee weapon while your other hand or hands are free, you gain a circumstance bonus to the [Strike](rules/actions/strike.md)'s damage equal to the number of damage dice your weapon deals. + +If you attack a creature other than your dueling opponent, you take a circumstance penalty to damage equal to the number of damage dice your weapon deals. + +*Source: Advanced Player's Guide p. 171* +%% #compendium/src/pf2e/apg #trait/archetype #trait/open %% \ No newline at end of file diff --git a/compendium/feats/duelists-edge-lowg.md b/compendium/feats/duelists-edge-lowg.md new file mode 100644 index 000000000..fe691d950 --- /dev/null +++ b/compendium/feats/duelists-edge-lowg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Duelist's Edge"] +--- +# Duelist's Edge [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Aldori Duelist Dedication](compendium/feats/aldori-duelist-dedication-lowg.md) +- **Trigger** You roll initiative, and you can observe at least one opponent. +- **Activity** Free Action + +You hone your reaction time through duels and learn to draw your weapon seamlessly as you begin a fight. You gain a +2 circumstance bonus to the triggering initiative roll, and you can immediately [Interact](rules/actions/interact.md) to draw your Aldori dueling sword. + +*Source: Lost Omens: World Guide p. 35* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/duskwalker-lore-apg.md b/compendium/feats/duskwalker-lore-apg.md new file mode 100644 index 000000000..c06cb20ea --- /dev/null +++ b/compendium/feats/duskwalker-lore-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/duskwalker +aliases: ["Duskwalker Lore"] +--- +# Duskwalker Lore *Feat 1* +[duskwalker](rules/traits/duskwalker-apg.md) + + +You either found another duskwalker who taught you the secrets of your kind, or you managed to research your unusual heritage. You gain the trained proficiency rank in [Medicine](compendium/skills.md#Medicine) and [Religion](compendium/skills.md#Religion). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Boneyard Lore](compendium/skills.md#Lore). + +*Source: Advanced Player's Guide p. 38* +%% #compendium/src/pf2e/apg #trait/duskwalker %% \ No newline at end of file diff --git a/compendium/feats/duskwalker-magic-apg.md b/compendium/feats/duskwalker-magic-apg.md new file mode 100644 index 000000000..3f27522b9 --- /dev/null +++ b/compendium/feats/duskwalker-magic-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/duskwalker +aliases: ["Duskwalker Magic"] +--- +# Duskwalker Magic *Feat 9* +[duskwalker](rules/traits/duskwalker-apg.md) + + +Your connection to psychopomps gives you the power to glimpse the near future and protect corpses from the ravages of undeath. You can cast [augury](compendium/spells/augury.md) and [gentle repose](compendium/spells/gentle-repose.md) each once per day as 2nd-level divine innate spells. + +*Source: Advanced Player's Guide p. 38* +%% #compendium/src/pf2e/apg #trait/duskwalker %% \ No newline at end of file diff --git a/compendium/feats/dustsoul-loag.md b/compendium/feats/dustsoul-loag.md new file mode 100644 index 000000000..4265a748c --- /dev/null +++ b/compendium/feats/dustsoul-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lineage +- trait/oread +aliases: ["Dustsoul"] +--- +# Dustsoul *Feat 1* +[lineage](rules/traits/lineage-apg.md) [oread](rules/traits/oread-b2.md) + + +Your earth elemental ancestor's influence manifests in you as dust and dirt, like the soil of a field or the hot desert sands. You gain the trained proficiency rank in [Survival](compendium/skills.md#Survival). If you would automatically become trained in [Survival](compendium/skills.md#Survival) (from your background or class, for example), you instead become trained in a skill of your choice. You can sustain yourself on dirt and ash instead of normal food and water. + +*Source: Lost Omens: Ancestry Guide p. 107* +%% #compendium/src/pf2e/loag #trait/lineage #trait/oread %% \ No newline at end of file diff --git a/compendium/feats/dwarven-doughtiness-apg.md b/compendium/feats/dwarven-doughtiness-apg.md new file mode 100644 index 000000000..770893d02 --- /dev/null +++ b/compendium/feats/dwarven-doughtiness-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/dwarf +aliases: ["Dwarven Doughtiness"] +--- +# Dwarven Doughtiness *Feat 1* +[dwarf](rules/traits/dwarf.md) + + +You are either naturally calm and collected in the face of imminent danger, or you are very good at faking it. At the end of your turn, reduce your [frightened](rules/conditions.md#Frightened) condition by 2 instead of 1. + +*Source: Advanced Player's Guide p. 42* +%% #compendium/src/pf2e/apg #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/dwarven-reinforcement-apg.md b/compendium/feats/dwarven-reinforcement-apg.md new file mode 100644 index 000000000..14de568a6 --- /dev/null +++ b/compendium/feats/dwarven-reinforcement-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/dwarf +aliases: ["Dwarven Reinforcement"] +--- +# Dwarven Reinforcement *Feat 5* +[dwarf](rules/traits/dwarf.md) + +- **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting) + +You can use your knowledge of engineering and metalwork to temporarily strengthen thick objects and structures. By spending 1 hour working on an item, you can give it a +1 circumstance bonus to its Hardness for 24 hours. If you're a master in [Crafting](compendium/skills.md#Crafting), the bonus is +2, and if you're legendary, the bonus is +3. You can reinforce a portion of a structure, though 1 hour usually reinforces only a door, a few windows, or another section that fits within a 10-foot cube. + +*Source: Advanced Player's Guide p. 42* +%% #compendium/src/pf2e/apg #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/earned-glory-apg.md b/compendium/feats/earned-glory-apg.md new file mode 100644 index 000000000..04fcf3985 --- /dev/null +++ b/compendium/feats/earned-glory-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/half-elf +aliases: ["Earned Glory"] +--- +# Earned Glory *Feat 1* +[half-elf](rules/traits/half-elf.md) + + +Elves are often skeptical of their half-elven kin, and you are experienced at telling stories of your accomplishments to gain their respect. You are trained in [Performance](compendium/skills.md#Performance). If you would automatically become trained in [Performance](compendium/skills.md#Performance) (from your background or class, for example), you instead become trained in a skill of your choice. + +You gain the [Impressive Performance](compendium/feats/impressive-performance.md) feat. + +When you attempt a [Performance](compendium/skills.md#Performance) check to [Make an Impression](rules/actions/make-an-impression.md) on an elf, if you roll a critical failure, you get a failure instead. + +*Source: Advanced Player's Guide p. 47* +%% #compendium/src/pf2e/apg #trait/half-elf %% \ No newline at end of file diff --git a/compendium/feats/earthsense-loag.md b/compendium/feats/earthsense-loag.md new file mode 100644 index 000000000..2c741881a --- /dev/null +++ b/compendium/feats/earthsense-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/oread +aliases: ["Earthsense"] +--- +# Earthsense *Feat 9* +[oread](rules/traits/oread-b2.md) + + +Your connection to earth and stone allows you to feel the slightest displacement that disturbs them, down to the shift of a pebble. You gain [tremorsense](rules/abilities/tremorsense.md) as an imprecise sense with a range of 30 feet. + +*Source: Lost Omens: Ancestry Guide p. 108* +%% #compendium/src/pf2e/loag #trait/oread %% \ No newline at end of file diff --git a/compendium/feats/earworm-apg.md b/compendium/feats/earworm-apg.md new file mode 100644 index 000000000..542b7a6c0 --- /dev/null +++ b/compendium/feats/earworm-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/bard +- trait/exploration +aliases: ["Earworm"] +--- +# Earworm *Feat 14* +[bard](rules/traits/bard.md) [exploration](rules/traits/exploration.md) + + +By endlessly repeating a motif, you implant an earworm, a memorable song that repeats over and over again in your allies' heads, preparing them to respond to it later. Choose a composition cantrip and spend 10 minutes repeating a melody, chant, speech, series of motions, or a similar performance that embodies that cantrip. This activity gains the traits appropriate to the type of performance. You implant the earworm within all allies who can see or hear you (as appropriate for the type of performance) for the entire activity. + +Once you've created the earworm, you can attempt a [Performance](compendium/skills.md#Performance) check as a free action to activate it. This check uses a very hard DC of a level equal to that of the highest–level target of the earworm present at the time of activation (Core Rulebook 503–504). On a success, you cast the cantrip on all allies who learned the earworm and can perceive your performance; on a failure, the earworm is corrupted and lost. Because it is based on the earlier repetitions, you can't use further free actions like [lingering composition](compendium/spells/lingering-composition.md) or [inspire heroics](compendium/spells/inspire-heroics.md) to modify the activated earworm. Allies forget the earworm after it is activated, if you spend 10 minutes to implant another earworm, or during your next daily preparations, whichever comes first. + +*Source: Advanced Player's Guide p. 114* +%% #compendium/src/pf2e/apg #trait/bard #trait/exploration %% \ No newline at end of file diff --git a/compendium/feats/easily-dismissed-locg.md b/compendium/feats/easily-dismissed-locg.md new file mode 100644 index 000000000..4fe168fb7 --- /dev/null +++ b/compendium/feats/easily-dismissed-locg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/halfling +- trait/uncommon +aliases: ["Easily Dismissed"] +--- +# Easily Dismissed *Feat 5* +[halfling](rules/traits/halfling.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Chelaxian nationality + +You are practiced at blending into the background of the streets and halls of larger folk to ensure that you are overlooked. When you are in a crowd or well trafficked urban area, you can attempt to [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md), even when [observed](rules/conditions.md#Observed). + +On a success, you aren't [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected), but other creatures simply don't take particular notice of you, even though they can see you. You can't use this ability on observers who have already seen you perform obtrusive or notable actions. If you perform any action other than to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md) or otherwise take particularly salient actions (GM's discretion), observers notice you right away. + +## Easily Dismissed leads to... + +[Fade Away](compendium/feats/fade-away-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 44* +%% #compendium/src/pf2e/locg #trait/halfling #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/eat-fortune-apg.md b/compendium/feats/eat-fortune-apg.md new file mode 100644 index 000000000..5976cbf08 --- /dev/null +++ b/compendium/feats/eat-fortune-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/divination +- trait/divine +- trait/tengu +aliases: ["Eat Fortune"] +--- +# Eat Fortune [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* +[concentrate](rules/traits/concentrate.md) [divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [tengu](rules/traits/tengu-b1.md) + +- **Frequency**: once per day +- **Trigger** A creature within 60 feet uses a [fortune](rules/traits/fortune.md) or [misfortune](rules/traits/misfortune.md) effect. +- **Activity** Reaction + +As someone tries to twist fate, you consume the interference. + +The triggering effect is disrupted. If it's a [misfortune](rules/traits/misfortune.md) effect, Eat Fortune gains the [fortune](rules/traits/fortune.md) trait; if it's a [fortune](rules/traits/fortune.md) effect, Eat Fortune gains the [misfortune](rules/traits/misfortune.md) trait. This fortune or misfortune applies to the same roll the triggering effect would have, so you couldn't negate a [fortune](rules/traits/fortune.md) effect with Eat Fortune and then apply a [misfortune](rules/traits/misfortune.md) effect to the same roll. + +## Eat Fortune leads to... + +[Jinx Glutton](compendium/feats/jinx-glutton-loag.md) + +## Summary + +*Source: Advanced Player's Guide p. 26* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/divination #trait/divine #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/ebb-and-flow-apg.md b/compendium/feats/ebb-and-flow-apg.md new file mode 100644 index 000000000..b4a27e6e0 --- /dev/null +++ b/compendium/feats/ebb-and-flow-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/cleric +- trait/concentrate +- trait/metamagic +aliases: ["Ebb And Flow"] +--- +# Ebb And Flow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Versatile Font](compendium/feats/versatile-font.md) +- **Activity** Single Action + +You can pull forth both positive and negative energy simultaneously to harm your enemies and heal your allies. + +If your next action is to cast a 1-action or 2-action [heal](compendium/spells/heal.md) or [harm](compendium/spells/harm.md) spell, choose one creature in range that would be harmed by the spell, and choose another creature within range that would be healed by the spell. Your heal or harm targets both creatures. + +*Source: Advanced Player's Guide p. 123* +%% #compendium/src/pf2e/apg #trait/cleric #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/echo-of-the-fallen-da.md b/compendium/feats/echo-of-the-fallen-da.md new file mode 100644 index 000000000..297ba9f07 --- /dev/null +++ b/compendium/feats/echo-of-the-fallen-da.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/aftermath +- trait/rare +aliases: ["Echo of the Fallen"] +--- +# Echo of the Fallen *Feat 4* +[aftermath](rules/traits/aftermath-da.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: You helped to lay a haunt, ghost, or spirit to rest. + +With the utmost gratitude for your help in releasing them from their unearthly coil, a tiny sliver of a ghostly entity has remained attached to you. This manifests as an echo of their former self that follows you around and that you and anyone capable of casting divine or occult spells can see and speak with. When you take this feat, work with your GM to choose one martial weapon and one skill (or an advanced weapon if you're trained in all martial weapons) that are appropriate for the spirit; once you've chosen the weapon and skill, you can't change them. You gain the Accept Echo action. + +```ad-embed-ability +title: Accept Echo [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) + +You allow the echo to inhabit your body, gaining a glowing aura around you, shining pale-green irises, a resonating voice, and the silhouette of the spirit around your own body, all of which can be seen clearly by others. While in this state, you become trained in the weapon you chose and an expert in the skill you chose. Additionally, while you're in this state, the echo can speak and interact with the Material Plane using your body, and you gain a +4 status bonus to all saves against [possession](rules/traits/possession.md) effects, as the possessing spirit protects you from other possessions. + +This state lasts for 10 minutes, after which the echo disappears completely until the next time you make your daily preparations. You can [Dismiss](rules/actions/dismiss.md) this effect. + +At 7th level you become a master of the skill you chose, at 13th level you become an expert with the weapon you chose, and at 15th level you become legendary with the skill you chose. +%% #trait/concentrate %% +``` + +*Source: Dark Archive p. 55* +%% #compendium/src/pf2e/da #trait/aftermath #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/echoes-in-stone-apg.md b/compendium/feats/echoes-in-stone-apg.md new file mode 100644 index 000000000..05f76eb49 --- /dev/null +++ b/compendium/feats/echoes-in-stone-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/dwarf +aliases: ["Echoes In Stone"] +--- +# Echoes In Stone [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* +[concentrate](rules/traits/concentrate.md) [dwarf](rules/traits/dwarf.md) + +- **Requirements**: You are standing on a stone or earthen surface. +- **Activity** Single Action + +You pause a moment to attune your senses to the stone around you. Until the start of your next turn, you gain a new sense: imprecise [tremorsense](rules/abilities/tremorsense.md) with a range of 20 feet. + +*Source: Advanced Player's Guide p. 42* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/echoing-spell-apg.md b/compendium/feats/echoing-spell-apg.md new file mode 100644 index 000000000..61f43ecff --- /dev/null +++ b/compendium/feats/echoing-spell-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/metamagic +- trait/sorcerer +aliases: ["Echoing Spell"] +--- +# Echoing Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* +[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) + +- **Activity** Single Action + +You time the components of your spell with exacting precision, setting up a resonance that duplicates the spell's effects. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) of 4th level or lower that has no duration, the spell's energy reverberates and echoes. You can [Cast the Spell](rules/actions/cast-a-spell.md) a second time before the end of your next turn without expending a spell slot. + +*Source: Advanced Player's Guide p. 141* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/eclectic-obsession-locg.md b/compendium/feats/eclectic-obsession-locg.md new file mode 100644 index 000000000..360b47684 --- /dev/null +++ b/compendium/feats/eclectic-obsession-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/gnome +aliases: ["Eclectic Obsession"] +--- +# Eclectic Obsession *Feat 5* +[gnome](rules/traits/gnome.md) + +- **Prerequisites**: [Gnome Obsession](compendium/feats/gnome-obsession.md) +- **Frequency**: once per day + +Your desire for stimulation has led you from one pursuit to another and granted you a smattering of expertise with myriad crafts and professions. You reflect on snippets you've learned to temporarily become trained in one [Lore](compendium/skills.md#Lore) skill of your choice. This proficiency lasts for 10 minutes or until you critically fail a check with that skill. Since this training is temporary, you can't use it as a prerequisite for a permanent character option like a feat or a skill increase. + +*Source: Lost Omens: Character Guide p. 33* +%% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/compendium/feats/eclectic-sword-mastery-loag.md b/compendium/feats/eclectic-sword-mastery-loag.md new file mode 100644 index 000000000..ebb79fdbc --- /dev/null +++ b/compendium/feats/eclectic-sword-mastery-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/concentrate +- trait/tengu +aliases: ["Eclectic Sword Mastery"] +--- +# Eclectic Sword Mastery [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 13* +[concentrate](rules/traits/concentrate.md) [tengu](rules/traits/tengu-b1.md) + +- **Prerequisites**: [Eclectic Sword Training](compendium/feats/eclectic-sword-training-apg.md) +- **Activity** Two-Action + +You instinctively learn how to use a sword with just a few practice swings. You change one of the swords designated in your [Tengu Weapon Familiarity](compendium/feats/tengu-weapon-familiarity-apg.md) to a new one that you're wielding, provided the sword meets the specifications of [Tengu Weapon Familiarity](compendium/feats/tengu-weapon-familiarity-apg.md). You can [Interact](rules/actions/interact.md) to draw a sword as part of this activity, designating the sword as part of drawing it; disrupting that [Interact](rules/actions/interact.md) action prevents you from designating it as one of your swords. This designation lasts until your next daily preparations. + +*Source: Lost Omens: Ancestry Guide p. 60* +%% #compendium/src/pf2e/loag #trait/concentrate #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/eclectic-sword-training-apg.md b/compendium/feats/eclectic-sword-training-apg.md new file mode 100644 index 000000000..830f2afc8 --- /dev/null +++ b/compendium/feats/eclectic-sword-training-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tengu +aliases: ["Eclectic Sword Training"] +--- +# Eclectic Sword Training *Feat 9* +[tengu](rules/traits/tengu-b1.md) + +- **Prerequisites**: [Tengu Weapon Familiarity](compendium/feats/tengu-weapon-familiarity-apg.md) + +You were always taught that you needed to be able to use whatever weapon came your way. You can change any of the swords designated in your Tengu Weapon Familiarity to different swords that meet the same specifications. You have to practice with a sword during your daily preparations to designate it, and the designation only lasts until your next daily preparations. This changes only your proficiency; it doesn't change your access. + +## Eclectic Sword Training leads to... + +[Eclectic Sword Mastery](compendium/feats/eclectic-sword-mastery-loag.md) + +## Summary + +*Source: Advanced Player's Guide p. 27* +%% #compendium/src/pf2e/apg #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/eclipsed-vitality-lokl.md b/compendium/feats/eclipsed-vitality-lokl.md new file mode 100644 index 000000000..9e59a6b8b --- /dev/null +++ b/compendium/feats/eclipsed-vitality-lokl.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +- trait/skill +- trait/uncommon +aliases: ["Eclipsed Vitality"] +--- +# Eclipsed Vitality *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Assassin Dedication](compendium/feats/assassin-dedication-apg.md) or [Scout Dedication](compendium/feats/scout-dedication-apg.md), master in [Stealth](compendium/skills.md#Stealth) + +You shroud yourself in ashes that hide the vital essence sought by life-sensing undead. You're always taking precautions when [Avoiding Notice](rules/actions/avoid-notice.md), Hiding, and Sneaking to foil lifesense, and you're [concealed](rules/conditions.md#Concealed) to any creature using only precise lifesense to observe you. + +*Source: Lost Omens: Knights of Lastwall p. 80* +%% #compendium/src/pf2e/lokl #trait/archetype #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/educate-allies-apg.md b/compendium/feats/educate-allies-apg.md new file mode 100644 index 000000000..7fb425771 --- /dev/null +++ b/compendium/feats/educate-allies-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/abjuration +- trait/bard +- trait/concentrate +aliases: ["Educate Allies"] +--- +# Educate Allies [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[abjuration](rules/traits/abjuration.md) [bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) + +- **Prerequisites**: [Well-Versed](compendium/feats/well-versed-apg.md) +- **Trigger** An ally benefiting from one of your composition spells is subject to an effect with the [auditory](rules/traits/auditory.md), [illusion](rules/traits/illusion.md), [linguistic](rules/traits/linguistic.md), [sonic](rules/traits/sonic.md), or [visual](rules/traits/visual.md) trait. +- **Activity** Reaction + +You tweak the properties of your composition spell to convey a bit of your defensive knowledge. All allies affected by your composition spell gain your +1 circumstance bonus from Well-Versed until the start of your next turn. Teaching your allies also bolsters your own skills; your personal circumstance bonus from Well-Versed also increases to +2 until the start of your next turn. + +*Source: Advanced Player's Guide p. 113* +%% #compendium/src/pf2e/apg #trait/abjuration #trait/bard #trait/concentrate %% \ No newline at end of file diff --git a/compendium/feats/educated-assessment-locg.md b/compendium/feats/educated-assessment-locg.md new file mode 100644 index 000000000..7deae713b --- /dev/null +++ b/compendium/feats/educated-assessment-locg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/secret +aliases: ["Educated Assessment"] +--- +# Educated Assessment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[archetype](rules/traits/archetype.md) [secret](rules/traits/secret.md) + +- **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) +- **Activity** Single Action + +You attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) about a creature, and the GM uses the same secret roll result against the creature's [Deception](compendium/skills.md#Deception) or [Stealth](compendium/skills.md#Stealth) DC, giving you the information from a [Battle Assessment](compendium/feats/battle-assessment.md). You might get a different degree of success on the [Recall Knowledge](rules/actions/recall-knowledge.md) check than what you get for the Battle Assessment. If you have the Battle Assessment feat, you gain the effects of Educated Assessment whenever you [Recall Knowledge](rules/actions/recall-knowledge.md) (such as with the [Automatic Knowledge](compendium/feats/automatic-knowledge.md) feat) + +*Source: Lost Omens: Character Guide p. 112* +%% #compendium/src/pf2e/locg #trait/archetype #trait/secret %% \ No newline at end of file diff --git a/compendium/feats/eerie-compression-loag.md b/compendium/feats/eerie-compression-loag.md new file mode 100644 index 000000000..89926741d --- /dev/null +++ b/compendium/feats/eerie-compression-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fleshwarp +aliases: ["Eerie Compression"] +--- +# Eerie Compression *Feat 9* +[fleshwarp](rules/traits/fleshwarp-loag.md) + +- **Prerequisites**: Medium size + +Your limbs and even your torso can collapse in on themselves, allowing you to fit through tight spaces as though you were a Small creature. You can move at full Speed while [Squeezing](rules/actions/squeeze.md). + +*Source: Lost Omens: Ancestry Guide p. 94* +%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/compendium/feats/eerie-environs-da.md b/compendium/feats/eerie-environs-da.md new file mode 100644 index 000000000..84eea5bd5 --- /dev/null +++ b/compendium/feats/eerie-environs-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/druid +- trait/ranger +aliases: ["Eerie Environs"] +--- +# Eerie Environs *Feat 8* +[druid](rules/traits/druid.md) [ranger](rules/traits/ranger.md) + +- **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation), trained in [Stealth](compendium/skills.md#Stealth) + +The natural world can be scary to those not used to it—and you make it scarier still. If you're [hidden](rules/conditions.md#Hidden) from a creature, you can attempt to [Demoralize](rules/actions/demoralize.md) it without losing your [hidden](rules/conditions.md#Hidden) condition— imitating the sounds of strange beasts or causing the foliage to rustle menacingly. When you do so, you don't take a penalty to your check if the target doesn't understand your language. + +*Source: Dark Archive p. 65* +%% #compendium/src/pf2e/da #trait/druid #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/eerie-flicker-da.md b/compendium/feats/eerie-flicker-da.md new file mode 100644 index 000000000..26a25a14b --- /dev/null +++ b/compendium/feats/eerie-flicker-da.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/conjuration +- trait/deviant +- trait/magical +- trait/rare +aliases: ["Eerie Flicker"] +--- +# Eerie Flicker [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* +[conjuration](rules/traits/conjuration.md) [deviant](rules/traits/deviant-da.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Trigger** A enemy's [Strike](rules/actions/strike.md) would hit you and you weren't already [concealed](rules/conditions.md#Concealed), [hidden](rules/conditions.md#Hidden), or [undetected](rules/conditions.md#Undetected) by that enemy. +- **Activity** Reaction + +Your body flickers momentarily into the Ethereal Plane. You become [concealed](rules/conditions.md#Concealed) for 1 round, and the flat check for concealment applies to the [Strike](rules/actions/strike.md) that would have hit you. If the flat check fails, the [Strike](rules/actions/strike.md) misses you. + +**Awakening** When your body flickers, you momentarily assume a terrifying form. If a creature fails the flat check against concealment from your Eerie Flicker, it becomes [frightened](rules/conditions.md#Frightened), and it doesn't reduce the [frightened](rules/conditions.md#Frightened) condition from this effect at the end of the same turn it gained the condition. + +**Awakening** You can choose to compress your flickering movement into a single moment, increasing your chance to avoid the triggering attack in exchange for a shorter-lived effect. If you choose to do so, the flat check for concealment against the triggering attack increases to DC 9, but the concealment affects only the triggering [Strike](rules/actions/strike.md). + +*Source: Dark Archive p. 78* +%% #compendium/src/pf2e/da #trait/conjuration #trait/deviant #trait/magical #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/eerie-proclamation-da.md b/compendium/feats/eerie-proclamation-da.md new file mode 100644 index 000000000..0c7f676fa --- /dev/null +++ b/compendium/feats/eerie-proclamation-da.md @@ -0,0 +1,42 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/auditory +- trait/concentrate +- trait/curse +- trait/druid +- trait/linguistic +- trait/manipulate +- trait/necromancy +- trait/primal +- trait/ranger +- trait/uncommon +aliases: ["Eerie Proclamation"] +--- +# Eerie Proclamation [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [curse](rules/traits/curse.md) [druid](rules/traits/druid.md) [linguistic](rules/traits/linguistic.md) [manipulate](rules/traits/manipulate.md) [necromancy](rules/traits/necromancy.md) [primal](rules/traits/primal.md) [ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: expert in [Occultism](compendium/skills.md#Occultism), expert in [Survival](compendium/skills.md#Survival) +- **Frequency**: once per hour +- **Requirements**: You must be in either natural terrain or in abandoned or relatively unused artificial terrain (such as a darkened alley or haunted house). +- **Activity** Two-Action + +You know there are places in the world that are just wrong— places where the birds don't sing and where you always feel like you're being watched. You can spot these places, and you can awaken them. To do so, you must gesture toward a 10-foot by 10- foot square you can see and make an ominous proclamation of some manner (i.e. "This is cursed ground," "That is an ill-omened place."). The next creature that enters the marked territory must attempt a Will save against your spell DC (if you're a druid) or class DC (if you're a ranger). + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** Something goes horribly awry for the victim in the cursed ground. The details are up to the GM—it can be a purely "natural" accident (they step into an old bear trap, perhaps) or something stranger and more spectral. The target gains a condition for 2 rounds. Roll 1d4 on the table and use the failure column to determine which condition. +> - **Critical Failure** As failure, but the effect is astonishingly gruesome. Use the critical failure column, and the condition lasts for 1 minute. + +| dice: d4 | Failure | Critical Failure | +|----------|---------|------------------| +| 1 | [Clumsy](rules/conditions.md#Clumsy) | [Clumsy](rules/conditions.md#Clumsy) | +| 2 | [Enfeebled](rules/conditions.md#Enfeebled) | [Enfeebled](rules/conditions.md#Enfeebled) | +| 3 | [Stupefied](rules/conditions.md#Stupefied) | [Stupefied](rules/conditions.md#Stupefied) | +| 4 | [Dazzled](rules/conditions.md#Dazzled) | [Blinded](rules/conditions.md#Blinded) for 1 round, then [dazzled](rules/conditions.md#Dazzled) | + + +*Source: Dark Archive p. 65* +%% #compendium/src/pf2e/da #trait/auditory #trait/concentrate #trait/curse #trait/druid #trait/linguistic #trait/manipulate #trait/necromancy #trait/primal #trait/ranger #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/eerie-traces-da.md b/compendium/feats/eerie-traces-da.md new file mode 100644 index 000000000..0405eb4ff --- /dev/null +++ b/compendium/feats/eerie-traces-da.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/concentrate +- trait/druid +- trait/exploration +- trait/move +- trait/ranger +aliases: ["Eerie Traces"] +--- +# Eerie Traces *Feat 8* +[concentrate](rules/traits/concentrate.md) [druid](rules/traits/druid.md) [exploration](rules/traits/exploration.md) [move](rules/traits/move.md) [ranger](rules/traits/ranger.md) + +- **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation), trained in [Survival](compendium/skills.md#Survival) + +The tracks you leave behind are strange, somehow disconcerting and unnerving—they might travel backward, or through places no one would think to pass through. You change your tracks into eerie traces, moving up to half your travel speed as you do so. You don't need to attempt a [Survival](compendium/skills.md#Survival) check to change your tracks, but anyone tracking you must attempt a Will save against the higher of your class DC or spell DC. + +> [!success-degree] +> - **Success** The tracker is unaffected. +> - **Failure** The tracker becomes [frightened](rules/conditions.md#Frightened) for as long as it follows your tracks. This condition doesn't decrease until the tracker stops following you, and it comes back if the tracker resumes following your tracks. If the tracker enters into an encounter with you after following your tracks, it begins the encounter [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** As failure, but your disturbing traces cause the tracker to be [frightened](rules/conditions.md#Frightened) instead. + +*Source: Dark Archive p. 65* +%% #compendium/src/pf2e/da #trait/concentrate #trait/druid #trait/exploration #trait/move #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/efficient-alchemy-aoa6.md b/compendium/feats/efficient-alchemy-aoa6.md new file mode 100644 index 000000000..12498e167 --- /dev/null +++ b/compendium/feats/efficient-alchemy-aoa6.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa6 +- trait/alchemist +- trait/uncommon +aliases: ["Efficient Alchemy"] +--- +# Efficient Alchemy *Feat 20* +[alchemist](rules/traits/alchemist.md) [uncommon](rules/traits/uncommon.md) + + +Your daily preparations are particularly efficient and plentiful. When using your infused reagents to create alchemical items during your daily preparations, you make a batch of three of a given item instead of a batch of two, or a batch of four if your field normally lets you create three of that item. + +*Source: Age of Ashes #6: Broken Promises p. 76* +%% #compendium/src/pf2e/aoa6 #trait/alchemist #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/efficient-rituals-apg.md b/compendium/feats/efficient-rituals-apg.md new file mode 100644 index 000000000..bd14615b7 --- /dev/null +++ b/compendium/feats/efficient-rituals-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Efficient Rituals"] +--- +# Efficient Rituals *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ritualist Dedication](compendium/feats/ritualist-dedication-apg.md) + +You can perform some rituals in less time. If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up. + +## Efficient Rituals leads to... + +[Speedy Rituals](compendium/feats/speedy-rituals-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 187* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/effortless-captivation-lotgb.md b/compendium/feats/effortless-captivation-lotgb.md new file mode 100644 index 000000000..4d6e9f4eb --- /dev/null +++ b/compendium/feats/effortless-captivation-lotgb.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +- trait/metamagic +aliases: ["Effortless Captivation"] +--- +# Effortless Captivation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* +[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Captivator Dedication](compendium/feats/captivator-dedication-lotgb.md) +- **Trigger** Your turn begins. +- **Activity** Free Action + +You maintain your innate enchantments and illusions with hardly a thought. You immediately gain the effects of the [Sustain a Spell](rules/actions/sustain-a-spell.md) action, which you can use only to extend the duration of an enchantment or illusion spell. + +*Source: Lost Omens: The Grand Bazaar p. 121* +%% #compendium/src/pf2e/lotgb #trait/archetype #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/effortless-concentration-apg.md b/compendium/feats/effortless-concentration-apg.md new file mode 100644 index 000000000..27bde7893 --- /dev/null +++ b/compendium/feats/effortless-concentration-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Effortless Concentration"] +--- +# Effortless Concentration [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* +[witch](rules/traits/witch-apg.md) + +- **Trigger** Your turn begins. +- **Activity** Free Action + +You maintain your active spells with hardly a thought. You immediately gain the effects of a [Sustain a Spell](rules/actions/sustain-a-spell.md) action, allowing you to extend the duration of one of your active witch spells. + +*Source: Advanced Player's Guide p. 105* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/effortless-concentration-som.md b/compendium/feats/effortless-concentration-som.md new file mode 100644 index 000000000..4bcb2a13b --- /dev/null +++ b/compendium/feats/effortless-concentration-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/summoner +aliases: ["Effortless Concentration"] +--- +# Effortless Concentration [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* +[summoner](rules/traits/summoner-som.md) + +- **Trigger** Your turn begins. +- **Activity** Free Action + +You maintain a spell with hardly a thought. You immediately gain the effects of the [Sustain a Spell](rules/actions/sustain-a-spell.md) action, allowing you to extend the duration of one of your active spells. + +*Source: Secrets of Magic p. 72* +%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/effortless-reach-frp2.md b/compendium/feats/effortless-reach-frp2.md new file mode 100644 index 000000000..b8633d92b --- /dev/null +++ b/compendium/feats/effortless-reach-frp2.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp2 +- trait/monk +- trait/uncommon +aliases: ["Effortless Reach"] +--- +# Effortless Reach *Feat 18* +[monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) + + +Focusing the powers of your ki to augment your blows, you stretch and lengthen your body in ways that defy logic. + +Your unarmed attacks gain the [reach](rules/traits/reach.md) trait. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 75* +%% #compendium/src/pf2e/frp2 #trait/monk #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/efreeti-magic-loag.md b/compendium/feats/efreeti-magic-loag.md new file mode 100644 index 000000000..ed21f83b7 --- /dev/null +++ b/compendium/feats/efreeti-magic-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ifrit +aliases: ["Efreeti Magic"] +--- +# Efreeti Magic *Feat 9* +[ifrit](rules/traits/ifrit-b2.md) + + +The magic of your efreeti ancestors flows through you. You can cast [enlarge](compendium/spells/enlarge.md) and [illusory object](compendium/spells/illusory-object.md) once per day each as 2nd-level arcane innate spells. + +*Source: Lost Omens: Ancestry Guide p. 104* +%% #compendium/src/pf2e/loag #trait/ifrit %% \ No newline at end of file diff --git a/compendium/feats/eidetic-ear-lome.md b/compendium/feats/eidetic-ear-lome.md new file mode 100644 index 000000000..d8270dd7e --- /dev/null +++ b/compendium/feats/eidetic-ear-lome.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/shisk +aliases: ["Eidetic Ear"] +--- +# Eidetic Ear *Feat 1* +[shisk](rules/traits/shisk-lome.md) + + +You have an amazing memory for sound. You gain the Assurance ([Performance](compendium/skills.md#Performance)) feat. + +With a successful DC 8 flat check, you can accurately recall a sound or a snippet of conversation you heard within the last week. You are memorizing by rote rather than content, and can't use this to cram facts, so this doesn't grant you any extra ability to [Recall Knowledge](rules/actions/recall-knowledge.md). + +*Source: Lost Omens: The Mwangi Expanse p. 125* +%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/compendium/feats/eidetic-memorization-lopsg.md b/compendium/feats/eidetic-memorization-lopsg.md new file mode 100644 index 000000000..5393f0c5c --- /dev/null +++ b/compendium/feats/eidetic-memorization-lopsg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Eidetic Memorization"] +--- +# Eidetic Memorization [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) +- **Activity** Three-Action + +Pathfinders are often asked to study the intricacies of ancient history under less than ideal conditions, and you've trained your brain to make the most of your limited time. You quickly memorize an inscription, scroll, or other piece of writing you can clearly see whose length is equivalent to no more than one page. You can then accurately recreate this writing using a writing kit, wax tablet, or other writing medium, once you have reached safety. You don't need to understand the writing or identify the language to reproduce it. Your memory lasts until the next time you make your daily preparations; if you have not written down or otherwise recreated what you saw by this point, your memory fades and any attempt to recreate what you saw is garbled and unintelligible. You can have only one piece of writing memorized at a time; any previous memorization fades the next time you use this ability. + +*Source: Lost Omens: Pathfinder Society Guide p. 41* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/eidolons-opportunity-som.md b/compendium/feats/eidolons-opportunity-som.md new file mode 100644 index 000000000..dd68a5485 --- /dev/null +++ b/compendium/feats/eidolons-opportunity-som.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/eidolon +- trait/evolution +- trait/summoner +aliases: ["Eidolon's Opportunity"] +--- +# Eidolon's Opportunity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[eidolon](rules/traits/eidolon-som.md) [evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + +- **Trigger** A creature within your eidolon's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. +- **Activity** Reaction + +Your eidolon makes a melee [Strike](rules/actions/strike.md) against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, your eidolon disrupts that action. + +This [Strike](rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](rules/actions/strike.md). + +*Source: Secrets of Magic p. 69* +%% #compendium/src/pf2e/som #trait/eidolon #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/eidolons-wrath-som.md b/compendium/feats/eidolons-wrath-som.md new file mode 100644 index 000000000..688a7c0fe --- /dev/null +++ b/compendium/feats/eidolons-wrath-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Eidolon's Wrath"] +--- +# Eidolon's Wrath *Feat 6* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + + +Your eidolon gains the [eidolon's wrath](compendium/spells/eidolons-wrath-som.md) focus spell, which it casts, instead of you. You determine the damage type when you gain the feat: acid, cold, electricity, fire, negative, positive, or sonic. If your eidolon is a celestial, fiend, or monitor with an alignment other than true neutral, you can choose a damage type in its alignment. Increase the number of Focus Points in your focus pool by 1. As normal, your eidolon shares your Focus Points. + +*Source: Secrets of Magic p. 69* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/elaborate-flourish-apg.md b/compendium/feats/elaborate-flourish-apg.md new file mode 100644 index 000000000..6091adb67 --- /dev/null +++ b/compendium/feats/elaborate-flourish-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/manipulate +- trait/metamagic +- trait/sorcerer +aliases: ["Elaborate Flourish"] +--- +# Elaborate Flourish [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) + +- **Activity** Single Action + +You embellish your spellcasting with entrancing flourishes and grand pronouncements, making it harder to identify or counter. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md), creatures with the ability to [Cast that Spell](rules/actions/cast-a-spell.md) don't automatically know what the spell is. In addition, creatures that witness your spellcasting take a –2 circumstance penalty to checks to identify the spell with [Recall Knowledge](rules/actions/recall-knowledge.md) and checks to counteract the spell during its casting (such as with Counterspell). + +*Source: Advanced Player's Guide p. 139* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/manipulate #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/elaborate-scroll-esoterica-da.md b/compendium/feats/elaborate-scroll-esoterica-da.md new file mode 100644 index 000000000..46a20a699 --- /dev/null +++ b/compendium/feats/elaborate-scroll-esoterica-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/thaumaturge +aliases: ["Elaborate Scroll Esoterica"] +--- +# Elaborate Scroll Esoterica *Feat 12* +[thaumaturge](rules/traits/thaumaturge-da.md) + +- **Prerequisites**: Scroll Esoterica + +You've picked up more scraps of magic texts, improving your makeshift scrolls. In addition to your daily scrolls from Scroll Esoterica, add a scroll with a 3rd-level spell. At 14th level, add a scroll with a 4th-level spell. At 16th level, add a scroll with a 5th-level spell. + +*Source: Dark Archive p. 46* +%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/elaborate-talisman-esoterica-da.md b/compendium/feats/elaborate-talisman-esoterica-da.md new file mode 100644 index 000000000..1a621f162 --- /dev/null +++ b/compendium/feats/elaborate-talisman-esoterica-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/thaumaturge +aliases: ["Elaborate Talisman Esoterica"] +--- +# Elaborate Talisman Esoterica *Feat 8* +[thaumaturge](rules/traits/thaumaturge-da.md) + +- **Prerequisites**: Talisman Esoterica + +As you continue to collect talismanic esoterica, you improve your ability to create temporary talismans. You can create four temporary talismans each day instead of two. + +**Special.** You can select this feat a second time if you are 14th level or higher, allowing you to create six talismans each day instead of four. + +*Source: Dark Archive p. 45* +%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/elbow-breaker-lotgb.md b/compendium/feats/elbow-breaker-lotgb.md new file mode 100644 index 000000000..f08aa01bb --- /dev/null +++ b/compendium/feats/elbow-breaker-lotgb.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Elbow Breaker"] +--- +# Elbow Breaker [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) +- **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). +- **Activity** Single Action + +You bend your opponent's body or limbs into agonizing positions that make it difficult for them to maintain their grip. + +Make an unarmed melee [Strike](rules/actions/strike.md) against the creature you have [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). This [Strike](rules/actions/strike.md) has the following effects in addition to its usual effects. + +> [!success-degree] +> - **Critical Success** You knock one held item out of the creature's grasp. It falls to the ground in the creature's space. +> - **Success** You weaken your opponent's grasp on one held item. Until the start of that creature's turn, attempts to [Disarm](rules/actions/disarm.md) the opponent of that item gain a +2 circumstance bonus, and Wrestler + +*Source: Lost Omens: The Grand Bazaar p. 126* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/eldritch-archer-dedication-apg.md b/compendium/feats/eldritch-archer-dedication-apg.md new file mode 100644 index 000000000..c26143fa2 --- /dev/null +++ b/compendium/feats/eldritch-archer-dedication-apg.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +- trait/magical +aliases: ["Eldritch Archer Dedication"] +--- +# Eldritch Archer Dedication *Feat 6* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [magical](rules/traits/magical.md) + +- **Prerequisites**: expert in at least one type of bow + +You blend magic with your archery, leading to powerful results. + +If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity. You gain a spell repertoire with one cantrip of your choice, from a spell list of your choice. You choose this cantrip from the common spells on your chosen spell list or from other spells to which you have access on that list. This cantrip must require a spell attack roll. You're trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma. + +You also gain Eldritch Shot. + +```ad-embed-ability +title: Eldritch Shot [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +- **Requirements**: You are wielding a bow + +**Effect** You [Cast a Spell](rules/actions/cast-a-spell.md) that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the bow you're wielding. Make a [Strike](rules/actions/strike.md) with that bow. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the [Strike](rules/actions/strike.md) and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed both attacks. +``` + +**Special.** You can't select another dedication feat until you have gained two other feats from the eldritch archer archetype. + +## Eldritch Archer Dedication leads to... + +[Arrow Of Death](compendium/feats/arrow-of-death-apg.md), [Basic Eldritch Archer Spellcasting](compendium/feats/basic-eldritch-archer-spellcasting-apg.md), [Expert Eldritch Archer Spellcasting](compendium/feats/expert-eldritch-archer-spellcasting-apg.md), [Master Eldritch Archer Spellcasting](compendium/feats/master-eldritch-archer-spellcasting-apg.md), [Enchanting Arrow](compendium/feats/enchanting-arrow-apg.md), [Magic Arrow](compendium/feats/magic-arrow-apg.md), [Phase Arrow](compendium/feats/phase-arrow-apg.md), [Precious Arrow](compendium/feats/precious-arrow-apg.md), [Seeker Arrow](compendium/feats/seeker-arrow-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 172* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication #trait/magical %% \ No newline at end of file diff --git a/compendium/feats/eldritch-calm-loil.md b/compendium/feats/eldritch-calm-loil.md new file mode 100644 index 000000000..c33727902 --- /dev/null +++ b/compendium/feats/eldritch-calm-loil.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/rare +aliases: ["Eldritch Calm"] +--- +# Eldritch Calm *Feat 13* +[rare](rules/traits/rare.md) + +- **Prerequisites**: [Fey Influence](compendium/feats/fey-influence-loil.md) + +Your fey heritage has altered your mindset to more resemble the uncanny perspective of the fey. While you are not emotionless, and indeed might be [prone](rules/conditions.md#Prone) to fits of odd moods and tempers, many perceive you as having an aura of unshakable tranquility. When you roll a critical failure against an [emotion](rules/traits/emotion.md) or [fear](rules/traits/fear.md) effect, you get a failure instead. Once per day in place of attempting a saving throw against an [emotion](rules/traits/emotion.md) or [fear](rules/traits/fear.md) effect, you can automatically treat your result as though you had rolled a 20; this is a [fortune](rules/traits/fortune.md) effect. + +However, your extraordinary emotional detachment makes it difficult to encourage you. You reduce any bonus you gain from an [emotion](rules/traits/emotion.md) effect by 1. + +**Special.** This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.). + +*Source: Lost Omens: Impossible Lands p. 128* +%% #compendium/src/pf2e/loil #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/eldritch-debilitations-apg.md b/compendium/feats/eldritch-debilitations-apg.md new file mode 100644 index 000000000..c9974f098 --- /dev/null +++ b/compendium/feats/eldritch-debilitations-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["Eldritch Debilitations"] +--- +# Eldritch Debilitations *Feat 10* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: eldritch trickster racket, [Debilitating Strike](rules/actions/debilitating-strike.md) + +You know how to apply debilitations that are particularly troublesome for spellcasters. Add the following debilitations to the list you can choose from when you use [Debilitating Strike](rules/actions/debilitating-strike.md). + +- **Debilitation** The target is [stupefied](rules/conditions.md#Stupefied). +- **Debilitation** The target can't [Step](rules/actions/step.md). + +*Source: Advanced Player's Guide p. 136* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/eldritch-nails-apg.md b/compendium/feats/eldritch-nails-apg.md new file mode 100644 index 000000000..1b631f98b --- /dev/null +++ b/compendium/feats/eldritch-nails-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Eldritch Nails"] +--- +# Eldritch Nails *Feat 4* +[witch](rules/traits/witch-apg.md) + + +Your nails are supernaturally long and sharp. You gain a nails unarmed attack that deals `1d6` slashing damage. Your nails are in the brawling group and have the [agile](rules/traits/agile.md) and [unarmed](rules/traits/unarmed.md) traits. + +You can etch your nails with runes with the same cost and restrictions as for etching runes onto handwraps of mighty blows; runes etched onto your nails apply to nails unarmed attacks with both hands but not to other unarmed attacks. + +You can deliver hexes through your nails. When you successfully cast a non-cantrip hex that requires 2 actions or more to cast and that doesn't require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a nails [Strike](rules/actions/strike.md) against the foe before applying any effects of the hex. If this [Strike](rules/actions/strike.md) misses, the hex has no effect. + +*Source: Advanced Player's Guide p. 102* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/eldritch-researcher-dedication-av2.md b/compendium/feats/eldritch-researcher-dedication-av2.md new file mode 100644 index 000000000..4e61352ce --- /dev/null +++ b/compendium/feats/eldritch-researcher-dedication-av2.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/av2 +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Eldritch Researcher Dedication"] +--- +# Eldritch Researcher Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Trained in [Arcana](compendium/skills.md#Arcana) and [Occultism](compendium/skills.md#Occultism) + +You gain the ability to cast a single arcane or occult cantrip of your choice (which is heightened to a spell level equal to half your level rounded up). If you weren't already, you become trained in that tradition's spell DCs and spell attack rolls with Intelligence as your spellcasting ability. + +Regardless of whether you choose an arcane or occult cantrip, you also become an expert in your choice of either [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism). You also gain a +1 circumstance bonus to checks you attempt with the chosen skill when Investigating or [Identifying Magic](rules/actions/identify-magic.md). + +**Special.** You can't select another dedication feat until you've gained two other feats from the Eldritch Researcher archetype. + +## Eldritch Researcher Dedication leads to... + +[Able Ritualist](compendium/feats/able-ritualist-av2.md), [Advanced Seeker Of Truths](compendium/feats/advanced-seeker-of-truths-av2.md), [Entities From Afar](compendium/feats/entities-from-afar-av2.md), [Incredible Recollection](compendium/feats/incredible-recollection-av2.md), [Know It All](compendium/feats/know-it-all-av2.md), [Lorefinder](compendium/feats/lorefinder-av2.md), [Scholarly Defense](compendium/feats/scholarly-defense-av2.md), [Seeker Of Truths](compendium/feats/seeker-of-truths-av2.md), [Strange Script](compendium/feats/strange-script-av2.md), [Words Of Unraveling](compendium/feats/words-of-unraveling-av2.md) + +## Summary + +*Source: Abomination Vaults #2: Hands of the Devil p. 76* +%% #compendium/src/pf2e/av2 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/electric-counter-frp2.md b/compendium/feats/electric-counter-frp2.md new file mode 100644 index 000000000..197209fdf --- /dev/null +++ b/compendium/feats/electric-counter-frp2.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp2 +- trait/electric +- trait/evocation +- trait/monk +- trait/uncommon +aliases: ["Electric Counter"] +--- +# Electric Counter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* +[evocation](rules/traits/evocation.md) [monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) electric + +- **Prerequisites**: [Wild Winds Initiate](compendium/feats/wild-winds-initiate.md) +- **Trigger** You would take damage. +- **Requirements**: You are in Wild Winds stance. +- **Activity** Reaction + +You gain resistance to electricity equal to your level until the start of your next turn. If the triggering damage was electricity, this resistance applies to it. If the triggering damage was from a melee attack, the attacker takes `3d6` electricity damage. + +**Special.** This feat has the trait corresponding to the tradition of ki spells you cast, either divine or occult. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 75* +%% #compendium/src/pf2e/frp2 #trait/electric #trait/evocation #trait/monk #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/elemental-assault-loag.md b/compendium/feats/elemental-assault-loag.md new file mode 100644 index 000000000..d8e66ae01 --- /dev/null +++ b/compendium/feats/elemental-assault-loag.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/arcane +- trait/concentrate +- trait/evocation +- trait/suli +aliases: ["Elemental Assault"] +--- +# Elemental Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[arcane](rules/traits/arcane.md) [concentrate](rules/traits/concentrate.md) [evocation](rules/traits/evocation.md) [suli](rules/traits/suli-b2.md) + +- **Frequency**: once per day +- **Activity** Single Action + +You shroud your arms and held weapons in elemental magic. Choose one element. + +Until the end of your next turn, your [Strikes](rules/actions/strike.md) deal an additional `1d6` damage of the indicated type and have the trait corresponding to the element: electricity for air, bludgeoning for earth, fire for fire, or cold for water. + +## Elemental Assault leads to... + +[Continuous Assault](compendium/feats/continuous-assault-loag.md), [Tetraelemental Assault](compendium/feats/tetraelemental-assault-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 111* +%% #compendium/src/pf2e/loag #trait/arcane #trait/concentrate #trait/evocation #trait/suli %% \ No newline at end of file diff --git a/compendium/feats/elemental-bulwark-loag.md b/compendium/feats/elemental-bulwark-loag.md new file mode 100644 index 000000000..aabebd6c7 --- /dev/null +++ b/compendium/feats/elemental-bulwark-loag.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/suli +aliases: ["Elemental Bulwark"] +--- +# Elemental Bulwark [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* +[suli](rules/traits/suli-b2.md) + +- **Trigger** An enemy is about to damage you with cold, electricity, or fire, or with a spell that has the air, earth, [fire](rules/traits/fire.md), or [water](rules/traits/water.md) trait. +- **Activity** Reaction + +You call upon the corresponding elements of your suli heritage to resist the effect. + +You gain resistance 5 against the triggering damage. + +## Elemental Bulwark leads to... + +[Improved Elemental Bulwark](compendium/feats/improved-elemental-bulwark-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 112* +%% #compendium/src/pf2e/loag #trait/suli %% \ No newline at end of file diff --git a/compendium/feats/elemental-embellish-loag.md b/compendium/feats/elemental-embellish-loag.md new file mode 100644 index 000000000..300f48cb6 --- /dev/null +++ b/compendium/feats/elemental-embellish-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/suli +aliases: ["Elemental Embellish"] +--- +# Elemental Embellish *Feat 1* +[suli](rules/traits/suli-b2.md) + + +You can summon a harmless but impressive elemental display. You become trained in [Intimidation](compendium/skills.md#Intimidation). If you would automatically become trained in [Intimidation](compendium/skills.md#Intimidation) (from your background or class, for example), you instead become trained in a skill of your choice. + +When you [Demoralize](rules/actions/demoralize.md) a foe, if you choose to [Demoralize](rules/actions/demoralize.md) via an elemental display, [Demoralize](rules/actions/demoralize.md) loses the [auditory](rules/traits/auditory.md) trait and gains the [visual](rules/traits/visual.md) trait, and you don't take a penalty when you attempt to [Demoralize](rules/actions/demoralize.md) a creature that doesn't understand your language. + +*Source: Lost Omens: Ancestry Guide p. 111* +%% #compendium/src/pf2e/loag #trait/suli %% \ No newline at end of file diff --git a/compendium/feats/elemental-eyes-loag.md b/compendium/feats/elemental-eyes-loag.md new file mode 100644 index 000000000..d09ebff00 --- /dev/null +++ b/compendium/feats/elemental-eyes-loag.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ifrit +- trait/oread +- trait/suli +- trait/sylph +- trait/undine +aliases: ["Elemental Eyes"] +--- +# Elemental Eyes *Feat 1* +[ifrit](rules/traits/ifrit-b2.md) [oread](rules/traits/oread-b2.md) [suli](rules/traits/suli-b2.md) [sylph](rules/traits/sylph-b2.md) [undine](rules/traits/undine-b2.md) + +- **Prerequisites**: low-light vision + +You can see in the darkness as easily as an elemental. You gain [darkvision](rules/abilities/darkvision.md). + +**Special.** You can select this feat only at 1st level, and you can't retrain into or out of this feat. + +*Source: Lost Omens: Ancestry Guide p. 100* +%% #compendium/src/pf2e/loag #trait/ifrit #trait/oread #trait/suli #trait/sylph #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/elemental-familiar-som.md b/compendium/feats/elemental-familiar-som.md new file mode 100644 index 000000000..c6e99ad1d --- /dev/null +++ b/compendium/feats/elemental-familiar-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Elemental Familiar"] +--- +# Elemental Familiar *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md), Familiar + +Your familiar becomes an elemental spirit capable of taking on aspects of the four elements: air, earth, fire, or water. + +Other than taking the form of an elemental instead of an animal, this familiar continues to use all the same rules as other familiars. + +Your familiar gains one additional familiar ability each day, which must be one of the following elemental familiar abilities. While your familiar has an elemental familiar ability, your familiar is composed of the associated elemental matter and gains the matching [elemental](rules/traits/elemental.md) trait. You can't select more than one elemental familiar ability at a time. + +- **Air** If your familiar stays completely still for 1 round, it becomes [invisible](rules/conditions.md#Invisible) until it next takes an action. Any motion, even being moved or carried by another creature, ends this effect. +- **Earth** Your familiar gains resistance to physical damage (except adamantine) equal to half your level. +- **Fire** Your familiar sheds bright light in a 20-foot radius (and dim light for the next 20 feet) and emits warmth. Creatures that remain within a 15-foot emanation don't take damage from severe environmental cold. +- **Water** Your familiar can move through a gap at least 2 inches wide without [Squeezing](rules/actions/squeeze.md) and can [Squeeze](rules/actions/squeeze.md) through a gap at least 1 inch wide. + +*Source: Secrets of Magic p. 206* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/elemental-lore-loag.md b/compendium/feats/elemental-lore-loag.md new file mode 100644 index 000000000..f9d0e0454 --- /dev/null +++ b/compendium/feats/elemental-lore-loag.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ifrit +- trait/oread +- trait/suli +- trait/sylph +- trait/undine +aliases: ["Elemental Lore"] +--- +# Elemental Lore *Feat 1* +[ifrit](rules/traits/ifrit-b2.md) [oread](rules/traits/oread-b2.md) [suli](rules/traits/suli-b2.md) [sylph](rules/traits/sylph-b2.md) [undine](rules/traits/undine-b2.md) + + +You've devoted yourself to researching the secrets of the Inner Sphere. You gain the trained proficiency in your choice of [Survival](compendium/skills.md#Survival) and either [Arcana](compendium/skills.md#Arcana) or [Nature](compendium/skills.md#Nature). If you would automatically become trained in [Survival](compendium/skills.md#Survival) (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in the [Lore](compendium/skills.md#Lore) associated with your Elemental Plane of origin (such as Plane of [Fire Lore](compendium/skills.md#Lore)). + +*Source: Lost Omens: Ancestry Guide p. 100* +%% #compendium/src/pf2e/loag #trait/ifrit #trait/oread #trait/suli #trait/sylph #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/elemental-shape.md b/compendium/feats/elemental-shape.md index 1f1e5ce61..8935d16c5 100644 --- a/compendium/feats/elemental-shape.md +++ b/compendium/feats/elemental-shape.md @@ -15,7 +15,7 @@ You understand the fundamental elements of nature such that you can imbue them i ## Elemental Shape leads to... -Reactive Transformation +[Reactive Transformation](compendium/feats/reactive-transformation-apg.md) ## Summary diff --git a/compendium/feats/elemental-summons-apg.md b/compendium/feats/elemental-summons-apg.md new file mode 100644 index 000000000..2bb4b45a4 --- /dev/null +++ b/compendium/feats/elemental-summons-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/druid +aliases: ["Elemental Summons"] +--- +# Elemental Summons *Feat 4* +[druid](rules/traits/druid.md) + + +You can call the four elements to you. You can spend 10 minutes in concert with nature to replace one of the spells you've prepared in one of your druid spell slots with a [summon elemental](compendium/spells/summon-elemental.md) spell of the same level. + +*Source: Advanced Player's Guide p. 124* +%% #compendium/src/pf2e/apg #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/elemental-trade-loag.md b/compendium/feats/elemental-trade-loag.md new file mode 100644 index 000000000..ae8cd6b5a --- /dev/null +++ b/compendium/feats/elemental-trade-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/oread +aliases: ["Elemental Trade"] +--- +# Elemental Trade *Feat 1* +[oread](rules/traits/oread-b2.md) + + +You have a strong connection with stone and metal. You gain the trained proficiency rank in [Crafting](compendium/skills.md#Crafting). If you would automatically become trained in [Crafting](compendium/skills.md#Crafting) (from your background or class, for example), you instead become trained in a skill of your choice. You gain the [Specialty Crafting](compendium/feats/specialty-crafting.md) skill feat for both Stonemasonry and Blacksmithing. + +*Source: Lost Omens: Ancestry Guide p. 107* +%% #compendium/src/pf2e/loag #trait/oread %% \ No newline at end of file diff --git a/compendium/feats/elemental-wrath-locg.md b/compendium/feats/elemental-wrath-locg.md new file mode 100644 index 000000000..d15305910 --- /dev/null +++ b/compendium/feats/elemental-wrath-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/elf +aliases: ["Elemental Wrath"] +--- +# Elemental Wrath *Feat 1* +[elf](rules/traits/elf.md) + + +You are so attuned to the land that you can call forth a bolt of energy from your surroundings. When you gain this feat, select acid, cold, electricity, or fire. You can call to the land to cast the [acid splash](compendium/spells/acid-splash.md) cantrip as an innate primal spell at will, except the spell has only verbal components and deals the type of damage you chose instead of acid damage; the spell gains the trait appropriate to its damage instead of the [acid](rules/traits/acid.md) trait. A cantrip is heightened to a spell level equal to half your level rounded up. + +*Source: Lost Omens: Character Guide p. 26* +%% #compendium/src/pf2e/locg #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/elementalist-dedication-som.md b/compendium/feats/elementalist-dedication-som.md new file mode 100644 index 000000000..f9bcf944b --- /dev/null +++ b/compendium/feats/elementalist-dedication-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +- trait/class +- trait/dedication +aliases: ["Elementalist Dedication"] +--- +# Elementalist Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [class](rules/traits/class-som.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: elemental magic + +Each day when you make your daily preparations, you can attune yourself to one element of your choice: air, earth, fire, or water. You gain resistance equal to half your level (minimum 1 resistance) against damage dealt by effects with your attuned [elemental](rules/traits/elemental.md) trait. This attunement lasts until you next make your daily preparations. + +**Special.** You can't select another dedication feat until you've gained two other feats from the elementalist archetype. + +## Elementalist Dedication leads to... + +[Burning Spell](compendium/feats/burning-spell-som.md), [Dousing Spell](compendium/feats/dousing-spell-som.md), [Elemental Familiar](compendium/feats/elemental-familiar-som.md), [Metabolize Element](compendium/feats/metabolize-element-som.md), [Redirect Elements](compendium/feats/redirect-elements-som.md), [Rockslide Spell](compendium/feats/rockslide-spell-som.md), [Wind-tossed Spell](compendium/feats/wind-tossed-spell-som.md) + +## Summary + +*Source: Secrets of Magic p. 206* +%% #compendium/src/pf2e/som #trait/archetype #trait/class #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/elite-dracomancer-apg.md b/compendium/feats/elite-dracomancer-apg.md new file mode 100644 index 000000000..61baead7d --- /dev/null +++ b/compendium/feats/elite-dracomancer-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/kobold +aliases: ["Elite Dracomancer"] +--- +# Elite Dracomancer *Feat 13* +[kobold](rules/traits/kobold-b1.md) + +- **Prerequisites**: [Dracomancer](compendium/feats/dracomancer-apg.md) + +Your magic rivals that of lesser dragons. Choose one 3rd-level spell and one 4th-level spell from those listed for a dragon spellcaster of your draconic exemplar's type, as on pages 104–126 of the Bestiary (such as [paralyze](compendium/spells/paralyze.md) and [stinking cloud](compendium/spells/stinking-cloud.md) for a black dragon exemplar). You can cast each of these spells once per day as arcane innate spells. + +*Source: Advanced Player's Guide p. 15* +%% #compendium/src/pf2e/apg #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/elucidating-mercy-apg.md b/compendium/feats/elucidating-mercy-apg.md new file mode 100644 index 000000000..0bd081c2f --- /dev/null +++ b/compendium/feats/elucidating-mercy-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +aliases: ["Elucidating Mercy"] +--- +# Elucidating Mercy *Feat 10* +[champion](rules/traits/champion.md) + +- **Prerequisites**: [Mercy](compendium/feats/mercy.md) + +Your mercy grants clarity to those around you just when they need it most. When you use Mercy, you can instead attempt a counteract check to remove the [confused](rules/conditions.md#Confused) or [stupefied](rules/conditions.md#Stupefied) conditions, using the source of that condition to determine the counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn. + +*Source: Advanced Player's Guide p. 120* +%% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/elude-the-divine-lol.md b/compendium/feats/elude-the-divine-lol.md new file mode 100644 index 000000000..18cae22c8 --- /dev/null +++ b/compendium/feats/elude-the-divine-lol.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lol +- trait/archetype +aliases: ["Elude The Divine"] +--- +# Elude The Divine *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bright Lion Dedication](compendium/feats/bright-lion-dedication-lol.md) + +You are able to escape inquisitions involving divine magic, allowing you to blend in well in Mzali but also to avoid unwanted attention in other oppressive theocracies. You gain the [Slippery Secrets](compendium/feats/slippery-secrets.md) skill feat, and its benefits also apply against [divination](rules/traits/divination.md) effects that attempt to discern your deity. When using Slippery Secrets against a divine divination, you gain a +2 circumstance bonus, and on a critical success, the divination reveals false information appropriate to your false persona, rather than nothing. + +*Source: Lost Omens: Legends p. 101* +%% #compendium/src/pf2e/lol #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/elude-trouble-loag.md b/compendium/feats/elude-trouble-loag.md new file mode 100644 index 000000000..aed7504c2 --- /dev/null +++ b/compendium/feats/elude-trouble-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/catfolk +aliases: ["Elude Trouble"] +--- +# Elude Trouble [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 17* +[catfolk](rules/traits/catfolk-b1.md) + +- **Trigger** A creature misses you with a melee attack. +- **Activity** Reaction + +You slip through your foe's opening. [Stride](rules/actions/stride.md) up to your Speed. This movement doesn't trigger movement-based reactions from the creature that missed you. + +*Source: Lost Omens: Ancestry Guide p. 20* +%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/elven-aloofness-apg.md b/compendium/feats/elven-aloofness-apg.md new file mode 100644 index 000000000..6443e374b --- /dev/null +++ b/compendium/feats/elven-aloofness-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/elf +aliases: ["Elven Aloofness"] +--- +# Elven Aloofness *Feat 1* +[elf](rules/traits/elf.md) + + +As much as you might care for them, you've come to terms with the ephemeral nature of non-elves, and it makes their threats feel less troublesome. If a non-elf rolls a failure on a check to [Coerce](rules/actions/coerce.md) you using [Intimidation](compendium/skills.md#Intimidation), it gets a critical failure instead (and thus can't try to [Coerce](rules/actions/coerce.md) you again for 1 week). When a non-elf attempts to [Demoralize](rules/actions/demoralize.md) you, you become temporarily immune for 1 day, instead of 10 minutes. + +*Source: Advanced Player's Guide p. 43* +%% #compendium/src/pf2e/apg #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/elven-instincts-locg.md b/compendium/feats/elven-instincts-locg.md new file mode 100644 index 000000000..6a40e6b32 --- /dev/null +++ b/compendium/feats/elven-instincts-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/elf +aliases: ["Elven Instincts"] +--- +# Elven Instincts *Feat 5* +[elf](rules/traits/elf.md) + + +Your senses let you react rapidly. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks made as initiative rolls. Additionally, if your initiative roll result is tied with that of an opponent, you go first, regardless of whether you rolled [Perception](compendium/skills.md#Perception) or not. + +*Source: Lost Omens: Character Guide p. 27* +%% #compendium/src/pf2e/locg #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/elven-verve-locg.md b/compendium/feats/elven-verve-locg.md new file mode 100644 index 000000000..07f2767c4 --- /dev/null +++ b/compendium/feats/elven-verve-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/elf +aliases: ["Elven Verve"] +--- +# Elven Verve *Feat 1* +[elf](rules/traits/elf.md) + + +While all elves are immune to the paralyzing touch of ghouls, you can shake off flesh-numbing magic of all kinds. You gain a +1 circumstance bonus to saves against effects that would impose the [immobilized](rules/conditions.md#Immobilized), [paralyzed](rules/conditions.md#Paralyzed), or [slowed](rules/conditions.md#Slowed) conditions. When you would be [immobilized](rules/conditions.md#Immobilized), [paralyzed](rules/conditions.md#Paralyzed), or [slowed](rules/conditions.md#Slowed) for at least 2 rounds, reduce that duration by 1 round. + +*Source: Lost Omens: Character Guide p. 26* +%% #compendium/src/pf2e/locg #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/elysiums-cadence-da.md b/compendium/feats/elysiums-cadence-da.md new file mode 100644 index 000000000..3e2ec393a --- /dev/null +++ b/compendium/feats/elysiums-cadence-da.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/aftermath +- trait/rare +aliases: ["Elysium's Cadence"] +--- +# Elysium's Cadence *Feat 6* +[aftermath](rules/traits/aftermath-da.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: You've partied extensively with an azata or entered a romantic relationship with an azata. + +You've been ensnared by an azata's infectious enthusiasm for life, love, and freedom that manifests as a pearlescent afterimage in your graceful movements, a spring in your soft steps, an ever-present melody in your euphonic voice, and eddies of passionate colors in your mesmerizing eyes. You gain a +1 circumstance bonus to checks to [Make an Impression](rules/actions/make-an-impression.md), or a +2 circumstance bonus if the target is chaotic good. You gain the [Set](compendium/setting/deities/set-botd.md) Free reaction. + +```ad-embed-ability +title: Set Free [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[fortune](rules/traits/fortune.md) + +- **Trigger**: You attempt a check to remove or counteract an effect with the [confused](rules/conditions.md#Confused), [controlled](rules/conditions.md#Controlled), [fascinated](rules/conditions.md#Fascinated), [immobilized](rules/conditions.md#Immobilized), [paralyzed](rules/conditions.md#Paralyzed), or [restrained](rules/conditions.md#Restrained) conditions + +**Effect** You roll twice and use the better result. +%% #trait/fortune %% +``` + +*Source: Dark Archive p. 56* +%% #compendium/src/pf2e/da #trait/aftermath #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/emancipators-mask-sot6.md b/compendium/feats/emancipators-mask-sot6.md new file mode 100644 index 000000000..9daac5428 --- /dev/null +++ b/compendium/feats/emancipators-mask-sot6.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot6 +- trait/archetype +- trait/druid +- trait/rare +- trait/wizard +aliases: ["Emancipator's Mask"] +--- +# Emancipator's Mask *Feat 20* +[archetype](rules/traits/archetype.md) [druid](rules/traits/druid.md) [rare](rules/traits/rare.md) [wizard](rules/traits/wizard.md) + +- **Prerequisites**: Druid Dedication or Wizard Dedication + +Your mask grants you the abilities of Whistling Kite, the Vigilant Seer, who emancipated thousands. When you are attempting a check to free someone else from an effect that immobilizes, paralyzes, or controls them, roll twice and take the higher result; this is a [fortune](rules/traits/fortune.md) effect. The GM might decide that this [fortune](rules/traits/fortune.md) effect applies when attempting checks to remove other conditions or effects to free another. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to permit the target to make an attempt to [Escape](rules/actions/escape.md) + +*Source: Strength of Thousands #6: Shadows of the Ancients p. 78* +%% #compendium/src/pf2e/sot6 #trait/archetype #trait/druid #trait/rare #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/embed-aeon-stone-som.md b/compendium/feats/embed-aeon-stone-som.md new file mode 100644 index 000000000..9f0f99426 --- /dev/null +++ b/compendium/feats/embed-aeon-stone-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +- trait/downtime +- trait/skill +aliases: ["Embed Aeon Stone"] +--- +# Embed Aeon Stone *Feat 2* +[archetype](rules/traits/archetype.md) [downtime](rules/traits/downtime.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Runelord Dedication](compendium/feats/runelord-dedication-som.md), trained in [Crafting](compendium/skills.md#Crafting) + +You discover the secrets to embedding aeon stones into your flesh. You spend 1 day attuning to an aeon stone and physically embedding it in your skin. While the stone is embedded this way, you gain the benefits of the aeon stone as if it were orbiting above your head, but it protects the stone from being noticed or stolen as easily. Aeon stones in your flesh must be invested to function, as usual. + +You can also use this activity to safely remove an embedded aeon stone in 1 day. Someone without this feat can attempt to surgically remove it safely by spending 1 day and succeeding at a DC 30 [Medicine](compendium/skills.md#Medicine) check, or hastily by simply ripping it from a corpse. + +## Embed Aeon Stone leads to... + +[Aeon Resonance](compendium/feats/aeon-resonance-som.md) + +## Summary + +*Source: Secrets of Magic p. 240* +%% #compendium/src/pf2e/som #trait/archetype #trait/downtime #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/emberkin-loag.md b/compendium/feats/emberkin-loag.md new file mode 100644 index 000000000..95b36cd65 --- /dev/null +++ b/compendium/feats/emberkin-loag.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aasimar +- trait/lineage +aliases: ["Emberkin"] +--- +# Emberkin *Feat 1* +[aasimar](rules/traits/aasimar-apg.md) [lineage](rules/traits/lineage-apg.md) + + +A peri's roaring spirit burns in your soul. Peris engage in constant struggle to right the wrongs of their fallen forebears, and that struggle has been passed on to you. You have a direct impulse to right wrongs and better the world. You gain a +1 circumstance bonus to saving throws against [fire](rules/traits/fire.md) effects, and your perception is unaffected by non-magical flames, fog and smoke. + +## Emberkin leads to... + +[Flame Jump](compendium/feats/flame-jump-loag.md), [Peri Magic](compendium/feats/peri-magic-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 10* +%% #compendium/src/pf2e/loag #trait/aasimar #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/embers-eyes-loag.md b/compendium/feats/embers-eyes-loag.md new file mode 100644 index 000000000..be45e1a8c --- /dev/null +++ b/compendium/feats/embers-eyes-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ifrit +aliases: ["Ember's Eyes"] +--- +# Ember's Eyes *Feat 1* +[ifrit](rules/traits/ifrit-b2.md) + + +Your eyes blaze with inner flame. You gain [low-light vision](rules/abilities/low-light-vision.md), or you gain [darkvision](rules/abilities/darkvision.md) if your ancestry already has [low-light vision](rules/abilities/low-light-vision.md). + +**Special.** If your ancestry has neither [low-light vision](rules/abilities/low-light-vision.md) nor [darkvision](rules/abilities/darkvision.md), you can take this ancestry feat a second time to gain [darkvision](rules/abilities/darkvision.md). You can't retrain out of this feat. + +*Source: Lost Omens: Ancestry Guide p. 103* +%% #compendium/src/pf2e/loag #trait/ifrit %% \ No newline at end of file diff --git a/compendium/feats/emblazon-armament.md b/compendium/feats/emblazon-armament.md index 9ff8d7b86..2eb567054 100644 --- a/compendium/feats/emblazon-armament.md +++ b/compendium/feats/emblazon-armament.md @@ -18,7 +18,7 @@ Carefully etching a sacred image into a physical object, you steel yourself for ## Emblazon Armament leads to... -[Emblazon Antimagic](compendium/feats/emblazon-antimagic.md), [Emblazon Energy](compendium/feats/emblazon-energy.md), Emblazon Divinity +[Emblazon Antimagic](compendium/feats/emblazon-antimagic.md), [Emblazon Energy](compendium/feats/emblazon-energy.md), [Emblazon Divinity](compendium/feats/emblazon-divinity-aoa6.md) ## Summary diff --git a/compendium/feats/emblazon-divinity-aoa6.md b/compendium/feats/emblazon-divinity-aoa6.md new file mode 100644 index 000000000..861863574 --- /dev/null +++ b/compendium/feats/emblazon-divinity-aoa6.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa6 +- trait/cleric +- trait/uncommon +aliases: ["Emblazon Divinity"] +--- +# Emblazon Divinity *Feat 20* +[cleric](rules/traits/cleric.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Emblazon Armament](compendium/feats/emblazon-armament.md) + +Your sacred etchings imbue objects with power. It takes you only 1 minute to emblazon a symbol using Emblazon Armament, and you can have up to four symbols emblazoned at a time. Each item can still have only one symbol emblazoned upon it, and if you exceed the limit of four, the oldest symbol disappears. These symbols can benefit even those who don't follow the deity, provided they aren't directly opposed (as determined by the GM) + +You can select a different benefit for each emblazoned symbol, chosen from any you have from Emblazon Armament or other feats such as [Emblazon Energy](compendium/feats/emblazon-energy.md) or [Emblazon Antimagic](compendium/feats/emblazon-antimagic.md). + +*Source: Age of Ashes #6: Broken Promises p. 76* +%% #compendium/src/pf2e/aoa6 #trait/cleric #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/embodied-dragoon-subjectivity-loil.md b/compendium/feats/embodied-dragoon-subjectivity-loil.md new file mode 100644 index 000000000..ec53c993c --- /dev/null +++ b/compendium/feats/embodied-dragoon-subjectivity-loil.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/fleshwarp +aliases: ["Embodied Dragoon Subjectivity"] +--- +# Embodied Dragoon Subjectivity *Feat 9* +[fleshwarp](rules/traits/fleshwarp-loag.md) + + +When your allies call for swift reinforcements or lightning raids, you're ready to answer. Your titanic form encompasses both cavalry and rider so that you're able to traverse vast distances and exploit opportunities in the theater of war. Your pores distend and extrude copious amounts of blood, subcutaneous fat, and lymphatic fluid for you to harden and flash-sculpt into gliding wings or a swift-hurtling mount. + +You can cast [feather fall](compendium/spells/feather-fall.md) and phantom steed each once per day as innate occult spells. When you cast [feather fall](compendium/spells/feather-fall.md) in this way, gliding wings slow your fall, and when you cast [phantom steed](compendium/spells/phantom-steed.md) in this way, the steed physically protrudes from your own lower body. Neither of these cosmetic changes alter the spells' effects; for example, foes can still attack the phantom steed as normal. + +*Source: Lost Omens: Impossible Lands p. 29* +%% #compendium/src/pf2e/loil #trait/fleshwarp %% \ No newline at end of file diff --git a/compendium/feats/embodied-dreadnought-subjectivity-loil.md b/compendium/feats/embodied-dreadnought-subjectivity-loil.md new file mode 100644 index 000000000..6cee469d3 --- /dev/null +++ b/compendium/feats/embodied-dreadnought-subjectivity-loil.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/fleshwarp +- trait/uncommon +aliases: ["Embodied Dreadnought Subjectivity"] +--- +# Embodied Dreadnought Subjectivity *Feat 5* +[fleshwarp](rules/traits/fleshwarp-loag.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You're from Nex. +- **Prerequisites**: cataphract fleshwarp heritage + +Your colossal might marks you as a behemoth, the pride of Nex's Fleshforges, and the heaviest ordnance is a child's toy in your monumental grasp. You're a dreadnought, a living siege weapon, albeit one that wields other siege weapons in battle as your endoskeleton and flesh toughens. You gain the [Hefty Hauler](compendium/feats/hefty-hauler.md) skill feat, and your maximum Bulk limit further increases by 3, for a total of 2 to your [encumbered](rules/conditions.md#Encumbered) limit and 5 to your maximum limit. + +*Source: Lost Omens: Impossible Lands p. 29* +%% #compendium/src/pf2e/loil #trait/fleshwarp #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/embodied-legionary-subjectivity-loil.md b/compendium/feats/embodied-legionary-subjectivity-loil.md new file mode 100644 index 000000000..565d39d4f --- /dev/null +++ b/compendium/feats/embodied-legionary-subjectivity-loil.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/fleshwarp +- trait/uncommon +aliases: ["Embodied Legionary Subjectivity"] +--- +# Embodied Legionary Subjectivity *Feat 1* +[fleshwarp](rules/traits/fleshwarp-loag.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You're from Nex. +- **Prerequisites**: cataphract fleshwarp heritage + +Nex's Fleshforges shaped you not to achieve individual greatness at arms, but rather to become a part of a legion, a modular piece integral to the combined arms stratagems of Nexian battlemages. You become trained in [Arcana](compendium/skills.md#Arcana) and [Athletics](compendium/skills.md#Athletics). If you would automatically become trained in one of those skills, you instead gain the trained rank in another skill of your choice. You also become trained in [Warfare Lore](compendium/skills.md#Lore). + +*Source: Lost Omens: Impossible Lands p. 29* +%% #compendium/src/pf2e/loil #trait/fleshwarp #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/embrace-the-pain-apg.md b/compendium/feats/embrace-the-pain-apg.md new file mode 100644 index 000000000..be2525aed --- /dev/null +++ b/compendium/feats/embrace-the-pain-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +- trait/rage +aliases: ["Embrace The Pain"] +--- +# Embrace The Pain [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Trigger** A creature damages you with a melee attack. +- **Activity** Reaction + +Ignoring your pain, you reach out and grab the creature or weapon that caused you harm. Attempt an [Athletics](compendium/skills.md#Athletics) check to [Grapple](rules/actions/grapple.md) the triggering creature or to [Disarm](rules/actions/disarm.md) the creature of the triggering weapon. + +*Source: Advanced Player's Guide p. 111* +%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/emerald-boughs-accustomation-locg.md b/compendium/feats/emerald-boughs-accustomation-locg.md new file mode 100644 index 000000000..d8a055ae3 --- /dev/null +++ b/compendium/feats/emerald-boughs-accustomation-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/skill +aliases: ["Emerald Boughs Accustomation"] +--- +# Emerald Boughs Accustomation *Feat 6* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Emerald Boughs affiliation, expert in [Society](compendium/skills.md#Society) + +You are comfortable and socially capable in almost any cultural context. When you use the [Society](compendium/skills.md#Society) skill to [Subsist](rules/actions/subsist.md), if you roll a critical failure, you get a failure instead; if you roll a success, you get a critical success instead; and if you roll a critical success, you can provide for another additional creature. Furthermore, when you attempt a [Society](compendium/skills.md#Society) check to [Recall Knowledge](rules/actions/recall-knowledge.md) about cultural practices and roll a critical failure, you get a failure instead. + +*Source: Lost Omens: Character Guide p. 102* +%% #compendium/src/pf2e/locg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/emerald-boughs-hideaway-locg.md b/compendium/feats/emerald-boughs-hideaway-locg.md new file mode 100644 index 000000000..1824751b0 --- /dev/null +++ b/compendium/feats/emerald-boughs-hideaway-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Emerald Boughs Hideaway"] +--- +# Emerald Boughs Hideaway *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Emerald Boughs affiliation + +You use Emerald Bough techniques to create a small extradimensional space called a hideaway that lasts as long as you are conscious. The hideaway functions as a type I bag of holding, but has no Bulk and takes no hands; it holds one object with a maximum Bulk equal to your highest mental ability score modifier; as you open the hideaway with pure thought, activating it to retrieve an item is a free action with the envision component instead of a single action with the [Interact](rules/actions/interact.md) component. The hideaway's access point appears as an obviously magical gap within 1 foot of your body. Only you can access the hideaway; you can you use an [Interact](rules/actions/interact.md) action each round to physically hold it open for another person. A successful [dispel magic](compendium/spells/dispel-magic.md) spell or similar effect against your spell DC and the hideaway's counteract level of 2 expels the object; the object is also expelled if you become [unconscious](rules/conditions.md#Unconscious). After a successful [dispel magic](compendium/spells/dispel-magic.md) spell or when you become conscious again, the hideaway immediately reforms with no additional action from you. You can also dismiss the hideaway (if it is empty) or re-form it using a single action with the envision component. + +*Source: Lost Omens: Character Guide p. 103* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/emergency-medical-assistance-lopsg.md b/compendium/feats/emergency-medical-assistance-lopsg.md new file mode 100644 index 000000000..8221caec6 --- /dev/null +++ b/compendium/feats/emergency-medical-assistance-lopsg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +- trait/manipulate +- trait/skill +aliases: ["Emergency Medical Assistance"] +--- +# Emergency Medical Assistance [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md), master in [Medicine](compendium/skills.md#Medicine) +- **Requirements**: An adjacent ally is suffering [persistent damage](rules/conditions.md#Persistent%20Damage). +- **Activity** Two-Action + +You've learned a variety of methods for helping allies who are bleeding, burning, or otherwise suffering [persistent damage](rules/conditions.md#Persistent%20Damage), from brushing off acid to patting down fires. + +Your ally immediately attempts a flat check to remove all types of [persistent damage](rules/conditions.md#Persistent%20Damage), and your use of this feat automatically counts as especially effective aid, reducing the DC from 15 to 10 for all future flat checks to remove the [persistent damage](rules/conditions.md#Persistent%20Damage). + +*Source: Lost Omens: Pathfinder Society Guide p. 52* +%% #compendium/src/pf2e/lopsg #trait/archetype #trait/manipulate #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/emergency-targe-som.md b/compendium/feats/emergency-targe-som.md new file mode 100644 index 000000000..0b7f07a9c --- /dev/null +++ b/compendium/feats/emergency-targe-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Emergency Targe"] +--- +# Emergency Targe [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: sparkling targe hybrid study +- **Trigger** An enemy hits you with a melee [Strike](rules/actions/strike.md) or a melee spell attack roll, or you fail a save against an enemy's spell. +- **Requirements**: You are wielding a shield or have the [shield](compendium/spells/shield.md) spell prepared. +- **Activity** Reaction + +You immediately [Raise a Shield](rules/actions/raise-a-shield.md) or cast [shield](compendium/spells/shield.md). The circumstance bonus applies to your defenses when determining the outcome of the triggering attack or spell. + +*Source: Secrets of Magic p. 44* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/emissary-of-peace-lokl.md b/compendium/feats/emissary-of-peace-lokl.md new file mode 100644 index 000000000..11f6c8202 --- /dev/null +++ b/compendium/feats/emissary-of-peace-lokl.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +- trait/skill +aliases: ["Emissary of Peace"] +--- +# Emissary of Peace [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 10* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md), master in [Diplomacy](compendium/skills.md#Diplomacy) +- **Activity** Three-Action + +Even when bloodshed is inevitable, you would rather see your foes surrender. You attempt a [Diplomacy](compendium/skills.md#Diplomacy) check to [Make an Impression](rules/actions/make-an-impression.md) against a single foe whose Hit Points are at less than half of their maximum value, followed by an immediate [Request](rules/actions/request.md) to convince that creature to cease fighting. You take a –5 penalty to your [Diplomacy](compendium/skills.md#Diplomacy) check. The GM sets the DC of the [Request](rules/actions/request.md) based on the circumstances; it's generally at least a very hard DC for the creature's level. Some creatures might simply refuse, and those who agree to parley might find your arguments lacking and start fighting again. + +*Source: Lost Omens: Knights of Lastwall p. 74* +%% #compendium/src/pf2e/lokl #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/emotional-partitions-loil.md b/compendium/feats/emotional-partitions-loil.md new file mode 100644 index 000000000..f7c6fca17 --- /dev/null +++ b/compendium/feats/emotional-partitions-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/kashrishi +aliases: ["Emotional Partitions"] +--- +# Emotional Partitions *Feat 1* +[kashrishi](rules/traits/kashrishi-loil.md) + + +You have created strong mental partitions in your mind to filter out negative emotional influences. You gain a +1 circumstance bonus on saving throws against [emotion](rules/traits/emotion.md) effects. If you roll a success on a saving throw against an [emotion](rules/traits/emotion.md) effect, you get a critical success instead. + +*Source: Lost Omens: Impossible Lands p. 43* +%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/compendium/feats/emotional-surge-da.md b/compendium/feats/emotional-surge-da.md new file mode 100644 index 000000000..07d2a3455 --- /dev/null +++ b/compendium/feats/emotional-surge-da.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/concentrate +- trait/emotion +- trait/psyche +- trait/psychic +aliases: ["Emotional Surge"] +--- +# Emotional Surge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) + +- **Requirements**: emotional acceptance subconscious mind +- **Activity** Single Action + +Your heart soars, increasing your power for a moment. You gain a +2 status bonus to attack rolls and skill checks until the start of your next turn. + +*Source: Dark Archive p. 27* +%% #compendium/src/pf2e/da #trait/concentrate #trait/emotion #trait/psyche #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/emotionless-loag.md b/compendium/feats/emotionless-loag.md new file mode 100644 index 000000000..8a6eb6d46 --- /dev/null +++ b/compendium/feats/emotionless-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/android +aliases: ["Emotionless"] +--- +# Emotionless *Feat 1* +[android](rules/traits/android-loag.md) + + +Your malfunctioning emotional processors make it difficult for you to feel strong emotions. You gain a +1 circumstance bonus to saving throws against [emotion](rules/traits/emotion.md) and [fear](rules/traits/fear.md) effects. If you roll a success on a saving throw against an [emotion](rules/traits/emotion.md) or [fear](rules/traits/fear.md) effect, you get a critical success instead. + +*Source: Lost Omens: Ancestry Guide p. 73* +%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/compendium/feats/empathetic-plea-apg.md b/compendium/feats/empathetic-plea-apg.md new file mode 100644 index 000000000..28fc78b76 --- /dev/null +++ b/compendium/feats/empathetic-plea-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/auditory +- trait/emotion +- trait/gnome +- trait/mental +- trait/visual +aliases: ["Empathetic Plea"] +--- +# Empathetic Plea [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [gnome](rules/traits/gnome.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) + +- **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) +- **Trigger** You are attacked by a creature that you haven't yet acted [hostile](rules/conditions.md#Hostile) toward. You must use this reaction before the creature rolls its attack. +- **Activity** Reaction + +The way you cringe or use those puppydog eyes you've been practicing elicits an empathetic response in the attacker. + +Attempt a [Diplomacy](compendium/skills.md#Diplomacy) check against your attacker's Will DC. + +> [!success-degree] +> - **Critical Success** The creature pulls its attack, wasting its action, and can't use [hostile](rules/conditions.md#Hostile) actions against you until the beginning of its next turn. +> - **Success** The creature takes a –2 circumstance penalty to damage on the triggering [Strike](rules/actions/strike.md) and all its [Strikes](rules/actions/strike.md) against you until the beginning of its next turn. The penalty is –4 if you're an expert in [Diplomacy](compendium/skills.md#Diplomacy), –6 if you're a master, and –8 if you're legendary. +> - **Failure** The creature's attack is unaffected, and the creature is temporarily immune to your Empathic Pleas for 24 hours. + +*Source: Advanced Player's Guide p. 44* +%% #compendium/src/pf2e/apg #trait/auditory #trait/emotion #trait/gnome #trait/mental #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/empathic-calm-loil.md b/compendium/feats/empathic-calm-loil.md new file mode 100644 index 000000000..13b1b0c5b --- /dev/null +++ b/compendium/feats/empathic-calm-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/kashrishi +aliases: ["Empathic Calm"] +--- +# Empathic Calm *Feat 5* +[kashrishi](rules/traits/kashrishi-loil.md) + + +Once per day, you can cast either calm emotions or sanctuary as an innate occult spell, heightened to half your level rounded up. + +*Source: Lost Omens: Impossible Lands p. 44* +%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/compendium/feats/empyreal-aura-lokl.md b/compendium/feats/empyreal-aura-lokl.md new file mode 100644 index 000000000..0d43c1b23 --- /dev/null +++ b/compendium/feats/empyreal-aura-lokl.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +- trait/aura +aliases: ["Empyreal Aura"] +--- +# Empyreal Aura *Feat 20* +[archetype](rules/traits/archetype.md) [aura](rules/traits/aura.md) + +- **Prerequisites**: Knight Vigilant, legendary in [Religion](compendium/skills.md#Religion) + +As an ultimate foe of evil and protector of the innocent, your very presence is a ward against evil. Each evil creature within 30 feet of you at the end of your turn must succeed at a Will save against the higher of your class DC or spell DC or else become [slowed](rules/conditions.md#Slowed) ([slowed](rules/conditions.md#Slowed) on a critical failure). On a successful save, the creature is temporarily immune for 10 minutes. + +*Source: Lost Omens: Knights of Lastwall p. 75* +%% #compendium/src/pf2e/lokl #trait/archetype #trait/aura %% \ No newline at end of file diff --git a/compendium/feats/empyreal-blessing-apg.md b/compendium/feats/empyreal-blessing-apg.md new file mode 100644 index 000000000..43d61965e --- /dev/null +++ b/compendium/feats/empyreal-blessing-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/aasimar +aliases: ["Empyreal Blessing"] +--- +# Empyreal Blessing *Feat 5* +[aasimar](rules/traits/aasimar-apg.md) + + +You can call forth a benediction upon your allies, whether you pray to a deity of the celestial realms or just find the power within yourself. You can cast [bless](compendium/spells/bless.md) once per day as a 1st-level divine innate spell. + +*Source: Advanced Player's Guide p. 36* +%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/enchanting-arrow-apg.md b/compendium/feats/enchanting-arrow-apg.md new file mode 100644 index 000000000..88ce22964 --- /dev/null +++ b/compendium/feats/enchanting-arrow-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/emotion +- trait/enchantment +- trait/magical +- trait/mental +aliases: ["Enchanting Arrow"] +--- +# Enchanting Arrow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) + +- **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) +- **Activity** Two-Action + +With a single whisper carried on the wind, you enchant your ammunition to make a foe more vulnerable to your attacks. + +Make a bow [Strike](rules/actions/strike.md). On a hit, the target takes an additional `2d6` mental damage. On a critical hit, the target also becomes [stunned](rules/conditions.md#Stunned). The mental damage increases to `3d6` if your bow has a greater striking rune, or to `4d6` if your bow has a major striking rune. + +*Source: Advanced Player's Guide p. 173* +%% #compendium/src/pf2e/apg #trait/archetype #trait/emotion #trait/enchantment #trait/magical #trait/mental %% \ No newline at end of file diff --git a/compendium/feats/encouraging-words-gmg.md b/compendium/feats/encouraging-words-gmg.md new file mode 100644 index 000000000..312742ff7 --- /dev/null +++ b/compendium/feats/encouraging-words-gmg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/gmg +- trait/auditory +- trait/general +- trait/linguistic +- trait/mental +- trait/skill +aliases: ["Encouraging Words"] +--- +# Encouraging Words [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[auditory](rules/traits/auditory.md) [general](rules/traits/general.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) +- **Requirements**: The target ally lost Stamina Points within the last round. +- **Activity** Single Action + +You give an ally within 30 feet a quick pep talk, helping them recover. Attempt a [Diplomacy](compendium/skills.md#Diplomacy) check. The DC is usually 15, though the GM might adjust it based on the circumstances. If you have expert proficiency in [Diplomacy](compendium/skills.md#Diplomacy), you can instead attempt a DC 20 check to increase the Stamina Points recovered by 5; if you have master proficiency, you can attempt a DC 30 check to increase the Stamina Points by 15; if you have legendary proficiency, you can attempt a DC 40 check to increase the Stamina Points by 25. No matter the result, the ally is temporarily immune to Encouraging Words until they either Take a Breather or rest for the day. + +> [!success-degree] +> - **Critical Success** The ally recovers `2d8` Stamina Points. +> - **Success** The ally recovers `1d8` Stamina Points. +> - **Critical Failure** The ally takes `1d8` mental damage, but this can reduce only Stamina Points, never Hit Points. + +*Source: Gamemastery Guide p. 201* +%% #compendium/src/pf2e/gmg #trait/auditory #trait/general #trait/linguistic #trait/mental #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/endemic-herbs-apg.md b/compendium/feats/endemic-herbs-apg.md new file mode 100644 index 000000000..bb827824f --- /dev/null +++ b/compendium/feats/endemic-herbs-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Endemic Herbs"] +--- +# Endemic Herbs *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Herbalist Dedication](compendium/feats/herbalist-dedication-apg.md), trained in [Survival](compendium/skills.md#Survival) + +During your daily preparations, you find medicinal plants endemic to your location. Until your next preparations, you can spend an additional batch of herbs to add a benefit to an item you create with your herbalism. The benefit of the special herbs affects the creature that the item is applied to; if the benefit is not immediate, it lasts for 1 minute unless otherwise stated. This adjustment counts as an additive (Core Rulebook 75), so you can't include another additive without spoiling the item. + +- **Aquatic** Gain a +1 circumstance bonus to Fortitude saves. +- **Arctic** For 1 hour, treat environmental [cold](rules/traits/cold.md) effects as if they were one step less severe. +- **Desert** For 1 hour, treat environmental heat effects as if they were one step less severe. +- **Forest** Gain a +2 circumstance bonus to saves against [disease](rules/traits/disease.md) and [poison](rules/traits/poison.md) effects. +- **Mountain** Gain a +1 circumstance bonus to Reflex saves. +- **Plains** Gain a +1 circumstance bonus to Will saves. +- **Swamp** Remove one source of [persistent bleed damage](rules/conditions.md#Persistent%20Damage). +- **Underground** Gain a +1 circumstance bonus to [Perception](compendium/skills.md#Perception). + +*Source: Advanced Player's Guide p. 176* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/endless-memories-loil.md b/compendium/feats/endless-memories-loil.md new file mode 100644 index 000000000..581c5fe9e --- /dev/null +++ b/compendium/feats/endless-memories-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/ghoran +aliases: ["Endless Memories"] +--- +# Endless Memories *Feat 9* +[ghoran](rules/traits/ghoran-loil.md) + +- **Prerequisites**: Ancient Memories + +You've lived a thousand lives and done a hundred-thousand things. When you choose a skill in which to become trained with Ancient Memories, you can also choose a skill in which you're already trained and become an expert in that skill. This lasts until your Ancient Memories expires. When the effects of Ancient Memories and Endless Memories expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Ancient Memories or make you an expert in the skill you chose with Endless Memories. + +*Source: Lost Omens: Impossible Lands p. 38* +%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/compendium/feats/endurance-of-the-rooted-tree-ec6.md b/compendium/feats/endurance-of-the-rooted-tree-ec6.md new file mode 100644 index 000000000..1f4366ef2 --- /dev/null +++ b/compendium/feats/endurance-of-the-rooted-tree-ec6.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec6 +- trait/monk +- trait/uncommon +aliases: ["Endurance Of The Rooted Tree"] +--- +# Endurance Of The Rooted Tree *Feat 20* +[monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Wholeness of Body](compendium/feats/wholeness-of-body.md) + +Just as the Vale of Aroden retains light and life despite inhospitable surroundings, you can sustain yourself regardless of your environment. You don't need to eat, drink, or breathe. In addition, you can cast the wholeness of body ki spell almost effortlessly. You can cast it as a free action that triggers at the start of your turn. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 72* +%% #compendium/src/pf2e/ec6 #trait/monk #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/endure-deaths-touch-locg.md b/compendium/feats/endure-deaths-touch-locg.md new file mode 100644 index 000000000..30c5725bd --- /dev/null +++ b/compendium/feats/endure-deaths-touch-locg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Endure Death's Touch"] +--- +# Endure Death's Touch [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md), expert in medium or heavy armor +- **Trigger** An undead hits you with an unarmed attack. +- **Requirements**: You are wearing medium or heavy armor in which you have expert proficiency. +- **Activity** Reaction + +Your conviction redirects the undead's attack through your armor and then harmlessly away. You gain resistance 5 to physical damage and resistance 10 to negative damage against the triggering attack. You gain a +2 circumstance bonus on any saving throws against effects from the undead's natural attack; if you succeed at the saving throw, you get a critical success instead. + +*Source: Lost Omens: Character Guide p. 94* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/enduring-debilitation-aoa6.md b/compendium/feats/enduring-debilitation-aoa6.md new file mode 100644 index 000000000..5a51e9e09 --- /dev/null +++ b/compendium/feats/enduring-debilitation-aoa6.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa6 +- trait/rogue +- trait/uncommon +aliases: ["Enduring Debilitation"] +--- +# Enduring Debilitation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 20* +[rogue](rules/traits/rogue.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Debilitating Strike](rules/actions/debilitating-strike.md) +- **Frequency**: once per minute +- **Trigger** You apply a debilitation to a creature. +- **Activity** Free Action + +You can make your debilitation last an exceptionally long time. The triggering debilitation lasts for 1 minute instead of until the end of your next turn. + +*Source: Age of Ashes #6: Broken Promises p. 76* +%% #compendium/src/pf2e/aoa6 #trait/rogue #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/energetic-resonance-apg.md b/compendium/feats/energetic-resonance-apg.md new file mode 100644 index 000000000..a57a9e583 --- /dev/null +++ b/compendium/feats/energetic-resonance-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/abjuration +- trait/sorcerer +aliases: ["Energetic Resonance"] +--- +# Energetic Resonance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[abjuration](rules/traits/abjuration.md) [sorcerer](rules/traits/sorcerer.md) + +- **Trigger** You would take acid, cold, electricity, fire, or sonic damage from a spell. +- **Requirements**: You have an unexpended spell slot of a level equal to or higher than the triggering spell. +- **Activity** Reaction + +Your blood resonates with magical energy, mitigating the effects of harmful spells. Expend one of your spell slots of a level equal to or higher than that of the triggering spell. You gain resistance to one of the triggering effect's damage types equal to twice the expended spell slot's level. + +*Source: Advanced Player's Guide p. 139* +%% #compendium/src/pf2e/apg #trait/abjuration #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/energize-wings-loag.md b/compendium/feats/energize-wings-loag.md new file mode 100644 index 000000000..4f7f4f3e2 --- /dev/null +++ b/compendium/feats/energize-wings-loag.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/concentrate +- trait/morph +- trait/primal +- trait/sprite +- trait/transmutation +aliases: ["Energize Wings"] +--- +# Energize Wings [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* +[concentrate](rules/traits/concentrate.md) [morph](rules/traits/morph.md) [primal](rules/traits/primal.md) [sprite](rules/traits/sprite-b1.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: [Evanescent Wings](compendium/feats/evanescent-wings-loag.md) +- **Frequency**: once per hour +- **Activity** Single Action + +You stoke your magic to energize your wings, temporarily transforming them into glowing, majestic forms. For 1 minute, you gain a fly Speed of 30 feet. + +## Energize Wings leads to... + +[Hero's Wings](compendium/feats/heros-wings-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 132* +%% #compendium/src/pf2e/loag #trait/concentrate #trait/morph #trait/primal #trait/sprite #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/energy-ablation-apg.md b/compendium/feats/energy-ablation-apg.md new file mode 100644 index 000000000..d36344f83 --- /dev/null +++ b/compendium/feats/energy-ablation-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/metamagic +- trait/wizard +aliases: ["Energy Ablation"] +--- +# Energy Ablation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[metamagic](rules/traits/metamagic.md) [wizard](rules/traits/wizard.md) + +- **Activity** Single Action + +When you cast energy spells, you retain some of that energy as a protective barrier. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) that deals energy damage (Core Rulebook 452), whether or not it successfully deals damage, you gain resistance to that type of energy equal to the spell's level (minimum 1) until the end of your next turn. If the spell deals more than one type of energy damage, choose one and gain resistance to that type. + +*Source: Advanced Player's Guide p. 142* +%% #compendium/src/pf2e/apg #trait/metamagic #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/energy-blessed-locg.md b/compendium/feats/energy-blessed-locg.md new file mode 100644 index 000000000..4794094b6 --- /dev/null +++ b/compendium/feats/energy-blessed-locg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/dwarf +aliases: ["Energy Blessed"] +--- +# Energy Blessed *Feat 9* +[dwarf](rules/traits/dwarf.md) + +- **Prerequisites**: elemental heart dwarf heritage (page 19) + +Energy runs through your blood more powerfully. + +When you use [Energy Emanation](rules/actions/energy-emanation-locg.md), you can create an emanation of 5 feet, 10 feet, or 15 feet. The damage increases to `6d6` plus an additional `1d6` for every level you have above 9th, instead of `1d6` plus an additional `1d6` for every 2 levels above 1st. + +*Source: Lost Omens: Character Guide p. 21* +%% #compendium/src/pf2e/locg #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/energy-fusion-apg.md b/compendium/feats/energy-fusion-apg.md new file mode 100644 index 000000000..23b061a78 --- /dev/null +++ b/compendium/feats/energy-fusion-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/metamagic +- trait/sorcerer +aliases: ["Energy Fusion"] +--- +# Energy Fusion [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) + +- **Activity** Single Action + +You fuse two spells together, combining their energy types. + +If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that deals acid, cold, electricity, fire, or sonic damage, select a non-cantrip spell in your spell repertoire that deals a different type of energy damage from that list, and expend an additional spell slot of the same level as this secondary spell. The spell you cast deals additional damage equal to the level of the secondary spell slot expended. The spell's total damage is divided evenly between the energy type of the spell you cast and the energy type of the secondary spell. + +*Source: Advanced Player's Guide p. 140* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/energy-heart-som.md b/compendium/feats/energy-heart-som.md new file mode 100644 index 000000000..ca5dc8980 --- /dev/null +++ b/compendium/feats/energy-heart-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Energy Heart"] +--- +# Energy Heart *Feat 1* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + + +Your eidolon's heart beats with energy. Choose an energy damage type other than force. One of its unarmed attacks changes its damage type to the chosen type, and it gains resistance to that type equal to half your level (minimum 1). + +## Energy Heart leads to... + +[Dual Energy Heart](compendium/feats/dual-energy-heart-som.md), [Energy Resistance](compendium/feats/energy-resistance-som.md) + +## Summary + +*Source: Secrets of Magic p. 67* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/energy-resistance-som.md b/compendium/feats/energy-resistance-som.md new file mode 100644 index 000000000..6ce11c48c --- /dev/null +++ b/compendium/feats/energy-resistance-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Energy Resistance"] +--- +# Energy Resistance *Feat 8* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + +- **Prerequisites**: [Energy Heart](compendium/feats/energy-heart-som.md) + +Your eidolon has stronger resistance. Its resistance from [Energy Heart](compendium/feats/energy-heart-som.md) and [Dual Energy Heart](compendium/feats/dual-energy-heart-som.md) increase to your level. + +*Source: Secrets of Magic p. 71* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/energy-ward-apg.md b/compendium/feats/energy-ward-apg.md new file mode 100644 index 000000000..3c95b5178 --- /dev/null +++ b/compendium/feats/energy-ward-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/abjuration +- trait/sorcerer +aliases: ["Energy Ward"] +--- +# Energy Ward [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* +[abjuration](rules/traits/abjuration.md) [sorcerer](rules/traits/sorcerer.md) + +- **Frequency**: once per turn +- **Requirements**: Your most recent action was to cast a non-cantrip spell that dealt energy damage. +- **Activity** Free Action + +You trap energy from the last spell you cast within your body, coating your flesh in a protective ward. Until the start of your next turn, you gain resistance 5 to one type of energy damage dealt by the spell you just cast. + +*Source: Advanced Player's Guide p. 140* +%% #compendium/src/pf2e/apg #trait/abjuration #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/enervating-wail-da.md b/compendium/feats/enervating-wail-da.md new file mode 100644 index 000000000..a7d56a162 --- /dev/null +++ b/compendium/feats/enervating-wail-da.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/auditory +- trait/deviant +- trait/magical +- trait/necromancy +- trait/rare +aliases: ["Enervating Wail"] +--- +# Enervating Wail [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[auditory](rules/traits/auditory.md) [deviant](rules/traits/deviant-da.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Activity** Two-Action + +You release a terrible wail that tears at the spirits of all nearby. + +All living creatures in a 20-foot emanation take negative damage with a basic Fortitude save. The damage is `4d6`, plus `1d6` for every level you have beyond 6th. + +**Awakening** Your scream echoes in the mind. You can choose to emit a silent psychic wail instead, which changes the damage type to mental, changes the save to a Will save, removes the [auditory](rules/traits/auditory.md) trait, and adds the [mental](rules/traits/mental.md) trait. + +**Awakening** Your wail saps your foes' strength. In addition to the normal effects, living creatures in the area are [enfeebled](rules/conditions.md#Enfeebled) for 1 round on a success (but not a critical success), [enfeebled](rules/conditions.md#Enfeebled) for 1 minute on a failure, and [enfeebled](rules/conditions.md#Enfeebled) for 1 minute on a critical failure. + +*Source: Dark Archive p. 78* +%% #compendium/src/pf2e/da #trait/auditory #trait/deviant #trait/magical #trait/necromancy #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/enforce-oath-apg.md b/compendium/feats/enforce-oath-apg.md new file mode 100644 index 000000000..e917e6f36 --- /dev/null +++ b/compendium/feats/enforce-oath-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +aliases: ["Enforce Oath"] +--- +# Enforce Oath [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[champion](rules/traits/champion.md) + +- **Prerequisites**: You've sworn to an oath against a specific type of creature. +- **Frequency**: once per hour +- **Activity** Single Action + +You call on your oath to embolden you in combat. When you Enforce your Oath, select one creature you can see that you've sworn to defeat as part of your oath. You gain a +1 status bonus to AC and saves against attacks and effects by the chosen creature. You also gain a +1 status bonus to attack rolls against the chosen creature. However, your dedication to Enforcing your Oath draws your focus away from all other foes. While you are Enforcing your Oath, you take a –1 status penalty to AC, attack rolls, and saves against all other creatures until you stop Enforcing your Oath. + +You stop Enforcing your Oath once the chosen creature is reduced to 0 Hit Points or offers a legitimate surrender to you or your allies. You immediately stop Enforcing your Oath if you are [unconscious](rules/conditions.md#Unconscious) or if the chosen creature goes [unnoticed](rules/conditions.md#Unnoticed) by you for more than 1 minute. You can also stop Enforcing your Oath at any time during your turn as a free action. + +*Source: Advanced Player's Guide p. 120* +%% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/enforced-order-loag.md b/compendium/feats/enforced-order-loag.md new file mode 100644 index 000000000..5cfde3bee --- /dev/null +++ b/compendium/feats/enforced-order-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aasimar +aliases: ["Enforced Order"] +--- +# Enforced Order *Feat 13* +[aasimar](rules/traits/aasimar-apg.md) + +- **Prerequisites**: [Lawbringer](compendium/feats/lawbringer-apg.md) + +You never fail to strike down the ever-expanding reaches of chaos. All your weapon and unarmed [Strikes](rules/actions/strike.md) deal 1 additional lawful damage and have the [lawful](rules/traits/lawful.md) and [magical](rules/traits/magical.md) traits. + +*Source: Lost Omens: Ancestry Guide p. 12* +%% #compendium/src/pf2e/loag #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/enhanced-familiar-magus-som.md b/compendium/feats/enhanced-familiar-magus-som.md new file mode 100644 index 000000000..383b64c32 --- /dev/null +++ b/compendium/feats/enhanced-familiar-magus-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Enhanced Familiar (Magus)"] +--- +# Enhanced Familiar (Magus) *Feat 2* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: a familiar + +You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two. + +*Source: Secrets of Magic p. 42* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/enhanced-familiar-thaumaturge-da.md b/compendium/feats/enhanced-familiar-thaumaturge-da.md new file mode 100644 index 000000000..8647dd370 --- /dev/null +++ b/compendium/feats/enhanced-familiar-thaumaturge-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/thaumaturge +aliases: ["Enhanced Familiar (Thaumaturge)"] +--- +# Enhanced Familiar (Thaumaturge) *Feat 2* +[thaumaturge](rules/traits/thaumaturge-da.md) + +- **Prerequisites**: a familiar + +By applying the best of multiple traditions of magic, you've found a more efficient way for your familiar to store its energy. + +You can select four familiar or master abilities each day, instead of two. + +*Source: Dark Archive p. 43* +%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/enhanced-familiar-witch-apg.md b/compendium/feats/enhanced-familiar-witch-apg.md new file mode 100644 index 000000000..123be1da5 --- /dev/null +++ b/compendium/feats/enhanced-familiar-witch-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Enhanced Familiar (Witch)"] +--- +# Enhanced Familiar (Witch) *Feat 2* +[witch](rules/traits/witch-apg.md) + +- **Prerequisites**: a familiar + +You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day instead of two. + +**Special.** Add the bonus familiar abilities you gain for being a witch to this amount. + +*Source: Advanced Player's Guide p. 102* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/enhanced-psychopomp-familiar-botd.md b/compendium/feats/enhanced-psychopomp-familiar-botd.md new file mode 100644 index 000000000..e63450ba5 --- /dev/null +++ b/compendium/feats/enhanced-psychopomp-familiar-botd.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Enhanced Psychopomp Familiar"] +--- +# Enhanced Psychopomp Familiar *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Psychopomp Familiar](compendium/feats/psychopomp-familiar-botd.md) + +Your psychopomp's continued service in [Pharasma](compendium/setting/deities/pharasma.md)'s name brings it favor from the goddess. It might change appearance to look like a different, more powerful kind of psychopomp. You can select four familiar or master abilities each day, instead of two, but two must be from the [Psychopomp Familiar](compendium/feats/psychopomp-familiar-botd.md) feat or the following ability. + +- **Augury** Your familiar can glimpse the strands of fate to give you a cryptic clue regarding your future. Your familiar can cast [augury](compendium/spells/augury.md) once per day using your magical tradition and spell DC. You must be at least 8th level to select this ability. + +*Source: Book of the Dead p. 27* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/enigmas-knowledge-apg.md b/compendium/feats/enigmas-knowledge-apg.md new file mode 100644 index 000000000..e0cf057c2 --- /dev/null +++ b/compendium/feats/enigmas-knowledge-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/bard +aliases: ["Enigma's Knowledge"] +--- +# Enigma's Knowledge *Feat 12* +[bard](rules/traits/bard.md) + +- **Prerequisites**: [Assured Knowledge](compendium/feats/assured-knowledge-apg.md) + +Your muse whispers knowledge to you at all the right times. + +You gain the benefits of the [Automatic Knowledge](compendium/feats/automatic-knowledge.md) skill feat with any skill you can use to [Recall Knowledge](rules/actions/recall-knowledge.md). As per the special clause in the Automatic Knowledge feat, you can still only use Automatic Knowledge once per round. + +*Source: Advanced Player's Guide p. 114* +%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/enlarge-companion-apg.md b/compendium/feats/enlarge-companion-apg.md new file mode 100644 index 000000000..010d346a4 --- /dev/null +++ b/compendium/feats/enlarge-companion-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ranger +aliases: ["Enlarge Companion"] +--- +# Enlarge Companion *Feat 8* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: an animal companion, warden spells + +You make your companion enormous. You gain the [enlarge companion](compendium/spells/enlarge-companion-apg.md) warden spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 132* +%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/enshroud-soul-cage-botd.md b/compendium/feats/enshroud-soul-cage-botd.md new file mode 100644 index 000000000..e6c284ebd --- /dev/null +++ b/compendium/feats/enshroud-soul-cage-botd.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Enshroud Soul Cage"] +--- +# Enshroud Soul Cage *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lich Dedication](compendium/feats/lich-dedication-botd.md) + +You wreathe your [soul cage](compendium/equipment/items/soul-cage-botd.md) in an ever-growing collection of obfuscating illusions and protective abjurations to hide it from your enemies. You disguise the soul cage as any non-magical object of the same Bulk, and it gains the effects of the [magic aura](compendium/spells/magic-aura.md) and [nondetection](compendium/spells/nondetection.md) spells. The effects have unlimited durations, are heightened to half your level rounded up, and use your spell DC against any attempt to counteract them. The magic aura makes your soul cage appear non-magical. You can ignore the effects of any of these spells when dealing with your own soul cage. You are mentally alerted whenever your soul cage is damaged. + +*Source: Book of the Dead p. 50* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/ensnaring-wrappings-botd.md b/compendium/feats/ensnaring-wrappings-botd.md new file mode 100644 index 000000000..72506098b --- /dev/null +++ b/compendium/feats/ensnaring-wrappings-botd.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Ensnaring Wrappings"] +--- +# Ensnaring Wrappings [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Mummy Dedication, expert in [Athletics](compendium/skills.md#Athletics) +- **Trigger** Your [Strike](rules/actions/strike.md) deals physical damage to a creature that is within reach of your arms and isn't more than one size larger than you. +- **Activity** Reaction + +Some of your wrappings come loose to ensnare a creature you recently damaged. You attempt to [Grapple](rules/actions/grapple.md) the creature you damaged. + +*Source: Book of the Dead p. 52* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/enthralling-allure-apg.md b/compendium/feats/enthralling-allure-apg.md new file mode 100644 index 000000000..ca0578c1a --- /dev/null +++ b/compendium/feats/enthralling-allure-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/dhampir +aliases: ["Enthralling Allure"] +--- +# Enthralling Allure *Feat 5* +[dhampir](rules/traits/dhampir-b1.md) + + +The powers of domination employed by your progenitors have manifested in you as well. Once per day, you can cast [charm](compendium/spells/charm.md) as a 1st-level divine innate spell. + +*Source: Advanced Player's Guide p. 33* +%% #compendium/src/pf2e/apg #trait/dhampir %% \ No newline at end of file diff --git a/compendium/feats/enticing-dwelling-botd.md b/compendium/feats/enticing-dwelling-botd.md new file mode 100644 index 000000000..3851ccbe8 --- /dev/null +++ b/compendium/feats/enticing-dwelling-botd.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Enticing Dwelling"] +--- +# Enticing Dwelling *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Exorcist Dedication](compendium/feats/exorcist-dedication-botd.md) + +Your spirit dwelling is particularly inviting to spirit wisps. During your daily preparations, and whenever you spend 10 minutes to find more wisps, you entice two wisps into your spirit dwelling instead of one. + +*Source: Book of the Dead p. 23* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/entities-from-afar-av2.md b/compendium/feats/entities-from-afar-av2.md new file mode 100644 index 000000000..a94c5552b --- /dev/null +++ b/compendium/feats/entities-from-afar-av2.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/av2 +- trait/archetype +aliases: ["Entities From Afar"] +--- +# Entities From Afar *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) + +You can call in aberrations to fight for you or to answer questions. You can cast [summon entity](compendium/spells/summon-entity.md) as an innate occult spell once per day. If you couldn't already cast occult spells, these spells use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells; if you could already cast occult spells, your proficiency in spell attack rolls and spell DCs for occult spells increases to expert. + +As soon as the aberration arrives, instead of giving it any other commands, you can demand that it help you with a single question you pose to it. For the creature to effectively answer, you must [Sustain the Spell](rules/actions/sustain-a-spell.md) for 1 minute, and you must understand and be understood by the aberration. If you do, the aberration gives you a cryptic clue as provided by the [read omens](compendium/spells/read-omens.md) spell, except that the clue is even more enigmatic than normal; the creature then immediately returns from whence it came without providing you any other benefit. At 16th level and every 2 levels thereafter, the [summon entity](compendium/spells/summon-entity.md) spell is heightened by 1 level (to a maximum of 8th level when you reach 20th level). + +*Source: Abomination Vaults #2: Hands of the Devil p. 77* +%% #compendium/src/pf2e/av2 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/entitys-strike-da.md b/compendium/feats/entitys-strike-da.md new file mode 100644 index 000000000..141014916 --- /dev/null +++ b/compendium/feats/entitys-strike-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Entity's Strike"] +--- +# Entity's Strike *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md) + +The more you try to force your body to stay yours, the more it warps to channel the energy flowing through you. + +Whether you grow horns to match the wild hunt fey within you, develop a claw like that of the treachery demon sharing your soul, or feel a tentacle rip out of you from the outer being that imprinted itself on your psyche, the entity within you refuses to be contained. You gain an unarmed attack of your choice with its type determined by your entity. It deals `1d6` damage of a damage type appropriate for the unarmed attack (such as bludgeoning for the tentacle). This unarmed attack is in the brawling weapon group and has the agile, [finesse](rules/traits/finesse.md), and [magical](rules/traits/magical.md) traits. + +*Source: Dark Archive p. 140* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/entourage-locg.md b/compendium/feats/entourage-locg.md new file mode 100644 index 000000000..67bd91ff3 --- /dev/null +++ b/compendium/feats/entourage-locg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/general +- trait/rare +- trait/skill +aliases: ["Entourage"] +--- +# Entourage *Feat 7* +[general](rules/traits/general.md) [rare](rules/traits/rare.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Diplomacy](compendium/skills.md#Diplomacy), [Hobnobber](compendium/feats/hobnobber.md) + +You have a small group of admirers who tend to follow you around while you're in civilized settlements. Your admirers are [helpful](rules/conditions.md#Helpful) to you, allowing you to make simple [Requests](rules/actions/request.md) of them such as purchasing basic equipment with your funds or finding a room at an inn. These admirers do not travel with you to places that are obviously dangerous, including most adventure locations, but they'll wait for you at the nearest settlement. Your admirers never use actions in encounter mode other than to retreat, and they abandon you if you intentionally bring them harm or at the GM's discretion. When you [Gather Information](rules/actions/gather-information.md), you can use your admirers to assist you, granting a +1 circumstance bonus to your [Diplomacy](compendium/skills.md#Diplomacy) check and reducing the time it takes even further (typically to 30 minutes, rather than 1 hour with the [Hobnobber](compendium/feats/hobnobber.md) feat alone). If you have the Sow Rumor feat, you can have your admirers assist you, with the same benefits as [Gather Information](rules/actions/gather-information.md). + +*Source: Lost Omens: Character Guide p. 72* +%% #compendium/src/pf2e/locg #trait/general #trait/rare #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/entreat-with-forebears-apg.md b/compendium/feats/entreat-with-forebears-apg.md new file mode 100644 index 000000000..24bccc59d --- /dev/null +++ b/compendium/feats/entreat-with-forebears-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/sorcerer +aliases: ["Entreat With Forebears"] +--- +# Entreat With Forebears *Feat 2* +[sorcerer](rules/traits/sorcerer.md) + +- **Prerequisites**: a bloodline that corresponds with a creature trait + +Something about your presence causes creatures of your bloodline to, consciously or not, recognize you as one of their own, and you become inured to their tricks. You gain a +1 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy), [Deception](compendium/skills.md#Deception), and [Intimidation](compendium/skills.md#Intimidation) checks when interacting with creatures that have the trait corresponding to your bloodline, and you gain a +1 circumstance bonus to [Perception](compendium/skills.md#Perception) and saving throws against such creatures. For example, an aberrant bloodline sorcerer would gain this benefit against creatures with the [aberration](rules/traits/aberration.md) trait. The GM is the final arbiter of which creatures match your bloodline. + +*Source: Advanced Player's Guide p. 139* +%% #compendium/src/pf2e/apg #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/entwined-energy-ki-frp1.md b/compendium/feats/entwined-energy-ki-frp1.md new file mode 100644 index 000000000..a1471d608 --- /dev/null +++ b/compendium/feats/entwined-energy-ki-frp1.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp1 +- trait/monk +- trait/uncommon +aliases: ["Entwined Energy Ki"] +--- +# Entwined Energy Ki *Feat 10* +[monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) + + +You can transform your inner power into a type of energy to empower your ki abilities. When you gain this feat, choose either acid, cold, electricity, fire, or sonic damage. When you cast [ki blast](compendium/spells/ki-blast.md) (Core Rulebook 401), you can choose to have the spell deal the type of damage you chose instead of force damage. When you cast [ki form](compendium/spells/ki-form-apg.md) or [ki strike](compendium/spells/ki-strike.md), add the type of damage you chose to the list of damage types you can select for the spell. + +**Special.** At the GM's discretion, this feat can alter other ki spells. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 74* +%% #compendium/src/pf2e/frp1 #trait/monk #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/envenom-fangs-locg.md b/compendium/feats/envenom-fangs-locg.md new file mode 100644 index 000000000..21360a6d4 --- /dev/null +++ b/compendium/feats/envenom-fangs-locg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/lizardfolk +aliases: ["Envenom Fangs"] +--- +# Envenom Fangs [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[lizardfolk](rules/traits/lizardfolk-b1.md) + +- **Prerequisites**: [Sharp Fangs](compendium/feats/sharp-fangs-locg.md) +- **Frequency**: a number of times per day equal to your level +- **Activity** Single Action + +You envenom your fangs. If the next fangs [Strike](rules/actions/strike.md) you make before the end of your next turn hits and deals damage, the [Strike](rules/actions/strike.md) deals an additional `1d6` poison damage. + +On a critical failure, the poison is wasted as normal. + +*Source: Lost Omens: Character Guide p. 59* +%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/envenom-strike-loil.md b/compendium/feats/envenom-strike-loil.md new file mode 100644 index 000000000..3ba7a0f0c --- /dev/null +++ b/compendium/feats/envenom-strike-loil.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/nagaji +aliases: ["Envenom Strike"] +--- +# Envenom Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* +[nagaji](rules/traits/nagaji-loil.md) + +- **Prerequisites**: you possess a [Strike](rules/actions/strike.md) from a nagaji heritage or ancestry feat that deals poison damage +- **Frequency**: once per 10 minutes +- **Activity** Single Action + +You spit venom onto a weapon you're holding or a weapon held by a willing creature within 30 feet; you can also use this ability to envenom your nagaji fangs unarmed attack. If the next [Strike](rules/actions/strike.md) with the chosen weapon before the start of your next turn hits and deals damage, the [Strike](rules/actions/strike.md) deals an additional `2d6` poison damage. + +*Source: Lost Omens: Impossible Lands p. 50* +%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/compendium/feats/envenomed-edge-lome.md b/compendium/feats/envenomed-edge-lome.md new file mode 100644 index 000000000..b61859d25 --- /dev/null +++ b/compendium/feats/envenomed-edge-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/grippli +aliases: ["Envenomed Edge"] +--- +# Envenomed Edge *Feat 13* +[grippli](rules/traits/grippli-b2.md) + + +With a combination of your poison glands and herbal concoctions, you can consistently deliver venomous attacks when you hit an enemy's weak points. When you critically hit using a [Strike](rules/actions/strike.md) with a weapon or unarmed attack and deal slashing or piercing damage with that [Strike](rules/actions/strike.md), you deal an additional `1d4` [persistent poison damage](rules/conditions.md#Persistent%20Damage) to your target. + +*Source: Lost Omens: The Mwangi Expanse p. 122* +%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/compendium/feats/environmental-explorer-lopsg.md b/compendium/feats/environmental-explorer-lopsg.md new file mode 100644 index 000000000..fbdf47429 --- /dev/null +++ b/compendium/feats/environmental-explorer-lopsg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Environmental Explorer"] +--- +# Environmental Explorer *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) + +You've traversed enough untamed wilderness to gain an intuitive understanding of the dangers that exist in such places. Your extensive familiarity means you sometimes notice perils even when you're not trying to. Even if you aren't [Searching](rules/actions/search.md) in exploration mode, you can attempt a check to find environmental hazards that normally require you to [Search](rules/actions/search.md) for them. You still need to meet any other requirements to find a particular hazard. + +*Source: Lost Omens: Pathfinder Society Guide p. 41* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/environmental-grace-logm.md b/compendium/feats/environmental-grace-logm.md new file mode 100644 index 000000000..1bcf9edd5 --- /dev/null +++ b/compendium/feats/environmental-grace-logm.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/logm +- trait/general +- trait/skill +aliases: ["Environmental Grace"] +--- +# Environmental Grace *Feat 7* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Survival](compendium/skills.md#Survival); deity who grants the cold, fire, nature, or travel domain + +You rapidly adapt to environments through a combination of skill, meditation, and divine grace. After spending an hour in an environment of severe cold or colder, you are protected from the effects of severe cold until you leave that environment. After spending an hour in an environment of severe heat or hotter, you are protected from the effects of severe heat until you leave that environment. + +*Source: Lost Omens: Gods & Magic p. 105* +%% #compendium/src/pf2e/logm #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/ephemeral-tracking-apg.md b/compendium/feats/ephemeral-tracking-apg.md new file mode 100644 index 000000000..43f8e9cba --- /dev/null +++ b/compendium/feats/ephemeral-tracking-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ranger +aliases: ["Ephemeral Tracking"] +--- +# Ephemeral Tracking *Feat 6* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: expert in [Survival](compendium/skills.md#Survival), warden spells + +You are able to track your quarry through impossible places. + +You gain the ephemeral tracking warden spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 132* +%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/equitable-defense-loil.md b/compendium/feats/equitable-defense-loil.md new file mode 100644 index 000000000..934d98c1f --- /dev/null +++ b/compendium/feats/equitable-defense-loil.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/archetype +aliases: ["Equitable Defense"] +--- +# Equitable Defense [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Shieldmarshal Dedication](compendium/feats/shieldmarshal-dedication-loil.md) +- **Frequency**: once per 10 minutes +- **Trigger** You take damage from a critical hit. +- **Activity** Reaction + +Gritting your teeth through the pain, you position yourself to counterattack. You gain resistance to the damage from the critical hit equal to half your level. As long as you're still conscious after the attack, you can [Interact](rules/actions/interact.md) to reload a weapon you currently wield or [Stand](rules/actions/stand.md). You gain a +1 circumstance bonus on the next [Strike](rules/actions/strike.md) you make against the creature who critically hit you, provided you make it before the end of your next turn. + +*Source: Lost Omens: Impossible Lands p. 109* +%% #compendium/src/pf2e/loil #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/escape-timeline-da.md b/compendium/feats/escape-timeline-da.md new file mode 100644 index 000000000..7571b22e7 --- /dev/null +++ b/compendium/feats/escape-timeline-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Escape Timeline"] +--- +# Escape Timeline [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) +- **Frequency**: once per day +- **Trigger** Your turn begins. +- **Activity** Free Action + +You step outside of the flow of time momentarily, allowing you to avoid dangers. Your physical form stops existing momentarily, and you can't be targeted or affected until the start of your next turn— you simply don't exist at that moment in time. Your turn ends immediately, advancing 1 round for all timed durations and effects, such as conditions and afflictions. You still attempt saving throws, flat checks, or any other checks at the end of your turn as normal, but you don't take any damage due to these checks (though you take any non-damaging effects as normal). At the start of your next turn, you reenter the flow of time and reappear in the same space where you left time last round. If the space isn't clear, you arrive in the nearest open space. + +*Source: Dark Archive p. 187* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/esoteric-oath-apg.md b/compendium/feats/esoteric-oath-apg.md new file mode 100644 index 000000000..97b8a7506 --- /dev/null +++ b/compendium/feats/esoteric-oath-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +- trait/oath +aliases: ["Esoteric Oath"] +--- +# Esoteric Oath *Feat 2* +[champion](rules/traits/champion.md) [oath](rules/traits/oath.md) + +- **Prerequisites**: tenets of good + +You've sworn an oath to slay the alien abominations that lurk in the remote corners of Golarion. Add the following tenet to your champion's code, after the other tenets. "You must slay evil aberrations you encounter as long as you have a reasonable chance of success." Your [Retributive Strike](rules/actions/retributive-strike.md) gains a +4 circumstance bonus to damage against an evil aberration, or +6 if you have master proficiency with the weapon you used. The resistance you gain from [Glimpse of Redemption](rules/actions/glimpse-of-redemption.md) against damage from an evil aberration is 7 + your level. If you use [Liberating Step](rules/actions/liberating-step.md) triggered by an evil aberration, your ally gains a +4 circumstance bonus to checks granted by your [Liberating Step](rules/actions/liberating-step.md), and the ally can [Step](rules/actions/step.md) twice afterward. + +You don't consider evil aberrations to be legitimate authorities, even in nations they rule. + +## Esoteric Oath leads to... + +[Aura Of Preservation](compendium/feats/aura-of-preservation-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 118* +%% #compendium/src/pf2e/apg #trait/champion #trait/oath %% \ No newline at end of file diff --git a/compendium/feats/esoteric-reflexes-da.md b/compendium/feats/esoteric-reflexes-da.md new file mode 100644 index 000000000..09cc8de83 --- /dev/null +++ b/compendium/feats/esoteric-reflexes-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/thaumaturge +aliases: ["Esoteric Reflexes"] +--- +# Esoteric Reflexes *Feat 14* +[thaumaturge](rules/traits/thaumaturge-da.md) + +- **Prerequisites**: an implement that grants a reaction + +Your bond to your implements is so strong that you can use their reactive abilities almost by instinct. At the start of your turn, you gain an additional reaction, which you can use for only the reactions granted by your implements. + +*Source: Dark Archive p. 46* +%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/esoteric-warden-da.md b/compendium/feats/esoteric-warden-da.md new file mode 100644 index 000000000..4261e8b8e --- /dev/null +++ b/compendium/feats/esoteric-warden-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/thaumaturge +aliases: ["Esoteric Warden"] +--- +# Esoteric Warden *Feat 2* +[thaumaturge](rules/traits/thaumaturge-da.md) + +- **Prerequisites**: [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) + +When you apply antithetical material against a creature successfully, you also ward yourself against its next attacks. When you succeed at your check to Exploit a Vulnerability, you gain a +1 status bonus to your AC against the creature's next attack and a +1 status bonus to your next saving throw against the creature; if you critically succeed, these bonuses are +2 instead. You can gain these bonuses only once per day against a particular creature, and the benefit ends if you [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) again. + +*Source: Dark Archive p. 43* +%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/esteemed-visitor-ec3.md b/compendium/feats/esteemed-visitor-ec3.md new file mode 100644 index 000000000..288655b28 --- /dev/null +++ b/compendium/feats/esteemed-visitor-ec3.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec3 +- trait/shoony +aliases: ["Esteemed Visitor"] +--- +# Esteemed Visitor *Feat 1* +[shoony](rules/traits/shoony-ec3.md) + + +Your polite manners and natural ability to comfort others make it easy for you to break down cultural barriers and earn strangers' trust. While you are in a settlement, when you roll a critical failure on a [Diplomacy](compendium/skills.md#Diplomacy) check to [Gather Information](rules/actions/gather-information.md) or [Make an Impression](rules/actions/make-an-impression.md), you get a failure instead. + +*Source: Extinction Curse #3: Life's Long Shadows p. 72* +%% #compendium/src/pf2e/ec3 #trait/shoony %% \ No newline at end of file diff --git a/compendium/feats/eternal-boost-som.md b/compendium/feats/eternal-boost-som.md new file mode 100644 index 000000000..e900de3ee --- /dev/null +++ b/compendium/feats/eternal-boost-som.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/summoner +aliases: ["Eternal Boost"] +--- +# Eternal Boost *Feat 20* +[summoner](rules/traits/summoner-som.md) + + +Your link with your eidolon is so intense that you continuously reinforce its abilities. You are permanently [quickened](rules/conditions.md#Quickened); you can use your extra action only to cast [boost eidolon](compendium/spells/boost-eidolon-som.md) or [reinforce eidolon](compendium/spells/reinforce-eidolon-som.md). While in exploration mode, you can declare that you are also continually casting [boost eidolon](compendium/spells/boost-eidolon-som.md) or [reinforce eidolon](compendium/spells/reinforce-eidolon-som.md) even while using a different exploration activity. If you do, even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn. + +*Source: Secrets of Magic p. 73* +%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/eternal-memories-loil.md b/compendium/feats/eternal-memories-loil.md new file mode 100644 index 000000000..f6f7fdd0e --- /dev/null +++ b/compendium/feats/eternal-memories-loil.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/ghoran +aliases: ["Eternal Memories"] +--- +# Eternal Memories [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* +[ghoran](rules/traits/ghoran-loil.md) + +- **Prerequisites**: Endless Memories +- **Frequency**: once per day +- **Activity** Single Action + +You have lived longer than most realize, and due to your many lifetimes of practice you remember almost everything from your previous incarnations now. You examine your memories, changing the skills you selected with Ancient Memories and Endless Memories. + +*Source: Lost Omens: Impossible Lands p. 39* +%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/compendium/feats/eternal-wings-apg.md b/compendium/feats/eternal-wings-apg.md new file mode 100644 index 000000000..7b84fb937 --- /dev/null +++ b/compendium/feats/eternal-wings-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/aasimar +aliases: ["Eternal Wings"] +--- +# Eternal Wings *Feat 17* +[aasimar](rules/traits/aasimar-apg.md) + +- **Prerequisites**: [Celestial Wings](compendium/feats/celestial-wings-apg.md) + +Your wings are now a permanent part of your body. You gain the effects of Celestial Wings at all times, rather than just once per day for 10 minutes. + +*Source: Advanced Player's Guide p. 36* +%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/eternal-wings-loag.md b/compendium/feats/eternal-wings-loag.md new file mode 100644 index 000000000..2d2212f5e --- /dev/null +++ b/compendium/feats/eternal-wings-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/sylph +aliases: ["Eternal Wings"] +--- +# Eternal Wings *Feat 17* +[sylph](rules/traits/sylph-b2.md) + +- **Prerequisites**: [Wings of Air](compendium/feats/wings-of-air-loag.md) + +Your wings are now a permanent part of your body. You gain the effects of Wings of Air at all times rather than just once per day for 10 minutes. + +*Source: Lost Omens: Ancestry Guide p. 116* +%% #compendium/src/pf2e/loag #trait/sylph %% \ No newline at end of file diff --git a/compendium/feats/evade-doom-loag.md b/compendium/feats/evade-doom-loag.md new file mode 100644 index 000000000..58237eeb5 --- /dev/null +++ b/compendium/feats/evade-doom-loag.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/catfolk +aliases: ["Evade Doom"] +--- +# Evade Doom *Feat 9* +[catfolk](rules/traits/catfolk-b1.md) + + +You can elude supernatural disaster. When you would gain the [doomed](rules/conditions.md#Doomed) condition, you can attempt a DC 17 flat check. On a success, you don't gain the [doomed](rules/conditions.md#Doomed) condition. + +## Evade Doom leads to... + +[Ten Lives](compendium/feats/ten-lives-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 20* +%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/evanescent-wings-loag.md b/compendium/feats/evanescent-wings-loag.md new file mode 100644 index 000000000..1e21e879c --- /dev/null +++ b/compendium/feats/evanescent-wings-loag.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/sprite +aliases: ["Evanescent Wings"] +--- +# Evanescent Wings *Feat 1* +[sprite](rules/traits/sprite-b1.md) + + +You've manifested wings that can flutter for brief spurts. You don't need to spend any additional actions to reach something in your space that a Medium creature could reach. For instance, if you wanted to open a cookie jar located four feet off the ground, you only need to spend a single [Interact](rules/actions/interact.md) action to do so. When you use Evanescent Wings to flutter to a higher place in your space, your action gains the [move](rules/traits/move.md) trait. + +## Evanescent Wings leads to... + +[Energize Wings](compendium/feats/energize-wings-loag.md), [Hero's Wings](compendium/feats/heros-wings-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 131* +%% #compendium/src/pf2e/loag #trait/sprite %% \ No newline at end of file diff --git a/compendium/feats/evangelize-logm.md b/compendium/feats/evangelize-logm.md new file mode 100644 index 000000000..9dc5b7a10 --- /dev/null +++ b/compendium/feats/evangelize-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/logm +- trait/auditory +- trait/general +- trait/linguistic +- trait/mental +- trait/skill +aliases: ["Evangelize"] +--- +# Evangelize [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 7* +[auditory](rules/traits/auditory.md) [general](rules/traits/general.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Diplomacy](compendium/skills.md#Diplomacy), you follow a deity or philosophy +- **Activity** Single Action + +You point out a detail that incontrovertibly supports your faith, causing a listener's mind to whirl. Attempt a [Diplomacy](compendium/skills.md#Diplomacy) check and compare the result to the Will DC of a single target that can hear you and understands your language; that target is then temporarily immune to Evangelize with respect to your deity or philosophy for 1 day. A creature that already agrees with you is unaffected, and at the GM's discretion, a target that genuinely changes its perspective to support your faith as a result of the argument is also otherwise unaffected. + +> [!success-degree] +> - **Critical Success** The target is [stupefied](rules/conditions.md#Stupefied) for 1 round. +> - **Success** The target is [stupefied](rules/conditions.md#Stupefied) for 1 round. +> - **Failure** The target is unaffected. + +*Source: Lost Omens: Gods & Magic p. 105* +%% #compendium/src/pf2e/logm #trait/auditory #trait/general #trait/linguistic #trait/mental #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/evasiveness-apg.md b/compendium/feats/evasiveness-apg.md new file mode 100644 index 000000000..0e459508c --- /dev/null +++ b/compendium/feats/evasiveness-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Evasiveness"] +--- +# Evasiveness *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Swashbuckler Dedication](compendium/feats/swashbuckler-dedication-apg.md), expert in Reflex saves + +Your proficiency rank for Reflex saves increases to master. + +*Source: Advanced Player's Guide p. 153* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/ever-dreaming-da.md b/compendium/feats/ever-dreaming-da.md new file mode 100644 index 000000000..5b8d98ec3 --- /dev/null +++ b/compendium/feats/ever-dreaming-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Ever Dreaming"] +--- +# Ever Dreaming *Feat 18* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) + +You draw no distinction between the sleeping and waking worlds. + +Your Daydream Trance has an unlimited duration, and you no longer need to take an action to enter it. If you're [unconscious](rules/conditions.md#Unconscious) due to sleep, you don't take the –4 penalty to AC, [Perception](compendium/skills.md#Perception), and Reflex saves, and don't have the [flat-footed](rules/conditions.md#Flat-footed) condition. You're still [blinded](rules/conditions.md#Blinded) while asleep. You can act on your turn while asleep, though you're [slowed](rules/conditions.md#Slowed) until you fully awaken. + +*Source: Dark Archive p. 207* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/ever-vigilant-senses-som.md b/compendium/feats/ever-vigilant-senses-som.md new file mode 100644 index 000000000..f6800f58a --- /dev/null +++ b/compendium/feats/ever-vigilant-senses-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Ever-vigilant Senses"] +--- +# Ever-vigilant Senses *Feat 16* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + + +Your eidolon has enhanced senses. It gains a +2 circumstance bonus to [Perception](compendium/skills.md#Perception), and can't be flanked except by creatures that are higher level than it. It can see [invisible](rules/conditions.md#Invisible) creatures and objects; they appear translucent and are [concealed](rules/conditions.md#Concealed). When your eidolon moves within 30 feet of an illusion that can be 0, the GM rolls a secret check to 0 it, even if your eidolon didn't spend an action to [Interact](rules/actions/interact.md). + +*Source: Secrets of Magic p. 73* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/everdistant-defense-frp3.md b/compendium/feats/everdistant-defense-frp3.md new file mode 100644 index 000000000..dcc059a65 --- /dev/null +++ b/compendium/feats/everdistant-defense-frp3.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp3 +- trait/abjuration +- trait/champion +- trait/divine +- trait/uncommon +aliases: ["Everdistant Defense"] +--- +# Everdistant Defense [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* +[abjuration](rules/traits/abjuration.md) [champion](rules/traits/champion.md) [divine](rules/traits/divine.md) [uncommon](rules/traits/uncommon.md) + +- **Trigger** A creature within your aura is targeted by a ranged attack or a creature moves through your aura. +- **Requirements**: You have at least one aura from a champion feat or feature. +- **Activity** Reaction + +The spatial barrier of Syndara's Island has taught you that distance can foil enemies better than any armor. You warp space, causing each square within your aura that the attack or creature would move through to count as triple the distance. + +If this reaction is used on a ranged attack, the attack takes range increment penalties based on the adjusted range and fails if this would cause it to exceed its maximum range. + +*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 75* +%% #compendium/src/pf2e/frp3 #trait/abjuration #trait/champion #trait/divine #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/everstand-stance-locg.md b/compendium/feats/everstand-stance-locg.md new file mode 100644 index 000000000..34b2dac87 --- /dev/null +++ b/compendium/feats/everstand-stance-locg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/champion +- trait/fighter +- trait/stance +- trait/uncommon +aliases: ["Everstand Stance"] +--- +# Everstand Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[champion](rules/traits/champion.md) [fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) [uncommon](rules/traits/uncommon.md) + +- **Requirements**: You are wielding a shield. +- **Activity** Single Action + +You brace your shield with both hands, enhancing its potential for both offense and defense. When in this stance, you wield the shield with both hands. When wielding a shield this way, increase the weapon damage die of the shield's boss or spikes by one step, and increase the shield's Hardness by 2 when using the [Shield Block](compendium/feats/shield-block.md) reaction. + +## Everstand Stance leads to... + +[Everstand Strike](compendium/feats/everstand-strike-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 90* +%% #compendium/src/pf2e/locg #trait/champion #trait/fighter #trait/stance #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/everstand-strike-locg.md b/compendium/feats/everstand-strike-locg.md new file mode 100644 index 000000000..b6d1e35d3 --- /dev/null +++ b/compendium/feats/everstand-strike-locg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/champion +- trait/fighter +- trait/press +- trait/uncommon +aliases: ["Everstand Strike"] +--- +# Everstand Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[champion](rules/traits/champion.md) [fighter](rules/traits/fighter.md) [press](rules/traits/press.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Everstand Stance](compendium/feats/everstand-stance-locg.md) +- **Requirements**: You are wielding a shield in two hands. +- **Activity** Single Action + +Your follow-up blow leaves you an opening to set your shield. Make a [Strike](rules/actions/strike.md) with the wielded shield. If the [Strike](rules/actions/strike.md) hits and deals damage, you also [Raise your Shield](rules/actions/raise-a-shield.md). + +*Source: Lost Omens: Character Guide p. 90* +%% #compendium/src/pf2e/locg #trait/champion #trait/fighter #trait/press #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/everyone-duck-locg.md b/compendium/feats/everyone-duck-locg.md new file mode 100644 index 000000000..105e2f8a8 --- /dev/null +++ b/compendium/feats/everyone-duck-locg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Everyone Duck!"] +--- +# Everyone Duck! [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) +- **Trigger** You fail, but don't critically fail, an attempt to [Disable a Device](rules/actions/disable-a-device.md) on a trap. +- **Activity** Reaction + +You intentionally set off the trap, but you take special precautions to protect yourself and your allies from the trap's effects. For the next 2 rounds, if the trap rolls a critical success on an attack roll, it gets a normal success instead, and if anyone rolls a critical failure on their saving throw against the trap, they get a normal failure instead. + +*Source: Lost Omens: Character Guide p. 112* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/everyones-a-suspect-apg.md b/compendium/feats/everyones-a-suspect-apg.md new file mode 100644 index 000000000..25e4dec4c --- /dev/null +++ b/compendium/feats/everyones-a-suspect-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Everyone's A Suspect"] +--- +# Everyone's A Suspect *Feat 20* +[investigator](rules/traits/investigator-apg.md) + + +You are so suspicious of everyone you meet that you keep mental notes on how to defeat them all—even your own allies. After interacting with a creature for at least 1 minute, you automatically [Pursue a Lead](rules/actions/pursue-a-lead-apg.md) with that creature as the subject. You can have any number of such leads at any given time, and when you [Pursue a Lead](rules/actions/pursue-a-lead-apg.md) again, you don't give up any of these automatic subjects. + +*Source: Advanced Player's Guide p. 65* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/execution-ngd.md b/compendium/feats/execution-ngd.md new file mode 100644 index 000000000..3304ab334 --- /dev/null +++ b/compendium/feats/execution-ngd.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ngd +- trait/archetype +- trait/vigilante +aliases: ["Execution"] +--- +# Execution [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* +[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) + +- **Prerequisites**: [Harsh Judgment](compendium/feats/harsh-judgment-ngd.md), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners +- **Requirements**: You have condemned a foe with [Harsh Judgment](compendium/feats/harsh-judgment-ngd.md). +- **Activity** Two-Action + +You swing wide, attempting to behead your condemned foe. Make a melee [Strike](rules/actions/strike.md) against your condemned foe. If you hit, your condemned foe takes `8d6` extra precision damage with a basic Fortitude save against your class DC or spell DC, whichever is higher. If the condemned foe is reduced to 0 Hit Points by the execution and requires a head to live, they die. For creatures with multiple heads, this usually kills the creature only if you sever its last head. The creature then becomes temporarily immune to your Execution for 1 day. + +*Source: Night of the Gray Death p. 65* +%% #compendium/src/pf2e/ngd #trait/archetype #trait/vigilante %% \ No newline at end of file diff --git a/compendium/feats/executioner-weapon-training-ngd.md b/compendium/feats/executioner-weapon-training-ngd.md new file mode 100644 index 000000000..014f6c352 --- /dev/null +++ b/compendium/feats/executioner-weapon-training-ngd.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ngd +- trait/archetype +aliases: ["Executioner Weapon Training"] +--- +# Executioner Weapon Training *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners + +Your Gray Gardener training has made you deeply skilled with the weapons that execute with a swift chop to the neck. You become trained with the following weapons: battle axe, falchion, greataxe, and scimitar. + +Whenever you gain a class feature that grants you expert or greater proficiency with a given weapon or weapons, you also gain that proficiency for these weapons. + +*Source: Night of the Gray Death p. 64* +%% #compendium/src/pf2e/ngd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/exhort-the-faithful-apg.md b/compendium/feats/exhort-the-faithful-apg.md new file mode 100644 index 000000000..8082be768 --- /dev/null +++ b/compendium/feats/exhort-the-faithful-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Exhort The Faithful"] +--- +# Exhort The Faithful *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Religion](compendium/skills.md#Religion), follower of a specific religion + +Your knowledge of the tenets of your faith gives you insight into the best ways to get others of your faith to help you or to follow your directions. When you [Request](rules/actions/request.md) something of or [Coerce](rules/actions/coerce.md) members of your own faith, you can attempt a [Religion](compendium/skills.md#Religion) check instead of [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation), and you gain a +2 circumstance bonus to the check. On a critically failed attempt to make a [Request](rules/actions/request.md), the target's attitude toward you doesn't worsen. + +*Source: Advanced Player's Guide p. 205* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/exorcist-dedication-botd.md b/compendium/feats/exorcist-dedication-botd.md new file mode 100644 index 000000000..0db1e187a --- /dev/null +++ b/compendium/feats/exorcist-dedication-botd.md @@ -0,0 +1,45 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/dedication +aliases: ["Exorcist Dedication"] +--- +# Exorcist Dedication *Feat 4* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) + +You've learned to attract, quell, and purify spirits, housing them in a special receptacle called a spirit dwelling until they're ready to move on. Through the power of prayers or ritual incantations, one mundane object in your possession becomes a spirit dwelling (page 23). Your spirit dwelling functions as a lure for lost spirits weakened by their time on the Material Plane. Each day during your daily preparations, your spirit dwelling attracts a spirit wisp who comes to dwell inside. If your spirit dwelling contains no wisps, you can spend 10 minutes in a minor ritual to cast your spirit dwelling around an area and attract another wisp. You can also capture stronger spirit remnants from vanquished undead spirits, as explained in the sidebar on page 23. As long as your spirit dwelling contains any spirits, it glows faintly, casting dim light in a 10-foot radius. + +As an exorcist, you do more than just collect spirits: you also help rid them of their burdens and lingering resentments, aiding their transition from the Material Plane. Every day, before your daily preparations, any spirit wisps and remnants remaining within your spirit dwelling from the previous day are purified and can join the River of Souls in their final journey to [Pharasma](compendium/setting/deities/pharasma.md)'s Boneyard. + +You can also learn abilities that let you purify a spirit in your spirit dwelling immediately in a cathartic surge, granting you a [helpful](rules/conditions.md#Helpful) effect as they depart for the afterlife. + +Any actions you gain from the exorcist archetype gain either the [divine](rules/traits/divine.md) or [occult](rules/traits/occult.md) trait, depending on whether you used [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) to qualify for Exorcist Dedication. Spirit's Mercy is the simplest of the purifications. + +```ad-embed-ability +title: Spirit's Mercy [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[necromancy](rules/traits/necromancy.md) + +- **Cost**: 1 spirit wisp or remnant +- **Trigger**: You take positive or negative damage, or you take any type of damage caused by a haunt, ghost, or other incorporeal undead + +**Effect** You purify a spirit by having it perform a final act of mercy to lessen the damage caused by another spirit. This grants you resistance to positive and negative damage (or resistance to all damage if caused by a haunt or incorporeal undead) against the triggering effect. + +If you expend a spirit wisp, the resistance is equal to twice your level. If you expend a spirit remnant, the resistance is equal to three times the level of the incorporeal undead or haunt from which you gained the remnant. +%% #trait/necromancy %% +``` + +**Special.** You can't select another dedication feat until you have gained two other feats from the exorcist archetype. + +## Exorcist Dedication leads to... + +[Cast Out](compendium/feats/cast-out-botd.md), [Spirit's Absolution](compendium/feats/spirits-absolution-botd.md), [Spirit's Anguish](compendium/feats/spirits-anguish-botd.md), [Enticing Dwelling](compendium/feats/enticing-dwelling-botd.md) + +## Summary + +*Source: Book of the Dead p. 22* +%% #compendium/src/pf2e/botd #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/expand-aura-apg.md b/compendium/feats/expand-aura-apg.md new file mode 100644 index 000000000..00ca25888 --- /dev/null +++ b/compendium/feats/expand-aura-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +- trait/concentrate +aliases: ["Expand Aura"] +--- +# Expand Aura [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* +[champion](rules/traits/champion.md) [concentrate](rules/traits/concentrate.md) + +- **Prerequisites**: You have at least one aura from a champion feat or feature. +- **Activity** Single Action + +You focus your divine power to extend your influence. Select one aura you have from a champion feat or feature, such as [Aura of Courage](compendium/feats/aura-of-courage.md) or [Aura of Life](compendium/feats/aura-of-life.md). The radius of the aura is doubled until the start of your next turn. + +*Source: Advanced Player's Guide p. 121* +%% #compendium/src/pf2e/apg #trait/champion #trait/concentrate %% \ No newline at end of file diff --git a/compendium/feats/expand-spiral-botd.md b/compendium/feats/expand-spiral-botd.md new file mode 100644 index 000000000..ee8393347 --- /dev/null +++ b/compendium/feats/expand-spiral-botd.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Expand Spiral"] +--- +# Expand Spiral *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spiral Sworn](compendium/feats/spiral-sworn-botd.md) + +Your prayers encompass your companions, granting you the ability to share [Pharasma](compendium/setting/deities/pharasma.md)'s blessings. When you use [Spiral Sworn](compendium/feats/spiral-sworn-botd.md), you can spend 2 actions instead of 1 to grant the benefits to all allies who are in the light of your spiral when you take the action. + +*Source: Book of the Dead p. 27* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/expanded-domain-initiate-logm.md b/compendium/feats/expanded-domain-initiate-logm.md new file mode 100644 index 000000000..4847dca02 --- /dev/null +++ b/compendium/feats/expanded-domain-initiate-logm.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/logm +- trait/cleric +aliases: ["Expanded Domain Initiate"] +--- +# Expanded Domain Initiate *Feat 4* +[cleric](rules/traits/cleric.md) + +- **Prerequisites**: [Domain Initiate](compendium/feats/domain-initiate.md) + +You have long venerated one of your deity's lesser-known aspects. Select one domain from your deity's alternate domains. You gain access to that domain and an initial domain spell for that domain. + +*Source: Lost Omens: Gods & Magic p. 8* +%% #compendium/src/pf2e/logm #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/expanded-luck-apg.md b/compendium/feats/expanded-luck-apg.md new file mode 100644 index 000000000..340757209 --- /dev/null +++ b/compendium/feats/expanded-luck-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/catfolk +aliases: ["Expanded Luck"] +--- +# Expanded Luck *Feat 5* +[catfolk](rules/traits/catfolk-b1.md) + +- **Prerequisites**: [Cat's Luck](compendium/feats/cats-luck-apg.md) + +You are luckier even than most catfolk. You can trigger Cat's Luck when you fail or critically fail a Fortitude or Will saving throw in addition to Reflex saving throws. You still can use Cat's Luck only once per day. + +*Source: Advanced Player's Guide p. 10* +%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/expanded-senses-som.md b/compendium/feats/expanded-senses-som.md new file mode 100644 index 000000000..afe737fb5 --- /dev/null +++ b/compendium/feats/expanded-senses-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Expanded Senses"] +--- +# Expanded Senses *Feat 1* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + + +Your eidolon evolves more acute senses. Your eidolon gains [low-light vision](rules/abilities/low-light-vision.md) and [darkvision](rules/abilities/darkvision.md), as well as [scent](rules/abilities/scent.md) as an imprecise sense with a range of 30 feet. + +*Source: Secrets of Magic p. 67* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/expansive-spellstrike-som.md b/compendium/feats/expansive-spellstrike-som.md new file mode 100644 index 000000000..efa7625b4 --- /dev/null +++ b/compendium/feats/expansive-spellstrike-som.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Expansive Spellstrike"] +--- +# Expansive Spellstrike *Feat 2* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) + +You've adapted a wider array of spells to work with your attacks. Rather than needing to use a spell that has a spell attack roll for a [Spellstrike](rules/actions/spellstrike-som.md), you can use a harmful spell that can target a creature or that has an area of a burst, cone, or line (abiding by any other restrictions of [Spellstrike](rules/actions/spellstrike-som.md)). When you [Cast a Spell](rules/actions/cast-a-spell.md) that doesn't have a spell attack roll as part of a [Spellstrike](rules/actions/spellstrike-som.md), it works in the following ways. + +- If your [Strike](rules/actions/strike.md) critically fails, the spell is lost with no effect. +- Creatures use their normal defenses against the spell, such as saving throws. +- If the spell lets you select a number of targets, it instead targets only the creature you attacked with your [Strike](rules/actions/strike.md). +- If the spell has an area, the target must be in that area. A burst is centered on a corner of the target's square, or the square corner closest to the center of the target, if the target is Large or larger; you choose the corner if more than one is eligible. A cone or line emits from you and must include the target; if you're not adjacent to the target (using a [reach](rules/traits/reach.md) weapon or starlit span, for example), choose any square adjacent to the target as the source. The spell affects all creatures in the area as normal, but the [Strike](rules/actions/strike.md) still targets only one creature. + +*Source: Secrets of Magic p. 43* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/expeditious-advance-lowg.md b/compendium/feats/expeditious-advance-lowg.md new file mode 100644 index 000000000..860b1e45f --- /dev/null +++ b/compendium/feats/expeditious-advance-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Expeditious Advance"] +--- +# Expeditious Advance *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lion Blade Dedication](compendium/feats/lion-blade-dedication-lowg.md) +- **Requirements**: You are unarmored or wearing light armor. + +You advance and retreat quickly. You gain a +10-foot status bonus to your speed. + +*Source: Lost Omens: World Guide p. 131* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/expert-backstabber-apg.md b/compendium/feats/expert-backstabber-apg.md new file mode 100644 index 000000000..2e4d64d6e --- /dev/null +++ b/compendium/feats/expert-backstabber-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Expert Backstabber"] +--- +# Expert Backstabber *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Assassin Dedication](compendium/feats/assassin-dedication-apg.md) + +When you [Strike](rules/actions/strike.md) a [flat-footed](rules/conditions.md#Flat-footed) foe with a weapon that has the [backstabber](rules/traits/backstabber.md) weapon trait, you deal 2 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 4 extra precision damage instead of 2. + +*Source: Advanced Player's Guide p. 158* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/expert-captivator-spellcasting-lotgb.md b/compendium/feats/expert-captivator-spellcasting-lotgb.md new file mode 100644 index 000000000..4ceeddf5f --- /dev/null +++ b/compendium/feats/expert-captivator-spellcasting-lotgb.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Expert Captivator Spellcasting"] +--- +# Expert Captivator Spellcasting *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Captivator Spellcasting](compendium/feats/basic-captivator-spellcasting-lotgb.md) + +You learn more powerful spells to enchant and deceive. + +You learn a 4th-level occult spell. At 12th level, you learn a 5th-level spell, and at 14th level, you learn a 6th-level spell. + +Each of these spells must come from either the enchantment or illusion school. You [Cast these Spells](rules/actions/cast-a-spell.md) as occult innate spells. + +You become an expert with spell attack rolls and spell DCs for occult spells. + +## Expert Captivator Spellcasting leads to... + +[Master Captivator Spellcasting](compendium/feats/master-captivator-spellcasting-lotgb.md) + +## Summary + +*Source: Lost Omens: The Grand Bazaar p. 121* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/expert-cathartic-spellcasting-som.md b/compendium/feats/expert-cathartic-spellcasting-som.md new file mode 100644 index 000000000..868167d41 --- /dev/null +++ b/compendium/feats/expert-cathartic-spellcasting-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Expert Cathartic Spellcasting"] +--- +# Expert Cathartic Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Cathartic Spellcasting](compendium/feats/basic-cathartic-spellcasting-som.md) + +You gain the expert spellcasting benefits. + +## Expert Cathartic Spellcasting leads to... + +[Master Cathartic Spellcasting](compendium/feats/master-cathartic-spellcasting-som.md) + +## Summary + +*Source: Secrets of Magic p. 195* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/expert-combat-eidolon-som.md b/compendium/feats/expert-combat-eidolon-som.md new file mode 100644 index 000000000..88de9fc88 --- /dev/null +++ b/compendium/feats/expert-combat-eidolon-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Expert Combat Eidolon"] +--- +# Expert Combat Eidolon *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Summoner Dedication](compendium/feats/summoner-dedication-som.md) + +Your eidolon advances its capabilities in combat. Your eidolon becomes an expert in unarmed attacks. If you are an expert in unarmored defense, your eidolon also becomes an expert in unarmored defense. If you have weapon specialization, your eidolon also gains weapon specialization. + +*Source: Secrets of Magic p. 77* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/expert-disassembly-apg.md b/compendium/feats/expert-disassembly-apg.md new file mode 100644 index 000000000..dbc580b76 --- /dev/null +++ b/compendium/feats/expert-disassembly-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/skill +aliases: ["Expert Disassembly"] +--- +# Expert Disassembly *Feat 7* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting), [Scrounger Dedication](compendium/feats/scrounger-dedication-apg.md) + +You can apply the same techniques you use to reverse engineer objects to disable them. You can use [Crafting](compendium/skills.md#Crafting) instead of [Thievery](compendium/skills.md#Thievery) to [Disable a Device](rules/actions/disable-a-device.md) or [Pick a Lock](rules/actions/pick-a-lock.md). + +*Source: Advanced Player's Guide p. 190* +%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/expert-drill-sergeant-locg.md b/compendium/feats/expert-drill-sergeant-locg.md new file mode 100644 index 000000000..aff0c5fae --- /dev/null +++ b/compendium/feats/expert-drill-sergeant-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/hobgoblin +aliases: ["Expert Drill Sergeant"] +--- +# Expert Drill Sergeant *Feat 5* +[hobgoblin](rules/traits/hobgoblin-locg.md) + + +You know how to get the most out of your allies. While exploring, when you are leading and allies are [Following the Expert](rules/actions/follow-the-expert.md), you grant a +3 circumstance bonus instead of +2 if you're an expert in the applicable skill, and a +4 circumstance bonus if you're a master. + +*Source: Lost Omens: Character Guide p. 51* +%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/compendium/feats/expert-eldritch-archer-spellcasting-apg.md b/compendium/feats/expert-eldritch-archer-spellcasting-apg.md new file mode 100644 index 000000000..8047cbc94 --- /dev/null +++ b/compendium/feats/expert-eldritch-archer-spellcasting-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Expert Eldritch Archer Spellcasting"] +--- +# Expert Eldritch Archer Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Eldritch Archer Spellcasting](compendium/feats/basic-eldritch-archer-spellcasting-apg.md) + +You gain the expert spellcasting benefits. + +## Expert Eldritch Archer Spellcasting leads to... + +[Master Eldritch Archer Spellcasting](compendium/feats/master-eldritch-archer-spellcasting-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 173* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/expert-herbalism-apg.md b/compendium/feats/expert-herbalism-apg.md new file mode 100644 index 000000000..fc63907b6 --- /dev/null +++ b/compendium/feats/expert-herbalism-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Expert Herbalism"] +--- +# Expert Herbalism *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Herbalist Dedication](compendium/feats/herbalist-dedication-apg.md), expert in [Nature](compendium/skills.md#Nature) + +Your advanced alchemy level for herbalism increases to your level – 3. You gain the formulas for elixirs of life as soon as your advanced alchemy level is high enough to create them: lesser at 8th level, moderate at 12th level, greater at 16th level, and major at 18th level. + +*Source: Advanced Player's Guide p. 176* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/expert-magus-spellcasting-som.md b/compendium/feats/expert-magus-spellcasting-som.md new file mode 100644 index 000000000..707bafc9c --- /dev/null +++ b/compendium/feats/expert-magus-spellcasting-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Expert Magus Spellcasting"] +--- +# Expert Magus Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Magus Spellcasting](compendium/feats/basic-magus-spellcasting-som.md), master in [Arcana](compendium/skills.md#Arcana) + +You gain the expert bounded spellcasting benefits. + +## Expert Magus Spellcasting leads to... + +[Master Magus Spellcasting](compendium/feats/master-magus-spellcasting-som.md) + +## Summary + +*Source: Secrets of Magic p. 75* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/expert-oracle-spellcasting-apg.md b/compendium/feats/expert-oracle-spellcasting-apg.md new file mode 100644 index 000000000..2df9a5b2a --- /dev/null +++ b/compendium/feats/expert-oracle-spellcasting-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Expert Oracle Spellcasting"] +--- +# Expert Oracle Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Oracle Spellcasting](compendium/feats/basic-oracle-spellcasting-apg.md), master in [Religion](compendium/skills.md#Religion) + +You gain the expert spellcasting benefits. + +## Expert Oracle Spellcasting leads to... + +[Master Oracle Spellcasting](compendium/feats/master-oracle-spellcasting-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 152* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/expert-poisoner-apg.md b/compendium/feats/expert-poisoner-apg.md new file mode 100644 index 000000000..819078551 --- /dev/null +++ b/compendium/feats/expert-poisoner-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Expert Poisoner"] +--- +# Expert Poisoner *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Poisoner Dedication](compendium/feats/poisoner-dedication-apg.md), expert in [Crafting](compendium/skills.md#Crafting) + +Your advanced alchemy level for poison increases to your level – 3. + +*Source: Advanced Player's Guide p. 186* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/expert-psychic-spellcasting-da.md b/compendium/feats/expert-psychic-spellcasting-da.md new file mode 100644 index 000000000..5a98be347 --- /dev/null +++ b/compendium/feats/expert-psychic-spellcasting-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Expert Psychic Spellcasting"] +--- +# Expert Psychic Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Psychic Spellcasting](compendium/feats/basic-psychic-spellcasting-da.md), master in [Occultism](compendium/skills.md#Occultism) + +You gain the expert spellcasting benefits. + +## Expert Psychic Spellcasting leads to... + +[Master Psychic Spellcasting](compendium/feats/master-psychic-spellcasting-da.md) + +## Summary + +*Source: Dark Archive p. 48* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/expert-scroll-cache-apg.md b/compendium/feats/expert-scroll-cache-apg.md new file mode 100644 index 000000000..5c6af96a2 --- /dev/null +++ b/compendium/feats/expert-scroll-cache-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Expert Scroll Cache"] +--- +# Expert Scroll Cache *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Scroll Cache](compendium/feats/basic-scroll-cache-apg.md) + +Your scroll collection is more powerful. In addition to your daily scrolls from Basic Scroll Cache, add a scroll with a 3rd-level spell. At 14th level, add a scroll with a 4th-level spell. At 16th level, add a scroll with a 5th-level spell. + +## Expert Scroll Cache leads to... + +[Master Scroll Cache](compendium/feats/master-scroll-cache-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 189* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/expert-snowcasting-tv.md b/compendium/feats/expert-snowcasting-tv.md new file mode 100644 index 000000000..a4a36c11b --- /dev/null +++ b/compendium/feats/expert-snowcasting-tv.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/tv +- trait/archetype +aliases: ["Expert Snowcasting"] +--- +# Expert Snowcasting *Feat 12* +[archetype](rules/traits/archetype.md) + + +You draw ever more magical cold into your being, learning how to manipulate it to your whims. You gain the expert spellcasting benefits. + +*Source: Treasure Vault p. 185* +%% #compendium/src/pf2e/tv #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/expert-spellcasting-som.md b/compendium/feats/expert-spellcasting-som.md new file mode 100644 index 000000000..7a4f7672f --- /dev/null +++ b/compendium/feats/expert-spellcasting-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/class +- trait/pervasive-magic +- trait/rare +aliases: ["Expert Spellcasting"] +--- +# Expert Spellcasting *Feat 12* +[[class]](rules/traits/any-class-som.md) [pervasive magic](rules/traits/pervasive-magic-som.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: [Basic Spellcasting](compendium/feats/basic-spellcasting-som.md) + +You gain the expert spellcasting archetype benefits. + +## Expert Spellcasting leads to... + +[Master Spellcasting](compendium/feats/master-spellcasting-som.md) + +## Summary + +*Source: Secrets of Magic p. 219* +%% #compendium/src/pf2e/som #trait/class #trait/pervasive-magic #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/expert-summoner-spellcasting-som.md b/compendium/feats/expert-summoner-spellcasting-som.md new file mode 100644 index 000000000..d766de80c --- /dev/null +++ b/compendium/feats/expert-summoner-spellcasting-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Expert Summoner Spellcasting"] +--- +# Expert Summoner Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Summoner Spellcasting](compendium/feats/basic-summoner-spellcasting-som.md), master in the skill associated with your eidolon's tradition + +You gain the expert bounded spellcasting benefits. + +## Expert Summoner Spellcasting leads to... + +[Master Summoner Spellcasting](compendium/feats/master-summoner-spellcasting-som.md) + +## Summary + +*Source: Secrets of Magic p. 77* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/expert-witch-spellcasting-apg.md b/compendium/feats/expert-witch-spellcasting-apg.md new file mode 100644 index 000000000..3588bc23a --- /dev/null +++ b/compendium/feats/expert-witch-spellcasting-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Expert Witch Spellcasting"] +--- +# Expert Witch Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Witch Spellcasting](compendium/feats/basic-witch-spellcasting-apg.md), master in the skill associated with your patron's tradition + +You gain the expert spellcasting benefits. + +## Expert Witch Spellcasting leads to... + +[Master Witch Spellcasting](compendium/feats/master-witch-spellcasting-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 154* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/explosive-death-drop-lopsg.md b/compendium/feats/explosive-death-drop-lopsg.md new file mode 100644 index 000000000..c28e27b99 --- /dev/null +++ b/compendium/feats/explosive-death-drop-lopsg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/fire +- trait/monk +aliases: ["Explosive Death Drop"] +--- +# Explosive Death Drop [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[fire](rules/traits/fire.md) [monk](rules/traits/monk.md) + +- **Prerequisites**: [Blazing Talon Surge](compendium/feats/blazing-talon-surge-lopsg.md) +- **Requirements**: You are in Rain of Embers Stance and have a target [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). +- **Activity** Single Action + +You lift your enemy into the air before bringing them crashing down with a fiery detonation. Roll an [Athletics](compendium/skills.md#Athletics) check against your target's Fortitude DC. You take a –1 circumstance penalty to your check if the target is one size larger than you and a –3 circumstance penalty if it's larger than that. You gain a +1 circumstance bonus to your check if the target is one size smaller than you and a +3 circumstance bonus if it's smaller than that. + +> [!success-degree] +> - **Critical Success** The target takes `12d6` fire damage and falls [prone](rules/conditions.md#Prone) in an unoccupied adjacent square of your choice. The target is no longer [grabbed](rules/conditions.md#Grabbed). The target and any creature adjacent to it also each take `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). +> - **Success** As critical success, but the target takes `6d6` fire damage instead of `12d6`, and creatures don't take [persistent fire damage](rules/conditions.md#Persistent%20Damage). +> - **Failure** The target is no longer [grabbed](rules/conditions.md#Grabbed). +> - **Critical Failure** As failure, but you fall [prone](rules/conditions.md#Prone). + +*Source: Lost Omens: Pathfinder Society Guide p. 119* +%% #compendium/src/pf2e/lopsg #trait/fire #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/express-rider-apg.md b/compendium/feats/express-rider-apg.md new file mode 100644 index 000000000..236ebb1e1 --- /dev/null +++ b/compendium/feats/express-rider-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/exploration +- trait/general +- trait/move +- trait/skill +aliases: ["Express Rider"] +--- +# Express Rider *Feat 1* +[exploration](rules/traits/exploration.md) [general](rules/traits/general.md) [move](rules/traits/move.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Nature](compendium/skills.md#Nature) + +You know how to encourage your mount to cover ground quickly. When calculating your travel speed (Core Rulebook 479) for the day while mounted, you can attempt a [Nature](compendium/skills.md#Nature) check to [Command an Animal](rules/actions/command-an-animal.md) to increase your mount's travel speed. The DC is determined by the GM, but is typically based on the mount's level or the difficulty of the environment, whichever is harder. On a success, increase your mount's travel speed by half. This has no effect on your mount's movement in encounters. + +*Source: Advanced Player's Guide p. 206* +%% #compendium/src/pf2e/apg #trait/exploration #trait/general #trait/move #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/extend-boost-som.md b/compendium/feats/extend-boost-som.md new file mode 100644 index 000000000..509745893 --- /dev/null +++ b/compendium/feats/extend-boost-som.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/summoner +aliases: ["Extend Boost"] +--- +# Extend Boost *Feat 1* +[summoner](rules/traits/summoner-som.md) + + +You can increase the duration of your eidolon's boosts. You learn the [extend boost](compendium/spells/extend-boost-som.md) link spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Secrets of Magic p. 67* +%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/extinguish-light-loag.md b/compendium/feats/extinguish-light-loag.md new file mode 100644 index 000000000..450f54a4d --- /dev/null +++ b/compendium/feats/extinguish-light-loag.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/darkness +- trait/evocation +- trait/fetchling +- trait/occult +aliases: ["Extinguish Light"] +--- +# Extinguish Light [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* +[darkness](rules/traits/darkness.md) [evocation](rules/traits/evocation.md) [fetchling](rules/traits/fetchling-b2.md) [occult](rules/traits/occult.md) + +- **Frequency**: once every 10 minutes +- **Activity** Two-Action + +You wrap shadow around a single unattended light source within 120 feet that's no larger than a torch. Any non-magical light source you target is automatically extinguished. For magical light sources, attempt a counteract check using your Fortitude or [Thievery](compendium/skills.md#Thievery) modifier against the target's DC. Your counteract level is equal to half your level rounded up. Successfully counteracting the light source suppresses its ability to produce light for 1 minute, but not any other effects. If you're in dim light or darkness when you Extinguish Light, its range is 240 feet. + +*Source: Lost Omens: Ancestry Guide p. 87* +%% #compendium/src/pf2e/loag #trait/darkness #trait/evocation #trait/fetchling #trait/occult %% \ No newline at end of file diff --git a/compendium/feats/extra-squishy-apg.md b/compendium/feats/extra-squishy-apg.md new file mode 100644 index 000000000..31f8065b2 --- /dev/null +++ b/compendium/feats/extra-squishy-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/goblin +aliases: ["Extra Squishy"] +--- +# Extra Squishy *Feat 1* +[goblin](rules/traits/goblin.md) + +- **Prerequisites**: unbreakable goblin heritage + +Your rubbery physique makes it easier for you to wedge yourself into tight spaces and more difficult for your enemies to dislodge you. You become trained in [Acrobatics](compendium/skills.md#Acrobatics). If you would automatically become trained in [Acrobatics](compendium/skills.md#Acrobatics) (from your background or class, for example), you instead become trained in a skill of your choice. If you roll a success to [Squeeze](rules/actions/squeeze.md), you get a critical success instead. While you're [Squeezing](rules/actions/squeeze.md), you gain a +4 circumstance bonus to your Fortitude or Reflex DCs against attempts to [Shove](rules/actions/shove.md) you or otherwise move you from your space. + +*Source: Advanced Player's Guide p. 45* +%% #compendium/src/pf2e/apg #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/extradimensional-stash-frp3.md b/compendium/feats/extradimensional-stash-frp3.md new file mode 100644 index 000000000..527d9067c --- /dev/null +++ b/compendium/feats/extradimensional-stash-frp3.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp3 +- trait/extradimensional +- trait/rogue +- trait/uncommon +aliases: ["Extradimensional Stash"] +--- +# Extradimensional Stash *Feat 20* +[extradimensional](rules/traits/extradimensional.md) [rogue](rules/traits/rogue.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: legendary in [Thievery](compendium/skills.md#Thievery) + +When you perform sleight of hand, you fold space so that objects really do disappear. You create a small extradimensional space somewhere within in your clothing that can hold up to 5 Bulk worth of objects. The space functions as a bag of holding, but can hold only up to 5 Bulk, has no Bulk of its own, and can be Interacted with using only one hand. + +In addition, when you [Palm an Object](rules/actions/palm-an-object.md), you can place it directly into this extradimensional space as long as the space has sufficient free space to hold the object. + +*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 75* +%% #compendium/src/pf2e/frp3 #trait/extradimensional #trait/rogue #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/exude-abyssal-corruption-da.md b/compendium/feats/exude-abyssal-corruption-da.md new file mode 100644 index 000000000..bb5fce99f --- /dev/null +++ b/compendium/feats/exude-abyssal-corruption-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/manipulate +- trait/poison +aliases: ["Exude Abyssal Corruption"] +--- +# Exude Abyssal Corruption [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) [poison](rules/traits/poison.md) + +- **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md), your entity is a demon +- **Activity** Single Action + +Most of the changes from the demon within you have harmed you so far, but you've found a way to expel some of the corruption within you to poison others. Until the beginning of your next turn, you and your weapons are covered in toxic sludge or another similar manifestation of the demonic corruption; your melee [Strikes](rules/actions/strike.md) deal an additional `1d6` poison damage, and each time a creature hits you with a melee unarmed attack or otherwise touches you, it takes `1d6` poison damage. + +At 14th level, the poison damage increases to `2d6`, and at 20th level, the poison damage increases to `3d6`. + +*Source: Dark Archive p. 141* +%% #compendium/src/pf2e/da #trait/archetype #trait/manipulate #trait/poison %% \ No newline at end of file diff --git a/compendium/feats/eye-for-numbers-apg.md b/compendium/feats/eye-for-numbers-apg.md new file mode 100644 index 000000000..c694f968a --- /dev/null +++ b/compendium/feats/eye-for-numbers-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Eye For Numbers"] +--- +# Eye For Numbers [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Society](compendium/skills.md#Society) +- **Activity** Single Action + +You've learned to subitize, quickly estimating the number of items in a group with relative accuracy at only a glance. You immediately learn the number of visually similar items in a group you can see (such as coins, books, or people), rounded to the first digit in the total number. For example, you could look at a case of potion vials and learn that it held about 30 vials, but you wouldn't know that it was exactly 33 vials, how many different types of potions there were, or how many of which type. Similarly, you could look at a pile of 2,805 coins and know that there were about 3,000 coins in all. You can use this ability only on items that can typically be counted, so you can't use it on grains of sand or stars in the sky, for example. + +In addition, when you attempt to [Decipher Writing](rules/actions/decipher-writing.md) that is primarily numerical or mathematical, you gain a +2 circumstance bonus to your check. + +*Source: Advanced Player's Guide p. 206* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/eye-for-treasure-apg.md b/compendium/feats/eye-for-treasure-apg.md new file mode 100644 index 000000000..3c8fc0fe8 --- /dev/null +++ b/compendium/feats/eye-for-treasure-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/dwarf +aliases: ["Eye For Treasure"] +--- +# Eye For Treasure *Feat 1* +[dwarf](rules/traits/dwarf.md) + + +You know good artisanship when you see it and can wax poetic about crafting techniques and forms. + +You become trained in [Crafting](compendium/skills.md#Crafting) and gain a +1 circumstance bonus on all [Crafting](compendium/skills.md#Crafting) checks made to [Recall Knowledge](rules/actions/recall-knowledge.md). + +If you would automatically become trained in [Crafting](compendium/skills.md#Crafting) (from your background or class, for example), you instead become trained in a skill of your choice. In addition, you gain the [Crafter's Appraisal](compendium/feats/crafters-appraisal-apg.md) skill feat, enabling you to identify magic items using the [Crafting](compendium/skills.md#Crafting) skill. + +*Source: Advanced Player's Guide p. 42* +%% #compendium/src/pf2e/apg #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/eye-of-ozem-lowg.md b/compendium/feats/eye-of-ozem-lowg.md new file mode 100644 index 000000000..dd53a5560 --- /dev/null +++ b/compendium/feats/eye-of-ozem-lowg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Eye Of Ozem"] +--- +# Eye Of Ozem *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md), expert in [Perception](compendium/skills.md#Perception) + +You've learned how to spot danger at a distance, allowing you to serve as a sentry with ease. You gain a +2 circumstance bonus to initiative rolls when using [Perception](compendium/skills.md#Perception), and when you're Scouting, you grant your allies a +2 circumstance bonus instead of +1. + +*Source: Lost Omens: World Guide p. 47* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/eye-of-the-arclords-lowg.md b/compendium/feats/eye-of-the-arclords-lowg.md new file mode 100644 index 000000000..61ce9660e --- /dev/null +++ b/compendium/feats/eye-of-the-arclords-lowg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/general +- trait/skill +- trait/uncommon +aliases: ["Eye Of The Arclords"] +--- +# Eye Of The Arclords [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You are a member of the Arclords of Nex. +- **Prerequisites**: expert in [Arcana](compendium/skills.md#Arcana), [Arcane Sense](compendium/feats/arcane-sense.md) +- **Frequency**: once per day +- **Activity** Single Action + +You open an incandescent third eye upon your forehead. The eye can remain open for 1 minute, and you can close it before then with a single action with the [concentrate](rules/traits/concentrate.md) trait. It can remain open for 2 minutes if you're a master in [Arcana](compendium/skills.md#Arcana), or 5 minutes if you're legendary. While the eye is open, you gain the following benefits: you gain the effects of the detect magic arcane innate spell from your Arcane Sense at the start of each of your turns without needing to cast the spell; you gain [darkvision](rules/abilities/darkvision.md); you gain a +2 status bonus to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) [undetected](rules/conditions.md#Undetected) and [hidden](rules/conditions.md#Hidden) creatures and to your [Perception](compendium/skills.md#Perception) DC against [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md). After your third eye closes, you are [dazzled](rules/conditions.md#Dazzled) for an amount of time equal to how long you had it open. + +*Source: Lost Omens: World Guide p. 81* +%% #compendium/src/pf2e/lowg #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/eyes-of-night-apg.md b/compendium/feats/eyes-of-night-apg.md new file mode 100644 index 000000000..d949e61c2 --- /dev/null +++ b/compendium/feats/eyes-of-night-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/dhampir +aliases: ["Eyes Of Night"] +--- +# Eyes Of Night *Feat 1* +[dhampir](rules/traits/dhampir-b1.md) + +- **Prerequisites**: low-light vision + +You can see in the darkness as easily as a true vampire. You gain [darkvision](rules/abilities/darkvision.md). + +**Special.** You can select this feat only at 1st level, and you can't retrain into or out of this feat. + +*Source: Advanced Player's Guide p. 33* +%% #compendium/src/pf2e/apg #trait/dhampir %% \ No newline at end of file diff --git a/compendium/feats/fabricated-connections-apg.md b/compendium/feats/fabricated-connections-apg.md new file mode 100644 index 000000000..bc6f66ae8 --- /dev/null +++ b/compendium/feats/fabricated-connections-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/skill +aliases: ["Fabricated Connections"] +--- +# Fabricated Connections *Feat 7* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Dandy Dedication](compendium/feats/dandy-dedication-apg.md); master in [Deception](compendium/skills.md#Deception) + +You can lie about having taken an action so convincingly that you acquire all the tangible benefits of having successfully completed it. You can roll [Deception](compendium/skills.md#Deception) in place of a different skill when attempting to [Earn Income](rules/actions/earn-income.md), [Make an Impression](rules/actions/make-an-impression.md), [Request](rules/actions/request.md), or [Subsist](rules/actions/subsist.md). You can use Fabricated Connections to [Make an Impression](rules/actions/make-an-impression.md) or [Request](rules/actions/request.md) once per day, and you can also use it once per week to [Earn Income](rules/actions/earn-income.md) or [Subsist](rules/actions/subsist.md). + +*Source: Advanced Player's Guide p. 167* +%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/fade-away-locg.md b/compendium/feats/fade-away-locg.md new file mode 100644 index 000000000..5d0b39710 --- /dev/null +++ b/compendium/feats/fade-away-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/halfling +aliases: ["Fade Away"] +--- +# Fade Away *Feat 9* +[halfling](rules/traits/halfling.md) + +- **Prerequisites**: [Easily Dismissed](compendium/feats/easily-dismissed-locg.md) + +Your ability to blend into the background allows you to fade away entirely or appear innocuous even to [magical](rules/traits/magical.md) effects. You gain invisibility and misdirection as 2nd-level innate occult spells. You can target only yourself with invisibility, and you must be the primary target of misdirection. You can cast each spell once per day. + +*Source: Lost Omens: Character Guide p. 45* +%% #compendium/src/pf2e/locg #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/fading-lol.md b/compendium/feats/fading-lol.md new file mode 100644 index 000000000..73ce57e8e --- /dev/null +++ b/compendium/feats/fading-lol.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lol +- trait/archetype +- trait/rare +- trait/teleportation +aliases: ["Fading"] +--- +# Fading [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) [teleportation](rules/traits/teleportation.md) + +- **Prerequisites**: [Crimson Shroud](compendium/feats/crimson-shroud-lowg.md) +- **Frequency**: once per Crimson Shroud +- **Trigger** You are targeted with a [Strike](rules/actions/strike.md) by someone you can detect while your Crimson +- **Activity** Reaction + +You fade partially from reality. The attacker must attempt a DC 11 flat check; on a failure, the attack passes harmlessly through the image of your body that remains behind. An instant later you return to reality, and your Crimson Shroud ends. + +*Source: Lost Omens: Legends p. 58* +%% #compendium/src/pf2e/lol #trait/archetype #trait/rare #trait/teleportation %% \ No newline at end of file diff --git a/compendium/feats/fake-it-till-you-make-it-da.md b/compendium/feats/fake-it-till-you-make-it-da.md new file mode 100644 index 000000000..601bd158e --- /dev/null +++ b/compendium/feats/fake-it-till-you-make-it-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Fake It Till You Make It"] +--- +# Fake It Till You Make It *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) + +When you take on a role, you become more capable with all sorts of tasks involving that role. When you Assume a Role, choose two skills associated with the role in some way; if you're untrained, you can use your level as your proficiency bonus for those skills, and you gain a +1 circumstance bonus to skill checks with those skills as long as you remain in that role. You and the GM determine which skills you assume. + +*Source: Dark Archive p. 127* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/false-faith-aoa4.md b/compendium/feats/false-faith-aoa4.md new file mode 100644 index 000000000..7703c4388 --- /dev/null +++ b/compendium/feats/false-faith-aoa4.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa4 +- trait/cleric +aliases: ["False Faith"] +--- +# False Faith *Feat 1* +[cleric](rules/traits/cleric.md) + +- **Prerequisites**: worshipper of [Droskar](compendium/setting/deities/droskar-logm.md) + +[Droskar](compendium/setting/deities/droskar-logm.md) knows you may need to disguise yourself in societies that oppose your faith. After spending 1 hour in prayer to [Droskar](compendium/setting/deities/droskar-logm.md), you can cast spells using the religious symbol of a different deity as your divine focus, and you can address verbal prayers to that deity. [Droskar](compendium/setting/deities/droskar-logm.md) intercepts your prayers and answers them without the named god knowing. + +This ability applies to the religious symbol of only one god at a time—making a different religious symbol work in this fashion requires another hour of prayer and causes the old one to cease functioning. You can always use a religious symbol of [Droskar](compendium/setting/deities/droskar-logm.md) without affecting this ability. + +*Source: Age of Ashes #4: Fires of the Haunted City p. 63* +%% #compendium/src/pf2e/aoa4 #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/familiar-conduit-apg.md b/compendium/feats/familiar-conduit-apg.md new file mode 100644 index 000000000..5155cdadc --- /dev/null +++ b/compendium/feats/familiar-conduit-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/concentrate +- trait/metamagic +aliases: ["Familiar Conduit"] +--- +# Familiar Conduit [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Familiar Master Dedication](compendium/feats/familiar-master-dedication-apg.md), able to cast spells +- **Requirements**: You have line of effect to your familiar. +- **Activity** Single Action + +Under your tutelage, your familiar has grown attuned to the hidden currents of the world and can serve as a conduit for your magic. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that has a range, the spell uses the familiar as its origin point. + +*Source: Advanced Player's Guide p. 174* +%% #compendium/src/pf2e/apg #trait/archetype #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/familiar-foe-lokl.md b/compendium/feats/familiar-foe-lokl.md new file mode 100644 index 000000000..b1b071dc6 --- /dev/null +++ b/compendium/feats/familiar-foe-lokl.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +- trait/skill +aliases: ["Familiar Foe"] +--- +# Familiar Foe *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md), expert in [Religion](compendium/skills.md#Religion) or [Undead Lore](compendium/skills.md#Lore) + +You regularly face off against undead and can identify many with a glance. You gain a +1 circumstance bonus on skill checks to [Recall Knowledge](rules/actions/recall-knowledge.md) about undead. Whenever you roll a critical failure on a check to [Recall Knowledge](rules/actions/recall-knowledge.md) about undead, you get a failure instead. + +*Source: Lost Omens: Knights of Lastwall p. 78* +%% #compendium/src/pf2e/lokl #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/familiar-form-lopsg.md b/compendium/feats/familiar-form-lopsg.md new file mode 100644 index 000000000..912e3e878 --- /dev/null +++ b/compendium/feats/familiar-form-lopsg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Familiar Form"] +--- +# Familiar Form *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md) + +You can use your magic to transform into a small creature of a type that commonly serves as a spellcaster's familiar, potentially allowing you to safely scout for your party while retaining a degree of spellcasting ability. You gain the [familiar form](compendium/spells/familiar-form-lopsg.md) focus spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Lost Omens: Pathfinder Society Guide p. 49* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/familiar-magus-som.md b/compendium/feats/familiar-magus-som.md new file mode 100644 index 000000000..b3103886a --- /dev/null +++ b/compendium/feats/familiar-magus-som.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Familiar (Magus)"] +--- +# Familiar (Magus) *Feat 1* +[magus](rules/traits/magus-som.md) + + +You make a pact with a creature that helps you with your martial endeavors and assists your spellcasting. You gain a familiar. + +*Source: Secrets of Magic p. 42* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/familiar-mascot-apg.md b/compendium/feats/familiar-mascot-apg.md new file mode 100644 index 000000000..2b7965cfa --- /dev/null +++ b/compendium/feats/familiar-mascot-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Familiar Mascot"] +--- +# Familiar Mascot *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Familiar Master Dedication](compendium/feats/familiar-master-dedication-apg.md) + +Your familiar is the heart and soul of your adventuring team. + +When selecting master abilities, you can choose an ally to benefit from any specific master ability. Each master ability can benefit only a single character, and you can select a specific master ability only once unless the ability says otherwise. + +*Source: Advanced Player's Guide p. 174* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/familiar-master-dedication-apg.md b/compendium/feats/familiar-master-dedication-apg.md new file mode 100644 index 000000000..7fd5b0c36 --- /dev/null +++ b/compendium/feats/familiar-master-dedication-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Familiar Master Dedication"] +--- +# Familiar Master Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + + +You have forged a mystical bond with a creature. This might have involved complex rituals and invocations, such as meditating under the moon until something crept out of the forest. Or maybe you just did each other a good turn, such as rescuing the beast from a trap or a foe, and then being rescued in turn. Whatever the details, you are now comrades until the end. You gain a familiar (Core Rulebook 198). If you already have a familiar, you gain the [Enhanced Familiar](compendium/feats/enhanced-familiar-wizard.md) feat. + +**Special.** You can't select another dedication feat until you have gained two other feats from the familiar master archetype. + +## Familiar Master Dedication leads to... + +[Familiar Conduit](compendium/feats/familiar-conduit-apg.md), [Familiar Mascot](compendium/feats/familiar-mascot-apg.md), [Improved Familiar (Familiar Master)](compendium/feats/improved-familiar-familiar-master-apg.md), [Mutable Familiar](compendium/feats/mutable-familiar-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 174* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/familiar-oddities-da.md b/compendium/feats/familiar-oddities-da.md new file mode 100644 index 000000000..480bc6e17 --- /dev/null +++ b/compendium/feats/familiar-oddities-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/skill +aliases: ["Familiar Oddities"] +--- +# Familiar Oddities *Feat 2* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md), trained in [Occultism](compendium/skills.md#Occultism) or [Curse Lore](compendium/skills.md#Lore) + +Perhaps due to the curse within you, curses occasionally perceive you as an extension of themselves and readily reveal themselves to you. You gain a +2 circumstance bonus to checks to [Identify Magic](rules/actions/identify-magic.md) on a cursed item or a spell that has the [curse](rules/traits/curse.md) trait. + +*Source: Dark Archive p. 169* +%% #compendium/src/pf2e/da #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/familiar-thaumaturge-da.md b/compendium/feats/familiar-thaumaturge-da.md new file mode 100644 index 000000000..ec834e5dc --- /dev/null +++ b/compendium/feats/familiar-thaumaturge-da.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/thaumaturge +aliases: ["Familiar (Thaumaturge)"] +--- +# Familiar (Thaumaturge) *Feat 1* +[thaumaturge](rules/traits/thaumaturge-da.md) + + +Whether by following occult rituals, piecing together scraps of arcane theory, or some other method, you've called forth a creature that now serves as your constant companion in your studies of the supernatural. You gain a familiar. + +*Source: Dark Archive p. 42* +%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/familiars-eyes-apg.md b/compendium/feats/familiars-eyes-apg.md new file mode 100644 index 000000000..c46cda5b1 --- /dev/null +++ b/compendium/feats/familiars-eyes-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/divination +- trait/witch +aliases: ["Familiar's Eyes"] +--- +# Familiar's Eyes [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[concentrate](rules/traits/concentrate.md) [divination](rules/traits/divination.md) [witch](rules/traits/witch-apg.md) + +- **Prerequisites**: a familiar +- **Activity** Single Action + +You use your familiar's senses as easily as your own. You project your senses into your familiar. When you do, you lose all sensory information from your own body, but you can sense through your familiar's body until you [Dismiss](rules/actions/dismiss.md) the effect. + +While projecting your senses in this way, you can converse telepathically with your familiar if it understands a language. + +**Special.** This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal). + +*Source: Advanced Player's Guide p. 104* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/divination #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/familiars-language-apg.md b/compendium/feats/familiars-language-apg.md new file mode 100644 index 000000000..a62eec7cc --- /dev/null +++ b/compendium/feats/familiars-language-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/divination +- trait/witch +aliases: ["Familiar's Language"] +--- +# Familiar's Language *Feat 2* +[divination](rules/traits/divination.md) [witch](rules/traits/witch-apg.md) + +- **Prerequisites**: a familiar + +You've learned to speak with your familiar and other creatures like it. You can ask questions of, receive answers from, and use the [Diplomacy](compendium/skills.md#Diplomacy) skill with creatures of the same family of animals as your familiar. For example, if your familiar were a cat, you could gain the effects of speak with animals for any felines (including leopards, lions, and tigers, among others) + +This ability doesn't make them more [friendly](rules/conditions.md#Friendly) than normal. + +If your familiar ever changes to a different creature, you can't use this ability for 1 week while you absorb your new familiar's language. + +**Special.** This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal). + +*Source: Advanced Player's Guide p. 102* +%% #compendium/src/pf2e/apg #trait/divination #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/fancy-moves-apg.md b/compendium/feats/fancy-moves-apg.md new file mode 100644 index 000000000..f1d3ed236 --- /dev/null +++ b/compendium/feats/fancy-moves-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/skill +aliases: ["Fancy Moves"] +--- +# Fancy Moves *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Gladiator Dedication](compendium/feats/gladiator-dedication-apg.md), expert in [Performance](compendium/skills.md#Performance) + +You show off your fighting style to discourage your foes. + +You can use [Performance](compendium/skills.md#Performance) to [Demoralize](rules/actions/demoralize.md). + +*Source: Advanced Player's Guide p. 175* +%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/fanes-escape-lopsg.md b/compendium/feats/fanes-escape-lopsg.md new file mode 100644 index 000000000..393a6e80f --- /dev/null +++ b/compendium/feats/fanes-escape-lopsg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/general +- trait/skill +- trait/uncommon +aliases: ["Fane's Escape"] +--- +# Fane's Escape [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: expert in [Stealth](compendium/skills.md#Stealth) +- **Requirements**: You have a deck of playing cards in your possession. +- **Activity** Two-Action + +A good getaway requires a good distraction. You [Interact](rules/actions/interact.md) to draw a deck of cards and flip it in a fluttering explosion, causing you to become briefly [hidden](rules/conditions.md#Hidden) to all other creatures using vision as their precise sense, and then you [Sneak](rules/actions/sneak.md). You have enough cover to [Sneak](rules/actions/sneak.md) until the end of your turn. This leaves all of the cards from the deck scattered about the room; collecting them into a deck again takes several minutes. + +*Source: Lost Omens: Pathfinder Society Guide p. 119* +%% #compendium/src/pf2e/lopsg #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/fanes-fourberie-lopsg.md b/compendium/feats/fanes-fourberie-lopsg.md new file mode 100644 index 000000000..cea015628 --- /dev/null +++ b/compendium/feats/fanes-fourberie-lopsg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/rogue +- trait/stance +- trait/swashbuckler +- trait/uncommon +aliases: ["Fane's Fourberie"] +--- +# Fane's Fourberie [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[rogue](rules/traits/rogue.md) [stance](rules/traits/stance.md) [swashbuckler](rules/traits/swashbuckler-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Activity** Single Action + +Stella Fane has perfected a technique for using playing cards as weapons that's one part sleight of hand and one part magic. + +When you enter this stance, choose whether to treat [playing cards](compendium/equipment/items/playing-cards-lopsg.md) in your possession as [daggers](compendium/equipment/items/dagger.md) or [darts](compendium/equipment/items/dart.md); you can wield a playing card in all ways as the chosen weapon until the stance ends. As long as the majority of the deck remains in your possession, any cards that are lost or thrown can be found after 1 minute. Otherwise, the remaining cards are likely lost or destroyed. + +A character who has this feat can enchant a single deck of [playing cards](compendium/equipment/items/playing-cards-lopsg.md) as a magic weapon, etching fundamental and property runes directly onto the deck of cards. + +*Source: Lost Omens: Pathfinder Society Guide p. 119* +%% #compendium/src/pf2e/lopsg #trait/rogue #trait/stance #trait/swashbuckler #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/fang-sharpener-locg.md b/compendium/feats/fang-sharpener-locg.md new file mode 100644 index 000000000..fd6695127 --- /dev/null +++ b/compendium/feats/fang-sharpener-locg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/goblin +aliases: ["Fang Sharpener"] +--- +# Fang Sharpener *Feat 1* +[goblin](rules/traits/goblin.md) + +- **Prerequisites**: irongut goblin or razortooth goblin heritage + +You have filed your teeth into jagged points and have an unusually powerful jaw, making your mouth a dangerous weapon. If you're an irongut goblin, you gain a jaws unarmed attack that deals `1d4` piercing damage, and if you're a razortooth goblin, your jaws unarmed attack deals `1d8` piercing damage and loses the [finesse](rules/traits/finesse.md) trait. Whenever you score a critical hit with your jaws unarmed attack, your target takes 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage) per weapon damage die. + +## Fang Sharpener leads to... + +[Ankle Bite](compendium/feats/ankle-bite-locg.md), [Hungry Goblin](compendium/feats/hungry-goblin-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 37* +%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/fangs-apg.md b/compendium/feats/fangs-apg.md new file mode 100644 index 000000000..02c947b29 --- /dev/null +++ b/compendium/feats/fangs-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/dhampir +aliases: ["Fangs"] +--- +# Fangs *Feat 1* +[dhampir](rules/traits/dhampir-b1.md) + + +Your incisors have grown into true fangs: long, sharp, and well-suited to drawing blood. You gain a fangs unarmed attack that deals `1d6` piercing damage. Your fangs are in the brawling group and have the [grapple](rules/traits/grapple.md) and [unarmed](rules/traits/unarmed.md) traits. + +*Source: Advanced Player's Guide p. 33* +%% #compendium/src/pf2e/apg #trait/dhampir %% \ No newline at end of file diff --git a/compendium/feats/far-throw-apg.md b/compendium/feats/far-throw-apg.md new file mode 100644 index 000000000..d507cee59 --- /dev/null +++ b/compendium/feats/far-throw-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["Far Throw"] +--- +# Far Throw *Feat 6* +[rogue](rules/traits/rogue.md) + + +When you [Strike](rules/actions/strike.md) with a thrown weapon, you take only a –1 penalty for each additional range increment between you and the target, rather than a –2 penalty. + +*Source: Advanced Player's Guide p. 135* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/farabellus-flip-lopsg.md b/compendium/feats/farabellus-flip-lopsg.md new file mode 100644 index 000000000..0a6aff9c6 --- /dev/null +++ b/compendium/feats/farabellus-flip-lopsg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/barbarian +- trait/fighter +- trait/ranger +- trait/uncommon +aliases: ["Farabellus Flip"] +--- +# Farabellus Flip [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[barbarian](rules/traits/barbarian.md) [fighter](rules/traits/fighter.md) [ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Acrobatics](compendium/skills.md#Acrobatics) and medium armor +- **Trigger** An enemy targets you with a melee [Strike](rules/actions/strike.md). +- **Activity** Reaction + +Surprisingly agile even in a breastplate and carrying a full rucksack, Marcos Farabellus developed this evasive maneuver during one of his many adventures. Flinging your body into a twisting somersault, you gain a +2 circumstance bonus to your AC against the triggering attack. + +If the attack still hits you, you can [Step](rules/actions/step.md) to an open space that's still within the triggering enemy's reach, turning the impact of the blow into momentum. + +*Source: Lost Omens: Pathfinder Society Guide p. 120* +%% #compendium/src/pf2e/lopsg #trait/barbarian #trait/fighter #trait/ranger #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/fascinating-performance.md b/compendium/feats/fascinating-performance.md index fc97ee200..bc521a2cf 100644 --- a/compendium/feats/fascinating-performance.md +++ b/compendium/feats/fascinating-performance.md @@ -16,7 +16,7 @@ When you [Perform](rules/actions/perform.md), compare your result to the Will DC ## Fascinating Performance leads to... -Focused Fascination +[Focused Fascination](compendium/feats/focused-fascination-apg.md) ## Summary diff --git a/compendium/feats/faultspawn-loil.md b/compendium/feats/faultspawn-loil.md new file mode 100644 index 000000000..ce394550b --- /dev/null +++ b/compendium/feats/faultspawn-loil.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/lineage +- trait/tiefling +aliases: ["Faultspawn"] +--- +# Faultspawn *Feat 1* +[lineage](rules/traits/lineage-apg.md) [tiefling](rules/traits/tiefling-b1.md) + + +You bear a grudge, inherited from a blasphemous asura forebear in your bloodline, against a particular deity and their works. You also have some vestigial signs of your previous incarnation, such as a second set of shoulder blades without usable arms, a set of mostly closed eyes where no eyes belong, or strange scarring reminiscent of a mouth. You gain the Find Fault reaction. + +```ad-embed-ability +title: Find Fault [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[concentrate](rules/traits/concentrate.md) + +- **Trigger**: You attempt a saving throw against a spell or magic effect but haven't rolled yet + +**Effect** You find some kind of fault with the magic, using that flaw to protect yourself from the effect. You gain a +1 circumstance bonus to your saving throw against the triggering effect, which increases to a +2 circumstance bonus if the effect is divine and originates from a worshipper of the deity you chose for your grudge. +%% #trait/concentrate %% +``` + +## Faultspawn leads to... + +[Towering Presence](compendium/feats/towering-presence-loil.md), [Asura Magic](compendium/feats/asura-magic-loil.md), [Dominion Aura](compendium/feats/dominion-aura-loil.md) + +## Summary + +*Source: Lost Omens: Impossible Lands p. 32* +%% #compendium/src/pf2e/loil #trait/lineage #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/favor-of-heaven-loag.md b/compendium/feats/favor-of-heaven-loag.md new file mode 100644 index 000000000..d2db6cf23 --- /dev/null +++ b/compendium/feats/favor-of-heaven-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/tengu +aliases: ["Favor Of Heaven"] +--- +# Favor Of Heaven *Feat 17* +[tengu](rules/traits/tengu-b1.md) + + +You're one of Hei Feng's chosen people and have the authority of the Celestial Court on your side. Once per day, you can cast a 6th-level [spirit blast](compendium/spells/spirit-blast.md) as a divine innate spell. In addition, you gain resistance 5 to both good and evil damage. + +*Source: Lost Omens: Ancestry Guide p. 60* +%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/favorable-winds-loag.md b/compendium/feats/favorable-winds-loag.md new file mode 100644 index 000000000..968c38871 --- /dev/null +++ b/compendium/feats/favorable-winds-loag.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/air +- trait/changeling +- trait/concentrate +- trait/occult +aliases: ["Favorable Winds"] +--- +# Favorable Winds [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[air](rules/traits/air.md) [changeling](rules/traits/changeling-b1.md) [concentrate](rules/traits/concentrate.md) [occult](rules/traits/occult.md) + +- **Prerequisites**: [Virga May](compendium/feats/virga-may-loag.md) +- **Activity** Single Action + +You wrap a shell of favorable wind around a weapon you wield. On your next [Strike](rules/actions/strike.md) with a ranged weapon before the start of your next turn, you don't take circumstance penalties on the attack roll due to wind. In addition, if that weapon has a range increment of 10 feet or less, increase its range increment by 10 feet for that [Strike](rules/actions/strike.md). + +*Source: Lost Omens: Ancestry Guide p. 24* +%% #compendium/src/pf2e/loag #trait/air #trait/changeling #trait/concentrate #trait/occult %% \ No newline at end of file diff --git a/compendium/feats/fearsome-fangs-tv.md b/compendium/feats/fearsome-fangs-tv.md new file mode 100644 index 000000000..44448ae5e --- /dev/null +++ b/compendium/feats/fearsome-fangs-tv.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/tv +- trait/archetype +aliases: ["Fearsome Fangs"] +--- +# Fearsome Fangs *Feat 16* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Ursine Avenger Form + +Your claws and jaws are brutally powerful and efficient, even by ursine standards. The base damage of your jaws unarmed attack from Ursine Avenger Form increases to `1d12`. The base damage of your claws unarmed attack from Ursine Avenger Form increases to `1d8`. + +*Source: Treasure Vault p. 184* +%% #compendium/src/pf2e/tv #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/feast-botd.md b/compendium/feats/feast-botd.md new file mode 100644 index 000000000..21d5e2af6 --- /dev/null +++ b/compendium/feats/feast-botd.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/manipulate +aliases: ["Feast"] +--- +# Feast [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) + +- **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) +- **Requirements**: You are adjacent to a [restrained](rules/conditions.md#Restrained) or [unconscious](rules/conditions.md#Unconscious) creature, or a deceased creature that died in the past hour. +- **Activity** Two-Action + +You feast upon an adjacent [restrained](rules/conditions.md#Restrained) or [unconscious](rules/conditions.md#Unconscious) creature, or a deceased creature that died in the past hour. If the creature is alive, you deal damage equal to your jaws damage. Whether it's alive or not, you gain a number of temporary Hit Points equal to half your level that last for 1 minute. + +You can instead choose to gain temporary Hit Points equal to double your level, but if you do, you must succeed at a DC 6 flat check or your body deteriorates. + +## Feast leads to... + +[Brains!](compendium/feats/brains-botd.md) + +## Summary + +*Source: Book of the Dead p. 60* +%% #compendium/src/pf2e/botd #trait/archetype #trait/manipulate %% \ No newline at end of file diff --git a/compendium/feats/feathered-cloak-loag.md b/compendium/feats/feathered-cloak-loag.md new file mode 100644 index 000000000..0280a882a --- /dev/null +++ b/compendium/feats/feathered-cloak-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/strix +aliases: ["Feathered Cloak"] +--- +# Feathered Cloak *Feat 5* +[strix](rules/traits/strix-loag.md) + + +To blend in with the grounded and wingless, you fold your wings just so on your back, creating the illusion of a feathered cloak. You receive a +2 circumstance bonus to [Deception](compendium/skills.md#Deception) checks to [Impersonate](rules/actions/impersonate.md) a version of yourself who is not a strix. + +Additionally, your folded wings help you obscure objects on your person, providing a +2 circumstance bonus to [Stealth](compendium/skills.md#Stealth) checks to [Conceal an Object](rules/actions/conceal-an-object.md). + +*Source: Lost Omens: Ancestry Guide p. 137* +%% #compendium/src/pf2e/loag #trait/strix %% \ No newline at end of file diff --git a/compendium/feats/feats.md b/compendium/feats/feats.md index 346c701b0..ed9216a53 100644 --- a/compendium/feats/feats.md +++ b/compendium/feats/feats.md @@ -4,416 +4,1668 @@ cssclass: pf2e,pf2e-index --- # Index of Feats +- [A Home In Every Port, *Feat 11*](a-home-in-every-port-apg.md) +- [Aasimar's Mercy, *Feat 13*](aasimars-mercy-apg.md) +- [Aberration Kinship, *Feat 1*](aberration-kinship-loag.md) +- [Able Ritualist, *Feat 8*](able-ritualist-av2.md) +- [Aboleth Transmutation, *Feat 9*](aboleth-transmutation-aaws.md) +- [Absorb Spell [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](absorb-spell-locg.md) +- [Absorb Toxin [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](absorb-toxin-lome.md) - [Abundant Step, *Feat 6*](abundant-step.md) +- [Accelerating Touch, *Feat 4*](accelerating-touch-apg.md) +- [Acclimatization, *Feat 4*](acclimatization-apg.md) +- [Accompany [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](accompany-apg.md) +- [Accurate Flurry, *Feat 20*](accurate-flurry-apg.md) +- [Accurate Swing, *Feat 8*](accurate-swing-ngd.md) +- [Accursed Claws, *Feat 9*](accursed-claws-apg.md) +- [Accursed Clay Fist, *Feat 10*](accursed-clay-fist-ec3.md) +- [Accursed Magic, *Feat 8*](accursed-magic-da.md) +- [Accursed Touch, *Feat 8*](accursed-touch-botd.md) +- [Achaekek's Grip, *Feat 8*](achaekeks-grip-lol.md) +- [Acquired Tolerance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](acquired-tolerance-apg.md) +- [Acrobat Dedication, *Feat 2*](acrobat-dedication-apg.md) +- [Acrobatic Performer, *Feat 1*](acrobatic-performer-apg.md) - [Acute Scent, *Feat 2*](acute-scent.md) - [Acute Vision, *Feat 1*](acute-vision.md) - [Adapted Cantrip, *Feat 1*](adapted-cantrip.md) - [Adaptive Adept, *Feat 5*](adaptive-adept.md) +- [Adaptive Mask Familiar, *Feat 6*](adaptive-mask-familiar-locg.md) +- [Additional Companion, *Feat 4*](additional-companion-apg.md) - [Additional Lore, *Feat 1*](additional-lore.md) +- [Additional Recollection [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](additional-recollection-apg.md) +- [Additional Shadow Magic, *Feat 12*](additional-shadow-magic-apg.md) +- [Adhyabhau, *Feat 1*](adhyabhau-loag.md) - [Adopted Ancestry, *Feat 1*](adopted-ancestry.md) +- [Adrenaline Rush, *Feat 1*](adrenaline-rush-apg.md) +- [Adroit Manipulation, *Feat 1*](adroit-manipulation-locg.md) - [Advanced Arcana, *Feat 6*](advanced-arcana.md) - [Advanced Blood Potency, *Feat 6*](advanced-blood-potency.md) - [Advanced Bloodline, *Feat 6*](advanced-bloodline.md) +- [Advanced Bow Training, *Feat 6*](advanced-bow-training-apg.md) - [Advanced Concoction, *Feat 6*](advanced-concoction.md) +- [Advanced Deduction, *Feat 6*](advanced-deduction-apg.md) - [Advanced Deity's Domain, *Feat 8*](advanced-deitys-domain.md) - [Advanced Devotion, *Feat 6*](advanced-devotion.md) - [Advanced Dogma, *Feat 6*](advanced-dogma.md) - [Advanced Domain, *Feat 8*](advanced-domain.md) +- [Advanced Elemental Spell, *Feat 6*](advanced-elemental-spell-som.md) +- [Advanced First Aid, *Feat 7*](advanced-first-aid-apg.md) +- [Advanced Flair, *Feat 6*](advanced-flair-apg.md) - [Advanced Fury, *Feat 6*](advanced-fury.md) +- [Advanced General Training, *Feat 13*](advanced-general-training-apg.md) +- [Advanced Hallowed Spell, *Feat 8*](advanced-hallowed-spell-botd.md) - [Advanced Hunter's Trick, *Feat 6*](advanced-hunters-trick.md) - [Advanced Kata, *Feat 6*](advanced-kata.md) - [Advanced Maneuver, *Feat 6*](advanced-maneuver.md) +- [Advanced Martial Magic, *Feat 6*](advanced-martial-magic-som.md) - [Advanced Muse's Whispers, *Feat 6*](advanced-muses-whispers.md) +- [Advanced Mysteries, *Feat 6*](advanced-mysteries-apg.md) +- [Advanced Order Training, *Feat 12*](advanced-order-training-locg.md) +- [Advanced Reanimated Companion, *Feat 4*](advanced-reanimated-companion-ooa3.md) +- [Advanced Red Mantis Magic, *Feat 6*](advanced-red-mantis-magic-lowg.md) +- [Advanced Revelation, *Feat 6*](advanced-revelation-apg.md) +- [Advanced Runic Mind-Smithing, *Feat 16*](advanced-runic-mind-smithing-da.md) - [Advanced School Spell, *Feat 8*](advanced-school-spell.md) +- [Advanced Seeker Of Truths, *Feat 12*](advanced-seeker-of-truths-av2.md) +- [Advanced Synergy, *Feat 6*](advanced-synergy-som.md) +- [Advanced Targeting System, *Feat 5*](advanced-targeting-system-loag.md) +- [Advanced Thaumaturgy, *Feat 6*](advanced-thaumaturgy-da.md) +- [Advanced Thoughtform, *Feat 6*](advanced-thoughtform-da.md) - [Advanced Trickery, *Feat 6*](advanced-trickery.md) - [Advanced Weapon Training, *Feat 6*](advanced-weapon-training.md) +- [Advanced Weaponry, *Feat 1*](advanced-weaponry-som.md) - [Advanced Wilding, *Feat 6*](advanced-wilding.md) +- [Advanced Witchcraft, *Feat 6*](advanced-witchcraft-apg.md) - [Advantageous Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](advantageous-assault.md) +- [Aegis Of Arnisant [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](aegis-of-arnisant-locg.md) +- [Aeon Resonance, *Feat 4*](aeon-resonance-som.md) +- [Aerial Piledriver [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](aerial-piledriver-lotgb.md) +- [Aerobatics Mastery, *Feat 7*](aerobatics-mastery-apg.md) - [Affliction Mercy, *Feat 12*](affliction-mercy.md) +- [After You [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 2*](after-you-apg.md) +- [Agathion Magic, *Feat 9*](agathion-magic-loag.md) - [Ageless Patience, *Feat 5*](ageless-patience.md) +- [Ageless Spirit, *Feat 1*](ageless-spirit-loag.md) +- [Aggravating Scratch, *Feat 9*](aggravating-scratch-apg.md) - [Aggressive Block [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 2*](aggressive-block.md) - [Agile Grace, *Feat 10*](agile-grace.md) +- [Agile Hand, *Feat 4*](agile-hand-lotgb.md) +- [Agile Maneuvers, *Feat 6*](agile-maneuvers-apg.md) +- [Agile Shield Grip [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](agile-shield-grip-lokl.md) +- [Agonizing Rebuke, *Feat 5*](agonizing-rebuke-locg.md) +- [Airborne Form, *Feat 14*](airborne-form-som.md) +- [Airy Step [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](airy-step-loag.md) +- [Alabaster Eyes, *Feat 1*](alabaster-eyes-loil.md) +- [Alacritous Action, *Feat 2*](alacritous-action-som.md) - [Alchemical Crafting, *Feat 1*](alchemical-crafting.md) +- [Alchemical Discoveries, *Feat 4*](alchemical-discoveries-apg.md) - [Alchemical Familiar, *Feat 1*](alchemical-familiar.md) - [Alchemical Savant, *Feat 1*](alchemical-savant.md) +- [Alchemical Scholar, *Feat 1*](alchemical-scholar-locg.md) - [Alchemist Dedication, *Feat 2*](alchemist-dedication.md) +- [Aldori Duelist Dedication, *Feat 2*](aldori-duelist-dedication-lowg.md) +- [Aldori Parry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](aldori-parry-lowg.md) +- [Aldori Riposte [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 6*](aldori-riposte-lowg.md) +- [Alghollthu Bound, *Feat 1*](alghollthu-bound-aaws.md) - [Align Armament [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](align-armament.md) +- [Align Ki [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](align-ki-apg.md) +- [Alkenstar Agent Dedication, *Feat 2*](alkenstar-agent-dedication-ooa1.md) +- [All In My Head [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 18*](all-in-my-head-apg.md) +- [All in Your Head [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 18*](all-in-your-head-da.md) +- [All The Time In The World [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 20*](all-the-time-in-the-world-frp3.md) - [Allegro, *Feat 14*](allegro.md) +- [Alluring Performance [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](alluring-performance-loil.md) +- [Ally's Shelter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](allys-shelter-apg.md) +- [Alter Ego Dedication, *Feat 2*](alter-ego-dedication-da.md) +- [Alter Resistance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](alter-resistance-loag.md) +- [Always Ready, *Feat 4*](always-ready-lokl.md) +- [Ambush Awareness, *Feat 5*](ambush-awareness-lome.md) +- [Ammunition Thaumaturgy, *Feat 1*](ammunition-thaumaturgy-da.md) +- [Amorphous Aspect, *Feat 5*](amorphous-aspect-loag.md) +- [Amphibious Form, *Feat 2*](amphibious-form-som.md) +- [Amplifying Touch, *Feat 12*](amplifying-touch-apg.md) +- [Anadi Lore, *Feat 1*](anadi-lore-lome.md) +- [Analyze Idiolect, *Feat 6*](analyze-idiolect-apg.md) +- [Analyze Information, *Feat 9*](analyze-information-loag.md) +- [Analyze Weakness [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](analyze-weakness-apg.md) +- [Anarchic Arcana, *Feat 9*](anarchic-arcana-loag.md) +- [Ancestor's Rage, *Feat 13*](ancestors-rage-lome.md) +- [Ancestor's Transformation, *Feat 13*](ancestors-transformation-loag.md) +- [Ancestral Blood Magic, *Feat 1*](ancestral-blood-magic-apg.md) +- [Ancestral Insight, *Feat 1*](ancestral-insight-loag.md) +- [Ancestral Linguistics, *Feat 1*](ancestral-linguistics-apg.md) - [Ancestral Longevity, *Feat 1*](ancestral-longevity.md) +- [Ancestral Mage, *Feat 10*](ancestral-mage-apg.md) +- [Ancestral Mind, *Feat 1*](ancestral-mind-da.md) - [Ancestral Paragon, *Feat 3*](ancestral-paragon.md) +- [Ancestral Suspicion, *Feat 5*](ancestral-suspicion-apg.md) +- [Ancestral Weaponry, *Feat 2*](ancestral-weaponry-apg.md) - [Anchoring Aura, *Feat 14*](anchoring-aura.md) +- [Anchoring Roots, *Feat 5*](anchoring-roots-loag.md) +- [Ancient Memories, *Feat 1*](ancient-memories-loil.md) +- [Ancillary Motes, *Feat 9*](ancillary-motes-loag.md) +- [Android Lore, *Feat 1*](android-lore-loag.md) +- [Angel Of Death, *Feat 10*](angel-of-death-apg.md) +- [Angel of Vindication, *Feat 4*](angel-of-vindication-lokl.md) +- [Angelic Magic, *Feat 9*](angelic-magic-apg.md) +- [Angelkin, *Feat 1*](angelkin-apg.md) - [Animal Accomplice, *Feat 1*](animal-accomplice.md) - [Animal Companion (Druid), *Feat 1*](animal-companion-druid.md) - [Animal Companion (Ranger), *Feat 1*](animal-companion-ranger.md) - [Animal Elocutionist, *Feat 5*](animal-elocutionist.md) +- [Animal Feature, *Feat 4*](animal-feature-apg.md) +- [Animal Magic, *Feat 9*](animal-magic-loag.md) - [Animal Rage [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](animal-rage.md) +- [Animal Senses, *Feat 1*](animal-senses-loag.md) +- [Animal Shape, *Feat 17*](animal-shape-loag.md) - [Animal Skin, *Feat 6*](animal-skin.md) +- [Animal Speaker, *Feat 5*](animal-speaker-loag.md) +- [Animal Swiftness, *Feat 17*](animal-swiftness-loag.md) +- [Animal Trainer Dedication, *Feat 2*](animal-trainer-dedication-ec2.md) +- [Animalistic Resistance, *Feat 5*](animalistic-resistance-loag.md) +- [Animate Net, *Feat 6*](animate-net-lotgb.md) +- [Ankle Bite [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](ankle-bite-locg.md) +- [Ankle Biter, *Feat 4*](ankle-biter-botd.md) +- [Annihilating Swing [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 20*](annihilating-swing-ec6.md) +- [Annotate Composition, *Feat 10*](annotate-composition-apg.md) +- [Anoint Ally [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](anoint-ally-apg.md) +- [Antagonize, *Feat 2*](antagonize-apg.md) +- [Anticipate Ambush, *Feat 6*](anticipate-ambush-apg.md) +- [Apex Companion, *Feat 20*](apex-companion-aoa6.md) +- [Aquatic Adaptation, *Feat 13*](aquatic-adaptation-loag.md) +- [Aquatic Camouflage, *Feat 13*](aquatic-camouflage-loag.md) +- [Aquatic Conversationalist, *Feat 5*](aquatic-conversationalist-loag.md) +- [Aquatic Eyes, *Feat 1*](aquatic-eyes-loag.md) - [Arcane Breadth, *Feat 8*](arcane-breadth.md) - [Arcane Evolution, *Feat 4*](arcane-evolution.md) +- [Arcane Fists, *Feat 1*](arcane-fists-som.md) - [Arcane School Spell, *Feat 4*](arcane-school-spell.md) - [Arcane Sense, *Feat 1*](arcane-sense.md) +- [Arcane Shroud [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](arcane-shroud-som.md) +- [Arcane Sight, *Feat 13*](arcane-sight-lome.md) +- [Arcane Tattoos, *Feat 1*](arcane-tattoos-locg.md) +- [Archaeologist Dedication, *Feat 2*](archaeologist-dedication-apg.md) +- [Archaeologist's Luck, *Feat 8*](archaeologists-luck-apg.md) +- [Archaeologist's Warning [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](archaeologists-warning-lopsg.md) +- [Archer Dedication, *Feat 2*](archer-dedication-apg.md) +- [Archer's Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](archers-aim-apg.md) +- [Archon Magic, *Feat 9*](archon-magic-apg.md) - [Archwizard's Might, *Feat 20*](archwizards-might.md) +- [Ardent Armiger, *Feat 4*](ardent-armiger-lowg.md) +- [Arise, Ye Worthy!, *Feat 13*](arise-ye-worthy-loag.md) +- [Armiger's Mobility, *Feat 8*](armigers-mobility-lowg.md) +- [Armor Assist, *Feat 1*](armor-assist-apg.md) - [Armor Proficiency, *Feat 1*](armor-proficiency.md) +- [Armor Rune Shifter, *Feat 10*](armor-rune-shifter-aoa4.md) +- [Armor Specialist, *Feat 6*](armor-specialist-apg.md) +- [Armored Exercise, *Feat 14*](armored-exercise-lopsg.md) +- [Armored Rebuff [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](armored-rebuff-apg.md) +- [Armored Rest, *Feat 10*](armored-rest-lopsg.md) +- [Armored Stealth, *Feat 2*](armored-stealth-apg.md) +- [Arrow Of Death [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](arrow-of-death-apg.md) - [Arrow Snatching, *Feat 8*](arrow-snatching.md) +- [Artokus's Fire [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](artokuss-fire-lol.md) +- [As in Life, So in Death, *Feat 1*](as-in-life-so-in-death-botd.md) +- [Ashen Veil [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 7*](ashen-veil-lokl.md) +- [Assassin Dedication, *Feat 2*](assassin-dedication-apg.md) +- [Assassinate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](assassinate-apg.md) - [Assisting Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](assisting-shot.md) - [Assurance, *Feat 1*](assurance.md) +- [Assured Identification, *Feat 2*](assured-identification-apg.md) +- [Assured Knowledge, *Feat 6*](assured-knowledge-apg.md) +- [Assured Ritualist, *Feat 10*](assured-ritualist-apg.md) +- [Astonishing Explosion [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 20*](astonishing-explosion-ec6.md) +- [Astral Tether [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](astral-tether-da.md) +- [Asura Magic, *Feat 9*](asura-magic-loil.md) +- [Athletic Might, *Feat 5*](athletic-might-apg.md) +- [Athletic Strategist, *Feat 2*](athletic-strategist-apg.md) - [Attack Of Opportunity (Barbarian) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](attack-of-opportunity-barbarian.md) - [Attack Of Opportunity (Champion) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](attack-of-opportunity-champion.md) +- [Attack Of Opportunity (Magus) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](attack-of-opportunity-magus-som.md) +- [Attack Of Opportunity (Swashbuckler) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](attack-of-opportunity-swashbuckler-apg.md) +- [Attuned Stride, *Feat 8*](attuned-stride-som.md) +- [Attunement Shift [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](attunement-shift-som.md) +- [Attunement To Stone, *Feat 10*](attunement-to-stone-lowg.md) +- [Augment Senses [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](augment-senses-loag.md) - [Aura Of Courage, *Feat 4*](aura-of-courage.md) +- [Aura Of Despair, *Feat 4*](aura-of-despair-apg.md) - [Aura Of Faith, *Feat 12*](aura-of-faith.md) - [Aura Of Life, *Feat 14*](aura-of-life.md) +- [Aura Of Preservation, *Feat 14*](aura-of-preservation-apg.md) - [Aura Of Righteousness, *Feat 14*](aura-of-righteousness.md) +- [Aura Of Unbreakable Virtue, *Feat 20*](aura-of-unbreakable-virtue-aoa6.md) - [Aura Of Vengeance, *Feat 14*](aura-of-vengeance.md) +- [Aura Sight, *Feat 2*](aura-sight-da.md) - [Auspicious Mount, *Feat 16*](auspicious-mount.md) - [Automatic Knowledge, *Feat 2*](automatic-knowledge.md) +- [Automatic Writing, *Feat 2*](automatic-writing-da.md) +- [Avalanche Strike [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 16*](avalanche-strike-apg.md) - [Avatar's Audience, *Feat 20*](avatars-audience.md) +- [Avenge Ally [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](avenge-ally-apg.md) +- [Avenge In Glory [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](avenge-in-glory-locg.md) +- [Awakened Power, *Feat 4*](awakened-power-da.md) - [Awesome Blow, *Feat 14*](awesome-blow.md) +- [Axe Climber, *Feat 4*](axe-climber-ec3.md) +- [Axe Thrower, *Feat 6*](axe-thrower-ec3.md) +- [Axiomatic Lore, *Feat 1*](axiomatic-lore-loag.md) +- [Azaersi's Roads, *Feat 17*](azaersis-roads-lol.md) +- [Azarketi Lore, *Feat 1*](azarketi-lore-aaws.md) +- [Azarketi Purification, *Feat 9*](azarketi-purification-loag.md) +- [Azarketi Weapon Aptitude, *Feat 5*](azarketi-weapon-aptitude-aaws.md) +- [Azarketi Weapon Expertise, *Feat 13*](azarketi-weapon-expertise-aaws.md) +- [Azarketi Weapon Familiarity, *Feat 1*](azarketi-weapon-familiarity-aaws.md) +- [Azata Magic, *Feat 9*](azata-magic-apg.md) +- [Back To Back, *Feat 8*](back-to-back-apg.md) +- [Backup Disguise, *Feat 2*](backup-disguise-locg.md) +- [Banishing Blow [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 20*](banishing-blow-ec6.md) - [Barbarian Dedication, *Feat 2*](barbarian-dedication.md) - [Barbarian Resiliency, *Feat 4*](barbarian-resiliency.md) - [Bard Dedication, *Feat 2*](bard-dedication.md) - [Bardic Lore, *Feat 1*](bardic-lore.md) - [Bargain Hunter, *Feat 1*](bargain-hunter.md) +- [Bark And Tendril, *Feat 9*](bark-and-tendril-locg.md) +- [Barreling Charge (Barbarian) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](barreling-charge-barbarian-apg.md) +- [Barreling Charge (Fighter) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](barreling-charge-fighter-apg.md) +- [Barrier Shield, *Feat 4*](barrier-shield-lotgb.md) +- [Bashing Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 2*](bashing-charge-apg.md) - [Basic Arcana, *Feat 4*](basic-arcana.md) - [Basic Bard Spellcasting, *Feat 4*](basic-bard-spellcasting.md) - [Basic Blood Potency, *Feat 4*](basic-blood-potency.md) - [Basic Bloodline Spell, *Feat 4*](basic-bloodline-spell.md) +- [Basic Captivator Spellcasting, *Feat 4*](basic-captivator-spellcasting-lotgb.md) +- [Basic Cathartic Spellcasting, *Feat 4*](basic-cathartic-spellcasting-som.md) - [Basic Cleric Spellcasting, *Feat 4*](basic-cleric-spellcasting.md) - [Basic Concoction, *Feat 4*](basic-concoction.md) +- [Basic Deduction, *Feat 4*](basic-deduction-apg.md) - [Basic Devotion, *Feat 4*](basic-devotion.md) - [Basic Dogma, *Feat 4*](basic-dogma.md) - [Basic Druid Spellcasting, *Feat 4*](basic-druid-spellcasting.md) +- [Basic Eldritch Archer Spellcasting, *Feat 8*](basic-eldritch-archer-spellcasting-apg.md) +- [Basic Flair, *Feat 4*](basic-flair-apg.md) - [Basic Fury, *Feat 4*](basic-fury.md) - [Basic Hunter's Trick, *Feat 4*](basic-hunters-trick.md) - [Basic Kata, *Feat 4*](basic-kata.md) +- [Basic Lesson, *Feat 2*](basic-lesson-apg.md) +- [Basic Magus Spellcasting, *Feat 6*](basic-magus-spellcasting-som.md) - [Basic Maneuver, *Feat 4*](basic-maneuver.md) +- [Basic Martial Magic, *Feat 4*](basic-martial-magic-som.md) - [Basic Muse's Whispers, *Feat 4*](basic-muses-whispers.md) +- [Basic Mysteries, *Feat 4*](basic-mysteries-apg.md) +- [Basic Oracle Spellcasting, *Feat 4*](basic-oracle-spellcasting-apg.md) +- [Basic Psychic Spellcasting, *Feat 4*](basic-psychic-spellcasting-da.md) +- [Basic Red Mantis Magic, *Feat 4*](basic-red-mantis-magic-lowg.md) +- [Basic Scroll Cache, *Feat 6*](basic-scroll-cache-apg.md) - [Basic Sorcerer Spellcasting, *Feat 4*](basic-sorcerer-spellcasting.md) +- [Basic Spellcasting, *Feat 4*](basic-spellcasting-som.md) +- [Basic Summoner Spellcasting, *Feat 6*](basic-summoner-spellcasting-som.md) +- [Basic Synergy, *Feat 4*](basic-synergy-som.md) +- [Basic Thaumaturgy, *Feat 4*](basic-thaumaturgy-da.md) +- [Basic Thoughtform, *Feat 4*](basic-thoughtform-da.md) - [Basic Trickery, *Feat 4*](basic-trickery.md) - [Basic Wilding, *Feat 4*](basic-wilding.md) +- [Basic Witch Spellcasting, *Feat 4*](basic-witch-spellcasting-apg.md) +- [Basic Witchcraft, *Feat 4*](basic-witchcraft-apg.md) - [Basic Wizard Spellcasting, *Feat 4*](basic-wizard-spellcasting.md) +- [Bastion Dedication, *Feat 2*](bastion-dedication-apg.md) +- [Bat Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](bat-form-botd.md) - [Battle Assessment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](battle-assessment.md) - [Battle Cry, *Feat 7*](battle-cry.md) - [Battle Medicine [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](battle-medicine.md) +- [Battle Planner, *Feat 2*](battle-planner-apg.md) +- [Battle Prayer [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 7*](battle-prayer-logm.md) +- [Battleforger, *Feat 9*](battleforger-locg.md) +- [Beacon Mark, *Feat 8*](beacon-mark-lotgb.md) +- [Bear Empathy, *Feat 10*](bear-empathy-tv.md) +- [Bear Hug [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](bear-hug-tv.md) +- [Beast Speaker, *Feat 4*](beast-speaker-ec2.md) +- [Beast Trainer, *Feat 1*](beast-trainer-apg.md) +- [Beastbrood, *Feat 1*](beastbrood-loag.md) +- [Beastmaster Bond, *Feat 10*](beastmaster-bond-apg.md) +- [Beastmaster Dedication, *Feat 2*](beastmaster-dedication-apg.md) +- [Beastmaster's Call [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](beastmasters-call-apg.md) +- [Beastmaster's Trance, *Feat 6*](beastmasters-trance-apg.md) +- [Become Thought, *Feat 20*](become-thought-da.md) +- [Bellflower Dedication, *Feat 6*](bellflower-dedication-aoa3.md) +- [Bend Space, *Feat 17*](bend-space-loil.md) +- [Beneath Notice, *Feat 10*](beneath-notice-frp2.md) +- [Bespell Weapon [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](bespell-weapon-apg.md) - [Bespell Weapon (Sorcerer) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](bespell-weapon-sorcerer.md) - [Bespell Weapon (Wizard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](bespell-weapon-wizard.md) +- [Bestiary Scholar, *Feat 10*](bestiary-scholar-lopsg.md) +- [Between The Scales, *Feat 9*](between-the-scales-apg.md) +- [Big Mouth, *Feat 9*](big-mouth-apg.md) +- [Biographical Eye, *Feat 7*](biographical-eye-apg.md) - [Bizarre Magic, *Feat 7*](bizarre-magic.md) +- [Bizarre Transformation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](bizarre-transformation-da.md) +- [Black Cat Curse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](black-cat-curse-apg.md) +- [Black Powder Flash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](black-powder-flash-ooa1.md) - [Blade Of Justice [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](blade-of-justice.md) +- [Blade Of Law [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](blade-of-law-locg.md) +- [Blade Of The Crimson Oath [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](blade-of-the-crimson-oath-locg.md) - [Blank Slate, *Feat 16*](blank-slate.md) +- [Blasting Beams [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](blasting-beams-da.md) +- [Blaze Of Revelation, *Feat 18*](blaze-of-revelation-apg.md) +- [Blazing Aura [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 17*](blazing-aura-loag.md) +- [Blazing Streak [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 10*](blazing-streak-som.md) +- [Blazing Talon Surge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](blazing-talon-surge-lopsg.md) +- [Bleeding Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](bleeding-finisher-apg.md) +- [Bless Shield [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](bless-shield-lokl.md) +- [Bless Tonic, *Feat 7*](bless-tonic-logm.md) +- [Bless Toxin, *Feat 7*](bless-toxin-logm.md) +- [Blessed Blood, *Feat 5*](blessed-blood-apg.md) +- [Blessed Blood, *Feat 1*](blessed-blood-logm.md) +- [Blessed Denial [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](blessed-denial-apg.md) +- [Blessed Medicine, *Feat 4*](blessed-medicine-botd.md) +- [Blessed One Dedication, *Feat 2*](blessed-one-dedication-apg.md) +- [Blessed Sacrifice, *Feat 4*](blessed-sacrifice-apg.md) +- [Blessed Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](blessed-spell-apg.md) +- [Blessing of the Sun Gods, *Feat 4*](blessing-of-the-sun-gods-sot4.md) - [Blind-fight (Fighter), *Feat 8*](blind-fight-fighter.md) +- [Blind-fight (Investigator), *Feat 8*](blind-fight-investigator-apg.md) - [Blind-fight (Ranger), *Feat 8*](blind-fight-ranger.md) - [Blind-fight (Rogue), *Feat 8*](blind-fight-rogue.md) +- [Blood Component Substitution, *Feat 12*](blood-component-substitution-apg.md) +- [Blood Frenzy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](blood-frenzy-som.md) +- [Bloodletting Claws, *Feat 4*](bloodletting-claws-som.md) +- [Bloodletting Fangs, *Feat 9*](bloodletting-fangs-apg.md) - [Bloodline Breadth, *Feat 8*](bloodline-breadth.md) - [Bloodline Conduit [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 20*](bloodline-conduit.md) - [Bloodline Focus, *Feat 12*](bloodline-focus.md) +- [Bloodline Metamorphosis, *Feat 20*](bloodline-metamorphosis-aoa6.md) +- [Bloodline Mutation, *Feat 20*](bloodline-mutation-apg.md) - [Bloodline Perfection, *Feat 20*](bloodline-perfection.md) - [Bloodline Resistance, *Feat 8*](bloodline-resistance.md) - [Bloodline Wellspring, *Feat 18*](bloodline-wellspring.md) +- [Bloody Blows, *Feat 5*](bloody-blows-apg.md) +- [Bloody Debilitation, *Feat 12*](bloody-debilitation-apg.md) +- [Boaster's Challenge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](boasters-challenge-locg.md) +- [Bolster Soul Cage, *Feat 16*](bolster-soul-cage-botd.md) +- [Bon Mot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](bon-mot-apg.md) - [Bond Conservation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](bond-conservation.md) - [Bonded Animal, *Feat 2*](bonded-animal.md) - [Bonded Focus, *Feat 14*](bonded-focus.md) +- [Bonds of Death [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](bonds-of-death-botd.md) +- [Bone Caller, *Feat 9*](bone-caller-loag.md) +- [Bone Investiture, *Feat 13*](bone-investiture-loag.md) +- [Bone Magic, *Feat 1*](bone-magic-loag.md) +- [Bone Missile, *Feat 9*](bone-missile-botd.md) +- [Bone Rider, *Feat 17*](bone-rider-lome.md) +- [Bone Spikes [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](bone-spikes-da.md) +- [Bone Swarm [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 17*](bone-swarm-botd.md) +- [Boneyard's Call, *Feat 17*](boneyards-call-apg.md) +- [Boost Summons, *Feat 8*](boost-summons-som.md) +- [Borrow Memories, *Feat 14*](borrow-memories-da.md) +- [Borrow Time [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](borrow-time-da.md) - [Boulder Roll [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](boulder-roll.md) +- [Bounce Back [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 13*](bounce-back-apg.md) +- [Bouncy Goblin, *Feat 1*](bouncy-goblin-locg.md) +- [Bound in Ice, *Feat 16*](bound-in-ice-lomm.md) - [Boundless Reprisals, *Feat 20*](boundless-reprisals.md) +- [Bounty Hunter Dedication, *Feat 2*](bounty-hunter-dedication-apg.md) +- [Brain Drain [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](brain-drain-da.md) +- [Brains! [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](brains-botd.md) +- [Bravo's Determination [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](bravos-determination-locg.md) - [Brawling Focus, *Feat 2*](brawling-focus.md) +- [Breached Defenses, *Feat 4*](breached-defenses-da.md) - [Breath Control, *Feat 1*](breath-control.md) +- [Breath Like Honey, *Feat 9*](breath-like-honey-lome.md) +- [Breath of Calamity, *Feat 17*](breath-of-calamity-loil.md) +- [Breath Of The Dragon, *Feat 8*](breath-of-the-dragon-apg.md) +- [Briar Battler, *Feat 9*](briar-battler-loag.md) +- [Bright Lion Dedication, *Feat 2*](bright-lion-dedication-lol.md) +- [Bright Lion Dedication, *Feat 2*](bright-lion-dedication-sot4.md) +- [Brightness Seeker, *Feat 9*](brightness-seeker-locg.md) +- [Brightsoul, *Feat 1*](brightsoul-loag.md) +- [Brine May, *Feat 1*](brine-may-apg.md) +- [Brinesoul, *Feat 1*](brinesoul-loag.md) +- [Bristle [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](bristle-lome.md) - [Brutal Beating, *Feat 2*](brutal-beating.md) - [Brutal Bully, *Feat 6*](brutal-bully.md) - [Brutal Critical, *Feat 18*](brutal-critical.md) - [Brutal Finish [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](brutal-finish.md) - [Brutish Shove [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](brutish-shove.md) +- [Buckler Dance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](buckler-dance-apg.md) +- [Buckler Expertise, *Feat 1*](buckler-expertise-apg.md) +- [Bullseye [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](bullseye-apg.md) +- [Bullying Staff, *Feat 4*](bullying-staff-ec1.md) - [Burn It!, *Feat 1*](burn-it.md) +- [Burning Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](burning-spell-som.md) - [Burrow Elocutionist, *Feat 1*](burrow-elocutionist.md) +- [Burrowing Form, *Feat 10*](burrowing-form-som.md) +- [Butterfly Blade Dedication, *Feat 4*](butterfly-blade-dedication-frp1.md) +- [Butterfly's Kiss, *Feat 6*](butterflys-kiss-frp1.md) +- [Butterfly's Sting, *Feat 6*](butterflys-sting-frp1.md) +- [Cackle, *Feat 1*](cackle-apg.md) +- [Cadence Call [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](cadence-call-apg.md) +- [Calaca's Showstopper [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 13*](calacas-showstopper-loag.md) - [Calculated Splash, *Feat 4*](calculated-splash.md) +- [Call And Response [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](call-and-response-apg.md) +- [Call Bonded Item [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](call-bonded-item-apg.md) +- [Call Implement [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](call-implement-da.md) +- [Call Of Elysium, *Feat 9*](call-of-elysium-loag.md) +- [Call Of The Green Man, *Feat 13*](call-of-the-green-man-loag.md) - [Call Of The Wild, *Feat 2*](call-of-the-wild.md) +- [Call Ursine Ally, *Feat 8*](call-ursine-ally-tv.md) +- [Call Your Shot, *Feat 8*](call-your-shot-apg.md) +- [Called, *Feat 5*](called-apg.md) +- [Callow May, *Feat 1*](callow-may-apg.md) - [Camouflage, *Feat 10*](camouflage.md) +- [Cannibalize Magic [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 13*](cannibalize-magic-loil.md) - [Canny Acumen, *Feat 1*](canny-acumen.md) +- [Canopy Sight, *Feat 1*](canopy-sight-loil.md) +- [Can't Fall Here [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](cant-fall-here-loag.md) +- [Can't You See?, *Feat 8*](cant-you-see-da.md) +- [Cantorian Reinforcement, *Feat 1*](cantorian-reinforcement-loag.md) +- [Cantorian Rejuvenation [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](cantorian-rejuvenation-loag.md) +- [Cantorian Restoration [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 17*](cantorian-restoration-loag.md) +- [Cantrip Casting, *Feat 2*](cantrip-casting-som.md) - [Cantrip Expansion (Bard), *Feat 2*](cantrip-expansion-bard.md) - [Cantrip Expansion (Cleric), *Feat 2*](cantrip-expansion-cleric.md) +- [Cantrip Expansion (Magus), *Feat 2*](cantrip-expansion-magus-som.md) +- [Cantrip Expansion (Oracle), *Feat 2*](cantrip-expansion-oracle-apg.md) +- [Cantrip Expansion (Psychic), *Feat 2*](cantrip-expansion-psychic-da.md) - [Cantrip Expansion (Sorcerer), *Feat 2*](cantrip-expansion-sorcerer.md) +- [Cantrip Expansion (Witch), *Feat 2*](cantrip-expansion-witch-apg.md) - [Cantrip Expansion (Wizard), *Feat 2*](cantrip-expansion-wizard.md) +- [Captivating Curiosity, *Feat 9*](captivating-curiosity-loag.md) +- [Captivating Intensity, *Feat 6*](captivating-intensity-lotgb.md) +- [Captivator Dedication, *Feat 4*](captivator-dedication-lotgb.md) +- [Capture Magic [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](capture-magic-som.md) +- [Caravan Leader, *Feat 11*](caravan-leader-apg.md) +- [Careful Explorer, *Feat 4*](careful-explorer-lowg.md) +- [Cascade Bearers Flexibility [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](cascade-bearers-flexibility-locg.md) +- [Cascade Bearers Spellcasting, *Feat 10*](cascade-bearers-spellcasting-locg.md) +- [Cascade Countermeasure, *Feat 6*](cascade-countermeasure-som.md) +- [Cascading Ray [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](cascading-ray-som.md) - [Cast Down [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](cast-down.md) +- [Cast Out [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](cast-out-botd.md) - [Castigating Weapon, *Feat 10*](castigating-weapon.md) - [Cat Fall, *Feat 1*](cat-fall.md) +- [Cat Nap, *Feat 1*](cat-nap-loag.md) +- [Catch The Details, *Feat 1*](catch-the-details-lome.md) +- [Catchy Tune [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](catchy-tune-loag.md) +- [Caterwaul [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](caterwaul-apg.md) +- [Catfolk Dance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](catfolk-dance-loag.md) +- [Catfolk Lore, *Feat 1*](catfolk-lore-apg.md) +- [Catfolk Weapon Expertise, *Feat 13*](catfolk-weapon-expertise-apg.md) +- [Catfolk Weapon Familiarity, *Feat 1*](catfolk-weapon-familiarity-apg.md) +- [Catfolk Weapon Rake, *Feat 5*](catfolk-weapon-rake-apg.md) +- [Cathartic Focus Spell, *Feat 4*](cathartic-focus-spell-som.md) +- [Cathartic Mage Dedication, *Feat 2*](cathartic-mage-dedication-som.md) +- [Catrina's Presence, *Feat 9*](catrinas-presence-loag.md) +- [Cat's Luck [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 1*](cats-luck-apg.md) +- [Cauldron, *Feat 1*](cauldron-apg.md) +- [Cautious Curiosity, *Feat 9*](cautious-curiosity-apg.md) +- [Cautious Delver, *Feat 10*](cautious-delver-lopsg.md) +- [Cavalier Dedication, *Feat 2*](cavalier-dedication-apg.md) +- [Cavalier's Banner, *Feat 4*](cavaliers-banner-apg.md) +- [Cavalier's Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](cavaliers-charge-apg.md) - [Cave Climber, *Feat 9*](cave-climber.md) - [Ceaseless Shadows, *Feat 13*](ceaseless-shadows.md) +- [Cel Rau, *Feat 1*](cel-rau-loag.md) +- [Celebrity Dedication, *Feat 2*](celebrity-dedication-apg.md) +- [Celestial Eyes, *Feat 1*](celestial-eyes-apg.md) - [Celestial Form, *Feat 18*](celestial-form.md) +- [Celestial Lore, *Feat 1*](celestial-lore-apg.md) - [Celestial Mount, *Feat 20*](celestial-mount.md) +- [Celestial Resistance, *Feat 5*](celestial-resistance-apg.md) +- [Celestial Strikes, *Feat 13*](celestial-strikes-apg.md) +- [Celestial Wings [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](celestial-wings-apg.md) +- [Celestial Word, *Feat 17*](celestial-word-apg.md) +- [Ceremony Of Aeon's Guidance, *Feat 9*](ceremony-of-aeons-guidance-lome.md) +- [Ceremony Of Aeon's Shield, *Feat 9*](ceremony-of-aeons-shield-lome.md) +- [Ceremony Of Fortification, *Feat 9*](ceremony-of-fortification-lome.md) +- [Ceremony Of Growth, *Feat 13*](ceremony-of-growth-lome.md) +- [Ceremony Of Knowledge, *Feat 5*](ceremony-of-knowledge-lome.md) +- [Ceremony Of Protection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](ceremony-of-protection-lome.md) +- [Ceremony Of Sunlight, *Feat 5*](ceremony-of-sunlight-lome.md) +- [Ceremony Of Sun's Gift, *Feat 17*](ceremony-of-suns-gift-lome.md) +- [Ceremony Of The Evened Hand, *Feat 1*](ceremony-of-the-evened-hand-lome.md) +- [Ceremony Of The Strengthened Hand, *Feat 9*](ceremony-of-the-strengthened-hand-lome.md) - [Certain Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](certain-strike.md) - [Champion Dedication, *Feat 2*](champion-dedication.md) - [Champion Resiliency, *Feat 4*](champion-resiliency.md) - [Champion's Reaction, *Feat 6*](champions-reaction.md) - [Champion's Sacrifice, *Feat 12*](champions-sacrifice.md) +- [Chance Death [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](chance-death-loag.md) +- [Change of Face, *Feat 4*](change-of-face-da.md) +- [Changeling Lore, *Feat 1*](changeling-lore-apg.md) +- [Channel Rot, *Feat 10*](channel-rot-botd.md) - [Channel Smite [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](channel-smite.md) +- [Channel The Godmind [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 17*](channel-the-godmind-loag.md) - [Channeled Succor, *Feat 8*](channeled-succor.md) +- [Charged Creation, *Feat 12*](charged-creation-locg.md) +- [Charlatan, *Feat 1*](charlatan-logm.md) +- [Charmed Life [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](charmed-life-apg.md) - [Charming Liar, *Feat 1*](charming-liar.md) +- [Charred Remains [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 9*](charred-remains-loag.md) +- [Cheat Death [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](cheat-death-apg.md) +- [Cheek Pouches, *Feat 1*](cheek-pouches-apg.md) +- [Chemical Contagion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](chemical-contagion-apg.md) +- [Chemical Purification [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](chemical-purification-lokl.md) +- [Choking Smoke, *Feat 12*](choking-smoke-lotgb.md) +- [Chosen Of Lamashtu, *Feat 5*](chosen-of-lamashtu-locg.md) +- [Chromotherapy [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 2*](chromotherapy-da.md) +- [Chronocognizance, *Feat 7*](chronocognizance-da.md) +- [Chronomancer's Secrets, *Feat 8*](chronomancers-secrets-da.md) +- [Chronoskimmer Dedication, *Feat 2*](chronoskimmer-dedication-da.md) +- [Cindersoul, *Feat 1*](cindersoul-loag.md) - [City Scavenger, *Feat 1*](city-scavenger.md) +- [Clan Protector, *Feat 5*](clan-protector-locg.md) +- [Clan's Edge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](clans-edge-locg.md) +- [Claws Of The Dragon, *Feat 4*](claws-of-the-dragon-apg.md) +- [Cleansing Light [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 17*](cleansing-light-loil.md) +- [Cleansing Subroutine, *Feat 1*](cleansing-subroutine-loag.md) +- [Clear The Way [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](clear-the-way-apg.md) - [Cleave [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](cleave.md) - [Cleric Dedication, *Feat 2*](cleric-dedication.md) - [Clever Counterspell, *Feat 12*](clever-counterspell.md) +- [Clever Gambit [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](clever-gambit-apg.md) - [Clever Improviser, *Feat 5*](clever-improviser.md) +- [Clever Shadow, *Feat 5*](clever-shadow-loag.md) +- [Climbing Claws, *Feat 5*](climbing-claws-apg.md) +- [Climbing Tail, *Feat 1*](climbing-tail-loil.md) +- [Clinch Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](clinch-strike-lotgb.md) +- [Cling [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](cling-apg.md) +- [Clinging Climber, *Feat 4*](clinging-climber-botd.md) +- [Clinging Shadows Initiate, *Feat 8*](clinging-shadows-initiate-apg.md) +- [Cloak Of Poison [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 13*](cloak-of-poison-loag.md) +- [Clockwork Reanimator Dedication, *Feat 2*](clockwork-reanimator-dedication-ooa3.md) +- [Clone-Risen, *Feat 1*](clone-risen-da.md) +- [Close Quarters, *Feat 9*](close-quarters-loag.md) +- [Cloud Gazer, *Feat 5*](cloud-gazer-loag.md) - [Cloud Jump, *Feat 15*](cloud-jump.md) - [Cloud Step, *Feat 16*](cloud-step.md) +- [Cloud Walk, *Feat 10*](cloud-walk-sot3.md) +- [Clue Them All In, *Feat 8*](clue-them-all-in-apg.md) +- [Coating Of Slime, *Feat 9*](coating-of-slime-loag.md) +- [Cobble Dancer, *Feat 13*](cobble-dancer-locg.md) +- [Cobra Envenom [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](cobra-envenom-apg.md) +- [Cobra Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](cobra-stance-apg.md) +- [Coffin Bound, *Feat 12*](coffin-bound-botd.md) - [Cognitive Loophole [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](cognitive-loophole.md) +- [Cold Minded, *Feat 1*](cold-minded-loil.md) +- [Collapse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](collapse-botd.md) - [Collateral Thrash, *Feat 16*](collateral-thrash.md) +- [Combat Assessment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](combat-assessment-apg.md) - [Combat Climber, *Feat 1*](combat-climber.md) - [Combat Grab [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](combat-grab.md) +- [Combat Premonition, *Feat 12*](combat-premonition-da.md) +- [Combat Reading [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](combat-reading-apg.md) - [Combat Reflexes, *Feat 10*](combat-reflexes.md) +- [Combination Finisher, *Feat 6*](combination-finisher-apg.md) - [Combine Elixirs [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](combine-elixirs.md) - [Come And Get Me [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](come-and-get-me.md) +- [Command Attention [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](command-attention-apg.md) - [Command Undead [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](command-undead.md) - [Communal Healing, *Feat 2*](communal-healing.md) +- [Communal Sustain [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](communal-sustain-lopsg.md) +- [Communal Tale, *Feat 10*](communal-tale-sot2.md) +- [Community Knowledge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](community-knowledge-loil.md) - [Companion's Cry, *Feat 4*](companions-cry.md) +- [Conceal Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](conceal-spell-apg.md) - [Conceal Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](conceal-spell.md) +- [Concealing Legerdemain, *Feat 1*](concealing-legerdemain-apg.md) +- [Conceited Mindset, *Feat 2*](conceited-mindset-apg.md) - [Confabulator, *Feat 2*](confabulator.md) +- [Conflux Focus, *Feat 12*](conflux-focus-som.md) +- [Conflux Wellspring, *Feat 18*](conflux-wellspring-som.md) +- [Confounding Image, *Feat 6*](confounding-image-lotgb.md) +- [Connect The Dots, *Feat 6*](connect-the-dots-apg.md) - [Connections, *Feat 2*](connections.md) +- [Conrasu Lore, *Feat 1*](conrasu-lore-lome.md) +- [Conrasu Weapon Expertise, *Feat 13*](conrasu-weapon-expertise-lome.md) +- [Conrasu Weapon Familiarity, *Feat 1*](conrasu-weapon-familiarity-lome.md) +- [Conrasu Weapon Understanding, *Feat 5*](conrasu-weapon-understanding-lome.md) +- [Conscious Spell Specialization, *Feat 14*](conscious-spell-specialization-da.md) +- [Consecrate Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](consecrate-spell-lokl.md) +- [Consecrated Aura, *Feat 14*](consecrated-aura-botd.md) +- [Consistent Surge, *Feat 13*](consistent-surge-loag.md) +- [Consolidated Overlay Panopticon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](consolidated-overlay-panopticon-loil.md) +- [Constant Gaze, *Feat 9*](constant-gaze-lome.md) +- [Constant Levitation, *Feat 16*](constant-levitation-da.md) +- [Constricting Hold [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](constricting-hold-som.md) +- [Consult The Spirits, *Feat 7*](consult-the-spirits-apg.md) +- [Consult The Stars, *Feat 1*](consult-the-stars-loag.md) +- [Consume Energy [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](consume-energy-da.md) +- [Consume Spell, *Feat 14*](consume-spell-apg.md) - [Contagious Rage, *Feat 20*](contagious-rage.md) - [Continual Recovery, *Feat 2*](continual-recovery.md) +- [Continuous Assault, *Feat 13*](continuous-assault-loag.md) +- [Contortionist, *Feat 4*](contortionist-apg.md) +- [Convincing Illusion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](convincing-illusion-apg.md) - [Cooperative Nature, *Feat 1*](cooperative-nature.md) - [Cooperative Soul, *Feat 9*](cooperative-soul.md) +- [Coordinated Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](coordinated-charge-apg.md) +- [Corgi Mount, *Feat 1*](corgi-mount-loag.md) +- [Cornered Fury, *Feat 5*](cornered-fury-loag.md) +- [Corpse-Killer's Defiance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](corpse-killers-defiance-lokl.md) +- [Corpse Stench, *Feat 12*](corpse-stench-botd.md) +- [Corrupted Shield, *Feat 6*](corrupted-shield-apg.md) +- [Counter Curse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](counter-curse-da.md) - [Counter Perform, *Feat 6*](counter-perform.md) +- [Counter Thought [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](counter-thought-da.md) +- [Countercharm [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](countercharm-lotgb.md) +- [Counterclockwork Focus [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](counterclockwork-focus-loil.md) - [Counterspell (Sorcerer) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](counterspell-sorcerer.md) +- [Counterspell (Witch) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](counterspell-witch-apg.md) - [Counterspell (Wizard) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](counterspell-wizard.md) +- [Courageous Advance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](courageous-advance-apg.md) +- [Courageous Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](courageous-assault-apg.md) +- [Courageous Onslaught [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](courageous-onslaught-apg.md) +- [Courageous Opportunity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](courageous-opportunity-apg.md) +- [Courteous Comeback [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 1*](courteous-comeback-locg.md) - [Courtly Graces, *Feat 1*](courtly-graces.md) - [Craft Anything, *Feat 15*](craft-anything.md) +- [Craft Facsimile, *Feat 6*](craft-facsimile-lopsg.md) - [Craft Philosopher's Stone, *Feat 20*](craft-philosophers-stone.md) +- [Crafter's Appraisal, *Feat 1*](crafters-appraisal-apg.md) - [Crane Flutter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](crane-flutter.md) - [Crane Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](crane-stance.md) +- [Cranial Detonation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 18*](cranial-detonation-da.md) +- [Creative Prodigy, *Feat 1*](creative-prodigy-loag.md) - [Cremate Undead, *Feat 8*](cremate-undead.md) +- [Criminal Connections, *Feat 2*](criminal-connections-apg.md) +- [Crimson Oath Devotion, *Feat 14*](crimson-oath-devotion-lokl.md) +- [Crimson Shroud [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](crimson-shroud-lowg.md) +- [Cringe [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](cringe-apg.md) - [Critical Debilitation, *Feat 12*](critical-debilitation.md) +- [Critter Shape, *Feat 1*](critter-shape-loag.md) +- [Crone's Cruelty, *Feat 17*](crones-cruelty-loag.md) +- [Cross the Final Horizon [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 20*](cross-the-final-horizon-loil.md) +- [Cross The Threshold, *Feat 16*](cross-the-threshold-frp1.md) - [Crossblooded Evolution, *Feat 8*](crossblooded-evolution.md) - [Crossbow Ace, *Feat 1*](crossbow-ace.md) +- [Crossbow Terror, *Feat 6*](crossbow-terror-apg.md) +- [Crowd Mastery, *Feat 6*](crowd-mastery-lowg.md) +- [Crown of the Saumen Kar, *Feat 6*](crown-of-the-saumen-kar-lomm.md) +- [Crude Communication, *Feat 8*](crude-communication-apg.md) +- [Cruelty [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](cruelty-apg.md) +- [Crunch, *Feat 1*](crunch-lome.md) - [Crushing Grab, *Feat 2*](crushing-grab.md) +- [Cryptic Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](cryptic-spell-da.md) +- [Crystal Healing, *Feat 1*](crystal-healing-da.md) +- [Crystal Keeper Dedication, *Feat 4*](crystal-keeper-dedication-aoa4.md) +- [Crystal Luminescence [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](crystal-luminescence-loil.md) +- [Crystal Ward Spells, *Feat 4*](crystal-ward-spells-aoa4.md) +- [Crystalline Cloud, *Feat 9*](crystalline-cloud-loag.md) +- [Crystalline Dust [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](crystalline-dust-loag.md) - [Cultural Adaptability, *Feat 5*](cultural-adaptability.md) +- [Cunning Climber, *Feat 9*](cunning-climber-locg.md) +- [Cunning Hair, *Feat 5*](cunning-hair-loag.md) +- [Cunning Tinker, *Feat 5*](cunning-tinker-lotgb.md) +- [Cunning Trickster Mask, *Feat 20*](cunning-trickster-mask-sot6.md) +- [Current Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](current-spell-apg.md) +- [Curse Maelstrom Dedication, *Feat 2*](curse-maelstrom-dedication-da.md) +- [Curse of the Saumen Kar [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 14*](curse-of-the-saumen-kar-lomm.md) +- [Cursed Effigy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](cursed-effigy-da.md) +- [Cut From The Air [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](cut-from-the-air-apg.md) +- [Cut The Bonds [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](cut-the-bonds-aoa3.md) +- [Cycle Spell, *Feat 4*](cycle-spell-botd.md) +- [Cynical, *Feat 1*](cynical-aaws.md) +- [Daemon Magic, *Feat 9*](daemon-magic-apg.md) +- [Dance Of Intercession [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 20*](dance-of-intercession-frp3.md) +- [Dance Underfoot, *Feat 9*](dance-underfoot-apg.md) - [Dancing Leaf, *Feat 2*](dancing-leaf.md) +- [Dandy Dedication, *Feat 2*](dandy-dedication-apg.md) - [Dangerous Sorcery, *Feat 1*](dangerous-sorcery.md) +- [Dangle, *Feat 9*](dangle-loag.md) +- [Dangle [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](dangle-loil.md) +- [Daredevil's Gambit, *Feat 12*](daredevils-gambit-locg.md) +- [Daring Act [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](daring-act-locg.md) +- [Daring Flourish, *Feat 10*](daring-flourish-locg.md) +- [Dark Persona's Presence [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](dark-personas-presence-da.md) +- [Darkseer, *Feat 5*](darkseer-locg.md) +- [Darting Monkey, *Feat 5*](darting-monkey-loil.md) +- [Daywalker, *Feat 6*](daywalker-botd.md) +- [Daywalker, *Feat 13*](daywalker-loag.md) +- [Dazing Blow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](dazing-blow-apg.md) +- [Dazzling Block, *Feat 10*](dazzling-block-som.md) +- [Dead Reckoning [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](dead-reckoning-lopsg.md) - [Deadly Aim [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](deadly-aim.md) +- [Deadly Butterfly, *Feat 8*](deadly-butterfly-frp1.md) +- [Deadly Grace, *Feat 16*](deadly-grace-apg.md) +- [Deadly Poison Weapon, *Feat 12*](deadly-poison-weapon-aoa5.md) - [Deadly Simplicity, *Feat 1*](deadly-simplicity.md) +- [Deadly Strikes, *Feat 20*](deadly-strikes-apg.md) +- [Death Warden, *Feat 6*](death-warden-botd.md) +- [Deathly Secrets, *Feat 6*](deathly-secrets-botd.md) +- [Death's Door [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](deaths-door-locg.md) +- [Death's Drums, *Feat 9*](deaths-drums-apg.md) - [Debilitating Bomb [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](debilitating-bomb.md) +- [Debilitating Dichotomy, *Feat 8*](debilitating-dichotomy-apg.md) - [Debilitating Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](debilitating-shot.md) +- [Debilitating Venom, *Feat 5*](debilitating-venom-loil.md) +- [Deceptive Worship, *Feat 1*](deceptive-worship-apg.md) +- [Decry Thief, *Feat 4*](decry-thief-aoa5.md) - [Deep Lore, *Feat 18*](deep-lore.md) +- [Deep Roots, *Feat 14*](deep-roots-da.md) +- [Deep Vision, *Feat 1*](deep-vision-loag.md) +- [Deeper Dabbler, *Feat 8*](deeper-dabbler-apg.md) +- [Deepest Wellspring, *Feat 18*](deepest-wellspring-da.md) +- [Defend Mount [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](defend-mount-apg.md) +- [Defend Summoner [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](defend-summoner-som.md) +- [Defensive Coordination [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](defensive-coordination-apg.md) +- [Defensive Instincts [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](defensive-instincts-lome.md) - [Defensive Recovery [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](defensive-recovery.md) - [Defensive Roll [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 14*](defensive-roll.md) +- [Defiance Unto Death, *Feat 5*](defiance-unto-death-locg.md) - [Deflect Arrow [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](deflect-arrow.md) +- [Deflecting Cloud [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](deflecting-cloud-sot3.md) +- [Deft Cooperation, *Feat 4*](deft-cooperation-lowg.md) +- [Defy Death, *Feat 5*](defy-death-loag.md) +- [Defy Fey, *Feat 6*](defy-fey-loil.md) +- [Defy The Darkness, *Feat 5*](defy-the-darkness-apg.md) +- [Deimatic Display [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](deimatic-display-apg.md) - [Deity's Domain, *Feat 1*](deitys-domain.md) - [Deity's Protection, *Feat 14*](deitys-protection.md) - [Delay Trap [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](delay-trap.md) +- [Deliberate Death [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](deliberate-death-loag.md) +- [Delver, *Feat 13*](delver-lome.md) +- [Demanding Challenge, *Feat 10*](demanding-challenge-locg.md) +- [Demolition Charge, *Feat 2*](demolition-charge-apg.md) +- [Demon Magic, *Feat 9*](demon-magic-apg.md) +- [Demonbane Warrior, *Feat 1*](demonbane-warrior-lome.md) +- [Demonblood Frenzy [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](demonblood-frenzy-lome.md) +- [Demon's Hair, *Feat 20*](demons-hair-frp3.md) +- [Denier Of Destruction [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](denier-of-destruction-ec6.md) +- [Deny The Songs Of War, *Feat 10*](deny-the-songs-of-war-sot2.md) +- [Derring-do, *Feat 10*](derring-do-apg.md) +- [Desiccating Inhalation [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](desiccating-inhalation-botd.md) - [Desperate Finisher [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](desperate-finisher.md) +- [Desperate Prayer [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 1*](desperate-prayer-apg.md) +- [Destructive Block, *Feat 10*](destructive-block-apg.md) +- [Detective's Readiness, *Feat 4*](detectives-readiness-apg.md) - [Determination [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](determination.md) +- [Determined Dash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](determined-dash-apg.md) +- [Determined Lore Seeker, *Feat 12*](determined-lore-seeker-lopsg.md) +- [Detonating Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](detonating-spell-lokl.md) +- [Devastating Spellstrike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](devastating-spellstrike-som.md) +- [Devil In Plain Sight [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](devil-in-plain-sight-loag.md) +- [Devil Magic, *Feat 9*](devil-magic-apg.md) +- [Devilish Wiles, *Feat 5*](devilish-wiles-loag.md) +- [Devil's Advocate, *Feat 1*](devils-advocate-locg.md) +- [Devil's Eye, *Feat 4*](devils-eye-da.md) - [Devoted Focus, *Feat 10*](devoted-focus.md) +- [Devoted Guardian [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](devoted-guardian-lokl.md) +- [Diabolic Certitude [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](diabolic-certitude-lowg.md) - [Diamond Fists, *Feat 18*](diamond-fists.md) - [Diamond Soul, *Feat 12*](diamond-soul.md) +- [Didactic Strike, *Feat 16*](didactic-strike-apg.md) - [Diehard, *Feat 1*](diehard.md) +- [Different Worlds, *Feat 1*](different-worlds-aoa3.md) +- [Dig Quickly [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](dig-quickly-ec3.md) +- [Dig Up Secrets, *Feat 9*](dig-up-secrets-lome.md) +- [Dimensional Disappearance, *Feat 10*](dimensional-disappearance-som.md) +- [Dire Form, *Feat 13*](dire-form-loag.md) +- [Directed Audience, *Feat 2*](directed-audience-apg.md) - [Directed Channel, *Feat 4*](directed-channel.md) +- [Directed Poison, *Feat 12*](directed-poison-lotgb.md) - [Directional Bombs, *Feat 6*](directional-bombs.md) - [Dirge Of Doom, *Feat 6*](dirge-of-doom.md) +- [Disarming Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](disarming-assault-apg.md) +- [Disarming Block [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](disarming-block-apg.md) +- [Disarming Flair, *Feat 1*](disarming-flair-apg.md) - [Disarming Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](disarming-stance.md) - [Disarming Twist [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](disarming-twist.md) +- [Discerning Gaze, *Feat 6*](discerning-gaze-ngd.md) +- [Discerning Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](discerning-strike-lopsg.md) +- [Disciple Of Shade, *Feat 6*](disciple-of-shade-som.md) +- [Disciple's Breath [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 16*](disciples-breath-apg.md) +- [Discordant Voice, *Feat 18*](discordant-voice-apg.md) +- [Discreet Inquiry, *Feat 2*](discreet-inquiry-apg.md) +- [Disengaging Twist [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](disengaging-twist-lotgb.md) +- [Disk Rider, *Feat 6*](disk-rider-lotgb.md) +- [Disorienting Opening, *Feat 8*](disorienting-opening-apg.md) +- [Disorienting Venom, *Feat 9*](disorienting-venom-lome.md) - [Dispelling Slice [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 16*](dispelling-slice.md) +- [Dispelling Spellstrike [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 16*](dispelling-spellstrike-som.md) - [Disrupt Ki [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](disrupt-ki.md) - [Disrupt Prey [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](disrupt-prey.md) +- [Disrupting Strikes [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](disrupting-strikes-frp1.md) - [Disruptive Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](disruptive-stance.md) +- [Disruptive Stare [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](disruptive-stare-loil.md) +- [Distant Cackle, *Feat 5*](distant-cackle-lome.md) +- [Distant Wandering [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](distant-wandering-da.md) - [Distracting Feint, *Feat 2*](distracting-feint.md) +- [Distracting Flattery [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](distracting-flattery-apg.md) +- [Distracting Performance, *Feat 2*](distracting-performance-apg.md) - [Distracting Shadows, *Feat 1*](distracting-shadows.md) - [Distracting Shot, *Feat 12*](distracting-shot.md) +- [Distracting Spellstrike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](distracting-spellstrike-som.md) +- [Disturbing Defense, *Feat 4*](disturbing-defense-sli.md) +- [Disturbing Knowledge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 7*](disturbing-knowledge-apg.md) - [Diverse Armor Expert, *Feat 14*](diverse-armor-expert.md) +- [Diverse Lore, *Feat 1*](diverse-lore-da.md) +- [Diverse Mystery, *Feat 16*](diverse-mystery-apg.md) +- [Diverse Recognition [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](diverse-recognition-lopsg.md) - [Diverse Weapon Expert, *Feat 12*](diverse-weapon-expert.md) +- [Diverting Vortex [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](diverting-vortex-apg.md) +- [Divine Access, *Feat 4*](divine-access-apg.md) +- [Divine Aegis [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](divine-aegis-apg.md) - [Divine Ally, *Feat 6*](divine-ally.md) - [Divine Breadth, *Feat 8*](divine-breadth.md) +- [Divine Countermeasures, *Feat 9*](divine-countermeasures-apg.md) +- [Divine Disharmony [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](divine-disharmony-da.md) +- [Divine Effusion, *Feat 18*](divine-effusion-apg.md) +- [Divine Emissary, *Feat 6*](divine-emissary-lokl.md) - [Divine Evolution, *Feat 4*](divine-evolution.md) - [Divine Grace [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](divine-grace.md) - [Divine Guidance, *Feat 15*](divine-guidance.md) +- [Divine Healing, *Feat 8*](divine-healing-lokl.md) - [Divine Health, *Feat 4*](divine-health.md) - [Divine Reflexes, *Feat 14*](divine-reflexes.md) - [Divine Wall, *Feat 12*](divine-wall.md) - [Divine Weapon [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](divine-weapon.md) +- [Diviner Sense, *Feat 12*](diviner-sense-apg.md) +- [Djinni Magic, *Feat 9*](djinni-magic-loag.md) +- [Doctor's Visitation [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 4*](doctors-visitation-apg.md) +- [Dodge Away [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](dodge-away-apg.md) +- [Dodging Roll [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](dodging-roll-apg.md) +- [Dogfang Bite, *Feat 5*](dogfang-bite-loag.md) +- [Domain Acumen, *Feat 2*](domain-acumen-apg.md) +- [Domain Fluency, *Feat 12*](domain-fluency-apg.md) - [Domain Focus, *Feat 12*](domain-focus.md) - [Domain Initiate, *Feat 1*](domain-initiate.md) - [Domain Wellspring, *Feat 18*](domain-wellspring.md) +- [Dominating Gaze, *Feat 16*](dominating-gaze-botd.md) +- [Dominion Aura [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 17*](dominion-aura-loil.md) +- [Dormant Eruption, *Feat 14*](dormant-eruption-da.md) - [Double Prey, *Feat 12*](double-prey.md) - [Double Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](double-shot.md) - [Double Slice [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](double-slice.md) +- [Doublespeak, *Feat 7*](doublespeak-apg.md) +- [Dousing Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](dousing-spell-som.md) +- [Dracomancer, *Feat 9*](dracomancer-apg.md) +- [Draconic Arrogance, *Feat 1*](draconic-arrogance-apg.md) +- [Draconic Scent, *Feat 4*](draconic-scent-apg.md) +- [Draconic Sycophant, *Feat 1*](draconic-sycophant-loag.md) +- [Drag Down [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](drag-down-aaws.md) +- [Dragging Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](dragging-strike-apg.md) +- [Dragon Arcana, *Feat 4*](dragon-arcana-apg.md) +- [Dragon Disciple Dedication, *Feat 2*](dragon-disciple-dedication-apg.md) +- [Dragon Grip, *Feat 9*](dragon-grip-loag.md) +- [Dragon Prince, *Feat 9*](dragon-prince-locg.md) - [Dragon Roar [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](dragon-roar.md) - [Dragon Shape, *Feat 12*](dragon-shape.md) +- [Dragon Spit, *Feat 1*](dragon-spit-locg.md) - [Dragon Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](dragon-stance.md) - [Dragon Transformation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](dragon-transformation.md) +- [Dragonblood Paragon, *Feat 9*](dragonblood-paragon-loag.md) +- [Dragon's Breath, *Feat 9*](dragons-breath-apg.md) +- [Dragon's Presence, *Feat 1*](dragons-presence-apg.md) - [Dragon's Rage Breath [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](dragons-rage-breath.md) - [Dragon's Rage Wings [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](dragons-rage-wings.md) - [Dragonslayer Oath, *Feat 2*](dragonslayer-oath.md) +- [Drain Emotion [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](drain-emotion-loil.md) +- [Drain Soul Cage, *Feat 14*](drain-soul-cage-botd.md) +- [Draw From The Land [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](draw-from-the-land-som.md) +- [Dread Marshal Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](dread-marshal-stance-apg.md) - [Dread Striker, *Feat 4*](dread-striker.md) +- [Dream Guise [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](dream-guise-da.md) +- [Dream Logic, *Feat 14*](dream-logic-da.md) +- [Dream Magic, *Feat 8*](dream-magic-da.md) +- [Dream May, *Feat 1*](dream-may-apg.md) +- [Drenching Mist, *Feat 6*](drenching-mist-lotgb.md) +- [Drive Back [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](drive-back-lokl.md) +- [Drow Shootist Dedication, *Feat 2*](drow-shootist-dedication-av3.md) - [Druid Dedication, *Feat 2*](druid-dedication.md) +- [Dual Energy Heart, *Feat 4*](dual-energy-heart-som.md) +- [Dual Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](dual-finisher-apg.md) - [Dual-handed Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](dual-handed-assault.md) +- [Dual Onslaught, *Feat 14*](dual-onslaught-apg.md) +- [Dual Studies, *Feat 1*](dual-studies-som.md) +- [Dual Thrower, *Feat 4*](dual-thrower-apg.md) +- [Dual-Weapon Blitz [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](dual-weapon-blitz-apg.md) +- [Dual-Weapon Reload [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](dual-weapon-reload-apg.md) +- [Dual-Weapon Warrior Dedication, *Feat 2*](dual-weapon-warrior-dedication-apg.md) +- [Dualborn, *Feat 1*](dualborn-loag.md) +- [Dualistic Synergy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](dualistic-synergy-locg.md) - [Dubious Knowledge, *Feat 1*](dubious-knowledge.md) +- [Duel Spell Advantage, *Feat 6*](duel-spell-advantage-da.md) +- [Dueling Dance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](dueling-dance-apg.md) - [Dueling Dance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](dueling-dance.md) +- [Dueling Parry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](dueling-parry-apg.md) - [Dueling Parry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](dueling-parry.md) - [Dueling Riposte [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](dueling-riposte.md) +- [Duelist Dedication, *Feat 2*](duelist-dedication-apg.md) +- [Duelist's Challenge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](duelists-challenge-apg.md) +- [Duelist's Edge [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](duelists-edge-lowg.md) +- [Duskwalker Lore, *Feat 1*](duskwalker-lore-apg.md) +- [Duskwalker Magic, *Feat 9*](duskwalker-magic-apg.md) +- [Dustsoul, *Feat 1*](dustsoul-loag.md) +- [Dwarven Doughtiness, *Feat 1*](dwarven-doughtiness-apg.md) - [Dwarven Lore, *Feat 1*](dwarven-lore.md) +- [Dwarven Reinforcement, *Feat 5*](dwarven-reinforcement-apg.md) - [Dwarven Weapon Cunning, *Feat 5*](dwarven-weapon-cunning.md) - [Dwarven Weapon Expertise, *Feat 13*](dwarven-weapon-expertise.md) - [Dwarven Weapon Familiarity, *Feat 1*](dwarven-weapon-familiarity.md) +- [Earned Glory, *Feat 1*](earned-glory-apg.md) +- [Earthsense, *Feat 9*](earthsense-loag.md) +- [Earworm, *Feat 14*](earworm-apg.md) +- [Easily Dismissed, *Feat 5*](easily-dismissed-locg.md) +- [Eat Fortune [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](eat-fortune-apg.md) +- [Ebb And Flow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](ebb-and-flow-apg.md) +- [Echo of the Fallen, *Feat 4*](echo-of-the-fallen-da.md) +- [Echoes In Stone [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](echoes-in-stone-apg.md) - [Echoing Channel [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 18*](echoing-channel.md) +- [Echoing Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 18*](echoing-spell-apg.md) +- [Eclectic Obsession, *Feat 5*](eclectic-obsession-locg.md) - [Eclectic Polymath, *Feat 12*](eclectic-polymath.md) - [Eclectic Skill, *Feat 8*](eclectic-skill.md) +- [Eclectic Sword Mastery [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 13*](eclectic-sword-mastery-loag.md) +- [Eclectic Sword Training, *Feat 9*](eclectic-sword-training-apg.md) +- [Eclipsed Vitality, *Feat 4*](eclipsed-vitality-lokl.md) +- [Educate Allies [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](educate-allies-apg.md) +- [Educated Assessment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](educated-assessment-locg.md) +- [Eerie Compression, *Feat 9*](eerie-compression-loag.md) +- [Eerie Environs, *Feat 8*](eerie-environs-da.md) +- [Eerie Flicker [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](eerie-flicker-da.md) +- [Eerie Proclamation [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](eerie-proclamation-da.md) +- [Eerie Traces, *Feat 8*](eerie-traces-da.md) +- [Efficient Alchemy, *Feat 20*](efficient-alchemy-aoa6.md) - [Efficient Alchemy, *Feat 4*](efficient-alchemy.md) +- [Efficient Rituals, *Feat 8*](efficient-rituals-apg.md) +- [Effortless Captivation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 14*](effortless-captivation-lotgb.md) +- [Effortless Concentration [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](effortless-concentration-apg.md) - [Effortless Concentration (Bard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](effortless-concentration-bard.md) - [Effortless Concentration (Druid) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](effortless-concentration-druid.md) +- [Effortless Concentration [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](effortless-concentration-som.md) - [Effortless Concentration (Sorcerer) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](effortless-concentration-sorcerer.md) - [Effortless Concentration (Wizard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](effortless-concentration-wizard.md) +- [Effortless Reach, *Feat 18*](effortless-reach-frp2.md) +- [Efreeti Magic, *Feat 9*](efreeti-magic-loag.md) +- [Eidetic Ear, *Feat 1*](eidetic-ear-lome.md) +- [Eidetic Memorization [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 10*](eidetic-memorization-lopsg.md) +- [Eidolon's Opportunity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](eidolons-opportunity-som.md) +- [Eidolon's Wrath, *Feat 6*](eidolons-wrath-som.md) +- [Elaborate Flourish [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](elaborate-flourish-apg.md) +- [Elaborate Scroll Esoterica, *Feat 12*](elaborate-scroll-esoterica-da.md) +- [Elaborate Talisman Esoterica, *Feat 8*](elaborate-talisman-esoterica-da.md) - [Elastic Mutagen, *Feat 10*](elastic-mutagen.md) +- [Elbow Breaker [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](elbow-breaker-lotgb.md) +- [Eldritch Archer Dedication, *Feat 6*](eldritch-archer-dedication-apg.md) +- [Eldritch Calm, *Feat 13*](eldritch-calm-loil.md) +- [Eldritch Debilitations, *Feat 10*](eldritch-debilitations-apg.md) +- [Eldritch Nails, *Feat 4*](eldritch-nails-apg.md) +- [Eldritch Researcher Dedication, *Feat 2*](eldritch-researcher-dedication-av2.md) +- [Electric Counter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](electric-counter-frp2.md) +- [Elemental Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](elemental-assault-loag.md) +- [Elemental Bulwark [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](elemental-bulwark-loag.md) +- [Elemental Embellish, *Feat 1*](elemental-embellish-loag.md) +- [Elemental Eyes, *Feat 1*](elemental-eyes-loag.md) +- [Elemental Familiar, *Feat 4*](elemental-familiar-som.md) - [Elemental Fist, *Feat 2*](elemental-fist.md) +- [Elemental Lore, *Feat 1*](elemental-lore-loag.md) - [Elemental Shape, *Feat 10*](elemental-shape.md) +- [Elemental Summons, *Feat 4*](elemental-summons-apg.md) +- [Elemental Trade, *Feat 1*](elemental-trade-loag.md) +- [Elemental Wrath, *Feat 1*](elemental-wrath-locg.md) +- [Elementalist Dedication, *Feat 2*](elementalist-dedication-som.md) - [Elf Atavism, *Feat 1*](elf-atavism.md) - [Elf Step [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](elf-step.md) +- [Elite Dracomancer, *Feat 13*](elite-dracomancer-apg.md) +- [Elucidating Mercy, *Feat 10*](elucidating-mercy-apg.md) +- [Elude The Divine, *Feat 8*](elude-the-divine-lol.md) +- [Elude Trouble [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 17*](elude-trouble-loag.md) +- [Elven Aloofness, *Feat 1*](elven-aloofness-apg.md) +- [Elven Instincts, *Feat 5*](elven-instincts-locg.md) - [Elven Lore, *Feat 1*](elven-lore.md) +- [Elven Verve, *Feat 1*](elven-verve-locg.md) - [Elven Weapon Elegance, *Feat 5*](elven-weapon-elegance.md) - [Elven Weapon Expertise, *Feat 13*](elven-weapon-expertise.md) - [Elven Weapon Familiarity, *Feat 1*](elven-weapon-familiarity.md) +- [Elysium's Cadence, *Feat 6*](elysiums-cadence-da.md) +- [Emancipator's Mask, *Feat 20*](emancipators-mask-sot6.md) +- [Embed Aeon Stone, *Feat 2*](embed-aeon-stone-som.md) +- [Emberkin, *Feat 1*](emberkin-loag.md) +- [Ember's Eyes, *Feat 1*](embers-eyes-loag.md) - [Emblazon Antimagic, *Feat 12*](emblazon-antimagic.md) - [Emblazon Armament, *Feat 2*](emblazon-armament.md) +- [Emblazon Divinity, *Feat 20*](emblazon-divinity-aoa6.md) - [Emblazon Energy, *Feat 8*](emblazon-energy.md) +- [Embodied Dragoon Subjectivity, *Feat 9*](embodied-dragoon-subjectivity-loil.md) +- [Embodied Dreadnought Subjectivity, *Feat 5*](embodied-dreadnought-subjectivity-loil.md) +- [Embodied Legionary Subjectivity, *Feat 1*](embodied-legionary-subjectivity-loil.md) +- [Embrace The Pain [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](embrace-the-pain-apg.md) +- [Emerald Boughs Accustomation, *Feat 6*](emerald-boughs-accustomation-locg.md) +- [Emerald Boughs Hideaway, *Feat 10*](emerald-boughs-hideaway-locg.md) +- [Emergency Medical Assistance [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](emergency-medical-assistance-lopsg.md) +- [Emergency Targe [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](emergency-targe-som.md) +- [Emissary of Peace [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 10*](emissary-of-peace-lokl.md) +- [Emotional Partitions, *Feat 1*](emotional-partitions-loil.md) +- [Emotional Surge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](emotional-surge-da.md) +- [Emotionless, *Feat 1*](emotionless-loag.md) +- [Empathetic Plea [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](empathetic-plea-apg.md) +- [Empathic Calm, *Feat 5*](empathic-calm-loil.md) - [Empty Body, *Feat 18*](empty-body.md) +- [Empyreal Aura, *Feat 20*](empyreal-aura-lokl.md) +- [Empyreal Blessing, *Feat 5*](empyreal-blessing-apg.md) +- [Enchanting Arrow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](enchanting-arrow-apg.md) +- [Encouraging Words [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](encouraging-words-gmg.md) +- [Endemic Herbs, *Feat 6*](endemic-herbs-apg.md) +- [Endless Memories, *Feat 9*](endless-memories-loil.md) +- [Endurance Of The Rooted Tree, *Feat 20*](endurance-of-the-rooted-tree-ec6.md) +- [Endure Death's Touch [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](endure-deaths-touch-locg.md) - [Enduring Alchemy, *Feat 4*](enduring-alchemy.md) +- [Enduring Debilitation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 20*](enduring-debilitation-aoa6.md) - [Enduring Quickness, *Feat 20*](enduring-quickness.md) +- [Energetic Resonance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](energetic-resonance-apg.md) +- [Energize Wings [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](energize-wings-loag.md) - [Energized Font [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](energized-font.md) +- [Energy Ablation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](energy-ablation-apg.md) +- [Energy Blessed, *Feat 9*](energy-blessed-locg.md) +- [Energy Fusion [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](energy-fusion-apg.md) +- [Energy Heart, *Feat 1*](energy-heart-som.md) +- [Energy Resistance, *Feat 8*](energy-resistance-som.md) +- [Energy Ward [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](energy-ward-apg.md) +- [Enervating Wail [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](enervating-wail-da.md) +- [Enforce Oath [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](enforce-oath-apg.md) +- [Enforced Order, *Feat 13*](enforced-order-loag.md) - [Enhanced Familiar (Druid), *Feat 2*](enhanced-familiar-druid.md) +- [Enhanced Familiar (Magus), *Feat 2*](enhanced-familiar-magus-som.md) - [Enhanced Familiar (Sorcerer), *Feat 2*](enhanced-familiar-sorcerer.md) +- [Enhanced Familiar (Thaumaturge), *Feat 2*](enhanced-familiar-thaumaturge-da.md) +- [Enhanced Familiar (Witch), *Feat 2*](enhanced-familiar-witch-apg.md) - [Enhanced Familiar (Wizard), *Feat 2*](enhanced-familiar-wizard.md) +- [Enhanced Psychopomp Familiar, *Feat 8*](enhanced-psychopomp-familiar-botd.md) +- [Enigma's Knowledge, *Feat 12*](enigmas-knowledge-apg.md) +- [Enlarge Companion, *Feat 8*](enlarge-companion-apg.md) - [Enlightened Presence, *Feat 16*](enlightened-presence.md) +- [Enshroud Soul Cage, *Feat 14*](enshroud-soul-cage-botd.md) +- [Ensnaring Wrappings [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](ensnaring-wrappings-botd.md) +- [Enthralling Allure, *Feat 5*](enthralling-allure-apg.md) +- [Enticing Dwelling, *Feat 12*](enticing-dwelling-botd.md) +- [Entities From Afar, *Feat 14*](entities-from-afar-av2.md) +- [Entity's Strike, *Feat 4*](entitys-strike-da.md) +- [Entourage, *Feat 7*](entourage-locg.md) +- [Entreat With Forebears, *Feat 2*](entreat-with-forebears-apg.md) +- [Entwined Energy Ki, *Feat 10*](entwined-energy-ki-frp1.md) +- [Envenom Fangs [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](envenom-fangs-locg.md) +- [Envenom Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](envenom-strike-loil.md) +- [Envenomed Edge, *Feat 13*](envenomed-edge-lome.md) +- [Environmental Explorer, *Feat 4*](environmental-explorer-lopsg.md) +- [Environmental Grace, *Feat 7*](environmental-grace-logm.md) +- [Ephemeral Tracking, *Feat 6*](ephemeral-tracking-apg.md) +- [Equitable Defense [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](equitable-defense-loil.md) +- [Escape Timeline [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 12*](escape-timeline-da.md) - [Eschew Materials, *Feat 1*](eschew-materials.md) +- [Esoteric Oath, *Feat 2*](esoteric-oath-apg.md) - [Esoteric Polymath, *Feat 2*](esoteric-polymath.md) +- [Esoteric Reflexes, *Feat 14*](esoteric-reflexes-da.md) +- [Esoteric Warden, *Feat 2*](esoteric-warden-da.md) +- [Esteemed Visitor, *Feat 1*](esteemed-visitor-ec3.md) - [Eternal Bane, *Feat 16*](eternal-bane.md) - [Eternal Blessing, *Feat 16*](eternal-blessing.md) +- [Eternal Boost, *Feat 20*](eternal-boost-som.md) - [Eternal Composition, *Feat 18*](eternal-composition.md) - [Eternal Elixir, *Feat 16*](eternal-elixir.md) +- [Eternal Memories [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](eternal-memories-loil.md) +- [Eternal Wings, *Feat 17*](eternal-wings-apg.md) +- [Eternal Wings, *Feat 17*](eternal-wings-loag.md) +- [Evade Doom, *Feat 9*](evade-doom-loag.md) +- [Evanescent Wings, *Feat 1*](evanescent-wings-loag.md) +- [Evangelize [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 7*](evangelize-logm.md) +- [Evasiveness, *Feat 12*](evasiveness-apg.md) - [Evasiveness, *Feat 12*](evasiveness.md) +- [Ever Dreaming, *Feat 18*](ever-dreaming-da.md) +- [Ever-vigilant Senses, *Feat 16*](ever-vigilant-senses-som.md) +- [Everdistant Defense [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](everdistant-defense-frp3.md) +- [Everstand Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](everstand-stance-locg.md) +- [Everstand Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](everstand-strike-locg.md) +- [Everyone Duck! [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](everyone-duck-locg.md) +- [Everyone's A Suspect, *Feat 20*](everyones-a-suspect-apg.md) - [Exacting Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](exacting-strike.md) +- [Execution [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 14*](execution-ngd.md) +- [Executioner Weapon Training, *Feat 4*](executioner-weapon-training-ngd.md) +- [Exhort The Faithful, *Feat 2*](exhort-the-faithful-apg.md) +- [Exorcist Dedication, *Feat 4*](exorcist-dedication-botd.md) +- [Expand Aura [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](expand-aura-apg.md) +- [Expand Spiral, *Feat 10*](expand-spiral-botd.md) +- [Expanded Domain Initiate, *Feat 4*](expanded-domain-initiate-logm.md) +- [Expanded Luck, *Feat 5*](expanded-luck-apg.md) +- [Expanded Senses, *Feat 1*](expanded-senses-som.md) - [Expanded Splash, *Feat 10*](expanded-splash.md) +- [Expansive Spellstrike, *Feat 2*](expansive-spellstrike-som.md) +- [Expeditious Advance, *Feat 6*](expeditious-advance-lowg.md) - [Expeditious Search, *Feat 7*](expeditious-search.md) - [Experienced Professional, *Feat 1*](experienced-professional.md) - [Experienced Smuggler, *Feat 1*](experienced-smuggler.md) - [Experienced Tracker, *Feat 1*](experienced-tracker.md) - [Expert Alchemy, *Feat 6*](expert-alchemy.md) +- [Expert Backstabber, *Feat 4*](expert-backstabber-apg.md) - [Expert Bard Spellcasting, *Feat 12*](expert-bard-spellcasting.md) +- [Expert Captivator Spellcasting, *Feat 10*](expert-captivator-spellcasting-lotgb.md) +- [Expert Cathartic Spellcasting, *Feat 12*](expert-cathartic-spellcasting-som.md) - [Expert Cleric Spellcasting, *Feat 12*](expert-cleric-spellcasting.md) +- [Expert Combat Eidolon, *Feat 12*](expert-combat-eidolon-som.md) +- [Expert Disassembly, *Feat 7*](expert-disassembly-apg.md) +- [Expert Drill Sergeant, *Feat 5*](expert-drill-sergeant-locg.md) - [Expert Druid Spellcasting, *Feat 12*](expert-druid-spellcasting.md) +- [Expert Eldritch Archer Spellcasting, *Feat 12*](expert-eldritch-archer-spellcasting-apg.md) +- [Expert Herbalism, *Feat 6*](expert-herbalism-apg.md) - [Expert Longevity, *Feat 9*](expert-longevity.md) +- [Expert Magus Spellcasting, *Feat 12*](expert-magus-spellcasting-som.md) +- [Expert Oracle Spellcasting, *Feat 12*](expert-oracle-spellcasting-apg.md) +- [Expert Poisoner, *Feat 6*](expert-poisoner-apg.md) +- [Expert Psychic Spellcasting, *Feat 12*](expert-psychic-spellcasting-da.md) +- [Expert Scroll Cache, *Feat 12*](expert-scroll-cache-apg.md) +- [Expert Snowcasting, *Feat 12*](expert-snowcasting-tv.md) - [Expert Sorcerer Spellcasting, *Feat 12*](expert-sorcerer-spellcasting.md) +- [Expert Spellcasting, *Feat 12*](expert-spellcasting-som.md) +- [Expert Summoner Spellcasting, *Feat 12*](expert-summoner-spellcasting-som.md) +- [Expert Witch Spellcasting, *Feat 12*](expert-witch-spellcasting-apg.md) - [Expert Wizard Spellcasting, *Feat 12*](expert-wizard-spellcasting.md) - [Exploitive Bomb [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](exploitive-bomb.md) +- [Explosive Death Drop [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](explosive-death-drop-lopsg.md) +- [Express Rider, *Feat 1*](express-rider-apg.md) - [Extend Armament Alignment, *Feat 14*](extend-armament-alignment.md) +- [Extend Boost, *Feat 1*](extend-boost-som.md) - [Extend Elixir, *Feat 12*](extend-elixir.md) +- [Extinguish Light [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](extinguish-light-loag.md) +- [Extra Squishy, *Feat 1*](extra-squishy-apg.md) +- [Extradimensional Stash, *Feat 20*](extradimensional-stash-frp3.md) +- [Exude Abyssal Corruption [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](exude-abyssal-corruption-da.md) +- [Eye For Numbers [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](eye-for-numbers-apg.md) +- [Eye For Treasure, *Feat 1*](eye-for-treasure-apg.md) +- [Eye Of Ozem, *Feat 4*](eye-of-ozem-lowg.md) +- [Eye Of The Arclords [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](eye-of-the-arclords-lowg.md) +- [Eyes Of Night, *Feat 1*](eyes-of-night-apg.md) +- [Fabricated Connections, *Feat 7*](fabricated-connections-apg.md) +- [Fade Away, *Feat 9*](fade-away-locg.md) +- [Fading [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](fading-lol.md) +- [Fake It Till You Make It, *Feat 4*](fake-it-till-you-make-it-da.md) +- [False Faith, *Feat 1*](false-faith-aoa4.md) +- [Familiar Conduit [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](familiar-conduit-apg.md) +- [Familiar Foe, *Feat 4*](familiar-foe-lokl.md) +- [Familiar Form, *Feat 8*](familiar-form-lopsg.md) +- [Familiar (Magus), *Feat 1*](familiar-magus-som.md) +- [Familiar Mascot, *Feat 4*](familiar-mascot-apg.md) +- [Familiar Master Dedication, *Feat 2*](familiar-master-dedication-apg.md) +- [Familiar Oddities, *Feat 2*](familiar-oddities-da.md) - [Familiar (Sorcerer), *Feat 1*](familiar-sorcerer.md) +- [Familiar (Thaumaturge), *Feat 1*](familiar-thaumaturge-da.md) - [Familiar (Wizard), *Feat 1*](familiar-wizard.md) +- [Familiar's Eyes [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](familiars-eyes-apg.md) +- [Familiar's Language, *Feat 2*](familiars-language-apg.md) +- [Fancy Moves, *Feat 4*](fancy-moves-apg.md) +- [Fane's Escape [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](fanes-escape-lopsg.md) +- [Fane's Fourberie [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](fanes-fourberie-lopsg.md) +- [Fang Sharpener, *Feat 1*](fang-sharpener-locg.md) +- [Fangs, *Feat 1*](fangs-apg.md) - [Fantastic Leap [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](fantastic-leap.md) - [Far Lobber, *Feat 1*](far-lobber.md) - [Far Shot, *Feat 4*](far-shot.md) +- [Far Throw, *Feat 6*](far-throw-apg.md) +- [Farabellus Flip [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](farabellus-flip-lopsg.md) - [Fascinating Performance, *Feat 1*](fascinating-performance.md) - [Fast Channel, *Feat 14*](fast-channel.md) - [Fast Movement, *Feat 4*](fast-movement.md) - [Fast Recovery, *Feat 1*](fast-recovery.md) - [Fatal Aria, *Feat 20*](fatal-aria.md) +- [Faultspawn, *Feat 1*](faultspawn-loil.md) +- [Favor Of Heaven, *Feat 17*](favor-of-heaven-loag.md) +- [Favorable Winds [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](favorable-winds-loag.md) - [Favored Enemy, *Feat 4*](favored-enemy.md) - [Favored Terrain, *Feat 2*](favored-terrain.md) - [Fearsome Brute, *Feat 10*](fearsome-brute.md) +- [Fearsome Fangs, *Feat 16*](fearsome-fangs-tv.md) +- [Feast [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](feast-botd.md) - [Feather Step, *Feat 1*](feather-step.md) +- [Feathered Cloak, *Feat 5*](feathered-cloak-loag.md) +- [Feed On Pain [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](feed-on-pain-loag.md) +- [Felicitous Riposte, *Feat 16*](felicitous-riposte-apg.md) +- [Fell Rider, *Feat 9*](fell-rider-loag.md) - [Felling Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](felling-shot.md) - [Felling Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](felling-strike.md) - [Feral Mutagen, *Feat 8*](feral-mutagen.md) +- [Ferocious Beasts, *Feat 13*](ferocious-beasts-apg.md) +- [Ferocious Gust [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](ferocious-gust-loag.md) - [Ferocious Shape, *Feat 8*](ferocious-shape.md) +- [Festering Wounds, *Feat 12*](festering-wounds-botd.md) +- [Fetchling Lore, *Feat 1*](fetchling-lore-loag.md) +- [Feverish Enzymes [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](feverish-enzymes-botd.md) +- [Fey Ascension, *Feat 9*](fey-ascension-loil.md) - [Fey Caller, *Feat 8*](fey-caller.md) +- [Fey Cantrips, *Feat 1*](fey-cantrips-loag.md) +- [Fey Disguise, *Feat 5*](fey-disguise-loag.md) - [Fey Fellowship, *Feat 1*](fey-fellowship.md) +- [Fey Influence, *Feat 5*](fey-influence-loil.md) +- [Fey Life, *Feat 16*](fey-life-da.md) +- [Fey Magic, *Feat 9*](fey-magic-loag.md) +- [Fey Skin, *Feat 13*](fey-skin-loag.md) +- [Fey Tracker, *Feat 6*](fey-tracker-loil.md) +- [Fey Transcendence, *Feat 17*](fey-transcendence-loil.md) +- [Fey's Trickery [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](feys-trickery-da.md) +- [Fiendish Eyes, *Feat 1*](fiendish-eyes-apg.md) +- [Fiendish Form, *Feat 18*](fiendish-form-apg.md) +- [Fiendish Lore, *Feat 1*](fiendish-lore-apg.md) +- [Fiendish Mount, *Feat 20*](fiendish-mount-apg.md) +- [Fiendish Resistance, *Feat 5*](fiendish-resistance-apg.md) +- [Fiendish Strikes, *Feat 13*](fiendish-strikes-apg.md) +- [Fiendish Wings [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](fiendish-wings-apg.md) +- [Fiendish Word, *Feat 17*](fiendish-word-apg.md) +- [Fiend's Door, *Feat 13*](fiends-door-apg.md) - [Fiendsbane Oath, *Feat 2*](fiendsbane-oath.md) +- [Fiery Retort [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](fiery-retort-som.md) - [Fighter Dedication, *Feat 2*](fighter-dedication.md) - [Fighter Resiliency, *Feat 4*](fighter-resiliency.md) +- [Fighting Horn, *Feat 5*](fighting-horn-loil.md) +- [Final Form [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 17*](final-form-loag.md) +- [Final Rest, *Feat 4*](final-rest-lokl.md) +- [Finest Trick, *Feat 13*](finest-trick-loag.md) +- [Finishing Follow-through, *Feat 2*](finishing-follow-through-apg.md) +- [Finishing Precision, *Feat 4*](finishing-precision-apg.md) +- [Finned Ridges, *Feat 5*](finned-ridges-loag.md) +- [Fire Lung, *Feat 1*](fire-lung-som.md) +- [Fire Resistance, *Feat 4*](fire-resistance-som.md) +- [Firebrand Braggart Dedication [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](firebrand-braggart-dedication-locg.md) +- [Firesight, *Feat 5*](firesight-loag.md) +- [First Frost, *Feat 2*](first-frost-tv.md) +- [First Revelation, *Feat 4*](first-revelation-apg.md) - [First World Adept, *Feat 9*](first-world-adept.md) - [First World Magic, *Feat 1*](first-world-magic.md) +- [Flamboyant Athlete, *Feat 4*](flamboyant-athlete-apg.md) +- [Flamboyant Cruelty, *Feat 8*](flamboyant-cruelty-lol.md) +- [Flamboyant Leap [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 14*](flamboyant-leap-apg.md) +- [Flame Jump, *Feat 13*](flame-jump-loag.md) +- [Flash Your Badge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](flash-your-badge-ooa1.md) +- [Flashing Shield [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](flashing-shield-lokl.md) +- [Fledgling Flight [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](fledgling-flight-loag.md) +- [Fleet Tempo [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](fleet-tempo-sot2.md) - [Fleet, *Feat 1*](fleet.md) +- [Fleeting Shadow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](fleeting-shadow-apg.md) +- [Flensing Slice [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](flensing-slice-apg.md) +- [Flexible Form, *Feat 1*](flexible-form-loil.md) +- [Flexible Halcyon Spellcasting, *Feat 12*](flexible-halcyon-spellcasting-locg.md) +- [Flexible Ritualist, *Feat 6*](flexible-ritualist-apg.md) +- [Flexible Spellcaster Dedication, *Feat 2*](flexible-spellcaster-dedication-som.md) +- [Flexible Studies, *Feat 1*](flexible-studies-apg.md) +- [Flexible Tail, *Feat 5*](flexible-tail-loag.md) +- [Flexible Transmogrification, *Feat 12*](flexible-transmogrification-som.md) +- [Flicker [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](flicker-lowg.md) +- [Flinging Blow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 16*](flinging-blow-apg.md) - [Flinging Shove, *Feat 12*](flinging-shove.md) +- [Flourish And Ruin, *Feat 17*](flourish-and-ruin-loag.md) +- [Flower Magic, *Feat 9*](flower-magic-loil.md) +- [Fluid Contortionist, *Feat 5*](fluid-contortionist-loag.md) - [Flurry Of Maneuvers, *Feat 4*](flurry-of-maneuvers.md) +- [Flying Blade, *Feat 1*](flying-blade-apg.md) - [Flying Kick [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](flying-kick.md) +- [Focus Ally [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](focus-ally-lopsg.md) +- [Focused Cat Nap, *Feat 5*](focused-cat-nap-loag.md) +- [Focused Fascination, *Feat 1*](focused-fascination-apg.md) +- [Focused Juggler [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](focused-juggler-ec1.md) +- [Focused Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](focused-shot-apg.md) - [Foil Senses, *Feat 7*](foil-senses.md) +- [Folk Dowsing, *Feat 3*](folk-dowsing-da.md) +- [Folklorist Dedication, *Feat 2*](folklorist-dedication-sot2.md) +- [Folksy Patter, *Feat 1*](folksy-patter-apg.md) +- [Folktales Lore, *Feat 4*](folktales-lore-sot2.md) +- [Follow-up Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](follow-up-assault-apg.md) +- [Follow-up Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](follow-up-strike-apg.md) +- [Font Of Knowledge, *Feat 10*](font-of-knowledge-locg.md) +- [Foolproof Instructions, *Feat 8*](foolproof-instructions-lopsg.md) +- [For Love, for Lightning, *Feat 12*](for-love-for-lightning-lokl.md) - [Forager, *Feat 1*](forager.md) +- [Force Fang, *Feat 2*](force-fang-som.md) +- [Forced Entry, *Feat 6*](forced-entry-locg.md) +- [Forceful Push, *Feat 4*](forceful-push-lotgb.md) +- [Forceful Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](forceful-shot-lopsg.md) +- [Forcible Energy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](forcible-energy-apg.md) +- [Forensic Acumen, *Feat 1*](forensic-acumen-apg.md) +- [Foresee Danger [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](foresee-danger-apg.md) +- [Foreseen Failure [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 12*](foreseen-failure-da.md) +- [Forest Stealth [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](forest-stealth-locg.md) +- [Forestall Curse [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](forestall-curse-apg.md) +- [Forge-day's Rest, *Feat 1*](forge-days-rest-locg.md) +- [Forgotten Presence, *Feat 8*](forgotten-presence-da.md) - [Forlorn, *Feat 1*](forlorn.md) - [Form Control [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](form-control.md) +- [Form Lock [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](form-lock-apg.md) +- [Form Lock [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](form-lock-lotgb.md) +- [Form Of The Bat [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](form-of-the-bat-apg.md) +- [Form Of The Fiend, *Feat 1*](form-of-the-fiend-apg.md) +- [Form Retention, *Feat 8*](form-retention-apg.md) +- [Formation Master, *Feat 13*](formation-master-locg.md) +- [Formation Training, *Feat 5*](formation-training-locg.md) +- [Fortified Flesh, *Feat 8*](fortified-flesh-lowg.md) +- [Fortified Mind, *Feat 9*](fortified-mind-loil.md) +- [Fortify Shield [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](fortify-shield-loag.md) +- [Fortuitous Shift, *Feat 9*](fortuitous-shift-locg.md) +- [Fountain Of Secrets [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 17*](fountain-of-secrets-lome.md) +- [Fox Trick [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 9*](fox-trick-loag.md) +- [Foxfire, *Feat 1*](foxfire-loag.md) +- [Freeze It! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](freeze-it-locg.md) +- [Fresh Ingredients, *Feat 2*](fresh-ingredients-apg.md) +- [Friendform, *Feat 5*](friendform-lome.md) +- [Friendly Toss [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](friendly-toss-apg.md) +- [Frighten Undead [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](frighten-undead-botd.md) +- [Frightening Appearance, *Feat 12*](frightening-appearance-apg.md) +- [Frightful Aura, *Feat 18*](frightful-aura-botd.md) +- [Frightful Condemnation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](frightful-condemnation-ngd.md) +- [Frightful Moan [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](frightful-moan-botd.md) +- [Frostbite Runes, *Feat 12*](frostbite-runes-lomm.md) +- [Frozen Breadth, *Feat 8*](frozen-breadth-tv.md) +- [Fully Flighted, *Feat 13*](fully-flighted-loag.md) +- [Fulminating Synergy, *Feat 16*](fulminating-synergy-locg.md) +- [Fumesoul, *Feat 1*](fumesoul-loag.md) - [Furious Bully, *Feat 8*](furious-bully.md) - [Furious Finish [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](furious-finish.md) - [Furious Focus, *Feat 6*](furious-focus.md) - [Furious Grab [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](furious-grab.md) - [Furious Sprint [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](furious-sprint.md) +- [Furious Vengeance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](furious-vengeance-apg.md) - [Fuse Stance, *Feat 20*](fuse-stance.md) +- [Fused Polearm, *Feat 10*](fused-polearm-som.md) +- [Fused Staff, *Feat 8*](fused-staff-som.md) +- [Future Spell Learning, *Feat 8*](future-spell-learning-da.md) - [Gang Up, *Feat 6*](gang-up.md) +- [Ganzi Gaze, *Feat 1*](ganzi-gaze-loag.md) +- [Gaping Flesh [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](gaping-flesh-loag.md) +- [Garden Path, *Feat 8*](garden-path-aoa3.md) +- [Gardener's Resolve [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](gardeners-resolve-ngd.md) +- [Garuda Magic, *Feat 9*](garuda-magic-loag.md) +- [Garuda's Squall, *Feat 5*](garudas-squall-loag.md) +- [Gaze Of Veracity, *Feat 10*](gaze-of-veracity-locg.md) +- [Gear Up, *Feat 6*](gear-up-botd.md) +- [Gecko's Grip, *Feat 5*](geckos-grip-locg.md) +- [Gemsoul, *Feat 1*](gemsoul-loag.md) - [General Training, *Feat 1*](general-training.md) +- [Genie Weapon Expertise, *Feat 13*](genie-weapon-expertise-loag.md) +- [Genie Weapon Familiarity, *Feat 1*](genie-weapon-familiarity-loag.md) +- [Genie Weapon Flourish, *Feat 5*](genie-weapon-flourish-loag.md) - [Genius Mutagen, *Feat 16*](genius-mutagen.md) +- [Geomancer Dedication, *Feat 2*](geomancer-dedication-som.md) +- [Ghoran Lore, *Feat 1*](ghoran-lore-loil.md) +- [Ghoran Weapon Expertise, *Feat 13*](ghoran-weapon-expertise-loil.md) +- [Ghoran Weapon Familiarity, *Feat 1*](ghoran-weapon-familiarity-loil.md) +- [Ghoran Weapon Practice, *Feat 5*](ghoran-weapon-practice-loil.md) +- [Ghoran's Wrath, *Feat 17*](ghorans-wrath-loil.md) +- [Ghost Blade [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](ghost-blade-da.md) +- [Ghost Dedication, *Feat 2*](ghost-dedication-botd.md) +- [Ghost Eater Dedication, *Feat 2*](ghost-eater-dedication-frp1.md) +- [Ghost Flight [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](ghost-flight-botd.md) +- [Ghost Hunter, *Feat 1*](ghost-hunter-apg.md) +- [Ghost Hunter Dedication, *Feat 2*](ghost-hunter-dedication-av1.md) +- [Ghost Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](ghost-strike-av1.md) +- [Ghost Wrangler [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](ghost-wrangler-lokl.md) +- [Ghostly Grasp, *Feat 6*](ghostly-grasp-botd.md) +- [Ghostly Grasp [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](ghostly-grasp-da.md) +- [Ghostly Resistance, *Feat 4*](ghostly-resistance-botd.md) +- [Ghoul Dedication, *Feat 2*](ghoul-dedication-botd.md) +- [Giant Snare, *Feat 10*](giant-snare-apg.md) - [Giant's Lunge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](giants-lunge.md) - [Giant's Stature [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](giants-stature.md) +- [Gift of the Hoard, *Feat 10*](gift-of-the-hoard-da.md) +- [Gift Of The Moon, *Feat 13*](gift-of-the-moon-loag.md) - [Glad-hand, *Feat 2*](glad-hand.md) +- [Gladiator Dedication, *Feat 2*](gladiator-dedication-apg.md) +- [Glamour, *Feat 13*](glamour-loil.md) +- [Glass Skin, *Feat 10*](glass-skin-ooa3.md) +- [Glean Contents, *Feat 1*](glean-contents-apg.md) +- [Glean Lore [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](glean-lore-apg.md) - [Glib Mutagen, *Feat 14*](glib-mutagen.md) +- [Glider Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](glider-form-som.md) +- [Gloomseer, *Feat 1*](gloomseer-locg.md) +- [Glory And Valor! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](glory-and-valor-loag.md) +- [Glutton for Flesh, *Feat 10*](glutton-for-flesh-botd.md) +- [Glyph Expert, *Feat 8*](glyph-expert-lopsg.md) +- [Gnaw [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 5*](gnaw-loag.md) +- [Gnoll Lore, *Feat 1*](gnoll-lore-lome.md) +- [Gnoll Weapon Expertise, *Feat 13*](gnoll-weapon-expertise-lome.md) +- [Gnoll Weapon Familiarity, *Feat 1*](gnoll-weapon-familiarity-lome.md) +- [Gnoll Weapon Practicality, *Feat 5*](gnoll-weapon-practicality-lome.md) - [Gnome Obsession, *Feat 1*](gnome-obsession.md) +- [Gnome Polyglot, *Feat 1*](gnome-polyglot-locg.md) - [Gnome Weapon Expertise, *Feat 13*](gnome-weapon-expertise.md) - [Gnome Weapon Familiarity, *Feat 1*](gnome-weapon-familiarity.md) - [Gnome Weapon Innovator, *Feat 5*](gnome-weapon-innovator.md) +- [Goading Feint, *Feat 1*](goading-feint-apg.md) - [Goblin Lore, *Feat 1*](goblin-lore.md) - [Goblin Scuttle [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](goblin-scuttle.md) - [Goblin Song [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](goblin-song.md) - [Goblin Weapon Expertise, *Feat 13*](goblin-weapon-expertise.md) - [Goblin Weapon Familiarity, *Feat 1*](goblin-weapon-familiarity.md) - [Goblin Weapon Frenzy, *Feat 5*](goblin-weapon-frenzy.md) +- [Godless Healing, *Feat 2*](godless-healing-lowg.md) +- [Golden Body, *Feat 20*](golden-body-aoa6.md) +- [Golden League Xun Dedication, *Feat 8*](golden-league-xun-dedication-frp2.md) +- [Golem Grafter Dedication, *Feat 8*](golem-grafter-dedication-ec3.md) +- [Goloma Courage, *Feat 1*](goloma-courage-lome.md) +- [Goloma Lore, *Feat 1*](goloma-lore-lome.md) +- [Gorilla Pound [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](gorilla-pound-apg.md) +- [Gorilla Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](gorilla-stance-apg.md) +- [Gossip Lore, *Feat 4*](gossip-lore-apg.md) +- [Graceful Guidance, *Feat 5*](graceful-guidance-loag.md) +- [Graceful Leaper, *Feat 7*](graceful-leaper-apg.md) - [Graceful Poise [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](graceful-poise.md) +- [Grand Dance [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](grand-dance-loil.md) +- [Grand Medic's Mask, *Feat 20*](grand-medics-mask-sot6.md) +- [Grand Scroll Esoterica, *Feat 18*](grand-scroll-esoterica-da.md) +- [Grand Talisman Esoterica, *Feat 14*](grand-talisman-esoterica-da.md) +- [Grandmother's Wisdom, *Feat 9*](grandmothers-wisdom-lome.md) +- [Grasping Limbs, *Feat 12*](grasping-limbs-som.md) +- [Grasping Reach, *Feat 1*](grasping-reach-locg.md) +- [Grave Mummification, *Feat 6*](grave-mummification-botd.md) +- [Grave Sense, *Feat 6*](grave-sense-lowg.md) +- [Grave Sight, *Feat 10*](grave-sight-lokl.md) +- [Grave Strength, *Feat 6*](grave-strength-botd.md) +- [Gravelands Herbalist, *Feat 4*](gravelands-herbalist-lokl.md) +- [Grave's Voice, *Feat 4*](graves-voice-av1.md) +- [Gravesight, *Feat 1*](gravesight-apg.md) +- [Gravity Weapon, *Feat 1*](gravity-weapon-apg.md) +- [Great Bear, *Feat 12*](great-bear-tv.md) +- [Great Boaster, *Feat 8*](great-boaster-locg.md) - [Great Cleave, *Feat 10*](great-cleave.md) +- [Great Tengu Form, *Feat 17*](great-tengu-form-apg.md) +- [Greater Animal Senses, *Feat 5*](greater-animal-senses-loag.md) +- [Greater Awakened Power, *Feat 10*](greater-awakened-power-da.md) - [Greater Bloodline, *Feat 10*](greater-bloodline.md) - [Greater Crossblooded Evolution, *Feat 18*](greater-crossblooded-evolution.md) +- [Greater Cruelty, *Feat 8*](greater-cruelty-apg.md) +- [Greater Deathly Secrets, *Feat 10*](greater-deathly-secrets-botd.md) - [Greater Debilitating Bomb, *Feat 10*](greater-debilitating-bomb.md) +- [Greater Despair, *Feat 12*](greater-despair-botd.md) - [Greater Distracting Shot, *Feat 16*](greater-distracting-shot.md) +- [Greater Enhance Venom, *Feat 17*](greater-enhance-venom-loil.md) +- [Greater Interpose, *Feat 14*](greater-interpose-apg.md) +- [Greater Lesson, *Feat 6*](greater-lesson-apg.md) +- [Greater Magical Edification, *Feat 10*](greater-magical-edification-apg.md) +- [Greater Magical Scholastics, *Feat 10*](greater-magical-scholastics-apg.md) - [Greater Mental Evolution, *Feat 16*](greater-mental-evolution.md) - [Greater Merciful Elixir, *Feat 14*](greater-merciful-elixir.md) - [Greater Mercy, *Feat 8*](greater-mercy.md) +- [Greater Physical Evolution, *Feat 12*](greater-physical-evolution-apg.md) +- [Greater Revelation, *Feat 12*](greater-revelation-apg.md) +- [Greater Snow Step, *Feat 16*](greater-snow-step-tv.md) +- [Greater Spell Runes, *Feat 10*](greater-spell-runes-lowg.md) +- [Greater Spiritual Evolution, *Feat 12*](greater-spiritual-evolution-apg.md) +- [Greater Sun Blessing, *Feat 12*](greater-sun-blessing-sot4.md) - [Greater Vital Evolution, *Feat 16*](greater-vital-evolution.md) - [Green Empathy, *Feat 6*](green-empathy.md) - [Green Tongue, *Feat 12*](green-tongue.md) +- [Greenwatch Initiate, *Feat 4*](greenwatch-initiate-loil.md) +- [Greenwatch Veteran [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](greenwatch-veteran-loil.md) +- [Greenwatcher, *Feat 10*](greenwatcher-loil.md) +- [Grievous Blow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](grievous-blow-apg.md) +- [Grim Insight, *Feat 1*](grim-insight-locg.md) +- [Grimspawn, *Feat 1*](grimspawn-apg.md) +- [Gripping Limbs, *Feat 9*](gripping-limbs-loag.md) +- [Grippli Glide [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](grippli-glide-lome.md) +- [Grippli Lore, *Feat 1*](grippli-lore-lome.md) +- [Grippli Weapon Expertise, *Feat 13*](grippli-weapon-expertise-lome.md) +- [Grippli Weapon Familiarity, *Feat 1*](grippli-weapon-familiarity-lome.md) +- [Grippli Weapon Innovator, *Feat 5*](grippli-weapon-innovator-lome.md) +- [Group Aid, *Feat 9*](group-aid-apg.md) - [Group Coercion, *Feat 1*](group-coercion.md) - [Group Impression, *Feat 1*](group-impression.md) +- [Grovel [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](grovel-apg.md) +- [Gruesome Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](gruesome-strike-apg.md) +- [Guarded Advance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](guarded-advance-lokl.md) - [Guarded Movement, *Feat 4*](guarded-movement.md) +- [Guarded Thoughts, *Feat 9*](guarded-thoughts-loil.md) +- [Guardian Ghosts [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](guardian-ghosts-botd.md) +- [Guardian's Deflection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](guardians-deflection-apg.md) - [Guardian's Deflection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](guardians-deflection.md) +- [Guide the Timeline [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](guide-the-timeline-da.md) +- [Guided By The Stars [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 5*](guided-by-the-stars-loag.md) - [Guiding Finish [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](guiding-finish.md) - [Guiding Luck, *Feat 9*](guiding-luck.md) - [Guiding Riposte, *Feat 14*](guiding-riposte.md) +- [Hag Claws, *Feat 1*](hag-claws-apg.md) +- [Hag Magic, *Feat 13*](hag-magic-apg.md) +- [Hag's Sight, *Feat 1*](hags-sight-apg.md) +- [Halcyon Speaker Dedication, *Feat 6*](halcyon-speaker-dedication-locg.md) +- [Halcyon Spellcasting Adept, *Feat 14*](halcyon-spellcasting-adept-locg.md) +- [Halcyon Spellcasting Initiate, *Feat 10*](halcyon-spellcasting-initiate-locg.md) +- [Halcyon Spellcasting Sage, *Feat 18*](halcyon-spellcasting-sage-locg.md) +- [Halfling Ingenuity, *Feat 5*](halfling-ingenuity-locg.md) - [Halfling Lore, *Feat 1*](halfling-lore.md) - [Halfling Luck [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 1*](halfling-luck.md) - [Halfling Weapon Expertise, *Feat 13*](halfling-weapon-expertise.md) - [Halfling Weapon Familiarity, *Feat 1*](halfling-weapon-familiarity.md) - [Halfling Weapon Trickster, *Feat 5*](halfling-weapon-trickster.md) +- [Hallowed Initiate, *Feat 4*](hallowed-initiate-botd.md) +- [Hallowed Necromancer Dedication, *Feat 2*](hallowed-necromancer-dedication-botd.md) +- [Halo, *Feat 1*](halo-apg.md) +- [Hammer Quake [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 14*](hammer-quake-apg.md) - [Hand Of The Apprentice, *Feat 1*](hand-of-the-apprentice.md) +- [Hand of the Lich, *Feat 14*](hand-of-the-lich-botd.md) +- [Handy With Your Paws, *Feat 1*](handy-with-your-paws-ec3.md) +- [Harbinger's Caw [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](harbingers-caw-loag.md) +- [Hard Tail, *Feat 1*](hard-tail-locg.md) +- [Hard To Fool, *Feat 1*](hard-to-fool-loag.md) +- [Harden Flesh [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](harden-flesh-som.md) +- [Hardy Traveler, *Feat 9*](hardy-traveler-apg.md) - [Harming Hands, *Feat 1*](harming-hands.md) +- [Harmless Doll, *Feat 1*](harmless-doll-lotgb.md) +- [Harmlessly Cute, *Feat 1*](harmlessly-cute-locg.md) - [Harmonize [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](harmonize.md) +- [Harrying Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](harrying-strike-locg.md) +- [Harsh Judgment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](harsh-judgment-ngd.md) +- [Hasted Assault, *Feat 14*](hasted-assault-som.md) +- [Hatchling Flight [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](hatchling-flight-loag.md) - [Haughty Obstinacy, *Feat 1*](haughty-obstinacy.md) +- [Haunt Ingenuity, *Feat 1*](haunt-ingenuity-da.md) - [Hazard Finder, *Feat 8*](hazard-finder.md) +- [Head Of The Night Parade [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 20*](head-of-the-night-parade-frp3.md) +- [Head Stomp [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](head-stomp-apg.md) +- [Heal Animal, *Feat 4*](heal-animal-apg.md) +- [Heal Companion, *Feat 1*](heal-companion-apg.md) - [Heal Mount, *Feat 8*](heal-mount.md) +- [Healer's Halo [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](healers-halo-loag.md) +- [Healing Bomb [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](healing-bomb-apg.md) - [Healing Hands, *Feat 1*](healing-hands.md) - [Healing Touch, *Feat 4*](healing-touch.md) - [Healing Transformation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](healing-transformation.md) +- [Heart Of The Kaiju, *Feat 20*](heart-of-the-kaiju-frp3.md) +- [Heat Wave [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](heat-wave-loag.md) +- [Heaven's Thunder [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](heavens-thunder-loil.md) +- [Hefting Shadow, *Feat 9*](hefting-shadow-loag.md) - [Hefty Hauler, *Feat 1*](hefty-hauler.md) +- [Heightened Captivation, *Feat 8*](heightened-captivation-lotgb.md) +- [Heir Of The Saoc, *Feat 9*](heir-of-the-saoc-locg.md) +- [Hellknight Armiger Dedication, *Feat 2*](hellknight-armiger-dedication-lowg.md) +- [Hellknight Dedication, *Feat 6*](hellknight-dedication-locg.md) +- [Hellknight Order Cross-training, *Feat 12*](hellknight-order-cross-training-locg.md) +- [Hellknight Signifer Dedication, *Feat 6*](hellknight-signifer-dedication-locg.md) +- [Hell's Armaments, *Feat 12*](hells-armaments-locg.md) +- [Hellspawn, *Feat 1*](hellspawn-apg.md) +- [Helpful Halfling, *Feat 9*](helpful-halfling-locg.md) +- [Helpful Poppet, *Feat 1*](helpful-poppet-lotgb.md) +- [Herbalist Dedication, *Feat 2*](herbalist-dedication-apg.md) +- [Heroes' Call, *Feat 9*](heroes-call-locg.md) +- [Heroic Presence [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 17*](heroic-presence-apg.md) - [Heroic Recovery [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](heroic-recovery.md) +- [Hero's Wings, *Feat 17*](heros-wings-loag.md) +- [Hex Focus, *Feat 12*](hex-focus-apg.md) +- [Hex Master, *Feat 20*](hex-master-apg.md) +- [Hex Wellspring, *Feat 18*](hex-wellspring-apg.md) +- [Hidden Magic, *Feat 4*](hidden-magic-apg.md) - [Hidden Paragon [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](hidden-paragon.md) +- [Hidden Thorn, *Feat 1*](hidden-thorn-loil.md) +- [Hideous Ululation, *Feat 4*](hideous-ululation-sli.md) - [Hierophant's Power, *Feat 20*](hierophants-power.md) +- [High-quality Scrounger, *Feat 6*](high-quality-scrounger-apg.md) +- [High-Speed Regeneration [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](high-speed-regeneration-da.md) +- [Hijack Undead [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 4*](hijack-undead-ooa3.md) +- [Hilt Hammer, *Feat 10*](hilt-hammer-lokl.md) +- [Hireling Manager, *Feat 3*](hireling-manager-apg.md) +- [Histrionic Injury [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](histrionic-injury-lotgb.md) +- [Hobgoblin Lore, *Feat 1*](hobgoblin-lore-locg.md) +- [Hobgoblin Weapon Discipline, *Feat 5*](hobgoblin-weapon-discipline-locg.md) +- [Hobgoblin Weapon Expertise, *Feat 13*](hobgoblin-weapon-expertise-locg.md) +- [Hobgoblin Weapon Familiarity, *Feat 1*](hobgoblin-weapon-familiarity-locg.md) - [Hobnobber, *Feat 1*](hobnobber.md) +- [Hold Mark, *Feat 5*](hold-mark-apg.md) +- [Holistic Care, *Feat 6*](holistic-care-apg.md) - [Holy Castigation, *Feat 1*](holy-castigation.md) +- [Holy Light [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](holy-light-lokl.md) +- [Homeward Bound, *Feat 17*](homeward-bound-apg.md) +- [Homing Beacon, *Feat 4*](homing-beacon-da.md) +- [Hopping Stride [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](hopping-stride-loag.md) +- [Horizon Walker Dedication, *Feat 2*](horizon-walker-dedication-apg.md) - [House Of Imaginary Walls, *Feat 10*](house-of-imaginary-walls.md) +- [Hulking Size, *Feat 8*](hulking-size-som.md) +- [Hungry Goblin, *Feat 9*](hungry-goblin-locg.md) - [Hunted Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](hunted-shot.md) - [Hunter's Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 2*](hunters-aim.md) +- [Hunter's Defense [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](hunters-defense-lome.md) +- [Hunter's Fangs, *Feat 5*](hunters-fangs-lome.md) +- [Hunter's Luck, *Feat 4*](hunters-luck-apg.md) +- [Hunter's Sanctum, *Feat 4*](hunters-sanctum-botd.md) +- [Hunter's Vision, *Feat 10*](hunters-vision-apg.md) +- [Hurling Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](hurling-charge-apg.md) +- [Hurricane Swing [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 17*](hurricane-swing-loag.md) +- [Hybrid Form, *Feat 5*](hybrid-form-loag.md) +- [Hybrid Shape, *Feat 5*](hybrid-shape-lome.md) +- [Hybrid Study Spell, *Feat 4*](hybrid-study-spell-som.md) +- [Hydraulic Deflection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](hydraulic-deflection-loag.md) +- [Hydraulic Maneuvers [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](hydraulic-maneuvers-loag.md) +- [Hyena Familiar, *Feat 1*](hyena-familiar-lome.md) +- [Hymn Of Healing, *Feat 1*](hymn-of-healing-apg.md) +- [Hypnotic Lure [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](hypnotic-lure-loil.md) +- [Ice Crafter, *Feat 4*](ice-crafter-lomm.md) +- [Icy Apotheosis, *Feat 20*](icy-apotheosis-tv.md) +- [Idol Threat [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](idol-threat-loil.md) +- [Idyllkin, *Feat 1*](idyllkin-loag.md) - [Illusion Sense, *Feat 1*](illusion-sense.md) +- [Immortal Bear, *Feat 20*](immortal-bear-tv.md) - [Impaling Briars, *Feat 16*](impaling-briars.md) +- [Impaling Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](impaling-finisher-apg.md) +- [Impaling Thrust [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 14*](impaling-thrust-apg.md) +- [Impassable Wall Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](impassable-wall-stance-locg.md) - [Impeccable Crafting, *Feat 7*](impeccable-crafting.md) - [Implausible Infiltration [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 18*](implausible-infiltration.md) +- [Implausible Purchase (Investigator), *Feat 16*](implausible-purchase-investigator-apg.md) +- [Implausible Purchase (Rogue), *Feat 18*](implausible-purchase-rogue-apg.md) +- [Implement Initiate, *Feat 6*](implement-initiate-da.md) +- [Implement's Assault [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](implements-assault-da.md) +- [Implement's Flight, *Feat 16*](implements-flight-da.md) +- [Impose Order [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](impose-order-da.md) +- [Impose Order [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](impose-order-loag.md) - [Imposing Destrier, *Feat 10*](imposing-destrier.md) - [Impossible Flurry [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](impossible-flurry.md) +- [Impossible Gossip, *Feat 13*](impossible-gossip-lotgb.md) - [Impossible Polymath, *Feat 18*](impossible-polymath.md) +- [Impossible Riposte, *Feat 14*](impossible-riposte-apg.md) +- [Impossible Snares, *Feat 20*](impossible-snares-apg.md) - [Impossible Striker, *Feat 20*](impossible-striker.md) - [Impossible Technique [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](impossible-technique.md) - [Impossible Volley (Fighter) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](impossible-volley-fighter.md) - [Impossible Volley (Ranger) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](impossible-volley-ranger.md) +- [Impressive Landing [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](impressive-landing-apg.md) +- [Impressive Mount, *Feat 4*](impressive-mount-apg.md) - [Impressive Performance, *Feat 1*](impressive-performance.md) - [Improbable Elixirs, *Feat 18*](improbable-elixirs.md) - [Improved Command Undead, *Feat 10*](improved-command-undead.md) - [Improved Communal Healing, *Feat 4*](improved-communal-healing.md) - [Improved Dueling Riposte, *Feat 12*](improved-dueling-riposte.md) +- [Improved Elemental Bulwark, *Feat 13*](improved-elemental-bulwark-loag.md) +- [Improved Familiar (Familiar Master), *Feat 6*](improved-familiar-familiar-master-apg.md) +- [Improved Familiar (Witch), *Feat 4*](improved-familiar-witch-apg.md) +- [Improved Hijack Undead, *Feat 14*](improved-hijack-undead-ooa3.md) - [Improved Knockback, *Feat 12*](improved-knockback.md) - [Improved Knockdown, *Feat 10*](improved-knockdown.md) - [Improved Poison Weapon, *Feat 8*](improved-poison-weapon.md) @@ -421,452 +1673,2013 @@ cssclass: pf2e,pf2e-index - [Improved Swift Banishment, *Feat 18*](improved-swift-banishment.md) - [Improved Twin Riposte (Fighter), *Feat 14*](improved-twin-riposte-fighter.md) - [Improved Twin Riposte (Ranger), *Feat 16*](improved-twin-riposte-ranger.md) +- [Improvisational Defender, *Feat 1*](improvisational-defender-ec3.md) +- [Improvisational Warrior, *Feat 9*](improvisational-warrior-ec3.md) +- [Improvise Tool, *Feat 1*](improvise-tool-apg.md) +- [Improvised Crafting, *Feat 8*](improvised-crafting-lopsg.md) +- [Improvised Critical, *Feat 8*](improvised-critical-apg.md) +- [Improvised Pummel [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](improvised-pummel-apg.md) +- [Improvised Repair [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 3*](improvised-repair-apg.md) +- [In Plain Sight, *Feat 4*](in-plain-sight-da.md) - [Incredible Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](incredible-aim.md) +- [Incredible Beastmaster Companion, *Feat 8*](incredible-beastmaster-companion-apg.md) - [Incredible Companion (Druid), *Feat 8*](incredible-companion-druid.md) - [Incredible Companion (Ranger), *Feat 10*](incredible-companion-ranger.md) +- [Incredible Familiar (Familiar Master), *Feat 10*](incredible-familiar-familiar-master-apg.md) +- [Incredible Familiar (Thaumaturge), *Feat 8*](incredible-familiar-thaumaturge-da.md) +- [Incredible Familiar (Witch), *Feat 8*](incredible-familiar-witch-apg.md) - [Incredible Ferocity, *Feat 13*](incredible-ferocity.md) - [Incredible Improvisation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 9*](incredible-improvisation.md) - [Incredible Initiative, *Feat 1*](incredible-initiative.md) - [Incredible Investiture, *Feat 11*](incredible-investiture.md) +- [Incredible Luck, *Feat 18*](incredible-luck-apg.md) +- [Incredible Luck, *Feat 13*](incredible-luck-locg.md) +- [Incredible Mount, *Feat 8*](incredible-mount-apg.md) +- [Incredible Reanimated Companion, *Feat 8*](incredible-reanimated-companion-ooa3.md) +- [Incredible Recollection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](incredible-recollection-av2.md) - [Incredible Ricochet [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](incredible-ricochet.md) +- [Incredible Scout, *Feat 11*](incredible-scout-apg.md) +- [Inertial Barrier, *Feat 6*](inertial-barrier-da.md) +- [Inescapable Grasp, *Feat 12*](inescapable-grasp-lotgb.md) +- [Inexhaustible Countermoves, *Feat 20*](inexhaustible-countermoves-apg.md) +- [Infectious Emotions, *Feat 12*](infectious-emotions-som.md) +- [Infiltrate Dream, *Feat 6*](infiltrate-dream-da.md) - [Infinite Possibilities, *Feat 18*](infinite-possibilities.md) +- [Influence Nature, *Feat 7*](influence-nature-apg.md) +- [Initial Eidolon Ability, *Feat 4*](initial-eidolon-ability-som.md) +- [Innate Magic Intuition, *Feat 8*](innate-magic-intuition-lopsg.md) +- [Inner Breath, *Feat 9*](inner-breath-loag.md) +- [Inner Fire, *Feat 1*](inner-fire-loag.md) +- [Inner Fire, *Feat 6*](inner-fire-som.md) +- [Inner Strength [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](inner-strength-apg.md) +- [Innocent Butterfly, *Feat 14*](innocent-butterfly-frp1.md) +- [Innocuous, *Feat 1*](innocuous-locg.md) +- [Inoculation, *Feat 1*](inoculation-apg.md) +- [Inoculation Subroutine, *Feat 5*](inoculation-subroutine-loag.md) - [Insect Shape, *Feat 6*](insect-shape.md) +- [Insistent Command, *Feat 8*](insistent-command-ec2.md) - [Inspirational Focus, *Feat 12*](inspirational-focus.md) - [Inspirational Performance, *Feat 8*](inspirational-performance.md) - [Inspire Competence, *Feat 2*](inspire-competence.md) - [Inspire Defense, *Feat 4*](inspire-defense.md) - [Inspire Heroics, *Feat 8*](inspire-heroics.md) - [Inspire Imitation, *Feat 5*](inspire-imitation.md) +- [Inspired Stratagem [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](inspired-stratagem-apg.md) +- [Inspiring Marshal Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](inspiring-marshal-stance-apg.md) +- [Inspiring Resilience [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](inspiring-resilience-lokl.md) +- [Inspirit Hazard [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](inspirit-hazard-loag.md) +- [Instant Armor, *Feat 10*](instant-armor-lokl.md) - [Instant Opening [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](instant-opening.md) +- [Instigate Psychic Duel [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 12*](instigate-psychic-duel-da.md) - [Instinct Ability, *Feat 6*](instinct-ability.md) +- [Instinctive Obfuscation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](instinctive-obfuscation-apg.md) +- [Instinctive Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](instinctive-strike-apg.md) +- [Instinctual Interception, *Feat 14*](instinctual-interception-lokl.md) +- [Instructive Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](instructive-strike-da.md) +- [Instrument Of Slaughter, *Feat 16*](instrument-of-slaughter-apg.md) - [Instrument Of Zeal, *Feat 16*](instrument-of-zeal.md) +- [Intense Implement, *Feat 18*](intense-implement-da.md) +- [Intensify Investiture [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 12*](intensify-investiture-da.md) +- [Intercorporate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](intercorporate-loag.md) +- [Interfering Surge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](interfering-surge-som.md) +- [Internal Cohesion, *Feat 1*](internal-cohesion-loag.md) +- [Internal Compartment, *Feat 1*](internal-compartment-loag.md) +- [Internal Respirator, *Feat 9*](internal-respirator-loag.md) +- [Interrupt Charge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](interrupt-charge-lokl.md) - [Interweave Dispel [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](interweave-dispel.md) - [Intimidating Glare, *Feat 1*](intimidating-glare.md) - [Intimidating Prowess, *Feat 2*](intimidating-prowess.md) - [Intimidating Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 2*](intimidating-strike.md) +- [Into the Future [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](into-the-future-da.md) +- [Intuitive Cooperation, *Feat 1*](intuitive-cooperation-locg.md) +- [Intuitive Crafting, *Feat 1*](intuitive-crafting-loag.md) +- [Intuitive Illusions [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 5*](intuitive-illusions-locg.md) +- [Inured to Alchemy, *Feat 4*](inured-to-alchemy-ooa1.md) +- [Inured To The Heat, *Feat 5*](inured-to-the-heat-lome.md) +- [Inventive Offensive [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 1*](inventive-offensive-locg.md) - [Inventor, *Feat 7*](inventor.md) +- [Investigate Haunting, *Feat 4*](investigate-haunting-av1.md) +- [Investigator Dedication, *Feat 2*](investigator-dedication-apg.md) +- [Investigator's Stratagem, *Feat 4*](investigators-stratagem-apg.md) +- [Invigorating Mercy, *Feat 6*](invigorating-mercy-apg.md) - [Invincible Mutagen, *Feat 12*](invincible-mutagen.md) +- [Invisible Trickster, *Feat 13*](invisible-trickster-loag.md) - [Invoke Disaster, *Feat 18*](invoke-disaster.md) +- [Invoke The Crimson Oath, *Feat 8*](invoke-the-crimson-oath-locg.md) +- [Invoke The Elements [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](invoke-the-elements-loag.md) +- [Invulnerable Juggernaut, *Feat 20*](invulnerable-juggernaut-aoa6.md) +- [Iron Fists, *Feat 1*](iron-fists-apg.md) +- [Iron Lung, *Feat 14*](iron-lung-ec3.md) +- [Iron Repercussions, *Feat 1*](iron-repercussions-apg.md) - [Ironblood Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](ironblood-stance.md) - [Ironblood Surge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](ironblood-surge.md) +- [Irrepressible, *Feat 1*](irrepressible-loag.md) - [Irrepressible, *Feat 9*](irrepressible.md) +- [Irriseni Ice-witch, *Feat 13*](irriseni-ice-witch-locg.md) +- [Iruxi Glide [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](iruxi-glide-loag.md) +- [Iruxi Spirit Strike, *Feat 13*](iruxi-spirit-strike-loag.md) +- [Iruxi Unarmed Cunning, *Feat 5*](iruxi-unarmed-cunning-locg.md) +- [It's Alive!, *Feat 6*](its-alive-ooa3.md) +- [Jalmeri Heavenseeker Dedication, *Feat 4*](jalmeri-heavenseeker-dedication-loil.md) +- [Jalmeri Rakshasa Magic, *Feat 9*](jalmeri-rakshasa-magic-loil.md) +- [Janatimo's Lessons, *Feat 12*](janatimos-lessons-lol.md) +- [Janni Hospitality, *Feat 9*](janni-hospitality-loag.md) +- [Janni Magic, *Feat 9*](janni-magic-loag.md) +- [Jelly Body, *Feat 6*](jelly-body-da.md) +- [Jellyfish Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](jellyfish-stance-frp2.md) +- [Jinx Glutton, *Feat 13*](jinx-glutton-loag.md) +- [Judgment Of The Monolith, *Feat 12*](judgment-of-the-monolith-lowg.md) - [Juggernaut's Fortitude, *Feat 12*](juggernauts-fortitude.md) +- [Juggle [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](juggle-ec1.md) +- [Juggler Dedication, *Feat 2*](juggler-dedication-ec1.md) +- [Jungle Runner, *Feat 5*](jungle-runner-loil.md) +- [Jungle Strider, *Feat 1*](jungle-strider-lome.md) - [Junk Tinker, *Feat 1*](junk-tinker.md) +- [Just One More Thing [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](just-one-more-thing-apg.md) +- [Just The Facts, *Feat 20*](just-the-facts-apg.md) +- [Just the Tool [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](just-the-tool-da.md) +- [Juvenile Flight [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](juvenile-flight-loag.md) +- [Ka Stone Ritual, *Feat 4*](ka-stone-ritual-lowg.md) +- [Kashrishi Revivification [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 13*](kashrishi-revivification-loil.md) +- [Keen Follower, *Feat 3*](keen-follower-apg.md) +- [Keen Recollection, *Feat 6*](keen-recollection-apg.md) +- [Keep Pace [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](keep-pace-apg.md) +- [Keep Up Appearances [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](keep-up-appearances-locg.md) +- [Keep Up the Good Fight [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](keep-up-the-good-fight-lokl.md) - [Ki Blast, *Feat 6*](ki-blast.md) +- [Ki Center [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 18*](ki-center-apg.md) +- [Ki Form, *Feat 18*](ki-form-apg.md) - [Ki Rush, *Feat 1*](ki-rush.md) - [Ki Strike, *Feat 1*](ki-strike.md) +- [Killing Stone, *Feat 13*](killing-stone-loag.md) - [Kip Up [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 7*](kip-up.md) +- [Kitsune Lore, *Feat 1*](kitsune-lore-loag.md) +- [Kitsune Spell Expertise, *Feat 13*](kitsune-spell-expertise-loag.md) +- [Kitsune Spell Familiarity, *Feat 1*](kitsune-spell-familiarity-loag.md) +- [Kitsune Spell Mysteries, *Feat 5*](kitsune-spell-mysteries-loag.md) +- [Kneecap [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](kneecap-apg.md) +- [Kneel For No God, *Feat 9*](kneel-for-no-god-locg.md) +- [Knight In Shining Armor, *Feat 12*](knight-in-shining-armor-locg.md) +- [Knight Reclaimant Dedication, *Feat 6*](knight-reclaimant-dedication-locg.md) +- [Knight Vigilant Dedication, *Feat 6*](knight-vigilant-dedication-locg.md) +- [Knight's Retaliation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](knights-retaliation-lokl.md) +- [Knock Sense [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](knock-sense-lokl.md) - [Knockback Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](knockback-strike.md) - [Knockback [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](knockback.md) - [Knockdown [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](knockdown.md) +- [Know It All, *Feat 10*](know-it-all-av2.md) +- [Know-It-All, *Feat 8*](know-it-all-da.md) - [Know-it-all, *Feat 8*](know-it-all.md) +- [Know Oneself [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](know-oneself-locg.md) +- [Know The Beat, *Feat 3*](know-the-beat-aoa5.md) +- [Know Your Own, *Feat 1*](know-your-own-apg.md) +- [Knowledge Is Power, *Feat 6*](knowledge-is-power-som.md) +- [Known Weaknesses, *Feat 1*](known-weaknesses-apg.md) +- [Kobold Breath [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](kobold-breath-apg.md) +- [Kobold Lore, *Feat 1*](kobold-lore-apg.md) +- [Kobold Weapon Expertise, *Feat 13*](kobold-weapon-expertise-loag.md) +- [Kobold Weapon Familiarity, *Feat 1*](kobold-weapon-familiarity-loag.md) +- [Kobold Weapon Innovator, *Feat 5*](kobold-weapon-innovator-loag.md) +- [Kreighton's Cognitive Crossover [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](kreightons-cognitive-crossover-lopsg.md) +- [Lab Rat, *Feat 5*](lab-rat-apg.md) +- [Larcenous Hand, *Feat 8*](larcenous-hand-lotgb.md) +- [Larcenous Tail, *Feat 9*](larcenous-tail-loag.md) - [Lasting Coercion, *Feat 2*](lasting-coercion.md) - [Lasting Doubt, *Feat 12*](lasting-doubt.md) +- [Lastwall Sentry Dedication, *Feat 2*](lastwall-sentry-dedication-lowg.md) +- [Lastwall Warden, *Feat 10*](lastwall-warden-lowg.md) +- [Laughing Gnoll, *Feat 9*](laughing-gnoll-lome.md) +- [Lavasoul, *Feat 1*](lavasoul-loag.md) +- [Lawbringer, *Feat 1*](lawbringer-apg.md) +- [Lead Climber, *Feat 2*](lead-climber-apg.md) +- [Lead Investigator, *Feat 18*](lead-investigator-apg.md) +- [Lead The Pack, *Feat 16*](lead-the-pack-apg.md) +- [Lead the Way [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](lead-the-way-lokl.md) +- [Leading Dance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](leading-dance-apg.md) - [Leave An Opening, *Feat 14*](leave-an-opening.md) +- [Leech-clipper, *Feat 1*](leech-clipper-locg.md) - [Legendary Codebreaker, *Feat 15*](legendary-codebreaker.md) +- [Legendary Guide, *Feat 15*](legendary-guide-apg.md) - [Legendary Linguist, *Feat 15*](legendary-linguist.md) - [Legendary Medic, *Feat 15*](legendary-medic.md) - [Legendary Monster Hunter, *Feat 16*](legendary-monster-hunter.md) - [Legendary Negotiation [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 15*](legendary-negotiation.md) - [Legendary Performer, *Feat 15*](legendary-performer.md) - [Legendary Professional, *Feat 15*](legendary-professional.md) +- [Legendary Rider, *Feat 20*](legendary-rider-apg.md) - [Legendary Shot, *Feat 20*](legendary-shot.md) +- [Legendary Size, *Feat 9*](legendary-size-loil.md) - [Legendary Sneak, *Feat 15*](legendary-sneak.md) +- [Legendary Summoner, *Feat 20*](legendary-summoner-som.md) - [Legendary Survivalist, *Feat 15*](legendary-survivalist.md) +- [Legendary Tattoo Artist, *Feat 15*](legendary-tattoo-artist-tv.md) - [Legendary Thief, *Feat 15*](legendary-thief.md) +- [Legs Of Stone, *Feat 12*](legs-of-stone-ec3.md) +- [Lemma Of Vision, *Feat 1*](lemma-of-vision-loag.md) - [Lengthy Diversion, *Feat 1*](lengthy-diversion.md) +- [Leshy Familiar Secrets, *Feat 4*](leshy-familiar-secrets-apg.md) - [Leshy Familiar, *Feat 1*](leshy-familiar.md) +- [Leshy Glide [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](leshy-glide-locg.md) +- [Leshy Lore, *Feat 1*](leshy-lore-locg.md) +- [Leshy Superstition [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](leshy-superstition-locg.md) +- [Lesser Enhance Venom, *Feat 1*](lesser-enhance-venom-loil.md) +- [Lethal Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 18*](lethal-finisher-apg.md) +- [Lethargy Poisoner, *Feat 8*](lethargy-poisoner-av3.md) +- [Levering Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](levering-strike-ec1.md) - [Leyline Conduit [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 20*](leyline-conduit.md) +- [Liberate Soul [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](liberate-soul-botd.md) - [Liberating Stride, *Feat 12*](liberating-stride.md) +- [Lich Dedication, *Feat 12*](lich-dedication-botd.md) +- [Lie Detector, *Feat 4*](lie-detector-apg.md) - [Lie To Me, *Feat 1*](lie-to-me.md) +- [Life-giving Magic [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](life-giving-magic-locg.md) +- [Life Leap [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](life-leap-apg.md) +- [Lifeblood's Call, *Feat 13*](lifebloods-call-loag.md) +- [Lifelink Surge, *Feat 4*](lifelink-surge-som.md) +- [Lifesense, *Feat 5*](lifesense-apg.md) +- [Light From Darkness, *Feat 9*](light-from-darkness-apg.md) +- [Light Of Revelation, *Feat 4*](light-of-revelation-locg.md) +- [Light Paws [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](light-paws-apg.md) - [Light Step, *Feat 6*](light-step.md) +- [Lightless Litheness, *Feat 5*](lightless-litheness-loag.md) - [Lightning Snares, *Feat 12*](lightning-snares.md) +- [Lightning Tongue [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](lightning-tongue-loag.md) +- [Lightslayer Oath, *Feat 2*](lightslayer-oath-apg.md) +- [Lingering Chill, *Feat 4*](lingering-chill-da.md) - [Lingering Composition, *Feat 1*](lingering-composition.md) +- [Lingering Flames, *Feat 8*](lingering-flames-lotgb.md) +- [Linguist Dedication, *Feat 2*](linguist-dedication-apg.md) +- [Link Focus, *Feat 12*](link-focus-som.md) +- [Link Wellspring, *Feat 18*](link-wellspring-som.md) - [Linked Focus, *Feat 4*](linked-focus.md) +- [Lion Blade Dedication, *Feat 2*](lion-blade-dedication-lowg.md) +- [Lion's Fury, *Feat 8*](lions-fury-sot4.md) +- [Lion's Might, *Feat 4*](lions-might-sot4.md) - [Litany Against Sloth, *Feat 10*](litany-against-sloth.md) - [Litany Against Wrath, *Feat 6*](litany-against-wrath.md) +- [Litany Of Depravity, *Feat 14*](litany-of-depravity-apg.md) - [Litany Of Righteousness, *Feat 14*](litany-of-righteousness.md) +- [Litany Of Self-interest, *Feat 10*](litany-of-self-interest-apg.md) +- [Living Hair, *Feat 2*](living-hair-apg.md) +- [Living Monolith Dedication, *Feat 2*](living-monolith-dedication-lowg.md) +- [Living Rune, *Feat 6*](living-rune-lowg.md) +- [Living Vessel Dedication, *Feat 2*](living-vessel-dedication-da.md) +- [Living Weapon, *Feat 1*](living-weapon-loag.md) +- [Lizardfolk Lore, *Feat 1*](lizardfolk-lore-locg.md) +- [Loaner Spell, *Feat 8*](loaner-spell-apg.md) +- [Lobbed Attack [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](lobbed-attack-ec1.md) +- [Log Roll [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](log-roll-ec3.md) +- [Long-nosed Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](long-nosed-form-apg.md) +- [Long Tongue, *Feat 5*](long-tongue-lome.md) +- [Look Again [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 18*](look-again-lotgb.md) +- [Look but Don't Touch [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 13*](look-but-dont-touch-loil.md) +- [Loose Cannon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](loose-cannon-ooa1.md) +- [Lore Seeker, *Feat 8*](lore-seeker-locg.md) +- [Lorefinder, *Feat 8*](lorefinder-av2.md) +- [Loremaster Dedication, *Feat 2*](loremaster-dedication-apg.md) - [Loremaster's Etude, *Feat 2*](loremasters-etude.md) +- [Lost In The Crowd, *Feat 4*](lost-in-the-crowd-lowg.md) +- [Loud Singer, *Feat 5*](loud-singer-apg.md) +- [Loyal Empath, *Feat 5*](loyal-empath-ec3.md) - [Loyal Warhorse, *Feat 6*](loyal-warhorse.md) +- [Lucky Break, *Feat 5*](lucky-break-loag.md) +- [Lucky Keepsake, *Feat 9*](lucky-keepsake-locg.md) - [Lunge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](lunge.md) +- [Lunging Spellstrike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](lunging-spellstrike-som.md) - [Lunging Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](lunging-stance.md) +- [Macabre Virtuoso, *Feat 6*](macabre-virtuoso-botd.md) +- [Magaambyan Attendant Dedication, *Feat 2*](magaambyan-attendant-dedication-locg.md) +- [Mage Hunter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](mage-hunter-apg.md) +- [Magic Arrow [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](magic-arrow-apg.md) +- [Magic Finder, *Feat 8*](magic-finder-lopsg.md) +- [Magic Hands, *Feat 6*](magic-hands-apg.md) +- [Magic Hide, *Feat 2*](magic-hide-apg.md) +- [Magic Rider, *Feat 17*](magic-rider-apg.md) +- [Magic Sense, *Feat 12*](magic-sense-apg.md) +- [Magic Sense, *Feat 12*](magic-sense-som.md) - [Magic Sense (Sorcerer), *Feat 12*](magic-sense-sorcerer.md) - [Magic Sense (Wizard), *Feat 12*](magic-sense-wizard.md) +- [Magic Warrior Aspect, *Feat 4*](magic-warrior-aspect-lowg.md) +- [Magic Warrior Dedication, *Feat 2*](magic-warrior-dedication-lowg.md) +- [Magic Warrior Transformation, *Feat 4*](magic-warrior-transformation-lowg.md) +- [Magical Adaptation, *Feat 10*](magical-adaptation-apg.md) +- [Magical Adept, *Feat 8*](magical-adept-som.md) - [Magical Crafting, *Feat 2*](magical-crafting.md) +- [Magical Edification, *Feat 4*](magical-edification-apg.md) +- [Magical Knowledge, *Feat 8*](magical-knowledge-da.md) +- [Magical Master, *Feat 18*](magical-master-som.md) +- [Magical Scholastics, *Feat 4*](magical-scholastics-apg.md) - [Magical Shorthand, *Feat 2*](magical-shorthand.md) - [Magical Trickster, *Feat 4*](magical-trickster.md) +- [Magical Understudy, *Feat 2*](magical-understudy-som.md) +- [Magpie Snatch [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](magpie-snatch-loag.md) +- [Magus Dedication, *Feat 2*](magus-dedication-som.md) +- [Magus's Analysis [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](maguss-analysis-som.md) +- [Maiden's Mending [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](maidens-mending-loag.md) +- [Major Lesson, *Feat 10*](major-lesson-apg.md) - [Maker Of Miracles, *Feat 20*](maker-of-miracles.md) +- [Makeshift Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](makeshift-strike-apg.md) +- [Malicious Bane, *Feat 5*](malicious-bane-apg.md) +- [Malleable Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](malleable-form-da.md) +- [Malleable Mental Forge, *Feat 8*](malleable-mental-forge-da.md) +- [Malleable Movement [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 2*](malleable-movement-da.md) +- [Maneuvering Spell [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 12*](maneuvering-spell-frp2.md) - [Manifold Edge, *Feat 18*](manifold-edge.md) +- [Manipulative Charm, *Feat 4*](manipulative-charm-botd.md) +- [Mantis Form, *Feat 8*](mantis-form-lowg.md) +- [Many Guises, *Feat 8*](many-guises-apg.md) +- [Marid Magic, *Feat 9*](marid-magic-loag.md) +- [Marine Ally, *Feat 5*](marine-ally-loag.md) +- [Mariner's Fire, *Feat 1*](mariners-fire-loag.md) +- [Marsh Runner, *Feat 1*](marsh-runner-locg.md) +- [Marshal Dedication, *Feat 2*](marshal-dedication-apg.md) +- [Martial Artist Dedication, *Feat 2*](martial-artist-dedication-apg.md) +- [Martial Exercise, *Feat 10*](martial-exercise-lopsg.md) +- [Martial Experience, *Feat 5*](martial-experience-apg.md) +- [Martial Performance, *Feat 1*](martial-performance-apg.md) +- [Martyr [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](martyr-apg.md) +- [Mask Familiar, *Feat 4*](mask-familiar-locg.md) +- [Mask Of Fear [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 13*](mask-of-fear-loag.md) +- [Mask Of Pain [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](mask-of-pain-loag.md) +- [Mask Of Power, *Feat 5*](mask-of-power-loag.md) +- [Mask Of Rejection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](mask-of-rejection-loag.md) +- [Masked Casting [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](masked-casting-locg.md) +- [Masquerade of Seasons Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](masquerade-of-seasons-stance-loil.md) - [Master Alchemy, *Feat 12*](master-alchemy.md) - [Master Bard Spellcasting, *Feat 18*](master-bard-spellcasting.md) +- [Master Captivator Spellcasting, *Feat 16*](master-captivator-spellcasting-lotgb.md) +- [Master Cathartic Spellcasting, *Feat 18*](master-cathartic-spellcasting-som.md) - [Master Cleric Spellcasting, *Feat 18*](master-cleric-spellcasting.md) - [Master Druid Spellcasting, *Feat 18*](master-druid-spellcasting.md) +- [Master Eldritch Archer Spellcasting, *Feat 18*](master-eldritch-archer-spellcasting-apg.md) +- [Master Magus Spellcasting, *Feat 18*](master-magus-spellcasting-som.md) - [Master Monster Hunter, *Feat 10*](master-monster-hunter.md) - [Master Of Many Styles [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](master-of-many-styles.md) +- [Master of the Dead, *Feat 12*](master-of-the-dead-botd.md) +- [Master Oracle Spellcasting, *Feat 18*](master-oracle-spellcasting-apg.md) +- [Master Psychic Spellcasting, *Feat 18*](master-psychic-spellcasting-da.md) +- [Master Scroll Cache, *Feat 18*](master-scroll-cache-apg.md) +- [Master Snowcasting, *Feat 18*](master-snowcasting-tv.md) - [Master Sorcerer Spellcasting, *Feat 18*](master-sorcerer-spellcasting.md) +- [Master Spellcasting, *Feat 18*](master-spellcasting-som.md) +- [Master Spotter, *Feat 12*](master-spotter-apg.md) - [Master Spotter, *Feat 12*](master-spotter.md) +- [Master Summoner, *Feat 6*](master-summoner-som.md) +- [Master Summoner Spellcasting, *Feat 18*](master-summoner-spellcasting-som.md) +- [Master Witch Spellcasting, *Feat 18*](master-witch-spellcasting-apg.md) - [Master Wizard Spellcasting, *Feat 18*](master-wizard-spellcasting.md) - [Masterful Companion, *Feat 18*](masterful-companion.md) +- [Masterful Obfuscation, *Feat 10*](masterful-obfuscation-lopsg.md) +- [Mastermind's Eye, *Feat 6*](masterminds-eye-frp1.md) +- [Master's Counterspell [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](masters-counterspell-lopsg.md) - [Mature Animal Companion (Druid), *Feat 4*](mature-animal-companion-druid.md) - [Mature Animal Companion (Ranger), *Feat 6*](mature-animal-companion-ranger.md) +- [Mature Beastmaster Companion, *Feat 4*](mature-beastmaster-companion-apg.md) +- [Mature Trained Companion, *Feat 6*](mature-trained-companion-ec2.md) +- [Mauler Dedication, *Feat 2*](mauler-dedication-apg.md) +- [Medic Dedication, *Feat 2*](medic-dedication-apg.md) +- [Medical Researcher, *Feat 1*](medical-researcher-lol.md) - [Meditative Focus, *Feat 12*](meditative-focus.md) - [Meditative Wellspring, *Feat 18*](meditative-wellspring.md) +- [Medusa's Wrath, *Feat 16*](medusas-wrath-apg.md) - [Mega Bomb [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 20*](mega-bomb.md) +- [Meld Into Eidolon [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 1*](meld-into-eidolon-som.md) - [Melodious Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](melodious-spell.md) +- [Menacing Prowess, *Feat 10*](menacing-prowess-frp2.md) +- [Mental Balm, *Feat 2*](mental-balm-da.md) +- [Mental Buffer, *Feat 1*](mental-buffer-da.md) +- [Mental Forge, *Feat 4*](mental-forge-da.md) +- [Mental Static [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](mental-static-da.md) +- [Mental Sustenance, *Feat 1*](mental-sustenance-loil.md) - [Merciful Elixir [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](merciful-elixir.md) +- [Merciless Rend [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](merciless-rend-som.md) - [Mercy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](mercy.md) +- [Mesmerizing Gaze [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](mesmerizing-gaze-apg.md) +- [Metabolize Element [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](metabolize-element-som.md) +- [Metal-veined Strikes, *Feat 13*](metal-veined-strikes-loag.md) +- [Metallic Envisionment, *Feat 12*](metallic-envisionment-da.md) - [Metamagic Channel [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 20*](metamagic-channel.md) - [Metamagic Mastery (Sorcerer), *Feat 20*](metamagic-mastery-sorcerer.md) - [Metamagic Mastery (Wizard), *Feat 20*](metamagic-mastery-wizard.md) +- [Meteoric Spellstrike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](meteoric-spellstrike-som.md) +- [Methodical Debilitations, *Feat 10*](methodical-debilitations-apg.md) +- [Mighty Bear, *Feat 18*](mighty-bear-tv.md) +- [Mighty Bulwark, *Feat 10*](mighty-bulwark-apg.md) +- [Mighty Dragon Shape, *Feat 18*](mighty-dragon-shape-apg.md) +- [Mighty Wings, *Feat 18*](mighty-wings-sot3.md) +- [Mimic Protections, *Feat 20*](mimic-protections-ec6.md) +- [Mind over Matter, *Feat 20*](mind-over-matter-da.md) +- [Mind Projectiles, *Feat 8*](mind-projectiles-da.md) +- [Mind Shards [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](mind-shards-da.md) +- [Mind Smith Dedication, *Feat 2*](mind-smith-dedication-da.md) - [Mindblank Mutagen, *Feat 18*](mindblank-mutagen.md) +- [Miniaturize, *Feat 8*](miniaturize-som.md) +- [Minion Guise, *Feat 4*](minion-guise-apg.md) - [Minor Magic, *Feat 2*](minor-magic.md) - [Miracle Worker, *Feat 18*](miracle-worker.md) +- [Miraculous Intervention [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](miraculous-intervention-lokl.md) +- [Miraculous Possibility, *Feat 18*](miraculous-possibility-apg.md) +- [Miraculous Repair [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 9*](miraculous-repair-loil.md) +- [Miresoul, *Feat 1*](miresoul-loag.md) +- [Mirror Refuge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](mirror-refuge-da.md) +- [Mirror-Risen, *Feat 1*](mirror-risen-da.md) - [Mirror Shield [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](mirror-shield.md) +- [Mischievous Tail, *Feat 13*](mischievous-tail-loag.md) +- [Mist Child, *Feat 5*](mist-child-apg.md) +- [Mist Escape [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 14*](mist-escape-botd.md) +- [Mist Strider, *Feat 13*](mist-strider-loag.md) +- [Mistaken Identity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](mistaken-identity-da.md) +- [Mistsoul, *Feat 1*](mistsoul-loag.md) - [Mixed Maneuver [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](mixed-maneuver.md) +- [Mobile Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](mobile-finisher-apg.md) +- [Mobile Magical Combat [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](mobile-magical-combat-lopsg.md) - [Mobile Shot Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](mobile-shot-stance.md) - [Mobility, *Feat 2*](mobility.md) +- [Moderate Enhance Venom, *Feat 9*](moderate-enhance-venom-loil.md) +- [Molten Wit, *Feat 1*](molten-wit-loil.md) - [Moment Of Clarity [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](moment-of-clarity.md) +- [Monastic Archer Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](monastic-archer-stance-apg.md) - [Monastic Weaponry, *Feat 1*](monastic-weaponry.md) - [Monk Dedication, *Feat 2*](monk-dedication.md) - [Monk Moves, *Feat 8*](monk-moves.md) - [Monk Resiliency, *Feat 4*](monk-resiliency.md) +- [Monkey Spirits, *Feat 13*](monkey-spirits-loil.md) - [Monk's Flurry, *Feat 10*](monks-flurry.md) - [Monster Hunter, *Feat 1*](monster-hunter.md) - [Monster Warden, *Feat 2*](monster-warden.md) - [Monstrosity Shape, *Feat 16*](monstrosity-shape.md) - [Monstrous Peacemaker, *Feat 1*](monstrous-peacemaker.md) +- [Moon May, *Feat 1*](moon-may-loag.md) +- [Morph-Risen, *Feat 1*](morph-risen-da.md) +- [Morphic Manipulation, *Feat 7*](morphic-manipulation-da.md) +- [Morrigna's Spider Affinity, *Feat 9*](morrignas-spider-affinity-loag.md) +- [Mortal Healing, *Feat 2*](mortal-healing-logm.md) +- [Mortification, *Feat 4*](mortification-lowg.md) +- [Mother's Mindfulness [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](mothers-mindfulness-loag.md) - [Mountain Quake [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](mountain-quake.md) - [Mountain Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](mountain-stance.md) - [Mountain Stronghold [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](mountain-stronghold.md) - [Mountain's Stoutness, *Feat 9*](mountains-stoutness.md) +- [Mounted Shield, *Feat 6*](mounted-shield-apg.md) +- [Mug [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](mug-apg.md) - [Multifarious Muse, *Feat 2*](multifarious-muse.md) +- [Multilingual Cipher, *Feat 4*](multilingual-cipher-apg.md) - [Multilingual, *Feat 1*](multilingual.md) - [Multishot Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](multishot-stance.md) - [Multitalented, *Feat 9*](multitalented.md) +- [Mummy Dedication, *Feat 2*](mummy-dedication-botd.md) +- [Mummy's Despair [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](mummys-despair-botd.md) +- [Murderous Thorns, *Feat 5*](murderous-thorns-loil.md) +- [Murksight, *Feat 8*](murksight-apg.md) +- [Muscle Mimicry [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 7*](muscle-mimicry-da.md) +- [Musetouched, *Feat 1*](musetouched-apg.md) +- [Mutable Familiar, *Feat 8*](mutable-familiar-apg.md) +- [Mutate Weapon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](mutate-weapon-loag.md) +- [Myriad Forms, *Feat 5*](myriad-forms-loag.md) +- [Mysterious Breadth, *Feat 8*](mysterious-breadth-apg.md) +- [Mysterious Repertoire, *Feat 14*](mysterious-repertoire-apg.md) +- [Mystery Conduit, *Feat 20*](mystery-conduit-apg.md) +- [Nagaji Lore, *Feat 1*](nagaji-lore-loil.md) +- [Nagaji Spell Expertise, *Feat 13*](nagaji-spell-expertise-loil.md) +- [Nagaji Spell Familiarity, *Feat 1*](nagaji-spell-familiarity-loil.md) +- [Nagaji Spell Mysteries, *Feat 5*](nagaji-spell-mysteries-loil.md) +- [Nameless Anonymity, *Feat 6*](nameless-anonymity-lowg.md) +- [Nanite Shroud [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](nanite-shroud-loag.md) +- [Nanite Surge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](nanite-surge-loag.md) +- [Nantambu Chime-Ringer Dedication, *Feat 2*](nantambu-chime-ringer-dedication-sot2.md) +- [Narrative Conduit, *Feat 6*](narrative-conduit-sot2.md) +- [Native Waters, *Feat 1*](native-waters-loil.md) - [Natural Ambition, *Feat 1*](natural-ambition.md) +- [Natural Illusionist, *Feat 5*](natural-illusionist-locg.md) - [Natural Medicine, *Feat 1*](natural-medicine.md) +- [Natural Performer, *Feat 1*](natural-performer-locg.md) - [Natural Skill, *Feat 1*](natural-skill.md) +- [Natural Swimmer, *Feat 4*](natural-swimmer-som.md) +- [Necromancer's Visage, *Feat 12*](necromancers-visage-botd.md) +- [Necromantic Bulwark, *Feat 8*](necromantic-bulwark-lokl.md) +- [Necromantic Deflection, *Feat 12*](necromantic-deflection-lokl.md) +- [Necromantic Heir, *Feat 17*](necromantic-heir-botd.md) +- [Necromantic Physiology, *Feat 5*](necromantic-physiology-apg.md) +- [Necromantic Resistance, *Feat 4*](necromantic-resistance-botd.md) +- [Necromantic Resistance, *Feat 4*](necromantic-resistance-lowg.md) +- [Necromantic Tenacity, *Feat 8*](necromantic-tenacity-lowg.md) - [Necrotic Infusion [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](necrotic-infusion.md) +- [Nestling Fall, *Feat 1*](nestling-fall-loag.md) +- [Never Tire [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](never-tire-apg.md) +- [Night Magic, *Feat 9*](night-magic-apg.md) +- [Nightvision Adaptation, *Feat 1*](nightvision-adaptation-loag.md) - [Nimble Crawl, *Feat 2*](nimble-crawl.md) - [Nimble Dodge (Rogue) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](nimble-dodge-rogue.md) +- [Nimble Dodge (Swashbuckler) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](nimble-dodge-swashbuckler-apg.md) - [Nimble Elf, *Feat 1*](nimble-elf.md) +- [Nimble Hooves, *Feat 1*](nimble-hooves-apg.md) - [Nimble Roll (Rogue), *Feat 8*](nimble-roll-rogue.md) +- [Nimble Roll (Swashbuckler), *Feat 8*](nimble-roll-swashbuckler-apg.md) +- [Nimble Shield Hand, *Feat 6*](nimble-shield-hand-apg.md) +- [No Cause For Alarm [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 1*](no-cause-for-alarm-apg.md) +- [No!!! [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](no-da.md) - [No Escape [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](no-escape.md) +- [No Evidence, *Feat 9*](no-evidence-loag.md) +- [No Stranger to Death, *Feat 12*](no-stranger-to-death-lokl.md) +- [Noble Resolve, *Feat 5*](noble-resolve-loil.md) +- [Nocturnal Charm, *Feat 1*](nocturnal-charm-loag.md) +- [Nocturnal Grippli, *Feat 1*](nocturnal-grippli-lome.md) +- [Nocturnal Kindred, *Feat 4*](nocturnal-kindred-botd.md) +- [Nocturnal Sense, *Feat 6*](nocturnal-sense-apg.md) +- [None Shall Know, *Feat 13*](none-shall-know-lome.md) +- [Nonlethal Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](nonlethal-spell-apg.md) +- [Nonlethal Takedown, *Feat 4*](nonlethal-takedown-lokl.md) +- [Nosoi's Mask, *Feat 1*](nosois-mask-loag.md) +- [Nothing But Fluff, *Feat 5*](nothing-but-fluff-lotgb.md) +- [Numb, *Feat 6*](numb-botd.md) +- [Numb To Death, *Feat 7*](numb-to-death-logm.md) +- [Obscured Emergence, *Feat 12*](obscured-emergence-da.md) +- [Obscured Terrain, *Feat 6*](obscured-terrain-lotgb.md) +- [Observant Explorer, *Feat 4*](observant-explorer-lopsg.md) - [Occult Breadth, *Feat 8*](occult-breadth.md) - [Occult Evolution, *Feat 4*](occult-evolution.md) +- [Occult Resistance, *Feat 9*](occult-resistance-apg.md) - [Oddity Identification, *Feat 1*](oddity-identification.md) +- [Ode To Ouroboros, *Feat 10*](ode-to-ouroboros-apg.md) +- [Offensive Analysis, *Feat 5*](offensive-analysis-loag.md) +- [Offensive Subroutine, *Feat 9*](offensive-subroutine-loag.md) +- [Old Soul, *Feat 1*](old-soul-loag.md) +- [Olethros's Decree [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 17*](olethross-decree-loag.md) +- [One For All [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](one-for-all-apg.md) +- [One-inch Punch [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 6*](one-inch-punch-apg.md) +- [One-millimeter Punch, *Feat 16*](one-millimeter-punch-apg.md) +- [One More Activation, *Feat 6*](one-more-activation-da.md) +- [One-toed Hop [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](one-toed-hop-apg.md) +- [One With Earth, *Feat 13*](one-with-earth-loag.md) +- [One with the Land, *Feat 4*](one-with-the-land-botd.md) +- [Oneiric Influence, *Feat 12*](oneiric-influence-da.md) +- [Ongoing Investigation, *Feat 4*](ongoing-investigation-apg.md) +- [Ongoing Selfishness, *Feat 1*](ongoing-selfishness-apg.md) +- [Ongoing Strategy, *Feat 10*](ongoing-strategy-apg.md) +- [Ooze Empathy, *Feat 8*](ooze-empathy-sli.md) +- [Oozemorph Dedication, *Feat 2*](oozemorph-dedication-sli.md) +- [Open Mind, *Feat 1*](open-mind-loil.md) - [Opportune Backstab [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](opportune-backstab.md) +- [Opportune Throw [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](opportune-throw-ec1.md) - [Opportunist, *Feat 4*](opportunist.md) +- [Opportunistic Grapple [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](opportunistic-grapple-apg.md) +- [Oracle Dedication, *Feat 2*](oracle-dedication-apg.md) +- [Oracular Providence, *Feat 20*](oracular-providence-apg.md) +- [Oracular Warning [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](oracular-warning-apg.md) - [Orc Ferocity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](orc-ferocity.md) +- [Orc Lore, *Feat 1*](orc-lore-apg.md) - [Orc Sight, *Feat 1*](orc-sight.md) - [Orc Superstition [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](orc-superstition.md) +- [Orc Warmask, *Feat 1*](orc-warmask-loag.md) - [Orc Weapon Carnage, *Feat 5*](orc-weapon-carnage.md) - [Orc Weapon Expertise, *Feat 13*](orc-weapon-expertise.md) - [Orc Weapon Familiarity, *Feat 1*](orc-weapon-familiarity.md) - [Order Explorer, *Feat 2*](order-explorer.md) - [Order Magic, *Feat 4*](order-magic.md) - [Order Spell, *Feat 4*](order-spell.md) +- [Order Training, *Feat 8*](order-training-locg.md) +- [Ornate Tattoo, *Feat 5*](ornate-tattoo-locg.md) +- [Orthographic Mastery, *Feat 4*](orthographic-mastery-apg.md) +- [Ostentatious Arrival [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](ostentatious-arrival-som.md) +- [Otherworldly Acumen, *Feat 9*](otherworldly-acumen-apg.md) - [Otherworldly Magic, *Feat 1*](otherworldly-magic.md) +- [Out of Hand, *Feat 8*](out-of-hand-botd.md) +- [Overcrowd, *Feat 9*](overcrowd-apg.md) +- [Overextending Feint, *Feat 1*](overextending-feint-apg.md) +- [Overlooked Mastermind, *Feat 1*](overlooked-mastermind-locg.md) +- [Overpowering Charge (Barbarian), *Feat 10*](overpowering-charge-barbarian-apg.md) +- [Overpowering Charge (Fighter), *Feat 10*](overpowering-charge-fighter-apg.md) +- [Oversized Throw [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](oversized-throw-apg.md) +- [Overwhelming Blow [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 16*](overwhelming-blow-apg.md) +- [Overwhelming Breath [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](overwhelming-breath-apg.md) - [Overwhelming Energy (Druid) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](overwhelming-energy-druid.md) - [Overwhelming Energy (Sorcerer) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](overwhelming-energy-sorcerer.md) - [Overwhelming Energy (Wizard) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](overwhelming-energy-wizard.md) +- [Overwhelming Spellstrike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](overwhelming-spellstrike-som.md) +- [Pack Hunter, *Feat 1*](pack-hunter-lome.md) +- [Pack Rat, *Feat 1*](pack-rat-apg.md) +- [Pack Stalker, *Feat 5*](pack-stalker-lome.md) +- [Pack Tactics, *Feat 9*](pack-tactics-loag.md) +- [Pact of Draconic Fury, *Feat 6*](pact-of-draconic-fury-da.md) +- [Pact of Eldritch Eyes, *Feat 14*](pact-of-eldritch-eyes-da.md) +- [Pact of Fey Glamour, *Feat 4*](pact-of-fey-glamour-da.md) +- [Pact of Infernal Prowess, *Feat 8*](pact-of-infernal-prowess-da.md) +- [Pact of the Final Breath, *Feat 12*](pact-of-the-final-breath-da.md) +- [Pactbinder Dedication, *Feat 2*](pactbinder-dedication-da.md) +- [Pactbound Dedication, *Feat 2*](pactbound-dedication-lomm.md) +- [Pain Tolerance, *Feat 6*](pain-tolerance-ooa1.md) +- [Paired Link, *Feat 4*](paired-link-da.md) +- [Pale Horse, *Feat 12*](pale-horse-apg.md) +- [Panache Paragon, *Feat 20*](panache-paragon-apg.md) +- [Paradoxical Mystery, *Feat 20*](paradoxical-mystery-apg.md) +- [Paragon Battle Medicine, *Feat 7*](paragon-battle-medicine-lol.md) +- [Paragon Reanimated Companion, *Feat 14*](paragon-reanimated-companion-ooa3.md) - [Paragon's Guard [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](paragons-guard.md) +- [Parallel Breakthrough, *Feat 6*](parallel-breakthrough-da.md) +- [Paralyzing Slash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](paralyzing-slash-botd.md) +- [Parry And Riposte, *Feat 18*](parry-and-riposte-apg.md) +- [Parthenogenic Hatchling, *Feat 1*](parthenogenic-hatchling-locg.md) +- [Parting Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](parting-shot-apg.md) +- [Party Crasher, *Feat 7*](party-crasher-apg.md) +- [Pass Through [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 10*](pass-through-botd.md) +- [Past Life, *Feat 5*](past-life-botd.md) +- [Path Of Iron [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 14*](path-of-iron-apg.md) +- [Pathfinder Agent Dedication, *Feat 2*](pathfinder-agent-dedication-lowg.md) +- [Patron's Breadth, *Feat 8*](patrons-breadth-apg.md) +- [Patron's Truth, *Feat 20*](patrons-truth-apg.md) +- [Peafowl Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](peafowl-stance-apg.md) +- [Peafowl Strut [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](peafowl-strut-apg.md) +- [Peculiar Anatomy, *Feat 14*](peculiar-anatomy-sli.md) +- [Peer Beyond, *Feat 8*](peer-beyond-av1.md) +- [Pelagic Aptitude, *Feat 1*](pelagic-aptitude-loag.md) +- [Penetrating Projectile [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 16*](penetrating-projectile-apg.md) - [Penetrating Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](penetrating-shot.md) - [Perfect Clarity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 18*](perfect-clarity.md) - [Perfect Debilitation, *Feat 18*](perfect-debilitation.md) - [Perfect Distraction [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](perfect-distraction.md) +- [Perfect Dive [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](perfect-dive-aaws.md) - [Perfect Encore, *Feat 20*](perfect-encore.md) +- [Perfect Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](perfect-finisher-apg.md) - [Perfect Form Control, *Feat 18*](perfect-form-control.md) +- [Perfect Ki Adept, *Feat 6*](perfect-ki-adept-lowg.md) +- [Perfect Ki Exemplar, *Feat 14*](perfect-ki-exemplar-loil.md) +- [Perfect Ki Expert, *Feat 10*](perfect-ki-expert-loil.md) +- [Perfect Ki Grandmaster, *Feat 18*](perfect-ki-grandmaster-loil.md) - [Perfect Mutagen, *Feat 20*](perfect-mutagen.md) +- [Perfect Resistance, *Feat 8*](perfect-resistance-loil.md) - [Perfect Shot [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](perfect-shot.md) +- [Perfect Strike, *Feat 4*](perfect-strike-lowg.md) +- [Perfect Weaponry, *Feat 4*](perfect-weaponry-loil.md) - [Perfection's Path, *Feat 12*](perfections-path.md) +- [Performative Weapons Training, *Feat 6*](performative-weapons-training-apg.md) +- [Perfume Cloud [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](perfume-cloud-loil.md) +- [Peri Magic, *Feat 9*](peri-magic-loag.md) +- [Perpetual Breadth, *Feat 8*](perpetual-breadth-apg.md) +- [Perpetual Scout, *Feat 6*](perpetual-scout-apg.md) +- [Persistent Creation, *Feat 8*](persistent-creation-locg.md) - [Persistent Mutagen, *Feat 16*](persistent-mutagen.md) - [Pervasive Superstition, *Feat 9*](pervasive-superstition.md) +- [Pesh Skin [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](pesh-skin-aoa5.md) +- [Petrified Skin, *Feat 12*](petrified-skin-da.md) +- [Phalanx Formation, *Feat 8*](phalanx-formation-lokl.md) +- [Phase Arrow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](phase-arrow-apg.md) +- [Phase Out [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 6*](phase-out-som.md) +- [Phonetic Training, *Feat 4*](phonetic-training-apg.md) +- [Physical Training, *Feat 8*](physical-training-lopsg.md) +- [Pick Up The Pace, *Feat 3*](pick-up-the-pace-apg.md) - [Pickpocket, *Feat 1*](pickpocket.md) +- [Pied Piping, *Feat 20*](pied-piping-apg.md) +- [Pierce The Darkness, *Feat 1*](pierce-the-darkness-lome.md) +- [Pierce The Light, *Feat 17*](pierce-the-light-loag.md) +- [Piercing Quills, *Feat 9*](piercing-quills-lome.md) +- [Pilgrim's Token, *Feat 1*](pilgrims-token-apg.md) +- [Pinch Time, *Feat 9*](pinch-time-apg.md) +- [Pinning Fire [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](pinning-fire-apg.md) +- [Pinpoint Poisoner, *Feat 8*](pinpoint-poisoner-apg.md) +- [Pirate Dedication, *Feat 2*](pirate-dedication-apg.md) +- [Pirate Weapon Training, *Feat 4*](pirate-weapon-training-apg.md) +- [Pirouette [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](pirouette-loil.md) +- [Pit of Snakes [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 13*](pit-of-snakes-loil.md) +- [Pitborn, *Feat 1*](pitborn-apg.md) +- [Pivot Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 14*](pivot-strike-ec1.md) +- [Plague Sniffer, *Feat 5*](plague-sniffer-loag.md) +- [Planar Sidestep [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](planar-sidestep-loil.md) - [Planar Survival, *Feat 7*](planar-survival.md) +- [Plant Evidence [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](plant-evidence-apg.md) - [Plant Shape, *Feat 10*](plant-shape.md) +- [Play Dead [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](play-dead-botd.md) +- [Play To The Crowd [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](play-to-the-crowd-apg.md) +- [Plentiful Snares, *Feat 12*](plentiful-snares-apg.md) +- [Plot The Future, *Feat 14*](plot-the-future-apg.md) +- [Plum Deluge [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 20*](plum-deluge-frp3.md) +- [Plumekith, *Feat 1*](plumekith-loag.md) - [Point-blank Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](point-blank-shot.md) +- [Poison Coat [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](poison-coat-apg.md) - [Poison Resistance (Alchemist), *Feat 2*](poison-resistance-alchemist.md) - [Poison Resistance (Druid), *Feat 2*](poison-resistance-druid.md) - [Poison Weapon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](poison-weapon.md) +- [Poisoner Dedication, *Feat 2*](poisoner-dedication-apg.md) +- [Poisoner's Twist [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](poisoners-twist-apg.md) +- [Polearm Tricks, *Feat 6*](polearm-tricks-som.md) +- [Portentous Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](portentous-spell-apg.md) - [Positioning Assault [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](positioning-assault.md) +- [Positive Luminance, *Feat 8*](positive-luminance-botd.md) +- [Posse, *Feat 4*](posse-apg.md) - [Potent Poisoner, *Feat 10*](potent-poisoner.md) +- [Poultice Preparation, *Feat 4*](poultice-preparation-apg.md) +- [Powder Punch Stance, *Feat 2*](powder-punch-stance-ooa1.md) - [Power Attack [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](power-attack.md) - [Powerful Alchemy, *Feat 8*](powerful-alchemy.md) +- [Powerful Guts, *Feat 5*](powerful-guts-loag.md) - [Powerful Leap, *Feat 2*](powerful-leap.md) - [Powerful Shove, *Feat 4*](powerful-shove.md) - [Powerful Snares, *Feat 8*](powerful-snares.md) - [Powerful Sneak, *Feat 18*](powerful-sneak.md) +- [Practiced Defender, *Feat 10*](practiced-defender-lopsg.md) +- [Practiced Guidance, *Feat 8*](practiced-guidance-aoa3.md) +- [Practiced Opposition [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](practiced-opposition-lokl.md) +- [Practiced Paddler, *Feat 5*](practiced-paddler-ec3.md) +- [Prairie Rider, *Feat 1*](prairie-rider-apg.md) +- [Prayer Attack [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](prayer-attack-lol.md) +- [Prayer-Touched Weapon [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](prayer-touched-weapon-lokl.md) +- [Precious Arrow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](precious-arrow-apg.md) - [Precise Debilitations, *Feat 10*](precise-debilitations.md) +- [Precise Finisher, *Feat 6*](precise-finisher-apg.md) +- [Predator's Growl [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](predators-growl-loag.md) - [Predator's Pounce [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](predators-pounce.md) +- [Predatory Claws, *Feat 6*](predatory-claws-botd.md) +- [Predictable! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](predictable-apg.md) +- [Predictive Purchase (Investigator), *Feat 6*](predictive-purchase-investigator-apg.md) +- [Predictive Purchase (Rogue), *Feat 8*](predictive-purchase-rogue-apg.md) +- [Preemptive Reconfiguration [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](preemptive-reconfiguration-loag.md) +- [Premonition Of Avoidance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](premonition-of-avoidance-apg.md) +- [Premonition Of Clarity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](premonition-of-clarity-apg.md) +- [Preparation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](preparation-apg.md) +- [Prepare Papers, *Feat 7*](prepare-papers-ooa1.md) +- [Prescient Consumable, *Feat 7*](prescient-consumable-apg.md) +- [Prescient Planner, *Feat 3*](prescient-planner-apg.md) +- [Preternatural Parry [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](preternatural-parry-som.md) +- [Prevailing Position [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](prevailing-position-apg.md) +- [Preventative Treatment, *Feat 8*](preventative-treatment-lokl.md) +- [Pride Hunter, *Feat 5*](pride-hunter-loag.md) +- [Pride In Arms [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](pride-in-arms-locg.md) +- [Primal Aegis, *Feat 18*](primal-aegis-apg.md) - [Primal Breadth, *Feat 8*](primal-breadth.md) - [Primal Evolution, *Feat 4*](primal-evolution.md) - [Primal Focus, *Feat 12*](primal-focus.md) +- [Primal Rampage, *Feat 13*](primal-rampage-locg.md) - [Primal Summons, *Feat 12*](primal-summons.md) - [Primal Wellspring, *Feat 18*](primal-wellspring.md) +- [Prismatic Scales, *Feat 17*](prismatic-scales-loil.md) +- [Pristine Weapon, *Feat 10*](pristine-weapon-apg.md) +- [Progenitor Lore, *Feat 1*](progenitor-lore-da.md) +- [Project Persona [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](project-persona-apg.md) +- [Propulsive Leap [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](propulsive-leap-da.md) +- [Protect Ally [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](protect-ally-lopsg.md) +- [Protective Bond [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](protective-bond-som.md) +- [Protective Claws, *Feat 5*](protective-claws-lome.md) +- [Protective Sheath, *Feat 5*](protective-sheath-locg.md) +- [Protective Spirit Mask, *Feat 20*](protective-spirit-mask-sot6.md) +- [Protective Subroutine, *Feat 5*](protective-subroutine-loag.md) +- [Proximity Alert, *Feat 1*](proximity-alert-loag.md) +- [Psi Burst [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](psi-burst-da.md) +- [Psi Catastrophe [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](psi-catastrophe-da.md) +- [Psi Development, *Feat 6*](psi-development-da.md) +- [Psi Strikes [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](psi-strikes-da.md) +- [Psychic Dedication, *Feat 2*](psychic-dedication-da.md) +- [Psychic Duelist Dedication, *Feat 4*](psychic-duelist-dedication-da.md) +- [Psychic Rapport, *Feat 1*](psychic-rapport-da.md) +- [Psychopomp Familiar, *Feat 4*](psychopomp-familiar-botd.md) +- [Puncturing Horn, *Feat 1*](puncturing-horn-loil.md) +- [Purge of Moments [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 16*](purge-of-moments-da.md) +- [Purge Sins [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](purge-sins-loag.md) +- [Purifying Breeze [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](purifying-breeze-lokl.md) +- [Purifying Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](purifying-spell-som.md) +- [Push Back the Dead! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](push-back-the-dead-lokl.md) +- [Pushing Attack, *Feat 10*](pushing-attack-som.md) +- [Qlippoth Magic, *Feat 9*](qlippoth-magic-loag.md) +- [Quadruped, *Feat 1*](quadruped-lotgb.md) +- [Quah Bond, *Feat 1*](quah-bond-locg.md) - [Quaking Stomp [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 20*](quaking-stomp.md) - [Quick Alchemy, *Feat 4*](quick-alchemy.md) - [Quick Bomber [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](quick-bomber.md) +- [Quick Change, *Feat 7*](quick-change-apg.md) +- [Quick Change [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 1*](quick-change-loag.md) - [Quick Climb, *Feat 7*](quick-climb.md) - [Quick Coercion, *Feat 1*](quick-coercion.md) +- [Quick Contacts, *Feat 2*](quick-contacts-apg.md) - [Quick Disguise, *Feat 2*](quick-disguise.md) - [Quick Draw (Ranger) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](quick-draw-ranger.md) - [Quick Draw (Rogue) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](quick-draw-rogue.md) +- [Quick Fix, *Feat 4*](quick-fix-apg.md) - [Quick Identification, *Feat 1*](quick-identification.md) +- [Quick Juggler, *Feat 4*](quick-juggler-ec1.md) - [Quick Jump, *Feat 1*](quick-jump.md) +- [Quick Mount [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](quick-mount-apg.md) - [Quick Recognition, *Feat 7*](quick-recognition.md) - [Quick Repair, *Feat 1*](quick-repair.md) - [Quick Reversal [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](quick-reversal.md) +- [Quick Setup, *Feat 7*](quick-setup-tv.md) - [Quick Shield Block (Champion), *Feat 8*](quick-shield-block-champion.md) - [Quick Shield Block (Fighter), *Feat 8*](quick-shield-block-fighter.md) +- [Quick Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](quick-shot-apg.md) - [Quick Snares, *Feat 6*](quick-snares.md) - [Quick Squeeze, *Feat 1*](quick-squeeze.md) +- [Quick Stow [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 5*](quick-stow-apg.md) +- [Quick Stow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](quick-stow-lopsg.md) +- [Quick Study, *Feat 4*](quick-study-apg.md) - [Quick Swim, *Feat 7*](quick-swim.md) - [Quick Unlock, *Feat 7*](quick-unlock.md) +- [Quicken Heartbeat [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](quicken-heartbeat-ec3.md) +- [Quickened Attunement [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](quickened-attunement-som.md) - [Quickened Casting (Bard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](quickened-casting-bard.md) +- [Quickened Casting (Oracle) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](quickened-casting-oracle-apg.md) - [Quickened Casting (Sorcerer) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](quickened-casting-sorcerer.md) +- [Quickened Casting (Witch) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](quickened-casting-witch-apg.md) - [Quickened Casting (Wizard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](quickened-casting-wizard.md) - [Quiet Allies, *Feat 2*](quiet-allies.md) +- [Quill Spray [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](quill-spray-lome.md) - [Quivering Palm, *Feat 16*](quivering-palm.md) - [Radiant Blade Master, *Feat 20*](radiant-blade-master.md) - [Radiant Blade Spirit, *Feat 10*](radiant-blade-spirit.md) +- [Radiant Burst [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 13*](radiant-burst-loag.md) +- [Radiant Circuitry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](radiant-circuitry-loag.md) +- [Radiant Infusion [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](radiant-infusion-apg.md) +- [Radiate Glory [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 17*](radiate-glory-loag.md) +- [Ragdya's Dance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](ragdyas-dance-loil.md) +- [Ragdya's Revelry [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](ragdyas-revelry-loil.md) - [Raging Athlete, *Feat 4*](raging-athlete.md) - [Raging Intimidation, *Feat 1*](raging-intimidation.md) - [Raging Thrower, *Feat 1*](raging-thrower.md) +- [Rain Of Embers Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](rain-of-embers-stance-lopsg.md) +- [Rain-scribe Mobility [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](rain-scribe-mobility-locg.md) +- [Rain-scribe Sustenance, *Feat 6*](rain-scribe-sustenance-locg.md) +- [Raise A Tome [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](raise-a-tome-som.md) +- [Rakshasa Magic, *Feat 9*](rakshasa-magic-loag.md) +- [Rakshasa Ravaged, *Feat 9*](rakshasa-ravaged-loil.md) +- [Rallying Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](rallying-charge-apg.md) +- [Rallying Cry [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 17*](rallying-cry-loag.md) +- [Rampaging Ferocity [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 17*](rampaging-ferocity-apg.md) +- [Rampaging Form, *Feat 17*](rampaging-form-loag.md) +- [Ranged Combatant, *Feat 2*](ranged-combatant-som.md) - [Ranged Reprisal, *Feat 1*](ranged-reprisal.md) - [Ranger Dedication, *Feat 2*](ranger-dedication.md) - [Ranger Resiliency, *Feat 4*](ranger-resiliency.md) +- [Ranger's Bramble, *Feat 6*](rangers-bramble-apg.md) +- [Rapid Affixture, *Feat 7*](rapid-affixture-apg.md) +- [Rapid Manifestation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](rapid-manifestation-som.md) - [Rapid Mantel, *Feat 2*](rapid-mantel.md) +- [Rapid Recharge [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](rapid-recharge-som.md) +- [Rapid Response [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](rapid-response-apg.md) +- [Rat Familiar, *Feat 1*](rat-familiar-apg.md) +- [Rat Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](rat-form-apg.md) +- [Rat Magic, *Feat 5*](rat-magic-apg.md) +- [Ratfolk Growth, *Feat 17*](ratfolk-growth-loag.md) +- [Ratfolk Lore, *Feat 1*](ratfolk-lore-apg.md) +- [Ratfolk Roll [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](ratfolk-roll-loag.md) +- [Ratspeak, *Feat 1*](ratspeak-apg.md) +- [Ravening's Desperation, *Feat 1*](ravenings-desperation-ec3.md) +- [Ravenous Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](ravenous-charge-botd.md) +- [Razor Claws, *Feat 1*](razor-claws-locg.md) +- [Razzle-dazzle [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 1*](razzle-dazzle-apg.md) +- [Reach Beyond, *Feat 4*](reach-beyond-frp1.md) - [Reach Spell (Bard) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](reach-spell-bard.md) - [Reach Spell (Cleric) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](reach-spell-cleric.md) - [Reach Spell (Druid) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](reach-spell-druid.md) +- [Reach Spell (Oracle) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](reach-spell-oracle-apg.md) - [Reach Spell (Sorcerer) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](reach-spell-sorcerer.md) +- [Reach Spell (Witch) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](reach-spell-witch-apg.md) - [Reach Spell (Wizard) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](reach-spell-wizard.md) +- [Reactive Charm [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](reactive-charm-lotgb.md) +- [Reactive Dismissal [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](reactive-dismissal-som.md) - [Reactive Distraction [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](reactive-distraction.md) - [Reactive Interference [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](reactive-interference.md) - [Reactive Pursuit [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](reactive-pursuit.md) - [Reactive Shield [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](reactive-shield.md) +- [Reactive Transformation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](reactive-transformation-apg.md) +- [Read Disaster, *Feat 8*](read-disaster-apg.md) - [Read Lips, *Feat 1*](read-lips.md) +- [Read Psychometric Resonance, *Feat 1*](read-psychometric-resonance-da.md) +- [Read Shibboleths, *Feat 7*](read-shibboleths-apg.md) +- [Read The Land, *Feat 12*](read-the-land-som.md) +- [Read The Stars, *Feat 9*](read-the-stars-loag.md) +- [Reanimating Spark, *Feat 13*](reanimating-spark-lotgb.md) +- [Reanimator Dedication, *Feat 2*](reanimator-dedication-botd.md) +- [Reaper Of Repose, *Feat 12*](reaper-of-repose-locg.md) +- [Reason Rapidly [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](reason-rapidly-apg.md) +- [Reassuring Presence [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](reassuring-presence-lome.md) +- [Rebounding Toss [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 2*](rebounding-toss-apg.md) - [Reckless Abandon (Barbarian) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](reckless-abandon-barbarian.md) +- [Reckless Abandon (Goblin) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 17*](reckless-abandon-goblin-apg.md) +- [Reclaim Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 20*](reclaim-spell-ec6.md) +- [Reclaimant Plea, *Feat 12*](reclaimant-plea-lokl.md) +- [Recognize Ambush [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 5*](recognize-ambush-loag.md) - [Recognize Spell [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](recognize-spell.md) +- [Recognize Threat [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](recognize-threat-locg.md) +- [Recollect Studies [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](recollect-studies-lopsg.md) +- [Reconstruct The Scene (Investigator), *Feat 16*](reconstruct-the-scene-investigator-apg.md) +- [Reconstruct The Scene (Rogue), *Feat 16*](reconstruct-the-scene-rogue-apg.md) +- [Recover Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](recover-spell-lopsg.md) +- [Red Herring, *Feat 2*](red-herring-apg.md) +- [Red Mantis Assassin Dedication, *Feat 2*](red-mantis-assassin-dedication-lowg.md) +- [Redirect Attention, *Feat 13*](redirect-attention-da.md) +- [Redirect Elements [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](redirect-elements-som.md) +- [Reflect Foe, *Feat 17*](reflect-foe-da.md) - [Reflect Spell (Sorcerer), *Feat 14*](reflect-spell-sorcerer.md) +- [Reflect Spell (Witch), *Feat 14*](reflect-spell-witch-apg.md) - [Reflect Spell (Wizard), *Feat 14*](reflect-spell-wizard.md) +- [Reflecting Riposte [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](reflecting-riposte-ec6.md) +- [Reflective Pocket, *Feat 5*](reflective-pocket-da.md) +- [Reflective Ripple Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](reflective-ripple-stance-som.md) +- [Reflexive Catch [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](reflexive-catch-ec1.md) +- [Reflexive Grip, *Feat 8*](reflexive-grip-lopsg.md) +- [Reflexive Riposte, *Feat 10*](reflexive-riposte-apg.md) - [Reflexive Shield, *Feat 6*](reflexive-shield.md) +- [Regrowth, *Feat 17*](regrowth-loag.md) +- [Rehydration, *Feat 13*](rehydration-loag.md) +- [Reimagine, *Feat 13*](reimagine-loil.md) +- [Reinforce Eidolon, *Feat 2*](reinforce-eidolon-som.md) +- [Rejuvenating Touch, *Feat 18*](rejuvenating-touch-apg.md) +- [Rejuvenation, *Feat 12*](rejuvenation-botd.md) +- [Rejuvenation Token, *Feat 9*](rejuvenation-token-botd.md) +- [Relentless Disarm, *Feat 6*](relentless-disarm-aoa5.md) +- [Relentless Stalker [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](relentless-stalker-fop.md) +- [Relentless Wings, *Feat 17*](relentless-wings-apg.md) +- [Reliable Luck, *Feat 17*](reliable-luck-apg.md) +- [Reliable Squire, *Feat 2*](reliable-squire-lokl.md) +- [Reloading Trick [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](reloading-trick-av3.md) +- [Remediate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](remediate-apg.md) +- [Remember Your Training [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](remember-your-training-lopsg.md) +- [Reminder of the Greater Fear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](reminder-of-the-greater-fear-ngd.md) +- [Remorseless Lash, *Feat 1*](remorseless-lash-locg.md) +- [Remote Trigger, *Feat 6*](remote-trigger-apg.md) +- [Remove Presence, *Feat 8*](remove-presence-da.md) - [Renewed Vigor [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](renewed-vigor.md) +- [Renewing Quills, *Feat 5*](renewing-quills-lome.md) +- [Repair Module [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](repair-module-loag.md) +- [Repeating Hand Crossbow Training, *Feat 4*](repeating-hand-crossbow-training-av3.md) +- [Replenishing Consumption, *Feat 4*](replenishing-consumption-botd.md) +- [Replenishing Hydration, *Feat 9*](replenishing-hydration-aaws.md) - [Replenishment Of War, *Feat 10*](replenishment-of-war.md) +- [Replicate, *Feat 5*](replicate-da.md) - [Reprepare Spell, *Feat 18*](reprepare-spell.md) +- [Reptile Rider, *Feat 1*](reptile-rider-loag.md) +- [Reptile Speaker, *Feat 1*](reptile-speaker-locg.md) +- [Repulse the Wicked [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](repulse-the-wicked-lokl.md) +- [Rescuer's Press, *Feat 4*](rescuers-press-lol.md) +- [Reset the Past [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 14*](reset-the-past-da.md) +- [Resilient Mind, *Feat 2*](resilient-mind-lokl.md) +- [Resilient Shell, *Feat 14*](resilient-shell-som.md) +- [Resilient Touch, *Feat 10*](resilient-touch-apg.md) +- [Resist Ruin, *Feat 13*](resist-ruin-apg.md) +- [Resolute, *Feat 12*](resolute-da.md) +- [Resolute Defender, *Feat 14*](resolute-defender-lokl.md) +- [Resounding Blow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](resounding-blow-apg.md) +- [Resounding Bravery, *Feat 8*](resounding-bravery-apg.md) +- [Resounding Cascade [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](resounding-cascade-som.md) +- [Resounding Finale [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](resounding-finale-apg.md) +- [Resourceful Ritualist, *Feat 6*](resourceful-ritualist-apg.md) +- [Restitch, *Feat 17*](restitch-lotgb.md) +- [Restoring Blood, *Feat 5*](restoring-blood-loil.md) - [Resurrectionist, *Feat 16*](resurrectionist.md) +- [Resuscitate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 16*](resuscitate-apg.md) +- [Retain Absorbed Spell, *Feat 18*](retain-absorbed-spell-lopsg.md) +- [Retaliatory Cleansing [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](retaliatory-cleansing-lokl.md) +- [Retractable Claws, *Feat 1*](retractable-claws-loag.md) +- [Return Fire, *Feat 6*](return-fire-apg.md) +- [Returning Throw [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](returning-throw-apg.md) +- [Reveal Hidden Self [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 5*](reveal-hidden-self-loil.md) +- [Reveal Machinations [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 15*](reveal-machinations-aoa3.md) +- [Reveal True Name [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](reveal-true-name-som.md) - [Revealing Stab [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](revealing-stab.md) +- [Reverberate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](reverberate-apg.md) +- [Reverse Curse, *Feat 12*](reverse-curse-da.md) +- [Reverse Engineering, *Feat 4*](reverse-engineering-apg.md) +- [Reversing Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](reversing-charge-da.md) +- [Revivification Protocol [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 13*](revivification-protocol-loag.md) - [Revivifying Mutagen, *Feat 2*](revivifying-mutagen.md) +- [Ricochet Feint, *Feat 12*](ricochet-feint-apg.md) +- [Ricochet Stance (Fighter) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](ricochet-stance-fighter-apg.md) +- [Ricochet Stance (Rogue) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](ricochet-stance-rogue-apg.md) +- [Ricocheting Leap, *Feat 9*](ricocheting-leap-lome.md) - [Ride, *Feat 1*](ride.md) +- [Riftmarked, *Feat 1*](riftmarked-loag.md) +- [Right-hand Blood, *Feat 5*](right-hand-blood-lome.md) +- [Rimesoul, *Feat 1*](rimesoul-loag.md) +- [Ringmaster's Introduction [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](ringmasters-introduction-ec6.md) +- [Rippling Spin [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](rippling-spin-som.md) +- [Riptide [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](riptide-aaws.md) +- [Risky Surgery, *Feat 1*](risky-surgery-apg.md) +- [Rites Of Convocation, *Feat 4*](rites-of-convocation-apg.md) +- [Rites Of Transfiguration, *Feat 14*](rites-of-transfiguration-apg.md) +- [Ritual Researcher, *Feat 4*](ritual-researcher-apg.md) +- [Ritual Reversion [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](ritual-reversion-locg.md) +- [Ritualist Dedication, *Feat 4*](ritualist-dedication-apg.md) - [Robust Recovery, *Feat 2*](robust-recovery.md) - [Rock Runner, *Feat 1*](rock-runner.md) +- [Rockslide Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](rockslide-spell-som.md) - [Rogue Dedication, *Feat 2*](rogue-dedication.md) +- [Rokoan Arts, *Feat 9*](rokoan-arts-loag.md) +- [Roll With It [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](roll-with-it-locg.md) +- [Root Magic, *Feat 1*](root-magic-apg.md) +- [Root to Life [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 1*](root-to-life-da.md) +- [Rope Mastery, *Feat 10*](rope-mastery-frp2.md) +- [Rope Runner, *Feat 4*](rope-runner-apg.md) - [Rough Rider, *Feat 1*](rough-rider.md) +- [Rough Terrain Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](rough-terrain-stance-som.md) +- [Round Ears, *Feat 1*](round-ears-locg.md) +- [Ru-shi, *Feat 1*](ru-shi-loag.md) +- [Rubbery Skin, *Feat 10*](rubbery-skin-sli.md) +- [Ruby Resurrection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](ruby-resurrection-frp3.md) +- [Rugged Survivalist, *Feat 12*](rugged-survivalist-lopsg.md) +- [Rule Of Three [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](rule-of-three-sot2.md) +- [Runelord Dedication, *Feat 2*](runelord-dedication-som.md) +- [Runescarred Dedication, *Feat 2*](runescarred-dedication-lowg.md) +- [Runic Impression, *Feat 8*](runic-impression-som.md) +- [Runic Mind Smithing, *Feat 10*](runic-mind-smithing-da.md) - [Running Reload [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](running-reload.md) +- [Running Tackle [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](running-tackle-lotgb.md) +- [Runtsage, *Feat 5*](runtsage-loag.md) +- [Saber Teeth, *Feat 1*](saber-teeth-loag.md) - [Sabotage [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](sabotage.md) +- [Sacral Lord, *Feat 4*](sacral-lord-da.md) +- [Sacral Monarch, *Feat 14*](sacral-monarch-da.md) +- [Sacred Armaments, *Feat 6*](sacred-armaments-lokl.md) +- [Sacred Defender, *Feat 20*](sacred-defender-apg.md) +- [Sacred Defense [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 7*](sacred-defense-logm.md) +- [Sacred Ki, *Feat 4*](sacred-ki-logm.md) +- [Sacred Spells, *Feat 4*](sacred-spells-botd.md) +- [Sacrifice Armor [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](sacrifice-armor-apg.md) +- [Safe House, *Feat 4*](safe-house-apg.md) +- [Safeguard Soul, *Feat 8*](safeguard-soul-botd.md) +- [Safeguarded Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](safeguarded-spell-apg.md) +- [Sanctify Water [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 7*](sanctify-water-logm.md) +- [Saoc Astrology [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](saoc-astrology-locg.md) - [Sap Life, *Feat 2*](sap-life.md) - [Savage Critical, *Feat 18*](savage-critical.md) +- [Saving Slash [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 10*](saving-slash-lowg.md) +- [Scalding Spit, *Feat 9*](scalding-spit-locg.md) +- [Scales Of The Dragon, *Feat 4*](scales-of-the-dragon-apg.md) +- [Scaling Poppet, *Feat 9*](scaling-poppet-lotgb.md) +- [Scalpel's Point, *Feat 4*](scalpels-point-apg.md) +- [Scamper [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](scamper-apg.md) +- [Scamper Underfoot, *Feat 1*](scamper-underfoot-ec3.md) +- [Scapegoat Parallel Self [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](scapegoat-parallel-self-frp3.md) +- [Scar-thick Skin, *Feat 5*](scar-thick-skin-loag.md) - [Scare To Death [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 15*](scare-to-death.md) +- [Scarecrow, *Feat 8*](scarecrow-aoa3.md) +- [Scattered Fire, *Feat 8*](scattered-fire-lotgb.md) +- [Scavenger's Search, *Feat 1*](scavengers-search-apg.md) +- [Scholarly Defense, *Feat 6*](scholarly-defense-av2.md) +- [Scholar's Inheritance, *Feat 1*](scholars-inheritance-loag.md) +- [Scholastic Identification, *Feat 7*](scholastic-identification-apg.md) +- [School Counterspell, *Feat 12*](school-counterspell-som.md) +- [School Spell Redirection, *Feat 18*](school-spell-redirection-som.md) +- [Schooled In Secrets, *Feat 1*](schooled-in-secrets-apg.md) +- [Scintillating Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](scintillating-spell-apg.md) +- [Scion Transformation, *Feat 17*](scion-transformation-loag.md) +- [Scorching Disarm [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](scorching-disarm-loag.md) +- [Scour the Library [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](scour-the-library-da.md) +- [Scouring Rage [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](scouring-rage-apg.md) +- [Scout Dedication, *Feat 2*](scout-dedication-apg.md) +- [Scout's Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](scouts-charge-apg.md) +- [Scout's Pounce [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](scouts-pounce-apg.md) +- [Scout's Speed, *Feat 6*](scouts-speed-apg.md) - [Scout's Warning (Ranger) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](scouts-warning-ranger.md) - [Scout's Warning (Rogue) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](scouts-warning-rogue.md) +- [Scroll Esoterica, *Feat 6*](scroll-esoterica-da.md) - [Scroll Savant, *Feat 10*](scroll-savant.md) +- [Scroll Thaumaturgy, *Feat 1*](scroll-thaumaturgy-da.md) +- [Scroll Trickster Dedication, *Feat 2*](scroll-trickster-dedication-apg.md) +- [Scrollmaster Dedication, *Feat 6*](scrollmaster-dedication-locg.md) +- [Scrounger Dedication, *Feat 2*](scrounger-dedication-apg.md) +- [Sculpt Shadows [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 9*](sculpt-shadows-loag.md) +- [Scuttle Up, *Feat 1*](scuttle-up-loil.md) +- [Sealed Poppet, *Feat 5*](sealed-poppet-lotgb.md) +- [Seasoned, *Feat 1*](seasoned-apg.md) - [Second Ally, *Feat 8*](second-ally.md) +- [Second Chance Spell, *Feat 18*](second-chance-spell-apg.md) +- [Second Shield [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](second-shield-apg.md) - [Second Sting [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](second-sting.md) - [Second Wind, *Feat 2*](second-wind.md) +- [Secret Eyes, *Feat 13*](secret-eyes-lome.md) +- [Secret Speech, *Feat 1*](secret-speech-aoa3.md) +- [Secrets Of Shadow, *Feat 12*](secrets-of-shadow-som.md) +- [See The Unseen, *Feat 13*](see-the-unseen-lome.md) +- [Seedpod, *Feat 1*](seedpod-locg.md) +- [Seeker Arrow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](seeker-arrow-apg.md) +- [Seeker Of Truths, *Feat 4*](seeker-of-truths-av2.md) +- [Seize [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](seize-botd.md) - [Selective Energy, *Feat 6*](selective-energy.md) +- [Self-Destruct [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](self-destruct-ooa3.md) +- [Selfless Parry, *Feat 8*](selfless-parry-apg.md) +- [Semblance of Life [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](semblance-of-life-botd.md) +- [Sense Allies, *Feat 5*](sense-allies-apg.md) +- [Sense Chaos, *Feat 8*](sense-chaos-locg.md) - [Sense Evil, *Feat 8*](sense-evil.md) +- [Sense For Trouble, *Feat 9*](sense-for-trouble-loag.md) +- [Sense Good, *Feat 8*](sense-good-apg.md) +- [Sense Ki, *Feat 12*](sense-ki-frp2.md) +- [Sense The Unseen (Investigator) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](sense-the-unseen-investigator-apg.md) - [Sense The Unseen (Ranger) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](sense-the-unseen-ranger.md) - [Sense The Unseen (Rogue) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](sense-the-unseen-rogue.md) +- [Sense Thoughts, *Feat 9*](sense-thoughts-locg.md) +- [Senses of the Bear, *Feat 4*](senses-of-the-bear-tv.md) +- [Sensitive Nose, *Feat 1*](sensitive-nose-lome.md) +- [Sentinel Dedication, *Feat 2*](sentinel-dedication-apg.md) +- [Sepulchral Sublimation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](sepulchral-sublimation-botd.md) +- [Serpentcoil Slam [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](serpentcoil-slam-loil.md) +- [Serpentine Swimmer, *Feat 9*](serpentine-swimmer-loil.md) +- [Serpent's Tongue, *Feat 1*](serpents-tongue-loil.md) +- [Settlement Scholastics, *Feat 4*](settlement-scholastics-apg.md) +- [Seven-Part Link, *Feat 16*](seven-part-link-da.md) +- [Sever Magic [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 16*](sever-magic-da.md) +- [Sever Space [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 20*](sever-space-frp3.md) +- [Shackleborn, *Feat 1*](shackleborn-loag.md) +- [Shadow Blending [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](shadow-blending-loag.md) - [Shadow Hunter, *Feat 18*](shadow-hunter.md) +- [Shadow Illusion, *Feat 12*](shadow-illusion-apg.md) +- [Shadow Magic, *Feat 10*](shadow-magic-apg.md) +- [Shadow Mark, *Feat 2*](shadow-mark-apg.md) +- [Shadow Master, *Feat 18*](shadow-master-apg.md) +- [Shadow Of The Wilds, *Feat 1*](shadow-of-the-wilds-locg.md) +- [Shadow Pact, *Feat 13*](shadow-pact-locg.md) +- [Shadow Power, *Feat 14*](shadow-power-apg.md) +- [Shadow Reservoir, *Feat 10*](shadow-reservoir-som.md) +- [Shadow Self, *Feat 17*](shadow-self-apg.md) +- [Shadow Sight [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](shadow-sight-loag.md) +- [Shadow Sneak Attack, *Feat 10*](shadow-sneak-attack-apg.md) +- [Shadow Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](shadow-spell-som.md) +- [Shadow Spells, *Feat 4*](shadow-spells-som.md) +- [Shadowcaster Dedication, *Feat 2*](shadowcaster-dedication-som.md) +- [Shadowdancer Dedication, *Feat 8*](shadowdancer-dedication-apg.md) +- [Shadow's Assault, *Feat 13*](shadows-assault-loag.md) +- [Shadow's Web, *Feat 14*](shadows-web-apg.md) +- [Shadowy Disguise, *Feat 5*](shadowy-disguise-loag.md) +- [Shaitan Magic, *Feat 9*](shaitan-magic-loag.md) +- [Shaitan Skin, *Feat 13*](shaitan-skin-loag.md) - [Shake It Off [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](shake-it-off.md) +- [Shall Not Falter, Shall Not Rout, *Feat 10*](shall-not-falter-shall-not-rout-lol.md) +- [Shamble [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 8*](shamble-botd.md) - [Shameless Request, *Feat 7*](shameless-request.md) +- [Shape of the Cloud Dragon, *Feat 14*](shape-of-the-cloud-dragon-sot3.md) +- [Shape Of The Dragon, *Feat 14*](shape-of-the-dragon-apg.md) +- [Shapechanger's Intuition, *Feat 1*](shapechangers-intuition-loag.md) +- [Shaped Contaminant, *Feat 12*](shaped-contaminant-aoa5.md) +- [Share Burden [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](share-burden-da.md) +- [Share Eidolon Magic, *Feat 14*](share-eidolon-magic-som.md) - [Share Rage [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](share-rage.md) +- [Share Thoughts, *Feat 1*](share-thoughts-locg.md) +- [Share Weakness [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](share-weakness-da.md) +- [Shared Assault, *Feat 12*](shared-assault-apg.md) +- [Shared Attunement, *Feat 4*](shared-attunement-som.md) +- [Shared Avoidance, *Feat 10*](shared-avoidance-apg.md) +- [Shared Clarity, *Feat 18*](shared-clarity-apg.md) +- [Shared Dream, *Feat 16*](shared-dream-da.md) +- [Shared Luck, *Feat 9*](shared-luck-apg.md) +- [Shared Luck, *Feat 5*](shared-luck-locg.md) - [Shared Prey, *Feat 14*](shared-prey.md) - [Shared Replenishment, *Feat 12*](shared-replenishment.md) +- [Shared Sight [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](shared-sight-lokl.md) +- [Shared Stratagem, *Feat 2*](shared-stratagem-apg.md) +- [Shared Synergy, *Feat 10*](shared-synergy-locg.md) +- [Shared Warding, *Feat 12*](shared-warding-da.md) +- [Sharp Fangs, *Feat 1*](sharp-fangs-locg.md) - [Shatter Defenses [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](shatter-defenses.md) +- [Shatter Space, *Feat 14*](shatter-space-da.md) +- [Shattering Blows, *Feat 16*](shattering-blows-apg.md) +- [Shattering Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](shattering-strike-apg.md) - [Shattering Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 16*](shattering-strike.md) +- [Shed Tail [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](shed-tail-locg.md) +- [Sheltering Cave, *Feat 4*](sheltering-cave-som.md) +- [Sheltering Slab, *Feat 5*](sheltering-slab-apg.md) +- [Shepherd of Desolation, *Feat 12*](shepherd-of-desolation-lokl.md) - [Shield Block [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](shield-block.md) +- [Shield Of Faith, *Feat 10*](shield-of-faith-apg.md) - [Shield Of Grace, *Feat 16*](shield-of-grace.md) - [Shield Of Reckoning [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](shield-of-reckoning.md) - [Shield Paragon, *Feat 20*](shield-paragon.md) +- [Shield Salvation, *Feat 12*](shield-salvation-apg.md) +- [Shield Wall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](shield-wall-lokl.md) - [Shield Warden (Champion), *Feat 6*](shield-warden-champion.md) - [Shield Warden (Fighter), *Feat 6*](shield-warden-fighter.md) - [Shielded Stride, *Feat 4*](shielded-stride.md) +- [Shielded Tome, *Feat 6*](shielded-tome-som.md) +- [Shieldmarshal Dedication, *Feat 2*](shieldmarshal-dedication-loil.md) +- [Shift Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](shift-spell-frp2.md) +- [Shifting Faces, *Feat 5*](shifting-faces-loag.md) +- [Shifting Terrain [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](shifting-terrain-som.md) +- [Shining Arms, *Feat 4*](shining-arms-lotgb.md) - [Shining Oath, *Feat 2*](shining-oath.md) +- [Shinstabber, *Feat 13*](shinstabber-loag.md) +- [Shiny Button Eyes, *Feat 1*](shiny-button-eyes-lotgb.md) +- [Shisk Lore, *Feat 1*](shisk-lore-lome.md) +- [Shoki's Argument, *Feat 5*](shokis-argument-loag.md) +- [Shoony Lore, *Feat 1*](shoony-lore-ec3.md) +- [Shooting Stars Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](shooting-stars-stance-apg.md) +- [Shore Step, *Feat 1*](shore-step-som.md) +- [Shory Aerialist, *Feat 13*](shory-aerialist-locg.md) +- [Shory Aeromancer, *Feat 9*](shory-aeromancer-locg.md) +- [Shoulder Catastrophe [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](shoulder-catastrophe-locg.md) +- [Shove Down [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](shove-down-apg.md) +- [Shoving Sweep [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](shoving-sweep-apg.md) +- [Shrink Down [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](shrink-down-som.md) +- [Shrouded Magic, *Feat 1*](shrouded-magic-loag.md) +- [Shrouded Mien, *Feat 1*](shrouded-mien-loag.md) +- [Sickening Bite, *Feat 8*](sickening-bite-botd.md) - [Side By Side (Druid), *Feat 10*](side-by-side-druid.md) - [Side By Side (Ranger), *Feat 12*](side-by-side-ranger.md) - [Sidestep [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](sidestep.md) - [Sign Language, *Feat 1*](sign-language.md) +- [Signature Spell Expansion, *Feat 10*](signature-spell-expansion-apg.md) +- [Signature Spell Expansion, *Feat 10*](signature-spell-expansion-da.md) +- [Signature Synergy, *Feat 14*](signature-synergy-som.md) +- [Signifer Armor Expertise, *Feat 12*](signifer-armor-expertise-locg.md) +- [Signifer's Sight, *Feat 10*](signifers-sight-locg.md) +- [Silencing Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](silencing-strike-apg.md) - [Silent Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](silent-spell.md) +- [Silent Step [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](silent-step-loag.md) +- [Silent Sting [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](silent-sting-frp2.md) +- [Silent Stone, *Feat 1*](silent-stone-loil.md) +- [Silver's Refrain, *Feat 12*](silvers-refrain-aoa3.md) +- [Simple Crystal Magic, *Feat 6*](simple-crystal-magic-aoa4.md) +- [Sin Reservoir, *Feat 8*](sin-reservoir-som.md) +- [Sing To The Steel [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](sing-to-the-steel-sot2.md) +- [Sinister Appearance, *Feat 1*](sinister-appearance-loag.md) +- [Sink and Swim, *Feat 14*](sink-and-swim-da.md) +- [Siphon Life [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](siphon-life-da.md) +- [Siphon Power [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](siphon-power-apg.md) +- [Siphoning Touch, *Feat 8*](siphoning-touch-lotgb.md) +- [Six Pillars Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](six-pillars-stance-frp2.md) +- [Sixth Pillar Dedication, *Feat 8*](sixth-pillar-dedication-frp2.md) +- [Sixth Pillar Mastery, *Feat 16*](sixth-pillar-mastery-frp2.md) +- [Sixth Sense, *Feat 6*](sixth-sense-da.md) +- [Skeletal Resistance, *Feat 9*](skeletal-resistance-botd.md) +- [Skeletal Transformation, *Feat 13*](skeletal-transformation-botd.md) +- [Skeleton Commander, *Feat 13*](skeleton-commander-botd.md) +- [Skeptic's Defense [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 7*](skeptics-defense-da.md) +- [Skill Mastery, *Feat 8*](skill-mastery-apg.md) - [Skill Mastery, *Feat 8*](skill-mastery.md) - [Skill Training, *Feat 1*](skill-training.md) +- [Skilled Climber, *Feat 5*](skilled-climber-loil.md) +- [Skilled Partner, *Feat 4*](skilled-partner-som.md) +- [Skillful Climber, *Feat 5*](skillful-climber-loil.md) +- [Skillful Tail (Ganzi), *Feat 5*](skillful-tail-ganzi-loag.md) +- [Skillful Tail (), *Feat 5*](skillful-tail-loag.md) +- [Skillful Tail (Tiefling), *Feat 5*](skillful-tail-tiefling-apg.md) +- [Skim Scroll [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](skim-scroll-apg.md) +- [Skin Split [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](skin-split-loil.md) - [Skirmish Strike (Ranger) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](skirmish-strike-ranger.md) - [Skirmish Strike (Rogue) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](skirmish-strike-rogue.md) +- [Skirt The Light, *Feat 13*](skirt-the-light-loag.md) +- [Skitter, *Feat 3*](skitter-apg.md) - [Skittering Scuttle, *Feat 9*](skittering-scuttle.md) +- [Skittering Sneak, *Feat 13*](skittering-sneak-loag.md) +- [Skittertalk, *Feat 1*](skittertalk-lome.md) +- [Skull Creeper, *Feat 1*](skull-creeper-loag.md) +- [Sky and Heaven Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](sky-and-heaven-stance-loil.md) +- [Sky Master Mask, *Feat 20*](sky-master-mask-sot6.md) +- [Skyseeker [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](skyseeker-loil.md) +- [Slag May, *Feat 1*](slag-may-apg.md) +- [Slayer's Blessing, *Feat 8*](slayers-blessing-botd.md) +- [Slayer's Presence, *Feat 10*](slayers-presence-botd.md) +- [Slayer's Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](slayers-strike-botd.md) - [Sleeper Hold [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](sleeper-hold.md) +- [Sleepwalker Dedication, *Feat 4*](sleepwalker-dedication-da.md) +- [Slink, *Feat 1*](slink-loag.md) +- [Slip Into Shadow, *Feat 9*](slip-into-shadow-loag.md) +- [Slip The Grasp [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](slip-the-grasp-loag.md) +- [Slip With The Breeze, *Feat 5*](slip-with-the-breeze-loag.md) - [Slippery Secrets, *Feat 7*](slippery-secrets.md) +- [Slither, *Feat 1*](slither-loag.md) - [Sly Striker, *Feat 8*](sly-striker.md) +- [Smash From The Air, *Feat 18*](smash-from-the-air-apg.md) +- [Smashing Tail, *Feat 1*](smashing-tail-loag.md) - [Smite Evil [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](smite-evil.md) +- [Smite Good [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](smite-good-apg.md) - [Smoke Bomb [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 2*](smoke-bomb.md) +- [Smokesoul, *Feat 1*](smokesoul-loag.md) +- [Smoldering Explosion, *Feat 8*](smoldering-explosion-lotgb.md) - [Snagging Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](snagging-strike.md) +- [Snap Out Of It! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](snap-out-of-it-apg.md) +- [Snap Out Of It! [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](snap-out-of-it-lopsg.md) - [Snap Shot, *Feat 6*](snap-shot.md) +- [Snare Commando [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](snare-commando-loag.md) - [Snare Crafting, *Feat 1*](snare-crafting.md) +- [Snare Genius, *Feat 5*](snare-genius-apg.md) +- [Snare Hopping, *Feat 2*](snare-hopping-apg.md) +- [Snare Setter, *Feat 1*](snare-setter-apg.md) - [Snare Specialist, *Feat 4*](snare-specialist.md) +- [Snarecrafter Dedication, *Feat 2*](snarecrafter-dedication-apg.md) - [Sneak Attacker, *Feat 4*](sneak-attacker.md) - [Sneak Savant, *Feat 10*](sneak-savant.md) +- [Sneaky, *Feat 1*](sneaky-loag.md) +- [Snow May, *Feat 1*](snow-may-loag.md) +- [Snow Step, *Feat 6*](snow-step-tv.md) +- [Snowcaster, *Feat 4*](snowcaster-tv.md) +- [Soaring Flight [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](soaring-flight-apg.md) +- [Soaring Form, *Feat 17*](soaring-form-loag.md) +- [Soaring Poppet, *Feat 17*](soaring-poppet-lotgb.md) - [Soaring Shape, *Feat 8*](soaring-shape.md) +- [Sociable, *Feat 1*](sociable-locg.md) +- [Sociable Vow, *Feat 4*](sociable-vow-da.md) +- [Social Camouflage, *Feat 1*](social-camouflage-loil.md) +- [Social Purview, *Feat 4*](social-purview-apg.md) +- [Sodbuster, *Feat 9*](sodbuster-ec3.md) +- [Solar Rejuvenation, *Feat 9*](solar-rejuvenation-locg.md) +- [Solar Rejuvenation, *Feat 9*](solar-rejuvenation-loil.md) +- [Solid Lead, *Feat 2*](solid-lead-apg.md) +- [Song Of Grace And Speed [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 16*](song-of-grace-and-speed-sot2.md) +- [Song Of Marching, *Feat 6*](song-of-marching-apg.md) +- [Song Of Strength, *Feat 2*](song-of-strength-apg.md) +- [Song Of The Fallen, *Feat 20*](song-of-the-fallen-aoa6.md) - [Soothing Ballad, *Feat 14*](soothing-ballad.md) +- [Soothing Mist, *Feat 4*](soothing-mist-apg.md) - [Sorcerer Dedication, *Feat 2*](sorcerer-dedication.md) +- [Soul Arsenal, *Feat 6*](soul-arsenal-som.md) +- [Soul Flare [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](soul-flare-som.md) +- [Soul Warden Dedication, *Feat 2*](soul-warden-dedication-botd.md) +- [Soulforger Dedication, *Feat 2*](soulforger-dedication-som.md) +- [Soulsight (Bard), *Feat 8*](soulsight-bard-apg.md) +- [Soulsight (Sorcerer), *Feat 8*](soulsight-sorcerer-apg.md) +- [Sound Mirror, *Feat 6*](sound-mirror-da.md) +- [Sow Rumor, *Feat 2*](sow-rumor-locg.md) +- [Sow Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](sow-spell-apg.md) +- [Space-Time Shift [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 12*](space-time-shift-da.md) +- [Spark Of Independence [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](spark-of-independence-lotgb.md) +- [Speak With Bats, *Feat 1*](speak-with-bats-loag.md) +- [Speak with Flowers, *Feat 5*](speak-with-flowers-loil.md) +- [Speak With Kindred, *Feat 5*](speak-with-kindred-locg.md) +- [Speaking Sky, *Feat 12*](speaking-sky-loil.md) +- [Specialized Beastmaster Companion, *Feat 14*](specialized-beastmaster-companion-apg.md) - [Specialized Companion (Druid), *Feat 14*](specialized-companion-druid.md) +- [Specialized Companion, *Feat 18*](specialized-companion-ec2.md) - [Specialized Companion (Ranger), *Feat 16*](specialized-companion-ranger.md) +- [Specialized Mount, *Feat 14*](specialized-mount-apg.md) - [Specialty Crafting, *Feat 1*](specialty-crafting.md) +- [Speedy Rituals, *Feat 14*](speedy-rituals-apg.md) - [Spell Combination, *Feat 20*](spell-combination.md) +- [Spell Devourer, *Feat 13*](spell-devourer-apg.md) +- [Spell Gem, *Feat 16*](spell-gem-botd.md) +- [Spell Mastery, *Feat 20*](spell-mastery-apg.md) +- [Spell Parry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](spell-parry-som.md) - [Spell Penetration, *Feat 6*](spell-penetration.md) +- [Spell Relay [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](spell-relay-apg.md) +- [Spell-repelling Form, *Feat 14*](spell-repelling-form-som.md) +- [Spell Runes, *Feat 4*](spell-runes-lowg.md) +- [Spell Shroud [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](spell-shroud-apg.md) +- [Spell Swipe [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 8*](spell-swipe-som.md) - [Spell Tinker [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 16*](spell-tinker.md) +- [Spell Trickster Dedication, *Feat 2*](spell-trickster-dedication-lotgb.md) +- [Spellbook Prodigy, *Feat 1*](spellbook-prodigy-apg.md) +- [Spellmaster Dedication, *Feat 6*](spellmaster-dedication-locg.md) +- [Spellmaster's Resilience, *Feat 12*](spellmasters-resilience-locg.md) +- [Spellmaster's Tenacity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](spellmasters-tenacity-lopsg.md) +- [Spellmaster's Ward, *Feat 10*](spellmasters-ward-lopsg.md) +- [Spellstriker, *Feat 4*](spellstriker-som.md) +- [Spelunker, *Feat 1*](spelunker-lome.md) +- [Spew Tentacles, *Feat 13*](spew-tentacles-loag.md) +- [Spine Stabber, *Feat 1*](spine-stabber-lome.md) +- [Spinebreaker [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](spinebreaker-lotgb.md) +- [Spiral Sworn [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](spiral-sworn-botd.md) +- [Spirit Sheath, *Feat 2*](spirit-sheath-som.md) +- [Spirit Soother, *Feat 5*](spirit-soother-apg.md) +- [Spirit Spells, *Feat 4*](spirit-spells-av1.md) +- [Spirit Strikes, *Feat 9*](spirit-strikes-apg.md) +- [Spirit's Absolution [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](spirits-absolution-botd.md) +- [Spirit's Anguish [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](spirits-anguish-botd.md) - [Spirits' Interference [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](spirits-interference.md) - [Spirit's Wrath [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](spirits-wrath.md) +- [Spiritual Explorer, *Feat 4*](spiritual-explorer-lopsg.md) +- [Spiritual Guides [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](spiritual-guides-apg.md) +- [Spiritual Sense, *Feat 6*](spiritual-sense-apg.md) +- [Spiteful Rake [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 13*](spiteful-rake-loag.md) +- [Splendid Companion, *Feat 12*](splendid-companion-ec2.md) +- [Splinter Faith, *Feat 1*](splinter-faith-logm.md) +- [Split Hex [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 18*](split-hex-apg.md) +- [Split Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](split-shot-apg.md) +- [Split Slot, *Feat 6*](split-slot-apg.md) +- [Spore Cloud [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](spore-cloud-loag.md) +- [Spot Translate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](spot-translate-apg.md) - [Spring Attack [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](spring-attack.md) - [Spring From The Shadows [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](spring-from-the-shadows.md) +- [Springing Leaper, *Feat 5*](springing-leaper-apg.md) +- [Sprite's Spark, *Feat 1*](sprites-spark-loag.md) +- [Spy's Countermeasures, *Feat 10*](spys-countermeasures-lowg.md) +- [Squad Tactics, *Feat 9*](squad-tactics-loag.md) +- [Squawk! [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](squawk-apg.md) +- [Squirm Free [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](squirm-free-lotgb.md) +- [Staff Acrobat Dedication, *Feat 2*](staff-acrobat-dedication-ec1.md) +- [Staff Sweep [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](staff-sweep-ec1.md) +- [Stage Fighting, *Feat 4*](stage-fighting-apg.md) +- [Staggering Fire [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](staggering-fire-lokl.md) +- [Stalking Feline Mask, *Feat 20*](stalking-feline-mask-sot6.md) +- [Stalwart Standard, *Feat 10*](stalwart-standard-lokl.md) - [Stance Savant (Fighter) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 14*](stance-savant-fighter.md) - [Stance Savant (Monk) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 12*](stance-savant-monk.md) - [Stand Still [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](stand-still.md) +- [Standby Spell, *Feat 8*](standby-spell-som.md) +- [Star Orb, *Feat 1*](star-orb-loag.md) +- [Starlit Eyes, *Feat 4*](starlit-eyes-som.md) +- [Startling Appearance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](startling-appearance-apg.md) +- [Startling Appearance, *Feat 1*](startling-appearance-loag.md) +- [Stave Off Catastrophe, *Feat 18*](stave-off-catastrophe-lopsg.md) +- [Stay Down! [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](stay-down-apg.md) +- [Steadfast Ally, *Feat 13*](steadfast-ally-ec3.md) - [Steady Balance, *Feat 1*](steady-balance.md) +- [Steady On Stone, *Feat 1*](steady-on-stone-loag.md) - [Steady Spellcasting (Bard), *Feat 6*](steady-spellcasting-bard.md) - [Steady Spellcasting (Cleric), *Feat 6*](steady-spellcasting-cleric.md) +- [Steady Spellcasting, *Feat 6*](steady-spellcasting-da.md) - [Steady Spellcasting (Druid), *Feat 6*](steady-spellcasting-druid.md) +- [Steady Spellcasting (Oracle), *Feat 6*](steady-spellcasting-oracle-apg.md) +- [Steady Spellcasting, *Feat 4*](steady-spellcasting-som.md) - [Steady Spellcasting (Sorcerer), *Feat 6*](steady-spellcasting-sorcerer.md) +- [Steady Spellcasting (Witch), *Feat 6*](steady-spellcasting-witch-apg.md) - [Steady Spellcasting (Wizard), *Feat 6*](steady-spellcasting-wizard.md) +- [Steadying Stone, *Feat 1*](steadying-stone-som.md) +- [Steal Essence [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 20*](steal-essence-ec6.md) +- [Steal Spell, *Feat 16*](steal-spell-apg.md) +- [Steal the Sky, *Feat 10*](steal-the-sky-loil.md) +- [Steal Time [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](steal-time-da.md) +- [Steal Vitality, *Feat 8*](steal-vitality-lotgb.md) - [Stealthy Companion, *Feat 14*](stealthy-companion.md) +- [Steam Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](steam-spell-loag.md) +- [Steed Form, *Feat 2*](steed-form-som.md) +- [Steel Skin, *Feat 4*](steel-skin-apg.md) +- [Steel Your Resolve [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 3*](steel-your-resolve-gmg.md) +- [Steel Yourself! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](steel-yourself-apg.md) +- [Stella's Stab And Snag [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](stellas-stab-and-snag-lopsg.md) +- [Step Lively [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](step-lively-apg.md) - [Sticky Bomb [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](sticky-bomb.md) +- [Sticky Poison, *Feat 6*](sticky-poison-apg.md) +- [Stitch Flesh, *Feat 1*](stitch-flesh-botd.md) +- [Stoked Flame Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](stoked-flame-stance-som.md) +- [Stone Blood, *Feat 6*](stone-blood-lowg.md) +- [Stone Bones [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](stone-bones-apg.md) +- [Stone Communion, *Feat 14*](stone-communion-lowg.md) +- [Stone Face, *Feat 1*](stone-face-loag.md) +- [Stone Form, *Feat 17*](stone-form-loag.md) - [Stonecunning, *Feat 1*](stonecunning.md) +- [Stonegate, *Feat 17*](stonegate-apg.md) - [Stonewalker, *Feat 9*](stonewalker.md) - [Storm Born, *Feat 1*](storm-born.md) +- [Storm Form, *Feat 17*](storm-form-loag.md) - [Storm Retribution [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](storm-retribution.md) +- [Storm Shroud [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](storm-shroud-botd.md) +- [Storming Breath [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](storming-breath-da.md) +- [Storm's Lash, *Feat 1*](storms-lash-apg.md) +- [Stormsoul, *Feat 1*](stormsoul-loag.md) +- [Stormy Heart, *Feat 17*](stormy-heart-loag.md) +- [Story Crooner, *Feat 1*](story-crooner-loag.md) +- [Storyteller's Mask, *Feat 20*](storytellers-mask-sot6.md) +- [Strain Mind [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](strain-mind-da.md) +- [Strand Strider, *Feat 9*](strand-strider-lome.md) +- [Strange Script, *Feat 4*](strange-script-av2.md) +- [Strangle [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](strangle-lotgb.md) +- [Strategic Assessment, *Feat 4*](strategic-assessment-apg.md) +- [Strategic Bypass, *Feat 14*](strategic-bypass-apg.md) +- [Straveika, *Feat 1*](straveika-apg.md) - [Streetwise, *Feat 1*](streetwise.md) +- [Strident Command, *Feat 10*](strident-command-ngd.md) +- [Striker's Scroll, *Feat 4*](strikers-scroll-som.md) +- [Striking Retribution, *Feat 1*](striking-retribution-loag.md) +- [Strix Defender, *Feat 1*](strix-defender-loag.md) +- [Strix Lore, *Feat 1*](strix-lore-loag.md) +- [Strix Vengeance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](strix-vengeance-loag.md) +- [Strong Arm, *Feat 2*](strong-arm-apg.md) +- [Strong Swimmer, *Feat 9*](strong-swimmer-loag.md) +- [Stronger Debilitating Venom, *Feat 13*](stronger-debilitating-venom-loil.md) +- [Stubborn Persistence, *Feat 13*](stubborn-persistence-apg.md) +- [Student of Perfection Dedication, *Feat 2*](student-of-perfection-dedication-lowg.md) - [Student Of The Canon, *Feat 1*](student-of-the-canon.md) +- [Student Of The Dueling Arts, *Feat 12*](student-of-the-dueling-arts-apg.md) +- [Student Of The Staff, *Feat 4*](student-of-the-staff-som.md) +- [Studious Adept, *Feat 9*](studious-adept-lome.md) - [Studious Capacity, *Feat 16*](studious-capacity.md) +- [Studious Magic, *Feat 1*](studious-magic-lome.md) +- [Stumbling Feint, *Feat 6*](stumbling-feint-apg.md) +- [Stumbling Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](stumbling-stance-apg.md) +- [Stunning Appearance, *Feat 16*](stunning-appearance-apg.md) +- [Stunning Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](stunning-finisher-apg.md) - [Stunning Fist, *Feat 2*](stunning-fist.md) +- [Subjective Truth, *Feat 7*](subjective-truth-apg.md) +- [Submission Hold [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](submission-hold-lotgb.md) +- [Subtle Delivery, *Feat 1*](subtle-delivery-apg.md) - [Subtle Theft, *Feat 1*](subtle-theft.md) - [Sudden Charge (Barbarian) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](sudden-charge-barbarian.md) - [Sudden Charge (Fighter) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](sudden-charge-fighter.md) - [Sudden Leap (Barbarian) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](sudden-leap-barbarian.md) - [Sudden Leap (Fighter) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](sudden-leap-fighter.md) +- [Sudden Mindfulness [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](sudden-mindfulness-loil.md) +- [Suli Amir, *Feat 13*](suli-amir-loag.md) +- [Suli-jann, *Feat 1*](suli-jann-loag.md) +- [Summon Air Elemental, *Feat 13*](summon-air-elemental-loag.md) +- [Summon Celestial Kin, *Feat 13*](summon-celestial-kin-apg.md) +- [Summon Earth Elemental, *Feat 13*](summon-earth-elemental-loag.md) +- [Summon Ensemble, *Feat 4*](summon-ensemble-lotgb.md) +- [Summon Fiendish Kin, *Feat 13*](summon-fiendish-kin-apg.md) +- [Summon Fire Elemental, *Feat 13*](summon-fire-elemental-loag.md) +- [Summon Water Elemental, *Feat 13*](summon-water-elemental-loag.md) +- [Summoner Dedication, *Feat 2*](summoner-dedication-som.md) +- [Summoner's Call [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](summoners-call-som.md) +- [Sun Blade, *Feat 4*](sun-blade-locg.md) +- [Sunder Enchantment, *Feat 14*](sunder-enchantment-apg.md) +- [Sunder Spell [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](sunder-spell-apg.md) +- [Sun's Fury, *Feat 6*](suns-fury-lol.md) +- [Superimpose Time Duplicates [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](superimpose-time-duplicates-da.md) - [Superior Bond, *Feat 14*](superior-bond.md) +- [Superior Sight, *Feat 20*](superior-sight-aoa6.md) - [Supernatural Charm, *Feat 5*](supernatural-charm.md) +- [Supernatural Senses, *Feat 4*](supernatural-senses-apg.md) +- [Supertaster, *Feat 7*](supertaster-apg.md) +- [Suplex [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](suplex-lotgb.md) +- [Supreme Psychic Center [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](supreme-psychic-center-da.md) +- [Supreme Spellstrike, *Feat 20*](supreme-spellstrike-som.md) - [Sure Feet, *Feat 1*](sure-feet.md) +- [Sure Foot, *Feat 4*](sure-foot-apg.md) +- [Surface Culture, *Feat 1*](surface-culture-locg.md) +- [Surface Skimmer, *Feat 1*](surface-skimmer-aaws.md) +- [Surging Focus [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](surging-focus-apg.md) +- [Surging Might [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](surging-might-apg.md) +- [Surprise Attack, *Feat 4*](surprise-attack-apg.md) +- [Surprise Snare [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 4*](surprise-snare-apg.md) +- [Surprise Strike, *Feat 6*](surprise-strike-apg.md) +- [Surreptitious Spellcaster, *Feat 8*](surreptitious-spellcaster-locg.md) +- [Surrounding Flames, *Feat 10*](surrounding-flames-lotgb.md) - [Survey Wildlife, *Feat 1*](survey-wildlife.md) +- [Survivor Of Desolation, *Feat 8*](survivor-of-desolation-locg.md) +- [Suspect Of Opportunity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](suspect-of-opportunity-apg.md) +- [Sustaining Steel [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](sustaining-steel-som.md) +- [Svetocher, *Feat 1*](svetocher-apg.md) +- [Swaggering Initiative [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](swaggering-initiative-apg.md) +- [Swap Investment, *Feat 12*](swap-investment-lopsg.md) +- [Swap Reflections [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](swap-reflections-da.md) +- [Swashbuckler Dedication, *Feat 2*](swashbuckler-dedication-apg.md) +- [Swashbuckler's Riposte, *Feat 6*](swashbucklers-riposte-apg.md) +- [Swashbuckler's Speed, *Feat 8*](swashbucklers-speed-apg.md) +- [Swift Application [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](swift-application-loil.md) - [Swift Banishment [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](swift-banishment.md) +- [Swift Elusion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](swift-elusion-apg.md) +- [Swift Leap [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](swift-leap-botd.md) +- [Swift, *Feat 1*](swift-loag.md) - [Swift River [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 18*](swift-river.md) - [Swift Sneak, *Feat 7*](swift-sneak.md) +- [Swift Swimmer, *Feat 5*](swift-swimmer-locg.md) - [Swift Tracker, *Feat 6*](swift-tracker.md) +- [Swimming Poppet, *Feat 5*](swimming-poppet-lotgb.md) - [Swipe (Barbarian) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](swipe-barbarian.md) - [Swipe (Fighter) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](swipe-fighter.md) +- [Swordmaster Dedication, *Feat 6*](swordmaster-dedication-locg.md) +- [Sympathetic Vulnerabilities, *Feat 6*](sympathetic-vulnerabilities-da.md) +- [Symphony Of Blood, *Feat 17*](symphony-of-blood-apg.md) - [Symphony Of The Muse, *Feat 20*](symphony-of-the-muse.md) +- [Symphony Of The Unfettered Heart, *Feat 10*](symphony-of-the-unfettered-heart-apg.md) +- [Syncretism, *Feat 1*](syncretism-logm.md) +- [Synergistic Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 20*](synergistic-spell-locg.md) +- [Syu Tak-nwa's Deadly Hair, *Feat 6*](syu-tak-nwas-deadly-hair-frp1.md) +- [Syu Tak-nwa's Hexed Locks, *Feat 8*](syu-tak-nwas-hexed-locks-frp1.md) +- [Syu Tak-nwa's Skillful Tresses, *Feat 4*](syu-tak-nwas-skillful-tresses-frp1.md) +- [Tactical Cadence, *Feat 14*](tactical-cadence-apg.md) - [Tactical Debilitations, *Feat 10*](tactical-debilitations.md) +- [Tactical Entry [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](tactical-entry-apg.md) +- [Tail Snatch [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](tail-snatch-loil.md) +- [Tail Spin [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](tail-spin-locg.md) +- [Tail Whip, *Feat 1*](tail-whip-locg.md) +- [Takedown Expert, *Feat 1*](takedown-expert-apg.md) +- [Talisman Dabbler Dedication, *Feat 2*](talisman-dabbler-dedication-apg.md) +- [Talisman Esoterica, *Feat 2*](talisman-esoterica-da.md) +- [Talismanic Sage, *Feat 14*](talismanic-sage-apg.md) +- [Tandem Movement [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](tandem-movement-som.md) +- [Tandem Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](tandem-strike-som.md) +- [Tangle Of Battle [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](tangle-of-battle-apg.md) - [Tangled Forest Rake [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](tangled-forest-rake.md) - [Tangled Forest Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](tangled-forest-stance.md) +- [Tap Vitality [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](tap-vitality-da.md) +- [Target Of Opportunity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](target-of-opportunity-apg.md) +- [Target of Psychic Ire, *Feat 16*](target-of-psychic-ire-da.md) +- [Targeting Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](targeting-finisher-apg.md) - [Targeting Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](targeting-shot.md) +- [Taste Blood [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](taste-blood-loag.md) +- [Tattoo Artist, *Feat 2*](tattoo-artist-tv.md) +- [Tectonic Stomp [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](tectonic-stomp-da.md) +- [Telekinetic Slip [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](telekinetic-slip-loil.md) +- [Telluric Power, *Feat 13*](telluric-power-apg.md) +- [Tempest-sun Redirection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](tempest-sun-redirection-locg.md) +- [Tempest-sun Shielding [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](tempest-sun-shielding-locg.md) +- [Temporary Potions, *Feat 10*](temporary-potions-apg.md) +- [Ten Lives, *Feat 17*](ten-lives-loag.md) +- [Tenacious Blood Magic [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 20*](tenacious-blood-magic-ec6.md) +- [Tenacious Net, *Feat 5*](tenacious-net-lome.md) +- [Tenacious Toxins, *Feat 4*](tenacious-toxins-apg.md) +- [Tengu Feather Fan, *Feat 5*](tengu-feather-fan-loag.md) +- [Tengu Lore, *Feat 1*](tengu-lore-apg.md) +- [Tengu Weapon Expertise, *Feat 13*](tengu-weapon-expertise-apg.md) +- [Tengu Weapon Familiarity, *Feat 1*](tengu-weapon-familiarity-apg.md) +- [Tengu Weapon Study, *Feat 5*](tengu-weapon-study-apg.md) +- [Tense Negotiator, *Feat 12*](tense-negotiator-lopsg.md) +- [Terraforming Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](terraforming-spell-apg.md) +- [Terrain Advantage, *Feat 9*](terrain-advantage-locg.md) - [Terrain Expertise, *Feat 1*](terrain-expertise.md) +- [Terrain Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](terrain-form-botd.md) - [Terrain Master, *Feat 8*](terrain-master.md) +- [Terrain Scout, *Feat 4*](terrain-scout-apg.md) +- [Terrain Shield, *Feat 14*](terrain-shield-som.md) - [Terrain Stalker, *Feat 1*](terrain-stalker.md) +- [Terrain Transposition, *Feat 10*](terrain-transposition-apg.md) +- [Terrible Transformation, *Feat 14*](terrible-transformation-tv.md) - [Terrified Retreat, *Feat 7*](terrified-retreat.md) +- [Terrifying Countenance [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 18*](terrifying-countenance-ngd.md) - [Terrifying Howl [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](terrifying-howl.md) +- [Terrifying Resistance, *Feat 2*](terrifying-resistance-apg.md) +- [Tetraelemental Assault, *Feat 9*](tetraelemental-assault-loag.md) +- [That's Odd, *Feat 1*](thats-odd-apg.md) +- [Thaumaturge Dedication, *Feat 2*](thaumaturge-dedication-da.md) +- [Thaumaturge's Demesne, *Feat 12*](thaumaturges-demesne-da.md) +- [Thaumaturge's Investiture, *Feat 10*](thaumaturges-investiture-da.md) +- [Thaumaturgic Ritualist, *Feat 4*](thaumaturgic-ritualist-da.md) +- [The Harder They Fall, *Feat 4*](the-harder-they-fall-apg.md) +- [The Tyrant Falls! [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 20*](the-tyrant-falls-lokl.md) +- [Their Master's Call [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](their-masters-call-botd.md) +- [Theoretical Acumen [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 1*](theoretical-acumen-locg.md) +- [Thick Hide Mask, *Feat 20*](thick-hide-mask-sot6.md) +- [Thorned Seedpod, *Feat 9*](thorned-seedpod-loag.md) +- [Thorough Reports, *Feat 4*](thorough-reports-lowg.md) +- [Thorough Research, *Feat 6*](thorough-research-apg.md) +- [Thorough Search, *Feat 3*](thorough-search-apg.md) +- [Thoughtform Summoning, *Feat 4*](thoughtform-summoning-da.md) +- [Thoughtsense, *Feat 8*](thoughtsense-da.md) - [Thousand Faces, *Feat 4*](thousand-faces.md) - [Thrash [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](thrash.md) +- [Through Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](through-spell-apg.md) +- [Thrown Voice, *Feat 5*](thrown-voice-loag.md) +- [Thunder Clap [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](thunder-clap-ooa1.md) +- [Thunder God's Fan, *Feat 13*](thunder-gods-fan-loag.md) +- [Thwart Evil [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](thwart-evil-lokl.md) +- [Tidal Shield [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 17*](tidal-shield-loag.md) +- [Tide-hardened, *Feat 1*](tide-hardened-loag.md) - [Tiger Slash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](tiger-slash.md) - [Tiger Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](tiger-stance.md) +- [Tiller's Aid, *Feat 10*](tillers-aid-aoa3.md) +- [Tiller's Drive, *Feat 10*](tillers-drive-aoa3.md) +- [Time Dilation Cascade [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 20*](time-dilation-cascade-frp3.md) +- [Time Mage Dedication, *Feat 6*](time-mage-dedication-da.md) - [Timeless Body, *Feat 14*](timeless-body.md) - [Timeless Nature, *Feat 14*](timeless-nature.md) +- [Timeline-Splitting Spell [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](timeline-splitting-spell-da.md) +- [Tinkering Fingers, *Feat 1*](tinkering-fingers-apg.md) +- [Tireless Guide's Mask, *Feat 20*](tireless-guides-mask-sot6.md) - [Titan Slinger, *Feat 1*](titan-slinger.md) +- [Titan Swing [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 2*](titan-swing-da.md) - [Titan Wrestler, *Feat 1*](titan-wrestler.md) - [Titan's Stature, *Feat 12*](titans-stature.md) +- [To Battle! [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 8*](to-battle-apg.md) - [To The Ends Of The Earth, *Feat 20*](to-the-ends-of-the-earth.md) +- [Tomb-watcher's Glare, *Feat 5*](tomb-watchers-glare-locg.md) +- [Tongue Disarm [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](tongue-disarm-loag.md) - [Tongue Of Sun And Moon, *Feat 14*](tongue-of-sun-and-moon.md) +- [Tongue Tether, *Feat 9*](tongue-tether-lome.md) +- [Tools Of The Trade, *Feat 4*](tools-of-the-trade-apg.md) +- [Topple Foe [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](topple-foe-apg.md) +- [Toppling Dance, *Feat 13*](toppling-dance-apg.md) +- [Toppling Tentacles, *Feat 10*](toppling-tentacles-lotgb.md) +- [Torch Goblin [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](torch-goblin-locg.md) +- [Torrential Backlash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](torrential-backlash-da.md) +- [Touch Focus [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](touch-focus-frp2.md) +- [Tough Skin, *Feat 1*](tough-skin-loil.md) +- [Tough Tumbler, *Feat 5*](tough-tumbler-ec3.md) - [Toughness, *Feat 1*](toughness.md) +- [Tower Shield Mastery, *Feat 20*](tower-shield-mastery-lokl.md) +- [Towering Presence [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](towering-presence-loil.md) +- [Towering Size, *Feat 12*](towering-size-som.md) +- [Tracing Sigil, *Feat 4*](tracing-sigil-lotgb.md) - [Train Animal, *Feat 1*](train-animal.md) +- [Trample [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 16*](trample-som.md) +- [Trampling Charge [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 10*](trampling-charge-apg.md) +- [Tranquil Sanctuary, *Feat 5*](tranquil-sanctuary-loag.md) +- [Transcendent Realization, *Feat 9*](transcendent-realization-loil.md) +- [Transcribe Moment, *Feat 8*](transcribe-moment-lopsg.md) +- [Translucent Skin, *Feat 13*](translucent-skin-loag.md) +- [Transposable Compliance, *Feat 5*](transposable-compliance-loil.md) +- [Transpose [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](transpose-som.md) +- [Trap Finder (Investigator), *Feat 1*](trap-finder-investigator-apg.md) - [Trap Finder (Rogue), *Feat 1*](trap-finder-rogue.md) +- [Treacherous Earth [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](treacherous-earth-loag.md) +- [Treat Condition [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](treat-condition-apg.md) +- [Tree Climber, *Feat 9*](tree-climber-apg.md) +- [Tree Climber, *Feat 5*](tree-climber-locg.md) +- [Tree's Ward, *Feat 5*](trees-ward-loil.md) +- [Trespass Teleportation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](trespass-teleportation-da.md) +- [Triangle Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 18*](triangle-shot-apg.md) - [Trick Magic Item [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](trick-magic-item.md) +- [Trickster Tengu, *Feat 17*](trickster-tengu-loag.md) +- [Trickster's Ace (Investigator) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 18*](tricksters-ace-investigator-apg.md) - [Trickster's Ace (Rogue) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 18*](tricksters-ace-rogue.md) +- [Triggerbrand Blitz [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 14*](triggerbrand-blitz-loil.md) +- [Triggerbrand Salvo [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](triggerbrand-salvo-loil.md) - [Triple Shot, *Feat 6*](triple-shot.md) - [Triple Threat, *Feat 20*](triple-threat.md) - [Triple Time, *Feat 4*](triple-time.md) +- [Triumphant Inspiration [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 14*](triumphant-inspiration-apg.md) - [True Debilitating Bomb, *Feat 14*](true-debilitating-bomb.md) +- [True Gaze [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 17*](true-gaze-lome.md) - [True Hypercognition [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](true-hypercognition.md) +- [True Perception, *Feat 19*](true-perception-apg.md) - [True Shapeshifter [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 20*](true-shapeshifter.md) +- [True Transmogrification, *Feat 18*](true-transmogrification-som.md) +- [Truespeech, *Feat 13*](truespeech-loag.md) +- [Tumble Behind (Rogue), *Feat 1*](tumble-behind-rogue-apg.md) +- [Tumble Behind (Swashbuckler), *Feat 2*](tumble-behind-swashbuckler-apg.md) +- [Tumbling Opportunist [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](tumbling-opportunist-apg.md) +- [Tumbling Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](tumbling-strike-apg.md) +- [Tupilaq Carver, *Feat 1*](tupilaq-carver-locg.md) +- [Turn Away Misfortune [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](turn-away-misfortune-da.md) +- [Turn Back the Clock [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](turn-back-the-clock-da.md) +- [Turn to Mist [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](turn-to-mist-botd.md) - [Turn Undead, *Feat 2*](turn-undead.md) +- [Turpin Rowe Lumberjack Dedication, *Feat 2*](turpin-rowe-lumberjack-dedication-ec3.md) +- [Tusks, *Feat 1*](tusks-apg.md) +- [Tusks, *Feat 1*](tusks-locg.md) +- [Tweak Appearances, *Feat 2*](tweak-appearances-aoa3.md) +- [Twin Distraction, *Feat 4*](twin-distraction-apg.md) +- [Twin Eidolon, *Feat 20*](twin-eidolon-som.md) - [Twin Feint [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](twin-feint.md) - [Twin Parry (Fighter) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](twin-parry-fighter.md) - [Twin Parry (Ranger) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](twin-parry-ranger.md) +- [Twin Parry (Swashbuckler) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](twin-parry-swashbuckler-apg.md) +- [Twin Psyche, *Feat 20*](twin-psyche-da.md) - [Twin Riposte (Fighter) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](twin-riposte-fighter.md) - [Twin Riposte (Ranger) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](twin-riposte-ranger.md) - [Twin Takedown [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](twin-takedown.md) +- [Twin Weakness [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](twin-weakness-da.md) - [Twinned Defense (Fighter) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](twinned-defense-fighter.md) +- [Twinned Defense (Swashbuckler) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](twinned-defense-swashbuckler-apg.md) +- [Twist Healing, *Feat 17*](twist-healing-loag.md) - [Twist The Knife [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](twist-the-knife.md) +- [Twitchy, *Feat 1*](twitchy-apg.md) +- [Two Truths [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](two-truths-da.md) - [Two-Weapon Flurry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](two-weapon-flurry.md) - [Ubiquitous Snares, *Feat 16*](ubiquitous-snares.md) +- [Ubiquitous Weakness, *Feat 20*](ubiquitous-weakness-da.md) +- [Ultimate Flexibility, *Feat 20*](ultimate-flexibility-apg.md) - [Ultimate Mercy, *Feat 18*](ultimate-mercy.md) +- [Ultimate Polymath, *Feat 20*](ultimate-polymath-apg.md) - [Ultimate Skirmisher, *Feat 20*](ultimate-skirmisher.md) +- [Unassuming Dedication, *Feat 1*](unassuming-dedication-locg.md) - [Unbalancing Blow, *Feat 2*](unbalancing-blow.md) +- [Unbalancing Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](unbalancing-finisher-apg.md) +- [Unbalancing Sweep [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 12*](unbalancing-sweep-apg.md) +- [Unbound Freedom, *Feat 13*](unbound-freedom-loil.md) +- [Unbreakable-er Goblin, *Feat 13*](unbreakable-er-goblin-locg.md) - [Unburdened Iron, *Feat 1*](unburdened-iron.md) +- [Uncanny Agility, *Feat 1*](uncanny-agility-loag.md) +- [Uncanny Awareness, *Feat 5*](uncanny-awareness-loag.md) - [Uncanny Bombs, *Feat 12*](uncanny-bombs.md) +- [Uncanny Cheeks, *Feat 9*](uncanny-cheeks-loag.md) - [Uncanny Dodge, *Feat 10*](uncanny-dodge.md) +- [Uncanny Suction, *Feat 12*](uncanny-suction-sli.md) - [Unconventional Expertise, *Feat 13*](unconventional-expertise.md) - [Unconventional Weaponry, *Feat 1*](unconventional-weaponry.md) +- [Undaunted, *Feat 1*](undaunted-locg.md) +- [Undead Companion, *Feat 5*](undead-companion-loag.md) +- [Undead Empathy, *Feat 1*](undead-empathy-botd.md) +- [Undead Master Dedication, *Feat 2*](undead-master-dedication-botd.md) +- [Undead Slayer, *Feat 5*](undead-slayer-apg.md) +- [Undead Slayer Dedication, *Feat 2*](undead-slayer-dedication-botd.md) +- [Underground Network, *Feat 2*](underground-network-apg.md) +- [Underhanded Assault [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 2*](underhanded-assault-apg.md) - [Underwater Marauder, *Feat 1*](underwater-marauder.md) +- [Underwater Volcano, *Feat 17*](underwater-volcano-loag.md) +- [Underworld Investigator, *Feat 1*](underworld-investigator-apg.md) +- [Undying Conviction, *Feat 4*](undying-conviction-botd.md) +- [Undying Ferocity, *Feat 9*](undying-ferocity-apg.md) +- [Uneasy Rest, *Feat 6*](uneasy-rest-lotgb.md) +- [Unending Emptiness, *Feat 14*](unending-emptiness-som.md) +- [Unexpected Shift [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](unexpected-shift-locg.md) +- [Unfazed Assessment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](unfazed-assessment-aoa5.md) +- [Unfetter Eidolon, *Feat 1*](unfetter-eidolon-som.md) - [Unfettered Halfling, *Feat 1*](unfettered-halfling.md) +- [Unfettering Prankster, *Feat 17*](unfettering-prankster-loil.md) +- [Unhampered Passage, *Feat 9*](unhampered-passage-apg.md) - [Unified Theory, *Feat 15*](unified-theory.md) - [Unimpeded Step, *Feat 1*](unimpeded-step.md) +- [United Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](united-assault-lokl.md) - [Universal Longevity [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](universal-longevity.md) - [Universal Versatility, *Feat 8*](universal-versatility.md) +- [Unkillable [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](unkillable-botd.md) +- [Unlimited Demesne, *Feat 20*](unlimited-demesne-da.md) +- [Unlimited Ghost Flight, *Feat 14*](unlimited-ghost-flight-botd.md) +- [Unlimited Potential [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 20*](unlimited-potential-da.md) +- [Unlock Secret, *Feat 5*](unlock-secret-loil.md) - [Unmistakable Lore, *Feat 2*](unmistakable-lore.md) +- [Unnerving Expansion [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](unnerving-expansion-da.md) +- [Unnerving Prowess [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](unnerving-prowess-lowg.md) +- [Unravel Mysteries, *Feat 8*](unravel-mysteries-locg.md) +- [Unrivaled Builder, *Feat 13*](unrivaled-builder-ec3.md) +- [Unseat [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](unseat-apg.md) +- [Unseen Passage, *Feat 8*](unseen-passage-loil.md) +- [Unshakable Idealism, *Feat 8*](unshakable-idealism-locg.md) +- [Unstable Concoction, *Feat 10*](unstable-concoction-apg.md) +- [Unstoppable Juggernaut, *Feat 20*](unstoppable-juggernaut-apg.md) - [Untrained Improvisation, *Feat 3*](untrained-improvisation.md) - [Unusual Composition [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](unusual-composition.md) - [Unwavering Mien, *Feat 1*](unwavering-mien.md) +- [Unwind Death [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 16*](unwind-death-ooa3.md) +- [Unyielding Disguise, *Feat 9*](unyielding-disguise-da.md) +- [Urgent Upwelling [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](urgent-upwelling-som.md) +- [Ursine Avenger Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](ursine-avenger-form-tv.md) +- [Uzunjati Recollection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](uzunjati-recollection-locg.md) +- [Uzunjati Storytelling [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](uzunjati-storytelling-locg.md) +- [Vacate Vision [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](vacate-vision-sli.md) +- [Vampire Dedication, *Feat 2*](vampire-dedication-botd.md) +- [Vampire Lore, *Feat 1*](vampire-lore-apg.md) +- [Vanara Battle Clarity, *Feat 13*](vanara-battle-clarity-loil.md) +- [Vanara Lore, *Feat 1*](vanara-lore-loil.md) +- [Vanara Weapon Expertise, *Feat 13*](vanara-weapon-expertise-loil.md) +- [Vanara Weapon Familiarity, *Feat 1*](vanara-weapon-familiarity-loil.md) +- [Vanara Weapon Trickery, *Feat 5*](vanara-weapon-trickery-loil.md) +- [Vandal, *Feat 5*](vandal-apg.md) +- [Vanth's Weapon Execution, *Feat 5*](vanths-weapon-execution-loag.md) +- [Vanth's Weapon Expertise, *Feat 13*](vanths-weapon-expertise-loag.md) +- [Vanth's Weapon Familiarity, *Feat 1*](vanths-weapon-familiarity-loag.md) +- [Veil May, *Feat 1*](veil-may-loag.md) +- [Velstrac Magic, *Feat 9*](velstrac-magic-loag.md) - [Vengeful Hatred, *Feat 1*](vengeful-hatred.md) - [Vengeful Oath, *Feat 2*](vengeful-oath.md) - [Vengeful Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](vengeful-strike.md) +- [Venom Purge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](venom-purge-loil.md) +- [Venom Spit, *Feat 5*](venom-spit-loil.md) - [Verdant Metamorphosis, *Feat 14*](verdant-metamorphosis.md) +- [Verdant Presence [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](verdant-presence-ec6.md) +- [Verdant Weapon, *Feat 1*](verdant-weapon-apg.md) +- [Vernai Training, *Feat 12*](vernai-training-lol.md) - [Versatile Font, *Feat 2*](versatile-font.md) - [Versatile Performance, *Feat 1*](versatile-performance.md) - [Versatile Signature, *Feat 4*](versatile-signature.md) +- [Versatile Spellstrike, *Feat 18*](versatile-spellstrike-som.md) - [Very Sneaky, *Feat 1*](very-sneaky.md) - [Very, Very Sneaky, *Feat 13*](very-very-sneaky.md) +- [Vessel's Form [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 16*](vessels-form-da.md) +- [Vestigial Wings, *Feat 1*](vestigial-wings-loag.md) +- [Vexing Tumble [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](vexing-tumble-apg.md) +- [Vibrant Display, *Feat 1*](vibrant-display-locg.md) +- [Vibration Sense, *Feat 4*](vibration-sense-som.md) - [Vicious Debilitations, *Feat 10*](vicious-debilitations.md) - [Vicious Evisceration [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 18*](vicious-evisceration.md) +- [Vicious Fangs, *Feat 8*](vicious-fangs-botd.md) +- [Vicious Incisors, *Feat 1*](vicious-incisors-apg.md) +- [Vicious Snares, *Feat 13*](vicious-snares-loag.md) +- [Vicious Vengeance, *Feat 1*](vicious-vengeance-apg.md) +- [Vicious Venom, *Feat 17*](vicious-venom-loil.md) - [Victorious Vigor [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](victorious-vigor.md) +- [Vigilant Benediction, *Feat 12*](vigilant-benediction-lokl.md) +- [Vigilant Mask, *Feat 20*](vigilant-mask-sot6.md) +- [Vigilante Dedication, *Feat 2*](vigilante-dedication-apg.md) +- [Vigil's Walls Rise Anew! [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](vigils-walls-rise-anew-lol.md) +- [Vigorous Health, *Feat 1*](vigorous-health-locg.md) +- [Vigorous Inspiration [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](vigorous-inspiration-apg.md) +- [Viking Dedication, *Feat 2*](viking-dedication-apg.md) +- [Viking Shieldbearer, *Feat 1*](viking-shieldbearer-locg.md) +- [Viking Vindicator, *Feat 8*](viking-vindicator-lokl.md) +- [Viking Weapon Familiarity, *Feat 4*](viking-weapon-familiarity-apg.md) +- [Viking Weapon Specialist, *Feat 6*](viking-weapon-specialist-apg.md) +- [Vile Desecration, *Feat 1*](vile-desecration-apg.md) +- [Violent Unleash [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](violent-unleash-da.md) +- [Violent Vines, *Feat 13*](violent-vines-loil.md) +- [Viper Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](viper-strike-loil.md) +- [Virga May, *Feat 1*](virga-may-loag.md) +- [Virtue-forged Tattoos, *Feat 9*](virtue-forged-tattoos-locg.md) - [Virtuosic Performer, *Feat 1*](virtuosic-performer.md) +- [Vishkanya Lore, *Feat 1*](vishkanya-lore-loil.md) +- [Vishkanya Weapon Arts, *Feat 5*](vishkanya-weapon-arts-loil.md) +- [Vishkanya Weapon Expertise, *Feat 13*](vishkanya-weapon-expertise-loil.md) +- [Vishkanya Weapon Familiarity, *Feat 1*](vishkanya-weapon-familiarity-loil.md) +- [Vision of Foresight [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](vision-of-foresight-da.md) +- [Vision Of Weakness, *Feat 4*](vision-of-weakness-apg.md) +- [Vitality-manipulating Stance, *Feat 20*](vitality-manipulating-stance-frp3.md) +- [Vivacious Afterimage [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 20*](vivacious-afterimage-frp3.md) +- [Vivacious Bravado [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](vivacious-bravado-apg.md) - [Vivacious Conduit, *Feat 9*](vivacious-conduit.md) +- [Voice Cold as Death [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 7*](voice-cold-as-death-lokl.md) +- [Voice of Authority, *Feat 4*](voice-of-authority-ngd.md) +- [Voice Of The Night, *Feat 1*](voice-of-the-night-apg.md) +- [Volatile Grease, *Feat 6*](volatile-grease-lotgb.md) +- [Waking Dream, *Feat 8*](waking-dream-da.md) +- [Walk on the Wind, *Feat 16*](walk-on-the-wind-da.md) +- [Walk The Plank [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](walk-the-plank-apg.md) - [Wall Jump, *Feat 7*](wall-jump.md) - [Wall Run [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](wall-run.md) +- [Wandering Heart, *Feat 13*](wandering-heart-locg.md) +- [Wandering Oasis, *Feat 12*](wandering-oasis-apg.md) +- [Wandering Thoughts [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](wandering-thoughts-da.md) +- [War Conditioning, *Feat 13*](war-conditioning-loag.md) +- [Ward Against Corruption, *Feat 5*](ward-against-corruption-apg.md) +- [Ward Casting [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](ward-casting-locg.md) - [Ward Medic, *Feat 2*](ward-medic.md) +- [Ward Mind [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](ward-mind-lopsg.md) +- [Ward Slumber, *Feat 12*](ward-slumber-da.md) - [Warden's Boon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](wardens-boon.md) +- [Warden's Focus, *Feat 12*](wardens-focus-apg.md) - [Warden's Guidance, *Feat 14*](wardens-guidance.md) - [Warden's Step, *Feat 10*](wardens-step.md) +- [Warden's Wellspring, *Feat 18*](wardens-wellspring-apg.md) +- [Warding Light, *Feat 4*](warding-light-lol.md) +- [Warding Rune, *Feat 6*](warding-rune-lowg.md) +- [Warp Likeness [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](warp-likeness-da.md) +- [Warp Space, *Feat 2*](warp-space-da.md) +- [Warped Constriction [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](warped-constriction-da.md) +- [Warped Reflection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](warped-reflection-da.md) +- [Warren Digger, *Feat 13*](warren-digger-apg.md) +- [Warren Friend, *Feat 1*](warren-friend-loag.md) +- [Warren Navigator, *Feat 1*](warren-navigator-apg.md) - [Wary Disarmament, *Feat 2*](wary-disarmament.md) +- [Wary Skulker, *Feat 9*](wary-skulker-apg.md) +- [Wash Out, *Feat 1*](wash-out-lotgb.md) +- [Watch And Learn [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](watch-and-learn-lopsg.md) +- [Watch Your Back [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](watch-your-back-apg.md) +- [Watchful Gaze [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](watchful-gaze-lome.md) - [Watchful Halfling, *Feat 1*](watchful-halfling.md) +- [Water Conjuration, *Feat 5*](water-conjuration-loag.md) +- [Water Dancer, *Feat 9*](water-dancer-loag.md) +- [Water Nagaji, *Feat 1*](water-nagaji-loil.md) +- [Water Sprint, *Feat 7*](water-sprint-apg.md) - [Water Step, *Feat 6*](water-step.md) +- [Water Strider [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](water-strider-loag.md) +- [Wave Spiral [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](wave-spiral-som.md) +- [Wave the Flag [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](wave-the-flag-lokl.md) +- [Wavetouched Paragon, *Feat 5*](wavetouched-paragon-locg.md) +- [Waxed Feathers, *Feat 1*](waxed-feathers-loag.md) +- [Wayfinder Resonance Infiltrator, *Feat 8*](wayfinder-resonance-infiltrator-lopsg.md) +- [Wayfinder Resonance Tinkerer, *Feat 4*](wayfinder-resonance-tinkerer-lowg.md) +- [We March On, *Feat 13*](we-march-on-loag.md) +- [Weapon Improviser Dedication, *Feat 2*](weapon-improviser-dedication-apg.md) - [Weapon Proficiency, *Feat 1*](weapon-proficiency.md) +- [Weapon-rune Shifter, *Feat 10*](weapon-rune-shifter-aoa4.md) - [Weapon Supremacy, *Feat 20*](weapon-supremacy.md) +- [Web Hunter, *Feat 9*](web-hunter-lome.md) +- [Web Walker, *Feat 1*](web-walker-lome.md) +- [Web Weaver, *Feat 1*](web-weaver-lome.md) +- [Webslinger [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 13*](webslinger-lome.md) - [Weight Of Guilt, *Feat 1*](weight-of-guilt.md) +- [Weighty Impact, *Feat 10*](weighty-impact-som.md) +- [Well-Armed [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](well-armed-botd.md) +- [Well-groomed, *Feat 9*](well-groomed-apg.md) +- [Well-met Traveler, *Feat 1*](well-met-traveler-apg.md) +- [Well of Potential [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](well-of-potential-loil.md) +- [Well-versed, *Feat 1*](well-versed-apg.md) +- [Wellspring Control, *Feat 4*](wellspring-control-som.md) +- [Wellspring Mage Dedication, *Feat 2*](wellspring-mage-dedication-som.md) +- [Westyr's Wayfinder Repository, *Feat 6*](westyrs-wayfinder-repository-lopsg.md) +- [What Could Have Been [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](what-could-have-been-da.md) +- [Wheedle And Jig, *Feat 9*](wheedle-and-jig-lotgb.md) +- [Whirling Blade Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](whirling-blade-stance-apg.md) - [Whirling Throw [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](whirling-throw.md) +- [Whirlwind Spell [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 20*](whirlwind-spell-som.md) +- [Whirlwind Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](whirlwind-stance-ec1.md) - [Whirlwind Strike (Barbarian) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 14*](whirlwind-strike-barbarian.md) - [Whirlwind Strike (Fighter) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 14*](whirlwind-strike-fighter.md) +- [Whirlwind Toss, *Feat 20*](whirlwind-toss-frp3.md) +- [Whispering Steps, *Feat 8*](whispering-steps-da.md) +- [Whitecape, *Feat 1*](whitecape-loil.md) +- [Whodunnit?, *Feat 8*](whodunnit-apg.md) - [Wholeness Of Body, *Feat 4*](wholeness-of-body.md) - [Widen Spell (Druid) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](widen-spell-druid.md) +- [Widen Spell (Oracle) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](widen-spell-oracle-apg.md) - [Widen Spell (Sorcerer) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](widen-spell-sorcerer.md) +- [Widen Spell (Witch) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](widen-spell-witch-apg.md) - [Widen Spell (Wizard) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](widen-spell-wizard.md) +- [Widen The Gap, *Feat 10*](widen-the-gap-ec3.md) - [Wild Empathy, *Feat 2*](wild-empathy.md) +- [Wild Lights, *Feat 4*](wild-lights-lotgb.md) - [Wild Shape, *Feat 1*](wild-shape.md) +- [Wild Strider, *Feat 12*](wild-strider-apg.md) - [Wild Winds Gust [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 14*](wild-winds-gust.md) - [Wild Winds Initiate, *Feat 8*](wild-winds-initiate.md) +- [Wildborn Adept, *Feat 5*](wildborn-adept-locg.md) +- [Wildborn Magic, *Feat 1*](wildborn-magic-locg.md) +- [Wilderness Spotter, *Feat 2*](wilderness-spotter-fop.md) +- [Willing Death [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](willing-death-loag.md) - [Wind Caller, *Feat 8*](wind-caller.md) +- [Wind God's Fan, *Feat 9*](wind-gods-fan-loag.md) - [Wind Jump, *Feat 10*](wind-jump.md) +- [Wind Pillow, *Feat 1*](wind-pillow-loil.md) +- [Wind Tempered, *Feat 1*](wind-tempered-loag.md) +- [Wind-tossed Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](wind-tossed-spell-som.md) - [Winding Flow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](winding-flow.md) +- [Wing Step [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](wing-step-loag.md) +- [Winglets, *Feat 5*](winglets-loag.md) +- [Wings Of Air [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](wings-of-air-loag.md) +- [Wings Of The Dragon, *Feat 12*](wings-of-the-dragon-apg.md) +- [Winter Cat Senses, *Feat 1*](winter-cat-senses-loag.md) +- [Winter's Embrace, *Feat 10*](winters-embrace-tv.md) +- [Winter's Kiss, *Feat 14*](winters-kiss-tv.md) +- [Wish Alchemy, *Feat 20*](wish-alchemy-lol.md) +- [Witch Dedication, *Feat 2*](witch-dedication-apg.md) +- [Witch Warden, *Feat 1*](witch-warden-locg.md) +- [Witch's Bottle, *Feat 8*](witchs-bottle-apg.md) +- [Witch's Charge, *Feat 6*](witchs-charge-apg.md) +- [Witch's Communion, *Feat 10*](witchs-communion-apg.md) +- [Witch's Hut, *Feat 20*](witchs-hut-apg.md) +- [Withstand Death, *Feat 16*](withstand-death-lokl.md) - [Wizard Dedication, *Feat 2*](wizard-dedication.md) - [Wolf Drag [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](wolf-drag.md) +- [Wolf in Sheep's Clothing, *Feat 4*](wolf-in-sheeps-clothing-da.md) - [Wolf Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](wolf-stance.md) +- [Wonder Worker, *Feat 20*](wonder-worker-da.md) +- [Woodcraft, *Feat 1*](woodcraft-locg.md) - [Woodland Stride, *Feat 4*](woodland-stride.md) +- [Words Of Unraveling, *Feat 12*](words-of-unraveling-av2.md) +- [Work Yourself Up [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](work-yourself-up-som.md) +- [Worldsphere Gravity [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 20*](worldsphere-gravity-frp3.md) +- [Wortwitch, *Feat 1*](wortwitch-apg.md) - [Wounded Rage [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](wounded-rage.md) +- [Wrestler Dedication, *Feat 2*](wrestler-dedication-lotgb.md) +- [Wronged Monk's Wrath, *Feat 10*](wronged-monks-wrath-frp1.md) - [Wyrmbane Aura, *Feat 14*](wyrmbane-aura.md) +- [Wyrmling Flight, *Feat 17*](wyrmling-flight-loag.md) +- [Yamaraj's Grandeur [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 17*](yamarajs-grandeur-loag.md) - [You're Next (Rogue) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](youre-next-rogue.md) +- [You're Next (Swashbuckler) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](youre-next-swashbuckler-apg.md) +- [Zephyr Guard Dedication, *Feat 2*](zephyr-guard-dedication-aoa5.md) +- [Zombie Dedication, *Feat 2*](zombie-dedication-botd.md) +- [Zombie Horde [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 20*](zombie-horde-ooa3.md) diff --git a/compendium/feats/feed-on-pain-loag.md b/compendium/feats/feed-on-pain-loag.md new file mode 100644 index 000000000..292e82870 --- /dev/null +++ b/compendium/feats/feed-on-pain-loag.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/dhampir +aliases: ["Feed On Pain"] +--- +# Feed On Pain [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* +[dhampir](rules/traits/dhampir-b1.md) + +- **Prerequisites**: [Adhyabhau](compendium/feats/adhyabhau-loag.md) +- **Frequency**: once per hour +- **Trigger** You deal mental damage. +- **Activity** Reaction + +The psychic feedback of another creature's pain fills you with false life. You gain temporary Hit Points equal to half the mental damage you dealt from the triggering effect. If the triggering action dealt mental damage to multiple creatures, calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute. + +*Source: Lost Omens: Ancestry Guide p. 27* +%% #compendium/src/pf2e/loag #trait/dhampir %% \ No newline at end of file diff --git a/compendium/feats/felicitous-riposte-apg.md b/compendium/feats/felicitous-riposte-apg.md new file mode 100644 index 000000000..92bc7c3d9 --- /dev/null +++ b/compendium/feats/felicitous-riposte-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/fortune +- trait/swashbuckler +aliases: ["Felicitous Riposte"] +--- +# Felicitous Riposte *Feat 16* +[fortune](rules/traits/fortune.md) [swashbuckler](rules/traits/swashbuckler-apg.md) + + +You take advantage of your foe's openings with uncanny odds. When you make an [Opportune Riposte](rules/actions/opportune-riposte-apg.md), roll twice on the attack roll and take the better result. + +*Source: Advanced Player's Guide p. 93* +%% #compendium/src/pf2e/apg #trait/fortune #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/fell-rider-loag.md b/compendium/feats/fell-rider-loag.md new file mode 100644 index 000000000..483b6974e --- /dev/null +++ b/compendium/feats/fell-rider-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/hobgoblin +aliases: ["Fell Rider"] +--- +# Fell Rider *Feat 9* +[hobgoblin](rules/traits/hobgoblin-locg.md) + +- **Prerequisites**: animal companion + +You have trained with your animal companion to become a terrifying, unified juggernaut on the battlefield. Your animal companion becomes trained in [Intimidation](compendium/skills.md#Intimidation). If your animal companion uses Support while serving as your mount, it grants you the effects of the [Aid](rules/actions/aid.md) reaction on your first [Intimidation](compendium/skills.md#Intimidation) check to [Demoralize](rules/actions/demoralize.md) on the same turn, even though it can't take reactions. + +*Source: Lost Omens: Ancestry Guide p. 36* +%% #compendium/src/pf2e/loag #trait/hobgoblin %% \ No newline at end of file diff --git a/compendium/feats/ferocious-beasts-apg.md b/compendium/feats/ferocious-beasts-apg.md new file mode 100644 index 000000000..5e9ac5e73 --- /dev/null +++ b/compendium/feats/ferocious-beasts-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/orc +aliases: ["Ferocious Beasts"] +--- +# Ferocious Beasts *Feat 13* +[orc](rules/traits/orc.md) + +- **Prerequisites**: [Beast Trainer](compendium/feats/beast-trainer-apg.md) or animal companion, [Orc Ferocity](compendium/feats/orc-ferocity.md) + +Since ancient times, the mightiest orc beast tamers would draw out the true fighting spirit of their companion beasts by feeding the creatures a draft incorporating the orc's own blood. Animal companions or bonded animals you have gain the [Orc Ferocity](compendium/feats/orc-ferocity.md) feat, and they gain a reaction they can use only for [Orc Ferocity](compendium/feats/orc-ferocity.md). If you have the [Undying Ferocity](compendium/feats/undying-ferocity-apg.md) ancestry feat, all animal companions or bonded animals you have also gain the benefits of that feat when using the [Orc Ferocity](compendium/feats/orc-ferocity.md) reaction. + +*Source: Advanced Player's Guide p. 19* +%% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/ferocious-gust-loag.md b/compendium/feats/ferocious-gust-loag.md new file mode 100644 index 000000000..eda4881ef --- /dev/null +++ b/compendium/feats/ferocious-gust-loag.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/air +- trait/concentrate +- trait/manipulate +- trait/strix +aliases: ["Ferocious Gust"] +--- +# Ferocious Gust [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* +[air](rules/traits/air.md) [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [strix](rules/traits/strix-loag.md) + +- **Frequency**: once per 10 minutes +- **Activity** Two-Action + +With heavy wing beats, you whip up a furious gust and direct it at your opponents. This air blast has the effects of gust of wind with a DC equal to your class DC or spell DC, whichever is higher. + +*Source: Lost Omens: Ancestry Guide p. 138* +%% #compendium/src/pf2e/loag #trait/air #trait/concentrate #trait/manipulate #trait/strix %% \ No newline at end of file diff --git a/compendium/feats/festering-wounds-botd.md b/compendium/feats/festering-wounds-botd.md new file mode 100644 index 000000000..722a9534a --- /dev/null +++ b/compendium/feats/festering-wounds-botd.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/disease +- trait/divine +- trait/necromancy +aliases: ["Festering Wounds"] +--- +# Festering Wounds *Feat 12* +[archetype](rules/traits/archetype.md) [disease](rules/traits/disease.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) + +- **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) + +Wounds you inflict with your unarmed attacks fester and rot, becoming infected and difficult to heal. The DC to [Treat these Wounds](rules/actions/treat-wounds.md) using [Medicine](compendium/skills.md#Medicine) increases by 5, and magically or alchemically healing these wounds requires a counteract check against your class DC or spell DC, whichever is higher. Succeeding at any of these removes the disease. The effect also ends if the creature is healed to full Hit Points by any means. + +*Source: Book of the Dead p. 61* +%% #compendium/src/pf2e/botd #trait/archetype #trait/disease #trait/divine #trait/necromancy %% \ No newline at end of file diff --git a/compendium/feats/fetchling-lore-loag.md b/compendium/feats/fetchling-lore-loag.md new file mode 100644 index 000000000..e2ddc4b3a --- /dev/null +++ b/compendium/feats/fetchling-lore-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fetchling +aliases: ["Fetchling Lore"] +--- +# Fetchling Lore *Feat 1* +[fetchling](rules/traits/fetchling-b2.md) + + +You've learned obscure lessons about your fellow fetchlings. You're trained in [Occultism](compendium/skills.md#Occultism) and [Stealth](compendium/skills.md#Stealth). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Shadow Plane Lore](compendium/skills.md#Lore). + +*Source: Lost Omens: Ancestry Guide p. 86* +%% #compendium/src/pf2e/loag #trait/fetchling %% \ No newline at end of file diff --git a/compendium/feats/feverish-enzymes-botd.md b/compendium/feats/feverish-enzymes-botd.md new file mode 100644 index 000000000..bcd4a7a31 --- /dev/null +++ b/compendium/feats/feverish-enzymes-botd.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Feverish Enzymes"] +--- +# Feverish Enzymes [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) +- **Activity** Two-Action + +Your claws and fangs exude an infectious enzyme, related to the necrotic effects of ghoul fever, that causes a creature's wounds to heal slowly. [Strike](rules/actions/strike.md) with your claw or jaws. This attack deals negative damage instead of its normal type; on a hit, the target halves any healing it receives until the start of your next turn. The target or an adjacent ally can spend two [Interact](rules/actions/interact.md) actions to squeeze the enzymes from the wound and remove the effect. + +If you are satiated, when you hit you can choose to end your satiation and boost your enzymes, increasing the duration to 1 minute. + +## Feverish Enzymes leads to... + +[Paralyzing Slash](compendium/feats/paralyzing-slash-botd.md) + +## Summary + +*Source: Book of the Dead p. 49* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/fey-ascension-loil.md b/compendium/feats/fey-ascension-loil.md new file mode 100644 index 000000000..d771554c7 --- /dev/null +++ b/compendium/feats/fey-ascension-loil.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/rare +aliases: ["Fey Ascension"] +--- +# Fey Ascension *Feat 9* +[rare](rules/traits/rare.md) + +- **Prerequisites**: [Fey Influence](compendium/feats/fey-influence-loil.md) + +The fey influence on your form and features grows even more powerful and notable. + +You gain one of the following features and abilities; this must be the same animal or fey type as you chose for [Fey Influence](compendium/feats/fey-influence-loil.md). + +- **Anteater** You become an expert in primal DCs and spell attack rolls. You can cast [slow](compendium/spells/slow.md) as an innate primal spell once per day. +- **Cat** Sith You laugh off the outraged curses of those you have tricked or wronged. Whenever a creature targets you with a [misfortune](rules/traits/misfortune.md) effect, make a DC 13 flat check. On a success, you are unaffected. +- **Cursed** Bluebird You have enough control over your curse to turn a bane into a minor blessing. Once per day, you can temporarily transform yourself or an ally into a blue bird, as a 4th-level [pest form](compendium/spells/pest-form.md) (bird only) targeting one willing creature. +- **Dryad** Your hair becomes intermixed with delicate but razor-edged leaves that move as you command. You gain a leaves ranged unarmed attack that deals `1d6` slashing damage. Your leaves are in the dart weapon group and have the [magical](rules/traits/magical.md) and [unarmed](rules/traits/unarmed.md) traits. +- **Faun** You can cast [charm](compendium/spells/charm.md), sleep, and triple time as innate primal spells once per day each. Whenever you cast one of these spells, you can [Step](rules/actions/step.md) or [Stride](rules/actions/stride.md) as part of the activity. +- **Gremlin** You become an expert in primal DCs and spell attack rolls. You can cast [mad monkeys](compendium/spells/mad-monkeys-apg.md) (Advanced Player's Guide 222) as an innate primal spell once per day. +- **Monarch** Once per day, you gain the ability to manifest a pair of exquisite butterfly wings. These wings remain for 10 minutes. You gain a fly Speed equal to your Speed while you've manifested your wings. +- **Unicorn** You become trained in [Medicine](compendium/skills.md#Medicine), or an expert if you were already trained. You gain a +2 status bonus to saves against [poison](rules/traits/poison.md) and [charm](rules/traits/charm-b1.md) effects. + +**Special.** This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.). + +*Source: Lost Omens: Impossible Lands p. 126* +%% #compendium/src/pf2e/loil #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/fey-cantrips-loag.md b/compendium/feats/fey-cantrips-loag.md new file mode 100644 index 000000000..5c39cdf34 --- /dev/null +++ b/compendium/feats/fey-cantrips-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/sprite +aliases: ["Fey Cantrips"] +--- +# Fey Cantrips *Feat 1* +[sprite](rules/traits/sprite-b1.md) + + +You've learned the cantrips sprites have used since time immemorial. You gain [dancing lights](compendium/spells/dancing-lights.md) and [ghost sound](compendium/spells/ghost-sound.md) as primal innate cantrips. If you have the grig heritage, you also gain [detect magic](compendium/spells/detect-magic.md), and if you have the draxie heritage, you gain [prestidigitation](compendium/spells/prestidigitation.md). + +*Source: Lost Omens: Ancestry Guide p. 131* +%% #compendium/src/pf2e/loag #trait/sprite %% \ No newline at end of file diff --git a/compendium/feats/fey-disguise-loag.md b/compendium/feats/fey-disguise-loag.md new file mode 100644 index 000000000..a6fe0fa25 --- /dev/null +++ b/compendium/feats/fey-disguise-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/sprite +aliases: ["Fey Disguise"] +--- +# Fey Disguise *Feat 5* +[sprite](rules/traits/sprite-b1.md) + + +You can disguise yourself with magical illusions. You can cast [illusory disguise](compendium/spells/illusory-disguise.md) once per day as a 1st-level primal innate spell. At 7th level, the spell is heightened to 2nd level, and every 2 levels thereafter, the spell is heightened an additional spell level. + +*Source: Lost Omens: Ancestry Guide p. 132* +%% #compendium/src/pf2e/loag #trait/sprite %% \ No newline at end of file diff --git a/compendium/feats/fey-influence-loil.md b/compendium/feats/fey-influence-loil.md new file mode 100644 index 000000000..8e8e09ce0 --- /dev/null +++ b/compendium/feats/fey-influence-loil.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/rare +aliases: ["Fey Influence"] +--- +# Fey Influence *Feat 5* +[rare](rules/traits/rare.md) + + +You have been exposed to powerful fey magic. You become trained in primal DCs and spell attack rolls. You gain the [fey](rules/traits/fey.md) trait and one of the following features that grants an innate primal spell that can be used once per day. + +- **Anteater** You can launch your tongue forward as a deadly attack, gaining [grim tendrils](compendium/spells/grim-tendrils.md). +- **Cat Sith** You have catlike features and can appear as a mundane cat with [pest form](compendium/spells/pest-form.md) (cat only). +- **Cursed Bluebird** You have blue feathers or wings. It's terrible luck to harm a bluebird, and you can manifest that power as ill omen. +- **Dryad** Your body is covered in elegant vines, granting you [summon plant or fungus](compendium/spells/summon-plant-or-fungus.md). +- **Faun** Your legs and feet are swift and possibly hooved, granting you [fleet step](compendium/spells/fleet-step.md). +- **Gremlin** You have long, bat-like ears and gain [bane](compendium/spells/bane.md). +- **Monarch** You have vestigial, insectile features and gain [spider sting](compendium/spells/spider-sting.md). +- **Unicorn** You have a magical horn or a prominent symbol of one on your forehead, which you can use to cast [heal](compendium/spells/heal.md). + +**Special.** This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.). + +## Fey Influence leads to... + +[Drain Emotion](compendium/feats/drain-emotion-loil.md), [Fey Ascension](compendium/feats/fey-ascension-loil.md), [Cannibalize Magic](compendium/feats/cannibalize-magic-loil.md), [Glamour](compendium/feats/glamour-loil.md), [Eldritch Calm](compendium/feats/eldritch-calm-loil.md), [Fey Transcendence](compendium/feats/fey-transcendence-loil.md) + +## Summary + +*Source: Lost Omens: Impossible Lands p. 126* +%% #compendium/src/pf2e/loil #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/fey-life-da.md b/compendium/feats/fey-life-da.md new file mode 100644 index 000000000..540c5e163 --- /dev/null +++ b/compendium/feats/fey-life-da.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/aftermath +- trait/healing +- trait/necromancy +- trait/primal +- trait/rare +aliases: ["Fey Life"] +--- +# Fey Life *Feat 16* +[aftermath](rules/traits/aftermath-da.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [primal](rules/traits/primal.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: You helped to save a fey from a terrible fate, and you're not a fey. + +There are some fates worse than death–and you worked to save a fey from one such fate. In return, your life became bound to theirs. Fey magic has since become a part of you, bringing the vibrant colors of the First World to you and all that surrounds you. Your skin, hair, all that you touch, and anything within 5 feet of you changes to the most brilliant hues possible, though the colors fade as you cease to touch an object or you move away. You gain the ability to cast [summon fey](compendium/spells/summon-fey.md) as a 7th-level primal innate spell once per day. At 18th level the spell heightens to 8th level, and at 20th level it heightens to 9th level. + +The first time you die after gaining this feat, the bond you made with the fey invokes the power of the First World to return you to life. Immediately after [dying](rules/conditions.md#Dying), you revive, becoming conscious (and [wounded](rules/conditions.md#Wounded) as normal) at 27 Hit Points, and you gain the [fey](rules/traits/fey.md) trait. Your eyes become a rainbow of colors, and you take on a visual aspect of the fey with whom you are bound, such as by growing wings, horns, or a plantlike body. The change has no [mechanical](rules/traits/mechanical.md) effect; for instance, the wings wouldn't allow you to fly, nor would horns grant a horn unarmed attack. + +The second time you die, you reawaken in the First World with the full appearance of the fey that was bound to you. You become an NPC, unconcerned with your old mortal life. You can be returned to your previous life in the Material Plane by having allies spend 3 days building a shrine to the First World, giving three offerings that hold deep sentimental value for you or another, and holding a raucous, three-day long feast. + +Any time that you die after that, you reawaken again in the First World with no memories of your previous life, and you can only be brought back by powerful magic such as a [wish](compendium/spells/wish.md) spell. + +*Source: Dark Archive p. 57* +%% #compendium/src/pf2e/da #trait/aftermath #trait/healing #trait/necromancy #trait/primal #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/fey-magic-loag.md b/compendium/feats/fey-magic-loag.md new file mode 100644 index 000000000..3dc57cd05 --- /dev/null +++ b/compendium/feats/fey-magic-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/sprite +aliases: ["Fey Magic"] +--- +# Fey Magic *Feat 9* +[sprite](rules/traits/sprite-b1.md) + + +You can use faerie magic to hide yourself and expose [hidden](rules/conditions.md#Hidden) foes. You can cast [faerie fire](compendium/spells/faerie-fire.md) and [invisibility](compendium/spells/invisibility.md) each once per day as primal innate spells. + +*Source: Lost Omens: Ancestry Guide p. 132* +%% #compendium/src/pf2e/loag #trait/sprite %% \ No newline at end of file diff --git a/compendium/feats/fey-skin-loag.md b/compendium/feats/fey-skin-loag.md new file mode 100644 index 000000000..d09f58950 --- /dev/null +++ b/compendium/feats/fey-skin-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/sprite +aliases: ["Fey Skin"] +--- +# Fey Skin *Feat 13* +[sprite](rules/traits/sprite-b1.md) + + +While you are more susceptible to cold iron than most of the Wingless, you also have an incredible resilience and a deeper connection to the healing energies of the First World. Increase your maximum Hit Points by an amount equal to your level. If you rest for 10 minutes, brilliant light from the First World seeps into your form from your wings (or the spot where your wings would be), causing you to regain a number of Hit Points equal to your level; this is cumulative with any Hit Points you regain from [Treat Wounds](rules/actions/treat-wounds.md). However, you gain weakness 5 to cold iron. + +*Source: Lost Omens: Ancestry Guide p. 132* +%% #compendium/src/pf2e/loag #trait/sprite %% \ No newline at end of file diff --git a/compendium/feats/fey-tracker-loil.md b/compendium/feats/fey-tracker-loil.md new file mode 100644 index 000000000..3f0a81f37 --- /dev/null +++ b/compendium/feats/fey-tracker-loil.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/gunslinger +- trait/investigator +- trait/ranger +- trait/rare +aliases: ["Fey Tracker"] +--- +# Fey Tracker *Feat 6* +[investigator](rules/traits/investigator-apg.md) [ranger](rules/traits/ranger.md) [rare](rules/traits/rare.md) gunslinger + +- **Prerequisites**: Greenwatch Initiate + +You are exceptionally skilled at noticing the subtle techniques fey use to avoid notice. You gain a +2 circumstance bonus to [Survival](compendium/skills.md#Survival) checks to [Track](rules/actions/track.md) fey creatures, to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) for [hidden](rules/conditions.md#Hidden) fey, and to your [Perception](compendium/skills.md#Perception) DC to resist a fey creature's attempt to [Create a Diversion](rules/actions/create-a-diversion.md). + +*Source: Lost Omens: Impossible Lands p. 129* +%% #compendium/src/pf2e/loil #trait/gunslinger #trait/investigator #trait/ranger #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/fey-transcendence-loil.md b/compendium/feats/fey-transcendence-loil.md new file mode 100644 index 000000000..13d94475b --- /dev/null +++ b/compendium/feats/fey-transcendence-loil.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/rare +aliases: ["Fey Transcendence"] +--- +# Fey Transcendence *Feat 17* +[rare](rules/traits/rare.md) + +- **Prerequisites**: [Fey Influence](compendium/feats/fey-influence-loil.md) + +You become a powerful fey creature, gaining strengths tied to the First World but also some of the weakness against which all fey must contend. You gain a +2 status bonus to saves against illusion, [emotion](rules/traits/emotion.md), and [enchantment](rules/traits/enchantment.md) effects, and you can use [Diplomacy](compendium/skills.md#Diplomacy) to [Make an Impression](rules/actions/make-an-impression.md) on and to make very simple Requests of animals and plants. You regain twice the number of Hit Points when resting in a natural wooded area, such as a forest or jungle. You have weakness to cold iron equal to half your level. + +**Special.** This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.). + +*Source: Lost Omens: Impossible Lands p. 128* +%% #compendium/src/pf2e/loil #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/feys-trickery-da.md b/compendium/feats/feys-trickery-da.md new file mode 100644 index 000000000..bab4f9216 --- /dev/null +++ b/compendium/feats/feys-trickery-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/illusion +- trait/primal +- trait/visual +aliases: ["Fey's Trickery"] +--- +# Fey's Trickery [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) [illusion](rules/traits/illusion.md) [primal](rules/traits/primal.md) [visual](rules/traits/visual.md) + +- **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md), your entity is a fey +- **Frequency**: once per hour +- **Activity** Two-Action + +You connect with the fey trickster within yourself to create whimsical illusory duplicates that distract your foes. This has the effects of mirror image. + +*Source: Dark Archive p. 141* +%% #compendium/src/pf2e/da #trait/archetype #trait/illusion #trait/primal #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/fiendish-eyes-apg.md b/compendium/feats/fiendish-eyes-apg.md new file mode 100644 index 000000000..41e279a0b --- /dev/null +++ b/compendium/feats/fiendish-eyes-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tiefling +aliases: ["Fiendish Eyes"] +--- +# Fiendish Eyes *Feat 1* +[tiefling](rules/traits/tiefling-b1.md) + +- **Prerequisites**: low-light vision + +You can see in the darkness as easily as a fiend. You gain [darkvision](rules/abilities/darkvision.md). + +**Special.** You can select this feat only at 1st level, and you can't retrain into or out of this feat. + +*Source: Advanced Player's Guide p. 39* +%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/fiendish-form-apg.md b/compendium/feats/fiendish-form-apg.md new file mode 100644 index 000000000..d723cbaef --- /dev/null +++ b/compendium/feats/fiendish-form-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +- trait/uncommon +aliases: ["Fiendish Form"] +--- +# Fiendish Form *Feat 18* +[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: tenets of evil + +Your features reshape into those of a type of fiend who serves your deity; for example, as a demon you might have putrid scales, twisted horns, and red eyes. You gain a fly Speed equal to your Speed. You gain [darkvision](rules/abilities/darkvision.md) if you don't already have it, and you gain the [fiend](rules/traits/fiend.md) trait and the trait appropriate to the type of servitor you've become (such as daemon, demon, or devil). + +*Source: Advanced Player's Guide p. 121* +%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/fiendish-lore-apg.md b/compendium/feats/fiendish-lore-apg.md new file mode 100644 index 000000000..c8fab60f5 --- /dev/null +++ b/compendium/feats/fiendish-lore-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tiefling +aliases: ["Fiendish Lore"] +--- +# Fiendish Lore *Feat 1* +[tiefling](rules/traits/tiefling-b1.md) + + +You were raised by a tiefling or a fiendish relative, or you've devoted yourself to researching the secrets of the fiendish realms. You gain the trained proficiency rank in [Intimidation](compendium/skills.md#Intimidation) and [Religion](compendium/skills.md#Religion). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. + +You also become trained in a [Lore](compendium/skills.md#Lore) skill related to the fiendish plane from which you trace your lineage (usually [Abaddon Lore](compendium/skills.md#Lore), [Abyss Lore](compendium/skills.md#Lore), or [Hell Lore](compendium/skills.md#Lore)). + +*Source: Advanced Player's Guide p. 39* +%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/fiendish-mount-apg.md b/compendium/feats/fiendish-mount-apg.md new file mode 100644 index 000000000..5c4221dd4 --- /dev/null +++ b/compendium/feats/fiendish-mount-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +- trait/uncommon +aliases: ["Fiendish Mount"] +--- +# Fiendish Mount *Feat 20* +[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: divine ally (steed), tenets of evil + +Your steed ally manifests a suite of powerful and sinister gifts granted to it by your deity. It gains [darkvision](rules/abilities/darkvision.md), its maximum Hit Points increase by 40, and it gains weakness 10 to good damage. + +Additionally, it grows wings appropriate for a servitor of your deity (such as bat wings for a devil), granting it a fly Speed equal to its Speed. It gains the [fiend](rules/traits/fiend.md) trait and the trait appropriate to the type of servitor it has become (such as daemon, demon, or devil). + +*Source: Advanced Player's Guide p. 121* +%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/fiendish-resistance-apg.md b/compendium/feats/fiendish-resistance-apg.md new file mode 100644 index 000000000..432ee59bf --- /dev/null +++ b/compendium/feats/fiendish-resistance-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tiefling +aliases: ["Fiendish Resistance"] +--- +# Fiendish Resistance *Feat 5* +[tiefling](rules/traits/tiefling-b1.md) + + +Your connection to your fiendish forebears has granted you one of their resistances as well. Choose one of the following energy damage types: acid, cold, electricity, fire, or sonic. You gain resistance 5 to that damage type. + +Though you can choose any of these, the damage type typically matches a fiend associated with your bloodline. + +For instance, a [hellspawn](compendium/feats/hellspawn-apg.md) might choose resistance to fire, or a [pitborn](compendium/feats/pitborn-apg.md) with a vrock ancestor might choose resistance to electricity. + +*Source: Advanced Player's Guide p. 40* +%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/fiendish-strikes-apg.md b/compendium/feats/fiendish-strikes-apg.md new file mode 100644 index 000000000..c64e0d8fb --- /dev/null +++ b/compendium/feats/fiendish-strikes-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tiefling +aliases: ["Fiendish Strikes"] +--- +# Fiendish Strikes *Feat 13* +[tiefling](rules/traits/tiefling-b1.md) + + +Your festering connection to the forces of evil infuses your weapons with debilitating malevolence, tearing down creatures of good with every attack. All your weapon and unarmed [Strikes](rules/actions/strike.md) deal 1 additional evil damage and have the [evil](rules/traits/evil.md) and [magical](rules/traits/magical.md) traits. + +*Source: Advanced Player's Guide p. 41* +%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/fiendish-wings-apg.md b/compendium/feats/fiendish-wings-apg.md new file mode 100644 index 000000000..db958d4a8 --- /dev/null +++ b/compendium/feats/fiendish-wings-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/divine +- trait/morph +- trait/tiefling +- trait/transmutation +aliases: ["Fiendish Wings"] +--- +# Fiendish Wings [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* +[divine](rules/traits/divine.md) [morph](rules/traits/morph.md) [tiefling](rules/traits/tiefling-b1.md) [transmutation](rules/traits/transmutation.md) + +- **Frequency**: once per day +- **Activity** Two-Action + +You can strain to call forth bat-like or otherwise fiendish wings from your back, similar in appearance to those of your fiendish ancestors. Once manifested, these wings remain for 10 minutes. You gain a fly Speed equal to your land Speed while you've manifested your wings. + +## Fiendish Wings leads to... + +[Relentless Wings](compendium/feats/relentless-wings-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 41* +%% #compendium/src/pf2e/apg #trait/divine #trait/morph #trait/tiefling #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/fiendish-word-apg.md b/compendium/feats/fiendish-word-apg.md new file mode 100644 index 000000000..d01e10c90 --- /dev/null +++ b/compendium/feats/fiendish-word-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tiefling +aliases: ["Fiendish Word"] +--- +# Fiendish Word *Feat 17* +[tiefling](rules/traits/tiefling-b1.md) + + +You can call forth a blasphemous word from the fiendish realms to punish your foes. Once per day, you can cast [divine decree](compendium/spells/divine-decree.md) as a 7th-level divine innate spell. You must choose evil for the spell, and you can [Cast the Spell](rules/actions/cast-a-spell.md) regardless of whether you have a deity or what their alignment is. + +*Source: Advanced Player's Guide p. 41* +%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/fiends-door-apg.md b/compendium/feats/fiends-door-apg.md new file mode 100644 index 000000000..db210c985 --- /dev/null +++ b/compendium/feats/fiends-door-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tiefling +aliases: ["Fiend's Door"] +--- +# Fiend's Door *Feat 13* +[tiefling](rules/traits/tiefling-b1.md) + + +Like many fiends, you have the supernatural ability to teleport yourself to safety. Once per day, you can cast [dimension door](compendium/spells/dimension-door.md) as a 5th-level divine innate spell. + +*Source: Advanced Player's Guide p. 41* +%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/fiendsbane-oath.md b/compendium/feats/fiendsbane-oath.md index 8b426e11c..78c7accc6 100644 --- a/compendium/feats/fiendsbane-oath.md +++ b/compendium/feats/fiendsbane-oath.md @@ -20,7 +20,7 @@ You don't consider fiends to be legitimate authorities, even in nations ruled by ## Fiendsbane Oath leads to... -[Anchoring Aura](compendium/feats/anchoring-aura.md), Banishing Blow +[Anchoring Aura](compendium/feats/anchoring-aura.md), [Banishing Blow](compendium/feats/banishing-blow-ec6.md) ## Summary diff --git a/compendium/feats/fiery-retort-som.md b/compendium/feats/fiery-retort-som.md new file mode 100644 index 000000000..fa7d1afe6 --- /dev/null +++ b/compendium/feats/fiery-retort-som.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/druid +- trait/evocation +- trait/fire +aliases: ["Fiery Retort"] +--- +# Fiery Retort [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[druid](rules/traits/druid.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) + +- **Prerequisites**: flame order +- **Frequency**: once per minute +- **Trigger** An opponent adjacent to you hits you with a melee weapon or a melee unarmed attack. +- **Activity** Reaction + +Ignoring your pain, you sear your attacker with a wave of flame. The triggering opponent takes fire damage equal to your level. + +*Source: Secrets of Magic p. 199* +%% #compendium/src/pf2e/som #trait/druid #trait/evocation #trait/fire %% \ No newline at end of file diff --git a/compendium/feats/fighting-horn-loil.md b/compendium/feats/fighting-horn-loil.md new file mode 100644 index 000000000..46d73cc2c --- /dev/null +++ b/compendium/feats/fighting-horn-loil.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/kashrishi +aliases: ["Fighting Horn"] +--- +# Fighting Horn *Feat 5* +[kashrishi](rules/traits/kashrishi-loil.md) + +- **Prerequisites**: Puncturing Horn or xyloshi + +You can modify the size and shape of your horn over time using your mental powers. + +Choose two of the following weapon traits: disarm, grapple, shove, and trip. Your horn gains the chosen traits. + +**Special.** You can take this feat a second time, adding the traits you didn't choose when you first took it. + +*Source: Lost Omens: Impossible Lands p. 44* +%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/compendium/feats/final-form-loag.md b/compendium/feats/final-form-loag.md new file mode 100644 index 000000000..dba8d38a1 --- /dev/null +++ b/compendium/feats/final-form-loag.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/concentrate +- trait/divine +- trait/evocation +- trait/morph +- trait/tiefling +- trait/transmutation +aliases: ["Final Form"] +--- +# Final Form [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 17* +[concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [morph](rules/traits/morph.md) [tiefling](rules/traits/tiefling-b1.md) [transmutation](rules/traits/transmutation.md) + +- **Frequency**: once per day +- **Activity** Three-Action + +You embrace your monstrous blood and make it your own, screaming out to the heavens and hells alike in rage, pain, and defiance. Reality buckles and twists under your sudden power—each tiefling has a unique transformation, but it might include sulfurous flames, choruses of shrieks, or twisting, serpentine lightning. Every creature within 10 feet of you is [deafened](rules/conditions.md#Deafened) and [dazzled](rules/conditions.md#Dazzled) for 1 round unless they succeed at a Fortitude save using your class DC or spell DC, whichever is higher. Your final form has the effects of divine vessel for a deity that shares an alignment with your fiendish lineage. Your final form resembles a creature from your fiendish lineage, and you remain in that form for 1 minute. While in your final form, you can cast [chilling darkness](compendium/spells/chilling-darkness.md), [fireball](compendium/spells/fireball.md), and [lightning bolt](compendium/spells/lightning-bolt.md) as 6th-level divine innate spells, once each per use of this feat. + +When you emerge from your final form, you become [drained](rules/conditions.md#Drained). In addition, if you have this feat, you gain weakness 10 to good even when not in your final form, and you take good damage even if you aren't evil. + +**Special.** At the GM's discretion, the specific elements of this feat can be adjusted to better fit the tiefling's lineage—for example, a GM might decide that a particular beastbrood tiefling could cast a 6th-level [phantasmal killer](compendium/spells/phantasmal-killer.md) instead of [fireball](compendium/spells/fireball.md). + +*Source: Lost Omens: Ancestry Guide p. 66* +%% #compendium/src/pf2e/loag #trait/concentrate #trait/divine #trait/evocation #trait/morph #trait/tiefling #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/final-rest-lokl.md b/compendium/feats/final-rest-lokl.md new file mode 100644 index 000000000..a258b1f87 --- /dev/null +++ b/compendium/feats/final-rest-lokl.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +- trait/skill +aliases: ["Final Rest"] +--- +# Final Rest *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) + +As stubborn in death as you are in life, you vow you'll never aid your hated enemies. You can't be transformed into an undead, except by effects that originate from an artifact or deity. Undead creatures that touch your corpse take 1 positive damage each time they do, or `1d6` positive damage each time they expose themselves to your corpse in a more thorough manner, such as by biting or carrying your corpse. + +*Source: Lost Omens: Knights of Lastwall p. 78* +%% #compendium/src/pf2e/lokl #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/finest-trick-loag.md b/compendium/feats/finest-trick-loag.md new file mode 100644 index 000000000..023f33ff9 --- /dev/null +++ b/compendium/feats/finest-trick-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/tiefling +aliases: ["Finest Trick"] +--- +# Finest Trick *Feat 13* +[tiefling](rules/traits/tiefling-b1.md) + +- **Prerequisites**: [Devil in Plain Sight](compendium/feats/devil-in-plain-sight-loag.md) + +Many fiends—rakshasa rajas and demonic succubi most famously—can take on the forms of others. With practice, you can do the same. When you use Devil in Plain Sight, you can alter your appearance to match a generic member of your base ancestry, rather than one that's obviously you without your tieflings features. In addition, you can imitate a specific person's appearance (of any ancestry of the same size and kind as your base ancestry, typically a humanoid for most ancestries) if you consume a bit of their blood, a lock of their hair, or appropriate equivalents as part of the action. + +You still must know what the creature looks like, and you must be aware that the consumed portion comes from their body. + +*Source: Lost Omens: Ancestry Guide p. 66* +%% #compendium/src/pf2e/loag #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/finishing-follow-through-apg.md b/compendium/feats/finishing-follow-through-apg.md new file mode 100644 index 000000000..499cdecde --- /dev/null +++ b/compendium/feats/finishing-follow-through-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Finishing Follow-through"] +--- +# Finishing Follow-through *Feat 2* +[swashbuckler](rules/traits/swashbuckler-apg.md) + + +Finishing a foe maintains your swagger. You gain panache if your finisher brings the target to 0 HP (or brings the highest-level target to 0 HP, if your finisher attacks multiple targets). + +*Source: Advanced Player's Guide p. 89* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/finishing-precision-apg.md b/compendium/feats/finishing-precision-apg.md new file mode 100644 index 000000000..67094533e --- /dev/null +++ b/compendium/feats/finishing-precision-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Finishing Precision"] +--- +# Finishing Precision *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Swashbuckler Dedication](compendium/feats/swashbuckler-dedication-apg.md) + +You've learned how to land daring blows when you have panache. You gain the precise strike|swashbuckler|apg|1 class feature but you deal 1 additional damage on a hit and `1d6` damage on a finisher. This damage doesn't increase as you gain levels. In addition, you gain the Basic Finisher action. + +Basic Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([finisher](rules/traits/finisher-apg.md), [swashbuckler](rules/traits/swashbuckler-apg.md)) You make a graceful, deadly attack. Make a [Strike](rules/actions/strike.md); if you hit and your weapon qualifies for precise strike, you deal the full `1d6` damage from precise strike. + +*Source: Advanced Player's Guide p. 153* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/finned-ridges-loag.md b/compendium/feats/finned-ridges-loag.md new file mode 100644 index 000000000..9929ab101 --- /dev/null +++ b/compendium/feats/finned-ridges-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fleshwarp +aliases: ["Finned Ridges"] +--- +# Finned Ridges *Feat 5* +[fleshwarp](rules/traits/fleshwarp-loag.md) + + +The ridges and flaps of your skin steer you through the water. You gain a swim Speed of 15 feet. + +*Source: Lost Omens: Ancestry Guide p. 93* +%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/compendium/feats/fire-lung-som.md b/compendium/feats/fire-lung-som.md new file mode 100644 index 000000000..47b9347f8 --- /dev/null +++ b/compendium/feats/fire-lung-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/druid +aliases: ["Fire Lung"] +--- +# Fire Lung *Feat 1* +[druid](rules/traits/druid.md) + +- **Prerequisites**: flame order + +A lifetime of proximity to flames has inured your lungs and eyes to smoke. You can breathe normally in areas of ash and smoke without risk of suffocation, and you ignore the [concealed](rules/conditions.md#Concealed) condition from smoke. You need only a successful DC 10 flat check to recover from [persistent fire damage](rules/conditions.md#Persistent%20Damage), rather than DC 15 (and the DC when receiving particularly effective assistance is 5 instead of 10). + +*Source: Secrets of Magic p. 198* +%% #compendium/src/pf2e/som #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/fire-resistance-som.md b/compendium/feats/fire-resistance-som.md new file mode 100644 index 000000000..c828b64ce --- /dev/null +++ b/compendium/feats/fire-resistance-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/druid +aliases: ["Fire Resistance"] +--- +# Fire Resistance *Feat 4* +[druid](rules/traits/druid.md) + +- **Prerequisites**: flame order + +Your connection to heat and flame means that fire is reluctant to bring its full force to bear against you. + +You gain fire resistance equal to half your level, and you gain a +1 circumstance bonus to saving throws against [fire](rules/traits/fire.md) effects. + +*Source: Secrets of Magic p. 199* +%% #compendium/src/pf2e/som #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/firebrand-braggart-dedication-locg.md b/compendium/feats/firebrand-braggart-dedication-locg.md new file mode 100644 index 000000000..379c1eb32 --- /dev/null +++ b/compendium/feats/firebrand-braggart-dedication-locg.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/dedication +- trait/misfortune +- trait/uncommon +aliases: ["Firebrand Braggart Dedication"] +--- +# Firebrand Braggart Dedication [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [misfortune](rules/traits/misfortune.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Charisma 14, second mark member of the Firebrands +- **Activity** Single Action + +Your Firebrand training has taught you that achieving something is more satisfying if you boast about it first. You declare a boast about a particular skill action, such as [Balance](rules/actions/balance.md), [Demoralize](rules/actions/demoralize.md), or [Recall Knowledge](rules/actions/recall-knowledge.md). The first time you attempt this action within the next minute in a context the GM deems both suitably challenging and meaningful, you must roll twice and use the lower result. If you succeed at this check, you gain a +1 circumstance bonus to checks to attempt the same action for 10 minutes. + +If you fail this check or don't attempt the action within 1 minute, you instead take a –1 circumstance penalty on checks to attempt the same action for 1 hour. + +If the chosen action can be used with multiple skills, such as [Identify Magic](rules/actions/identify-magic.md) or [Recall Knowledge](rules/actions/recall-knowledge.md), you must specify which skill you are using for that particular action, such as using [Arcana](compendium/skills.md#Arcana) to [Identify Magic](rules/actions/identify-magic.md), and your bonus or penalty after the boast applies only to checks using that skill for that action. Once you declare a boast about a particular action, you cannot declare a boast about the same action until the next time you make daily preparations, regardless of whether you succeed or fail at the check. + +Typically a challenging task is one with at least a standard DC for your level, though the difficulty may be higher depending on the situation. A meaningful context is one where the action's success or failure is relevant to the pursuit of your goals, rather than a boast you made simply to gain a bonus later. + +**Special.** You can't select another dedication feat until you have gained two other feats from the Firebrand Braggart archetype. + +## Firebrand Braggart Dedication leads to... + +[Boaster's Challenge](compendium/feats/boasters-challenge-locg.md), [Demanding Challenge](compendium/feats/demanding-challenge-locg.md), [Bravo's Determination](compendium/feats/bravos-determination-locg.md), [Daring Act](compendium/feats/daring-act-locg.md), [Daredevil's Gambit](compendium/feats/daredevils-gambit-locg.md), [Daring Flourish](compendium/feats/daring-flourish-locg.md), [Great Boaster](compendium/feats/great-boaster-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 74* +%% #compendium/src/pf2e/locg #trait/archetype #trait/dedication #trait/misfortune #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/firesight-loag.md b/compendium/feats/firesight-loag.md new file mode 100644 index 000000000..5e2ae35b5 --- /dev/null +++ b/compendium/feats/firesight-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ifrit +aliases: ["Firesight"] +--- +# Firesight *Feat 5* +[ifrit](rules/traits/ifrit-b2.md) + + +You can see through the haze of flame. You automatically succeed at the flat check to target a [concealed](rules/conditions.md#Concealed) creature if that creature is [concealed](rules/conditions.md#Concealed) only by smoke and fire. + +*Source: Lost Omens: Ancestry Guide p. 103* +%% #compendium/src/pf2e/loag #trait/ifrit %% \ No newline at end of file diff --git a/compendium/feats/first-frost-tv.md b/compendium/feats/first-frost-tv.md new file mode 100644 index 000000000..dbc65341c --- /dev/null +++ b/compendium/feats/first-frost-tv.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/tv +- trait/archetype +aliases: ["First Frost"] +--- +# First Frost *Feat 2* +[archetype](rules/traits/archetype.md) + + +The gelid shard within your heart may sap your ability to feel and experience emotion, but it also lets you create and manipulate cold. You learn to cast spontaneous spells and gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity. You gain a spell repertoire with the [frost's touch](compendium/spells/frosts-touch-tv.md) and [ray of frost](compendium/spells/ray-of-frost.md) cantrips. You're trained in spell attack rolls and spell DCs for arcane spells. + +Your key spellcasting ability is Charisma. + +*Source: Treasure Vault p. 185* +%% #compendium/src/pf2e/tv #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/first-revelation-apg.md b/compendium/feats/first-revelation-apg.md new file mode 100644 index 000000000..ee1ad90c9 --- /dev/null +++ b/compendium/feats/first-revelation-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["First Revelation"] +--- +# First Revelation *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Oracle Dedication](compendium/feats/oracle-dedication-apg.md) + +You gain your mystery's initial revelation spell. Casting this spell progresses your oracular curse|oracle|apg|1||curse. Use the minor curse from your mystery, but when you progress it again, instead of your mystery's moderate [curse](rules/traits/curse.md) effect, you become [flat-footed](rules/conditions.md#Flat-footed) in addition to the effects of the minor curse. + +If you don't have one, you gain a focus pool of 1 Focus Point. + +You can [Refocus](rules/actions/refocus.md) by reconciling the conflicting nature of your mystery, which also reduces your curse to minor. + +*Source: Advanced Player's Guide p. 152* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/flamboyant-athlete-apg.md b/compendium/feats/flamboyant-athlete-apg.md new file mode 100644 index 000000000..049676abd --- /dev/null +++ b/compendium/feats/flamboyant-athlete-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Flamboyant Athlete"] +--- +# Flamboyant Athlete *Feat 4* +[swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Prerequisites**: expert in [Athletics](compendium/skills.md#Athletics) + +Your panache allows you to perform incredible feats: climbing, swimming, and leaping far beyond your normal capacity. While you have panache, you gain the following benefits. + +- You gain climb and swim Speeds equal to half your land Speed. +- The DCs of your High Jumps and Long Jumps decrease by 10. This doesn't combine with other abilities that reduce those DCs. +- The distance you can move with a vertical [Leap](rules/actions/leap.md) increases to 5 feet. Your distance for a horizontal [Leap](rules/actions/leap.md) increases to 15 feet if your Speed is at least 15 feet, or to 20 feet if your Speed is at least 30 feet. + +## Flamboyant Athlete leads to... + +[Flamboyant Leap](compendium/feats/flamboyant-leap-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 89* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/flamboyant-cruelty-lol.md b/compendium/feats/flamboyant-cruelty-lol.md new file mode 100644 index 000000000..0af8610c6 --- /dev/null +++ b/compendium/feats/flamboyant-cruelty-lol.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lol +- trait/rare +- trait/swashbuckler +aliases: ["Flamboyant Cruelty"] +--- +# Flamboyant Cruelty *Feat 8* +[rare](rules/traits/rare.md) [swashbuckler](rules/traits/swashbuckler-apg.md) + + +You love to kick your enemies when they're down, and you look fabulous when you do. + +When you make a melee weapon [Strike](rules/actions/strike.md) against a foe that has at least two of the following conditions, you gain a circumstance bonus to your damage roll equal to the number of these conditions the foe has. The qualifying conditions are [clumsy](rules/conditions.md#Clumsy), [drained](rules/conditions.md#Drained), [enfeebled](rules/conditions.md#Enfeebled), [frightened](rules/conditions.md#Frightened), [sickened](rules/conditions.md#Sickened), and [stupefied](rules/conditions.md#Stupefied). If you hit such a foe, you gain a +1 circumstance bonus to skill checks to [Tumble Through](rules/actions/tumble-through.md) and to perform your style's panache-granting actions until the end of your turn. + +*Source: Lost Omens: Legends p. 28* +%% #compendium/src/pf2e/lol #trait/rare #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/flamboyant-leap-apg.md b/compendium/feats/flamboyant-leap-apg.md new file mode 100644 index 000000000..0262238f3 --- /dev/null +++ b/compendium/feats/flamboyant-leap-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Flamboyant Leap"] +--- +# Flamboyant Leap [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* +[swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Prerequisites**: master in [Athletics](compendium/skills.md#Athletics), [Flamboyant Athlete](compendium/feats/flamboyant-athlete-apg.md) +- **Requirements**: You are capable of using a finisher. +- **Activity** Two-Action + +You stylishly leap and deliver a powerful finisher. Make a [Leap](rules/actions/leap.md), [High Jump](rules/actions/high-jump.md), or [Long Jump](rules/actions/long-jump.md) and attempt one single-action finisher at any point during your jump; the finisher can't be one that includes other movement, such as Mobile Finisher. Immediately after the finisher, you fall to the ground if you're in the air, even if you haven't reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright. When attempting a [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md) during a Flamboyant Leap, determine the DC using the Long Jump DCs, and increase the maximum distance to double your Speed, rather than just your Speed. + +*Source: Advanced Player's Guide p. 92* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/flame-jump-loag.md b/compendium/feats/flame-jump-loag.md new file mode 100644 index 000000000..1cc29825c --- /dev/null +++ b/compendium/feats/flame-jump-loag.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aasimar +- trait/concentrate +- trait/divine +- trait/exploration +- trait/fire +- trait/manipulate +- trait/teleportation +aliases: ["Flame Jump"] +--- +# Flame Jump *Feat 13* +[aasimar](rules/traits/aasimar-apg.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [exploration](rules/traits/exploration.md) [fire](rules/traits/fire.md) [manipulate](rules/traits/manipulate.md) [teleportation](rules/traits/teleportation.md) + +- **Prerequisites**: [Emberkin](compendium/feats/emberkin-loag.md) +- **Frequency**: once per day + +Your peri lineage has opened your mind to fire's raw, purging essence. You can spend 1 minute in focused preparation, then enter a fire your size or larger to instantly teleport to any fire that is your size or larger up to 5 miles away. You take no damage from entering or exiting fires when using this ability. Once you enter the fire, you instantly know the rough locations of other large fires within range and can exit from the original fire, if you prefer. You can't carry extradimensional spaces with you when you teleport; if you attempt to do so, the activity fails. + +*Source: Lost Omens: Ancestry Guide p. 12* +%% #compendium/src/pf2e/loag #trait/aasimar #trait/concentrate #trait/divine #trait/exploration #trait/fire #trait/manipulate #trait/teleportation %% \ No newline at end of file diff --git a/compendium/feats/flash-your-badge-ooa1.md b/compendium/feats/flash-your-badge-ooa1.md new file mode 100644 index 000000000..8f1fea913 --- /dev/null +++ b/compendium/feats/flash-your-badge-ooa1.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ooa1 +- trait/archetype +aliases: ["Flash Your Badge"] +--- +# Flash Your Badge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Alkenstar Agent Dedication, master in [Intimidation](compendium/skills.md#Intimidation) +- **Activity** Two-Action + +You make a fearsome show of your authority. Roll [Intimidation](compendium/skills.md#Intimidation) checks to [Demoralize](rules/actions/demoralize.md) each creature in a 30-foot cone. When you do so, [Demoralize](rules/actions/demoralize.md) gains the [visual](rules/traits/visual.md) trait, and creatures are affected if they can see you. If a target creature hasn't broken a law in the past week (as determined by the GM), the result of your check against that creature is one degree of success worse than the result you rolled. + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 78* +%% #compendium/src/pf2e/ooa1 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/flashing-shield-lokl.md b/compendium/feats/flashing-shield-lokl.md new file mode 100644 index 000000000..0917dc54e --- /dev/null +++ b/compendium/feats/flashing-shield-lokl.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["Flashing Shield"] +--- +# Flashing Shield [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md), you worship a good-aligned deity +- **Trigger** You use the Shield Block reaction, and the opponent that triggered the Shield Block is undead and adjacent to you. +- **Activity** Free Action + +Your shield flares with holy light as you block the attack, searing the undead with the power of your faith. The triggering undead takes positive damage equal to half your level and becomes [flat-footed](rules/conditions.md#Flat-footed) for 1 round. + +*Source: Lost Omens: Knights of Lastwall p. 79* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/fledgling-flight-loag.md b/compendium/feats/fledgling-flight-loag.md new file mode 100644 index 000000000..2b80d9cad --- /dev/null +++ b/compendium/feats/fledgling-flight-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/strix +aliases: ["Fledgling Flight"] +--- +# Fledgling Flight [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[strix](rules/traits/strix-loag.md) + +- **Frequency**: once per round +- **Activity** Single Action + +You can fly through the air in short bursts at half your land Speed. If you don't end your movement on solid ground, you fall at the end of your turn. + +*Source: Lost Omens: Ancestry Guide p. 137* +%% #compendium/src/pf2e/loag #trait/strix %% \ No newline at end of file diff --git a/compendium/feats/fleet-tempo-sot2.md b/compendium/feats/fleet-tempo-sot2.md new file mode 100644 index 000000000..7121660ef --- /dev/null +++ b/compendium/feats/fleet-tempo-sot2.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot2 +- trait/archetype +- trait/auditory +- trait/transmutation +aliases: ["Fleet Tempo"] +--- +# Fleet Tempo [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: [Nantambu Chime-Ringer Dedication](compendium/feats/nantambu-chime-ringer-dedication-sot2.md) +- **Frequency**: once per hour +- **Activity** Two-Action + +To rush after a criminal or reach someone in need, you ring a sprightly tone. You and all allies within 30 feet gain a +10-foot status bonus to all Speeds for 1 minute. + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* +%% #compendium/src/pf2e/sot2 #trait/archetype #trait/auditory #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/fleet.md b/compendium/feats/fleet.md index db900a441..536d97078 100644 --- a/compendium/feats/fleet.md +++ b/compendium/feats/fleet.md @@ -14,7 +14,7 @@ You move more quickly on foot. Your Speed increases by 5 feet. ## Fleet leads to... -Skitter +[Skitter](compendium/feats/skitter-apg.md) ## Summary diff --git a/compendium/feats/fleeting-shadow-apg.md b/compendium/feats/fleeting-shadow-apg.md new file mode 100644 index 000000000..2d762e2ec --- /dev/null +++ b/compendium/feats/fleeting-shadow-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/flourish +aliases: ["Fleeting Shadow"] +--- +# Fleeting Shadow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) +- **Activity** Two-Action + +You're able to quickly disappear and then move about stealthily. You [Hide](rules/actions/hide.md), then [Sneak](rules/actions/sneak.md) twice. + +*Source: Advanced Player's Guide p. 188* +%% #compendium/src/pf2e/apg #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/flensing-slice-apg.md b/compendium/feats/flensing-slice-apg.md new file mode 100644 index 000000000..49eb625bd --- /dev/null +++ b/compendium/feats/flensing-slice-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Flensing Slice"] +--- +# Flensing Slice [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dual-Weapon Warrior Dedication](compendium/feats/dual-weapon-warrior-dedication-apg.md) +- **Requirements**: Your last action was a Double Slice, and both attacks hit the target. +- **Activity** Single Action + +When you hit with both attacks with Double Slice, you flense the target, making it bleed and creating a weak spot. The target takes `1d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) per weapon damage die of whichever of the weapons you used that has the most weapon damage dice (maximum `4d8` for a major striking weapon). The target becomes [flat-footed](rules/conditions.md#Flat-footed), and its resistances to any physical damage types are reduced by 5; these two effects last until the beginning of your next turn. + +*Source: Advanced Player's Guide p. 170* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/flexible-form-loil.md b/compendium/feats/flexible-form-loil.md new file mode 100644 index 000000000..d287cfb3a --- /dev/null +++ b/compendium/feats/flexible-form-loil.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/ghoran +aliases: ["Flexible Form"] +--- +# Flexible Form *Feat 1* +[ghoran](rules/traits/ghoran-loil.md) + +- **Prerequisites**: any heritage except strong oak + +Your body is as supple as a sapling, capable of bending without breaking. + +You become trained in [Acrobatics](compendium/skills.md#Acrobatics), and if you roll a success to [Squeeze](rules/actions/squeeze.md), you get a critical success instead. If you would automatically become trained in [Acrobatics](compendium/skills.md#Acrobatics) (from your background or class, for example), you instead become trained in a skill of your choice. + +*Source: Lost Omens: Impossible Lands p. 37* +%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/compendium/feats/flexible-halcyon-spellcasting-locg.md b/compendium/feats/flexible-halcyon-spellcasting-locg.md new file mode 100644 index 000000000..545d5199b --- /dev/null +++ b/compendium/feats/flexible-halcyon-spellcasting-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Flexible Halcyon Spellcasting"] +--- +# Flexible Halcyon Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Halcyon Spellcasting Initiate](compendium/feats/halcyon-spellcasting-initiate-locg.md) + +You broaden your ability to channel your power into halcyon magic. You gain one more common halcyon spell of each level of halcyon spell you can cast other than your highest (you do not gain an additional cantrip). You also gain one additional halcyon spell slot for each level of halcyon spell you can cast, other than the highest. + +*Source: Lost Omens: Character Guide p. 105* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/flexible-ritualist-apg.md b/compendium/feats/flexible-ritualist-apg.md new file mode 100644 index 000000000..83ee66fad --- /dev/null +++ b/compendium/feats/flexible-ritualist-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Flexible Ritualist"] +--- +# Flexible Ritualist *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ritualist Dedication](compendium/feats/ritualist-dedication-apg.md) + +You can perform two aspects of a ritual yourself. When you cast a ritual, you can reduce the number of secondary casters by 1. + +When you do, you must fulfill any requirements for the secondary caster, and you attempt the secondary check normally performed by that secondary caster. You can't replace a secondary caster who is the target of the spell (as in the atone ritual). + +## Flexible Ritualist leads to... + +[Assured Ritualist](compendium/feats/assured-ritualist-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 187* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/flexible-spellcaster-dedication-som.md b/compendium/feats/flexible-spellcaster-dedication-som.md new file mode 100644 index 000000000..b3ad0223a --- /dev/null +++ b/compendium/feats/flexible-spellcaster-dedication-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +- trait/class +- trait/dedication +aliases: ["Flexible Spellcaster Dedication"] +--- +# Flexible Spellcaster Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [class](rules/traits/class-som.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: flexible spell preparation + +You now have four cantrips per day instead of three. At 4th level, you have five cantrips per day instead of four. + +*Source: Secrets of Magic p. 209* +%% #compendium/src/pf2e/som #trait/archetype #trait/class #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/flexible-studies-apg.md b/compendium/feats/flexible-studies-apg.md new file mode 100644 index 000000000..abce4426a --- /dev/null +++ b/compendium/feats/flexible-studies-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Flexible Studies"] +--- +# Flexible Studies *Feat 1* +[investigator](rules/traits/investigator-apg.md) + + +You've collected a cross-section of information on various disciplines you can refer to when preparing for various tasks. + +During your daily preparations, you can cram on a certain subject to become temporarily trained in one skill of your choice. This proficiency lasts until you prepare again. As this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat. + +*Source: Advanced Player's Guide p. 60* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/flexible-tail-loag.md b/compendium/feats/flexible-tail-loag.md new file mode 100644 index 000000000..f1db87529 --- /dev/null +++ b/compendium/feats/flexible-tail-loag.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lizardfolk +aliases: ["Flexible Tail"] +--- +# Flexible Tail *Feat 5* +[lizardfolk](rules/traits/lizardfolk-b1.md) + + +You can perform simple [Interact](rules/actions/interact.md) actions with your tail, such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items. + +## Flexible Tail leads to... + +[Dangle](compendium/feats/dangle-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 47* +%% #compendium/src/pf2e/loag #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/flexible-transmogrification-som.md b/compendium/feats/flexible-transmogrification-som.md new file mode 100644 index 000000000..c3a4e6667 --- /dev/null +++ b/compendium/feats/flexible-transmogrification-som.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/summoner +aliases: ["Flexible Transmogrification"] +--- +# Flexible Transmogrification *Feat 12* +[summoner](rules/traits/summoner-som.md) + + +You've learned how to transmogrify your eidolon to suit the circumstances of the day. Each day, choose one evolution feat of 6th level or lower during your daily preparations. Your eidolon gains that feat until your next daily preparations. + +*Source: Secrets of Magic p. 71* +%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/flicker-lowg.md b/compendium/feats/flicker-lowg.md new file mode 100644 index 000000000..331ea3368 --- /dev/null +++ b/compendium/feats/flicker-lowg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Flicker"] +--- +# Flicker [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lion Blade Dedication](compendium/feats/lion-blade-dedication-lowg.md) +- **Activity** Single Action + +You use your movements and disguises to make yourself a flickering blur. You gain concealment until your next turn. As usual for concealment involving an obvious visual manifestation, you can't use this concealment to [Hide](rules/actions/hide.md). + +*Source: Lost Omens: World Guide p. 131* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/flinging-blow-apg.md b/compendium/feats/flinging-blow-apg.md new file mode 100644 index 000000000..c463107a7 --- /dev/null +++ b/compendium/feats/flinging-blow-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/monk +aliases: ["Flinging Blow"] +--- +# Flinging Blow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* +[monk](rules/traits/monk.md) + +- **Activity** Two-Action + +You take a moment to center yourself, then unleash a powerful blow that sends your target tumbling away. Make an unarmed [Strike](rules/actions/strike.md). If you hit, the target must succeed at a Fortitude save against your class DC or be pushed up to 10 feet directly away from you (or 20 feet, on a critical failure) and fall [prone](rules/conditions.md#Prone). If another creature or physical object would prevent this movement, both your target and the blocking creature or object take `1d6` bludgeoning damage per 5 feet of movement that was prevented. + +*Source: Advanced Player's Guide p. 130* +%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/flourish-and-ruin-loag.md b/compendium/feats/flourish-and-ruin-loag.md new file mode 100644 index 000000000..21716ec4b --- /dev/null +++ b/compendium/feats/flourish-and-ruin-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/leshy +aliases: ["Flourish And Ruin"] +--- +# Flourish And Ruin *Feat 17* +[leshy](rules/traits/leshy-b1.md) + + +You can call upon the vital essence of your spirit to restore life to your allies and call forth vines to ensnare and bludgeon your foes. + +You can cast [field of life](compendium/spells/field-of-life.md) and [tangling creepers](compendium/spells/tangling-creepers.md) as 6th-level primal innate spells once per day each. You become an expert in primal spell attack rolls and primal spell DCs. + +*Source: Lost Omens: Ancestry Guide p. 44* +%% #compendium/src/pf2e/loag #trait/leshy %% \ No newline at end of file diff --git a/compendium/feats/flower-magic-loil.md b/compendium/feats/flower-magic-loil.md new file mode 100644 index 000000000..8adf55505 --- /dev/null +++ b/compendium/feats/flower-magic-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/ghoran +aliases: ["Flower Magic"] +--- +# Flower Magic *Feat 9* +[ghoran](rules/traits/ghoran-loil.md) + + +Certain magics in the world flow easily through your sap. You can cast [barkskin](compendium/spells/barkskin.md) and tree shape as 2nd-level arcane innate spells once per day each. A [tree shape](compendium/spells/tree-shape.md) spell you cast this way transforms you into a Large flowering plant like a rosebush or lilac bush instead of a tree. + +*Source: Lost Omens: Impossible Lands p. 38* +%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/compendium/feats/fluid-contortionist-loag.md b/compendium/feats/fluid-contortionist-loag.md new file mode 100644 index 000000000..260c08f0a --- /dev/null +++ b/compendium/feats/fluid-contortionist-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/undine +aliases: ["Fluid Contortionist"] +--- +# Fluid Contortionist *Feat 5* +[undine](rules/traits/undine-b2.md) + + +You can ignore difficult terrain caused by moving through tight spaces that aren't tight enough to force you to [Squeeze](rules/actions/squeeze.md). When you roll a critical failure on a check to [Squeeze](rules/actions/squeeze.md), you get a failure instead, and when you roll a success, you get a critical success instead. + +*Source: Lost Omens: Ancestry Guide p. 120* +%% #compendium/src/pf2e/loag #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/flying-blade-apg.md b/compendium/feats/flying-blade-apg.md new file mode 100644 index 000000000..414753ed5 --- /dev/null +++ b/compendium/feats/flying-blade-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Flying Blade"] +--- +# Flying Blade *Feat 1* +[swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Prerequisites**: precise strike + +You've learned to apply your flashy techniques to thrown weapons as easily as melee attacks. When you have panache, you apply your precise strike damage on ranged [Strikes](rules/actions/strike.md) you make with a [thrown](rules/traits/thrown.md) weapon within that weapon's first range increment. The thrown weapon must be an [agile](rules/traits/agile.md) or [finesse](rules/traits/finesse.md) weapon. This also allows you to make a thrown weapon ranged [Strike](rules/actions/strike.md) for [Confident Finisher](rules/actions/confident-finisher-apg.md) and any other finisher that includes a [Strike](rules/actions/strike.md) that can benefit from your precise strike. + +*Source: Advanced Player's Guide p. 88* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/focus-ally-lopsg.md b/compendium/feats/focus-ally-lopsg.md new file mode 100644 index 000000000..cb4b99220 --- /dev/null +++ b/compendium/feats/focus-ally-lopsg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +- trait/fortune +aliases: ["Focus Ally"] +--- +# Focus Ally [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* +[archetype](rules/traits/archetype.md) [fortune](rules/traits/fortune.md) + +- **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) +- **Trigger** An adjacent ally fails, but doesn't critically fail, a saving throw against an effect with the [incapacitation](rules/traits/incapacitation.md) trait. +- **Activity** Reaction + +You're so focused on your allies that you can help them to recenter when something would take them out of the fight. Your ally rerolls the failed saving throw. That ally must take the second result. + +*Source: Lost Omens: Pathfinder Society Guide p. 53* +%% #compendium/src/pf2e/lopsg #trait/archetype #trait/fortune %% \ No newline at end of file diff --git a/compendium/feats/focused-cat-nap-loag.md b/compendium/feats/focused-cat-nap-loag.md new file mode 100644 index 000000000..16c300faf --- /dev/null +++ b/compendium/feats/focused-cat-nap-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/catfolk +aliases: ["Focused Cat Nap"] +--- +# Focused Cat Nap *Feat 5* +[catfolk](rules/traits/catfolk-b1.md) + +- **Prerequisites**: [Cat Nap](compendium/feats/cat-nap-loag.md), focus pool + +When you Cat Nap, you can also [Refocus](rules/actions/refocus.md) as you dream of a relevant activity. + +*Source: Lost Omens: Ancestry Guide p. 19* +%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/focused-fascination-apg.md b/compendium/feats/focused-fascination-apg.md new file mode 100644 index 000000000..9b65718b1 --- /dev/null +++ b/compendium/feats/focused-fascination-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Focused Fascination"] +--- +# Focused Fascination *Feat 1* +[swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Prerequisites**: [Fascinating Performance](compendium/feats/fascinating-performance.md) + +When you use [Fascinating Performance](compendium/feats/fascinating-performance.md) in a combat encounter, you need only a success, rather than a critical success, to fascinate your target. This works only if you're attempting to fascinate one target. For example, if you were an expert in [Performance](compendium/skills.md#Performance), you could choose to target multiple creatures normally or target one creature and fascinate it on a success. + +*Source: Advanced Player's Guide p. 88* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/focused-juggler-ec1.md b/compendium/feats/focused-juggler-ec1.md new file mode 100644 index 000000000..1d6fddb7b --- /dev/null +++ b/compendium/feats/focused-juggler-ec1.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec1 +- trait/archetype +- trait/concentrate +- trait/manipulate +- trait/uncommon +aliases: ["Focused Juggler"] +--- +# Focused Juggler [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Juggler Dedication](compendium/feats/juggler-dedication-ec1.md) +- **Trigger** Your turn begins. +- **Activity** Free Action + +You continue Juggling until the end of your next turn. + +Increase the maximum number of items you can Juggle by one. + +*Source: Extinction Curse #1: The Show Must Go On p. 74* +%% #compendium/src/pf2e/ec1 #trait/archetype #trait/concentrate #trait/manipulate #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/focused-shot-apg.md b/compendium/feats/focused-shot-apg.md new file mode 100644 index 000000000..cebd4d674 --- /dev/null +++ b/compendium/feats/focused-shot-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/monk +aliases: ["Focused Shot"] +--- +# Focused Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[concentrate](rules/traits/concentrate.md) [monk](rules/traits/monk.md) + +- **Prerequisites**: [Monastic Archer Stance](compendium/feats/monastic-archer-stance-apg.md) +- **Requirements**: You are in [Monastic Archer Stance](compendium/feats/monastic-archer-stance-apg.md). +- **Activity** Single Action + +You achieve a state of perfect calm before unleashing your attack, opening your mind to the minute movements of the world around you to increase your accuracy. Make a ranged weapon [Strike](rules/actions/strike.md) against a target within your weapon's first range increment. This [Strike](rules/actions/strike.md) ignores the target's [concealed](rules/conditions.md#Concealed) condition and all cover. + +*Source: Advanced Player's Guide p. 130* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/folk-dowsing-da.md b/compendium/feats/folk-dowsing-da.md new file mode 100644 index 000000000..222771d05 --- /dev/null +++ b/compendium/feats/folk-dowsing-da.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/general +- trait/skill +- trait/uncommon +aliases: ["Folk Dowsing"] +--- +# Folk Dowsing *Feat 3* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) + +You can find what you're looking for using a dowsing rod or pendulum. If you [Search](rules/actions/search.md) while wielding a dowsing rod or pendulum, in addition to the normal checks for [Searching](rules/actions/search.md), the GM rolls a secret [Survival](compendium/skills.md#Survival) check for you to detect the largest source of water, oil, or another natural non-bodily fluid in the area. Even if the liquid is [concealed](rules/conditions.md#Concealed) from you—for example, if it stems from an underground spring or is piped through a wall—this technique points you in the right direction. The GM determines the DC, which is usually the trained simple DC with a hard or very hard adjustment if the source of water is small. + +If you're an expert in [Survival](compendium/skills.md#Survival), the GM also makes a [Survival](compendium/skills.md#Survival) check for you to detect sizable deposits of metal, minerals, and nearby graves. The DC is usually the expert simple DC, with DC adjustments for smaller deposits. + +*Source: Dark Archive p. 78* +%% #compendium/src/pf2e/da #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/folklorist-dedication-sot2.md b/compendium/feats/folklorist-dedication-sot2.md new file mode 100644 index 000000000..33ab7fb24 --- /dev/null +++ b/compendium/feats/folklorist-dedication-sot2.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot2 +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Folklorist Dedication"] +--- +# Folklorist Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Performance](compendium/skills.md#Performance) + +You are a master archivist and entertainer, capable of pulling wisdom from the tales you tell and weaving your allies and enemies into a powerful narrative. You gain the Spin Tale action. + +```ad-embed-ability +title: Spin Tale [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[auditory](rules/traits/auditory.md) [linguistic](rules/traits/linguistic.md) + +You tell a story, designating one of your allies (but not yourself) as the hero of the story, and one enemy as the villain; both must be within 60 feet. The hero gains a +1 status bonus to attack rolls and saving throws against the villain until the start of your next turn. If you Spin a Tale on your next turn, the story continues for another round, for a maximum of 10 rounds. While the tale continues, minor, crude illusions spring into being in your space; these are [arcane](rules/traits/arcane.md) [illusion](rules/traits/illusion.md) effects that have no mechanical impact other than illustrating your tale. +%% #trait/auditory #trait/linguistic %% +``` + +**Special.** You can't select another dedication feat until you've gained two other feats from the folklorist archetype. + +## Folklorist Dedication leads to... + +[Communal Tale](compendium/feats/communal-tale-sot2.md), [Folktales Lore](compendium/feats/folktales-lore-sot2.md), [Narrative Conduit](compendium/feats/narrative-conduit-sot2.md), [Rule Of Three](compendium/feats/rule-of-three-sot2.md) + +## Summary + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 78* +%% #compendium/src/pf2e/sot2 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/folksy-patter-apg.md b/compendium/feats/folksy-patter-apg.md new file mode 100644 index 000000000..6e8471c4a --- /dev/null +++ b/compendium/feats/folksy-patter-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/halfling +aliases: ["Folksy Patter"] +--- +# Folksy Patter *Feat 1* +[halfling](rules/traits/halfling.md) + + +You are adept at disguising coded messages as folksy idioms. Using slang, jokes, halfling loanwords, and the like, you convey a simple message consisting of three basic words (such as "Danger assassin flee" or "Meet me moonrise"). Your intended listener can attempt a [Perception](compendium/skills.md#Perception) check to discern the message (DC 20 if an ally, DC 15 if a halfling ally, DC 10 if a halfling ally with Folksy Patter). Eavesdroppers can also attempt a [Perception](compendium/skills.md#Perception) check against your [Deception](compendium/skills.md#Deception) DC to discern your meaning. Any bonuses or penalties to [Perception](compendium/skills.md#Perception) checks to [Sense Motive](rules/actions/sense-motive.md) apply. + +*Source: Advanced Player's Guide p. 46* +%% #compendium/src/pf2e/apg #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/folktales-lore-sot2.md b/compendium/feats/folktales-lore-sot2.md new file mode 100644 index 000000000..6fef88d41 --- /dev/null +++ b/compendium/feats/folktales-lore-sot2.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot2 +- trait/archetype +aliases: ["Folktales Lore"] +--- +# Folktales Lore *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Folklorist Dedication](compendium/feats/folklorist-dedication-sot2.md) + +You can pull bits of wisdom from any tale. You become trained in [Folktales Lore](compendium/skills.md#Lore), a special [Lore](compendium/skills.md#Lore) skill that can be used only to [Recall Knowledge](rules/actions/recall-knowledge.md), but on any topic. If you fail a check to [Recall Knowledge](rules/actions/recall-knowledge.md) with [Folktales Lore](compendium/skills.md#Lore), you get the effects of the [Dubious Knowledge](compendium/feats/dubious-knowledge.md) skill feat. + +If you are legendary in the [Performance](compendium/skills.md#Performance) skill, you gain expert proficiency in [Folktales Lore](compendium/skills.md#Lore), but you can't increase your proficiency rank in [Folktales Lore](compendium/skills.md#Lore) by any other means. + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 78* +%% #compendium/src/pf2e/sot2 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/follow-up-assault-apg.md b/compendium/feats/follow-up-assault-apg.md new file mode 100644 index 000000000..61fb9d0c0 --- /dev/null +++ b/compendium/feats/follow-up-assault-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +- trait/rage +aliases: ["Follow-up Assault"] +--- +# Follow-up Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Requirements**: You used your previous action to make a melee [Strike](rules/actions/strike.md) that missed. +- **Activity** Single Action + +Even in the face of failure you press the attack, determined to succeed. Make a [Strike](rules/actions/strike.md) with the same weapon, adding the effects of the [backswing](rules/traits/backswing.md) and [forceful](rules/traits/forceful.md) weapon traits. + +*Source: Advanced Player's Guide p. 110* +%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/follow-up-strike-apg.md b/compendium/feats/follow-up-strike-apg.md new file mode 100644 index 000000000..7601f76d5 --- /dev/null +++ b/compendium/feats/follow-up-strike-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/flourish +aliases: ["Follow-up Strike"] +--- +# Follow-up Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: [Martial Artist Dedication](compendium/feats/martial-artist-dedication-apg.md) +- **Requirements**: Your last action was a missed [Strike](rules/actions/strike.md) with a melee unarmed attack. +- **Activity** Single Action + +You have trained to use all parts of your body as a weapon, and when you miss with an attack, you can usually continue the attack with a different body part and still deal damage. + +Make another [Strike](rules/actions/strike.md) with a melee unarmed attack, using the same multiple attack penalty as for the missed [Strike](rules/actions/strike.md), if any. + +*Source: Advanced Player's Guide p. 182* +%% #compendium/src/pf2e/apg #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/font-of-knowledge-locg.md b/compendium/feats/font-of-knowledge-locg.md new file mode 100644 index 000000000..be1791ed3 --- /dev/null +++ b/compendium/feats/font-of-knowledge-locg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Font Of Knowledge"] +--- +# Font Of Knowledge *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) + +Experience or focused study have granted you mastery of a number of topics. + +When you know about something, you know about it in great detail. When you succeed at a check to [Recall Knowledge](rules/actions/recall-knowledge.md), you gain additional information or context. When you critically succeed at a check to [Recall Knowledge](rules/actions/recall-knowledge.md), at the GM's discretion, you might gain even more additional information or context than normal. + +Spellmaster Those who train under the Master of Spells concern themselves with all matters related to magic. Though not all members of the School of Spells are spellcasters, those who would become Spellmasters of the highest rank and influence have at least some spellcasting capabilities. + +*Source: Lost Omens: Character Guide p. 113* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/foolproof-instructions-lopsg.md b/compendium/feats/foolproof-instructions-lopsg.md new file mode 100644 index 000000000..d53d88707 --- /dev/null +++ b/compendium/feats/foolproof-instructions-lopsg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Foolproof Instructions"] +--- +# Foolproof Instructions *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) + +You feel confident that you can explain your scrolls so well that even your allies can use them... hopefully. During your daily preparations, you can select a single scroll and instruct a single ally in its use. Until your next daily preparations, the ally can attempt to use the scroll with a single action that has the [manipulate](rules/traits/manipulate.md) trait. The ally rolls the skill corresponding to the spellcasting tradition. The GM determines the DC based on the scroll's level, possibly adjusted for the situation. If the spell has a spell attack bonus or a spell DC, use your level as the proficiency bonus and the highest of your ally's Intelligence, Wisdom, or Charisma modifiers. + +> [!success-degree] +> - **Success** For the rest of the ally's turn, they can spend actions to [Cast the Spell](rules/actions/cast-a-spell.md). +> - **Failure** The ally misremembers your instructions and can't use the scroll this turn. +> - **Critical Failure** The ally misunderstood your instructions and can't use the scroll. + +*Source: Lost Omens: Pathfinder Society Guide p. 45* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/for-love-for-lightning-lokl.md b/compendium/feats/for-love-for-lightning-lokl.md new file mode 100644 index 000000000..42e924eee --- /dev/null +++ b/compendium/feats/for-love-for-lightning-lokl.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +- trait/rare +aliases: ["For Love, for Lightning"] +--- +# For Love, for Lightning *Feat 12* +[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) + +- **Access**: A character who performs a specialized mission for Clarethe Iomedar has access to this option. +- **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md) + +Rumors suggest this technique was pioneered by knights who undertook missions for Clarethe Iomedar at the half-moon, but many Crimson Reclaimers have since mastered it. You learn the for love, for lightning focus spell (see below). If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the [Refocus](rules/actions/refocus.md) activity to recite the Crimson Oath and meditate on its teachings; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your knight reclaimant focus spells are divine spells; when you gain this feat, you become trained in divine spell attacks and spell DCs. Charisma is the key spellcasting ability for knight reclaimant focus spells. + +*Source: Lost Omens: Knights of Lastwall p. 76* +%% #compendium/src/pf2e/lokl #trait/archetype #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/force-fang-som.md b/compendium/feats/force-fang-som.md new file mode 100644 index 000000000..8f955fd98 --- /dev/null +++ b/compendium/feats/force-fang-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Force Fang"] +--- +# Force Fang *Feat 2* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: focus pool + +You can turn your attack into an unerring blur of force. You learn the [force fang](compendium/spells/force-fang-som.md) conflux spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Secrets of Magic p. 43* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/forced-entry-locg.md b/compendium/feats/forced-entry-locg.md new file mode 100644 index 000000000..ac4e7ce8a --- /dev/null +++ b/compendium/feats/forced-entry-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/skill +aliases: ["Forced Entry"] +--- +# Forced Entry *Feat 6* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Athletics](compendium/skills.md#Athletics), [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) + +You are trained to preserve the archaeological value of your location when entering. You don't take a penalty to [Force Open](rules/actions/force-open.md) doors, windows, or containers without a crowbar. If you roll a success on a check to [Force Open](rules/actions/force-open.md), you get a critical success instead. + +*Source: Lost Omens: Character Guide p. 112* +%% #compendium/src/pf2e/locg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/forceful-push-lotgb.md b/compendium/feats/forceful-push-lotgb.md new file mode 100644 index 000000000..d91d23090 --- /dev/null +++ b/compendium/feats/forceful-push-lotgb.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +- trait/attack +aliases: ["Forceful Push"] +--- +# Forceful Push *Feat 4* +[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [mage hand](compendium/spells/mage-hand.md) + +When you cast [mage hand](compendium/spells/mage-hand.md), you can modify its target to be 1 creature. If you do, replace its standard effects with the following: You push your foe telekinetically. Make a spell attack roll against the target's Fortitude DC. On a success, you push the target 5 feet away from you. On a critical success, you push the target 10 feet away from you. + +*Source: Lost Omens: The Grand Bazaar p. 122* +%% #compendium/src/pf2e/lotgb #trait/archetype #trait/attack %% \ No newline at end of file diff --git a/compendium/feats/forceful-shot-lopsg.md b/compendium/feats/forceful-shot-lopsg.md new file mode 100644 index 000000000..a795b1711 --- /dev/null +++ b/compendium/feats/forceful-shot-lopsg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +- trait/attack +- trait/press +aliases: ["Forceful Shot"] +--- +# Forceful Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) [press](rules/traits/press.md) + +- **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) +- **Activity** Single Action + +Your ranged attacks push your foes away from your allies. + +Make a ranged [Strike](rules/actions/strike.md), adding the following effects in addition to the normal effects of the [Strike](rules/actions/strike.md). + +> [!success-degree] +> - **Critical Success** The target is pushed 10 feet away from you. +> - **Success** The target is pushed 5 feet away from you. +> - **Failure** The target is [flat-footed](rules/conditions.md#Flat-footed) for 1 round. + +*Source: Lost Omens: Pathfinder Society Guide p. 53* +%% #compendium/src/pf2e/lopsg #trait/archetype #trait/attack #trait/press %% \ No newline at end of file diff --git a/compendium/feats/forcible-energy-apg.md b/compendium/feats/forcible-energy-apg.md new file mode 100644 index 000000000..66d1b9f01 --- /dev/null +++ b/compendium/feats/forcible-energy-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/manipulate +- trait/metamagic +- trait/wizard +aliases: ["Forcible Energy"] +--- +# Forcible Energy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [wizard](rules/traits/wizard.md) + +- **Activity** Single Action + +You perform complex manipulations to make the energy from your spells so powerful that your enemies remain vulnerable to it afterward. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) that deals acid, electricity, fire, or sonic damage, you can select one target that was damaged to gain weakness 5 to that damage type until the end of your next turn. If a spell deals multiple types of energy damage, choose one that the target gains weakness to. This has no effect on creatures with resistance or immunity to the energy type you choose. + +*Source: Advanced Player's Guide p. 143* +%% #compendium/src/pf2e/apg #trait/manipulate #trait/metamagic #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/forensic-acumen-apg.md b/compendium/feats/forensic-acumen-apg.md new file mode 100644 index 000000000..7c608cc9f --- /dev/null +++ b/compendium/feats/forensic-acumen-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Forensic Acumen"] +--- +# Forensic Acumen *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Medicine](compendium/skills.md#Medicine) + +You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury. You can perform a forensic examination on a body, as described under [Recall Knowledge](rules/actions/recall-knowledge.md) in the [Medicine](compendium/skills.md#Medicine) skill, in half the normal amount of time it would take (to a minimum of 5 minutes). If you succeed at your check, you can attempt an immediate check to [Recall Knowledge](rules/actions/recall-knowledge.md) to follow up on something you found, with a +2 circumstance bonus. This check is usually related to the cause of injury or death, such as a [Crafting](compendium/skills.md#Crafting) check to identify a poison or weapon that was used or an additional [Medicine](compendium/skills.md#Medicine) check to identify a specific disease. If you prefer, you can instead attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus. + +The circumstance bonus increases to +3 if you have master proficiency in [Medicine](compendium/skills.md#Medicine) and +4 if you have legendary proficiency. + +*Source: Advanced Player's Guide p. 206* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/foresee-danger-apg.md b/compendium/feats/foresee-danger-apg.md new file mode 100644 index 000000000..1a885572e --- /dev/null +++ b/compendium/feats/foresee-danger-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/investigator +aliases: ["Foresee Danger"] +--- +# Foresee Danger [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* +[concentrate](rules/traits/concentrate.md) [investigator](rules/traits/investigator-apg.md) + +- **Trigger** A creature targets you with an attack and you can see the attacker. +- **Activity** Reaction + +You perceive every possible way your foe's attack could land and attempt to avoid them all. The triggering attack roll targets your [Perception](compendium/skills.md#Perception) DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn't remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being [flat-footed](rules/conditions.md#Flat-footed), even though you wouldn't take the –2 circumstance penalty when defending against the attack. + +*Source: Advanced Player's Guide p. 64* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/foreseen-failure-da.md b/compendium/feats/foreseen-failure-da.md new file mode 100644 index 000000000..2bc30966d --- /dev/null +++ b/compendium/feats/foreseen-failure-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/divination +- trait/fortune +- trait/occult +- trait/psychic +aliases: ["Foreseen Failure"] +--- +# Foreseen Failure [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* +[divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [occult](rules/traits/occult.md) [psychic](rules/traits/psychic-da.md) + +- **Frequency**: once per day +- **Trigger** A spell you cast has no effect because you critically failed all your spell attack rolls or because all targets critically succeeded at their saving throws. +- **Activity** Free Action + +You see your spell fail to take hold to disastrous end, then snap back to reality—it was all a precognition, and you know to try a different spell. Your spell is expended, but you can [Cast a Spell](rules/actions/cast-a-spell.md) that requires the same number of actions as the triggering spell or fewer to cast. The second spell must be a different spell than the first. + +*Source: Dark Archive p. 28* +%% #compendium/src/pf2e/da #trait/divination #trait/fortune #trait/occult #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/forest-stealth-locg.md b/compendium/feats/forest-stealth-locg.md new file mode 100644 index 000000000..019f99ecf --- /dev/null +++ b/compendium/feats/forest-stealth-locg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/elf +aliases: ["Forest Stealth"] +--- +# Forest Stealth [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[elf](rules/traits/elf.md) + +- **Prerequisites**: Expert in [Stealth](compendium/skills.md#Stealth) +- **Requirements**: You are in a forest or jungle environment near an environmental feature that would allow you to [Take Cover](rules/actions/take-cover.md) +- **Activity** Single Action + +You are skilled at quickly hiding behind bits of underbrush or foliage. You [Take Cover](rules/actions/take-cover.md) and then use that cover to [Hide](rules/actions/hide.md). + +*Source: Lost Omens: Character Guide p. 27* +%% #compendium/src/pf2e/locg #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/forestall-curse-apg.md b/compendium/feats/forestall-curse-apg.md new file mode 100644 index 000000000..898f188e6 --- /dev/null +++ b/compendium/feats/forestall-curse-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/metamagic +- trait/oracle +aliases: ["Forestall Curse"] +--- +# Forestall Curse [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [oracle](rules/traits/oracle-apg.md) + +- **Frequency**: once per day +- **Activity** Single Action + +You've learned to forestall the effects of your curse somewhat. If the next action you use is to cast a [revelation](rules/traits/revelation.md) spell, the severity of your curse doesn't increase. + +*Source: Advanced Player's Guide p. 80* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/forge-days-rest-locg.md b/compendium/feats/forge-days-rest-locg.md new file mode 100644 index 000000000..887328b8f --- /dev/null +++ b/compendium/feats/forge-days-rest-locg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/dwarf +- trait/uncommon +aliases: ["Forge-day's Rest"] +--- +# Forge-day's Rest *Feat 1* +[dwarf](rules/traits/dwarf.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: underground dwarf ethnicity + +Your unusual rest cycle allows you to recover faster. + +As long as you rest for 12 hours, you gain the effects of the [Fast Recovery](compendium/feats/fast-recovery.md) general feat and you can go 20 hours without resting before becoming [fatigued](rules/conditions.md#Fatigued). + +*Source: Lost Omens: Character Guide p. 20* +%% #compendium/src/pf2e/locg #trait/dwarf #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/forgotten-presence-da.md b/compendium/feats/forgotten-presence-da.md new file mode 100644 index 000000000..bdf810056 --- /dev/null +++ b/compendium/feats/forgotten-presence-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/druid +- trait/uncommon +aliases: ["Forgotten Presence"] +--- +# Forgotten Presence *Feat 8* +[druid](rules/traits/druid.md) [uncommon](rules/traits/uncommon.md) + + +The world conspires to keep you forgotten and [unnoticed](rules/conditions.md#Unnoticed)— memories cloud, ink stains out your name in ledgers, and portraits of you crack and warp over your face. Characters attempting to [Recall Knowledge](rules/actions/recall-knowledge.md) about you take a –2 circumstance penalty. + +Add [modify memory](compendium/spells/modify-memory.md) to your spell list as a primal spell. + +*Source: Dark Archive p. 65* +%% #compendium/src/pf2e/da #trait/druid #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/form-lock-apg.md b/compendium/feats/form-lock-apg.md new file mode 100644 index 000000000..e475a1416 --- /dev/null +++ b/compendium/feats/form-lock-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/attack +- trait/monk +aliases: ["Form Lock"] +--- +# Form Lock [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[attack](rules/traits/attack.md) [monk](rules/traits/monk.md) + +- **Requirements**: You have a foe [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). +- **Activity** Single Action + +Your ability to control your own ki empowers you to pressure other creatures into resuming their true forms. Attempt an [Athletics](compendium/skills.md#Athletics) check to counteract a [polymorph](rules/traits/polymorph.md) effect currently affecting your target. If the target is somehow under the effect of multiple [polymorph](rules/traits/polymorph.md) effects, you can choose which one to attempt to counteract, or the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day. + +*Source: Advanced Player's Guide p. 130* +%% #compendium/src/pf2e/apg #trait/attack #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/form-lock-lotgb.md b/compendium/feats/form-lock-lotgb.md new file mode 100644 index 000000000..d015dd287 --- /dev/null +++ b/compendium/feats/form-lock-lotgb.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +- trait/attack +aliases: ["Form Lock"] +--- +# Form Lock [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) + +- **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) +- **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). +- **Activity** Single Action + +Your ability to manipulate your enemy's body is potent enough that you can tear and break apart alternate forms. Attempt an [Athletics](compendium/skills.md#Athletics) check to counteract a [polymorph](rules/traits/polymorph.md) effect currently affecting the creature you have [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). If the target is somehow under the effect of multiple [polymorph](rules/traits/polymorph.md) effects, you can choose which one to attempt to counteract; the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day. + +*Source: Lost Omens: The Grand Bazaar p. 127* +%% #compendium/src/pf2e/lotgb #trait/archetype #trait/attack %% \ No newline at end of file diff --git a/compendium/feats/form-of-the-bat-apg.md b/compendium/feats/form-of-the-bat-apg.md new file mode 100644 index 000000000..3abf49d7f --- /dev/null +++ b/compendium/feats/form-of-the-bat-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/dhampir +- trait/divine +- trait/polymorph +- trait/transmutation +aliases: ["Form Of The Bat"] +--- +# Form Of The Bat [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* +[concentrate](rules/traits/concentrate.md) [dhampir](rules/traits/dhampir-b1.md) [divine](rules/traits/divine.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Frequency**: once per hour +- **Activity** Single Action + +You can transform into a harmless bat. You gain the effects of a 4th-level [pest form](compendium/spells/pest-form.md), except you always transform into a bat. + +*Source: Advanced Player's Guide p. 33* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/dhampir #trait/divine #trait/polymorph #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/form-of-the-fiend-apg.md b/compendium/feats/form-of-the-fiend-apg.md new file mode 100644 index 000000000..1ae14e18a --- /dev/null +++ b/compendium/feats/form-of-the-fiend-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tiefling +aliases: ["Form Of The Fiend"] +--- +# Form Of The Fiend *Feat 1* +[tiefling](rules/traits/tiefling-b1.md) + + +Part of your body has an obvious, fiendish appearance. Your hands end in razor-sharp claws, you have hooves instead of feet, sharp teeth fill your mouth, or a whipping tail extends from your spine. You gain your choice of one of the following unarmed attacks. The attack is in the brawling group and has the listed damage die and traits. + +Claw `1d4` slashing (agile, finesse, unarmed, versatile piercing) + +Hoof `1d6` bludgeoning (finesse, unarmed) + +Jaws `1d6` piercing (finesse, unarmed) + +Tail `1d4` bludgeoning (agile, finesse, unarmed) + +**Special.** You can select this feat only at 1st level, and you can't retrain into or out of this feat, nor can you change the type of attack you gained. + +*Source: Advanced Player's Guide p. 40* +%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/form-retention-apg.md b/compendium/feats/form-retention-apg.md new file mode 100644 index 000000000..55b4818a8 --- /dev/null +++ b/compendium/feats/form-retention-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/wizard +aliases: ["Form Retention"] +--- +# Form Retention *Feat 8* +[wizard](rules/traits/wizard.md) + + +You have trained your mind and body to tolerate [polymorph](rules/traits/polymorph.md) magic for longer periods of time, so long as you prepare for the change appropriately. When preparing a polymorph spell that lasts 1 minute and grants a battle form, you can prepare the spell in a slot 2 levels higher than normal. This doesn't grant any of the normal benefits of heightening a spell, but the spell lasts up to 10 minutes. For example, if you prepared [animal form](compendium/spells/animal-form.md) in a 4th-level slot with Form Retention, you would cast a 2nd-level animal form that lasts for up to 10 minutes. If the spell can be [Dismissed](rules/actions/dismiss.md), that doesn't change. + +*Source: Advanced Player's Guide p. 142* +%% #compendium/src/pf2e/apg #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/formation-master-locg.md b/compendium/feats/formation-master-locg.md new file mode 100644 index 000000000..450f93940 --- /dev/null +++ b/compendium/feats/formation-master-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/hobgoblin +aliases: ["Formation Master"] +--- +# Formation Master *Feat 13* +[hobgoblin](rules/traits/hobgoblin-locg.md) + +- **Prerequisites**: [Formation Training](compendium/feats/formation-training-locg.md) + +You can assemble a formation even with members of ancestries that lack the hobgoblins' military discipline, and you can extend these benefits to your hobgoblin allies. When you are adjacent to at least two humanoid allies, you gain the benefits of Formation Training, even if they aren't hobgoblin allies. Hobgoblin allies adjacent to you and at least one other hobgoblin ally also gain the bonuses from your Formation Training feat. + +*Source: Lost Omens: Character Guide p. 51* +%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/compendium/feats/formation-training-locg.md b/compendium/feats/formation-training-locg.md new file mode 100644 index 000000000..3e6b3188a --- /dev/null +++ b/compendium/feats/formation-training-locg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/hobgoblin +aliases: ["Formation Training"] +--- +# Formation Training *Feat 5* +[hobgoblin](rules/traits/hobgoblin-locg.md) + +- **Prerequisites**: trained in all martial weapons + +You know how to fight in formation with your brethren. When you are adjacent to at least two hobgoblin allies, you gain a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 on Reflex saves against area effects. + +## Formation Training leads to... + +[Formation Master](compendium/feats/formation-master-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 51* +%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/compendium/feats/fortified-flesh-lowg.md b/compendium/feats/fortified-flesh-lowg.md new file mode 100644 index 000000000..c49c1acc1 --- /dev/null +++ b/compendium/feats/fortified-flesh-lowg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Fortified Flesh"] +--- +# Fortified Flesh *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ka Stone Ritual](compendium/feats/ka-stone-ritual-lowg.md) + +Your flesh takes on the hardness of stone. You gain resistance to physical damage (except adamantine) equal to your number of class feats from the [Living Monolith](compendium/character/archetypes/living-monolith-lowg.md) archetype. + +*Source: Lost Omens: World Guide p. 59* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/fortified-mind-loil.md b/compendium/feats/fortified-mind-loil.md new file mode 100644 index 000000000..67d06a1c6 --- /dev/null +++ b/compendium/feats/fortified-mind-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/kashrishi +aliases: ["Fortified Mind"] +--- +# Fortified Mind *Feat 9* +[kashrishi](rules/traits/kashrishi-loil.md) + + +Your mind is unusually resilient and resistant to influence. When you would gain the [fascinated](rules/conditions.md#Fascinated) or [stupefied](rules/conditions.md#Stupefied) condition, you can attempt a DC 17 flat check. On a success, you don't gain the [fascinated](rules/conditions.md#Fascinated) or [stupefied](rules/conditions.md#Stupefied) condition. + +*Source: Lost Omens: Impossible Lands p. 44* +%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/compendium/feats/fortify-shield-loag.md b/compendium/feats/fortify-shield-loag.md new file mode 100644 index 000000000..801531b5b --- /dev/null +++ b/compendium/feats/fortify-shield-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/oread +aliases: ["Fortify Shield"] +--- +# Fortify Shield [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[oread](rules/traits/oread-b2.md) + +- **Prerequisites**: [Shield Block](compendium/feats/shield-block.md) +- **Frequency**: once per day +- **Activity** Single Action + +You reinforce your shield with a rocky outgrowth of metal and stone. You Raise your Shield. If you use the [Shield Block](compendium/feats/shield-block.md) reaction before your next turn, add your character level to your shield's Hardness when determining how much damage is blocked. + +*Source: Lost Omens: Ancestry Guide p. 107* +%% #compendium/src/pf2e/loag #trait/oread %% \ No newline at end of file diff --git a/compendium/feats/fortuitous-shift-locg.md b/compendium/feats/fortuitous-shift-locg.md new file mode 100644 index 000000000..0fadfe8c5 --- /dev/null +++ b/compendium/feats/fortuitous-shift-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/gnome +aliases: ["Fortuitous Shift"] +--- +# Fortuitous Shift *Feat 9* +[gnome](rules/traits/gnome.md) + +- **Prerequisites**: [Unexpected Shift](compendium/feats/unexpected-shift-locg.md) + +You have grown more comfortable with your penchant for supernatural disappearance. The flat check DC of your Fortuitous Shift feat decreases to 11, and you are no longer [dazzled](rules/conditions.md#Dazzled) if you succeed. + +*Source: Lost Omens: Character Guide p. 33* +%% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/compendium/feats/fountain-of-secrets-lome.md b/compendium/feats/fountain-of-secrets-lome.md new file mode 100644 index 000000000..716c2505e --- /dev/null +++ b/compendium/feats/fountain-of-secrets-lome.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/shisk +aliases: ["Fountain Of Secrets"] +--- +# Fountain Of Secrets [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 17* +[shisk](rules/traits/shisk-lome.md) + +- **Frequency**: once per round +- **Activity** Free Action + +You constantly remember details about the world. You attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md). If you succeed, you gain additional information or context. If you critically succeed, at the GM's discretion you might gain even more additional information or context than normal. + +Shisk Enclaves Most shisks can be found in small communities burrowed into the Barrier Wall, existing in caverns and tunnels that riddle the mountains from peak to base. A few scattered enclaves can be found in the Bandu Hills—the dry and arid region well-suited to shisk tastes. + +Occasionally, shisk societies burrow deeply enough that they reside within the Mwangi Darklands, while other brave families or individuals seek out the academic haven of Nantambu, hoping to accelerate their education. + +Shisks are almost completely unknown outside of the Mwangi Expanse. A few can be found on the Thuvian side of the Barrier Wall, and at least one shisk is believed to have approached the Citadel of the Alchemist to be accepted as a student. + +One small and bold enclave is rumored to reside in the Shattered Range near the nation of Nex, hoping to glean secrets from the many powerful wizards who live there. + +Other Peoples. + +*Source: Lost Omens: The Mwangi Expanse p. 126* +%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/compendium/feats/fox-trick-loag.md b/compendium/feats/fox-trick-loag.md new file mode 100644 index 000000000..82349f9cd --- /dev/null +++ b/compendium/feats/fox-trick-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kitsune +aliases: ["Fox Trick"] +--- +# Fox Trick [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 9* +[kitsune](rules/traits/kitsune-loag.md) + +- **Frequency**: once per hour +- **Activity** Free Action + +You always have time for a joke or prank. You [Create a Diversion](rules/actions/create-a-diversion.md), [Conceal an Object](rules/actions/conceal-an-object.md), or [Hide](rules/actions/hide.md). All creatures who witnessed your Fox Trick then wise up to it, becoming temporarily immune to your Fox Trick for 24 hours. + +*Source: Lost Omens: Ancestry Guide p. 126* +%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/compendium/feats/foxfire-loag.md b/compendium/feats/foxfire-loag.md new file mode 100644 index 000000000..9d135075b --- /dev/null +++ b/compendium/feats/foxfire-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kitsune +aliases: ["Foxfire"] +--- +# Foxfire *Feat 1* +[kitsune](rules/traits/kitsune-loag.md) + + +A crack of your tail sparks wisps of blue energy. Choose either electricity or fire when you gain this feat. You gain a foxfire ranged unarmed attack with a maximum range of 20 feet. The attack deals `1d4` damage of the chosen type (no ability modifier is added to the damage roll). Your foxfire attack is in the sling weapon group and has the [magical](rules/traits/magical.md) trait. Like other unarmed attacks, you can improve this attack with handwraps of mighty blows. + +**Special.** If you are a frozen wind kitsune, your foxfire deals cold damage instead of electricity or fire. + +*Source: Lost Omens: Ancestry Guide p. 125* +%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/compendium/feats/freeze-it-locg.md b/compendium/feats/freeze-it-locg.md new file mode 100644 index 000000000..da064198a --- /dev/null +++ b/compendium/feats/freeze-it-locg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/goblin +aliases: ["Freeze It!"] +--- +# Freeze It! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* +[goblin](rules/traits/goblin.md) + +- **Prerequisites**: snow goblin heritage +- **Activity** Single Action + +You are no rime hag or Jadwiga, but the magic of the north has still left a mark on you. + +Frigid ice runs through your veins, and you can expel frost from your body to freeze your foes. Attempt an [Athletics](compendium/skills.md#Athletics) check against the Fortitude DC of an adjacent foe. + +If you have master proficiency in [Athletics](compendium/skills.md#Athletics), you can affect up to two adjacent foes, rolling one [Athletics](compendium/skills.md#Athletics) check against each foe. + +> [!success-degree] +> - **Critical Success** The target becomes [clumsy](rules/conditions.md#Clumsy) for 1 round. +> - **Success** The target becomes [clumsy](rules/conditions.md#Clumsy) for 1 round. +> - **Critical Failure** The target is temporarily immune for 1 minute. + +*Source: Lost Omens: Character Guide p. 39* +%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/fresh-ingredients-apg.md b/compendium/feats/fresh-ingredients-apg.md new file mode 100644 index 000000000..d49e39450 --- /dev/null +++ b/compendium/feats/fresh-ingredients-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/skill +aliases: ["Fresh Ingredients"] +--- +# Fresh Ingredients *Feat 2* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Herbalist Dedication](compendium/feats/herbalist-dedication-apg.md), expert in [Nature](compendium/skills.md#Nature) + +When using [Natural Medicine](compendium/feats/natural-medicine.md) to [Treat Wounds](rules/actions/treat-wounds.md), you can spend a batch of herbs to gain the +2 circumstance bonus from having fresh ingredients, even if not in wilderness. If you spend a batch of herbs in wilderness, you gain a +4 circumstance bonus instead. + +*Source: Advanced Player's Guide p. 176* +%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/friendform-lome.md b/compendium/feats/friendform-lome.md new file mode 100644 index 000000000..bf670d757 --- /dev/null +++ b/compendium/feats/friendform-lome.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/anadi +aliases: ["Friendform"] +--- +# Friendform *Feat 5* +[anadi](rules/traits/anadi-lome.md) + + +The shared bond between you and your allies allows you to act on their behalf. + +During your daily preparations, you can perform a simple ritual with up to five willing Small or Medium humanoids, where participants exchange minor tokens of personal significance. As long as you hold onto a participant's token, you can assume their form with your Change Shape ability, gaining a +4 status bonus to [Deception](compendium/skills.md#Deception) checks to pass as that person and adding your level to the check even if you're untrained. You lose access to a participant's form if they're not carrying your token or if you use the ritual again. + +*Source: Lost Omens: The Mwangi Expanse p. 106* +%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/compendium/feats/friendly-toss-apg.md b/compendium/feats/friendly-toss-apg.md new file mode 100644 index 000000000..8be8f3315 --- /dev/null +++ b/compendium/feats/friendly-toss-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +- trait/manipulate +- trait/rage +aliases: ["Friendly Toss"] +--- +# Friendly Toss [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[barbarian](rules/traits/barbarian.md) [manipulate](rules/traits/manipulate.md) [rage](rules/traits/rage.md) + +- **Requirements**: You are adjacent to an ally and have one or more hands free. +- **Activity** Two-Action + +You toss your friends around the battlefield. Pick up an adjacent ally of your size or smaller and throw them to an unoccupied space you can see within 30 feet. Their movement doesn't trigger reactions. Your ally ends this movement on their feet and doesn't take damage from the fall. If your ally ends this movement within melee reach of at least one enemy, they can make a melee [Strike](rules/actions/strike.md) against an enemy within their reach as a reaction. + +*Source: Advanced Player's Guide p. 110* +%% #compendium/src/pf2e/apg #trait/barbarian #trait/manipulate #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/frighten-undead-botd.md b/compendium/feats/frighten-undead-botd.md new file mode 100644 index 000000000..02d2b6da8 --- /dev/null +++ b/compendium/feats/frighten-undead-botd.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Frighten Undead"] +--- +# Frighten Undead [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md), trained in [Intimidation](compendium/skills.md#Intimidation) +- **Activity** Single Action + +Your very presence chills creatures of the night down to their core and you can use the spiritual power and faithful life force of religious verses to frighten even mindless undead. Attempt to [Demoralize](rules/actions/demoralize.md) an undead target using your [Religion](compendium/skills.md#Religion) modifier instead of your [Intimidation](compendium/skills.md#Intimidation) modifier if it's higher. If you use your [Religion](compendium/skills.md#Religion) modifier, the [Demoralize](rules/actions/demoralize.md) action loses the [emotion](rules/traits/emotion.md) and [mental](rules/traits/mental.md) traits, as your faith connects to the undead on an instinctual level. + +## Frighten Undead leads to... + +[Slayer's Presence](compendium/feats/slayers-presence-botd.md) + +## Summary + +*Source: Book of the Dead p. 29* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/frightening-appearance-apg.md b/compendium/feats/frightening-appearance-apg.md new file mode 100644 index 000000000..ea2c0c522 --- /dev/null +++ b/compendium/feats/frightening-appearance-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/vigilante +aliases: ["Frightening Appearance"] +--- +# Frightening Appearance *Feat 12* +[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) + +- **Prerequisites**: expert in [Intimidation](compendium/skills.md#Intimidation), [Startling Appearance](compendium/feats/startling-appearance-loag.md) + +Your dramatic appearances can frighten bystanders. When you make a Startling Appearance, you can also attempt to [Demoralize](rules/actions/demoralize.md) each opponent within 10 feet to whom you were [unnoticed](rules/conditions.md#Unnoticed) before your [Strike](rules/actions/strike.md). + +*Source: Advanced Player's Guide p. 197* +%% #compendium/src/pf2e/apg #trait/archetype #trait/vigilante %% \ No newline at end of file diff --git a/compendium/feats/frightful-aura-botd.md b/compendium/feats/frightful-aura-botd.md new file mode 100644 index 000000000..5c3e61c81 --- /dev/null +++ b/compendium/feats/frightful-aura-botd.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/aura +- trait/emotion +- trait/fear +- trait/mental +aliases: ["Frightful Aura"] +--- +# Frightful Aura *Feat 18* +[archetype](rules/traits/archetype.md) [aura](rules/traits/aura.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) + +- **Prerequisites**: [Lich Dedication](compendium/feats/lich-dedication-botd.md), master in [Intimidation](compendium/skills.md#Intimidation) + +You're surrounded by a palpable sense of menace and power that's terrifying to behold. The aura is a 15-foot emanation. An enemy that enters or ends its turn in the aura must attempt a Will save against the higher of your spell DC or class DC. + +> [!success-degree] +> - **Success** The creature is unaffected and temporarily immune to your Frightful Aura for 1 minute. +> - **Failure** The creature is [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The creature is [frightened](rules/conditions.md#Frightened). + +*Source: Book of the Dead p. 50* +%% #compendium/src/pf2e/botd #trait/archetype #trait/aura #trait/emotion #trait/fear #trait/mental %% \ No newline at end of file diff --git a/compendium/feats/frightful-condemnation-ngd.md b/compendium/feats/frightful-condemnation-ngd.md new file mode 100644 index 000000000..f776375a4 --- /dev/null +++ b/compendium/feats/frightful-condemnation-ngd.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ngd +- trait/archetype +- trait/emotion +- trait/fear +- trait/mental +- trait/vigilante +aliases: ["Frightful Condemnation"] +--- +# Frightful Condemnation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* +[archetype](rules/traits/archetype.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [vigilante](rules/traits/vigilante-apg.md) + +- **Prerequisites**: [Harsh Judgment](compendium/feats/harsh-judgment-ngd.md), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners +- **Trigger** You hit your condemned foe with a melee [Strike](rules/actions/strike.md) in the same turn during which you condemned it with Harsh Judgment. +- **Requirements**: You have condemned a foe to death with [Harsh Judgment](compendium/feats/harsh-judgment-ngd.md). +- **Activity** Free Action + +Your willingness to follow through on your pitiless judgment is frightful to the person you have condemned, and they begin to dread what you will do to them next. + +Your condemned foe is [frightened](rules/conditions.md#Frightened), or [frightened](rules/conditions.md#Frightened) if the triggering [Strike](rules/actions/strike.md) was a critical hit. + +*Source: Night of the Gray Death p. 65* +%% #compendium/src/pf2e/ngd #trait/archetype #trait/emotion #trait/fear #trait/mental #trait/vigilante %% \ No newline at end of file diff --git a/compendium/feats/frightful-moan-botd.md b/compendium/feats/frightful-moan-botd.md new file mode 100644 index 000000000..ed95d6faf --- /dev/null +++ b/compendium/feats/frightful-moan-botd.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/auditory +- trait/divine +- trait/emotion +- trait/enchantment +- trait/fear +- trait/mental +aliases: ["Frightful Moan"] +--- +# Frightful Moan [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [divine](rules/traits/divine.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) + +- **Prerequisites**: [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) +- **Frequency**: once per 10 minutes +- **Activity** Two-Action + +You lament your fate, forcing each living creature in a 30-foot emanation to attempt a Will save against your class DC or spell DC, whichever is higher. + +> [!success-degree] +> - **Success** The creature is unaffected and temporarily immune to Frightful Moans for 1 minute. +> - **Failure** The creature is [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The creature is [frightened](rules/conditions.md#Frightened). + +*Source: Book of the Dead p. 47* +%% #compendium/src/pf2e/botd #trait/archetype #trait/auditory #trait/divine #trait/emotion #trait/enchantment #trait/fear #trait/mental %% \ No newline at end of file diff --git a/compendium/feats/frostbite-runes-lomm.md b/compendium/feats/frostbite-runes-lomm.md new file mode 100644 index 000000000..bcbed2ac5 --- /dev/null +++ b/compendium/feats/frostbite-runes-lomm.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lomm +- trait/archetype +- trait/evocation +- trait/primal +aliases: ["Frostbite Runes"] +--- +# Frostbite Runes *Feat 12* +[archetype](rules/traits/archetype.md) [evocation](rules/traits/evocation.md) [primal](rules/traits/primal.md) + +- **Prerequisites**: [Pactbound Dedication](compendium/feats/pactbound-dedication-lomm.md) + +Thick tattoos, each one a rune fragment from the saumen kar's long-lost language spelling out their pact with their equally lost deity, cover your body and stretch across your limbs, torso, and face. You gain a +1 status bonus to saving throws against [evil](rules/traits/evil.md) and [necromancy](rules/traits/necromancy.md) spells and effects. You can sense the presence of evil undead as a pervasive taste of oily corruption in the air; this is a vague sense that allows you to know when such a creature is within 60 feet of you, though you can't precisely pinpoint their location with this sense. As normal for a vague sense, it can be fooled, but undead might not realize they need to take precautions against it. This sense also extends to living creatures who have the [negative healing](rules/abilities/negative-healing-b2.md) ability, like dhampir. + +## Frostbite Runes leads to... + +[Bound in Ice](compendium/feats/bound-in-ice-lomm.md), [Curse of the Saumen Kar](compendium/feats/curse-of-the-saumen-kar-lomm.md) + +## Summary + +*Source: Lost Omens: Monsters of Myth p. 10* +%% #compendium/src/pf2e/lomm #trait/archetype #trait/evocation #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/frozen-breadth-tv.md b/compendium/feats/frozen-breadth-tv.md new file mode 100644 index 000000000..57219490e --- /dev/null +++ b/compendium/feats/frozen-breadth-tv.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/tv +- trait/archetype +aliases: ["Frozen Breadth"] +--- +# Frozen Breadth *Feat 8* +[archetype](rules/traits/archetype.md) + + +Your attunement to arcane cold enhances the depths of your growing power. Increase the number of spells in your repertoire and number of spell slots you gain from gelid shard archetype feats by 1 for each spell level other than your two highest gelid shard spell slots. + +*Source: Treasure Vault p. 185* +%% #compendium/src/pf2e/tv #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/fully-flighted-loag.md b/compendium/feats/fully-flighted-loag.md new file mode 100644 index 000000000..45e5e9511 --- /dev/null +++ b/compendium/feats/fully-flighted-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/strix +aliases: ["Fully Flighted"] +--- +# Fully Flighted *Feat 13* +[strix](rules/traits/strix-loag.md) + +- **Prerequisites**: [Juvenile Flight](compendium/feats/juvenile-flight-loag.md) + +You gain the effects of Juvenile Flight at all times, rather than just once per day for 10 minutes. This includes the status bonus to your Speed if you have Fledgling Flight. + +*Source: Lost Omens: Ancestry Guide p. 138* +%% #compendium/src/pf2e/loag #trait/strix %% \ No newline at end of file diff --git a/compendium/feats/fulminating-synergy-locg.md b/compendium/feats/fulminating-synergy-locg.md new file mode 100644 index 000000000..d3a10d5e9 --- /dev/null +++ b/compendium/feats/fulminating-synergy-locg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Fulminating Synergy"] +--- +# Fulminating Synergy *Feat 16* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dualistic Synergy](compendium/feats/dualistic-synergy-locg.md) + +When you draw upon your spells' synergy, you create a physical manifestation of their magical resonance and invoke it to harm a foe. When you use Dualistic Synergy, choose a damage type: acid, cold, electricity, or fire. In addition to Dualistic Synergy's normal effect, a foe within 30 feet of you takes an amount of damage of the chosen type equal to the spell's level. If the spell already deals damage of the chosen type, combine the damage before applying weaknesses and resistances. + +## Fulminating Synergy leads to... + +[Synergistic Spell](compendium/feats/synergistic-spell-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 105* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/fumesoul-loag.md b/compendium/feats/fumesoul-loag.md new file mode 100644 index 000000000..2073a2eed --- /dev/null +++ b/compendium/feats/fumesoul-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lineage +- trait/sylph +aliases: ["Fumesoul"] +--- +# Fumesoul *Feat 1* +[lineage](rules/traits/lineage-apg.md) [sylph](rules/traits/sylph-b2.md) + + +The air inside you asserts itself as a toxic miasma, inuring you to most poisons. You gain resistance to poison equal to half your level (minimum 1). + +*Source: Lost Omens: Ancestry Guide p. 115* +%% #compendium/src/pf2e/loag #trait/lineage #trait/sylph %% \ No newline at end of file diff --git a/compendium/feats/furious-vengeance-apg.md b/compendium/feats/furious-vengeance-apg.md new file mode 100644 index 000000000..aa7091cd9 --- /dev/null +++ b/compendium/feats/furious-vengeance-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +- trait/rage +aliases: ["Furious Vengeance"] +--- +# Furious Vengeance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Prerequisites**: fury instinct +- **Trigger** An enemy within your melee reach critically hits you with a melee [Strike](rules/actions/strike.md). +- **Activity** Reaction + +Your enemy's blow fuels your rage and provokes your immediate retaliation. Make a melee [Strike](rules/actions/strike.md) against the triggering enemy. + +*Source: Advanced Player's Guide p. 111* +%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/fused-polearm-som.md b/compendium/feats/fused-polearm-som.md new file mode 100644 index 000000000..5d4c6ccd7 --- /dev/null +++ b/compendium/feats/fused-polearm-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Fused Polearm"] +--- +# Fused Polearm *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Runelord Dedication](compendium/feats/runelord-dedication-som.md) +- **Requirements**: Your arcane bonded item is a polearm. + +During your daily preparations, you can magically fuse your arcane bonded weapon and a magical staff together into one item, with the staff making up the haft of the weapon. You prepare the staff at the same time you do this, and you can do this only with a staff you're able to prepare. This fusion lasts until the next time you make your daily preparations. + +While the two are fused, the weapon's haft takes on aesthetic aspects of the staff. + +*Source: Secrets of Magic p. 241* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/fused-staff-som.md b/compendium/feats/fused-staff-som.md new file mode 100644 index 000000000..09118a845 --- /dev/null +++ b/compendium/feats/fused-staff-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/arcane +- trait/magus +- trait/transmutation +aliases: ["Fused Staff"] +--- +# Fused Staff *Feat 8* +[arcane](rules/traits/arcane.md) [magus](rules/traits/magus-som.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) + +When you prepare a staff, you can hold it up to a weapon to merge the two items. You can switch the fused item's form from the weapon to the staff or vice versa as a single action, which has the [concentrate](rules/traits/concentrate.md) trait. When the item is in staff form, you can [Cast the Spells](rules/actions/cast-a-spell.md) from the staff and benefit from any other abilities the staff grants. The staff and the weapon share their fundamental runes, using whichever weapon potency and whichever striking rune is higher level. They don't share any other runes or specific abilities. + +You can [Cast Spells](rules/actions/cast-a-spell.md) from the staff as part of a [Spellstrike](rules/actions/spellstrike-som.md) even when the staff is in weapon form. Otherwise, you can't cast the staff's spells while it's in weapon form. + +The fusion lasts until your next daily preparations, though you can spend 10 minutes to separate the two items and meld the staff into a different weapon. + +The melding works for you alone. A different wielder can use the staff in its current form but can't transform it, get the benefit of the shared runes, or use its spells for a [Spellstrike](rules/actions/spellstrike-som.md) if it's in weapon form. + +*Source: Secrets of Magic p. 46* +%% #compendium/src/pf2e/som #trait/arcane #trait/magus #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/future-spell-learning-da.md b/compendium/feats/future-spell-learning-da.md new file mode 100644 index 000000000..95e435efc --- /dev/null +++ b/compendium/feats/future-spell-learning-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Future Spell Learning"] +--- +# Future Spell Learning *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) + +More future memories of time magic percolate back to the present, teaching you spells you've yet to learn. Add [behold the weave](compendium/spells/behold-the-weave-da.md), [cast into time](compendium/spells/cast-into-time-som.md), [haste](compendium/spells/haste.md), [loose time's arrow](compendium/spells/loose-times-arrow-da.md), [quicken time](compendium/spells/quicken-time-da.md), [slow](compendium/spells/slow.md), and [stagnate time](compendium/spells/stagnate-time-da.md) to your spell list. You can thus potentially learn these spells even if they aren't normally on your tradition's spell list. + +*Source: Dark Archive p. 185* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/ganzi-gaze-loag.md b/compendium/feats/ganzi-gaze-loag.md new file mode 100644 index 000000000..0a5836385 --- /dev/null +++ b/compendium/feats/ganzi-gaze-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ganzi +aliases: ["Ganzi Gaze"] +--- +# Ganzi Gaze *Feat 1* +[ganzi](rules/traits/ganzi-loag.md) + + +You have unusual sensory abilities passed down from your chaotic forebears. You gain [low-light vision](rules/abilities/low-light-vision.md). If you already have [low-light vision](rules/abilities/low-light-vision.md), you gain [darkvision](rules/abilities/darkvision.md) instead. + +**Special.** You can select this feat a second time to gain [darkvision](rules/abilities/darkvision.md) in addition to [low-light vision](rules/abilities/low-light-vision.md). + +*Source: Lost Omens: Ancestry Guide p. 97* +%% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/compendium/feats/gaping-flesh-loag.md b/compendium/feats/gaping-flesh-loag.md new file mode 100644 index 000000000..8e9cc9011 --- /dev/null +++ b/compendium/feats/gaping-flesh-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fleshwarp +aliases: ["Gaping Flesh"] +--- +# Gaping Flesh [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* +[fleshwarp](rules/traits/fleshwarp-loag.md) + +- **Frequency**: once per day +- **Trigger** A creature you are aware of damages you with a melee [Strike](rules/actions/strike.md). +- **Activity** Reaction + +Your wound yawns open, appalling your attacker. The attacker must succeed at a Fortitude saving throw against your class DC or spell DC, whichever is higher, or become [sickened](rules/conditions.md#Sickened) ([sickened](rules/conditions.md#Sickened) on a critical failure). It can't recover from the [sickened](rules/conditions.md#Sickened) condition while it's adjacent to you. + +*Source: Lost Omens: Ancestry Guide p. 93* +%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/compendium/feats/garden-path-aoa3.md b/compendium/feats/garden-path-aoa3.md new file mode 100644 index 000000000..ec4c8b5dd --- /dev/null +++ b/compendium/feats/garden-path-aoa3.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa3 +- trait/archetype +- trait/uncommon +aliases: ["Garden Path"] +--- +# Garden Path *Feat 8* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) + +You can guide your crop to move without notice. When you and any of your crop are [Avoiding Notice](rules/actions/avoid-notice.md), you can choose one member of your crop to temporarily gain the benefits of the [Quiet Allies](compendium/feats/quiet-allies.md) skill feat until the group is no longer [Avoiding Notice](rules/actions/avoid-notice.md). The group rolls two checks instead of one, using the higher die roll. This is a [fortune](rules/traits/fortune.md) effect. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* +%% #compendium/src/pf2e/aoa3 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/gardeners-resolve-ngd.md b/compendium/feats/gardeners-resolve-ngd.md new file mode 100644 index 000000000..4028f83b6 --- /dev/null +++ b/compendium/feats/gardeners-resolve-ngd.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ngd +- trait/archetype +- trait/vigilante +aliases: ["Gardener's Resolve"] +--- +# Gardener's Resolve [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) + +- **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners +- **Frequency**: once per day +- **Trigger** You roll a failure (but not a critical failure) on a Will save against a [fear](rules/traits/fear.md) effect. +- **Activity** Reaction + +The Gray Gardeners are known for having nerves of steel and an unbreakable resolve. When you would be overwhelmed by terror, you can draw upon this resolve to keep your composure and remain undaunted. You take mental damage equal to twice your level, and the saving throw is a success. + +*Source: Night of the Gray Death p. 65* +%% #compendium/src/pf2e/ngd #trait/archetype #trait/vigilante %% \ No newline at end of file diff --git a/compendium/feats/garuda-magic-loag.md b/compendium/feats/garuda-magic-loag.md new file mode 100644 index 000000000..9af6f1829 --- /dev/null +++ b/compendium/feats/garuda-magic-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aasimar +aliases: ["Garuda Magic"] +--- +# Garuda Magic *Feat 9* +[aasimar](rules/traits/aasimar-apg.md) + +- **Prerequisites**: [Plumekith](compendium/feats/plumekith-loag.md) + +You are descended from the wondrous garudas, and their keen senses manifest in your magical prowess. You can cast [blur](compendium/spells/blur.md) and [see invisibility](compendium/spells/see-invisibility.md) each once per day as 2nd-level divine innate spells. + +*Source: Lost Omens: Ancestry Guide p. 11* +%% #compendium/src/pf2e/loag #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/garudas-squall-loag.md b/compendium/feats/garudas-squall-loag.md new file mode 100644 index 000000000..625262558 --- /dev/null +++ b/compendium/feats/garudas-squall-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aasimar +- trait/lineage +aliases: ["Garuda's Squall"] +--- +# Garuda's Squall *Feat 5* +[aasimar](rules/traits/aasimar-apg.md) [lineage](rules/traits/lineage-apg.md) + +- **Prerequisites**: [Plumekith](compendium/feats/plumekith-loag.md) + +Garudas' marksmanship and magic are second nature to you. Whenever you critically hit using a bow, you apply the weapon's critical specialization effect. + +*Source: Lost Omens: Ancestry Guide p. 11* +%% #compendium/src/pf2e/loag #trait/aasimar #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/gaze-of-veracity-locg.md b/compendium/feats/gaze-of-veracity-locg.md new file mode 100644 index 000000000..35e204956 --- /dev/null +++ b/compendium/feats/gaze-of-veracity-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Gaze Of Veracity"] +--- +# Gaze Of Veracity *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md), ability to cast focus spells + +You can channel your mask's power to pierce through lies and see the truth in any situation. Increase the number of Focus Points in your focus pool by 1. While wearing your mask, you can cast the [glimpse the truth](compendium/spells/glimpse-the-truth.md) cleric domain spell as a divine focus spell. + +*Source: Lost Omens: Character Guide p. 85* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/gear-up-botd.md b/compendium/feats/gear-up-botd.md new file mode 100644 index 000000000..7ad7add91 --- /dev/null +++ b/compendium/feats/gear-up-botd.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Gear Up"] +--- +# Gear Up *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) + +Whether it's wooden stakes, [holy water](compendium/equipment/items/holy-water.md), or more unusual tools, you always have just the right thing to handle an undead's unusual weaknesses and vulnerabilities. You gain the [Prescient Planner](compendium/feats/prescient-planner-apg.md) and [Prescient Consumable](compendium/feats/prescient-consumable-apg.md) feats. When using Prescient Planner specifically to pull out an item you need to deal with an undead's weakness or vulnerability, you can pull out the item as a 2-action activity to remove your backpack (or similar container) and draw the item, rather than taking 1 minute. If you have the [Hunter's Sanctum](compendium/feats/hunters-sanctum-botd.md) feat, you keep your sanctum well stocked with the basics and can spend 1 hour in your sanctum refreshing your supplies in order to meet the requirements for Prescient Planner, even if you haven't been able to purchase goods. + +*Source: Book of the Dead p. 29* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/geckos-grip-locg.md b/compendium/feats/geckos-grip-locg.md new file mode 100644 index 000000000..904e2c104 --- /dev/null +++ b/compendium/feats/geckos-grip-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/lizardfolk +aliases: ["Gecko's Grip"] +--- +# Gecko's Grip *Feat 5* +[lizardfolk](rules/traits/lizardfolk-b1.md) + +- **Prerequisites**: cliffscale lizardfolk + +You stick to walls with a preternatural grip. You gain a climb Speed of 15 feet. + +*Source: Lost Omens: Character Guide p. 59* +%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/gemsoul-loag.md b/compendium/feats/gemsoul-loag.md new file mode 100644 index 000000000..d02105894 --- /dev/null +++ b/compendium/feats/gemsoul-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lineage +- trait/oread +aliases: ["Gemsoul"] +--- +# Gemsoul *Feat 1* +[lineage](rules/traits/lineage-apg.md) [oread](rules/traits/oread-b2.md) + + +The earth inside you asserts itself as crystallized gemstones or metals, like a cluster of quartz or veins of iron and gold. This shimmering presence inside your being inspires you to flashy and flamboyant performances. You gain the trained proficiency rank in [Performance](compendium/skills.md#Performance). If you would automatically become trained in [Performance](compendium/skills.md#Performance) (from your background or class, for example), you instead become trained in a skill of your choice. You gain the [Impressive Performance](compendium/feats/impressive-performance.md) skill feat. + +*Source: Lost Omens: Ancestry Guide p. 107* +%% #compendium/src/pf2e/loag #trait/lineage #trait/oread %% \ No newline at end of file diff --git a/compendium/feats/genie-weapon-expertise-loag.md b/compendium/feats/genie-weapon-expertise-loag.md new file mode 100644 index 000000000..6168fe044 --- /dev/null +++ b/compendium/feats/genie-weapon-expertise-loag.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ifrit +- trait/oread +- trait/suli +- trait/sylph +- trait/undine +aliases: ["Genie Weapon Expertise"] +--- +# Genie Weapon Expertise *Feat 13* +[ifrit](rules/traits/ifrit-b2.md) [oread](rules/traits/oread-b2.md) [suli](rules/traits/suli-b2.md) [sylph](rules/traits/sylph-b2.md) [undine](rules/traits/undine-b2.md) + +- **Prerequisites**: [Genie Weapon Familiarity](compendium/feats/genie-weapon-familiarity-loag.md) + +Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in [falchions](compendium/equipment/items/falchion.md), [ranseurs](compendium/equipment/items/ranseur.md), [scimitars](compendium/equipment/items/scimitar.md), [tridents](compendium/equipment/items/trident.md), and all geniekin weapons in which you are trained. + +*Source: Lost Omens: Ancestry Guide p. 100* +%% #compendium/src/pf2e/loag #trait/ifrit #trait/oread #trait/suli #trait/sylph #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/genie-weapon-familiarity-loag.md b/compendium/feats/genie-weapon-familiarity-loag.md new file mode 100644 index 000000000..bd8fda515 --- /dev/null +++ b/compendium/feats/genie-weapon-familiarity-loag.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ifrit +- trait/oread +- trait/suli +- trait/sylph +- trait/undine +aliases: ["Genie Weapon Familiarity"] +--- +# Genie Weapon Familiarity *Feat 1* +[ifrit](rules/traits/ifrit-b2.md) [oread](rules/traits/oread-b2.md) [suli](rules/traits/suli-b2.md) [sylph](rules/traits/sylph-b2.md) [undine](rules/traits/undine-b2.md) + + +You've trained with weapons used by your genie ancestors. You are trained with [falchions](compendium/equipment/items/falchion.md), [ranseurs](compendium/equipment/items/ranseur.md), [scimitars](compendium/equipment/items/scimitar.md), and [tridents](compendium/equipment/items/trident.md). In addition, you gain access to all uncommon geniekin weapons. For the purpose of determining your proficiency, martial geniekin weapons are simple weapons and advanced geniekin weapons are martial weapons. + +## Genie Weapon Familiarity leads to... + +[Genie Weapon Expertise](compendium/feats/genie-weapon-expertise-loag.md), [Genie Weapon Flourish](compendium/feats/genie-weapon-flourish-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 100* +%% #compendium/src/pf2e/loag #trait/ifrit #trait/oread #trait/suli #trait/sylph #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/genie-weapon-flourish-loag.md b/compendium/feats/genie-weapon-flourish-loag.md new file mode 100644 index 000000000..f7df2c985 --- /dev/null +++ b/compendium/feats/genie-weapon-flourish-loag.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ifrit +- trait/oread +- trait/suli +- trait/sylph +- trait/undine +aliases: ["Genie Weapon Flourish"] +--- +# Genie Weapon Flourish *Feat 5* +[ifrit](rules/traits/ifrit-b2.md) [oread](rules/traits/oread-b2.md) [suli](rules/traits/suli-b2.md) [sylph](rules/traits/sylph-b2.md) [undine](rules/traits/undine-b2.md) + +- **Prerequisites**: [Genie Weapon Familiarity](compendium/feats/genie-weapon-familiarity-loag.md) + +Whenever you critically hit using a [falchion](compendium/equipment/items/falchion.md), [ranseur](compendium/equipment/items/ranseur.md), [scimitar](compendium/equipment/items/scimitar.md), [trident](compendium/equipment/items/trident.md), or a geniekin weapon, you apply the weapon's critical specialization effect. + +*Source: Lost Omens: Ancestry Guide p. 100* +%% #compendium/src/pf2e/loag #trait/ifrit #trait/oread #trait/suli #trait/sylph #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/geomancer-dedication-som.md b/compendium/feats/geomancer-dedication-som.md new file mode 100644 index 000000000..a572f63e8 --- /dev/null +++ b/compendium/feats/geomancer-dedication-som.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +- trait/dedication +aliases: ["Geomancer Dedication"] +--- +# Geomancer Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Nature](compendium/skills.md#Nature); ability to cast spells from spell slots; at least one spell with the [air](rules/traits/air.md), [cold](rules/traits/cold.md), [earth](rules/traits/earth.md), [fire](rules/traits/fire.md), [plant](rules/traits/plant.md), or [water](rules/traits/water.md) trait + +You feel a deep connection to the world no matter where you are, a phenomenon known as "terrain attunement." When you expend a spell slot to cast a spell with a trait that corresponds to the type of terrain you are currently in (as listed below), you gain the terrain attunement effect for that type of terrain. The GM might determine an attunement applies as long as it's prevalent enough around you. For instance, you might be in aquatic terrain on a riverbank or on a boat. Similarly, one place might count as multiple types of terrain, such as a mountain in the far north being both arctic and mountain. In this case, you choose only one terrain attunement effect, even if the spell has traits that would apply to each terrain type. + +Certain terrain attunements affect your enemies instead of you. If they do, when you cast the spell you apply the listed effect to all enemies who are either adjacent to you, in the area of the spell, or targeted by the spell. These enemies receive the listed saving throw against your spell DC to attempt to avoid the effect. + +- **Aquatic** ([water](rules/traits/water.md)) You ride the currents of water. If you're in the water, you gain a swim Speed equal to your land Speed. If you're on a surface, temporary waves of water follow your movements, allowing you to use your swim Speed—if you have one—as your land Speed. +- **Arctic** ([cold](rules/traits/cold.md)) Arctic rime covers your foes' bodies. Enemies must attempt a Fortitude save. They take a –5-foot status penalty to their Speeds for 2 rounds (–10-foot on a critical failure). +- **Desert** ([fire](rules/traits/fire.md)) The scorching heat of the desert dehydrates your foes. Enemies must attempt a Fortitude save. On a failure, they're [fatigued](rules/conditions.md#Fatigued) until they drink water or another potable liquid. +- **Forest** ([plant](rules/traits/plant.md)) Branches and vines reach out to get in your foes' way. Enemies must attempt a Reflex save. On a failure, they become [clumsy](rules/conditions.md#Clumsy) for 1 round ([clumsy](rules/conditions.md#Clumsy) on a critical failure). +- **Mountain** ([earth](rules/traits/earth.md)) The rugged endurance of the mountain protects you from harm. You gain resistance to physical damage (except adamantine) equal to the spell level for 1 round. +- **Plains** ([plant](rules/traits/plant.md)) The growing fields and pulsing vitality of the plains provide you vigor. You gain temporary Hit Points equal to the spell level for 1 round. +- **Sky** ([air](rules/traits/air.md)) A gust of wind carries you aloft. You can [Fly](rules/actions/fly.md) up to 10 feet. If you're in the air at the end of the turn and don't have a fly Speed, you fall. +- **Swamp** ([plant](rules/traits/plant.md)) Your magic draws in noxious swamp gas to fumigate your foes. Affected foes take [persistent poison damage](rules/conditions.md#Persistent%20Damage) equal to half the spell's level (minimum 1 damage) with a basic Fortitude save. +- **Underground** ([earth](rules/traits/earth.md)) The endless darkness of the cavern depths opens up its secrets to your senses. For 1 round, you gain [darkvision](rules/abilities/darkvision.md) as well as imprecise [tremorsense](rules/abilities/tremorsense.md) out to 15 feet. + +**Special.** You can't select another dedication feat until you've gained two other feats from the geomancer archetype. + +## Geomancer Dedication leads to... + +[Attuned Stride](compendium/feats/attuned-stride-som.md), [Attunement Shift](compendium/feats/attunement-shift-som.md), [Draw From The Land](compendium/feats/draw-from-the-land-som.md), [Quickened Attunement](compendium/feats/quickened-attunement-som.md), [Read The Land](compendium/feats/read-the-land-som.md), [Rough Terrain Stance](compendium/feats/rough-terrain-stance-som.md), [Shifting Terrain](compendium/feats/shifting-terrain-som.md), [Shared Attunement](compendium/feats/shared-attunement-som.md), [Terrain Shield](compendium/feats/terrain-shield-som.md) + +## Summary + +*Source: Secrets of Magic p. 212* +%% #compendium/src/pf2e/som #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/ghoran-lore-loil.md b/compendium/feats/ghoran-lore-loil.md new file mode 100644 index 000000000..05e23677c --- /dev/null +++ b/compendium/feats/ghoran-lore-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/ghoran +aliases: ["Ghoran Lore"] +--- +# Ghoran Lore *Feat 1* +[ghoran](rules/traits/ghoran-loil.md) + + +The very first memories ghorans have are those of their creation, and even after thousands of years, those memories have never faded for you. You become trained in [Arcana](compendium/skills.md#Arcana) and [Nature](compendium/skills.md#Nature). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Ghoran Lore](compendium/skills.md#Lore). + +*Source: Lost Omens: Impossible Lands p. 37* +%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/compendium/feats/ghoran-weapon-expertise-loil.md b/compendium/feats/ghoran-weapon-expertise-loil.md new file mode 100644 index 000000000..523cd6733 --- /dev/null +++ b/compendium/feats/ghoran-weapon-expertise-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/ghoran +aliases: ["Ghoran Weapon Expertise"] +--- +# Ghoran Weapon Expertise *Feat 13* +[ghoran](rules/traits/ghoran-loil.md) + +- **Prerequisites**: Ghoran Weapon Familiarity + +It's as if you've been training for a thousand years. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the glaive, greatclub, hatchet, scythe, sickle, and ghoran weapons in which you're trained. + +*Source: Lost Omens: Impossible Lands p. 39* +%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/compendium/feats/ghoran-weapon-familiarity-loil.md b/compendium/feats/ghoran-weapon-familiarity-loil.md new file mode 100644 index 000000000..6cc6b2617 --- /dev/null +++ b/compendium/feats/ghoran-weapon-familiarity-loil.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/ghoran +aliases: ["Ghoran Weapon Familiarity"] +--- +# Ghoran Weapon Familiarity *Feat 1* +[ghoran](rules/traits/ghoran-loil.md) + + +Over the course of your long, long existence, you've had a chance to practice with traditional ghoran weapons. You're trained with the glaive, greatclub, hatchet, scythe, and sickle. In addition, you gain access to all uncommon ghoran weapons. + +For the purpose of determining your proficiency, martial ghoran weapons are simple weapons and advanced ghoran weapons are martial weapons. + +*Source: Lost Omens: Impossible Lands p. 37* +%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/compendium/feats/ghoran-weapon-practice-loil.md b/compendium/feats/ghoran-weapon-practice-loil.md new file mode 100644 index 000000000..adf69bad9 --- /dev/null +++ b/compendium/feats/ghoran-weapon-practice-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/ghoran +aliases: ["Ghoran Weapon Practice"] +--- +# Ghoran Weapon Practice *Feat 5* +[ghoran](rules/traits/ghoran-loil.md) + +- **Prerequisites**: Ghoran Weapon Familiarity + +With plenty of practice, the memories of previous fights from previous lives come flooding back. Whenever you critically hit using a glaive, greatclub, hatchet, scythe, sickle, or ghoran weapon, you apply the weapon's critical specialization effect. + +*Source: Lost Omens: Impossible Lands p. 38* +%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/compendium/feats/ghorans-wrath-loil.md b/compendium/feats/ghorans-wrath-loil.md new file mode 100644 index 000000000..979adf729 --- /dev/null +++ b/compendium/feats/ghorans-wrath-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/ghoran +aliases: ["Ghoran's Wrath"] +--- +# Ghoran's Wrath *Feat 17* +[ghoran](rules/traits/ghoran-loil.md) + + +You have such a strong connection to the natural world that you can inspire it to attack at those who threaten you. You can cast nature's reprisal (Secrets of Magic 117) once per hour as a primal innate spell. + +*Source: Lost Omens: Impossible Lands p. 39* +%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/compendium/feats/ghost-blade-da.md b/compendium/feats/ghost-blade-da.md new file mode 100644 index 000000000..22a3bc884 --- /dev/null +++ b/compendium/feats/ghost-blade-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/concentrate +aliases: ["Ghost Blade"] +--- +# Ghost Blade [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) + +- **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) +- **Frequency**: once per hour +- **Activity** Single Action + +You alter your weapon's phase so it can more easily strike incorporeal creatures. Your mind weapon gains the effects of a [ghost touch](compendium/equipment/items/ghost-touch.md) property rune for 1 minute. + +*Source: Dark Archive p. 205* +%% #compendium/src/pf2e/da #trait/archetype #trait/concentrate %% \ No newline at end of file diff --git a/compendium/feats/ghost-dedication-botd.md b/compendium/feats/ghost-dedication-botd.md new file mode 100644 index 000000000..f31cb6238 --- /dev/null +++ b/compendium/feats/ghost-dedication-botd.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/dedication +- trait/rare +aliases: ["Ghost Dedication"] +--- +# Ghost Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: You died and returned as a ghost. + +You have risen as a shell of your former self, a spirit of mist and anguish. You gain the ghost, [spirit](rules/traits/spirit.md), and [undead](rules/traits/undead.md) traits, and the basic undead benefits (page 44). Your undead craving is to settle your unfinished business. You also gain the [incorporeal](rules/traits/incorporeal-b1.md) trait, as described on page 218, except you can't pass through solid objects unless you select the [Pass Through](compendium/feats/pass-through-botd.md) feat. Being a ghost has the following major effects. + +- **Floating** You can float but are still tethered to the ground. Replace your land Speed with an equal fly Speed. You can't rise more than a few inches above the ground when you [Fly](rules/actions/fly.md). This means you can move above many types of difficult or hazardous terrain without moving slowly or being damaged, even though you can't fly without limit. You can [Leap](rules/actions/leap.md), [High Jump](rules/actions/high-jump.md), [Long Jump](rules/actions/long-jump.md), and take similar actions, and use your fly Speed for any calculations that would normally require your land Speed. +- **Items** You can transmute physical items to make them part of your incorporeal form. This requires spending 10 minutes with the items within reach, during which you transform the items into part of your form; you can return items you already have incorporated to a corporeal state at the same time. The items retain all their runes and other abilities, need to be invested normally if they have the [invested](rules/traits/invested.md) trait, and need to be worn, held, or stowed appropriately. Once you've incorporated the items, you and other incorporeal creatures can use them normally—you can [Interact](rules/actions/interact.md) with them, [Release](rules/actions/release.md) them, and so on. Your incorporated weapons gain the benefits of the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune, allowing you to use them normally against both corporeal and incorporeal creatures. Incorporated items become corporeal again only if you transmute them back or are destroyed, in which case, they drop to the ground under you. +- **Attacks** Your unarmed attacks become magical and deal negative damage instead of their normal type. +- **Strength** Unlike most incorporeal creatures, your Strength modifier is not –5; you keep the same Strength score you had before you became a ghost, though you can only attempt Strength-based skill checks—typically [Athletics](compendium/skills.md#Athletics) checks—against other incorporeal creatures, as normal for an incorporeal creature. Against incorporeal creatures, use your Strength normally to determine the results of [Athletics](compendium/skills.md#Athletics) checks, [Strikes](rules/actions/strike.md) with melee weapons, and any other checks or damage rolls dependent on Strength. +- **Ties that Bind** When you become a ghost, work with your GM to choose a bound site and unfinished business, both of which matter for your character's story, as well as some ghost archetype feats. Your bound site tethers you to the physical world and is typically either a location important to you in life or the place where you died. Unfinished business keeps you from passing to the afterlife. If someone resolves your unfinished business, you decide whether to accept the change and pass on, or to fight it. If you pass on, you get a few minutes to say your goodbyes, and then move into the River of Souls and the afterlife. Your character ceases to be. If you fight the change, you remain, though you and the GM might determine a new unfinished business. If you are physically destroyed, you cease your existence as a ghost but still might not be able to pass on to the afterlife if your unfinished business is incomplete. In this liminal state, you might come across strange energies and become another sort of creature, or anchor to a summoner and become an eidolon. + +## Ghost Dedication leads to... + +[Frightful Moan](compendium/feats/frightful-moan-botd.md), [Ghostly Resistance](compendium/feats/ghostly-resistance-botd.md), [Ghostly Grasp](compendium/feats/ghostly-grasp-botd.md), [Ghost Flight](compendium/feats/ghost-flight-botd.md), [Unlimited Ghost Flight](compendium/feats/unlimited-ghost-flight-botd.md), [Pass Through](compendium/feats/pass-through-botd.md), [Rejuvenation](compendium/feats/rejuvenation-botd.md) + +## Summary + +*Source: Book of the Dead p. 46* +%% #compendium/src/pf2e/botd #trait/archetype #trait/dedication #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/ghost-eater-dedication-frp1.md b/compendium/feats/ghost-eater-dedication-frp1.md new file mode 100644 index 000000000..e2961e7fa --- /dev/null +++ b/compendium/feats/ghost-eater-dedication-frp1.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp1 +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Ghost Eater Dedication"] +--- +# Ghost Eater Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) + +You have trained as a ghost eater, a hunter specialized in the destruction of spirits. You know how to channel your own spiritual energy to harm spirits. Your weapon and unarmed attack [Strikes](rules/actions/strike.md) become magical. Against incorporeal creatures, they also gain the effects of a [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. + +**Special.** You cannot select another dedication feat until you have gained two other feats from this archetype. + +## Ghost Eater Dedication leads to... + +[Cross The Threshold](compendium/feats/cross-the-threshold-frp1.md), [Disrupting Strikes](compendium/feats/disrupting-strikes-frp1.md), [Reach Beyond](compendium/feats/reach-beyond-frp1.md) + +## Summary + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 79* +%% #compendium/src/pf2e/frp1 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/ghost-flight-botd.md b/compendium/feats/ghost-flight-botd.md new file mode 100644 index 000000000..b504aa4c3 --- /dev/null +++ b/compendium/feats/ghost-flight-botd.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Ghost Flight"] +--- +# Ghost Flight [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) +- **Frequency**: once per day +- **Activity** Two-Action + +You can suppress your tether to the ground, overcoming your resistance to fly free. For 10 minutes, your fly Speed doesn't restrict you to only a few inches off the ground, allowing you to travel to any height you choose. + +## Ghost Flight leads to... + +[Unlimited Ghost Flight](compendium/feats/unlimited-ghost-flight-botd.md) + +## Summary + +*Source: Book of the Dead p. 47* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/ghost-hunter-apg.md b/compendium/feats/ghost-hunter-apg.md new file mode 100644 index 000000000..893c6c58f --- /dev/null +++ b/compendium/feats/ghost-hunter-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/duskwalker +aliases: ["Ghost Hunter"] +--- +# Ghost Hunter *Feat 1* +[duskwalker](rules/traits/duskwalker-apg.md) + + +Your connection to the Boneyard ensures that your blows strike true against spectral beings. Your weapon and unarmed attack [Strikes](rules/actions/strike.md) against incorporeal creatures become magical. If they are already magical, they instead gain the effects of a [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. + +*Source: Advanced Player's Guide p. 38* +%% #compendium/src/pf2e/apg #trait/duskwalker %% \ No newline at end of file diff --git a/compendium/feats/ghost-hunter-dedication-av1.md b/compendium/feats/ghost-hunter-dedication-av1.md new file mode 100644 index 000000000..f7083453e --- /dev/null +++ b/compendium/feats/ghost-hunter-dedication-av1.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/av1 +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Ghost Hunter Dedication"] +--- +# Ghost Hunter Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Trained in [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) + +You have focused your training on hunting and defeating ghosts, spirits, and all manner of haunts. [Pick Spirit Lore](compendium/skills.md#Lore) or [Haunt Lore](compendium/skills.md#Lore); you become trained in this skill. If you were already trained in both skills, you become trained in a new [Lore](compendium/skills.md#Lore) skill of your choice. + +Choose two cantrips from the occult spell list. Each cantrip must have the divination, [enchantment](rules/traits/enchantment.md), or [necromancy](rules/traits/necromancy.md) trait. You can cast these spells as innate occult spells. You gain access to the [Cast a Spell](rules/actions/cast-a-spell.md) activity if you didn't have it already. + +You're trained in occult spell attack rolls and spell DCs. You can usually replace material components with somatic components, so you don't need a spell component pouch. Your key spellcasting ability for these spells is Charisma. + +**Special.** You can't select another dedication feat until you have gained two other feats from the ghost hunter archetype. + +## Ghost Hunter Dedication leads to... + +[Ghost Strike](compendium/feats/ghost-strike-av1.md), [Grave's Voice](compendium/feats/graves-voice-av1.md), [Investigate Haunting](compendium/feats/investigate-haunting-av1.md), [Peer Beyond](compendium/feats/peer-beyond-av1.md), [Spirit Spells](compendium/feats/spirit-spells-av1.md) + +## Summary + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* +%% #compendium/src/pf2e/av1 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/ghost-strike-av1.md b/compendium/feats/ghost-strike-av1.md new file mode 100644 index 000000000..4a221f4b3 --- /dev/null +++ b/compendium/feats/ghost-strike-av1.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/av1 +- trait/archetype +aliases: ["Ghost Strike"] +--- +# Ghost Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) +- **Activity** Two-Action + +Once per day, you can infuse a weapon you are carrying with magical energies that allow it to strike true against incorporeal undead. The weapon gains the effects of the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune for 10 minutes. + +At 10th level, you can apply this effect to two weapons instead of one. + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* +%% #compendium/src/pf2e/av1 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/ghost-wrangler-lokl.md b/compendium/feats/ghost-wrangler-lokl.md new file mode 100644 index 000000000..b9c58f819 --- /dev/null +++ b/compendium/feats/ghost-wrangler-lokl.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/barbarian +- trait/divine +- trait/instinct +- trait/necromancy +- trait/rage +- trait/uncommon +aliases: ["Ghost Wrangler"] +--- +# Ghost Wrangler [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[barbarian](rules/traits/barbarian.md) [divine](rules/traits/divine.md) [instinct](rules/traits/instinct.md) [necromancy](rules/traits/necromancy.md) [rage](rules/traits/rage.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Knights of Lastwall have access to this feat. +- **Prerequisites**: spirit instinct +- **Activity** Single Action + +Spirits around you coalesce upon your fists, enabling you to seize and harm other ghosts and spirits. Until the beginning of your next turn, your fists gain the effects of the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune, and you can make Strength-based skill checks against incorporeal creatures. + +*Source: Lost Omens: Knights of Lastwall p. 83* +%% #compendium/src/pf2e/lokl #trait/barbarian #trait/divine #trait/instinct #trait/necromancy #trait/rage #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/ghostly-grasp-botd.md b/compendium/feats/ghostly-grasp-botd.md new file mode 100644 index 000000000..0a43187fa --- /dev/null +++ b/compendium/feats/ghostly-grasp-botd.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Ghostly Grasp"] +--- +# Ghostly Grasp *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) + +Your control over your ghostly form grows. You gain the advanced undead benefits (page 44) and can interact with physical objects, with limits. You can attempt Strength-based skill checks against physical creatures and objects. You can [Interact](rules/actions/interact.md) with physical objects, but the action has no effect unless you succeed at a DC 20 [Athletics](compendium/skills.md#Athletics) or DC 20 [Thievery](compendium/skills.md#Thievery) check. + +*Source: Book of the Dead p. 47* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/ghostly-grasp-da.md b/compendium/feats/ghostly-grasp-da.md new file mode 100644 index 000000000..d5926e70f --- /dev/null +++ b/compendium/feats/ghostly-grasp-da.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/deviant +- trait/evocation +- trait/magical +- trait/rare +aliases: ["Ghostly Grasp"] +--- +# Ghostly Grasp [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[deviant](rules/traits/deviant-da.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Activity** Single Action + +An [invisible](rules/conditions.md#Invisible) arm extends from you to grab and manipulate objects. The arm reaches up to 15 feet, grabs an unattended object of 1 Bulk or less, and immediately deposits it in one of your free hands or at your feet. Alternatively, it reaches up to 15 feet and performs a simple [Interact](rules/actions/interact.md) action like pushing o p e n a window, though it can't perform actions that require significant mechanical dexterity. For every 5 levels you have, the amount the hand can lift increases by 1 Bulk, and the arm's range increases by 15 feet. Being ghostly, the arm can affect ghosts, spirits, and other incorporeal entities, though in most cases, you need an awakening for this to be useful. + +**Awakening** Your [invisible](rules/conditions.md#Invisible) arm can grab on to an unsuspecting target. You can modify the power's target to be 1 creature within range. You make an attack roll against the creature's Fortitude DC and add the [attack](rules/traits/attack.md) trait to the action. On a success, the target is [grabbed](rules/conditions.md#Grabbed) by the arm (or [restrained](rules/conditions.md#Restrained) on a critical success). This lasts for 1 round or until the creature Escapes. + +**Awakening** You summon additional ghostly arms that entwine together to push targets. You can modify the power's target to be 1 creature within range. You make an attack roll against the creature's Fortitude DC and add the [attack](rules/traits/attack.md) trait to the action. On a success, you can move the target 5 feet in any direction (10 feet on a critical success). + +*Source: Dark Archive p. 78* +%% #compendium/src/pf2e/da #trait/deviant #trait/evocation #trait/magical #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/ghostly-resistance-botd.md b/compendium/feats/ghostly-resistance-botd.md new file mode 100644 index 000000000..cfdbc80cf --- /dev/null +++ b/compendium/feats/ghostly-resistance-botd.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Ghostly Resistance"] +--- +# Ghostly Resistance *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) + +Your ghostly form becomes innately weaker but also gains resistance to many forms of damage. Your maximum HP is reduced by your level. You gain resistance 1 to all damage except for force, positive, and any damage done by a weapon with the [ghost touch](compendium/equipment/items/ghost-touch.md) rune (or any other source that acts like a [ghost touch](compendium/equipment/items/ghost-touch.md) rune). This resistance increases to 2 if the source is non-magical. + +At 10th level, the resistance increases to 2, or 4 if the source is non-magical. At 16th level, the resistance increases to 3, or 5 if the source is non-magical. + +*Source: Book of the Dead p. 47* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/ghoul-dedication-botd.md b/compendium/feats/ghoul-dedication-botd.md new file mode 100644 index 000000000..2cdd6f3a9 --- /dev/null +++ b/compendium/feats/ghoul-dedication-botd.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/dedication +- trait/rare +aliases: ["Ghoul Dedication"] +--- +# Ghoul Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: You were killed by b1. + +You have succumbed to b1, dying and returning as a ghoul, an undead cursed with a never-ending hunger for dead flesh that slowly overrides your reason and willpower until you would do anything for the meal you crave. In addition to the personality changes, your body changes as well. Your ears become pointed, and your skin grows blueish and pale. + +Your fingernails sharpen into claws; your teeth become razor sharp, ready to tear flesh off the bone; and your tongue grows long and pointed. + +You gain the [ghoul](rules/traits/ghoul-b1.md) and [undead](rules/traits/undead.md) traits and the basic undead benefits (page 44). Your undead craving is for the flesh of dead creatures; freshly dead corpses from sapient creatures fulfill your cravings much more than non-sapient or rotted corpses, but any dead creature can stave off the hunger for at least a little while. You gain two unarmed attacks in the brawling weapon group. The first unarmed attack is a claw that deals `1d4` slashing damage with the [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) traits, and the second unarmed attack is a set of jaws that deal `1d6` piercing damage and have the [finesse](rules/traits/finesse.md) trait. + +You gain the Consume Flesh action (see below). Satisfying your craving is difficult. Consuming Flesh temporarily satiates you. Many ghoul feats have extra abilities or functions that can be used when you are satiated, though using those abilities also causes you to lose your satiated status. You can always Consume Flesh, but eating more than a normal amount has no further effect; a ghoul's hunger is satiated, or it is not. + +```ad-embed-ability +title: Consume Flesh [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[manipulate](rules/traits/manipulate.md) + +- **Requirements**: You are adjacent to the corpse of a Small or larger creature that died in the last hour + +**Effect** You devour a chunk of the corpse. You become satiated for 1 hour. +%% #trait/manipulate %% +``` + +**Special.** You can't select another dedication feat until you have gained two other feats from the ghoul archetype. + +## Ghoul Dedication leads to... + +[Replenishing Consumption](compendium/feats/replenishing-consumption-botd.md), [Swift Leap](compendium/feats/swift-leap-botd.md), [Feverish Enzymes](compendium/feats/feverish-enzymes-botd.md), [Paralyzing Slash](compendium/feats/paralyzing-slash-botd.md), [Grave Strength](compendium/feats/grave-strength-botd.md), [Sickening Bite](compendium/feats/sickening-bite-botd.md), [Glutton for Flesh](compendium/feats/glutton-for-flesh-botd.md), [Corpse Stench](compendium/feats/corpse-stench-botd.md) + +## Summary + +*Source: Book of the Dead p. 48* +%% #compendium/src/pf2e/botd #trait/archetype #trait/dedication #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/giant-snare-apg.md b/compendium/feats/giant-snare-apg.md new file mode 100644 index 000000000..22418d5cb --- /dev/null +++ b/compendium/feats/giant-snare-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Giant Snare"] +--- +# Giant Snare *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Snarecrafter Dedication](compendium/feats/snarecrafter-dedication-apg.md) + +You can create bigger snares for quick deployment, making it more likely for a creature to walk into your snares. + +When you prepare snares for quick deployment, you can prepare some of them as giant snares. A giant snare takes up a 10-foot-by-10-foot area but costs two of your quick deployment snares. A giant snare can trigger from a creature entering any portion of its area, and all its effects apply over the full area. + +*Source: Advanced Player's Guide p. 194* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/gift-of-the-hoard-da.md b/compendium/feats/gift-of-the-hoard-da.md new file mode 100644 index 000000000..0ac066b6b --- /dev/null +++ b/compendium/feats/gift-of-the-hoard-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/aftermath +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Gift of the Hoard"] +--- +# Gift of the Hoard *Feat 10* +[aftermath](rules/traits/aftermath-da.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: You have succeeded at an important task given by a dragon, such as procuring a special treasure for their hoard. + +In pleasing the cravings of a mighty dragon, they have deigned to impart some of their magical essence into your body. Your eyes begin to glow and change color while your limbs and neck grow a veneer of scales, all the same color as the associated dragon, accompanied by a near-insatiable desire to amass a hoard of your own. You gain the dragon breath sorcerer bloodline spell, emulating the breath of the associated dragon, and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1. You [Refocus](rules/actions/refocus.md) by counting and arranging your treasure. + +*Source: Dark Archive p. 56* +%% #compendium/src/pf2e/da #trait/aftermath #trait/magical #trait/rare #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/gift-of-the-moon-loag.md b/compendium/feats/gift-of-the-moon-loag.md new file mode 100644 index 000000000..bb1009814 --- /dev/null +++ b/compendium/feats/gift-of-the-moon-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/beastkin +aliases: ["Gift Of The Moon"] +--- +# Gift Of The Moon *Feat 13* +[beastkin](rules/traits/beastkin-loag.md) + + +You can share your power with others, but they can't escape the werecreature's curse as easily as you can. You can cast a 5th-level [moon frenzy](compendium/spells/moon-frenzy.md) as a primal innate spell once per day. At 15th level, you cast a 6th-level [moon frenzy](compendium/spells/moon-frenzy.md) instead. At 17th level, your 6th-level [moon frenzy](compendium/spells/moon-frenzy.md) grants its standard effects, except the temporary Hit Points increase to 15 and the silver weakness increases to 15. At 20th level, you cast a 10th-level [moon frenzy](compendium/spells/moon-frenzy.md) instead. + +The spell uses your class DC or spell DC, whichever is higher. + +*Source: Lost Omens: Ancestry Guide p. 82* +%% #compendium/src/pf2e/loag #trait/beastkin %% \ No newline at end of file diff --git a/compendium/feats/gladiator-dedication-apg.md b/compendium/feats/gladiator-dedication-apg.md new file mode 100644 index 000000000..b60a3ce94 --- /dev/null +++ b/compendium/feats/gladiator-dedication-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Gladiator Dedication"] +--- +# Gladiator Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: [Impressive Performance](compendium/feats/impressive-performance.md) + +You know how to turn combat into a form of entertainment. You become trained in [Gladiatorial Lore](compendium/skills.md#Lore); if already trained in [Gladiatorial Lore](compendium/skills.md#Lore), you instead become trained in another [Lore](compendium/skills.md#Lore) skill of your choice. + +At the start of a combat encounter, if you have spectators, you gain a number of temporary HP equal to your character level for 1 minute and you can roll [Performance](compendium/skills.md#Performance) for your initiative. + +**Special.** You can't select another dedication feat until you have gained two other feats from the gladiator archetype. + +## Gladiator Dedication leads to... + +[Fancy Moves](compendium/feats/fancy-moves-apg.md), [Performative Weapons Training](compendium/feats/performative-weapons-training-apg.md), [Play To The Crowd](compendium/feats/play-to-the-crowd-apg.md), [Call Your Shot](compendium/feats/call-your-shot-apg.md), [Stage Fighting](compendium/feats/stage-fighting-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 175* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/glamour-loil.md b/compendium/feats/glamour-loil.md new file mode 100644 index 000000000..144587bf0 --- /dev/null +++ b/compendium/feats/glamour-loil.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/rare +aliases: ["Glamour"] +--- +# Glamour *Feat 13* +[rare](rules/traits/rare.md) + +- **Prerequisites**: [Fey Influence](compendium/feats/fey-influence-loil.md) + +You unlock a new level of fey power and can manipulate the perceptions of others using a font of First World magic. You gain the [fey glamour](compendium/spells/fey-glamour.md) focus spell (Pathfinder Core Rulebook 404) as a primal spell that doesn't have the [sorcerer](rules/traits/sorcerer.md) trait. If you don't already have a focus pool, you gain a focus pool of 1 Focus Point. + +**Special.** This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.). + +*Source: Lost Omens: Impossible Lands p. 128* +%% #compendium/src/pf2e/loil #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/glass-skin-ooa3.md b/compendium/feats/glass-skin-ooa3.md new file mode 100644 index 000000000..73809cd8f --- /dev/null +++ b/compendium/feats/glass-skin-ooa3.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ooa3 +- trait/abjuration +- trait/aftermath +- trait/rare +aliases: ["Glass Skin"] +--- +# Glass Skin *Feat 10* +[abjuration](rules/traits/abjuration.md) [aftermath](rules/traits/aftermath-da.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: You were present at the death of the medusa Alethsia, whose vitrumantic powers were passed on to you in the wake of her destruction. + +Even if vitrumancy is a mystery to you, your blood and flesh know the secrets of the art of arcane glass. Patches of your skin to flicker into glass without warning. By focusing the effect, you can concentrate the glass into a powerful protective layer of magical obsidian. Once per day, you can cast [stoneskin](compendium/spells/stoneskin.md) on yourself as an innate primal spell, though the spell covers you in a layer of glass instead of stone. + +During this innate stoneskin, you gain the Shatter Glass reaction. At 18th level, the [stoneskin](compendium/spells/stoneskin.md) is heightened to 6th level instead of 4th. + +```ad-embed-ability +title: Shatter Glass [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: An adjacent creature [Strikes](rules/actions/strike.md) you with a melee weapon or unarmed attack and deals damage +- **Requirements**: Your innate stoneskin from Glass Skin is active + +**Effect** You shatter some of the glass on your skin to damage your attacker. The attacker takes `3d10` damage and the duration of the [stoneskin](compendium/spells/stoneskin.md) decreases by 1 minute. At 14th level, the damage increases to `4d10`, and at 18th level, the damage increases to `5d10`. +``` + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 77* +%% #compendium/src/pf2e/ooa3 #trait/abjuration #trait/aftermath #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/glean-contents-apg.md b/compendium/feats/glean-contents-apg.md new file mode 100644 index 000000000..b972101de --- /dev/null +++ b/compendium/feats/glean-contents-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Glean Contents"] +--- +# Glean Contents *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Society](compendium/skills.md#Society) + +You are adept at quickly scanning loose papers and carefully discerning the contents of sealed letters without damaging the seal. You can attempt [Society](compendium/skills.md#Society) checks to [Decipher Writing](rules/actions/decipher-writing.md) on a message that is only partially glimpsed, upside down or reversed from your perspective, or even sealed. However, on a critical failure, the recipient is made aware of your efforts (for instance, you damage the seal or disturb the papers in some way). When using this feat to decipher sealed letters, your attempt to [Decipher Writing](rules/actions/decipher-writing.md) gains the [manipulate](rules/traits/manipulate.md) trait. + +This feat doesn't prevent witnesses from noticing your efforts, particularly with sealed letters which you must manipulate directly in order to read; you might need to attempt [Deception](compendium/skills.md#Deception) or [Stealth](compendium/skills.md#Stealth) checks to avoid being noticed. + +*Source: Advanced Player's Guide p. 206* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/glean-lore-apg.md b/compendium/feats/glean-lore-apg.md new file mode 100644 index 000000000..00082fa4c --- /dev/null +++ b/compendium/feats/glean-lore-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/divination +- trait/divine +- trait/oracle +- trait/secret +aliases: ["Glean Lore"] +--- +# Glean Lore [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [oracle](rules/traits/oracle-apg.md) [secret](rules/traits/secret.md) + +- **Activity** Single Action + +You tap into the collected lore of the divine, accessing a variety of potentially useful information. Attempt a [Religion](compendium/skills.md#Religion) check to understand the information you gain. The GM sets the DC (similar to the DC to [Recall Knowledge](rules/actions/recall-knowledge.md)), potentially adjusting the DC of the check for topics far removed from your mystery. + +> [!success-degree] +> - **Critical Success** You comprehend the lore accurately or gain a useful clue from the divine about your situation. +> - **Success** You learn two pieces of information about the topic, one true and one erroneous, but you don't know which is which. +> - **Failure** You recall incorrect information or gain an erroneous or misleading clue. +> - **Critical Failure** You recall two pieces of incorrect information or gain two erroneous or misleading clues. + +*Source: Advanced Player's Guide p. 78* +%% #compendium/src/pf2e/apg #trait/divination #trait/divine #trait/oracle #trait/secret %% \ No newline at end of file diff --git a/compendium/feats/glider-form-som.md b/compendium/feats/glider-form-som.md new file mode 100644 index 000000000..aeb699336 --- /dev/null +++ b/compendium/feats/glider-form-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/eidolon +- trait/evolution +- trait/move +- trait/summoner +aliases: ["Glider Form"] +--- +# Glider Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[eidolon](rules/traits/eidolon-som.md) [evolution](rules/traits/evolution-som.md) [move](rules/traits/move.md) [summoner](rules/traits/summoner-som.md) + +- **Activity** Single Action + +Your eidolon evolves wings, a buoyant body, or some other means to control descent. It glides slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as it spends at least 1 action gliding each round and has not yet reached the ground, it remains in the air at the end of your turn. + +## Glider Form leads to... + +[Airborne Form](compendium/feats/airborne-form-som.md) + +## Summary + +*Source: Secrets of Magic p. 67* +%% #compendium/src/pf2e/som #trait/eidolon #trait/evolution #trait/move #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/gloomseer-locg.md b/compendium/feats/gloomseer-locg.md new file mode 100644 index 000000000..2a2987959 --- /dev/null +++ b/compendium/feats/gloomseer-locg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/human +aliases: ["Gloomseer"] +--- +# Gloomseer *Feat 1* +[human](rules/traits/human.md) + +- **Prerequisites**: Nidalese ethnicity + +Gloom holds few terrors for you, and the pall of darkness over Nidal has made you comfortable in dim light. You gain [low-light vision](rules/abilities/low-light-vision.md). + +## Gloomseer leads to... + +[Darkseer](compendium/feats/darkseer-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 12* +%% #compendium/src/pf2e/locg #trait/human %% \ No newline at end of file diff --git a/compendium/feats/glory-and-valor-loag.md b/compendium/feats/glory-and-valor-loag.md new file mode 100644 index 000000000..2954bb2f4 --- /dev/null +++ b/compendium/feats/glory-and-valor-loag.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/auditory +- trait/ganzi +- trait/healing +- trait/necromancy +- trait/primal +aliases: ["Glory And Valor!"] +--- +# Glory And Valor! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* +[auditory](rules/traits/auditory.md) [ganzi](rules/traits/ganzi-loag.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [primal](rules/traits/primal.md) + +- **Frequency**: once per day +- **Activity** Single Action + +You are descended from the einherji, the worthy warriors of chaos. You call upon your ascendant blood with a mighty cry that fills you with a revitalizing energy for 1 minute or until you critically fail a [Strike](rules/actions/strike.md), whichever comes first. For the duration, the first time each round you successfully [Strike](rules/actions/strike.md) a creature of your level or higher, you regain Hit Points equal to half your level. + +*Source: Lost Omens: Ancestry Guide p. 98* +%% #compendium/src/pf2e/loag #trait/auditory #trait/ganzi #trait/healing #trait/necromancy #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/glutton-for-flesh-botd.md b/compendium/feats/glutton-for-flesh-botd.md new file mode 100644 index 000000000..880114a4b --- /dev/null +++ b/compendium/feats/glutton-for-flesh-botd.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Glutton for Flesh"] +--- +# Glutton for Flesh *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) + +You have developed a capacity to store more flesh within your gaunt body to leave yourself satiated longer. If you Consume Flesh while satiated, you become fully satiated. You stay fully satiated for 3 hours, after which you become satiated for 1 hour. If you're fully satiated when an ability would end your satiation, you cease being fully satiated but remain satiated. If you have [Grave Strength](compendium/feats/grave-strength-botd.md), you gain a +10-foot status bonus to your Speed when fully satiated instead of a +5-foot status bonus for being satiated. + +*Source: Book of the Dead p. 49* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/glyph-expert-lopsg.md b/compendium/feats/glyph-expert-lopsg.md new file mode 100644 index 000000000..d18151c6b --- /dev/null +++ b/compendium/feats/glyph-expert-lopsg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Glyph Expert"] +--- +# Glyph Expert *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md) + +You've learned to recognize the telltale writings and other signs that indicate the presence of magical traps. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to find magical traps, to AC against attacks made by magical traps, to saves against magical traps, and to checks to Disable magical traps. Even if you aren't [Searching](rules/actions/search.md), you get a check to find magical traps that normally require you to be [Searching](rules/actions/search.md). You still need to meet any other requirements to find the trap. + +You're also adept at avoiding the effects of traps that feature magical writing, such as runes, glyphs, ancient script, or other forms. When you attempt a saving throw against the effects of these traps, if you roll a success, you get a critical success instead. If you roll a critical failure, you get a failure instead. + +*Source: Lost Omens: Pathfinder Society Guide p. 49* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/gnaw-loag.md b/compendium/feats/gnaw-loag.md new file mode 100644 index 000000000..f8e4d9d17 --- /dev/null +++ b/compendium/feats/gnaw-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ratfolk +aliases: ["Gnaw"] +--- +# Gnaw [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 5* +[ratfolk](rules/traits/ratfolk-b1.md) + +- **Prerequisites**: [Vicious Incisors](compendium/feats/vicious-incisors-apg.md) +- **Activity** Three-Action + +With enough time and determination, you can chew through nearly anything. You deal double your jaws damage to an unattended, inanimate object. + +*Source: Lost Omens: Ancestry Guide p. 55* +%% #compendium/src/pf2e/loag #trait/ratfolk %% \ No newline at end of file diff --git a/compendium/feats/gnoll-lore-lome.md b/compendium/feats/gnoll-lore-lome.md new file mode 100644 index 000000000..c75e978a9 --- /dev/null +++ b/compendium/feats/gnoll-lore-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/gnoll +aliases: ["Gnoll Lore"] +--- +# Gnoll Lore *Feat 1* +[gnoll](rules/traits/gnoll-b1.md) + + +You paid attention to your senior hunters to learn their tricks. You gain the trained proficiency rank in [Stealth](compendium/skills.md#Stealth) and [Survival](compendium/skills.md#Survival). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Gnoll Lore](compendium/skills.md#Lore). + +*Source: Lost Omens: The Mwangi Expanse p. 113* +%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/compendium/feats/gnoll-weapon-expertise-lome.md b/compendium/feats/gnoll-weapon-expertise-lome.md new file mode 100644 index 000000000..04f8d71bb --- /dev/null +++ b/compendium/feats/gnoll-weapon-expertise-lome.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/gnoll +aliases: ["Gnoll Weapon Expertise"] +--- +# Gnoll Weapon Expertise *Feat 13* +[gnoll](rules/traits/gnoll-b1.md) + +- **Prerequisites**: [Gnoll Weapon Practicality](compendium/feats/gnoll-weapon-practicality-lome.md) + +Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in [flails](compendium/equipment/items/flail.md), khopeshes, mambeles, [spears](compendium/equipment/items/spear.md), and [war flails](compendium/equipment/items/war-flail.md). + +*Source: Lost Omens: The Mwangi Expanse p. 114* +%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/compendium/feats/gnoll-weapon-familiarity-lome.md b/compendium/feats/gnoll-weapon-familiarity-lome.md new file mode 100644 index 000000000..60409ac92 --- /dev/null +++ b/compendium/feats/gnoll-weapon-familiarity-lome.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/gnoll +aliases: ["Gnoll Weapon Familiarity"] +--- +# Gnoll Weapon Familiarity *Feat 1* +[gnoll](rules/traits/gnoll-b1.md) + + +You were taught to be a hunter and a raider. You are trained with [flails](compendium/equipment/items/flail.md), khopeshes, mambeles, [spears](compendium/equipment/items/spear.md), and [war flails](compendium/equipment/items/war-flail.md). + +## Gnoll Weapon Familiarity leads to... + +[Gnoll Weapon Practicality](compendium/feats/gnoll-weapon-practicality-lome.md), [Gnoll Weapon Expertise](compendium/feats/gnoll-weapon-expertise-lome.md) + +## Summary + +*Source: Lost Omens: The Mwangi Expanse p. 113* +%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/compendium/feats/gnoll-weapon-practicality-lome.md b/compendium/feats/gnoll-weapon-practicality-lome.md new file mode 100644 index 000000000..54eac99ad --- /dev/null +++ b/compendium/feats/gnoll-weapon-practicality-lome.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/gnoll +aliases: ["Gnoll Weapon Practicality"] +--- +# Gnoll Weapon Practicality *Feat 5* +[gnoll](rules/traits/gnoll-b1.md) + +- **Prerequisites**: [Gnoll Weapon Familiarity](compendium/feats/gnoll-weapon-familiarity-lome.md) + +Whenever you critically hit using [flails](compendium/equipment/items/flail.md), khopeshes, mambeles, [spears](compendium/equipment/items/spear.md), and [war flails](compendium/equipment/items/war-flail.md), you apply the weapon's critical specialization effect. + +## Gnoll Weapon Practicality leads to... + +[Gnoll Weapon Expertise](compendium/feats/gnoll-weapon-expertise-lome.md) + +## Summary + +*Source: Lost Omens: The Mwangi Expanse p. 114* +%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/compendium/feats/gnome-obsession.md b/compendium/feats/gnome-obsession.md index abd16cec0..6847aef42 100644 --- a/compendium/feats/gnome-obsession.md +++ b/compendium/feats/gnome-obsession.md @@ -14,7 +14,7 @@ You might have a flighty nature, but when a topic captures your attention, you d ## Gnome Obsession leads to... -Eclectic Obsession +[Eclectic Obsession](compendium/feats/eclectic-obsession-locg.md) ## Summary diff --git a/compendium/feats/gnome-polyglot-locg.md b/compendium/feats/gnome-polyglot-locg.md new file mode 100644 index 000000000..dce4d857a --- /dev/null +++ b/compendium/feats/gnome-polyglot-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/gnome +aliases: ["Gnome Polyglot"] +--- +# Gnome Polyglot *Feat 1* +[gnome](rules/traits/gnome.md) + + +Your extensive travels, curiosity, and love of learning help you to learn languages quickly. You learn three new languages, chosen from common languages and uncommon languages you have access to. These languages take the same form (signed or spoken) as your other languages. When you select the [Multilingual](compendium/feats/multilingual.md) feat, you learn three new languages instead of two. + +*Source: Lost Omens: Character Guide p. 31* +%% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/compendium/feats/goading-feint-apg.md b/compendium/feats/goading-feint-apg.md new file mode 100644 index 000000000..e4ae90095 --- /dev/null +++ b/compendium/feats/goading-feint-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Goading Feint"] +--- +# Goading Feint *Feat 1* +[swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) + +When you trick a foe, you can goad them into overextending their next attack. On a [Feint](rules/actions/feint.md), you can use the following success and critical success effects instead of any other effects you would gain when you [Feint](rules/actions/feint.md); if you do, other abilities that adjust the normal effects of your [Feint](rules/actions/feint.md) no longer apply. You can choose whether to use the Goading Feint benefits or the normal benefits each time you [Feint](rules/actions/feint.md) a given foe. + +> [!success-degree] +> - **Critical Success** The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn. +> - **Success** The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn. + +*Source: Advanced Player's Guide p. 88* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/goblin-song.md b/compendium/feats/goblin-song.md index 8fc8c744c..30fc883bc 100644 --- a/compendium/feats/goblin-song.md +++ b/compendium/feats/goblin-song.md @@ -20,7 +20,7 @@ You sing annoying goblin songs, distracting your foes with silly and repetitive ## Goblin Song leads to... -Loud Singer +[Loud Singer](compendium/feats/loud-singer-apg.md) ## Summary diff --git a/compendium/feats/godless-healing-lowg.md b/compendium/feats/godless-healing-lowg.md new file mode 100644 index 000000000..6a004f1b0 --- /dev/null +++ b/compendium/feats/godless-healing-lowg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/general +- trait/skill +aliases: ["Godless Healing"] +--- +# Godless Healing *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Battle Medicine](compendium/feats/battle-medicine.md), can't have a patron deity + +You recover an additional 5 Hit Points from a successful attempt to [Treat your Wounds](rules/actions/treat-wounds.md) or use [Battle Medicine](compendium/feats/battle-medicine.md) on you. After you or an ally use [Battle Medicine](compendium/feats/battle-medicine.md) on you, you become temporarily immune to that [Battle Medicine](compendium/feats/battle-medicine.md) for only 1 hour, instead of 1 day. + +## Godless Healing leads to... + +[Mortal Healing](compendium/feats/mortal-healing-logm.md) + +## Summary + +*Source: Lost Omens: World Guide p. 57* +%% #compendium/src/pf2e/lowg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/golden-body-aoa6.md b/compendium/feats/golden-body-aoa6.md new file mode 100644 index 000000000..71917168a --- /dev/null +++ b/compendium/feats/golden-body-aoa6.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa6 +- trait/monk +- trait/uncommon +aliases: ["Golden Body"] +--- +# Golden Body *Feat 20* +[monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) + + +You perfect your body, refining the flex of every muscle and the bend of every joint to maximum efficiency. Your unarmed [Strikes](rules/actions/strike.md) gain the [deadly ](rules/traits/deadly.md) trait, and you have fast healing 20, causing you to regain 20 HP at the start of each of your turns provided you have at least 1 HP. + +*Source: Age of Ashes #6: Broken Promises p. 76* +%% #compendium/src/pf2e/aoa6 #trait/monk #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/golden-league-xun-dedication-frp2.md b/compendium/feats/golden-league-xun-dedication-frp2.md new file mode 100644 index 000000000..9980671b2 --- /dev/null +++ b/compendium/feats/golden-league-xun-dedication-frp2.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp2 +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Golden League Xun Dedication"] +--- +# Golden League Xun Dedication *Feat 8* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: master in [Underworld Lore](compendium/skills.md#Lore) + +You are a xun for the Golden League, aiding the organization. + +You gain expert proficiency in two of the following skills (or in two other skills of your choice in which you're trained, if you were already an expert in the listed skills): [Athletics](compendium/skills.md#Athletics), [Deception](compendium/skills.md#Deception), [Intimidation](compendium/skills.md#Intimidation), or [Stealth](compendium/skills.md#Stealth). In addition, if you use [Underworld Lore](compendium/skills.md#Lore) to [Earn Income](rules/actions/earn-income.md) or [Recall Knowledge](rules/actions/recall-knowledge.md), when you get a success, you get a critical success instead. + +**Special.** You can't select another dedication feat until you've gained two other feats from the Golden League Xun archetype. + +## Golden League Xun Dedication leads to... + +[Beneath Notice](compendium/feats/beneath-notice-frp2.md), [Menacing Prowess](compendium/feats/menacing-prowess-frp2.md), [Rope Mastery](compendium/feats/rope-mastery-frp2.md), [Silent Sting](compendium/feats/silent-sting-frp2.md) + +## Summary + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* +%% #compendium/src/pf2e/frp2 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/golem-grafter-dedication-ec3.md b/compendium/feats/golem-grafter-dedication-ec3.md new file mode 100644 index 000000000..4d4abf0ce --- /dev/null +++ b/compendium/feats/golem-grafter-dedication-ec3.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec3 +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Golem Grafter Dedication"] +--- +# Golem Grafter Dedication *Feat 8* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: expert in [Arcana](compendium/skills.md#Arcana) and [Crafting](compendium/skills.md#Crafting), or an ally with expert proficiency in those skills willing to augment you + +Your flesh has been specially treated with the same arcane and alchemical processes used to toughen the skin of flesh golems. Increase your maximum Hit Points by an amount equal to your level. You gain resistance to physical damage (except adamantine) equal to your number of class feats from the golem grafter archetype. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the golem grafter archetype. + +## Golem Grafter Dedication leads to... + +[Accursed Clay Fist](compendium/feats/accursed-clay-fist-ec3.md), [Iron Lung](compendium/feats/iron-lung-ec3.md), [Legs Of Stone](compendium/feats/legs-of-stone-ec3.md), [Quicken Heartbeat](compendium/feats/quicken-heartbeat-ec3.md) + +## Summary + +*Source: Extinction Curse #3: Life's Long Shadows p. 74* +%% #compendium/src/pf2e/ec3 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/goloma-courage-lome.md b/compendium/feats/goloma-courage-lome.md new file mode 100644 index 000000000..46cf20314 --- /dev/null +++ b/compendium/feats/goloma-courage-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/goloma +aliases: ["Goloma Courage"] +--- +# Goloma Courage *Feat 1* +[goloma](rules/traits/goloma-lome.md) + + +The most important thing you've learned living with fear is how to overcome it. When you roll a success on a saving throw against a [fear](rules/traits/fear.md) effect, you get a critical success instead. In addition, you gain a +1 circumstance bonus to Will saves against [fear](rules/traits/fear.md) effects and a +2 circumstance bonus to your Will DC against attempts to [Demoralize](rules/actions/demoralize.md) you. + +*Source: Lost Omens: The Mwangi Expanse p. 117* +%% #compendium/src/pf2e/lome #trait/goloma %% \ No newline at end of file diff --git a/compendium/feats/goloma-lore-lome.md b/compendium/feats/goloma-lore-lome.md new file mode 100644 index 000000000..dd8c66777 --- /dev/null +++ b/compendium/feats/goloma-lore-lome.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/goloma +aliases: ["Goloma Lore"] +--- +# Goloma Lore *Feat 1* +[goloma](rules/traits/goloma-lome.md) + + +You lived an insulated life focused on avoiding danger. You gain the trained proficiency rank in [Stealth](compendium/skills.md#Stealth) and [Survival](compendium/skills.md#Survival). + +If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Goloma Lore](compendium/skills.md#Lore). + +*Source: Lost Omens: The Mwangi Expanse p. 117* +%% #compendium/src/pf2e/lome #trait/goloma %% \ No newline at end of file diff --git a/compendium/feats/gorilla-pound-apg.md b/compendium/feats/gorilla-pound-apg.md new file mode 100644 index 000000000..073c0aeec --- /dev/null +++ b/compendium/feats/gorilla-pound-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/emotion +- trait/flourish +- trait/mental +- trait/monk +aliases: ["Gorilla Pound"] +--- +# Gorilla Pound [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[emotion](rules/traits/emotion.md) [flourish](rules/traits/flourish.md) [mental](rules/traits/mental.md) [monk](rules/traits/monk.md) + +- **Prerequisites**: expert in [Intimidation](compendium/skills.md#Intimidation), [Gorilla Stance](compendium/feats/gorilla-stance-apg.md) +- **Requirements**: You are in Gorilla Stance. +- **Activity** Single Action + +You pound your chest before slamming into your foes. + +Attempt an [Intimidation](compendium/skills.md#Intimidation) check to [Demoralize](rules/actions/demoralize.md), then make one gorilla slam [Strike](rules/actions/strike.md) against the same target. + +If your [Strike](rules/actions/strike.md) hits, you gain a circumstance bonus to the damage roll equal to triple the value of the target's [frightened](rules/conditions.md#Frightened) condition. + +**Special.** If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet. + +*Source: Advanced Player's Guide p. 129* +%% #compendium/src/pf2e/apg #trait/emotion #trait/flourish #trait/mental #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/gorilla-stance-apg.md b/compendium/feats/gorilla-stance-apg.md new file mode 100644 index 000000000..0be7de0be --- /dev/null +++ b/compendium/feats/gorilla-stance-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/monk +- trait/stance +aliases: ["Gorilla Stance"] +--- +# Gorilla Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) + +- **Activity** Single Action + +You lower yourself to the ground and take an imposing, knuckle-walking stance. While in this stance, the only [Strikes](rules/actions/strike.md) you can make are gorilla slam unarmed attacks. + +These deal `1d8` bludgeoning damage; are in the brawling group; and have the [backswing](rules/traits/backswing.md), [forceful](rules/traits/forceful.md), [grapple](rules/traits/grapple.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. While you are in Gorilla Stance, you gain a +2 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks to [Climb](rules/actions/climb.md), and if you roll a success on an [Athletics](compendium/skills.md#Athletics) check to [Climb](rules/actions/climb.md), you get a critical success instead. + +## Gorilla Stance leads to... + +[Gorilla Pound](compendium/feats/gorilla-pound-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 128* +%% #compendium/src/pf2e/apg #trait/monk #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/gossip-lore-apg.md b/compendium/feats/gossip-lore-apg.md new file mode 100644 index 000000000..aa3efee2e --- /dev/null +++ b/compendium/feats/gossip-lore-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Gossip Lore"] +--- +# Gossip Lore *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dandy Dedication](compendium/feats/dandy-dedication-apg.md) + +Your time gossiping in fashionable salons keeps you informed on every topic. You are trained in [Gossip Lore](compendium/skills.md#Lore), a special [Lore](compendium/skills.md#Lore) skill that can be used only to [Recall Knowledge](rules/actions/recall-knowledge.md), but on any topic. If you fail a check to [Recall Knowledge](rules/actions/recall-knowledge.md) with [Gossip Lore](compendium/skills.md#Lore), you get the effects of the [Dubious Knowledge](compendium/feats/dubious-knowledge.md) skill feat (Core Rulebook 260) + +If you have legendary proficiency in [Society](compendium/skills.md#Society), you gain expert proficiency in [Gossip Lore](compendium/skills.md#Lore), but you can't increase your proficiency rank in [Gossip Lore](compendium/skills.md#Lore) by any other means. + +*Source: Advanced Player's Guide p. 167* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/graceful-guidance-loag.md b/compendium/feats/graceful-guidance-loag.md new file mode 100644 index 000000000..15f66caee --- /dev/null +++ b/compendium/feats/graceful-guidance-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/catfolk +aliases: ["Graceful Guidance"] +--- +# Graceful Guidance *Feat 5* +[catfolk](rules/traits/catfolk-b1.md) + + +You can demonstrate how to quickly twist out of the way of dangerous effects. You can use the [Aid](rules/actions/aid.md) reaction to grant a bonus to an ally's Reflex save. As usual for [Aid](rules/actions/aid.md), you need to prepare by using an action on your turn to encourage the ally. + +*Source: Lost Omens: Ancestry Guide p. 19* +%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/graceful-leaper-apg.md b/compendium/feats/graceful-leaper-apg.md new file mode 100644 index 000000000..635a86ff0 --- /dev/null +++ b/compendium/feats/graceful-leaper-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/skill +aliases: ["Graceful Leaper"] +--- +# Graceful Leaper *Feat 7* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md), master in [Acrobatics](compendium/skills.md#Acrobatics) + +Mass and muscle are meaningless when you leap; only grace and balance matter. You can roll an [Acrobatics](compendium/skills.md#Acrobatics) check instead of an [Athletics](compendium/skills.md#Athletics) check when making a [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md). + +*Source: Advanced Player's Guide p. 155* +%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/grand-dance-loil.md b/compendium/feats/grand-dance-loil.md new file mode 100644 index 000000000..517a12110 --- /dev/null +++ b/compendium/feats/grand-dance-loil.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/bard +- trait/rare +- trait/rogue +- trait/swashbuckler +aliases: ["Grand Dance"] +--- +# Grand Dance [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[bard](rules/traits/bard.md) [rare](rules/traits/rare.md) [rogue](rules/traits/rogue.md) [swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Prerequisites**: Masquerade of Seasons Stance +- **Requirements**: You're in Masquerade of Seasons Stance. +- **Activity** Two-Action + +You can summon the full magic of Bhopan's grand dance. [Stride](rules/actions/stride.md) up to your Speed; during this [Stride](rules/actions/stride.md), you can walk on air as if it were solid ground. You can ascend and descend in this way at a maximum of a 45-degree angle. You must end your [Stride](rules/actions/stride.md) on a surface that can support you or you fall. + +*Source: Lost Omens: Impossible Lands p. 126* +%% #compendium/src/pf2e/loil #trait/bard #trait/rare #trait/rogue #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/grand-medics-mask-sot6.md b/compendium/feats/grand-medics-mask-sot6.md new file mode 100644 index 000000000..1d3e1fb35 --- /dev/null +++ b/compendium/feats/grand-medics-mask-sot6.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot6 +- trait/archetype +- trait/druid +- trait/rare +- trait/wizard +aliases: ["Grand Medic's Mask"] +--- +# Grand Medic's Mask *Feat 20* +[archetype](rules/traits/archetype.md) [druid](rules/traits/druid.md) [rare](rules/traits/rare.md) [wizard](rules/traits/wizard.md) + +- **Prerequisites**: Druid Dedication or Wizard Dedication + +Your mask is infused with restorative magic associated with Ibex, the Flourishing Field, so it constantly repairs itself. You gain fast healing 5. If you lose a limb or other body part, it regrows within 1 day. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to have the spell also give that creature temporary Hit Points equal to the spell's level until the start of your next turn. + +*Source: Strength of Thousands #6: Shadows of the Ancients p. 78* +%% #compendium/src/pf2e/sot6 #trait/archetype #trait/druid #trait/rare #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/grand-scroll-esoterica-da.md b/compendium/feats/grand-scroll-esoterica-da.md new file mode 100644 index 000000000..103c22fd1 --- /dev/null +++ b/compendium/feats/grand-scroll-esoterica-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/thaumaturge +aliases: ["Grand Scroll Esoterica"] +--- +# Grand Scroll Esoterica *Feat 18* +[thaumaturge](rules/traits/thaumaturge-da.md) + +- **Prerequisites**: Elaborate Scroll Esoterica + +You've completed the third and final step in your assimilation of scroll esoterica, granting you daily scrolls of incredible power. In addition to your daily scrolls from Scroll Esoterica and Elaborate Scroll Esoterica, add a single scroll with a 6th-level spell. At 20th level, add a scroll with a 7th-level spell. + +*Source: Dark Archive p. 47* +%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/grand-talisman-esoterica-da.md b/compendium/feats/grand-talisman-esoterica-da.md new file mode 100644 index 000000000..97e5e5378 --- /dev/null +++ b/compendium/feats/grand-talisman-esoterica-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/thaumaturge +aliases: ["Grand Talisman Esoterica"] +--- +# Grand Talisman Esoterica *Feat 14* +[thaumaturge](rules/traits/thaumaturge-da.md) + +- **Prerequisites**: Talisman Esoterica + +You've completed your journey in studying esoteric talismans, gaining the ability to place multiple talismans on an item. Normally, affixing more than one talisman to an item causes the talismans to be suppressed, but when you [Affix a Talisman](rules/actions/affix-a-talisman.md), you can specially treat one item you're working on, allowing it to have two active talismans at once. This special treatment ends if you use [Affix a Talisman](rules/actions/affix-a-talisman.md) to treat a new item with this ability. + +*Source: Dark Archive p. 46* +%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/grandmothers-wisdom-lome.md b/compendium/feats/grandmothers-wisdom-lome.md new file mode 100644 index 000000000..7a3f6b5a0 --- /dev/null +++ b/compendium/feats/grandmothers-wisdom-lome.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/gnoll +aliases: ["Grandmother's Wisdom"] +--- +# Grandmother's Wisdom *Feat 9* +[gnoll](rules/traits/gnoll-b1.md) + + +You carry the bones of your ancestors with you, and you can ask them for counsel. + +You can cast [augury](compendium/spells/augury.md) twice per day as a 2nd-level occult innate spell. + +*Source: Lost Omens: The Mwangi Expanse p. 114* +%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/compendium/feats/grasping-limbs-som.md b/compendium/feats/grasping-limbs-som.md new file mode 100644 index 000000000..dabf34b2a --- /dev/null +++ b/compendium/feats/grasping-limbs-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Grasping Limbs"] +--- +# Grasping Limbs *Feat 12* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + + +Your eidolon grabs enemies. Choose one of the eidolon's unarmed attacks with the [grapple](rules/traits/grapple.md) trait. It gains the [Grab](rules/abilities/grab.md) action on that unarmed attack. + +*Source: Secrets of Magic p. 71* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/grasping-reach-locg.md b/compendium/feats/grasping-reach-locg.md new file mode 100644 index 000000000..225cd977e --- /dev/null +++ b/compendium/feats/grasping-reach-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/leshy +aliases: ["Grasping Reach"] +--- +# Grasping Reach *Feat 1* +[leshy](rules/traits/leshy-b1.md) + + +You can extend a tangle of vines or tendrils to support your arms and extend your reach. When you wield a melee weapon that requires two hands, doesn't have reach, and deals at least `1d6` damage, you can change between a typical two-handed grip and an extended two-handed grasp using an [Interact](rules/actions/interact.md) action. Weapons wielded in your extended grasp gain reach of 10 feet. This grasp is less stable and powerful than a typical grip, reducing the weapon's damage die by 1 step. + +*Source: Lost Omens: Character Guide p. 54* +%% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/compendium/feats/grave-mummification-botd.md b/compendium/feats/grave-mummification-botd.md new file mode 100644 index 000000000..ea6b2c607 --- /dev/null +++ b/compendium/feats/grave-mummification-botd.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Grave Mummification"] +--- +# Grave Mummification *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) + +Exposure to the elements, magic, alchemy, and other phenomena intensified the changes from your mummification. You gain the advanced undead benefits (page 44). In addition, you gain resistance equal to half your level against any damage you'd take from your bound terrain, including its dangerous temperatures, weather, hazardous terrain, and environmental hazards. + +*Source: Book of the Dead p. 52* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/grave-sense-lowg.md b/compendium/feats/grave-sense-lowg.md new file mode 100644 index 000000000..42ab7e9cf --- /dev/null +++ b/compendium/feats/grave-sense-lowg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Grave Sense"] +--- +# Grave Sense *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) + +Your time spent hunting the undead allows you to sense them. + +You sense undead as a vague sense (Core Rulebook 465) similar to a human's sense of smell, an uncomfortable sensation akin to smelling something cloying and rotting. When in proximity to the undead, you eventually sense their presence, though you might not do so instantly, and you can't pinpoint their location. An undead using a disguise or otherwise trying to hide its presence must attempt a [Deception](compendium/skills.md#Deception) check against your [Perception](compendium/skills.md#Perception) DC to hide its presence from you. If the creature succeeds at its [Deception](compendium/skills.md#Deception) check, it is then temporarily immune to your Grave Sense for 1 day. + +*Source: Lost Omens: World Guide p. 47* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/grave-sight-lokl.md b/compendium/feats/grave-sight-lokl.md new file mode 100644 index 000000000..c5e87f860 --- /dev/null +++ b/compendium/feats/grave-sight-lokl.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["Grave Sight"] +--- +# Grave Sight *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md), Grave Sense + +Your ability to sense undead has improved. You sense undead as an imprecise sense (Core Rulebook 464) with a range of 60 feet: an uncomfortable sensation brushes against your spirit and stinks of rot. When in proximity to an undead, you can sense its presence, but it has the [hidden](rules/conditions.md#Hidden) condition instead of the [observed](rules/conditions.md#Observed) condition. An undead using a disguise or otherwise trying to hide its presence must attempt a [Deception](compendium/skills.md#Deception) or [Stealth](compendium/skills.md#Stealth) check against your [Perception](compendium/skills.md#Perception) DC to hide its presence from you. If the creature succeeds, it's [undetected](rules/conditions.md#Undetected), and you have to use the [Seek](rules/actions/seek.md) basic action to detect the creature. As with hearing and other imprecise senses, you still need to [Seek](rules/actions/seek.md) to locate an [undetected](rules/conditions.md#Undetected) creature. + +*Source: Lost Omens: Knights of Lastwall p. 79* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/grave-strength-botd.md b/compendium/feats/grave-strength-botd.md new file mode 100644 index 000000000..13c696f53 --- /dev/null +++ b/compendium/feats/grave-strength-botd.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Grave Strength"] +--- +# Grave Strength *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) + +The flesh you've consumed over the course of your existence as a ghoul has made you stronger, gifting you with strange insights from the minds of the sapient creatures you've devoured and bringing you closer to a state of undead perfection. You gain the advanced undead benefits (page 44). In addition, you gain a +5-foot status bonus to your Speed while you're satiated. + +*Source: Book of the Dead p. 49* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/gravelands-herbalist-lokl.md b/compendium/feats/gravelands-herbalist-lokl.md new file mode 100644 index 000000000..b12cad603 --- /dev/null +++ b/compendium/feats/gravelands-herbalist-lokl.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +- trait/uncommon +aliases: ["Gravelands Herbalist"] +--- +# Gravelands Herbalist *Feat 4* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Herbalist Dedication](compendium/feats/herbalist-dedication-apg.md), trained in [Religion](compendium/skills.md#Religion) + +Your time with the Knights of Lastwall has taught you the secrets of creating and improving upon Lastwall soup. Add Lastwall soup (Character Guide 92) to your list of herbal items. At 10th level, you can make an improved version of Lastwall soup that grants a +3 item bonus. At 18th level, you can make a greater version of Lastwall soup that grants a +4 item bonus, and its nourishing properties grant you 10 temporary Hit Points that last up to 10 minutes after eating it. + +*Source: Lost Omens: Knights of Lastwall p. 80* +%% #compendium/src/pf2e/lokl #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/graves-voice-av1.md b/compendium/feats/graves-voice-av1.md new file mode 100644 index 000000000..fd4f88bbc --- /dev/null +++ b/compendium/feats/graves-voice-av1.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/av1 +- trait/archetype +aliases: ["Grave's Voice"] +--- +# Grave's Voice *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) + +You can use your choice of [Spirit Lore](compendium/skills.md#Lore) or [Haunt Lore](compendium/skills.md#Lore) to [Make an Impression](rules/actions/make-an-impression.md) or [Request](rules/actions/request.md) things of incorporeal creatures. At the GM's discretion, an incorporeal spirit might be willing to hear you out. + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* +%% #compendium/src/pf2e/av1 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/gravesight-apg.md b/compendium/feats/gravesight-apg.md new file mode 100644 index 000000000..aba72598f --- /dev/null +++ b/compendium/feats/gravesight-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/duskwalker +aliases: ["Gravesight"] +--- +# Gravesight *Feat 1* +[duskwalker](rules/traits/duskwalker-apg.md) + +- **Prerequisites**: low-light vision + +You can see in the darkness as easily as a psychopomp. You gain [darkvision](rules/abilities/darkvision.md). + +**Special.** You can select this feat only at 1st level, and you can't retrain into or out of this feat. + +*Source: Advanced Player's Guide p. 38* +%% #compendium/src/pf2e/apg #trait/duskwalker %% \ No newline at end of file diff --git a/compendium/feats/gravity-weapon-apg.md b/compendium/feats/gravity-weapon-apg.md new file mode 100644 index 000000000..d7e9b305f --- /dev/null +++ b/compendium/feats/gravity-weapon-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ranger +aliases: ["Gravity Weapon"] +--- +# Gravity Weapon *Feat 1* +[ranger](rules/traits/ranger.md) + + +Your expertise with your weapons and commitment to taking out your targets lends you magical power. You gain the [gravity weapon](compendium/spells/gravity-weapon-apg.md) warden spell and a focus pool of 1 Focus Point. + +*Source: Advanced Player's Guide p. 132* +%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/great-bear-tv.md b/compendium/feats/great-bear-tv.md new file mode 100644 index 000000000..73b056fb4 --- /dev/null +++ b/compendium/feats/great-bear-tv.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/tv +- trait/archetype +aliases: ["Great Bear"] +--- +# Great Bear *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Ursine Avenger Form +- **Frequency**: once per hour + +When you transform, you can take on a bear's bulk and size. You can spend an additional action when using Ursine Avenger Form to gain the effects of a 1st-level [enlarge](compendium/spells/enlarge.md) spell, which lasts for the spell's normal duration or until you leave your Ursine Avenger Form, whichever comes first. + +*Source: Treasure Vault p. 184* +%% #compendium/src/pf2e/tv #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/great-boaster-locg.md b/compendium/feats/great-boaster-locg.md new file mode 100644 index 000000000..e5f6ffc8c --- /dev/null +++ b/compendium/feats/great-boaster-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Great Boaster"] +--- +# Great Boaster *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Charisma 16, [Firebrand Braggart Dedication](compendium/feats/firebrand-braggart-dedication-locg.md) + +Your bragging is particularly effective. If you succeed at a boast, you can attempt a great boast about that same skill by using your Firebrand Braggart Dedication action about the same action during the duration of your original boast's circumstance bonus; this is an exception to the rule that you can't make another boast about the same action until your next daily preparations. A great boast uses the Firebrand Braggart Dedication action (page 74), except that if you succeed, your circumstance bonus increases to +2 and remains for 1 hour. If you fail the great boast, you take a –2 circumstance penalty to attempt the same action for 4 hours. Once you declare a great boast about a particular action, you can't declare a great boast about the same action until the next time you make daily preparations, regardless of whether you succeed or fail at the check. The minimum challenging task for a great boast is one with at least a hard DC for your level. + +*Source: Lost Omens: Character Guide p. 75* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/great-tengu-form-apg.md b/compendium/feats/great-tengu-form-apg.md new file mode 100644 index 000000000..c26f714ae --- /dev/null +++ b/compendium/feats/great-tengu-form-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tengu +aliases: ["Great Tengu Form"] +--- +# Great Tengu Form *Feat 17* +[tengu](rules/traits/tengu-b1.md) + +- **Prerequisites**: [Long-Nosed Form](compendium/feats/long-nosed-form-apg.md) + +You take on the imposing form of a large, winged oni. Once per day, as part of using [Long-Nosed Form](compendium/feats/long-nosed-form-apg.md), you also gain the benefits of 4th-level [enlarge](compendium/spells/enlarge.md) and fly. This lasts for 5 minutes or until you shift out of your [Long-Nosed Form](compendium/feats/long-nosed-form-apg.md), whichever happens first. + +*Source: Advanced Player's Guide p. 27* +%% #compendium/src/pf2e/apg #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/greater-animal-senses-loag.md b/compendium/feats/greater-animal-senses-loag.md new file mode 100644 index 000000000..2ebf2dcef --- /dev/null +++ b/compendium/feats/greater-animal-senses-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/beastkin +aliases: ["Greater Animal Senses"] +--- +# Greater Animal Senses *Feat 5* +[beastkin](rules/traits/beastkin-loag.md) + + +Your senses advance to match those of your animal aspect. You gain one of the following senses available to your inherent animal: echolocation (imprecise) 30 feet or [tremorsense](rules/abilities/tremorsense.md) (imprecise) 30 feet. If your inherent animal doesn't typically have a specific type of sense, you can't gain the sense with this feat. + +**Special.** You can select this feat multiple times, either choosing a different sense or improving an imprecise sense granted by this feat to a precise sense. + +*Source: Lost Omens: Ancestry Guide p. 81* +%% #compendium/src/pf2e/loag #trait/beastkin %% \ No newline at end of file diff --git a/compendium/feats/greater-awakened-power-da.md b/compendium/feats/greater-awakened-power-da.md new file mode 100644 index 000000000..3bc3016b5 --- /dev/null +++ b/compendium/feats/greater-awakened-power-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/deviant +- trait/rare +aliases: ["Greater Awakened Power"] +--- +# Greater Awakened Power *Feat 10* +[deviant](rules/traits/deviant-da.md) [rare](rules/traits/rare.md) + + +Your power undergoes yet another awakening. You gain one awakening benefit for a deviant feat of 10th level or lower. + +**Special.** You can take this feat multiple times. Each time you do, choose a different deviant feat of 10th level or lower, and gain one of its awakening benefits. + +*Source: Dark Archive p. 78* +%% #compendium/src/pf2e/da #trait/deviant #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/greater-cruelty-apg.md b/compendium/feats/greater-cruelty-apg.md new file mode 100644 index 000000000..021dd988b --- /dev/null +++ b/compendium/feats/greater-cruelty-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +- trait/uncommon +aliases: ["Greater Cruelty"] +--- +# Greater Cruelty *Feat 8* +[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Cruelty](compendium/feats/cruelty-apg.md) + +The extent of the corruption within you does more than simply sap your foes' strength, it devastates their minds and reflexes. When you use Cruelty, choose whether you want to make the creature [enfeebled](rules/conditions.md#Enfeebled) as normal, to make it [clumsy](rules/conditions.md#Clumsy) on a failed save ([clumsy](rules/conditions.md#Clumsy) on a critical failure), or to make it [stupefied](rules/conditions.md#Stupefied) on a failed save ([stupefied](rules/conditions.md#Stupefied) on a critical failure). + +*Source: Advanced Player's Guide p. 120* +%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/greater-deathly-secrets-botd.md b/compendium/feats/greater-deathly-secrets-botd.md new file mode 100644 index 000000000..0fb81cadb --- /dev/null +++ b/compendium/feats/greater-deathly-secrets-botd.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Greater Deathly Secrets"] +--- +# Greater Deathly Secrets *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Deathly Secrets](compendium/feats/deathly-secrets-botd.md) + +Your undead secrets grow stronger still. You learn either the [malignant sustenance](compendium/spells/malignant-sustenance.md) or [grasping grave](compendium/spells/grasping-grave.md) focus spell. Your focus pool increases by 1 point. + +**Special.** You can select this feat more than once. Each time, you learn a different spell and your focus pool increases by 1 Focus Point. + +*Source: Book of the Dead p. 35* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/greater-despair-botd.md b/compendium/feats/greater-despair-botd.md new file mode 100644 index 000000000..4fca6275d --- /dev/null +++ b/compendium/feats/greater-despair-botd.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Greater Despair"] +--- +# Greater Despair *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Mummy's Despair + +You increase the frequency of Mummy's Despair to once per 10 minutes instead of once per hour. A creature that critically fails its Will saving throw is [paralyzed](rules/conditions.md#Paralyzed) for 1 round instead of [frightened](rules/conditions.md#Frightened). Mummy's Despair gains the [incapacitation](rules/traits/incapacitation.md) trait. + +*Source: Book of the Dead p. 52* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/greater-enhance-venom-loil.md b/compendium/feats/greater-enhance-venom-loil.md new file mode 100644 index 000000000..7f0de3111 --- /dev/null +++ b/compendium/feats/greater-enhance-venom-loil.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vishkanya +aliases: ["Greater Enhance Venom"] +--- +# Greater Enhance Venom *Feat 17* +[vishkanya](rules/traits/vishkanya-loil.md) + +- **Prerequisites**: Moderate Enhance Venom + +You upgrade the vishkanyan venom you can apply with [Envenom](rules/actions/envenom-loil.md) to greater vishkanyan venom. [Envenom](rules/actions/envenom-loil.md)'s frequency becomes once per minute. + +```ad-inline-affliction +title: Greater Vishkanyan Venom + +Level 17 + +- **Saving Throws**: Fortitude +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `7d6` poison damage (1 round) + +**Stage 2** `9d6` poison damage (1 round) + +**Stage 3** `11d6` poison damage (1 round) +``` + +## Summary + +*Source: Lost Omens: Impossible Lands p. 63* +%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/compendium/feats/greater-interpose-apg.md b/compendium/feats/greater-interpose-apg.md new file mode 100644 index 000000000..e07846da7 --- /dev/null +++ b/compendium/feats/greater-interpose-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +aliases: ["Greater Interpose"] +--- +# Greater Interpose *Feat 14* +[champion](rules/traits/champion.md) + +- **Prerequisites**: [Sacrifice Armor](compendium/feats/sacrifice-armor-apg.md) + +Your divine grace empowers you to avoid hits when you otherwise could not. You can use Sacrifice Armor to reduce any type of damage from an attack or effect requiring a Reflex save. + +When you use Sacrifice Armor against a critical hit or a critical failure on a Reflex save that would otherwise cause you to take double damage, you take the normal amount of damage instead. + +*Source: Advanced Player's Guide p. 121* +%% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/greater-lesson-apg.md b/compendium/feats/greater-lesson-apg.md new file mode 100644 index 000000000..0ad57137b --- /dev/null +++ b/compendium/feats/greater-lesson-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Greater Lesson"] +--- +# Greater Lesson *Feat 6* +[witch](rules/traits/witch-apg.md) + + +Your patron grants you greater knowledge. Choose a greater or basic lesson. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 102* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/greater-magical-edification-apg.md b/compendium/feats/greater-magical-edification-apg.md new file mode 100644 index 000000000..14ba27ded --- /dev/null +++ b/compendium/feats/greater-magical-edification-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Greater Magical Edification"] +--- +# Greater Magical Edification *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magical Edification](compendium/feats/magical-edification-apg.md) + +You've continued to expand your compendium of tools to compile knowledge. You can cast [comprehend language](compendium/spells/comprehend-language.md), [mindlink](compendium/spells/mindlink.md), and [secret page](compendium/spells/secret-page.md) as innate occult spells, each once per day. When you cast [secret page](compendium/spells/secret-page.md), it is automatically heightened to the same spell level as your cantrips from [Magical Edification](compendium/feats/magical-edification-apg.md). + +*Source: Advanced Player's Guide p. 179* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/greater-magical-scholastics-apg.md b/compendium/feats/greater-magical-scholastics-apg.md new file mode 100644 index 000000000..135fc4c30 --- /dev/null +++ b/compendium/feats/greater-magical-scholastics-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Greater Magical Scholastics"] +--- +# Greater Magical Scholastics *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md), [Magical Scholastics](compendium/feats/magical-scholastics-apg.md) + +You broaden your magical studies, allowing you to find the right path, detect objects, and conceal those objects from unscrupulous rivals. You can cast [augury](compendium/spells/augury.md), [locate](compendium/spells/locate.md), and [nondetection](compendium/spells/nondetection.md) as occult innate spells, each once per day. You can cast this [nondetection](compendium/spells/nondetection.md) spell only on an object, and it is automatically heightened to the same spell level as your cantrips from Magical Scholastics. + +*Source: Advanced Player's Guide p. 156* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/greater-physical-evolution-apg.md b/compendium/feats/greater-physical-evolution-apg.md new file mode 100644 index 000000000..69d13f063 --- /dev/null +++ b/compendium/feats/greater-physical-evolution-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/sorcerer +aliases: ["Greater Physical Evolution"] +--- +# Greater Physical Evolution *Feat 12* +[sorcerer](rules/traits/sorcerer.md) + +- **Prerequisites**: [Arcane Evolution](compendium/feats/arcane-evolution.md) or [Primal Evolution](compendium/feats/primal-evolution.md) + +You hold a deep understanding of the innate fundamental structures of the physical world, and you can enforce your will upon that structure as far as your own blood is concerned. Once per day, you can use a sorcerer spell slot to cast any common polymorph battle form spell of the spell slot's level as if it were a signature spell in your repertoire. + +If you have Arcane Evolution, you can also choose from any battle form spell in your spellbook. If you have Primal Evolution, you can [Cast a Spell](rules/actions/cast-a-spell.md) listed in that feat using the extra spell slot the feat grants (instead of a sorcerer spell slot). + +*Source: Advanced Player's Guide p. 141* +%% #compendium/src/pf2e/apg #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/greater-revelation-apg.md b/compendium/feats/greater-revelation-apg.md new file mode 100644 index 000000000..3bb72a925 --- /dev/null +++ b/compendium/feats/greater-revelation-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/oracle +aliases: ["Greater Revelation"] +--- +# Greater Revelation *Feat 12* +[oracle](rules/traits/oracle-apg.md) + +- **Prerequisites**: initial revelation spell + +You learn a greater revelation spell associated with your mystery. Increase the number of Focus Points in your focus pool by 1. + +## Greater Revelation leads to... + +[Paradoxical Mystery](compendium/feats/paradoxical-mystery-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 80* +%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/greater-snow-step-tv.md b/compendium/feats/greater-snow-step-tv.md new file mode 100644 index 000000000..4541a458e --- /dev/null +++ b/compendium/feats/greater-snow-step-tv.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/tv +- trait/archetype +aliases: ["Greater Snow Step"] +--- +# Greater Snow Step *Feat 16* +[archetype](rules/traits/archetype.md) + + +You can't be impeded by [environmental](rules/traits/environmental.md) effects that rely on cold or its byproducts. You ignore greater difficult terrain caused by snow and ice. + +*Source: Treasure Vault p. 185* +%% #compendium/src/pf2e/tv #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/greater-spell-runes-lowg.md b/compendium/feats/greater-spell-runes-lowg.md new file mode 100644 index 000000000..62a824b79 --- /dev/null +++ b/compendium/feats/greater-spell-runes-lowg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Greater Spell Runes"] +--- +# Greater Spell Runes *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Runes](compendium/feats/spell-runes-lowg.md) + +You gain more powerful spell runes. You gain a spell rune corresponding to a 4th-level arcane spell. At 12th level, you gain a spell rune corresponding to a 5th-level arcane spell, and at 14th level, you gain a spell rune corresponding to a 6th-level arcane spell. + +*Source: Lost Omens: World Guide p. 119* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/greater-spiritual-evolution-apg.md b/compendium/feats/greater-spiritual-evolution-apg.md new file mode 100644 index 000000000..98f8e2420 --- /dev/null +++ b/compendium/feats/greater-spiritual-evolution-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/sorcerer +aliases: ["Greater Spiritual Evolution"] +--- +# Greater Spiritual Evolution *Feat 12* +[sorcerer](rules/traits/sorcerer.md) + +- **Prerequisites**: [Divine Evolution](compendium/feats/divine-evolution.md) or [Occult Evolution](compendium/feats/occult-evolution.md) + +Your magical blood is rich with spiritual essence, and this infusion within you allows your spells to be fully effective against incorporeal creatures, spirits, and creatures on the Ethereal Plane. Your spells have the effects of a [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. They can target or affect a creature projecting its consciousness (such as via project image) or possessing another creature, even if its body is elsewhere, though you must know about the possession or projection and choose to do so. Your spells can affect creatures on the Ethereal Plane, though this doesn't grant you any particular ability to locate them. + +*Source: Advanced Player's Guide p. 141* +%% #compendium/src/pf2e/apg #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/greater-sun-blessing-sot4.md b/compendium/feats/greater-sun-blessing-sot4.md new file mode 100644 index 000000000..f50007da7 --- /dev/null +++ b/compendium/feats/greater-sun-blessing-sot4.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot4 +- trait/archetype +aliases: ["Greater Sun Blessing"] +--- +# Greater Sun Blessing *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Blessing of the Sun Gods + +Your connection to the Old Sun Gods grows stronger. You gain an advanced domain spell from a domain you chose with Blessing of the Sun Gods. Increase the number of Focus Points in your focus pool by 1. + +**Special.** You can select this feat multiple times. Each time you do so, you must select a different domain for which you have an initial domain spell from Blessing of the Sun Gods. + +*Source: Strength of Thousands #4: Secrets of the Temple-City p. 79* +%% #compendium/src/pf2e/sot4 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/greenwatch-initiate-loil.md b/compendium/feats/greenwatch-initiate-loil.md new file mode 100644 index 000000000..2d42afded --- /dev/null +++ b/compendium/feats/greenwatch-initiate-loil.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/gunslinger +- trait/investigator +- trait/ranger +- trait/rare +aliases: ["Greenwatch Initiate"] +--- +# Greenwatch Initiate *Feat 4* +[investigator](rules/traits/investigator-apg.md) [ranger](rules/traits/ranger.md) [rare](rules/traits/rare.md) gunslinger + +- **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) + +You've received the basic training developed for all Greenwatch recruits. You become an expert in [Survival](compendium/skills.md#Survival) and gain the Experienced Tracker and [Survey Wildlife](compendium/feats/survey-wildlife.md) skill feats. + +*Source: Lost Omens: Impossible Lands p. 129* +%% #compendium/src/pf2e/loil #trait/gunslinger #trait/investigator #trait/ranger #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/greenwatch-veteran-loil.md b/compendium/feats/greenwatch-veteran-loil.md new file mode 100644 index 000000000..b220c6486 --- /dev/null +++ b/compendium/feats/greenwatch-veteran-loil.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/gunslinger +- trait/investigator +- trait/ranger +- trait/rare +aliases: ["Greenwatch Veteran"] +--- +# Greenwatch Veteran [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* +[investigator](rules/traits/investigator-apg.md) [ranger](rules/traits/ranger.md) [rare](rules/traits/rare.md) gunslinger + +- **Trigger** Your turn starts, and you're in combat against a creature you spent at least 10 minutes Tracking. +- **Activity** Free Action + +Your time spent tracking your target allows you to quickly identify its weaknesses and relay them to your allies. Attempt a [Recall Knowledge](rules/actions/recall-knowledge.md) check against the creature you were Tracking. On a success, you always know the creature's greatest weakness and highest resistance or immunity, in addition to any other information the check would typically provide. You immediately use a quick series of hand gestures to signal this information to any allies who can see you. + +*Source: Lost Omens: Impossible Lands p. 129* +%% #compendium/src/pf2e/loil #trait/gunslinger #trait/investigator #trait/ranger #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/greenwatcher-loil.md b/compendium/feats/greenwatcher-loil.md new file mode 100644 index 000000000..22661d349 --- /dev/null +++ b/compendium/feats/greenwatcher-loil.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/gunslinger +- trait/investigator +- trait/ranger +- trait/rare +aliases: ["Greenwatcher"] +--- +# Greenwatcher *Feat 10* +[investigator](rules/traits/investigator-apg.md) [ranger](rules/traits/ranger.md) [rare](rules/traits/rare.md) gunslinger + +- **Prerequisites**: Defy Fey + +Your experience fighting against and alongside fey creatures is nearly unrivaled. + +Any weapon you wield or unarmed attack you make against a fey creature is treated as cold iron. Whenever you critically fail a save against a spell cast by a fey creature, it's instead treated as a normal failure. Whenever you critically succeed on a [Strike](rules/actions/strike.md) against a fey creature, the target is immediately subject to the effects of a [faerie fire](compendium/spells/faerie-fire.md) spell. For the purposes of counteracting this effect, it's an innate 2nd-level primal spell. + +*Source: Lost Omens: Impossible Lands p. 129* +%% #compendium/src/pf2e/loil #trait/gunslinger #trait/investigator #trait/ranger #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/grievous-blow-apg.md b/compendium/feats/grievous-blow-apg.md new file mode 100644 index 000000000..8337a2fe8 --- /dev/null +++ b/compendium/feats/grievous-blow-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/flourish +aliases: ["Grievous Blow"] +--- +# Grievous Blow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: [Martial Artist Dedication](compendium/feats/martial-artist-dedication-apg.md) +- **Activity** Two-Action + +You know how to deliver focused, powerful blows that bypass your enemies' resistances. Make an unarmed melee [Strike](rules/actions/strike.md). + +This counts as two attacks when calculating your multiple attack penalty. If this [Strike](rules/actions/strike.md) hits, you deal two extra weapon damage dice. If you are at least 18th level, increase this to three extra weapon damage dice. + +This attack also ignores an amount of resistance to physical damage, or to a specific physical damage type, equal to your level. + +*Source: Advanced Player's Guide p. 182* +%% #compendium/src/pf2e/apg #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/grim-insight-locg.md b/compendium/feats/grim-insight-locg.md new file mode 100644 index 000000000..5fbec29ee --- /dev/null +++ b/compendium/feats/grim-insight-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/gnome +aliases: ["Grim Insight"] +--- +# Grim Insight *Feat 1* +[gnome](rules/traits/gnome.md) + +- **Prerequisites**: umbral gnome heritage + +Others' attempts to scare you often grant you insights about your would-be bullies that you can then exploit. If you roll a success on a saving throw against a [fear](rules/traits/fear.md) effect, you get a critical success instead, and the source of the [fear](rules/traits/fear.md) effect is flatfooted to you until the end of your next turn. + +*Source: Lost Omens: Character Guide p. 32* +%% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/compendium/feats/grimspawn-apg.md b/compendium/feats/grimspawn-apg.md new file mode 100644 index 000000000..acea03194 --- /dev/null +++ b/compendium/feats/grimspawn-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/lineage +- trait/tiefling +aliases: ["Grimspawn"] +--- +# Grimspawn *Feat 1* +[lineage](rules/traits/lineage-apg.md) [tiefling](rules/traits/tiefling-b1.md) + + +Your lineage traces back to a [daemon](rules/traits/daemon-b1.md), one of the manifestations of horrific forms of death that devour souls within their foul home of Abaddon. As a result, you cling tenaciously to the last shreds of your own life force. You gain the [Diehard](compendium/feats/diehard.md) feat. + +## Grimspawn leads to... + +[Daemon Magic](compendium/feats/daemon-magic-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 40* +%% #compendium/src/pf2e/apg #trait/lineage #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/gripping-limbs-loag.md b/compendium/feats/gripping-limbs-loag.md new file mode 100644 index 000000000..43dc1efc2 --- /dev/null +++ b/compendium/feats/gripping-limbs-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fleshwarp +aliases: ["Gripping Limbs"] +--- +# Gripping Limbs *Feat 9* +[fleshwarp](rules/traits/fleshwarp-loag.md) + + +Nodules, hooks, or claws on your limbs allow you to cling to surfaces with ease. You gain a climb Speed of 15 feet. + +*Source: Lost Omens: Ancestry Guide p. 94* +%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/compendium/feats/grippli-glide-lome.md b/compendium/feats/grippli-glide-lome.md new file mode 100644 index 000000000..03c7a13b4 --- /dev/null +++ b/compendium/feats/grippli-glide-lome.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/grippli +aliases: ["Grippli Glide"] +--- +# Grippli Glide [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[grippli](rules/traits/grippli-b2.md) + +- **Prerequisites**: windweb grippli +- **Requirements**: You must have at least one hand free. +- **Activity** Single Action + +You can use your webbed feet to guide your fall. You glide slowly toward the ground, 5 feet down (10 feet if you don't have both hands free) and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and have not yet reached the ground, you remain in the air at the end of your turn. + +*Source: Lost Omens: The Mwangi Expanse p. 121* +%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/compendium/feats/grippli-lore-lome.md b/compendium/feats/grippli-lore-lome.md new file mode 100644 index 000000000..d4dd7c3be --- /dev/null +++ b/compendium/feats/grippli-lore-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/grippli +aliases: ["Grippli Lore"] +--- +# Grippli Lore *Feat 1* +[grippli](rules/traits/grippli-b2.md) + + +You are well versed in grippli culture and tactics. You gain the trained proficiency in [Nature](compendium/skills.md#Nature) and [Stealth](compendium/skills.md#Stealth). If you would automatically become trained in one of those skills, you instead become trained in a skill of your choice. You also become trained in [Grippli Lore](compendium/skills.md#Lore). + +*Source: Lost Omens: The Mwangi Expanse p. 120* +%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/compendium/feats/grippli-weapon-expertise-lome.md b/compendium/feats/grippli-weapon-expertise-lome.md new file mode 100644 index 000000000..1240c7893 --- /dev/null +++ b/compendium/feats/grippli-weapon-expertise-lome.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/grippli +aliases: ["Grippli Weapon Expertise"] +--- +# Grippli Weapon Expertise *Feat 13* +[grippli](rules/traits/grippli-b2.md) + +- **Prerequisites**: [Grippli Weapon Familiarity](compendium/feats/grippli-weapon-familiarity-lome.md) + +You fight with effortless expertise with grippli weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the [blowgun](compendium/equipment/items/blowgun.md), [hatchet](compendium/equipment/items/hatchet.md), [scythe](compendium/equipment/items/scythe.md), [shortbow](compendium/equipment/items/shortbow.md), [composite shortbow](compendium/equipment/items/composite-shortbow.md), or grippli weapons in which you are trained. + +*Source: Lost Omens: The Mwangi Expanse p. 122* +%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/compendium/feats/grippli-weapon-familiarity-lome.md b/compendium/feats/grippli-weapon-familiarity-lome.md new file mode 100644 index 000000000..fc401633b --- /dev/null +++ b/compendium/feats/grippli-weapon-familiarity-lome.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/grippli +aliases: ["Grippli Weapon Familiarity"] +--- +# Grippli Weapon Familiarity *Feat 1* +[grippli](rules/traits/grippli-b2.md) + + +You've trained with weapons ideally suited to marshes and dense forests. You are trained with [blowguns](compendium/equipment/items/blowgun.md), [hatchets](compendium/equipment/items/hatchet.md), [scythes](compendium/equipment/items/scythe.md), [shortbows](compendium/equipment/items/shortbow.md), and [composite shortbows](compendium/equipment/items/composite-shortbow.md). + +You also gain access to all uncommon grippli weapons. For the purpose of determining your proficiency, martial grippli weapons are simple weapons, and advanced grippli weapons are martial weapons. + +## Grippli Weapon Familiarity leads to... + +[Grippli Weapon Expertise](compendium/feats/grippli-weapon-expertise-lome.md), [Grippli Weapon Innovator](compendium/feats/grippli-weapon-innovator-lome.md) + +## Summary + +*Source: Lost Omens: The Mwangi Expanse p. 120* +%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/compendium/feats/grippli-weapon-innovator-lome.md b/compendium/feats/grippli-weapon-innovator-lome.md new file mode 100644 index 000000000..cdca8fcfe --- /dev/null +++ b/compendium/feats/grippli-weapon-innovator-lome.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/grippli +aliases: ["Grippli Weapon Innovator"] +--- +# Grippli Weapon Innovator *Feat 5* +[grippli](rules/traits/grippli-b2.md) + +- **Prerequisites**: [Grippli Weapon Familiarity](compendium/feats/grippli-weapon-familiarity-lome.md) + +You've learned devious ways to make the most of your grippli weapons. Whenever you critically hit using a [blowgun](compendium/equipment/items/blowgun.md), [hatchet](compendium/equipment/items/hatchet.md), [scythe](compendium/equipment/items/scythe.md), [shortbow](compendium/equipment/items/shortbow.md), [composite shortbow](compendium/equipment/items/composite-shortbow.md), or grippli weapon, you apply the weapon's critical specialization effect. + +*Source: Lost Omens: The Mwangi Expanse p. 121* +%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/compendium/feats/group-aid-apg.md b/compendium/feats/group-aid-apg.md new file mode 100644 index 000000000..61cbb0919 --- /dev/null +++ b/compendium/feats/group-aid-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/human +aliases: ["Group Aid"] +--- +# Group Aid *Feat 9* +[human](rules/traits/human.md) + + +Your upbringing emphasized teamwork and helping your allies comes naturally to you. After you [Aid](rules/actions/aid.md) an ally at a skill check that doesn't have the [attack](rules/traits/attack.md) trait, you can also [Aid](rules/actions/aid.md) any other ally who attempts the same skill check for the same purpose that round. + +You do so as a free action rather than a reaction. + +The preparation you did to help must still apply to the other allies, and you can [Aid](rules/actions/aid.md) each ally only once. For example, if you helped lift up an ally to [Aid](rules/actions/aid.md) them on an [Athletics](compendium/skills.md#Athletics) check to scale a wall, you could keep the same posture to give a boost to other allies attempting to scale the wall in the same round. + +*Source: Advanced Player's Guide p. 47* +%% #compendium/src/pf2e/apg #trait/human %% \ No newline at end of file diff --git a/compendium/feats/grovel-apg.md b/compendium/feats/grovel-apg.md new file mode 100644 index 000000000..7a0efe748 --- /dev/null +++ b/compendium/feats/grovel-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/auditory +- trait/concentrate +- trait/emotion +- trait/kobold +- trait/mental +aliases: ["Grovel"] +--- +# Grovel [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [kobold](rules/traits/kobold-b1.md) [mental](rules/traits/mental.md) + +- **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) +- **Activity** Single Action + +With obsequious words and begging gestures, you convince your foe you're less of a threat. You attempt to [Feint](rules/actions/feint.md) against a creature. Unlike a normal [Feint](rules/actions/feint.md), the creature can be within 30 feet instead of in your melee reach, and you make your check against its Will DC instead of its [Perception](compendium/skills.md#Perception) DC. + +*Source: Advanced Player's Guide p. 14* +%% #compendium/src/pf2e/apg #trait/auditory #trait/concentrate #trait/emotion #trait/kobold #trait/mental %% \ No newline at end of file diff --git a/compendium/feats/gruesome-strike-apg.md b/compendium/feats/gruesome-strike-apg.md new file mode 100644 index 000000000..23dfef302 --- /dev/null +++ b/compendium/feats/gruesome-strike-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +- trait/uncommon +aliases: ["Gruesome Strike"] +--- +# Gruesome Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: tenets of evil, champion's reaction that grants extra damage with your [Strikes](rules/actions/strike.md) +- **Requirements**: Your [Strikes](rules/actions/strike.md) currently deal extra damage from your champion's reaction. +- **Activity** Single Action + +Make a [Strike](rules/actions/strike.md) against the creature that triggered your champion's reaction. If you hit, the target takes double the extra damage from your reaction and must succeed at a Fortitude save against your class DC or be [drained](rules/conditions.md#Drained). + +Regardless of the result, the creature is temporarily immune to your Gruesome Strike for 24 hours. + +*Source: Advanced Player's Guide p. 120* +%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/guarded-advance-lokl.md b/compendium/feats/guarded-advance-lokl.md new file mode 100644 index 000000000..e9498de78 --- /dev/null +++ b/compendium/feats/guarded-advance-lokl.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["Guarded Advance"] +--- +# Guarded Advance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md) +- **Activity** Single Action + +You slowly advance on the battlefield, taking utmost caution. You either [Step](rules/actions/step.md) and [Raise a Shield](rules/actions/raise-a-shield.md) or [Raise a Shield](rules/actions/raise-a-shield.md) and [Step](rules/actions/step.md). + +*Source: Lost Omens: Knights of Lastwall p. 75* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/guarded-thoughts-loil.md b/compendium/feats/guarded-thoughts-loil.md new file mode 100644 index 000000000..d0e121999 --- /dev/null +++ b/compendium/feats/guarded-thoughts-loil.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/nagaji +aliases: ["Guarded Thoughts"] +--- +# Guarded Thoughts *Feat 9* +[nagaji](rules/traits/nagaji-loil.md) + + +Your mind, like a dark naga's, foils attempts to read your thoughts. + +Any effect that specifically attempts to read your mind to glean information must succeed at a counteract check against the higher of your class DC or your spell DC to do so successfully; otherwise, it gains no information. The counteract level is equal to half your level rounded up. + +*Source: Lost Omens: Impossible Lands p. 50* +%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/compendium/feats/guardian-ghosts-botd.md b/compendium/feats/guardian-ghosts-botd.md new file mode 100644 index 000000000..560d24f34 --- /dev/null +++ b/compendium/feats/guardian-ghosts-botd.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/divine +- trait/necromancy +aliases: ["Guardian Ghosts"] +--- +# Guardian Ghosts [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) + +- **Prerequisites**: [Undead Master Dedication](compendium/feats/undead-master-dedication-botd.md) +- **Frequency**: once per 10 minutes +- **Trigger** You would take damage from a [Strike](rules/actions/strike.md) while one of your undead companions is adjacent to you. +- **Activity** Reaction + +You magically divert some of the harm from an incoming attack away from yourself, forcing your undead companion to take it in your stead. Reduce the damage you take from the triggering [Strike](rules/actions/strike.md) by 2 + your level. Your adjacent undead companion loses a number of Hit Points equal to the amount of damage reduced. If you have more than one adjacent undead companion, you choose which one loses Hit Points. You can't divert the damage to a temporary fragment from [Their Master's Call](compendium/feats/their-masters-call-botd.md). + +*Source: Book of the Dead p. 41* +%% #compendium/src/pf2e/botd #trait/archetype #trait/divine #trait/necromancy %% \ No newline at end of file diff --git a/compendium/feats/guardians-deflection-apg.md b/compendium/feats/guardians-deflection-apg.md new file mode 100644 index 000000000..b8abd0088 --- /dev/null +++ b/compendium/feats/guardians-deflection-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Guardian's Deflection"] +--- +# Guardian's Deflection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Trigger** An ally within your melee reach is hit by an attack, you can see the attacker, and a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss. +- **Requirements**: You are wielding a single one-handed melee weapon and have your other hand or hands free. +- **Activity** Reaction + +You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their AC against the triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss. + +*Source: Advanced Player's Guide p. 89* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/guide-the-timeline-da.md b/compendium/feats/guide-the-timeline-da.md new file mode 100644 index 000000000..aa516033e --- /dev/null +++ b/compendium/feats/guide-the-timeline-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/concentrate +aliases: ["Guide the Timeline"] +--- +# Guide the Timeline [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) + +- **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) +- **Frequency**: once per day +- **Activity** Single Action + +You know the result you want and subtly nudge the timeline to your intended destination. Choose an ally or a foe. If you choose an ally, the next time within the next round that ally makes an attack roll or skill check, they roll it twice and take the higher result; this is a [fortune](rules/traits/fortune.md) effect. If you choose a foe, the next time within the next round that foe makes an attack roll or skill check, they must roll twice and take the lower result unless they succeed at a Will save against your chronoskimmer DC; this is a [misfortune](rules/traits/misfortune.md) effect. Regardless of your choice, the target becomes temporarily immune for 24 hours. + +*Source: Dark Archive p. 186* +%% #compendium/src/pf2e/da #trait/archetype #trait/concentrate %% \ No newline at end of file diff --git a/compendium/feats/guided-by-the-stars-loag.md b/compendium/feats/guided-by-the-stars-loag.md new file mode 100644 index 000000000..b1378bda9 --- /dev/null +++ b/compendium/feats/guided-by-the-stars-loag.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fortune +- trait/lizardfolk +aliases: ["Guided By The Stars"] +--- +# Guided By The Stars [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 5* +[fortune](rules/traits/fortune.md) [lizardfolk](rules/traits/lizardfolk-b1.md) + +- **Frequency**: once per day +- **Trigger** You are about to attempt a skill check or saving throw. +- **Activity** Free Action + +The stars grant you insights that guide your actions. You roll twice and take the better result. If it's night and you can see the stars, you gain a +1 circumstance bonus to the triggering roll. + +*Source: Lost Omens: Ancestry Guide p. 47* +%% #compendium/src/pf2e/loag #trait/fortune #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/hag-claws-apg.md b/compendium/feats/hag-claws-apg.md new file mode 100644 index 000000000..176b9b325 --- /dev/null +++ b/compendium/feats/hag-claws-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/changeling +aliases: ["Hag Claws"] +--- +# Hag Claws *Feat 1* +[changeling](rules/traits/changeling-b1.md) + + +When you came of age, your fingernails grew long and sharp. + +You gain a claw unarmed attack that deals `1d4` slashing damage. Your claws are in the brawling group and have the agile, [finesse](rules/traits/finesse.md), and [unarmed](rules/traits/unarmed.md) traits. + +**Special.** Hag claws can develop at any point in a changeling's life, allowing you to select this feat anytime you would gain an ancestry feat, but once you've selected it, you can't retrain out of it. + +*Source: Advanced Player's Guide p. 31* +%% #compendium/src/pf2e/apg #trait/changeling %% \ No newline at end of file diff --git a/compendium/feats/hag-magic-apg.md b/compendium/feats/hag-magic-apg.md new file mode 100644 index 000000000..a30336b4b --- /dev/null +++ b/compendium/feats/hag-magic-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/changeling +aliases: ["Hag Magic"] +--- +# Hag Magic *Feat 13* +[changeling](rules/traits/changeling-b1.md) + + +Through your heritage, you can replicate some of a hag's magic. + +Choose one common spell of 4th level or lower from those available to a coven, including the spells contributed to a coven by a hag of your mother's type. You can cast this spell once per day as a 4th-level occult innate spell. + +Spells available to all covens are [augury](compendium/spells/augury.md), [charm](compendium/spells/charm.md), [clairaudience](compendium/spells/clairaudience.md), [clairvoyance](compendium/spells/clairvoyance.md), [dream message](compendium/spells/dream-message.md), and [illusory disguise](compendium/spells/illusory-disguise.md). The eligible spells granted by the most prominent types of hag are: Sea Hag [acid arrow](compendium/spells/acid-arrow.md), [water walk](compendium/spells/water-walk.md); Green Hag [entangle](compendium/spells/entangle.md), [outcast's curse](compendium/spells/outcasts-curse.md), [wall of thorns](compendium/spells/wall-of-thorns.md); Annis Hag [earthbind](compendium/spells/earthbind.md); Night Hag [nightmare](compendium/spells/nightmare.md). + +*Source: Advanced Player's Guide p. 31* +%% #compendium/src/pf2e/apg #trait/changeling %% \ No newline at end of file diff --git a/compendium/feats/hags-sight-apg.md b/compendium/feats/hags-sight-apg.md new file mode 100644 index 000000000..61df646e5 --- /dev/null +++ b/compendium/feats/hags-sight-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/changeling +aliases: ["Hag's Sight"] +--- +# Hag's Sight *Feat 1* +[changeling](rules/traits/changeling-b1.md) + + +You've nurtured the supernatural abilities gifted by your hag mother, particularly your sight. You gain [darkvision](rules/abilities/darkvision.md). + +*Source: Advanced Player's Guide p. 31* +%% #compendium/src/pf2e/apg #trait/changeling %% \ No newline at end of file diff --git a/compendium/feats/halcyon-speaker-dedication-locg.md b/compendium/feats/halcyon-speaker-dedication-locg.md new file mode 100644 index 000000000..f358b56ce --- /dev/null +++ b/compendium/feats/halcyon-speaker-dedication-locg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Halcyon Speaker Dedication"] +--- +# Halcyon Speaker Dedication *Feat 6* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), member of the Magaambya of conversant rank + +You devote much of your study to halcyon magic. You gain two common Halcyon cantrips and two common 1st-level halcyon spells (see Halcyon Spells on page 100). In addition to being able to cast your halcyon spells via your arcane or primal spell slots, you also gain a 1st-level halcyon spell slot. You can use your halcyon spell slots to spontaneously cast your halcyon spells. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the halcyon speaker archetype. + +## Halcyon Speaker Dedication leads to... + +[Dualistic Synergy](compendium/feats/dualistic-synergy-locg.md), [Fulminating Synergy](compendium/feats/fulminating-synergy-locg.md), [Synergistic Spell](compendium/feats/synergistic-spell-locg.md), [Shared Synergy](compendium/feats/shared-synergy-locg.md), [Halcyon Spellcasting Initiate](compendium/feats/halcyon-spellcasting-initiate-locg.md), [Flexible Halcyon Spellcasting](compendium/feats/flexible-halcyon-spellcasting-locg.md), [Halcyon Spellcasting Adept](compendium/feats/halcyon-spellcasting-adept-locg.md), [Halcyon Spellcasting Sage](compendium/feats/halcyon-spellcasting-sage-locg.md), [Persistent Creation](compendium/feats/persistent-creation-locg.md), [Charged Creation](compendium/feats/charged-creation-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 104* +%% #compendium/src/pf2e/locg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/halcyon-spellcasting-adept-locg.md b/compendium/feats/halcyon-spellcasting-adept-locg.md new file mode 100644 index 000000000..9fb17e210 --- /dev/null +++ b/compendium/feats/halcyon-spellcasting-adept-locg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Halcyon Spellcasting Adept"] +--- +# Halcyon Spellcasting Adept *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Halcyon Spellcasting Initiate](compendium/feats/halcyon-spellcasting-initiate-locg.md); master in either [Arcana](compendium/skills.md#Arcana) or [Nature](compendium/skills.md#Nature), expert in the other + +You refine your halcyon magic. You gain two common 4th-level halcyon spells and two 5th-level halcyon spells. You also gain a 4th-level halcyon spell slot and a 5th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from trained to expert. + +## Halcyon Spellcasting Adept leads to... + +[Halcyon Spellcasting Sage](compendium/feats/halcyon-spellcasting-sage-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 105* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/halcyon-spellcasting-initiate-locg.md b/compendium/feats/halcyon-spellcasting-initiate-locg.md new file mode 100644 index 000000000..59f58cdcb --- /dev/null +++ b/compendium/feats/halcyon-spellcasting-initiate-locg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Halcyon Spellcasting Initiate"] +--- +# Halcyon Spellcasting Initiate *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Halcyon Speaker Dedication](compendium/feats/halcyon-speaker-dedication-locg.md) + +Your knowledge of halcyon magic increases. You gain two common 2nd-level halcyon spells and two 3rd-level halcyon spells. You also gain a 2nd-level halcyon spell slot and a 3rd-level halcyon spell slot. These and all future halcyon spell slots work like the 1st-level halcyon spell slot you gained from [Halcyon Speaker Dedication](compendium/feats/halcyon-speaker-dedication-locg.md). + +## Halcyon Spellcasting Initiate leads to... + +[Flexible Halcyon Spellcasting](compendium/feats/flexible-halcyon-spellcasting-locg.md), [Halcyon Spellcasting Adept](compendium/feats/halcyon-spellcasting-adept-locg.md), [Halcyon Spellcasting Sage](compendium/feats/halcyon-spellcasting-sage-locg.md), [Synergistic Spell](compendium/feats/synergistic-spell-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 104* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/halcyon-spellcasting-sage-locg.md b/compendium/feats/halcyon-spellcasting-sage-locg.md new file mode 100644 index 000000000..6c20077a3 --- /dev/null +++ b/compendium/feats/halcyon-spellcasting-sage-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Halcyon Spellcasting Sage"] +--- +# Halcyon Spellcasting Sage *Feat 18* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Halcyon Spellcasting Adept](compendium/feats/halcyon-spellcasting-adept-locg.md); legendary in either [Arcana](compendium/skills.md#Arcana) or [Nature](compendium/skills.md#Nature), master in the other + +Your command over halcyon magic is nearly unmatched. You gain two common 6th-level and 7th-level halcyon spells. You also gain a 6th-level halcyon spell slot and a 7th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from expert to master. + +*Source: Lost Omens: Character Guide p. 105* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/halfling-ingenuity-locg.md b/compendium/feats/halfling-ingenuity-locg.md new file mode 100644 index 000000000..2ae5525a7 --- /dev/null +++ b/compendium/feats/halfling-ingenuity-locg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/halfling +aliases: ["Halfling Ingenuity"] +--- +# Halfling Ingenuity *Feat 5* +[halfling](rules/traits/halfling.md) + +- **Prerequisites**: [Halfling Luck](compendium/feats/halfling-luck.md) + +While your willingness to dig into a task you know little about might get you into trouble, your incredible luck often saves you from danger. You can attempt skill actions that normally require you to be trained even if you aren't trained in that skill. + +If you use Halfling Luck when you fail a check for a skill with which you are untrained, you can add a proficiency bonus equal to your level, rather than 0, when you reroll the triggering skill check. You gain a +4 circumstance bonus to this rerolled skill check. + +*Source: Lost Omens: Character Guide p. 44* +%% #compendium/src/pf2e/locg #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/halfling-luck.md b/compendium/feats/halfling-luck.md index 50522968f..efb06bc5a 100644 --- a/compendium/feats/halfling-luck.md +++ b/compendium/feats/halfling-luck.md @@ -18,7 +18,7 @@ Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an e ## Halfling Luck leads to... -[Guiding Luck](compendium/feats/guiding-luck.md), Halfling Ingenuity, Incredible Luck, Shared Luck +[Guiding Luck](compendium/feats/guiding-luck.md), [Halfling Ingenuity](compendium/feats/halfling-ingenuity-locg.md), [Incredible Luck](compendium/feats/incredible-luck-locg.md), [Shared Luck](compendium/feats/shared-luck-locg.md) ## Summary diff --git a/compendium/feats/hallowed-initiate-botd.md b/compendium/feats/hallowed-initiate-botd.md new file mode 100644 index 000000000..48bd8a778 --- /dev/null +++ b/compendium/feats/hallowed-initiate-botd.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Hallowed Initiate"] +--- +# Hallowed Initiate *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md) + +You've expanded your focus spellcasting to techniques used by clerics and wizards. You gain an additional focus spell, either the necromancer school spell [call of the grave](compendium/spells/call-of-the-grave.md) or the initial domain spell of the death domain, [death's call](compendium/spells/deaths-call.md). Increase the number of Focus Points in your focus pool by 1. + +**Special.** You can select this feat a second time, choosing the other initial focus spell. + +*Source: Book of the Dead p. 24* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/hallowed-necromancer-dedication-botd.md b/compendium/feats/hallowed-necromancer-dedication-botd.md new file mode 100644 index 000000000..547ed6394 --- /dev/null +++ b/compendium/feats/hallowed-necromancer-dedication-botd.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Hallowed Necromancer Dedication"] +--- +# Hallowed Necromancer Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: good alignment, able to cast spells using spell slots, able to cast at least one necromancy spell, expert in [Religion](compendium/skills.md#Religion) + +You've studied techniques allowing you to blend so-called hallowed necromancy into your own spellcasting to bolster the living and destroy the undead. You gain the [hallowed ground](compendium/spells/hallowed-ground-botd.md) focus spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the [Refocus](rules/actions/refocus.md) activity. You can [Refocus](rules/actions/refocus.md) by meditating or praying to connect yourself to conduits of positive energy. Focus spells from the hallowed necromancer archetype have the same tradition as your spell slots. + +Casting spells that create, heal, or otherwise aid or promote undead is anathema to you, as is cooperation with undead. Using negative energy isn't anathema, as it serves a natural purpose, but twisting that negative energy for creation is blasphemous to you. If you perform acts that are anathema to your principles, you lose access to all feats from this archetype. These abilities can be regained only with an [atone](compendium/spells/rituals/atone.md) ritual. + +**Special.** You can't select another dedication feat until you have gained two other feats from the hallowed necromancer archetype. + +## Hallowed Necromancer Dedication leads to... + +[Hallowed Initiate](compendium/feats/hallowed-initiate-botd.md), [Sacred Spells](compendium/feats/sacred-spells-botd.md), [Death Warden](compendium/feats/death-warden-botd.md), [Advanced Hallowed Spell](compendium/feats/advanced-hallowed-spell-botd.md), [Positive Luminance](compendium/feats/positive-luminance-botd.md), [Consecrated Aura](compendium/feats/consecrated-aura-botd.md) + +## Summary + +*Source: Book of the Dead p. 24* +%% #compendium/src/pf2e/botd #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/halo-apg.md b/compendium/feats/halo-apg.md new file mode 100644 index 000000000..aeb0677f0 --- /dev/null +++ b/compendium/feats/halo-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/aasimar +aliases: ["Halo"] +--- +# Halo *Feat 1* +[aasimar](rules/traits/aasimar-apg.md) + + +You are surrounded by a halo of light and goodness at all times. Your halo sheds light with the effects of a divine [light](compendium/spells/light.md) cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. You can suppress or reestablish the halo with a single action, which has the [concentrate](rules/traits/concentrate.md) trait. + +## Halo leads to... + +[Healer's Halo](compendium/feats/healers-halo-loag.md) + +## Summary + +*Source: Advanced Player's Guide p. 35* +%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/hammer-quake-apg.md b/compendium/feats/hammer-quake-apg.md new file mode 100644 index 000000000..ed22a1a06 --- /dev/null +++ b/compendium/feats/hammer-quake-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/flourish +- trait/open +aliases: ["Hammer Quake"] +--- +# Hammer Quake [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) [open](rules/traits/open.md) + +- **Prerequisites**: [Mauler Dedication](compendium/feats/mauler-dedication-apg.md) +- **Requirements**: You're wielding a non-[finesse](rules/traits/finesse.md) melee weapon in two hands. +- **Activity** Three-Action + +You smash the ground with your weapon, knocking nearby creatures to the ground. Choose a square within your reach, including your own space. If there's a foe in the chosen square, [Strike](rules/actions/strike.md) that foe with the required weapon. + +Then attempt to [Trip](rules/actions/trip.md) every foe in the chosen square plus each square adjacent to that square, ignoring [Trip](rules/actions/trip.md)'s requirement that you have a hand free. This counts as three attacks toward your multiple attack penalty, but the penalty doesn't increase until after you've made the [Strike](rules/actions/strike.md), if any, and all the [Trip](rules/actions/trip.md) attempts. + +*Source: Advanced Player's Guide p. 183* +%% #compendium/src/pf2e/apg #trait/archetype #trait/flourish #trait/open %% \ No newline at end of file diff --git a/compendium/feats/hand-of-the-lich-botd.md b/compendium/feats/hand-of-the-lich-botd.md new file mode 100644 index 000000000..bf74b0030 --- /dev/null +++ b/compendium/feats/hand-of-the-lich-botd.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Hand of the Lich"] +--- +# Hand of the Lich *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lich Dedication](compendium/feats/lich-dedication-botd.md) + +Negative energy intensifies your undead form and makes your very touch the antithesis of life. You gain the advanced undead benefits (page 44). The damage die for your fist increases to `1d6` instead of `1d4`, it deals negative damage instead of bludgeoning damage, and it loses the [nonlethal](rules/traits/nonlethal.md) trait. Your fist becomes magical. + +When you critically hit a living creature with your fist [Strike](rules/actions/strike.md), the creature is [slowed](rules/conditions.md#Slowed) until the end of your next turn unless it succeeds at a Fortitude save against your spell DC. + +This is a critical specialization effect. + +*Source: Book of the Dead p. 50* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/handy-with-your-paws-ec3.md b/compendium/feats/handy-with-your-paws-ec3.md new file mode 100644 index 000000000..382677874 --- /dev/null +++ b/compendium/feats/handy-with-your-paws-ec3.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec3 +- trait/shoony +aliases: ["Handy With Your Paws"] +--- +# Handy With Your Paws *Feat 1* +[shoony](rules/traits/shoony-ec3.md) + + +You gain a +1 circumstance bonus to [Crafting](compendium/skills.md#Crafting) checks to [Repair](rules/actions/repair.md) non-magical items, and you don't need a repair kit for such repairs as long as you have any amount of junk, spare parts, or debris at your disposal. + +*Source: Extinction Curse #3: Life's Long Shadows p. 72* +%% #compendium/src/pf2e/ec3 #trait/shoony %% \ No newline at end of file diff --git a/compendium/feats/harbingers-caw-loag.md b/compendium/feats/harbingers-caw-loag.md new file mode 100644 index 000000000..c00999046 --- /dev/null +++ b/compendium/feats/harbingers-caw-loag.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/auditory +- trait/misfortune +- trait/tengu +aliases: ["Harbinger's Caw"] +--- +# Harbinger's Caw [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* +[auditory](rules/traits/auditory.md) [misfortune](rules/traits/misfortune.md) [tengu](rules/traits/tengu-b1.md) + +- **Frequency**: once per day +- **Trigger** A creature within 60 feet is about to attempt an attack roll or skill check. +- **Activity** Reaction + +You caw ominously, cursing the creature with misfortune. The target creature must roll the triggering check twice and take the lower result. + +*Source: Lost Omens: Ancestry Guide p. 60* +%% #compendium/src/pf2e/loag #trait/auditory #trait/misfortune #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/hard-tail-locg.md b/compendium/feats/hard-tail-locg.md new file mode 100644 index 000000000..d5c4fd7eb --- /dev/null +++ b/compendium/feats/hard-tail-locg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/goblin +aliases: ["Hard Tail"] +--- +# Hard Tail *Feat 1* +[goblin](rules/traits/goblin.md) + +- **Prerequisites**: tailed goblin heritage + +Your tail is much stronger than most, and you can lash out with it with the strength of a whip. You gain a tail unarmed attack that deals `1d6` bludgeoning damage. + +## Hard Tail leads to... + +[Tail Spin](compendium/feats/tail-spin-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 38* +%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/hard-to-fool-loag.md b/compendium/feats/hard-to-fool-loag.md new file mode 100644 index 000000000..e03f552a3 --- /dev/null +++ b/compendium/feats/hard-to-fool-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fetchling +aliases: ["Hard To Fool"] +--- +# Hard To Fool *Feat 1* +[fetchling](rules/traits/fetchling-b2.md) + + +You're accustomed to seeing through shifting darkness and bewildering magic. You gain a +1 circumstance bonus on [Perception](compendium/skills.md#Perception) checks against illusions as well as to Will saves against illusions and [shadow](rules/traits/shadow.md) effects. + +*Source: Lost Omens: Ancestry Guide p. 87* +%% #compendium/src/pf2e/loag #trait/fetchling %% \ No newline at end of file diff --git a/compendium/feats/harden-flesh-som.md b/compendium/feats/harden-flesh-som.md new file mode 100644 index 000000000..1a2084546 --- /dev/null +++ b/compendium/feats/harden-flesh-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/druid +- trait/earth +aliases: ["Harden Flesh"] +--- +# Harden Flesh [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[druid](rules/traits/druid.md) [earth](rules/traits/earth.md) + +- **Prerequisites**: stone order +- **Requirements**: You're standing on earthen or stone ground. +- **Activity** Single Action + +You fortify your skin with minerals drawn from earth and stone. You gain resistance 3 to physical damage, except adamantine, until the beginning of your next turn. At 12th level, and every 4 levels thereafter, the resistance increases by 1, to a maximum of resistance 6 at 20th level. + +*Source: Secrets of Magic p. 200* +%% #compendium/src/pf2e/som #trait/druid #trait/earth %% \ No newline at end of file diff --git a/compendium/feats/hardy-traveler-apg.md b/compendium/feats/hardy-traveler-apg.md new file mode 100644 index 000000000..fe0e8a163 --- /dev/null +++ b/compendium/feats/hardy-traveler-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/human +aliases: ["Hardy Traveler"] +--- +# Hardy Traveler *Feat 9* +[human](rules/traits/human.md) + + +There's no journey too far or burden too heavy when your friends are at your side. Increase your maximum and [encumbered](rules/conditions.md#Encumbered) Bulk limits by 1. In addition, you gain a +10-foot circumstance bonus to your Speed during overland travel. + +*Source: Advanced Player's Guide p. 47* +%% #compendium/src/pf2e/apg #trait/human %% \ No newline at end of file diff --git a/compendium/feats/harmless-doll-lotgb.md b/compendium/feats/harmless-doll-lotgb.md new file mode 100644 index 000000000..62bcfad87 --- /dev/null +++ b/compendium/feats/harmless-doll-lotgb.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/poppet +aliases: ["Harmless Doll"] +--- +# Harmless Doll *Feat 1* +[poppet](rules/traits/poppet-lotgb.md) + + +You look like nothing more than an ordinary toy, doll, or statuette, and you can fool others with your innocuous appearance. You gain the trained proficiency rank in [Deception](compendium/skills.md#Deception) (or another skill if you're already trained in [Deception](compendium/skills.md#Deception)), and you can [Impersonate](rules/actions/impersonate.md) an inanimate toy or a mindless poppet. You can [Hide](rules/actions/hide.md) without any cover or concealment from creatures that don't realize you're alive, so long as you're in a location where a toy of your shape wouldn't be out of place, like a carnival booth, city street, or toy shop (at the GM's discretion). If you succeed, onlookers still see you, but they mistake you for an inanimate toy. After being fooled once, they realize you're alive, and you can't [Hide](rules/actions/hide.md) from them in that way again. + +*Source: Lost Omens: The Grand Bazaar p. 63* +%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/compendium/feats/harmlessly-cute-locg.md b/compendium/feats/harmlessly-cute-locg.md new file mode 100644 index 000000000..0655b1f86 --- /dev/null +++ b/compendium/feats/harmlessly-cute-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/leshy +aliases: ["Harmlessly Cute"] +--- +# Harmlessly Cute *Feat 1* +[leshy](rules/traits/leshy-b1.md) + + +Your size and demeanor make it easy for you to convince others that you mean no harm. You gain the [Shameless Request](compendium/feats/shameless-request.md) skill feat as a bonus feat. Additionally, you gain a +1 circumstance bonus to initiative checks when you roll [Deception](compendium/skills.md#Deception) for initiative. + +*Source: Lost Omens: Character Guide p. 54* +%% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/compendium/feats/harrying-strike-locg.md b/compendium/feats/harrying-strike-locg.md new file mode 100644 index 000000000..f41c68107 --- /dev/null +++ b/compendium/feats/harrying-strike-locg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/attack +- trait/press +aliases: ["Harrying Strike"] +--- +# Harrying Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) [press](rules/traits/press.md) + +- **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) +- **Activity** Single Action + +Your attack prevents a foe from pursuing your allies. Make a melee [Strike](rules/actions/strike.md), adding the following effects in addition to the normal effects of the [Strike](rules/actions/strike.md). + +> [!success-degree] +> - **Critical Success** The target takes a –15-foot status penalty to its Speeds until the start of your next turn. +> - **Success** The target takes a –10-foot status penalty to its Speeds until the start of your next turn. +> - **Failure** The target takes a –5-foot status penalty to its Speeds until the start of your next turn. + +*Source: Lost Omens: Character Guide p. 115* +%% #compendium/src/pf2e/locg #trait/archetype #trait/attack #trait/press %% \ No newline at end of file diff --git a/compendium/feats/harsh-judgment-ngd.md b/compendium/feats/harsh-judgment-ngd.md new file mode 100644 index 000000000..068df478d --- /dev/null +++ b/compendium/feats/harsh-judgment-ngd.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ngd +- trait/archetype +- trait/vigilante +aliases: ["Harsh Judgment"] +--- +# Harsh Judgment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) + +- **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners +- **Activity** Single Action + +Choose one creature you can see, and loudly declare the creature's life forfeit by your judgment. That creature becomes your condemned foe until they are defeated, you use Harsh Judgment on a different creature, or the encounter ends. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) your condemned foe and on [Intimidation](compendium/skills.md#Intimidation) checks to [Demoralize](rules/actions/demoralize.md) them. You have a –1 circumstance penalty to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) creatures other than your condemned foe and on [Intimidation](compendium/skills.md#Intimidation) checks to [Demoralize](rules/actions/demoralize.md) anyone other than your condemned foe. + +You typically can use Harsh Judgment only during an encounter, and if you try to use it to declare someone's life forfeit during exploration or downtime, you are likely to start an encounter. + +## Harsh Judgment leads to... + +[Frightful Condemnation](compendium/feats/frightful-condemnation-ngd.md), [Accurate Swing](compendium/feats/accurate-swing-ngd.md), [Execution](compendium/feats/execution-ngd.md) + +## Summary + +*Source: Night of the Gray Death p. 64* +%% #compendium/src/pf2e/ngd #trait/archetype #trait/vigilante %% \ No newline at end of file diff --git a/compendium/feats/hasted-assault-som.md b/compendium/feats/hasted-assault-som.md new file mode 100644 index 000000000..3e376168d --- /dev/null +++ b/compendium/feats/hasted-assault-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Hasted Assault"] +--- +# Hasted Assault *Feat 14* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: focus pool + +You can speed yourself up to move and attack more swiftly. You learn the [hasted assault](compendium/spells/hasted-assault-som.md) conflux spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Secrets of Magic p. 49* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/hatchling-flight-loag.md b/compendium/feats/hatchling-flight-loag.md new file mode 100644 index 000000000..973898454 --- /dev/null +++ b/compendium/feats/hatchling-flight-loag.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kobold +aliases: ["Hatchling Flight"] +--- +# Hatchling Flight [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* +[kobold](rules/traits/kobold-b1.md) + +- **Prerequisites**: [Winglets](compendium/feats/winglets-loag.md) +- **Frequency**: once per round +- **Activity** Single Action + +You can fly a little! You [Fly](rules/actions/fly.md) up to half your Speed. If you don't end your movement on solid ground, you fall at the end of your turn. + +## Hatchling Flight leads to... + +[Wyrmling Flight](compendium/feats/wyrmling-flight-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 40* +%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/haunt-ingenuity-da.md b/compendium/feats/haunt-ingenuity-da.md new file mode 100644 index 000000000..a2ac2b1cf --- /dev/null +++ b/compendium/feats/haunt-ingenuity-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/divination +- trait/divine +- trait/thaumaturge +aliases: ["Haunt Ingenuity"] +--- +# Haunt Ingenuity *Feat 1* +[divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [thaumaturge](rules/traits/thaumaturge-da.md) + + +Your cunning knowledge grants you the ability to notice the emotional echo of a soul that passed on, leaving a haunt in its wake. Even when you aren't [Searching](rules/actions/search.md) while in exploration mode, the GM rolls a secret check for you to notice haunts that usually require you to be [Searching](rules/actions/search.md). + +You can disable haunts that require master proficiency in a skill as long as you're at least trained in the skill. If you have master proficiency in the skill, you can disable haunts that require a proficiency rank of legendary instead. + +*Source: Dark Archive p. 42* +%% #compendium/src/pf2e/da #trait/divination #trait/divine #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/head-of-the-night-parade-frp3.md b/compendium/feats/head-of-the-night-parade-frp3.md new file mode 100644 index 000000000..effe64f14 --- /dev/null +++ b/compendium/feats/head-of-the-night-parade-frp3.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp3 +- trait/bard +- trait/uncommon +aliases: ["Head Of The Night Parade"] +--- +# Head Of The Night Parade [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* +[bard](rules/traits/bard.md) [uncommon](rules/traits/uncommon.md) + +- **Activity** Three-Action + +You remember the revelry of the Night Parade and call them to your aid in a riotous display. You [Perform](rules/actions/perform.md) and cast 8th-level [mad monkeys](compendium/spells/mad-monkeys-apg.md) (Advanced Player's Guide 222) three times, except that the spell calls various apparitions such as dancing tsukumogami or drinking oni rather than monkeys. Each casting can produce a different kind of mischief. You can Sustain all three Spells each round using a single [Perform](rules/actions/perform.md) action. + +*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 75* +%% #compendium/src/pf2e/frp3 #trait/bard #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/head-stomp-apg.md b/compendium/feats/head-stomp-apg.md new file mode 100644 index 000000000..06a4dd250 --- /dev/null +++ b/compendium/feats/head-stomp-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["Head Stomp"] +--- +# Head Stomp [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[rogue](rules/traits/rogue.md) + +- **Activity** Single Action + +Make an unarmed melee attack against a [prone](rules/conditions.md#Prone) target. On a hit, the target becomes [flat-footed](rules/conditions.md#Flat-footed) to all attacks until the end of your next turn. + +*Source: Advanced Player's Guide p. 135* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/heal-animal-apg.md b/compendium/feats/heal-animal-apg.md new file mode 100644 index 000000000..b5ec58582 --- /dev/null +++ b/compendium/feats/heal-animal-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Heal Animal"] +--- +# Heal Animal *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) + +You can heal your animal companion's wounds. You can cast [heal animal](compendium/spells/heal-animal.md) as a beastmaster focus spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 160* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/heal-companion-apg.md b/compendium/feats/heal-companion-apg.md new file mode 100644 index 000000000..ab6d249cb --- /dev/null +++ b/compendium/feats/heal-companion-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ranger +aliases: ["Heal Companion"] +--- +# Heal Companion *Feat 1* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: an animal companion + +You have a deep devotion to your animal companion that enables you to magically heal their wounds. You gain the [heal companion](compendium/spells/heal-companion-apg.md) warden spell and a focus pool of 1 Focus Point. + +*Source: Advanced Player's Guide p. 132* +%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/healers-halo-loag.md b/compendium/feats/healers-halo-loag.md new file mode 100644 index 000000000..cdfddabec --- /dev/null +++ b/compendium/feats/healers-halo-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aasimar +aliases: ["Healer's Halo"] +--- +# Healer's Halo [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* +[aasimar](rules/traits/aasimar-apg.md) + +- **Prerequisites**: [Halo](compendium/feats/halo-apg.md) +- **Trigger** You or allies within 30 feet recover Hit Points while your halo is active. +- **Activity** Reaction + +Your halo can enhance positive energy. Creatures who have recovered Hit Points from a positive [healing](rules/traits/healing.md) effect recover an additional `1d6` Hit Points. Creatures who benefit from this power become temporarily immune to its effect for the next 10 minutes. + +*Source: Lost Omens: Ancestry Guide p. 11* +%% #compendium/src/pf2e/loag #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/healing-bomb-apg.md b/compendium/feats/healing-bomb-apg.md new file mode 100644 index 000000000..e769aac25 --- /dev/null +++ b/compendium/feats/healing-bomb-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/additive-2 +- trait/alchemist +aliases: ["Healing Bomb"] +--- +# Healing Bomb [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* +[additive <2>](rules/traits/additive.md) [alchemist](rules/traits/alchemist.md) + +- **Frequency**: once per round +- **Trigger** You craft an elixir of life using [Quick Alchemy](rules/actions/quick-alchemy.md), and that elixir is at least 2 levels lower than your advanced alchemy level. +- **Activity** Free Action + +By adding a special catalyst, you transform a healing elixir into a topical projectile. You grant the elixir the [bomb](rules/traits/bomb.md) trait. + +If you throw an elixir of life bomb at a willing target, you hit even on a failure, though not on a critical failure. If your [Strike](rules/actions/strike.md) with this elixir bomb hits a living target, the target regains Hit Points as if it had consumed the elixir. On a critical success, the target also gains the elixir's item bonus to saving throws against diseases and poisons for 1 minute. + +*Source: Advanced Player's Guide p. 107* +%% #compendium/src/pf2e/apg #trait/additive-2 #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/healing-hands.md b/compendium/feats/healing-hands.md index 0dfdf8136..4537f13f3 100644 --- a/compendium/feats/healing-hands.md +++ b/compendium/feats/healing-hands.md @@ -15,7 +15,7 @@ Your positive energy is even more vibrant and restorative. When you cast [heal]( ## Healing Hands leads to... -Magic Hands +[Magic Hands](compendium/feats/magic-hands-apg.md) ## Summary diff --git a/compendium/feats/heart-of-the-kaiju-frp3.md b/compendium/feats/heart-of-the-kaiju-frp3.md new file mode 100644 index 000000000..994a4dd9b --- /dev/null +++ b/compendium/feats/heart-of-the-kaiju-frp3.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp3 +- trait/druid +- trait/uncommon +aliases: ["Heart Of The Kaiju"] +--- +# Heart Of The Kaiju *Feat 20* +[druid](rules/traits/druid.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Monstrosity Shape](compendium/feats/monstrosity-shape.md) + +Witnessing the might of the kaiju King Mogaru, Alru, and Toraloa up close awoke a new ferocity within you. When you transform using Monstrosity Shape, you can take on a kaiju form. When you take this feat, choose acid, cold, electricity, fire, or sonic damage; this is the damage your breath weapon deals. You can't change this later. The battle form is Gargantuan size with the following specific abilities; the damage values already include the extra die from being a 9th-level spell. + +- **Kaiju** Speed 40 feet; physical resistance 5; Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (reach <20 feet>), Damage `3d12+20` piercing; Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claws (agile, reach <20 feet>), Damage `3d8+20` slashing; Breath Weapon [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (evocation, primal) Each creature in a 60-foot cone takes `15d6` damage (of your chosen damage type), with a basic Reflex save against your spell DC. Once activated, your breath weapon can't be used again for `1d4` rounds. + +*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 76* +%% #compendium/src/pf2e/frp3 #trait/druid #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/heat-wave-loag.md b/compendium/feats/heat-wave-loag.md new file mode 100644 index 000000000..bf6b190e6 --- /dev/null +++ b/compendium/feats/heat-wave-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ifrit +aliases: ["Heat Wave"] +--- +# Heat Wave [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* +[ifrit](rules/traits/ifrit-b2.md) + +- **Frequency**: once per 10 minutes +- **Trigger** An effect would deal fire damage to you, even if you resist all the damage. +- **Activity** Reaction + +You harness the oncoming flames and twist them into a screen of heat and smoke, granting you concealment until the beginning of your next turn. + +*Source: Lost Omens: Ancestry Guide p. 104* +%% #compendium/src/pf2e/loag #trait/ifrit %% \ No newline at end of file diff --git a/compendium/feats/heavens-thunder-loil.md b/compendium/feats/heavens-thunder-loil.md new file mode 100644 index 000000000..75daa2d6c --- /dev/null +++ b/compendium/feats/heavens-thunder-loil.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/archetype +- trait/electricity +- trait/evocation +- trait/sonic +aliases: ["Heaven's Thunder"] +--- +# Heaven's Thunder [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) + +- **Prerequisites**: Jalmeri Heavenseeker Dedication +- **Activity** Single Action + +Until the end of your next turn, your unarmed attacks and any monk weapons you wield deal additional electricity and sonic damage; the amount of each damage type is equal to the number of damage dice for the weapon or unarmed attack. Any creature who successfully Grapples you or is successfully Grappled by you takes this damage immediately after the [Grapple](rules/actions/grapple.md) check is resolved (using the number of damage dice of your unarmed attack to determine the damage dealt). If you also know the ki blast ki spell, you can choose to deal either electricity or sonic damage with the spell instead of force while this effect is active (ki blast loses the [force](rules/traits/force.md) trait and gains the [electricity](rules/traits/electricity.md) or [sonic](rules/traits/sonic.md) trait instead). + +*Source: Lost Omens: Impossible Lands p. 224* +%% #compendium/src/pf2e/loil #trait/archetype #trait/electricity #trait/evocation #trait/sonic %% \ No newline at end of file diff --git a/compendium/feats/hefting-shadow-loag.md b/compendium/feats/hefting-shadow-loag.md new file mode 100644 index 000000000..01120b670 --- /dev/null +++ b/compendium/feats/hefting-shadow-loag.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/conjuration +- trait/fetchling +- trait/occult +- trait/shadow +aliases: ["Hefting Shadow"] +--- +# Hefting Shadow *Feat 9* +[conjuration](rules/traits/conjuration.md) [fetchling](rules/traits/fetchling-b2.md) [occult](rules/traits/occult.md) [shadow](rules/traits/shadow.md) + +- **Prerequisites**: [Clever Shadow](compendium/feats/clever-shadow-loag.md) + +Your shadow can contain objects. You can [Interact](rules/actions/interact.md) with your shadow to store or retrieve objects, just like you would a mundane container (meaning you spend two [Interact](rules/actions/interact.md) actions total to store and then retrieve the object, for example). Your shadow can contain 2 Bulk of objects, which don't count toward the Bulk you're carrying. The items remain solid but take on a shadowy patina while stored this way. Though the items are in your shadow and can be detected normally, you gain a +2 circumstance bonus to [Stealth](compendium/skills.md#Stealth) checks to Conceal the Objects unless someone knows to check your shadow for items. + +*Source: Lost Omens: Ancestry Guide p. 88* +%% #compendium/src/pf2e/loag #trait/conjuration #trait/fetchling #trait/occult #trait/shadow %% \ No newline at end of file diff --git a/compendium/feats/heightened-captivation-lotgb.md b/compendium/feats/heightened-captivation-lotgb.md new file mode 100644 index 000000000..3f4ebe131 --- /dev/null +++ b/compendium/feats/heightened-captivation-lotgb.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +- trait/metamagic +aliases: ["Heightened Captivation"] +--- +# Heightened Captivation *Feat 8* +[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Captivator Dedication](compendium/feats/captivator-dedication-lotgb.md) + +You can infuse your enchantments and illusions with more power. Choose one of your spells granted by captivator archetype feats; this spell can't be from your highest level of non-cantrip captivator spells. The spell you choose is heightened to the highest level of captivator spell you can cast, not including cantrips. You can't later change the spell that is heightened by this feat. + +**Special.** You can select this feat more than once. Each time you select it, you choose a different spell. + +*Source: Lost Omens: The Grand Bazaar p. 121* +%% #compendium/src/pf2e/lotgb #trait/archetype #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/heir-of-the-saoc-locg.md b/compendium/feats/heir-of-the-saoc-locg.md new file mode 100644 index 000000000..31bf4e754 --- /dev/null +++ b/compendium/feats/heir-of-the-saoc-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/human +aliases: ["Heir Of The Saoc"] +--- +# Heir Of The Saoc *Feat 9* +[human](rules/traits/human.md) + +- **Prerequisites**: [Saoc Astrology](compendium/feats/saoc-astrology-locg.md) + +In the past, you would have been a proud initiate of the Saoc Brethren. Today, you carry on their legacy. When you use Saoc Astrology, roll `1d4` instead; on a 1, you take a –1 penalty to the skill check. On any other result, you gain a circumstance bonus of that value (for instance, a +3 circumstance bonus on a 3). + +*Source: Lost Omens: Character Guide p. 14* +%% #compendium/src/pf2e/locg #trait/human %% \ No newline at end of file diff --git a/compendium/feats/hellknight-armiger-dedication-lowg.md b/compendium/feats/hellknight-armiger-dedication-lowg.md new file mode 100644 index 000000000..437a112cd --- /dev/null +++ b/compendium/feats/hellknight-armiger-dedication-lowg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Hellknight Armiger Dedication"] +--- +# Hellknight Armiger Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You are from Old Cheliax. +- **Prerequisites**: member of a Hellknight order, trained in heavy armor as well as your order's favored weapon + +Your Hellknight training teaches you to terrorize others into compliance, but you also study the structure and hierarchy of Hell. You must survive painful tests of your body and mind called reckonings, which steady your mind against all sorts of trauma. + +You gain resistance to mental damage equal to 1 + your number of class feats from the Hellknight Armiger archetype and other Hellknight archetypes. You become trained in [Intimidation](compendium/skills.md#Intimidation) and [Hell Lore](compendium/skills.md#Lore); if you were already trained, you become an expert instead. + +**Special.** You can't select another dedication feat except dedication feats for higher positions within the Hellknights until you have gained two other feats from the Hellknight armiger archetype. + +## Hellknight Armiger Dedication leads to... + +[Ardent Armiger](compendium/feats/ardent-armiger-lowg.md), [Armiger's Mobility](compendium/feats/armigers-mobility-lowg.md), [Diabolic Certitude](compendium/feats/diabolic-certitude-lowg.md), [Mortification](compendium/feats/mortification-lowg.md), [Advanced Order Training](compendium/feats/advanced-order-training-locg.md), [Hellknight Dedication](compendium/feats/hellknight-dedication-locg.md), [Blade Of Law](compendium/feats/blade-of-law-locg.md), [Hell's Armaments](compendium/feats/hells-armaments-locg.md), [Hellknight Order Cross-training](compendium/feats/hellknight-order-cross-training-locg.md), [Sense Chaos](compendium/feats/sense-chaos-locg.md), [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md), [Gaze Of Veracity](compendium/feats/gaze-of-veracity-locg.md), [Masked Casting](compendium/feats/masked-casting-locg.md), [Signifer Armor Expertise](compendium/feats/signifer-armor-expertise-locg.md), [Signifer's Sight](compendium/feats/signifers-sight-locg.md), [Order Training](compendium/feats/order-training-locg.md) + +## Summary + +*Source: Lost Omens: World Guide p. 107* +%% #compendium/src/pf2e/lowg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/hellknight-dedication-locg.md b/compendium/feats/hellknight-dedication-locg.md new file mode 100644 index 000000000..51216a9d4 --- /dev/null +++ b/compendium/feats/hellknight-dedication-locg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Hellknight Dedication"] +--- +# Hellknight Dedication *Feat 6* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md), lawful alignment, member of a Hellknight order, passed the Hellknight Test + +You have forged your body to comply with the commands of your mind—orders steeped in the Measure and the Chain. You gain expert proficiency in [Intimidation](compendium/skills.md#Intimidation) (or in another skill in which you're trained of your choice, if you were already an expert in [Intimidation](compendium/skills.md#Intimidation)). You gain the armor specialization effects of Hellknight plate, and your resistance from that armor specialization is 1 higher than normal. In addition, you gain a +1 circumstance bonus to [Intimidation](compendium/skills.md#Intimidation) checks while wearing your Hellknight plate. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Hellknight or Hellknight armiger archetypes. + +## Hellknight Dedication leads to... + +[Advanced Order Training](compendium/feats/advanced-order-training-locg.md), [Blade Of Law](compendium/feats/blade-of-law-locg.md), [Hell's Armaments](compendium/feats/hells-armaments-locg.md), [Hellknight Order Cross-training](compendium/feats/hellknight-order-cross-training-locg.md), [Sense Chaos](compendium/feats/sense-chaos-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 84* +%% #compendium/src/pf2e/locg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/hellknight-order-cross-training-locg.md b/compendium/feats/hellknight-order-cross-training-locg.md new file mode 100644 index 000000000..080eb5eaf --- /dev/null +++ b/compendium/feats/hellknight-order-cross-training-locg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/hellknight +- trait/uncommon +aliases: ["Hellknight Order Cross-training"] +--- +# Hellknight Order Cross-training *Feat 12* +[archetype](rules/traits/archetype.md) [hellknight](rules/traits/hellknight-locg.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md); [Hellknight Dedication](compendium/feats/hellknight-dedication-locg.md) or [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md) + +You gain the lesser order benefit of a Hellknight order other than the one to which you belong. This represents your time spent training with members of that order to learn their techniques and teachings. If you aren't in good standing with a given order, you can't receive their training. + +**Special.** You can select this feat multiple times, gaining the lesser order benefit from a different order each time by training with members of that order. + +*Source: Lost Omens: Character Guide p. 81* +%% #compendium/src/pf2e/locg #trait/archetype #trait/hellknight #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/hellknight-signifer-dedication-locg.md b/compendium/feats/hellknight-signifer-dedication-locg.md new file mode 100644 index 000000000..90178adb3 --- /dev/null +++ b/compendium/feats/hellknight-signifer-dedication-locg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Hellknight Signifer Dedication"] +--- +# Hellknight Signifer Dedication *Feat 6* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: spellcasting class feature, [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md), lawful alignment, member of a Hellknight order, passed the Hellknight Test + +You have bolstered your force of will with the power of the Measure and the Chain. Upon initiation, you receive a signifer mask, often devoid of eyeholes or other decorative features. The mask doesn't obscure your vision, though it makes it impossible for others to see your eyes. While wearing your signifer's mask, you gain +1 circumstance bonus to [Deception](compendium/skills.md#Deception) checks to [Lie](rules/actions/lie.md), [Intimidation](compendium/skills.md#Intimidation) checks, and [Deception](compendium/skills.md#Deception) DCs against [Sense Motive](rules/actions/sense-motive.md). You gain expert proficiency in [Intimidation](compendium/skills.md#Intimidation) (or in another skill in which you're trained of your choice, if you were already an expert in [Intimidation](compendium/skills.md#Intimidation)) as well as in your choice of [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion). + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Hellknight signifer or Hellknight armiger archetypes. + +## Hellknight Signifer Dedication leads to... + +[Advanced Order Training](compendium/feats/advanced-order-training-locg.md), [Gaze Of Veracity](compendium/feats/gaze-of-veracity-locg.md), [Hellknight Order Cross-training](compendium/feats/hellknight-order-cross-training-locg.md), [Masked Casting](compendium/feats/masked-casting-locg.md), [Signifer Armor Expertise](compendium/feats/signifer-armor-expertise-locg.md), [Signifer's Sight](compendium/feats/signifers-sight-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 85* +%% #compendium/src/pf2e/locg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/hells-armaments-locg.md b/compendium/feats/hells-armaments-locg.md new file mode 100644 index 000000000..8a55359fe --- /dev/null +++ b/compendium/feats/hells-armaments-locg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Hell's Armaments"] +--- +# Hell's Armaments *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Hellknight Dedication](compendium/feats/hellknight-dedication-locg.md) + +You've trained with your order's weapon and your Hellknight plate long enough to apply your expertise from other weapons and armor. If you have expert proficiency in any weapon or unarmed attack, you gain expert proficiency in your order's weapon as well. If you have expert proficiency in any armor or unarmored defense, you gain expert proficiency in Hellknight plate as well. + +Hellknight Signifer Signifers are the powerful and enigmatic Hellknight spellcasters who support and sometimes lead other Hellknights on their missions to enforce unwavering law. Formidable in their own right, signifers are trained to be unstoppable forces of order and authority when they stand alongside their martial counterparts. + +*Source: Lost Omens: Character Guide p. 84* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/hellspawn-apg.md b/compendium/feats/hellspawn-apg.md new file mode 100644 index 000000000..3a0a23b04 --- /dev/null +++ b/compendium/feats/hellspawn-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/lineage +- trait/tiefling +aliases: ["Hellspawn"] +--- +# Hellspawn *Feat 1* +[lineage](rules/traits/lineage-apg.md) [tiefling](rules/traits/tiefling-b1.md) + + +Your lineage descends from [devils](rules/traits/devil.md), the conniving schemers of Hell's malevolent hierarchy. You're as skilled at noticing lies and twisted wordings as you are at constructing them. You are trained in [Deception](compendium/skills.md#Deception) and [Legal Lore](compendium/skills.md#Lore). If you were already trained in [Deception](compendium/skills.md#Deception) (from your background or class, for example), you instead become trained in a skill of your choice. + +You also gain the [Lie to Me](compendium/feats/lie-to-me.md) skill feat. + +## Hellspawn leads to... + +[Devil Magic](compendium/feats/devil-magic-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 40* +%% #compendium/src/pf2e/apg #trait/lineage #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/helpful-halfling-locg.md b/compendium/feats/helpful-halfling-locg.md new file mode 100644 index 000000000..189b08940 --- /dev/null +++ b/compendium/feats/helpful-halfling-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/halfling +aliases: ["Helpful Halfling"] +--- +# Helpful Halfling *Feat 9* +[halfling](rules/traits/halfling.md) + + +When you aid a friend with a task, you find many ways to help and avoid interfering. + +On a critical success to [Aid](rules/actions/aid.md), you grant your ally a +3 circumstance bonus if you have expert proficiency in the skill (rather than +2), and you grant your ally a +4 circumstance bonus if you have master proficiency (rather than +3). If you roll a critical failure on a check to [Aid](rules/actions/aid.md), you don't give your ally a –1 circumstance penalty to their check. + +*Source: Lost Omens: Character Guide p. 45* +%% #compendium/src/pf2e/locg #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/helpful-poppet-lotgb.md b/compendium/feats/helpful-poppet-lotgb.md new file mode 100644 index 000000000..ce2fc8fe7 --- /dev/null +++ b/compendium/feats/helpful-poppet-lotgb.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/poppet +aliases: ["Helpful Poppet"] +--- +# Helpful Poppet *Feat 1* +[poppet](rules/traits/poppet-lotgb.md) + + +You're particularly skilled at helping others with a task. You gain a +2 circumstance bonus on checks to [Aid](rules/actions/aid.md), and you don't give your ally a –1 circumstance penalty to their check if you critically fail your attempt to [Aid](rules/actions/aid.md). + +*Source: Lost Omens: The Grand Bazaar p. 63* +%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/compendium/feats/herbalist-dedication-apg.md b/compendium/feats/herbalist-dedication-apg.md new file mode 100644 index 000000000..829c2d870 --- /dev/null +++ b/compendium/feats/herbalist-dedication-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Herbalist Dedication"] +--- +# Herbalist Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Nature](compendium/skills.md#Nature), [Natural Medicine](compendium/feats/natural-medicine.md) + +You can create remedies and other herbal products. You gain the basic alchemy benefits (page 150), though they apply only for herbal items: alchemical items with the [healing](rules/traits/healing.md) trait, plus antidote and antiplague. You gain batches of infused reagents per day equal to your level or half your level if you didn't make your daily preparations in the wilderness. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. + +You become an expert in [Nature](compendium/skills.md#Nature) and can use [Nature](compendium/skills.md#Nature) instead of [Crafting](compendium/skills.md#Crafting) to [Craft](rules/actions/craft.md) herbal items. You don't need to be trained in [Crafting](compendium/skills.md#Crafting) or have the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) feat to do so, and you can use [healer's tools](compendium/equipment/items/healers-tools.md) instead of alchemist's tools. + +**Special.** You can't select another dedication feat until you have gained two other feats from the herbalist archetype. + +## Herbalist Dedication leads to... + +[Endemic Herbs](compendium/feats/endemic-herbs-apg.md), [Expert Herbalism](compendium/feats/expert-herbalism-apg.md), [Fresh Ingredients](compendium/feats/fresh-ingredients-apg.md), [Poultice Preparation](compendium/feats/poultice-preparation-apg.md), [Gravelands Herbalist](compendium/feats/gravelands-herbalist-lokl.md) + +## Summary + +*Source: Advanced Player's Guide p. 176* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/heroes-call-locg.md b/compendium/feats/heroes-call-locg.md new file mode 100644 index 000000000..abe5390f3 --- /dev/null +++ b/compendium/feats/heroes-call-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/dwarf +aliases: ["Heroes' Call"] +--- +# Heroes' Call *Feat 9* +[dwarf](rules/traits/dwarf.md) + + +The songs of ancient heroes echo through your mind and quicken your pulse, especially in dire straits. You gain [heroism](compendium/spells/heroism.md) as a 3rd-level innate occult spell that you can cast once per day. If you [Cast the Spell](rules/actions/cast-a-spell.md) when you have half or fewer Hit Points, you also gain temporary Hit Points equal to twice your level. + +*Source: Lost Omens: Character Guide p. 21* +%% #compendium/src/pf2e/locg #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/heroic-presence-apg.md b/compendium/feats/heroic-presence-apg.md new file mode 100644 index 000000000..fcee05ed8 --- /dev/null +++ b/compendium/feats/heroic-presence-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/emotion +- trait/human +- trait/mental +aliases: ["Heroic Presence"] +--- +# Heroic Presence [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 17* +[emotion](rules/traits/emotion.md) [human](rules/traits/human.md) [mental](rules/traits/mental.md) + +- **Frequency**: once per day +- **Activity** Single Action + +The blood of heroes courses through your veins, and you inspire your allies to dig deep and find a new level of resolve. You grant up to 10 willing creatures within 30 feet the effects of a 6th-level [zealous conviction](compendium/spells/zealous-conviction.md), though the effect automatically ends on a target if you give that target a command they would normally find repugnant. This action has the [auditory](rules/traits/auditory.md) trait or [visual](rules/traits/visual.md) trait, depending on how you inspire your allies. + +*Source: Advanced Player's Guide p. 47* +%% #compendium/src/pf2e/apg #trait/emotion #trait/human #trait/mental %% \ No newline at end of file diff --git a/compendium/feats/heros-wings-loag.md b/compendium/feats/heros-wings-loag.md new file mode 100644 index 000000000..493c94275 --- /dev/null +++ b/compendium/feats/heros-wings-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/sprite +aliases: ["Hero's Wings"] +--- +# Hero's Wings *Feat 17* +[sprite](rules/traits/sprite-b1.md) + +- **Prerequisites**: [Energize Wings](compendium/feats/energize-wings-loag.md) + +You have begun the final steps to reaching your full potential. Your wings are always in their majestic form without you needing to use Energize Wings, granting you a permanent fly Speed. Furthermore, sprites recognize you as a powerful hero (or villain) by your unique wings and are appropriately impressed. You gain a +2 circumstance bonus on all [Diplomacy](compendium/skills.md#Diplomacy) and [Intimidation](compendium/skills.md#Intimidation) checks against sprites and gain the benefits of the [Glad-Hand](compendium/feats/glad-hand.md) skill feat against other sprites, without taking a –5 penalty to your [Diplomacy](compendium/skills.md#Diplomacy) check. + +*Source: Lost Omens: Ancestry Guide p. 132* +%% #compendium/src/pf2e/loag #trait/sprite %% \ No newline at end of file diff --git a/compendium/feats/hex-focus-apg.md b/compendium/feats/hex-focus-apg.md new file mode 100644 index 000000000..d14155313 --- /dev/null +++ b/compendium/feats/hex-focus-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Hex Focus"] +--- +# Hex Focus *Feat 12* +[witch](rules/traits/witch-apg.md) + + +Your patron's teachings have allowed you to achieve a deeper focus. If you have spent at least 2 Focus Points since the last time you [Refocused](rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1. + +## Hex Focus leads to... + +[Hex Wellspring](compendium/feats/hex-wellspring-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 104* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/hex-master-apg.md b/compendium/feats/hex-master-apg.md new file mode 100644 index 000000000..8b1383448 --- /dev/null +++ b/compendium/feats/hex-master-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Hex Master"] +--- +# Hex Master *Feat 20* +[witch](rules/traits/witch-apg.md) + + +You embody the link to your patron so completely that you can cast your hexes in rapid succession. You are no longer limited to casting only a single hex each turn. In addition, when you cast [cackle](compendium/spells/cackle-apg.md) to sustain a hex, you gain the effects of [Sustain a Spell](rules/actions/sustain-a-spell.md) for all your active hexes that have a duration of sustained. + +*Source: Advanced Player's Guide p. 105* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/hex-wellspring-apg.md b/compendium/feats/hex-wellspring-apg.md new file mode 100644 index 000000000..7835f8a2b --- /dev/null +++ b/compendium/feats/hex-wellspring-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Hex Wellspring"] +--- +# Hex Wellspring *Feat 18* +[witch](rules/traits/witch-apg.md) + +- **Prerequisites**: [Hex Focus](compendium/feats/hex-focus-apg.md) + +Focus flows from your patron each time you commune with your familiar. You can recover 3 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1 if you have spent at least 3 Focus Points since the last time you [Refocused](rules/actions/refocus.md). + +*Source: Advanced Player's Guide p. 105* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/hidden-magic-apg.md b/compendium/feats/hidden-magic-apg.md new file mode 100644 index 000000000..0ac9852e6 --- /dev/null +++ b/compendium/feats/hidden-magic-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/skill +aliases: ["Hidden Magic"] +--- +# Hidden Magic *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion); [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) + +You've learned to hide the magical auras of your gear. During your daily preparations, you carefully tweak any or all of your magic items to appear non-magical. Objects adjusted in this way remain so until your next preparations. + +A spellcaster using [detect magic](compendium/spells/detect-magic.md) or [read aura](compendium/spells/read-aura.md) must succeed at a [Perception](compendium/skills.md#Perception) check against your [Deception](compendium/skills.md#Deception) DC to see through your obfuscations. + +*Source: Advanced Player's Guide p. 196* +%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/hidden-thorn-loil.md b/compendium/feats/hidden-thorn-loil.md new file mode 100644 index 000000000..9d34d7c2f --- /dev/null +++ b/compendium/feats/hidden-thorn-loil.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/ghoran +aliases: ["Hidden Thorn"] +--- +# Hidden Thorn *Feat 1* +[ghoran](rules/traits/ghoran-loil.md) + + +Some flowers can hide their thorns, and yours happen to be [hidden](rules/conditions.md#Hidden) along your arms. You gain a thorns unarmed attack that deals `1d6` piercing damage. + +Your thorns are in the knife weapon group and have the [finesse](rules/traits/finesse.md) and [unarmed](rules/traits/unarmed.md) traits. + +*Source: Lost Omens: Impossible Lands p. 37* +%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/compendium/feats/hideous-ululation-sli.md b/compendium/feats/hideous-ululation-sli.md new file mode 100644 index 000000000..5e147edb2 --- /dev/null +++ b/compendium/feats/hideous-ululation-sli.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sli +- trait/archetype +- trait/skill +aliases: ["Hideous Ululation"] +--- +# Hideous Ululation *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Oozemorph Dedication](compendium/feats/oozemorph-dedication-sli.md), trained in [Performance](compendium/skills.md#Performance) + +Your throat has multiple separate chambers that can give your voice an eerie echo. You can be clearly heard at distances of up to 300 feet regardless of ambient sound, although your voice doesn't penetrate a magical silence effect. + +*Source: The Slithering p. 59* +%% #compendium/src/pf2e/sli #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/high-quality-scrounger-apg.md b/compendium/feats/high-quality-scrounger-apg.md new file mode 100644 index 000000000..332cab32e --- /dev/null +++ b/compendium/feats/high-quality-scrounger-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["High-quality Scrounger"] +--- +# High-quality Scrounger *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Scrounger Dedication](compendium/feats/scrounger-dedication-apg.md) + +When you [Craft](rules/actions/craft.md) a temporary item using Scrounger Dedication, it can be an item of up to 3rd level (though the item must still be a weapon, armor, or a nonconsumable piece of adventuring gear). You can instead [Craft](rules/actions/craft.md) it for someone else's use, allowing them to avoid taking the penalty for using a shoddy item when using it, but causing you to take the penalty if you use it. + +*Source: Advanced Player's Guide p. 190* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/high-speed-regeneration-da.md b/compendium/feats/high-speed-regeneration-da.md new file mode 100644 index 000000000..5b7b3153d --- /dev/null +++ b/compendium/feats/high-speed-regeneration-da.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/deviant +- trait/healing +- trait/magical +- trait/necromancy +- trait/rare +aliases: ["High-Speed Regeneration"] +--- +# High-Speed Regeneration [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* +[deviant](rules/traits/deviant-da.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Trigger** Your turn begins. +- **Activity** Free Action + +Your wounds knit together with barely a thought. You regain Hit Points equal to double your level. When you gain this deviation, the GM secretly selects one type of energy damage or precious material, such as fire or cold iron. When you take damage of that type, your wound smokes until the end of your next turn, preventing you from using High-Speed Regeneration. + +**Awakening** Your regeneration can automatically save you from the brink of death. Once per day, you can use High-Speed Regeneration when your Hit Points would be reduced to 0 instead of the usual trigger. You avoid being knocked out and remain at the number of HP you regained. + +**Awakening** Regrowth invigorates you. You gain a +10-foot status bonus to your Speed until the end of your turn. + +*Source: Dark Archive p. 78* +%% #compendium/src/pf2e/da #trait/deviant #trait/healing #trait/magical #trait/necromancy #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/hijack-undead-ooa3.md b/compendium/feats/hijack-undead-ooa3.md new file mode 100644 index 000000000..2ab457f06 --- /dev/null +++ b/compendium/feats/hijack-undead-ooa3.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ooa3 +- trait/archetype +aliases: ["Hijack Undead"] +--- +# Hijack Undead [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md) +- **Frequency**: once per hour +- **Activity** Three-Action + +Your clockwork devices can commandeer the bodies of undead, bending them to your will. Make a melee [Strike](rules/actions/strike.md) against an adjacent undead creature. On a success, instead of taking damage, the target becomes [controlled](rules/conditions.md#Controlled) by you if its level is equal to or lower than your level – 3. It can attempt a Will saving throw against the higher of your class DC or spell DC to resist being [controlled](rules/conditions.md#Controlled) by you. If the target is already under someone else's command, the controlling creature also rolls a saving throw, and the undead uses the better result. + +> [!success-degree] +> - **Critical Success** The target is unaffected and temporarily immune for 24 hours. +> - **Success** The target is unaffected. +> - **Failure** The undead creature becomes a [minion](rules/traits/minion.md) under your control for 1 minute. The control ends if you or an ally attacks the [minion](rules/traits/minion.md) undead. +> - **Critical Failure** As failure, but the duration is 1 hour. + +## Hijack Undead leads to... + +[Improved Hijack Undead](compendium/feats/improved-hijack-undead-ooa3.md) + +## Summary + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* +%% #compendium/src/pf2e/ooa3 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/hilt-hammer-lokl.md b/compendium/feats/hilt-hammer-lokl.md new file mode 100644 index 000000000..5e2c21b01 --- /dev/null +++ b/compendium/feats/hilt-hammer-lokl.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["Hilt Hammer"] +--- +# Hilt Hammer *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md) + +You know how to turn any weapon into a bone-crushing implement of skeletal destruction. Melee weapons you wield gain the versatile B trait. You can use the weapon only to deal bludgeoning damage when making melee attacks. At the GM's discretion, specific weapons might not be able to gain the versatile B trait. + +*Source: Lost Omens: Knights of Lastwall p. 76* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/hireling-manager-apg.md b/compendium/feats/hireling-manager-apg.md new file mode 100644 index 000000000..51dcbe6e5 --- /dev/null +++ b/compendium/feats/hireling-manager-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +aliases: ["Hireling Manager"] +--- +# Hireling Manager *Feat 3* +[general](rules/traits/general.md) + +- **Prerequisites**: Charisma 14 + +You are able to find and secure better labor than most. + +When securing a hireling for a service, that hireling gains a +2 circumstance bonus to all skill checks. This circumstance bonus applies to both trained and untrained hirelings and has no effect on the cost of the service or labor provided. + +*Source: Advanced Player's Guide p. 206* +%% #compendium/src/pf2e/apg #trait/general %% \ No newline at end of file diff --git a/compendium/feats/histrionic-injury-lotgb.md b/compendium/feats/histrionic-injury-lotgb.md new file mode 100644 index 000000000..e8c779059 --- /dev/null +++ b/compendium/feats/histrionic-injury-lotgb.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/mental +- trait/poppet +aliases: ["Histrionic Injury"] +--- +# Histrionic Injury [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* +[mental](rules/traits/mental.md) [poppet](rules/traits/poppet-lotgb.md) + +- **Frequency**: once per hour +- **Trigger** A creature you can see damages you with a melee [Strike](rules/actions/strike.md). +- **Activity** Reaction + +You respond with a startled look, dramatic pratfall, or theatrical arm-flailing that stymies your attacker. The attacker must succeed at a Will saving throw against your class DC or spell DC, whichever is higher, or become [stupefied](rules/conditions.md#Stupefied) for 1 round ([stupefied](rules/conditions.md#Stupefied) on a critical failure). + +*Source: Lost Omens: The Grand Bazaar p. 64* +%% #compendium/src/pf2e/lotgb #trait/mental #trait/poppet %% \ No newline at end of file diff --git a/compendium/feats/hobgoblin-lore-locg.md b/compendium/feats/hobgoblin-lore-locg.md new file mode 100644 index 000000000..666eed9a8 --- /dev/null +++ b/compendium/feats/hobgoblin-lore-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/hobgoblin +aliases: ["Hobgoblin Lore"] +--- +# Hobgoblin Lore *Feat 1* +[hobgoblin](rules/traits/hobgoblin-locg.md) + + +You've studied traditional hobgoblin exercises and fieldcraft, all of which have a militaristic bent. You become trained in [Athletics](compendium/skills.md#Athletics) and [Crafting](compendium/skills.md#Crafting). For each of these skills in which you were already trained, you become trained in a skill of your choice. You also become trained in [Hobgoblin Lore](compendium/skills.md#Lore). + +*Source: Lost Omens: Character Guide p. 50* +%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/compendium/feats/hobgoblin-weapon-discipline-locg.md b/compendium/feats/hobgoblin-weapon-discipline-locg.md new file mode 100644 index 000000000..cee5c109e --- /dev/null +++ b/compendium/feats/hobgoblin-weapon-discipline-locg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/hobgoblin +aliases: ["Hobgoblin Weapon Discipline"] +--- +# Hobgoblin Weapon Discipline *Feat 5* +[hobgoblin](rules/traits/hobgoblin-locg.md) + +- **Prerequisites**: [Hobgoblin Weapon Familiarity](compendium/feats/hobgoblin-weapon-familiarity-locg.md) + +You know how to efficiently utilize the weapons soldiers use in close quarters. + +Whenever you score a critical hit using a weapon of the polearm, spear, or sword group, you apply the weapon's critical specialization effect. + +*Source: Lost Omens: Character Guide p. 51* +%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/compendium/feats/hobgoblin-weapon-expertise-locg.md b/compendium/feats/hobgoblin-weapon-expertise-locg.md new file mode 100644 index 000000000..5cd2c01b1 --- /dev/null +++ b/compendium/feats/hobgoblin-weapon-expertise-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/hobgoblin +aliases: ["Hobgoblin Weapon Expertise"] +--- +# Hobgoblin Weapon Expertise *Feat 13* +[hobgoblin](rules/traits/hobgoblin-locg.md) + +- **Prerequisites**: [Hobgoblin Weapon Familiarity](compendium/feats/hobgoblin-weapon-familiarity-locg.md) + +You increase your training in battlefield weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all weapons you are trained in from [Hobgoblin Weapon Familiarity](compendium/feats/hobgoblin-weapon-familiarity-locg.md). + +*Source: Lost Omens: Character Guide p. 51* +%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/compendium/feats/hobgoblin-weapon-familiarity-locg.md b/compendium/feats/hobgoblin-weapon-familiarity-locg.md new file mode 100644 index 000000000..8d14f740d --- /dev/null +++ b/compendium/feats/hobgoblin-weapon-familiarity-locg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/hobgoblin +aliases: ["Hobgoblin Weapon Familiarity"] +--- +# Hobgoblin Weapon Familiarity *Feat 1* +[hobgoblin](rules/traits/hobgoblin-locg.md) + + +You are trained with [composite longbows](compendium/equipment/items/composite-longbow.md), [composite shortbows](compendium/equipment/items/composite-shortbow.md), [glaives](compendium/equipment/items/glaive.md), [longbows](compendium/equipment/items/longbow.md), [longswords](compendium/equipment/items/longsword.md), and [shortbows](compendium/equipment/items/shortbow.md). + +In addition, you gain access to all uncommon hobgoblin weapons. For the purpose of determining your proficiency, martial hobgoblin weapons are simple weapons and advanced hobgoblin weapons are martial weapons. + +## Hobgoblin Weapon Familiarity leads to... + +[Hobgoblin Weapon Discipline](compendium/feats/hobgoblin-weapon-discipline-locg.md), [Hobgoblin Weapon Expertise](compendium/feats/hobgoblin-weapon-expertise-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 50* +%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/compendium/feats/hobnobber.md b/compendium/feats/hobnobber.md index eb246ba25..062b2d876 100644 --- a/compendium/feats/hobnobber.md +++ b/compendium/feats/hobnobber.md @@ -16,7 +16,7 @@ You are skilled at learning information through conversation. The [Gather Inform ## Hobnobber leads to... -Entourage +[Entourage](compendium/feats/entourage-locg.md) ## Summary diff --git a/compendium/feats/hold-mark-apg.md b/compendium/feats/hold-mark-apg.md new file mode 100644 index 000000000..97db26cd0 --- /dev/null +++ b/compendium/feats/hold-mark-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/orc +aliases: ["Hold Mark"] +--- +# Hold Mark *Feat 5* +[orc](rules/traits/orc.md) + + +You bear scars or tattoos enhanced by the mark of your community's prowess. When you select this feat, choose one of the options on the following page. When you critically hit using a weapon of the listed group, you apply the weapon's critical specialization effect. You gain a large brand or tattoo. + +- **Axe** axe or pick +- **Shield** hammer or shield +- **Torch** bomb or knife + +*Source: Advanced Player's Guide p. 18* +%% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/holistic-care-apg.md b/compendium/feats/holistic-care-apg.md new file mode 100644 index 000000000..85f9cb0d7 --- /dev/null +++ b/compendium/feats/holistic-care-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/skill +aliases: ["Holistic Care"] +--- +# Holistic Care *Feat 6* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy), [Treat Condition](compendium/feats/treat-condition-apg.md) + +You provide emotional and spiritual care. + +Add [frightened](rules/conditions.md#Frightened), [stupefied](rules/conditions.md#Stupefied), and [stunned](rules/conditions.md#Stunned) to the list of conditions you can reduce with Treat Condition. If the [stunned](rules/conditions.md#Stunned) condition has a duration instead of a value, you can't use Treat Condition to reduce it. + +*Source: Advanced Player's Guide p. 184* +%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/holy-light-lokl.md b/compendium/feats/holy-light-lokl.md new file mode 100644 index 000000000..6aac2757e --- /dev/null +++ b/compendium/feats/holy-light-lokl.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/champion +- trait/cleric +- trait/concentrate +- trait/divine +- trait/evocation +- trait/light +- trait/uncommon +aliases: ["Holy Light"] +--- +# Holy Light [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[champion](rules/traits/champion.md) [cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Knights of Lastwall have access to this feat. +- **Prerequisites**: you follow a good-aligned deity +- **Activity** Two-Action + +You raise your arms to the sky and pray fervently, surrounding yourself in a beacon of holy light. The beacon sheds bright light in a 30-foot-radius, 100-foot-high cylinder centered on you until the beginning of your next turn. Evil creatures in the area must succeed at a Will save equal to your class DC or spell DC (whichever is higher) or become [dazzled](rules/conditions.md#Dazzled) for 1 round. + +*Source: Lost Omens: Knights of Lastwall p. 85* +%% #compendium/src/pf2e/lokl #trait/champion #trait/cleric #trait/concentrate #trait/divine #trait/evocation #trait/light #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/homeward-bound-apg.md b/compendium/feats/homeward-bound-apg.md new file mode 100644 index 000000000..81c366f3c --- /dev/null +++ b/compendium/feats/homeward-bound-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/gnome +- trait/uncommon +aliases: ["Homeward Bound"] +--- +# Homeward Bound *Feat 17* +[gnome](rules/traits/gnome.md) [uncommon](rules/traits/uncommon.md) + +- **Frequency**: twice per week + +The connection between you and the First World resonates within your body stronger than it does for most gnomes, allowing you to cross the threshold between the Material Plane and the First World. You gain plane shift as a primal innate spell. You can cast it twice per week. This can be used only to travel back and forth between the First World and the Material Plane. Due to your body's natural resonance, you can act as the spell focus, and you don't require a tuning fork. + +*Source: Advanced Player's Guide p. 44* +%% #compendium/src/pf2e/apg #trait/gnome #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/homing-beacon-da.md b/compendium/feats/homing-beacon-da.md new file mode 100644 index 000000000..6cd22a0c2 --- /dev/null +++ b/compendium/feats/homing-beacon-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/amp +- trait/psychic +aliases: ["Homing Beacon"] +--- +# Homing Beacon *Feat 4* +[amp](rules/traits/amp-da.md) [psychic](rules/traits/psychic-da.md) + + +As your spell strikes a target, you plant a beacon in the target's mind that announces its presence to those nearby. Use this amp in place of a psi cantrip's normal amp entry. The amped cantrip must be one that has one or more targets and must either require a spell attack roll or have a saving throw. + +*Source: Dark Archive p. 24* +%% #compendium/src/pf2e/da #trait/amp #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/hopping-stride-loag.md b/compendium/feats/hopping-stride-loag.md new file mode 100644 index 000000000..8b5c31a78 --- /dev/null +++ b/compendium/feats/hopping-stride-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/dhampir +aliases: ["Hopping Stride"] +--- +# Hopping Stride [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[dhampir](rules/traits/dhampir-b1.md) + +- **Prerequisites**: [Ru-Shi](compendium/feats/ru-shi-loag.md) +- **Activity** Single Action + +You've internalized the hopping gait of your vampiric forebear. [Stride](rules/actions/stride.md) up to a distance equal to your Speed – 10 feet. During this [Stride](rules/actions/stride.md), instead of moving through each space normally, you hop over every other square between your starting space and your ending space. These hops aren't high enough to jump over a creature or other significant obstacle in your way, but they avoid difficult terrain, hazardous terrain, pressure plates, or hazards on the ground or up to a foot above it in the spaces you hopped over. + +*Source: Lost Omens: Ancestry Guide p. 27* +%% #compendium/src/pf2e/loag #trait/dhampir %% \ No newline at end of file diff --git a/compendium/feats/horizon-walker-dedication-apg.md b/compendium/feats/horizon-walker-dedication-apg.md new file mode 100644 index 000000000..be3991932 --- /dev/null +++ b/compendium/feats/horizon-walker-dedication-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Horizon Walker Dedication"] +--- +# Horizon Walker Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) + +You've mastered travel within a specific type of terrain. You gain the Favored Terrain feat (Core Rulebook 171). When in your favored terrain, you gain a +10-foot circumstance bonus to your travel Speed. When other creatures [Follow the Expert](rules/actions/follow-the-expert.md) with you as a guide in your favored terrain, they gain both the ability to ignore non-magical difficult terrain for the purpose of their travel Speed and the bonus to travel Speed. + +**Special.** You can't select another dedication feat until you have gained two other feats from the horizon walker archetype. + +## Horizon Walker Dedication leads to... + +[Acclimatization](compendium/feats/acclimatization-apg.md), [Magical Adaptation](compendium/feats/magical-adaptation-apg.md), [Perpetual Scout](compendium/feats/perpetual-scout-apg.md), [Sure Foot](compendium/feats/sure-foot-apg.md), [Wild Strider](compendium/feats/wild-strider-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 177* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/hulking-size-som.md b/compendium/feats/hulking-size-som.md new file mode 100644 index 000000000..a38fa50b4 --- /dev/null +++ b/compendium/feats/hulking-size-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Hulking Size"] +--- +# Hulking Size *Feat 8* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + + +Your eidolon grows substantially. Your eidolon becomes Large, instead of its previous size, and its reach increases to 10 feet. This doesn't change any of its other statistics. + +## Hulking Size leads to... + +[Towering Size](compendium/feats/towering-size-som.md) + +## Summary + +*Source: Secrets of Magic p. 71* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/hungry-goblin-locg.md b/compendium/feats/hungry-goblin-locg.md new file mode 100644 index 000000000..2f6ff78ac --- /dev/null +++ b/compendium/feats/hungry-goblin-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/goblin +aliases: ["Hungry Goblin"] +--- +# Hungry Goblin *Feat 9* +[goblin](rules/traits/goblin.md) + +- **Prerequisites**: [Fang Sharpener](compendium/feats/fang-sharpener-locg.md) + +You'll eat anything and anyone. Whenever you inflict [persistent bleed damage](rules/conditions.md#Persistent%20Damage) with your jaws unarmed attack, you gain temporary Hit Points equal to half your level for 1 minute. + +*Source: Lost Omens: Character Guide p. 39* +%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/hunters-defense-lome.md b/compendium/feats/hunters-defense-lome.md new file mode 100644 index 000000000..c3b238570 --- /dev/null +++ b/compendium/feats/hunters-defense-lome.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/grippli +aliases: ["Hunter's Defense"] +--- +# Hunter's Defense [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[grippli](rules/traits/grippli-b2.md) + +- **Prerequisites**: trained in [Nature](compendium/skills.md#Nature) +- **Frequency**: once per hour +- **Trigger** A creature with the animal, beast, elemental, fey, [fungus](rules/traits/fungus-b1.md), or [plant](rules/traits/plant.md) trait attacks you, and you can see the attacker. +- **Activity** Reaction + +Your canny understanding of natural and primal creatures helps you predict and dodge their attacks. The triggering attack roll targets your [Nature](compendium/skills.md#Nature) DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn't remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being [flat-footed](rules/conditions.md#Flat-footed), even though you wouldn't take the –2 circumstance penalty against the attack. + +*Source: Lost Omens: The Mwangi Expanse p. 121* +%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/compendium/feats/hunters-fangs-lome.md b/compendium/feats/hunters-fangs-lome.md new file mode 100644 index 000000000..35cb18fee --- /dev/null +++ b/compendium/feats/hunters-fangs-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/anadi +aliases: ["Hunter's Fangs"] +--- +# Hunter's Fangs *Feat 5* +[anadi](rules/traits/anadi-lome.md) + + +Your fangs are exceptionally painful. Whenever you score a critical hit with your fangs unarmed attack, you apply the unarmed attack's critical specialization effect. + +*Source: Lost Omens: The Mwangi Expanse p. 106* +%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/compendium/feats/hunters-luck-apg.md b/compendium/feats/hunters-luck-apg.md new file mode 100644 index 000000000..3bd7c5c9d --- /dev/null +++ b/compendium/feats/hunters-luck-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ranger +aliases: ["Hunter's Luck"] +--- +# Hunter's Luck *Feat 4* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: warden spells + +Your recollection of monsters is magically enhanced by luck. You gain the [hunter's luck](compendium/spells/hunters-luck-apg.md) warden spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 132* +%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/hunters-sanctum-botd.md b/compendium/feats/hunters-sanctum-botd.md new file mode 100644 index 000000000..dac72e46e --- /dev/null +++ b/compendium/feats/hunters-sanctum-botd.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Hunter's Sanctum"] +--- +# Hunter's Sanctum *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) + +You establish a safe house where you can prepare for your hunt. The sanctum is roughly the size of a 20-foot cube. This sanctum is in a location you have access to and can be part of a larger structure, such as the basement of a temple or hidden room of a library. Setting up or moving your sanctum takes a week of downtime. Your sanctum protects objects and people inside it from magical detection and the prying eyes of undead. This has the effects of [nondetection](compendium/spells/nondetection.md), using your [Religion](compendium/skills.md#Religion) modifier for the counteract DC and half your level rounded up for the counteract level. Additionally, undead attempting to locate the entrance to your sanctum via mundane [Perception](compendium/skills.md#Perception) must succeed against either your [Religion](compendium/skills.md#Religion) DC or the normal DC to find the sanctum, whichever is higher. + +*Source: Book of the Dead p. 28* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/hunters-vision-apg.md b/compendium/feats/hunters-vision-apg.md new file mode 100644 index 000000000..9f1163ca0 --- /dev/null +++ b/compendium/feats/hunters-vision-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ranger +aliases: ["Hunter's Vision"] +--- +# Hunter's Vision *Feat 10* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: warden spells + +You are so focused on your hunted prey that you can see it clearly even beyond the limits of your senses. You gain the [hunter's vision](compendium/spells/hunters-vision-apg.md) warden spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 132* +%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/hurling-charge-apg.md b/compendium/feats/hurling-charge-apg.md new file mode 100644 index 000000000..5f72b37a0 --- /dev/null +++ b/compendium/feats/hurling-charge-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Hurling Charge"] +--- +# Hurling Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Viking Dedication](compendium/feats/viking-dedication-apg.md) +- **Activity** Two-Action + +You make a ranged [Strike](rules/actions/strike.md) with a thrown weapon you already have in your hand, [Stride](rules/actions/stride.md), and then [Interact](rules/actions/interact.md) to draw another weapon. If you are [raging](rules/actions/rage.md), you can add the additional damage with melee weapons you receive from [raging](rules/actions/rage.md) to your damage with the thrown weapon. + +*Source: Advanced Player's Guide p. 198* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/hurricane-swing-loag.md b/compendium/feats/hurricane-swing-loag.md new file mode 100644 index 000000000..1bea8bc06 --- /dev/null +++ b/compendium/feats/hurricane-swing-loag.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/tengu +aliases: ["Hurricane Swing"] +--- +# Hurricane Swing [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 17* +[tengu](rules/traits/tengu-b1.md) + +- **Prerequisites**: [Storm's Lash](compendium/feats/storms-lash-apg.md) +- **Frequency**: once per day +- **Trigger** You critically hit a foe with a [Strike](rules/actions/strike.md) with a slashing weapon. +- **Activity** Reaction + +Choose either lightning bolt or gust of wind. You [Cast the chosen Spell](rules/actions/cast-a-spell.md) as a 6th-level primal innate spell in the direction of the target of the triggering action. + +*Source: Lost Omens: Ancestry Guide p. 60* +%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/hybrid-form-loag.md b/compendium/feats/hybrid-form-loag.md new file mode 100644 index 000000000..98db9f74e --- /dev/null +++ b/compendium/feats/hybrid-form-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kitsune +aliases: ["Hybrid Form"] +--- +# Hybrid Form *Feat 5* +[kitsune](rules/traits/kitsune-loag.md) + + +When you [Change Shape](rules/actions/change-shape-kitsune-loag.md), you retain elements of your kitsune form, allowing you to speak in a fox form, use kitsune unarmed attacks in a tailless form, or gain a tail in your tailless form to use abilities that require one. You can [Change Shape](rules/actions/change-shape-kitsune-loag.md) to alter the details of your hybrid form without fully changing into your true form or your alternate form. While in hybrid form, your foxlike features make it obvious that you aren't a normal humanoid. + +*Source: Lost Omens: Ancestry Guide p. 125* +%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/compendium/feats/hybrid-shape-lome.md b/compendium/feats/hybrid-shape-lome.md new file mode 100644 index 000000000..6427661c5 --- /dev/null +++ b/compendium/feats/hybrid-shape-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/anadi +aliases: ["Hybrid Shape"] +--- +# Hybrid Shape *Feat 5* +[anadi](rules/traits/anadi-lome.md) + + +Mastery of your shapeshifting lets you combine the best features of your humanoid and spider forms. When using your Change Shape ability, you can assume a bipedal hybrid shape. This form gains all the benefits of your spider shape as well as the ability to use items and take manipulate actions just as easily as your human shape. + +*Source: Lost Omens: The Mwangi Expanse p. 106* +%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/compendium/feats/hybrid-study-spell-som.md b/compendium/feats/hybrid-study-spell-som.md new file mode 100644 index 000000000..4b272c8ae --- /dev/null +++ b/compendium/feats/hybrid-study-spell-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Hybrid Study Spell"] +--- +# Hybrid Study Spell *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magus Dedication](compendium/feats/magus-dedication-som.md) + +Gain the conflux spell from a hybrid study of your choice. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](rules/actions/refocus.md) by studying your spellbook and performing a physical regimen. You don't gain any of the hybrid study's other benefits. + +*Source: Secrets of Magic p. 75* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/hydraulic-deflection-loag.md b/compendium/feats/hydraulic-deflection-loag.md new file mode 100644 index 000000000..9f5880218 --- /dev/null +++ b/compendium/feats/hydraulic-deflection-loag.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/abjuration +- trait/azarketi +- trait/concentrate +- trait/primal +- trait/water +aliases: ["Hydraulic Deflection"] +--- +# Hydraulic Deflection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[abjuration](rules/traits/abjuration.md) [azarketi](rules/traits/azarketi-loag.md) [concentrate](rules/traits/concentrate.md) [primal](rules/traits/primal.md) [water](rules/traits/water.md) + +- **Activity** Single Action + +Drawing moisture from the atmosphere, you create a disc of hovering water that deflects attacks. You gain a +1 circumstance bonus to AC until the start of your next turn. + +*Source: Lost Omens: Ancestry Guide p. 15* +%% #compendium/src/pf2e/loag #trait/abjuration #trait/azarketi #trait/concentrate #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/hydraulic-maneuvers-loag.md b/compendium/feats/hydraulic-maneuvers-loag.md new file mode 100644 index 000000000..c3ce6c0c3 --- /dev/null +++ b/compendium/feats/hydraulic-maneuvers-loag.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/azarketi +- trait/concentrate +- trait/manipulate +- trait/primal +- trait/transmutation +- trait/water +aliases: ["Hydraulic Maneuvers"] +--- +# Hydraulic Maneuvers [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* +[azarketi](rules/traits/azarketi-loag.md) [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) [water](rules/traits/water.md) + +- **Activity** Single Action + +You batter your foes with a torrent of water siphoned from your surroundings. If the next action you take is an [Athletics](compendium/skills.md#Athletics) check to [Disarm](rules/actions/disarm.md), [Shove](rules/actions/shove.md), or [Trip](rules/actions/trip.md), that action has a range of 15 feet. You don't receive any item bonuses to that check or any circumstance bonuses related to your physical body, but if you roll a critical failure on that [Athletics](compendium/skills.md#Athletics) check, you get a failure instead. + +*Source: Lost Omens: Ancestry Guide p. 16* +%% #compendium/src/pf2e/loag #trait/azarketi #trait/concentrate #trait/manipulate #trait/primal #trait/transmutation #trait/water %% \ No newline at end of file diff --git a/compendium/feats/hyena-familiar-lome.md b/compendium/feats/hyena-familiar-lome.md new file mode 100644 index 000000000..0fd74e114 --- /dev/null +++ b/compendium/feats/hyena-familiar-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/gnoll +aliases: ["Hyena Familiar"] +--- +# Hyena Familiar *Feat 1* +[gnoll](rules/traits/gnoll-b1.md) + + +Hyenas serve gnolls as pets, trackers, and in your case, vessels for spirits. You gain a Tiny hyena as a familiar. + +*Source: Lost Omens: The Mwangi Expanse p. 113* +%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/compendium/feats/hymn-of-healing-apg.md b/compendium/feats/hymn-of-healing-apg.md new file mode 100644 index 000000000..e268ac42c --- /dev/null +++ b/compendium/feats/hymn-of-healing-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/bard +aliases: ["Hymn Of Healing"] +--- +# Hymn Of Healing *Feat 1* +[bard](rules/traits/bard.md) + + +You learn the [hymn of healing](compendium/spells/hymn-of-healing-apg.md) composition spell, which imbues your music with rich melodies that help your allies recover from harm. + +*Source: Advanced Player's Guide p. 112* +%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/hypnotic-lure-loil.md b/compendium/feats/hypnotic-lure-loil.md new file mode 100644 index 000000000..9aba021ad --- /dev/null +++ b/compendium/feats/hypnotic-lure-loil.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/concentrate +- trait/enchantment +- trait/mental +- trait/nagaji +- trait/occult +- trait/visual +aliases: ["Hypnotic Lure"] +--- +# Hypnotic Lure [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* +[concentrate](rules/traits/concentrate.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [nagaji](rules/traits/nagaji-loil.md) [occult](rules/traits/occult.md) [visual](rules/traits/visual.md) + +- **Frequency**: once per hour +- **Activity** Two-Action + +Your unblinking gaze is so intense it can befuddle the mind of others, drawing your victims toward you even against their better judgment. You stare at a creature within 30 feet. The target must attempt a Will save against the higher of your class DC or spell DC. + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** On its turn, the target must spend its first action to approach you. It can't [Delay](rules/actions/delay.md) or take reactions until it has done so. +> - **Critical Failure** The target must use all its actions on its next turn to approach you. It can't [Delay](rules/actions/delay.md) or take any reactions until it has reached a space that's adjacent to you (or as close to you as possible if it reaches an impassable barrier). + +*Source: Lost Omens: Impossible Lands p. 49* +%% #compendium/src/pf2e/loil #trait/concentrate #trait/enchantment #trait/mental #trait/nagaji #trait/occult #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/ice-crafter-lomm.md b/compendium/feats/ice-crafter-lomm.md new file mode 100644 index 000000000..aa7f5c2e3 --- /dev/null +++ b/compendium/feats/ice-crafter-lomm.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lomm +- trait/archetype +aliases: ["Ice Crafter"] +--- +# Ice Crafter *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pactbound Dedication](compendium/feats/pactbound-dedication-lomm.md) + +The ancient ice-crafting techniques of the saumen kar awaken within you. You become trained in [Crafting](compendium/skills.md#Crafting), or become an expert if you were already trained. You gain the [Magical Crafting](compendium/feats/magical-crafting.md) skill feat. You can craft permanent items out of ice instead of metal or wood; these items are a translucent crystal-blue in color, resemble icicles and glacier ice, and have the same statistics and properties as cold iron, including the price and the ability to deal additional damage to certain kinds of creatures. Any creature who wields or wears a piece of ice-crafted equipment takes 1 cold damage each round from contact with the primal cold of the crafted ice. + +*Source: Lost Omens: Monsters of Myth p. 10* +%% #compendium/src/pf2e/lomm #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/icy-apotheosis-tv.md b/compendium/feats/icy-apotheosis-tv.md new file mode 100644 index 000000000..16629398c --- /dev/null +++ b/compendium/feats/icy-apotheosis-tv.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/tv +- trait/archetype +aliases: ["Icy Apotheosis"] +--- +# Icy Apotheosis *Feat 20* +[archetype](rules/traits/archetype.md) + + +You are as much a creature of cold as whatever ancestry you were born to. You are immune to cold damage and gain the [cold](rules/traits/cold.md) trait. You automatically succeed on saving throws against effects that have the [cold](rules/traits/cold.md) trait. + +*Source: Treasure Vault p. 185* +%% #compendium/src/pf2e/tv #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/idol-threat-loil.md b/compendium/feats/idol-threat-loil.md new file mode 100644 index 000000000..24a40a61f --- /dev/null +++ b/compendium/feats/idol-threat-loil.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/tiefling +aliases: ["Idol Threat"] +--- +# Idol Threat [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* +[tiefling](rules/traits/tiefling-b1.md) + +- **Prerequisites**: [Beastbrood](compendium/feats/beastbrood-loag.md) +- **Requirements**: You're holding something sacred or precious to a creature, such as a relic or personal depiction of their deity or a precious personal memento. +- **Activity** Single Action + +You brandish the precious object you're holding menacingly, at once mocking it and threatening its safety. Attempt to [Demoralize](rules/actions/demoralize.md) the creature whose precious item you threaten. You gain a +2 circumstance bonus to the [Intimidation](compendium/skills.md#Intimidation) check to [Demoralize](rules/actions/demoralize.md), and on a success, the creature is [flat-footed](rules/conditions.md#Flat-footed) for 1 round out of distraction for the object's safety and is [stupefied](rules/conditions.md#Stupefied) for 1 minute (or [stupefied](rules/conditions.md#Stupefied) on a critical success). These conditions are both in addition to the normal effects of [Demoralize](rules/actions/demoralize.md). The creature is then temporarily immune to any Idol Threat using that specific object for 1 day. + +*Source: Lost Omens: Impossible Lands p. 33* +%% #compendium/src/pf2e/loil #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/idyllkin-loag.md b/compendium/feats/idyllkin-loag.md new file mode 100644 index 000000000..ae5511e7f --- /dev/null +++ b/compendium/feats/idyllkin-loag.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aasimar +- trait/lineage +aliases: ["Idyllkin"] +--- +# Idyllkin *Feat 1* +[aasimar](rules/traits/aasimar-apg.md) [lineage](rules/traits/lineage-apg.md) + + +Your wild, unique features betray your agathion birthright. Serene celestials from the plane of Nirvana, agathions seek the peaceful path, ensuring a better world for all to coexist. Your halcyon demeanor leads you to search for peaceful resolution to conflict. You gain the trained proficiency rank in [Nature](compendium/skills.md#Nature). If you would automatically become trained in [Nature](compendium/skills.md#Nature) (from your background or class, for example), you instead become trained in a skill of your choice. You know the Sylvan language and gain the [Natural Medicine](compendium/feats/natural-medicine.md) skill feat. + +## Idyllkin leads to... + +[Agathion Magic](compendium/feats/agathion-magic-loag.md), [Tranquil Sanctuary](compendium/feats/tranquil-sanctuary-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 10* +%% #compendium/src/pf2e/loag #trait/aasimar #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/illusion-sense.md b/compendium/feats/illusion-sense.md index a71c09e30..67ac42b24 100644 --- a/compendium/feats/illusion-sense.md +++ b/compendium/feats/illusion-sense.md @@ -14,7 +14,7 @@ Your ancestors spent their days cloaked and cradled in illusions, and as a resul ## Illusion Sense leads to... -Intuitive Illusions, Natural Illusionist +[Intuitive Illusions](compendium/feats/intuitive-illusions-locg.md), [Natural Illusionist](compendium/feats/natural-illusionist-locg.md) ## Summary diff --git a/compendium/feats/immortal-bear-tv.md b/compendium/feats/immortal-bear-tv.md new file mode 100644 index 000000000..417623764 --- /dev/null +++ b/compendium/feats/immortal-bear-tv.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/tv +- trait/archetype +aliases: ["Immortal Bear"] +--- +# Immortal Bear *Feat 20* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Ursine Avenger Form + +Your body thrums with the primal vitality of the greatest of the ursine beasts. When in Ursine Avenger Form, you gain fast healing 5. + +*Source: Treasure Vault p. 184* +%% #compendium/src/pf2e/tv #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/impaling-finisher-apg.md b/compendium/feats/impaling-finisher-apg.md new file mode 100644 index 000000000..10672ab76 --- /dev/null +++ b/compendium/feats/impaling-finisher-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/finisher +- trait/swashbuckler +aliases: ["Impaling Finisher"] +--- +# Impaling Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[finisher](rules/traits/finisher-apg.md) [swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Activity** Single Action + +You stab two foes with a single thrust or bash them together with one punch. Make a bludgeoning or piercing melee [Strike](rules/actions/strike.md) and compare the attack roll result against the AC of up to two foes. One foe must be adjacent to you, and the other foe must be adjacent to and directly behind the first foe, in a straight line from your space. Roll damage once and apply it to each creature you hit. An Impaling Finisher counts as two attacks when calculating your multiple attack penalty. + +*Source: Advanced Player's Guide p. 90* +%% #compendium/src/pf2e/apg #trait/finisher #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/impaling-thrust-apg.md b/compendium/feats/impaling-thrust-apg.md new file mode 100644 index 000000000..5d4cca501 --- /dev/null +++ b/compendium/feats/impaling-thrust-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +- trait/rage +aliases: ["Impaling Thrust"] +--- +# Impaling Thrust [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Requirements**: You are wielding a melee weapon that deals piercing damage. +- **Activity** Two-Action + +You impale your enemy and hold them in place with your weapon. Make a melee [Strike](rules/actions/strike.md) with the required weapon. If the [Strike](rules/actions/strike.md) hits and deals damage, your target is [grabbed](rules/conditions.md#Grabbed) until they successfully [Escape](rules/actions/escape.md), you attack with the required weapon, or you [Release](rules/actions/release.md) the required weapon, whichever comes first. When the target is no longer [grabbed](rules/conditions.md#Grabbed), they take [persistent bleed damage](rules/conditions.md#Persistent%20Damage) equal to the number of weapon damage dice. + +*Source: Advanced Player's Guide p. 111* +%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/impassable-wall-stance-locg.md b/compendium/feats/impassable-wall-stance-locg.md new file mode 100644 index 000000000..08caab1ad --- /dev/null +++ b/compendium/feats/impassable-wall-stance-locg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/champion +- trait/fighter +- trait/stance +- trait/uncommon +aliases: ["Impassable Wall Stance"] +--- +# Impassable Wall Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[champion](rules/traits/champion.md) [fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Attack of Opportunity](rules/actions/attack-of-opportunity.md) +- **Activity** Single Action + +You refuse to let foes past your guard. As long as you are in this stance, when you critically hit with an [Attack of Opportunity](rules/actions/attack-of-opportunity.md) triggered by a move action, you disrupt that move action. + +*Source: Lost Omens: Character Guide p. 90* +%% #compendium/src/pf2e/locg #trait/champion #trait/fighter #trait/stance #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/implausible-purchase-investigator-apg.md b/compendium/feats/implausible-purchase-investigator-apg.md new file mode 100644 index 000000000..6ba0ec043 --- /dev/null +++ b/compendium/feats/implausible-purchase-investigator-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Implausible Purchase (Investigator)"] +--- +# Implausible Purchase (Investigator) *Feat 16* +[investigator](rules/traits/investigator-apg.md) + +- **Prerequisites**: Predictive Purchase + +It seems impossible, but you've analyzed every angle and are able to just keep pulling out exactly the item you need, even in far-flung locations. You can use [Prescient Planner](compendium/feats/prescient-planner-apg.md) even if you have already used it after purchasing goods, and you can use it as a single action instead of a 2-action activity, during which you [Interact](rules/actions/interact.md) to draw the item. In addition, five times per day, you can use [Prescient Planner](compendium/feats/prescient-planner-apg.md) to pull out a common consumable item up to 6 levels lower than your level. + +*Source: Advanced Player's Guide p. 65* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/implausible-purchase-rogue-apg.md b/compendium/feats/implausible-purchase-rogue-apg.md new file mode 100644 index 000000000..f958dae40 --- /dev/null +++ b/compendium/feats/implausible-purchase-rogue-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["Implausible Purchase (Rogue)"] +--- +# Implausible Purchase (Rogue) *Feat 18* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: Predictive Purchase + +Even when impossible, you always have exactly what you need. You can use [Prescient Planner](compendium/feats/prescient-planner-apg.md) even if you have already used it after purchasing goods, and you can [Interact](rules/actions/interact.md) to draw the item as a single action instead of a 2-action activity. In addition, five times per day, you can use [Prescient Planner](compendium/feats/prescient-planner-apg.md) to pull out a common consumable item up to 6 levels lower than your level. + +*Source: Advanced Player's Guide p. 137* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/implement-initiate-da.md b/compendium/feats/implement-initiate-da.md new file mode 100644 index 000000000..5ce04e433 --- /dev/null +++ b/compendium/feats/implement-initiate-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Implement Initiate"] +--- +# Implement Initiate *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Thaumaturge Dedication](compendium/feats/thaumaturge-dedication-da.md) + +You gain your first implement and esoterica|thaumaturge|DA|1||implement's initiate benefit. If the benefit affects the target of [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md), for you it affects the target of Glimpse Vulnerability instead. + +*Source: Dark Archive p. 49* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/implements-assault-da.md b/compendium/feats/implements-assault-da.md new file mode 100644 index 000000000..8b618a703 --- /dev/null +++ b/compendium/feats/implements-assault-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/evocation +- trait/magical +- trait/thaumaturge +aliases: ["Implement's Assault"] +--- +# Implement's Assault [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [thaumaturge](rules/traits/thaumaturge-da.md) + +- **Requirements**: You're holding an implement. +- **Activity** Three-Action + +Your implement supercharges your weapon to shoot an impossible volley or carve through your foes. Make a [Strike](rules/actions/strike.md) with your weapon against each enemy within 30 feet of you. You don't increase your multiple attack penalty until after making all the attacks. If your weapon is a melee weapon and any of the attacks are outside your reach, you [Release](rules/actions/release.md) the weapon before the [Strikes](rules/actions/strike.md), and it returns to your grasp after all of them. If your hands are full when the weapon returns, it falls to the ground in your space. + +*Source: Dark Archive p. 47* +%% #compendium/src/pf2e/da #trait/evocation #trait/magical #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/implements-flight-da.md b/compendium/feats/implements-flight-da.md new file mode 100644 index 000000000..75f098fc4 --- /dev/null +++ b/compendium/feats/implements-flight-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/primal +- trait/thaumaturge +- trait/transmutation +aliases: ["Implement's Flight"] +--- +# Implement's Flight *Feat 16* +[primal](rules/traits/primal.md) [thaumaturge](rules/traits/thaumaturge-da.md) [transmutation](rules/traits/transmutation.md) + + +By weakening your relation to the ground and strengthening your relation to the sky, you've learned to soar through the air, your implement carrying you as surely as any broomstick or pestle. As long as you're holding a thaumaturge implement, you gain a fly Speed equal to your land Speed. + +*Source: Dark Archive p. 47* +%% #compendium/src/pf2e/da #trait/primal #trait/thaumaturge #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/impose-order-da.md b/compendium/feats/impose-order-da.md new file mode 100644 index 000000000..85b538dba --- /dev/null +++ b/compendium/feats/impose-order-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/fortune +- trait/psyche +- trait/psychic +aliases: ["Impose Order"] +--- +# Impose Order [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[fortune](rules/traits/fortune.md) [psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) + +- **Requirements**: precise discipline subconscious mind +- **Activity** Single Action + +You bring discipline to your mind and magic, ensuring that you don't under-perform. Until the end of your turn, instead of rolling dice for damage, count each damage die as average damage rounded up (3 for d4, 4 for d6, 5 for d8, 6 for d10, and 7 for d12). + +*Source: Dark Archive p. 27* +%% #compendium/src/pf2e/da #trait/fortune #trait/psyche #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/impose-order-loag.md b/compendium/feats/impose-order-loag.md new file mode 100644 index 000000000..87dcf6e89 --- /dev/null +++ b/compendium/feats/impose-order-loag.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aphorite +- trait/fortune +aliases: ["Impose Order"] +--- +# Impose Order [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* +[aphorite](rules/traits/aphorite-loag.md) [fortune](rules/traits/fortune.md) + +- **Frequency**: once per day +- **Trigger** You would critically fail a skill check or suffer an effect with the [misfortune](rules/traits/misfortune.md) trait. +- **Activity** Reaction + +You shift the underlying fabric of reality to impose a baseline of order. + +If the trigger was a skill check, you instead receive a result of 10 + your proficiency bonus (don't apply any other bonuses, penalties, or modifiers). If the trigger was an effect with the [misfortune](rules/traits/misfortune.md) trait, the [misfortune](rules/traits/misfortune.md) and [fortune](rules/traits/fortune.md) effects cancel each other out as normal, negating the triggering [misfortune](rules/traits/misfortune.md) effect. + +*Source: Lost Omens: Ancestry Guide p. 78* +%% #compendium/src/pf2e/loag #trait/aphorite #trait/fortune %% \ No newline at end of file diff --git a/compendium/feats/impossible-flurry.md b/compendium/feats/impossible-flurry.md index 328310f1d..71661361f 100644 --- a/compendium/feats/impossible-flurry.md +++ b/compendium/feats/impossible-flurry.md @@ -18,7 +18,7 @@ You forgo precision to attack at an impossible speed. Make three melee [Strikes] ## Impossible Flurry leads to... -Accurate Flurry +[Accurate Flurry](compendium/feats/accurate-flurry-apg.md) ## Summary diff --git a/compendium/feats/impossible-gossip-lotgb.md b/compendium/feats/impossible-gossip-lotgb.md new file mode 100644 index 000000000..9a4898811 --- /dev/null +++ b/compendium/feats/impossible-gossip-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/poppet +- trait/uncommon +aliases: ["Impossible Gossip"] +--- +# Impossible Gossip *Feat 13* +[poppet](rules/traits/poppet-lotgb.md) [uncommon](rules/traits/uncommon.md) + + +You can speak to inanimate objects, finding a magical spark within them similar to the one that animated you. You can cast [stone tell](compendium/spells/stone-tell.md) once per day as an arcane innate spell, but instead of speaking with natural or worked stone, you speak with toys, statues, or other three-dimensional inanimate objects crafted to mimic a creature's appearance, regardless of their composition. The GM has discretion over which objects you can speak with and what they know, although objects generally have a good opinion of those who have cared for them and a poor opinion of those who have neglected or ignored them. + +*Source: Lost Omens: The Grand Bazaar p. 65* +%% #compendium/src/pf2e/lotgb #trait/poppet #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/impossible-riposte-apg.md b/compendium/feats/impossible-riposte-apg.md new file mode 100644 index 000000000..2c1138814 --- /dev/null +++ b/compendium/feats/impossible-riposte-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Impossible Riposte"] +--- +# Impossible Riposte *Feat 14* +[swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Prerequisites**: [Opportune Riposte](rules/actions/opportune-riposte-apg.md) + +Your ripostes can deflect attacks back at their source. You can use Opportune Riposte with a trigger of "A foe outside of your reach critically fails an attack roll against you" in addition to its usual trigger. When you use Opportune Riposte with this new trigger against a ranged attack, your [Strike](rules/actions/strike.md) deflects some of the triggering effect back toward its source. Compare the result of your attack roll to the AC of the triggering foe. On a hit, you deal the normal amount of damage for your [Strike](rules/actions/strike.md), but the damage type changes to that of the triggering attack. + +For instance, if you used Opportune Riposte to deflect a ray of frost, your [Strike](rules/actions/strike.md) would deal cold damage instead of its normal damage type. + +*Source: Advanced Player's Guide p. 93* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/impossible-snares-apg.md b/compendium/feats/impossible-snares-apg.md new file mode 100644 index 000000000..55d987664 --- /dev/null +++ b/compendium/feats/impossible-snares-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ranger +aliases: ["Impossible Snares"] +--- +# Impossible Snares *Feat 20* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: [Ubiquitous Snares](compendium/feats/ubiquitous-snares.md) + +You can create endless shorter-lived snares, protecting your lair or using them against foes. Once per minute, you can [Craft](rules/actions/craft.md) one of the snares you've prepared for quick deployment without expending the prepared snare. Once deployed, such a snare lasts for 10 minutes before losing its effectiveness. + +*Source: Advanced Player's Guide p. 133* +%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/impressive-landing-apg.md b/compendium/feats/impressive-landing-apg.md new file mode 100644 index 000000000..31e20691f --- /dev/null +++ b/compendium/feats/impressive-landing-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +aliases: ["Impressive Landing"] +--- +# Impressive Landing [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[barbarian](rules/traits/barbarian.md) + +- **Trigger** You fall at least 10 feet and land on a solid surface. +- **Activity** Reaction + +You slam into the ground, shattering it around you. Treat the fall as 10 feet shorter. You land on your feet. All adjacent spaces become difficult terrain, and creatures in those spaces when you land take 5 bludgeoning damage as the debris hits them and are [flat-footed](rules/conditions.md#Flat-footed) until the start of their next turn. + +*Source: Advanced Player's Guide p. 110* +%% #compendium/src/pf2e/apg #trait/barbarian %% \ No newline at end of file diff --git a/compendium/feats/impressive-mount-apg.md b/compendium/feats/impressive-mount-apg.md new file mode 100644 index 000000000..27001fe14 --- /dev/null +++ b/compendium/feats/impressive-mount-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Impressive Mount"] +--- +# Impressive Mount *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) + +You've trained your mount to become a powerful force on the battlefield. The mount you gained through the [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) feat becomes a mature animal companion, granting it additional capabilities. During an encounter, even if you don't use the [Command an Animal](rules/actions/command-an-animal.md) action, your animal companion can still use 1 action on your turn to [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md). + +## Impressive Mount leads to... + +[Incredible Mount](compendium/feats/incredible-mount-apg.md), [Specialized Mount](compendium/feats/specialized-mount-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 164* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/impressive-performance.md b/compendium/feats/impressive-performance.md index 2347b1c91..4c5c2591c 100644 --- a/compendium/feats/impressive-performance.md +++ b/compendium/feats/impressive-performance.md @@ -16,7 +16,7 @@ Your performances inspire admiration and win you fans. You can [Make an Impressi ## Impressive Performance leads to... -Gladiator Dedication, Fancy Moves, Performative Weapons Training, Play To The Crowd, Call Your Shot, Stage Fighting +[Gladiator Dedication](compendium/feats/gladiator-dedication-apg.md), [Fancy Moves](compendium/feats/fancy-moves-apg.md), [Performative Weapons Training](compendium/feats/performative-weapons-training-apg.md), [Play To The Crowd](compendium/feats/play-to-the-crowd-apg.md), [Call Your Shot](compendium/feats/call-your-shot-apg.md), [Stage Fighting](compendium/feats/stage-fighting-apg.md) ## Summary diff --git a/compendium/feats/improved-elemental-bulwark-loag.md b/compendium/feats/improved-elemental-bulwark-loag.md new file mode 100644 index 000000000..d6a4b9e15 --- /dev/null +++ b/compendium/feats/improved-elemental-bulwark-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/suli +aliases: ["Improved Elemental Bulwark"] +--- +# Improved Elemental Bulwark *Feat 13* +[suli](rules/traits/suli-b2.md) + +- **Prerequisites**: [Elemental Bulwark](compendium/feats/elemental-bulwark-loag.md) + +You gain resistance 10 from Elemental Bulwark instead of 5. + +*Source: Lost Omens: Ancestry Guide p. 112* +%% #compendium/src/pf2e/loag #trait/suli %% \ No newline at end of file diff --git a/compendium/feats/improved-familiar-familiar-master-apg.md b/compendium/feats/improved-familiar-familiar-master-apg.md new file mode 100644 index 000000000..4182f23aa --- /dev/null +++ b/compendium/feats/improved-familiar-familiar-master-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Improved Familiar (Familiar Master)"] +--- +# Improved Familiar (Familiar Master) *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Familiar Master Dedication](compendium/feats/familiar-master-dedication-apg.md) + +You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar (page 147) is two lower than normal. + +*Source: Advanced Player's Guide p. 174* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/improved-familiar-witch-apg.md b/compendium/feats/improved-familiar-witch-apg.md new file mode 100644 index 000000000..01494c3f8 --- /dev/null +++ b/compendium/feats/improved-familiar-witch-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Improved Familiar (Witch)"] +--- +# Improved Familiar (Witch) *Feat 4* +[witch](rules/traits/witch-apg.md) + + +You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar (page 147) is two lower than normal. + +*Source: Advanced Player's Guide p. 102* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/improved-hijack-undead-ooa3.md b/compendium/feats/improved-hijack-undead-ooa3.md new file mode 100644 index 000000000..d328a608b --- /dev/null +++ b/compendium/feats/improved-hijack-undead-ooa3.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ooa3 +- trait/archetype +aliases: ["Improved Hijack Undead"] +--- +# Improved Hijack Undead *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md), [Hijack Undead](compendium/feats/hijack-undead-ooa3.md) + +Undead creatures find it all but impossible to resist your commands. When you use [Hijack Undead](compendium/feats/hijack-undead-ooa3.md), if the undead fails its save, it becomes your [minion](rules/traits/minion.md) for 10 minutes. If it critically fails, it becomes your [minion](rules/traits/minion.md) for 24 hours. + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* +%% #compendium/src/pf2e/ooa3 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/improved-poison-weapon.md b/compendium/feats/improved-poison-weapon.md index e3f4c0869..69bc39073 100644 --- a/compendium/feats/improved-poison-weapon.md +++ b/compendium/feats/improved-poison-weapon.md @@ -15,7 +15,7 @@ You deliver poisons in ways that maximize their harmful effects. When you apply ## Improved Poison Weapon leads to... -Deadly Poison Weapon +[Deadly Poison Weapon](compendium/feats/deadly-poison-weapon-aoa5.md) ## Summary diff --git a/compendium/feats/improvisational-defender-ec3.md b/compendium/feats/improvisational-defender-ec3.md new file mode 100644 index 000000000..f18b66b54 --- /dev/null +++ b/compendium/feats/improvisational-defender-ec3.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec3 +- trait/shoony +aliases: ["Improvisational Defender"] +--- +# Improvisational Defender *Feat 1* +[shoony](rules/traits/shoony-ec3.md) + + +You are always prepared for fights that frequently disrupt seemingly peaceful times. When you use an improvised weapon or a shoddy weapon, you don't take the –2 item penalty to attack rolls. + +*Source: Extinction Curse #3: Life's Long Shadows p. 72* +%% #compendium/src/pf2e/ec3 #trait/shoony %% \ No newline at end of file diff --git a/compendium/feats/improvisational-warrior-ec3.md b/compendium/feats/improvisational-warrior-ec3.md new file mode 100644 index 000000000..16332ebf5 --- /dev/null +++ b/compendium/feats/improvisational-warrior-ec3.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec3 +- trait/shoony +aliases: ["Improvisational Warrior"] +--- +# Improvisational Warrior *Feat 9* +[shoony](rules/traits/shoony-ec3.md) + +- **Prerequisites**: Improvisational Defender + +When you use an improvised weapon, you apply the critical specialization of a brawling weapon to it. + +Depending on the shape and nature of the improvised weapon, your GM might determine another weapon group's critical specialization is more appropriate. + +*Source: Extinction Curse #3: Life's Long Shadows p. 73* +%% #compendium/src/pf2e/ec3 #trait/shoony %% \ No newline at end of file diff --git a/compendium/feats/improvise-tool-apg.md b/compendium/feats/improvise-tool-apg.md new file mode 100644 index 000000000..006cc884a --- /dev/null +++ b/compendium/feats/improvise-tool-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Improvise Tool"] +--- +# Improvise Tool *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) + +You can jury-rig solutions when you don't have the proper tools on hand. You can attempt to [Repair](rules/actions/repair.md) damaged items without a repair kit. + +If you have the raw materials available, you can [Craft](rules/actions/craft.md) a basic caltrop set, candle, compass, crowbar, fishing tackle, flint and steel, hammer, ladder, piton, rope, 10-foot pole, replacement thieves' picks, long or short tool, or torch without consulting a basic crafter's book. + +*Source: Advanced Player's Guide p. 206* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/improvised-crafting-lopsg.md b/compendium/feats/improvised-crafting-lopsg.md new file mode 100644 index 000000000..2e2865448 --- /dev/null +++ b/compendium/feats/improvised-crafting-lopsg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +- trait/exploration +- trait/manipulate +- trait/skill +aliases: ["Improvised Crafting"] +--- +# Improvised Crafting *Feat 8* +[archetype](rules/traits/archetype.md) [exploration](rules/traits/exploration.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md), expert in [Crafting](compendium/skills.md#Crafting) + +You've learned to repair your equipment even in challenging circumstances, making use of what you have available. You can attempt to [Repair](rules/actions/repair.md) an item without a repair kit, instead improvising tools out of your gear or found items. This adds 5 minutes to the time it takes to [Repair](rules/actions/repair.md) the item. You can also [Repair](rules/actions/repair.md) an item while on the move without needing a stable surface. This adds 10 minutes to the times it takes to [Repair](rules/actions/repair.md) the item. + +*Source: Lost Omens: Pathfinder Society Guide p. 52* +%% #compendium/src/pf2e/lopsg #trait/archetype #trait/exploration #trait/manipulate #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/improvised-critical-apg.md b/compendium/feats/improvised-critical-apg.md new file mode 100644 index 000000000..d4de542fd --- /dev/null +++ b/compendium/feats/improvised-critical-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Improvised Critical"] +--- +# Improvised Critical *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Weapon Improviser Dedication](compendium/feats/weapon-improviser-dedication-apg.md) + +You can apply critical specialization effects to improvised weapons you wield. For any given improvised weapon, the GM determines which critical specialization effect is most applicable, based on the type of object it is. + +*Source: Advanced Player's Guide p. 199* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/improvised-pummel-apg.md b/compendium/feats/improvised-pummel-apg.md new file mode 100644 index 000000000..3da3548bf --- /dev/null +++ b/compendium/feats/improvised-pummel-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Improvised Pummel"] +--- +# Improvised Pummel [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Weapon Improviser Dedication](compendium/feats/weapon-improviser-dedication-apg.md) +- **Requirements**: You are wielding an improvised weapon. +- **Activity** Single Action + +You make a [Strike](rules/actions/strike.md) with your wielded improvised weapon. You gain a +1 item bonus to the attack roll, and the [Strike](rules/actions/strike.md) deals two weapon damage dice if it would have dealt fewer. If the attack is a critical hit, in addition to the effect of the critical hit, the improvised weapon breaks. If the item has a Hardness greater than your level, or if it's an artifact, cursed item, or other item that's difficult to break or destroy, the item doesn't break and the attack is a hit instead of a critical hit. + +At 12th level, your item bonus to the attack roll increases to +2 instead of +1, and at 16th level, the [Strike](rules/actions/strike.md) deals three weapon damage dice if it would have dealt fewer, instead of two. + +## Improvised Pummel leads to... + +[Shattering Strike](compendium/feats/shattering-strike-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 199* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/improvised-repair-apg.md b/compendium/feats/improvised-repair-apg.md new file mode 100644 index 000000000..a0ebba87f --- /dev/null +++ b/compendium/feats/improvised-repair-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +aliases: ["Improvised Repair"] +--- +# Improvised Repair [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 3* +[general](rules/traits/general.md) + +- **Activity** Three-Action + +You are skilled at making quick fixes to damaged equipment, but your fixes aren't meant to last forever. You make a quick repair to a [broken](rules/conditions.md#Broken) non-magical item in your possession. Until the item takes damage again, you can still use it as a shoddy item of its type. This repair restores no Hit Points, so the item is easy to destroy. Once the item is Repaired normally such that it is no longer [broken](rules/conditions.md#Broken), it is also no longer shoddy. + +*Source: Advanced Player's Guide p. 206* +%% #compendium/src/pf2e/apg #trait/general %% \ No newline at end of file diff --git a/compendium/feats/in-plain-sight-da.md b/compendium/feats/in-plain-sight-da.md new file mode 100644 index 000000000..2411b3b61 --- /dev/null +++ b/compendium/feats/in-plain-sight-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/skill +aliases: ["In Plain Sight"] +--- +# In Plain Sight *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) + +People often only see what they want to see, a weakness you know how to take full advantage of. While you've Assumed a Role, you can use [Deception](compendium/skills.md#Deception) in place of [Stealth](compendium/skills.md#Stealth) when using the [Avoid Notice](rules/actions/avoid-notice.md) exploration activity in an area where someone with your role wouldn't be unusual, such as when impersonating a sailor or fisher when infiltrating the docks. + +*Source: Dark Archive p. 127* +%% #compendium/src/pf2e/da #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/incredible-beastmaster-companion-apg.md b/compendium/feats/incredible-beastmaster-companion-apg.md new file mode 100644 index 000000000..8902613ca --- /dev/null +++ b/compendium/feats/incredible-beastmaster-companion-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Incredible Beastmaster Companion"] +--- +# Incredible Beastmaster Companion *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Mature Beastmaster Companion](compendium/feats/mature-beastmaster-companion-apg.md) + +Your mature animal companions continue to grow and develop. + +They each become nimble or savage animal companions (your choice, choose for each companion, including those that become mature after you take this feat), gaining additional capabilities determined by the type of companion. + +## Incredible Beastmaster Companion leads to... + +[Specialized Beastmaster Companion](compendium/feats/specialized-beastmaster-companion-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 160* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/incredible-familiar-familiar-master-apg.md b/compendium/feats/incredible-familiar-familiar-master-apg.md new file mode 100644 index 000000000..4a88efb06 --- /dev/null +++ b/compendium/feats/incredible-familiar-familiar-master-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Incredible Familiar (Familiar Master)"] +--- +# Incredible Familiar (Familiar Master) *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Enhanced Familiar + +Your familiar is infused with even more magic than other familiars. You can select six familiar or master abilities each day, instead of four. + +*Source: Advanced Player's Guide p. 174* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/incredible-familiar-thaumaturge-da.md b/compendium/feats/incredible-familiar-thaumaturge-da.md new file mode 100644 index 000000000..5a44b1c53 --- /dev/null +++ b/compendium/feats/incredible-familiar-thaumaturge-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/thaumaturge +aliases: ["Incredible Familiar (Thaumaturge)"] +--- +# Incredible Familiar (Thaumaturge) *Feat 8* +[thaumaturge](rules/traits/thaumaturge-da.md) + +- **Prerequisites**: Enhanced Familiar + +By taking the best parts of each magical tradition, you've found a way to grant your familiar even more abilities than other familiars. You can select a base of six familiar or master abilities each day, instead of four. + +*Source: Dark Archive p. 45* +%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/incredible-familiar-witch-apg.md b/compendium/feats/incredible-familiar-witch-apg.md new file mode 100644 index 000000000..94009c10b --- /dev/null +++ b/compendium/feats/incredible-familiar-witch-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Incredible Familiar (Witch)"] +--- +# Incredible Familiar (Witch) *Feat 8* +[witch](rules/traits/witch-apg.md) + +- **Prerequisites**: Enhanced Familiar + +Your familiar is imbued with even more magic than other familiars. You can select a base of six familiar or master abilities each day, instead of four. + +**Special.** Add the bonus familiar abilities you gain for being a witch to this amount. + +*Source: Advanced Player's Guide p. 103* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/incredible-luck-apg.md b/compendium/feats/incredible-luck-apg.md new file mode 100644 index 000000000..61f0d65bd --- /dev/null +++ b/compendium/feats/incredible-luck-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/fortune +- trait/swashbuckler +aliases: ["Incredible Luck"] +--- +# Incredible Luck *Feat 18* +[fortune](rules/traits/fortune.md) [swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Prerequisites**: [Charmed Life](compendium/feats/charmed-life-apg.md) + +You always seem to bounce back from the worst. When you use Charmed Life, roll the save twice (including the +2 circumstance bonus from Charmed Life) and use the better result. + +*Source: Advanced Player's Guide p. 93* +%% #compendium/src/pf2e/apg #trait/fortune #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/incredible-luck-locg.md b/compendium/feats/incredible-luck-locg.md new file mode 100644 index 000000000..0cd50a1c8 --- /dev/null +++ b/compendium/feats/incredible-luck-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/halfling +aliases: ["Incredible Luck"] +--- +# Incredible Luck *Feat 13* +[halfling](rules/traits/halfling.md) + +- **Prerequisites**: [Halfling Luck](compendium/feats/halfling-luck.md) + +Even other halflings consider you to be particularly lucky. You can use [Halfling Luck](compendium/feats/halfling-luck.md) once per hour, rather than once per day. If you have [Guiding Luck](compendium/feats/guiding-luck.md), you can still use [Halfling Luck](compendium/feats/halfling-luck.md) when you fail a [Perception](compendium/skills.md#Perception) check or attack roll only once per day (though you can use it within the same hour that you used [Halfling Luck](compendium/feats/halfling-luck.md)), and if you have [Shared Luck](compendium/feats/shared-luck-apg.md), you can still use [Halfling Luck](compendium/feats/halfling-luck.md) on an ally instead of yourself only once per day. + +*Source: Lost Omens: Character Guide p. 45* +%% #compendium/src/pf2e/locg #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/incredible-mount-apg.md b/compendium/feats/incredible-mount-apg.md new file mode 100644 index 000000000..c3a390d44 --- /dev/null +++ b/compendium/feats/incredible-mount-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Incredible Mount"] +--- +# Incredible Mount *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Impressive Mount](compendium/feats/impressive-mount-apg.md) + +Under your care and training, your mount has realized its innate potential. The mount you gained through the [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) feat becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion. + +## Incredible Mount leads to... + +[Specialized Mount](compendium/feats/specialized-mount-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 165* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/incredible-reanimated-companion-ooa3.md b/compendium/feats/incredible-reanimated-companion-ooa3.md new file mode 100644 index 000000000..428cd4a13 --- /dev/null +++ b/compendium/feats/incredible-reanimated-companion-ooa3.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ooa3 +- trait/archetype +aliases: ["Incredible Reanimated Companion"] +--- +# Incredible Reanimated Companion *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Advanced Reanimated Companion](compendium/feats/advanced-reanimated-companion-ooa3.md) + +You imbue the necrotized flesh of your reanimated construct companion with strange chemicals and fine-tune the clockwork within, enhancing all its capabilities. It becomes an incredible construct companion. + +## Incredible Reanimated Companion leads to... + +[Paragon Reanimated Companion](compendium/feats/paragon-reanimated-companion-ooa3.md) + +## Summary + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* +%% #compendium/src/pf2e/ooa3 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/incredible-recollection-av2.md b/compendium/feats/incredible-recollection-av2.md new file mode 100644 index 000000000..0f8c2597a --- /dev/null +++ b/compendium/feats/incredible-recollection-av2.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/av2 +- trait/archetype +aliases: ["Incredible Recollection"] +--- +# Incredible Recollection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) +- **Activity** Single Action + +You can sift through knowledge locked within your mind at an incredible pace. You instantly use up to 5 [Recall Knowledge](rules/actions/recall-knowledge.md) actions. If you have any special abilities or free actions that would normally be triggered when you [Recall Knowledge](rules/actions/recall-knowledge.md), you can't use them for these actions. + +*Source: Abomination Vaults #2: Hands of the Devil p. 77* +%% #compendium/src/pf2e/av2 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/incredible-scout-apg.md b/compendium/feats/incredible-scout-apg.md new file mode 100644 index 000000000..d31f7c14e --- /dev/null +++ b/compendium/feats/incredible-scout-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +aliases: ["Incredible Scout"] +--- +# Incredible Scout *Feat 11* +[general](rules/traits/general.md) + +- **Prerequisites**: master in [Perception](compendium/skills.md#Perception) + +When you scout, you are particularly alert for danger, granting your allies precious moments to prepare to fight. When using the [Scout](rules/actions/scout.md) exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus. + +*Source: Advanced Player's Guide p. 206* +%% #compendium/src/pf2e/apg #trait/general %% \ No newline at end of file diff --git a/compendium/feats/inertial-barrier-da.md b/compendium/feats/inertial-barrier-da.md new file mode 100644 index 000000000..cad9c34f7 --- /dev/null +++ b/compendium/feats/inertial-barrier-da.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/abjuration +- trait/amp +- trait/occult +- trait/psychic +aliases: ["Inertial Barrier"] +--- +# Inertial Barrier *Feat 6* +[abjuration](rules/traits/abjuration.md) [amp](rules/traits/amp-da.md) [occult](rules/traits/occult.md) [psychic](rules/traits/psychic-da.md) + + +Your spell leaves behind barriers that reduce shock and motion. + +Use this amp in place of a psi cantrip's normal amp entry. Amp You or one target of the spell gains resistance to physical damage equal to 2 + the spell's level until the start of your next turn. + +*Source: Dark Archive p. 25* +%% #compendium/src/pf2e/da #trait/abjuration #trait/amp #trait/occult #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/inescapable-grasp-lotgb.md b/compendium/feats/inescapable-grasp-lotgb.md new file mode 100644 index 000000000..f9c39f389 --- /dev/null +++ b/compendium/feats/inescapable-grasp-lotgb.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Inescapable Grasp"] +--- +# Inescapable Grasp *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) + +Your grasp has a supernatural quality to it, preventing your foes from easily escaping—with or without magical assistance. + +If a creature you have [grabbed](rules/conditions.md#Grabbed) attempts to use a teleportation spell or effect, it must succeed at a DC 15 flat check or the spell fails. If a creature you have [grabbed](rules/conditions.md#Grabbed) attempts to [Escape](rules/actions/escape.md) while under the effect of freedom of movement, it must succeed at a DC 15 flat check or be forced to roll the [Escape](rules/actions/escape.md) attempt normally, rather than automatically succeeding. + +*Source: Lost Omens: The Grand Bazaar p. 127* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/inexhaustible-countermoves-apg.md b/compendium/feats/inexhaustible-countermoves-apg.md new file mode 100644 index 000000000..ab132332b --- /dev/null +++ b/compendium/feats/inexhaustible-countermoves-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Inexhaustible Countermoves"] +--- +# Inexhaustible Countermoves *Feat 20* +[swashbuckler](rules/traits/swashbuckler-apg.md) + + +You can react whenever a foe leaves a gap in their defenses. At the start of each enemy's turn, you gain an extra reaction you can use only during that turn to perform an [Opportune Riposte](rules/actions/opportune-riposte-apg.md), or an Attack of Opportunity if you have that reaction. + +*Source: Advanced Player's Guide p. 93* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/infectious-emotions-som.md b/compendium/feats/infectious-emotions-som.md new file mode 100644 index 000000000..330a9c903 --- /dev/null +++ b/compendium/feats/infectious-emotions-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Infectious Emotions"] +--- +# Infectious Emotions *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Cathartic Mage Dedication](compendium/feats/cathartic-mage-dedication-som.md) + +When you use Catharsis, one ally within 30 feet gains the catharsis activation benefits in addition to you. If these benefits require an emotional focus, they use your emotional focus as they're experiencing an empathic imprint of your emotions. Depending on the activation benefit, it might be impossible to grant it to an ally; for instance, pride could only have an effect for an ally if both you and the ally critically failed the same saving throw against the same effect. + +*Source: Secrets of Magic p. 195* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/infiltrate-dream-da.md b/compendium/feats/infiltrate-dream-da.md new file mode 100644 index 000000000..7a0f49b50 --- /dev/null +++ b/compendium/feats/infiltrate-dream-da.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/enchantment +- trait/mental +- trait/occult +aliases: ["Infiltrate Dream"] +--- +# Infiltrate Dream *Feat 6* +[archetype](rules/traits/archetype.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) + +- **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) + +Entering a dream is as natural to you as stepping through a doorway. If you're adjacent to a sleeping creature, you can enter a lucid dreamlike state, a process taking 10 minutes, to mentally walk into their dreamscape. While in the target's dream, you witness its contents, plots, and emotional experiences as an observer, though nothing within the dream can perceive or interact with you. Your target becomes temporarily immune to Infiltrate Dream for 1 week. You can't enter the dreams of a creature that doesn't have a conscious mind or doesn't dream. + +While within the dream, you can attempt an [Occultism](compendium/skills.md#Occultism) check against the target's Will DC to interpret symbolism and learn information about a single topic. If the target has no knowledge of the topic, you learn they don't know about the topic unless your result is a critical failure. + +> [!success-degree] +> - **Critical Success** You learn a piece of information directly relevant to the topic unless the target would want to hide it. If so, you learn something related to the topic but not a direct answer. +> - **Success** You receive a hint or clue about the topic. This clue will not be inaccurate, but it's cryptic, vague, or may be understandable only with additional information. +> - **Critical Failure** The dreams mislead you, and you learn an erroneous piece of information. + +## Infiltrate Dream leads to... + +[Oneiric Influence](compendium/feats/oneiric-influence-da.md) + +## Summary + +*Source: Dark Archive p. 206* +%% #compendium/src/pf2e/da #trait/archetype #trait/enchantment #trait/mental #trait/occult %% \ No newline at end of file diff --git a/compendium/feats/influence-nature-apg.md b/compendium/feats/influence-nature-apg.md new file mode 100644 index 000000000..b4b69362a --- /dev/null +++ b/compendium/feats/influence-nature-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/downtime +- trait/general +- trait/skill +aliases: ["Influence Nature"] +--- +# Influence Nature *Feat 7* +[downtime](rules/traits/downtime.md) [general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Nature](compendium/skills.md#Nature) + +With patience and time, you can make bird calls, leave game trails, and ultimately influence the behavior of a certain type of animals in the region to favor and even aid you in the days to come. The GM determines the DC of any check required and the amount of time your work requires (usually at least a day or two of downtime). While you can't directly control how you've influenced nature, you can hope for certain effects, such as easier hunts or birds falling silent whenever danger is approaching. If you're legendary in [Nature](compendium/skills.md#Nature), you can elicit these same adjustments to animal behavior in the area by spending only 10 minutes. + +*Source: Advanced Player's Guide p. 207* +%% #compendium/src/pf2e/apg #trait/downtime #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/initial-eidolon-ability-som.md b/compendium/feats/initial-eidolon-ability-som.md new file mode 100644 index 000000000..fc173d539 --- /dev/null +++ b/compendium/feats/initial-eidolon-ability-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Initial Eidolon Ability"] +--- +# Initial Eidolon Ability *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Summoner Dedication](compendium/feats/summoner-dedication-som.md) + +Your link to your eidolon becomes stronger, granting it a new ability. Your eidolon gains the initial ability for an eidolon of its type. + +*Source: Secrets of Magic p. 77* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/innate-magic-intuition-lopsg.md b/compendium/feats/innate-magic-intuition-lopsg.md new file mode 100644 index 000000000..6de4dce2d --- /dev/null +++ b/compendium/feats/innate-magic-intuition-lopsg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Innate Magic Intuition"] +--- +# Innate Magic Intuition *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) + +You've spent countless hours learning to recognize and predict a creature's innate magical abilities. The first time you successfully [Recall Knowledge](rules/actions/recall-knowledge.md) to identify a creature, in addition to any information you learn from your successful check, you learn the names of three of the highest-level innate spells it can cast, and you gain a +2 circumstance bonus on your next save against an innate spell cast by that creature. + +*Source: Lost Omens: Pathfinder Society Guide p. 45* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/inner-breath-loag.md b/compendium/feats/inner-breath-loag.md new file mode 100644 index 000000000..e15bd2851 --- /dev/null +++ b/compendium/feats/inner-breath-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/sylph +aliases: ["Inner Breath"] +--- +# Inner Breath *Feat 9* +[sylph](rules/traits/sylph-b2.md) + + +Your body is capable of recycling its own air. When you hold your breath, you can do so for an additional hour. At the end of this hour, your body needs to rest before it can recycle air again. This rest requires 10 minutes of exposure to breathable air. + +*Source: Lost Omens: Ancestry Guide p. 116* +%% #compendium/src/pf2e/loag #trait/sylph %% \ No newline at end of file diff --git a/compendium/feats/inner-fire-loag.md b/compendium/feats/inner-fire-loag.md new file mode 100644 index 000000000..cb3994dc0 --- /dev/null +++ b/compendium/feats/inner-fire-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ifrit +aliases: ["Inner Fire"] +--- +# Inner Fire *Feat 1* +[ifrit](rules/traits/ifrit-b2.md) + + +You can call the fire inside you into the palm of your hand. You can cast the [produce flame](compendium/spells/produce-flame.md) cantrip as an innate primal or arcane spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. + +*Source: Lost Omens: Ancestry Guide p. 103* +%% #compendium/src/pf2e/loag #trait/ifrit %% \ No newline at end of file diff --git a/compendium/feats/inner-fire-som.md b/compendium/feats/inner-fire-som.md new file mode 100644 index 000000000..25698506f --- /dev/null +++ b/compendium/feats/inner-fire-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/monk +aliases: ["Inner Fire"] +--- +# Inner Fire *Feat 6* +[monk](rules/traits/monk.md) + +- **Prerequisites**: [Stoked Flame Stance](compendium/feats/stoked-flame-stance-som.md) + +While you're in Stoked Flame Stance, you have cold and fire resistance equal to half your level, and any creature that hits you with an unarmed attack, tries to Grab or [Grapple](rules/actions/grapple.md) you, or otherwise touches you takes fire damage equal to your Wisdom modifier (minimum 1). A creature can take this damage no more than once per turn. + +*Source: Secrets of Magic p. 202* +%% #compendium/src/pf2e/som #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/inner-strength-apg.md b/compendium/feats/inner-strength-apg.md new file mode 100644 index 000000000..cfe30a894 --- /dev/null +++ b/compendium/feats/inner-strength-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +- trait/concentrate +- trait/rage +aliases: ["Inner Strength"] +--- +# Inner Strength [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [rage](rules/traits/rage.md) + +- **Activity** Single Action + +Your strength is part of your rage, so as long as your anger remains, you can gather your strength and rage to overcome any sort of enfeeblement. You reduce your [enfeebled](rules/conditions.md#Enfeebled) condition's value by 1. + +*Source: Advanced Player's Guide p. 109* +%% #compendium/src/pf2e/apg #trait/barbarian #trait/concentrate #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/innocent-butterfly-frp1.md b/compendium/feats/innocent-butterfly-frp1.md new file mode 100644 index 000000000..7a3ad002b --- /dev/null +++ b/compendium/feats/innocent-butterfly-frp1.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp1 +- trait/archetype +aliases: ["Innocent Butterfly"] +--- +# Innocent Butterfly *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Butterfly Blade Dedication](compendium/feats/butterfly-blade-dedication-frp1.md) + +You know how to alter the perceptions of others. You can cast [aura of the unremarkable](compendium/spells/aura-of-the-unremarkable-frp1.md) once per day as an innate arcane spell. The spell uses your class DC or spell DC, whichever is higher. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* +%% #compendium/src/pf2e/frp1 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/innocuous-locg.md b/compendium/feats/innocuous-locg.md new file mode 100644 index 000000000..98a9562ce --- /dev/null +++ b/compendium/feats/innocuous-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/halfling +aliases: ["Innocuous"] +--- +# Innocuous *Feat 1* +[halfling](rules/traits/halfling.md) + + +Halflings have been unobtrusive assistants of larger folk for untold ages, and your people count on this assumption of innocence. You gain the trained proficiency rank in [Deception](compendium/skills.md#Deception) (or another skill of your choice, if you're already trained in [Deception](compendium/skills.md#Deception)) + +If you fail a [Deception](compendium/skills.md#Deception) check to [Create a Diversion](rules/actions/create-a-diversion.md), humanoid creatures aren't aware that you were trying to trick them unless you get a critical failure on your roll. + +*Source: Lost Omens: Character Guide p. 44* +%% #compendium/src/pf2e/locg #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/inoculation-apg.md b/compendium/feats/inoculation-apg.md new file mode 100644 index 000000000..67cd072ab --- /dev/null +++ b/compendium/feats/inoculation-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/healing +- trait/skill +aliases: ["Inoculation"] +--- +# Inoculation *Feat 1* +[general](rules/traits/general.md) [healing](rules/traits/healing.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Medicine](compendium/skills.md#Medicine) + +You have practice combating plague, and your patients are less likely to succumb to the same disease again for a time. When you successfully [Treat a Disease](rules/actions/treat-disease.md) on someone and they fully recover from the disease, they gain a +2 circumstance bonus to saving throws against that same disease for 1 week. + +*Source: Advanced Player's Guide p. 207* +%% #compendium/src/pf2e/apg #trait/general #trait/healing #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/inoculation-subroutine-loag.md b/compendium/feats/inoculation-subroutine-loag.md new file mode 100644 index 000000000..a04c81278 --- /dev/null +++ b/compendium/feats/inoculation-subroutine-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/android +aliases: ["Inoculation Subroutine"] +--- +# Inoculation Subroutine *Feat 5* +[android](rules/traits/android-loag.md) + + +Your nanites reject diseases with ease. Each time you succeed at a Fortitude save against an ongoing disease, you reduce its stage by 2, or by 1 against a virulent disease. Each critical success you achieve against an ongoing disease reduces its stage by 3, or by 2 against a virulent disease. + +*Source: Lost Omens: Ancestry Guide p. 73* +%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/compendium/feats/insistent-command-ec2.md b/compendium/feats/insistent-command-ec2.md new file mode 100644 index 000000000..44524affd --- /dev/null +++ b/compendium/feats/insistent-command-ec2.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec2 +- trait/archetype +- trait/skill +- trait/uncommon +aliases: ["Insistent Command"] +--- +# Insistent Command *Feat 8* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Master in [Nature](compendium/skills.md#Nature), Animal Trainer Dedication + +When you roll a success to [Command an Animal](rules/actions/command-an-animal.md), you get a critical success; if you roll a critical failure, you get a failure. + +*Source: Extinction Curse #2: Legacy of the Lost God p. 75* +%% #compendium/src/pf2e/ec2 #trait/archetype #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/inspire-defense.md b/compendium/feats/inspire-defense.md index 9c0578383..418900edf 100644 --- a/compendium/feats/inspire-defense.md +++ b/compendium/feats/inspire-defense.md @@ -15,7 +15,7 @@ You learn the [inspire defense](compendium/spells/inspire-defense.md) compositio ## Inspire Defense leads to... -Defensive Coordination +[Defensive Coordination](compendium/feats/defensive-coordination-apg.md) ## Summary diff --git a/compendium/feats/inspired-stratagem-apg.md b/compendium/feats/inspired-stratagem-apg.md new file mode 100644 index 000000000..3672f335b --- /dev/null +++ b/compendium/feats/inspired-stratagem-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/fortune +- trait/linguistic +- trait/rogue +aliases: ["Inspired Stratagem"] +--- +# Inspired Stratagem [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[fortune](rules/traits/fortune.md) [linguistic](rules/traits/linguistic.md) [rogue](rules/traits/rogue.md) + +- **Trigger** One of the required allies is about to attempt an attack roll or skill check. +- **Requirements**: You spent 10 minutes during your daily preparations reviewing stratagems for the day's adventures with up to four allies. +- **Activity** Reaction + +You quickly advise your ally, using your earlier planning to make sure luck can't throw a wrench in the cogs of your schemes. The ally rolls the triggering check twice and takes the better of the two results. That ally then becomes temporarily immune to your Inspired Stratagem until your next daily preparations. + +*Source: Advanced Player's Guide p. 136* +%% #compendium/src/pf2e/apg #trait/fortune #trait/linguistic #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/inspiring-marshal-stance-apg.md b/compendium/feats/inspiring-marshal-stance-apg.md new file mode 100644 index 000000000..732dcb6ab --- /dev/null +++ b/compendium/feats/inspiring-marshal-stance-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/open +- trait/stance +aliases: ["Inspiring Marshal Stance"] +--- +# Inspiring Marshal Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) [stance](rules/traits/stance.md) + +- **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md), trained in [Diplomacy](compendium/skills.md#Diplomacy) +- **Activity** Single Action + +You become a brilliant example of dedication and poise in battle, encouraging your allies to follow suit. When you spend this action, attempt a [Diplomacy](compendium/skills.md#Diplomacy) check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. + +> [!success-degree] +> - **Critical Success** Your marshal's aura increases to a 20-foot emanation and grants you and allies a +1 status bonus to attack rolls and saves against [mental](rules/traits/mental.md) effects. +> - **Success** As critical success, but your aura's size doesn't increase. +> - **Failure** You fail to enter the stance. +> - **Critical Failure** You fail to enter the stance and can't take this action again for 1 minute. + +*Source: Advanced Player's Guide p. 180* +%% #compendium/src/pf2e/apg #trait/archetype #trait/open #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/inspiring-resilience-lokl.md b/compendium/feats/inspiring-resilience-lokl.md new file mode 100644 index 000000000..2d6c1d6c7 --- /dev/null +++ b/compendium/feats/inspiring-resilience-lokl.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/bard +- trait/champion +- trait/emotion +- trait/mental +- trait/uncommon +aliases: ["Inspiring Resilience"] +--- +# Inspiring Resilience [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[bard](rules/traits/bard.md) [champion](rules/traits/champion.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Knights of Lastwall have access to this feat. +- **Trigger** You and at least one other creature become the target of a spell or effect with the emotion, [fear](rules/traits/fear.md), or [mental](rules/traits/mental.md) trait that allows a saving throw, and you haven't rolled the save yet. +- **Activity** Reaction + +You show defiance in times of hardship and inspire your companions to persevere. + +Allies within 30 feet of you gain a +1 circumstance bonus to their Will save against the triggering effect, or a +2 circumstance bonus if the effect originated from an undead. + +*Source: Lost Omens: Knights of Lastwall p. 83* +%% #compendium/src/pf2e/lokl #trait/bard #trait/champion #trait/emotion #trait/mental #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/inspirit-hazard-loag.md b/compendium/feats/inspirit-hazard-loag.md new file mode 100644 index 000000000..cff0a1cd3 --- /dev/null +++ b/compendium/feats/inspirit-hazard-loag.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/catfolk +- trait/concentrate +- trait/occult +- trait/transmutation +aliases: ["Inspirit Hazard"] +--- +# Inspirit Hazard [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* +[catfolk](rules/traits/catfolk-b1.md) [concentrate](rules/traits/concentrate.md) [occult](rules/traits/occult.md) [transmutation](rules/traits/transmutation.md) + +- **Frequency**: once per day +- **Trigger** You Disable a hazard. +- **Requirements**: The hazard isn't [broken](rules/conditions.md#Broken). +- **Activity** Reaction + +You awaken a spirit of creation within the hazard. You learn the hazard's effects. Once in the next 10 minutes, when you observe a creature take an action that would trigger one of the hazard's reactions or free actions if you hadn't Disabled it, you can use a reaction to rearm the hazard, causing the [observed](rules/conditions.md#Observed) creature to trigger it immediately. + +*Source: Lost Omens: Ancestry Guide p. 20* +%% #compendium/src/pf2e/loag #trait/catfolk #trait/concentrate #trait/occult #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/instant-armor-lokl.md b/compendium/feats/instant-armor-lokl.md new file mode 100644 index 000000000..114315d9b --- /dev/null +++ b/compendium/feats/instant-armor-lokl.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["Instant Armor"] +--- +# Instant Armor *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md) + +A knight is nothing without their armor, and you know how to keep yours ready. You can perform a 10-minute ritual, which has the [conjuration](rules/traits/conjuration.md) and [magical](rules/traits/magical.md) traits, to divert a set of heavy armor you are wearing into an extradimensional space connected to you. While the armor is in this space, you can use a three-action activity, which has the concentrate, [conjuration](rules/traits/conjuration.md), and [teleportation](rules/traits/teleportation.md) traits, to phase the armor back and instantly don it. The armor automatically phases away if you don another set of armor, if you become [unconscious](rules/conditions.md#Unconscious), or if you die. If you are incapable of wearing the armor when it phases back, it appears in your square instead. + +*Source: Lost Omens: Knights of Lastwall p. 75* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/instigate-psychic-duel-da.md b/compendium/feats/instigate-psychic-duel-da.md new file mode 100644 index 000000000..e8c31ace0 --- /dev/null +++ b/compendium/feats/instigate-psychic-duel-da.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/illusion +- trait/incapacitation +- trait/mental +- trait/occult +aliases: ["Instigate Psychic Duel"] +--- +# Instigate Psychic Duel [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 12* +[archetype](rules/traits/archetype.md) [illusion](rules/traits/illusion.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) + +- **Prerequisites**: [Psychic Duelist Dedication](compendium/feats/psychic-duelist-dedication-da.md) +- **Frequency**: once per day +- **Activity** Three-Action + +You attempt to enter a psychic duel with a creature within 100 feet. The target can attempt a Will save against the higher of your spell DC or class DC. If it enters the duel willingly, use the result for a critical failure. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The two of you enter a psychic duel, but it ends automatically at the end of your next turn. As normal for a psychic duel, the duel ends if one participant is knocked out, as well as under any other conditions to which both participants agree. If you're in initiative when you Instigate the Psychic Duel, you keep the same initiative positions. You can each choose a psychic center for any skill in which you're trained, as you would if you were using that skill to roll initiative for the duel. +> - **Failure** As a success, except instead of ending at the end of your next turn, the target can attempt a new save to end the duel at the end of each of your turns, starting with your next turn. +> - **Critical Failure** As a success, except the duel doesn't end until it reaches one of the normal end conditions for a psychic duel. + +*Source: Dark Archive p. 203* +%% #compendium/src/pf2e/da #trait/archetype #trait/illusion #trait/incapacitation #trait/mental #trait/occult %% \ No newline at end of file diff --git a/compendium/feats/instinctive-obfuscation-apg.md b/compendium/feats/instinctive-obfuscation-apg.md new file mode 100644 index 000000000..da4c0a639 --- /dev/null +++ b/compendium/feats/instinctive-obfuscation-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/gnome +- trait/illusion +- trait/visual +aliases: ["Instinctive Obfuscation"] +--- +# Instinctive Obfuscation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* +[gnome](rules/traits/gnome.md) [illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) + +- **Prerequisites**: at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat +- **Frequency**: once per day +- **Trigger** You are attacked by a foe. +- **Activity** Reaction + +The magic within you manifests as a natural reaction to threats. You gain the effects of [mirror image](compendium/spells/mirror-image.md) but with two images instead of three. The tradition of this action matches the tradition of your gnome ancestry options. + +*Source: Advanced Player's Guide p. 44* +%% #compendium/src/pf2e/apg #trait/gnome #trait/illusion #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/instinctive-strike-apg.md b/compendium/feats/instinctive-strike-apg.md new file mode 100644 index 000000000..0fc60162b --- /dev/null +++ b/compendium/feats/instinctive-strike-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +- trait/manipulate +- trait/rage +aliases: ["Instinctive Strike"] +--- +# Instinctive Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[barbarian](rules/traits/barbarian.md) [manipulate](rules/traits/manipulate.md) [rage](rules/traits/rage.md) + +- **Prerequisites**: [Acute Scent](compendium/feats/acute-scent.md) or precise or imprecise [scent](rules/abilities/scent.md) +- **Activity** Two-Action + +You trust your instincts and your sense of smell, using all of your senses to pinpoint your opponent's location. Make a melee [Strike](rules/actions/strike.md) against an opponent that isn't hiding its scent with an effect like negate aroma. This attack ignores any flat check required due to the target being [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden). + +*Source: Advanced Player's Guide p. 110* +%% #compendium/src/pf2e/apg #trait/barbarian #trait/manipulate #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/instinctual-interception-lokl.md b/compendium/feats/instinctual-interception-lokl.md new file mode 100644 index 000000000..7d6316f16 --- /dev/null +++ b/compendium/feats/instinctual-interception-lokl.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["Instinctual Interception"] +--- +# Instinctual Interception *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md), Interrupt Charge + +You react to movement with hardly a thought, seeming constantly poised to spring. At the start of each of your turns, you gain an additional reaction that you can use only to Interrupt Charge. + +*Source: Lost Omens: Knights of Lastwall p. 75* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/instructive-strike-da.md b/compendium/feats/instructive-strike-da.md new file mode 100644 index 000000000..26dee2c47 --- /dev/null +++ b/compendium/feats/instructive-strike-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/thaumaturge +aliases: ["Instructive Strike"] +--- +# Instructive Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[thaumaturge](rules/traits/thaumaturge-da.md) + +- **Activity** Single Action + +You attack your foe and analyze how it reacts. Make a [Strike](rules/actions/strike.md). On a hit, you can immediately attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md) about the target. On a critical hit, you gain a +2 circumstance bonus to the check to [Recall Knowledge](rules/actions/recall-knowledge.md). + +*Source: Dark Archive p. 44* +%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/instrument-of-slaughter-apg.md b/compendium/feats/instrument-of-slaughter-apg.md new file mode 100644 index 000000000..6128f9261 --- /dev/null +++ b/compendium/feats/instrument-of-slaughter-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +- trait/uncommon +aliases: ["Instrument Of Slaughter"] +--- +# Instrument Of Slaughter *Feat 16* +[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: divine ally (blade), tenets of evil + +Your blade ally thirsts for the blood of your foes. Whenever you critically hit an enemy with the weapon inhabited by your blade ally while dealing extra damage from your champion's reaction, the target takes [persistent bleed damage](rules/conditions.md#Persistent%20Damage) equal to two of the weapon's damage dice. + +*Source: Advanced Player's Guide p. 121* +%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/intense-implement-da.md b/compendium/feats/intense-implement-da.md new file mode 100644 index 000000000..75c4fe3e3 --- /dev/null +++ b/compendium/feats/intense-implement-da.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/thaumaturge +aliases: ["Intense Implement"] +--- +# Intense Implement *Feat 18* +[thaumaturge](rules/traits/thaumaturge-da.md) + + +You have an exceptional link to your third implement. You gain the adept benefit for your third implement. + +*Source: Dark Archive p. 47* +%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/intensify-investiture-da.md b/compendium/feats/intensify-investiture-da.md new file mode 100644 index 000000000..70a1381ab --- /dev/null +++ b/compendium/feats/intensify-investiture-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/thaumaturge +aliases: ["Intensify Investiture"] +--- +# Intensify Investiture [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* +[thaumaturge](rules/traits/thaumaturge-da.md) + +- **Frequency**: once per 10 minutes +- **Activity** Free Action + +Your bond to your invested items enables you to put more of yourself into them. If you next action is to activate an invested item that has a saving throw DC, you can use your thaumaturge class DC instead of the item's DC if it is higher. + +*Source: Dark Archive p. 46* +%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/intercorporate-loag.md b/compendium/feats/intercorporate-loag.md new file mode 100644 index 000000000..31696adc3 --- /dev/null +++ b/compendium/feats/intercorporate-loag.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aphorite +aliases: ["Intercorporate"] +--- +# Intercorporate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[aphorite](rules/traits/aphorite-loag.md) + +- **Frequency**: once per day +- **Requirements**: You're afflicted by a disease or poison, or are taking [persistent damage](rules/conditions.md#Persistent%20Damage). +- **Activity** Single Action + +Your ordered physiology rejects unwelcome elements. Choose one. + +**[Disease](rules/traits/disease.md) or [Poison](rules/traits/poison.md)** Attempt a saving throw against the affliction at its current stage. On a failure, the affliction's stage doesn't increase, but you suffer the effects of the stage you were already on. On a critical failure, the stage only increases by 1. + +**[Persistent damage](rules/conditions.md#Persistent%20Damage)** Attempt a DC 10 flat check to recover from the [persistent damage](rules/conditions.md#Persistent%20Damage). + +*Source: Lost Omens: Ancestry Guide p. 77* +%% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/compendium/feats/interfering-surge-som.md b/compendium/feats/interfering-surge-som.md new file mode 100644 index 000000000..16e86d1cb --- /dev/null +++ b/compendium/feats/interfering-surge-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/abjuration +- trait/archetype +aliases: ["Interfering Surge"] +--- +# Interfering Surge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* +[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Wellspring Mage Dedication](compendium/feats/wellspring-mage-dedication-som.md) +- **Trigger** A creature you can see Casts a Spell. +- **Requirements**: You have an unexpended spell slot and can see the triggering spell's manifestations. +- **Activity** Reaction + +You overcharge the triggering spell with magic. You expend a spell slot and attempt to counteract the triggering spell using the energy of the expended slot. If the triggering spell is in your repertoire and the spell slot you expended was a high enough level to cast it, you take no penalty. Otherwise, you take a –2 penalty to the counteract check if the triggering spell was cast using the same magical tradition you cast, or a –5 penalty if it was cast using a different tradition. + +If the triggering spell is successfully counteracted, it creates a wellspring surge from its caster in addition to the normal effects of being counteracted. If it isn't counteracted, your expended spell slot creates a wellspring surge from you. + +**Special.** This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, primal, or occult). + +*Source: Secrets of Magic p. 249* +%% #compendium/src/pf2e/som #trait/abjuration #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/internal-cohesion-loag.md b/compendium/feats/internal-cohesion-loag.md new file mode 100644 index 000000000..730f3e7e1 --- /dev/null +++ b/compendium/feats/internal-cohesion-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aphorite +aliases: ["Internal Cohesion"] +--- +# Internal Cohesion *Feat 1* +[aphorite](rules/traits/aphorite-loag.md) + + +Axis's order suffuses your body and helps it maintain coherency. You and your allies can [Treat your Wounds](rules/actions/treat-wounds.md) without healer's tools. Once per day, when someone rolls a failure or a critical failure on a check to [Treat your Wounds](rules/actions/treat-wounds.md), you can focus on your internal cohesion to increase the degree of success by one step. + +*Source: Lost Omens: Ancestry Guide p. 77* +%% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/compendium/feats/internal-compartment-loag.md b/compendium/feats/internal-compartment-loag.md new file mode 100644 index 000000000..08562e56b --- /dev/null +++ b/compendium/feats/internal-compartment-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/android +aliases: ["Internal Compartment"] +--- +# Internal Compartment *Feat 1* +[android](rules/traits/android-loag.md) + + +You can hide a small object of up to light Bulk inside a hollow cavity on one of your forearms. It takes three [Interact](rules/actions/interact.md) actions to store an object in this way. You gain a +4 circumstance bonus to the DCs of checks for others to [Seek](rules/actions/seek.md) or [Steal](rules/actions/steal.md) objects stored inside your arm. If you store a weapon in your arm, you can use a single action to [Interact](rules/actions/interact.md) to draw the weapon into the hand corresponding to your internal cavity, then [Strike](rules/actions/strike.md) with the weapon. + +*Source: Lost Omens: Ancestry Guide p. 73* +%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/compendium/feats/internal-respirator-loag.md b/compendium/feats/internal-respirator-loag.md new file mode 100644 index 000000000..64fa423ca --- /dev/null +++ b/compendium/feats/internal-respirator-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/android +aliases: ["Internal Respirator"] +--- +# Internal Respirator *Feat 9* +[android](rules/traits/android-loag.md) + + +Your body can internally synthesize oxygen for limited periods of time. When you hold your breath, you can do so for an additional hour due to your internal air reservoirs. At the end of this hour, your air reservoirs are expended. Refilling your empty air reservoirs takes 10 minutes of exposure to breathable air. + +*Source: Lost Omens: Ancestry Guide p. 74* +%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/compendium/feats/interrupt-charge-lokl.md b/compendium/feats/interrupt-charge-lokl.md new file mode 100644 index 000000000..4ba00e353 --- /dev/null +++ b/compendium/feats/interrupt-charge-lokl.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["Interrupt Charge"] +--- +# Interrupt Charge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md) +- **Trigger** A foe within reach attempts to move away from you. +- **Requirements**: You have a hand free. +- **Activity** Reaction + +You attempt to snag the foe before they run away. + +Attempt an [Athletics](compendium/skills.md#Athletics) check against the higher of the triggering creature's [Athletics](compendium/skills.md#Athletics) DC or Fortitude DC. + +> [!success-degree] +> - **Critical Success** You disrupt the movement. +> - **Success** You are able to slow the triggering creature down. It takes a –10-foot circumstance penalty to its Speed for the rest of its triggering movement. This penalty might cause the triggering creature's movement to end immediately based on its affected Speed. +> - **Failure** As success, but the creature instead takes a –5-foot circumstance penalty to its Speed. + +*Source: Lost Omens: Knights of Lastwall p. 74* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/into-the-future-da.md b/compendium/feats/into-the-future-da.md new file mode 100644 index 000000000..701b9f523 --- /dev/null +++ b/compendium/feats/into-the-future-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/concentrate +- trait/metamagic +aliases: ["Into the Future"] +--- +# Into the Future [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) +- **Activity** Single Action + +You know your spell will be needed not now but in a few moments, so you cast your magic into the future. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) that takes 1 or 2 actions to cast, the spell's effects occur 1 round later, at the beginning of your next turn, rather than immediately. Targets and choices about the spell must be determined when the spell is cast, and requirements, such as line of sight and line of effect, must be valid both when the spell is cast and when its effects occur. Consequences for the action of [Casting the Spell](rules/actions/cast-a-spell.md) itself, such as an [Attack of Opportunity](rules/actions/attack-of-opportunity.md) reaction or ending a foe's [fascinated](rules/conditions.md#Fascinated) condition by taking a [hostile](rules/conditions.md#Hostile) action, aren't delayed. + +*Source: Dark Archive p. 185* +%% #compendium/src/pf2e/da #trait/archetype #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/intuitive-cooperation-locg.md b/compendium/feats/intuitive-cooperation-locg.md new file mode 100644 index 000000000..6828e7127 --- /dev/null +++ b/compendium/feats/intuitive-cooperation-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/halfling +- trait/uncommon +aliases: ["Intuitive Cooperation"] +--- +# Intuitive Cooperation *Feat 1* +[halfling](rules/traits/halfling.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Jaric ethnicity + +You are accustomed to working alongside others, relying on each other to get by. You gain a +2 circumstance bonus to checks to [Aid](rules/actions/aid.md), and your allies gain a +2 circumstance bonus to checks to [Aid](rules/actions/aid.md) you. + +*Source: Lost Omens: Character Guide p. 44* +%% #compendium/src/pf2e/locg #trait/halfling #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/intuitive-crafting-loag.md b/compendium/feats/intuitive-crafting-loag.md new file mode 100644 index 000000000..f72ac6c6b --- /dev/null +++ b/compendium/feats/intuitive-crafting-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aphorite +aliases: ["Intuitive Crafting"] +--- +# Intuitive Crafting *Feat 1* +[aphorite](rules/traits/aphorite-loag.md) + + +Your affinity with process and order makes you a natural artisan. You gain the trained proficiency rank in [Crafting](compendium/skills.md#Crafting) (or another skill of your choice, if you're already trained in [Crafting](compendium/skills.md#Crafting)). You gain the [Specialty Crafting](compendium/feats/specialty-crafting.md) skill feat in a specialty of your choice. + +*Source: Lost Omens: Ancestry Guide p. 77* +%% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/compendium/feats/intuitive-illusions-locg.md b/compendium/feats/intuitive-illusions-locg.md new file mode 100644 index 000000000..aa4cba59b --- /dev/null +++ b/compendium/feats/intuitive-illusions-locg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/gnome +aliases: ["Intuitive Illusions"] +--- +# Intuitive Illusions [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 5* +[gnome](rules/traits/gnome.md) + +- **Prerequisites**: [Illusion Sense](compendium/feats/illusion-sense.md) +- **Frequency**: once per day +- **Trigger** Your turn begins. +- **Activity** Free Action + +Illusion magic comes to you so naturally that you can effortlessly sustain your magical ruses. You immediately gain the effects of a [Sustain a Spell](rules/actions/sustain-a-spell.md) action to extend the duration of one of your active illusion spells. + +*Source: Lost Omens: Character Guide p. 33* +%% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/compendium/feats/inured-to-alchemy-ooa1.md b/compendium/feats/inured-to-alchemy-ooa1.md new file mode 100644 index 000000000..5735a72fe --- /dev/null +++ b/compendium/feats/inured-to-alchemy-ooa1.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ooa1 +- trait/alchemist +- trait/barbarian +- trait/fighter +- trait/uncommon +aliases: ["Inured to Alchemy"] +--- +# Inured to Alchemy *Feat 4* +[alchemist](rules/traits/alchemist.md) [barbarian](rules/traits/barbarian.md) [fighter](rules/traits/fighter.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You're from Alkenstar or the Mana Wastes. +- **Prerequisites**: expert in Fortitude saves + +You've developed control over how your body processes alchemical poisons and drugs. Each of your successful saving throws against an alchemical poison, a drug, or an addiction reduces the stage by 2, or by 1 for a virulent alchemical poison, drug, or addiction. Each critical success reduces the stage by 3, or by 2 for a virulent alchemical poison, drug, or addiction. + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 79* +%% #compendium/src/pf2e/ooa1 #trait/alchemist #trait/barbarian #trait/fighter #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/inured-to-the-heat-lome.md b/compendium/feats/inured-to-the-heat-lome.md new file mode 100644 index 000000000..f2dcf5567 --- /dev/null +++ b/compendium/feats/inured-to-the-heat-lome.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/shisk +aliases: ["Inured To The Heat"] +--- +# Inured To The Heat *Feat 5* +[shisk](rules/traits/shisk-lome.md) + + +Your have a love for extreme heat. + +You gain resistance 4 to fire. You treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on). + +*Source: Lost Omens: The Mwangi Expanse p. 125* +%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/compendium/feats/inventive-offensive-locg.md b/compendium/feats/inventive-offensive-locg.md new file mode 100644 index 000000000..d4c941ba6 --- /dev/null +++ b/compendium/feats/inventive-offensive-locg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/gnome +aliases: ["Inventive Offensive"] +--- +# Inventive Offensive [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 1* +[gnome](rules/traits/gnome.md) + +- **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) +- **Activity** Three-Action + +You can jury-rig your weapons to perform in unexpected ways. When you use this ability, add one of the following weapon traits to a melee weapon you wield: [deadly ](rules/traits/deadly.md), [disarm](rules/traits/disarm.md), [nonlethal](rules/traits/nonlethal.md), [shove](rules/traits/shove.md), [trip](rules/traits/trip.md), versatile B, [versatile

](rules/traits/versatile.md), or versatile S. You cannot add a trait that the weapon already has. The weapon retains this trait until you a successfully hit and deal damage with the weapon. The weapon retains this trait only while you wield it, and you can have only one weapon modified in this way at any time. + +If you have expert proficiency in [Crafting](compendium/skills.md#Crafting), you can use this feat as a 2-action activity. If you have legendary proficiency in [Crafting](compendium/skills.md#Crafting), you can apply two weapon traits from the list when using this feat. + +*Source: Lost Omens: Character Guide p. 32* +%% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/compendium/feats/investigate-haunting-av1.md b/compendium/feats/investigate-haunting-av1.md new file mode 100644 index 000000000..8f40bceeb --- /dev/null +++ b/compendium/feats/investigate-haunting-av1.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/av1 +- trait/archetype +aliases: ["Investigate Haunting"] +--- +# Investigate Haunting *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) + +You are skilled at noticing the telltale signs of ghosts and hauntings. Even when you aren't Investigating in exploration mode, you get a check to [Recall Knowledge](rules/actions/recall-knowledge.md) about incorporeal undead and haunts active in the area. You also gain a +2 circumstance bonus to skill checks to disable haunts. + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* +%% #compendium/src/pf2e/av1 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/investigator-dedication-apg.md b/compendium/feats/investigator-dedication-apg.md new file mode 100644 index 000000000..0001bf065 --- /dev/null +++ b/compendium/feats/investigator-dedication-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +- trait/multiclass +aliases: ["Investigator Dedication"] +--- +# Investigator Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Intelligence 14 + +You gain the on the case|investigator|apg|1 class feature, which grants you both the [Pursue a Lead](rules/actions/pursue-a-lead-apg.md) activity and [Clue In](rules/actions/clue-in-apg.md) reaction. You become trained in [Society](compendium/skills.md#Society) and another skill of your choice. If you were already trained in [Society](compendium/skills.md#Society), you instead become trained in an additional skill of your choice. You also become trained in investigator class DC. + +**Special.** You can't select another dedication feat until you have gained two other feats from the investigator archetype. + +## Investigator Dedication leads to... + +[Basic Deduction](compendium/feats/basic-deduction-apg.md), [Advanced Deduction](compendium/feats/advanced-deduction-apg.md), [Investigator's Stratagem](compendium/feats/investigators-stratagem-apg.md), [Keen Recollection](compendium/feats/keen-recollection-apg.md), [Master Spotter](compendium/feats/master-spotter-apg.md), [Skill Mastery](compendium/feats/skill-mastery-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 151* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/compendium/feats/investigators-stratagem-apg.md b/compendium/feats/investigators-stratagem-apg.md new file mode 100644 index 000000000..dfdf6f89d --- /dev/null +++ b/compendium/feats/investigators-stratagem-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Investigator's Stratagem"] +--- +# Investigator's Stratagem *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Investigator Dedication](compendium/feats/investigator-dedication-apg.md) + +You play out battles in your head, allowing you to strike when the time is right. You gain the [Devise a Stratagem](rules/actions/devise-a-stratagem-apg.md) action; however, when you substitute its result for your attack roll, you can't use your Intelligence modifier in place of your Strength or Dexterity modifier. You also can't use your Intelligence modifier on other rolls from abilities that expand [Devise a Stratagem](rules/actions/devise-a-stratagem-apg.md), such as the [Athletic Strategist](compendium/feats/athletic-strategist-apg.md) feat. + +*Source: Advanced Player's Guide p. 151* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/invigorating-mercy-apg.md b/compendium/feats/invigorating-mercy-apg.md new file mode 100644 index 000000000..a503cc871 --- /dev/null +++ b/compendium/feats/invigorating-mercy-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +aliases: ["Invigorating Mercy"] +--- +# Invigorating Mercy *Feat 6* +[champion](rules/traits/champion.md) + +- **Prerequisites**: [Mercy](compendium/feats/mercy.md) + +Your divine touch rejuvenates the weak and tired. When you use Mercy, you can instead attempt a counteract check to remove the [clumsy](rules/conditions.md#Clumsy) or [enfeebled](rules/conditions.md#Enfeebled) conditions, using the source of that condition to determine the counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn. + +*Source: Advanced Player's Guide p. 119* +%% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/invisible-trickster-loag.md b/compendium/feats/invisible-trickster-loag.md new file mode 100644 index 000000000..11c7b2084 --- /dev/null +++ b/compendium/feats/invisible-trickster-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/sprite +aliases: ["Invisible Trickster"] +--- +# Invisible Trickster *Feat 13* +[sprite](rules/traits/sprite-b1.md) + + +You have learned how to become [invisible](rules/conditions.md#Invisible) and remain so. You can cast 4th-level [invisibility](compendium/spells/invisibility.md) as a primal innate spell once per hour. + +*Source: Lost Omens: Ancestry Guide p. 132* +%% #compendium/src/pf2e/loag #trait/sprite %% \ No newline at end of file diff --git a/compendium/feats/invoke-the-crimson-oath-locg.md b/compendium/feats/invoke-the-crimson-oath-locg.md new file mode 100644 index 000000000..782a4bb55 --- /dev/null +++ b/compendium/feats/invoke-the-crimson-oath-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Invoke The Crimson Oath"] +--- +# Invoke The Crimson Oath *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md) + +You can invoke the Crimson Oath to unleash blasts of ruby energy from your weapon. You gain the [invoke the Crimson Oath](compendium/spells/invoke-the-crimson-oath-locg.md) focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the [Refocus](rules/actions/refocus.md) activity to recite the Crimson Oath and meditate on its teachings; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your knight reclaimant focus spells are divine spells; when you gain this feat, you become trained in divine spell attacks and spell DCs. Your key spellcasting ability for these spells is Charisma. + +*Source: Lost Omens: Character Guide p. 95* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/invoke-the-elements-loag.md b/compendium/feats/invoke-the-elements-loag.md new file mode 100644 index 000000000..e0cfd3c92 --- /dev/null +++ b/compendium/feats/invoke-the-elements-loag.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/changeling +- trait/evocation +- trait/primal +aliases: ["Invoke The Elements"] +--- +# Invoke The Elements [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* +[changeling](rules/traits/changeling-b1.md) [evocation](rules/traits/evocation.md) [primal](rules/traits/primal.md) + +- **Prerequisites**: [Brine May](compendium/feats/brine-may-apg.md), [Snow May](compendium/feats/snow-may-loag.md), [Veil May](compendium/feats/veil-may-loag.md), or [Virga May](compendium/feats/virga-may-loag.md) +- **Frequency**: once per day +- **Activity** Two-Action + +You summon an aura of shimmering heat, flurrying snow, crashing waves, or swirling wind and lightning. For 1 minute, you gain concealment against creatures more than 5 feet away, and any creature that ends its turn within 5 feet of you suffers `1d12` damage (basic Reflex save using your class DC or spell DC, whichever is higher). At 13th and 17th level, this damage increases by `1d12`. A veil may changeling deals fire damage, a snow may changeling deals cold damage, a brine may changeling deals bludgeoning damage and the effect gains the [water](rules/traits/water.md) trait, and a virga may changeling deals electricity damage. + +## Invoke The Elements leads to... + +[Stormy Heart](compendium/feats/stormy-heart-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 24* +%% #compendium/src/pf2e/loag #trait/changeling #trait/evocation #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/invulnerable-juggernaut-aoa6.md b/compendium/feats/invulnerable-juggernaut-aoa6.md new file mode 100644 index 000000000..a6b508f95 --- /dev/null +++ b/compendium/feats/invulnerable-juggernaut-aoa6.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa6 +- trait/barbarian +- trait/uncommon +aliases: ["Invulnerable Juggernaut"] +--- +# Invulnerable Juggernaut *Feat 20* +[barbarian](rules/traits/barbarian.md) [uncommon](rules/traits/uncommon.md) + + +You are unstoppable, able to shrug off mortal wounds with ease. You gain resistance equal to 3 + your Constitution modifier to all damage, and your resistance from raging resistance increases to 8 + your Constitution modifier. + +In addition, if you are reduced to 0 Hit Points, you can end your rage as a reaction to stay at 1 Hit Point. If you do, you become [wounded](rules/conditions.md#Wounded) (or increase your [wounded](rules/conditions.md#Wounded) condition by 2 if you are already [wounded](rules/conditions.md#Wounded)). + +*Source: Age of Ashes #6: Broken Promises p. 76* +%% #compendium/src/pf2e/aoa6 #trait/barbarian #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/iron-fists-apg.md b/compendium/feats/iron-fists-apg.md new file mode 100644 index 000000000..88cc183df --- /dev/null +++ b/compendium/feats/iron-fists-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/orc +aliases: ["Iron Fists"] +--- +# Iron Fists *Feat 1* +[orc](rules/traits/orc.md) + + +Your fists have been forged by battle, your naturally tough skin and dense bone further hardened by conflict. Your fist unarmed attacks no longer have the [nonlethal](rules/traits/nonlethal.md) trait and gain the [shove](rules/traits/shove.md) weapon trait. + +*Source: Advanced Player's Guide p. 18* +%% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/iron-lung-ec3.md b/compendium/feats/iron-lung-ec3.md new file mode 100644 index 000000000..b55538b4d --- /dev/null +++ b/compendium/feats/iron-lung-ec3.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec3 +- trait/archetype +aliases: ["Iron Lung"] +--- +# Iron Lung *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Golem Grafter Dedication](compendium/feats/golem-grafter-dedication-ec3.md) + +Your lungs are infused with the resilience of iron. Treat the result of your save against an inhaled poison as one degree of success better than you rolled. Additionally, you gain the following ability. + +```ad-embed-ability +title: Exhale Poison [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[arcane](rules/traits/arcane.md) [necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) + +- **Requirements**: You were within the area of an inhaled poison within the last minute + +**Effect** You sharply exhale the poison that previously surrounded you in a 15-foot cone. Creatures in the area are affected by the poison; the poison's DC and effects are unchanged. +%% #trait/arcane #trait/necromancy #trait/poison %% +``` + +*Source: Extinction Curse #3: Life's Long Shadows p. 74* +%% #compendium/src/pf2e/ec3 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/iron-repercussions-apg.md b/compendium/feats/iron-repercussions-apg.md new file mode 100644 index 000000000..d622d63bd --- /dev/null +++ b/compendium/feats/iron-repercussions-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +- trait/uncommon +aliases: ["Iron Repercussions"] +--- +# Iron Repercussions *Feat 1* +[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: tyrant cause + +Disobeying your [Iron Command](rules/actions/iron-command-apg.md) has lasting consequences. + +If an enemy refuses to kneel to you, you can deal [persistent mental damage](rules/conditions.md#Persistent%20Damage) instead of normal mental damage. You must decide whether the mental damage will be persistent before your enemy chooses whether to kneel or not. The amount of damage is unchanged. + +*Source: Advanced Player's Guide p. 118* +%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/irrepressible-loag.md b/compendium/feats/irrepressible-loag.md new file mode 100644 index 000000000..e814b3db7 --- /dev/null +++ b/compendium/feats/irrepressible-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ganzi +aliases: ["Irrepressible"] +--- +# Irrepressible *Feat 1* +[ganzi](rules/traits/ganzi-loag.md) + + +Your contrary nature means you bounce back with prejudice. When you roll a success on a save against an [emotion](rules/traits/emotion.md) or [fear](rules/traits/fear.md) effect, you get a critical success instead. + +*Source: Lost Omens: Ancestry Guide p. 97* +%% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/compendium/feats/irriseni-ice-witch-locg.md b/compendium/feats/irriseni-ice-witch-locg.md new file mode 100644 index 000000000..5632db467 --- /dev/null +++ b/compendium/feats/irriseni-ice-witch-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/human +aliases: ["Irriseni Ice-witch"] +--- +# Irriseni Ice-witch *Feat 13* +[human](rules/traits/human.md) + +- **Prerequisites**: Jadwiga ethnicity, wintertouched human heritage (page 11) + +You can trace your direct descent from one of the Queens of Irrisen and thus from Baba Yaga herself. Your resistance to cold increases to 5 + half your level, and you can cast 5th-level [wall of ice](compendium/spells/wall-of-ice.md) as an innate arcane spell once per day. + +*Source: Lost Omens: Character Guide p. 14* +%% #compendium/src/pf2e/locg #trait/human %% \ No newline at end of file diff --git a/compendium/feats/iruxi-glide-loag.md b/compendium/feats/iruxi-glide-loag.md new file mode 100644 index 000000000..222a2e283 --- /dev/null +++ b/compendium/feats/iruxi-glide-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lizardfolk +aliases: ["Iruxi Glide"] +--- +# Iruxi Glide [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[lizardfolk](rules/traits/lizardfolk-b1.md) + +- **Prerequisites**: cloudleaper lizardfolk heritage +- **Activity** Single Action + +You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and haven't yet reached the ground, you remain in the air at the end of your turn. + +*Source: Lost Omens: Ancestry Guide p. 47* +%% #compendium/src/pf2e/loag #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/iruxi-spirit-strike-loag.md b/compendium/feats/iruxi-spirit-strike-loag.md new file mode 100644 index 000000000..c1b21f3f0 --- /dev/null +++ b/compendium/feats/iruxi-spirit-strike-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lizardfolk +aliases: ["Iruxi Spirit Strike"] +--- +# Iruxi Spirit Strike *Feat 13* +[lizardfolk](rules/traits/lizardfolk-b1.md) + + +Your iruxi unarmed attacks channel the spiritual energy of your ancestors. Any unarmed attacks you acquire from iruxi heritages or ancestry feats gain the effects of a [ghost touch](compendium/equipment/items/ghost-touch.md) property rune (Core Rulebook 584). + +*Source: Lost Omens: Ancestry Guide p. 48* +%% #compendium/src/pf2e/loag #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/iruxi-unarmed-cunning-locg.md b/compendium/feats/iruxi-unarmed-cunning-locg.md new file mode 100644 index 000000000..f47503d2c --- /dev/null +++ b/compendium/feats/iruxi-unarmed-cunning-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/lizardfolk +aliases: ["Iruxi Unarmed Cunning"] +--- +# Iruxi Unarmed Cunning *Feat 5* +[lizardfolk](rules/traits/lizardfolk-b1.md) + + +You make the most of your iruxi unarmed attacks. Whenever you score a critical hit with a claw or an unarmed attack you gained from a lizardfolk ancestry feat, you apply the unarmed attack's critical specialization effect. + +*Source: Lost Omens: Character Guide p. 59* +%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/its-alive-ooa3.md b/compendium/feats/its-alive-ooa3.md new file mode 100644 index 000000000..be60e1625 --- /dev/null +++ b/compendium/feats/its-alive-ooa3.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ooa3 +- trait/archetype +aliases: ["It's Alive!"] +--- +# It's Alive! *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md) + +You've mastered the use of electrical energy to power your clockwork creations. Whenever your construct companion takes electricity damage, it gains temporary Hit Points equal to either half the electricity damage it took or your level, whichever is lower. These temporary Hit Points last for up to 1 minute. + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* +%% #compendium/src/pf2e/ooa3 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/jalmeri-heavenseeker-dedication-loil.md b/compendium/feats/jalmeri-heavenseeker-dedication-loil.md new file mode 100644 index 000000000..080c434a2 --- /dev/null +++ b/compendium/feats/jalmeri-heavenseeker-dedication-loil.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Jalmeri Heavenseeker Dedication"] +--- +# Jalmeri Heavenseeker Dedication *Feat 4* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Student of Perfection Dedication, or you've trained with a champion of the Challenge of Sky and Heaven + +You become trained in either [Acrobatics](compendium/skills.md#Acrobatics) or [Occultism](compendium/skills.md#Occultism); if you were already trained in both these skills, you become an expert in one of them instead. You gain either the Ki Rush or [Ki Strike](compendium/feats/ki-strike.md) monk feat, which grants you a ki spell and a focus pool of 1 Focus Point that you can recover using the [Refocus](rules/actions/refocus.md) activity as a monk does. If you already have both feats, you can instead choose a single 1st-level monk feat. + +**Special.** You can't select another dedication feat until you gain two other feats from the Jalmeri Heavenseeker or Student of Perfection archetypes. + +*Source: Lost Omens: Impossible Lands p. 224* +%% #compendium/src/pf2e/loil #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/jalmeri-rakshasa-magic-loil.md b/compendium/feats/jalmeri-rakshasa-magic-loil.md new file mode 100644 index 000000000..bdab4866c --- /dev/null +++ b/compendium/feats/jalmeri-rakshasa-magic-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/tiefling +aliases: ["Jalmeri Rakshasa Magic"] +--- +# Jalmeri Rakshasa Magic *Feat 9* +[tiefling](rules/traits/tiefling-b1.md) + +- **Prerequisites**: [Beastbrood](compendium/feats/beastbrood-loag.md) + +You can cast [dispel magic](compendium/spells/dispel-magic.md) and [reaper's lantern](compendium/spells/reapers-lantern-apg.md) once per day each as 2nd-level divine innate spells. [Reaper's lantern](compendium/spells/reapers-lantern-apg.md) manifests as a lantern shaped like the head of your rakshasa incarnation. + +*Source: Lost Omens: Impossible Lands p. 33* +%% #compendium/src/pf2e/loil #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/janatimos-lessons-lol.md b/compendium/feats/janatimos-lessons-lol.md new file mode 100644 index 000000000..91a332849 --- /dev/null +++ b/compendium/feats/janatimos-lessons-lol.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lol +- trait/archetype +- trait/rare +aliases: ["Janatimo's Lessons"] +--- +# Janatimo's Lessons *Feat 12* +[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: [Uzunjati Recollection](compendium/feats/uzunjati-recollection-locg.md) + +Thanks to Janatimo's secret techniques, you can weave your knowledge and words into powerful tools to assist your allies in life-threatening situations. When you use Uzunjati Recollection to tell a story and [Recall Knowledge](rules/actions/recall-knowledge.md) about a creature during a combat encounter, if you succeed at both checks, your story carries deeper meaning. + +This grants your allies a +1 circumstance bonus to their next attack roll and saving throw against the creature during that encounter, as well as to their AC against that creature's next attack roll during that encounter. If you critically succeed at both checks, the bonuses also apply to all attack rolls, saves, and AC against that creature for 2 rounds. + +*Source: Lost Omens: Legends p. 61* +%% #compendium/src/pf2e/lol #trait/archetype #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/janni-hospitality-loag.md b/compendium/feats/janni-hospitality-loag.md new file mode 100644 index 000000000..5eda0859a --- /dev/null +++ b/compendium/feats/janni-hospitality-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/suli +aliases: ["Janni Hospitality"] +--- +# Janni Hospitality *Feat 9* +[suli](rules/traits/suli-b2.md) + + +You can use magic to show others desert hospitality. You can cast 2nd-level [create food](compendium/spells/create-food.md) once per day and create water twice per day as arcane innate spells. + +*Source: Lost Omens: Ancestry Guide p. 112* +%% #compendium/src/pf2e/loag #trait/suli %% \ No newline at end of file diff --git a/compendium/feats/janni-magic-loag.md b/compendium/feats/janni-magic-loag.md new file mode 100644 index 000000000..ee50599f1 --- /dev/null +++ b/compendium/feats/janni-magic-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/suli +aliases: ["Janni Magic"] +--- +# Janni Magic *Feat 9* +[suli](rules/traits/suli-b2.md) + + +The magic of jann runs through your blood. You can cast [enlarge](compendium/spells/enlarge.md) and [speak with animals](compendium/spells/speak-with-animals.md) once per day each as 2nd-level arcane innate spells. + +*Source: Lost Omens: Ancestry Guide p. 112* +%% #compendium/src/pf2e/loag #trait/suli %% \ No newline at end of file diff --git a/compendium/feats/jelly-body-da.md b/compendium/feats/jelly-body-da.md new file mode 100644 index 000000000..af383fae6 --- /dev/null +++ b/compendium/feats/jelly-body-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/aftermath +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Jelly Body"] +--- +# Jelly Body *Feat 6* +[aftermath](rules/traits/aftermath-da.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: You've been reduced to 0 Hit Points while engulfed by an ooze. + +Some of the ooze that surrounded you made its way permanently into parts of your body, turning you soft to the touch and semitransparent enough to show bones. You gain resistance equal to your level to precision damage and damage from critical hits. You can submerge up to 1 Bulk of items within your body by sticking them inside of yourself. While the protrusion of the item is still visible from the outside, the items don't count toward making you [encumbered](rules/conditions.md#Encumbered) or your maximum Bulk while stored in you. You can [Interact](rules/actions/interact.md) to retrieve or store an item submerged into your body. + +*Source: Dark Archive p. 56* +%% #compendium/src/pf2e/da #trait/aftermath #trait/magical #trait/rare #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/jellyfish-stance-frp2.md b/compendium/feats/jellyfish-stance-frp2.md new file mode 100644 index 000000000..c24573b69 --- /dev/null +++ b/compendium/feats/jellyfish-stance-frp2.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp2 +- trait/monk +- trait/stance +- trait/uncommon +aliases: ["Jellyfish Stance"] +--- +# Jellyfish Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) [uncommon](rules/traits/uncommon.md) + +- **Requirements**: You are unarmored. +- **Activity** Single Action + +You relax your posture and loosen your joints, allowing yourself to move with incredible fluidity. You can make stinging lash attacks that deal `1d8` slashing damage. These attacks are in the brawling, and have the finesse, nonlethal, [reach](rules/traits/reach.md), and [unarmed](rules/traits/unarmed.md) traits. + +While in Jellyfish Stance, you gain a +2 circumstance bonus to Reflex saves and on checks to [Escape](rules/actions/escape.md) and [Squeeze](rules/actions/squeeze.md). + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 75* +%% #compendium/src/pf2e/frp2 #trait/monk #trait/stance #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/jinx-glutton-loag.md b/compendium/feats/jinx-glutton-loag.md new file mode 100644 index 000000000..82c4a4b59 --- /dev/null +++ b/compendium/feats/jinx-glutton-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/tengu +aliases: ["Jinx Glutton"] +--- +# Jinx Glutton *Feat 13* +[tengu](rules/traits/tengu-b1.md) + +- **Prerequisites**: [Eat Fortune](compendium/feats/eat-fortune-apg.md) + +You can Eat Fortune once per hour, rather than once per day. + +*Source: Lost Omens: Ancestry Guide p. 60* +%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/judgment-of-the-monolith-lowg.md b/compendium/feats/judgment-of-the-monolith-lowg.md new file mode 100644 index 000000000..1c52817ef --- /dev/null +++ b/compendium/feats/judgment-of-the-monolith-lowg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Judgment Of The Monolith"] +--- +# Judgment Of The Monolith *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ka Stone Ritual](compendium/feats/ka-stone-ritual-lowg.md) + +You can use the oaths bound in your ka stone to compel the truth from the living and the dead. You can activate your ka stone to target a single living creature, causing that creature to experience the effects of being in a [zone of truth](compendium/spells/zone-of-truth.md). You can also activate it with a 10-minute activation (envision) to cast [talking corpse](compendium/spells/talking-corpse.md). + +*Source: Lost Omens: World Guide p. 59* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/juggle-ec1.md b/compendium/feats/juggle-ec1.md new file mode 100644 index 000000000..982336d67 --- /dev/null +++ b/compendium/feats/juggle-ec1.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec1 +- trait/concentrate +- trait/general +- trait/manipulate +- trait/skill +- trait/uncommon +aliases: ["Juggle"] +--- +# Juggle [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[concentrate](rules/traits/concentrate.md) [general](rules/traits/general.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Dexterity 16, trained in [Performance](compendium/skills.md#Performance) +- **Activity** Single Action + +You can Juggle items and still use your hands between tosses. You can use the Juggle action in several ways. + +You can start to Juggle with a single stored item, an item you were carrying, or an unattended item within your reach. + +The item must be of light or negligible Bulk. You Juggle the item until the end of your next turn, unless you use this feat against next turn to continue Juggling (see below) + +While you are Juggling, you can use this action again to add another item to the Juggle, which must meet all the same requirements. You can Juggle a number of items equal to one more than the number of hands you are using to Juggle. + +You can also use this action to continue Juggling as long as you aren't [fatigued](rules/conditions.md#Fatigued). When you do, you continue to Juggle until the end of your next turn. If you do not continue Juggling by the end of your turn, you cease Juggling and you drop all the items. You become [fatigued](rules/conditions.md#Fatigued) if you continue Juggling for more than 10 minutes (60 rounds) within the course of an hour. + +As long as you're Juggling fewer than your maximum number of items, you have a free hand. You can wield weapons you are Juggling (but not shields or other items) as long as they can be wielded in one hand. For example, while you Juggle a dagger in one hand and wield a shield in the other, you are wielding the dagger but still have a free hand to [Cast a Spell](rules/actions/cast-a-spell.md) with a material component. Juggling two or more weapons with one hand doesn't allow you to use feats that require two weapons each held in a different hand. + +*Source: Extinction Curse #1: The Show Must Go On p. 76* +%% #compendium/src/pf2e/ec1 #trait/concentrate #trait/general #trait/manipulate #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/juggler-dedication-ec1.md b/compendium/feats/juggler-dedication-ec1.md new file mode 100644 index 000000000..715ef8706 --- /dev/null +++ b/compendium/feats/juggler-dedication-ec1.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec1 +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Juggler Dedication"] +--- +# Juggler Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Dexterity 14 + +You become trained in [Performance](compendium/skills.md#Performance); if you were already trained in [Performance](compendium/skills.md#Performance), you instead become trained in a skill of your choice. You also gain the Juggle skill feat (page 76), even if you don't meet its prerequisites. + +**Special.** You cannot select another dedication feat until you have gained one other feat from the juggler archetype. + +## Juggler Dedication leads to... + +[Focused Juggler](compendium/feats/focused-juggler-ec1.md), [Lobbed Attack](compendium/feats/lobbed-attack-ec1.md), [Opportune Throw](compendium/feats/opportune-throw-ec1.md), [Quick Juggler](compendium/feats/quick-juggler-ec1.md), [Reflexive Catch](compendium/feats/reflexive-catch-ec1.md) + +## Summary + +*Source: Extinction Curse #1: The Show Must Go On p. 74* +%% #compendium/src/pf2e/ec1 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/jungle-runner-loil.md b/compendium/feats/jungle-runner-loil.md new file mode 100644 index 000000000..fbcb01137 --- /dev/null +++ b/compendium/feats/jungle-runner-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vanara +aliases: ["Jungle Runner"] +--- +# Jungle Runner *Feat 5* +[vanara](rules/traits/vanara-loil.md) + + +You run through the jungle as easily as you would through an open field. You ignore difficult terrain from underbrush within forests and jungles. You can always use the [Take Cover](rules/actions/take-cover.md) action when you're within forest or jungle terrain to gain cover, even if you aren't adjacent to an obstacle you can [Take Cover](rules/actions/take-cover.md) behind. + +*Source: Lost Omens: Impossible Lands p. 55* +%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/compendium/feats/jungle-strider-lome.md b/compendium/feats/jungle-strider-lome.md new file mode 100644 index 000000000..4195dbac6 --- /dev/null +++ b/compendium/feats/jungle-strider-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/grippli +aliases: ["Jungle Strider"] +--- +# Jungle Strider *Feat 1* +[grippli](rules/traits/grippli-b2.md) + + +You are adept at dodging roots, foliage, and other jungle obstacles. You ignore difficult terrain in forests and jungles. In addition, when you use the [Acrobatics](compendium/skills.md#Acrobatics) skill to [Balance](rules/actions/balance.md) on narrow surfaces or uneven ground made of plant material, you aren't [flat-footed](rules/conditions.md#Flat-footed), and when you roll a success at one of these [Acrobatics](compendium/skills.md#Acrobatics) checks, you get a critical success instead. + +*Source: Lost Omens: The Mwangi Expanse p. 121* +%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/compendium/feats/just-one-more-thing-apg.md b/compendium/feats/just-one-more-thing-apg.md new file mode 100644 index 000000000..13a5f1683 --- /dev/null +++ b/compendium/feats/just-one-more-thing-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/fortune +- trait/investigator +aliases: ["Just One More Thing"] +--- +# Just One More Thing [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[fortune](rules/traits/fortune.md) [investigator](rules/traits/investigator-apg.md) + +- **Requirements**: Your most recent action was to [Feint](rules/actions/feint.md), [Request](rules/actions/request.md), or [Demoralize](rules/actions/demoralize.md), and you failed but didn't critically fail. +- **Activity** Single Action + +After your attempt to influence someone goes poorly, you add another bit of information or ask a pointed question, possibly salvaging your previous attempt. Reroll the failed check and use the new result. If the target of the failed check is the subject of a lead you're pursuing, double your bonus from [Pursue a Lead](rules/actions/pursue-a-lead-apg.md) on the rerolled check. That creature is temporarily immune to Just One More Thing for 1 day. + +You can also use this action if you failed, but didn't critically fail, at a check to [Lie](rules/actions/lie.md), [Gather Information](rules/actions/gather-information.md), [Make an Impression](rules/actions/make-an-impression.md), or [Coerce](rules/actions/coerce.md). In this case, rather than spending 1 action, adding Just One More Thing takes you half the amount of time you initially spent on the check, to a minimum of 1 more round. + +*Source: Advanced Player's Guide p. 63* +%% #compendium/src/pf2e/apg #trait/fortune #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/just-the-facts-apg.md b/compendium/feats/just-the-facts-apg.md new file mode 100644 index 000000000..817c18af4 --- /dev/null +++ b/compendium/feats/just-the-facts-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Just The Facts"] +--- +# Just The Facts *Feat 20* +[investigator](rules/traits/investigator-apg.md) + +- **Prerequisites**: [Thorough Research](compendium/feats/thorough-research-apg.md) + +You fundamentally understand everything to the point where your research can't possibly be wrong. You are permanently [quickened](rules/conditions.md#Quickened) and can use the extra action to [Recall Knowledge](rules/actions/recall-knowledge.md). + +Your checks to [Recall Knowledge](rules/actions/recall-knowledge.md) are no longer secret. + +When you [Recall Knowledge](rules/actions/recall-knowledge.md), you use the outcome for one degree of success better than the result of your check, and if an effect (such as [Dubious Knowledge](compendium/feats/dubious-knowledge.md)) would give you inaccurate information from your [Recall Knowledge](rules/actions/recall-knowledge.md) check, you know which information is inaccurate. When one of your allies [Recalls Knowledge](rules/actions/recall-knowledge.md) and gains false information, you also know that information is inaccurate if they share it with you. + +*Source: Advanced Player's Guide p. 65* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/just-the-tool-da.md b/compendium/feats/just-the-tool-da.md new file mode 100644 index 000000000..0afbd85ed --- /dev/null +++ b/compendium/feats/just-the-tool-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/concentrate +aliases: ["Just the Tool"] +--- +# Just the Tool [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) + +- **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) +- **Activity** Single Action + +You temporarily change your weapon's shape to assist you in the field. You morph your weapon into a single simple tool, such as a shovel or crowbar, to help with a mundane task. You can't replicate entire tool kits with this ability. You can use this action again to change your mind weapon back to a weapon. + +*Source: Dark Archive p. 205* +%% #compendium/src/pf2e/da #trait/archetype #trait/concentrate %% \ No newline at end of file diff --git a/compendium/feats/juvenile-flight-loag.md b/compendium/feats/juvenile-flight-loag.md new file mode 100644 index 000000000..71f44ef19 --- /dev/null +++ b/compendium/feats/juvenile-flight-loag.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/strix +aliases: ["Juvenile Flight"] +--- +# Juvenile Flight [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* +[strix](rules/traits/strix-loag.md) + +- **Frequency**: once per day +- **Activity** Two-Action + +You unfold your wings for travel and can keep them unfolded for 10 minutes. You gain a fly Speed equal to your land Speed while your wings are unfurled. If you have Fledgling Flight, you gain a +10-foot status bonus to your fly Speed with Juvenile Flight. As normal, since your fly Speed is derived from your land Speed, this status bonus isn't cumulative with a status bonus to your land Speed, if you have one. + +## Juvenile Flight leads to... + +[Fully Flighted](compendium/feats/fully-flighted-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 138* +%% #compendium/src/pf2e/loag #trait/strix %% \ No newline at end of file diff --git a/compendium/feats/ka-stone-ritual-lowg.md b/compendium/feats/ka-stone-ritual-lowg.md new file mode 100644 index 000000000..587f3f458 --- /dev/null +++ b/compendium/feats/ka-stone-ritual-lowg.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +- trait/rare +aliases: ["Ka Stone Ritual"] +--- +# Ka Stone Ritual *Feat 4* +[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: [Living Monolith Dedication](compendium/feats/living-monolith-dedication-lowg.md), a sphinx or living monolith with this feat performs a ritual with you + +You inscribe your true name on your ka stone, as well as oaths to gods and pharaohs, and embed it in your forehead in a special ritual with a sphinx or with a living monolith who already has this feat. The ka stone is an invested magic item that you automatically invest each day. It can't be removed without your permission, nor can it be dispelled, and you can never lose investiture in the ka stone. Its Bulk is negligible. + +The ka stone grants you a +1 item bonus to saves against [death](rules/traits/death.md) effects and [negative](rules/traits/negative.md) effects, which increases to +2 at 8th level, +3 at 14th level, and +4 at 20th level. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You cast [enlarge](compendium/spells/enlarge.md) on yourself or use one of the other activated abilities granted by a later [Living Monolith](compendium/character/archetypes/living-monolith-lowg.md) feat. +``` + +## Ka Stone Ritual leads to... + +[Attunement To Stone](compendium/feats/attunement-to-stone-lowg.md), [Fortified Flesh](compendium/feats/fortified-flesh-lowg.md), [Judgment Of The Monolith](compendium/feats/judgment-of-the-monolith-lowg.md), [Stone Blood](compendium/feats/stone-blood-lowg.md), [Stone Communion](compendium/feats/stone-communion-lowg.md) + +## Summary + +*Source: Lost Omens: World Guide p. 59* +%% #compendium/src/pf2e/lowg #trait/archetype #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/kashrishi-revivification-loil.md b/compendium/feats/kashrishi-revivification-loil.md new file mode 100644 index 000000000..69d66f4c3 --- /dev/null +++ b/compendium/feats/kashrishi-revivification-loil.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/kashrishi +aliases: ["Kashrishi Revivification"] +--- +# Kashrishi Revivification [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 13* +[kashrishi](rules/traits/kashrishi-loil.md) + +- **Frequency**: once per day +- **Trigger** You have the [dying](rules/conditions.md#Dying) condition and are about to attempt a recovery check. +- **Activity** Free Action + +You can use Kashrishi Revivification even if you're otherwise unable to act. + +The well of psychic energy held within your mind can exceed the limitations of your physical body. You're restored to 1 Hit Point, lose the [dying](rules/conditions.md#Dying) and [unconscious](rules/conditions.md#Unconscious) conditions, and can act normally on this turn. You gain or increase the [wounded](rules/conditions.md#Wounded) condition as normal for losing the [dying](rules/conditions.md#Dying) condition. + +*Source: Lost Omens: Impossible Lands p. 45* +%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/compendium/feats/keen-follower-apg.md b/compendium/feats/keen-follower-apg.md new file mode 100644 index 000000000..6649dce2e --- /dev/null +++ b/compendium/feats/keen-follower-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +aliases: ["Keen Follower"] +--- +# Keen Follower *Feat 3* +[general](rules/traits/general.md) + + +Your keen observation of your allies has made you better at following their lead. When using the [Follow the Expert](rules/actions/follow-the-expert.md) activity in exploration mode, you gain a +3 circumstance bonus if the ally you are following is an expert and a +4 circumstance bonus if your ally is a master. + +*Source: Advanced Player's Guide p. 207* +%% #compendium/src/pf2e/apg #trait/general %% \ No newline at end of file diff --git a/compendium/feats/keen-recollection-apg.md b/compendium/feats/keen-recollection-apg.md new file mode 100644 index 000000000..f02491ff3 --- /dev/null +++ b/compendium/feats/keen-recollection-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Keen Recollection"] +--- +# Keen Recollection *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Investigator Dedication](compendium/feats/investigator-dedication-apg.md) + +You can recall all sorts of information. You gain the keen recollection|investigator|apg|3 class feature. + +*Source: Advanced Player's Guide p. 151* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/keep-pace-apg.md b/compendium/feats/keep-pace-apg.md new file mode 100644 index 000000000..d30483f75 --- /dev/null +++ b/compendium/feats/keep-pace-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Keep Pace"] +--- +# Keep Pace [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bounty Hunter Dedication](compendium/feats/bounty-hunter-dedication-apg.md) +- **Trigger** Your prey is within reach and attempts to move away from you. +- **Activity** Reaction + +Your prey can't escape. [Stride](rules/actions/stride.md) up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you've moved your full Speed. You can use Keep Pace to [Burrow](rules/actions/burrow.md), [Climb](rules/actions/climb.md), [Fly](rules/actions/fly.md), or [Swim](rules/actions/swim.md) instead of [Stride](rules/actions/stride.md) if you have the corresponding movement type. + +*Source: Advanced Player's Guide p. 163* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/keep-up-appearances-locg.md b/compendium/feats/keep-up-appearances-locg.md new file mode 100644 index 000000000..946aded18 --- /dev/null +++ b/compendium/feats/keep-up-appearances-locg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/human +- trait/uncommon +aliases: ["Keep Up Appearances"] +--- +# Keep Up Appearances [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[human](rules/traits/human.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Taldan nationality +- **Trigger** You are affected by an [emotion](rules/traits/emotion.md) effect. +- **Activity** Reaction + +Taldan pride means you never show weakness. Roll a [Deception](compendium/skills.md#Deception) check and compare the result to any observing creatures' [Perception](compendium/skills.md#Perception) DCs. On a success, that creature believes you were unaffected by the [emotion](rules/traits/emotion.md) effect. A creature tricked in this manner can't benefit from the [emotion](rules/traits/emotion.md) effect and can't use abilities that require you to be under this [emotion](rules/traits/emotion.md) effect; for example, if you successfully use this ability to trick a will-o'-wisp into believing you aren't under a [fear](rules/traits/fear.md) effect, it can't use its Feed on Fear ability on you. + +*Source: Lost Omens: Character Guide p. 12* +%% #compendium/src/pf2e/locg #trait/human #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/keep-up-the-good-fight-lokl.md b/compendium/feats/keep-up-the-good-fight-lokl.md new file mode 100644 index 000000000..012b46d8d --- /dev/null +++ b/compendium/feats/keep-up-the-good-fight-lokl.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["Keep Up the Good Fight"] +--- +# Keep Up the Good Fight [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md) +- **Frequency**: once per hour +- **Trigger** A foe's [Strike](rules/actions/strike.md) reduces you to 0 Hit Points. +- **Requirements**: You had more than 1 Hit Point before the triggering [Strike](rules/actions/strike.md), and the [Strike](rules/actions/strike.md) wouldn't kill you. +- **Activity** Reaction + +Your devotion to helping others and doing good keeps you going, even against insurmountable odds. Instead of being knocked out, you are reduced to 1 Hit Point, gain a number of temporary Hit Points equal to your level for 1 round, and increase your [wounded](rules/conditions.md#Wounded) value by 1. + +*Source: Lost Omens: Knights of Lastwall p. 75* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/ki-center-apg.md b/compendium/feats/ki-center-apg.md new file mode 100644 index 000000000..0cc225c35 --- /dev/null +++ b/compendium/feats/ki-center-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/monk +aliases: ["Ki Center"] +--- +# Ki Center [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 18* +[monk](rules/traits/monk.md) + +- **Prerequisites**: ki spells, [Master of Many Styles](compendium/feats/master-of-many-styles.md) +- **Frequency**: once per minute +- **Activity** Free Action + +You center yourself with the universe and draw upon its vast power. You cast a single action ki spell with the [stance](rules/traits/stance.md) trait, without spending a Focus Point. + +*Source: Advanced Player's Guide p. 131* +%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/ki-form-apg.md b/compendium/feats/ki-form-apg.md new file mode 100644 index 000000000..e2013da5a --- /dev/null +++ b/compendium/feats/ki-form-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/monk +aliases: ["Ki Form"] +--- +# Ki Form *Feat 18* +[monk](rules/traits/monk.md) + +- **Prerequisites**: ki spells + +You have mastered a potent technique for using your ki to reinforce your physical form and propel yourself through the air. You gain the [ki form](compendium/spells/ki-form-apg.md) ki spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 131* +%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/killing-stone-loag.md b/compendium/feats/killing-stone-loag.md new file mode 100644 index 000000000..aa5e40450 --- /dev/null +++ b/compendium/feats/killing-stone-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kitsune +aliases: ["Killing Stone"] +--- +# Killing Stone *Feat 13* +[kitsune](rules/traits/kitsune-loag.md) + +- **Prerequisites**: [Star Orb](compendium/feats/star-orb-loag.md) + +Your star orb hides a deadly miasma. You can cast 5th-level [cloudkill](compendium/spells/cloudkill.md) as a divine innate spell once per day. The spell's normal components are replaced with a focus component (your star orb) and a somatic component to aim the orb towards the location for the spell. + +*Source: Lost Omens: Ancestry Guide p. 126* +%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/compendium/feats/kitsune-lore-loag.md b/compendium/feats/kitsune-lore-loag.md new file mode 100644 index 000000000..ba83869d6 --- /dev/null +++ b/compendium/feats/kitsune-lore-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kitsune +aliases: ["Kitsune Lore"] +--- +# Kitsune Lore *Feat 1* +[kitsune](rules/traits/kitsune-loag.md) + + +You excel at navigating social situations and keeping secrets. You gain the trained proficiency rank in [Diplomacy](compendium/skills.md#Diplomacy) and [Deception](compendium/skills.md#Deception). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Kitsune Lore](compendium/skills.md#Lore). + +*Source: Lost Omens: Ancestry Guide p. 125* +%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/compendium/feats/kitsune-spell-expertise-loag.md b/compendium/feats/kitsune-spell-expertise-loag.md new file mode 100644 index 000000000..e90ee329e --- /dev/null +++ b/compendium/feats/kitsune-spell-expertise-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kitsune +aliases: ["Kitsune Spell Expertise"] +--- +# Kitsune Spell Expertise *Feat 13* +[kitsune](rules/traits/kitsune-loag.md) + +- **Prerequisites**: [Kitsune Spell Mysteries](compendium/feats/kitsune-spell-mysteries-loag.md) + +Your tails show your magical mastery. During your daily preparations, choose [confusion](compendium/spells/confusion.md), [death ward](compendium/spells/death-ward.md), or [illusory scene](compendium/spells/illusory-scene.md). You can [Cast this Spell](rules/actions/cast-a-spell.md) as a 5th-level divine innate spell once that day. You become an expert in divine spell DCs and divine spell attack rolls. + +*Source: Lost Omens: Ancestry Guide p. 126* +%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/compendium/feats/kitsune-spell-familiarity-loag.md b/compendium/feats/kitsune-spell-familiarity-loag.md new file mode 100644 index 000000000..7219f7320 --- /dev/null +++ b/compendium/feats/kitsune-spell-familiarity-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kitsune +aliases: ["Kitsune Spell Familiarity"] +--- +# Kitsune Spell Familiarity *Feat 1* +[kitsune](rules/traits/kitsune-loag.md) + + +You've picked up a few magical tricks. During your daily preparations, choose [daze](compendium/spells/daze.md), [forbidding ward](compendium/spells/forbidding-ward.md), or [ghost sound](compendium/spells/ghost-sound.md). Until your next daily preparations, you can cast this cantrip as a divine innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. + +*Source: Lost Omens: Ancestry Guide p. 125* +%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/compendium/feats/kitsune-spell-mysteries-loag.md b/compendium/feats/kitsune-spell-mysteries-loag.md new file mode 100644 index 000000000..dd961a096 --- /dev/null +++ b/compendium/feats/kitsune-spell-mysteries-loag.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kitsune +aliases: ["Kitsune Spell Mysteries"] +--- +# Kitsune Spell Mysteries *Feat 5* +[kitsune](rules/traits/kitsune-loag.md) + +- **Prerequisites**: at least one innate spell from a kitsune heritage or ancestry feat + +You know more kitsune magic. During your daily preparations, choose [bane](compendium/spells/bane.md), [illusory object](compendium/spells/illusory-object.md), or [sanctuary](compendium/spells/sanctuary.md). You can cast this as a 1st-level divine innate spell once that day. + +## Kitsune Spell Mysteries leads to... + +[Kitsune Spell Expertise](compendium/feats/kitsune-spell-expertise-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 126* +%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/compendium/feats/kneecap-apg.md b/compendium/feats/kneecap-apg.md new file mode 100644 index 000000000..68d86b049 --- /dev/null +++ b/compendium/feats/kneecap-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/goblin +aliases: ["Kneecap"] +--- +# Kneecap [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[goblin](rules/traits/goblin.md) + +- **Activity** Single Action + +You deliver a punishing blow to an enemy's knee, shin, or other vulnerable anatomy within your reach. Make a [Strike](rules/actions/strike.md) with one of your melee weapons or melee unarmed attacks. + +This attack doesn't deal damage. On a hit, the target takes a –10-foot status penalty to its Speed or a –15-foot status penalty on a critical hit. The penalty lasts for 1 round. This penalty applies only if the target has a land Speed and depends on legs or other targetable appendages to use its land Speed. As with all penalties to Speed, this can't reduce a creature's Speed below 5 feet. + +*Source: Advanced Player's Guide p. 45* +%% #compendium/src/pf2e/apg #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/kneel-for-no-god-locg.md b/compendium/feats/kneel-for-no-god-locg.md new file mode 100644 index 000000000..a48310b5a --- /dev/null +++ b/compendium/feats/kneel-for-no-god-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/dwarf +aliases: ["Kneel For No God"] +--- +# Kneel For No God *Feat 9* +[dwarf](rules/traits/dwarf.md) + +- **Access**: Vahird ethnicity +- **Prerequisites**: ancient-blooded dwarf heritage + +Your ancestors' defiance of magic and your people's strictly egalitarian mindset mean that certain forms of magic have little effect on you. When you use your [Call on Ancient Blood](rules/actions/call-on-ancient-blood.md) reaction against a divine spell and roll a critical failure on the saving throw against that spell, you get a failure instead. + +*Source: Lost Omens: Character Guide p. 21* +%% #compendium/src/pf2e/locg #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/knight-in-shining-armor-locg.md b/compendium/feats/knight-in-shining-armor-locg.md new file mode 100644 index 000000000..86418f928 --- /dev/null +++ b/compendium/feats/knight-in-shining-armor-locg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Knight In Shining Armor"] +--- +# Knight In Shining Armor *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md); expert in light armor, medium armor, or unarmored defense; trained in heavy armor + +As a knight in shining armor, you train daily in the heaviest armor, expanding your expertise to heavy armor. You gain expert proficiency in heavy armor. + +Knight Reclaimant Knights reclaimant spend much of their time amid the horrors of the Gravelands, rescuing civilians that remain and striking back against the Whispering Tyrant's agents. Accomplishing these goals requires the adoption of subtle tactics, with a focus on stealth and survival. + +*Source: Lost Omens: Character Guide p. 94* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/knight-reclaimant-dedication-locg.md b/compendium/feats/knight-reclaimant-dedication-locg.md new file mode 100644 index 000000000..1d5a0451f --- /dev/null +++ b/compendium/feats/knight-reclaimant-dedication-locg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Knight Reclaimant Dedication"] +--- +# Knight Reclaimant Dedication *Feat 6* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) and [Stealth](compendium/skills.md#Stealth), any non-evil alignment, member of the Knights of Lastwall of knight rank + +You have sworn the Crimson Oath and become a full member of the Crimson Reclaimers. You gain expert proficiency in [Stealth](compendium/skills.md#Stealth) and [Survival](compendium/skills.md#Survival). Whenever you roll a success on a saving throw against an undead's special ability, you get a critical success instead. This applies to any abilities that come from being undead, including an undead's innate spells (but not its prepared or spontaneous spells). + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Knight Reclaimant archetype. + +## Knight Reclaimant Dedication leads to... + +[Blade Of The Crimson Oath](compendium/feats/blade-of-the-crimson-oath-locg.md), [Invoke The Crimson Oath](compendium/feats/invoke-the-crimson-oath-locg.md), [Reaper Of Repose](compendium/feats/reaper-of-repose-locg.md), [Survivor Of Desolation](compendium/feats/survivor-of-desolation-locg.md), [Shepherd of Desolation](compendium/feats/shepherd-of-desolation-lokl.md), [Shall Not Falter, Shall Not Rout](compendium/feats/shall-not-falter-shall-not-rout-lol.md), [Ashen Veil](compendium/feats/ashen-veil-lokl.md), [Voice Cold as Death](compendium/feats/voice-cold-as-death-lokl.md), [Hilt Hammer](compendium/feats/hilt-hammer-lokl.md), [For Love, for Lightning](compendium/feats/for-love-for-lightning-lokl.md), [Reclaimant Plea](compendium/feats/reclaimant-plea-lokl.md), [Crimson Oath Devotion](compendium/feats/crimson-oath-devotion-lokl.md), [The Tyrant Falls!](compendium/feats/the-tyrant-falls-lokl.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 95* +%% #compendium/src/pf2e/locg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/knight-vigilant-dedication-locg.md b/compendium/feats/knight-vigilant-dedication-locg.md new file mode 100644 index 000000000..55038b1b3 --- /dev/null +++ b/compendium/feats/knight-vigilant-dedication-locg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Knight Vigilant Dedication"] +--- +# Knight Vigilant Dedication *Feat 6* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Religion](compendium/skills.md#Religion), any good alignment, member of the Knights of Lastwall of knight rank + +You are dedicated to the cause of the Shining Sentinels. You gain expert proficiency in [Religion](compendium/skills.md#Religion). When you are between an ally and a foe and would provide lesser cover to your ally against the foe's attacks, you twist to become even more obtrusive, providing standard cover instead. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Knight Vigilant archetype. + +## Knight Vigilant Dedication leads to... + +[Aegis Of Arnisant](compendium/feats/aegis-of-arnisant-locg.md), [Endure Death's Touch](compendium/feats/endure-deaths-touch-locg.md), [Knight In Shining Armor](compendium/feats/knight-in-shining-armor-locg.md), [Unshakable Idealism](compendium/feats/unshakable-idealism-locg.md), [Divine Healing](compendium/feats/divine-healing-lokl.md), [Interrupt Charge](compendium/feats/interrupt-charge-lokl.md), [Phalanx Formation](compendium/feats/phalanx-formation-lokl.md), [Emissary of Peace](compendium/feats/emissary-of-peace-lokl.md), [Instant Armor](compendium/feats/instant-armor-lokl.md), [Lead the Way](compendium/feats/lead-the-way-lokl.md), [Guarded Advance](compendium/feats/guarded-advance-lokl.md), [Vigilant Benediction](compendium/feats/vigilant-benediction-lokl.md), [Instinctual Interception](compendium/feats/instinctual-interception-lokl.md), [Keep Up the Good Fight](compendium/feats/keep-up-the-good-fight-lokl.md), [Tower Shield Mastery](compendium/feats/tower-shield-mastery-lokl.md), [Stalwart Standard](compendium/feats/stalwart-standard-lokl.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 94* +%% #compendium/src/pf2e/locg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/knights-retaliation-lokl.md b/compendium/feats/knights-retaliation-lokl.md new file mode 100644 index 000000000..f8a2958ac --- /dev/null +++ b/compendium/feats/knights-retaliation-lokl.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/fighter +- trait/swashbuckler +- trait/uncommon +aliases: ["Knight's Retaliation"] +--- +# Knight's Retaliation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[fighter](rules/traits/fighter.md) [swashbuckler](rules/traits/swashbuckler-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Knights of Lastwall have access to this feat. +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) +- **Trigger** An undead creature within your reach critically fails a [Strike](rules/actions/strike.md) against you. +- **Activity** Reaction + +You knock the enemy's blow aside and twist, unbalancing your foe. You attempt to [Disarm](rules/actions/disarm.md), [Shove](rules/actions/shove.md), or [Trip](rules/actions/trip.md) the triggering creature. + +*Source: Lost Omens: Knights of Lastwall p. 84* +%% #compendium/src/pf2e/lokl #trait/fighter #trait/swashbuckler #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/knock-sense-lokl.md b/compendium/feats/knock-sense-lokl.md new file mode 100644 index 000000000..34061c832 --- /dev/null +++ b/compendium/feats/knock-sense-lokl.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/champion +- trait/fighter +- trait/uncommon +aliases: ["Knock Sense"] +--- +# Knock Sense [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[champion](rules/traits/champion.md) [fighter](rules/traits/fighter.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Knights of Lastwall have access to this feat. +- **Activity** Single Action + +You attack carefully to knock some sense into a creature whose actions aren't their own. Make a [Strike](rules/actions/strike.md) against a [confused](rules/conditions.md#Confused) ally. The [Strike](rules/actions/strike.md) is nonlethal and doesn't take a –2 penalty for using a weapon without the [nonlethal](rules/traits/nonlethal.md) trait; if you hit and deal damage, your ally automatically succeeds at the flat check to remove the [confused](rules/conditions.md#Confused) condition when taking damage. + +*Source: Lost Omens: Knights of Lastwall p. 83* +%% #compendium/src/pf2e/lokl #trait/champion #trait/fighter #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/know-it-all-av2.md b/compendium/feats/know-it-all-av2.md new file mode 100644 index 000000000..b676bc707 --- /dev/null +++ b/compendium/feats/know-it-all-av2.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/av2 +- trait/archetype +aliases: ["Know It All"] +--- +# Know It All *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) + +Your knowledge of abstruse topics is unparalleled. When you succeed at a check to [Recall Knowledge](rules/actions/recall-knowledge.md), you gain additional information or context. When you critically succeed at a Knowledge check, at the GM's discretion you might gain even more additional information or context than normal. + +*Source: Abomination Vaults #2: Hands of the Devil p. 76* +%% #compendium/src/pf2e/av2 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/know-it-all-da.md b/compendium/feats/know-it-all-da.md new file mode 100644 index 000000000..6609b0fa8 --- /dev/null +++ b/compendium/feats/know-it-all-da.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/thaumaturge +aliases: ["Know-It-All"] +--- +# Know-It-All *Feat 8* +[thaumaturge](rules/traits/thaumaturge-da.md) + + +Having heard every rumor or story in the book, you know that if you've heard of something in the first place, you've probably heard about it at length. When you succeed at a check to [Recall Knowledge](rules/actions/recall-knowledge.md), you gain additional information or context about the given topic. When you critically succeed at a check to [Recall Knowledge](rules/actions/recall-knowledge.md), at the GM's discretion, you might gain even more additional information or context than normal. + +*Source: Dark Archive p. 45* +%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/know-oneself-locg.md b/compendium/feats/know-oneself-locg.md new file mode 100644 index 000000000..31ac5ee8f --- /dev/null +++ b/compendium/feats/know-oneself-locg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/fortune +- trait/human +- trait/uncommon +aliases: ["Know Oneself"] +--- +# Know Oneself [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[fortune](rules/traits/fortune.md) [human](rules/traits/human.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Vudrani ethnicity +- **Frequency**: once per day +- **Trigger** You roll a critical failure on a saving throw against an [emotion](rules/traits/emotion.md) effect. +- **Activity** Reaction + +You center yourself and call to mind the Vudrani monastic ideals of mindfulness and self-knowledge. You fail the save against the [emotion](rules/traits/emotion.md) effect instead of critically failing. + +*Source: Lost Omens: Character Guide p. 12* +%% #compendium/src/pf2e/locg #trait/fortune #trait/human #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/know-the-beat-aoa5.md b/compendium/feats/know-the-beat-aoa5.md new file mode 100644 index 000000000..264d1e6da --- /dev/null +++ b/compendium/feats/know-the-beat-aoa5.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa5 +- trait/archetype +- trait/skill +aliases: ["Know The Beat"] +--- +# Know The Beat *Feat 3* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Zephyr Guard Dedication](compendium/feats/zephyr-guard-dedication-aoa5.md) + +You become trained in your choice of [Guild Lore](compendium/skills.md#Lore), [Legal Lore](compendium/skills.md#Lore), [Mercantile Lore](compendium/skills.md#Lore), or [Underworld Lore](compendium/skills.md#Lore). You gain a +1 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks to [Gather Information](rules/actions/gather-information.md) and to checks made to investigate crimes. + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 81* +%% #compendium/src/pf2e/aoa5 #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/know-your-own-apg.md b/compendium/feats/know-your-own-apg.md new file mode 100644 index 000000000..3a44c25e1 --- /dev/null +++ b/compendium/feats/know-your-own-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/elf +aliases: ["Know Your Own"] +--- +# Know Your Own *Feat 1* +[elf](rules/traits/elf.md) + + +You've spent countless hours studying the history of elves on your world and beyond and are a studied expert in your people's ways. If you critically fail a check to [Recall Knowledge](rules/actions/recall-knowledge.md) about elves, elven society, or elven history, you get a failure instead. + +*Source: Advanced Player's Guide p. 43* +%% #compendium/src/pf2e/apg #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/knowledge-is-power-som.md b/compendium/feats/knowledge-is-power-som.md new file mode 100644 index 000000000..f9f283de2 --- /dev/null +++ b/compendium/feats/knowledge-is-power-som.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Knowledge Is Power"] +--- +# Knowledge Is Power *Feat 6* +[magus](rules/traits/magus-som.md) + + +When you critically succeed at a [Recall Knowledge](rules/actions/recall-knowledge.md) check about a creature, you gain a +1 circumstance bonus to your next attack roll against the creature, to your AC against its next attack roll, and to your save against its next effect requiring a save. If you share this information with your allies, they gain the benefits as well. If not used, these bonuses end after 1 minute. + +*Source: Secrets of Magic p. 45* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/known-weaknesses-apg.md b/compendium/feats/known-weaknesses-apg.md new file mode 100644 index 000000000..71a6b050a --- /dev/null +++ b/compendium/feats/known-weaknesses-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Known Weaknesses"] +--- +# Known Weaknesses *Feat 1* +[investigator](rules/traits/investigator-apg.md) + + +Whenever you [Devise a Stratagem](rules/actions/devise-a-stratagem-apg.md), you can also attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md) as part of that action. If you critically succeed at the [Recall Knowledge](rules/actions/recall-knowledge.md) check, you notice a weakness and gain a +1 circumstance bonus to your attack roll from [Devise a Stratagem](rules/actions/devise-a-stratagem-apg.md). If you immediately convey this information to your allies as part of the check, each ally gains a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn. + +*Source: Advanced Player's Guide p. 60* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/kobold-breath-apg.md b/compendium/feats/kobold-breath-apg.md new file mode 100644 index 000000000..855b4edb7 --- /dev/null +++ b/compendium/feats/kobold-breath-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/arcane +- trait/evocation +- trait/kobold +aliases: ["Kobold Breath"] +--- +# Kobold Breath [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* +[arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) [kobold](rules/traits/kobold-b1.md) + +- **Activity** Two-Action + +You channel your draconic exemplar's power into a gout of energy that manifests as a 30-foot line or a 15-foot cone, dealing `1d4` damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can't use this ability again for `1d4` rounds. + +At 3rd level and every 2 levels thereafter, the damage increases by `1d4`. The shape of the breath, the damage type, and the saving throw match those of your draconic exemplar (see Table 1–1). This ability has the trait associated with the type of damage it deals. + +## Kobold Breath leads to... + +[Dragon's Breath](compendium/feats/dragons-breath-apg.md), [Dragonblood Paragon](compendium/feats/dragonblood-paragon-loag.md) + +## Summary + +*Source: Advanced Player's Guide p. 14* +%% #compendium/src/pf2e/apg #trait/arcane #trait/evocation #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/kobold-lore-apg.md b/compendium/feats/kobold-lore-apg.md new file mode 100644 index 000000000..584b98ead --- /dev/null +++ b/compendium/feats/kobold-lore-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/kobold +aliases: ["Kobold Lore"] +--- +# Kobold Lore *Feat 1* +[kobold](rules/traits/kobold-b1.md) + + +You attentively learned key kobold survival strategies and mythology from your elders. You gain the trained proficiency rank in [Stealth](compendium/skills.md#Stealth) and [Thievery](compendium/skills.md#Thievery). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Kobold Lore](compendium/skills.md#Lore). + +*Source: Advanced Player's Guide p. 14* +%% #compendium/src/pf2e/apg #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/kobold-weapon-expertise-loag.md b/compendium/feats/kobold-weapon-expertise-loag.md new file mode 100644 index 000000000..e7ce6e1e5 --- /dev/null +++ b/compendium/feats/kobold-weapon-expertise-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kobold +aliases: ["Kobold Weapon Expertise"] +--- +# Kobold Weapon Expertise *Feat 13* +[kobold](rules/traits/kobold-b1.md) + +- **Prerequisites**: [Kobold Weapon Familiarity](compendium/feats/kobold-weapon-familiarity-loag.md) + +Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the [crossbow](compendium/equipment/items/crossbow.md), [greatpick](compendium/equipment/items/greatpick.md), [light pick](compendium/equipment/items/light-pick.md), [pick](compendium/equipment/items/pick.md), and [spear](compendium/equipment/items/spear.md), as well as any kobold weapons in which you are trained. + +*Source: Lost Omens: Ancestry Guide p. 40* +%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/kobold-weapon-familiarity-loag.md b/compendium/feats/kobold-weapon-familiarity-loag.md new file mode 100644 index 000000000..7b5a7a8ea --- /dev/null +++ b/compendium/feats/kobold-weapon-familiarity-loag.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kobold +aliases: ["Kobold Weapon Familiarity"] +--- +# Kobold Weapon Familiarity *Feat 1* +[kobold](rules/traits/kobold-b1.md) + + +You've trained with weapons ideal for subterranean efficiency. You are trained with the [crossbow](compendium/equipment/items/crossbow.md), [greatpick](compendium/equipment/items/greatpick.md), [light pick](compendium/equipment/items/light-pick.md), [pick](compendium/equipment/items/pick.md), and [spear](compendium/equipment/items/spear.md). You also gain access to all uncommon kobold weapons. For the purpose of determining your proficiency, martial kobold weapons are simple weapons, and advanced kobold weapons are martial weapons. + +## Kobold Weapon Familiarity leads to... + +[Kobold Weapon Expertise](compendium/feats/kobold-weapon-expertise-loag.md), [Kobold Weapon Innovator](compendium/feats/kobold-weapon-innovator-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 39* +%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/kobold-weapon-innovator-loag.md b/compendium/feats/kobold-weapon-innovator-loag.md new file mode 100644 index 000000000..08ad3ff8e --- /dev/null +++ b/compendium/feats/kobold-weapon-innovator-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kobold +aliases: ["Kobold Weapon Innovator"] +--- +# Kobold Weapon Innovator *Feat 5* +[kobold](rules/traits/kobold-b1.md) + +- **Prerequisites**: [Kobold Weapon Familiarity](compendium/feats/kobold-weapon-familiarity-loag.md) + +You've learned devious tactics with your kobold weapons. Whenever you critically hit with a [crossbow](compendium/equipment/items/crossbow.md), [greatpick](compendium/equipment/items/greatpick.md), [light pick](compendium/equipment/items/light-pick.md), [pick](compendium/equipment/items/pick.md), [spear](compendium/equipment/items/spear.md), or kobold weapon, you apply the weapon's critical specialization effect. + +*Source: Lost Omens: Ancestry Guide p. 39* +%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/kreightons-cognitive-crossover-lopsg.md b/compendium/feats/kreightons-cognitive-crossover-lopsg.md new file mode 100644 index 000000000..8e707af0d --- /dev/null +++ b/compendium/feats/kreightons-cognitive-crossover-lopsg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/general +- trait/skill +- trait/uncommon +aliases: ["Kreighton's Cognitive Crossover"] +--- +# Kreighton's Cognitive Crossover [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) + +- **Trigger** You gain no information from a [Recall Knowledge](rules/actions/recall-knowledge.md) check (usually because you failed the secret check) using one of the two skills you chose for this feat. +- **Activity** Reaction + +Kreighton teaches his students that an agile mind can glean clues leading to the truth, even from the most unlikely of sources. You immediately reattempt the triggering check using the other chosen skill. + +**Special.** When you gain this feat, choose two of the following skills: [Arcana](compendium/skills.md#Arcana), [Crafting](compendium/skills.md#Crafting), [Lore](compendium/skills.md#Lore) (any one), [Medicine](compendium/skills.md#Medicine), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), [Religion](compendium/skills.md#Religion), or [Society](compendium/skills.md#Society). + +*Source: Lost Omens: Pathfinder Society Guide p. 120* +%% #compendium/src/pf2e/lopsg #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/lab-rat-apg.md b/compendium/feats/lab-rat-apg.md new file mode 100644 index 000000000..a138a437f --- /dev/null +++ b/compendium/feats/lab-rat-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ratfolk +aliases: ["Lab Rat"] +--- +# Lab Rat *Feat 5* +[ratfolk](rules/traits/ratfolk-b1.md) + + +You've spent more than your share of time in an alchemy lab. You might have been an alchemist yourself, an assistant, or perhaps even a test subject. Either way, you have been exposed to a wide variety of alchemical poisons and elixirs, leaving you with increased tolerance of their effects. You have a +1 circumstance bonus to saves against poison and harmful effects from elixirs. If you roll a success on your saving throw against an elixir or poison, you get a critical success instead. + +*Source: Advanced Player's Guide p. 23* +%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/compendium/feats/larcenous-hand-lotgb.md b/compendium/feats/larcenous-hand-lotgb.md new file mode 100644 index 000000000..2b07cacaf --- /dev/null +++ b/compendium/feats/larcenous-hand-lotgb.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Larcenous Hand"] +--- +# Larcenous Hand *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Agile Hand](compendium/feats/agile-hand-lotgb.md), [Pickpocket](compendium/feats/pickpocket.md) skill feat + +When you cast [mage hand](compendium/spells/mage-hand.md), you can remove its duration, modify its range to 20 feet, and modify its target to be an attended object within the spell's Bulk limit that wouldn't be time-consuming to remove. Add the following to the spell's standard effects: If the creature attending the object is willing to have you take the item, mage hand carries the item to you. + +If the creature is unwilling, you must attempt to [Steal](rules/actions/steal.md) the target object with a [Thievery](compendium/skills.md#Thievery) check. The usual restrictions on attempts to [Steal](rules/actions/steal.md) an object apply, including the restrictions that you can't steal objects that would be extremely noticeable or time-consuming to remove (like worn shoes or armor or actively wielded objects) and you can't [Steal](rules/actions/steal.md) from a creature in combat or otherwise on guard. On a successful [Steal](rules/actions/steal.md) check, the mage hand carries the item to you, and on a critical failure, you can't use this modification again for 1 hour. + +If you're a master in [Thievery](compendium/skills.md#Thievery), you can attempt to [Steal](rules/actions/steal.md) from a creature in combat or otherwise on guard, though if you do so, the spell's casting time increases by 1 action. + +*Source: Lost Omens: The Grand Bazaar p. 124* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/larcenous-tail-loag.md b/compendium/feats/larcenous-tail-loag.md new file mode 100644 index 000000000..701820d4f --- /dev/null +++ b/compendium/feats/larcenous-tail-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ganzi +aliases: ["Larcenous Tail"] +--- +# Larcenous Tail *Feat 9* +[ganzi](rules/traits/ganzi-loag.md) + +- **Prerequisites**: [Skillful Tail](compendium/feats/skillful-tail-ganzi-loag.md) + +Your tail's chaotic and independent nature causes it to perform mischief even when you don't intend it, and it can somehow steal things it shouldn't be able to handle. + +You can use your tail to [Steal](rules/actions/steal.md) an object, though your tail still can't hold onto it at the end of your action. If you have a hand free, you can transfer the stolen object to your hand. Otherwise, your tail surreptitiously drops it on the ground in your space, where you can grab it later. Observers other than your target who haven't witnessed you stealing something with your tail are usually distracted, meaning the GM will usually decrease their [Perception](compendium/skills.md#Perception) DCs, as normal for Stealing something. + +*Source: Lost Omens: Ancestry Guide p. 98* +%% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/compendium/feats/lastwall-sentry-dedication-lowg.md b/compendium/feats/lastwall-sentry-dedication-lowg.md new file mode 100644 index 000000000..f05df6d78 --- /dev/null +++ b/compendium/feats/lastwall-sentry-dedication-lowg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Lastwall Sentry Dedication"] +--- +# Lastwall Sentry Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You are from the Eye of Dread region. +- **Prerequisites**: member of the Knights of Lastwall, [Shield Block](compendium/feats/shield-block.md) + +You've sworn yourself as a sentry for the Knights of Lastwall, the first line of defense against incursions by the Whispering Tyrant throughout Golarion. You become trained in [Athletics](compendium/skills.md#Athletics) and in [Undead Lore](compendium/skills.md#Lore); if you were already trained, you become an expert instead. Finally, you gain the [Reactive Shield](compendium/feats/reactive-shield.md) fighter feat. + +**Special.** You can't select another dedication feat until you have gained two other feats from the Lastwall sentry archetype. + +## Lastwall Sentry Dedication leads to... + +[Eye Of Ozem](compendium/feats/eye-of-ozem-lowg.md), [Grave Sense](compendium/feats/grave-sense-lowg.md), [Lastwall Warden](compendium/feats/lastwall-warden-lowg.md), [Necromantic Resistance](compendium/feats/necromantic-resistance-lowg.md), [Necromantic Tenacity](compendium/feats/necromantic-tenacity-lowg.md), [Rescuer's Press](compendium/feats/rescuers-press-lol.md), [Always Ready](compendium/feats/always-ready-lokl.md), [Bless Shield](compendium/feats/bless-shield-lokl.md), [Familiar Foe](compendium/feats/familiar-foe-lokl.md), [Final Rest](compendium/feats/final-rest-lokl.md), [Nonlethal Takedown](compendium/feats/nonlethal-takedown-lokl.md), [Practiced Opposition](compendium/feats/practiced-opposition-lokl.md), [Repulse the Wicked](compendium/feats/repulse-the-wicked-lokl.md), [Sacred Armaments](compendium/feats/sacred-armaments-lokl.md), [Flashing Shield](compendium/feats/flashing-shield-lokl.md), [Necromantic Bulwark](compendium/feats/necromantic-bulwark-lokl.md), [Grave Sight](compendium/feats/grave-sight-lokl.md), [No Stranger to Death](compendium/feats/no-stranger-to-death-lokl.md), [Resolute Defender](compendium/feats/resolute-defender-lokl.md), [Thwart Evil](compendium/feats/thwart-evil-lokl.md), [Withstand Death](compendium/feats/withstand-death-lokl.md) + +## Summary + +*Source: Lost Omens: World Guide p. 47* +%% #compendium/src/pf2e/lowg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/lastwall-warden-lowg.md b/compendium/feats/lastwall-warden-lowg.md new file mode 100644 index 000000000..5d6b74bec --- /dev/null +++ b/compendium/feats/lastwall-warden-lowg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Lastwall Warden"] +--- +# Lastwall Warden *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) + +You use your shield to protect your allies, not just yourself, especially against the undead. When you have a shield raised, you can use your [Shield Block](compendium/feats/shield-block.md) reaction when an attack is made against an ally adjacent to you, in addition to its usual trigger. If you do, the shield prevents that ally from taking damage instead of you, following the normal rules for a [Shield Block](compendium/feats/shield-block.md). + +If an undead makes an attack against an ally within 10 feet, you can [Step](rules/actions/step.md) to become adjacent to your ally and then use [Shield Block](compendium/feats/shield-block.md) as part of the same reaction. + +*Source: Lost Omens: World Guide p. 47* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/laughing-gnoll-lome.md b/compendium/feats/laughing-gnoll-lome.md new file mode 100644 index 000000000..6dd0cf1c4 --- /dev/null +++ b/compendium/feats/laughing-gnoll-lome.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/gnoll +aliases: ["Laughing Gnoll"] +--- +# Laughing Gnoll *Feat 9* +[gnoll](rules/traits/gnoll-b1.md) + +- **Prerequisites**: master in [Intimidation](compendium/skills.md#Intimidation) + +A gnoll's sinister giggle is a sound of warning and threat. You gain the [Battle Cry](compendium/feats/battle-cry.md) skill feat. You don't take a penalty when you attempt to [Demoralize](rules/actions/demoralize.md) a creature that doesn't understand your language. + +*Source: Lost Omens: The Mwangi Expanse p. 114* +%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/compendium/feats/lavasoul-loag.md b/compendium/feats/lavasoul-loag.md new file mode 100644 index 000000000..d5b42527b --- /dev/null +++ b/compendium/feats/lavasoul-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ifrit +- trait/lineage +aliases: ["Lavasoul"] +--- +# Lavasoul *Feat 1* +[ifrit](rules/traits/ifrit-b2.md) [lineage](rules/traits/lineage-apg.md) + + +Your elemental lineage manifests as magma and molten rock, and you can focus the magma into your hand to attack your foes. You gain a magma spike unarmed attack, which requires a free hand to use. This is an [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [unarmed](rules/traits/unarmed.md) attack in the brawling weapon group that deals `1d4` piercing damage, as well as 1 additional fire damage. Instead of the normal critical specialization effect, the target takes `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage); you gain a bonus on this [persistent damage](rules/conditions.md#Persistent%20Damage) equal to your item bonus to attack rolls on unarmed attacks. + +*Source: Lost Omens: Ancestry Guide p. 103* +%% #compendium/src/pf2e/loag #trait/ifrit #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/lawbringer-apg.md b/compendium/feats/lawbringer-apg.md new file mode 100644 index 000000000..ad14357f3 --- /dev/null +++ b/compendium/feats/lawbringer-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/aasimar +- trait/lineage +aliases: ["Lawbringer"] +--- +# Lawbringer *Feat 1* +[aasimar](rules/traits/aasimar-apg.md) [lineage](rules/traits/lineage-apg.md) + + +You trace your lineage to archons: embodiments of heavenly virtues, guardians of the seven-tiered mountain of Heaven, and nurturers of law and virtue within mortals. Your own virtue and orderly mind protect you from foes who would turn your emotions against you. You gain a +1 circumstance bonus to saves against [emotion](rules/traits/emotion.md) effects, and if you roll a success on a save against an [emotion](rules/traits/emotion.md) effect, you get a critical success instead. + +## Lawbringer leads to... + +[Archon Magic](compendium/feats/archon-magic-apg.md), [Enforced Order](compendium/feats/enforced-order-loag.md) + +## Summary + +*Source: Advanced Player's Guide p. 35* +%% #compendium/src/pf2e/apg #trait/aasimar #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/lead-climber-apg.md b/compendium/feats/lead-climber-apg.md new file mode 100644 index 000000000..c22b15169 --- /dev/null +++ b/compendium/feats/lead-climber-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Lead Climber"] +--- +# Lead Climber *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Athletics](compendium/skills.md#Athletics) + +When climbing, you can prepare routes for others to follow, and you can pull your allies up to avoid disaster. When your allies attempt to [Climb](rules/actions/climb.md) a route you set using the [Follow the Expert](rules/actions/follow-the-expert.md) exploration activity, if any of them critically fail their checks to [Climb](rules/actions/climb.md), you can attempt an [Athletics](compendium/skills.md#Athletics) check against the same DC. If you succeed, your ally fails instead of critically failing. If you also critically fail, you both experience the consequences of the critical failure. + +*Source: Advanced Player's Guide p. 207* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/lead-investigator-apg.md b/compendium/feats/lead-investigator-apg.md new file mode 100644 index 000000000..82e3382df --- /dev/null +++ b/compendium/feats/lead-investigator-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/exploration +- trait/investigator +aliases: ["Lead Investigator"] +--- +# Lead Investigator *Feat 18* +[exploration](rules/traits/exploration.md) [investigator](rules/traits/investigator-apg.md) + +- **Prerequisites**: [Clue Them All In](compendium/feats/clue-them-all-in-apg.md) + +You spend 1 minute briefing up to four allies about one lead you're pursuing. Those allies gain the same circumstance bonus you do from [Pursue a Lead](rules/actions/pursue-a-lead-apg.md) to checks to investigate that lead. This bonus lasts until you cease pursing that lead or for 1 day, whichever comes first. This doesn't confer any other benefits of pursuing a lead, such as adding the circumstance bonus to your saves with Detective's Readiness. + +*Source: Advanced Player's Guide p. 65* +%% #compendium/src/pf2e/apg #trait/exploration #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/lead-the-pack-apg.md b/compendium/feats/lead-the-pack-apg.md new file mode 100644 index 000000000..c21706604 --- /dev/null +++ b/compendium/feats/lead-the-pack-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/uncommon +aliases: ["Lead The Pack"] +--- +# Lead The Pack *Feat 16* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Mature Beastmaster Companion](compendium/feats/mature-beastmaster-companion-apg.md), you have multiple animal companions + +You can have up to two animal companions active at once. However, when you do, it's slightly more difficult to Command them. If you don't Command either of your companions, one of the two (your choice) can still use 1 action on your turn to [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md), as per Mature Beastmaster Companion, but not both. When you [Command an Animal](rules/actions/command-an-animal.md), either choose one of the companions to take 2 actions, as normal, or else both companions can take 1 action to [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md). Either way, you can't [Command an Animal](rules/actions/command-an-animal.md) to make either companion act again until your next turn. + +*Source: Advanced Player's Guide p. 161* +%% #compendium/src/pf2e/apg #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/lead-the-way-lokl.md b/compendium/feats/lead-the-way-lokl.md new file mode 100644 index 000000000..5704311ac --- /dev/null +++ b/compendium/feats/lead-the-way-lokl.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["Lead the Way"] +--- +# Lead the Way [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md) +- **Activity** Two-Action + +You move forward, creating an opening for others to follow. Choose one adjacent ally who has a reaction available. You [Stride](rules/actions/stride.md), and that ally can use their reaction to immediately [Stride](rules/actions/stride.md). The ally must end their [Stride](rules/actions/stride.md) adjacent to you. If the ally Strides in this way, they don't trigger reactions that are normally triggered by movement. You, however, still trigger those reactions normally. + +*Source: Lost Omens: Knights of Lastwall p. 75* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/leading-dance-apg.md b/compendium/feats/leading-dance-apg.md new file mode 100644 index 000000000..52e83784f --- /dev/null +++ b/compendium/feats/leading-dance-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/move +- trait/swashbuckler +aliases: ["Leading Dance"] +--- +# Leading Dance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[move](rules/traits/move.md) [swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Prerequisites**: trained in [Performance](compendium/skills.md#Performance) +- **Requirements**: You are adjacent to an enemy. +- **Activity** Single Action + +You sweep your foe into your dance. Attempt a [Performance](compendium/skills.md#Performance) check against an adjacent enemy's Will DC. If your swashbuckler's style is battledancer and you succeed, you gain panache. + +> [!success-degree] +> - **Critical Success** Your foe is swept up in your dance. You both move up to 10 feet in the same direction, remaining adjacent to one another. Your movement doesn't trigger reactions from the target (and the target's movement doesn't trigger reactions because it's forced movement). +> - **Success** As critical success, but you both move only 5 feet. +> - **Failure** The foe doesn't follow your steps. You can move 5 feet if you choose, but this movement triggers reactions normally. +> - **Critical Failure** You stumble, falling [prone](rules/conditions.md#Prone) in your space. + +*Source: Advanced Player's Guide p. 90* +%% #compendium/src/pf2e/apg #trait/move #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/leech-clipper-locg.md b/compendium/feats/leech-clipper-locg.md new file mode 100644 index 000000000..868723993 --- /dev/null +++ b/compendium/feats/leech-clipper-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/hobgoblin +aliases: ["Leech-clipper"] +--- +# Leech-clipper *Feat 1* +[hobgoblin](rules/traits/hobgoblin-locg.md) + + +You are trained to capture deserters, or "leeches." If you critically hit a foe with a weapon from the flail weapon group, you can wrap the weapon around the target's legs and then drop it, causing the foe to take a –10-foot circumstance penalty to their Speeds until they or their allies disentangle the weapon, which takes a total of 2 [Interact](rules/actions/interact.md) actions. + +*Source: Lost Omens: Character Guide p. 50* +%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/compendium/feats/legendary-guide-apg.md b/compendium/feats/legendary-guide-apg.md new file mode 100644 index 000000000..f0995e360 --- /dev/null +++ b/compendium/feats/legendary-guide-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Legendary Guide"] +--- +# Legendary Guide *Feat 15* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: legendary in [Survival](compendium/skills.md#Survival) + +You know the wilderness so well that you can help your party travel through it with ease. When you are setting the path for your party through wilderness terrain, your party gains a +10-foot circumstance bonus to its Speed for the purpose of calculating the party's travel speed, your party's travel speed doesn't decrease in difficult terrain, and greater difficult terrain halves your party's travel speed instead of reducing it to a third. This doesn't increase your party's Speed during an encounter or allow your party to ignore difficult terrain during an encounter. + +*Source: Advanced Player's Guide p. 207* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/legendary-rider-apg.md b/compendium/feats/legendary-rider-apg.md new file mode 100644 index 000000000..ff64ba2b8 --- /dev/null +++ b/compendium/feats/legendary-rider-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Legendary Rider"] +--- +# Legendary Rider *Feat 20* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) + +You and your mount move like one being, effortlessly reading each other's signals. Whenever you are riding your mount, you are [quickened](rules/conditions.md#Quickened); you can use the extra action only to command your mount using the [Command an Animal](rules/actions/command-an-animal.md) skill action. + +*Source: Advanced Player's Guide p. 165* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/legendary-size-loil.md b/compendium/feats/legendary-size-loil.md new file mode 100644 index 000000000..b48421138 --- /dev/null +++ b/compendium/feats/legendary-size-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vanara +aliases: ["Legendary Size"] +--- +# Legendary Size *Feat 9* +[vanara](rules/traits/vanara-loil.md) + + +The vanaras of old were tricksters able to step across wide rivers or slip into impossibly small spaces. You can cast [enlarge](compendium/spells/enlarge.md) and shrink once per day each as 2nd-level divine innate spells. You can target only yourself and other vanaras with these spells. + +*Source: Lost Omens: Impossible Lands p. 56* +%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/compendium/feats/legendary-summoner-som.md b/compendium/feats/legendary-summoner-som.md new file mode 100644 index 000000000..851f3ba29 --- /dev/null +++ b/compendium/feats/legendary-summoner-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/summoner +aliases: ["Legendary Summoner"] +--- +# Legendary Summoner *Feat 20* +[summoner](rules/traits/summoner-som.md) + +- **Prerequisites**: [Master Summoner](compendium/feats/master-summoner-som.md) + +Your ability to summon extends past your other spellcasting. When you sacrifice a 9th-level spell slot to gain two summoning slots using [Master Summoner](compendium/feats/master-summoner-som.md), you can use those slots to cast summoning spells heightened to 10th level. You can't use these spell slots for any purpose other than casting the summoning spells, and you don't count as having 10th-level spell slots for other abilities or rules. + +*Source: Secrets of Magic p. 73* +%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/legendary-tattoo-artist-tv.md b/compendium/feats/legendary-tattoo-artist-tv.md new file mode 100644 index 000000000..99d76d823 --- /dev/null +++ b/compendium/feats/legendary-tattoo-artist-tv.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/tv +- trait/general +- trait/skill +aliases: ["Legendary Tattoo Artist"] +--- +# Legendary Tattoo Artist *Feat 15* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Tattoo Artist](compendium/feats/tattoo-artist-tv.md), master in [Crafting](compendium/skills.md#Crafting) + +Your craftsmanship at decorating flesh is unparalleled. You become legendary in [Crafting](compendium/skills.md#Crafting). Whenever you craft a magical tattoo whose level is at least 3 lower than your level, increase all attack roll and DC values of the tattoo's activated abilities by 1, and increase all resistances granted by the tattoo by 1. + +*Source: Treasure Vault p. 118* +%% #compendium/src/pf2e/tv #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/legendary-thief.md b/compendium/feats/legendary-thief.md index a6679e817..898b1df8c 100644 --- a/compendium/feats/legendary-thief.md +++ b/compendium/feats/legendary-thief.md @@ -16,7 +16,7 @@ Your ability to [Steal](rules/actions/steal.md) defies belief. You can attempt t ## Legendary Thief leads to... -Steal Spell +[Steal Spell](compendium/feats/steal-spell-apg.md) ## Summary diff --git a/compendium/feats/legs-of-stone-ec3.md b/compendium/feats/legs-of-stone-ec3.md new file mode 100644 index 000000000..2e50e30fd --- /dev/null +++ b/compendium/feats/legs-of-stone-ec3.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec3 +- trait/archetype +aliases: ["Legs Of Stone"] +--- +# Legs Of Stone *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Golem Grafter Dedication](compendium/feats/golem-grafter-dedication-ec3.md) + +You gain a +2 status bonus to your Fortitude and Reflex DCs against attempts to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) you. You can [Shove](rules/actions/shove.md) creatures even if you don't have a hand free. When you successfully [Shove](rules/actions/shove.md) a foe, you can [Stride](rules/actions/stride.md) away from your opponent (instead of toward it), but you must move the same distance in the opposite direction from where you Shoved it. + +*Source: Extinction Curse #3: Life's Long Shadows p. 74* +%% #compendium/src/pf2e/ec3 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/lemma-of-vision-loag.md b/compendium/feats/lemma-of-vision-loag.md new file mode 100644 index 000000000..908c6b705 --- /dev/null +++ b/compendium/feats/lemma-of-vision-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aphorite +aliases: ["Lemma Of Vision"] +--- +# Lemma Of Vision *Feat 1* +[aphorite](rules/traits/aphorite-loag.md) + + +You've solved a tiny stepping stone in your self-discovery, awakening new depths in your sight. You gain [darkvision](rules/abilities/darkvision.md). + +*Source: Lost Omens: Ancestry Guide p. 77* +%% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/compendium/feats/leshy-familiar-secrets-apg.md b/compendium/feats/leshy-familiar-secrets-apg.md new file mode 100644 index 000000000..df85c0cfa --- /dev/null +++ b/compendium/feats/leshy-familiar-secrets-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/druid +aliases: ["Leshy Familiar Secrets"] +--- +# Leshy Familiar Secrets *Feat 4* +[druid](rules/traits/druid.md) + +- **Prerequisites**: leaf order + +The leaf order's secrets allow your familiar to take advantage of its leshy form. You can select one additional familiar ability each day, which must be one of the following leshy familiar abilities. You can't select more than one leshy familiar ability at a time. + +- **Grasping Tendrils** Your familiar can extend vines or similar tendrils, increasing its reach to 15 feet. +- **Purify Air** Your familiar recycles air, providing enough oxygen for a Medium creature in areas with stale air, such as a sealed chamber or extradimensional space. If the leshy is within the area of an inhaled [poison](rules/traits/poison.md) effect or an effect that relies on smell, creatures within a 15-foot emanation from the leshy gain a +2 circumstance bonus to their saving throws against the effect. +- **Verdant Burst** When your familiar dies, it releases its primal energy to cast the 3-action version of heal, heightened to a level 1 lower than your highest-level spell slot. The [heal](compendium/spells/heal.md) spell gains a status bonus equal to twice the spell's level to the Hit Points it restores to plants. You must be able to cast 2nd-level spells using spell slots to select this familiar ability. + +*Source: Advanced Player's Guide p. 124* +%% #compendium/src/pf2e/apg #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/leshy-glide-locg.md b/compendium/feats/leshy-glide-locg.md new file mode 100644 index 000000000..2905bc012 --- /dev/null +++ b/compendium/feats/leshy-glide-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/leshy +aliases: ["Leshy Glide"] +--- +# Leshy Glide [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[leshy](rules/traits/leshy-b1.md) + +- **Prerequisites**: leaf leshy heritage or [Cat Fall](compendium/feats/cat-fall.md) skill feat +- **Activity** Single Action + +Using your own leaves, you can control your descent. You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and have not yet reached the ground, you remain in the air at the end of your turn. + +*Source: Lost Omens: Character Guide p. 55* +%% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/compendium/feats/leshy-lore-locg.md b/compendium/feats/leshy-lore-locg.md new file mode 100644 index 000000000..7b2eb5083 --- /dev/null +++ b/compendium/feats/leshy-lore-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/leshy +aliases: ["Leshy Lore"] +--- +# Leshy Lore *Feat 1* +[leshy](rules/traits/leshy-b1.md) + + +You deeply understand your people's cultural traditions and innate strengths. You gain the trained proficiency rank in [Nature](compendium/skills.md#Nature) and [Stealth](compendium/skills.md#Stealth). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Leshy Lore](compendium/skills.md#Lore). + +*Source: Lost Omens: Character Guide p. 54* +%% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/compendium/feats/leshy-superstition-locg.md b/compendium/feats/leshy-superstition-locg.md new file mode 100644 index 000000000..9db296b1a --- /dev/null +++ b/compendium/feats/leshy-superstition-locg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/leshy +aliases: ["Leshy Superstition"] +--- +# Leshy Superstition [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[leshy](rules/traits/leshy-b1.md) + +- **Trigger** You attempt a saving throw against a spell or [magical](rules/traits/magical.md) effect, but haven't rolled yet. +- **Activity** Reaction + +You notice spirits that inhabit objects, learning which bring good fortune and which are unlucky. You focus on the power of a lucky object, granting you a +1 circumstance bonus to your saving throw against the triggering effect. + +## Leshy Superstition leads to... + +[Lucky Keepsake](compendium/feats/lucky-keepsake-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 54* +%% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/compendium/feats/lesser-enhance-venom-loil.md b/compendium/feats/lesser-enhance-venom-loil.md new file mode 100644 index 000000000..8a35802e6 --- /dev/null +++ b/compendium/feats/lesser-enhance-venom-loil.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vishkanya +aliases: ["Lesser Enhance Venom"] +--- +# Lesser Enhance Venom *Feat 1* +[vishkanya](rules/traits/vishkanya-loil.md) + +- **Prerequisites**: [Envenom](rules/actions/envenom-loil.md) + +Your venom grows deadlier and more plentiful. You upgrade the vishkanyan venom you can apply with [Envenom](rules/actions/envenom-loil.md) to lesser vishkanyan venom. [Envenom](rules/actions/envenom-loil.md)'s frequency becomes once per hour. + +```ad-inline-affliction +title: Lesser Vishkanyan Venom + +level 1 + +- **Saving Throws**: Fortitude +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `1d6` poison damage (1 round) + +**Stage 2** `1d6` poison damage (1 round) + +**Stage 3** `2d6` poison damage (1 round) +``` + +## Summary + +*Source: Lost Omens: Impossible Lands p. 61* +%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/compendium/feats/lethal-finisher-apg.md b/compendium/feats/lethal-finisher-apg.md new file mode 100644 index 000000000..dcb661e84 --- /dev/null +++ b/compendium/feats/lethal-finisher-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/death +- trait/finisher +- trait/swashbuckler +aliases: ["Lethal Finisher"] +--- +# Lethal Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* +[death](rules/traits/death.md) [finisher](rules/traits/finisher-apg.md) [swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Prerequisites**: precise strike `6d6` +- **Activity** Single Action + +You stab your foe in a vital organ, possibly killing them outright. Make a [Strike](rules/actions/strike.md). On a success, you forego your precise strike damage from the finisher. Instead, your target takes additional precision damage based on a Fortitude save against your class DC. If your [Strike](rules/actions/strike.md) was a critical hit, the target's saving throw outcome is one degree worse. + +> [!success-degree] +> - **Critical Success** You deal 6 precision damage. +> - **Success** You deal `6d6` precision damage. +> - **Failure** You deal `12d6` precision damage. +> - **Critical Failure** You deal `18d6` precision damage. + +*Source: Advanced Player's Guide p. 93* +%% #compendium/src/pf2e/apg #trait/death #trait/finisher #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/lethargy-poisoner-av3.md b/compendium/feats/lethargy-poisoner-av3.md new file mode 100644 index 000000000..e48af1c66 --- /dev/null +++ b/compendium/feats/lethargy-poisoner-av3.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/av3 +- trait/archetype +aliases: ["Lethargy Poisoner"] +--- +# Lethargy Poisoner *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Drow Shootist Dedication](compendium/feats/drow-shootist-dedication-av3.md), trained in [Crafting](compendium/skills.md#Crafting) + +You've learned more than the use of hand crossbows from drow lore. During your daily preparations, you can prepare a dose of [lethargy poison](compendium/equipment/items/lethargy-poison.md) from ordinary materials in a wilderness or urban area. If you're an expert in [Crafting](compendium/skills.md#Crafting), you can instead craft a dose of [stupor poison](compendium/equipment/items/stupor-poison-av3.md). You can prepare two doses (of either poison) if you're a master in [Crafting](compendium/skills.md#Crafting) and three doses if you're legendary in [Crafting](compendium/skills.md#Crafting). The save DC for this poison is equal to your class DC. Only you can use these poisons, and they expire the next time you make your daily preparations. The GM might decide that the area you're in is too barren to provide the materials you need for this feat. + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 77* +%% #compendium/src/pf2e/av3 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/levering-strike-ec1.md b/compendium/feats/levering-strike-ec1.md new file mode 100644 index 000000000..e342ea1ce --- /dev/null +++ b/compendium/feats/levering-strike-ec1.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec1 +- trait/archetype +- trait/press +- trait/uncommon +aliases: ["Levering Strike"] +--- +# Levering Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) [press](rules/traits/press.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Staff Acrobat Dedication](compendium/feats/staff-acrobat-dedication-ec1.md) +- **Requirements**: You are wielding your staff. +- **Activity** Two-Action + +Make a [Strike](rules/actions/strike.md) with your staff. As long as you don't critically fail, the target becomes [flat-footed](rules/conditions.md#Flat-footed) and takes a –2 circumstance penalty to its DC against [Shove](rules/actions/shove.md), [Trip](rules/actions/trip.md), and [Tumble Through](rules/actions/tumble-through.md) attempts until the start of your next turn. + +*Source: Extinction Curse #1: The Show Must Go On p. 75* +%% #compendium/src/pf2e/ec1 #trait/archetype #trait/press #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/liberate-soul-botd.md b/compendium/feats/liberate-soul-botd.md new file mode 100644 index 000000000..43d7224ff --- /dev/null +++ b/compendium/feats/liberate-soul-botd.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/concentrate +- trait/divine +- trait/necromancy +aliases: ["Liberate Soul"] +--- +# Liberate Soul [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) + +- **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md) +- **Frequency**: once per hour +- **Requirements**: Your spiral is glowing. +- **Activity** Two-Action + +The light flows from your sigil of [Pharasma](compendium/setting/deities/pharasma.md) to shatter the bonds imprisoning a soul. You attempt to counteract a [possession](rules/traits/possession.md) effect, or an effect, object, or spell that is imprisoning a soul (such as [bind soul](compendium/spells/bind-soul.md), a soul gem, or a devourer's devoured souls). You must be within 60 feet of the possessed creature or object, or of the receptacle imprisoning the soul. Your counteract level is half your level rounded up, and your counteract modifier is your divine spell DC – 10. If the attempt fails, you can't use Liberate Soul against that particular effect again unless circumstances have changed drastically, as determined by the GM. + +*Source: Book of the Dead p. 27* +%% #compendium/src/pf2e/botd #trait/archetype #trait/concentrate #trait/divine #trait/necromancy %% \ No newline at end of file diff --git a/compendium/feats/lich-dedication-botd.md b/compendium/feats/lich-dedication-botd.md new file mode 100644 index 000000000..81b415737 --- /dev/null +++ b/compendium/feats/lich-dedication-botd.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/dedication +- trait/rare +aliases: ["Lich Dedication"] +--- +# Lich Dedication *Feat 12* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: living creature, ability to cast 6th-level or higher spells from spell slots, expert in [Crafting](compendium/skills.md#Crafting), completed ritual to become a lich and crafted a [soul cage](compendium/equipment/items/soul-cage-botd.md) + +After years of study and careful planning, you finally completed a soul cage to house your soul and successfully performed a ritual to transform yourself into a lich. Now, neither death nor time can prevent you from pursuing your studies and achieving your grand ambitions. You gain the [undead](rules/traits/undead.md) trait and the basic undead benefits (page 44). Your undead craving is for knowledge. + +You gain a unique [soul cage](compendium/equipment/items/soul-cage-botd.md)—a magic item that houses your soul. Whenever you would die, your soul flees to the soul cage to allow you to be rebuilt. As long as your soul cage exists, you can't truly be destroyed. + +**Special.** You can't select another dedication feat until you have gained two other feats from the lich archetype. + +## Lich Dedication leads to... + +[Drain Soul Cage](compendium/feats/drain-soul-cage-botd.md), [Enshroud Soul Cage](compendium/feats/enshroud-soul-cage-botd.md), [Hand of the Lich](compendium/feats/hand-of-the-lich-botd.md), [Bolster Soul Cage](compendium/feats/bolster-soul-cage-botd.md), [Frightful Aura](compendium/feats/frightful-aura-botd.md) + +## Summary + +*Source: Book of the Dead p. 50* +%% #compendium/src/pf2e/botd #trait/archetype #trait/dedication #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/lie-detector-apg.md b/compendium/feats/lie-detector-apg.md new file mode 100644 index 000000000..70ea73626 --- /dev/null +++ b/compendium/feats/lie-detector-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Lie Detector"] +--- +# Lie Detector *Feat 4* +[investigator](rules/traits/investigator-apg.md) + +- **Prerequisites**: empiricism or interrogation methodology + +You're adept at noticing the tells of a liar—sweat, flushing, a quavering voice, a quickening pulse. You gain a +1 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to [Sense Motive](rules/actions/sense-motive.md) and to [Perception](compendium/skills.md#Perception) DCs against attempts to [Lie](rules/actions/lie.md) to you. When you determine someone is lying to you, you can use their deceit to your advantage to gain a +1 circumstance bonus to the next [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), or [Performance](compendium/skills.md#Performance) check you attempt against that creature within the next minute. + +*Source: Advanced Player's Guide p. 62* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/life-giving-magic-locg.md b/compendium/feats/life-giving-magic-locg.md new file mode 100644 index 000000000..dbcf0d218 --- /dev/null +++ b/compendium/feats/life-giving-magic-locg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/gnome +aliases: ["Life-giving Magic"] +--- +# Life-giving Magic [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[gnome](rules/traits/gnome.md) + +- **Frequency**: once per minute +- **Trigger** You cast an innate spell from a gnome heritage or ancestry feat. +- **Activity** Reaction + +The upwelling of innate magic refreshes your body. You gain a number of temporary Hit Points equal to half your level (minimum 1) that last until the end of your next turn. + +*Source: Lost Omens: Character Guide p. 32* +%% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/compendium/feats/life-leap-apg.md b/compendium/feats/life-leap-apg.md new file mode 100644 index 000000000..3a7a00748 --- /dev/null +++ b/compendium/feats/life-leap-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/gnome +- trait/move +- trait/necromancy +- trait/teleportation +aliases: ["Life Leap"] +--- +# Life Leap [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* +[gnome](rules/traits/gnome.md) [move](rules/traits/move.md) [necromancy](rules/traits/necromancy.md) [teleportation](rules/traits/teleportation.md) + +- **Requirements**: You must be adjacent to a living creature. +- **Activity** Single Action + +You phase through a space that a living creature occupies in a flash, spontaneously appearing on the opposite side of it in a vibrant display of colorful light. You move from your current location to another location that's still adjacent to the same living creature, but on the opposite side or corner of the creature's space. To determine whether a position is valid, use the same rules as for flanking: a line through the center of the two spaces must pass through opposite sides or corners of the creature's space. + +You pass through the creature's life force, appearing in the selected location; this doesn't trigger reactions based on movement. You must be able to see your destination, and you can't move farther than your Speed would allow. + +*Source: Advanced Player's Guide p. 44* +%% #compendium/src/pf2e/apg #trait/gnome #trait/move #trait/necromancy #trait/teleportation %% \ No newline at end of file diff --git a/compendium/feats/lifebloods-call-loag.md b/compendium/feats/lifebloods-call-loag.md new file mode 100644 index 000000000..59785376f --- /dev/null +++ b/compendium/feats/lifebloods-call-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/orc +aliases: ["Lifeblood's Call"] +--- +# Lifeblood's Call *Feat 13* +[orc](rules/traits/orc.md) + + +The impulse to survive and continue fighting resonates deep within you. You gain a circumstance bonus to damage rolls on your melee [Strikes](rules/actions/strike.md) equal to twice the sum of your [wounded](rules/conditions.md#Wounded) and [doomed](rules/conditions.md#Doomed) conditions (to a maximum of a +8 circumstance bonus to damage) whenever you have one or both conditions. + +*Source: Lost Omens: Ancestry Guide p. 52* +%% #compendium/src/pf2e/loag #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/lifelink-surge-som.md b/compendium/feats/lifelink-surge-som.md new file mode 100644 index 000000000..3b5c61411 --- /dev/null +++ b/compendium/feats/lifelink-surge-som.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/summoner +aliases: ["Lifelink Surge"] +--- +# Lifelink Surge *Feat 4* +[summoner](rules/traits/summoner-som.md) + + +You learn the [lifelink surge](compendium/spells/lifelink-surge-som.md) link spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Secrets of Magic p. 69* +%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/lifesense-apg.md b/compendium/feats/lifesense-apg.md new file mode 100644 index 000000000..4e94bb426 --- /dev/null +++ b/compendium/feats/lifesense-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/divination +- trait/divine +- trait/duskwalker +aliases: ["Lifesense"] +--- +# Lifesense *Feat 5* +[divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [duskwalker](rules/traits/duskwalker-apg.md) + + +You have a limited ability to sense life force, like your psychopomp forebears. You gain [lifesense](rules/abilities/lifesense.md) as an imprecise sense with a range of 10 feet. This allows you to sense the life force within living creatures and its counterforce that animates the undead, though you can't distinguish between the two. + +*Source: Advanced Player's Guide p. 38* +%% #compendium/src/pf2e/apg #trait/divination #trait/divine #trait/duskwalker %% \ No newline at end of file diff --git a/compendium/feats/light-from-darkness-apg.md b/compendium/feats/light-from-darkness-apg.md new file mode 100644 index 000000000..689c1e9e2 --- /dev/null +++ b/compendium/feats/light-from-darkness-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tiefling +aliases: ["Light From Darkness"] +--- +# Light From Darkness *Feat 9* +[tiefling](rules/traits/tiefling-b1.md) + + +You've battled the fiendish power within your nature and come out on top; whatever you decide to do with your life, for good or evil, will be your choice and your choice alone. This struggle has granted you powerful resistance against the divine. You gain a +1 circumstance bonus to all saving throws against [divine](rules/traits/divine.md) effects. + +*Source: Advanced Player's Guide p. 41* +%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/light-of-revelation-locg.md b/compendium/feats/light-of-revelation-locg.md new file mode 100644 index 000000000..febe2ad5e --- /dev/null +++ b/compendium/feats/light-of-revelation-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/champion +- trait/uncommon +aliases: ["Light Of Revelation"] +--- +# Light Of Revelation *Feat 4* +[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) + + +You've learned to call upon light to reveal what is [hidden](rules/conditions.md#Hidden). You gain the [light of revelation](compendium/spells/light-of-revelation-locg.md) devotion spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Lost Omens: Character Guide p. 90* +%% #compendium/src/pf2e/locg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/light-paws-apg.md b/compendium/feats/light-paws-apg.md new file mode 100644 index 000000000..84b8dead8 --- /dev/null +++ b/compendium/feats/light-paws-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/catfolk +aliases: ["Light Paws"] +--- +# Light Paws [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* +[catfolk](rules/traits/catfolk-b1.md) + +- **Activity** Two-Action + +You can balance on your toes to step carefully over obstructions. You [Stride](rules/actions/stride.md) and then [Step](rules/actions/step.md), or [Step](rules/actions/step.md) and then [Stride](rules/actions/stride.md), ignoring difficult terrain during this movement. + +*Source: Advanced Player's Guide p. 10* +%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/lightless-litheness-loag.md b/compendium/feats/lightless-litheness-loag.md new file mode 100644 index 000000000..72f2ce202 --- /dev/null +++ b/compendium/feats/lightless-litheness-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fetchling +aliases: ["Lightless Litheness"] +--- +# Lightless Litheness *Feat 5* +[fetchling](rules/traits/fetchling-b2.md) + + +Your body is almost as flexible as your shadow. When you critically fail at [Squeezing](rules/actions/squeeze.md), you get a failure instead. Additionally, when you roll a success at an [Escape](rules/actions/escape.md) check, you get a critical success instead; if you roll a critical success, you can [Step](rules/actions/step.md) instead of [Striding](rules/actions/stride.md) up to 5 feet. + +*Source: Lost Omens: Ancestry Guide p. 87* +%% #compendium/src/pf2e/loag #trait/fetchling %% \ No newline at end of file diff --git a/compendium/feats/lightning-tongue-loag.md b/compendium/feats/lightning-tongue-loag.md new file mode 100644 index 000000000..8e6bcfa26 --- /dev/null +++ b/compendium/feats/lightning-tongue-loag.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lizardfolk +aliases: ["Lightning Tongue"] +--- +# Lightning Tongue [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[lizardfolk](rules/traits/lizardfolk-b1.md) + +- **Activity** Single Action + +Your tongue darts out faster than the eye can see to retrieve loose objects. You [Interact](rules/actions/interact.md) to pick up a single unattended object of light Bulk or less within 10 feet of you. If you don't have enough hands free to hold the object, it falls to the ground in your space. + +## Lightning Tongue leads to... + +[Tongue Disarm](compendium/feats/tongue-disarm-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 47* +%% #compendium/src/pf2e/loag #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/lightslayer-oath-apg.md b/compendium/feats/lightslayer-oath-apg.md new file mode 100644 index 000000000..004707397 --- /dev/null +++ b/compendium/feats/lightslayer-oath-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +- trait/oath +- trait/uncommon +aliases: ["Lightslayer Oath"] +--- +# Lightslayer Oath *Feat 2* +[champion](rules/traits/champion.md) [oath](rules/traits/oath.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: tenets of evil + +You've sworn to rid the world of the self-righteousness of celestial beings. Add the following tenet to your code, after the other tenets. "You must banish or slay celestials you encounter as long as you have a reasonable chance of success; in the incredibly unlikely event you find an evil celestial, you don't have to banish or kill it." When you use your champion's reaction against a celestial, the extra damage you deal with [Strikes](rules/actions/strike.md) increases by 1 (or by 2 at 9th level and by 3 at 16th level). + +*Source: Advanced Player's Guide p. 118* +%% #compendium/src/pf2e/apg #trait/champion #trait/oath #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/lingering-chill-da.md b/compendium/feats/lingering-chill-da.md new file mode 100644 index 000000000..b1fdf154a --- /dev/null +++ b/compendium/feats/lingering-chill-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/aftermath +- trait/cold +- trait/rare +aliases: ["Lingering Chill"] +--- +# Lingering Chill *Feat 4* +[aftermath](rules/traits/aftermath-da.md) [cold](rules/traits/cold.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: You've been brought to 0 Hit Points by an enemy that has the [cold](rules/traits/cold.md) trait or an enemy's ability that has the [cold](rules/traits/cold.md) trait. + +The chill of ice entered your veins and never left, adjusting the internal temperature of your body. Your breath comes out in puffs, and your skin is as cold and smooth as the ice in your veins. You can cast [ray of frost](compendium/spells/ray-of-frost.md) as a primal innate cantrip. You gain resistance to cold damage equal to half your level, and you're protected from severe cold temperatures. + +*Source: Dark Archive p. 55* +%% #compendium/src/pf2e/da #trait/aftermath #trait/cold #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/lingering-flames-lotgb.md b/compendium/feats/lingering-flames-lotgb.md new file mode 100644 index 000000000..0d725fdb6 --- /dev/null +++ b/compendium/feats/lingering-flames-lotgb.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Lingering Flames"] +--- +# Lingering Flames *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [fireball](compendium/spells/fireball.md) + +When you cast [fireball](compendium/spells/fireball.md), you can modify its effects, decreasing the base damage to `5d6` and causing it to deal 2 [persistent fire damage](rules/conditions.md#Persistent%20Damage) to creatures that fail their save, doubled as normal on a critical failure. If you do, replace its heightened entry with the following. + +**Heightened (+1)** The damage is increased by `1d6` and the [persistent fire damage](rules/conditions.md#Persistent%20Damage) is increased by 2. + +*Source: Lost Omens: The Grand Bazaar p. 124* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/linguist-dedication-apg.md b/compendium/feats/linguist-dedication-apg.md new file mode 100644 index 000000000..3a021ac53 --- /dev/null +++ b/compendium/feats/linguist-dedication-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Linguist Dedication"] +--- +# Linguist Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: You speak at least three languages. + +You have studied languages and their development. You become trained in [Society](compendium/skills.md#Society); if you were already trained in [Society](compendium/skills.md#Society), you instead become an expert in [Society](compendium/skills.md#Society). You gain the [Multilingual](compendium/feats/multilingual.md) skill feat twice. + +**Special.** You can't select another dedication feat until you have gained two other feats from the linguist archetype. + +## Linguist Dedication leads to... + +[Analyze Idiolect](compendium/feats/analyze-idiolect-apg.md), [Crude Communication](compendium/feats/crude-communication-apg.md), [Multilingual Cipher](compendium/feats/multilingual-cipher-apg.md), [Phonetic Training](compendium/feats/phonetic-training-apg.md), [Read Shibboleths](compendium/feats/read-shibboleths-apg.md), [Spot Translate](compendium/feats/spot-translate-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 178* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/link-focus-som.md b/compendium/feats/link-focus-som.md new file mode 100644 index 000000000..e8e8b4e86 --- /dev/null +++ b/compendium/feats/link-focus-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/summoner +aliases: ["Link Focus"] +--- +# Link Focus *Feat 12* +[summoner](rules/traits/summoner-som.md) + +- **Prerequisites**: link spells + +Your focus recovers faster. If you have spent at least 2 Focus Points since the last time you [Refocused](rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1. + +## Link Focus leads to... + +[Link Wellspring](compendium/feats/link-wellspring-som.md) + +## Summary + +*Source: Secrets of Magic p. 71* +%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/link-wellspring-som.md b/compendium/feats/link-wellspring-som.md new file mode 100644 index 000000000..b04c4332d --- /dev/null +++ b/compendium/feats/link-wellspring-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/summoner +aliases: ["Link Wellspring"] +--- +# Link Wellspring *Feat 18* +[summoner](rules/traits/summoner-som.md) + +- **Prerequisites**: [Link Focus](compendium/feats/link-focus-som.md) + +Your bond replenishes your focus. If you have spent at least 3 Focus Points since the last time you [Refocused](rules/actions/refocus.md), you recover 3 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1. + +*Source: Secrets of Magic p. 73* +%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/lion-blade-dedication-lowg.md b/compendium/feats/lion-blade-dedication-lowg.md new file mode 100644 index 000000000..388f5ca98 --- /dev/null +++ b/compendium/feats/lion-blade-dedication-lowg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Lion Blade Dedication"] +--- +# Lion Blade Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You are from Taldor. +- **Prerequisites**: member of the Lion Blades, trained in [Performance](compendium/skills.md#Performance) + +Your lion blade spy training helps you conceal yourself and your identity. You become trained in your choice of [Deception](compendium/skills.md#Deception) or [Stealth](compendium/skills.md#Stealth) and in [Espionage Lore](compendium/skills.md#Lore); if you were already trained, you become an expert instead. You never take circumstance penalties for attempting to take a disguise of a different ancestry, age, and so on, as long as the disguised form is appropriate for your size. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Lion Blade archetype. + +## Lion Blade Dedication leads to... + +[Expeditious Advance](compendium/feats/expeditious-advance-lowg.md), [Flicker](compendium/feats/flicker-lowg.md), [Lost In The Crowd](compendium/feats/lost-in-the-crowd-lowg.md), [Crowd Mastery](compendium/feats/crowd-mastery-lowg.md), [Spy's Countermeasures](compendium/feats/spys-countermeasures-lowg.md) + +## Summary + +*Source: Lost Omens: World Guide p. 131* +%% #compendium/src/pf2e/lowg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/lions-fury-sot4.md b/compendium/feats/lions-fury-sot4.md new file mode 100644 index 000000000..ea563a005 --- /dev/null +++ b/compendium/feats/lions-fury-sot4.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot4 +- trait/archetype +aliases: ["Lion's Fury"] +--- +# Lion's Fury *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Lion's Might + +You gain access to the lion scythe's and sun sling's critical specialization effects. + +*Source: Strength of Thousands #4: Secrets of the Temple-City p. 79* +%% #compendium/src/pf2e/sot4 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/lions-might-sot4.md b/compendium/feats/lions-might-sot4.md new file mode 100644 index 000000000..276770029 --- /dev/null +++ b/compendium/feats/lions-might-sot4.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot4 +- trait/archetype +aliases: ["Lion's Might"] +--- +# Lion's Might *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Bright Lion Dedication + +You've trained with the weapons of the Bright Lions. + +You gain access to lion scythes and sun slings (page 78). Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank with lion scythes and sun slings. + +*Source: Strength of Thousands #4: Secrets of the Temple-City p. 79* +%% #compendium/src/pf2e/sot4 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/litany-of-depravity-apg.md b/compendium/feats/litany-of-depravity-apg.md new file mode 100644 index 000000000..1247985e7 --- /dev/null +++ b/compendium/feats/litany-of-depravity-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +- trait/uncommon +aliases: ["Litany Of Depravity"] +--- +# Litany Of Depravity *Feat 14* +[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: tenets of evil + +You undercut your enemy's vain moralism, opening their heart to evil. You can cast the [litany of depravity](compendium/spells/litany-of-depravity-apg.md) focus spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 121* +%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/litany-of-self-interest-apg.md b/compendium/feats/litany-of-self-interest-apg.md new file mode 100644 index 000000000..6399eb646 --- /dev/null +++ b/compendium/feats/litany-of-self-interest-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +- trait/uncommon +aliases: ["Litany Of Self-interest"] +--- +# Litany Of Self-interest *Feat 10* +[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: devotion spells, tenets of evil + +You compel a creature to act toward its own ends rather than consider others. You can cast the [litany of self-interest](compendium/spells/litany-of-self-interest-apg.md) devotion spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 120* +%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/living-hair-apg.md b/compendium/feats/living-hair-apg.md new file mode 100644 index 000000000..4cd0416de --- /dev/null +++ b/compendium/feats/living-hair-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Living Hair"] +--- +# Living Hair *Feat 2* +[witch](rules/traits/witch-apg.md) + + +You can instantly grow or shrink your hair, eyebrows, beard, or mustache by up to several feet and manipulate your hair for use as a weapon, though your control isn't fine enough for more dexterous tasks. You gain a hair unarmed attack that deals `1d4` bludgeoning damage; is in the brawling group; and has the [agile](rules/traits/agile.md), [disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [trip](rules/traits/trip.md), and [unarmed](rules/traits/unarmed.md) traits. + +## Living Hair leads to... + +[Syu Tak-nwa's Deadly Hair](compendium/feats/syu-tak-nwas-deadly-hair-frp1.md), [Syu Tak-nwa's Hexed Locks](compendium/feats/syu-tak-nwas-hexed-locks-frp1.md), [Syu Tak-nwa's Skillful Tresses](compendium/feats/syu-tak-nwas-skillful-tresses-frp1.md), [Demon's Hair](compendium/feats/demons-hair-frp3.md) + +## Summary + +*Source: Advanced Player's Guide p. 102* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/living-monolith-dedication-lowg.md b/compendium/feats/living-monolith-dedication-lowg.md new file mode 100644 index 000000000..137bde7aa --- /dev/null +++ b/compendium/feats/living-monolith-dedication-lowg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Living Monolith Dedication"] +--- +# Living Monolith Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You are from the Golden Road region. +- **Prerequisites**: Ancient Osiriani and Sphinx languages, trained in [Crafting](compendium/skills.md#Crafting) + +You've begun to inscribe a magical stone called a ka stone that you will some day tie to your soul. You gain knowledge of Ancient Osirion and a connection to your nascent ka stone. If you fail a recovery check while [dying](rules/conditions.md#Dying), your [dying](rules/conditions.md#Dying) condition does not increase; if you critically fail, your [dying](rules/conditions.md#Dying) condition increases by only 1. You become trained in [Ancient Osirion Lore](compendium/skills.md#Lore), or expert if you were already trained. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the living monolith archetype. + +## Living Monolith Dedication leads to... + +[Ka Stone Ritual](compendium/feats/ka-stone-ritual-lowg.md), [Attunement To Stone](compendium/feats/attunement-to-stone-lowg.md), [Fortified Flesh](compendium/feats/fortified-flesh-lowg.md), [Judgment Of The Monolith](compendium/feats/judgment-of-the-monolith-lowg.md), [Stone Blood](compendium/feats/stone-blood-lowg.md), [Stone Communion](compendium/feats/stone-communion-lowg.md) + +## Summary + +*Source: Lost Omens: World Guide p. 59* +%% #compendium/src/pf2e/lowg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/living-rune-lowg.md b/compendium/feats/living-rune-lowg.md new file mode 100644 index 000000000..e05eea427 --- /dev/null +++ b/compendium/feats/living-rune-lowg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Living Rune"] +--- +# Living Rune *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Runescarred Dedication](compendium/feats/runescarred-dedication-lowg.md) + +You've bridged a connection between the runes on your body and the magic of runestones, allowing you to place an armor rune on your living flesh. Your body can hold a single property rune; you can't etch a property rune on your body if it has requirements on the type or category of armor or if the property would affect the armor instead of its wearer. If you wear armor, you gain the property rune's effects in addition to any effects of that armor. + +*Source: Lost Omens: World Guide p. 119* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/living-vessel-dedication-da.md b/compendium/feats/living-vessel-dedication-da.md new file mode 100644 index 000000000..68e6b56b8 --- /dev/null +++ b/compendium/feats/living-vessel-dedication-da.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/dedication +- trait/rare +aliases: ["Living Vessel Dedication"] +--- +# Living Vessel Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + + +Whether willingly or not, you've become a vessel for a being of unimaginable power. You and your GM should work together to determine the being's nature and decide how much you know and how much remains a mystery to you for now. Some decisions might influence your options later. + +You might need to decide whether the entity is a demon, for instance, to know if you qualify for later feats. + +You need to spend at least an hour each day assuaging the entity within you or you take a –1 penalty to Will saves for 24 hours. The process of assuaging the entity is determined together between you and the GM. It might be as simple as meditating with the entity to learn more about them, but it might be as extreme as committing gruesome, unspeakable sacrifices to keep their unknowable blessings. After a full week of failing to assuage your entity, you become [doomed](rules/conditions.md#Doomed), and you can't remove or ameliorate the condition until you allow your entity to take full possession of your body for 24 hours, during which time it pursues its own agenda. + +You also gain the Entity's Resurgence reaction, allowing you to unleash your entity in lieu of falling [unconscious](rules/conditions.md#Unconscious), though at the risk of letting it enact its will. + +```ad-embed-ability +title: Entity's Resurgence [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You would be reduced to 0 Hit Points but not immediately killed + +**Effect** Instead of letting you fall [unconscious](rules/conditions.md#Unconscious), your entity takes control. + +You remain at 1 Hit Point and gain temporary Hit Points equal to your level + your key ability modifier that last for 1 minute. However, the entity is in control for 1 minute or until you fall [unconscious](rules/conditions.md#Unconscious), whichever comes first. While the entity is in control, you gain a +1 status bonus to attack rolls and damage rolls, and the GM usually controls your character, roleplaying the entity. The GM might decide to have you roleplay the entity instead, but they retain final say over any decisions you make. + +No matter the entity's nature, the entity is sure to wreak vengeance upon the foe who jeopardized the life of their vessel—even an evil entity won't change allegiances or ignore danger except in the most extreme circumstances. +``` + +**Special.** You can't select another dedication feat until you've gained two other feats from the living vessel archetype. + +## Living Vessel Dedication leads to... + +[Entity's Strike](compendium/feats/entitys-strike-da.md), [Tap Vitality](compendium/feats/tap-vitality-da.md), [Exude Abyssal Corruption](compendium/feats/exude-abyssal-corruption-da.md), [Fey's Trickery](compendium/feats/feys-trickery-da.md), [Warped Constriction](compendium/feats/warped-constriction-da.md), [Vessel's Form](compendium/feats/vessels-form-da.md) + +## Summary + +*Source: Dark Archive p. 140* +%% #compendium/src/pf2e/da #trait/archetype #trait/dedication #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/living-weapon-loag.md b/compendium/feats/living-weapon-loag.md new file mode 100644 index 000000000..ab89816c3 --- /dev/null +++ b/compendium/feats/living-weapon-loag.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fleshwarp +aliases: ["Living Weapon"] +--- +# Living Weapon *Feat 1* +[fleshwarp](rules/traits/fleshwarp-loag.md) + + +You've learned to use part of your form as a weapon. When you select this feat, you gain a claws unarmed attack that deals `1d4` slashing damage and has the [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) traits; a horn, jaws, or tusk unarmed attack that deals `1d6` piercing damage and has the versatile S trait; or a tail unarmed attack that deals `1d6` bludgeoning damage and has the [backswing](rules/traits/backswing.md) trait. Each of these unarmed attacks is in the brawling weapon group. + +Your features are mutable; you can select this feat at any level, and you can retrain into or out of this feat or change the type of attack you gain. + +**Special.** You can take this feat multiple times. Each time you do, select a new attack from the options above. + +## Living Weapon leads to... + +[Mutate Weapon](compendium/feats/mutate-weapon-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 93* +%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/compendium/feats/lizardfolk-lore-locg.md b/compendium/feats/lizardfolk-lore-locg.md new file mode 100644 index 000000000..b26a1e8ce --- /dev/null +++ b/compendium/feats/lizardfolk-lore-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/lizardfolk +aliases: ["Lizardfolk Lore"] +--- +# Lizardfolk Lore *Feat 1* +[lizardfolk](rules/traits/lizardfolk-b1.md) + + +You listened carefully to the tales passed down among your community. You gain the trained proficiency rank in [Nature](compendium/skills.md#Nature) and [Survival](compendium/skills.md#Survival). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Iruxi Lore](compendium/skills.md#Lore). + +*Source: Lost Omens: Character Guide p. 58* +%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/loaner-spell-apg.md b/compendium/feats/loaner-spell-apg.md new file mode 100644 index 000000000..0a6a67325 --- /dev/null +++ b/compendium/feats/loaner-spell-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["Loaner Spell"] +--- +# Loaner Spell *Feat 8* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) + +During your daily preparations, you can gain the assistance of an allied prepared spellcaster to prepare one spell for the day. The spell can be up to 3rd level. Your ally must be able to prepare and cast it, and the spell must have a Targets entry or an area. Your ally loses a spell slot of the corresponding spell level, and you gain the ability to cast the prepared spell once that day. When you [Cast the Spell](rules/actions/cast-a-spell.md), use your class DC for any saving throws required by the spell, and your class DC – 10 as a spell attack roll modifier. + +## Loaner Spell leads to... + +[Steal Spell](compendium/feats/steal-spell-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 136* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/lobbed-attack-ec1.md b/compendium/feats/lobbed-attack-ec1.md new file mode 100644 index 000000000..f709f0437 --- /dev/null +++ b/compendium/feats/lobbed-attack-ec1.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec1 +- trait/archetype +- trait/uncommon +aliases: ["Lobbed Attack"] +--- +# Lobbed Attack [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: master in [Performance](compendium/skills.md#Performance), [Juggler Dedication](compendium/feats/juggler-dedication-ec1.md) +- **Requirements**: You are Juggling a thrown weapon. +- **Activity** Single Action + +You make a thrown ranged [Strike](rules/actions/strike.md) with the required weapon, using the weapon's normal range increment. This attack doesn't trigger reactions, and if the target has never seen you use this feat before, the target is [flat-footed](rules/conditions.md#Flat-footed) against this attack. + +*Source: Extinction Curse #1: The Show Must Go On p. 74* +%% #compendium/src/pf2e/ec1 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/log-roll-ec3.md b/compendium/feats/log-roll-ec3.md new file mode 100644 index 000000000..ea8bec901 --- /dev/null +++ b/compendium/feats/log-roll-ec3.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec3 +- trait/archetype +aliases: ["Log Roll"] +--- +# Log Roll [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Turpin Rowe Lumberjack Dedication](compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md) +- **Requirements**: You and an adjacent creature are both on a narrow surface or uneven ground and the other creature is [flat-footed](rules/conditions.md#Flat-footed). +- **Activity** Single Action + +You shuffle your feet to dislodge the surface beneath you or otherwise cause your opponent to become unsteady. + +Attempt an [Acrobatics](compendium/skills.md#Acrobatics) check against the adjacent creature's Reflex saving throw DC. On a success, the creature falls. On a critical failure, you fall. + +*Source: Extinction Curse #3: Life's Long Shadows p. 75* +%% #compendium/src/pf2e/ec3 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/long-nosed-form-apg.md b/compendium/feats/long-nosed-form-apg.md new file mode 100644 index 000000000..f39248abe --- /dev/null +++ b/compendium/feats/long-nosed-form-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/polymorph +- trait/primal +- trait/tengu +- trait/transmutation +aliases: ["Long-nosed Form"] +--- +# Long-nosed Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[concentrate](rules/traits/concentrate.md) [polymorph](rules/traits/polymorph.md) [primal](rules/traits/primal.md) [tengu](rules/traits/tengu-b1.md) [transmutation](rules/traits/transmutation.md) + +- **Activity** Single Action + +You can transform into a specific, curious-looking human form. This human form is the same age and body type as your tengu form and has roughly analogous physical traits, such as height, though your nose remains as long as your beak and your complexion has red undertones, no matter the skin color of your human form. Using [Long-Nosed Form](compendium/feats/long-nosed-form-apg.md) counts as creating a disguise for the [Impersonate](rules/actions/impersonate.md) use of [Deception](compendium/skills.md#Deception). Due to your imperfect transformation, your transformation doesn't automatically defeat [Perception](compendium/skills.md#Perception) DCs to determine whether you are human, though you may be able to explain away or hide your [tengu](rules/traits/tengu-b1.md) traits. You lose your beak unarmed [Strike](rules/actions/strike.md) in your human form, as well as any other unarmed [Strikes](rules/actions/strike.md) you gained from a tengu heritage or ancestry feat. You can remain in your human form indefinitely, and you can shift back to your tengu form by using this action again. + +## Long-nosed Form leads to... + +[Great Tengu Form](compendium/feats/great-tengu-form-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 26* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/polymorph #trait/primal #trait/tengu #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/long-tongue-lome.md b/compendium/feats/long-tongue-lome.md new file mode 100644 index 000000000..e565183df --- /dev/null +++ b/compendium/feats/long-tongue-lome.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/grippli +aliases: ["Long Tongue"] +--- +# Long Tongue *Feat 5* +[grippli](rules/traits/grippli-b2.md) + +- **Prerequisites**: snaptongue grippli + +You've learned to stretch your exceptionally long tongue beyond its original limits. When you use your tongue to deliver touch range spells or perform very simple [Interact](rules/actions/interact.md) actions, you can do so at a distance that is 5 feet beyond your usual reach. + +*Source: Lost Omens: The Mwangi Expanse p. 121* +%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/compendium/feats/look-again-lotgb.md b/compendium/feats/look-again-lotgb.md new file mode 100644 index 000000000..3312f8021 --- /dev/null +++ b/compendium/feats/look-again-lotgb.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +- trait/metamagic +aliases: ["Look Again"] +--- +# Look Again [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* +[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Captivator Dedication](compendium/feats/captivator-dedication-lotgb.md) +- **Frequency**: once per day +- **Activity** Single Action + +If your illusions or enchantments fail to ensnare the minds of others, you can cast them again. If your next action is to cast an innate enchantment or illusion spell and it fails to affect any targets, you do not lose the spell. You must use the same number of actions to recast the same spell on your following turn; if you can't, or choose not to, you waste that number of actions with no effect. After this second casting, you lose the spell whether it affected any targets or not. + +Look Again works only with spells that require targets and doesn't do anything if you cast a targeted spell but didn't select any targets. + +*Source: Lost Omens: The Grand Bazaar p. 121* +%% #compendium/src/pf2e/lotgb #trait/archetype #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/look-but-dont-touch-loil.md b/compendium/feats/look-but-dont-touch-loil.md new file mode 100644 index 000000000..e92dd7424 --- /dev/null +++ b/compendium/feats/look-but-dont-touch-loil.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/ghoran +- trait/poison +aliases: ["Look but Don't Touch"] +--- +# Look but Don't Touch [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 13* +[ghoran](rules/traits/ghoran-loil.md) [poison](rules/traits/poison.md) + +- **Frequency**: once per day +- **Activity** Two-Action + +Many flowers are beautiful to look upon but deadly to touch—and you're one of them. For 1 minute, any creature that touches you or damages you with a melee weapon without the [reach](rules/traits/reach.md) trait or with a melee unarmed attack takes `3d6` poison damage. + +*Source: Lost Omens: Impossible Lands p. 39* +%% #compendium/src/pf2e/loil #trait/ghoran #trait/poison %% \ No newline at end of file diff --git a/compendium/feats/loose-cannon-ooa1.md b/compendium/feats/loose-cannon-ooa1.md new file mode 100644 index 000000000..e7ffca534 --- /dev/null +++ b/compendium/feats/loose-cannon-ooa1.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ooa1 +- trait/archetype +aliases: ["Loose Cannon"] +--- +# Loose Cannon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Alkenstar Agent Dedication +- **Activity** Single Action + +Your unpredictable gunfire often catches enemies off guard or hits unprotected areas. Make a ranged [Strike](rules/actions/strike.md) with a firearm against a creature that you haven't already attacked on this turn. You gain a circumstance bonus to damage on this [Strike](rules/actions/strike.md) equal to the number of weapon damage dice. The [Strike](rules/actions/strike.md) gains the following failure effect. + +> [!success-degree] +> - **Failure** The firearm misfires, but it doesn't cause the other critical failure effects listed below. +> - **Critical Failure** The firearm misfires and also explodes. +> +> It becomes [broken](rules/conditions.md#Broken), and it deals its normal weapon damage to all creatures in a 20-foot burst centered on the firearm, with a basic Reflex save against your class DC. This damage includes any from the weapon's fundamental and property runes. + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 78* +%% #compendium/src/pf2e/ooa1 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/lore-seeker-locg.md b/compendium/feats/lore-seeker-locg.md new file mode 100644 index 000000000..a27908aa9 --- /dev/null +++ b/compendium/feats/lore-seeker-locg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Lore Seeker"] +--- +# Lore Seeker *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) + +You see what others don't, and you've developed magical tricks to find [hidden](rules/conditions.md#Hidden) truth. + +You can cast [comprehend language](compendium/spells/comprehend-language.md), restore senses, and see invisibility as innate spells, each once per day. If you could already cast spells, these spells are of the same tradition. Otherwise, they are arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells. + +## Lore Seeker leads to... + +[Determined Lore Seeker](compendium/feats/determined-lore-seeker-lopsg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 113* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/lorefinder-av2.md b/compendium/feats/lorefinder-av2.md new file mode 100644 index 000000000..07ca31c8b --- /dev/null +++ b/compendium/feats/lorefinder-av2.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/av2 +- trait/archetype +aliases: ["Lorefinder"] +--- +# Lorefinder *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) + +You know that fate sometimes conspires to keep dangerous knowledge or items from the eyes of those most able to understand them. You deny fate the ability to conceal truths from you. You can cast [locate](compendium/spells/locate.md) as an innate occult spell once per day. When you reach 14th level, this spell is heightened to 5th level. + +*Source: Abomination Vaults #2: Hands of the Devil p. 76* +%% #compendium/src/pf2e/av2 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/loremaster-dedication-apg.md b/compendium/feats/loremaster-dedication-apg.md new file mode 100644 index 000000000..4aef95c51 --- /dev/null +++ b/compendium/feats/loremaster-dedication-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Loremaster Dedication"] +--- +# Loremaster Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in at least one skill to [Decipher Writing](rules/actions/decipher-writing.md) + +You've compiled a vast repository of information that touches on nearly every subject. You are trained in [Loremaster Lore](compendium/skills.md#Lore), a special [Lore](compendium/skills.md#Lore) skill that can be used only to [Recall Knowledge](rules/actions/recall-knowledge.md), but on any topic. If you have legendary proficiency in a skill used to [Decipher Writing](rules/actions/decipher-writing.md), you gain expert proficiency in [Loremaster Lore](compendium/skills.md#Lore), but you can't increase your proficiency rank in [Loremaster Lore](compendium/skills.md#Lore) by any other means. You can take feats in the loremaster's additional feats entry even if you don't meet the enigma muse prerequisite. + +If you have the [Bardic Lore](compendium/feats/bardic-lore.md) class feat, you gain a +1 circumstance bonus to skill checks with [Bardic Lore](compendium/skills.md#Lore). + +**Special.** You can't select another dedication feat until you have gained two other feats from the loremaster archetype. + +## Loremaster Dedication leads to... + +[Magical Edification](compendium/feats/magical-edification-apg.md), [Greater Magical Edification](compendium/feats/greater-magical-edification-apg.md), [Orthographic Mastery](compendium/feats/orthographic-mastery-apg.md), [Quick Study](compendium/feats/quick-study-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 179* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/lost-in-the-crowd-lowg.md b/compendium/feats/lost-in-the-crowd-lowg.md new file mode 100644 index 000000000..b5c819315 --- /dev/null +++ b/compendium/feats/lost-in-the-crowd-lowg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Lost In The Crowd"] +--- +# Lost In The Crowd *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lion Blade Dedication](compendium/feats/lion-blade-dedication-lowg.md) + +You've learned how to move as one with crowds and hide among them, vanishing into a busy street in the blink of an eye. You move at full Speed in crowds and can use cover from crowds to [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md), gaining a +2 circumstance bonus on your [Stealth](compendium/skills.md#Stealth) checks when in a crowd of at least 10 creatures and a +4 circumstance bonus on your [Stealth](compendium/skills.md#Stealth) checks when in a crowd of at least 100 creatures. + +## Lost In The Crowd leads to... + +[Crowd Mastery](compendium/feats/crowd-mastery-lowg.md) + +## Summary + +*Source: Lost Omens: World Guide p. 131* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/loud-singer-apg.md b/compendium/feats/loud-singer-apg.md new file mode 100644 index 000000000..e2aee22f8 --- /dev/null +++ b/compendium/feats/loud-singer-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/goblin +aliases: ["Loud Singer"] +--- +# Loud Singer *Feat 5* +[goblin](rules/traits/goblin.md) + +- **Prerequisites**: [Goblin Song](compendium/feats/goblin-song.md) + +Staying on pitch, proper breath control, and remembering the words are all less important than the real measure of a good singer: volume! The range of your Goblin Song is increased to 60 feet, and you can target one additional enemy when you use it. + +*Source: Advanced Player's Guide p. 45* +%% #compendium/src/pf2e/apg #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/loyal-empath-ec3.md b/compendium/feats/loyal-empath-ec3.md new file mode 100644 index 000000000..5cae550e9 --- /dev/null +++ b/compendium/feats/loyal-empath-ec3.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec3 +- trait/shoony +aliases: ["Loyal Empath"] +--- +# Loyal Empath *Feat 5* +[shoony](rules/traits/shoony-ec3.md) + + +You have incredible empathy for your friends and family, and you have an innate timing for helping others in distress. + +You can use the [Aid](rules/actions/aid.md) reaction to grant a bonus to another creature's Will saving throw. As usual for [Aid](rules/actions/aid.md), you need to prepare by using an action on your turn to encourage the creature to bravely withstand the effect. + +*Source: Extinction Curse #3: Life's Long Shadows p. 73* +%% #compendium/src/pf2e/ec3 #trait/shoony %% \ No newline at end of file diff --git a/compendium/feats/lucky-break-loag.md b/compendium/feats/lucky-break-loag.md new file mode 100644 index 000000000..fcf51e61c --- /dev/null +++ b/compendium/feats/lucky-break-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/catfolk +aliases: ["Lucky Break"] +--- +# Lucky Break *Feat 5* +[catfolk](rules/traits/catfolk-b1.md) + +- **Prerequisites**: [Cat's Luck](compendium/feats/cats-luck-apg.md) + +You catch yourself as you make a mistake. You can trigger Cat's Luck when you fail or critically fail on an [Athletics](compendium/skills.md#Athletics) or [Acrobatics](compendium/skills.md#Acrobatics) skill check, in addition to its normal trigger. When you do, you reroll the triggering skill check and use the better result. This still counts against Cat's Luck's frequency, as normal. + +*Source: Lost Omens: Ancestry Guide p. 19* +%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/lucky-keepsake-locg.md b/compendium/feats/lucky-keepsake-locg.md new file mode 100644 index 000000000..07f3e6cc9 --- /dev/null +++ b/compendium/feats/lucky-keepsake-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/leshy +aliases: ["Lucky Keepsake"] +--- +# Lucky Keepsake *Feat 9* +[leshy](rules/traits/leshy-b1.md) + +- **Prerequisites**: [Leshy Superstition](compendium/feats/leshy-superstition-locg.md) + +You have a keepsake that grants you luck. You gain a +1 circumstance bonus to saves against spells and [magical](rules/traits/magical.md) effects at all times, not just when you use Leshy Superstition. If you lose the keepsake, you lose the bonus until you designate a new keepsake, typically over the course of a week. + +*Source: Lost Omens: Character Guide p. 55* +%% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/compendium/feats/lunging-spellstrike-som.md b/compendium/feats/lunging-spellstrike-som.md new file mode 100644 index 000000000..9869f7e14 --- /dev/null +++ b/compendium/feats/lunging-spellstrike-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/arcane +- trait/magus +- trait/transmutation +aliases: ["Lunging Spellstrike"] +--- +# Lunging Spellstrike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[arcane](rules/traits/arcane.md) [magus](rules/traits/magus-som.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md), twisting tree hybrid study +- **Requirements**: You're wielding a staff. +- **Activity** Two-Action + +Your spell unwinds the structure of your staff to make it exceptionally long, or even separate it into shards held together by magical power. Make a [Spellstrike](rules/actions/spellstrike-som.md) with a staff, with a spell that isn't a cantrip or focus spell. Increase the staff's reach by 5 feet × the spell's level. + +*Source: Secrets of Magic p. 47* +%% #compendium/src/pf2e/som #trait/arcane #trait/magus #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/macabre-virtuoso-botd.md b/compendium/feats/macabre-virtuoso-botd.md new file mode 100644 index 000000000..d5627f84c --- /dev/null +++ b/compendium/feats/macabre-virtuoso-botd.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/uncommon +aliases: ["Macabre Virtuoso"] +--- +# Macabre Virtuoso *Feat 6* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Reanimator Dedication](compendium/feats/reanimator-dedication-botd.md); expert in [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) + +Any necromancer can create zombies and skeletons, but you know the secrets behind the creation of far more advanced undead monstrosities. You learn the [create undead](compendium/spells/rituals/create-undead.md) rituals to create two types of common undead for which you meet the prerequisites. (Your GM might give you access to additional types of undead.) You can't teach these rituals to anyone else and you can't participate in either ritual while allowing someone else to serve as the primary caster unless they also know the ritual. When you reach a new level, you can change either or both of these rituals to a different type of undead for which you now meet the prerequisites. + +When acting as primary caster, you can perform all [create undead](compendium/spells/rituals/create-undead.md) rituals in 4 hours instead of 1 day and you gain a +2 circumstance bonus to your primary check. You can also perform the ritual without the aid of a secondary caster, in which case you attempt the secondary check. + +**Special.** You can select this feat more than once. Each time, you learn the rituals to create two more types of undead creatures. + +*Source: Book of the Dead p. 34* +%% #compendium/src/pf2e/botd #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/magaambyan-attendant-dedication-locg.md b/compendium/feats/magaambyan-attendant-dedication-locg.md new file mode 100644 index 000000000..53c88343a --- /dev/null +++ b/compendium/feats/magaambyan-attendant-dedication-locg.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Magaambyan Attendant Dedication"] +--- +# Magaambyan Attendant Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana) or [Nature](compendium/skills.md#Nature), member of the Magaambya of attendant rank + +You devote much of your study to halcyon magic. You gain the ability to cast a single arcane or primal cantrip of your choice, (as is normal for cantrips, it is heightened to a spell level equal to half your level, rounded up). If you weren't already, you become trained in that tradition's spell DCs and spell attack rolls, with Intelligence as your spellcasting ability if you choose arcane or Wisdom as your spellcasting ability if you choose primal. + +Regardless of whether you choose an arcane or primal cantrip, you also either become trained in [Arcana](compendium/skills.md#Arcana) or [Nature](compendium/skills.md#Nature), or an expert in one of those skills in which you were already trained. + +When you gain this feat, choose to affiliate with the Cascade Bearers, Emerald Boughs, Rain–Scribes, Tempest-Sun Mages, or Uzunjati. This grants you additional feats available to only that branch. + +**Special.** You cannot select another dedication feat other than Halcyon Speaker Dedication until you have gained two other feats from the Magaambyan Attendant or halcyon speaker archetype. + +## Magaambyan Attendant Dedication leads to... + +[Cascade Bearers Flexibility](compendium/feats/cascade-bearers-flexibility-locg.md), [Cascade Bearers Spellcasting](compendium/feats/cascade-bearers-spellcasting-locg.md), [Emerald Boughs Accustomation](compendium/feats/emerald-boughs-accustomation-locg.md), [Emerald Boughs Hideaway](compendium/feats/emerald-boughs-hideaway-locg.md), [Halcyon Speaker Dedication](compendium/feats/halcyon-speaker-dedication-locg.md), [Dualistic Synergy](compendium/feats/dualistic-synergy-locg.md), [Fulminating Synergy](compendium/feats/fulminating-synergy-locg.md), [Synergistic Spell](compendium/feats/synergistic-spell-locg.md), [Shared Synergy](compendium/feats/shared-synergy-locg.md), [Halcyon Spellcasting Initiate](compendium/feats/halcyon-spellcasting-initiate-locg.md), [Flexible Halcyon Spellcasting](compendium/feats/flexible-halcyon-spellcasting-locg.md), [Halcyon Spellcasting Adept](compendium/feats/halcyon-spellcasting-adept-locg.md), [Halcyon Spellcasting Sage](compendium/feats/halcyon-spellcasting-sage-locg.md), [Persistent Creation](compendium/feats/persistent-creation-locg.md), [Charged Creation](compendium/feats/charged-creation-locg.md), [Mask Familiar](compendium/feats/mask-familiar-locg.md), [Adaptive Mask Familiar](compendium/feats/adaptive-mask-familiar-locg.md), [Rain-scribe Mobility](compendium/feats/rain-scribe-mobility-locg.md), [Rain-scribe Sustenance](compendium/feats/rain-scribe-sustenance-locg.md), [Tempest-sun Redirection](compendium/feats/tempest-sun-redirection-locg.md), [Tempest-sun Shielding](compendium/feats/tempest-sun-shielding-locg.md), [Uzunjati Storytelling](compendium/feats/uzunjati-storytelling-locg.md), [Uzunjati Recollection](compendium/feats/uzunjati-recollection-locg.md), [Janatimo's Lessons](compendium/feats/janatimos-lessons-lol.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 101* +%% #compendium/src/pf2e/locg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/mage-hunter-apg.md b/compendium/feats/mage-hunter-apg.md new file mode 100644 index 000000000..0707e783c --- /dev/null +++ b/compendium/feats/mage-hunter-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +- trait/rage +aliases: ["Mage Hunter"] +--- +# Mage Hunter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Prerequisites**: superstition instinct +- **Trigger** A creature within your reach Casts a Spell. +- **Activity** Reaction + +You use your hatred of magic to lash out at the sight of spellcasting, allowing you to interrupt an enemy's spell. Make a melee [Strike](rules/actions/strike.md) against the triggering creature. If the attack is a critical hit, you disrupt the spell. + +*Source: Advanced Player's Guide p. 109* +%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/magic-arrow-apg.md b/compendium/feats/magic-arrow-apg.md new file mode 100644 index 000000000..25e40aec9 --- /dev/null +++ b/compendium/feats/magic-arrow-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/magical +- trait/transmutation +aliases: ["Magic Arrow"] +--- +# Magic Arrow [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* +[archetype](rules/traits/archetype.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) +- **Frequency**: once per round +- **Activity** Free Action + +You imbue your ammunition with eldritch power. When you select this feat, choose three types of common magical ammunition of 4th level or lower from the Core Rulebook or this book. Your GM might allow you to choose from other types of magical ammunition, such as uncommon ammunition, or ammunition from other books. + +When using Magic Arrow, you transform a non-magical arrow or bolt into a piece of ammunition of one type you chose. You must shoot the ammunition before the end of your turn or the magic dissipates. If the ammunition has an Activate entry, you still need to spend the required actions to activate the ammunition before shooting it. When you use Magic Arrow, you can choose a type of magical ammunition that is typically not available to the type of ammunition you're using—for example, you can use climbing bolt on an arrow, even though that magical ammunition is normally only found on bolts. + +**Special.** You can select this feat multiple times. Each time you do, select three additional types of ammunition as described above. + +*Source: Advanced Player's Guide p. 173* +%% #compendium/src/pf2e/apg #trait/archetype #trait/magical #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/magic-finder-lopsg.md b/compendium/feats/magic-finder-lopsg.md new file mode 100644 index 000000000..7dbc36e03 --- /dev/null +++ b/compendium/feats/magic-finder-lopsg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Magic Finder"] +--- +# Magic Finder *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) + +You've learned a few tricks to ensure you find every last magic item and interesting [magical](rules/traits/magical.md) effect during your missions. You can cast [detect magic](compendium/spells/detect-magic.md) and read aura as innate spells at will. You can also cast [locate](compendium/spells/locate.md) as an innate spell once per day, but only to locate magic items, not specific mundane objects or types of objects. If you could already cast spells, these spells are of the same tradition. Otherwise, they're arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells. + +When you cast [detect magic](compendium/spells/detect-magic.md) or read aura from this feat on an item or creature under the effect of a [magic aura](compendium/spells/magic-aura.md) spell or interact with an item under the effect of an [item facade](compendium/spells/item-facade.md) spell, you gain a +2 circumstance bonus on your check to 0. + +*Source: Lost Omens: Pathfinder Society Guide p. 45* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/magic-hands-apg.md b/compendium/feats/magic-hands-apg.md new file mode 100644 index 000000000..f2bf1a13b --- /dev/null +++ b/compendium/feats/magic-hands-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/cleric +aliases: ["Magic Hands"] +--- +# Magic Hands *Feat 6* +[cleric](rules/traits/cleric.md) + +- **Prerequisites**: [Healing Hands](compendium/feats/healing-hands.md) + +The blessing of your deity heightens your healing ability, making your mundane healing work as if by magic. When you succeed at a [Medicine](compendium/skills.md#Medicine) check to [Treat Wounds](rules/actions/treat-wounds.md), your action gains the [divine](rules/traits/divine.md) trait and you heal the maximum amount for the `2d8` (or `4d8` on a critical success). If you have an ability that adds additional dice to your [Treat Wounds](rules/actions/treat-wounds.md), you still roll those normally. + +*Source: Advanced Player's Guide p. 122* +%% #compendium/src/pf2e/apg #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/magic-hide-apg.md b/compendium/feats/magic-hide-apg.md new file mode 100644 index 000000000..707244a2b --- /dev/null +++ b/compendium/feats/magic-hide-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ranger +aliases: ["Magic Hide"] +--- +# Magic Hide *Feat 2* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: an animal companion, warden spells + +You can defend your companion in battle. You gain the [magic hide](compendium/spells/magic-hide-apg.md) warden spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 132* +%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/magic-rider-apg.md b/compendium/feats/magic-rider-apg.md new file mode 100644 index 000000000..741983b84 --- /dev/null +++ b/compendium/feats/magic-rider-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/elf +aliases: ["Magic Rider"] +--- +# Magic Rider *Feat 17* +[elf](rules/traits/elf.md) + + +Your people used powerful magic to travel between distant worlds, and the remnants of that magic make such transportation easier for you. When you are the target of a [teleportation](rules/traits/teleportation.md) spell that transports more than one person, it can affect an additional person beyond the normal limit, chosen by the caster. Additionally, when you're the target of a [teleport](compendium/spells/teleport.md) spell, you and the other targets arrive no farther than 1 mile off target, regardless of distance traveled. + +*Source: Advanced Player's Guide p. 43* +%% #compendium/src/pf2e/apg #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/magic-sense-apg.md b/compendium/feats/magic-sense-apg.md new file mode 100644 index 000000000..b95e68bac --- /dev/null +++ b/compendium/feats/magic-sense-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/detection +- trait/divination +- trait/divine +- trait/oracle +aliases: ["Magic Sense"] +--- +# Magic Sense *Feat 12* +[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [oracle](rules/traits/oracle-apg.md) + + +You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-level [detect magic](compendium/spells/detect-magic.md) spell. This detects magic in your field of vision only. When you [Seek](rules/actions/seek.md), you gain the benefits of a 3rd-level [detect magic](compendium/spells/detect-magic.md) spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn. + +*Source: Advanced Player's Guide p. 80* +%% #compendium/src/pf2e/apg #trait/detection #trait/divination #trait/divine #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/magic-sense-som.md b/compendium/feats/magic-sense-som.md new file mode 100644 index 000000000..01007534b --- /dev/null +++ b/compendium/feats/magic-sense-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/arcane +- trait/detection +- trait/divination +- trait/magus +aliases: ["Magic Sense"] +--- +# Magic Sense *Feat 12* +[arcane](rules/traits/arcane.md) [detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [magus](rules/traits/magus-som.md) + + +You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-level [detect magic](compendium/spells/detect-magic.md) spell. This detects magic in your field of vision only. When you [Seek](rules/actions/seek.md), you gain the benefits of a 3rd-level [detect magic](compendium/spells/detect-magic.md) spell on things you see (in addition to the normal benefits of [Seeking](rules/actions/seek.md)). You can turn this sense off and on with a free action at the start or the end of your turn. + +*Source: Secrets of Magic p. 48* +%% #compendium/src/pf2e/som #trait/arcane #trait/detection #trait/divination #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/magic-warrior-aspect-lowg.md b/compendium/feats/magic-warrior-aspect-lowg.md new file mode 100644 index 000000000..0e8d6f8d1 --- /dev/null +++ b/compendium/feats/magic-warrior-aspect-lowg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Magic Warrior Aspect"] +--- +# Magic Warrior Aspect *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magic Warrior Dedication](compendium/feats/magic-warrior-dedication-lowg.md) + +You can alter your form to gain an aspect of the animal your mask represents. You gain the [magic warrior aspect](compendium/spells/magic-warrior-aspect-lowg.md) focus spell. + +*Source: Lost Omens: World Guide p. 95* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/magic-warrior-dedication-lowg.md b/compendium/feats/magic-warrior-dedication-lowg.md new file mode 100644 index 000000000..512144452 --- /dev/null +++ b/compendium/feats/magic-warrior-dedication-lowg.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Magic Warrior Dedication"] +--- +# Magic Warrior Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You are from the Mwangi Expanse. +- **Prerequisites**: ability to cast focus spells + +You have taken up a nameless mask and sworn the oath of the magic warriors. You become trained in your choice of [Arcana](compendium/skills.md#Arcana) or [Nature](compendium/skills.md#Nature) and in [Magic Warrior Lore](compendium/skills.md#Lore); if you were already trained in the skill, you become an expert instead. + +You hide your identity behind a mask representing an animal of your choice, corresponding to one of the general animal types in the [animal form](compendium/spells/animal-form.md) spell. You gain a +1 circumstance bonus to saves against [divination](rules/traits/divination.md) effects, though sometimes refusing to remove your mask can cause issues in areas that don't respect or understand the magic warrior tradition. + +Once you take this feat, if another creature ever learns your true face or name, you lose your abilities from this archetype. + +Close allies who knew of your decision to take the mask before your dedication don't break this taboo unless they tell someone else. To regain your abilities, you must discard your mask and obtain a new one of a different animal, then retrain Magic Warrior Dedication into a new Magic Warrior Dedication with your new mask. Your focus spells from the magic warrior archetype are the same tradition as your other spells (choose one if you have spells from multiple traditions). + +**Special.** You cannot select another dedication feat until you have gained two other feats from the magic warrior archetype. + +## Magic Warrior Dedication leads to... + +[Magic Warrior Aspect](compendium/feats/magic-warrior-aspect-lowg.md), [Magic Warrior Transformation](compendium/feats/magic-warrior-transformation-lowg.md), [Nameless Anonymity](compendium/feats/nameless-anonymity-lowg.md) + +## Summary + +*Source: Lost Omens: World Guide p. 95* +%% #compendium/src/pf2e/lowg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/magic-warrior-transformation-lowg.md b/compendium/feats/magic-warrior-transformation-lowg.md new file mode 100644 index 000000000..318912912 --- /dev/null +++ b/compendium/feats/magic-warrior-transformation-lowg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Magic Warrior Transformation"] +--- +# Magic Warrior Transformation *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magic Warrior Dedication](compendium/feats/magic-warrior-dedication-lowg.md) + +You can transform fully into the animal your mask represents. + +You gain the [magic warrior transformation](compendium/spells/magic-warrior-transformation-lowg.md) focus spell. + +*Source: Lost Omens: World Guide p. 95* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/magical-adaptation-apg.md b/compendium/feats/magical-adaptation-apg.md new file mode 100644 index 000000000..621ab5448 --- /dev/null +++ b/compendium/feats/magical-adaptation-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Magical Adaptation"] +--- +# Magical Adaptation *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Horizon Walker Dedication](compendium/feats/horizon-walker-dedication-apg.md) + +When an obstacle bars your path, you pull a trick from your sleeve to overcome it. You can cast [darkvision](compendium/spells/darkvision.md), [spider climb](compendium/spells/spider-climb.md), and 4th-level [water breathing](compendium/spells/water-breathing.md) as innate primal spells, each once per day. + +*Source: Advanced Player's Guide p. 177* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/magical-adept-som.md b/compendium/feats/magical-adept-som.md new file mode 100644 index 000000000..eb90c4030 --- /dev/null +++ b/compendium/feats/magical-adept-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Magical Adept"] +--- +# Magical Adept *Feat 8* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + +- **Prerequisites**: [Magical Understudy](compendium/feats/magical-understudy-som.md) + +Your eidolon gains more magic. Choose one 2nd-level spell and one 1st-level spell of your eidolon's tradition. + +Your eidolon can cast them each once per day as innate spells. At every even level after you take this feat, your eidolon can swap one of these innate spells for a new innate spell that's 2 or more levels lower than your highest-level spell slot. + +## Magical Adept leads to... + +[Magical Master](compendium/feats/magical-master-som.md) + +## Summary + +*Source: Secrets of Magic p. 71* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/magical-edification-apg.md b/compendium/feats/magical-edification-apg.md new file mode 100644 index 000000000..70148891d --- /dev/null +++ b/compendium/feats/magical-edification-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Magical Edification"] +--- +# Magical Edification *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Loremaster Dedication](compendium/feats/loremaster-dedication-apg.md) + +You've learned those tidbits of magic that are most conducive to furthering your acquisition and transmission of knowledge. You gain [guidance](compendium/spells/guidance.md), [message](compendium/spells/message.md), and [sigil](compendium/spells/sigil.md) as innate occult cantrips. + +## Magical Edification leads to... + +[Greater Magical Edification](compendium/feats/greater-magical-edification-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 179* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/magical-knowledge-da.md b/compendium/feats/magical-knowledge-da.md new file mode 100644 index 000000000..d6c3d1423 --- /dev/null +++ b/compendium/feats/magical-knowledge-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Magical Knowledge"] +--- +# Magical Knowledge *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Thaumaturge Dedication](compendium/feats/thaumaturge-dedication-da.md), trained in one of [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) and expert in another + +Increase your proficiency rank in one of [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) from expert to master and in another from trained to expert. You gain a skill feat associated with the skill you chose. + +*Source: Dark Archive p. 49* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/magical-master-som.md b/compendium/feats/magical-master-som.md new file mode 100644 index 000000000..0d4975973 --- /dev/null +++ b/compendium/feats/magical-master-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Magical Master"] +--- +# Magical Master *Feat 18* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + +- **Prerequisites**: [Magical Adept](compendium/feats/magical-adept-som.md) + +Your eidolon gains a bevy of lower-level spells. Choose an innate spell of your eidolon's tradition of each of the spell levels from 1 to 7 in which your eidolon doesn't currently have an innate spell from Magical Adept. Your eidolon can cast each once per day as innate spells. You can swap these spells at every even level, but your eidolon can never know more than one spell of each spell level 1 through 7. + +*Source: Secrets of Magic p. 73* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/magical-scholastics-apg.md b/compendium/feats/magical-scholastics-apg.md new file mode 100644 index 000000000..10c6caeb6 --- /dev/null +++ b/compendium/feats/magical-scholastics-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Magical Scholastics"] +--- +# Magical Scholastics *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md) + +While study is key to your success, a bit of magic is a helpful tool in discovering the secrets of the past. You gain [detect magic](compendium/spells/detect-magic.md), [guidance](compendium/spells/guidance.md), and [read aura](compendium/spells/read-aura.md) as occult innate cantrips. + +## Magical Scholastics leads to... + +[Greater Magical Scholastics](compendium/feats/greater-magical-scholastics-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 156* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/magical-understudy-som.md b/compendium/feats/magical-understudy-som.md new file mode 100644 index 000000000..f06f785af --- /dev/null +++ b/compendium/feats/magical-understudy-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Magical Understudy"] +--- +# Magical Understudy *Feat 2* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + + +Your eidolon evolves to cast spells. It gains the [Cast a Spell](rules/actions/cast-a-spell.md) activity and learns two cantrips of its tradition, which it can cast as innate spells. + +## Magical Understudy leads to... + +[Magical Adept](compendium/feats/magical-adept-som.md), [Magical Master](compendium/feats/magical-master-som.md), [Share Eidolon Magic](compendium/feats/share-eidolon-magic-som.md) + +## Summary + +*Source: Secrets of Magic p. 68* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/magpie-snatch-loag.md b/compendium/feats/magpie-snatch-loag.md new file mode 100644 index 000000000..102296163 --- /dev/null +++ b/compendium/feats/magpie-snatch-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/tengu +aliases: ["Magpie Snatch"] +--- +# Magpie Snatch [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* +[tengu](rules/traits/tengu-b1.md) + +- **Activity** Two-Action + +You move quickly, snatching a shiny item that catches your eye. [Stride](rules/actions/stride.md) twice, and you can [Interact](rules/actions/interact.md) to grab an unattended object at any point during your movement. + +*Source: Lost Omens: Ancestry Guide p. 59* +%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/magus-dedication-som.md b/compendium/feats/magus-dedication-som.md new file mode 100644 index 000000000..ff1932d86 --- /dev/null +++ b/compendium/feats/magus-dedication-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +- trait/dedication +- trait/multiclass +aliases: ["Magus Dedication"] +--- +# Magus Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Strength or Dexterity 14, Intelligence 14 + +You cast spells like a magus, gaining a spellbook with four common arcane cantrips of your choice. You gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity. You can prepare two cantrips each day from your spellbook. Each time you gain a spell slot of a new level from the magus archetype, add a spell of that level or lower to your spellbook. You're trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for magus archetype spells is Intelligence, and they are arcane magus spells. You become trained in [Arcana](compendium/skills.md#Arcana); if you were already trained in [Arcana](compendium/skills.md#Arcana), you instead become trained in a skill of your choice. + +You become trained in simple weapons. + +**Special.** You can't select another dedication feat until you have gained two other feats from the magus archetype. + +## Magus Dedication leads to... + +[Basic Magus Spellcasting](compendium/feats/basic-magus-spellcasting-som.md), [Expert Magus Spellcasting](compendium/feats/expert-magus-spellcasting-som.md), [Master Magus Spellcasting](compendium/feats/master-magus-spellcasting-som.md), [Basic Martial Magic](compendium/feats/basic-martial-magic-som.md), [Advanced Martial Magic](compendium/feats/advanced-martial-magic-som.md), [Hybrid Study Spell](compendium/feats/hybrid-study-spell-som.md), [Spellstriker](compendium/feats/spellstriker-som.md) + +## Summary + +*Source: Secrets of Magic p. 75* +%% #compendium/src/pf2e/som #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/compendium/feats/maguss-analysis-som.md b/compendium/feats/maguss-analysis-som.md new file mode 100644 index 000000000..75ca1b354 --- /dev/null +++ b/compendium/feats/maguss-analysis-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Magus's Analysis"] +--- +# Magus's Analysis [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) +- **Activity** Single Action + +You make an assessment informed by your knowledge of how a creature fights. Attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md) about a creature. You gain a +1 circumstance bonus to your check if you previously hit the creature with a [Strike](rules/actions/strike.md) this turn. If your check is successful, recharge your [Spellstrike](rules/actions/spellstrike-som.md). The subject of your check is temporarily immune to Magus's Analysis for 1 day. + +*Source: Secrets of Magic p. 42* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/maidens-mending-loag.md b/compendium/feats/maidens-mending-loag.md new file mode 100644 index 000000000..216672471 --- /dev/null +++ b/compendium/feats/maidens-mending-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/changeling +aliases: ["Maiden's Mending"] +--- +# Maiden's Mending [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[changeling](rules/traits/changeling-b1.md) + +- **Frequency**: once per minute +- **Trigger** You cast a non-cantrip occult spell or an innate spell from a changeling ancestry feat. +- **Activity** Reaction + +You can tap into some of the magic that flows through your blood to give you new life. You gain a number of temporary Hit Points equal to half your level (minimum 1) that last until the end of your next turn. + +*Source: Lost Omens: Ancestry Guide p. 23* +%% #compendium/src/pf2e/loag #trait/changeling %% \ No newline at end of file diff --git a/compendium/feats/major-lesson-apg.md b/compendium/feats/major-lesson-apg.md new file mode 100644 index 000000000..a7c9d3a63 --- /dev/null +++ b/compendium/feats/major-lesson-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Major Lesson"] +--- +# Major Lesson *Feat 10* +[witch](rules/traits/witch-apg.md) + + +Your patron grants you even greater secrets. Choose a major, greater, or basic lesson. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1. + +**Special.** You can select this feat a second time if you're 14th level or higher, and a third time if you're 18th level or higher. Choose a different lesson each time. + +*Source: Advanced Player's Guide p. 103* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/makeshift-strike-apg.md b/compendium/feats/makeshift-strike-apg.md new file mode 100644 index 000000000..fe5b412ad --- /dev/null +++ b/compendium/feats/makeshift-strike-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Makeshift Strike"] +--- +# Makeshift Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Weapon Improviser Dedication](compendium/feats/weapon-improviser-dedication-apg.md) +- **Activity** Single Action + +You quickly snatch up whatever's nearby and then attack with it as an improvised weapon. You [Interact](rules/actions/interact.md) to pick up a nearby object you could use as an improvised weapon. It must be located at around your chest level, such as a mug on a table, rather than an object on the floor. You then either [Strike](rules/actions/strike.md) or make an [Improvised Pummel](compendium/feats/improvised-pummel-apg.md) with the improvised weapon. + +*Source: Advanced Player's Guide p. 199* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/malicious-bane-apg.md b/compendium/feats/malicious-bane-apg.md new file mode 100644 index 000000000..8f2bdcc09 --- /dev/null +++ b/compendium/feats/malicious-bane-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tiefling +aliases: ["Malicious Bane"] +--- +# Malicious Bane *Feat 5* +[tiefling](rules/traits/tiefling-b1.md) + + +Whether your heart is pure or corrupt, you can call forth a malediction upon your foes. You can cast [bane](compendium/spells/bane.md) once per day as a 1st-level divine innate spell. + +*Source: Advanced Player's Guide p. 40* +%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/malleable-form-da.md b/compendium/feats/malleable-form-da.md new file mode 100644 index 000000000..b0ddf60a9 --- /dev/null +++ b/compendium/feats/malleable-form-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/reflection +- trait/transmutation +aliases: ["Malleable Form"] +--- +# Malleable Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* +[reflection](rules/traits/reflection-da.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: ability to cast at least one [polymorph](rules/traits/polymorph.md) spell +- **Requirements**: You're polymorphed by a spell that has multiple choices of battle form. +- **Activity** Single Action + +You adroitly shift your form, taking on another appearance. Choose a different battle form of the polymorph spell affecting you, and change to that form instead of the current one. This destabilizes the spell's magic, reducing its duration by 1 round. + +Use the level of the spell to determine the statistics, as normal. + +*Source: Dark Archive p. 121* +%% #compendium/src/pf2e/da #trait/reflection #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/malleable-mental-forge-da.md b/compendium/feats/malleable-mental-forge-da.md new file mode 100644 index 000000000..c632c14cc --- /dev/null +++ b/compendium/feats/malleable-mental-forge-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Malleable Mental Forge"] +--- +# Malleable Mental Forge *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Mental Forge](compendium/feats/mental-forge-da.md) + +You open your mind to further weapon customization. During your daily preparations, you can choose any two weapon traits from the Mental Forge feat to place on your weapon for 24 hours or until your next daily preparations (whichever comes first), replacing the traits you chose from the Mental Forge feat. Each day you can swap the choices with any other options on the list. + +*Source: Dark Archive p. 205* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/malleable-movement-da.md b/compendium/feats/malleable-movement-da.md new file mode 100644 index 000000000..494774689 --- /dev/null +++ b/compendium/feats/malleable-movement-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/skill +aliases: ["Malleable Movement"] +--- +# Malleable Movement [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 2* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md), expert in [Athletics](compendium/skills.md#Athletics) +- **Trigger** You [Leap](rules/actions/leap.md). +- **Activity** Free Action + +You shift the shape of your weapon to help you [Leap](rules/actions/leap.md) farther and faster. You shift your weapon into a long flexible pole, climbing hook, or similar aid, adding an extra 5 feet to the distance you're able to [Leap](rules/actions/leap.md). As normal, this can't increase the distance of your [Leap](rules/actions/leap.md) beyond your Speed. + +*Source: Dark Archive p. 205* +%% #compendium/src/pf2e/da #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/maneuvering-spell-frp2.md b/compendium/feats/maneuvering-spell-frp2.md new file mode 100644 index 000000000..1fd26be8a --- /dev/null +++ b/compendium/feats/maneuvering-spell-frp2.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp2 +- trait/archetype +aliases: ["Maneuvering Spell"] +--- +# Maneuvering Spell [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Sixth Pillar Dedication](compendium/feats/sixth-pillar-dedication-frp2.md) +- **Trigger** You begin to [Cast a Spell](rules/actions/cast-a-spell.md) that requires at least 2 actions to cast. +- **Activity** Free Action + +You instantly tap into the magical power of a spell you're casting to quickly pounce around the battlefield. You [Step](rules/actions/step.md), [Leap](rules/actions/leap.md), or [Stand](rules/actions/stand.md). This action can be before or after you [Cast the Spell](rules/actions/cast-a-spell.md). + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* +%% #compendium/src/pf2e/frp2 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/manipulative-charm-botd.md b/compendium/feats/manipulative-charm-botd.md new file mode 100644 index 000000000..1dfe38009 --- /dev/null +++ b/compendium/feats/manipulative-charm-botd.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Manipulative Charm"] +--- +# Manipulative Charm *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Vampire Dedication, trained in [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) + +Against humanoids, you gain a +1 circumstance bonus to [Deception](compendium/skills.md#Deception) checks to [Lie](rules/actions/lie.md), and to [Diplomacy](compendium/skills.md#Diplomacy) checks to [Gather Information](rules/actions/gather-information.md) and [Make an Impression](rules/actions/make-an-impression.md). + +Once per day, you can cast [charm](compendium/spells/charm.md) as a divine innate spell using your class DC or spell DC, whichever is higher. Casting it requires staring into the target's eyes, giving the spell the [visual](rules/traits/visual.md) trait. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level [charm](compendium/spells/charm.md) when you are 19th level. + +## Manipulative Charm leads to... + +[Dominating Gaze](compendium/feats/dominating-gaze-botd.md) + +## Summary + +*Source: Book of the Dead p. 58* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/mantis-form-lowg.md b/compendium/feats/mantis-form-lowg.md new file mode 100644 index 000000000..62232aed9 --- /dev/null +++ b/compendium/feats/mantis-form-lowg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Mantis Form"] +--- +# Mantis Form *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Red Mantis Magic](compendium/feats/basic-red-mantis-magic-lowg.md) + +You gain the [mantis form](compendium/spells/mantis-form-lowg.md) focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](rules/actions/refocus.md) by praying to [Achaekek](compendium/setting/deities/achaekek-logm.md) or researching your assigned kill. + +*Source: Lost Omens: World Guide p. 71* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/many-guises-apg.md b/compendium/feats/many-guises-apg.md new file mode 100644 index 000000000..4b4a7ec06 --- /dev/null +++ b/compendium/feats/many-guises-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Many Guises"] +--- +# Many Guises *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: master in [Deception](compendium/skills.md#Deception), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) + +You can take on any number of mundane guises. Whenever you change your identity, instead of taking on your social or vigilante identity, you can become someone completely ordinary. This identity isn't a specific individual—rather, you become a nondescript member of your ancestry, of any gender, with a neutral alignment and a mundane occupation such as common laborer, farmer, or peasant. Spells and abilities detect you as if you were this ordinary identity, rather than either of your two real identities, unless they succeed at a counteract check against your [Deception](compendium/skills.md#Deception) DC. + +You can't use either social abilities or vigilante abilities while in this identity. + +*Source: Advanced Player's Guide p. 197* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/marid-magic-loag.md b/compendium/feats/marid-magic-loag.md new file mode 100644 index 000000000..df2836f5d --- /dev/null +++ b/compendium/feats/marid-magic-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/undine +aliases: ["Marid Magic"] +--- +# Marid Magic *Feat 9* +[undine](rules/traits/undine-b2.md) + + +You channel the magic of marids. You can cast [hydraulic push](compendium/spells/hydraulic-push.md) and [obscuring mist](compendium/spells/obscuring-mist.md) each once per day as 2nd-level arcane innate spells. + +*Source: Lost Omens: Ancestry Guide p. 120* +%% #compendium/src/pf2e/loag #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/marine-ally-loag.md b/compendium/feats/marine-ally-loag.md new file mode 100644 index 000000000..0721b9772 --- /dev/null +++ b/compendium/feats/marine-ally-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/azarketi +aliases: ["Marine Ally"] +--- +# Marine Ally *Feat 5* +[azarketi](rules/traits/azarketi-loag.md) + + +You've befriended a sea creature, which becomes magically bonded to you. You gain a familiar. The type of creature is up to you, but one of its abilities must always be a swim Speed or the amphibious familiar ability. + +*Source: Lost Omens: Ancestry Guide p. 15* +%% #compendium/src/pf2e/loag #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/mariners-fire-loag.md b/compendium/feats/mariners-fire-loag.md new file mode 100644 index 000000000..2532b7ace --- /dev/null +++ b/compendium/feats/mariners-fire-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/tengu +aliases: ["Mariner's Fire"] +--- +# Mariner's Fire *Feat 1* +[tengu](rules/traits/tengu-b1.md) + + +You conjure uncanny orbs of spiritual flame that float above or below the water's surface. You can cast the [produce flame](compendium/spells/produce-flame.md) cantrip as a primal innate spell at will, heightened to a spell level equal to half your level rounded up. You can cast this cantrip underwater. + +*Source: Lost Omens: Ancestry Guide p. 58* +%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/marsh-runner-locg.md b/compendium/feats/marsh-runner-locg.md new file mode 100644 index 000000000..2c14f07d2 --- /dev/null +++ b/compendium/feats/marsh-runner-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/lizardfolk +aliases: ["Marsh Runner"] +--- +# Marsh Runner *Feat 1* +[lizardfolk](rules/traits/lizardfolk-b1.md) + +- **Prerequisites**: You have a swim Speed. + +You are adept at moving through marshy terrain. When you use the [Step](rules/actions/step.md) action, you can ignore difficult terrain caused by flooding, swamps, or quicksand. In addition, when you use the [Acrobatics](compendium/skills.md#Acrobatics) skill to [Balance](rules/actions/balance.md) on narrow surfaces or uneven marshy ground, you aren't [flat-footed](rules/conditions.md#Flat-footed), and if you roll a success on the [Acrobatics](compendium/skills.md#Acrobatics) check, you get a critical success instead. + +*Source: Lost Omens: Character Guide p. 58* +%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/marshal-dedication-apg.md b/compendium/feats/marshal-dedication-apg.md new file mode 100644 index 000000000..6d332868c --- /dev/null +++ b/compendium/feats/marshal-dedication-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Marshal Dedication"] +--- +# Marshal Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in martial weapons and either [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation) + +You've combined your social skills and combat training to become a talented combat leader. Choose [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation). You become trained in that skill or become an expert if you were already trained in it. + +In addition, you're surrounded by a marshal's aura in a 10-foot emanation. Your aura has the [emotion](rules/traits/emotion.md), [mental](rules/traits/mental.md), and [visual](rules/traits/visual.md) traits and grants you and allies within the aura a +1 status bonus to saving throws against [fear](rules/traits/fear.md). + +**Special.** You can't select another dedication feat until you have gained two other feats from the marshal archetype. + +## Marshal Dedication leads to... + +[Back To Back](compendium/feats/back-to-back-apg.md), [Cadence Call](compendium/feats/cadence-call-apg.md), [Tactical Cadence](compendium/feats/tactical-cadence-apg.md), [Coordinated Charge](compendium/feats/coordinated-charge-apg.md), [Dread Marshal Stance](compendium/feats/dread-marshal-stance-apg.md), [Inspiring Marshal Stance](compendium/feats/inspiring-marshal-stance-apg.md), [Rallying Charge](compendium/feats/rallying-charge-apg.md), [Snap Out Of It!](compendium/feats/snap-out-of-it-apg.md), [Steel Yourself!](compendium/feats/steel-yourself-apg.md), [Target Of Opportunity](compendium/feats/target-of-opportunity-apg.md), [To Battle!](compendium/feats/to-battle-apg.md), [Topple Foe](compendium/feats/topple-foe-apg.md), [Push Back the Dead!](compendium/feats/push-back-the-dead-lokl.md) + +## Summary + +*Source: Advanced Player's Guide p. 180* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/martial-artist-dedication-apg.md b/compendium/feats/martial-artist-dedication-apg.md new file mode 100644 index 000000000..9d9ca4d3d --- /dev/null +++ b/compendium/feats/martial-artist-dedication-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Martial Artist Dedication"] +--- +# Martial Artist Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + + +You have trained to use your fists as deadly weapons. The damage die for your fist unarmed attacks becomes `1d6` instead of `1d4`. You don't take the –2 circumstance penalty for making a lethal attack with your [nonlethal](rules/traits/nonlethal.md) unarmed attacks. + +Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all unarmed attacks. + +**Special.** You can't select another dedication feat until you have gained two other feats from the martial artist archetype. + +## Martial Artist Dedication leads to... + +[Follow-up Strike](compendium/feats/follow-up-strike-apg.md), [Grievous Blow](compendium/feats/grievous-blow-apg.md), [Path Of Iron](compendium/feats/path-of-iron-apg.md), [Powder Punch Stance](compendium/feats/powder-punch-stance-ooa1.md), [Black Powder Flash](compendium/feats/black-powder-flash-ooa1.md), [Thunder Clap](compendium/feats/thunder-clap-ooa1.md) + +## Summary + +*Source: Advanced Player's Guide p. 182* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/martial-exercise-lopsg.md b/compendium/feats/martial-exercise-lopsg.md new file mode 100644 index 000000000..17c11a937 --- /dev/null +++ b/compendium/feats/martial-exercise-lopsg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Martial Exercise"] +--- +# Martial Exercise *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) + +You've become comfortable in using weapons that you might not have picked up before training with the Swords. Choose one weapon group, such as hammer or sword. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with both simple and martial weapons of your chosen weapon group. + +*Source: Lost Omens: Pathfinder Society Guide p. 52* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/martial-experience-apg.md b/compendium/feats/martial-experience-apg.md new file mode 100644 index 000000000..d9610e83c --- /dev/null +++ b/compendium/feats/martial-experience-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/elf +aliases: ["Martial Experience"] +--- +# Martial Experience *Feat 5* +[elf](rules/traits/elf.md) + + +You've crossed blades with a wide variety of foes wielding a wide variety of weapons, and you've learned the basics of fighting with nearly any of them. When wielding a weapon you aren't proficient with, treat your level as your proficiency bonus. + +At 11th level, you become trained in all weapons. + +*Source: Advanced Player's Guide p. 43* +%% #compendium/src/pf2e/apg #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/martial-performance-apg.md b/compendium/feats/martial-performance-apg.md new file mode 100644 index 000000000..001c150d1 --- /dev/null +++ b/compendium/feats/martial-performance-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/bard +aliases: ["Martial Performance"] +--- +# Martial Performance *Feat 1* +[bard](rules/traits/bard.md) + +- **Prerequisites**: warrior muse + +Your muse has taught you how to handle a wider variety of weapons than most bards, empowering you to effortlessly blend your performance into combat even with the most inelegant tools. You become trained with all martial weapons. + +If you gain the bard weapon expertise class feature, your proficiency rank with martial weapons increases to expert. + +*Source: Advanced Player's Guide p. 112* +%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/martyr-apg.md b/compendium/feats/martyr-apg.md new file mode 100644 index 000000000..8715d614e --- /dev/null +++ b/compendium/feats/martyr-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/cleric +- trait/metamagic +aliases: ["Martyr"] +--- +# Martyr [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[cleric](rules/traits/cleric.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: divine font +- **Activity** Single Action + +You go to extreme lengths to support your allies, even when it means bringing harm to yourself. If your next action is to cast [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) from your healing or harmful font to restore Hit Points to a single ally, you can channel your own vitality along with the spell. You lose `1d8` Hit Points per level of the spell, which can't be reduced or mitigated in any way, and your ally regains an equal number of Hit Points. + +*Source: Advanced Player's Guide p. 122* +%% #compendium/src/pf2e/apg #trait/cleric #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/mask-familiar-locg.md b/compendium/feats/mask-familiar-locg.md new file mode 100644 index 000000000..b0af66cec --- /dev/null +++ b/compendium/feats/mask-familiar-locg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Mask Familiar"] +--- +# Mask Familiar *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md) + +Your mask takes on a personality of its own, allowing it to serve as your familiar. Though you can still wear it as a mask, you can detach it from your face to grant it a bodily form of colored light that allows it to move around; usually, this is a miniature form of the animal the mask represents. Detaching or reattaching the familiar to transform it is a two-action activity. Even in mask form, the familiar can move around on its master's face and speaks in a distinct voice (if it can talk). It is easily recognized as more than a simple mask unless the familiar succeeds at a [Deception](compendium/skills.md#Deception) check to [Impersonate](rules/actions/impersonate.md) a mask. Other than its appearance and the fact that it can be worn, it functions as other familiars. Your mask familiar has access to the mask freeze familiar ability. + +## Mask Familiar leads to... + +[Adaptive Mask Familiar](compendium/feats/adaptive-mask-familiar-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 101* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/mask-of-fear-loag.md b/compendium/feats/mask-of-fear-loag.md new file mode 100644 index 000000000..22ce78e90 --- /dev/null +++ b/compendium/feats/mask-of-fear-loag.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/orc +aliases: ["Mask Of Fear"] +--- +# Mask Of Fear [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 13* +[orc](rules/traits/orc.md) + +- **Prerequisites**: [Orc Warmask](compendium/feats/orc-warmask-loag.md) +- **Trigger** You start your turn with the [frightened](rules/conditions.md#Frightened) condition. +- **Requirements**: You're wearing your warmask. +- **Activity** Free Action + +Your warmask burns off of your face, releasing your apprehension. You remove the [frightened](rules/conditions.md#Frightened) condition. Your warmask is destroyed, and you can't reapply it until your next daily preparations. + +**Special.** You can use this free action even if you have a condition tied to the [frightened](rules/conditions.md#Frightened) condition that would normally prevent you from using a reaction, such as "[fleeing](rules/conditions.md#Fleeing) as long as you're [frightened](rules/conditions.md#Frightened)" or "[paralyzed](rules/conditions.md#Paralyzed) as long as you're [frightened](rules/conditions.md#Frightened)." + +*Source: Lost Omens: Ancestry Guide p. 52* +%% #compendium/src/pf2e/loag #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/mask-of-pain-loag.md b/compendium/feats/mask-of-pain-loag.md new file mode 100644 index 000000000..19f643791 --- /dev/null +++ b/compendium/feats/mask-of-pain-loag.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/orc +aliases: ["Mask Of Pain"] +--- +# Mask Of Pain [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* +[orc](rules/traits/orc.md) + +- **Prerequisites**: expert in [Intimidation](compendium/skills.md#Intimidation), [Orc Warmask](compendium/feats/orc-warmask-loag.md) +- **Trigger** You succeed at a [Demoralize](rules/actions/demoralize.md) check. +- **Requirements**: You're wearing your warmask. +- **Activity** Reaction + +Your mask has grown into a manifestation of your pain, which you can release. The creature you successfully [Demoralized](rules/actions/demoralize.md) takes `2d6` mental damage, or `4d6` mental damage if you're legendary in [Intimidation](compendium/skills.md#Intimidation). + +The target is then temporarily immune to additional damage from Mask of Pain for 24 hours. + +*Source: Lost Omens: Ancestry Guide p. 52* +%% #compendium/src/pf2e/loag #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/mask-of-power-loag.md b/compendium/feats/mask-of-power-loag.md new file mode 100644 index 000000000..223146783 --- /dev/null +++ b/compendium/feats/mask-of-power-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/orc +aliases: ["Mask Of Power"] +--- +# Mask Of Power *Feat 5* +[orc](rules/traits/orc.md) + +- **Prerequisites**: [Orc Warmask](compendium/feats/orc-warmask-loag.md) + +Your warmask sharpens your connection to the source of your mask's power. During your daily preparations, choose [fear](compendium/spells/fear.md), [phantom pain](compendium/spells/phantom-pain.md), or [true strike](compendium/spells/true-strike.md). + +Until your next daily preparations, you can cast this spell as a 1st-level innate spell once per day; the spell's tradition is determined by the tradition tied to your warmask. You must be wearing your warmask to [Cast the Spell](rules/actions/cast-a-spell.md). + +*Source: Lost Omens: Ancestry Guide p. 51* +%% #compendium/src/pf2e/loag #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/mask-of-rejection-loag.md b/compendium/feats/mask-of-rejection-loag.md new file mode 100644 index 000000000..4e55080a6 --- /dev/null +++ b/compendium/feats/mask-of-rejection-loag.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fortune +- trait/orc +aliases: ["Mask Of Rejection"] +--- +# Mask Of Rejection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* +[fortune](rules/traits/fortune.md) [orc](rules/traits/orc.md) + +- **Prerequisites**: [Orc Warmask](compendium/feats/orc-warmask-loag.md) +- **Frequency**: once per day +- **Trigger** You fail a saving throw against an effect from your warmask's magical tradition. +- **Requirements**: You're wearing your warmask. +- **Activity** Reaction + +Your warmask projects a white-hot fury that attempts to vaporize the offending magic. You reroll the triggering check with a +2 circumstance bonus, but you must use the new result, even if it's worse than your first roll. + +*Source: Lost Omens: Ancestry Guide p. 52* +%% #compendium/src/pf2e/loag #trait/fortune #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/masked-casting-locg.md b/compendium/feats/masked-casting-locg.md new file mode 100644 index 000000000..f237eeec6 --- /dev/null +++ b/compendium/feats/masked-casting-locg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Masked Casting"] +--- +# Masked Casting [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md) +- **Trigger** You begin [Casting a Spell](rules/actions/cast-a-spell.md). +- **Requirements**: You are wearing your signifer's mask. +- **Activity** Free Action + +You harness the magical energy flowing through your eyeless mask to effortlessly protect you from [visual](rules/traits/visual.md) effects. You Avert your Gaze. + +*Source: Lost Omens: Character Guide p. 85* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/masquerade-of-seasons-stance-loil.md b/compendium/feats/masquerade-of-seasons-stance-loil.md new file mode 100644 index 000000000..d28a296b3 --- /dev/null +++ b/compendium/feats/masquerade-of-seasons-stance-loil.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/bard +- trait/rare +- trait/rogue +- trait/stance +- trait/swashbuckler +aliases: ["Masquerade of Seasons Stance"] +--- +# Masquerade of Seasons Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[bard](rules/traits/bard.md) [rare](rules/traits/rare.md) [rogue](rules/traits/rogue.md) [stance](rules/traits/stance.md) [swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Prerequisites**: trained in [Performance](compendium/skills.md#Performance) +- **Activity** Single Action + +You have mastered the opening steps to the Masquerade of Seasons, a dance that channels the power of spring, summer, winter, and autumn. Choose one of the following traits: water, fire, negative, or cold. You gain resistance 5 to damage dealt by effects with the chosen trait. You can use an action to reenter this stance at any time, changing the granted resistance to another of the available options. If you are at least 12th level, the granted resistance increases to be equal to half your level. + +*Source: Lost Omens: Impossible Lands p. 126* +%% #compendium/src/pf2e/loil #trait/bard #trait/rare #trait/rogue #trait/stance #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/master-captivator-spellcasting-lotgb.md b/compendium/feats/master-captivator-spellcasting-lotgb.md new file mode 100644 index 000000000..d3cfec5ed --- /dev/null +++ b/compendium/feats/master-captivator-spellcasting-lotgb.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Master Captivator Spellcasting"] +--- +# Master Captivator Spellcasting *Feat 16* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Expert Captivator Spellcasting](compendium/feats/expert-captivator-spellcasting-lotgb.md) + +You master the most powerful spells that enchant and deceive. + +You learn a 7th-level occult spell. At 18th level, you learn an 8th-level spell spell, and at 20th level, you learn a 9th-level spell. + +Each of these spells must come from either the enchantment or illusion school. You cast these spells as occult innate spells. + +You become a master with spell attack rolls and spell DCs for occult spells. + +*Source: Lost Omens: The Grand Bazaar p. 121* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/master-cathartic-spellcasting-som.md b/compendium/feats/master-cathartic-spellcasting-som.md new file mode 100644 index 000000000..16ca514c9 --- /dev/null +++ b/compendium/feats/master-cathartic-spellcasting-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Master Cathartic Spellcasting"] +--- +# Master Cathartic Spellcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Expert Cathartic Spellcasting](compendium/feats/expert-cathartic-spellcasting-som.md) + +You gain the master spellcasting benefits. + +*Source: Secrets of Magic p. 195* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/master-eldritch-archer-spellcasting-apg.md b/compendium/feats/master-eldritch-archer-spellcasting-apg.md new file mode 100644 index 000000000..8bca9e8b2 --- /dev/null +++ b/compendium/feats/master-eldritch-archer-spellcasting-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Master Eldritch Archer Spellcasting"] +--- +# Master Eldritch Archer Spellcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Expert Eldritch Archer Spellcasting](compendium/feats/expert-eldritch-archer-spellcasting-apg.md) + +You gain the master spellcasting benefits. + +*Source: Advanced Player's Guide p. 173* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/master-magus-spellcasting-som.md b/compendium/feats/master-magus-spellcasting-som.md new file mode 100644 index 000000000..e1ac67cda --- /dev/null +++ b/compendium/feats/master-magus-spellcasting-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Master Magus Spellcasting"] +--- +# Master Magus Spellcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Expert Magus Spellcasting](compendium/feats/expert-magus-spellcasting-som.md), legendary in [Arcana](compendium/skills.md#Arcana) + +You gain the master bounded spellcasting benefits. + +*Source: Secrets of Magic p. 75* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/master-of-many-styles.md b/compendium/feats/master-of-many-styles.md index efb8398c6..049e170d5 100644 --- a/compendium/feats/master-of-many-styles.md +++ b/compendium/feats/master-of-many-styles.md @@ -17,7 +17,7 @@ You move between stances in an unceasing dance. You use an action with the [stan ## Master Of Many Styles leads to... -Ki Center +[Ki Center](compendium/feats/ki-center-apg.md) ## Summary diff --git a/compendium/feats/master-of-the-dead-botd.md b/compendium/feats/master-of-the-dead-botd.md new file mode 100644 index 000000000..aa9c18525 --- /dev/null +++ b/compendium/feats/master-of-the-dead-botd.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/uncommon +aliases: ["Master of the Dead"] +--- +# Master of the Dead *Feat 12* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Deathly Secrets](compendium/feats/deathly-secrets-botd.md) + +You have reached the pinnacle of the reanimator's craft: the ability to raise nearly any corpse or skeleton as a gruesome mockery of the creature it once was. You learn the [shambling horror](compendium/spells/shambling-horror-botd.md) focus spell. Your focus pool increases by 1 Focus Point. + +*Source: Book of the Dead p. 35* +%% #compendium/src/pf2e/botd #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/master-oracle-spellcasting-apg.md b/compendium/feats/master-oracle-spellcasting-apg.md new file mode 100644 index 000000000..90098ee42 --- /dev/null +++ b/compendium/feats/master-oracle-spellcasting-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Master Oracle Spellcasting"] +--- +# Master Oracle Spellcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Expert Oracle Spellcasting](compendium/feats/expert-oracle-spellcasting-apg.md), legendary in [Religion](compendium/skills.md#Religion) + +You gain the master spellcasting benefits. + +*Source: Advanced Player's Guide p. 152* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/master-psychic-spellcasting-da.md b/compendium/feats/master-psychic-spellcasting-da.md new file mode 100644 index 000000000..384f30b52 --- /dev/null +++ b/compendium/feats/master-psychic-spellcasting-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Master Psychic Spellcasting"] +--- +# Master Psychic Spellcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Expert Psychic Spellcasting](compendium/feats/expert-psychic-spellcasting-da.md), legendary in [Occultism](compendium/skills.md#Occultism) + +You gain the master spellcasting benefits. + +*Source: Dark Archive p. 48* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/master-scroll-cache-apg.md b/compendium/feats/master-scroll-cache-apg.md new file mode 100644 index 000000000..ffba8bb09 --- /dev/null +++ b/compendium/feats/master-scroll-cache-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Master Scroll Cache"] +--- +# Master Scroll Cache *Feat 18* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Expert Scroll Cache](compendium/feats/expert-scroll-cache-apg.md) + +Your scroll collection is incredible, brimming with eldritch power, and you can prepare far more of them than an ordinary scroll trickster. In addition to your daily scrolls from the Basic and Expert Scroll Caches, add a single scroll with a 6th-level spell. At 20th level, add a scroll with a 7th-level spell. + +*Source: Advanced Player's Guide p. 189* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/master-snowcasting-tv.md b/compendium/feats/master-snowcasting-tv.md new file mode 100644 index 000000000..ecffaa2ef --- /dev/null +++ b/compendium/feats/master-snowcasting-tv.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/tv +- trait/archetype +aliases: ["Master Snowcasting"] +--- +# Master Snowcasting *Feat 18* +[archetype](rules/traits/archetype.md) + + +You have unlocked the deeper magic of your gelid shard, gaining access to new levels of spells. You gain the master spellcasting benefits. + +*Source: Treasure Vault p. 185* +%% #compendium/src/pf2e/tv #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/master-spellcasting-som.md b/compendium/feats/master-spellcasting-som.md new file mode 100644 index 000000000..127ca63cc --- /dev/null +++ b/compendium/feats/master-spellcasting-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/class +- trait/pervasive-magic +- trait/rare +aliases: ["Master Spellcasting"] +--- +# Master Spellcasting *Feat 18* +[[class]](rules/traits/any-class-som.md) [pervasive magic](rules/traits/pervasive-magic-som.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: [Expert Spellcasting](compendium/feats/expert-spellcasting-som.md) + +You gain the master spellcasting archetype benefits. + +*Source: Secrets of Magic p. 219* +%% #compendium/src/pf2e/som #trait/class #trait/pervasive-magic #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/master-spotter-apg.md b/compendium/feats/master-spotter-apg.md new file mode 100644 index 000000000..42b39be99 --- /dev/null +++ b/compendium/feats/master-spotter-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Master Spotter"] +--- +# Master Spotter *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Investigator Dedication](compendium/feats/investigator-dedication-apg.md), expert in [Perception](compendium/skills.md#Perception) + +Your proficiency rank in [Perception](compendium/skills.md#Perception) increases to master. + +*Source: Advanced Player's Guide p. 151* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/master-summoner-som.md b/compendium/feats/master-summoner-som.md new file mode 100644 index 000000000..3595546a3 --- /dev/null +++ b/compendium/feats/master-summoner-som.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/summoner +aliases: ["Master Summoner"] +--- +# Master Summoner *Feat 6* +[summoner](rules/traits/summoner-som.md) + + +During daily preparations, you can designate one of your spell slots to become two summoning slots of the same spell level, from which you can cast only summoning or incarnate spells. + +## Master Summoner leads to... + +[Legendary Summoner](compendium/feats/legendary-summoner-som.md) + +## Summary + +*Source: Secrets of Magic p. 69* +%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/master-summoner-spellcasting-som.md b/compendium/feats/master-summoner-spellcasting-som.md new file mode 100644 index 000000000..261d791db --- /dev/null +++ b/compendium/feats/master-summoner-spellcasting-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Master Summoner Spellcasting"] +--- +# Master Summoner Spellcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Expert Summoner Spellcasting](compendium/feats/expert-summoner-spellcasting-som.md), legendary in the skill associated with your eidolon's tradition + +You gain the master bounded spellcasting benefits. + +*Source: Secrets of Magic p. 77* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/master-witch-spellcasting-apg.md b/compendium/feats/master-witch-spellcasting-apg.md new file mode 100644 index 000000000..478c9e1aa --- /dev/null +++ b/compendium/feats/master-witch-spellcasting-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Master Witch Spellcasting"] +--- +# Master Witch Spellcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Expert Witch Spellcasting](compendium/feats/expert-witch-spellcasting-apg.md), legendary in the skill associated with your patron's tradition + +You gain the master spellcasting benefits. + +*Source: Advanced Player's Guide p. 154* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/masterful-obfuscation-lopsg.md b/compendium/feats/masterful-obfuscation-lopsg.md new file mode 100644 index 000000000..5a88b33e1 --- /dev/null +++ b/compendium/feats/masterful-obfuscation-lopsg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +- trait/skill +aliases: ["Masterful Obfuscation"] +--- +# Masterful Obfuscation *Feat 10* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in a skill with the [Recall Knowledge](rules/actions/recall-knowledge.md) action, [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) + +You've mastered the art of deceiving others about your area of study. When you gain this feat, choose one skill with the [Recall Knowledge](rules/actions/recall-knowledge.md) action in which you have attained master proficiency. You can attempt to deceive others about the truth of facts and knowledge related to that skill—such as by pretending to know something that you don't, planting false information, or the like—using the [Lie](rules/actions/lie.md) action of the [Deception](compendium/skills.md#Deception) skill. When you [Lie](rules/actions/lie.md) in this way, attempt your skill check using the skill you selected when you gained this feat instead of [Deception](compendium/skills.md#Deception), applying all bonuses or penalties related from the selected skill to the check. While it's easier to convince someone who knows nothing about your chosen false information, on a critical success, you can even convince someone who has heard something contradictory, unless they have reason to be certain from direct experience. For instance, you might say, "I know you may have heard to use silver weapons against vampires, but that's a misconception based on conflating them with werewolves. According to all credible scholars, cold iron will do the trick." Once a creature realizes you've used masterful obfuscation to [Lie](rules/actions/lie.md) to them, either from a failed check or due to later discovering the falsehood, you can't use this feat against them again, as it relies on blind trust in your superior knowledge. However, you can still [Lie](rules/actions/lie.md) to them normally. + +*Source: Lost Omens: Pathfinder Society Guide p. 45* +%% #compendium/src/pf2e/lopsg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/masterminds-eye-frp1.md b/compendium/feats/masterminds-eye-frp1.md new file mode 100644 index 000000000..e91d8534d --- /dev/null +++ b/compendium/feats/masterminds-eye-frp1.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp1 +- trait/archetype +aliases: ["Mastermind's Eye"] +--- +# Mastermind's Eye *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Butterfly Blade Dedication](compendium/feats/butterfly-blade-dedication-frp1.md) + +When you succeed at identifying a creature using [Recall Knowledge](rules/actions/recall-knowledge.md), that creature is [flat-footed](rules/conditions.md#Flat-footed) against your attacks until the start of your next turn; if you critically succeed, it's [flat-footed](rules/conditions.md#Flat-footed) against your attacks for 1 minute. This feat serves as the rogue's mastermind racket for the purpose of meeting prerequisites. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* +%% #compendium/src/pf2e/frp1 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/masters-counterspell-lopsg.md b/compendium/feats/masters-counterspell-lopsg.md new file mode 100644 index 000000000..91c9ab766 --- /dev/null +++ b/compendium/feats/masters-counterspell-lopsg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/abjuration +- trait/archetype +aliases: ["Master's Counterspell"] +--- +# Master's Counterspell [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* +[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md), master in spell attack rolls and spell DCs +- **Trigger** A creature [Casts a Spell](rules/actions/cast-a-spell.md) that you have prepared, and that spell was cast or created with a tradition of magic in which you have master proficiency in spell attack rolls and spell DCs. +- **Activity** Reaction + +When a foe [Casts a Spell](rules/actions/cast-a-spell.md) and you can see its manifestations, you can use your magic to disrupt it. If you're a prepared caster, you can expend a prepared spell to counter the triggering creature's casting of a spell. If you're a spontaneous caster, you can expend a spell slot. The level of the prepared spell or spell slot must be at least as high as the triggering spell's level. You lose your prepared spell or spell slot as if you had [Cast the Spell](rules/actions/cast-a-spell.md). You then attempt to counteract the triggering spell, and you take a –2 penalty to your counteract check; for prepared casters, the GM might waive the penalty if the spell you're expending to counterspell is especially appropriate—such as countering with the same spell, or using a cone of cold to counteract a fireball. + +*Source: Lost Omens: Pathfinder Society Guide p. 49* +%% #compendium/src/pf2e/lopsg #trait/abjuration #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/mature-beastmaster-companion-apg.md b/compendium/feats/mature-beastmaster-companion-apg.md new file mode 100644 index 000000000..dd31f68e8 --- /dev/null +++ b/compendium/feats/mature-beastmaster-companion-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Mature Beastmaster Companion"] +--- +# Mature Beastmaster Companion *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) + +All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities (Core Rulebook 214). During an encounter, even if you don't use the [Command an Animal](rules/actions/command-an-animal.md) action, your animal companion can still use 1 action on your turn to either [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md). + +## Mature Beastmaster Companion leads to... + +[Incredible Beastmaster Companion](compendium/feats/incredible-beastmaster-companion-apg.md), [Specialized Beastmaster Companion](compendium/feats/specialized-beastmaster-companion-apg.md), [Lead The Pack](compendium/feats/lead-the-pack-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 160* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/mature-trained-companion-ec2.md b/compendium/feats/mature-trained-companion-ec2.md new file mode 100644 index 000000000..6e4b5b06f --- /dev/null +++ b/compendium/feats/mature-trained-companion-ec2.md @@ -0,0 +1,42 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec2 +- trait/archetype +- trait/uncommon +aliases: ["Mature Trained Companion"] +--- +# Mature Trained Companion *Feat 6* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Animal Trainer Dedication](compendium/feats/animal-trainer-dedication-ec2.md) + +Your animal companion grows up, becoming a mature animal companion. Increase its proficiency rank in [Performance](compendium/skills.md#Performance) to expert instead of one of the three skill increases for mature. It gains the Mesmerizing Performance advanced maneuver, rather than the normal advanced maneuver for its type. + +```ad-embed-action +title: Mesmerizing Performance +collapse: closed +# Mesmerizing Performance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [uncommon](rules/traits/uncommon.md) +*Source: Extinction Curse #2: Legacy of the Lost God p. 75* + +- **Requirements**: The companion's last action was a successful [Performance](compendium/skills.md#Performance) check to [Perform](rules/actions/perform.md). +- **Activity**: Single Action + +The companion maintains its performance to captivate a single target within 30 feet that witnessed its successful performance. The target must attempt a Will save. + +> [!success-degree] +> - **Success** The target is unaffected and temporarily immune for 1 hour +> - **Failure** The target is [fascinated](rules/conditions.md#Fascinated) by the companion for its next action and then is temporarily immune for 1 hour. +> - **Critical Failure** The target is [fascinated](rules/conditions.md#Fascinated) by the companion for 1 round. While it remains [fascinated](rules/conditions.md#Fascinated), it can't use reactions. +``` + +## Mature Trained Companion leads to... + +[Splendid Companion](compendium/feats/splendid-companion-ec2.md), [Specialized Companion](compendium/feats/specialized-companion-ec2.md) + +## Summary + +*Source: Extinction Curse #2: Legacy of the Lost God p. 75* +%% #compendium/src/pf2e/ec2 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/mauler-dedication-apg.md b/compendium/feats/mauler-dedication-apg.md new file mode 100644 index 000000000..fa265b267 --- /dev/null +++ b/compendium/feats/mauler-dedication-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Mauler Dedication"] +--- +# Mauler Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: Strength 14 + +You specialize in weapons that require two hands. You become trained in all simple and martial melee weapons that require two hands to wield or have the [two-hand](rules/traits/two-hand.md) trait. Whenever you gain a class feature that grants you expert or greater proficiency in weapons, you also gain that proficiency rank in these weapons. If you are at least an expert in such a weapon, you gain access to the critical specialization effect with that weapon. + +**Special.** You can't select another dedication feat until you have gained two other feats from the mauler archetype. + +## Mauler Dedication leads to... + +[Avalanche Strike](compendium/feats/avalanche-strike-apg.md), [Clear The Way](compendium/feats/clear-the-way-apg.md), [Hammer Quake](compendium/feats/hammer-quake-apg.md), [Shoving Sweep](compendium/feats/shoving-sweep-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 183* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/medic-dedication-apg.md b/compendium/feats/medic-dedication-apg.md new file mode 100644 index 000000000..a478c5d97 --- /dev/null +++ b/compendium/feats/medic-dedication-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Medic Dedication"] +--- +# Medic Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Medicine](compendium/skills.md#Medicine), [Battle Medicine](compendium/feats/battle-medicine.md) + +You become an expert in [Medicine](compendium/skills.md#Medicine). When you succeed with [Battle Medicine](compendium/feats/battle-medicine.md) or [Treat Wounds](rules/actions/treat-wounds.md), the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use [Battle Medicine](compendium/feats/battle-medicine.md) on a creature that's temporarily immune. If you're a master in [Medicine](compendium/skills.md#Medicine), you can do so once per hour. + +**Special.** You can't select another dedication feat until you gain two other feats from the medic archetype. + +## Medic Dedication leads to... + +[Doctor's Visitation](compendium/feats/doctors-visitation-apg.md), [Resuscitate](compendium/feats/resuscitate-apg.md), [Treat Condition](compendium/feats/treat-condition-apg.md), [Holistic Care](compendium/feats/holistic-care-apg.md), [Preventative Treatment](compendium/feats/preventative-treatment-lokl.md) + +## Summary + +*Source: Advanced Player's Guide p. 184* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/medical-researcher-lol.md b/compendium/feats/medical-researcher-lol.md new file mode 100644 index 000000000..aadca7704 --- /dev/null +++ b/compendium/feats/medical-researcher-lol.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lol +- trait/general +- trait/rare +- trait/skill +aliases: ["Medical Researcher"] +--- +# Medical Researcher *Feat 1* +[general](rules/traits/general.md) [rare](rules/traits/rare.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Medicine](compendium/skills.md#Medicine) + +Kassi has taught you not only how to apply medicines with your medical skills but how to craft them as well. When you [Craft](rules/actions/craft.md) healer's kits, vaccines, addiction suppressants, antidotes, antiplagues, elixirs of life, or other non-magical medical or healing items, you can use [Medicine](compendium/skills.md#Medicine) instead of [Crafting](compendium/skills.md#Crafting). + +*Source: Lost Omens: Legends p. 72* +%% #compendium/src/pf2e/lol #trait/general #trait/rare #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/medusas-wrath-apg.md b/compendium/feats/medusas-wrath-apg.md new file mode 100644 index 000000000..c6e39673e --- /dev/null +++ b/compendium/feats/medusas-wrath-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/monk +aliases: ["Medusa's Wrath"] +--- +# Medusa's Wrath *Feat 16* +[monk](rules/traits/monk.md) + +- **Prerequisites**: ki spells + +You learn a monstrous ki technique that infuses your blows with the petrifying power of a medusa's gaze. You gain the [medusa's wrath](compendium/spells/medusas-wrath-apg.md) ki spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 130* +%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/meld-into-eidolon-som.md b/compendium/feats/meld-into-eidolon-som.md new file mode 100644 index 000000000..db477f372 --- /dev/null +++ b/compendium/feats/meld-into-eidolon-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/summoner +aliases: ["Meld Into Eidolon"] +--- +# Meld Into Eidolon [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 1* +[summoner](rules/traits/summoner-som.md) + +- **Activity** Three-Action + +Your physical form can combine with that of your eidolon, granting benefits but limiting your capabilities. You [Manifest your Eidolon](rules/actions/manifest-eidolon-som.md), but instead of summoning it into an adjacent open space, you become it. While Manifested in this way, you use its statistics, and you can't act except to direct it to use [Manifest an Eidolon](rules/actions/manifest-eidolon-som.md) to unmanifest it. Since you can't act, you can't [Cast Spells](rules/actions/cast-a-spell.md), activate or benefit from magic items that normally benefit you and not your eidolon, perform actions that have the [tandem](rules/traits/tandem-som.md) trait, or use other abilities that require you, and not the eidolon, to act. Your can't be separately targeted while you are melded into it. When you reach 0 HP, your eidolon unmanifests, leaving your body behind, [unconscious](rules/conditions.md#Unconscious) and [dying](rules/conditions.md#Dying). + +*Source: Secrets of Magic p. 67* +%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/menacing-prowess-frp2.md b/compendium/feats/menacing-prowess-frp2.md new file mode 100644 index 000000000..ef65f72c9 --- /dev/null +++ b/compendium/feats/menacing-prowess-frp2.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp2 +- trait/archetype +aliases: ["Menacing Prowess"] +--- +# Menacing Prowess *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Golden League Xun Dedication](compendium/feats/golden-league-xun-dedication-frp2.md), expert in [Intimidation](compendium/skills.md#Intimidation) + +Scaring off multiple people at once is your specialty. When you [Demoralize](rules/actions/demoralize.md), you can target up to 2 creatures within 30 feet of you at once. If you are a master of [Intimidation](compendium/skills.md#Intimidation), you can [Demoralize](rules/actions/demoralize.md) up to 4 creatures at once; if you're legendary, you can [Demoralize](rules/actions/demoralize.md) up to 8 creatures at once. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* +%% #compendium/src/pf2e/frp2 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/mental-balm-da.md b/compendium/feats/mental-balm-da.md new file mode 100644 index 000000000..ca5b773f5 --- /dev/null +++ b/compendium/feats/mental-balm-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/amp +- trait/emotion +- trait/mental +- trait/psychic +aliases: ["Mental Balm"] +--- +# Mental Balm *Feat 2* +[amp](rules/traits/amp-da.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) [psychic](rules/traits/psychic-da.md) + + +Your spells release soothing mental waves. Use this amp in place of a psi cantrip's normal amp entry. You can use this amp only on a psi cantrip that targets or affects you or one or more of your allies and doesn't target or affect any enemies. + +*Source: Dark Archive p. 24* +%% #compendium/src/pf2e/da #trait/amp #trait/emotion #trait/mental #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/mental-buffer-da.md b/compendium/feats/mental-buffer-da.md new file mode 100644 index 000000000..5c3fdbae2 --- /dev/null +++ b/compendium/feats/mental-buffer-da.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/psychic +aliases: ["Mental Buffer"] +--- +# Mental Buffer *Feat 1* +[psychic](rules/traits/psychic-da.md) + + +Your mind deflects some amount of harm from attacks that induce pain or manipulate your mind directly. You gain resistance to mental damage equal to half your level (minimum 1). This resistance increases to equal to your level while your [Psyche is Unleashed](rules/actions/unleash-psyche-da.md). + +*Source: Dark Archive p. 24* +%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/mental-forge-da.md b/compendium/feats/mental-forge-da.md new file mode 100644 index 000000000..56d3cc4da --- /dev/null +++ b/compendium/feats/mental-forge-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Mental Forge"] +--- +# Mental Forge *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) + +Your experiences in combat shape your mind's capability to strengthen and shape your weapon to match the way you move in combat. Choose two of the following weapon traits to give your mind weapon: grapple, modular (B, P, S), nonlethal, shove, or trip. Once chosen, these weapon traits can't be changed unless you spend 1 week retraining your fighting style to swap one property for another from the list. + +## Mental Forge leads to... + +[Malleable Mental Forge](compendium/feats/malleable-mental-forge-da.md) + +## Summary + +*Source: Dark Archive p. 205* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/mental-static-da.md b/compendium/feats/mental-static-da.md new file mode 100644 index 000000000..ef0bb7685 --- /dev/null +++ b/compendium/feats/mental-static-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/enchantment +- trait/mental +- trait/nonlethal +- trait/occult +- trait/psychic +aliases: ["Mental Static"] +--- +# Mental Static [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [nonlethal](rules/traits/nonlethal.md) [occult](rules/traits/occult.md) [psychic](rules/traits/psychic-da.md) + +- **Trigger** You roll a critical success on a Will save against a [mental](rules/traits/mental.md) effect from a creature. +- **Activity** Reaction + +Your thoughts sting back when a lesser mind tries to invade your own. You deal mental damage equal to your level to the triggering creature. If you so desire, you can also send the creature a single mental image to coincide with the damage, such as a watchful eye or the dread of floating in an infinite sea. + +*Source: Dark Archive p. 27* +%% #compendium/src/pf2e/da #trait/enchantment #trait/mental #trait/nonlethal #trait/occult #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/mental-sustenance-loil.md b/compendium/feats/mental-sustenance-loil.md new file mode 100644 index 000000000..5e0e72f31 --- /dev/null +++ b/compendium/feats/mental-sustenance-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/kashrishi +aliases: ["Mental Sustenance"] +--- +# Mental Sustenance *Feat 1* +[kashrishi](rules/traits/kashrishi-loil.md) + + +You can sustain yourself with the power of your mind. You need only a single serving of food and water each week to avoid starvation or dehydration. You can hold your breath for an additional 5 rounds before running out of air. + +*Source: Lost Omens: Impossible Lands p. 43* +%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/compendium/feats/merciless-rend-som.md b/compendium/feats/merciless-rend-som.md new file mode 100644 index 000000000..5afb1f673 --- /dev/null +++ b/compendium/feats/merciless-rend-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/eidolon +- trait/evolution +- trait/summoner +aliases: ["Merciless Rend"] +--- +# Merciless Rend [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[eidolon](rules/traits/eidolon-som.md) [evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + +- **Requirements**: Your eidolon hit the same enemy with two consecutive [Strikes](rules/actions/strike.md) with its secondary attack this turn and dealt slashing damage with both. +- **Activity** Single Action + +Your eidolon rends its foes. It automatically deals the damage from its secondary attack to the enemy. + +*Source: Secrets of Magic p. 71* +%% #compendium/src/pf2e/som #trait/eidolon #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/mercy.md b/compendium/feats/mercy.md index 96f2f0a97..5377c5f8a 100644 --- a/compendium/feats/mercy.md +++ b/compendium/feats/mercy.md @@ -18,7 +18,7 @@ Your touch relieves fear and restores movement. If the next action you use is to ## Mercy leads to... -[Affliction Mercy](compendium/feats/affliction-mercy.md), [Greater Mercy](compendium/feats/greater-mercy.md), [Ultimate Mercy](compendium/feats/ultimate-mercy.md), Blessed Spell, Elucidating Mercy, Invigorating Mercy +[Affliction Mercy](compendium/feats/affliction-mercy.md), [Greater Mercy](compendium/feats/greater-mercy.md), [Ultimate Mercy](compendium/feats/ultimate-mercy.md), [Blessed Spell](compendium/feats/blessed-spell-apg.md), [Elucidating Mercy](compendium/feats/elucidating-mercy-apg.md), [Invigorating Mercy](compendium/feats/invigorating-mercy-apg.md) ## Summary diff --git a/compendium/feats/mesmerizing-gaze-apg.md b/compendium/feats/mesmerizing-gaze-apg.md new file mode 100644 index 000000000..99d75a425 --- /dev/null +++ b/compendium/feats/mesmerizing-gaze-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/emotion +- trait/enchantment +- trait/mental +- trait/visual +aliases: ["Mesmerizing Gaze"] +--- +# Mesmerizing Gaze [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[archetype](rules/traits/archetype.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) + +- **Prerequisites**: [Celebrity Dedication](compendium/feats/celebrity-dedication-apg.md) +- **Activity** Two-Action + +When you meet someone's gaze, they are unable to look away. Choose one target creature. That creature must succeed at a Will save or be [fascinated](rules/conditions.md#Fascinated) until the end of your next turn; the DC for this save is equal to your class DC or spell DC, whichever is higher. If the creature succeeds at its save or its fascination ends due to a [hostile](rules/conditions.md#Hostile) action, it becomes temporarily immune to your Mesmerizing Gaze for 1 day. + +When you select this feat, it gains either the [arcane](rules/traits/arcane.md) or [occult](rules/traits/occult.md) trait; once you make this choice, you can't change it. + +*Source: Advanced Player's Guide p. 166* +%% #compendium/src/pf2e/apg #trait/archetype #trait/emotion #trait/enchantment #trait/mental #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/metabolize-element-som.md b/compendium/feats/metabolize-element-som.md new file mode 100644 index 000000000..d2340ee40 --- /dev/null +++ b/compendium/feats/metabolize-element-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Metabolize Element"] +--- +# Metabolize Element [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) +- **Trigger** You take damage from a foe's spell or magical ability with the air, earth, [fire](rules/traits/fire.md), or [water](rules/traits/water.md) trait. +- **Activity** Reaction + +Your rapidly metabolize the elemental particles in your opponent's spell to gain a boost of energy. You gain the [quickened](rules/conditions.md#Quickened) condition until the end of your next turn. + +You can use the extra action only to [Step](rules/actions/step.md) or [Stride](rules/actions/stride.md). + +*Source: Secrets of Magic p. 207* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/metal-veined-strikes-loag.md b/compendium/feats/metal-veined-strikes-loag.md new file mode 100644 index 000000000..1742ad026 --- /dev/null +++ b/compendium/feats/metal-veined-strikes-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/oread +aliases: ["Metal-veined Strikes"] +--- +# Metal-veined Strikes *Feat 13* +[oread](rules/traits/oread-b2.md) + + +Metallic veins grow throughout your body, giving your unarmed attacks a metallic sheen. Choose either cold iron or silver. Your unarmed attacks are treated as the chosen type of metal. + +*Source: Lost Omens: Ancestry Guide p. 108* +%% #compendium/src/pf2e/loag #trait/oread %% \ No newline at end of file diff --git a/compendium/feats/metallic-envisionment-da.md b/compendium/feats/metallic-envisionment-da.md new file mode 100644 index 000000000..a59c48636 --- /dev/null +++ b/compendium/feats/metallic-envisionment-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Metallic Envisionment"] +--- +# Metallic Envisionment *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) + +You always account for every weakness, allowing your mind to imagine just the right physical form to take advantage of your opponents. Choose between cold iron or silver; all your mind weapon [Strikes](rules/actions/strike.md) are treated as the chosen type of metal. + +*Source: Dark Archive p. 205* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/meteoric-spellstrike-som.md b/compendium/feats/meteoric-spellstrike-som.md new file mode 100644 index 000000000..d950b1548 --- /dev/null +++ b/compendium/feats/meteoric-spellstrike-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/arcane +- trait/evocation +- trait/magus +aliases: ["Meteoric Spellstrike"] +--- +# Meteoric Spellstrike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) [magus](rules/traits/magus-som.md) + +- **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md), starlit span hybrid study +- **Requirements**: You're wielding a ranged or thrown weapon, or have a ranged unarmed attack. +- **Activity** Two-Action + +A trail of energy flows from your target back to you. Make a [Spellstrike](rules/actions/spellstrike-som.md) with a ranged weapon or ranged unarmed attack against a target within the ranged weapon or unarmed attack's first range increment. The spell you cast for the [Spellstrike](rules/actions/spellstrike-som.md) can't be a cantrip or focus spell. Each creature in a line between you and the target, excluding you and the targer, takes damage equal to double the spell's level. + +Determine the damage type as described in [Arcane Cascade](rules/actions/arcane-cascade-som.md). + +*Source: Secrets of Magic p. 47* +%% #compendium/src/pf2e/som #trait/arcane #trait/evocation #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/methodical-debilitations-apg.md b/compendium/feats/methodical-debilitations-apg.md new file mode 100644 index 000000000..8c95e7150 --- /dev/null +++ b/compendium/feats/methodical-debilitations-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["Methodical Debilitations"] +--- +# Methodical Debilitations *Feat 10* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: mastermind racket, [Debilitating Strike](rules/actions/debilitating-strike.md) + +You strategically craft your debilitations to lessen or negate an enemy's tactical advantages. Add the following debilitations to the list you can choose from when you use [Debilitating Strike](rules/actions/debilitating-strike.md). + +- **Debilitation** The target can't flank other creatures, and it can't provide flanking for its allies. +- **Debilitation** The target doesn't gain a circumstance bonus to AC from [Raising a Shield](rules/actions/raise-a-shield.md), lesser cover, or standard cover; it gains only a +2 circumstance bonus to AC from greater cover or [Taking Cover](rules/actions/take-cover.md). + +*Source: Advanced Player's Guide p. 136* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/mighty-bear-tv.md b/compendium/feats/mighty-bear-tv.md new file mode 100644 index 000000000..d655f5c8c --- /dev/null +++ b/compendium/feats/mighty-bear-tv.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/tv +- trait/archetype +aliases: ["Mighty Bear"] +--- +# Mighty Bear *Feat 18* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Great Bear + +The power of the bear within you can expand your physical presence even further. The [enlarge](compendium/spells/enlarge.md) spell you cast with your Great Bear feat is heightened to 4th level. + +*Source: Treasure Vault p. 184* +%% #compendium/src/pf2e/tv #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/mighty-bulwark-apg.md b/compendium/feats/mighty-bulwark-apg.md new file mode 100644 index 000000000..8bf44d939 --- /dev/null +++ b/compendium/feats/mighty-bulwark-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Mighty Bulwark"] +--- +# Mighty Bulwark *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Sentinel Dedication](compendium/feats/sentinel-dedication-apg.md) + +Thanks to your incredible connection to your armor, you can use it to shrug off an incredible array of dangers. Your bonus from the bulwark armor trait increases from +3 to +4, and it applies on all Reflex saves, not just damaging Reflex saves. + +*Source: Advanced Player's Guide p. 191* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/mighty-dragon-shape-apg.md b/compendium/feats/mighty-dragon-shape-apg.md new file mode 100644 index 000000000..1c21b1eca --- /dev/null +++ b/compendium/feats/mighty-dragon-shape-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Mighty Dragon Shape"] +--- +# Mighty Dragon Shape *Feat 18* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Shape of the Dragon](compendium/feats/shape-of-the-dragon-apg.md) > [!pf2-note] +> (or [Shape of the Cloud Dragon](compendium/feats/shape-of-the-cloud-dragon-sot3.md)) + +You've practiced and increased your draconic might, allowing you to take your draconic form more often. You can use [Shape of the Dragon](compendium/feats/shape-of-the-dragon-apg.md) once per hour instead of once per day. + +*Source: Advanced Player's Guide p. 169* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/mighty-wings-sot3.md b/compendium/feats/mighty-wings-sot3.md new file mode 100644 index 000000000..91fd62c09 --- /dev/null +++ b/compendium/feats/mighty-wings-sot3.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot3 +- trait/archetype +- trait/uncommon +aliases: ["Mighty Wings"] +--- +# Mighty Wings *Feat 18* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md), [dragon wings](compendium/spells/dragon-wings.md) sorcerer bloodline spell + +Your dragon wings are now a permanent part of your body, giving you a fly Speed equal to your Speed. If you spend 1 Focus Point to cast [dragon wings](compendium/spells/dragon-wings.md), your fly Speed increases to 90 feet for the duration, unless your Speed is faster, and you gain the effects of dragon claws for the duration. Bloodsalt Dragon Disciple + +*Source: Strength of Thousands #3: Hurricane's Howl p. 79* +%% #compendium/src/pf2e/sot3 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/mimic-protections-ec6.md b/compendium/feats/mimic-protections-ec6.md new file mode 100644 index 000000000..c33fef616 --- /dev/null +++ b/compendium/feats/mimic-protections-ec6.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec6 +- trait/ranger +- trait/uncommon +aliases: ["Mimic Protections"] +--- +# Mimic Protections *Feat 20* +[ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) + + +By adopting resonant reflections, you have learned to copy the abilities of other creatures as well. When you use [Hunt Prey](rules/actions/hunt-prey.md) on a foe within 100 feet, you gain resistance 10 to all damage types that target has resistance or immunity to for as long as the foe remains within 100 feet. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 72* +%% #compendium/src/pf2e/ec6 #trait/ranger #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/mind-over-matter-da.md b/compendium/feats/mind-over-matter-da.md new file mode 100644 index 000000000..38501da01 --- /dev/null +++ b/compendium/feats/mind-over-matter-da.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/psychic +aliases: ["Mind over Matter"] +--- +# Mind over Matter *Feat 20* +[psychic](rules/traits/psychic-da.md) + + +Your mind's limits are only what you imagine them to be. You gain an additional 10th-level spell slot. + +*Source: Dark Archive p. 29* +%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/mind-projectiles-da.md b/compendium/feats/mind-projectiles-da.md new file mode 100644 index 000000000..1f2de6c80 --- /dev/null +++ b/compendium/feats/mind-projectiles-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Mind Projectiles"] +--- +# Mind Projectiles *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) + +You have learned to stretch your mind's influence further, releasing projectiles with a swing of your mind weapon. You can make ranged mind weapon [Strikes](rules/actions/strike.md); these are ranged [Strikes](rules/actions/strike.md) with a maximum range of 30 feet that deal `1d6` damage of the same type as your mind weapon. Your ranged mind weapon [Strike](rules/actions/strike.md) gains all the benefits of your mind weapon's runes as long as they still apply to a ranged weapon. + +For example, if your weapon had +1, striking, and spell storing runes, you would get a +1 item bonus to hit with your ranged mind weapon [Strike](rules/actions/strike.md), and it would deal the additional damage from the striking rune, but it wouldn't be able to unleash a spell from the spell storing rune, as that rune can be etched onto only melee weapons. + +*Source: Dark Archive p. 205* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/mind-shards-da.md b/compendium/feats/mind-shards-da.md new file mode 100644 index 000000000..1e9127ebd --- /dev/null +++ b/compendium/feats/mind-shards-da.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/concentrate +- trait/enchantment +- trait/magical +- trait/mental +aliases: ["Mind Shards"] +--- +# Mind Shards [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) + +- **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) +- **Activity** Two-Action + +With a swing and a thought, you detonate your mind weapon into a burst of psychic shards that shred the mind. + +You concentrate and unleash a 15-foot cone that deals `3d6` mental damage to all creatures in the area, with a basic Will save against the higher of your class DC or spell DC. After the attack, your mind weapon automatically re-forms, and you can't use this ability again for 1 minute. Mind Shards' damage increases by `1d6` at level 7 and every two levels thereafter. + +*Source: Dark Archive p. 205* +%% #compendium/src/pf2e/da #trait/archetype #trait/concentrate #trait/enchantment #trait/magical #trait/mental %% \ No newline at end of file diff --git a/compendium/feats/mind-smith-dedication-da.md b/compendium/feats/mind-smith-dedication-da.md new file mode 100644 index 000000000..ba29edb82 --- /dev/null +++ b/compendium/feats/mind-smith-dedication-da.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/dedication +aliases: ["Mind Smith Dedication"] +--- +# Mind Smith Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + + +You've learned to imagine a shape in your mind, to envision it so strongly it takes form in the material world. You gain a single melee weapon of your choosing, called a mind weapon. Your mind weapon is a martial melee weapon. The overall shape and design of your mind weapon can be of your choosing but it has one of the following four basic statistics: + +- A one-handed weapon that deals `1d4` damage and has the [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) traits +- A one-handed weapon that deals `1d6` damage and has the [finesse](rules/traits/finesse.md) trait +- A one-handed weapon that deals `d8` damage +- A two-handed weapon that deals `1d10` damage and has the [reach](rules/traits/reach.md) trait + +Each day during your daily preparations, you can decide if you want your weapon to deal bludgeoning damage and be in the club weapon group, deal piercing damage and be in the spear weapon group, or deal slashing damage and be in the sword weapon group. Your mind weapon is an extension of your mind—it has no Hardness, and any ability that would damage your mind weapon instead damages you directly, pushing back against the weapon's corporeal form and becoming mental damage of the same amount the weapon would have taken. You can project your mind weapon using an [Interact](rules/actions/interact.md) action, just as you would draw any other weapon. Only you can hold, carry, or wield your mind weapon; if held by another person, it quickly disappears from their hand, reforming in your mind for you to project again. If you're disarmed of your mind weapon, it dematerializes, but you can draw it again with an [Interact](rules/actions/interact.md) action starting at the beginning of your next turn. Upon creating your mind weapon, you also learn to use a mind smith's keepsake: an object of light Bulk, such as a bracelet or figurine, that you wear or keep on your person and inscribe with weapon runes. Your keepsake can't be a magic item, nor can it have any significant monetary value beyond the value of any runes you inscribe on it. You can buy and inscribe fundamental runes and weapon property runes onto your keepsake in the same way you would for a regular weapon, and you can move runes to and from your keepsake to other weapons or runestones for the usual cost. Any runes inscribed on the keepsake apply to your mind weapon when you create it. If your keepsake is ever lost or destroyed, you can spend 1 week of downtime imprinting a new object with your weapon's mental properties, though this new keepsake won't have any of the runes that were inscribed on the prior keepsake. + +**Special.** You can't select another dedication feat until you have gained two other feats from the mind smith archetype. + +## Mind Smith Dedication leads to... + +[Malleable Movement](compendium/feats/malleable-movement-da.md), [Ghost Blade](compendium/feats/ghost-blade-da.md), [Just the Tool](compendium/feats/just-the-tool-da.md), [Mental Forge](compendium/feats/mental-forge-da.md), [Malleable Mental Forge](compendium/feats/malleable-mental-forge-da.md), [Mind Shards](compendium/feats/mind-shards-da.md), [Mind Projectiles](compendium/feats/mind-projectiles-da.md), [Runic Mind Smithing](compendium/feats/runic-mind-smithing-da.md), [Advanced Runic Mind-Smithing](compendium/feats/advanced-runic-mind-smithing-da.md), [Metallic Envisionment](compendium/feats/metallic-envisionment-da.md) + +## Summary + +*Source: Dark Archive p. 204* +%% #compendium/src/pf2e/da #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/miniaturize-som.md b/compendium/feats/miniaturize-som.md new file mode 100644 index 000000000..5a72328c8 --- /dev/null +++ b/compendium/feats/miniaturize-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Miniaturize"] +--- +# Miniaturize *Feat 8* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + +- **Prerequisites**: [Shrink Down](compendium/feats/shrink-down-som.md) + +Your eidolon can shrink even further. When using [Shrink Down](compendium/feats/shrink-down-som.md), your eidolon can reduce its size to Tiny. + +*Source: Secrets of Magic p. 71* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/minion-guise-apg.md b/compendium/feats/minion-guise-apg.md new file mode 100644 index 000000000..20fe11069 --- /dev/null +++ b/compendium/feats/minion-guise-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/skill +- trait/social +aliases: ["Minion Guise"] +--- +# Minion Guise *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) [social](rules/traits/social-apg.md) + +- **Prerequisites**: animal companion or familiar, expert in [Deception](compendium/skills.md#Deception), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) + +When you are in your social identity, you can also grant a social identity to an animal companion, familiar, or other minion you gained from a class feature. When changing to your social identity, you also change your minion's appearance to that of a socially acceptable creature of its type, such as grooming a wolf to appear as a large dog or disguising a familiar to appear as an exotic pet. Commanding your minion to use unusual magical or combat abilities it gained from your class features or feats while in this social identity risks exposing your vigilante identity. + +*Source: Advanced Player's Guide p. 196* +%% #compendium/src/pf2e/apg #trait/archetype #trait/skill #trait/social %% \ No newline at end of file diff --git a/compendium/feats/miraculous-intervention-lokl.md b/compendium/feats/miraculous-intervention-lokl.md new file mode 100644 index 000000000..278325c74 --- /dev/null +++ b/compendium/feats/miraculous-intervention-lokl.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/champion +- trait/cleric +- trait/uncommon +aliases: ["Miraculous Intervention"] +--- +# Miraculous Intervention [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* +[champion](rules/traits/champion.md) [cleric](rules/traits/cleric.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Knights of Lastwall have access to this feat. +- **Trigger** An adjacent fiend or undead begins to use a reaction. +- **Activity** Reaction + +Through divine intervention or whispered prayers, you foil an enemy's response. + +If the triggering creature's level is equal to or lower than yours, you disrupt the triggering reaction. If the triggering creature's level is higher than yours, you must make an attack roll or spell attack roll against its AC (your choice). On a success, you disrupt the reaction. + +*Source: Lost Omens: Knights of Lastwall p. 85* +%% #compendium/src/pf2e/lokl #trait/champion #trait/cleric #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/miraculous-possibility-apg.md b/compendium/feats/miraculous-possibility-apg.md new file mode 100644 index 000000000..2079d9eb3 --- /dev/null +++ b/compendium/feats/miraculous-possibility-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/cleric +aliases: ["Miraculous Possibility"] +--- +# Miraculous Possibility *Feat 18* +[cleric](rules/traits/cleric.md) + + +Your deity empowers you to perform minor miracles, allowing you to readily adapt to the fluctuating needs of your duties. Once during your daily preparations, you can use a spell slot to hold sheer divine potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell you know from the divine spell list that's at least 2 levels lower than the slot you designate. The spell acts in all ways as a spell of 2 levels lower. You don't have any particular spell prepared in that slot until you cast it. + +*Source: Advanced Player's Guide p. 123* +%% #compendium/src/pf2e/apg #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/miraculous-repair-loil.md b/compendium/feats/miraculous-repair-loil.md new file mode 100644 index 000000000..0539c9c58 --- /dev/null +++ b/compendium/feats/miraculous-repair-loil.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/arcane +- trait/concentrate +- trait/ifrit +- trait/oread +- trait/suli +- trait/sylph +- trait/transmutation +- trait/undine +aliases: ["Miraculous Repair"] +--- +# Miraculous Repair [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 9* +[arcane](rules/traits/arcane.md) [concentrate](rules/traits/concentrate.md) [ifrit](rules/traits/ifrit-b2.md) [oread](rules/traits/oread-b2.md) [suli](rules/traits/suli-b2.md) [sylph](rules/traits/sylph-b2.md) [transmutation](rules/traits/transmutation.md) [undine](rules/traits/undine-b2.md) + +- **Frequency**: once per day +- **Activity** Three-Action + +Geniekin can't grant magical wishes, but some echo of power lingers within you. + +Faced with a mechanism that is damaged but not destroyed, you can wish it back into a functional state for a period of 10 minutes. The object must be mundane and no larger than 5 Bulk, such as a disabled locking mechanism in a door. For 10 minutes, the object functions as it should, ignoring any damage to its mechanism. + +This doesn't grant you any knowledge of what a device might do or how it ought to function. Once the 10 minutes are up, the object falls back into disrepair and is temporarily immune to Miraculous [Repair](rules/actions/repair.md) for 1 day + +*Source: Lost Omens: Impossible Lands p. 31* +%% #compendium/src/pf2e/loil #trait/arcane #trait/concentrate #trait/ifrit #trait/oread #trait/suli #trait/sylph #trait/transmutation #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/miresoul-loag.md b/compendium/feats/miresoul-loag.md new file mode 100644 index 000000000..d968f6102 --- /dev/null +++ b/compendium/feats/miresoul-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lineage +- trait/oread +aliases: ["Miresoul"] +--- +# Miresoul *Feat 1* +[lineage](rules/traits/lineage-apg.md) [oread](rules/traits/oread-b2.md) + + +You have a connection to the muddier denizens of the Plane of Earth from its border with the Plane of Water, and your elemental lineage manifests as clay or mud, reflecting that bond. Your body's mudlike quality makes it easy for you to compress and squeeze yourself through smaller areas. You gain the trained proficiency rank in [Acrobatics](compendium/skills.md#Acrobatics). If you would automatically become trained in [Acrobatics](compendium/skills.md#Acrobatics) (from your background or class, for example), you instead become trained in a skill of your choice. You gain the [Quick Squeeze](compendium/feats/quick-squeeze.md) skill feat. + +*Source: Lost Omens: Ancestry Guide p. 107* +%% #compendium/src/pf2e/loag #trait/lineage #trait/oread %% \ No newline at end of file diff --git a/compendium/feats/mirror-refuge-da.md b/compendium/feats/mirror-refuge-da.md new file mode 100644 index 000000000..bd19e1bd7 --- /dev/null +++ b/compendium/feats/mirror-refuge-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/conjuration +- trait/extradimensional +- trait/occult +- trait/reflection +aliases: ["Mirror Refuge"] +--- +# Mirror Refuge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* +[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [occult](rules/traits/occult.md) [reflection](rules/traits/reflection-da.md) + +- **Prerequisites**: [Mirror-Risen](compendium/feats/mirror-risen-da.md) +- **Frequency**: once per day +- **Requirements**: You're within 5 feet of a mirrored surface. +- **Activity** Two-Action + +Your origin in the space behind mirrors enables you to use a mirror as a hideaway, like the spell meld into stone. You meld into an adjacent mirror. You can hear but not see outside this space, and creatures outside can't see or hear you. You can cast spells while within the mirror, but no effects can cross the mirror. Your Mirror Refuge lasts for 10 minutes unless the mirror is [broken](rules/conditions.md#Broken), which expels you and deals `10d6` damage to you. You can [Dismiss](rules/actions/dismiss.md) the effect. You appear in a space adjacent to the mirror when the effect ends. + +*Source: Dark Archive p. 121* +%% #compendium/src/pf2e/da #trait/conjuration #trait/extradimensional #trait/occult #trait/reflection %% \ No newline at end of file diff --git a/compendium/feats/mirror-risen-da.md b/compendium/feats/mirror-risen-da.md new file mode 100644 index 000000000..f748ce991 --- /dev/null +++ b/compendium/feats/mirror-risen-da.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/lineage +- trait/reflection +aliases: ["Mirror-Risen"] +--- +# Mirror-Risen *Feat 1* +[lineage](rules/traits/lineage-apg.md) [reflection](rules/traits/reflection-da.md) + + +You were created from magic involving mirrors and still retain some ability to seek refuge in reflected illusions. You gain the Mirror's Trickery reaction. + +```ad-embed-ability +title: Mirror's Trickery [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[concentrate](rules/traits/concentrate.md) [illusion](rules/traits/illusion.md) [occult](rules/traits/occult.md) [visual](rules/traits/visual.md) + +- **Trigger**: You would be hit by a [Strike](rules/actions/strike.md) + +**Effect** You create an illusory duplicate at the last instant and attempt to trick your foe into striking it instead of you. The attacker attempts a DC 11 flat check; on a failure, the attack hits the duplicate, changing the result from a critical success to a success or a success to a failure. +%% #trait/concentrate #trait/illusion #trait/occult #trait/visual %% +``` + +## Mirror-Risen leads to... + +[Reflective Pocket](compendium/feats/reflective-pocket-da.md), [Mirror Refuge](compendium/feats/mirror-refuge-da.md) + +## Summary + +*Source: Dark Archive p. 120* +%% #compendium/src/pf2e/da #trait/lineage #trait/reflection %% \ No newline at end of file diff --git a/compendium/feats/mirror-shield.md b/compendium/feats/mirror-shield.md index be6ce8cac..8459ca390 100644 --- a/compendium/feats/mirror-shield.md +++ b/compendium/feats/mirror-shield.md @@ -17,7 +17,7 @@ You reflect the spell back against the triggering opponent. Make a ranged attack ## Mirror Shield leads to... -Reflecting Riposte +[Reflecting Riposte](compendium/feats/reflecting-riposte-ec6.md) ## Summary diff --git a/compendium/feats/mischievous-tail-loag.md b/compendium/feats/mischievous-tail-loag.md new file mode 100644 index 000000000..582ba3ba1 --- /dev/null +++ b/compendium/feats/mischievous-tail-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ganzi +aliases: ["Mischievous Tail"] +--- +# Mischievous Tail *Feat 13* +[ganzi](rules/traits/ganzi-loag.md) + +- **Prerequisites**: [Skillful Tail](compendium/feats/skillful-tail-ganzi-loag.md) + +Your tail can bedevil your foes. You can [Disarm](rules/actions/disarm.md) and [Trip](rules/actions/trip.md) creatures with your tail, even if you don't have a free hand. All restrictions of [Skillful Tail](compendium/feats/skillful-tail-ganzi-loag.md) otherwise continue to apply. If you have [Smashing Tail](compendium/feats/smashing-tail-loag.md), your tail unarmed attack gains the [disarm](rules/traits/disarm.md) and [trip](rules/traits/trip.md) traits. + +*Source: Lost Omens: Ancestry Guide p. 98* +%% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/compendium/feats/mist-child-apg.md b/compendium/feats/mist-child-apg.md new file mode 100644 index 000000000..22d2a51cb --- /dev/null +++ b/compendium/feats/mist-child-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/changeling +aliases: ["Mist Child"] +--- +# Mist Child *Feat 5* +[changeling](rules/traits/changeling-b1.md) + + +You blend in with unnatural subtlety. When you are [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden), increase the DC of the flat check to target you to 6 if you're [concealed](rules/conditions.md#Concealed) or 12 if you're [hidden](rules/conditions.md#Hidden). + +*Source: Advanced Player's Guide p. 31* +%% #compendium/src/pf2e/apg #trait/changeling %% \ No newline at end of file diff --git a/compendium/feats/mist-escape-botd.md b/compendium/feats/mist-escape-botd.md new file mode 100644 index 000000000..e04aad904 --- /dev/null +++ b/compendium/feats/mist-escape-botd.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Mist Escape"] +--- +# Mist Escape [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Coffin Bound](compendium/feats/coffin-bound-botd.md), [Turn to Mist](compendium/feats/turn-to-mist-botd.md) +- **Trigger** You are reduced to 0 HP. +- **Activity** Free Action + +As you fall, your body reacts to defend itself. You [Turn to Mist](compendium/feats/turn-to-mist-botd.md). This doesn't expend a use of Turn to Mist, and you can use Mist [Escape](rules/actions/escape.md) even if you've already Turned to Mist in the same day. You take move actions to move directly toward your coffin even though you are at 0 HP, though you aren't conscious and don't have control over how you do so. While at 0 HP in this form, you are unaffected by further damage. You automatically return to your corporeal form, [unconscious](rules/conditions.md#Unconscious), if you reach your coffin or after 1 hour when you are destroyed, whichever one comes first. + +*Source: Book of the Dead p. 59* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/mist-strider-loag.md b/compendium/feats/mist-strider-loag.md new file mode 100644 index 000000000..19b5bf0e7 --- /dev/null +++ b/compendium/feats/mist-strider-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/azarketi +aliases: ["Mist Strider"] +--- +# Mist Strider *Feat 13* +[azarketi](rules/traits/azarketi-loag.md) + +- **Prerequisites**: [Water Strider](compendium/feats/water-strider-loag.md) + +You condense the moisture in the air, solidifying it so it can hold your weight. + +When you use Water Strider, you can walk on air. You can ascend and descend at a maximum of a 45-degree angle. You still fall at the end of your movement if you don't end on a surface that can support you, as normal for Water Strider. + +*Source: Lost Omens: Ancestry Guide p. 16* +%% #compendium/src/pf2e/loag #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/mistaken-identity-da.md b/compendium/feats/mistaken-identity-da.md new file mode 100644 index 000000000..520184050 --- /dev/null +++ b/compendium/feats/mistaken-identity-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/concentrate +- trait/fortune +- trait/mental +- trait/reflection +aliases: ["Mistaken Identity"] +--- +# Mistaken Identity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* +[concentrate](rules/traits/concentrate.md) [fortune](rules/traits/fortune.md) [mental](rules/traits/mental.md) [reflection](rules/traits/reflection-da.md) + +- **Frequency**: once per minute +- **Trigger** You're about to attempt a saving throw against a [mental](rules/traits/mental.md) effect. +- **Activity** Reaction + +You feel a strong connection with your progenitor and can convince yourself an effect targeting your mind was meant for theirs instead, allowing you to shrug off harmful effects. Roll the saving throw twice, and take the higher result. However, subsuming your identity is disturbing, and you're [frightened](rules/conditions.md#Frightened). + +*Source: Dark Archive p. 120* +%% #compendium/src/pf2e/da #trait/concentrate #trait/fortune #trait/mental #trait/reflection %% \ No newline at end of file diff --git a/compendium/feats/mistsoul-loag.md b/compendium/feats/mistsoul-loag.md new file mode 100644 index 000000000..fc15e3f4a --- /dev/null +++ b/compendium/feats/mistsoul-loag.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lineage +- trait/undine +aliases: ["Mistsoul"] +--- +# Mistsoul *Feat 1* +[lineage](rules/traits/lineage-apg.md) [undine](rules/traits/undine-b2.md) + + +You have a connection to vaporous forms of water, such as fog and mist. You gain the Mist Blending reaction. + +```ad-embed-ability +title: Mist Blending [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[undine](rules/traits/undine-b2.md) + +- **Trigger**: A creature attempts a flat check to target you because you're [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden) due to fog, haze, mist, or smoke + +**Effect** You shroud yourself in mist, making it harder for your foe to hit you. If you're [concealed](rules/conditions.md#Concealed), the DC of the flat check increases from 5 to 7; if you're [hidden](rules/conditions.md#Hidden), it increases from 11 to 13. +%% #trait/undine %% +``` + +*Source: Lost Omens: Ancestry Guide p. 119* +%% #compendium/src/pf2e/loag #trait/lineage #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/mobile-finisher-apg.md b/compendium/feats/mobile-finisher-apg.md new file mode 100644 index 000000000..4d8e9ea49 --- /dev/null +++ b/compendium/feats/mobile-finisher-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/finisher +- trait/swashbuckler +aliases: ["Mobile Finisher"] +--- +# Mobile Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[finisher](rules/traits/finisher-apg.md) [swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Activity** Single Action + +You attack in motion. [Stride](rules/actions/stride.md) and then [Strike](rules/actions/strike.md). You can use Mobile Finisher while [Burrowing](rules/actions/burrow.md), [Climbing](rules/actions/climb.md), [Flying](rules/actions/fly.md), or [Swimming](rules/actions/swim.md) instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type. + +*Source: Advanced Player's Guide p. 92* +%% #compendium/src/pf2e/apg #trait/finisher #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/mobile-magical-combat-lopsg.md b/compendium/feats/mobile-magical-combat-lopsg.md new file mode 100644 index 000000000..981b3c84c --- /dev/null +++ b/compendium/feats/mobile-magical-combat-lopsg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +- trait/flourish +aliases: ["Mobile Magical Combat"] +--- +# Mobile Magical Combat [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md) +- **Requirements**: You're wielding a melee weapon and have [Cast a Spell](rules/actions/cast-a-spell.md) requiring at least 1 action this turn. +- **Activity** Single Action + +You dart around the battlefield, casting spells while you carefully make melee attacks with your weapon. [Stride](rules/actions/stride.md) once. If you end your movement within melee reach of at least one enemy, you can make a melee [Strike](rules/actions/strike.md) against that enemy. You can use Mobile Magical Combat while Burrowing, Climbing, Flying, or Swimming instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type. + +*Source: Lost Omens: Pathfinder Society Guide p. 49* +%% #compendium/src/pf2e/lopsg #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/moderate-enhance-venom-loil.md b/compendium/feats/moderate-enhance-venom-loil.md new file mode 100644 index 000000000..890f5c103 --- /dev/null +++ b/compendium/feats/moderate-enhance-venom-loil.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vishkanya +aliases: ["Moderate Enhance Venom"] +--- +# Moderate Enhance Venom *Feat 9* +[vishkanya](rules/traits/vishkanya-loil.md) + +- **Prerequisites**: Lesser Enhance Venom + +You upgrade the vishkanyan venom you can apply with [Envenom](rules/actions/envenom-loil.md) to moderate vishkanyan venom. [Envenom](rules/actions/envenom-loil.md)'s frequency becomes once per 10 minutes. + +```ad-inline-affliction +title: Moderate Vishkanyan Venom + +Level 9 + +- **Saving Throws**: Fortitude +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `3d6` poison damage (1 round) + +**Stage 2** `4d6` poison damage (1 round) + +**Stage 3** `5d6` poison damage (1 round) +``` + +## Summary + +*Source: Lost Omens: Impossible Lands p. 62* +%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/compendium/feats/molten-wit-loil.md b/compendium/feats/molten-wit-loil.md new file mode 100644 index 000000000..33c72e10a --- /dev/null +++ b/compendium/feats/molten-wit-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/ifrit +aliases: ["Molten Wit"] +--- +# Molten Wit *Feat 1* +[ifrit](rules/traits/ifrit-b2.md) + + +Your elemental soul has sparked not just your body but also your mind. You either become trained in [Deception](compendium/skills.md#Deception) and gain the [Charming Liar](compendium/feats/charming-liar.md) skill feat, or you become trained in [Diplomacy](compendium/skills.md#Diplomacy) and gain the [Group Impression](compendium/feats/group-impression.md) skill feat. If you're already trained in one of these skills, you must take the other and can choose from either skill feat. If you're trained in both skills, you become trained in a different skill of your choice instead and can choose from either skill feat. + +*Source: Lost Omens: Impossible Lands p. 30* +%% #compendium/src/pf2e/loil #trait/ifrit %% \ No newline at end of file diff --git a/compendium/feats/monastic-archer-stance-apg.md b/compendium/feats/monastic-archer-stance-apg.md new file mode 100644 index 000000000..f44f21049 --- /dev/null +++ b/compendium/feats/monastic-archer-stance-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/monk +- trait/stance +aliases: ["Monastic Archer Stance"] +--- +# Monastic Archer Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) + +- **Requirements**: You are unarmored and wielding a [longbow](compendium/equipment/items/longbow.md), [shortbow](compendium/equipment/items/shortbow.md), or a bow with the [monk](rules/traits/monk.md) trait. +- **Activity** Single Action + +You enter a specialized stance for a unique martial art centered around the use of a bow. While in this stance, the only [Strikes](rules/actions/strike.md) you can make are those using [longbows](compendium/equipment/items/longbow.md), [shortbows](compendium/equipment/items/shortbow.md), or bows with the [monk](rules/traits/monk.md) trait. You can use [Flurry of Blows](rules/actions/flurry-of-blows.md) with these bows. You can use your other monk feats or monk abilities that normally require unarmed attacks with these bows when attacking within half the first range increment (normally 50 feet for a longbow and 30 feet for a shortbow), so long as the feat or ability doesn't require a single, specific [Strike](rules/actions/strike.md). + +**Special.** When you select this feat, you become trained in the [longbow](compendium/equipment/items/longbow.md), [shortbow](compendium/equipment/items/shortbow.md), and any simple and martial bows with the [monk](rules/traits/monk.md) trait. If you gain the expert strikes class feature, your proficiency rank for these weapons increases to expert, and if you gain the master strikes class feature, your proficiency rank for these weapons increases to master. + +## Monastic Archer Stance leads to... + +[Focused Shot](compendium/feats/focused-shot-apg.md), [Return Fire](compendium/feats/return-fire-apg.md), [Triangle Shot](compendium/feats/triangle-shot-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 128* +%% #compendium/src/pf2e/apg #trait/monk #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/monastic-weaponry.md b/compendium/feats/monastic-weaponry.md index dfed04977..8ee0cf057 100644 --- a/compendium/feats/monastic-weaponry.md +++ b/compendium/feats/monastic-weaponry.md @@ -14,7 +14,7 @@ You have trained with the traditional weaponry of your monastery or school. You ## Monastic Weaponry leads to... -Ancestral Weaponry, Peafowl Stance, Peafowl Strut, Shooting Stars Stance, Whirling Blade Stance +[Ancestral Weaponry](compendium/feats/ancestral-weaponry-apg.md), [Peafowl Stance](compendium/feats/peafowl-stance-apg.md), [Peafowl Strut](compendium/feats/peafowl-strut-apg.md), [Shooting Stars Stance](compendium/feats/shooting-stars-stance-apg.md), [Whirling Blade Stance](compendium/feats/whirling-blade-stance-apg.md) ## Summary diff --git a/compendium/feats/monkey-spirits-loil.md b/compendium/feats/monkey-spirits-loil.md new file mode 100644 index 000000000..f966600df --- /dev/null +++ b/compendium/feats/monkey-spirits-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vanara +aliases: ["Monkey Spirits"] +--- +# Monkey Spirits *Feat 13* +[vanara](rules/traits/vanara-loil.md) + + +Vanaras generally consider the spirits of departed monkeys to be less informative or interesting than their own ancestors traveling the cycles of existence, yet these monkey spirits can prove useful when the situation is dire. You can cast [mad monkeys](compendium/spells/mad-monkeys-apg.md) (Pathfinder Advanced Player's Guide 222) once per day as a 5th-level primal innate spell. You become an expert in primal spell DCs and primal spell attack rolls. If you choose flagrant burglary for this casting of mad monkeys, you can have the monkeys use your [Thievery](compendium/skills.md#Thievery) modifier instead of your spell DC – 10. + +*Source: Lost Omens: Impossible Lands p. 57* +%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/compendium/feats/monstrosity-shape.md b/compendium/feats/monstrosity-shape.md index 43a51b5a6..bc62315a1 100644 --- a/compendium/feats/monstrosity-shape.md +++ b/compendium/feats/monstrosity-shape.md @@ -15,7 +15,7 @@ You can transform into a powerful magical creature. Add the purple worm and sea ## Monstrosity Shape leads to... -Heart Of The Kaiju +[Heart Of The Kaiju](compendium/feats/heart-of-the-kaiju-frp3.md) ## Summary diff --git a/compendium/feats/moon-may-loag.md b/compendium/feats/moon-may-loag.md new file mode 100644 index 000000000..33fa79c0a --- /dev/null +++ b/compendium/feats/moon-may-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/changeling +- trait/lineage +aliases: ["Moon May"] +--- +# Moon May *Feat 1* +[changeling](rules/traits/changeling-b1.md) [lineage](rules/traits/lineage-apg.md) + + +Your mother was a moon hag, a handmaiden of Groetus, and you have a single scarlet eye and a sliver of her supernal foresight. You can cast [guidance](compendium/spells/guidance.md) as an occult innate cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. + +*Source: Lost Omens: Ancestry Guide p. 23* +%% #compendium/src/pf2e/loag #trait/changeling #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/morph-risen-da.md b/compendium/feats/morph-risen-da.md new file mode 100644 index 000000000..e5007bea7 --- /dev/null +++ b/compendium/feats/morph-risen-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/lineage +- trait/reflection +aliases: ["Morph-Risen"] +--- +# Morph-Risen *Feat 1* +[lineage](rules/traits/lineage-apg.md) [reflection](rules/traits/reflection-da.md) + + +You were once a shapeshifter or spellcaster using polymorph magic, but something went wrong, and you became trapped in the form of the creature you were imitating. This accident might have [drained](rules/conditions.md#Drained) your power, or you might have retained some of your skills, but either way, your form resists further forced transformation. You gain a +1 circumstance bonus to saving throws against [transmutation](rules/traits/transmutation.md) effects, and if you roll a success on a saving throw against a [hostile](rules/conditions.md#Hostile) [morph](rules/traits/morph.md) or [polymorph](rules/traits/polymorph.md) effect, you get a critical success instead. + +## Morph-Risen leads to... + +[Warp Likeness](compendium/feats/warp-likeness-da.md) + +## Summary + +*Source: Dark Archive p. 120* +%% #compendium/src/pf2e/da #trait/lineage #trait/reflection %% \ No newline at end of file diff --git a/compendium/feats/morphic-manipulation-da.md b/compendium/feats/morphic-manipulation-da.md new file mode 100644 index 000000000..88eeb7fb8 --- /dev/null +++ b/compendium/feats/morphic-manipulation-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/exploration +- trait/general +- trait/necromancy +- trait/positive +- trait/primal +- trait/skill +- trait/uncommon +aliases: ["Morphic Manipulation"] +--- +# Morphic Manipulation *Feat 7* +[exploration](rules/traits/exploration.md) [general](rules/traits/general.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [primal](rules/traits/primal.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: master in [Nature](compendium/skills.md#Nature) + +You've attuned your natural aura to that of plant life, coaxing it to grow faster than normal. You sit for 10 minutes with a small, natural non-creature plant—such as a lone flower, a small bush, or a potted succulent—while you bring your aura in tune through meditation. You coax the plant to advance one stage in its life cycle: from seed to sprout, sprout to plant, plant to flower, or flower to fruit. If the plant doesn't have proper nutrients (if you're sprouting a seed without soil or water, for example), the plant withers 5 minutes after you complete the activity. Performing this activity more than once per day renders you [fatigued](rules/conditions.md#Fatigued) and unable to use Morphic Manipulation until your next full night's rest. + +*Source: Dark Archive p. 78* +%% #compendium/src/pf2e/da #trait/exploration #trait/general #trait/necromancy #trait/positive #trait/primal #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/morrignas-spider-affinity-loag.md b/compendium/feats/morrignas-spider-affinity-loag.md new file mode 100644 index 000000000..6114afb09 --- /dev/null +++ b/compendium/feats/morrignas-spider-affinity-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/duskwalker +aliases: ["Morrigna's Spider Affinity"] +--- +# Morrigna's Spider Affinity *Feat 9* +[duskwalker](rules/traits/duskwalker-apg.md) + + +Much like morrignas, you feel an affinity for spiders. You can cast [animal messenger](compendium/spells/animal-messenger.md) (spiders only), speak with animals (spiders only), and spider climb each once per day as 2nd-level divine innate spells. + +*Source: Lost Omens: Ancestry Guide p. 32* +%% #compendium/src/pf2e/loag #trait/duskwalker %% \ No newline at end of file diff --git a/compendium/feats/mortal-healing-logm.md b/compendium/feats/mortal-healing-logm.md new file mode 100644 index 000000000..3f2498bc1 --- /dev/null +++ b/compendium/feats/mortal-healing-logm.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/logm +- trait/general +- trait/skill +aliases: ["Mortal Healing"] +--- +# Mortal Healing *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Godless Healing](compendium/feats/godless-healing-lowg.md), you follow the Laws of Mortality + +You grant greater healing when the gods don't interfere. + +When you roll a success to [Treat Wounds](rules/actions/treat-wounds.md) for a creature that hasn't regained Hit Points from divine magic in the past 24 hours, you get a critical success on your check instead and restore the corresponding amount of Hit Points. + +*Source: Lost Omens: Gods & Magic p. 105* +%% #compendium/src/pf2e/logm #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/mortification-lowg.md b/compendium/feats/mortification-lowg.md new file mode 100644 index 000000000..43000cd3b --- /dev/null +++ b/compendium/feats/mortification-lowg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Mortification"] +--- +# Mortification *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md) + +Your reckonings have prepared your body for physical punishment. Choose bludgeoning, piercing, or slashing damage, based on the nature of your physical reckonings. You gain resistance to the chosen damage type equal to your number of class feats from the Hellknight Armiger archetype and other Hellknight archetypes. + +*Source: Lost Omens: World Guide p. 107* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/mothers-mindfulness-loag.md b/compendium/feats/mothers-mindfulness-loag.md new file mode 100644 index 000000000..c88d88fcf --- /dev/null +++ b/compendium/feats/mothers-mindfulness-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/changeling +aliases: ["Mother's Mindfulness"] +--- +# Mother's Mindfulness [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* +[changeling](rules/traits/changeling-b1.md) + +- **Frequency**: once per minute +- **Trigger** An adjacent ally is hit by an attack. +- **Activity** Reaction + +You have the protective instinct your own mother lacks and will gladly suffer in another's place. You interpose yourself in the attack's path. You become the target of the triggering attack and are automatically hit by the attack (or critically hit if the ally was critically hit), suffering the full effects in your ally's place. + +*Source: Lost Omens: Ancestry Guide p. 24* +%% #compendium/src/pf2e/loag #trait/changeling %% \ No newline at end of file diff --git a/compendium/feats/mounted-shield-apg.md b/compendium/feats/mounted-shield-apg.md new file mode 100644 index 000000000..9b8e2ca35 --- /dev/null +++ b/compendium/feats/mounted-shield-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Mounted Shield"] +--- +# Mounted Shield *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) + +You've trained with your shield to defend both yourself and your mount. When you [Raise a Shield](rules/actions/raise-a-shield.md) while mounted, both you and your mount gain the shield's circumstance bonus to AC. If you have the [Shield Block](compendium/feats/shield-block.md) reaction, you can use it in response to your mount taking damage, as long as you're riding your mount. If you do, the shield prevents your mount from taking damage instead of preventing you from taking damage, following the normal rules for [Shield Block](compendium/feats/shield-block.md). + +*Source: Advanced Player's Guide p. 164* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/mug-apg.md b/compendium/feats/mug-apg.md new file mode 100644 index 000000000..6c16d4638 --- /dev/null +++ b/compendium/feats/mug-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["Mug"] +--- +# Mug [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[rogue](rules/traits/rogue.md) + +- **Activity** Two-Action + +You make a quick attack and rob your foe in the process. Make a melee [Strike](rules/actions/strike.md) against an adjacent foe. If you hit and deal sneak attack damage, you can also attempt to [Steal](rules/actions/steal.md) from the target, even if the target is in combat. + +*Source: Advanced Player's Guide p. 135* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/multilingual-cipher-apg.md b/compendium/feats/multilingual-cipher-apg.md new file mode 100644 index 000000000..0bca9e0ec --- /dev/null +++ b/compendium/feats/multilingual-cipher-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/skill +aliases: ["Multilingual Cipher"] +--- +# Multilingual Cipher *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md), expert in [Society](compendium/skills.md#Society) + +You use multiple languages to create and break codes. You gain a +1 circumstance bonus to [Decipher Writing](rules/actions/decipher-writing.md). If another creature attempts to [Decipher Writing](rules/actions/decipher-writing.md) you encoded, they take a –2 circumstance penalty unless they speak all the languages you used when you created the writing. + +*Source: Advanced Player's Guide p. 178* +%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/mummy-dedication-botd.md b/compendium/feats/mummy-dedication-botd.md new file mode 100644 index 000000000..f55205e5e --- /dev/null +++ b/compendium/feats/mummy-dedication-botd.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/dedication +- trait/rare +aliases: ["Mummy Dedication"] +--- +# Mummy Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: you are dead and were mummified (by natural or ritualistic means) + +Whether through natural processes or foul rituals, your body was mummified, and you've risen as an undead mummy. You gain the [mummy](rules/traits/mummy-b1.md) and [undead](rules/traits/undead.md) traits, as well as basic undead benefits (page 44). Many effects that harm the living are far less effective against your desiccated form. Unfortunately, your dried-out body is also highly flammable. You gain the [Toughness](compendium/feats/toughness.md) feat, but also fire weakness equal to half your level. + +Your fist draws moisture from the living by touch, making it more damaging and deadly. The damage die for your fist increases to `1d6` instead of `1d4`, and your fist loses the [nonlethal](rules/traits/nonlethal.md) trait. + +Finally, you become supernaturally bound to the dominant terrain in which you were created, either because you formed naturally from the weather of that terrain or because of the local ingredients and methods used in an intentional mummification process. Choose arctic, desert, mountain, or swamp. This choice can't be changed and may alter the effects of some of your feats. + +**Special.** You can't select another dedication feat until you have gained two other feats from the mummy archetype. + +## Mummy Dedication leads to... + +[One with the Land](compendium/feats/one-with-the-land-botd.md), [Semblance of Life](compendium/feats/semblance-of-life-botd.md), [Grave Mummification](compendium/feats/grave-mummification-botd.md), [Mummy's Despair](compendium/feats/mummys-despair-botd.md), [Accursed Touch](compendium/feats/accursed-touch-botd.md), [Channel Rot](compendium/feats/channel-rot-botd.md), [Storm Shroud](compendium/feats/storm-shroud-botd.md), [Terrain Form](compendium/feats/terrain-form-botd.md), [Desiccating Inhalation](compendium/feats/desiccating-inhalation-botd.md) + +## Summary + +*Source: Book of the Dead p. 52* +%% #compendium/src/pf2e/botd #trait/archetype #trait/dedication #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/mummys-despair-botd.md b/compendium/feats/mummys-despair-botd.md new file mode 100644 index 000000000..70b2a80d6 --- /dev/null +++ b/compendium/feats/mummys-despair-botd.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/aura +- trait/divine +- trait/emotion +- trait/enchantment +- trait/fear +- trait/mental +aliases: ["Mummy's Despair"] +--- +# Mummy's Despair [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[archetype](rules/traits/archetype.md) [aura](rules/traits/aura.md) [divine](rules/traits/divine.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) + +- **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) +- **Frequency**: once per hour +- **Activity** Two-Action + +You force your mental anguish outward, projecting it upon those around you. You gain an aura of despair in a 30-foot emanation lasting 5 rounds. A creature that enters or begins its turn in the aura must succeed at a Will save against the higher of your class DC or spell DC or be [frightened](rules/conditions.md#Frightened) ([frightened](rules/conditions.md#Frightened) on a critical failure). A creature that succeeds at the save is temporarily immune to Mummy's Despair for 10 minutes. + +*Source: Book of the Dead p. 52* +%% #compendium/src/pf2e/botd #trait/archetype #trait/aura #trait/divine #trait/emotion #trait/enchantment #trait/fear #trait/mental %% \ No newline at end of file diff --git a/compendium/feats/murderous-thorns-loil.md b/compendium/feats/murderous-thorns-loil.md new file mode 100644 index 000000000..41601a411 --- /dev/null +++ b/compendium/feats/murderous-thorns-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/ghoran +aliases: ["Murderous Thorns"] +--- +# Murderous Thorns *Feat 5* +[ghoran](rules/traits/ghoran-loil.md) + +- **Prerequisites**: [Hidden](rules/conditions.md#Hidden) Thorn or thorned rose + +Your thorns are many, vicious, and sharp. If you have the [Hidden](rules/conditions.md#Hidden) Thorn feat, your thorn attack gains the deadly d6 trait. If you have the thorned rose heritage, you can use the [Wicked Thorns](rules/actions/wicked-thorns-loil.md) reaction once every hour. + +*Source: Lost Omens: Impossible Lands p. 38* +%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/compendium/feats/murksight-apg.md b/compendium/feats/murksight-apg.md new file mode 100644 index 000000000..56c418856 --- /dev/null +++ b/compendium/feats/murksight-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Murksight"] +--- +# Murksight *Feat 8* +[witch](rules/traits/witch-apg.md) + + +Your vision pierces through non-magical fog, mist, rain, and snow. You don't take circumstance penalties to ranged attacks or [Perception](compendium/skills.md#Perception) checks caused by non-magical precipitation, and your targeted attacks don't require a flat check to succeed against a target [concealed](rules/conditions.md#Concealed) only by such effects. + +*Source: Advanced Player's Guide p. 103* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/muscle-mimicry-da.md b/compendium/feats/muscle-mimicry-da.md new file mode 100644 index 000000000..ea3d02554 --- /dev/null +++ b/compendium/feats/muscle-mimicry-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/concentrate +- trait/skill +aliases: ["Muscle Mimicry"] +--- +# Muscle Mimicry [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 7* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md); trained in [Athletics](compendium/skills.md#Athletics), master in [Deception](compendium/skills.md#Deception) +- **Trigger** An enemy makes a successful [Disarm](rules/actions/disarm.md), [Escape](rules/actions/escape.md), +- **Activity** Reaction + +[Grapple](rules/actions/grapple.md), [Shove](rules/actions/shove.md), or [Trip](rules/actions/trip.md) attempt. + +Your study of another allows you to mirror their movements subtly, even in the heat of combat. You study the successful maneuver of an enemy and instinctively learn to do it. The next time you take the same action they did, you gain a +1 circumstance bonus to your [Athletics](compendium/skills.md#Athletics) check, or a +2 circumstance bonus if the enemy critically succeeded on their triggering action. You lose this benefit if you don't use it before the end of your next turn. + +*Source: Dark Archive p. 127* +%% #compendium/src/pf2e/da #trait/archetype #trait/concentrate #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/musetouched-apg.md b/compendium/feats/musetouched-apg.md new file mode 100644 index 000000000..ce3a30138 --- /dev/null +++ b/compendium/feats/musetouched-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/aasimar +- trait/lineage +aliases: ["Musetouched"] +--- +# Musetouched *Feat 1* +[aasimar](rules/traits/aasimar-apg.md) [lineage](rules/traits/lineage-apg.md) + + +Your blood sings with the liberating power of the azatas, living embodiments of freedom from the wild realm of Elysium. You gain a +1 circumstance bonus to [Escape](rules/actions/escape.md). When you roll a critical failure on a check to [Escape](rules/actions/escape.md), you get a failure instead, and when you roll a success, you get a critical success instead. + +## Musetouched leads to... + +[Azata Magic](compendium/feats/azata-magic-apg.md), [Call Of Elysium](compendium/feats/call-of-elysium-loag.md) + +## Summary + +*Source: Advanced Player's Guide p. 35* +%% #compendium/src/pf2e/apg #trait/aasimar #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/mutable-familiar-apg.md b/compendium/feats/mutable-familiar-apg.md new file mode 100644 index 000000000..f16aa2412 --- /dev/null +++ b/compendium/feats/mutable-familiar-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Mutable Familiar"] +--- +# Mutable Familiar *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Familiar Master Dedication](compendium/feats/familiar-master-dedication-apg.md) + +Your familiar's supernatural spirit has outgrown its corporeal body. You can conduct a special 10-minute activity to reselect certain familiar abilities, switching one or more of the following abilities for other abilities on this list: amphibious, burrower, climber, darkvision, fast movement, manual dexterity, resistance, and scent. You can reselect only familiar abilities you would normally be able to reselect each day, not required familiar abilities for your familiar. You can't remove an ability that is required for another ability your familiar has (for instance, you can't remove manual dexterity if the familiar has lab assistant). + +*Source: Advanced Player's Guide p. 174* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/mutate-weapon-loag.md b/compendium/feats/mutate-weapon-loag.md new file mode 100644 index 000000000..68b1ab863 --- /dev/null +++ b/compendium/feats/mutate-weapon-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fleshwarp +aliases: ["Mutate Weapon"] +--- +# Mutate Weapon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[fleshwarp](rules/traits/fleshwarp-loag.md) + +- **Prerequisites**: [Living Weapon](compendium/feats/living-weapon-loag.md) +- **Activity** Single Action + +Select one unarmed attack you gained with Living Weapon. The damage die for that attack increases by one step until the end of your turn. In addition, choose to either have the attack gain a reach of 10 feet until the end of your turn or for you to gain a +1 status bonus to attack rolls with the chosen unarmed attack until the end of your turn. + +*Source: Lost Omens: Ancestry Guide p. 93* +%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/compendium/feats/myriad-forms-loag.md b/compendium/feats/myriad-forms-loag.md new file mode 100644 index 000000000..f262959f8 --- /dev/null +++ b/compendium/feats/myriad-forms-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kitsune +aliases: ["Myriad Forms"] +--- +# Myriad Forms *Feat 5* +[kitsune](rules/traits/kitsune-loag.md) + + +With a bit of self-discovery, you find a new form. You gain the alternate form of a kitsune heritage other than your own, adding it to the options for your [Change Shape](rules/actions/change-shape-kitsune-loag.md). + +*Source: Lost Omens: Ancestry Guide p. 126* +%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/compendium/feats/mysterious-breadth-apg.md b/compendium/feats/mysterious-breadth-apg.md new file mode 100644 index 000000000..d31369869 --- /dev/null +++ b/compendium/feats/mysterious-breadth-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Mysterious Breadth"] +--- +# Mysterious Breadth *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Oracle Spellcasting](compendium/feats/basic-oracle-spellcasting-apg.md) + +Increase the spell slots you gain from oracle archetype feats by 1 for each spell level other than your two highest spell levels. + +*Source: Advanced Player's Guide p. 152* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/mysterious-repertoire-apg.md b/compendium/feats/mysterious-repertoire-apg.md new file mode 100644 index 000000000..1f70a3b0f --- /dev/null +++ b/compendium/feats/mysterious-repertoire-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/oracle +aliases: ["Mysterious Repertoire"] +--- +# Mysterious Repertoire *Feat 14* +[oracle](rules/traits/oracle-apg.md) + + +Your mystery holds unknowable depths of magic not always associated with the divine. You can have one spell in your spell repertoire not on the divine spell list, in addition to spells you've added to your spell list from feats like [Divine Access](compendium/feats/divine-access-apg.md). You cast that spell as a divine spell. You can swap which spell you add and from which tradition as you could any other oracle spell, but you can't use this feat to have more than one spell from another tradition in your spell repertoire at the same time. + +*Source: Advanced Player's Guide p. 81* +%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/mystery-conduit-apg.md b/compendium/feats/mystery-conduit-apg.md new file mode 100644 index 000000000..dad65b8d6 --- /dev/null +++ b/compendium/feats/mystery-conduit-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/oracle +aliases: ["Mystery Conduit"] +--- +# Mystery Conduit *Feat 20* +[oracle](rules/traits/oracle-apg.md) + + +The power of your mystery enables you to cast more than just revelation spells. When you cast a spell of 5th level or lower that has no duration, instead of spending a spell slot, you can advance the effects of your oracular curse in the same manner as when you cast a revelation spell. A spell cast in this way gains the [cursebound](rules/traits/cursebound-apg.md) trait. + +*Source: Advanced Player's Guide p. 81* +%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/nagaji-lore-loil.md b/compendium/feats/nagaji-lore-loil.md new file mode 100644 index 000000000..400b96204 --- /dev/null +++ b/compendium/feats/nagaji-lore-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/nagaji +aliases: ["Nagaji Lore"] +--- +# Nagaji Lore *Feat 1* +[nagaji](rules/traits/nagaji-loil.md) + + +You're the vassal or apprentice of a learned naga, and you've studied the secrets of naga magic and concocting intricate poisons. You gain the trained proficiency rank in [Crafting](compendium/skills.md#Crafting) and [Occultism](compendium/skills.md#Occultism). If you would automatically become trained in one of those skills (from your background or class, for example), you become trained in a skill of your choice. You also become trained in your choice of [Nagaji Lore](compendium/skills.md#Lore) or [Naga Lore](compendium/skills.md#Lore). + +*Source: Lost Omens: Impossible Lands p. 49* +%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/compendium/feats/nagaji-spell-expertise-loil.md b/compendium/feats/nagaji-spell-expertise-loil.md new file mode 100644 index 000000000..75c97bb16 --- /dev/null +++ b/compendium/feats/nagaji-spell-expertise-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/nagaji +aliases: ["Nagaji Spell Expertise"] +--- +# Nagaji Spell Expertise *Feat 13* +[nagaji](rules/traits/nagaji-loil.md) + +- **Prerequisites**: Nagaji Spell Mysteries + +Your magical skill rivals that of accomplished naga spellcasters. During your daily preparations, choose blink, control water, or subconscious suggestion. You can Cast this Spell as a 5th-level occult innate spell once that day. You become an expert in occult spell DCs and occult spell attack rolls. + +*Source: Lost Omens: Impossible Lands p. 51* +%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/compendium/feats/nagaji-spell-familiarity-loil.md b/compendium/feats/nagaji-spell-familiarity-loil.md new file mode 100644 index 000000000..788def93e --- /dev/null +++ b/compendium/feats/nagaji-spell-familiarity-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/nagaji +aliases: ["Nagaji Spell Familiarity"] +--- +# Nagaji Spell Familiarity *Feat 1* +[nagaji](rules/traits/nagaji-loil.md) + + +Either through study, exposure, or familial devotion, you have the magic of nagas bubbling in your blood. During your daily preparations, choose [daze](compendium/spells/daze.md), [detect magic](compendium/spells/detect-magic.md), or [mage hand](compendium/spells/mage-hand.md). Until your next daily preparations, you can cast the chosen spell as an occult innate cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. + +*Source: Lost Omens: Impossible Lands p. 49* +%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/compendium/feats/nagaji-spell-mysteries-loil.md b/compendium/feats/nagaji-spell-mysteries-loil.md new file mode 100644 index 000000000..7bfdaac73 --- /dev/null +++ b/compendium/feats/nagaji-spell-mysteries-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/nagaji +aliases: ["Nagaji Spell Mysteries"] +--- +# Nagaji Spell Mysteries *Feat 5* +[nagaji](rules/traits/nagaji-loil.md) + +- **Prerequisites**: at least one innate spell from a nagaji heritage or ancestry feat + +You've learned more naga magic. During your daily preparations, choose [charm](compendium/spells/charm.md), [fleet step](compendium/spells/fleet-step.md), or [heal](compendium/spells/heal.md). You can cast the chosen spell as a 1st-level occult innate spell once that day. + +*Source: Lost Omens: Impossible Lands p. 49* +%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/compendium/feats/nameless-anonymity-lowg.md b/compendium/feats/nameless-anonymity-lowg.md new file mode 100644 index 000000000..0214670e4 --- /dev/null +++ b/compendium/feats/nameless-anonymity-lowg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Nameless Anonymity"] +--- +# Nameless Anonymity *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magic Warrior Dedication](compendium/feats/magic-warrior-dedication-lowg.md) + +Your mask protects you further from divination. Once per day, you can cast [nondetection](compendium/spells/nondetection.md) on yourself, heightened to the highest level of spell you can cast; the spell ends immediately if your mask is removed for even a moment. The spell is of the same tradition as your focus spells. + +*Source: Lost Omens: World Guide p. 95* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/nanite-shroud-loag.md b/compendium/feats/nanite-shroud-loag.md new file mode 100644 index 000000000..7c9a42572 --- /dev/null +++ b/compendium/feats/nanite-shroud-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/android +- trait/concentrate +aliases: ["Nanite Shroud"] +--- +# Nanite Shroud [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* +[android](rules/traits/android-loag.md) [concentrate](rules/traits/concentrate.md) + +- **Frequency**: once per day +- **Activity** Two-Action + +Your nanites fly out of your body, swarming around you in a cloud. You become [concealed](rules/conditions.md#Concealed) for a number of rounds equal to half your level. You can't use this concealment to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md), as normal for concealment that makes your position obvious. While Nanite Shroud is active, you can't use other abilities that require the use of your nanites. + +*Source: Lost Omens: Ancestry Guide p. 74* +%% #compendium/src/pf2e/loag #trait/android #trait/concentrate %% \ No newline at end of file diff --git a/compendium/feats/nanite-surge-loag.md b/compendium/feats/nanite-surge-loag.md new file mode 100644 index 000000000..37b0039e3 --- /dev/null +++ b/compendium/feats/nanite-surge-loag.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/android +- trait/concentrate +aliases: ["Nanite Surge"] +--- +# Nanite Surge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[android](rules/traits/android-loag.md) [concentrate](rules/traits/concentrate.md) + +- **Frequency**: once per hour +- **Trigger** You attempt a skill check requiring three actions or fewer. +- **Activity** Reaction + +You stimulate your nanites, forcing your body to temporarily increase its efficiency. + +You gain a +2 status bonus to the triggering skill check. In addition, your circuitry glows, lighting a 10-foot emanation with dim light for 1 round. + +## Nanite Surge leads to... + +[Consistent Surge](compendium/feats/consistent-surge-loag.md), [Offensive Subroutine](compendium/feats/offensive-subroutine-loag.md), [Protective Subroutine](compendium/feats/protective-subroutine-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 73* +%% #compendium/src/pf2e/loag #trait/android #trait/concentrate %% \ No newline at end of file diff --git a/compendium/feats/nantambu-chime-ringer-dedication-sot2.md b/compendium/feats/nantambu-chime-ringer-dedication-sot2.md new file mode 100644 index 000000000..e0f40720d --- /dev/null +++ b/compendium/feats/nantambu-chime-ringer-dedication-sot2.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot2 +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Nantambu Chime-Ringer Dedication"] +--- +# Nantambu Chime-Ringer Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Performance](compendium/skills.md#Performance) and [Society](compendium/skills.md#Society) + +You've studied the basics of harmony and resonance in magic, exemplified by the ringing of chimes. You gain a single arcane or occult cantrip of your choice, heightened to a spell level equal to half your level, rounded up. If you weren't already, you become trained in that tradition's spell DCs and spell attack rolls, with Intelligence as your spellcasting ability if you choose arcane or Charisma as your spellcasting ability if you choose occult. Regardless of your choice, you also either become trained in [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism), or an expert in one of these skills if you are already trained in both. + +**Special.** You can't select another dedication feat until you have gained two other feats from the Nantambu Chime-Ringer archetype. + +## Nantambu Chime-Ringer Dedication leads to... + +[Deny The Songs Of War](compendium/feats/deny-the-songs-of-war-sot2.md), [Fleet Tempo](compendium/feats/fleet-tempo-sot2.md), [Sing To The Steel](compendium/feats/sing-to-the-steel-sot2.md), [Song Of Grace And Speed](compendium/feats/song-of-grace-and-speed-sot2.md) + +## Summary + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* +%% #compendium/src/pf2e/sot2 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/narrative-conduit-sot2.md b/compendium/feats/narrative-conduit-sot2.md new file mode 100644 index 000000000..e5e7cb296 --- /dev/null +++ b/compendium/feats/narrative-conduit-sot2.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot2 +- trait/archetype +- trait/auditory +- trait/linguistic +- trait/magical +aliases: ["Narrative Conduit"] +--- +# Narrative Conduit *Feat 6* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [linguistic](rules/traits/linguistic.md) [magical](rules/traits/magical.md) + +- **Prerequisites**: [Folklorist Dedication](compendium/feats/folklorist-dedication-sot2.md) + +You act as a conduit for your companions just as your stories are a conduit between teller and listener. When you Spin a Tale and the hero of your tale Casts a Spell against the villain, you warp the world, allowing the hero to calculate range and cover to the villain from your space instead of their own if they prefer. The hero must choose to calculate both range and cover from the same space; they can't use one space for range and the other for cover. + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 78* +%% #compendium/src/pf2e/sot2 #trait/archetype #trait/auditory #trait/linguistic #trait/magical %% \ No newline at end of file diff --git a/compendium/feats/native-waters-loil.md b/compendium/feats/native-waters-loil.md new file mode 100644 index 000000000..34d7ef3f1 --- /dev/null +++ b/compendium/feats/native-waters-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/undine +aliases: ["Native Waters"] +--- +# Native Waters *Feat 1* +[undine](rules/traits/undine-b2.md) + + +You were born with or obtained a special connection to either fresh water or salt water. Once made, this decision can't be changed. Whenever you take your full rest in a natural body of water of the type corresponding to your connection, you recover additional Hit Points equal to your level, and if you have the [doomed](rules/conditions.md#Doomed) or [fatigued](rules/conditions.md#Fatigued) conditions, you reduce them by 2 instead of 1. + +*Source: Lost Omens: Impossible Lands p. 31* +%% #compendium/src/pf2e/loil #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/natural-illusionist-locg.md b/compendium/feats/natural-illusionist-locg.md new file mode 100644 index 000000000..c20b828eb --- /dev/null +++ b/compendium/feats/natural-illusionist-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/gnome +aliases: ["Natural Illusionist"] +--- +# Natural Illusionist *Feat 5* +[gnome](rules/traits/gnome.md) + +- **Prerequisites**: [Illusion Sense](compendium/feats/illusion-sense.md) + +By drawing upon the First World's magic, you can siphon a portion of that malleable world to create a convincing illusion. Once per day, you can cast [illusory disguise](compendium/spells/illusory-disguise.md), [item facade](compendium/spells/item-facade.md), or [ventriloquism](compendium/spells/ventriloquism.md). At 7th level, the spell is heightened to 2nd level, and every 2 levels thereafter, the spell is heightened an additional spell level. + +*Source: Lost Omens: Character Guide p. 33* +%% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/compendium/feats/natural-medicine.md b/compendium/feats/natural-medicine.md index 26763856b..5d7d830be 100644 --- a/compendium/feats/natural-medicine.md +++ b/compendium/feats/natural-medicine.md @@ -16,7 +16,7 @@ You can apply natural cures to heal your allies. You can use [Nature](compendium ## Natural Medicine leads to... -Herbalist Dedication, Endemic Herbs, Expert Herbalism, Fresh Ingredients, Poultice Preparation, Gravelands Herbalist +[Herbalist Dedication](compendium/feats/herbalist-dedication-apg.md), [Endemic Herbs](compendium/feats/endemic-herbs-apg.md), [Expert Herbalism](compendium/feats/expert-herbalism-apg.md), [Fresh Ingredients](compendium/feats/fresh-ingredients-apg.md), [Poultice Preparation](compendium/feats/poultice-preparation-apg.md), [Gravelands Herbalist](compendium/feats/gravelands-herbalist-lokl.md) ## Summary diff --git a/compendium/feats/natural-performer-locg.md b/compendium/feats/natural-performer-locg.md new file mode 100644 index 000000000..2043cf0e6 --- /dev/null +++ b/compendium/feats/natural-performer-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/gnome +aliases: ["Natural Performer"] +--- +# Natural Performer *Feat 1* +[gnome](rules/traits/gnome.md) + + +Entertainment comes naturally to you. You become trained in [Performance](compendium/skills.md#Performance) and gain one 1st-level Performance skill feat. + +*Source: Lost Omens: Character Guide p. 32* +%% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/compendium/feats/natural-swimmer-som.md b/compendium/feats/natural-swimmer-som.md new file mode 100644 index 000000000..eca363a9f --- /dev/null +++ b/compendium/feats/natural-swimmer-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/druid +aliases: ["Natural Swimmer"] +--- +# Natural Swimmer *Feat 4* +[druid](rules/traits/druid.md) + +- **Prerequisites**: wave order + +Water flows around you, letting you cut through the waves as if born to it. You gain a swim Speed of 15 feet. If you already have a permanent swim Speed, swimming up or down isn't difficult terrain. + +*Source: Secrets of Magic p. 199* +%% #compendium/src/pf2e/som #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/necromancers-visage-botd.md b/compendium/feats/necromancers-visage-botd.md new file mode 100644 index 000000000..ab7e7f4d8 --- /dev/null +++ b/compendium/feats/necromancers-visage-botd.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/cleric +- trait/necromancy +- trait/oracle +- trait/uncommon +- trait/wizard +aliases: ["Necromancer's Visage"] +--- +# Necromancer's Visage *Feat 12* +[cleric](rules/traits/cleric.md) [necromancy](rules/traits/necromancy.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +- **Prerequisites**: able to create or control undead; cleric with a negative font, oracle of bones, or necromancer wizard + +Necromantic energy demonstrates your power over undead, creating a demeanor that commands their fear and respect. Undead creatures can immediately sense your Necromancer's Visage and tend to act accordingly. If you take a hostile action against an undead creature, it becomes permanently immune to your Necromancer's Visage, and your Necromancer's Visage ends. You can spend 10 minutes to restore your Necromancer's Visage, though any creatures that became permanently immune remain so. + +Each time an undead creature 2 or more levels lower than you attacks you, it must attempt a Will save against your spell DC. If you're also affected by [sanctuary](compendium/spells/sanctuary.md) or a similar effect, only one affects the attacker (you choose which). + +> [!success-degree] +> - **Critical Success** The creature is permanently immune to your Necromancer's Visage. +> - **Success** The creature can attempt its attack and any other attacks against you this turn. +> - **Failure** The creature can't attack you and wastes the action. It can't attempt further attacks against you this turn. +> - **Critical Failure** The creature wastes the action and can't attempt to attack you as long as your Necromancer's Visage persists. + +**Special.** This feat has the trait matching your spellcasting tradition. + +*Source: Book of the Dead p. 33* +%% #compendium/src/pf2e/botd #trait/cleric #trait/necromancy #trait/oracle #trait/uncommon #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/necromantic-bulwark-lokl.md b/compendium/feats/necromantic-bulwark-lokl.md new file mode 100644 index 000000000..07cddd8dd --- /dev/null +++ b/compendium/feats/necromantic-bulwark-lokl.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["Necromantic Bulwark"] +--- +# Necromantic Bulwark *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) + +Regular exposure to necromantic effects left you better able to defend against them. When you have your shield raised, you gain your shield's circumstance bonus to saving throws against effects that would deal negative damage. If you have the Shield Block reaction, negative damage you take can trigger the reaction, even though the damage isn't physical damage. + +*Source: Lost Omens: Knights of Lastwall p. 79* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/necromantic-deflection-lokl.md b/compendium/feats/necromantic-deflection-lokl.md new file mode 100644 index 000000000..ad8bb16c2 --- /dev/null +++ b/compendium/feats/necromantic-deflection-lokl.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/champion +- trait/druid +- trait/uncommon +aliases: ["Necromantic Deflection"] +--- +# Necromantic Deflection *Feat 12* +[champion](rules/traits/champion.md) [druid](rules/traits/druid.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Knights of Lastwall have access to this feat. + +You imbue your shield with life-giving energy to deflect harmful necromantic magic. When you have your shield raised, you gain the shield's circumstance bonus to your AC and saving throws against necromancy spells. If you have the Shield Block reaction, damage you take as a result of a necromancy spell can trigger that reaction, even if it isn't physical damage. + +*Source: Lost Omens: Knights of Lastwall p. 85* +%% #compendium/src/pf2e/lokl #trait/champion #trait/druid #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/necromantic-heir-botd.md b/compendium/feats/necromantic-heir-botd.md new file mode 100644 index 000000000..6a6b3282a --- /dev/null +++ b/compendium/feats/necromantic-heir-botd.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/skeleton +aliases: ["Necromantic Heir"] +--- +# Necromantic Heir *Feat 17* +[skeleton](rules/traits/skeleton-b1.md) + + +Your affinity for negative energy spills outward and grants you a refilling well of necromantic essence. Once per hour, you can cast [harm](compendium/spells/harm.md) as a 6th-level divine innate spell. + +*Source: Book of the Dead p. 57* +%% #compendium/src/pf2e/botd #trait/skeleton %% \ No newline at end of file diff --git a/compendium/feats/necromantic-physiology-apg.md b/compendium/feats/necromantic-physiology-apg.md new file mode 100644 index 000000000..f7433d471 --- /dev/null +++ b/compendium/feats/necromantic-physiology-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/dhampir +aliases: ["Necromantic Physiology"] +--- +# Necromantic Physiology *Feat 5* +[dhampir](rules/traits/dhampir-b1.md) + + +Your unusual physiology has developed in a way that makes it difficult for parasites and other infestations to prey upon you. You gain a +2 circumstance bonus to saves against diseases. + +*Source: Advanced Player's Guide p. 33* +%% #compendium/src/pf2e/apg #trait/dhampir %% \ No newline at end of file diff --git a/compendium/feats/necromantic-resistance-botd.md b/compendium/feats/necromantic-resistance-botd.md new file mode 100644 index 000000000..645f89dbd --- /dev/null +++ b/compendium/feats/necromantic-resistance-botd.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Necromantic Resistance"] +--- +# Necromantic Resistance *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) + +As part of your training, you've inured yourself against necromancy through grueling, repeated exposure. You gain a +1 circumstance bonus to saves against [necromancy](rules/traits/necromancy.md) effects and gain resistance to negative damage equal to half your level. + +*Source: Book of the Dead p. 28* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/necromantic-resistance-lowg.md b/compendium/feats/necromantic-resistance-lowg.md new file mode 100644 index 000000000..17c627877 --- /dev/null +++ b/compendium/feats/necromantic-resistance-lowg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Necromantic Resistance"] +--- +# Necromantic Resistance *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) + +As part of your training, you've inured yourself against necromancy through repeated exposure. You gain a +1 circumstance bonus to saves against [necromancy](rules/traits/necromancy.md) effects and gain resistance to negative damage equal to half your level. + +## Necromantic Resistance leads to... + +[Necromantic Tenacity](compendium/feats/necromantic-tenacity-lowg.md) + +## Summary + +*Source: Lost Omens: World Guide p. 47* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/necromantic-tenacity-lowg.md b/compendium/feats/necromantic-tenacity-lowg.md new file mode 100644 index 000000000..a67e1aa93 --- /dev/null +++ b/compendium/feats/necromantic-tenacity-lowg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Necromantic Tenacity"] +--- +# Necromantic Tenacity *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Necromantic Resistance](compendium/feats/necromantic-resistance-lowg.md) + +Your training against necromantic effects allows you to escape the worst of their touch. If you roll a success on a saving throw against a [necromancy](rules/traits/necromancy.md) effect, you get a critical success instead; if you roll a critical failure on such a save, you get a failure instead. + +*Source: Lost Omens: World Guide p. 47* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/nestling-fall-loag.md b/compendium/feats/nestling-fall-loag.md new file mode 100644 index 000000000..624eff17b --- /dev/null +++ b/compendium/feats/nestling-fall-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/strix +aliases: ["Nestling Fall"] +--- +# Nestling Fall *Feat 1* +[strix](rules/traits/strix-loag.md) + + +You trust the strength of your wings and can spread them to glide safely to the ground. As long as you can act, you take no damage from falling, no matter what distance you fall. + +*Source: Lost Omens: Ancestry Guide p. 137* +%% #compendium/src/pf2e/loag #trait/strix %% \ No newline at end of file diff --git a/compendium/feats/never-tire-apg.md b/compendium/feats/never-tire-apg.md new file mode 100644 index 000000000..e010ba8e4 --- /dev/null +++ b/compendium/feats/never-tire-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Never Tire"] +--- +# Never Tire [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Celebrity Dedication](compendium/feats/celebrity-dedication-apg.md) +- **Trigger** You would gain the [fatigued](rules/conditions.md#Fatigued) condition. +- **Requirements**: You are [observed](rules/conditions.md#Observed) by at least three creatures who aren't foes. +- **Activity** Reaction + +As long as you have an audience, you can continue to perform. Indeed, you must—you have an obligation to your fans! You delay the effects of the [fatigued](rules/conditions.md#Fatigued) condition for 1 minute or until you are no longer [observed](rules/conditions.md#Observed) by the required creatures, whichever comes first. If the [fatigued](rules/conditions.md#Fatigued) condition has a duration, the duration begins to elapse only after the delay. You can't further delay or prevent the [fatigued](rules/conditions.md#Fatigued) condition after this ability ends. + +*Source: Advanced Player's Guide p. 166* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/night-magic-apg.md b/compendium/feats/night-magic-apg.md new file mode 100644 index 000000000..4c99a3b03 --- /dev/null +++ b/compendium/feats/night-magic-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/dhampir +aliases: ["Night Magic"] +--- +# Night Magic *Feat 9* +[dhampir](rules/traits/dhampir-b1.md) + + +You can tap into the magic that runs through your blood. You gain [animal form](compendium/spells/animal-form.md) (wolf only, using the statistics for a canine) and [obscuring mist](compendium/spells/obscuring-mist.md) as 2nd-level divine innate spells. You can cast each of these spells once per day. + +*Source: Advanced Player's Guide p. 33* +%% #compendium/src/pf2e/apg #trait/dhampir %% \ No newline at end of file diff --git a/compendium/feats/nightvision-adaptation-loag.md b/compendium/feats/nightvision-adaptation-loag.md new file mode 100644 index 000000000..ef63e9e9a --- /dev/null +++ b/compendium/feats/nightvision-adaptation-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/android +aliases: ["Nightvision Adaptation"] +--- +# Nightvision Adaptation *Feat 1* +[android](rules/traits/android-loag.md) + + +The nanites in your ocular processors have adapted to darkness, enhancing your ability to see in the dark. You gain [darkvision](rules/abilities/darkvision.md). + +*Source: Lost Omens: Ancestry Guide p. 73* +%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/compendium/feats/nimble-dodge-swashbuckler-apg.md b/compendium/feats/nimble-dodge-swashbuckler-apg.md new file mode 100644 index 000000000..852606d9e --- /dev/null +++ b/compendium/feats/nimble-dodge-swashbuckler-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Nimble Dodge (Swashbuckler)"] +--- +# Nimble Dodge (Swashbuckler) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Trigger** A creature you can see targets you with an attack. +- **Requirements**: You aren't [encumbered](rules/conditions.md#Encumbered). +- **Activity** Reaction + +You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. + +## Nimble Dodge (Swashbuckler) leads to... + +[Nimble Roll (Swashbuckler)](compendium/feats/nimble-roll-swashbuckler-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 88* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/nimble-hooves-apg.md b/compendium/feats/nimble-hooves-apg.md new file mode 100644 index 000000000..3f3aeef7f --- /dev/null +++ b/compendium/feats/nimble-hooves-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tiefling +aliases: ["Nimble Hooves"] +--- +# Nimble Hooves *Feat 1* +[tiefling](rules/traits/tiefling-b1.md) + + +Your legs end in hooves rather than feet, with joints and tendons that allow you to move with great haste. Your Speed increases by 5 feet. + +**Special.** The Speed increase from this feat isn't cumulative with any Speed increase from your ancestry feats (such as [Nimble Elf](compendium/feats/nimble-elf.md)). + +*Source: Advanced Player's Guide p. 40* +%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/nimble-roll-swashbuckler-apg.md b/compendium/feats/nimble-roll-swashbuckler-apg.md new file mode 100644 index 000000000..63e31a3f0 --- /dev/null +++ b/compendium/feats/nimble-roll-swashbuckler-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Nimble Roll (Swashbuckler)"] +--- +# Nimble Roll (Swashbuckler) *Feat 8* +[swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Prerequisites**: [Nimble Dodge (Swashbuckler)](compendium/feats/nimble-dodge-swashbuckler-apg.md) + +You can use Nimble Dodge before attempting a Reflex save, in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect. + +When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also [Stride](rules/actions/stride.md) up to 10 feet as part of the reaction. If you do, the reaction gains the [move](rules/traits/move.md) trait. You can use Nimble Roll while Flying or Swimming instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type. + +*Source: Advanced Player's Guide p. 91* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/nimble-shield-hand-apg.md b/compendium/feats/nimble-shield-hand-apg.md new file mode 100644 index 000000000..d729c7240 --- /dev/null +++ b/compendium/feats/nimble-shield-hand-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Nimble Shield Hand"] +--- +# Nimble Shield Hand *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bastion Dedication](compendium/feats/bastion-dedication-apg.md) + +You are so used to wielding a shield that you can do so even while using the hand that's holding it for other purposes. The hand you use to wield a shield counts as a free hand for the purposes of the [Interact](rules/actions/interact.md) action. You can also hold another object in this hand (but you still can't use it to wield a weapon). This benefit doesn't apply to tower shields, which are still too cumbersome. + +*Source: Advanced Player's Guide p. 159* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/no-cause-for-alarm-apg.md b/compendium/feats/no-cause-for-alarm-apg.md new file mode 100644 index 000000000..55627cce6 --- /dev/null +++ b/compendium/feats/no-cause-for-alarm-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/auditory +- trait/concentrate +- trait/emotion +- trait/general +- trait/linguistic +- trait/mental +- trait/skill +aliases: ["No Cause For Alarm"] +--- +# No Cause For Alarm [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 1* +[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [general](rules/traits/general.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) +- **Activity** Three-Action + +You attempt to reduce panic. Attempt a [Diplomacy](compendium/skills.md#Diplomacy) check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are [frightened](rules/conditions.md#Frightened). Each of them is temporarily immune for 1 hour. + +> [!success-degree] +> - **Critical Success** Reduce the creature's [frightened](rules/conditions.md#Frightened) value by 2. +> - **Success** Reduce the creature's [frightened](rules/conditions.md#Frightened) value by 1. + +*Source: Advanced Player's Guide p. 208* +%% #compendium/src/pf2e/apg #trait/auditory #trait/concentrate #trait/emotion #trait/general #trait/linguistic #trait/mental #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/no-da.md b/compendium/feats/no-da.md new file mode 100644 index 000000000..b8c7e8ab0 --- /dev/null +++ b/compendium/feats/no-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/psychic +aliases: ["No!!!"] +--- +# No!!! [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* +[psychic](rules/traits/psychic-da.md) + +- **Trigger** A non-minion ally within 60 feet is reduced to 0 Hit Points. +- **Activity** Reaction + +The shock of seeing your ally near death breaks whatever limits exist in your mind, sending your power spilling forth. If your psyche is currently unleashed, you can immediately use a psyche action that takes 1 action or less to use. If your psyche is not currently unleashed, you [Unleash your Psyche](rules/actions/unleash-psyche-da.md), which remains unleashed until the end of your next turn. You can ignore [Unleash Psyche](rules/actions/unleash-psyche-da.md)'s requirement of needing to have [Cast a Spell](rules/actions/cast-a-spell.md) on your previous turn, but you still can't [Unleash your Psyche](rules/actions/unleash-psyche-da.md) if you're [stupefied](rules/conditions.md#Stupefied) or for 2 rounds after your psyche subsides. + +*Source: Dark Archive p. 28* +%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/no-evidence-loag.md b/compendium/feats/no-evidence-loag.md new file mode 100644 index 000000000..19dcf48fc --- /dev/null +++ b/compendium/feats/no-evidence-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/catfolk +aliases: ["No Evidence"] +--- +# No Evidence *Feat 9* +[catfolk](rules/traits/catfolk-b1.md) + +- **Prerequisites**: expert in [Survival](compendium/skills.md#Survival) + +You leave little sign when attempting to remain unseen. When you [Avoid Notice](rules/actions/avoid-notice.md), you also gain the benefits of [Cover Tracks](rules/actions/cover-tracks.md) unless you choose not to. + +*Source: Lost Omens: Ancestry Guide p. 20* +%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/no-stranger-to-death-lokl.md b/compendium/feats/no-stranger-to-death-lokl.md new file mode 100644 index 000000000..5cc6a923b --- /dev/null +++ b/compendium/feats/no-stranger-to-death-lokl.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["No Stranger to Death"] +--- +# No Stranger to Death *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) + +Your regular exposure to the insidious putrescence of undeath inured you to its effects. You gain a +2 circumstance bonus to saving throws made against spells and effects with the death, [disease](rules/traits/disease.md), and [evil](rules/traits/evil.md) traits. Whenever you become [drained](rules/conditions.md#Drained) or [sickened](rules/conditions.md#Sickened), reduce the status penalty you take from the condition by 1, to a minimum of 0. + +*Source: Lost Omens: Knights of Lastwall p. 79* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/noble-resolve-loil.md b/compendium/feats/noble-resolve-loil.md new file mode 100644 index 000000000..d209a8268 --- /dev/null +++ b/compendium/feats/noble-resolve-loil.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/ifrit +- trait/oread +- trait/suli +- trait/sylph +- trait/undine +aliases: ["Noble Resolve"] +--- +# Noble Resolve *Feat 5* +[ifrit](rules/traits/ifrit-b2.md) [oread](rules/traits/oread-b2.md) [suli](rules/traits/suli-b2.md) [sylph](rules/traits/sylph-b2.md) [undine](rules/traits/undine-b2.md) + + +Once, genies ruled vast kingdoms, and a remnant of that confidence and power is reflected in your strong will. You gain a +1 circumstance bonus to Will saves against effects with the [mental](rules/traits/mental.md) trait. Regardless of success or failure, you become aware of the person who used the effect on you if they were visible to you at the time of use. + +*Source: Lost Omens: Impossible Lands p. 31* +%% #compendium/src/pf2e/loil #trait/ifrit #trait/oread #trait/suli #trait/sylph #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/nocturnal-charm-loag.md b/compendium/feats/nocturnal-charm-loag.md new file mode 100644 index 000000000..6c4f1b55a --- /dev/null +++ b/compendium/feats/nocturnal-charm-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/dhampir +aliases: ["Nocturnal Charm"] +--- +# Nocturnal Charm *Feat 1* +[dhampir](rules/traits/dhampir-b1.md) + + +The supernatural charm of your vampiric progenitor hangs about you, and you've learned to use it on mortals. Against humanoids (or other creatures of your type, if you're not a humanoid), you gain a +1 circumstance bonus to [Deception](compendium/skills.md#Deception) checks to [Lie](rules/actions/lie.md), and to [Diplomacy](compendium/skills.md#Diplomacy) checks to [Gather Information](rules/actions/gather-information.md) and [Make an Impression](rules/actions/make-an-impression.md). + +*Source: Lost Omens: Ancestry Guide p. 27* +%% #compendium/src/pf2e/loag #trait/dhampir %% \ No newline at end of file diff --git a/compendium/feats/nocturnal-grippli-lome.md b/compendium/feats/nocturnal-grippli-lome.md new file mode 100644 index 000000000..daff94932 --- /dev/null +++ b/compendium/feats/nocturnal-grippli-lome.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/grippli +aliases: ["Nocturnal Grippli"] +--- +# Nocturnal Grippli *Feat 1* +[grippli](rules/traits/grippli-b2.md) + + +You tend to do most of your hunting and work at night and have adapted to the requirements of nocturnal life. You gain [darkvision](rules/abilities/darkvision.md), allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only. + +**Special.** You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat. + +*Source: Lost Omens: The Mwangi Expanse p. 121* +%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/compendium/feats/nocturnal-kindred-botd.md b/compendium/feats/nocturnal-kindred-botd.md new file mode 100644 index 000000000..447a4ef7b --- /dev/null +++ b/compendium/feats/nocturnal-kindred-botd.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Nocturnal Kindred"] +--- +# Nocturnal Kindred *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Vampire Dedication, trained in [Nature](compendium/skills.md#Nature) + +You have an innate connection with other creatures of the night and understand some of them. You can ask questions of, receive answers from, and use [Diplomacy](compendium/skills.md#Diplomacy) with bats, rats, and wolves. You also gain a +1 circumstance bonus to [Make an Impression](rules/actions/make-an-impression.md) on such animals. + +Once per day, you can cast [animal allies](compendium/spells/animal-allies-som.md) (Pathfinder Secrets of Magic 89) as a divine innate spell, using your class DC or spell DC, whichever is higher. The creatures it summons are bats, rats, and wolves. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level [animal allies](compendium/spells/animal-allies-som.md) when you are 19th level. + +*Source: Book of the Dead p. 58* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/nocturnal-sense-apg.md b/compendium/feats/nocturnal-sense-apg.md new file mode 100644 index 000000000..4a94f6834 --- /dev/null +++ b/compendium/feats/nocturnal-sense-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +- trait/rage +aliases: ["Nocturnal Sense"] +--- +# Nocturnal Sense *Feat 6* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Prerequisites**: [Acute Scent](compendium/feats/acute-scent.md), or precise or imprecise [scent](rules/abilities/scent.md) and [low-light vision](rules/abilities/low-light-vision.md) + +Your senses gain even greater clarity. While [raging](rules/actions/rage.md), you gain [darkvision](rules/abilities/darkvision.md) if you don't already have it, and the range of your imprecise [scent](rules/abilities/scent.md) increases to 60 feet. + +*Source: Advanced Player's Guide p. 110* +%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/none-shall-know-lome.md b/compendium/feats/none-shall-know-lome.md new file mode 100644 index 000000000..9f601aebd --- /dev/null +++ b/compendium/feats/none-shall-know-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/shisk +aliases: ["None Shall Know"] +--- +# None Shall Know *Feat 13* +[shisk](rules/traits/shisk-lome.md) + + +Even magical means have a hard time prying information from you. You gain nondetection as an innate occult spell once per day, which can only be cast on yourself and is automatically heightened to half your level rounded up. + +*Source: Lost Omens: The Mwangi Expanse p. 126* +%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/compendium/feats/nonlethal-spell-apg.md b/compendium/feats/nonlethal-spell-apg.md new file mode 100644 index 000000000..ce45b46e4 --- /dev/null +++ b/compendium/feats/nonlethal-spell-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/manipulate +- trait/metamagic +- trait/wizard +aliases: ["Nonlethal Spell"] +--- +# Nonlethal Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [wizard](rules/traits/wizard.md) + +- **Activity** Single Action + +You can alter offensive spells to be less deadly. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) that deals damage and doesn't have the [death](rules/traits/death.md) or [negative](rules/traits/negative.md) trait, that spell gains the [nonlethal](rules/traits/nonlethal.md) trait. + +*Source: Advanced Player's Guide p. 142* +%% #compendium/src/pf2e/apg #trait/manipulate #trait/metamagic #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/nonlethal-takedown-lokl.md b/compendium/feats/nonlethal-takedown-lokl.md new file mode 100644 index 000000000..4751833ab --- /dev/null +++ b/compendium/feats/nonlethal-takedown-lokl.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["Nonlethal Takedown"] +--- +# Nonlethal Takedown *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) + +You prefer to use nonlethal means against living opponents, but the weapons you carry are lethal enough to destroy undead. You don't take the normal –2 circumstance penalty when attacking nonlethally with a weapon that lacks the [nonlethal](rules/traits/nonlethal.md) trait. + +*Source: Lost Omens: Knights of Lastwall p. 79* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/nosois-mask-loag.md b/compendium/feats/nosois-mask-loag.md new file mode 100644 index 000000000..5b525e1c7 --- /dev/null +++ b/compendium/feats/nosois-mask-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/duskwalker +aliases: ["Nosoi's Mask"] +--- +# Nosoi's Mask *Feat 1* +[duskwalker](rules/traits/duskwalker-apg.md) + +- **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) + +Many psychopomps wear masks when dealing with the living, and many cultures believe that seeing an unmasked psychopomp's face invites death. You are trained in [Intimidation](compendium/skills.md#Intimidation) and gain the [Intimidating Glare](compendium/feats/intimidating-glare.md) skill feat. If you were already trained in [Intimidation](compendium/skills.md#Intimidation) (from your background or class, for example), you instead become trained in a skill of your choice. You also know how to make masks like those worn by psychopomps, a process that takes 1 hour and 1 sp of appropriate material. If you instead pay 50 gp for a splendid psychopomp mask, the mask grants you a +1 item bonus to [Intimidation](compendium/skills.md#Intimidation) while you are wearing it. Its usage is worn (mask). + +*Source: Lost Omens: Ancestry Guide p. 31* +%% #compendium/src/pf2e/loag #trait/duskwalker %% \ No newline at end of file diff --git a/compendium/feats/nothing-but-fluff-lotgb.md b/compendium/feats/nothing-but-fluff-lotgb.md new file mode 100644 index 000000000..bbbe621bb --- /dev/null +++ b/compendium/feats/nothing-but-fluff-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/poppet +aliases: ["Nothing But Fluff"] +--- +# Nothing But Fluff *Feat 5* +[poppet](rules/traits/poppet-lotgb.md) + +- **Prerequisites**: stuffed poppet heritage + +Your fluffy interior lacks specific organs and struts, with few weak spots to injure. You gain resistance to precision damage equal to half your level. + +*Source: Lost Omens: The Grand Bazaar p. 64* +%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/compendium/feats/numb-botd.md b/compendium/feats/numb-botd.md new file mode 100644 index 000000000..95e505c2c --- /dev/null +++ b/compendium/feats/numb-botd.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Numb"] +--- +# Numb *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) + +As your body continues to rot and putrefy, your senses deaden and your undead powers grow. You gain the advanced undead benefits (page 44), as well as a +1 circumstance bonus on saving throws against [emotion](rules/traits/emotion.md) and pain effects. While your body is deteriorated, your numbness amplifies in two ways: the circumstance bonus from this feat increases to +2, and if you roll a success on a saving throw against an [emotion](rules/traits/emotion.md) or pain effect, you get a critical success instead. + +*Source: Book of the Dead p. 61* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/numb-to-death-logm.md b/compendium/feats/numb-to-death-logm.md new file mode 100644 index 000000000..471a86060 --- /dev/null +++ b/compendium/feats/numb-to-death-logm.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/logm +- trait/general +aliases: ["Numb To Death"] +--- +# Numb To Death *Feat 7* +[general](rules/traits/general.md) + +- **Prerequisites**: [Diehard](compendium/feats/diehard.md), you have died at least once +- **Frequency**: once per day + +Your past has left you numb to death's call. The first time each day that you regain Hit Points while you are [dying](rules/conditions.md#Dying), you regain additional Hit Points equal to your level, and you neither gain the [wounded](rules/conditions.md#Wounded) condition nor increase the value of this condition. + +*Source: Lost Omens: Gods & Magic p. 105* +%% #compendium/src/pf2e/logm #trait/general %% \ No newline at end of file diff --git a/compendium/feats/obscured-emergence-da.md b/compendium/feats/obscured-emergence-da.md new file mode 100644 index 000000000..5f75f4254 --- /dev/null +++ b/compendium/feats/obscured-emergence-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/ranger +aliases: ["Obscured Emergence"] +--- +# Obscured Emergence *Feat 12* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: expert in [Stealth](compendium/skills.md#Stealth) + +You are, by nature, a thing of gloomy woods and barren wilds, and when you choose show yourself, a bit of this gloom clings to you, obscuring your form with strange distortions or mist. + +When you stop being [hidden](rules/conditions.md#Hidden) due to your own actions (not due to someone successfully finding you), you gain concealment until the start of your next turn as people's eyes find it oddly hard to focus on you. As usual for concealment involving an obvious visual manifestation, you can't use this concealment to [Hide](rules/actions/hide.md). + +*Source: Dark Archive p. 65* +%% #compendium/src/pf2e/da #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/obscured-terrain-lotgb.md b/compendium/feats/obscured-terrain-lotgb.md new file mode 100644 index 000000000..0d7ad75b9 --- /dev/null +++ b/compendium/feats/obscured-terrain-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Obscured Terrain"] +--- +# Obscured Terrain *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [obscuring mist](compendium/spells/obscuring-mist.md) + +When you cast [obscuring mist](compendium/spells/obscuring-mist.md), you can modify the spell to replace its standard effects with the following: You cause a cloud of thick fog to blanket the area, making it difficult to see the ground. The area within the fog is difficult terrain for creatures that can't see through fog or mist. You can [Dismiss](rules/actions/dismiss.md) the cloud. + +*Source: Lost Omens: The Grand Bazaar p. 124* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/observant-explorer-lopsg.md b/compendium/feats/observant-explorer-lopsg.md new file mode 100644 index 000000000..755333176 --- /dev/null +++ b/compendium/feats/observant-explorer-lopsg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Observant Explorer"] +--- +# Observant Explorer *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) + +Thanks to the time you've spent wandering through wild and untamed environments, you've gained an intuitive sense about creatures. You sometimes notice them before they attack, or spot them nearby even if they weren't planning on attacking. You can attempt a check to notice [hidden](rules/conditions.md#Hidden) creatures attempting to [Avoid Notice](rules/actions/avoid-notice.md) nearby even if you aren't actively [Searching](rules/actions/search.md) for them. You still need to meet any other requirements to notice a particular creature. + +*Source: Lost Omens: Pathfinder Society Guide p. 41* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/occult-evolution.md b/compendium/feats/occult-evolution.md index 40a3c4b11..e1c45d7f1 100644 --- a/compendium/feats/occult-evolution.md +++ b/compendium/feats/occult-evolution.md @@ -16,7 +16,7 @@ Glimpses of the obscure secrets of the universe loan you power. You become train ## Occult Evolution leads to... -[Greater Mental Evolution](compendium/feats/greater-mental-evolution.md), Greater Spiritual Evolution +[Greater Mental Evolution](compendium/feats/greater-mental-evolution.md), [Greater Spiritual Evolution](compendium/feats/greater-spiritual-evolution-apg.md) ## Summary diff --git a/compendium/feats/occult-resistance-apg.md b/compendium/feats/occult-resistance-apg.md new file mode 100644 index 000000000..f2af4c5e9 --- /dev/null +++ b/compendium/feats/occult-resistance-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/changeling +aliases: ["Occult Resistance"] +--- +# Occult Resistance *Feat 9* +[changeling](rules/traits/changeling-b1.md) + +- **Prerequisites**: expert in [Occultism](compendium/skills.md#Occultism) + +Your study of occult practices has shown you how to best defend against them. You gain a +1 circumstance bonus to all saving throws against [occult](rules/traits/occult.md) effects. + +*Source: Advanced Player's Guide p. 31* +%% #compendium/src/pf2e/apg #trait/changeling %% \ No newline at end of file diff --git a/compendium/feats/ode-to-ouroboros-apg.md b/compendium/feats/ode-to-ouroboros-apg.md new file mode 100644 index 000000000..cb4e18822 --- /dev/null +++ b/compendium/feats/ode-to-ouroboros-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/bard +aliases: ["Ode To Ouroboros"] +--- +# Ode To Ouroboros *Feat 10* +[bard](rules/traits/bard.md) + + +You learn the [ode to ouroboros](compendium/spells/ode-to-ouroboros-apg.md) composition spell, which enables you to temporarily spare your allies from death. + +*Source: Advanced Player's Guide p. 114* +%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/offensive-analysis-loag.md b/compendium/feats/offensive-analysis-loag.md new file mode 100644 index 000000000..23d591ed6 --- /dev/null +++ b/compendium/feats/offensive-analysis-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aphorite +aliases: ["Offensive Analysis"] +--- +# Offensive Analysis *Feat 5* +[aphorite](rules/traits/aphorite-loag.md) + + +You can enhance your senses and mental state to consider every aspect of an attack. You can cast [true strike](compendium/spells/true-strike.md) as a divine innate spell once per day. + +*Source: Lost Omens: Ancestry Guide p. 77* +%% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/compendium/feats/offensive-subroutine-loag.md b/compendium/feats/offensive-subroutine-loag.md new file mode 100644 index 000000000..1fdbeb9bf --- /dev/null +++ b/compendium/feats/offensive-subroutine-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/android +aliases: ["Offensive Subroutine"] +--- +# Offensive Subroutine *Feat 9* +[android](rules/traits/android-loag.md) + +- **Prerequisites**: [Nanite Surge](compendium/feats/nanite-surge-loag.md) + +Nanites augment your attacks. You can choose to activate Nanite Surge when you attempt an attack roll, instead of when you attempt a skill check. If you do, you gain a +1 status bonus to the triggering attack roll. + +*Source: Lost Omens: Ancestry Guide p. 74* +%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/compendium/feats/old-soul-loag.md b/compendium/feats/old-soul-loag.md new file mode 100644 index 000000000..e2ff21b5e --- /dev/null +++ b/compendium/feats/old-soul-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/dhampir +aliases: ["Old Soul"] +--- +# Old Soul *Feat 1* +[dhampir](rules/traits/dhampir-b1.md) + +- **Prerequisites**: at least 100 years old + +Your immortal lineage has granted you a lifespan much longer than most mortals, and you've learned a lot along the way. You become trained in two skills of your choice. + +*Source: Lost Omens: Ancestry Guide p. 27* +%% #compendium/src/pf2e/loag #trait/dhampir %% \ No newline at end of file diff --git a/compendium/feats/olethross-decree-loag.md b/compendium/feats/olethross-decree-loag.md new file mode 100644 index 000000000..3988360d0 --- /dev/null +++ b/compendium/feats/olethross-decree-loag.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/death +- trait/divine +- trait/duskwalker +- trait/necromancy +aliases: ["Olethros's Decree"] +--- +# Olethros's Decree [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 17* +[death](rules/traits/death.md) [divine](rules/traits/divine.md) [duskwalker](rules/traits/duskwalker-apg.md) [necromancy](rules/traits/necromancy.md) + +- **Frequency**: once per day +- **Activity** Single Action + +You have a connection to olethroses, the enigmatic psychopomps who successfully swayed the yamaraj to permit the creation of the first duskwalkers. You place a finger on fate's scales by wrapping silk around your bow. The first time this turn that you hit a creature with a [Strike](rules/actions/strike.md) using a weapon in the bow group you've modified in this way, that creature takes an additional 60 damage (basic Fortitude save using your class DC or spell DC, whichever is higher) as the arrow works to cut short their very destiny. This additional damage is of the same type as the initial attack dealt. If you hit more than one creature at the same time, choose one to suffer the effect of your decree. + +*Source: Lost Omens: Ancestry Guide p. 32* +%% #compendium/src/pf2e/loag #trait/death #trait/divine #trait/duskwalker #trait/necromancy %% \ No newline at end of file diff --git a/compendium/feats/one-for-all-apg.md b/compendium/feats/one-for-all-apg.md new file mode 100644 index 000000000..48234e346 --- /dev/null +++ b/compendium/feats/one-for-all-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/auditory +- trait/concentrate +- trait/emotion +- trait/linguistic +- trait/mental +- trait/swashbuckler +aliases: ["One For All"] +--- +# One For All [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) +- **Activity** Single Action + +With precisely the right words of encouragement, you bolster an ally's efforts. Designate an ally within 30 feet; this action counts as sufficient preparation to [Aid](rules/actions/aid.md) that ally. When you use the [Aid](rules/actions/aid.md) reaction to help that ally, you can roll [Diplomacy](compendium/skills.md#Diplomacy) in place of the usual check. If your swashbuckler's style is wit and your [Diplomacy](compendium/skills.md#Diplomacy) check to [Aid](rules/actions/aid.md) meets or exceeds the very hard DC for your level, you gain panache. + +*Source: Advanced Player's Guide p. 88* +%% #compendium/src/pf2e/apg #trait/auditory #trait/concentrate #trait/emotion #trait/linguistic #trait/mental #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/one-inch-punch-apg.md b/compendium/feats/one-inch-punch-apg.md new file mode 100644 index 000000000..f645d1739 --- /dev/null +++ b/compendium/feats/one-inch-punch-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/monk +aliases: ["One-inch Punch"] +--- +# One-inch Punch [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 6* +[monk](rules/traits/monk.md) + +- **Prerequisites**: expert strikes +- **Activity** Varies ([>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") OR [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")) + +You put all your force into a single mighty, carefully controlled blow. Make an unarmed [Strike](rules/actions/strike.md). If you spend two actions and this [Strike](rules/actions/strike.md) hits, you deal an extra die of weapon damage. You can instead spend 3 actions to perform an even more powerful attack, dealing a second additional die of weapon damage on a hit. + +If you're at least 10th level, the number of additional dice you add from this feat doubles, for a total of 2 additional dice if you spend 2 actions or 4 additional dice if you spend 3 actions. If you're at least 18th level, the number of additional dice you add from this feat triples, for a total of 3 additional dice if you spend 2 actions or 6 additional dice if you spend 3 actions. + +## One-inch Punch leads to... + +[One-millimeter Punch](compendium/feats/one-millimeter-punch-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 129* +%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/one-millimeter-punch-apg.md b/compendium/feats/one-millimeter-punch-apg.md new file mode 100644 index 000000000..a0b890200 --- /dev/null +++ b/compendium/feats/one-millimeter-punch-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/monk +aliases: ["One-millimeter Punch"] +--- +# One-millimeter Punch *Feat 16* +[monk](rules/traits/monk.md) + +- **Prerequisites**: [One-Inch Punch](compendium/feats/one-inch-punch-apg.md) + +Your punches have incredible force and control. When you damage a target using One-Inch Punch, you can focus your ki to send the foe flying. If you do, the target must attempt a Fortitude save against your class DC. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is pushed back 5 feet. +> - **Failure** The target is pushed back 10 feet. +> - **Critical Failure** The target is pushed back 10 feet for each action you spent on One-Inch Punch. + +*Source: Advanced Player's Guide p. 131* +%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/one-more-activation-da.md b/compendium/feats/one-more-activation-da.md new file mode 100644 index 000000000..ee096f7a7 --- /dev/null +++ b/compendium/feats/one-more-activation-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/thaumaturge +aliases: ["One More Activation"] +--- +# One More Activation *Feat 6* +[thaumaturge](rules/traits/thaumaturge-da.md) + + +You've forged a deeper bond to your invested items, allowing you to activate them more than usual. Once each day, you can [Activate an Item](rules/actions/activate-an-item.md) you've invested even after you've used that activation the maximum number of times for its frequency. + +You can do so only if the item's level is half your level or lower, the activation has a frequency of once per day or more frequent, and you haven't already used the activation this round. + +*Source: Dark Archive p. 44* +%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/one-toed-hop-apg.md b/compendium/feats/one-toed-hop-apg.md new file mode 100644 index 000000000..0952e1984 --- /dev/null +++ b/compendium/feats/one-toed-hop-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tengu +aliases: ["One-toed Hop"] +--- +# One-toed Hop [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[tengu](rules/traits/tengu-b1.md) + +- **Activity** Single Action + +Assuming a peculiar stance, you make a short hop on each toe. You make a vertical [Leap](rules/actions/leap.md) without triggering reactions that can be triggered by move actions or upon leaving or entering a square. + +*Source: Advanced Player's Guide p. 27* +%% #compendium/src/pf2e/apg #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/one-with-earth-loag.md b/compendium/feats/one-with-earth-loag.md new file mode 100644 index 000000000..c0373ea88 --- /dev/null +++ b/compendium/feats/one-with-earth-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/oread +aliases: ["One With Earth"] +--- +# One With Earth *Feat 13* +[oread](rules/traits/oread-b2.md) + + +You've learned to harness your connection to the earth to travel through it. You gain a burrow Speed of 15 feet. + +*Source: Lost Omens: Ancestry Guide p. 108* +%% #compendium/src/pf2e/loag #trait/oread %% \ No newline at end of file diff --git a/compendium/feats/one-with-the-land-botd.md b/compendium/feats/one-with-the-land-botd.md new file mode 100644 index 000000000..c3a7ff776 --- /dev/null +++ b/compendium/feats/one-with-the-land-botd.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["One with the Land"] +--- +# One with the Land *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) + +Your connection to your bound terrain strengthens, making you unhindered by local weather. When in your bound terrain, you ignore the effects of non-magical difficult terrain. In addition, your experience from your bound terrain lets you ignore circumstance penalties to visual [Perception](compendium/skills.md#Perception) checks and ignore [concealment](rules/conditions.md#Concealed) caused by certain environmental effects. The types you ignore depend on your bound terrain. + +- **Arctic** Ice or snow +- **Desert** Dust or sand +- **Mountain** Clouds or mist +- **Swamp** Rain or murky water + +*Source: Book of the Dead p. 52* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/oneiric-influence-da.md b/compendium/feats/oneiric-influence-da.md new file mode 100644 index 000000000..0be9d415e --- /dev/null +++ b/compendium/feats/oneiric-influence-da.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/enchantment +- trait/incapacitation +- trait/mental +- trait/occult +aliases: ["Oneiric Influence"] +--- +# Oneiric Influence *Feat 12* +[archetype](rules/traits/archetype.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) + +- **Prerequisites**: [Infiltrate Dream](compendium/feats/infiltrate-dream-da.md) + +While Infiltrating a Dream, you can also implant a suggestion in the target's mind. The target must attempt a Will save against your class DC or spell DC, whichever is higher, to resist your modification, which has the effects of a [subconscious suggestion](compendium/spells/subconscious-suggestion.md) spell, but even on a critical success, the target doesn't realize you were trying to control them and may not recognize your presence in the dream. The suggestion remains in the target's subconscious for 1 week or until triggered. Their memories of carrying out the suggestion are hazy and dreamlike and they may not remember doing it unless later reminded. + +*Source: Dark Archive p. 206* +%% #compendium/src/pf2e/da #trait/archetype #trait/enchantment #trait/incapacitation #trait/mental #trait/occult %% \ No newline at end of file diff --git a/compendium/feats/ongoing-investigation-apg.md b/compendium/feats/ongoing-investigation-apg.md new file mode 100644 index 000000000..bd691d97f --- /dev/null +++ b/compendium/feats/ongoing-investigation-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Ongoing Investigation"] +--- +# Ongoing Investigation *Feat 4* +[investigator](rules/traits/investigator-apg.md) + + +You're always investigating what's around you, even as you perform other activities. You can move at full Speed while using the [Investigate](rules/actions/investigate.md) exploration activity, and you can use another exploration activity while Investigating. + +*Source: Advanced Player's Guide p. 62* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/ongoing-selfishness-apg.md b/compendium/feats/ongoing-selfishness-apg.md new file mode 100644 index 000000000..cb3b56dca --- /dev/null +++ b/compendium/feats/ongoing-selfishness-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +- trait/uncommon +aliases: ["Ongoing Selfishness"] +--- +# Ongoing Selfishness *Feat 1* +[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: desecrator cause + +Your powerful personality and incredible ego demand that you protect yourself above all else. After you use [Selfish Shield](rules/actions/selfish-shield-apg.md), you gain resistance to all further damage from the triggering enemy until the end of the turn on which you used the reaction. This resistance is equal to half your [Selfish Shield](rules/actions/selfish-shield-apg.md) resistance. + +*Source: Advanced Player's Guide p. 118* +%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/ongoing-strategy-apg.md b/compendium/feats/ongoing-strategy-apg.md new file mode 100644 index 000000000..f9f5081c0 --- /dev/null +++ b/compendium/feats/ongoing-strategy-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Ongoing Strategy"] +--- +# Ongoing Strategy *Feat 10* +[investigator](rules/traits/investigator-apg.md) + +- **Prerequisites**: strategic strike + +You're constantly studying small aspects of everyone's movements, even if you don't have a stratagem in place ahead of time. On any [Strike](rules/actions/strike.md) for which you didn't [Devise a Stratagem](rules/actions/devise-a-stratagem-apg.md), you still deal precision damage equal to your number of strategic strike damage dice so long as the weapon or unarmed attack you used is one that would have let you use your Intelligence modifier had you Devised a Stratagem. + +*Source: Advanced Player's Guide p. 63* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/ooze-empathy-sli.md b/compendium/feats/ooze-empathy-sli.md new file mode 100644 index 000000000..675af3ef6 --- /dev/null +++ b/compendium/feats/ooze-empathy-sli.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sli +- trait/archetype +aliases: ["Ooze Empathy"] +--- +# Ooze Empathy *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Oozemorph Dedication](compendium/feats/oozemorph-dedication-sli.md), at least two other class feats from the oozemorph archetype + +You can connect with oozes (and other amorphous aberrations, at the GM's discretion) on a rudimentary level. You can use [Diplomacy](compendium/skills.md#Diplomacy) to [Make an Impression](rules/actions/make-an-impression.md) on oozes and to make very simple Requests of them. In most instances, oozes will give you time to make your case. + +*Source: The Slithering p. 59* +%% #compendium/src/pf2e/sli #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/oozemorph-dedication-sli.md b/compendium/feats/oozemorph-dedication-sli.md new file mode 100644 index 000000000..9377d74dc --- /dev/null +++ b/compendium/feats/oozemorph-dedication-sli.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sli +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Oozemorph Dedication"] +--- +# Oozemorph Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + + +You are plagued by sporadic anatomical rearrangements, which grant you insights into other creatures with unusual anatomies. You become trained in [Occultism](compendium/skills.md#Occultism) and [Ooze Lore](compendium/skills.md#Lore); if you were already trained, you become an expert instead. You gain a +2 circumstance bonus to Reflex saves to avoid being Engulfed by creatures, and to checks to [Escape](rules/actions/escape.md) after being Engulfed. + +As you develop more abilities based on your amorphous affliction, you become increasingly off-putting to mundane creatures. You take a penalty to [Diplomacy](compendium/skills.md#Diplomacy) checks against animals and humanoids. This penalty is equal to your number of class feats from the oozemorph archetype, to a maximum of –4 for four or more feats. + +**Special.** You can't select another dedication feat until you have gained two other feats from the oozemorph archetype. + +## Oozemorph Dedication leads to... + +[Disturbing Defense](compendium/feats/disturbing-defense-sli.md), [Peculiar Anatomy](compendium/feats/peculiar-anatomy-sli.md), [Rubbery Skin](compendium/feats/rubbery-skin-sli.md), [Hideous Ululation](compendium/feats/hideous-ululation-sli.md), [Ooze Empathy](compendium/feats/ooze-empathy-sli.md), [Uncanny Suction](compendium/feats/uncanny-suction-sli.md), [Vacate Vision](compendium/feats/vacate-vision-sli.md) + +## Summary + +*Source: The Slithering p. 59* +%% #compendium/src/pf2e/sli #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/open-mind-loil.md b/compendium/feats/open-mind-loil.md new file mode 100644 index 000000000..22ea9a75a --- /dev/null +++ b/compendium/feats/open-mind-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/kashrishi +aliases: ["Open Mind"] +--- +# Open Mind *Feat 1* +[kashrishi](rules/traits/kashrishi-loil.md) + + +You have inherent psychic abilities that allow you to tap into the power of your mind. Choose one cantrip from the occult spell list. You can cast this spell as an occult innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. + +*Source: Lost Omens: Impossible Lands p. 43* +%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/compendium/feats/opportune-throw-ec1.md b/compendium/feats/opportune-throw-ec1.md new file mode 100644 index 000000000..028eba829 --- /dev/null +++ b/compendium/feats/opportune-throw-ec1.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec1 +- trait/archetype +- trait/uncommon +aliases: ["Opportune Throw"] +--- +# Opportune Throw [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: legendary in [Performance](compendium/skills.md#Performance), [Juggler Dedication](compendium/feats/juggler-dedication-ec1.md) +- **Trigger** A creature within 10 feet of you uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. +- **Requirements**: You are Juggling a thrown weapon. +- **Activity** Reaction + +You make a thrown ranged [Strike](rules/actions/strike.md) with the required weapon against the triggering creature. If you critically succeed and the trigger was a manipulate action, you disrupt that action. + +This [Strike](rules/actions/strike.md) doesn't count against your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](rules/actions/strike.md). + +*Source: Extinction Curse #1: The Show Must Go On p. 74* +%% #compendium/src/pf2e/ec1 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/opportunistic-grapple-apg.md b/compendium/feats/opportunistic-grapple-apg.md new file mode 100644 index 000000000..4b6cbcc4c --- /dev/null +++ b/compendium/feats/opportunistic-grapple-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Opportunistic Grapple"] +--- +# Opportunistic Grapple [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bounty Hunter Dedication](compendium/feats/bounty-hunter-dedication-apg.md) +- **Trigger** Your prey critically fails on a melee [Strike](rules/actions/strike.md)'s attack roll against you. +- **Requirements**: Your prey is within your reach, you have at least one free hand, and your target is no more than one size larger than you. +- **Activity** Reaction + +You attempt an [Athletics](compendium/skills.md#Athletics) check to [Grapple](rules/actions/grapple.md) your prey. + +*Source: Advanced Player's Guide p. 163* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/oracle-dedication-apg.md b/compendium/feats/oracle-dedication-apg.md new file mode 100644 index 000000000..190cace3d --- /dev/null +++ b/compendium/feats/oracle-dedication-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +- trait/multiclass +aliases: ["Oracle Dedication"] +--- +# Oracle Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Charisma 14 + +Choose a mystery|oracle|apg|1. You become trained in [Religion](compendium/skills.md#Religion) and the mystery's skill; if you were already trained, you become trained in a skill of your choice. You gain the mild, constant effects of the mystery's curse described in its first paragraph, but not other effects the mystery usually grants. You cast spells like an oracle and gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover. You're trained in divine spell attack rolls and divine spell DCs. Your key spellcasting ability for oracle archetype spells is Charisma, and they are divine oracle spells. + +**Special.** You can't select another dedication feat until you have gained two other feats from the oracle archetype. + +## Oracle Dedication leads to... + +[Basic Mysteries](compendium/feats/basic-mysteries-apg.md), [Advanced Mysteries](compendium/feats/advanced-mysteries-apg.md), [Basic Oracle Spellcasting](compendium/feats/basic-oracle-spellcasting-apg.md), [Expert Oracle Spellcasting](compendium/feats/expert-oracle-spellcasting-apg.md), [Master Oracle Spellcasting](compendium/feats/master-oracle-spellcasting-apg.md), [Mysterious Breadth](compendium/feats/mysterious-breadth-apg.md), [First Revelation](compendium/feats/first-revelation-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 152* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/compendium/feats/oracular-providence-apg.md b/compendium/feats/oracular-providence-apg.md new file mode 100644 index 000000000..d757b9f17 --- /dev/null +++ b/compendium/feats/oracular-providence-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/oracle +aliases: ["Oracular Providence"] +--- +# Oracular Providence *Feat 20* +[oracle](rules/traits/oracle-apg.md) + +- **Prerequisites**: oracular clarity + +Your mystery grants you access to deep reserves of truly miraculous divine power. You gain an additional 10th-level spell slot. + +*Source: Advanced Player's Guide p. 81* +%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/oracular-warning-apg.md b/compendium/feats/oracular-warning-apg.md new file mode 100644 index 000000000..ea80ec698 --- /dev/null +++ b/compendium/feats/oracular-warning-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/divination +- trait/divine +- trait/oracle +aliases: ["Oracular Warning"] +--- +# Oracular Warning [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* +[divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [oracle](rules/traits/oracle-apg.md) + +- **Trigger** You are about to roll initiative. +- **Activity** Free Action + +You have a flash of insight about impending danger related to one ally, and you can shout or gesture to warn that ally of the threat a moment before it materializes. One ally of your choice can roll twice for initiative and use the better result; this is a [fortune](rules/traits/fortune.md) effect. If you are legendary in [Religion](compendium/skills.md#Religion), you receive two visions and can warn two allies, granting them both this benefit. + +You are momentarily thrown off by the divine insight, however, and you must roll twice for your initiative roll and use the worse result. This is a [misfortune](rules/traits/misfortune.md) effect. + +The two effects are tied together; if you would avoid the [misfortune](rules/traits/misfortune.md) effect for any reason, or if any of your allies would negate their [fortune](rules/traits/fortune.md) effect, your Oracular Warning does nothing. Depending on whether you use gestures or call out, this action gains either the [visual](rules/traits/visual.md) or [auditory](rules/traits/auditory.md) trait, respectively. + +*Source: Advanced Player's Guide p. 80* +%% #compendium/src/pf2e/apg #trait/divination #trait/divine #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/orc-ferocity.md b/compendium/feats/orc-ferocity.md index 923586ea8..5824ef9d5 100644 --- a/compendium/feats/orc-ferocity.md +++ b/compendium/feats/orc-ferocity.md @@ -17,7 +17,7 @@ Fierceness in battle runs through your blood, and you refuse to fall from your i ## Orc Ferocity leads to... -[Incredible Ferocity](compendium/feats/incredible-ferocity.md), Ferocious Beasts, Rampaging Ferocity, Undying Ferocity, Defy Death +[Incredible Ferocity](compendium/feats/incredible-ferocity.md), [Ferocious Beasts](compendium/feats/ferocious-beasts-apg.md), [Rampaging Ferocity](compendium/feats/rampaging-ferocity-apg.md), [Undying Ferocity](compendium/feats/undying-ferocity-apg.md), [Defy Death](compendium/feats/defy-death-loag.md) ## Summary diff --git a/compendium/feats/orc-lore-apg.md b/compendium/feats/orc-lore-apg.md new file mode 100644 index 000000000..4041ad050 --- /dev/null +++ b/compendium/feats/orc-lore-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/orc +aliases: ["Orc Lore"] +--- +# Orc Lore *Feat 1* +[orc](rules/traits/orc.md) + + +The hold elders taught you your people's histories, told tales of great athletic feats, and shared with you the hardships your ancestors endured so that you can pass this wisdom down to future generations. You become trained in [Athletics](compendium/skills.md#Athletics) and [Survival](compendium/skills.md#Survival). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Orc Lore](compendium/skills.md#Lore). + +*Source: Advanced Player's Guide p. 18* +%% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/orc-superstition.md b/compendium/feats/orc-superstition.md index 7a50bb59b..e2684b0f8 100644 --- a/compendium/feats/orc-superstition.md +++ b/compendium/feats/orc-superstition.md @@ -17,7 +17,7 @@ You defend yourself against magic by relying on techniques derived from orc cult ## Orc Superstition leads to... -[Pervasive Superstition](compendium/feats/pervasive-superstition.md), Spell Devourer +[Pervasive Superstition](compendium/feats/pervasive-superstition.md), [Spell Devourer](compendium/feats/spell-devourer-apg.md) ## Summary diff --git a/compendium/feats/orc-warmask-loag.md b/compendium/feats/orc-warmask-loag.md new file mode 100644 index 000000000..79c6f952b --- /dev/null +++ b/compendium/feats/orc-warmask-loag.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/orc +aliases: ["Orc Warmask"] +--- +# Orc Warmask *Feat 1* +[orc](rules/traits/orc.md) + + +You paint your face to create a warmask, an invested magic item of negligible Bulk with an item level equal to your level and a usage of worn (mask). It has the [divination](rules/traits/divination.md) trait and a magical tradition trait depending on its type. Donning or removing your warmask requires 1 minute of work, though you don't need to Invest the mask each time. The warmask is unique to you and might signify your hold, your accomplishments, or your faith. While creating your mask, you must choose the source of your warmask's power from the options below. This source determines the mask's associated skill as well as magical tradition. + +Once you select this source, it can't be changed. You become trained in the associated skill, and you gain the [Dubious Knowledge](compendium/feats/dubious-knowledge.md) skill feat as a bonus feat. + +You can spend 1 hour performing a ceremony that costs 50 gp to attune yourself more deeply with your warmask. If you do, you gain a +1 item bonus to the associated skill whenever you wear the warmask. + +- **The Gods** [Religion](compendium/skills.md#Religion), divine tradition +- **The Land** [Nature](compendium/skills.md#Nature), primal tradition +- **Magic** [Arcana](compendium/skills.md#Arcana), arcane tradition +- **The Unknown** [Occultism](compendium/skills.md#Occultism), occult tradition + +## Orc Warmask leads to... + +[Mask Of Fear](compendium/feats/mask-of-fear-loag.md), [Mask Of Pain](compendium/feats/mask-of-pain-loag.md), [Mask Of Power](compendium/feats/mask-of-power-loag.md), [Mask Of Rejection](compendium/feats/mask-of-rejection-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 51* +%% #compendium/src/pf2e/loag #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/order-training-locg.md b/compendium/feats/order-training-locg.md new file mode 100644 index 000000000..2dc611051 --- /dev/null +++ b/compendium/feats/order-training-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/uncommon +aliases: ["Order Training"] +--- +# Order Training *Feat 8* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md) + +You gain the lesser order benefit for the Hellknight order to which you belong. + +*Source: Lost Omens: Character Guide p. 81* +%% #compendium/src/pf2e/locg #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/ornate-tattoo-locg.md b/compendium/feats/ornate-tattoo-locg.md new file mode 100644 index 000000000..53811d6ba --- /dev/null +++ b/compendium/feats/ornate-tattoo-locg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/human +aliases: ["Ornate Tattoo"] +--- +# Ornate Tattoo *Feat 5* +[human](rules/traits/human.md) + +- **Prerequisites**: [Arcane Tattoos](compendium/feats/arcane-tattoos-locg.md) + +You expand your tattoos to encompass greater magic. Choose a 1st-level arcane spell from the same school as your Arcane Tattoos, either a common spell or another to which you have access. You can cast that spell once per day as an innate arcane spell. + +## Ornate Tattoo leads to... + +[Virtue-forged Tattoos](compendium/feats/virtue-forged-tattoos-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 13* +%% #compendium/src/pf2e/locg #trait/human %% \ No newline at end of file diff --git a/compendium/feats/orthographic-mastery-apg.md b/compendium/feats/orthographic-mastery-apg.md new file mode 100644 index 000000000..ba9bf20e9 --- /dev/null +++ b/compendium/feats/orthographic-mastery-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/skill +aliases: ["Orthographic Mastery"] +--- +# Orthographic Mastery *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Loremaster Dedication](compendium/feats/loremaster-dedication-apg.md) + +You understand the principles that underlie all written words, allowing you to read nearly any text. You can attempt to [Decipher Writing](rules/actions/decipher-writing.md) using [Loremaster Lore](compendium/skills.md#Lore) in place of the required skill. + +*Source: Advanced Player's Guide p. 179* +%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/ostentatious-arrival-som.md b/compendium/feats/ostentatious-arrival-som.md new file mode 100644 index 000000000..2f7bb90a9 --- /dev/null +++ b/compendium/feats/ostentatious-arrival-som.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/concentrate +- trait/manipulate +- trait/metamagic +- trait/summoner +aliases: ["Ostentatious Arrival"] +--- +# Ostentatious Arrival [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* +[concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [summoner](rules/traits/summoner-som.md) + +- **Activity** Free Action + +If the next action you take is to [Manifest your Eidolon](rules/actions/manifest-eidolon-som.md) as a three-action activity, or to Cast a three-action summoning Spell, the creature appears in an explosion. + +All creatures in a 10-foot emanation around the creature you summoned or manifested take `1d4` fire damage per spell level for a summoning spell, or `1d4` damage per 2 levels for Manifesting your Eidolon. If the creature you summoned or manifested has the acid, cold, electricity, fire, [sonic](rules/traits/sonic.md), or [water](rules/traits/water.md) trait, the damage is that type instead (or cold damage for the [water](rules/traits/water.md) trait). If the creature has more than one of these traits, you choose which damage type to deal. + +*Source: Secrets of Magic p. 69* +%% #compendium/src/pf2e/som #trait/concentrate #trait/manipulate #trait/metamagic #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/otherworldly-acumen-apg.md b/compendium/feats/otherworldly-acumen-apg.md new file mode 100644 index 000000000..d49c99db5 --- /dev/null +++ b/compendium/feats/otherworldly-acumen-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/elf +aliases: ["Otherworldly Acumen"] +--- +# Otherworldly Acumen *Feat 9* +[elf](rules/traits/elf.md) + +- **Prerequisites**: at least one innate spell gained from an elf ancestry feat + +The arcane magic you possess grows in power and complexity. Choose one common 2nd-level spell from the same tradition as an innate spell you previously gained from another elf ancestry feat (from the arcane list if you have [Otherworldly Magic](compendium/feats/otherworldly-magic.md), for example). You can cast that spell as an innate spell once per day, using the same tradition as the list you chose the spell from. + +*Source: Advanced Player's Guide p. 43* +%% #compendium/src/pf2e/apg #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/out-of-hand-botd.md b/compendium/feats/out-of-hand-botd.md new file mode 100644 index 000000000..0d4fcd543 --- /dev/null +++ b/compendium/feats/out-of-hand-botd.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Out of Hand"] +--- +# Out of Hand *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) + +Even when your limbs are severed, they remain a part of you. When an arm is severed from your body, it gains the [minion](rules/traits/minion.md) trait. While severed, your limb has the statistics of a familiar (Core Rulebook 217–218) without any familiar or master abilities, except its Speed is 5 feet, it can't move further than 100 feet from you, it can [Interact](rules/actions/interact.md) with things, and it can still make any unarmed [Strikes](rules/actions/strike.md) it could have made while attached to you (usually a fist [Strike](rules/actions/strike.md)). Any [Strikes](rules/actions/strike.md) it makes share your multiple attack penalty and use your attack bonus and damage. If your arm is reduced to 0 HP or is ever more than 100 feet from you, it becomes inert until reattached. The GM might allow you to detach other limbs that have unarmed attacks using the below action (for example, if you're a tiefling with [Form of the Fiend](compendium/feats/form-of-the-fiend-apg.md), giving you a tail unarmed attack). You gain the Lay Down Arms action. + +```ad-embed-ability +title: Lay Down Arms [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You pull your arm off, harmlessly severing it from your body and dropping it in an adjacent square. You can also use this action to reattach your severed arm if it's adjacent to you; it immediately functions normally. If the detached limb was at 0 Hit Points, it takes 10 minutes to reattach it instead of a single action. +``` + +*Source: Book of the Dead p. 61* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/overcrowd-apg.md b/compendium/feats/overcrowd-apg.md new file mode 100644 index 000000000..6a83c51e5 --- /dev/null +++ b/compendium/feats/overcrowd-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ratfolk +aliases: ["Overcrowd"] +--- +# Overcrowd *Feat 9* +[ratfolk](rules/traits/ratfolk-b1.md) + + +Your physiology is slight, and you can pack into small spaces with others of similar stature. As long as you are Small, you can end your movement in the same square as a Small ally. Only two creatures total can share the same space when using this ability or a similar one. + +## Overcrowd leads to... + +[Shinstabber](compendium/feats/shinstabber-loag.md) + +## Summary + +*Source: Advanced Player's Guide p. 23* +%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/compendium/feats/overextending-feint-apg.md b/compendium/feats/overextending-feint-apg.md new file mode 100644 index 000000000..a69d79f6b --- /dev/null +++ b/compendium/feats/overextending-feint-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["Overextending Feint"] +--- +# Overextending Feint *Feat 1* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) + +When you trick a foe, instead of catching them off guard, you goad them into overextending their next attack. On a successful [Feint](rules/actions/feint.md), you can use the following success and critical success effects instead of any other effects that would occur when you [Feint](rules/actions/feint.md). You can choose a different effect each time you [Feint](rules/actions/feint.md) against a given foe. + +> [!success-degree] +> - **Critical Success** The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn. +> - **Success** The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn. + +*Source: Advanced Player's Guide p. 134* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/overlooked-mastermind-locg.md b/compendium/feats/overlooked-mastermind-locg.md new file mode 100644 index 000000000..7798fee16 --- /dev/null +++ b/compendium/feats/overlooked-mastermind-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/half-orc +aliases: ["Overlooked Mastermind"] +--- +# Overlooked Mastermind *Feat 1* +[half-orc](rules/traits/half-orc.md) + + +Many consider half-orcs little more than dumb brutes. This is offensive to you, but it can occasionally be useful. You are trained in [Deception](compendium/skills.md#Deception) (or another skill of your choice if you were already trained in [Deception](compendium/skills.md#Deception)), and you gain a +2 circumstance bonus to [Deception](compendium/skills.md#Deception) checks to [Lie](rules/actions/lie.md) when specifically claiming ignorance and to [Deception](compendium/skills.md#Deception) DCs against [Sense Motive](rules/actions/sense-motive.md) checks to uncover such lies. + +*Source: Lost Omens: Character Guide p. 15* +%% #compendium/src/pf2e/locg #trait/half-orc %% \ No newline at end of file diff --git a/compendium/feats/overpowering-charge-barbarian-apg.md b/compendium/feats/overpowering-charge-barbarian-apg.md new file mode 100644 index 000000000..209d9f5a2 --- /dev/null +++ b/compendium/feats/overpowering-charge-barbarian-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +aliases: ["Overpowering Charge (Barbarian)"] +--- +# Overpowering Charge (Barbarian) *Feat 10* +[barbarian](rules/traits/barbarian.md) + +- **Prerequisites**: Barreling Charge + +You trample your foes as you charge past them. When you use Barreling Charge and successfully move through a creature's space, that creature takes bludgeoning damage equal to your Strength modifier. If you critically succeed, the creature takes twice this amount of damage and becomes [flat-footed](rules/conditions.md#Flat-footed) until the end of your next turn. + +*Source: Advanced Player's Guide p. 110* +%% #compendium/src/pf2e/apg #trait/barbarian %% \ No newline at end of file diff --git a/compendium/feats/overpowering-charge-fighter-apg.md b/compendium/feats/overpowering-charge-fighter-apg.md new file mode 100644 index 000000000..e2029d8a7 --- /dev/null +++ b/compendium/feats/overpowering-charge-fighter-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/fighter +aliases: ["Overpowering Charge (Fighter)"] +--- +# Overpowering Charge (Fighter) *Feat 10* +[fighter](rules/traits/fighter.md) + +- **Prerequisites**: Barreling Charge + +You trample foes as you charge past. When you use Barreling Charge and successfully move through a creature's space, that creature takes bludgeoning damage equal to your Strength modifier. On a critical success, the creature takes double damage and is [flat-footed](rules/conditions.md#Flat-footed) until the end of your next turn. + +*Source: Advanced Player's Guide p. 127* +%% #compendium/src/pf2e/apg #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/oversized-throw-apg.md b/compendium/feats/oversized-throw-apg.md new file mode 100644 index 000000000..801ff480e --- /dev/null +++ b/compendium/feats/oversized-throw-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +- trait/rage +aliases: ["Oversized Throw"] +--- +# Oversized Throw [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Requirements**: You have one or more hands free. +- **Activity** Two-Action + +With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes. The object must be your size or one size smaller than you, and it must not have too much Bulk for you to lift it in the first place. Make a ranged [Strike](rules/actions/strike.md) with the object; regardless of the result, the object takes the same amount of damage it would deal on a success. The object is a simple ranged weapon that deals `1d10` bludgeoning damage, has a range increment of 20 feet, and has the thrown weapon trait. The damage increases to `2d10` if you have weapon specialization in simple weapons, or `3d10` if you have greater weapon specialization. + +*Source: Advanced Player's Guide p. 109* +%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/overwhelming-blow-apg.md b/compendium/feats/overwhelming-blow-apg.md new file mode 100644 index 000000000..b2320c34a --- /dev/null +++ b/compendium/feats/overwhelming-blow-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/fighter +aliases: ["Overwhelming Blow"] +--- +# Overwhelming Blow [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* +[fighter](rules/traits/fighter.md) + +- **Activity** Three-Action + +You throw your weight into a powerful attack that leaves you vulnerable. Make a melee [Strike](rules/actions/strike.md). This counts as three attacks when calculating your multiple attack penalty. If this [Strike](rules/actions/strike.md) hits, you get a critical hit. If you roll a critical hit, your attack also gains the [deadly ](rules/traits/deadly.md) trait. Whether or not you hit, you become [stunned](rules/conditions.md#Stunned) and are [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. + +*Source: Advanced Player's Guide p. 127* +%% #compendium/src/pf2e/apg #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/overwhelming-breath-apg.md b/compendium/feats/overwhelming-breath-apg.md new file mode 100644 index 000000000..0298f0d41 --- /dev/null +++ b/compendium/feats/overwhelming-breath-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/metamagic +- trait/monk +aliases: ["Overwhelming Breath"] +--- +# Overwhelming Breath [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [monk](rules/traits/monk.md) + +- **Prerequisites**: ki spells +- **Activity** Single Action + +You control your breathing and align it with your ki, exhaling with controlled force in order to overcome your opponent's resistance. If you use your next action to [Cast a Spell](rules/actions/cast-a-spell.md) that has the [monk](rules/traits/monk.md) trait and no duration, the spell and any [Strikes](rules/actions/strike.md) you make as a result of casting it ignore an amount of the target's resistance to physical damage equal to your level. + +*Source: Advanced Player's Guide p. 130* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/overwhelming-spellstrike-som.md b/compendium/feats/overwhelming-spellstrike-som.md new file mode 100644 index 000000000..3700b798a --- /dev/null +++ b/compendium/feats/overwhelming-spellstrike-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Overwhelming Spellstrike"] +--- +# Overwhelming Spellstrike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) +- **Requirements**: Your [Spellstrike](rules/actions/spellstrike-som.md) is charged. +- **Activity** Two-Action + +You pierce through your foe's resistance. Make a [Spellstrike](rules/actions/spellstrike-som.md). The spell you cast as part of the [Spellstrike](rules/actions/spellstrike-som.md) ignores an amount of the target's resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including [persistent damage](rules/conditions.md#Persistent%20Damage) and damage caused by an ongoing effect of the spell. A creature's immunities are unaffected. + +*Source: Secrets of Magic p. 48* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/pack-hunter-lome.md b/compendium/feats/pack-hunter-lome.md new file mode 100644 index 000000000..35be902da --- /dev/null +++ b/compendium/feats/pack-hunter-lome.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/gnoll +aliases: ["Pack Hunter"] +--- +# Pack Hunter *Feat 1* +[gnoll](rules/traits/gnoll-b1.md) + + +You were taught how to hunt as part of a pack. You gain a +2 circumstance bonus to checks to [Aid](rules/actions/aid.md), and your allies gain a +2 circumstance bonus to checks to [Aid](rules/actions/aid.md) you. + +## Pack Hunter leads to... + +[Pack Stalker](compendium/feats/pack-stalker-lome.md) + +## Summary + +*Source: Lost Omens: The Mwangi Expanse p. 113* +%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/compendium/feats/pack-rat-apg.md b/compendium/feats/pack-rat-apg.md new file mode 100644 index 000000000..d24f92bfc --- /dev/null +++ b/compendium/feats/pack-rat-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ratfolk +aliases: ["Pack Rat"] +--- +# Pack Rat *Feat 1* +[ratfolk](rules/traits/ratfolk-b1.md) + + +Years of packing for travel have taught you how to cram vast quantities into small spaces. You can fit an additional 50% of the listed Bulk capacity into mundane storage containers or vehicles. For example, you can fit 6 Bulk in a backpack, or 12 Bulk in a chest. This doesn't alter the items' Bulk, nor does it change how much you can store in a magical or extradimensional storage space, such as a bag of holding. + +*Source: Advanced Player's Guide p. 22* +%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/compendium/feats/pack-stalker-lome.md b/compendium/feats/pack-stalker-lome.md new file mode 100644 index 000000000..e355d5879 --- /dev/null +++ b/compendium/feats/pack-stalker-lome.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/gnoll +aliases: ["Pack Stalker"] +--- +# Pack Stalker *Feat 5* +[gnoll](rules/traits/gnoll-b1.md) + +- **Prerequisites**: expert in [Stealth](compendium/skills.md#Stealth), [Pack Hunter](compendium/feats/pack-hunter-lome.md) + +Ambushes are an honored gnoll tradition. You gain the Terrain Stalker feat and can extend its effects to a single ally so long as they remain within 10 ft. of you. If you have master proficiency in [Stealth](compendium/skills.md#Stealth), you can extend the effect to two allies. If you have legendary proficiency in [Stealth](compendium/skills.md#Stealth), you can extend it to four allies. + +*Source: Lost Omens: The Mwangi Expanse p. 114* +%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/compendium/feats/pack-tactics-loag.md b/compendium/feats/pack-tactics-loag.md new file mode 100644 index 000000000..2be225d0a --- /dev/null +++ b/compendium/feats/pack-tactics-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/beastkin +aliases: ["Pack Tactics"] +--- +# Pack Tactics *Feat 9* +[beastkin](rules/traits/beastkin-loag.md) + + +You have mastered how to hunt with your pack. If an enemy is within reach of you and at least two of your allies, that enemy is [flat-footed](rules/conditions.md#Flat-footed) against you. + +*Source: Lost Omens: Ancestry Guide p. 82* +%% #compendium/src/pf2e/loag #trait/beastkin %% \ No newline at end of file diff --git a/compendium/feats/pact-of-draconic-fury-da.md b/compendium/feats/pact-of-draconic-fury-da.md new file mode 100644 index 000000000..b3ea3b961 --- /dev/null +++ b/compendium/feats/pact-of-draconic-fury-da.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/arcane +- trait/archetype +- trait/evocation +- trait/uncommon +aliases: ["Pact of Draconic Fury"] +--- +# Pact of Draconic Fury *Feat 6* +[arcane](rules/traits/arcane.md) [archetype](rules/traits/archetype.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md) + +You've sworn a pact with a dragon, giving you the ability to tap into the dragon's immeasurable power in exchange for adding to their hoard. You gain the Dragon Breath activity. In exchange, you promise to search for objects the dragon wants for its hoard upon request. These requests might be extremely specific unique objects, or they might be a broad category of objects. While the dragon agrees to pay you a fair price for the item you retrieve, the pact requires you to give your time and service. + +```ad-embed-ability +title: Dragon Breath [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You breathe deeply and exhale a line or cone of powerful breath, much like the dragon with which you made the pact. If the dragon had a cone-shaped breath weapon, your breath weapon is a 30-foot cone. If they had a line-shaped breath weapon, your breath weapon is a 60-foot line. If they had a burst-shaped breath weapon, your breath weapon is a 10-foot burst within 60 feet. No matter the shape, it deals `1d6` damage per level, of the same damage type as the dragon's Breath Weapon, with a basic Reflex save, using the higher of your class DC or spell DC. This action has the same traits as the breath weapon of the dragon you made the pact with. +``` + +*Source: Dark Archive p. 166* +%% #compendium/src/pf2e/da #trait/arcane #trait/archetype #trait/evocation #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/pact-of-eldritch-eyes-da.md b/compendium/feats/pact-of-eldritch-eyes-da.md new file mode 100644 index 000000000..102d81d97 --- /dev/null +++ b/compendium/feats/pact-of-eldritch-eyes-da.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/divination +- trait/occult +- trait/uncommon +aliases: ["Pact of Eldritch Eyes"] +--- +# Pact of Eldritch Eyes *Feat 14* +[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) [occult](rules/traits/occult.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md) + +You've sworn a pact with an entity beyond mortal comprehension, granting you distant visions and insights. You can cast [prying eye](compendium/spells/prying-eye.md) as an occult innate spell once per hour, using the higher of your class DC and your spell DC to determine the DC. + +In exchange, you allow the entity to peer through you at your world. The entity's touch creates strange dreams, typically nightmares. Every morning, you awaken trained in an unexpected [Lore](compendium/skills.md#Lore) skill determined by the GM, which you retain until the next time you rest for the night. While the entity contacts you most often while you sleep, it occasionally peers at you during the day, leading to disorientation and visions. You can generally determine what's going on during these visions, so normally this occurrence imparts no mechanical penalty. + +However, in the unlikely event that an encounter begins while you're experiencing visions from the entity, you might take a circumstance penalty to your initiative roll. + +**Special.** The entity isn't particularly attached to its pact with you. If you want it gone, you can retrain out of Pact of Eldritch Eyes, after which the entity withdraws its eyes to the void. + +*Source: Dark Archive p. 167* +%% #compendium/src/pf2e/da #trait/archetype #trait/divination #trait/occult #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/pact-of-fey-glamour-da.md b/compendium/feats/pact-of-fey-glamour-da.md new file mode 100644 index 000000000..41d800180 --- /dev/null +++ b/compendium/feats/pact-of-fey-glamour-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/illusion +- trait/primal +- trait/uncommon +aliases: ["Pact of Fey Glamour"] +--- +# Pact of Fey Glamour *Feat 4* +[archetype](rules/traits/archetype.md) [illusion](rules/traits/illusion.md) [primal](rules/traits/primal.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md) + +You've sworn a pact with fey powers, granting you the otherworldly appearance of your dreams in exchange for oaths of hospitality. As long as you keep your end of the bargain, your base appearance changes indefinitely to any one appearance you wish that's within the bounds of possibility for your ancestry; this effect can't be counteracted or removed except by violating the pact. Additionally, you can cast [illusory disguise](compendium/spells/illusory-disguise.md) as a primal innate spell once per hour, using the higher of your class DC and your spell DC to determine the DC. + +In exchange, you promise to accept any fey's request for hospitality, granting them food, drink, and lodging for up to 3 days and 3 nights. You also promise not to harm any creature to whom you've offered hospitality or who has shown hospitality to you, whether or not that creature is fey, unless that creature does harm first. If you refuse hospitality to a fey or violate hospitality, you lose the benefits of this feat until you atone for your transgressions, instantly reverting your appearance to the one you had before the pact. + +*Source: Dark Archive p. 166* +%% #compendium/src/pf2e/da #trait/archetype #trait/illusion #trait/primal #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/pact-of-infernal-prowess-da.md b/compendium/feats/pact-of-infernal-prowess-da.md new file mode 100644 index 000000000..3809ef96c --- /dev/null +++ b/compendium/feats/pact-of-infernal-prowess-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/divination +- trait/divine +- trait/uncommon +aliases: ["Pact of Infernal Prowess"] +--- +# Pact of Infernal Prowess *Feat 8* +[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md) + +You've sworn a pact with devils, granting you success in life in exchange for your soul in the afterlife. Once per hour, when you critically fail a check, you can reroll the check as a free action; this is a [fortune](rules/traits/fortune.md) effect. Additionally, you can choose to automatically succeed at checks to [Earn Income](rules/actions/earn-income.md) for tasks below your level, without rolling. However, when you die, your soul is consigned to Hell. You can't be returned to life except by powerful magic such as miracle, and even then, the devils responsible for the contract can track your every move for 1 year. The devils gain the effects of a [discern location](compendium/spells/discern-location.md) spell. They can also use 10th-level [scrying](compendium/spells/scrying.md) on you at will, and you automatically critically fail your saving throw. + +**Special.** You can't retrain out of a Pact of Infernal Prowess without journeying to Hell and destroying the devil's written contract spelling out the terms of your pact. + +*Source: Dark Archive p. 167* +%% #compendium/src/pf2e/da #trait/archetype #trait/divination #trait/divine #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/pact-of-the-final-breath-da.md b/compendium/feats/pact-of-the-final-breath-da.md new file mode 100644 index 000000000..d349335ff --- /dev/null +++ b/compendium/feats/pact-of-the-final-breath-da.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/divine +- trait/necromancy +- trait/uncommon +aliases: ["Pact of the Final Breath"] +--- +# Pact of the Final Breath *Feat 12* +[archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md) + +You've sworn a pact with a powerful psychopomp—typically an olethros advocate or yamaraj judge—granting you a reprieve before your soul will be collected in exchange for respect for the dead and assistance against the undead. + +As long as you keep your end of the bargain, you live twice as long as you normally would before [dying](rules/conditions.md#Dying) of natural causes. Additionally, the first time each day that you would be reduced to 0 Hit Points and gain the [dying](rules/conditions.md#Dying) condition, you instead regain a number of Hit Points equal to twice your level (starting from 0 HP), remain conscious, and gain fast healing equal to your level for 3 rounds. + +In exchange, you swear to treat the dead you come across with respect, performing last rites and final dispositions to ensure their spirits rest in peace and are less likely to rise as undead. Furthermore, you swear to destroy undead you come across, so long as it's within your power to do so without inordinate risk to yourself. Violating your part of the pact causes its protections to immediately end. If at that point you had already lived beyond your natural lifespan, the psychopomps typically give you a few moments to make any last farewells, and then you simply breathe your final breath and pass on. + +*Source: Dark Archive p. 167* +%% #compendium/src/pf2e/da #trait/archetype #trait/divine #trait/necromancy #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/pactbinder-dedication-da.md b/compendium/feats/pactbinder-dedication-da.md new file mode 100644 index 000000000..817d8cf80 --- /dev/null +++ b/compendium/feats/pactbinder-dedication-da.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Pactbinder Dedication"] +--- +# Pactbinder Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) as well as either [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) + +The first step toward forming a successful pact is an understanding of the magic behind it, along with skill at negotiation. It doesn't hurt that you also learned how to magically bind yourself to keep your word, enabling you to bargain more easily. You increase your proficiency from trained to expert in [Diplomacy](compendium/skills.md#Diplomacy) and in one of the following: [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion). + +```ad-embed-ability +title: Binding Vow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [enchantment](rules/traits/enchantment.md) [occult](rules/traits/occult.md) + +You bind yourself by formally speaking a binding vow. Supernatural power flows through and around you as you speak it, and all those present to hear it intrinsically know that it binds you. Breaking this vow is anathema to you, and if you break it willingly, you lose all pactbinder benefits until you fulfill your vow or, if that's impossible, participate in an atone ritual. The vow doesn't prevent unwilling violations and can't be used to try to circumvent mind-control magic, confusion, or similar situations where you perform an action not entirely of your own volition. A Binding Vow doesn't end until you've fulfilled it. Even if you die, the vow still binds you if you return to life. The vow doesn't force you to go to ridiculous extremes, such as [dying](rules/conditions.md#Dying), to fulfill your vow unless you specifically swear to go to such extremes. Trying to subvert your binding vow by making selfish promises (such as swearing to an ally that you'll kill someone you already wanted to kill) is in itself a violation of your vow, as is attempting to subvert other vows you've made (such as those from other pactbinder feats or a champion's code). + +When you make a [Request](rules/actions/request.md) or [Coerce](rules/actions/coerce.md) directly in service of fulfilling your vow, you gain a +1 circumstance bonus to your check against any creatures aware of your vow. +%% #trait/auditory #trait/concentrate #trait/enchantment #trait/occult %% +``` + +**Special.** You can't select another dedication feat until you've gained two other feats from the pactbinder archetype. + +## Pactbinder Dedication leads to... + +[Sociable Vow](compendium/feats/sociable-vow-da.md), [Pact of Fey Glamour](compendium/feats/pact-of-fey-glamour-da.md), [Pact of Draconic Fury](compendium/feats/pact-of-draconic-fury-da.md), [Pact of Infernal Prowess](compendium/feats/pact-of-infernal-prowess-da.md), [Pact of the Final Breath](compendium/feats/pact-of-the-final-breath-da.md), [Pact of Eldritch Eyes](compendium/feats/pact-of-eldritch-eyes-da.md) + +## Summary + +*Source: Dark Archive p. 166* +%% #compendium/src/pf2e/da #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/pactbound-dedication-lomm.md b/compendium/feats/pactbound-dedication-lomm.md new file mode 100644 index 000000000..6d23ff944 --- /dev/null +++ b/compendium/feats/pactbound-dedication-lomm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lomm +- trait/archetype +- trait/dedication +- trait/rare +aliases: ["Pactbound Dedication"] +--- +# Pactbound Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: Erutaki or Giant language, trained in [Nature](compendium/skills.md#Nature), must have earned the trust of a saumen kar who initiates you into the archetype + +You befriended one of the last saumen kar and were infused with a fraction of their power, granting you the potential to become a guardian of their ancient pact. You gain cold resistance equal to half your level. You can [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md) while it's snowing even lightly, even if it wouldn't be thick enough to normally grant [concealment](rules/conditions.md#Concealed). Finally, all saumen kar can sense the mark of their pact upon you, and their attitude toward you is typically one step better than it would be otherwise ([hostile](rules/conditions.md#Hostile) to [unfriendly](rules/conditions.md#Unfriendly), [unfriendly](rules/conditions.md#Unfriendly) to [indifferent](rules/conditions.md#Indifferent), etc.) Most saumen kar are [unfriendly](rules/conditions.md#Unfriendly) to outsiders; this would make them [indifferent](rules/conditions.md#Indifferent) to you. + +**Special.** You can't select another dedication feat until you have gained two other feats from the pactbound archetype. + +## Pactbound Dedication leads to... + +[Crown of the Saumen Kar](compendium/feats/crown-of-the-saumen-kar-lomm.md), [Frostbite Runes](compendium/feats/frostbite-runes-lomm.md), [Bound in Ice](compendium/feats/bound-in-ice-lomm.md), [Curse of the Saumen Kar](compendium/feats/curse-of-the-saumen-kar-lomm.md), [Ice Crafter](compendium/feats/ice-crafter-lomm.md) + +## Summary + +*Source: Lost Omens: Monsters of Myth p. 10* +%% #compendium/src/pf2e/lomm #trait/archetype #trait/dedication #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/pain-tolerance-ooa1.md b/compendium/feats/pain-tolerance-ooa1.md new file mode 100644 index 000000000..4e8767b1b --- /dev/null +++ b/compendium/feats/pain-tolerance-ooa1.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ooa1 +- trait/barbarian +- trait/fighter +- trait/uncommon +aliases: ["Pain Tolerance"] +--- +# Pain Tolerance *Feat 6* +[barbarian](rules/traits/barbarian.md) [fighter](rules/traits/fighter.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You're from Alkenstar or the Mana Wastes. +- **Prerequisites**: expert in Fortitude saves + +You gain resistance to mental damage equal to half your level and a +1 circumstance bonus to saving throws against effects that would make you [clumsy](rules/conditions.md#Clumsy), [drained](rules/conditions.md#Drained), or [enfeebled](rules/conditions.md#Enfeebled). + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 79* +%% #compendium/src/pf2e/ooa1 #trait/barbarian #trait/fighter #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/paired-link-da.md b/compendium/feats/paired-link-da.md new file mode 100644 index 000000000..c9f859ed2 --- /dev/null +++ b/compendium/feats/paired-link-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/divination +- trait/esoterica +- trait/fortune +- trait/occult +- trait/thaumaturge +aliases: ["Paired Link"] +--- +# Paired Link *Feat 4* +[divination](rules/traits/divination.md) [esoterica](rules/traits/esoterica-da.md) [fortune](rules/traits/fortune.md) [occult](rules/traits/occult.md) [thaumaturge](rules/traits/thaumaturge-da.md) + + +You break a trinket such as a lodestone or jade pendant in two, creating a sympathetic link between the halves that bridges distance. During your daily preparations, you perform a short ceremony where you gift one of the two halves to a willing ally. + +On that ally, you can cast spells and use thaumaturge abilities that have a range of touch at a range of 30 feet instead, and the ally can cast spells that have a range of touch on you from a range of 30 feet. These effects last as long as you and the ally have their half; if either half leaves either of your possession for even a moment, or if you establish a link with a new ally during your next daily preparations, the link breaks. + +*Source: Dark Archive p. 44* +%% #compendium/src/pf2e/da #trait/divination #trait/esoterica #trait/fortune #trait/occult #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/pale-horse-apg.md b/compendium/feats/pale-horse-apg.md new file mode 100644 index 000000000..d76b84c77 --- /dev/null +++ b/compendium/feats/pale-horse-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +- trait/uncommon +aliases: ["Pale Horse"] +--- +# Pale Horse *Feat 12* +[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: divine ally (steed), tenets of evil + +Your mount becomes a grotesque creature of foreboding when you ride it. Its appearance transforms as flames erupt from its skin, a whorl of negative energy surrounds it, or poison leaks from its flesh. When you [Mount](rules/actions/mount.md) your steed ally, you can choose fire, negative, or poison. As long as you ride it, your steed gains resistance 10 to the chosen damage type, and any creature that touches your steed takes `1d6` damage of the chosen type; this includes hitting the steed with unarmed attacks or with a melee weapon [Strike](rules/actions/strike.md) while adjacent to the steed. This damage increases to `2d6` at 16th level and `3d6` at 20th level. + +*Source: Advanced Player's Guide p. 121* +%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/panache-paragon-apg.md b/compendium/feats/panache-paragon-apg.md new file mode 100644 index 000000000..5fb2ad867 --- /dev/null +++ b/compendium/feats/panache-paragon-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Panache Paragon"] +--- +# Panache Paragon *Feat 20* +[swashbuckler](rules/traits/swashbuckler-apg.md) + + +You find opportunities to perform stylish feats in the moments between others' heartbeats and eye blinks. You are permanently [quickened](rules/conditions.md#Quickened). You can use the extra action only to [Tumble Through](rules/actions/tumble-through.md) or perform the skill action listed in your swashbuckler's style as one that allows you to gain panache, or other actions that would allow you to gain panache at the GM's discretion. + +*Source: Advanced Player's Guide p. 93* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/paradoxical-mystery-apg.md b/compendium/feats/paradoxical-mystery-apg.md new file mode 100644 index 000000000..ae6ebd682 --- /dev/null +++ b/compendium/feats/paradoxical-mystery-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/oracle +aliases: ["Paradoxical Mystery"] +--- +# Paradoxical Mystery *Feat 20* +[oracle](rules/traits/oracle-apg.md) + +- **Prerequisites**: [Greater Revelation](compendium/feats/greater-revelation-apg.md) + +The truest depths of your divine mystery are fathomless and contradictory, granting you changing powers that even you can barely begin to fathom. Each day during your daily preparations, choose one basic or advanced domain spell from any domain from the Core Rulebook or another domain to which you have access, or any initial or advanced revelation spell from another mystery. You gain that spell as a revelation spell until your next daily preparations, and it has the [cursebound](rules/traits/cursebound-apg.md) trait. + +*Source: Advanced Player's Guide p. 81* +%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/paragon-battle-medicine-lol.md b/compendium/feats/paragon-battle-medicine-lol.md new file mode 100644 index 000000000..f7db25865 --- /dev/null +++ b/compendium/feats/paragon-battle-medicine-lol.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lol +- trait/general +- trait/rare +- trait/skill +aliases: ["Paragon Battle Medicine"] +--- +# Paragon Battle Medicine *Feat 7* +[general](rules/traits/general.md) [rare](rules/traits/rare.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Battle Medicine](compendium/feats/battle-medicine.md), master in [Medicine](compendium/skills.md#Medicine) + +Kassi Aziril taught you her techniques that originated the modern use of [Battle Medicine](compendium/feats/battle-medicine.md). + +When you successfully use [Battle Medicine](compendium/feats/battle-medicine.md), you can also reduce the target's [sickened](rules/conditions.md#Sickened), [enfeebled](rules/conditions.md#Enfeebled), or [clumsy](rules/conditions.md#Clumsy) condition by 1 (this has no effect if you are subject to an effect continually applying the [clumsy](rules/conditions.md#Clumsy) condition, like enlarge). If you are legendary in [Medicine](compendium/skills.md#Medicine), you can choose to reduce the target's [frightened](rules/conditions.md#Frightened) or [stunned](rules/conditions.md#Stunned) condition by 1 instead, and if you have the Godless Healing feat, you can choose to reduce the target's [stupefied](rules/conditions.md#Stupefied) or [drained](rules/conditions.md#Drained) condition by 1 instead. If you have the Mortal Healing feat, you can reduce all available conditions by 1 for a target who hasn't benefited from positive or healing magic in the last 24 hours, and if you roll a critical success before applying the effects of the feat, you reduce all available conditions by 2 for that target instead. + +*Source: Lost Omens: Legends p. 72* +%% #compendium/src/pf2e/lol #trait/general #trait/rare #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/paragon-reanimated-companion-ooa3.md b/compendium/feats/paragon-reanimated-companion-ooa3.md new file mode 100644 index 000000000..040ccbe8c --- /dev/null +++ b/compendium/feats/paragon-reanimated-companion-ooa3.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ooa3 +- trait/archetype +aliases: ["Paragon Reanimated Companion"] +--- +# Paragon Reanimated Companion *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Incredible Reanimated Companion](compendium/feats/incredible-reanimated-companion-ooa3.md) + +You have reached the pinnacle of necromantic science, creating a mechanical zombie unlike any the world has seen before. Your reanimated construct companion becomes a paragon construct companion. + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* +%% #compendium/src/pf2e/ooa3 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/parallel-breakthrough-da.md b/compendium/feats/parallel-breakthrough-da.md new file mode 100644 index 000000000..da4f33f11 --- /dev/null +++ b/compendium/feats/parallel-breakthrough-da.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/psychic +aliases: ["Parallel Breakthrough"] +--- +# Parallel Breakthrough *Feat 6* +[psychic](rules/traits/psychic-da.md) + + +You expand your mind beyond your area of psychic specialty. You gain a 1st-level psi cantrip for a conscious mind other than your own; this can be either the unique surface cantrip or one of the common cantrips and the accompanying amp. If you choose a common cantrip, you also gain the special benefit granted by that conscious mind when casting the cantrip without an amp. You don't gain any other benefits of that conscious mind, such as additional spells known. + +*Source: Dark Archive p. 25* +%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/paralyzing-slash-botd.md b/compendium/feats/paralyzing-slash-botd.md new file mode 100644 index 000000000..16f92ae5b --- /dev/null +++ b/compendium/feats/paralyzing-slash-botd.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/incapacitation +- trait/necromancy +- trait/occult +aliases: ["Paralyzing Slash"] +--- +# Paralyzing Slash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) [incapacitation](rules/traits/incapacitation.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) + +- **Prerequisites**: [Feverish Enzymes](compendium/feats/feverish-enzymes-botd.md) +- **Activity** Two-Action + +Your enzymes can paralyze your foes rather than merely making it harder for them to heal their wounds. [Strike](rules/actions/strike.md) with your claw or jaws. If you hit a living non-[elf](rules/traits/elf.md) creature, it becomes [paralyzed](rules/conditions.md#Paralyzed) unless it succeeds at a Fortitude save against your class DC or spell DC, whichever is higher. Regardless of the result of the save, the creature is temporarily immune to Paralyzing Slash for 24 hours. A creature that becomes [paralyzed](rules/conditions.md#Paralyzed) can attempt a new save to end the paralysis at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. + +*Source: Book of the Dead p. 49* +%% #compendium/src/pf2e/botd #trait/archetype #trait/incapacitation #trait/necromancy #trait/occult %% \ No newline at end of file diff --git a/compendium/feats/parry-and-riposte-apg.md b/compendium/feats/parry-and-riposte-apg.md new file mode 100644 index 000000000..d7944aa98 --- /dev/null +++ b/compendium/feats/parry-and-riposte-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Parry And Riposte"] +--- +# Parry And Riposte *Feat 18* +[swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Prerequisites**: Opportune Riposte + +Your parries and finishers allow you to riposte with the slightest provocation. You can use Opportune Riposte against an enemy who fails at a [Strike](rules/actions/strike.md) against you (not just critically fails), provided you have both damaged that creature with a finisher on your last turn and currently have a circumstance bonus to AC from the parry weapon trait, [Dueling Parry](compendium/feats/dueling-parry-apg.md), or Twin Parry. + +*Source: Advanced Player's Guide p. 93* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/parthenogenic-hatchling-locg.md b/compendium/feats/parthenogenic-hatchling-locg.md new file mode 100644 index 000000000..500d2dc7f --- /dev/null +++ b/compendium/feats/parthenogenic-hatchling-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/lizardfolk +aliases: ["Parthenogenic Hatchling"] +--- +# Parthenogenic Hatchling *Feat 1* +[lizardfolk](rules/traits/lizardfolk-b1.md) + + +You were hatched from an unfertilized egg during hard times for your people, and you are a biological copy of your mother. You gain a +1 circumstance bonus to saving throws against diseases. Each of your successful saving throws against a disease reduces its stage by 2, or by 1 for a virulent disease. Each critical success against an ongoing disease reduces its stage by 3, or by 2 for a virulent disease. You take damage only every 2 hours from thirst and every 2 days from starvation, rather than every hour and every day. + +**Special.** You can take this feat only at 1st level. + +*Source: Lost Omens: Character Guide p. 58* +%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/parting-shot-apg.md b/compendium/feats/parting-shot-apg.md new file mode 100644 index 000000000..d69923a6e --- /dev/null +++ b/compendium/feats/parting-shot-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/fighter +aliases: ["Parting Shot"] +--- +# Parting Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[fighter](rules/traits/fighter.md) + +- **Requirements**: You are wielding a loaded ranged weapon or a ranged weapon with [reload 0](rules/traits/reload.md). +- **Activity** Two-Action + +You jump back and fire a quick shot that catches your opponent off guard. You [Step](rules/actions/step.md) and then make a ranged [Strike](rules/actions/strike.md) with the required weapon. Your target is [flat-footed](rules/conditions.md#Flat-footed) against the attack. + +*Source: Advanced Player's Guide p. 126* +%% #compendium/src/pf2e/apg #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/party-crasher-apg.md b/compendium/feats/party-crasher-apg.md new file mode 100644 index 000000000..fd1b80f8e --- /dev/null +++ b/compendium/feats/party-crasher-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/skill +aliases: ["Party Crasher"] +--- +# Party Crasher *Feat 7* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Dandy Dedication](compendium/feats/dandy-dedication-apg.md), master in [Society](compendium/skills.md#Society) + +You attend all the fashionable society parties, no matter how exclusive they might be. Any time you encounter a social event you would ordinarily be denied access to, such as a coronation, royal gala, or other society function, you can spend `1d4` hours to secure entry without the need for a skill check. You find invitations, invitees looking for fashionable dates, temporary jobs with the caterers, event staff willing to look the other way, or some other mode of access for yourself and your allies. + +This ability doesn't apply to secret events or other small private gatherings with no staff, dates, or outsiders involved. + +*Source: Advanced Player's Guide p. 167* +%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/pass-through-botd.md b/compendium/feats/pass-through-botd.md new file mode 100644 index 000000000..5bb36cde8 --- /dev/null +++ b/compendium/feats/pass-through-botd.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Pass Through"] +--- +# Pass Through [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: master in [Acrobatics](compendium/skills.md#Acrobatics), [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) +- **Frequency**: once per 10 minutes +- **Activity** Three-Action + +Filtering your form through the substance of an object, you can pass through walls, doors, and more. You [Fly](rules/actions/fly.md) up to your Speed. During this movement, you can try to move through one object. Attempt an [Acrobatics](compendium/skills.md#Acrobatics) check as you try to enter its space. The DC is typically 30 to move through a wall of up to 5 feet, 15 for an ordinary door, and 10 for thinner structures like windows; the GM might set the DC higher for especially dense materials like adamantine or lead, or for barriers that are magically reinforced. You can't Pass Through an obstacle made of magical force, such as a [wall of force](compendium/spells/wall-of-force.md). + +> [!success-degree] +> - **Success** You move through the object, treating the square within it as difficult terrain. If you end your turn inside an object, you can move out of it only if you Pass Through again or use some other means of moving through a solid object. As normal for being [incorporeal](rules/traits/incorporeal-b1.md), starting your turn inside an object makes you [slowed](rules/conditions.md#Slowed) for that turn. +> - **Failure** Your movement ends, and you trigger reactions as if you moved out of the square you started in. + +*Source: Book of the Dead p. 47* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/past-life-botd.md b/compendium/feats/past-life-botd.md new file mode 100644 index 000000000..212ecdb72 --- /dev/null +++ b/compendium/feats/past-life-botd.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/skeleton +aliases: ["Past Life"] +--- +# Past Life *Feat 5* +[skeleton](rules/traits/skeleton-b1.md) + + +Flashes of your life become clearer and more frequent, allowing you to apply skills you developed while alive. You become trained in a skill of your choice and gain the [Additional Lore](compendium/feats/additional-lore.md) feat for a [Lore](compendium/skills.md#Lore) subcategory tied to your life. + +*Source: Book of the Dead p. 56* +%% #compendium/src/pf2e/botd #trait/skeleton %% \ No newline at end of file diff --git a/compendium/feats/path-of-iron-apg.md b/compendium/feats/path-of-iron-apg.md new file mode 100644 index 000000000..dfa9ff386 --- /dev/null +++ b/compendium/feats/path-of-iron-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/flourish +aliases: ["Path Of Iron"] +--- +# Path Of Iron [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: [Martial Artist Dedication](compendium/feats/martial-artist-dedication-apg.md) +- **Frequency**: once per minute +- **Activity** Three-Action + +With a burst of effort, you weave a path through your enemies, striking each in turn as you move past them. You [Stride](rules/actions/stride.md); this movement doesn't trigger reactions. You can [Strike](rules/actions/strike.md) up to three times at any point during your movement, each against a different enemy. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you have made all your attacks. + +*Source: Advanced Player's Guide p. 182* +%% #compendium/src/pf2e/apg #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/pathfinder-agent-dedication-lowg.md b/compendium/feats/pathfinder-agent-dedication-lowg.md new file mode 100644 index 000000000..b72fab4c3 --- /dev/null +++ b/compendium/feats/pathfinder-agent-dedication-lowg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Pathfinder Agent Dedication"] +--- +# Pathfinder Agent Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You are from Absalom. +- **Prerequisites**: member of the Pathfinder Society + +Your Pathfinder training has broadened your horizons and made you more flexible at various skills, since you never know when you might need an obscure skill to complete your mission. You become trained in one skill of your choice, or expert in a skill of your choice in which you were trained. You also become trained in [Pathfinder Lore](compendium/skills.md#Lore), or an expert if you were already trained. When using a skill untrained, your proficiency bonus is equal to your level instead of 0. You gain access to [wayfinders](compendium/equipment/items/wayfinder.md). + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Pathfinder agent archetype. + +## Pathfinder Agent Dedication leads to... + +[Careful Explorer](compendium/feats/careful-explorer-lowg.md), [Deft Cooperation](compendium/feats/deft-cooperation-lowg.md), [Thorough Reports](compendium/feats/thorough-reports-lowg.md), [Discerning Strike](compendium/feats/discerning-strike-lopsg.md), [Wayfinder Resonance Tinkerer](compendium/feats/wayfinder-resonance-tinkerer-lowg.md), [Wayfinder Resonance Infiltrator](compendium/feats/wayfinder-resonance-infiltrator-lopsg.md), [Educated Assessment](compendium/feats/educated-assessment-locg.md), [Everyone Duck!](compendium/feats/everyone-duck-locg.md), [Forced Entry](compendium/feats/forced-entry-locg.md), [Recognize Threat](compendium/feats/recognize-threat-locg.md), [Archaeologist's Warning](compendium/feats/archaeologists-warning-lopsg.md), [Craft Facsimile](compendium/feats/craft-facsimile-lopsg.md), [Dead Reckoning](compendium/feats/dead-reckoning-lopsg.md), [Diverse Recognition](compendium/feats/diverse-recognition-lopsg.md), [Eidetic Memorization](compendium/feats/eidetic-memorization-lopsg.md), [Environmental Explorer](compendium/feats/environmental-explorer-lopsg.md), [Observant Explorer](compendium/feats/observant-explorer-lopsg.md), [Remember Your Training](compendium/feats/remember-your-training-lopsg.md), [Snap Out Of It!](compendium/feats/snap-out-of-it-lopsg.md), [Spiritual Explorer](compendium/feats/spiritual-explorer-lopsg.md), [Swap Investment](compendium/feats/swap-investment-lopsg.md), [Watch And Learn](compendium/feats/watch-and-learn-lopsg.md), [Westyr's Wayfinder Repository](compendium/feats/westyrs-wayfinder-repository-lopsg.md) + +## Summary + +*Source: Lost Omens: World Guide p. 23* +%% #compendium/src/pf2e/lowg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/patrons-breadth-apg.md b/compendium/feats/patrons-breadth-apg.md new file mode 100644 index 000000000..61da6e958 --- /dev/null +++ b/compendium/feats/patrons-breadth-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Patron's Breadth"] +--- +# Patron's Breadth *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Witch Spellcasting](compendium/feats/basic-witch-spellcasting-apg.md) + +You can cast more spells each day. Increase the spell slots you gain from witch archetype feats by 1 for each spell level other than your two highest spell levels. + +*Source: Advanced Player's Guide p. 154* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/patrons-truth-apg.md b/compendium/feats/patrons-truth-apg.md new file mode 100644 index 000000000..76a7cc7f4 --- /dev/null +++ b/compendium/feats/patrons-truth-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Patron's Truth"] +--- +# Patron's Truth *Feat 20* +[witch](rules/traits/witch-apg.md) + +- **Prerequisites**: patron's gift + +You have mastered the greatest secrets of your patron's magic and learned a fundamental truth about your patron, even if their identity still remains a mystery. You gain an additional 10th-level spell slot. + +*Source: Advanced Player's Guide p. 105* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/peafowl-stance-apg.md b/compendium/feats/peafowl-stance-apg.md new file mode 100644 index 000000000..e82407752 --- /dev/null +++ b/compendium/feats/peafowl-stance-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/monk +- trait/stance +aliases: ["Peafowl Stance"] +--- +# Peafowl Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) + +- **Prerequisites**: [Monastic Weaponry](compendium/feats/monastic-weaponry.md) +- **Requirements**: You are wielding a sword that has the [monk](rules/traits/monk.md) trait in one hand. +- **Activity** Single Action + +You enter a tall and proud stance while remaining mobile, with all the grace and composure of a peafowl. While in this stance, the only [Strikes](rules/actions/strike.md) you can make are melee [Strikes](rules/actions/strike.md) with the required sword. Once per round, after you hit with a monk sword [Strike](rules/actions/strike.md), you can [Step](rules/actions/step.md) as a free action as your next action. + +## Peafowl Stance leads to... + +[Peafowl Strut](compendium/feats/peafowl-strut-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 128* +%% #compendium/src/pf2e/apg #trait/monk #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/peafowl-strut-apg.md b/compendium/feats/peafowl-strut-apg.md new file mode 100644 index 000000000..561976ed9 --- /dev/null +++ b/compendium/feats/peafowl-strut-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/flourish +- trait/monk +aliases: ["Peafowl Strut"] +--- +# Peafowl Strut [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[flourish](rules/traits/flourish.md) [monk](rules/traits/monk.md) + +- **Prerequisites**: [Peafowl Stance](compendium/feats/peafowl-stance-apg.md) +- **Requirements**: You are in Peafowl Stance. +- **Activity** Single Action + +You slowly move across the battlefield with dangerous grace. [Step](rules/actions/step.md) twice and then [Strike](rules/actions/strike.md). The [Strike](rules/actions/strike.md) must be made with the sword required by Peafowl Stance. + +*Source: Advanced Player's Guide p. 129* +%% #compendium/src/pf2e/apg #trait/flourish #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/peculiar-anatomy-sli.md b/compendium/feats/peculiar-anatomy-sli.md new file mode 100644 index 000000000..b79934e31 --- /dev/null +++ b/compendium/feats/peculiar-anatomy-sli.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sli +- trait/archetype +aliases: ["Peculiar Anatomy"] +--- +# Peculiar Anatomy *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Disturbing Defense](compendium/feats/disturbing-defense-sli.md) + +Your circulatory system contains viscous protoplasmic fluid instead of ordinary blood. You gain a +2 circumstance bonus to saving throws against disease and poison, and resistance to poison damage equal to half your level. + +In addition, your resistance to precision damage from [Disturbing Defense](compendium/feats/disturbing-defense-sli.md) increases to an amount equal to 7 + your number of class feats from the oozemorph archetype, and the DC of your flat checks to recover from [persistent bleed damage](rules/conditions.md#Persistent%20Damage) is 8 rather than 13. + +*Source: The Slithering p. 60* +%% #compendium/src/pf2e/sli #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/peer-beyond-av1.md b/compendium/feats/peer-beyond-av1.md new file mode 100644 index 000000000..0747c237b --- /dev/null +++ b/compendium/feats/peer-beyond-av1.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/av1 +- trait/archetype +aliases: ["Peer Beyond"] +--- +# Peer Beyond *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) + +You have uncanny insight into the way ghosts and haunts manifest, manipulate the mind, and rejuvenate. You gain a +2 circumstance bonus to saving throws against [mental](rules/traits/mental.md) effects caused by incorporeal undead and haunts, and you can roll a [Spirit Lore](compendium/skills.md#Lore) or [Haunt Lore](compendium/skills.md#Lore) check for initiative if you know that an incorporeal undead or a haunt is present. + +If you are present when a spirit or haunt is defeated, you instantly gain a flash of insight into how it can be permanently put to rest. Typically, this flash manifests as a vision that presents a quick scene closely linked to the source of the spirit or haunt's creation. Attempt a [Spirit Lore](compendium/skills.md#Lore) or [Haunt Lore](compendium/skills.md#Lore) check, respectively, with a DC appropriate for the spirit or haunt's level. On a success, you gain a hint about how to put the spirit to rest or permanently disable the haunt; on a critical success, you learn the exact method of doing so. + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* +%% #compendium/src/pf2e/av1 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/pelagic-aptitude-loag.md b/compendium/feats/pelagic-aptitude-loag.md new file mode 100644 index 000000000..541e16c33 --- /dev/null +++ b/compendium/feats/pelagic-aptitude-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/azarketi +aliases: ["Pelagic Aptitude"] +--- +# Pelagic Aptitude *Feat 1* +[azarketi](rules/traits/azarketi-loag.md) + + +You've learned special tricks to survive underwater. You gain the trained proficiency rank in [Survival](compendium/skills.md#Survival). When in an aquatic environment, if you roll a critical failure on a [Survival](compendium/skills.md#Survival) skill check to [Sense Direction](rules/actions/sense-direction.md) or [Subsist](rules/actions/subsist.md), you get a failure instead. + +*Source: Lost Omens: Ancestry Guide p. 15* +%% #compendium/src/pf2e/loag #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/penetrating-projectile-apg.md b/compendium/feats/penetrating-projectile-apg.md new file mode 100644 index 000000000..e74cc77c6 --- /dev/null +++ b/compendium/feats/penetrating-projectile-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +- trait/flourish +- trait/rage +aliases: ["Penetrating Projectile"] +--- +# Penetrating Projectile [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* +[barbarian](rules/traits/barbarian.md) [flourish](rules/traits/flourish.md) [rage](rules/traits/rage.md) + +- **Requirements**: You are wielding a ranged or thrown weapon that deals piercing damage. +- **Activity** Two-Action + +Your projectiles are unhindered by flesh and bone. Make a ranged [Strike](rules/actions/strike.md) against each creature in a 30-foot line. These attacks ignore lesser cover, cover, and greater cover granted by creatures. Roll damage only once and apply it to each creature you hit. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you have made all your attacks. + +*Source: Advanced Player's Guide p. 111* +%% #compendium/src/pf2e/apg #trait/barbarian #trait/flourish #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/perfect-dive-aaws.md b/compendium/feats/perfect-dive-aaws.md new file mode 100644 index 000000000..dec4b1ea8 --- /dev/null +++ b/compendium/feats/perfect-dive-aaws.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aaws +- trait/azarketi +aliases: ["Perfect Dive"] +--- +# Perfect Dive [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[azarketi](rules/traits/azarketi-loag.md) + +- **Activity** Single Action + +You dive into the water with exceptional skill and connection to the waves, urging the water itself to cushion your fall. You intentionally [Leap](rules/actions/leap.md) or otherwise fall into the water, taking no falling damage regardless of the distance. + +*Source: Azarketi Ancestry Web Supplement p. 4* +%% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/perfect-finisher-apg.md b/compendium/feats/perfect-finisher-apg.md new file mode 100644 index 000000000..d75e0550b --- /dev/null +++ b/compendium/feats/perfect-finisher-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/finisher +- trait/fortune +- trait/swashbuckler +aliases: ["Perfect Finisher"] +--- +# Perfect Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[finisher](rules/traits/finisher-apg.md) [fortune](rules/traits/fortune.md) [swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Activity** Single Action + +You focus your panache into an impeccable assault. Make a [Strike](rules/actions/strike.md), rolling the attack roll twice and using the better result. + +*Source: Advanced Player's Guide p. 93* +%% #compendium/src/pf2e/apg #trait/finisher #trait/fortune #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/perfect-ki-adept-lowg.md b/compendium/feats/perfect-ki-adept-lowg.md new file mode 100644 index 000000000..10bd0ce77 --- /dev/null +++ b/compendium/feats/perfect-ki-adept-lowg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Perfect Ki Adept"] +--- +# Perfect Ki Adept *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Student of Perfection Dedication](compendium/feats/student-of-perfection-dedication-lowg.md) + +You gain the appropriate ki spell for your School of Perfection: [unblinking flame revelation](compendium/spells/unblinking-flame-revelation-lowg.md) for Unblinking Flame, [unbreaking wave advance](compendium/spells/unbreaking-wave-advance-lowg.md) for Unbreaking Waves, [unfolding wind rush](compendium/spells/unfolding-wind-rush-lowg.md) for Unfolding Wind, or [untwisting iron buffer](compendium/spells/untwisting-iron-buffer-lowg.md) for Untwisting Iron. + +Increase the number of Focus Points in your focus pool by 1. + +*Source: Lost Omens: World Guide p. 83* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/perfect-ki-exemplar-loil.md b/compendium/feats/perfect-ki-exemplar-loil.md new file mode 100644 index 000000000..ed7e201a4 --- /dev/null +++ b/compendium/feats/perfect-ki-exemplar-loil.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/archetype +aliases: ["Perfect Ki Exemplar"] +--- +# Perfect Ki Exemplar *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Student of Perfection Dedication + +You gain an appropriate ki spell for your School of Perfection: + +unblinking flame emblem for Unblinking Flame, unbreaking wave barrier for Unbreaking Waves, unfolding wind blitz for Unfolding Wind, or untwisting iron augmentation for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. You become an expert in occult spell DCs and occult spell attack rolls. + +*Source: Lost Omens: Impossible Lands p. 222* +%% #compendium/src/pf2e/loil #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/perfect-ki-expert-loil.md b/compendium/feats/perfect-ki-expert-loil.md new file mode 100644 index 000000000..3fe7a9f2b --- /dev/null +++ b/compendium/feats/perfect-ki-expert-loil.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/archetype +aliases: ["Perfect Ki Expert"] +--- +# Perfect Ki Expert *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Student of Perfection Dedication + +You gain an appropriate ki spell for your School of Perfection: + +unblinking flame aura for Unblinking Flame, unbreaking wave vapor for Unbreaking Waves, unfolding wind buffet for Unfolding Wind, or untwisting iron roots for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. You become an expert in occult spell DCs and occult spell attack rolls. + +*Source: Lost Omens: Impossible Lands p. 222* +%% #compendium/src/pf2e/loil #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/perfect-ki-grandmaster-loil.md b/compendium/feats/perfect-ki-grandmaster-loil.md new file mode 100644 index 000000000..f342088e1 --- /dev/null +++ b/compendium/feats/perfect-ki-grandmaster-loil.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/archetype +aliases: ["Perfect Ki Grandmaster"] +--- +# Perfect Ki Grandmaster *Feat 18* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Perfect Ki Expert or Perfect Ki Exemplar + +You gain an appropriate ki spell for your School of Perfection: + +unblinking flame ignition for Unblinking Flame, unbreaking wave containment for Unbreaking Waves, unfolding wind crash for Unfolding Wind, or untwisting iron pillar for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. You become a master in occult spell DCs and occult spell attack rolls. + +*Source: Lost Omens: Impossible Lands p. 222* +%% #compendium/src/pf2e/loil #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/perfect-resistance-loil.md b/compendium/feats/perfect-resistance-loil.md new file mode 100644 index 000000000..c0130168a --- /dev/null +++ b/compendium/feats/perfect-resistance-loil.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/archetype +aliases: ["Perfect Resistance"] +--- +# Perfect Resistance *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Student of Perfection Dedication + +You gain resistance equal to half your level to all damage from effects with the appropriate trait for your School of Perfection: fire for Unblinking Flame, water for Unbreaking Waves, air for Unfolding Wind, and earth for Untwisting Iron. + +After using a Student of Perfection ki spell, the resistance increases to be equal to your level for 1 round. + +*Source: Lost Omens: Impossible Lands p. 222* +%% #compendium/src/pf2e/loil #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/perfect-strike-lowg.md b/compendium/feats/perfect-strike-lowg.md new file mode 100644 index 000000000..3fb75c9b5 --- /dev/null +++ b/compendium/feats/perfect-strike-lowg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Perfect Strike"] +--- +# Perfect Strike *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Student of Perfection Dedication](compendium/feats/student-of-perfection-dedication-lowg.md) + +You gain the [perfect strike](compendium/spells/perfect-strike-lowg.md) ki spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Lost Omens: World Guide p. 83* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/perfect-weaponry-loil.md b/compendium/feats/perfect-weaponry-loil.md new file mode 100644 index 000000000..3178f4fb7 --- /dev/null +++ b/compendium/feats/perfect-weaponry-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/archetype +aliases: ["Perfect Weaponry"] +--- +# Perfect Weaponry *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Student of Perfection Dedication + +You gain the Monastic Weaponry monk class feat. You can use melee monk weapons with any Student of Perfection feats or Student of Perfection focus spells that normally require unarmed attacks. + +*Source: Lost Omens: Impossible Lands p. 222* +%% #compendium/src/pf2e/loil #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/performative-weapons-training-apg.md b/compendium/feats/performative-weapons-training-apg.md new file mode 100644 index 000000000..f5fe5c7b4 --- /dev/null +++ b/compendium/feats/performative-weapons-training-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Performative Weapons Training"] +--- +# Performative Weapons Training *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Gladiator Dedication](compendium/feats/gladiator-dedication-apg.md) + +You're skilled with flashy weapons. You are trained with the [bo staff](compendium/equipment/items/bo-staff.md), [dueling cape](compendium/equipment/items/dueling-cape-apg.md), [spiked chain](compendium/equipment/items/spiked-chain.md), [sword cane](compendium/equipment/items/sword-cane-apg.md), and [whip](compendium/equipment/items/whip.md). Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the weapons listed. + +*Source: Advanced Player's Guide p. 175* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/perfume-cloud-loil.md b/compendium/feats/perfume-cloud-loil.md new file mode 100644 index 000000000..b0da12e60 --- /dev/null +++ b/compendium/feats/perfume-cloud-loil.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/disease +- trait/ghoran +aliases: ["Perfume Cloud"] +--- +# Perfume Cloud [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* +[disease](rules/traits/disease.md) [ghoran](rules/traits/ghoran-loil.md) + +- **Frequency**: once per hour +- **Activity** Two-Action + +You issue a cloud of your fragrance like a full-body sneeze—but one that might save your life as the powerful perfume makes your attackers' eyes sting and water. Plants and fungi are immune to this effect, but all other creatures in a 10-foot emanation must attempt a Fortitude save against your class DC or spell DC (whichever is higher) with the following results. + +> [!success-degree] +> - **Critical Success** No effect. +> - **Success** The creature is [dazzled](rules/conditions.md#Dazzled) for 1 round. +> - **Failure** The creature is [dazzled](rules/conditions.md#Dazzled) and can see only 10 feet away for 1 round. +> - **Critical Failure** The creature is [blinded](rules/conditions.md#Blinded) for 1 round. + +*Source: Lost Omens: Impossible Lands p. 38* +%% #compendium/src/pf2e/loil #trait/disease #trait/ghoran %% \ No newline at end of file diff --git a/compendium/feats/peri-magic-loag.md b/compendium/feats/peri-magic-loag.md new file mode 100644 index 000000000..863a19804 --- /dev/null +++ b/compendium/feats/peri-magic-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aasimar +aliases: ["Peri Magic"] +--- +# Peri Magic *Feat 9* +[aasimar](rules/traits/aasimar-apg.md) + +- **Prerequisites**: [Emberkin](compendium/feats/emberkin-loag.md) + +The shimmering embers of the righteous peris crackle at your fingertips. You can cast [glitterdust](compendium/spells/glitterdust.md) and [status](compendium/spells/status.md) each once per day as 2nd-level divine innate spells. + +*Source: Lost Omens: Ancestry Guide p. 11* +%% #compendium/src/pf2e/loag #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/perpetual-breadth-apg.md b/compendium/feats/perpetual-breadth-apg.md new file mode 100644 index 000000000..a7aaa8453 --- /dev/null +++ b/compendium/feats/perpetual-breadth-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/alchemist +aliases: ["Perpetual Breadth"] +--- +# Perpetual Breadth *Feat 8* +[alchemist](rules/traits/alchemist.md) + +- **Prerequisites**: perpetual infusions + +You have expanded your supply of near-infinite items. Choose a research field. Add one item from the list of options available to that field from perpetual infusions, or two items if you choose your own field. If you have perpetual potency or perpetual perfection, you gain an additional item (or items if you chose your own field) appropriate to the field you chose, for instance a higher-level version of the bomb you chose or a new poison. + +*Source: Advanced Player's Guide p. 107* +%% #compendium/src/pf2e/apg #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/perpetual-scout-apg.md b/compendium/feats/perpetual-scout-apg.md new file mode 100644 index 000000000..0e7810571 --- /dev/null +++ b/compendium/feats/perpetual-scout-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Perpetual Scout"] +--- +# Perpetual Scout *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Horizon Walker Dedication](compendium/feats/horizon-walker-dedication-apg.md) + +You spot anything out of place in the areas you know best. While in your favored terrain, you always gain the benefits of the [Scout](rules/actions/scout.md) exploration activity, even if you are performing another exploration activity. If you're legendary in [Survival](compendium/skills.md#Survival), you gain these benefits in any terrain. + +*Source: Advanced Player's Guide p. 177* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/persistent-creation-locg.md b/compendium/feats/persistent-creation-locg.md new file mode 100644 index 000000000..d7ef398cf --- /dev/null +++ b/compendium/feats/persistent-creation-locg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Persistent Creation"] +--- +# Persistent Creation *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Halcyon Speaker Dedication](compendium/feats/halcyon-speaker-dedication-locg.md) + +You can cast [creation](compendium/spells/creation.md) as an innate spell at will, choosing whether it is arcane or primal each time. The created object lasts until you spend 1 hour not within its immediate vicinity or until it is destroyed. Such objects are called persistent creations. If you cast [creation](compendium/spells/creation.md) again, any persistent creation you previously created with the spell immediately disintegrates. + +## Persistent Creation leads to... + +[Charged Creation](compendium/feats/charged-creation-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 104* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/pervasive-superstition.md b/compendium/feats/pervasive-superstition.md index 10134a01f..815de1408 100644 --- a/compendium/feats/pervasive-superstition.md +++ b/compendium/feats/pervasive-superstition.md @@ -15,7 +15,7 @@ You steep yourself in superstition and practice ancient orc mental exercises for ## Pervasive Superstition leads to... -Spell Devourer +[Spell Devourer](compendium/feats/spell-devourer-apg.md) ## Summary diff --git a/compendium/feats/pesh-skin-aoa5.md b/compendium/feats/pesh-skin-aoa5.md new file mode 100644 index 000000000..329c20581 --- /dev/null +++ b/compendium/feats/pesh-skin-aoa5.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa5 +- trait/druid +- trait/morph +- trait/uncommon +aliases: ["Pesh Skin"] +--- +# Pesh Skin [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[druid](rules/traits/druid.md) [morph](rules/traits/morph.md) [uncommon](rules/traits/uncommon.md) + +- **Requirements**: You are transformed into a plant by a polymorph spell. +- **Activity** Single Action + +Your plant form sprouts hundreds of spines, and your blood causes mild hallucinations in creatures exposed to it. Each time a creature touches you, hits you with an unarmed attack, or hits you with a melee weapon attack while adjacent to you, that creature takes `1d6` piercing damage. Increase the damage to `2d6` if the polymorph spell is 8th level or higher, or to `3d6` if it's 10th level. + +When an adjacent creature damages you with piercing or slashing damage, it must succeed at a Fortitude save against your class DC or become [stupefied](rules/conditions.md#Stupefied) (or [stupefied](rules/conditions.md#Stupefied) on a critical failure) until the end of its next turn. + +These benefits last until you're no longer polymorphed into a plant. + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 78* +%% #compendium/src/pf2e/aoa5 #trait/druid #trait/morph #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/petrified-skin-da.md b/compendium/feats/petrified-skin-da.md new file mode 100644 index 000000000..a3add3cb9 --- /dev/null +++ b/compendium/feats/petrified-skin-da.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/aftermath +- trait/rare +- trait/transmutation +aliases: ["Petrified Skin"] +--- +# Petrified Skin *Feat 12* +[aftermath](rules/traits/aftermath-da.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: You have been [petrified](rules/conditions.md#Petrified) by an enemy. + +It might have been a medusa, dracolisk, or even a fossil golem; regardless of the source, you were the target of some petrifying effect, and an element of that stony gaze has remained with you, both protecting and slowly consuming you. Your limbs are coated with a layer of stone that rests atop your skin and covers more of your body as you lose health. You gain a stone fist unarmed attack that deals `1d8` bludgeoning damage, has the [shove](rules/traits/shove.md) trait, and is in the brawling weapon group (unlike a normal fist, it doesn't have the [agile](rules/traits/agile.md) or [finesse](rules/traits/finesse.md) traits). Additionally, you become more [petrified](rules/conditions.md#Petrified) as your life force ebbs. When you have fewer than half your maximum Hit Points, you increase the damage die size of your stone fist from `1d8` to `1d10` and gain resistance to physical damage (except adamantine) equal to your Constitution modifier. + +If you would gain the [dying](rules/conditions.md#Dying) condition, you can choose to instead be permanently [petrified](rules/conditions.md#Petrified) and avoid the risk of death. When you do, you enter your [petrified](rules/conditions.md#Petrified) form with your full maximum Hit Points instead of the normal number. If you become unpetrified, you return to 0 Hit Points, as normal. You can't voluntarily end this petrification. Counteracting this petrification requires a casting of stone to flesh of a spell level equal to at least half your level, and a successful counteract check against the hard DC for your level. Other effects like stone to flesh have similar limitations, as determined by the GM. Each time you recover from this petrification, you gain a new scar on your skin in the shape of a long, thin crack. + +*Source: Dark Archive p. 56* +%% #compendium/src/pf2e/da #trait/aftermath #trait/rare #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/phalanx-formation-lokl.md b/compendium/feats/phalanx-formation-lokl.md new file mode 100644 index 000000000..076acea90 --- /dev/null +++ b/compendium/feats/phalanx-formation-lokl.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["Phalanx Formation"] +--- +# Phalanx Formation *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md) + +You know how to clear a line of fire for your allies. You don't provide lesser cover to enemies against your allies' attacks. + +*Source: Lost Omens: Knights of Lastwall p. 74* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/phase-arrow-apg.md b/compendium/feats/phase-arrow-apg.md new file mode 100644 index 000000000..136998515 --- /dev/null +++ b/compendium/feats/phase-arrow-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/conjuration +- trait/magical +aliases: ["Phase Arrow"] +--- +# Phase Arrow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* +[archetype](rules/traits/archetype.md) [conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) + +- **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) +- **Frequency**: once per day +- **Activity** Single Action + +You can concentrate an immense amount of magic to create a piece of ammunition that phases through everything but your target. Make a bow [Strike](rules/actions/strike.md) against a foe who is [observed](rules/conditions.md#Observed) or [hidden](rules/conditions.md#Hidden) to you (but not [undetected](rules/conditions.md#Undetected)). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers stop the arrow. The shot ignores all cover, the [concealed](rules/conditions.md#Concealed) condition, the [hidden](rules/conditions.md#Hidden) condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The [Strike](rules/actions/strike.md)'s damage can't be reduced with a [Shield Block](compendium/feats/shield-block.md) reaction using a non-magical shield. + +*Source: Advanced Player's Guide p. 173* +%% #compendium/src/pf2e/apg #trait/archetype #trait/conjuration #trait/magical %% \ No newline at end of file diff --git a/compendium/feats/phase-out-som.md b/compendium/feats/phase-out-som.md new file mode 100644 index 000000000..a959d7c44 --- /dev/null +++ b/compendium/feats/phase-out-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/concentrate +- trait/evolution +- trait/summoner +- trait/transmutation +aliases: ["Phase Out"] +--- +# Phase Out [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 6* +[concentrate](rules/traits/concentrate.md) [evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: your eidolon is a phantom +- **Activity** Three-Action + +Your eidolon phases out of reality slightly, gaining resistance to all damage (except force and negative) equal to half your level. It's not incorporeal, but it can't use [Strikes](rules/actions/strike.md) or actions that require a fully physical form, such as [Grapple](rules/actions/grapple.md), [Shove](rules/actions/shove.md), or [Trip](rules/actions/trip.md). Your eidolon can return to its normal form with a single action, which has the [concentrate](rules/traits/concentrate.md) trait. + +*Source: Secrets of Magic p. 70* +%% #compendium/src/pf2e/som #trait/concentrate #trait/evolution #trait/summoner #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/phonetic-training-apg.md b/compendium/feats/phonetic-training-apg.md new file mode 100644 index 000000000..2e625deeb --- /dev/null +++ b/compendium/feats/phonetic-training-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/skill +aliases: ["Phonetic Training"] +--- +# Phonetic Training *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md), expert in [Society](compendium/skills.md#Society) + +You can pronounce and repeat words with near-perfect accuracy even if you don't understand their meaning, and you can write them down in a phonetic script that allows you or another creature with Phonetic Training to read it later. Even if the words are in a language with sound you can't pronounce, you can faithfully transcribe them. + +Memorizing long sequences of words remains just as difficult as it is normally. + +*Source: Advanced Player's Guide p. 178* +%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/physical-training-lopsg.md b/compendium/feats/physical-training-lopsg.md new file mode 100644 index 000000000..bc9928017 --- /dev/null +++ b/compendium/feats/physical-training-lopsg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Physical Training"] +--- +# Physical Training *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md), expert in [Athletics](compendium/skills.md#Athletics) and [Acrobatics](compendium/skills.md#Acrobatics) + +You spend a lot of time focusing on your physical fitness. You increase your proficiency rank in [Acrobatics](compendium/skills.md#Acrobatics) and [Athletics](compendium/skills.md#Athletics) from expert to master. + +*Source: Lost Omens: Pathfinder Society Guide p. 52* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/pick-up-the-pace-apg.md b/compendium/feats/pick-up-the-pace-apg.md new file mode 100644 index 000000000..094011374 --- /dev/null +++ b/compendium/feats/pick-up-the-pace-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +aliases: ["Pick Up The Pace"] +--- +# Pick Up The Pace *Feat 3* +[general](rules/traits/general.md) + +- **Prerequisites**: Constitution 14 + +You lead by example and can help others push themselves beyond their normal limits. When Hustling in a group during exploration mode, your group can [Hustle](rules/actions/hustle.md) for up to 20 additional minutes, to a maximum of the amount of time the character with the highest Constitution modifier could [Hustle](rules/actions/hustle.md) alone. + +## Pick Up The Pace leads to... + +[Caravan Leader](compendium/feats/caravan-leader-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 208* +%% #compendium/src/pf2e/apg #trait/general %% \ No newline at end of file diff --git a/compendium/feats/pickpocket.md b/compendium/feats/pickpocket.md index 77208d3bf..212edbd30 100644 --- a/compendium/feats/pickpocket.md +++ b/compendium/feats/pickpocket.md @@ -16,7 +16,7 @@ You can [Steal](rules/actions/steal.md) or [Palm an Object](rules/actions/palm-a ## Pickpocket leads to... -[Legendary Thief](compendium/feats/legendary-thief.md), Steal Spell, Plant Evidence, Larcenous Hand +[Legendary Thief](compendium/feats/legendary-thief.md), [Steal Spell](compendium/feats/steal-spell-apg.md), [Plant Evidence](compendium/feats/plant-evidence-apg.md), [Larcenous Hand](compendium/feats/larcenous-hand-lotgb.md) ## Summary diff --git a/compendium/feats/pied-piping-apg.md b/compendium/feats/pied-piping-apg.md new file mode 100644 index 000000000..1f56e04d7 --- /dev/null +++ b/compendium/feats/pied-piping-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/bard +aliases: ["Pied Piping"] +--- +# Pied Piping *Feat 20* +[bard](rules/traits/bard.md) + + +You learn the [pied piping](compendium/spells/pied-piping-apg.md) composition spell, which enables you to control the actions of weak-minded individuals. + +*Source: Advanced Player's Guide p. 115* +%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/pierce-the-darkness-lome.md b/compendium/feats/pierce-the-darkness-lome.md new file mode 100644 index 000000000..b2c5d11b2 --- /dev/null +++ b/compendium/feats/pierce-the-darkness-lome.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/goloma +aliases: ["Pierce The Darkness"] +--- +# Pierce The Darkness *Feat 1* +[goloma](rules/traits/goloma-lome.md) + +- **Prerequisites**: low-light vision + +Your eyes have adapted to see in all circumstances, even without the assistance of light. + +You gain [darkvision](rules/abilities/darkvision.md), allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness you see in black and white only. + +**Special.** You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat. + +*Source: Lost Omens: The Mwangi Expanse p. 117* +%% #compendium/src/pf2e/lome #trait/goloma %% \ No newline at end of file diff --git a/compendium/feats/pierce-the-light-loag.md b/compendium/feats/pierce-the-light-loag.md new file mode 100644 index 000000000..aaf7d7aba --- /dev/null +++ b/compendium/feats/pierce-the-light-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fetchling +- trait/uncommon +aliases: ["Pierce The Light"] +--- +# Pierce The Light *Feat 17* +[fetchling](rules/traits/fetchling-b2.md) [uncommon](rules/traits/uncommon.md) + + +You tear the veil between the Material Plane and its shadow. You can cast [plane shift](compendium/spells/plane-shift.md) twice per week as an occult innate spell that can only target yourself; you can travel only to the Material or Shadow Planes, and your body serves as the focus component. + +*Source: Lost Omens: Ancestry Guide p. 88* +%% #compendium/src/pf2e/loag #trait/fetchling #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/piercing-quills-lome.md b/compendium/feats/piercing-quills-lome.md new file mode 100644 index 000000000..643928f7f --- /dev/null +++ b/compendium/feats/piercing-quills-lome.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/shisk +aliases: ["Piercing Quills"] +--- +# Piercing Quills *Feat 9* +[shisk](rules/traits/shisk-lome.md) + +- **Prerequisites**: [Spine Stabber](compendium/feats/spine-stabber-lome.md) + +Your quills can dig particularly deep into the flesh of your opponents. Your quills unarmed attack deals `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on a critical hit. + +*Source: Lost Omens: The Mwangi Expanse p. 126* +%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/compendium/feats/pilgrims-token-apg.md b/compendium/feats/pilgrims-token-apg.md new file mode 100644 index 000000000..5adc961c2 --- /dev/null +++ b/compendium/feats/pilgrims-token-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Pilgrim's Token"] +--- +# Pilgrim's Token *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Religion](compendium/skills.md#Religion) + +You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession, when you tie an adversary's initiative roll, you go first. + +**Special.** If you select this feat at 1st level, you receive your pilgrim's token for free. Alternately, if you have a religious symbol, it is already attuned, as described above. If you select this feat at a later level, or if you lose your pilgrim's token, you must purchase or [Craft](rules/actions/craft.md) a replacement and attune it at a holy site. Such a token usually costs at least 2 sp, and the attunement takes 10 minutes of prayer and requires a successful DC 20 [Religion](compendium/skills.md#Religion) check. Your GM might adjust the price and DC depending on the token's material and quality and the religious significance of the site; the more significant the location, the easier the attunement. + +*Source: Advanced Player's Guide p. 208* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/pinch-time-apg.md b/compendium/feats/pinch-time-apg.md new file mode 100644 index 000000000..6b6b9ebb9 --- /dev/null +++ b/compendium/feats/pinch-time-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/half-elf +aliases: ["Pinch Time"] +--- +# Pinch Time *Feat 9* +[half-elf](rules/traits/half-elf.md) + + +One of your parents has a human life span and another an elven life span, with your own somewhere between. As a result, you have an unusual perspective on time, which you've learned to manifest to aid yourself in moments of stress. You gain [haste](compendium/spells/haste.md) as a 3rd-level arcane innate spell, though you can target only yourself. You can [Cast this Spell](rules/actions/cast-a-spell.md) once per day. + +*Source: Advanced Player's Guide p. 47* +%% #compendium/src/pf2e/apg #trait/half-elf %% \ No newline at end of file diff --git a/compendium/feats/pinning-fire-apg.md b/compendium/feats/pinning-fire-apg.md new file mode 100644 index 000000000..1abe1e424 --- /dev/null +++ b/compendium/feats/pinning-fire-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/monk +aliases: ["Pinning Fire"] +--- +# Pinning Fire [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* +[monk](rules/traits/monk.md) + +- **Trigger** You use [Flurry of Blows](rules/actions/flurry-of-blows.md) to make two ranged piercing weapon [Strikes](rules/actions/strike.md) against the same target. +- **Activity** Free Action + +You target your opponent's clothing, equipment, or loose flesh with piercing projectiles to pin them to the ground or a nearby surface. If both your attacks hit, the target must succeed at a Reflex save against your class DC or become [immobilized](rules/conditions.md#Immobilized) until it or an adjacent creature succeeds at a DC 10 [Athletics](compendium/skills.md#Athletics) check to remove the pinning projectiles. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort. + +*Source: Advanced Player's Guide p. 129* +%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/pinpoint-poisoner-apg.md b/compendium/feats/pinpoint-poisoner-apg.md new file mode 100644 index 000000000..985f37254 --- /dev/null +++ b/compendium/feats/pinpoint-poisoner-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/alchemist +aliases: ["Pinpoint Poisoner"] +--- +# Pinpoint Poisoner *Feat 8* +[alchemist](rules/traits/alchemist.md) + + +Unsuspecting targets are especially vulnerable to your poisons. When you successfully [Strike](rules/actions/strike.md) a [flat-footed](rules/conditions.md#Flat-footed) creature with a poisoned weapon or expose a [flat-footed](rules/conditions.md#Flat-footed) creature to an inhaled poison, the [flat-footed](rules/conditions.md#Flat-footed) condition also gives that creature a –2 circumstance penalty to its initial save against that poison. + +*Source: Advanced Player's Guide p. 107* +%% #compendium/src/pf2e/apg #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/pirate-dedication-apg.md b/compendium/feats/pirate-dedication-apg.md new file mode 100644 index 000000000..72b1227d9 --- /dev/null +++ b/compendium/feats/pirate-dedication-apg.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Pirate Dedication"] +--- +# Pirate Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation) + +As a pirate, you sail the seas in search of enemy ships to plunder. You become trained in [Sailing Lore](compendium/skills.md#Lore), or become an expert in it if you were already trained. You ignore the effects of difficult terrain or uneven ground caused by a ship's movement. Additionally, you gain the Boarding Assault action. + +```ad-embed-ability +title: Boarding Assault [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[flourish](rules/traits/flourish.md) + +Either [Stride](rules/actions/stride.md) twice or attempt an [Acrobatics](compendium/skills.md#Acrobatics) check (DC determined by the GM, but usually DC 20) to swing on a rope up to twice your Speed. If you boarded or disembarked from a boat or similar vehicle during this movement, you can make a melee [Strike](rules/actions/strike.md) that deals one additional weapon damage die. +%% #trait/flourish %% +``` + +**Special.** You can't select another dedication feat until you have gained two other feats from the pirate archetype. + +## Pirate Dedication leads to... + +[Pirate Weapon Training](compendium/feats/pirate-weapon-training-apg.md), [Rope Runner](compendium/feats/rope-runner-apg.md), [Walk The Plank](compendium/feats/walk-the-plank-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 185* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/pirate-weapon-training-apg.md b/compendium/feats/pirate-weapon-training-apg.md new file mode 100644 index 000000000..1658b1a83 --- /dev/null +++ b/compendium/feats/pirate-weapon-training-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Pirate Weapon Training"] +--- +# Pirate Weapon Training *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pirate Dedication](compendium/feats/pirate-dedication-apg.md) + +You're particularly skilled at wielding traditional pirate weapons. You become trained with the following weapons: [hatchet](compendium/equipment/items/hatchet.md), [rapier](compendium/equipment/items/rapier.md), [scimitar](compendium/equipment/items/scimitar.md), and [whip](compendium/equipment/items/whip.md). Whenever you gain a class feature that grants you expert or greater proficiency with a given weapon or weapons, you also gain that proficiency rank for these weapons. + +*Source: Advanced Player's Guide p. 185* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/pirouette-loil.md b/compendium/feats/pirouette-loil.md new file mode 100644 index 000000000..a29ef613d --- /dev/null +++ b/compendium/feats/pirouette-loil.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/bard +- trait/rare +- trait/rogue +- trait/swashbuckler +aliases: ["Pirouette"] +--- +# Pirouette [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[bard](rules/traits/bard.md) [rare](rules/traits/rare.md) [rogue](rules/traits/rogue.md) [swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Prerequisites**: Masquerade of Seasons Stance +- **Trigger** An enemy targets you with a [Strike](rules/actions/strike.md). +- **Requirements**: You're in Masquerade of Seasons Stance. +- **Activity** Reaction + +You twirl gracefully, spinning on one foot to evade your opponent's attack. You gain a +2 circumstance bonus to AC against the triggering attack. If the attack misses you, you can immediately [Step](rules/actions/step.md). If the attack hits you anyway, reduce the damage it deals by an amount equal to half your level; this reduction in damage is applied after calculating immunities, resistances, and weakness. + +*Source: Lost Omens: Impossible Lands p. 126* +%% #compendium/src/pf2e/loil #trait/bard #trait/rare #trait/rogue #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/pit-of-snakes-loil.md b/compendium/feats/pit-of-snakes-loil.md new file mode 100644 index 000000000..0c6fbc263 --- /dev/null +++ b/compendium/feats/pit-of-snakes-loil.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/concentrate +- trait/conjuration +- trait/manipulate +- trait/nagaji +- trait/occult +aliases: ["Pit of Snakes"] +--- +# Pit of Snakes [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 13* +[concentrate](rules/traits/concentrate.md) [conjuration](rules/traits/conjuration.md) [manipulate](rules/traits/manipulate.md) [nagaji](rules/traits/nagaji-loil.md) [occult](rules/traits/occult.md) + +- **Frequency**: once per day +- **Activity** Three-Action + +Mundane serpents obey your summons. You call forth a writhing mass of snakes, raising your hands to cause the snakes to emerge from the ground in a 20-foot burst within 120 feet. The snakes appear on all squares of the ground in the area and remain for 1 minute. When you use Pit of Snakes, all creatures in the area must attempt a Fortitude save against the higher of your class DC or spell DC. Any creature that fails is [grabbed](rules/conditions.md#Grabbed) by a snake and takes `3d6` bludgeoning damage. Whenever a creature ends its turn in the area, the snakes attempt to Grab that creature if they aren't already grabbing it. Any creature already [grabbed](rules/conditions.md#Grabbed) instead takes `2d6` bludgeoning damage. + +The snakes' [Escape](rules/actions/escape.md) DC is equal to the higher of your class DC or spell DC. A creature can attack a snake in an attempt to release its grip. The snake's AC is equal to the higher of your class DC or spell DC, and it's destroyed if it takes 12 or more damage. Even if a specific snake is destroyed, additional snakes continue to cavort in the area until the duration ends. You can [Dismiss](rules/actions/dismiss.md) the effect. + +*Source: Lost Omens: Impossible Lands p. 51* +%% #compendium/src/pf2e/loil #trait/concentrate #trait/conjuration #trait/manipulate #trait/nagaji #trait/occult %% \ No newline at end of file diff --git a/compendium/feats/pitborn-apg.md b/compendium/feats/pitborn-apg.md new file mode 100644 index 000000000..aab1adefc --- /dev/null +++ b/compendium/feats/pitborn-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/lineage +- trait/tiefling +aliases: ["Pitborn"] +--- +# Pitborn *Feat 1* +[lineage](rules/traits/lineage-apg.md) [tiefling](rules/traits/tiefling-b1.md) + + +Your blood bears the mark of a [demon](rules/traits/demon.md), a living embodiment of sin from the fetid depths of the Abyss. Demonic power pulses through your veins and manifests in a different way for each pitborn, whether you have webbed fingers and thrive in the water, large hands capable of wrestling larger foes, or some other manifestation. You are trained in [Athletics](compendium/skills.md#Athletics). If you were already trained in [Athletics](compendium/skills.md#Athletics) (from your background or class, for example), you instead become trained in a skill of your choice. + +You also gain any one common 1st-level skill feat with a prerequisite of trained in [Athletics](compendium/skills.md#Athletics), as reflects the manifestation of your Abyssal blood. + +## Pitborn leads to... + +[Demon Magic](compendium/feats/demon-magic-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 40* +%% #compendium/src/pf2e/apg #trait/lineage #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/pivot-strike-ec1.md b/compendium/feats/pivot-strike-ec1.md new file mode 100644 index 000000000..7afac21de --- /dev/null +++ b/compendium/feats/pivot-strike-ec1.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec1 +- trait/archetype +- trait/attack +- trait/open +- trait/uncommon +aliases: ["Pivot Strike"] +--- +# Pivot Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* +[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) [open](rules/traits/open.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Staff Acrobat Dedication](compendium/feats/staff-acrobat-dedication-ec1.md) +- **Requirements**: You are wielding your staff. +- **Activity** Two-Action + +You [Leap](rules/actions/leap.md) and then [Strike](rules/actions/strike.md) using your staff. + +You gain a circumstance bonus to damage for the [Strike](rules/actions/strike.md) equal to twice the number of weapon damage dice. Regardless of whether your [Strike](rules/actions/strike.md) hit, you can then attempt to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) the target. + +*Source: Extinction Curse #1: The Show Must Go On p. 75* +%% #compendium/src/pf2e/ec1 #trait/archetype #trait/attack #trait/open #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/plague-sniffer-loag.md b/compendium/feats/plague-sniffer-loag.md new file mode 100644 index 000000000..236e3b56a --- /dev/null +++ b/compendium/feats/plague-sniffer-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ratfolk +aliases: ["Plague Sniffer"] +--- +# Plague Sniffer *Feat 5* +[ratfolk](rules/traits/ratfolk-b1.md) + +- **Prerequisites**: longsnout rat heritage + +You can sniff out the pungent tang of disease. When you detect a creature by [scent](rules/abilities/scent.md), you can also detect if that creature is suffering from a disease at a non-carrier state. If the disease is particularly subtle, you might need to attempt a [Perception](compendium/skills.md#Perception) check against the disease's DC (subject to the GM's discretion). + +*Source: Lost Omens: Ancestry Guide p. 56* +%% #compendium/src/pf2e/loag #trait/ratfolk %% \ No newline at end of file diff --git a/compendium/feats/planar-sidestep-loil.md b/compendium/feats/planar-sidestep-loil.md new file mode 100644 index 000000000..519295e99 --- /dev/null +++ b/compendium/feats/planar-sidestep-loil.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/arcane +- trait/concentrate +- trait/conjuration +- trait/ifrit +- trait/oread +- trait/suli +- trait/sylph +- trait/undine +aliases: ["Planar Sidestep"] +--- +# Planar Sidestep [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* +[arcane](rules/traits/arcane.md) [concentrate](rules/traits/concentrate.md) [conjuration](rules/traits/conjuration.md) [ifrit](rules/traits/ifrit-b2.md) [oread](rules/traits/oread-b2.md) [suli](rules/traits/suli-b2.md) [sylph](rules/traits/sylph-b2.md) [undine](rules/traits/undine-b2.md) + +- **Frequency**: once per day +- **Trigger** A creature hits you with a melee [Strike](rules/actions/strike.md). +- **Activity** Reaction + +You shift your body briefly between planes, reducing the damage from your foe's attack. You gain resistance 25 to all damage against the triggering attack. + +Observers simply see you shimmer with elemental energy for a moment, just as the attack lands. + +*Source: Lost Omens: Impossible Lands p. 31* +%% #compendium/src/pf2e/loil #trait/arcane #trait/concentrate #trait/conjuration #trait/ifrit #trait/oread #trait/suli #trait/sylph #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/plant-evidence-apg.md b/compendium/feats/plant-evidence-apg.md new file mode 100644 index 000000000..a95887c23 --- /dev/null +++ b/compendium/feats/plant-evidence-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["Plant Evidence"] +--- +# Plant Evidence [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: [Pickpocket](compendium/feats/pickpocket.md) +- **Activity** Single Action + +You can put a single item you're holding of light or negligible Bulk onto a person without them noticing by succeeding at a [Thievery](compendium/skills.md#Thievery) check against their [Perception](compendium/skills.md#Perception) DC. If you have the ruffian racket, you can do this as a free action when you successfully [Shove](rules/actions/shove.md) a target. + +*Source: Advanced Player's Guide p. 134* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/play-dead-botd.md b/compendium/feats/play-dead-botd.md new file mode 100644 index 000000000..3006894b5 --- /dev/null +++ b/compendium/feats/play-dead-botd.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/skeleton +aliases: ["Play Dead"] +--- +# Play Dead [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[skeleton](rules/traits/skeleton-b1.md) + +- **Activity** Single Action + +You lie [prone](rules/conditions.md#Prone) and pretend to be an ordinary skeleton. As long as you don't move or take any actions requiring anything other than your mind, you appear dead. To see through your ruse, another creature must succeed at a check against your [Deception](compendium/skills.md#Deception) DC, either by Seeking or [Recalling Knowledge](rules/actions/recall-knowledge.md) (typically using [Religion](compendium/skills.md#Religion) or an appropriate [Lore](compendium/skills.md#Lore) skill). This ability doesn't work against creatures that already know you're an animate undead unless you have changed your appearance. + +*Source: Book of the Dead p. 56* +%% #compendium/src/pf2e/botd #trait/skeleton %% \ No newline at end of file diff --git a/compendium/feats/play-to-the-crowd-apg.md b/compendium/feats/play-to-the-crowd-apg.md new file mode 100644 index 000000000..2ea864c5e --- /dev/null +++ b/compendium/feats/play-to-the-crowd-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/concentrate +aliases: ["Play To The Crowd"] +--- +# Play To The Crowd [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) + +- **Prerequisites**: [Gladiator Dedication](compendium/feats/gladiator-dedication-apg.md) +- **Trigger** You reduce an enemy to 0 Hit Points during a non-trivial combat encounter with spectators. +- **Activity** Reaction + +You show off for the crowd. Attempt a [Performance](compendium/skills.md#Performance) check; the DC is determined by the GM but is typically the standard DC for your level or the DC to [Make an Impression](rules/actions/make-an-impression.md) on the spectators, whichever is higher. On a success, choose one of the following benefits; on a critical success, choose two benefits: + +- A number of temporary Hit Points equal to your character level; these last for 1 minute. +- A +1 circumstance bonus to AC until the end of your next turn. +- A +1 circumstance bonus to your next attack roll before the end of your next turn. + +## Play To The Crowd leads to... + +[Call Your Shot](compendium/feats/call-your-shot-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 175* +%% #compendium/src/pf2e/apg #trait/archetype #trait/concentrate %% \ No newline at end of file diff --git a/compendium/feats/plentiful-snares-apg.md b/compendium/feats/plentiful-snares-apg.md new file mode 100644 index 000000000..4e5a821b2 --- /dev/null +++ b/compendium/feats/plentiful-snares-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Plentiful Snares"] +--- +# Plentiful Snares *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Snarecrafter Dedication](compendium/feats/snarecrafter-dedication-apg.md) + +You can prepare incredible numbers of snares each day out of simple ingredients. Double the number of prepared snares granted by [Snarecrafter Dedication](compendium/feats/snarecrafter-dedication-apg.md). + +*Source: Advanced Player's Guide p. 194* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/plot-the-future-apg.md b/compendium/feats/plot-the-future-apg.md new file mode 100644 index 000000000..5c1c50746 --- /dev/null +++ b/compendium/feats/plot-the-future-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/investigator +- trait/prediction +- trait/uncommon +aliases: ["Plot The Future"] +--- +# Plot The Future *Feat 14* +[concentrate](rules/traits/concentrate.md) [investigator](rules/traits/investigator-apg.md) [prediction](rules/traits/prediction.md) [uncommon](rules/traits/uncommon.md) + + +You spend 10 minutes in contemplation to uncannily predict how events will play out. Choose a particular goal or activity you plan to engage in within 1 week, or an event you expect might happen within 1 week. You analyze whether it's likely to come to pass, learning whether it's highly likely, somewhat likely, somewhat unlikely, or highly unlikely. You also gain a piece of advice suggesting a course of action you or your allies could take that might make the chosen event more or less likely, whichever you prefer. The GM determines the likeliness of the event and the piece of advice you learn. + +*Source: Advanced Player's Guide p. 64* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/investigator #trait/prediction #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/plum-deluge-frp3.md b/compendium/feats/plum-deluge-frp3.md new file mode 100644 index 000000000..69d431b38 --- /dev/null +++ b/compendium/feats/plum-deluge-frp3.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp3 +- trait/alchemist +- trait/uncommon +aliases: ["Plum Deluge"] +--- +# Plum Deluge [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* +[alchemist](rules/traits/alchemist.md) [uncommon](rules/traits/uncommon.md) + +- **Requirements**: You have at least three of the same contact poison. +- **Activity** Three-Action + +You have learned to saturate an area with poison in imitation of the techniques of your rival, Blue Viper. As part of this ability, you [Interact](rules/actions/interact.md) to draw three vials of the same contact poison and throw them in the air, where they shatter and spread a poisonous deluge affecting a 20-foot burst within 60 feet. + +All creatures in the burst are automatically exposed to the poison, immediately bypassing any onset time, and must attempt a saving throw against that poison. The three vials must be identical, even if the poison can come in multiple types or different levels. + +*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 76* +%% #compendium/src/pf2e/frp3 #trait/alchemist #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/plumekith-loag.md b/compendium/feats/plumekith-loag.md new file mode 100644 index 000000000..949730cbc --- /dev/null +++ b/compendium/feats/plumekith-loag.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aasimar +- trait/lineage +aliases: ["Plumekith"] +--- +# Plumekith *Feat 1* +[aasimar](rules/traits/aasimar-apg.md) [lineage](rules/traits/lineage-apg.md) + + +Your blood soars with the power of the magnificent garuda, proud and stoic avian warriors. You only take half the normal damage from falling and gain a +2 circumstance bonus to saving throws against effects with the [air](rules/traits/air.md) trait. + +## Plumekith leads to... + +[Garuda Magic](compendium/feats/garuda-magic-loag.md), [Garuda's Squall](compendium/feats/garudas-squall-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 11* +%% #compendium/src/pf2e/loag #trait/aasimar #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/poison-coat-apg.md b/compendium/feats/poison-coat-apg.md new file mode 100644 index 000000000..d111e7570 --- /dev/null +++ b/compendium/feats/poison-coat-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Poison Coat"] +--- +# Poison Coat [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Poisoner Dedication](compendium/feats/poisoner-dedication-apg.md) +- **Trigger** A creature adjacent to you hits you with a melee unarmed [Strike](rules/actions/strike.md). +- **Requirements**: You have prepared your clothing to poison attackers (see below). +- **Activity** Reaction + +In nature, certain animals are covered in venomous spines, such that even touching them is deadly. To use this reaction, you must have brushed poison onto your clothing or woven sharp poisoned needles into the garment's fabric. This takes 10 minutes and uses one dose of contact or injury poison. You can have only one such poison suffused into your clothing at a time. + +When you use this reaction, the triggering creature is exposed to the suffused poison. + +*Source: Advanced Player's Guide p. 186* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/poison-weapon.md b/compendium/feats/poison-weapon.md index ceb2ea424..e4a712ecf 100644 --- a/compendium/feats/poison-weapon.md +++ b/compendium/feats/poison-weapon.md @@ -19,7 +19,7 @@ You apply a [poison](rules/traits/poison.md) to the required weapon; if you're n ## Poison Weapon leads to... -[Improved Poison Weapon](compendium/feats/improved-poison-weapon.md), Deadly Poison Weapon +[Improved Poison Weapon](compendium/feats/improved-poison-weapon.md), [Deadly Poison Weapon](compendium/feats/deadly-poison-weapon-aoa5.md) ## Summary diff --git a/compendium/feats/poisoner-dedication-apg.md b/compendium/feats/poisoner-dedication-apg.md new file mode 100644 index 000000000..9fddac9e1 --- /dev/null +++ b/compendium/feats/poisoner-dedication-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Poisoner Dedication"] +--- +# Poisoner Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) + +You make a point of always having a few toxins near at hand—you never know when some arsenic or the like might prove useful. You gain the basic alchemy benefits (page 150), though they can be used only for alchemical poisons. You gain batches of infused reagents per day equal to your level. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. + +**Special.** You can't select another dedication feat until you have gained at least two other feats from the poisoner archetype. + +## Poisoner Dedication leads to... + +[Acquired Tolerance](compendium/feats/acquired-tolerance-apg.md), [Expert Poisoner](compendium/feats/expert-poisoner-apg.md), [Poison Coat](compendium/feats/poison-coat-apg.md), [Poisoner's Twist](compendium/feats/poisoners-twist-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 186* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/poisoners-twist-apg.md b/compendium/feats/poisoners-twist-apg.md new file mode 100644 index 000000000..1cf12add2 --- /dev/null +++ b/compendium/feats/poisoners-twist-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Poisoner's Twist"] +--- +# Poisoner's Twist [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Poisoner Dedication](compendium/feats/poisoner-dedication-apg.md), trained in [Medicine](compendium/skills.md#Medicine) +- **Requirements**: Your last action was a successful melee [Strike](rules/actions/strike.md) that dealt damage against a target that is afflicted by a poison, and you know which poison. +- **Activity** Single Action + +Poisons attack specific parts of the body—one venom might target the lungs, another the circulatory system, while another deteriorates the nerves. You know how to take advantage of such weaknesses. You deal `1d6` damage of the required [Strike](rules/actions/strike.md)'s damage type and `1d6` poison damage to the target. If you're at least 18th level, you deal `2d6` damage of each type. + +*Source: Advanced Player's Guide p. 186* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/polearm-tricks-som.md b/compendium/feats/polearm-tricks-som.md new file mode 100644 index 000000000..582a1d967 --- /dev/null +++ b/compendium/feats/polearm-tricks-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Polearm Tricks"] +--- +# Polearm Tricks *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Runelord Dedication](compendium/feats/runelord-dedication-som.md) + +Your connection to rune magic has revealed tricks to make polearms deadlier in your hands. You gain the critical specialization effects of polearms. + +*Source: Secrets of Magic p. 240* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/portentous-spell-apg.md b/compendium/feats/portentous-spell-apg.md new file mode 100644 index 000000000..075ac39bc --- /dev/null +++ b/compendium/feats/portentous-spell-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/manipulate +- trait/mental +- trait/metamagic +- trait/oracle +- trait/visual +aliases: ["Portentous Spell"] +--- +# Portentous Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* +[manipulate](rules/traits/manipulate.md) [mental](rules/traits/mental.md) [metamagic](rules/traits/metamagic.md) [oracle](rules/traits/oracle-apg.md) [visual](rules/traits/visual.md) + +- **Activity** Single Action + +Your spellcasting is rife with strange lights, esoteric gestures, and other captivating effects that befuddle your foes. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md), any creature that attempts to use a reaction triggered by your [Cast a Spell](rules/actions/cast-a-spell.md) activity takes a –2 circumstance penalty to attack rolls and skill checks rolled as part of the reaction. In addition, if the spell includes a spell attack roll or requires a saving throw, creatures you hit or that fail their saves are [fascinated](rules/conditions.md#Fascinated) with you until the start of your next turn. + +*Source: Advanced Player's Guide p. 81* +%% #compendium/src/pf2e/apg #trait/manipulate #trait/mental #trait/metamagic #trait/oracle #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/positive-luminance-botd.md b/compendium/feats/positive-luminance-botd.md new file mode 100644 index 000000000..86e1bff47 --- /dev/null +++ b/compendium/feats/positive-luminance-botd.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Positive Luminance"] +--- +# Positive Luminance *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md) + +You learn how to create a luminous reservoir of positive energy that you can use to punish undead who dare attack you. You gain the domain spell [positive luminance](compendium/spells/positive-luminance.md). It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the [Refocus](rules/actions/refocus.md) activity. + +*Source: Book of the Dead p. 25* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/posse-apg.md b/compendium/feats/posse-apg.md new file mode 100644 index 000000000..ae10dc991 --- /dev/null +++ b/compendium/feats/posse-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/exploration +aliases: ["Posse"] +--- +# Posse *Feat 4* +[archetype](rules/traits/archetype.md) [exploration](rules/traits/exploration.md) + +- **Prerequisites**: [Bounty Hunter Dedication](compendium/feats/bounty-hunter-dedication-apg.md) +- **Requirements**: You have designated prey with [Hunt Prey](rules/actions/hunt-prey.md). + +By spending 1 minute giving guidance to help hunt down your prey, you instruct up to five willing creatures to assist you. They gain a +1 circumstance bonus to [Seek](rules/actions/seek.md) your prey, to [Track](rules/actions/track.md) your prey, and to [Gather Information](rules/actions/gather-information.md) about your prey. You and the creatures assisting you gain a +1 circumstance bonus to initiative rolls when entering combat with your prey. + +This benefit lasts until you designate a new prey or your prey dies, whichever comes first. An individual creature assisting you loses this benefit if they're out of your presence for too long to benefit from your instructions. This is usually 1 hour, but is determined by the GM. + +*Source: Advanced Player's Guide p. 163* +%% #compendium/src/pf2e/apg #trait/archetype #trait/exploration %% \ No newline at end of file diff --git a/compendium/feats/poultice-preparation-apg.md b/compendium/feats/poultice-preparation-apg.md new file mode 100644 index 000000000..ed71bf519 --- /dev/null +++ b/compendium/feats/poultice-preparation-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Poultice Preparation"] +--- +# Poultice Preparation *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Herbalist Dedication](compendium/feats/herbalist-dedication-apg.md) + +When you create an herbal elixir, you can prepare it as a poultice instead. A poultice gains the [oil](rules/traits/oil.md) trait (but remains alchemical, not magical) and loses the [elixir](rules/traits/elixir.md) and [ingested](rules/traits/ingested.md) traits. You can apply a poultice by Interacting with one hand. + +When you apply a poultice, in addition to the item's normal effects, the recipient can attempt an immediate flat check to recover from a single source of [persistent acid, bleed, or fire damage](rules/conditions.md#Persistent%20Damage), with the DC reduction from appropriate assistance. + +*Source: Advanced Player's Guide p. 176* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/powder-punch-stance-ooa1.md b/compendium/feats/powder-punch-stance-ooa1.md new file mode 100644 index 000000000..de008bc7e --- /dev/null +++ b/compendium/feats/powder-punch-stance-ooa1.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ooa1 +- trait/archetype +- trait/stance +- trait/uncommon +aliases: ["Powder Punch Stance"] +--- +# Powder Punch Stance *Feat 2* +[archetype](rules/traits/archetype.md) [stance](rules/traits/stance.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You're from Alkenstar or the Mana Wastes. +- **Prerequisites**: [Martial Artist Dedication](compendium/feats/martial-artist-dedication-apg.md) + +You infuse your handwraps with black powder. On your first melee [Strike](rules/actions/strike.md) each round with an unarmed attack, knuckle duster, or black powder knuckle dusters, you deal an additional 1 fire damage. If you critically succeed at an attempt to [Shove](rules/actions/shove.md) while in this stance, the target is pushed back an additional 5 feet. + +## Powder Punch Stance leads to... + +[Black Powder Flash](compendium/feats/black-powder-flash-ooa1.md), [Thunder Clap](compendium/feats/thunder-clap-ooa1.md) + +## Summary + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 79* +%% #compendium/src/pf2e/ooa1 #trait/archetype #trait/stance #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/powerful-guts-loag.md b/compendium/feats/powerful-guts-loag.md new file mode 100644 index 000000000..43769601c --- /dev/null +++ b/compendium/feats/powerful-guts-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fleshwarp +aliases: ["Powerful Guts"] +--- +# Powerful Guts *Feat 5* +[fleshwarp](rules/traits/fleshwarp-loag.md) + + +Your stomach is particularly durable. When you succeed at a Fortitude save to reduce your [sickened](rules/conditions.md#Sickened) value, you reduce it by 2 (or by 3 on a critical success). + +*Source: Lost Omens: Ancestry Guide p. 93* +%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/compendium/feats/practiced-defender-lopsg.md b/compendium/feats/practiced-defender-lopsg.md new file mode 100644 index 000000000..50ec06374 --- /dev/null +++ b/compendium/feats/practiced-defender-lopsg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Practiced Defender"] +--- +# Practiced Defender *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) + +After extensive practice with the Swords, you're comfortable enough with your shield to move at a normal pace with it raised. You may use the [Defend](rules/actions/defend.md) exploration activity while traveling at your full travel speed instead of half your travel speed. + +*Source: Lost Omens: Pathfinder Society Guide p. 52* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/practiced-guidance-aoa3.md b/compendium/feats/practiced-guidance-aoa3.md new file mode 100644 index 000000000..93d4388d4 --- /dev/null +++ b/compendium/feats/practiced-guidance-aoa3.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa3 +- trait/archetype +- trait/uncommon +aliases: ["Practiced Guidance"] +--- +# Practiced Guidance *Feat 8* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) + +Making one's way to safety can be harrowing, but you have extensive practice at helping others along that path. When you roll a success to [Aid](rules/actions/aid.md) a member of your crop, you get a critical success instead. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* +%% #compendium/src/pf2e/aoa3 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/practiced-opposition-lokl.md b/compendium/feats/practiced-opposition-lokl.md new file mode 100644 index 000000000..74c308b18 --- /dev/null +++ b/compendium/feats/practiced-opposition-lokl.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["Practiced Opposition"] +--- +# Practiced Opposition [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) +- **Activity** Single Action + +You've battled more undead than you care to remember, often with little time to prepare between foes, forcing you to rely on experience and muscle memory to guide your blade. Attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md) about an undead you can see and then [Strike](rules/actions/strike.md) that undead. If your attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) is successful, your [Strike](rules/actions/strike.md) treats the target's resistances as 5 lower. The target is then immune to your Practiced Opposition for 24 hours. + +*Source: Lost Omens: Knights of Lastwall p. 79* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/practiced-paddler-ec3.md b/compendium/feats/practiced-paddler-ec3.md new file mode 100644 index 000000000..8bc9065c8 --- /dev/null +++ b/compendium/feats/practiced-paddler-ec3.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec3 +- trait/shoony +aliases: ["Practiced Paddler"] +--- +# Practiced Paddler *Feat 5* +[shoony](rules/traits/shoony-ec3.md) + +- **Prerequisites**: paddler shoony + +You're skilled at navigating bogs and marshes, even for a paddler shoony. You gain a swim Speed of 15 feet. + +*Source: Extinction Curse #3: Life's Long Shadows p. 73* +%% #compendium/src/pf2e/ec3 #trait/shoony %% \ No newline at end of file diff --git a/compendium/feats/prairie-rider-apg.md b/compendium/feats/prairie-rider-apg.md new file mode 100644 index 000000000..7ce2107ae --- /dev/null +++ b/compendium/feats/prairie-rider-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/halfling +aliases: ["Prairie Rider"] +--- +# Prairie Rider *Feat 1* +[halfling](rules/traits/halfling.md) + + +You grew up riding your clan's shaggy ponies and riding dogs. You become trained in [Nature](compendium/skills.md#Nature). If you would automatically become trained in [Nature](compendium/skills.md#Nature) (from your background or class, for example), you instead become trained in a skill of your choice. You also get a +1 circumstance bonus to [Command an Animal](rules/actions/command-an-animal.md) if the target is a traditional halfling mount, such as a pony or riding dog. + +*Source: Advanced Player's Guide p. 46* +%% #compendium/src/pf2e/apg #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/prayer-attack-lol.md b/compendium/feats/prayer-attack-lol.md new file mode 100644 index 000000000..8c4806c24 --- /dev/null +++ b/compendium/feats/prayer-attack-lol.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lol +- trait/archetype +- trait/concentrate +aliases: ["Prayer Attack"] +--- +# Prayer Attack [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) + +- **Prerequisites**: [Red Mantis Assassin Dedication](compendium/feats/red-mantis-assassin-dedication-lowg.md) +- **Requirements**: You are wielding a sawtooth saber in each hand. +- **Activity** Single Action + +You've mastered the signature assassination style of the Red Mantis. Attempt to [Feint](rules/actions/feint.md) an enemy within 30 feet. If your [Feint](rules/actions/feint.md) is successful, when you use Prayer Attack on subsequent turns you automatically make the target [flat-footed](rules/conditions.md#Flat-footed) against your melee attacks for that turn without rolling a check to [Feint](rules/actions/feint.md), so as long as you remain visible to the target and the target remains within 30 feet of you. If you use your Prayer Attack against a different target, you must attempt to [Feint](rules/actions/feint.md) the target normally. + +When you use Prayer Attack, your next successful [Strike](rules/actions/strike.md) with a sawtooth saber that turn deals `2d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) to the target. + +*Source: Lost Omens: Legends p. 58* +%% #compendium/src/pf2e/lol #trait/archetype #trait/concentrate %% \ No newline at end of file diff --git a/compendium/feats/prayer-touched-weapon-lokl.md b/compendium/feats/prayer-touched-weapon-lokl.md new file mode 100644 index 000000000..a6cb6c470 --- /dev/null +++ b/compendium/feats/prayer-touched-weapon-lokl.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/cleric +- trait/oracle +- trait/uncommon +aliases: ["Prayer-Touched Weapon"] +--- +# Prayer-Touched Weapon [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* +[cleric](rules/traits/cleric.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Knights of Lastwall have access to this feat. +- **Prerequisites**: divine spells, you follow a good-aligned deity +- **Frequency**: once per turn +- **Requirements**: Your most recent action was to cast a non-cantrip divine spell. +- **Activity** Free Action + +You coat a weapon you're wielding in prayers and the divine power given to you by your deity. Until the end of your turn, the weapon deals an extra `1d6` positive damage. As usual for positive damage, this damage harms only undead and creatures with negative healing. + +*Source: Lost Omens: Knights of Lastwall p. 83* +%% #compendium/src/pf2e/lokl #trait/cleric #trait/oracle #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/precious-arrow-apg.md b/compendium/feats/precious-arrow-apg.md new file mode 100644 index 000000000..c1c41dec9 --- /dev/null +++ b/compendium/feats/precious-arrow-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/magical +- trait/transmutation +aliases: ["Precious Arrow"] +--- +# Precious Arrow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) +- **Activity** Single Action + +You enchant a piece of ammunition with the magical essence of a precious material, allowing you to leverage certain creatures' weaknesses. Choose cold iron or silver; if you shoot the arrow before the end of your turn, it counts as that material. At 14th level, add adamantine to the list of materials you can choose from. + +*Source: Advanced Player's Guide p. 173* +%% #compendium/src/pf2e/apg #trait/archetype #trait/magical #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/precise-finisher-apg.md b/compendium/feats/precise-finisher-apg.md new file mode 100644 index 000000000..7397462f9 --- /dev/null +++ b/compendium/feats/precise-finisher-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Precise Finisher"] +--- +# Precise Finisher *Feat 6* +[swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Prerequisites**: [Confident Finisher](rules/actions/confident-finisher-apg.md) + +Even when your foe avoids your [Confident Finisher](rules/actions/confident-finisher-apg.md), you can still hit a vital spot. On a failure with [Confident Finisher](rules/actions/confident-finisher-apg.md), you apply your full precise strike damage instead of half. + +*Source: Advanced Player's Guide p. 91* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/predators-growl-loag.md b/compendium/feats/predators-growl-loag.md new file mode 100644 index 000000000..7afb76002 --- /dev/null +++ b/compendium/feats/predators-growl-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/catfolk +aliases: ["Predator's Growl"] +--- +# Predator's Growl [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* +[catfolk](rules/traits/catfolk-b1.md) + +- **Prerequisites**: expert in [Intimidation](compendium/skills.md#Intimidation) +- **Trigger** You successfully [Seek](rules/actions/seek.md) a [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected) creature. +- **Activity** Reaction + +You give a throaty growl to attempt to [Demoralize](rules/actions/demoralize.md) a creature you just found. You don't take the –4 penalty for not sharing a language with the creature. + +*Source: Lost Omens: Ancestry Guide p. 20* +%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/predatory-claws-botd.md b/compendium/feats/predatory-claws-botd.md new file mode 100644 index 000000000..006bce25b --- /dev/null +++ b/compendium/feats/predatory-claws-botd.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Predatory Claws"] +--- +# Predatory Claws *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) + +Your nails grow into sharp claws, perfect for seizing and tearing your prey. You gain a claw unarmed attack that deals `1d4` slashing damage. Your claws are in the brawling group and have the [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), and [unarmed](rules/traits/unarmed.md) traits. + +If you hit the same enemy with two consecutive claw [Strikes](rules/actions/strike.md) in the same round, you can attempt to [Grapple](rules/actions/grapple.md) that same target as a free action, provided you take that action immediately after the second [Strike](rules/actions/strike.md). + +*Source: Book of the Dead p. 59* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/predictable-apg.md b/compendium/feats/predictable-apg.md new file mode 100644 index 000000000..cec93907d --- /dev/null +++ b/compendium/feats/predictable-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["Predictable!"] +--- +# Predictable! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[rogue](rules/traits/rogue.md) + +- **Activity** Single Action + +By observing an opponent, you can get a sense of their next move and prepare to counter or resist it. Choose one target and attempt a [Perception](compendium/skills.md#Perception) check to [Sense Motive](rules/actions/sense-motive.md) against the foe's [Deception](compendium/skills.md#Deception) DC or a hard DC of the foe's level, whichever is higher. + +> [!success-degree] +> - **Critical Success** You precisely discern the target's strategy, gaining a +2 circumstance bonus to AC against the creature until the start of your next turn and a +2 circumstance bonus to your next saving throw against the creature before the start of your next turn. +> - **Success** You deduce the gist of the target's strategy; as critical success, except the circumstance bonus is only +1. +> - **Failure** You fail to discern the target's strategy and gain no benefit. +> - **Critical Failure** You misinterpret the target's strategy and take a –1 circumstance penalty to AC against the creature until the start of your next turn, and a –1 circumstance penalty to your next saving throw against the creature before the start of your next turn. + +*Source: Advanced Player's Guide p. 135* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/predictive-purchase-investigator-apg.md b/compendium/feats/predictive-purchase-investigator-apg.md new file mode 100644 index 000000000..db65abafe --- /dev/null +++ b/compendium/feats/predictive-purchase-investigator-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Predictive Purchase (Investigator)"] +--- +# Predictive Purchase (Investigator) *Feat 6* +[investigator](rules/traits/investigator-apg.md) + + +You have just the thing for the situation. You gain the [Prescient Planner](compendium/feats/prescient-planner-apg.md) and [Prescient Consumable](compendium/feats/prescient-consumable-apg.md) feats. When using [Prescient Planner](compendium/feats/prescient-planner-apg.md), you can pull out the item as a 2-action activity to remove your backpack (or a similar container) and draw the item, rather than taking 1 minute. + +*Source: Advanced Player's Guide p. 63* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/predictive-purchase-rogue-apg.md b/compendium/feats/predictive-purchase-rogue-apg.md new file mode 100644 index 000000000..bb3484b22 --- /dev/null +++ b/compendium/feats/predictive-purchase-rogue-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["Predictive Purchase (Rogue)"] +--- +# Predictive Purchase (Rogue) *Feat 8* +[rogue](rules/traits/rogue.md) + + +You somehow manage to have just the thing for the situation. You gain the [Prescient Planner](compendium/feats/prescient-planner-apg.md) and [Prescient Consumable](compendium/feats/prescient-consumable-apg.md) feats. When using [Prescient Planner](compendium/feats/prescient-planner-apg.md), you can draw the item from your backpack (or a similar container) as a 2-action activity, instead of taking 1 minute to do so. + +*Source: Advanced Player's Guide p. 136* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/preemptive-reconfiguration-loag.md b/compendium/feats/preemptive-reconfiguration-loag.md new file mode 100644 index 000000000..fdf55f6bd --- /dev/null +++ b/compendium/feats/preemptive-reconfiguration-loag.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aphorite +aliases: ["Preemptive Reconfiguration"] +--- +# Preemptive Reconfiguration [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* +[aphorite](rules/traits/aphorite-loag.md) + +- **Frequency**: once per day +- **Trigger** You would take bludgeoning, piercing, or slashing damage. +- **Activity** Reaction + +Your body anticipates the blow. The impact area briefly reorganizes into a strengthened tissue lattice that blunts the attack. You gain resistance equal to your level to the triggering damage type, which applies against the triggering damage. + +If you have the [Crystalline Dust](compendium/feats/crystalline-dust-loag.md) feat, you can use Preemptive Reconfiguration without expending a usage of the reaction for the purpose of the feat's Frequency limit. Instead, the usage counts toward your number of [Crystalline Dust](compendium/feats/crystalline-dust-loag.md) uses per day, as if you had used that feat instead. + +*Source: Lost Omens: Ancestry Guide p. 78* +%% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/compendium/feats/premonition-of-avoidance-apg.md b/compendium/feats/premonition-of-avoidance-apg.md new file mode 100644 index 000000000..14d3c5078 --- /dev/null +++ b/compendium/feats/premonition-of-avoidance-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/cleric +aliases: ["Premonition Of Avoidance"] +--- +# Premonition Of Avoidance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[cleric](rules/traits/cleric.md) + +- **Trigger** You attempt a saving throw against a hazard, but you haven't rolled yet. +- **Activity** Reaction + +Your deity grants you limited foresight, warning you of dangers an instant before they occur. You gain a +2 circumstance bonus to the triggering saving throw. + +## Premonition Of Avoidance leads to... + +[Shared Avoidance](compendium/feats/shared-avoidance-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 122* +%% #compendium/src/pf2e/apg #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/premonition-of-clarity-apg.md b/compendium/feats/premonition-of-clarity-apg.md new file mode 100644 index 000000000..4da59334b --- /dev/null +++ b/compendium/feats/premonition-of-clarity-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/cleric +- trait/fortune +aliases: ["Premonition Of Clarity"] +--- +# Premonition Of Clarity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* +[cleric](rules/traits/cleric.md) [fortune](rules/traits/fortune.md) + +- **Frequency**: once per hour +- **Trigger** You fail a saving throw against a [mental](rules/traits/mental.md) effect. +- **Activity** Reaction + +Your deity sends you a vision of faith to steel you against mental attacks. Reroll the triggering saving throw with a +2 circumstance bonus. You must use the second result, even if it's worse. + +## Premonition Of Clarity leads to... + +[Shared Clarity](compendium/feats/shared-clarity-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 123* +%% #compendium/src/pf2e/apg #trait/cleric #trait/fortune %% \ No newline at end of file diff --git a/compendium/feats/preparation-apg.md b/compendium/feats/preparation-apg.md new file mode 100644 index 000000000..04295e0f8 --- /dev/null +++ b/compendium/feats/preparation-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/flourish +- trait/rogue +aliases: ["Preparation"] +--- +# Preparation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[flourish](rules/traits/flourish.md) [rogue](rules/traits/rogue.md) + +- **Activity** Single Action + +You survey the battlefield, calculating the possibilities. You gain one additional reaction, which you can use before the beginning of your next turn for any rogue reaction. + +*Source: Advanced Player's Guide p. 136* +%% #compendium/src/pf2e/apg #trait/flourish #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/prepare-papers-ooa1.md b/compendium/feats/prepare-papers-ooa1.md new file mode 100644 index 000000000..5a8428b25 --- /dev/null +++ b/compendium/feats/prepare-papers-ooa1.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ooa1 +- trait/archetype +- trait/skill +aliases: ["Prepare Papers"] +--- +# Prepare Papers *Feat 7* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: Alkenstar Agent Dedication, master in [Society](compendium/skills.md#Society) + +You're practiced at creating forgeries that establish your outlaw credentials or augment your legal authority. You can [Create a Forgery](rules/actions/create-forgery.md) as an exploration activity. It takes you about 1 hour per page of the document that you're forging. This time is reduced to 10 minutes per page if you're legendary in [Society](compendium/skills.md#Society). + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 78* +%% #compendium/src/pf2e/ooa1 #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/prescient-consumable-apg.md b/compendium/feats/prescient-consumable-apg.md new file mode 100644 index 000000000..413e05287 --- /dev/null +++ b/compendium/feats/prescient-consumable-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +aliases: ["Prescient Consumable"] +--- +# Prescient Consumable *Feat 7* +[general](rules/traits/general.md) + +- **Prerequisites**: [Prescient Planner](compendium/feats/prescient-planner-apg.md) + +You can predict which consumables you might need in advance. When using [Prescient Planner](compendium/feats/prescient-planner-apg.md), you can procure a consumable item from your backpack, instead of a piece of adventuring gear. The consumable item must still be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you [encumbered](rules/conditions.md#Encumbered). + +*Source: Advanced Player's Guide p. 208* +%% #compendium/src/pf2e/apg #trait/general %% \ No newline at end of file diff --git a/compendium/feats/prescient-planner-apg.md b/compendium/feats/prescient-planner-apg.md new file mode 100644 index 000000000..aade4b4af --- /dev/null +++ b/compendium/feats/prescient-planner-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +aliases: ["Prescient Planner"] +--- +# Prescient Planner *Feat 3* +[general](rules/traits/general.md) + +- **Cost**: the Price of the chosen item +- **Requirements**: You haven't used this ability since the last time you were able to purchase goods. + +You regularly create convoluted plans and contingencies, using your resources to enact them. You take 1 minute to remove your backpack, then carefully remove an item you hadn't previously declared that you purchased—you intuited that you would come to need the item and purchased it at the latest opportunity. The item must be a piece of adventuring gear, and can't be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you [encumbered](rules/conditions.md#Encumbered). + +## Prescient Planner leads to... + +[Prescient Consumable](compendium/feats/prescient-consumable-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 208* +%% #compendium/src/pf2e/apg #trait/general %% \ No newline at end of file diff --git a/compendium/feats/preternatural-parry-som.md b/compendium/feats/preternatural-parry-som.md new file mode 100644 index 000000000..bcc2b726c --- /dev/null +++ b/compendium/feats/preternatural-parry-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Preternatural Parry"] +--- +# Preternatural Parry [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: [Spell Parry](compendium/feats/spell-parry-som.md) +- **Trigger** You're targeted by a [Strike](rules/actions/strike.md) or a spell attack roll, or you're about to roll a saving throw against a spell effect. +- **Requirements**: You have one or more hands free. +- **Activity** Reaction + +You snap your weapon or limb into place to ward off harm at the last second. You gain a +2 circumstance bonus to AC and saving throws against the triggering effect until the start of your next turn. + +*Source: Secrets of Magic p. 49* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/prevailing-position-apg.md b/compendium/feats/prevailing-position-apg.md new file mode 100644 index 000000000..01b20b4c6 --- /dev/null +++ b/compendium/feats/prevailing-position-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/monk +aliases: ["Prevailing Position"] +--- +# Prevailing Position [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[monk](rules/traits/monk.md) + +- **Prerequisites**: at least one stance feat +- **Trigger** You are targeted by an attack or attempt a Reflex saving throw against a damaging effect, and you are in a stance. +- **Activity** Reaction + +Your willingness to flow from one stance to another lets you sacrifice their benefits to better protect yourself. You leave the stance you were in, gaining a +4 circumstance bonus to the triggering saving throw or to your AC against the triggering attack. + +*Source: Advanced Player's Guide p. 130* +%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/preventative-treatment-lokl.md b/compendium/feats/preventative-treatment-lokl.md new file mode 100644 index 000000000..ff5e08cea --- /dev/null +++ b/compendium/feats/preventative-treatment-lokl.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +- trait/secret +- trait/uncommon +aliases: ["Preventative Treatment"] +--- +# Preventative Treatment *Feat 8* +[archetype](rules/traits/archetype.md) [secret](rules/traits/secret.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Medic Dedication](compendium/feats/medic-dedication-apg.md), [Treat Condition](compendium/feats/treat-condition-apg.md) + +You provide preventative remedies and care to help your patient fight off future maladies. You [Treat a Condition](compendium/feats/treat-condition-apg.md) the target doesn't yet have, naming any condition you could normally treat with Treat Condition. The counteract check gains the [secret](rules/traits/secret.md) trait, so the GM rolls it secretly. The next time within the next minute the creature would be affected by that condition, your treatment immediately attempts to reduce the condition value with the effects of Treat Condition, using the secret roll result for the check. Preventative Treatment lasts on a creature for 1 minute, until the treatment is used, or until you use Preventative Treatment again on that creature, whichever comes first. + +*Source: Lost Omens: Knights of Lastwall p. 80* +%% #compendium/src/pf2e/lokl #trait/archetype #trait/secret #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/pride-hunter-loag.md b/compendium/feats/pride-hunter-loag.md new file mode 100644 index 000000000..3111744a6 --- /dev/null +++ b/compendium/feats/pride-hunter-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/catfolk +aliases: ["Pride Hunter"] +--- +# Pride Hunter *Feat 5* +[catfolk](rules/traits/catfolk-b1.md) + + +You avoid the attention of creatures focused on your allies. You can use lesser cover from your allies to [Hide](rules/actions/hide.md). + +*Source: Lost Omens: Ancestry Guide p. 19* +%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/pride-in-arms-locg.md b/compendium/feats/pride-in-arms-locg.md new file mode 100644 index 000000000..a7abeba0c --- /dev/null +++ b/compendium/feats/pride-in-arms-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/hobgoblin +aliases: ["Pride In Arms"] +--- +# Pride In Arms [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* +[hobgoblin](rules/traits/hobgoblin-locg.md) + +- **Trigger** An ally within 30 feet brings a foe to 0 Hit Points. +- **Activity** Reaction + +With a shout of triumph, you grant inspiration to an ally fight on. The triggering ally gains temporary Hit Points equal to their Constitution modifier until the end of their next turn. + +*Source: Lost Omens: Character Guide p. 51* +%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/compendium/feats/primal-aegis-apg.md b/compendium/feats/primal-aegis-apg.md new file mode 100644 index 000000000..2f9dc4ae7 --- /dev/null +++ b/compendium/feats/primal-aegis-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/druid +aliases: ["Primal Aegis"] +--- +# Primal Aegis *Feat 18* +[druid](rules/traits/druid.md) + + +You surround yourself with a thick field of protective primal energy. You and allies within 30 feet of you gain resistance equal to your Wisdom modifier to acid, cold, electricity, fire, negative, and positive damage. + +*Source: Advanced Player's Guide p. 125* +%% #compendium/src/pf2e/apg #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/primal-evolution.md b/compendium/feats/primal-evolution.md index 063dced6c..60a8c34db 100644 --- a/compendium/feats/primal-evolution.md +++ b/compendium/feats/primal-evolution.md @@ -16,7 +16,7 @@ You can call upon the creatures of the wild for aid. You gain an additional spel ## Primal Evolution leads to... -[Greater Vital Evolution](compendium/feats/greater-vital-evolution.md), Greater Physical Evolution +[Greater Vital Evolution](compendium/feats/greater-vital-evolution.md), [Greater Physical Evolution](compendium/feats/greater-physical-evolution-apg.md) ## Summary diff --git a/compendium/feats/primal-rampage-locg.md b/compendium/feats/primal-rampage-locg.md new file mode 100644 index 000000000..c678222d5 --- /dev/null +++ b/compendium/feats/primal-rampage-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/lizardfolk +aliases: ["Primal Rampage"] +--- +# Primal Rampage *Feat 13* +[lizardfolk](rules/traits/lizardfolk-b1.md) + + +You tap into the unstoppable, primeval strength of your ancient kin. You gain [freedom of movement](compendium/spells/freedom-of-movement.md) and [stoneskin](compendium/spells/stoneskin.md) as 4th-level primal innate spells that you can cast once per day. As a 3-action activity, you can [Cast a Spell](rules/actions/cast-a-spell.md) twice to cast both of these innate spells, as long as they are both still available for the day. + +*Source: Lost Omens: Character Guide* +%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/prismatic-scales-loil.md b/compendium/feats/prismatic-scales-loil.md new file mode 100644 index 000000000..01a51437f --- /dev/null +++ b/compendium/feats/prismatic-scales-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/nagaji +aliases: ["Prismatic Scales"] +--- +# Prismatic Scales *Feat 17* +[nagaji](rules/traits/nagaji-loil.md) + + +You can cause your scales to glow with scintillating, many-hued colors, protecting you from energy while dazzling foes. Once per day, you can cast [prismatic armor](compendium/spells/prismatic-armor-som.md) (Secrets of Magic 122) as an occult innate spell, except the spell alters the coloration of your scales instead of causing you to be clad in armor. This difference is cosmetic, and the spell has all the same effects as normal. + +*Source: Lost Omens: Impossible Lands p. 51* +%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/compendium/feats/pristine-weapon-apg.md b/compendium/feats/pristine-weapon-apg.md new file mode 100644 index 000000000..9fef37edb --- /dev/null +++ b/compendium/feats/pristine-weapon-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/druid +aliases: ["Pristine Weapon"] +--- +# Pristine Weapon *Feat 10* +[druid](rules/traits/druid.md) + +- **Prerequisites**: [Verdant Weapon](compendium/feats/verdant-weapon-apg.md) + +Your verdant weapon can cut through the resistances of magical creatures. The weapon is treated as cold iron and silver. If you critically hit a creature that has a weakness to cold iron or silver, the target takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) as the primal energies within your weapon slow its natural healing. + +*Source: Advanced Player's Guide p. 124* +%% #compendium/src/pf2e/apg #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/progenitor-lore-da.md b/compendium/feats/progenitor-lore-da.md new file mode 100644 index 000000000..8b136e086 --- /dev/null +++ b/compendium/feats/progenitor-lore-da.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/reflection +aliases: ["Progenitor Lore"] +--- +# Progenitor Lore *Feat 1* +[reflection](rules/traits/reflection-da.md) + + +You didn't just inherit your physical form from your progenitor; you also retained some of their knowledge. You're trained in [Deception](compendium/skills.md#Deception) and [Occultism](compendium/skills.md#Occultism). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in a [Lore](compendium/skills.md#Lore) corresponding to your ancestry (e. g., [Elf Lore](compendium/skills.md#Lore) if your progenitor is an elf). + +*Source: Dark Archive p. 120* +%% #compendium/src/pf2e/da #trait/reflection %% \ No newline at end of file diff --git a/compendium/feats/project-persona-apg.md b/compendium/feats/project-persona-apg.md new file mode 100644 index 000000000..42ca851de --- /dev/null +++ b/compendium/feats/project-persona-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/gnome +- trait/illusion +- trait/primal +- trait/visual +aliases: ["Project Persona"] +--- +# Project Persona [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[concentrate](rules/traits/concentrate.md) [gnome](rules/traits/gnome.md) [illusion](rules/traits/illusion.md) [primal](rules/traits/primal.md) [visual](rules/traits/visual.md) + +- **Activity** Single Action + +Where others etch their armor to serve as a conduit for their imaginations, your vivid mind and bold personality allow you to project a more fitting persona over your lackluster armor. You change the shape and appearance of your armor to appear as ordinary or fine clothes of your imagining. The armor's statistics don't change. This effect lasts as long as you remain conscious and are wearing the armor. A creature can 0 by [Seeking](rules/actions/seek.md) or touching your armor. The DC equals your Will DC. + +*Source: Advanced Player's Guide p. 44* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/gnome #trait/illusion #trait/primal #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/propulsive-leap-da.md b/compendium/feats/propulsive-leap-da.md new file mode 100644 index 000000000..76a24e62e --- /dev/null +++ b/compendium/feats/propulsive-leap-da.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/deviant +- trait/evocation +- trait/magical +- trait/rare +aliases: ["Propulsive Leap"] +--- +# Propulsive Leap [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[deviant](rules/traits/deviant-da.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Activity** Single Action + +By expelling flames from your feet or levitating through electrical repulsion, you propel yourself through the air. For 1 minute, you gain a fly Speed equal to your Speed or 20 feet, whichever is greater. If you aren't on solid ground at the end of your turn, you must attempt another backlash check for your deviation, though you remain airborne even if you fail your check unless the damage from the check renders you [unconscious](rules/conditions.md#Unconscious). + +**Awakening** You blast through the air at great speed, gaining a +15-foot status bonus to your [Fly](rules/actions/fly.md) speed from Propulsive [Leap](rules/actions/leap.md). + +**Awakening** You can use your propulsion as a makeshift weapon. The first time each round you [Fly](rules/actions/fly.md) starting from the ground, all creatures adjacent to you take `1d4` damage for every 2 levels you have, with a basic Reflex save. + +*Source: Dark Archive p. 78* +%% #compendium/src/pf2e/da #trait/deviant #trait/evocation #trait/magical #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/protect-ally-lopsg.md b/compendium/feats/protect-ally-lopsg.md new file mode 100644 index 000000000..e4f70ebc0 --- /dev/null +++ b/compendium/feats/protect-ally-lopsg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Protect Ally"] +--- +# Protect Ally [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) +- **Activity** Single Action + +You place your body between your friends and your enemies, protecting your allies against oncoming attacks. You choose one adjacent ally. That ally gains a +1 circumstance bonus to AC until the start of your next turn or until that ally is no longer adjacent to you, whichever comes first. You can only protect a single ally in this way. If you choose to Protect a different Ally, the previous ally loses the bonus to AC. + +*Source: Lost Omens: Pathfinder Society Guide p. 52* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/protective-bond-som.md b/compendium/feats/protective-bond-som.md new file mode 100644 index 000000000..ca75d7669 --- /dev/null +++ b/compendium/feats/protective-bond-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/abjuration +- trait/summoner +aliases: ["Protective Bond"] +--- +# Protective Bond [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[abjuration](rules/traits/abjuration.md) [summoner](rules/traits/summoner-som.md) + +- **Trigger** You and your eidolon are in a damaging effect's area. +- **Activity** Reaction + +The power of your bond can protect you and your eidolon from harm. If you and your eidolon would take different amounts of damage from the area effect, you take the lower amount of damage instead of the greater amount of damage. + +**Special.** This feat has the trait matching your eidolon's tradition ([arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), or [primal](rules/traits/primal.md)). + +*Source: Secrets of Magic p. 71* +%% #compendium/src/pf2e/som #trait/abjuration #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/protective-claws-lome.md b/compendium/feats/protective-claws-lome.md new file mode 100644 index 000000000..fe310f419 --- /dev/null +++ b/compendium/feats/protective-claws-lome.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/goloma +aliases: ["Protective Claws"] +--- +# Protective Claws *Feat 5* +[goloma](rules/traits/goloma-lome.md) + +- **Prerequisites**: vicious goloma heritage + +The chitin on your claws is so hard you can defend against attacks with them. Your claw unarmed attack from the vicious goloma heritage gains the [parry](rules/traits/parry.md) weapon trait. + +*Source: Lost Omens: The Mwangi Expanse p. 118* +%% #compendium/src/pf2e/lome #trait/goloma %% \ No newline at end of file diff --git a/compendium/feats/protective-sheath-locg.md b/compendium/feats/protective-sheath-locg.md new file mode 100644 index 000000000..1c1920b6b --- /dev/null +++ b/compendium/feats/protective-sheath-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/dwarf +aliases: ["Protective Sheath"] +--- +# Protective Sheath *Feat 5* +[dwarf](rules/traits/dwarf.md) + +- **Prerequisites**: [Clan's Edge](compendium/feats/clans-edge-locg.md) + +When you lash out with your clan dagger, you keep its sheath close at hand. When you use Clan's Edge, if the hand you're not holding the dagger with is empty, you can use your clan dagger's sheath to block attacks as well. The circumstance bonus to your AC from parrying increases to a +2 against any target you hit with a [Strike](rules/actions/strike.md) this turn. + +*Source: Lost Omens: Character Guide p. 21* +%% #compendium/src/pf2e/locg #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/protective-spirit-mask-sot6.md b/compendium/feats/protective-spirit-mask-sot6.md new file mode 100644 index 000000000..ef142eb21 --- /dev/null +++ b/compendium/feats/protective-spirit-mask-sot6.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot6 +- trait/archetype +- trait/druid +- trait/rare +- trait/wizard +aliases: ["Protective Spirit Mask"] +--- +# Protective Spirit Mask *Feat 20* +[archetype](rules/traits/archetype.md) [druid](rules/traits/druid.md) [rare](rules/traits/rare.md) [wizard](rules/traits/wizard.md) + +- **Prerequisites**: Druid Dedication or Wizard Dedication + +Your mask carries the protective instincts of White Bull, the Horn Forger, and no one will hurt your allies while you have anything to say about it. Immediately after you Cast a non-cantrip Spell that targets only one ally, you can choose to have the spell also give that creature a +1 circumstance bonus to AC until the start of your next turn. You also gain the Protector's Interdiction reaction. + +```ad-embed-ability +title: Protector's Interdiction [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: An adjacent ally is hit or critically hit by an attack + +**Effect** You interpose yourself between your ally and the attack. The attack hits you instead, or critically hits you if it critically hit your ally. +``` + +*Source: Strength of Thousands #6: Shadows of the Ancients p. 78* +%% #compendium/src/pf2e/sot6 #trait/archetype #trait/druid #trait/rare #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/protective-subroutine-loag.md b/compendium/feats/protective-subroutine-loag.md new file mode 100644 index 000000000..11b4c92e3 --- /dev/null +++ b/compendium/feats/protective-subroutine-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/android +aliases: ["Protective Subroutine"] +--- +# Protective Subroutine *Feat 5* +[android](rules/traits/android-loag.md) + +- **Prerequisites**: [Nanite Surge](compendium/feats/nanite-surge-loag.md) + +Your nanites can augment your defenses. You can choose to activate Nanite Surge when you attempt a saving throw, instead of when you attempt a skill check. If you do, you gain a +2 status bonus to the triggering saving throw. + +*Source: Lost Omens: Ancestry Guide p. 74* +%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/compendium/feats/proximity-alert-loag.md b/compendium/feats/proximity-alert-loag.md new file mode 100644 index 000000000..210e355e2 --- /dev/null +++ b/compendium/feats/proximity-alert-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/android +aliases: ["Proximity Alert"] +--- +# Proximity Alert *Feat 1* +[android](rules/traits/android-loag.md) + + +You're unnaturally in tune with your surroundings and react instinctively to danger. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks made as initiative rolls. + +*Source: Lost Omens: Ancestry Guide p. 73* +%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/compendium/feats/psi-burst-da.md b/compendium/feats/psi-burst-da.md new file mode 100644 index 000000000..03d4dbc90 --- /dev/null +++ b/compendium/feats/psi-burst-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/concentrate +- trait/evocation +- trait/mindshift +- trait/occult +- trait/psyche +- trait/psychic +aliases: ["Psi Burst"] +--- +# Psi Burst [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[concentrate](rules/traits/concentrate.md) [evocation](rules/traits/evocation.md) [mindshift](rules/traits/mindshift-da.md) [occult](rules/traits/occult.md) [psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) + +- **Frequency**: once per round +- **Activity** Single Action + +With a passing thought, you direct violent psychic energies at a nearby creature. Target one creature within 30 feet. It takes `1d4` bludgeoning damage with a basic Reflex save. At 3rd level and every 2 levels thereafter, the damage increases by `1d4`. + +*Source: Dark Archive p. 24* +%% #compendium/src/pf2e/da #trait/concentrate #trait/evocation #trait/mindshift #trait/occult #trait/psyche #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/psi-catastrophe-da.md b/compendium/feats/psi-catastrophe-da.md new file mode 100644 index 000000000..f46bdd7b0 --- /dev/null +++ b/compendium/feats/psi-catastrophe-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/concentrate +- trait/evocation +- trait/mindshift +- trait/occult +- trait/psyche +- trait/psychic +aliases: ["Psi Catastrophe"] +--- +# Psi Catastrophe [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[concentrate](rules/traits/concentrate.md) [evocation](rules/traits/evocation.md) [mindshift](rules/traits/mindshift-da.md) [occult](rules/traits/occult.md) [psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) + +- **Activity** Two-Action + +You stop holding your power back, unleashing it all in a catastrophic blast. All creatures in a 20-foot emanation take `1d6` bludgeoning damage per level with a basic Reflex save. Your psyche subsides as your power is expended. + +*Source: Dark Archive p. 28* +%% #compendium/src/pf2e/da #trait/concentrate #trait/evocation #trait/mindshift #trait/occult #trait/psyche #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/psi-development-da.md b/compendium/feats/psi-development-da.md new file mode 100644 index 000000000..1dbabcf45 --- /dev/null +++ b/compendium/feats/psi-development-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Psi Development"] +--- +# Psi Development *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Psychic Dedication](compendium/feats/psychic-dedication-da.md) + +You've found a new mental form. You gain another psi cantrip from your conscious mind: either the standard cantrip you didn't take with Psychic Dedication, or the unique surface psi cantrip. + +You gain the benefits and the amp for this second psi cantrip. Increase the number of Focus Points in your focus pool by 1. + +*Source: Dark Archive p. 48* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/psi-strikes-da.md b/compendium/feats/psi-strikes-da.md new file mode 100644 index 000000000..e4d249feb --- /dev/null +++ b/compendium/feats/psi-strikes-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/mindshift +- trait/psychic +aliases: ["Psi Strikes"] +--- +# Psi Strikes [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* +[mindshift](rules/traits/mindshift-da.md) [psychic](rules/traits/psychic-da.md) + +- **Frequency**: once per turn +- **Requirements**: Your most recent action was to [Cast a Spell](rules/actions/cast-a-spell.md) or to [Unleash your Psyche](rules/actions/unleash-psyche-da.md). +- **Activity** Free Action + +You siphon residual psychic energies from your spell into one weapon you're wielding or one of your unarmed attacks and when you unleash your mind, the energies flare to match. The attack deals an extra `1d6` force damage until the end of the current turn. If your [Psyche is Unleashed](rules/actions/unleash-psyche-da.md), this benefit instead lasts until your psyche subsides. + +*Source: Dark Archive p. 25* +%% #compendium/src/pf2e/da #trait/mindshift #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/psychic-dedication-da.md b/compendium/feats/psychic-dedication-da.md new file mode 100644 index 000000000..41cb7e7f0 --- /dev/null +++ b/compendium/feats/psychic-dedication-da.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/dedication +- trait/multiclass +aliases: ["Psychic Dedication"] +--- +# Psychic Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Intelligence 14 or Charisma 14 + +You feel something awaken within your mind. You become trained in [Occultism](compendium/skills.md#Occultism); if you were already trained in [Occultism](compendium/skills.md#Occultism), you become trained in a skill of your choice. You cast spells like a psychic and gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity; as you don't have a subconscious mind, your thought components are simple intentions. Choose a conscious mind. You gain a spell repertoire with one standard psi cantrip of your choice from your conscious mind, which you cast as a psi cantrip. You gain the normal benefits and the amp for this psi cantrip, but not any other benefits from the conscious mind. If you don't have one, you gain a focus pool of 1 Focus Point, which you can use to amp your psi cantrips, and you can [Refocus](rules/actions/refocus.md) by meditating on your new powers. If you already have a focus pool, increase the number of points in your pool by 1. You're trained in occult spell attack rolls and occult spell DCs. Your key spellcasting ability for psychic archetype spells is the ability you used to qualify for the archetype, and they are occult psychic spells. + +**Special.** You can't select another dedication feat until you have gained two other feats from the psychic archetype. + +## Psychic Dedication leads to... + +[Basic Thoughtform](compendium/feats/basic-thoughtform-da.md), [Advanced Thoughtform](compendium/feats/advanced-thoughtform-da.md), [Basic Psychic Spellcasting](compendium/feats/basic-psychic-spellcasting-da.md), [Expert Psychic Spellcasting](compendium/feats/expert-psychic-spellcasting-da.md), [Master Psychic Spellcasting](compendium/feats/master-psychic-spellcasting-da.md), [Psi Development](compendium/feats/psi-development-da.md) + +## Summary + +*Source: Dark Archive p. 48* +%% #compendium/src/pf2e/da #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/compendium/feats/psychic-duelist-dedication-da.md b/compendium/feats/psychic-duelist-dedication-da.md new file mode 100644 index 000000000..1d508149f --- /dev/null +++ b/compendium/feats/psychic-duelist-dedication-da.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/dedication +- trait/rare +aliases: ["Psychic Duelist Dedication"] +--- +# Psychic Duelist Dedication *Feat 4* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism), you have been in a psychic duel + +Through experience and in-depth visualizations of mental battles, you've grown adept at psychic duels. You gain a +2 circumstance bonus to your initiative rolls for psychic duels. Each time you enter a psychic duel, choose one of the following benefits for the duration of that duel. + +- Mind Mace You gain a status bonus to mental damage with spells you cast equal to the spell's level. +- Psychic Fist You can use your standard ability modifier for [Strike](rules/actions/strike.md) damage instead of your highest mental modifier, and you can use your full AC instead of using your Will DC in place of your AC. + +**Special.** You can't select another dedication feat until you have gained two other feats from the psychic duelist archetype. + +## Psychic Duelist Dedication leads to... + +[Duel Spell Advantage](compendium/feats/duel-spell-advantage-da.md), [Supreme Psychic Center](compendium/feats/supreme-psychic-center-da.md), [Instigate Psychic Duel](compendium/feats/instigate-psychic-duel-da.md) + +## Summary + +*Source: Dark Archive p. 203* +%% #compendium/src/pf2e/da #trait/archetype #trait/dedication #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/psychic-rapport-da.md b/compendium/feats/psychic-rapport-da.md new file mode 100644 index 000000000..11a223d46 --- /dev/null +++ b/compendium/feats/psychic-rapport-da.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/psychic +aliases: ["Psychic Rapport"] +--- +# Psychic Rapport *Feat 1* +[psychic](rules/traits/psychic-da.md) + + +Your telepathic sensitivity intensifies when you're affected by mental magic, making it easier for you to link to other creatures. After you [Cast a Spell](rules/actions/cast-a-spell.md) with the [mental](rules/traits/mental.md) trait, until the start of your next turn, you gain a +1 circumstance bonus to [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), and [Intimidation](compendium/skills.md#Intimidation) checks, and to [Perception](compendium/skills.md#Perception) checks to [Sense Motive](rules/actions/sense-motive.md). + +*Source: Dark Archive p. 24* +%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/psychopomp-familiar-botd.md b/compendium/feats/psychopomp-familiar-botd.md new file mode 100644 index 000000000..4e3f2aa97 --- /dev/null +++ b/compendium/feats/psychopomp-familiar-botd.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Psychopomp Familiar"] +--- +# Psychopomp Familiar *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md), familiar + +Your familiar becomes a masked psychopomp—an extraplanar guardian of the cycle of souls. This familiar continues to use all the same rules as other familiars, but one of its abilities must always be speech and it has the [monitor](rules/traits/monitor.md) and [psychopomp](rules/traits/psychopomp-b1.md) traits. As normal when a familiar must always have a certain ability, the speech ability counts against your familiar's abilities each day. + +You can select three familiar or master abilities each day, instead of two, but one must be one of the following psychopomp familiar abilities. + +- **Soul Sight** Your familiar gains [lifesense](rules/abilities/lifesense.md) with a range of 30 feet. +- **Spirit Touch** Your familiar can touch [incorporeal](rules/traits/incorporeal-b1.md) creatures. If you have the spell delivery master ability from your familiar, any spell the familiar delivers with it gains the benefits of the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. + +## Psychopomp Familiar leads to... + +[Enhanced Psychopomp Familiar](compendium/feats/enhanced-psychopomp-familiar-botd.md) + +## Summary + +*Source: Book of the Dead p. 27* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/puncturing-horn-loil.md b/compendium/feats/puncturing-horn-loil.md new file mode 100644 index 000000000..7df23727a --- /dev/null +++ b/compendium/feats/puncturing-horn-loil.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/kashrishi +aliases: ["Puncturing Horn"] +--- +# Puncturing Horn *Feat 1* +[kashrishi](rules/traits/kashrishi-loil.md) + + +While many kashrishi never use their horns for more than cracking open hard-shelled fruits or amplifying their psychic powers, you've practiced using yours offensively. You gain a horn unarmed attack that deals `1d6` piercing damage. Your horn is in the brawling group and has the [finesse](rules/traits/finesse.md) and [unarmed](rules/traits/unarmed.md) traits. + +**Special.** If you have the xyloshi heritage, your horn instead deals `1d8` piercing damage. + +*Source: Lost Omens: Impossible Lands p. 43* +%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/compendium/feats/purge-of-moments-da.md b/compendium/feats/purge-of-moments-da.md new file mode 100644 index 000000000..8461e6a28 --- /dev/null +++ b/compendium/feats/purge-of-moments-da.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/concentrate +- trait/transmutation +aliases: ["Purge of Moments"] +--- +# Purge of Moments [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) +- **Frequency**: once per hour +- **Activity** Three-Action + +All things eventually end, a truth that you can put into practice by accelerating your passage through time to shake off harmful effects. Five rounds of apparent time occur for you. No one, including you, can act during this time, but effects on you run their course, including beneficial effects, [negative](rules/traits/negative.md) effects, afflictions, conditions, and [persistent damage](rules/conditions.md#Persistent%20Damage). Roll saving throws, flat checks, damage, and any other rolls for those effects normally as if the time had passed. Excessive use of this technique is responsible for more than a few premature gray hairs among time mages. + +*Source: Dark Archive p. 185* +%% #compendium/src/pf2e/da #trait/archetype #trait/concentrate #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/purge-sins-loag.md b/compendium/feats/purge-sins-loag.md new file mode 100644 index 000000000..142c821e4 --- /dev/null +++ b/compendium/feats/purge-sins-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aasimar +- trait/healing +aliases: ["Purge Sins"] +--- +# Purge Sins [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* +[aasimar](rules/traits/aasimar-apg.md) [healing](rules/traits/healing.md) + +- **Frequency**: once per day +- **Activity** Single Action + +You call on your celestial forebears to rid your body of all toxins and impurities. For each disease or poison currently affecting you, attempt a [Religion](compendium/skills.md#Religion) check to counteract that disease or poison. As normal, your counteract level is equal to half your level, rounded up. + +*Source: Lost Omens: Ancestry Guide p. 12* +%% #compendium/src/pf2e/loag #trait/aasimar #trait/healing %% \ No newline at end of file diff --git a/compendium/feats/purifying-breeze-lokl.md b/compendium/feats/purifying-breeze-lokl.md new file mode 100644 index 000000000..7837ae49e --- /dev/null +++ b/compendium/feats/purifying-breeze-lokl.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/cleric +- trait/oracle +- trait/sorcerer +- trait/uncommon +aliases: ["Purifying Breeze"] +--- +# Purifying Breeze [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[cleric](rules/traits/cleric.md) [oracle](rules/traits/oracle-apg.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Knights of Lastwall have access to this feat. +- **Prerequisites**: divine spells +- **Requirements**: Your most recent action was to cast a non-cantrip spell with the [healing](rules/traits/healing.md) trait. +- **Activity** Single Action + +You transfer the divine essence of your magic to the air around you, cleansing it of toxins. Attempt a counteract check against each airborne [disease](rules/traits/disease.md) or [poison](rules/traits/poison.md) effect in a 15-foot radius around you. Regardless of your success or failure, until the beginning of your next turn, all creatures in the purified area gain a +1 status bonus to Fortitude saving throws. + +*Source: Lost Omens: Knights of Lastwall p. 85* +%% #compendium/src/pf2e/lokl #trait/cleric #trait/oracle #trait/sorcerer #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/purifying-spell-som.md b/compendium/feats/purifying-spell-som.md new file mode 100644 index 000000000..21cb38284 --- /dev/null +++ b/compendium/feats/purifying-spell-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/concentrate +- trait/druid +- trait/metamagic +- trait/water +aliases: ["Purifying Spell"] +--- +# Purifying Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[concentrate](rules/traits/concentrate.md) [druid](rules/traits/druid.md) [metamagic](rules/traits/metamagic.md) [water](rules/traits/water.md) + +- **Prerequisites**: wave order +- **Activity** Single Action + +You purify the water within a creature's body to cleanse them of illness. If the next action you use is to cast [heal](compendium/spells/heal.md) targeting a single living creature, you can attempt to counteract a disease or poison affecting the target, in addition to the other benefits of heal. If you do, heal gains the [water](rules/traits/water.md) trait. + +*Source: Secrets of Magic p. 200* +%% #compendium/src/pf2e/som #trait/concentrate #trait/druid #trait/metamagic #trait/water %% \ No newline at end of file diff --git a/compendium/feats/push-back-the-dead-lokl.md b/compendium/feats/push-back-the-dead-lokl.md new file mode 100644 index 000000000..7f94b9cd0 --- /dev/null +++ b/compendium/feats/push-back-the-dead-lokl.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +- trait/auditory +- trait/emotion +- trait/stance +- trait/uncommon +aliases: ["Push Back the Dead!"] +--- +# Push Back the Dead! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [stance](rules/traits/stance.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) +- **Activity** Single Action + +You call to your ally and strengthen their resolve and abilities to defend against the horrific tricks undead bring to bear. The ally gains a +2 circumstance bonus to saves against effects originating from undead. It also gains resistance to damage from [Strikes](rules/actions/strike.md) made by undead creatures equal to half your Charisma modifier. + +*Source: Lost Omens: Knights of Lastwall p. 80* +%% #compendium/src/pf2e/lokl #trait/archetype #trait/auditory #trait/emotion #trait/stance #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/pushing-attack-som.md b/compendium/feats/pushing-attack-som.md new file mode 100644 index 000000000..9c90cd4f9 --- /dev/null +++ b/compendium/feats/pushing-attack-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Pushing Attack"] +--- +# Pushing Attack *Feat 10* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + + +Your eidolon has an attack that pushes away enemies. + +Choose one of the eidolon's unarmed attacks with the [shove](rules/traits/shove.md) trait. It gains the [Push](rules/abilities/push.md) action for that attack. + +*Source: Secrets of Magic p. 71* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/qlippoth-magic-loag.md b/compendium/feats/qlippoth-magic-loag.md new file mode 100644 index 000000000..2ee45d45d --- /dev/null +++ b/compendium/feats/qlippoth-magic-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/tiefling +aliases: ["Qlippoth Magic"] +--- +# Qlippoth Magic *Feat 9* +[tiefling](rules/traits/tiefling-b1.md) + +- **Prerequisites**: [Riftmarked](compendium/feats/riftmarked-loag.md) + +You've deeply studied the secrets of your blood and can force reality to act against its own wishes. You can cast [blur](compendium/spells/blur.md) and [silence](compendium/spells/silence.md) once per day each as 2nd-level divine innate spells. + +*Source: Lost Omens: Ancestry Guide p. 63* +%% #compendium/src/pf2e/loag #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/quadruped-lotgb.md b/compendium/feats/quadruped-lotgb.md new file mode 100644 index 000000000..6df243720 --- /dev/null +++ b/compendium/feats/quadruped-lotgb.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/poppet +aliases: ["Quadruped"] +--- +# Quadruped *Feat 1* +[poppet](rules/traits/poppet-lotgb.md) + + +You were crafted in a form with four legs rather than two. Your Speed is 30 feet. + +**Special.** You can take this feat only at 1st level, and you can't retrain into or out of this feat. + +*Source: Lost Omens: The Grand Bazaar p. 63* +%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/compendium/feats/quah-bond-locg.md b/compendium/feats/quah-bond-locg.md new file mode 100644 index 000000000..bd66e64b4 --- /dev/null +++ b/compendium/feats/quah-bond-locg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/human +- trait/uncommon +aliases: ["Quah Bond"] +--- +# Quah Bond *Feat 1* +[human](rules/traits/human.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Shoanti ethnicity + +You grew up among the Shoanti tribes, with the spirits watching over you, and they offer you guidance. You gain the trained proficiency rank in the skill listed for your quah (or another skill of your choice, if you're already trained in that skill). You gain the [Assurance](compendium/feats/assurance.md) skill feat in that skill, as the spirits' help guides your actions. + +- **Lyrune-Quah** [Religion](compendium/skills.md#Religion) +- **Shadde-Quah** [Athletics](compendium/skills.md#Athletics) +- **Shriikirri-Quah** [Nature](compendium/skills.md#Nature) +- **Shundar-Quah** [Diplomacy](compendium/skills.md#Diplomacy) +- **Sklar-Quah** [Intimidation](compendium/skills.md#Intimidation) +- **Skoan-Quah** [Medicine](compendium/skills.md#Medicine) +- **Tamiir-Quah** [Acrobatics](compendium/skills.md#Acrobatics) + +*Source: Lost Omens: Character Guide p. 12* +%% #compendium/src/pf2e/locg #trait/human #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/quick-change-apg.md b/compendium/feats/quick-change-apg.md new file mode 100644 index 000000000..4343bf668 --- /dev/null +++ b/compendium/feats/quick-change-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Quick Change"] +--- +# Quick Change *Feat 7* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: master in [Deception](compendium/skills.md#Deception), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) + +You can shift between your identities with ease. Instead of spending 1 minute to change your identity, you can now do so as a 3-action activity. If you are legendary in [Deception](compendium/skills.md#Deception), you can perform this change as a 1-action activity. + +*Source: Advanced Player's Guide p. 197* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/quick-change-loag.md b/compendium/feats/quick-change-loag.md new file mode 100644 index 000000000..6a520f2b4 --- /dev/null +++ b/compendium/feats/quick-change-loag.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/beastkin +aliases: ["Quick Change"] +--- +# Quick Change [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 1* +[beastkin](rules/traits/beastkin-loag.md) + +- **Trigger** You roll initiative. +- **Activity** Free Action + +Your instincts kick in and you take on an aggressive stance. + +You use [Change Shape](rules/actions/change-shape-beastkin-loag.md) to enter your hybrid form or a new form granted by a beastkin feat. + +*Source: Lost Omens: Ancestry Guide p. 81* +%% #compendium/src/pf2e/loag #trait/beastkin %% \ No newline at end of file diff --git a/compendium/feats/quick-contacts-apg.md b/compendium/feats/quick-contacts-apg.md new file mode 100644 index 000000000..d92df153c --- /dev/null +++ b/compendium/feats/quick-contacts-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Quick Contacts"] +--- +# Quick Contacts *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Society](compendium/skills.md#Society); [Connections](compendium/feats/connections.md) or Underworld Connections + +You know where to go, who to talk to, and how to make new connections, fast. Upon entering a new settlement, spending 1 day of downtime allows you to build enough connections to make use of the [Connections](compendium/feats/connections.md) or [Underworld Connections](compendium/feats/criminal-connections-apg.md) feats. If you're legendary in [Society](compendium/skills.md#Society), you can form the required connections within 1 hour of entering a new settlement. + +*Source: Advanced Player's Guide p. 208* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/quick-fix-apg.md b/compendium/feats/quick-fix-apg.md new file mode 100644 index 000000000..966ed80db --- /dev/null +++ b/compendium/feats/quick-fix-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Quick Fix"] +--- +# Quick Fix *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Talisman Dabbler Dedication](compendium/feats/talisman-dabbler-dedication-apg.md) + +You can attach a talisman using only a bit of glue and some string. You gain the [Rapid Affixture](compendium/feats/rapid-affixture-apg.md) skill feat, even if you don't meet the prerequisites. + +When you use it, you can affix or remove up to four talismans in 1 minute instead of just one. + +You gain the ability to [Affix a Talisman](rules/actions/affix-a-talisman.md) as a 3-action activity from that feat at 12th level, regardless of your [Crafting](compendium/skills.md#Crafting) proficiency. + +*Source: Advanced Player's Guide p. 195* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/quick-juggler-ec1.md b/compendium/feats/quick-juggler-ec1.md new file mode 100644 index 000000000..59904038c --- /dev/null +++ b/compendium/feats/quick-juggler-ec1.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec1 +- trait/archetype +- trait/uncommon +aliases: ["Quick Juggler"] +--- +# Quick Juggler *Feat 4* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: expert in [Performance](compendium/skills.md#Performance), [Juggler Dedication](compendium/feats/juggler-dedication-ec1.md) + +When you start to Juggle or add another item to those you are Juggling, you add two items instead of one. Increase the maximum number of items you can Juggle by one. + +*Source: Extinction Curse #1: The Show Must Go On p. 74* +%% #compendium/src/pf2e/ec1 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/quick-mount-apg.md b/compendium/feats/quick-mount-apg.md new file mode 100644 index 000000000..426bd01dd --- /dev/null +++ b/compendium/feats/quick-mount-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/skill +aliases: ["Quick Mount"] +--- +# Quick Mount [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md), expert in [Nature](compendium/skills.md#Nature) +- **Requirements**: You are adjacent to a creature that is at least one size larger than you and is willing to be your mount. +- **Activity** Single Action + +You and your mount can spring into action at a moment's notice. You [Mount](rules/actions/mount.md) the creature and [Command an Animal](rules/actions/command-an-animal.md) to issue it an order of your choice. + +*Source: Advanced Player's Guide p. 164* +%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/quick-setup-tv.md b/compendium/feats/quick-setup-tv.md new file mode 100644 index 000000000..29c0adcfb --- /dev/null +++ b/compendium/feats/quick-setup-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/tv +- trait/general +- trait/rare +- trait/skill +aliases: ["Quick Setup"] +--- +# Quick Setup *Feat 7* +[general](rules/traits/general.md) [rare](rules/traits/rare.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting) + +You have learned to setup simple crafting jobs with ease. Your setup time for consumables that are at least 6 levels lower than you is 1 day, and your setup time for permanent items 6 levels lower than you is 3 days. + +If you rush the setup and reduce the setup time for consumables at least 6 levels lower than you to less than 1 day, you can instead set them up in just 2 hours (allowing you to do so during an adventuring day if you have access to your tools and materials). If you rush the setup of a permanent item at least 6 levels lower than you and reduce the setup time to less than 1 day, you can perform the setup in 4 hours. + +*Source: Treasure Vault p. 159* +%% #compendium/src/pf2e/tv #trait/general #trait/rare #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/quick-shot-apg.md b/compendium/feats/quick-shot-apg.md new file mode 100644 index 000000000..40c940f02 --- /dev/null +++ b/compendium/feats/quick-shot-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/open +aliases: ["Quick Shot"] +--- +# Quick Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) + +- **Prerequisites**: [Archer Dedication](compendium/feats/archer-dedication-apg.md) +- **Activity** Single Action + +You draw your bow and attack with the same action. You [Interact](rules/actions/interact.md) to draw a weapon from the bow weapon group that is loaded or has [reload 0](rules/traits/reload.md), then [Strike](rules/actions/strike.md) with that weapon. + +*Source: Advanced Player's Guide p. 157* +%% #compendium/src/pf2e/apg #trait/archetype #trait/open %% \ No newline at end of file diff --git a/compendium/feats/quick-stow-apg.md b/compendium/feats/quick-stow-apg.md new file mode 100644 index 000000000..cad4404d6 --- /dev/null +++ b/compendium/feats/quick-stow-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ratfolk +aliases: ["Quick Stow"] +--- +# Quick Stow [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 5* +[ratfolk](rules/traits/ratfolk-b1.md) + +- **Prerequisites**: [Cheek Pouches](compendium/feats/cheek-pouches-apg.md) +- **Frequency**: once per round +- **Activity** Free Action + +You are adept at quickly moving items into your cheek pouches. You [Interact](rules/actions/interact.md) to store one held item in your cheek pouches (provided it fits). + +*Source: Advanced Player's Guide p. 23* +%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/compendium/feats/quick-stow-lopsg.md b/compendium/feats/quick-stow-lopsg.md new file mode 100644 index 000000000..3fd0e9b8e --- /dev/null +++ b/compendium/feats/quick-stow-lopsg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +- trait/manipulate +aliases: ["Quick Stow"] +--- +# Quick Stow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) + +- **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) +- **Activity** Single Action + +You know that situations can change rapidly and might leave you needing to change equipment in the middle of combat. + +Your training has taught you how to swap your equipment on the fly. You [Interact](rules/actions/interact.md) to stow a weapon and then [Interact](rules/actions/interact.md) again to draw a readied item or weapon. + +*Source: Lost Omens: Pathfinder Society Guide p. 52* +%% #compendium/src/pf2e/lopsg #trait/archetype #trait/manipulate %% \ No newline at end of file diff --git a/compendium/feats/quick-study-apg.md b/compendium/feats/quick-study-apg.md new file mode 100644 index 000000000..b0c589efd --- /dev/null +++ b/compendium/feats/quick-study-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Quick Study"] +--- +# Quick Study *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Loremaster Dedication](compendium/feats/loremaster-dedication-apg.md) + +During your daily preparations, you can study a particular subject to gain the trained proficiency rank in one [Lore](compendium/skills.md#Lore) skill of your choice. You must have interacted with that subject in some way on the previous day, whether by reading about it, talking to someone knowledgeable on the topic, or experiencing it yourself. Alternatively, you can reference your notes to instead choose a [Lore](compendium/skills.md#Lore) skill you've prepared before with Quick Study. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat. + +*Source: Advanced Player's Guide p. 179* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/quicken-heartbeat-ec3.md b/compendium/feats/quicken-heartbeat-ec3.md new file mode 100644 index 000000000..0b763c43c --- /dev/null +++ b/compendium/feats/quicken-heartbeat-ec3.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec3 +- trait/archetype +aliases: ["Quicken Heartbeat"] +--- +# Quicken Heartbeat [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Golem Grafter Dedication](compendium/feats/golem-grafter-dedication-ec3.md) +- **Frequency**: once per turn +- **Activity** Single Action + +You've replaced your heart with one made of animated quicksilver and living adamantine. You reduce your [slowed](rules/conditions.md#Slowed) condition by 1. Alternatively, if you are not [slowed](rules/conditions.md#Slowed), you are [quickened](rules/conditions.md#Quickened) during your next turn, and can use your extra action to [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md). + +*Source: Extinction Curse #3: Life's Long Shadows p. 74* +%% #compendium/src/pf2e/ec3 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/quickened-attunement-som.md b/compendium/feats/quickened-attunement-som.md new file mode 100644 index 000000000..51e52f9d8 --- /dev/null +++ b/compendium/feats/quickened-attunement-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +- trait/concentrate +- trait/metamagic +aliases: ["Quickened Attunement"] +--- +# Quickened Attunement [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md), legendary in [Nature](compendium/skills.md#Nature) +- **Frequency**: once per day +- **Requirements**: Your previous action was [Attunement Shift](compendium/feats/attunement-shift-som.md). +- **Activity** Free Action + +If your next action is to cast a spell that would grant your terrain attunement bonus, reduce the number of actions to cast it by 1 (to a minimum of 1 action). + +**Special.** You can't use [Quickened](rules/conditions.md#Quickened) Attunement and [Quickened](rules/conditions.md#Quickened) Casting in the same round. + +*Source: Secrets of Magic p. 213* +%% #compendium/src/pf2e/som #trait/archetype #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/quickened-casting-oracle-apg.md b/compendium/feats/quickened-casting-oracle-apg.md new file mode 100644 index 000000000..3737d083a --- /dev/null +++ b/compendium/feats/quickened-casting-oracle-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/metamagic +- trait/oracle +aliases: ["Quickened Casting (Oracle)"] +--- +# Quickened Casting (Oracle) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* +[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [oracle](rules/traits/oracle-apg.md) + +- **Frequency**: once per day +- **Activity** Free Action + +If your next action is to cast an oracle cantrip or an oracle spell that is at least 2 levels lower than the highest-level oracle spell slot you can cast, reduce the number of actions to cast it by 1 (minimum 1 action). + +*Source: Advanced Player's Guide p. 80* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/quickened-casting-witch-apg.md b/compendium/feats/quickened-casting-witch-apg.md new file mode 100644 index 000000000..d05683558 --- /dev/null +++ b/compendium/feats/quickened-casting-witch-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/metamagic +- trait/witch +aliases: ["Quickened Casting (Witch)"] +--- +# Quickened Casting (Witch) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* +[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [witch](rules/traits/witch-apg.md) + +- **Frequency**: once per day +- **Activity** Free Action + +If your next action is to cast a witch cantrip or a witch spell that is at least 2 levels lower than the highest-level witch spell slot you can cast, reduce the number of actions to cast it by 1 (minimum 1 action). + +*Source: Advanced Player's Guide p. 103* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/quill-spray-lome.md b/compendium/feats/quill-spray-lome.md new file mode 100644 index 000000000..85f055d4a --- /dev/null +++ b/compendium/feats/quill-spray-lome.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/shisk +aliases: ["Quill Spray"] +--- +# Quill Spray [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* +[shisk](rules/traits/shisk-lome.md) + +- **Prerequisites**: quillcoat shisk or quill unarmed attack +- **Frequency**: once per day +- **Activity** Two-Action + +You can launch a mass of quills at opponents. You spray quills in a 30-foot cone, dealing `5d8` piercing damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. On a critical failure, a creature also takes 5 [persistent bleed damage](rules/conditions.md#Persistent%20Damage). At 11th level and every even level thereafter, the piercing damage increases by `1d8` and the [persistent bleed damage](rules/conditions.md#Persistent%20Damage) increases by 1. + +*Source: Lost Omens: The Mwangi Expanse p. 126* +%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/compendium/feats/radiant-burst-loag.md b/compendium/feats/radiant-burst-loag.md new file mode 100644 index 000000000..31292c930 --- /dev/null +++ b/compendium/feats/radiant-burst-loag.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fire +- trait/ifrit +- trait/incapacitation +- trait/light +- trait/visual +aliases: ["Radiant Burst"] +--- +# Radiant Burst [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 13* +[fire](rules/traits/fire.md) [ifrit](rules/traits/ifrit-b2.md) [incapacitation](rules/traits/incapacitation.md) [light](rules/traits/light.md) [visual](rules/traits/visual.md) + +- **Frequency**: once per day +- **Activity** Two-Action + +Your skin glows with intensity. Creatures within 10 feet who can see you must succeed at a Fortitude save against your class DC or spell DC, whichever is higher. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [dazzled](rules/conditions.md#Dazzled) for 1 round. +> - **Failure** The creature is [blinded](rules/conditions.md#Blinded) for 1 round and [dazzled](rules/conditions.md#Dazzled) for 4 rounds. +> - **Critical Failure** The creature is [blinded](rules/conditions.md#Blinded) for 4 rounds and [dazzled](rules/conditions.md#Dazzled) for 10 minutes. + +*Source: Lost Omens: Ancestry Guide p. 104* +%% #compendium/src/pf2e/loag #trait/fire #trait/ifrit #trait/incapacitation #trait/light #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/radiant-circuitry-loag.md b/compendium/feats/radiant-circuitry-loag.md new file mode 100644 index 000000000..00daf1422 --- /dev/null +++ b/compendium/feats/radiant-circuitry-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/android +- trait/concentrate +- trait/light +aliases: ["Radiant Circuitry"] +--- +# Radiant Circuitry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[android](rules/traits/android-loag.md) [concentrate](rules/traits/concentrate.md) [light](rules/traits/light.md) + +- **Activity** Single Action + +Your biological circuitry emits light like a torch, casting bright light in a 20-foot radius (and dim light for the next 20 feet). The light shuts off when you take this action again or are knocked [unconscious](rules/conditions.md#Unconscious). + +*Source: Lost Omens: Ancestry Guide p. 73* +%% #compendium/src/pf2e/loag #trait/android #trait/concentrate #trait/light %% \ No newline at end of file diff --git a/compendium/feats/radiant-infusion-apg.md b/compendium/feats/radiant-infusion-apg.md new file mode 100644 index 000000000..4aa66c6fe --- /dev/null +++ b/compendium/feats/radiant-infusion-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/cleric +- trait/concentrate +- trait/metamagic +aliases: ["Radiant Infusion"] +--- +# Radiant Infusion [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: good alignment, healing font +- **Activity** Single Action + +You pour invigorating positive energy into a living ally. If the next action you use is to cast [heal](compendium/spells/heal.md) to restore Hit Points to a single living creature, the target deals an additional `1d6` positive damage with its melee weapons and unarmed attacks until the end of its next turn. If the [heal](compendium/spells/heal.md) spell is at least 5th level, this damage increases to `2d6`, or `3d6` if the spell is at least 8th level. + +*Source: Advanced Player's Guide p. 122* +%% #compendium/src/pf2e/apg #trait/cleric #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/radiate-glory-loag.md b/compendium/feats/radiate-glory-loag.md new file mode 100644 index 000000000..c70de495b --- /dev/null +++ b/compendium/feats/radiate-glory-loag.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aasimar +- trait/divine +- trait/evocation +- trait/light +- trait/visual +aliases: ["Radiate Glory"] +--- +# Radiate Glory [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 17* +[aasimar](rules/traits/aasimar-apg.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [visual](rules/traits/visual.md) + +- **Activity** Single Action + +Your inherent glory radiates into the world with all the divine power of the celestial planes for 1 minute. + +Any creature that can see you while you Radiate Glory must attempt a Will saving throw against your class DC or spell DC, whichever is higher. The creature then becomes temporarily immune to this effect for 24 hours. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** You are [concealed](rules/conditions.md#Concealed) to the creature for 1 round by the shining light, but can't use this concealment to [Hide](rules/actions/hide.md), as normal for when your location is obvious. +> - **Failure** As success, except you are [concealed](rules/conditions.md#Concealed) to the creature while your glory radiates. +> - **Critical Failure** You are [hidden](rules/conditions.md#Hidden) to the creature while your glory radiates, lost amid the radiant corona of your presence. Your general position is still obvious, so you can't use this to [Sneak](rules/actions/sneak.md). + +*Source: Lost Omens: Ancestry Guide p. 12* +%% #compendium/src/pf2e/loag #trait/aasimar #trait/divine #trait/evocation #trait/light #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/ragdyas-dance-loil.md b/compendium/feats/ragdyas-dance-loil.md new file mode 100644 index 000000000..179df88dd --- /dev/null +++ b/compendium/feats/ragdyas-dance-loil.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vanara +aliases: ["Ragdya's Dance"] +--- +# Ragdya's Dance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* +[vanara](rules/traits/vanara-loil.md) + +- **Frequency**: once per hour +- **Trigger** An adjacent [observed](rules/conditions.md#Observed) creature succeeds at an attack roll against you. +- **Activity** Reaction + +Even when faced with deadly danger, you fight with the rapturous laughter of [Ragdya](compendium/setting/deities/ragdya-logm.md) in your heart and can play impossible tricks. After resolving the successful attack, the triggering creature must attempt a Will save against the higher of your class DC or your spell DC. On a failure, you and the triggering creature switch places. You and the triggering creature must each be able to fit in the new space, and your positions must be unoccupied. + +*Source: Lost Omens: Impossible Lands p. 56* +%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/compendium/feats/ragdyas-revelry-loil.md b/compendium/feats/ragdyas-revelry-loil.md new file mode 100644 index 000000000..ecd9876b7 --- /dev/null +++ b/compendium/feats/ragdyas-revelry-loil.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vanara +aliases: ["Ragdya's Revelry"] +--- +# Ragdya's Revelry [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* +[vanara](rules/traits/vanara-loil.md) + +- **Frequency**: once per day +- **Trigger** An adjacent creature you can see fails an attack roll against you. +- **Activity** Reaction + +You dart away from your foe's attack with a casual laugh, using the opening to cause mischief. You attempt to [Steal](rules/actions/steal.md) an item from the triggering creature, ignoring the usual restriction that the creature can't be in combat. + +*Source: Lost Omens: Impossible Lands p. 56* +%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/compendium/feats/rain-of-embers-stance-lopsg.md b/compendium/feats/rain-of-embers-stance-lopsg.md new file mode 100644 index 000000000..b75b8bda5 --- /dev/null +++ b/compendium/feats/rain-of-embers-stance-lopsg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/fire +- trait/monk +- trait/rare +- trait/stance +aliases: ["Rain Of Embers Stance"] +--- +# Rain Of Embers Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[fire](rules/traits/fire.md) [monk](rules/traits/monk.md) [rare](rules/traits/rare.md) [stance](rules/traits/stance.md) + +- **Requirements**: You are unarmored. +- **Activity** Single Action + +You enter the stance of an enraged phoenix, holding your fingers as rigid as deadly talons while moving with quick, flickering gestures that dance with biting flames. The only [Strikes](rules/actions/strike.md) you can make are fire talon [Strikes](rules/actions/strike.md). These deal `1d4` fire damage; are in the brawling group; and have the [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [fire](rules/traits/fire.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. + +While in Rain of Embers Stance, you gain a +1 status bonus to AC and fire resistance equal to half your level (minimum 1). + +## Rain Of Embers Stance leads to... + +[Blazing Talon Surge](compendium/feats/blazing-talon-surge-lopsg.md), [Explosive Death Drop](compendium/feats/explosive-death-drop-lopsg.md) + +## Summary + +*Source: Lost Omens: Pathfinder Society Guide p. 119* +%% #compendium/src/pf2e/lopsg #trait/fire #trait/monk #trait/rare #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/rain-scribe-mobility-locg.md b/compendium/feats/rain-scribe-mobility-locg.md new file mode 100644 index 000000000..1956ad77e --- /dev/null +++ b/compendium/feats/rain-scribe-mobility-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Rain-scribe Mobility"] +--- +# Rain-scribe Mobility [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Rain-Scribes affiliation +- **Activity** Two-Action + +You surround yourself in a mantle of Rain-Scribe magic and [Stride](rules/actions/stride.md) twice; difficult terrain does not reduce your Speed, even if the difficult terrain has been manipulated by magic. Your magic clears the difficult terrain in each square you entered; until your next turn, those squares aren't difficult terrain for any creature walking through them (or are normal difficult terrain if they were previously greater difficult terrain). + +*Source: Lost Omens: Character Guide p. 103* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/rain-scribe-sustenance-locg.md b/compendium/feats/rain-scribe-sustenance-locg.md new file mode 100644 index 000000000..89eecd792 --- /dev/null +++ b/compendium/feats/rain-scribe-sustenance-locg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Rain-scribe Sustenance"] +--- +# Rain-scribe Sustenance *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Rain-Scribes affiliation + +You use the power of your Rain-Scribe magic to draw on a stream of primal power for sustenance. You don't need to eat or drink and need only 6 hours of rest to feel well rested. You must still rest at least 8 hours and spend 1 hour of preparation to regain resources usable only a limited number of times per day, such as spell slots. + +You can draw on primal power to stay awake and alert while otherwise resting your body and mind, gaining the full benefits of an 8-hour rest without falling asleep. When you do, you lose the other benefits of Rain- Scribe Sustenance for 1 week while your primal energies recharge. + +*Source: Lost Omens: Character Guide p. 102* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/raise-a-tome-som.md b/compendium/feats/raise-a-tome-som.md new file mode 100644 index 000000000..a02a270be --- /dev/null +++ b/compendium/feats/raise-a-tome-som.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Raise A Tome"] +--- +# Raise A Tome [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[magus](rules/traits/magus-som.md) + +- **Requirements**: You're holding a book. +- **Activity** Single Action + +You raise up the book you're holding and flip it open to defend yourself and expedite your studies. The book remains raised until the start of your next turn. + +While you have a book raised, you gain a +2 circumstance bonus to AC and a +1 circumstance bonus to [Recall Knowledge](rules/actions/recall-knowledge.md) to identify creatures using a skill related to the subject of the book ([Arcana](compendium/skills.md#Arcana) if you're using your spellbook). This bonus is in addition to any item bonus the book normally gives to the check. + +If you have [Shield Block](compendium/feats/shield-block.md), you can use the tome for that feat (Hardness 3, HP 12, BT 6) as though it were a shield. Whenever you use an ability that allows you to [Raise a Shield](rules/actions/raise-a-shield.md), such as [Emergency Targe](compendium/feats/emergency-targe-som.md), you can [Raise a Tome](compendium/feats/raise-a-tome-som.md) instead, changing any requirements that normally require a shield to apply to your book. + +## Raise A Tome leads to... + +[Shielded Tome](compendium/feats/shielded-tome-som.md) + +## Summary + +*Source: Secrets of Magic p. 42* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/rakshasa-magic-loag.md b/compendium/feats/rakshasa-magic-loag.md new file mode 100644 index 000000000..f1acce39d --- /dev/null +++ b/compendium/feats/rakshasa-magic-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/tiefling +aliases: ["Rakshasa Magic"] +--- +# Rakshasa Magic *Feat 9* +[tiefling](rules/traits/tiefling-b1.md) + +- **Prerequisites**: [Beastbrood](compendium/feats/beastbrood-loag.md) + +You remember the secrets of your rakshasa forebears and know how to apply those memories to get results. You can cast [humanoid form](compendium/spells/humanoid-form.md) and [illusory creature](compendium/spells/illusory-creature.md) once per day each as 2nd-level divine innate spells. + +*Source: Lost Omens: Ancestry Guide p. 63* +%% #compendium/src/pf2e/loag #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/rakshasa-ravaged-loil.md b/compendium/feats/rakshasa-ravaged-loil.md new file mode 100644 index 000000000..36ef64b3c --- /dev/null +++ b/compendium/feats/rakshasa-ravaged-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vanara +aliases: ["Rakshasa Ravaged"] +--- +# Rakshasa Ravaged *Feat 9* +[vanara](rules/traits/vanara-loil.md) + +- **Prerequisites**: expert in [Occultism](compendium/skills.md#Occultism) + +You and your family know well the ravages of rakshasa predations, and you know how to best defend yourself against their growing corruption in the world. You gain a +1 circumstance bonus to saving throws against occult spells. + +*Source: Lost Omens: Impossible Lands p. 57* +%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/compendium/feats/rallying-charge-apg.md b/compendium/feats/rallying-charge-apg.md new file mode 100644 index 000000000..675498932 --- /dev/null +++ b/compendium/feats/rallying-charge-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/open +- trait/visual +aliases: ["Rallying Charge"] +--- +# Rallying Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) [visual](rules/traits/visual.md) + +- **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) +- **Activity** Two-Action + +Your fearless charge into battle reinvigorates your allies to carry on the fight. You [Stride](rules/actions/stride.md) up to your Speed and make a melee [Strike](rules/actions/strike.md). If your [Strike](rules/actions/strike.md) hits and damages an enemy, each ally within 60 feet who saw you hit gains temporary Hit Points equal to your Charisma modifier. These temporary Hit Points last until the start of your next turn. + +*Source: Advanced Player's Guide p. 180* +%% #compendium/src/pf2e/apg #trait/archetype #trait/open #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/rallying-cry-loag.md b/compendium/feats/rallying-cry-loag.md new file mode 100644 index 000000000..cbff1574f --- /dev/null +++ b/compendium/feats/rallying-cry-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/auditory +- trait/hobgoblin +aliases: ["Rallying Cry"] +--- +# Rallying Cry [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 17* +[auditory](rules/traits/auditory.md) [hobgoblin](rules/traits/hobgoblin-locg.md) + +- **Frequency**: once per day +- **Activity** Two-Action + +You call out to your allies and push them to give their all in combat. All allies within 30 feet that can hear you gain a number of temporary Hit Points equal to your level. In addition, these allies become [quickened](rules/conditions.md#Quickened) for 1 minute but can only use the extra action to [Step](rules/actions/step.md), [Stride](rules/actions/stride.md), or [Strike](rules/actions/strike.md). + +*Source: Lost Omens: Ancestry Guide p. 36* +%% #compendium/src/pf2e/loag #trait/auditory #trait/hobgoblin %% \ No newline at end of file diff --git a/compendium/feats/rampaging-ferocity-apg.md b/compendium/feats/rampaging-ferocity-apg.md new file mode 100644 index 000000000..fa61a3663 --- /dev/null +++ b/compendium/feats/rampaging-ferocity-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/orc +aliases: ["Rampaging Ferocity"] +--- +# Rampaging Ferocity [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 17* +[orc](rules/traits/orc.md) + +- **Prerequisites**: [Orc Ferocity](compendium/feats/orc-ferocity.md) +- **Trigger** You use [Orc Ferocity](compendium/feats/orc-ferocity.md). +- **Activity** Free Action + +You lash out viciously even as you fend off death. Make a single melee [Strike](rules/actions/strike.md). If this [Strike](rules/actions/strike.md) brings a foe to 0 Hit Points, this activation of [Orc Ferocity](compendium/feats/orc-ferocity.md) doesn't count against its frequency. + +*Source: Advanced Player's Guide p. 19* +%% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/rampaging-form-loag.md b/compendium/feats/rampaging-form-loag.md new file mode 100644 index 000000000..f714cf0af --- /dev/null +++ b/compendium/feats/rampaging-form-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kitsune +aliases: ["Rampaging Form"] +--- +# Rampaging Form *Feat 17* +[kitsune](rules/traits/kitsune-loag.md) + +- **Prerequisites**: [Change Shape (Kitsune)](rules/actions/change-shape-kitsune-loag.md) with a fox alternate form + +Once per day, when you [Change Shape (Kitsune)](rules/actions/change-shape-kitsune-loag.md) into a fox, you can instead gain the effects of both the canine form of 5th-level [animal form](compendium/spells/animal-form.md) and 7th-level [fiery body](compendium/spells/fiery-body.md) for 1 minute or until you shift back, whichever comes first. You can cast [produce flame](compendium/spells/produce-flame.md) from the fiery body effect even though you're in a battle form. + +**Special.** If you are a frozen wind kitsune, your form is ice instead of fire. This changes the immunity and damage from the fiery body effect to cold, changes the weakness to fire, and changes produce flame to ray of frost. + +*Source: Lost Omens: Ancestry Guide p. 126* +%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/compendium/feats/ranged-combatant-som.md b/compendium/feats/ranged-combatant-som.md new file mode 100644 index 000000000..9a25c4999 --- /dev/null +++ b/compendium/feats/ranged-combatant-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Ranged Combatant"] +--- +# Ranged Combatant *Feat 2* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + + +Spines, flame jets, and holy blasts are just some of the ways your eidolon might strike from a distance. It gains a ranged unarmed attack with a range increment of 30 feet that deals `1d4` damage and has the [magical](rules/traits/magical.md) and [propulsive](rules/traits/propulsive.md) traits. When you select this feat, choose a damage type: acid, bludgeoning, cold, electricity, fire, negative, piercing, positive, or slashing. + +If your eidolon is a celestial, fiend, or monitor with an alignment other than true neutral, you can choose a damage type in its alignment. + +*Source: Secrets of Magic p. 68* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/rangers-bramble-apg.md b/compendium/feats/rangers-bramble-apg.md new file mode 100644 index 000000000..fb28f6fdf --- /dev/null +++ b/compendium/feats/rangers-bramble-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ranger +aliases: ["Ranger's Bramble"] +--- +# Ranger's Bramble *Feat 6* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: warden spells + +You can cause plants to grow and trap your foes with thorns. You gain the [ranger's bramble](compendium/spells/rangers-bramble-apg.md) warden spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 132* +%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/rapid-affixture-apg.md b/compendium/feats/rapid-affixture-apg.md new file mode 100644 index 000000000..b6fc248f3 --- /dev/null +++ b/compendium/feats/rapid-affixture-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Rapid Affixture"] +--- +# Rapid Affixture *Feat 7* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting) + +You take only 1 minute to [Affix a Talisman](rules/actions/affix-a-talisman.md). If you're legendary in [Crafting](compendium/skills.md#Crafting), you can [Affix a Talisman](rules/actions/affix-a-talisman.md) as a 3-action activity. + +*Source: Advanced Player's Guide p. 208* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/rapid-manifestation-som.md b/compendium/feats/rapid-manifestation-som.md new file mode 100644 index 000000000..e976e3be9 --- /dev/null +++ b/compendium/feats/rapid-manifestation-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Rapid Manifestation"] +--- +# Rapid Manifestation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Soulforger Dedication](compendium/feats/soulforger-dedication-som.md) +- **Trigger** You roll initiative or a hazard attacks you. +- **Activity** Free Action + +Your unwavering soul brings up your defenses as soon as you're in danger. You Manifest your Soulforged Armament. + +*Source: Secrets of Magic p. 236* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/rapid-recharge-som.md b/compendium/feats/rapid-recharge-som.md new file mode 100644 index 000000000..73ff619ed --- /dev/null +++ b/compendium/feats/rapid-recharge-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Rapid Recharge"] +--- +# Rapid Recharge [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) +- **Frequency**: once per day +- **Activity** Free Action + +You tap into an arcane trick to recover your ability to meld spells and attacks. You recharge your [Spellstrike](rules/actions/spellstrike-som.md). + +*Source: Secrets of Magic p. 47* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/rapid-response-apg.md b/compendium/feats/rapid-response-apg.md new file mode 100644 index 000000000..d58ce2d22 --- /dev/null +++ b/compendium/feats/rapid-response-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/cleric +aliases: ["Rapid Response"] +--- +# Rapid Response [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* +[cleric](rules/traits/cleric.md) + +- **Trigger** An ally is reduced to 0 Hit Points. +- **Activity** Reaction + +You work quickly and efficiently in times of danger to deliver needed assistance. You [Stride](rules/actions/stride.md) towards the triggering ally. You gain a +10-foot circumstance bonus to your Speed during this movement. + +*Source: Advanced Player's Guide p. 122* +%% #compendium/src/pf2e/apg #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/rat-familiar-apg.md b/compendium/feats/rat-familiar-apg.md new file mode 100644 index 000000000..858f1fd22 --- /dev/null +++ b/compendium/feats/rat-familiar-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ratfolk +aliases: ["Rat Familiar"] +--- +# Rat Familiar *Feat 1* +[ratfolk](rules/traits/ratfolk-b1.md) + + +You have a pet rat that has become magically bonded to you. You gain a familiar, and this familiar must be a rat. It still gets the benefits of familiar abilities, but its base form remains a rat. + +*Source: Advanced Player's Guide p. 22* +%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/compendium/feats/rat-form-apg.md b/compendium/feats/rat-form-apg.md new file mode 100644 index 000000000..f48df5e83 --- /dev/null +++ b/compendium/feats/rat-form-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/polymorph +- trait/primal +- trait/ratfolk +- trait/transmutation +aliases: ["Rat Form"] +--- +# Rat Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* +[concentrate](rules/traits/concentrate.md) [polymorph](rules/traits/polymorph.md) [primal](rules/traits/primal.md) [ratfolk](rules/traits/ratfolk-b1.md) [transmutation](rules/traits/transmutation.md) + +- **Activity** Single Action + +You can transform into an innocuous-looking rat to scout an area or slip through tight spaces. You gain the effects of a 1st-level [pest form](compendium/spells/pest-form.md) spell, except that you must assume the battle form of a Tiny rat. + +*Source: Advanced Player's Guide p. 23* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/polymorph #trait/primal #trait/ratfolk #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/rat-magic-apg.md b/compendium/feats/rat-magic-apg.md new file mode 100644 index 000000000..5658d99fa --- /dev/null +++ b/compendium/feats/rat-magic-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ratfolk +aliases: ["Rat Magic"] +--- +# Rat Magic *Feat 5* +[ratfolk](rules/traits/ratfolk-b1.md) + + +There always seems to be a little rat around to carry messages for you. You can cast [animal messenger](compendium/spells/animal-messenger.md) once per day as a primal innate spell. When you do, the animal that responds is always a rat. If there are no rats within range, the spell is lost. + +*Source: Advanced Player's Guide p. 23* +%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/compendium/feats/ratfolk-growth-loag.md b/compendium/feats/ratfolk-growth-loag.md new file mode 100644 index 000000000..1354e87a1 --- /dev/null +++ b/compendium/feats/ratfolk-growth-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ratfolk +aliases: ["Ratfolk Growth"] +--- +# Ratfolk Growth *Feat 17* +[ratfolk](rules/traits/ratfolk-b1.md) + + +You call upon the familial bonds you share with other ysoki to defend them in battle. You can cast [enlarge](compendium/spells/enlarge.md) as a 6th-level primal innate spell once per day. You can target only yourself and other ratfolk with this spell. + +*Source: Lost Omens: Ancestry Guide p. 56* +%% #compendium/src/pf2e/loag #trait/ratfolk %% \ No newline at end of file diff --git a/compendium/feats/ratfolk-lore-apg.md b/compendium/feats/ratfolk-lore-apg.md new file mode 100644 index 000000000..b8563ddfb --- /dev/null +++ b/compendium/feats/ratfolk-lore-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ratfolk +aliases: ["Ratfolk Lore"] +--- +# Ratfolk Lore *Feat 1* +[ratfolk](rules/traits/ratfolk-b1.md) + + +Years of experience among ratfolk communities have made you nimble, and you've learned to run and hide when enemies threaten. You gain the trained proficiency rank in [Acrobatics](compendium/skills.md#Acrobatics) and [Stealth](compendium/skills.md#Stealth). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Ratfolk Lore](compendium/skills.md#Lore). + +*Source: Advanced Player's Guide p. 22* +%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/compendium/feats/ratfolk-roll-loag.md b/compendium/feats/ratfolk-roll-loag.md new file mode 100644 index 000000000..2d694e47e --- /dev/null +++ b/compendium/feats/ratfolk-roll-loag.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/move +- trait/ratfolk +aliases: ["Ratfolk Roll"] +--- +# Ratfolk Roll [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* +[move](rules/traits/move.md) [ratfolk](rules/traits/ratfolk-b1.md) + +- **Activity** Two-Action + +Your ability to curl up into a tight ball comes in handy. You roll up into a ball and move up to four times your Speed in a straight line down an incline. If you reach the bottom of the incline or hit an obstacle during this first turn of movement, you stop rolling safely. + +Otherwise, you automatically keep rolling at this Speed during subsequent turns until you hit the bottom of the incline or an obstacle ends this movement (which can happen in the middle of your turn). You're [slowed](rules/conditions.md#Slowed) each turn after the first that you keep rolling, and if you hit an obstacle on a turn after the first, you and the obstacle both take `4d6` bludgeoning damage and you stop rolling. + +*Source: Lost Omens: Ancestry Guide p. 56* +%% #compendium/src/pf2e/loag #trait/move #trait/ratfolk %% \ No newline at end of file diff --git a/compendium/feats/ratspeak-apg.md b/compendium/feats/ratspeak-apg.md new file mode 100644 index 000000000..82f939c8c --- /dev/null +++ b/compendium/feats/ratspeak-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ratfolk +aliases: ["Ratspeak"] +--- +# Ratspeak *Feat 1* +[ratfolk](rules/traits/ratfolk-b1.md) + + +To you, the squeaking of rats and other rodents makes a strange kind of sense. You can ask questions of, receive answers from, and use the [Diplomacy](compendium/skills.md#Diplomacy) skill with rodents, including beavers, mice, porcupines, rats, and squirrels, but not with other mammals, such as dogs or bats. The GM determines which animals count as rodents. + +*Source: Advanced Player's Guide p. 22* +%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/compendium/feats/ravenings-desperation-ec3.md b/compendium/feats/ravenings-desperation-ec3.md new file mode 100644 index 000000000..0e7213c6f --- /dev/null +++ b/compendium/feats/ravenings-desperation-ec3.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec3 +- trait/general +- trait/skill +- trait/uncommon +aliases: ["Ravening's Desperation"] +--- +# Ravening's Desperation *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Zevgavizeb Lore](compendium/skills.md#Lore) + +Your study of the Beast of Gluttondark has taught you how to make do in the most trying of circumstances rather than succumb to weakness. As long as your current Hit Points are less than half your maximum Hit Points, you gain a +1 circumstance bonus to [Survival](compendium/skills.md#Survival) and [Stealth](compendium/skills.md#Stealth) checks. If your current Hit Points are less than a quarter your maximum Hit Points, the circumstance bonus is +2 instead. + +*Source: Extinction Curse #3: Life's Long Shadows p. 67* +%% #compendium/src/pf2e/ec3 #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/ravenous-charge-botd.md b/compendium/feats/ravenous-charge-botd.md new file mode 100644 index 000000000..60f88367f --- /dev/null +++ b/compendium/feats/ravenous-charge-botd.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/open +aliases: ["Ravenous Charge"] +--- +# Ravenous Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) + +- **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) +- **Activity** Two-Action + +Hungry for the flesh of the living, you hurl yourself into the fray, teeth gnashing. You [Stride](rules/actions/stride.md). If you end your movement within melee reach of a living creature, you can make an [Athletics](compendium/skills.md#Athletics) check to [Grapple](rules/actions/grapple.md) that creature. If you succeed, you then make a jaws [Strike](rules/actions/strike.md) against that creature. + +*Source: Book of the Dead p. 61* +%% #compendium/src/pf2e/botd #trait/archetype #trait/open %% \ No newline at end of file diff --git a/compendium/feats/razor-claws-locg.md b/compendium/feats/razor-claws-locg.md new file mode 100644 index 000000000..875b08edf --- /dev/null +++ b/compendium/feats/razor-claws-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/lizardfolk +aliases: ["Razor Claws"] +--- +# Razor Claws *Feat 1* +[lizardfolk](rules/traits/lizardfolk-b1.md) + + +Your have honed your claws to be deadly. Your claw attack deals `1d6` slashing damage instead of `1d4` and gains the versatile (piercing) trait. + +*Source: Lost Omens: Character Guide p. 58* +%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/razzle-dazzle-apg.md b/compendium/feats/razzle-dazzle-apg.md new file mode 100644 index 000000000..8d76e5076 --- /dev/null +++ b/compendium/feats/razzle-dazzle-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/gnome +aliases: ["Razzle-dazzle"] +--- +# Razzle-dazzle [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 1* +[gnome](rules/traits/gnome.md) + +- **Frequency**: once per hour +- **Trigger** You blind or dazzle a creature. +- **Activity** Free Action + +You've spent considerable time practicing the manipulation of light, weaponizing your blade's reflection or bolstering the luminosity of magical displays to unconventional heights. Extend the duration of the [blinded](rules/conditions.md#Blinded) or [dazzled](rules/conditions.md#Dazzled) condition you give the target by 1 round. + +*Source: Advanced Player's Guide p. 44* +%% #compendium/src/pf2e/apg #trait/gnome %% \ No newline at end of file diff --git a/compendium/feats/reach-beyond-frp1.md b/compendium/feats/reach-beyond-frp1.md new file mode 100644 index 000000000..c3276531e --- /dev/null +++ b/compendium/feats/reach-beyond-frp1.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp1 +- trait/archetype +aliases: ["Reach Beyond"] +--- +# Reach Beyond *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghost Eater Dedication](compendium/feats/ghost-eater-dedication-frp1.md) + +You've learned to move your spiritual energy past yourself to attack spirits where others can't. You can make melee [Strikes](rules/actions/strike.md) against incorporeal creatures that are inside solid objects as long as the object is within your reach. An incorporeal creature inside of a solid object is [hidden](rules/conditions.md#Hidden), requiring you to succeed at a DC 11 flat check when you target it. You can spend an action, which has the [concentrate](rules/traits/concentrate.md) trait, to focus on a creature inside of a solid object. If you do, the next melee [Strike](rules/actions/strike.md) you make this turn requires you to succeed at only a DC 6 flat check to affect the creature. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 79* +%% #compendium/src/pf2e/frp1 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/reach-spell-oracle-apg.md b/compendium/feats/reach-spell-oracle-apg.md new file mode 100644 index 000000000..f047a39ec --- /dev/null +++ b/compendium/feats/reach-spell-oracle-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/metamagic +- trait/oracle +aliases: ["Reach Spell (Oracle)"] +--- +# Reach Spell (Oracle) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [oracle](rules/traits/oracle-apg.md) + +- **Activity** Single Action + +You can extend your spells' range. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. + +*Source: Advanced Player's Guide p. 79* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/reach-spell-witch-apg.md b/compendium/feats/reach-spell-witch-apg.md new file mode 100644 index 000000000..bab0245e0 --- /dev/null +++ b/compendium/feats/reach-spell-witch-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/metamagic +- trait/witch +aliases: ["Reach Spell (Witch)"] +--- +# Reach Spell (Witch) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [witch](rules/traits/witch-apg.md) + +- **Activity** Single Action + +You can extend the range of your spells. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. + +*Source: Advanced Player's Guide p. 101* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/reactive-charm-lotgb.md b/compendium/feats/reactive-charm-lotgb.md new file mode 100644 index 000000000..48af84de0 --- /dev/null +++ b/compendium/feats/reactive-charm-lotgb.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Reactive Charm"] +--- +# Reactive Charm [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Captivator Dedication](compendium/feats/captivator-dedication-lotgb.md) +- **Frequency**: once per day +- **Trigger** You are the target of a spell or attack. +- **Activity** Reaction + +You're so charming and distracting that when pressed, you can cast a simple enchantment in time to foil an attacker. You cast any of your 1st-level enchantment spells that normally take two actions or fewer to cast. This takes effect before the triggering spell or attack, and if the attacker is affected by your spell, it can make different decisions based on the effects (for instance, if you charm the attacker and it becomes [friendly](rules/conditions.md#Friendly) to you, it can choose a different target than you for its attack or spell). The attacking creature must be in range of your chosen spell, and if your spell requires targets, the attacking creature must be a valid target. Your spell affects only the attacking creature, even if it would normally affect more targets or an area. + +*Source: Lost Omens: The Grand Bazaar p. 121* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/reactive-dismissal-som.md b/compendium/feats/reactive-dismissal-som.md new file mode 100644 index 000000000..a875a6006 --- /dev/null +++ b/compendium/feats/reactive-dismissal-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/summoner +aliases: ["Reactive Dismissal"] +--- +# Reactive Dismissal [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[summoner](rules/traits/summoner-som.md) + +- **Trigger** Your eidolon would take damage. +- **Activity** Reaction + +You abruptly dismiss your eidolon to reduce the damage it takes, though this makes summoning it again more difficult. + +Reduce the triggering damage to your eidolon by double your level, and your eidolon unmanifests. You can't [Manifest your Eidolon](rules/actions/manifest-eidolon-som.md) again until after the end of your next turn. + +*Source: Secrets of Magic p. 69* +%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/reactive-transformation-apg.md b/compendium/feats/reactive-transformation-apg.md new file mode 100644 index 000000000..79270a27e --- /dev/null +++ b/compendium/feats/reactive-transformation-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/druid +aliases: ["Reactive Transformation"] +--- +# Reactive Transformation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* +[druid](rules/traits/druid.md) + +- **Prerequisites**: [Wild Shape](compendium/feats/wild-shape.md); [Dragon Shape](compendium/feats/dragon-shape.md), [Elemental Shape](compendium/feats/elemental-shape.md), +- **Trigger** varies +- **Activity** Reaction + +You transform reflexively when in danger. You cast [wild shape](compendium/spells/wild-shape.md) to transform into one form granted by one of the prerequisite feats you have, depending on the trigger. + +Your form's resistances and weaknesses apply against the triggering damage. + +- **Trigger** You fall 10 feet or more; **Effect** Choose a form from aerial form. +- **Trigger** You take acid, cold, electricity, fire, or poison damage; **Effect** Choose a form from dragon form that resists the triggering damage. +- **Trigger** You take fire damage; **Effect** Choose a fire elemental form from elemental form. +- **Trigger** You take poison damage; **Effect** Choose a form from plant form. + +*Source: Advanced Player's Guide p. 125* +%% #compendium/src/pf2e/apg #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/read-disaster-apg.md b/compendium/feats/read-disaster-apg.md new file mode 100644 index 000000000..37c4658a3 --- /dev/null +++ b/compendium/feats/read-disaster-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/divination +- trait/exploration +- trait/oracle +- trait/prediction +aliases: ["Read Disaster"] +--- +# Read Disaster *Feat 8* +[divination](rules/traits/divination.md) [exploration](rules/traits/exploration.md) [oracle](rules/traits/oracle-apg.md) [prediction](rules/traits/prediction.md) + + +You spend 10 minutes and open yourself to the divine mysteries of the world, peering into the most sinister portents of the future. You gain the effects of [augury](compendium/spells/augury.md), except you learn only about the dangers ahead; any results of "weal" are instead "nothing," and results of "weal and woe" are instead "woe." If you are legendary in [Religion](compendium/skills.md#Religion), you take only 1 minute to Read Disaster. + +*Source: Advanced Player's Guide p. 80* +%% #compendium/src/pf2e/apg #trait/divination #trait/exploration #trait/oracle #trait/prediction %% \ No newline at end of file diff --git a/compendium/feats/read-psychometric-resonance-da.md b/compendium/feats/read-psychometric-resonance-da.md new file mode 100644 index 000000000..7d8d40d97 --- /dev/null +++ b/compendium/feats/read-psychometric-resonance-da.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/concentrate +- trait/divination +- trait/emotion +- trait/exploration +- trait/general +- trait/mental +- trait/occult +- trait/skill +- trait/uncommon +aliases: ["Read Psychometric Resonance"] +--- +# Read Psychometric Resonance *Feat 1* +[concentrate](rules/traits/concentrate.md) [divination](rules/traits/divination.md) [emotion](rules/traits/emotion.md) [exploration](rules/traits/exploration.md) [general](rules/traits/general.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) + +With a touch, you can read the psychic impressions left on objects by their previous owners. This exploration activity functions similarly to [Detect Magic](rules/actions/detect-magic.md) in that you move at half your travel speed or slower while looking for psychometric resonance. You must brush your bare hands over any objects you pass while you do this. This detects objects with significant emotional resonance attached to them, such as the joy from a child's beloved teddy bear, the sorrow from a widower's wedding ring, or the fear from a victim's murder weapon. If you're looking for a particular type of emotional resonance, you can choose to ignore other emotions. If you find an item with that resonance, you can explore that resonance with the following action. + +```ad-embed-ability +title: Psychometric Assessment +[concentrate](rules/traits/concentrate.md) [divination](rules/traits/divination.md) [emotion](rules/traits/emotion.md) [exploration](rules/traits/exploration.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) + +- **Requirements**: Your bare hands are touching an object in which you detected psychometric resonance + +**Effect** You spend 1 minute concentrating on the object to get a vision of the face of the person who imbued the item with such emotion in the first place. If the associated emotion is painfully negative, you might take `1d6` psychic damage, as determined by the GM. +%% #trait/concentrate #trait/divination #trait/emotion #trait/exploration #trait/mental #trait/occult %% +``` + +*Source: Dark Archive p. 78* +%% #compendium/src/pf2e/da #trait/concentrate #trait/divination #trait/emotion #trait/exploration #trait/general #trait/mental #trait/occult #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/read-shibboleths-apg.md b/compendium/feats/read-shibboleths-apg.md new file mode 100644 index 000000000..044b97ba9 --- /dev/null +++ b/compendium/feats/read-shibboleths-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/linguistic +- trait/skill +aliases: ["Read Shibboleths"] +--- +# Read Shibboleths *Feat 7* +[archetype](rules/traits/archetype.md) [linguistic](rules/traits/linguistic.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md), master in [Society](compendium/skills.md#Society) + +All communication is filled with slight tells and signals. If you interact with someone for at least 10 minutes, their regional words, pronunciation changes, and nonverbal cues provide you with a minor fact about their social environment, such as their hometown or certain groups they might belong to. If a target of this ability is being deceptive about their social environment, such as a commoner pretending to be a noble, they must attempt a [Deception](compendium/skills.md#Deception), [Society](compendium/skills.md#Society), or appropriate [Lore](compendium/skills.md#Lore) check against your [Society](compendium/skills.md#Society) DC, providing you a false minor fact consistent with their assumed identity on a success. + +Once you've gleaned one or more true minor facts about a person, you can then incorporate these mannerisms into your speech to present yourself in a way that they find familiar. This grants you a +1 circumstance bonus to your [Diplomacy](compendium/skills.md#Diplomacy) and [Deception](compendium/skills.md#Deception) checks with them. + +*Source: Advanced Player's Guide p. 178* +%% #compendium/src/pf2e/apg #trait/archetype #trait/linguistic #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/read-the-land-som.md b/compendium/feats/read-the-land-som.md new file mode 100644 index 000000000..76092433b --- /dev/null +++ b/compendium/feats/read-the-land-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +- trait/uncommon +aliases: ["Read The Land"] +--- +# Read The Land *Feat 12* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md), master in [Nature](compendium/skills.md#Nature) + +You've learned how to commune with the land to learn information. You learn the commune with nature ritual if you didn't know it already. + +You can perform this ritual with a casting time of 1 hour instead of 1 day and without a secondary caster. + +*Source: Secrets of Magic p. 213* +%% #compendium/src/pf2e/som #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/read-the-stars-loag.md b/compendium/feats/read-the-stars-loag.md new file mode 100644 index 000000000..9107489d6 --- /dev/null +++ b/compendium/feats/read-the-stars-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lizardfolk +aliases: ["Read The Stars"] +--- +# Read The Stars *Feat 9* +[lizardfolk](rules/traits/lizardfolk-b1.md) + +- **Prerequisites**: trained in [Astrology Lore](compendium/skills.md#Lore) or [Occultism](compendium/skills.md#Occultism) + +You're incredibly skilled in iruxi astrology, and you can gain useful (if cryptic) hints from the stars' alignment. Once per night, if you can clearly see the stars, you can spend 1 hour reading the heavens to see how they relate to a particular goal, event, or activity that will occur within 1 week. The GM rolls a secret check, either a DC 28 [Astrology Lore](compendium/skills.md#Lore) check or a DC 32 [Occultism](compendium/skills.md#Occultism) check. On a success, you learn a cryptic clue or piece of advice that could help with the chosen event, and on a critical failure, you learn a misleading cryptic clue or piece of advice. + +*Source: Lost Omens: Ancestry Guide p. 48* +%% #compendium/src/pf2e/loag #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/reanimating-spark-lotgb.md b/compendium/feats/reanimating-spark-lotgb.md new file mode 100644 index 000000000..06dcb6ea8 --- /dev/null +++ b/compendium/feats/reanimating-spark-lotgb.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/poppet +aliases: ["Reanimating Spark"] +--- +# Reanimating Spark *Feat 13* +[poppet](rules/traits/poppet-lotgb.md) + +- **Frequency**: once per day +- **Trigger** You have the [dying](rules/conditions.md#Dying) condition and are about to attempt a recovery check. + +The magic that animates you strains to keep you alive. + +You're restored to 1 Hit Point, lose the [dying](rules/conditions.md#Dying) and [unconscious](rules/conditions.md#Unconscious) conditions, and can act normally on this turn. You gain or increase the [wounded](rules/conditions.md#Wounded) condition as normal when losing the [dying](rules/conditions.md#Dying) condition in this way. + +*Source: Lost Omens: The Grand Bazaar p. 65* +%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/compendium/feats/reanimator-dedication-botd.md b/compendium/feats/reanimator-dedication-botd.md new file mode 100644 index 000000000..6006a46fd --- /dev/null +++ b/compendium/feats/reanimator-dedication-botd.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/dedication +aliases: ["Reanimator Dedication"] +--- +# Reanimator Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: able to cast [animate dead](compendium/spells/animate-dead-apg.md) with a spell slot + +You have dedicated your studies to the art of raising and commanding undead. If you're a spontaneous spellcaster with animate dead in your repertoire, it becomes a signature spell in addition to your usual signature spells. If you're a prepared spellcaster with animate dead in your spells known, spellbook, or the like, you can spend 10 minutes contemplating undeath to replace one of the spells you've prepared in your spell slots with an [animate dead](compendium/spells/animate-dead-apg.md) spell of the same level. In addition, if you're able to target the mostly intact remains of an appropriate type of dead creature when casting animate dead, the undead you animate gains a +1 status bonus to attack rolls, AC, saving throws, and skill checks for the duration of animate dead. + +**Special.** You can't select another dedication feat until you have gained two other feats from the reanimator archetype. + +## Reanimator Dedication leads to... + +[Deathly Secrets](compendium/feats/deathly-secrets-botd.md), [Greater Deathly Secrets](compendium/feats/greater-deathly-secrets-botd.md), [Master of the Dead](compendium/feats/master-of-the-dead-botd.md), [Macabre Virtuoso](compendium/feats/macabre-virtuoso-botd.md), [Bonds of Death](compendium/feats/bonds-of-death-botd.md) + +## Summary + +*Source: Book of the Dead p. 34* +%% #compendium/src/pf2e/botd #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/reaper-of-repose-locg.md b/compendium/feats/reaper-of-repose-locg.md new file mode 100644 index 000000000..28d090fbb --- /dev/null +++ b/compendium/feats/reaper-of-repose-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Reaper Of Repose"] +--- +# Reaper Of Repose *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md), master proficiency in a weapon + +Your skill and fervor allow you to pierce undead defenses and exploit their weaknesses. When you make an attack using a weapon with which you have master proficiency and hit an undead creature, you ignore 5 points of the creature's resistances, and the undead's weaknesses are 2 higher against your attack. + +*Source: Lost Omens: Character Guide p. 95* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/reason-rapidly-apg.md b/compendium/feats/reason-rapidly-apg.md new file mode 100644 index 000000000..a324bb721 --- /dev/null +++ b/compendium/feats/reason-rapidly-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Reason Rapidly"] +--- +# Reason Rapidly [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[investigator](rules/traits/investigator-apg.md) + +- **Activity** Single Action + +Your mind works through clues at an unbelievable speed. You instantly use up to five [Recall Knowledge](rules/actions/recall-knowledge.md) actions. If you have any special abilities or free actions that would normally be triggered when you [Recall Knowledge](rules/actions/recall-knowledge.md), you can't use them for these actions. + +*Source: Advanced Player's Guide p. 64* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/reassuring-presence-lome.md b/compendium/feats/reassuring-presence-lome.md new file mode 100644 index 000000000..3ae753f05 --- /dev/null +++ b/compendium/feats/reassuring-presence-lome.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/anadi +- trait/auditory +- trait/visual +aliases: ["Reassuring Presence"] +--- +# Reassuring Presence [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[anadi](rules/traits/anadi-lome.md) [auditory](rules/traits/auditory.md) [visual](rules/traits/visual.md) + +- **Trigger** An ally within 30 feet gains the [frightened](rules/conditions.md#Frightened) condition. +- **Activity** Reaction + +You serve as an anchor to your close companions, calming them in times of stress. + +Decrease the value of the triggering ally's [frightened](rules/conditions.md#Frightened) condition by 1. The ally is then temporarily immune to your Reassuring Presence for 1 hour. + +*Source: Lost Omens: The Mwangi Expanse p. 106* +%% #compendium/src/pf2e/lome #trait/anadi #trait/auditory #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/rebounding-toss-apg.md b/compendium/feats/rebounding-toss-apg.md new file mode 100644 index 000000000..c5a8b1453 --- /dev/null +++ b/compendium/feats/rebounding-toss-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/fighter +- trait/flourish +aliases: ["Rebounding Toss"] +--- +# Rebounding Toss [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 2* +[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) + +- **Requirements**: You are wielding a thrown weapon. +- **Activity** Two-Action + +You bounce your weapon off one foe to strike another. Make a ranged [Strike](rules/actions/strike.md) with a thrown weapon. If this [Strike](rules/actions/strike.md) hits, the weapon rebounds toward an enemy within 10 feet of the original target. Make an additional [Strike](rules/actions/strike.md) against this second target. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both attacks. + +*Source: Advanced Player's Guide p. 126* +%% #compendium/src/pf2e/apg #trait/fighter #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/reckless-abandon-goblin-apg.md b/compendium/feats/reckless-abandon-goblin-apg.md new file mode 100644 index 000000000..5a1c2c23a --- /dev/null +++ b/compendium/feats/reckless-abandon-goblin-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/fortune +- trait/goblin +aliases: ["Reckless Abandon (Goblin)"] +--- +# Reckless Abandon (Goblin) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 17* +[fortune](rules/traits/fortune.md) [goblin](rules/traits/goblin.md) + +- **Frequency**: once per day +- **Activity** Free Action + +Despite a lifetime filled with questionable decisions, you've managed to survive, as though you have uncanny luck that lets you avoid the consequences of your own actions. For the remainder of your turn, if you roll a failure or critical failure on a saving throw against a harmful effect, you get a success instead. Further, enemies and hazards that would damage you this turn roll the minimum possible damage. + +These benefits apply only to harmful effects incurred entirely during your turn in which you activate Reckless Abandon, such as running through a prismatic wall. [Persistent damage](rules/conditions.md#Persistent%20Damage) and conditions that were applied prior to your turn proceed normally, and as soon as your turn ends you are subject to the full consequences of any dangers still threatening you. + +*Source: Advanced Player's Guide p. 45* +%% #compendium/src/pf2e/apg #trait/fortune #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/reclaim-spell-ec6.md b/compendium/feats/reclaim-spell-ec6.md new file mode 100644 index 000000000..3a0f6b7c8 --- /dev/null +++ b/compendium/feats/reclaim-spell-ec6.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec6 +- trait/uncommon +- trait/wizard +aliases: ["Reclaim Spell"] +--- +# Reclaim Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* +[uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +- **Prerequisites**: [Reprepare Spell](compendium/feats/reprepare-spell.md) +- **Activity** Single Action + +You have learned to manipulate reflections of magic, similar to the resonant reflections. You reclaim the magic of an ongoing spell, using it reprepare a spell with a duration. + +You [Dismiss](rules/actions/dismiss.md) a Spell of 4th level or lower that you cast today from a spell slot with at least half its duration remaining, even if that spell can't normally be Dismissed. You can then spend 10 minutes to reprepare the spell in that spell slot, as Reprepare Spell. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 72* +%% #compendium/src/pf2e/ec6 #trait/uncommon #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/reclaimant-plea-lokl.md b/compendium/feats/reclaimant-plea-lokl.md new file mode 100644 index 000000000..47c067755 --- /dev/null +++ b/compendium/feats/reclaimant-plea-lokl.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["Reclaimant Plea"] +--- +# Reclaimant Plea *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md), ability to cast divine spells + +You call on the power of the Crimson Oath to gain magical aid. Choose one of the following spells: [air walk](compendium/spells/air-walk.md), [dimensional anchor](compendium/spells/dimensional-anchor.md), [freedom of movement](compendium/spells/freedom-of-movement.md), [invisibility](compendium/spells/invisibility.md), [remove curse](compendium/spells/remove-curse.md), [searing light](compendium/spells/searing-light.md). You can Cast that Spell once per day as a 4th-level divine innate spell. At 14th level, the spell heightens to 5th level, and at 16th level, the spell heightens to 6th level. If you anger the mysterious source of the Crimson Oath's power, you lose the ability to cast the spell until you atone. + +**Special.** You can select this feat a second time at 14th level, gaining a second spell from the list above, death ward, or flame strike, which you can cast once per day; you also become an expert in divine spell DCs and divine spell attack rolls. You can select this feat a third time at 18th level, gaining either a third spell from the list above, death ward, flame strike, or sunburst, which you can cast once per day; additionally, all three spells from this feat heighten to 7th level, and you become a master of divine spell attacks and spell DCs. + +*Source: Lost Omens: Knights of Lastwall p. 76* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/recognize-ambush-loag.md b/compendium/feats/recognize-ambush-loag.md new file mode 100644 index 000000000..ae5010cc2 --- /dev/null +++ b/compendium/feats/recognize-ambush-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/hobgoblin +aliases: ["Recognize Ambush"] +--- +# Recognize Ambush [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 5* +[hobgoblin](rules/traits/hobgoblin-locg.md) + +- **Trigger** You roll initiative. +- **Activity** Free Action + +Your combat training has honed you to be ready for an attack at all times. You [Interact](rules/actions/interact.md) to draw a weapon. + +*Source: Lost Omens: Ancestry Guide p. 35* +%% #compendium/src/pf2e/loag #trait/hobgoblin %% \ No newline at end of file diff --git a/compendium/feats/recognize-threat-locg.md b/compendium/feats/recognize-threat-locg.md new file mode 100644 index 000000000..f1c0cd0a7 --- /dev/null +++ b/compendium/feats/recognize-threat-locg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/skill +aliases: ["Recognize Threat"] +--- +# Recognize Threat [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in a [Recall Knowledge](rules/actions/recall-knowledge.md) skill, [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) +- **Trigger** Your first turn of an encounter begins, and you can see a creature. +- **Requirements**: You have master proficiency in a skill to identify the triggering creature. +- **Activity** Free Action + +You quickly assess the threat so you can relay the information to your team. Attempt a [Recall Knowledge](rules/actions/recall-knowledge.md) check against the triggering creature. + +*Source: Lost Omens: Character Guide p. 112* +%% #compendium/src/pf2e/locg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/recollect-studies-lopsg.md b/compendium/feats/recollect-studies-lopsg.md new file mode 100644 index 000000000..f2b1c06f5 --- /dev/null +++ b/compendium/feats/recollect-studies-lopsg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +- trait/skill +aliases: ["Recollect Studies"] +--- +# Recollect Studies [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md), expert in a skill used to [Recall Knowledge](rules/actions/recall-knowledge.md) +- **Requirements**: You're fighting a creature of your level or lower that could be identified by [Recall Knowledge](rules/actions/recall-knowledge.md) with a skill in which you're an expert. +- **Activity** Single Action + +You paid attention during your studies and remember the right way to attack various creatures. Choose a creature that meets the requirements. You learn the resistances, immunities, or weaknesses of the creature (your choice) without needing to successfully [Recall Knowledge](rules/actions/recall-knowledge.md). + +*Source: Lost Omens: Pathfinder Society Guide p. 52* +%% #compendium/src/pf2e/lopsg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/reconstruct-the-scene-investigator-apg.md b/compendium/feats/reconstruct-the-scene-investigator-apg.md new file mode 100644 index 000000000..f3de76b23 --- /dev/null +++ b/compendium/feats/reconstruct-the-scene-investigator-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/investigator +aliases: ["Reconstruct The Scene (Investigator)"] +--- +# Reconstruct The Scene (Investigator) *Feat 16* +[concentrate](rules/traits/concentrate.md) [investigator](rules/traits/investigator-apg.md) + + +You spend 1 minute surveying a small location (such as a single room) to get an impression of events that occurred there in the last day. This involves moving about the area and studying footprints, the placement of objects, spilled drinks or blood, and so forth. You get an indistinct mental impression of significant events that happened there. This gives you clues and details of the past, including the overall events and their time frame, but it's not a perfect record. This also isn't enough to identify who was involved in these events if you weren't already aware the person was there. As determined by the GM, you also pick out various seemingly small details that could serve as important clues, like a memorable weapon someone used for a murder or the type of cloak someone wore when passing through. + +*Source: Advanced Player's Guide p. 65* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/reconstruct-the-scene-rogue-apg.md b/compendium/feats/reconstruct-the-scene-rogue-apg.md new file mode 100644 index 000000000..4a16f51f2 --- /dev/null +++ b/compendium/feats/reconstruct-the-scene-rogue-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/rogue +aliases: ["Reconstruct The Scene (Rogue)"] +--- +# Reconstruct The Scene (Rogue) *Feat 16* +[concentrate](rules/traits/concentrate.md) [rogue](rules/traits/rogue.md) + + +You spend 1 minute surveying a small location (such as a single room) to get an impression of events that occurred there in the last day. This involves moving about the area and studying footprints, the placement of objects, spilled drinks or blood, and so forth. You get an indistinct mental impression of significant events that happened there. This gives you clues and details of the past, including the overall events and their time frame, but it's not a perfect record. This also isn't enough to identify who was involved in these events if you weren't already aware the person was there. As determined by the GM, you also pick out various seemingly small details that could serve as important clues, like a memorable weapon someone used for a murder or the type of cloak someone wore when passing through. + +*Source: Advanced Player's Guide p. 137* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/recover-spell-lopsg.md b/compendium/feats/recover-spell-lopsg.md new file mode 100644 index 000000000..ac1a02200 --- /dev/null +++ b/compendium/feats/recover-spell-lopsg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +- trait/concentrate +- trait/metamagic +aliases: ["Recover Spell"] +--- +# Recover Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md) +- **Requirements**: An enemy's action disrupted your attempts to [Cast a Spell](rules/actions/cast-a-spell.md) since the beginning of your last turn. +- **Activity** Single Action + +You recover the energy of a recently disrupted spell, allowing you to cast it again as long as you do so immediately before the energy dissipates. You regain the use of a spell that was disrupted since the beginning of your last turn, but you must immediately [Cast the Spell](rules/actions/cast-a-spell.md) again with your next action or else you lose the spell; as normal for metamagic, this must be on the same turn that you use Recover Spell. You can change the area, targets, and other variables, including the number of actions used to [Cast the Spell](rules/actions/cast-a-spell.md) if the spell allows, such as when casting heal or magic missile. + +*Source: Lost Omens: Pathfinder Society Guide p. 49* +%% #compendium/src/pf2e/lopsg #trait/archetype #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/red-herring-apg.md b/compendium/feats/red-herring-apg.md new file mode 100644 index 000000000..c0d7a34f5 --- /dev/null +++ b/compendium/feats/red-herring-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Red Herring"] +--- +# Red Herring *Feat 2* +[investigator](rules/traits/investigator-apg.md) + + +You have a keen sense for avoiding spurious lines of inquiry. When you [Pursue a Lead](rules/actions/pursue-a-lead-apg.md), the GM tells you if the lead you chose is inconsequential. For example, if you found a splatter of gray mud on the wall, thought it was suspicious, and [Pursued it as a Lead](rules/actions/pursue-a-lead-apg.md), the GM would tell you if there was no greater mystery related to it. When the GM tells you a lead is inconsequential, you can decline to [Pursue the Lead](rules/actions/pursue-a-lead-apg.md), keeping any leads you were already pursuing. You still can't use [Pursue a Lead](rules/actions/pursue-a-lead-apg.md) again for 10 minutes, as normal. + +*Source: Advanced Player's Guide p. 61* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/red-mantis-assassin-dedication-lowg.md b/compendium/feats/red-mantis-assassin-dedication-lowg.md new file mode 100644 index 000000000..e5f3d341e --- /dev/null +++ b/compendium/feats/red-mantis-assassin-dedication-lowg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Red Mantis Assassin Dedication"] +--- +# Red Mantis Assassin Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You are from Mediogalti Island. +- **Prerequisites**: trained in sawtooth sabers, deity is [Achaekek](compendium/setting/deities/achaekek-logm.md), lawful evil alignment, member of the Red Mantis assassins + +You have learned how to stalk your foes and slay them with a sawtooth sabre. You become trained in [Stealth](compendium/skills.md#Stealth) and [Assassin Lore](compendium/skills.md#Lore); if you were already trained, you become an expert instead. Whenever your proficiency in any weapon increases to expert or beyond, you also gain that new proficiency with sawtooth sabers. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Red Mantis assassin archetype. + +## Red Mantis Assassin Dedication leads to... + +[Basic Red Mantis Magic](compendium/feats/basic-red-mantis-magic-lowg.md), [Advanced Red Mantis Magic](compendium/feats/advanced-red-mantis-magic-lowg.md), [Vernai Training](compendium/feats/vernai-training-lol.md), [Mantis Form](compendium/feats/mantis-form-lowg.md), [Achaekek's Grip](compendium/feats/achaekeks-grip-lol.md), [Crimson Shroud](compendium/feats/crimson-shroud-lowg.md), [Fading](compendium/feats/fading-lol.md), [Prayer Attack](compendium/feats/prayer-attack-lol.md) + +## Summary + +*Source: Lost Omens: World Guide p. 71* +%% #compendium/src/pf2e/lowg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/redirect-attention-da.md b/compendium/feats/redirect-attention-da.md new file mode 100644 index 000000000..5c6310f9f --- /dev/null +++ b/compendium/feats/redirect-attention-da.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/reflection +aliases: ["Redirect Attention"] +--- +# Redirect Attention *Feat 13* +[reflection](rules/traits/reflection-da.md) + + +Through your strong connection with your progenitor, you're able to redirect those attempting to spy on you. Whenever you would be directly targeted with a [scrying](rules/traits/scrying.md) effect, the effect must attempt a counteract check against the higher of your spell DC or class DC. If the check fails, the effect targets your progenitor instead of you. + +*Source: Dark Archive p. 121* +%% #compendium/src/pf2e/da #trait/reflection %% \ No newline at end of file diff --git a/compendium/feats/redirect-elements-som.md b/compendium/feats/redirect-elements-som.md new file mode 100644 index 000000000..fa90cf5ff --- /dev/null +++ b/compendium/feats/redirect-elements-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Redirect Elements"] +--- +# Redirect Elements [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) +- **Trigger** The spell attack roll for a foe's spell with an [elemental](rules/traits/elemental.md) trait targeting you fails or critically fails. +- **Activity** Reaction + +You seize the elemental essence of an incoming spell and redirect the spell to a creature of your choice within the spell's area. The attacker rerolls the spell's attack roll against the new target. + +*Source: Secrets of Magic p. 207* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/reflect-foe-da.md b/compendium/feats/reflect-foe-da.md new file mode 100644 index 000000000..ab6307019 --- /dev/null +++ b/compendium/feats/reflect-foe-da.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/reflection +aliases: ["Reflect Foe"] +--- +# Reflect Foe *Feat 17* +[reflection](rules/traits/reflection-da.md) + + +You create a copy of a foe by calling them forth from a nearby reflection, clonally growing them in an instant from one of your hairs or otherwise creating them in a way that matches your own nature as a reflection. You can cast [duplicate foe](compendium/spells/duplicate-foe.md) once per day as an innate occult spell. At 20th level, your innate duplicate foe is heightened to 8th level. + +*Source: Dark Archive p. 121* +%% #compendium/src/pf2e/da #trait/reflection %% \ No newline at end of file diff --git a/compendium/feats/reflect-spell-witch-apg.md b/compendium/feats/reflect-spell-witch-apg.md new file mode 100644 index 000000000..f3c9e7659 --- /dev/null +++ b/compendium/feats/reflect-spell-witch-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Reflect Spell (Witch)"] +--- +# Reflect Spell (Witch) *Feat 14* +[witch](rules/traits/witch-apg.md) + +- **Prerequisites**: [Counterspell](compendium/feats/counterspell-witch-apg.md) + +When you successfully use [Counterspell](compendium/feats/counterspell-witch-apg.md) to counteract a spell that affects targeted creatures or an area, you can turn that spell's effect back on its caster. When reflected, the spell affects only the original caster, even if it's an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal. + +*Source: Advanced Player's Guide p. 104* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/reflecting-riposte-ec6.md b/compendium/feats/reflecting-riposte-ec6.md new file mode 100644 index 000000000..356cb6a97 --- /dev/null +++ b/compendium/feats/reflecting-riposte-ec6.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec6 +- trait/fighter +- trait/uncommon +aliases: ["Reflecting Riposte"] +--- +# Reflecting Riposte [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* +[fighter](rules/traits/fighter.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Dueling Riposte](compendium/feats/dueling-riposte.md), [Mirror Shield](compendium/feats/mirror-shield.md), or Twin Riposte +- **Trigger** An opponent casts a spell and you critically succeed at a saving throw against it. +- **Requirements**: You have a shield raised or are benefiting from Dueling Parry or Twin Parry. +- **Activity** Reaction + +You attempt to counteract the triggering spell using powerful magical techniques [observed](rules/conditions.md#Observed) in the Kortos Mounts. Use your attack roll modifier with your shield or parrying weapon for your counteract check. If you counteract the spell, it is reflected upon the caster. If the spell targeted individual creatures, it targets the caster only. If the spell targeted an area centered on a point, the new area is centered on the caster. If the spell was a cone or line, the cone or line emanates from you toward the caster. If the spell has a save DC, it uses your class DC, and if it requires a spell attack roll, use the same attack roll modifier as the counteract check. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 72* +%% #compendium/src/pf2e/ec6 #trait/fighter #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/reflective-pocket-da.md b/compendium/feats/reflective-pocket-da.md new file mode 100644 index 000000000..04000b142 --- /dev/null +++ b/compendium/feats/reflective-pocket-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/extradimensional +- trait/reflection +aliases: ["Reflective Pocket"] +--- +# Reflective Pocket *Feat 5* +[extradimensional](rules/traits/extradimensional.md) [reflection](rules/traits/reflection-da.md) + +- **Prerequisites**: [Mirror-Risen](compendium/feats/mirror-risen-da.md) + +You've formed a connection with a small hand mirror, allowing you to use it as an extradimensional storage space. You can store one item of light Bulk in your mirror at a time. Storing or retrieving an item requires an [Interact](rules/actions/interact.md) action and any creature can do so. While an item is stored within the mirror, the mirror reflects the item's image. You gain a +2 circumstance bonus to [Stealth](compendium/skills.md#Stealth) checks to Conceal the Object unless someone checks the mirror's reflection. + +*Source: Dark Archive p. 120* +%% #compendium/src/pf2e/da #trait/extradimensional #trait/reflection %% \ No newline at end of file diff --git a/compendium/feats/reflective-ripple-stance-som.md b/compendium/feats/reflective-ripple-stance-som.md new file mode 100644 index 000000000..762060d85 --- /dev/null +++ b/compendium/feats/reflective-ripple-stance-som.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evocation +- trait/monk +- trait/stance +- trait/water +aliases: ["Reflective Ripple Stance"] +--- +# Reflective Ripple Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[evocation](rules/traits/evocation.md) [monk](rules/traits/monk.md) [stance](rules/traits/stance.md) [water](rules/traits/water.md) + +- **Requirements**: You're unarmored. +- **Activity** Single Action + +You enter a stance of fluid grace as small amounts of water flow with your movements and attacks. You can make flowing wave attacks that deal `1d6` bludgeoning damage. + +They are in the brawling group and have the [agile](rules/traits/agile.md), [disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [trip](rules/traits/trip.md), [unarmed](rules/traits/unarmed.md), and [water](rules/traits/water.md) traits. + +While in Reflective Ripple Stance, you gain a +1 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks to [Disarm](rules/actions/disarm.md), [Swim](rules/actions/swim.md), or [Trip](rules/actions/trip.md), and you gain a +2 circumstance bonus to your Reflex DC to avoid being Disarmed and Tripped. + +**Special.** This feat gains your choice of either the [divine](rules/traits/divine.md) or [occult](rules/traits/occult.md) trait, matching your ki spell tradition if possible. + +## Reflective Ripple Stance leads to... + +[Rippling Spin](compendium/feats/rippling-spin-som.md), [Wave Spiral](compendium/feats/wave-spiral-som.md) + +## Summary + +*Source: Secrets of Magic p. 202* +%% #compendium/src/pf2e/som #trait/evocation #trait/monk #trait/stance #trait/water %% \ No newline at end of file diff --git a/compendium/feats/reflexive-catch-ec1.md b/compendium/feats/reflexive-catch-ec1.md new file mode 100644 index 000000000..ee73a43ec --- /dev/null +++ b/compendium/feats/reflexive-catch-ec1.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec1 +- trait/archetype +- trait/concentrate +- trait/manipulate +- trait/uncommon +aliases: ["Reflexive Catch"] +--- +# Reflexive Catch [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: expert in [Acrobatics](compendium/skills.md#Acrobatics), [Juggler Dedication](compendium/feats/juggler-dedication-ec1.md) +- **Trigger** An item falls within your reach or an attacker fails an attack roll to hit you or a creature within your reach with a thrown weapon. +- **Requirements**: The item or thrown weapon is of a Bulk you can Juggle. +- **Activity** Reaction + +You grab the triggering item. If you are Juggling, you can immediately add the item to the objects you're Juggling as a free action, which has the [concentrate](rules/traits/concentrate.md) and [manipulate](rules/traits/manipulate.md) traits. + +*Source: Extinction Curse #1: The Show Must Go On p. 74* +%% #compendium/src/pf2e/ec1 #trait/archetype #trait/concentrate #trait/manipulate #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/reflexive-grip-lopsg.md b/compendium/feats/reflexive-grip-lopsg.md new file mode 100644 index 000000000..9610bc8e5 --- /dev/null +++ b/compendium/feats/reflexive-grip-lopsg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Reflexive Grip"] +--- +# Reflexive Grip *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) + +You keep hold of your weapons even when knocked out. + +You gain a +2 circumstance bonus to your Reflex DC when defending against checks to [Disarm](rules/actions/disarm.md) you. In addition, when you fall [unconscious](rules/conditions.md#Unconscious), you don't drop any weapons that you're currently wielding, though somebody else can remove them from you. + +*Source: Lost Omens: Pathfinder Society Guide p. 52* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/reflexive-riposte-apg.md b/compendium/feats/reflexive-riposte-apg.md new file mode 100644 index 000000000..46e2e3708 --- /dev/null +++ b/compendium/feats/reflexive-riposte-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Reflexive Riposte"] +--- +# Reflexive Riposte *Feat 10* +[swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Prerequisites**: [Opportune Riposte](rules/actions/opportune-riposte-apg.md) + +You can riposte almost without a thought. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to perform an Opportune Riposte. + +*Source: Advanced Player's Guide p. 92* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/regrowth-loag.md b/compendium/feats/regrowth-loag.md new file mode 100644 index 000000000..ef584670d --- /dev/null +++ b/compendium/feats/regrowth-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/leshy +aliases: ["Regrowth"] +--- +# Regrowth *Feat 17* +[leshy](rules/traits/leshy-b1.md) + + +Your command over your vital essence allows you or an ally to recover from grievous wounds. You can cast [regenerate](compendium/spells/regenerate.md) as a 7th-level primal innate spell once per day. + +*Source: Lost Omens: Ancestry Guide p. 44* +%% #compendium/src/pf2e/loag #trait/leshy %% \ No newline at end of file diff --git a/compendium/feats/rehydration-loag.md b/compendium/feats/rehydration-loag.md new file mode 100644 index 000000000..5a6bce9e8 --- /dev/null +++ b/compendium/feats/rehydration-loag.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/azarketi +- trait/primal +- trait/transmutation +- trait/water +aliases: ["Rehydration"] +--- +# Rehydration *Feat 13* +[azarketi](rules/traits/azarketi-loag.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) [water](rules/traits/water.md) + +- **Frequency**: once per day + +You surround your body with a thin layer of water drawn from the moisture in the air. You can spend one hour resting to rehydrate your gills and skin, which counts as submerging your body in water. At the GM's discretion, incredibly dry areas, such as deserts, might not have enough moisture in the air for your Rehydration to work. + +*Source: Lost Omens: Ancestry Guide p. 16* +%% #compendium/src/pf2e/loag #trait/azarketi #trait/primal #trait/transmutation #trait/water %% \ No newline at end of file diff --git a/compendium/feats/reimagine-loil.md b/compendium/feats/reimagine-loil.md new file mode 100644 index 000000000..491ea4761 --- /dev/null +++ b/compendium/feats/reimagine-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/kashrishi +aliases: ["Reimagine"] +--- +# Reimagine *Feat 13* +[kashrishi](rules/traits/kashrishi-loil.md) + +- **Prerequisites**: Transcendent Realization + +You can cast [dreaming potential](compendium/spells/dreaming-potential.md) as an innate occult spell. You can cast this spell targeting yourself as your last activity before falling asleep to receive its normal benefits and effects. + +*Source: Lost Omens: Impossible Lands p. 45* +%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/compendium/feats/reinforce-eidolon-som.md b/compendium/feats/reinforce-eidolon-som.md new file mode 100644 index 000000000..cd6b98d25 --- /dev/null +++ b/compendium/feats/reinforce-eidolon-som.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/summoner +aliases: ["Reinforce Eidolon"] +--- +# Reinforce Eidolon *Feat 2* +[summoner](rules/traits/summoner-som.md) + + +You buffer your eidolon. You gain the [reinforce eidolon](compendium/spells/reinforce-eidolon-som.md) link cantrip. + +*Source: Secrets of Magic p. 68* +%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/rejuvenating-touch-apg.md b/compendium/feats/rejuvenating-touch-apg.md new file mode 100644 index 000000000..5a985c14b --- /dev/null +++ b/compendium/feats/rejuvenating-touch-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +aliases: ["Rejuvenating Touch"] +--- +# Rejuvenating Touch *Feat 18* +[champion](rules/traits/champion.md) + +- **Prerequisites**: devotion spell ([lay on hands](compendium/spells/lay-on-hands.md)) + +Your healing energies linger after you cast, providing continual benefits. An ally that recovers Hit Points from your lay on hands gains 10 temporary Hit Points at the start of their turn during each of the next 10 rounds. This effect ends if the ally is knocked [unconscious](rules/conditions.md#Unconscious). + +*Source: Advanced Player's Guide p. 121* +%% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/rejuvenation-botd.md b/compendium/feats/rejuvenation-botd.md new file mode 100644 index 000000000..d45c186f4 --- /dev/null +++ b/compendium/feats/rejuvenation-botd.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/rare +aliases: ["Rejuvenation"] +--- +# Rejuvenation *Feat 12* +[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) + +The call of your unfinished business recreates you after destruction. When you're destroyed, you reform after `2d4` days within your bound site, fully healed. If your unfinished business is resolved while you're waiting, you pass on immediately unless you and the GM determine you have new unfinished business. + +*Source: Book of the Dead p. 47* +%% #compendium/src/pf2e/botd #trait/archetype #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/rejuvenation-token-botd.md b/compendium/feats/rejuvenation-token-botd.md new file mode 100644 index 000000000..11a90c4e5 --- /dev/null +++ b/compendium/feats/rejuvenation-token-botd.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/necromancy +- trait/skeleton +- trait/uncommon +aliases: ["Rejuvenation Token"] +--- +# Rejuvenation Token *Feat 9* +[necromancy](rules/traits/necromancy.md) [skeleton](rules/traits/skeleton-b1.md) [uncommon](rules/traits/uncommon.md) + + +You tie yourself to the Material Plane by implanting a piece of your consciousness into a weapon, piece of armor, or other item that's precious to you. As long as this object is intact, even if your body is destroyed, you can be restored to the exact state you were in the last time you made daily preparations with this object in your possession. The soulbound object can be used as a special focus for raise dead, resurrect, or similar magic. This warps the spell to bring you back in your skeletal undead state rather than bringing you back to life. [Pharasma](compendium/setting/deities/pharasma.md) can't prevent you from returning when the spell is modified in this way. When you return, you permanently lose a memory that was precious to you, in addition to any other side effects of the spell that brought you back. Your soulbound object becomes inert until you spend 1 week of downtime to anchor yourself to it again, further fragmenting your mind. + +*Source: Book of the Dead p. 56* +%% #compendium/src/pf2e/botd #trait/necromancy #trait/skeleton #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/relentless-disarm-aoa5.md b/compendium/feats/relentless-disarm-aoa5.md new file mode 100644 index 000000000..d9a0d18da --- /dev/null +++ b/compendium/feats/relentless-disarm-aoa5.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa5 +- trait/archetype +aliases: ["Relentless Disarm"] +--- +# Relentless Disarm *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Zephyr Guard Dedication](compendium/feats/zephyr-guard-dedication-aoa5.md), trained in [Athletics](compendium/skills.md#Athletics) + +When you succeed, but don't critically succeed, at a check to [Disarm](rules/actions/disarm.md) a creature, your circumstance bonus to further checks to [Disarm](rules/actions/disarm.md) that creature is +4 instead of +2. Other creatures gain only the normal bonus. + +When you critically succeed at a [Disarm](rules/actions/disarm.md) check, you can immediately [Demoralize](rules/actions/demoralize.md) your target as a reaction. + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 81* +%% #compendium/src/pf2e/aoa5 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/relentless-stalker-fop.md b/compendium/feats/relentless-stalker-fop.md new file mode 100644 index 000000000..7419949bd --- /dev/null +++ b/compendium/feats/relentless-stalker-fop.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/fop +- trait/move +- trait/ranger +- trait/uncommon +aliases: ["Relentless Stalker"] +--- +# Relentless Stalker [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* +[move](rules/traits/move.md) [ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) + +- **Trigger** An adjacent creature you are hunting attempts to move away from you using an action that has the [move](rules/traits/move.md) trait. +- **Activity** Reaction + +Your hunted prey cannot escape your relentless pursuit. [Stride](rules/actions/stride.md) up to your Speed in tandem with the triggering creature, remaining adjacent to the foe throughout its movement until it stops moving or you run out of movement. You can ignore difficult terrain during this movement unless the difficult terrain is caused by a [magical](rules/traits/magical.md) effect. + +*Source: The Fall of Plaguestone p. 57* +%% #compendium/src/pf2e/fop #trait/move #trait/ranger #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/relentless-wings-apg.md b/compendium/feats/relentless-wings-apg.md new file mode 100644 index 000000000..02f32beb3 --- /dev/null +++ b/compendium/feats/relentless-wings-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tiefling +aliases: ["Relentless Wings"] +--- +# Relentless Wings *Feat 17* +[tiefling](rules/traits/tiefling-b1.md) + +- **Prerequisites**: [Fiendish Wings](compendium/feats/fiendish-wings-apg.md) + +Your wings are now a permanent part of your physiology. You gain the effects of Fiendish Wings at all times, rather than just once per day for 10 minutes. + +*Source: Advanced Player's Guide p. 41* +%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/reliable-luck-apg.md b/compendium/feats/reliable-luck-apg.md new file mode 100644 index 000000000..3caf967e0 --- /dev/null +++ b/compendium/feats/reliable-luck-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/catfolk +aliases: ["Reliable Luck"] +--- +# Reliable Luck *Feat 17* +[catfolk](rules/traits/catfolk-b1.md) + +- **Prerequisites**: [Cat's Luck](compendium/feats/cats-luck-apg.md) + +You have gone well past nine lives to survive danger with surprising regularity. You can use Cat's Luck once per hour, rather than once per day. + +*Source: Advanced Player's Guide p. 11* +%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/reliable-squire-lokl.md b/compendium/feats/reliable-squire-lokl.md new file mode 100644 index 000000000..d1c3027cc --- /dev/null +++ b/compendium/feats/reliable-squire-lokl.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/bard +- trait/champion +- trait/uncommon +aliases: ["Reliable Squire"] +--- +# Reliable Squire *Feat 2* +[bard](rules/traits/bard.md) [champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Knights of Lastwall have access to this feat. + +You know the path to victory isn't traveled alone, and you lend aid to your companions whenever you can. You gain a +2 circumstance bonus to checks to [Aid](rules/actions/aid.md). If you roll a critical failure on a check to [Aid](rules/actions/aid.md), you get a failure instead. + +*Source: Lost Omens: Knights of Lastwall p. 82* +%% #compendium/src/pf2e/lokl #trait/bard #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/reloading-trick-av3.md b/compendium/feats/reloading-trick-av3.md new file mode 100644 index 000000000..0ba7d0d6d --- /dev/null +++ b/compendium/feats/reloading-trick-av3.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/av3 +- trait/archetype +- trait/manipulate +aliases: ["Reloading Trick"] +--- +# Reloading Trick [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) + +- **Prerequisites**: [Drow Shootist Dedication](compendium/feats/drow-shootist-dedication-av3.md) +- **Frequency**: once per round +- **Requirements**: You're holding an unloaded [hand crossbow](compendium/equipment/items/hand-crossbow.md). +- **Activity** Single Action + +You can fire off a single shot even when unprepared. You [Interact](rules/actions/interact.md) to reload your hand crossbow and [Strike](rules/actions/strike.md) with it. + +**Special.** If you have the [Repeating Hand Crossbow Training](compendium/feats/repeating-hand-crossbow-training-av3.md) feat, you can use this feat with a repeating hand crossbow to load either a bolt or a magazine, but the speed means you can fire only one bolt, then the magazine jams. You must spend a 3-action [Interact](rules/actions/interact.md) activity to remove the jammed magazine and clear it before it can be used again. + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 77* +%% #compendium/src/pf2e/av3 #trait/archetype #trait/manipulate %% \ No newline at end of file diff --git a/compendium/feats/remediate-apg.md b/compendium/feats/remediate-apg.md new file mode 100644 index 000000000..acd0ee4d2 --- /dev/null +++ b/compendium/feats/remediate-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/cleric +- trait/concentrate +- trait/metamagic +aliases: ["Remediate"] +--- +# Remediate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* +[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: harmful font or healing font +- **Frequency**: once per hour +- **Activity** Free Action + +If your next action is to use your divine font to cast a 3-action [heal](compendium/spells/heal.md) or [harm](compendium/spells/harm.md) spell to damage creatures, you can harness the residual energy to counterbalance opposing forces. You use your [heal](compendium/spells/heal.md) or [harm](compendium/spells/harm.md) spell to attempt to counteract one effect in the spell's area with the [chaotic](rules/traits/chaotic.md), [evil](rules/traits/evil.md), [good](rules/traits/good.md), or [lawful](rules/traits/lawful.md) trait. The chosen trait must oppose one component of your deity's alignment; if your deity is neutral, you can choose any one trait. + +*Source: Advanced Player's Guide p. 123* +%% #compendium/src/pf2e/apg #trait/cleric #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/remember-your-training-lopsg.md b/compendium/feats/remember-your-training-lopsg.md new file mode 100644 index 000000000..8b4fb857f --- /dev/null +++ b/compendium/feats/remember-your-training-lopsg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Remember Your Training"] +--- +# Remember Your Training [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) +- **Frequency**: once per day +- **Activity** Single Action + +During your training to become a Pathfinder Agent you were schooled on a wide variety of creatures you might encounter, and you can think back to that training to gain crucial insight in times of need. Attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md) about a creature you can see, adding your level as a proficiency bonus if you are untrained (rather than 0) + +If you roll a failure (but not a critical failure) on this check, you get a success instead. + +*Source: Lost Omens: Pathfinder Society Guide p. 41* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/reminder-of-the-greater-fear-ngd.md b/compendium/feats/reminder-of-the-greater-fear-ngd.md new file mode 100644 index 000000000..9bbf7c2f2 --- /dev/null +++ b/compendium/feats/reminder-of-the-greater-fear-ngd.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ngd +- trait/archetype +- trait/vigilante +aliases: ["Reminder of the Greater Fear"] +--- +# Reminder of the Greater Fear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) + +- **Prerequisites**: master in [Intimidation](compendium/skills.md#Intimidation), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) +- **Frequency**: once per 10 minutes +- **Trigger** Another creature within 30 feet of you that can see you would gain the [frightened](rules/conditions.md#Frightened) condition. +- **Activity** Reaction + +You give a target a stern glower to remind them that it is you, and no one else, they should truly fear. Reduce the value of the [frightened](rules/conditions.md#Frightened) condition the creature would take by 1. + +*Source: Night of the Gray Death p. 65* +%% #compendium/src/pf2e/ngd #trait/archetype #trait/vigilante %% \ No newline at end of file diff --git a/compendium/feats/remorseless-lash-locg.md b/compendium/feats/remorseless-lash-locg.md new file mode 100644 index 000000000..04c6e21db --- /dev/null +++ b/compendium/feats/remorseless-lash-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/hobgoblin +aliases: ["Remorseless Lash"] +--- +# Remorseless Lash *Feat 1* +[hobgoblin](rules/traits/hobgoblin-locg.md) + + +You're skilled at beating a foe when their morale is already breaking. When you succeed at a melee weapon [Strike](rules/actions/strike.md) against a [frightened](rules/conditions.md#Frightened) foe, that foe can't reduce their [frightened](rules/conditions.md#Frightened) condition below 1 until the beginning of your next turn. + +*Source: Lost Omens: Character Guide p. 50* +%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/compendium/feats/remote-trigger-apg.md b/compendium/feats/remote-trigger-apg.md new file mode 100644 index 000000000..d245ba1e5 --- /dev/null +++ b/compendium/feats/remote-trigger-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Remote Trigger"] +--- +# Remote Trigger *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Snarecrafter Dedication](compendium/feats/snarecrafter-dedication-apg.md) + +You've learned how to trigger snares from afar, creating ranged hazards to assail your opponents and allowing you to disarm enemies' snares harmlessly. You can [Strike](rules/actions/strike.md) a snare to trigger it prematurely. If you crafted the snare, you automatically hit. If someone else crafted it, attempt a ranged [Strike](rules/actions/strike.md) against the [Crafting](compendium/skills.md#Crafting) DC, triggering the snare only if you hit. + +*Source: Advanced Player's Guide p. 194* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/remove-presence-da.md b/compendium/feats/remove-presence-da.md new file mode 100644 index 000000000..a36175b81 --- /dev/null +++ b/compendium/feats/remove-presence-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/amp +- trait/illusion +- trait/mental +- trait/occult +- trait/psychic +aliases: ["Remove Presence"] +--- +# Remove Presence *Feat 8* +[amp](rules/traits/amp-da.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) [psychic](rules/traits/psychic-da.md) + + +Your spell reaches into the mind of a creature and removes you from it. The amped cantrip must be one that has one or more targets and must either require a spell attack roll or have a saving throw. Use this amp in place of the psi cantrip's normal amp entry. + +*Source: Dark Archive p. 27* +%% #compendium/src/pf2e/da #trait/amp #trait/illusion #trait/mental #trait/occult #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/renewing-quills-lome.md b/compendium/feats/renewing-quills-lome.md new file mode 100644 index 000000000..eaebc72d7 --- /dev/null +++ b/compendium/feats/renewing-quills-lome.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/shisk +aliases: ["Renewing Quills"] +--- +# Renewing Quills *Feat 5* +[shisk](rules/traits/shisk-lome.md) + +- **Prerequisites**: quillcoat shisk + +Your spines grow back much faster than other shisks. You can use the Barbed Quills reaction once every 10 minutes. + +*Source: Lost Omens: The Mwangi Expanse p. 126* +%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/compendium/feats/repair-module-loag.md b/compendium/feats/repair-module-loag.md new file mode 100644 index 000000000..5e05c7a77 --- /dev/null +++ b/compendium/feats/repair-module-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/android +- trait/concentrate +aliases: ["Repair Module"] +--- +# Repair Module [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* +[android](rules/traits/android-loag.md) [concentrate](rules/traits/concentrate.md) + +- **Frequency**: once per day +- **Activity** Single Action + +You trigger your body's repair programming, causing your body's nanites to heal your wounds. You gain fast healing equal to half your level for 1 minute. While [Repair](rules/actions/repair.md) Module is active, you can't use other abilities that require the use of your nanites. + +*Source: Lost Omens: Ancestry Guide p. 74* +%% #compendium/src/pf2e/loag #trait/android #trait/concentrate %% \ No newline at end of file diff --git a/compendium/feats/repeating-hand-crossbow-training-av3.md b/compendium/feats/repeating-hand-crossbow-training-av3.md new file mode 100644 index 000000000..16d8d74c5 --- /dev/null +++ b/compendium/feats/repeating-hand-crossbow-training-av3.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/av3 +- trait/archetype +aliases: ["Repeating Hand Crossbow Training"] +--- +# Repeating Hand Crossbow Training *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Drow Shootist Dedication](compendium/feats/drow-shootist-dedication-av3.md) + +You become trained in the repeating hand crossbow and gain access to repeating hand crossbows and [shootist bandoliers](compendium/equipment/items/shootist-bandolier-av3.md). Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the repeating hand crossbow. If you're at least an expert in a repeating hand crossbow you're using, you gain access to its critical specialization effect. You can perform the Shootist's Draw action with repeating hand crossbows. + +**Special.** If you have the [Running Reload](compendium/feats/running-reload.md) feat, you can reload a repeating hand crossbow magazine on the move. You can use [Running Reload](compendium/feats/running-reload.md) as a 3-action activity to reload a magazine into a repeating hand crossbow after you [Stride](rules/actions/stride.md), [Step](rules/actions/step.md), or [Sneak](rules/actions/sneak.md), or as a 2-action activity if you use a magazine from a shootist bandolier. + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 77* +%% #compendium/src/pf2e/av3 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/replenishing-consumption-botd.md b/compendium/feats/replenishing-consumption-botd.md new file mode 100644 index 000000000..16e8916b1 --- /dev/null +++ b/compendium/feats/replenishing-consumption-botd.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Replenishing Consumption"] +--- +# Replenishing Consumption *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) + +When you devour corpses and satiate your hunger, you also recover from some of your wounds, your necrotized blue flesh knitting back together almost immediately as soon as you begin shoveling the chunks of dead flesh down your throat. Once every 10 minutes, when you Consume Flesh, you regain `1d6` Hit Points for every 2 levels you have, rounded up. + +*Source: Book of the Dead p. 48* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/replenishing-hydration-aaws.md b/compendium/feats/replenishing-hydration-aaws.md new file mode 100644 index 000000000..c60737bfa --- /dev/null +++ b/compendium/feats/replenishing-hydration-aaws.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aaws +- trait/azarketi +aliases: ["Replenishing Hydration"] +--- +# Replenishing Hydration *Feat 9* +[azarketi](rules/traits/azarketi-loag.md) + + +You draw life from the water around you. If you submerge in water and rest for 10 minutes, you regain Hit Points equal to your Constitution modifier × half your level. + +*Source: Azarketi Ancestry Web Supplement p. 5* +%% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/replicate-da.md b/compendium/feats/replicate-da.md new file mode 100644 index 000000000..29cc268d2 --- /dev/null +++ b/compendium/feats/replicate-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/reflection +aliases: ["Replicate"] +--- +# Replicate *Feat 5* +[reflection](rules/traits/reflection-da.md) + +- **Prerequisites**: [Clone-Risen](compendium/feats/clone-risen-da.md) + +You've learned to reshape your malleable form. You can cast [illusory disguise](compendium/spells/illusory-disguise.md) once per day as an innate occult spell. This is a [transmutation](rules/traits/transmutation.md) and [morph](rules/traits/morph.md) effect, as your body physically transforms, rather than an [illusion](rules/traits/illusion.md) effect. + +*Source: Dark Archive p. 121* +%% #compendium/src/pf2e/da #trait/reflection %% \ No newline at end of file diff --git a/compendium/feats/reprepare-spell.md b/compendium/feats/reprepare-spell.md index 38ad81168..c2a439951 100644 --- a/compendium/feats/reprepare-spell.md +++ b/compendium/feats/reprepare-spell.md @@ -16,7 +16,7 @@ If you have the spell substitution arcane thesis, you can instead prepare a diff ## Reprepare Spell leads to... -Reclaim Spell +[Reclaim Spell](compendium/feats/reclaim-spell-ec6.md) ## Summary diff --git a/compendium/feats/reptile-rider-loag.md b/compendium/feats/reptile-rider-loag.md new file mode 100644 index 000000000..d1e966ef7 --- /dev/null +++ b/compendium/feats/reptile-rider-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lizardfolk +aliases: ["Reptile Rider"] +--- +# Reptile Rider *Feat 1* +[lizardfolk](rules/traits/lizardfolk-b1.md) + + +To you, crocodilians, giant lizards, and dinosaurs are loyal steeds, not monsters. + +You gain the [Ride](compendium/feats/ride.md) feat, even if you don't meet the prerequisites. You gain a +1 circumstance bonus to [Nature](compendium/skills.md#Nature) checks to Handle an Animal as long as the animal is a reptile, dinosaur, or even a non-sapient dragon. + +*Source: Lost Omens: Ancestry Guide p. 47* +%% #compendium/src/pf2e/loag #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/reptile-speaker-locg.md b/compendium/feats/reptile-speaker-locg.md new file mode 100644 index 000000000..e62849478 --- /dev/null +++ b/compendium/feats/reptile-speaker-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/lizardfolk +aliases: ["Reptile Speaker"] +--- +# Reptile Speaker *Feat 1* +[lizardfolk](rules/traits/lizardfolk-b1.md) + + +You hear the sounds of reptiles as language. You can ask questions of, receive answers from, and use the [Diplomacy](compendium/skills.md#Diplomacy) skill with animals that are reptiles (the GM determines which animals count as reptiles). + +*Source: Lost Omens: Character Guide p. 58* +%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/repulse-the-wicked-lokl.md b/compendium/feats/repulse-the-wicked-lokl.md new file mode 100644 index 000000000..0c13f41ce --- /dev/null +++ b/compendium/feats/repulse-the-wicked-lokl.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["Repulse the Wicked"] +--- +# Repulse the Wicked [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) +- **Trigger** An undead within your reach critically fails an attack roll targeting you. +- **Activity** Reaction + +You use your foe's failure as an opening to push them away. You attempt to [Shove](rules/actions/shove.md) the undead. + +*Source: Lost Omens: Knights of Lastwall p. 79* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/rescuers-press-lol.md b/compendium/feats/rescuers-press-lol.md new file mode 100644 index 000000000..0bf8ded0f --- /dev/null +++ b/compendium/feats/rescuers-press-lol.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lol +- trait/archetype +- trait/rare +aliases: ["Rescuer's Press"] +--- +# Rescuer's Press *Feat 4* +[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) + +Any shield you wield gains the [shove](rules/traits/shove.md) trait. When you [Shove](rules/actions/shove.md) using a shield and [Stride](rules/actions/stride.md) as part of that action, you can move an additional 5 feet to either side of the creature you Shoved. In addition, if you are in the [Everstand Stance](compendium/feats/everstand-stance-locg.md) and successfully [Shove](rules/actions/shove.md) a creature using a shield that you wield two-handed, you can increase the distance of your [Shove](rules/actions/shove.md) to 10 feet. + +*Source: Lost Omens: Legends p. 68* +%% #compendium/src/pf2e/lol #trait/archetype #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/reset-the-past-da.md b/compendium/feats/reset-the-past-da.md new file mode 100644 index 000000000..2e2ef5611 --- /dev/null +++ b/compendium/feats/reset-the-past-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Reset the Past"] +--- +# Reset the Past [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Frequency**: once per day +- **Activity** Free Action + +You manipulate time to recharge one of your temporal techniques—by revising your past so you never used it in the first place. Select one of your chronoskimmer feats that has a frequency of once per day (or more frequent) that you've already used. You can use the feat again, as if you hadn't used it already. + +*Source: Dark Archive p. 187* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/resilient-mind-lokl.md b/compendium/feats/resilient-mind-lokl.md new file mode 100644 index 000000000..9c9fa9119 --- /dev/null +++ b/compendium/feats/resilient-mind-lokl.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/champion +- trait/cleric +- trait/uncommon +aliases: ["Resilient Mind"] +--- +# Resilient Mind *Feat 2* +[champion](rules/traits/champion.md) [cleric](rules/traits/cleric.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Knights of Lastwall have access to this feat. + +You're firm in your convictions and have girded your mind against outside influence. You gain a +1 circumstance bonus to saves against [mental](rules/traits/mental.md) effects. This bonus increases to +2 against [mental](rules/traits/mental.md) effects originating from undead. + +*Source: Lost Omens: Knights of Lastwall p. 82* +%% #compendium/src/pf2e/lokl #trait/champion #trait/cleric #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/resilient-shell-som.md b/compendium/feats/resilient-shell-som.md new file mode 100644 index 000000000..dfc5f9865 --- /dev/null +++ b/compendium/feats/resilient-shell-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Resilient Shell"] +--- +# Resilient Shell *Feat 14* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + + +Your eidolon is resilient against attacks. It gains resistance to physical damage equal to its Constitution modifier. + +*Source: Secrets of Magic p. 72* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/resilient-touch-apg.md b/compendium/feats/resilient-touch-apg.md new file mode 100644 index 000000000..903653e22 --- /dev/null +++ b/compendium/feats/resilient-touch-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +aliases: ["Resilient Touch"] +--- +# Resilient Touch *Feat 10* +[champion](rules/traits/champion.md) + +- **Prerequisites**: devotion spell ([lay on hands](compendium/spells/lay-on-hands.md)) + +Your healing energies create an aura of protection that defends your allies against more than just blades and arrows. + +An ally that recovers Hit Points from your lay on hands gains a +1 status bonus to their saving throws until the end of their next turn. + +*Source: Advanced Player's Guide p. 120* +%% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/resist-ruin-apg.md b/compendium/feats/resist-ruin-apg.md new file mode 100644 index 000000000..92de7bc90 --- /dev/null +++ b/compendium/feats/resist-ruin-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/duskwalker +aliases: ["Resist Ruin"] +--- +# Resist Ruin *Feat 13* +[duskwalker](rules/traits/duskwalker-apg.md) + + +Your duskwalker heritage allows you to extend protection against negative energy to yourself or an ally in need. You gain resistance 5 to negative energy, and once per day, you can cast [death ward](compendium/spells/death-ward.md) as a divine innate spell. + +*Source: Advanced Player's Guide p. 38* +%% #compendium/src/pf2e/apg #trait/duskwalker %% \ No newline at end of file diff --git a/compendium/feats/resolute-da.md b/compendium/feats/resolute-da.md new file mode 100644 index 000000000..bd2441852 --- /dev/null +++ b/compendium/feats/resolute-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Resolute"] +--- +# Resolute *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Thaumaturge Dedication](compendium/feats/thaumaturge-dedication-da.md), expert in Will + +You've tempered your mind and become resolute against effects that strain your willpower. Your proficiency rank for Will saves increases to master. + +*Source: Dark Archive p. 49* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/resolute-defender-lokl.md b/compendium/feats/resolute-defender-lokl.md new file mode 100644 index 000000000..48e0618ad --- /dev/null +++ b/compendium/feats/resolute-defender-lokl.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["Resolute Defender"] +--- +# Resolute Defender *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) + +You hold your shield together with the power of your faith and conviction, refusing to let wood splinter and steel shatter until the day's battles are won. If a shield would be destroyed due to damage taken during your Shield Block, the shield remains intact at 1 Hit Point instead. Its construction is weakened until you repair it, preventing you from using Resolute Defender to save the same shield again until your next daily preparations. + +*Source: Lost Omens: Knights of Lastwall p. 79* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/resounding-blow-apg.md b/compendium/feats/resounding-blow-apg.md new file mode 100644 index 000000000..05f2d55a3 --- /dev/null +++ b/compendium/feats/resounding-blow-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +- trait/rage +aliases: ["Resounding Blow"] +--- +# Resounding Blow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Requirements**: You are wielding a melee weapon that deals bludgeoning damage. +- **Activity** Two-Action + +You strike your enemy in the head with such force that their ears ring. Make a melee [Strike](rules/actions/strike.md). If the [Strike](rules/actions/strike.md) hits and deals damage, the target is [deafened](rules/conditions.md#Deafened) until the start of your next turn (or for 1 minute on a critical hit). + +*Source: Advanced Player's Guide p. 110* +%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/resounding-bravery-apg.md b/compendium/feats/resounding-bravery-apg.md new file mode 100644 index 000000000..abacdbc80 --- /dev/null +++ b/compendium/feats/resounding-bravery-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/fighter +aliases: ["Resounding Bravery"] +--- +# Resounding Bravery *Feat 8* +[fighter](rules/traits/fighter.md) + +- **Prerequisites**: bravery + +Even your fears serve as fuel for your fighting spirit. When you critically succeed at a Will save against a foe's ability, you gain a +1 status bonus to saves and a number of temporary Hit Points equal to half your level for 1 minute. These benefits are doubled if you critically succeed against a [fear](rules/traits/fear.md) effect. + +*Source: Advanced Player's Guide p. 127* +%% #compendium/src/pf2e/apg #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/resounding-cascade-som.md b/compendium/feats/resounding-cascade-som.md new file mode 100644 index 000000000..e1f287c1d --- /dev/null +++ b/compendium/feats/resounding-cascade-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Resounding Cascade"] +--- +# Resounding Cascade [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: [Arcane Cascade](rules/actions/arcane-cascade-som.md) +- **Trigger** You use [Arcane Cascade](rules/actions/arcane-cascade-som.md). +- **Activity** Free Action + +When you enter your [Arcane Cascade](rules/actions/arcane-cascade-som.md), you disperse the magical reinforcement to nearby allies. You grant the extra damage of [Arcane Cascade](rules/actions/arcane-cascade-som.md) in an aura affecting all allies in a 5-foot emanation. This uses only the base damage of the stance, based on the ally's weapon specialization; it doesn't use any increase you get from bonuses, the laughing shadow hybrid study, or the like. As normal for duplicate effects, multiple Arcane Cascades affecting the same creature aren't cumulative. + +*Source: Secrets of Magic p. 49* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/resounding-finale-apg.md b/compendium/feats/resounding-finale-apg.md new file mode 100644 index 000000000..2d39a6660 --- /dev/null +++ b/compendium/feats/resounding-finale-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/abjuration +- trait/bard +- trait/concentrate +aliases: ["Resounding Finale"] +--- +# Resounding Finale [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* +[abjuration](rules/traits/abjuration.md) [bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) + +- **Prerequisites**: maestro muse +- **Trigger** You or an ally benefiting from your composition spell would take sonic damage. +- **Activity** Reaction + +You bring your performance to a sudden, dramatic finish, drowning out other sounds. Your composition spell ends immediately, and all allies that had been benefiting from the spell's effects gain sonic resistance against the triggering damage equal to twice the composition spell's level. + +*Source: Advanced Player's Guide p. 115* +%% #compendium/src/pf2e/apg #trait/abjuration #trait/bard #trait/concentrate %% \ No newline at end of file diff --git a/compendium/feats/resourceful-ritualist-apg.md b/compendium/feats/resourceful-ritualist-apg.md new file mode 100644 index 000000000..a42855aca --- /dev/null +++ b/compendium/feats/resourceful-ritualist-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/skill +aliases: ["Resourceful Ritualist"] +--- +# Resourceful Ritualist *Feat 6* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Ritualist Dedication](compendium/feats/ritualist-dedication-apg.md) + +You can cast difficult rituals that might otherwise be just beyond your skill. You can attempt checks to cast a ritual that requires expert proficiency if you are trained, master proficiency if you are an expert, or legendary proficiency if you are a master. + +*Source: Advanced Player's Guide p. 187* +%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/restitch-lotgb.md b/compendium/feats/restitch-lotgb.md new file mode 100644 index 000000000..f385a0873 --- /dev/null +++ b/compendium/feats/restitch-lotgb.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/poppet +aliases: ["Restitch"] +--- +# Restitch *Feat 17* +[poppet](rules/traits/poppet-lotgb.md) + + +You've learned how to sew even the most terrible tears and wounds together. You can cast [regenerate](compendium/spells/regenerate.md) as a 7th-level arcane innate spell once per day. + +*Source: Lost Omens: The Grand Bazaar p. 65* +%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/compendium/feats/restoring-blood-loil.md b/compendium/feats/restoring-blood-loil.md new file mode 100644 index 000000000..3df6de8d2 --- /dev/null +++ b/compendium/feats/restoring-blood-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vishkanya +aliases: ["Restoring Blood"] +--- +# Restoring Blood *Feat 5* +[vishkanya](rules/traits/vishkanya-loil.md) + +- **Prerequisites**: [Envenom](rules/actions/envenom-loil.md) + +Your body can process an alternative to your venom that heals wounds. You can use your [Envenom](rules/actions/envenom-loil.md) action to produce a blood restorative instead of vishkanyan venom. You can make a blood restorative at most once per 10 minutes, even if your [Envenom](rules/actions/envenom-loil.md) action can be used more frequently. You or an adjacent creature can [Interact](rules/actions/interact.md) to consume the restorative to regain `3d6` Hit Points. This is a positive [healing](rules/traits/healing.md) effect. A restorative spoils at the start of your next turn. When you reach 15th level, the restorative restores `5d6` Hit Points instead. + +*Source: Lost Omens: Impossible Lands p. 61* +%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/compendium/feats/resuscitate-apg.md b/compendium/feats/resuscitate-apg.md new file mode 100644 index 000000000..4604da2cf --- /dev/null +++ b/compendium/feats/resuscitate-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/healing +- trait/manipulate +aliases: ["Resuscitate"] +--- +# Resuscitate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* +[archetype](rules/traits/archetype.md) [healing](rules/traits/healing.md) [manipulate](rules/traits/manipulate.md) + +- **Prerequisites**: [Medic Dedication](compendium/feats/medic-dedication-apg.md), legendary in [Medicine](compendium/skills.md#Medicine) +- **Requirements**: You are holding healer's tools or are wearing them and have a hand free. +- **Activity** Three-Action + +You can use [Medicine](compendium/skills.md#Medicine) to resuscitate the dead. Attempt a DC 40 [Medicine](compendium/skills.md#Medicine) check to revive a dead creature that has been dead for no more than 3 rounds. If you succeed, the target returns to life with the effects of [raise dead](compendium/spells/raise-dead.md), except it still has the [wounded](rules/conditions.md#Wounded) condition it had before [dying](rules/conditions.md#Dying), increased by 1 (or [wounded](rules/conditions.md#Wounded) if it wasn't [wounded](rules/conditions.md#Wounded) before [dying](rules/conditions.md#Dying)). Whether you succeed or fail, the target is temporarily immune to Resuscitate for 1 day. + +*Source: Advanced Player's Guide p. 184* +%% #compendium/src/pf2e/apg #trait/archetype #trait/healing #trait/manipulate %% \ No newline at end of file diff --git a/compendium/feats/retain-absorbed-spell-lopsg.md b/compendium/feats/retain-absorbed-spell-lopsg.md new file mode 100644 index 000000000..88aad631a --- /dev/null +++ b/compendium/feats/retain-absorbed-spell-lopsg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Retain Absorbed Spell"] +--- +# Retain Absorbed Spell *Feat 18* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Absorb Spell](compendium/feats/absorb-spell-locg.md) + +When you absorb a spell using the Absorb Spell reaction, you utilize secret, techniques that allow you to retain the power and knowledge necessary to cast the spell repeatedly—potentially for a greater period of time. If you're a spontaneous caster, you can cast the triggering spell up to three times instead of once. If you're a prepared spellcaster, you can replace up to three of your prepared spells of the same level with the absorbed spell instead of one. Either way, you can choose to retain the absorbed spell for the next hour instead of the next 10 minutes; if you choose to extend the absorption to an hour, you can't use Absorb Spell again until one hour after the spell is absorbed. + +*Source: Lost Omens: Pathfinder Society Guide p. 49* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/retaliatory-cleansing-lokl.md b/compendium/feats/retaliatory-cleansing-lokl.md new file mode 100644 index 000000000..8391ed873 --- /dev/null +++ b/compendium/feats/retaliatory-cleansing-lokl.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/alchemist +- trait/uncommon +aliases: ["Retaliatory Cleansing"] +--- +# Retaliatory Cleansing [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[alchemist](rules/traits/alchemist.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Knights of Lastwall have access to this feat. +- **Trigger** You would take damage from an adjacent creature's [Strike](rules/actions/strike.md). +- **Requirements**: You're holding holy water or a bomb that deals positive damage in one of your hands. +- **Activity** Reaction + +You twist your hand in front of the blow, ensuring the enemy's attack shatters the required holy water or bomb. The creature takes the on-hit and splash damage from the holy water or required bomb, not counting any additional effects you would add or apply when you throw the bomb, such as weapon specialization or Calculated Splash. You're splashed by the holy water or required bomb, although since positive damage harms only undead and creatures with negative healing, it's unlikely you will take damage. + +*Source: Lost Omens: Knights of Lastwall p. 84* +%% #compendium/src/pf2e/lokl #trait/alchemist #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/retractable-claws-loag.md b/compendium/feats/retractable-claws-loag.md new file mode 100644 index 000000000..f6581f5da --- /dev/null +++ b/compendium/feats/retractable-claws-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kitsune +aliases: ["Retractable Claws"] +--- +# Retractable Claws *Feat 1* +[kitsune](rules/traits/kitsune-loag.md) + + +You gain a claw unarmed attack that deals `1d4` slashing damage. Your claws are in the brawling group and have the [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), and [unarmed](rules/traits/unarmed.md) traits. + +*Source: Lost Omens: Ancestry Guide p. 125* +%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/compendium/feats/return-fire-apg.md b/compendium/feats/return-fire-apg.md new file mode 100644 index 000000000..94ffdc4ee --- /dev/null +++ b/compendium/feats/return-fire-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/monk +aliases: ["Return Fire"] +--- +# Return Fire *Feat 6* +[monk](rules/traits/monk.md) + +- **Prerequisites**: [Deflect Arrow](compendium/feats/deflect-arrow.md), [Monastic Archer Stance](compendium/feats/monastic-archer-stance-apg.md) +- **Requirements**: You are in Monastic Archer Stance, are wielding a bow, and have a free hand. + +Snatching an arrow out of the air, you instantly put it to your bow and return fire. When you successfully Deflect an Arrow, as part of that reaction you can immediately make a ranged bow [Strike](rules/actions/strike.md) by firing the arrow you deflected from your own bow. + +*Source: Advanced Player's Guide p. 129* +%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/returning-throw-apg.md b/compendium/feats/returning-throw-apg.md new file mode 100644 index 000000000..118f1e9c4 --- /dev/null +++ b/compendium/feats/returning-throw-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/dwarf +aliases: ["Returning Throw"] +--- +# Returning Throw [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* +[dwarf](rules/traits/dwarf.md) + +- **Activity** Two-Action + +You have mastered the technique of arcing a projectile so that it returns to your hand after being thrown, though this requires a moment to precisely calculate the trajectory and possible ricochets. Make a ranged [Strike](rules/actions/strike.md) with a thrown weapon. Once the [Strike](rules/actions/strike.md) is complete, the weapon arcs or ricochets back to your hand. If your hands are full when the weapon returns, it falls to the ground in your space. + +*Source: Advanced Player's Guide p. 42* +%% #compendium/src/pf2e/apg #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/reveal-hidden-self-loil.md b/compendium/feats/reveal-hidden-self-loil.md new file mode 100644 index 000000000..c1e9cd5a4 --- /dev/null +++ b/compendium/feats/reveal-hidden-self-loil.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/concentrate +- trait/divine +- trait/illusion +- trait/tiefling +aliases: ["Reveal Hidden Self"] +--- +# Reveal Hidden Self [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 5* +[concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [illusion](rules/traits/illusion.md) [tiefling](rules/traits/tiefling-b1.md) + +- **Prerequisites**: [Beastbrood](compendium/feats/beastbrood-loag.md) +- **Frequency**: once per day +- **Requirements**: You're [hidden](rules/conditions.md#Hidden) to at least one enemy. +- **Activity** Three-Action + +While [hidden](rules/conditions.md#Hidden), you manifest a version of your animalistic nature. + +You create an illusion of a Large or smaller creature within 60 feet of your location with the effects of the [illusory creature](compendium/spells/illusory-creature.md) spell. + +The creature shares your animalistic beastbrood features. Unlike most actions taken while [hidden](rules/conditions.md#Hidden), using Reveal [Hidden](rules/conditions.md#Hidden) Self and Sustaining the Spell don't automatically end your [hidden](rules/conditions.md#Hidden) condition. Use the higher of your class DC or spell DC against attempts to disbelieve the illusion. If a creature observes you, it automatically disbelieves the illusion, and if you're no longer [hidden](rules/conditions.md#Hidden) to at least one enemy, the effect ends. + +*Source: Lost Omens: Impossible Lands p. 32* +%% #compendium/src/pf2e/loil #trait/concentrate #trait/divine #trait/illusion #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/reveal-machinations-aoa3.md b/compendium/feats/reveal-machinations-aoa3.md new file mode 100644 index 000000000..588f16904 --- /dev/null +++ b/compendium/feats/reveal-machinations-aoa3.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa3 +- trait/general +- trait/rare +- trait/skill +aliases: ["Reveal Machinations"] +--- +# Reveal Machinations [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 15* +[general](rules/traits/general.md) [rare](rules/traits/rare.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: legendary in [Deception](compendium/skills.md#Deception) +- **Activity** Single Action + +You reveal that you played a minor but recurring role in another humanoid's life—or at least convince them that's the case. Attempt a [Deception](compendium/skills.md#Deception) check against the target's Will DC. On a success, the revelation makes them [frightened](rules/conditions.md#Frightened), and on a critical success they are [frightened](rules/conditions.md#Frightened). In addition, you gain information about the subject as though you had attempted to [Recall Knowledge](rules/actions/recall-knowledge.md) about them using an appropriate skill and received the same result on your roll. You can't use this ability against the same humanoid again until 1 day has passed and you've also successfully disguised yourself as a different person. + +**Special.** At the GM's discretion, this feat can be used against non-humanoids if they have regular contact with humanoids or you are able to disguise yourself as a member of the target's ancestry or type of creature. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 73* +%% #compendium/src/pf2e/aoa3 #trait/general #trait/rare #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/reveal-true-name-som.md b/compendium/feats/reveal-true-name-som.md new file mode 100644 index 000000000..25452578d --- /dev/null +++ b/compendium/feats/reveal-true-name-som.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/auditory +- trait/concentrate +- trait/emotion +- trait/general +- trait/mental +- trait/rare +- trait/skill +- trait/true-name +aliases: ["Reveal True Name"] +--- +# Reveal True Name [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* +[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [general](rules/traits/general.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) [skill](rules/traits/skill.md) [true name](rules/traits/true-name-som.md) + +- **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation) and at least one of [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), and [Religion](compendium/skills.md#Religion) +- **Activity** Two-Action + +You attempt to get a creature to do as you wish by threatening them with your knowledge of their true name. + +You must know and speak the creature's true name and say what you want the creature to do. Attempt an [Intimidation](compendium/skills.md#Intimidation) check against the target's Will DC. + +> [!success-degree] +> - **Critical Success** The target does as you say out of a sense of self-preservation, and will not harm itself in any way. It becomes [unfriendly](rules/conditions.md#Unfriendly) (if it wasn't already [unfriendly](rules/conditions.md#Unfriendly) or [hostile](rules/conditions.md#Hostile)) but continues to comply for up to 1 day. The target is too scared of you to retaliate or flee, certain you would find them wherever they might go. +> - **Success** As critical success, but once the target becomes [unfriendly](rules/conditions.md#Unfriendly), they avoid you and might act against you in an indirect manner, such as alerting your enemies to your location. +> - **Failure** The target refuses to comply and typically flees your presence to avoid your further use of their true name. If they were not already [unfriendly](rules/conditions.md#Unfriendly) or [hostile](rules/conditions.md#Hostile), they become [unfriendly](rules/conditions.md#Unfriendly). They avoid you in the future and are likely to take indirect action against you. +> - **Critical Failure** The target refuses to comply and becomes [hostile](rules/conditions.md#Hostile), if it wasn't already. If they perceive you as weak, they might attack you; otherwise, they likely flee to avoid your further use of their true name. + +*Source: Secrets of Magic p. 246* +%% #compendium/src/pf2e/som #trait/auditory #trait/concentrate #trait/emotion #trait/general #trait/mental #trait/rare #trait/skill #trait/true-name %% \ No newline at end of file diff --git a/compendium/feats/reverberate-apg.md b/compendium/feats/reverberate-apg.md new file mode 100644 index 000000000..90ffa1ab9 --- /dev/null +++ b/compendium/feats/reverberate-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/bard +aliases: ["Reverberate"] +--- +# Reverberate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* +[bard](rules/traits/bard.md) + +- **Trigger** You would take sonic damage from a spell. +- **Activity** Reaction + +You can manipulate the acoustics around you to deflect sonic damage back at its source. Attempt a [Performance](compendium/skills.md#Performance) check against the spell DC of the creature that cast the triggering spell. + +> [!success-degree] +> - **Critical Success** You reduce the triggering damage by an amount up to four times your level. The caster takes sonic damage equal to the amount of damage you reduced in this way. +> - **Success** As critical success, but you reduce the triggering damage by an amount up to twice your level. +> - **Critical Failure** You misdirect the sonic waves at yourself, taking twice the triggering damage. + +*Source: Advanced Player's Guide p. 114* +%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/reverse-curse-da.md b/compendium/feats/reverse-curse-da.md new file mode 100644 index 000000000..9cc08884b --- /dev/null +++ b/compendium/feats/reverse-curse-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Reverse Curse"] +--- +# Reverse Curse *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Counter Curse + +When you counter a [curse](rules/traits/curse.md) or [misfortune](rules/traits/misfortune.md) effect, you send it back to destroy its originator. Whenever you succeed at the counteract check to Counter Curse, the creature is affected by its own [curse](rules/traits/curse.md) or [misfortune](rules/traits/misfortune.md) effect, attempting a saving throw against its own DC if the effect allows a saving throw. + +In the case of a constant ability, such as a misfortune aura, the creature is affected only until the beginning of its next turn, when the ability reasserts itself. + +*Source: Dark Archive p. 169* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/reverse-engineering-apg.md b/compendium/feats/reverse-engineering-apg.md new file mode 100644 index 000000000..94b7e2338 --- /dev/null +++ b/compendium/feats/reverse-engineering-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/skill +aliases: ["Reverse Engineering"] +--- +# Reverse Engineering *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting), [Scrounger Dedication](compendium/feats/scrounger-dedication-apg.md) + +You are able to reverse engineer items into formulas more effectively than most. You gain a +2 circumstance bonus to [Crafting](compendium/skills.md#Crafting) checks to reverse engineer a formula from an item. Additionally, if you get a critical success on your [Crafting](compendium/skills.md#Crafting) check, you can opt to not only create the formula but also reassemble the original item at the same time, leaving you with the formula and the item instead of the formula and raw materials equal to half the item's value. + +*Source: Advanced Player's Guide p. 190* +%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/reversing-charge-da.md b/compendium/feats/reversing-charge-da.md new file mode 100644 index 000000000..c4f4d9e05 --- /dev/null +++ b/compendium/feats/reversing-charge-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Reversing Charge"] +--- +# Reversing Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) +- **Activity** Two-Action + +You dive into the fray before rewinding yourself to safety. [Stride](rules/actions/stride.md) up to your Speed. If you end your movement within melee reach of at least one enemy, you can make a melee [Strike](rules/actions/strike.md) against that enemy. You then teleport back to the square from which you began your Reversing Charge. You can use Reversing Charge while [Burrowing](rules/actions/burrow.md), [Climbing](rules/actions/climb.md), [Flying](rules/actions/fly.md), or [Swimming](rules/actions/swim.md) instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type. + +*Source: Dark Archive p. 186* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/revivification-protocol-loag.md b/compendium/feats/revivification-protocol-loag.md new file mode 100644 index 000000000..62ca4da9c --- /dev/null +++ b/compendium/feats/revivification-protocol-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/android +aliases: ["Revivification Protocol"] +--- +# Revivification Protocol [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 13* +[android](rules/traits/android-loag.md) + +- **Frequency**: once per day +- **Trigger** You have the [dying](rules/conditions.md#Dying) condition and are about to attempt a recovery check. +- **Activity** Free Action + +Your nanites are programmed to automatically revive you. You're restored to 1 Hit Point, lose the [dying](rules/conditions.md#Dying) and [unconscious](rules/conditions.md#Unconscious) conditions, and can act normally on this turn. You gain or increase the [wounded](rules/conditions.md#Wounded) condition as normal when losing the [dying](rules/conditions.md#Dying) condition in this way. + +*Source: Lost Omens: Ancestry Guide p. 74* +%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/compendium/feats/ricochet-feint-apg.md b/compendium/feats/ricochet-feint-apg.md new file mode 100644 index 000000000..71c196ecf --- /dev/null +++ b/compendium/feats/ricochet-feint-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["Ricochet Feint"] +--- +# Ricochet Feint *Feat 12* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: [Ricochet Stance](compendium/feats/ricochet-stance-rogue-apg.md) + +While in Ricochet Stance, you can bounce a thrown weapon off a foe to distract them. You can attempt a [Feint](rules/actions/feint.md) against a creature within the first range increment of a thrown weapon you are wielding, rather than only creatures within your melee reach. + +*Source: Advanced Player's Guide p. 136* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/ricochet-stance-fighter-apg.md b/compendium/feats/ricochet-stance-fighter-apg.md new file mode 100644 index 000000000..b6e645076 --- /dev/null +++ b/compendium/feats/ricochet-stance-fighter-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/fighter +- trait/stance +aliases: ["Ricochet Stance (Fighter)"] +--- +# Ricochet Stance (Fighter) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) + +- **Activity** Single Action + +You adopt a stance designed to rebound your thrown weapons back toward you. While you are in this stance, any thrown weapons you use as part of a ranged [Strike](rules/actions/strike.md) to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional [Strikes](rules/actions/strike.md). You must be within the weapon's listed range increment and have a hand free to catch the weapon. If you make a ranged [Strike](rules/actions/strike.md) with a thrown weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground. + +*Source: Advanced Player's Guide p. 126* +%% #compendium/src/pf2e/apg #trait/fighter #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/ricochet-stance-rogue-apg.md b/compendium/feats/ricochet-stance-rogue-apg.md new file mode 100644 index 000000000..3cf7fe6ba --- /dev/null +++ b/compendium/feats/ricochet-stance-rogue-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +- trait/stance +aliases: ["Ricochet Stance (Rogue)"] +--- +# Ricochet Stance (Rogue) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[rogue](rules/traits/rogue.md) [stance](rules/traits/stance.md) + +- **Activity** Single Action + +You adopt a [stance](rules/traits/stance.md) to rebound your thrown weapons toward you. While you are in this stance, any thrown weapons you use as part of a ranged [Strike](rules/actions/strike.md) to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional [Strikes](rules/actions/strike.md). You must be within the weapon's listed range increment and have a hand free to catch the weapon. If you make a ranged [Strike](rules/actions/strike.md) with a thrown weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground. + +## Ricochet Stance (Rogue) leads to... + +[Ricochet Feint](compendium/feats/ricochet-feint-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 136* +%% #compendium/src/pf2e/apg #trait/rogue #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/ricocheting-leap-lome.md b/compendium/feats/ricocheting-leap-lome.md new file mode 100644 index 000000000..da10da7b2 --- /dev/null +++ b/compendium/feats/ricocheting-leap-lome.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/grippli +aliases: ["Ricocheting Leap"] +--- +# Ricocheting Leap *Feat 9* +[grippli](rules/traits/grippli-b2.md) + +- **Prerequisites**: master in [Athletics](compendium/skills.md#Athletics), [Wall Jump](compendium/feats/wall-jump.md) + +You quickly use your momentum to topple and spring off of foes. You can use Wall Jump to make additional jumps off of creatures larger than you as if they were walls. + +Once per turn when you make an additional jump off of a creature in this way, you can also attempt to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) that creature as a free action. + +*Source: Lost Omens: The Mwangi Expanse p. 122* +%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/compendium/feats/riftmarked-loag.md b/compendium/feats/riftmarked-loag.md new file mode 100644 index 000000000..7058e5a50 --- /dev/null +++ b/compendium/feats/riftmarked-loag.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lineage +- trait/tiefling +aliases: ["Riftmarked"] +--- +# Riftmarked *Feat 1* +[lineage](rules/traits/lineage-apg.md) [tiefling](rules/traits/tiefling-b1.md) + + +Long ago, [qlippoth](rules/traits/qlippoth-b2.md) marked someone in your lineage, most likely through their ancient runestones that dot Golarion's surface. Yours is an old lineage, primordial and twisted, and you have a sense for similarly twisted things. You're trained in [Occultism](compendium/skills.md#Occultism). If you're already trained in [Occultism](compendium/skills.md#Occultism) (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the [Oddity Identification](compendium/feats/oddity-identification.md) skill feat. + +## Riftmarked leads to... + +[Qlippoth Magic](compendium/feats/qlippoth-magic-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 63* +%% #compendium/src/pf2e/loag #trait/lineage #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/right-hand-blood-lome.md b/compendium/feats/right-hand-blood-lome.md new file mode 100644 index 000000000..66e20b09c --- /dev/null +++ b/compendium/feats/right-hand-blood-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/gnoll +aliases: ["Right-hand Blood"] +--- +# Right-hand Blood *Feat 5* +[gnoll](rules/traits/gnoll-b1.md) + + +It's said that the flesh of the right side of a hyena can heal diseases, but that of the left side is poisonous. You can take 1 damage to feed someone blood from your right side and [Administer First Aid](rules/actions/administer-first-aid.md) or take `2d8` damage to [Treat Disease](rules/actions/treat-disease.md) or [Treat Wounds](rules/actions/treat-wounds.md); in either case, you don't need healer's tools, and gain a +1 item bonus. Blood from your left side causes the check to critically fail automatically. + +*Source: Lost Omens: The Mwangi Expanse p. 114* +%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/compendium/feats/rimesoul-loag.md b/compendium/feats/rimesoul-loag.md new file mode 100644 index 000000000..738d68a2d --- /dev/null +++ b/compendium/feats/rimesoul-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lineage +- trait/undine +aliases: ["Rimesoul"] +--- +# Rimesoul *Feat 1* +[lineage](rules/traits/lineage-apg.md) [undine](rules/traits/undine-b2.md) + + +The water inside you is cold and frozen, like sheets of ice and frigid glaciers. You gain resistance to cold equal to half your level (minimum 1), and you treat environmental [cold](rules/traits/cold.md) effects as if they were one step less severe (incredible cold becomes extreme, extreme cold becomes severe, and so on). + +*Source: Lost Omens: Ancestry Guide p. 119* +%% #compendium/src/pf2e/loag #trait/lineage #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/ringmasters-introduction-ec6.md b/compendium/feats/ringmasters-introduction-ec6.md new file mode 100644 index 000000000..fdfb93123 --- /dev/null +++ b/compendium/feats/ringmasters-introduction-ec6.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec6 +- trait/auditory +- trait/bard +- trait/uncommon +aliases: ["Ringmaster's Introduction"] +--- +# Ringmaster's Introduction [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* +[auditory](rules/traits/auditory.md) [bard](rules/traits/bard.md) [uncommon](rules/traits/uncommon.md) + +- **Trigger** An ally's turn begins. +- **Requirements**: The ally hasn't acted in the current combat. +- **Activity** Reaction + +You announce the triggering ally with a litany of their legendary achievements, spurring them to action. The target is [quickened](rules/conditions.md#Quickened) this turn and can spend the extra action to [Stride](rules/actions/stride.md), [Strike](rules/actions/strike.md), [Demoralize](rules/actions/demoralize.md), [Feint](rules/actions/feint.md), or [Perform](rules/actions/perform.md). + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 73* +%% #compendium/src/pf2e/ec6 #trait/auditory #trait/bard #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/rippling-spin-som.md b/compendium/feats/rippling-spin-som.md new file mode 100644 index 000000000..12ffe517c --- /dev/null +++ b/compendium/feats/rippling-spin-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/monk +aliases: ["Rippling Spin"] +--- +# Rippling Spin [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[monk](rules/traits/monk.md) + +- **Prerequisites**: [Reflective Ripple Stance](compendium/feats/reflective-ripple-stance-som.md) +- **Trigger** You are hit by a physical melee attack by an attacker you can see that's in reach. +- **Requirements**: You're in Reflective Ripple Stance. +- **Activity** Reaction + +After the triggering attack is done, [Step](rules/actions/step.md). You must end this [Step](rules/actions/step.md) within the attacker's reach. Then, you can attempt an [Athletics](compendium/skills.md#Athletics) check to [Disarm](rules/actions/disarm.md) or [Trip](rules/actions/trip.md) the attacker. + +*Source: Secrets of Magic p. 202* +%% #compendium/src/pf2e/som #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/riptide-aaws.md b/compendium/feats/riptide-aaws.md new file mode 100644 index 000000000..c1f8e2f7b --- /dev/null +++ b/compendium/feats/riptide-aaws.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aaws +- trait/azarketi +aliases: ["Riptide"] +--- +# Riptide [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* +[azarketi](rules/traits/azarketi-loag.md) + +- **Prerequisites**: [Drag Down](compendium/feats/drag-down-aaws.md), expert in [Athletics](compendium/skills.md#Athletics) +- **Trigger** You successfully [Grapple](rules/actions/grapple.md) a creature of the same size as you or smaller. +- **Requirements**: You are within 10 feet of water at least 10 feet deep, and your Speed is sufficient to reach the water in one [Stride](rules/actions/stride.md). +- **Activity** Reaction + +You [Stride](rules/actions/stride.md) up to 10 feet to enter the water, bringing the [grabbed](rules/conditions.md#Grabbed) creature with you into the water. + +*Source: Azarketi Ancestry Web Supplement p. 5* +%% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/risky-surgery-apg.md b/compendium/feats/risky-surgery-apg.md new file mode 100644 index 000000000..88bd6050e --- /dev/null +++ b/compendium/feats/risky-surgery-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Risky Surgery"] +--- +# Risky Surgery *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Medicine](compendium/skills.md#Medicine) + +Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you [Treat Wounds](rules/actions/treat-wounds.md), you can deal `1d8` slashing damage to your patient just before applying the effects of [Treat Wounds](rules/actions/treat-wounds.md). If you do, you gain a +2 circumstance bonus to your [Medicine](compendium/skills.md#Medicine) check to [Treat Wounds](rules/actions/treat-wounds.md), and if you roll a success, you get a critical success instead. + +*Source: Advanced Player's Guide p. 208* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/rites-of-convocation-apg.md b/compendium/feats/rites-of-convocation-apg.md new file mode 100644 index 000000000..f19cc6cd4 --- /dev/null +++ b/compendium/feats/rites-of-convocation-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Rites Of Convocation"] +--- +# Rites Of Convocation *Feat 4* +[witch](rules/traits/witch-apg.md) + + +Your patron grants you the power to summon other creatures to aid you. Choose one summon spell (such as [summon animal](compendium/spells/summon-animal.md), [summon construct](compendium/spells/summon-construct.md), and so forth) that appears on the spell list of your spellcasting tradition. You can spend 10 minutes in communion with your familiar to replace one spell you've prepared in one of your witch spell slots with the spell you chose, heightened to the same level. The spell you replaced must be of at least the summon spell's minimum spell level. + +*Source: Advanced Player's Guide p. 102* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/rites-of-transfiguration-apg.md b/compendium/feats/rites-of-transfiguration-apg.md new file mode 100644 index 000000000..0ebe5fb9f --- /dev/null +++ b/compendium/feats/rites-of-transfiguration-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Rites Of Transfiguration"] +--- +# Rites Of Transfiguration *Feat 14* +[witch](rules/traits/witch-apg.md) + + +You can adapt your patron's power to transform other creatures into forms more befitting their behavior or your whims. Your familiar learns baleful polymorph, even if baleful polymorph isn't on your tradition's spell list. By spending 10 minutes in communion with your familiar, you can replace one spell of 6th level or higher you've prepared in one of your witch spell slots with a [baleful polymorph](compendium/spells/baleful-polymorph.md) spell of the same level. + +*Source: Advanced Player's Guide p. 105* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/ritual-researcher-apg.md b/compendium/feats/ritual-researcher-apg.md new file mode 100644 index 000000000..94c2381f0 --- /dev/null +++ b/compendium/feats/ritual-researcher-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/bard +- trait/uncommon +aliases: ["Ritual Researcher"] +--- +# Ritual Researcher *Feat 4* +[bard](rules/traits/bard.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: enigma muse, expert in [Occultism](compendium/skills.md#Occultism) + +Careful research into the art of rituals has made you better at performing them. You gain a +2 circumstance bonus to all primary and secondary checks you attempt as part of casting a ritual. + +*Source: Advanced Player's Guide p. 112* +%% #compendium/src/pf2e/apg #trait/bard #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/ritual-reversion-locg.md b/compendium/feats/ritual-reversion-locg.md new file mode 100644 index 000000000..b83c2ba4e --- /dev/null +++ b/compendium/feats/ritual-reversion-locg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/leshy +- trait/polymorph +- trait/primal +- trait/transmutation +aliases: ["Ritual Reversion"] +--- +# Ritual Reversion [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* +[leshy](rules/traits/leshy-b1.md) [polymorph](rules/traits/polymorph.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) + +- **Activity** Two-Action + +You can temporarily revert to a less conspicuous form without diminishing your senses. + +You take the form of an ordinary specimen of the type of plant or fungus that most closely resembles you, reverting to your body's appearance just before your spirit joined with it. This otherwise has the effects of tree shape, except that your size remains Small. + +*Source: Lost Omens: Character Guide p. 55* +%% #compendium/src/pf2e/locg #trait/leshy #trait/polymorph #trait/primal #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/ritualist-dedication-apg.md b/compendium/feats/ritualist-dedication-apg.md new file mode 100644 index 000000000..44c7b4c16 --- /dev/null +++ b/compendium/feats/ritualist-dedication-apg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Ritualist Dedication"] +--- +# Ritualist Dedication *Feat 4* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: expert in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) + +You have begun to master the difficult art of casting rituals. + +You gain a +2 circumstance bonus to all primary checks to perform a ritual. You learn two uncommon rituals with a level no higher than half your level; you must meet all prerequisites for casting the ritual to choose it. At 8th level and every 4 levels thereafter, you learn another uncommon ritual with a level no higher than half your level and for which you meet the prerequisites. You can cast these as the primary caster, but you can't teach them to anyone else or allow someone else to serve as primary caster unless they know the ritual as well. + +**Special.** You can't select another dedication feat until you've gained two other feats from the ritualist archetype. If you retrain out of this feat, you lose the rituals learned from it. + +## Ritualist Dedication leads to... + +[Efficient Rituals](compendium/feats/efficient-rituals-apg.md), [Speedy Rituals](compendium/feats/speedy-rituals-apg.md), [Flexible Ritualist](compendium/feats/flexible-ritualist-apg.md), [Assured Ritualist](compendium/feats/assured-ritualist-apg.md), [Resourceful Ritualist](compendium/feats/resourceful-ritualist-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 187* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/rockslide-spell-som.md b/compendium/feats/rockslide-spell-som.md new file mode 100644 index 000000000..0d3a6d609 --- /dev/null +++ b/compendium/feats/rockslide-spell-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +- trait/earth +- trait/metamagic +aliases: ["Rockslide Spell"] +--- +# Rockslide Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) [earth](rules/traits/earth.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) +- **Activity** Single Action + +You enhance your spell with elemental earth, causing chunks of stone to litter the ground. If the next action you use is to [Cast a non-cantrip Spell](rules/actions/cast-a-spell.md) that affects an area, a number of 5-foot squares in the area equal to the spell level become difficult terrain for 1 round. These squares must be on the ground, and the entire area of difficult terrain must be contiguous. The spell gains the [earth](rules/traits/earth.md) trait. + +*Source: Secrets of Magic p. 207* +%% #compendium/src/pf2e/som #trait/archetype #trait/earth #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/rokoan-arts-loag.md b/compendium/feats/rokoan-arts-loag.md new file mode 100644 index 000000000..6e7737ab4 --- /dev/null +++ b/compendium/feats/rokoan-arts-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/strix +aliases: ["Rokoan Arts"] +--- +# Rokoan Arts *Feat 9* +[strix](rules/traits/strix-loag.md) + + +Ancestral spirits have begun to bond themselves to you, granting you powers characteristic of a rokoa. You can cast [speak with animals](compendium/spells/speak-with-animals.md) and [status](compendium/spells/status.md) as primal innate spells once per day each. + +*Source: Lost Omens: Ancestry Guide p. 138* +%% #compendium/src/pf2e/loag #trait/strix %% \ No newline at end of file diff --git a/compendium/feats/roll-with-it-locg.md b/compendium/feats/roll-with-it-locg.md new file mode 100644 index 000000000..c1c3b59d1 --- /dev/null +++ b/compendium/feats/roll-with-it-locg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/goblin +aliases: ["Roll With It"] +--- +# Roll With It [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* +[goblin](rules/traits/goblin.md) + +- **Prerequisites**: unbreakable goblin heritage, [Bouncy Goblin](compendium/feats/bouncy-goblin-locg.md) +- **Trigger** A foe hits you with a melee weapon or unarmed attack. +- **Activity** Reaction + +When you take a big hit, your foe bounces you around like a rubber ball, but you escape the worst of the blow. Your foe can move you any distance of its choice up to 30 feet in a direction of its choice (this is not forced movement, and it triggers reactions as normal). You fall [prone](rules/conditions.md#Prone) and are [stunned](rules/conditions.md#Stunned). Attempt a DC 6 flat check. On a success, you take minimum damage from the attack, and on a critical success, if the attack was a critical hit, you don't take double damage from the critical hit. + +*Source: Lost Omens: Character Guide p. 39* +%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/root-magic-apg.md b/compendium/feats/root-magic-apg.md new file mode 100644 index 000000000..8070f1f06 --- /dev/null +++ b/compendium/feats/root-magic-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Root Magic"] +--- +# Root Magic *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) + +Your talismans ward against foul magic. During your daily preparations, you can assemble a small pouch with bits of herbs, hair, sacred oils, and other ritual ingredients, which you give to one ally. The first time that day the ally attempts a saving throw against a spell or haunt, they gain a +1 circumstance bonus to the roll. This bonus increases to +2 if you're an expert in [Occultism](compendium/skills.md#Occultism) or +3 if you're legendary. + +*Source: Advanced Player's Guide p. 208* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/root-to-life-da.md b/compendium/feats/root-to-life-da.md new file mode 100644 index 000000000..91e8b7c5c --- /dev/null +++ b/compendium/feats/root-to-life-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/esoterica +- trait/manipulate +- trait/necromancy +- trait/primal +- trait/thaumaturge +aliases: ["Root to Life"] +--- +# Root to Life [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 1* +[esoterica](rules/traits/esoterica-da.md) [manipulate](rules/traits/manipulate.md) [necromancy](rules/traits/necromancy.md) [primal](rules/traits/primal.md) [thaumaturge](rules/traits/thaumaturge-da.md) + +- **Activity** Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) + +Marigold, spider lily, pennyroyal—many primal traditions connect flowers and plants with the boundary between life and death, and you can leverage this association to keep an ally on this side of the line. You place a small plant or similar symbol on an adjacent [dying](rules/conditions.md#Dying) creature, immediately stabilizing them; the creature is no longer [dying](rules/conditions.md#Dying) and is instead [unconscious](rules/conditions.md#Unconscious) at 0 Hit Points. + +If you spend 2 actions instead of 1, you empower the act further by uttering a quick folk blessing to chase away ongoing pain, adding the [auditory](rules/traits/auditory.md) trait to the action. When you do so, attempt flat checks to remove each source of [persistent damage](rules/conditions.md#Persistent%20Damage) affecting the target; due to the particularly effective assistance, the DC is 10 instead of the usual 15. + +*Source: Dark Archive p. 42* +%% #compendium/src/pf2e/da #trait/esoterica #trait/manipulate #trait/necromancy #trait/primal #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/rope-mastery-frp2.md b/compendium/feats/rope-mastery-frp2.md new file mode 100644 index 000000000..7ecb55124 --- /dev/null +++ b/compendium/feats/rope-mastery-frp2.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp2 +- trait/archetype +aliases: ["Rope Mastery"] +--- +# Rope Mastery *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Golden League Xun Dedication](compendium/feats/golden-league-xun-dedication-frp2.md), expert in [Athletics](compendium/skills.md#Athletics) + +Ropes are your tool of choice, and you deploy them in versatile ways. When Climbing a rope, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed. This additional movement stacks with the effects of [Quick Climb](compendium/feats/quick-climb.md). + +In addition, you can use a rope to hamper your foes. When holding a rope, you can attempt an [Athletics](compendium/skills.md#Athletics) check to [Disarm](rules/actions/disarm.md), [Grapple](rules/actions/grapple.md), or [Trip](rules/actions/trip.md) a creature up to 10 feet away instead of only adjacent creatures. If you critically fail such a check while holding a rope, you can drop the rope to take the effects of a failure instead of a critical failure. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* +%% #compendium/src/pf2e/frp2 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/rope-runner-apg.md b/compendium/feats/rope-runner-apg.md new file mode 100644 index 000000000..9062a78e9 --- /dev/null +++ b/compendium/feats/rope-runner-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/skill +aliases: ["Rope Runner"] +--- +# Rope Runner *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Pirate Dedication](compendium/feats/pirate-dedication-apg.md); trained in [Acrobatics](compendium/skills.md#Acrobatics) and [Athletics](compendium/skills.md#Athletics) + +You run and climb across ropes and rigging almost as easily as on the ground. You gain a climb Speed of 15 feet, but only on ship's rigging or similar ropes. Whenever you succeed at an [Athletics](compendium/skills.md#Athletics) check to [Climb](rules/actions/climb.md) a rope or an [Acrobatics](compendium/skills.md#Acrobatics) check to [Balance](rules/actions/balance.md) on a rope, you get a critical success instead. You aren't [flat-footed](rules/conditions.md#Flat-footed) while [Climbing](rules/actions/climb.md) or [Balancing](rules/actions/balance.md) on a rope. + +*Source: Advanced Player's Guide p. 185* +%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/rough-terrain-stance-som.md b/compendium/feats/rough-terrain-stance-som.md new file mode 100644 index 000000000..3688f1849 --- /dev/null +++ b/compendium/feats/rough-terrain-stance-som.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +- trait/stance +aliases: ["Rough Terrain Stance"] +--- +# Rough Terrain Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [stance](rules/traits/stance.md) + +- **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md), expert in [Nature](compendium/skills.md#Nature) +- **Requirements**: You gained a terrain attunement benefit this turn. +- **Activity** Single Action + +You enter a stance that makes it difficult to move around you. Each square adjacent to you becomes difficult terrain that matches the terrain attunement you gained (rime forms in an arctic terrain, momentary undergrowth shoots up in a forest terrain, and so on). You ignore this difficult terrain. + +This stance ends if you move into a different type of terrain. + +## Rough Terrain Stance leads to... + +[Shifting Terrain](compendium/feats/shifting-terrain-som.md) + +## Summary + +*Source: Secrets of Magic p. 212* +%% #compendium/src/pf2e/som #trait/archetype #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/round-ears-locg.md b/compendium/feats/round-ears-locg.md new file mode 100644 index 000000000..ea59e0616 --- /dev/null +++ b/compendium/feats/round-ears-locg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/half-elf +aliases: ["Round Ears"] +--- +# Round Ears *Feat 1* +[half-elf](rules/traits/half-elf.md) + + +Your elven lineage is subtle enough that you look barely different from other humans, and you've learned to use that to your advantage. You gain the trained proficiency rank in [Deception](compendium/skills.md#Deception) (or another skill of your choice, if you were already trained in [Deception](compendium/skills.md#Deception)) + +You gain a +4 circumstance bonus to [Impersonate](rules/actions/impersonate.md) checks to pretend you aren't a halfelf. + +Observers are never granted circumstance bonuses to [Perception](compendium/skills.md#Perception) checks due to you [Impersonating](rules/actions/impersonate.md) a full-blooded human, and you never take circumstance penalties due to you Impersonating a full-blooded human. + +**Special.** You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat. + +*Source: Lost Omens: Character Guide p. 15* +%% #compendium/src/pf2e/locg #trait/half-elf %% \ No newline at end of file diff --git a/compendium/feats/ru-shi-loag.md b/compendium/feats/ru-shi-loag.md new file mode 100644 index 000000000..13783450c --- /dev/null +++ b/compendium/feats/ru-shi-loag.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/dhampir +- trait/lineage +aliases: ["Ru-shi"] +--- +# Ru-shi *Feat 1* +[dhampir](rules/traits/dhampir-b1.md) [lineage](rules/traits/lineage-apg.md) + + +You were born to a jiang-shi, one of the so-called hopping vampires found most often in Tian-Xia. Your parent had a supernatural obsession with counting small objects, which manifests in you as a preternatural gift for linguistics and mathematics. You are trained in [Society](compendium/skills.md#Society) and gain the [Eye for Numbers](compendium/feats/eye-for-numbers-apg.md) skill feat. If you would automatically become trained in [Society](compendium/skills.md#Society) (from your background or class, for example), you instead become trained in a skill of your choice. + +## Ru-shi leads to... + +[Hopping Stride](compendium/feats/hopping-stride-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 27* +%% #compendium/src/pf2e/loag #trait/dhampir #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/rubbery-skin-sli.md b/compendium/feats/rubbery-skin-sli.md new file mode 100644 index 000000000..99b4dfb2d --- /dev/null +++ b/compendium/feats/rubbery-skin-sli.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sli +- trait/archetype +aliases: ["Rubbery Skin"] +--- +# Rubbery Skin *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Disturbing Defense](compendium/feats/disturbing-defense-sli.md) + +Your skin develops a malleable, rubbery quality. You gain resistance to bludgeoning damage equal to 2 + your number of class feats from the oozemorph archetype. You also gain resistance equal to twice that amount to extra damage from critical hits; if the resistance is greater than the extra damage, it reduces the extra damage to 0 but doesn't reduce the attack's normal damage. + +*Source: The Slithering p. 59* +%% #compendium/src/pf2e/sli #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/ruby-resurrection-frp3.md b/compendium/feats/ruby-resurrection-frp3.md new file mode 100644 index 000000000..73acdb924 --- /dev/null +++ b/compendium/feats/ruby-resurrection-frp3.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp3 +- trait/healing +- trait/necromancy +- trait/sorcerer +- trait/uncommon +aliases: ["Ruby Resurrection"] +--- +# Ruby Resurrection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Frequency**: once per day +- **Trigger** You would be reduced to 0 Hit Points. +- **Activity** Reaction + +In a burst of flame, you return to health like a phoenix rising from the ashes. Change your current Hit Points to 30 and cast a 6th-level [fireball](compendium/spells/fireball.md) centered on yourself. This fireball doesn't affect you. Your hair turns brilliant red for 1 hour. + +If you haven't used Ruby Resurrection and you die, you stay in initiative order and Ruby Resurrection triggers automatically at the start of your next turn, bringing you back to life at 0 HP before having its normal effects. This happens only if there are some remains to resurrect; for instance, if you were killed by disintegrate you wouldn't return. + +**Special.** This feat has the trait corresponding to the tradition of spells you cast. + +*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 76* +%% #compendium/src/pf2e/frp3 #trait/healing #trait/necromancy #trait/sorcerer #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/rugged-survivalist-lopsg.md b/compendium/feats/rugged-survivalist-lopsg.md new file mode 100644 index 000000000..87299e8da --- /dev/null +++ b/compendium/feats/rugged-survivalist-lopsg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +- trait/skill +aliases: ["Rugged Survivalist"] +--- +# Rugged Survivalist *Feat 12* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md), master in [Survival](compendium/skills.md#Survival) + +Swordmaster Feats The following archetype feats are available to characters with the swordmaster archetype (Character Guide 115) + +You've studied survival skills with the School of Swords experts and are comfortable spending long periods of time in the wilderness. You don't get [fatigued](rules/conditions.md#Fatigued) more quickly due to precipitation during overland travel, though you can otherwise be [fatigued](rules/conditions.md#Fatigued) as normal. You can go 3 days + your Constitution modifier without water before you take damage from thirst and you can go 5 days + your Constitution modifier without food before you take damage from starvation (Core Rulebook 500). + +*Source: Lost Omens: Pathfinder Society Guide p. 52* +%% #compendium/src/pf2e/lopsg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/rule-of-three-sot2.md b/compendium/feats/rule-of-three-sot2.md new file mode 100644 index 000000000..40f17af11 --- /dev/null +++ b/compendium/feats/rule-of-three-sot2.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot2 +- trait/archetype +- trait/auditory +- trait/linguistic +- trait/magical +aliases: ["Rule Of Three"] +--- +# Rule Of Three [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [linguistic](rules/traits/linguistic.md) [magical](rules/traits/magical.md) + +- **Prerequisites**: [Folklorist Dedication](compendium/feats/folklorist-dedication-sot2.md) +- **Trigger** The villain of the tale you've spun makes an attack roll with a given weapon or unarmed attack, uses a particular special ability (such as a Breath Weapon), or +- **Requirements**: You have Spun a Tale. +- **Activity** Reaction + +Casts a Spell against the hero, and they used that same attack, special ability, or spell against the hero on the previous turn. + +Heroes learn from their previous failures, often succeeding on the third attempt. You narrate a tale of the hero's success, granting them a +2 circumstance bonus to their AC or saving throw against the triggering effect. If the villain has used the same effect against the hero on both of their last two turns, and you used Rule of Three on that effect last turn as well, the bonus increases to +4. + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 78* +%% #compendium/src/pf2e/sot2 #trait/archetype #trait/auditory #trait/linguistic #trait/magical %% \ No newline at end of file diff --git a/compendium/feats/runelord-dedication-som.md b/compendium/feats/runelord-dedication-som.md new file mode 100644 index 000000000..e99ca2cd0 --- /dev/null +++ b/compendium/feats/runelord-dedication-som.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +- trait/class +- trait/dedication +- trait/rare +aliases: ["Runelord Dedication"] +--- +# Runelord Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [class](rules/traits/class-som.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: runelord specialization + +Your rune magic increases, and you practice with your school's associated weapon. You gain an additional cantrip of your chosen arcane school, and each time you gain a level (including this level), you add an additional spell from your chosen arcane school to your spellbook, with the same restrictions as the two spells you normally add. + +**Special.** You can't select another dedication feat until you have gained two other feats from the runelord archetype. + +## Runelord Dedication leads to... + +[Embed Aeon Stone](compendium/feats/embed-aeon-stone-som.md), [Aeon Resonance](compendium/feats/aeon-resonance-som.md), [Fused Polearm](compendium/feats/fused-polearm-som.md), [Polearm Tricks](compendium/feats/polearm-tricks-som.md), [School Counterspell](compendium/feats/school-counterspell-som.md), [School Spell Redirection](compendium/feats/school-spell-redirection-som.md), [Sin Reservoir](compendium/feats/sin-reservoir-som.md) + +## Summary + +*Source: Secrets of Magic p. 240* +%% #compendium/src/pf2e/som #trait/archetype #trait/class #trait/dedication #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/runescarred-dedication-lowg.md b/compendium/feats/runescarred-dedication-lowg.md new file mode 100644 index 000000000..5d665963a --- /dev/null +++ b/compendium/feats/runescarred-dedication-lowg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Runescarred Dedication"] +--- +# Runescarred Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You are from the Saga Lands. +- **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana) + +Whether through blood (if you're Varisian, Shoanti, or New Thassilonian) or by exposure to rune magic, you have become runescarred, with visible, glowing runes on your body in the form of tattoos or scars. You might have possessed these marks before gaining the archetype, but you only truly became runescarred when you chose to study and tap into the runes' power. You become an expert in [Arcana](compendium/skills.md#Arcana) and you also become trained in [Thassilon Lore](compendium/skills.md#Lore), or an expert in [Thassilon Lore](compendium/skills.md#Lore) if you were already trained in it. + +Choose one cantrip from the arcane list. One of the runes on your body corresponds to the chosen cantrip, and you can cast the chosen cantrip as an innate arcane spell. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the runescarred archetype. + +## Runescarred Dedication leads to... + +[Living Rune](compendium/feats/living-rune-lowg.md), [Spell Runes](compendium/feats/spell-runes-lowg.md), [Greater Spell Runes](compendium/feats/greater-spell-runes-lowg.md), [Warding Rune](compendium/feats/warding-rune-lowg.md) + +## Summary + +*Source: Lost Omens: World Guide p. 119* +%% #compendium/src/pf2e/lowg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/runic-impression-som.md b/compendium/feats/runic-impression-som.md new file mode 100644 index 000000000..d9cab94bd --- /dev/null +++ b/compendium/feats/runic-impression-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Runic Impression"] +--- +# Runic Impression *Feat 8* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: focus pool + +You can temporarily replicate the effects of a property rune for your weapon or unarmed attacks. You learn the [runic impression](compendium/spells/runic-impression-som.md) conflux spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Secrets of Magic p. 46* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/runic-mind-smithing-da.md b/compendium/feats/runic-mind-smithing-da.md new file mode 100644 index 000000000..bbf190c08 --- /dev/null +++ b/compendium/feats/runic-mind-smithing-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Runic Mind Smithing"] +--- +# Runic Mind Smithing *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) + +You focus your mind on thoughtforms of fundamental magical forces, shaping them into a property rune that you mentally etch onto your mind weapon. During your daily preparations, choose one rune from the following list of weapon property runes: corrosive, disrupting, flaming, frost, shock, and thundering. You enhance your weapon with the chosen rune until your next daily preparations. This rune counts toward your maximum limit of runes as normal. + +## Runic Mind Smithing leads to... + +[Advanced Runic Mind-Smithing](compendium/feats/advanced-runic-mind-smithing-da.md) + +## Summary + +*Source: Dark Archive p. 205* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/running-tackle-lotgb.md b/compendium/feats/running-tackle-lotgb.md new file mode 100644 index 000000000..c49330561 --- /dev/null +++ b/compendium/feats/running-tackle-lotgb.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +- trait/open +aliases: ["Running Tackle"] +--- +# Running Tackle [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) + +- **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) +- **Activity** Two-Action + +You charge toward your opponent, throwing your body at them in a vicious tackle. [Stride](rules/actions/stride.md) up to your Speed and then make an unarmed melee [Strike](rules/actions/strike.md). If you hit, you can attempt to [Shove](rules/actions/shove.md) the target. + +*Source: Lost Omens: The Grand Bazaar p. 127* +%% #compendium/src/pf2e/lotgb #trait/archetype #trait/open %% \ No newline at end of file diff --git a/compendium/feats/runtsage-loag.md b/compendium/feats/runtsage-loag.md new file mode 100644 index 000000000..4b228086c --- /dev/null +++ b/compendium/feats/runtsage-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/hobgoblin +aliases: ["Runtsage"] +--- +# Runtsage *Feat 5* +[hobgoblin](rules/traits/hobgoblin-locg.md) + + +Unlike most of your kind, who dismiss goblins as embarrassments or expendable annoyances, you have studied the methodology behind their irresponsible and incomprehensible actions. You gain the [Adopted Ancestry](compendium/feats/adopted-ancestry.md) general feat and must select goblin as the feat's chosen ancestry. You also gain one 1st-level goblin ancestry feat. + +*Source: Lost Omens: Ancestry Guide p. 35* +%% #compendium/src/pf2e/loag #trait/hobgoblin %% \ No newline at end of file diff --git a/compendium/feats/saber-teeth-loag.md b/compendium/feats/saber-teeth-loag.md new file mode 100644 index 000000000..34acc05b6 --- /dev/null +++ b/compendium/feats/saber-teeth-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/catfolk +aliases: ["Saber Teeth"] +--- +# Saber Teeth *Feat 1* +[catfolk](rules/traits/catfolk-b1.md) + + +You have long fangs, natural or augmented. You gain a jaws unarmed attack that deals `1d6` piercing damage. Your jaws are in the brawling group and have the [unarmed](rules/traits/unarmed.md) trait. + +*Source: Lost Omens: Ancestry Guide p. 19* +%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/sacral-lord-da.md b/compendium/feats/sacral-lord-da.md new file mode 100644 index 000000000..572547016 --- /dev/null +++ b/compendium/feats/sacral-lord-da.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/champion +- trait/oracle +- trait/rare +aliases: ["Sacral Lord"] +--- +# Sacral Lord *Feat 4* +[champion](rules/traits/champion.md) [oracle](rules/traits/oracle-apg.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) + +By right of ritual or sheer stubbornness, you have claimed rulership of the land. Claim a defined territory, such as a small section of forest or river, or a district of a larger city. Within its borders, you can cast [detect magic](compendium/spells/detect-magic.md), guidance, and sigil as innate divine cantrips, and you gain a +1 circumstance bonus to [Make an Impression](rules/actions/make-an-impression.md) on creatures that have the celestial, fiend, fey, [monitor](rules/traits/monitor.md), or [spirit](rules/traits/spirit.md) traits. + +**Special.** You and your land are linked. Changes to one mirror themselves on the other—if you're depressed, gray rain and clammy mist might set in. These effects have no immediate mechanical impact, but they might give clues about problems afflicting the land. + +## Sacral Lord leads to... + +[Sacral Monarch](compendium/feats/sacral-monarch-da.md) + +## Summary + +*Source: Dark Archive p. 177* +%% #compendium/src/pf2e/da #trait/champion #trait/oracle #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/sacral-monarch-da.md b/compendium/feats/sacral-monarch-da.md new file mode 100644 index 000000000..484c48f96 --- /dev/null +++ b/compendium/feats/sacral-monarch-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/champion +- trait/oracle +aliases: ["Sacral Monarch"] +--- +# Sacral Monarch *Feat 14* +[champion](rules/traits/champion.md) [oracle](rules/traits/oracle-apg.md) + +- **Prerequisites**: [Sacral Lord](compendium/feats/sacral-lord-da.md), master in [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) + +You have come into your full powers and are truly a monarch of your realm, by your own definition at least. While in your territory, you can cast [banishment](compendium/spells/banishment.md) and inevitable disaster (Secrets of Magic 111) as innate divine spells, each once per day. + +*Source: Dark Archive p. 177* +%% #compendium/src/pf2e/da #trait/champion #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/sacred-armaments-lokl.md b/compendium/feats/sacred-armaments-lokl.md new file mode 100644 index 000000000..ebe5c4279 --- /dev/null +++ b/compendium/feats/sacred-armaments-lokl.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["Sacred Armaments"] +--- +# Sacred Armaments *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) + +Through the power of your faith or the blessing of a priest, your weapons are fully effective against incorporeal creatures. + +Weapons you wield have the effects of a [ghost touch](compendium/equipment/items/ghost-touch.md) property rune for as long as you wield them. + +*Source: Lost Omens: Knights of Lastwall p. 79* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/sacred-defender-apg.md b/compendium/feats/sacred-defender-apg.md new file mode 100644 index 000000000..b4f835cbe --- /dev/null +++ b/compendium/feats/sacred-defender-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +aliases: ["Sacred Defender"] +--- +# Sacred Defender *Feat 20* +[champion](rules/traits/champion.md) + + +You are a great warrior that can stand strong against the fiercest opponents to your cause. You gain resistance 10 to bludgeoning, piercing, and slashing damage caused by creatures and effects opposed to your tenets (evil creatures for tenets of good, good creatures for tenets of evil, and so on). In addition, creatures and effects that roll a natural 20 on an attack roll against you don't improve their result by one degree of success. + +*Source: Advanced Player's Guide p. 121* +%% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/sacred-defense-logm.md b/compendium/feats/sacred-defense-logm.md new file mode 100644 index 000000000..3411a2740 --- /dev/null +++ b/compendium/feats/sacred-defense-logm.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/logm +- trait/divine +- trait/general +- trait/skill +aliases: ["Sacred Defense"] +--- +# Sacred Defense [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 7* +[divine](rules/traits/divine.md) [general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Religion](compendium/skills.md#Religion), you follow a deity +- **Frequency**: once per hour +- **Activity** Single Action + +You call upon your deity to grant you their protective blessing. Attempt a DC 30 [Religion](compendium/skills.md#Religion) check. If you have legendary proficiency in [Religion](compendium/skills.md#Religion), you can instead attempt a DC 40 [Religion](compendium/skills.md#Religion) check to increase the temporary Hit Points you gain on a successful check to 15 (25 on a critical success). + +> [!success-degree] +> - **Critical Success** You gain 10 temporary Hit Points. You lose any remaining temporary Hit Points after 1 minute. +> - **Success** You gain 5 temporary Hit Points. You lose any remaining temporary Hit Points after 1 minute. +> - **Critical Failure** Your deity withholds their blessing. You cannot attempt to call to your deity again for 1 day. + +*Source: Lost Omens: Gods & Magic p. 105* +%% #compendium/src/pf2e/logm #trait/divine #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/sacred-ki-logm.md b/compendium/feats/sacred-ki-logm.md new file mode 100644 index 000000000..2d171a124 --- /dev/null +++ b/compendium/feats/sacred-ki-logm.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/logm +- trait/monk +aliases: ["Sacred Ki"] +--- +# Sacred Ki *Feat 4* +[monk](rules/traits/monk.md) + +- **Prerequisites**: Ki [Strike](rules/actions/strike.md), you follow a deity + +The power of your faith suffuses your ki. When you select this feat, choose chaos, evil, good, or law. Your choice must match one of your deity's alignment components. + +When you cast the [ki strike](compendium/spells/ki-strike.md) focus spell and damage a creature whose alignment is opposite your chosen alignment, you can choose for the ki strike damage to be of the chosen type. Additionally, you can substitute the damage from ki blast (or other ki spells that deal force damage, at the GM's discretion) with damage of your chosen alignment. + +*Source: Lost Omens: Gods & Magic p. 105* +%% #compendium/src/pf2e/logm #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/sacred-spells-botd.md b/compendium/feats/sacred-spells-botd.md new file mode 100644 index 000000000..24aef9064 --- /dev/null +++ b/compendium/feats/sacred-spells-botd.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Sacred Spells"] +--- +# Sacred Spells *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md) + +Add [chill touch](compendium/spells/chill-touch.md), [death ward](compendium/spells/death-ward.md), [disrupt undead](compendium/spells/disrupt-undead.md), [disrupting weapons](compendium/spells/disrupting-weapons.md), [holy cascade](compendium/spells/holy-cascade.md), [magic stone](compendium/spells/magic-stone-apg.md), and [sunburst](compendium/spells/sunburst.md) to your spell list. These are all [necromancy](rules/traits/necromancy.md) spells for you, even if they normally have a different spell school. You can either prepare these spells or add them to your repertoire just like the spells normally on your tradition's spell list. When you gain this feat, you can retrain existing spells to replace them with ones on this list. + +In addition, your knowledge of the conduits to the Positive Energy Plane allows you more flexibility with these spells. Choose one of these two benefits. + +- If you're a prepared spellcaster, you can spend 10 minutes to replace one of the spells you've prepared with a spell of the same level from the list of sacred spells. You can do this while Refocusing. +- If you're a spontaneous spellcaster with the signature spells class feature, add two of the spells from the list of sacred spells to your repertoire. They are signature spells for you, in addition to your normal signature spells. When you gain the ability to cast a new level of spells, you can choose to switch the spells from this feat to any other spells from the list. + +*Source: Book of the Dead p. 25* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/sacrifice-armor-apg.md b/compendium/feats/sacrifice-armor-apg.md new file mode 100644 index 000000000..6ff67bd4c --- /dev/null +++ b/compendium/feats/sacrifice-armor-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +aliases: ["Sacrifice Armor"] +--- +# Sacrifice Armor [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[champion](rules/traits/champion.md) + +- **Trigger** You are hit by a [Strike](rules/actions/strike.md) that deals physical damage. +- **Activity** Reaction + +With divine awareness, you twist your body to lessen the impact of an attack. Reduce the damage you take by an amount equal to twice your armor's level. Your armor becomes [broken](rules/conditions.md#Broken), reducing its Hit Points to its [Broken](rules/conditions.md#Broken) Threshold. If your armor was already damaged, it is destroyed instead. + +## Sacrifice Armor leads to... + +[Greater Interpose](compendium/feats/greater-interpose-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 120* +%% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/safe-house-apg.md b/compendium/feats/safe-house-apg.md new file mode 100644 index 000000000..e33852007 --- /dev/null +++ b/compendium/feats/safe-house-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Safe House"] +--- +# Safe House *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) + +You establish a safe house—a secure space in which to hide your secrets from the outside world. This safe house is roughly the size of a 10-foot cube. It's in a location you have access to, and it can be part of a larger building or structure, like a hidden room or an underground cave. The safe house protects objects and people inside it from magical detection. This has the effects of nondetection, using your [Deception](compendium/skills.md#Deception) modifier for the counteract DC and half your level rounded up for the counteract level. Setting up or moving your safe house takes a week of downtime. The size of the safe house expands to four 10-foot cubes if you're an expert in [Deception](compendium/skills.md#Deception), eight cubes if you're a master, and 16 cubes if you're legendary. + +*Source: Advanced Player's Guide p. 196* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/safeguard-soul-botd.md b/compendium/feats/safeguard-soul-botd.md new file mode 100644 index 000000000..b42cb8e5a --- /dev/null +++ b/compendium/feats/safeguard-soul-botd.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/abjuration +- trait/archetype +- trait/divine +aliases: ["Safeguard Soul"] +--- +# Safeguard Soul *Feat 8* +[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) + +- **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md) + +You've girded your soul against outside interference. You gain a +2 status bonus to saving throws against [death](rules/traits/death.md) effects, [possession](rules/traits/possession.md) effects, and effects that attempt to manipulate or steal your soul. You can't be transformed into an undead by any means. While your spiral is glowing, your allies in the light of the spiral gain this benefit as well. + +*Source: Book of the Dead p. 27* +%% #compendium/src/pf2e/botd #trait/abjuration #trait/archetype #trait/divine %% \ No newline at end of file diff --git a/compendium/feats/safeguarded-spell-apg.md b/compendium/feats/safeguarded-spell-apg.md new file mode 100644 index 000000000..70b98b3d8 --- /dev/null +++ b/compendium/feats/safeguarded-spell-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/metamagic +- trait/sorcerer +aliases: ["Safeguarded Spell"] +--- +# Safeguarded Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) + +- **Activity** Single Action + +You bring the magical wavelengths of your spell into sync with the ones produced by your own body. If the next action you take is to [Cast a Spell](rules/actions/cast-a-spell.md) with an area, you aren't affected by the spell even if you are within the area. + +*Source: Advanced Player's Guide p. 139* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/sanctify-water-logm.md b/compendium/feats/sanctify-water-logm.md new file mode 100644 index 000000000..70c0f57be --- /dev/null +++ b/compendium/feats/sanctify-water-logm.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/logm +- trait/general +- trait/skill +aliases: ["Sanctify Water"] +--- +# Sanctify Water [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 7* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Religion](compendium/skills.md#Religion), good or evil deity +- **Activity** Single Action + +You imbue water with your deity's blessing. Choose a container of water on your person that is of light Bulk. For 1 round, if you or an ally throw this container at a foe, it has the damaging effects of holy water (if you follow a good deity) or unholy water (if you follow an evil deity). The water's transient power doesn't make it gain any value, allow it to be used to supply the cost for a spell or ritual, and so on. If you have legendary proficiency in [Religion](compendium/skills.md#Religion), you can sanctify three containers held by you or allies within your reach instead of one. + +*Source: Lost Omens: Gods & Magic p. 105* +%% #compendium/src/pf2e/logm #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/saoc-astrology-locg.md b/compendium/feats/saoc-astrology-locg.md new file mode 100644 index 000000000..ae6e995cf --- /dev/null +++ b/compendium/feats/saoc-astrology-locg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/concentrate +- trait/human +- trait/uncommon +aliases: ["Saoc Astrology"] +--- +# Saoc Astrology [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[concentrate](rules/traits/concentrate.md) [human](rules/traits/human.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Lirgeni nationality +- **Frequency**: three per day +- **Requirements**: You must spend 10 minutes just after your daily preparations examining the sky or consulting a star chart or you can't use this action that day. +- **Activity** Single Action + +The ancient Saoc Brethren were the masters of astrology, and while your knowledge may be but a pale shadow of their wisdom, it still comes in handy. You recall the stars' predictions about your current situation. If your next action requires you to attempt one or more skill checks, roll `1d8`. On a result of 6, 7, or 8, you gain a +2 circumstance bonus to the first such skill check you attempt. On a 3, 4, or 5, you gain a +1 circumstance bonus. On a 2, you gain nothing. On a 1, you take a –1 circumstance penalty to the skill check. + +## Saoc Astrology leads to... + +[Heir Of The Saoc](compendium/feats/heir-of-the-saoc-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 12* +%% #compendium/src/pf2e/locg #trait/concentrate #trait/human #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/saving-slash-lowg.md b/compendium/feats/saving-slash-lowg.md new file mode 100644 index 000000000..6f52ea2c8 --- /dev/null +++ b/compendium/feats/saving-slash-lowg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Saving Slash"] +--- +# Saving Slash [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Aldori Duelist Dedication](compendium/feats/aldori-duelist-dedication-lowg.md) +- **Trigger** An opponent critically hits you with a melee attack. +- **Activity** Varies ([R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")]) + +You quickly whirl your blade, trying to deflect enough momentum to avoid the worst of the attack. Attempt a DC 16 flat check. If you succeed, the attack becomes a normal hit, instead of a critical hit. + +*Source: Lost Omens: World Guide p. 35* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/scalding-spit-locg.md b/compendium/feats/scalding-spit-locg.md new file mode 100644 index 000000000..1e73c1208 --- /dev/null +++ b/compendium/feats/scalding-spit-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/goblin +aliases: ["Scalding Spit"] +--- +# Scalding Spit *Feat 9* +[goblin](rules/traits/goblin.md) + +- **Prerequisites**: [Torch Goblin](compendium/feats/torch-goblin-locg.md) + +Your bodily fluids burn with surprising volatility, as if you ran on oil instead of blood. As long as you are taking [persistent fire damage](rules/conditions.md#Persistent%20Damage), you gain a boiling spit ranged unarmed attack with a range of 30 feet that deals `1d6` fire damage. + +*Source: Lost Omens: Character Guide p. 39* +%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/scales-of-the-dragon-apg.md b/compendium/feats/scales-of-the-dragon-apg.md new file mode 100644 index 000000000..bf9906dfe --- /dev/null +++ b/compendium/feats/scales-of-the-dragon-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Scales Of The Dragon"] +--- +# Scales Of The Dragon *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) + +Scales grow across your body, protecting you against physical and magical threats. When you're unarmored, the scales give you a +2 item bonus to AC with a Dexterity cap of +3. The item bonus to AC from Scales of the Dragon is cumulative with armor potency runes on your explorer's clothing, mage armor, and bracers of armor. Your resistance from Dragon Disciple Dedication increases to 3 + half your level. + +*Source: Advanced Player's Guide p. 169* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/scaling-poppet-lotgb.md b/compendium/feats/scaling-poppet-lotgb.md new file mode 100644 index 000000000..9a023e775 --- /dev/null +++ b/compendium/feats/scaling-poppet-lotgb.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/poppet +aliases: ["Scaling Poppet"] +--- +# Scaling Poppet *Feat 9* +[poppet](rules/traits/poppet-lotgb.md) + + +Your construction integrates ropes, hooks, or other tools to help you move across steep surfaces. You gain a climb Speed of 15 feet. + +*Source: Lost Omens: The Grand Bazaar p. 65* +%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/compendium/feats/scalpels-point-apg.md b/compendium/feats/scalpels-point-apg.md new file mode 100644 index 000000000..90802d291 --- /dev/null +++ b/compendium/feats/scalpels-point-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Scalpel's Point"] +--- +# Scalpel's Point *Feat 4* +[investigator](rules/traits/investigator-apg.md) + +- **Prerequisites**: forensic medicine methodology + +Your stratagems benefit from your precise knowledge of anatomy. When you critically hit with an attack on which you substituted your attack roll due to [Devising a Stratagem](rules/actions/devise-a-stratagem-apg.md), if your attack dealt piercing or slashing damage, you also deal `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) to your target. + +*Source: Advanced Player's Guide p. 62* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/scamper-apg.md b/compendium/feats/scamper-apg.md new file mode 100644 index 000000000..f3e74a3ce --- /dev/null +++ b/compendium/feats/scamper-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/kobold +aliases: ["Scamper"] +--- +# Scamper [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[kobold](rules/traits/kobold-b1.md) + +- **Requirements**: You are adjacent to at least one enemy. +- **Activity** Single Action + +You instinctively know how to flee danger. You [Stride](rules/actions/stride.md) up to your Speed, with a +5-foot status bonus to your Speed, and you gain a +2 circumstance bonus to AC against reactions triggered by this movement. You must end this movement in a space that's not adjacent to any enemy. + +## Scamper leads to... + +[Tough Tumbler](compendium/feats/tough-tumbler-ec3.md) + +## Summary + +*Source: Advanced Player's Guide p. 14* +%% #compendium/src/pf2e/apg #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/scamper-underfoot-ec3.md b/compendium/feats/scamper-underfoot-ec3.md new file mode 100644 index 000000000..18f61fc89 --- /dev/null +++ b/compendium/feats/scamper-underfoot-ec3.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec3 +- trait/shoony +aliases: ["Scamper Underfoot"] +--- +# Scamper Underfoot *Feat 1* +[shoony](rules/traits/shoony-ec3.md) + + +You are used to ducking under foes and can scurry around the battlefield with ease. You gain a +1 circumstance bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks to [Tumble Through](rules/actions/tumble-through.md) the spaces of Medium or larger enemies, and the presence of an enemy doesn't make the squares difficult terrain. + +*Source: Extinction Curse #3: Life's Long Shadows p. 72* +%% #compendium/src/pf2e/ec3 #trait/shoony %% \ No newline at end of file diff --git a/compendium/feats/scapegoat-parallel-self-frp3.md b/compendium/feats/scapegoat-parallel-self-frp3.md new file mode 100644 index 000000000..38936b417 --- /dev/null +++ b/compendium/feats/scapegoat-parallel-self-frp3.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp3 +- trait/divine +- trait/necromancy +- trait/oracle +- trait/uncommon +aliases: ["Scapegoat Parallel Self"] +--- +# Scapegoat Parallel Self [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* +[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Frequency**: once per day +- **Trigger** Your turn starts or your oracular curse would advance. +- **Activity** Reaction + +Seeing Syndara superimpose creatures with similar metaphysical properties, you've realized a way to manipulate the effects of your oracular curse. + +You immediately change your curse to its minor, moderate, or major stage, or back to its mild form, exchanging the [curse](rules/traits/curse.md) effect with that of a parallel version of yourself in another reality. + +*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 76* +%% #compendium/src/pf2e/frp3 #trait/divine #trait/necromancy #trait/oracle #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/scar-thick-skin-loag.md b/compendium/feats/scar-thick-skin-loag.md new file mode 100644 index 000000000..d2ea54969 --- /dev/null +++ b/compendium/feats/scar-thick-skin-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/orc +aliases: ["Scar-thick Skin"] +--- +# Scar-thick Skin *Feat 5* +[orc](rules/traits/orc.md) + + +Glorious, storied scars cover and protect much of your body. Your DC on flat checks to end [persistent bleed damage](rules/conditions.md#Persistent%20Damage) is reduced from 15 to 10, or from 10 to 5 after receiving especially appropriate assistance. + +*Source: Lost Omens: Ancestry Guide p. 52* +%% #compendium/src/pf2e/loag #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/scarecrow-aoa3.md b/compendium/feats/scarecrow-aoa3.md new file mode 100644 index 000000000..0b6854de1 --- /dev/null +++ b/compendium/feats/scarecrow-aoa3.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa3 +- trait/archetype +- trait/uncommon +aliases: ["Scarecrow"] +--- +# Scarecrow *Feat 8* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) + +You fight fiercely to protect your crop. When you hit a creature that is adjacent to two or more members of your crop with a weapon or unarmed attack, you gain a circumstance bonus to your damage roll equal to the number of weapon damage dice. When you hit a creature who has a member of your crop [grabbed](rules/conditions.md#Grabbed), that member can attempt to [Escape](rules/actions/escape.md) using a reaction. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* +%% #compendium/src/pf2e/aoa3 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/scattered-fire-lotgb.md b/compendium/feats/scattered-fire-lotgb.md new file mode 100644 index 000000000..4ab93897c --- /dev/null +++ b/compendium/feats/scattered-fire-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Scattered Fire"] +--- +# Scattered Fire *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [fireball](compendium/spells/fireball.md) + +When you cast [fireball](compendium/spells/fireball.md), you can modify its area to be two non-overlapping 10-foot bursts. + +*Source: Lost Omens: The Grand Bazaar p. 124* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/scavengers-search-apg.md b/compendium/feats/scavengers-search-apg.md new file mode 100644 index 000000000..27c9432d0 --- /dev/null +++ b/compendium/feats/scavengers-search-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tengu +aliases: ["Scavenger's Search"] +--- +# Scavenger's Search *Feat 1* +[tengu](rules/traits/tengu-b1.md) + + +You're always on the lookout for supplies and valuables. Each time you use the [Seek](rules/actions/seek.md) action to search for objects (including secret doors and hazards), you can search for objects in your choice of a 10-foot emanation around you or an adjacent 15-foot-by-15-foot area, rather than a single adjacent 10-foot-by-10-foot area. + +*Source: Advanced Player's Guide p. 26* +%% #compendium/src/pf2e/apg #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/scholarly-defense-av2.md b/compendium/feats/scholarly-defense-av2.md new file mode 100644 index 000000000..1b2716c9c --- /dev/null +++ b/compendium/feats/scholarly-defense-av2.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/av2 +- trait/archetype +aliases: ["Scholarly Defense"] +--- +# Scholarly Defense *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) + +Your knowledge of strange creatures and their bizarre anatomy allows you to anticipate their physical attacks and reduce the damage you take from them. You gain resistance to physical damage from melee attacks made by aberrations and oozes. This resistance is equal to one-third your level. + +*Source: Abomination Vaults #2: Hands of the Devil p. 76* +%% #compendium/src/pf2e/av2 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/scholars-inheritance-loag.md b/compendium/feats/scholars-inheritance-loag.md new file mode 100644 index 000000000..f5191af3e --- /dev/null +++ b/compendium/feats/scholars-inheritance-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/suli +aliases: ["Scholar's Inheritance"] +--- +# Scholar's Inheritance *Feat 1* +[suli](rules/traits/suli-b2.md) + + +Your parents devoted themselves to alchemical experiments involving elemental energy. + +You gain the trained proficiency rank in [Crafting](compendium/skills.md#Crafting). If you would automatically become trained in [Crafting](compendium/skills.md#Crafting) (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) skill feat. + +*Source: Lost Omens: Ancestry Guide p. 111* +%% #compendium/src/pf2e/loag #trait/suli %% \ No newline at end of file diff --git a/compendium/feats/scholastic-identification-apg.md b/compendium/feats/scholastic-identification-apg.md new file mode 100644 index 000000000..828995907 --- /dev/null +++ b/compendium/feats/scholastic-identification-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/skill +aliases: ["Scholastic Identification"] +--- +# Scholastic Identification *Feat 7* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md), master in [Society](compendium/skills.md#Society) + +You have the knowledge needed to understand ancient texts and cultural artifacts. You can use [Society](compendium/skills.md#Society) when [Deciphering Writing](rules/actions/decipher-writing.md), no matter the type of writing you are examining. You can also use [Society](compendium/skills.md#Society) to [Identify Magic](rules/actions/identify-magic.md) when examining a magic item or location with cultural significance. + +*Source: Advanced Player's Guide p. 156* +%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/school-counterspell-som.md b/compendium/feats/school-counterspell-som.md new file mode 100644 index 000000000..982f12716 --- /dev/null +++ b/compendium/feats/school-counterspell-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["School Counterspell"] +--- +# School Counterspell *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Counterspell, [Runelord Dedication](compendium/feats/runelord-dedication-som.md) + +Your intricate knowledge of your school lets you easily negate spells from that school. Instead of being able to counter a foe's spell with Counterspell only if you have the same spell prepared, if the foe casts a spell from the school matching your specialization, you can Counterspell it with any other spell of the same school. + +*Source: Secrets of Magic p. 241* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/school-spell-redirection-som.md b/compendium/feats/school-spell-redirection-som.md new file mode 100644 index 000000000..71eb31ae8 --- /dev/null +++ b/compendium/feats/school-spell-redirection-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["School Spell Redirection"] +--- +# School Spell Redirection *Feat 18* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Counterspell, [Runelord Dedication](compendium/feats/runelord-dedication-som.md) + +When you Counterspell a spell with a school matching your specialization, if you critically succeed at your counteract check, or if you succeed while using a spell of a higher level than the spell you countered, you can redirect the spell you countered. You choose the target, area, and other aspects of the spell and use your own spell DC, spell attack roll, or other statistics as appropriate to determine the effects. + +*Source: Secrets of Magic p. 241* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/schooled-in-secrets-apg.md b/compendium/feats/schooled-in-secrets-apg.md new file mode 100644 index 000000000..c2dfeaaab --- /dev/null +++ b/compendium/feats/schooled-in-secrets-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Schooled In Secrets"] +--- +# Schooled In Secrets *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) + +You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use [Occultism](compendium/skills.md#Occultism) in place of [Diplomacy](compendium/skills.md#Diplomacy) to [Gather Information](rules/actions/gather-information.md) about such groups. If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you. + +*Source: Advanced Player's Guide p. 208* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/scintillating-spell-apg.md b/compendium/feats/scintillating-spell-apg.md new file mode 100644 index 000000000..2e36bac0d --- /dev/null +++ b/compendium/feats/scintillating-spell-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/light +- trait/metamagic +- trait/sorcerer +aliases: ["Scintillating Spell"] +--- +# Scintillating Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* +[concentrate](rules/traits/concentrate.md) [light](rules/traits/light.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) + +- **Activity** Single Action + +Your spells become a radiant display of light and color. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) that doesn't have the [darkness](rules/traits/darkness.md) trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is [dazzled](rules/conditions.md#Dazzled) for 1 round, and those who critically failed are instead [blinded](rules/conditions.md#Blinded) for 1 round. + +*Source: Advanced Player's Guide p. 141* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/light #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/scion-transformation-loag.md b/compendium/feats/scion-transformation-loag.md new file mode 100644 index 000000000..86fb75b97 --- /dev/null +++ b/compendium/feats/scion-transformation-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lizardfolk +- trait/primal +- trait/transmutation +aliases: ["Scion Transformation"] +--- +# Scion Transformation *Feat 17* +[lizardfolk](rules/traits/lizardfolk-b1.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) + + +You go into hibernation for 24 hours and perform a ritual dedicated to your ancestors, undergoing a one-time metamorphosis. You permanently gain the effects of [enlarge](compendium/spells/enlarge.md), and your maximum Hit Points increase by your level. The ritual transforms most of your gear to the appropriate size for your new body (though powerful items like artifacts or items strongly tied to their original size may not transform, at the GM's discretion). + +*Source: Lost Omens: Ancestry Guide p. 48* +%% #compendium/src/pf2e/loag #trait/lizardfolk #trait/primal #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/scorching-disarm-loag.md b/compendium/feats/scorching-disarm-loag.md new file mode 100644 index 000000000..0c3c3a7c0 --- /dev/null +++ b/compendium/feats/scorching-disarm-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fire +- trait/ifrit +aliases: ["Scorching Disarm"] +--- +# Scorching Disarm [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* +[fire](rules/traits/fire.md) [ifrit](rules/traits/ifrit-b2.md) + +- **Frequency**: once per day +- **Activity** Single Action + +You make a weapon unbearable to hold. Attempt an [Athletics](compendium/skills.md#Athletics) check to [Disarm](rules/actions/disarm.md) a target creature. You don't need to have a hand free to make this [Disarm](rules/actions/disarm.md) attempt. If the [Disarm](rules/actions/disarm.md) attempt succeeds, the target takes `4d6` fire damage unless it drops the weapon, and on a critical success, it takes `4d6` fire damage and drops the weapon. If you're legendary in [Athletics](compendium/skills.md#Athletics), this increases to `8d6` fire damage. + +*Source: Lost Omens: Ancestry Guide p. 104* +%% #compendium/src/pf2e/loag #trait/fire #trait/ifrit %% \ No newline at end of file diff --git a/compendium/feats/scour-the-library-da.md b/compendium/feats/scour-the-library-da.md new file mode 100644 index 000000000..76727b116 --- /dev/null +++ b/compendium/feats/scour-the-library-da.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/psyche +- trait/psychic +aliases: ["Scour the Library"] +--- +# Scour the Library [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) + +- **Requirements**: gathered lore subconscious mind +- **Activity** Single Action + +Seeing an enemy's attack, you quickly consult multiple scraps of lore in your mind, synthesizing them into the perfect plan. + +Make a check to [Recall Knowledge](rules/actions/recall-knowledge.md) (using an appropriate skill) about one creature within 60 feet. On a success, in addition to the normal benefits, you gain a +1 circumstance bonus to your next attack roll against that creature and to your AC against the creature's next attack. On a critical success, the bonuses are +2. + +*Source: Dark Archive p. 27* +%% #compendium/src/pf2e/da #trait/psyche #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/scouring-rage-apg.md b/compendium/feats/scouring-rage-apg.md new file mode 100644 index 000000000..39ebc6a69 --- /dev/null +++ b/compendium/feats/scouring-rage-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +aliases: ["Scouring Rage"] +--- +# Scouring Rage [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* +[barbarian](rules/traits/barbarian.md) + +- **Prerequisites**: an instinct that allows you to change your additional damage from [Rage](rules/actions/rage.md) to a different damage type +- **Trigger** You [Rage](rules/actions/rage.md). +- **Activity** Free Action + +You emit a powerful surge of instinctual energy when you unleash your potential. Each adjacent creature takes damage equal to your level (basic Fortitude save against your class DC) of the same type as your additional damage during that [Rage](rules/actions/rage.md). + +*Source: Advanced Player's Guide p. 110* +%% #compendium/src/pf2e/apg #trait/barbarian %% \ No newline at end of file diff --git a/compendium/feats/scout-dedication-apg.md b/compendium/feats/scout-dedication-apg.md new file mode 100644 index 000000000..8f153bc42 --- /dev/null +++ b/compendium/feats/scout-dedication-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Scout Dedication"] +--- +# Scout Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Stealth](compendium/skills.md#Stealth) and [Survival](compendium/skills.md#Survival) + +You are a highly skilled scout, capable of providing your allies a timely warning of any danger. You gain the [Scout's Warning (ranger)](compendium/feats/scouts-warning-ranger.md) ranger feat. When you're using the [Scout](rules/actions/scout.md) exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus. + +**Special.** You can't select another dedication feat until you have gained two other feats from the scout archetype. + +## Scout Dedication leads to... + +[Fleeting Shadow](compendium/feats/fleeting-shadow-apg.md), [Scout's Charge](compendium/feats/scouts-charge-apg.md), [Scout's Pounce](compendium/feats/scouts-pounce-apg.md), [Scout's Speed](compendium/feats/scouts-speed-apg.md), [Terrain Scout](compendium/feats/terrain-scout-apg.md), [Eclipsed Vitality](compendium/feats/eclipsed-vitality-lokl.md) + +## Summary + +*Source: Advanced Player's Guide p. 188* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/scouts-charge-apg.md b/compendium/feats/scouts-charge-apg.md new file mode 100644 index 000000000..137cef435 --- /dev/null +++ b/compendium/feats/scouts-charge-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/flourish +aliases: ["Scout's Charge"] +--- +# Scout's Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) +- **Activity** Two-Action + +You meander around unpredictably, and then ambush your opponents without warning. Choose one enemy. [Stride](rules/actions/stride.md), [Feint](rules/actions/feint.md) against that opponent, and then make a [Strike](rules/actions/strike.md) against that foe. For your [Feint](rules/actions/feint.md), you can attempt a [Stealth](compendium/skills.md#Stealth) check instead of the [Deception](compendium/skills.md#Deception) check that's usually required, because you use the terrain around you to catch your foe off-guard. + +*Source: Advanced Player's Guide p. 188* +%% #compendium/src/pf2e/apg #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/scouts-pounce-apg.md b/compendium/feats/scouts-pounce-apg.md new file mode 100644 index 000000000..2e5271788 --- /dev/null +++ b/compendium/feats/scouts-pounce-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/flourish +aliases: ["Scout's Pounce"] +--- +# Scout's Pounce [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) +- **Requirements**: You are [hidden](rules/conditions.md#Hidden) from or [undetected](rules/conditions.md#Undetected) by all of your opponents, and you aren't within 10 feet of any enemy. +- **Activity** Two-Action + +You leap from the shadows to strike your foes. [Stride](rules/actions/stride.md) up to your Speed, then [Strike](rules/actions/strike.md) twice. If you were [hidden](rules/conditions.md#Hidden) or [unnoticed](rules/conditions.md#Unnoticed) by the target of these [Strikes](rules/actions/strike.md), your foe is [flat-footed](rules/conditions.md#Flat-footed) against both attacks. Your multiple attack penalty applies normally for both attacks. + +*Source: Advanced Player's Guide p. 188* +%% #compendium/src/pf2e/apg #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/scouts-speed-apg.md b/compendium/feats/scouts-speed-apg.md new file mode 100644 index 000000000..f15b8710c --- /dev/null +++ b/compendium/feats/scouts-speed-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Scout's Speed"] +--- +# Scout's Speed *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) + +You move faster, especially when traveling, allowing you to scout ahead and report back without slowing your allies. You gain a +10-foot status bonus to your Speed. When calculating your travel speed, this increases to a +20-foot status bonus. + +*Source: Advanced Player's Guide p. 188* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/scroll-esoterica-da.md b/compendium/feats/scroll-esoterica-da.md new file mode 100644 index 000000000..f62897b26 --- /dev/null +++ b/compendium/feats/scroll-esoterica-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/esoterica +- trait/thaumaturge +aliases: ["Scroll Esoterica"] +--- +# Scroll Esoterica *Feat 6* +[esoterica](rules/traits/esoterica-da.md) [thaumaturge](rules/traits/thaumaturge-da.md) + +- **Prerequisites**: [Scroll Thaumaturgy](compendium/feats/scroll-thaumaturgy-da.md) + +Your esoterica includes scraps of scriptures, magic tomes, druidic markings, and the like, which you can use to create temporary scrolls. Each day during your daily preparations, you can create a single temporary [scroll](compendium/equipment/items/scroll.md) containing a 1st-level spell of any tradition. The spell must be [common](rules/traits/common.md), or you must otherwise have access to it. This scroll is an unstable, temporary item and loses its magic the next time you make your daily preparations if you haven't used it by then. It can't be used to [Learn the Spell](rules/actions/learn-a-spell.md). + +At 8th level, add a second temporary scroll containing a 2nd-level spell. + +*Source: Dark Archive p. 44* +%% #compendium/src/pf2e/da #trait/esoterica #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/scroll-thaumaturgy-da.md b/compendium/feats/scroll-thaumaturgy-da.md new file mode 100644 index 000000000..76f1072e2 --- /dev/null +++ b/compendium/feats/scroll-thaumaturgy-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/thaumaturge +aliases: ["Scroll Thaumaturgy"] +--- +# Scroll Thaumaturgy *Feat 1* +[thaumaturge](rules/traits/thaumaturge-da.md) + + +Your multidisciplinary study of magic means you know how to activate the magic in scrolls with ease. You can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll's DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica. + +## Scroll Thaumaturgy leads to... + +[Scroll Esoterica](compendium/feats/scroll-esoterica-da.md) + +## Summary + +*Source: Dark Archive p. 42* +%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/scroll-trickster-dedication-apg.md b/compendium/feats/scroll-trickster-dedication-apg.md new file mode 100644 index 000000000..8f12ec8fe --- /dev/null +++ b/compendium/feats/scroll-trickster-dedication-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Scroll Trickster Dedication"] +--- +# Scroll Trickster Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) + +You've studied scrolls in depth. This might have been a comprehensive education in formal setting, or the sort of education where you somehow obtain a number of scrolls and try not to explode anything you didn't mean to explode. You gain the [Trick Magic Item](compendium/feats/trick-magic-item.md) feat, and you gain a +2 circumstance bonus to skill checks to Trick scrolls. If you roll a critical failure to [Trick a Magic Item](compendium/feats/trick-magic-item.md) that's a scroll, you get a failure instead. + +**Special.** You can't select another dedication feat until you gain two other feats from the scroll trickster archetype. + +## Scroll Trickster Dedication leads to... + +[Basic Scroll Cache](compendium/feats/basic-scroll-cache-apg.md), [Expert Scroll Cache](compendium/feats/expert-scroll-cache-apg.md), [Master Scroll Cache](compendium/feats/master-scroll-cache-apg.md), [Skim Scroll](compendium/feats/skim-scroll-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 189* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/scrollmaster-dedication-locg.md b/compendium/feats/scrollmaster-dedication-locg.md new file mode 100644 index 000000000..077a13baf --- /dev/null +++ b/compendium/feats/scrollmaster-dedication-locg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Scrollmaster Dedication"] +--- +# Scrollmaster Dedication *Feat 6* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: expert in any [Lore](compendium/skills.md#Lore) skill, member of the Pathfinder Society affiliated with the School of Scrolls + +Your experience chronicling adventures and discoveries grants you heightened discernment and memory. For 24 hours after learning a prominent fact—such as the name of an NPC you have met, the details of your mission briefing, and similar information—you can recall it without attempting a check, though this doesn't allow you to automatically memorize long strings of numbers or text. You also gain a +2 circumstance bonus to checks to remember a detail that has come up before in the current adventure, even if it was more than 24 hours ago. + +If you have the [Thorough Reports](compendium/feats/thorough-reports-lowg.md) feat and have expert proficiency in the skill you're using to [Recall Knowledge](rules/actions/recall-knowledge.md), your circumstance bonus to [Recall Knowledge](rules/actions/recall-knowledge.md) about creatures from that feat increases to +4. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Scrollmaster archetype. + +## Scrollmaster Dedication leads to... + +[Font Of Knowledge](compendium/feats/font-of-knowledge-locg.md), [Lore Seeker](compendium/feats/lore-seeker-locg.md), [Determined Lore Seeker](compendium/feats/determined-lore-seeker-lopsg.md), [Unravel Mysteries](compendium/feats/unravel-mysteries-locg.md), [Bestiary Scholar](compendium/feats/bestiary-scholar-lopsg.md), [Cautious Delver](compendium/feats/cautious-delver-lopsg.md), [Foolproof Instructions](compendium/feats/foolproof-instructions-lopsg.md), [Innate Magic Intuition](compendium/feats/innate-magic-intuition-lopsg.md), [Magic Finder](compendium/feats/magic-finder-lopsg.md), [Masterful Obfuscation](compendium/feats/masterful-obfuscation-lopsg.md), [Transcribe Moment](compendium/feats/transcribe-moment-lopsg.md), [Ward Mind](compendium/feats/ward-mind-lopsg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 113* +%% #compendium/src/pf2e/locg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/scrounger-dedication-apg.md b/compendium/feats/scrounger-dedication-apg.md new file mode 100644 index 000000000..9ec207db9 --- /dev/null +++ b/compendium/feats/scrounger-dedication-apg.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Scrounger Dedication"] +--- +# Scrounger Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) + +You can [Craft](rules/actions/craft.md) items even without appropriate tools or a workshop, though you take a –2 item penalty to your [Crafting](compendium/skills.md#Crafting) check. Additionally, you don't need a physical formula book to remember all of your formulas; you pay the same cost as normal to learn them, but you memorize them all. + +You can [Craft](rules/actions/craft.md) temporary items out of anything, anywhere, with whatever materials happen to be on hand, spending only 10 minutes to perform the initial [Crafting](compendium/skills.md#Crafting) check. The temporary item must be common, non-magical, 1st level or lower, and must be a weapon, armor, or a nonconsumable piece of adventuring gear (nonconsumable adventuring gear appears on Table 6–9 on page 288 of the Core Rulebook) + +Instead of a single item, you can create 10 pieces of a single type of ammunition. This is a shoddy item, but you don't take the normal penalty when using shoddy items you made using this feat. Your temporary item lasts for `1d4` hours before falling apart into its raw components; the GM rolls the number of hours secretly. You can create only the physical item, not any information or magic, so for example, while you could create a blank journal or one of random pages, you couldn't use it as a scholarly journal or a religious text. + +You can incorporate any materials or items that you have on hand, even if they're not the type of materials that would ordinarily be used to [Craft](rules/actions/craft.md) a given item, though you must have enough volume of material to make the item you want. Unless all the materials you used were an appropriate type to make the item, you take a –5 penalty to the [Crafting](compendium/skills.md#Crafting) check (or a –10 penalty if the materials you used were particularly unsuitable, as determined by the GM). + +**Special.** You can't select another dedication feat until you have gained two other feats from the scrounger archetype. + +## Scrounger Dedication leads to... + +[Expert Disassembly](compendium/feats/expert-disassembly-apg.md), [High-quality Scrounger](compendium/feats/high-quality-scrounger-apg.md), [Reverse Engineering](compendium/feats/reverse-engineering-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 190* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/sculpt-shadows-loag.md b/compendium/feats/sculpt-shadows-loag.md new file mode 100644 index 000000000..a38d3b3bc --- /dev/null +++ b/compendium/feats/sculpt-shadows-loag.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/conjuration +- trait/fetchling +- trait/occult +- trait/shadow +aliases: ["Sculpt Shadows"] +--- +# Sculpt Shadows [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 9* +[conjuration](rules/traits/conjuration.md) [fetchling](rules/traits/fetchling-b2.md) [occult](rules/traits/occult.md) [shadow](rules/traits/shadow.md) + +- **Activity** Three-Action + +You coax nearby shadows into the shape of a simple weapon or a simple tool or item, using a tiny piece of your shadow to make it solid; in doing so, you lose 1 Hit Point. You can create only level-0 common, non-consumable weapons, or adventuring gear with no intricate parts, written text, or other complicated components. + +The item lasts until used for a single activity, until you Sculpt Shadows again, or for 1 minute, whichever comes first. Once the duration expires, the object dissipates, and you regain the lost Hit Point unless the item was [Broken](rules/conditions.md#Broken) or Destroyed. As the object holds a tiny sliver of your shadow, you can't recover the lost Hit Point until after the object dissipates. + +*Source: Lost Omens: Ancestry Guide p. 88* +%% #compendium/src/pf2e/loag #trait/conjuration #trait/fetchling #trait/occult #trait/shadow %% \ No newline at end of file diff --git a/compendium/feats/scuttle-up-loil.md b/compendium/feats/scuttle-up-loil.md new file mode 100644 index 000000000..77a6469b9 --- /dev/null +++ b/compendium/feats/scuttle-up-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/kashrishi +aliases: ["Scuttle Up"] +--- +# Scuttle Up *Feat 1* +[kashrishi](rules/traits/kashrishi-loil.md) + +- **Prerequisites**: athamasi or xyloshi + +Your environment requires you to climb cave walls or tree trunks with great regularity. You gain a [Climb](rules/actions/climb.md) speed of 10 feet. + +*Source: Lost Omens: Impossible Lands p. 43* +%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/compendium/feats/sealed-poppet-lotgb.md b/compendium/feats/sealed-poppet-lotgb.md new file mode 100644 index 000000000..f09827d2d --- /dev/null +++ b/compendium/feats/sealed-poppet-lotgb.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/poppet +aliases: ["Sealed Poppet"] +--- +# Sealed Poppet *Feat 5* +[poppet](rules/traits/poppet-lotgb.md) + + +You've reinforced your interior parts with sealant or other flame-retardant materials, protecting you from fire. You no longer have the weakness to fire from the flammable ability. + +**Special.** You can't take this feat if you're a stuffed poppet. + +*Source: Lost Omens: The Grand Bazaar p. 64* +%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/compendium/feats/seasoned-apg.md b/compendium/feats/seasoned-apg.md new file mode 100644 index 000000000..4bc02c41e --- /dev/null +++ b/compendium/feats/seasoned-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Seasoned"] +--- +# Seasoned *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Alcohol Lore](compendium/skills.md#Lore), [Cooking Lore](compendium/skills.md#Lore), or [Crafting](compendium/skills.md#Crafting) + +You've mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to [Craft](rules/actions/craft.md) food and drink, including potions. If you are a master in one of the prerequisite skills, this bonus increases to +2. + +*Source: Advanced Player's Guide p. 209* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/second-chance-spell-apg.md b/compendium/feats/second-chance-spell-apg.md new file mode 100644 index 000000000..48035a17a --- /dev/null +++ b/compendium/feats/second-chance-spell-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/enchantment +- trait/wizard +aliases: ["Second Chance Spell"] +--- +# Second Chance Spell *Feat 18* +[enchantment](rules/traits/enchantment.md) [wizard](rules/traits/wizard.md) + + +When your target proves resilient to your magical deceptions, you can try them again on someone else. When you cast an enchantment spell that targets one creature and that creature critically succeeds at its Will save, you can [Cast the Spell](rules/actions/cast-a-spell.md) again before the end of your next turn on a different creature without expending an additional spell slot. The second casting doesn't grant you any benefits that you would normally gain for [Casting a Spell](rules/actions/cast-a-spell.md) from a spell slot. + +*Source: Advanced Player's Guide p. 143* +%% #compendium/src/pf2e/apg #trait/enchantment #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/second-shield-apg.md b/compendium/feats/second-shield-apg.md new file mode 100644 index 000000000..b09eab99d --- /dev/null +++ b/compendium/feats/second-shield-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Second Shield"] +--- +# Second Shield [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Viking Dedication](compendium/feats/viking-dedication-apg.md) +- **Trigger** Your [Shield Block](compendium/feats/shield-block.md) causes your shield to break or be destroyed. +- **Activity** Free Action + +You're used to your shield breaking in the middle of battle, and you're prepared to use a backup or any convenient nearby object to defend yourself. You can [Interact](rules/actions/interact.md) to draw a shield on your person or an unattended shield within your reach. If there is an object within your reach that could serve as an improvised shield—for example, a table or chair— you can [Interact](rules/actions/interact.md) to draw it with this feat. The GM determines if something can be used as an improvised shield. Your new shield isn't raised until you use the [Raise a Shield](rules/actions/raise-a-shield.md) action, as normal. + +*Source: Advanced Player's Guide p. 198* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/secret-eyes-lome.md b/compendium/feats/secret-eyes-lome.md new file mode 100644 index 000000000..baa8956e2 --- /dev/null +++ b/compendium/feats/secret-eyes-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/shisk +aliases: ["Secret Eyes"] +--- +# Secret Eyes *Feat 13* +[shisk](rules/traits/shisk-lome.md) + + +You can call forth an [invisible](rules/conditions.md#Invisible) eye to let you peek on secrets. Once per day, you can cast [prying eye](compendium/spells/prying-eye.md) as an innate occult spell. + +*Source: Lost Omens: The Mwangi Expanse p. 126* +%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/compendium/feats/secret-speech-aoa3.md b/compendium/feats/secret-speech-aoa3.md new file mode 100644 index 000000000..9c82f1444 --- /dev/null +++ b/compendium/feats/secret-speech-aoa3.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa3 +- trait/general +- trait/skill +- trait/uncommon +aliases: ["Secret Speech"] +--- +# Secret Speech *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) + +Choose a secret society (such as the Lacunafex or the Bellflower Network). You've learned that society's secret cant or jargon, enabling you to share condition hidden messages when signing or speaking with others who've also learned it. If an observer succeeds at a [Perception](compendium/skills.md#Perception) check against your [Deception](compendium/skills.md#Deception) DC when you do this, they realize you are passing a message but fail to discern its content, unless they subsequently succeed at a [Society](compendium/skills.md#Society) check against your [Deception](compendium/skills.md#Deception) DC. On a critical success, they learn not only the message, but also who you're passing the message to. + +**Special.** You can take this feat multiple times. You learn the secret speech of a different society each time. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 73* +%% #compendium/src/pf2e/aoa3 #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/secrets-of-shadow-som.md b/compendium/feats/secrets-of-shadow-som.md new file mode 100644 index 000000000..4b9ec19c1 --- /dev/null +++ b/compendium/feats/secrets-of-shadow-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Secrets Of Shadow"] +--- +# Secrets Of Shadow *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Shadow Reservoir](compendium/feats/shadow-reservoir-som.md) + +Your shadow's voice grows ever clearer; it whispers secrets of true power to you and shields your flesh from harm. + +Your shadow reservoir gains an additional spell 1 level below the highest level spell you can cast, in addition to the spells it already contains for all the levels below that. + +In addition, the tattoos generated by casting shadow spells protect your body against harmful energies. You gain negative resistance equal to the highest level of spell you can cast from spell slots; if you have negative healing (or are otherwise harmed by positive damage and not negative damage), you instead gain positive resistance in the same amount. + +*Source: Secrets of Magic p. 226* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/see-the-unseen-lome.md b/compendium/feats/see-the-unseen-lome.md new file mode 100644 index 000000000..c99e2f5b2 --- /dev/null +++ b/compendium/feats/see-the-unseen-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/goloma +aliases: ["See The Unseen"] +--- +# See The Unseen *Feat 13* +[goloma](rules/traits/goloma-lome.md) + + +You notice things that others can't see at all. While you're adjacent to an [undetected](rules/conditions.md#Undetected) creature of your level or lower, it is instead only [hidden](rules/conditions.md#Hidden) from you. You only need a successful DC 5 flat check to target a [hidden](rules/conditions.md#Hidden) creature. + +*Source: Lost Omens: The Mwangi Expanse p. 118* +%% #compendium/src/pf2e/lome #trait/goloma %% \ No newline at end of file diff --git a/compendium/feats/seedpod-locg.md b/compendium/feats/seedpod-locg.md new file mode 100644 index 000000000..b12cdbfa2 --- /dev/null +++ b/compendium/feats/seedpod-locg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/leshy +aliases: ["Seedpod"] +--- +# Seedpod *Feat 1* +[leshy](rules/traits/leshy-b1.md) + + +Your body produces a nearly endless supply of hard seedpods. You gain a seedpod ranged unarmed attack with a range increment of 10 feet that deals `1d4` bludgeoning damage; these [Strikes](rules/actions/strike.md) have the [manipulate](rules/traits/manipulate.md) trait. On a critical hit, a seedpod bursts, issuing forth a tangle of vegetation that imposes a –10-foot circumstance penalty on the target's Speed for 1 round. Seedpods do not add critical specialization effects. + +## Seedpod leads to... + +[Thorned Seedpod](compendium/feats/thorned-seedpod-loag.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 54* +%% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/compendium/feats/seeker-arrow-apg.md b/compendium/feats/seeker-arrow-apg.md new file mode 100644 index 000000000..5b9607085 --- /dev/null +++ b/compendium/feats/seeker-arrow-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/divination +- trait/magical +aliases: ["Seeker Arrow"] +--- +# Seeker Arrow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) + +- **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) +- **Activity** Single Action + +Your shots zip around corners and fly at impossible angles to reach your target. Make a bow [Strike](rules/actions/strike.md) against a foe you can see; the ammunition travels to your target, even around corners. You ignore the target's [concealed](rules/conditions.md#Concealed) condition and all cover. + +*Source: Advanced Player's Guide p. 173* +%% #compendium/src/pf2e/apg #trait/archetype #trait/divination #trait/magical %% \ No newline at end of file diff --git a/compendium/feats/seeker-of-truths-av2.md b/compendium/feats/seeker-of-truths-av2.md new file mode 100644 index 000000000..de4e93935 --- /dev/null +++ b/compendium/feats/seeker-of-truths-av2.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/av2 +- trait/archetype +aliases: ["Seeker Of Truths"] +--- +# Seeker Of Truths *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) + +Your devotion to discovering and hoarding abstruse truths borders on the fanatical, and you can bring this devotion to bear. You gain the cleric's Domain Initiate feat but must select knowledge, secrecy, or truth as your domain. You cast that domain's domain spell as a focus spell of the same tradition as your cantrip from Eldritch Researcher Dedication, and you [Refocus](rules/actions/refocus.md) by contemplating abstruse mysteries rather than praying to a god. When an ability would manifest a divine symbol—such as the [word of truth](compendium/spells/word-of-truth.md) focus spell—it instead manifests as a strange shape unique to you that seems to defy geometry. + +**Special.** You can take this feat up to three times, selecting a different domain each time. + +## Seeker Of Truths leads to... + +[Advanced Seeker Of Truths](compendium/feats/advanced-seeker-of-truths-av2.md) + +## Summary + +*Source: Abomination Vaults #2: Hands of the Devil p. 76* +%% #compendium/src/pf2e/av2 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/seize-botd.md b/compendium/feats/seize-botd.md new file mode 100644 index 000000000..f8a97df59 --- /dev/null +++ b/compendium/feats/seize-botd.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/flourish +aliases: ["Seize"] +--- +# Seize [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) +- **Requirements**: Your last action was a successful fist [Strike](rules/actions/strike.md) against a creature no more than one size larger than you. +- **Activity** Single Action + +You seize your foe and pull it close. The foe you hit is [grabbed](rules/conditions.md#Grabbed) as if you succeeded at an [Athletics](compendium/skills.md#Athletics) check to [Grapple](rules/actions/grapple.md) the foe. + +*Source: Book of the Dead p. 61* +%% #compendium/src/pf2e/botd #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/self-destruct-ooa3.md b/compendium/feats/self-destruct-ooa3.md new file mode 100644 index 000000000..cb14158c3 --- /dev/null +++ b/compendium/feats/self-destruct-ooa3.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ooa3 +- trait/archetype +aliases: ["Self-Destruct"] +--- +# Self-Destruct [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md) +- **Trigger** Your reanimated clockwork companion is reduced to 0 Hit Points. +- **Requirements**: You're within 60 feet of your reanimated clockwork companion. +- **Activity** Reaction + +You've installed a self-destruct device within your construct companion, which you can trigger with a special device from up to 60 feet away. When you activate the device, your reanimated construct companion explodes, dealing `2d6` fire damage per level to all creatures in a 30-foot radius. Creatures caught in the blast can attempt a basic Reflex save, with a DC equal to the higher of your class DC or spell DC. + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* +%% #compendium/src/pf2e/ooa3 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/selfless-parry-apg.md b/compendium/feats/selfless-parry-apg.md new file mode 100644 index 000000000..552218987 --- /dev/null +++ b/compendium/feats/selfless-parry-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Selfless Parry"] +--- +# Selfless Parry *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dueling Parry](compendium/feats/dueling-parry-apg.md), [Duelist Dedication](compendium/feats/duelist-dedication-apg.md) + +You protect those near you with a flash of steel. When you're benefiting from Dueling Parry, allies adjacent to you gain a +1 circumstance bonus to AC. If you have Dueling Riposte, you can use it when an enemy within your reach critically fails a [Strike](rules/actions/strike.md) against an ally adjacent to you, not just against yourself. + +*Source: Advanced Player's Guide p. 171* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/semblance-of-life-botd.md b/compendium/feats/semblance-of-life-botd.md new file mode 100644 index 000000000..7e5606da9 --- /dev/null +++ b/compendium/feats/semblance-of-life-botd.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/divine +- trait/illusion +- trait/visual +aliases: ["Semblance of Life"] +--- +# Semblance of Life [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* +[archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) [illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) + +- **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) +- **Trigger** You deal damage to a living creature with your fist [Strike](rules/actions/strike.md) or with [Desiccating Inhalation](compendium/feats/desiccating-inhalation-botd.md). +- **Activity** Free Action + +You draw the moisture you've drained from others into your own flesh, temporarily taking on the appearance of life. This has the effects of [illusory disguise](compendium/spells/illusory-disguise.md), except you can appear only as yourself while you were a living humanoid. + +*Source: Book of the Dead p. 52* +%% #compendium/src/pf2e/botd #trait/archetype #trait/divine #trait/illusion #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/sense-allies-apg.md b/compendium/feats/sense-allies-apg.md new file mode 100644 index 000000000..b8c548e42 --- /dev/null +++ b/compendium/feats/sense-allies-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/human +aliases: ["Sense Allies"] +--- +# Sense Allies *Feat 5* +[human](rules/traits/human.md) + + +Like many humans raised in a close-knit community, you have always been strongly attuned to the presence of others. Willing allies that you are aware of within 60 feet that would otherwise be [undetected](rules/conditions.md#Undetected) by you are instead [hidden](rules/conditions.md#Hidden) from you. The flat check for you to target willing allies within 60 feet that are [hidden](rules/conditions.md#Hidden) from you is 5 instead of 11. + +*Source: Advanced Player's Guide p. 47* +%% #compendium/src/pf2e/apg #trait/human %% \ No newline at end of file diff --git a/compendium/feats/sense-chaos-locg.md b/compendium/feats/sense-chaos-locg.md new file mode 100644 index 000000000..79a2cbeb3 --- /dev/null +++ b/compendium/feats/sense-chaos-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Sense Chaos"] +--- +# Sense Chaos *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Hellknight Dedication](compendium/feats/hellknight-dedication-locg.md) + +You sense chaos as an unsettling feeling of nervous energy. When in the presence of an aura of chaos that is [powerful or overwhelming](rules/tables/alignment-aura.md), you eventually detect the aura, though you might not do so instantly and you can't pinpoint the location. This is a vague sense, similar to humans' sense of smell. A chaotic creature using a disguise or otherwise trying to hide its presence attempts a [Deception](compendium/skills.md#Deception) check against your [Perception](compendium/skills.md#Perception) DC to hide its aura from you. If the creature succeeds at its [Deception](compendium/skills.md#Deception) check, it is temporarily immune to your Sense Chaos for 1 day. + +*Source: Lost Omens: Character Guide p. 84* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/sense-for-trouble-loag.md b/compendium/feats/sense-for-trouble-loag.md new file mode 100644 index 000000000..a1fee7174 --- /dev/null +++ b/compendium/feats/sense-for-trouble-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/catfolk +aliases: ["Sense For Trouble"] +--- +# Sense For Trouble *Feat 9* +[catfolk](rules/traits/catfolk-b1.md) + +- **Prerequisites**: [Cat's Luck](compendium/feats/cats-luck-apg.md) + +You can tell when something's off. You can trigger Cat's Luck after you roll initiative, in addition to its normal trigger, to reroll your Initiative and take the higher of the two results. This still counts against Cat's Luck's frequency, as normal. + +*Source: Lost Omens: Ancestry Guide p. 20* +%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/sense-good-apg.md b/compendium/feats/sense-good-apg.md new file mode 100644 index 000000000..f72e2fc98 --- /dev/null +++ b/compendium/feats/sense-good-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +- trait/uncommon +aliases: ["Sense Good"] +--- +# Sense Good *Feat 8* +[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: tenets of evil + +The presence of goodness sickens you with its saccharine self-righteousness. When in the presence of an [aura of good that is powerful or overwhelming](rules/tables/alignment-aura.md), you detect the aura, though you might not do so instantly, and you can't pinpoint the location. This acts as a vague sense, similar to humans' sense of smell. A good creature using a disguise or otherwise trying to hide its presence attempts a [Deception](compendium/skills.md#Deception) check against your [Perception](compendium/skills.md#Perception) DC to hide its aura from you. If the creature succeeds at its [Deception](compendium/skills.md#Deception) check, it is then temporarily immune to your Sense Good for 1 day. + +*Source: Advanced Player's Guide p. 120* +%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/sense-ki-frp2.md b/compendium/feats/sense-ki-frp2.md new file mode 100644 index 000000000..56b711e3d --- /dev/null +++ b/compendium/feats/sense-ki-frp2.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp2 +- trait/monk +- trait/uncommon +aliases: ["Sense Ki"] +--- +# Sense Ki *Feat 12* +[monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: ki spells + +You can read the presence of ki in your area. You gain imprecise lifesense out to a range of 30 feet. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 75* +%% #compendium/src/pf2e/frp2 #trait/monk #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/sense-the-unseen-investigator-apg.md b/compendium/feats/sense-the-unseen-investigator-apg.md new file mode 100644 index 000000000..afe520fc3 --- /dev/null +++ b/compendium/feats/sense-the-unseen-investigator-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Sense The Unseen (Investigator)"] +--- +# Sense The Unseen (Investigator) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* +[investigator](rules/traits/investigator-apg.md) + +- **Trigger** You fail a check to [Seek](rules/actions/seek.md). +- **Activity** Reaction + +When you look for foes, you notice the slightest of cues. Even though you failed at the triggering check, you automatically sense any [undetected](rules/conditions.md#Undetected) creatures in the area where you're Seeking, making them merely [hidden](rules/conditions.md#Hidden) to you. + +*Source: Advanced Player's Guide p. 64* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/sense-thoughts-locg.md b/compendium/feats/sense-thoughts-locg.md new file mode 100644 index 000000000..399eacf54 --- /dev/null +++ b/compendium/feats/sense-thoughts-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/elf +- trait/uncommon +aliases: ["Sense Thoughts"] +--- +# Sense Thoughts *Feat 9* +[elf](rules/traits/elf.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Share Thoughts](compendium/feats/share-thoughts-locg.md) + +You have an even stranger knack for knowing what other people are thinking. You can cast [mind reading](compendium/spells/mind-reading.md) as an innate occult spell once per day. + +*Source: Lost Omens: Character Guide p. 27* +%% #compendium/src/pf2e/locg #trait/elf #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/senses-of-the-bear-tv.md b/compendium/feats/senses-of-the-bear-tv.md new file mode 100644 index 000000000..e8fabb296 --- /dev/null +++ b/compendium/feats/senses-of-the-bear-tv.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/tv +- trait/archetype +aliases: ["Senses of the Bear"] +--- +# Senses of the Bear *Feat 4* +[archetype](rules/traits/archetype.md) + + +While in ursine form, you gain low-light vision and scent (imprecise) 30 feet. If you already had low-light vision, you instead gain darkvision. + +*Source: Treasure Vault p. 183* +%% #compendium/src/pf2e/tv #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/sensitive-nose-lome.md b/compendium/feats/sensitive-nose-lome.md new file mode 100644 index 000000000..5380faed8 --- /dev/null +++ b/compendium/feats/sensitive-nose-lome.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/gnoll +aliases: ["Sensitive Nose"] +--- +# Sensitive Nose *Feat 1* +[gnoll](rules/traits/gnoll-b1.md) + + +Your large black nose isn't just for show. You gain imprecise [scent](rules/abilities/scent.md) with a range of 30 feet. + +**Special.** You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat. + +*Source: Lost Omens: The Mwangi Expanse p. 113* +%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/compendium/feats/sentinel-dedication-apg.md b/compendium/feats/sentinel-dedication-apg.md new file mode 100644 index 000000000..cde49fe3f --- /dev/null +++ b/compendium/feats/sentinel-dedication-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Sentinel Dedication"] +--- +# Sentinel Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + + +You have trained carefully to maximize the protective qualities of your armor. You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well. + +Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat. If you are at least 13th level and you have a class feature that grants you expert proficiency in unarmored defense, you also become an expert in the armor types granted to you by this feat. + +**Special.** You can't select another dedication feat until you have gained two other feats from the sentinel archetype. + +## Sentinel Dedication leads to... + +[Armor Specialist](compendium/feats/armor-specialist-apg.md), [Armored Rebuff](compendium/feats/armored-rebuff-apg.md), [Mighty Bulwark](compendium/feats/mighty-bulwark-apg.md), [Steel Skin](compendium/feats/steel-skin-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 191* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/sepulchral-sublimation-botd.md b/compendium/feats/sepulchral-sublimation-botd.md new file mode 100644 index 000000000..e7c1e77f2 --- /dev/null +++ b/compendium/feats/sepulchral-sublimation-botd.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/cleric +- trait/concentrate +- trait/metamagic +- trait/necromancy +- trait/oracle +- trait/uncommon +- trait/wizard +aliases: ["Sepulchral Sublimation"] +--- +# Sepulchral Sublimation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [necromancy](rules/traits/necromancy.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +- **Prerequisites**: ability to permanently create or control undead; cleric with a negative font, oracle of bones, or necromancer wizard +- **Requirements**: You have at least one undead minion that you permanently control. +- **Activity** Single Action + +You repurpose the negative energy that flows through your minions at a moment's notice. Instantly destroy one undead minion within 60 feet that is permanently under your control. If your next action is to cast a necromancy spell from a spell slot, you don't expend the slot. The spell's level must be half the destroyed minion's level or lower and the spell can't have a duration. + +**Special.** This feat has the trait matching your spellcasting tradition. + +*Source: Book of the Dead p. 33* +%% #compendium/src/pf2e/botd #trait/cleric #trait/concentrate #trait/metamagic #trait/necromancy #trait/oracle #trait/uncommon #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/serpentcoil-slam-loil.md b/compendium/feats/serpentcoil-slam-loil.md new file mode 100644 index 000000000..6f89ff989 --- /dev/null +++ b/compendium/feats/serpentcoil-slam-loil.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/nagaji +aliases: ["Serpentcoil Slam"] +--- +# Serpentcoil Slam [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* +[nagaji](rules/traits/nagaji-loil.md) + +- **Frequency**: once per minute +- **Activity** Single Action + +Your people's ancient and storied rivalry with garudas led you to develop special techniques against flying foes. Make a melee [Strike](rules/actions/strike.md) against a flying creature up to one size larger than you; if you hit, you use your neck or coils to smash the creature into the ground. In addition to the normal effects of your [Strike](rules/actions/strike.md), the creature moves to the nearest unoccupied ground space adjacent to you and can't [Fly](rules/actions/fly.md), levitate, or otherwise leave the ground for 1 round. On a critical hit, it can't [Fly](rules/actions/fly.md), levitate, or otherwise leave the ground for 1 minute. + +*Source: Lost Omens: Impossible Lands p. 50* +%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/compendium/feats/serpentine-swimmer-loil.md b/compendium/feats/serpentine-swimmer-loil.md new file mode 100644 index 000000000..eae028598 --- /dev/null +++ b/compendium/feats/serpentine-swimmer-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/nagaji +aliases: ["Serpentine Swimmer"] +--- +# Serpentine Swimmer *Feat 9* +[nagaji](rules/traits/nagaji-loil.md) + +- **Prerequisites**: Water Nagaji + +You undulate your body in a series of sinuous serpentine motions as you swim, drastically improving the speed at which you move through the water. Your swim Speed increases from 10 feet to 25 feet. + +*Source: Lost Omens: Impossible Lands p. 50* +%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/compendium/feats/serpents-tongue-loil.md b/compendium/feats/serpents-tongue-loil.md new file mode 100644 index 000000000..8f6731a4b --- /dev/null +++ b/compendium/feats/serpents-tongue-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/nagaji +aliases: ["Serpent's Tongue"] +--- +# Serpent's Tongue *Feat 1* +[nagaji](rules/traits/nagaji-loil.md) + + +You subconsciously flick your tongue through the air to taste the world around you. You gain imprecise scent with a range of 30 feet. + +*Source: Lost Omens: Impossible Lands p. 49* +%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/compendium/feats/settlement-scholastics-apg.md b/compendium/feats/settlement-scholastics-apg.md new file mode 100644 index 000000000..c88114168 --- /dev/null +++ b/compendium/feats/settlement-scholastics-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/skill +aliases: ["Settlement Scholastics"] +--- +# Settlement Scholastics *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md) + +Your studies open up new horizons. You become an expert in a [Lore](compendium/skills.md#Lore) skill about a specific settlement; if you were already trained in that [Lore](compendium/skills.md#Lore) skill, you also become trained in the [Lore](compendium/skills.md#Lore) skill for a different settlement of your choice. Choose a single common or uncommon language prevalent in that settlement. You learn that language. + +**Special.** You can take this feat multiple times. When you take this feat again, choose a different settlement. + +*Source: Advanced Player's Guide p. 156* +%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/seven-part-link-da.md b/compendium/feats/seven-part-link-da.md new file mode 100644 index 000000000..ae0ef079a --- /dev/null +++ b/compendium/feats/seven-part-link-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/thaumaturge +aliases: ["Seven-Part Link"] +--- +# Seven-Part Link *Feat 16* +[thaumaturge](rules/traits/thaumaturge-da.md) + +- **Prerequisites**: Paired Link + +Many traditions hold the number seven as significant. By exchanging pieces of a seven-part set of esoterica, you create a magical web by which your allies can affect each other at a distance. When you use Paired Link during your daily preparations, you can exchange linking esoterica with up to six willing allies, keeping one piece for yourself. In addition to the normal effects of Paired Link, if a linked ally casts a spell with a range of touch, they can target linked allies within 30 feet with that spell. + +*Source: Dark Archive p. 47* +%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/sever-magic-da.md b/compendium/feats/sever-magic-da.md new file mode 100644 index 000000000..712aa2bcc --- /dev/null +++ b/compendium/feats/sever-magic-da.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/abjuration +- trait/arcane +- trait/esoterica +- trait/thaumaturge +aliases: ["Sever Magic"] +--- +# Sever Magic [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* +[abjuration](rules/traits/abjuration.md) [arcane](rules/traits/arcane.md) [esoterica](rules/traits/esoterica-da.md) [thaumaturge](rules/traits/thaumaturge-da.md) + +- **Requirements**: You're holding an implement. +- **Activity** Two-Action + +You apply a frayed thread, a pinch of fulu ash, or a similar undone charm to your weapon, and swing to break a spell. Make a [Strike](rules/actions/strike.md) against an enemy. If you hit and deal damage, you attempt to counteract a single spell active on the target (your choice). Your counteract level is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC – 10. + +*Source: Dark Archive p. 47* +%% #compendium/src/pf2e/da #trait/abjuration #trait/arcane #trait/esoterica #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/sever-space-frp3.md b/compendium/feats/sever-space-frp3.md new file mode 100644 index 000000000..18748b9eb --- /dev/null +++ b/compendium/feats/sever-space-frp3.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp3 +- trait/conjuration +- trait/fighter +- trait/flourish +- trait/teleportation +- trait/uncommon +aliases: ["Sever Space"] +--- +# Sever Space [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 20* +[conjuration](rules/traits/conjuration.md) [fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Requirements**: You are wielding a weapon that deals slashing damage or have an unarmed [Strike](rules/actions/strike.md) that deals slashing damage. +- **Activity** Two-Action + +You destroy the space between you and your targets, allowing you to strike with your melee weapons at great range. Make a melee [Strike](rules/actions/strike.md) with the required weapon or unarmed attack. The attack gains an 80-foot reach for this [Strike](rules/actions/strike.md). + +After the [Strike](rules/actions/strike.md), regardless of whether it succeeded, the world rushes to fill the space you destroyed, bringing you and the target adjacent to each other. You can choose to teleport to the closest space adjacent to the target or to attempt to teleport the target adjacent to you. If you choose the target, they can negate the teleportation if they succeed at a Fortitude save against your class DC. + +*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 77* +%% #compendium/src/pf2e/frp3 #trait/conjuration #trait/fighter #trait/flourish #trait/teleportation #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/shackleborn-loag.md b/compendium/feats/shackleborn-loag.md new file mode 100644 index 000000000..24114789e --- /dev/null +++ b/compendium/feats/shackleborn-loag.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lineage +- trait/tiefling +aliases: ["Shackleborn"] +--- +# Shackleborn *Feat 1* +[lineage](rules/traits/lineage-apg.md) [tiefling](rules/traits/tiefling-b1.md) + + +Your lineage shows the signs of [velstrac](rules/traits/velstrac-b2.md) tampering, including some curious quirk bequeathed by those shadowy surgeons of flesh and souls. Your flesh heals cleanly and quickly—all the better for you to serve as a subject for their ghastly art. You gain the [Fast Recovery](compendium/feats/fast-recovery.md) feat, even if you don't meet the prerequisites. + +## Shackleborn leads to... + +[Velstrac Magic](compendium/feats/velstrac-magic-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 63* +%% #compendium/src/pf2e/loag #trait/lineage #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/shadow-blending-loag.md b/compendium/feats/shadow-blending-loag.md new file mode 100644 index 000000000..ab34a130a --- /dev/null +++ b/compendium/feats/shadow-blending-loag.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fetchling +- trait/illusion +- trait/occult +- trait/shadow +aliases: ["Shadow Blending"] +--- +# Shadow Blending [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[fetchling](rules/traits/fetchling-b2.md) [illusion](rules/traits/illusion.md) [occult](rules/traits/occult.md) [shadow](rules/traits/shadow.md) + +- **Trigger** A creature attempts a flat check to target you while you're [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden) due to dim light or darkness. +- **Activity** Reaction + +You draw shadows close to create a shroud. Increase the DC of the flat check by 2. + +*Source: Lost Omens: Ancestry Guide p. 87* +%% #compendium/src/pf2e/loag #trait/fetchling #trait/illusion #trait/occult #trait/shadow %% \ No newline at end of file diff --git a/compendium/feats/shadow-illusion-apg.md b/compendium/feats/shadow-illusion-apg.md new file mode 100644 index 000000000..8e0583e88 --- /dev/null +++ b/compendium/feats/shadow-illusion-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Shadow Illusion"] +--- +# Shadow Illusion *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Shadow Magic](compendium/feats/shadow-magic-apg.md) + +With an artful eye, you shape shadows into illusory forms. You gain the [shadow illusion](compendium/spells/shadow-illusion-apg.md) focus spell. Increase the number of Focus Points in your pool by 1. You become an expert in occult spell attack rolls and DCs. + +*Source: Advanced Player's Guide p. 192* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/shadow-magic-apg.md b/compendium/feats/shadow-magic-apg.md new file mode 100644 index 000000000..7e1de9ace --- /dev/null +++ b/compendium/feats/shadow-magic-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Shadow Magic"] +--- +# Shadow Magic *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Shadowdancer Dedication](compendium/feats/shadowdancer-dedication-apg.md) + +You gain the ability to fuse and play with shadows by using focus spells specific to shadowdancers. You learn a shadowdancer focus spell of your choice: [dance of darkness](compendium/spells/dance-of-darkness-apg.md) or [shadow jump](compendium/spells/shadow-jump-apg.md). If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](rules/actions/refocus.md) by meditating within an area of dim light or darkness. + +Shadowdancer focus spells are occult spells. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. + +## Shadow Magic leads to... + +[Additional Shadow Magic](compendium/feats/additional-shadow-magic-apg.md), [Shadow Illusion](compendium/feats/shadow-illusion-apg.md), [Shadow Power](compendium/feats/shadow-power-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 192* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/shadow-mark-apg.md b/compendium/feats/shadow-mark-apg.md new file mode 100644 index 000000000..96a9b1e1c --- /dev/null +++ b/compendium/feats/shadow-mark-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Shadow Mark"] +--- +# Shadow Mark *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Stealth](compendium/skills.md#Stealth) + +You have learned special tricks that help you follow individuals without them noticing you. When you attempt a [Stealth](compendium/skills.md#Stealth) check to [Avoid Notice](rules/actions/avoid-notice.md) while following a specific target, the target takes a –2 circumstance penalty to their [Perception](compendium/skills.md#Perception) DC. If you have master proficiency in [Stealth](compendium/skills.md#Stealth), the penalty is –3 or –4 if you're legendary. If you start an encounter with the target while shadowing them, the target takes this penalty to their initiative roll and to their [Perception](compendium/skills.md#Perception) DC to determine if they notice you, as normal for [Sneak](rules/actions/sneak.md). + +*Source: Advanced Player's Guide p. 209* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/shadow-master-apg.md b/compendium/feats/shadow-master-apg.md new file mode 100644 index 000000000..332a6e890 --- /dev/null +++ b/compendium/feats/shadow-master-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Shadow Master"] +--- +# Shadow Master *Feat 18* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Shadowdancer Dedication](compendium/feats/shadowdancer-dedication-apg.md) + +The shadows protect you better than any armor can, and they give you power to plunge others into darkness. Whenever you are in an area of dim light or darkness, you gain resistance 5 to all damage except force and damage from [Strikes](rules/actions/strike.md) with the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. When you attempt a Reflex saving throw in an area of dim light or darkness, you can roll twice and take the higher result; this is a [fortune](rules/traits/fortune.md) effect. + +*Source: Advanced Player's Guide p. 192* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/shadow-of-the-wilds-locg.md b/compendium/feats/shadow-of-the-wilds-locg.md new file mode 100644 index 000000000..037ebe488 --- /dev/null +++ b/compendium/feats/shadow-of-the-wilds-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/leshy +aliases: ["Shadow Of The Wilds"] +--- +# Shadow Of The Wilds *Feat 1* +[leshy](rules/traits/leshy-b1.md) + + +It's difficult to notice your passage through wild areas. As long as you're not in an urban environment, you're always considered to be [Covering Tracks](rules/actions/cover-tracks.md), even if you chose a different activity in exploration mode. + +*Source: Lost Omens: Character Guide p. 54* +%% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/compendium/feats/shadow-pact-locg.md b/compendium/feats/shadow-pact-locg.md new file mode 100644 index 000000000..1e1d555f6 --- /dev/null +++ b/compendium/feats/shadow-pact-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/human +aliases: ["Shadow Pact"] +--- +# Shadow Pact *Feat 13* +[human](rules/traits/human.md) + +- **Prerequisites**: Nidalese ethnicity + +Thousands of years ago, your ancestors made a pact with Zon-Kuthon. He has not forgotten, even if you might wish he had. You can take 1 damage to mix blood and shadows to cast 5th-level [creation](compendium/spells/creation.md) as an innate divine spell. You can use this ability as often as you wish, but you can have only one such object in existence at a time. If the object encounters bright light, the spell ends and the object dissolves into shadows. + +*Source: Lost Omens: Character Guide p. 14* +%% #compendium/src/pf2e/locg #trait/human %% \ No newline at end of file diff --git a/compendium/feats/shadow-power-apg.md b/compendium/feats/shadow-power-apg.md new file mode 100644 index 000000000..eaf1b1e64 --- /dev/null +++ b/compendium/feats/shadow-power-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Shadow Power"] +--- +# Shadow Power *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Shadow Magic](compendium/feats/shadow-magic-apg.md) + +You can focus the shadows into a powerful blast. You can cast [shadow blast](compendium/spells/shadow-blast.md) as an innate occult spell once per day. Its level is always 1 level lower than the level of your shadowdancer focus spells. You become an expert in occult spell attack rolls and DCs. + +*Source: Advanced Player's Guide p. 192* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/shadow-reservoir-som.md b/compendium/feats/shadow-reservoir-som.md new file mode 100644 index 000000000..8697889ee --- /dev/null +++ b/compendium/feats/shadow-reservoir-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Shadow Reservoir"] +--- +# Shadow Reservoir *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: ability to cast spells from spell slots, [Shadowcaster Dedication](compendium/feats/shadowcaster-dedication-som.md) + +Your own shadow speaks to you, providing knowledge of spells and a reservoir of magical power. Your shadow reservoir contains a single spell of each spell level at least 2 levels lower than the highest-level spell you can cast from your spell slots. This spell must come from your spell list, you must have access to it, and it must require a spell attack roll or a saving throw. These spells don't need to be prepared and aren't in your repertoire. + +Regardless of the way in which you cast spells, you can spontaneously cast a spell from your shadow reservoir by using one of your spell slots of the same level. If you're a prepared spellcaster, you lose the spell you prepared in that slot. + +Spells cast from your shadow reservoir gain the [shadow](rules/traits/shadow.md) trait, and affected creatures might be able to 0. If the spell requires an attack roll, use the higher of the target's AC or their Will DC. If the spell requires a saving throw, the target uses their Will saving throw or the spell's normal saving throw, whichever is higher. Each time a creature fails its saving throw against a spell cast from your reservoir, you gain a small tattoo inked on your flesh out of pure shadowstuff. + +If you have more than one source of spells you can cast with spell slots, such as if you're a spellcaster with a multiclass archetype, choose one source of spells for your shadow reservoir. + +## Shadow Reservoir leads to... + +[Secrets Of Shadow](compendium/feats/secrets-of-shadow-som.md) + +## Summary + +*Source: Secrets of Magic p. 226* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/shadow-self-apg.md b/compendium/feats/shadow-self-apg.md new file mode 100644 index 000000000..e8b7889cf --- /dev/null +++ b/compendium/feats/shadow-self-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/halfling +aliases: ["Shadow Self"] +--- +# Shadow Self *Feat 17* +[halfling](rules/traits/halfling.md) + +- **Prerequisites**: legendary [Stealth](compendium/skills.md#Stealth) +- **Frequency**: once per hour +- **Trigger** You successfully use [Stealth](compendium/skills.md#Stealth) to [Hide](rules/actions/hide.md) and become [hidden](rules/conditions.md#Hidden) from all your current foes, or use [Stealth](compendium/skills.md#Stealth) to [Sneak](rules/actions/sneak.md) and become [undetected](rules/conditions.md#Undetected) to all your current foes. + +With a powerful talent for misdirection, you slip from your adversaries' notice so thoroughly you appear to be somewhere else. You become [invisible](rules/conditions.md#Invisible) for 1 minute or until you take a [hostile](rules/conditions.md#Hostile) action, whichever comes first. Choose a location within 10 feet of you. Until your invisibility ends, you appear to be [hidden](rules/conditions.md#Hidden) in that location to anyone trying to find you. If the searcher gets clear evidence that you're not there, they no longer think you're [hidden](rules/conditions.md#Hidden) there, but they don't discover your actual location. + +*Source: Advanced Player's Guide p. 46* +%% #compendium/src/pf2e/apg #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/shadow-sight-loag.md b/compendium/feats/shadow-sight-loag.md new file mode 100644 index 000000000..661b6218a --- /dev/null +++ b/compendium/feats/shadow-sight-loag.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fetchling +- trait/occult +- trait/transmutation +aliases: ["Shadow Sight"] +--- +# Shadow Sight [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* +[fetchling](rules/traits/fetchling-b2.md) [occult](rules/traits/occult.md) [transmutation](rules/traits/transmutation.md) + +- **Frequency**: once per hour +- **Activity** Single Action + +You draw on your connection with the Shadow Plane to see through all but the deepest darkness. You gain [greater darkvision](rules/abilities/darkvision.md) for 1 minute. + +*Source: Lost Omens: Ancestry Guide p. 88* +%% #compendium/src/pf2e/loag #trait/fetchling #trait/occult #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/shadow-sneak-attack-apg.md b/compendium/feats/shadow-sneak-attack-apg.md new file mode 100644 index 000000000..ba7431b2b --- /dev/null +++ b/compendium/feats/shadow-sneak-attack-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Shadow Sneak Attack"] +--- +# Shadow Sneak Attack *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Shadowdancer Dedication](compendium/feats/shadowdancer-dedication-apg.md) + +You gain the sneak attack|rogue|crb|1 class feature, except you deal `1d6` precision damage regardless of your level. + +Sneak attack|rogue|crb|1 from multiple sources isn't cumulative. If you have sneak attack|rogue|crb|1 from more than one source, use only the highest number of dice when you sneak attack rather than adding the amounts together. + +*Source: Advanced Player's Guide p. 192* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/shadow-spell-som.md b/compendium/feats/shadow-spell-som.md new file mode 100644 index 000000000..55a94eef0 --- /dev/null +++ b/compendium/feats/shadow-spell-som.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +- trait/metamagic +- trait/shadow +aliases: ["Shadow Spell"] +--- +# Shadow Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) [shadow](rules/traits/shadow.md) + +- **Prerequisites**: [Shadowcaster Dedication](compendium/feats/shadowcaster-dedication-som.md) +- **Activity** Single Action + +You attach a piece of your shadow to a spell to cloud the senses and cause mischief. If the next action you take is to [Cast a Spell](rules/actions/cast-a-spell.md) that has the [shadow](rules/traits/shadow.md) trait, choose one creature affected by the spell. This creature either gains a +2 status bonus to [Stealth](compendium/skills.md#Stealth) or takes a –2 status penalty to [Perception](compendium/skills.md#Perception) (your choice). This lasts for 1 round. This choice and the effect occur after resolving any checks for the spell's initial effects. If the chosen creature is your enemy, it's affected only if your spell attack roll succeeded or if it failed its saving throw. + +The effects of Shadow Spell end if you use Shadow Spell again. + +*Source: Secrets of Magic p. 226* +%% #compendium/src/pf2e/som #trait/archetype #trait/metamagic #trait/shadow %% \ No newline at end of file diff --git a/compendium/feats/shadow-spells-som.md b/compendium/feats/shadow-spells-som.md new file mode 100644 index 000000000..27bbd11d4 --- /dev/null +++ b/compendium/feats/shadow-spells-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Shadow Spells"] +--- +# Shadow Spells *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Shadowcaster Dedication](compendium/feats/shadowcaster-dedication-som.md) + +Hidden darkness whispers to you, teaching you secrets of shadow beyond other spellcasters of your tradition. + +Add [shadow blast](compendium/spells/shadow-blast.md), [shadow siphon](compendium/spells/shadow-siphon.md), and [shadow walk](compendium/spells/shadow-walk.md) to your spell list, as well as [replicate](compendium/spells/replicate-som.md), [shadow army](compendium/spells/shadow-army-som.md), [shadow projectile](compendium/spells/shadow-projectile-som.md), and [shadow raid](compendium/spells/shadow-raid-som.md). You can thus potentially learn these spells even if they aren't normally on your tradition's spell list. + +*Source: Secrets of Magic p. 226* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/shadowcaster-dedication-som.md b/compendium/feats/shadowcaster-dedication-som.md new file mode 100644 index 000000000..2954a8ac6 --- /dev/null +++ b/compendium/feats/shadowcaster-dedication-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Shadowcaster Dedication"] +--- +# Shadowcaster Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: ability to cast spells + +You've sacrificed a piece of your spirit, allowing the powers of shadow into your being and changing the nature of your magic. You can no longer cast spells that have the [light](rules/traits/light.md) trait; if an ability, such as a class feature or ancestry feat, would automatically grant you a [light](compendium/spells/light.md) spell, such as the Domain Initiate feat granting you the [dazzling flash](compendium/spells/dazzling-flash.md) spell, you don't gain that spell. + +You gain the [cloak of shadow](compendium/spells/cloak-of-shadow.md) domain spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the [Refocus](rules/actions/refocus.md) activity. You can [Refocus](rules/actions/refocus.md) by meditating to siphon power from the Shadow Plane and refill your focus pool. Your domain spells from the shadowcaster archetype are of the same tradition as the spells you used to meet the shadowcaster archetype's prerequisites. + +**Special.** You can't select another dedication feat until you've gained two other feats from the shadowcaster archetype. + +## Shadowcaster Dedication leads to... + +[Disciple Of Shade](compendium/feats/disciple-of-shade-som.md), [Shadow Reservoir](compendium/feats/shadow-reservoir-som.md), [Secrets Of Shadow](compendium/feats/secrets-of-shadow-som.md), [Shadow Spell](compendium/feats/shadow-spell-som.md), [Shadow Spells](compendium/feats/shadow-spells-som.md), [Unending Emptiness](compendium/feats/unending-emptiness-som.md) + +## Summary + +*Source: Secrets of Magic p. 226* +%% #compendium/src/pf2e/som #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/shadowdancer-dedication-apg.md b/compendium/feats/shadowdancer-dedication-apg.md new file mode 100644 index 000000000..0e512ec6b --- /dev/null +++ b/compendium/feats/shadowdancer-dedication-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Shadowdancer Dedication"] +--- +# Shadowdancer Dedication *Feat 8* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: master in [Stealth](compendium/skills.md#Stealth), expert in [Performance](compendium/skills.md#Performance) + +You dedicate yourself to the shadows. Your coloring becomes gray and gloomy, your senses adjust to the darkness, and you can sneak through darkness with ease. You gain [greater darkvision](rules/abilities/darkvision.md). You also gain a +2 circumstance bonus to [Stealth](compendium/skills.md#Stealth) checks when you are within dim light or darkness. + +**Special.** You can't select another dedication feat until you have gained two other feats from the shadowdancer archetype. + +## Shadowdancer Dedication leads to... + +[Shadow Magic](compendium/feats/shadow-magic-apg.md), [Additional Shadow Magic](compendium/feats/additional-shadow-magic-apg.md), [Shadow Illusion](compendium/feats/shadow-illusion-apg.md), [Shadow Power](compendium/feats/shadow-power-apg.md), [Shadow Master](compendium/feats/shadow-master-apg.md), [Shadow Sneak Attack](compendium/feats/shadow-sneak-attack-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 192* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/shadows-assault-loag.md b/compendium/feats/shadows-assault-loag.md new file mode 100644 index 000000000..be5670f50 --- /dev/null +++ b/compendium/feats/shadows-assault-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fetchling +aliases: ["Shadow's Assault"] +--- +# Shadow's Assault *Feat 13* +[fetchling](rules/traits/fetchling-b2.md) + + +Your shadow assaults your foes. You can cast [shadow blast](compendium/spells/shadow-blast.md) as a 5th-level occult innate spell once per day. At 17th level, your shadow blast is heightened to 6th level. + +*Source: Lost Omens: Ancestry Guide p. 88* +%% #compendium/src/pf2e/loag #trait/fetchling %% \ No newline at end of file diff --git a/compendium/feats/shadows-web-apg.md b/compendium/feats/shadows-web-apg.md new file mode 100644 index 000000000..8802e8910 --- /dev/null +++ b/compendium/feats/shadows-web-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/monk +aliases: ["Shadow's Web"] +--- +# Shadow's Web *Feat 14* +[monk](rules/traits/monk.md) + +- **Prerequisites**: ki spells +- **Requirements**: You are in Clinging Shadows Initiate. + +You launch a wave of shadowy ki outward from your body, damaging your opponents and potentially binding them in place. You gain the [shadow's web](compendium/spells/shadows-web-apg.md) ki spell. + +Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 130* +%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/shadowy-disguise-loag.md b/compendium/feats/shadowy-disguise-loag.md new file mode 100644 index 000000000..b69ab659a --- /dev/null +++ b/compendium/feats/shadowy-disguise-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fetchling +aliases: ["Shadowy Disguise"] +--- +# Shadowy Disguise *Feat 5* +[fetchling](rules/traits/fetchling-b2.md) + + +You wrap yourself in shadow to change your appearance. You can cast [illusory disguise](compendium/spells/illusory-disguise.md) as a 1st-level occult innate spell once per day. This spell gains the [shadow](rules/traits/shadow.md) trait. + +*Source: Lost Omens: Ancestry Guide p. 88* +%% #compendium/src/pf2e/loag #trait/fetchling %% \ No newline at end of file diff --git a/compendium/feats/shaitan-magic-loag.md b/compendium/feats/shaitan-magic-loag.md new file mode 100644 index 000000000..f62b01c81 --- /dev/null +++ b/compendium/feats/shaitan-magic-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/oread +aliases: ["Shaitan Magic"] +--- +# Shaitan Magic *Feat 9* +[oread](rules/traits/oread-b2.md) + + +The magic of shaitans runs through your blood. You can cast [glitterdust](compendium/spells/glitterdust.md) and [resist energy](compendium/spells/resist-energy.md) once per day each as 2nd-level arcane innate spells. + +*Source: Lost Omens: Ancestry Guide p. 108* +%% #compendium/src/pf2e/loag #trait/oread %% \ No newline at end of file diff --git a/compendium/feats/shaitan-skin-loag.md b/compendium/feats/shaitan-skin-loag.md new file mode 100644 index 000000000..cf72dc713 --- /dev/null +++ b/compendium/feats/shaitan-skin-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/oread +aliases: ["Shaitan Skin"] +--- +# Shaitan Skin *Feat 13* +[oread](rules/traits/oread-b2.md) + + +When in danger, you can harden the stone in your skin into armor, much like a shaitan. You can cast [stoneskin](compendium/spells/stoneskin.md) on yourself only, 3 times per day as a 4th-level arcane innate spell. + +*Source: Lost Omens: Ancestry Guide p. 108* +%% #compendium/src/pf2e/loag #trait/oread %% \ No newline at end of file diff --git a/compendium/feats/shall-not-falter-shall-not-rout-lol.md b/compendium/feats/shall-not-falter-shall-not-rout-lol.md new file mode 100644 index 000000000..9df9f2df7 --- /dev/null +++ b/compendium/feats/shall-not-falter-shall-not-rout-lol.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lol +- trait/archetype +- trait/rare +aliases: ["Shall Not Falter, Shall Not Rout"] +--- +# Shall Not Falter, Shall Not Rout *Feat 10* +[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md) + +You gain the [shall not falter, shall not rout](compendium/spells/shall-not-falter-shall-not-rout-lol.md) focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the [Refocus](rules/actions/refocus.md) activity to recite the Crimson Oath and meditate on its teachings. If you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your knight reclaimant focus spells are divine spells; when you gain this feat, you become trained in divine spell attacks and spell DCs and your spellcasting ability is Charisma. + +*Source: Lost Omens: Legends p. 69* +%% #compendium/src/pf2e/lol #trait/archetype #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/shamble-botd.md b/compendium/feats/shamble-botd.md new file mode 100644 index 000000000..1ce00a81a --- /dev/null +++ b/compendium/feats/shamble-botd.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Shamble"] +--- +# Shamble [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) +- **Activity** Varies ([>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") OR [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")) + +You may be slower than you were in life, but your pace is unfaltering. [Stride](rules/actions/stride.md) twice, or three times if you spent 3 actions to Shamble. During this movement, you ignore difficult terrain and greater difficult terrain. + +You can choose to ignore all circumstance and status penalties to your Speed when you Shamble. If you do, you must succeed at a DC 6 flat check when you finish Shambling or your body deteriorates. + +*Source: Book of the Dead p. 61* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/shape-of-the-cloud-dragon-sot3.md b/compendium/feats/shape-of-the-cloud-dragon-sot3.md new file mode 100644 index 000000000..bd92d5253 --- /dev/null +++ b/compendium/feats/shape-of-the-cloud-dragon-sot3.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot3 +- trait/archetype +- trait/uncommon +aliases: ["Shape of the Cloud Dragon"] +--- +# Shape of the Cloud Dragon *Feat 14* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) + +You've discovered how to transform yourself into a cloud dragon. Once per day, you can cast 7th-level [dragon form](compendium/spells/dragon-form.md) as an innate arcane spell, transforming into a cloud dragon. The spell automatically heightens to 8th level if you're 16th level and 9th level if you're 18th level. On a critical hit with an unarmed [Strike](rules/actions/strike.md) gained from dragon form, you recharge the spell's breath weapon immediately. + +While in this form, you gain the following cloud dragon–specific abilities: + +- **Cloud** cloud walk (you can walk on clouds or fog); **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10` piercing plus `1d12` electricity; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail ([reach <10 feet>](rules/traits/reach.md)), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horn ([reach <10 feet>](rules/traits/reach.md)), **Damage** `3d8` piercing; breath weapon 30-foot cone, `6d12` electricity. + +**Special.** You can use this feat in place of [Shape of the Dragon](compendium/feats/shape-of-the-dragon-apg.md) to fulfill feat requirements. + +## Shape of the Cloud Dragon leads to... + +[Mighty Dragon Shape](compendium/feats/mighty-dragon-shape-apg.md) + +## Summary + +*Source: Strength of Thousands #3: Hurricane's Howl p. 79* +%% #compendium/src/pf2e/sot3 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/shape-of-the-dragon-apg.md b/compendium/feats/shape-of-the-dragon-apg.md new file mode 100644 index 000000000..43399d074 --- /dev/null +++ b/compendium/feats/shape-of-the-dragon-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Shape Of The Dragon"] +--- +# Shape Of The Dragon *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) + +You've discovered how to transform yourself into a dragon. Once per day, you can cast 7th-level [dragon form](compendium/spells/dragon-form.md) as an innate arcane spell, transforming into your chosen type of dragon. The spell automatically heightens to 8th level if you're 16th level and 9th level if you're 18th level. + +Any time you score a critical hit with an unarmed [Strike](rules/actions/strike.md) gained from dragon form, you recharge the spell's breath weapon immediately. + +## Shape Of The Dragon leads to... + +[Mighty Dragon Shape](compendium/feats/mighty-dragon-shape-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 169* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/shapechangers-intuition-loag.md b/compendium/feats/shapechangers-intuition-loag.md new file mode 100644 index 000000000..21fdeae8f --- /dev/null +++ b/compendium/feats/shapechangers-intuition-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kitsune +aliases: ["Shapechanger's Intuition"] +--- +# Shapechanger's Intuition *Feat 1* +[kitsune](rules/traits/kitsune-loag.md) + + +A lifetime of experience helps you see through disguises. When you come within 10 feet of a creature that is transformed into another form or is Impersonating a specific creature, the GM rolls a secret [Perception](compendium/skills.md#Perception) check for you to realize that the creature is transformed, even if you didn't spend an action to [Seek](rules/actions/seek.md) against that creature. + +*Source: Lost Omens: Ancestry Guide p. 125* +%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/compendium/feats/shaped-contaminant-aoa5.md b/compendium/feats/shaped-contaminant-aoa5.md new file mode 100644 index 000000000..0d2d95bfe --- /dev/null +++ b/compendium/feats/shaped-contaminant-aoa5.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa5 +- trait/alchemist +- trait/uncommon +aliases: ["Shaped Contaminant"] +--- +# Shaped Contaminant *Feat 12* +[alchemist](rules/traits/alchemist.md) [uncommon](rules/traits/uncommon.md) + + +Through a combination of careful manipulation and precise breath control, you can deploy inhaled toxins precisely. When you activate an inhaled poison, you can cause it to fill a 20-foot line that's 5 feet tall rather than a 10-foot cube. You gain a +3 status bonus to saving throws against inhaled poisons that you activate. + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 78* +%% #compendium/src/pf2e/aoa5 #trait/alchemist #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/share-burden-da.md b/compendium/feats/share-burden-da.md new file mode 100644 index 000000000..10bf6f900 --- /dev/null +++ b/compendium/feats/share-burden-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Share Burden"] +--- +# Share Burden [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) +- **Trigger** An ally within 60 feet would be affected by a [curse](rules/traits/curse.md) or [misfortune](rules/traits/misfortune.md) effect, and you wouldn't be affected but you are an eligible target for the effect. +- **Activity** Reaction + +You draw the misfortune or curse into yourself, potentially enabling you to enter your curse maelstrom state. Instead of affecting your ally, the triggering [curse](rules/traits/curse.md) or [misfortune](rules/traits/misfortune.md) effect affects you. + +*Source: Dark Archive p. 169* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/share-eidolon-magic-som.md b/compendium/feats/share-eidolon-magic-som.md new file mode 100644 index 000000000..ce9e8d89c --- /dev/null +++ b/compendium/feats/share-eidolon-magic-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/summoner +aliases: ["Share Eidolon Magic"] +--- +# Share Eidolon Magic *Feat 14* +[summoner](rules/traits/summoner-som.md) + +- **Prerequisites**: [Magical Understudy](compendium/feats/magical-understudy-som.md) + +Your eidolon shares innate spells with you. You can cast the innate spells your eidolon gained from [Magical Understudy](compendium/feats/magical-understudy-som.md), [Magical Adept](compendium/feats/magical-adept-som.md), and [Magical Master](compendium/feats/magical-master-som.md). You and your eidolon share the same daily uses of these innate spells. + +*Source: Secrets of Magic p. 72* +%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/share-thoughts-locg.md b/compendium/feats/share-thoughts-locg.md new file mode 100644 index 000000000..0f24d8fef --- /dev/null +++ b/compendium/feats/share-thoughts-locg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/elf +aliases: ["Share Thoughts"] +--- +# Share Thoughts *Feat 1* +[elf](rules/traits/elf.md) + +- **Prerequisites**: Mualijae, Ilverani, or Vourinoi ethnicity + +You have an uncanny knack of communicating with other elves without speaking, though this habit that is often uncomfortable to observers. You can cast [mindlink](compendium/spells/mindlink.md) as an innate occult spell once per day, but you can target only other elves or half-elves. + +## Share Thoughts leads to... + +[Sense Thoughts](compendium/feats/sense-thoughts-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 26* +%% #compendium/src/pf2e/locg #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/share-weakness-da.md b/compendium/feats/share-weakness-da.md new file mode 100644 index 000000000..1ecdd1304 --- /dev/null +++ b/compendium/feats/share-weakness-da.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/esoterica +- trait/manipulate +- trait/thaumaturge +aliases: ["Share Weakness"] +--- +# Share Weakness [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[esoterica](rules/traits/esoterica-da.md) [manipulate](rules/traits/manipulate.md) [thaumaturge](rules/traits/thaumaturge-da.md) + +- **Prerequisites**: [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md), mortal weakness +- **Requirements**: You are Exploiting a creature's Vulnerability using mortal weakness. +- **Activity** Single Action + +You select an object from your esoterica that has great personal value to you, such as a locket or treasured ring, and you grant it to an ally, establishing a personal link that allows your ally to affect an enemy as if they were you. The ally's [Strikes](rules/actions/strike.md) apply the weakness from your mortal weakness the same way your [Strikes](rules/actions/strike.md) do. This benefit ends when your [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) ends or you Share Weakness again. + +*Source: Dark Archive p. 45* +%% #compendium/src/pf2e/da #trait/esoterica #trait/manipulate #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/shared-assault-apg.md b/compendium/feats/shared-assault-apg.md new file mode 100644 index 000000000..748ac616d --- /dev/null +++ b/compendium/feats/shared-assault-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/bard +aliases: ["Shared Assault"] +--- +# Shared Assault *Feat 12* +[bard](rules/traits/bard.md) + +- **Prerequisites**: [Courageous Assault](compendium/feats/courageous-assault-apg.md) + +In the triumph of battle, you can share the glory with another ally. When the ally you chose for Courageous Assault critically succeeds at the [Strike](rules/actions/strike.md) granted by that action, another ally affected by your [inspire courage](compendium/spells/inspire-courage.md) composition spell can immediately use a reaction to make a melee [Strike](rules/actions/strike.md). Since the second ally wasn't the ally you chose for Courageous Assault, this effect doesn't continue to a third ally, even if the second ally also critically succeeds at their [Strike](rules/actions/strike.md). + +*Source: Advanced Player's Guide p. 114* +%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/shared-attunement-som.md b/compendium/feats/shared-attunement-som.md new file mode 100644 index 000000000..e60daf55b --- /dev/null +++ b/compendium/feats/shared-attunement-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Shared Attunement"] +--- +# Shared Attunement *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md) + +When you would gain a benefit from your terrain attunement, you can grant it to one ally within 30 feet instead of yourself. + +This has no effect if the terrain attunement affects your foes instead of granting you a benefit. + +*Source: Secrets of Magic p. 212* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/shared-avoidance-apg.md b/compendium/feats/shared-avoidance-apg.md new file mode 100644 index 000000000..f662dd3d1 --- /dev/null +++ b/compendium/feats/shared-avoidance-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/cleric +aliases: ["Shared Avoidance"] +--- +# Shared Avoidance *Feat 10* +[cleric](rules/traits/cleric.md) + +- **Prerequisites**: [Premonition of Avoidance](compendium/feats/premonition-of-avoidance-apg.md) + +You can project your premonitions of danger to your allies. When you use [Premonition of Avoidance](compendium/feats/premonition-of-avoidance-apg.md), allies within 15 feet of you who are rolling the same saving throw against the same hazard also gain a +2 circumstance bonus to their saving throws. + +*Source: Advanced Player's Guide p. 122* +%% #compendium/src/pf2e/apg #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/shared-clarity-apg.md b/compendium/feats/shared-clarity-apg.md new file mode 100644 index 000000000..7ea97f17d --- /dev/null +++ b/compendium/feats/shared-clarity-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/cleric +aliases: ["Shared Clarity"] +--- +# Shared Clarity *Feat 18* +[cleric](rules/traits/cleric.md) + +- **Prerequisites**: [Premonition of Clarity](compendium/feats/premonition-of-clarity-apg.md) + +You can project your premonitions of clarity to your allies. When you use [Premonition of Clarity](compendium/feats/premonition-of-clarity-apg.md), allies within 15 feet of you who failed the same saving throw against the same [mental](rules/traits/mental.md) effect can also spend their reactions to reroll the failed saving throw with a +2 circumstance bonus. + +*Source: Advanced Player's Guide p. 123* +%% #compendium/src/pf2e/apg #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/shared-dream-da.md b/compendium/feats/shared-dream-da.md new file mode 100644 index 000000000..c97490e85 --- /dev/null +++ b/compendium/feats/shared-dream-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Shared Dream"] +--- +# Shared Dream *Feat 16* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) + +You've learned to create a shared dreamscape to communicate with others. You can cast [dream council](compendium/spells/dream-council.md) as an innate occult spell. + +*Source: Dark Archive p. 207* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/shared-luck-apg.md b/compendium/feats/shared-luck-apg.md new file mode 100644 index 000000000..0098bfad8 --- /dev/null +++ b/compendium/feats/shared-luck-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/catfolk +aliases: ["Shared Luck"] +--- +# Shared Luck *Feat 9* +[catfolk](rules/traits/catfolk-b1.md) + +- **Prerequisites**: [Cat's Luck](compendium/feats/cats-luck-apg.md) + +When you use [Cat's Luck](compendium/feats/cats-luck-apg.md) to reroll a Reflex saving throw, any creatures you choose within 10 feet who also just failed a Reflex saving throw against the same effect (such as a single spell) can also reroll their saving throws and use the better result. + +*Source: Advanced Player's Guide p. 11* +%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/shared-luck-locg.md b/compendium/feats/shared-luck-locg.md new file mode 100644 index 000000000..835c01658 --- /dev/null +++ b/compendium/feats/shared-luck-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/halfling +aliases: ["Shared Luck"] +--- +# Shared Luck *Feat 5* +[halfling](rules/traits/halfling.md) + +- **Prerequisites**: [Halfling Luck](compendium/feats/halfling-luck.md) + +You are evidence that it's lucky to travel with a halfling. You can use Halfling Luck when an ally within 30 feet fails a skill check or a saving throw to allow the ally to reroll the triggering check instead of you rerolling your own failed check. As usual, your ally must use the new result, even if it's worse than their first roll. If you have Guiding Luck, you can't use Guiding Luck's effect that applies to attack rolls and [Perception](compendium/skills.md#Perception) checks to use Shared Luck to benefit an ally. + +*Source: Lost Omens: Character Guide p. 45* +%% #compendium/src/pf2e/locg #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/shared-sight-lokl.md b/compendium/feats/shared-sight-lokl.md new file mode 100644 index 000000000..330542e22 --- /dev/null +++ b/compendium/feats/shared-sight-lokl.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/bard +- trait/concentrate +- trait/metamagic +- trait/sorcerer +- trait/uncommon +aliases: ["Shared Sight"] +--- +# Shared Sight [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Knights of Lastwall have access to this feat. +- **Prerequisites**: [Soulsight](compendium/feats/soulsight-bard-apg.md) +- **Activity** Single Action + +You bestow the mystical vision granted to you by your muse upon your allies. If your next action is to cast a non-cantrip spell that affects one or more of your allies, all affected allies gain your spiritsense for 1 minute. + +*Source: Lost Omens: Knights of Lastwall p. 85* +%% #compendium/src/pf2e/lokl #trait/bard #trait/concentrate #trait/metamagic #trait/sorcerer #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/shared-stratagem-apg.md b/compendium/feats/shared-stratagem-apg.md new file mode 100644 index 000000000..b39d7c02c --- /dev/null +++ b/compendium/feats/shared-stratagem-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Shared Stratagem"] +--- +# Shared Stratagem *Feat 2* +[investigator](rules/traits/investigator-apg.md) + + +The plans you make include your allies as well as yourself. When you hit a creature with an attack on which you substituted your attack roll due to Devising a Stratagem, designate one ally. The creature you hit is flat-footed to that ally on the next attack the designated ally makes against that creature before the start of your next turn. + +## Shared Stratagem leads to... + +[Didactic Strike](compendium/feats/didactic-strike-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 61* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/shared-synergy-locg.md b/compendium/feats/shared-synergy-locg.md new file mode 100644 index 000000000..5a5814560 --- /dev/null +++ b/compendium/feats/shared-synergy-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Shared Synergy"] +--- +# Shared Synergy *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dualistic Synergy](compendium/feats/dualistic-synergy-locg.md) + +You can grant the benefit from Dualistic Synergy to an ally within 30 feet instead of yourself, either allowing that ally to [Recall Knowledge](rules/actions/recall-knowledge.md), granting that ally temporary Hit Points, or both, depending on the spell's tradition. + +*Source: Lost Omens: Character Guide p. 104* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/shared-warding-da.md b/compendium/feats/shared-warding-da.md new file mode 100644 index 000000000..daecaf26b --- /dev/null +++ b/compendium/feats/shared-warding-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/thaumaturge +aliases: ["Shared Warding"] +--- +# Shared Warding *Feat 12* +[thaumaturge](rules/traits/thaumaturge-da.md) + +- **Prerequisites**: Esoteric Warden + +You ward your allies from the attacks of your foes whenever you apply those protections to yourself. When you gain a status bonus to AC and saves from Esoteric Warden, you can choose to grant the same benefit to all allies within 30 feet. + +*Source: Dark Archive p. 46* +%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/sharp-fangs-locg.md b/compendium/feats/sharp-fangs-locg.md new file mode 100644 index 000000000..4ab8796bf --- /dev/null +++ b/compendium/feats/sharp-fangs-locg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/lizardfolk +aliases: ["Sharp Fangs"] +--- +# Sharp Fangs *Feat 1* +[lizardfolk](rules/traits/lizardfolk-b1.md) + + +Your teeth are formidable weapons. You gain a fangs unarmed attack that deals `1d8` piercing damage. + +## Sharp Fangs leads to... + +[Envenom Fangs](compendium/feats/envenom-fangs-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 58* +%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/shatter-space-da.md b/compendium/feats/shatter-space-da.md new file mode 100644 index 000000000..ec01a1cc1 --- /dev/null +++ b/compendium/feats/shatter-space-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/amp +- trait/psychic +aliases: ["Shatter Space"] +--- +# Shatter Space *Feat 14* +[amp](rules/traits/amp-da.md) [psychic](rules/traits/psychic-da.md) + + +The sheer power of your magic fractures reality. Use this amp in place of a psi cantrip's normal amp entry. The cantrip must be one that takes 2 or more actions to cast. + +*Source: Dark Archive p. 28* +%% #compendium/src/pf2e/da #trait/amp #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/shattering-blows-apg.md b/compendium/feats/shattering-blows-apg.md new file mode 100644 index 000000000..85bec0679 --- /dev/null +++ b/compendium/feats/shattering-blows-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +- trait/rage +aliases: ["Shattering Blows"] +--- +# Shattering Blows *Feat 16* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + + +Your forceful blows shatter objects with ease. While you are [raging](rules/actions/rage.md), your melee [Strikes](rules/actions/strike.md) ignore 5 points of an object's Hardness. If you have the devastator class feature, you instead ignore 10 points of an object's Hardness. + +*Source: Advanced Player's Guide p. 111* +%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/shattering-strike-apg.md b/compendium/feats/shattering-strike-apg.md new file mode 100644 index 000000000..a63110c49 --- /dev/null +++ b/compendium/feats/shattering-strike-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Shattering Strike"] +--- +# Shattering Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Improvised Pummel](compendium/feats/improvised-pummel-apg.md) +- **Trigger** An improvised weapon that you are wielding becomes [broken](rules/conditions.md#Broken) as a result of a critical success on an [Improvised Pummel](compendium/feats/improvised-pummel-apg.md). +- **Activity** Reaction + +The improvised weapon shatters, destroying it completely but dealing an additional `3d6` piercing damage to the creature you hit with the Improvised Pummel. This extra damage you apply on the critical hit doesn't double from the critical hit, as normal. + +*Source: Advanced Player's Guide p. 199* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/shed-tail-locg.md b/compendium/feats/shed-tail-locg.md new file mode 100644 index 000000000..2bda4fb1e --- /dev/null +++ b/compendium/feats/shed-tail-locg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/lizardfolk +aliases: ["Shed Tail"] +--- +# Shed Tail [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* +[lizardfolk](rules/traits/lizardfolk-b1.md) + +- **Prerequisites**: [Tail Whip](compendium/feats/tail-whip-locg.md) +- **Trigger** You become [grabbed](rules/conditions.md#Grabbed). +- **Requirements**: You have a fully grown tail. +- **Activity** Reaction + +You can shed your tail to escape. You cease being [grabbed](rules/conditions.md#Grabbed), then [Stride](rules/actions/stride.md) without triggering any reactions from the creature that [grabbed](rules/conditions.md#Grabbed) you. It takes 1 week for your tail to fully grow back. Until it does, you can't use your tail unarmed attack, and you take a –2 circumstance penalty on checks to [Balance](rules/actions/balance.md). + +*Source: Lost Omens: Character Guide p. 59* +%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/sheltering-cave-som.md b/compendium/feats/sheltering-cave-som.md new file mode 100644 index 000000000..e4d34bf3c --- /dev/null +++ b/compendium/feats/sheltering-cave-som.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/conjuration +- trait/druid +- trait/earth +- trait/exploration +- trait/primal +aliases: ["Sheltering Cave"] +--- +# Sheltering Cave *Feat 4* +[conjuration](rules/traits/conjuration.md) [druid](rules/traits/druid.md) [earth](rules/traits/earth.md) [exploration](rules/traits/exploration.md) [primal](rules/traits/primal.md) + +- **Prerequisites**: stone order +- **Requirements**: You're standing on ground composed of earth, stone, or a similar material. + +You spend 10 minutes communing with spirits of earth and stone, requesting shelter. At the end of this time, the earth rises and opens, forming a small cave or earthen mound 20 feet in diameter and 10 feet high. This cave has the [structure](rules/traits/structure.md) trait and the same restrictions as structures created by magic items. The cave has a single entrance and provides shelter from the elements. The cave remains for 12 hours or until you spend 10 minutes coaxing the earth to close. + +*Source: Secrets of Magic p. 199* +%% #compendium/src/pf2e/som #trait/conjuration #trait/druid #trait/earth #trait/exploration #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/sheltering-slab-apg.md b/compendium/feats/sheltering-slab-apg.md new file mode 100644 index 000000000..115644052 --- /dev/null +++ b/compendium/feats/sheltering-slab-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/dwarf +aliases: ["Sheltering Slab"] +--- +# Sheltering Slab *Feat 5* +[dwarf](rules/traits/dwarf.md) + + +The stone around you is your ally, and you have learned to use it to shore up your weaknesses. As long as you remain on the ground and are adjacent to a vertical stone wall that rises to your height or taller, you aren't [flat-footed](rules/conditions.md#Flat-footed) against attacks as a result of being flanked. This works even if you are at the outside corner of the wall. + +*Source: Advanced Player's Guide p. 42* +%% #compendium/src/pf2e/apg #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/shepherd-of-desolation-lokl.md b/compendium/feats/shepherd-of-desolation-lokl.md new file mode 100644 index 000000000..595c661fd --- /dev/null +++ b/compendium/feats/shepherd-of-desolation-lokl.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +- trait/aura +aliases: ["Shepherd of Desolation"] +--- +# Shepherd of Desolation *Feat 12* +[archetype](rules/traits/archetype.md) [aura](rules/traits/aura.md) + +- **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md), [Survivor of Desolation](compendium/feats/survivor-of-desolation-locg.md) + +You know how to keep others alive in the Gravelands' murkiest shadows. Allies within 10 feet of you gain the benefit of Survivor of Desolation. If you are a champion, this aura is a champion aura, even though you gained it from Knight Reclaimant instead of a champion feat or feature. + +*Source: Lost Omens: Knights of Lastwall p. 76* +%% #compendium/src/pf2e/lokl #trait/archetype #trait/aura %% \ No newline at end of file diff --git a/compendium/feats/shield-block.md b/compendium/feats/shield-block.md index 4c60eed41..c8038f2da 100644 --- a/compendium/feats/shield-block.md +++ b/compendium/feats/shield-block.md @@ -16,7 +16,7 @@ You snap your shield in place to ward off a blow. Your shield prevents you from ## Shield Block leads to... -[Quick Shield Block (Champion)](compendium/feats/quick-shield-block-champion.md), [Quick Shield Block (Fighter)](compendium/feats/quick-shield-block-fighter.md), [Shield Warden (Fighter)](compendium/feats/shield-warden-fighter.md), Bastion Dedication, Destructive Block, Disarming Block, Nimble Shield Hand, Shield Salvation, Drive Back, Lastwall Sentry Dedication, Eye Of Ozem, Grave Sense, Lastwall Warden, Necromantic Resistance, Necromantic Tenacity, Rescuer's Press, Always Ready, Bless Shield, Familiar Foe, Final Rest, Nonlethal Takedown, Practiced Opposition, Repulse the Wicked, Sacred Armaments, Flashing Shield, Necromantic Bulwark, Grave Sight, No Stranger to Death, Resolute Defender, Thwart Evil, Withstand Death, Aegis Of Arnisant, Vigil's Walls Rise Anew!, Fortify Shield +[Quick Shield Block (Champion)](compendium/feats/quick-shield-block-champion.md), [Quick Shield Block (Fighter)](compendium/feats/quick-shield-block-fighter.md), [Shield Warden (Fighter)](compendium/feats/shield-warden-fighter.md), [Bastion Dedication](compendium/feats/bastion-dedication-apg.md), [Destructive Block](compendium/feats/destructive-block-apg.md), [Disarming Block](compendium/feats/disarming-block-apg.md), [Nimble Shield Hand](compendium/feats/nimble-shield-hand-apg.md), [Shield Salvation](compendium/feats/shield-salvation-apg.md), [Drive Back](compendium/feats/drive-back-lokl.md), [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md), [Eye Of Ozem](compendium/feats/eye-of-ozem-lowg.md), [Grave Sense](compendium/feats/grave-sense-lowg.md), [Lastwall Warden](compendium/feats/lastwall-warden-lowg.md), [Necromantic Resistance](compendium/feats/necromantic-resistance-lowg.md), [Necromantic Tenacity](compendium/feats/necromantic-tenacity-lowg.md), [Rescuer's Press](compendium/feats/rescuers-press-lol.md), [Always Ready](compendium/feats/always-ready-lokl.md), [Bless Shield](compendium/feats/bless-shield-lokl.md), [Familiar Foe](compendium/feats/familiar-foe-lokl.md), [Final Rest](compendium/feats/final-rest-lokl.md), [Nonlethal Takedown](compendium/feats/nonlethal-takedown-lokl.md), [Practiced Opposition](compendium/feats/practiced-opposition-lokl.md), [Repulse the Wicked](compendium/feats/repulse-the-wicked-lokl.md), [Sacred Armaments](compendium/feats/sacred-armaments-lokl.md), [Flashing Shield](compendium/feats/flashing-shield-lokl.md), [Necromantic Bulwark](compendium/feats/necromantic-bulwark-lokl.md), [Grave Sight](compendium/feats/grave-sight-lokl.md), [No Stranger to Death](compendium/feats/no-stranger-to-death-lokl.md), [Resolute Defender](compendium/feats/resolute-defender-lokl.md), [Thwart Evil](compendium/feats/thwart-evil-lokl.md), [Withstand Death](compendium/feats/withstand-death-lokl.md), [Aegis Of Arnisant](compendium/feats/aegis-of-arnisant-locg.md), [Vigil's Walls Rise Anew!](compendium/feats/vigils-walls-rise-anew-lol.md), [Fortify Shield](compendium/feats/fortify-shield-loag.md) ## Summary diff --git a/compendium/feats/shield-of-faith-apg.md b/compendium/feats/shield-of-faith-apg.md new file mode 100644 index 000000000..c7a9bc36e --- /dev/null +++ b/compendium/feats/shield-of-faith-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/cleric +aliases: ["Shield Of Faith"] +--- +# Shield Of Faith *Feat 10* +[cleric](rules/traits/cleric.md) + +- **Prerequisites**: [Domain Initiate](compendium/feats/domain-initiate.md) + +Residual energy from your domain spells bolsters your defenses. When you spend a Focus Point to cast a domain spell, you gain a +1 status bonus to your AC until the start of your next turn. + +*Source: Advanced Player's Guide p. 122* +%% #compendium/src/pf2e/apg #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/shield-salvation-apg.md b/compendium/feats/shield-salvation-apg.md new file mode 100644 index 000000000..5623aeee3 --- /dev/null +++ b/compendium/feats/shield-salvation-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Shield Salvation"] +--- +# Shield Salvation *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bastion Dedication](compendium/feats/bastion-dedication-apg.md) + +You can save your shield from total destruction, even after a devastating attack. If a shield would be destroyed due to damage taken during your [Shield Block](compendium/feats/shield-block.md), the shield remains intact at 1 Hit Point instead. Its construction is weakened until you take the time to repair it, preventing you from using Shield Salvation to save the same shield until your next preparations. + +*Source: Advanced Player's Guide p. 159* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/shield-wall-lokl.md b/compendium/feats/shield-wall-lokl.md new file mode 100644 index 000000000..85737717e --- /dev/null +++ b/compendium/feats/shield-wall-lokl.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/champion +- trait/fighter +- trait/uncommon +aliases: ["Shield Wall"] +--- +# Shield Wall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[champion](rules/traits/champion.md) [fighter](rules/traits/fighter.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Knights of Lastwall have access to this feat. +- **Trigger** Your shield is raised and an adjacent ally [Raises a Shield](rules/actions/raise-a-shield.md). +- **Activity** Reaction + +You use your shield in tandem with an ally's, forming a barricade. Both you and the triggering creature have standard cover as long as you remain adjacent to each other and you both have your shields raised; when this is no longer the case, the effect ends. You and your ally can't use this cover to [Hide](rules/actions/hide.md), as it's obvious you're standing there holding your shields, but you and your ally can use it to [Take Cover](rules/actions/take-cover.md). + +Normally, if you and your ally don't move, Shield Wall lasts until the beginning of your next turn, when your shield is no longer raised. + +*Source: Lost Omens: Knights of Lastwall p. 84* +%% #compendium/src/pf2e/lokl #trait/champion #trait/fighter #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/shielded-tome-som.md b/compendium/feats/shielded-tome-som.md new file mode 100644 index 000000000..c4e19d37e --- /dev/null +++ b/compendium/feats/shielded-tome-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/arcane +- trait/magus +- trait/transmutation +aliases: ["Shielded Tome"] +--- +# Shielded Tome *Feat 6* +[arcane](rules/traits/arcane.md) [magus](rules/traits/magus-som.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: [Raise a Tome](compendium/feats/raise-a-tome-som.md) + +During your daily preparations, you can magically fuse a shield into your favorite book, where it appears as an elaborate bookmark. While the two are fused, the book shares the Hardness, Hit Points, and Broken Threshold of the shield, and it can be used to [Shield Block](compendium/feats/shield-block.md) if you have that reaction, with a requirement of "You have Raised the Tome" instead of the usual requirements. + +You can switch the fused item's form from a book to a shield with a book-shaped motif as a single action, which has the [concentrate](rules/traits/concentrate.md) trait. When the item is in book form, you can read the book and [Raise the Tome](compendium/feats/raise-a-tome-som.md), and when it's in shield form, you can [Raise the Shield](rules/actions/raise-a-shield.md), [Activate it](rules/actions/activate-an-item.md), and gain any other benefits or effects the shield normally has (such as a spellguard shield's bonus to saving throws against magic). The fusion lasts until your next daily preparations. + +*Source: Secrets of Magic p. 45* +%% #compendium/src/pf2e/som #trait/arcane #trait/magus #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/shieldmarshal-dedication-loil.md b/compendium/feats/shieldmarshal-dedication-loil.md new file mode 100644 index 000000000..dafb4a2b7 --- /dev/null +++ b/compendium/feats/shieldmarshal-dedication-loil.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Shieldmarshal Dedication"] +--- +# Shieldmarshal Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + + +Your elite shieldmarshal training makes you equally at home in the squalor of Smokeside and the splendor of Skyside. You're intimately familiar with the city's labyrinthine streets and statutes. You become trained in [Society](compendium/skills.md#Society); if you were already trained, you become an expert in [Society](compendium/skills.md#Society) instead. + +In urban environments, you can attempt [Society](compendium/skills.md#Society) checks to [Sense Direction](rules/actions/sense-direction.md). You also gain the Courtly Graces and [Streetwise](compendium/feats/streetwise.md) skill feats. + +## Shieldmarshal Dedication leads to... + +[Consolidated Overlay Panopticon](compendium/feats/consolidated-overlay-panopticon-loil.md), [Equitable Defense](compendium/feats/equitable-defense-loil.md), [Counterclockwork Focus](compendium/feats/counterclockwork-focus-loil.md) + +## Summary + +*Source: Lost Omens: Impossible Lands p. 109* +%% #compendium/src/pf2e/loil #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/shift-spell-frp2.md b/compendium/feats/shift-spell-frp2.md new file mode 100644 index 000000000..859e059be --- /dev/null +++ b/compendium/feats/shift-spell-frp2.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp2 +- trait/uncommon +- trait/wizard +aliases: ["Shift Spell"] +--- +# Shift Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +- **Access**: member of the Magaambya +- **Requirements**: You have an active spell that affects an area and you are within the spell's range. +- **Activity** Single Action + +You move the spell's area to a new location within 120 feet. + +The spell's remaining duration is reduced by half. The spell no longer affects its previous area. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 75* +%% #compendium/src/pf2e/frp2 #trait/uncommon #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/shifting-faces-loag.md b/compendium/feats/shifting-faces-loag.md new file mode 100644 index 000000000..b082c6f9e --- /dev/null +++ b/compendium/feats/shifting-faces-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kitsune +aliases: ["Shifting Faces"] +--- +# Shifting Faces *Feat 5* +[kitsune](rules/traits/kitsune-loag.md) + +- **Prerequisites**: tailless alternate form +- **Frequency**: once per day + +You wear many faces, even those that don't belong to you. When you Change Shape into your tailless form, you gain the effects of 3rd-level [illusory disguise](compendium/spells/illusory-disguise.md) for 1 hour or until you shift back, except it's a [transmutation](rules/traits/transmutation.md) effect rather than an illusion. + +*Source: Lost Omens: Ancestry Guide p. 126* +%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/compendium/feats/shifting-terrain-som.md b/compendium/feats/shifting-terrain-som.md new file mode 100644 index 000000000..5095ec914 --- /dev/null +++ b/compendium/feats/shifting-terrain-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Shifting Terrain"] +--- +# Shifting Terrain [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Rough Terrain Stance](compendium/feats/rough-terrain-stance-som.md), master in [Nature](compendium/skills.md#Nature) +- **Requirements**: Your terrain attunement matches the terrain you're in and you're in Rough Terrain Stance. +- **Activity** Single Action + +You slam your fist into the ground or twirl your arms about to cause the terrain around you to shift and ripple, potentially throwing others off balance. Each creature within your area of difficult terrain from Rough Terrain Stance must attempt a Reflex saving throw against your spell DC with the following effects. After you use this action, you can't use it again for `1d4` rounds. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [clumsy](rules/conditions.md#Clumsy) for 1 round. +> - **Failure** The creature is [clumsy](rules/conditions.md#Clumsy) for 1 round. +> - **Critical Failure** The creature is [clumsy](rules/conditions.md#Clumsy) for 1 round and falls [prone](rules/conditions.md#Prone). + +*Source: Secrets of Magic p. 213* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/shining-arms-lotgb.md b/compendium/feats/shining-arms-lotgb.md new file mode 100644 index 000000000..c2c43bf6a --- /dev/null +++ b/compendium/feats/shining-arms-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Shining Arms"] +--- +# Shining Arms *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [light](compendium/spells/light.md) + +When you cast [light](compendium/spells/light.md), you can modify its target to be 1 melee weapon, either unattended or possessed by you or a willing ally, and modify its duration to be 1 minute. If you do, add the following to its effects: When a creature wielding the weapon critically hits a foe, you can [Dismiss the Spell](rules/actions/dismiss.md) as a reaction, causing the foe to be [dazzled](rules/conditions.md#Dazzled) for 1 round. After you use this reaction, you can't use this modification again for 10 minutes. + +*Source: Lost Omens: The Grand Bazaar p. 122* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/shinstabber-loag.md b/compendium/feats/shinstabber-loag.md new file mode 100644 index 000000000..57c31cd86 --- /dev/null +++ b/compendium/feats/shinstabber-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ratfolk +aliases: ["Shinstabber"] +--- +# Shinstabber *Feat 13* +[ratfolk](rules/traits/ratfolk-b1.md) + +- **Prerequisites**: [Overcrowd](compendium/feats/overcrowd-apg.md) + +You can dart around and between your larger allies' legs without tripping them up. As long as you're Small or smaller, you can end your movement in the same square as a Medium or larger ally. Only two creatures total can share the same space when using this ability or a similar one. + +*Source: Lost Omens: Ancestry Guide p. 56* +%% #compendium/src/pf2e/loag #trait/ratfolk %% \ No newline at end of file diff --git a/compendium/feats/shiny-button-eyes-lotgb.md b/compendium/feats/shiny-button-eyes-lotgb.md new file mode 100644 index 000000000..004f35b92 --- /dev/null +++ b/compendium/feats/shiny-button-eyes-lotgb.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/poppet +aliases: ["Shiny Button Eyes"] +--- +# Shiny Button Eyes *Feat 1* +[poppet](rules/traits/poppet-lotgb.md) + + +You've polished your eyes to reflect the smallest details in dimmest light. You gain the [Canny Acumen](compendium/feats/canny-acumen.md) skill feat as a bonus feat, but you must choose [Perception](compendium/skills.md#Perception). + +Additionally, you gain a +1 circumstance bonus to [Perception](compendium/skills.md#Perception) checks against visual illusions. + +*Source: Lost Omens: The Grand Bazaar p. 64* +%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/compendium/feats/shisk-lore-lome.md b/compendium/feats/shisk-lore-lome.md new file mode 100644 index 000000000..28da4b2e7 --- /dev/null +++ b/compendium/feats/shisk-lore-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/shisk +aliases: ["Shisk Lore"] +--- +# Shisk Lore *Feat 1* +[shisk](rules/traits/shisk-lome.md) + + +You hoard knowledge like a dragon hoards gold. You gain the trained proficiency rank in three [Lore](compendium/skills.md#Lore) skills of your choice. You also become trained in [Shisk Lore](compendium/skills.md#Lore). + +*Source: Lost Omens: The Mwangi Expanse p. 125* +%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/compendium/feats/shokis-argument-loag.md b/compendium/feats/shokis-argument-loag.md new file mode 100644 index 000000000..bc7eae1c3 --- /dev/null +++ b/compendium/feats/shokis-argument-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/duskwalker +aliases: ["Shoki's Argument"] +--- +# Shoki's Argument *Feat 5* +[duskwalker](rules/traits/duskwalker-apg.md) + + +You feel a connection to shokis, the rambling collectors of wayward souls, and might have found old texts written by one. You are trained in [Diplomacy](compendium/skills.md#Diplomacy). If you were already trained in [Diplomacy](compendium/skills.md#Diplomacy) (from your background or class, for example), you instead become trained in a skill of your choice. You can also cast [disrupt undead](compendium/spells/disrupt-undead.md) as a divine innate cantrip at will. A cantrip is heightened to a spell level equal to half your level rounded up. + +*Source: Lost Omens: Ancestry Guide p. 31* +%% #compendium/src/pf2e/loag #trait/duskwalker %% \ No newline at end of file diff --git a/compendium/feats/shoony-lore-ec3.md b/compendium/feats/shoony-lore-ec3.md new file mode 100644 index 000000000..a701b3b0c --- /dev/null +++ b/compendium/feats/shoony-lore-ec3.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec3 +- trait/shoony +aliases: ["Shoony Lore"] +--- +# Shoony Lore *Feat 1* +[shoony](rules/traits/shoony-ec3.md) + + +Growing up in shoony society, you learned the value of honesty, friendship, and hard work, even during trying times. You gain the trained proficiency rank in [Diplomacy](compendium/skills.md#Diplomacy) and [Survival](compendium/skills.md#Survival). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Shoony Lore](compendium/skills.md#Lore). + +*Source: Extinction Curse #3: Life's Long Shadows p. 72* +%% #compendium/src/pf2e/ec3 #trait/shoony %% \ No newline at end of file diff --git a/compendium/feats/shooting-stars-stance-apg.md b/compendium/feats/shooting-stars-stance-apg.md new file mode 100644 index 000000000..a7d3363dc --- /dev/null +++ b/compendium/feats/shooting-stars-stance-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/monk +- trait/stance +aliases: ["Shooting Stars Stance"] +--- +# Shooting Stars Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) + +- **Prerequisites**: [Monastic Weaponry](compendium/feats/monastic-weaponry.md) +- **Activity** Single Action + +You enter a stance that lets you throw shuriken with lightning speed. While in this stance, you can use your monk feats or monk abilities that normally require unarmed attacks with [shuriken](compendium/equipment/items/shuriken.md) instead. + +*Source: Advanced Player's Guide p. 128* +%% #compendium/src/pf2e/apg #trait/monk #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/shore-step-som.md b/compendium/feats/shore-step-som.md new file mode 100644 index 000000000..2b7aebdd6 --- /dev/null +++ b/compendium/feats/shore-step-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/druid +aliases: ["Shore Step"] +--- +# Shore Step *Feat 1* +[druid](rules/traits/druid.md) + +- **Prerequisites**: wave order + +The shallows and tide pools have always called to you and let you pass unhindered. You ignore difficult terrain resulting from shallow water. In addition, if you roll a success on an [Acrobatics](compendium/skills.md#Acrobatics) check to [Balance](rules/actions/balance.md) on a slippery or wet surface, or on an [Athletics](compendium/skills.md#Athletics) check to [Swim](rules/actions/swim.md), you get a critical success instead. + +*Source: Secrets of Magic p. 198* +%% #compendium/src/pf2e/som #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/shory-aerialist-locg.md b/compendium/feats/shory-aerialist-locg.md new file mode 100644 index 000000000..421cad60e --- /dev/null +++ b/compendium/feats/shory-aerialist-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/human +aliases: ["Shory Aerialist"] +--- +# Shory Aerialist *Feat 13* +[human](rules/traits/human.md) + +- **Prerequisites**: Garundi, Mauxi, or Tian-Yae ethnicity; [Shory Aeromancer](compendium/feats/shory-aeromancer-locg.md) or ability to cast [fly](compendium/spells/fly.md) + +Unique in Golarion's history, the Shory people developed fighting styles dedicated to combat in the air. You gain a +2 circumstance bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks to [Maneuver in Flight](rules/actions/maneuver-in-flight.md) and a +5-foot status bonus to your fly Speed whenever you are flying via magic. + +*Source: Lost Omens: Character Guide p. 15* +%% #compendium/src/pf2e/locg #trait/human %% \ No newline at end of file diff --git a/compendium/feats/shory-aeromancer-locg.md b/compendium/feats/shory-aeromancer-locg.md new file mode 100644 index 000000000..4f96d45a8 --- /dev/null +++ b/compendium/feats/shory-aeromancer-locg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/human +aliases: ["Shory Aeromancer"] +--- +# Shory Aeromancer *Feat 9* +[human](rules/traits/human.md) + +- **Prerequisites**: Garundi, Mauxi, or Tian-Yae ethnicity + +Your ancestors hailed from the flying cities of the Shory, and a few simple tricks have come down through the ages to you. You can cast 4th-level [fly](compendium/spells/fly.md) on yourself as an innate arcane spell once per day. + +## Shory Aeromancer leads to... + +[Shory Aerialist](compendium/feats/shory-aerialist-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 14* +%% #compendium/src/pf2e/locg #trait/human %% \ No newline at end of file diff --git a/compendium/feats/shoulder-catastrophe-locg.md b/compendium/feats/shoulder-catastrophe-locg.md new file mode 100644 index 000000000..501c5ccf2 --- /dev/null +++ b/compendium/feats/shoulder-catastrophe-locg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Shoulder Catastrophe"] +--- +# Shoulder Catastrophe [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) +- **Trigger** An enemy critically succeeds at a [Strike](rules/actions/strike.md) against an adjacent ally. +- **Activity** Reaction + +You've trained to protect your allies by diverting the worst attacks to yourself. The enemy doesn't double the damage from the triggering [Strike](rules/actions/strike.md) but instead applies the normal damage to both you and your ally. Both of you take any effects that would happen on a hit that dealt damage, such as poison, but neither of you are subject to any effects that would happen only on a critical success. + +## Shoulder Catastrophe leads to... + +[Stave Off Catastrophe](compendium/feats/stave-off-catastrophe-lopsg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 115* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/shove-down-apg.md b/compendium/feats/shove-down-apg.md new file mode 100644 index 000000000..053c287c6 --- /dev/null +++ b/compendium/feats/shove-down-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["Shove Down"] +--- +# Shove Down [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) +- **Requirements**: Your last action was a successful [Shove](rules/actions/shove.md). +- **Activity** Free Action + +You leverage your weight to topple foes that you move. You attempt to [Trip](rules/actions/trip.md) the target, even if the target is no longer in your reach. + +*Source: Advanced Player's Guide p. 135* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/shoving-sweep-apg.md b/compendium/feats/shoving-sweep-apg.md new file mode 100644 index 000000000..8d0f69b9b --- /dev/null +++ b/compendium/feats/shoving-sweep-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Shoving Sweep"] +--- +# Shoving Sweep [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Mauler Dedication](compendium/feats/mauler-dedication-apg.md), expert in [Athletics](compendium/skills.md#Athletics) +- **Trigger** A creature within your reach leaves a square during a move action it's using. +- **Requirements**: You are wielding a melee weapon in two hands. +- **Activity** Reaction + +You swing your weapon at your foe, rebuffing them back. You attempt to [Shove](rules/actions/shove.md) the triggering creature, ignoring the requirement that you have a hand free. The creature continues its movement after the [Shove](rules/actions/shove.md). + +*Source: Advanced Player's Guide p. 183* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/shrink-down-som.md b/compendium/feats/shrink-down-som.md new file mode 100644 index 000000000..153cc30dc --- /dev/null +++ b/compendium/feats/shrink-down-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/concentrate +- trait/eidolon +- trait/evolution +- trait/summoner +- trait/transmutation +aliases: ["Shrink Down"] +--- +# Shrink Down [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[concentrate](rules/traits/concentrate.md) [eidolon](rules/traits/eidolon-som.md) [evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) [transmutation](rules/traits/transmutation.md) + +- **Activity** Single Action + +Your eidolon can shrink to fit into small spaces. Your eidolon reduces in size, to a minimum of size Small. It can use this action again while shrunk to return to its normal size. + +## Shrink Down leads to... + +[Miniaturize](compendium/feats/miniaturize-som.md) + +## Summary + +*Source: Secrets of Magic p. 69* +%% #compendium/src/pf2e/som #trait/concentrate #trait/eidolon #trait/evolution #trait/summoner #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/shrouded-magic-loag.md b/compendium/feats/shrouded-magic-loag.md new file mode 100644 index 000000000..404dadb79 --- /dev/null +++ b/compendium/feats/shrouded-magic-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fetchling +aliases: ["Shrouded Magic"] +--- +# Shrouded Magic *Feat 1* +[fetchling](rules/traits/fetchling-b2.md) + + +Choose one cantrip from the occult spell list. You can cast this cantrip as an occult innate spell at will, heightened to a spell level equal to half your level rounded up. + +*Source: Lost Omens: Ancestry Guide p. 87* +%% #compendium/src/pf2e/loag #trait/fetchling %% \ No newline at end of file diff --git a/compendium/feats/shrouded-mien-loag.md b/compendium/feats/shrouded-mien-loag.md new file mode 100644 index 000000000..ff84021e2 --- /dev/null +++ b/compendium/feats/shrouded-mien-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fetchling +aliases: ["Shrouded Mien"] +--- +# Shrouded Mien *Feat 1* +[fetchling](rules/traits/fetchling-b2.md) + + +You're used to dealing with dangerous situations and sinister creatures. You become trained in [Deception](compendium/skills.md#Deception) (or another skill of your choice, if you're already trained in [Deception](compendium/skills.md#Deception)), and you gain the [Lengthy Diversion](compendium/feats/lengthy-diversion.md) skill feat as a bonus feat. + +*Source: Lost Omens: Ancestry Guide p. 87* +%% #compendium/src/pf2e/loag #trait/fetchling %% \ No newline at end of file diff --git a/compendium/feats/sickening-bite-botd.md b/compendium/feats/sickening-bite-botd.md new file mode 100644 index 000000000..5e8e16fb6 --- /dev/null +++ b/compendium/feats/sickening-bite-botd.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Sickening Bite"] +--- +# Sickening Bite *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) + +Your saliva causes severe nausea and mild fever in the living, weakening them so that you can more easily finish them off. When you critically hit a creature with your jaws, the creature is [sickened](rules/conditions.md#Sickened). This is a [disease](rules/traits/disease.md) effect. If you are satiated, you can end your satiation to make the target [sickened](rules/conditions.md#Sickened) on a regular hit instead. + +*Source: Book of the Dead p. 49* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/signature-spell-expansion-apg.md b/compendium/feats/signature-spell-expansion-apg.md new file mode 100644 index 000000000..8530b5e14 --- /dev/null +++ b/compendium/feats/signature-spell-expansion-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/sorcerer +aliases: ["Signature Spell Expansion"] +--- +# Signature Spell Expansion *Feat 10* +[sorcerer](rules/traits/sorcerer.md) + + +Your innate connection to magic lets you cast more spells with greater freedom. You gain two additional signature spells, each of which must have a minimum level of 3rd or lower. + +*Source: Advanced Player's Guide p. 140* +%% #compendium/src/pf2e/apg #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/signature-spell-expansion-da.md b/compendium/feats/signature-spell-expansion-da.md new file mode 100644 index 000000000..7493b5def --- /dev/null +++ b/compendium/feats/signature-spell-expansion-da.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/psychic +aliases: ["Signature Spell Expansion"] +--- +# Signature Spell Expansion *Feat 10* +[psychic](rules/traits/psychic-da.md) + + +Your direct mental grasp of your power lets you cast more spells with greater freedom. You gain two additional signature spells, each of which must have a minimum level of 3rd or lower. + +*Source: Dark Archive p. 27* +%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/signature-synergy-som.md b/compendium/feats/signature-synergy-som.md new file mode 100644 index 000000000..9d95a86c4 --- /dev/null +++ b/compendium/feats/signature-synergy-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Signature Synergy"] +--- +# Signature Synergy *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Advanced Synergy](compendium/feats/advanced-synergy-som.md) + +Your eidolon gains an evolution integral to its form, and it comes more easily than your other synergies. You gain one evolution feat from the following list: Airborne Form, Burrowing Form, Ever-Vigilant Senses, or Hulking Size. For the purpose of meeting its prerequisites, your summoner level is equal to your character level – 4. + +*Source: Secrets of Magic p. 77* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/signifer-armor-expertise-locg.md b/compendium/feats/signifer-armor-expertise-locg.md new file mode 100644 index 000000000..ecd912662 --- /dev/null +++ b/compendium/feats/signifer-armor-expertise-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Signifer Armor Expertise"] +--- +# Signifer Armor Expertise *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md) + +You've spent enough time helping your comrades equip medium and heavy armor that you spread your own expertise to those armors as well. If you have expert proficiency in any armor or unarmored defense, you also gain expert proficiency in medium and heavy armor. + +*Source: Lost Omens: Character Guide p. 85* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/signifers-sight-locg.md b/compendium/feats/signifers-sight-locg.md new file mode 100644 index 000000000..fafe42dda --- /dev/null +++ b/compendium/feats/signifers-sight-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Signifer's Sight"] +--- +# Signifer's Sight *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md) + +The magic flowing through your signifer's mask allows you to see in the dark, and the mask dampens the distraction caused by sudden flashes of bright light. While wearing your signifer's mask, you gain [darkvision](rules/abilities/darkvision.md). Additionally, if you are [dazzled](rules/conditions.md#Dazzled) while wearing your signifer's mask and the target is [concealed](rules/conditions.md#Concealed) only because you are [dazzled](rules/conditions.md#Dazzled), you reduce the flat check DC to target that creature from 5 to 3. + +*Source: Lost Omens: Character Guide p. 85* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/silencing-strike-apg.md b/compendium/feats/silencing-strike-apg.md new file mode 100644 index 000000000..897326f6e --- /dev/null +++ b/compendium/feats/silencing-strike-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +- trait/incapacitation +- trait/rage +aliases: ["Silencing Strike"] +--- +# Silencing Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[barbarian](rules/traits/barbarian.md) [incapacitation](rules/traits/incapacitation.md) [rage](rules/traits/rage.md) + +- **Activity** Single Action + +A quick strike to the face or mouth silences your opponent. Make a melee [Strike](rules/actions/strike.md) against a foe. The foe must succeed at a Fortitude save against your class DC. + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** The target is dazed and can barely vocalize. It's [stunned](rules/conditions.md#Stunned) and its speech is raspy and hard to understand. It must succeed at a DC 11 flat check to use linguistic actions or supply verbal spellcasting components until the end of its next turn. +> - **Critical Failure** As failure, but the creature is [stunned](rules/conditions.md#Stunned) instead of [stunned](rules/conditions.md#Stunned). + +*Source: Advanced Player's Guide p. 110* +%% #compendium/src/pf2e/apg #trait/barbarian #trait/incapacitation #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/silent-step-loag.md b/compendium/feats/silent-step-loag.md new file mode 100644 index 000000000..72eff214f --- /dev/null +++ b/compendium/feats/silent-step-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/catfolk +- trait/flourish +aliases: ["Silent Step"] +--- +# Silent Step [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* +[catfolk](rules/traits/catfolk-b1.md) [flourish](rules/traits/flourish.md) + +- **Activity** Single Action + +You vanish with silent treads. You [Step](rules/actions/step.md), then [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md). You still need to meet the requirements to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md), as normal. + +*Source: Lost Omens: Ancestry Guide p. 20* +%% #compendium/src/pf2e/loag #trait/catfolk #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/silent-sting-frp2.md b/compendium/feats/silent-sting-frp2.md new file mode 100644 index 000000000..a05319f59 --- /dev/null +++ b/compendium/feats/silent-sting-frp2.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp2 +- trait/archetype +aliases: ["Silent Sting"] +--- +# Silent Sting [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Golden League Xun Dedication](compendium/feats/golden-league-xun-dedication-frp2.md), expert in [Stealth](compendium/skills.md#Stealth) +- **Trigger** You make a [Strike](rules/actions/strike.md) with a weapon of light bulk. +- **Activity** Reaction + +You quickly hide your weapon to make it difficult to pin the attack on you. You attempt to [Conceal an Object](rules/actions/conceal-an-object.md) to hide the triggering weapon. Your [Stealth](compendium/skills.md#Stealth) check is compared to the [Perception](compendium/skills.md#Perception) DC of all creatures within 30 feet that can see you. You automatically succeed against creatures farther than 30 feet. The target of your [Strike](rules/actions/strike.md) gains a +4 circumstance bonus to their [Perception](compendium/skills.md#Perception) DC for this check. If your [Stealth](compendium/skills.md#Stealth) check is a success, you hide your weapon so well that the creature can't clearly determine where the attack originated. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* +%% #compendium/src/pf2e/frp2 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/silent-stone-loil.md b/compendium/feats/silent-stone-loil.md new file mode 100644 index 000000000..cb3c2ba72 --- /dev/null +++ b/compendium/feats/silent-stone-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/oread +aliases: ["Silent Stone"] +--- +# Silent Stone *Feat 1* +[oread](rules/traits/oread-b2.md) + + +You've lived in the shadow of the Shattered Range, and the patience of those ancient mountains expresses itself in your stillness. Your body might have veins of granite, sandstone, or similar sedimentary rocks that make it easier for you to camouflage yourself in certain regions. You become trained in [Stealth](compendium/skills.md#Stealth), and you gain the [Terrain Stalker](compendium/feats/terrain-stalker.md) skill feat. If you're already trained in [Stealth](compendium/skills.md#Stealth) from another source, you become trained in a skill of your choice instead. + +*Source: Lost Omens: Impossible Lands p. 31* +%% #compendium/src/pf2e/loil #trait/oread %% \ No newline at end of file diff --git a/compendium/feats/silvers-refrain-aoa3.md b/compendium/feats/silvers-refrain-aoa3.md new file mode 100644 index 000000000..150e4dbd2 --- /dev/null +++ b/compendium/feats/silvers-refrain-aoa3.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa3 +- trait/bard +- trait/rare +aliases: ["Silver's Refrain"] +--- +# Silver's Refrain *Feat 12* +[bard](rules/traits/bard.md) [rare](rules/traits/rare.md) + + +You learn the [silver's refrain](compendium/spells/silvers-refrain-aoa3.md) composition cantrip, which aids you when fighting devils. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 73* +%% #compendium/src/pf2e/aoa3 #trait/bard #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/simple-crystal-magic-aoa4.md b/compendium/feats/simple-crystal-magic-aoa4.md new file mode 100644 index 000000000..c0467c78d --- /dev/null +++ b/compendium/feats/simple-crystal-magic-aoa4.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa4 +- trait/archetype +aliases: ["Simple Crystal Magic"] +--- +# Simple Crystal Magic *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Crystal Keeper Dedication](compendium/feats/crystal-keeper-dedication-aoa4.md) + +As long as you meditate before a gemstone worth at least 10 gp as part of your daily preparations, you are capable of seeing magic as flowing runes that reveal information about magic objects, and you can scribe a personal rune that represents you. You gain the [read aura](compendium/spells/read-aura.md) and [sigil](compendium/spells/sigil.md) cantrips. You cast these cantrips as arcane innate spells at will. A cantrip is heightened to a spell level equal to half your level rounded up. + +*Source: Age of Ashes #4: Fires of the Haunted City p. 74* +%% #compendium/src/pf2e/aoa4 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/sin-reservoir-som.md b/compendium/feats/sin-reservoir-som.md new file mode 100644 index 000000000..9fb596fe2 --- /dev/null +++ b/compendium/feats/sin-reservoir-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Sin Reservoir"] +--- +# Sin Reservoir *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Runelord Dedication](compendium/feats/runelord-dedication-som.md) + +During daily preparations, you can indulge in your associated sin. When you do, you gain one additional spell slot of any spell level up to two levels below the highest-level wizard spell you can cast. You can prepare only a spell of your specialized school in this slot. As with any other act, indulging in your sin might change your alignment if your behavior harms someone else. + +*Source: Secrets of Magic p. 240* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/sing-to-the-steel-sot2.md b/compendium/feats/sing-to-the-steel-sot2.md new file mode 100644 index 000000000..751a91294 --- /dev/null +++ b/compendium/feats/sing-to-the-steel-sot2.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot2 +- trait/archetype +- trait/auditory +- trait/evocation +aliases: ["Sing To The Steel"] +--- +# Sing To The Steel [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [evocation](rules/traits/evocation.md) + +- **Prerequisites**: [Nantambu Chime-Ringer Dedication](compendium/feats/nantambu-chime-ringer-dedication-sot2.md) +- **Frequency**: once per hour +- **Activity** Two-Action + +You strike magical tones that can turn the tide of combat. + +You and your allies within 30 feet gain the effects of one of the following runes until the end of your next turn: corrosive, disrupting, flaming, frost, [ghost touch](compendium/equipment/items/ghost-touch.md), shock, or thundering. The effects apply to a single weapon the creature is holding or one of the creature's unarmed attacks. + +You choose the rune and the effect applies to all creatures. + +You can use an action, which has the [concentrate](rules/traits/concentrate.md) trait, to extend the duration of the rune for 1 additional round up to a maximum of 1 minute. If this would give a weapon or unarmed attack more property runes than its normal maximum, an existing property rune (as the creature chooses) is suppressed until the spell ends. + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* +%% #compendium/src/pf2e/sot2 #trait/archetype #trait/auditory #trait/evocation %% \ No newline at end of file diff --git a/compendium/feats/sinister-appearance-loag.md b/compendium/feats/sinister-appearance-loag.md new file mode 100644 index 000000000..adb66c69e --- /dev/null +++ b/compendium/feats/sinister-appearance-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ifrit +aliases: ["Sinister Appearance"] +--- +# Sinister Appearance *Feat 1* +[ifrit](rules/traits/ifrit-b2.md) + + +You possess horns, a tail, or red eyes, or could otherwise be mistaken for a tiefling. + +You gain the trained proficiency rank in [Intimidation](compendium/skills.md#Intimidation). If you would automatically become trained in [Intimidation](compendium/skills.md#Intimidation) (from your background or class, for example), you instead become trained in a skill of your choice. You gain the [Intimidating Glare](compendium/feats/intimidating-glare.md) skill feat, as well as a +2 circumstance bonus on [Deception](compendium/skills.md#Deception) checks to [Impersonate](rules/actions/impersonate.md) when pretending to be a version of yourself who is a tiefling. + +*Source: Lost Omens: Ancestry Guide p. 103* +%% #compendium/src/pf2e/loag #trait/ifrit %% \ No newline at end of file diff --git a/compendium/feats/sink-and-swim-da.md b/compendium/feats/sink-and-swim-da.md new file mode 100644 index 000000000..a9b1c06be --- /dev/null +++ b/compendium/feats/sink-and-swim-da.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/aftermath +- trait/rare +- trait/water +aliases: ["Sink and Swim"] +--- +# Sink and Swim *Feat 14* +[aftermath](rules/traits/aftermath-da.md) [rare](rules/traits/rare.md) [water](rules/traits/water.md) + +- **Prerequisites**: You've been brought to 0 Hit Points by an enemy that has the [water](rules/traits/water.md) trait or an enemy's ability that has the [water](rules/traits/water.md) trait. + +Your body looks like it's made of flowing water, clear and pristine, providing a natural grace to all your movements. You gain a swim Speed equal to your land Speed. If you already had a swim Speed, it's increased by 10 feet. You gain the Water Transfer activity, which enables you to teleport through a body of water. + +```ad-embed-ability +title: Water Transfer[two-actions] +[conjuration](rules/traits/conjuration.md) [primal](rules/traits/primal.md) [teleportation](rules/traits/teleportation.md) [water](rules/traits/water.md) + +- **Requirements**: You're on land and adjacent to a body of water + +**Effect** You sink into the water and emerge back onto land in another space within 120 feet that's adjacent to the same body of water. You can transport yourself, any items you're wearing and holding, and up to one other willing creature. +%% #trait/conjuration #trait/primal #trait/teleportation #trait/water %% +``` + +*Source: Dark Archive p. 57* +%% #compendium/src/pf2e/da #trait/aftermath #trait/rare #trait/water %% \ No newline at end of file diff --git a/compendium/feats/siphon-life-da.md b/compendium/feats/siphon-life-da.md new file mode 100644 index 000000000..ba4286445 --- /dev/null +++ b/compendium/feats/siphon-life-da.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/aftermath +- trait/flourish +- trait/magical +- trait/necromancy +- trait/negative +- trait/rare +aliases: ["Siphon Life"] +--- +# Siphon Life [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[aftermath](rules/traits/aftermath-da.md) [flourish](rules/traits/flourish.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: You've been reduced to 0 Hit Points by an enemy with the [negative](rules/traits/negative.md) trait. +- **Activity** Two-Action + +Experiences with necromantic energy have left a permanent mark on you, casting you in a deathlike pallor, chilling your body temperature to be ice-cold, turning your very blood black, and giving you the power to rip out an enemy's life force. [Strike](rules/actions/strike.md) with an unarmed attack. If you hit and the target is a living creature, it takes `4d6` additional negative damage, depending on its Fortitude save. If the target takes any negative damage, you gain an equal number of temporary Hit Points, which last for 1 minute. + +> [!success-degree] +> - **Critical Success** The enemy takes no additional negative damage and becomes temporarily immune for 1 minute. +> - **Success** The enemy takes half the additional negative damage. +> - **Failure** The enemy takes full additional negative damage. +> - **Critical Failure** The enemy takes double the additional negative damage. + +*Source: Dark Archive p. 56* +%% #compendium/src/pf2e/da #trait/aftermath #trait/flourish #trait/magical #trait/necromancy #trait/negative #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/siphon-power-apg.md b/compendium/feats/siphon-power-apg.md new file mode 100644 index 000000000..55df9ce1a --- /dev/null +++ b/compendium/feats/siphon-power-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Siphon Power"] +--- +# Siphon Power [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* +[witch](rules/traits/witch-apg.md) + +- **Frequency**: once per day +- **Requirements**: You haven't acted yet on your turn. +- **Activity** Free Action + +You draw upon the reservoir of your patron's magic that resides within your familiar. During your turn, you can cast one spell your familiar knows that was granted by your patron's theme or lessons without spending a spell slot to do so (or even having it prepared). The spell must be at least 1 level lower than the highest-level spell slot you can cast. + +**Special.** This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal). + +*Source: Advanced Player's Guide p. 105* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/siphoning-touch-lotgb.md b/compendium/feats/siphoning-touch-lotgb.md new file mode 100644 index 000000000..10bd2f9d6 --- /dev/null +++ b/compendium/feats/siphoning-touch-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Siphoning Touch"] +--- +# Siphoning Touch *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [vampiric touch](compendium/spells/vampiric-touch.md) + +When you cast [vampiric touch](compendium/spells/vampiric-touch.md), you can modify its standard effects as follows: Instead of gaining the temporary Hit Points yourself, you can grant the temporary Hit Points to an ally within 30 feet. After 1 minute, the ally loses any of these temporary Hit Points that remain. + +*Source: Lost Omens: The Grand Bazaar p. 124* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/six-pillars-stance-frp2.md b/compendium/feats/six-pillars-stance-frp2.md new file mode 100644 index 000000000..5c0a61830 --- /dev/null +++ b/compendium/feats/six-pillars-stance-frp2.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp2 +- trait/archetype +- trait/stance +aliases: ["Six Pillars Stance"] +--- +# Six Pillars Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) [stance](rules/traits/stance.md) + +- **Prerequisites**: [Sixth Pillar Dedication](compendium/feats/sixth-pillar-dedication-frp2.md) +- **Requirements**: You are unarmored. +- **Activity** Single Action + +You stand firm, steeling your mind and body, allowing you to use your magic unperturbed. While in this stance, you gain a +4 circumstance bonus to AC against reactions triggered by using actions with the [concentrate](rules/traits/concentrate.md) or [manipulate](rules/traits/manipulate.md) traits. In addition, when you cast a spell that requires one or more actions while in this stance, your unarmed [Strikes](rules/actions/strike.md) gain a +1 circumstance bonus to damage. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* +%% #compendium/src/pf2e/frp2 #trait/archetype #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/sixth-pillar-dedication-frp2.md b/compendium/feats/sixth-pillar-dedication-frp2.md new file mode 100644 index 000000000..198ad5e41 --- /dev/null +++ b/compendium/feats/sixth-pillar-dedication-frp2.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp2 +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Sixth Pillar Dedication"] +--- +# Sixth Pillar Dedication *Feat 8* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Dexterity 14, expert in [Acrobatics](compendium/skills.md#Acrobatics), able to cast spells + +You use your physical discipline to channel your magic. + +If your proficiency rank in unarmed attacks is at least expert, your proficiency rank in spell attacks increases to expert. Likewise, if your proficiency rank in spell attacks is at least expert, your proficiency rank in unarmed attacks improves to expert. You become an expert in [Athletics](compendium/skills.md#Athletics), or in another trained skill if you were already expert in [Athletics](compendium/skills.md#Athletics). + +**Special.** You can't select another dedication feat until you've gained two other feats from the Sixth Pillar archetype. + +## Sixth Pillar Dedication leads to... + +[Maneuvering Spell](compendium/feats/maneuvering-spell-frp2.md), [Six Pillars Stance](compendium/feats/six-pillars-stance-frp2.md), [Sixth Pillar Mastery](compendium/feats/sixth-pillar-mastery-frp2.md), [Touch Focus](compendium/feats/touch-focus-frp2.md) + +## Summary + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* +%% #compendium/src/pf2e/frp2 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/sixth-pillar-mastery-frp2.md b/compendium/feats/sixth-pillar-mastery-frp2.md new file mode 100644 index 000000000..a07d75baa --- /dev/null +++ b/compendium/feats/sixth-pillar-mastery-frp2.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp2 +- trait/archetype +aliases: ["Sixth Pillar Mastery"] +--- +# Sixth Pillar Mastery *Feat 16* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Sixth Pillar Dedication](compendium/feats/sixth-pillar-dedication-frp2.md) + +Your greater discipline aligns your magical and physical potential. If your proficiency rank in unarmed attacks is at least master, your proficiency rank in spell attacks increases to master. Likewise, if your proficiency rank in spell attacks is at least master, your proficiency rank in unarmed attacks improves to master. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* +%% #compendium/src/pf2e/frp2 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/sixth-sense-da.md b/compendium/feats/sixth-sense-da.md new file mode 100644 index 000000000..ad637e3ab --- /dev/null +++ b/compendium/feats/sixth-sense-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/divination +- trait/occult +- trait/psychic +aliases: ["Sixth Sense"] +--- +# Sixth Sense *Feat 6* +[divination](rules/traits/divination.md) [occult](rules/traits/occult.md) [psychic](rules/traits/psychic-da.md) + + +Your psychic abilities also allow you to detect the lingering thoughts of spirits and similar entities. While you're exploring but not [Searching](rules/actions/search.md), the GM rolls a secret check for you to find haunts that usually require [Searching](rules/actions/search.md), as well as spirits, creatures on the Ethereal Plane, and beings made entirely of spiritual essence, such as celestials, fiends, and monitors. + +You can also potentially notice ethereal creatures and spirits inside solid objects, provided they are within 30 feet of you. This applies while [Searching](rules/actions/search.md), Seeking, and on the automatic secret check from Sixth Sense. You can still notice spirits only on a successful check, and you can't see them if they're more than 5 feet inside an object. + +When you notice a creature with your Sixth Sense, you also learn its location, making it [hidden](rules/conditions.md#Hidden) to you if it had been [undetected](rules/conditions.md#Undetected). + +*Source: Dark Archive p. 26* +%% #compendium/src/pf2e/da #trait/divination #trait/occult #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/skeletal-resistance-botd.md b/compendium/feats/skeletal-resistance-botd.md new file mode 100644 index 000000000..c104333a3 --- /dev/null +++ b/compendium/feats/skeletal-resistance-botd.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/skeleton +aliases: ["Skeletal Resistance"] +--- +# Skeletal Resistance *Feat 9* +[skeleton](rules/traits/skeleton-b1.md) + + +Your body becomes resistant, your hardened bones deflecting weapons and other forms of damage. You gain resistance 2 to cold, electricity, fire, piercing, and slashing damage. This resistance increases to 3 at 13th level and 4 at 17th level. + +*Source: Book of the Dead p. 57* +%% #compendium/src/pf2e/botd #trait/skeleton %% \ No newline at end of file diff --git a/compendium/feats/skeletal-transformation-botd.md b/compendium/feats/skeletal-transformation-botd.md new file mode 100644 index 000000000..adc113c61 --- /dev/null +++ b/compendium/feats/skeletal-transformation-botd.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/skeleton +aliases: ["Skeletal Transformation"] +--- +# Skeletal Transformation *Feat 13* +[skeleton](rules/traits/skeleton-b1.md) + + +You rearrange your bones into a bestial shape. Once per day, you can cast [animal form](compendium/spells/animal-form.md) as a divine innate spell. When you cast it, you choose the spell's level: 3rd, 4th, or 5th. Your battle form looks like a skeletal version of the animal. In this form, you retain the benefits of any skeleton feats that do not require the use of hands or the ability to communicate. + +*Source: Book of the Dead p. 57* +%% #compendium/src/pf2e/botd #trait/skeleton %% \ No newline at end of file diff --git a/compendium/feats/skeleton-commander-botd.md b/compendium/feats/skeleton-commander-botd.md new file mode 100644 index 000000000..1aed74fcc --- /dev/null +++ b/compendium/feats/skeleton-commander-botd.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/skeleton +- trait/uncommon +aliases: ["Skeleton Commander"] +--- +# Skeleton Commander *Feat 13* +[skeleton](rules/traits/skeleton-b1.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: expert in [Religion](compendium/skills.md#Religion) + +You gain the ability to summon your own skeletal minions. You learn the create undead rituals (Core Rulebook 411) to create three types of undead for which you meet the prerequisites. These undead must have the [skeleton](rules/traits/skeleton-b1.md) trait or be other skeletal undead the GM agrees to. You can't teach these rituals to anyone else, and you can't participate in either ritual while allowing someone else to serve as the primary caster unless they also know the ritual. + +You gain a +2 circumstance bonus to [Religion](compendium/skills.md#Religion) checks for create undead rituals. You can also perform the ritual without the aid of a secondary caster; in this case, you attempt the secondary check normally performed by that caster. + +*Source: Book of the Dead p. 57* +%% #compendium/src/pf2e/botd #trait/skeleton #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/skeptics-defense-da.md b/compendium/feats/skeptics-defense-da.md new file mode 100644 index 000000000..f45520bc2 --- /dev/null +++ b/compendium/feats/skeptics-defense-da.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/general +- trait/skill +- trait/uncommon +aliases: ["Skeptic's Defense"] +--- +# Skeptic's Defense [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 7* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: master in [Intimidation](compendium/skills.md#Intimidation) +- **Frequency**: once per day +- **Trigger** You are targeted by or are in the area of a mental spell or effect. +- **Activity** Reaction + +You don't believe in any mental twaddle, and you're certainly not afraid of it. You scoff and verbally refute the triggering effect, attempting a counteract check using your [Intimidation](compendium/skills.md#Intimidation) modifier with a counteract level of half your level rounded up. If you succeed, you ignore the triggering effect, though any other creatures that were also targeted or in the area are still affected. + +If the source of the effect you successfully counteracted understands your language and has an Intelligence modifier of –3 or higher, that creature becomes [stupefied](rules/conditions.md#Stupefied) for 1 round. + +*Source: Dark Archive p. 78* +%% #compendium/src/pf2e/da #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/skill-mastery-apg.md b/compendium/feats/skill-mastery-apg.md new file mode 100644 index 000000000..6f2acf78d --- /dev/null +++ b/compendium/feats/skill-mastery-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Skill Mastery"] +--- +# Skill Mastery *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Investigator Dedication](compendium/feats/investigator-dedication-apg.md), trained in at least one skill and expert in at least one skill + +Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose. + +**Special.** You can select this feat up to five times. + +*Source: Advanced Player's Guide p. 151* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/skilled-climber-loil.md b/compendium/feats/skilled-climber-loil.md new file mode 100644 index 000000000..ac4df90d9 --- /dev/null +++ b/compendium/feats/skilled-climber-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/kashrishi +aliases: ["Skilled Climber"] +--- +# Skilled Climber *Feat 5* +[kashrishi](rules/traits/kashrishi-loil.md) + +- **Prerequisites**: athamasi or xyloshi + +You can navigate vertical surfaces with ease. You gain a climb Speed of 10 feet. If you also have the Scuttle Up ancestry feat, your climb Speed increases to your land Speed when climbing trees or cavern walls. + +*Source: Lost Omens: Impossible Lands p. 44* +%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/compendium/feats/skilled-partner-som.md b/compendium/feats/skilled-partner-som.md new file mode 100644 index 000000000..bd61a52fa --- /dev/null +++ b/compendium/feats/skilled-partner-som.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/summoner +aliases: ["Skilled Partner"] +--- +# Skilled Partner *Feat 4* +[summoner](rules/traits/summoner-som.md) + + +Your eidolon gains a 1st-level skill feat and a 2nd-level or lower skill feat. At 7th level, your eidolon gains an additional skill feat, of 7th level or lower. + +*Source: Secrets of Magic p. 69* +%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/skillful-climber-loil.md b/compendium/feats/skillful-climber-loil.md new file mode 100644 index 000000000..d448a8fa1 --- /dev/null +++ b/compendium/feats/skillful-climber-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vanara +aliases: ["Skillful Climber"] +--- +# Skillful Climber *Feat 5* +[vanara](rules/traits/vanara-loil.md) + + +You can scamper up or down surfaces as nimbly as a monkey. You gain a climb Speed of 10 feet. If you have the Climber's Tail ancestry feat, your total climb Speed increases to your land Speed when climbing trees. + +*Source: Lost Omens: Impossible Lands p. 56* +%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/compendium/feats/skillful-tail-ganzi-loag.md b/compendium/feats/skillful-tail-ganzi-loag.md new file mode 100644 index 000000000..99b5f3000 --- /dev/null +++ b/compendium/feats/skillful-tail-ganzi-loag.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ganzi +aliases: ["Skillful Tail (Ganzi)"] +--- +# Skillful Tail (Ganzi) *Feat 5* +[ganzi](rules/traits/ganzi-loag.md) + + +You have a tail or similar body part that is always willing to lend a hand (so to speak). You can perform simple [Interact](rules/actions/interact.md) actions with your tail, such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items. + +## Skillful Tail (Ganzi) leads to... + +[Larcenous Tail](compendium/feats/larcenous-tail-loag.md), [Mischievous Tail](compendium/feats/mischievous-tail-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 97* +%% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/compendium/feats/skillful-tail-loag.md b/compendium/feats/skillful-tail-loag.md new file mode 100644 index 000000000..3f0c0770e --- /dev/null +++ b/compendium/feats/skillful-tail-loag.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ifrit +- trait/oread +- trait/suli +- trait/sylph +- trait/undine +aliases: ["Skillful Tail ()"] +--- +# Skillful Tail () *Feat 5* +[ifrit](rules/traits/ifrit-b2.md) [oread](rules/traits/oread-b2.md) [suli](rules/traits/suli-b2.md) [sylph](rules/traits/sylph-b2.md) [undine](rules/traits/undine-b2.md) + + +You were born with a tail, and with practice you've learned how to perform simple [Interact](rules/actions/interact.md) actions with it, such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items. + +*Source: Lost Omens: Ancestry Guide p. 100* +%% #compendium/src/pf2e/loag #trait/ifrit #trait/oread #trait/suli #trait/sylph #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/skillful-tail-tiefling-apg.md b/compendium/feats/skillful-tail-tiefling-apg.md new file mode 100644 index 000000000..1d9e710d2 --- /dev/null +++ b/compendium/feats/skillful-tail-tiefling-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tiefling +aliases: ["Skillful Tail (Tiefling)"] +--- +# Skillful Tail (Tiefling) *Feat 5* +[tiefling](rules/traits/tiefling-b1.md) + + +You've always had a tail, but with practice, you've learned to use it for more than signaling your mood. You can perform simple [Interact](rules/actions/interact.md) actions with your tail such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items. + +*Source: Advanced Player's Guide p. 40* +%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/skim-scroll-apg.md b/compendium/feats/skim-scroll-apg.md new file mode 100644 index 000000000..64b9b34a1 --- /dev/null +++ b/compendium/feats/skim-scroll-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Skim Scroll"] +--- +# Skim Scroll [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Scroll Trickster Dedication](compendium/feats/scroll-trickster-dedication-apg.md) +- **Activity** Single Action + +You can activate the magic of a scroll with a cursory read as you draw it from your belt. You [Interact](rules/actions/interact.md) to draw forth a scroll, then use Trick Magic Item on the scroll. + +*Source: Advanced Player's Guide p. 189* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/skin-split-loil.md b/compendium/feats/skin-split-loil.md new file mode 100644 index 000000000..f35219828 --- /dev/null +++ b/compendium/feats/skin-split-loil.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/nagaji +aliases: ["Skin Split"] +--- +# Skin Split [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* +[nagaji](rules/traits/nagaji-loil.md) + +- **Frequency**: once per day +- **Activity** Two-Action + +You claw open the top layer of your scales and peel off the premature shed in order to remove harmful substances from your skin. + +You immediately end all [persistent damage](rules/conditions.md#Persistent%20Damage) from effects that coat your skin (such as fire and most [persistent acid damage](rules/conditions.md#Persistent%20Damage)). If you're suffering from an effect other than [persistent damage](rules/conditions.md#Persistent%20Damage) that depends on continuous contact with your skin, and if that effect allows a saving throw, immediately attempt a new saving throw against that effect. + +*Source: Lost Omens: Impossible Lands p. 49* +%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/compendium/feats/skirt-the-light-loag.md b/compendium/feats/skirt-the-light-loag.md new file mode 100644 index 000000000..d918f1472 --- /dev/null +++ b/compendium/feats/skirt-the-light-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fetchling +- trait/uncommon +aliases: ["Skirt The Light"] +--- +# Skirt The Light *Feat 13* +[fetchling](rules/traits/fetchling-b2.md) [uncommon](rules/traits/uncommon.md) + + +You can travel the border between the Material and Shadow Planes and even bring others along. You can cast [shadow walk](compendium/spells/shadow-walk.md) as an occult innate spell once per day. + +*Source: Lost Omens: Ancestry Guide p. 88* +%% #compendium/src/pf2e/loag #trait/fetchling #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/skitter-apg.md b/compendium/feats/skitter-apg.md new file mode 100644 index 000000000..4e5303d52 --- /dev/null +++ b/compendium/feats/skitter-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +aliases: ["Skitter"] +--- +# Skitter *Feat 3* +[general](rules/traits/general.md) + +- **Prerequisites**: Dexterity 16, [Fleet](compendium/feats/fleet.md) + +You can scoot swiftly across the ground. You can [Crawl](rules/actions/crawl.md) up to half your Speed. + +*Source: Advanced Player's Guide p. 209* +%% #compendium/src/pf2e/apg #trait/general %% \ No newline at end of file diff --git a/compendium/feats/skittering-sneak-loag.md b/compendium/feats/skittering-sneak-loag.md new file mode 100644 index 000000000..f8788cf93 --- /dev/null +++ b/compendium/feats/skittering-sneak-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ratfolk +aliases: ["Skittering Sneak"] +--- +# Skittering Sneak *Feat 13* +[ratfolk](rules/traits/ratfolk-b1.md) + + +You squish, slink, and skitter from cover to cover with great speed and stealth. You can move up to your full Speed when you [Sneak](rules/actions/sneak.md). + +*Source: Lost Omens: Ancestry Guide p. 56* +%% #compendium/src/pf2e/loag #trait/ratfolk %% \ No newline at end of file diff --git a/compendium/feats/skittertalk-lome.md b/compendium/feats/skittertalk-lome.md new file mode 100644 index 000000000..626bf66cf --- /dev/null +++ b/compendium/feats/skittertalk-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/anadi +aliases: ["Skittertalk"] +--- +# Skittertalk *Feat 1* +[anadi](rules/traits/anadi-lome.md) + + +You can ask questions of, receive answers from, and use the [Diplomacy](compendium/skills.md#Diplomacy) skill with spiders and other arachnids. The GM determines which creatures count for this ability. + +*Source: Lost Omens: The Mwangi Expanse p. 106* +%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/compendium/feats/skull-creeper-loag.md b/compendium/feats/skull-creeper-loag.md new file mode 100644 index 000000000..083e94939 --- /dev/null +++ b/compendium/feats/skull-creeper-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ratfolk +aliases: ["Skull Creeper"] +--- +# Skull Creeper *Feat 1* +[ratfolk](rules/traits/ratfolk-b1.md) + + +You wear skulls to demoralize foes. You become trained in [Intimidation](compendium/skills.md#Intimidation) and gain the [Intimidating Glare](compendium/feats/intimidating-glare.md) skill feat. If you're already trained in [Intimidation](compendium/skills.md#Intimidation), you instead become trained in a skill of your choice. If you pay 50 gp for a splendid skull mask, the mask grants you a +1 item bonus to [Intimidation](compendium/skills.md#Intimidation); its usage is worn (mask). + +*Source: Lost Omens: Ancestry Guide p. 55* +%% #compendium/src/pf2e/loag #trait/ratfolk %% \ No newline at end of file diff --git a/compendium/feats/sky-and-heaven-stance-loil.md b/compendium/feats/sky-and-heaven-stance-loil.md new file mode 100644 index 000000000..09f72213c --- /dev/null +++ b/compendium/feats/sky-and-heaven-stance-loil.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/archetype +- trait/stance +aliases: ["Sky and Heaven Stance"] +--- +# Sky and Heaven Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [stance](rules/traits/stance.md) + +- **Prerequisites**: Jalmeri Heavenseeker Dedication +- **Requirements**: You're unarmored. +- **Activity** Single Action + +Your jagged blows are like lightning. The only Strikes you can make are skyward slash unarmed attacks. These unarmed attacks deal `1d10` slashing damage; are in the brawling group; and have the nonlethal, unarmed, and versatile P traits. While in Sky and Heaven Stance, you gain resistance 2 to electricity and resistance 2 to sonic damage. These resistances increase to 5 at 12th level and to 8 at 18th level. + +*Source: Lost Omens: Impossible Lands p. 224* +%% #compendium/src/pf2e/loil #trait/archetype #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/sky-master-mask-sot6.md b/compendium/feats/sky-master-mask-sot6.md new file mode 100644 index 000000000..598ddfbf3 --- /dev/null +++ b/compendium/feats/sky-master-mask-sot6.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot6 +- trait/archetype +- trait/druid +- trait/rare +- trait/wizard +aliases: ["Sky Master Mask"] +--- +# Sky Master Mask *Feat 20* +[archetype](rules/traits/archetype.md) [druid](rules/traits/druid.md) [rare](rules/traits/rare.md) [wizard](rules/traits/wizard.md) + +- **Prerequisites**: Druid Dedication or Wizard Dedication + +Your mask holds the legacy of Black Heron, the Wings of Knowledge, who united the aeromancers of the Shory Empire. You can harness residual magical power to fly. You gain a fly Speed equal to your Speed. Immediately after you Cast a non-cantrip Spell that targets only you, your fly Speed doubles until your next turn. + +*Source: Strength of Thousands #6: Shadows of the Ancients p. 78* +%% #compendium/src/pf2e/sot6 #trait/archetype #trait/druid #trait/rare #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/skyseeker-loil.md b/compendium/feats/skyseeker-loil.md new file mode 100644 index 000000000..ebe5b8323 --- /dev/null +++ b/compendium/feats/skyseeker-loil.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/archetype +- trait/electricity +- trait/evocation +- trait/sonic +aliases: ["Skyseeker"] +--- +# Skyseeker [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) + +- **Prerequisites**: Sky and Heaven Stance +- **Requirements**: You're in Sky and Heaven Stance. +- **Activity** Two-Action + +You [Leap](rules/actions/leap.md) toward an opponent. At any point in the [Leap](rules/actions/leap.md), you can make a single [Strike](rules/actions/strike.md) against a creature within your reach. At 12th level, if you hit with this [Strike](rules/actions/strike.md), instead of finishing your [Leap](rules/actions/leap.md), you can immediately attempt a second [Leap](rules/actions/leap.md) from the space where you struck the target of your [Strike](rules/actions/strike.md). You can make a single [Strike](rules/actions/strike.md) against a target within your reach during this second [Leap](rules/actions/leap.md) as well. At 16th level, you can attempt a third [Leap](rules/actions/leap.md) if your second [Strike](rules/actions/strike.md) hits, and you can attack a target at any point during this third [Leap](rules/actions/leap.md). All Leaps made during this activity gain a +10-foot status bonus to the total height or distance of your leap, and no two Strikes can target the same creature. + +*Source: Lost Omens: Impossible Lands p. 225* +%% #compendium/src/pf2e/loil #trait/archetype #trait/electricity #trait/evocation #trait/sonic %% \ No newline at end of file diff --git a/compendium/feats/slag-may-apg.md b/compendium/feats/slag-may-apg.md new file mode 100644 index 000000000..2424c60fa --- /dev/null +++ b/compendium/feats/slag-may-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/changeling +- trait/lineage +aliases: ["Slag May"] +--- +# Slag May *Feat 1* +[changeling](rules/traits/changeling-b1.md) [lineage](rules/traits/lineage-apg.md) + + +Your mother was an annis hag, known for physical prowess, and you have one violet or steel-gray eye. You have thick, sturdy claws made of cold iron that grow naturally from your body. You gain a claw unarmed attack that deals `1d6` slashing damage. Your claws are in the brawling group, have the [unarmed](rules/traits/unarmed.md) and [grapple](rules/traits/grapple.md) traits, and are cold iron. + +*Source: Advanced Player's Guide p. 31* +%% #compendium/src/pf2e/apg #trait/changeling #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/slayers-blessing-botd.md b/compendium/feats/slayers-blessing-botd.md new file mode 100644 index 000000000..a638d9968 --- /dev/null +++ b/compendium/feats/slayers-blessing-botd.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/manipulate +aliases: ["Slayer's Blessing"] +--- +# Slayer's Blessing *Feat 8* +[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) + +- **Prerequisites**: [Slayer's Strike](compendium/feats/slayers-strike-botd.md) + +You carry scraps of materials dangerous to undead and can apply them to your weapon. When you use Slayer's Strike, before making the [Strike](rules/actions/strike.md), you can choose either the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune or a precious material: cold iron, darkwood, or silver. Any Strike that gets extra positive damage from this use of Slayer's Strike also gets the benefits of the rune or counts as that material. + +At 14th level, add adamantine and mithral to the list of materials you can choose from. + +*Source: Book of the Dead p. 29* +%% #compendium/src/pf2e/botd #trait/archetype #trait/manipulate %% \ No newline at end of file diff --git a/compendium/feats/slayers-presence-botd.md b/compendium/feats/slayers-presence-botd.md new file mode 100644 index 000000000..f6dc53cd7 --- /dev/null +++ b/compendium/feats/slayers-presence-botd.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Slayer's Presence"] +--- +# Slayer's Presence *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Frighten Undead](compendium/feats/frighten-undead-botd.md) + +Your very presence strikes fear into the undead. When you use Slayer's Identification and succeed at your check, you can Frighten Undead as a free action, targeting the creature you identified. Any time you get a critical success to Frighten Undead, if the target's level is lower than yours, the target is [fleeing](rules/conditions.md#Fleeing) for 1 round. + +*Source: Book of the Dead p. 29* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/slayers-strike-botd.md b/compendium/feats/slayers-strike-botd.md new file mode 100644 index 000000000..641952adc --- /dev/null +++ b/compendium/feats/slayers-strike-botd.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/flourish +- trait/necromancy +- trait/occult +- trait/positive +aliases: ["Slayer's Strike"] +--- +# Slayer's Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) [positive](rules/traits/positive.md) + +- **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) +- **Activity** Two-Action + +You've dedicated yourself to studying ancient techniques and memorized minor prayers against undead to swiftly dispatch them. Make a [Strike](rules/actions/strike.md) against a creature you know is undead. This counts as two attacks when calculating your multiple attack penalty. If this [Strike](rules/actions/strike.md) hits, you deal one extra die of positive damage, with the same die size as the weapon or unarmed attack you used. Any further [Strikes](rules/actions/strike.md) you make against the same creature before the start of your next turn using the same weapon or unarmed attack deal extra positive damage equal to the number of weapon dice. As normal, the positive damage harms only undead and creatures with negative healing. + +If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice. + +## Slayer's Strike leads to... + +[Slayer's Blessing](compendium/feats/slayers-blessing-botd.md) + +## Summary + +*Source: Book of the Dead p. 28* +%% #compendium/src/pf2e/botd #trait/archetype #trait/flourish #trait/necromancy #trait/occult #trait/positive %% \ No newline at end of file diff --git a/compendium/feats/sleepwalker-dedication-da.md b/compendium/feats/sleepwalker-dedication-da.md new file mode 100644 index 000000000..e6b2b6bd2 --- /dev/null +++ b/compendium/feats/sleepwalker-dedication-da.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/dedication +aliases: ["Sleepwalker Dedication"] +--- +# Sleepwalker Dedication *Feat 4* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: expert in [Occultism](compendium/skills.md#Occultism) + +You've learned to manipulate states of consciousness, beginning with your own. You can send yourself into a half-awake, daydreaming state and gain the Daydream Trance action. Daydream Trance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (enchantment, mental, occult) You fall into a half-sleeping trance. This lasts for 1 minute or until you fall [unconscious](rules/conditions.md#Unconscious), whichever comes first. You can voluntarily end your trance by taking a single action, which has a [concentrate](rules/traits/concentrate.md) trait, and succeeding at a Will save against your own class DC or spell DC, whichever is higher. + +Once your trance ends, you can't enter a Daydream Trance again for 1 minute. While you're in your trance, you gain the following effects: + +- You gain a +1 status bonus to Will saves. This bonus increases to +2 against [mental](rules/traits/mental.md) effects. If you're legendary in [Occultism](compendium/skills.md#Occultism), the bonus against [mental](rules/traits/mental.md) effects increases to +3. +- You take a –1 penalty to [Perception](compendium/skills.md#Perception) checks and initiative rolls. + +**Special.** You can't select another dedication feat until you have gained two other feats from the sleepwalker archetype. + +## Sleepwalker Dedication leads to... + +[Infiltrate Dream](compendium/feats/infiltrate-dream-da.md), [Oneiric Influence](compendium/feats/oneiric-influence-da.md), [Vision of Foresight](compendium/feats/vision-of-foresight-da.md), [Dream Magic](compendium/feats/dream-magic-da.md), [Waking Dream](compendium/feats/waking-dream-da.md), [Ward Slumber](compendium/feats/ward-slumber-da.md), [Dream Logic](compendium/feats/dream-logic-da.md), [Shared Dream](compendium/feats/shared-dream-da.md), [Ever Dreaming](compendium/feats/ever-dreaming-da.md) + +## Summary + +*Source: Dark Archive p. 206* +%% #compendium/src/pf2e/da #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/slink-loag.md b/compendium/feats/slink-loag.md new file mode 100644 index 000000000..290f3d55e --- /dev/null +++ b/compendium/feats/slink-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fetchling +aliases: ["Slink"] +--- +# Slink *Feat 1* +[fetchling](rules/traits/fetchling-b2.md) + + +You can move through gloom with the speed of darkness. You can move 5 feet farther when you take the [Sneak](rules/actions/sneak.md) action, up to your Speed. In addition, as long as you continue to use [Sneak](rules/actions/sneak.md) actions and succeed at your [Stealth](compendium/skills.md#Stealth) check, you don't become [observed](rules/conditions.md#Observed) if you end a [Sneak](rules/actions/sneak.md) action in dim light or darkness, as long as you have cover or greater cover or are [concealed](rules/conditions.md#Concealed) at the end of your turn. + +*Source: Lost Omens: Ancestry Guide p. 87* +%% #compendium/src/pf2e/loag #trait/fetchling %% \ No newline at end of file diff --git a/compendium/feats/slip-into-shadow-loag.md b/compendium/feats/slip-into-shadow-loag.md new file mode 100644 index 000000000..e53a9e8eb --- /dev/null +++ b/compendium/feats/slip-into-shadow-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/dhampir +aliases: ["Slip Into Shadow"] +--- +# Slip Into Shadow *Feat 9* +[dhampir](rules/traits/dhampir-b1.md) + +- **Prerequisites**: ability to cast at least one spell with the [darkness](rules/traits/darkness.md) trait + +Your shadow magic bleeds into the space around you. Whenever you cast a spell with the [darkness](rules/traits/darkness.md) trait, a lingering aura of shadows reduces bright light within a 5-foot emanation around you to dim light until the end of your turn. + +Like in natural dim light, you can use these shadows to [Hide](rules/actions/hide.md), but the aura still makes your overall position obvious, so you can't become [undetected](rules/conditions.md#Undetected) through the use of these shadows alone. + +*Source: Lost Omens: Ancestry Guide p. 28* +%% #compendium/src/pf2e/loag #trait/dhampir %% \ No newline at end of file diff --git a/compendium/feats/slip-the-grasp-loag.md b/compendium/feats/slip-the-grasp-loag.md new file mode 100644 index 000000000..0753f15c0 --- /dev/null +++ b/compendium/feats/slip-the-grasp-loag.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fleshwarp +- trait/flourish +aliases: ["Slip The Grasp"] +--- +# Slip The Grasp [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* +[fleshwarp](rules/traits/fleshwarp-loag.md) [flourish](rules/traits/flourish.md) + +- **Requirements**: You are [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), or [restrained](rules/conditions.md#Restrained). +- **Activity** Single Action + +You have some feature that allows you to quickly evade effects that restrain you. Attempt a check to [Escape](rules/actions/escape.md). If you succeed, you can [Stride](rules/actions/stride.md), [Step](rules/actions/step.md), or make a [Strike](rules/actions/strike.md) with a melee unarmed attack targeting the creature you Escaped from. If you fail, you instead attempt to [Escape](rules/actions/escape.md) a second time. + +You increase your multiple attack penalty as appropriate for the actions you took, but only after completing both actions. + +*Source: Lost Omens: Ancestry Guide p. 94* +%% #compendium/src/pf2e/loag #trait/fleshwarp #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/slip-with-the-breeze-loag.md b/compendium/feats/slip-with-the-breeze-loag.md new file mode 100644 index 000000000..1d5048605 --- /dev/null +++ b/compendium/feats/slip-with-the-breeze-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/sylph +aliases: ["Slip With The Breeze"] +--- +# Slip With The Breeze *Feat 5* +[sylph](rules/traits/sylph-b2.md) + +- **Prerequisites**: expert in [Athletics](compendium/skills.md#Athletics) + +You create gusts of wind when you jump, allowing you to carry yourself across greater distances. You gain the [Quick Jump](compendium/feats/quick-jump.md) and [Powerful Leap](compendium/feats/powerful-leap.md) skill feats as bonus feats. + +*Source: Lost Omens: Ancestry Guide p. 116* +%% #compendium/src/pf2e/loag #trait/sylph %% \ No newline at end of file diff --git a/compendium/feats/slither-loag.md b/compendium/feats/slither-loag.md new file mode 100644 index 000000000..5befa4851 --- /dev/null +++ b/compendium/feats/slither-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kobold +aliases: ["Slither"] +--- +# Slither *Feat 1* +[kobold](rules/traits/kobold-b1.md) + + +You are an expert at moving through extremely tight spaces. You gain the [Quick Squeeze](compendium/feats/quick-squeeze.md) skill feat, even if you're not trained in [Acrobatics](compendium/skills.md#Acrobatics). When you roll a success on an [Acrobatics](compendium/skills.md#Acrobatics) check to [Squeeze](rules/actions/squeeze.md), you get a critical success instead. + +*Source: Lost Omens: Ancestry Guide p. 39* +%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/smash-from-the-air-apg.md b/compendium/feats/smash-from-the-air-apg.md new file mode 100644 index 000000000..74d452e4e --- /dev/null +++ b/compendium/feats/smash-from-the-air-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/fighter +aliases: ["Smash From The Air"] +--- +# Smash From The Air *Feat 18* +[fighter](rules/traits/fighter.md) + +- **Prerequisites**: [Cut From the Air](compendium/feats/cut-from-the-air-apg.md) + +Your expertise enables you to knock away spells. You can use [Cut From the Air](compendium/feats/cut-from-the-air-apg.md) against ranged spell attack rolls. + +*Source: Advanced Player's Guide p. 127* +%% #compendium/src/pf2e/apg #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/smashing-tail-loag.md b/compendium/feats/smashing-tail-loag.md new file mode 100644 index 000000000..32196d806 --- /dev/null +++ b/compendium/feats/smashing-tail-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ganzi +aliases: ["Smashing Tail"] +--- +# Smashing Tail *Feat 1* +[ganzi](rules/traits/ganzi-loag.md) + + +You have a tail that serves as a potent weapon. You gain a tail unarmed attack that deals `1d6` bludgeoning damage, has the [sweep](rules/traits/sweep.md) trait, and is in the brawling weapon group. + +*Source: Lost Omens: Ancestry Guide p. 97* +%% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/compendium/feats/smite-good-apg.md b/compendium/feats/smite-good-apg.md new file mode 100644 index 000000000..6fbd834b3 --- /dev/null +++ b/compendium/feats/smite-good-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +- trait/uncommon +aliases: ["Smite Good"] +--- +# Smite Good [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: divine ally (blade), tenets of evil +- **Activity** Single Action + +Your blade ally shares your lust for the blood of good creatures. Select one enemy you can see. Until the start of your next turn, your [Strikes](rules/actions/strike.md) against that foe using the weapon your blade ally inhabits deal an extra 4 evil damage, increasing to 6 if you have master proficiency with this weapon. + +If the chosen enemy attacks you before the start of your next turn, the duration extends to the end of that enemy's next turn. If the enemy continues to attack you each turn, the duration continues to extend. + +*Source: Advanced Player's Guide p. 119* +%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/smokesoul-loag.md b/compendium/feats/smokesoul-loag.md new file mode 100644 index 000000000..52e706b53 --- /dev/null +++ b/compendium/feats/smokesoul-loag.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lineage +- trait/sylph +aliases: ["Smokesoul"] +--- +# Smokesoul *Feat 1* +[lineage](rules/traits/lineage-apg.md) [sylph](rules/traits/sylph-b2.md) + + +You have a connection to smoke and haze. You gain the Smoke Blending reaction. + +```ad-embed-ability +title: Smoke Blending [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[sylph](rules/traits/sylph-b2.md) + +- **Trigger**: A creature attempts a flat check to target you because you're [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden) due to fog, haze, mist, or smoke + +**Effect** You shroud yourself in smoke, making it harder for your foe to hit you. If you're [concealed](rules/conditions.md#Concealed), the DC of the flat check increases from 5 to 7; if you're [hidden](rules/conditions.md#Hidden), it increases from 11 to 13. +%% #trait/sylph %% +``` + +*Source: Lost Omens: Ancestry Guide p. 115* +%% #compendium/src/pf2e/loag #trait/lineage #trait/sylph %% \ No newline at end of file diff --git a/compendium/feats/smoldering-explosion-lotgb.md b/compendium/feats/smoldering-explosion-lotgb.md new file mode 100644 index 000000000..bf6f5ef8f --- /dev/null +++ b/compendium/feats/smoldering-explosion-lotgb.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Smoldering Explosion"] +--- +# Smoldering Explosion *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [fireball](compendium/spells/fireball.md) + +When you cast [fireball](compendium/spells/fireball.md) heightened to at least 4th level, you can modify the spell to add the following to its standard effects: Your [fireball](compendium/spells/fireball.md) leaves behind a brief cloud of smoke in its area. While it's smoke instead of mist, this cloud otherwise has the effects of [obscuring mist](compendium/spells/obscuring-mist.md), except that it lasts only 1 round. + +## Smoldering Explosion leads to... + +[Choking Smoke](compendium/feats/choking-smoke-lotgb.md) + +## Summary + +*Source: Lost Omens: The Grand Bazaar p. 124* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/snap-out-of-it-apg.md b/compendium/feats/snap-out-of-it-apg.md new file mode 100644 index 000000000..81299d2eb --- /dev/null +++ b/compendium/feats/snap-out-of-it-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/auditory +- trait/emotion +- trait/mental +aliases: ["Snap Out Of It!"] +--- +# Snap Out Of It! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) + +- **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) +- **Activity** Single Action + +You give a quick shout, hoping to shake the fog clouding your ally's thoughts. Choose one target ally within your marshal's aura who is affected by a [mental](rules/traits/mental.md) effect that allowed a Will save and has a duration of no longer than 1 minute. That ally can immediately attempt a Will save with a +1 circumstance bonus against the effect's DC, ending the effect on a success. This can't end the effect for any creatures other than your target ally. Regardless of the result of the save, your ally is temporarily immune to Snap Out of It! for 10 minutes. + +*Source: Advanced Player's Guide p. 180* +%% #compendium/src/pf2e/apg #trait/archetype #trait/auditory #trait/emotion #trait/mental %% \ No newline at end of file diff --git a/compendium/feats/snap-out-of-it-lopsg.md b/compendium/feats/snap-out-of-it-lopsg.md new file mode 100644 index 000000000..132f60091 --- /dev/null +++ b/compendium/feats/snap-out-of-it-lopsg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +- trait/skill +aliases: ["Snap Out Of It!"] +--- +# Snap Out Of It! [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Medicine](compendium/skills.md#Medicine), [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) +- **Activity** Two-Action + +Pathfinders are trained to help each other be safe and successful, and you know how to jolt your allies back to their senses. Attempt a [Medicine](compendium/skills.md#Medicine) check on an adjacent ally who is [fascinated](rules/conditions.md#Fascinated), [frightened](rules/conditions.md#Frightened), [stunned](rules/conditions.md#Stunned), or [stupefied](rules/conditions.md#Stupefied) and choose one of those conditions. The DC is the DC for the effect that caused the condition. + +> [!success-degree] +> - **Critical Success** Reduce the value of the chosen condition by 2. If you chose [fascinated](rules/conditions.md#Fascinated), that condition ends. +> - **Success** Reduce the value of the chosen condition by 1. If you chose [fascinated](rules/conditions.md#Fascinated), that condition ends. +> - **Failure** The target is unaffected. +> - **Critical Failure** You increase the value of the chosen condition by 1. If you chose [fascinated](rules/conditions.md#Fascinated), increase the duration by 1 round instead. + +*Source: Lost Omens: Pathfinder Society Guide p. 41* +%% #compendium/src/pf2e/lopsg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/snare-commando-loag.md b/compendium/feats/snare-commando-loag.md new file mode 100644 index 000000000..0a488b15d --- /dev/null +++ b/compendium/feats/snare-commando-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kobold +aliases: ["Snare Commando"] +--- +# Snare Commando [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* +[kobold](rules/traits/kobold-b1.md) + +- **Prerequisites**: expert in [Deception](compendium/skills.md#Deception) or [Intimidation](compendium/skills.md#Intimidation), [Snare Crafting](compendium/feats/snare-crafting.md) +- **Trigger** A creature fails or critically fails a save against your snare. +- **Activity** Reaction + +Your snares are so befuddling that your victims rarely notice you slipping out of sight. If you have expert proficiency in [Deception](compendium/skills.md#Deception), you can [Create a Diversion](rules/actions/create-a-diversion.md) against the triggering creature. If you have expert proficiency in [Intimidation](compendium/skills.md#Intimidation), you can instead [Demoralize](rules/actions/demoralize.md) the triggering creature. If you have both, choose one of the two effects. + +*Source: Lost Omens: Ancestry Guide p. 40* +%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/snare-crafting.md b/compendium/feats/snare-crafting.md index 4e766bd52..a4f5e27a2 100644 --- a/compendium/feats/snare-crafting.md +++ b/compendium/feats/snare-crafting.md @@ -16,7 +16,7 @@ You can use the [Craft](rules/actions/craft.md) activity to create snares, using ## Snare Crafting leads to... -[Snare Specialist](compendium/feats/snare-specialist.md), [Lightning Snares](compendium/feats/lightning-snares.md), [Powerful Snares](compendium/feats/powerful-snares.md), [Quick Snares](compendium/feats/quick-snares.md), [Ubiquitous Snares](compendium/feats/ubiquitous-snares.md), Impossible Snares, Trapsmith Dedication, Finessed Features, Gear Gnash, Propeller Attachment, Recycled Cogwheels, Repurposed Parts, Snare Genius, Snare Hopping, Snarecrafter Dedication, Giant Snare, Plentiful Snares, Remote Trigger, Surprise Snare, Snare Commando, Vicious Snares +[Snare Specialist](compendium/feats/snare-specialist.md), [Lightning Snares](compendium/feats/lightning-snares.md), [Powerful Snares](compendium/feats/powerful-snares.md), [Quick Snares](compendium/feats/quick-snares.md), [Ubiquitous Snares](compendium/feats/ubiquitous-snares.md), [Impossible Snares](compendium/feats/impossible-snares-apg.md), Trapsmith Dedication, Finessed Features, Gear Gnash, Propeller Attachment, Recycled Cogwheels, Repurposed Parts, [Snare Genius](compendium/feats/snare-genius-apg.md), [Snare Hopping](compendium/feats/snare-hopping-apg.md), [Snarecrafter Dedication](compendium/feats/snarecrafter-dedication-apg.md), [Giant Snare](compendium/feats/giant-snare-apg.md), [Plentiful Snares](compendium/feats/plentiful-snares-apg.md), [Remote Trigger](compendium/feats/remote-trigger-apg.md), [Surprise Snare](compendium/feats/surprise-snare-apg.md), [Snare Commando](compendium/feats/snare-commando-loag.md), [Vicious Snares](compendium/feats/vicious-snares-loag.md) ## Summary diff --git a/compendium/feats/snare-genius-apg.md b/compendium/feats/snare-genius-apg.md new file mode 100644 index 000000000..cff5c1724 --- /dev/null +++ b/compendium/feats/snare-genius-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/kobold +aliases: ["Snare Genius"] +--- +# Snare Genius *Feat 5* +[kobold](rules/traits/kobold-b1.md) + +- **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting), [Snare Crafting](compendium/feats/snare-crafting.md) + +Your expertise makes your snares more powerful, and you can place them quickly and efficiently. Each day during your daily preparations, you can prepare three snares from your formula book for quick deployment; if the snare normally takes 1 minute to [Craft](rules/actions/craft.md), you can [Craft](rules/actions/craft.md) it with 3 [Interact](rules/actions/interact.md) actions. Snares prepared in this way don't cost you any resources to [Craft](rules/actions/craft.md). The number of snares you can prepare this way increases to four if you are a master in [Crafting](compendium/skills.md#Crafting), and to five if you are legendary. + +When you [Craft](rules/actions/craft.md) and deploy a snare that deals damage, any creature that critically fails its saving throw against the snare's initial effect and takes damage becomes [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. + +*Source: Advanced Player's Guide p. 15* +%% #compendium/src/pf2e/apg #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/snare-hopping-apg.md b/compendium/feats/snare-hopping-apg.md new file mode 100644 index 000000000..3c8cdf910 --- /dev/null +++ b/compendium/feats/snare-hopping-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ranger +aliases: ["Snare Hopping"] +--- +# Snare Hopping *Feat 2* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: [Snare Crafting](compendium/feats/snare-crafting.md), warden spells + +You can magically move your snares around. You gain the [snare hopping](compendium/spells/snare-hopping-apg.md) warden spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 132* +%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/snare-setter-apg.md b/compendium/feats/snare-setter-apg.md new file mode 100644 index 000000000..6ff26b7ab --- /dev/null +++ b/compendium/feats/snare-setter-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/kobold +aliases: ["Snare Setter"] +--- +# Snare Setter *Feat 1* +[kobold](rules/traits/kobold-b1.md) + +- **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) + +You are adept at the time-honored kobold art of trap making. You gain the trained proficiency in [Crafting](compendium/skills.md#Crafting). If you were already trained in [Crafting](compendium/skills.md#Crafting), you instead become trained in a skill of your choice. You gain access to all uncommon kobold snares. You gain the [Snare Crafting](compendium/feats/snare-crafting.md) feat, though when choosing your formulas for that feat, you can also choose from uncommon kobold snares, as well as common snares. + +*Source: Advanced Player's Guide p. 14* +%% #compendium/src/pf2e/apg #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/snare-specialist.md b/compendium/feats/snare-specialist.md index 22ce9f1f9..8c0b7542b 100644 --- a/compendium/feats/snare-specialist.md +++ b/compendium/feats/snare-specialist.md @@ -17,7 +17,7 @@ Each day during your daily preparations, you can prepare four snares from your f ## Snare Specialist leads to... -[Lightning Snares](compendium/feats/lightning-snares.md), [Powerful Snares](compendium/feats/powerful-snares.md), [Quick Snares](compendium/feats/quick-snares.md), [Ubiquitous Snares](compendium/feats/ubiquitous-snares.md), Impossible Snares, Trapsmith Dedication, Finessed Features, Gear Gnash, Propeller Attachment, Recycled Cogwheels, Repurposed Parts +[Lightning Snares](compendium/feats/lightning-snares.md), [Powerful Snares](compendium/feats/powerful-snares.md), [Quick Snares](compendium/feats/quick-snares.md), [Ubiquitous Snares](compendium/feats/ubiquitous-snares.md), [Impossible Snares](compendium/feats/impossible-snares-apg.md), Trapsmith Dedication, Finessed Features, Gear Gnash, Propeller Attachment, Recycled Cogwheels, Repurposed Parts ## Summary diff --git a/compendium/feats/snarecrafter-dedication-apg.md b/compendium/feats/snarecrafter-dedication-apg.md new file mode 100644 index 000000000..c4339e679 --- /dev/null +++ b/compendium/feats/snarecrafter-dedication-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Snarecrafter Dedication"] +--- +# Snarecrafter Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting), [Snare Crafting](compendium/feats/snare-crafting.md) + +You've learned to create a limited number of snares at no cost. Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment; if they normally take 1 minute to [Craft](rules/actions/craft.md), you can [Craft](rules/actions/craft.md) them with 3 [Interact](rules/actions/interact.md) actions. The number of snares increases to six if you're a master in [Crafting](compendium/skills.md#Crafting) and eight if you're legendary. Snares prepared in this way don't cost you any resources to [Craft](rules/actions/craft.md). + +**Special.** The feat counts as Snare Specialist for the purpose of feat prerequisites. If you also have the [Snare Specialist](compendium/feats/snare-specialist.md) ranger feat, the quick snares from both feats are cumulative. You can't select another dedication feat until you have gained two other feats from the snarecrafter archetype. + +## Snarecrafter Dedication leads to... + +[Giant Snare](compendium/feats/giant-snare-apg.md), [Plentiful Snares](compendium/feats/plentiful-snares-apg.md), [Remote Trigger](compendium/feats/remote-trigger-apg.md), [Surprise Snare](compendium/feats/surprise-snare-apg.md), Trapsmith Dedication, Finessed Features, Gear Gnash, Propeller Attachment, Recycled Cogwheels, Repurposed Parts + +## Summary + +*Source: Advanced Player's Guide p. 194* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/sneaky-loag.md b/compendium/feats/sneaky-loag.md new file mode 100644 index 000000000..814b8c9aa --- /dev/null +++ b/compendium/feats/sneaky-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/hobgoblin +aliases: ["Sneaky"] +--- +# Sneaky *Feat 1* +[hobgoblin](rules/traits/hobgoblin-locg.md) + + +[Stealth](compendium/skills.md#Stealth) is an important tool in your arsenal. You can move 5 feet farther when you take the [Sneak](rules/actions/sneak.md) action, up to your Speed. + +In addition, as long as you continue to use [Sneak](rules/actions/sneak.md) actions and succeed at your [Stealth](compendium/skills.md#Stealth) check, you don't become [observed](rules/conditions.md#Observed) if you don't have cover or greater cover and aren't [concealed](rules/conditions.md#Concealed) at the end of the [Sneak](rules/actions/sneak.md) action, as long as you have cover or greater cover or are [concealed](rules/conditions.md#Concealed) at the end of your turn. + +*Source: Lost Omens: Ancestry Guide p. 35* +%% #compendium/src/pf2e/loag #trait/hobgoblin %% \ No newline at end of file diff --git a/compendium/feats/snow-may-loag.md b/compendium/feats/snow-may-loag.md new file mode 100644 index 000000000..6dfc038a9 --- /dev/null +++ b/compendium/feats/snow-may-loag.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/changeling +- trait/lineage +aliases: ["Snow May"] +--- +# Snow May *Feat 1* +[changeling](rules/traits/changeling-b1.md) [lineage](rules/traits/lineage-apg.md) + + +You're the child of a winter hag, with one blue-white eye and an affinity for rime and snow. When moving over ice or snow in arctic terrain, you always gain the benefits of the [Cover Tracks](rules/actions/cover-tracks.md) action without needing to use the activity or having to move half your Speed. You don't treat icy terrain as uneven ground (though it's still difficult terrain for you), and you ignore difficult terrain caused by snow. Cold precipitation and environmental [cold](rules/traits/cold.md) effects don't alter the time it takes for you to become [fatigued](rules/conditions.md#Fatigued). + +## Snow May leads to... + +[Invoke The Elements](compendium/feats/invoke-the-elements-loag.md), [Stormy Heart](compendium/feats/stormy-heart-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 23* +%% #compendium/src/pf2e/loag #trait/changeling #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/snow-step-tv.md b/compendium/feats/snow-step-tv.md new file mode 100644 index 000000000..187bb3aa0 --- /dev/null +++ b/compendium/feats/snow-step-tv.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/tv +- trait/archetype +aliases: ["Snow Step"] +--- +# Snow Step *Feat 6* +[archetype](rules/traits/archetype.md) + + +Snow and ice are no hindrance to you. You ignore difficult terrain caused by snow and ice, treat greater difficult terrain created by snow and ice as difficult terrain, and leave no tracks when moving through areas of snow or ice. + +*Source: Treasure Vault p. 185* +%% #compendium/src/pf2e/tv #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/snowcaster-tv.md b/compendium/feats/snowcaster-tv.md new file mode 100644 index 000000000..ea838b61b --- /dev/null +++ b/compendium/feats/snowcaster-tv.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/tv +- trait/archetype +aliases: ["Snowcaster"] +--- +# Snowcaster *Feat 4* +[archetype](rules/traits/archetype.md) + + +Your magical power grows as the shard's icy influence spreads ever deeper into your being. You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level (including heightened versions of lower-level spells) to your repertoire, either a common spell of the arcane tradition that has the [cold](rules/traits/cold.md) trait or another cold spell you have access to. + +*Source: Treasure Vault p. 185* +%% #compendium/src/pf2e/tv #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/soaring-flight-apg.md b/compendium/feats/soaring-flight-apg.md new file mode 100644 index 000000000..82654a6b5 --- /dev/null +++ b/compendium/feats/soaring-flight-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/morph +- trait/primal +- trait/tengu +- trait/transmutation +aliases: ["Soaring Flight"] +--- +# Soaring Flight [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* +[morph](rules/traits/morph.md) [primal](rules/traits/primal.md) [tengu](rules/traits/tengu-b1.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: skyborn tengu heritage +- **Frequency**: once per day +- **Activity** Two-Action + +To be a tengu is to be unburdened by the concerns of the world below. You grow a pair of magical wings or expand your existing ones. For 5 minutes, you gain a fly Speed equal to your land Speed or 20 feet, whichever is greater. + +## Soaring Flight leads to... + +[Soaring Form](compendium/feats/soaring-form-loag.md) + +## Summary + +*Source: Advanced Player's Guide p. 27* +%% #compendium/src/pf2e/apg #trait/morph #trait/primal #trait/tengu #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/soaring-form-loag.md b/compendium/feats/soaring-form-loag.md new file mode 100644 index 000000000..98e64aa94 --- /dev/null +++ b/compendium/feats/soaring-form-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/tengu +aliases: ["Soaring Form"] +--- +# Soaring Form *Feat 17* +[tengu](rules/traits/tengu-b1.md) + +- **Prerequisites**: [Soaring Flight](compendium/feats/soaring-flight-apg.md) + +Your wings grow stronger. You gain the effects of Soaring Flight at all times. + +*Source: Lost Omens: Ancestry Guide p. 60* +%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/soaring-poppet-lotgb.md b/compendium/feats/soaring-poppet-lotgb.md new file mode 100644 index 000000000..1a3524704 --- /dev/null +++ b/compendium/feats/soaring-poppet-lotgb.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/poppet +aliases: ["Soaring Poppet"] +--- +# Soaring Poppet *Feat 17* +[poppet](rules/traits/poppet-lotgb.md) + + +Your construction has flaps of cloth or wicker that can keep you aloft. You gain a fly Speed of 15 feet. + +*Source: Lost Omens: The Grand Bazaar p. 65* +%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/compendium/feats/soaring-shape.md b/compendium/feats/soaring-shape.md index 8c51fd7c7..bb25908e6 100644 --- a/compendium/feats/soaring-shape.md +++ b/compendium/feats/soaring-shape.md @@ -15,7 +15,7 @@ Wings free you from the shackles of the ground below. Add the bat and bird forms ## Soaring Shape leads to... -[Dragon Shape](compendium/feats/dragon-shape.md), [True Shapeshifter](compendium/feats/true-shapeshifter.md), Reactive Transformation +[Dragon Shape](compendium/feats/dragon-shape.md), [True Shapeshifter](compendium/feats/true-shapeshifter.md), [Reactive Transformation](compendium/feats/reactive-transformation-apg.md) ## Summary diff --git a/compendium/feats/sociable-locg.md b/compendium/feats/sociable-locg.md new file mode 100644 index 000000000..b86f208da --- /dev/null +++ b/compendium/feats/sociable-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/half-elf +aliases: ["Sociable"] +--- +# Sociable *Feat 1* +[half-elf](rules/traits/half-elf.md) + + +You're extremely extroverted, and you often spend your time carousing or otherwise socializing. You are trained in [Diplomacy](compendium/skills.md#Diplomacy) (or another skill of your choice if you were already trained in [Diplomacy](compendium/skills.md#Diplomacy)), and you gain the [Hobnobber](compendium/feats/hobnobber.md) skill feat. + +*Source: Lost Omens: Character Guide p. 15* +%% #compendium/src/pf2e/locg #trait/half-elf %% \ No newline at end of file diff --git a/compendium/feats/sociable-vow-da.md b/compendium/feats/sociable-vow-da.md new file mode 100644 index 000000000..d7dcd8ac9 --- /dev/null +++ b/compendium/feats/sociable-vow-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/skill +aliases: ["Sociable Vow"] +--- +# Sociable Vow *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md), expert in [Diplomacy](compendium/skills.md#Diplomacy) + +You can leverage your vow in more social interactions. The circumstance bonus from your Binding Vow also applies to attempts to [Gather Information](rules/actions/gather-information.md), [Make an Impression](rules/actions/make-an-impression.md), or [Demoralize](rules/actions/demoralize.md) you make directly in service of fulfilling the vow. + +*Source: Dark Archive p. 166* +%% #compendium/src/pf2e/da #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/social-camouflage-loil.md b/compendium/feats/social-camouflage-loil.md new file mode 100644 index 000000000..a6dd2b744 --- /dev/null +++ b/compendium/feats/social-camouflage-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vishkanya +aliases: ["Social Camouflage"] +--- +# Social Camouflage *Feat 1* +[vishkanya](rules/traits/vishkanya-loil.md) + + +You have the uncanny ability to quickly blend into the lifestyle of whatever settlement in which you find yourself. After residing in a particular settlement for at least 1 day, you gain a +1 circumstance bonus to checks to [Impersonate](rules/actions/impersonate.md) to pass yourself off as a resident of that settlement. Additionally, you can use [Deception](compendium/skills.md#Deception) in place of [Diplomacy](compendium/skills.md#Diplomacy) to [Gather Information](rules/actions/gather-information.md) while in that settlement. The GM might decide you need more time in particularly large settlements to gain these benefits, or might decide you gain the benefits only while in a specific district or part of the settlement. + +*Source: Lost Omens: Impossible Lands p. 61* +%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/compendium/feats/social-purview-apg.md b/compendium/feats/social-purview-apg.md new file mode 100644 index 000000000..69bc393f9 --- /dev/null +++ b/compendium/feats/social-purview-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Social Purview"] +--- +# Social Purview *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) + +You have built a reputation for yourself in your social identity. Choose one archetype that you meet the prerequisites for. You gain that archetype's dedication feat and can select feats from that archetype, even if you haven't yet gained enough feats in the vigilante archetype to take another dedication feat. These feats become part of your social identity and gain the social trait—for instance, a fighter vigilante could take the wizard dedication feat and have a wizard social identity. Using these feats in your social identity doesn't risk exposing your vigilante identity, but using them in your vigilante identity could put you at risk for exposure. + +*Source: Advanced Player's Guide p. 196* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/sodbuster-ec3.md b/compendium/feats/sodbuster-ec3.md new file mode 100644 index 000000000..4710553d6 --- /dev/null +++ b/compendium/feats/sodbuster-ec3.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec3 +- trait/shoony +aliases: ["Sodbuster"] +--- +# Sodbuster *Feat 9* +[shoony](rules/traits/shoony-ec3.md) + +- **Prerequisites**: Dig Quickly + +Years toiling in soil have made you an expert digger. You gain a burrow Speed of 10 feet through loose soil or dirt. + +*Source: Extinction Curse #3: Life's Long Shadows p. 73* +%% #compendium/src/pf2e/ec3 #trait/shoony %% \ No newline at end of file diff --git a/compendium/feats/solar-rejuvenation-locg.md b/compendium/feats/solar-rejuvenation-locg.md new file mode 100644 index 000000000..ce3afb259 --- /dev/null +++ b/compendium/feats/solar-rejuvenation-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/leshy +aliases: ["Solar Rejuvenation"] +--- +# Solar Rejuvenation *Feat 9* +[leshy](rules/traits/leshy-b1.md) + + +If you rest outdoors for 10 minutes during the day, you regain Hit Points equal to your Constitution modifier × half your level. You gain this benefit in addition to any healing from [Treat Wounds](rules/actions/treat-wounds.md). Leshies whose plant nourishment does not rely on photosynthesis require a similarly suitable environment. For example, fungus leshies need dark, damp environments and a pile of decaying plant matter. + +*Source: Lost Omens: Character Guide p. 55* +%% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/compendium/feats/solar-rejuvenation-loil.md b/compendium/feats/solar-rejuvenation-loil.md new file mode 100644 index 000000000..8812534e5 --- /dev/null +++ b/compendium/feats/solar-rejuvenation-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/ghoran +aliases: ["Solar Rejuvenation"] +--- +# Solar Rejuvenation *Feat 9* +[ghoran](rules/traits/ghoran-loil.md) + + +The warmth and light of the sun gives you life. If you rest outdoors for 10 minutes during the day, you regain Hit Points equal to your Constitution modifier × half your level. You gain this benefit in addition to any healing from [Treat Wounds](rules/actions/treat-wounds.md). + +*Source: Lost Omens: Impossible Lands p. 39* +%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/compendium/feats/solid-lead-apg.md b/compendium/feats/solid-lead-apg.md new file mode 100644 index 000000000..efa75febb --- /dev/null +++ b/compendium/feats/solid-lead-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Solid Lead"] +--- +# Solid Lead *Feat 2* +[investigator](rules/traits/investigator-apg.md) + + +Sometimes your case splinters into smaller mysteries, but you never lose sight of the big picture. Once per day when you give up on the subject of a lead due to using [Pursue a Lead](rules/actions/pursue-a-lead-apg.md) again, you can designate the lead you stopped pursuing as your solid lead for the day. Even though you stopped following the solid lead, you can change back to your solid lead any number of times by using a single action, which has the [concentrate](rules/traits/concentrate.md) trait. Doing so ends one of your current leads as normal. + +During your next daily preparations, you can maintain your solid lead or you can remove it; removing it allows you to designate a new solid lead later that day. + +*Source: Advanced Player's Guide p. 61* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/song-of-grace-and-speed-sot2.md b/compendium/feats/song-of-grace-and-speed-sot2.md new file mode 100644 index 000000000..9c7525ecd --- /dev/null +++ b/compendium/feats/song-of-grace-and-speed-sot2.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot2 +- trait/archetype +- trait/auditory +- trait/transmutation +aliases: ["Song Of Grace And Speed"] +--- +# Song Of Grace And Speed [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: [Nantambu Chime-Ringer Dedication](compendium/feats/nantambu-chime-ringer-dedication-sot2.md) +- **Frequency**: once per day +- **Activity** Two-Action + +You instill great swiftness into your allies. You and all allies within 30 feet become [quickened](rules/conditions.md#Quickened) for 1 minute and can use the additional action to [Strike](rules/actions/strike.md), [Stride](rules/actions/stride.md), or [Step](rules/actions/step.md). + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* +%% #compendium/src/pf2e/sot2 #trait/archetype #trait/auditory #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/song-of-marching-apg.md b/compendium/feats/song-of-marching-apg.md new file mode 100644 index 000000000..b3751ce30 --- /dev/null +++ b/compendium/feats/song-of-marching-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/bard +aliases: ["Song Of Marching"] +--- +# Song Of Marching *Feat 6* +[bard](rules/traits/bard.md) + + +You learn the [song of marching](compendium/spells/song-of-marching-apg.md) composition cantrip, which enables you and your allies to cross vast distances without strain. + +*Source: Advanced Player's Guide p. 113* +%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/song-of-strength-apg.md b/compendium/feats/song-of-strength-apg.md new file mode 100644 index 000000000..2c6c2229a --- /dev/null +++ b/compendium/feats/song-of-strength-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/bard +aliases: ["Song Of Strength"] +--- +# Song Of Strength *Feat 2* +[bard](rules/traits/bard.md) + +- **Prerequisites**: warrior muse + +Your performances inspire strength in your allies. You learn the [song of strength](compendium/spells/song-of-strength-apg.md) composition cantrip. + +*Source: Advanced Player's Guide p. 112* +%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/song-of-the-fallen-aoa6.md b/compendium/feats/song-of-the-fallen-aoa6.md new file mode 100644 index 000000000..dd8176b2f --- /dev/null +++ b/compendium/feats/song-of-the-fallen-aoa6.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa6 +- trait/bard +- trait/uncommon +aliases: ["Song Of The Fallen"] +--- +# Song Of The Fallen *Feat 20* +[bard](rules/traits/bard.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: focus pool + +The moving power of your songs can stir the spirits of the dead to rise once more and fight alongside you. You learn the [song of the fallen](compendium/spells/song-of-the-fallen-aoa6.md) composition spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Age of Ashes #6: Broken Promises p. 76* +%% #compendium/src/pf2e/aoa6 #trait/bard #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/soothing-mist-apg.md b/compendium/feats/soothing-mist-apg.md new file mode 100644 index 000000000..3e168dbdc --- /dev/null +++ b/compendium/feats/soothing-mist-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ranger +aliases: ["Soothing Mist"] +--- +# Soothing Mist *Feat 4* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: warden spells + +You have a connection to the healing properties of nature and can produce a magical mist to heal damage and stop burning or bleeding. You gain the [soothing mist](compendium/spells/soothing-mist-apg.md) warden spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 132* +%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/soul-arsenal-som.md b/compendium/feats/soul-arsenal-som.md new file mode 100644 index 000000000..62a7f1482 --- /dev/null +++ b/compendium/feats/soul-arsenal-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Soul Arsenal"] +--- +# Soul Arsenal *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Soulforger Dedication](compendium/feats/soulforger-dedication-som.md) + +Choose an additional soulforged armament of a different type than the type you already chose, and choose one essence power for it. Upgrade and change armaments individually. + +When you Manifest Soulforged Armament, you can summon any number of your armaments (you must meet the Requirements for each), and when you [Dismiss](rules/actions/dismiss.md) the effect, you can choose to [Dismiss](rules/actions/dismiss.md) some and not others. You can choose to manifest the essence form of any number of your armaments when you take the action. Each armament can manifest its essence form only once per day. + +When you gain soulforged corruption, choose one armament's corruption flaw to affect you for stage 1. + +At stage 2, you take the flaws of all your soulforged armaments. While you have the curse, each armament gets a separate flat check to manifest its essence form, and failing prevents you from manifesting only that armament's essence form. + +**Special.** You can select this feat a second time at 12th level or higher, choosing the final item type. + +*Source: Secrets of Magic p. 236* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/soul-flare-som.md b/compendium/feats/soul-flare-som.md new file mode 100644 index 000000000..bca701615 --- /dev/null +++ b/compendium/feats/soul-flare-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +- trait/concentrate +aliases: ["Soul Flare"] +--- +# Soul Flare [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) + +- **Prerequisites**: [Soulforger Dedication](compendium/feats/soulforger-dedication-som.md) +- **Trigger** An attack you made with a soulforged weapon or shield misses a creature, or a creature hits you with an attack while you're either wearing manifested soulforged armor or have your soulforged shield raised. +- **Requirements**: Your soulforged armament is manifested. +- **Activity** Reaction + +You strive to change the outcome with sheer zeal. You gain a +1 status bonus to your attack roll if making an attack or to your AC if you were hit. This can change the outcome of the roll. If this bonus turns your missed attack into a hit or the hit against you into a miss, attempt a DC 5 flat check. If you fail, your soulforged armament is Dismissed—your weapon if you attacked or your armor or shield if you were defending. + +*Source: Secrets of Magic p. 236* +%% #compendium/src/pf2e/som #trait/archetype #trait/concentrate %% \ No newline at end of file diff --git a/compendium/feats/soul-warden-dedication-botd.md b/compendium/feats/soul-warden-dedication-botd.md new file mode 100644 index 000000000..a7c6b4b29 --- /dev/null +++ b/compendium/feats/soul-warden-dedication-botd.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/dedication +aliases: ["Soul Warden Dedication"] +--- +# Soul Warden Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion), worships [Pharasma](compendium/setting/deities/pharasma.md) or a psychopomp usher + +You can take 10 minutes to emblazon [Pharasma](compendium/setting/deities/pharasma.md)'s holy sigil—a spiraling comet that represents the winding path a soul takes through its existence—upon a shield, tabard, banner, or other prominent object that your wear or wield. The symbol doesn't fade until 1 year has passed, but if you emblazon the symbol again, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of [Pharasma](compendium/setting/deities/pharasma.md) and can be used as a divine focus while emblazoned. + +Whenever an undead creature or captive soul is within 100 feet of this object, the spiral glows, shedding dim blue light in a 10-foot radius. If the creature is hiding or the soul is [hidden](rules/conditions.md#Hidden), it must succeed at a [Stealth](compendium/skills.md#Stealth) check against your [Perception](compendium/skills.md#Perception) DC to fool the sigil and prevent the spiral from glowing. + +In addition, you can cast [disrupt undead](compendium/spells/disrupt-undead.md) as a divine innate cantrip at will. As normal, a cantrip is automatically heightened to half your level rounded up. You gain access to the [Cast a Spell](rules/actions/cast-a-spell.md) activity if you didn't have it already. You're trained in divine spell attack rolls and spell DCs. Your key spellcasting ability for these spells is Wisdom. + +When you have at least two other feats from this archetype, the spiral glows with bright light in a 10-foot radius (and dim light for the next 10 feet). Feats that require a creature or object to be in the light of your spiral function whether it's in the bright or dim light. + +**Special.** You can't select another dedication feat until you have gained two other feats from the soul warden archetype. + +## Soul Warden Dedication leads to... + +[Cycle Spell](compendium/feats/cycle-spell-botd.md), [Psychopomp Familiar](compendium/feats/psychopomp-familiar-botd.md), [Enhanced Psychopomp Familiar](compendium/feats/enhanced-psychopomp-familiar-botd.md), [Liberate Soul](compendium/feats/liberate-soul-botd.md), [Spiral Sworn](compendium/feats/spiral-sworn-botd.md), [Expand Spiral](compendium/feats/expand-spiral-botd.md), [Safeguard Soul](compendium/feats/safeguard-soul-botd.md) + +## Summary + +*Source: Book of the Dead p. 26* +%% #compendium/src/pf2e/botd #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/soulforger-dedication-som.md b/compendium/feats/soulforger-dedication-som.md new file mode 100644 index 000000000..8b7d4ccba --- /dev/null +++ b/compendium/feats/soulforger-dedication-som.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Soulforger Dedication"] +--- +# Soulforger Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Wis 14 or ability to cast divine spells + +You can manifest the power of your spirit in combat to realize your motivations. You manifest an armor, shield, or weapon as a soulforged armament (page 232). Choose one essence power for the armament (below). Changing an essence power requires 1 week of retraining, and you can't retrain it while you have soulforged corruption. + +You can Manifest Soulforged Armament to summon your armaments in combat. + +```ad-embed-ability +title: Manifest Soulforged Armament [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) [conjuration](rules/traits/conjuration.md) [divine](rules/traits/divine.md) [extradimensional](rules/traits/extradimensional.md) + +- **Requirements**: If summoning a weapon or shield, you have the hands free to wield it; if summoning armor, you aren't wearing any armor + +**Effect** You immediately wield or wear the soulforged armament bound to you. The soulforged armament remains manifested until you [Dismiss](rules/actions/dismiss.md) this effect. + +Once per day when you use this ability, you can manifest the armament's essence form. You gain the armament's essence power until it's Dismissed. + +After 1 minute, the essence form armament is automatically Dismissed. +%% #trait/concentrate #trait/conjuration #trait/divine #trait/extradimensional %% +``` + +**Special.** You can't select another dedication feat before gaining two other feats from this archetype. + +## Soulforger Dedication leads to... + +[Rapid Manifestation](compendium/feats/rapid-manifestation-som.md), [Soul Arsenal](compendium/feats/soul-arsenal-som.md), [Soul Flare](compendium/feats/soul-flare-som.md) + +## Summary + +*Source: Secrets of Magic p. 236* +%% #compendium/src/pf2e/som #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/soulsight-bard-apg.md b/compendium/feats/soulsight-bard-apg.md new file mode 100644 index 000000000..15a21fbe4 --- /dev/null +++ b/compendium/feats/soulsight-bard-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/bard +aliases: ["Soulsight (Bard)"] +--- +# Soulsight (Bard) *Feat 8* +[bard](rules/traits/bard.md) + + +Your muse has opened your senses to the world beyond. You gain spiritsense as an imprecise sense with a range of 60 feet. Spiritsense enables you to sense the spirits of creatures, including living creatures, most non-mindless undead, and haunts within the listed range. As with your hearing and other imprecise senses, you still need to [Seek](rules/actions/seek.md) to locate an [undetected](rules/conditions.md#Undetected) creature. As spiritsense detects spiritual essence, not physical bodies, it can detect spirits projected by spells such as project image or possessing otherwise soulless objects. It can't detect soulless bodies, constructs, or objects, and like most senses, it doesn't penetrate through solid objects. + +## Soulsight (Bard) leads to... + +[Shared Sight](compendium/feats/shared-sight-lokl.md) + +## Summary + +*Source: Advanced Player's Guide p. 113* +%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/soulsight-sorcerer-apg.md b/compendium/feats/soulsight-sorcerer-apg.md new file mode 100644 index 000000000..cdb5cb01f --- /dev/null +++ b/compendium/feats/soulsight-sorcerer-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/sorcerer +aliases: ["Soulsight (Sorcerer)"] +--- +# Soulsight (Sorcerer) *Feat 8* +[sorcerer](rules/traits/sorcerer.md) + +- **Prerequisites**: bloodline that grants divine or occult spells + +The spiritual essence in your blood has opened your senses to the world beyond. You gain spiritsense as an imprecise sense with a range of 60 feet. Spiritsense allows you to sense the spirits of creatures within the listed range, including living creatures, most non-mindless undead, and haunts. As with your hearing and other imprecise senses, you still need to [Seek](rules/actions/seek.md) to locate an [undetected](rules/conditions.md#Undetected) creature. As spiritsense detects spiritual essence, not physical bodies, it can detect spirits projected by spells such as project image or possessing otherwise soulless objects. It can't detect soulless bodies, constructs, or objects, and like most senses, it doesn't penetrate through solid objects. + +*Source: Advanced Player's Guide p. 139* +%% #compendium/src/pf2e/apg #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/sound-mirror-da.md b/compendium/feats/sound-mirror-da.md new file mode 100644 index 000000000..fb6ed84e0 --- /dev/null +++ b/compendium/feats/sound-mirror-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Sound Mirror"] +--- +# Sound Mirror *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) + +You twist not just the visual, but the auditory as well, allowing you to pass without a sound and create minor noises as distractions—perfect for misdirection and infiltration. You can cast [silence](compendium/spells/silence.md) on yourself as a 2nd-level innate occult spell and [ventriloquism](compendium/spells/ventriloquism.md) as a 1st-level innate occult spell, both once per day. You also can cast [ghost sound](compendium/spells/ghost-sound.md) as an innate occult cantrip. You become trained in occult spell attack rolls and spell DCs, and your key spellcasting ability is Charisma. + +*Source: Dark Archive p. 127* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/sow-rumor-locg.md b/compendium/feats/sow-rumor-locg.md new file mode 100644 index 000000000..c33a4c2e5 --- /dev/null +++ b/compendium/feats/sow-rumor-locg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/general +- trait/secret +- trait/skill +- trait/uncommon +aliases: ["Sow Rumor"] +--- +# Sow Rumor *Feat 2* +[general](rules/traits/general.md) [secret](rules/traits/secret.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: expert in [Deception](compendium/skills.md#Deception) + +You spread rumors, which may or may not be true, about a specific subject. If the subject of your rumor is not currently the subject of any contradictory rumors, this takes as long as it would normally take you to [Gather Information](rules/actions/gather-information.md) (typically 2 hours), at the end of which the GM rolls a secret [Deception](compendium/skills.md#Deception) check to see how well you spread the rumor. If your rumor matches any current rumors about the subject, it takes less time to spread the rumor, and if you are attempting to overtake a particularly popular and contradictory rumor, it takes much longer or may be impossible. + +The DC similarly increases or decreases depending on how plausible your rumor is. + +> [!success-degree] +> - **Critical Success** Your rumor spreads like wildfire. Anyone who succeeds at a check to [Gather Information](rules/actions/gather-information.md) on the specific subject learns your rumor in preference to other rumors about the subject. Your rumor persists for 1 month. +> - **Success** You successfully spread the rumor. Anyone who succeeds at a check to [Gather Information](rules/actions/gather-information.md) on the specific subject adds your rumor to the list of rumors they could learn about the subject. Your rumor persists for 1 week. +> - **Failure** Your rumor dies off, never becoming popular enough for other people to learn it via [Gather Information](rules/actions/gather-information.md). +> - **Critical Failure** You are unable to spread a rumor and take a –4 circumstance penalty to [Deception](compendium/skills.md#Deception) checks to Sow Rumors about the same subject within the same region for 1 week. In addition, a rumor spreads about someone trying to spread false rumors about the subject. + +*Source: Lost Omens: Character Guide p. 71* +%% #compendium/src/pf2e/locg #trait/general #trait/secret #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/sow-spell-apg.md b/compendium/feats/sow-spell-apg.md new file mode 100644 index 000000000..6f1bb72ce --- /dev/null +++ b/compendium/feats/sow-spell-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/druid +- trait/metamagic +aliases: ["Sow Spell"] +--- +# Sow Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[concentrate](rules/traits/concentrate.md) [druid](rules/traits/druid.md) [metamagic](rules/traits/metamagic.md) + +- **Activity** Single Action + +You fold your spell into a seed. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) using 1 action or 2 actions, the spell instead plants itself in an adjacent square. You must make all decisions regarding the spell at the time you cast it. Within the next 10 minutes, you can direct your sown spell to sprout and produce the spell's effects as a reaction, which is triggered when a creature enters the sown spell's space or a square adjacent to it. You can have only one sown spell at a time, and if you don't trigger the spell within 10 minutes, it dissipates and the spell is lost. A creature can notice the sown spell with a successful [Perception](compendium/skills.md#Perception) check against your spell DC. + +*Source: Advanced Player's Guide p. 125* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/druid #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/space-time-shift-da.md b/compendium/feats/space-time-shift-da.md new file mode 100644 index 000000000..9b05faa53 --- /dev/null +++ b/compendium/feats/space-time-shift-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Space-Time Shift"] +--- +# Space-Time Shift [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) +- **Frequency**: once per 10 minutes +- **Trigger** Your turn begins. +- **Activity** Free Action + +You travel just a few moments into the future to immediately arrive at your destination. Your [Strides](rules/actions/stride.md) are augmented until the end of your turn, allowing you to instantly teleport to any point you could reach with your [Stride](rules/actions/stride.md) instead of traversing normally to the location. Your augmented [Strides](rules/actions/stride.md) have the teleport trait and don't trigger reactions that can be triggered by move actions or upon leaving or entering a square. You also augment your [Burrow](rules/actions/burrow.md), [Climb](rules/actions/climb.md), [Fly](rules/actions/fly.md), or [Swim](rules/actions/swim.md) actions in this way if you have the corresponding movement type. + +*Source: Dark Archive p. 187* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/spark-of-independence-lotgb.md b/compendium/feats/spark-of-independence-lotgb.md new file mode 100644 index 000000000..fb1131e87 --- /dev/null +++ b/compendium/feats/spark-of-independence-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/poppet +aliases: ["Spark Of Independence"] +--- +# Spark Of Independence [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* +[poppet](rules/traits/poppet-lotgb.md) + +- **Activity** Two-Action + +You touch a creature with the [minion](rules/traits/minion.md) trait and share the heightened sense of autonomy you've discovered. The minion is [quickened](rules/conditions.md#Quickened) for 1 round and is then temporarily immune for 10 minutes. It can use this extra action to [Step](rules/actions/step.md), [Stride](rules/actions/stride.md), or [Strike](rules/actions/strike.md). + +*Source: Lost Omens: The Grand Bazaar p. 64* +%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/compendium/feats/speak-with-bats-loag.md b/compendium/feats/speak-with-bats-loag.md new file mode 100644 index 000000000..839129d6c --- /dev/null +++ b/compendium/feats/speak-with-bats-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/sprite +aliases: ["Speak With Bats"] +--- +# Speak With Bats *Feat 1* +[sprite](rules/traits/sprite-b1.md) + +- **Prerequisites**: nyktera heritage + +You can ask questions of, receive answers from, and use the [Diplomacy](compendium/skills.md#Diplomacy) skill with bats. + +You gain a +2 circumstance bonus on all [Diplomacy](compendium/skills.md#Diplomacy) checks to [Make an Impression](rules/actions/make-an-impression.md) on bats or [Request](rules/actions/request.md) something from bats. + +*Source: Lost Omens: Ancestry Guide p. 131* +%% #compendium/src/pf2e/loag #trait/sprite %% \ No newline at end of file diff --git a/compendium/feats/speak-with-flowers-loil.md b/compendium/feats/speak-with-flowers-loil.md new file mode 100644 index 000000000..d59b5f102 --- /dev/null +++ b/compendium/feats/speak-with-flowers-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/ghoran +aliases: ["Speak with Flowers"] +--- +# Speak with Flowers *Feat 5* +[ghoran](rules/traits/ghoran-loil.md) + + +At your very heartwood, you're a flower animated by elder magic, and with a little effort, you can speak to your kindred. You can ask questions of, receive answers from, and use the [Diplomacy](compendium/skills.md#Diplomacy) skill with flowering plants of all types. + +*Source: Lost Omens: Impossible Lands p. 38* +%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/compendium/feats/speak-with-kindred-locg.md b/compendium/feats/speak-with-kindred-locg.md new file mode 100644 index 000000000..2caf71dbc --- /dev/null +++ b/compendium/feats/speak-with-kindred-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/leshy +aliases: ["Speak With Kindred"] +--- +# Speak With Kindred *Feat 5* +[leshy](rules/traits/leshy-b1.md) + + +You have a connection with creatures that share your physiology. + +You can ask questions of, receive answers from, and use the [Diplomacy](compendium/skills.md#Diplomacy) skill with plants or fungi that match your leshy heritage. Generally, fungus leshies can speak to mushrooms and fungi; gourd leshies can speak to gourds, melons, and similar fruiting plants; leaf leshies can speak with deciduous trees; and vine leshies can speak with vines and climbing plants. The GM determines which plants or fungi count for this ability. + +*Source: Lost Omens: Character Guide p. 55* +%% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/compendium/feats/speaking-sky-loil.md b/compendium/feats/speaking-sky-loil.md new file mode 100644 index 000000000..50f289b47 --- /dev/null +++ b/compendium/feats/speaking-sky-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/archetype +aliases: ["Speaking Sky"] +--- +# Speaking Sky *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Jalmeri Heavenseeker Dedication + +You gain the speaking sky ki spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Lost Omens: Impossible Lands p. 225* +%% #compendium/src/pf2e/loil #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/specialized-beastmaster-companion-apg.md b/compendium/feats/specialized-beastmaster-companion-apg.md new file mode 100644 index 000000000..087a14c9e --- /dev/null +++ b/compendium/feats/specialized-beastmaster-companion-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Specialized Beastmaster Companion"] +--- +# Specialized Beastmaster Companion *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Incredible Beastmaster Companion](compendium/feats/incredible-beastmaster-companion-apg.md) + +Your nimble and savage animal companions become cunning enough to become specialized. Each companion gains one specialization of your choice (Core Rulebook 217, choose separately). + +**Special.** You can select this feat more than once. Each time, add a different specialization to your nimble and savage companions. Your nimble and savage companions can have up to three specializations each. + +*Source: Advanced Player's Guide p. 161* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/specialized-companion-ec2.md b/compendium/feats/specialized-companion-ec2.md new file mode 100644 index 000000000..0b91b993f --- /dev/null +++ b/compendium/feats/specialized-companion-ec2.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec2 +- trait/archetype +- trait/uncommon +aliases: ["Specialized Companion"] +--- +# Specialized Companion *Feat 18* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Splendid Companion](compendium/feats/splendid-companion-ec2.md) + +The animal companion you gain from the Animal Trainer Dedication feat gains one specialization of your choice (Core Rulebook 217). Increase its proficiency rank in [Performance](compendium/skills.md#Performance) to legendary instead of one of the specialization's skill increases. + +*Source: Extinction Curse #2: Legacy of the Lost God p. 75* +%% #compendium/src/pf2e/ec2 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/specialized-mount-apg.md b/compendium/feats/specialized-mount-apg.md new file mode 100644 index 000000000..a0419ab27 --- /dev/null +++ b/compendium/feats/specialized-mount-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Specialized Mount"] +--- +# Specialized Mount *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Incredible Mount](compendium/feats/incredible-mount-apg.md) + +You've trained your mount to perform in unusual or even extreme circumstances, granting it abilities far beyond others of its kind. Your mount gains one specialization of your choice. + +**Special.** You can select this feat up to three times. Each time, add a different specialization to your mount. You mount can't have more than three specializations. + +*Source: Advanced Player's Guide p. 165* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/specialty-crafting.md b/compendium/feats/specialty-crafting.md index 447b3fcdc..54f5549e5 100644 --- a/compendium/feats/specialty-crafting.md +++ b/compendium/feats/specialty-crafting.md @@ -14,6 +14,22 @@ aliases: ["Specialty Crafting"] Your training focused on [Crafting](compendium/skills.md#Crafting) one particular kind of item. Select one of the specialties; you gain a +1 circumstance bonus to [Crafting](compendium/skills.md#Crafting) checks to [Craft](rules/actions/craft.md) items of that type. If you are a master in [Crafting](compendium/skills.md#Crafting), this bonus increases to +2. If it's unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a [morningstar](compendium/equipment/items/morningstar.md) and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking. +| Specialty | Applicable Items | +|-----------|------------------| +| Alchemy* | Alchemical items such as elixirs | +| Artistry | Fine art, including jewelry | +| Blacksmithing | Durable metal goods, including metal armor | +| Bookmaking | Books and paper | +| Glassmaking | Glass, including glassware and windows | +| Leatherworking | Leather goods, including leather armor | +| Pottery | Ceramic goods | +| Shipbuilding | Ships and boats | +| Stonemasonry | Stone goods and structures | +| Tailoring | Clothing | +| Weaving | Textiles, baskets, and rugs | +| Woodworking | Wooden goods and structures | + +*You must have the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) skill feat to [Craft](rules/actions/craft.md) alchemical items ## Specialty Crafting leads to... diff --git a/compendium/feats/speedy-rituals-apg.md b/compendium/feats/speedy-rituals-apg.md new file mode 100644 index 000000000..32e2daee7 --- /dev/null +++ b/compendium/feats/speedy-rituals-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Speedy Rituals"] +--- +# Speedy Rituals *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Efficient Rituals](compendium/feats/efficient-rituals-apg.md) + +You can perform rituals in only a fraction of the usual time. If a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual. + +*Source: Advanced Player's Guide p. 187* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/spell-devourer-apg.md b/compendium/feats/spell-devourer-apg.md new file mode 100644 index 000000000..0d732f7a4 --- /dev/null +++ b/compendium/feats/spell-devourer-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/orc +aliases: ["Spell Devourer"] +--- +# Spell Devourer *Feat 13* +[orc](rules/traits/orc.md) + +- **Prerequisites**: [Pervasive Superstition](compendium/feats/pervasive-superstition.md) + +You don't just resist magic; you devour it. Whenever you succeed at a saving throw against a spell or [magical](rules/traits/magical.md) effect, you gain temporary Hit Points equal to double the spell's level, or equal to the level if the [magical](rules/traits/magical.md) effect isn't a spell. These temporary Hit Points last until the end of your next turn. + +*Source: Advanced Player's Guide p. 19* +%% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/spell-gem-botd.md b/compendium/feats/spell-gem-botd.md new file mode 100644 index 000000000..57f63aca4 --- /dev/null +++ b/compendium/feats/spell-gem-botd.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/uncommon +aliases: ["Spell Gem"] +--- +# Spell Gem *Feat 16* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Lich Dedication, legendary in [Crafting](compendium/skills.md#Crafting) + +Inspired by the degenerate demiliches your kind sometimes devolves into, you've embedded a gem into your brow, fusing it to your necrotic flesh. This gem has been specially calibrated to hold one of the following spells: [repulsion](compendium/spells/repulsion.md), [scrying](compendium/spells/scrying.md), or [true seeing](compendium/spells/true-seeing.md). You must decide which spell your gem contains when you take this feat; changing the spell requires retraining the feat. Once per day, you can drain the gem's magical energy to [Cast the Spell](rules/actions/cast-a-spell.md) without spending a spell slot. + +At 18th level, you can heighten whichever spell you chose to 7th level. At 20th level, you can heighten whichever spell you chose to 8th level; regardless of which spell you chose, you can instead drain the gem's magical energy to cast an 8th-level [spell turning](compendium/spells/spell-turning.md) without spending a spell slot. + +*Source: Book of the Dead p. 50* +%% #compendium/src/pf2e/botd #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/spell-mastery-apg.md b/compendium/feats/spell-mastery-apg.md new file mode 100644 index 000000000..30afdb28d --- /dev/null +++ b/compendium/feats/spell-mastery-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/wizard +aliases: ["Spell Mastery"] +--- +# Spell Mastery *Feat 20* +[wizard](rules/traits/wizard.md) + + +You have mastered a handful of spells to such a degree that you can cast them even if you haven't prepared them in advance. Select any four spells of 9th level or lower that you have access to; each spell you select must be of a different level. These spells are automatically prepared when you make your daily preparations, and they have their own spell slots. You can select a different array of spells by spending 1 week of downtime retraining your mastered spells. + +*Source: Advanced Player's Guide p. 143* +%% #compendium/src/pf2e/apg #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/spell-parry-som.md b/compendium/feats/spell-parry-som.md new file mode 100644 index 000000000..5cb9c2f7d --- /dev/null +++ b/compendium/feats/spell-parry-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Spell Parry"] +--- +# Spell Parry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[magus](rules/traits/magus-som.md) + +- **Requirements**: You have one or more hands free. +- **Activity** Single Action + +You infuse magical power into your body or armaments to parry both physical and magical assaults. You raise your guard, gaining a +1 circumstance bonus to AC and to saving throws against spells that target you until the start of your next turn, as long as you continue to meet the requirements. + +## Spell Parry leads to... + +[Preternatural Parry](compendium/feats/preternatural-parry-som.md) + +## Summary + +*Source: Secrets of Magic p. 43* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/spell-relay-apg.md b/compendium/feats/spell-relay-apg.md new file mode 100644 index 000000000..3f79de8e2 --- /dev/null +++ b/compendium/feats/spell-relay-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/sorcerer +aliases: ["Spell Relay"] +--- +# Spell Relay [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[concentrate](rules/traits/concentrate.md) [sorcerer](rules/traits/sorcerer.md) + +- **Trigger** An ally [Casts a Spell](rules/actions/cast-a-spell.md) and you are within that spell's range. +- **Activity** Reaction + +You open the power in your blood to your ally's spellcasting, using your magic to boost their range. Your ally can use you as the point of origin for their spell, calculating range and cover from your space instead of their own. + +*Source: Advanced Player's Guide p. 139* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/spell-repelling-form-som.md b/compendium/feats/spell-repelling-form-som.md new file mode 100644 index 000000000..8e67e211d --- /dev/null +++ b/compendium/feats/spell-repelling-form-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Spell-repelling Form"] +--- +# Spell-repelling Form *Feat 14* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + + +Your eidolon evolves to protect itself from the danger posed by spells. It gains a +1 status bonus to all saving throws against magic. + +*Source: Secrets of Magic p. 72* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/spell-runes-lowg.md b/compendium/feats/spell-runes-lowg.md new file mode 100644 index 000000000..7c7922ad6 --- /dev/null +++ b/compendium/feats/spell-runes-lowg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Spell Runes"] +--- +# Spell Runes *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Runescarred Dedication](compendium/feats/runescarred-dedication-lowg.md) + +The magical runes on your body grant you several magical abilities. Choose a 1st-level arcane spell. You gain a spell rune on your body corresponding to the chosen spell, which you can cast once per day as an innate spell. At 6th level, you gain a spell rune corresponding to a 2nd-level arcane spell, and at 8th level, you gain a spell rune corresponding to a 3rd-level arcane spell. + +## Spell Runes leads to... + +[Greater Spell Runes](compendium/feats/greater-spell-runes-lowg.md) + +## Summary + +*Source: Lost Omens: World Guide p. 119* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/spell-shroud-apg.md b/compendium/feats/spell-shroud-apg.md new file mode 100644 index 000000000..ab74a5ee1 --- /dev/null +++ b/compendium/feats/spell-shroud-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/metamagic +- trait/sorcerer +aliases: ["Spell Shroud"] +--- +# Spell Shroud [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) + +- **Activity** Single Action + +Your spell shrouds you in a billowing cloud. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) that targets you, you surround yourself in a 15-foot emanation of dense magical mist that lasts until the start of your next turn. All creatures within the cloud become [concealed](rules/conditions.md#Concealed), and all creatures outside the cloud are [concealed](rules/conditions.md#Concealed) to creatures within it. + +*Source: Advanced Player's Guide p. 141* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/spell-swipe-som.md b/compendium/feats/spell-swipe-som.md new file mode 100644 index 000000000..653db1752 --- /dev/null +++ b/compendium/feats/spell-swipe-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Spell Swipe"] +--- +# Spell Swipe [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 8* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) +- **Requirements**: Your [Spellstrike](rules/actions/spellstrike-som.md) is charged. +- **Activity** Three-Action + +You attack in an arc and enact your spell against everyone you hit. Make a [Spellstrike](rules/actions/spellstrike-som.md), but roll separate [Strikes](rules/actions/strike.md) to attack two creatures, each of whom must be within your melee reach and adjacent to each other. If your spell could affect two or more targets, your spell affects whichever foes you hit, not just the first target; otherwise, choose one target to affect with the spell. A Spell Swipe counts as two attacks for your multiple attack penalty, but the penalty doesn't increase until after you make both attacks. + +If you're using a weapon that has the [sweep](rules/traits/sweep.md) trait, its circumstance bonus applies against both targets. You can use this activity with only melee [Strikes](rules/actions/strike.md), even if you have the starlit span hybrid study or a similar ability. + +If you use [Expansive Spellstrike](compendium/feats/expansive-spellstrike-som.md) to [Spellstrike](rules/actions/spellstrike-som.md) with an area spell, apply the area as described in [Expansive Spellstrike](compendium/feats/expansive-spellstrike-som.md), choosing one of the creatures you [Strike](rules/actions/strike.md) to determine the area and whether the spell fails due to a critically failed [Strike](rules/actions/strike.md). If you use [Expansive Spellstrike](compendium/feats/expansive-spellstrike-som.md) to [Spellstrike](rules/actions/spellstrike-som.md) with a targeted spell, the spell is lost completely only if both [Strikes](rules/actions/strike.md) are critical failures. + +*Source: Secrets of Magic p. 46* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/spell-trickster-dedication-lotgb.md b/compendium/feats/spell-trickster-dedication-lotgb.md new file mode 100644 index 000000000..0bc03ab34 --- /dev/null +++ b/compendium/feats/spell-trickster-dedication-lotgb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +- trait/dedication +aliases: ["Spell Trickster Dedication"] +--- +# Spell Trickster Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: Able to cast spells; trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) + +Your experience with magic and its traditions lets you specialize in the casting of certain spells, customizing familiar spells to create novel effects. Whenever you gain a feat from this archetype, you either learn to modify the effects of a single spell, or you change one of the modifications from a previous feat. Each time you [Cast the Spell](rules/actions/cast-a-spell.md) corresponding to the feat you chose, you decide whether to cast its normal or modified version. You can only apply one modification to a spell at a time, even if you know more than one modification for that spell. Besides modifications mentioned in the feat, the spell functions as normal. + +Choose up to two 4th-level spell trickster archetype feats for which you meet the spell-casting prerequisite. You gain those feats, ignoring their level prerequisite. + +**Special.** You can't select another dedication feat until you have gained two other feats from the spell trickster archetype. The two feats you gain from taking the dedication don't count toward this total. + +## Spell Trickster Dedication leads to... + +[Agile Hand](compendium/feats/agile-hand-lotgb.md), [Larcenous Hand](compendium/feats/larcenous-hand-lotgb.md), [Animate Net](compendium/feats/animate-net-lotgb.md), [Barrier Shield](compendium/feats/barrier-shield-lotgb.md), [Confounding Image](compendium/feats/confounding-image-lotgb.md), [Directed Poison](compendium/feats/directed-poison-lotgb.md), [Disk Rider](compendium/feats/disk-rider-lotgb.md), [Drenching Mist](compendium/feats/drenching-mist-lotgb.md), [Forceful Push](compendium/feats/forceful-push-lotgb.md), [Lingering Flames](compendium/feats/lingering-flames-lotgb.md), [Obscured Terrain](compendium/feats/obscured-terrain-lotgb.md), [Scattered Fire](compendium/feats/scattered-fire-lotgb.md), [Shining Arms](compendium/feats/shining-arms-lotgb.md), [Siphoning Touch](compendium/feats/siphoning-touch-lotgb.md), [Smoldering Explosion](compendium/feats/smoldering-explosion-lotgb.md), [Choking Smoke](compendium/feats/choking-smoke-lotgb.md), [Steal Vitality](compendium/feats/steal-vitality-lotgb.md), [Summon Ensemble](compendium/feats/summon-ensemble-lotgb.md), [Surrounding Flames](compendium/feats/surrounding-flames-lotgb.md), [Toppling Tentacles](compendium/feats/toppling-tentacles-lotgb.md), [Tracing Sigil](compendium/feats/tracing-sigil-lotgb.md), [Beacon Mark](compendium/feats/beacon-mark-lotgb.md), [Uneasy Rest](compendium/feats/uneasy-rest-lotgb.md), [Volatile Grease](compendium/feats/volatile-grease-lotgb.md), [Wild Lights](compendium/feats/wild-lights-lotgb.md) + +## Summary + +*Source: Lost Omens: The Grand Bazaar p. 122* +%% #compendium/src/pf2e/lotgb #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/spellbook-prodigy-apg.md b/compendium/feats/spellbook-prodigy-apg.md new file mode 100644 index 000000000..962572fe6 --- /dev/null +++ b/compendium/feats/spellbook-prodigy-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/wizard +aliases: ["Spellbook Prodigy"] +--- +# Spellbook Prodigy *Feat 1* +[wizard](rules/traits/wizard.md) + +- **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana) + +You are particularly adept at learning spells to add to your spellbook. You can [Learn a Spell](rules/actions/learn-a-spell.md) in half the time it normally takes. Further, when you roll a critical failure on your check to [Learn a Spell](rules/actions/learn-a-spell.md), you get a failure instead. When you roll a failure, you can try again after 1 week. + +*Source: Advanced Player's Guide p. 142* +%% #compendium/src/pf2e/apg #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/spellmaster-dedication-locg.md b/compendium/feats/spellmaster-dedication-locg.md new file mode 100644 index 000000000..b814b4da7 --- /dev/null +++ b/compendium/feats/spellmaster-dedication-locg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Spellmaster Dedication"] +--- +# Spellmaster Dedication *Feat 6* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Intelligence, Wisdom, or Charisma 14; ability to cast focus spells; member of the Pathfinder Society affiliated with the School of Spells + +As a Spellmaster, you are adept at identifying magic. You gain a +2 circumstance bonus when you [Identify Magic](rules/actions/identify-magic.md) with a skill in which you are trained or better. If you have the [Wayfinder Resonance Tinkerer](compendium/feats/wayfinder-resonance-tinkerer-lowg.md) feat, you can change the cantrip you chose for that feat each day during your daily preparations. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Spellmaster archetype. + +## Spellmaster Dedication leads to... + +[Absorb Spell](compendium/feats/absorb-spell-locg.md), [Retain Absorbed Spell](compendium/feats/retain-absorbed-spell-lopsg.md), [Spellmaster's Resilience](compendium/feats/spellmasters-resilience-locg.md), [Spellmaster's Tenacity](compendium/feats/spellmasters-tenacity-lopsg.md), [Surreptitious Spellcaster](compendium/feats/surreptitious-spellcaster-locg.md), [Ward Casting](compendium/feats/ward-casting-locg.md), [Communal Sustain](compendium/feats/communal-sustain-lopsg.md), [Familiar Form](compendium/feats/familiar-form-lopsg.md), [Glyph Expert](compendium/feats/glyph-expert-lopsg.md), [Master's Counterspell](compendium/feats/masters-counterspell-lopsg.md), [Mobile Magical Combat](compendium/feats/mobile-magical-combat-lopsg.md), [Recover Spell](compendium/feats/recover-spell-lopsg.md), [Spellmaster's Ward](compendium/feats/spellmasters-ward-lopsg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 114* +%% #compendium/src/pf2e/locg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/spellmasters-resilience-locg.md b/compendium/feats/spellmasters-resilience-locg.md new file mode 100644 index 000000000..7d6427623 --- /dev/null +++ b/compendium/feats/spellmasters-resilience-locg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Spellmaster's Resilience"] +--- +# Spellmaster's Resilience *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md) + +Your experience with a specific type of harmful magic makes you more resistant to it. Choose a magical tradition (arcane, divine, occult, or primal). You gain a +1 circumstance bonus to saving throws against spells and effects with that tradition's trait and resistance 5 to all damage from spells and effects with that tradition's trait. The effect must have actually been cast or created with that tradition, rather than simply being on that tradition's spell list. + +## Spellmaster's Resilience leads to... + +[Spellmaster's Tenacity](compendium/feats/spellmasters-tenacity-lopsg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 114* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/spellmasters-tenacity-lopsg.md b/compendium/feats/spellmasters-tenacity-lopsg.md new file mode 100644 index 000000000..44daa576d --- /dev/null +++ b/compendium/feats/spellmasters-tenacity-lopsg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Spellmaster's Tenacity"] +--- +# Spellmaster's Tenacity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spellmaster's Resilience](compendium/feats/spellmasters-resilience-locg.md) +- **Frequency**: once per day +- **Trigger** You critically fail at a saving throw against a foe's spell, and that spell was cast or created with the tradition of magic you selected with the Spellmaster's Resilience feat. +- **Activity** Reaction + +You call upon the power of your spells to protect you from the worst of the magic headed your way. You fail your saving throw instead of critically failing. For 1 minute, increase the circumstance bonus to saving throws from the Spellmaster's Resilience feat to +2, and increase the resistance to damage it grants to 10. + +*Source: Lost Omens: Pathfinder Society Guide p. 49* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/spellmasters-ward-lopsg.md b/compendium/feats/spellmasters-ward-lopsg.md new file mode 100644 index 000000000..fd8d0fa6a --- /dev/null +++ b/compendium/feats/spellmasters-ward-lopsg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Spellmaster's Ward"] +--- +# Spellmaster's Ward *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md) + +You can create a number of powerful shielding runes that bolster your defenses against damaging spells by absorbing the worst of the energy to keep you safe. You gain the spellmaster's ward focus spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Lost Omens: Pathfinder Society Guide p. 49* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/spellstriker-som.md b/compendium/feats/spellstriker-som.md new file mode 100644 index 000000000..0b06fd819 --- /dev/null +++ b/compendium/feats/spellstriker-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Spellstriker"] +--- +# Spellstriker *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Magus Dedication](compendium/feats/magus-dedication-som.md) + +You gain the magus's [Spellstrike](rules/actions/spellstrike-som.md) activity. You can recharge it only as an activity that takes 1 minute. This restriction applies even if you gain another ability that recharges [Spellstrike](rules/actions/spellstrike-som.md). + +*Source: Secrets of Magic p. 75* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/spelunker-lome.md b/compendium/feats/spelunker-lome.md new file mode 100644 index 000000000..4a17dd4ba --- /dev/null +++ b/compendium/feats/spelunker-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/shisk +aliases: ["Spelunker"] +--- +# Spelunker *Feat 1* +[shisk](rules/traits/shisk-lome.md) + + +Living underground, you have learned to find your way without landmarks or even solid ground. If you roll a success on an [Survival](compendium/skills.md#Survival) check to [Sense Direction](rules/actions/sense-direction.md) or an [Athletics](compendium/skills.md#Athletics) check to [Climb](rules/actions/climb.md), you get a critical success instead. You're not [flat-footed](rules/conditions.md#Flat-footed) when you attempt to [Climb](rules/actions/climb.md). + +*Source: Lost Omens: The Mwangi Expanse p. 125* +%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/compendium/feats/spew-tentacles-loag.md b/compendium/feats/spew-tentacles-loag.md new file mode 100644 index 000000000..ed2f386c7 --- /dev/null +++ b/compendium/feats/spew-tentacles-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fleshwarp +aliases: ["Spew Tentacles"] +--- +# Spew Tentacles *Feat 13* +[fleshwarp](rules/traits/fleshwarp-loag.md) + + +You can open your mouth to an immense size and spew forth an impossibly large field of tentacles. You can cast [black tentacles](compendium/spells/black-tentacles.md) once per day as an innate occult spell, though when you do so, you spew them from your mouth out to the appropriate range, where they take root and begin Grappling creatures as usual. The tentacles recognize you as a part of them and don't attempt to [Grapple](rules/actions/grapple.md) you, even if you are in the area. + +*Source: Lost Omens: Ancestry Guide p. 94* +%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/compendium/feats/spine-stabber-lome.md b/compendium/feats/spine-stabber-lome.md new file mode 100644 index 000000000..facebb5d8 --- /dev/null +++ b/compendium/feats/spine-stabber-lome.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/shisk +aliases: ["Spine Stabber"] +--- +# Spine Stabber *Feat 1* +[shisk](rules/traits/shisk-lome.md) + + +The quills on your arms are particularly sharp and sturdy. You gain a quills unarmed attack that deals `1d6` piercing damage. Your quills are in the knife weapon group and have the [finesse](rules/traits/finesse.md) and [unarmed](rules/traits/unarmed.md) traits. + +## Spine Stabber leads to... + +[Piercing Quills](compendium/feats/piercing-quills-lome.md) + +## Summary + +*Source: Lost Omens: The Mwangi Expanse p. 125* +%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/compendium/feats/spinebreaker-lotgb.md b/compendium/feats/spinebreaker-lotgb.md new file mode 100644 index 000000000..7e696af7b --- /dev/null +++ b/compendium/feats/spinebreaker-lotgb.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Spinebreaker"] +--- +# Spinebreaker [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) +- **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). +- **Activity** Single Action + +You squeeze your opponent in a vicious bear hug, putting intense pressure on their nerves, joints, or other pain points. + +Attempt an [Athletics](compendium/skills.md#Athletics) check to [Grapple](rules/actions/grapple.md) the creature you have [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained), with the following effects instead of the usual effects. + +> [!success-degree] +> - **Critical Success** The target is [clumsy](rules/conditions.md#Clumsy) until the end of its next turn and [clumsy](rules/conditions.md#Clumsy) for 1 minute. +> - **Success** The target is [clumsy](rules/conditions.md#Clumsy) until the end of its next turn. + +*Source: Lost Omens: The Grand Bazaar p. 127* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/spiral-sworn-botd.md b/compendium/feats/spiral-sworn-botd.md new file mode 100644 index 000000000..de1990937 --- /dev/null +++ b/compendium/feats/spiral-sworn-botd.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/concentrate +- trait/divine +- trait/evocation +aliases: ["Spiral Sworn"] +--- +# Spiral Sworn [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) + +- **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md) +- **Frequency**: once per 10 minutes +- **Activity** Single Action + +You trace a spiral in the air while intoning prayers to [Pharasma](compendium/setting/deities/pharasma.md), gaining her blessing for a time. For 3 rounds, your [Strikes](rules/actions/strike.md) and spells deal additional damage against undead, creatures in possession of an imprisoned soul, or creatures you have witnessed create or command undead. You gain a status bonus to damage with your [Strikes](rules/actions/strike.md) against these creatures equal to the number of weapon damage dice. Spells you cast from spell slots gain a status bonus to damage against these creatures equal to the level of the spell; this bonus applies only to spells that deal damage and don't have a duration. + +If your spiral is glowing, you can target a willing creature in its light. If you do, that creature gains the bonuses instead of you. + +## Spiral Sworn leads to... + +[Expand Spiral](compendium/feats/expand-spiral-botd.md) + +## Summary + +*Source: Book of the Dead p. 27* +%% #compendium/src/pf2e/botd #trait/archetype #trait/concentrate #trait/divine #trait/evocation %% \ No newline at end of file diff --git a/compendium/feats/spirit-sheath-som.md b/compendium/feats/spirit-sheath-som.md new file mode 100644 index 000000000..b1d2b48e2 --- /dev/null +++ b/compendium/feats/spirit-sheath-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/arcane +- trait/conjuration +- trait/extradimensional +- trait/magus +aliases: ["Spirit Sheath"] +--- +# Spirit Sheath *Feat 2* +[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [magus](rules/traits/magus-som.md) + + +You've magically constructed an extradimensional sheath for your weapon that you access through your clothing, typically through a pocket, sleeve, or seam. + +This sheath is hard to notice, granting a +2 circumstance bonus to your [Stealth](compendium/skills.md#Stealth) checks to [Conceal an Item](rules/actions/conceal-an-object.md) within it. A spirit sheath can hold only one weapon at a time, and the weapon must be 1 Bulk or less. + +During a [Spellstrike](rules/actions/spellstrike-som.md), you can [Interact](rules/actions/interact.md) to draw the weapon before you [Cast the Spell](rules/actions/cast-a-spell.md). You can draw or return a weapon in a spirit sheath as an [Interact](rules/actions/interact.md) action, as can anyone else holding or wearing the clothing that contains the sheath. A [dispel magic](compendium/spells/dispel-magic.md) spell or similar effect can be used against the spirit sheath to expel the weapon. The counteract check is made against your spell DC and uses the sheath's counteract level of 1. The weapon is also expelled if you become [unconscious](rules/conditions.md#Unconscious). + +*Source: Secrets of Magic p. 44* +%% #compendium/src/pf2e/som #trait/arcane #trait/conjuration #trait/extradimensional #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/spirit-soother-apg.md b/compendium/feats/spirit-soother-apg.md new file mode 100644 index 000000000..d5ea94f47 --- /dev/null +++ b/compendium/feats/spirit-soother-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/duskwalker +aliases: ["Spirit Soother"] +--- +# Spirit Soother *Feat 5* +[duskwalker](rules/traits/duskwalker-apg.md) + + +You are attuned to the minute sounds and sensations of restless spirits. Even if you aren't [Searching](rules/actions/search.md), you can attempt a check to find haunts that normally require you to be [Searching](rules/actions/search.md). You still need to meet any other requirements to find the haunt. + +*Source: Advanced Player's Guide p. 38* +%% #compendium/src/pf2e/apg #trait/duskwalker %% \ No newline at end of file diff --git a/compendium/feats/spirit-spells-av1.md b/compendium/feats/spirit-spells-av1.md new file mode 100644 index 000000000..3f8ab6aac --- /dev/null +++ b/compendium/feats/spirit-spells-av1.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/av1 +- trait/archetype +aliases: ["Spirit Spells"] +--- +# Spirit Spells *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) + +Your ability to confront incorporeal menaces develops into full-fledged spellcasting. Choose a 1st-level occult spell. You can [Cast this Spell](rules/actions/cast-a-spell.md) as an innate occult spell. At 6th level, you gain a 2nd-level occult spell, and at 8th level, you gain a 3rd-level occult spell. Each of these spells must have the [divination](rules/traits/divination.md), [enchantment](rules/traits/enchantment.md), or [necromancy](rules/traits/necromancy.md) trait. You can cast each of these spells once per day. + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* +%% #compendium/src/pf2e/av1 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/spirit-strikes-apg.md b/compendium/feats/spirit-strikes-apg.md new file mode 100644 index 000000000..7dc6b7b31 --- /dev/null +++ b/compendium/feats/spirit-strikes-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/duskwalker +aliases: ["Spirit Strikes"] +--- +# Spirit Strikes *Feat 9* +[duskwalker](rules/traits/duskwalker-apg.md) + + +Your connection to the Boneyard empowers you to bring death to all forms of life and unlife, exploiting their weaknesses. All your weapon and unarmed [Strikes](rules/actions/strike.md) are magical and deal 1 additional negative damage to living creatures and 1 additional positive damage to undead. + +*Source: Advanced Player's Guide p. 38* +%% #compendium/src/pf2e/apg #trait/duskwalker %% \ No newline at end of file diff --git a/compendium/feats/spirits-absolution-botd.md b/compendium/feats/spirits-absolution-botd.md new file mode 100644 index 000000000..3e4eeb527 --- /dev/null +++ b/compendium/feats/spirits-absolution-botd.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/healing +- trait/necromancy +- trait/positive +aliases: ["Spirit's Absolution"] +--- +# Spirit's Absolution [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) + +- **Prerequisites**: [Exorcist Dedication](compendium/feats/exorcist-dedication-botd.md) +- **Cost**: 1 spirit wisp or spirit remnant from your spirit dwelling +- **Requirements**: You are holding your spirit dwelling. +- **Activity** Single Action + +You purify a spirit by absolving it of its sins and regrets. This cathartic experience restores your Hit Points or those of an adjacent ally. If you expend a spirit wisp, the target recovers `1d4` Hit Points per level you have. If you expend a spirit remnant, the target recovers `1d6` Hit Points per level of the incorporeal undead or haunt from which you gained the remnant. + +*Source: Book of the Dead p. 23* +%% #compendium/src/pf2e/botd #trait/archetype #trait/healing #trait/necromancy #trait/positive %% \ No newline at end of file diff --git a/compendium/feats/spirits-anguish-botd.md b/compendium/feats/spirits-anguish-botd.md new file mode 100644 index 000000000..ad7baf971 --- /dev/null +++ b/compendium/feats/spirits-anguish-botd.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/evocation +- trait/sonic +aliases: ["Spirit's Anguish"] +--- +# Spirit's Anguish [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) [evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) + +- **Prerequisites**: [Exorcist Dedication](compendium/feats/exorcist-dedication-botd.md) +- **Cost**: 1 spirit wisp or spirit remnant from your spirit dwelling +- **Requirements**: You are holding your spirit dwelling. +- **Activity** Two-Action + +You purify a spirit by coaxing it to release its anguish in a final cathartic howl. This deals sonic damage to all creatures in a 30-foot cone, with a basic Will save against your class DC or spell DC, whichever is higher. If you expend a spirit wisp, this deals `1d4` sonic damage per level you have. If you expend a spirit remnant, this deals `1d6` sonic damage per level of the incorporeal undead or haunt from which you gained the remnant. + +*Source: Book of the Dead p. 23* +%% #compendium/src/pf2e/botd #trait/archetype #trait/evocation #trait/sonic %% \ No newline at end of file diff --git a/compendium/feats/spiritual-explorer-lopsg.md b/compendium/feats/spiritual-explorer-lopsg.md new file mode 100644 index 000000000..c15bebbe5 --- /dev/null +++ b/compendium/feats/spiritual-explorer-lopsg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Spiritual Explorer"] +--- +# Spiritual Explorer *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) + +You're familiar with the danger that lingering spirits can pose to an unwary adventurer, and you're particularly attuned to their presence. Even if you aren't [Searching](rules/actions/search.md) in exploration mode, you can attempt a check to find haunts that normally require you to [Search](rules/actions/search.md) for them. You still need to meet any other requirements to find a particular haunt. + +*Source: Lost Omens: Pathfinder Society Guide p. 41* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/spiritual-guides-apg.md b/compendium/feats/spiritual-guides-apg.md new file mode 100644 index 000000000..eec4769f6 --- /dev/null +++ b/compendium/feats/spiritual-guides-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +- trait/concentrate +- trait/fortune +aliases: ["Spiritual Guides"] +--- +# Spiritual Guides [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [fortune](rules/traits/fortune.md) + +- **Prerequisites**: spirit instinct +- **Frequency**: once per day +- **Trigger** You fail, but don't critically fail, a [Perception](compendium/skills.md#Perception) check or a skill check. +- **Activity** Reaction + +Though no one sees them and only you can hear them, the spirits around you constantly chatter, save when you are [raging](rules/actions/rage.md). Sometimes they're even [helpful](rules/conditions.md#Helpful). You can heed the spirits' guidance to reroll the triggering check, using the second result even if it's worse. + +*Source: Advanced Player's Guide p. 109* +%% #compendium/src/pf2e/apg #trait/barbarian #trait/concentrate #trait/fortune %% \ No newline at end of file diff --git a/compendium/feats/spiritual-sense-apg.md b/compendium/feats/spiritual-sense-apg.md new file mode 100644 index 000000000..7e4e5417d --- /dev/null +++ b/compendium/feats/spiritual-sense-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/divination +- trait/divine +- trait/oracle +aliases: ["Spiritual Sense"] +--- +# Spiritual Sense *Feat 6* +[divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [oracle](rules/traits/oracle-apg.md) + + +You have a vague connection to the Ethereal Plane that enables you to notice spirits. While you're exploring but not [Searching](rules/actions/search.md), the GM rolls a secret check for you to find haunts that usually require [Searching](rules/actions/search.md), as well as spirits, creatures on the Ethereal Plane, and beings made entirely of spiritual essence such as celestials, fiends, and monitors. + +You can also potentially notice ethereal creatures and spirits inside solid objects, provided they are within 30 feet of you. This applies while [Searching](rules/actions/search.md), while [Seeking](rules/actions/seek.md), and on the automatic secret check you gain while exploring even if you aren't [Searching](rules/actions/search.md). You can still notice spirits only on a successful check, and you can't see them if they're more than 5 feet inside an object. + +When you notice a creature with your Spiritual Sense, you also learn its location, making it [hidden](rules/conditions.md#Hidden) to you if it had been [undetected](rules/conditions.md#Undetected). + +*Source: Advanced Player's Guide p. 79* +%% #compendium/src/pf2e/apg #trait/divination #trait/divine #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/spiteful-rake-loag.md b/compendium/feats/spiteful-rake-loag.md new file mode 100644 index 000000000..73559ad29 --- /dev/null +++ b/compendium/feats/spiteful-rake-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/changeling +aliases: ["Spiteful Rake"] +--- +# Spiteful Rake [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 13* +[changeling](rules/traits/changeling-b1.md) + +- **Prerequisites**: claw unarmed attack +- **Requirements**: You have both hands free. +- **Activity** Two-Action + +Your instincts sing of spite and malice, and you've learned a devastating trick: go for the eyes. You make a claw [Strike](rules/actions/strike.md). If you hit and deal damage, the target is [dazzled](rules/conditions.md#Dazzled) for 1 round. On a critical hit, the target is instead [blinded](rules/conditions.md#Blinded) for 1 round and [dazzled](rules/conditions.md#Dazzled) until restored to maximum hit points. + +*Source: Lost Omens: Ancestry Guide p. 24* +%% #compendium/src/pf2e/loag #trait/changeling %% \ No newline at end of file diff --git a/compendium/feats/splendid-companion-ec2.md b/compendium/feats/splendid-companion-ec2.md new file mode 100644 index 000000000..1af3e2041 --- /dev/null +++ b/compendium/feats/splendid-companion-ec2.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec2 +- trait/archetype +- trait/uncommon +aliases: ["Splendid Companion"] +--- +# Splendid Companion *Feat 12* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Mature Trained Companion](compendium/feats/mature-trained-companion-ec2.md) + +Your animal companion continues to develop. It becomes a nimble or savage animal companion (your choice), gaining abilities determined by its type. Increase its proficiency rank in [Performance](compendium/skills.md#Performance) to master instead of [Athletics](compendium/skills.md#Athletics) or [Acrobatics](compendium/skills.md#Acrobatics). + +## Splendid Companion leads to... + +[Specialized Companion](compendium/feats/specialized-companion-ec2.md) + +## Summary + +*Source: Extinction Curse #2: Legacy of the Lost God p. 75* +%% #compendium/src/pf2e/ec2 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/splinter-faith-logm.md b/compendium/feats/splinter-faith-logm.md new file mode 100644 index 000000000..0c2f66393 --- /dev/null +++ b/compendium/feats/splinter-faith-logm.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/logm +- trait/champion +- trait/cleric +aliases: ["Splinter Faith"] +--- +# Splinter Faith *Feat 1* +[champion](rules/traits/champion.md) [cleric](rules/traits/cleric.md) + + +Your faith in your deity is represented in an extremely unusual way that some might call heretical. When you select this feat, you should detail the fundamental tenets of your splinter faith, though it shouldn't affect the deity's edicts or anathema. Choose four domains. These domains must be chosen from among your deity's domains, your deity's alternate domains, and up to one domain that isn't on either list and isn't anathematic to your deity. Any domain spell you cast from a domain that isn't on either of your deity's lists is always heightened to 1 level lower than usual for a focus spell. For the purpose of abilities that depend on your deity's domains, the four domains you chose are your deity's domains, and any of your deity's domains you didn't choose are now among your deity's alternate domains. + +**Special.** Unless you take this feat at 1st level, changing the way you relate to your deity requires retraining, as described in the Changing Faith section below. If you take this feat and previously benefited from any effect that requires a domain your splinter faith doesn't include, such as a domain spell from Domain Initiate, you lose that effect. + +*Source: Lost Omens: Gods & Magic p. 8* +%% #compendium/src/pf2e/logm #trait/champion #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/split-hex-apg.md b/compendium/feats/split-hex-apg.md new file mode 100644 index 000000000..f2ae93ec6 --- /dev/null +++ b/compendium/feats/split-hex-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/metamagic +- trait/witch +aliases: ["Split Hex"] +--- +# Split Hex [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* +[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [witch](rules/traits/witch-apg.md) + +- **Activity** Single Action + +You siphon some of the power from an offensive hex you cast to direct it at a second target as well. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) to cast a harmful hex with a single target, reduce its level by 2 (making it 2 levels lower than the maximum spell level you can cast). If you do, you can select a second target for that hex to affect. + +*Source: Advanced Player's Guide p. 105* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/split-shot-apg.md b/compendium/feats/split-shot-apg.md new file mode 100644 index 000000000..b97065af7 --- /dev/null +++ b/compendium/feats/split-shot-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/metamagic +- trait/sorcerer +aliases: ["Split Shot"] +--- +# Split Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) + +- **Activity** Single Action + +You fragment a ranged spell into a pair of smaller shots. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) without a duration that requires an attack roll against a single target and has no effect beyond dealing damage, you roll a single attack roll and compare the result to the AC of two targets within the spell's range. The spell deals only half its usual damage to each target. This counts as one attack for your multiple attack penalty. + +*Source: Advanced Player's Guide p. 139* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/split-slot-apg.md b/compendium/feats/split-slot-apg.md new file mode 100644 index 000000000..69de5cb18 --- /dev/null +++ b/compendium/feats/split-slot-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/wizard +aliases: ["Split Slot"] +--- +# Split Slot *Feat 6* +[wizard](rules/traits/wizard.md) + + +You can prepare two spells in one slot, giving you the freedom to choose the spell when you cast it. When you prepare your spells for the day, you can choose one spell slot at least 1 level lower than the highest-level spell slot you can cast and prepare two spells in that slot. When you [Cast a Spell](rules/actions/cast-a-spell.md) from that slot, choose which spell to cast. Once you've chosen, the unused spell dissipates as though you hadn't prepared it at all—for example, it isn't available for use with [Drain Bonded Item](rules/actions/drain-bonded-item.md). + +*Source: Advanced Player's Guide p. 142* +%% #compendium/src/pf2e/apg #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/spore-cloud-loag.md b/compendium/feats/spore-cloud-loag.md new file mode 100644 index 000000000..ac89bf8ca --- /dev/null +++ b/compendium/feats/spore-cloud-loag.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/leshy +aliases: ["Spore Cloud"] +--- +# Spore Cloud [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* +[leshy](rules/traits/leshy-b1.md) + +- **Frequency**: once per hour +- **Activity** Two-Action + +You unleash a cloud of pollen or similar spores. All creatures in a 10-foot emanation around you must attempt a Fortitude save using your class DC or spell DC (whichever is higher) with the following results. Plants and fungi are immune to this effect. + +> [!success-degree] +> - **Critical Success** No effect. +> - **Success** The creature is [dazzled](rules/conditions.md#Dazzled) for 1 round. +> - **Failure** The creature is [dazzled](rules/conditions.md#Dazzled) and can see only 10 feet away for 1 round. +> - **Critical Failure** The creature is [blinded](rules/conditions.md#Blinded) for 1 round. + +*Source: Lost Omens: Ancestry Guide p. 44* +%% #compendium/src/pf2e/loag #trait/leshy %% \ No newline at end of file diff --git a/compendium/feats/spot-translate-apg.md b/compendium/feats/spot-translate-apg.md new file mode 100644 index 000000000..91778181c --- /dev/null +++ b/compendium/feats/spot-translate-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/auditory +- trait/linguistic +aliases: ["Spot Translate"] +--- +# Spot Translate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [linguistic](rules/traits/linguistic.md) + +- **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md) +- **Trigger** Another creature within 60 feet uses a [linguistic](rules/traits/linguistic.md) effect in a language you understand. +- **Activity** Reaction + +You interpret a creature's words, repeating their message in a different language that you know. If the triggering effect's targets speak either the original language or the one you translated into, they are affected. + +*Source: Advanced Player's Guide p. 178* +%% #compendium/src/pf2e/apg #trait/archetype #trait/auditory #trait/linguistic %% \ No newline at end of file diff --git a/compendium/feats/springing-leaper-apg.md b/compendium/feats/springing-leaper-apg.md new file mode 100644 index 000000000..5b34c4fd2 --- /dev/null +++ b/compendium/feats/springing-leaper-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/catfolk +aliases: ["Springing Leaper"] +--- +# Springing Leaper *Feat 5* +[catfolk](rules/traits/catfolk-b1.md) + +- **Prerequisites**: expert in [Athletics](compendium/skills.md#Athletics) + +Your powerful legs allow you to make sudden and dramatic leaps. You can [Leap](rules/actions/leap.md) as a 2-action activity to double the distance you can [Leap](rules/actions/leap.md) vertically, or [Leap](rules/actions/leap.md) as a 3-action activity to triple the distance you can [Leap](rules/actions/leap.md) vertically. You don't automatically fail [Long Jumps](rules/actions/long-jump.md) for jumping in a different direction than your [Stride](rules/actions/stride.md). + +*Source: Advanced Player's Guide p. 10* +%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/sprites-spark-loag.md b/compendium/feats/sprites-spark-loag.md new file mode 100644 index 000000000..52c68b904 --- /dev/null +++ b/compendium/feats/sprites-spark-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/sprite +aliases: ["Sprite's Spark"] +--- +# Sprite's Spark *Feat 1* +[sprite](rules/traits/sprite-b1.md) + + +You can fling a portion of your magic at foes. You gain a ranged unarmed attack in the sling weapon group with a maximum range of 20 feet that deals `1d4` damage. (No ability modifier is added to the damage roll.) The damage type and name of the unarmed attack depends on your heritage, described below; most sprite heritages not presented in this book also use luminous spark. Like other unarmed attacks, you can improve this attack with handwraps of mighty blows. + +Draxie euphoric spark (mental) Firefly Sprite luminous spark (fire) Grig dissonant note (sonic) Melixie sting shot (poison) Nyktera ultrasonic pulse (sonic) Pixie pixie dust (mental) + +*Source: Lost Omens: Ancestry Guide p. 131* +%% #compendium/src/pf2e/loag #trait/sprite %% \ No newline at end of file diff --git a/compendium/feats/spys-countermeasures-lowg.md b/compendium/feats/spys-countermeasures-lowg.md new file mode 100644 index 000000000..bdc31c0cc --- /dev/null +++ b/compendium/feats/spys-countermeasures-lowg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Spy's Countermeasures"] +--- +# Spy's Countermeasures *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lion Blade Dedication](compendium/feats/lion-blade-dedication-lowg.md) + +You've learned how to analyze and fake your responses to the most common magic used against spies. Whenever you succeed at your save against a [divination](rules/traits/divination.md) or [mental](rules/traits/mental.md) effect, you can [Identify Magic](rules/actions/identify-magic.md) to identify the spell as a free action triggered when you succeed, even if you didn't notice the spell being cast. + +If you successfully identify a [divination](rules/traits/divination.md) effect targeting you and the spell would normally fail or have no effect, you can create a substitute result, causing the spell's caster to think the spell succeeded, with a result of your choice. If you successfully identify a [mental](rules/traits/mental.md) effect targeting you and the spell would normally fail or have no effect, you can make it appear as if you were affected and attempt to play along with the spell; if the spell normally establishes a mental link, it functions normally but you can disregard any commands you receive through the link. + +*Source: Lost Omens: World Guide p. 131* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/squad-tactics-loag.md b/compendium/feats/squad-tactics-loag.md new file mode 100644 index 000000000..c910aa27b --- /dev/null +++ b/compendium/feats/squad-tactics-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/hobgoblin +aliases: ["Squad Tactics"] +--- +# Squad Tactics *Feat 9* +[hobgoblin](rules/traits/hobgoblin-locg.md) + + +You are adept at working with your allies to surround a foe. If an enemy is within reach of you and at least two of your allies, that enemy is [flat-footed](rules/conditions.md#Flat-footed) against you. + +*Source: Lost Omens: Ancestry Guide p. 36* +%% #compendium/src/pf2e/loag #trait/hobgoblin %% \ No newline at end of file diff --git a/compendium/feats/squawk-apg.md b/compendium/feats/squawk-apg.md new file mode 100644 index 000000000..0ca7991c4 --- /dev/null +++ b/compendium/feats/squawk-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tengu +aliases: ["Squawk!"] +--- +# Squawk! [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[tengu](rules/traits/tengu-b1.md) + +- **Trigger** You critically fail a [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), or [Intimidation](compendium/skills.md#Intimidation) check against a creature that doesn't have the [tengu](rules/traits/tengu-b1.md) trait. +- **Activity** Reaction + +You let out an awkward squawk, ruffle your feathers, or fake some other birdlike tic to cover up a social misstep or faux pas. You get a failure on the triggering check, rather than a critical failure. All creatures that witnessed you Squawk are temporarily immune for 24 hours. + +*Source: Advanced Player's Guide p. 26* +%% #compendium/src/pf2e/apg #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/squirm-free-lotgb.md b/compendium/feats/squirm-free-lotgb.md new file mode 100644 index 000000000..ba0a64c7a --- /dev/null +++ b/compendium/feats/squirm-free-lotgb.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/poppet +aliases: ["Squirm Free"] +--- +# Squirm Free [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* +[poppet](rules/traits/poppet-lotgb.md) + +- **Trigger** A creature grabs, immobilizes, or restrains you. +- **Activity** Reaction + +You're used to slipping out of a bigger creature's grasp or escaping a child's overly enthusiastic hug. You attempt to [Escape](rules/actions/escape.md). + +*Source: Lost Omens: The Grand Bazaar p. 65* +%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/compendium/feats/staff-acrobat-dedication-ec1.md b/compendium/feats/staff-acrobat-dedication-ec1.md new file mode 100644 index 000000000..5168adf21 --- /dev/null +++ b/compendium/feats/staff-acrobat-dedication-ec1.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec1 +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Staff Acrobat Dedication"] +--- +# Staff Acrobat Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Dexterity 16; trained in [Acrobatics](compendium/skills.md#Acrobatics); trained in [Athletics](compendium/skills.md#Athletics); trained with at least one of the following weapons: staff, bo staff, halfling sling staff, or any weapon in the spear or polearm (referred to in this archetype as "your staff") + +When you [High Jump](rules/actions/high-jump.md), [Leap](rules/actions/leap.md), or [Long Jump](rules/actions/long-jump.md) while wielding your staff, you gain a +2 circumstance bonus to any [Athletics](compendium/skills.md#Athletics) check required and add 5 feet to the distance you can [Leap](rules/actions/leap.md) vertically and horizontally. You can [Shove](rules/actions/shove.md) and [Trip](rules/actions/trip.md) even if you don't have a free hand, provided you are wielding your staff. Finally, when you roll a success on a check to [Balance](rules/actions/balance.md) while wielding your staff, you get a critical success instead. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the staff acrobat archetype. + +## Staff Acrobat Dedication leads to... + +[Bullying Staff](compendium/feats/bullying-staff-ec1.md), [Levering Strike](compendium/feats/levering-strike-ec1.md), [Pivot Strike](compendium/feats/pivot-strike-ec1.md), [Staff Sweep](compendium/feats/staff-sweep-ec1.md), [Whirlwind Stance](compendium/feats/whirlwind-stance-ec1.md) + +## Summary + +*Source: Extinction Curse #1: The Show Must Go On p. 75* +%% #compendium/src/pf2e/ec1 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/staff-sweep-ec1.md b/compendium/feats/staff-sweep-ec1.md new file mode 100644 index 000000000..9164a9552 --- /dev/null +++ b/compendium/feats/staff-sweep-ec1.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec1 +- trait/archetype +- trait/flourish +- trait/uncommon +aliases: ["Staff Sweep"] +--- +# Staff Sweep [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Staff Acrobat Dedication](compendium/feats/staff-acrobat-dedication-ec1.md) +- **Requirements**: You are wielding your staff. +- **Activity** Single Action + +You sweep your foes away with your staff. Roll an [Athletics](compendium/skills.md#Athletics) check to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md), and compare the result to the appropriate DCs of up to two foes, each of whom must be within your reach and no more than 5 feet apart. + +*Source: Extinction Curse #1: The Show Must Go On p. 75* +%% #compendium/src/pf2e/ec1 #trait/archetype #trait/flourish #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/stage-fighting-apg.md b/compendium/feats/stage-fighting-apg.md new file mode 100644 index 000000000..c49219edd --- /dev/null +++ b/compendium/feats/stage-fighting-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Stage Fighting"] +--- +# Stage Fighting *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Gladiator Dedication](compendium/feats/gladiator-dedication-apg.md) + +You pull punches to give a better show. You don't take the usual –2 circumstance penalty when making a nonlethal attack with a weapon or unarmed attack that doesn't have the [nonlethal](rules/traits/nonlethal.md) trait. + +*Source: Advanced Player's Guide p. 175* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/staggering-fire-lokl.md b/compendium/feats/staggering-fire-lokl.md new file mode 100644 index 000000000..773c10708 --- /dev/null +++ b/compendium/feats/staggering-fire-lokl.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +- trait/press +- trait/uncommon +aliases: ["Staggering Fire"] +--- +# Staggering Fire [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [press](rules/traits/press.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Archer Dedication](compendium/feats/archer-dedication-apg.md) +- **Activity** Single Action + +You've learned how to fire at enemies to slow them down, allowing innocents and fellow knights alike time to escape. Make a ranged [Strike](rules/actions/strike.md) with a weapon in the bow weapon group. On a hit, the target takes a –5-foot circumstance penalty to its Speed until the end of its turn, or a –10-foot circumstance penalty on a critical hit. + +*Source: Lost Omens: Knights of Lastwall p. 80* +%% #compendium/src/pf2e/lokl #trait/archetype #trait/press #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/stalking-feline-mask-sot6.md b/compendium/feats/stalking-feline-mask-sot6.md new file mode 100644 index 000000000..4d49beae5 --- /dev/null +++ b/compendium/feats/stalking-feline-mask-sot6.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot6 +- trait/archetype +- trait/druid +- trait/rare +- trait/wizard +aliases: ["Stalking Feline Mask"] +--- +# Stalking Feline Mask *Feat 20* +[archetype](rules/traits/archetype.md) [druid](rules/traits/druid.md) [rare](rules/traits/rare.md) [wizard](rules/traits/wizard.md) + +- **Prerequisites**: Druid Dedication or Wizard Dedication + +Like Azure Leopard, the Patient Warden, your mask makes you most at home in the night and teaches you how to use the darkness to hunt. You gain greater darkvision. + +Immediately after you Cast a non-cantrip Spell with the [shadow](rules/traits/shadow.md) or [darkness](rules/traits/darkness.md) trait, you can attempt to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md) as a free action. You must still meet the usual requirements of the action you choose, such as having cover or concealment to [Hide](rules/actions/hide.md) and being [undetected](rules/conditions.md#Undetected) or [hidden](rules/conditions.md#Hidden) to [Sneak](rules/actions/sneak.md). + +*Source: Strength of Thousands #6: Shadows of the Ancients p. 78* +%% #compendium/src/pf2e/sot6 #trait/archetype #trait/druid #trait/rare #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/stalwart-standard-lokl.md b/compendium/feats/stalwart-standard-lokl.md new file mode 100644 index 000000000..2c1eae999 --- /dev/null +++ b/compendium/feats/stalwart-standard-lokl.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +- trait/uncommon +aliases: ["Stalwart Standard"] +--- +# Stalwart Standard *Feat 10* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Cavalier's Banner](compendium/feats/cavaliers-banner-apg.md), [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md) + +Your banner makes it harder for your foes to push your allies around and encourages your allies to protect the innocent. Allies benefiting from your Cavalier's Banner feat also gain a +1 circumstance bonus to their Fortitude and Reflex DCs against attempts to [Disarm](rules/actions/disarm.md), [Grapple](rules/actions/grapple.md), [Shove](rules/actions/shove.md), and [Trip](rules/actions/trip.md). Each benefited ally also gains a +1 status bonus to attack rolls against any creature that has dealt damage to an innocent of a lower level than that ally within the last round; summoned creatures, companions, or any creatures you or your allies put into danger on purpose to attempt to gain this bonus don't count. + +*Source: Lost Omens: Knights of Lastwall p. 80* +%% #compendium/src/pf2e/lokl #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/standby-spell-som.md b/compendium/feats/standby-spell-som.md new file mode 100644 index 000000000..ca71157e3 --- /dev/null +++ b/compendium/feats/standby-spell-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Standby Spell"] +--- +# Standby Spell *Feat 8* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) + +You've honed one spell as your favored combat technique, and you've practiced it enough that you no longer need to prepare it to cast it. Choose a spell in your spellbook that you could use with [Spellstrike](rules/actions/spellstrike-som.md) and that has a level no higher than the highest-level magus spell slot you have. + +You can [Cast this Spell](rules/actions/cast-a-spell.md) without having it prepared ahead of time by expending a spell slot of a sufficient level to cast your chosen spell. You can change this spell whenever you add new spells to your spellbook, or by studying your spellbook for 1 hour. + +*Source: Secrets of Magic p. 47* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/star-orb-loag.md b/compendium/feats/star-orb-loag.md new file mode 100644 index 000000000..5e47fce01 --- /dev/null +++ b/compendium/feats/star-orb-loag.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kitsune +aliases: ["Star Orb"] +--- +# Star Orb *Feat 1* +[kitsune](rules/traits/kitsune-loag.md) + + +Your magic has crystallized into a spherical stone. You gain a familiar, except it's a star orb: a Tiny stone of light Bulk. The familiar has no Speeds and must select a Speed familiar ability before it can move, animating in a way appropriate to the chosen Speed and using the statistics of a normal familiar for that day; when it's an immobile stone, it can't select any familiar or master abilities that require it to move. It always has the innate surge master ability, which counts against your limit for familiar and master abilities. + +## Star Orb leads to... + +[Killing Stone](compendium/feats/killing-stone-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 125* +%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/compendium/feats/starlit-eyes-som.md b/compendium/feats/starlit-eyes-som.md new file mode 100644 index 000000000..34f82c0f2 --- /dev/null +++ b/compendium/feats/starlit-eyes-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Starlit Eyes"] +--- +# Starlit Eyes *Feat 4* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: [Arcane Cascade](rules/actions/arcane-cascade-som.md), starlit span hybrid study + +Starlight shines in your sight, enhancing your perception and range. When you make a ranged [Strike](rules/actions/strike.md) while in [Arcane Cascade](rules/actions/arcane-cascade-som.md) stance, you lower the DC of your flat check to target a creature that's [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden) from you. The DC is reduced to 3 instead of 5 against a [concealed](rules/conditions.md#Concealed) creature and to 9 instead of 11 against a [hidden](rules/conditions.md#Hidden) one. When you cast [shooting star](compendium/spells/shooting-star-som.md) and target a hidden creature, you don't have to attempt the flat check for targeting a [hidden](rules/conditions.md#Hidden) creature with a ranged [Strike](rules/actions/strike.md). + +*Source: Secrets of Magic p. 44* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/startling-appearance-apg.md b/compendium/feats/startling-appearance-apg.md new file mode 100644 index 000000000..dc720eb4a --- /dev/null +++ b/compendium/feats/startling-appearance-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/emotion +- trait/fear +- trait/mental +- trait/vigilante +aliases: ["Startling Appearance"] +--- +# Startling Appearance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [vigilante](rules/traits/vigilante-apg.md) + +- **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) +- **Requirements**: You are completely [unnoticed](rules/conditions.md#Unnoticed) by the target creature. +- **Activity** Single Action + +You can startle foes who are unaware of your presence. + +Make a [Strike](rules/actions/strike.md) against your target. That creature is [flat-footed](rules/conditions.md#Flat-footed) against this [Strike](rules/actions/strike.md), as normal. If your [Strike](rules/actions/strike.md) hits, the target remains [flat-footed](rules/conditions.md#Flat-footed) for the rest of your turn and is [frightened](rules/conditions.md#Frightened) ([frightened](rules/conditions.md#Frightened) on a critical hit). + +*Source: Advanced Player's Guide p. 197* +%% #compendium/src/pf2e/apg #trait/archetype #trait/emotion #trait/fear #trait/mental #trait/vigilante %% \ No newline at end of file diff --git a/compendium/feats/startling-appearance-loag.md b/compendium/feats/startling-appearance-loag.md new file mode 100644 index 000000000..bbb553347 --- /dev/null +++ b/compendium/feats/startling-appearance-loag.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fleshwarp +aliases: ["Startling Appearance"] +--- +# Startling Appearance *Feat 1* +[fleshwarp](rules/traits/fleshwarp-loag.md) + + +You are trained in [Intimidation](compendium/skills.md#Intimidation) (or another skill of your choice, if you were already trained in [Intimidation](compendium/skills.md#Intimidation)) and gain the [Intimidating Glare](compendium/feats/intimidating-glare.md) skill feat as a bonus feat. + +## Startling Appearance leads to... + +[Frightening Appearance](compendium/feats/frightening-appearance-apg.md), [Stunning Appearance](compendium/feats/stunning-appearance-apg.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 93* +%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/compendium/feats/stave-off-catastrophe-lopsg.md b/compendium/feats/stave-off-catastrophe-lopsg.md new file mode 100644 index 000000000..688b5abf2 --- /dev/null +++ b/compendium/feats/stave-off-catastrophe-lopsg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Stave Off Catastrophe"] +--- +# Stave Off Catastrophe *Feat 18* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Shoulder Catastrophe](compendium/feats/shoulder-catastrophe-locg.md) + +You fully protect your allies from the worst blows. When you use the Shoulder Catastrophe reaction, you can choose to take the full critical damage and effects from the attack, including effects that apply on a critical hit, and have your ally take no damage and avoid the attack's effects. + +*Source: Lost Omens: Pathfinder Society Guide p. 53* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/stay-down-apg.md b/compendium/feats/stay-down-apg.md new file mode 100644 index 000000000..07d7d21bb --- /dev/null +++ b/compendium/feats/stay-down-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["Stay Down!"] +--- +# Stay Down! [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: master in [Athletics](compendium/skills.md#Athletics) +- **Trigger** A [prone](rules/conditions.md#Prone) foe within your reach Stands. +- **Activity** Reaction + +You have ways of keeping your foes down. Attempt an [Athletics](compendium/skills.md#Athletics) check against the triggering foe's Fortitude DC. On a success, they don't stand up and remain [prone](rules/conditions.md#Prone). On a critical success, they can't [Stand](rules/actions/stand.md) until their next turn. + +*Source: Advanced Player's Guide p. 137* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/steadfast-ally-ec3.md b/compendium/feats/steadfast-ally-ec3.md new file mode 100644 index 000000000..6236d0378 --- /dev/null +++ b/compendium/feats/steadfast-ally-ec3.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec3 +- trait/shoony +aliases: ["Steadfast Ally"] +--- +# Steadfast Ally *Feat 13* +[shoony](rules/traits/shoony-ec3.md) + +- **Prerequisites**: Loyal Empath + +Your presence alone is enough to provide your allies with emotional support. You can use the [Aid](rules/actions/aid.md) reaction to grant a bonus to another creature's Will saving throw even when you haven't prepared to help. + +*Source: Extinction Curse #3: Life's Long Shadows p. 73* +%% #compendium/src/pf2e/ec3 #trait/shoony %% \ No newline at end of file diff --git a/compendium/feats/steady-on-stone-loag.md b/compendium/feats/steady-on-stone-loag.md new file mode 100644 index 000000000..9e96d8134 --- /dev/null +++ b/compendium/feats/steady-on-stone-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/oread +aliases: ["Steady On Stone"] +--- +# Steady On Stone *Feat 1* +[oread](rules/traits/oread-b2.md) + + +Your connection to the earth makes natural uneven surfaces less of a hindrance for you. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the [Acrobatics](compendium/skills.md#Acrobatics) skill to [Balance](rules/actions/balance.md) on narrow surfaces or uneven ground made of stone and earth, you aren't [flat-footed](rules/conditions.md#Flat-footed), and when you roll a success at one of these [Acrobatics](compendium/skills.md#Acrobatics) checks, you get a critical success instead. + +*Source: Lost Omens: Ancestry Guide p. 107* +%% #compendium/src/pf2e/loag #trait/oread %% \ No newline at end of file diff --git a/compendium/feats/steady-spellcasting-da.md b/compendium/feats/steady-spellcasting-da.md new file mode 100644 index 000000000..ffe6f2c43 --- /dev/null +++ b/compendium/feats/steady-spellcasting-da.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/psychic +aliases: ["Steady Spellcasting"] +--- +# Steady Spellcasting *Feat 6* +[psychic](rules/traits/psychic-da.md) + + +Confident in your technique, you don't easily lose your concentration when you [Cast a Spell](rules/actions/cast-a-spell.md). If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted. + +*Source: Dark Archive p. 26* +%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/steady-spellcasting-oracle-apg.md b/compendium/feats/steady-spellcasting-oracle-apg.md new file mode 100644 index 000000000..b62f4cbd3 --- /dev/null +++ b/compendium/feats/steady-spellcasting-oracle-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/oracle +aliases: ["Steady Spellcasting (Oracle)"] +--- +# Steady Spellcasting (Oracle) *Feat 6* +[oracle](rules/traits/oracle-apg.md) + + +Confident in your technique, you don't easily lose your concentration when you [Cast a Spell](rules/actions/cast-a-spell.md). If another creature's reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted. + +*Source: Advanced Player's Guide p. 80* +%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/steady-spellcasting-som.md b/compendium/feats/steady-spellcasting-som.md new file mode 100644 index 000000000..c14d1034c --- /dev/null +++ b/compendium/feats/steady-spellcasting-som.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Steady Spellcasting"] +--- +# Steady Spellcasting *Feat 4* +[magus](rules/traits/magus-som.md) + + +Confident in your technique, you don't easily lose your concentration when you [Cast a Spell](rules/actions/cast-a-spell.md). If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted. + +*Source: Secrets of Magic p. 45* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/steady-spellcasting-witch-apg.md b/compendium/feats/steady-spellcasting-witch-apg.md new file mode 100644 index 000000000..357baedd0 --- /dev/null +++ b/compendium/feats/steady-spellcasting-witch-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Steady Spellcasting (Witch)"] +--- +# Steady Spellcasting (Witch) *Feat 6* +[witch](rules/traits/witch-apg.md) + + +Confident in your technique, you don't easily lose your concentration when you [Cast a Spell](rules/actions/cast-a-spell.md). If another creature's reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted. + +*Source: Advanced Player's Guide p. 102* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/steadying-stone-som.md b/compendium/feats/steadying-stone-som.md new file mode 100644 index 000000000..3d418fbac --- /dev/null +++ b/compendium/feats/steadying-stone-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/druid +aliases: ["Steadying Stone"] +--- +# Steadying Stone *Feat 1* +[druid](rules/traits/druid.md) + +- **Prerequisites**: stone order + +The earth has taught you how to remain unyielding and firm. If you roll a success on an [Acrobatics](compendium/skills.md#Acrobatics) check made to [Balance](rules/actions/balance.md) on uneven ground composed of earth or rock, you get a critical success instead. As long as you remain on the ground, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) you. This bonus also applies to saving throws against spells or effects that would attempt to knock you [prone](rules/conditions.md#Prone). If you're a rock dwarf, this bonus increases to +3. + +*Source: Secrets of Magic p. 198* +%% #compendium/src/pf2e/som #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/steal-essence-ec6.md b/compendium/feats/steal-essence-ec6.md new file mode 100644 index 000000000..1ed016b34 --- /dev/null +++ b/compendium/feats/steal-essence-ec6.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec6 +- trait/rogue +- trait/uncommon +aliases: ["Steal Essence"] +--- +# Steal Essence [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 20* +[rogue](rules/traits/rogue.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: legendary in [Thievery](compendium/skills.md#Thievery) or master in [Arcana](compendium/skills.md#Arcana), +- **Requirements**: A magic item is within your reach. +- **Activity** Two-Action + +Being in the presence of the aeon orbs as they deteriorated has taught you how to siphon energy, and you do so with the required magic item. The DC to steal the properties of a magic item is equal to the DC for the item's level or the normal DC to [Steal](rules/actions/steal.md) the item, whichever is higher. The targeted item then becomes temporarily immune for 24 hours. If the object was on a creature, that creature is also temporarily immune (which prevents you from attempting to [Steal](rules/actions/steal.md) the Essence of another object on it) + +If you successfully steal the properties of an item, it loses its magical properties for 24 hours and you can move those properties to a non-magical object of the same general kind (such as moving a hat's properties to another piece of headgear or moving a weapon's properties to another weapon) for the same length of time. If the moved properties are counteracted, they return immediately to the original item. You automatically fail to [Steal](rules/actions/steal.md) the Essence of an artifact, cursed item, or similar item. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 73* +%% #compendium/src/pf2e/ec6 #trait/rogue #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/steal-spell-apg.md b/compendium/feats/steal-spell-apg.md new file mode 100644 index 000000000..c3048da8c --- /dev/null +++ b/compendium/feats/steal-spell-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/magical +- trait/rogue +aliases: ["Steal Spell"] +--- +# Steal Spell *Feat 16* +[magical](rules/traits/magical.md) [rogue](rules/traits/rogue.md) + +- **Prerequisites**: [Legendary Thief](compendium/feats/legendary-thief.md), [Loaner Spell](compendium/feats/loaner-spell-apg.md) + +When you use Legendary Thief to steal the impossible, you can steal a prepared spell or spontaneous spell from a foe. + +The spell is randomly selected from the highest-level spells the foe knows that have a target or area, to a maximum of 8th-level spells; the target loses the appropriate spell slot as if they had cast it themself. You can [Cast the Spell](rules/actions/cast-a-spell.md) once within the next `1d4` rounds, after which the fleeting magic fades; this otherwise works the same as casting a Loaner Spell. + +*Source: Advanced Player's Guide p. 137* +%% #compendium/src/pf2e/apg #trait/magical #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/steal-the-sky-loil.md b/compendium/feats/steal-the-sky-loil.md new file mode 100644 index 000000000..c548abdb4 --- /dev/null +++ b/compendium/feats/steal-the-sky-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/archetype +aliases: ["Steal the Sky"] +--- +# Steal the Sky *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Jalmeri Heavenseeker Dedication + +You can take away the air that keeps a flying foe aloft. You gain the steal the sky ki spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Lost Omens: Impossible Lands p. 225* +%% #compendium/src/pf2e/loil #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/steal-time-da.md b/compendium/feats/steal-time-da.md new file mode 100644 index 000000000..d40997318 --- /dev/null +++ b/compendium/feats/steal-time-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Steal Time"] +--- +# Steal Time [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) +- **Frequency**: once per hour +- **Activity** Two-Action + +You reach into another creature's timeline and attempt to alter their flow of time. Select a creature within 30 feet. That creature attempts a Fortitude saving throw against your chronoskimmer DC. The creature takes the effects of [slow](compendium/spells/slow.md) based on the result of its saving throw. + +*Source: Dark Archive p. 186* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/steal-vitality-lotgb.md b/compendium/feats/steal-vitality-lotgb.md new file mode 100644 index 000000000..5eb66e83b --- /dev/null +++ b/compendium/feats/steal-vitality-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Steal Vitality"] +--- +# Steal Vitality *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [vampiric touch](compendium/spells/vampiric-touch.md) + +When you cast [vampiric touch](compendium/spells/vampiric-touch.md), you can modify its standard effects as follows: Instead of gaining temporary Hit Points, if your target fails or critically fails its saving throw, you can attempt a counteract check to remove the [clumsy](rules/conditions.md#Clumsy) or [enfeebled](rules/conditions.md#Enfeebled) conditions on yourself, using the source of that condition to determine the counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn. + +*Source: Lost Omens: The Grand Bazaar p. 125* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/steam-spell-loag.md b/compendium/feats/steam-spell-loag.md new file mode 100644 index 000000000..9f5ea165f --- /dev/null +++ b/compendium/feats/steam-spell-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/concentrate +- trait/metamagic +- trait/undine +aliases: ["Steam Spell"] +--- +# Steam Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [undine](rules/traits/undine-b2.md) + +- **Activity** Single Action + +You transform your fire spells into steam, making them more effective underwater. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) with the [fire](rules/traits/fire.md) trait, you can cast it underwater. When you do so, it takes the form of scalding steam. Underwater creatures do not gain the normal fire resistance for being underwater against this spell, but they don't light things on fire or cause [persistent fire damage](rules/conditions.md#Persistent%20Damage), nor do they add other effects that would apply to fire but not steam (at the GM's discretion). + +*Source: Lost Omens: Ancestry Guide p. 120* +%% #compendium/src/pf2e/loag #trait/concentrate #trait/metamagic #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/steed-form-som.md b/compendium/feats/steed-form-som.md new file mode 100644 index 000000000..c81e41a47 --- /dev/null +++ b/compendium/feats/steed-form-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Steed Form"] +--- +# Steed Form *Feat 2* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + + +Your eidolon changes to make it particularly effective as your mount. While you ride it, you get your full number of actions each round instead of reducing them to 2. This applies only when you ride your eidolon, not when anyone else does (see the Riding Sapient Creatures sidebar on page 71). Your eidolon still must be at least one size category larger than you to ride it. Since you work together to move, your eidolon's move actions while you're mounted gain the [tandem](rules/traits/tandem-som.md) trait. + +*Source: Secrets of Magic p. 68* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/steel-skin-apg.md b/compendium/feats/steel-skin-apg.md new file mode 100644 index 000000000..95cf1fdfd --- /dev/null +++ b/compendium/feats/steel-skin-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/skill +aliases: ["Steel Skin"] +--- +# Steel Skin *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Survival](compendium/skills.md#Survival), [Sentinel Dedication](compendium/feats/sentinel-dedication-apg.md) + +You wear your armor like a second skin. You can rest normally while wearing medium armor. If you are a master in heavy armor, you can also rest normally while wearing heavy armor. + +*Source: Advanced Player's Guide p. 191* +%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/steel-your-resolve-gmg.md b/compendium/feats/steel-your-resolve-gmg.md new file mode 100644 index 000000000..feb6f28a1 --- /dev/null +++ b/compendium/feats/steel-your-resolve-gmg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/gmg +- trait/general +aliases: ["Steel Your Resolve"] +--- +# Steel Your Resolve [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 3* +[general](rules/traits/general.md) + +- **Cost**: 1 Resolve Point +- **Activity** Single Action + +Regain Stamina Points equal to half your maximum. + +*Source: Gamemastery Guide p. 201* +%% #compendium/src/pf2e/gmg #trait/general %% \ No newline at end of file diff --git a/compendium/feats/steel-yourself-apg.md b/compendium/feats/steel-yourself-apg.md new file mode 100644 index 000000000..3270b62f2 --- /dev/null +++ b/compendium/feats/steel-yourself-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/auditory +- trait/emotion +- trait/mental +aliases: ["Steel Yourself!"] +--- +# Steel Yourself! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) + +- **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) +- **Activity** Single Action + +You encourage an ally to toughen up, giving them a fighting chance. Choose one ally within your marshal's aura. The ally gains temporary Hit Points equal to your Charisma modifier and a +2 circumstance bonus to Fortitude saves. Both benefits last until the start of your next turn. + +*Source: Advanced Player's Guide p. 180* +%% #compendium/src/pf2e/apg #trait/archetype #trait/auditory #trait/emotion #trait/mental %% \ No newline at end of file diff --git a/compendium/feats/stellas-stab-and-snag-lopsg.md b/compendium/feats/stellas-stab-and-snag-lopsg.md new file mode 100644 index 000000000..f15a7b45a --- /dev/null +++ b/compendium/feats/stellas-stab-and-snag-lopsg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/rogue +- trait/swashbuckler +- trait/uncommon +aliases: ["Stella's Stab And Snag"] +--- +# Stella's Stab And Snag [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[rogue](rules/traits/rogue.md) [swashbuckler](rules/traits/swashbuckler-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: expert in [Thievery](compendium/skills.md#Thievery) +- **Requirements**: You are wielding a piercing or slashing melee weapon. +- **Activity** Two-Action + +You dart towards your opponent, seeking to stab them and slice their purse-strings with a single movement. [Stride](rules/actions/stride.md) up to your Speed; this movement does not trigger reactions triggered by movement. At any point during this movement you can [Strike](rules/actions/strike.md) an opponent within reach. If this [Strike](rules/actions/strike.md) is successful, you can attempt a [Thievery](compendium/skills.md#Thievery) check to [Steal](rules/actions/steal.md) from the target. + +*Source: Lost Omens: Pathfinder Society Guide p. 119* +%% #compendium/src/pf2e/lopsg #trait/rogue #trait/swashbuckler #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/step-lively-apg.md b/compendium/feats/step-lively-apg.md new file mode 100644 index 000000000..8d3cf5880 --- /dev/null +++ b/compendium/feats/step-lively-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/halfling +aliases: ["Step Lively"] +--- +# Step Lively [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* +[halfling](rules/traits/halfling.md) + +- **Trigger** A Large or larger enemy ends a move action adjacent to you. +- **Activity** Reaction + +You are an expert at avoiding the lumbering footsteps of larger creatures. You [Step](rules/actions/step.md) to another space adjacent to the enemy. + +## Step Lively leads to... + +[Dance Underfoot](compendium/feats/dance-underfoot-apg.md), [Toppling Dance](compendium/feats/toppling-dance-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 46* +%% #compendium/src/pf2e/apg #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/sticky-poison-apg.md b/compendium/feats/sticky-poison-apg.md new file mode 100644 index 000000000..61324d608 --- /dev/null +++ b/compendium/feats/sticky-poison-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/alchemist +aliases: ["Sticky Poison"] +--- +# Sticky Poison *Feat 6* +[alchemist](rules/traits/alchemist.md) + + +A combination of additional viscosity and careful application keeps your weapons poisoned even when suffering significant wear and tear. If your [Strike](rules/actions/strike.md) with a poisoned weapon would expend its poison without your target attempting an initial save (due to resistance or your [Strike](rules/actions/strike.md) being a critical failure, for example), attempt a DC 5 flat check. On a success, your weapon remains poisoned. If your [Strike](rules/actions/strike.md) with a poisoned weapon succeeds, attempt a DC 17 flat check. On a success, your weapon remains poisoned until the end of your next turn. + +*Source: Advanced Player's Guide p. 107* +%% #compendium/src/pf2e/apg #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/stitch-flesh-botd.md b/compendium/feats/stitch-flesh-botd.md new file mode 100644 index 000000000..1f792930e --- /dev/null +++ b/compendium/feats/stitch-flesh-botd.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/general +- trait/skill +aliases: ["Stitch Flesh"] +--- +# Stitch Flesh *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Medicine](compendium/skills.md#Medicine) + +You can use [Treat Wounds](rules/actions/treat-wounds.md) to restore Hit Points to undead creatures, not just living ones. The techniques you use to do so vary, but all require sutures, bandages, and other tools included in healer's tools. Some conditions that might raise the DC of treating undead's wounds differ from that of living creatures. For instance, the GM might increase the DC if the undead being treated is in a church of [Pharasma](compendium/setting/deities/pharasma.md) or the wounds were caused by powerful positive energy. + +*Source: Book of the Dead p. 45* +%% #compendium/src/pf2e/botd #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/stoked-flame-stance-som.md b/compendium/feats/stoked-flame-stance-som.md new file mode 100644 index 000000000..e44780453 --- /dev/null +++ b/compendium/feats/stoked-flame-stance-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evocation +- trait/fire +- trait/monk +- trait/stance +aliases: ["Stoked Flame Stance"] +--- +# Stoked Flame Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [monk](rules/traits/monk.md) [stance](rules/traits/stance.md) + +- **Requirements**: You're unarmored. +- **Activity** Single Action + +You enter a stance of fast, fiery movements. You can make flashing spark attacks that deal `1d8` slashing damage. They are in the brawling group and have the [forceful](rules/traits/forceful.md), [nonlethal](rules/traits/nonlethal.md), [sweep](rules/traits/sweep.md), and [unarmed](rules/traits/unarmed.md) traits. If you have access to the flashing sparks' critical specialization effect, you can take an alternate effect instead: if your critical [Strike](rules/actions/strike.md) dealt damage, the target takes `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). + +While in Stoked Flame Stance, you gain a +5-foot status bonus to your Speed. If you have incredible movement, increase the benefit from incredible movement to a +15-foot status bonus plus 5 feet for every 4 levels beyond 3rd. + +**Special.** This feat gains your choice of either the [divine](rules/traits/divine.md) or [occult](rules/traits/occult.md) trait, matching your ki spell tradition if possible. + +## Stoked Flame Stance leads to... + +[Blazing Streak](compendium/feats/blazing-streak-som.md), [Inner Fire](compendium/feats/inner-fire-som.md) + +## Summary + +*Source: Secrets of Magic p. 202* +%% #compendium/src/pf2e/som #trait/evocation #trait/fire #trait/monk #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/stone-blood-lowg.md b/compendium/feats/stone-blood-lowg.md new file mode 100644 index 000000000..e70755508 --- /dev/null +++ b/compendium/feats/stone-blood-lowg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Stone Blood"] +--- +# Stone Blood *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ka Stone Ritual](compendium/feats/ka-stone-ritual-lowg.md) + +You can selectively stop your bleeding with ease. Reduce the DC of flat checks to stop [persistent bleed damage](rules/conditions.md#Persistent%20Damage) you have from 15 to 10, and you can use a single action that has the [concentrate](rules/traits/concentrate.md) trait to gain an early flat check without physically binding the wounds. + +You recover naturally from the [drained](rules/conditions.md#Drained) condition twice as quickly as normal. + +*Source: Lost Omens: World Guide p. 59* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/stone-bones-apg.md b/compendium/feats/stone-bones-apg.md new file mode 100644 index 000000000..1f45a969e --- /dev/null +++ b/compendium/feats/stone-bones-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/dwarf +aliases: ["Stone Bones"] +--- +# Stone Bones [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* +[dwarf](rules/traits/dwarf.md) + +- **Trigger** You are struck by a critical hit that deals physical damage. +- **Activity** Reaction + +Your intractable nature can help you shrug off even the most grievous injuries. Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit. + +*Source: Advanced Player's Guide p. 42* +%% #compendium/src/pf2e/apg #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/stone-communion-lowg.md b/compendium/feats/stone-communion-lowg.md new file mode 100644 index 000000000..4858ecfa9 --- /dev/null +++ b/compendium/feats/stone-communion-lowg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Stone Communion"] +--- +# Stone Communion *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ka Stone Ritual](compendium/feats/ka-stone-ritual-lowg.md) + +You gain a unique communion with the earth and stones. You learn the Terran language and you can [Activate](rules/actions/activate-an-item.md) your ka stone with a 10-minute activation (envision) to cast [stone tell](compendium/spells/stone-tell.md). + +*Source: Lost Omens: World Guide p. 59* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/stone-face-loag.md b/compendium/feats/stone-face-loag.md new file mode 100644 index 000000000..073d27ffb --- /dev/null +++ b/compendium/feats/stone-face-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/hobgoblin +aliases: ["Stone Face"] +--- +# Stone Face *Feat 1* +[hobgoblin](rules/traits/hobgoblin-locg.md) + + +Through conditioning or experience, you've mastered the art of composure, even in the face of fear. You gain a +1 circumstance bonus to saves against effects with the [fear](rules/traits/fear.md) trait, and a +2 circumstance bonus to your Will DC against Intimidate skill actions, such as [Demoralize](rules/actions/demoralize.md). + +*Source: Lost Omens: Ancestry Guide p. 35* +%% #compendium/src/pf2e/loag #trait/hobgoblin %% \ No newline at end of file diff --git a/compendium/feats/stone-form-loag.md b/compendium/feats/stone-form-loag.md new file mode 100644 index 000000000..faac95641 --- /dev/null +++ b/compendium/feats/stone-form-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/oread +aliases: ["Stone Form"] +--- +# Stone Form *Feat 17* +[oread](rules/traits/oread-b2.md) + + +You can transform your body into a pure primal manifestation of earth, an elemental. Once per day, you can cast [elemental form](compendium/spells/elemental-form.md) as a 7th-level primal innate spell, but you can only choose the earth elemental form. + +*Source: Lost Omens: Ancestry Guide p. 108* +%% #compendium/src/pf2e/loag #trait/oread %% \ No newline at end of file diff --git a/compendium/feats/stonegate-apg.md b/compendium/feats/stonegate-apg.md new file mode 100644 index 000000000..ad50566e9 --- /dev/null +++ b/compendium/feats/stonegate-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/dwarf +- trait/uncommon +aliases: ["Stonegate"] +--- +# Stonegate *Feat 17* +[dwarf](rules/traits/dwarf.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Stonewalker](compendium/feats/stonewalker.md) + +Earthen barriers no longer impede your progress. You gain [passwall](compendium/spells/passwall.md) as a 7th-level divine innate spell that you can cast once per day. Unlike the spell, however, this ability can be used only to open passages through barriers of earth or stone. + +*Source: Advanced Player's Guide p. 42* +%% #compendium/src/pf2e/apg #trait/dwarf #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/stonewalker.md b/compendium/feats/stonewalker.md index 910c6d068..aa144603f 100644 --- a/compendium/feats/stonewalker.md +++ b/compendium/feats/stonewalker.md @@ -16,7 +16,7 @@ If you have the [Stonecunning](compendium/feats/stonecunning.md) dwarf ancestry ## Stonewalker leads to... -Stonegate +[Stonegate](compendium/feats/stonegate-apg.md) ## Summary diff --git a/compendium/feats/storm-form-loag.md b/compendium/feats/storm-form-loag.md new file mode 100644 index 000000000..9baa665ed --- /dev/null +++ b/compendium/feats/storm-form-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/sylph +aliases: ["Storm Form"] +--- +# Storm Form *Feat 17* +[sylph](rules/traits/sylph-b2.md) + + +You can transform into an elemental. Once per day, you can cast [elemental form](compendium/spells/elemental-form.md) as a 7th-level primal innate spell, but you can only choose the air elemental form. + +*Source: Lost Omens: Ancestry Guide p. 116* +%% #compendium/src/pf2e/loag #trait/sylph %% \ No newline at end of file diff --git a/compendium/feats/storm-shroud-botd.md b/compendium/feats/storm-shroud-botd.md new file mode 100644 index 000000000..384870b38 --- /dev/null +++ b/compendium/feats/storm-shroud-botd.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/concentrate +- trait/conjuration +- trait/divine +aliases: ["Storm Shroud"] +--- +# Storm Shroud [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [conjuration](rules/traits/conjuration.md) [divine](rules/traits/divine.md) + +- **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) +- **Frequency**: once per hour +- **Activity** Two-Action + +You become surrounded by a swirling storm of rain, sand, snow, or clouds, whichever of those suits your bound terrain. This activity has traits appropriate to the storm you create— typically [earth](rules/traits/earth.md) for sand and [water](rules/traits/water.md) for rain, snow, or clouds. You become [concealed](rules/conditions.md#Concealed) for 1 minute. You can't use this concealment to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md), as normal for concealment that makes your position obvious. + +*Source: Book of the Dead p. 52* +%% #compendium/src/pf2e/botd #trait/archetype #trait/concentrate #trait/conjuration #trait/divine %% \ No newline at end of file diff --git a/compendium/feats/storming-breath-da.md b/compendium/feats/storming-breath-da.md new file mode 100644 index 000000000..b4236d15a --- /dev/null +++ b/compendium/feats/storming-breath-da.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/deviant +- trait/evocation +- trait/magical +- trait/rare +aliases: ["Storming Breath"] +--- +# Storming Breath [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[deviant](rules/traits/deviant-da.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Activity** Two-Action + +You spit out a freezing breath or sonic scream. You deal `4d6` damage, plus `1d6` damage for every level you have beyond 6th, to all creatures in a 30-foot cone, with a basic Reflex save. + +**Awakening** Your blast powerfully batters your foes. A creature that critically fails its save is knocked [prone](rules/conditions.md#Prone). + +**Awakening** The kickback of your blast helps you make a speedy escape. When you use this ability, you [Fly](rules/actions/fly.md) backward 15 feet in a straight line directly opposite your blast. This movement doesn't trigger reactions based on movement. + +*Source: Dark Archive p. 78* +%% #compendium/src/pf2e/da #trait/deviant #trait/evocation #trait/magical #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/storms-lash-apg.md b/compendium/feats/storms-lash-apg.md new file mode 100644 index 000000000..f64a4ca59 --- /dev/null +++ b/compendium/feats/storms-lash-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tengu +aliases: ["Storm's Lash"] +--- +# Storm's Lash *Feat 1* +[tengu](rules/traits/tengu-b1.md) + + +Wind and lightning have always been close friends to you. You can cast the [electric arc](compendium/spells/electric-arc.md) cantrip as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. + +## Storm's Lash leads to... + +[Hurricane Swing](compendium/feats/hurricane-swing-loag.md) + +## Summary + +*Source: Advanced Player's Guide p. 26* +%% #compendium/src/pf2e/apg #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/stormsoul-loag.md b/compendium/feats/stormsoul-loag.md new file mode 100644 index 000000000..bd4dff6ad --- /dev/null +++ b/compendium/feats/stormsoul-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lineage +- trait/sylph +aliases: ["Stormsoul"] +--- +# Stormsoul *Feat 1* +[lineage](rules/traits/lineage-apg.md) [sylph](rules/traits/sylph-b2.md) + + +Your elemental ancestor's influence manifests in you as tumultuous, thundering storms, with dark clouds and bolts of lightning. You gain resistance to electricity equal to half your level (minimum 1). + +*Source: Lost Omens: Ancestry Guide p. 115* +%% #compendium/src/pf2e/loag #trait/lineage #trait/sylph %% \ No newline at end of file diff --git a/compendium/feats/stormy-heart-loag.md b/compendium/feats/stormy-heart-loag.md new file mode 100644 index 000000000..32e27a093 --- /dev/null +++ b/compendium/feats/stormy-heart-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/changeling +aliases: ["Stormy Heart"] +--- +# Stormy Heart *Feat 17* +[changeling](rules/traits/changeling-b1.md) + +- **Prerequisites**: [Invoke the Elements](compendium/feats/invoke-the-elements-loag.md) + +The elemental power in your blood is a raging storm. You can Invoke the Elements with a frequency of once per 10 minutes, rather than once per day. + +*Source: Lost Omens: Ancestry Guide p. 24* +%% #compendium/src/pf2e/loag #trait/changeling %% \ No newline at end of file diff --git a/compendium/feats/story-crooner-loag.md b/compendium/feats/story-crooner-loag.md new file mode 100644 index 000000000..cbeecab0f --- /dev/null +++ b/compendium/feats/story-crooner-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/strix +aliases: ["Story Crooner"] +--- +# Story Crooner *Feat 1* +[strix](rules/traits/strix-loag.md) + + +You're a talented story weaver and use your voice effectively. You are trained in [Performance](compendium/skills.md#Performance). If you would automatically become trained in [Performance](compendium/skills.md#Performance), you instead become trained in a skill of your choice. You also gain the [Impressive Performance](compendium/feats/impressive-performance.md) skill feat and gain a +1 circumstance bonus when Performing for an audience of strix. + +*Source: Lost Omens: Ancestry Guide p. 137* +%% #compendium/src/pf2e/loag #trait/strix %% \ No newline at end of file diff --git a/compendium/feats/storytellers-mask-sot6.md b/compendium/feats/storytellers-mask-sot6.md new file mode 100644 index 000000000..fd77632e7 --- /dev/null +++ b/compendium/feats/storytellers-mask-sot6.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot6 +- trait/archetype +- trait/druid +- trait/rare +- trait/wizard +aliases: ["Storyteller's Mask"] +--- +# Storyteller's Mask *Feat 20* +[archetype](rules/traits/archetype.md) [druid](rules/traits/druid.md) [rare](rules/traits/rare.md) [wizard](rules/traits/wizard.md) + +- **Prerequisites**: Druid Dedication or Wizard Dedication + +Your mask remembers the stories of Shifting Frog, Storyteller of the Past and Future. You can cast [foresight](compendium/spells/foresight.md) once per day as an innate spell, either arcane if you have Wizard Dedication or primal if you have Druid Dedication, but the duration is 10 minutes instead of 1 hour. + +Immediately after you Cast a non-cantrip Spell that targets only a single foe, you can [Recall Knowledge](rules/actions/recall-knowledge.md) about that foe. + +*Source: Strength of Thousands #6: Shadows of the Ancients p. 78* +%% #compendium/src/pf2e/sot6 #trait/archetype #trait/druid #trait/rare #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/strain-mind-da.md b/compendium/feats/strain-mind-da.md new file mode 100644 index 000000000..9e3106db7 --- /dev/null +++ b/compendium/feats/strain-mind-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/psychic +aliases: ["Strain Mind"] +--- +# Strain Mind [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* +[psychic](rules/traits/psychic-da.md) + +- **Frequency**: once per hour +- **Trigger** You cast a psi cantrip. +- **Requirements**: You have 0 Focus Points. +- **Activity** Free Action + +You strain your body beyond its limits to use an amp even when your mental power is depleted. You add an amp that costs 1 Focus Point to the spell. Instead of paying the normal Focus Point cost, you lose Hit Points equal to four times the spell level of the amped psi cantrip as you bleed from your nose or suffer some other visible sign of strain. + +*Source: Dark Archive p. 26* +%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/strand-strider-lome.md b/compendium/feats/strand-strider-lome.md new file mode 100644 index 000000000..bb5f1a0fd --- /dev/null +++ b/compendium/feats/strand-strider-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/anadi +aliases: ["Strand Strider"] +--- +# Strand Strider *Feat 9* +[anadi](rules/traits/anadi-lome.md) + + +Your eight legs serve you well when climbing walls and webs alike. You gain a climb speed of 25 feet in your spider shape. + +*Source: Lost Omens: The Mwangi Expanse p. 106* +%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/compendium/feats/strange-script-av2.md b/compendium/feats/strange-script-av2.md new file mode 100644 index 000000000..e4ae050ba --- /dev/null +++ b/compendium/feats/strange-script-av2.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/av2 +- trait/archetype +- trait/divination +aliases: ["Strange Script"] +--- +# Strange Script *Feat 4* +[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) + +- **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) + +You have such familiarity with obscure texts that you can compel them to reveal their secrets. Once per day, you can touch a single text (such as a tome, a wall of hieroglyphics, or something similar) and understand its meaning for 1 hour. If the text is in multiple languages, you gain the ability to understand them all for only the purposes of reading the text. If the text is in a code or cypher, you don't automatically understand the text, but you gain a +2 circumstance bonus to checks to decipher it. + +*Source: Abomination Vaults #2: Hands of the Devil p. 76* +%% #compendium/src/pf2e/av2 #trait/archetype #trait/divination %% \ No newline at end of file diff --git a/compendium/feats/strangle-lotgb.md b/compendium/feats/strangle-lotgb.md new file mode 100644 index 000000000..a94f33282 --- /dev/null +++ b/compendium/feats/strangle-lotgb.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Strangle"] +--- +# Strangle [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) +- **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). +- **Activity** Single Action + +You twist and squeeze the breath out of your foe. Make an unarmed melee [Strike](rules/actions/strike.md) against the creature you have [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). On a success, you gain a circumstance bonus to damage equal to the number of weapon damage dice and the target can barely speak until the start of your next turn or until it Escapes, whichever comes first. While it can barely speak, the target can't vocalize above a hoarse whisper, and it must succeed at a DC 10 flat check or lose any action that requires speech, For an action requiring speech that is also a manipulate action, like [Casting a Spell](rules/actions/cast-a-spell.md) with somatic and verbal components, the target just rolls a single DC 10 flat check, rather than an additional DC 5 flat check for being [grabbed](rules/conditions.md#Grabbed). + +*Source: Lost Omens: The Grand Bazaar p. 127* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/strategic-assessment-apg.md b/compendium/feats/strategic-assessment-apg.md new file mode 100644 index 000000000..75d057f45 --- /dev/null +++ b/compendium/feats/strategic-assessment-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Strategic Assessment"] +--- +# Strategic Assessment *Feat 4* +[investigator](rules/traits/investigator-apg.md) + + +You learn your foes' strengths and weaknesses by watching them move. When you critically hit a creature with a [Strike](rules/actions/strike.md) on which you substituted your attack roll due to [Devising a Stratagem](rules/actions/devise-a-stratagem-apg.md), the GM chooses one of the following pieces of information about the enemy to tell you. + +- Which of the enemy's weaknesses is highest +- Which of the enemy's resistances is highest +- Which of the enemy's saving throws is lowest +- One immunity the enemy has + +The GM can choose deliberately or at random, but they can't choose information that doesn't apply (such as choosing an immunity for an enemy that has no immunities). This applies only the first time you critically hit a given creature. + +*Source: Advanced Player's Guide p. 62* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/strategic-bypass-apg.md b/compendium/feats/strategic-bypass-apg.md new file mode 100644 index 000000000..0165bfb52 --- /dev/null +++ b/compendium/feats/strategic-bypass-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Strategic Bypass"] +--- +# Strategic Bypass *Feat 14* +[investigator](rules/traits/investigator-apg.md) + + +Your plans account for your foes' resistances, enabling you to strike a telling blow. When you hit with a [Strike](rules/actions/strike.md) on which you substituted your attack roll due to [Devising a Stratagem](rules/actions/devise-a-stratagem-apg.md), you ignore an amount of resistance equal to your Intelligence modifier for each resistance that applies against your attack. + +*Source: Advanced Player's Guide p. 65* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/straveika-apg.md b/compendium/feats/straveika-apg.md new file mode 100644 index 000000000..919793978 --- /dev/null +++ b/compendium/feats/straveika-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/dhampir +- trait/lineage +aliases: ["Straveika"] +--- +# Straveika *Feat 1* +[dhampir](rules/traits/dhampir-b1.md) [lineage](rules/traits/lineage-apg.md) + + +You descend from one of the truly ancient vampires, a nosferatu cursed to eternal life but not eternal youth. People call you straveika, or ancient-born. The vestiges of your forebear's powers of domination have left you with an understanding of how a creature's intentions change its behaviors. You gain a +1 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to [Sense Motive](rules/actions/sense-motive.md) and [Perception](compendium/skills.md#Perception) DCs against attempts to [Lie](rules/actions/lie.md) to you. + +## Straveika leads to... + +[Taste Blood](compendium/feats/taste-blood-loag.md) + +## Summary + +*Source: Advanced Player's Guide p. 33* +%% #compendium/src/pf2e/apg #trait/dhampir #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/streetwise.md b/compendium/feats/streetwise.md index 335199a5d..6c1b40cb7 100644 --- a/compendium/feats/streetwise.md +++ b/compendium/feats/streetwise.md @@ -16,7 +16,7 @@ You know about life on the streets and feel the pulse of your local settlement. ## Streetwise leads to... -Criminal Connections, Underground Network +[Criminal Connections](compendium/feats/criminal-connections-apg.md), [Underground Network](compendium/feats/underground-network-apg.md) ## Summary diff --git a/compendium/feats/strident-command-ngd.md b/compendium/feats/strident-command-ngd.md new file mode 100644 index 000000000..9afbbe8b9 --- /dev/null +++ b/compendium/feats/strident-command-ngd.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ngd +- trait/archetype +aliases: ["Strident Command"] +--- +# Strident Command *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: master in [Intimidation](compendium/skills.md#Intimidation), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), [Voice of Authority](compendium/feats/voice-of-authority-ngd.md), member of the Gray Gardeners + +The common folk heed your demands, and though your true foes rarely bend to your commands, when they do the hesitation can cost them the battle. You can cast [command](compendium/spells/command.md) once every 10 minutes as a 1st-level occult innate spell. + +If you're in your vigilante identity, you can command the target only to approach you, drop [prone](rules/conditions.md#Prone), or stand in place. If you're in your social identity, you can command the target only to run away or release what the target is holding. + +*Source: Night of the Gray Death p. 65* +%% #compendium/src/pf2e/ngd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/strikers-scroll-som.md b/compendium/feats/strikers-scroll-som.md new file mode 100644 index 000000000..5dcc90b42 --- /dev/null +++ b/compendium/feats/strikers-scroll-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Striker's Scroll"] +--- +# Striker's Scroll *Feat 4* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) + +You can attach a scroll to your weapon or handwraps of mighty blows to blend its spell into an attack, carefully folding it around a part of the weapon or sealing it to the weapon's surface. Attaching a scroll requires using the [Affix a Talisman](rules/actions/affix-a-talisman.md) action. You can have only one scroll affixed to a weapon at a time, and you can't have both a talisman and scroll attached. + +You can [Cast the Spell](rules/actions/cast-a-spell.md) from the scroll as part of a [Spellstrike](rules/actions/spellstrike-som.md), assuming the spell is one you could normally use with [Spellstrike](rules/actions/spellstrike-som.md). You can't [Cast the Spell](rules/actions/cast-a-spell.md) in any other way while it's affixed, though you can use [Affix a Talisman](rules/actions/affix-a-talisman.md) again to remove the scroll and use it as a normal—if a bit crumpled—scroll. + +*Source: Secrets of Magic p. 45* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/striking-retribution-loag.md b/compendium/feats/striking-retribution-loag.md new file mode 100644 index 000000000..2f4fde11f --- /dev/null +++ b/compendium/feats/striking-retribution-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/azarketi +aliases: ["Striking Retribution"] +--- +# Striking Retribution *Feat 1* +[azarketi](rules/traits/azarketi-loag.md) + + +You have an appropriately intense hatred for alghollthus. You gain a +2 circumstance bonus to damage with weapons and unarmed attacks against creatures from the alghollthu family and those that serve alghollthus (the GM determines which creatures serve an alghollthu). In addition, if an alghollthu successfully affects you or one of your allies within 60 feet with an enchantment, your circumstance bonus to damage against that alghollthu increases to +4 for 1 minute. + +*Source: Lost Omens: Ancestry Guide p. 15* +%% #compendium/src/pf2e/loag #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/strix-defender-loag.md b/compendium/feats/strix-defender-loag.md new file mode 100644 index 000000000..65a8aa29d --- /dev/null +++ b/compendium/feats/strix-defender-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/strix +aliases: ["Strix Defender"] +--- +# Strix Defender *Feat 1* +[strix](rules/traits/strix-loag.md) + + +Your ancestral feud with humans gives you experience dealing with vicious foes, and your vengeance knows no bounds. You gain a +1 circumstance bonus to [Intimidation](compendium/skills.md#Intimidation), [Perception](compendium/skills.md#Perception), and [Survival](compendium/skills.md#Survival) checks against humans, as well as on damage rolls against humans with weapons and unarmed attacks. + +However, your hatred of humans is immediately obvious, giving you a –2 circumstance penalty to [Diplomacy](compendium/skills.md#Diplomacy) checks against them and usually starting their attitude one step worse towards you. + +*Source: Lost Omens: Ancestry Guide p. 137* +%% #compendium/src/pf2e/loag #trait/strix %% \ No newline at end of file diff --git a/compendium/feats/strix-lore-loag.md b/compendium/feats/strix-lore-loag.md new file mode 100644 index 000000000..0ad42f7a2 --- /dev/null +++ b/compendium/feats/strix-lore-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/strix +aliases: ["Strix Lore"] +--- +# Strix Lore *Feat 1* +[strix](rules/traits/strix-loag.md) + + +You're well connected to your tribe and perhaps even strix communities beyond your own, where you've learned about the land and techniques of graceful movement. You gain the trained proficiency rank in [Acrobatics](compendium/skills.md#Acrobatics) and [Nature](compendium/skills.md#Nature). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Strix Lore](compendium/skills.md#Lore). + +*Source: Lost Omens: Ancestry Guide p. 137* +%% #compendium/src/pf2e/loag #trait/strix %% \ No newline at end of file diff --git a/compendium/feats/strix-vengeance-loag.md b/compendium/feats/strix-vengeance-loag.md new file mode 100644 index 000000000..9a87d8d0f --- /dev/null +++ b/compendium/feats/strix-vengeance-loag.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/emotion +- trait/mental +- trait/strix +aliases: ["Strix Vengeance"] +--- +# Strix Vengeance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* +[emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) [strix](rules/traits/strix-loag.md) + +- **Frequency**: once per 10 minutes +- **Trigger** You, or a strix ally you can see, are damaged by an enemy's critical hit. +- **Activity** Reaction + +You dedicate yourself to destroying those who harm your kin. Until the end of your next turn, you deal an additional`+1d6` damage on [Strikes](rules/actions/strike.md) against the triggering enemy. The bonus increases to`+2d6` if you use a striking weapon or unarmed attack and`+3d6` if you use a major striking weapon or unarmed attack. + +*Source: Lost Omens: Ancestry Guide p. 138* +%% #compendium/src/pf2e/loag #trait/emotion #trait/mental #trait/strix %% \ No newline at end of file diff --git a/compendium/feats/strong-arm-apg.md b/compendium/feats/strong-arm-apg.md new file mode 100644 index 000000000..dfc6ee78c --- /dev/null +++ b/compendium/feats/strong-arm-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["Strong Arm"] +--- +# Strong Arm *Feat 2* +[rogue](rules/traits/rogue.md) + + +When you [Strike](rules/actions/strike.md) with a [thrown](rules/traits/thrown.md) weapon, the weapon's range increment increases 10 feet. + +*Source: Advanced Player's Guide p. 134* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/strong-swimmer-loag.md b/compendium/feats/strong-swimmer-loag.md new file mode 100644 index 000000000..bda1a6b53 --- /dev/null +++ b/compendium/feats/strong-swimmer-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/undine +aliases: ["Strong Swimmer"] +--- +# Strong Swimmer *Feat 9* +[undine](rules/traits/undine-b2.md) + + +Your swim Speed increases to match your land Speed. + +*Source: Lost Omens: Ancestry Guide p. 120* +%% #compendium/src/pf2e/loag #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/stronger-debilitating-venom-loil.md b/compendium/feats/stronger-debilitating-venom-loil.md new file mode 100644 index 000000000..923732c73 --- /dev/null +++ b/compendium/feats/stronger-debilitating-venom-loil.md @@ -0,0 +1,69 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vishkanya +aliases: ["Stronger Debilitating Venom"] +--- +# Stronger Debilitating Venom *Feat 13* +[vishkanya](rules/traits/vishkanya-loil.md) + +- **Prerequisites**: Debilitating Venom, Moderate Enhance Venom + +Add one of the following to the debilitations from which you can choose when you [Envenom](rules/actions/envenom-loil.md). These debilitations reduce the damage of all stages as noted. + +- Bungling (level 13) Reduce damage by 1 die + +```ad-inline-affliction +## Stages + +**Stage 1** no effect + +**Stage 2** [clumsy](rules/conditions.md#Clumsy) + +**Stage 3** [clumsy](rules/conditions.md#Clumsy) +``` + +- Devitalizing (level 13) Reduce damage by 3 dice + +```ad-inline-affliction +## Stages + +**Stage 1** no effect + +**Stage 2** [drained](rules/conditions.md#Drained) + +**Stage 3** [drained](rules/conditions.md#Drained) +``` + +- Nauseating (level 13) Reduce damage by 2 dice + +```ad-inline-affliction +## Stages + +**Stage 1** no effect + +**Stage 2** [sickened](rules/conditions.md#Sickened) + +**Stage 3** [sickened](rules/conditions.md#Sickened) +``` + +- Weakening (level 13) Reduce damage by 1 die + +```ad-inline-affliction +## Stages + +**Stage 1** [enfeebled](rules/conditions.md#Enfeebled) + +**Stage 2** [enfeebled](rules/conditions.md#Enfeebled) + +**Stage 3** [enfeebled](rules/conditions.md#Enfeebled) +``` + +**Special.** You can select this feat multiple times, choosing a different debilitation each time. + +## Summary + +*Source: Lost Omens: Impossible Lands p. 62* +%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/compendium/feats/stubborn-persistence-apg.md b/compendium/feats/stubborn-persistence-apg.md new file mode 100644 index 000000000..194ec62fc --- /dev/null +++ b/compendium/feats/stubborn-persistence-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/human +aliases: ["Stubborn Persistence"] +--- +# Stubborn Persistence *Feat 13* +[human](rules/traits/human.md) + + +Humans are renowned for their ability to persist through the most grueling of trials. When you would become [fatigued](rules/conditions.md#Fatigued), attempt a DC 17 flat check. On a success, you aren't [fatigued](rules/conditions.md#Fatigued). If the [fatigued](rules/conditions.md#Fatigued) condition has an underlying cause that you don't address, such as lack of rest, you must attempt the check again at an interval determined by the GM until you fail the flat check or address the underlying cause. + +*Source: Advanced Player's Guide p. 47* +%% #compendium/src/pf2e/apg #trait/human %% \ No newline at end of file diff --git a/compendium/feats/student-of-perfection-dedication-lowg.md b/compendium/feats/student-of-perfection-dedication-lowg.md new file mode 100644 index 000000000..bc80ef9d0 --- /dev/null +++ b/compendium/feats/student-of-perfection-dedication-lowg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Student of Perfection Dedication"] +--- +# Student of Perfection Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You are from Jalmeray. +- **Prerequisites**: powerful fist|monk||1 or expert in unarmed attacks; member of a House of Perfection + +You have learned the martial arts techniques of your House of Perfection. You become trained in your choice of [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) and [Warfare Lore](compendium/skills.md#Lore); if you were already trained, you become an expert instead. You gain the [Ki Strike](compendium/feats/ki-strike.md) monk class feat, which grants you the [ki strike](compendium/spells/ki-strike.md) ki spell and a focus pool of 1 Focus Point that you can recover using the [Refocus](rules/actions/refocus.md) activity as a monk does. Your ki spells from Student of Perfection are occult spells. + +**Special.** You can't select another dedication feat until you have gained two other feats from the student of perfection archetype. + +## Student of Perfection Dedication leads to... + +[Perfect Ki Adept](compendium/feats/perfect-ki-adept-lowg.md), [Perfect Strike](compendium/feats/perfect-strike-lowg.md) + +## Summary + +*Source: Lost Omens: World Guide p. 83* +%% #compendium/src/pf2e/lowg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/student-of-the-dueling-arts-apg.md b/compendium/feats/student-of-the-dueling-arts-apg.md new file mode 100644 index 000000000..6b86771ee --- /dev/null +++ b/compendium/feats/student-of-the-dueling-arts-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Student Of The Dueling Arts"] +--- +# Student Of The Dueling Arts *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Duelist Dedication](compendium/feats/duelist-dedication-apg.md) + +You have studied a great many combat techniques, which you can review each day. During your daily preparations, you can swap out any number of your duelist archetype feats for other duelist archetype feats of the appropriate level for which you are qualified. You can't swap out [Duelist Dedication](compendium/feats/duelist-dedication-apg.md) or [Student of the Dueling Arts](compendium/feats/student-of-the-dueling-arts-apg.md) in this way. + +In addition, you can enter a stance from a duelist archetype feat you don't have (such as one listed under Additional Feats) by increasing the number of actions it takes to enter the stance by 1 (typically to 2 actions). You must still meet the feat's prerequisites. + +*Source: Advanced Player's Guide p. 171* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/student-of-the-staff-som.md b/compendium/feats/student-of-the-staff-som.md new file mode 100644 index 000000000..0fd83c064 --- /dev/null +++ b/compendium/feats/student-of-the-staff-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Student Of The Staff"] +--- +# Student Of The Staff *Feat 4* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: [Arcane Cascade](rules/actions/arcane-cascade-som.md), twisting tree hybrid study + +You've studied the staff extensively to learn the hidden capabilities of your chosen weapon. When you critically succeed at an attack roll using a staff, you apply the critical specialization effect of the club group. While you're in [Arcane Cascade](rules/actions/arcane-cascade-som.md) stance, your staff gains the [deadly ](rules/traits/deadly.md) trait, with the damage from the deadly die being the same damage type as the extra damage from [Arcane Cascade](rules/actions/arcane-cascade-som.md). + +In addition, you can place property runes into a magic staff you prepare, even though a magic staff can't typically hold property runes. You must first inscribe the property runes into your spellbook, using the same process as transferring a rune (Core Rulebook 580). The rune takes the form of a specialized diagram in your spellbook, occupying one page. You can't inscribe runes that can't be placed on a non-magical staff, nor can you inscribe the [shifting](compendium/equipment/items/shifting.md) rune. When you prepare a staff, you can impart any number of property runes from your spellbook into the staff, up to the limit imposed by the staff's [weapon potency](compendium/equipment/items/weapon-potency.md) rune. + +*Source: Secrets of Magic p. 45* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/studious-adept-lome.md b/compendium/feats/studious-adept-lome.md new file mode 100644 index 000000000..d220d5d68 --- /dev/null +++ b/compendium/feats/studious-adept-lome.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/anadi +aliases: ["Studious Adept"] +--- +# Studious Adept *Feat 9* +[anadi](rules/traits/anadi-lome.md) + +- **Prerequisites**: [Studious Magic](compendium/feats/studious-magic-lome.md) + +You achieve a breakthrough in your exploration of magic. You gain [humanoid form](compendium/spells/humanoid-form.md) and [mirror image](compendium/spells/mirror-image.md) as 2nd-level arcane innate spells. + +You can cast each of these arcane innate spells once per day. + +*Source: Lost Omens: The Mwangi Expanse p. 106* +%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/compendium/feats/studious-magic-lome.md b/compendium/feats/studious-magic-lome.md new file mode 100644 index 000000000..8331e55bb --- /dev/null +++ b/compendium/feats/studious-magic-lome.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/anadi +aliases: ["Studious Magic"] +--- +# Studious Magic *Feat 1* +[anadi](rules/traits/anadi-lome.md) + + +You've taken an interest in anadi arcane traditions. Choose one cantrip from the arcane spell list. You can cast this spell as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. + +## Studious Magic leads to... + +[Studious Adept](compendium/feats/studious-adept-lome.md) + +## Summary + +*Source: Lost Omens: The Mwangi Expanse p. 106* +%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/compendium/feats/stumbling-feint-apg.md b/compendium/feats/stumbling-feint-apg.md new file mode 100644 index 000000000..e2e22904a --- /dev/null +++ b/compendium/feats/stumbling-feint-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/monk +aliases: ["Stumbling Feint"] +--- +# Stumbling Feint *Feat 6* +[monk](rules/traits/monk.md) + +- **Prerequisites**: expert in [Deception](compendium/skills.md#Deception), [Stumbling Stance](compendium/feats/stumbling-stance-apg.md) +- **Requirements**: You are in Stumbling Stance. + +You lash out confusingly with what seems to be a weak move but instead allows you to unleash a dangerous flurry of blows upon your unsuspecting foe. When you use [Flurry of Blows](rules/actions/flurry-of-blows.md), you can attempt a check to [Feint](rules/actions/feint.md) as a free action just before the first [Strike](rules/actions/strike.md). On a success, instead of making the target [flat-footed](rules/conditions.md#Flat-footed) against your next attack, they become [flat-footed](rules/conditions.md#Flat-footed) against both attacks from the [Flurry of Blows](rules/actions/flurry-of-blows.md). + +*Source: Advanced Player's Guide p. 129* +%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/stumbling-stance-apg.md b/compendium/feats/stumbling-stance-apg.md new file mode 100644 index 000000000..311a26c44 --- /dev/null +++ b/compendium/feats/stumbling-stance-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/monk +- trait/stance +aliases: ["Stumbling Stance"] +--- +# Stumbling Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) + +- **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) +- **Activity** Single Action + +You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to [Deception](compendium/skills.md#Deception) checks to [Feint](rules/actions/feint.md). The only [Strikes](rules/actions/strike.md) you can make are stumbling swing unarmed attacks. These deal `1d8` bludgeoning damage; are in the brawling group; and have the [agile](rules/traits/agile.md), [backstabber](rules/traits/backstabber.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. If an enemy hits you with a melee [Strike](rules/actions/strike.md) while in this stance, it becomes [flat-footed](rules/conditions.md#Flat-footed) against the next stumbling swing [Strike](rules/actions/strike.md) you make against it before the end of your next turn. + +## Stumbling Stance leads to... + +[Stumbling Feint](compendium/feats/stumbling-feint-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 128* +%% #compendium/src/pf2e/apg #trait/monk #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/stunning-appearance-apg.md b/compendium/feats/stunning-appearance-apg.md new file mode 100644 index 000000000..af73ba915 --- /dev/null +++ b/compendium/feats/stunning-appearance-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/vigilante +aliases: ["Stunning Appearance"] +--- +# Stunning Appearance *Feat 16* +[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) + +- **Prerequisites**: [Startling Appearance](compendium/feats/startling-appearance-loag.md) + +Your sudden appearance leaves your foe unable to respond. + +When you use Startling Appearance, if your foe's level is equal to or lower than yours, they are also [stunned](rules/conditions.md#Stunned) on a hit, or [stunned](rules/conditions.md#Stunned) on a critical hit. + +*Source: Advanced Player's Guide p. 197* +%% #compendium/src/pf2e/apg #trait/archetype #trait/vigilante %% \ No newline at end of file diff --git a/compendium/feats/stunning-finisher-apg.md b/compendium/feats/stunning-finisher-apg.md new file mode 100644 index 000000000..f92015066 --- /dev/null +++ b/compendium/feats/stunning-finisher-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/finisher +- trait/swashbuckler +aliases: ["Stunning Finisher"] +--- +# Stunning Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[finisher](rules/traits/finisher-apg.md) [swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Activity** Single Action + +You attempt a dizzying blow. Make a melee [Strike](rules/actions/strike.md). If you hit, your foe must attempt a Fortitude save against your class DC with the following results; the save has the [incapacitation](rules/traits/incapacitation.md) trait. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target can't use reactions until its next turn. +> - **Failure** The target is [stunned](rules/conditions.md#Stunned). +> - **Critical Failure** The target is [stunned](rules/conditions.md#Stunned). + +*Source: Advanced Player's Guide p. 91* +%% #compendium/src/pf2e/apg #trait/finisher #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/stunning-fist.md b/compendium/feats/stunning-fist.md index b58c64afe..57cddaf62 100644 --- a/compendium/feats/stunning-fist.md +++ b/compendium/feats/stunning-fist.md @@ -15,7 +15,7 @@ The focused power of your flurry threatens to overwhelm your opponent. When you ## Stunning Fist leads to... -Triangle Shot, Vitality-manipulating Stance +[Triangle Shot](compendium/feats/triangle-shot-apg.md), [Vitality-manipulating Stance](compendium/feats/vitality-manipulating-stance-frp3.md) ## Summary diff --git a/compendium/feats/subjective-truth-apg.md b/compendium/feats/subjective-truth-apg.md new file mode 100644 index 000000000..7e76d821e --- /dev/null +++ b/compendium/feats/subjective-truth-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/skill +aliases: ["Subjective Truth"] +--- +# Subjective Truth *Feat 7* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Deception](compendium/skills.md#Deception), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) + +Your disparate identities allow you to defeat magic that detects lies. As long as what you say is true from the point of view of your current identity, you can say it even under effects like [zone of truth](compendium/spells/zone-of-truth.md) that force you to speak the truth. + +*Source: Advanced Player's Guide p. 197* +%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/submission-hold-lotgb.md b/compendium/feats/submission-hold-lotgb.md new file mode 100644 index 000000000..aa56da044 --- /dev/null +++ b/compendium/feats/submission-hold-lotgb.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Submission Hold"] +--- +# Submission Hold [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) +- **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). +- **Activity** Single Action + +Your iron grip slowly saps your opponent's strength. Attempt an [Athletics](compendium/skills.md#Athletics) check to [Grapple](rules/actions/grapple.md) the creature you have [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained), with the following effects instead of the usual effects. + +> [!success-degree] +> - **Critical Success** The target is [enfeebled](rules/conditions.md#Enfeebled) until the end of its next turn and [enfeebled](rules/conditions.md#Enfeebled) for 1 minute. +> - **Success** The target is [enfeebled](rules/conditions.md#Enfeebled) until the end of its next turn. + +*Source: Lost Omens: The Grand Bazaar p. 127* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/subtle-delivery-apg.md b/compendium/feats/subtle-delivery-apg.md new file mode 100644 index 000000000..473096442 --- /dev/null +++ b/compendium/feats/subtle-delivery-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/alchemist +aliases: ["Subtle Delivery"] +--- +# Subtle Delivery *Feat 1* +[alchemist](rules/traits/alchemist.md) + + +You can capably deliver toxins with a blowgun. Your blowgun [Strikes](rules/actions/strike.md) can apply injury poisons even if they deal no damage due to a creature's resistance. If you critically succeed at an attack roll using a blowgun loaded with a dart you've poisoned and the target rolls a failure on the poison's initial save, the target critically fails instead. + +*Source: Advanced Player's Guide p. 106* +%% #compendium/src/pf2e/apg #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/sudden-mindfulness-loil.md b/compendium/feats/sudden-mindfulness-loil.md new file mode 100644 index 000000000..66ddc2ea1 --- /dev/null +++ b/compendium/feats/sudden-mindfulness-loil.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vanara +aliases: ["Sudden Mindfulness"] +--- +# Sudden Mindfulness [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[vanara](rules/traits/vanara-loil.md) + +- **Trigger** You roll a success on a saving throw against an effect that would make you [fascinated](rules/conditions.md#Fascinated) or [dazzled](rules/conditions.md#Dazzled). +- **Activity** Reaction + +Your mind retains full awareness despite the best attempts of others, and your focus throws others off-balance. You get a critical success on the triggering saving throw, and if the triggering effect was caused by a creature, that creature is [flat-footed](rules/conditions.md#Flat-footed) to you until the end of your next turn. + +*Source: Lost Omens: Impossible Lands p. 55* +%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/compendium/feats/suli-amir-loag.md b/compendium/feats/suli-amir-loag.md new file mode 100644 index 000000000..b558e49b8 --- /dev/null +++ b/compendium/feats/suli-amir-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/suli +- trait/uncommon +aliases: ["Suli Amir"] +--- +# Suli Amir *Feat 13* +[suli](rules/traits/suli-b2.md) [uncommon](rules/traits/uncommon.md) + + +You have power connected to the powerful jann amirs. You can cast [read omens](compendium/spells/read-omens.md) and 4th-level [invisibility](compendium/spells/invisibility.md) each once per day as arcane innate spells, and you can cast [detect magic](compendium/spells/detect-magic.md) at will as an arcane innate cantrip, heightened to a spell level equal to half your level rounded up. + +*Source: Lost Omens: Ancestry Guide p. 112* +%% #compendium/src/pf2e/loag #trait/suli #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/suli-jann-loag.md b/compendium/feats/suli-jann-loag.md new file mode 100644 index 000000000..216d4465c --- /dev/null +++ b/compendium/feats/suli-jann-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lineage +- trait/suli +aliases: ["Suli-jann"] +--- +# Suli-jann *Feat 1* +[lineage](rules/traits/lineage-apg.md) [suli](rules/traits/suli-b2.md) + + +Your elemental ancestor was a janni, genies that walk the mortal world and embody all four elements together. You inherited a janni's nature as a wanderer and ability to survive in many types of environment, from the hottest desert to the coldest tundra. + +You gain the trained proficiency rank in [Survival](compendium/skills.md#Survival). If you would automatically become trained in [Survival](compendium/skills.md#Survival) (from your background or class, for example), you instead become trained in a skill of your choice. You gain the [Forager](compendium/feats/forager.md) skill feat as a bonus feat. + +*Source: Lost Omens: Ancestry Guide p. 111* +%% #compendium/src/pf2e/loag #trait/lineage #trait/suli %% \ No newline at end of file diff --git a/compendium/feats/summon-air-elemental-loag.md b/compendium/feats/summon-air-elemental-loag.md new file mode 100644 index 000000000..be92b9c2d --- /dev/null +++ b/compendium/feats/summon-air-elemental-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/sylph +aliases: ["Summon Air Elemental"] +--- +# Summon Air Elemental *Feat 13* +[sylph](rules/traits/sylph-b2.md) + + +You have a connection to the Inner Spheres, allowing you to summon an elemental ally. Once per day, you can cast [summon elemental](compendium/spells/summon-elemental.md) as a 5th-level primal innate spell, but the elemental summoned must be an air elemental. + +*Source: Lost Omens: Ancestry Guide p. 116* +%% #compendium/src/pf2e/loag #trait/sylph %% \ No newline at end of file diff --git a/compendium/feats/summon-celestial-kin-apg.md b/compendium/feats/summon-celestial-kin-apg.md new file mode 100644 index 000000000..1bee7a84d --- /dev/null +++ b/compendium/feats/summon-celestial-kin-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/aasimar +aliases: ["Summon Celestial Kin"] +--- +# Summon Celestial Kin *Feat 13* +[aasimar](rules/traits/aasimar-apg.md) + +- **Prerequisites**: any aasimar lineage feat + +You have a connection to the celestial realms, allowing you to summon a celestial ally. Once per day, you can cast [summon celestial](compendium/spells/summon-celestial.md) as a 5th-level divine innate spell, but the celestial summoned must be from the same category as your own lineage, such as a creature with the [angel](rules/traits/angel.md) trait if you are angelkin. + +*Source: Advanced Player's Guide p. 36* +%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/summon-earth-elemental-loag.md b/compendium/feats/summon-earth-elemental-loag.md new file mode 100644 index 000000000..5c31b7502 --- /dev/null +++ b/compendium/feats/summon-earth-elemental-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/oread +aliases: ["Summon Earth Elemental"] +--- +# Summon Earth Elemental *Feat 13* +[oread](rules/traits/oread-b2.md) + + +You have a connection to the Inner Sphere, allowing you to summon an elemental ally. Once per day, you can cast [summon elemental](compendium/spells/summon-elemental.md) as a 5th-level primal innate spell, but the elemental summoned must be an earth elemental. + +*Source: Lost Omens: Ancestry Guide p. 108* +%% #compendium/src/pf2e/loag #trait/oread %% \ No newline at end of file diff --git a/compendium/feats/summon-ensemble-lotgb.md b/compendium/feats/summon-ensemble-lotgb.md new file mode 100644 index 000000000..8cae38704 --- /dev/null +++ b/compendium/feats/summon-ensemble-lotgb.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Summon Ensemble"] +--- +# Summon Ensemble *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [summon instrument](compendium/spells/summon-instrument-apg.md) + +When you cast [summon instrument](compendium/spells/summon-instrument-apg.md), you can modify its duration to be sustained, up to 1 minute. When you do, you summon a number of instruments equal to your spellcasting ability modifier that hover around you and play of their own accord. Once per turn when you [Sustain the Spell](rules/actions/sustain-a-spell.md), choose an opponent within 30 feet who can hear your performance. + +The target must attempt a Will save against the spell's DC; on a failure, it becomes distracted by your performance and becomes [flat-footed](rules/conditions.md#Flat-footed) for 1 round. The target is then temporarily immune for 24 hours. + +*Source: Lost Omens: The Grand Bazaar p. 123* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/summon-fiendish-kin-apg.md b/compendium/feats/summon-fiendish-kin-apg.md new file mode 100644 index 000000000..29018db6c --- /dev/null +++ b/compendium/feats/summon-fiendish-kin-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tiefling +aliases: ["Summon Fiendish Kin"] +--- +# Summon Fiendish Kin *Feat 13* +[tiefling](rules/traits/tiefling-b1.md) + +- **Prerequisites**: any tiefling lineage feat + +You have a deep connection to the fiendish realms, allowing you to summon a fiend matching your own lineage. Once per day, you can cast [summon fiend](compendium/spells/summon-fiend.md) as a 5th-level divine innate spell. The fiend you summon must match your own lineage. + +*Source: Advanced Player's Guide p. 41* +%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/summon-fire-elemental-loag.md b/compendium/feats/summon-fire-elemental-loag.md new file mode 100644 index 000000000..92a811756 --- /dev/null +++ b/compendium/feats/summon-fire-elemental-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ifrit +aliases: ["Summon Fire Elemental"] +--- +# Summon Fire Elemental *Feat 13* +[ifrit](rules/traits/ifrit-b2.md) + + +You can summon an elemental ally. Once per day, you can cast [summon elemental](compendium/spells/summon-elemental.md) as a 5th-level primal innate spell, but the elemental summoned must be a fire elemental. + +*Source: Lost Omens: Ancestry Guide p. 104* +%% #compendium/src/pf2e/loag #trait/ifrit %% \ No newline at end of file diff --git a/compendium/feats/summon-water-elemental-loag.md b/compendium/feats/summon-water-elemental-loag.md new file mode 100644 index 000000000..518ebd865 --- /dev/null +++ b/compendium/feats/summon-water-elemental-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/undine +aliases: ["Summon Water Elemental"] +--- +# Summon Water Elemental *Feat 13* +[undine](rules/traits/undine-b2.md) + + +You can summon an elemental ally. Once per day, you can cast [summon elemental](compendium/spells/summon-elemental.md) as a 5th-level primal innate spell, but the elemental summoned must be a water elemental. + +*Source: Lost Omens: Ancestry Guide p. 120* +%% #compendium/src/pf2e/loag #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/summoner-dedication-som.md b/compendium/feats/summoner-dedication-som.md new file mode 100644 index 000000000..1e546fcdb --- /dev/null +++ b/compendium/feats/summoner-dedication-som.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +- trait/dedication +- trait/multiclass +aliases: ["Summoner Dedication"] +--- +# Summoner Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Charisma 14 + +You've formed a bond with an eidolon, an entity that manifests in a physical body only through its link to your life force. Your bond may be tenuous, but that doesn't make your connection any less special. You gain an eidolon as well as the [Manifest Eidolon](rules/actions/manifest-eidolon-som.md) activity. + +Due to your tenuous link, you can't gain or use [tandem](rules/traits/tandem-som.md) actions. Because you don't have [Act Together](rules/actions/act-together-som.md), only you or your eidolon can perform an [exploration](rules/traits/exploration.md) activity at one time, so for instance you couldn't both be [Searching](rules/actions/search.md)} or [Investigating](rules/actions/investigate.md). + +Your eidolon is trained in unarmed attacks and unarmored defense, and shares your proficiency rank for [Perception](compendium/skills.md#Perception), saving throws, and skill checks. Choose an eidolon type. You become trained in your eidolon's listed skills. For each of those skills that you are already trained in, you become trained in a different skill of your choice. + +Your eidolon's initial ability scores are reduced. It starts with a 16 in any ability score listed at 18 for its eidolon array. It otherwise gains the statistics listed for an eidolon of that type. + +At 5th level, the eidolon's ability score that was reduced to 16 increases to 18, before applying ability boosts. At levels 5, 10, 15, and 20, your eidolon also gets four ability boosts, which follow the same rules as yours. + +**Special.** You can't select another dedication feat until you have gained two other feats from the summoner archetype. + +## Summoner Dedication leads to... + +[Basic Summoner Spellcasting](compendium/feats/basic-summoner-spellcasting-som.md), [Expert Summoner Spellcasting](compendium/feats/expert-summoner-spellcasting-som.md), [Master Summoner Spellcasting](compendium/feats/master-summoner-spellcasting-som.md), [Basic Synergy](compendium/feats/basic-synergy-som.md), [Advanced Synergy](compendium/feats/advanced-synergy-som.md), [Signature Synergy](compendium/feats/signature-synergy-som.md), [Expert Combat Eidolon](compendium/feats/expert-combat-eidolon-som.md), [Initial Eidolon Ability](compendium/feats/initial-eidolon-ability-som.md) + +## Summary + +*Source: Secrets of Magic p. 76* +%% #compendium/src/pf2e/som #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/compendium/feats/summoners-call-som.md b/compendium/feats/summoners-call-som.md new file mode 100644 index 000000000..1970d6d02 --- /dev/null +++ b/compendium/feats/summoners-call-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/concentrate +- trait/conjuration +- trait/summoner +- trait/teleportation +aliases: ["Summoner's Call"] +--- +# Summoner's Call [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* +[concentrate](rules/traits/concentrate.md) [conjuration](rules/traits/conjuration.md) [summoner](rules/traits/summoner-som.md) [teleportation](rules/traits/teleportation.md) + +- **Trigger** You or your eidolon take damage from a foe or hazard. +- **Requirements**: Your eidolon is manifested more than 5 feet away. +- **Activity** Reaction + +In a moment of danger, you call your eidolon to your side. Your eidolon teleports to an open space adjacent to you. + +**Special.** This feat has the trait matching your eidolon's tradition (arcane, divine, occult, or primal). + +*Source: Secrets of Magic p. 72* +%% #compendium/src/pf2e/som #trait/concentrate #trait/conjuration #trait/summoner #trait/teleportation %% \ No newline at end of file diff --git a/compendium/feats/sun-blade-locg.md b/compendium/feats/sun-blade-locg.md new file mode 100644 index 000000000..3b9a8b0d8 --- /dev/null +++ b/compendium/feats/sun-blade-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/champion +- trait/uncommon +aliases: ["Sun Blade"] +--- +# Sun Blade *Feat 4* +[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) + + +You can unleash burning sunlight from your sword or spear. You gain the [sun blade](compendium/spells/sun-blade-locg.md) devotion spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Lost Omens: Character Guide p. 90* +%% #compendium/src/pf2e/locg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/sunder-enchantment-apg.md b/compendium/feats/sunder-enchantment-apg.md new file mode 100644 index 000000000..aa4585ca7 --- /dev/null +++ b/compendium/feats/sunder-enchantment-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +aliases: ["Sunder Enchantment"] +--- +# Sunder Enchantment *Feat 14* +[barbarian](rules/traits/barbarian.md) + +- **Prerequisites**: [Sunder Spell](compendium/feats/sunder-spell-apg.md) + +You can focus your superstition to break the magic of an item, in addition to destroying freestanding spells and those active on creatures. When you Sunder a Spell, you can instead attempt to counteract either an unattended magic item or one of your target's magic items. If your counteract attempt succeeds, the item becomes a mundane item of its type for 10 minutes. If you target an artifact, an intelligent item, or a particularly powerful item, your counteract attempt automatically fails. + +*Source: Advanced Player's Guide p. 111* +%% #compendium/src/pf2e/apg #trait/barbarian %% \ No newline at end of file diff --git a/compendium/feats/sunder-spell-apg.md b/compendium/feats/sunder-spell-apg.md new file mode 100644 index 000000000..57f1d06c5 --- /dev/null +++ b/compendium/feats/sunder-spell-apg.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/attack +- trait/barbarian +- trait/concentrate +- trait/rage +aliases: ["Sunder Spell"] +--- +# Sunder Spell [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[attack](rules/traits/attack.md) [barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [rage](rules/traits/rage.md) + +- **Prerequisites**: superstition instinct +- **Activity** Two-Action + +You draw upon your superstitious fury to destroy a spell. Make a [Strike](rules/actions/strike.md) with a melee weapon or an unarmed attack against a creature, object, or a spell manifestation (such as the wall created by [wall of fire](compendium/spells/wall-of-fire.md) or the guardian from [spiritual guardian](compendium/spells/spiritual-guardian.md)). If you're targeting something that doesn't have an AC listed, its AC is usually 10 against this Strike for targets that are very easy to hit, like a wall, or a different AC determined by the GM. + +If your [Strike](rules/actions/strike.md) hits, you can attempt to counteract a single spell or [magical](rules/traits/magical.md) effect on the target. Your counteract level for this attempt is equal to half your level rounded up, and you use the result of your attack roll for the counteract check. + +Whether or not you succeed at your [Strike](rules/actions/strike.md), the target becomes temporarily immune to your Sunder Spell for 24 hours. + +## Sunder Spell leads to... + +[Sunder Enchantment](compendium/feats/sunder-enchantment-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 111* +%% #compendium/src/pf2e/apg #trait/attack #trait/barbarian #trait/concentrate #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/suns-fury-lol.md b/compendium/feats/suns-fury-lol.md new file mode 100644 index 000000000..251caffbf --- /dev/null +++ b/compendium/feats/suns-fury-lol.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lol +- trait/archetype +aliases: ["Sun's Fury"] +--- +# Sun's Fury *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bright Lion Dedication](compendium/feats/bright-lion-dedication-lol.md) + +The Old Sun Gods have granted you a gift in your fight against Walkena. You gain the sun's fury focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the [Refocus](rules/actions/refocus.md) activity to pray to the Old Sun Gods; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your Bright Lion focus spells are divine spells; when you gain this feat, if you aren't already, you become trained in divine spell attacks and spell DCs, using Charisma as your spellcasting ability score. + +*Source: Lost Omens: Legends p. 101* +%% #compendium/src/pf2e/lol #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/superimpose-time-duplicates-da.md b/compendium/feats/superimpose-time-duplicates-da.md new file mode 100644 index 000000000..4023b8d23 --- /dev/null +++ b/compendium/feats/superimpose-time-duplicates-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Superimpose Time Duplicates"] +--- +# Superimpose Time Duplicates [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) +- **Frequency**: once per hour +- **Activity** Single Action + +You call alternate versions of yourself, either from a different timeline or perhaps yourself from a different point in your current timeline, to aid you in combat. Until the start of your next turn, these alternate selves flicker in and out in your vicinity, providing flanking for you against all enemies within your reach. Flanking with your time duplicates is the same as flanking with an ally and so is subject to effects like all-around vision or the deny advantage class feature. + +*Source: Dark Archive p. 186* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/superior-sight-aoa6.md b/compendium/feats/superior-sight-aoa6.md new file mode 100644 index 000000000..b38eaadca --- /dev/null +++ b/compendium/feats/superior-sight-aoa6.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa6 +- trait/ranger +- trait/uncommon +aliases: ["Superior Sight"] +--- +# Superior Sight *Feat 20* +[ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) + + +Your senses are peerless. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks, and you gain [low-light vision](rules/abilities/low-light-vision.md). If you already have low-light vision, gain [darkvision](rules/abilities/darkvision.md) instead. Furthermore, when you target an enemy, you automatically succeed at the flat check if that enemy is [concealed](rules/conditions.md#Concealed), [hidden](rules/conditions.md#Hidden), or [undetected](rules/conditions.md#Undetected). + +*Source: Age of Ashes #6: Broken Promises p. 77* +%% #compendium/src/pf2e/aoa6 #trait/ranger #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/supernatural-senses-apg.md b/compendium/feats/supernatural-senses-apg.md new file mode 100644 index 000000000..260527844 --- /dev/null +++ b/compendium/feats/supernatural-senses-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +- trait/rage +aliases: ["Supernatural Senses"] +--- +# Supernatural Senses *Feat 4* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Prerequisites**: [Acute Scent](compendium/feats/acute-scent.md) or precise or imprecise [scent](rules/abilities/scent.md) + +Your [scent](rules/abilities/scent.md) is preternaturally sharp, and you can always rely on your sense of smell to help guide you when your vision is compromised. When you target a [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden) opponent while you are [raging](rules/actions/rage.md), you reduce the DC of the flat check to 3 for a [concealed](rules/conditions.md#Concealed) target or to 9 for a [hidden](rules/conditions.md#Hidden) one. + +*Source: Advanced Player's Guide p. 109* +%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/supertaster-apg.md b/compendium/feats/supertaster-apg.md new file mode 100644 index 000000000..bab82bb1c --- /dev/null +++ b/compendium/feats/supertaster-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +aliases: ["Supertaster"] +--- +# Supertaster *Feat 7* +[general](rules/traits/general.md) + +- **Prerequisites**: master in [Perception](compendium/skills.md#Perception) + +You have refined your palate and have a discerning sense of taste that can detect abnormalities in the flavor and texture of food and beverages. When eating food or drinking a beverage, you automatically attempt to identify the ingredients, which might alert you to the presence of alterations or additives, such as poisons. The GM rolls a secret [Perception](compendium/skills.md#Perception) check using the poison's level to determine the DC; on a success, you learn that the food or drink was poisoned, but not the specific poison used. + +If you lick or taste something while Investigating or attempting to [Recall Knowledge](rules/actions/recall-knowledge.md) to identify something, if the taste would provide relevant additional information (at the GM's discretion), you gain a +2 circumstance bonus to your check. + +*Source: Advanced Player's Guide p. 209* +%% #compendium/src/pf2e/apg #trait/general %% \ No newline at end of file diff --git a/compendium/feats/suplex-lotgb.md b/compendium/feats/suplex-lotgb.md new file mode 100644 index 000000000..9d8ce5e1c --- /dev/null +++ b/compendium/feats/suplex-lotgb.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Suplex"] +--- +# Suplex [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) +- **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). +- **Activity** Single Action + +Flexing your entire body, you heave your opponent over your head and slam them into the ground. Make an unarmed melee [Strike](rules/actions/strike.md) against the creature you have [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained); on a success, the target lands [prone](rules/conditions.md#Prone), and on a critical success, the target lands [prone](rules/conditions.md#Prone) and takes an additional `2d6` bludgeoning damage. Regardless of whether the [Strike](rules/actions/strike.md) is successful, you immediately release your hold on the target. + +*Source: Lost Omens: The Grand Bazaar p. 127* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/supreme-psychic-center-da.md b/compendium/feats/supreme-psychic-center-da.md new file mode 100644 index 000000000..06317f01d --- /dev/null +++ b/compendium/feats/supreme-psychic-center-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Supreme Psychic Center"] +--- +# Supreme Psychic Center [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Psychic Duelist Dedication](compendium/feats/psychic-duelist-dedication-da.md) +- **Trigger** Your turn in a psychic duel begins. +- **Activity** Free Action + +With the merest thought, you realign your mental defenses to your duel's circumstances. You Recenter. + +*Source: Dark Archive p. 203* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/supreme-spellstrike-som.md b/compendium/feats/supreme-spellstrike-som.md new file mode 100644 index 000000000..e56d25692 --- /dev/null +++ b/compendium/feats/supreme-spellstrike-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Supreme Spellstrike"] +--- +# Supreme Spellstrike *Feat 20* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) + +You've made it almost effortless to combine spells and attacks. You're permanently [quickened](rules/conditions.md#Quickened). You can use your extra action only to [Strike](rules/actions/strike.md) or to recharge [Spellstrike](rules/actions/spellstrike-som.md). + +*Source: Secrets of Magic p. 49* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/sure-foot-apg.md b/compendium/feats/sure-foot-apg.md new file mode 100644 index 000000000..9f803057b --- /dev/null +++ b/compendium/feats/sure-foot-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/skill +aliases: ["Sure Foot"] +--- +# Sure Foot *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Horizon Walker Dedication](compendium/feats/horizon-walker-dedication-apg.md), expert in [Acrobatics](compendium/skills.md#Acrobatics) and [Athletics](compendium/skills.md#Athletics) + +You know the secrets of moving in your favored terrain. You gain a +2 circumstance bonus to skill checks to move within your favored terrain, such as [Acrobatics](compendium/skills.md#Acrobatics) checks to [Balance](rules/actions/balance.md) on ice, [Athletics](compendium/skills.md#Athletics) checks to [Swim](rules/actions/swim.md) in rough water, [Acrobatics](compendium/skills.md#Acrobatics) checks to [Fly](rules/actions/fly.md) in windy conditions, and so forth. + +*Source: Advanced Player's Guide p. 177* +%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/surface-culture-locg.md b/compendium/feats/surface-culture-locg.md new file mode 100644 index 000000000..7788e33e0 --- /dev/null +++ b/compendium/feats/surface-culture-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/dwarf +- trait/uncommon +aliases: ["Surface Culture"] +--- +# Surface Culture *Feat 1* +[dwarf](rules/traits/dwarf.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: any surface dwarf ethnicity + +Your interactions with other cultures on the surface have not only taught you about many other ancestries, but have also helped you realize the value of your own. You gain the trained proficiency rank in the [Society](compendium/skills.md#Society) skill (or another skill of your choice if you were already trained in [Society](compendium/skills.md#Society)), and you gain the [Additional Lore](compendium/feats/additional-lore.md) skill feat for the [Lore](compendium/skills.md#Lore) corresponding to your culture (for instance, [Ouat Lore](compendium/skills.md#Lore) or [Pahmet Lore](compendium/skills.md#Lore)). + +*Source: Lost Omens: Character Guide p. 20* +%% #compendium/src/pf2e/locg #trait/dwarf #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/surface-skimmer-aaws.md b/compendium/feats/surface-skimmer-aaws.md new file mode 100644 index 000000000..032859fc8 --- /dev/null +++ b/compendium/feats/surface-skimmer-aaws.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aaws +- trait/azarketi +aliases: ["Surface Skimmer"] +--- +# Surface Skimmer *Feat 1* +[azarketi](rules/traits/azarketi-loag.md) + + +By sinking gently beneath the waves, you obscure your presence and utilize the water as a barrier between you and land combatants. While you are submerged just below the water's surface, you have cover from attacks made by creatures out of the water. + +*Source: Azarketi Ancestry Web Supplement p. 4* +%% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/surging-focus-apg.md b/compendium/feats/surging-focus-apg.md new file mode 100644 index 000000000..79edef083 --- /dev/null +++ b/compendium/feats/surging-focus-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/cleric +aliases: ["Surging Focus"] +--- +# Surging Focus [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* +[cleric](rules/traits/cleric.md) + +- **Frequency**: once per day +- **Trigger** An ally you can see falls to 0 Hit Points. +- **Activity** Free Action + +When an ally you can see falls in battle, your fight or flight response triggers a surge in your deity's might within you. You instantly regain 1 Focus Point. + +*Source: Advanced Player's Guide p. 122* +%% #compendium/src/pf2e/apg #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/surging-might-apg.md b/compendium/feats/surging-might-apg.md new file mode 100644 index 000000000..3db696a3e --- /dev/null +++ b/compendium/feats/surging-might-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/manipulate +- trait/metamagic +- trait/oracle +aliases: ["Surging Might"] +--- +# Surging Might [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [oracle](rules/traits/oracle-apg.md) + +- **Activity** Single Action + +With a complex gesture, you focus the divine power of your spell to overcome enemies' resistances. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md), the spell ignores an amount of the target's resistance equal to your level against all the following types of damage: chaotic, evil, good, lawful, negative, and positive. This applies to all damage the spell deals, including [persistent damage](rules/conditions.md#Persistent%20Damage) and damage caused by an ongoing effect of the spell, such as the positive energy within a field of life. This doesn't cause the spell to ignore immunities, only resistances. + +*Source: Advanced Player's Guide p. 80* +%% #compendium/src/pf2e/apg #trait/manipulate #trait/metamagic #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/surprise-attack-apg.md b/compendium/feats/surprise-attack-apg.md new file mode 100644 index 000000000..46c495a79 --- /dev/null +++ b/compendium/feats/surprise-attack-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Surprise Attack"] +--- +# Surprise Attack *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Assassin Dedication](compendium/feats/assassin-dedication-apg.md) + +You act before foes can react. On the first round of combat, if you roll [Deception](compendium/skills.md#Deception) or [Stealth](compendium/skills.md#Stealth) for initiative, creatures that haven't acted are [flat-footed](rules/conditions.md#Flat-footed) to you. + +*Source: Advanced Player's Guide p. 158* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/surprise-snare-apg.md b/compendium/feats/surprise-snare-apg.md new file mode 100644 index 000000000..3c659928d --- /dev/null +++ b/compendium/feats/surprise-snare-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/manipulate +aliases: ["Surprise Snare"] +--- +# Surprise Snare [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 4* +[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) + +- **Prerequisites**: [Snarecrafter Dedication](compendium/feats/snarecrafter-dedication-apg.md) +- **Activity** Three-Action + +You install one of your snares prepared for quick deployment in a space that's occupied by an opponent. It must be a snare that normally takes 1 minute or less to [Craft](rules/actions/craft.md). The snare automatically triggers, but it takes a –2 circumstance penalty to any applicable save DC, as well as any attack rolls or other checks the snare attempts. + +*Source: Advanced Player's Guide p. 194* +%% #compendium/src/pf2e/apg #trait/archetype #trait/manipulate %% \ No newline at end of file diff --git a/compendium/feats/surprise-strike-apg.md b/compendium/feats/surprise-strike-apg.md new file mode 100644 index 000000000..c955bfdbe --- /dev/null +++ b/compendium/feats/surprise-strike-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Surprise Strike"] +--- +# Surprise Strike *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Weapon Improviser Dedication](compendium/feats/weapon-improviser-dedication-apg.md) + +Whenever you make a [Strike](rules/actions/strike.md) with an improvised weapon against a creature that hasn't seen you make a [Strike](rules/actions/strike.md) using an improvised weapon or that is otherwise ignorant of your skill with improvised weapons, the creature is [flat-footed](rules/conditions.md#Flat-footed) against you for that [Strike](rules/actions/strike.md). + +*Source: Advanced Player's Guide p. 199* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/surreptitious-spellcaster-locg.md b/compendium/feats/surreptitious-spellcaster-locg.md new file mode 100644 index 000000000..9e3d0db14 --- /dev/null +++ b/compendium/feats/surreptitious-spellcaster-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Surreptitious Spellcaster"] +--- +# Surreptitious Spellcaster *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md) + +You've learned that it pays for a Pathfinder to be able to cast spells without being noticed. You gain the [Conceal Spell](compendium/feats/conceal-spell.md) wizard class feat, though it's not a wizard feat for you. You also gain a +2 circumstance bonus to [Stealth](compendium/skills.md#Stealth) checks to Conceal a Spell and to [Deception](compendium/skills.md#Deception) checks to conceal verbal components. + +*Source: Lost Omens: Character Guide p. 114* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/surrounding-flames-lotgb.md b/compendium/feats/surrounding-flames-lotgb.md new file mode 100644 index 000000000..d6bd14ff3 --- /dev/null +++ b/compendium/feats/surrounding-flames-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Surrounding Flames"] +--- +# Surrounding Flames *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [wall of fire](compendium/spells/wall-of-fire.md) + +When you cast [wall of fire](compendium/spells/wall-of-fire.md), you can modify its standard effects as follows: Instead of a 5-foot-thick, 10-foot-radius ring of flame, you can form the wall into a 10-foot-radius hemisphere of fire. + +*Source: Lost Omens: The Grand Bazaar p. 125* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/survivor-of-desolation-locg.md b/compendium/feats/survivor-of-desolation-locg.md new file mode 100644 index 000000000..8162d2037 --- /dev/null +++ b/compendium/feats/survivor-of-desolation-locg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Survivor Of Desolation"] +--- +# Survivor Of Desolation *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md) + +You gain a +2 circumstance bonus to saving throws against unnatural weather events or environmental hazards occurring in blighted or otherwise unnaturally marred regions. If you roll a success on a saving throw against such an effect, you get a critical success instead; if you roll a critical failure, you get a failure instead. This does not apply to unnatural events created or directed by active effects, such as spells that create anomalous weather or hazardous areas. + +## Survivor Of Desolation leads to... + +[Shepherd of Desolation](compendium/feats/shepherd-of-desolation-lokl.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 95* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/suspect-of-opportunity-apg.md b/compendium/feats/suspect-of-opportunity-apg.md new file mode 100644 index 000000000..b063c58e4 --- /dev/null +++ b/compendium/feats/suspect-of-opportunity-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Suspect Of Opportunity"] +--- +# Suspect Of Opportunity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[investigator](rules/traits/investigator-apg.md) + +- **Frequency**: once per hour +- **Trigger** A foe takes a [hostile](rules/conditions.md#Hostile) action against you in combat. +- **Activity** Reaction + +Sometimes something intrudes upon your case unexpectedly, such as an ambush sent to bring your investigation to a close. You've learned how to compartmentalize your main lead and pursue a new one for your current predicament. + +You [Pursue a Lead](rules/actions/pursue-a-lead-apg.md) against the triggering foe, setting aside but not ending one of your currently active leads, if you have two leads. At the end of the combat encounter, you stop Pursuing the Lead against the triggering foe and return to the original lead, if you have one. + +*Source: Advanced Player's Guide p. 63* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/sustaining-steel-som.md b/compendium/feats/sustaining-steel-som.md new file mode 100644 index 000000000..97bd47a46 --- /dev/null +++ b/compendium/feats/sustaining-steel-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/arcane +- trait/healing +- trait/magus +- trait/necromancy +- trait/positive +aliases: ["Sustaining Steel"] +--- +# Sustaining Steel [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* +[arcane](rules/traits/arcane.md) [healing](rules/traits/healing.md) [magus](rules/traits/magus-som.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) + +- **Prerequisites**: [Arcane Cascade](rules/actions/arcane-cascade-som.md), inexorable iron hybrid study +- **Trigger** You [Cast a Spell](rules/actions/cast-a-spell.md) using a spell slot. +- **Requirements**: You're in [Arcane Cascade](rules/actions/arcane-cascade-som.md) stance. +- **Activity** Free Action + +You pull magic into your weapon, using its substance to transform the magic into restorative energy. You regain Hit Points equal to double the spell's level and roll to end any [persistent negative damage](rules/conditions.md#Persistent%20Damage) you have. + +If the spell was of the necromancy school, any [persistent negative damage](rules/conditions.md#Persistent%20Damage) you have ends automatically, and you can change the damage type from [Arcane Cascade](rules/actions/arcane-cascade-som.md) to positive if you wish. (Positive damage typically damages only undead or other creatures with [negative healing](rules/abilities/negative-healing-b2.md).). + +*Source: Secrets of Magic p. 47* +%% #compendium/src/pf2e/som #trait/arcane #trait/healing #trait/magus #trait/necromancy #trait/positive %% \ No newline at end of file diff --git a/compendium/feats/svetocher-apg.md b/compendium/feats/svetocher-apg.md new file mode 100644 index 000000000..b25a4eb9b --- /dev/null +++ b/compendium/feats/svetocher-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/dhampir +- trait/lineage +aliases: ["Svetocher"] +--- +# Svetocher *Feat 1* +[dhampir](rules/traits/dhampir-b1.md) [lineage](rules/traits/lineage-apg.md) + + +You were born to one of the moroi, the most common vampires, and you share their supernatural fortitude and power of persuasion. When you have the [drained](rules/conditions.md#Drained) condition, calculate the penalty to your Fortitude saves and your Hit Point reduction as though the condition value were 1 lower. You are trained [Diplomacy](compendium/skills.md#Diplomacy). If you would automatically be trained in it, you instead become trained in a skill of your choice. + +## Svetocher leads to... + +[Taste Blood](compendium/feats/taste-blood-loag.md) + +## Summary + +*Source: Advanced Player's Guide p. 33* +%% #compendium/src/pf2e/apg #trait/dhampir #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/swaggering-initiative-apg.md b/compendium/feats/swaggering-initiative-apg.md new file mode 100644 index 000000000..1344905d3 --- /dev/null +++ b/compendium/feats/swaggering-initiative-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Swaggering Initiative"] +--- +# Swaggering Initiative [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* +[swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Trigger** You are about to roll initiative. +- **Activity** Free Action + +You swagger readily into any fight—even an ambush. You gain a +2 circumstance bonus to your initiative roll and can [Interact](rules/actions/interact.md) to draw a weapon. + +*Source: Advanced Player's Guide p. 90* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/swap-investment-lopsg.md b/compendium/feats/swap-investment-lopsg.md new file mode 100644 index 000000000..1a00aca46 --- /dev/null +++ b/compendium/feats/swap-investment-lopsg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Swap Investment"] +--- +# Swap Investment *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) +- **Frequency**: once per day + +Your time as a Pathfinder has taught you how to improvise, and you've learned to make use of the resources you find in the field. You Invest a magic item and remove a previously invested item. The previous item no longer counts against your limit of 10 invested items. + +*Source: Lost Omens: Pathfinder Society Guide p. 41* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/swap-reflections-da.md b/compendium/feats/swap-reflections-da.md new file mode 100644 index 000000000..75d155f70 --- /dev/null +++ b/compendium/feats/swap-reflections-da.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/conjuration +- trait/extradimensional +- trait/incapacitation +- trait/occult +- trait/teleportation +aliases: ["Swap Reflections"] +--- +# Swap Reflections [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) [conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [incapacitation](rules/traits/incapacitation.md) [occult](rules/traits/occult.md) [teleportation](rules/traits/teleportation.md) + +- **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) +- **Frequency**: once per 10 minutes +- **Activity** Two-Action + +You've learned how to use even your reflection to your advantage. You send your own reflection to forcibly swap places with the reflection of an enemy, pulling each of you through opposite ends and switching places. The enemy must be within 120 feet, you must both be adjacent to reflective surfaces (such as glass, mirrors, or calm water), and you must be able to see the target's reflection and have line of effect to it. The target attempts a Will save against your spell DC or class DC, whichever is higher. + +> [!success-degree] +> - **Critical Success** The spell has no effect. +> - **Success** You swap positions with your target or arrive adjacent to your target, whichever your target prefers. +> - **Failure** You swap positions with your target or arrive adjacent to your target, whichever you prefer. +> - **Critical Failure** You instantaneously swap positions with your target, and the target becomes trapped in its own reflection for 1 minute. Once on each of its turns, the target can spend 1 action to attempt another Will save to escape. If the save succeeds, the effect ends early. + +*Source: Dark Archive p. 127* +%% #compendium/src/pf2e/da #trait/archetype #trait/conjuration #trait/extradimensional #trait/incapacitation #trait/occult #trait/teleportation %% \ No newline at end of file diff --git a/compendium/feats/swashbuckler-dedication-apg.md b/compendium/feats/swashbuckler-dedication-apg.md new file mode 100644 index 000000000..5e8bb6d06 --- /dev/null +++ b/compendium/feats/swashbuckler-dedication-apg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +- trait/multiclass +aliases: ["Swashbuckler Dedication"] +--- +# Swashbuckler Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Charisma 14, Dexterity 14 + +Choose a swashbuckler's style|swashbuckler|apg|1||swashbuckler style. You gain the panache|swashbuckler|apg|1 class feature, and you can gain panache in all the ways a swashbuckler of your style can. You become trained in [Acrobatics](compendium/skills.md#Acrobatics) or the skill associated with your style. If you were already trained in both skills, you instead become trained in a skill of your choice. + +You also become trained in swashbuckler class DC. You don't gain any other effects of your chosen style. + +**Special.** You can't select another dedication feat until you have gained two other feats from the swashbuckler archetype. + +## Swashbuckler Dedication leads to... + +[Basic Flair](compendium/feats/basic-flair-apg.md), [Advanced Flair](compendium/feats/advanced-flair-apg.md), [Evasiveness](compendium/feats/evasiveness-apg.md), [Finishing Precision](compendium/feats/finishing-precision-apg.md), [Swashbuckler's Riposte](compendium/feats/swashbucklers-riposte-apg.md), [Swashbuckler's Speed](compendium/feats/swashbucklers-speed-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 153* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/compendium/feats/swashbucklers-riposte-apg.md b/compendium/feats/swashbucklers-riposte-apg.md new file mode 100644 index 000000000..ea2c1b054 --- /dev/null +++ b/compendium/feats/swashbucklers-riposte-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Swashbuckler's Riposte"] +--- +# Swashbuckler's Riposte *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Swashbuckler Dedication](compendium/feats/swashbuckler-dedication-apg.md) + +You've learned to riposte against ill-conceived attacks. You gain the Opportune Riposte|Swashbuckler|APG|3 reaction. + +*Source: Advanced Player's Guide p. 153* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/swashbucklers-speed-apg.md b/compendium/feats/swashbucklers-speed-apg.md new file mode 100644 index 000000000..0ae0d9975 --- /dev/null +++ b/compendium/feats/swashbucklers-speed-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Swashbuckler's Speed"] +--- +# Swashbuckler's Speed *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Swashbuckler Dedication](compendium/feats/swashbuckler-dedication-apg.md) + +You move faster, with or without panache. Increase the status bonus to your Speeds when you have panache to a +10-foot status bonus; you also gain a +5-foot status bonus to your Speeds when you don't have panache. + +*Source: Advanced Player's Guide p. 153* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/swift-application-loil.md b/compendium/feats/swift-application-loil.md new file mode 100644 index 000000000..04e82b274 --- /dev/null +++ b/compendium/feats/swift-application-loil.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vishkanya +aliases: ["Swift Application"] +--- +# Swift Application [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* +[vishkanya](rules/traits/vishkanya-loil.md) + +- **Prerequisites**: [Envenom](rules/actions/envenom-loil.md) +- **Activity** Single Action + +You expertly combine the motions of attacking and coating your weapon with venom. You [Envenom](rules/actions/envenom-loil.md) a weapon or piece of ammunition, and then [Strike](rules/actions/strike.md) with that weapon. This counts against your uses of [Envenom](rules/actions/envenom-loil.md) normally and can't be used if your venom is exhausted. + +*Source: Lost Omens: Impossible Lands p. 62* +%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/compendium/feats/swift-elusion-apg.md b/compendium/feats/swift-elusion-apg.md new file mode 100644 index 000000000..8a7913bf5 --- /dev/null +++ b/compendium/feats/swift-elusion-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["Swift Elusion"] +--- +# Swift Elusion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: legendary in [Acrobatics](compendium/skills.md#Acrobatics) +- **Trigger** A foe ends its movement adjacent to you. +- **Activity** Reaction + +Attempt an [Acrobatics](compendium/skills.md#Acrobatics) check against the foe's Reflex DC. If you succeed, either [Stride](rules/actions/stride.md) to a different space adjacent to the foe or move the foe to a different space adjacent to you. + +*Source: Advanced Player's Guide p. 137* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/swift-leap-botd.md b/compendium/feats/swift-leap-botd.md new file mode 100644 index 000000000..9fb89f1ff --- /dev/null +++ b/compendium/feats/swift-leap-botd.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Swift Leap"] +--- +# Swift Leap [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) +- **Activity** Single Action + +Your undead physiology allows you to leap quickly toward or away from your opponent. You [Leap](rules/actions/leap.md). This movement doesn't trigger reactions. + +If you are satiated, you can choose to end your satiation to instead [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md) without triggering reactions, as you take a quick, enormous jump before any foe can react to your movement. + +*Source: Book of the Dead p. 49* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/swift-loag.md b/compendium/feats/swift-loag.md new file mode 100644 index 000000000..229142853 --- /dev/null +++ b/compendium/feats/swift-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/sylph +aliases: ["Swift"] +--- +# Swift *Feat 1* +[sylph](rules/traits/sylph-b2.md) + + +You move with the wind always at your back. Your Speed increases by 5 feet. + +**Special.** The Speed increase from this feat isn't cumulative with any Speed increase from your ancestry feats (such as Nimble Elf). + +*Source: Lost Omens: Ancestry Guide p. 115* +%% #compendium/src/pf2e/loag #trait/sylph %% \ No newline at end of file diff --git a/compendium/feats/swift-swimmer-locg.md b/compendium/feats/swift-swimmer-locg.md new file mode 100644 index 000000000..4f2066dbe --- /dev/null +++ b/compendium/feats/swift-swimmer-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/lizardfolk +aliases: ["Swift Swimmer"] +--- +# Swift Swimmer *Feat 5* +[lizardfolk](rules/traits/lizardfolk-b1.md) + +- **Prerequisites**: wetlander lizardfolk + +You swim faster than most iruxi. Your swim Speed increases to 25 feet. + +*Source: Lost Omens: Character Guide p. 59* +%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/swimming-poppet-lotgb.md b/compendium/feats/swimming-poppet-lotgb.md new file mode 100644 index 000000000..80300915c --- /dev/null +++ b/compendium/feats/swimming-poppet-lotgb.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/poppet +aliases: ["Swimming Poppet"] +--- +# Swimming Poppet *Feat 5* +[poppet](rules/traits/poppet-lotgb.md) + + +Your fins, flippers, or other accessories assist with steering you through water. You gain a swim Speed of 15 feet. + +*Source: Lost Omens: The Grand Bazaar p. 65* +%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/compendium/feats/swordmaster-dedication-locg.md b/compendium/feats/swordmaster-dedication-locg.md new file mode 100644 index 000000000..b0461a845 --- /dev/null +++ b/compendium/feats/swordmaster-dedication-locg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Swordmaster Dedication"] +--- +# Swordmaster Dedication *Feat 6* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Strength, Dexterity, or Constitution 14; member of the Pathfinder Society affiliated with the School of Swords + +Your Swords training taught you to never lose hold of your weapon. You gain a +2 circumstance bonus to your Reflex DC when foes attempt to [Disarm](rules/actions/disarm.md) you. If you have the [Deft Cooperation](compendium/feats/deft-cooperation-lowg.md) feat and critically succeed on a check to [Aid](rules/actions/aid.md) an ally's attack roll or skill check, you gain a +2 circumstance bonus from Deft Cooperation (instead of a +1 bonus) the first time you attempt an attack roll or attempt a skill check where the bonus would apply. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Swordmaster archetype. + +## Swordmaster Dedication leads to... + +[Death's Door](compendium/feats/deaths-door-locg.md), [Harrying Strike](compendium/feats/harrying-strike-locg.md), [Shoulder Catastrophe](compendium/feats/shoulder-catastrophe-locg.md), [Stave Off Catastrophe](compendium/feats/stave-off-catastrophe-lopsg.md), [Armored Exercise](compendium/feats/armored-exercise-lopsg.md), [Armored Rest](compendium/feats/armored-rest-lopsg.md), [Emergency Medical Assistance](compendium/feats/emergency-medical-assistance-lopsg.md), [Focus Ally](compendium/feats/focus-ally-lopsg.md), [Forceful Shot](compendium/feats/forceful-shot-lopsg.md), [Improvised Crafting](compendium/feats/improvised-crafting-lopsg.md), [Martial Exercise](compendium/feats/martial-exercise-lopsg.md), [Physical Training](compendium/feats/physical-training-lopsg.md), [Practiced Defender](compendium/feats/practiced-defender-lopsg.md), [Protect Ally](compendium/feats/protect-ally-lopsg.md), [Quick Stow](compendium/feats/quick-stow-lopsg.md), [Recollect Studies](compendium/feats/recollect-studies-lopsg.md), [Reflexive Grip](compendium/feats/reflexive-grip-lopsg.md), [Rugged Survivalist](compendium/feats/rugged-survivalist-lopsg.md), [Tense Negotiator](compendium/feats/tense-negotiator-lopsg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 115* +%% #compendium/src/pf2e/locg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/sympathetic-vulnerabilities-da.md b/compendium/feats/sympathetic-vulnerabilities-da.md new file mode 100644 index 000000000..3f0a3da54 --- /dev/null +++ b/compendium/feats/sympathetic-vulnerabilities-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/thaumaturge +aliases: ["Sympathetic Vulnerabilities"] +--- +# Sympathetic Vulnerabilities *Feat 6* +[thaumaturge](rules/traits/thaumaturge-da.md) + +- **Prerequisites**: [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md), mortal weakness or personal antithesis + +When you apply your will to invoke a vulnerability, the result is more powerful, and the vulnerability ripples out in a web from your main target to affect a broader range of creatures. + +This has one of two effects, based on the type of vulnerability you invoked. + +While you have mortal weakness applied, your [Strikes](rules/actions/strike.md) also apply that weakness against any creature that has that weakness, not just creatures of the exact same kind. For instance, if you used mortal weakness against a red dragon to apply its weakness to cold to your [Strikes](rules/actions/strike.md), those [Strikes](rules/actions/strike.md) would also apply to the weakness to cold of fire elementals or any other creature with a weakness to cold. + +While you have personal antithesis applied to a non-humanoid creature, you can apply your custom weakness to all creatures of the exact same kind. For example, if you used personal antithesis against an imp, the custom weakness would apply to other imps but not to other non-imp devils. + +*Source: Dark Archive p. 45* +%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/symphony-of-blood-apg.md b/compendium/feats/symphony-of-blood-apg.md new file mode 100644 index 000000000..b02e0a8a6 --- /dev/null +++ b/compendium/feats/symphony-of-blood-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/dhampir +aliases: ["Symphony Of Blood"] +--- +# Symphony Of Blood *Feat 17* +[dhampir](rules/traits/dhampir-b1.md) + + +You call forth the blood of your foes to grant you vigor. Once per day, you can cast [vampiric exsanguination](compendium/spells/vampiric-exsanguination.md) as a 7th-level divine innate spell. + +*Source: Advanced Player's Guide p. 33* +%% #compendium/src/pf2e/apg #trait/dhampir %% \ No newline at end of file diff --git a/compendium/feats/symphony-of-the-unfettered-heart-apg.md b/compendium/feats/symphony-of-the-unfettered-heart-apg.md new file mode 100644 index 000000000..2b06e7bfa --- /dev/null +++ b/compendium/feats/symphony-of-the-unfettered-heart-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/bard +aliases: ["Symphony Of The Unfettered Heart"] +--- +# Symphony Of The Unfettered Heart *Feat 10* +[bard](rules/traits/bard.md) + + +You learn the [symphony of the unfettered heart](compendium/spells/symphony-of-the-unfettered-heart-apg.md) composition spell, which enables you to protect an ally against incapacitating conditions. + +*Source: Advanced Player's Guide p. 114* +%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/syncretism-logm.md b/compendium/feats/syncretism-logm.md new file mode 100644 index 000000000..f290c6379 --- /dev/null +++ b/compendium/feats/syncretism-logm.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/logm +- trait/cleric +aliases: ["Syncretism"] +--- +# Syncretism *Feat 1* +[cleric](rules/traits/cleric.md) + +- **Prerequisites**: you follow a deity + +You have come to see the overlap between two deities' teachings. Choose a second deity. You must meet their alignment requirements, and you are subject to their edicts and anathema. If you are a cloistered cleric, select one of that deity's domains, gaining the benefits of the Expanded Domain Initiate feat (page 8) with that domain. If you are a warpriest, you gain the favored weapon of that deity as a second favored weapon, and it gains the benefits of feats and abilities you have that affect your deity's favored weapon, such as Deadly Simplicity. If you have a different doctrine than cloistered cleric or warpriest, either apply whichever of the above options is most appropriate for your doctrine, or, at the GM's discretion, add a benefit from the second deity more closely tied to your doctrine. + +*Source: Lost Omens: Gods & Magic p. 105* +%% #compendium/src/pf2e/logm #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/synergistic-spell-locg.md b/compendium/feats/synergistic-spell-locg.md new file mode 100644 index 000000000..53c558f6e --- /dev/null +++ b/compendium/feats/synergistic-spell-locg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/metamagic +aliases: ["Synergistic Spell"] +--- +# Synergistic Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* +[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Halcyon Spellcasting Initiate](compendium/feats/halcyon-spellcasting-initiate-locg.md), [Fulminating Synergy](compendium/feats/fulminating-synergy-locg.md), legendary in [Arcana](compendium/skills.md#Arcana) and [Nature](compendium/skills.md#Nature) +- **Activity** Single Action + +You combine your synergy and spells into a fantastic web of magic, allowing you to cast two spells at once. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) from one of your halcyon spell slots, after that spell resolves, you can [Cast another Spell](rules/actions/cast-a-spell.md) as a free action. This spell must be cast from one of your halcyon spell slots and be a spell that would normally take two actions to cast. + +*Source: Lost Omens: Character Guide p. 105* +%% #compendium/src/pf2e/locg #trait/archetype #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/syu-tak-nwas-deadly-hair-frp1.md b/compendium/feats/syu-tak-nwas-deadly-hair-frp1.md new file mode 100644 index 000000000..4fad21fc3 --- /dev/null +++ b/compendium/feats/syu-tak-nwas-deadly-hair-frp1.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp1 +- trait/uncommon +- trait/witch +aliases: ["Syu Tak-nwa's Deadly Hair"] +--- +# Syu Tak-nwa's Deadly Hair *Feat 6* +[uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Prerequisites**: [Living Hair](compendium/feats/living-hair-apg.md) + +Your hair unarmed attack deals `1d6` bludgeoning damage and gains the [grapple](rules/traits/grapple.md) trait. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 74* +%% #compendium/src/pf2e/frp1 #trait/uncommon #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/syu-tak-nwas-hexed-locks-frp1.md b/compendium/feats/syu-tak-nwas-hexed-locks-frp1.md new file mode 100644 index 000000000..2ef2d3af3 --- /dev/null +++ b/compendium/feats/syu-tak-nwas-hexed-locks-frp1.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp1 +- trait/uncommon +- trait/witch +aliases: ["Syu Tak-nwa's Hexed Locks"] +--- +# Syu Tak-nwa's Hexed Locks *Feat 8* +[uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Prerequisites**: [Living Hair](compendium/feats/living-hair-apg.md) + +Your hair unarmed attack gains the [reach](rules/traits/reach.md) trait. You can deliver hexes through your hair. + +When you successfully cast a hex focus spell that requires 2 or more actions to cast and that doesn't require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a hair [Strike](rules/actions/strike.md) against the foe before applying [any](rules/traits/any-b1.md) effects of the hex. If this [Strike](rules/actions/strike.md) misses, the hex has no effect. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 74* +%% #compendium/src/pf2e/frp1 #trait/uncommon #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/syu-tak-nwas-skillful-tresses-frp1.md b/compendium/feats/syu-tak-nwas-skillful-tresses-frp1.md new file mode 100644 index 000000000..590679280 --- /dev/null +++ b/compendium/feats/syu-tak-nwas-skillful-tresses-frp1.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp1 +- trait/uncommon +- trait/witch +aliases: ["Syu Tak-nwa's Skillful Tresses"] +--- +# Syu Tak-nwa's Skillful Tresses *Feat 4* +[uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Prerequisites**: [Living Hair](compendium/feats/living-hair-apg.md) + +You can expertly control your living hair and use it to perform various tasks. You can perform simple [Interact](rules/actions/interact.md) actions with your hair such as opening an unlocked door or picking up objects. Your hair can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish. Your hair can hold items of up to 1 Bulk, but can't Activate or attack with any items it's holding. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 74* +%% #compendium/src/pf2e/frp1 #trait/uncommon #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/tactical-cadence-apg.md b/compendium/feats/tactical-cadence-apg.md new file mode 100644 index 000000000..5974410fe --- /dev/null +++ b/compendium/feats/tactical-cadence-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Tactical Cadence"] +--- +# Tactical Cadence *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Cadence Call](compendium/feats/cadence-call-apg.md) + +Your remarkable breath control and concise instructions allow you to coordinate your allies more effectively. When you grant allies the [quickened](rules/conditions.md#Quickened) condition using Cadence Call, they can use the extra action to either [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md), and they aren't [slowed](rules/conditions.md#Slowed) on their following turn if they use the extra action. + +*Source: Advanced Player's Guide p. 181* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/tactical-entry-apg.md b/compendium/feats/tactical-entry-apg.md new file mode 100644 index 000000000..99baa1f19 --- /dev/null +++ b/compendium/feats/tactical-entry-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["Tactical Entry"] +--- +# Tactical Entry [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: master in [Stealth](compendium/skills.md#Stealth) +- **Requirements**: You rolled [Stealth](compendium/skills.md#Stealth) for initiative in this encounter, and neither you nor any enemies have acted yet in this encounter. +- **Activity** Free Action + +You [Stride](rules/actions/stride.md). This movement doesn't trigger any reactions. + +*Source: Advanced Player's Guide p. 136* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/tail-snatch-loil.md b/compendium/feats/tail-snatch-loil.md new file mode 100644 index 000000000..ccfdfe044 --- /dev/null +++ b/compendium/feats/tail-snatch-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vanara +aliases: ["Tail Snatch"] +--- +# Tail Snatch [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[vanara](rules/traits/vanara-loil.md) + +- **Activity** Single Action + +You can whip your tail around to lash items from the unwary's grip. You attempt to [Disarm](rules/actions/disarm.md) a creature, ignoring the requirement that you must have at least one hand free. As normal, your tail can't hold the items it disarms. + +*Source: Lost Omens: Impossible Lands p. 56* +%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/compendium/feats/tail-spin-locg.md b/compendium/feats/tail-spin-locg.md new file mode 100644 index 000000000..5e79bbac5 --- /dev/null +++ b/compendium/feats/tail-spin-locg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/goblin +aliases: ["Tail Spin"] +--- +# Tail Spin [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* +[goblin](rules/traits/goblin.md) + +- **Prerequisites**: tailed goblin heritage, [Hard Tail](compendium/feats/hard-tail-locg.md) +- **Activity** Two-Action + +You excel at using your tail as a weapon to upend your foes. + +Attempt a single [Athletics](compendium/skills.md#Athletics) check to [Trip](rules/actions/trip.md) up to two adjacent creatures. If you roll a success against a target, you get a critical success against that target instead. + +*Source: Lost Omens: Character Guide p. 38* +%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/tail-whip-locg.md b/compendium/feats/tail-whip-locg.md new file mode 100644 index 000000000..cbe04868a --- /dev/null +++ b/compendium/feats/tail-whip-locg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/lizardfolk +aliases: ["Tail Whip"] +--- +# Tail Whip *Feat 1* +[lizardfolk](rules/traits/lizardfolk-b1.md) + + +By birth or through training, your tail is strong enough to make for a powerful melee weapon. You gain a tail unarmed attack that deals `1d6` bludgeoning damage and has the [sweep](rules/traits/sweep.md) trait. + +## Tail Whip leads to... + +[Shed Tail](compendium/feats/shed-tail-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 58* +%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/takedown-expert-apg.md b/compendium/feats/takedown-expert-apg.md new file mode 100644 index 000000000..6b1e93af9 --- /dev/null +++ b/compendium/feats/takedown-expert-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Takedown Expert"] +--- +# Takedown Expert *Feat 1* +[investigator](rules/traits/investigator-apg.md) + + +You've mastered combat practices that let you get up close and bring down perpetrators alive. You can use your Intelligence modifier on attack rolls when you [Devise a Stratagem](rules/actions/devise-a-stratagem-apg.md) if you're using a weapon of the club group in one hand (like a club, staff, or sap), in addition to the usual weapons, and those [Strikes](rules/actions/strike.md) qualify for your strategic strike. Additionally, you can make any of your [Strikes](rules/actions/strike.md) nonlethal without taking the normal –2 penalty. + +*Source: Advanced Player's Guide p. 60* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/talisman-dabbler-dedication-apg.md b/compendium/feats/talisman-dabbler-dedication-apg.md new file mode 100644 index 000000000..aa2f38eb3 --- /dev/null +++ b/compendium/feats/talisman-dabbler-dedication-apg.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Talisman Dabbler Dedication"] +--- +# Talisman Dabbler Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + + +You are trained in the use of talismans and similar magical paraphernalia. This training might have occurred in a formal classroom or been an agglomeration of folk magic picked up over time. You can craft talismans and know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember talisman formulas and don't need a formula book for them. + +Additionally, you carry a collection of magical baubles you can turn into temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman's formula. + +A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations if you haven't already used it. + +Finally, when you [Affix a Talisman](rules/actions/affix-a-talisman.md), you can (in any combination) affix or remove up to four talismans in the 10-minute span. + +**Special.** You can't select another dedication feat until you have gained two other feats from the talisman dabbler archetype. + +## Talisman Dabbler Dedication leads to... + +[Deeper Dabbler](compendium/feats/deeper-dabbler-apg.md), [Quick Fix](compendium/feats/quick-fix-apg.md), [Talismanic Sage](compendium/feats/talismanic-sage-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 195* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/talisman-esoterica-da.md b/compendium/feats/talisman-esoterica-da.md new file mode 100644 index 000000000..8e54118c0 --- /dev/null +++ b/compendium/feats/talisman-esoterica-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/esoterica +- trait/thaumaturge +aliases: ["Talisman Esoterica"] +--- +# Talisman Esoterica *Feat 2* +[esoterica](rules/traits/esoterica-da.md) [thaumaturge](rules/traits/thaumaturge-da.md) + + +You know how to assemble the supernatural objects in your esoterica into a number of temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman's formula. A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations. + +You know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember your talisman formulas through oral tradition or mnemonics, so you don't need a formula book for them. + +*Source: Dark Archive p. 43* +%% #compendium/src/pf2e/da #trait/esoterica #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/talismanic-sage-apg.md b/compendium/feats/talismanic-sage-apg.md new file mode 100644 index 000000000..cf292dfcf --- /dev/null +++ b/compendium/feats/talismanic-sage-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Talismanic Sage"] +--- +# Talismanic Sage *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Talisman Dabbler Dedication](compendium/feats/talisman-dabbler-dedication-apg.md) + +You have forgotten more about talismans than lesser warriors have ever known. Normally, affixing more than one talisman to an item causes the talismans to be suppressed, but when you [Affix a Talisman](rules/actions/affix-a-talisman.md), you can specially treat one item you're working on, allowing it to have two active talismans at once. This special treatment ends if you use [Affix a Talisman](rules/actions/affix-a-talisman.md) to treat a new item for this ability. + +*Source: Advanced Player's Guide p. 195* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/tandem-movement-som.md b/compendium/feats/tandem-movement-som.md new file mode 100644 index 000000000..cd4bcb95f --- /dev/null +++ b/compendium/feats/tandem-movement-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/summoner +- trait/tandem +aliases: ["Tandem Movement"] +--- +# Tandem Movement [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[summoner](rules/traits/summoner-som.md) [tandem](rules/traits/tandem-som.md) + +- **Activity** Single Action + +You and your eidolon move together. You each use a single action to [Stride](rules/actions/stride.md). Either of you that has the corresponding movement type can [Burrow](rules/actions/burrow.md), [Climb](rules/actions/climb.md), [Fly](rules/actions/fly.md), or [Swim](rules/actions/swim.md) instead. + +*Source: Secrets of Magic p. 69* +%% #compendium/src/pf2e/som #trait/summoner #trait/tandem %% \ No newline at end of file diff --git a/compendium/feats/tandem-strike-som.md b/compendium/feats/tandem-strike-som.md new file mode 100644 index 000000000..bc621d5b4 --- /dev/null +++ b/compendium/feats/tandem-strike-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/summoner +- trait/tandem +aliases: ["Tandem Strike"] +--- +# Tandem Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[summoner](rules/traits/summoner-som.md) [tandem](rules/traits/tandem-som.md) + +- **Requirements**: A creature is in your and your eidolon's reach. +- **Activity** Two-Action + +You and your eidolon each attack, seamlessly targeting the same foe without interfering with each other's movements. + +Your eidolon makes a melee [Strike](rules/actions/strike.md), and then you make a melee [Strike](rules/actions/strike.md) against the same creature. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after both attacks have been made. + +*Source: Secrets of Magic p. 70* +%% #compendium/src/pf2e/som #trait/summoner #trait/tandem %% \ No newline at end of file diff --git a/compendium/feats/tangle-of-battle-apg.md b/compendium/feats/tangle-of-battle-apg.md new file mode 100644 index 000000000..5af483b52 --- /dev/null +++ b/compendium/feats/tangle-of-battle-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +- trait/rage +aliases: ["Tangle Of Battle"] +--- +# Tangle Of Battle [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Trigger** You critically hit an adjacent enemy. +- **Activity** Reaction + +Your incredibly vicious [Strike](rules/actions/strike.md) pulls you right in close, giving you the opportunity to grab your foe. Attempt to [Grapple](rules/actions/grapple.md) the triggering enemy. + +*Source: Advanced Player's Guide p. 111* +%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/tap-vitality-da.md b/compendium/feats/tap-vitality-da.md new file mode 100644 index 000000000..58d9d29c7 --- /dev/null +++ b/compendium/feats/tap-vitality-da.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/concentrate +- trait/healing +- trait/necromancy +- trait/positive +aliases: ["Tap Vitality"] +--- +# Tap Vitality [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) + +- **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md) +- **Frequency**: once per hour +- **Activity** Single Action + +You tap into the entity's life force to heal your wounds, though at the cost of the entity's personality bleeding into your own. You recover a number of Hit Points equal to four times your level. Each time you use Tap Vitality, you begin to bleed more and more of the entity's personality and instincts into your own until the next time you spend an hour or more assuaging the entity, bringing your mind back under your own control. + +**Special.** This action has the tradition trait appropriate to your entity, typically divine for a demon, occult for an aberration or outer entity, or primal for a fey. + +*Source: Dark Archive p. 140* +%% #compendium/src/pf2e/da #trait/archetype #trait/concentrate #trait/healing #trait/necromancy #trait/positive %% \ No newline at end of file diff --git a/compendium/feats/target-of-opportunity-apg.md b/compendium/feats/target-of-opportunity-apg.md new file mode 100644 index 000000000..82aefcaeb --- /dev/null +++ b/compendium/feats/target-of-opportunity-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/manipulate +aliases: ["Target Of Opportunity"] +--- +# Target Of Opportunity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* +[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) + +- **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) +- **Trigger** An ally succeeds at a ranged [Strike](rules/actions/strike.md) against an opponent within your weapon's first range increment. +- **Requirements**: You have a ranged or thrown weapon in hand. +- **Activity** Reaction + +You capitalize on your ally's attack to create a coordinated barrage. Make a ranged [Strike](rules/actions/strike.md) with a –2 penalty against the opponent targeted by the triggering attack. This [Strike](rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](rules/actions/strike.md). If this [Strike](rules/actions/strike.md) is successful, combine the damage from the attack with the damage from your ally's attack for the purpose of resistances and weaknesses. + +*Source: Advanced Player's Guide p. 181* +%% #compendium/src/pf2e/apg #trait/archetype #trait/manipulate %% \ No newline at end of file diff --git a/compendium/feats/target-of-psychic-ire-da.md b/compendium/feats/target-of-psychic-ire-da.md new file mode 100644 index 000000000..b64d77c66 --- /dev/null +++ b/compendium/feats/target-of-psychic-ire-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/amp +- trait/evocation +- trait/occult +- trait/psychic +aliases: ["Target of Psychic Ire"] +--- +# Target of Psychic Ire *Feat 16* +[amp](rules/traits/amp-da.md) [evocation](rules/traits/evocation.md) [occult](rules/traits/occult.md) [psychic](rules/traits/psychic-da.md) + + +Your magic saturates your surroundings with hateful psychic energy. Use this amp in place of a psi cantrip's normal amp entry. The cantrip must be one that takes 2 or more actions to cast and targets a creature. + +*Source: Dark Archive p. 29* +%% #compendium/src/pf2e/da #trait/amp #trait/evocation #trait/occult #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/targeting-finisher-apg.md b/compendium/feats/targeting-finisher-apg.md new file mode 100644 index 000000000..f1e70d238 --- /dev/null +++ b/compendium/feats/targeting-finisher-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/finisher +- trait/swashbuckler +aliases: ["Targeting Finisher"] +--- +# Targeting Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[finisher](rules/traits/finisher-apg.md) [swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Activity** Single Action + +Your attack harms and hinders your foe. Choose a particular part of your foe from the list below and [Strike](rules/actions/strike.md). If you hit and damage the target, apply the effect corresponding to the chosen part. This hindrance lasts until the end of your next turn. On a critical hit, you also apply a lesser effect lasting for 1 minute. + +- **Arm (or another limb used for attacks, such as a tentacle)** The target is [enfeebled](rules/conditions.md#Enfeebled). On a critical hit, it is also [enfeebled](rules/conditions.md#Enfeebled) for 1 minute. +- **Head** The target is [stupefied](rules/conditions.md#Stupefied). On a critical hit, it is also [stupefied](rules/conditions.md#Stupefied) for 1 minute. +- **Legs** The target takes a –10-foot status penalty to its Speeds. On a critical hit, it also takes a –5-foot status penalty to its Speeds for 1 minute. + +*Source: Advanced Player's Guide p. 92* +%% #compendium/src/pf2e/apg #trait/finisher #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/taste-blood-loag.md b/compendium/feats/taste-blood-loag.md new file mode 100644 index 000000000..90063631d --- /dev/null +++ b/compendium/feats/taste-blood-loag.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/dhampir +- trait/necromancy +- trait/negative +aliases: ["Taste Blood"] +--- +# Taste Blood [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[dhampir](rules/traits/dhampir-b1.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +- **Prerequisites**: [Cel Rau](compendium/feats/cel-rau-loag.md), [Straveika](compendium/feats/straveika-apg.md), [Svetocher](compendium/feats/svetocher-apg.md), or another lineage from a vampire with the Drink Blood ability +- **Activity** Single Action + +You retain not only your vampiric parent's taste for blood but their ability to gain vitality from it. You drink fresh blood from a living humanoid creature, gaining temporary Hit Points equal to the target's level that last for 10 minutes. The target must succeed at a Fortitude save against the higher of your class DC or spell DC or become [drained](rules/conditions.md#Drained). Regardless of the outcome of this save, the target is temporarily immune to your Taste Blood for 1 day; further uses of this ability against the target don't increase the [drained](rules/conditions.md#Drained) condition or grant you more temporary Hit Points. + +To drink a creature's blood, either your last action must have been a fangs [Strike](rules/actions/strike.md) that damaged the target, or the target must be [restrained](rules/conditions.md#Restrained) or [unconscious](rules/conditions.md#Unconscious) and your last action must have been a [Strike](rules/actions/strike.md) that dealt piercing or slashing damage to them. + +If the target is willing, they don't need to be [restrained](rules/conditions.md#Restrained) or [unconscious](rules/conditions.md#Unconscious) for the latter. + +Draining the life force from an unwilling humanoid creature is a greater violation than just drinking their blood. Taste Blood has the [evil](rules/traits/evil.md) trait unless the target is willing or is an active foe in combat. + +*Source: Lost Omens: Ancestry Guide p. 28* +%% #compendium/src/pf2e/loag #trait/dhampir #trait/necromancy #trait/negative %% \ No newline at end of file diff --git a/compendium/feats/tattoo-artist-tv.md b/compendium/feats/tattoo-artist-tv.md new file mode 100644 index 000000000..66b5180a2 --- /dev/null +++ b/compendium/feats/tattoo-artist-tv.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/tv +- trait/general +- trait/skill +aliases: ["Tattoo Artist"] +--- +# Tattoo Artist *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) + +You can craft tattoos, including magical tattoos. When you select this feat, you gain the formulas for four common magical tattoos of 2nd level or lower. You gain a +1 circumstance bonus to [Crafting](compendium/skills.md#Crafting) checks to [Craft](rules/actions/craft.md) tattoos. If you're a master in [Crafting](compendium/skills.md#Crafting), this bonus increases to +2 and you gain the formulas for four common magical tattoos of 7th level or lower. + +## Tattoo Artist leads to... + +[Legendary Tattoo Artist](compendium/feats/legendary-tattoo-artist-tv.md) + +## Summary + +*Source: Treasure Vault p. 118* +%% #compendium/src/pf2e/tv #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/tectonic-stomp-da.md b/compendium/feats/tectonic-stomp-da.md new file mode 100644 index 000000000..a2a8290ef --- /dev/null +++ b/compendium/feats/tectonic-stomp-da.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/deviant +- trait/evocation +- trait/magical +- trait/rare +aliases: ["Tectonic Stomp"] +--- +# Tectonic Stomp [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[deviant](rules/traits/deviant-da.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Activity** Two-Action + +You cause minor tremors that topple your enemies. All creatures in a 30-foot emanation who are standing on the ground take `1d6` bludgeoning damage for every 2 levels you have, with a basic Reflex save. A creature that fails its save also falls [prone](rules/conditions.md#Prone). + +**Awakening** Your stomp also ejects large fragments from the ground. You raise up to three stone chunks from the ground in unoccupied squares in the emanation; the stones can't be adjacent to one another. The chunks are 5 feet tall, block movement, and are large enough to [Take Cover](rules/actions/take-cover.md) behind. They have AC 10, Hardness 8, and Hit Points equal to your level. + +They are immune to critical hits and precision damage. A stone chunk crumbles away when it has 0 Hit Points, and all of them crumble after 1 minute or when you use Tectonic Stomp again. + +**Awakening** Your stomp rattles those who fail horribly. A creature that critically fails its save is also [stunned](rules/conditions.md#Stunned). + +*Source: Dark Archive p. 78* +%% #compendium/src/pf2e/da #trait/deviant #trait/evocation #trait/magical #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/telekinetic-slip-loil.md b/compendium/feats/telekinetic-slip-loil.md new file mode 100644 index 000000000..ac1a8b534 --- /dev/null +++ b/compendium/feats/telekinetic-slip-loil.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/evocation +- trait/kashrishi +- trait/occult +aliases: ["Telekinetic Slip"] +--- +# Telekinetic Slip [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* +[evocation](rules/traits/evocation.md) [kashrishi](rules/traits/kashrishi-loil.md) [occult](rules/traits/occult.md) + +- **Frequency**: once per day +- **Trigger** Your turn begins, and you're [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). +- **Activity** Reaction + +A thin shell of telekinetic energy pushes from your skin, widening your enemy's grasp enough for you to slip free. You gain a +2 status bonus to checks to [Escape](rules/actions/escape.md) from whatever has you [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). This bonus lasts until either you're no longer [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained), or you fall [unconscious](rules/conditions.md#Unconscious). + +*Source: Lost Omens: Impossible Lands p. 45* +%% #compendium/src/pf2e/loil #trait/evocation #trait/kashrishi #trait/occult %% \ No newline at end of file diff --git a/compendium/feats/telluric-power-apg.md b/compendium/feats/telluric-power-apg.md new file mode 100644 index 000000000..eed2393b7 --- /dev/null +++ b/compendium/feats/telluric-power-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/dwarf +aliases: ["Telluric Power"] +--- +# Telluric Power *Feat 13* +[dwarf](rules/traits/dwarf.md) + + +You channel strength from the earth beneath your feet to pummel your enemies. When making a melee [Strike](rules/actions/strike.md) against a target who is standing on the same earth or stone surface as you are, you gain a circumstance bonus to the damage roll equal to the number of weapon damage dice. + +*Source: Advanced Player's Guide p. 42* +%% #compendium/src/pf2e/apg #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/tempest-sun-redirection-locg.md b/compendium/feats/tempest-sun-redirection-locg.md new file mode 100644 index 000000000..a5e5e2c7e --- /dev/null +++ b/compendium/feats/tempest-sun-redirection-locg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/metamagic +aliases: ["Tempest-sun Redirection"] +--- +# Tempest-sun Redirection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Tempest-Sun Mages affiliation +- **Activity** Single Action + +If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) from your spell slots that damages other creatures, you can bend some of that spell's offensive energy, protecting allies in the area and boosting your own defenses against certain foes. Select any number of targets of the spell and reduce the spell's damage to those targets by an amount equal to the spell's level. Until your next turn, when one of those targets damages you, that damage is reduced by twice the spell's level. + +## Tempest-sun Redirection leads to... + +[Tempest-sun Shielding](compendium/feats/tempest-sun-shielding-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 102* +%% #compendium/src/pf2e/locg #trait/archetype #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/tempest-sun-shielding-locg.md b/compendium/feats/tempest-sun-shielding-locg.md new file mode 100644 index 000000000..0edf0dd66 --- /dev/null +++ b/compendium/feats/tempest-sun-shielding-locg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Tempest-sun Shielding"] +--- +# Tempest-sun Shielding [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Tempest-Sun Redirection](compendium/feats/tempest-sun-redirection-locg.md) +- **Trigger** You or an ally within 30 feet takes damage. +- **Activity** Reaction + +You transform unrealized spell energy into a protective shield. If you're a spontaneous spellcaster, expend a spell slot; if you're a prepared spellcaster, expend a spell prepared in a spell slot. Reduce the triggering damage by an amount equal to four times the level of the expended slot or spell. + +*Source: Lost Omens: Character Guide p. 103* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/temporary-potions-apg.md b/compendium/feats/temporary-potions-apg.md new file mode 100644 index 000000000..b67389960 --- /dev/null +++ b/compendium/feats/temporary-potions-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Temporary Potions"] +--- +# Temporary Potions *Feat 10* +[witch](rules/traits/witch-apg.md) + +- **Prerequisites**: [Cauldron](compendium/feats/cauldron-apg.md) + +During your daily preparations, you can create a batch of two temporary oils or potions using a formula you know. These items follow the normal rules to [Craft](rules/actions/craft.md) them, except for the time they take, with some additional restrictions. They must both be the same type of oil or potion, and their level must be 6 or more levels lower than your level. Any items you create this way become inert bottles of liquid the next time you make your daily preparations, and any remaining effects of the temporary items end. A temporary oil or potion has no value. + +If you have master proficiency in your tradition's spell DCs, you can create a batch of three temporary oils or potions during your daily preparations, and if you have legendary proficiency, you can create a batch of four. + +*Source: Advanced Player's Guide p. 104* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/ten-lives-loag.md b/compendium/feats/ten-lives-loag.md new file mode 100644 index 000000000..1f3a40ca0 --- /dev/null +++ b/compendium/feats/ten-lives-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/catfolk +aliases: ["Ten Lives"] +--- +# Ten Lives *Feat 17* +[catfolk](rules/traits/catfolk-b1.md) + +- **Prerequisites**: [Evade Doom](compendium/feats/evade-doom-loag.md) + +When your character would die, you can attempt a DC 17 flat check. On a success, you're instead reduced to 0 HP and a [dying](rules/conditions.md#Dying) value 1 less than would normally kill you (typically [dying](rules/conditions.md#Dying)). This doesn't change the result for any other creature affected. + +*Source: Lost Omens: Ancestry Guide p. 20* +%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/tenacious-blood-magic-ec6.md b/compendium/feats/tenacious-blood-magic-ec6.md new file mode 100644 index 000000000..1d22e7352 --- /dev/null +++ b/compendium/feats/tenacious-blood-magic-ec6.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec6 +- trait/sorcerer +- trait/uncommon +aliases: ["Tenacious Blood Magic"] +--- +# Tenacious Blood Magic [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 20* +[sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Frequency**: once per minute +- **Trigger** You apply an effect from your blood magic that lasts for 1 round. +- **Activity** Free Action + +You have learned how to invest magic more deeply by witnessing Aroden's works. The triggering blood magic effect lasts for 1 minute instead of 1 round. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 73* +%% #compendium/src/pf2e/ec6 #trait/sorcerer #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/tenacious-net-lome.md b/compendium/feats/tenacious-net-lome.md new file mode 100644 index 000000000..c6149a442 --- /dev/null +++ b/compendium/feats/tenacious-net-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/grippli +aliases: ["Tenacious Net"] +--- +# Tenacious Net *Feat 5* +[grippli](rules/traits/grippli-b2.md) + + +Escaping your nets is no simple task. The [Athletics](compendium/skills.md#Athletics) DC to [Force Open](rules/actions/force-open.md) or [Escape](rules/actions/escape.md) your nets increases from 16 to 18. After a creature you [grabbed](rules/conditions.md#Grabbed) with a net [Escapes](rules/actions/escape.md) or Forces Open the net, stray strands of the net cling to the creature, causing them to remain [flat-footed](rules/conditions.md#Flat-footed) until the beginning of their next turn. + +*Source: Lost Omens: The Mwangi Expanse p. 122* +%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/compendium/feats/tenacious-toxins-apg.md b/compendium/feats/tenacious-toxins-apg.md new file mode 100644 index 000000000..eac23c95b --- /dev/null +++ b/compendium/feats/tenacious-toxins-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/alchemist +aliases: ["Tenacious Toxins"] +--- +# Tenacious Toxins *Feat 4* +[alchemist](rules/traits/alchemist.md) + + +Your victims tend to expire long before your poisons, since the latter have been specifically formulated to last longer. The maximum duration of any poison you create increases by an amount equal to the poison's stage 1 interval, to a maximum of twice the poison's maximum duration. + +*Source: Advanced Player's Guide p. 107* +%% #compendium/src/pf2e/apg #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/tengu-feather-fan-loag.md b/compendium/feats/tengu-feather-fan-loag.md new file mode 100644 index 000000000..96b1b4b58 --- /dev/null +++ b/compendium/feats/tengu-feather-fan-loag.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/tengu +aliases: ["Tengu Feather Fan"] +--- +# Tengu Feather Fan *Feat 5* +[tengu](rules/traits/tengu-b1.md) + + +You've learned to bind some of your feathers together into a fan to focus your ancestral magic. You gain a tengu feather fan: a magic item of light Bulk with a level equal to your level and the [evocation](rules/traits/evocation.md) and [primal](rules/traits/primal.md) traits. You (and only you) can use the tengu feather fan to cast tengu magic. If your fan is lost or destroyed, you can create a replacement during your daily preparations; if you do so, your previous fan falls apart into mundane feathers. Further feats might grant you additional activations of your tengu feather fan, but you can never have more than three activations per day, no matter how many such feats you have. + +The DC for spells you cast with your tengu feather fan is your class DC or spell DC, whichever is higher. You can cast the 1st-level [gust of wind](compendium/spells/gust-of-wind.md) spell by activating your tengu feather fan. + +```ad-embed-ability +title: Activate + +You cast one of the spells contained in your tengu feather fan. [Activating](rules/actions/activate-an-item.md) the fan takes the spell's normal number of actions. You can also Activate the fan to cast a cantrip you've gained from a heritage or ancestry feat; this activation doesn't count against the fan's uses per day. +``` + +## Tengu Feather Fan leads to... + +[Wind God's Fan](compendium/feats/wind-gods-fan-loag.md), [Thunder God's Fan](compendium/feats/thunder-gods-fan-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 59* +%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/tengu-lore-apg.md b/compendium/feats/tengu-lore-apg.md new file mode 100644 index 000000000..559f70472 --- /dev/null +++ b/compendium/feats/tengu-lore-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tengu +aliases: ["Tengu Lore"] +--- +# Tengu Lore *Feat 1* +[tengu](rules/traits/tengu-b1.md) + + +You learned skills for surviving in the place where your people were dispersed. You gain the trained proficiency rank in [Society](compendium/skills.md#Society) and [Survival](compendium/skills.md#Survival). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Tengu Lore](compendium/skills.md#Lore). + +*Source: Advanced Player's Guide p. 26* +%% #compendium/src/pf2e/apg #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/tengu-weapon-expertise-apg.md b/compendium/feats/tengu-weapon-expertise-apg.md new file mode 100644 index 000000000..04cf12b34 --- /dev/null +++ b/compendium/feats/tengu-weapon-expertise-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tengu +aliases: ["Tengu Weapon Expertise"] +--- +# Tengu Weapon Expertise *Feat 13* +[tengu](rules/traits/tengu-b1.md) + +- **Prerequisites**: [Tengu Weapon Familiarity](compendium/feats/tengu-weapon-familiarity-apg.md) + +Study has made you an expert with tengu weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency for the weapons from your [Tengu Weapon Familiarity](compendium/feats/tengu-weapon-familiarity-apg.md). + +*Source: Advanced Player's Guide p. 27* +%% #compendium/src/pf2e/apg #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/tengu-weapon-familiarity-apg.md b/compendium/feats/tengu-weapon-familiarity-apg.md new file mode 100644 index 000000000..f58f3f710 --- /dev/null +++ b/compendium/feats/tengu-weapon-familiarity-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tengu +aliases: ["Tengu Weapon Familiarity"] +--- +# Tengu Weapon Familiarity *Feat 1* +[tengu](rules/traits/tengu-b1.md) + + +You've trained with a blade and other tengu weapons ever since you hatched. You gain access to [khakkaras](compendium/equipment/items/khakkara-apg.md). Additionally, choose two weapons from the sword group. You can choose from among all common martial swords, plus the [katana](compendium/equipment/items/katana.md), [temple sword](compendium/equipment/items/temple-sword.md), and [wakizashi](compendium/equipment/items/wakizashi-apg.md). For the purpose of determining your proficiency, that weapon is a simple weapon, and if the weapon isn't common, you gain access to it. If you are trained in all martial weapons, you add common advanced swords to the swords you can choose from. + +You also gain access to all uncommon tengu weapons. For the purpose of determining your proficiency, martial tengu weapons are simple weapons, and advanced tengu weapons are martial weapons. + +## Tengu Weapon Familiarity leads to... + +[Eclectic Sword Training](compendium/feats/eclectic-sword-training-apg.md), [Eclectic Sword Mastery](compendium/feats/eclectic-sword-mastery-loag.md), [Tengu Weapon Expertise](compendium/feats/tengu-weapon-expertise-apg.md), [Tengu Weapon Study](compendium/feats/tengu-weapon-study-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 26* +%% #compendium/src/pf2e/apg #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/tengu-weapon-study-apg.md b/compendium/feats/tengu-weapon-study-apg.md new file mode 100644 index 000000000..0bdad54f4 --- /dev/null +++ b/compendium/feats/tengu-weapon-study-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/tengu +aliases: ["Tengu Weapon Study"] +--- +# Tengu Weapon Study *Feat 5* +[tengu](rules/traits/tengu-b1.md) + +- **Prerequisites**: [Tengu Weapon Familiarity](compendium/feats/tengu-weapon-familiarity-apg.md) + +You've learned techniques for using blades and other tengu weapons. Whenever you critically hit using one of the weapons from your [Tengu Weapon Familiarity](compendium/feats/tengu-weapon-familiarity-apg.md), you apply the weapon's critical specialization effect. + +*Source: Advanced Player's Guide p. 27* +%% #compendium/src/pf2e/apg #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/tense-negotiator-lopsg.md b/compendium/feats/tense-negotiator-lopsg.md new file mode 100644 index 000000000..9ce689ca4 --- /dev/null +++ b/compendium/feats/tense-negotiator-lopsg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Tense Negotiator"] +--- +# Tense Negotiator *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md), master in [Diplomacy](compendium/skills.md#Diplomacy) + +You often find that the best way to win a conflict means avoiding a fight in the first place. You're good at talking to potential opponents without making things worse. + +If you would critically fail at a check to [Make an Impression](rules/actions/make-an-impression.md), you instead fail. You can attempt checks to make Requests of creatures who're [indifferent](rules/conditions.md#Indifferent) or [unfriendly](rules/conditions.md#Unfriendly) toward you. + +*Source: Lost Omens: Pathfinder Society Guide p. 53* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/terraforming-spell-apg.md b/compendium/feats/terraforming-spell-apg.md new file mode 100644 index 000000000..fbf57780e --- /dev/null +++ b/compendium/feats/terraforming-spell-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/earth +- trait/metamagic +- trait/sorcerer +- trait/transmutation +aliases: ["Terraforming Spell"] +--- +# Terraforming Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* +[concentrate](rules/traits/concentrate.md) [earth](rules/traits/earth.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) [transmutation](rules/traits/transmutation.md) + +- **Activity** Single Action + +You capture transformative fragments of magic and slam them into the ground, creating a shock wave that alters your surroundings. If your next action is to Cast a non-cantrip transmutation Spell, either each space adjacent to you becomes difficult terrain, or each space adjacent to you is no longer difficult terrain. This doesn't have any effect on greater difficult terrain and doesn't remove the damaging effects of hazardous terrain. + +*Source: Advanced Player's Guide p. 141* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/earth #trait/metamagic #trait/sorcerer #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/terrain-advantage-locg.md b/compendium/feats/terrain-advantage-locg.md new file mode 100644 index 000000000..7bcb50a57 --- /dev/null +++ b/compendium/feats/terrain-advantage-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/lizardfolk +aliases: ["Terrain Advantage"] +--- +# Terrain Advantage *Feat 9* +[lizardfolk](rules/traits/lizardfolk-b1.md) + + +You can take advantage of the terrain to bypass foes' defenses. + +Non-lizardfolk creatures in difficult terrain are [flat-footed](rules/conditions.md#Flat-footed) to you. If you have a swim Speed, non-lizardfolk creatures that are in water and lack a swim Speed are also [flat-footed](rules/conditions.md#Flat-footed) to you. + +*Source: Lost Omens: Character Guide p. 59* +%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/terrain-form-botd.md b/compendium/feats/terrain-form-botd.md new file mode 100644 index 000000000..1deacd2eb --- /dev/null +++ b/compendium/feats/terrain-form-botd.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/concentrate +- trait/divine +- trait/transmutation +aliases: ["Terrain Form"] +--- +# Terrain Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) +- **Frequency**: once per day +- **Activity** Single Action + +You crumble to pieces, becoming composed of the very terrain to which you're bound, with the effects of the [gaseous form](compendium/spells/gaseous-form.md) spell, or you reconstitute into your normal form. The substance you're formed of depends upon your bound terrain, and the action gains the corresponding trait or traits. + +- **Arctic** Snow ([water](rules/traits/water.md)) +- **Desert** Sand ([earth](rules/traits/earth.md)) +- **Mountain** Cloud ([water](rules/traits/water.md)) +- **Swamp** Mud ([earth](rules/traits/earth.md), [water](rules/traits/water.md)) + +*Source: Book of the Dead p. 52* +%% #compendium/src/pf2e/botd #trait/archetype #trait/concentrate #trait/divine #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/terrain-scout-apg.md b/compendium/feats/terrain-scout-apg.md new file mode 100644 index 000000000..5f93c6183 --- /dev/null +++ b/compendium/feats/terrain-scout-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Terrain Scout"] +--- +# Terrain Scout *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) + +You gain the [Terrain Stalker](compendium/feats/terrain-stalker.md) skill feat (Core Rulebook 267) twice, choosing a different terrain each time. If you [Avoid Notice](rules/actions/avoid-notice.md) while exploring and any allies use [Follow the Expert](rules/actions/follow-the-expert.md) to follow you as you do so, you can choose one of those allies to gain the benefit of any one Terrain Stalker feat you have. + +*Source: Advanced Player's Guide p. 188* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/terrain-shield-som.md b/compendium/feats/terrain-shield-som.md new file mode 100644 index 000000000..d8ad19f87 --- /dev/null +++ b/compendium/feats/terrain-shield-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Terrain Shield"] +--- +# Terrain Shield *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md), master in [Nature](compendium/skills.md#Nature) +- **Frequency**: once per 10 minutes +- **Trigger** A [Strike](rules/actions/strike.md) would damage you. +- **Requirements**: You gained a terrain attunement benefit since the start of your most recent turn and that attunement matches the terrain you're in. + +You're so attuned to the land that it rises up to protect you from a potentially fatal blow in a seeming coincidence. For instance, a branch suddenly falls from a nearby tree to take the brunt of a sword swing or a surprising change of current disrupts an enemy's attack. You gain resistance to physical damage equal to double your level against the triggering [Strike](rules/actions/strike.md). + +*Source: Secrets of Magic p. 213* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/terrain-transposition-apg.md b/compendium/feats/terrain-transposition-apg.md new file mode 100644 index 000000000..e64bce60b --- /dev/null +++ b/compendium/feats/terrain-transposition-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ranger +aliases: ["Terrain Transposition"] +--- +# Terrain Transposition *Feat 10* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: warden spells + +You are so connected to the wilderness that you can magically jump from place to place within it. You gain the [terrain transposition](compendium/spells/terrain-transposition-apg.md) warden spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 133* +%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/terrible-transformation-tv.md b/compendium/feats/terrible-transformation-tv.md new file mode 100644 index 000000000..5d8a4e416 --- /dev/null +++ b/compendium/feats/terrible-transformation-tv.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/tv +- trait/archetype +aliases: ["Terrible Transformation"] +--- +# Terrible Transformation *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: Ursine Avenger Form + +You let out a mighty roar as part of your transformation. When you use Ursine Avenger Form, you can make an [Intimidation](compendium/skills.md#Intimidation) check to [Demoralize](rules/actions/demoralize.md) against each enemy within 30 feet that can see you, and you don't take a penalty to your [Demoralize](rules/actions/demoralize.md) check if the creature doesn't understand your language. + +*Source: Treasure Vault p. 184* +%% #compendium/src/pf2e/tv #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/terrifying-countenance-ngd.md b/compendium/feats/terrifying-countenance-ngd.md new file mode 100644 index 000000000..2461c0524 --- /dev/null +++ b/compendium/feats/terrifying-countenance-ngd.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ngd +- trait/archetype +- trait/vigilante +aliases: ["Terrifying Countenance"] +--- +# Terrifying Countenance [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 18* +[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) + +- **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners +- **Activity** Free Action + +You can erect a magical cowl that terrorizes your enemies. Once per day, you can cast [mask of terror](compendium/spells/mask-of-terror.md) as an innate occult spell, targeting yourself. If you critically hit a creature that's temporarily immune to the spell, the creature's temporary immunity ends. + +*Source: Night of the Gray Death p. 65* +%% #compendium/src/pf2e/ngd #trait/archetype #trait/vigilante %% \ No newline at end of file diff --git a/compendium/feats/terrifying-resistance-apg.md b/compendium/feats/terrifying-resistance-apg.md new file mode 100644 index 000000000..aaee028d5 --- /dev/null +++ b/compendium/feats/terrifying-resistance-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Terrifying Resistance"] +--- +# Terrifying Resistance *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Intimidation](compendium/skills.md#Intimidation) + +The spells of those you have [Demoralized](rules/actions/demoralize.md) are less effective on you. If you succeed in Demoralizing a creature, for the next 24 hours you gain a +1 circumstance bonus to saving throws against that creature's spells. + +*Source: Advanced Player's Guide p. 209* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/tetraelemental-assault-loag.md b/compendium/feats/tetraelemental-assault-loag.md new file mode 100644 index 000000000..1f137f1de --- /dev/null +++ b/compendium/feats/tetraelemental-assault-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/suli +aliases: ["Tetraelemental Assault"] +--- +# Tetraelemental Assault *Feat 9* +[suli](rules/traits/suli-b2.md) + +- **Prerequisites**: [Elemental Assault](compendium/feats/elemental-assault-loag.md) + +Your Elemental Assault cycles through all four elements. When you use Elemental Assault, instead of choosing a single element, you can choose an element from the list when using the action, and then choose a different element at the beginning of each of your next 3 turns without spending an action; once you have chosen an element, you can't choose it again during this Elemental Assault, meaning you must select all four elements over the course of 4 turns. Each time you choose an element, until the beginning of your next turn, your [Strikes](rules/actions/strike.md) deal an additional `1d6` damage of the indicated type and have the trait corresponding to that element. + +*Source: Lost Omens: Ancestry Guide p. 112* +%% #compendium/src/pf2e/loag #trait/suli %% \ No newline at end of file diff --git a/compendium/feats/thats-odd-apg.md b/compendium/feats/thats-odd-apg.md new file mode 100644 index 000000000..9ae7e4b08 --- /dev/null +++ b/compendium/feats/thats-odd-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["That's Odd"] +--- +# That's Odd *Feat 1* +[investigator](rules/traits/investigator-apg.md) + + +When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. That's Odd doesn't reveal whether creatures are suspicious. + +You don't typically get any benefit when you leave and come back to a place, though if a major change has happened there and time has passed, the GM might determine that you do. + +*Source: Advanced Player's Guide p. 60* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/thaumaturge-dedication-da.md b/compendium/feats/thaumaturge-dedication-da.md new file mode 100644 index 000000000..1d8c240bb --- /dev/null +++ b/compendium/feats/thaumaturge-dedication-da.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/dedication +- trait/multiclass +aliases: ["Thaumaturge Dedication"] +--- +# Thaumaturge Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Charisma 14 + +You've uncovered basic thaumaturgy. You become trained in thaumaturge class DC. Choose an first implement and esoterica|thaumaturge|DA|1||implement; you can use it to Glimpse Vulnerability, but don't gain its benefits. You also gain a few esoterica, allowing you to use [esoterica](rules/traits/esoterica-da.md) actions. You become trained in your choice of [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion); if you were already trained in these, you become trained in a skill of your choice. You gain the Glimpse Vulnerability action. + +```ad-embed-ability +title: Glimpse Vulnerability [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[esoterica](rules/traits/esoterica-da.md) [manipulate](rules/traits/manipulate.md) + +- **Requirements**: You are holding your implement + +**Effect** You glimpse a hidden vulnerability and then strengthen it to aid you. Select a creature you can see. Until you Glimpse Vulnerability again, that target gains weakness 2 against your unarmed and weapon [Strikes](rules/actions/strike.md). +%% #trait/esoterica #trait/manipulate %% +``` + +**Special.** You can't select another dedication feat until you have gained two other feats from the thaumaturge archetype. + +## Thaumaturge Dedication leads to... + +[Basic Thaumaturgy](compendium/feats/basic-thaumaturgy-da.md), [Advanced Thaumaturgy](compendium/feats/advanced-thaumaturgy-da.md), [Implement Initiate](compendium/feats/implement-initiate-da.md), [Magical Knowledge](compendium/feats/magical-knowledge-da.md), [Resolute](compendium/feats/resolute-da.md) + +## Summary + +*Source: Dark Archive p. 49* +%% #compendium/src/pf2e/da #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/compendium/feats/thaumaturges-demesne-da.md b/compendium/feats/thaumaturges-demesne-da.md new file mode 100644 index 000000000..a47cc4af8 --- /dev/null +++ b/compendium/feats/thaumaturges-demesne-da.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/abjuration +- trait/arcane +- trait/thaumaturge +- trait/uncommon +aliases: ["Thaumaturge's Demesne"] +--- +# Thaumaturge's Demesne *Feat 12* +[abjuration](rules/traits/abjuration.md) [arcane](rules/traits/arcane.md) [thaumaturge](rules/traits/thaumaturge-da.md) [uncommon](rules/traits/uncommon.md) + + +You have claimed an area or location as your demesne, granting you the ability to ward and protect it. When you select this feat, choose a demesne, an area of no more than 2,000 square feet. You must legitimately own the area or, if its a public area, you must lay claim to the area without anyone contesting it. + +Once you've chosen your demesne, it's automatically protected by an arcane [private sanctum](compendium/spells/private-sanctum.md) spell with an unlimited duration, heightened to half your level rounded up and using your thaumaturge class DC in place of a spell DC, if necessary. Additionally, the demesne is attended by three unseen custodians, as a successful unseen custodian ritual (Advanced Player's Guide 245), and one object in the area gains an elemental sentinel, as a successful elemental sentinel ritual (Pathfinder Secrets of Magic 150). + +*Source: Dark Archive p. 46* +%% #compendium/src/pf2e/da #trait/abjuration #trait/arcane #trait/thaumaturge #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/thaumaturges-investiture-da.md b/compendium/feats/thaumaturges-investiture-da.md new file mode 100644 index 000000000..700b75178 --- /dev/null +++ b/compendium/feats/thaumaturges-investiture-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/thaumaturge +aliases: ["Thaumaturge's Investiture"] +--- +# Thaumaturge's Investiture *Feat 10* +[thaumaturge](rules/traits/thaumaturge-da.md) + +- **Prerequisites**: Charisma 16 + +Magical equipment and gear are the tools of your trade, and you know you need as many as possible to help you against the supernatural. You gain the [Incredible Investiture](compendium/feats/incredible-investiture.md) skill feat, increasing your limit on invested items from 10 to 12. + +The limit increases to 14 if you have Charisma 18, 16 if you have Charisma 20, 18 if you have Charisma 22, and 20 if you have Charisma 24. + +*Source: Dark Archive p. 45* +%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/thaumaturgic-ritualist-da.md b/compendium/feats/thaumaturgic-ritualist-da.md new file mode 100644 index 000000000..a4815b3d1 --- /dev/null +++ b/compendium/feats/thaumaturgic-ritualist-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/thaumaturge +- trait/uncommon +aliases: ["Thaumaturgic Ritualist"] +--- +# Thaumaturgic Ritualist *Feat 4* +[thaumaturge](rules/traits/thaumaturge-da.md) [uncommon](rules/traits/uncommon.md) + + +Your studies into the supernatural have resulted in an especially strong knowledge of rituals. You gain a +2 circumstance bonus to all primary checks to perform a ritual. You learn two uncommon rituals with a level no higher than half your level; you must meet all prerequisites for casting the ritual to choose it. You can cast these as the primary caster, but you can't teach them to anyone else or allow someone else to serve as primary caster unless they know the ritual as well. + +At 8th level and every 4 levels thereafter, you learn another uncommon ritual with a level no higher than half your level and for which you meet the prerequisites. + +*Source: Dark Archive p. 44* +%% #compendium/src/pf2e/da #trait/thaumaturge #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/the-harder-they-fall-apg.md b/compendium/feats/the-harder-they-fall-apg.md new file mode 100644 index 000000000..455046c75 --- /dev/null +++ b/compendium/feats/the-harder-they-fall-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["The Harder They Fall"] +--- +# The Harder They Fall *Feat 4* +[rogue](rules/traits/rogue.md) + + +You make your foes fall painfully when you trip them. When you successfully [Trip](rules/actions/trip.md) a [flat-footed](rules/conditions.md#Flat-footed) foe, your target takes `1d6` bludgeoning damage. On a critical success, the target takes `1d6` bludgeoning damage plus your sneak attack damage. + +*Source: Advanced Player's Guide p. 135* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/the-tyrant-falls-lokl.md b/compendium/feats/the-tyrant-falls-lokl.md new file mode 100644 index 000000000..652949407 --- /dev/null +++ b/compendium/feats/the-tyrant-falls-lokl.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["The Tyrant Falls!"] +--- +# The Tyrant Falls! [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 20* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md), Invoke the Crimson Oath (Character Guide 95) +- **Frequency**: once per day +- **Activity** Two-Action + +You've reached the apex of the Crimson Oath's power. + +The oath's power is overwhelming—too much for a mortal frame—but victory is worth any price. When you use this feat, you cry out the final line of the Crimson Oath, unleashing unbridled power for 1 minute. You can [Dismiss](rules/actions/dismiss.md) this effect. While this effect is active, you gain the following effects: + +- At the beginning of each of your turns, you become [drained](rules/conditions.md#Drained) or increase the value of your [drained](rules/conditions.md#Drained) condition by 1 if you are already [drained](rules/conditions.md#Drained). You can't reduce the value of your [drained](rules/conditions.md#Drained) condition or remove it while The Tyrant Falls! is active. While The Tyrant Falls! is active, your [drained](rules/conditions.md#Drained) condition does not penalize your Fortitude save. +- You can cast [invoke the Crimson Oath](compendium/spells/invoke-the-crimson-oath-locg.md) (Character Guide 90) at will without expending Focus Points. When you do, increase the area to a 40-foot cone. +- You gain resistance to all damage equal to half your character level. +- Any melee weapon you wield gains the [reach](rules/traits/reach.md) trait if it didn't already possess it, or increases its reach by 5 feet if it already has the [reach](rules/traits/reach.md) trait. Your [Strikes](rules/actions/strike.md) with that weapon deal an extra `2d6` positive or negative damage (whichever is more effective against the target). + +*Source: Lost Omens: Knights of Lastwall p. 76* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/their-masters-call-botd.md b/compendium/feats/their-masters-call-botd.md new file mode 100644 index 000000000..ca2f64d09 --- /dev/null +++ b/compendium/feats/their-masters-call-botd.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/concentrate +- trait/divine +- trait/necromancy +aliases: ["Their Master's Call"] +--- +# Their Master's Call [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) + +- **Prerequisites**: [Undead Master Dedication](compendium/feats/undead-master-dedication-botd.md), Call Companion, at least one inactive undead companion whose remains or anchor are currently in your possession. +- **Activity** Single Action + +In a pinch, you pull one of your inactive companions from their rest to provide a companion's support benefit. A fragment of your companion materializes or assembles itself in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. If it takes any damage before your next turn, it disappears or collapses (as applicable) and the support benefit ends immediately. + +*Source: Book of the Dead p. 41* +%% #compendium/src/pf2e/botd #trait/archetype #trait/concentrate #trait/divine #trait/necromancy %% \ No newline at end of file diff --git a/compendium/feats/theoretical-acumen-locg.md b/compendium/feats/theoretical-acumen-locg.md new file mode 100644 index 000000000..ed088144d --- /dev/null +++ b/compendium/feats/theoretical-acumen-locg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/gnome +aliases: ["Theoretical Acumen"] +--- +# Theoretical Acumen [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 1* +[gnome](rules/traits/gnome.md) + +- **Frequency**: once per day +- **Trigger** You succeed at a skill check to [Recall Knowledge](rules/actions/recall-knowledge.md) to identify a creature. +- **Activity** Free Action + +You study a creature's form and behavior to hypothesize likely means of overcoming its strengths. Once before the end of your next turn, you can use the skill modifier from the triggering check in place of your saving throw modifier against one of the creature's abilities, in place of your [Perception](compendium/skills.md#Perception) modifier to [Seek](rules/actions/seek.md) the creature, in place of your [Deception](compendium/skills.md#Deception) modifier to [Feint](rules/actions/feint.md) against the creature, or in place of your [Intimidation](compendium/skills.md#Intimidation) modifier to [Demoralize](rules/actions/demoralize.md) the creature. Alternatively, against one of the creature's attacks, you can use your DC for the skill used in the triggering check in place of your AC. + +*Source: Lost Omens: Character Guide p. 32* +%% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/compendium/feats/thick-hide-mask-sot6.md b/compendium/feats/thick-hide-mask-sot6.md new file mode 100644 index 000000000..2f007d9b0 --- /dev/null +++ b/compendium/feats/thick-hide-mask-sot6.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot6 +- trait/archetype +- trait/druid +- trait/rare +- trait/wizard +aliases: ["Thick Hide Mask"] +--- +# Thick Hide Mask *Feat 20* +[archetype](rules/traits/archetype.md) [druid](rules/traits/druid.md) [rare](rules/traits/rare.md) [wizard](rules/traits/wizard.md) + +- **Prerequisites**: [Druid Dedication](compendium/feats/druid-dedication.md) or [Wizard Dedication](compendium/feats/wizard-dedication.md) + +Your mask grants you the toughness of Elephant, the Conjured Chronicle. + +Increase your maximum number of Hit Points by 20. Immediately after you Cast a non-cantrip Spell that targets only you, you gain resistance 10 to all physical damage until the start of your next turn. + +*Source: Strength of Thousands #6: Shadows of the Ancients p. 78* +%% #compendium/src/pf2e/sot6 #trait/archetype #trait/druid #trait/rare #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/thorned-seedpod-loag.md b/compendium/feats/thorned-seedpod-loag.md new file mode 100644 index 000000000..231c71a8a --- /dev/null +++ b/compendium/feats/thorned-seedpod-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/leshy +aliases: ["Thorned Seedpod"] +--- +# Thorned Seedpod *Feat 9* +[leshy](rules/traits/leshy-b1.md) + +- **Prerequisites**: [Seedpod](compendium/feats/seedpod-locg.md) (Character Guide 54) + +When your seedpods strike a felling blow, they burst into viciously thorny vines. When you critically succeed at a seedpod [Strike](rules/actions/strike.md), vines twist and stab your foe, dealing `1d4` [persistent piercing damage](rules/conditions.md#Persistent%20Damage). + +*Source: Lost Omens: Ancestry Guide p. 44* +%% #compendium/src/pf2e/loag #trait/leshy %% \ No newline at end of file diff --git a/compendium/feats/thorough-reports-lowg.md b/compendium/feats/thorough-reports-lowg.md new file mode 100644 index 000000000..3ea973482 --- /dev/null +++ b/compendium/feats/thorough-reports-lowg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +- trait/skill +aliases: ["Thorough Reports"] +--- +# Thorough Reports *Feat 4* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) + +Your reports are thorough and informative, and putting your thoughts to paper helps you retain the information. Keep track of each type of creature you successfully identify with [Recall Knowledge](rules/actions/recall-knowledge.md). When attempting [Recall Knowledge](rules/actions/recall-knowledge.md) checks against creatures on your list in later encounters, you gain a +2 circumstance bonus, and you learn an additional fact about such creatures on a success. + +## Thorough Reports leads to... + +[Discerning Strike](compendium/feats/discerning-strike-lopsg.md) + +## Summary + +*Source: Lost Omens: World Guide p. 23* +%% #compendium/src/pf2e/lowg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/thorough-research-apg.md b/compendium/feats/thorough-research-apg.md new file mode 100644 index 000000000..ccdbb9067 --- /dev/null +++ b/compendium/feats/thorough-research-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Thorough Research"] +--- +# Thorough Research *Feat 6* +[investigator](rules/traits/investigator-apg.md) + + +When you succeed at a [Recall Knowledge](rules/actions/recall-knowledge.md) check, you learn an additional fact about the subject. When you critically succeed at a [Recall Knowledge](rules/actions/recall-knowledge.md) check, you can gain even more additional information or context than normal, at the GM's discretion. + +## Thorough Research leads to... + +[Just The Facts](compendium/feats/just-the-facts-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 63* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/thorough-search-apg.md b/compendium/feats/thorough-search-apg.md new file mode 100644 index 000000000..680d503a4 --- /dev/null +++ b/compendium/feats/thorough-search-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +aliases: ["Thorough Search"] +--- +# Thorough Search *Feat 3* +[general](rules/traits/general.md) + +- **Prerequisites**: expert in [Perception](compendium/skills.md#Perception) + +You take your time searching to ensure you find everything. When [Searching](rules/actions/search.md), you can take twice as long to search. Normally this means you [Search](rules/actions/search.md) at up to one quarter of your Speed, to a maximum of 150 feet per minute to check everything, or 75 feet per minute to check everything before you walk into it. If you do, you gain a +2 circumstance bonus to your [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md). + +*Source: Advanced Player's Guide p. 209* +%% #compendium/src/pf2e/apg #trait/general %% \ No newline at end of file diff --git a/compendium/feats/thoughtform-summoning-da.md b/compendium/feats/thoughtform-summoning-da.md new file mode 100644 index 000000000..897971ce5 --- /dev/null +++ b/compendium/feats/thoughtform-summoning-da.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/psychic +aliases: ["Thoughtform Summoning"] +--- +# Thoughtform Summoning *Feat 4* +[psychic](rules/traits/psychic-da.md) + + +You can create a prototypical creature from the depths of your imagination instead of calling one from elsewhere. Whenever you summon a creature, you can choose to instead create a psychic construct of that creature. This grants it resistance to physical damage equal to half its level, weakness 5 to force and mental damage, and the ability to pass through enemies' spaces without needing to [Tumble Through](rules/actions/tumble-through.md) (though it can't end its turn in an occupied space). + +*Source: Dark Archive p. 25* +%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/thoughtsense-da.md b/compendium/feats/thoughtsense-da.md new file mode 100644 index 000000000..f65dd197b --- /dev/null +++ b/compendium/feats/thoughtsense-da.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/divination +- trait/mental +- trait/occult +- trait/psychic +aliases: ["Thoughtsense"] +--- +# Thoughtsense *Feat 8* +[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) [psychic](rules/traits/psychic-da.md) + + +You can detect the flickers of mental activity let off by all thinking creatures. You gain thoughtsense as a vague sense that has a range of 30 feet—like all vague senses, it's only about as precise as an average human's sense of smell, meaning you generally can predict only if a creature is present. Your thoughtsense detects only thinking creatures, so a creature that is unthinking or otherwise immune to [mental](rules/traits/mental.md) effects (such as many constructs and oozes) can't be perceived using your thoughtsense, regardless of how precise it is. + +While your [Psyche is Unleashed](rules/actions/unleash-psyche-da.md), your thoughtsense upgrades to an imprecise sense, letting you use it to [Seek](rules/actions/seek.md) out creatures. + +*Source: Dark Archive p. 27* +%% #compendium/src/pf2e/da #trait/divination #trait/mental #trait/occult #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/thrash.md b/compendium/feats/thrash.md index a1368c396..06a5ae2aa 100644 --- a/compendium/feats/thrash.md +++ b/compendium/feats/thrash.md @@ -17,7 +17,7 @@ You thrash the [grabbed](rules/conditions.md#Grabbed) foe around. It takes bludg ## Thrash leads to... -[Collateral Thrash](compendium/feats/collateral-thrash.md), Whirlwind Toss +[Collateral Thrash](compendium/feats/collateral-thrash.md), [Whirlwind Toss](compendium/feats/whirlwind-toss-frp3.md) ## Summary diff --git a/compendium/feats/through-spell-apg.md b/compendium/feats/through-spell-apg.md new file mode 100644 index 000000000..44e11b43f --- /dev/null +++ b/compendium/feats/through-spell-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/cleric +- trait/concentrate +- trait/metamagic +aliases: ["Through Spell"] +--- +# Through Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Activity** Single Action + +Spells you cast can transform briefly into vital essence, traveling harmlessly through living and undead creatures between you and your target, blocked only by solid objects. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that requires a spell attack roll, your targets don't benefit from cover provided by living or undead creatures. + +*Source: Advanced Player's Guide p. 122* +%% #compendium/src/pf2e/apg #trait/cleric #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/thrown-voice-loag.md b/compendium/feats/thrown-voice-loag.md new file mode 100644 index 000000000..01fe6abc0 --- /dev/null +++ b/compendium/feats/thrown-voice-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/strix +aliases: ["Thrown Voice"] +--- +# Thrown Voice *Feat 5* +[strix](rules/traits/strix-loag.md) + + +You've learned how to throw your voice through the winds, tricking others as to your location. You can cast [ventriloquism](compendium/spells/ventriloquism.md) as a primal innate spell once per day. If you're a songbird strix, you can cast it twice per day instead. + +*Source: Lost Omens: Ancestry Guide p. 138* +%% #compendium/src/pf2e/loag #trait/strix %% \ No newline at end of file diff --git a/compendium/feats/thunder-clap-ooa1.md b/compendium/feats/thunder-clap-ooa1.md new file mode 100644 index 000000000..8bacb611f --- /dev/null +++ b/compendium/feats/thunder-clap-ooa1.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ooa1 +- trait/archetype +- trait/sonic +aliases: ["Thunder Clap"] +--- +# Thunder Clap [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[archetype](rules/traits/archetype.md) [sonic](rules/traits/sonic.md) + +- **Prerequisites**: [Powder Punch Stance](compendium/feats/powder-punch-stance-ooa1.md) +- **Requirements**: You're in [Powder Punch Stance](compendium/feats/powder-punch-stance-ooa1.md). +- **Activity** Two-Action + +You slam your hands together to unleash a deafening blast. Creatures in a 15-foot cone take `3d6` sonic damage, with a basic Fortitude save against your class DC. + +Creatures that critically fail their save are also [deafened](rules/conditions.md#Deafened) for 1 minute. You can't use this ability again for `1d4` rounds as your hands recover from the thunderous vibrations. At 8th level, and every 2 levels thereafter, the damage from Thunder Clap increases by `1d6`. + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 79* +%% #compendium/src/pf2e/ooa1 #trait/archetype #trait/sonic %% \ No newline at end of file diff --git a/compendium/feats/thunder-gods-fan-loag.md b/compendium/feats/thunder-gods-fan-loag.md new file mode 100644 index 000000000..9245d036c --- /dev/null +++ b/compendium/feats/thunder-gods-fan-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/tengu +aliases: ["Thunder God's Fan"] +--- +# Thunder God's Fan *Feat 13* +[tengu](rules/traits/tengu-b1.md) + +- **Prerequisites**: [Wind God's Fan](compendium/feats/wind-gods-fan-loag.md) + +A wave of your fan unleashes the fury of the storm. You can Activate your tengu feather fan one additional time per day. Add the 5th-level [lightning bolt](compendium/spells/lightning-bolt.md) spell to the spells contained within your fan. + +*Source: Lost Omens: Ancestry Guide p. 60* +%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/thwart-evil-lokl.md b/compendium/feats/thwart-evil-lokl.md new file mode 100644 index 000000000..0493105cc --- /dev/null +++ b/compendium/feats/thwart-evil-lokl.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["Thwart Evil"] +--- +# Thwart Evil [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md), master in [Religion](compendium/skills.md#Religion) +- **Frequency**: once per day +- **Trigger** A creature you can see uses a spell or ability that has the [evil](rules/traits/evil.md) or [negative](rules/traits/negative.md) traits. +- **Activity** Reaction + +You react instinctively when you sense evil forming, thrusting your spiritual energy toward the source to snuff out evil before it fully manifests. Attempt to counteract the triggering spell or ability using your [Religion](compendium/skills.md#Religion) modifier as your counteract modifier. + +*Source: Lost Omens: Knights of Lastwall p. 79* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/tidal-shield-loag.md b/compendium/feats/tidal-shield-loag.md new file mode 100644 index 000000000..01c796182 --- /dev/null +++ b/compendium/feats/tidal-shield-loag.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/abjuration +- trait/concentrate +- trait/primal +- trait/undine +- trait/water +aliases: ["Tidal Shield"] +--- +# Tidal Shield [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 17* +[abjuration](rules/traits/abjuration.md) [concentrate](rules/traits/concentrate.md) [primal](rules/traits/primal.md) [undine](rules/traits/undine-b2.md) [water](rules/traits/water.md) + +- **Frequency**: once per day +- **Activity** Two-Action + +You conjure the force of the tides to gain a +4 circumstance bonus to AC until the end of your next turn. Any allies adjacent to you during the duration gain a +2 circumstance bonus to AC as long as they remain adjacent to you. You can Sustain the effect to a maximum duration of 5 rounds. When a creature receiving a circumstance bonus to AC from Tidal Shield would take damage from an attack, as a reaction, you can reduce the damage to that creature by 40; after you do so, Tidal Shield ends. + +*Source: Lost Omens: Ancestry Guide p. 120* +%% #compendium/src/pf2e/loag #trait/abjuration #trait/concentrate #trait/primal #trait/undine #trait/water %% \ No newline at end of file diff --git a/compendium/feats/tide-hardened-loag.md b/compendium/feats/tide-hardened-loag.md new file mode 100644 index 000000000..9b2569fc6 --- /dev/null +++ b/compendium/feats/tide-hardened-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/undine +aliases: ["Tide-hardened"] +--- +# Tide-hardened *Feat 1* +[undine](rules/traits/undine-b2.md) + + +You're at home in the unpredictable tides. You gain a +1 circumstance bonus to saves against [cold](rules/traits/cold.md) and [water](rules/traits/water.md) effects. If you roll a success on a save against a [cold](rules/traits/cold.md) or [water](rules/traits/water.md) effect, you get a critical success instead. + +*Source: Lost Omens: Ancestry Guide p. 119* +%% #compendium/src/pf2e/loag #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/tillers-aid-aoa3.md b/compendium/feats/tillers-aid-aoa3.md new file mode 100644 index 000000000..11b81bc07 --- /dev/null +++ b/compendium/feats/tillers-aid-aoa3.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa3 +- trait/archetype +- trait/uncommon +aliases: ["Tiller's Aid"] +--- +# Tiller's Aid *Feat 10* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) + +You can use the [Aid](rules/actions/aid.md) reaction to help a member of your crop even if you haven't prepared to do so. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* +%% #compendium/src/pf2e/aoa3 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/tillers-drive-aoa3.md b/compendium/feats/tillers-drive-aoa3.md new file mode 100644 index 000000000..409d46118 --- /dev/null +++ b/compendium/feats/tillers-drive-aoa3.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa3 +- trait/archetype +- trait/uncommon +aliases: ["Tiller's Drive"] +--- +# Tiller's Drive *Feat 10* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) + +Your Speed bonus from Bellflower Dedication increases to +10 feet. Members of your crop receive a +5-foot circumstance bonus to Speed. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* +%% #compendium/src/pf2e/aoa3 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/time-dilation-cascade-frp3.md b/compendium/feats/time-dilation-cascade-frp3.md new file mode 100644 index 000000000..825f2118b --- /dev/null +++ b/compendium/feats/time-dilation-cascade-frp3.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp3 +- trait/flourish +- trait/ranger +- trait/uncommon +aliases: ["Time Dilation Cascade"] +--- +# Time Dilation Cascade [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* +[flourish](rules/traits/flourish.md) [ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) + +- **Activity** Three-Action + +You borrow a bit of time from the future to act now. Make six [Strikes](rules/actions/strike.md). Your multiple attack penalty applies normally to these [Strikes](rules/actions/strike.md). If you successfully hit a creature with multiple [Strikes](rules/actions/strike.md), combine those [Strikes](rules/actions/strike.md)' damage for the purpose of resistances and weaknesses. On your next turn, you regain 1 action instead of 3. This is before any alteration in your actions due to the [quickened](rules/conditions.md#Quickened), [slowed](rules/conditions.md#Slowed), and [stunned](rules/conditions.md#Stunned) conditions. + +*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 77* +%% #compendium/src/pf2e/frp3 #trait/flourish #trait/ranger #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/time-mage-dedication-da.md b/compendium/feats/time-mage-dedication-da.md new file mode 100644 index 000000000..c7014630f --- /dev/null +++ b/compendium/feats/time-mage-dedication-da.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/uncommon +aliases: ["Time Mage Dedication"] +--- +# Time Mage Dedication *Feat 6* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: You have a spellcasting class feature. + +You might be a novice in the temporal arts now, but in the future, you'll hold time in the palm of your hand. + +As some of your future knowledge leaks back to your present self, you gain the [delay consequence](compendium/spells/delay-consequence-logm.md) domain spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover by using the [Refocus](rules/actions/refocus.md) activity to revisit moments from your past and contemplate futures yet to come. If you already knew [delay consequence](compendium/spells/delay-consequence-logm.md) from a feat or ability that allows you to gain your choice of domain spell, such as [Domain Initiate](compendium/feats/domain-initiate.md), then when you take this feat, you can retrain that option to gain a different domain spell instead as your personal timeline rearranges itself. You also gain [time sense](compendium/spells/time-sense-da.md) as an innate cantrip usable at will. This innate spell and your focus spells from the time mage archetype are of the same tradition as the spells you used to meet the archetype's prerequisites. + +**Special.** You can't select another dedication feat until you have gained two other feats from the time mage archetype. + +## Time Mage Dedication leads to... + +[Chronocognizance](compendium/feats/chronocognizance-da.md), [Chronomancer's Secrets](compendium/feats/chronomancers-secrets-da.md), [Future Spell Learning](compendium/feats/future-spell-learning-da.md), [What Could Have Been](compendium/feats/what-could-have-been-da.md), [Into the Future](compendium/feats/into-the-future-da.md), [Purge of Moments](compendium/feats/purge-of-moments-da.md), [Timeline-Splitting Spell](compendium/feats/timeline-splitting-spell-da.md) + +## Summary + +*Source: Dark Archive p. 184* +%% #compendium/src/pf2e/da #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/timeline-splitting-spell-da.md b/compendium/feats/timeline-splitting-spell-da.md new file mode 100644 index 000000000..bbd0de8cb --- /dev/null +++ b/compendium/feats/timeline-splitting-spell-da.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/concentrate +- trait/divination +- trait/manipulate +- trait/metamagic +aliases: ["Timeline-Splitting Spell"] +--- +# Timeline-Splitting Spell [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divination](rules/traits/divination.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) +- **Frequency**: once per day +- **Activity** Three-Action + +You invest in two futures, then choose the one to make a reality. You [Cast two Spells](rules/actions/cast-a-spell.md) that each take 1 or 2 actions to cast. These can't be the same spell heightened to two different levels. You expend the resources for both spells, such as spell slots, Focus Points, and material components. Determine the immediate results for both spells, including attack rolls, saving throws, damage, and any other dice rolls. + +Then, choose which of the two spells takes effect, using the previously made rolls. The other spell's resources are still expended, but the spell has no effect as the magic disappears the other timeline. + +*Source: Dark Archive p. 185* +%% #compendium/src/pf2e/da #trait/archetype #trait/concentrate #trait/divination #trait/manipulate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/tinkering-fingers-apg.md b/compendium/feats/tinkering-fingers-apg.md new file mode 100644 index 000000000..b770e71cb --- /dev/null +++ b/compendium/feats/tinkering-fingers-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ratfolk +aliases: ["Tinkering Fingers"] +--- +# Tinkering Fingers *Feat 1* +[ratfolk](rules/traits/ratfolk-b1.md) + + +You're good with your hands and can quickly improvise a fix for [broken](rules/conditions.md#Broken) or damaged equipment. You're trained in [Crafting](compendium/skills.md#Crafting). If you would automatically become trained in [Crafting](compendium/skills.md#Crafting) (from your background or class, for example), you instead become trained in a skill of your choice. You can [Repair](rules/actions/repair.md) an item without using a repair kit without taking the –2 circumstance penalty, improvising tools from whatever you have at hand. + +*Source: Advanced Player's Guide p. 22* +%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/compendium/feats/tireless-guides-mask-sot6.md b/compendium/feats/tireless-guides-mask-sot6.md new file mode 100644 index 000000000..7e0c8afbf --- /dev/null +++ b/compendium/feats/tireless-guides-mask-sot6.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot6 +- trait/archetype +- trait/druid +- trait/rare +- trait/wizard +aliases: ["Tireless Guide's Mask"] +--- +# Tireless Guide's Mask *Feat 20* +[archetype](rules/traits/archetype.md) [druid](rules/traits/druid.md) [rare](rules/traits/rare.md) [wizard](rules/traits/wizard.md) + +- **Prerequisites**: [Druid Dedication](compendium/feats/druid-dedication.md) or [Wizard Dedication](compendium/feats/wizard-dedication.md) + +Your mask hosts the legacy of Golden Snake, the Tireless Guide, allowing you to guide others with ease. Your allies can use [Follow the Expert](rules/actions/follow-the-expert.md) to follow you for any of your trained skills, in addition to skills in which you are an expert or better. When they follow you when you use a trained skill, their circumstance bonus is +1. + +Immediately after you Cast a non-cantrip Spell that targets only one ally, that ally can [Stride](rules/actions/stride.md) as a free action. + +*Source: Strength of Thousands #6: Shadows of the Ancients p. 78* +%% #compendium/src/pf2e/sot6 #trait/archetype #trait/druid #trait/rare #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/titan-swing-da.md b/compendium/feats/titan-swing-da.md new file mode 100644 index 000000000..ed16a2071 --- /dev/null +++ b/compendium/feats/titan-swing-da.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/deviant +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Titan Swing"] +--- +# Titan Swing [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 2* +[deviant](rules/traits/deviant-da.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Activity** Two-Action + +Your limbs tense as you deliver a mighty swing. Make a melee [Strike](rules/actions/strike.md). If it hits, you deal an extra die of weapon damage and push the target back by 5 feet. If you're at least 10th level, increase this to two extra dice and push the target by 10 feet, and if you're at least 18th level, increase it to three extra dice and push the target by 15 feet. + +**Awakening** On a critical hit, you push the target back double the normal distance and knock it [prone](rules/conditions.md#Prone). + +**Awakening** On a hit, you deal `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). This increases to `2d6` at 10th level and `3d6` at 18th level. + +*Source: Dark Archive p. 78* +%% #compendium/src/pf2e/da #trait/deviant #trait/magical #trait/rare #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/to-battle-apg.md b/compendium/feats/to-battle-apg.md new file mode 100644 index 000000000..a6090c76e --- /dev/null +++ b/compendium/feats/to-battle-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/auditory +- trait/flourish +aliases: ["To Battle!"] +--- +# To Battle! [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 8* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) +- **Activity** Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") OR [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) + +With a resounding cry, you rally your ally to the offensive. Choose one ally within your marshal's aura who has a reaction available. If you spend 1 action, that ally can use their reaction to immediately [Stride](rules/actions/stride.md). If you spend 2 actions, that ally can use their reaction to immediately [Strike](rules/actions/strike.md). + +*Source: Advanced Player's Guide p. 181* +%% #compendium/src/pf2e/apg #trait/archetype #trait/auditory #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/tomb-watchers-glare-locg.md b/compendium/feats/tomb-watchers-glare-locg.md new file mode 100644 index 000000000..98a6c5b3f --- /dev/null +++ b/compendium/feats/tomb-watchers-glare-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/divine +- trait/dwarf +aliases: ["Tomb-watcher's Glare"] +--- +# Tomb-watcher's Glare *Feat 5* +[divine](rules/traits/divine.md) [dwarf](rules/traits/dwarf.md) + +- **Prerequisites**: death warden dwarf heritage + +When you critically hit an undead creature, or an undead creature critically fails a saving throw against one of your abilities, you drive your divine wrath home in your enemy's heart. The undead is [enfeebled](rules/conditions.md#Enfeebled) for 1 round. + +*Source: Lost Omens: Character Guide p. 21* +%% #compendium/src/pf2e/locg #trait/divine #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/tongue-disarm-loag.md b/compendium/feats/tongue-disarm-loag.md new file mode 100644 index 000000000..3e0a64742 --- /dev/null +++ b/compendium/feats/tongue-disarm-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/lizardfolk +aliases: ["Tongue Disarm"] +--- +# Tongue Disarm [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[lizardfolk](rules/traits/lizardfolk-b1.md) + +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics), [Lightning Tongue](compendium/feats/lightning-tongue-loag.md) +- **Activity** Single Action + +You lash out with your tongue to disarm your foe. You attempt to [Disarm](rules/actions/disarm.md) a creature within 10 feet, ignoring the requirement that you must have at least one hand free. + +*Source: Lost Omens: Ancestry Guide p. 47* +%% #compendium/src/pf2e/loag #trait/lizardfolk %% \ No newline at end of file diff --git a/compendium/feats/tongue-tether-lome.md b/compendium/feats/tongue-tether-lome.md new file mode 100644 index 000000000..47cf21a9c --- /dev/null +++ b/compendium/feats/tongue-tether-lome.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/grippli +aliases: ["Tongue Tether"] +--- +# Tongue Tether *Feat 9* +[grippli](rules/traits/grippli-b2.md) + +- **Prerequisites**: snaptongue grippli + +Your tongue can momentarily latch on as readily as your hands. So long as you can freely open your mouth, you do not need free hands in order to [Disarm](rules/actions/disarm.md), [Grab an Edge](rules/actions/grab-an-edge.md), or [Trip](rules/actions/trip.md). If you have the Long Tongue feat, you can [Disarm](rules/actions/disarm.md), [Grab an Edge](rules/actions/grab-an-edge.md), and [Trip](rules/actions/trip.md) with your tongue at a distance that is 5 feet beyond your normal reach. + +*Source: Lost Omens: The Mwangi Expanse p. 122* +%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/compendium/feats/tools-of-the-trade-apg.md b/compendium/feats/tools-of-the-trade-apg.md new file mode 100644 index 000000000..8c4adb069 --- /dev/null +++ b/compendium/feats/tools-of-the-trade-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Tools Of The Trade"] +--- +# Tools Of The Trade *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bounty Hunter Dedication](compendium/feats/bounty-hunter-dedication-apg.md) + +You're well-versed in weapons that allow you to bring bounties in alive. You are trained with the following weapons: bola, [sap](compendium/equipment/items/sap.md), and [whip](compendium/equipment/items/whip.md). You gain access to bolas. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the weapons listed. + +In addition, you take no penalty when making a nonlethal attack with a weapon without the [nonlethal](rules/traits/nonlethal.md) trait. + +*Source: Advanced Player's Guide p. 163* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/topple-foe-apg.md b/compendium/feats/topple-foe-apg.md new file mode 100644 index 000000000..6746e1e05 --- /dev/null +++ b/compendium/feats/topple-foe-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Topple Foe"] +--- +# Topple Foe [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md), trained in [Athletics](compendium/skills.md#Athletics) +- **Activity** Reaction + +You take advantage of the opening created by your ally to tip your foe off their feet. Attempt an [Athletics](compendium/skills.md#Athletics) check to [Trip](rules/actions/trip.md) the target of the triggering attack. + +*Source: Advanced Player's Guide p. 181* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/toppling-dance-apg.md b/compendium/feats/toppling-dance-apg.md new file mode 100644 index 000000000..7e030f84c --- /dev/null +++ b/compendium/feats/toppling-dance-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/halfling +aliases: ["Toppling Dance"] +--- +# Toppling Dance *Feat 13* +[halfling](rules/traits/halfling.md) + +- **Prerequisites**: [Dance Underfoot](compendium/feats/dance-underfoot-apg.md) + +While sharing a creature's space using Dance Underfoot, your weapons and unarmed attacks gain the [trip](rules/traits/trip.md) trait, but only against the creature whose space you share. You can be in the same space as a Large or larger [prone](rules/conditions.md#Prone) creature, even if it's not your ally. + +*Source: Advanced Player's Guide p. 46* +%% #compendium/src/pf2e/apg #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/toppling-tentacles-lotgb.md b/compendium/feats/toppling-tentacles-lotgb.md new file mode 100644 index 000000000..bf5681828 --- /dev/null +++ b/compendium/feats/toppling-tentacles-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Toppling Tentacles"] +--- +# Toppling Tentacles *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [black tentacles](compendium/spells/black-tentacles.md) + +When you cast [black tentacles](compendium/spells/black-tentacles.md), replace the spell's standard effects with the following: Tentacles slither along the ground in the area, attempting to hinder anyone within. Sticky black tentacles attempt to [Trip](rules/actions/trip.md) each creature in the area. Attempt spell attack rolls against the Reflex DCs of each affected creature. Any creature you succeed against is knocked [prone](rules/conditions.md#Prone) and takes `3d6` bludgeoning damage. Whenever a creature ends its turn in the area, the tentacles attempt to [Trip](rules/actions/trip.md) that creature if it isn't already [prone](rules/conditions.md#Prone), and they deal `1d6` bludgeoning damage to any creature already [prone](rules/conditions.md#Prone). Creatures treat the spell's area as difficult terrain. + +*Source: Lost Omens: The Grand Bazaar p. 125* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/torch-goblin-locg.md b/compendium/feats/torch-goblin-locg.md new file mode 100644 index 000000000..0f56f570b --- /dev/null +++ b/compendium/feats/torch-goblin-locg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/goblin +aliases: ["Torch Goblin"] +--- +# Torch Goblin [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[goblin](rules/traits/goblin.md) + +- **Prerequisites**: charhide goblin heritage +- **Activity** Single Action + +You've spent enough time on fire that you know how to use it to your advantage. + +You can light yourself thoroughly on fire with a held torch, a bottle of alchemist's fire, or a similar incendiary, dealing yourself `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). As long as you are suffering [persistent fire damage](rules/conditions.md#Persistent%20Damage), all your melee attacks against adjacent creatures deal an additional 1 fire damage per weapon damage die. Any creature that successfully Grapples, Shoves, or Trips you takes `1d6` fire damage; if it uses a weapon for that action, the weapon takes the damage instead. You must still attempt the flat check to remove the [persistent fire damage](rules/conditions.md#Persistent%20Damage) each round, as normal. + +## Torch Goblin leads to... + +[Scalding Spit](compendium/feats/scalding-spit-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 38* +%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/torrential-backlash-da.md b/compendium/feats/torrential-backlash-da.md new file mode 100644 index 000000000..b05cf5160 --- /dev/null +++ b/compendium/feats/torrential-backlash-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Torrential Backlash"] +--- +# Torrential Backlash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) +- **Requirements**: You are in a curse maelstrom state. +- **Activity** Two-Action + +Calling upon forbidden practices, you release the curse from within yourself, allowing it free rein to destroy everything around you. All creatures within your curse maelstrom emanation except you take `1d6` negative damage for each level you have, with a basic Fortitude save. Your curse maelstrom state then ends. + +*Source: Dark Archive p. 169* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/touch-focus-frp2.md b/compendium/feats/touch-focus-frp2.md new file mode 100644 index 000000000..f6301fb03 --- /dev/null +++ b/compendium/feats/touch-focus-frp2.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp2 +- trait/archetype +- trait/manipulate +- trait/metamagic +aliases: ["Touch Focus"] +--- +# Touch Focus [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Sixth Pillar Dedication](compendium/feats/sixth-pillar-dedication-frp2.md) +- **Activity** Single Action + +You can redirect a spell's power through you to deliver it within striking distance. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) with 1 or more targets and a range farther than touch, you can change the range to touch. If the altered spell requires a spell attack roll, you gain a +2 circumstance bonus to the attack. This only allows you to touch a single target with the spell, even if the spell originally affected more than 1 target. After you [Cast the Spell](rules/actions/cast-a-spell.md), you can [Disarm](rules/actions/disarm.md), [Shove](rules/actions/shove.md), [Trip](rules/actions/trip.md), or [Strike](rules/actions/strike.md) the target with an unarmed attack. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* +%% #compendium/src/pf2e/frp2 #trait/archetype #trait/manipulate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/tough-skin-loil.md b/compendium/feats/tough-skin-loil.md new file mode 100644 index 000000000..a80931497 --- /dev/null +++ b/compendium/feats/tough-skin-loil.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/kashrishi +aliases: ["Tough Skin"] +--- +# Tough Skin *Feat 1* +[kashrishi](rules/traits/kashrishi-loil.md) + +- **Prerequisites**: lethoci heritage or xyloshi heritage + +Your skin is medium armor in the plate armor group that grants a +4 item bonus to AC, and has a Dex cap of +1, a check penalty of –2, a Speed penalty of –5 feet, a Strength value of 16, and the [comfort](rules/traits/comfort.md) trait. You can never wear other armor or remove your hide. You can etch armor runes onto your hide. + +If you're a lethoci kashrishi who takes this feat, your modifications also make you more buoyant, allowing you to [Swim](rules/actions/swim.md) across the surface of even turbulent bodies of water without needing to make an [Athletics](compendium/skills.md#Athletics) check. + +**Special.** You can take this feat only at 1st level, and you can't retrain into this feat. + +*Source: Lost Omens: Impossible Lands p. 44* +%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/compendium/feats/tough-tumbler-ec3.md b/compendium/feats/tough-tumbler-ec3.md new file mode 100644 index 000000000..3fe5505fb --- /dev/null +++ b/compendium/feats/tough-tumbler-ec3.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec3 +- trait/shoony +aliases: ["Tough Tumbler"] +--- +# Tough Tumbler *Feat 5* +[shoony](rules/traits/shoony-ec3.md) + +- **Prerequisites**: [Scamper](compendium/feats/scamper-apg.md) Underfoot + +You've taken your share of licks while scurrying around the battlefield and know how to defend yourself against opportunistic attackers. Your movement ends only when you critically fail an [Acrobatics](compendium/skills.md#Acrobatics) check to [Tumble Through](rules/actions/tumble-through.md) an enemy's space (or when you don't have enough Speed to move all the way through its space). You still trigger reactions on a failure to [Tumble Through](rules/actions/tumble-through.md), but you gain a +1 circumstance bonus to AC against attacks that you trigger in this way. + +*Source: Extinction Curse #3: Life's Long Shadows p. 73* +%% #compendium/src/pf2e/ec3 #trait/shoony %% \ No newline at end of file diff --git a/compendium/feats/tower-shield-mastery-lokl.md b/compendium/feats/tower-shield-mastery-lokl.md new file mode 100644 index 000000000..18a886538 --- /dev/null +++ b/compendium/feats/tower-shield-mastery-lokl.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["Tower Shield Mastery"] +--- +# Tower Shield Mastery *Feat 20* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md) + +You've learned how to maximize the defensive abilities of your tower shield. You are constantly [quickened](rules/conditions.md#Quickened) and can use the additional action only to [Take Cover](rules/actions/take-cover.md) behind your tower shield after you have Raised it. + +*Source: Lost Omens: Knights of Lastwall p. 75* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/towering-presence-loil.md b/compendium/feats/towering-presence-loil.md new file mode 100644 index 000000000..15fc04a0a --- /dev/null +++ b/compendium/feats/towering-presence-loil.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/concentrate +- trait/divine +- trait/illusion +- trait/polymorph +- trait/tiefling +- trait/transmutation +aliases: ["Towering Presence"] +--- +# Towering Presence [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [illusion](rules/traits/illusion.md) [polymorph](rules/traits/polymorph.md) [tiefling](rules/traits/tiefling-b1.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: [Faultspawn](compendium/feats/faultspawn-loil.md) +- **Frequency**: once per hour +- **Activity** Single Action + +You fill an area with your force of will, towering beyond where your true form should be. + +Increase your size to Large until the beginning of your next turn. Your equipment grows with you but returns to natural size if removed. You're [clumsy](rules/conditions.md#Clumsy). Your reach increases by 5 feet (or by 10 feet if you started out Tiny), and you gain a +2 status bonus to melee damage. Towering Presence has no effect if you were already Large or larger. + +*Source: Lost Omens: Impossible Lands p. 33* +%% #compendium/src/pf2e/loil #trait/concentrate #trait/divine #trait/illusion #trait/polymorph #trait/tiefling #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/towering-size-som.md b/compendium/feats/towering-size-som.md new file mode 100644 index 000000000..b591b2602 --- /dev/null +++ b/compendium/feats/towering-size-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Towering Size"] +--- +# Towering Size *Feat 12* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + +- **Prerequisites**: [Hulking Size](compendium/feats/hulking-size-som.md) + +Your eidolon becomes even bigger. It becomes Huge, instead of Large, and the reach on all its attacks increases to 15 feet. + +*Source: Secrets of Magic p. 72* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/tracing-sigil-lotgb.md b/compendium/feats/tracing-sigil-lotgb.md new file mode 100644 index 000000000..974af9d11 --- /dev/null +++ b/compendium/feats/tracing-sigil-lotgb.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Tracing Sigil"] +--- +# Tracing Sigil *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [sigil](compendium/spells/sigil.md) + +When you cast [sigil](compendium/spells/sigil.md), you can modify the spell to add the following to its standard effects: The target leaves a magical trail that you and others can try to follow. You and other creatures can attempt to [Track](rules/actions/track.md) the target, substituting an [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) check (whichever matches the magical tradition of your [sigil](compendium/spells/sigil.md) spell) for the [Survival](compendium/skills.md#Survival) check. Much like [Tracking](rules/actions/track.md) with [Survival](compendium/skills.md#Survival), this must take place somewhere the target has been and follow the trail; it doesn't allow anyone to find the target from a distance. You can only have a single target marked with a modified sigil in this way. If you use this ability again on a second target, the [sigil](compendium/spells/sigil.md) spell on the first target ends, and your mark fades. + +## Tracing Sigil leads to... + +[Beacon Mark](compendium/feats/beacon-mark-lotgb.md) + +## Summary + +*Source: Lost Omens: The Grand Bazaar p. 123* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/trample-som.md b/compendium/feats/trample-som.md new file mode 100644 index 000000000..cc9a20d17 --- /dev/null +++ b/compendium/feats/trample-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/eidolon +- trait/evolution +- trait/summoner +aliases: ["Trample"] +--- +# Trample [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* +[eidolon](rules/traits/eidolon-som.md) [evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + +- **Activity** Three-Action + +Your eidolon [Strides](rules/actions/stride.md) up to double its Speed and can move through the spaces of creatures at least one size smaller, Trampling each creature whose space it enters. It can attempt to Trample the same creature only once in a single Trample. It deals bludgeoning damage equal to the damage of its secondary attack against these creatures, which can attempt a basic Reflex save against your spell DC. + +*Source: Secrets of Magic p. 73* +%% #compendium/src/pf2e/som #trait/eidolon #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/trampling-charge-apg.md b/compendium/feats/trampling-charge-apg.md new file mode 100644 index 000000000..d79a26a71 --- /dev/null +++ b/compendium/feats/trampling-charge-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/flourish +aliases: ["Trampling Charge"] +--- +# Trampling Charge [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 10* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) +- **Requirements**: You are riding a mount that has a melee [Strike](rules/actions/strike.md) using its legs (claw, talons, hoof, etc. +- **Activity** Three-Action + +You urge your mount forward, trampling enemies in your path. You command your mount to [Stride](rules/actions/stride.md) up to its Speed (or to [Burrow](rules/actions/burrow.md), [Climb](rules/actions/climb.md), [Fly](rules/actions/fly.md), or [Swim](rules/actions/swim.md), if it has the corresponding movement type), moving through the spaces of any foes in your path up to one size smaller than your mount. Your mount deals damage equal to the melee [Strike](rules/actions/strike.md) using its legs to each creature whose space you move through, subject to a basic Reflex save against your mount's [Athletics](compendium/skills.md#Athletics) DC. On a critical failure, the creature also becomes [flat-footed](rules/conditions.md#Flat-footed) until the end of your next turn. You can damage a given creature only once during this movement. + +*Source: Advanced Player's Guide p. 165* +%% #compendium/src/pf2e/apg #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/tranquil-sanctuary-loag.md b/compendium/feats/tranquil-sanctuary-loag.md new file mode 100644 index 000000000..3d14acad4 --- /dev/null +++ b/compendium/feats/tranquil-sanctuary-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aasimar +aliases: ["Tranquil Sanctuary"] +--- +# Tranquil Sanctuary *Feat 5* +[aasimar](rules/traits/aasimar-apg.md) + +- **Prerequisites**: [Idyllkin](compendium/feats/idyllkin-loag.md) + +Whenever possible, you follow the serene path and encourage others to do the same. You can cast [sanctuary](compendium/spells/sanctuary.md) once per day as a 1st-level divine innate spell. + +*Source: Lost Omens: Ancestry Guide p. 11* +%% #compendium/src/pf2e/loag #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/transcendent-realization-loil.md b/compendium/feats/transcendent-realization-loil.md new file mode 100644 index 000000000..f015b6945 --- /dev/null +++ b/compendium/feats/transcendent-realization-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/kashrishi +aliases: ["Transcendent Realization"] +--- +# Transcendent Realization *Feat 9* +[kashrishi](rules/traits/kashrishi-loil.md) + +- **Prerequisites**: Unlock Secret + +You've unleashed even more of your mind's limitless potential. Choose a 3rd-level occult spell, either a common spell or another to which you have access, including a lower-level spell heightened to 3rd level if you wish. You can cast that spell once per day as an innate occult spell. + +*Source: Lost Omens: Impossible Lands p. 45* +%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/compendium/feats/transcribe-moment-lopsg.md b/compendium/feats/transcribe-moment-lopsg.md new file mode 100644 index 000000000..d3642ccb2 --- /dev/null +++ b/compendium/feats/transcribe-moment-lopsg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Transcribe Moment"] +--- +# Transcribe Moment *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) + +You gain the [transcribe moment](compendium/spells/transcribe-moment-lopsg.md) focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](rules/actions/refocus.md) by spending 10 minutes to study a text or record notes on your recent experiences. + +*Source: Lost Omens: Pathfinder Society Guide p. 45* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/translucent-skin-loag.md b/compendium/feats/translucent-skin-loag.md new file mode 100644 index 000000000..3e1ec9ea3 --- /dev/null +++ b/compendium/feats/translucent-skin-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/undine +aliases: ["Translucent Skin"] +--- +# Translucent Skin *Feat 13* +[undine](rules/traits/undine-b2.md) + + +Your body is translucent while underwater. Whenever you are fully submerged in water, you can [Hide](rules/actions/hide.md) from other creatures even if you don't have cover against them and aren't [concealed](rules/conditions.md#Concealed) from them. + +*Source: Lost Omens: Ancestry Guide p. 120* +%% #compendium/src/pf2e/loag #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/transposable-compliance-loil.md b/compendium/feats/transposable-compliance-loil.md new file mode 100644 index 000000000..09f2b3984 --- /dev/null +++ b/compendium/feats/transposable-compliance-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/fleshwarp +aliases: ["Transposable Compliance"] +--- +# Transposable Compliance *Feat 5* +[fleshwarp](rules/traits/fleshwarp-loag.md) + + +Your protean vitality is fecund and many-succoring: your veins run with life-giving ichor that adapts to the blood and physiology of any body, and your skin molts on command, creating wound-stanching sheaths of tissue for yourself and others. You become trained in [Medicine](compendium/skills.md#Medicine). If you were already trained in [Medicine](compendium/skills.md#Medicine), you instead become trained in a skill of your choice. You can [Administer First Aid](rules/actions/administer-first-aid.md) without healer's tools by using your physiology instead, but you must take 1 damage to make the attempt. Similarly, you can [Treat Wounds](rules/actions/treat-wounds.md) without healer's tools but take `2d8` damage. You gain a +1 circumstance bonus on all [Medicine](compendium/skills.md#Medicine) checks to [Administer First Aid](rules/actions/administer-first-aid.md) and [Treat Wounds](rules/actions/treat-wounds.md) using your own physiology. + +*Source: Lost Omens: Impossible Lands p. 29* +%% #compendium/src/pf2e/loil #trait/fleshwarp %% \ No newline at end of file diff --git a/compendium/feats/transpose-som.md b/compendium/feats/transpose-som.md new file mode 100644 index 000000000..8dcc0f94e --- /dev/null +++ b/compendium/feats/transpose-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/concentrate +- trait/conjuration +- trait/manipulate +- trait/summoner +- trait/teleportation +aliases: ["Transpose"] +--- +# Transpose [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[concentrate](rules/traits/concentrate.md) [conjuration](rules/traits/conjuration.md) [manipulate](rules/traits/manipulate.md) [summoner](rules/traits/summoner-som.md) [teleportation](rules/traits/teleportation.md) + +- **Activity** Single Action + +You switch places with your eidolon. You each teleport to the other's position. + +**Special.** This feat has the trait matching your eidolon's tradition (arcane, divine, occult, or primal). + +*Source: Secrets of Magic p. 71* +%% #compendium/src/pf2e/som #trait/concentrate #trait/conjuration #trait/manipulate #trait/summoner #trait/teleportation %% \ No newline at end of file diff --git a/compendium/feats/trap-finder-investigator-apg.md b/compendium/feats/trap-finder-investigator-apg.md new file mode 100644 index 000000000..aef6d5b94 --- /dev/null +++ b/compendium/feats/trap-finder-investigator-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Trap Finder (Investigator)"] +--- +# Trap Finder (Investigator) *Feat 1* +[investigator](rules/traits/investigator-apg.md) + + +You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren't [Searching](rules/actions/search.md), you get a check to find traps that normally require you to be [Searching](rules/actions/search.md). You still need to meet any other requirements to find the trap. + +You can disable traps that require a proficiency rank of master in [Thievery](compendium/skills.md#Thievery). If you have master proficiency in [Thievery](compendium/skills.md#Thievery), you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2. + +*Source: Advanced Player's Guide p. 60* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/treacherous-earth-loag.md b/compendium/feats/treacherous-earth-loag.md new file mode 100644 index 000000000..5bf47d760 --- /dev/null +++ b/compendium/feats/treacherous-earth-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/oread +aliases: ["Treacherous Earth"] +--- +# Treacherous Earth [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[oread](rules/traits/oread-b2.md) + +- **Frequency**: once every 10 minutes +- **Activity** Single Action + +You have the power to shatter the earth into a shape of your devising. You crack the ground beneath you, creating difficult terrain in a 5-foot burst centered on one corner of your space. + +*Source: Lost Omens: Ancestry Guide p. 108* +%% #compendium/src/pf2e/loag #trait/oread %% \ No newline at end of file diff --git a/compendium/feats/treat-condition-apg.md b/compendium/feats/treat-condition-apg.md new file mode 100644 index 000000000..6aa6aa0a5 --- /dev/null +++ b/compendium/feats/treat-condition-apg.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/healing +- trait/manipulate +- trait/skill +aliases: ["Treat Condition"] +--- +# Treat Condition [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[archetype](rules/traits/archetype.md) [healing](rules/traits/healing.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Medic Dedication](compendium/feats/medic-dedication-apg.md) +- **Requirements**: You are holding healer's tools, or you are wearing them and have a hand free. +- **Activity** Two-Action + +You treat an adjacent creature in an attempt to reduce the [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), or [sickened](rules/conditions.md#Sickened) condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition, using your [Medicine](compendium/skills.md#Medicine) modifier as your counteract modifier and the condition's source to determine the DC. You can't treat a condition that came from an artifact or effect above 20th level unless you have [Legendary Medic](compendium/feats/legendary-medic.md); even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the [enfeebled](rules/conditions.md#Enfeebled) condition a good character gains from carrying an [unholy weapon](compendium/equipment/items/unholy.md)) has no effect as long as the circumstances continue. + +> [!success-degree] +> - **Critical Success** Reduce the condition value by 2. +> - **Success** Reduce the condition value by 1. +> - **Critical Failure** Increase the condition value by 1. + +## Treat Condition leads to... + +[Holistic Care](compendium/feats/holistic-care-apg.md), [Preventative Treatment](compendium/feats/preventative-treatment-lokl.md) + +## Summary + +*Source: Advanced Player's Guide p. 184* +%% #compendium/src/pf2e/apg #trait/archetype #trait/healing #trait/manipulate #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/tree-climber-apg.md b/compendium/feats/tree-climber-apg.md new file mode 100644 index 000000000..e309a25d3 --- /dev/null +++ b/compendium/feats/tree-climber-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/elf +aliases: ["Tree Climber"] +--- +# Tree Climber *Feat 9* +[elf](rules/traits/elf.md) + + +You've spent much of your life among the treetops and have become an expert at quickly and safely climbing them. You gain a climb Speed of 10 feet. + +*Source: Advanced Player's Guide p. 43* +%% #compendium/src/pf2e/apg #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/tree-climber-locg.md b/compendium/feats/tree-climber-locg.md new file mode 100644 index 000000000..68a6f47f4 --- /dev/null +++ b/compendium/feats/tree-climber-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/goblin +aliases: ["Tree Climber"] +--- +# Tree Climber *Feat 5* +[goblin](rules/traits/goblin.md) + +- **Prerequisites**: tailed goblin or treedweller goblin heritage + +Your time in forest or jungle canopies has taught you how to scramble across branches with sure feet. You gain a climb Speed of 10 feet. If you also have the [Cave Climber](compendium/feats/cave-climber.md) ancestry feat, your total climb Speed increases to your land Speed when climbing trees.. + +*Source: Lost Omens: Character Guide p. 38* +%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/trees-ward-loil.md b/compendium/feats/trees-ward-loil.md new file mode 100644 index 000000000..763314ec5 --- /dev/null +++ b/compendium/feats/trees-ward-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/ghoran +aliases: ["Tree's Ward"] +--- +# Tree's Ward *Feat 5* +[ghoran](rules/traits/ghoran-loil.md) + + +You've lived among trees for so long they recognize your presence and seek to protect you from harm. You can cast [protector tree](compendium/spells/protector-tree-som.md) (Pathfinder Secrets of Magic 123) as a primal innate spell once per day. + +*Source: Lost Omens: Impossible Lands p. 38* +%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/compendium/feats/trespass-teleportation-da.md b/compendium/feats/trespass-teleportation-da.md new file mode 100644 index 000000000..36cfcac98 --- /dev/null +++ b/compendium/feats/trespass-teleportation-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/conjuration +- trait/occult +- trait/teleportation +- trait/thaumaturge +aliases: ["Trespass Teleportation"] +--- +# Trespass Teleportation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* +[conjuration](rules/traits/conjuration.md) [occult](rules/traits/occult.md) [teleportation](rules/traits/teleportation.md) [thaumaturge](rules/traits/thaumaturge-da.md) + +- **Prerequisites**: [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) +- **Trigger** The target of your [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) is within 120 feet and uses a [teleportation](rules/traits/teleportation.md) effect. +- **Requirements**: You are benefiting from [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md). +- **Activity** Reaction + +You can hunt your foe to the ends of creation. You teleport along with the enemy, appearing the same direction and distance from it as you were before it teleported (or the nearest unoccupied space if your destination is occupied). Any allies affected by Share Weakness or Ubiquitous Weakness, if you have those abilities, can spend their reaction to teleport along with the enemy if they're within 120 of the enemy and choose to do so. + +*Source: Dark Archive p. 47* +%% #compendium/src/pf2e/da #trait/conjuration #trait/occult #trait/teleportation #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/triangle-shot-apg.md b/compendium/feats/triangle-shot-apg.md new file mode 100644 index 000000000..f137485db --- /dev/null +++ b/compendium/feats/triangle-shot-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/flourish +- trait/monk +aliases: ["Triangle Shot"] +--- +# Triangle Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 18* +[concentrate](rules/traits/concentrate.md) [flourish](rules/traits/flourish.md) [monk](rules/traits/monk.md) + +- **Prerequisites**: [Monastic Archer Stance](compendium/feats/monastic-archer-stance-apg.md), [Stunning Fist](compendium/feats/stunning-fist.md) +- **Requirements**: You are in Monastic Archer Stance and wielding a bow usable with that stance. +- **Activity** Two-Action + +You string three arrows to your bow and fire them all at once. Make three ranged [Strikes](rules/actions/strike.md) against a single target with the required weapon, each using your current multiple attack penalty, and you take an additional –2 penalty. This counts as two attacks when calculating your multiple attack penalty, and you combine the attacks' damage for the purpose of resistances and weaknesses. Your Stunning Fist benefit applies to Triangle Shot, even though it isn't a [Flurry of Blows](rules/actions/flurry-of-blows.md). If all three [Strikes](rules/actions/strike.md) hit, the target takes `3d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +*Source: Advanced Player's Guide p. 131* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/flourish #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/trickster-tengu-loag.md b/compendium/feats/trickster-tengu-loag.md new file mode 100644 index 000000000..e8c4713f2 --- /dev/null +++ b/compendium/feats/trickster-tengu-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/tengu +aliases: ["Trickster Tengu"] +--- +# Trickster Tengu *Feat 17* +[tengu](rules/traits/tengu-b1.md) + + +You can transform yourself or the bodies of others to express your displeasure. + +Once per day, you can cast either [aerial form](compendium/spells/aerial-form.md) or [baleful polymorph](compendium/spells/baleful-polymorph.md) as a 7th-level primal innate spell. You must take the form of a bird when using this [aerial form](compendium/spells/aerial-form.md). + +*Source: Lost Omens: Ancestry Guide p. 60* +%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/tricksters-ace-investigator-apg.md b/compendium/feats/tricksters-ace-investigator-apg.md new file mode 100644 index 000000000..bf9c70638 --- /dev/null +++ b/compendium/feats/tricksters-ace-investigator-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/concentrate +- trait/investigator +aliases: ["Trickster's Ace (Investigator)"] +--- +# Trickster's Ace (Investigator) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 18* +[concentrate](rules/traits/concentrate.md) [investigator](rules/traits/investigator-apg.md) + +- **Trigger** You specify the trigger when you make your daily preparations (see Requirements below). +- **Requirements**: When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the [Ready](rules/actions/ready.md) action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell can't have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it. +- **Activity** Reaction + +Whether from jury-rigged magic items, deduction from the study of magical interactions, or other means, you have a contingency in your back pocket for desperate situations. When the trigger occurs, you cause the spell to come into effect. The spell targets only you, no matter how many creatures it would affect normally. If you define particularly complicated conditions, as determined by the GM, the trigger might fail. Once the contingency is triggered, the spell is expended until your next daily preparations. + +*Source: Advanced Player's Guide p. 65* +%% #compendium/src/pf2e/apg #trait/concentrate #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/triggerbrand-blitz-loil.md b/compendium/feats/triggerbrand-blitz-loil.md new file mode 100644 index 000000000..9fd04f9e2 --- /dev/null +++ b/compendium/feats/triggerbrand-blitz-loil.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/gunslinger +aliases: ["Triggerbrand Blitz"] +--- +# Triggerbrand Blitz [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* +gunslinger + +- **Prerequisites**: way of the triggerbrand +- **Frequency**: once per minute +- **Requirements**: You're wielding a combination weapon. +- **Activity** Three-Action + +You dance through your foes, stabbing and shooting. You [Stride](rules/actions/stride.md), making up to three Strikes with your combination weapon at any point during your movement, each against a different target. You can make any combination of melee and ranged attacks without needing to change modes to do so, though typically you can't make more than one ranged attack because of the need to reload. This counts as three attacks toward your multiple attack penalty, but you don't apply the multiple attack penalty until after making all three attacks. + +After using Triggerbrand Blitz, you become [fatigued](rules/conditions.md#Fatigued) for 1 minute. + +*Source: Lost Omens: Impossible Lands p. 108* +%% #compendium/src/pf2e/loil #trait/gunslinger %% \ No newline at end of file diff --git a/compendium/feats/triggerbrand-salvo-loil.md b/compendium/feats/triggerbrand-salvo-loil.md new file mode 100644 index 000000000..965679647 --- /dev/null +++ b/compendium/feats/triggerbrand-salvo-loil.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/flourish +- trait/gunslinger +aliases: ["Triggerbrand Salvo"] +--- +# Triggerbrand Salvo [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[flourish](rules/traits/flourish.md) gunslinger + +- **Prerequisites**: way of the triggerbrand +- **Requirements**: You're wielding a combination weapon. +- **Activity** Single Action + +You slice, stab, or batter your opponent with the melee portion of your combination weapon before pulling the trigger at point-blank range. Make a melee [Strike](rules/actions/strike.md) with your combination weapon. If the [Strike](rules/actions/strike.md) is successful, you can immediately make a ranged [Strike](rules/actions/strike.md) against the same target with that combination weapon, and you get a +2 circumstance bonus to the attack roll. This counts as two attacks toward your multiple attack penalty, but you don't apply the multiple attack penalty until after making both attacks. + +*Source: Lost Omens: Impossible Lands p. 108* +%% #compendium/src/pf2e/loil #trait/flourish #trait/gunslinger %% \ No newline at end of file diff --git a/compendium/feats/triumphant-inspiration-apg.md b/compendium/feats/triumphant-inspiration-apg.md new file mode 100644 index 000000000..64db4b2af --- /dev/null +++ b/compendium/feats/triumphant-inspiration-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/bard +aliases: ["Triumphant Inspiration"] +--- +# Triumphant Inspiration [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* +[bard](rules/traits/bard.md) + +- **Prerequisites**: warrior muse +- **Trigger** You critically hit a foe with a melee weapon [Strike](rules/actions/strike.md) or a melee unarmed attack. +- **Activity** Free Action + +With a triumphant shout, you inspire your allies. You cast a composition cantrip you know that normally takes a single action to cast. + +*Source: Advanced Player's Guide p. 114* +%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/true-gaze-lome.md b/compendium/feats/true-gaze-lome.md new file mode 100644 index 000000000..6a663ffab --- /dev/null +++ b/compendium/feats/true-gaze-lome.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/arcane +- trait/concentrate +- trait/divination +- trait/goloma +aliases: ["True Gaze"] +--- +# True Gaze [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 17* +[arcane](rules/traits/arcane.md) [concentrate](rules/traits/concentrate.md) [divination](rules/traits/divination.md) [goloma](rules/traits/goloma-lome.md) + +- **Frequency**: once per hour +- **Activity** Single Action + +When you focus your eyes carefully, your gaze can pierce through all obfuscations, even magical ones. When you use True Gaze, you gain the effects of a 6th-level [true seeing](compendium/spells/true-seeing.md) spell, using your [Perception](compendium/skills.md#Perception) modifier for the counteract check. + +*Source: Lost Omens: The Mwangi Expanse p. 118* +%% #compendium/src/pf2e/lome #trait/arcane #trait/concentrate #trait/divination #trait/goloma %% \ No newline at end of file diff --git a/compendium/feats/true-perception-apg.md b/compendium/feats/true-perception-apg.md new file mode 100644 index 000000000..93d671024 --- /dev/null +++ b/compendium/feats/true-perception-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/revelation +aliases: ["True Perception"] +--- +# True Perception *Feat 19* +[general](rules/traits/general.md) [revelation](rules/traits/revelation.md) + +- **Prerequisites**: legendary in [Perception](compendium/skills.md#Perception) + +Your perceptive abilities and ability to process sensory information are so far beyond the pale that you notice minute discrepancies in all sorts of illusions and transmutations. You are constantly under the effects of a 6th-level [true seeing](compendium/spells/true-seeing.md) spell, using your [Perception](compendium/skills.md#Perception) modifier for the counteract check. + +*Source: Advanced Player's Guide p. 209* +%% #compendium/src/pf2e/apg #trait/general #trait/revelation %% \ No newline at end of file diff --git a/compendium/feats/true-transmogrification-som.md b/compendium/feats/true-transmogrification-som.md new file mode 100644 index 000000000..885183f37 --- /dev/null +++ b/compendium/feats/true-transmogrification-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/summoner +aliases: ["True Transmogrification"] +--- +# True Transmogrification *Feat 18* +[summoner](rules/traits/summoner-som.md) + + +You transmogrify your eidolon each day. During your daily preparations, you can swap out any number of your evolution feats, each for a different evolution feat of an appropriate level for which you meet the prerequisites. + +These swaps last until your next daily preparations. + +*Source: Secrets of Magic p. 73* +%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/truespeech-loag.md b/compendium/feats/truespeech-loag.md new file mode 100644 index 000000000..1b7a3c7ed --- /dev/null +++ b/compendium/feats/truespeech-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/aasimar +- trait/uncommon +aliases: ["Truespeech"] +--- +# Truespeech *Feat 13* +[aasimar](rules/traits/aasimar-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Angelkin](compendium/feats/angelkin-apg.md) + +It is paramount that you are understood and you understand others; language need not impede your message. You can cast [tongues](compendium/spells/tongues.md) as a 5th-level divine innate spell once per day on yourself only. You gain a +1 status bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks for the duration of the spell when speaking to creatures with whom you already shared a language before casting. + +*Source: Lost Omens: Ancestry Guide p. 12* +%% #compendium/src/pf2e/loag #trait/aasimar #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/tumble-behind-rogue-apg.md b/compendium/feats/tumble-behind-rogue-apg.md new file mode 100644 index 000000000..a59f97597 --- /dev/null +++ b/compendium/feats/tumble-behind-rogue-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["Tumble Behind (Rogue)"] +--- +# Tumble Behind (Rogue) *Feat 1* +[rogue](rules/traits/rogue.md) + + +You tumble under and behind your foe to catch them off guard. When you successfully [Tumble Through](rules/actions/tumble-through.md), the foe whose space you passed through is [flat-footed](rules/conditions.md#Flat-footed) against the next attack you make before the end of your turn. + +*Source: Advanced Player's Guide p. 134* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/tumble-behind-swashbuckler-apg.md b/compendium/feats/tumble-behind-swashbuckler-apg.md new file mode 100644 index 000000000..d000cf371 --- /dev/null +++ b/compendium/feats/tumble-behind-swashbuckler-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Tumble Behind (Swashbuckler)"] +--- +# Tumble Behind (Swashbuckler) *Feat 2* +[swashbuckler](rules/traits/swashbuckler-apg.md) + + +Your tumbling catches your foe off guard. When you [Tumble Through](rules/actions/tumble-through.md) successfully, the foe you [Tumbled Through](rules/actions/tumble-through.md) is [flat-footed](rules/conditions.md#Flat-footed) against the next attack you make before the end of your turn. + +*Source: Advanced Player's Guide p. 89* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/tumbling-opportunist-apg.md b/compendium/feats/tumbling-opportunist-apg.md new file mode 100644 index 000000000..681e3be66 --- /dev/null +++ b/compendium/feats/tumbling-opportunist-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/attack +aliases: ["Tumbling Opportunist"] +--- +# Tumbling Opportunist [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* +[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) + +- **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md) +- **Frequency**: once per minute +- **Requirements**: Your most recent action was to [Tumble Through](rules/actions/tumble-through.md) or Tumbling [Strike](rules/actions/strike.md), and you successfully moved through an enemy's space. +- **Activity** Free Action + +You use a burst of stamina to perform a breathtaking feat of [Acrobatics](compendium/skills.md#Acrobatics) as you speed through a foe's space, leaving your foe lying flat on their back. You attempt to [Trip](rules/actions/trip.md) the enemy whose space you moved through. You can use [Acrobatics](compendium/skills.md#Acrobatics) instead of [Athletics](compendium/skills.md#Athletics) for this check. + +*Source: Advanced Player's Guide p. 155* +%% #compendium/src/pf2e/apg #trait/archetype #trait/attack %% \ No newline at end of file diff --git a/compendium/feats/tumbling-strike-apg.md b/compendium/feats/tumbling-strike-apg.md new file mode 100644 index 000000000..484ef4fc9 --- /dev/null +++ b/compendium/feats/tumbling-strike-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/flourish +- trait/move +aliases: ["Tumbling Strike"] +--- +# Tumbling Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) [move](rules/traits/move.md) + +- **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md) +- **Requirements**: You are adjacent to an enemy. +- **Activity** Single Action + +Attempt an [Acrobatics](compendium/skills.md#Acrobatics) check against the Reflex DC of an enemy adjacent to you. + +> [!success-degree] +> - **Critical Success** You move through the enemy's space to an unoccupied space on the other side of the enemy from your starting position. This movement doesn't trigger reactions. You can't move farther than your Speed, and you must end your movement adjacent to the enemy whose space you moved through. After moving, you make a melee [Strike](rules/actions/strike.md) against the enemy whose space you moved through, and the enemy is [flat-footed](rules/conditions.md#Flat-footed) against that [Strike](rules/actions/strike.md). +> - **Success** As critical success, but the enemy isn't [flat-footed](rules/conditions.md#Flat-footed) against the [Strike](rules/actions/strike.md). +> - **Failure** You remain in your original space but can still [Strike](rules/actions/strike.md). +> - **Critical Failure** No effect. + +*Source: Advanced Player's Guide p. 155* +%% #compendium/src/pf2e/apg #trait/archetype #trait/flourish #trait/move %% \ No newline at end of file diff --git a/compendium/feats/tupilaq-carver-locg.md b/compendium/feats/tupilaq-carver-locg.md new file mode 100644 index 000000000..5d3db48e0 --- /dev/null +++ b/compendium/feats/tupilaq-carver-locg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/human +- trait/uncommon +aliases: ["Tupilaq Carver"] +--- +# Tupilaq Carver *Feat 1* +[human](rules/traits/human.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Erutaki ethnicity +- **Prerequisites**: You have a spellcasting class feature with the divine or primal tradition + +You know the truth behind old stories that tell of sending a fetish of bone and sinew to seek vengeance. These old magics allow you to conjure constructs with ease. + +Add the [summon construct](compendium/spells/summon-construct.md) spell to your spell list. The constructs you summon have a distinct ivory scrimshaw appearance, and if you include a drop of blood, lock of hair, or other portion of a creature's body as part of the spell's material component, the summoned construct gains a +4 status bonus to [Perception](compendium/skills.md#Perception) checks to sense or locate that creature. + +*Source: Lost Omens: Character Guide p. 13* +%% #compendium/src/pf2e/locg #trait/human #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/turn-away-misfortune-da.md b/compendium/feats/turn-away-misfortune-da.md new file mode 100644 index 000000000..f989d7694 --- /dev/null +++ b/compendium/feats/turn-away-misfortune-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/abjuration +- trait/esoterica +- trait/fortune +- trait/manipulate +- trait/occult +- trait/thaumaturge +aliases: ["Turn Away Misfortune"] +--- +# Turn Away Misfortune [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* +[abjuration](rules/traits/abjuration.md) [esoterica](rules/traits/esoterica-da.md) [fortune](rules/traits/fortune.md) [manipulate](rules/traits/manipulate.md) [occult](rules/traits/occult.md) [thaumaturge](rules/traits/thaumaturge-da.md) + +- **Trigger** You would attempt a roll affected by a [misfortune](rules/traits/misfortune.md) effect. +- **Activity** Reaction + +You perform a superstition, such as casting salt over your shoulder to ward off bad luck. Turn Away Misfortune's [fortune](rules/traits/fortune.md) trait cancels out the [misfortune](rules/traits/misfortune.md) effect, causing you to roll normally. As normal, you can apply only one fortune ability to a roll, so if you Turned Away Misfortune on an attack roll, you couldn't also use an ability like [Halfling Luck](compendium/feats/halfling-luck.md) to alter the roll further. + +*Source: Dark Archive p. 43* +%% #compendium/src/pf2e/da #trait/abjuration #trait/esoterica #trait/fortune #trait/manipulate #trait/occult #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/turn-back-the-clock-da.md b/compendium/feats/turn-back-the-clock-da.md new file mode 100644 index 000000000..3955622c0 --- /dev/null +++ b/compendium/feats/turn-back-the-clock-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/concentrate +- trait/fortune +aliases: ["Turn Back the Clock"] +--- +# Turn Back the Clock [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [fortune](rules/traits/fortune.md) + +- **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) +- **Frequency**: once per day +- **Trigger** You fail a skill check or saving throw. +- **Activity** Reaction + +After failing a test of skill, you hop back in your personal timeline so you can try again. You reroll the triggering check with a +1 circumstance bonus as you apply your experience from your last attempt. You must use the new result, even if it's worse than your first roll. + +*Source: Dark Archive p. 186* +%% #compendium/src/pf2e/da #trait/archetype #trait/concentrate #trait/fortune %% \ No newline at end of file diff --git a/compendium/feats/turn-to-mist-botd.md b/compendium/feats/turn-to-mist-botd.md new file mode 100644 index 000000000..b222f6728 --- /dev/null +++ b/compendium/feats/turn-to-mist-botd.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/concentrate +- trait/divine +- trait/transmutation +aliases: ["Turn to Mist"] +--- +# Turn to Mist [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) +- **Frequency**: once per day +- **Activity** Single Action + +You turn into vapor, gaining the effects of [gaseous form](compendium/spells/gaseous-form.md). + +## Turn to Mist leads to... + +[Mist Escape](compendium/feats/mist-escape-botd.md) + +## Summary + +*Source: Book of the Dead p. 59* +%% #compendium/src/pf2e/botd #trait/archetype #trait/concentrate #trait/divine #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md b/compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md new file mode 100644 index 000000000..8f9a3da60 --- /dev/null +++ b/compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec3 +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Turpin Rowe Lumberjack Dedication"] +--- +# Turpin Rowe Lumberjack Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You must befriend at least one Turpin Rowe logger. +- **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) + +Your logging training has made you intimately familiar with all aspects of forestry, and you have trained extensively to reach around trees and utilize their bulk to your advantage. You become trained in [Milling Lore](compendium/skills.md#Lore) and [Forest Lore](compendium/skills.md#Lore), or an expert if you were already trained. You can always [Take Cover](rules/actions/take-cover.md) when you are within forest terrain to gain cover, even if you're not next to an obstacle you can [Take Cover](rules/actions/take-cover.md) behind. In addition, any enemy who gains standard cover from a tree gains only lesser cover against your attacks (or only standard cover, if the enemy otherwise gains greater cover). + +**Special.** You cannot select another dedication feat until you have gained two other feats from the Turpin Rowe lumberjack archetype. + +## Turpin Rowe Lumberjack Dedication leads to... + +[Axe Climber](compendium/feats/axe-climber-ec3.md), [Axe Thrower](compendium/feats/axe-thrower-ec3.md), [Log Roll](compendium/feats/log-roll-ec3.md), [Widen The Gap](compendium/feats/widen-the-gap-ec3.md) + +## Summary + +*Source: Extinction Curse #3: Life's Long Shadows p. 75* +%% #compendium/src/pf2e/ec3 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/tusks-apg.md b/compendium/feats/tusks-apg.md new file mode 100644 index 000000000..38c6cca5c --- /dev/null +++ b/compendium/feats/tusks-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/orc +aliases: ["Tusks"] +--- +# Tusks *Feat 1* +[orc](rules/traits/orc.md) + + +You have particularly long, jagged tusks perfect for tearing meat from bone. You gain a tusks unarmed attack that deals `1d6` piercing damage. Your tusks are in the brawling group and have the [finesse](rules/traits/finesse.md) and [unarmed](rules/traits/unarmed.md) traits. + +**Special.** You can take this feat only at 1st level, and you can't retrain into this feat. You can retrain out of this feat only through drastic measures such as breaking or filing your tusks. + +*Source: Advanced Player's Guide p. 18* +%% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/tusks-locg.md b/compendium/feats/tusks-locg.md new file mode 100644 index 000000000..286859564 --- /dev/null +++ b/compendium/feats/tusks-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/half-orc +aliases: ["Tusks"] +--- +# Tusks *Feat 1* +[half-orc](rules/traits/half-orc.md) + + +Most half-orcs have visible tusks, but yours are particularly large and sharp, capable of gouging deep wounds. You gain a jaws unarmed attack that deals `1d6` piercing damage. + +**Special.** You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat. + +*Source: Lost Omens: Character Guide p. 15* +%% #compendium/src/pf2e/locg #trait/half-orc %% \ No newline at end of file diff --git a/compendium/feats/tweak-appearances-aoa3.md b/compendium/feats/tweak-appearances-aoa3.md new file mode 100644 index 000000000..78465ebc2 --- /dev/null +++ b/compendium/feats/tweak-appearances-aoa3.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa3 +- trait/general +- trait/skill +- trait/uncommon +aliases: ["Tweak Appearances"] +--- +# Tweak Appearances *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting) + +You spend 1 minute making quick adjustments to someone's clothing and appearance, causing their words to carry more weight with an audience of your choice. While speaking to that audience, the target gains a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) and [Performance](compendium/skills.md#Performance) checks. If you have master proficiency in [Crafting](compendium/skills.md#Crafting), the bonus increases to +2; if you have legendary proficiency in [Crafting](compendium/skills.md#Crafting), the bonus increases to +3. This bonus lasts until this ability is used on the target again, the situation they were prepared for ends, or they next change their outfit. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 73* +%% #compendium/src/pf2e/aoa3 #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/twin-distraction-apg.md b/compendium/feats/twin-distraction-apg.md new file mode 100644 index 000000000..7819e22d7 --- /dev/null +++ b/compendium/feats/twin-distraction-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["Twin Distraction"] +--- +# Twin Distraction *Feat 4* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: [Twin Feint](compendium/feats/twin-feint.md) +- **Requirements**: You are wielding two melee weapons, each in a different hand. + +Your movements with two weapons are so swift and disorienting that they befuddle your opponent. When using [Twin Feint](compendium/feats/twin-feint.md), if both your [Strikes](rules/actions/strike.md) deal damage to a targeted creature, the target must succeed at a Will saving throw against your class DC or become [stupefied](rules/conditions.md#Stupefied) until the end of your next turn. + +*Source: Advanced Player's Guide p. 135* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/twin-eidolon-som.md b/compendium/feats/twin-eidolon-som.md new file mode 100644 index 000000000..f299acf48 --- /dev/null +++ b/compendium/feats/twin-eidolon-som.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/polymorph +- trait/summoner +- trait/transmutation +aliases: ["Twin Eidolon"] +--- +# Twin Eidolon *Feat 20* +[polymorph](rules/traits/polymorph.md) [summoner](rules/traits/summoner-som.md) [transmutation](rules/traits/transmutation.md) + + +You can transform to match your eidolon. When you [Manifest your Eidolon](rules/actions/manifest-eidolon-som.md), you can call upon its powers to transform yourself into a duplicate until it unmanifests. + +You can't use this if you [Manifest your Eidolon](rules/actions/manifest-eidolon-som.md) in an unusual way, such as [Meld into Eidolon](compendium/feats/meld-into-eidolon-som.md). While using Twin Eidolon, you use your eidolon's statistics other than your mental ability modifiers, including its evolutions. You can't cast spells (except spells your eidolon could cast), Activate or otherwise benefit from magic items that normally benefit you and not your eidolon, or use other actions it can't perform. Any of its spells you cast with limited uses count against your eidolon's uses. You can [Manifest your Eidolon](rules/actions/manifest-eidolon-som.md) again to end this effect. + +**Special.** This feat has the trait matching your eidolon's tradition (arcane, divine, occult, or primal). + +*Source: Secrets of Magic p. 73* +%% #compendium/src/pf2e/som #trait/polymorph #trait/summoner #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/twin-feint.md b/compendium/feats/twin-feint.md index f72579818..c6ca42a0e 100644 --- a/compendium/feats/twin-feint.md +++ b/compendium/feats/twin-feint.md @@ -16,7 +16,7 @@ You make a dazzling series of attacks with both weapons, using the first attack ## Twin Feint leads to... -Twin Distraction +[Twin Distraction](compendium/feats/twin-distraction-apg.md) ## Summary diff --git a/compendium/feats/twin-parry-swashbuckler-apg.md b/compendium/feats/twin-parry-swashbuckler-apg.md new file mode 100644 index 000000000..4a547ffbe --- /dev/null +++ b/compendium/feats/twin-parry-swashbuckler-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Twin Parry (Swashbuckler)"] +--- +# Twin Parry (Swashbuckler) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Requirements**: You wield two melee weapons, one in each hand. +- **Activity** Single Action + +You use your weapons to parry. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the [parry](rules/traits/parry.md) trait. You lose this circumstance bonus if you no longer meet this feat's requirement. + +*Source: Advanced Player's Guide p. 90* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/twin-psyche-da.md b/compendium/feats/twin-psyche-da.md new file mode 100644 index 000000000..0f8b3a3fa --- /dev/null +++ b/compendium/feats/twin-psyche-da.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/psychic +aliases: ["Twin Psyche"] +--- +# Twin Psyche *Feat 20* +[psychic](rules/traits/psychic-da.md) + + +You've segmented your psyche so it can operate in tandem. When you [Unleash your Psyche](rules/actions/unleash-psyche-da.md), you can double its duration. + +*Source: Dark Archive p. 29* +%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/twin-weakness-da.md b/compendium/feats/twin-weakness-da.md new file mode 100644 index 000000000..2a34f9415 --- /dev/null +++ b/compendium/feats/twin-weakness-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/esoterica +- trait/thaumaturge +aliases: ["Twin Weakness"] +--- +# Twin Weakness [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[esoterica](rules/traits/esoterica-da.md) [thaumaturge](rules/traits/thaumaturge-da.md) + +- **Prerequisites**: mortal weakness or personal antithesis +- **Requirements**: You're holding an implement and a weapon, you are using [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) with mortal weakness or personal antithesis, and the target creature is within reach of both your implement and weapon. +- **Activity** Two-Action + +As you make an attack augmented by your esoterica, you also press your implement against the creature, applying its weakness as your implement's energies sear the creature's flesh. Make a melee [Strike](rules/actions/strike.md) against the target of your [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md). On any attack roll result but a critical failure, you also press your implement against the creature, automatically dealing the additional damage from [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md). This is in addition to any damage from your [Strike](rules/actions/strike.md), including the weakness the [Strike](rules/actions/strike.md) applies from [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md). This counts as two attacks when calculating your multiple attack penalty. + +*Source: Dark Archive p. 45* +%% #compendium/src/pf2e/da #trait/esoterica #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/twinned-defense-swashbuckler-apg.md b/compendium/feats/twinned-defense-swashbuckler-apg.md new file mode 100644 index 000000000..2687ef2c5 --- /dev/null +++ b/compendium/feats/twinned-defense-swashbuckler-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/stance +- trait/swashbuckler +aliases: ["Twinned Defense (Swashbuckler)"] +--- +# Twinned Defense (Swashbuckler) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[stance](rules/traits/stance.md) [swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Prerequisites**: Twin Parry +- **Requirements**: You wield two melee weapons, one in each hand. +- **Activity** Single Action + +You're always ready to use your off-hand weapon to interfere with attacks against you. While you are in this stance, you constantly gain the benefits of the Twin Parry action. + +*Source: Advanced Player's Guide p. 93* +%% #compendium/src/pf2e/apg #trait/stance #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/twist-healing-loag.md b/compendium/feats/twist-healing-loag.md new file mode 100644 index 000000000..5f4df479c --- /dev/null +++ b/compendium/feats/twist-healing-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/dhampir +aliases: ["Twist Healing"] +--- +# Twist Healing *Feat 17* +[dhampir](rules/traits/dhampir-b1.md) + +- **Prerequisites**: ability to cast [heal](compendium/spells/heal.md) and [harm](compendium/spells/harm.md) + +Your connection to both life and undeath lets you twist the healing power of magic items to suit your own needs and aims. Whenever you [Activate an Item](rules/actions/activate-an-item.md) to cast a [heal](compendium/spells/heal.md) spell, you can invert its energy to produce the effects of an equivalent [harm](compendium/spells/harm.md) spell instead. + +*Source: Lost Omens: Ancestry Guide p. 28* +%% #compendium/src/pf2e/loag #trait/dhampir %% \ No newline at end of file diff --git a/compendium/feats/twitchy-apg.md b/compendium/feats/twitchy-apg.md new file mode 100644 index 000000000..5a64e9f0d --- /dev/null +++ b/compendium/feats/twitchy-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/goblin +aliases: ["Twitchy"] +--- +# Twitchy *Feat 1* +[goblin](rules/traits/goblin.md) + + +You are naturally suspicious and wary of danger, especially when you suspect someone might be leading you into an ambush. You gain a +1 circumstance bonus to AC and saves against hazards, and to all of your initiative rolls. If at least one of your opponents is using [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) to determine their initiative, your bonus to initiative from this feat increases to +4. + +*Source: Advanced Player's Guide p. 45* +%% #compendium/src/pf2e/apg #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/two-truths-da.md b/compendium/feats/two-truths-da.md new file mode 100644 index 000000000..0ef5d40b8 --- /dev/null +++ b/compendium/feats/two-truths-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/reflection +aliases: ["Two Truths"] +--- +# Two Truths [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* +[reflection](rules/traits/reflection-da.md) + +- **Prerequisites**: master in [Deception](compendium/skills.md#Deception) +- **Activity** Single Action + +Your ability to imitate your progenitor is so strong, you can even convince yourself. When you use this action, you alter your thought processes to your progenitor or from your progenitor back to yourself. As long as what you say is true from the point of view of your current identity, you can say it even under effects like zone of truth that force you to speak truly. + +*Source: Dark Archive p. 121* +%% #compendium/src/pf2e/da #trait/reflection %% \ No newline at end of file diff --git a/compendium/feats/ubiquitous-snares.md b/compendium/feats/ubiquitous-snares.md index 8f1f1c476..f8a513836 100644 --- a/compendium/feats/ubiquitous-snares.md +++ b/compendium/feats/ubiquitous-snares.md @@ -15,7 +15,7 @@ You can prepare a seemingly impossible number of snares in advance, and you're r ## Ubiquitous Snares leads to... -Impossible Snares +[Impossible Snares](compendium/feats/impossible-snares-apg.md) ## Summary diff --git a/compendium/feats/ubiquitous-weakness-da.md b/compendium/feats/ubiquitous-weakness-da.md new file mode 100644 index 000000000..9de80a474 --- /dev/null +++ b/compendium/feats/ubiquitous-weakness-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/manipulate +- trait/thaumaturge +aliases: ["Ubiquitous Weakness"] +--- +# Ubiquitous Weakness *Feat 20* +[manipulate](rules/traits/manipulate.md) [thaumaturge](rules/traits/thaumaturge-da.md) + +- **Prerequisites**: Share Weakness + +You've nurtured your bonds with your comrades, allowing you to share the benefits of your esoterica. When you use [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) and choose mortal weakness, select any number of allies within 30 feet of you. Their [Strikes](rules/actions/strike.md) apply the weakness from mortal weakness the same way your [Strikes](rules/actions/strike.md) do. This benefit ends when you stop benefiting from [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md). Since this effect depends on magically strengthening your bond to your allies, only allies with whom you've developed a rapport over the course of one or more days gain the benefit. + +*Source: Dark Archive p. 47* +%% #compendium/src/pf2e/da #trait/manipulate #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/ultimate-flexibility-apg.md b/compendium/feats/ultimate-flexibility-apg.md new file mode 100644 index 000000000..e8f4edb94 --- /dev/null +++ b/compendium/feats/ultimate-flexibility-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/fighter +aliases: ["Ultimate Flexibility"] +--- +# Ultimate Flexibility *Feat 20* +[fighter](rules/traits/fighter.md) + +- **Prerequisites**: improved flexibility + +Your experience keeps you on your toes, making you adaptable to even the most dangerous challenges. When you gain a fighter feat using combat flexibility, you gain three fighter feats instead of two. While the first feat must still be 8th level or lower, the second feat can be up to 14th level, and the third feat can be up to 18th level. You can use the first feat to meet the prerequisites of the second or third feats and the second feat to meet the prerequisites of the third feat. You must meet all feats' prerequisites. In addition, you can adapt to the battlefield's challenges by spending 1 hour to train. If you do, you can reselect the feats chosen with combat flexibility as if you had made your daily preparations. You can't trade out limited-use abilities that you've already used, such as [Determination](compendium/feats/determination.md). + +*Source: Advanced Player's Guide p. 127* +%% #compendium/src/pf2e/apg #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/ultimate-polymath-apg.md b/compendium/feats/ultimate-polymath-apg.md new file mode 100644 index 000000000..c8aecc94f --- /dev/null +++ b/compendium/feats/ultimate-polymath-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/bard +aliases: ["Ultimate Polymath"] +--- +# Ultimate Polymath *Feat 20* +[bard](rules/traits/bard.md) + +- **Prerequisites**: polymath muse + +You can flexibly cast all of your spells, granting a dizzying array of possible options. All of the spells in your repertoire are signature spells for you. + +*Source: Advanced Player's Guide p. 115* +%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/unassuming-dedication-locg.md b/compendium/feats/unassuming-dedication-locg.md new file mode 100644 index 000000000..6f6a1a482 --- /dev/null +++ b/compendium/feats/unassuming-dedication-locg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/halfling +- trait/uncommon +aliases: ["Unassuming Dedication"] +--- +# Unassuming Dedication *Feat 1* +[halfling](rules/traits/halfling.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Uhlam ethnicity + +Your family instilled the values of care and patience into you from a young age. + +You gain a +1 circumstance bonus to checks to perform a downtime activity. + +*Source: Lost Omens: Character Guide p. 44* +%% #compendium/src/pf2e/locg #trait/halfling #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/unbalancing-finisher-apg.md b/compendium/feats/unbalancing-finisher-apg.md new file mode 100644 index 000000000..5dd0e7fa9 --- /dev/null +++ b/compendium/feats/unbalancing-finisher-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/finisher +- trait/swashbuckler +aliases: ["Unbalancing Finisher"] +--- +# Unbalancing Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[finisher](rules/traits/finisher-apg.md) [swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Activity** Single Action + +You attack with a flashy assault that leaves your target off balance. Make a melee [Strike](rules/actions/strike.md). If you hit and deal damage, the target is [flat-footed](rules/conditions.md#Flat-footed) until the end of your next turn. + +*Source: Advanced Player's Guide p. 89* +%% #compendium/src/pf2e/apg #trait/finisher #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/unbalancing-sweep-apg.md b/compendium/feats/unbalancing-sweep-apg.md new file mode 100644 index 000000000..b00e5c53c --- /dev/null +++ b/compendium/feats/unbalancing-sweep-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +- trait/flourish +- trait/open +aliases: ["Unbalancing Sweep"] +--- +# Unbalancing Sweep [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 12* +[barbarian](rules/traits/barbarian.md) [flourish](rules/traits/flourish.md) [open](rules/traits/open.md) + +- **Activity** Three-Action + +You make a great sweep about yourself, knocking creatures off their feet and away from you. Choose up to three adjacent foes and choose whether to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) all three of them. + +Whichever of the two options you choose, roll a separate [Athletics](compendium/skills.md#Athletics) check against each foe, performing the same action against each foe. Each attempt counts toward your multiple attack penalty, but don't increase your penalty until you have made all the attempts. + +*Source: Advanced Player's Guide p. 111* +%% #compendium/src/pf2e/apg #trait/barbarian #trait/flourish #trait/open %% \ No newline at end of file diff --git a/compendium/feats/unbound-freedom-loil.md b/compendium/feats/unbound-freedom-loil.md new file mode 100644 index 000000000..18d4ebb35 --- /dev/null +++ b/compendium/feats/unbound-freedom-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vanara +aliases: ["Unbound Freedom"] +--- +# Unbound Freedom *Feat 13* +[vanara](rules/traits/vanara-loil.md) + + +Your future is no other person's to control, and the cycles of your fate sometimes step in to protect you when that control would be taken from you. Whenever you would gain the [controlled](rules/conditions.md#Controlled) condition, you can attempt a DC 17 flat check. On a success, you don't gain the condition. + +*Source: Lost Omens: Impossible Lands p. 57* +%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/compendium/feats/unbreakable-er-goblin-locg.md b/compendium/feats/unbreakable-er-goblin-locg.md new file mode 100644 index 000000000..ad0e4b73b --- /dev/null +++ b/compendium/feats/unbreakable-er-goblin-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/goblin +aliases: ["Unbreakable-er Goblin"] +--- +# Unbreakable-er Goblin *Feat 13* +[goblin](rules/traits/goblin.md) + +- **Prerequisites**: unbreakable goblin heritage + +As hard as most unbreakable goblin are to break, you are that much harder to break. You gain 20 Hit Points from your ancestry instead of 10. When you fall, you take no falling damage. If you have the [Bouncy Goblin](compendium/feats/bouncy-goblin-locg.md) feat, after falling or jumping from a height of at least 20 feet, you can bounce back into the air, up to half the distance you fell (and half as far forward if you jumped). These bounces continue until you bounce less than 20 feet. + +*Source: Lost Omens: Character Guide p. 39* +%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/uncanny-agility-loag.md b/compendium/feats/uncanny-agility-loag.md new file mode 100644 index 000000000..a2dcee27d --- /dev/null +++ b/compendium/feats/uncanny-agility-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/tengu +aliases: ["Uncanny Agility"] +--- +# Uncanny Agility *Feat 1* +[tengu](rules/traits/tengu-b1.md) + + +You have near-supernatural poise that lets you move swiftly across the most unsteady surfaces. You gain the [Steady Balance](compendium/feats/steady-balance.md) skill feat. You can [Step](rules/actions/step.md) into difficult terrain caused by uneven ground, such as a rocky field or hilly incline. + +*Source: Lost Omens: Ancestry Guide p. 59* +%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/uncanny-awareness-loag.md b/compendium/feats/uncanny-awareness-loag.md new file mode 100644 index 000000000..a35794745 --- /dev/null +++ b/compendium/feats/uncanny-awareness-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/fleshwarp +aliases: ["Uncanny Awareness"] +--- +# Uncanny Awareness *Feat 5* +[fleshwarp](rules/traits/fleshwarp-loag.md) + + +You have a keen sense of movement around you. You gain motion sense as an imprecise sense out to 30 feet. Motion sense allows you to detect nearby motion through vibration and air movement. + +*Source: Lost Omens: Ancestry Guide p. 94* +%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/compendium/feats/uncanny-cheeks-loag.md b/compendium/feats/uncanny-cheeks-loag.md new file mode 100644 index 000000000..bfaa27efb --- /dev/null +++ b/compendium/feats/uncanny-cheeks-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ratfolk +aliases: ["Uncanny Cheeks"] +--- +# Uncanny Cheeks *Feat 9* +[ratfolk](rules/traits/ratfolk-b1.md) + + +You squirrel away useful objects and seem to retrieve them at just the right time. + +You gain the [Prescient Consumable](compendium/feats/prescient-consumable-apg.md) and [Prescient Planner](compendium/feats/prescient-planner-apg.md) feats, except that you always withdraw the objects from your cheek pouches. This means the object you retrieve must fit in your cheek pouches; this is generally an item of negligible Bulk unless you also have the [Cheek Pouches](compendium/feats/cheek-pouches-apg.md) feat. + +*Source: Lost Omens: Ancestry Guide p. 56* +%% #compendium/src/pf2e/loag #trait/ratfolk %% \ No newline at end of file diff --git a/compendium/feats/uncanny-suction-sli.md b/compendium/feats/uncanny-suction-sli.md new file mode 100644 index 000000000..fc54a2396 --- /dev/null +++ b/compendium/feats/uncanny-suction-sli.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sli +- trait/archetype +aliases: ["Uncanny Suction"] +--- +# Uncanny Suction *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Oozemorph Dedication](compendium/feats/oozemorph-dedication-sli.md) + +Your limbs produce strange, sucker-like growths that allow you to adhere to walls, objects, and most other surfaces. You gain a climb Speed equal to your half your land Speed (minimum 5 feet). If you have the [Quick Climb](compendium/feats/quick-climb.md) feat, your climb Speed is equal to your land Speed. + +In addition, you gain a +2 circumstance bonus to your Reflex DC to avoid being [Disarmed](rules/actions/disarm.md). + +*Source: The Slithering p. 60* +%% #compendium/src/pf2e/sli #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/undaunted-locg.md b/compendium/feats/undaunted-locg.md new file mode 100644 index 000000000..3189304f3 --- /dev/null +++ b/compendium/feats/undaunted-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/leshy +aliases: ["Undaunted"] +--- +# Undaunted *Feat 1* +[leshy](rules/traits/leshy-b1.md) + + +Your spirit has endured many challenges over its long existence, and you are certain you can overcome whatever hardships life throws your way. You gain a +1 circumstance bonus to saves against [emotion](rules/traits/emotion.md) effects. If you roll a success on a saving throw against an [emotion](rules/traits/emotion.md) effect, you get a critical success instead. + +*Source: Lost Omens: Character Guide p. 54* +%% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/compendium/feats/undead-companion-loag.md b/compendium/feats/undead-companion-loag.md new file mode 100644 index 000000000..32d50edcb --- /dev/null +++ b/compendium/feats/undead-companion-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/dhampir +aliases: ["Undead Companion"] +--- +# Undead Companion *Feat 5* +[dhampir](rules/traits/dhampir-b1.md) + +- **Prerequisites**: an animal companion or a familiar + +Your companion is also touched by undeath, a mix of a traditional companion and a skeleton, zombie, or stranger form of unlife. Your companion gains the [undead](rules/traits/undead.md) trait instead of the [animal](rules/traits/animal.md) trait and gains negative healing. It otherwise uses the normal rules for an animal companion or familiar; that means it can still be affected by many conditions or effects to which most undead are immune. + +*Source: Lost Omens: Ancestry Guide p. 28* +%% #compendium/src/pf2e/loag #trait/dhampir %% \ No newline at end of file diff --git a/compendium/feats/undead-empathy-botd.md b/compendium/feats/undead-empathy-botd.md new file mode 100644 index 000000000..7d090564a --- /dev/null +++ b/compendium/feats/undead-empathy-botd.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/skeleton +aliases: ["Undead Empathy"] +--- +# Undead Empathy *Feat 1* +[skeleton](rules/traits/skeleton-b1.md) + + +Your relationship with undeath gives you a stronger bond with other undead. You can use [Diplomacy](compendium/skills.md#Diplomacy) to [Make an Impression](rules/actions/make-an-impression.md) on mindless undead or make simple requests of them. As long as there aren't living creatures nearby, they usually let you speak. If the undead creature currently is in the thrall of a creature whose level is higher than yours, you typically need a critical success on your [Diplomacy](compendium/skills.md#Diplomacy) skill check. + +*Source: Book of the Dead p. 56* +%% #compendium/src/pf2e/botd #trait/skeleton %% \ No newline at end of file diff --git a/compendium/feats/undead-master-dedication-botd.md b/compendium/feats/undead-master-dedication-botd.md new file mode 100644 index 000000000..a4d597244 --- /dev/null +++ b/compendium/feats/undead-master-dedication-botd.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Undead Master Dedication"] +--- +# Undead Master Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: evil alignment + +You gain the services of an undead companion that travels with you and obeys your commands. The rules for undead companions appear on page 37 and utilize those for animal companions from the Core Rulebook on page 214. + +Contrary to the usual rules for companions, as an undead master it's possible for you to have more than one undead companion at a time. However, only one of those companions, your "active companion," follows you during exploration and encounters; the rest are reduced to an "inactive" state that can be easily tucked into an inventory or stored in a nearby crypt. If you ever have more than one undead companion, you gain the Call Companion action (Advanced Player's Guide 160), with your undead companions taking the place of animal companions. + +**Special.** You can't select another dedication feat until you have gained two other feats from the undead master archetype. + +## Undead Master Dedication leads to... + +[Guardian Ghosts](compendium/feats/guardian-ghosts-botd.md), [Their Master's Call](compendium/feats/their-masters-call-botd.md) + +## Summary + +*Source: Book of the Dead p. 41* +%% #compendium/src/pf2e/botd #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/undead-slayer-apg.md b/compendium/feats/undead-slayer-apg.md new file mode 100644 index 000000000..20c70fd48 --- /dev/null +++ b/compendium/feats/undead-slayer-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/dhampir +aliases: ["Undead Slayer"] +--- +# Undead Slayer *Feat 5* +[dhampir](rules/traits/dhampir-b1.md) + + +Your knowledge of your own not-quite-living anatomy, combined with your experience in combat, helps you take down undead foes with ease. Against undead creatures, you gain a circumstance bonus to damage with weapons and unarmed attacks equal to the number of weapon damage dice for the [Strike](rules/actions/strike.md). This bonus increases to double the number of weapon damage dice if your target has the [vampire](rules/traits/vampire-b1.md) trait. + +*Source: Advanced Player's Guide p. 33* +%% #compendium/src/pf2e/apg #trait/dhampir %% \ No newline at end of file diff --git a/compendium/feats/undead-slayer-dedication-botd.md b/compendium/feats/undead-slayer-dedication-botd.md new file mode 100644 index 000000000..84842aecf --- /dev/null +++ b/compendium/feats/undead-slayer-dedication-botd.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/dedication +aliases: ["Undead Slayer Dedication"] +--- +# Undead Slayer Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Religion](compendium/skills.md#Religion) + +Your training has prepared you to recognize most undead on sight. You become trained in two [Lore](compendium/skills.md#Lore) skills, each about a specific type of undead, or become an expert if you were already trained. You gain the Slayer's Identification free action. + +```ad-embed-ability +title: Slayer's Identification [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You roll initiative and can observe a creature you know is undead + +**Effect** You attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) to identify the undead creature with a +1 circumstance bonus. If you're a master in the skill you're using to [Recall Knowledge](rules/actions/recall-knowledge.md), you gain a +2 circumstance bonus instead. +``` + +## Undead Slayer Dedication leads to... + +[Blessed Medicine](compendium/feats/blessed-medicine-botd.md), [Hunter's Sanctum](compendium/feats/hunters-sanctum-botd.md), [Necromantic Resistance](compendium/feats/necromantic-resistance-botd.md), [Slayer's Strike](compendium/feats/slayers-strike-botd.md), [Slayer's Blessing](compendium/feats/slayers-blessing-botd.md), [Frighten Undead](compendium/feats/frighten-undead-botd.md), [Slayer's Presence](compendium/feats/slayers-presence-botd.md), [Gear Up](compendium/feats/gear-up-botd.md) + +## Summary + +*Source: Book of the Dead p. 28* +%% #compendium/src/pf2e/botd #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/underground-network-apg.md b/compendium/feats/underground-network-apg.md new file mode 100644 index 000000000..f016d5869 --- /dev/null +++ b/compendium/feats/underground-network-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +- trait/uncommon +aliases: ["Underground Network"] +--- +# Underground Network *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: expert in [Society](compendium/skills.md#Society), [Streetwise](compendium/feats/streetwise.md) + +You're connected to groups that know what's going on in the streets, and you can get information out of them quickly. When you use [Society](compendium/skills.md#Society) to [Gather Information](rules/actions/gather-information.md) in an area where you have a network (typically a settlement where you've spent at least a week or spent a day of downtime to build a network faster), you can contact a member of these groups to get information directly from them. This usually takes about an hour, and it doesn't draw as much attention as [Gathering Information](rules/actions/gather-information.md) in public might. The check and information gained otherwise follow the normal rules for [Gather Information](rules/actions/gather-information.md). + +*Source: Advanced Player's Guide p. 209* +%% #compendium/src/pf2e/apg #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/underhanded-assault-apg.md b/compendium/feats/underhanded-assault-apg.md new file mode 100644 index 000000000..93f87850c --- /dev/null +++ b/compendium/feats/underhanded-assault-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/rogue +aliases: ["Underhanded Assault"] +--- +# Underhanded Assault [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 2* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: trained in [Stealth](compendium/skills.md#Stealth) +- **Activity** Two-Action + +You capitalize on the distraction provided by an ally. You [Sneak](rules/actions/sneak.md) up to a foe adjacent to one of your allies. You can roll against the foe you're [Sneaking](rules/actions/sneak.md) up on, even if it's currently [observing](rules/conditions.md#Observed) you, as though you were [hidden](rules/conditions.md#Hidden). You take a –2 penalty on your [Stealth](compendium/skills.md#Stealth) check. If your [Stealth](compendium/skills.md#Stealth) check against the chosen foe succeeds, you can make a melee [Strike](rules/actions/strike.md) against that foe at the end of your [Sneak](rules/actions/sneak.md). + +*Source: Advanced Player's Guide p. 134* +%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/underwater-volcano-loag.md b/compendium/feats/underwater-volcano-loag.md new file mode 100644 index 000000000..db67d5ffb --- /dev/null +++ b/compendium/feats/underwater-volcano-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/azarketi +aliases: ["Underwater Volcano"] +--- +# Underwater Volcano *Feat 17* +[azarketi](rules/traits/azarketi-loag.md) + + +You can cast [volcanic eruption](compendium/spells/volcanic-eruption.md) as a 7th-level primal innate spell once per day, except that you can only evoke the volcano on the floor of a body of water, and the effects that normally happen to flying creatures happen to swimming creatures instead. + +*Source: Lost Omens: Ancestry Guide p. 16* +%% #compendium/src/pf2e/loag #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/underworld-investigator-apg.md b/compendium/feats/underworld-investigator-apg.md new file mode 100644 index 000000000..f8173cce3 --- /dev/null +++ b/compendium/feats/underworld-investigator-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Underworld Investigator"] +--- +# Underworld Investigator *Feat 1* +[investigator](rules/traits/investigator-apg.md) + + +Your work as an investigator makes you familiar with the criminal element. You might be a criminal yourself, or you might have gained an understanding of how they operate from the outside. You become trained in [Underworld Lore](compendium/skills.md#Lore), and you gain your [Pursue a Lead](rules/actions/pursue-a-lead-apg.md) circumstance bonus to [Thievery](compendium/skills.md#Thievery) checks to investigate the subject of your lead (such as checks to [Steal](rules/actions/steal.md) a clue from a suspect or [Pick a Lock](rules/actions/pick-a-lock.md) to open a safe with damning documents). + +*Source: Advanced Player's Guide p. 60* +%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/compendium/feats/undying-conviction-botd.md b/compendium/feats/undying-conviction-botd.md new file mode 100644 index 000000000..11a42fd0d --- /dev/null +++ b/compendium/feats/undying-conviction-botd.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/aura +- trait/cleric +- trait/necromancy +- trait/oracle +- trait/uncommon +- trait/wizard +aliases: ["Undying Conviction"] +--- +# Undying Conviction *Feat 4* +[aura](rules/traits/aura.md) [cleric](rules/traits/cleric.md) [necromancy](rules/traits/necromancy.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +- **Prerequisites**: able to create or control undead; cleric with a negative font, oracle of bones, or necromancer wizard + +Your presence has a bolstering effect on your undead minions. Undead creatures under your control and within a 30-foot emanation around you gain a +2 status bonus to saving throws to resist positive damage and to Will saving throws to resist effects that would make them [controlled](rules/conditions.md#Controlled). + +**Special.** This feat has the trait matching your spellcasting tradition. + +*Source: Book of the Dead p. 33* +%% #compendium/src/pf2e/botd #trait/aura #trait/cleric #trait/necromancy #trait/oracle #trait/uncommon #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/undying-ferocity-apg.md b/compendium/feats/undying-ferocity-apg.md new file mode 100644 index 000000000..90e653e8e --- /dev/null +++ b/compendium/feats/undying-ferocity-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/orc +aliases: ["Undying Ferocity"] +--- +# Undying Ferocity *Feat 9* +[orc](rules/traits/orc.md) + +- **Prerequisites**: [Orc Ferocity](compendium/feats/orc-ferocity.md) + +You resist death's clutches with supernatural vigor. When you use [Orc Ferocity](compendium/feats/orc-ferocity.md), you gain temporary Hit Points equal to your level. + +*Source: Advanced Player's Guide p. 19* +%% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/uneasy-rest-lotgb.md b/compendium/feats/uneasy-rest-lotgb.md new file mode 100644 index 000000000..2f4082713 --- /dev/null +++ b/compendium/feats/uneasy-rest-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Uneasy Rest"] +--- +# Uneasy Rest *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [sleep](compendium/spells/sleep.md) + +When you cast [sleep](compendium/spells/sleep.md), you can modify the spell to add the following to its standard effects: Subjects of your spell experience troubled dreams. When a target that failed or critically failed its saving throw wakes up, it is [frightened](rules/conditions.md#Frightened). + +*Source: Lost Omens: The Grand Bazaar p. 124* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/unending-emptiness-som.md b/compendium/feats/unending-emptiness-som.md new file mode 100644 index 000000000..0eb7d5298 --- /dev/null +++ b/compendium/feats/unending-emptiness-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Unending Emptiness"] +--- +# Unending Emptiness *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: focus pool, [Shadowcaster Dedication](compendium/feats/shadowcaster-dedication-som.md) + +You pool the power of shadow within your eyes, gaining the ability to gather darkness into a turbulent orb of crushing emptiness within your line of sight. You gain the [darklight](compendium/spells/darklight-som.md) domain spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Secrets of Magic p. 227* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/unexpected-shift-locg.md b/compendium/feats/unexpected-shift-locg.md new file mode 100644 index 000000000..05b15d310 --- /dev/null +++ b/compendium/feats/unexpected-shift-locg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/gnome +aliases: ["Unexpected Shift"] +--- +# Unexpected Shift [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[gnome](rules/traits/gnome.md) + +- **Trigger** You would take damage from an attack, spell, or other effect. +- **Activity** Reaction + +Your supernatural connection sometimes causes you to phase from reality when under threat, disappearing for split seconds before reappearing—often surprising you as much as your enemies. Roll a DC 16 flat check. On a success, you gain resistance to all damage equal to your level against the triggering effect, you gain a +2 circumstance bonus to saving throws against that effect until the start of your turn, and you gain the [dazzled](rules/conditions.md#Dazzled) condition for 1 round. + +## Unexpected Shift leads to... + +[Fortuitous Shift](compendium/feats/fortuitous-shift-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 32* +%% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/compendium/feats/unfazed-assessment-aoa5.md b/compendium/feats/unfazed-assessment-aoa5.md new file mode 100644 index 000000000..81e6cbf13 --- /dev/null +++ b/compendium/feats/unfazed-assessment-aoa5.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa5 +- trait/archetype +aliases: ["Unfazed Assessment"] +--- +# Unfazed Assessment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Zephyr Guard Dedication](compendium/feats/zephyr-guard-dedication-aoa5.md), expert in [Perception](compendium/skills.md#Perception) +- **Activity** Single Action + +You have witnessed hundreds of fighting styles and quickly adapt to defend against complicated maneuvers. Choose a creature within 30 feet who you're aware of, and attempt a [Perception](compendium/skills.md#Perception) check against that target's Will DC. If you succeed, you size up their fighting style, gaining a +1 circumstance bonus to AC and saving throws against that creature's attacks (or a +2 circumstance bonus for a critical success). These benefits last until the end of your next turn. + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 81* +%% #compendium/src/pf2e/aoa5 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/unfetter-eidolon-som.md b/compendium/feats/unfetter-eidolon-som.md new file mode 100644 index 000000000..2e2a6a601 --- /dev/null +++ b/compendium/feats/unfetter-eidolon-som.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/summoner +aliases: ["Unfetter Eidolon"] +--- +# Unfetter Eidolon *Feat 1* +[summoner](rules/traits/summoner-som.md) + + +You can allow your eidolon to travel far from your side. You learn the [unfetter eidolon](compendium/spells/unfetter-eidolon-som.md) link spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Secrets of Magic p. 68* +%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/unfettering-prankster-loil.md b/compendium/feats/unfettering-prankster-loil.md new file mode 100644 index 000000000..1e6fc6c68 --- /dev/null +++ b/compendium/feats/unfettering-prankster-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vanara +aliases: ["Unfettering Prankster"] +--- +# Unfettering Prankster *Feat 17* +[vanara](rules/traits/vanara-loil.md) + + +You can uplift all around you with your pranks, causing you and your allies to receive divine guidance in all your movements to effortlessly avoid environmental hindrances. Once per day, you can cast [unfettered pack](compendium/spells/unfettered-pack.md) as a divine innate spell. When you do so, you cast the spell by performing a divinely inspired prank. + +*Source: Lost Omens: Impossible Lands p. 57* +%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/compendium/feats/unhampered-passage-apg.md b/compendium/feats/unhampered-passage-apg.md new file mode 100644 index 000000000..77f117ad7 --- /dev/null +++ b/compendium/feats/unhampered-passage-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/halfling +aliases: ["Unhampered Passage"] +--- +# Unhampered Passage *Feat 9* +[halfling](rules/traits/halfling.md) + + +You won't allow others to restrain you. You can cast [freedom of movement](compendium/spells/freedom-of-movement.md) on yourself as a primal innate spell once per day. + +*Source: Advanced Player's Guide p. 46* +%% #compendium/src/pf2e/apg #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/united-assault-lokl.md b/compendium/feats/united-assault-lokl.md new file mode 100644 index 000000000..6a213dc3e --- /dev/null +++ b/compendium/feats/united-assault-lokl.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/fighter +- trait/flourish +- trait/ranger +- trait/uncommon +aliases: ["United Assault"] +--- +# United Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) [ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Knights of Lastwall have access to this feat. +- **Activity** Single Action + +Through countless battles, you've learned you're stronger when working alongside your allies. Make a [Strike](rules/actions/strike.md). Your [Strike](rules/actions/strike.md) gains a circumstance bonus to damage rolls equal to the number of other different creatures that damaged the target since the end of the target's last turn, to a maximum of a +4 circumstance bonus. + +*Source: Lost Omens: Knights of Lastwall p. 82* +%% #compendium/src/pf2e/lokl #trait/fighter #trait/flourish #trait/ranger #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/unkillable-botd.md b/compendium/feats/unkillable-botd.md new file mode 100644 index 000000000..eb3b2c89b --- /dev/null +++ b/compendium/feats/unkillable-botd.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Unkillable"] +--- +# Unkillable [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) +- **Frequency**: once per hour +- **Trigger** You would be reduced to 0 HP. +- **Activity** Reaction + +You're relentless and nigh unkillable, shrugging off blows that should destroy you, though they might make your body start to fall apart. You are reduced to 1 HP instead of 0 HP. You must succeed at a DC 6 flat check or your body deteriorates. + +*Source: Book of the Dead p. 61* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/unlimited-demesne-da.md b/compendium/feats/unlimited-demesne-da.md new file mode 100644 index 000000000..4e995d475 --- /dev/null +++ b/compendium/feats/unlimited-demesne-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/arcane +- trait/conjuration +- trait/thaumaturge +aliases: ["Unlimited Demesne"] +--- +# Unlimited Demesne *Feat 20* +[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) [thaumaturge](rules/traits/thaumaturge-da.md) + +- **Prerequisites**: Thaumaturge's Demesne + +You can move your demesne here and there, bringing it wherever your journey takes you. Your demesne expands to a maximum of 10,000 square feet. Once per day, you can call your demesne forth, which takes 1 minute. This has the effects of resplendent mansion, except that it conjures your demesne from its previous location, with all the benefits of Thaumaturge's Demesne in addition to the those of the spell. You must be able to claim the new area, with the same restrictions as Thaumaturge's Demesne. + +*Source: Dark Archive p. 47* +%% #compendium/src/pf2e/da #trait/arcane #trait/conjuration #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/unlimited-ghost-flight-botd.md b/compendium/feats/unlimited-ghost-flight-botd.md new file mode 100644 index 000000000..f999e17f6 --- /dev/null +++ b/compendium/feats/unlimited-ghost-flight-botd.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Unlimited Ghost Flight"] +--- +# Unlimited Ghost Flight *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ghost Flight](compendium/feats/ghost-flight-botd.md) + +You put your connection to the material world farther behind you. Your fly Speed no longer restricts the height you can fly. When you use Ghost Flight, instead of its normal effect, you gain a +10-foot status bonus to your fly Speed for 10 minutes. + +*Source: Book of the Dead p. 47* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/unlimited-potential-da.md b/compendium/feats/unlimited-potential-da.md new file mode 100644 index 000000000..813cff9b5 --- /dev/null +++ b/compendium/feats/unlimited-potential-da.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/concentrate +- trait/manipulate +- trait/metamagic +- trait/psychic +aliases: ["Unlimited Potential"] +--- +# Unlimited Potential [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* +[concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [psychic](rules/traits/psychic-da.md) + +- **Frequency**: once per minute +- **Activity** Single Action + +The laws of magic can limit your mind only if you think you need them, and you've grown past the need for such limits. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) of 5th level or lower that has no duration, you don't expend the prepared spell as you cast it. + +*Source: Dark Archive p. 29* +%% #compendium/src/pf2e/da #trait/concentrate #trait/manipulate #trait/metamagic #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/unlock-secret-loil.md b/compendium/feats/unlock-secret-loil.md new file mode 100644 index 000000000..7ba075335 --- /dev/null +++ b/compendium/feats/unlock-secret-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/kashrishi +aliases: ["Unlock Secret"] +--- +# Unlock Secret *Feat 5* +[kashrishi](rules/traits/kashrishi-loil.md) + +- **Prerequisites**: Open Mind + +You delve deeper into your psychic potential. Choose a 1st-level occult spell, either a common spell or another to which you have access. You can cast that spell once per day as an innate occult spell. + +*Source: Lost Omens: Impossible Lands p. 44* +%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/compendium/feats/unnerving-expansion-da.md b/compendium/feats/unnerving-expansion-da.md new file mode 100644 index 000000000..21e09ac72 --- /dev/null +++ b/compendium/feats/unnerving-expansion-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Unnerving Expansion"] +--- +# Unnerving Expansion [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) +- **Activity** Single Action + +You gather your curse around you and impel it to pour outward, expanding your maelstrom. The radius of the emanation of your curse maelstrom state increases by 5 feet until the end of your curse maelstrom state. The outpouring of the curse is unnerving. You attempt to [Demoralize](rules/actions/demoralize.md) a creature within the emanation of your curse maelstrom; you don't take penalties for not sharing a language with that creature. + +*Source: Dark Archive p. 169* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/unnerving-prowess-lowg.md b/compendium/feats/unnerving-prowess-lowg.md new file mode 100644 index 000000000..c383de744 --- /dev/null +++ b/compendium/feats/unnerving-prowess-lowg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Unnerving Prowess"] +--- +# Unnerving Prowess [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Aldori Duelist Dedication](compendium/feats/aldori-duelist-dedication-lowg.md) +- **Trigger** You critically succeed at a [Strike](rules/actions/strike.md) or [Disarm](rules/actions/disarm.md) with your Aldori dueling sword +- **Activity** Free Action + +Your incredible skill with your blade unnerves your foes. You attempt to [Demoralize](rules/actions/demoralize.md) the target of your [Strike](rules/actions/strike.md) or [Disarm](rules/actions/disarm.md). This [Demoralize](rules/actions/demoralize.md) attempt does not have the [auditory](rules/traits/auditory.md) trait, nor do you take a penalty to the check if the target doesn't understand your language. + +*Source: Lost Omens: World Guide p. 35* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/unravel-mysteries-locg.md b/compendium/feats/unravel-mysteries-locg.md new file mode 100644 index 000000000..d3c39226d --- /dev/null +++ b/compendium/feats/unravel-mysteries-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/skill +aliases: ["Unravel Mysteries"] +--- +# Unravel Mysteries *Feat 8* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in a [Decipher Writing](rules/actions/decipher-writing.md) skill, [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) + +You can understand the true meaning of texts quickly, and even when you get lost or hit a dead end, you aren't discouraged from making further attempts to get to the bottom of things. When you [Decipher Writing](rules/actions/decipher-writing.md), you need only half as long as usual (reducing the time from about 1 minute to about half a minute per page), and if you fail, you don't take the usual –2 circumstance penalty to further checks to decipher that text. + +*Source: Lost Omens: Character Guide p. 113* +%% #compendium/src/pf2e/locg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/unrivaled-builder-ec3.md b/compendium/feats/unrivaled-builder-ec3.md new file mode 100644 index 000000000..6cb0d39aa --- /dev/null +++ b/compendium/feats/unrivaled-builder-ec3.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec3 +- trait/shoony +aliases: ["Unrivaled Builder"] +--- +# Unrivaled Builder *Feat 13* +[shoony](rules/traits/shoony-ec3.md) + +- **Prerequisites**: Handy with Your Paws + +Building things is like solving a puzzle, and you know how to use anything at your disposal to get the job done. You gain [creation](compendium/spells/creation.md) as a 5th-level innate primal spell. You must have an equivalent Bulk of material to create an item, such as wood or scrap metal to make a wheelbarrow. You can cast this spell once each day. + +*Source: Extinction Curse #3: Life's Long Shadows p. 73* +%% #compendium/src/pf2e/ec3 #trait/shoony %% \ No newline at end of file diff --git a/compendium/feats/unseat-apg.md b/compendium/feats/unseat-apg.md new file mode 100644 index 000000000..ec5d181b4 --- /dev/null +++ b/compendium/feats/unseat-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Unseat"] +--- +# Unseat [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) +- **Requirements**: You are riding your mount and wielding a jousting weapon. +- **Activity** Single Action + +You attempt to knock an opponent off their mount. Make a melee [Strike](rules/actions/strike.md) against a mounted opponent. If your attack hits, attempt an [Athletics](compendium/skills.md#Athletics) check against the opponent's Fortitude DC. If you succeed, the foe is knocked off its mount into a space of its choice adjacent to its mount. If you critically succeed, it lands [prone](rules/conditions.md#Prone). + +*Source: Advanced Player's Guide p. 165* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/unseen-passage-loil.md b/compendium/feats/unseen-passage-loil.md new file mode 100644 index 000000000..a6b3d263f --- /dev/null +++ b/compendium/feats/unseen-passage-loil.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/gunslinger +- trait/investigator +- trait/ranger +- trait/rare +aliases: ["Unseen Passage"] +--- +# Unseen Passage *Feat 8* +[investigator](rules/traits/investigator-apg.md) [ranger](rules/traits/ranger.md) [rare](rules/traits/rare.md) gunslinger + +- **Frequency**: once per day + +You have mastered a magical technique for moving through dangerous woodlands unseen. You can cast [pass without trace](compendium/spells/pass-without-trace.md) as an innate primal spell heightened to a spell level equal to half your level rounded up. + +*Source: Lost Omens: Impossible Lands p. 129* +%% #compendium/src/pf2e/loil #trait/gunslinger #trait/investigator #trait/ranger #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/unshakable-idealism-locg.md b/compendium/feats/unshakable-idealism-locg.md new file mode 100644 index 000000000..71244f6e9 --- /dev/null +++ b/compendium/feats/unshakable-idealism-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Unshakable Idealism"] +--- +# Unshakable Idealism *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md), expert in Will saves + +Your faith and hope can't be shaken, and you won't flee when lives are at stake. You gain a +1 circumstance bonus on saves against [fear](rules/traits/fear.md) effects and [emotion](rules/traits/emotion.md) effects that inflict despair. When you would gain the [fleeing](rules/conditions.md#Fleeing) condition, you can choose to stand your ground and be [stunned](rules/conditions.md#Stunned) for the effect's duration as well, preventing you from running and allowing you to re-enter the fight more quickly when the effect ends. + +*Source: Lost Omens: Character Guide p. 94* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/unstable-concoction-apg.md b/compendium/feats/unstable-concoction-apg.md new file mode 100644 index 000000000..6d9d61eee --- /dev/null +++ b/compendium/feats/unstable-concoction-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/alchemist +aliases: ["Unstable Concoction"] +--- +# Unstable Concoction *Feat 10* +[alchemist](rules/traits/alchemist.md) + + +You can create extraordinary—albeit volatile—alchemical wonders, though they have an unfortunate tendency to violently explode when you use them. When you use [Quick Alchemy](rules/actions/quick-alchemy.md), you can create an alchemical item from your formula book whose level is up to 2 higher than your advanced alchemy level. You can spend up to 3 additional batches of infused reagents when creating this item to stabilize it. Upon activating the item, attempt a DC 10 flat check; for every additional batch of infused reagents you spent to create the item, reduce this DC by 2. On a success, the item functions normally. On a failure, the item explodes, dealing force damage to the user equal to twice the item's level (doubled on a critical failure). + +*Source: Advanced Player's Guide p. 107* +%% #compendium/src/pf2e/apg #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/unstoppable-juggernaut-apg.md b/compendium/feats/unstoppable-juggernaut-apg.md new file mode 100644 index 000000000..e7b2ba7e0 --- /dev/null +++ b/compendium/feats/unstoppable-juggernaut-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/barbarian +aliases: ["Unstoppable Juggernaut"] +--- +# Unstoppable Juggernaut *Feat 20* +[barbarian](rules/traits/barbarian.md) + + +You have become a brutal, unstoppable force of nature, able to shrug off mortal wounds with ease. You gain resistance equal to 3 + your Constitution modifier to all damage, and your resistance from [raging](rules/actions/rage.md) increases to 8 + your Constitution modifier. + +In addition, if you are reduced to 0 Hit Points while [raging](rules/actions/rage.md), you can end your rage as a reaction to stay at 1 Hit Point. If you do, you become [wounded](rules/conditions.md#Wounded) (or increase your [wounded](rules/conditions.md#Wounded) condition by 2 if you are already [wounded](rules/conditions.md#Wounded)). + +*Source: Advanced Player's Guide p. 111* +%% #compendium/src/pf2e/apg #trait/barbarian %% \ No newline at end of file diff --git a/compendium/feats/unwind-death-ooa3.md b/compendium/feats/unwind-death-ooa3.md new file mode 100644 index 000000000..c06f6c82a --- /dev/null +++ b/compendium/feats/unwind-death-ooa3.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ooa3 +- trait/archetype +aliases: ["Unwind Death"] +--- +# Unwind Death [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md) +- **Requirements**: The target's body must be mostly intact. +- **Activity** Three-Action + +Combining necromancy with the mysterious temporal powers of clockwork, you wind a creature backward from the moment of its death. Attempt a DC 40 [Crafting](compendium/skills.md#Crafting) check to revive a dead creature that has been dead for no more than 3 rounds. If you succeed, the target returns to life with the effects of raise dead, except it still has the [wounded](rules/conditions.md#Wounded) condition it had before [dying](rules/conditions.md#Dying), increased by 1 (or [wounded](rules/conditions.md#Wounded) if it wasn't [wounded](rules/conditions.md#Wounded) before [dying](rules/conditions.md#Dying)). Whether you succeed or fail, the target is then temporarily immune to Unwind Death for 1 day. + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* +%% #compendium/src/pf2e/ooa3 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/unyielding-disguise-da.md b/compendium/feats/unyielding-disguise-da.md new file mode 100644 index 000000000..c2462fccd --- /dev/null +++ b/compendium/feats/unyielding-disguise-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/reflection +- trait/transmutation +aliases: ["Unyielding Disguise"] +--- +# Unyielding Disguise *Feat 9* +[reflection](rules/traits/reflection-da.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: ability to cast [humanoid form](compendium/spells/humanoid-form.md) or [illusory disguise](compendium/spells/illusory-disguise.md) + +When you cast [humanoid form](compendium/spells/humanoid-form.md) or [illusory disguise](compendium/spells/illusory-disguise.md) to alter your appearance, the spell's duration is 2 hours. At the end of the duration, you can extend the spell's duration for another hour, but doing so is taxing, making you [drained](rules/conditions.md#Drained). You can keep extending it in this way, increasing your [drained](rules/conditions.md#Drained) condition by 1 each time, to a maximum duration of 6 hours. + +*Source: Dark Archive p. 121* +%% #compendium/src/pf2e/da #trait/reflection #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/urgent-upwelling-som.md b/compendium/feats/urgent-upwelling-som.md new file mode 100644 index 000000000..0017550c2 --- /dev/null +++ b/compendium/feats/urgent-upwelling-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +aliases: ["Urgent Upwelling"] +--- +# Urgent Upwelling [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Wellspring Mage Dedication](compendium/feats/wellspring-mage-dedication-som.md) +- **Frequency**: once per 10 minutes +- **Trigger** An enemy reduces you to 0 HP, an enemy critically hits you, or you critically fail a saving throw against an enemy's effect. +- **Activity** Reaction + +Defeat lets you to tap into your wellspring. Attempt the flat check for wellspring magic. If you critically succeed, you can choose to forgo gaining a temporary spell slot to instead have the triggering enemy undergo a wellspring surge. This surge functions just as it would for you, the only difference being that it emits from the enemy. + +*Source: Secrets of Magic p. 249* +%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/ursine-avenger-form-tv.md b/compendium/feats/ursine-avenger-form-tv.md new file mode 100644 index 000000000..d82a3d3d2 --- /dev/null +++ b/compendium/feats/ursine-avenger-form-tv.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/tv +- trait/archetype +- trait/artifact +- trait/morph +- trait/primal +- trait/transmutation +aliases: ["Ursine Avenger Form"] +--- +# Ursine Avenger Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[archetype](rules/traits/archetype.md) [artifact](rules/traits/artifact-gmg.md) [morph](rules/traits/morph.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) + +- **Activity** Single Action + +You draw the Ursine Avenger Hood over your head and its fur over your arms, assuming an ursine form that has traits of your original form as well as that of a bear. In your ursine form, you gain a jaws unarmed attack that deals `1d8` piercing damage and a claws unarmed attack that deals `1d6` slashing damage and has the [agile](rules/traits/agile.md) trait. Both unarmed attacks are in the brawling group. You lose the ability to speak complex sentences while transformed and can only communicate through grunts and gestures; this prevents you from using effects that require a shared or spoken language until you revert back to your non-hybrid form. You can use this action while transformed to remove the hood and return to your original form. + +*Source: Treasure Vault p. 183* +%% #compendium/src/pf2e/tv #trait/archetype #trait/artifact #trait/morph #trait/primal #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/uzunjati-recollection-locg.md b/compendium/feats/uzunjati-recollection-locg.md new file mode 100644 index 000000000..a27b46ea5 --- /dev/null +++ b/compendium/feats/uzunjati-recollection-locg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/skill +aliases: ["Uzunjati Recollection"] +--- +# Uzunjati Recollection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Uzunjati Storytelling](compendium/feats/uzunjati-storytelling-locg.md), master in a [Recall Knowledge](rules/actions/recall-knowledge.md) skill +- **Activity** Single Action + +You tell a story spontaneously from nearly forgotten facts, delving into your memory and entertaining your audience in the process. [Recall Knowledge](rules/actions/recall-knowledge.md) with a skill in which you have master proficiency, then use Uzunjati Storytelling with the same skill. You gain a +1 circumstance bonus to your skill check for Uzunjati Storytelling from the added details. + +Halcyon Speaker One of Old-Mage Jatembe's central lessons was that magic was magic, no matter what the source. Though the Magaambya seeks to hold true to Jatembe's teachings by aiming to understand magic of all kinds, the mages of the Magaambya have found the most success with magic rooted in the material world. Halcyon speakers are powerful conversants who epitomize the Magaambyan practice of blending arcane and primal magic, seeing both traditions as flowing from the same wellspring. + +## Uzunjati Recollection leads to... + +[Janatimo's Lessons](compendium/feats/janatimos-lessons-lol.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 103* +%% #compendium/src/pf2e/locg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/uzunjati-storytelling-locg.md b/compendium/feats/uzunjati-storytelling-locg.md new file mode 100644 index 000000000..3a79672ff --- /dev/null +++ b/compendium/feats/uzunjati-storytelling-locg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +- trait/concentrate +- trait/skill +aliases: ["Uzunjati Storytelling"] +--- +# Uzunjati Storytelling [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Uzunjati affiliation, master in a [Recall Knowledge](rules/actions/recall-knowledge.md) skill +- **Activity** Single Action + +You tell a quick story or begin telling a longer tale. This is most useful when you want to prove your scholarly credibility or impress someone quickly. Roll a check with a skill that can be used to [Recall Knowledge](rules/actions/recall-knowledge.md) in which you have expert proficiency, using the result entry for the [Perform](rules/actions/perform.md) action. Like Performing, Storytelling rarely has an effect on its own, but it might influence the DCs of subsequent [Diplomacy](compendium/skills.md#Diplomacy) checks against the observers—or even change their attitudes—if the GM sees fit. This action is not a [Performance](compendium/skills.md#Performance) and cannot be used in place of anything that requires you to [Perform](rules/actions/perform.md). + +## Uzunjati Storytelling leads to... + +[Uzunjati Recollection](compendium/feats/uzunjati-recollection-locg.md), [Janatimo's Lessons](compendium/feats/janatimos-lessons-lol.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 102* +%% #compendium/src/pf2e/locg #trait/archetype #trait/concentrate #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/vacate-vision-sli.md b/compendium/feats/vacate-vision-sli.md new file mode 100644 index 000000000..d46f684d1 --- /dev/null +++ b/compendium/feats/vacate-vision-sli.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sli +- trait/archetype +aliases: ["Vacate Vision"] +--- +# Vacate Vision [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Oozemorph Dedication](compendium/feats/oozemorph-dedication-sli.md) +- **Trigger** You fail (but don't critically fail) a saving throw against an effect with the [visual](rules/traits/visual.md) trait. +- **Activity** Reaction + +You cause your eyes to liquefy and run out of your eye sockets, leaving them empty. You get a success on the save against the triggering effect, but you are [blinded](rules/conditions.md#Blinded) for the duration the effect would have had on a failure. At that time, your eyes regrow and your normal vision returns. + +*Source: The Slithering p. 59* +%% #compendium/src/pf2e/sli #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/vampire-dedication-botd.md b/compendium/feats/vampire-dedication-botd.md new file mode 100644 index 000000000..58c23c9a6 --- /dev/null +++ b/compendium/feats/vampire-dedication-botd.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/dedication +- trait/rare +aliases: ["Vampire Dedication"] +--- +# Vampire Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: You were a killed by a vampire drinking your blood. + +You're a newly risen vampire. You gain the [undead](rules/traits/undead.md) and [vampire](rules/traits/vampire-b1.md) traits and the basic undead benefits (page 44), and your undead hunger is for the blood of the living. Your incisors elongate; you gain a fangs unarmed attack that deals `1d6` piercing damage. They're in the brawling group and have the [grapple](rules/traits/grapple.md) and [unarmed](rules/traits/unarmed.md) traits. You gain revulsion and sunlight vulnerabilities detailed on page 59 and the Drink Blood ability. + +```ad-embed-ability +title: Drink Blood [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) + +- **Requirements**: A [grabbed](rules/conditions.md#Grabbed), [paralyzed](rules/conditions.md#Paralyzed), [restrained](rules/conditions.md#Restrained), [unconscious](rules/conditions.md#Unconscious), or willing creature is within your reach + +**Effect** You sink your fangs into that creature and drink its blood. This requires an [Athletics](compendium/skills.md#Athletics) check against the victim's Fortitude DC if the victim is [grabbed](rules/conditions.md#Grabbed), and automatically succeeds for any of the other conditions. If you succeed, the creature becomes [drained](rules/conditions.md#Drained), and you gain temporary HP equal to the target's level that last for 10 minutes. Further uses against the target don't increase the [drained](rules/conditions.md#Drained) condition or grant you more temporary HP. +%% #trait/divine #trait/necromancy %% +``` + +## Vampire Dedication leads to... + +[Clinging Climber](compendium/feats/clinging-climber-botd.md), [Daywalker](compendium/feats/daywalker-botd.md), [Predatory Claws](compendium/feats/predatory-claws-botd.md), [Vicious Fangs](compendium/feats/vicious-fangs-botd.md), [Bat Form](compendium/feats/bat-form-botd.md), [Turn to Mist](compendium/feats/turn-to-mist-botd.md), [Mist Escape](compendium/feats/mist-escape-botd.md), [Coffin Bound](compendium/feats/coffin-bound-botd.md) + +## Summary + +*Source: Book of the Dead p. 58* +%% #compendium/src/pf2e/botd #trait/archetype #trait/dedication #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/vampire-lore-apg.md b/compendium/feats/vampire-lore-apg.md new file mode 100644 index 000000000..d58cbf1e1 --- /dev/null +++ b/compendium/feats/vampire-lore-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/dhampir +aliases: ["Vampire Lore"] +--- +# Vampire Lore *Feat 1* +[dhampir](rules/traits/dhampir-b1.md) + + +You were raised by your vampiric parent, or you've invested substantial time and energy researching the secrets of your undead progenitors. You gain the trained proficiency rank in [Religion](compendium/skills.md#Religion) and [Society](compendium/skills.md#Society). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Vampire Lore](compendium/skills.md#Lore). + +*Source: Advanced Player's Guide p. 33* +%% #compendium/src/pf2e/apg #trait/dhampir %% \ No newline at end of file diff --git a/compendium/feats/vanara-battle-clarity-loil.md b/compendium/feats/vanara-battle-clarity-loil.md new file mode 100644 index 000000000..329322455 --- /dev/null +++ b/compendium/feats/vanara-battle-clarity-loil.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vanara +aliases: ["Vanara Battle Clarity"] +--- +# Vanara Battle Clarity *Feat 13* +[vanara](rules/traits/vanara-loil.md) + + +Your focus in combat is practically unshakable. + +While you can act, you aren't [flat-footed](rules/conditions.md#Flat-footed) to [hidden](rules/conditions.md#Hidden), [undetected](rules/conditions.md#Undetected), or flanking creatures of your level or lower, or to creatures of your level or lower using surprise attack. + +*Source: Lost Omens: Impossible Lands p. 57* +%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/compendium/feats/vanara-lore-loil.md b/compendium/feats/vanara-lore-loil.md new file mode 100644 index 000000000..502eb840f --- /dev/null +++ b/compendium/feats/vanara-lore-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vanara +aliases: ["Vanara Lore"] +--- +# Vanara Lore *Feat 1* +[vanara](rules/traits/vanara-loil.md) + + +You attained the cultural training of a ba-sadhak, a seeker of treasures and rare delights. You become trained in [Survival](compendium/skills.md#Survival) and [Thievery](compendium/skills.md#Thievery). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You're also trained in the [Vanara Lore](compendium/skills.md#Lore) skill. + +*Source: Lost Omens: Impossible Lands p. 55* +%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/compendium/feats/vanara-weapon-expertise-loil.md b/compendium/feats/vanara-weapon-expertise-loil.md new file mode 100644 index 000000000..a9fa40df8 --- /dev/null +++ b/compendium/feats/vanara-weapon-expertise-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vanara +aliases: ["Vanara Weapon Expertise"] +--- +# Vanara Weapon Expertise *Feat 13* +[vanara](rules/traits/vanara-loil.md) + +- **Prerequisites**: Vanara Weapon Familiarity + +Thanks to numerous joyous practice exercises, you've become an expert in vanara weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the bo staff, chakram, katar, panabas, urumi (Gods & Magic 121), and all vanara weapons in which you're trained. + +*Source: Lost Omens: Impossible Lands p. 57* +%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/compendium/feats/vanara-weapon-familiarity-loil.md b/compendium/feats/vanara-weapon-familiarity-loil.md new file mode 100644 index 000000000..8c27daa0e --- /dev/null +++ b/compendium/feats/vanara-weapon-familiarity-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vanara +aliases: ["Vanara Weapon Familiarity"] +--- +# Vanara Weapon Familiarity *Feat 1* +[vanara](rules/traits/vanara-loil.md) + + +You favor weapons steeped in vanaran tradition. You gain access to, and are trained with, the bo staff, chakram, katar, panabas, and urumi (Pathfinder Lost Omens: Gods & Magic 121). In addition, you gain access to all uncommon vanara weapons. For the purpose of determining your proficiency, martial vanara weapons are simple weapons, and advanced vanara weapons are martial weapons. + +*Source: Lost Omens: Impossible Lands p. 55* +%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/compendium/feats/vanara-weapon-trickery-loil.md b/compendium/feats/vanara-weapon-trickery-loil.md new file mode 100644 index 000000000..c09455b35 --- /dev/null +++ b/compendium/feats/vanara-weapon-trickery-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vanara +aliases: ["Vanara Weapon Trickery"] +--- +# Vanara Weapon Trickery *Feat 5* +[vanara](rules/traits/vanara-loil.md) + +- **Prerequisites**: Vanara Weapon Familiarity + +You've learned how to trick your foes using vanara weapons. Whenever you critically hit using a bo staff, chakram, katar, panabas, urumi (Gods & Magic 121), or vanara weapon, you apply the weapon's critical specialization effect. + +*Source: Lost Omens: Impossible Lands p. 56* +%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/compendium/feats/vandal-apg.md b/compendium/feats/vandal-apg.md new file mode 100644 index 000000000..31bbed275 --- /dev/null +++ b/compendium/feats/vandal-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/goblin +aliases: ["Vandal"] +--- +# Vandal *Feat 5* +[goblin](rules/traits/goblin.md) + + +You have a knack for breaking and dismantling things. Putting them back together is the boring part, so you largely don't bother with that. You become trained in [Thievery](compendium/skills.md#Thievery). If you would automatically become trained in [Thievery](compendium/skills.md#Thievery) (from your background or class, for example), you instead become trained in a skill of your choice. In addition, whenever you hit with a [Strike](rules/actions/strike.md) against a trap or an unattended object, you ignore the first 5 points of the object's Hardness. + +*Source: Advanced Player's Guide p. 45* +%% #compendium/src/pf2e/apg #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/vanths-weapon-execution-loag.md b/compendium/feats/vanths-weapon-execution-loag.md new file mode 100644 index 000000000..c31eaac7d --- /dev/null +++ b/compendium/feats/vanths-weapon-execution-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/duskwalker +aliases: ["Vanth's Weapon Execution"] +--- +# Vanth's Weapon Execution *Feat 5* +[duskwalker](rules/traits/duskwalker-apg.md) + +- **Prerequisites**: [Vanth's Weapon Familiarity](compendium/feats/vanths-weapon-familiarity-loag.md) + +You've trained in the finer points of dealing death. Whenever you critically hit using a [bo staff](compendium/equipment/items/bo-staff.md), [longbow](compendium/equipment/items/longbow.md), [composite longbow](compendium/equipment/items/composite-longbow.md), [scythe](compendium/equipment/items/scythe.md), or [staff](compendium/equipment/items/staff.md), you apply the weapon's critical specialization effect. + +*Source: Lost Omens: Ancestry Guide p. 31* +%% #compendium/src/pf2e/loag #trait/duskwalker %% \ No newline at end of file diff --git a/compendium/feats/vanths-weapon-expertise-loag.md b/compendium/feats/vanths-weapon-expertise-loag.md new file mode 100644 index 000000000..6a89610ed --- /dev/null +++ b/compendium/feats/vanths-weapon-expertise-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/duskwalker +aliases: ["Vanth's Weapon Expertise"] +--- +# Vanth's Weapon Expertise *Feat 13* +[duskwalker](rules/traits/duskwalker-apg.md) + +- **Prerequisites**: [Vanth's Weapon Familiarity](compendium/feats/vanths-weapon-familiarity-loag.md) + +Vanths themselves recognize you as an honorary reaper. + +Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in [bo staves](compendium/equipment/items/bo-staff.md), [longbows](compendium/equipment/items/longbow.md), [composite longbows](compendium/equipment/items/composite-longbow.md), [scythes](compendium/equipment/items/scythe.md), and [staves](compendium/equipment/items/staff.md). + +*Source: Lost Omens: Ancestry Guide p. 32* +%% #compendium/src/pf2e/loag #trait/duskwalker %% \ No newline at end of file diff --git a/compendium/feats/vanths-weapon-familiarity-loag.md b/compendium/feats/vanths-weapon-familiarity-loag.md new file mode 100644 index 000000000..7f0fe331a --- /dev/null +++ b/compendium/feats/vanths-weapon-familiarity-loag.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/duskwalker +aliases: ["Vanth's Weapon Familiarity"] +--- +# Vanth's Weapon Familiarity *Feat 1* +[duskwalker](rules/traits/duskwalker-apg.md) + + +You seek to emulate vanth reapers' fighting styles. You are trained with [bo staves](compendium/equipment/items/bo-staff.md), [longbows](compendium/equipment/items/longbow.md), [composite longbows](compendium/equipment/items/composite-longbow.md), [scythes](compendium/equipment/items/scythe.md), and [staves](compendium/equipment/items/staff.md). + +## Vanth's Weapon Familiarity leads to... + +[Vanth's Weapon Execution](compendium/feats/vanths-weapon-execution-loag.md), [Vanth's Weapon Expertise](compendium/feats/vanths-weapon-expertise-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 31* +%% #compendium/src/pf2e/loag #trait/duskwalker %% \ No newline at end of file diff --git a/compendium/feats/veil-may-loag.md b/compendium/feats/veil-may-loag.md new file mode 100644 index 000000000..4decbb794 --- /dev/null +++ b/compendium/feats/veil-may-loag.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/changeling +- trait/lineage +aliases: ["Veil May"] +--- +# Veil May *Feat 1* +[changeling](rules/traits/changeling-b1.md) [lineage](rules/traits/lineage-apg.md) + + +Born of a blood hag, a fiery blood drinker [hidden](rules/conditions.md#Hidden) behind a false skin, you have one blood-red eye and the ability to slough off your appearance in an instant. You gain the [Lie to Me](compendium/feats/lie-to-me.md) skill feat, and you can shed a disguise quickly by peeling off the outer layer of your skin. Changing from a disguise used to [Impersonate](rules/actions/impersonate.md) back to your true appearance is a 3-action activity for you; if you're an expert in [Deception](compendium/skills.md#Deception), it's a 2-action activity, and if you're legendary in [Deception](compendium/skills.md#Deception), it takes only a single action. This doesn't allow you to don or remove armor or other equipment any faster, but your physical appearance otherwise returns to its normal state. + +## Veil May leads to... + +[Invoke The Elements](compendium/feats/invoke-the-elements-loag.md), [Stormy Heart](compendium/feats/stormy-heart-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 23* +%% #compendium/src/pf2e/loag #trait/changeling #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/velstrac-magic-loag.md b/compendium/feats/velstrac-magic-loag.md new file mode 100644 index 000000000..81319d738 --- /dev/null +++ b/compendium/feats/velstrac-magic-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/tiefling +aliases: ["Velstrac Magic"] +--- +# Velstrac Magic *Feat 9* +[tiefling](rules/traits/tiefling-b1.md) + +- **Prerequisites**: [Shackleborn](compendium/feats/shackleborn-loag.md) + +You know there's so much more to sensation than whips and chains—but whips and chains also have their place. You can cast [telekinetic maneuver](compendium/spells/telekinetic-maneuver.md) and [web](compendium/spells/web.md) once per day each as 2nd-level divine innate spells; in both cases, the spells manifest shadowy chains rather than their usual visual signifiers. + +*Source: Lost Omens: Ancestry Guide p. 66* +%% #compendium/src/pf2e/loag #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/venom-purge-loil.md b/compendium/feats/venom-purge-loil.md new file mode 100644 index 000000000..55ba4862b --- /dev/null +++ b/compendium/feats/venom-purge-loil.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vishkanya +aliases: ["Venom Purge"] +--- +# Venom Purge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* +[vishkanya](rules/traits/vishkanya-loil.md) + +- **Prerequisites**: trained in [Medicine](compendium/skills.md#Medicine) +- **Frequency**: once per day +- **Activity** Single Action + +You produce a specialized venom that burns out other toxins and impurities in your body. For each disease or poison currently affecting you, attempt a [Medicine](compendium/skills.md#Medicine) check to counteract that disease or poison. As normal, your counteract level is equal to half your level rounded up. + +*Source: Lost Omens: Impossible Lands p. 63* +%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/compendium/feats/venom-spit-loil.md b/compendium/feats/venom-spit-loil.md new file mode 100644 index 000000000..6138dbf13 --- /dev/null +++ b/compendium/feats/venom-spit-loil.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/nagaji +aliases: ["Venom Spit"] +--- +# Venom Spit *Feat 5* +[nagaji](rules/traits/nagaji-loil.md) + + +You've learned the art of lobbing toxic spittle at vulnerable spots on your foes, especially the eyes. You gain a venomous spit ranged unarmed attack with a range increment of 10 feet that deals `1d4` poison damage. On a critical hit, the target takes [persistent poison damage](rules/conditions.md#Persistent%20Damage) equal to the number of weapon damage dice. Your spit doesn't have a weapon group, nor a critical specialization effect. + +**Special.** If you have the hooded nagaji heritage, in addition to your venomous spit's normal critical hit effect, the target is also [dazzled](rules/conditions.md#Dazzled) until the start of your next turn. + +*Source: Lost Omens: Impossible Lands p. 50* +%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/compendium/feats/verdant-presence-ec6.md b/compendium/feats/verdant-presence-ec6.md new file mode 100644 index 000000000..c5e5e58c1 --- /dev/null +++ b/compendium/feats/verdant-presence-ec6.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec6 +- trait/druid +- trait/uncommon +aliases: ["Verdant Presence"] +--- +# Verdant Presence [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* +[druid](rules/traits/druid.md) [uncommon](rules/traits/uncommon.md) + +- **Frequency**: once per hour +- **Trigger** You take damage or cast a primal spell. +- **Activity** Reaction + +The life-giving properties of the aeon orbs flourish within you. Small plants or fungi magically appear on all surfaces in a 60-foot emanation around you. This life withers after 1 day unless the environment can support it. You can choose one of the following options each time you use this feat. + +- You can cause any number of 5-foot squares in the area to be light undergrowth, which is difficult terrain and provides lesser cover. +- You can cause a tree or giant mushroom to appear in any unoccupied location in the area; it occupies an entire 5-foot square and provides standard cover. The tree or mushroom has 5 Hardness and 50 Hit Points. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 73* +%% #compendium/src/pf2e/ec6 #trait/druid #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/verdant-weapon-apg.md b/compendium/feats/verdant-weapon-apg.md new file mode 100644 index 000000000..7e4c1844a --- /dev/null +++ b/compendium/feats/verdant-weapon-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/druid +- trait/exploration +aliases: ["Verdant Weapon"] +--- +# Verdant Weapon *Feat 1* +[druid](rules/traits/druid.md) [exploration](rules/traits/exploration.md) + + +You cultivate a seed that can sprout into a wooden staff, vine whip, or another weapon. You spend 10 minutes focusing primal energy into a seed, imprinting it with the potential of a single level 0 weapon you are trained with and that has no mechanical parts or metal components. When holding the imprinted seed, you can spend a single [Interact](rules/actions/interact.md) action to cause it to immediately grow into that weapon; a second [Interact](rules/actions/interact.md) action returns it to seed form. Your verdant weapon functions as the imprinted weapon and can be etched with runes or affixed with talismans as normal, which are suppressed when the weapon is in seed form. It also becomes a primal focus. + +You can have only one verdant seed at a time. If you prepare a second, your first verdant seed immediately becomes a mundane specimen; any runes on the previous seed that are valid for the new seed transfer between them at no cost, but you lose any inapplicable runes unless you transfer them to a runestone or another weapon. + +## Verdant Weapon leads to... + +[Pristine Weapon](compendium/feats/pristine-weapon-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 124* +%% #compendium/src/pf2e/apg #trait/druid #trait/exploration %% \ No newline at end of file diff --git a/compendium/feats/vernai-training-lol.md b/compendium/feats/vernai-training-lol.md new file mode 100644 index 000000000..396bb17ea --- /dev/null +++ b/compendium/feats/vernai-training-lol.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lol +- trait/archetype +- trait/rare +aliases: ["Vernai Training"] +--- +# Vernai Training *Feat 12* +[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: [Achaekek's Grip](compendium/feats/achaekeks-grip-lol.md), [Advanced Red Mantis Magic](compendium/feats/advanced-red-mantis-magic-lowg.md) + +To resurrect a creature you've slain, a spellcaster must counteract your influence on its death. The DC of this check is equal to your class DC or spell DC, whichever is higher. + +In addition, add two 5th-level spells to your Red Mantis assassin spellbook—both spells must be chosen from the following options: [death ward](compendium/spells/death-ward.md), [drop dead](compendium/spells/drop-dead.md), [false vision](compendium/spells/false-vision.md), [hallucination](compendium/spells/hallucination.md), [illusory scene](compendium/spells/illusory-scene.md), [mind probe](compendium/spells/mind-probe.md), or [sending](compendium/spells/sending.md). You gain a 5th-level spell slot that you can use to prepare a spell from your Red Mantis assassin spellbook. + +*Source: Lost Omens: Legends p. 58* +%% #compendium/src/pf2e/lol #trait/archetype #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/versatile-font.md b/compendium/feats/versatile-font.md index 2fc64d135..7762ed6f9 100644 --- a/compendium/feats/versatile-font.md +++ b/compendium/feats/versatile-font.md @@ -15,7 +15,7 @@ As you explore your deity's aspects, you move beyond restrictions on healing or ## Versatile Font leads to... -Ebb And Flow +[Ebb And Flow](compendium/feats/ebb-and-flow-apg.md) ## Summary diff --git a/compendium/feats/versatile-spellstrike-som.md b/compendium/feats/versatile-spellstrike-som.md new file mode 100644 index 000000000..ddc66b203 --- /dev/null +++ b/compendium/feats/versatile-spellstrike-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Versatile Spellstrike"] +--- +# Versatile Spellstrike *Feat 18* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) + +You can channel the entire realm of possibilities of your spellbook into an attack. Once during your daily preparations, you can use a spell slot to hold that infinite potential, rather than using it to prepare a spell. When you make a [Spellstrike](rules/actions/spellstrike-som.md), you can expend this special spell slot to immediately prepare and cast a spell from your spellbook at 2 levels lower than the slot's level. (As normal for preparing spells, you can use a spell of an even-lower level, heightening it accordingly.) You don't have any spell prepared in that slot until you cast from that slot. + +*Source: Secrets of Magic p. 49* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/vessels-form-da.md b/compendium/feats/vessels-form-da.md new file mode 100644 index 000000000..e515f8e4f --- /dev/null +++ b/compendium/feats/vessels-form-da.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/concentrate +- trait/polymorph +- trait/transmutation +aliases: ["Vessel's Form"] +--- +# Vessel's Form [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md) +- **Frequency**: once per day +- **Activity** Two-Action + +You symbiotically combine your form with that of the entity within you, taking a powerful hybrid form to temporarily boost your abilities in combat while maintaining control. For 1 minute, you gain the following effects. + +- If you were Medium or smaller, you become Large, and your reach increases to 10 feet. +- You gain a +2 status bonus to attack and damage rolls and a +1 status bonus on saving throws against spells. If you use Entity's Resurgence, the status bonuses to attack and damage rolls increase to +3 during the time that the two effects overlap. +- If you have the [Entity's Strike](compendium/feats/entitys-strike-da.md) feat, the unarmed attack you gained from that feat increases its damage die from `1d6` to `1d8`. +- You gain 40 temporary Hit Points. +- You gain a fly Speed equal to your Speed. + +**Special.** This action has the tradition trait appropriate to your entity, typically divine for a demon, occult for an aberration or outer entity, or primal for a fey. + +*Source: Dark Archive p. 141* +%% #compendium/src/pf2e/da #trait/archetype #trait/concentrate #trait/polymorph #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/vestigial-wings-loag.md b/compendium/feats/vestigial-wings-loag.md new file mode 100644 index 000000000..16a5d2ab4 --- /dev/null +++ b/compendium/feats/vestigial-wings-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/ganzi +aliases: ["Vestigial Wings"] +--- +# Vestigial Wings *Feat 1* +[ganzi](rules/traits/ganzi-loag.md) + + +You possess small, weak wings that aid in balance. You gain the [Steady Balance](compendium/feats/steady-balance.md) and [Cat Fall](compendium/feats/cat-fall.md) skill feats as bonus feats, even if you aren't trained in [Acrobatics](compendium/skills.md#Acrobatics). + +*Source: Lost Omens: Ancestry Guide p. 97* +%% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/compendium/feats/vexing-tumble-apg.md b/compendium/feats/vexing-tumble-apg.md new file mode 100644 index 000000000..20b9acc08 --- /dev/null +++ b/compendium/feats/vexing-tumble-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Vexing Tumble"] +--- +# Vexing Tumble [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Activity** Single Action + +You tumble around your foes, expertly avoiding their reactions. [Stride](rules/actions/stride.md) up to half your Speed and roll an [Acrobatics](compendium/skills.md#Acrobatics) check. Compare the result to the Reflex DC of each foe whose reach you began in or enter during the movement, in sequence. + +> [!success-degree] +> - **Critical Success** This movement doesn't trigger reactions from the foe, the foe is [flat-footed](rules/conditions.md#Flat-footed) to you until the end of your turn, and you gain panache. +> - **Success** This movement doesn't trigger reactions from the foe, and you gain panache. +> - **Critical Failure** Your movement immediately stops when you enter the creature's reach; if you began in the creature's reach, you don't move. + +*Source: Advanced Player's Guide p. 91* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/vibrant-display-locg.md b/compendium/feats/vibrant-display-locg.md new file mode 100644 index 000000000..98368b73e --- /dev/null +++ b/compendium/feats/vibrant-display-locg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/gnome +aliases: ["Vibrant Display"] +--- +# Vibrant Display *Feat 1* +[gnome](rules/traits/gnome.md) + +- **Prerequisites**: chameleon gnome heritage +- **Frequency**: once every 10 minutes + +Whereas most gnomes' coloration is static or changes slowly, you can cause your hair, eye, and skin color to scintillate in brief and disorienting bursts. Once every 10 minutes, when you use the [Feint](rules/actions/feint.md) action, you can compare your [Deception](compendium/skills.md#Deception) check result to the [Perception](compendium/skills.md#Perception) DCs of all adjacent creatures rather than just one creature within melee reach. It's possible to get a different degree of success for each target. + +These changes are imprecise and usually short-lived, so while they allow you to periodically change your appearance in unpredictable ways, they are of little use in providing camouflage or aiding a disguise. + +*Source: Lost Omens: Character Guide p. 33* +%% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/compendium/feats/vibration-sense-som.md b/compendium/feats/vibration-sense-som.md new file mode 100644 index 000000000..ac2c87eeb --- /dev/null +++ b/compendium/feats/vibration-sense-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Vibration Sense"] +--- +# Vibration Sense *Feat 4* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + + +Your eidolon gains [tremorsense](rules/abilities/tremorsense.md) as an imprecise sense with a range of 30 feet. If aquatic, it gains [wavesense](rules/abilities/wavesense.md) as an imprecise sense with a range of 30 feet instead. If amphibious, it gains both. + +*Source: Secrets of Magic p. 69* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/vicious-fangs-botd.md b/compendium/feats/vicious-fangs-botd.md new file mode 100644 index 000000000..b78bb8562 --- /dev/null +++ b/compendium/feats/vicious-fangs-botd.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +aliases: ["Vicious Fangs"] +--- +# Vicious Fangs *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) + +You aim for your victim's prominent arteries. Your fangs [Strike](rules/actions/strike.md) deals an additional `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on a critical hit. + +At 14th level, the [persistent bleed damage](rules/conditions.md#Persistent%20Damage) increases to `2d6`, and at 20th level, the [persistent bleed damage](rules/conditions.md#Persistent%20Damage) increases to `3d6`. + +*Source: Book of the Dead p. 59* +%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/vicious-incisors-apg.md b/compendium/feats/vicious-incisors-apg.md new file mode 100644 index 000000000..fa95e5558 --- /dev/null +++ b/compendium/feats/vicious-incisors-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ratfolk +aliases: ["Vicious Incisors"] +--- +# Vicious Incisors *Feat 1* +[ratfolk](rules/traits/ratfolk-b1.md) + + +You've let your incisors grow long enough to serve as formidable weapons. You gain a jaws unarmed attack that deals `1d6` piercing damage. Your jaws are in the brawling group and have the [finesse](rules/traits/finesse.md) and [unarmed](rules/traits/unarmed.md) traits. Unlike most creatures, you can file down your teeth and regrow them later on, enabling you to select this feat at any level, and to retrain into and out of this feat. + +## Vicious Incisors leads to... + +[Gnaw](compendium/feats/gnaw-loag.md) + +## Summary + +*Source: Advanced Player's Guide p. 22* +%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/compendium/feats/vicious-snares-loag.md b/compendium/feats/vicious-snares-loag.md new file mode 100644 index 000000000..280e7f367 --- /dev/null +++ b/compendium/feats/vicious-snares-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kobold +aliases: ["Vicious Snares"] +--- +# Vicious Snares *Feat 13* +[kobold](rules/traits/kobold-b1.md) + +- **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting), [Snare Crafting](compendium/feats/snare-crafting.md) + +You've learned how to create traps that cause greater injuries. You deal an additional `1d6` precision damage with damaging snares you craft. + +This increases to `2d6` additional precision damage if you're legendary in [Crafting](compendium/skills.md#Crafting). + +*Source: Lost Omens: Ancestry Guide p. 40* +%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/vicious-vengeance-apg.md b/compendium/feats/vicious-vengeance-apg.md new file mode 100644 index 000000000..08959dd39 --- /dev/null +++ b/compendium/feats/vicious-vengeance-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/champion +- trait/uncommon +aliases: ["Vicious Vengeance"] +--- +# Vicious Vengeance *Feat 1* +[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: antipaladin cause + +While your vengeance is painful for both you and your foe, none can doubt that your enemies suffer more. You gain a circumstance bonus to the damage you deal from [Destructive Vengeance](rules/actions/destructive-vengeance-apg.md) equal to the number of damage dice from the reaction. This only applies to the damage the enemy takes, not the damage to yourself or the extra damage you gain after using the reaction. + +*Source: Advanced Player's Guide p. 118* +%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/vicious-venom-loil.md b/compendium/feats/vicious-venom-loil.md new file mode 100644 index 000000000..140461586 --- /dev/null +++ b/compendium/feats/vicious-venom-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vishkanya +aliases: ["Vicious Venom"] +--- +# Vicious Venom *Feat 17* +[vishkanya](rules/traits/vishkanya-loil.md) + +- **Prerequisites**: [Envenom](rules/actions/envenom-loil.md) + +The venom you produce is exceptionally potent and difficult to overcome. Your vishkanyan venom gains the [virulent](rules/traits/virulent.md) trait, requiring two consecutive saves to reduce the venom's stage by 1. A critical success reduces your venom's stage by only 1 instead of by 2. + +*Source: Lost Omens: Impossible Lands p. 63* +%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/compendium/feats/vigilant-benediction-lokl.md b/compendium/feats/vigilant-benediction-lokl.md new file mode 100644 index 000000000..da9de5ce7 --- /dev/null +++ b/compendium/feats/vigilant-benediction-lokl.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["Vigilant Benediction"] +--- +# Vigilant Benediction *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md), alignment permitted by the chosen deity + +Unwilling to be outdone by the Crimson Reclaimers and their oath, you've petitioned the gods of good for a sliver of divine magic. Choose one of the following deities whose requirements you meet—for the Any Deity option below, you can select any of the deities with an entry on pages 52–65 or a deity the GM deems appropriate—and one of the listed spells. You can Cast that Spell once per day as a 4th-level divine innate spell, and you become trained in divine spell DCs and divine spell attack rolls. At 14th level, the spell heightens to 5th level; at 16th level, the spell heightens to 6th level. Once you've selected a deity and a spell, you can't change this selection. You don't need to worship the deity as your patron deity, as they are willing to grant this boon on behalf of your worthy cause. You must refrain from performing your deity's anathema or lose the ability to cast this spell until you atone. + +- Any Deity: freedom of movement, remove curse, resist energy, spell immunity, status +- [Gendowyn](compendium/setting/deities/gendowyn-logm.md): barkskin +- [Iomedae](compendium/setting/deities/iomedae.md): fire shield +- [Irori](compendium/setting/deities/irori.md): stoneskin +- [Kazutal](compendium/setting/deities/kazutal-logm.md): mage armor, stoneskin +- [Milani](compendium/setting/deities/milani-logm.md): fire shield, mage armor +- [Ragathiel](compendium/setting/deities/ragathiel-logm.md): fire shield +- [Sarenrae](compendium/setting/deities/sarenrae.md): wall of fire + +**Special.** You can select this feat a second time at 14th level, gaining a second spell to cast once per day from your chosen deity's list or the Any Deity list, and you become an expert in divine spell DCs and divine spell attack rolls. You can select this feat a third time at 18th level. If you do, you gain a third spell to cast once per day from your chosen deity's list or the Any Deity list, and all three spells are heightened to 7th level. + +*Source: Lost Omens: Knights of Lastwall p. 75* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/vigilant-mask-sot6.md b/compendium/feats/vigilant-mask-sot6.md new file mode 100644 index 000000000..082922c99 --- /dev/null +++ b/compendium/feats/vigilant-mask-sot6.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/sot6 +- trait/archetype +- trait/druid +- trait/rare +- trait/wizard +aliases: ["Vigilant Mask"] +--- +# Vigilant Mask *Feat 20* +[archetype](rules/traits/archetype.md) [druid](rules/traits/druid.md) [rare](rules/traits/rare.md) [wizard](rules/traits/wizard.md) + +- **Prerequisites**: Druid Dedication or Wizard Dedication + +Your mask grants the extraordinary magical senses of Carmine Jaws, the Hyena who Looks Between. You gain scent as a precise sense to a range of 60 feet. If you already have scent as a precise sense, increase its range by 60 feet. You can sometimes catch a faint whiff of magic itself. Immediately after you Cast a non-cantrip Spell, your scent extends between worlds, like Carmine Jaws's own. + +This causes you to be able to smell ethereal creatures, those in an extradimensional space with an aperture that's within your scent range, incorporeal creatures and objects, and other creatures and objects that are insubstantial or not fully in phase with reality. Unlike your normal scent, this is an imprecise sense. + +*Source: Strength of Thousands #6: Shadows of the Ancients p. 78* +%% #compendium/src/pf2e/sot6 #trait/archetype #trait/druid #trait/rare #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/vigilante-dedication-apg.md b/compendium/feats/vigilante-dedication-apg.md new file mode 100644 index 000000000..931a022ac --- /dev/null +++ b/compendium/feats/vigilante-dedication-apg.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Vigilante Dedication"] +--- +# Vigilante Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) + +You have two identities, each with its own name, alignment, and abilities. Your social identity is an upstanding member of society, while your vigilante identity is a skilled and cunning warrior. Neither of these identities is a false front; you really are both of these people, and as such, your two identities can be at most one alignment step from each other (for instance, you could be neutral in one identity and neutral evil in the other, but not chaotic evil in the other). If someone attempts to discern your other identity, they must use a [Seek](rules/actions/seek.md) action to attempt a [Perception](compendium/skills.md#Perception) check against your [Deception](compendium/skills.md#Deception) DC, as if you were using the [Impersonate](rules/actions/impersonate.md) action. Your [Deception](compendium/skills.md#Deception) DC against such attempts is 20 + your proficiency modifier instead of the normal DC. Unlike with [Impersonate](rules/actions/impersonate.md), you don't have to attempt a [Deception](compendium/skills.md#Deception) check to interact with someone to conceal your other identity—a check happens only if someone else specifically tries to uncover your other identity. + +Changing from one identity to the other takes 1 minute and must be done out of sight from other creatures. As this process involves both physical changes such as clothing and makeup along with an altered state of mind, other effects that change your appearance don't reduce the time required to change identities. + +Your two identities are completely distinct. You have your current identity's alignment for effects that rely on alignment, though you are eligible for abilities that require a certain alignment (such as a cleric's deity) only if both of your identities qualify. Checks to [Recall Knowledge](rules/actions/recall-knowledge.md) about one of your identities don't reveal information about the other unless the person attempting the check knows both identities are the same person. Effects that detect you based on your identity, such as the [detect alignment](compendium/spells/detect-alignment.md) spell, work only if you are currently in the identity the effect is trying to detect; otherwise, the effect fails as if the target didn't exist. + +To maintain the separation between your identities, some of your abilities have one of two traits: social or vigilante. + +You can use social feats only while in your social identity. + +Your class feats and vigilante feats are associated with your vigilante identity, and using them while in your social identity risks exposing you as a vigilante. This means that if you were particularly meek or inconspicuous before you took this feat, your identity could be at greater risk of exposure. If your identity is exposed to the public, you lose the benefits of Vigilante Dedication to disguising yourself, but you can otherwise use both social and vigilante abilities in either identity unless they rely on your identity being a secret. You can use feats that don't have either trait regardless of your current identity. + +**Special.** You can't select another dedication feat until you have gained two other feats from the vigilante archetype. + +## Vigilante Dedication leads to... + +[Hidden Magic](compendium/feats/hidden-magic-apg.md), [Many Guises](compendium/feats/many-guises-apg.md), [Minion Guise](compendium/feats/minion-guise-apg.md), [Quick Change](compendium/feats/quick-change-apg.md), [Safe House](compendium/feats/safe-house-apg.md), [Social Purview](compendium/feats/social-purview-apg.md), [Startling Appearance](compendium/feats/startling-appearance-apg.md), [Subjective Truth](compendium/feats/subjective-truth-apg.md), [Executioner Weapon Training](compendium/feats/executioner-weapon-training-ngd.md), [Harsh Judgment](compendium/feats/harsh-judgment-ngd.md), [Frightful Condemnation](compendium/feats/frightful-condemnation-ngd.md), [Accurate Swing](compendium/feats/accurate-swing-ngd.md), [Execution](compendium/feats/execution-ngd.md), [Voice of Authority](compendium/feats/voice-of-authority-ngd.md), [Strident Command](compendium/feats/strident-command-ngd.md), [Discerning Gaze](compendium/feats/discerning-gaze-ngd.md), [Gardener's Resolve](compendium/feats/gardeners-resolve-ngd.md), [Reminder of the Greater Fear](compendium/feats/reminder-of-the-greater-fear-ngd.md), [Terrifying Countenance](compendium/feats/terrifying-countenance-ngd.md) + +## Summary + +*Source: Advanced Player's Guide p. 196* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/vigils-walls-rise-anew-lol.md b/compendium/feats/vigils-walls-rise-anew-lol.md new file mode 100644 index 000000000..e255e58f3 --- /dev/null +++ b/compendium/feats/vigils-walls-rise-anew-lol.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lol +- trait/archetype +- trait/rare +aliases: ["Vigil's Walls Rise Anew!"] +--- +# Vigil's Walls Rise Anew! [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: Knight Vigilant Dedication, [Shield Block](compendium/feats/shield-block.md) +- **Activity** Two-Action + +As part of daily preparation, you can drill with a number of allies up to your Charisma modifier. These allies must be present and listening during this time, but this does not otherwise impede their own preparation. When you use this feat's benefit, you and all drilled companions within 30 feet who are wielding shields [Raise a Shield](rules/actions/raise-a-shield.md). Allies who Raise their Shields keep them raised until the start of their next turn, as normal. + +*Source: Lost Omens: Legends p. 69* +%% #compendium/src/pf2e/lol #trait/archetype #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/vigorous-health-locg.md b/compendium/feats/vigorous-health-locg.md new file mode 100644 index 000000000..539358740 --- /dev/null +++ b/compendium/feats/vigorous-health-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/hobgoblin +aliases: ["Vigorous Health"] +--- +# Vigorous Health *Feat 1* +[hobgoblin](rules/traits/hobgoblin-locg.md) + + +Your physique is robust and can withstand blood loss startlingly well. Whenever you would gain the [drained](rules/conditions.md#Drained) condition, you can attempt a DC 17 flat check. On a success, you don't gain the [drained](rules/conditions.md#Drained) condition. + +*Source: Lost Omens: Character Guide p. 50* +%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/compendium/feats/vigorous-inspiration-apg.md b/compendium/feats/vigorous-inspiration-apg.md new file mode 100644 index 000000000..ab287c5d5 --- /dev/null +++ b/compendium/feats/vigorous-inspiration-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/auditory +- trait/bard +- trait/concentrate +- trait/metamagic +aliases: ["Vigorous Inspiration"] +--- +# Vigorous Inspiration [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[auditory](rules/traits/auditory.md) [bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Activity** Single Action + +You instill magical vigor in your allies when you inspire them to attack. If your next action is to cast the [inspire courage](compendium/spells/inspire-courage.md) composition cantrip, you and all affected allies gain temporary Hit Points equal to 3 + your Charisma modifier that last for 1 minute. + +*Source: Advanced Player's Guide p. 115* +%% #compendium/src/pf2e/apg #trait/auditory #trait/bard #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/viking-dedication-apg.md b/compendium/feats/viking-dedication-apg.md new file mode 100644 index 000000000..64134bd73 --- /dev/null +++ b/compendium/feats/viking-dedication-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Viking Dedication"] +--- +# Viking Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) + +Vikings spend long periods of time at sea, only to leap from their boats at a moment's notice, charge through the surf, and take their enemies by storm. You're trained in [Sailing Lore](compendium/skills.md#Lore). When moving through water using your land Speed, you ignore difficult terrain resulting from shallow water, such as in bogs or on beaches. In addition, if you roll a success for your [Athletics](compendium/skills.md#Athletics) check to [Swim](rules/actions/swim.md), you get a critical success instead. + +**Special.** You can't select another dedication feat until you have gained two other feats from the viking archetype. + +## Viking Dedication leads to... + +[Hurling Charge](compendium/feats/hurling-charge-apg.md), [Second Shield](compendium/feats/second-shield-apg.md), [Viking Weapon Familiarity](compendium/feats/viking-weapon-familiarity-apg.md), [Viking Weapon Specialist](compendium/feats/viking-weapon-specialist-apg.md), [Viking Vindicator](compendium/feats/viking-vindicator-lokl.md) + +## Summary + +*Source: Advanced Player's Guide p. 198* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/viking-shieldbearer-locg.md b/compendium/feats/viking-shieldbearer-locg.md new file mode 100644 index 000000000..753fc0d50 --- /dev/null +++ b/compendium/feats/viking-shieldbearer-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/human +- trait/uncommon +aliases: ["Viking Shieldbearer"] +--- +# Viking Shieldbearer *Feat 1* +[human](rules/traits/human.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Ulfen ethnicity + +You trained with shields and weapons as soon as you were old enough to hold them, eager to win honor and glory for yourself. You gain the [Shield Block](compendium/feats/shield-block.md) reaction and are trained in your choice of the battle axe or longsword. + +*Source: Lost Omens: Character Guide p. 13* +%% #compendium/src/pf2e/locg #trait/human #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/viking-vindicator-lokl.md b/compendium/feats/viking-vindicator-lokl.md new file mode 100644 index 000000000..eb7f17e13 --- /dev/null +++ b/compendium/feats/viking-vindicator-lokl.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +- trait/uncommon +aliases: ["Viking Vindicator"] +--- +# Viking Vindicator *Feat 8* +[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Viking Dedication](compendium/feats/viking-dedication-apg.md) + +You are one of the raiders eagerly planning to launch an assault by sea on the Whispering Tyrant's Isle of Terror. You gain the Sudden Charge fighter feat, though it's a viking feat for you instead. As normal when gaining an additional feat from an archetype feat, gaining [Sudden Charge](compendium/feats/sudden-charge-barbarian.md) doesn't count toward fulfilling the special requirement for [Viking Dedication](compendium/feats/viking-dedication-apg.md). If you already had [Sudden Charge](compendium/feats/sudden-charge-barbarian.md), you can retrain it as part of gaining this feat. When you use [Sudden Charge](compendium/feats/sudden-charge-barbarian.md) to [Strike](rules/actions/strike.md) a target in shallow water, the target is [flat-footed](rules/conditions.md#Flat-footed) against your [Strike](rules/actions/strike.md), as you use the water kicked up by your passage to camouflage your angle of attack. If you have [Viking Weapon Familiarity](compendium/feats/viking-weapon-familiarity-apg.md) or [Viking Weapon Specialist](compendium/feats/viking-weapon-specialist-apg.md), add the [bastard sword](compendium/equipment/items/bastard-sword.md) and [rapier](compendium/equipment/items/rapier.md) to the list of weapons in those feats. + +*Source: Lost Omens: Knights of Lastwall p. 80* +%% #compendium/src/pf2e/lokl #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/viking-weapon-familiarity-apg.md b/compendium/feats/viking-weapon-familiarity-apg.md new file mode 100644 index 000000000..9f5fde12a --- /dev/null +++ b/compendium/feats/viking-weapon-familiarity-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Viking Weapon Familiarity"] +--- +# Viking Weapon Familiarity *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Viking Dedication](compendium/feats/viking-dedication-apg.md) + +From childhood, you have been exposed to traditional viking weapons, and you soon learned to handle them in battle. Now, you can raid proudly alongside your fellows. You are trained with the [battle axe](compendium/equipment/items/battle-axe.md), [hatchet](compendium/equipment/items/hatchet.md), [longsword](compendium/equipment/items/longsword.md), and [shortsword](compendium/equipment/items/shortsword.md). In addition, you gain the [Shield Block](compendium/feats/shield-block.md) reaction. + +## Viking Weapon Familiarity leads to... + +[Viking Weapon Specialist](compendium/feats/viking-weapon-specialist-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 198* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/viking-weapon-specialist-apg.md b/compendium/feats/viking-weapon-specialist-apg.md new file mode 100644 index 000000000..d896e1090 --- /dev/null +++ b/compendium/feats/viking-weapon-specialist-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Viking Weapon Specialist"] +--- +# Viking Weapon Specialist *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Viking Weapon Familiarity](compendium/feats/viking-weapon-familiarity-apg.md) + +You are even more skilled in the weapons of your people. You gain the critical specialization effects of the [battle axe](compendium/equipment/items/battle-axe.md), [hatchet](compendium/equipment/items/hatchet.md), [longsword](compendium/equipment/items/longsword.md), and [shortsword](compendium/equipment/items/shortsword.md). Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in the above four weapons. + +*Source: Advanced Player's Guide p. 198* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/vile-desecration-apg.md b/compendium/feats/vile-desecration-apg.md new file mode 100644 index 000000000..3871c4fd0 --- /dev/null +++ b/compendium/feats/vile-desecration-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/cleric +aliases: ["Vile Desecration"] +--- +# Vile Desecration *Feat 1* +[cleric](rules/traits/cleric.md) + +- **Prerequisites**: evil alignment + +You combine unholy might with negative energy to damage angels, archons, and other self-righteous denizens of the Outer Planes. When you cast a [harm](compendium/spells/harm.md) spell, you can change the damage you deal to celestial creatures to evil damage instead of negative damage. + +*Source: Advanced Player's Guide p. 122* +%% #compendium/src/pf2e/apg #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/violent-unleash-da.md b/compendium/feats/violent-unleash-da.md new file mode 100644 index 000000000..37d224a8b --- /dev/null +++ b/compendium/feats/violent-unleash-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/evocation +- trait/mindshift +- trait/occult +- trait/psychic +aliases: ["Violent Unleash"] +--- +# Violent Unleash [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* +[evocation](rules/traits/evocation.md) [mindshift](rules/traits/mindshift-da.md) [occult](rules/traits/occult.md) [psychic](rules/traits/psychic-da.md) + +- **Trigger** You [Unleash your Psyche](rules/actions/unleash-psyche-da.md). +- **Activity** Free Action + +The force of your mind unleashing itself wracks your enemies with a violent shockwave. You deal `2d6` force damage to all creatures in a 20-foot emanation, with a basic Reflex save. This explosion is taxing, making you [stunned](rules/conditions.md#Stunned). + +At 5th level and every 2 levels thereafter, the damage increases by `1d6`. + +*Source: Dark Archive p. 25* +%% #compendium/src/pf2e/da #trait/evocation #trait/mindshift #trait/occult #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/violent-vines-loil.md b/compendium/feats/violent-vines-loil.md new file mode 100644 index 000000000..959ea0e2b --- /dev/null +++ b/compendium/feats/violent-vines-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/ghoran +aliases: ["Violent Vines"] +--- +# Violent Vines *Feat 13* +[ghoran](rules/traits/ghoran-loil.md) + + +When angered, you can imbue nearby vines with your wrath, provoking them into a murderous rampage. Once per hour, you can cast [murderous vine](compendium/spells/murderous-vine-som.md) (Secrets of Magic 117) as a primal innate spell. + +*Source: Lost Omens: Impossible Lands p. 39* +%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/compendium/feats/viper-strike-loil.md b/compendium/feats/viper-strike-loil.md new file mode 100644 index 000000000..f5dab9409 --- /dev/null +++ b/compendium/feats/viper-strike-loil.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vishkanya +aliases: ["Viper Strike"] +--- +# Viper Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* +[vishkanya](rules/traits/vishkanya-loil.md) + +- **Frequency**: once per minute +- **Activity** Two-Action + +You move and attack with a swiftness that most can't follow. You [Stride](rules/actions/stride.md) and then [Strike](rules/actions/strike.md). Your movement doesn't trigger reactions based on movement. + +*Source: Lost Omens: Impossible Lands p. 62* +%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/compendium/feats/virga-may-loag.md b/compendium/feats/virga-may-loag.md new file mode 100644 index 000000000..2a5d13be6 --- /dev/null +++ b/compendium/feats/virga-may-loag.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/changeling +- trait/lineage +aliases: ["Virga May"] +--- +# Virga May *Feat 1* +[changeling](rules/traits/changeling-b1.md) [lineage](rules/traits/lineage-apg.md) + + +Born of a storm hag, you have one crystal-blue or rain-gray eye. You share your mother's power over wind and storm. You can cast [electric arc](compendium/spells/electric-arc.md) as an occult innate cantrip. As normal, a cantrip is heightened to a spell level equal to half your level rounded up. + +## Virga May leads to... + +[Favorable Winds](compendium/feats/favorable-winds-loag.md), [Invoke The Elements](compendium/feats/invoke-the-elements-loag.md), [Stormy Heart](compendium/feats/stormy-heart-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 23* +%% #compendium/src/pf2e/loag #trait/changeling #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/virtue-forged-tattoos-locg.md b/compendium/feats/virtue-forged-tattoos-locg.md new file mode 100644 index 000000000..b3264435d --- /dev/null +++ b/compendium/feats/virtue-forged-tattoos-locg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/human +aliases: ["Virtue-forged Tattoos"] +--- +# Virtue-forged Tattoos *Feat 9* +[human](rules/traits/human.md) + +- **Prerequisites**: [Ornate Tattoo](compendium/feats/ornate-tattoo-locg.md) + +Your tattoos are a work of eldritch genius, a masterpiece of art, magic, and skin. Choose a 3rd-level arcane spell from the same school as your Arcane Tattoos, either a common spell or another to which you have access, including a lower-level spell heightened to 3rd level if you wish. + +You can cast that spell once per day as an innate arcane spell. + +*Source: Lost Omens: Character Guide p. 14* +%% #compendium/src/pf2e/locg #trait/human %% \ No newline at end of file diff --git a/compendium/feats/vishkanya-lore-loil.md b/compendium/feats/vishkanya-lore-loil.md new file mode 100644 index 000000000..5fc2e9237 --- /dev/null +++ b/compendium/feats/vishkanya-lore-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vishkanya +aliases: ["Vishkanya Lore"] +--- +# Vishkanya Lore *Feat 1* +[vishkanya](rules/traits/vishkanya-loil.md) + + +You deeply understand vishkanyan strengths and cultural traditions. You gain the trained proficiency rank in [Performance](compendium/skills.md#Performance) and [Stealth](compendium/skills.md#Stealth). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Vishkanya Lore](compendium/skills.md#Lore). + +*Source: Lost Omens: Impossible Lands p. 61* +%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/compendium/feats/vishkanya-weapon-arts-loil.md b/compendium/feats/vishkanya-weapon-arts-loil.md new file mode 100644 index 000000000..29caaeb7d --- /dev/null +++ b/compendium/feats/vishkanya-weapon-arts-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vishkanya +aliases: ["Vishkanya Weapon Arts"] +--- +# Vishkanya Weapon Arts *Feat 5* +[vishkanya](rules/traits/vishkanya-loil.md) + +- **Prerequisites**: Vishkanya Weapon Familiarity + +You are graceful and efficient in the use of vishkanyan weapons. Whenever you critically hit using a blowgun, fighting fan, kris, kukri, shuriken, or vishkanya weapon, you apply the weapon's critical specialization effect. + +*Source: Lost Omens: Impossible Lands p. 62* +%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/compendium/feats/vishkanya-weapon-expertise-loil.md b/compendium/feats/vishkanya-weapon-expertise-loil.md new file mode 100644 index 000000000..0b2ba44ea --- /dev/null +++ b/compendium/feats/vishkanya-weapon-expertise-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vishkanya +aliases: ["Vishkanya Weapon Expertise"] +--- +# Vishkanya Weapon Expertise *Feat 13* +[vishkanya](rules/traits/vishkanya-loil.md) + +- **Prerequisites**: Vishkanya Weapon Familiarity + +Extensive training has granted you an elegant control in the use of vishkanyan weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the blowgun, fighting fan, kris, kukri, shuriken, and all vishkanyan weapons in which you are trained. + +*Source: Lost Omens: Impossible Lands p. 63* +%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/compendium/feats/vishkanya-weapon-familiarity-loil.md b/compendium/feats/vishkanya-weapon-familiarity-loil.md new file mode 100644 index 000000000..866f8b5f3 --- /dev/null +++ b/compendium/feats/vishkanya-weapon-familiarity-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vishkanya +aliases: ["Vishkanya Weapon Familiarity"] +--- +# Vishkanya Weapon Familiarity *Feat 1* +[vishkanya](rules/traits/vishkanya-loil.md) + + +You favor weapons historically used in subtle work and in ceremony. You gain access to and are trained with the blowgun, fighting fan (Pathfinder Lost Omens: Gods & Magic 120), kris (page 221), kukri, and shuriken. In addition, you gain access to all uncommon vishkanyan weapons. For the purpose of determining your proficiency, martial vishkanyan weapons are simple weapons and advanced vishkanyan weapons are martial weapons. + +*Source: Lost Omens: Impossible Lands p. 61* +%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/compendium/feats/vision-of-foresight-da.md b/compendium/feats/vision-of-foresight-da.md new file mode 100644 index 000000000..8afe18542 --- /dev/null +++ b/compendium/feats/vision-of-foresight-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/divination +- trait/fortune +- trait/occult +aliases: ["Vision of Foresight"] +--- +# Vision of Foresight [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [occult](rules/traits/occult.md) + +- **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) +- **Requirements**: You're in a Daydream Trance +- **Activity** Single Action + +You use your daydreams to predict the success of actions, rapidly envisioning the possibilities. Once before the end of your next turn, you can call upon these predictions before you roll a saving throw or skill check. You can roll the saving throw or skill check twice and take the better result. + +*Source: Dark Archive p. 206* +%% #compendium/src/pf2e/da #trait/archetype #trait/divination #trait/fortune #trait/occult %% \ No newline at end of file diff --git a/compendium/feats/vision-of-weakness-apg.md b/compendium/feats/vision-of-weakness-apg.md new file mode 100644 index 000000000..6b6302dea --- /dev/null +++ b/compendium/feats/vision-of-weakness-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/oracle +aliases: ["Vision Of Weakness"] +--- +# Vision Of Weakness *Feat 4* +[oracle](rules/traits/oracle-apg.md) + + +You can call upon divine insights to single out your foes' weak points. You learn the [vision of weakness](compendium/spells/vision-of-weakness-apg.md) revelation spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Advanced Player's Guide p. 79* +%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/vitality-manipulating-stance-frp3.md b/compendium/feats/vitality-manipulating-stance-frp3.md new file mode 100644 index 000000000..144ae43e4 --- /dev/null +++ b/compendium/feats/vitality-manipulating-stance-frp3.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp3 +- trait/monk +- trait/stance +- trait/uncommon +aliases: ["Vitality-manipulating Stance"] +--- +# Vitality-manipulating Stance *Feat 20* +[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Stunning Fist](compendium/feats/stunning-fist.md) + +You have learned to attack meridians and pressure points like your rival Shino Hakusa. You gain a vitality blast ranged unarmed [Strike](rules/actions/strike.md) that deals `1d4` negative damage, has a range of 30 feet, and has the unarmed and versatile [positive](rules/traits/positive.md) traits. + +Additionally, when you use Stunning Fist, instead of saving against being [stunned](rules/conditions.md#Stunned), you can choose to have the target make a Fortitude save against your class DC with the following results. You must choose to do this before the target rolls its save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target's muscles become temporarily weaker. For 1 round, the target is [enfeebled](rules/conditions.md#Enfeebled), and any time it attempts to take an action with the [manipulate](rules/traits/manipulate.md) trait, the action is disrupted unless it succeeds at a flat check with a DC equal to 5 + its [enfeebled](rules/conditions.md#Enfeebled) value. +> - **Failure** As success, but the duration is 1 minute. +> - **Critical Failure** As success, but the duration is 1 minute, the flat check is DC 11, and the target takes –10-foot status penalty to all Speeds for the duration. + +*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 77* +%% #compendium/src/pf2e/frp3 #trait/monk #trait/stance #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/vivacious-afterimage-frp3.md b/compendium/feats/vivacious-afterimage-frp3.md new file mode 100644 index 000000000..f4000fac9 --- /dev/null +++ b/compendium/feats/vivacious-afterimage-frp3.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp3 +- trait/illusion +- trait/occult +- trait/swashbuckler +- trait/uncommon +- trait/visual +aliases: ["Vivacious Afterimage"] +--- +# Vivacious Afterimage [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* +[illusion](rules/traits/illusion.md) [occult](rules/traits/occult.md) [swashbuckler](rules/traits/swashbuckler-apg.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) + +- **Prerequisites**: vivacious speed +- **Requirements**: You have panache. +- **Activity** Single Action + +You move so quickly that you create a short-lived afterimage, looks exactly like you, in front of you or behind you. You [Stride](rules/actions/stride.md). At any point along your movement, you leave an afterimage of yourself behind. + +Alternatively, you can stop moving and send your afterimage forward instead, up to the remainder of your Speed. A creature that spends actions to engage with your afterimage can attempt to 0 with a Will save against your class DC. Once an enemy has 0 any of your afterimages, they are temporarily immune to all of your Vivacious Afterimages for 10 minutes. As long as a creature has not 0, the afterimage counts as a creature for flanking. The afterimage lasts until the beginning of your next turn or until you use Vivacious Afterimage again, whichever comes first. + +*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 77* +%% #compendium/src/pf2e/frp3 #trait/illusion #trait/occult #trait/swashbuckler #trait/uncommon #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/vivacious-bravado-apg.md b/compendium/feats/vivacious-bravado-apg.md new file mode 100644 index 000000000..48dacba92 --- /dev/null +++ b/compendium/feats/vivacious-bravado-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Vivacious Bravado"] +--- +# Vivacious Bravado [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Requirements**: You gained panache this turn. +- **Activity** Single Action + +Your ego swells, granting you a temporary reprieve from your pain. You gain temporary Hit Points equal to your level plus your Charisma modifier that last until the start of your next turn. + +*Source: Advanced Player's Guide p. 91* +%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/voice-cold-as-death-lokl.md b/compendium/feats/voice-cold-as-death-lokl.md new file mode 100644 index 000000000..08b8e79a8 --- /dev/null +++ b/compendium/feats/voice-cold-as-death-lokl.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +- trait/auditory +- trait/concentrate +- trait/emotion +- trait/fear +- trait/mental +- trait/skill +aliases: ["Voice Cold as Death"] +--- +# Voice Cold as Death [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 7* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md), master in [Intimidation](compendium/skills.md#Intimidation) +- **Requirements**: You are not [fatigued](rules/conditions.md#Fatigued). +- **Activity** Single Action + +Channeling the energy of the Crimson Oath into your voice, you pronounce a threat in a tone so icy it freezes the blood. Attempt an [Intimidation](compendium/skills.md#Intimidation) check to [Demoralize](rules/actions/demoralize.md); you don't suffer a penalty if the target doesn't understand the language you're speaking, but this otherwise functions as normal. You can't use Intimidating Glare or any other effect that would cause your [Demoralize](rules/actions/demoralize.md) attempt to lose the [auditory](rules/traits/auditory.md) trait as part of using this feat. If you critically succeed at your [Intimidation](compendium/skills.md#Intimidation) check, the target becomes [stunned](rules/conditions.md#Stunned), or [stunned](rules/conditions.md#Stunned) if the target is undead. After using this feat, you are [fatigued](rules/conditions.md#Fatigued) until the end of your next turn, and you can't use this feat again until the end of your next turn. + +*Source: Lost Omens: Knights of Lastwall p. 76* +%% #compendium/src/pf2e/lokl #trait/archetype #trait/auditory #trait/concentrate #trait/emotion #trait/fear #trait/mental #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/voice-of-authority-ngd.md b/compendium/feats/voice-of-authority-ngd.md new file mode 100644 index 000000000..2de50a093 --- /dev/null +++ b/compendium/feats/voice-of-authority-ngd.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ngd +- trait/archetype +- trait/auditory +- trait/vigilante +aliases: ["Voice of Authority"] +--- +# Voice of Authority *Feat 4* +[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [vigilante](rules/traits/vigilante-apg.md) + +- **Prerequisites**: expert in [Intimidation](compendium/skills.md#Intimidation), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners + +You easily command the attention of others, and when the time comes to turn threats into action, your authoritative voice causes foes to falter. + +Your voice be heard easily by any creatures within 300 feet if you wish, regardless of the level of ambient noise, although your voice can't penetrate silence or similar effect. If you roll [Intimidation](compendium/skills.md#Intimidation) for initiative, on the first round of combat, creatures that haven't acted yet are [flat-footed](rules/conditions.md#Flat-footed) to you. + +## Voice of Authority leads to... + +[Strident Command](compendium/feats/strident-command-ngd.md) + +## Summary + +*Source: Night of the Gray Death p. 64* +%% #compendium/src/pf2e/ngd #trait/archetype #trait/auditory #trait/vigilante %% \ No newline at end of file diff --git a/compendium/feats/voice-of-the-night-apg.md b/compendium/feats/voice-of-the-night-apg.md new file mode 100644 index 000000000..94a4040b4 --- /dev/null +++ b/compendium/feats/voice-of-the-night-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/dhampir +aliases: ["Voice Of The Night"] +--- +# Voice Of The Night *Feat 1* +[dhampir](rules/traits/dhampir-b1.md) + + +You hear and understand the words of creatures you share the darkness with. You can ask questions of, receive answers from, and use [Diplomacy](compendium/skills.md#Diplomacy) with bats, rats, and wolves. You also gain a +1 circumstance bonus to [Make an Impression](rules/actions/make-an-impression.md) on such animals. + +*Source: Advanced Player's Guide p. 33* +%% #compendium/src/pf2e/apg #trait/dhampir %% \ No newline at end of file diff --git a/compendium/feats/volatile-grease-lotgb.md b/compendium/feats/volatile-grease-lotgb.md new file mode 100644 index 000000000..707f096cb --- /dev/null +++ b/compendium/feats/volatile-grease-lotgb.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Volatile Grease"] +--- +# Volatile Grease *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [grease](compendium/spells/grease.md) + +When you cast [grease](compendium/spells/grease.md), you can modify its target to be 1 creature. If you do, replace the spell's standard effects with the following: You splash the target with combustible grease. The target must attempt a Reflex save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is splattered with grease and gains weakness 2 to fire until the end of your next turn. The target or an adjacent creature can rub off the combustible grease with an [Interact](rules/actions/interact.md) action, ending the effect. +> - **Failure** As success, except the weakness to fire lasts for 1 minute. + +**Heightened (+2)** The weakness increases by 1. + +*Source: Lost Omens: The Grand Bazaar p. 124* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/waking-dream-da.md b/compendium/feats/waking-dream-da.md new file mode 100644 index 000000000..e9ab512e6 --- /dev/null +++ b/compendium/feats/waking-dream-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Waking Dream"] +--- +# Waking Dream *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) + +While in your trance, you can blur the line between dreams and reality for others. You gain the [waking dream](compendium/spells/waking-dream-da.md) focus spell, which you can use only while you're in a Daydream Trance. + +You gain a pool of Focus Points with 1 Focus Point and you can [Refocus](rules/actions/refocus.md) by taking a nap for 10 minutes. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Wisdom. + +*Source: Dark Archive p. 206* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/walk-on-the-wind-da.md b/compendium/feats/walk-on-the-wind-da.md new file mode 100644 index 000000000..1e4ef0968 --- /dev/null +++ b/compendium/feats/walk-on-the-wind-da.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/aftermath +- trait/air +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Walk on the Wind"] +--- +# Walk on the Wind *Feat 16* +[aftermath](rules/traits/aftermath-da.md) [air](rules/traits/air.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: You've been brought to 0 Hit Points by an enemy that has the [air](rules/traits/air.md) trait or an enemy's ability that has the [air](rules/traits/air.md) trait. + +A flighty breeze follows you wherever you go, granting a dramatic flair to everything you do. You're light on your feet, your voice gains an airy quality that allows it to travel further than normal, and your clothing and hair rustle gently around you at all times. You can [Stride](rules/actions/stride.md) at half your land Speed across calm air. If you attempt to carry another creature with you while walking on air, even if it's in an extradimensional space, you fall. + +*Source: Dark Archive p. 57* +%% #compendium/src/pf2e/da #trait/aftermath #trait/air #trait/magical #trait/rare #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/walk-the-plank-apg.md b/compendium/feats/walk-the-plank-apg.md new file mode 100644 index 000000000..c39756280 --- /dev/null +++ b/compendium/feats/walk-the-plank-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Walk The Plank"] +--- +# Walk The Plank [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pirate Dedication](compendium/feats/pirate-dedication-apg.md) +- **Activity** Two-Action + +You frighten a foe into moving where you want them, traditionally demanding they walk the plank. Attempt to [Demoralize](rules/actions/demoralize.md) an opponent; this check gains the [incapacitation](rules/traits/incapacitation.md) trait. On a success, in addition to the normal effects, you can also force the target to [Stride](rules/actions/stride.md) up to its Speed. You choose the path the target takes, and it does so as part of your Walk the Plank action. You can't force the target to move into a harmful space (one where it will take damage, fall, provoke reactions, or similar) unless the result of your check to [Demoralize](rules/actions/demoralize.md) was a critical success. The target then becomes temporarily immune to Walk the Plank for 24 hours. + +*Source: Advanced Player's Guide p. 185* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/wall-jump.md b/compendium/feats/wall-jump.md index 64d47afec..e827967cd 100644 --- a/compendium/feats/wall-jump.md +++ b/compendium/feats/wall-jump.md @@ -20,7 +20,7 @@ You can use Wall Jump only once in a turn, unless you're legendary in [Athletics ## Wall Jump leads to... -Ricocheting Leap +[Ricocheting Leap](compendium/feats/ricocheting-leap-lome.md) ## Summary diff --git a/compendium/feats/wandering-heart-locg.md b/compendium/feats/wandering-heart-locg.md new file mode 100644 index 000000000..0c85658ad --- /dev/null +++ b/compendium/feats/wandering-heart-locg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/elf +aliases: ["Wandering Heart"] +--- +# Wandering Heart *Feat 13* +[elf](rules/traits/elf.md) + +- **Prerequisites**: arctic elf, cavern elf, desert elf, woodland elf, or any other elf heritage based on adapting to an environment + +While all elves adapt to their environments over time, you have traveled so widely and become attuned to so many environs that your body now changes more rapidly than other elves. After spending a week in an environment associated with an elf heritage (such as snow for arctic elf, or a forest or jungle for woodland elf) your heritage automatically changes to become that heritage. This never causes you to change to an elf heritage that isn't related to an environment, such as ancient elf, seer elf, or whisper elf. + +*Source: Lost Omens: Character Guide p. 27* +%% #compendium/src/pf2e/locg #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/wandering-oasis-apg.md b/compendium/feats/wandering-oasis-apg.md new file mode 100644 index 000000000..318c0fd5d --- /dev/null +++ b/compendium/feats/wandering-oasis-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/druid +aliases: ["Wandering Oasis"] +--- +# Wandering Oasis *Feat 12* +[druid](rules/traits/druid.md) + +- **Prerequisites**: master in [Survival](compendium/skills.md#Survival) + +You're surrounded by soothing energy. You and allies within 60 feet of you are protected from severe environmental heat and cold. If you're legendary in [Survival](compendium/skills.md#Survival), you and those allies are also protected from extreme environmental heat and cold. + +*Source: Advanced Player's Guide p. 125* +%% #compendium/src/pf2e/apg #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/wandering-thoughts-da.md b/compendium/feats/wandering-thoughts-da.md new file mode 100644 index 000000000..c40d8546d --- /dev/null +++ b/compendium/feats/wandering-thoughts-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/concentrate +- trait/occult +- trait/psyche +- trait/psychic +- trait/teleportation +aliases: ["Wandering Thoughts"] +--- +# Wandering Thoughts [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* +[concentrate](rules/traits/concentrate.md) [occult](rules/traits/occult.md) [psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) [teleportation](rules/traits/teleportation.md) + +- **Frequency**: once per round +- **Requirements**: You used your most recent action to [Cast a Spell](rules/actions/cast-a-spell.md). +- **Activity** Free Action + +When your [Psyche is Unleashed](rules/actions/unleash-psyche-da.md), each burst of magic you cast also folds space around you, and you travel through one of those folds. You teleport 15 feet to a square you can see. + +*Source: Dark Archive p. 29* +%% #compendium/src/pf2e/da #trait/concentrate #trait/occult #trait/psyche #trait/psychic #trait/teleportation %% \ No newline at end of file diff --git a/compendium/feats/war-conditioning-loag.md b/compendium/feats/war-conditioning-loag.md new file mode 100644 index 000000000..8b75a20f1 --- /dev/null +++ b/compendium/feats/war-conditioning-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/hobgoblin +aliases: ["War Conditioning"] +--- +# War Conditioning *Feat 13* +[hobgoblin](rules/traits/hobgoblin-locg.md) + + +You have extensive training in remote environments, allowing you to move through these areas easily. When you gain this feat, you can choose to gain either a climb Speed of 20 feet or a swim Speed of 20 feet. + +*Source: Lost Omens: Ancestry Guide p. 36* +%% #compendium/src/pf2e/loag #trait/hobgoblin %% \ No newline at end of file diff --git a/compendium/feats/ward-against-corruption-apg.md b/compendium/feats/ward-against-corruption-apg.md new file mode 100644 index 000000000..3316edaf8 --- /dev/null +++ b/compendium/feats/ward-against-corruption-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/duskwalker +aliases: ["Ward Against Corruption"] +--- +# Ward Against Corruption *Feat 5* +[duskwalker](rules/traits/duskwalker-apg.md) + + +Your soul is warded against the power of undeath and plague, as well as that of the evil former psychopomps known as sahkils. You gain a +1 circumstance bonus to saving throws against [death](rules/traits/death.md) effects, disease, and all effects from undead or sahkils. This bonus increases to +2 against an undead or sahkil's [death](rules/traits/death.md) effect or disease. + +*Source: Advanced Player's Guide p. 38* +%% #compendium/src/pf2e/apg #trait/duskwalker %% \ No newline at end of file diff --git a/compendium/feats/ward-casting-locg.md b/compendium/feats/ward-casting-locg.md new file mode 100644 index 000000000..a58125457 --- /dev/null +++ b/compendium/feats/ward-casting-locg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/archetype +aliases: ["Ward Casting"] +--- +# Ward Casting [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md), Steady Spellcasting +- **Trigger** You attempt a flat check for Steady Spellcasting, but you haven't rolled yet. +- **Activity** Reaction + +You carefully ward your spell by drawing from a mantle of magical energy you prepared to protect your casting, increasing your chance of retaining the spell. You reduce the DC of the flat check for Steady Spellcasting from 15 to 10. + +*Source: Lost Omens: Character Guide p. 114* +%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/ward-mind-lopsg.md b/compendium/feats/ward-mind-lopsg.md new file mode 100644 index 000000000..bd7a714dc --- /dev/null +++ b/compendium/feats/ward-mind-lopsg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Ward Mind"] +--- +# Ward Mind [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) +- **Trigger** Your turn ends. +- **Requirements**: You're currently affected by a [mental](rules/traits/mental.md) effect that you gained by failing, but not critically failing, a saving throw. +- **Activity** Reaction + +To protect the knowledge within your mind from intrusion or erasure, you ward yourself against a mental attack, temporarily delaying its effects. Until the end of your next turn, you ignore a single [mental](rules/traits/mental.md) effect that meets the requirement. + +You can suppress a particular effect using Ward Mind or Cognitive Loophole (Core Rulebook 188) only once, even if you have both feats. + +**Special.** You can use this reaction even if the [mental](rules/traits/mental.md) effect prevents you from using reactions. + +*Source: Lost Omens: Pathfinder Society Guide p. 46* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/ward-slumber-da.md b/compendium/feats/ward-slumber-da.md new file mode 100644 index 000000000..793f6ba86 --- /dev/null +++ b/compendium/feats/ward-slumber-da.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/abjuration +- trait/archetype +- trait/occult +aliases: ["Ward Slumber"] +--- +# Ward Slumber *Feat 12* +[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) [occult](rules/traits/occult.md) + +- **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) + +Just before going to sleep, you can perform a 10-minute ward to protect the slumber of up to eight creatures within 30 feet of you. All creatures affected by the ritual gain a +4 status bonus on saving throws against nightmare, a night hag's dream haunting, or other effects influencing dreams (such as those provided by this archetype) until your next daily preparations. + +They heal double the usual amount of Hit Points from resting. + +*Source: Dark Archive p. 207* +%% #compendium/src/pf2e/da #trait/abjuration #trait/archetype #trait/occult %% \ No newline at end of file diff --git a/compendium/feats/wardens-focus-apg.md b/compendium/feats/wardens-focus-apg.md new file mode 100644 index 000000000..526c16543 --- /dev/null +++ b/compendium/feats/wardens-focus-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ranger +aliases: ["Warden's Focus"] +--- +# Warden's Focus *Feat 12* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: warden spells + +Your connection with your surroundings grows deeper as you focus. If you have spent at least 2 Focus Points since the last time you [Refocused](rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1. + +*Source: Advanced Player's Guide p. 133* +%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/wardens-wellspring-apg.md b/compendium/feats/wardens-wellspring-apg.md new file mode 100644 index 000000000..522baa440 --- /dev/null +++ b/compendium/feats/wardens-wellspring-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ranger +aliases: ["Warden's Wellspring"] +--- +# Warden's Wellspring *Feat 18* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: warden's focus + +You command unparalleled focus when you commune with the world around you. If you have spent at least 3 Focus Points since the last time you [Refocused](rules/actions/refocus.md), you recover 3 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1. + +*Source: Advanced Player's Guide p. 133* +%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/warding-light-lol.md b/compendium/feats/warding-light-lol.md new file mode 100644 index 000000000..eb0adeaf1 --- /dev/null +++ b/compendium/feats/warding-light-lol.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lol +- trait/archetype +aliases: ["Warding Light"] +--- +# Warding Light *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bright Lion Dedication](compendium/feats/bright-lion-dedication-lol.md) + +You gain a tattoo that serves as a special ward to defend you against Walkena's forces. + +The tattoo allows you to cast the [light](compendium/spells/light.md) cantrip as a divine innate spell at will. The cantrip is heightened to a spell level equal to half your level rounded up. If you die, the tattoo immediately casts gentle repose on your corpse, heightened to the same spell level. + +*Source: Lost Omens: Legends p. 101* +%% #compendium/src/pf2e/lol #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/warding-rune-lowg.md b/compendium/feats/warding-rune-lowg.md new file mode 100644 index 000000000..f12d42489 --- /dev/null +++ b/compendium/feats/warding-rune-lowg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Warding Rune"] +--- +# Warding Rune *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Runescarred Dedication](compendium/feats/runescarred-dedication-lowg.md) + +Your runes provide a warding effect that protects you against a specific school of magic. Choose a school of magic other than divination. You gain a rune on your body corresponding to that school, and you gain a +2 circumstance bonus to all saving throws against effects of that school. + +*Source: Lost Omens: World Guide p. 119* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/warp-likeness-da.md b/compendium/feats/warp-likeness-da.md new file mode 100644 index 000000000..1f0be3297 --- /dev/null +++ b/compendium/feats/warp-likeness-da.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/morph +- trait/occult +- trait/reflection +- trait/transmutation +aliases: ["Warp Likeness"] +--- +# Warp Likeness [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[morph](rules/traits/morph.md) [occult](rules/traits/occult.md) [reflection](rules/traits/reflection-da.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: [Morph-Risen](compendium/feats/morph-risen-da.md) +- **Frequency**: once per minute +- **Requirements**: You hit a creature with a melee [Strike](rules/actions/strike.md) on your last action. +- **Activity** Single Action + +You channel some of your own nature through your blow, temporarily warping your target's form to resemble your own. The creature you hit must attempt a Fortitude save against the higher of your class DC or spell DC. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target resists the effect but its form twists in the process. It's [clumsy](rules/conditions.md#Clumsy) until the end of its next turn. +> - **Failure** The target's body briefly warps to resemble yours. It's [clumsy](rules/conditions.md#Clumsy) until the end of its next turn and [sickened](rules/conditions.md#Sickened). +> - **Critical Failure** The target's body warps to resemble yours for a significant time. It's [clumsy](rules/conditions.md#Clumsy) for 1 minute and [sickened](rules/conditions.md#Sickened). + +*Source: Dark Archive p. 121* +%% #compendium/src/pf2e/da #trait/morph #trait/occult #trait/reflection #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/warp-space-da.md b/compendium/feats/warp-space-da.md new file mode 100644 index 000000000..23441ae16 --- /dev/null +++ b/compendium/feats/warp-space-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/amp +- trait/psychic +aliases: ["Warp Space"] +--- +# Warp Space *Feat 2* +[amp](rules/traits/amp-da.md) [psychic](rules/traits/psychic-da.md) + + +You use your magic to bend space, causing your spell to strike from a strange vector. Use this amp in place of a psi cantrip's normal amp entry. The amped psi cantrip must have a range. + +*Source: Dark Archive p. 24* +%% #compendium/src/pf2e/da #trait/amp #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/warped-constriction-da.md b/compendium/feats/warped-constriction-da.md new file mode 100644 index 000000000..a980fb1cf --- /dev/null +++ b/compendium/feats/warped-constriction-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +aliases: ["Warped Constriction"] +--- +# Warped Constriction [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md), your entity is an aberration or outer entity +- **Requirements**: You have a foe [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). +- **Activity** Single Action + +The entity inhabiting your body is an aberrant being with unfathomable motivations, and when you hold a foe close, tendrils and tentacles unfurl from your body to crush your foe and pollute it with alien wrongness. Your [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) foe takes bludgeoning damage equal to your level and mental damage equal to your highest mental ability modifier. The creature attempts a basic Will save that applies to both types of damage and uses the higher of your class DC or spell DC. + +*Source: Dark Archive p. 141* +%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/warped-reflection-da.md b/compendium/feats/warped-reflection-da.md new file mode 100644 index 000000000..d20e51ca5 --- /dev/null +++ b/compendium/feats/warped-reflection-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/concentrate +- trait/emotion +- trait/fear +- trait/mental +- trait/reflection +- trait/visual +aliases: ["Warped Reflection"] +--- +# Warped Reflection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [reflection](rules/traits/reflection-da.md) [visual](rules/traits/visual.md) + +- **Frequency**: once per minute +- **Activity** Single Action + +Due to your origins, your form is more flexible than most. You shift your appearance to resemble a creature within 30 feet but with an unsettling, horrifying twist. Though this transformation is momentary, witnessing it gives the target deep existential dread. It must succeed at a Will save against the higher of your class DC or spell DC or become [frightened](rules/conditions.md#Frightened) ([frightened](rules/conditions.md#Frightened) on a critical failure) and be [stupefied](rules/conditions.md#Stupefied) as long as the [frightened](rules/conditions.md#Frightened) condition lasts. Once you've used Warped Reflection against a creature, it's temporarily immune for 24 hours. + +*Source: Dark Archive p. 120* +%% #compendium/src/pf2e/da #trait/concentrate #trait/emotion #trait/fear #trait/mental #trait/reflection #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/warren-digger-apg.md b/compendium/feats/warren-digger-apg.md new file mode 100644 index 000000000..270222296 --- /dev/null +++ b/compendium/feats/warren-digger-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ratfolk +aliases: ["Warren Digger"] +--- +# Warren Digger *Feat 13* +[ratfolk](rules/traits/ratfolk-b1.md) + + +You've learned to put your sturdy claws to work digging through the earth. You gain a burrow Speed of 15 feet. + +*Source: Advanced Player's Guide p. 23* +%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/compendium/feats/warren-friend-loag.md b/compendium/feats/warren-friend-loag.md new file mode 100644 index 000000000..55add5887 --- /dev/null +++ b/compendium/feats/warren-friend-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/downtime +- trait/ratfolk +aliases: ["Warren Friend"] +--- +# Warren Friend *Feat 1* +[downtime](rules/traits/downtime.md) [ratfolk](rules/traits/ratfolk-b1.md) + + +You're adept at making contact with other ysoki. When you arrive at a new settlement, you automatically find the nearest ratfolk enclave by spending 1 day of downtime searching, provided one exists and its members aren't actively hiding from you. Once you've made contact, you gain a +1 circumstance bonus to [Gather Information](rules/actions/gather-information.md) and [Earn Income](rules/actions/earn-income.md) in the settlement. + +*Source: Lost Omens: Ancestry Guide p. 55* +%% #compendium/src/pf2e/loag #trait/downtime #trait/ratfolk %% \ No newline at end of file diff --git a/compendium/feats/warren-navigator-apg.md b/compendium/feats/warren-navigator-apg.md new file mode 100644 index 000000000..7ff427e09 --- /dev/null +++ b/compendium/feats/warren-navigator-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/ratfolk +aliases: ["Warren Navigator"] +--- +# Warren Navigator *Feat 1* +[ratfolk](rules/traits/ratfolk-b1.md) + + +You're particularly good at solving mazes and navigating twists and turns. You gain the trained proficiency rank in [Survival](compendium/skills.md#Survival). + +If you would automatically become trained in [Survival](compendium/skills.md#Survival) (from your background or class, for example), you become trained in another skill of your choice. When you [Sense Direction](rules/actions/sense-direction.md) or attempt a roll against a [maze](compendium/spells/maze.md) spell, you get a result one degree of success better than you rolled. You don't take a penalty to [Sense Direction](rules/actions/sense-direction.md) when you lack a compass. + +*Source: Advanced Player's Guide p. 22* +%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/compendium/feats/wary-skulker-apg.md b/compendium/feats/wary-skulker-apg.md new file mode 100644 index 000000000..73ccf2c3d --- /dev/null +++ b/compendium/feats/wary-skulker-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/catfolk +aliases: ["Wary Skulker"] +--- +# Wary Skulker *Feat 9* +[catfolk](rules/traits/catfolk-b1.md) + + +Ever alert, you scout for danger even when you are trying to stay [hidden](rules/conditions.md#Hidden). You can perform the [Scout](rules/actions/scout.md) exploration activity at the same time as the [Avoid Notice](rules/actions/avoid-notice.md) exploration activity. + +*Source: Advanced Player's Guide p. 11* +%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/wash-out-lotgb.md b/compendium/feats/wash-out-lotgb.md new file mode 100644 index 000000000..5d51ee146 --- /dev/null +++ b/compendium/feats/wash-out-lotgb.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/poppet +aliases: ["Wash Out"] +--- +# Wash Out *Feat 1* +[poppet](rules/traits/poppet-lotgb.md) + + +Toxins seep out of your artificial body quickly. Each time you succeed at a Fortitude save against an ongoing poison, you reduce its stage by 2, or by 1 against a virulent poison. Each critical success you achieve against an ongoing poison reduces its stage by 3, or by 2 against a virulent poison. + +*Source: Lost Omens: The Grand Bazaar p. 64* +%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/compendium/feats/watch-and-learn-lopsg.md b/compendium/feats/watch-and-learn-lopsg.md new file mode 100644 index 000000000..ea8cfde43 --- /dev/null +++ b/compendium/feats/watch-and-learn-lopsg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Watch And Learn"] +--- +# Watch And Learn [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) +- **Trigger** An ally you can see succeeds or critically succeeds at a Strength- or Dexterity-based skill check, using a skill in which you are untrained. +- **Activity** Reaction + +Pathfinder agents serve as members of diverse teams with complementary skill sets. You are practiced at following the example of a more skilled ally to accomplish a wide variety of tasks. For the next minute you can add your level as a proficiency bonus to the [observed](rules/conditions.md#Observed) skill check, even though you are untrained. This does not allow you to attempt trained actions using that skill unless you would otherwise be able to do so. + +*Source: Lost Omens: Pathfinder Society Guide p. 41* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/watch-your-back-apg.md b/compendium/feats/watch-your-back-apg.md new file mode 100644 index 000000000..35d83c250 --- /dev/null +++ b/compendium/feats/watch-your-back-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/emotion +- trait/fear +- trait/mental +- trait/rogue +aliases: ["Watch Your Back"] +--- +# Watch Your Back [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [rogue](rules/traits/rogue.md) + +- **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation) +- **Activity** Single Action + +You menace the target, stoking their fears and drawing their attention. Attempt an [Intimidation](compendium/skills.md#Intimidation) check against the Will DC of a target within 30 feet. If you succeed, for 1 minute, that target gains a +2 status bonus to [Perception](compendium/skills.md#Perception) checks against you, but they take a –2 status penalty to Will saves against [fear](rules/traits/fear.md) effects. + +*Source: Advanced Player's Guide p. 135* +%% #compendium/src/pf2e/apg #trait/emotion #trait/fear #trait/mental #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/watchful-gaze-lome.md b/compendium/feats/watchful-gaze-lome.md new file mode 100644 index 000000000..5d65e1544 --- /dev/null +++ b/compendium/feats/watchful-gaze-lome.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/concentrate +- trait/goloma +aliases: ["Watchful Gaze"] +--- +# Watchful Gaze [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[concentrate](rules/traits/concentrate.md) [goloma](rules/traits/goloma-lome.md) + +- **Activity** Single Action + +You use your many eyes to look in all directions at once, making you extremely observant for a short period of time. You gain [all-around vision](rules/abilities/all-around-vision.md) until the start of your next turn. This lets you see in all directions and prevents you from being flanked. + +## Watchful Gaze leads to... + +[Constant Gaze](compendium/feats/constant-gaze-lome.md) + +## Summary + +*Source: Lost Omens: The Mwangi Expanse p. 117* +%% #compendium/src/pf2e/lome #trait/concentrate #trait/goloma %% \ No newline at end of file diff --git a/compendium/feats/water-conjuration-loag.md b/compendium/feats/water-conjuration-loag.md new file mode 100644 index 000000000..fbbe82cb3 --- /dev/null +++ b/compendium/feats/water-conjuration-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/azarketi +aliases: ["Water Conjuration"] +--- +# Water Conjuration *Feat 5* +[azarketi](rules/traits/azarketi-loag.md) + + +You carry the ocean with you wherever you go. You can cast [create water](compendium/spells/create-water.md) as a primal innate spell once per day. Each time you cast [create water](compendium/spells/create-water.md), you choose if you create fresh water or salt water. + +*Source: Lost Omens: Ancestry Guide p. 15* +%% #compendium/src/pf2e/loag #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/water-dancer-loag.md b/compendium/feats/water-dancer-loag.md new file mode 100644 index 000000000..db6a1adba --- /dev/null +++ b/compendium/feats/water-dancer-loag.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/azarketi +aliases: ["Water Dancer"] +--- +# Water Dancer *Feat 9* +[azarketi](rules/traits/azarketi-loag.md) + + +You glide through the water with graceful ease. When in an aquatic or swamp environment, you ignore the effects of non-magical difficult terrain. In addition, swimming up or down isn't difficult terrain for you. + +*Source: Lost Omens: Ancestry Guide p. 15* +%% #compendium/src/pf2e/loag #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/water-nagaji-loil.md b/compendium/feats/water-nagaji-loil.md new file mode 100644 index 000000000..03f53c3ca --- /dev/null +++ b/compendium/feats/water-nagaji-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/nagaji +aliases: ["Water Nagaji"] +--- +# Water Nagaji *Feat 1* +[nagaji](rules/traits/nagaji-loil.md) + + +Much like a water naga, you've formed a connection to a sacred or pristine body of water, either as a home or a place to protect. You gain the [Breath Control](compendium/feats/breath-control.md) general feat as a bonus feat and a swim Speed of 10 feet. + +*Source: Lost Omens: Impossible Lands p. 49* +%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/compendium/feats/water-sprint-apg.md b/compendium/feats/water-sprint-apg.md new file mode 100644 index 000000000..99051cf94 --- /dev/null +++ b/compendium/feats/water-sprint-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/general +- trait/skill +aliases: ["Water Sprint"] +--- +# Water Sprint *Feat 7* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Athletics](compendium/skills.md#Athletics) + +Experience and training have taught you that water has just enough surface tension for a master sprinter to traverse the surface. When you [Stride](rules/actions/stride.md) in a straight line, if you move at least half your Speed over ground, you can move any amount of the remaining distance across a level body of water. If you don't end your [Stride](rules/actions/stride.md) on solid ground, you fall into the water. + +If you're legendary in [Athletics](compendium/skills.md#Athletics), as long as you start on solid ground, any part of your [Stride](rules/actions/stride.md) can cross the water's surface, even if you aren't moving a straight line, though you still fall into the water if you don't end your movement on solid ground. + +*Source: Advanced Player's Guide p. 209* +%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/water-strider-loag.md b/compendium/feats/water-strider-loag.md new file mode 100644 index 000000000..7b50e91b6 --- /dev/null +++ b/compendium/feats/water-strider-loag.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/azarketi +- trait/primal +- trait/transmutation +- trait/water +aliases: ["Water Strider"] +--- +# Water Strider [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* +[azarketi](rules/traits/azarketi-loag.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) [water](rules/traits/water.md) + +- **Activity** Two-Action + +Water cradles your every step, allowing you to walk on its surface. [Stride](rules/actions/stride.md) up to your Speed. During your movement, you can move across liquids that don't support your weight. If you end your movement on a surface that can't support you, you fall into the liquid at the end of your movement. You can increase the number of actions to 3 to [Stride](rules/actions/stride.md) up to three times your Speed. + +## Water Strider leads to... + +[Mist Strider](compendium/feats/mist-strider-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 16* +%% #compendium/src/pf2e/loag #trait/azarketi #trait/primal #trait/transmutation #trait/water %% \ No newline at end of file diff --git a/compendium/feats/wave-spiral-som.md b/compendium/feats/wave-spiral-som.md new file mode 100644 index 000000000..9f2ed5496 --- /dev/null +++ b/compendium/feats/wave-spiral-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/monk +- trait/water +aliases: ["Wave Spiral"] +--- +# Wave Spiral [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[monk](rules/traits/monk.md) [water](rules/traits/water.md) + +- **Prerequisites**: [Reflective Ripple Stance](compendium/feats/reflective-ripple-stance-som.md) +- **Frequency**: once per minute +- **Requirements**: You're in Reflective Ripple Stance. +- **Activity** Two-Action + +You dip and spin, unleashing a wide whirlpool of water. Make an [Athletics](compendium/skills.md#Athletics) check to [Trip](rules/actions/trip.md) each creature standing on the ground in a 10-foot emanation. These attacks all count toward your multiple attack penalty, but the penalty doesn't increase until after you make all the attacks. + +*Source: Secrets of Magic p. 202* +%% #compendium/src/pf2e/som #trait/monk #trait/water %% \ No newline at end of file diff --git a/compendium/feats/wave-the-flag-lokl.md b/compendium/feats/wave-the-flag-lokl.md new file mode 100644 index 000000000..033486c86 --- /dev/null +++ b/compendium/feats/wave-the-flag-lokl.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +- trait/emotion +- trait/flourish +- trait/mental +- trait/uncommon +- trait/visual +aliases: ["Wave the Flag"] +--- +# Wave the Flag [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* +[archetype](rules/traits/archetype.md) [emotion](rules/traits/emotion.md) [flourish](rules/traits/flourish.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) + +- **Prerequisites**: [Cavalier's Banner](compendium/feats/cavaliers-banner-apg.md) +- **Activity** Single Action + +You wave your banner, inspiring allies to throw off the shackles of fear. Each ally presently benefiting from your Cavalier's Banner feat reduces their current [frightened](rules/conditions.md#Frightened) condition by 1 and can choose to immediately attempt a new saving throw against any one [mental](rules/traits/mental.md) effect currently affecting them. Regardless of the result, any ally that attempts a save is temporarily immune to Wave the Flag for 10 minutes. + +*Source: Lost Omens: Knights of Lastwall p. 80* +%% #compendium/src/pf2e/lokl #trait/archetype #trait/emotion #trait/flourish #trait/mental #trait/uncommon #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/wavetouched-paragon-locg.md b/compendium/feats/wavetouched-paragon-locg.md new file mode 100644 index 000000000..d683c1beb --- /dev/null +++ b/compendium/feats/wavetouched-paragon-locg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/human +aliases: ["Wavetouched Paragon"] +--- +# Wavetouched Paragon *Feat 5* +[human](rules/traits/human.md) + +- **Prerequisites**: Bonuwat ethnicity + +You have been blessed by the sea, granting you the ability to swim like a fish. + +You gain a 15-foot swim Speed. + +*Source: Lost Omens: Character Guide p. 13* +%% #compendium/src/pf2e/locg #trait/human %% \ No newline at end of file diff --git a/compendium/feats/waxed-feathers-loag.md b/compendium/feats/waxed-feathers-loag.md new file mode 100644 index 000000000..30159835b --- /dev/null +++ b/compendium/feats/waxed-feathers-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/tengu +aliases: ["Waxed Feathers"] +--- +# Waxed Feathers *Feat 1* +[tengu](rules/traits/tengu-b1.md) + +- **Prerequisites**: wavediver tengu heritage + +Your feathers are coated in a waxy substance that repels water. You gain a +1 circumstance bonus to saving throws against effects that have the [water](rules/traits/water.md) trait. So long as you're in a dry place, you can spend one action to shake off any water that clings to your clothing and feathers to instantly become dry. + +*Source: Lost Omens: Ancestry Guide p. 59* +%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/wayfinder-resonance-infiltrator-lopsg.md b/compendium/feats/wayfinder-resonance-infiltrator-lopsg.md new file mode 100644 index 000000000..f248515e9 --- /dev/null +++ b/compendium/feats/wayfinder-resonance-infiltrator-lopsg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Wayfinder Resonance Infiltrator"] +--- +# Wayfinder Resonance Infiltrator *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md), [Wayfinder Resonance Tinkerer](compendium/feats/wayfinder-resonance-tinkerer-lowg.md) (World Guide 23) + +You are adept at using the unusual resonance of your wayfinder to aid in any deceptions you might employ. Once per day you can activate your wayfinder to cast [illusory disguise](compendium/spells/illusory-disguise.md), heightened to 2nd level, as an arcane spell. Additionally, once per day, you can Activate your wayfinder with a single-action envision activation to transform it into a perfect replica of another similarly sized badge of membership or office, such as an Aspis Consortium badge. This transformation lasts for 1 hour. + +*Source: Lost Omens: Pathfinder Society Guide p. 41* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/wayfinder-resonance-tinkerer-lowg.md b/compendium/feats/wayfinder-resonance-tinkerer-lowg.md new file mode 100644 index 000000000..c16ba6bc6 --- /dev/null +++ b/compendium/feats/wayfinder-resonance-tinkerer-lowg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lowg +- trait/archetype +aliases: ["Wayfinder Resonance Tinkerer"] +--- +# Wayfinder Resonance Tinkerer *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) + +You can use the unusual resonance of your wayfinder to grant it additional effects. Choose one cantrip from the arcane, divine, occult, or primal list. You can activate your wayfinder to cast that cantrip at will. As normal, this cantrip is heightened to a spell level equal to half your level rounded up. Additionally, you can [Activate](rules/actions/activate-an-item.md) your wayfinder with a [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (envision) activation to transform it into a nondescript pin or brooch to hide your affiliation with the Pathfinder Society. This transformation lasts for 1 hour. + +## Wayfinder Resonance Tinkerer leads to... + +[Wayfinder Resonance Infiltrator](compendium/feats/wayfinder-resonance-infiltrator-lopsg.md) + +## Summary + +*Source: Lost Omens: World Guide p. 23* +%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/we-march-on-loag.md b/compendium/feats/we-march-on-loag.md new file mode 100644 index 000000000..ba1d61a8f --- /dev/null +++ b/compendium/feats/we-march-on-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/hobgoblin +aliases: ["We March On"] +--- +# We March On *Feat 13* +[hobgoblin](rules/traits/hobgoblin-locg.md) + + +You make sure that your allies push themselves while traveling. + +You gain the [Caravan Leader](compendium/feats/caravan-leader-apg.md) and [Pick Up the Pace](compendium/feats/pick-up-the-pace-apg.md) general feats, even if you don't meet the prerequisites. + +*Source: Lost Omens: Ancestry Guide p. 36* +%% #compendium/src/pf2e/loag #trait/hobgoblin %% \ No newline at end of file diff --git a/compendium/feats/weapon-improviser-dedication-apg.md b/compendium/feats/weapon-improviser-dedication-apg.md new file mode 100644 index 000000000..9d3416078 --- /dev/null +++ b/compendium/feats/weapon-improviser-dedication-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +aliases: ["Weapon Improviser Dedication"] +--- +# Weapon Improviser Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in all martial weapons + +You don't take the normal –2 penalty to attack rolls with improvised weapons. Additionally, whenever you gain a class feature that grants you expert or greater proficiency with any weapon, you also gain that proficiency with improvised weapons. + +**Special.** You can't select another dedication feat until you have gained two other feats from the weapon improviser archetype. + +## Weapon Improviser Dedication leads to... + +[Improvised Critical](compendium/feats/improvised-critical-apg.md), [Improvised Pummel](compendium/feats/improvised-pummel-apg.md), [Shattering Strike](compendium/feats/shattering-strike-apg.md), [Makeshift Strike](compendium/feats/makeshift-strike-apg.md), [Surprise Strike](compendium/feats/surprise-strike-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 199* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/weapon-rune-shifter-aoa4.md b/compendium/feats/weapon-rune-shifter-aoa4.md new file mode 100644 index 000000000..553a6624b --- /dev/null +++ b/compendium/feats/weapon-rune-shifter-aoa4.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa4 +- trait/archetype +aliases: ["Weapon-rune Shifter"] +--- +# Weapon-rune Shifter *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Crystal Keeper Dedication](compendium/feats/crystal-keeper-dedication-aoa4.md) + +You learn how to alter the magic of weapon runes by using a crystal as a focusing component. Once per day during your daily preparations, you can focus on a rune's magical energies through a crystal's facets to alter a single property rune on one weapon in your possession to suppress its normal effects and make it function as a different property rune. You can temporarily alter the rune to function as one of the following runes: [corrosive](compendium/equipment/items/corrosive.md), [flaming](compendium/equipment/items/flaming.md), [frost](compendium/equipment/items/frost.md), [ghost touch](compendium/equipment/items/ghost-touch.md), [grievous](compendium/equipment/items/grievous.md), [returning](compendium/equipment/items/returning.md), [shock](compendium/equipment/items/shock.md), [thundering](compendium/equipment/items/thundering.md), or [wounding](compendium/equipment/items/wounding.md). The property rune remains altered until you make your next daily preparations. The weapon must meet the prerequisites for the temporary rune, and any other runes that required the suppressed rune are also suppressed while the rune is transformed. The rune is obviously altered, and thus the weapon can't be sold as though it had the temporary rune. + +*Source: Age of Ashes #4: Fires of the Haunted City p. 75* +%% #compendium/src/pf2e/aoa4 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/web-hunter-lome.md b/compendium/feats/web-hunter-lome.md new file mode 100644 index 000000000..b082cb398 --- /dev/null +++ b/compendium/feats/web-hunter-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/anadi +aliases: ["Web Hunter"] +--- +# Web Hunter *Feat 9* +[anadi](rules/traits/anadi-lome.md) + + +Through the careful cultivation of highly sensitive hairs, you've developed the ability to sense creatures without seeing them. You gain imprecise [tremorsense](rules/abilities/tremorsense.md) at a range of 15 feet. When you and a creature are both touching the same anchored, threadlike object (such as a rope, webbing, or wire), your imprecise [tremorsense](rules/abilities/tremorsense.md) can sense that creature at a range of 60 feet. + +*Source: Lost Omens: The Mwangi Expanse p. 106* +%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/compendium/feats/web-walker-lome.md b/compendium/feats/web-walker-lome.md new file mode 100644 index 000000000..0e47fb9cd --- /dev/null +++ b/compendium/feats/web-walker-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/anadi +aliases: ["Web Walker"] +--- +# Web Walker *Feat 1* +[anadi](rules/traits/anadi-lome.md) + + +You have plenty of practice navigating webs. You gain a +2 circumstance bonus to saves and AC against the [web](compendium/spells/web.md) spell, natural webbing, and effects that entrap you in webbing, as well as a +1 circumstance bonus against other effects that snare and entangle you, like the [entangle](compendium/spells/entangle.md) spell. Whenever you roll a success on a saving throw against an effect involving a web, you get a critical success instead. + +*Source: Lost Omens: The Mwangi Expanse p. 106* +%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/compendium/feats/web-weaver-lome.md b/compendium/feats/web-weaver-lome.md new file mode 100644 index 000000000..3e988f31a --- /dev/null +++ b/compendium/feats/web-weaver-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/anadi +aliases: ["Web Weaver"] +--- +# Web Weaver *Feat 1* +[anadi](rules/traits/anadi-lome.md) + + +You can produce a soft silk to weave into useful items. You gain the [Specialty Crafting](compendium/feats/specialty-crafting.md) feat with a specialty in weaving. You can use your webbing to [Craft](rules/actions/craft.md) simple, nonconsumable threaded items, such as clothing and rope, at zero cost as long as their base Price is 1 sp or less. These items have no resale value, and they naturally degrade after 24 hours without regular (if minor) maintenance. You can maintain up to 10 such items at a time; if you create a new one, your oldest creation breaks down from neglect. These temporary items take you only 1 day to [Craft](rules/actions/craft.md) instead of 4. If you're an expert in [Crafting](compendium/skills.md#Crafting), you can [Craft](rules/actions/craft.md) these items in 1 hour; if you're a master, you can [Craft](rules/actions/craft.md) them in 10 minutes; if you're legendary, you can [Craft](rules/actions/craft.md) them in 1 minute. + +*Source: Lost Omens: The Mwangi Expanse p. 106* +%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/compendium/feats/webslinger-lome.md b/compendium/feats/webslinger-lome.md new file mode 100644 index 000000000..b04a3d97f --- /dev/null +++ b/compendium/feats/webslinger-lome.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lome +- trait/anadi +aliases: ["Webslinger"] +--- +# Webslinger [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 13* +[anadi](rules/traits/anadi-lome.md) + +- **Frequency**: once per 10 minutes +- **Activity** Three-Action + +Your natural ability to create silken webs blends with your magical powers, allowing you to create impossibly large webs with great frequency. This has the effects of a 2nd-level [web](compendium/spells/web.md) spell using your class DC or spell DC, whichever is higher. + +*Source: Lost Omens: The Mwangi Expanse p. 106* +%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/compendium/feats/weighty-impact-som.md b/compendium/feats/weighty-impact-som.md new file mode 100644 index 000000000..137836a13 --- /dev/null +++ b/compendium/feats/weighty-impact-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/evolution +- trait/summoner +aliases: ["Weighty Impact"] +--- +# Weighty Impact *Feat 10* +[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) + + +Your eidolon knocks enemies down. Choose one of the eidolon's unarmed attacks with the [trip](rules/traits/trip.md) trait. + +It gains the [Knockdown](rules/abilities/knockdown.md) action for that attack. + +*Source: Secrets of Magic p. 71* +%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/well-armed-botd.md b/compendium/feats/well-armed-botd.md new file mode 100644 index 000000000..d400c0e9c --- /dev/null +++ b/compendium/feats/well-armed-botd.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/skeleton +aliases: ["Well-Armed"] +--- +# Well-Armed [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[skeleton](rules/traits/skeleton-b1.md) + +- **Activity** Single Action + +Your detachable limbs offer flexibility. You [Interact](rules/actions/interact.md) to remove your arm and wield it in the other one, increasing your reach by 5 feet for any one-handed weapon held in that arm. If your next action is a [Strike](rules/actions/strike.md) with that weapon, creatures that were outside your reach that you can now hit are [flat-footed](rules/conditions.md#Flat-footed) against your first attack. You don't have a free hand while holding the arm. You can [Interact](rules/actions/interact.md) to reattach the arm while holding it. + +*Source: Book of the Dead p. 56* +%% #compendium/src/pf2e/botd #trait/skeleton %% \ No newline at end of file diff --git a/compendium/feats/well-groomed-apg.md b/compendium/feats/well-groomed-apg.md new file mode 100644 index 000000000..188b9bbf2 --- /dev/null +++ b/compendium/feats/well-groomed-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/catfolk +aliases: ["Well-groomed"] +--- +# Well-groomed *Feat 9* +[catfolk](rules/traits/catfolk-b1.md) + + +You are fastidious about keeping yourself clean, whether licking your fur or carefully using traditional catfolk hygiene products, to salubrious effect. You gain a +1 circumstance bonus to saving throws against diseases. If you roll a success on a saving throw against a disease, you get a critical success instead. + +*Source: Advanced Player's Guide p. 11* +%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/well-met-traveler-apg.md b/compendium/feats/well-met-traveler-apg.md new file mode 100644 index 000000000..cd4de79ad --- /dev/null +++ b/compendium/feats/well-met-traveler-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/catfolk +aliases: ["Well-met Traveler"] +--- +# Well-met Traveler *Feat 1* +[catfolk](rules/traits/catfolk-b1.md) + + +You have seen people from so many walks of life in your travels that you naturally adopt a pleasant and affable demeanor when meeting others. You are trained in [Diplomacy](compendium/skills.md#Diplomacy). If you would automatically become trained in [Diplomacy](compendium/skills.md#Diplomacy) (from your background or class, for example), you instead become trained in a skill of your choice. + +In addition, you gain the [Hobnobber](compendium/feats/hobnobber.md) skill feat. + +*Source: Advanced Player's Guide p. 10* +%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/well-of-potential-loil.md b/compendium/feats/well-of-potential-loil.md new file mode 100644 index 000000000..402e192d6 --- /dev/null +++ b/compendium/feats/well-of-potential-loil.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/kashrishi +aliases: ["Well of Potential"] +--- +# Well of Potential [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[kashrishi](rules/traits/kashrishi-loil.md) + +- **Prerequisites**: focus pool, at least one innate spell from a kashrishi heritage or ancestry feat that shares a tradition with at least one of your focus spells +- **Frequency**: once per day +- **Activity** Single Action + +Your mind is a deep well of psychic potential. You regain 1 Focus Point, up to your usual maximum. + +*Source: Lost Omens: Impossible Lands p. 44* +%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/compendium/feats/well-versed-apg.md b/compendium/feats/well-versed-apg.md new file mode 100644 index 000000000..659b0c9a4 --- /dev/null +++ b/compendium/feats/well-versed-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/bard +aliases: ["Well-versed"] +--- +# Well-versed *Feat 1* +[bard](rules/traits/bard.md) + + +You're resilient to performative influences that aren't your own. You gain a +1 circumstance bonus to saving throws against effects with the [auditory](rules/traits/auditory.md), [illusion](rules/traits/illusion.md), [linguistic](rules/traits/linguistic.md), [sonic](rules/traits/sonic.md), or [visual](rules/traits/visual.md) traits. + +## Well-versed leads to... + +[Educate Allies](compendium/feats/educate-allies-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 112* +%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/wellspring-control-som.md b/compendium/feats/wellspring-control-som.md new file mode 100644 index 000000000..24fae2c33 --- /dev/null +++ b/compendium/feats/wellspring-control-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +- trait/fortune +aliases: ["Wellspring Control"] +--- +# Wellspring Control *Feat 4* +[archetype](rules/traits/archetype.md) [fortune](rules/traits/fortune.md) + +- **Prerequisites**: [Wellspring Mage Dedication](compendium/feats/wellspring-mage-dedication-som.md) + +When you generate a wellspring surge, roll twice on [Table 5–2](rules/tables/wellspring-surges-som.md) and take the result of your choice. This doesn't apply when you cause another creature to generate a wellspring surge. + +*Source: Secrets of Magic p. 249* +%% #compendium/src/pf2e/som #trait/archetype #trait/fortune %% \ No newline at end of file diff --git a/compendium/feats/wellspring-mage-dedication-som.md b/compendium/feats/wellspring-mage-dedication-som.md new file mode 100644 index 000000000..64d5a8f70 --- /dev/null +++ b/compendium/feats/wellspring-mage-dedication-som.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +- trait/class +- trait/dedication +- trait/rare +aliases: ["Wellspring Mage Dedication"] +--- +# Wellspring Mage Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [class](rules/traits/class-som.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: wellspring magic + +There's no longer a limit on how many temporary spell slots you can gain per day from wellspring magic. + +**Special.** You can't select another dedication feat until you gain two other feats from the wellspring mage archetype. + +## Wellspring Mage Dedication leads to... + +[Interfering Surge](compendium/feats/interfering-surge-som.md), [Urgent Upwelling](compendium/feats/urgent-upwelling-som.md), [Wellspring Control](compendium/feats/wellspring-control-som.md) + +## Summary + +*Source: Secrets of Magic p. 249* +%% #compendium/src/pf2e/som #trait/archetype #trait/class #trait/dedication #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/westyrs-wayfinder-repository-lopsg.md b/compendium/feats/westyrs-wayfinder-repository-lopsg.md new file mode 100644 index 000000000..e31b49fa1 --- /dev/null +++ b/compendium/feats/westyrs-wayfinder-repository-lopsg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lopsg +- trait/archetype +aliases: ["Westyr's Wayfinder Repository"] +--- +# Westyr's Wayfinder Repository *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md), Wayfinder +- **Requirements**: You have at least one 1st-level spell slot and a wayfinder. + +You can use your wayfinder to store a little extra magic for when you need it most. When making your daily preparations, you can choose one 1st-level spell from your spellbook or spell repertoire and store it in your wayfinder. You can cast this spell from the wayfinder using the normal actions required. Once the spell has been cast, it is expended, and you must make your next daily preparations to store another spell in your wayfinder. + +*Source: Lost Omens: Pathfinder Society Guide p. 120* +%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/what-could-have-been-da.md b/compendium/feats/what-could-have-been-da.md new file mode 100644 index 000000000..49ef768ac --- /dev/null +++ b/compendium/feats/what-could-have-been-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/archetype +- trait/concentrate +- trait/metamagic +aliases: ["What Could Have Been"] +--- +# What Could Have Been [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) +- **Activity** Free Action + +Rather than conjuring creatures from elsewhere in the world or the planes, you can temporarily pull a much different version of yourself from an alternate timeline—for instance, instead of summoning a generic or random troll with summon giant, you summon a troll version of yourself from a timeline where you're a troll. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) that summons a creature, that creature is another version of you. This creature remains the type of creature you summoned and has largely the same abilities (plus the following adjustments), but it clearly resembles you, likely sharing some distinguishing features, such as mannerisms, speech patterns, tattoos, or clothing. The summoned creature gains a +1 status bonus to any skill check in which you're trained, a +2 status bonus if you're an expert, a +3 status bonus if you're a master, or a +4 status bonus if you're legendary. The creature also takes a –2 penalty to all skills in which you're untrained. + +*Source: Dark Archive p. 185* +%% #compendium/src/pf2e/da #trait/archetype #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/wheedle-and-jig-lotgb.md b/compendium/feats/wheedle-and-jig-lotgb.md new file mode 100644 index 000000000..7d48ec6d4 --- /dev/null +++ b/compendium/feats/wheedle-and-jig-lotgb.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/poppet +aliases: ["Wheedle And Jig"] +--- +# Wheedle And Jig *Feat 9* +[poppet](rules/traits/poppet-lotgb.md) + + +You make capering motions and silly sounds to captivate onlookers. You can cast [enthrall](compendium/spells/enthrall.md) as a 3rd-level arcane innate spell once per day. + +*Source: Lost Omens: The Grand Bazaar p. 65* +%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/compendium/feats/whirling-blade-stance-apg.md b/compendium/feats/whirling-blade-stance-apg.md new file mode 100644 index 000000000..645065025 --- /dev/null +++ b/compendium/feats/whirling-blade-stance-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/monk +- trait/stance +aliases: ["Whirling Blade Stance"] +--- +# Whirling Blade Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) + +- **Prerequisites**: [Monastic Weaponry](compendium/feats/monastic-weaponry.md) +- **Activity** Single Action + +You enter a mindful stance that creates a deep connection between you and your monk weapons, allowing you to manipulate them with your ki even at a distance. All melee monk weapons you wield with the [finesse](rules/traits/finesse.md) trait gain the [thrown 10 feet](rules/traits/thrown.md) trait (unless they already have the [thrown](rules/traits/thrown.md) trait with a greater range) + +Once you've made a thrown [Strike](rules/actions/strike.md) with such a weapon, you can use the precision of your throw to make additional strikes with it, even from a distance. Start from the space of the previous [Strike](rules/actions/strike.md)'s target to determine the range increment and whether the new target has cover. At the end of your turn, the thrown weapon flies directly back to you in a straight line. If a solid barrier blocks its path, it falls to the ground after hitting the barrier. + +*Source: Advanced Player's Guide p. 130* +%% #compendium/src/pf2e/apg #trait/monk #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/whirlwind-spell-som.md b/compendium/feats/whirlwind-spell-som.md new file mode 100644 index 000000000..3f627334c --- /dev/null +++ b/compendium/feats/whirlwind-spell-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/magus +aliases: ["Whirlwind Spell"] +--- +# Whirlwind Spell [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* +[magus](rules/traits/magus-som.md) + +- **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) +- **Requirements**: Your [Spellstrike](rules/actions/spellstrike-som.md) is charged. +- **Activity** Three-Action + +You combine the might of a multitarget spell with a whirling flurry of attacks. You use [Spellstrike](rules/actions/spellstrike-som.md), making a melee [Strike](rules/actions/strike.md) against each enemy within your reach instead of against one enemy. If your spell can affect multiple targets, your spell affects all foes you hit, not just the first target, up to the spell's normal maximum targets. If you [Strike](rules/actions/strike.md) more foes than the spell could target, choose which foes are affected by the spell. Each attack counts toward your multiple attack penalty but doesn't increase your penalty until you've made all your attacks. + +If you use [Expansive Spellstrike](compendium/feats/expansive-spellstrike-som.md) to [Spellstrike](rules/actions/spellstrike-som.md) with an area spell, apply the area as described in [Expansive Spellstrike](compendium/feats/expansive-spellstrike-som.md), choosing one of the creatures you [Strike](rules/actions/strike.md) to determine the area and whether the spell fails due to a critically failed [Strike](rules/actions/strike.md). If you use [Expansive Spellstrike](compendium/feats/expansive-spellstrike-som.md) to [Spellstrike](rules/actions/spellstrike-som.md) with a targeted spell, each creature you critically fail to [Strike](rules/actions/strike.md) is unaffected by the spell, but the spell isn't lost completely from a single critical failure. + +You can use this activity with only melee [Strikes](rules/actions/strike.md), even if you have the starlit span hybrid study or a similar ability. + +*Source: Secrets of Magic p. 49* +%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/whirlwind-stance-ec1.md b/compendium/feats/whirlwind-stance-ec1.md new file mode 100644 index 000000000..5163d1388 --- /dev/null +++ b/compendium/feats/whirlwind-stance-ec1.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec1 +- trait/archetype +- trait/flourish +- trait/stance +- trait/uncommon +aliases: ["Whirlwind Stance"] +--- +# Whirlwind Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) [stance](rules/traits/stance.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Staff Acrobat Dedication](compendium/feats/staff-acrobat-dedication-ec1.md), expert proficiency in your staff +- **Requirements**: You are wielding your staff, which must have the [parry](rules/traits/parry.md) trait. +- **Activity** Single Action + +You use your staff as a defensive implement as well as an offensive one. You gain a +2 circumstance bonus to AC as long as you remain in this stance. + +*Source: Extinction Curse #1: The Show Must Go On p. 75* +%% #compendium/src/pf2e/ec1 #trait/archetype #trait/flourish #trait/stance #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/whirlwind-toss-frp3.md b/compendium/feats/whirlwind-toss-frp3.md new file mode 100644 index 000000000..e66d8bfcd --- /dev/null +++ b/compendium/feats/whirlwind-toss-frp3.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp3 +- trait/barbarian +- trait/rage +- trait/uncommon +aliases: ["Whirlwind Toss"] +--- +# Whirlwind Toss *Feat 20* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: [Collateral Thrash](compendium/feats/collateral-thrash.md) +- **Requirements**: You have a foe [grabbed](rules/conditions.md#Grabbed). + +You whirl a foe to smash into all nearby creatures before throwing them far away in imitation of the techniques of your rival, Ran-To. You Thrash. During this Thrash, your Collateral Thrash feat applies to all foes adjacent to you. + +You can then throw the [grabbed](rules/conditions.md#Grabbed) creature 10 feet, where they fall [prone](rules/conditions.md#Prone). + +If the foe you choose for Collateral Thrash is also adjacent to you, they attempt only one save and take the damage only once. + +*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 77* +%% #compendium/src/pf2e/frp3 #trait/barbarian #trait/rage #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/whispering-steps-da.md b/compendium/feats/whispering-steps-da.md new file mode 100644 index 000000000..cf33a44a2 --- /dev/null +++ b/compendium/feats/whispering-steps-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/amp +- trait/enchantment +- trait/mental +- trait/occult +- trait/psychic +aliases: ["Whispering Steps"] +--- +# Whispering Steps *Feat 8* +[amp](rules/traits/amp-da.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) [psychic](rules/traits/psychic-da.md) + + +Your spell leaves a lingering connection between you and a creature—one through which you can nudge the creature's mind this way or that. The amped cantrip must take 2 or more actions to cast, target one or more creatures, and either require a spell attack roll or have a saving throw. Use this amp in place of the psi cantrip's normal amp entry. Amp Choose one enemy who is a target of the spell. If that enemy fails its save or the spell hits it, you whisper in the creature's mind, forcing it to [Step](rules/actions/step.md) in a direction of your choosing; as this is forced movement, you can't force the creature to [Step](rules/actions/step.md) into hazardous terrain, off a ledge, or the like. After it Steps, the creature becomes temporarily immune to this amp for 24 hours. + +*Source: Dark Archive p. 27* +%% #compendium/src/pf2e/da #trait/amp #trait/enchantment #trait/mental #trait/occult #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/whitecape-loil.md b/compendium/feats/whitecape-loil.md new file mode 100644 index 000000000..a719dfad9 --- /dev/null +++ b/compendium/feats/whitecape-loil.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/vanara +aliases: ["Whitecape"] +--- +# Whitecape *Feat 1* +[vanara](rules/traits/vanara-loil.md) + + +You're shorter and wider than many vanaras of your heritage, and the hair on your shoulders and your head is particularly thick and luxurious, like a majestic cape. This hair grows back supernaturally quickly if shorn. You gain the [Steady Balance](compendium/feats/steady-balance.md) skill feat, even if you aren't trained in [Acrobatics](compendium/skills.md#Acrobatics), and you can [Step](rules/actions/step.md) into difficult terrain caused by uneven ground. + +**Special.** You can take this feat only at 1st level, and you can't retrain out of or into this feat. + +*Source: Lost Omens: Impossible Lands p. 55* +%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/compendium/feats/whodunnit-apg.md b/compendium/feats/whodunnit-apg.md new file mode 100644 index 000000000..7fddb860f --- /dev/null +++ b/compendium/feats/whodunnit-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/investigator +- trait/uncommon +aliases: ["Whodunnit?"] +--- +# Whodunnit? *Feat 8* +[investigator](rules/traits/investigator-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Frequency**: once per day + +You carefully consider your case and narrow down some of the details. When you [Pursue a Lead](rules/actions/pursue-a-lead-apg.md), you can spend 10 minutes instead of 1 minute to ask two questions of the GM as you complete the activity. The GM must answer truthfully with "yes" or "no," though if the answer would be misleading or have no practical application to your investigation the GM can answer "immaterial." You can't use Whodunnit? more than once for the same lead, even across different days. + +Your questions must come from the following list, applying to either the creature or the clue you found: + +- Was the clue left by a [creature trait]? (Choose a creature trait such as [humanoid](rules/traits/humanoid.md), [undead](rules/traits/undead.md), or [dwarf](rules/traits/dwarf.md); this trait must be accurate as of the time the clue was left.) +- Was this clue left within the last hour? +- Was this clue left within the last day? +- Was the creature that left the clue in a heightened emotional state when it left the clue? +- Did the creature attempt to conceal this clue? + +*Source: Advanced Player's Guide p. 63* +%% #compendium/src/pf2e/apg #trait/investigator #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/wholeness-of-body.md b/compendium/feats/wholeness-of-body.md index d24dcee1b..eb65248d2 100644 --- a/compendium/feats/wholeness-of-body.md +++ b/compendium/feats/wholeness-of-body.md @@ -15,7 +15,7 @@ You can restore your health by tapping into your ki. You gain the [wholeness of ## Wholeness Of Body leads to... -Endurance Of The Rooted Tree +[Endurance Of The Rooted Tree](compendium/feats/endurance-of-the-rooted-tree-ec6.md) ## Summary diff --git a/compendium/feats/widen-spell-oracle-apg.md b/compendium/feats/widen-spell-oracle-apg.md new file mode 100644 index 000000000..8ff39864d --- /dev/null +++ b/compendium/feats/widen-spell-oracle-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/manipulate +- trait/metamagic +- trait/oracle +aliases: ["Widen Spell (Oracle)"] +--- +# Widen Spell (Oracle) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [oracle](rules/traits/oracle-apg.md) + +- **Activity** Single Action + +You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius isn't affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. + +*Source: Advanced Player's Guide p. 79* +%% #compendium/src/pf2e/apg #trait/manipulate #trait/metamagic #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/widen-spell-witch-apg.md b/compendium/feats/widen-spell-witch-apg.md new file mode 100644 index 000000000..1ee380cfd --- /dev/null +++ b/compendium/feats/widen-spell-witch-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/manipulate +- trait/metamagic +- trait/witch +aliases: ["Widen Spell (Witch)"] +--- +# Widen Spell (Witch) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [witch](rules/traits/witch-apg.md) + +- **Activity** Single Action + +You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius isn't affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. + +*Source: Advanced Player's Guide p. 101* +%% #compendium/src/pf2e/apg #trait/manipulate #trait/metamagic #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/widen-the-gap-ec3.md b/compendium/feats/widen-the-gap-ec3.md new file mode 100644 index 000000000..bd7aaa9da --- /dev/null +++ b/compendium/feats/widen-the-gap-ec3.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ec3 +- trait/archetype +aliases: ["Widen The Gap"] +--- +# Widen The Gap *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Turpin Rowe Lumberjack Dedication](compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md) + +Once you have penetrated a foe's defenses, you can home in on the same spot to exploit your opponent's wound and deal some serious damage. The second time you hit and deal damage with a melee axe [Strike](rules/actions/strike.md) to the same opponent or object during your turn, you ignore half of the opponent's or object's Hardness, if any. If you hit and deal damage with a melee axe [Strike](rules/actions/strike.md) to the same opponent or object a third or fourth time during your turn, you ignore all of its Hardness, if any. + +*Source: Extinction Curse #3: Life's Long Shadows p. 75* +%% #compendium/src/pf2e/ec3 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/wild-lights-lotgb.md b/compendium/feats/wild-lights-lotgb.md new file mode 100644 index 000000000..9d3090265 --- /dev/null +++ b/compendium/feats/wild-lights-lotgb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +aliases: ["Wild Lights"] +--- +# Wild Lights *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [dancing lights](compendium/spells/dancing-lights.md) + +When you cast [dancing lights](compendium/spells/dancing-lights.md), you can modify its duration to be 1 minute and modify its standard effects to create a single floating light in the shape of a Tiny creature, instead of up to four floating lights. The creature hovers over your head unless you spend a single action that has the [concentrate](rules/traits/concentrate.md) trait to direct the light to move up to 30 feet, in which case it remains there until you direct it again. If you direct it back to your head, it hovers there and follows you again until you direct it elsewhere. If the light ever moves beyond 120 feet of you, it winks out immediately. + +*Source: Lost Omens: The Grand Bazaar p. 123* +%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/wild-shape.md b/compendium/feats/wild-shape.md index eb3f1a187..68a53f5bd 100644 --- a/compendium/feats/wild-shape.md +++ b/compendium/feats/wild-shape.md @@ -15,7 +15,7 @@ You are one with the wild, always changing and adapting to meet any challenge. Y ## Wild Shape leads to... -[Elemental Shape](compendium/feats/elemental-shape.md), Reactive Transformation, [Ferocious Shape](compendium/feats/ferocious-shape.md), [Form Control](compendium/feats/form-control.md), [Perfect Form Control](compendium/feats/perfect-form-control.md), [Insect Shape](compendium/feats/insect-shape.md), [Monstrosity Shape](compendium/feats/monstrosity-shape.md), Heart Of The Kaiju, [Plant Shape](compendium/feats/plant-shape.md), [Soaring Shape](compendium/feats/soaring-shape.md), [Dragon Shape](compendium/feats/dragon-shape.md), [True Shapeshifter](compendium/feats/true-shapeshifter.md), [Thousand Faces](compendium/feats/thousand-faces.md) +[Elemental Shape](compendium/feats/elemental-shape.md), [Reactive Transformation](compendium/feats/reactive-transformation-apg.md), [Ferocious Shape](compendium/feats/ferocious-shape.md), [Form Control](compendium/feats/form-control.md), [Perfect Form Control](compendium/feats/perfect-form-control.md), [Insect Shape](compendium/feats/insect-shape.md), [Monstrosity Shape](compendium/feats/monstrosity-shape.md), [Heart Of The Kaiju](compendium/feats/heart-of-the-kaiju-frp3.md), [Plant Shape](compendium/feats/plant-shape.md), [Soaring Shape](compendium/feats/soaring-shape.md), [Dragon Shape](compendium/feats/dragon-shape.md), [True Shapeshifter](compendium/feats/true-shapeshifter.md), [Thousand Faces](compendium/feats/thousand-faces.md) ## Summary diff --git a/compendium/feats/wild-strider-apg.md b/compendium/feats/wild-strider-apg.md new file mode 100644 index 000000000..7a60ebfd3 --- /dev/null +++ b/compendium/feats/wild-strider-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Wild Strider"] +--- +# Wild Strider *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Horizon Walker Dedication](compendium/feats/horizon-walker-dedication-apg.md) + +Natural obstacles pose no obstacle to you. You gain the ranger's wild stride class feature. This allows you to ignore the effects of all non-magical difficult terrain, treat greater difficult terrain as merely difficult terrain, and gives you an additional benefit from [Favored Terrain](compendium/feats/favored-terrain.md) based on the terrain. + +*Source: Advanced Player's Guide p. 177* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/wild-winds-initiate.md b/compendium/feats/wild-winds-initiate.md index b53e7a75f..fc5bff7e8 100644 --- a/compendium/feats/wild-winds-initiate.md +++ b/compendium/feats/wild-winds-initiate.md @@ -15,7 +15,7 @@ You learn a mystical stance that lets you attack from a distance. You gain the [ ## Wild Winds Initiate leads to... -[Wild Winds Gust](compendium/feats/wild-winds-gust.md), Electric Counter +[Wild Winds Gust](compendium/feats/wild-winds-gust.md), [Electric Counter](compendium/feats/electric-counter-frp2.md) ## Summary diff --git a/compendium/feats/wildborn-adept-locg.md b/compendium/feats/wildborn-adept-locg.md new file mode 100644 index 000000000..7c4c304b7 --- /dev/null +++ b/compendium/feats/wildborn-adept-locg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/elf +aliases: ["Wildborn Adept"] +--- +# Wildborn Adept *Feat 5* +[elf](rules/traits/elf.md) + +- **Prerequisites**: [Wildborn Magic](compendium/feats/wildborn-magic-locg.md) + +The whispers of the jungle grant you more diverse access to simple primal magic. You can cast [dancing lights](compendium/spells/dancing-lights.md), disrupt undead, and tanglefoot as innate primal spells at will. + +If you chose one of those spells with Wildborn Magic, you can select a new spell for Wildborn Magic. + +*Source: Lost Omens: Character Guide p. 27* +%% #compendium/src/pf2e/locg #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/wildborn-magic-locg.md b/compendium/feats/wildborn-magic-locg.md new file mode 100644 index 000000000..4fd40abae --- /dev/null +++ b/compendium/feats/wildborn-magic-locg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/elf +- trait/uncommon +aliases: ["Wildborn Magic"] +--- +# Wildborn Magic *Feat 1* +[elf](rules/traits/elf.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Mualijae ethnicity + +You have learned to access the old magic of wild places. Choose one cantrip from the primal spell list. You can cast this cantrip as an innate primal spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. + +## Wildborn Magic leads to... + +[Wildborn Adept](compendium/feats/wildborn-adept-locg.md) + +## Summary + +*Source: Lost Omens: Character Guide p. 26* +%% #compendium/src/pf2e/locg #trait/elf #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/wilderness-spotter-fop.md b/compendium/feats/wilderness-spotter-fop.md new file mode 100644 index 000000000..9a766308b --- /dev/null +++ b/compendium/feats/wilderness-spotter-fop.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/fop +- trait/general +- trait/skill +- trait/uncommon +aliases: ["Wilderness Spotter"] +--- +# Wilderness Spotter *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: Expert in [Survival](compendium/skills.md#Survival) + +Select one type of terrain from the following list: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground. You can use [Survival](compendium/skills.md#Survival) in place of [Perception](compendium/skills.md#Perception) to roll initiative when in the selected terrain in a natural location (not a structure) even if you weren't tracking or otherwise using [Survival](compendium/skills.md#Survival) before the encounter. You can also use [Survival](compendium/skills.md#Survival) instead of [Perception](compendium/skills.md#Perception) to notice traps in natural locations in the chosen terrain; if you find a snare in this way, you can also use [Survival](compendium/skills.md#Survival) instead of [Thievery](compendium/skills.md#Thievery) to [Disable the Device](rules/actions/disable-a-device.md). + +**Special.** You can select this feat more than once. Each time you select it, the feat applies to a new type of terrain. + +*Source: The Fall of Plaguestone p. 57* +%% #compendium/src/pf2e/fop #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/willing-death-loag.md b/compendium/feats/willing-death-loag.md new file mode 100644 index 000000000..965668a95 --- /dev/null +++ b/compendium/feats/willing-death-loag.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/duskwalker +aliases: ["Willing Death"] +--- +# Willing Death [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[duskwalker](rules/traits/duskwalker-apg.md) + +- **Frequency**: once per day +- **Trigger** An ally within 30 feet takes damage that would otherwise reduce them to 0 Hit Points and give them the [dying](rules/conditions.md#Dying) condition. +- **Activity** Reaction + +Once, you died because you valued someone else's life above your own; just as then, you protect an ally by suffering in their stead. Reduce the damage the triggering ally would take by 1 + your level. You redirect this damage to yourself, but your immunities, weaknesses, resistances, and so on don't apply. You aren't subject to any conditions or other effects from whatever damaged your ally (such as poison from a venomous bite)—your ally is still subject to those effects even if you redirect all of the triggering damage to yourself. If the redirected damage prevents the ally from being reduced to 0 Hit Points, they remain conscious and don't gain the [dying](rules/conditions.md#Dying) condition. + +**Special.** You can select this feat only at 1st level, and you can't retrain into or out of this feat. + +*Source: Lost Omens: Ancestry Guide p. 31* +%% #compendium/src/pf2e/loag #trait/duskwalker %% \ No newline at end of file diff --git a/compendium/feats/wind-gods-fan-loag.md b/compendium/feats/wind-gods-fan-loag.md new file mode 100644 index 000000000..2cdfb2861 --- /dev/null +++ b/compendium/feats/wind-gods-fan-loag.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/tengu +aliases: ["Wind God's Fan"] +--- +# Wind God's Fan *Feat 9* +[tengu](rules/traits/tengu-b1.md) + +- **Prerequisites**: [Tengu Feather Fan](compendium/feats/tengu-feather-fan-loag.md) + +Your fan can stir up even more powerful winds. You can Activate your tengu feather fan one additional time per day. Add the 3rd-level [wall of wind](compendium/spells/wall-of-wind.md) spell to the spells contained within your fan. + +## Wind God's Fan leads to... + +[Thunder God's Fan](compendium/feats/thunder-gods-fan-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 59* +%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/wind-pillow-loil.md b/compendium/feats/wind-pillow-loil.md new file mode 100644 index 000000000..7421018c5 --- /dev/null +++ b/compendium/feats/wind-pillow-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loil +- trait/sylph +aliases: ["Wind Pillow"] +--- +# Wind Pillow *Feat 1* +[sylph](rules/traits/sylph-b2.md) + + +The winds have whispered to you all your life, and the essence of air itself helps you at times, making you somewhat buoyant when you're suspended in space. Treat all falls as though they were 10 feet less than the actual distance traveled. You also gain the [Powerful Leap](compendium/feats/powerful-leap.md) skill feat, even if you don't meet that feat's prerequisites. + +*Source: Lost Omens: Impossible Lands p. 31* +%% #compendium/src/pf2e/loil #trait/sylph %% \ No newline at end of file diff --git a/compendium/feats/wind-tempered-loag.md b/compendium/feats/wind-tempered-loag.md new file mode 100644 index 000000000..cde085b65 --- /dev/null +++ b/compendium/feats/wind-tempered-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/sylph +aliases: ["Wind Tempered"] +--- +# Wind Tempered *Feat 1* +[sylph](rules/traits/sylph-b2.md) + + +You are at home in tempestuous weather and accustomed to even the harshest winds. You gain a +1 circumstance bonus to saves against [air](rules/traits/air.md) and [electricity](rules/traits/electricity.md) effects. + +If you roll a success on a save against an [air](rules/traits/air.md) effect, you get a critical success instead. + +*Source: Lost Omens: Ancestry Guide p. 115* +%% #compendium/src/pf2e/loag #trait/sylph %% \ No newline at end of file diff --git a/compendium/feats/wind-tossed-spell-som.md b/compendium/feats/wind-tossed-spell-som.md new file mode 100644 index 000000000..75c55fb58 --- /dev/null +++ b/compendium/feats/wind-tossed-spell-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/air +- trait/archetype +- trait/concentrate +- trait/metamagic +aliases: ["Wind-tossed Spell"] +--- +# Wind-tossed Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[air](rules/traits/air.md) [archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) +- **Activity** Single Action + +You enhance your spell with elemental air, using the wind to find your target and carry your magic around cover. + +If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that requires a spell attack roll, you ignore the target's [concealed](rules/conditions.md#Concealed) condition and any cover they have from you. The spell gains the [air](rules/traits/air.md) trait. + +*Source: Secrets of Magic p. 207* +%% #compendium/src/pf2e/som #trait/air #trait/archetype #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/wing-step-loag.md b/compendium/feats/wing-step-loag.md new file mode 100644 index 000000000..a6f8f60d9 --- /dev/null +++ b/compendium/feats/wing-step-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/strix +aliases: ["Wing Step"] +--- +# Wing Step [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* +[strix](rules/traits/strix-loag.md) + +- **Activity** Single Action + +With a sharp flap of your wings, you stay light on your feet as you move. You [Step](rules/actions/step.md) 5 feet twice. + +*Source: Lost Omens: Ancestry Guide p. 138* +%% #compendium/src/pf2e/loag #trait/strix %% \ No newline at end of file diff --git a/compendium/feats/winglets-loag.md b/compendium/feats/winglets-loag.md new file mode 100644 index 000000000..da4b40aa2 --- /dev/null +++ b/compendium/feats/winglets-loag.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kobold +aliases: ["Winglets"] +--- +# Winglets *Feat 5* +[kobold](rules/traits/kobold-b1.md) + + +You're among the few kobolds who grow a set of draconic wings later in life. The wings are initially small and weak; while not enough for full flight, a strong flap allows you to jump further. + +When Leaping horizontally, you move an additional 5 feet (this additional distance isn't cumulative with the increased [Leap](rules/actions/leap.md) distance from the [Powerful Leap](compendium/feats/powerful-leap.md) feat). You don't automatically fail your checks to [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md) if you don't [Stride](rules/actions/stride.md) at least 10 feet first. + +In addition, when you attempt a [Long Jump](rules/actions/long-jump.md), you can jump a distance up to 10 feet longer than you normally would based on the result of your [Athletics](compendium/skills.md#Athletics) check, though you still can't jump farther than your Speed. + +## Winglets leads to... + +[Hatchling Flight](compendium/feats/hatchling-flight-loag.md), [Wyrmling Flight](compendium/feats/wyrmling-flight-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 39* +%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/wings-of-air-loag.md b/compendium/feats/wings-of-air-loag.md new file mode 100644 index 000000000..4b1361b13 --- /dev/null +++ b/compendium/feats/wings-of-air-loag.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/morph +- trait/primal +- trait/sylph +- trait/transmutation +aliases: ["Wings Of Air"] +--- +# Wings Of Air [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* +[morph](rules/traits/morph.md) [primal](rules/traits/primal.md) [sylph](rules/traits/sylph-b2.md) [transmutation](rules/traits/transmutation.md) + +- **Frequency**: once per day +- **Activity** Two-Action + +You can strain to call forth feathered or cloudy wings from your back. Once manifested, these wings remain for 10 minutes. You gain a fly Speed equal to your land Speed while you've manifested your wings. + +## Wings Of Air leads to... + +[Eternal Wings](compendium/feats/eternal-wings-loag.md) + +## Summary + +*Source: Lost Omens: Ancestry Guide p. 116* +%% #compendium/src/pf2e/loag #trait/morph #trait/primal #trait/sylph #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/wings-of-the-dragon-apg.md b/compendium/feats/wings-of-the-dragon-apg.md new file mode 100644 index 000000000..0395ef30f --- /dev/null +++ b/compendium/feats/wings-of-the-dragon-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +aliases: ["Wings Of The Dragon"] +--- +# Wings Of The Dragon *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) + +You can manifest draconic wings to soar through the air at great speed. You gain the [dragon wings](compendium/spells/dragon-wings.md) sorcerer bloodline spell and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1. + +*Source: Advanced Player's Guide p. 169* +%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/winter-cat-senses-loag.md b/compendium/feats/winter-cat-senses-loag.md new file mode 100644 index 000000000..bf498aefc --- /dev/null +++ b/compendium/feats/winter-cat-senses-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/catfolk +aliases: ["Winter Cat Senses"] +--- +# Winter Cat Senses *Feat 1* +[catfolk](rules/traits/catfolk-b1.md) + +- **Prerequisites**: winter catfolk heritage + +Your eyes are keen and accustomed to winter conditions. You ignore concealment caused by ice and snow. + +*Source: Lost Omens: Ancestry Guide p. 19* +%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/winters-embrace-tv.md b/compendium/feats/winters-embrace-tv.md new file mode 100644 index 000000000..a14e8dc47 --- /dev/null +++ b/compendium/feats/winters-embrace-tv.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/tv +- trait/archetype +aliases: ["Winter's Embrace"] +--- +# Winter's Embrace *Feat 10* +[archetype](rules/traits/archetype.md) + + +Your eyes are accustomed to the harsh glare of the sun on snow and ice. You gain a +1 status bonus to saving throws against effects that inflict the [dazzled](rules/conditions.md#Dazzled) condition. + +Snow doesn't impair your vision; you ignore concealment from snowfall. Your skin becomes cold to the touch, and sometimes frost forms on you. You are protected from severe cold and heat. + +*Source: Treasure Vault p. 185* +%% #compendium/src/pf2e/tv #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/winters-kiss-tv.md b/compendium/feats/winters-kiss-tv.md new file mode 100644 index 000000000..c92345934 --- /dev/null +++ b/compendium/feats/winters-kiss-tv.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/tv +- trait/archetype +aliases: ["Winter's Kiss"] +--- +# Winter's Kiss *Feat 14* +[archetype](rules/traits/archetype.md) + + +Whether in the heart of a volcanic passageway or the glacial tundras of the Crown of the World, the only temperature you ever personally experience is an oddly comfortable chill. You are now protected from extreme cold and extreme heat, and you gain resistance to fire equal to half your level. If you would already have resistance to fire equal to half your level from a heritage, ancestry feat, class feat, or another archetype feat, you instead gain resistance to fire equal to your level. + +*Source: Treasure Vault p. 185* +%% #compendium/src/pf2e/tv #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/wish-alchemy-lol.md b/compendium/feats/wish-alchemy-lol.md new file mode 100644 index 000000000..07a2c7c63 --- /dev/null +++ b/compendium/feats/wish-alchemy-lol.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lol +- trait/alchemist +- trait/rare +aliases: ["Wish Alchemy"] +--- +# Wish Alchemy *Feat 20* +[alchemist](rules/traits/alchemist.md) [rare](rules/traits/rare.md) + + +You have learned Artokus Kirran's most hidden secrets, granting you the ability to create alchemy infused with the power of wishes. Once per day when you use advanced alchemy during your daily preparations, you can spend a batch of infused reagents to create a wish vial containing a single common arcane spell of your choice of 8th level or lower. The spell must have a casting time of no more than 3 actions, no Cost, and must be able to target you. Only you can Activate the wish vial, which takes the same number of [Interact](rules/actions/interact.md) actions as the spell's casting time and grants you the effects of the spell. + +*Source: Lost Omens: Legends p. 20* +%% #compendium/src/pf2e/lol #trait/alchemist #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/witch-dedication-apg.md b/compendium/feats/witch-dedication-apg.md new file mode 100644 index 000000000..bea1abb04 --- /dev/null +++ b/compendium/feats/witch-dedication-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/archetype +- trait/dedication +- trait/multiclass +aliases: ["Witch Dedication"] +--- +# Witch Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Intelligence 14 + +You cast spells like a witch. Choose a patron; You gain a familiar with two common cantrips of your choice from your chosen patron's tradition, but aside from the tradition, you don't gain any other effects the patron would usually grant. Your familiar has one less familiar ability than normal. You gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity. You can prepare one cantrip each day from your familiar. You're trained in spell attack rolls and spell DCs from your patron's tradition. Your key spellcasting ability for witch archetype spells is Intelligence, and they are witch spells of your patron's tradition. You become trained in the skill associated with the patron's tradition; if you were already trained in it, you instead become trained in a skill of your choice. + +**Special.** You can't select another dedication feat until you have gained two other feats from the witch archetype. + +## Witch Dedication leads to... + +[Basic Witch Spellcasting](compendium/feats/basic-witch-spellcasting-apg.md), [Expert Witch Spellcasting](compendium/feats/expert-witch-spellcasting-apg.md), [Master Witch Spellcasting](compendium/feats/master-witch-spellcasting-apg.md), [Patron's Breadth](compendium/feats/patrons-breadth-apg.md), [Basic Witchcraft](compendium/feats/basic-witchcraft-apg.md), [Advanced Witchcraft](compendium/feats/advanced-witchcraft-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 154* +%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/compendium/feats/witch-warden-locg.md b/compendium/feats/witch-warden-locg.md new file mode 100644 index 000000000..fec373b85 --- /dev/null +++ b/compendium/feats/witch-warden-locg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/human +- trait/uncommon +aliases: ["Witch Warden"] +--- +# Witch Warden *Feat 1* +[human](rules/traits/human.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: Kellid ethnicity + +You and your family have fought long and hard against witches, particularly the winter witches of Irrisen, and you've learned to be wary of their curses and the otherworldly powers their patrons grant. You gain a +1 circumstance bonus to saving throws against curses, and to saving throws against spells cast by a witch or hag. If you roll a success on a saving throw against a curse or a spell cast by a witch or hag, you get a critical success instead. + +*Source: Lost Omens: Character Guide p. 13* +%% #compendium/src/pf2e/locg #trait/human #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/witchs-bottle-apg.md b/compendium/feats/witchs-bottle-apg.md new file mode 100644 index 000000000..e41363a08 --- /dev/null +++ b/compendium/feats/witchs-bottle-apg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Witch's Bottle"] +--- +# Witch's Bottle *Feat 8* +[witch](rules/traits/witch-apg.md) + +- **Prerequisites**: [Cauldron](compendium/feats/cauldron-apg.md) + +You spend 10 minutes and 1 Focus Point brewing a special potion containing the power of one of your hexes that targets a creature. A creature that consumes this potion is targeted by the hex. If the hex has a sustained duration and you have [cackle](compendium/feats/cackle-apg.md), you can cast [cackle](compendium/spells/cackle-apg.md) into the bottle just before you seal it. If you do, the hex's duration is extended as if you had cast [cackle](compendium/spells/cackle-apg.md) the round after the hex was cast (typically this extends the duration by 1 round). Your cackling laugh sounds out when the potion is unsealed. + +Any potion you create this way loses its power the next time you make your daily preparations. While the potion is in your possession, you can render it inert using a single action that has the [concentrate](rules/traits/concentrate.md) trait. You can't regain the Focus Point you spent to create the potion (or the Focus Point you spent to cast [cackle](compendium/spells/cackle-apg.md)) until the potion is consumed or loses its magic. + +*Source: Advanced Player's Guide p. 103* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/witchs-charge-apg.md b/compendium/feats/witchs-charge-apg.md new file mode 100644 index 000000000..cdf6b5478 --- /dev/null +++ b/compendium/feats/witchs-charge-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/detection +- trait/divination +- trait/witch +aliases: ["Witch's Charge"] +--- +# Witch's Charge *Feat 6* +[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [witch](rules/traits/witch-apg.md) + + +You forge a magical link with another creature, granting you awareness of that creature's condition and creating a conduit for spellcasting. During your daily preparations, you can designate one willing creature as your charge. You are always aware of your charge's direction from you, its distance from you, and any conditions affecting it. In addition, you can cast spells with a range of touch on your charge from a range of 30 feet. These effects persist until your next daily preparations. + +**Special.** This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal). + +## Witch's Charge leads to... + +[Witch's Communion](compendium/feats/witchs-communion-apg.md) + +## Summary + +*Source: Advanced Player's Guide p. 102* +%% #compendium/src/pf2e/apg #trait/detection #trait/divination #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/witchs-communion-apg.md b/compendium/feats/witchs-communion-apg.md new file mode 100644 index 000000000..355a659c0 --- /dev/null +++ b/compendium/feats/witchs-communion-apg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Witch's Communion"] +--- +# Witch's Communion *Feat 10* +[witch](rules/traits/witch-apg.md) + +- **Prerequisites**: [Witch's Charge](compendium/feats/witchs-charge-apg.md) + +You can keep watch over multiple charges. Each day during your preparations, you can designate a number of charges equal to your Intelligence modifier instead of just one. + +*Source: Advanced Player's Guide p. 104* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/witchs-hut-apg.md b/compendium/feats/witchs-hut-apg.md new file mode 100644 index 000000000..839c1b6c6 --- /dev/null +++ b/compendium/feats/witchs-hut-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Witch's Hut"] +--- +# Witch's Hut *Feat 20* +[witch](rules/traits/witch-apg.md) + + +Your home is an animated structure that obeys your commands. By performing a rite that takes 1 day, you create an animated object from a hut, small house, covered wagon, tent, or similar construction of up to Huge size. + +The hut uses your AC, saving throw modifiers, and [Perception](compendium/skills.md#Perception) modifier and has 150 HP and Hardness 10. It has the construct armor ability, meaning once it's reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its AC is reduced by 4 until it is repaired. + +The hut can't attack or attempt skill checks. You can give the hut a command as a single action, which has the [auditory](rules/traits/auditory.md) and [concentrate](rules/traits/concentrate.md) traits; after 1 round of reconfiguring itself, the hut then follows that command until you give it a different command. + +- **Guard** The hut watches for trespassers within 120 feet using your [Perception](compendium/skills.md#Perception) modifier and screams if it spots any. +- **Lock** Each entrance to the hut is sealed with a [lock](compendium/spells/lock.md) spell. +- **Move** The hut gains a Speed of 60 feet, growing giant bird or bone legs, if necessary, and follows an extremely basic movement command you give it, such as "follow me" or "move that direction." While perfectly suitable for overland travel, the hut's broad movements and 1-round delay on response time are too imprecise to predictably direct in a combat encounter or other situation where seconds and precise locations count. +- **Hide** The hut appears to be a normal, mundane object of its type. This is a 10th-level [illusion](rules/traits/illusion.md) effect + +You can have only one hut at a time. If you animate a new hut, your previous hut immediately reverts to its original, mundane form. If you die, the hut continues following the last order you gave it indefinitely. + +*Source: Advanced Player's Guide p. 105* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/withstand-death-lokl.md b/compendium/feats/withstand-death-lokl.md new file mode 100644 index 000000000..06b226193 --- /dev/null +++ b/compendium/feats/withstand-death-lokl.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lokl +- trait/archetype +aliases: ["Withstand Death"] +--- +# Withstand Death *Feat 16* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md), Necromantic Resistance + +Through repeated exposure, you've trained to resist the damage wrought by undead. Your resistance to negative damage also applies to damage dealt by the attacks and abilities of undead creatures, regardless of damage type. + +*Source: Lost Omens: Knights of Lastwall p. 79* +%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/wizard-dedication.md b/compendium/feats/wizard-dedication.md index 44223e8dd..8587663ee 100644 --- a/compendium/feats/wizard-dedication.md +++ b/compendium/feats/wizard-dedication.md @@ -21,7 +21,7 @@ Select one arcane arcane school|wizard||1||school of magic; you don't gain any a ## Wizard Dedication leads to... -[Arcane School Spell](compendium/feats/arcane-school-spell.md), [Basic Arcana](compendium/feats/basic-arcana.md), [Advanced Arcana](compendium/feats/advanced-arcana.md), [Basic Wizard Spellcasting](compendium/feats/basic-wizard-spellcasting.md), [Arcane Breadth](compendium/feats/arcane-breadth.md), [Expert Wizard Spellcasting](compendium/feats/expert-wizard-spellcasting.md), [Master Wizard Spellcasting](compendium/feats/master-wizard-spellcasting.md), Thick Hide Mask, Tireless Guide's Mask +[Arcane School Spell](compendium/feats/arcane-school-spell.md), [Basic Arcana](compendium/feats/basic-arcana.md), [Advanced Arcana](compendium/feats/advanced-arcana.md), [Basic Wizard Spellcasting](compendium/feats/basic-wizard-spellcasting.md), [Arcane Breadth](compendium/feats/arcane-breadth.md), [Expert Wizard Spellcasting](compendium/feats/expert-wizard-spellcasting.md), [Master Wizard Spellcasting](compendium/feats/master-wizard-spellcasting.md), [Thick Hide Mask](compendium/feats/thick-hide-mask-sot6.md), [Tireless Guide's Mask](compendium/feats/tireless-guides-mask-sot6.md) ## Summary diff --git a/compendium/feats/wolf-in-sheeps-clothing-da.md b/compendium/feats/wolf-in-sheeps-clothing-da.md new file mode 100644 index 000000000..09d66d3e1 --- /dev/null +++ b/compendium/feats/wolf-in-sheeps-clothing-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/ranger +aliases: ["Wolf in Sheep's Clothing"] +--- +# Wolf in Sheep's Clothing *Feat 4* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) + +With a bit of hide, some antlers, and some cast-off fur, you can create a disguise that will fool even an experienced hunter. + +You can [Impersonate](rules/actions/impersonate.md) creatures with the animal, [beast](rules/traits/beast.md), or [plant](rules/traits/plant.md) traits, so long as they are either the same size or one size larger than you and have a body shape that conforms at least vaguely to your own (in other words, a typical humanoid could [Impersonate](rules/actions/impersonate.md) a bear or an arboreal, but not a horse, giant scorpion, or assassin vine). Impersonating a larger creature doesn't change your actual size. + +*Source: Dark Archive p. 64* +%% #compendium/src/pf2e/da #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/wonder-worker-da.md b/compendium/feats/wonder-worker-da.md new file mode 100644 index 000000000..8969bea73 --- /dev/null +++ b/compendium/feats/wonder-worker-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/da +- trait/thaumaturge +aliases: ["Wonder Worker"] +--- +# Wonder Worker *Feat 20* +[thaumaturge](rules/traits/thaumaturge-da.md) + +- **Prerequisites**: legendary in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) + +The thaumaturge's path culminates with the working of wonders. Once per day, you can align your esoterica to cast a spell of 8th level or lower that takes 1, 2, or 3 actions to cast. The spell must be common or one to which you have access. You can choose a spell of any tradition for which you're legendary in the associated skill ([Arcana](compendium/skills.md#Arcana) for arcane, [Nature](compendium/skills.md#Nature) for primal, [Occultism](compendium/skills.md#Occultism) for occult, or [Religion](compendium/skills.md#Religion) for divine). Use your thaumaturge class DC in place of any necessary spell DC and your thaumaturge class DC – 10 in place of any necessary counteract modifier or spell attack modifier. + +*Source: Dark Archive p. 47* +%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/woodcraft-locg.md b/compendium/feats/woodcraft-locg.md new file mode 100644 index 000000000..00f8a9f3a --- /dev/null +++ b/compendium/feats/woodcraft-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/locg +- trait/elf +aliases: ["Woodcraft"] +--- +# Woodcraft *Feat 1* +[elf](rules/traits/elf.md) + + +You have a innate familiarity with forested areas. When in a forest or jungle environment, if you roll a critical failure on a [Survival](compendium/skills.md#Survival) skill check to [Sense Direction](rules/actions/sense-direction.md), [Subsist](rules/actions/subsist.md), or [Cover Tracks](rules/actions/cover-tracks.md), you get a failure instead, and if you roll a success, you get a critical success instead. + +*Source: Lost Omens: Character Guide p. 26* +%% #compendium/src/pf2e/locg #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/words-of-unraveling-av2.md b/compendium/feats/words-of-unraveling-av2.md new file mode 100644 index 000000000..de6b0b217 --- /dev/null +++ b/compendium/feats/words-of-unraveling-av2.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/av2 +- trait/archetype +aliases: ["Words Of Unraveling"] +--- +# Words Of Unraveling *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) + +You have unlocked abstruse methods to tangle with reality itself, altering the fate of a single individual. Once per day as an occult innate spell, you can cast [daydreamer's curse](compendium/spells/daydreamers-curse-av2.md), [outcast's curse](compendium/spells/outcasts-curse.md), or savant's curse. At the GM's discretion, you can substitute or add additional occult curse spells of 4th level or lower to this list. You can choose a different spell from the list each time you use this ability. If you couldn't already cast occult spells, these spells use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells; if you could already cast occult spells, your proficiency in spell attack rolls and spell DCs for occult spells increases to expert. + +*Source: Abomination Vaults #2: Hands of the Devil p. 77* +%% #compendium/src/pf2e/av2 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/work-yourself-up-som.md b/compendium/feats/work-yourself-up-som.md new file mode 100644 index 000000000..561bb9616 --- /dev/null +++ b/compendium/feats/work-yourself-up-som.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/som +- trait/archetype +- trait/concentrate +aliases: ["Work Yourself Up"] +--- +# Work Yourself Up [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) + +- **Prerequisites**: [Cathartic Mage Dedication](compendium/feats/cathartic-mage-dedication-som.md) +- **Requirements**: You have a reaction available and aren't prevented from using Catharsis. +- **Activity** Two-Action + +You concentrate on your mental state, tapping into that raw emotional energy. Take your Catharsis reaction, causing the catharsis activation and entering your emotional fervor as normal. The fervor lasts only until the end of your turn. + +At the end of your emotional fervor, you experience the effects of your emotional fallout, as normal. + +*Source: Secrets of Magic p. 195* +%% #compendium/src/pf2e/som #trait/archetype #trait/concentrate %% \ No newline at end of file diff --git a/compendium/feats/worldsphere-gravity-frp3.md b/compendium/feats/worldsphere-gravity-frp3.md new file mode 100644 index 000000000..22130c905 --- /dev/null +++ b/compendium/feats/worldsphere-gravity-frp3.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp3 +- trait/metamagic +- trait/uncommon +- trait/wizard +aliases: ["Worldsphere Gravity"] +--- +# Worldsphere Gravity [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* +[metamagic](rules/traits/metamagic.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +- **Frequency**: once per hour +- **Activity** Single Action + +Though creating demiplanes usually requires lengthy rituals, you know how to establish minor planar effects in imitation of Syndara's masterpieces. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) of at least 5th level from your spell slots that affects an area, you can apply one of the following planar effects to a 20-foot burst centered within the spell's area. + +The effect persists for 1 minute. + +- **Gravitational Morass** The pull of gravity is amplified here, creating greater difficult terrain. Flying creatures that pass through the area must succeed at a Reflex save against your spell DC or fall to the ground, taking bludgeoning damage equal to half the distance fallen. +- **Flowing Time** Erratic timestreams aid you within this space. A creature that starts its turn in the burst is affected by haste on that turn. + +*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 77* +%% #compendium/src/pf2e/frp3 #trait/metamagic #trait/uncommon #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/wortwitch-apg.md b/compendium/feats/wortwitch-apg.md new file mode 100644 index 000000000..63a16f98e --- /dev/null +++ b/compendium/feats/wortwitch-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/witch +aliases: ["Wortwitch"] +--- +# Wortwitch *Feat 1* +[witch](rules/traits/witch-apg.md) + + +You have a particular affinity for leafy plants. Your patron grants you a leshy familiar. If you already had a familiar, this leshy replaces your previous familiar, as if your previous familiar had been slain. In addition, you gain the ability to see through leaves, vines, and other foliage. You don't take circumstance penalties to ranged spell attacks or [Perception](compendium/skills.md#Perception) checks caused by foliage, and your targeted attacks don't require a flat check to succeed against a target [concealed](rules/conditions.md#Concealed) only by such vegetation. + +*Source: Advanced Player's Guide p. 101* +%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/wrestler-dedication-lotgb.md b/compendium/feats/wrestler-dedication-lotgb.md new file mode 100644 index 000000000..3d5c8b438 --- /dev/null +++ b/compendium/feats/wrestler-dedication-lotgb.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/lotgb +- trait/archetype +- trait/dedication +aliases: ["Wrestler Dedication"] +--- +# Wrestler Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) + +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics), unarmed attacks, and unarmored defense + +Your training in the wrestling arts has made you particularly adept at moving, striking, and grappling while unencumbered. + +You become an expert in [Athletics](compendium/skills.md#Athletics) and gain the [Titan Wrestler](compendium/feats/titan-wrestler.md) skill feat. You don't take the –2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. In addition, you gain a +2 circumstance bonus to your Fortitude DC when resisting an opponent's attempts to [Grapple](rules/actions/grapple.md) you or Swallow you Whole. + +**Special.** You can't select another dedication feat until you have gained two other feats from the wrestler archetype. + +## Wrestler Dedication leads to... + +[Aerial Piledriver](compendium/feats/aerial-piledriver-lotgb.md), [Clinch Strike](compendium/feats/clinch-strike-lotgb.md), [Disengaging Twist](compendium/feats/disengaging-twist-lotgb.md), [Elbow Breaker](compendium/feats/elbow-breaker-lotgb.md), [Form Lock](compendium/feats/form-lock-lotgb.md), [Inescapable Grasp](compendium/feats/inescapable-grasp-lotgb.md), [Running Tackle](compendium/feats/running-tackle-lotgb.md), [Spinebreaker](compendium/feats/spinebreaker-lotgb.md), [Strangle](compendium/feats/strangle-lotgb.md), [Submission Hold](compendium/feats/submission-hold-lotgb.md), [Suplex](compendium/feats/suplex-lotgb.md) + +## Summary + +*Source: Lost Omens: The Grand Bazaar p. 126* +%% #compendium/src/pf2e/lotgb #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/wronged-monks-wrath-frp1.md b/compendium/feats/wronged-monks-wrath-frp1.md new file mode 100644 index 000000000..f45a6837e --- /dev/null +++ b/compendium/feats/wronged-monks-wrath-frp1.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/frp1 +- trait/monk +- trait/uncommon +aliases: ["Wronged Monk's Wrath"] +--- +# Wronged Monk's Wrath *Feat 10* +[monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: ki spells + +You gain the [wronged monk's wrath](compendium/spells/wronged-monks-wrath-frp1.md) ki spell. + +Increase the number of Focus Points in your focus pool by 1. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 74* +%% #compendium/src/pf2e/frp1 #trait/monk #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/wyrmling-flight-loag.md b/compendium/feats/wyrmling-flight-loag.md new file mode 100644 index 000000000..61fc92d90 --- /dev/null +++ b/compendium/feats/wyrmling-flight-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/kobold +aliases: ["Wyrmling Flight"] +--- +# Wyrmling Flight *Feat 17* +[kobold](rules/traits/kobold-b1.md) + +- **Prerequisites**: [Hatchling Flight](compendium/feats/hatchling-flight-loag.md) + +Your draconic wings have grown large and strong enough for flight. You gain a fly Speed equal to your Speed, using your wings to stay aloft. + +*Source: Lost Omens: Ancestry Guide p. 40* +%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/yamarajs-grandeur-loag.md b/compendium/feats/yamarajs-grandeur-loag.md new file mode 100644 index 000000000..c873bc9ee --- /dev/null +++ b/compendium/feats/yamarajs-grandeur-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/loag +- trait/duskwalker +aliases: ["Yamaraj's Grandeur"] +--- +# Yamaraj's Grandeur [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 17* +[duskwalker](rules/traits/duskwalker-apg.md) + +- **Frequency**: once per day +- **Activity** Two-Action + +You have been granted a sliver of the power of the yamaraj, the magistrates of the dead who agreed to allow duskwalkers to exist at all. You exhale a blast of icy wind and ravenous insects. This is a 30-foot cone that deals `14d6` slashing damage and `4d6` [persistent slashing damage](rules/conditions.md#Persistent%20Damage) (basic Reflex save using your class DC or spell DC, whichever is higher). On a critical failure, targets also become [sickened](rules/conditions.md#Sickened). + +*Source: Lost Omens: Ancestry Guide p. 32* +%% #compendium/src/pf2e/loag #trait/duskwalker %% \ No newline at end of file diff --git a/compendium/feats/youre-next-swashbuckler-apg.md b/compendium/feats/youre-next-swashbuckler-apg.md new file mode 100644 index 000000000..5fb5ad1c2 --- /dev/null +++ b/compendium/feats/youre-next-swashbuckler-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/apg +- trait/emotion +- trait/fear +- trait/mental +- trait/swashbuckler +aliases: ["You're Next (Swashbuckler)"] +--- +# You're Next (Swashbuckler) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [swashbuckler](rules/traits/swashbuckler-apg.md) + +- **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation) +- **Trigger** You reduce an enemy to 0 Hit Points. +- **Activity** Reaction + +After downing a foe, you promise another you're coming after them next. Attempt an [Intimidation](compendium/skills.md#Intimidation) check with a +2 circumstance bonus to [Demoralize](rules/actions/demoralize.md) a single creature that you can see and that can see you. If you're legendary in [Intimidation](compendium/skills.md#Intimidation), you can use this as a free action with the same trigger. + +*Source: Advanced Player's Guide p. 88* +%% #compendium/src/pf2e/apg #trait/emotion #trait/fear #trait/mental #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/zephyr-guard-dedication-aoa5.md b/compendium/feats/zephyr-guard-dedication-aoa5.md new file mode 100644 index 000000000..ca64f2a43 --- /dev/null +++ b/compendium/feats/zephyr-guard-dedication-aoa5.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/aoa5 +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Zephyr Guard Dedication"] +--- +# Zephyr Guard Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) + +- **Access**: You are from Katapesh. +- **Prerequisites**: member of the Zephyr Guard + +As a Zephyr Guard, you're always vigilant against crime and threats to the city's safety. You gain a +1 circumstance bonus to [Perception](compendium/skills.md#Perception) checks against attempts to [Palm an Object](rules/actions/palm-an-object.md), [Steal](rules/actions/steal.md), or [Conceal an Object](rules/actions/conceal-an-object.md) (including you're [Seeking](rules/actions/seek.md) [concealed](rules/conditions.md#Concealed) objects). You become trained in [Society](compendium/skills.md#Society) and [Katapesh Lore](compendium/skills.md#Lore); if you were already trained, you become an expert instead. + +**Special.** You can't select another dedication feat until you have gained two other feats from the Zephyr Guard archetype. + +## Zephyr Guard Dedication leads to... + +[Decry Thief](compendium/feats/decry-thief-aoa5.md), [Know The Beat](compendium/feats/know-the-beat-aoa5.md), [Relentless Disarm](compendium/feats/relentless-disarm-aoa5.md), [Unfazed Assessment](compendium/feats/unfazed-assessment-aoa5.md) + +## Summary + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 81* +%% #compendium/src/pf2e/aoa5 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/zombie-dedication-botd.md b/compendium/feats/zombie-dedication-botd.md new file mode 100644 index 000000000..350a4a064 --- /dev/null +++ b/compendium/feats/zombie-dedication-botd.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/botd +- trait/archetype +- trait/dedication +- trait/rare +aliases: ["Zombie Dedication"] +--- +# Zombie Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) + +- **Prerequisites**: You died and were animated as a husk zombie. + +Despite your death and subsequent reanimation as a rotting corpse, you retain most of your mind and identity. Yet, it's always there: the hunger for the flesh and organs of the living. You gain the [undead](rules/traits/undead.md) and [zombie](rules/traits/zombie-b1.md) traits, and the basic undead benefits (page 44). Unlike a typical zombie, you're not [mindless](rules/traits/mindless.md). Reduce all your Speeds by 5 feet. Your fist loses the [nonlethal](rules/traits/nonlethal.md) trait. + +Because of its progressing state of decay, your body requires continual maintenance to remain at its best. Each day after your rest period, your body is deteriorated due to natural decay. Additionally, some zombie abilities allow you to push for a greater effect in exchange for a chance of deteriorating your body. + +While your body is deteriorated, you're [slowed](rules/conditions.md#Slowed). You can spend 10 minutes checking and repairing your joints and other weak parts of your body to recover from deterioration. You can perform these repairs as part of your daily preparations. Because it's a natural result of your body's functions, you can't remove the [slowed](rules/conditions.md#Slowed) condition from deterioration through any other means. + +You crave the flesh of the living. You gain a jaws unarmed attack that deals `1d8` piercing damage. Your jaws are in the brawling group and have the [unarmed](rules/traits/unarmed.md) trait. You can use your jaws [Strike](rules/actions/strike.md) only against a creature that's [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) by you. + +**Special.** You can't select another dedication feat until you have gained two other feats from the zombie archetype. + +## Zombie Dedication leads to... + +[Ankle Biter](compendium/feats/ankle-biter-botd.md), [Feast](compendium/feats/feast-botd.md), [Brains!](compendium/feats/brains-botd.md), [Ravenous Charge](compendium/feats/ravenous-charge-botd.md), [Numb](compendium/feats/numb-botd.md), [Out of Hand](compendium/feats/out-of-hand-botd.md), [Shamble](compendium/feats/shamble-botd.md), [Unkillable](compendium/feats/unkillable-botd.md), [Festering Wounds](compendium/feats/festering-wounds-botd.md), [Seize](compendium/feats/seize-botd.md) + +## Summary + +*Source: Book of the Dead p. 60* +%% #compendium/src/pf2e/botd #trait/archetype #trait/dedication #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/zombie-horde-ooa3.md b/compendium/feats/zombie-horde-ooa3.md new file mode 100644 index 000000000..44a930f73 --- /dev/null +++ b/compendium/feats/zombie-horde-ooa3.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/ooa3 +- trait/archetype +aliases: ["Zombie Horde"] +--- +# Zombie Horde [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md) +- **Activity** Three-Action + +You built your reanimated construct companion of modular components from various corpses. Its unique makeup enables your companion to split into dozens or even hundreds of much smaller corpse constructs. Acting as one, this shambling swarm can overwhelm your enemies. + +You Command your reanimated construct companion. + +Instead of its normal actions, the companion splits into a horde of Small and Tiny construct companions within a 30-foot emanation from its original space. The horde makes a [Strike](rules/actions/strike.md) against each foe within the emanation with a +2 circumstance bonus to its attack rolls. The multiple attack penalty doesn't increase until after the companion makes all the attacks. The miniature companions recombine into a single companion of their original size at any location within the emanation. + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* +%% #compendium/src/pf2e/ooa3 #trait/archetype %% \ No newline at end of file diff --git a/compendium/gm/afflictions/afflictions.md b/compendium/gm/afflictions/afflictions.md index e266b2d90..dd03b4512 100644 --- a/compendium/gm/afflictions/afflictions.md +++ b/compendium/gm/afflictions/afflictions.md @@ -5,31 +5,57 @@ cssclass: pf2e,pf2e-index # Index of Afflictions - [Blinding Sickness, _Disease 7_](blinding-sickness.md) +- [Boastful Prince's Scourge, _Curse 7_](boastful-princes-scourge-da.md) +- [Boatman's Toll Curse, _Curse 20_](boatmans-toll-curse-loil.md) - [Bog Rot, _Disease 0_](bog-rot.md) - [Bone Chill, _Disease 5_](bone-chill.md) - [Brain Worms, _Disease 11_](brain-worms.md) - [Bubonic Plague, _Disease 3_](bubonic-plague.md) - [Choking Death, _Disease 6_](choking-death.md) +- [Consummate Liar, _Curse 14_](consummate-liar-loil.md) - [Coward's Roots, _Curse 4_](cowards-roots.md) +- [Curse of Biting Swarms, _Curse 5_](curse-of-biting-swarms-loil.md) - [Curse of Nightmares, _Curse 2_](curse-of-nightmares.md) +- [Curse of Petulant Whispers, _Curse 2_](curse-of-petulant-whispers-loil.md) - [Curse of Slumber, _Curse 11_](curse-of-slumber.md) - [Curse of the Ravenous, _Curse 5_](curse-of-the-ravenous.md) +- [Curse of The Rotting Heart, _Curse 9_](curse-of-the-rotting-heart-loil.md) +- [Curse of the Werecreature, _Curse 1_](curse-of-the-werecreature-b1.md) +- [Dysentery, _Disease 4_](dysentery-aoa2.md) +- [Enforced Hospitality, _Curse 13_](enforced-hospitality-da.md) +- [Exhaustive Addiction, _Disease 15_](exhaustive-addiction-lomm.md) +- [Forbidding Knowledge, _Curse 10_](forbidding-knowledge-da.md) +- [Ghast Fever, _Disease 1_](ghast-fever-b1.md) +- [Ghoul Fever, _Disease 1_](ghoul-fever-b1.md) - [Grave Curse, _Curse Level Varies_](grave-curse.md) +- [Graveknight's Curse, _Curse 1_](graveknights-curse-b1.md) +- [Lord's Arrogance, _Curse 7_](lords-arrogance-loil.md) +- [Malaria, _Disease 7_](malaria-aoa2.md) - [Malaria, _Disease 2_](malaria.md) - [Nightmare Fever, _Disease 8_](nightmare-fever.md) - [Oath of the Flesh, _Curse 7_](oath-of-the-flesh.md) +- [Poison Sedum, _Disease 1_](poison-sedum-ooa1.md) +- [Rage of The Excommunicant, _Curse 10_](rage-of-the-excommunicant-da.md) - [Reviled of Nature, _Curse 18_](reviled-of-nature.md) - [Reviling Earth, _Curse 12_](reviling-earth.md) - [Scarlet Fever, _Disease 1_](scarlet-fever.md) - [Scarlet Leprosy, _Disease 4_](scarlet-leprosy.md) - [Sellsword's Folly, _Curse 9_](sellswords-folly.md) - [Sewer Haze, _Disease 7_](sewer-haze.md) +- [Sinful Tongue, _Curse 7_](sinful-tongue-da.md) - [Slayer's Haunt, _Curse 4_](slayers-haunt.md) +- [Slithering, _Curse 15_](slithering-sli.md) +- [Soulforged Corruption, _Curse 1_](soulforged-corruption-som.md) - [Spirit Anchor, _Curse 13_](spirit-anchor.md) +- [Swarming Words, _Curse 9_](swarming-words-da.md) - [Sword of Anathema, _Curse 20_](sword-of-anathema.md) - [Tetanus, _Disease 1_](tetanus.md) - [Theft of Thought, _Curse 3_](theft-of-thought.md) +- [Thief's Burden, _Curse 1_](thiefs-burden-da.md) - [Thief's Retribution, _Curse 19_](thiefs-retribution.md) - [Tuberculosis, _Disease 1_](tuberculosis.md) - [Unending Thirst, _Curse 15_](unending-thirst.md) +- [Unraveling Skin, _Curse 5_](unraveling-skin-da.md) +- [Waterborne Zombie Rot, _Disease 1_](waterborne-zombie-rot-botd.md) - [Wizard's Ward, _Curse 6_](wizards-ward.md) +- [Yellow Silt Curse, _Curse 6_](yellow-silt-curse-ooa2.md) diff --git a/compendium/gm/afflictions/boastful-princes-scourge-da.md b/compendium/gm/afflictions/boastful-princes-scourge-da.md new file mode 100644 index 000000000..e4e0da016 --- /dev/null +++ b/compendium/gm/afflictions/boastful-princes-scourge-da.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse/tempted +- affliction/level/7 +- compendium/src/pf2e/da +- trait/curse +- trait/magical +- trait/polymorph +- trait/rare +- trait/transmutation +aliases: ["Boastful Prince's Scourge"] +--- +# Boastful Prince's Scourge +*Curse 7* +[curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [polymorph](rules/traits/polymorph.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +Used as a punishment against the vain or the arrogant, this curse slowly transforms you into a frog in note just body, but mind as well. + +```ad-inline-affliction +title: Saving Throw: DC 23 Will + +**Effect** Your features slowly morph into that of a frog's as you grow a prominent vocal sac. You gain the [amphibious](rules/traits/amphibious-b1.md) trait and can breathe both air and water. You are [stupefied](rules/conditions.md#Stupefied) as long as you are under the effect of this curse, and you can't reduce your [stupefied](rules/conditions.md#Stupefied) value below 1. +``` + +## Tempting Curse + +You transform fully, as [animal form](compendium/spells/animal-form.md), giving you the specific abilities of a frog. The duration of this casting is until you make your daily preparations, and you can't [Dismiss](rules/actions/dismiss.md) the spell. While you are under the effect of [animal form](compendium/spells/animal-form.md) due to this curse, you have all the usual limitations of [animal form](compendium/spells/animal-form.md), including the fact that you can't speak (though you can still understand any languages you know). + +## Summary + +*Source: Dark Archive p. 162* \ No newline at end of file diff --git a/compendium/gm/afflictions/boatmans-toll-curse-loil.md b/compendium/gm/afflictions/boatmans-toll-curse-loil.md new file mode 100644 index 000000000..b7f27003c --- /dev/null +++ b/compendium/gm/afflictions/boatmans-toll-curse-loil.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse +- affliction/level/20 +- compendium/src/pf2e/loil +- trait/curse +- trait/death +- trait/magical +- trait/necromancy +aliases: ["Boatman's Toll Curse"] +--- +# Boatman's Toll Curse +*Curse 20* +[curse](rules/traits/curse.md) [death](rules/traits/death.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +Your soul is treated as collateral for the crimes you've committed. This punishment is reserved for those who have committed truly heinous acts, such as using holy magic against an important undead citizen or conspiring with enemies of the state. + +```ad-inline-affliction +title: Saving Throw: DC 43 Will + +**Effect** A tattoo of a skull with coins on its eyes etches itself into your skin, dealing `6d10` cold damage and `6d10` negative damage and causing you to become [drained](rules/conditions.md#Drained). If the tattoo is ever removed or destroyed by any means, it reappears after 24 hours and deals its damage again unless this curse is removed first. If you're reduced to 0 Hit Points while the tattoo is on your body, you die immediately, and your soul is banished to Abaddon. You can't be revived, reincarnated, raised as an undead, or otherwise come back to life unless the boatman Charon relinquishes your soul. +``` + +*Source: Lost Omens: Impossible Lands p. 176* \ No newline at end of file diff --git a/compendium/gm/afflictions/consummate-liar-loil.md b/compendium/gm/afflictions/consummate-liar-loil.md new file mode 100644 index 000000000..6529666d8 --- /dev/null +++ b/compendium/gm/afflictions/consummate-liar-loil.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse +- affliction/level/14 +- compendium/src/pf2e/loil +- trait/curse +- trait/enchantment +- trait/magical +- trait/mental +aliases: ["Consummate Liar"] +--- +# Consummate Liar +*Curse 14* +[curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) + +It becomes your first instinct to answer every question with an obvious and blatant lie, no matter how trivial. + +```ad-inline-affliction +title: Saving Throw: DC 31 Will + +**Effect** Whenever you're asked a question directly, you must attempt a DC 32 Will save. On a failure, you spout an obvious lie with an automatic failure at your [Deception](compendium/skills.md#Deception) check. If you succeed, you can choose your words carefully and answer however you wish, but if you choose to answer truthfully, the agony of telling the truth causes you to take `3d8` mental damage. +``` + +*Source: Lost Omens: Impossible Lands p. 176* \ No newline at end of file diff --git a/compendium/gm/afflictions/curse-of-biting-swarms-loil.md b/compendium/gm/afflictions/curse-of-biting-swarms-loil.md new file mode 100644 index 000000000..8f5352e57 --- /dev/null +++ b/compendium/gm/afflictions/curse-of-biting-swarms-loil.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse +- affliction/level/5 +- compendium/src/pf2e/loil +- trait/curse +- trait/magical +- trait/transmutation +aliases: ["Curse of Biting Swarms"] +--- +# Curse of Biting Swarms +*Curse 5* +[curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +You emit a deathlike stench that attracts swarms of carrion-eating insects. + +```ad-inline-affliction +title: Saving Throw: DC 20 Fortitude + +**Effect** You smell like a charnel house, making it easy for creatures with scent to notice you; they gain a +2 circumstance bonus to their [Perception](compendium/skills.md#Perception) against you. Additionally, the first time you're exposed to sunlight each day, biting insects attack you, scattering once they've taken damage. You then become [sickened](rules/conditions.md#Sickened) and [drained](rules/conditions.md#Drained) until the next time you take a full night's rest. These conditions can't be reduced below 1 by other means. +``` + +*Source: Lost Omens: Impossible Lands p. 176* \ No newline at end of file diff --git a/compendium/gm/afflictions/curse-of-petulant-whispers-loil.md b/compendium/gm/afflictions/curse-of-petulant-whispers-loil.md new file mode 100644 index 000000000..9179df5c9 --- /dev/null +++ b/compendium/gm/afflictions/curse-of-petulant-whispers-loil.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse +- affliction/level/2 +- compendium/src/pf2e/loil +- trait/auditory +- trait/curse +- trait/illusion +- trait/magical +aliases: ["Curse of Petulant Whispers"] +--- +# Curse of Petulant Whispers +*Curse 2* +[auditory](rules/traits/auditory.md) [curse](rules/traits/curse.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) + +A cruel, ghostly voice follows you, whispering your transgressions to anyone you encounter. + +```ad-inline-affliction +title: Saving Throw: DC 16 Will + +**Effect** Whenever you try to speak to another creature who doesn't know you well, they hear whispers in a language they understand that reveal hints and phrases related to the things about which you feel most guilty. You have a –2 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks to [Make an Impression](rules/actions/make-an-impression.md) against those creatures, and if you roll a failure on your check, you get a critical failure instead. +``` + +*Source: Lost Omens: Impossible Lands p. 176* \ No newline at end of file diff --git a/compendium/gm/afflictions/curse-of-the-rotting-heart-loil.md b/compendium/gm/afflictions/curse-of-the-rotting-heart-loil.md new file mode 100644 index 000000000..328aca9ab --- /dev/null +++ b/compendium/gm/afflictions/curse-of-the-rotting-heart-loil.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse +- affliction/level/9 +- compendium/src/pf2e/loil +- trait/curse +- trait/magical +- trait/transmutation +aliases: ["Curse of The Rotting Heart"] +--- +# Curse of The Rotting Heart +*Curse 9* +[curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +A shriveled, spectral heart appears inside your body, beating alongside your own. + +```ad-inline-affliction +title: Saving Throw: DC 25 Will + +**Effect** You're harmed by positive energy as if you were undead, harmed by negative energy as if you were living, and can't be healed by either one. All other forms of magical healing, such as the [soothe](compendium/spells/soothe.md) spell, restore only half the normal amount of Hit Points. Alchemical healing, healing with the [Medicine](compendium/skills.md#Medicine) skill, and other non-magical methods continue to heal you normally. +``` + +*Source: Lost Omens: Impossible Lands p. 176* \ No newline at end of file diff --git a/compendium/gm/afflictions/curse-of-the-werecreature-b1.md b/compendium/gm/afflictions/curse-of-the-werecreature-b1.md new file mode 100644 index 000000000..38598ad11 --- /dev/null +++ b/compendium/gm/afflictions/curse-of-the-werecreature-b1.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse +- affliction/level/1 +- compendium/src/pf2e/b1 +- trait/curse +- trait/necromancy +- trait/primal +aliases: ["Curse of the Werecreature"] +--- +# Curse of the Werecreature +*Curse 1* +[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) [primal](rules/traits/primal.md) + +This curse affects only humanoids. + +```ad-inline-affliction +title: Saving Throw: DC is the standard DC for the [werecreature's new level – 1](rules/tables/dcs-by-level.md) Fortitude + +**Effect** On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling [unconscious](rules/conditions.md#Unconscious) until dawn. +``` + +*Source: Bestiary p. 329* \ No newline at end of file diff --git a/compendium/gm/afflictions/dysentery-aoa2.md b/compendium/gm/afflictions/dysentery-aoa2.md new file mode 100644 index 000000000..9000fdd91 --- /dev/null +++ b/compendium/gm/afflictions/dysentery-aoa2.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/disease +- affliction/level/4 +- compendium/src/pf2e/aoa2 +- trait/disease +aliases: ["Dysentery"] +--- +# Dysentery +*Disease 4* +[disease](rules/traits/disease.md) + +The victim suffers from violent nausea and gradual dehydration, and can't recover from the sickened condition from dysentery until the disease is cured. + +```ad-inline-affliction +title: Saving Throw: DC 19 Fortitude + +- **Onset**: 1 day + +## Stages + +**Stage 1** [sickened](rules/conditions.md#Sickened) (1 day) + +**Stage 2** [fatigued](rules/conditions.md#Fatigued) and [sickened](rules/conditions.md#Sickened) (1 day) +``` + +*Source: Age of Ashes #2: Cult of Cinders p. 71* \ No newline at end of file diff --git a/compendium/gm/afflictions/enforced-hospitality-da.md b/compendium/gm/afflictions/enforced-hospitality-da.md new file mode 100644 index 000000000..e9f2245c5 --- /dev/null +++ b/compendium/gm/afflictions/enforced-hospitality-da.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse/tempted +- affliction/level/13 +- compendium/src/pf2e/da +- trait/curse +- trait/enchantment +- trait/magical +- trait/mental +- trait/rare +aliases: ["Enforced Hospitality"] +--- +# Enforced Hospitality +*Curse 13* +[curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) + +Cast upon the rude or inconsiderate, this curse compels you to offer a genuine and warm greeting to each new creature you meet. + +```ad-inline-affliction +title: Saving Throw: DC 31 Will + +**Effect** This curse compels you to great those you meet as though they were old friends. Whenever you come across a creature (or group of creatures) for the first time, you must spend 1 action greeting them or become [slowed](rules/conditions.md#Slowed) for 1 minute, even if the creature is obviously [hostile](rules/conditions.md#Hostile). No matter your intention, your greeting comes across as warm and genuine, and it grants you a +1 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks to [Make an Impression](rules/actions/make-an-impression.md). +``` + +## Tempting Curse + +Your compulsion to greet newcomers intensifies. You must greet every individual creature you meet for the first time by spending 1 action greeting them or become [slowed](rules/conditions.md#Slowed) for 1 minute. If you meet more creatures than you have actions, you can continue spending actions greeting creatures across multiple turns. For example, if you encountered six bandits, you could greet three bandits on the first round and three bandits on the second round, and you wouldn't become [slowed](rules/conditions.md#Slowed) unless you took another action before you finished greeting them. For 1 minute or until you take a hostile action, you gain the effects of a 7th-level [sanctuary](compendium/spells/sanctuary.md) against creatures you've greeted in this way (DC 31). + +## Summary + +*Source: Dark Archive p. 163* \ No newline at end of file diff --git a/compendium/gm/afflictions/exhaustive-addiction-lomm.md b/compendium/gm/afflictions/exhaustive-addiction-lomm.md new file mode 100644 index 000000000..063271d86 --- /dev/null +++ b/compendium/gm/afflictions/exhaustive-addiction-lomm.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/disease +- affliction/level/15 +- compendium/src/pf2e/lomm +- trait/disease +- trait/unique +aliases: ["Exhaustive Addiction"] +--- +# Exhaustive Addiction +*Disease 15* +[disease](rules/traits/disease.md) [unique](rules/traits/unique.md) + +Addictive exhaustion results from exposure to Kuworsys's spores, through close proximity with the monster or in fungus-filled pits throughout Kuworsys's lair. At the onset, afflicted creatures find themselves gradually becoming disinterested in life. As the disease worsens, they become hyper-focused on a single activity. As the disease reaches its final stages, sustenance and rest provide no relief for them. + +```ad-inline-affliction +title: Saving Throw: DC 32 Fortitude + + +## Stages + +**Stage 1** The creature is [sickened](rules/conditions.md#Sickened). One skill of the creature's choice doesn't suffer the status penalty from this sickened condition to its skill checks (1 day) + +**Stage 2** As Stage 1, but the creature is [sickened](rules/conditions.md#Sickened) and is [fatigued](rules/conditions.md#Fatigued) (1 day) + +**Stage 3** As Stage 2, but the creature is [sickened](rules/conditions.md#Sickened) and has incurable hunger and thirst, in addition to being [fatigued](rules/conditions.md#Fatigued) (1 day) (1 day) +``` + +*Source: Lost Omens: Monsters of Myth p. 65* \ No newline at end of file diff --git a/compendium/gm/afflictions/forbidding-knowledge-da.md b/compendium/gm/afflictions/forbidding-knowledge-da.md new file mode 100644 index 000000000..a3afe9b66 --- /dev/null +++ b/compendium/gm/afflictions/forbidding-knowledge-da.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse/tempted +- affliction/level/10 +- compendium/src/pf2e/da +- trait/abjuration +- trait/curse +- trait/magical +- trait/rare +aliases: ["Forbidding Knowledge"] +--- +# Forbidding Knowledge +*Curse 10* +[abjuration](rules/traits/abjuration.md) [curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +Information you never should have known lingers everpresent in your mind. + +```ad-inline-affliction +title: Saving Throw: DC 28 Will + +**Effect** This curse is acquired when encountering forbidden knowledge. This curse is always associated with a specific piece or topic of knowledge, such as a demon lord's plan to overtake a government or the true name of a powerful wizard. Your tongue trips when you try to tell another this knowledge, and your hand stalls when you attempt to write it. Any attempt at communicating it fails, even as you can't stop thinking about it. +``` + +## Tempting Curse + +When you activate the tempted curse, you must spend 2 actions to attempt to speak the triggering knowledge. This allows you to redirect the curse's energy and cast [silence](compendium/spells/silence.md) heightened to 4th level, centered on yourself. You are still unable to speak the knowledge clearly, but you can convey a single word to an adjacent creature. You gain the [stupefied](rules/conditions.md#Stupefied) condition for the remainder of the day. This condition can't be reduced until the next time you perform your daily preparations, at which point it ends. + +## Summary + +*Source: Dark Archive p. 163* \ No newline at end of file diff --git a/compendium/gm/afflictions/ghast-fever-b1.md b/compendium/gm/afflictions/ghast-fever-b1.md new file mode 100644 index 000000000..685342399 --- /dev/null +++ b/compendium/gm/afflictions/ghast-fever-b1.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/disease +- affliction/level/1 +- compendium/src/pf2e/b1 +- trait/disease +aliases: ["Ghast Fever"] +--- +# Ghast Fever +*Disease 1* +[disease](rules/traits/disease.md) + +```ad-inline-affliction +title: Saving Throw: Fortitude + + +## Stages + +**Stage 1** carrier with no ill effect (1 day) + +**Stage 2** `3d8` negative damage and regains half as many Hit Points from all healing (1 day) + +**Stage 3** as stage 2 (1 day) + +**Stage 4** `3d8` negative damage and gains no benefit from healing (1 day) + +**Stage 5** as stage 4 (1 day) + +**Stage 6** dead, and rises as a ghast the next midnight +``` + +*Source: Bestiary p. 169* \ No newline at end of file diff --git a/compendium/gm/afflictions/ghoul-fever-b1.md b/compendium/gm/afflictions/ghoul-fever-b1.md new file mode 100644 index 000000000..fed622c09 --- /dev/null +++ b/compendium/gm/afflictions/ghoul-fever-b1.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/disease +- affliction/level/1 +- compendium/src/pf2e/b1 +- trait/disease +aliases: ["Ghoul Fever"] +--- +# Ghoul Fever +*Disease 1* +[disease](rules/traits/disease.md) + +```ad-inline-affliction +title: Saving Throw: Fortitude + + +## Stages + +**Stage 1** carrier with no ill effect (1 day) + +**Stage 2** `2d6` negative damage and regains half as many Hit Points from all healing (1 day) + +**Stage 3** as stage 2 (1 day) + +**Stage 4** `2d6` negative damage and gains no benefit from healing (1 day) + +**Stage 5** as stage 4 (1 day) + +**Stage 6** dead, and rises as a ghoul the next midnight +``` + +*Source: Bestiary p. 168* \ No newline at end of file diff --git a/compendium/gm/afflictions/graveknights-curse-b1.md b/compendium/gm/afflictions/graveknights-curse-b1.md new file mode 100644 index 000000000..46cb0d207 --- /dev/null +++ b/compendium/gm/afflictions/graveknights-curse-b1.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse +- affliction/level/1 +- compendium/src/pf2e/b1 +- trait/arcane +- trait/curse +- trait/necromancy +aliases: ["Graveknight's Curse"] +--- +# Graveknight's Curse +*Curse 1* +[arcane](rules/traits/arcane.md) [curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) + +This curse affects anyone who wears a graveknight's armor for at least 1 hour. + +```ad-inline-affliction +title: Saving Throw: Will + +- **Onset**: 1 hour + +## Stages + +**Stage 1** [doomed](rules/conditions.md#Doomed) and cannot remove the armor (1 day) + +**Stage 2** [doomed](rules/conditions.md#Doomed), hampered 10, and cannot remove the armor (1 day) + +**Stage 3** dies and transforms into the armor's graveknight (1 day) +``` + +*Source: Bestiary p. 191* \ No newline at end of file diff --git a/compendium/gm/afflictions/lords-arrogance-loil.md b/compendium/gm/afflictions/lords-arrogance-loil.md new file mode 100644 index 000000000..4a4d46c86 --- /dev/null +++ b/compendium/gm/afflictions/lords-arrogance-loil.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse +- affliction/level/7 +- compendium/src/pf2e/loil +- trait/curse +- trait/enchantment +- trait/magical +- trait/mental +aliases: ["Lord's Arrogance"] +--- +# Lord's Arrogance +*Curse 7* +[curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) + +You're filled with the unearned confidence of a young noble and carry yourself as if you can do no wrong. + +```ad-inline-affliction +title: Saving Throw: DC 23 Will + +**Effect** Whenever you make a [Recall Knowledge](rules/actions/recall-knowledge.md) check or a [Perception](compendium/skills.md#Perception) check that would give you information (such as to [Sense Motive](rules/actions/sense-motive.md)), you always receive at least one piece of false information that you believe with absolute confidence, even on a success or better. If you attempt to act on this false information, you receive a –1 circumstance penalty on any skill checks you attempt. +``` + +*Source: Lost Omens: Impossible Lands p. 176* \ No newline at end of file diff --git a/compendium/gm/afflictions/malaria-aoa2.md b/compendium/gm/afflictions/malaria-aoa2.md new file mode 100644 index 000000000..ca419c72d --- /dev/null +++ b/compendium/gm/afflictions/malaria-aoa2.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/disease +- affliction/level/7 +- compendium/src/pf2e/aoa2 +- trait/disease +aliases: ["Malaria"] +--- +# Malaria +*Disease 7* +[disease](rules/traits/disease.md) + +The victim has a fever and flu-like symptoms, and can't recover from the [fatigued](rules/conditions.md#Fatigued) condition from malaria until the disease is cured. + +```ad-inline-affliction +title: Saving Throw: DC 23 Fortitude + +- **Onset**: `1d6+6` days + +## Stages + +**Stage 1** [fatigued](rules/conditions.md#Fatigued) (1 day) + +**Stage 2** [enfeebled](rules/conditions.md#Enfeebled) (1 day) +``` + +*Source: Age of Ashes #2: Cult of Cinders p. 71* \ No newline at end of file diff --git a/compendium/gm/afflictions/poison-sedum-ooa1.md b/compendium/gm/afflictions/poison-sedum-ooa1.md new file mode 100644 index 000000000..bf339b497 --- /dev/null +++ b/compendium/gm/afflictions/poison-sedum-ooa1.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/disease +- affliction/level/1 +- compendium/src/pf2e/ooa1 +- trait/contact +- trait/environmental +- trait/poison +- trait/rare +aliases: ["Poison Sedum"] +--- +# Poison Sedum +*Disease 1* +[contact](rules/traits/contact.md) [environmental](rules/traits/environmental.md) [poison](rules/traits/poison.md) [rare](rules/traits/rare.md) + +This green-and-blue stalk is topped with a clump of small flowers resembling broccoli. It's covered in a mildly toxic resin that sticks to flesh, fur, and equipment alike, causing affected creatures to break out in an itchy rash. + +```ad-inline-affliction +title: Saving Throw: DC 16 Fortitude + +- **Onset**: 1 day +- **Maximum Duration**: 2 weeks + +## Stages + +**Stage 1** [sickened](rules/conditions.md#Sickened), and the [sickened](rules/conditions.md#Sickened) condition can't go below 1 (1 day) + +**Stage 2** as stage 1, but also [clumsy](rules/conditions.md#Clumsy) (1 day) +``` + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 31* \ No newline at end of file diff --git a/compendium/gm/afflictions/rage-of-the-excommunicant-da.md b/compendium/gm/afflictions/rage-of-the-excommunicant-da.md new file mode 100644 index 000000000..a6e942ed2 --- /dev/null +++ b/compendium/gm/afflictions/rage-of-the-excommunicant-da.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse/tempted +- affliction/level/10 +- compendium/src/pf2e/da +- trait/curse +- trait/enchantment +- trait/magical +- trait/mental +- trait/rare +aliases: ["Rage of The Excommunicant"] +--- +# Rage of The Excommunicant +*Curse 10* +[curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) + +Placed upon heretics or those who broke faith, this curse causes symbols of your former faith to burn you upon sight. + +```ad-inline-affliction +title: Saving Throw: DC 27 Will + +**Effect** This curse is always associated with a specific deity, and is typically experienced only by one of their former clerics or champions. The sight of that deity's religious symbol burns you, dealing `1d6` damage every round you look upon it. You can avert your eyes to avoid losing Hit Points once you know where the symbol is located. In addition, the curse hardens you against that god. You gain a +1 status bonus to saving throws and AC versus divine spells cast by that deity's clergy. +``` + +## Tempting Curse + +The sight of the deity's religious symbol burns you with the god's rage. You can activate the tempted curse upon viewing the deity's symbol. You are [quickened](rules/conditions.md#Quickened) for 1 minute and can use the extra action each round only to [Strike](rules/actions/strike.md) and [Stride](rules/actions/stride.md). For the rest of the day, whenever you see the deity's religious symbol, you lose `2d6` Hit Points. + +## Summary + +*Source: Dark Archive p. 163* \ No newline at end of file diff --git a/compendium/gm/afflictions/sinful-tongue-da.md b/compendium/gm/afflictions/sinful-tongue-da.md new file mode 100644 index 000000000..2aaa94fa1 --- /dev/null +++ b/compendium/gm/afflictions/sinful-tongue-da.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse/tempted +- affliction/level/7 +- compendium/src/pf2e/da +- trait/curse +- trait/enchantment +- trait/magical +- trait/mental +- trait/rare +aliases: ["Sinful Tongue"] +--- +# Sinful Tongue +*Curse 7* +[curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) + +This curse is typically used as punishment by good clergy. The curse causes you to envision your wrongdoings whenever you attempt to lie or deceive, a burden that can be cured only by confessing your past transgressions. + +```ad-inline-affliction +title: Saving Throw: DC 23 Will + +[misfortune](rules/traits/misfortune.md) +**Effect** The weight of guilt distracts you, making it hard for you to deceive people. Whenever you attempt a [Deception](compendium/skills.md#Deception) check, roll the check twice and take the worse result. + + +%% #trait/misfortune %% +``` + +## Tempting Curse + +You begin to confess your sins, beginning from youthful indiscretions and ending with the present day. While you confess, all creatures within 30 feet must succeed at a DC 23 Will save or gain the [fascinated](rules/conditions.md#Fascinated) condition as they listen. You must spend at least 2 actions per round, which have the [concentrate](rules/traits/concentrate.md) trait, listing your wrongdoings. This is an [auditory](rules/traits/auditory.md), [enchantment](rules/traits/enchantment.md), [emotion](rules/traits/emotion.md), and [mental](rules/traits/mental.md) effect. Once you stop confessing your sins, or after 10 minutes if you haven't finished confessing your sins, the effect ends, and you can't confess again until your next daily preparations. Your conscience is clearer having confessed, and you take only a –2 status penalty to [Deception](compendium/skills.md#Deception) checks. + +## Summary + +*Source: Dark Archive p. 162* \ No newline at end of file diff --git a/compendium/gm/afflictions/slithering-sli.md b/compendium/gm/afflictions/slithering-sli.md new file mode 100644 index 000000000..a91d4b860 --- /dev/null +++ b/compendium/gm/afflictions/slithering-sli.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse +- affliction/level/15 +- compendium/src/pf2e/sli +- trait/curse +- trait/unique +- trait/virulent +aliases: ["Slithering"] +--- +# Slithering +*Curse 15* +[curse](rules/traits/curse.md) [unique](rules/traits/unique.md) [virulent](rules/traits/virulent.md) + +```ad-inline-affliction +title: Saving Throw: DC 37 Fortitude + +Non-humans can't progress beyond Stage 1 + +- **Onset**: `1d6×10` minutes + +## Stages + +**Stage 1** carrier with no symptoms, but anyone who touches or is touched by the carrier (skin-to-skin contact) must save against the curse (`1d4` days) + +**Stage 2** The target dies and transforms into an ooze with a level no greater than the target's level plus 1 for each day since the target contracted the curse. +``` + +*Source: The Slithering p. 7* \ No newline at end of file diff --git a/compendium/gm/afflictions/soulforged-corruption-som.md b/compendium/gm/afflictions/soulforged-corruption-som.md new file mode 100644 index 000000000..a8cc3c339 --- /dev/null +++ b/compendium/gm/afflictions/soulforged-corruption-som.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse +- affliction/level/1 +- compendium/src/pf2e/som +- trait/curse +- trait/divine +- trait/enchantment +aliases: ["Soulforged Corruption"] +--- +# Soulforged Corruption +*Curse 1* +[curse](rules/traits/curse.md) [divine](rules/traits/divine.md) [enchantment](rules/traits/enchantment.md) + +A successful [remove curse](compendium/spells/remove-curse.md) spell, rather than ending this curse, reduces its stage by 1 (to a minimum of stage 1). + +```ad-inline-affliction +title: Saving Throw: DC save against a [very hard](rules/tables/dc-adjustments.md) [DC of the curse's level](rules/tables/dcs-by-level.md) Will + + +## Stages + +**Stage 1** You suffer the effects of your armament's corruption flaw. If you try to manifest the armament's essence form, you must attempt a DC 5 flat check. If you fail, only the normal form manifests, and you can't try to manifest that armament's essence form again that day (1 day) + +**Stage 2** You suffer the effects of your armament's corruption flaw, and any attempt to activate the armament's essence form fails (1 day) + +**Stage 3** You permanently destroy your soulforged armament. You can't have a new soulforged armament until you remove the curse entirely with the [purify soul path](compendium/spells/rituals/purify-soul-path-som.md) ritual (1 day) + + +%% #affliction/level/level-your-level %% +``` + +*Source: Secrets of Magic p. 234* \ No newline at end of file diff --git a/compendium/gm/afflictions/swarming-words-da.md b/compendium/gm/afflictions/swarming-words-da.md new file mode 100644 index 000000000..702bdb8af --- /dev/null +++ b/compendium/gm/afflictions/swarming-words-da.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse/tempted +- affliction/level/9 +- compendium/src/pf2e/da +- trait/conjuration +- trait/curse +- trait/magical +- trait/rare +aliases: ["Swarming Words"] +--- +# Swarming Words +*Curse 9* +[conjuration](rules/traits/conjuration.md) [curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +Placed upon those who use magic to cause harm, this curse causes a shower of bugs to fall from your lips whenever you speak, foiling your spellcasting. + +```ad-inline-affliction +title: Saving Throw: DC 26 Will + +**Effect** The crawling within your mouth never stops as cockroaches, ants, and other insects nest in your body. Whenever you attempt to [Cast a Spell](rules/actions/cast-a-spell.md) with a verbal component or otherwise use an activity that has the [auditory](rules/traits/auditory.md) trait, you must attempt a DC 5 flat check. On a failure, the insects counteract your activity as they crowd your mouth and muffle the sound. +``` + +## Tempting Curse + +The insects multiply into a cascade. When you activate the tempted curse, you must spend 2 actions to cast a 5th-level vomit swarm to free the vermin inside you. For 1 minute after unleashing the swarm, you are not affected by the curse, but afterward, the swarming worsens. For the rest of the day, whenever you attempt to [Cast a Spell](rules/actions/cast-a-spell.md) with a verbal component or otherwise use an activity that has the [auditory](rules/traits/auditory.md) trait, you must attempt a DC 10 flat check. On a failure, the insects counteract your activity. + +## Summary + +*Source: Dark Archive p. 162* \ No newline at end of file diff --git a/compendium/gm/afflictions/thiefs-burden-da.md b/compendium/gm/afflictions/thiefs-burden-da.md new file mode 100644 index 000000000..ab8171859 --- /dev/null +++ b/compendium/gm/afflictions/thiefs-burden-da.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse/tempted +- affliction/level/1 +- compendium/src/pf2e/da +- trait/curse +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Thief's Burden"] +--- +# Thief's Burden +*Curse 1* +[curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +This ward placed on valuables aims to bog down thieves and prevent them from fleeing. + +```ad-inline-affliction +title: Saving Throw: DC 15 Fortitude + +**Effect** This curse causes stolen items to weigh you down. While the curse is in effect, you treat any stolen items you carry as 1 Bulk heavier. This increase in Bulk remains in effect until the curse is lifted or the item is returned to its owner. +``` + +## Tempting Curse + +Your pockets weigh you down as you dream of filling them with riches. You are encumbered, but you double your total maximum carrying capacity. + +## Summary + +*Source: Dark Archive p. 162* \ No newline at end of file diff --git a/compendium/gm/afflictions/unraveling-skin-da.md b/compendium/gm/afflictions/unraveling-skin-da.md new file mode 100644 index 000000000..8aada07da --- /dev/null +++ b/compendium/gm/afflictions/unraveling-skin-da.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse/tempted +- affliction/level/5 +- compendium/src/pf2e/da +- trait/curse +- trait/magical +- trait/necromancy +- trait/rare +aliases: ["Unraveling Skin"] +--- +# Unraveling Skin +*Curse 5* +[curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +Often used to protect ancient tomes, this curse causes your skin to shed like weathered paper, cracking and bleeding at the slightest touch. + +```ad-inline-affliction +title: Saving Throw: DC 20 Fortitude + +**Effect** Seeping wounds cover your body as this curse makes your skin brittle. Any time you would gain the [wounded](rules/conditions.md#Wounded) condition, increase the value by 1. Any time you take bleed damage, increase the amount of damage by 1. +``` + +## Tempting Curse + +Your skin falls from your body and exposes your raw flesh beneath, but the curse holds your flesh together as its magic increases. You gain resistance to persistent bleed damage equal to half your level and are [doomed](rules/conditions.md#Doomed). + +## Summary + +*Source: Dark Archive p. 162* \ No newline at end of file diff --git a/compendium/gm/afflictions/waterborne-zombie-rot-botd.md b/compendium/gm/afflictions/waterborne-zombie-rot-botd.md new file mode 100644 index 000000000..53e61ebe3 --- /dev/null +++ b/compendium/gm/afflictions/waterborne-zombie-rot-botd.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/disease +- affliction/level/1 +- compendium/src/pf2e/botd +- trait/disease +aliases: ["Waterborne Zombie Rot"] +--- +# Waterborne Zombie Rot +*Disease 1* +[disease](rules/traits/disease.md) + +Typically carried by plague zombies, this version of the disease is found in water supplies tainted by a zombie corpse. + +```ad-inline-affliction +title: Saving Throw: DC 16 Fortitude + +- **Onset**: 1 hour + +## Stages + +**Stage 1** carrier with no ill effect (1 day) + +**Stage 2** `1d6` negative damage (1 day) + +**Stage 3** `1d6` negative damage (1 day) + +**Stage 4** `1d6` negative damage (1 day) + +**Stage 5** dead, rising as a plague zombie immediately. An infected creature can't heal damage it takes from zombie rot until it has been cured of the disease. +``` + +*Source: Book of the Dead p. 197* \ No newline at end of file diff --git a/compendium/gm/afflictions/yellow-silt-curse-ooa2.md b/compendium/gm/afflictions/yellow-silt-curse-ooa2.md new file mode 100644 index 000000000..9c956bf26 --- /dev/null +++ b/compendium/gm/afflictions/yellow-silt-curse-ooa2.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse +- affliction/level/6 +- compendium/src/pf2e/ooa2 +- trait/curse +- trait/enchantment +- trait/fear +- trait/magical +- trait/mental +aliases: ["Yellow Silt Curse"] +--- +# Yellow Silt Curse +*Curse 6* +[curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) + +You never forget the eerie song and frightening movements of the yellow silt. You need to make this save after each full day you spend in the Baffled Lowlands, increasing the save DC by 1 for each consecutive day. + +```ad-inline-affliction +title: Saving Throw: DC 22 Will + +**Effect** Whenever you gain the[frightened](rules/conditions.md#Frightened) condition while in the Baffled Lowlands, increase the value of that condition by 1 (maximum[frightened](rules/conditions.md#Frightened)). If you can see anything yellow when you become [frightened](rules/conditions.md#Frightened), you are also [confused](rules/conditions.md#Confused) for 1 round. +``` + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 71* \ No newline at end of file diff --git a/compendium/gm/hazards/abyss-warped-trees-qff2.md b/compendium/gm/hazards/abyss-warped-trees-qff2.md new file mode 100644 index 000000000..be2e45f40 --- /dev/null +++ b/compendium/gm/hazards/abyss-warped-trees-qff2.md @@ -0,0 +1,52 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/qff2 +- trait/complex +- trait/environmental +- trait/unique +aliases: ["Abyss-Warped Trees"] +--- +# Abyss-Warped Trees *Hazard 4* +[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [unique](rules/traits/unique.md) + +- **Complexity** Complex +- **Stealth** DC 12 trained to determine the trees can move + +A forest of fiendish trees swing their branches and shift their roots to bludgeon and trip creatures in the tainted grove (area A21). + +- **Disable** DC 22 [Survival](compendium/skills.md#Survival) (trained) to find a location the trees can't reach or DC 24 [Religion](compendium/skills.md#Religion) to recite a prayer that temporarily casts out the fiendish energy inside a single tree in the grove, disabling it for 1 minute. A disabled or destroyed tree creates a 5-foot-square area in the grove that's safe from this hazard. + +- **AC** 18 , **Fort** +14, **Ref** +14 +- **Hardness** 10, **HP** 40 (BT 20) per tree +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** fire 5 + +```ad-embed-ability +title: Shift Roots [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature ends its movement in the grove + +**Effect** The trees throughout the tainted grove shift their roots wildly, making the area difficult terrain, then the Abyss-warped trees roll initiative. +``` +```ad-embed-ability +title: Tighten Grip [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: The Abyss-warped trees critically hit a creature with a branch [Strike](rules/actions/strike.md) + +**Effect** The Abyss‑warped trees loop their branches around the triggering creature, grabbing it ([Escape](rules/actions/escape.md) DC 21). +``` + +```ad-pf2-summary +title: Routine +(4 actions) The Abyss-warped trees use their first action each round to lash their roots; each creature in the tainted grove must succeed at a DC 21 Reflex save or fall [prone](rules/conditions.md#Prone). The Abyss-warped trees use their second, third, and fourth actions to make branch Strikes against up to three different creatures in the tainted grove. +``` +^routine + +**Reset** The Abyss-warped trees cease moving 1 minute after no living creatures are in the tainted grove. + +They reset immediately. A disabled tree reanimates after 1 minute. A destroyed tree regrows after 1 month. + +*Source: Quest for the Frozen Flame #2: Lost Mammoth Valley p. 13* \ No newline at end of file diff --git a/compendium/gm/hazards/acid-strongbox-trap-qff1.md b/compendium/gm/hazards/acid-strongbox-trap-qff1.md new file mode 100644 index 000000000..80271fbcc --- /dev/null +++ b/compendium/gm/hazards/acid-strongbox-trap-qff1.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/qff1 +- trait/acid +- trait/evocation +- trait/magical +- trait/trap +aliases: ["Acid Strongbox Trap"] +--- +# Acid Strongbox Trap *Hazard 4* +[acid](rules/traits/acid.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 22 trained + +An [invisible](rules/conditions.md#Invisible) magic field around the strongbox releases a spray of acid when disturbed. + +- **Disable** DC 22 [Thievery](compendium/skills.md#Thievery) (expert) to harmlessly bleed away the magical field or dispel magic (2nd level; counteract DC 20) to dispel it. + +```ad-embed-ability +title: Acidic Spray [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[acid](rules/traits/acid.md) [arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) + +- **Trigger**: A creature touches the strongbox directly or with a held tool + +**Effect** The trap deals `4d8+10` acid damage in a 15-foot cone in the direction of the triggering creature (DC 21 basic Reflex save). +%% #trait/acid #trait/arcane #trait/evocation %% +``` + +*Source: Quest for the Frozen Flame #1: Broken Tusk Moon p. 60* \ No newline at end of file diff --git a/compendium/gm/hazards/acidic-needle-launcher-aoa5.md b/compendium/gm/hazards/acidic-needle-launcher-aoa5.md new file mode 100644 index 000000000..fc92a5e0c --- /dev/null +++ b/compendium/gm/hazards/acidic-needle-launcher-aoa5.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa5 +- trait/complex +- trait/mechanical +- trait/trap +aliases: ["Acidic Needle Launcher"] +--- +# Acidic Needle Launcher *Hazard 16* +[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** DC 38 master + +A ceiling-mounted launcher rains resinous needles onto intruders, after which the needles melt into acid. + +- **Disable** [Thievery](compendium/skills.md#Thievery) (DC 36) to disable some firing mechanisms, making three adjacent squares in the trapped area safe to enter. + +- **AC** 39 , **Fort** +30, **Ref** +22 +- **Hardness** 26, **HP** 104 (BT 52) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Needle Rain [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) + +- **Trigger**: A creature moves into the area indicated on the map + +**Effect** The trap shoots an acidic needle at a random target in the area indicated on the map, then rolls initiative. +%% #trait/attack %% +``` + +```ad-pf2-summary +title: Routine +(3 actions) The acidic needle launcher fires a needle at a random target in the area indicated on the map. +``` +^routine + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 54* \ No newline at end of file diff --git a/compendium/gm/hazards/agitated-carnivorous-plants-sot2.md b/compendium/gm/hazards/agitated-carnivorous-plants-sot2.md new file mode 100644 index 000000000..99c69ccc8 --- /dev/null +++ b/compendium/gm/hazards/agitated-carnivorous-plants-sot2.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/sot2 +- trait/environmental +- trait/uncommon +aliases: ["Agitated Carnivorous Plants"] +--- +# Agitated Carnivorous Plants *Hazard 5* +[environmental](rules/traits/environmental.md) [uncommon](rules/traits/uncommon.md) + +- **Complexity** Simple +- **Stealth** DC 20 trained + +Many carnivorous plants that were once kept satiated now hunger for any meat they can get, even lashing out onto the path to get it. + +- **Disable** DC 25 [Survival](compendium/skills.md#Survival) (trained) to distract or trick the plants or DC 22 [Nature](compendium/skills.md#Nature) (expert) to calm the plants. + +- **AC** 20 , **Fort** +17, **Ref** +9 +- **HP** 60 (BT 30) +- **Immunities** [mental](rules/traits/mental.md) +- **Resistances** +- **Weaknesses** acid 10; fire 10; slashing 10 + +```ad-embed-ability +title: Trapping Vines [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature moves within reach of the carnivorous plants' vines + +**Effect** The vines wrap around the triggering creature. The creature must succeed at a DC 22 Reflex save or be [grabbed](rules/conditions.md#Grabbed) until it Escapes (DC 22). Whether or not the creature is [grabbed](rules/conditions.md#Grabbed), the plants make a gnawing plants [Strike](rules/actions/strike.md) against the creature. +``` + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 36* \ No newline at end of file diff --git a/compendium/gm/hazards/air-rift-frp2.md b/compendium/gm/hazards/air-rift-frp2.md new file mode 100644 index 000000000..672a3e67e --- /dev/null +++ b/compendium/gm/hazards/air-rift-frp2.md @@ -0,0 +1,54 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/frp2 +- trait/air +- trait/complex +- trait/environmental +- trait/magical +- trait/unique +aliases: ["Air Rift"] +--- +# Air Rift *Hazard 14* +[air](rules/traits/air.md) [complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) + +- **Complexity** Complex +- **Stealth** +22 master to notice the sudden breeze in the theater. + +A portal to the Plane of Air rips open onstage, causing roaring winds to tear through the opera house. + +- **Disable** DC 38 [Arcana](compendium/skills.md#Arcana) (master) to sew the magical threads of the rift shut, DC 40 [Nature](compendium/skills.md#Nature) or [Survival](compendium/skills.md#Survival) (legendary) to open enough windows and doors to reduce its intensity, or dispel magic (7th level; counteract DC 34) to counteract the air rift. + +- **AC** 35; **vs. reactions and ranged weapon attacks AC** 40 , **Fort** +30 +- **HP** 220 +- **Immunities** +- **Resistances** +- **Weaknesses** earth vulnerability + +```ad-embed-ability +title: Earth Vulnerability + +The Elemental Plane of Air is opposed by the Plane of Earth. Any spell or [magical](rules/traits/magical.md) effect with the [earth](rules/traits/earth.md) trait that targets a creature or area within 50 feet of the rift deals 10 damage to the rift per spell levels (or per 2 levels for magic items, feats, and so forth). For example, a 3rd-level [earthbind](compendium/spells/earthbind.md) spell cast on a creature near the air rift deals 30 points of damage to the rift. +``` +```ad-embed-ability +title: Weightlessness [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature comes within 50 feet of the rift + +**Effect** The air rift creates a shroud of subjective gravity around the creature for 1 minute. The creature can use a free action, which has the [concentrate](rules/traits/concentrate.md) trait, to choose any direction they wish for gravity to pull them. This allows a creature to [Stride](rules/actions/stride.md) along any surface or [Fly](rules/actions/fly.md) in a straight line by choosing a direction into midair. For unattended objects and mindless creatures, this is microgravity: they float in place unless pushed off a surface. +``` + +```ad-pf2-summary +title: Routine +(1 action) Winds blow through the area in a random direction, causing creatures and objects within 50 feet of the air rift to float up, down, north, south, east, or west (roll a d6 to determine which direction). Creatures and objects in the area must attempt a DC 37 Fortitude save. If a creature is pushed into a solid object or another creature by this effect, both take `3d8+15` bludgeoning damage on impact. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is pushed 10 feet, but takes only half damage from impact. +> - **Failure** The creature is pushed 20 feet, falls [prone](rules/conditions.md#Prone), and takes full damage from impact. +> - **Critical Failure** The creature is pushed 40 feet, falls [prone](rules/conditions.md#Prone), and takes double damage from impact. +``` +^routine + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 17* \ No newline at end of file diff --git a/compendium/gm/hazards/angazhans-rake-trap-sli.md b/compendium/gm/hazards/angazhans-rake-trap-sli.md new file mode 100644 index 000000000..a5198b33d --- /dev/null +++ b/compendium/gm/hazards/angazhans-rake-trap-sli.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/sli +- trait/mechanical +- trait/trap +- trait/uncommon +aliases: ["Angazhan's Rake Trap"] +--- +# Angazhan's Rake Trap *Hazard 7* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Complexity** Simple +- **Stealth** DC 27 expert + +Six metal talons [concealed](rules/conditions.md#Concealed) in the walls swing out and rake across the room. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 25 (expert) to disable each talon. + +- **AC** 25 , **Fort** +18, **Ref** +10 +- **Hardness** 15, **HP** 60 (BT 30) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Raking Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) + +- **Trigger**: one of the pressure plates is depressed + +**Effect** Six talons swing out from the walls, each striking a different random creature in the room. No creature can be struck by more than one talon until every creature in the room has been attacked by at least one talon. +%% #trait/attack %% +``` + +**Reset** The trap resets after 1 minute. + +*Source: The Slithering p. 29* \ No newline at end of file diff --git a/compendium/gm/hazards/angry-vegetation-ec6.md b/compendium/gm/hazards/angry-vegetation-ec6.md new file mode 100644 index 000000000..23c4501e7 --- /dev/null +++ b/compendium/gm/hazards/angry-vegetation-ec6.md @@ -0,0 +1,45 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec6 +- trait/complex +- trait/environmental +- trait/unique +aliases: ["Angry Vegetation"] +--- +# Angry Vegetation *Hazard 20* +[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [unique](rules/traits/unique.md) + +- **Complexity** Complex +- **Stealth** DC 42 master to notice massive buds beneath the other foliage before they open. + +Five large flowers in the weed-choked field unfurl, each dusting pollen onto vines that animate into wemmuths. + +- **Disable** DC 48 [Nature](compendium/skills.md#Nature) (master) or DC 48 [Performance](compendium/skills.md#Performance) (legendary) to calm a flower, closing it. + +- **AC** 37 , **Fort** +33, **Ref** +30 +- **HP** 120 per flower +- **Immunities** [mental](rules/traits/mental.md) +- **Resistances** +- **Weaknesses** fire 20 + +```ad-embed-ability +title: Bloom [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A non-plant creature enters the garden + +**Effect** The blooms open, spawning a single wemmuth that acts on the hazard's initiative, and the hazard rolls for initiative. +``` + +```ad-pf2-summary +title: Routine +[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") If there are fewer wemmuths than open flowers, the flowers create more wemmuths (so there as many wemmuths as open flowers) as their first action. + +For their second action, the flowers produce a mindaddling pollen. Each non-plant creature within 30 feet of a flower must succeed at a DC 41 Fortitude save or become [slowed](rules/conditions.md#Slowed) for 1 round (or [confused](rules/conditions.md#Confused) for 1 round, on a critical failure). The pollen is an emotion, mental, and olfactory effect. +``` +^routine + +**Reset** Wemmuths collapse into ordinary vines and the trap resets if the area is left alone for 1 minute. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 41* \ No newline at end of file diff --git a/compendium/gm/hazards/ash-web-aoa4.md b/compendium/gm/hazards/ash-web-aoa4.md new file mode 100644 index 000000000..f4b82b422 --- /dev/null +++ b/compendium/gm/hazards/ash-web-aoa4.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa4 +- trait/environmental +- trait/fungus +aliases: ["Ash Web"] +--- +# Ash Web *Hazard 10* +[environmental](rules/traits/environmental.md) [fungus](rules/traits/fungus-b1.md) + +- **Complexity** Simple +- **Stealth** DC 31 expert + +This dangerous sooty black mold readily releases its toxic spores when disturbed. The entire swath of fungus in area **B2** is a single organism. There are nine 10-foot-square patches to remove, but the whole organism dies once it takes enough damage. + +- **Disable** [Survival](compendium/skills.md#Survival) DC 27 (expert) to remove a 10-foot-square patch of ash web without triggering the spores + +- **AC** 28 , **Fort** +22, **Ref** +14 +- **HP** 100 +- **Immunities** [acid](rules/traits/acid.md); critical hits; [electricity](rules/traits/electricity.md); [fire](rules/traits/fire.md); object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Spore Explosion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature moves into the ash web's space or damages the web with any type of damage other than cold damage. +- **Requirements**: The ash web is not in direct sunlight. + +**Effect** The triggering creature and all creatures within 10 feet of that creature are exposed to ash web spores. +``` +```ad-embed-ability +title: Ash Web Spores +[inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) + + +%% #trait/inhaled #trait/poison %% +``` + +**Reset** This large patch of ash web resets automatically at the start of the round. + +*Source: Age of Ashes #4: Fires of the Haunted City p. 12* \ No newline at end of file diff --git a/compendium/gm/hazards/axiomatic-polymorph-trap-ec6.md b/compendium/gm/hazards/axiomatic-polymorph-trap-ec6.md new file mode 100644 index 000000000..ac71de277 --- /dev/null +++ b/compendium/gm/hazards/axiomatic-polymorph-trap-ec6.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec6 +- trait/magical +- trait/trap +aliases: ["Axiomatic Polymorph Trap"] +--- +# Axiomatic Polymorph Trap *Hazard 20* +[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 47 master + +A Utopian glyph transforms trespassers into aeons. + +- **Disable** DC 48 [Thievery](compendium/skills.md#Thievery) (master) to drain the glyph's power harmlessly, or dispel magic (9th level; counteract DC 42) to counteract the glyph. + +```ad-embed-ability +title: Axiomatic Polymorph [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[divine](rules/traits/divine.md) [transmutation](rules/traits/transmutation.md) + +- **Trigger**: A creature moves within 10 feet of the entryway to the Hall of Wonders (area **N4**) without speaking the passphrase ("The History and Future of Humanity") in Utopian. + +**Effect** Each creature within 20 feet of the door is targeted by baleful polymorph (DC 42 Will save), except the effect transforms creatures into the form of an arbiter aeon rather than that of an animal. +%% #trait/divine #trait/transmutation %% +``` + +**Reset** 1 hour. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 49* \ No newline at end of file diff --git a/compendium/gm/hazards/bad-vibrations-afof.md b/compendium/gm/hazards/bad-vibrations-afof.md new file mode 100644 index 000000000..153b21574 --- /dev/null +++ b/compendium/gm/hazards/bad-vibrations-afof.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/afof +- trait/complex +- trait/magical +- trait/rare +- trait/trap +aliases: ["Bad Vibrations"] +--- +# Bad Vibrations *Hazard 3* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** DC 20 expert + +The three larger crystals on the table begin to vibrate and emit a swiftly growing peal of sound. + +- **Disable** DC 17 [Thievery](compendium/skills.md#Thievery) (trained) or [Occultism](compendium/skills.md#Occultism) (trained) to disrupt the magic enchanting one of the crystals, or DC 20 [Performance](compendium/skills.md#Performance) (trained) by a character who can cast [counter performance](compendium/spells/counter-performance.md) to use sound to redirect the noise back into the crystal, or [dispel magic](compendium/spells/dispel-magic.md) (2nd level, DC 18) to counteract a crystal. + +- **AC** 19 , **Fort** +12, **Ref** +6 +- **Hardness** 10, **HP** 16 each (BT 8) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** sonic 5 + +```ad-embed-ability +title: Shrill Chime [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature other than Darius or one of his homunculi approaches within 5 feet of the table or attempts to [Interact](rules/actions/interact.md) with the crystals in any way other than to attempt to disable the hazard. + +**Effect** The three large crystals on the table begin vibrating and humming. + +The hazard rolls initiative. +``` + +```ad-pf2-summary +title: Routine +(3 actions) The hazard loses 1 action for each crystal that's disabled or destroyed. On each of the trap's actions, one of the crystals fires a blast of sound at a single Small or larger creature in the room. The target is randomly determined and takes `1d8` sonic damage (DC 20 basic Fortitude save); a target who critically fails this save is [deafened](rules/conditions.md#Deafened) for 1 minute. At the end of the hazard's routine, attempt a DC 10 flat check. On a success, one of the crystals shatters and is destroyed. +``` +^routine + +*Source: A Fistful of Flowers p. 7* \ No newline at end of file diff --git a/compendium/gm/hazards/barzillais-hounds-aoa3.md b/compendium/gm/hazards/barzillais-hounds-aoa3.md new file mode 100644 index 000000000..9883776d9 --- /dev/null +++ b/compendium/gm/hazards/barzillais-hounds-aoa3.md @@ -0,0 +1,54 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa3 +- trait/complex +- trait/haunt +- trait/rare +aliases: ["Barzillai's Hounds"] +--- +# Barzillai's Hounds *Hazard 6* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) [rare](rules/traits/rare.md) + +- **Complexity** Complex +- **Stealth** +17 + +Hell hounds [invisible](rules/conditions.md#Invisible) to all but their lone target burn their chosen victim. + +- **Disable** [Religion](compendium/skills.md#Religion) DC 24 (expert) to perform an exorcism (with 2 actions) + +```ad-embed-ability +title: Begin the Hunt [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[conjuration](rules/traits/conjuration.md) [occult](rules/traits/occult.md) + +- **Trigger**: A creature that doesn't openly wear the symbol of [Asmodeus](compendium/setting/deities/asmodeus.md) comes within 60 feet of the haunt's initial location. + +**Effect** The hounds appear before the chosen target and begin to chase that creature, howling wildly. The haunt rolls initiative. Others cannot see or hear this baying and must [Seek](rules/actions/seek.md) to determine the hounds' location. +%% #trait/conjuration #trait/occult %% +``` + +````ad-pf2-summary +title: Routine +(2 actions) The haunt uses its first action to [Stride](rules/actions/stride.md), then its second action for a jaws [Strike](rules/actions/strike.md) against its designated target if it is in reach. If the target is not in reach, the haunt resets. + +```ad-embed-ability +title: Speed + +60 feet +``` + +```ad-inline-attack +title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Jaws (20) ([magical](rules/traits/magical.md)) +**Damage** `1d10+11` piercing plus `1d10` fire + +**Effects** + +%% #trait/magical %% +``` +```` +^routine + +**Reset** If their designated target dies or the hounds can't reach it in a turn, the hounds vanish into noxious smoke, but they manifest again elsewhere in the city after the next sunset. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 27* \ No newline at end of file diff --git a/compendium/gm/hazards/befuddling-gas-trap-av3.md b/compendium/gm/hazards/befuddling-gas-trap-av3.md new file mode 100644 index 000000000..1d9a2fac9 --- /dev/null +++ b/compendium/gm/hazards/befuddling-gas-trap-av3.md @@ -0,0 +1,53 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/av3 +- trait/complex +- trait/mechanical +- trait/trap +aliases: ["Befuddling Gas Trap"] +--- +# Befuddling Gas Trap *Hazard 11* +[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +21 expert or DC 31 (expert) to notice the [hidden](rules/conditions.md#Hidden) override mechanism on the north wall. + +Seven nozzles [hidden](rules/conditions.md#Hidden) within holes in the 15-foot-high ceiling release a poison gas. + +- **Disable** DC 33 [Thievery](compendium/skills.md#Thievery) (master) to disable the [hidden](rules/conditions.md#Hidden) mechanism on the north wall, immediately sucking the gas from the room, or DC 29 [Thievery](compendium/skills.md#Thievery) (expert) to adequately plug one of the seven nozzles. When all seven nozzles are plugged or destroyed, the trap is deactivated. + +- **AC** 31 , **Fort** +24, **Ref** +18 +- **Nozzle Hardness** 20, **Nozzle HP** 32 (BT 16) +- **Immunities** +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Gas Release [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[inhaled](rules/traits/inhaled.md) [mental](rules/traits/mental.md) [poison](rules/traits/poison.md) + +- **Trigger**: Both secret doors are closed and at least one creature is in the room + +**Effect** Gas fills the chamber. Creatures within the chamber must succeed on a DC 30 Fortitude save or become [stupefied](rules/conditions.md#Stupefied) ([stupefied](rules/conditions.md#Stupefied) on a critical failure). The trap then rolls initiative. +%% #trait/inhaled #trait/mental #trait/poison %% +``` + +```ad-pf2-summary +title: Routine +(1 action) The gas intensifies. Each creature in the room must make a DC 30 Fortitude save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected and becomes temporarily immune to the gas for 1 hour, though if the creature has already been [stupefied](rules/conditions.md#Stupefied) by the trap, that condition remains for its normal duration. +> - **Success** The creature is unaffected. +> - **Failure** The creature becomes [stupefied](rules/conditions.md#Stupefied) for 24 hours. +> +> If the target is already [stupefied](rules/conditions.md#Stupefied), the condition value increases by 1 (to a maximum of [stupefied](rules/conditions.md#Stupefied)) and the target takes `8d6` mental damage. +> - **Critical Failure** As failure, except the target takes double the mental damage. +``` +^routine + +**Reset** After an hour, the trap deactivates; the gas disperses slowly, and the doors can be opened again. After 24 hours, the gas builds up and the trap can be triggered again. + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 52* \ No newline at end of file diff --git a/compendium/gm/hazards/black-powder-bomb-aoa2.md b/compendium/gm/hazards/black-powder-bomb-aoa2.md new file mode 100644 index 000000000..1464bcdc7 --- /dev/null +++ b/compendium/gm/hazards/black-powder-bomb-aoa2.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa2 +- trait/mechanical +- trait/trap +- trait/uncommon +aliases: ["Black Powder Bomb"] +--- +# Black Powder Bomb *Hazard 6* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Complexity** Simple +- **Stealth** DC 15 (The three powder kegs aren't particularly well [hidden](rules/conditions.md#Hidden), but they are out of sight to casual observation.) + +Three bulky kegs of black powder placed at key locations in the temple are triggered to explode in unison, causing the entire structure to collapse into rubble and slide partially down the cliff face. + +- **Disable** No special skills are required to disable this manually activated trap. As an [Interact](rules/actions/interact.md) action, a PC can sweep aside some black powder to interrupt the fuse line, but this doesn't prevent Gerhard from activating a keg via blunderbuss. A keg that is removed from its position (either by being thrown over the cliff or merely carried away) retains its explosive potential, but as long as one of the three kegs are removed they no longer have the precise placement required to trigger a collapse—an explosion at this point merely inflicts fire damage in the appropriate areas but does not particularly damage the temple structure itself. + +A keg's contents can be dispersed by scattering the gunpowder to the wind (most efficiently by pouring it over the cliff side) as a 2-action activity, or rendered permanently inert by pouring a gallon of water into the powder, inhibiting its explosive qualities. The kegs themselves can be destroyed with damage (note that the AC listed below for each keg takes into account the fact that Gerhard has wedged the kegs into nooks in the temple's stone flooring and walls), but note that any fire damage (including incidental fire damage from area effects like a fireball or Gerhard's blunderbuss) causes them to explode. At your option, other actions may be similarly effective at disabling this hazard. + +- **AC** 26 , **Fort** +17, **Ref** +8 +- **Hidden Keg Hardness** 5, **Hidden Keg HP** 20 (BT 10) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** fire automatically penetrates hardness + +```ad-embed-ability +title: Destructive Explosion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[fire](rules/traits/fire.md) + +- **Trigger**: One of the three kegs takes any fire damage, including damage caused by a line of black powder burning up to a keg. + +**Effect** The keg explodes, causing `5d6` fire damage (DC 24 basic Reflex) in a 20-foot emanation; this can cause an instantaneous chain reaction if either of the other kegs are in this area (note that as positioned, all three kegs are in range to trigger a chain reaction). Fire damage in overlapping areas isn't cumulative, but if all three kegs are in their initial positions when the explosion occurs, the temple itself collapses, causing `8d6` bludgeoning damage to all creatures in the temple (DC 24 basic Reflex). +%% #trait/fire %% +``` + +*Source: Age of Ashes #2: Cult of Cinders p. 40* \ No newline at end of file diff --git a/compendium/gm/hazards/blast-tumbler-av3.md b/compendium/gm/hazards/blast-tumbler-av3.md new file mode 100644 index 000000000..9ce88305b --- /dev/null +++ b/compendium/gm/hazards/blast-tumbler-av3.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/av3 +- trait/magical +- trait/mechanical +- trait/trap +aliases: ["Blast Tumbler"] +--- +# Blast Tumbler *Hazard 10* +[magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 32 master + +A hard-to-reach rune is placed on the lock's tumbler. It emits a blast of force when the door is jostled. + +- **Disable** DC 32 [Thievery](compendium/skills.md#Thievery) (master) to disarm the rune, or dispel magic (5th level; counteract DC 28) to counteract the rune's magic. + +```ad-embed-ability +title: Force Blast [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [occult](rules/traits/occult.md) + +- **Trigger**: A non-undead creature opens the door or critically fails an attempt to disarm or dispel the rune + +**Effect** A 30-foot cone of force issues forth from the lock. Creatures within the cone must succeed a DC 29 basic Fortitude saving throw or take `8d12` force damage. Those who fail the save are pushed 10 feet, and those who critically fail are pushed 20 feet and are [stunned](rules/conditions.md#Stunned). +%% #trait/evocation #trait/force #trait/occult %% +``` + +**Reset** The rune resets 1 minute after it triggers. + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 45* \ No newline at end of file diff --git a/compendium/gm/hazards/blood-of-belcorra-av1.md b/compendium/gm/hazards/blood-of-belcorra-av1.md new file mode 100644 index 000000000..07a9e1c30 --- /dev/null +++ b/compendium/gm/hazards/blood-of-belcorra-av1.md @@ -0,0 +1,56 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/av1 +- trait/complex +- trait/haunt +aliases: ["Blood Of Belcorra"] +--- +# Blood Of Belcorra *Hazard 3* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) + +- **Complexity** Complex +- **Stealth** +23 expert + +A bloody image of Belcorra arises, emits a soul-draining light, then inhales blood from living creatures in the room. + +- **Disable** DC 22 [Thievery](compendium/skills.md#Thievery) (trained) to wipe away enough of the bloodstain to disrupt the haunt's necromantic energies, or DC 20 [Religion](compendium/skills.md#Religion) (trained) to exorcise the haunt. + +- **AC** 19 , **Fort** +6, **Ref** +9 +- **HP** 50 +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** physical 5except [ghost touch](compendium/equipment/items/ghost-touch.md) +- **Weaknesses** positive 5 + +```ad-embed-ability +title: Gauntlight Beam [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[light](rules/traits/light.md) [necromancy](rules/traits/necromancy.md) + +- **Trigger**: A living creature ends its turn in area A11 at night + +**Effect** A ghastly image of Belcorra, seemingly composed of fresh blood, rises from the bloodstain on the floor and rotates in place like a lighthouse. Beams of cold blue light shine from Belcorra's eyes and open mouth, causing blisters and decay to spread across flesh. Living creatures within a 30-foot burst from the center of area A11 must attempt a DC 20 Fortitude save. The haunt then rolls initiative. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes `1d8` negative damage. +> - **Failure** The creature takes `1d8+6` negative damage and is [dazzled](rules/conditions.md#Dazzled) for 1 round. +> - **Critical Failure** The creature takes `2d8+6` negative damage and is [blinded](rules/conditions.md#Blinded) for 1 round then [dazzled](rules/conditions.md#Dazzled) for 1 round. +%% #trait/light #trait/necromancy %% +``` + +```ad-pf2-summary +title: Routine +(1 action) The bloody image opens its mouth and appears to inhale, drawing blood from the body of one creature in its line of sight within 90 feet from the center of area A11. The creature targeted must attempt a DC 20 Fortitude save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes `1d10` bleed damage. +> - **Failure** The creature takes `1d10+6` bleed damage. +> - **Critical Failure** The creature takes `2d10+6` bleed damage and is [enfeebled](rules/conditions.md#Enfeebled) as long as it's bleeding. +``` +^routine + +**Reset** If the haunt is disabled or destroyed through damage, the bloody phantom of Belcorra sprays upward in a spiral, dousing the trap door leading to area A25 before draining upward through the keyhole, which reduces the [Thievery](compendium/skills.md#Thievery) DC to [Pick the Lock](rules/actions/pick-a-lock.md) to 20. At the next sunrise, the blood drains back down to this room and the haunt resets. The haunt is destroyed permanently once Lasda Venkervale is rescued from area D9. + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 13* \ No newline at end of file diff --git a/compendium/gm/hazards/blood-soaked-soil-botd.md b/compendium/gm/hazards/blood-soaked-soil-botd.md new file mode 100644 index 000000000..bcb23b58c --- /dev/null +++ b/compendium/gm/hazards/blood-soaked-soil-botd.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/botd +- trait/haunt +aliases: ["Blood-Soaked Soil"] +--- +# Blood-Soaked Soil *Hazard 0* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 16 trained to feel breath upon your neck + +The blood of those who died in the area bubbles up from the earth, soaking the soil and turning it into a bloody morass. + +- **Disable** DC 18 [Diplomacy](compendium/skills.md#Diplomacy) or [Occultism](compendium/skills.md#Occultism) (trained) to settle the spirits or DC 19 [Religion](compendium/skills.md#Religion) (trained) to bless the area + +```ad-embed-ability +title: Whisper [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) + +- **Trigger**: A creature enters the haunt's area + +**Effect** The haunt deals `1d6+4` mental damage to creatures in the area (DC 19 basic Will save). On a failure, the creature is also [frightened](rules/conditions.md#Frightened). +%% #trait/auditory #trait/emotion #trait/enchantment #trait/fear #trait/mental #trait/occult %% +``` + +**Reset** 1 hour + +*Source: Book of the Dead p. 64* \ No newline at end of file diff --git a/compendium/gm/hazards/blood-tears-botd.md b/compendium/gm/hazards/blood-tears-botd.md new file mode 100644 index 000000000..f3e857485 --- /dev/null +++ b/compendium/gm/hazards/blood-tears-botd.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/botd +- trait/haunt +aliases: ["Blood Tears"] +--- +# Blood Tears *Hazard 10* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 32 master to notice your vision tint red + +A wailing spirit appears and gouges their own eyes. As they do, blood seeps from the eyes of those who witness the act, obscuring their vision. + +- **Disable** DC 30 [Diplomacy](compendium/skills.md#Diplomacy) (master) to talk the spirit out of gouging its eyes or DC 32 [Religion](compendium/skills.md#Religion) (trained) to ease the spirit's sorrows + +```ad-embed-ability +title: Weep Blood [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) + +- **Trigger**: A creature approaches within 15 feet + +**Effect** Blood seeps from the eyes of all creatures within 30 feet, dealing [persistent bleed damage](rules/conditions.md#Persistent%20Damage). Each creature in the area must attempt a DC 33 Fortitude save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes `2d8+3` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and is [dazzled](rules/conditions.md#Dazzled) for 1 round. +> - **Failure** The creature takes `4d8+6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and is [dazzled](rules/conditions.md#Dazzled) for as long as the [persistent damage](rules/conditions.md#Persistent%20Damage) lasts. +> - **Critical Failure** The creature takes `8d8+12` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and is [blinded](rules/conditions.md#Blinded) for as long as the [persistent damage](rules/conditions.md#Persistent%20Damage) lasts. +%% #trait/divine #trait/necromancy %% +``` + +**Reset** 1 day + +*Source: Book of the Dead p. 66* \ No newline at end of file diff --git a/compendium/gm/hazards/bloodthirsty-toy-botd.md b/compendium/gm/hazards/bloodthirsty-toy-botd.md new file mode 100644 index 000000000..e83c618f2 --- /dev/null +++ b/compendium/gm/hazards/bloodthirsty-toy-botd.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/botd +- trait/haunt +aliases: ["Bloodthirsty Toy"] +--- +# Bloodthirsty Toy *Hazard 2* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 17 trained to hear a child imitate an animal's roar + +A scruffy stuffed bear animates, biting whoever disturbs it. + +- **Disable** DC 20 [Thievery](compendium/skills.md#Thievery) (trained) to handle the toy without disturbing it or DC 21 [Occultism](compendium/skills.md#Occultism) (trained) to suppress the memories suffusing the toy + +```ad-embed-ability +title: Chomp [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature touches the toy + +**Effect** The toy animates for a split second, biting the triggering creature with a ferocious jaws [Strike](rules/actions/strike.md). +``` + +**Reset** 1 hour + +*Source: Book of the Dead p. 65* \ No newline at end of file diff --git a/compendium/gm/hazards/boulder-deadfall-trap-sot2.md b/compendium/gm/hazards/boulder-deadfall-trap-sot2.md new file mode 100644 index 000000000..5c9894822 --- /dev/null +++ b/compendium/gm/hazards/boulder-deadfall-trap-sot2.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/sot2 +- trait/mechanical +- trait/trap +- trait/uncommon +aliases: ["Boulder Deadfall Trap"] +--- +# Boulder Deadfall Trap *Hazard 7* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Complexity** Simple +- **Stealth** DC 25 trained DC 0 to spot the balanced boulders. + +A weight-sensitive plate buried underneath sand pulls a boulder over a cliff ledge, causing it to fall on targets within the entrance. + +- **Disable** DC 27 [Crafting](compendium/skills.md#Crafting) (expert) or DC 25 [Thievery](compendium/skills.md#Thievery) (expert) to find and disconnect the plate from the tipping mechanism. + +```ad-embed-ability +title: Deadfall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature enters the area without taking care to avoid the [hidden](rules/conditions.md#Hidden) trigger plate + +**Effect** Creatures within 10 feet of the cave entrance take `4d10+18` damage (DC 25 basic Reflex save). +``` + +**Reset** ting the boulders in the trap is a labor-intensive project that takes 2 hours. + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 40* \ No newline at end of file diff --git a/compendium/gm/hazards/bounding-hounds-da.md b/compendium/gm/hazards/bounding-hounds-da.md new file mode 100644 index 000000000..92181838a --- /dev/null +++ b/compendium/gm/hazards/bounding-hounds-da.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/da +- trait/complex +- trait/haunt +aliases: ["Bounding Hounds"] +--- +# Bounding Hounds *Hazard 13* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) + +- **Complexity** Complex +- **Stealth** DC 37 + +Three phantom hounds chase down intruders, damaging any they pass through. + +- **Disable** DC 36 [Nature](compendium/skills.md#Nature) (expert) to calm each hound, or DC 38 (master) to banish each hound + +- **AC** 34 , **Fort** +20, **Ref** +26, **Will** +20 +- **HP** 60 per hound; Resistance all damage 10 (except force, [ghost touch](compendium/equipment/items/ghost-touch.md), or positive; double resistance to non-magical) +- **Immunities** +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Bay [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) + +- **Trigger**: A creature enters the area + +**Effect** The hounds manifest and bay loudly, dealing `3d10+16` sonic damage to all creatures within 30 feet of the hounds (DC 33 basic Fortitude save). On a failed check, a creature is additionally [frightened](rules/conditions.md#Frightened). The trap then rolls initiative. +%% #trait/evocation #trait/sonic %% +``` + +```ad-pf2-summary +title: Routine +(9 actions) The trap loses 3 actions each round for each hound disabled. Each hound uses three actions to [Stride](rules/actions/stride.md) 40 feet after creatures in the room, passing through corporeal creatures during this movement if possible. Each creature the hound moves through during its movement takes `2d8+7` negative damage (DC 37 Reflex negates). A creature can only be damaged by each hound once each round, no matter how many times the hound moves through their space. +``` +^routine + +**Reset** 1 hour + +*Source: Dark Archive p. 125* \ No newline at end of file diff --git a/compendium/gm/hazards/broken-rebus-attack-frp1.md b/compendium/gm/hazards/broken-rebus-attack-frp1.md new file mode 100644 index 000000000..6546ab2ae --- /dev/null +++ b/compendium/gm/hazards/broken-rebus-attack-frp1.md @@ -0,0 +1,46 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/frp1 +- trait/complex +- trait/haunt +- trait/magical +- trait/unique +aliases: ["Broken Rebus Attack"] +--- +# Broken Rebus Attack *Hazard 12* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) + +- **Complexity** Complex +- **Stealth** +20 trained + +Ghostly attackers knock the tables about, send dishes flying, and pull [fleeing](rules/conditions.md#Fleeing) creatures into the room. + +- **Disable** DC 34 [Religion](compendium/skills.md#Religion) (expert) to say an Iroran prayer and put the haunt temporarily to rest, DC 38 [Occultism](compendium/skills.md#Occultism) (master) to create a ward against future hauntings. + +```ad-embed-ability +title: Ghostly Pull [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: One round passes since a creature entered the refectory + +**Effect** A [Broken](rules/conditions.md#Broken) Rebus monk grabs the creature and yanks them toward the room's center. The triggering creature must attempt a DC 36 Fortitude save. The haunt can use this reaction any number of times per round, but only once per creature that tries to leave the room. The haunt then rolls initiative, if it hasn't already. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is pulled 10 feet into the room. +> - **Failure** The creature is pulled 15 feet into the room. +> - **Critical Failure** The creature is pulled 15 feet into the room, knocked [prone](rules/conditions.md#Prone), and takes `2d6` bludgeoning damage. +``` + +```ad-pf2-summary +title: Routine +(1 action) The haunt sends a flurry of objects hurtling across the room. All creatures in the room are battered by the ghostly objects, taking `3d10+14` force damage (DC 32 basic Reflex save). +``` +^routine + +**Reset** The haunt deactivates after 1 minute. It re-forms at the same times every day, 7 a.m. and 7 p.m., which is when the monks had their morning and evening meals. + +If at least two people cook a meal in the kitchen, share a meal in the refectory, and utter a prayer to [Irori](compendium/setting/deities/irori.md) before the meal, the haunt becomes permanently disabled and doesn't re-form. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 15* \ No newline at end of file diff --git a/compendium/gm/hazards/brown-mold-gmg.md b/compendium/gm/hazards/brown-mold-gmg.md new file mode 100644 index 000000000..68743fdcb --- /dev/null +++ b/compendium/gm/hazards/brown-mold-gmg.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gmg +- trait/environmental +- trait/fungus +aliases: ["Brown Mold"] +--- +# Brown Mold *Hazard 2* +[environmental](rules/traits/environmental.md) [fungus](rules/traits/fungus-b1.md) + +- **Complexity** Simple +- **Stealth** DC 21 trained + +This unassuming fungus leeches heat out of the air. + +- **Disable** DC 18 [Survival](compendium/skills.md#Survival) (trained) to safely remove the mold + +- **AC** 18 , **Fort** +11, +- **HP** 30 (BT 15) +- **Immunities** critical hits; [fire](rules/traits/fire.md); object immunities; precision damage +- **Resistances** +- **Weaknesses** cold 10 + +```ad-embed-ability +title: Emit Cold +[aura](rules/traits/aura.md) [cold](rules/traits/cold.md) + +5 feet. Brown mold deals `2d6` cold damage to nearby creatures. +%% #trait/aura #trait/cold %% +``` +```ad-embed-ability +title: Leech Warmth [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: Fire comes within 5 feet of the brown mold + +**Effect** The brown mold expands into every square adjacent to its space. As it grows, it pulls more heat from its surroundings, dealing `2d6+6` cold damage (DC 18 basic Fortitude save) to creatures within 10 feet after it expands. +``` + +**Reset** After expanding, the brown mold can't grow again for 1 day. + +*Source: Gamemastery Guide p. 77* \ No newline at end of file diff --git a/compendium/gm/hazards/buzzing-latch-rune-ec4.md b/compendium/gm/hazards/buzzing-latch-rune-ec4.md new file mode 100644 index 000000000..6236c32b1 --- /dev/null +++ b/compendium/gm/hazards/buzzing-latch-rune-ec4.md @@ -0,0 +1,46 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec4 +- trait/electricity +- trait/magical +- trait/sonic +- trait/trap +aliases: ["Buzzing Latch Rune"] +--- +# Buzzing Latch Rune *Hazard 13* +[electricity](rules/traits/electricity.md) [magical](rules/traits/magical.md) [sonic](rules/traits/sonic.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 32 master + +An [invisible](rules/conditions.md#Invisible) rune on the door begins emitting a very loud buzzing sound, potentially paralyzing an intruder. + +- **Disable** DC 34 [Thievery](compendium/skills.md#Thievery) (master) to disrupt the rune without triggering it or dispel magic (6th level; counteract DC 31) to magically counteract the rune. + +- **AC** 33 , **Fort** +25, **Ref** +19 +- **Hardness** 21, **HP** 84 (BT 42) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Jolting Buzz [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [primal](rules/traits/primal.md) [sonic](rules/traits/sonic.md) + +- **Trigger**: A creature attempts to open the door without using the key + +**Effect** The trap makes a loud buzz and deals `5d10` electricity damage and `5d10` sonic damage to the triggering creature (DC 32 basic Reflex save; this save applies to both the electricity damage and the sonic damage). Further, the creature must attempt a DC 32 Fortitude save. + +> [!success-degree] +> - **Critical Success** No effect. +> - **Success** The target is [paralyzed](rules/conditions.md#Paralyzed) for 1 round. +> - **Failure** The target is [paralyzed](rules/conditions.md#Paralyzed) for `1d4` rounds. At the end of each of its turns, it can attempt a new DC 32 Fortitude save to reduce the remaining duration by 1 round, or end it entirely on a critical success. +> - **Critical Failure** The target is [paralyzed](rules/conditions.md#Paralyzed) for 1 minute. At the end of each of its turns, it can attempt a new Fortitude save to reduce the remaining duration by 1 round, or end it entirely on a critical success. +%% #trait/electricity #trait/evocation #trait/primal #trait/sonic %% +``` + +**Reset** The trap resets after 1 hour. + +*Source: Extinction Curse #4: Siege of the Dinosaurs p. 21* \ No newline at end of file diff --git a/compendium/gm/hazards/call-of-the-void-da.md b/compendium/gm/hazards/call-of-the-void-da.md new file mode 100644 index 000000000..1e6c71166 --- /dev/null +++ b/compendium/gm/hazards/call-of-the-void-da.md @@ -0,0 +1,47 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/da +- trait/complex +- trait/environmental +- trait/magical +- trait/unique +aliases: ["Call of the Void"] +--- +# Call of the Void *Hazard 12* +[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) + +- **Complexity** Complex +- **Stealth** DC 25 expert to notice a slight tugging feeling + +A supernatural compulsion to leap into the unknown exerts itself on anyone who approaches the ledge. + +- **Disable** DC 34 [Occultism](compendium/skills.md#Occultism) or DC 36 [Arcana](compendium/skills.md#Arcana) to expel the magical compulsion from the current island and from any of the red ropes directly attached to it, darkening the rope in color. The Echo also automatically disables the hazard from any island he's standing on, and any of the red ropes directly attached to it, when he Reconstitutes from Thought on that island. + +```ad-embed-ability +title: Leap into the Unknown [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Trigger**: A creature enters a square adjacent to the ledge of an island or steps onto one of the red ropes + +**Effect** The call of the void tugs at the mind of intruders, compelling them to leap off the ledge. The creature must succeed at a DC 34 Will save or +%% #trait/enchantment #trait/mental %% +``` +```ad-embed-ability +title: DC 32 + +[Acrobatics](compendium/skills.md#Acrobatics) check to [Balance](rules/actions/balance.md) or else drop off the ledge. If the creature falls off, it drops 100 feet, loops through the closed space of the mindscape, and lands in the square it fell from, taking falling damage as normal (usually 50 bludgeoning damage). The call of the void then rolls initiative. +``` + +```ad-pf2-summary +title: Routine +(1 action) The call targets all creatures adjacent to a ledge or on one of the red ropes and tugs at their minds. A creature who has already fallen this round is immune. +``` +^routine + +**Reset** The call of the void persists as long as the Echo exists, though it doesn't activate until the Echo has rolled initiative. + +The hazard resets each day. + +*Source: Dark Archive p. 214* \ No newline at end of file diff --git a/compendium/gm/hazards/cannibalistic-echoes-botd.md b/compendium/gm/hazards/cannibalistic-echoes-botd.md new file mode 100644 index 000000000..aaa659dbc --- /dev/null +++ b/compendium/gm/hazards/cannibalistic-echoes-botd.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/botd +- trait/haunt +aliases: ["Cannibalistic Echoes"] +--- +# Cannibalistic Echoes *Hazard 16* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 42 master to sense something unusual lurking in the area's echoes + +A pack of cannibalistic spirits swarm through the area, devouring living creatures + +- **Disable** DC 40 [Intimidation](compendium/skills.md#Intimidation) (master) to drive the spirits off with a ferocious display or DC 42 [Occultism](compendium/skills.md#Occultism) (expert) to exorcise the spirits + +```ad-embed-ability +title: Feast [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A living creature approaches within 10 feet + +**Effect** The spirits bite and chew, dealing `6d12+35` piercing damage to each creature within 30 feet. Affected creatures must each attempt a DC 41 Reflex save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage, `2d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage), and is [drained](rules/conditions.md#Drained). +> - **Critical Failure** The creature takes double damage, `4d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage), and is [drained](rules/conditions.md#Drained). +``` + +**Reset** 1 day + +*Source: Book of the Dead p. 67* \ No newline at end of file diff --git a/compendium/gm/hazards/catacomb-cave-in-ec1.md b/compendium/gm/hazards/catacomb-cave-in-ec1.md new file mode 100644 index 000000000..84a0cf7ca --- /dev/null +++ b/compendium/gm/hazards/catacomb-cave-in-ec1.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec1 +- trait/environmental +- trait/trap +aliases: ["Catacomb Cave-in"] +--- +# Catacomb Cave-in *Hazard 4* +[environmental](rules/traits/environmental.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 23 trained + +The ceiling is unstable, and any Medium or larger creature that approaches within 5 feet of the collapsed tunnel triggers a cave-in. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 21 (trained) to prop up the ceiling in key locations prior to the cave-in. + +- **AC** 21 , **Fort** +12, **Ref** +8 +- **Hardness** 11, **HP** 44 (BT 22) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** sonic 10 + +```ad-embed-ability +title: Falling Stones [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A Medium or larger creature approaches within 5 feet of the collapsed tunnel + +**Effect** Massive stones in the ceiling fall, dealing `4d6` bludgeoning damage to the triggering creature and all creatures within 10 feet (DC 18 basic Reflex save). Creatures that fail the saving throw are also buried and begin to suffocate. A buried creature can attempt a DC 20 [Athletics](compendium/skills.md#Athletics) check every round, breaking free on a success. Other characters who are not buried can [Aid](rules/actions/aid.md) on this check. +``` + +*Source: Extinction Curse #1: The Show Must Go On p. 37* \ No newline at end of file diff --git a/compendium/gm/hazards/caustic-dart-trap-ec3.md b/compendium/gm/hazards/caustic-dart-trap-ec3.md new file mode 100644 index 000000000..d556b2481 --- /dev/null +++ b/compendium/gm/hazards/caustic-dart-trap-ec3.md @@ -0,0 +1,54 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec3 +- trait/complex +- trait/mechanical +- trait/trap +aliases: ["Caustic Dart Trap"] +--- +# Caustic Dart Trap *Hazard 11* +[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +20 expert or DC 30 (expert) to notice the three launching mechanisms built into the wall. + +Three launching mechanisms built into the mudbrick walls expel darts containing acidic chemicals. + +All three launching mechanisms must be disabled or destroyed to deactivate the trap. + +- **Disable** DC 32 [Thievery](compendium/skills.md#Thievery) (master) to sufficiently jam the tubes to make the trap unable to attack creatures in a single 5-foot square in the room, or DC 34 [Crafting](compendium/skills.md#Crafting) (master) to alter one of the three launching mechanisms. + +- **AC** 31 , **Fort** +24, **Ref** +15 +- **Hardness** 20, **HP** 80 (BT 40) per launching mechanism +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Dart Barrage [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) + +- **Trigger**: A creature reaches the midpoint of the hall + +**Effect** The trap makes an acid dart against three different random creatures in the hall. The trap then rolls initiative. +%% #trait/attack %% +``` + +````ad-pf2-summary +title: Routine +[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") The trap uses each action for a caustic dart [Strike](rules/actions/strike.md). The trap loses 1 action for each launching mechanism that is [broken](rules/conditions.md#Broken) or destroyed. + +```ad-inline-attack +title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Caustic Dart (28) +**Damage** `2d4+5` piercing and `4d4+8` acid + +**Effects** +``` +```` +^routine + +**Reset** The trap deactivates and resets 1 minute after no creatures are in area C7. + +*Source: Extinction Curse #3: Life's Long Shadows p. 29* \ No newline at end of file diff --git a/compendium/gm/hazards/caustic-vapor-aoa5.md b/compendium/gm/hazards/caustic-vapor-aoa5.md new file mode 100644 index 000000000..02fa24f17 --- /dev/null +++ b/compendium/gm/hazards/caustic-vapor-aoa5.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa5 +- trait/mechanical +- trait/trap +aliases: ["Caustic Vapor"] +--- +# Caustic Vapor *Hazard 17* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 40 master + +The door slams shut, and poison gas fills the room. + +- **Disable** [Occultism](compendium/skills.md#Occultism) DC 36 (master) or [Religion](compendium/skills.md#Religion) DC 36 (master) to exorcise the spirits + +```ad-embed-ability +title: Breath Snatcher [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[conjuration](rules/traits/conjuration.md) [occult](rules/traits/occult.md) + +- **Trigger**: A living creature other than an ooze spends at least 3 rounds in the room + +**Effect** The trap activates and fills the area with caustic nightmare vapor, exposing all creatures within. +%% #trait/conjuration #trait/occult %% +``` +```ad-embed-ability +title: Caustic Nightmare Vapor +[acid](rules/traits/acid.md) [poison](rules/traits/poison.md) + + +%% #trait/acid #trait/poison %% +``` + +**Reset** The trap resets after 1 day. + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 57* \ No newline at end of file diff --git a/compendium/gm/hazards/cave-in-qff2.md b/compendium/gm/hazards/cave-in-qff2.md new file mode 100644 index 000000000..799d46de4 --- /dev/null +++ b/compendium/gm/hazards/cave-in-qff2.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/qff2 +- trait/environmental +aliases: ["Cave-In"] +--- +# Cave-In *Hazard 4* +[environmental](rules/traits/environmental.md) + +- **Complexity** Simple +- **Stealth** DC 22 trained + +The tunnel collapses, filling the passage with stone. + +- **Disable** DC 25 [Survival](compendium/skills.md#Survival) (trained) to prop up the tunnel ceiling without triggering a collapse + +- **AC** 21 , **Fort** +14, **Ref** +14 +- **Hardness** 13, **HP** 46 (BT 23) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Collapse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature moves into the unstable tunnel + +**Effect** The tunnel collapses in a cave-in that deals `4d8+10` bludgeoning damage to the triggering creature and all creatures in area A2 (DC 21 basic Reflex save). On a failed save, the triggering creature is [immobilized](rules/conditions.md#Immobilized) ([Escape](rules/actions/escape.md) DC 21). This collapse fully blocks the tunnel (area A2), making it impassable. +``` + +*Source: Quest for the Frozen Flame #2: Lost Mammoth Valley p. 6* \ No newline at end of file diff --git a/compendium/gm/hazards/centipede-carcasses-trap-sot1.md b/compendium/gm/hazards/centipede-carcasses-trap-sot1.md new file mode 100644 index 000000000..98ff26b5c --- /dev/null +++ b/compendium/gm/hazards/centipede-carcasses-trap-sot1.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/sot1 +- trait/complex +- trait/mechanical +- trait/trap +aliases: ["Centipede Carcasses Trap"] +--- +# Centipede Carcasses Trap *Hazard 5* +[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +11 trained + +Three giant centipede carcasses have wire springs that pull out and fling their sharpened legs around the room. + +- **Disable** DC 23 [Nature](compendium/skills.md#Nature) (trained) to bend the centipede carapace so the wire can't pull out any more legs, or DC 21 [Thievery](compendium/skills.md#Thievery) (expert) to cut the springy wires. After all three carcasses are disabled (regardless of the check used), the trap is deactivated. The trap automatically deactivates after 10 rounds. + +- **AC** 22 , **Fort** +15, **Ref** +9 +- **Carcass Hardness** 12, **Carcass HP** 20 (BT 10) +- **Immunities** +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Volley of Legs [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A carcass is touched or jostled + +**Effect** Each creature within 30 feet of any centipede carcass takes `4d4` piercing damage (DC 22 basic Reflex save), and the area becomes difficult terrain due to the many sharpened legs on the ground. Each creature that [Strides](rules/actions/stride.md) more than 10 feet through the area must succeed at a DC 20 [Acrobatics](compendium/skills.md#Acrobatics) check or take `1d4` piercing damage. The trap then rolls initiative. +``` + +```ad-pf2-summary +title: Routine +(1 action) Each creature within 30 feet of a centipede carcass that hasn't been disabled takes `6d4` piercing damage (DC 22 basic Reflex save). +``` +^routine + +*Source: Strength of Thousands #1: Kindled Magic p. 50* \ No newline at end of file diff --git a/compendium/gm/hazards/central-spears-bb.md b/compendium/gm/hazards/central-spears-bb.md new file mode 100644 index 000000000..6bd59639e --- /dev/null +++ b/compendium/gm/hazards/central-spears-bb.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/bb +aliases: ["Central Spears"] +--- +# Central Spears *Hazard 1* + +- **Complexity** Simple +- **Stealth** DC 20 [Perception](compendium/skills.md#Perception) check + + + +- **Disable** A hero must succeed at a DC 18 [Thievery](compendium/skills.md#Thievery) check on the triggering floor tiles or the wall sockets in the western wall. + +```ad-embed-ability +title: Spear Barrage [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +When a creature moves into any of the squares in the outlined area, the trap shoots three spears from the western wall. It makes one ranged [Strike](rules/actions/strike.md) against the westernmost creature in each row. +``` + +**Reset** The central spears reset after 1 minute. + +*Source: Beginner Box p. 14* \ No newline at end of file diff --git a/compendium/gm/hazards/clone-mirrors-da.md b/compendium/gm/hazards/clone-mirrors-da.md new file mode 100644 index 000000000..812a62eb2 --- /dev/null +++ b/compendium/gm/hazards/clone-mirrors-da.md @@ -0,0 +1,62 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/da +- trait/complex +- trait/magical +- trait/trap +aliases: ["Clone Mirrors"] +--- +# Clone Mirrors *Hazard 6* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** DC 21 + +Two opposing mirrors spawn illusory duplicates of creatures in the hall in an unending tide. + +- **Disable** DC 28 [Thievery](compendium/skills.md#Thievery) (expert) to reposition each mirror, or dispel magic (3rd level; counteract DC 25) to counteract each mirror + +- **AC** 21 , **Fort** +11, **Ref** +17 +- **Hardness** 13 per mirror; **HP** 54 (BT 27); **Reflection HP** 30 +- **Immunities** object immunities +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Spawn Reflection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[illusion](rules/traits/illusion.md) + +- **Trigger**: A creature is reflected in the mirror + +**Effect** The mirror creates a reflection of the triggering creature, which Steps out of the mirror and into the hall. The trap then rolls initiative. +%% #trait/illusion %% +``` +```ad-embed-ability +title: Reflection AC + +24 +``` +```ad-embed-ability +title: Reflection Routine +2 actions + +Each reflection has 2 actions which it uses to [Step](rules/actions/step.md), [Stride](rules/actions/stride.md), or [Strike](rules/actions/strike.md) (in any combination). Reflections can act on the same turn they're created. +%% #trait/2-actions %% +``` +```ad-embed-ability +title: Reflection Speed + +50 feet +``` + +```ad-pf2-summary +title: Routine +(2 actions) This trap loses 1 action for each mirror disabled. Each mirror uses 1 action to Spawn a Reflection of a creature reflected in the mirror. The hazard can have a maximum of four reflections spawned at once. +``` +^routine + +**Reset** 1 day + +*Source: Dark Archive p. 124* \ No newline at end of file diff --git a/compendium/gm/hazards/cold-spot-botd.md b/compendium/gm/hazards/cold-spot-botd.md new file mode 100644 index 000000000..2e9446534 --- /dev/null +++ b/compendium/gm/hazards/cold-spot-botd.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/botd +- trait/haunt +aliases: ["Cold Spot"] +--- +# Cold Spot *Hazard 1* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 17 trained + +The temperature suddenly drops as spectral forces gather in the area. + +- **Disable** DC 19 [Religion](compendium/skills.md#Religion) (trained) to banish the cold spot with ritual prayers or DC 20 [Occultism](compendium/skills.md#Occultism) (trained) to foil the arrival of outside forces + +```ad-embed-ability +title: Sudden Chill [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [occult](rules/traits/occult.md) + +- **Trigger**: A living creature enters the area + +**Effect** The temperature drops as [invisible](rules/conditions.md#Invisible) spirits gather around the living. Living creatures within 15 feet take `2d4+5` cold damage (DC 17 basic Fortitude save). Creatures that critically fail their save are additionally [clumsy](rules/conditions.md#Clumsy). +%% #trait/cold #trait/evocation #trait/occult %% +``` + +**Reset** 1 hour + +*Source: Book of the Dead p. 64* \ No newline at end of file diff --git a/compendium/gm/hazards/collapsing-porch-tio.md b/compendium/gm/hazards/collapsing-porch-tio.md new file mode 100644 index 000000000..02a354503 --- /dev/null +++ b/compendium/gm/hazards/collapsing-porch-tio.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/tio +- trait/mechanical +- trait/trap +aliases: ["Collapsing Porch"] +--- +# Collapsing Porch *Hazard 1* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 19 [Perception](compendium/skills.md#Perception) check (or 0 after the hazard is triggered) + +A section of splintery and rotten floorboards drop a creature 6 feet onto uneven rocks and piercing shards of wood. + +- **Disable** DC 15 [Crafting](compendium/skills.md#Crafting) (trained) to replace or cover the weak sections of flooring, or DC 15 [Survival](compendium/skills.md#Survival) (trained) to crumble the rotten floorboards from a safe distance + +- **AC** 10 , **Fort** +1, **Ref** +1 +- **Floorboard Hardness** 3, **Floorboard HP** 12 (BT 6) +- **Immunities** critical hits; sneak attack +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Collapse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +If a creature walks on the area marked on the map, it falls through the weakened floorboards onto uneven rocks and sharp shards of wood, taking `1d4` piercing damage and `1d6` bludgeoning damage. The creature can use the [Grab an Edge](rules/actions/grab-an-edge.md) reaction to avoid the fall and the damage. +``` + +**Reset** Once this section of the porch has collapsed, creatures can still fall through the hole until the porch is [Repaired](rules/actions/repair.md). + +*Source: Troubles in Otari p. 14* \ No newline at end of file diff --git a/compendium/gm/hazards/collapsing-structure-frp2.md b/compendium/gm/hazards/collapsing-structure-frp2.md new file mode 100644 index 000000000..811574bee --- /dev/null +++ b/compendium/gm/hazards/collapsing-structure-frp2.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/frp2 +- trait/complex +- trait/environmental +aliases: ["Collapsing Structure"] +--- +# Collapsing Structure *Hazard 15* +[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) + +- **Complexity** Complex +- **Stealth** +20 master to notice cracks forming in the walls of the structure as Mogaru approaches. + +Mogaru brushes against a structure, severely compromising the building's stability and possibly causing it to collapse. + +- **Disable** DC 43 [Athletics](compendium/skills.md#Athletics) (master), [Crafting](compendium/skills.md#Crafting) (master), or Engineering Lore (master) to brace the structure to reduce the risk of collapse until the end of the creature's next turn. The DC of the flat check for this round (see Routine) is increased by 4 on a success, or by 8 on a critical success. Increasing the flat check DC to 21 or higher stabilizes the structure, ending this hazard. + +```ad-embed-ability +title: Shake Apart [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: Mogaru applies any amount of force to the structure + +**Effect** The building trembles. The floors of the building and the streets within 30 feet of the building become difficult terrain; creatures on this difficult terrain take a –2 circumstance penalty to attack rolls, AC, and skill checks. The hazard rolls initiative. +``` + +```ad-pf2-summary +title: Routine +(1 action) The GM rolls a DC 9 flat check to determine if the building collapses, increasing the DC as listed above. On a successful check, dust and debris fall within the building and 30 feet around it, providing concealment and dealing `6d6` bludgeoning damage to `1d4` randomly chosen targets (DC 35 basic Reflex save; on a critically failed save, the creature is knocked [prone](rules/conditions.md#Prone)). On a critical success, the effect is the same, but the debris deals `12d6` bludgeoning damage to `2d4` randomly chosen targets instead (DC 35 basic Reflex save; on a critically failed Reflex save, the creature is [restrained](rules/conditions.md#Restrained) by rubble until freed [[Force Open](rules/actions/force-open.md) DC 38, [Escape](rules/actions/escape.md) DC 35]). +``` +^routine + +**Reset** The building becomes susceptible to Shake Apart again `1d6` rounds after it is stabilized. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 88* \ No newline at end of file diff --git a/compendium/gm/hazards/collapsing-structure-lomm.md b/compendium/gm/hazards/collapsing-structure-lomm.md new file mode 100644 index 000000000..35f2d0ed9 --- /dev/null +++ b/compendium/gm/hazards/collapsing-structure-lomm.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/lomm +- trait/complex +- trait/environmental +- trait/kaiju +- trait/rare +aliases: ["Collapsing Structure"] +--- +# Collapsing Structure *Hazard 15* +[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [kaiju](rules/traits/kaiju-frp2.md) [rare](rules/traits/rare.md) + +- **Complexity** Complex +- **Stealth** +20 master to notice cracks forming in the walls of the structure as Ebeshra approaches + +Ebeshra brushes against a structure, possibly causing it to collapse. + +- **Disable** DC 43 [Athletics](compendium/skills.md#Athletics) (master), [Crafting](compendium/skills.md#Crafting) (master), or [Engineering Lore](compendium/skills.md#Lore) (master) to brace the structure to reduce the risk of collapse until the end of the creature's next turn. The DC of the flat check for this round (see Routine) is increased by 4 on a success, or by 8 on a critical success. Increasing the flat check DC to 21 or higher stabilizes the structure, ending this hazard. + +```ad-embed-ability +title: Shake Apart [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: Ebeshra applies any amount of force to the structure + +**Effect** The building trembles. The floors of the building and the streets within 30 feet of the building become difficult terrain; creatures on this difficult terrain take a –2 circumstance penalty to attack rolls, AC, and skill checks. The hazard rolls initiative. +``` + +```ad-pf2-summary +title: Routine +(1 action) The GM rolls a DC 9 flat check to determine if the building partially collapses, increasing the DC as listed above. On a successful check, dust and debris fall within the building and 30 feet around it, providing [concealment](rules/conditions.md#Concealed) and dealing `6d6` bludgeoning damage to `1d4` randomly chosen targets (DC 35 basic Reflex save; on a critical failure, the creature is knocked [prone](rules/conditions.md#Prone)). On a critical success, the effect is the same, but the debris deals `12d6` bludgeoning damageto `2d4` randomly chosen targets instead (DC 35 basic Reflex save; on a critical failure, the creature is [restrained](rules/conditions.md#Restrained) by rubble until freed [[Force Open](rules/actions/force-open.md) DC 38, [Escape](rules/actions/escape.md) DC 35]). +``` +^routine + +**Reset** The building becomes susceptible to Shake Apart again `1d6` rounds after it's stabilized. + +*Source: Lost Omens: Monsters of Myth p. 40* \ No newline at end of file diff --git a/compendium/gm/hazards/color-spray-trap-ooa2.md b/compendium/gm/hazards/color-spray-trap-ooa2.md new file mode 100644 index 000000000..f1bafb671 --- /dev/null +++ b/compendium/gm/hazards/color-spray-trap-ooa2.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ooa2 +- trait/auditory +- trait/illusion +- trait/incapacitation +- trait/magical +- trait/trap +- trait/visual +aliases: ["Color Spray Trap"] +--- +# Color Spray Trap *Hazard 4* +[auditory](rules/traits/auditory.md) [illusion](rules/traits/illusion.md) [incapacitation](rules/traits/incapacitation.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) [visual](rules/traits/visual.md) + +- **Complexity** Simple +- **Stealth** DC 22 trained to notice the glyph on the doorjamb + +A loud pop sounds when this door is opened, followed immediately by a blast of colorful lights that washes over whoever opened the door. + +- **Disable** DC 25 [Thievery](compendium/skills.md#Thievery) (trained) to disable the glyph, or dispel magic (1st level; counteract DC 22) to counteract the glyph + +- **AC** 22 , **Fort** +12, **Ref** +10 +- **Door Hardness** 8, **Door HP** 50 (BT 25) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Color Spray [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: The door is opened + +**Effect** The trap casts color spray on the triggering creature (DC 21). +``` + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 60* \ No newline at end of file diff --git a/compendium/gm/hazards/confounding-betrayal-gmg.md b/compendium/gm/hazards/confounding-betrayal-gmg.md new file mode 100644 index 000000000..9c51c44b2 --- /dev/null +++ b/compendium/gm/hazards/confounding-betrayal-gmg.md @@ -0,0 +1,50 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gmg +- trait/complex +- trait/haunt +aliases: ["Confounding Betrayal"] +--- +# Confounding Betrayal *Hazard 8* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) + +- **Complexity** Complex +- **Stealth** +21 expert + +Allies appear to shed their disguises and reveal themselves to be malevolent monsters. + +- **Disable** DC 28 [Deception](compendium/skills.md#Deception) (expert) twice to confound the haunt with your own deceptions, or DC 28 [Occultism](compendium/skills.md#Occultism) (trained) twice to create a ward against the haunt's mental influence + +```ad-embed-ability +title: Unmask [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[illusion](rules/traits/illusion.md) [occult](rules/traits/occult.md) + +- **Trigger**: Two or more creatures enter the haunt's area + +**Effect** Each creature sees the forms of nearby creatures shift and change, appearing to transform into fiendish or aberrant beings with a thirst for blood. Each creature in the area must attempt a DC 30 Will save. + +> [!success-degree] +> - **Critical Success** The creature sees through the illusions entirely and is temporarily immune to the haunt's routine for 1 minute. +> - **Success** The creature is unaffected by the strange images. +> - **Failure** The creature believes the illusions to be true; if they become [confused](rules/conditions.md#Confused) by the haunt's routine, they can't attempt flat checks to end the [confused](rules/conditions.md#Confused) condition when they take damage. +> - **Critical Failure** As failure, but the creature is left with a lingering suspicion of others and can't benefit from [Aid](rules/actions/aid.md) reactions for 24 hours. +%% #trait/illusion #trait/occult %% +``` + +```ad-pf2-summary +title: Routine +(1 action; illusion, incapacitation, occult) The haunt continues to confound victims' senses and inspire them to commit violence against each other. Each creature in the haunt's area must attempt a DC 26 Will save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected and temporarily immune for 1 minute. +> - **Success** The creature is unaffected. +> - **Failure** The creature is [confused](rules/conditions.md#Confused) for 1 round. +> - **Critical Failure** The creature is [confused](rules/conditions.md#Confused) for 1 minute. +``` +^routine + +**Reset** The haunt deactivates 1 minute after all creatures leave the area but resets immediately thereafter. + +*Source: Gamemastery Guide p. 80* \ No newline at end of file diff --git a/compendium/gm/hazards/confounding-portal-da.md b/compendium/gm/hazards/confounding-portal-da.md new file mode 100644 index 000000000..eaf5a653c --- /dev/null +++ b/compendium/gm/hazards/confounding-portal-da.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/da +- trait/illusion +- trait/magical +- trait/mental +- trait/trap +aliases: ["Confounding Portal"] +--- +# Confounding Portal *Hazard 0* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 16 + +Tiny runes carved around a doorframe or on a hall's walls surreptitiously confound creatures into circling the room or hallway they attempted to exit or pass through. + +- **Disable** DC 17 [Thievery](compendium/skills.md#Thievery) to scratch out the runes, or DC 16 [Arcana](compendium/skills.md#Arcana) to destroy the runes + +```ad-embed-ability +title: Confounding Misdirection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[arcane](rules/traits/arcane.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) + +- **Trigger**: A creature passes through the rune-carved doorway or hallway + +**Effect** The creature is [confused](rules/conditions.md#Confused) by the illusions and directed back into the room they attempted to exit through another doorway or back to the hallway's beginning. This feels no different to the triggering creature than walking through the doorway or hallway, and onlookers are similarly befuddled. A creature who succeeds at a DC 19 Will save resists this illusion and exits the room or proceeds down the hall without being misdirected. +%% #trait/arcane #trait/illusion #trait/mental %% +``` + +**Reset** automatic + +*Source: Dark Archive p. 122* \ No newline at end of file diff --git a/compendium/gm/hazards/constricting-hall-da.md b/compendium/gm/hazards/constricting-hall-da.md new file mode 100644 index 000000000..d30cfae52 --- /dev/null +++ b/compendium/gm/hazards/constricting-hall-da.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/da +- trait/complex +- trait/magical +- trait/trap +aliases: ["Constricting Hall"] +--- +# Constricting Hall *Hazard 8* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** DC 31 + +A hall's four walls become fluid and elastic when a creature reaches the hall's midpoint. + +- **Disable** DC 28 [Thievery](compendium/skills.md#Thievery) (trained) to stabilize each wall, or dispel magic (4th level; counteract DC 26) to counteract each wall + +```ad-embed-ability +title: Lose Form [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[occult](rules/traits/occult.md) [transmutation](rules/traits/transmutation.md) + +- **Trigger**: A creature reaches the hall's midpoint + +**Effect** The hall's walls lose their rigidity, becoming fluid and elastic. The hall becomes difficult terrain, and each creature in the hall is knocked [prone](rules/conditions.md#Prone) unless they succeed at a DC 26 Reflex save. The trap then rolls initiative. +%% #trait/occult #trait/transmutation %% +``` + +```ad-pf2-summary +title: Routine +(4 actions) This trap loses 1 action each round for each wall that has been disabled. Each wall uses 1 action to slam back and forth rapidly, pummeling one creature in the hall with a wall [Strike](rules/actions/strike.md). On a hit, the target is additionally knocked [prone](rules/conditions.md#Prone). The walls distribute the attacks as evenly as possible among creatures in the hall, and the [Strikes](rules/actions/strike.md) don't apply the trap's multiple attack penalty. +``` +^routine + +**Reset** 1 hour + +*Source: Dark Archive p. 124* \ No newline at end of file diff --git a/compendium/gm/hazards/convergence-lattice-ec6.md b/compendium/gm/hazards/convergence-lattice-ec6.md new file mode 100644 index 000000000..21b5ab6b8 --- /dev/null +++ b/compendium/gm/hazards/convergence-lattice-ec6.md @@ -0,0 +1,46 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec6 +- trait/complex +- trait/magical +- trait/trap +- trait/unique +aliases: ["Convergence Lattice"] +--- +# Convergence Lattice *Hazard 20* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) [unique](rules/traits/unique.md) + +- **Complexity** Complex +- **Stealth** +34 master to realize the lattice is a complex clockwork before it begins to move; noticing the lattice itself is DC 0. + +A complex clockwork of bright metal and delicately carved gemstones, the lattice's interlocking gears begin to whir as golden runes glow across its surface. + +- **Disable** DC 40 [Thievery](compendium/skills.md#Thievery) (master) or DC 35 [Religion](compendium/skills.md#Religion) (master) four times to obliterate each of the four key runes. A DC 45 [Thievery](compendium/skills.md#Thievery) (legendary) check (or breaking the lattice) stops the clockwork's movement and prevents it from resetting, but doesn't stop its current activation. + +- **AC** 45 , **Fort** +33, **Ref** +28 +- **Hardness** 30, **HP** 460 (BT 230) +- **Immunities** object immunities (except mental effects) +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Begin Convergence [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature that is not [controlled](rules/conditions.md#Controlled) by the convergence lattice sees it + +**Effect** The lattice's clockworks begin to move and it rolls for initiative. +``` + +```ad-pf2-summary +title: Routine +(3 actions) The convergence lattice uses its first action to call for aid. Each convergent creature within 100 feet of the lattice [Strides](rules/actions/stride.md) toward the lattice as a reaction. + +Creatures thus called continue to move toward the lattice on their turn each round until they are adjacent to it, at which point they defend it with their lives. The lattice uses its second action to deal `16d6` mental damage (DC 42 basic Will save) to a non-convergent creature within 100 feet. This damage is nonlethal; a creature knocked out by this damage doesn't gain the [dying](rules/conditions.md#Dying) condition and is automatically [controlled](rules/conditions.md#Controlled) by the convergence lattice when they awaken. The lattice uses its third action to make the same attack against a second non-convergent creature within 100 feet; if there isn't such a second creature, it doesn't take its third action. +``` +^routine + +**Reset** The convergence lattice deactivates and resets after there are no uncontrolled targets within line of sight for 1 minute. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 15* \ No newline at end of file diff --git a/compendium/gm/hazards/cracked-earth-loil.md b/compendium/gm/hazards/cracked-earth-loil.md new file mode 100644 index 000000000..466d3af3d --- /dev/null +++ b/compendium/gm/hazards/cracked-earth-loil.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/loil +- trait/environmental +aliases: ["Cracked Earth"] +--- +# Cracked Earth *Hazard 3* +[environmental](rules/traits/environmental.md) + +- **Complexity** Simple +- **Stealth** DC 22 trained + +This 20-foot-by-20-foot patch of ground is cobwebbed with cracks and fissures that crumble when a creature steps on it. + +- **Disable** DC 16 [Survival](compendium/skills.md#Survival) (untrained) to collapse safely; DC 20 [Crafting](compendium/skills.md#Crafting) (trained) to shore it up enough to pass over without collapsing it + +```ad-embed-ability +title: Long Fall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature steps onto the cracked earth + +**Effect** The creature fractures the thin crust of earth and falls through. That creature can use the [Grab an Edge](rules/actions/grab-an-edge.md) reaction to avoid falling, as long as it is adjacent to an edge. Otherwise it takes falling damage (typically 25 bludgeoning damage for a 50-foot drop). Some of these rifts eventually lead to the Darklands. +``` + +*Source: Lost Omens: Impossible Lands p. 231* \ No newline at end of file diff --git a/compendium/gm/hazards/crushing-gate-trap-ec5.md b/compendium/gm/hazards/crushing-gate-trap-ec5.md new file mode 100644 index 000000000..42db36850 --- /dev/null +++ b/compendium/gm/hazards/crushing-gate-trap-ec5.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec5 +- trait/trap +aliases: ["Crushing Gate Trap"] +--- +# Crushing Gate Trap *Hazard 16* +[trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 42 master to spot the triggering rod beneath the black sand. + +A [hidden](rules/conditions.md#Hidden) stone rod causes two immense stone doors to fall forward from their gate, crushing anything beneath them. The doors also fall forward if touched. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 42 (expert) to secure the doors in place without triggering the trap. + +- **AC** 40 , **Fort** +32, **Ref** +25 +- **Hardness** 26, **HP** 104 (BT 52) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Gate Collapse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) + +- **Trigger**: The stone rod is moved or either door is touched + +**Effect** The two falling doors deal `6d12+35` bludgeoning damage (DC 37 basic Reflex save) to all creatures within 15 feet of the gate. On a failure, a creature is also pinned beneath the door and [immobilized](rules/conditions.md#Immobilized) until the door is moved (DC 34 [Athletics](compendium/skills.md#Athletics)) or destroyed; each door has the same AC, Fortitude save, Hardness, and Hit Points as the trap itself. On a critical failure, the creature is trapped in such a way that it can't attempt to free itself. Moving or destroying one door doesn't help free anyone trapped by the other door. +%% #trait/attack %% +``` + +*Source: Extinction Curse #5: Lord of the Black Sands p. 14* \ No newline at end of file diff --git a/compendium/gm/hazards/crystal-pin-lomm.md b/compendium/gm/hazards/crystal-pin-lomm.md new file mode 100644 index 000000000..af0e37763 --- /dev/null +++ b/compendium/gm/hazards/crystal-pin-lomm.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/lomm +- trait/abjuration +- trait/divine +- trait/environmental +- trait/kaiju +- trait/rare +aliases: ["Crystal Pin"] +--- +# Crystal Pin *Hazard 20* +[abjuration](rules/traits/abjuration.md) [divine](rules/traits/divine.md) [environmental](rules/traits/environmental.md) [kaiju](rules/traits/kaiju-frp2.md) [rare](rules/traits/rare.md) + +- **Complexity** Simple +- **Stealth** DC 10 + +Ebeshra fires a crystal at a creature to pin them onto the Material Plane. + +- **Disable** DC 48 [Occultism](compendium/skills.md#Occultism) (legendary) or [Religion](compendium/skills.md#Religion) (legendary) to earn Ebeshra's favor and allow safe travel or DC 51 [Deception](compendium/skills.md#Deception) (master) to momentarily divert Ebeshra's attention + +```ad-embed-ability +title: Fire Pin [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature Ebeshra can see begins to use a [teleportation](rules/traits/teleportation.md) effect or an effect that would move any number of targets to a different plane; + +**Effect** Ebeshra hurls a crystal at the triggering creature. The triggering creature and all creatures within 50 feet of the creature take `16d8` piercing damage (DC 45 basic Reflex save) and additional effects based on the result of their save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The effect is counteracted, and the creature can't use [teleportation](rules/traits/teleportation.md) effects or planar travel effects for 1 minute. +> - **Failure** As success, but for 1 day instead of 1 minute. +> - **Critical Failure** As success, but for 1 week instead of 1 minute. Additionally, the creature becomes pinned under the crystal and must succeed at 3 total DC 45 checks to [Escape](rules/actions/escape.md) from under the crystal. +``` + +**Reset** Ebeshra waits `1d4` rounds to break off another crystal. + +*Source: Lost Omens: Monsters of Myth p. 40* \ No newline at end of file diff --git a/compendium/gm/hazards/daemonic-fog-av3.md b/compendium/gm/hazards/daemonic-fog-av3.md new file mode 100644 index 000000000..76cf157d5 --- /dev/null +++ b/compendium/gm/hazards/daemonic-fog-av3.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/av3 +- trait/environmental +- trait/magical +aliases: ["Daemonic Fog"] +--- +# Daemonic Fog *Hazard 10* +[environmental](rules/traits/environmental.md) [magical](rules/traits/magical.md) + +- **Complexity** Simple +- **Stealth** DC 30 expert + +The fog solidifies into tiny, gnawing creatures that devour everyone within before fading back into mist. + +- **Disable** DC 28 [Survival](compendium/skills.md#Survival) (expert) to disrupt the fog before the hazard triggers or dispel magic (5th level; counteract DC 26) to counteract the magic. + +```ad-embed-ability +title: Gnawing Fog [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) + +- **Trigger**: A creature crosses the cavern's midpoint (the dotted line on the map) + +**Effect** The hazard deals `9d6` piercing damage (DC 32 basic Reflex save) to the triggering creature and all other non-fiend creatures within 20 feet. A creature that critically fails the saving throw is [confused](rules/conditions.md#Confused) for `1d4` rounds. +%% #trait/divine #trait/evocation %% +``` + +**Reset** The hazard resets over the course of an hour as the daemonic stain reenergizes the fog. + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 38* \ No newline at end of file diff --git a/compendium/gm/hazards/dahaks-shell-aoa2.md b/compendium/gm/hazards/dahaks-shell-aoa2.md new file mode 100644 index 000000000..e97977eee --- /dev/null +++ b/compendium/gm/hazards/dahaks-shell-aoa2.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa2 +- trait/magical +- trait/trap +- trait/unique +aliases: ["Dahak's Shell"] +--- +# Dahak's Shell *Hazard 12* +[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) [unique](rules/traits/unique.md) + +- **Complexity** Simple +- **Stealth** +0 or [detect magic](compendium/spells/detect-magic.md) + +A ring of eight [dragon pillar](compendium/gm/hazards/dragon-pillar-aoa2.md) replicas mark the border of a dome of magical prismatic energy that entirely contains the Fortress of Sorrow. + +- **Disable** Each [dragon pillar](compendium/gm/hazards/dragon-pillar-aoa2.md) that is destroyed removes the corresponding color's effect from [Dahak](compendium/setting/deities/dahak-logm.md)'s shell; as long as even one color remains active, the pillars marking the shell's border cannot be damaged themselves, but a successful DC 32 [Thievery](compendium/skills.md#Thievery) (master) check or a successful [dispel magic](compendium/spells/dispel-magic.md) (6th level; counteract DC 30) against one of the eight pillars can cause a randomly determined active color in the shell defense (below) to become deactivated for `1d4` rounds. + +```ad-embed-ability +title: Prismatic Beam [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[abjuration](rules/traits/abjuration.md) [divine](rules/traits/divine.md) [light](rules/traits/light.md) + +- **Trigger**: a creature attempts and fails to disable one of the shell colors via [Thievery](compendium/skills.md#Thievery) or [dispel magic](compendium/spells/dispel-magic.md) + +**Effect** [Dahak](compendium/setting/deities/dahak-logm.md)'s shell [Strikes](rules/actions/strike.md) the triggering creature with a random eye beam. Roll `1d8` to determine the color (1–red, 2–orange, 3–yellow, 4–green, 5–blue, 6–indigo, 7–violet, 8–black). +%% #trait/abjuration #trait/divine #trait/light %% +``` +```ad-embed-ability +title: Shell Defense +[abjuration](rules/traits/abjuration.md) [divine](rules/traits/divine.md) [light](rules/traits/light.md) + +When a creature physically passes through the shell, the creature is affected simultaneously by all colors of energy currently active in the shell; apply these effects in the following order: red, orange, yellow, green, blue, indigo, violet, black. These effects are the same as that of the eye beams described in [dragon pillar](compendium/gm/hazards/dragon-pillar-aoa2.md), but with a save DC of 32. Each effect requires its own save. +%% #trait/abjuration #trait/divine #trait/light %% +``` + +*Source: Age of Ashes #2: Cult of Cinders p. 55* \ No newline at end of file diff --git a/compendium/gm/hazards/dahaks-skull-aoa2.md b/compendium/gm/hazards/dahaks-skull-aoa2.md new file mode 100644 index 000000000..ce0aa6798 --- /dev/null +++ b/compendium/gm/hazards/dahaks-skull-aoa2.md @@ -0,0 +1,55 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa2 +- trait/complex +- trait/fire +- trait/magical +- trait/trap +- trait/unique +aliases: ["Dahak's Skull"] +--- +# Dahak's Skull *Hazard 6* +[complex](rules/traits/complex.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) [unique](rules/traits/unique.md) + +- **Complexity** Complex +- **Stealth** +0 but DC 24 to notice that the fiery lights within the skull's eye sockets seem to be looking around the room. + +A pair of magical gems inside the dragon skull's eye sockets act as magical sensors with a 30-foot radius. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 27 (expert) two times to pry the gems embedded deep in the skull's eye sockets without triggering the sensor, or [dispel magic](compendium/spells/dispel-magic.md) (4th level, counteract DC 22) twice to dispel both eyes. +- **Perception** +16 [darkvision](rules/abilities/darkvision.md), [see invisibility](compendium/spells/see-invisibility.md) + +- **AC** 24 , **Fort** +17, **Ref** +8 +- **Hardness** 14, **HP** 56 (BT 28) +- **Immunities** critical hits; [fire](rules/traits/fire.md); object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Dahak's Glance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) + +- **Trigger**: A living creature that is not a member of the Cinderclaws enters area **C9** + +**Effect** One of the dragon skull's eye sockets shoots an eye beam at the triggering creature, then the hazard rolls initiative. +%% #trait/divine #trait/evocation #trait/fire %% +``` + +````ad-pf2-summary +title: Routine +(2 actions) On its initiative, [Dahak](compendium/setting/deities/dahak-logm.md)'s skull fires up to two eye beams; it must target a different creature with each attack. The eye beams can't target creatures directly below the skull. + +```ad-inline-attack +title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Eye Beam (20) ([divine](rules/traits/divine.md), [evocation](rules/traits/evocation.md), [fire](rules/traits/fire.md), range <150 feet>) +**Damage** `8d6` fire + +**Effects** + +%% #trait/divine #trait/evocation #trait/fire #trait/range-150-feet %% +``` +```` +^routine + +*Source: Age of Ashes #2: Cult of Cinders p. 61* \ No newline at end of file diff --git a/compendium/gm/hazards/damurdiels-vengeance-aoa6.md b/compendium/gm/hazards/damurdiels-vengeance-aoa6.md new file mode 100644 index 000000000..b271e09c8 --- /dev/null +++ b/compendium/gm/hazards/damurdiels-vengeance-aoa6.md @@ -0,0 +1,53 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa6 +- trait/complex +- trait/haunt +aliases: ["Damurdiel's Vengeance"] +--- +# Damurdiel's Vengeance *Hazard 19* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) + +- **Complexity** Complex +- **Stealth** +37 legendary or DC 47 to notice the dagger left in the pool start to move on its own + +An elven woman wearing a robe stands in the water. She beckons anyone who enters the room to join her in the pool. + +- **Disable** [Deception](compendium/skills.md#Deception) 45 (legendary) to pretend to be Erveniss and ask for forgiveness, [Diplomacy](compendium/skills.md#Diplomacy) 45 (legendary) to convince Damurdiel to stand down (elves who are masters in [Diplomacy](compendium/skills.md#Diplomacy) can attempt the check as if they were legendary instead), or [Religion](compendium/skills.md#Religion) 40 (legendary) to call upon [Calistria](compendium/setting/deities/calistria.md) to calm Damurdiel's spirit. + +- **AC** 43 , **Fort** +26, **Ref** +26, **Will** +35 +- **HP** 128 (BT 64) dagger +- **Immunities** +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Surprise Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) + +- **Trigger**: A creature approaches within 5 feet of the pool's edge + +**Effect** The ghostly elf causes a dagger to rise out of the waters and then fling toward the triggering creature. If the attack is a hit, it is a critical hit instead. The haunt then rolls initiative. +%% #trait/attack %% +``` + +````ad-pf2-summary +title: Routine +(3 actions) The haunt attempts to [Strike](rules/actions/strike.md) with the dagger. + +```ad-inline-attack +title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Dagger (40) ([agile](rules/traits/agile.md), [thrown <10 feet>](rules/traits/thrown.md), [versatile ](rules/traits/versatile.md)) +**Damage** `4d4+10` piercing plus 20 negative + +**Effects** + +%% #trait/agile #trait/thrown-10-feet #trait/versatile-s %% +``` +```` +^routine + +**Reset** Damurdiel's spirit subsides once she is destroyed or if she manages to reduce a creature to 0 Hit Points. She returns after 1 minute. + +*Source: Age of Ashes #6: Broken Promises p. 18* \ No newline at end of file diff --git a/compendium/gm/hazards/dance-of-death-gmg.md b/compendium/gm/hazards/dance-of-death-gmg.md new file mode 100644 index 000000000..288d39c83 --- /dev/null +++ b/compendium/gm/hazards/dance-of-death-gmg.md @@ -0,0 +1,57 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gmg +- trait/complex +- trait/haunt +aliases: ["Dance of Death"] +--- +# Dance of Death *Hazard 16* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) + +- **Complexity** Complex +- **Stealth** +32 master + +An eerie orchestra compels all who hear it to dance until they collapse from exhaustion. + +- **Disable** DC 42 [Intimidation](compendium/skills.md#Intimidation) (expert) three times to frighten dancers and spectral musicians alike away from participating in the deadly performance, DC 40 [Performance](compendium/skills.md#Performance) (master) twice to produce a tune discordant enough to disrupt the compulsion, or DC 42 [Religion](compendium/skills.md#Religion) (master) three times to banish the spirits with prayers + +```ad-embed-ability +title: Prelude [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[auditory](rules/traits/auditory.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [occult](rules/traits/occult.md) + +- **Trigger**: A creature approaches within 30 feet of the orchestra + +**Effect** The orchestra compels all creatures that can hear it to begin dancing. Each creature must attempt a +%% #trait/auditory #trait/enchantment #trait/incapacitation #trait/occult %% +``` +```ad-embed-ability +title: DC 41 + +Will save, with the following effects. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [flat-footed](rules/conditions.md#Flat-footed) and cannot use reactions. Additionally, it must spend 1 of its actions each round dancing. Dancing is a move action that allows the creature to [Stride](rules/actions/stride.md) up to half its Speed. +> - **Failure** As success, except the creature must spend 2 of its actions each round dancing. +> - **Critical Failure** As failure, except the creature must spend 3 of its actions each round dancing. +``` + +```ad-pf2-summary +title: Routine +(1 action; auditory, enchantment, incapacitation, occult) The orchestra performs a raucous tune, compelling all creatures that can hear it to spend actions dancing. + +Each round, creature must attempt a DC 37 Will save; the results of this save modify the number of actions that the creature must spend dancing each round. If this would cause the creature to spend more actions dancing than it can use on its turn, the creature takes `10d6` damage (or double that on a critical failure) from moving faster than its body can manage. + +> [!success-degree] +> - **Critical Success** The creature decreases the number of actions it must spend dancing by 1. +> - **Success** No effect. +> - **Failure** The creature increases the actions it must spend dancing by 1. +> - **Critical Failure** The creature increases the actions it must spend dancing by 2. +``` +^routine + +**Reset** The eerie orchestra spends an hour retuning its phantasmal instruments, after which it is ready to begin its routine again. + +*Source: Gamemastery Guide p. 81* \ No newline at end of file diff --git a/compendium/gm/hazards/deaths-slumber-ward-qff1.md b/compendium/gm/hazards/deaths-slumber-ward-qff1.md new file mode 100644 index 000000000..389acf777 --- /dev/null +++ b/compendium/gm/hazards/deaths-slumber-ward-qff1.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/qff1 +- trait/complex +- trait/magical +- trait/trap +aliases: ["Death's Slumber Ward"] +--- +# Death's Slumber Ward *Hazard 5* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +16 expert + +A whirlwind of four ephemeral, magical threads dispels the undead and shrouds the living in an endless slumber. + +- **Disable** DC 23 [Religion](compendium/skills.md#Religion) (expert) or DC 21 [Performance](compendium/skills.md#Performance) (trained) to dissipate one of the four threads. Characters who failed or critically failed a [Performance](compendium/skills.md#Performance) check to participate in Grandfather Eiwa's funeral in Chapter 1 have been able to reflect on the experience; these characters gain a +2 circumstance bonus to their [Performance](compendium/skills.md#Performance) checks to disable this trap. The trap is destroyed when all four threads are dissipated. + +```ad-embed-ability +title: Breath of Pharasma [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) + +- **Trigger**: A living or undead creature opens the trunk + +**Effect** The ephemeral winds rise, sapping energy. All living and undead creatures within 60 feet must succeed at a DC 22 Will save or become [slowed](rules/conditions.md#Slowed) ([slowed](rules/conditions.md#Slowed) on a critical failure). The trap then rolls initiative. +%% #trait/divine #trait/necromancy %% +``` + +```ad-pf2-summary +title: Routine +(4 actions) Each thread of energy passes through a random living or undead creature within 60 feet, dealing `4d6` damage (DC 22 basic Will save) to the creature. + +A thread deals negative damage to living creatures and positive damage to undead creatures. Each thread passes through a different random creature, if possible. + +Each dissipated thread reduces the trap's number of actions by 1. +``` +^routine + +**Reset** The haunt deactivates 1 minute after no living or undead creatures are within 100 feet, then resets. + +*Source: Quest for the Frozen Flame #1: Broken Tusk Moon p. 57* \ No newline at end of file diff --git a/compendium/gm/hazards/desperate-hunger-botd.md b/compendium/gm/hazards/desperate-hunger-botd.md new file mode 100644 index 000000000..a476e7286 --- /dev/null +++ b/compendium/gm/hazards/desperate-hunger-botd.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/botd +- trait/haunt +aliases: ["Desperate Hunger"] +--- +# Desperate Hunger *Hazard 12* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 35 master to feel an odd sense of hunger + +A skeletally thin spirit appears, weeping as it shoves earth and stones down its throat in an effort to stave off hunger. + +- **Disable** DC 36 [Deception](compendium/skills.md#Deception) (master) to convince the spirit it's no longer hungry or DC 38 [Occultism](compendium/skills.md#Occultism) (trained) to ritually feed the spirit + +```ad-embed-ability +title: Desperate Meal [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[occult](rules/traits/occult.md) [transmutation](rules/traits/transmutation.md) + +- **Trigger**: A creature approaches within 10 feet + +**Effect** Creatures within 30 feet are filled with painful hunger and must succeed at a DC 32 Fortitude save or feel their stomachs fill with rocks, dirt, and worse, dealing `6d10+20` piercing damage. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage and is [sickened](rules/conditions.md#Sickened). +> - **Failure** The creature takes full damage and is [sickened](rules/conditions.md#Sickened). +> - **Critical Failure** The creature takes double damage, is [sickened](rules/conditions.md#Sickened), and takes a –10-foot status penalty to its Speeds for as long as it's [sickened](rules/conditions.md#Sickened). +%% #trait/occult #trait/transmutation %% +``` + +**Reset** 1 day + +*Source: Book of the Dead p. 67* \ No newline at end of file diff --git a/compendium/gm/hazards/dimensional-darkside-mirror-frp3.md b/compendium/gm/hazards/dimensional-darkside-mirror-frp3.md new file mode 100644 index 000000000..fb3a1df24 --- /dev/null +++ b/compendium/gm/hazards/dimensional-darkside-mirror-frp3.md @@ -0,0 +1,46 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/frp3 +- trait/complex +- trait/magical +- trait/mechanical +- trait/trap +aliases: ["Dimensional Darkside Mirror"] +--- +# Dimensional Darkside Mirror *Hazard 19* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +37 master to notice it isn't a regular mirror. + +A magic mirror replaces characters with evil mirror duplicates from another dimension. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 40 (legendary) to retrieve a creature from the other dimension within 10 minutes of the switch (possible only if their mirror duplicate is dead), [Thievery](compendium/skills.md#Thievery) DC 45 (master) to permanently disable the mirror once all mirror duplicates are dead, or dispel magic (8th level; counteract DC 37) to counteract the mirror for 1 minute and prevent additional replacements during that time. + +- null, **Fort** +25, **Ref** +20 +- **Hardness** 1, **HP** 4 (BT 2) the mirror can't be damaged while any mirror duplicate is alive +- **Immunities** +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Reflection of Evil [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) + +- **Trigger**: A non-evil creature is reflected in the mirror + +**Effect** The mirror absorbs the creature into the mirror, replacing it with an evil mirror duplicate (DC 41 Reflex to avoid being absorbed into the mirror), and rolls initiative. +%% #trait/arcane #trait/conjuration #trait/teleportation %% +``` + +```ad-pf2-summary +title: Routine +(1 action) The mirror absorbs another reflected creature into the mirror and replaces it with a mirror duplicate. Mirror duplicates attack on their own initiative, using the same statistics as the original creature, but with an evil alignment (changing only abilities that shift with the alignment change). A mirror duplicate can spend 3 actions in contact with the mirror to return to its original dimension and release the creature it duplicated, but most mirror duplicates prefer not to. +``` +^routine + +**Reset** The mirror is always ready to absorb creatures into the other dimension. Ten minutes after a creature is sucked into the mirror, if an ally doesn't rescue the creature with [Thievery](compendium/skills.md#Thievery), it reaches the other dimension, where it might be captured or killed. In the mirror dimension, it counts as a mirror duplicate, so the denizens of the other dimension can't destroy the mirror on their side while the absorbed creature is there. These dimensions are alternate realities, not planes, so even rituals like plane shift can't reach them. + +*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 44* \ No newline at end of file diff --git a/compendium/gm/hazards/disorienting-illusions-da.md b/compendium/gm/hazards/disorienting-illusions-da.md new file mode 100644 index 000000000..2a579e013 --- /dev/null +++ b/compendium/gm/hazards/disorienting-illusions-da.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/da +- trait/illusion +- trait/magical +- trait/trap +- trait/visual +aliases: ["Disorienting Illusions"] +--- +# Disorienting Illusions *Hazard 1* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) [visual](rules/traits/visual.md) + +- **Complexity** Simple +- **Stealth** DC 20 + +Illusions cloaking this chamber cause it to appear distorted and constantly shifting, with the room and all its contents appearing tilted, irregular, and in motion. + +- **Disable** DC 17 [Crafting](compendium/skills.md#Crafting) (trained) to calculate the room's dimensions despite the illusions, or dispel magic (1st level; counteract DC 17) to counteract the illusions + +```ad-embed-ability +title: Disorient [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[arcane](rules/traits/arcane.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) + +- **Trigger**: A creature enters the room + +**Effect** Illusions cause the appearance of the room and the objects inside it to constantly warp, shift, bend, and distort for 1 minute. Each creature in the room while it's distorting must attempt a DC 17 [Perception](compendium/skills.md#Perception) check. + +> [!success-degree] +> - **Critical Success** The creature disbelieves the illusions and is unaffected. +> - **Success** The creature disbelieves the illusions but still sees them. It treats the room as difficult terrain. +> - **Failure** The creature is fooled by the illusions. It treats the room as difficult terrain and becomes [sickened](rules/conditions.md#Sickened). As long as it remains in the room, it can't reduce its [sickened](rules/conditions.md#Sickened) value below 1. +> - **Critical Failure** As failure, but each time the creature attempts a move action, it must succeed at a DC 5 flat check or they lose the action, and on a critical failure, it also falls [prone](rules/conditions.md#Prone). +%% #trait/arcane #trait/illusion #trait/mental #trait/visual %% +``` + +**Reset** 1 minute + +*Source: Dark Archive p. 122* \ No newline at end of file diff --git a/compendium/gm/hazards/distortion-mirror-da.md b/compendium/gm/hazards/distortion-mirror-da.md new file mode 100644 index 000000000..c20ee881b --- /dev/null +++ b/compendium/gm/hazards/distortion-mirror-da.md @@ -0,0 +1,47 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/da +- trait/magical +- trait/transmutation +- trait/trap +aliases: ["Distortion Mirror"] +--- +# Distortion Mirror *Hazard 14* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 38 0 to notice the mirror + +Fun-house mirrors distort a viewer's reflection, painfully reshaping their body to match what appears in the reflected images. + +- **Disable** DC 38 [Thievery](compendium/skills.md#Thievery) (master) to deface the mirror's pane, or dispel magic (7th level; counteract DC 36) to dispel the mirror or counteract the transformation + +- **AC** 33 , **Fort** +28, **Ref** +22 +- **Hardness** 24, **HP** 90 (BT 45) +- **Immunities** object immunities +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Painful Transformation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) + +- **Trigger**: A creature is reflected in the mirror + +**Effect** The triggering creature's body is painfully squished, stretched, and distorted to match their reflection. The creature takes `6d10+30` force damage and must attempt a DC 39 Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes half damage and is [clumsy](rules/conditions.md#Clumsy) and [enfeebled](rules/conditions.md#Enfeebled) for 1 round. +> - **Failure** The target takes full damage and is [clumsy](rules/conditions.md#Clumsy) and [enfeebled](rules/conditions.md#Enfeebled) for 4 rounds. +> - **Critical Failure** The target takes double damage and is [clumsy](rules/conditions.md#Clumsy) and [enfeebled](rules/conditions.md#Enfeebled) for 1 minute. As long as the creature is [clumsy](rules/conditions.md#Clumsy) or [enfeebled](rules/conditions.md#Enfeebled), it additionally takes a –10-foot status penalty to its Speeds. +> +> When the effects of this trap end, the triggering creature's transformation ends, and its body reverts to its natural form. +%% #trait/attack %% +``` + +**Reset** 1 day + +*Source: Dark Archive p. 123* \ No newline at end of file diff --git a/compendium/gm/hazards/doom-of-tomorrow-av1.md b/compendium/gm/hazards/doom-of-tomorrow-av1.md new file mode 100644 index 000000000..3cc6db2ca --- /dev/null +++ b/compendium/gm/hazards/doom-of-tomorrow-av1.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/av1 +- trait/magical +- trait/trap +aliases: ["Doom Of Tomorrow"] +--- +# Doom Of Tomorrow *Hazard 3* +[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 20 expert + +The sounds of devastation rise from the diorama, and a beam of shimmering energy lances outward from the tiny model of Gauntlight. + +- **Disable** DC 20 [Thievery](compendium/skills.md#Thievery) (trained) to quickly deactivate the model of Gauntlight before it triggers, or DC 23 [Stealth](compendium/skills.md#Stealth) (trained) to creep by a trap without triggering it. + +- **AC** 21 , **Fort** +15, **Ref** +8 +- **Hardness** 8, **HP** 56 (BT 28) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Apocalypse Beam [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature steps within 10 feet of the back of a diorama alcove + +**Effect** The trap fires an apocalypse beam at that creature. +``` + +**Reset** Each trap resets automatically after 1 hour. + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 31* \ No newline at end of file diff --git a/compendium/gm/hazards/dragon-pillar-aoa2.md b/compendium/gm/hazards/dragon-pillar-aoa2.md new file mode 100644 index 000000000..bd0eacb99 --- /dev/null +++ b/compendium/gm/hazards/dragon-pillar-aoa2.md @@ -0,0 +1,91 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa2 +- trait/complex +- trait/magical +- trait/rare +- trait/trap +aliases: ["Dragon Pillar"] +--- +# Dragon Pillar *Hazard 6* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +0 or [detect magic](compendium/spells/detect-magic.md) + +A 10-foot-tall wooden pole topped by a wooden carving of [Dahak](compendium/setting/deities/dahak-logm.md)'s head. Each dragon pillar's head has been treated with something to give it a distinct color, as indicated in the specific encounter, but regardless of color, plumes of smoke waft up from the mouth. + +- **Disable** [Athletics](compendium/skills.md#Athletics) DC 26 (expert) to push the pillar over, or [Thievery](compendium/skills.md#Thievery) DC 26 (expert) on the pillar to erase the magic runes that power it, or [dispel magic](compendium/spells/dispel-magic.md) (4th level; counteract DC 22) to dispel the pillar's magic. +- **Perception** +16 [darkvision](rules/abilities/darkvision.md) 60 feet + +```ad-embed-ability +title: Recognize Ally + +A dragon pillar can see through its empty eye sockets, and it can recognize Cinderclaws and their allies. A character disguised as a Cinderclaw can trick a dragon pillar into perceiving it as a Cinderclaw ally by using [Deception](compendium/skills.md#Deception) to [Impersonate](rules/actions/impersonate.md). A dragon pillar always uses [Perception](compendium/skills.md#Perception) for initiative. +``` + +- **AC** 24 , **Fort** +17, **Ref** +8 +- **Hardness** 14, **HP** 56 (BT 28) +- **Immunities** critical hits; [fire](rules/traits/fire.md); object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Dragon Pillar Glance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: The dragon pillar sees a creature within 120 feet who isn't a recognized Cinderclaw or Cinderclaw ally. + +**Effect** The dragon pillar makes an eye beam [Strike](rules/actions/strike.md) against the triggering creature, then rolls initiative. +``` + +````ad-pf2-summary +title: Routine +(1 action) On its initiative, the dragon pillar fires an eye beam at the closest target within 120 feet. + +```ad-inline-attack +title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Eye Beam (20) ([divine](rules/traits/divine.md), [evocation](rules/traits/evocation.md), range <120 feet>) +**Effects** The target is subjected to an effect determined by the pillar's color and summarized below. On a critical hit, the target's save result is one degree worse. + +- **Black Eye Beam (area A5)** ([incapacitation](rules/traits/incapacitation.md)) DC 24 Fortitude save. + + > [!success-degree] + > - **Critical Success** The target is unaffected. + > - **Success** The target is [blinded](rules/conditions.md#Blinded) for 1 round. + > - **Failure** The target is [blinded](rules/conditions.md#Blinded) for 1 hour. + > - **Critical Failure** The target is [blinded](rules/conditions.md#Blinded) for 24 hours. +- **Blue Eye Beam (area A7)** ([incapacitation](rules/traits/incapacitation.md)) DC 24 Fortitude save. + + > [!success-degree] + > - **Critical Success** The target is unaffected. + > - **Success** The target is [petrified](rules/conditions.md#Petrified) for 1 round. + > - **Failure** The target is [petrified](rules/conditions.md#Petrified) for 1 hour. + > - **Critical Failure** The target is [petrified](rules/conditions.md#Petrified) permanently. +- **Green Eye Beam (area A8)** ([poison](rules/traits/poison.md)) `6d6` poison damage (DC 24 basic Reflex save). +- **Indigo Eye Beam (area A9)** ([incapacitation](rules/traits/incapacitation.md)) DC 24 Will save. + + > [!success-degree] + > - **Critical Success** The target is unaffected. + > - **Success** The target is [slowed](rules/conditions.md#Slowed) for 1 round. + > - **Failure** The target is [confused](rules/conditions.md#Confused) for 1 hour. + > - **Critical Failure** The target is controlled by the dragon pillar and remains within 60 feet of it at all times, defending the dragon pillar from all non-Cinderclaws. While a target is controlled, it is treated as a Cinderclaw ally by the dragon pillar. The dragon pillar can control up to 3 targets at a time; any targets in excess who critically fail this saving throw are instead confused for `1d4+1` rounds. A controlled creature can attempt a new Will save once every 24 hours to escape control, but doing so automatically causes the dragon pillar to attack it with a new eye beam to attempt to re-establish control. The control ends if the pillar is destroyed. +- **Yellow Eye Beam (area A12)** ([electricity](rules/traits/electricity.md)) `6d6` electricity damage (DC 24 basic Reflex save). +- **Orange Eye Beam (area A15)** ([acid](rules/traits/acid.md)) `6d6` acid damage (DC 24 basic Reflex save). +- **Red Eye Beam (area A16)** ([fire](rules/traits/fire.md)) `6d6` fire damage (DC 24 basic Reflex save). +- **Violet Eye Beam (area A9)** ([incapacitation](rules/traits/incapacitation.md)) DC 24 Will save. + + > [!success-degree] + > - **Critical Success** The target is unaffected. + > - **Success** The target is [stunned](rules/conditions.md#Stunned). + > - **Failure** The target is [stunned](rules/conditions.md#Stunned). + > - **Critical Failure** The target is [stunned](rules/conditions.md#Stunned). + +%% #trait/divine #trait/evocation #trait/range-120-feet %% +``` +```` +^routine + +**Reset** The dragon pillar deactivates and resets as soon as it perceives no appropriate targets in range. + +*Source: Age of Ashes #2: Cult of Cinders p. 28* \ No newline at end of file diff --git a/compendium/gm/hazards/dragonstorm-aoa6.md b/compendium/gm/hazards/dragonstorm-aoa6.md new file mode 100644 index 000000000..bfc97ee7c --- /dev/null +++ b/compendium/gm/hazards/dragonstorm-aoa6.md @@ -0,0 +1,71 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa6 +- trait/environmental +- trait/magical +- trait/rare +aliases: ["Dragonstorm"] +--- +# Dragonstorm *Hazard 18* +[environmental](rules/traits/environmental.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Complexity** Simple +- **Stealth** +40 legendary + +A massive storm stirs in the skies above Breachill and Citadel Altaerein. As specific events begin during the three waves of the manifestation's retribution, the dragonstorm wreaks localized havoc. + +- **Disable** The dragonstorm can't be disabled—only endured. It ends only once the attack on Breachill and Citadel Altaerein is over. + +````ad-embed-ability +title: Localized Dragonstorm [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[air](rules/traits/air.md) + +- **Trigger**: A new wave begins + +**Effect** Roll `1d10` to determine which effect manifests from the following possibilities. The placement of these effects is guided by [Dahak](compendium/setting/deities/dahak-logm.md)'s will, and they should manifest in the most detrimental locations possible to the PCs. + +```ad-embed-ability +title: 1–2: Acid Rain +[acid](rules/traits/acid.md) + +A torrent of acid drenches creatures in a 20-foot burst. Creatures in the area take `6d10` acid damage (DC 42 basic Reflex save). Creatures that critically fail also take 5 [persistent acid damage](rules/conditions.md#Persistent%20Damage). +%% #trait/acid %% +``` + +```ad-embed-ability +title: 3–4: Freezing Wind +[cold](rules/traits/cold.md) + +A barrage of freezing wind and hail assaults all creatures in a 20-foot burst. Creatures in the area take `3d10` cold damage and `3d10` bludgeoning damage (DC 42 basic Reflex save) Creatures that critically fail are [slowed](rules/conditions.md#Slowed) for 1 round. +%% #trait/cold %% +``` + +```ad-embed-ability +title: 5–6: Bolts of Lightning +[electricity](rules/traits/electricity.md) + +Several bolts of lightning strike all creatures in a 20-foot burst. Creatures in the area take `6d10` electricity damage (DC 42 basic Reflex save). Creatures that critically fail their saves become [blinded](rules/conditions.md#Blinded) and [deafened](rules/conditions.md#Deafened) for 1 round. +%% #trait/electricity %% +``` + +```ad-embed-ability +title: 7–8: Flaming Vortex +[fire](rules/traits/fire.md) + +Gouts of flame fall on all creatures in a 20-foot burst. Creatures in the area take `6d10` fire damage (DC 42 basic Reflex save). Creatures that critically fail their saves also take 5 [persistent fire damage](rules/conditions.md#Persistent%20Damage). +%% #trait/fire %% +``` + +```ad-embed-ability +title: 9–10: Poison Miasma +[poison](rules/traits/poison.md) + +Poisonous mist rolls forth, covering a 20-foot burst for 1 round. Creatures within the mist become [concealed](rules/conditions.md#Concealed), and creatures outside it become [concealed](rules/conditions.md#Concealed) to creatures within it. Creatures within the mist take `6d10` poison damage (DC 42 basic Fortitude save). Creatures that critically fail their saves become [enfeebled](rules/conditions.md#Enfeebled). +%% #trait/poison %% +``` +%% #trait/air %% +```` + +*Source: Age of Ashes #6: Broken Promises p. 7* \ No newline at end of file diff --git a/compendium/gm/hazards/dream-pollen-pods-ec1.md b/compendium/gm/hazards/dream-pollen-pods-ec1.md new file mode 100644 index 000000000..92b866bbc --- /dev/null +++ b/compendium/gm/hazards/dream-pollen-pods-ec1.md @@ -0,0 +1,60 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec1 +- trait/complex +- trait/environmental +- trait/trap +aliases: ["Dream Pollen Pods"] +--- +# Dream Pollen Pods *Hazard 3* +[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +12 trained + +Four magical plants inside the wagon release hallucinogenic pollen when disturbed. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 18 (trained) to carefully remove a pollen pod or [Nature](compendium/skills.md#Nature) DC 18 (trained) to prevent a pod from bursting. + +- **AC** 18 , **Fort** +9, **Ref** +3 +- **Hardness** 1, **HP** 32 (BT 16) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Pollen Burst [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: The wagon door is opened or the pods are disturbed + +**Effect** A pod makes a pollen spray [Strike](rules/actions/strike.md) against an adjacent creature or the creature that opened the door, the door falls off the wagon, and the trap rolls initiative. +``` + +````ad-pf2-summary +title: Routine +(4 actions) The trap loses 1 action each turn for each removed or disabled pollen pod. The trap doesn't take a multiple attack penalty. + +```ad-inline-attack +title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Pollen Spray (12) (range <20 feet>) +**Damage** `1d8` poison and hallucinogenic pollen + +**Effects** hallucinogenic pollen + +%% #trait/range-20-feet %% +``` + +```ad-embed-ability +title: Hallucinogenic Pollen + +A creature hit by the trap's pollen spray must succeed at a DC 20 Will save or it is [confused](rules/conditions.md#Confused) for 1 round and takes a –2 status penalty to [Perception](compendium/skills.md#Perception) checks and saves against [mental](rules/traits/mental.md) effects for `1d4` hours. + +On a critical failure, the penalty is instead –4. +``` +```` +^routine + +**Reset** The trap resets after 1 hour, when the pods have regrown additional pollen. If all the pods are removed or disabled, the trap doesn't reset. + +*Source: Extinction Curse #1: The Show Must Go On p. 12* \ No newline at end of file diff --git a/compendium/gm/hazards/echoes-of-betrayal-aoa4.md b/compendium/gm/hazards/echoes-of-betrayal-aoa4.md new file mode 100644 index 000000000..58c6592ad --- /dev/null +++ b/compendium/gm/hazards/echoes-of-betrayal-aoa4.md @@ -0,0 +1,49 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa4 +- trait/complex +- trait/haunt +- trait/ne +- trait/unique +aliases: ["Echoes Of Betrayal"] +--- +# Echoes Of Betrayal *Hazard 16* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) [ne](rules/traits/neutral-evil-b1.md) [unique](rules/traits/unique.md) + +- **Complexity** Complex +- **Stealth** DC 35 master to hear the quiet murmurs of angry spirits + +Malevolent spirits led by a ghostly image of Ludika rise and begin a deadly brawl. These spirits attempt to overwhelm living creatures, forcing them to join the battle. + +- **Disable** [Religion](compendium/skills.md#Religion) DC 35 (master) three times to exorcise the spirits or [Diplomacy](compendium/skills.md#Diplomacy) DC 39 (expert) three times to talk them down. + +```ad-embed-ability +title: Confuse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) + +- **Trigger**: At least three creatures enter area **H10**. + +**Effect** The haunt takes control of all creatures in the prison, affecting them with [confusion](compendium/spells/confusion.md) (8th level, DC 37). +%% #trait/emotion #trait/fear #trait/illusion #trait/mental #trait/occult %% +``` + +````ad-pf2-summary +title: Routine +(1 action) As 1 action, the haunt causes a barrage of ghostly fists to lash from the walls, floors, and ceiling. The haunt attempts a spectral fist [Strike](rules/actions/strike.md) against each creature in area **H10**. + +```ad-inline-attack +title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Spectral Fist (35) ([magical](rules/traits/magical.md), [reach <10 feet>](rules/traits/reach.md)) +**Damage** `5d10` bludgeoning, and the creature must attempt a new DC 37 Will save against [confusion](compendium/spells/confusion.md) if it's not already [confused](rules/conditions.md#Confused). + +**Effects** and the creature must attempt a new DC 37 Will save against confusion if it's not already [confused](rules/conditions.md#Confused). + +%% #trait/magical #trait/reach-10-feet %% +``` +```` +^routine + +**Reset** After 24 hours, the haunt returns. The spirits are permanently put to rest only if a lawfully appointed judge from Saggorak (or Kovlar) comes into the prison, takes damage from the haunt, and survives the attack. + +*Source: Age of Ashes #4: Fires of the Haunted City p. 53* \ No newline at end of file diff --git a/compendium/gm/hazards/echoes-of-faith-ec2.md b/compendium/gm/hazards/echoes-of-faith-ec2.md new file mode 100644 index 000000000..f1c3c5c53 --- /dev/null +++ b/compendium/gm/hazards/echoes-of-faith-ec2.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec2 +- trait/haunt +aliases: ["Echoes Of Faith"] +--- +# Echoes Of Faith *Hazard 6* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 24 expert + +The restless spirits of clergy who once inhabited this now-defiled temple of Aroden remain within the sanctuary and pulpit. + +- **Disable** DC 26 [Occultism](compendium/skills.md#Occultism) (expert) to exorcise the spirits, or [Deception](compendium/skills.md#Deception) or DC 28 [Religion](compendium/skills.md#Religion) (trained) to imitate the Arodenite faith and render the haunt harmless until it resets + +- **AC** 24 , **Fort** +13, **Will** +15 +- **HP** 60 +- **Immunities** critical hits; physical damage +- **Resistances** +- **Weaknesses** positive 10 + +```ad-embed-ability +title: Phantom Sermon [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) + +- **Trigger**: A non-Arodenite creature approaches within 5 feet of the lectern + +**Effect** A spectral minister appears before the pulpit, resembling an ever-shifting amalgamation of several past priests. The spectral minister delivers fervent exhortations about faithlessness. Each creature on the dais must succeed at a DC 24 Will save or become [drained](rules/conditions.md#Drained). On a critical failure, the creature is [drained](rules/conditions.md#Drained). +%% #trait/divine #trait/necromancy %% +``` + +**Reset** The spirits return in `1d8` hours as long as any xulgaths remain in Moonstone Hall. + +*Source: Extinction Curse #2: Legacy of the Lost God p. 29* \ No newline at end of file diff --git a/compendium/gm/hazards/ectoplasmic-grasp-botd.md b/compendium/gm/hazards/ectoplasmic-grasp-botd.md new file mode 100644 index 000000000..219ad0374 --- /dev/null +++ b/compendium/gm/hazards/ectoplasmic-grasp-botd.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/botd +- trait/haunt +aliases: ["Ectoplasmic Grasp"] +--- +# Ectoplasmic Grasp *Hazard 5* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 23 trained to notice ectoplasm coalescing + +A massive ectoplasmic hand forms around a creature and squeezes it. + +- **Disable** DC 24 [Occultism](compendium/skills.md#Occultism) (trained) to send the ectoplasm back to the Ethereal Plane or DC 26 [Acrobatics](compendium/skills.md#Acrobatics) to move through and disrupt the coalescing ectoplasm before it takes hold + +```ad-embed-ability +title: Squeeze [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature moves over the haunt's area + +**Effect** The hand forms out of ectoplasm and squeezes the triggering creature, dealing `3d8+14` bludgeoning damage (DC 22 basic Fortitude save). On a failure, the creature is [immobilized](rules/conditions.md#Immobilized) ([Escape](rules/actions/escape.md) DC 22). +``` + +**Reset** 1 day + +*Source: Book of the Dead p. 66* \ No newline at end of file diff --git a/compendium/gm/hazards/electrified-water-ward-sot2.md b/compendium/gm/hazards/electrified-water-ward-sot2.md new file mode 100644 index 000000000..55541444c --- /dev/null +++ b/compendium/gm/hazards/electrified-water-ward-sot2.md @@ -0,0 +1,46 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/sot2 +- trait/complex +- trait/magical +- trait/trap +aliases: ["Electrified Water Ward"] +--- +# Electrified Water Ward *Hazard 8* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +18 expert + +Passing over an [invisible](rules/conditions.md#Invisible) rune on the floor between the north and south doors triggers a dancing burst of electricity. + +- **Disable** DC 26 [Thievery](compendium/skills.md#Thievery) (expert), DC 28 [Arcana](compendium/skills.md#Arcana) (expert), + +```ad-embed-ability +title: or DC + +28 [Occultism](compendium/skills.md#Occultism) (expert) to harmlessly bleed away the electrical energy from the rune. Once the trap has been activated, the electrical energy is stronger, so three successful checks (of any combination of the relevant skills) are necessary to deactivate it, but these checks can be attempted from anywhere in the room. +``` +```ad-embed-ability +title: Electrocution [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[arcane](rules/traits/arcane.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) + +- **Trigger**: A creature passes over the [invisible](rules/conditions.md#Invisible) underwater rune between the north and south doors + +**Effect** The trap deals `4d10` electricity damage (DC 26 basic Reflex save) to creatures touching the water, and then rolls initiative. +%% #trait/arcane #trait/electricity #trait/evocation %% +``` + +```ad-pf2-summary +title: Routine +(1 action) The trap deals `4d10` electricity damage (DC 26 basic Reflex save) to all creatures in the room. + +A creature that fails the save is [slowed](rules/conditions.md#Slowed) ([slowed](rules/conditions.md#Slowed) on a critical failure). A creature that isn't touching the water treats the result of its saving throw as one degree of success better. +``` +^routine + +**Reset** The pulses stop as soon as no creatures are in the hallway, and then reset after 1 hour. + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 57* \ No newline at end of file diff --git a/compendium/gm/hazards/endless-elven-aging-aoa5.md b/compendium/gm/hazards/endless-elven-aging-aoa5.md new file mode 100644 index 000000000..d241cb00e --- /dev/null +++ b/compendium/gm/hazards/endless-elven-aging-aoa5.md @@ -0,0 +1,72 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa5 +- trait/complex +- trait/haunt +- trait/magical +aliases: ["Endless Elven Aging"] +--- +# Endless Elven Aging *Hazard 17* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) [magical](rules/traits/magical.md) + +- **Complexity** Complex +- **Stealth** +33 master + +A haunted mural fascinates characters and swiftly drains their vitality. + +- **Disable** [Occultism](compendium/skills.md#Occultism) DC 38 (master) or [Religion](compendium/skills.md#Religion) DC 38 (master) to calm the restless energies and suppress the haunt for 1 hour; a critical success deactivates the haunt permanently. + +- **AC** 20 , **Fort** +13, **Ref** +5 +- **Painting Hardness** 15, **Painting HP** 30 per square (6 squares must be destroyed to disable the haunt) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Lifelike Scintillation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[divination](rules/traits/divination.md) [occult](rules/traits/occult.md) + +- **Trigger**: A living creature examines the mural or enters the room + +**Effect** The haunt activates and rolls initiative. +%% #trait/divination #trait/occult %% +``` + +````ad-pf2-summary +title: Routine +(2 actions) The haunt lures creatures into area **A2** using Captivate. Any actions it hasn't used to Captivate are used to drain a living creature in the room with Live a Thousand Lives. + +```ad-embed-ability +title: Captivate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[charm](rules/traits/charm-b1.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) + +The faintly moving images compel one creature within 30 feet of the room to move into the room. The creature attempts a DC 38 Will save. + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** The target must spend all its actions on its next turn moving into the room, and is then [paralyzed](rules/conditions.md#Paralyzed) until the end of its next turn. +> - **Critical Failure** As failure, and the target is also [stupefied](rules/conditions.md#Stupefied) for 1 minute. +%% #trait/charm #trait/enchantment #trait/incapacitation #trait/mental #trait/occult %% +``` + +```ad-embed-ability +title: Live a Thousand Lives [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[mental](rules/traits/mental.md) [occult](rules/traits/occult.md) + +The haunt causes a living creature in the room to experience a full elven life, weathering every wound, misfortune, loss, and consequence of aging centuries in a matter of seconds. The target must attempt a DC 38 Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target becomes [fatigued](rules/conditions.md#Fatigued). +> - **Failure** The target becomes [drained](rules/conditions.md#Drained) (or its [drained](rules/conditions.md#Drained) value increases by 1, to a maximum of [drained](rules/conditions.md#Drained)), and it is [paralyzed](rules/conditions.md#Paralyzed) until the end of its next turn. +> - **Critical Failure** As failure, but the target also becomes [doomed](rules/conditions.md#Doomed) (or its [doomed](rules/conditions.md#Doomed) value increases by 1). +%% #trait/mental #trait/occult %% +``` +```` +^routine + +**Reset** The haunt continues its routine until there are no targets within 30 feet of the room. It then resets over the course of 1 minute and is able to activate again. + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 7* \ No newline at end of file diff --git a/compendium/gm/hazards/entombed-spirit-botd.md b/compendium/gm/hazards/entombed-spirit-botd.md new file mode 100644 index 000000000..7ae78b747 --- /dev/null +++ b/compendium/gm/hazards/entombed-spirit-botd.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/botd +- trait/complex +- trait/haunt +aliases: ["Entombed Spirit"] +--- +# Entombed Spirit *Hazard 2* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) + +- **Complexity** Complex +- **Stealth** +11 trained + +The wall bulges out in the shape of a howling humanoid face as it twists and forms tendrils reaching for nearby creatures. This haunt is formed when a murder victim is entombed within a wall before or after their death. + +- **Disable** DC 17 [Occultism](compendium/skills.md#Occultism) (trained) to weaken the spirit, DC 18 [Athletics](compendium/skills.md#Athletics) (trained) to force the spirit's face back inside the wall, or DC 19 [Diplomacy](compendium/skills.md#Diplomacy) (trained) to talk down the spirit; two total successes across all skills are required to disable the haunt + +- **AC** 15 , **Fort** +11, **Ref** +5 +- **Hardness** 9 (wall); **HP** 30 (BT 15) +- **Immunities** object immunities +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Gasp [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) + +- **Trigger**: A creature moves adjacent to the wall where the corpse is entombed + +**Effect** The spirit gasps and wails for aid while the wall takes on the shape of its face and roils, growing tendrils. All creatures within 10 feet must succeed at a DC 18 Will save or be [frightened](rules/conditions.md#Frightened) for as long as the haunt remains active. The haunt then rolls initiative +%% #trait/enchantment #trait/fear #trait/mental #trait/occult %% +``` + +```ad-pf2-summary +title: Routine +(3 actions) The spirit attempts to [Grapple](rules/actions/grapple.md) up to two creatures within 10 feet with a +14 [Athletics](compendium/skills.md#Athletics) modifier, then squeezes each creature it has [grabbed](rules/conditions.md#Grabbed), dealing `1d10+4` damage. The haunt doesn't apply a multiple attack penalty to the second attempt to [Grapple](rules/actions/grapple.md). +``` +^routine + +**Reset** The haunt deactivates 1 minute after all creatures leave the area and resets immediately thereafter. If disabled, the haunt resets after 1 day. The haunt is permanently destroyed if the remains of the deceased are removed from the wall. + +*Source: Book of the Dead p. 67* \ No newline at end of file diff --git a/compendium/gm/hazards/entrapping-chair-da.md b/compendium/gm/hazards/entrapping-chair-da.md new file mode 100644 index 000000000..4b17c56d0 --- /dev/null +++ b/compendium/gm/hazards/entrapping-chair-da.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/da +- trait/mechanical +- trait/trap +aliases: ["Entrapping Chair"] +--- +# Entrapping Chair *Hazard 5* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 26 (0 to notice the chair) + +A chair on [concealed](rules/conditions.md#Concealed) tracks surges forward, knocking a creature into the chair's seat and trapping them in place with clamping armrests. + +- **Disable** DC 23 [Thievery](compendium/skills.md#Thievery) (expert) to disrupt the tracks + +- **AC** 22 , **Fort** +15, **Ref** +9 +- **Hardness** 14, **HP** 54 (BT 27) +- **Immunities** object immunities +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Take a Seat! [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature steps on the track + +**Effect** The chair rockets forward along the track and slams into the triggering creature, dealing `3d8+15` bludgeoning damage. A creature who succeeds at a DC 22 Reflex save takes no damage and moves out of the chair's path into a random adjacent square not containing the track. + +A creature who fails this saving throw is knocked into the chair's seat and immediately captured by the armrests, becoming [grabbed](rules/conditions.md#Grabbed) ([restrained](rules/conditions.md#Restrained) on a critical failure; [Escape](rules/actions/escape.md) DC 26). +``` + +**Reset** The trap resets automatically over 2 rounds if the chair is unoccupied. + +*Source: Dark Archive p. 123* \ No newline at end of file diff --git a/compendium/gm/hazards/envenomed-lock-bb.md b/compendium/gm/hazards/envenomed-lock-bb.md new file mode 100644 index 000000000..3d43ffb11 --- /dev/null +++ b/compendium/gm/hazards/envenomed-lock-bb.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/bb +aliases: ["Envenomed Lock"] +--- +# Envenomed Lock *Hazard 1* + +- **Complexity** Simple +- **Stealth** DC 17 [Perception](compendium/skills.md#Perception) check + +A spring-loaded, poisoned spine is hidden near the keyhole of a lock. Disabling or breaking the trap doesn't disable or break the lock. + +- **Disable** DC 17 [Thievery](compendium/skills.md#Thievery) on the spring mechanism + +- **AC** 15 , **Fort** +8, **Ref** +4 +- **Hardness** 6, **HP** 24 (BT 12) +- **Immunities** critical hits; sneak attack +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Spring [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) + +When a creature tries to unlock or [Pick the Lock](rules/actions/pick-a-lock.md), a spine extends to attack that creature. The trap makes a melee attack with +13 to its attack roll. On a hit, it deals 1 piercing damage and `1d6` [persistent poison damage](rules/conditions.md#Persistent%20Damage) (on a critical hit, 2 piercing damage and `2d6` [persistent poison damage](rules/conditions.md#Persistent%20Damage)). +%% #trait/attack %% +``` + +*Source: Beginner Box p. 49* \ No newline at end of file diff --git a/compendium/gm/hazards/envenomed-thorns-trap-ec1.md b/compendium/gm/hazards/envenomed-thorns-trap-ec1.md new file mode 100644 index 000000000..499a3cc42 --- /dev/null +++ b/compendium/gm/hazards/envenomed-thorns-trap-ec1.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec1 +- trait/mechanical +- trait/trap +aliases: ["Envenomed Thorns Trap"] +--- +# Envenomed Thorns Trap *Hazard 2* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 20 trained + +A trip wire strung 4 feet above the ground releases a branch studded with envenomed thorns. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 18 (trained) to remove the trip wire. + +- **AC** 18 , **Fort** +10, **Ref** +4 +- **Hardness** 5, **HP** 28 (BT 14) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Thorny Branch [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[poison](rules/traits/poison.md) + +- **Trigger**: The trip wire is touched + +**Effect** The trap's poisoned thorns attack the creature or object touching the trip wire. +%% #trait/poison %% +``` + +*Source: Extinction Curse #1: The Show Must Go On p. 13* \ No newline at end of file diff --git a/compendium/gm/hazards/eternal-flame-gmg.md b/compendium/gm/hazards/eternal-flame-gmg.md new file mode 100644 index 000000000..cda4a5bb5 --- /dev/null +++ b/compendium/gm/hazards/eternal-flame-gmg.md @@ -0,0 +1,46 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gmg +- trait/complex +- trait/haunt +aliases: ["Eternal Flame"] +--- +# Eternal Flame *Hazard 7* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) + +- **Complexity** Complex +- **Stealth** +18 expert + +A raging spectral inferno arises out of thin air, strengthening all undead creatures within its area. This haunt most often arises from the charred remains of a group of three people who burned to death, whether in a terrible accident or a deliberate execution, and their unavenged souls burn with rage. + +- **Disable** DC 27 [Diplomacy](compendium/skills.md#Diplomacy) (expert) to temporarily calm the rage of one of the three spirits, or DC 30 [Religion](compendium/skills.md#Religion) (trained) to exorcise one of the spirits; three total successes are required to disable the haunt + +```ad-embed-ability +title: Searing Agony [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) + +- **Trigger**: A living creature approaches within 10 feet of the remains of a victim of the original fire + +**Effect** Memories of the pain suffered by the fire's past victims assault the triggering creature's mind. The creature must attempt a DC 25 Will save, and the haunt then rolls initiative. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [sickened](rules/conditions.md#Sickened). +> - **Failure** The creature is [sickened](rules/conditions.md#Sickened). +> - **Critical Failure** The creature is [sickened](rules/conditions.md#Sickened), and it is [flat-footed](rules/conditions.md#Flat-footed) for as long as it remains within the haunt's area and for 3 rounds thereafter. +%% #trait/divination #trait/mental %% +``` + +```ad-pf2-summary +title: Routine +(1 action) Phantom flames rage across the haunted area, dealing `4d6` fire damage to each living creature within the area (DC 23 basic Will save). Undead creatures in the area are infused with flames for the following round. + +They gain the [fire](rules/traits/fire.md) trait and immunity to fire, and all their attacks deal an additional `1d6` fire damage. Objects in the area are unaffected. +``` +^routine + +**Reset** The flames cease 1 minute after all living creatures leave the area, but after 1 hour, the anger and pain simmer up and the haunt is ready to trigger again. + +*Source: Gamemastery Guide p. 80* \ No newline at end of file diff --git a/compendium/gm/hazards/exhaling-portal-da.md b/compendium/gm/hazards/exhaling-portal-da.md new file mode 100644 index 000000000..54978a466 --- /dev/null +++ b/compendium/gm/hazards/exhaling-portal-da.md @@ -0,0 +1,47 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/da +- trait/complex +- trait/magical +- trait/trap +aliases: ["Exhaling Portal"] +--- +# Exhaling Portal *Hazard 9* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** DC 33 + +Magic runes carved into a doorframe connect a door to the Plane of Air when opened, blowing creatures down the connecting hall. + +- **Disable** DC 30 [Thievery](compendium/skills.md#Thievery) (expert) twice to scratch out the runes, or dispel magic (5th level; counteract DC 30) to counteract the planar runes; DC 32 [Athletics](compendium/skills.md#Athletics) to shut the door if it's open (using [Athletics](compendium/skills.md#Athletics) only stops the trap, it doesn't fully disable it) + +```ad-embed-ability +title: Gust [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[air](rules/traits/air.md) [conjuration](rules/traits/conjuration.md) + +- **Trigger**: A creature opens the door + +**Effect** The hall is buffeted by powerful winds for as long as the door remains open. A creature must succeed at a DC 32 [Athletics](compendium/skills.md#Athletics) check to move toward the door. A creature who fails at this check is pushed back 5 feet and falls [prone](rules/conditions.md#Prone). + +Additionally, the triggering creature is blasted by a powerful gust of wind and must attempt a DC 32 Fortitude save. The trap then rolls initiative. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is pushed back 5 feet. +> - **Failure** The creature is pushed back 10 feet. +> - **Critical Failure** The creature is pushed back 10 feet and knocked [prone](rules/conditions.md#Prone). +%% #trait/air #trait/conjuration %% +``` + +```ad-pf2-summary +title: Routine +(1 action) The trap uses 1 action to blow powerful winds down the hall. Each creature in the hall must attempt a DC 32 Fortitude save with the same results as Gust. If this forced movement would cause a creature to collide with a solid object or fall downstairs or out a window, that creature takes an additional `2d10+11` bludgeoning damage (or 20 damage due to a fall). +``` +^routine + +**Reset** Automatic after the door is shut + +*Source: Dark Archive p. 125* \ No newline at end of file diff --git a/compendium/gm/hazards/explosive-furniture-trap-ec4.md b/compendium/gm/hazards/explosive-furniture-trap-ec4.md new file mode 100644 index 000000000..ca02a4d81 --- /dev/null +++ b/compendium/gm/hazards/explosive-furniture-trap-ec4.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec4 +- trait/mechanical +- trait/trap +aliases: ["Explosive Furniture Trap"] +--- +# Explosive Furniture Trap *Hazard 12* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 30 expert + +Wiring keeping the furniture together unravels, causing the spring-loaded pieces of furniture and wire to shoot outward. + +- **Disable** DC 34 [Thievery](compendium/skills.md#Thievery) (expert) to identify and harmlessly cut the taut wiring. + +- **AC** 33 , **Fort** +25, **Ref** +19 +- **Hardness** 21, **HP** 84 (BT 42) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Unsprung Wires [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature moves within 5 feet of the pile of [broken](rules/conditions.md#Broken) furniture + +**Effect** The pile of furniture and entangling wires explodes outward. The trap deals `6d10+27` slashing damage (DC 32 basic Reflex save). On a failed save, the target takes a –10-foot penalty to all its Speeds for 1 round (1 minute on a critical failure). +``` + +*Source: Extinction Curse #4: Siege of the Dinosaurs p. 18* \ No newline at end of file diff --git a/compendium/gm/hazards/explosive-steam-trap-ooa2.md b/compendium/gm/hazards/explosive-steam-trap-ooa2.md new file mode 100644 index 000000000..68b150268 --- /dev/null +++ b/compendium/gm/hazards/explosive-steam-trap-ooa2.md @@ -0,0 +1,52 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ooa2 +- trait/complex +- trait/mechanical +- trait/trap +aliases: ["Explosive Steam Trap"] +--- +# Explosive Steam Trap *Hazard 7* +[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** DC 20 trained to find the desk switch; DC 28 (expert) to find the trapdoor and charge + +A black-powder charge fastened to a trapdoor (marked with a "T" on the map) blows a hole in a steam tunnel, filling the room with superheated steam. + +- **Disable** DC 18 [Thievery](compendium/skills.md#Thievery) (trained) to disarm the desk switch; + +- **AC** 25 , **Fort** +18, **Ref** +15 +- **Trapdoor Hardness** 8, **Trapdoor HP** 50 (BT 25) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: DC + +28 (expert) to disarm the trapdoor charge +``` +```ad-embed-ability +title: Explosive Charge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: The desk switch is pressed or the trapdoor is opened + +**Effect** The charge on the door explodes. All creatures within 10 feet take `2d10+6` fire damage, `1d10+3` piercing damage, and `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) (DC 22 basic Reflex save). The room is filled with steam, making all creatures within the room [concealed](rules/conditions.md#Concealed). The trap then rolls initiative. +``` + +```ad-pf2-summary +title: Routine +(1 action) The trapdoor emits a jet of superheated steam. Each creature in the room must attempt a DC 28 Fortitude save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes `1d10+3` fire damage. +> - **Failure** The creature takes `2d10+6` fire damage and is [blinded](rules/conditions.md#Blinded) for 1 round. +> - **Critical Failure** The creature takes `2d10+6` fire damage, is [fatigued](rules/conditions.md#Fatigued), and is [blinded](rules/conditions.md#Blinded) for 1 round. +``` +^routine + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 55* \ No newline at end of file diff --git a/compendium/gm/hazards/falling-ceiling-bb.md b/compendium/gm/hazards/falling-ceiling-bb.md new file mode 100644 index 000000000..41f9eef6a --- /dev/null +++ b/compendium/gm/hazards/falling-ceiling-bb.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/bb +aliases: ["Falling Ceiling"] +--- +# Falling Ceiling *Hazard 1* + +- **Complexity** Simple +- **Stealth** DC 20 [Perception](compendium/skills.md#Perception) check + + + +- **Disable** A hero must succeed at a DC 18 [Thievery](compendium/skills.md#Thievery) check on the triggering square or the ceiling to prevent the stone blocks from falling. + +```ad-embed-ability +title: Falling Stones [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +When a creature steps on the square closest to the north door, the trap drops blocks of stone all along the hallway. It makes one ranged [Strike](rules/actions/strike.md) against each creature between the two doors. +``` + +*Source: Beginner Box p. 12* \ No newline at end of file diff --git a/compendium/gm/hazards/falling-debris-fop.md b/compendium/gm/hazards/falling-debris-fop.md new file mode 100644 index 000000000..e2313a660 --- /dev/null +++ b/compendium/gm/hazards/falling-debris-fop.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/fop +- trait/mechanical +- trait/trap +aliases: ["Falling Debris"] +--- +# Falling Debris *Hazard 1* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 17 trained + +A pressure-sensitive floorboard connects to a beam holding up debris in the crawlway's ceiling. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 15 (trained) on the floorboard before the debris falls. + +- **AC** 16 , **Fort** +8, **Ref** +2 +- **Hardness** 5, **HP** 20 (BT 10) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Falling Debris [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: Pressure is placed on the floorboard. + +**Effect** The ceiling in the crawlway collapses in the square where the passage turns, and also in the two adjacent squares. Anyone in these three squares takes `3d6` bludgeoning damage and can attempt a DC 14 Reflex save to reduce the damage. For the creature in the center square, where the trap is triggered, this is a basic save. Creatures in the two adjacent squares take no damage on a success or critical success as they avoid the falling debris entirely, but take full damage on a failed save, and take double damage on a critical failure. Creatures that take damage from the debris are [immobilized](rules/conditions.md#Immobilized), trapped under the crushing weight. Clearing out a square of debris requires a successful DC 17 [Athletics](compendium/skills.md#Athletics) skill check, with the following effects. + +> [!success-degree] +> - **Critical Success** The square is cleared in 1 minute. +> - **Success** The square is cleared in 5 minutes. +> - **Failure** The square is cleared in 10 minutes. +> - **Critical Failure** The ceiling above the square collapses further, dealing an additional `2d6` to the character digging out the square and any character trapped in that square. This takes 1 minute and no progress is made. +``` + +*Source: The Fall of Plaguestone p. 18* \ No newline at end of file diff --git a/compendium/gm/hazards/falling-portcullis-trap-ooa2.md b/compendium/gm/hazards/falling-portcullis-trap-ooa2.md new file mode 100644 index 000000000..97c0f3686 --- /dev/null +++ b/compendium/gm/hazards/falling-portcullis-trap-ooa2.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ooa2 +- trait/mechanical +- trait/trap +aliases: ["Falling Portcullis Trap"] +--- +# Falling Portcullis Trap *Hazard 7* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 22 expert to spot the sockets in the floor where the portcullis drops; DC 28 (expert) to spot the floor trigger + +An iron portcullis drops from the ceiling when a pressure plate is triggered. + +- **Disable** DC 27 [Thievery](compendium/skills.md#Thievery) (expert) to disable the floor trigger, or DC 27 [Athletics](compendium/skills.md#Athletics) or [Engineering Lore](compendium/skills.md#Lore) to jam the portcullis in the ceiling + +- **AC** 25 , **Fort** +15, **Ref** +18 +- **Hardness** 18, **HP** 72 (BT 36) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Slam Shut [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: The pressure plate is depressed + +**Effect** The portcullis falls, closing off the hallway. + +Any creature under the portcullis when it drops takes `4d10+18` piercing damage and is [immobilized](rules/conditions.md#Immobilized). A creature that succeeds at a DC 26 Reflex save takes no damage and rolls away in a random direction; on a critical success, they can choose the direction. (For the rules on freeing an [immobilized](rules/conditions.md#Immobilized) creature, see the sidebar on page 515 of the Core Rulebook.) If the trap was triggered by a creature moving north with a Speed of at least 10 feet, they're considered to be under the portcullis when it triggers. Creatures moving south when triggering the portcullis aren't considered to be under the portcullis when it triggers. +``` + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 62* \ No newline at end of file diff --git a/compendium/gm/hazards/falling-stalactites-qff2.md b/compendium/gm/hazards/falling-stalactites-qff2.md new file mode 100644 index 000000000..8089c7ad0 --- /dev/null +++ b/compendium/gm/hazards/falling-stalactites-qff2.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/qff2 +- trait/environmental +aliases: ["Falling Stalactites"] +--- +# Falling Stalactites *Hazard 3* +[environmental](rules/traits/environmental.md) + +- **Complexity** Simple +- **Stealth** DC 23 trained + +Unstable stalactites fall from the ceiling. + +- **Disable** DC 20 [Survival](compendium/skills.md#Survival) (trained) to remove a stalactite without triggering a fall + +- **AC** 16 , **Fort** +12, **Ref** +12 +- **Hardness** 12, **HP** 42 (BT 21) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Fall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) + +- **Trigger**: A stalactite is damaged or touched + +**Effect** The stalactite falls, making an attack against each creature underneath. +%% #trait/attack %% +``` + +*Source: Quest for the Frozen Flame #2: Lost Mammoth Valley p. 6* \ No newline at end of file diff --git a/compendium/gm/hazards/false-door-trap-ooa2.md b/compendium/gm/hazards/false-door-trap-ooa2.md new file mode 100644 index 000000000..47712c25b --- /dev/null +++ b/compendium/gm/hazards/false-door-trap-ooa2.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ooa2 +- trait/mechanical +- trait/trap +aliases: ["False Door Trap"] +--- +# False Door Trap *Hazard 6* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 28 expert to see the brick wall behind the edges of the door + +A black-powder charge detonates as soon as the doorknob is turned, shattering the door into splinters. + +- **Disable** DC 27 [Thievery](compendium/skills.md#Thievery) (expert) to disable the doorknob trigger + +- **AC** 24 , **Fort** +17, **Ref** +11 +- **Hardness** 8, **HP** 50 (BT 25) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Explosive Charge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: The doorknob is turned + +**Effect** The charge behind the door explodes, dealing `2d8+9` fire damage and `2d8+9` piercing damage to all creatures in a 10-foot cone blasting outward from the door (DC 27 basic Reflex save). The sound of the explosion can be heard up to 50 feet away +``` + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 59* \ No newline at end of file diff --git a/compendium/gm/hazards/false-floor-da.md b/compendium/gm/hazards/false-floor-da.md new file mode 100644 index 000000000..0a41a2700 --- /dev/null +++ b/compendium/gm/hazards/false-floor-da.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/da +- trait/illusion +- trait/magical +- trait/trap +aliases: ["False Floor"] +--- +# False Floor *Hazard 3* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 23 (trained; or 0 if the illusory floor is dispelled) + +The floor in this chamber is an illusion, which conceals a 40-foot drop to the true floor below. Additionally, the area beneath the floor is magically silenced—no sound is audible within nor does sound leave this space. + +- **Disable** Succeeding on a [Perception](compendium/skills.md#Perception) check against the [Stealth](compendium/skills.md#Stealth) DC of 21 (including the check to find the trap) disbelieves the illusory floor, or dispel magic (2nd level; counteract DC 18) to dispel the illusory floor; dispel magic (2nd level; counteract DC 20) to dispel the magical silence + +```ad-embed-ability +title: Drop [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature walks onto the illusory floor + +**Effect** The triggering creature falls through the illusory floor and takes falling damage (typically 20 bludgeoning damage). That creature can use the [Grab an Edge](rules/actions/grab-an-edge.md) reaction to avoid falling. The DC to [Climb](rules/actions/climb.md) the walls or [Grab an Edge](rules/actions/grab-an-edge.md) is 20. +``` + +**Reset** automatic + +*Source: Dark Archive p. 123* \ No newline at end of file diff --git a/compendium/gm/hazards/false-step-floor-da.md b/compendium/gm/hazards/false-step-floor-da.md new file mode 100644 index 000000000..c1826f09b --- /dev/null +++ b/compendium/gm/hazards/false-step-floor-da.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/da +- trait/conjuration +- trait/magical +- trait/teleportation +- trait/trap +aliases: ["False Step Floor"] +--- +# False Step Floor *Hazard 6* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 25 + +Each time a creature enters the room, it slips through the floor, tumbles through an interdimensional void, and falls back into the room through the ceiling, landing on the floor. + +- **Disable** DC 28 [Thievery](compendium/skills.md#Thievery) (trained) to disrupt the magical energy, or DC 27 [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (trained) to realign the magical energy + +```ad-embed-ability +title: False Step [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) + +- **Trigger**: A creature enters the room and steps onto the floor + +**Effect** The creature slips through the floor; it tumbles through an interdimensional void before falling back into the room through the ceiling and landing on the floor. The triggering creature takes 40 bludgeoning damage from the fall. That creature can try to [Grab an Edge](rules/actions/grab-an-edge.md) (DC 24) to avoid falling. +%% #trait/arcane #trait/conjuration #trait/teleportation %% +``` + +**Reset** automatic + +*Source: Dark Archive p. 123* \ No newline at end of file diff --git a/compendium/gm/hazards/fiendripping-blast-trap-sli.md b/compendium/gm/hazards/fiendripping-blast-trap-sli.md new file mode 100644 index 000000000..06b591298 --- /dev/null +++ b/compendium/gm/hazards/fiendripping-blast-trap-sli.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/sli +- trait/mechanical +- trait/trap +- trait/uncommon +aliases: ["Fiendripping Blast Trap"] +--- +# Fiendripping Blast Trap *Hazard 7* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Complexity** Simple +- **Stealth** DC 25 expert + +A blast of energy damages all creatures within 20 feet, with particularly severe damage to [fiends](rules/traits/fiend.md). + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 27 (expert) to identify the proper sequence of buttons in the divots, or [dispel magic](compendium/spells/dispel-magic.md) (4th level; counteract DC 25) to suppress the [magical](rules/traits/magical.md) effect for 1 hour. + +```ad-embed-ability +title: Forceful Blast [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) + +- **Trigger**: The door is touched without first pressing the correct sequence of buttons + +**Effect** A blast of energy ripples outward from the door, dealing `4d10` force damage to all creatures within 20 feet and forcing them to make a DC 25 Fortitude save. [Fiends](rules/traits/fiend.md) treat the result of their saving throw as one degree worse. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and is [sickened](rules/conditions.md#Sickened). +> - **Critical Failure** The creature takes double damage and is [sickened](rules/conditions.md#Sickened); while it is [sickened](rules/conditions.md#Sickened), it's also [slowed](rules/conditions.md#Slowed). +%% #trait/divine #trait/evocation %% +``` + +**Reset** The trap resets after 1 hour. + +*Source: The Slithering p. 32* \ No newline at end of file diff --git a/compendium/gm/hazards/final-flight-qff2.md b/compendium/gm/hazards/final-flight-qff2.md new file mode 100644 index 000000000..9527ca3fe --- /dev/null +++ b/compendium/gm/hazards/final-flight-qff2.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/qff2 +- trait/haunt +- trait/unique +aliases: ["Final Flight"] +--- +# Final Flight *Hazard 5* +[haunt](rules/traits/haunt.md) [unique](rules/traits/unique.md) + +- **Complexity** Simple +- **Stealth** DC 26 expert + +A creature experiences the death of a priest carried off by griffons and fed to their chicks. + +- **Disable** DC 22 [Diplomacy](compendium/skills.md#Diplomacy) (trained) to soothe the restless spirits, or DC 24 [Religion](compendium/skills.md#Religion) (trained) to recite a prayer honoring the deceased; two successful checks are required to disable the haunt + +```ad-embed-ability +title: Final Flight [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) + +- **Trigger**: A creature enters the gathering circle + +**Effect** The triggering creature experiences the last moments of the priest who once tended the Lea of Honored Souls. Griffons swoop down from the sky and snatch the priest up in their claws, dealing `1d8+7` slashing damage. They're carried southwest across the valley to a mountain peak and dropped into a nest of young griffons. As the chicks devour the priest, the character takes `1d8+7` piercing damage and `2d8` mental damage. The affected creature must then attempt a DC 22 Will save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage from all damage dealt by the haunt. +> - **Failure** The creature takes full damage. +> - **Critical Failure** The creature takes full damage and can't shake off the vision; they take `1d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and are [frightened](rules/conditions.md#Frightened)—believing they're being eaten alive—as long as the bleed damage persists. +%% #trait/illusion #trait/mental #trait/occult %% +``` + +**Reset** The haunt deactivates 1 minute after all living creatures leave the Lea of Honored Souls. Ten minutes after deactivating, the haunt resets. + +*Source: Quest for the Frozen Flame #2: Lost Mammoth Valley p. 26* \ No newline at end of file diff --git a/compendium/gm/hazards/final-words-botd.md b/compendium/gm/hazards/final-words-botd.md new file mode 100644 index 000000000..c8db9dcdf --- /dev/null +++ b/compendium/gm/hazards/final-words-botd.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/botd +- trait/haunt +aliases: ["Final Words"] +--- +# Final Words *Hazard 4* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 22 trained to hear the scratch of a quill upon paper + +As a creature touches a hand-written letter, they witness the letter's author scribe it in the past; each pen stroke across the page carves the letter's text into the creature's flesh. + +- **Disable** DC 24 [Religion](compendium/skills.md#Religion) (trained) to ward off the haunt or DC 25 [Thievery](compendium/skills.md#Thievery) (trained) to dispose of the letter with extreme care before the haunt can form + +```ad-embed-ability +title: Carve in Flesh [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [visual](rules/traits/visual.md) + +- **Trigger**: A creature reads the letter + +**Effect** The haunt deals `2d8+11` slashing damage to the triggering creature as the words are carved into its flesh (DC 21 basic Will save). On a failure, the creature takes `2d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). +%% #trait/divine #trait/necromancy #trait/visual %% +``` + +**Reset** 1 minute + +*Source: Book of the Dead p. 65* \ No newline at end of file diff --git a/compendium/gm/hazards/flensing-blades-gmg.md b/compendium/gm/hazards/flensing-blades-gmg.md new file mode 100644 index 000000000..848dab6cf --- /dev/null +++ b/compendium/gm/hazards/flensing-blades-gmg.md @@ -0,0 +1,48 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gmg +- trait/complex +- trait/haunt +aliases: ["Flensing Blades"] +--- +# Flensing Blades *Hazard 12* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) + +- **Complexity** Complex +- **Stealth** +25 expert + +A whirling tornado of spectrally propelled glass and steel slices whatever it touches to ribbons. + +- **Disable** DC 35 [Thievery](compendium/skills.md#Thievery) (master) to precisely adjust the blades so that they destroy each other, or DC 38 [Religion](compendium/skills.md#Religion) (expert) to weaken the haunt; four successes are required to disable it + +- **AC** 33 , **Fort** +27, **Ref** +25, **Will** +22 +- **Hardness** 20, **HP** 100 (BT 50) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** positive 15 + +```ad-embed-ability +title: Whirling Blades [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: Three or more creatures enter the area of the haunt; Effect sharp fragments lift up from the ground and begin to spin in rapid circles taking up one 5-foot square. The haunt rolls initiative. + +**Effect** +``` + +```ad-pf2-summary +title: Routine +(3 actions) The tornado of blades uses 3 actions to move, traveling up to 30 feet with each action and dealing `2d10+10` slashing damage. Each creature in its path must attempt a DC 33 Reflex save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage plus `1d10` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). +> - **Critical Failure** The creature takes double damage and `1d10` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). It also becomes [wounded](rules/conditions.md#Wounded) (or increases its [wounded](rules/conditions.md#Wounded) value by 1, if it is already [wounded](rules/conditions.md#Wounded)). Each successful check to disable this hazard reduces the haunt's movement by 30 feet, and the fourth success disables it completely. +``` +^routine + +**Reset** The haunt draws jagged shards back into its area over the course of an hour, after which it can trigger again. + +*Source: Gamemastery Guide p. 81* \ No newline at end of file diff --git a/compendium/gm/hazards/floating-flamethrower-frp2.md b/compendium/gm/hazards/floating-flamethrower-frp2.md new file mode 100644 index 000000000..1a6dd4773 --- /dev/null +++ b/compendium/gm/hazards/floating-flamethrower-frp2.md @@ -0,0 +1,51 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/frp2 +- trait/complex +- trait/fire +- trait/magical +- trait/rare +- trait/trap +aliases: ["Floating Flamethrower"] +--- +# Floating Flamethrower *Hazard 16* +[complex](rules/traits/complex.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +23 expert or DC 38 (master) to notice the pattern of the orb's trajectory + +A floating skull of fire swoops around the arena, rotating as it weaves through the ring and releasing huge gouts of flame in random directions. + +- **Disable** three DC 40 [Thievery](compendium/skills.md#Thievery) (legendary) checks or castings of [dispel magic](compendium/spells/dispel-magic.md) (7th level; counteract DC 40), one each to pull out or disable the elemental cores [hidden](rules/conditions.md#Hidden) in the floating skull's right eye, left eye, and mouth + +- **AC** 42 , **Fort** +30, **Ref** +33 +- **Hardness** 25, **HP** 100 (BT 50) +- **Immunities** [fire](rules/traits/fire.md) +- **Resistances** +- **Weaknesses** cold 15 + +```ad-embed-ability +title: Blaze [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) + +- **Trigger**: Hao Jin signals the start of the bout + +**Effect** The trap roars with fire and rolls initiative. +%% #trait/evocation #trait/fire %% +``` + +````ad-pf2-summary +title: Routine +(3 actions) The trap loses 1 action per turn per successful check to disable. The floating flamethrower uses its first action to release a gout of flame in a 15-foot cone that deals `4d6+4` fire damage (DC 40 basic Reflex save), its second action to fly in a U-shape in a random direction, and its third action to release another gout of flame. + +```ad-embed-ability +title: Speed + +fly 50 feet +``` +```` +^routine + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 44* \ No newline at end of file diff --git a/compendium/gm/hazards/flood-of-spirits-botd.md b/compendium/gm/hazards/flood-of-spirits-botd.md new file mode 100644 index 000000000..f4c5c09fc --- /dev/null +++ b/compendium/gm/hazards/flood-of-spirits-botd.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/botd +- trait/haunt +aliases: ["Flood Of Spirits"] +--- +# Flood Of Spirits *Hazard 18* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 45 master to hear the flood of spirits coalescing + +A wave of spirits fly through the area, passing right through the living. + +- **Disable** DC 48 [Occultism](compendium/skills.md#Occultism) (expert) or [Religion](compendium/skills.md#Religion) (master) to divert the spirits + +```ad-embed-ability +title: Surge Through [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[cold](rules/traits/cold.md) [negative](rules/traits/negative.md) + +- **Trigger**: A creature passes through the area + +**Effect** The haunt deals `3d12+20` negative damage and `3d12+20` cold damage to creatures in the area (DC 40 basic Reflex save). On a failure, a creature is [stupefied](rules/conditions.md#Stupefied) for 1 minute, and on a critical failure, it's also [confused](rules/conditions.md#Confused) for 1 minute. +%% #trait/cold #trait/negative %% +``` + +**Reset** 1 day + +*Source: Book of the Dead p. 67* \ No newline at end of file diff --git a/compendium/gm/hazards/footsteps-of-legends-qff2.md b/compendium/gm/hazards/footsteps-of-legends-qff2.md new file mode 100644 index 000000000..55ec5163c --- /dev/null +++ b/compendium/gm/hazards/footsteps-of-legends-qff2.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/qff2 +- trait/haunt +- trait/unique +aliases: ["Footsteps of Legends"] +--- +# Footsteps of Legends *Hazard 5* +[haunt](rules/traits/haunt.md) [unique](rules/traits/unique.md) + +- **Complexity** Simple +- **Stealth** DC 23 expert + +The characters witness Burning Mammoths walking this mountain pass in ages long past. + +- **Disable** DC 26 [Diplomacy](compendium/skills.md#Diplomacy) (trained) to convince the spirits to remain dormant, or DC 26 [Religion](compendium/skills.md#Religion) (trained) to ritually silence the spirits + +```ad-embed-ability +title: Ancestral Journey [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A good-aligned spiritual descendant of the Burning Mammoth following enters the mountain pass + +**Effect** Burning Mammoths from long ago appear alongside the party, walking the mountain pass as one united following. They walk in the footsteps of ancestors, heroes, and legends. Each creature that witnesses the vision gains a +1 status bonus to Will saving throws and all skill checks for 24 hours. +``` + +**Reset** 1 hour + +*Source: Quest for the Frozen Flame #2: Lost Mammoth Valley p. 31* \ No newline at end of file diff --git a/compendium/gm/hazards/forest-fire-qff2.md b/compendium/gm/hazards/forest-fire-qff2.md new file mode 100644 index 000000000..a9288132a --- /dev/null +++ b/compendium/gm/hazards/forest-fire-qff2.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/qff2 +- trait/complex +- trait/environmental +- trait/fire +aliases: ["Forest Fire"] +--- +# Forest Fire *Hazard 4* +[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [fire](rules/traits/fire.md) + +- **Complexity** Complex +- **Stealth** -10 + +A 10-foot-by-10-foot bonfire spreads to the surrounding forest on each of its turns. + +- **Disable** A successful DC 22 [Athletics](compendium/skills.md#Athletics), [Nature](compendium/skills.md#Nature), or [Survival](compendium/skills.md#Survival) check from an adjacent square is sufficient to smother one 5-foot-square of fire; each attempt is an [Interact](rules/actions/interact.md) action. Dousing the flames automatically extinguishes one or more sections of fire, with no check. Water typically clears a 5-foot square if the amount is small (such as from a spell like create water or hydraulic push). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an [Interact](rules/actions/interact.md) action. A waterskin doesn't contain enough water to put out even 1 square of fire. + +Cold can also put out fire, but only if the cold can affect an area; cold is less effective than water, so a frost vial puts out only 1 square of fire, and a ray of frost is ineffective. + +```ad-embed-ability +title: Stoke Flames [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A brimorak urges the fire to spread out of control + +**Effect** The bonfire becomes a forest fire and rolls initiative. +``` + +```ad-pf2-summary +title: Routine +On its turn, the fire spreads into a number of additional squares equal to half the number of squares the fire currently occupies (minimum 1 square). You determine the squares the fire spreads into. Any creature that ends its turn next to the flames takes `2d8+5` fire damage, or `4d8+10` fire damage if it ended its turn within the flames (DC 25 basic Reflex save in either case). A creature can take damage from the forest fire only once per round. +``` +^routine + +*Source: Quest for the Frozen Flame #2: Lost Mammoth Valley p. 35* \ No newline at end of file diff --git a/compendium/gm/hazards/freezing-floor-tiles-frp2.md b/compendium/gm/hazards/freezing-floor-tiles-frp2.md new file mode 100644 index 000000000..7e4075202 --- /dev/null +++ b/compendium/gm/hazards/freezing-floor-tiles-frp2.md @@ -0,0 +1,47 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/frp2 +- trait/cold +- trait/complex +- trait/magical +- trait/rare +- trait/trap +aliases: ["Freezing Floor Tiles"] +--- +# Freezing Floor Tiles *Hazard 16* +[cold](rules/traits/cold.md) [complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +23 expert or DC 38 (master) to notice the four sensors. + +Four remote sensors at each corner of the arena cause bursts of freezing magic to erupt from random tiles on the arena and stop creatures in their tracks. + +- **Disable** DC 40 [Thievery](compendium/skills.md#Thievery) (legendary) or dispel magic (6th level; counteract DC 38) to disable one of the sensors. + +- **AC** 36 , **Fort** +33, **Ref** +30 +- **Sensor Hardness** 20, **Sensor HP** 40 (BT 20) +- **Immunities** +- **Resistances** +- **Weaknesses** fire 15 + +```ad-embed-ability +title: Frigid Floor [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[cold](rules/traits/cold.md) + +- **Trigger**: Hao Jin signals the beginning of the match. + +**Effect** The trap rolls initiative. +%% #trait/cold %% +``` + +```ad-pf2-summary +title: Routine +(4 actions) The trap loses 1 action per disabled sensor. On each action, the trap causes a random 10-foot-by-10-foot space in the arena to suddenly freeze. + +Each creature that begins its turn in a frozen space takes `2d6+2` cold damage (DC 40 basic Reflex save). A creature that critically fails its save also becomes [slowed](rules/conditions.md#Slowed) for 1 round; if it was already [slowed](rules/conditions.md#Slowed), the creature instead becomes [immobilized](rules/conditions.md#Immobilized) for 1 round. Any amount of fire damage dealt to a [slowed](rules/conditions.md#Slowed) or [immobilized](rules/conditions.md#Immobilized) creature removes the condition. Frozen tiles become unfrozen at the beginning of the trap's next turn. +``` +^routine + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 45* \ No newline at end of file diff --git a/compendium/gm/hazards/frenetic-musician-botd.md b/compendium/gm/hazards/frenetic-musician-botd.md new file mode 100644 index 000000000..1bab525d5 --- /dev/null +++ b/compendium/gm/hazards/frenetic-musician-botd.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/botd +- trait/haunt +aliases: ["Frenetic Musician"] +--- +# Frenetic Musician *Hazard 8* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 28 expert to hear phantom notes + +A spirit musician rises out of an instrument and plays a frantic, bone-shaking melody. + +- **Disable** DC 26 [Perform](rules/actions/perform.md) (trained) to bring the spirit's music to a close or DC 28 [Occultism](compendium/skills.md#Occultism) (expert) to banish the spirit + +```ad-embed-ability +title: Musical Assault [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[auditory](rules/traits/auditory.md) [evocation](rules/traits/evocation.md) [occult](rules/traits/occult.md) [sonic](rules/traits/sonic.md) + +- **Trigger**: A creature touches the instrument + +**Effect** The musician's bone-shaking musical performance deals `4d10+22` sonic damage to creatures within 30 feet (DC 30 basic Will save). +%% #trait/auditory #trait/evocation #trait/occult #trait/sonic %% +``` + +**Reset** 1 hour + +*Source: Book of the Dead p. 66* \ No newline at end of file diff --git a/compendium/gm/hazards/ghost-crystal-cloud-ec2.md b/compendium/gm/hazards/ghost-crystal-cloud-ec2.md new file mode 100644 index 000000000..867c4dee7 --- /dev/null +++ b/compendium/gm/hazards/ghost-crystal-cloud-ec2.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec2 +- trait/environmental +- trait/uncommon +aliases: ["Ghost Crystal Cloud"] +--- +# Ghost Crystal Cloud *Hazard 8* +[environmental](rules/traits/environmental.md) [uncommon](rules/traits/uncommon.md) + +- **Complexity** Simple +- **Stealth** DC 28 trained + +The xulgath corpse splits open to release a cloud of tiny ectoplasmic crystals which, when they are inhaled, disorient and devitalize living creatures. + +- **Disable** DC 26 [Arcana](compendium/skills.md#Arcana) or Occult (expert) to render the crystal cloud inert. + +- **AC** 27 , **Fort** +17, **Ref** +13 +- **HP** 70 +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Ectoplasmic Explosion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature touches or disturbs the corpse containing the growth of crystals + +**Effect** All creatures within 10 feet of the corpse are exposed to the ghost crystal cloud. +``` +```ad-embed-ability +title: Ghost Crystal Cloud +[inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) + + +%% #trait/inhaled #trait/poison %% +``` + +**Reset** The crystals regrow into a number sufficient to form another dangerous cloud after 1 week. + +*Source: Extinction Curse #2: Legacy of the Lost God p. 28* \ No newline at end of file diff --git a/compendium/gm/hazards/ghost-stampede-botd.md b/compendium/gm/hazards/ghost-stampede-botd.md new file mode 100644 index 000000000..9a4177497 --- /dev/null +++ b/compendium/gm/hazards/ghost-stampede-botd.md @@ -0,0 +1,57 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/botd +- trait/complex +- trait/haunt +aliases: ["Ghost Stampede"] +--- +# Ghost Stampede *Hazard 15* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) + +- **Complexity** Complex +- **Stealth** +30 master + +Four massive skulls of aurochs, enormous wild cattle, rise into the air, each trailing its ghostly body behind it. + +- **Disable** DC 36 [Nature](compendium/skills.md#Nature) (master) to calm one of the four aurochs or DC 40 [Religion](compendium/skills.md#Religion) (trained) to exorcise them + +- **AC** 40 , **Fort** +23, **Ref** +29 +- **Hardness** 25, ; **per aurochs skull HP** 20 +- **Immunities** death effects; [disease](rules/traits/disease.md); paralyzed; [poison](rules/traits/poison.md) +- **Resistances** +- **Weaknesses** positive 5 + +```ad-embed-ability +title: Defend Territory [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) + +- **Trigger**: A creature approaches within 10 feet of an aurochs skull + +**Effect** The skulls rise into the air, form ghostly bodies, and bellow in rage. Each creature within 60 feet of an aurochs skull must attempt a DC 36 Will saving throw. The haunt then rolls initiative. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [frightened](rules/conditions.md#Frightened). +> - **Failure** The creature takes `1d12+6` mental damage and is [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The creature takes `2d12+12` mental damage and is [frightened](rules/conditions.md#Frightened). +%% #trait/emotion #trait/fear #trait/mental #trait/occult %% +``` + +````ad-pf2-summary +title: Routine +(4 actions) For each aurochs skull disabled or destroyed, the haunt has 1 fewer action. On each action, a different aurochs moves up to 60 feet and attempts a horn [Strike](rules/actions/strike.md) against a different living creature. A creature critically hit by a horn [Strike](rules/actions/strike.md) also takes `2d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and is knocked [prone](rules/conditions.md#Prone). + +```ad-inline-attack +title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Horn +**Damage** `3d12+17` piercing + +**Effects** +``` +```` +^routine + +**Reset** The haunt deactivates 1 minute after all living creatures leave the area or after all four aurochs skulls are destroyed. After 1 hour, if at least one aurochs skull remains, the haunt reactivates. + +*Source: Book of the Dead p. 68* \ No newline at end of file diff --git a/compendium/gm/hazards/ghostly-choir-gmg.md b/compendium/gm/hazards/ghostly-choir-gmg.md new file mode 100644 index 000000000..85c51fae3 --- /dev/null +++ b/compendium/gm/hazards/ghostly-choir-gmg.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gmg +- trait/haunt +aliases: ["Ghostly Choir"] +--- +# Ghostly Choir *Hazard 6* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 20 expert + +A choir of lost souls rises out of the floor, singing an eerie chant that terrifies its listeners and buffets their bodies with walls of sound. + +- **Disable** DC 28 [Performance](compendium/skills.md#Performance) (trained) to disrupt the song's resonance with another tune or DC 28 [Religion](compendium/skills.md#Religion) (trained) to ritually silence the spirits + +```ad-embed-ability +title: Profane Chant [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) + +- **Trigger**: A creature moves within 10 feet of the section of floor from which the choir can arise + +**Effect** The choir rises, and its song deals `4d8+18` mental damage to non-evil creatures within 30 feet of the souls' spectral forms. + +Affected creatures must each attempt a DC 24 Will save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage and becomes [frightened](rules/conditions.md#Frightened). +> - **Failure** The creature takes full damage and becomes [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The creature takes double damage. It also becomes [frightened](rules/conditions.md#Frightened) and [fleeing](rules/conditions.md#Fleeing) for 1 round. +%% #trait/auditory #trait/emotion #trait/enchantment #trait/fear #trait/mental #trait/occult %% +``` + +*Source: Gamemastery Guide p. 78* \ No newline at end of file diff --git a/compendium/gm/hazards/glimpse-grave-botd.md b/compendium/gm/hazards/glimpse-grave-botd.md new file mode 100644 index 000000000..b5a3b64e9 --- /dev/null +++ b/compendium/gm/hazards/glimpse-grave-botd.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/botd +- trait/haunt +aliases: ["Glimpse Grave"] +--- +# Glimpse Grave *Hazard 20* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 48 master to notice the words on the tombstone waver + +A tombstone bears the name of those who look upon it, causing their hearts to seize. + +- **Disable** DC 45 [Religion](compendium/skills.md#Religion) (legendary) to bless the tombstone or DC 50 [Occultism](compendium/skills.md#Occultism) (trained) to ward off spirits + +```ad-embed-ability +title: Stop Heart [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[death](rules/traits/death.md) [illusion](rules/traits/illusion.md) [incapacitation](rules/traits/incapacitation.md) [linguistic](rules/traits/linguistic.md) [occult](rules/traits/occult.md) [visual](rules/traits/visual.md) + +- **Trigger**: A creature reads or touches the tombstone + +**Effect** The haunt deals `8d10+44` negative damage (DC 47 basic Will save) to all creatures within 60 feet who can see the tombstone and can read any language. On a critical failure, a creature dies. +%% #trait/death #trait/illusion #trait/incapacitation #trait/linguistic #trait/occult #trait/visual %% +``` + +**Reset** 1 day + +*Source: Book of the Dead p. 67* \ No newline at end of file diff --git a/compendium/gm/hazards/gloomglow-mushrooms-aoa1.md b/compendium/gm/hazards/gloomglow-mushrooms-aoa1.md new file mode 100644 index 000000000..819a31447 --- /dev/null +++ b/compendium/gm/hazards/gloomglow-mushrooms-aoa1.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa1 +- trait/environmental +- trait/fungus +aliases: ["Gloomglow Mushrooms"] +--- +# Gloomglow Mushrooms *Hazard 5* +[environmental](rules/traits/environmental.md) [fungus](rules/traits/fungus-b1.md) + +- **Complexity** Simple +- **Stealth** DC 26 expert + +A field of grass-like fungal filaments amid clusters of softly glowing, long-stalked mushrooms. + +- **Disable** [Survival](compendium/skills.md#Survival) DC 22 (expert) to remove a 5-foot-patch without triggering the mushrooms. + +- **AC** 21 , **Fort** +13, **Ref** +9 +- **HP** 52 +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** cold 10 + +```ad-embed-ability +title: Glowing Spores [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature moves into the mushrooms' space or damages the mushrooms. The mushrooms can't use this reaction if the damage was cold damage. + +**Effect** The triggering creature and all creatures within 10 feet are sprayed with itchy, distracting, glowing spores and must attempt a DC 22 Reflex save. On a failed save, the creatures become [sickened](rules/conditions.md#Sickened) and [stupefied](rules/conditions.md#Stupefied) (or [sickened](rules/conditions.md#Sickened) and [stupefied](rules/conditions.md#Stupefied) on a critical failure) and take a –4 penalty to [Stealth](compendium/skills.md#Stealth) checks until the spores lose potency in 24 hours or are removed. This requires washing them off by bathing in water for a minute, a [prestidigitation](compendium/spells/prestidigitation.md) spell, or a similar measure allowed by the GM. +``` + +*Source: Age of Ashes #1: Hellknight Hill p. 57* \ No newline at end of file diff --git a/compendium/gm/hazards/grasp-of-the-damned-gmg.md b/compendium/gm/hazards/grasp-of-the-damned-gmg.md new file mode 100644 index 000000000..64020027a --- /dev/null +++ b/compendium/gm/hazards/grasp-of-the-damned-gmg.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gmg +- trait/haunt +aliases: ["Grasp of the Damned"] +--- +# Grasp of the Damned *Hazard 17* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 43 master + +These desperate spirits are the echoes of people who committed great atrocities in the name of an evil god. + +Now, they are left with only the knowledge that their souls have been damned, and the unwavering belief that they can better their fate by providing powerful sacrifices for their fiendish masters. + +- **Disable** DC 46 [Religion](compendium/skills.md#Religion) (master) to inspire a deity to intervene and counteract the ritual + +```ad-embed-ability +title: Mark for Damnation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[death](rules/traits/death.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) + +- **Trigger**: Three or more sentient living creatures of 13th level or higher enter the haunt's area + +**Effect** The haunt deals `6d12+35` negative damage to each creature in the haunt's area, and each creature must attempt a DC 40 Will save. + +> [!success-degree] +> - **Critical Success** The creature takes no damage and is [doomed](rules/conditions.md#Doomed). +> - **Success** The creature takes half damage and is [doomed](rules/conditions.md#Doomed). +> - **Failure** The creature takes full damage, becomes [doomed](rules/conditions.md#Doomed), and is marked for damnation. +> - **Critical Failure** The creature takes double damage, becomes [doomed](rules/conditions.md#Doomed), and is marked for damnation. +> +> If a creature that is marked for damnation dies within the next 24 hours, including from the haunt's damage, its soul is immediately dragged away to the plane of the evil deity that the damned spirits served, where the creature's soul is held captive by one of that deity's powerful servitors. Only wish and similarly potent effects are able to recover the lost soul directly; however, it is also possible to recover the soul by journeying to the evil plane and defeating the soul's captor. +%% #trait/death #trait/divine #trait/necromancy %% +``` + +**Reset** 1 day + +*Source: Gamemastery Guide p. 79* \ No newline at end of file diff --git a/compendium/gm/hazards/grasping-dead-botd.md b/compendium/gm/hazards/grasping-dead-botd.md new file mode 100644 index 000000000..c1ebd8f1c --- /dev/null +++ b/compendium/gm/hazards/grasping-dead-botd.md @@ -0,0 +1,42 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/botd +- trait/complex +- trait/haunt +aliases: ["Grasping Dead"] +--- +# Grasping Dead *Hazard 5* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) + +- **Complexity** Complex +- **Stealth** +12 expert + +Hands of the buried dead rise from the ground, grabbing and tearing at creatures in the area to drag them underground. + +- **Disable** DC 22 [Religion](compendium/skills.md#Religion) (trained) to ritually pray for the dead or DC 24 [Occultism](compendium/skills.md#Occultism) (trained) to exorcise the spirits' anger; two total successes are required to disable the haunt + +- null, null +- **Hardness** 10, ; **per instrument HP** 22 (BT 11) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Shifting Earth [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: At least two creatures enter the area + +**Effect** The earth shifts wildly as the hands of the dead spring forth from the ground. The area becomes difficult terrain. Creatures within the area are knocked [prone](rules/conditions.md#Prone) unless they succeed at a DC 26 Reflex save. The haunt then rolls initiative. +``` + +```ad-pf2-summary +title: Routine +(1 action) The grasping hands batter all creatures in the area, dealing `2d6+7` bludgeoning damage (DC 26 basic Reflex save). On a critical failure, a creature is dragged partially into the earth, becoming [immobilized](rules/conditions.md#Immobilized) until it [Escapes](rules/actions/escape.md) (DC 26). If already [immobilized](rules/conditions.md#Immobilized), it's fully submerged and must hold its breath to avoid suffocation. +``` +^routine + +**Reset** The haunt deactivates 1 minute after all living creatures leave the area. After 1 hour, the haunt reactivates. + +*Source: Book of the Dead p. 68* \ No newline at end of file diff --git a/compendium/gm/hazards/grazing-deer-afof.md b/compendium/gm/hazards/grazing-deer-afof.md new file mode 100644 index 000000000..d01d3fb78 --- /dev/null +++ b/compendium/gm/hazards/grazing-deer-afof.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/afof +- trait/complex +- trait/environmental +- trait/uncommon +aliases: ["Grazing Deer"] +--- +# Grazing Deer *Hazard 3* +[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [uncommon](rules/traits/uncommon.md) + +- **Complexity** Complex +- **Stealth** +20 expert + +A herd of deer exits the woods to investigate the delicious-looking leshys. + +- **Disable** DC 17 [Diplomacy](compendium/skills.md#Diplomacy) (with wild empathy) to befriend the deer and convince them that leshys aren't for nibbling, or DC 20 [Intimidation](compendium/skills.md#Intimidation) to scare the dear away + +- **AC** 19 , **Fort** +12, **Ref** +14, **Will** +6 +- **HP** 44 (if the grazing deer take this much damage, they aren't killed, but they do flee into the woods and don't return) +- **Immunities** +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Approach and Taste [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: The PCs emerge from the forest's edge + +**Effect** A deer approaches the party and attempts a nibble [Strike](rules/actions/strike.md) against a randomly determined PC. + +The grazing deer rolls initiative. +``` + +```ad-pf2-summary +title: Routine +(2 actions) The grazing deer takes one action to move about, and then one action to eagerly nibble at a randomly chosen PC. A character who spends three actions on their turn to [Stride](rules/actions/stride.md) can avoid being nibbled by the grazing deer during the hazard's next turn. If all of the PCs do so, attempt a DC 5 flat check—on a success, the party escapes the deer and can proceed onward to Petalbrook, but they become delayed as a result of having to flee the pack of ravenous deer. +``` +^routine + +*Source: A Fistful of Flowers p. 5* \ No newline at end of file diff --git a/compendium/gm/hazards/green-slime-gmg.md b/compendium/gm/hazards/green-slime-gmg.md new file mode 100644 index 000000000..af44e6a60 --- /dev/null +++ b/compendium/gm/hazards/green-slime-gmg.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gmg +- trait/environmental +aliases: ["Green Slime"] +--- +# Green Slime *Hazard 9* +[environmental](rules/traits/environmental.md) + +- **Complexity** Simple +- **Stealth** DC 30 expert + +A caustic green film clings to the ceiling above, watching for prey to pass beneath it. + +- **Disable** DC 33 [Survival](compendium/skills.md#Survival) (expert) to carefully peel the slime off the ceiling without touching it + +- **AC** 20 , **Fort** +25, +- **HP** 200 (BT 100) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** cold 20; fire 20 + +```ad-embed-ability +title: Dissolving Ambush [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature walks beneath the slime + +**Effect** The green slime drops on top of the creature, attempting to dissolve it into a nutritious slurry. The target must attempt a DC 28 Reflex save. + +> [!success-degree] +> - **Critical Success** The target leaps out of the way, and it is unaffected. +> - **Success** A small amount of the slime splashes onto the target. The target is [drained](rules/conditions.md#Drained). +> - **Failure** The slime lands on its target. The target is [drained](rules/conditions.md#Drained), and this condition value increases by 1 at the end of its turn each round until the slime is removed. If the target reaches [drained](rules/conditions.md#Drained), the next time its [drained](rules/conditions.md#Drained) value would increase, it dies and collapses into a slurry of nutrients. A slime covering a target can no longer be removed through [Survival](compendium/skills.md#Survival) checks, and damage dealt to the slime is also dealt to the target (applying the target's immunities, weaknesses, and resistances rather than those of the green slime). +> - **Critical Failure** The slime completely coats its target. This has the same effect as a failure, except the target is immediately [drained](rules/conditions.md#Drained), becomes [drained](rules/conditions.md#Drained) after 1 round, and dies after 2 rounds. +``` + +**Reset** 1 hour, as the slime feasts and then slowly creeps back up to the ceiling + +*Source: Gamemastery Guide p. 78* \ No newline at end of file diff --git a/compendium/gm/hazards/gremlin-horde-ooa3.md b/compendium/gm/hazards/gremlin-horde-ooa3.md new file mode 100644 index 000000000..b36f1bc40 --- /dev/null +++ b/compendium/gm/hazards/gremlin-horde-ooa3.md @@ -0,0 +1,48 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ooa3 +- trait/complex +- trait/magical +aliases: ["Gremlin Horde"] +--- +# Gremlin Horde *Hazard 6* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) + +- **Complexity** Complex +- **Stealth** +18 expert + +Three gangs of gremlins hide within the spiral centurion, cackling with glee and hurling blasts of hex magic. The hazard occupies the same space as the spiral centurion, moving with it. + +- **Disable** DC 25 [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) (trained) to devise counter-hex symbols that frighten and scatter a gremlin gang, or DC 28 [Acrobatics](compendium/skills.md#Acrobatics) or [Stealth](compendium/skills.md#Stealth) (expert) to capture and scatter a gremlin gang + +- **AC** 27 , **Fort** +11, **Ref** +17 +- **Hardness** 15 (while inside the centurion); **HP** 22 per gremlin gang +- **Immunities** +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Hexed Calamity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature comes within 30 feet of the gremlin horde + +**Effect** Every firearm within 30 feet misfires (Guns & Gears 152). If a creature is holding the firearm, they can attempt a DC 27 Will save, negating this effect on a success. The hazard rolls initiative. +``` + +```ad-pf2-summary +title: Routine +(3 actions; misfortune) The gremlin horde hurls one tinkering curse with each action, targeting an item within 60 feet wielded or worn by a creature. The creature must attempt a DC 27 Will save. The gremlin horde loses 1 action for each gremlin gang that's scattered. + +> [!success-degree] +> - **Critical Success** The hex bounces back to affect the gremlin horde. For 1 round, all creatures gain a +1 status bonus to checks to disable this hazard. +> - **Success** The item is unaffected. +> - **Failure** The item becomes unreliable for 1 round. If a creature attempts to Activate the item or [Interact](rules/actions/interact.md) with it, it must succeed at a DC 5 flat check or the action is wasted. If the item doesn't have an active use (such a mundane cloak), the creature wearing the item must instead immediately succeed at a DC 5 flat check or become tangled with the item and fall [prone](rules/conditions.md#Prone). +> - **Critical Failure** As failure, but the creature wielding or wearing the item also becomes [clumsy](rules/conditions.md#Clumsy). +``` +^routine + +**Reset** If not captured or killed, the scattered gremlin gangs regroup after `1d4` hours. + +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 19* \ No newline at end of file diff --git a/compendium/gm/hazards/guthallath-rockslide-ec6.md b/compendium/gm/hazards/guthallath-rockslide-ec6.md new file mode 100644 index 000000000..131bbdbfe --- /dev/null +++ b/compendium/gm/hazards/guthallath-rockslide-ec6.md @@ -0,0 +1,59 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec6 +- trait/complex +- trait/environmental +aliases: ["Guthallath Rockslide"] +--- +# Guthallath Rockslide *Hazard 19* +[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) + +- **Complexity** Complex +- **Stealth** +30 master to notice the odd aging of the stones, seemingly far older and more weathered than the surrounding rocks. + +The rock walls nearby begin to crumble and collapse. + +- **Disable** DC 48 [Crafting](compendium/skills.md#Crafting) (legendary) to buttress the collapsing rocks in three different locations. Using large and durable materials (or applicable spells) to support the rocks reduces the check to DC 45 [Crafting](compendium/skills.md#Crafting) (master). + +- **AC** 42 , **Fort** +35, **Ref** +29 +- **HP** 150 +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Rumbling Rocks [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: The guthallath rolls initiative + +**Effect** The rocks of the area begin to crumble. The hazard rolls for initiative. +``` + +````ad-pf2-summary +title: Routine +(2 actions) On the hazard's first action, any areas of crumbling rocks from a previous round collapse, making a falling rocks [Strike](rules/actions/strike.md) against each creature in the area. + +On its second action, the hazard crumbles rocks in a 20- foot radius around the previous collapse. A character can [Seek](rules/actions/seek.md) (DC 40) to determine where the rocks will fall on the following round, but on a critical failure, they incorrectly identify where the rocks will fall. + +```ad-inline-attack +title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Falling Rocks (36) +**Damage** `4d10+20` bludgeoning + +**Effects** +``` + +```ad-embed-ability +title: Early Collapse [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: The hazard takes 30 or more damage + +**Effect** Move the hazard's initiative to immediately follow the creature that damaged the hazard. +``` +```` +^routine + +**Reset** The guthallath can reset the hazard with a few days of work stacking the fallen rocks. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 25* \ No newline at end of file diff --git a/compendium/gm/hazards/hail-of-razor-stones-qff1.md b/compendium/gm/hazards/hail-of-razor-stones-qff1.md new file mode 100644 index 000000000..980b1df38 --- /dev/null +++ b/compendium/gm/hazards/hail-of-razor-stones-qff1.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/qff1 +- trait/mechanical +- trait/trap +aliases: ["Hail of Razor Stones"] +--- +# Hail of Razor Stones *Hazard 2* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 21 trained + +When a [concealed](rules/conditions.md#Concealed) cord is tripped, several sharp stones fall onto the square containing the cord. + +- **Disable** DC 18 [Thievery](compendium/skills.md#Thievery) (trained) to safely cut the trip cord + +- **AC** 16 , **Fort** +9, **Ref** +5 +- **Hardness** 8, **HP** 32 (BT 16) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Deadfall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature walks into the square containing the trip cord + +**Effect** Falling rocks deal `4d8` slashing damage (DC 19 basic Reflex save) to any creature in the square, possibly pinning them to the ground. + +On a failed save, the creature falls [prone](rules/conditions.md#Prone); on a critical failure, the creature is [immobilized](rules/conditions.md#Immobilized) (DC 17 to [Escape](rules/actions/escape.md)). An adjacent creature can attempt a DC 19 [Athletics](compendium/skills.md#Athletics) check to shove the rocks aside to free an [immobilized](rules/conditions.md#Immobilized) creature. +``` + +*Source: Quest for the Frozen Flame #1: Broken Tusk Moon p. 46* \ No newline at end of file diff --git a/compendium/gm/hazards/hall-of-fiery-doom-qff3.md b/compendium/gm/hazards/hall-of-fiery-doom-qff3.md new file mode 100644 index 000000000..edb5c058d --- /dev/null +++ b/compendium/gm/hazards/hall-of-fiery-doom-qff3.md @@ -0,0 +1,53 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/qff3 +- trait/complex +- trait/haunt +aliases: ["Hall of Fiery Doom"] +--- +# Hall of Fiery Doom *Hazard 10* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) + +- **Complexity** Complex +- **Stealth** +32 master + +While the roof is on fire and collapsing timbers crush those within the hall, demons fly down from the sky to pluck victims from the flames. + +- **Disable** two DC 32 [Athletics](compendium/skills.md#Athletics) or [Diplomacy](compendium/skills.md#Diplomacy) checks to douse the flames; [Athletics](compendium/skills.md#Athletics) to do the work yourself or [Diplomacy](compendium/skills.md#Diplomacy) to muster the ghostly soldiers. This reduces the hazard's actions by 1 and prevents it from using + +```ad-embed-ability +title: Burning Timbers. + +Banish the demons with up to two DC 35 [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) checks; each success reduces the hazard's actions by 1, and two successes prevent it from using Demonic Abduction. When the hazard loses all 3 actions, Burning Timbers, and Demonic Abduction, it's disabled. +``` +```ad-embed-ability +title: Burst of Fire [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature enters the hall or ends its turn in the hall + +**Effect** The hall bursts into flame, dealing `4d6` fire damage to each creature in the hall. The haunt then rolls initiative. +``` +```ad-embed-ability +title: Burning Timbers [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Creatures within the 30-foot by 90-foot area of the hall take `4d6+12` fire damage (DC 29 basic Reflex save). +``` +```ad-embed-ability +title: Demonic Abduction [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Spectral demons lift a single creature 50 feet into the air and drop it. The haunt makes a [Strike](rules/actions/strike.md) against the creature with a +23 attack bonus. On a success, the creature is lifted into the air and dropped, taking 25 bludgeoning damage, though it might negate some or all this damage using a spell, such as feather fall. + +On a critical hit, the creature also takes `2d12+13` slashing damage as the demons' claws tear through its flesh. +``` + +```ad-pf2-summary +title: Routine +(3 actions) The haunt spends 1 action to fill the hall with burning timbers falling from above, and 2 actions to pluck up random victims and drop them to their deaths. +``` +^routine + +**Reset** The hall falls quiet for 24 hours, after which it can trigger again. + +*Source: Quest for the Frozen Flame #3: Burning Tundra p. 50* \ No newline at end of file diff --git a/compendium/gm/hazards/hallowed-wheel-ec2.md b/compendium/gm/hazards/hallowed-wheel-ec2.md new file mode 100644 index 000000000..0558581b2 --- /dev/null +++ b/compendium/gm/hazards/hallowed-wheel-ec2.md @@ -0,0 +1,47 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec2 +- trait/complex +- trait/magical +- trait/mechanical +- trait/rare +- trait/trap +aliases: ["Hallowed Wheel"] +--- +# Hallowed Wheel *Hazard 10* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [rare](rules/traits/rare.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +19 expert to detect the magical sensor; noticing the wheel has a DC of 0. + +An ornate wheel, divided into eight segments with a rune painted on each, is mounted on a pole and [controlled](rules/conditions.md#Controlled) by a lever that can be triggered manually or a sensor that detects creatures within 30 feet in front of it. + +- **Disable** DC 31 [Thievery](compendium/skills.md#Thievery) (master) on the wheel to flip the switch returning it to a harmless carnival game, DC 26 [Thievery](compendium/skills.md#Thievery) (expert) to erase each rune, or dispel magic (5th level; counteract DC 28) to counteract each rune. + +- **AC** 30 , **Fort** +21, **Ref** +15 +- **Hardness** 16, **HP** 80 (BT 40) +- **Immunities** +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Wheel Spin [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature pulls the lever or enters the sensor's detection area + +**Effect** The wheel begins to spin and rolls initiative. +``` + +```ad-pf2-summary +title: Routine +[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") On its initiative, the trap uses its first action to spin, then stops. Roll `1d8` to determine which segment is topmost when the wheel stops spinning. The wheel uses its second action to replicate the spell listed for that segment (5th level, DC 27, spell attack roll +17). This spell's target is centered on or otherwise includes the nearest creature in the spell's area. This increases the spell's range to 30 feet if necessary. Any spell cast by this trap is occult. + +1 black tentacles 2 blindness 3 confusion 4 death ward 5 outcast's curse 6 shadow blast (force damage in a 30-foot line) 7 sound burst 8 spider climb. +``` +^routine + +**Reset** The trap deactivates and resets if 1 minute passes without any creature moving within range of its sensor. + +*Source: Extinction Curse #2: Legacy of the Lost God p. 51* \ No newline at end of file diff --git a/compendium/gm/hazards/hampering-web-gmg.md b/compendium/gm/hazards/hampering-web-gmg.md new file mode 100644 index 000000000..21efb6fda --- /dev/null +++ b/compendium/gm/hazards/hampering-web-gmg.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gmg +- trait/environmental +aliases: ["Hampering Web"] +--- +# Hampering Web *Hazard 1* +[environmental](rules/traits/environmental.md) + +- **Complexity** Simple +- **Stealth** DC 18 expert + +Semitransparent sheets of webbing span the entryway, ready to capture small insects or hamper larger creatures that pass through. + +- **Disable** DC 17 [Survival](compendium/skills.md#Survival) (trained) to dislodge it + +- **AC** 19 , **Fort** +10, **Ref** +11 +- **HP** 26 (BT 13) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Ensnare [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature that isn't a spider walks into the web + +**Effect** The web wraps around the triggering creature's body, clinging to their limbs. The triggering creature must succeed at a DC 20 Reflex save or take a –10-foot circumstance penalty to all their Speeds until they [Escape](rules/actions/escape.md) the web (DC 20). On a critical failure, the webbing also clings to the creature's face, making them [sickened](rules/conditions.md#Sickened), and they can't attempt to reduce this condition until they [Escape](rules/actions/escape.md) the web. +``` + +*Source: Gamemastery Guide p. 77* \ No newline at end of file diff --git a/compendium/gm/hazards/hazards.md b/compendium/gm/hazards/hazards.md index 79a8f2e4b..0ad8256f3 100644 --- a/compendium/gm/hazards/hazards.md +++ b/compendium/gm/hazards/hazards.md @@ -4,32 +4,248 @@ cssclass: pf2e,pf2e-index --- # Index of Hazards +- [Abyss-Warped Trees](abyss-warped-trees-qff2.md) +- [Acid Strongbox Trap](acid-strongbox-trap-qff1.md) +- [Acidic Needle Launcher](acidic-needle-launcher-aoa5.md) +- [Agitated Carnivorous Plants](agitated-carnivorous-plants-sot2.md) +- [Air Rift](air-rift-frp2.md) +- [Angazhan's Rake Trap](angazhans-rake-trap-sli.md) +- [Angry Vegetation](angry-vegetation-ec6.md) - [Armageddon Orb](armageddon-orb.md) +- [Ash Web](ash-web-aoa4.md) +- [Axiomatic Polymorph Trap](axiomatic-polymorph-trap-ec6.md) +- [Bad Vibrations](bad-vibrations-afof.md) - [Banshee's Symphony](banshees-symphony.md) +- [Barzillai's Hounds](barzillais-hounds-aoa3.md) +- [Befuddling Gas Trap](befuddling-gas-trap-av3.md) +- [Black Powder Bomb](black-powder-bomb-aoa2.md) +- [Blast Tumbler](blast-tumbler-av3.md) +- [Blood Of Belcorra](blood-of-belcorra-av1.md) +- [Blood-Soaked Soil](blood-soaked-soil-botd.md) +- [Blood Tears](blood-tears-botd.md) +- [Bloodthirsty Toy](bloodthirsty-toy-botd.md) - [Bloodthirsty Urge](bloodthirsty-urge.md) - [Bottomless Pit](bottomless-pit.md) +- [Boulder Deadfall Trap](boulder-deadfall-trap-sot2.md) +- [Bounding Hounds](bounding-hounds-da.md) +- [Broken Rebus Attack](broken-rebus-attack-frp1.md) +- [Brown Mold](brown-mold-gmg.md) +- [Buzzing Latch Rune](buzzing-latch-rune-ec4.md) +- [Call of the Void](call-of-the-void-da.md) +- [Cannibalistic Echoes](cannibalistic-echoes-botd.md) +- [Catacomb Cave-in](catacomb-cave-in-ec1.md) +- [Caustic Dart Trap](caustic-dart-trap-ec3.md) +- [Caustic Vapor](caustic-vapor-aoa5.md) +- [Cave-In](cave-in-qff2.md) +- [Centipede Carcasses Trap](centipede-carcasses-trap-sot1.md) +- [Central Spears](central-spears-bb.md) +- [Clone Mirrors](clone-mirrors-da.md) +- [Cold Spot](cold-spot-botd.md) +- [Collapsing Porch](collapsing-porch-tio.md) +- [Collapsing Structure](collapsing-structure-frp2.md) +- [Collapsing Structure](collapsing-structure-lomm.md) +- [Color Spray Trap](color-spray-trap-ooa2.md) +- [Confounding Betrayal](confounding-betrayal-gmg.md) +- [Confounding Portal](confounding-portal-da.md) +- [Constricting Hall](constricting-hall-da.md) +- [Convergence Lattice](convergence-lattice-ec6.md) +- [Cracked Earth](cracked-earth-loil.md) +- [Crushing Gate Trap](crushing-gate-trap-ec5.md) +- [Crystal Pin](crystal-pin-lomm.md) +- [Daemonic Fog](daemonic-fog-av3.md) +- [Dahak's Shell](dahaks-shell-aoa2.md) +- [Dahak's Skull](dahaks-skull-aoa2.md) +- [Damurdiel's Vengeance](damurdiels-vengeance-aoa6.md) +- [Dance of Death](dance-of-death-gmg.md) - [Darkside Mirror](darkside-mirror.md) +- [Death's Slumber Ward](deaths-slumber-ward-qff1.md) +- [Desperate Hunger](desperate-hunger-botd.md) +- [Dimensional Darkside Mirror](dimensional-darkside-mirror-frp3.md) +- [Disorienting Illusions](disorienting-illusions-da.md) +- [Distortion Mirror](distortion-mirror-da.md) +- [Doom Of Tomorrow](doom-of-tomorrow-av1.md) +- [Dragon Pillar](dragon-pillar-aoa2.md) +- [Dragonstorm](dragonstorm-aoa6.md) +- [Dream Pollen Pods](dream-pollen-pods-ec1.md) - [Drowning Pit](drowning-pit.md) +- [Echoes Of Betrayal](echoes-of-betrayal-aoa4.md) +- [Echoes Of Faith](echoes-of-faith-ec2.md) +- [Ectoplasmic Grasp](ectoplasmic-grasp-botd.md) - [Electric Latch Rune](electric-latch-rune.md) +- [Electrified Water Ward](electrified-water-ward-sot2.md) +- [Endless Elven Aging](endless-elven-aging-aoa5.md) +- [Entombed Spirit](entombed-spirit-botd.md) +- [Entrapping Chair](entrapping-chair-da.md) +- [Envenomed Lock](envenomed-lock-bb.md) +- [Envenomed Thorns Trap](envenomed-thorns-trap-ec1.md) +- [Eternal Flame](eternal-flame-gmg.md) +- [Exhaling Portal](exhaling-portal-da.md) +- [Explosive Furniture Trap](explosive-furniture-trap-ec4.md) +- [Explosive Steam Trap](explosive-steam-trap-ooa2.md) +- [Falling Ceiling](falling-ceiling-bb.md) +- [Falling Debris](falling-debris-fop.md) +- [Falling Portcullis Trap](falling-portcullis-trap-ooa2.md) +- [Falling Stalactites](falling-stalactites-qff2.md) +- [False Door Trap](false-door-trap-ooa2.md) +- [False Floor](false-floor-da.md) +- [False Step Floor](false-step-floor-da.md) +- [Fiendripping Blast Trap](fiendripping-blast-trap-sli.md) +- [Final Flight](final-flight-qff2.md) +- [Final Words](final-words-botd.md) - [Fireball Rune](fireball-rune.md) +- [Flensing Blades](flensing-blades-gmg.md) +- [Floating Flamethrower](floating-flamethrower-frp2.md) +- [Flood Of Spirits](flood-of-spirits-botd.md) +- [Footsteps of Legends](footsteps-of-legends-qff2.md) +- [Forest Fire](forest-fire-qff2.md) +- [Freezing Floor Tiles](freezing-floor-tiles-frp2.md) +- [Frenetic Musician](frenetic-musician-botd.md) - [Frozen Moment](frozen-moment.md) +- [Ghost Crystal Cloud](ghost-crystal-cloud-ec2.md) +- [Ghost Stampede](ghost-stampede-botd.md) +- [Ghostly Choir](ghostly-choir-gmg.md) +- [Glimpse Grave](glimpse-grave-botd.md) +- [Gloomglow Mushrooms](gloomglow-mushrooms-aoa1.md) +- [Grasp of the Damned](grasp-of-the-damned-gmg.md) +- [Grasping Dead](grasping-dead-botd.md) +- [Grazing Deer](grazing-deer-afof.md) +- [Green Slime](green-slime-gmg.md) +- [Gremlin Horde](gremlin-horde-ooa3.md) +- [Guthallath Rockslide](guthallath-rockslide-ec6.md) +- [Hail of Razor Stones](hail-of-razor-stones-qff1.md) +- [Hall of Fiery Doom](hall-of-fiery-doom-qff3.md) +- [Hallowed Wheel](hallowed-wheel-ec2.md) - [Hallucination Powder Trap](hallucination-powder-trap.md) - [Hammer Of Forbiddance](hammer-of-forbiddance.md) +- [Hampering Web](hampering-web-gmg.md) +- [Hidden Pit](hidden-pit-bb.md) - [Hidden Pit](hidden-pit.md) +- [Host Of Spirits](host-of-spirits-ec5.md) +- [Ice Fall Trap](ice-fall-trap-fop.md) +- [Images Of Failure](images-of-failure-av3.md) +- [Images Of Powerlessness](images-of-powerlessness-av3.md) +- [Imperious Darkside Mirror](imperious-darkside-mirror-ec5.md) +- [Iron Dart Launcher](iron-dart-launcher-ooa2.md) +- [Jealous Abjurer](jealous-abjurer-gmg.md) +- [Krooth Summoning Rune](krooth-summoning-rune-ec2.md) - [Lava Flume Tube](lava-flume-tube.md) +- [Lesser Dragonstorm](lesser-dragonstorm-aoa6.md) +- [Lifeleech Crystal Patch](lifeleech-crystal-patch-aoa4.md) +- [Locking Door](locking-door-botd.md) +- [Lonely Machine Spirit](lonely-machine-spirit-ooa1.md) +- [Luminous Ward](luminous-ward-aoa5.md) +- [Lyzerium Bottles](lyzerium-bottles-ooa1.md) +- [Magic Starknives Trap](magic-starknives-trap-tio.md) +- [Mana Whorl](mana-whorl-loil.md) +- [Masks Of Aroden's Guises](masks-of-arodens-guises-ec2.md) +- [Maze Of Mirrors](maze-of-mirrors-ec2.md) +- [Mental Scream Trap](mental-scream-trap-aoa5.md) +- [Mermaid Fountain](mermaid-fountain-bb.md) +- [Methane Flue](methane-flue-qff3.md) +- [Mirror Door](mirror-door-da.md) +- [Mogaru's Breath](mogarus-breath-frp2.md) +- [Mukradi Summoning Runes](mukradi-summoning-runes-ec4.md) +- [Nightmare Terrain](nightmare-terrain-tio.md) +- [Oil Explosion](oil-explosion-qff2.md) +- [Painful Suggestion Trap](painful-suggestion-trap-av2.md) +- [Paralyzing Light Trap](paralyzing-light-trap-av2.md) +- [Perilous Flash Flood](perilous-flash-flood-gmg.md) +- [Phantom Bells](phantom-bells-aoa3.md) +- [Phantom Footsteps](phantom-footsteps-botd.md) +- [Phantom Jailer](phantom-jailer-botd.md) - [Pharaoh's Ward](pharaohs-ward.md) - [Planar Rift](planar-rift.md) +- [Planar Tear](planar-tear-lomm.md) +- [Plummeting Doom](plummeting-doom-gmg.md) - [Poisoned Dart Gallery](poisoned-dart-gallery.md) +- [Poisoned Lock](poisoned-lock-fop.md) - [Poisoned Lock](poisoned-lock.md) +- [Poisoned Secret Door Trap](poisoned-secret-door-trap-ec4.md) - [Polymorph Trap](polymorph-trap.md) +- [Pouncing Tiger Haunt](pouncing-tiger-haunt-qff1.md) +- [Precarious Pile](precarious-pile-ltiba.md) +- [Precarious Thunderstone Trap](precarious-thunderstone-trap-ooa1.md) +- [Punishing Altar](punishing-altar-qff2.md) +- [Purple Dye Trap](purple-dye-trap-ooa1.md) +- [Quaking Footfalls](quaking-footfalls-frp2.md) +- [Quaking Slither](quaking-slither-lomm.md) +- [Quarry Sluiceway](quarry-sluiceway-aoa3.md) - [Quicksand](quicksand.md) +- [Raving Spirit](raving-spirit-ec3.md) +- [Reflected Desires](reflected-desires-da.md) +- [Repeater Crossbow Trap](repeater-crossbow-trap-ooa1.md) +- [Rockfall Ceiling](rockfall-ceiling-qff2.md) +- [Rusty Grate Pit](rusty-grate-pit-av2.md) +- [Sadistic Conductor](sadistic-conductor-botd.md) +- [Sand Whirlwind](sand-whirlwind-frp1.md) +- [Scroll Shock Trap](scroll-shock-trap-sli.md) +- [Scythe Blades](scythe-blades-bb.md) - [Scythe Blades](scythe-blades.md) - [Second Chance](second-chance.md) +- [Second Kiss Engine](second-kiss-engine-ooa2.md) +- [Seismic Spears Trap](seismic-spears-trap-aoa5.md) +- [Serpent Ward](serpent-ward-sot2.md) +- [Shattered Window](shattered-window-botd.md) +- [Shattering Rune](shattering-rune-qff3.md) +- [Shrieker](shrieker-gmg.md) +- [Shrinking Hall](shrinking-hall-da.md) +- [Shrouded Assailant](shrouded-assailant-da.md) +- [Shuffling Hall](shuffling-hall-da.md) +- [Shuffling Scythe Blades](shuffling-scythe-blades-av2.md) +- [Sigil of Deepest Fears](sigil-of-deepest-fears-da.md) +- [Siphoning Spirit](siphoning-spirit-botd.md) +- [Slamming Door](slamming-door-bb.md) - [Slamming Door](slamming-door.md) +- [Snowfall](snowfall-gmg.md) +- [Soul Draining Cage](soul-draining-cage-qff2.md) +- [Spear Launcher](spear-launcher-bb.md) +- [Spear Launcher](spear-launcher-fop.md) - [Spear Launcher](spear-launcher.md) +- [Spectral Archers](spectral-archers-qff3.md) +- [Spectral Reflection](spectral-reflection-gmg.md) +- [Spell Pitchers](spell-pitchers-loil.md) +- [Spike Launcher](spike-launcher-av1.md) +- [Spiked Barricade Trap](spiked-barricade-trap-ec4.md) +- [Spiked Doorframe](spiked-doorframe-aoa1.md) - [Spinning Blade Pillar](spinning-blade-pillar.md) +- [Spirit Cyclone](spirit-cyclone-botd.md) +- [Spirit Window](spirit-window-da.md) +- [Stabbing Sentinel](stabbing-sentinel-ec5.md) +- [Stalker Summoning Rune](stalker-summoning-rune-sli.md) +- [Stink-Sap Trap](stink-sap-trap-ooa1.md) +- [Stonescale Spirits](stonescale-spirits-av1.md) +- [Storm Discharge](storm-discharge-lomm.md) +- [Subduing Gas Chamber](subduing-gas-chamber-ooa1.md) +- [Suffering Xulgaths](suffering-xulgaths-ec6.md) - [Summoning Rune](summoning-rune.md) +- [Swatting Tail](swatting-tail-frp2.md) +- [Tar Pit](tar-pit-qff3.md) - [Telekinetic Swarm Trap](telekinetic-swarm-trap.md) +- [Thalassophobic Pool](thalassophobic-pool-da.md) +- [Thief's Trap](thiefs-trap-ec6.md) +- [Thunderstone Cascade Trap](thunderstone-cascade-trap-ec2.md) +- [Titanic Flytrap](titanic-flytrap-gmg.md) +- [Tongues Of Flame](tongues-of-flame-tio.md) +- [Toppling Furniture](toppling-furniture-botd.md) +- [Town Hall Fire](town-hall-fire-aoa1.md) +- [Trapped Lathe](trapped-lathe-aoa3.md) +- [Treacherous Scree](treacherous-scree-gmg.md) +- [Tree Of Dreadful Dreams](tree-of-dreadful-dreams-aoa3.md) +- [Vengeful Furnace](vengeful-furnace-av1.md) +- [Violent Shove](violent-shove-botd.md) +- [Viper Urn](viper-urn-tio.md) +- [Vision Of Dahak](vision-of-dahak-aoa2.md) +- [Volatile Reagents](volatile-reagents-ooa1.md) - [Vorpal Executioner](vorpal-executioner.md) +- [Wailing Crystals](wailing-crystals-aoa4.md) +- [Watching Wall](watching-wall-av1.md) +- [Web Lurker Deadfall](web-lurker-deadfall-b1.md) +- [Web Lurker Noose](web-lurker-noose-b1.md) +- [Web Lurker Noose](web-lurker-noose-tio.md) +- [Weight of Guilt](weight-of-guilt-botd.md) - [Wheel Of Misery](wheel-of-misery.md) +- [Witch-priests' Curse](witch-priests-curse-ec5.md) +- [Wooden Bullets Trap](wooden-bullets-trap-ooa1.md) +- [Wrath Of The Destroyer](wrath-of-the-destroyer-aoa2.md) +- [Wronged Monk's Wrath](wronged-monks-wrath-frp1.md) - [Yellow Mold](yellow-mold.md) diff --git a/compendium/gm/hazards/hidden-pit-bb.md b/compendium/gm/hazards/hidden-pit-bb.md new file mode 100644 index 000000000..3ce6becbd --- /dev/null +++ b/compendium/gm/hazards/hidden-pit-bb.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/bb +aliases: ["Hidden Pit"] +--- +# Hidden Pit *Hazard 0* + +- **Complexity** Simple +- **Stealth** DC 18 [Perception](compendium/skills.md#Perception) check (or DC 0 if the trapdoor is disabled or [broken](rules/conditions.md#Broken)). + +A wooden trapdoor covers a 10-foot square pit that's 20 feet deep. + +- **Disable** DC 12 [Thievery](compendium/skills.md#Thievery) to remove the trapdoor + +- **AC** 10 , **Fort** +1, **Ref** +1 +- **Trapdoor Hardness** 3, **Trapdoor HP** 12 (BT 6) +- **Immunities** critical hits; sneak attack +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Pitfall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +If a creature walks onto the trapdoor, that creature falls in unless it succeeds at a DC 16 Reflex save to [grab hold of the edge](rules/actions/grab-an-edge.md). The pit is 20 feet deep, dealing 10 bludgeoning damage to anyone who falls to the bottom. +``` + +*Source: Beginner Box p. 49* \ No newline at end of file diff --git a/compendium/gm/hazards/host-of-spirits-ec5.md b/compendium/gm/hazards/host-of-spirits-ec5.md new file mode 100644 index 000000000..adbb11662 --- /dev/null +++ b/compendium/gm/hazards/host-of-spirits-ec5.md @@ -0,0 +1,51 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec5 +- trait/complex +- trait/haunt +aliases: ["Host Of Spirits"] +--- +# Host Of Spirits *Hazard 18* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) + +- **Complexity** Complex +- **Stealth** +35 expert + +A host of angry spirits inhabiting the ruined house attempts to drag living creatures closer and crush them to death. + +- **Disable** DC 43 [Religion](compendium/skills.md#Religion) (master) to exorcise the spirits or DC 45 [Deception](compendium/skills.md#Deception) (master) to trick the spirits into departing. + +```ad-embed-ability +title: Embrace of Death [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) [death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) + +- **Trigger**: A creature that has angered the haunt begins its turn within 50 feet of the ruins of the house + +**Effect** The haunt attempts a ghostly hand [Strike](rules/actions/strike.md) against the target creature, and then rolls initiative. +%% #trait/attack #trait/death #trait/necromancy #trait/occult %% +``` + +````ad-pf2-summary +title: Routine +(3 actions) For each of its actions, the trap attempts a ghostly hand [Strike](rules/actions/strike.md) against a different creature within 50 feet of the ruins of the house (if there are fewer than 3 creatures, the haunt doesn't use its remaining actions). + +```ad-inline-attack +title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Ghostly Hand (35) +**Damage** `2d10+10` negative plus ghostly grip + +**Effects** ghostly grip +``` + +```ad-embed-ability +title: Ghostly Grip + +A creature outside the house that takes damage from the host of spirits' ghostly hand [Strike](rules/actions/strike.md) must succeed at a DC 42 Reflex save or be pulled directly into the house. If there is a wall in the creature's path, that section of wall is destroyed, and the creature takes an additional `3d12` bludgeoning damage. The haunt's ghostly hand [Strike](rules/actions/strike.md) also deals an additional `6d6` bludgeoning damage to a target already inside the house (DC 42 basic Fortitude save). +``` +```` +^routine + +**Reset** The haunt ends 1 round after no creatures are within 50 feet of the house. The haunt resets after 1 day. + +*Source: Extinction Curse #5: Lord of the Black Sands p. 27* \ No newline at end of file diff --git a/compendium/gm/hazards/ice-fall-trap-fop.md b/compendium/gm/hazards/ice-fall-trap-fop.md new file mode 100644 index 000000000..7110ba867 --- /dev/null +++ b/compendium/gm/hazards/ice-fall-trap-fop.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/fop +- trait/mechanical +- trait/trap +aliases: ["Ice Fall Trap"] +--- +# Ice Fall Trap *Hazard 4* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 22 trained + +Compartments in the ceiling are rigged to drop a freezing alchemical liquid into the entire room if the door is opened without using the key. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 20 (trained) on the door allows it to be opened without springing the trap. + +- **AC** 20 , **Fort** +11, **Ref** +7 +- **Hardness** 8, **HP** 44 (BT 22) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Ice Fall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: The door is attacked or opened without using the key. + +**Effect** A freezing alchemical slurry is dumped into the room, dealing `4d6` cold damage to everyone in the area (DC 20 basic Reflex save). +``` + +*Source: The Fall of Plaguestone p. 41* \ No newline at end of file diff --git a/compendium/gm/hazards/images-of-failure-av3.md b/compendium/gm/hazards/images-of-failure-av3.md new file mode 100644 index 000000000..bebfba6af --- /dev/null +++ b/compendium/gm/hazards/images-of-failure-av3.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/av3 +- trait/magical +- trait/trap +aliases: ["Images Of Failure"] +--- +# Images Of Failure *Hazard 12* +[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 35 expert to realize the illusory images conceal a magical trap (noticing the images has a DC of 0) + +Psychically enhanced illusions flood the minds of creatures in the 40-foot-long, 15-foot-wide hallway (the white dotted box on the map) with memories of their past failures. + +- **Disable** DC 32 [Occultism](compendium/skills.md#Occultism) (master) or dispel magic (5th level; counteract DC 26) to weaken the images; three successes are required to disable the trap. + +```ad-embed-ability +title: Echoes of Defeat [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[curse](rules/traits/curse.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Trigger**: A creature ends a move action within the trap's area + +**Effect** The triggering creature takes `2d10+10` mental damage (DC 32 basic Will save) as it recalls its past failures. A creature that takes damage hears a soft whisper offering, "Let me take something from you and I can stop the pain." A creature who agrees loses access to a random skill feat that isn't a prerequisite for another feat, and the creature doesn't take further damage from. +%% #trait/curse #trait/emotion #trait/enchantment #trait/mental %% +``` +```ad-embed-ability +title: Echoes of Defeat. + +This effect lasts for 1 week and can be ended by effects that remove curses. +``` + +**Reset** The trap resets immediately and can affect the same creature multiple times on the creature's turn. + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 55* \ No newline at end of file diff --git a/compendium/gm/hazards/images-of-powerlessness-av3.md b/compendium/gm/hazards/images-of-powerlessness-av3.md new file mode 100644 index 000000000..124e1f678 --- /dev/null +++ b/compendium/gm/hazards/images-of-powerlessness-av3.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/av3 +- trait/magical +- trait/trap +aliases: ["Images Of Powerlessness"] +--- +# Images Of Powerlessness *Hazard 12* +[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 35 expert to realize the illusory images conceal a magical trap (noticing the images has a DC of 0) + +Psychically-enhanced illusions flood the minds of creatures in the 95-foot-long, 15-foot-wide hallway (the white dotted box on the map) with visions of their failures yet to come. + +- **Disable** DC 32 [Occultism](compendium/skills.md#Occultism) (master) or dispel magic (5th level; counteract DC 26) to weaken the images; three successes are required to disable the trap. + +```ad-embed-ability +title: Flood of Despair [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[curse](rules/traits/curse.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Trigger**: A creature ends a move action within the trap's area + +**Effect** The triggering creature takes `2d10+10` mental damage (DC 32 basic Will save) as it considers its future failures. A creature that takes damage hears a soft whisper offering, "Let me take something from you and I can stop the pain." A creature who agrees loses access to a random class feat that isn't a prerequisite for another feat, and the creature doesn't take further damage from. +%% #trait/curse #trait/emotion #trait/enchantment #trait/mental %% +``` +```ad-embed-ability +title: Flood of Despair. + +This effect lasts for 1 week and can be ended by effects that remove curses. The creature also immediately detects the secret door at the end of the hall, no matter how far away from the end of the hall they are. +``` + +**Reset** The trap resets immediately and can affect the same creature multiple times on the creature's turn. + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 55* \ No newline at end of file diff --git a/compendium/gm/hazards/imperious-darkside-mirror-ec5.md b/compendium/gm/hazards/imperious-darkside-mirror-ec5.md new file mode 100644 index 000000000..62a821683 --- /dev/null +++ b/compendium/gm/hazards/imperious-darkside-mirror-ec5.md @@ -0,0 +1,50 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec5 +- trait/complex +- trait/magical +- trait/mechanical +- trait/trap +aliases: ["Imperious Darkside Mirror"] +--- +# Imperious Darkside Mirror *Hazard 19* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +32 legendary to notice that the mirror isn't a regular mirror. + +This magic mirror replaces characters with evil duplicates from another dimension. + +- **Disable** DC 42 [Thievery](compendium/skills.md#Thievery) (legendary) to retrieve a creature from the mirror within 10 minutes of the switch (possible only if their mirror duplicate is dead), DC 47 [Thievery](compendium/skills.md#Thievery) (master) to permanently disable the mirror once all mirror duplicates are dead, or dispel magic (9th level; counteract DC 40) to counteract the mirror for 1 minute and prevent additional replacements from appearing during that time. + +- **AC** 41 , **Fort** +32, **Ref** +27 +- **Hardness** 1, **HP** 4 (BT 2) +- **Immunities** +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Reflection of Evil [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) + +- **Trigger**: A non-evil creature is reflected in the mirror + +**Effect** The mirror absorbs the creature into the mirror, replacing it with an evil mirror duplicate (DC 42 Reflex to avoid being absorbed into the mirror), and rolls initiative. +%% #trait/arcane #trait/conjuration #trait/teleportation %% +``` + +```ad-pf2-summary +title: Routine +(1 action) The mirror absorbs another reflected creature into the mirror (DC 42 Reflex) and replaces it with a mirror duplicate. Mirror duplicates act on their own initiative, using the same statistics as the original creature, but with an evil alignment (changing only abilities that shift with the alignment change) + +Mirror duplicates are legendary in [Intimidation](compendium/skills.md#Intimidation) and are permanently [quickened](rules/conditions.md#Quickened), but they can use this additional action only to [Demoralize](rules/actions/demoralize.md). + +A mirror duplicate can spend 3 actions in contact with the mirror to return to its original dimension and release the creature it duplicated, but most mirror duplicates prefer not to. +``` +^routine + +**Reset** The mirror is always ready to absorb creatures into another dimension. 10 minutes after a creature is sucked into the mirror, if an ally doesn't rescue the creature using the [Thievery](compendium/skills.md#Thievery) skill, the creature reaches the mirror dimension, where it could be captured or killed. In the mirror dimension, it counts as a mirror duplicate, so the denizens of the other dimension can't destroy the mirror on their side while the absorbed creature is there. These dimensions are alternate realities, not planes, so even rituals like plane shift can't reach them. + +*Source: Extinction Curse #5: Lord of the Black Sands p. 54* \ No newline at end of file diff --git a/compendium/gm/hazards/iron-dart-launcher-ooa2.md b/compendium/gm/hazards/iron-dart-launcher-ooa2.md new file mode 100644 index 000000000..aceef5e41 --- /dev/null +++ b/compendium/gm/hazards/iron-dart-launcher-ooa2.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ooa2 +- trait/mechanical +- trait/trap +- trait/uncommon +aliases: ["Iron Dart Launcher"] +--- +# Iron Dart Launcher *Hazard 4* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Complexity** Simple +- **Stealth** DC 25 expert + +A half-dozen iron darts fire from spring-loaded launchers [concealed](rules/conditions.md#Concealed) in the desk opposite the front door. + +- **Disable** DC 22 [Thievery](compendium/skills.md#Thievery) (trained) to disable the trigger, or DC 18 [Acrobatics](compendium/skills.md#Acrobatics) to squeeze through the partially opened door (this doesn't disable the trap but prevents it from triggering) + +- **AC** 22 , **Fort** +14, **Ref** +8 +- **Hardness** 10, **HP** 50 (BT 25) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Dart [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: The front door is fully opened, Forced Open, or [broken](rules/conditions.md#Broken) + +**Effect** A hail of iron darts launches along a 20-foot line from the desk through the doorway, dealing `4d8+10` piercing damage to each creature in the area of effect (DC 24 basic Reflex save). +``` + +**Reset** The trap resets as soon as the door is closed. It has enough darts to trigger three times, after which, it must be reloaded with 20 darts before it can reset again. + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 12* \ No newline at end of file diff --git a/compendium/gm/hazards/jealous-abjurer-gmg.md b/compendium/gm/hazards/jealous-abjurer-gmg.md new file mode 100644 index 000000000..5c292576c --- /dev/null +++ b/compendium/gm/hazards/jealous-abjurer-gmg.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gmg +- trait/haunt +aliases: ["Jealous Abjurer"] +--- +# Jealous Abjurer *Hazard 11* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 33 master + +A robe-clad spirit rises out of the floor, pointing an accusing finger. + +- **Disable** DC 36 [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) (master) to convince the spirit that the target's magical knowledge is too great to be trifled with + +```ad-embed-ability +title: Rend Magic [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[abjuration](rules/traits/abjuration.md) [arcane](rules/traits/arcane.md) + +- **Trigger**: A creature that is currently affected by a beneficial spell approaches within 30 feet of the abjurer + +**Effect** Envying the fame and magical prowess of others, the jealous abjurer attempts to engineer a catastrophic failure in the highest-level beneficial spell currently affecting its target. It attempts a counteract check with a +26 modifier. If the counteract check succeeds, the spell is dispelled, and the creature it had been affecting takes `4d12+30` force damage as the spell violently implodes (DC 32 basic Reflex save). +%% #trait/abjuration #trait/arcane %% +``` + +**Reset** 1 hour + +*Source: Gamemastery Guide p. 79* \ No newline at end of file diff --git a/compendium/gm/hazards/krooth-summoning-rune-ec2.md b/compendium/gm/hazards/krooth-summoning-rune-ec2.md new file mode 100644 index 000000000..01b2c0ad0 --- /dev/null +++ b/compendium/gm/hazards/krooth-summoning-rune-ec2.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec2 +- trait/complex +- trait/magical +- trait/trap +- trait/uncommon +aliases: ["Krooth Summoning Rune"] +--- +# Krooth Summoning Rune *Hazard 8* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Complexity** Complex +- **Stealth** +14 expert + +The haze conceals a rune that summons a krooth in front of the door to area B10. + +- **Disable** DC 24 [Acrobatics](compendium/skills.md#Acrobatics) to approach without triggering the trap followed by DC 26 [Thievery](compendium/skills.md#Thievery) (expert) to erase the rune, or dispel magic (4th level; counteract DC 24) to counteract the rune. + +```ad-embed-ability +title: Summon Monster [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) summon + +- **Trigger**: A non-xulgath, non-demon creature that isn't carrying a religious symbol of Zevgavizeb crosses from the north part of the hall to the south part of the hall + +**Effect** The trap summons a krooth (Bestiary 215). The krooth rolls initiative and remains for `2d6` rounds, after which the spell ends and the krooth disappears. The krooth also disappears if someone disables the trap before the duration expires. Unlike most summoned creatures, the krooth can use 3 actions each round and can use reactions. +%% #trait/arcane #trait/conjuration #trait/summon %% +``` + +**Reset** The trap resets after 24 hours. + +*Source: Extinction Curse #2: Legacy of the Lost God p. 30* \ No newline at end of file diff --git a/compendium/gm/hazards/lesser-dragonstorm-aoa6.md b/compendium/gm/hazards/lesser-dragonstorm-aoa6.md new file mode 100644 index 000000000..7c0c328fe --- /dev/null +++ b/compendium/gm/hazards/lesser-dragonstorm-aoa6.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa6 +- trait/complex +- trait/environmental +- trait/magical +- trait/rare +aliases: ["Lesser Dragonstorm"] +--- +# Lesser Dragonstorm *Hazard 20* +[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Complexity** Complex +- **Stealth** +38 legendary + +A small-scale version of a dragonstorm—a churning vortex of wind infused with fire, acid, lightning, poison, and ice—fills [Alseta](compendium/setting/deities/alseta-logm.md)'s Ring. + +- **Disable** [Religion](compendium/skills.md#Religion) DC 40 (legendary) to call out to a non-evil deity for direct intervention to disperse the lesser dragonstorm (prayers to [Apsu](compendium/setting/deities/apsu-logm.md) allow characters who are masters in [Religion](compendium/skills.md#Religion) to attempt the check as if they were legendary instead), [Thievery](compendium/skills.md#Thievery) DC 42 (legendary) to deactivate Vengegate while the manifestation is forcing it open, or a successful [dispel magic](compendium/spells/dispel-magic.md) (10th level; DC 40) to counteract the lesser dragonstorm. + +```ad-embed-ability +title: Manifest Lesser Dragonstorm [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature attempts to activate Vengegate + +**Effect** The chamber within [Alseta](compendium/setting/deities/alseta-logm.md)'s Ring fills with a dragonstorm. Creatures within this area take `10d8` damage, equally split between acid, cold, electricity, fire, and poison. +``` + +```ad-pf2-summary +title: Routine +(1 action) On its initiative, the lesser dragonstorm reaches out and blasts all creatures within [Alseta](compendium/setting/deities/alseta-logm.md)'s Ring. Affected creatures take `10d8` damage (DC 46 basic Reflex save), evenly split between acid, cold, fire, electricity, and poison. Creatures that fail their save are pulled 20 feet toward the center of [Alseta](compendium/setting/deities/alseta-logm.md)'s Ring (or are knocked [prone](rules/conditions.md#Prone) and pulled 30 feet on a critical failure). After 10 rounds, the lesser dragonstorm is destroyed, but a much greater dragonstorm manifests in the surrounding region—see The Dragonstorm on page 7. +``` +^routine + +*Source: Age of Ashes #6: Broken Promises p. 6* \ No newline at end of file diff --git a/compendium/gm/hazards/lifeleech-crystal-patch-aoa4.md b/compendium/gm/hazards/lifeleech-crystal-patch-aoa4.md new file mode 100644 index 000000000..efa653db9 --- /dev/null +++ b/compendium/gm/hazards/lifeleech-crystal-patch-aoa4.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa4 +- trait/environmental +- trait/magical +aliases: ["Lifeleech Crystal Patch"] +--- +# Lifeleech Crystal Patch *Hazard 11* +[environmental](rules/traits/environmental.md) [magical](rules/traits/magical.md) + +- **Complexity** Simple +- **Stealth** DC 30 expert or [detect magic](compendium/spells/detect-magic.md) to note the presence of necromantic energies suffusing the crystals. + +Sharp, bloodthirsty crystals make walking through this chamber treacherous. + +- **Disable** [Religion](compendium/skills.md#Religion) DC 30 (expert) to utter prayers that quell the crystals' necromantic compulsion to drink blood + +- **AC** 31 , **Fort** +24, **Ref** +12 +- **Hardness** 20, **HP** 80 (BT 40) +- **Immunities** critical hits (except bludgeoning or sonic); object immunities; precision damage +- **Resistances** +- **Weaknesses** sonic 10 + +```ad-embed-ability +title: Slice Legs [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature with blood moves through a patch of lifeleech crystals. + +**Effect** The crystals twist and slash, animating and cutting into the creature as it walks, dealing `5d8` slashing damage. The creature must attempt a DC 28 Reflex saving throw. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes full damage and is [drained](rules/conditions.md#Drained). +> - **Failure** The creature takes double damage and is [drained](rules/conditions.md#Drained). +> - **Critical Failure** As failure, plus the creature's blood causes fresh growth. A new 10-foot-square patch of lifeleech crystals grows in an adjacent space to the current patch of crystals. +``` + +*Source: Age of Ashes #4: Fires of the Haunted City p. 9* \ No newline at end of file diff --git a/compendium/gm/hazards/locking-door-botd.md b/compendium/gm/hazards/locking-door-botd.md new file mode 100644 index 000000000..ba09192c2 --- /dev/null +++ b/compendium/gm/hazards/locking-door-botd.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/botd +- trait/haunt +aliases: ["Locking Door"] +--- +# Locking Door *Hazard -1* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 18 trained to notice the door sway slightly, even though there's no breeze + +A door (or other portal) slams shut and locks. + +- **Disable** DC 14 [Athletics](compendium/skills.md#Athletics) to push back against the door, DC 14 [Crafting](compendium/skills.md#Crafting) to wedge the door open, or DC 20 [Thievery](compendium/skills.md#Thievery) (trained) to jam the lock or open the lock afterward + +```ad-embed-ability +title: Shut In [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature ends their move after passing through the doorway + +**Effect** With an ethereal gust shimmering in the air, the door creaks as it swings shut and locks. The haunted door pushes anyone in its space into an adjacent space in the connecting chamber. A creature that would be pushed and succeeds at a DC 16 Reflex save selects which side of the door they end up on. +``` + +*Source: Book of the Dead p. 64* \ No newline at end of file diff --git a/compendium/gm/hazards/lonely-machine-spirit-ooa1.md b/compendium/gm/hazards/lonely-machine-spirit-ooa1.md new file mode 100644 index 000000000..704a61537 --- /dev/null +++ b/compendium/gm/hazards/lonely-machine-spirit-ooa1.md @@ -0,0 +1,55 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ooa1 +- trait/complex +- trait/haunt +aliases: ["Lonely Machine Spirit"] +--- +# Lonely Machine Spirit *Hazard 3* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) + +- **Complexity** Complex +- **Stealth** +13 trained + +Ghostly smoke rising from an alchemical engine belches forth; the screeching sound of grinding gears echoes from the engine as it shutters to life. + +- **Disable** DC 22 [Religion](compendium/skills.md#Religion) (trained) or DC 20 [Engineering Lore](compendium/skills.md#Lore) (trained) to eject the animating spirit from its mechanical shell. Creatures gain a +2 circumstance bonus on their check if they use the airship's name, Harpy's Kiss, as part of their skill check, or a +4 circumstance bonus if they utter the name "Phera Wyndslow. " The haunt remains active until its spirit is ejected, the haunt is destroyed, or there are no living creatures within 30 feet. + +- **AC** 20 , **Fort** +14, **Ref** +8 +- **Hardness** 11, **HP** 44 (BT 22) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** electricity 5; orichalcum 5; positive 5 + +```ad-embed-ability +title: Painful Whistle [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[sonic](rules/traits/sonic.md) + +- **Trigger**: A living creature approaches within 10 feet of the engine (marked with a "T" on the map) + +**Effect** A loud whistle blows and all creatures within 30 feet take `2d6` sonic damage and become [stunned](rules/conditions.md#Stunned) (DC 20 basic Fortitude save; creatures aren't [stunned](rules/conditions.md#Stunned) on a success). The lonely machine spirit then rolls initiative. +%% #trait/sonic %% +``` +```ad-embed-ability +title: Belch + +Smoke[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (air, fire) The airship's engine issues forth a cloud of alchemical smoke in a 30-foot cone. Creatures within the cone must attempt a DC 20 Fortitude save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes `1d6` poison damage and is [sickened](rules/conditions.md#Sickened). +> - **Failure** The creature takes `2d6` poison damage and is [sickened](rules/conditions.md#Sickened). +> - **Critical Failure** The creature takes `3d6` poison damage and is [sickened](rules/conditions.md#Sickened). +``` + +```ad-pf2-summary +title: Routine +(2 actions) The lonely machine spirit Belches Smoke or makes two red hot gear Strikes against two creatures within 30 feet. +``` +^routine + +**Reset** The haunt deactivates and resets after 1 hour. + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 24* \ No newline at end of file diff --git a/compendium/gm/hazards/luminous-ward-aoa5.md b/compendium/gm/hazards/luminous-ward-aoa5.md new file mode 100644 index 000000000..4aeeaba57 --- /dev/null +++ b/compendium/gm/hazards/luminous-ward-aoa5.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa5 +- trait/magical +- trait/trap +aliases: ["Luminous Ward"] +--- +# Luminous Ward *Hazard 18* +[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 40 master + +A burst of radiance explodes from the door. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 40 (master) to disable the wards or dispel magic (9th level; counteract DC 38) to counteract the ward + +```ad-embed-ability +title: Radiant Explosion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[fire](rules/traits/fire.md) [light](rules/traits/light.md) + +- **Trigger**: A creature touches the door + +**Effect** All creatures within 20 feet of the door are scorched with brilliant light, taking `20d6` fire damage (DC 40 basic Reflex save). A creature that fails this save is [blinded](rules/conditions.md#Blinded) for 1 hour (or permanently on a critical failure). +%% #trait/fire #trait/light %% +``` + +**Reset** The trap resets after 1 hour. + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 58* \ No newline at end of file diff --git a/compendium/gm/hazards/lyzerium-bottles-ooa1.md b/compendium/gm/hazards/lyzerium-bottles-ooa1.md new file mode 100644 index 000000000..9d550174b --- /dev/null +++ b/compendium/gm/hazards/lyzerium-bottles-ooa1.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ooa1 +- trait/mechanical +- trait/trap +aliases: ["Lyzerium Bottles"] +--- +# Lyzerium Bottles *Hazard 1* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 16 + +Five tiny glass bottles, each full of volatile green liquid, are discretely positioned around the room. + +Each bottle explodes when its glass is [broken](rules/conditions.md#Broken). + +- **Disable** [Interact](rules/actions/interact.md) action to pick up one of the five bottles (see Lyzerium sidebar on page 63) + +- **AC** 13 , **Fort** +4, **Ref** +6 +- **Bottle Hardness** 1, **Bottle HP** 4 (BT 2) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Explode [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature steps on the bottle or the bottle becomes [broken](rules/conditions.md#Broken) + +**Effect** The bottle explodes, dealing `2d8` fire damage plus 2 [persistent fire damage](rules/conditions.md#Persistent%20Damage) and 2 fire splash damage to each creature sharing its square (DC 18 basic Reflex save). +``` + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 64* \ No newline at end of file diff --git a/compendium/gm/hazards/magic-starknives-trap-tio.md b/compendium/gm/hazards/magic-starknives-trap-tio.md new file mode 100644 index 000000000..ec6c06722 --- /dev/null +++ b/compendium/gm/hazards/magic-starknives-trap-tio.md @@ -0,0 +1,52 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/tio +- trait/complex +- trait/magical +- trait/trap +aliases: ["Magic Starknives Trap"] +--- +# Magic Starknives Trap *Hazard 5* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** DC 22 [Perception](compendium/skills.md#Perception) check to spot the magical energies reverberating in the pillars + +Starknife symbols on the six pillars glow and shoot across the room. + +- **Disable** DC 21 [Thievery](compendium/skills.md#Thievery) (expert) or [dispel magic](compendium/spells/dispel-magic.md) on any four of the six pillars disables the entire trap (the trap is a 2nd-level spell and the DC to dispel it is 21). Destroying any four of the six pillars also disables the trap. + +- **AC** 22 , **Fort** +15, **Ref** +9 +- **Pillar Hardness** 12, **Pillar HP** 14 (BT 7) +- **Immunities** critical hits; sneak attack +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Starknife Attack [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) + +If a creature passes the middle pair of pillars, both doors leading out of the room slam shut and lock; while the trap is active, the doors must be battered open with a successful DC 23 [Athletics](compendium/skills.md#Athletics) check or sufficient damage (Hardness 12; HP 48 [BT 24]). One of the starknife carvings glows with light, detaches from the pillar, and then flies outward, making a magical starknife Ranged [Strike](rules/actions/strike.md) against a random creature within range. The trap then rolls initiative with its [Stealth](compendium/skills.md#Stealth) modifier of +12. +%% #trait/arcane #trait/evocation %% +``` + +````ad-pf2-summary +title: Routine +(3 actions) For each of its actions on its turn, a carving on a different pillar glows and makes a magical starknife Ranged Strike against a random creature within range. Creatures might have cover from this Strike, such as from one of the pillars in the room. + +```ad-inline-attack +title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Magical Starknife (15) ([agile](rules/traits/agile.md), [deadly <1d6>](rules/traits/deadly.md), [magical](rules/traits/magical.md), range <40 feet>) +**Damage** `1d4+3` force + +**Effects** + +%% #trait/agile #trait/deadly-1d6 #trait/magical #trait/range-40-feet %% +``` +```` +^routine + +**Reset** The trap deactivates 1 round after it has no target creatures and resets each day at sundown. + +*Source: Troubles in Otari p. 28* \ No newline at end of file diff --git a/compendium/gm/hazards/mana-whorl-loil.md b/compendium/gm/hazards/mana-whorl-loil.md new file mode 100644 index 000000000..3e645603b --- /dev/null +++ b/compendium/gm/hazards/mana-whorl-loil.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/loil +- trait/complex +- trait/environmental +- trait/magical +aliases: ["Mana Whorl"] +--- +# Mana Whorl *Hazard 7* +[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [magical](rules/traits/magical.md) + +- **Complexity** Complex +- **Stealth** +14 trained to identify as dangerous quicksand; +20 (expert) to recognize its magical properties + +This 15-foot-wide patch of destabilized sand attempts to submerge creatures who wield magic. A desert tree with dense bright green foliage, pale pink blooms, and at least one carnivorous red-chested magpie is always nearby. + +- **Disable** DC 26 [Arcana](compendium/skills.md#Arcana) (expert) to feed magic into the whorl and temporarily stabilize it for a few minutes; feed the whorl a number of spellcasters and magic items with a combined 10 levels (for instance, a 4th-level cleric with two 3rd-level magic items) to stabilize it for 1 week; or feed the whorl a number of spellcasters and magic items with a combined 20 levels to stabilize it permanently. + +Spellcasters and magic items fed to the whorl are devoured whole. + +```ad-embed-ability +title: Submerge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature who can cast spells, or who is wielding a magic item, walks into the mana whorl + +**Effect** The triggering creature sinks into the whorl to its waist. The whorl rolls initiative if it hasn't already +``` + +```ad-pf2-summary +title: Routine +(1 action) On its initiative, the whorl pulls down any creature within it that can cast spells or that is wielding a magic item. A creature submerged to the waist becomes submerged to the neck, and a creature submerged to the neck is pulled under and must hold its breath to avoid suffocation (Core Rulebook 478). If a creature has no spells or magic items, the mana whorl is merely difficult terrain. + +A creature caught in a mana whorl can attempt a DC 23 [Athletics](compendium/skills.md#Athletics) check to [Swim](rules/actions/swim.md) to either raise itself by one step if submerged to the neck or worse, or to move 5 feet if submerged only to the waist. On a critical failure, the creature is pulled down by one step. A creature that Swims out of the whorl escapes the hazard and is [prone](rules/conditions.md#Prone) in a space adjacent to the whorl. Other creatures can [Aid](rules/actions/aid.md) the creature, typically by using a rope or similar aid, or attempt to pull the creature out with their own DC 23 [Athletics](compendium/skills.md#Athletics) check, with the same results as if the creature attempted the check. If a creature has only magic items and no ability to cast spells, dropping all the items releases that creature, and it can move through the mana whorl as normal difficult terrain. +``` +^routine + +**Reset** The hazard continues to suck in anyone with magic until it is satiated (see Disable above). Magpies leave any satiated whorls. + +*Source: Lost Omens: Impossible Lands p. 231* \ No newline at end of file diff --git a/compendium/gm/hazards/masks-of-arodens-guises-ec2.md b/compendium/gm/hazards/masks-of-arodens-guises-ec2.md new file mode 100644 index 000000000..9c73f22eb --- /dev/null +++ b/compendium/gm/hazards/masks-of-arodens-guises-ec2.md @@ -0,0 +1,50 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec2 +- trait/complex +- trait/magical +- trait/rare +- trait/trap +aliases: ["Masks Of Aroden's Guises"] +--- +# Masks Of Aroden's Guises *Hazard 10* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +20 expert + +Ten masks adorn twelve stone statues. + +- **Disable** DC 29 [Religion](compendium/skills.md#Religion) (expert) or [Occultism](compendium/skills.md#Occultism) or DC 31 Thievery (expert) to dismiss the magic on a single statue. + +Replacing the two missing masks (a mask made of or incorporating coins on the merchant statue and a mask made of any valuable fabric on the tailor statue) and succeeding at a DC 27 [Religion](compendium/skills.md#Religion) check disarms the trap. + +AC 30; Fort +20, Ref +16 Statue Hardness 18; Statue HP 48 (BT 24); Immunities critical hits, object immunities, precision damage. + +- **AC** 30 , null +- **Hardness** 18, **HP** 48 (BT 24) per statue +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Unmasked Statues [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[occult](rules/traits/occult.md) + +- **Trigger**: A creature removes the mask from a statue + +**Effect** The trap casts phantasmal killer (DC 27) against the creature, creating an image of the statue lunging forth. The trap then rolls initiative. +%% #trait/occult %% +``` + +```ad-pf2-summary +title: Routine +[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") An unmasked statue casts phantasmal killer (DC 27) against a target in the room for each of the trap's actions, creating an image of the statue lunging forth. It doesn't affect the same creature more than once; if there are fewer targets than it has actions, the trap doesn't use its remaining actions. Unmasking an additional statue increases the hazard's actions by 1, and replacing a mask reduces its actions by 1. +``` +^routine + +**Reset** The trap deactivates and resets 1 minute after it has no target creatures. + +*Source: Extinction Curse #2: Legacy of the Lost God p. 37* \ No newline at end of file diff --git a/compendium/gm/hazards/maze-of-mirrors-ec2.md b/compendium/gm/hazards/maze-of-mirrors-ec2.md new file mode 100644 index 000000000..f21e927ef --- /dev/null +++ b/compendium/gm/hazards/maze-of-mirrors-ec2.md @@ -0,0 +1,73 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec2 +- trait/complex +- trait/magical +- trait/mechanical +- trait/rare +- trait/trap +aliases: ["Maze Of Mirrors"] +--- +# Maze Of Mirrors *Hazard 9* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [rare](rules/traits/rare.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +18 trained to detect the magical runes in the maze; noticing the maze itself has a DC of 0. + +[Invisible](rules/conditions.md#Invisible) runes in the maze disorient those within it and cause its mirrored walls to shift about. + +- **Disable** DC 26 [Thievery](compendium/skills.md#Thievery) (expert) or dispel magic (5th level; counteract DC 28) to stop the mirrors' shuffling; DC 28. + +```ad-embed-ability +title: Occultism or Religion +expert + +to dispel the minotaur AC 28; Fort +29, Ref +14 Hardness 18; HP 64 (BT 32); Immunities critical hits, object immunities, precision damage. +%% #trait/expert %% +``` +```ad-embed-ability +title: The Maze Awakens [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature enters the maze + +**Effect** Creatures in the maze can't escape it except by use of teleportation magic or as described in Trapped in the. +``` +```ad-embed-ability +title: Maze. + +The trap rolls initiative. +``` +```ad-embed-ability +title: Trapped in the Maze + +Once each turn after it has taken a move action within the maze, each target in the maze can spend 1 action to attempt a DC 26 [Perception](compendium/skills.md#Perception) or [Survival](compendium/skills.md#Survival) check to escape it. A group traveling the maze together is treated as a single target; no more than one creature in the group can attempt this check each round, but accompanying creatures can [Aid](rules/actions/aid.md) this check. + +The possible outcomes follow. A target attempting to leave the maze the same way it entered uses the outcome for one degree of success better than the result of its roll when attempting this check (failure to success, for example). + +> [!success-degree] +> - **Critical Success** The target escapes the maze. +> - **Success** The target is on the right path to the exit. If the target was already on the right path, it escapes the maze. +> - **Failure** The target makes no progress toward escape. +> - **Critical Failure** The target makes no progress toward escape, and if it was on the right path, it no longer is. +``` + +````ad-pf2-summary +title: Routine +[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") The trap uses its first action to magically shuffle the mirrors, rendering markings or maps of the maze ineffective. Creatures in the maze that fail a DC 26 Will save are [stupefied](rules/conditions.md#Stupefied) until they leave the maze. + +If the target fails additional saves against this ability, the condition value increases by 1 (to a maximum of [stupefied](rules/conditions.md#Stupefied)). For its second action, the trap's ghostly minotaur attacks a random creature in the maze with its spectral gore. For its third action, the trap makes another spectral gore attack against a random creature. + +```ad-inline-attack +title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Spectral Gore (21) +**Damage** `2d8+8` mental + +**Effects** +``` +```` +^routine + +**Reset** The trap deactivates and resets if 1 minute passes without any creature in the maze. + +*Source: Extinction Curse #2: Legacy of the Lost God p. 56* \ No newline at end of file diff --git a/compendium/gm/hazards/mental-scream-trap-aoa5.md b/compendium/gm/hazards/mental-scream-trap-aoa5.md new file mode 100644 index 000000000..137d65c46 --- /dev/null +++ b/compendium/gm/hazards/mental-scream-trap-aoa5.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa5 +- trait/magical +- trait/trap +aliases: ["Mental Scream Trap"] +--- +# Mental Scream Trap *Hazard 19* +[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 43 master + +A psychic scream disorients creatures in the area. + +- **Disable** [Arcana](compendium/skills.md#Arcana) (DC 41) to suppress the magic or [Thievery](compendium/skills.md#Thievery) (DC 41) to scratch out the ward + +```ad-embed-ability +title: Psychic Screech [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[arcane](rules/traits/arcane.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) + +- **Trigger**: A creature enters the marked area + +**Effect** A psychic wail affects all creatures within 10 feet of the marked area, requiring them to attempt a DC 41 Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [stunned](rules/conditions.md#Stunned). +> - **Failure** The target is [paralyzed](rules/conditions.md#Paralyzed) for 1 round, then [stunned](rules/conditions.md#Stunned) when the paralysis ends. +> - **Critical Failure** The target is [paralyzed](rules/conditions.md#Paralyzed) for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success. +%% #trait/arcane #trait/enchantment #trait/incapacitation #trait/mental %% +``` + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 56* \ No newline at end of file diff --git a/compendium/gm/hazards/mermaid-fountain-bb.md b/compendium/gm/hazards/mermaid-fountain-bb.md new file mode 100644 index 000000000..0e0a19e71 --- /dev/null +++ b/compendium/gm/hazards/mermaid-fountain-bb.md @@ -0,0 +1,53 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/bb +aliases: ["Mermaid Fountain"] +--- +# Mermaid Fountain *Hazard 3* + +- **Complexity** Simple +- **Stealth** +10 ; DC 20 [Perception](compendium/skills.md#Perception) check to notice. + + + +- **Disable** DC 20 [Thievery](compendium/skills.md#Thievery) on each corner mechanism (must disable all three working corners to disable the trap) + +- **AC** 18 , **Fort** +7, **Ref** +5 +- **Corner Mechanism Hardness** 8, **Corner Mechanism HP** 15 +- **Immunities** +- **Resistances** +- **Weaknesses** + +````ad-pf2-summary +title: Routine +Each turn, the fountain uses 1 action. Roll a `1d10` and look up the result on the following list to determine which action it uses that round. + +```ad-embed-ability +title: 1–4 Single Target + +The statue spins about and sprays water at a single random target in the room. Roll a `1d4` and count to the number you rolled, starting with the player on your left, to determine which hero gets attacked. The spray is a ranged [Strike](rules/actions/strike.md) with +10 to hit. On a hit, it deals `2d6` bludgeoning damage (doubled on a critical hit as normal). +``` + +```ad-embed-ability +title: 5–7 Corner Spray + +The statue spins about, firing a spray of water at each corner of the room that still has a functioning corner mechanism. This hits any creature adjacent to the corner mechanism, dealing `2d6` bludgeoning damage. Each hero must attempt a DC 15 basic Reflex save, taking no damage on a critical success, half damage on a success, full damage on a failure, and double damage on a critical failure. +``` + +```ad-embed-ability +title: 8–9 Half Room + +The statue spins about, spraying half of the room with water. Roll any die. If the result is even, it sprays the west half; otherwise, it sprays the east half. This deals `2d6` bludgeoning damage to each creature in that half of the room, and each hero must attempt a DC 15 basic Reflex save. +``` + +```ad-embed-ability +title: 10 Full Room + +This works just like the half-room attack, but it targets everyone in the room. +``` +```` +^routine + +*Source: Beginner Box p. 21* \ No newline at end of file diff --git a/compendium/gm/hazards/methane-flue-qff3.md b/compendium/gm/hazards/methane-flue-qff3.md new file mode 100644 index 000000000..543fc45eb --- /dev/null +++ b/compendium/gm/hazards/methane-flue-qff3.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/qff3 +- trait/environmental +aliases: ["Methane Flue"] +--- +# Methane Flue *Hazard 8* +[environmental](rules/traits/environmental.md) + +- **Complexity** Simple +- **Stealth** DC 28 expert to hear hissing gas + +[Invisible](rules/conditions.md#Invisible) but highly flammable natural gas has built up beneath the ground, where geological pressure can ignite it. + +- **Disable** [Survival](compendium/skills.md#Survival) DC 28 to dig around the vent in a way that diffuses the fumes + +```ad-embed-ability +title: Flame Spurt [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature moves within 5 feet of the flue + +**Effect** A fiery geyser of flaming gas explodes from the ground. Creatures within 5 feet of the flue take `4d10` fire damage (DC 30 basic Reflex save); creatures that fail the save also take `4d10` [persistent fire damage](rules/conditions.md#Persistent%20Damage). +``` + +*Source: Quest for the Frozen Flame #3: Burning Tundra p. 33* \ No newline at end of file diff --git a/compendium/gm/hazards/mirror-door-da.md b/compendium/gm/hazards/mirror-door-da.md new file mode 100644 index 000000000..8a345d314 --- /dev/null +++ b/compendium/gm/hazards/mirror-door-da.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/da +- trait/magical +- trait/trap +- trait/visual +aliases: ["Mirror Door"] +--- +# Mirror Door *Hazard -1* +[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) [visual](rules/traits/visual.md) + +- **Complexity** Simple +- **Stealth** DC 15 + +The reflection of a wall shows a phantom door where none exists. This door can only be manipulated while viewed through the mirror's reflection. + +- **Disable** DC 18 [Thievery](compendium/skills.md#Thievery) to open the door while viewing the reflection + +```ad-embed-ability +title: Appear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[arcane](rules/traits/arcane.md) [illusion](rules/traits/illusion.md) + +- **Trigger**: A creature views the wall through a mirror's reflection + +**Effect** A door appears in the mirror's reflection of the wall. The triggering creature can open and manipulate this door only as long as they view it through the mirror and only by succeeding at a DC 18 [Thievery](compendium/skills.md#Thievery) check to disable the trap. +%% #trait/arcane #trait/illusion %% +``` + +**Reset** automatic + +*Source: Dark Archive p. 122* \ No newline at end of file diff --git a/compendium/gm/hazards/mogarus-breath-frp2.md b/compendium/gm/hazards/mogarus-breath-frp2.md new file mode 100644 index 000000000..0370b51c2 --- /dev/null +++ b/compendium/gm/hazards/mogarus-breath-frp2.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/frp2 +- trait/environmental +- trait/evocation +- trait/fire +- trait/kaiju +- trait/primal +aliases: ["Mogaru's Breath"] +--- +# Mogaru's Breath *Hazard 21* +[environmental](rules/traits/environmental.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [kaiju](rules/traits/kaiju-frp2.md) [primal](rules/traits/primal.md) + +- **Complexity** Simple +- **Stealth** DC 10 + +Mogaru exhales a blast of intense flames to eradicate any meddlesome pests in the area. + +- **Disable** DC 50 [Performance](compendium/skills.md#Performance) (legendary) + +```ad-embed-ability +title: or DC + +53 [Deception](compendium/skills.md#Deception) (legendary) to momentarily divert Mogaru's attention. +``` +```ad-embed-ability +title: Volcanic Breath [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature takes a [hostile](rules/conditions.md#Hostile) action against Mogaru, produces a visible area effect, or flies within 120 feet of Mogaru + +**Effect** Mogaru breathes a 120-foot cone of fire toward the object of his ire. Flammable objects in the area immediately combust, and stone or metal surfaces warp into difficult terrain. Creatures in the area take `20d6` fire damage (DC 44 basic Reflex save). On a failed or critically failed save, a creature also takes `3d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). +``` + +**Reset** Mogaru must wait `1d4` rounds before letting loose another gout of fire. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 89* \ No newline at end of file diff --git a/compendium/gm/hazards/mukradi-summoning-runes-ec4.md b/compendium/gm/hazards/mukradi-summoning-runes-ec4.md new file mode 100644 index 000000000..e9807815d --- /dev/null +++ b/compendium/gm/hazards/mukradi-summoning-runes-ec4.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec4 +- trait/complex +- trait/magical +- trait/trap +- trait/uncommon +aliases: ["Mukradi Summoning Runes"] +--- +# Mukradi Summoning Runes *Hazard 15* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Complexity** Complex +- **Stealth** +25 master to notice runes marked on the floor. + +Barely visible runes are etched into the stone floor in a 20-foot diameter circle. + +- **Disable** DC 36 [Acrobatics](compendium/skills.md#Acrobatics) to approach without triggering the trap followed by DC 34 [Occultism](compendium/skills.md#Occultism) (expert) or DC 38 Thievery(master) to erase the rune, or dispel magic (8th level; counteract DC 34) to counteract the rune.. + +```ad-embed-ability +title: Summon Monster [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[conjuration](rules/traits/conjuration.md) [occult](rules/traits/occult.md) summon + +- **Trigger**: A creature enters the circle without uttering the passphrase, "Praise to the Water Lizard" + +**Effect** The trap summons a mukradi (Bestiary 239). The mukradi rolls initiative and remains for 1 minute, after which the spell ends and the mukradi disappears. The mukradi also disappears if someone disables the trap before the duration expires. The mukradi can use 3 actions each round and can use reactions, unlike most summoned creatures. +%% #trait/conjuration #trait/occult #trait/summon %% +``` + +**Reset** The trap resets at the first high tide of each day. + +*Source: Extinction Curse #4: Siege of the Dinosaurs p. 35* \ No newline at end of file diff --git a/compendium/gm/hazards/nightmare-terrain-tio.md b/compendium/gm/hazards/nightmare-terrain-tio.md new file mode 100644 index 000000000..ac7547af1 --- /dev/null +++ b/compendium/gm/hazards/nightmare-terrain-tio.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/tio +- trait/complex +- trait/magical +- trait/trap +aliases: ["Nightmare Terrain"] +--- +# Nightmare Terrain *Hazard 6* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** DC 22 [Perception](compendium/skills.md#Perception) to detect the subtle magical aura of the land + +What seems like an innocent stretch of land assaults trespassers with terrible illusions. + +- **Disable** [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) DC 22 (by a hero with expert proficiency in that skill) three times to temporarily disrupt the magic, or [dispel magic](compendium/spells/dispel-magic.md) (3rd-level spell, DC 25) + +```ad-embed-ability +title: Step into Nightmares [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) + +If a creature that can see moves 10 feet into the affected area, the hazard rolls [Stealth](compendium/skills.md#Stealth) (+16) for its initiative. +%% #trait/illusion #trait/mental #trait/occult %% +``` + +```ad-pf2-summary +title: Routine +(1 action) Terrible visions assail the minds of all creatures who can see within the affected area. Each creature must attempt a DC 24 Will saving throw. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [frightened](rules/conditions.md#Frightened). +> - **Failure** The creature takes `2d8+9` mental damage and is [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The creature takes `4d8+18` mental damage and is [frightened](rules/conditions.md#Frightened). +``` +^routine + +**Reset** The terrible visions cease after all creatures have left the affected area, but the hazard is immediately ready to inflict its visions on the next creature to enter. + +*Source: Troubles in Otari p. 41* \ No newline at end of file diff --git a/compendium/gm/hazards/oil-explosion-qff2.md b/compendium/gm/hazards/oil-explosion-qff2.md new file mode 100644 index 000000000..be8b90753 --- /dev/null +++ b/compendium/gm/hazards/oil-explosion-qff2.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/qff2 +- trait/environmental +- trait/fire +aliases: ["Oil Explosion"] +--- +# Oil Explosion *Hazard 4* +[environmental](rules/traits/environmental.md) [fire](rules/traits/fire.md) + +- **Complexity** Simple +- **Stealth** DC 22 trained + +The flammable oil catches flame and explodes, burning up in a ball of fire. + +- **Disable** DC 25 [Survival](compendium/skills.md#Survival) (trained) or DC 23 [Crafting](compendium/skills.md#Crafting) to neutralize the oil without setting it alight + +- **AC** 21 , **Fort** +14, **Ref** +14 +- +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Explode [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: An open flame is brought into area A4 + +**Effect** The oil on the walls explodes, dealing `4d8+10` fire damage to all creatures and objects in areas A4 and A3 (DC 21 basic Reflex save). +``` + +*Source: Quest for the Frozen Flame #2: Lost Mammoth Valley p. 7* \ No newline at end of file diff --git a/compendium/gm/hazards/painful-suggestion-trap-av2.md b/compendium/gm/hazards/painful-suggestion-trap-av2.md new file mode 100644 index 000000000..56403549f --- /dev/null +++ b/compendium/gm/hazards/painful-suggestion-trap-av2.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/av2 +- trait/magical +- trait/trap +aliases: ["Painful Suggestion Trap"] +--- +# Painful Suggestion Trap *Hazard 8* +[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 26 expert + +A [hidden](rules/conditions.md#Hidden) rune on the floor under the filth, just past the threshold, triggers an ersatz ghost. + +- **Disable** DC 28 [Thievery](compendium/skills.md#Thievery) (expert) to remove the rune without triggering it, or dispel magic (4th level; counteract DC 26) to dispel the rune. + +```ad-embed-ability +title: Counterfeit Haunting [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[auditory](rules/traits/auditory.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) + +- **Trigger**: A living creature moves over the rune + +**Effect** A frightful moan echoes through the room, and a hoarse telepathic voice shouts, "Get out!" This shout deals `6d12` mental damage to creatures in the room (DC 26 basic Will save). Creatures who fail this saving throw must immediately leave the room and can't willingly reenter it for 1 minute (1 hour on a critical failure). +%% #trait/auditory #trait/enchantment #trait/incapacitation #trait/linguistic #trait/mental %% +``` + +**Reset** The trap automatically resets after 1 hour. + +*Source: Abomination Vaults #2: Hands of the Devil p. 54* \ No newline at end of file diff --git a/compendium/gm/hazards/paralyzing-light-trap-av2.md b/compendium/gm/hazards/paralyzing-light-trap-av2.md new file mode 100644 index 000000000..b26b67bb0 --- /dev/null +++ b/compendium/gm/hazards/paralyzing-light-trap-av2.md @@ -0,0 +1,45 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/av2 +- trait/complex +- trait/magical +- trait/trap +aliases: ["Paralyzing Light Trap"] +--- +# Paralyzing Light Trap *Hazard 8* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** DC 18 expert + +When any creature other than a devil enters the light, the magic interwoven in the light holds the creature in place and rings an alarm. + +- **Disable** DC 26 [Thievery](compendium/skills.md#Thievery) (master) to distort or diffuse the light, keeping the light cone intact but preventing the trap from triggering, or dispel magic (4th level; counteract DC 26) to dispel the light, leaving the room in darkness. + +```ad-embed-ability +title: Stasis Field [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) + +- **Trigger**: A non-devil creature moves into the light + +**Effect** The light expands to fill the room, and each nondevil creature within the room must attempt a DC 26 Will save. A high-pitched chime sounds in the barracks (area D15), audible in this room as well. The trap then rolls initiative. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [stunned](rules/conditions.md#Stunned). +> - **Failure** The target is [paralyzed](rules/conditions.md#Paralyzed) for 1 round. +> - **Critical Failure** The target is [stupefied](rules/conditions.md#Stupefied) for `1d4` rounds and [paralyzed](rules/conditions.md#Paralyzed) for 1 round. +%% #trait/enchantment #trait/incapacitation #trait/mental #trait/occult %% +``` + +```ad-pf2-summary +title: Routine +(1 action) All [stunned](rules/conditions.md#Stunned) and [paralyzed](rules/conditions.md#Paralyzed) creatures in the room take `1d10` mental damage (DC 26 basic Will save). Creatures who fail also become [paralyzed](rules/conditions.md#Paralyzed) for 1 round but can use a reaction to mentally fight off this stasis; creatures who do so take `5d10` mental damage but are no longer [paralyzed](rules/conditions.md#Paralyzed). +``` +^routine + +**Reset** The stasis magic in the light builds up over the course of an hour, after which the trap can trigger again. + +*Source: Abomination Vaults #2: Hands of the Devil p. 52* \ No newline at end of file diff --git a/compendium/gm/hazards/perilous-flash-flood-gmg.md b/compendium/gm/hazards/perilous-flash-flood-gmg.md new file mode 100644 index 000000000..f4d16f018 --- /dev/null +++ b/compendium/gm/hazards/perilous-flash-flood-gmg.md @@ -0,0 +1,49 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gmg +- trait/complex +- trait/environmental +aliases: ["Perilous Flash Flood"] +--- +# Perilous Flash Flood *Hazard 10* +[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) + +- **Complexity** Complex +- **Stealth** +22 expert + +Whether made up of water rushing through the streets that sweeps up dangerous debris along the way or a less natural substance bursting free of its container, this relentless flood batters everything in its path. + +- **Disable** three DC 35 [Athletics](compendium/skills.md#Athletics), [Crafting](compendium/skills.md#Crafting), or [Survival](compendium/skills.md#Survival) checks to move or construct barricades strong enough to create a shelter from the flood. While this creates a safe place to stand, creatures outside of the barricaded area may still be in danger depending on the nature and the source of the flood. + +```ad-embed-ability +title: Burst Free [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature or effect breaks the flood's containment + +**Effect** The hazard rolls initiative as the flood surges forth. +``` + +```ad-pf2-summary +title: Routine +(1 action) The flood advances forward 60 feet, crashing into all creatures within its area. Each creature must attempt a DC 30 Fortitude save as the floodwaters pummel them and pull them downstream. The amount and type of damage dealt are based on the nature of the flood, and certain types of floods impose additional effects. The turbulent waters mean creatures within the area of the flood must attempt a DC 20 [Athletics](compendium/skills.md#Athletics) check to [Swim](rules/actions/swim.md) in order to move, and those who do not succeed at a check to [Swim](rules/actions/swim.md) each round may drown. + +> [!success-degree] +> - **Critical Success** The creature takes no damage. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and is moved 10 feet along with the water. +> - **Critical Failure** The creature takes double damage and is moved 20 feet along with the water. + +- Acidic Runoff This caustic flood dissolves flesh as it moves, dealing `1d12` bludgeoning damage and `1d12+8` acid damage. Additionally, it deals `2d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage) to creatures who critically fail their Fortitude saves. +- Battering Waves This flood of rushing water deals `2d12+10` bludgeoning damage. +- Repulsive Refuse This flood has picked up tainted or disease-ridden objects like sewer runoff or rotting food. + +It deals `2d12+8` bludgeoning damage. Each creature exposed to the flood must attempt a DC 29 Fortitude save, becoming [sickened](rules/conditions.md#Sickened) on a failure or [sickened](rules/conditions.md#Sickened) on a critical failure. Additionally, creatures who come into contact with the flood waters are exposed to filth fever (DC 20 Fortitude, Bestiary 258). + +- Sharp Debris The waters have picked up various objects, some of which are particularly sharp. The flood deals `1d12` bludgeoning damage and `1d12+12` piercing damage. +- Sticky Goo The substance is particularly sticky. It deals `2d12+6` bludgeoning damage. Additionally, each creature in the flood must attempt a DC 29 Reflex save at the beginning of their turn each round. On a failed saving throw, they take a –10-foot circumstance penalty to all their Speeds for 1 round. On a critical failure, they are instead [immobilized](rules/conditions.md#Immobilized) for 1 round. +``` +^routine + +*Source: Gamemastery Guide p. 80* \ No newline at end of file diff --git a/compendium/gm/hazards/phantom-bells-aoa3.md b/compendium/gm/hazards/phantom-bells-aoa3.md new file mode 100644 index 000000000..86e800d18 --- /dev/null +++ b/compendium/gm/hazards/phantom-bells-aoa3.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa3 +- trait/auditory +- trait/complex +- trait/haunt +- trait/rare +- trait/sonic +aliases: ["Phantom Bells"] +--- +# Phantom Bells *Hazard 6* +[auditory](rules/traits/auditory.md) [complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) [rare](rules/traits/rare.md) [sonic](rules/traits/sonic.md) + +- **Complexity** Complex +- **Stealth** +10 + +The echo of diabolic bells reverberates with a bone-shaking clamor. + +- **Disable** [Religion](compendium/skills.md#Religion) DC 27 (expert) to break the curse with recitations against the power of Hell (2 actions), or [Performance](compendium/skills.md#Performance) DC 22 (expert) to [Perform](rules/actions/perform.md) an opposing composition. + +```ad-embed-ability +title: Distant Ringing [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[auditory](rules/traits/auditory.md) [sonic](rules/traits/sonic.md) + +- **Trigger**: A living creature approaches within 30 feet. + +**Effect** Sounds of creaking metal fill the area as the phantom bells begin to swing and the haunt rolls initiative. +%% #trait/auditory #trait/sonic %% +``` + +```ad-pf2-summary +title: Routine +(1 action) The bells toll, dealing `4d6` sonic damage to each living creature within 30 feet (DC 24 basic Fortitude save). +``` +^routine + +**Reset** The bells cease ringing if there are no living creatures within 30 feet. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 28* \ No newline at end of file diff --git a/compendium/gm/hazards/phantom-footsteps-botd.md b/compendium/gm/hazards/phantom-footsteps-botd.md new file mode 100644 index 000000000..4307e0ca8 --- /dev/null +++ b/compendium/gm/hazards/phantom-footsteps-botd.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/botd +- trait/haunt +aliases: ["Phantom Footsteps"] +--- +# Phantom Footsteps *Hazard -1* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 15 + +Audible footsteps approach from behind, but their source is not apparent. + +- **Disable** DC 17 [Religion](compendium/skills.md#Religion) (trained) to ritually ward off lesser spirits or DC 18 [Occultism](compendium/skills.md#Occultism) to exorcise the spirit + +```ad-embed-ability +title: Stalk [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) + +- **Trigger**: A creature passes by the footsteps' path + +**Effect** Footsteps with no visible source closely shadow the triggering creature, then stop. The triggering creature must attempt a DC 16 Will save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [frightened](rules/conditions.md#Frightened). +> - **Failure** The creature is [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The creature is [frightened](rules/conditions.md#Frightened). +%% #trait/auditory #trait/emotion #trait/enchantment #trait/fear #trait/mental #trait/occult %% +``` + +**Reset** 1 hour + +*Source: Book of the Dead p. 64* \ No newline at end of file diff --git a/compendium/gm/hazards/phantom-jailer-botd.md b/compendium/gm/hazards/phantom-jailer-botd.md new file mode 100644 index 000000000..41ff3c6e7 --- /dev/null +++ b/compendium/gm/hazards/phantom-jailer-botd.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/botd +- trait/haunt +aliases: ["Phantom Jailer"] +--- +# Phantom Jailer *Hazard 3* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 20 trained to notice the manacles twitch + +A spirit appears and arrests the creature by clamping manacles around their wrists. + +- **Disable** DC 18 [Athletics](compendium/skills.md#Athletics) to seize the manacles from the spirit, DC 19 [Intimidation](compendium/skills.md#Intimidation) (trained) to order the spirit to stand down, or DC 20 [Occultism](compendium/skills.md#Occultism) to exorcise the spirit + +```ad-embed-ability +title: Capture [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature touches the manacles + +**Effect** The spirit attempts to lock the manacles around the triggering creature's wrists. The triggering creature must attempt a DC 23 Reflex save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The spirit loosely places manacles around the creature's wrists. Removing the manacles requires a single action. +> - **Failure** The spirit clamps the manacles around the creature's wrists but fails to lock them. The creature is [flat-footed](rules/conditions.md#Flat-footed) and [clumsy](rules/conditions.md#Clumsy) until the manacles are removed as a 3-action activity. +> - **Critical Failure** The spirit clamps the manacles around the creature's wrists and locks them. The creature is [flat-footed](rules/conditions.md#Flat-footed) and [clumsy](rules/conditions.md#Clumsy) until the manacles are removed ([Escape](rules/actions/escape.md) DC 23, simple lock). +``` + +**Reset** 1 day + +*Source: Book of the Dead p. 65* \ No newline at end of file diff --git a/compendium/gm/hazards/planar-tear-lomm.md b/compendium/gm/hazards/planar-tear-lomm.md new file mode 100644 index 000000000..e71141812 --- /dev/null +++ b/compendium/gm/hazards/planar-tear-lomm.md @@ -0,0 +1,49 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/lomm +- trait/complex +- trait/conjuration +- trait/divine +- trait/environmental +- trait/kaiju +- trait/rare +- trait/teleportation +aliases: ["Planar Tear"] +--- +# Planar Tear *Hazard 22* +[complex](rules/traits/complex.md) [conjuration](rules/traits/conjuration.md) [divine](rules/traits/divine.md) [environmental](rules/traits/environmental.md) [kaiju](rules/traits/kaiju-frp2.md) [rare](rules/traits/rare.md) [teleportation](rules/traits/teleportation.md) + +- **Complexity** Complex +- **Stealth** +32 master to notice Ebeshra twisting its shape in preparation of creating a planar rift + +Ebeshra opens a massive rift in the Material Plane that pulls nearby creatures into another plane entirely. The rift is typically to a random plane in the multiverse, though Ebeshra can have the rift pull creatures into a plane of Ebeshra's choosing. Additionally, Ebeshra can choose any number of creatures to be immune to the effects of the planar rift, usually due to the kaiju recognizing the innocence of the creatures. + +- **Disable** DC 47 [Lore](compendium/skills.md#Lore) (master) related to the specific plane beyond the rift to disrupt the planar frequency and close the rift, DC 52 [Arcana](compendium/skills.md#Arcana) (legendary) or [Occultism](compendium/skills.md#Occultism) (legendary) to undo the magical manifestation of the rift, DC 55 [Performance](compendium/skills.md#Performance) (legendary) to play a tone that counteracts the rift's harmonic frequency, or DC 55 [Diplomacy](compendium/skills.md#Diplomacy) (legendary) or [Religion](compendium/skills.md#Religion) (legendary) to plead with Ebeshra to close the rift + +```ad-embed-ability +title: Tear Reality [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: Ebeshra recognizes a nearby threat as needing an indisputable resolution, or a deity tasks Ebeshra with creating a planar rift + +**Effect** Ebeshra twists its body, aligning its segmented sections into a fine blade, and cuts the fabric of the Material Plane. It creates an enormous rift in a point in the sky within 1 mile. The rift is 100 feet long and 50 feet wide. The hazard rolls initiative. +``` + +```ad-pf2-summary +title: Routine +(1 action) The rift pulls creatures within 500 feet toward it. The rift can pull any creature, regardless of its size. Creatures in the area must attempt a DC 45 Fortitude or Reflex save (the creature's choice) to resist the effects of this pull or attempt to grab something to avoid getting pulled. + +> [!success-degree] +> - **Critical Success** The creature resists the pull and doesn't move towards the rift. +> - **Success** The creature is moved 25 feet toward the rift. +> - **Failure** The creature is moved 50 feet toward the rift. +> - **Critical Failure** The creature is moved 100 feet toward the rift. The harsh pull causes the creature to take `10d6` bludgeoning damage. + +If a creature is directly beneath the rift when the rift pulls it, the creature instead attempts a DC 50 Fortitude or Reflex save (the creature's choice) to avoid being pulled into the rift. On a failure, the creature is pulled up into the rift and thrown to a random point on the plane on the other side. +``` +^routine + +**Reset** Ebeshra vanishes 1 minute after opening the rift, which closes the rift. Ebeshra must wait 1 week before it can open another planar rift. + +*Source: Lost Omens: Monsters of Myth p. 40* \ No newline at end of file diff --git a/compendium/gm/hazards/plummeting-doom-gmg.md b/compendium/gm/hazards/plummeting-doom-gmg.md new file mode 100644 index 000000000..a981a9cbc --- /dev/null +++ b/compendium/gm/hazards/plummeting-doom-gmg.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gmg +- trait/haunt +aliases: ["Plummeting Doom"] +--- +# Plummeting Doom *Hazard 15* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 40 master to hear the echoes of a faraway object crashing into the ground + +Four vengeful spirits grab interlopers and toss them off the edge of a nearby 120-foot-tall cliff. + +- **Disable** DC 40 [Athletics](compendium/skills.md#Athletics) (trained) to push back so forcefully that the spirits fear being thrown off the cliff, or DC 40 [Religion](compendium/skills.md#Religion) (expert) to temporarily seal the spirits away + +```ad-embed-ability +title: Call of the Ground [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[abjuration](rules/traits/abjuration.md) [divine](rules/traits/divine.md) + +- **Trigger**: A creature approaches within 15 feet of the edge of the cliff + +**Effect** Each spirit attempts to throw a creature within 60 feet of the cliff's edge off the cliff by attempting a check with a +26 modifier against the target's Fortitude DC. If the haunt succeeds, the target is thrown over the edge of the cliff, where it then falls 120 feet to the ground. + +Until the haunt is defeated, each creature within 60 feet of the cliff's edge must attempt a DC 40 Will save each time they would spend an action or reaction to [Arrest a Fall](rules/actions/arrest-a-fall.md), [Fly](rules/actions/fly.md), [Grab an Edge](rules/actions/grab-an-edge.md), or otherwise avoid falling; if they fail the save, the action is disrupted. The haunt automatically attempts to counteract spells that would slow a fall or mitigate the effects of falling, such as feather fall, with a counteract modifier of +32. +%% #trait/divine #trait/abjuration %% +``` + +**Reset** 1 hour + +*Source: Gamemastery Guide p. 79* \ No newline at end of file diff --git a/compendium/gm/hazards/poisoned-lock-fop.md b/compendium/gm/hazards/poisoned-lock-fop.md new file mode 100644 index 000000000..f4b132aa3 --- /dev/null +++ b/compendium/gm/hazards/poisoned-lock-fop.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/fop +- trait/mechanical +- trait/trap +aliases: ["Poisoned Lock"] +--- +# Poisoned Lock *Hazard 1* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 17 trained + +A spring-loaded, poisoned spine is [hidden](rules/conditions.md#Hidden) near the keyhole of a lock. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 17 (trained) on the spring mechanism. + +- **AC** 15 , **Fort** +8, **Ref** +4 +- +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Spring Dart [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) + +- **Trigger**: A creature attempts to unlock or [pick the lock](rules/actions/pick-a-lock.md). + +**Effect** A spine springs out and attacks the triggering creature. +%% #trait/attack %% +``` +```ad-embed-ability +title: Cladis Poison +[poison](rules/traits/poison.md) + + +%% #trait/poison %% +``` + +*Source: The Fall of Plaguestone p. 19* \ No newline at end of file diff --git a/compendium/gm/hazards/poisoned-secret-door-trap-ec4.md b/compendium/gm/hazards/poisoned-secret-door-trap-ec4.md new file mode 100644 index 000000000..0f1a087c0 --- /dev/null +++ b/compendium/gm/hazards/poisoned-secret-door-trap-ec4.md @@ -0,0 +1,50 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec4 +- trait/magical +- trait/mechanical +- trait/trap +aliases: ["Poisoned Secret Door Trap"] +--- +# Poisoned Secret Door Trap *Hazard 14* +[magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 34 master + +Multiple tiny needles filled with poison are embedded in this secret door, spring-loaded to pop out. + +- **Disable** DC 34 [Thievery](compendium/skills.md#Thievery) (expert) to break the mechanism, + +```ad-embed-ability +title: or DC + +39 [Perception](compendium/skills.md#Perception) (master) to identify the three stones that, when pressed, prevent the trap from triggering AC 36; Fort +28, Ref +19 Hardness 23; HP 92 (BT 46); Immunities critical hits, object immunities, precision damage. +``` +```ad-embed-ability +title: Spring [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) + +- **Trigger**: A creature tries to open the door, whether or not it is still locked, without first depressing three specific stones on the door's surface + +**Effect** Needles pop out of the door at the triggering creature. +%% #trait/attack %% +``` +```ad-embed-ability +title: Purple Worm Venom +[poison](rules/traits/poison.md) + +Saving Throw DC 34. +%% #trait/poison %% +``` +```ad-embed-ability +title: Fortitude; Maximum Duration + +6 rounds; Stage 1 `5d6` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round); Stage 2 `6d6` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round); Stage 3 `8d6` poison and [enfeebled](rules/conditions.md#Enfeebled) (1 round) +``` + +**Reset** If disabled, the trap resets after 1 minute. + +*Source: Extinction Curse #4: Siege of the Dinosaurs p. 36* \ No newline at end of file diff --git a/compendium/gm/hazards/pouncing-tiger-haunt-qff1.md b/compendium/gm/hazards/pouncing-tiger-haunt-qff1.md new file mode 100644 index 000000000..654137416 --- /dev/null +++ b/compendium/gm/hazards/pouncing-tiger-haunt-qff1.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/qff1 +- trait/haunt +aliases: ["Pouncing Tiger Haunt"] +--- +# Pouncing Tiger Haunt *Hazard 2* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 21 trained + +A cave painting of a great cat roars to life and leaps off the wall to attack. + +- **Disable** DC 18 [Nature](compendium/skills.md#Nature) (trained) or [Religion](compendium/skills.md#Religion) (trained) to quell the spirit + +- **AC** 18 , **Fort** +11, **Ref** +5 +- **Hardness** 8, **HP** 30 (BT 15) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** acid 5 + +```ad-embed-ability +title: Tiger Slash [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A living creature approaches within 5 feet of the cave painting + +**Effect** The haunt deals `4d8` slashing damage with semisolid claws (DC 18 basic Will save). On a failed save, the target is also [frightened](rules/conditions.md#Frightened) and [fleeing](rules/conditions.md#Fleeing) for 1 round (or [frightened](rules/conditions.md#Frightened) and [fleeing](rules/conditions.md#Fleeing) for 1 minute on a critical failure). +``` + +**Reset** If the cave painting isn't destroyed, the haunt resets after 1 day + +*Source: Quest for the Frozen Flame #1: Broken Tusk Moon p. 42* \ No newline at end of file diff --git a/compendium/gm/hazards/precarious-pile-ltiba.md b/compendium/gm/hazards/precarious-pile-ltiba.md new file mode 100644 index 000000000..8e81bb056 --- /dev/null +++ b/compendium/gm/hazards/precarious-pile-ltiba.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ltiba +- trait/environmental +aliases: ["Precarious Pile"] +--- +# Precarious Pile *Hazard 2* +[environmental](rules/traits/environmental.md) + +- **Complexity** Simple +- **Stealth** DC 9 + +This dangerously unsteady pile of miscellaneous goods stands 7 feet high and 10 feet wide. + +- **Disable** DC 15 [Thievery](compendium/skills.md#Thievery) to carefully excavate a path through the wall without upsetting its balance, or DC 17 [Athletics](compendium/skills.md#Athletics) to hold up any unstable portions + +- **AC** 16 , **Fort** +10, **Ref** +2 +- **Hardness** 5, **HP** 25 (BT 12) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Collapse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature attempts to climb or remove an object from the wall or the wall suffers a forceful impact + +**Effect** The wall collapses, dealing `2d8` bludgeoning damage to creatures on it or within 10 feet of it. A creature that succeeds at a DC 18 Reflex save takes half damage and rolls out of the way in a random direction. On a critical success, they take no damage and can choose the direction. +``` + +*Source: Little Trouble in Big Absalom p. 3* \ No newline at end of file diff --git a/compendium/gm/hazards/precarious-thunderstone-trap-ooa1.md b/compendium/gm/hazards/precarious-thunderstone-trap-ooa1.md new file mode 100644 index 000000000..358427e1f --- /dev/null +++ b/compendium/gm/hazards/precarious-thunderstone-trap-ooa1.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ooa1 +- trait/mechanical +- trait/trap +aliases: ["Precarious Thunderstone Trap"] +--- +# Precarious Thunderstone Trap *Hazard 1* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 15 trained + +A tripwire fastened to the gate snaps when the gate is opened, releasing a moderate thunderstone to the ground. + +- **Disable** DC 15 [Thievery](compendium/skills.md#Thievery) (trained) to remove the thunderstone or DC 18 Reflex save to catch the falling thunderstone + +- **AC** 12 , **Fort** +7, **Ref** +3 +- **Wire Hardness** 3, **Wire HP** 10 (BT 5) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Thunderstone [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[sonic](rules/traits/sonic.md) + +- **Trigger**: The front gate is opened + +**Effect** A moderate thunderstone falls on the flagstones and activates, dealing 2 sonic splash damage to each creature within 10 feet of the gate. Creatures in the area must succeed at a DC 17 Fortitude saving throw or be [deafened](rules/conditions.md#Deafened) for 1 round. Adjacent creatures can attempt to catch the falling thunderstone (see Disable, above). +%% #trait/sonic %% +``` + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 33* \ No newline at end of file diff --git a/compendium/gm/hazards/punishing-altar-qff2.md b/compendium/gm/hazards/punishing-altar-qff2.md new file mode 100644 index 000000000..7669015ab --- /dev/null +++ b/compendium/gm/hazards/punishing-altar-qff2.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/qff2 +- trait/magical +- trait/necromancy +- trait/negative +- trait/trap +- trait/unique +aliases: ["Punishing Altar"] +--- +# Punishing Altar *Hazard 4* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [trap](rules/traits/trap.md) [unique](rules/traits/unique.md) + +- **Complexity** Simple +- **Stealth** DC 25 trained to notice the bowl is the center point for a magical trap + +The bowl releases a wave of negative energy when a living creature approaches without displaying a religious symbol of Venexus. + +- **Disable** DC 22 [Thievery](compendium/skills.md#Thievery) (expert) to remove the bowl without triggering the magic, or dispel magic (2nd level, counteract DC 20) to counteract the runes + +- **AC** 21 , **Fort** +14, **Ref** +14 +- **Hardness** 12, **HP** 46 (BT 23) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Necromantic Wave [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A living creature approaches within 10 feet of the bowl without displaying a religious symbol of Venexus + +**Effect** The bowl releases a wave of necromantic energy, dealing `4d8+10` negative damage (DC 21 basic Reflex save) to the triggering creature and all creatures in the area not displaying a religious symbol of Venexus. On a critical failure, a creature becomes [drained](rules/conditions.md#Drained). +``` + +*Source: Quest for the Frozen Flame #2: Lost Mammoth Valley p. 15* \ No newline at end of file diff --git a/compendium/gm/hazards/purple-dye-trap-ooa1.md b/compendium/gm/hazards/purple-dye-trap-ooa1.md new file mode 100644 index 000000000..d17238eea --- /dev/null +++ b/compendium/gm/hazards/purple-dye-trap-ooa1.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ooa1 +- trait/mechanical +- trait/trap +aliases: ["Purple Dye Trap"] +--- +# Purple Dye Trap *Hazard 3* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 20 trained + +A spring-loaded glass jar containing purple dye and a thunderstone pops from the ground and explodes when a pressure sensor is triggered. + +- **Disable** DC 17 [Thievery](compendium/skills.md#Thievery) (trained) to remove the jar and thunderstone carefully or DC 20 [Athletics](compendium/skills.md#Athletics) to reinforce the flagstone pressure sensor with an improvised wedge + +- **AC** 15 , **Fort** +10, **Ref** +4 +- **Flagstone Hardness** 7, **Flagstone HP** 44 (BT 22) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Exploding Jar [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature or object weighing at least 50 pounds is placed on one of the flagstones running north to south on the west side of the yard (marked "T" on the map on page 32) + +**Effect** A glass jar containing purple dye and a thunderstone pop from the ground between the flagstones. The sudden movement causes the thunderstone to clink against the jar and explode. All creatures in a 10-foot radius take 2 sonic damage and must succeed at a DC 17 Fortitude save or be [deafened](rules/conditions.md#Deafened) for 1 round. In addition, each creature in that area is splattered with purple dye and showered with glass, taking `1d4+2` piercing damage (DC 20 basic Reflex save). Creatures splattered with purple dye take a –1 circumstance penalty to Charisma-based skill checks. Fully [dying](rules/conditions.md#Dying) the affected hair or clothing removes this penalty. Dyed skin fades after a week but can be covered up with a successful DC 12 Disguise check and the appropriate cosmetics. +``` + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 34* \ No newline at end of file diff --git a/compendium/gm/hazards/quaking-footfalls-frp2.md b/compendium/gm/hazards/quaking-footfalls-frp2.md new file mode 100644 index 000000000..b7263f62d --- /dev/null +++ b/compendium/gm/hazards/quaking-footfalls-frp2.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/frp2 +- trait/environmental +aliases: ["Quaking Footfalls"] +--- +# Quaking Footfalls *Hazard 14* +[environmental](rules/traits/environmental.md) + +- **Complexity** Simple +- **Stealth** DC 10 + +Mogaru's steady footsteps pick up speed, causing the earth around him to tremble as though from a powerful earthquake. + +- **Disable** three DC 39 [Athletics](compendium/skills.md#Athletics) (trained), [Crafting](compendium/skills.md#Crafting) (trained), or Engineering Lore (trained) checks to brace a small structure or surface to cancel the effects of the quake in that area; DC 41 [Performance](compendium/skills.md#Performance) (legendary) to calm Mogaru momentarily. + +```ad-embed-ability +title: Quake [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: Mogaru moves at least 60 feet + +**Effect** The ground shakes in a 120-foot emanation from Mogaru's space. This creates a variety of effects, depending on where the player characters are at the time of the quake. In most parts of the city, the ground becomes difficult terrain, and creatures on it are [clumsy](rules/conditions.md#Clumsy) for 1 round. In parts of the city with existing underground spaces (like sewers, sinkholes, or catacombs), fissures open up in the ground. Creatures in the area tumble into the resulting 40-foot-deep hole unless they succeed at a DC 40 Reflex save. In bays, on beaches, and in other relatively substantial but shallow bodies of water, Mogaru's movement creates dangerous waves. Creatures in the water or within 60 feet of the waterline are struck by waves that deal `3d8` bludgeoning damage (DC 35 basic Reflex save). On a critically failed save, a creature is instantly swept 60 feet out to sea and 60 feet under the water's surface. +``` + +**Reset** Mogaru doesn't rush this way again for `1d4` rounds. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 88* \ No newline at end of file diff --git a/compendium/gm/hazards/quaking-slither-lomm.md b/compendium/gm/hazards/quaking-slither-lomm.md new file mode 100644 index 000000000..a1b52871b --- /dev/null +++ b/compendium/gm/hazards/quaking-slither-lomm.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/lomm +- trait/complex +- trait/environmental +- trait/kaiju +- trait/rare +aliases: ["Quaking Slither"] +--- +# Quaking Slither *Hazard 14* +[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [kaiju](rules/traits/kaiju-frp2.md) [rare](rules/traits/rare.md) + +- **Complexity** Complex +- **Stealth** DC 10 + +Ebeshra slithers across the ground, causing the earth to tremble as though from a powerful earthquake. + +- **Disable** three DC 38 [Athletics](compendium/skills.md#Athletics) (trained), [Crafting](compendium/skills.md#Crafting) (trained), or [Engineering Lore](compendium/skills.md#Lore) (trained) checks to brace a small structure or surface to cancel the effects of the quake in that area, or a single DC 41 [Diplomacy](compendium/skills.md#Diplomacy) (master) check to entreat Ebeshra to stand down + +```ad-embed-ability +title: Quake [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: Ebeshra moves at least 60 feet on land + +**Effect** The ground shakes in a 120-foot emanation from Ebeshra's space. This creates a variety of effects depending on the surrounding environment. + +In an area without significant underground space, the ground becomes greater difficult terrain, and creatures on it are [flat-footed](rules/conditions.md#Flat-footed) and [clumsy](rules/conditions.md#Clumsy) for 1 round. + +In areas with existing underground spaces (like sewers, sinkholes, or catacombs), fissures open up in the ground. Creatures in the area tumble into the resulting 80-foot-deep hole unless they succeed at a DC 40 Reflex save. + +In bays, on beaches, and in other relatively substantial but shallow bodies of water, the tremors create dangerous waves. Creatures in the water or within 60 feet of the waterline are struck by waves that deal `10d8` bludgeoning damage (DC 35 basic Reflex save). On a critical failure, a creature is instantly swept 60 feet out to sea and 60 feet under the water's surface. +``` + +**Reset** Ebeshra doesn't rush again this way for `1d4` rounds. + +*Source: Lost Omens: Monsters of Myth p. 41* \ No newline at end of file diff --git a/compendium/gm/hazards/quarry-sluiceway-aoa3.md b/compendium/gm/hazards/quarry-sluiceway-aoa3.md new file mode 100644 index 000000000..2148db855 --- /dev/null +++ b/compendium/gm/hazards/quarry-sluiceway-aoa3.md @@ -0,0 +1,45 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa3 +- trait/complex +- trait/mechanical +- trait/trap +aliases: ["Quarry Sluiceway"] +--- +# Quarry Sluiceway *Hazard 9* +[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +17 expert or [Perception](compendium/skills.md#Perception) DC 27 (expert) to notice the six cleverly [hidden](rules/conditions.md#Hidden) sluice gates while they are closed + +Six sluice gates open to allow thousands of gallons of water to begin flooding the room. The water churns through the room and flows out through three chutes on the south end of the room. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 28 (expert) twice to close a sluice (on a critical success, a sluice is closed immediately) + +- null, null +- **Sluiceway Hardness** 17, **Sluiceway HP** 38 (BT 34) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Opened Sluices [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature Interacts to throw either the primary lever or backup lever. + +**Effect** The trap rolls initiative. +``` + +```ad-pf2-summary +title: Routine +(6 actions) The trap loses 1 action per disabled or destroyed sluice. On each of its actions, the water rushing from the sluices flows through the room, creating a river of churning water that fills the room to several inches and makes the floor of the chamber into difficult terrain. The water level never rises above this level in the room, as it drains out of the chutes to the south and begins to flood the quarry pit (area **J2**). On the trap's second turn, the water starts filling the four slave pits in area **J2**. Each of the trap's actions fills the pits 4 inches (2 feet per round if all sluices are functional). If the slave pits fill to their total depth of 12 feet and the grates over the slave pits aren't open, the slaves begin to drown, [dying](rules/conditions.md#Dying) if they aren't freed in 5 rounds. Once the slave pits are full, the water continues to slowly fill the central area over the course of an hour until it empties the reservoir and floods area **J2** to a depth of 15 feet. + +Other options beyond disabling or destroying the sluices could prevent the flooding of the quarry pit at your discretion. +``` +^routine + +**Reset** The trap resets if all six sluices are closed. If all the water has drained when this occurs, the water takes many months to refill. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 55* \ No newline at end of file diff --git a/compendium/gm/hazards/raving-spirit-ec3.md b/compendium/gm/hazards/raving-spirit-ec3.md new file mode 100644 index 000000000..409e54cb6 --- /dev/null +++ b/compendium/gm/hazards/raving-spirit-ec3.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec3 +- trait/complex +- trait/haunt +aliases: ["Raving Spirit"] +--- +# Raving Spirit *Hazard 11* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) + +- **Complexity** Complex +- **Stealth** +20 expert or DC 30 (master) to detect the spiritual nexus. + +The restless spirit of Currew raves against his tormentors when someone enters his room. + +- **Disable** DC 30 [Intimidation](compendium/skills.md#Intimidation) (expert) to quiet the spirit for 1 round, or DC 32 [Religion](compendium/skills.md#Religion) (master) to exorcise it. + +```ad-embed-ability +title: Raving Diatribe [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[death](rules/traits/death.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) + +- **Trigger**: A creature remains in area B3 for longer than 1 round + +**Effect** Each creature in the sealed room is targeted by nightmare (DC 30 Will save). The haunt counts as having met the targets. It then rolls initiative. +%% #trait/death #trait/emotion #trait/fear #trait/illusion #trait/mental #trait/occult %% +``` + +```ad-pf2-summary +title: Routine +[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") The haunts casts phantasmal killer (DC 30 Will save) on a random creature who can see Currew's bed (it can even target creatures outside of area B3, so long as the target can see the bed). Everyone affected by the phantasmal killer sees the same image: a sickly old man lies in the bed, screaming and ranting about his guilt, shame, and eventual death. +``` +^routine + +**Reset** The haunt grows quiet and resets 1 minute after no creatures are in area B3. + +*Source: Extinction Curse #3: Life's Long Shadows p. 25* \ No newline at end of file diff --git a/compendium/gm/hazards/reflected-desires-da.md b/compendium/gm/hazards/reflected-desires-da.md new file mode 100644 index 000000000..67d38be9b --- /dev/null +++ b/compendium/gm/hazards/reflected-desires-da.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/da +- trait/enchantment +- trait/magical +- trait/mental +- trait/trap +- trait/visual +aliases: ["Reflected Desires"] +--- +# Reflected Desires *Hazard 1* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [trap](rules/traits/trap.md) [visual](rules/traits/visual.md) + +- **Complexity** Simple +- **Stealth** DC 17 (0 to notice the mirror) + +This mirror reflects the viewer's deepest desires. + +- **Disable** DC 18 [Thievery](compendium/skills.md#Thievery) (trained) to shroud the mirror without looking at it, or DC 17 [Occultism](compendium/skills.md#Occultism) (trained) to erect mental barriers + +- **AC** 13 , **Fort** +10, **Ref** +4 +- **Hardness** 6, **HP** 24 (BT 12) +- **Immunities** object immunities +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Tempt [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) [visual](rules/traits/visual.md) + +- **Trigger**: A creature looks into the mirror + +**Effect** The triggering creature sees themselves enjoying their deepest desires in the mirror's reflection, becoming [fascinated](rules/conditions.md#Fascinated) (Will DC 20 negates). This fascination ends automatically when the mirror is [broken](rules/conditions.md#Broken) or covered up. +%% #trait/enchantment #trait/mental #trait/occult #trait/visual %% +``` + +**Reset** automatic + +*Source: Dark Archive p. 123* \ No newline at end of file diff --git a/compendium/gm/hazards/repeater-crossbow-trap-ooa1.md b/compendium/gm/hazards/repeater-crossbow-trap-ooa1.md new file mode 100644 index 000000000..b042ddbf5 --- /dev/null +++ b/compendium/gm/hazards/repeater-crossbow-trap-ooa1.md @@ -0,0 +1,45 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ooa1 +- trait/complex +- trait/mechanical +- trait/trap +aliases: ["Repeater Crossbow Trap"] +--- +# Repeater Crossbow Trap *Hazard 5* +[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +13 trained + +A pressure plate in the hallway floor releases a latch, causing a ceiling panel to drop down. A +1 striking heavy crossbow contained in a steel box sprays bolts at any creatures in the hallway. + +- **Disable** DC 20 [Thievery](compendium/skills.md#Thievery) (Expert) or [Crafting](compendium/skills.md#Crafting) (Trained) to disengage the reloading mechanism; the trap can also be disabled by the switch in area F2 + +- **AC** 22 , **Fort** +15, **Ref** +9 +- **Hardness** 12, **HP** 50 (BT 25) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Auto-Bolter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: An object or creature weighing at least 25 pounds steps on the pressure plate at the south end of the hallway + +**Effect** A +1 striking heavy crossbow encased in a steel box drops from the ceiling and fires. + +The repeater crossbow trap Strikes a random creature in the hallway. The trap then rolls initiative. +``` + +```ad-pf2-summary +title: Routine +(3 actions) The repeater crossbow trap reloads (2 actions) then Strikes a random creature in the hallway. +``` +^routine + +**Reset** The trap runs out of ammo after it fires 5 bolts; it must be manually reloaded. + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 60* \ No newline at end of file diff --git a/compendium/gm/hazards/rockfall-ceiling-qff2.md b/compendium/gm/hazards/rockfall-ceiling-qff2.md new file mode 100644 index 000000000..19df3c437 --- /dev/null +++ b/compendium/gm/hazards/rockfall-ceiling-qff2.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/qff2 +- trait/mechanical +- trait/trap +aliases: ["Rockfall Ceiling"] +--- +# Rockfall Ceiling *Hazard 5* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 20 trained + +A load of rocks, held up by a rope pulley, is dropped on the cavern's lower level. + +- **Disable** DC 25 [Thievery](compendium/skills.md#Thievery) (trained) to pin the pulley in place + +- **AC** 22 , **Fort** +15, **Ref** +15 +- **Hardness** 12, **HP** 50 (BT 25) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Drop Rocks [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature holding the rope pulley pulls it + +**Effect** The net releases, dropping rocks on all creatures and objects in the lower half of area A15, dealing `4d8+14` bludgeoning damage (DC 26 basic Reflex save). The area then becomes difficult terrain. +``` + +*Source: Quest for the Frozen Flame #2: Lost Mammoth Valley p. 11* \ No newline at end of file diff --git a/compendium/gm/hazards/rusty-grate-pit-av2.md b/compendium/gm/hazards/rusty-grate-pit-av2.md new file mode 100644 index 000000000..4a7a235f4 --- /dev/null +++ b/compendium/gm/hazards/rusty-grate-pit-av2.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/av2 +- trait/mechanical +- trait/trap +aliases: ["Rusty Grate Pit"] +--- +# Rusty Grate Pit *Hazard 6* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 0 + +The rusty grate covers a pit that's 10 feet in diameter and 40 feet deep. + +- **Disable** DC 18 [Thievery](compendium/skills.md#Thievery) to harmlessly trigger the trap by nudging the gate or the dangling winch, or DC 24 [Thievery](compendium/skills.md#Thievery) to stabilize the grate so it doesn't collapse. + +- **AC** 21 , **Fort** +17, **Ref** +11 +- **Hardness** 14, **HP** 56 (BT 28) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Pitfall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature walks onto the grate + +**Effect** The triggering creature falls in and takes falling damage (20 bludgeoning damage). That creature can use the [Grab an Edge](rules/actions/grab-an-edge.md) reaction to avoid falling. Whether or not the creature Grabs an Edge, the rusty winch above crashes down atop the triggering creature, dealing `3d10` bludgeoning damage and dislodging its grip (DC 24 basic Reflex save). The creature can still try to [Grab an Edge](rules/actions/grab-an-edge.md) again. +``` + +*Source: Abomination Vaults #2: Hands of the Devil p. 12* \ No newline at end of file diff --git a/compendium/gm/hazards/sadistic-conductor-botd.md b/compendium/gm/hazards/sadistic-conductor-botd.md new file mode 100644 index 000000000..28c26446a --- /dev/null +++ b/compendium/gm/hazards/sadistic-conductor-botd.md @@ -0,0 +1,50 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/botd +- trait/complex +- trait/haunt +aliases: ["Sadistic Conductor"] +--- +# Sadistic Conductor *Hazard 4* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) + +- **Complexity** Complex +- **Stealth** +12 trained + +A phantom conductor appears with a flourish, causing spectral instruments with razor-like strings to appear in the hands of those present. As the conductor gestures for the performance to begin, creatures are compelled to play the instruments. + +- **Disable** DC 18 [Performance](compendium/skills.md#Performance) to perform so well the conductor releases you from your instrument, banishing it voluntarily; DC 22 Occultism or Religion (trained) to banish one instrument; or DC 25 [Thievery](compendium/skills.md#Thievery) (trained) to sabotage one instrument; each instrument must be banished, sabotaged, or destroyed to disable the haunt + +- null, null +- **Hardness** 10, ; **per instrument HP** 22 (BT 11) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Conjure Instruments [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[conjuration](rules/traits/conjuration.md) [occult](rules/traits/occult.md) + +- **Trigger**: A creature approaches within 15 feet + +**Effect** The conductor conjures a hazardous spectral instrument into the hands of each sentient creature within 30 feet. Even a creature whose hands are full finds a spectral instrument superimposed over the other items it's carrying. Affected creatures must each attempt a DC 19 Will save. The haunt then rolls initiative. + +> [!success-degree] +> - **Critical Success** The conjuration fails and no instrument appears in the creature's hands. +> - **Success** A conjured instrument appears in the creature's hands, but it isn't compelled to play it. +> - **Failure** A conjured instrument appears in the creature's hands and it's compelled to play it (see routine below). The creature can't willingly put down the instrument while compelled to play. +> - **Critical Failure** As failure, but the creature needs a critical success on its [Performance](compendium/skills.md#Performance) in order for the conductor to be satisfied and dismiss its instrument. +%% #trait/conjuration #trait/occult %% +``` + +```ad-pf2-summary +title: Routine +(1 action; [enchantment](rules/traits/enchantment.md), [mental](rules/traits/mental.md), [occult](rules/traits/occult.md)) The conductor urges each creature within 30 feet to play the hazardous instrument it holds. Each creature that is compelled to play its instrument does so, and those who succeeded on their save can choose to do so. Playing the instrument, either from the haunt's routine or of a creature's own volition during an attempt to disable the haunt, deals `1d6+3` slashing damage (DC 21 basic Reflex save), and the creature must attempt a DC 18 [Performance](compendium/skills.md#Performance) check. On a success, the conductor accepts the performance and dismisses that creature's instrument, and on a critical failure, the discordant sound and conductor's jeers deal an additional `1d6+3` sonic damage. +``` +^routine + +**Reset** The haunt deactivates when all conjured instruments are destroyed or there has been silence for 1 minute. It resets after 1 hour. + +*Source: Book of the Dead p. 67* \ No newline at end of file diff --git a/compendium/gm/hazards/sand-whirlwind-frp1.md b/compendium/gm/hazards/sand-whirlwind-frp1.md new file mode 100644 index 000000000..c42f43039 --- /dev/null +++ b/compendium/gm/hazards/sand-whirlwind-frp1.md @@ -0,0 +1,42 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/frp1 +- trait/complex +- trait/haunt +aliases: ["Sand Whirlwind"] +--- +# Sand Whirlwind *Hazard 14* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) + +- **Complexity** Complex +- **Stealth** +23 trained + +Buffeting winds swirl sharp grains of sand about the room. + +- **Disable** DC 38 [Religion](compendium/skills.md#Religion) (expert) to state an Iroran koan about being complete only upon recognizing one's incompleteness, or DC 41 [Occultism](compendium/skills.md#Occultism) (master) to create a ward against future hauntings. + +```ad-embed-ability +title: Sand Vacuum [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature attempts to leave the chamber + +**Effect** A powerful wind pulls the creature back into the room. The triggering creature must attempt a DC 39 Fortitude save. The haunt can use this reaction any number of times per round, but only once per creature that tries to leave the room. The haunt then rolls initiative, if it hasn't already. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is pulled back 10 feet into the room. +> - **Failure** The creature is pulled back 15 feet into the room and is [blinded](rules/conditions.md#Blinded) for 1 round. +> - **Critical Failure** The creature is pulled back 15 feet into the room and is [blinded](rules/conditions.md#Blinded) for 1 minute. +``` + +```ad-pf2-summary +title: Routine +(1 action) The haunt's violent winds savagely buffet everyone in the room, dealing `6d10+30` bludgeoning damage to living creatures (DC 34 basic Reflex save). On a critically failed save, a creature is also [blinded](rules/conditions.md#Blinded) for 1 minute. +``` +^routine + +**Reset** The haunt deactivates after 1 minute and re-forms after 1 hour. The haunt is disabled and doesn't re-form if at least two creatures spend 1 minute to create an image with the sand. Creating the image requires a successful DC 30 [Crafting](compendium/skills.md#Crafting) or [Thievery](compendium/skills.md#Thievery) check. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 18* \ No newline at end of file diff --git a/compendium/gm/hazards/scroll-shock-trap-sli.md b/compendium/gm/hazards/scroll-shock-trap-sli.md new file mode 100644 index 000000000..4aadd58d7 --- /dev/null +++ b/compendium/gm/hazards/scroll-shock-trap-sli.md @@ -0,0 +1,54 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/sli +- trait/complex +- trait/mechanical +- trait/trap +aliases: ["Scroll Shock Trap"] +--- +# Scroll Shock Trap *Hazard 9* +[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +17 expert or DC 29 (expert) to spot the hidden control panel + +Five scroll symbols shoot electricity bolts around the room. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 25 (expert) or [dispel magic](compendium/spells/dispel-magic.md) (3rd level; counteract DC 24); [Thievery](compendium/skills.md#Thievery) DC 29 (master) to disable the entire trap from the [hidden](rules/conditions.md#Hidden) control panel beneath the central slab. + +- **AC** 28 , **Fort** +21, **Ref** +15 +- **Panel Hardness** 18, **Panel HP** 72 (BT 36); **Symbol Hardness** 16, **Symbol HP** 64 (BT 32) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** electricity 15 +- **Weaknesses** + +```ad-embed-ability +title: Reactive Charge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) + +- **Trigger**: A creature without an Aspis Consortium badge approaches within 5 feet of a slab + +**Effect** Both double doors leading out of the room shut and lock. While the trap is active, the doors must be battered open (Hardness 18; Panel HP 72 [BT 36]; [Athletics](compendium/skills.md#Athletics) DC 29 to [Force Open](rules/actions/force-open.md)). The closest symbol to the triggering creature shoots an electricity bolt attack at it. The trap then rolls initiative. +%% #trait/arcane #trait/evocation %% +``` + +````ad-pf2-summary +title: Routine +(5 actions) Each disabled symbol reduces the trap's number of actions by 1. For each of its actions, a different symbol shoots an electricity bolt at a random creature in the room. The trap doesn't take multiple attack penalties. + +```ad-inline-attack +title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Electricity Bolt (21) (range <40 feet>) +**Damage** `1d6+2` electricity damage and `1d6` [persistent electricity damage](rules/conditions.md#Persistent%20Damage) + +**Effects** + +%% #trait/range-40-feet %% +``` +```` +^routine + +**Reset** The trap deactivates 1 round after it has no target creatures and resets after 1 minute. + +*Source: The Slithering p. 47* \ No newline at end of file diff --git a/compendium/gm/hazards/scythe-blades-bb.md b/compendium/gm/hazards/scythe-blades-bb.md new file mode 100644 index 000000000..526cedf56 --- /dev/null +++ b/compendium/gm/hazards/scythe-blades-bb.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/bb +aliases: ["Scythe Blades"] +--- +# Scythe Blades *Hazard 4* + +- **Complexity** Simple +- **Stealth** DC 23 [Perception](compendium/skills.md#Perception) check + +Two blades, each hidden in a 15-foot-long ceiling groove, are both connected to a trip wire. + +- **Disable** DC 21 [Thievery](compendium/skills.md#Thievery) to disable each blade + +- **AC** 21 , **Fort** +12, **Ref** +8 +- **Hardness** 11, **HP** 44 (BT 22) +- **Immunities** critical hits; sneak attack +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Falling Scythes [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) + +When the trip wire is pulled or severed, both blades swing down, each one attacking all creatures under the ceiling grooves. The trap makes a melee attack with each blade with +17 to each attack roll. There's no multiple attack penalty on these attacks. On a hit, a blade deals `2d12 + 4` slashing damage. On a critical hit, the damage is doubled plus 6 extra damage. +%% #trait/attack %% +``` + +*Source: Beginner Box p. 49* \ No newline at end of file diff --git a/compendium/gm/hazards/second-kiss-engine-ooa2.md b/compendium/gm/hazards/second-kiss-engine-ooa2.md new file mode 100644 index 000000000..f4c57ddca --- /dev/null +++ b/compendium/gm/hazards/second-kiss-engine-ooa2.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ooa2 +- trait/mechanical +- trait/trap +- trait/uncommon +aliases: ["Second Kiss Engine"] +--- +# Second Kiss Engine *Hazard 6* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Complexity** Simple + +Exposed clockwork gears spin at high speeds. + +- **Disable** DC 28 [Thievery](compendium/skills.md#Thievery) (expert) to disable the engine, or DC 26 [Engineering Lore](compendium/skills.md#Lore) to disengage the drive shaft. Either method disables the trap but also shuts down the engine, disabling the Second Kiss's propulsion. + +- **AC** 27 , **Fort** +15, **Ref** +18 +- **Hardness** 10, **HP** 50 (BT 25) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Spinning Gears [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature [Strides](rules/actions/stride.md) in the engine nacelle + +**Effect** The creature's clothing or limbs get caught in the spinning gears and axles of the engine. The creature must attempt a DC 24 Reflex save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes `2d8+9` bludgeoning damage. +> - **Failure** The creature takes `4d8+18` bludgeoning damage. +> - **Critical Failure** The creature's clothing is pulled into the clockworks. The creature takes `4d8+18` bludgeoning damage and is [restrained](rules/conditions.md#Restrained). Until the creature Escapes (DC 24), it takes `2d8+9` bludgeoning damage each round as it's pulled into the spinning rotors. A creature wearing clothing can automatically [Escape](rules/actions/escape.md) by doffing its caught clothing; this destroys the doffed clothing. +``` + +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 28* \ No newline at end of file diff --git a/compendium/gm/hazards/seismic-spears-trap-aoa5.md b/compendium/gm/hazards/seismic-spears-trap-aoa5.md new file mode 100644 index 000000000..7bef2ce7e --- /dev/null +++ b/compendium/gm/hazards/seismic-spears-trap-aoa5.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa5 +- trait/magical +- trait/trap +aliases: ["Seismic Spears Trap"] +--- +# Seismic Spears Trap *Hazard 19* +[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 43 master + +Lines of searing lava lance through the area, causing targets to shake as if caught in an earthquake and potentially become [petrified](rules/conditions.md#Petrified). + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 43 (master) to disable the wards or [dispel magic](compendium/spells/dispel-magic.md) (9th level; counteract DC 38) to counteract the ward. + +```ad-embed-ability +title: Cataclysmic Rain [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[arcane](rules/traits/arcane.md) [earth](rules/traits/earth.md) [fire](rules/traits/fire.md) + +- **Trigger**: A creature enters the marked area + +**Effect** Fiery spears make one [Strike](rules/actions/strike.md) against each living creature within 5 feet of the marked area. +%% #trait/arcane #trait/earth #trait/fire %% +``` +```ad-embed-ability +title: Personal Quake + +A creature struck by a seismic spear is [clumsy](rules/conditions.md#Clumsy) for 1 round as their body shakes uncontrollably. + +On a critical hit, a target must succeed at a DC 39 Fortitude save or be [petrified](rules/conditions.md#Petrified) for 1 minute, or permanently on a critical failure. +``` + +**Reset** The trap resets after 1 minute. + +*Source: Age of Ashes #5: Against the Scarlet Triad p. 19* \ No newline at end of file diff --git a/compendium/gm/hazards/serpent-ward-sot2.md b/compendium/gm/hazards/serpent-ward-sot2.md new file mode 100644 index 000000000..21c37bffb --- /dev/null +++ b/compendium/gm/hazards/serpent-ward-sot2.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/sot2 +- trait/magical +- trait/trap +- trait/uncommon +aliases: ["Serpent Ward"] +--- +# Serpent Ward *Hazard 7* +[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Complexity** Simple +- **Stealth** DC 25 expert + +Illusionary snakes erupt from the trapped door, inflicting a venomous curse on intruders. + +- **Disable** DC 26 [Thievery](compendium/skills.md#Thievery) (expert) or DC 24 [Occultism](compendium/skills.md#Occultism) (expert) to deactivate the magical trigger. + +```ad-embed-ability +title: Curse the Intruders [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[curse](rules/traits/curse.md) [illusion](rules/traits/illusion.md) [occult](rules/traits/occult.md) + +- **Trigger**: The trapped door is opened other than by a serpentfolk + +**Effect** Hissing, illusionary snakes leap from the door. Each living creature within 30 feet is subjected to the curse of potent poison. If a living creature opened the door, that creature must roll its saving throw against the curse twice and take the worse result (this is a [misfortune](rules/traits/misfortune.md) effect). +%% #trait/curse #trait/illusion #trait/occult %% +``` + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 9* \ No newline at end of file diff --git a/compendium/gm/hazards/shattered-window-botd.md b/compendium/gm/hazards/shattered-window-botd.md new file mode 100644 index 000000000..1739928f4 --- /dev/null +++ b/compendium/gm/hazards/shattered-window-botd.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/botd +- trait/haunt +aliases: ["Shattered Window"] +--- +# Shattered Window *Hazard 1* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 17 trained to notice cracks spider-webbing across the window + +The anger trapped within a structure shatters a window, showering glass in adjacent spaces. + +- **Disable** DC 19 [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) (trained) to suppress the spiritual energy or DC 20 [Diplomacy](compendium/skills.md#Diplomacy) (trained) to soothe the latent anger + +```ad-embed-ability +title: Shatter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature moves adjacent to the window + +**Effect** The window shatters, dealing `2d6+5` slashing damage to creatures within 5 feet (DC 17 basic Reflex save). +``` + +*Source: Book of the Dead p. 65* \ No newline at end of file diff --git a/compendium/gm/hazards/shattering-rune-qff3.md b/compendium/gm/hazards/shattering-rune-qff3.md new file mode 100644 index 000000000..48fad5545 --- /dev/null +++ b/compendium/gm/hazards/shattering-rune-qff3.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/qff3 +- trait/evocation +- trait/magical +- trait/sonic +- trait/trap +aliases: ["Shattering Rune"] +--- +# Shattering Rune *Hazard 9* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [sonic](rules/traits/sonic.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 33 master + +A magical rune is inscribed on the tarry earth at the entrance to the hut, buried beneath snow, with an [invisible](rules/conditions.md#Invisible) sensor that detects creatures within a 10-foot-radius sphere. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 30 (master) to erase the rune without triggering the sensor or dispel magic (5th level; counteract DC 28) to dispel the rune + +```ad-embed-ability +title: Shattering Shockwave [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) + +- **Trigger**: A Small or larger creature comes within 10 feet of the rune + +**Effect** The rune unleashes a deafening peal of thunder that deals `10d8` sonic damage in a 20-foot burst (DC 30 basic Reflex save). +%% #trait/arcane #trait/evocation #trait/sonic %% +``` + +*Source: Quest for the Frozen Flame #3: Burning Tundra p. 37* \ No newline at end of file diff --git a/compendium/gm/hazards/shrieker-gmg.md b/compendium/gm/hazards/shrieker-gmg.md new file mode 100644 index 000000000..fa96d5f9c --- /dev/null +++ b/compendium/gm/hazards/shrieker-gmg.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gmg +- trait/environmental +- trait/fungus +aliases: ["Shrieker"] +--- +# Shrieker *Hazard -1* +[environmental](rules/traits/environmental.md) [fungus](rules/traits/fungus-b1.md) + +- **Complexity** Simple +- **Stealth** DC 12 + +This human-sized purple mushroom emits a piercing shriek when disturbed. + +- **Disable** DC 18 [Survival](compendium/skills.md#Survival) to carefully approach and cut the mushroom's air sac without triggering the shrieker + +- **AC** 12 , **Fort** +8, **Ref** +2 +- **HP** 9 +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Shriek [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature or light source approaches within 10 feet of the shrieker or the shrieker takes damage + +**Effect** The shrieker emits a deafening screech that deals `1d6` sonic damage to creatures within 30 feet (DC 16 basic Fortitude save; creatures that critically fail this saving throw are [deafened](rules/conditions.md#Deafened) for 1 minute). +``` + +**Reset** 1 minute + +*Source: Gamemastery Guide p. 77* \ No newline at end of file diff --git a/compendium/gm/hazards/shrinking-hall-da.md b/compendium/gm/hazards/shrinking-hall-da.md new file mode 100644 index 000000000..a4e4ad31d --- /dev/null +++ b/compendium/gm/hazards/shrinking-hall-da.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/da +- trait/mechanical +- trait/trap +aliases: ["Shrinking Hall"] +--- +# Shrinking Hall *Hazard 2* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 18 + +This hallway is designed to shrink as creatures traverse it, making access to the door at the hall's end impossible. + +- **Disable** DC 21 [Thievery](compendium/skills.md#Thievery) (trained) to jam the scales built into the floor + +```ad-embed-ability +title: Shrink [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: 100 pounds of weight or more is placed on the hallway's floor + +**Effect** The hall's last 40 feet of walls angle inward, causing the hall to shrink and contract down, reaching 6 inches in height and width at the hall's far end and completely blocking access to the hall's exit door for anything but a Tiny creature Squeezing. +``` + +**Reset** After 10 minutes without weight being placed on this hall's floor, this trap resets, returning the hall to its original size. + +*Source: Dark Archive p. 123* \ No newline at end of file diff --git a/compendium/gm/hazards/shrouded-assailant-da.md b/compendium/gm/hazards/shrouded-assailant-da.md new file mode 100644 index 000000000..e14f39776 --- /dev/null +++ b/compendium/gm/hazards/shrouded-assailant-da.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/da +- trait/complex +- trait/haunt +aliases: ["Shrouded Assailant"] +--- +# Shrouded Assailant *Hazard 17* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) + +- **Complexity** Complex +- **Stealth** DC 43 + +A spirit steps out of a covered mirror, pulling off and becoming shrouded in the cloth, which reveals the mirror. The shrouded figure attacks the living until the cloth is yanked off, which banishes the formless spirit. + +- **Disable** DC 43 [Thievery](compendium/skills.md#Thievery) (master) to steal the cloth before the spirit manifests, or DC 47 [Athletics](compendium/skills.md#Athletics) to pull the cloth off the spirit after it manifests + +- **AC** 40 , **Fort** +26, **Ref** +32, **Will** +35 +- **Spirit HP** 230 Resistance all damage 20 (except force, [ghost touch](compendium/equipment/items/ghost-touch.md), or positive; double resistance to non-magical) +- **Immunities** +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Don Shroud [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[occult](rules/traits/occult.md) + +- **Trigger**: A creature enters the area + +**Effect** The spirit steps out of the mirror, wearing the cloth as a shroud and revealing the mirror. The triggering creature is [frightened](rules/conditions.md#Frightened) unless they succeed at a DC 38 Will save. The haunt then rolls initiative. +%% #trait/occult %% +``` + +```ad-pf2-summary +title: Routine +(3 actions) The spirit uses 3 actions to [Step](rules/actions/step.md), fly 60 feet, or [Strike](rules/actions/strike.md), in any order. On a successful [Strike](rules/actions/strike.md) the spirit's target is [frightened](rules/conditions.md#Frightened), and on a critical success, the target is [frightened](rules/conditions.md#Frightened). +``` +^routine + +**Reset** The haunt can be reset if the mirror is covered in a cloth or shroud. + +*Source: Dark Archive p. 125* \ No newline at end of file diff --git a/compendium/gm/hazards/shuffling-hall-da.md b/compendium/gm/hazards/shuffling-hall-da.md new file mode 100644 index 000000000..24324b67b --- /dev/null +++ b/compendium/gm/hazards/shuffling-hall-da.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/da +- trait/mechanical +- trait/trap +aliases: ["Shuffling Hall"] +--- +# Shuffling Hall *Hazard -1* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 15 + +Four pressure plates along this mirrored hall rotate vertically when stepped on, sending a creature on the pressure plate tipping into an adjacent featureless room while simultaneously replacing the pressure plate and walls in the hall. Each pressure plate dumps creatures into a different room. + +- **Disable** DC 12 [Thievery](compendium/skills.md#Thievery) to deactivate one pressure plate + +- **AC** 18 , **Fort** +2, **Ref** +5 +- **Hardness** 4, **HP** 12 (BT 6) +- **Immunities** object immunities +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Flip [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature steps on a pressure plate + +**Effect** The floor and adjoining wall rotate up and over on a central axle, tipping the triggering creature into an adjacent featureless room and simultaneously replacing the pressure plate and wall with another set on the same axle. The triggering creature is pushed into an adjoining room, takes `1d8` bludgeoning damage, and lands [prone](rules/conditions.md#Prone). A creature who succeeds at a DC 19 Reflex save takes no damage and rolls out of the way of the trap, returning to the space they were in before stepping on the pressure plate. +``` + +**Reset** automatic + +*Source: Dark Archive p. 122* \ No newline at end of file diff --git a/compendium/gm/hazards/shuffling-scythe-blades-av2.md b/compendium/gm/hazards/shuffling-scythe-blades-av2.md new file mode 100644 index 000000000..e32a906c4 --- /dev/null +++ b/compendium/gm/hazards/shuffling-scythe-blades-av2.md @@ -0,0 +1,71 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/av2 +- trait/complex +- trait/magical +- trait/mechanical +- trait/trap +aliases: ["Shuffling Scythe Blades"] +--- +# Shuffling Scythe Blades *Hazard 8* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** DC 18 expert + +Six long blades, [hidden](rules/conditions.md#Hidden) in grooves in the walls and floor, zigzag through different parts of this hallway when any pressure plate in the hallway intersection is depressed; there are so many plates it's impossible to avoid them when moving through the room. The blades retreat into the floor and move through the [hidden](rules/conditions.md#Hidden) grooves before swinging out from the wall again in a different location. + +- **Disable** DC 26 [Thievery](compendium/skills.md#Thievery) (expert) to disable each blade, or utter the magical passphrase (which only Chafkhem knows) to deactivate the trap for 10 minutes. + +- **AC** 27 , **Fort** +19, **Ref** +13 +- +- **Immunities** +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Scythe Blade Hardness + +16, Scythe Blade HP 30 (BT 15); Immunities critical hits, object immunities, precision damage. +``` +```ad-embed-ability +title: Dicing Scythes [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature steps in the 15-footby- 25-foot area where the branching hallways connect + +**Effect** The trap uses Scythe Shuffle; each blade makes a scythe [Strike](rules/actions/strike.md) against each creature in its region, then it uses Scythe Shuffle again. The trap then rolls for initiative. +``` +```ad-embed-ability +title: Scythe Shuffle [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The blades travel erratically throughout the hallway's branches, out of sight under the floors or behind the walls. For each blade, roll `1d4` to determine the region in which it next makes scythe [Strikes](rules/actions/strike.md). A creature can [Seek](rules/actions/seek.md) (DC 22) to learn clues about blades in the region they're currently occupying. On a success, the creature knows how many blades are currently in its region. + +1. Main intersection (the 15-foot-by-25-foot area where the hallways connect, as marked on area B20) 2. North branch (from the main intersection to the secret door to area B14) 3. Central hall (from the main intersection to the secret door to area B24) 4. South branch (from the main intersection to the wall shared with area B25) +``` + +````ad-pf2-summary +title: Routine +(7 actions) The trap spends 1 action for each of its blades; a blade makes a scythe [Strike](rules/actions/strike.md) against each creature in its region. With its final action, the trap uses. + +```ad-embed-ability +title: Scythe Shuffle. + +Reduce the number of actions the trap can take by 1 for each destroyed blade. +``` + +```ad-inline-attack +title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Scythe (20) ([deadly <1d12>](rules/traits/deadly.md)) +**Damage** `1d12+8` slashing + +**Effects** + +%% #trait/deadly-1d12 %% +``` +```` +^routine + +**Reset** The trap resets when no creatures remain in area B20. Damaged or destroyed blades aren't repaired when the trap resets. + +*Source: Abomination Vaults #2: Hands of the Devil p. 21* \ No newline at end of file diff --git a/compendium/gm/hazards/sigil-of-deepest-fears-da.md b/compendium/gm/hazards/sigil-of-deepest-fears-da.md new file mode 100644 index 000000000..e82101a5c --- /dev/null +++ b/compendium/gm/hazards/sigil-of-deepest-fears-da.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/da +- trait/magical +- trait/trap +aliases: ["Sigil of Deepest Fears"] +--- +# Sigil of Deepest Fears *Hazard 17* +[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 43 master + +An arcane sigil forces creatures to confront their greatest fear. + +- **Disable** DC 43 [Thievery](compendium/skills.md#Thievery) (master) to drain the sigil's power harmlessly, or dispel magic (9th level; counteract DC 42) to counteract the sigil + +```ad-embed-ability +title: Face Your Fear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[arcane](rules/traits/arcane.md) [death](rules/traits/death.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) + +- **Trigger**: A creature moves within 10 feet of the sigil + +**Effect** All creatures within 120 feet of the sigil are affected by a [weird](compendium/spells/weird.md) spell (DC 40 Will save). +%% #trait/arcane #trait/death #trait/emotion #trait/fear #trait/illusion #trait/mental %% +``` + +**Reset** 1 day + +*Source: Dark Archive p. 124* \ No newline at end of file diff --git a/compendium/gm/hazards/siphoning-spirit-botd.md b/compendium/gm/hazards/siphoning-spirit-botd.md new file mode 100644 index 000000000..72b368c05 --- /dev/null +++ b/compendium/gm/hazards/siphoning-spirit-botd.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/botd +- trait/complex +- trait/haunt +aliases: ["Siphoning Spirit"] +--- +# Siphoning Spirit *Hazard 19* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) + +- **Complexity** Complex +- **Stealth** +40 trained + +A formless spirit drains life from the living, becoming progressively visible as its victims weaken. + +- **Disable** DC 48 [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) (expert) to weaken the spirit; four total successes are required to disable the haunt + +```ad-embed-ability +title: Sudden Siphon [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +- **Trigger**: A living creature passes within 15 feet of the spirit + +**Effect** The [invisible](rules/conditions.md#Invisible) spirit latches onto the life essence of the living, dealing `4d10+20` negative damage to all living creatures within 60 feet (DC 41 basic Fortitude save). The haunt then rolls initiative +%% #trait/divine #trait/necromancy #trait/negative %% +``` + +```ad-pf2-summary +title: Routine +(1 action; [death](rules/traits/death.md), [divine](rules/traits/divine.md), [necromancy](rules/traits/necromancy.md), [negative](rules/traits/negative.md)) The spirit inhales, siphoning the souls of the living and becoming more visible. Each creature within 60 feet takes `4d10+20` negative damage, with a DC 41 Fortitude save. If no creatures are within the area, the haunt moves up to 120 feet into the largest concentration of living creatures and then inhales. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and increases its [drained](rules/conditions.md#Drained) value by 1, to a maximum of [drained](rules/conditions.md#Drained). +> - **Critical Failure** The creature takes double damage and increases its [drained](rules/conditions.md#Drained) value by 2, to a maximum of [drained](rules/conditions.md#Drained). If the creature was already [drained](rules/conditions.md#Drained), it dies. +``` +^routine + +**Reset** After 1 minute, the spirit is satiated, and the haunt deactivates as it returns to a resting state. Over the course of 1 hour, the spirit's siphoned life energy disperses and the haunt resets. + +*Source: Book of the Dead p. 69* \ No newline at end of file diff --git a/compendium/gm/hazards/slamming-door-bb.md b/compendium/gm/hazards/slamming-door-bb.md new file mode 100644 index 000000000..cb4354273 --- /dev/null +++ b/compendium/gm/hazards/slamming-door-bb.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/bb +aliases: ["Slamming Door"] +--- +# Slamming Door *Hazard 1* + +- **Complexity** Simple +- **Stealth** DC 17 [Perception](compendium/skills.md#Perception) check + +Pressure-sensitive panels in the floor connect to a stone slab hidden in a hallway's ceiling. + +- **Disable** DC 15 [Thievery](compendium/skills.md#Thievery) on the floor panels before the slab falls + +- **AC** 16 , **Fort** +10, **Ref** +2 +- **Hardness** 5, **HP** 20 (BT 10) +- **Immunities** critical hits; sneak attack +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Slam Shut [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) + +When pressure is placed on any floor tile, the door falls, closing off the hallway. The stone slab deals `3d8` bludgeoning damage to anyone beneath or adjacent to the slab when it drops and pushes them out of its space in a random direction. A creature that succeeds at a DC 17 Reflex save takes no damage and rolls out of the way in a random direction. On a critical success, they roll out of the way and can choose which direction. + +Lifting the fallen slab requires a successful DC 25 [Athletics](compendium/skills.md#Athletics) check. Hitting the floor panels triggers the trap. The slab uses the same AC and saves as the trap, but it has Hardness 12, HP 48 (BT 24). +%% #trait/attack %% +``` + +*Source: Beginner Box p. 49* \ No newline at end of file diff --git a/compendium/gm/hazards/snowfall-gmg.md b/compendium/gm/hazards/snowfall-gmg.md new file mode 100644 index 000000000..c6bff61d7 --- /dev/null +++ b/compendium/gm/hazards/snowfall-gmg.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gmg +- trait/environmental +aliases: ["Snowfall"] +--- +# Snowfall *Hazard 0* +[environmental](rules/traits/environmental.md) + +- **Complexity** Simple +- **Stealth** DC 16 trained + +Loose snow and ice have built up on a high surface, such as a tree branch or a rooftop. Its grip on the surface is tenuous, and it is likely to fall if the surface moves. + +- **Disable** DC 19 [Survival](compendium/skills.md#Survival) (trained) to safely dislodge the snow, or deal any amount of fire damage to destroy the hazard without triggering it + +- **AC** 16 , **Fort** +10, **Ref** +8 +- **HP** 8 +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Snowdrop [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature moves beneath where the snowfall is resting + +**Effect** Ice and snow fall on the triggering creature, dealing `2d6+3` bludgeoning damage (DC 18 basic Reflex save) and soaking their clothing. Until they change into fresh clothing or spend at least an hour in an area of normal or higher temperature, they treat cold environments as one step colder (for example, mild cold as severe cold). +``` + +*Source: Gamemastery Guide p. 77* \ No newline at end of file diff --git a/compendium/gm/hazards/soul-draining-cage-qff2.md b/compendium/gm/hazards/soul-draining-cage-qff2.md new file mode 100644 index 000000000..917757fbe --- /dev/null +++ b/compendium/gm/hazards/soul-draining-cage-qff2.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/qff2 +- trait/magical +- trait/necromancy +- trait/negative +- trait/trap +aliases: ["Soul Draining Cage"] +--- +# Soul Draining Cage *Hazard 6* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 25 expert or [detect magic](compendium/spells/detect-magic.md) + +Necromantic runes inscribed on the cage bars and lock drain the vitality of living creatures who interact with the cage. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 25 (expert) to drain the runes' power harmlessly or dispel magic (3rd level; counteract DC 22) to counteract the rune + +```ad-embed-ability +title: Soul Drain [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[arcane](rules/traits/arcane.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +- **Trigger**: A creature touches the cage bars, door, or lock directly or with a tool + +**Effect** The trap deals `4d8+18` negative damage to the triggering creature, creatures inside the cage, and all creatures adjacent to the cage (DC 27 basic Fortitude save). On a failed save, a creature is also [drained](rules/conditions.md#Drained). +%% #trait/arcane #trait/necromancy #trait/negative %% +``` + +*Source: Quest for the Frozen Flame #2: Lost Mammoth Valley p. 38* \ No newline at end of file diff --git a/compendium/gm/hazards/spear-launcher-bb.md b/compendium/gm/hazards/spear-launcher-bb.md new file mode 100644 index 000000000..5aa2dd505 --- /dev/null +++ b/compendium/gm/hazards/spear-launcher-bb.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/bb +aliases: ["Spear Launcher"] +--- +# Spear Launcher *Hazard 2* + +- **Complexity** Simple +- **Stealth** DC 20 [Perception](compendium/skills.md#Perception) check + +A wall socket loaded with a spear connects to a floor tile in one 5-foot square. + +- **Disable** DC 18 [Thievery](compendium/skills.md#Thievery) on the floor tile or wall socket + +- **AC** 18 , **Fort** +11, **Ref** +3 +- **Hardness** 8, **HP** 32 (BT 16) +- **Immunities** critical hits; sneak attack +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Spear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) + +When pressure is applied to the floor tile, the trap shoots a spear, making an attack against the creature or object on the floor tile. The trap makes a ranged attack, rolling a `1d20` and adding 14. On a hit, it deals `2d6 + 6` piercing damage (doubled on a critical hit as normal). +%% #trait/attack %% +``` + +*Source: Beginner Box p. 49* \ No newline at end of file diff --git a/compendium/gm/hazards/spear-launcher-fop.md b/compendium/gm/hazards/spear-launcher-fop.md new file mode 100644 index 000000000..e0b57e7d0 --- /dev/null +++ b/compendium/gm/hazards/spear-launcher-fop.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/fop +- trait/mechanical +- trait/trap +aliases: ["Spear Launcher"] +--- +# Spear Launcher *Hazard 2* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 20 trained + +An old heavy crossbow is [hidden](rules/conditions.md#Hidden) in a pile of trash, loaded with a wooden spear, and connected to the rope holding the door. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 18 (trained) on the rope allows a PC to tie the rope off and open the door without setting off the trap. + +- **AC** 18 , **Fort** +11, **Ref** +3 +- **Hardness** 8, **HP** 32 (BT 16) +- **Immunities** +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Spear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) + +- **Trigger**: The rope is cut or otherwise untied from the door. + +**Effect** The trap makes an attack against the creature that manipulated the rope. +%% #trait/attack %% +``` + +*Source: The Fall of Plaguestone p. 17* \ No newline at end of file diff --git a/compendium/gm/hazards/spectral-archers-qff3.md b/compendium/gm/hazards/spectral-archers-qff3.md new file mode 100644 index 000000000..a8dbb6fdc --- /dev/null +++ b/compendium/gm/hazards/spectral-archers-qff3.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/qff3 +- trait/complex +- trait/haunt +aliases: ["Spectral Archers"] +--- +# Spectral Archers *Hazard 8* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) + +- **Complexity** Complex +- **Stealth** +28 expert + +Ghostly soldiers wielding crossbows manifest within the towers that flank the gatehouse and rain bolts down upon intruders. + +- **Disable** DC 31 [Intimidation](compendium/skills.md#Intimidation) (expert) to cow the archers into [fleeing](rules/conditions.md#Fleeing) or DC 28 [Religion](compendium/skills.md#Religion) (expert) to temporarily banish the spirits + +```ad-embed-ability +title: Rain of Bolts [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature attacks the graveknights in area G1 or enters the castle + +**Effect** The haunt makes a spectral bolt [Strike](rules/actions/strike.md) against the triggering creature, then rolls initiative. +``` +```ad-embed-ability +title: Continuous Barrage [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: A creature in front of the gate finishes an action + +**Effect** The haunt makes a spectral bolt [Strike](rules/actions/strike.md) against the triggering creature. +``` + +```ad-pf2-summary +title: Routine +(1 action) The hazard fires one bolt at every creature in a 30-foot-by-30-foot area in front of the gate as 1 action. Because the spectral archers fire bolts continuously, the haunt can also use the Continuous Barrage free action (below) to fire bolts at each creature during that creature's turn. +``` +^routine + +**Reset** The haunt vanishes permanently if the graveknights are destroyed. Otherwise, it returns after 1 hour. + +*Source: Quest for the Frozen Flame #3: Burning Tundra p. 49* \ No newline at end of file diff --git a/compendium/gm/hazards/spectral-reflection-gmg.md b/compendium/gm/hazards/spectral-reflection-gmg.md new file mode 100644 index 000000000..3db83e33d --- /dev/null +++ b/compendium/gm/hazards/spectral-reflection-gmg.md @@ -0,0 +1,45 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gmg +- trait/haunt +aliases: ["Spectral Reflection"] +--- +# Spectral Reflection *Hazard 5* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 26 expert + +The reflection in the mirror subtly twists and distorts, its expression taking on an unnerving sneer of malice. + +- **Disable** DC 23 [Religion](compendium/skills.md#Religion) (trained) to exorcise the spirit, or DC 23 + +- **AC** 19 , **Fort** +15, **Ref** +10 +- **Hardness** 13, **HP** 50 (BT 25) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Thievery [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +``` +```ad-embed-ability +title: Spectral Impale [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A living creature approaches within 15 feet of the mirror, and the mirror is lit with dim or brighter light + +**Effect** Shadowy barbs impale the body of the reflected creature as the haunt makes a shadow barbs [Strike](rules/actions/strike.md). +``` +```ad-embed-ability +title: Sap Vitality + +A creature hit by the reflection's shadow barbs must attempt a DC 22 Fortitude save as the haunt tries to draw a portion of its vital essence into the mirror. The target is [drained](rules/conditions.md#Drained) on a failed saving throw, or [drained](rules/conditions.md#Drained) on a critical failure. +``` + +**Reset** The haunt re-forms after 1 minute, manifesting in any mirror within its infused area (see Special below). Special Spectral reflections often infuse entire buildings, manifesting in any sufficiently large mirror. The example Hit Points and Hardness given represent a typical mirror reinforced by the haunt; at your discretion, the haunt might appear in reflective surfaces that are harder to destroy. + +Defeating a manifestation through damage destroys the surface, preventing the haunt from using it again. If this haunt appears in an area with many mirrors, consider giving PCs double or even triple the XP for a typical simple hazard. + +*Source: Gamemastery Guide p. 78* \ No newline at end of file diff --git a/compendium/gm/hazards/spell-pitchers-loil.md b/compendium/gm/hazards/spell-pitchers-loil.md new file mode 100644 index 000000000..799cb3268 --- /dev/null +++ b/compendium/gm/hazards/spell-pitchers-loil.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/loil +- trait/environmental +aliases: ["Spell Pitchers"] +--- +# Spell Pitchers *Hazard 1* +[environmental](rules/traits/environmental.md) + +- **Complexity** Simple +- **Stealth** DC 20 trained to recognize the plant among others + +A large pitcher plant occupying a 5-foot space sits seemingly dormant with its dull petals open. + +- **Disable** DC 15 [Arcana](compendium/skills.md#Arcana) (trained) to safely trigger the plant's reflexes, causing it to close and become dormant for one day, or DC 17 [Nature](compendium/skills.md#Nature) (trained) to carefully coax the pitcher into quiescence + +- **AC** 16 , **Fort** +11, **Ref** +5 +- **HP** 40 (BT 20) +- **Immunities** [mental](rules/traits/mental.md) +- **Resistances** +- **Weaknesses** slashing 10 + +```ad-embed-ability +title: Devour Magic [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A spell's direct line of effect passes within a 5-foot-radius of the plant + +**Effect** The pitcher attempts to counteract the spell (counteract level 1, counteract modifier +10). On a success, the pitcher immediately consumes the spell as it passes over the plant. +``` + +**Reset** Once the pitcher has eaten a spell, its petals turn dark pink and green before it closes. It goes dormant for one day per spell level of the spell consumed. Once the pitcher finishes digesting, it opens again and slowly wilts. A second pitcher branches into an adjacent square when the first pitcher opens again. + +*Source: Lost Omens: Impossible Lands p. 232* \ No newline at end of file diff --git a/compendium/gm/hazards/spike-launcher-av1.md b/compendium/gm/hazards/spike-launcher-av1.md new file mode 100644 index 000000000..91b7d0f9e --- /dev/null +++ b/compendium/gm/hazards/spike-launcher-av1.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/av1 +- trait/mechanical +- trait/trap +aliases: ["Spike Launcher"] +--- +# Spike Launcher *Hazard 0* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 19 + +A jagged spike of metal shoots from a [hidden](rules/conditions.md#Hidden) launcher. + +- **Disable** DC 16 [Thievery](compendium/skills.md#Thievery) to disable one of the four launchers. + +```ad-embed-ability +title: or DC + +12 [Acrobatics](compendium/skills.md#Acrobatics) to step over a trip line (this doesn't disarm the trap, but avoids triggering it) AC 16; Fort +9, Ref +3 Hardness 3; HP 16 (BT 8); Immunities critical hits, object immunities, precision damage. +``` +```ad-embed-ability +title: Spike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature crosses one of the trip lines + +**Effect** A spike launches along the trip line's path against the triggering creature, making a ranged [Strike](rules/actions/strike.md). +``` + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 25* \ No newline at end of file diff --git a/compendium/gm/hazards/spiked-barricade-trap-ec4.md b/compendium/gm/hazards/spiked-barricade-trap-ec4.md new file mode 100644 index 000000000..bce43ece8 --- /dev/null +++ b/compendium/gm/hazards/spiked-barricade-trap-ec4.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec4 +- trait/mechanical +- trait/trap +aliases: ["Spiked Barricade Trap"] +--- +# Spiked Barricade Trap *Hazard 13* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 32 expert + +Spring-loaded wedges of sharpened stone pop out of the wooden barricade. + +- **Disable** DC 33 [Thievery](compendium/skills.md#Thievery) (expert) to suppress the spring mechanism for one 5-foot segment of the barricade. + +- **AC** 34 , **Fort** +26, **Ref** +18 +- **Hardness** 22, **HP** 88 (BT 44) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** fire 10 + +```ad-embed-ability +title: Spike Jab [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) + +- **Trigger**: A creature enters the area adjacent to a barrier + +**Effect** Wedges of sharpened stone extend from the barricade in all directions and attack all creatures within 10 feet. +%% #trait/attack %% +``` + +**Reset** The trap must be manually reset by pushing the wedges back into place. + +*Source: Extinction Curse #4: Siege of the Dinosaurs p. 45* \ No newline at end of file diff --git a/compendium/gm/hazards/spiked-doorframe-aoa1.md b/compendium/gm/hazards/spiked-doorframe-aoa1.md new file mode 100644 index 000000000..d252a102b --- /dev/null +++ b/compendium/gm/hazards/spiked-doorframe-aoa1.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa1 +- trait/mechanical +- trait/trap +aliases: ["Spiked Doorframe"] +--- +# Spiked Doorframe *Hazard 4* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 25 trained + +Spikes lance out of the doorframe to skewer anyone who attempts to open the door. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 20 (trained) to deactivate a trigger built into the door's handle + +- **AC** 21 , **Fort** +12, **Ref** +8 +- **Hardness** 11, **HP** 44 (BT 22) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Spikes [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[attack](rules/traits/attack.md) + +- **Trigger**: The door is opened. + +**Effect** The trap makes an attack against the creature that opened the door. +%% #trait/attack %% +``` + +*Source: Age of Ashes #1: Hellknight Hill p. 46* \ No newline at end of file diff --git a/compendium/gm/hazards/spirit-cyclone-botd.md b/compendium/gm/hazards/spirit-cyclone-botd.md new file mode 100644 index 000000000..f79098e1f --- /dev/null +++ b/compendium/gm/hazards/spirit-cyclone-botd.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/botd +- trait/complex +- trait/haunt +aliases: ["Spirit Cyclone"] +--- +# Spirit Cyclone *Hazard 9* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) + +- **Complexity** Complex +- **Stealth** +20 expert + +DC 30 [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) (trained) to weaken the haunt; three total successes in any combination are required to disable the haunt + +- **Disable** DC 22 [Religion](compendium/skills.md#Religion) (trained) to ritually pray for the dead or DC 24 [Occultism](compendium/skills.md#Occultism) (trained) to exorcise the spirits' anger; two total successes are required to disable the haunt + +```ad-embed-ability +title: Gather Spirits [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: Two or more creatures enter the area + +**Effect** A spiraling column of spirits gather, becoming a whirling cyclone of souls 10 feet wide and 60 feet tall. The haunt then rolls initiative. +``` + +```ad-pf2-summary +title: Routine +(3 actions) The spirit cyclone uses 3 actions to move, traveling up to 30 feet with each action and dealing `2d10+13` negative damage to each creature in its path (DC 32 basic Reflex save). A creature needs to attempt only one save during the cyclone's movement, even if the cyclone moves over its space more than once. On a critical failure, a creature is swept up into the cyclone, becoming [grabbed](rules/conditions.md#Grabbed) ([Escape](rules/actions/escape.md) DC 32). A creature [grabbed](rules/conditions.md#Grabbed) by the cyclone moves along with the cyclone and takes `1d10+6` additional negative damage at their beginning of its turn, and it must attempt a Reflex save against the cyclone on the cyclone's turn, no matter where the cyclone moves. A creature that successfully Escapes from the cyclone falls from a height of 1d12 × 5 feet. +``` +^routine + +**Reset** The spirit cyclone disperses after 1 minute and resets after 1 day + +*Source: Book of the Dead p. 68* \ No newline at end of file diff --git a/compendium/gm/hazards/spirit-window-da.md b/compendium/gm/hazards/spirit-window-da.md new file mode 100644 index 000000000..01152c437 --- /dev/null +++ b/compendium/gm/hazards/spirit-window-da.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/da +- trait/haunt +aliases: ["Spirit Window"] +--- +# Spirit Window *Hazard 20* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 51 + +Spirits trapped inside a haunted window harm those who touch the window. + +- **Disable** DC 48 [Occultism](compendium/skills.md#Occultism) (legendary) to free the spirits from the mirror, or DC 48 [Religion](compendium/skills.md#Religion) (legendary) to banish the spirits + +- **AC** 45 , **Fort** +36, **Ref** +30 +- **Window Hardness** 35, **Window HP** 132 (BT 66) +- **Immunities** object immunities +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Siphon Soul [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[evil](rules/traits/evil.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [occult](rules/traits/occult.md) + +- **Trigger**: A creature touches the window + +**Effect** The triggering creature takes `8d10+44` negative damage (DC 42 basic Will save) as the window attempts to steal their soul. If this damage would kill the target, its soul is trapped inside the window with the effects of bind soul. +%% #trait/evil #trait/necromancy #trait/negative #trait/occult %% +``` + +**Reset** 1 round + +*Source: Dark Archive p. 124* \ No newline at end of file diff --git a/compendium/gm/hazards/stabbing-sentinel-ec5.md b/compendium/gm/hazards/stabbing-sentinel-ec5.md new file mode 100644 index 000000000..1d687aeac --- /dev/null +++ b/compendium/gm/hazards/stabbing-sentinel-ec5.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec5 +- trait/magical +- trait/mechanical +- trait/trap +aliases: ["Stabbing Sentinel"] +--- +# Stabbing Sentinel *Hazard 18* +[magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 45 master + +A [petrified](rules/conditions.md#Petrified) creature momentarily animates to attack an adjacent creature. + +- **Disable** DC 40 [Thievery](compendium/skills.md#Thievery) (master) to remove the animating magic without triggering the trap, or dispel magic (8th level; counteract DC 38) to counteract the animating magic. + +- **AC** 41 , **Fort** +36, **Ref** +27 +- **Hardness** 30, **HP** 120 (BT 60) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Animated Attack [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) [necromancy](rules/traits/necromancy.md) [transmutation](rules/traits/transmutation.md) + +- **Trigger**: A living or undead creature moves within 5 feet of the stabbing sentinel + +**Effect** The stabbing sentinel animates, making one [Strike](rules/actions/strike.md) against the triggering creature. +%% #trait/attack #trait/necromancy #trait/transmutation %% +``` +```ad-embed-ability +title: Petrification Overcharge + +On a critical hit, the target is [petrified](rules/conditions.md#Petrified) for 1 round. Additionally, if another stabbing sentinel has already been triggered, that sentinel immediately resets. If no other stabbing sentinels have been triggered, then another random statue in the room becomes infused with animating magic and becomes another stabbing sentinel hazard (to a maximum of four at a time). +``` + +**Reset** The magical energy that animates the statue builds up again over 24 hours and the trap resets. + +*Source: Extinction Curse #5: Lord of the Black Sands p. 53* \ No newline at end of file diff --git a/compendium/gm/hazards/stalker-summoning-rune-sli.md b/compendium/gm/hazards/stalker-summoning-rune-sli.md new file mode 100644 index 000000000..5976caa9d --- /dev/null +++ b/compendium/gm/hazards/stalker-summoning-rune-sli.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/sli +- trait/complex +- trait/magical +- trait/trap +- trait/uncommon +aliases: ["Stalker Summoning Rune"] +--- +# Stalker Summoning Rune *Hazard 7* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Complexity** Complex +- **Stealth** +15 expert + +The sand conceals a rune that summons an [invisible](rules/conditions.md#Invisible) stalker into this yard. + +- **Disable** [Acrobatics](compendium/skills.md#Acrobatics) DC 25 to approach without triggering the trap followed by [Arcana](compendium/skills.md#Arcana) DC 25 (expert) or [Thievery](compendium/skills.md#Thievery) DC 27 (expert) to erase the rune, or dispel magic (4th level; counteract DC 25) to counteract the rune. + +```ad-embed-ability +title: Summon Monster [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) summon + +- **Trigger**: A creature that isn't openly bearing an Aspis Consortium badge crosses the center of the yard. + +**Effect** The trap summons an invisible stalker. The invisible stalker rolls initiative and remains for `2d6` rounds, after which the spell ends and the [invisible](rules/conditions.md#Invisible) stalker disappears. The [invisible](rules/conditions.md#Invisible) stalker also disappears if someone disables the trap before the duration expires. The [invisible](rules/conditions.md#Invisible) stalker can use 3 actions each round and can use reactions, unlike most summoned creatures. +%% #trait/arcane #trait/conjuration #trait/summon %% +``` + +**Reset** The trap resets after 24 hours. + +*Source: The Slithering p. 15* \ No newline at end of file diff --git a/compendium/gm/hazards/stink-sap-trap-ooa1.md b/compendium/gm/hazards/stink-sap-trap-ooa1.md new file mode 100644 index 000000000..8494994b2 --- /dev/null +++ b/compendium/gm/hazards/stink-sap-trap-ooa1.md @@ -0,0 +1,57 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ooa1 +- trait/mechanical +- trait/trap +aliases: ["Stink-Sap Trap"] +--- +# Stink-Sap Trap *Hazard 3* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 18 trained + +A nozzle attached to a pressure sensor under the flagstone path sprays thick wads of smelly sap. + +- **Disable** DC 15 [Thievery](compendium/skills.md#Thievery) (trained) to clog the nozzle or DC 14 + +- **AC** 13 , **Fort** +8, **Ref** +5 +- **Nozzle Hardness** 10, **Nozzle HP** 30 (BT 15) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Athletics +trained + +to redirect the stream away from the path; the [Athletics](compendium/skills.md#Athletics) check can be made at a distance with a thrown object, but a critical failure triggers the trap's +%% #trait/trained %% +``` +```ad-embed-ability +title: Sudden Spray. +``` +```ad-embed-ability +title: Sudden Spray [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature or object weighing at least 50 pounds is placed on one of the flagstones north of the gate (marked "T" on the map on page 32) + +**Effect** Pressurized sap sprays from the nozzle, coating everything in a 15-foot cone. Creatures in the area that fail a DC 20 Reflex save become affected by stink sap. +``` +```ad-embed-ability +title: Stink Sap +[aura](rules/traits/aura.md) [olfactory](rules/traits/olfactory-b1.md) + +5 feet. Creatures and their equipment coated in the sap smell horrible. Creatures in the aura must attempt a DC 16 Fortitude save. On a failure, the creature is [sickened](rules/conditions.md#Sickened), and on a critical failure, the creature is also [stunned](rules/conditions.md#Stunned). While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the [sickened](rules/conditions.md#Sickened) condition. A creature that succeeds at its save is immune to stink sap for 1 minute. + +Creatures don't save against this effect in exploration mode and don't become temporarily immune, but creatures with stink sap on them must roll against their own aura when they roll initiative in encounter mode. + +The sap dissipates after 10 hours; spending 10 minutes scrubbing the sap off with soap and water reduces the duration by 1 hour. +%% #trait/aura #trait/olfactory %% +``` + +**Reset** 1 minute. The trap resets automatically twice before the supply of stink sap is exhausted. + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 33* \ No newline at end of file diff --git a/compendium/gm/hazards/stonescale-spirits-av1.md b/compendium/gm/hazards/stonescale-spirits-av1.md new file mode 100644 index 000000000..62bf424f6 --- /dev/null +++ b/compendium/gm/hazards/stonescale-spirits-av1.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/av1 +- trait/complex +- trait/haunt +aliases: ["Stonescale Spirits"] +--- +# Stonescale Spirits *Hazard 2* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) + +- **Complexity** Complex +- **Stealth** +11 trained + +A half-dozen ghostly kobolds rise from the rubble in a howling vortex. + +- **Disable** DC 18 [Intimidation](compendium/skills.md#Intimidation) (trained) to frighten the spirits with a threatening display, or DC 21 [Religion](compendium/skills.md#Religion) (trained) to exorcise the spirits. + +```ad-embed-ability +title: Confusing Confrontation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) + +- **Trigger**: A creature enters a square either fully or partially filled with rubble in the middle of the room + +**Effect** Six ghostly kobolds surge out of the rubble with eerie yowls. Each creature in area A7 must attempt a DC 18 Will save with the following results. The haunt then rolls initiative. + +> [!success-degree] +> - **Critical Success** The creature is unaffected, is temporarily immune to Confusing Confrontation for 24 hours, and realizes that a display of intimidating dominance might quell the ghostly kobolds' assault. +> - **Success** The creature is [frightened](rules/conditions.md#Frightened). +> - **Failure** The creature is [confused](rules/conditions.md#Confused) for 1 round and is [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The creature is [confused](rules/conditions.md#Confused) for 2 rounds and is [frightened](rules/conditions.md#Frightened) +%% #trait/emotion #trait/enchantment #trait/fear #trait/mental %% +``` + +```ad-pf2-summary +title: Routine +(1 action) The spirits swoop together toward one creature in area A7 who's [frightened](rules/conditions.md#Frightened), instilling feelings of betrayal and confusion. The target takes `1d10+4` mental damage (DC 18 basic Will save). +``` +^routine + +**Reset** The haunt deactivates if there are no [frightened](rules/conditions.md#Frightened) creatures in area A7 at the start of its turn. The ghostly kobolds return to the rubble pile. The haunt can't activate again for 1 hour. + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 9* \ No newline at end of file diff --git a/compendium/gm/hazards/storm-discharge-lomm.md b/compendium/gm/hazards/storm-discharge-lomm.md new file mode 100644 index 000000000..030ffc1ee --- /dev/null +++ b/compendium/gm/hazards/storm-discharge-lomm.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/lomm +- trait/divine +- trait/electricity +- trait/environmental +- trait/evocation +- trait/kaiju +- trait/rare +aliases: ["Storm Discharge"] +--- +# Storm Discharge *Hazard 18* +[divine](rules/traits/divine.md) [electricity](rules/traits/electricity.md) [environmental](rules/traits/environmental.md) [evocation](rules/traits/evocation.md) [kaiju](rules/traits/kaiju-frp2.md) [rare](rules/traits/rare.md) + +- **Complexity** Simple +- **Stealth** DC 10 + +Ebeshra aligns its crystalline form to produce a blast of lightning that charges the surrounding area with electrical energy. + +- **Disable** DC 45 [Nature](compendium/skills.md#Nature) (master) to balance the electrical charges in the area or DC 48 [Deception](compendium/skills.md#Deception) (expert) to momentarily divert Ebeshra's attention + +```ad-embed-ability +title: Lightning Blast [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature takes a hostile action against Ebeshra, produces a visible area effect, or flies within 120 feet of Ebeshra; + +**Effect** Ebeshra unleashes a 240-foot line of electricity toward the triggering creature. Creatures in the line take `16d8` electricity damage (DC 42 basic Reflex save). The electricity creates a static field in all squares that the line passed through and all adjacent squares. For 1 round, any creatures that enter a space in the static field take `4d8` electricity damage (DC 38 basic Reflex save). +``` + +**Reset** Ebeshra waits 1d4 rounds before another blast. + +*Source: Lost Omens: Monsters of Myth p. 41* \ No newline at end of file diff --git a/compendium/gm/hazards/subduing-gas-chamber-ooa1.md b/compendium/gm/hazards/subduing-gas-chamber-ooa1.md new file mode 100644 index 000000000..44b725847 --- /dev/null +++ b/compendium/gm/hazards/subduing-gas-chamber-ooa1.md @@ -0,0 +1,59 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ooa1 +- trait/complex +- trait/mechanical +- trait/trap +aliases: ["Subduing Gas Chamber"] +--- +# Subduing Gas Chamber *Hazard 5* +[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +10 expert + +A mechanical sensor in the desk drawer releases a counterweight in the wall, which slams the door shut and opens the sleeping gas tank under the bed, allowing gas to fill the air-tight room with a hissing sound. + +- **Disable** DC 26 [Thievery](compendium/skills.md#Thievery) (Trained) to disconnect the wire to the counterweight, preventing it from falling, or DC 20 + +- **AC** 10 , **Fort** +15, **Ref** +9 +- **Hardness** 10, **HP** 40 (BT 20) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Crafting +Alchemical Crafting + +to create a counteragent to the sleeping gas +%% #trait/alchemical-crafting %% +``` +```ad-embed-ability +title: Slam Door [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature opens the desk drawer without holding the release button under the desk + +**Effect** The wooden door to the room slams shut and locks, and the trap rolls initiative. +``` +```ad-embed-ability +title: Sleeping Gas +[inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) + + +%% #trait/inhaled #trait/poison %% +``` + +```ad-pf2-summary +title: Routine +(1 action) Each round on its initiative count, the trap pumps more sleeping gas into the room. Any breathing creature in the room is exposed to the toxin. + +If a creature acts before the trap on the first round, it has the option of holding its breath to postpone breathing in the poison—holding one's breath after the trap's first action has no effect, since the air in the creature's lungs is already tainted. The trap functions for 1 minute before all the gas is expended, after which it rapidly decays over the next minute. Opening the door to an adjacent room cuts the remaining time it takes for the gas to decay in half but exposes creatures in that room as well. +``` +^routine + +**Reset** The gas must be manually reloaded. + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 62* \ No newline at end of file diff --git a/compendium/gm/hazards/suffering-xulgaths-ec6.md b/compendium/gm/hazards/suffering-xulgaths-ec6.md new file mode 100644 index 000000000..a7341d3a2 --- /dev/null +++ b/compendium/gm/hazards/suffering-xulgaths-ec6.md @@ -0,0 +1,52 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec6 +- trait/complex +- trait/haunt +- trait/unique +aliases: ["Suffering Xulgaths"] +--- +# Suffering Xulgaths *Hazard 16* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) [unique](rules/traits/unique.md) + +- **Complexity** Complex +- **Stealth** +26 expert to hear the echoed shouts of panicked xulgaths. + +The shadows of four xulgaths endlessly relive their deaths at the hands of the wendigos and their clutchmates. + +- **Disable** DC 42 [Religion](compendium/skills.md#Religion) (master) or DC 42 [Occultism](compendium/skills.md#Occultism) (master) to calm each of the four spirits. On a character's first successful check, the character also learns that xulgath funerary rites typically involve cremation, which hints that fire is a viable way to put them to rest. + +- **AC** 39 , **Fort** +27, **Ref** +31 +- **HP** 24 per spirit +- **Immunities** death effects; [disease](rules/traits/disease.md); paralyzed; [poison](rules/traits/poison.md); precision; unconscious +- **Resistances** all damage 20except fire, force, [ghost touch](compendium/equipment/items/ghost-touch.md), or positive +- **Weaknesses** + +```ad-embed-ability +title: Wendigo Remnants [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A living creature other than a wendigo gains the [frightened](rules/conditions.md#Frightened) condition while within 100 feet of the way station + +**Effect** The haunt rolls for initiative. +``` + +````ad-pf2-summary +title: Routine +(4 actions) Each active spirit chooses a living non-wendigo creature within 120 feet and attempts to devour it, targeting different creatures if possible. Each calmed spirit reduces the hazard's actions by 1. + +```ad-inline-attack +title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Ghostly Bite (32) ([magical](rules/traits/magical.md)) +**Damage** `3d6+5` negative + +**Effects** + +%% #trait/magical %% +``` +```` +^routine + +**Reset** The haunt is deactivated and resets 1 minute after all non-wendigo creatures leave the area. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 22* \ No newline at end of file diff --git a/compendium/gm/hazards/swatting-tail-frp2.md b/compendium/gm/hazards/swatting-tail-frp2.md new file mode 100644 index 000000000..20461d45c --- /dev/null +++ b/compendium/gm/hazards/swatting-tail-frp2.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/frp2 +- trait/environmental +- trait/kaiju +aliases: ["Swatting Tail"] +--- +# Swatting Tail *Hazard 18* +[environmental](rules/traits/environmental.md) [kaiju](rules/traits/kaiju-frp2.md) + +- **Complexity** Simple +- **Stealth** DC 10 + +Mogaru's tail sweeps forth, causing an arc of devastation in a 60-foot cone. + +- **Disable** DC 45 [Performance](compendium/skills.md#Performance) (legendary) or DC 48 [Deception](compendium/skills.md#Deception) (legendary) to momentarily divert Mogaru's attention. + +```ad-embed-ability +title: Tail Swat [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature takes a [hostile](rules/conditions.md#Hostile) action against Mogaru, produces a visible area effect, or flies within 120 feet of Mogaru + +**Effect** Creatures in the area must succeed at a DC 40 Reflex save or take `6d10+28` bludgeoning damage. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage and is pushed 20 feet away. If flying, it descends 20 feet. +> - **Failure** The creature takes full damage, is pushed 40 feet, and descends 60 feet (if flying) or is knocked [prone](rules/conditions.md#Prone). +> - **Critical Failure** The creature takes double damage, is pushed 60 feet away, descends 120 feet (if flying) or is knocked [prone](rules/conditions.md#Prone), and is [stunned](rules/conditions.md#Stunned). +``` + +**Reset** Mogaru doesn't swat his tail again for `1d4` rounds. + +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 89* \ No newline at end of file diff --git a/compendium/gm/hazards/tar-pit-qff3.md b/compendium/gm/hazards/tar-pit-qff3.md new file mode 100644 index 000000000..8ff6929ac --- /dev/null +++ b/compendium/gm/hazards/tar-pit-qff3.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/qff3 +- trait/complex +- trait/environmental +aliases: ["Tar Pit"] +--- +# Tar Pit *Hazard 9* +[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) + +- **Complexity** Complex +- **Stealth** DC 30 expert + +A 15-foot-wide patch of tar covered with dirt and leaves attempts to capture creatures that step onto it. + +- **Disable** [Survival](compendium/skills.md#Survival) DC 25 (expert) to disturb the surface and reveal the tar pit + +```ad-embed-ability +title: Capture [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A Huge or smaller creature walks onto the tar pit + +**Effect** The triggering creature sinks into the tar pit up to its waist. The tar pit rolls initiative if it hasn't already. +``` + +```ad-pf2-summary +title: Routine +(1 action) On its initiative, the tar pit pulls down each creature within it, thick tar adhering to the creature's body. A creature that was submerged up to its waist becomes submerged up to its neck, and a creature that was submerged up to its neck is pulled under and must hold its breath to avoid suffocation. + +A creature in the tar pit can attempt a DC 33 [Athletics](compendium/skills.md#Athletics) check to [Climb](rules/actions/climb.md) to either raise itself by one step (if it's submerged to its neck or full submerged) or to move 5 feet if it's submerged only up to its waist. On a critical failure, the creature is pulled down one step. Other creatures can [Aid](rules/actions/aid.md) the creature, typically by using a rope or similar aid or by attempting to pull the creature out with their own DC 33 [Athletics](compendium/skills.md#Athletics) check, with the same results as if the creature attempted the check. In addition to the usual results, a character adjacent to the tar pit who critically fails while Aiding moves into the tar pit. A creature that Climbs out of the tar pit escapes the hazard and lands [prone](rules/conditions.md#Prone) in an adjacent space. +``` +^routine + +**Reset** Though the hazard still captures anyone who touches it, the surface doesn't become [hidden](rules/conditions.md#Hidden) again until it settles, which takes 24 hours. + +*Source: Quest for the Frozen Flame #3: Burning Tundra p. 34* \ No newline at end of file diff --git a/compendium/gm/hazards/thalassophobic-pool-da.md b/compendium/gm/hazards/thalassophobic-pool-da.md new file mode 100644 index 000000000..0f0e4dbda --- /dev/null +++ b/compendium/gm/hazards/thalassophobic-pool-da.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/da +- trait/complex +- trait/magical +- trait/trap +aliases: ["Thalassophobic Pool"] +--- +# Thalassophobic Pool *Hazard 12* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** DC 25 trained + +The pool sucks in creatures that fall into it, making them sink into its endless depths. + +- **Disable** DC 32 (master) [Diplomacy](compendium/skills.md#Diplomacy) or [Deception](compendium/skills.md#Deception) to quell the fear and calm the pool or DC 35 [Intimidation](compendium/skills.md#Intimidation) to give the pool something worse to fear; three successes required. + +```ad-embed-ability +title: Downpour [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature falls into the pool + +**Effect** More water pours forth from the chalice. Creatures in the pool become [clumsy](rules/conditions.md#Clumsy), and they can't decrease their [clumsy](rules/conditions.md#Clumsy) condition so long as they remain in the pool. The trap then rolls initiative. +``` + +```ad-pf2-summary +title: Routine +(3 actions) Water from the chalice increases the depth of the water by 10 feet for each action. Each time this happens, creatures in the pool are pushed 10 feet down and take `1d6` bludgeoning damage. As the pool has no bottom, creatures in it can fall down indefinitely; they must [Swim](rules/actions/swim.md) up to avoid drowning, but the water is especially choppy, so the [Athletics](compendium/skills.md#Athletics) DC is 25. The pool never overflows. Each successful check to Disable reduces the pool's actions by 1, and once the pool is completely Disabled, the water becomes still and the [Athletics](compendium/skills.md#Athletics) DC to [Swim](rules/actions/swim.md) becomes 10. +``` +^routine + +**Reset** The trap resets once there are no moving creatures in it. + +*Source: Dark Archive p. 212* \ No newline at end of file diff --git a/compendium/gm/hazards/thiefs-trap-ec6.md b/compendium/gm/hazards/thiefs-trap-ec6.md new file mode 100644 index 000000000..0eedf71c6 --- /dev/null +++ b/compendium/gm/hazards/thiefs-trap-ec6.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec6 +- trait/magical +- trait/trap +aliases: ["Thief's Trap"] +--- +# Thief's Trap *Hazard 20* +[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 50 master to notice that the hairline cracks on the passage walls actually form runes. + +Nearly imperceptible runes set off an explosion at the point a thief is most unable to receive aid. + +- **Disable** DC 45 [Thievery](compendium/skills.md#Thievery) (master) or dispel magic (10th level, counteract DC 50) to counteract the runes. + +```ad-embed-ability +title: Explosion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature crosses a rune + +**Effect** The runes unleash a gout of fire roaring up the chute. Anyone in the chute and within 5 feet of its openings is dealt `8d10+44` fire damage (DC 42 basic Reflex save). Immediately thereafter, the runes emanate a 4th-level [silence](compendium/spells/silence.md) effect for 1 minute, so anyone injured in the chute can't call out for help. +``` + +**Reset** The trap resets in 1 minute. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 36* \ No newline at end of file diff --git a/compendium/gm/hazards/thunderstone-cascade-trap-ec2.md b/compendium/gm/hazards/thunderstone-cascade-trap-ec2.md new file mode 100644 index 000000000..ed0171579 --- /dev/null +++ b/compendium/gm/hazards/thunderstone-cascade-trap-ec2.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec2 +- trait/mechanical +- trait/trap +- trait/uncommon +aliases: ["Thunderstone Cascade Trap"] +--- +# Thunderstone Cascade Trap *Hazard 7* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Complexity** Simple +- **Stealth** DC 25 expert + +A trip wire halfway up the stairs releases half a dozen spherical thunderstones that bounce down the stairs and explode. + +- **Disable** DC 27 [Thievery](compendium/skills.md#Thievery) (expert) to safely cut the trip wire. + +- **AC** 26 , **Fort** +15, **Ref** +13 +- **HP** 54; **default Hardness** 0, +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Thunderstone Explosion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: The trip wire is disturbed + +**Effect** Several thunderstones bounce down the stairs and explode. Each creature within 10 feet of the lower half of the stairs takes `6d10` sonic damage (DC 24 basic Fortitude save). Creatures that fail this save are additionally [deafened](rules/conditions.md#Deafened) for 1 minute; creatures that critically fail this save are instead [deafened](rules/conditions.md#Deafened) for 1 hour. +``` + +*Source: Extinction Curse #2: Legacy of the Lost God p. 14* \ No newline at end of file diff --git a/compendium/gm/hazards/titanic-flytrap-gmg.md b/compendium/gm/hazards/titanic-flytrap-gmg.md new file mode 100644 index 000000000..7ccb80b5b --- /dev/null +++ b/compendium/gm/hazards/titanic-flytrap-gmg.md @@ -0,0 +1,59 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gmg +- trait/environmental +aliases: ["Titanic Flytrap"] +--- +# Titanic Flytrap *Hazard 4* +[environmental](rules/traits/environmental.md) + +- **Complexity** Simple +- **Stealth** DC 25 trained + +On the surface, a titanic flytrap appears to be a patch of the more common flytrap plant, but beneath murky waters it hides a far larger set of jaws, reaching 10 feet across and reinforced with woody branches and lined with paralytic hairs. + +- **Disable** DC 22 [Survival](compendium/skills.md#Survival) (trained) to mislead the flytrap's sense of weight and pressure + +- **AC** 21 , **Fort** +15, **Ref** +8 +- **HP** 56 (BT 28) +- **Immunities** [mental](rules/traits/mental.md) +- **Resistances** acid 20; fire 10 +- **Weaknesses** + +```ad-embed-ability +title: Snap Shut [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A Small or Medium creature moves into a square that is within reach of the flytrap's [hidden](rules/conditions.md#Hidden) jaws + +**Effect** The flytrap's jaws snap shut, making a jaws [Strike](rules/actions/strike.md) against the triggering creature. +``` +````ad-embed-ability +title: Devour + +The target is trapped by the flytrap's jaws, gaining the [grabbed](rules/conditions.md#Grabbed) condition until it Escapes (DC 21). Additionally, it is exposed to the titanic flytrap toxin from the hundreds of tiny hairs that line the inside of its leaves. If the flytrap's jaws [Strike](rules/actions/strike.md) was a critical success, the target takes a –2 circumstance penalty to its saving throws against this poison. At the end of each of target's turns that it remains [grabbed](rules/conditions.md#Grabbed), the target takes `3d6` acid damage. + +```ad-inline-affliction +title: Titanic Flytrap Toxin + +[contact](rules/traits/contact.md) [poison](rules/traits/poison.md) +- **Saving Throws**: DC 21 Fortitude +- **Maximum Duration**: 4 rounds + +## Stages + +**Stage 1** `2d6` poison damage and [stunned](rules/conditions.md#Stunned) (1 round) + +**Stage 2** `3d6` poison damage and [stunned](rules/conditions.md#Stunned) (1 round) + +**Stage 3** `4d6` poison damage and [paralyzed](rules/conditions.md#Paralyzed) (1 round) + + +%% #trait/contact #trait/poison %% +``` +```` + +**Reset** 1 hour (or longer, after a large meal) + +*Source: Gamemastery Guide p. 78* \ No newline at end of file diff --git a/compendium/gm/hazards/tongues-of-flame-tio.md b/compendium/gm/hazards/tongues-of-flame-tio.md new file mode 100644 index 000000000..a0474b52d --- /dev/null +++ b/compendium/gm/hazards/tongues-of-flame-tio.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/tio +- trait/complex +- trait/mechanical +- trait/trap +aliases: ["Tongues Of Flame"] +--- +# Tongues Of Flame *Hazard 5* +[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** DC 23 [Perception](compendium/skills.md#Perception). + +Nozzles [hidden](rules/conditions.md#Hidden) in the ceiling of the four corridors leading to the intersection spray jets of flame along their lengths when the trap is triggered. + +- **Disable** DC 22 [Thievery](compendium/skills.md#Thievery) to disable a single nozzle, DC 21 [Thievery](compendium/skills.md#Thievery) twice to unlock a door, or DC 25 [Thievery](compendium/skills.md#Thievery) to deactivate the trap from the control panel. A hero who isn't trained in [Thievery](compendium/skills.md#Thievery) automatically fails these checks. + +- **AC** 25 , **Fort** +15, **Ref** +8 +- **Door Hardness** 6, **Door HP** 22 (BT 11) to break open a door and escape the hallway; **Nozzle Hardness** 12, **Nozzle HP** 50 (BT 25) to destroy a single nozzle +- **Immunities** critical hits; sneak attack +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Seal the Doors [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +If a creature enters the corridor intersection, the four doors exiting this intersection close and lock, and the trap rolls [Stealth](compendium/skills.md#Stealth) (+13) for its initiative. +``` + +```ad-pf2-summary +title: Routine +(4 actions) The trap loses 1 action each turn for each disabled nozzle. On each action, a different nozzle fires a jet of flame down a different corridor, dealing `3d6` fire damage to each creature in the first 10 feet of the corridor past the intersection (DC 22 basic Reflex save). A creature standing in the corridor intersection can be hit by only one flame jet per round even if they're in the area of multiple flame jets. The creature attempts only one saving throw per round, but it takes a –2 circumstance penalty to its saving throw. +``` +^routine + +**Reset** The trap deactivates and resets after 10 minutes. After the trap is activated for the fourth time, it runs out of fuel and must be reset manually. + +*Source: Troubles in Otari p. 44* \ No newline at end of file diff --git a/compendium/gm/hazards/toppling-furniture-botd.md b/compendium/gm/hazards/toppling-furniture-botd.md new file mode 100644 index 000000000..b1b16a34b --- /dev/null +++ b/compendium/gm/hazards/toppling-furniture-botd.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/botd +- trait/haunt +aliases: ["Toppling Furniture"] +--- +# Toppling Furniture *Hazard 2* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 18 trained to hear the spirit's grunt of exertion as it works to topple the furniture + +A mischievous spirit pushes a bookshelf over onto a creature. + +- **Disable** DC 16 [Athletics](compendium/skills.md#Athletics) to hold the furniture upright or DC 18 [Occultism](compendium/skills.md#Occultism) (trained) to foil the spirit's efforts to influence matter + +```ad-embed-ability +title: Topple Furniture [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature moves adjacent to the furniture + +**Effect** The spirit shoves the furniture over in an attempt to crush the triggering creature. The triggering creature takes `2d10+7` bludgeoning damage (DC 22 basic Reflex save). On a failure, the creature is additionally knocked [prone](rules/conditions.md#Prone). +``` + +**Reset** If the haunt successfully damages a creature with Topple Furniture, the spirit laughs for `1d4` rounds as the haunt resets; each subsequent time the haunt activates, it must topple a different piece of upright furniture. If the haunt fails to damage a creature, the spirit wails in frustration and resets after pouting for `1d4` hours. + +*Source: Book of the Dead p. 65* \ No newline at end of file diff --git a/compendium/gm/hazards/town-hall-fire-aoa1.md b/compendium/gm/hazards/town-hall-fire-aoa1.md new file mode 100644 index 000000000..5e870a7f2 --- /dev/null +++ b/compendium/gm/hazards/town-hall-fire-aoa1.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa1 +- trait/complex +- trait/environmental +- trait/fire +aliases: ["Town Hall Fire"] +--- +# Town Hall Fire *Hazard 1* +[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [fire](rules/traits/fire.md) + +- **Complexity** Complex +- **Stealth** -10 initiative modifier is +5 + +A fire engulfs the western door and a 10-foot-by-10-foot area immediately east of it, then spreads on each of its turns. + +- **Disable** Eliminating the hazard requires dousing the flames. Water typically clears a 5-foot square if the amount is small (such as that from [create water](compendium/spells/create-water.md) or [hydraulic push](compendium/spells/hydraulic-push.md)). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an [Interact](rules/actions/interact.md) action. A waterskin doesn't contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a [frost vial](compendium/equipment/items/frost-vial.md) typically puts out 1 square of fire, and [ray of frost](compendium/spells/ray-of-frost.md) is ineffective. + +Fountain Circle, located outside town hall, has several working water pumps. These are far enough away that it's impractical for a PC to bring water back and forth. However, a PC might instruct the more steely nerved spectators to create a bucket brigade. It takes 15 spectators (which can include those rescued by councilors as well as by PCs) to set this up, and 2 rounds for the townspeople to line up and begin pumping water from Fountain Circle. As of the 3rd round, there is a bucket of water available for the PCs to use at the chamber's southern entrance at the beginning of each PC's turn. Members of a bucket brigade are lined up outside the chamber, and don't take damage from smoke inhalation. + +If a PC does want to carry the water, it's 150 feet from the chamber's southern door to a pump, so it 6 actions are usually needed to reach the pumps or return. Filling a bucket requires an [Interact](rules/actions/interact.md) action. + +Other methods might also help control the fire, as you determine. For example, the PCs might be able to find something to barricade the fire with to control its path, or use a cloak to beat out some of the fire. + +```ad-pf2-summary +title: Routine +On its turn, the fire spreads into a number of additional squares equal to half the number of squares the fire currently occupies, with a minimum of 1 square. You determine the squares the fire spreads into—typically those with the most flammable materials. Any creature that ends its turn next to the flames takes `1d6` fire damage, and any creature within the flames takes `4d6` fire damage. Both of these have a DC 17 basic Reflex save. A creature can take damage from flames only once per round. (For simplicity, track damage only for the NPCs and their allies, not for the spectators; Turn 5 and Turn 7 have instructions regarding the spectators' health) + +The fire has an additional effect on each of its turns after the first. + +**Turn 2** The chamber's northern door flies open and flames burst through, igniting the 10-foot-by-10-foot area in front of the door. All fires spread on subsequent turns, at the same rate listed above. Any fires that join together become one fire for this purpose. + +**Turn 4+** Creatures in the room take `1d6` damage from smoke inhalation at the ends of their turns. Anyone who uses an [Interact](rules/actions/interact.md) action to tie a wet rag around their nose and mouth (or uses another creative solution) halves the damage. + +**Turn 5** Spectators still inside the room fall [unconscious](rules/conditions.md#Unconscious) from burns and smoke inhalation. + +**Turn 7** Spectators still in the room die. +``` +^routine + +*Source: Age of Ashes #1: Hellknight Hill p. 9* \ No newline at end of file diff --git a/compendium/gm/hazards/trapped-lathe-aoa3.md b/compendium/gm/hazards/trapped-lathe-aoa3.md new file mode 100644 index 000000000..83267b13a --- /dev/null +++ b/compendium/gm/hazards/trapped-lathe-aoa3.md @@ -0,0 +1,48 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa3 +- trait/complex +- trait/mechanical +- trait/trap +aliases: ["Trapped Lathe"] +--- +# Trapped Lathe *Hazard 10* +[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +19 expert DC 29 to notice the line of cord running from the lathe's trigger toward the door to area **A2**. + +The powered lathe's springs have been critically overwound so that when jostled or triggered, the lathe unwinds violently, hurling blades, gears, and sharp shards of metal around the room. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 31 (expert) on the lathe releases the tension on its springs without unleashing its blades and gears. + +- **AC** 30 , **Fort** +22, **Ref** +14 +- **Hardness** 18, **HP** 72 (BT 36) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Unleash Fragments [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: The lathe is jostled or damaged, or its trigger is remotely pulled. + +**Effect** The trap makes a sharpened fragment [Strike](rules/actions/strike.md) against a random target in area **A1**, then rolls for initiative. +``` + +````ad-pf2-summary +title: Routine +(4 actions) The lathe attempts four sharpened fragment attacks against creatures in the room, selecting a target randomly from all available targets in area **A1**. The trap does not take multiple attack penalties for any of its attacks. The trap loses 1 action each turn as its springs wind down, and becomes disabled when it has 0 actions. + +```ad-inline-attack +title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Sharpened Fragment (26) +**Damage** `2d8+12` slashing plus `1d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on a critical hit + +**Effects** +``` +```` +^routine + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 6* \ No newline at end of file diff --git a/compendium/gm/hazards/treacherous-scree-gmg.md b/compendium/gm/hazards/treacherous-scree-gmg.md new file mode 100644 index 000000000..50804c1e6 --- /dev/null +++ b/compendium/gm/hazards/treacherous-scree-gmg.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gmg +- trait/environmental +aliases: ["Treacherous Scree"] +--- +# Treacherous Scree *Hazard 3* +[environmental](rules/traits/environmental.md) + +- **Complexity** Simple +- **Stealth** DC 23 trained + +The footing on this sloped ground appears to be stable at first glance, but the tiny rocks that cover it are loosely packed and [prone](rules/conditions.md#Prone) to slipping. + +- **Disable** DC 20 [Survival](compendium/skills.md#Survival) (trained) to navigate a safe path + +```ad-embed-ability +title: Rockslide [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature steps on the unstable ground + +**Effect** Rocks tumble and slip beneath its feet. The triggering creature must attempt a DC 21 Reflex save as they tumble against the rocks, which deal `2d10+13` bludgeoning damage. + +> [!success-degree] +> - **Critical Success** The creature takes no damage. +> - **Success** The creature takes half damage and falls [prone](rules/conditions.md#Prone) in its space. +> - **Failure** The creature takes full damage, falls [prone](rules/conditions.md#Prone) in its space, and tumbles down to the bottom of the slope. +> - **Critical Failure** As failure, but double damage. +``` + +*Source: Gamemastery Guide p. 77* \ No newline at end of file diff --git a/compendium/gm/hazards/tree-of-dreadful-dreams-aoa3.md b/compendium/gm/hazards/tree-of-dreadful-dreams-aoa3.md new file mode 100644 index 000000000..5c7cb7ffe --- /dev/null +++ b/compendium/gm/hazards/tree-of-dreadful-dreams-aoa3.md @@ -0,0 +1,63 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa3 +- trait/complex +- trait/magical +- trait/rare +- trait/trap +aliases: ["Tree Of Dreadful Dreams"] +--- +# Tree Of Dreadful Dreams *Hazard 10* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +22 expert + +The statue of the willow tree animates, its branches lashing out to try to grab anyone in area **B2**. + +- **Disable** [Athletics](compendium/skills.md#Athletics) or [Thievery](compendium/skills.md#Thievery) DC 25 (trained) to force or lever open a single branch, disabling that branch and freeing any creature trapped within. [Thievery](compendium/skills.md#Thievery) DC 29 (expert) to disrupt the tree's magical animation, shut it down, and free all trapped creatures. Placing a [dreamstone](compendium/equipment/items/dreamstone-aoa3.md) in the tree's trunk takes 2 [Interact](rules/actions/interact.md) actions and causes the trap to shut down, freeing all trapped creatures. Placing the [cursed dreamstone](compendium/equipment/items/dreamstone-cursed-aoa3.md) from area **B4** in the trunk instead increases the tree's actions per turn to 4 and gives it a +2 item bonus to all saving throws and attack rolls. + +- **AC** 30 , **Fort** +22, **Ref** +14 +- **Branch Hardness** 10, **Branch HP** 40 (BT 20) to break each branch +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Attack of Opportunity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +The tree of dreadful dreams can attempt up to six Attacks of Opportunity each round. +``` + +````ad-pf2-summary +title: Routine +(3 actions) The statue uses each action to attempt a branch [Strike](rules/actions/strike.md) against a random creature in the room that it hasn't [grabbed](rules/conditions.md#Grabbed). If there are no creatures for it to attack and it has at least one creature [grabbed](rules/conditions.md#Grabbed), it instead Constricts. The trap can have up to six creatures [grabbed](rules/conditions.md#Grabbed). + +```ad-inline-attack +title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Branch (26) ([reach <20 feet>](rules/traits/reach.md)) +**Damage** `2d10+12` bludgeoning plus the target is [grabbed](rules/conditions.md#Grabbed) by the tree + +**Effects** the target is [grabbed](rules/conditions.md#Grabbed) by the tree + +%% #trait/reach-20-feet %% +``` + +```ad-embed-ability +title: Constrict [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +`1d10+12` bludgeoning, DC 27. +``` + +```ad-embed-ability +title: Terrifying Visions + +A creature that begins its turn [grabbed](rules/conditions.md#Grabbed) by the trap experiences vivid, warped visions of true events and must succeed at a DC 31 Will save or take `4d8` mental damage. On a critical failure, the creature also becomes [doomed](rules/conditions.md#Doomed). A creature that succeeds at its save is temporarily immune for 24 hours. +``` +```` +^routine + +**Reset** The trap deactivates and resets if it has no creatures [grabbed](rules/conditions.md#Grabbed) and no creatures in the room to attack. If an uncursed [dreamstone](compendium/equipment/items/dreamstone-aoa3.md) is placed in its trunk, the statue doesn't reactivate. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 11* \ No newline at end of file diff --git a/compendium/gm/hazards/vengeful-furnace-av1.md b/compendium/gm/hazards/vengeful-furnace-av1.md new file mode 100644 index 000000000..3fc4991ac --- /dev/null +++ b/compendium/gm/hazards/vengeful-furnace-av1.md @@ -0,0 +1,66 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/av1 +- trait/complex +- trait/haunt +aliases: ["Vengeful Furnace"] +--- +# Vengeful Furnace *Hazard 4* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) + +- **Complexity** Complex +- **Stealth** +15 expert + +The hatch atop the haunted furnace flips open and disgorges a pair of shrieking, burning ghosts. + +- **Disable** DC 22 [Intimidation](compendium/skills.md#Intimidation) (trained) to cow one of the vengeful spirits or DC 25 [Religion](compendium/skills.md#Religion) (trained) to exorcise the spirit. The haunt remains active until both spirits are cowed or exorcised, or until the furnace is destroyed. + +- **AC** 21 , **Fort** +15, **Ref** +8 +- **Hardness** 13, **HP** 60 (BT 30) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** cold 8; positive 5 + +```ad-embed-ability +title: Ghostly Assault [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[divine](rules/traits/divine.md) [enchantment](rules/traits/enchantment.md) [fire](rules/traits/fire.md) [mental](rules/traits/mental.md) + +- **Trigger**: A living creature with an Intelligence score of 15 or higher enters the room, or any creature touches the furnace + +**Effect** Burning ghosts burst from the furnace, exposing the triggering creature to the haunt's burn knowledge effect. The haunt rolls initiative. +%% #trait/divine #trait/enchantment #trait/fire #trait/mental %% +``` +```ad-embed-ability +title: Burn Knowledge +[divine](rules/traits/divine.md) [enchantment](rules/traits/enchantment.md) [fire](rules/traits/fire.md) [mental](rules/traits/mental.md) + +The target of the haunt's initial Ghostly Assault, as well as any creature later hit by a burning lash [Strike](rules/actions/strike.md), loses random memories, as if these thoughts were incinerated like pages in a burning book. The creature must attempt a DC 23 Will save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature becomes [stupefied](rules/conditions.md#Stupefied) for 1 minute while they forget random memories, as if these thoughts were incinerated like pages in a burning book. +> - **Failure** As success, but the [stupefied](rules/conditions.md#Stupefied) condition persists for 24 hours. +> - **Critical Failure** As failure, but [stupefied](rules/conditions.md#Stupefied). +%% #trait/divine #trait/enchantment #trait/fire #trait/mental %% +``` + +````ad-pf2-summary +title: Routine +(3 actions) The burning ghosts lash at a random [stupefied](rules/conditions.md#Stupefied) creature in the room (or any random creature, if no creatures in the room are [stupefied](rules/conditions.md#Stupefied)). + +```ad-inline-attack +title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Burning Lash (14) ([fire](rules/traits/fire.md), [mental](rules/traits/mental.md), range <10 feet>) +**Damage** `2d6` fire plus `2d6` mental and burn knowledge + +**Effects** burn knowledge + +%% #trait/fire #trait/mental #trait/range-10-feet %% +``` +```` +^routine + +**Reset** The haunt resets 1 hour after there are no creatures in the room. + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 46* \ No newline at end of file diff --git a/compendium/gm/hazards/violent-shove-botd.md b/compendium/gm/hazards/violent-shove-botd.md new file mode 100644 index 000000000..d72cf07ce --- /dev/null +++ b/compendium/gm/hazards/violent-shove-botd.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/botd +- trait/haunt +aliases: ["Violent Shove"] +--- +# Violent Shove *Hazard 3* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 23 trained to feel an ominous presence in the room + +An invisible force bats creatures aside, hurling them into a nearby wall. + +- **Disable** DC 19 [Occultism](compendium/skills.md#Occultism) (trained) to disperse the force or DC 20 [Religion](compendium/skills.md#Religion) (trained) to ward yourself from harm + +```ad-embed-ability +title: Shove [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature moves adjacent to the haunted wall + +**Effect** A powerful force sweeps across the room, shoving all creatures in the room toward the wall. Each creature in the area must attempt a DC 20 Fortitude save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is pushed 5 feet toward the wall. If the creature would collide with the wall, they take `1d10+5` bludgeoning damage. +> - **Failure** The creature is pushed 10 feet toward the wall. If the creature would collide with the wall, they take `2d10+10` bludgeoning damage. +> - **Critical Failure** The creature is pushed 15 feet toward the wall. If the creature would collide with the wall, they take `3d10+15` bludgeoning damage and are knocked [prone](rules/conditions.md#Prone). +``` + +**Reset** 1 day + +*Source: Book of the Dead p. 65* \ No newline at end of file diff --git a/compendium/gm/hazards/viper-urn-tio.md b/compendium/gm/hazards/viper-urn-tio.md new file mode 100644 index 000000000..fa99535ff --- /dev/null +++ b/compendium/gm/hazards/viper-urn-tio.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/tio +- trait/mechanical +- trait/trap +- trait/uncommon +aliases: ["Viper Urn"] +--- +# Viper Urn *Hazard 1* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Complexity** Simple +- **Stealth** DC 15 [Perception](compendium/skills.md#Perception) check + +A ceramic urn containing a coiled viper tips and shatters when a tripwire is pulled. + +- **Disable** DC 15 [Thievery](compendium/skills.md#Thievery) (trained) to stabilize the urn, or DC 15 [Athletics](compendium/skills.md#Athletics) to carefully lower the heavy urn + +- **AC** 15 , **Fort** +8, **Ref** +5 +- **Hardness** 6, **HP** 4 (BT 2) +- **Immunities** critical hits; sneak attack +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Topple [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) + +When someone pulls the trip wire, the urn smashes against a creature in the doorway, making a shattering urn [Strike](rules/actions/strike.md) against that creature, then releases a viper into the square that contained the trap. The viper attacks any non-plant creature it detects. +%% #trait/attack %% +``` + +*Source: Troubles in Otari p. 31* \ No newline at end of file diff --git a/compendium/gm/hazards/vision-of-dahak-aoa2.md b/compendium/gm/hazards/vision-of-dahak-aoa2.md new file mode 100644 index 000000000..2a9afefaf --- /dev/null +++ b/compendium/gm/hazards/vision-of-dahak-aoa2.md @@ -0,0 +1,53 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa2 +- trait/complex +- trait/fire +- trait/magical +- trait/rare +- trait/trap +aliases: ["Vision Of Dahak"] +--- +# Vision Of Dahak *Hazard 8* +[complex](rules/traits/complex.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +16 expert + +Blasts of fire and smoke pour out of the tunnel walls to coalesce into the burning form of [Dahak](compendium/setting/deities/dahak-logm.md) himself; a PC who succeeds at a DC 20 [Religion](compendium/skills.md#Religion) check to [Recall Knowledge](rules/actions/recall-knowledge.md) notes that the fiery dragon closely resembles classical depictions of the draconic god of destruction. + +- **Disable** [Religion](compendium/skills.md#Religion) DC 26 (expert) to utter prayers to a nonevil deity to counteract [Dahak](compendium/setting/deities/dahak-logm.md)'s presence (prayers to [Apsu](compendium/setting/deities/apsu-logm.md) allow this check to be made if the character is merely trained in [Religion](compendium/skills.md#Religion)), [Thievery](compendium/skills.md#Thievery) DC 30 (expert) to divert the hazard's energies back upon themselves, or a successful dispel magic (4th level; counteract DC 26). + +- **AC** 27 , **Fort** +17, **Ref** +13 +- **HP** 130 +- **Immunities** critical hits; [fire](rules/traits/fire.md); object immunities; precision damage +- **Resistances** +- **Weaknesses** cold 10 + +```ad-embed-ability +title: Manifest [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature is within the way station. + +**Effect** The vision of [Dahak](compendium/setting/deities/dahak-logm.md) appears in a 15-foot space adjacent to that creature and rolls initiative. +``` + +````ad-pf2-summary +title: Routine +(2 actions) The vision of [Dahak](compendium/setting/deities/dahak-logm.md) manifests next to the creature that is closest to the center of the way station, then uses its Breath Weapon in a direction that catches the most possible targets in its area. + +```ad-embed-ability +title: Breath Weapon [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) + +The vision of [Dahak](compendium/setting/deities/dahak-logm.md) unleashes a blast of fire from its burning maw, creating a 60-foot cone that deals `6d6` fire damage to all creatures within (DC 26 basic Reflex save). +%% #trait/divine #trait/evocation #trait/fire %% +``` +```` +^routine + +**Reset** The vision of [Dahak](compendium/setting/deities/dahak-logm.md) deactivates and resets automatically once no creatures remain within the Huntergate way station. + +*Source: Age of Ashes #2: Cult of Cinders p. 10* \ No newline at end of file diff --git a/compendium/gm/hazards/volatile-reagents-ooa1.md b/compendium/gm/hazards/volatile-reagents-ooa1.md new file mode 100644 index 000000000..d265d10a6 --- /dev/null +++ b/compendium/gm/hazards/volatile-reagents-ooa1.md @@ -0,0 +1,45 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ooa1 +- trait/alchemical +- trait/complex +- trait/environmental +aliases: ["Volatile Reagents"] +--- +# Volatile Reagents *Hazard 2* +[alchemical](rules/traits/alchemical.md) [complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) + +- **Complexity** Complex +- **Stealth** +5 trained + +Potion bottles, alembics, and potent ingredients violently explode when jostled and accidentally combined. + +- **Disable** three DC 20 [Acrobatics](compendium/skills.md#Acrobatics) or [Crafting](compendium/skills.md#Crafting) checks to sort and separate the bottles of volatile ingredients into groups + +- **AC** 18 , **Fort** +10, **Ref** +8 +- **HP** 10 (BT 5) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Explosive Catalyst [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: Slick drinks Gattlebee's growth serum (page 36) + +**Effect** The giant lizard bumps into lab tables and workbenches, causing dangerous ingredients to intermix and detonate. The hazard rolls initiative. +``` + +```ad-pf2-summary +title: Routine +(1 action) A random 10-foot square in Gattlebee's laboratory explodes, dealing `2d6` damage to creatures and objects in the area (DC 18 basic Reflex save). The damage type is randomly determined each round: acid, cold, electricity, fire, slashing, or sonic. +``` +^routine + +**Reset** The lab contains enough ingredients for this hazard to last 1 minute before all materials are expended. + +Alternatively, the hazard resets once Slick shrinks to regular size (see below). + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 37* \ No newline at end of file diff --git a/compendium/gm/hazards/wailing-crystals-aoa4.md b/compendium/gm/hazards/wailing-crystals-aoa4.md new file mode 100644 index 000000000..3dea62557 --- /dev/null +++ b/compendium/gm/hazards/wailing-crystals-aoa4.md @@ -0,0 +1,53 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa4 +- trait/complex +- trait/environmental +- trait/magical +aliases: ["Wailing Crystals"] +--- +# Wailing Crystals *Hazard 13* +[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [magical](rules/traits/magical.md) + +- **Complexity** Complex +- **Stealth** +27 master or DC 37 (master) to notice what appear to be screaming ghostly faces in the crystals + +Three clusters of gleaming, colorful crystals are corrupted with necromantic energy that causes them to reflect negative emotions. All three must be disabled or destroyed to negate the hazard. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 29 (master) to carefully fracture the crystals or [Crafting](compendium/skills.md#Crafting) DC 27 (expert) to place objects to stop the resonance, both disabling one 5-foot patch of crystals. + +- **AC** 34 , **Fort** +26, **Ref** +18 +- **Hardness** 18, **HP** 72 (BT 36) per 5-foot patch +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Echoing Cry [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[occult](rules/traits/occult.md) + +- **Trigger**: A living creature approaches within 20 feet of a wailing crystal. + +**Effect** A despairing chorus of cries echoes off the crystals, working its way into the minds of all living creatures in Jewelgate Way Station, affecting them with [crushing despair](compendium/spells/crushing-despair.md) (7th level, DC 33). The hazard rolls initiative. +%% #trait/occult %% +``` + +````ad-pf2-summary +title: Routine +(3 actions) The hazard uses each action for an Anguished Shriek. The wailing crystals lose 1 action for each 5-foot patch of crystals that is [broken](rules/conditions.md#Broken) or destroyed. + +```ad-embed-ability +title: Anguished Shriek +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) [sonic](rules/traits/sonic.md) + +A shrieking, distorted face composed of writhing necromantic energy lances out of the crystals to target a random living creature within 20 feet. The target takes `4d6` mental damage and `4d6` sonic damage (DC 33 basic Will save). +%% #trait/emotion #trait/enchantment #trait/mental #trait/occult #trait/sonic %% +``` +```` +^routine + +**Reset** The wailing crystals deactivate and reset once no living creatures are within 20 feet. + +*Source: Age of Ashes #4: Fires of the Haunted City p. 9* \ No newline at end of file diff --git a/compendium/gm/hazards/watching-wall-av1.md b/compendium/gm/hazards/watching-wall-av1.md new file mode 100644 index 000000000..4250428be --- /dev/null +++ b/compendium/gm/hazards/watching-wall-av1.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/av1 +- trait/complex +- trait/haunt +aliases: ["Watching Wall"] +--- +# Watching Wall *Hazard 4* +[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) + +- **Complexity** Complex +- **Stealth** +12 expert + +An overwhelming feeling of being watched wells up in the minds of those in the room, an instant before an eerie red eye opens in the western wall. + +- **Disable** DC 22 [Deception](compendium/skills.md#Deception) (trained) to appear uninteresting to the watching eye (and thus be ignored by it) or DC 22 [Religion](compendium/skills.md#Religion) (trained) to ward against being seen by or affected by the eye. + +```ad-pf2-summary +title: Routine +(1 action) The eye glances about, and those it can see (whether in area C4 or outside of it) take `4d6` mental damage (DC 21 basic Will save) as fears of being watched impart ripples of pain. A creature that takes mental damage from this effect doesn't reduce their [frightened](rules/conditions.md#Frightened) value at the end of their next turn. +``` +^routine + +**Reset** The haunt becomes inert at the end of any round in which there are no [frightened](rules/conditions.md#Frightened) creatures it can see. + +It stays dormant for 1 hour, after which point it resets. + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 37* \ No newline at end of file diff --git a/compendium/gm/hazards/web-lurker-deadfall-b1.md b/compendium/gm/hazards/web-lurker-deadfall-b1.md new file mode 100644 index 000000000..80cb85e84 --- /dev/null +++ b/compendium/gm/hazards/web-lurker-deadfall-b1.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/b1 +- trait/mechanical +- trait/trap +aliases: ["Web Lurker Deadfall"] +--- +# Web Lurker Deadfall *Hazard 3* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 23 + +A web tripwire lets loose a bundle of boulders that fall on all targets within a 10-foot square. + +- **Disable** [Survival](compendium/skills.md#Survival) (trained) or [Thievery](compendium/skills.md#Thievery) (expert) DC 20 to rearrange the webbing + +- **AC** 19 , **Fort** +9, **Ref** +9 +- +- **Immunities** +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Deadfall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature steps into the square with the web tripwire. + +**Effect** All creatures in the trap's 10-foot square take `2d6` bludgeoning damage (DC 20 basic Reflex save). +``` + +*Source: Bestiary p. 325* \ No newline at end of file diff --git a/compendium/gm/hazards/web-lurker-noose-b1.md b/compendium/gm/hazards/web-lurker-noose-b1.md new file mode 100644 index 000000000..498e7c18d --- /dev/null +++ b/compendium/gm/hazards/web-lurker-noose-b1.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/b1 +- trait/mechanical +- trait/trap +aliases: ["Web Lurker Noose"] +--- +# Web Lurker Noose *Hazard 2* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 22 + +Discreet webbing at throat level snags a creature that walks into it. + +- **Disable** [Survival](compendium/skills.md#Survival) (trained) or [Thievery](compendium/skills.md#Thievery) (expert) DC 18 to rearrange the webbing + +- **AC** 18 , **Fort** +11, **Ref** +5 +- +- **Immunities** +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Web Noose [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) + +- **Trigger**: A creature steps into the square with the web tripwire. + +**Effect** The web lurker noose makes a noose [Strike](rules/actions/strike.md) against the triggering creature. +%% #trait/attack %% +``` + +*Source: Bestiary p. 325* \ No newline at end of file diff --git a/compendium/gm/hazards/web-lurker-noose-tio.md b/compendium/gm/hazards/web-lurker-noose-tio.md new file mode 100644 index 000000000..a1b5c40dd --- /dev/null +++ b/compendium/gm/hazards/web-lurker-noose-tio.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/tio +- trait/mechanical +- trait/trap +aliases: ["Web Lurker Noose"] +--- +# Web Lurker Noose *Hazard 2* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 22 [Perception](compendium/skills.md#Perception) check + +Discreet webbing at throat level snags a creature that walks into it. + +- **Disable** DC 18 [Survival](compendium/skills.md#Survival) (trained) or [Thievery](compendium/skills.md#Thievery) (expert) to rearrange the webbing + +- **AC** 18 , **Fort** +11, **Ref** +5 +- **Noose Hardness** 4, **Noose HP** 16 (BT 8) to cut the web noose +- **Immunities** critical hits; sneak attack +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Web Noose [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) + +If a creature steps into the square with the web trip wire, the web lurker noose makes a noose Strike against the creature. +%% #trait/attack %% +``` + +*Source: Troubles in Otari p. 17* \ No newline at end of file diff --git a/compendium/gm/hazards/weight-of-guilt-botd.md b/compendium/gm/hazards/weight-of-guilt-botd.md new file mode 100644 index 000000000..8f6711e48 --- /dev/null +++ b/compendium/gm/hazards/weight-of-guilt-botd.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/botd +- trait/haunt +aliases: ["Weight of Guilt"] +--- +# Weight of Guilt *Hazard 7* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 30 expert to sense an oppressive aura of sorrow + +Influenced by the guilt and regrets of the dead, creatures are wrapped in weighted chains that embody their own sins. + +- **Disable** DC 26 [Religion](compendium/skills.md#Religion) (expert) to disrupt the haunt through prayer or DC 27 [Deception](compendium/skills.md#Deception) (expert) to openly defy your regrets and banish the haunt. Creatures who haven't committed sins or already made amends for their transgressions are immune to the effects of this haunt. + +```ad-embed-ability +title: Mental Bind [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) + +- **Trigger**: A creature enters the area + +**Effect** Each creature within 30 feet becomes wrapped in heavy spectral chains forged from its own sins and regrets. Each must attempt a DC 25 Will save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes a –10-foot status penalty to its Speeds for 1 round. +> - **Failure** The creature is [restrained](rules/conditions.md#Restrained) until it Escapes (DC 25). +> - **Critical Failure** As failure, and the creature is overwhelmed with guilt, becoming [stupefied](rules/conditions.md#Stupefied) for 1 day +%% #trait/enchantment #trait/mental #trait/occult %% +``` + +**Reset** 1 day + +*Source: Book of the Dead p. 66* \ No newline at end of file diff --git a/compendium/gm/hazards/witch-priests-curse-ec5.md b/compendium/gm/hazards/witch-priests-curse-ec5.md new file mode 100644 index 000000000..3302475c8 --- /dev/null +++ b/compendium/gm/hazards/witch-priests-curse-ec5.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ec5 +- trait/curse +- trait/magical +- trait/trap +aliases: ["Witch-priests' Curse"] +--- +# Witch-priests' Curse *Hazard 18* +[curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 42 expert + +Anyone who opens a secret compartment is subjected to a powerful curse. + +- **Disable** DC 39 [Thievery](compendium/skills.md#Thievery) (legendary) to carefully remove the bone fetish that holds the curse. + +```ad-embed-ability +title: Hex of the Bloody Thief [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[curse](rules/traits/curse.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) + +- **Trigger**: A creature opens a secret compartment + +**Effect** The creature must succeed at a DC 38 Will save or be subjected to the witch-priests' curse. Whenever a cursed creature takes at least 10 piercing or slashing damage from a single attack, it also takes `3d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). In addition, the cursed creature regains only half as many Hit Points as normal from all healing. The effect is permanent unless removed by magic. +%% #trait/curse #trait/divine #trait/necromancy %% +``` + +**Reset** The trap resets if both secret compartments are shut. + +*Source: Extinction Curse #5: Lord of the Black Sands p. 34* \ No newline at end of file diff --git a/compendium/gm/hazards/wooden-bullets-trap-ooa1.md b/compendium/gm/hazards/wooden-bullets-trap-ooa1.md new file mode 100644 index 000000000..7cef25145 --- /dev/null +++ b/compendium/gm/hazards/wooden-bullets-trap-ooa1.md @@ -0,0 +1,48 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/ooa1 +- trait/complex +- trait/mechanical +- trait/trap +aliases: ["Wooden Bullets Trap"] +--- +# Wooden Bullets Trap *Hazard 3* +[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +10 trained + +A hopper full of wooden sling bullets is attached to several launching devices, which spew the bullets at high velocity through various holes in the boards covering the window. A distinctive "click" and whirring sound indicate the trap has been sprung. + +- **Disable** DC 17 [Thievery](compendium/skills.md#Thievery) (trained) to reinforce the porch pressure sensor or DC 15 [Crafting](compendium/skills.md#Crafting) (trained) to cover the holes launching the bullets + +- null, **Fort** +15, **Ref** +5 +- **Wall Hardness** 10, **Wall HP** 50 (BT 25) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** fire 5 + +```ad-embed-ability +title: Wall AC + +10 +``` +```ad-embed-ability +title: Auto-Sling [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature or object weighing at least 50 pounds is placed on the porch (marked "T" on the map on page 32) + +**Effect** A stream of wooden sling bullets flies from a launcher. The trap Strikes the two nearest creatures and then rolls initiative. +``` + +```ad-pf2-summary +title: Routine +(2 actions) The wooden bullets trap Strikes the two nearest creatures. It ignores [prone](rules/conditions.md#Prone) creatures as the bullets fly overhead. +``` +^routine + +**Reset** The trap stops after 10 rounds or when the weight on the porch is removed, whichever comes first. The trap can operate for a total of 10 rounds before its ammunition is exhausted. + +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 34* \ No newline at end of file diff --git a/compendium/gm/hazards/wrath-of-the-destroyer-aoa2.md b/compendium/gm/hazards/wrath-of-the-destroyer-aoa2.md new file mode 100644 index 000000000..ebbe21a38 --- /dev/null +++ b/compendium/gm/hazards/wrath-of-the-destroyer-aoa2.md @@ -0,0 +1,51 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/aoa2 +- trait/complex +- trait/magical +- trait/trap +aliases: ["Wrath Of The Destroyer"] +--- +# Wrath Of The Destroyer *Hazard 10* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +22 expert to notice subtle vapors of magical energy seething across the doors. + +These heavy doors, carved with an image of [Dahak](compendium/setting/deities/dahak-logm.md), echo with a hatred so powerful that it can kill anyone who comes nearby, manifesting a vision of [Dahak](compendium/setting/deities/dahak-logm.md)'s head emerging from the doors to strike at a foe. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 29 (expert) to disrupt the divine magic, [Religion](compendium/skills.md#Religion) DC 29 (expert) to placate the wrathful energies, or [dispel magic](compendium/spells/dispel-magic.md) (5th level; counteract DC 26). + +- **AC** 30 , **Fort** +22, **Ref** +14 +- **Door Hardness** 18, **Door HP** 72 (BT 36) +- **Immunities** critical hits; [fire](rules/traits/fire.md); object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Expunge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A non-worshipper of [Dahak](compendium/setting/deities/dahak-logm.md) touches either door leading to **C7** + +**Effect** The hazard targets the creature with Face of the Fatal Divine, then rolls initiative. +``` + +````ad-pf2-summary +title: Routine +(1 action) On its initiative, the wrath of the destroyer targets the closest target in area **C6** with Face of the Fatal Divine. + +```ad-embed-ability +title: Face of the Fatal Divine [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[death](rules/traits/death.md) [divine](rules/traits/divine.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) + +The creature beholds the face of [Dahak](compendium/setting/deities/dahak-logm.md) as it emerges to bite with its burning jaws, targeting the creature with [phantasmal killer](compendium/spells/phantasmal-killer.md) (5th level, Will DC 29). +%% #trait/death #trait/divine #trait/emotion #trait/fear #trait/illusion #trait/mental %% +``` +```` +^routine + +**Reset** The trap deactivates and resets if 1 minute passes without any creature being in range. + +*Source: Age of Ashes #2: Cult of Cinders p. 57* \ No newline at end of file diff --git a/compendium/gm/hazards/wronged-monks-wrath-frp1.md b/compendium/gm/hazards/wronged-monks-wrath-frp1.md new file mode 100644 index 000000000..8a0cd4a49 --- /dev/null +++ b/compendium/gm/hazards/wronged-monks-wrath-frp1.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/frp1 +- trait/haunt +aliases: ["Wronged Monk's Wrath"] +--- +# Wronged Monk's Wrath *Hazard 13* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 32 trained + +A monk's tormented spirit attacks intruders. + +- **Disable** DC 32 [Irori Lore](compendium/skills.md#Lore) (trained) to clean the room and return the prayer items to their proper arrangement, DC 37 [Religion](compendium/skills.md#Religion) (expert) to state an Iroran prayer of peace and put the haunt to rest, or DC 40 [Occultism](compendium/skills.md#Occultism) (master) to create a ward against future hauntings. + +```ad-embed-ability +title: Ki Storm [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature enters the prayer room + +**Effect** The abbot's spirit appears and begins to channel powerful ki energy. One round later, the room fills with a powerful kinetic storm, dealing `3d10+15` electricity damage and `3d10+15` force damage to all creatures in the room. Creatures in the room must attempt a DC 37 Reflex save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and becomes [deafened](rules/conditions.md#Deafened) for 1 round. +> - **Critical Failure** The creature takes full damage, `2d8` [persistent electricity damage](rules/conditions.md#Persistent%20Damage), and becomes [deafened](rules/conditions.md#Deafened) for 1 minute. +``` + +**Reset** The haunt re-forms after 1 hour. The haunt becomes disabled and doesn't re-form if a creature lights all of the candles in the room and offers a prayer to [Irori](compendium/setting/deities/irori.md). + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 17* \ No newline at end of file diff --git a/compendium/gm/hazards/yellow-mold.md b/compendium/gm/hazards/yellow-mold.md index 8c8b9fb3e..7086b669e 100644 --- a/compendium/gm/hazards/yellow-mold.md +++ b/compendium/gm/hazards/yellow-mold.md @@ -8,7 +8,7 @@ tags: aliases: ["Yellow Mold"] --- # Yellow Mold *Hazard 8* -[environmental](rules/traits/environmental.md) fungus +[environmental](rules/traits/environmental.md) [fungus](rules/traits/fungus-b1.md) - **Complexity** Simple - **Stealth** DC 28 trained diff --git a/compendium/setting/deities/aakriti-loil.md b/compendium/setting/deities/aakriti-loil.md new file mode 100644 index 000000000..17ba7530f --- /dev/null +++ b/compendium/setting/deities/aakriti-loil.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/loil +- deity/eldest +- domain/change/deity +- domain/creation/deity +- domain/fate/deity +- domain/freedom/deity +- domain/knowledge/deity +- domain/time/deity +- trait/disarm +- trait/finesse +- trait/nonlethal +- trait/reach-20-feet +- trait/trip +aliases: ["Aakriti", "The Evershifting"] +--- +# Aakriti (The Evershifting) *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Impossible Lands p. 310* + +- **Category**: Eldest +- **Anathema**: fail to study a new creature if safely able, force a creature to live in the wrong body, reject creatures or information due to bigoted or rigid beliefs +- **Areas of Concern**: discovery, , life, , ooze, , potential +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Acrobatics +- **Favored Weapon**: [whip](compendium/equipment/items/whip.md) +- **Domains**: [change](compendium/setting/domains.md#Change), [creation](compendium/setting/domains.md#Creation), [fate](compendium/setting/domains.md#Fate), [time](compendium/setting/domains.md#Time) +- **Alternate Domains**: [freedom](compendium/setting/domains.md#Freedom), [knowledge](compendium/setting/domains.md#Knowledge) +- **Cleric Spells**: 1st: [ant haul](compendium/spells/ant-haul.md); 3rd: [insect form](compendium/spells/insect-form.md); 9th: [shapechange](compendium/spells/shapechange.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Aakriti + +- **Speed**: Speed 70 feet, immune to [immobilized](rules/conditions.md#Immobilized), ignore difficult terrain and greater difficult terrain +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tendril whip ([disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [reach <20 feet>](rules/traits/reach.md), [trip](rules/traits/trip.md)), **Damage** `6d6+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") thorns **Damage** `6d6+6` piercing +``` \ No newline at end of file diff --git a/compendium/setting/deities/abadar.md b/compendium/setting/deities/abadar.md index 3af077014..220fb82f8 100644 --- a/compendium/setting/deities/abadar.md +++ b/compendium/setting/deities/abadar.md @@ -11,13 +11,13 @@ tags: - domain/wealth/deity aliases: ["Abadar", "The Master of the First Vault"] --- -# Abadar (The Master of the First Vault) *(LN)* +# Abadar (The Master of the First Vault) *([LN](rules/traits/lawful-neutral-b1.md))* *Source: Core Rulebook p. 437* - **Category**: Gods of the Inner Sea - **Anathema**: engage in banditry or piracy, steal, undermine a law-abiding court - **Areas of Concern**: cities, , law, , merchants, , and wealth -- **Follower Alignments**: LG, LN, LE +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) ## Devotee benefits diff --git a/compendium/setting/deities/abraxas-logm.md b/compendium/setting/deities/abraxas-logm.md new file mode 100644 index 000000000..b0a9c14a1 --- /dev/null +++ b/compendium/setting/deities/abraxas-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/demon-lords +- domain/destruction/deity +- domain/knowledge/deity +- domain/magic/deity +- domain/wyrmkin/deity +aliases: ["Abraxas", "Master of the Final Incantation"] +--- +# Abraxas (Master of the Final Incantation) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 124* + +- **Category**: Demon Lords +- **Anathema**: destroy forbidden lore, reveal the entirety of a secret +- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Arcana +- **Favored Weapon**: [whip](compendium/equipment/items/whip.md) +- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [knowledge](compendium/setting/domains.md#Knowledge), [magic](compendium/setting/domains.md#Magic), [wyrmkin](compendium/setting/domains.md#Wyrmkin) +- **Cleric Spells**: 1st: [share lore](compendium/spells/share-lore-logm.md); 2nd: [spectral hand](compendium/spells/spectral-hand.md); 3rd: [hypercognition](compendium/spells/hypercognition.md); 4th: [reflective scales](compendium/spells/reflective-scales-logm.md); 5th: [black tentacles](compendium/spells/black-tentacles.md); 6th: [feeblemind](compendium/spells/feeblemind.md); 7th: [spell turning](compendium/spells/spell-turning.md); 8th: [unrelenting observation](compendium/spells/unrelenting-observation.md); 9th: [disjunction](compendium/spells/disjunction.md) \ No newline at end of file diff --git a/compendium/setting/deities/achaekek-logm.md b/compendium/setting/deities/achaekek-logm.md new file mode 100644 index 000000000..c207a3d69 --- /dev/null +++ b/compendium/setting/deities/achaekek-logm.md @@ -0,0 +1,56 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/gods-of-the-inner-sea +- domain/death/deity +- domain/might/deity +- domain/trickery/deity +- domain/zeal/deity +- trait/agile +- trait/backswing +- trait/finesse +- trait/reach-15-feet +- trait/versatile-p +aliases: ["Achaekek", "He Who Walks In Blood"] +--- +# Achaekek (He Who Walks In Blood) *([LE](rules/traits/lawful-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 52* + +- **Category**: Gods of the Inner Sea +- **Anathema**: kill a rightful ruler, become fixated on petty matters such as others' gender or ancestry, abandon an assassination contract you agreed to pursue +- **Areas of Concern**: assassins, , divine punishments, , and the Red Mantis +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Dexterity +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Stealth +- **Favored Weapon**: [sawtooth saber](compendium/equipment/items/sawtooth-saber.md) +- **Domains**: [death](compendium/setting/domains.md#Death), [might](compendium/setting/domains.md#Might), [trickery](compendium/setting/domains.md#Trickery), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [true strike](compendium/spells/true-strike.md); 2nd: [invisibility](compendium/spells/invisibility.md); 4th: [phantasmal killer](compendium/spells/phantasmal-killer.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Achaekek gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Achaekek + +- **Speed**: Speed 70 feet, climb 50 feet, ignore difficult terrain and greater difficult terrain +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mantis claw ([agile](rules/traits/agile.md), [backswing](rules/traits/backswing.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d8+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spine volley **Damage** `6d6+3` piercing +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic Web Supplement p. 3* + +He Who Walks in Blood detests oathbreakers and bears a particular prejudice against mortals seeking to ascend into divinity, but the Mantis God believes in compensation for selfless duties and rewards the rare individual for their murderous deeds. Violation of his tenets and, occasionally, slights against [Grandmother Spider](compendium/setting/deities/grandmother-spider-logm.md) may provoke Achaekek's wrath. + +- **Minor Boon** You hide among the shadows of death. Once, when you would fail a [Stealth](compendium/skills.md#Stealth) check, you critically succeed instead. Achaekek typically grants this boon for an extremely consequential [Stealth](compendium/skills.md#Stealth) check that could lead to an assassination, such as one that could get you into position to kill an important target, but rarely on a [Stealth](compendium/skills.md#Stealth) check to help you escape. +- **Moderate Boon**: You gain the god's approval to take a life. You can cast [death knell](compendium/spells/death-knell.md) once per day as an innate divine spell. +- **Major Boon**: Death lives in your very blade. You gain the sneak attack|rogue||1 rogue class feature, dealing `3d6` precision damage. If you already have that class feature, you increase your sneak attack damage by `3d6`. + +- **Minor Curse**: Achaekek's minions seek vengeance. Nonsapient insects (especially mantises) become [hostile](rules/conditions.md#Hostile) against you. +- **Moderate Curse** Hubris brings death. Your name and location are mentally projected into the mind of a Red Mantis assassin, who is tasked with eliminating you. +- **Major Curse**: The Mantis God doesn't waste his time toying with or tormenting those who truly anger him, or those who dare to consider themselves divine. He rips open a portal to your location, kills you, drags your soul to judgment in a way that prevents resurrection magic, and then leaves. \ No newline at end of file diff --git a/compendium/setting/deities/adanye-lome.md b/compendium/setting/deities/adanye-lome.md new file mode 100644 index 000000000..5a57aee9a --- /dev/null +++ b/compendium/setting/deities/adanye-lome.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/lome +- deity/mwangi-gods +- domain/confidence/deity +- domain/duty/deity +- domain/family/deity +- domain/fire/deity +- domain/protection/deity +- domain/repose/deity +- trait/agile +- trait/finesse +- trait/reach-15-feet +aliases: ["Adanye", "The Warmth of the Hearth"] +--- +# Adanye (The Warmth of the Hearth) *([LG](rules/traits/lawful-goo-b1.md))* +*Source: Lost Omens: The Mwangi Expanse p. 132* + +- **Category**: Mwangi Gods +- **Anathema**: force anyone into drudgery or mindless work, deny support to loved ones, surrender when escape is an option, destroy a place that has given you shelter +- **Areas of Concern**: hearth, , imagination, , protection, , solitude +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Society +- **Favored Weapon**: claw or [kukri](compendium/equipment/items/kukri.md) +- **Domains**: [duty](compendium/setting/domains.md#Duty), [family](compendium/setting/domains.md#Family), [protection](compendium/setting/domains.md#Protection), [repose](compendium/setting/domains.md#Repose) +- **Alternate Domains**: [confidence](compendium/setting/domains.md#Confidence), [fire](compendium/setting/domains.md#Fire) +- **Cleric Spells**: 1st: [feather fall](compendium/spells/feather-fall.md); 2nd: [misdirection](compendium/spells/misdirection.md); 7th: [magnificent mansion](compendium/spells/magnificent-mansion.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Adanye gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Adanye + +- **Speed**: Speed 70 feet, climb 70 feet, immune to [immobilized](rules/conditions.md#Immobilized) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md)), **Damage** `6d10+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") hearth ember **Damage** `4d6+3` fire and `2d6` persistent fire +``` \ No newline at end of file diff --git a/compendium/setting/deities/alglenweis-logm.md b/compendium/setting/deities/alglenweis-logm.md new file mode 100644 index 000000000..0e825642f --- /dev/null +++ b/compendium/setting/deities/alglenweis-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/sarkorian-gods +- domain/cold/deity +- domain/creation/deity +- domain/might/deity +- domain/soul/deity +aliases: ["Alglenweis", "Princess of the Rime"] +--- +# Alglenweis (Princess of the Rime) *([CG](rules/traits/chaotic-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Sarkorian Gods +- **Anathema**: destroy an artistic creation without providing something in its place, refuse to act if called upon +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Nature +- **Favored Weapon**: [war flail](compendium/equipment/items/war-flail.md) +- **Domains**: [cold](compendium/setting/domains.md#Cold), [creation](compendium/setting/domains.md#Creation), [might](compendium/setting/domains.md#Might), [soul](compendium/setting/domains.md#Soul) +- **Cleric Spells**: 1st: [agitate](compendium/spells/agitate-logm.md); 4th: [creation](compendium/spells/creation.md); 5th: [cone of cold](compendium/spells/cone-of-cold.md) \ No newline at end of file diff --git a/compendium/setting/deities/alseta-logm.md b/compendium/setting/deities/alseta-logm.md new file mode 100644 index 000000000..afe5b1d73 --- /dev/null +++ b/compendium/setting/deities/alseta-logm.md @@ -0,0 +1,56 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/gods-of-the-inner-sea +- domain/change/deity +- domain/magic/deity +- domain/protection/deity +- domain/time/deity +- trait/agile +- trait/finesse +- trait/reach-15-feet +- trait/thrown-40-feet +- trait/versatile-p +aliases: ["Alseta", "The Welcomer"] +--- +# Alseta (The Welcomer) *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 53* + +- **Category**: Gods of the Inner Sea +- **Anathema**: destroy a door or block a path for personal gain, stop a transition without good reason +- **Areas of Concern**: doors, , portals, , thresholds, , traditions +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Diplomacy +- **Favored Weapon**: [dagger](compendium/equipment/items/dagger.md) +- **Domains**: [change](compendium/setting/domains.md#Change), [magic](compendium/setting/domains.md#Magic), [protection](compendium/setting/domains.md#Protection), [time](compendium/setting/domains.md#Time) +- **Cleric Spells**: 1st: [anticipate peril](compendium/spells/anticipate-peril-logm.md); 2nd: [knock](compendium/spells/knock.md); 4th: [dimension door](compendium/spells/dimension-door.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Alseta gains the following additional abilities. The dimensional Speed allows the avatar of Alseta to cast [dimension door](compendium/spells/dimension-door.md) at will as a [divine](rules/traits/divine.md) innate spell, spending a single action to move up to 60 feet. The portal toss [Strike](rules/actions/strike.md) causes the creature to fall through a series of portals before landing in the same spot and taking damage. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Alseta + +- **Speed**: Speed 40 feet +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dagger ([agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md), [thrown <40 feet>](rules/traits/thrown.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d6+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") portal toss **Damage** `6d6+3` bludgeoning +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic Web Supplement p. 3* + +The Welcomer is a patient goddess that rewards her followers. Incurring her wrath through discourtesy, lack of respect or intentionally making doors unpassable for any reason other than preventing harm can lead to reprimands that range from annoying to frustrating. + +- **Minor Boon** Alseta's guiding hand aids your journeys. Once, when employing [teleportation](rules/traits/teleportation.md) magic, you appear exactly on target, even if you used a notoriously imprecise spell like [plane shift](compendium/spells/plane-shift.md). Alseta typically grants this boon for extremely consequential magical travel, especially when time is of the essence. +- **Moderate Boon**: New doors open themselves for you. You can cast [knock](compendium/spells/knock.md) once per day as a divine innate spell. +- **Major Boon**: You transition unimpeded through the world. You can open any door or portal simply by placing your palm upon it with a single Interact action, even if it's locked or magically sealed, and you can enter any open door or threshold, even if it's magically warded to prevent entry. This doesn't overcome the locks and magic of [artifacts](rules/traits/artifact-gmg.md), deities, and similarly powerful effects. + +- **Minor Curse**: Doors jam and locks stick when you try to open them. It takes 3 Interact actions for you to open even an unlocked door, and each attempt to [Pick a Lock](rules/actions/pick-a-lock.md) takes you 2 rounds instead of 2 actions. +- **Moderate Curse** Crossing thresholds becomes daunting. Whenever you move through a portal, gateway, or door, you gain the [sickened](rules/conditions.md#Sickened) condition. Magical travel is even more exhausting; after traveling via [teleportation](rules/traits/teleportation.md), [plane shift](compendium/spells/plane-shift.md), or the like, you also gain the [fatigued](rules/conditions.md#Fatigued) condition until you get a full night's rest. +- **Major Curse**: Transportation magic no longer works for you. You cannot be transported by any magical means, nor can you transport, conjure, or summon others. Even extradimensional spaces like bags of holding are inaccessible and unusable to you, as using them requires magical transportation to the extradimensional space. \ No newline at end of file diff --git a/compendium/setting/deities/andoletta-logm.md b/compendium/setting/deities/andoletta-logm.md new file mode 100644 index 000000000..e39d18207 --- /dev/null +++ b/compendium/setting/deities/andoletta-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/empyreal-lords +- domain/family/deity +- domain/knowledge/deity +- domain/protection/deity +- domain/sorrow/deity +aliases: ["Andoletta", "Grandmother Crow"] +--- +# Andoletta (Grandmother Crow) *([LG](rules/traits/lawful-goo-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Empyreal Lords +- **Anathema**: hold a grudge, mock the dead, pass judgment hastily or carelessly +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Wisdom or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Society +- **Favored Weapon**: [staff](compendium/equipment/items/staff.md) +- **Domains**: [family](compendium/setting/domains.md#Family), [knowledge](compendium/setting/domains.md#Knowledge), [protection](compendium/setting/domains.md#Protection), [sorrow](compendium/setting/domains.md#Sorrow) +- **Cleric Spells**: 1st: [shillelagh](compendium/spells/shillelagh.md); 4th: aerial form (bird only); 6th: [collective transposition](compendium/spells/collective-transposition.md) \ No newline at end of file diff --git a/compendium/setting/deities/angazhan-logm.md b/compendium/setting/deities/angazhan-logm.md new file mode 100644 index 000000000..d8b26fc39 --- /dev/null +++ b/compendium/setting/deities/angazhan-logm.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/demon-lords +- domain/destruction/deity +- domain/indulgence/deity +- domain/might/deity +- domain/nature/deity +- domain/tyranny/deity +- domain/zeal/deity +- trait/agile +- trait/reach-15-feet +aliases: ["Angazhan", "The Ravenous King"] +--- +# Angazhan (The Ravenous King) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 124* + +- **Category**: Demon Lords +- **Anathema**: cower from fights, allow yourself to be [resurrected](compendium/spells/rituals/resurrect.md) instead of [reincarnated](compendium/spells/rituals/reincarnate-apg.md) +- **Areas of Concern**: apes, , jungles, , tyrants +- **Follower Alignments**: [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: fist, [spear](compendium/equipment/items/spear.md) +- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [might](compendium/setting/domains.md#Might), [nature](compendium/setting/domains.md#Nature), [tyranny](compendium/setting/domains.md#Tyranny) +- **Alternate Domains**: [indulgence](compendium/setting/domains.md#Indulgence), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [magic fang](compendium/spells/magic-fang.md); 3rd: animal form (ape only); 5th: [moon frenzy](compendium/spells/moon-frenzy.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Angazhan gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Angazhan + +- **Speed**: Speed 60 feet, climb 60 feet, swim 50 feet +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist ([agile](rules/traits/agile.md), [reach <15 feet>](rules/traits/reach.md)), **Damage** `6d6+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Bellowing Roar **Damage** `6d6+3` mental +``` \ No newline at end of file diff --git a/compendium/setting/deities/angradd-logm.md b/compendium/setting/deities/angradd-logm.md new file mode 100644 index 000000000..7486a66b9 --- /dev/null +++ b/compendium/setting/deities/angradd-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/dwarven-gods +- domain/fate/deity +- domain/fire/deity +- domain/protection/deity +- domain/zeal/deity +aliases: ["Angradd", "The Forge-Fire"] +--- +# Angradd (The Forge-Fire) *([LG](rules/traits/lawful-goo-b1.md))* +*Source: Lost Omens: Gods & Magic p. 126* + +- **Category**: Dwarven Gods +- **Anathema**: allow weaker evils to survive due to the presence of larger evils, deceive others outside of tactical gain +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [greataxe](compendium/equipment/items/greataxe.md) +- **Domains**: [fate](compendium/setting/domains.md#Fate), [fire](compendium/setting/domains.md#Fire), [protection](compendium/setting/domains.md#Protection), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [burning hands](compendium/spells/burning-hands.md); 2nd: [blistering invective](compendium/spells/blistering-invective-apg.md); 3rd: [fireball](compendium/spells/fireball.md) \ No newline at end of file diff --git a/compendium/setting/deities/anubis-logm.md b/compendium/setting/deities/anubis-logm.md new file mode 100644 index 000000000..f99c424f4 --- /dev/null +++ b/compendium/setting/deities/anubis-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/ancient-osirian-gods +- domain/death/deity +- domain/protection/deity +- domain/soul/deity +- domain/vigil/deity +aliases: ["Anubis", "Guardian of the Tomb"] +--- +# Anubis (Guardian of the Tomb) *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 124* + +- **Category**: Ancient Osirian Gods +- **Anathema**: desecrate a corpse, rob a tomb, trap a soul +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Occultism +- **Favored Weapon**: [flail](compendium/equipment/items/flail.md) +- **Domains**: [death](compendium/setting/domains.md#Death), [protection](compendium/setting/domains.md#Protection), [soul](compendium/setting/domains.md#Soul), [vigil](compendium/setting/domains.md#Vigil) +- **Cleric Spells**: 1st: [unseen servant](compendium/spells/unseen-servant.md); 3rd: shifting sand; 5th: [wall of stone](compendium/spells/wall-of-stone.md) \ No newline at end of file diff --git a/compendium/setting/deities/apollyon-logm.md b/compendium/setting/deities/apollyon-logm.md new file mode 100644 index 000000000..d1785ee02 --- /dev/null +++ b/compendium/setting/deities/apollyon-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/horsemen +- domain/air/deity +- domain/decay/deity +- domain/plague/deity +- domain/swarm/deity +aliases: ["Apollyon", "Prince of Locusts"] +--- +# Apollyon (Prince of Locusts) *([NE](rules/traits/neutral-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Horsemen +- **Anathema**: prevent plagues, bury or burn the dead +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Medicine +- **Favored Weapon**: [scythe](compendium/equipment/items/scythe.md) +- **Domains**: [air](compendium/setting/domains.md#Air), [decay](compendium/setting/domains.md#Decay), [plague](compendium/setting/domains.md#Plague), [swarm](compendium/setting/domains.md#Swarm) +- **Cleric Spells**: 1st: [goblin pox](compendium/spells/goblin-pox.md); 2nd: [vomit swarm](compendium/spells/vomit-swarm-apg.md); 5th: [cloudkill](compendium/spells/cloudkill.md) \ No newline at end of file diff --git a/compendium/setting/deities/apsu-logm.md b/compendium/setting/deities/apsu-logm.md new file mode 100644 index 000000000..d92af2b8a --- /dev/null +++ b/compendium/setting/deities/apsu-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/other-gods +- domain/creation/deity +- domain/protection/deity +- domain/travel/deity +- domain/wyrmkin/deity +aliases: ["Apsu", "The Waybringer"] +--- +# Apsu (The Waybringer) *([LG](rules/traits/lawful-goo-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Other Gods +- **Anathema**: fail to pursue a foe who has betrayed your mercy, attack a creature without certainty of wrongdoing +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Wisdom or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Diplomacy +- **Favored Weapon**: jaws or [staff](compendium/equipment/items/staff.md) +- **Domains**: [creation](compendium/setting/domains.md#Creation), [protection](compendium/setting/domains.md#Protection), [travel](compendium/setting/domains.md#Travel), [wyrmkin](compendium/setting/domains.md#Wyrmkin) +- **Cleric Spells**: 1st: [magic fang](compendium/spells/magic-fang.md); 4th: [creation](compendium/spells/creation.md); 6th: dragon form (metallic dragons only) \ No newline at end of file diff --git a/compendium/setting/deities/arazni-logm.md b/compendium/setting/deities/arazni-logm.md new file mode 100644 index 000000000..b7b5708d2 --- /dev/null +++ b/compendium/setting/deities/arazni-logm.md @@ -0,0 +1,55 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/gods-of-the-inner-sea +- domain/confidence/deity +- domain/freedom/deity +- domain/pain/deity +- domain/protection/deity +- domain/sorrow/deity +- trait/deadly-3d8 +- trait/reach-15-feet +aliases: ["Arazni", "The Unyielding"] +--- +# Arazni (The Unyielding) *([NE](rules/traits/neutral-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 54* + +- **Category**: Gods of the Inner Sea +- **Anathema**: create unwilling undead, insult Arazni +- **Areas of Concern**: the abused, , dignity, , unwilling undeath +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Intelligence +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Intimidation +- **Favored Weapon**: [rapier](compendium/equipment/items/rapier.md) +- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [freedom](compendium/setting/domains.md#Freedom), [pain](compendium/setting/domains.md#Pain), [protection](compendium/setting/domains.md#Protection) +- **Alternate Domains**: [sorrow](compendium/setting/domains.md#Sorrow) +- **Cleric Spells**: 1st: [endure](compendium/spells/endure-logm.md); 2nd: [animus mine](compendium/spells/animus-mine-logm.md); 6th: [feeblemind](compendium/spells/feeblemind.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Arazni gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Arazni + +- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), immune to [immobilized](rules/conditions.md#Immobilized) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rapier ([deadly <3d8>](rules/traits/deadly.md), [reach <15 feet>](rules/traits/reach.md)), **Damage** `6d8+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") call blood **Damage** `6d6` persistent bleed damage +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic Web Supplement p. 4* + +While the Unyielding has little regard for her followers, if suitably irritated or impressed, she might bestow the following banes or boons. + +- **Minor Boon** Once, when you fail a saving throw against an effect that would compel you to take some action against your will, you critically succeed instead. Arazni typically grants this boon for consequential actions or particularly egregious violations of free will. +- **Moderate Boon**: Blood from your wounds forms into armor or a piece of equipment you need. If what you need most is information, the blood forms letters spelling out that information. +- **Major Boon**: Upon death, you return to life with the effects of a critical success on a [resurrect](compendium/spells/rituals/resurrect.md) ritual to enact vengeance against your killers. When you successfully achieve vengeance, abandon your vengeance for other pursuits, or fail outright, you crumble to scarlet dust. + +- **Minor Curse**: Someone you've wronged gains information they desire about you, with the effects of a critical success at the [commune](compendium/spells/rituals/commune.md) ritual. +- **Moderate Curse** Creatures weaker than you gain a status bonus on all attack rolls against you equal to your difference in levels, to a maximum of +4. Whenever you are damaged by a such a creature, you take [persistent bleed damage](rules/conditions.md#Persistent%20Damage) equal to twice the difference between your levels (no maximum). +- **Major Curse**: When you would regain Hit Points due to either a [positive](rules/traits/positive.md) or [negative](rules/traits/negative.md) effect, you lose that many Hit Points instead. \ No newline at end of file diff --git a/compendium/setting/deities/ardad-lili-logm.md b/compendium/setting/deities/ardad-lili-logm.md new file mode 100644 index 000000000..47b025467 --- /dev/null +++ b/compendium/setting/deities/ardad-lili-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/queens-of-the-night +- domain/creation/deity +- domain/darkness/deity +- domain/passion/deity +- domain/wyrmkin/deity +aliases: ["Ardad Lili", "The End of Innocence"] +--- +# Ardad Lili (The End of Innocence) *([LE](rules/traits/lawful-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 75* + +- **Category**: Queens of the Night +- **Anathema**: give someone more than you receive from them, allow yourself to be swayed by lust +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Diplomacy +- **Favored Weapon**: [dagger](compendium/equipment/items/dagger.md) +- **Domains**: [creation](compendium/setting/domains.md#Creation), [darkness](compendium/setting/domains.md#Darkness), [passion](compendium/setting/domains.md#Passion), [wyrmkin](compendium/setting/domains.md#Wyrmkin) +- **Cleric Spells**: 1st: [charm](compendium/spells/charm.md); 3rd: [enthrall](compendium/spells/enthrall.md); 4th: [suggestion](compendium/spells/suggestion.md) \ No newline at end of file diff --git a/compendium/setting/deities/arqueros-lokl.md b/compendium/setting/deities/arqueros-lokl.md new file mode 100644 index 000000000..0e6a3f826 --- /dev/null +++ b/compendium/setting/deities/arqueros-lokl.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/lokl +- deity/other-gods +- domain/duty/deity +- domain/family/deity +- domain/might/deity +- domain/protection/deity +- domain/zeal/deity +- trait/reach-15-feet +- trait/visual +aliases: ["Arqueros", "The Golden Bulwark"] +--- +# Arqueros (The Golden Bulwark) *([LG](rules/traits/lawful-goo-b1.md))* +*Source: Lost Omens: Knights of Lastwall p. 53* + +- **Category**: Other Gods +- **Anathema**: abandon others while you retreat, engage in needless destruction or bloodshed, intentionally fall asleep or grow lax on watch +- **Areas of Concern**: bodyguards, , protection, , watchfulness +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [LN](rules/traits/lawful-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [spear](compendium/equipment/items/spear.md) +- **Domains**: [duty](compendium/setting/domains.md#Duty), [might](compendium/setting/domains.md#Might), [protection](compendium/setting/domains.md#Protection), [zeal](compendium/setting/domains.md#Zeal) +- **Alternate Domains**: [family](compendium/setting/domains.md#Family) +- **Cleric Spells**: 1st: [endure](compendium/spells/endure-logm.md); 4th: stoneskin (appears as gold); 5th: [wall of stone](compendium/spells/wall-of-stone.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Arqueros + +- **Speed**: Speed 60 feet, immune to [immobilized](rules/conditions.md#Immobilized) +- **Shield**: shield (15 Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spear ([reach <15 feet>](rules/traits/reach.md)), **Damage** `6d8+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") gaze of the stalwart guardian ([visual](rules/traits/visual.md)), **Damage** `6d6+3` mental +``` \ No newline at end of file diff --git a/compendium/setting/deities/arshea-logm.md b/compendium/setting/deities/arshea-logm.md new file mode 100644 index 000000000..bbf481d61 --- /dev/null +++ b/compendium/setting/deities/arshea-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/empyreal-lords +- domain/confidence/deity +- domain/freedom/deity +- domain/passion/deity +- domain/perfection/deity +aliases: ["Arshea", "Spirit of Abandon"] +--- +# Arshea (Spirit of Abandon) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Empyreal Lords +- **Anathema**: judge another based on sexual desires or gender roles, harm another in pursuit of passion +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Diplomacy +- **Favored Weapon**: [flail](compendium/equipment/items/flail.md) +- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [freedom](compendium/setting/domains.md#Freedom), [passion](compendium/setting/domains.md#Passion), [perfection](compendium/setting/domains.md#Perfection) +- **Cleric Spells**: 1st: [mage armor](compendium/spells/mage-armor.md); 2nd: [humanoid form](compendium/spells/humanoid-form.md); 5th: [dreaming potential](compendium/spells/dreaming-potential.md) \ No newline at end of file diff --git a/compendium/setting/deities/arundhat-logm.md b/compendium/setting/deities/arundhat-logm.md new file mode 100644 index 000000000..2e5e70dec --- /dev/null +++ b/compendium/setting/deities/arundhat-logm.md @@ -0,0 +1,42 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/vudrani-gods +- domain/healing/deity +- domain/magic/deity +- domain/nature/deity +- domain/passion/deity +- domain/protection/deity +- trait/agile +- trait/finesse +- trait/nonlethal +- trait/reach-15-feet +aliases: ["Arundhat", "The Sacred Perfume"] +--- +# Arundhat (The Sacred Perfume) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Vudrani Gods +- **Anathema**: dispose of waste near flowers, harvest flowers without offering the proper prayers, dispose of withered flowers improperly +- **Areas of Concern**: blossoms, , diplomacy, , scent +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Nature +- **Favored Weapon**: [staff](compendium/equipment/items/staff.md) +- **Domains**: [healing](compendium/setting/domains.md#Healing), [magic](compendium/setting/domains.md#Magic), [nature](compendium/setting/domains.md#Nature), [protection](compendium/setting/domains.md#Protection) +- **Alternate Domains**: [passion](compendium/setting/domains.md#Passion) +- **Cleric Spells**: 1st: [shillelagh](compendium/spells/shillelagh.md); 3rd: [ghostly weapon](compendium/spells/ghostly-weapon.md); 4th: [speak with plants](compendium/spells/speak-with-plants.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Arundhat + +- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), immune to [immobilized](rules/conditions.md#Immobilized) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") thorned blossom ([agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [reach <15 feet>](rules/traits/reach.md)), **Damage** `6d6+5` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ten thousand petals ([nonlethal](rules/traits/nonlethal.md)), **Damage** `6d6+3` mental +``` \ No newline at end of file diff --git a/compendium/setting/deities/ashava-logm.md b/compendium/setting/deities/ashava-logm.md new file mode 100644 index 000000000..d588c0895 --- /dev/null +++ b/compendium/setting/deities/ashava-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/empyreal-lords +- domain/darkness/deity +- domain/moon/deity +- domain/repose/deity +- domain/soul/deity +aliases: ["Ashava", "The True Spark"] +--- +# Ashava (The True Spark) *([CG](rules/traits/chaotic-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Empyreal Lords +- **Anathema**: intentionally mislead someone, desecrate graves, abandon a creature in darkness +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Performance +- **Favored Weapon**: bladed scarf +- **Domains**: [darkness](compendium/setting/domains.md#Darkness), [moon](compendium/setting/domains.md#Moon), [repose](compendium/setting/domains.md#Repose), [soul](compendium/setting/domains.md#Soul) +- **Cleric Spells**: 1st: [soothe](compendium/spells/soothe.md); 2nd: [glitterdust](compendium/spells/glitterdust.md); 8th: [uncontrollable dance](compendium/spells/uncontrollable-dance.md) \ No newline at end of file diff --git a/compendium/setting/deities/ashukharma-logm.md b/compendium/setting/deities/ashukharma-logm.md new file mode 100644 index 000000000..636e86f97 --- /dev/null +++ b/compendium/setting/deities/ashukharma-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/vudrani-gods +- domain/earth/deity +- domain/might/deity +- domain/protection/deity +- domain/repose/deity +aliases: ["Ashukharma", "The Divine Divide"] +--- +# Ashukharma (The Divine Divide) *([CN](rules/traits/chaotic-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Vudrani Gods +- **Anathema**: destroy a natural barrier, pursue a personal relationship after being refused, betray a lover +- **Follower Alignments**: [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Intelligence +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Crafting +- **Favored Weapon**: [greatsword](compendium/equipment/items/greatsword.md) +- **Domains**: [earth](compendium/setting/domains.md#Earth), [might](compendium/setting/domains.md#Might), [protection](compendium/setting/domains.md#Protection), [repose](compendium/setting/domains.md#Repose) +- **Cleric Spells**: 1st: [shattering gem](compendium/spells/shattering-gem-logm.md); 4th: [shape stone](compendium/spells/shape-stone.md); 5th: [wall of stone](compendium/spells/wall-of-stone.md) \ No newline at end of file diff --git a/compendium/setting/deities/asmodeus.md b/compendium/setting/deities/asmodeus.md index 187a82545..34d6eb8d0 100644 --- a/compendium/setting/deities/asmodeus.md +++ b/compendium/setting/deities/asmodeus.md @@ -13,13 +13,13 @@ tags: - trait/reach-15-feet aliases: ["Asmodeus", "The Prince of Darkness"] --- -# Asmodeus (The Prince of Darkness) *(LE)* +# Asmodeus (The Prince of Darkness) *([LE](rules/traits/lawful-evil-b1.md))* *Source: Core Rulebook p. 437* - **Category**: Gods of the Inner Sea - **Anathema**: break a contract, free a slave, insult Asmodeus by showing mercy to your enemies - **Areas of Concern**: contracts, , pride, , slavery and tyranny -- **Follower Alignments**: LE +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md) ## Devotee benefits diff --git a/compendium/setting/deities/atreia-logm.md b/compendium/setting/deities/atreia-logm.md new file mode 100644 index 000000000..f6f41d33f --- /dev/null +++ b/compendium/setting/deities/atreia-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/elemental-lords +- domain/fire/deity +- domain/healing/deity +- domain/protection/deity +- domain/sun/deity +aliases: ["Atreia", "The Lambent King"] +--- +# Atreia (The Lambent King) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 126* + +- **Category**: Elemental Lords +- **Anathema**: deny a suffering creature warmth, shade, or water; abandon a creature in darkness +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Wisdom or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Performance +- **Favored Weapon**: [katar](compendium/equipment/items/katar.md) +- **Domains**: [fire](compendium/setting/domains.md#Fire), [healing](compendium/setting/domains.md#Healing), [protection](compendium/setting/domains.md#Protection), [sun](compendium/setting/domains.md#Sun) +- **Cleric Spells**: 1st: [soothe](compendium/spells/soothe.md); 3rd: [ghostly weapon](compendium/spells/ghostly-weapon.md); 4th: [fire shield](compendium/spells/fire-shield.md) \ No newline at end of file diff --git a/compendium/setting/deities/ayrzul-logm.md b/compendium/setting/deities/ayrzul-logm.md new file mode 100644 index 000000000..b85af857e --- /dev/null +++ b/compendium/setting/deities/ayrzul-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/elemental-lords +- domain/destruction/deity +- domain/earth/deity +- domain/might/deity +- domain/secrecy/deity +aliases: ["Ayrzul", "The Fossilized King"] +--- +# Ayrzul (The Fossilized King) *([NE](rules/traits/neutral-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 126* + +- **Category**: Elemental Lords +- **Anathema**: remove a creature's petrified condition, make a fire larger or hotter than necessary +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Deception +- **Favored Weapon**: [morningstar](compendium/equipment/items/morningstar.md) +- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [earth](compendium/setting/domains.md#Earth), [might](compendium/setting/domains.md#Might), [secrecy](compendium/setting/domains.md#Secrecy) +- **Cleric Spells**: 1st: shockwave; 2nd: summon elemental (earth only); 6th: [flesh to stone](compendium/spells/flesh-to-stone.md) \ No newline at end of file diff --git a/compendium/setting/deities/azathoth-logm.md b/compendium/setting/deities/azathoth-logm.md new file mode 100644 index 000000000..dec7d5d71 --- /dev/null +++ b/compendium/setting/deities/azathoth-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/outer-gods +- domain/decay/deity +- domain/destruction/deity +- domain/nightmares/deity +- domain/void/deity +aliases: ["Azathoth", "The Primal Chaos"] +--- +# Azathoth (The Primal Chaos) *([CN](rules/traits/chaotic-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Outer Gods +- **Anathema**: none +- **Follower Alignments**: [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Performance +- **Favored Weapon**: [warhammer](compendium/equipment/items/warhammer.md) +- **Domains**: [decay](compendium/setting/domains.md#Decay), [destruction](compendium/setting/domains.md#Destruction), [nightmares](compendium/setting/domains.md#Nightmares), [void](compendium/setting/domains.md#Void) +- **Cleric Spells**: 1st: [ill omen](compendium/spells/ill-omen-logm.md); 5th: [synaptic pulse](compendium/spells/synaptic-pulse.md); 9th: [unfathomable song](compendium/spells/unfathomable-song.md) \ No newline at end of file diff --git a/compendium/setting/deities/baalzebul-logm.md b/compendium/setting/deities/baalzebul-logm.md new file mode 100644 index 000000000..d0b9f4c02 --- /dev/null +++ b/compendium/setting/deities/baalzebul-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/archdevils +- domain/air/deity +- domain/ambition/deity +- domain/magic/deity +- domain/trickery/deity +aliases: ["Baalzebul", "Lord of Flies"] +--- +# Baalzebul (Lord of Flies) *([LE](rules/traits/lawful-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 74* + +- **Category**: Archdevils +- **Anathema**: provoke Baalzebul's envy, show humility +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Deception +- **Favored Weapon**: [spear](compendium/equipment/items/spear.md) +- **Domains**: [air](compendium/setting/domains.md#Air), [ambition](compendium/setting/domains.md#Ambition), [magic](compendium/setting/domains.md#Magic), [trickery](compendium/setting/domains.md#Trickery) +- **Cleric Spells**: 1st: [fleet step](compendium/spells/fleet-step.md); 2nd: [vomit swarm](compendium/spells/vomit-swarm-apg.md); 6th: [mislead](compendium/spells/mislead.md) \ No newline at end of file diff --git a/compendium/setting/deities/balumbdar-lome.md b/compendium/setting/deities/balumbdar-lome.md new file mode 100644 index 000000000..ef4fe1cee --- /dev/null +++ b/compendium/setting/deities/balumbdar-lome.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/lome +- deity/mwangi-gods +- domain/might/deity +- domain/nature/deity +- domain/perfection/deity +- domain/protection/deity +- trait/reach-15-feet +aliases: ["Balumbdar", "The World-Shaker"] +--- +# Balumbdar (The World-Shaker) *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: The Mwangi Expanse p. 134* + +- **Category**: Mwangi Gods +- **Anathema**: accidentally injure others with your size, topple a massive natural monument, use magic to assume a form smaller than you are +- **Areas of Concern**: great size, , megafauna, , strength +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [greatclub](compendium/equipment/items/greatclub.md) +- **Domains**: [might](compendium/setting/domains.md#Might), [nature](compendium/setting/domains.md#Nature), [perfection](compendium/setting/domains.md#Perfection), [protection](compendium/setting/domains.md#Protection) +- **Cleric Spells**: 1st: [ant haul](compendium/spells/ant-haul.md); 2nd: [enlarge](compendium/spells/enlarge.md); 4th: [dinosaur form](compendium/spells/dinosaur-form.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Balumbdar gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Balumbdar + +- **Speed**: Speed 70 feet, climb 50 feet, immune to [immobilized](rules/conditions.md#Immobilized) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") slam ([reach <15 feet>](rules/traits/reach.md)), **Damage** `6d12+4` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") overbearing pressure **Damage** `6d6+3` bludgeoning +``` \ No newline at end of file diff --git a/compendium/setting/deities/baphomet-logm.md b/compendium/setting/deities/baphomet-logm.md new file mode 100644 index 000000000..5f470c463 --- /dev/null +++ b/compendium/setting/deities/baphomet-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/demon-lords +- domain/indulgence/deity +- domain/might/deity +- domain/secrecy/deity +- domain/zeal/deity +aliases: ["Baphomet", "Lord of the Labyrinth"] +--- +# Baphomet (Lord of the Labyrinth) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 76* + +- **Category**: Demon Lords +- **Anathema**: kill something that cannot significantly harm you, bargain with Asmodeus +- **Follower Alignments**: [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Survival +- **Favored Weapon**: [glaive](compendium/equipment/items/glaive.md) +- **Domains**: [indulgence](compendium/setting/domains.md#Indulgence), [might](compendium/setting/domains.md#Might), [secrecy](compendium/setting/domains.md#Secrecy), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [summon animal](compendium/spells/summon-animal.md); 2nd: [enlarge](compendium/spells/enlarge.md); 8th: [maze](compendium/spells/maze.md) \ No newline at end of file diff --git a/compendium/setting/deities/barbatos-logm.md b/compendium/setting/deities/barbatos-logm.md new file mode 100644 index 000000000..3a9629eb0 --- /dev/null +++ b/compendium/setting/deities/barbatos-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/archdevils +- domain/magic/deity +- domain/nature/deity +- domain/travel/deity +- domain/tyranny/deity +aliases: ["Barbatos", "The Bearded Lord"] +--- +# Barbatos (The Bearded Lord) *([LE](rules/traits/lawful-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 74* + +- **Category**: Archdevils +- **Anathema**: hide any plot against your masters, close or interfere with portals to Hell +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Nature +- **Favored Weapon**: [staff](compendium/equipment/items/staff.md) +- **Domains**: [magic](compendium/setting/domains.md#Magic), [nature](compendium/setting/domains.md#Nature), [travel](compendium/setting/domains.md#Travel), [tyranny](compendium/setting/domains.md#Tyranny) +- **Cleric Spells**: 1st: [magic fang](compendium/spells/magic-fang.md); 3rd: [paralyze](compendium/spells/paralyze.md); 4th: [clairvoyance](compendium/spells/clairvoyance.md) \ No newline at end of file diff --git a/compendium/setting/deities/barzahk-logm.md b/compendium/setting/deities/barzahk-logm.md new file mode 100644 index 000000000..3e7331a40 --- /dev/null +++ b/compendium/setting/deities/barzahk-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/monitor-demigods +- domain/death/deity +- domain/knowledge/deity +- domain/travel/deity +- domain/vigil/deity +aliases: ["Barzahk", "The Passage"] +--- +# Barzahk (The Passage) *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Monitor Demigods +- **Anathema**: celebrate specific calendar dates over others, avoid travel or change, freeze time for an object or creature +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Survival +- **Favored Weapon**: [club](compendium/equipment/items/club.md) +- **Domains**: [death](compendium/setting/domains.md#Death), [knowledge](compendium/setting/domains.md#Knowledge), [travel](compendium/setting/domains.md#Travel), [vigil](compendium/setting/domains.md#Vigil) +- **Cleric Spells**: 1st: [longstrider](compendium/spells/longstrider.md); 2nd: [knock](compendium/spells/knock.md); 6th: [teleport](compendium/spells/teleport.md) \ No newline at end of file diff --git a/compendium/setting/deities/bastet-logm.md b/compendium/setting/deities/bastet-logm.md new file mode 100644 index 000000000..1b2d93c1c --- /dev/null +++ b/compendium/setting/deities/bastet-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/ancient-osirian-gods +- domain/nature/deity +- domain/passion/deity +- domain/protection/deity +- domain/trickery/deity +aliases: ["Bastet", "The Sly Enchantress"] +--- +# Bastet (The Sly Enchantress) *([CN](rules/traits/chaotic-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 124* + +- **Category**: Ancient Osirian Gods +- **Anathema**: kill or abuse a house cat, abandon a child, choose to marry +- **Follower Alignments**: [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Deception +- **Favored Weapon**: claw or tekko-kagi +- **Domains**: [nature](compendium/setting/domains.md#Nature), [passion](compendium/setting/domains.md#Passion), [protection](compendium/setting/domains.md#Protection), [trickery](compendium/setting/domains.md#Trickery) +- **Cleric Spells**: 1st: pest form (cats only); 3rd: [animal vision](compendium/spells/animal-vision.md); 4th: [private sanctum](compendium/spells/private-sanctum.md) \ No newline at end of file diff --git a/compendium/setting/deities/belial-logm.md b/compendium/setting/deities/belial-logm.md new file mode 100644 index 000000000..61e584230 --- /dev/null +++ b/compendium/setting/deities/belial-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/archdevils +- domain/change/deity +- domain/passion/deity +- domain/trickery/deity +- domain/zeal/deity +aliases: ["Belial", "The Pale Kiss"] +--- +# Belial (The Pale Kiss) *([LE](rules/traits/lawful-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 74* + +- **Category**: Archdevils +- **Anathema**: impede an act of high hedonism, become too attached to a lover or project +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Diplomacy +- **Favored Weapon**: [ranseur](compendium/equipment/items/ranseur.md) +- **Domains**: [change](compendium/setting/domains.md#Change), [passion](compendium/setting/domains.md#Passion), [trickery](compendium/setting/domains.md#Trickery), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [charm](compendium/spells/charm.md); 2nd: [humanoid form](compendium/spells/humanoid-form.md); 3rd: [enthrall](compendium/spells/enthrall.md) \ No newline at end of file diff --git a/compendium/setting/deities/bes-logm.md b/compendium/setting/deities/bes-logm.md new file mode 100644 index 000000000..b2749cc59 --- /dev/null +++ b/compendium/setting/deities/bes-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/ancient-osirian-gods +- domain/earth/deity +- domain/family/deity +- domain/luck/deity +- domain/protection/deity +aliases: ["Bes", "The Guardian Fool"] +--- +# Bes (The Guardian Fool) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 124* + +- **Category**: Ancient Osirian Gods +- **Anathema**: harm or neglect a child, separate families, use magic to corrupt dreams +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Performance +- **Favored Weapon**: mambele +- **Domains**: [earth](compendium/setting/domains.md#Earth), [family](compendium/setting/domains.md#Family), [luck](compendium/setting/domains.md#Luck), [protection](compendium/setting/domains.md#Protection) +- **Cleric Spells**: 1st: [sleep](compendium/spells/sleep.md); 2nd: [hideous laughter](compendium/spells/hideous-laughter.md); 3rd: [enthrall](compendium/spells/enthrall.md) \ No newline at end of file diff --git a/compendium/setting/deities/besmara-logm.md b/compendium/setting/deities/besmara-logm.md new file mode 100644 index 000000000..316b2c51f --- /dev/null +++ b/compendium/setting/deities/besmara-logm.md @@ -0,0 +1,55 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/gods-of-the-inner-sea +- domain/destruction/deity +- domain/trickery/deity +- domain/water/deity +- domain/wealth/deity +- trait/deadly-3d8 +- trait/disarm +- trait/finesse +- trait/reach-15-feet +aliases: ["Besmara", "The Pirate Queen"] +--- +# Besmara (The Pirate Queen) *([NE](rules/traits/neutral-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 55* + +- **Category**: Gods of the Inner Sea +- **Anathema**: betray shipmates, forsake piracy, settle on land +- **Areas of Concern**: piracy, , sea monsters, , and strife +- **Follower Alignments**: [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Constitution +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [rapier](compendium/equipment/items/rapier.md) +- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [trickery](compendium/setting/domains.md#Trickery), [water](compendium/setting/domains.md#Water), [wealth](compendium/setting/domains.md#Wealth) +- **Cleric Spells**: 1st: [hydraulic push](compendium/spells/hydraulic-push.md); 2nd: [feet to fins](compendium/spells/feet-to-fins.md); 6th: [mariner's curse](compendium/spells/mariners-curse.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Besmara gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Besmara + +- **Speed**: Speed 40 feet, swim 70 feet, immune to [immobilized](rules/conditions.md#Immobilized) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rapier ([deadly <3d8>](rules/traits/deadly.md), [disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md)), **Damage** `6d6+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ship's cannon **Damage** `6d6+3` bludgeoning +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic Web Supplement p. 4* + +Due to her fiery temperament, the Pirate Queen is quick to punish or reward her followers, and is equally fast at rescinding her favor or forgiving transgressions. + +- **Minor Boon** Besmara wants you to amuse her, placing both plunder and peril in your path. This intercession often takes the form of an unexpected treasure map, a message in a bottle, or some other sign leading you to a great reward, assuming you can handle the challenges along the way. +- **Moderate Boon**: You are at home on the seas and always ready to plunder an enemy vessel or defend your own. When aboard a boat, you gain a +2 status bonus to all initiative rolls, [Acrobatics](compendium/skills.md#Acrobatics) checks to [Balance](rules/actions/balance.md), and [Athletics](compendium/skills.md#Athletics) checks to [Climb](rules/actions/climb.md). In addition, you never get seasick. +- **Major Boon**: You seem to be unaffected by storms. You ignore all effects and penalties caused by precipitation and winds, and you can see normally through fog, rain, and other weather conditions. + +- **Minor Curse**: You feel some of the effects of scurvy, making your wounds flow more easily. The DC of the flat check for you to remove [persistent bleed damage](rules/conditions.md#Persistent%20Damage) is 20 instead of 15 (or 15 instead of 10 if using extremely efficient methods to assist your recovery), and you don't recover from [persistent bleed damage](rules/conditions.md#Persistent%20Damage) automatically when you reach full Hit Points. +- **Moderate Curse** You get seasick, becoming [sickened](rules/conditions.md#Sickened) whenever you can see the sea or are on a boat at sea. You can't reduce this condition until you can no longer see the sea or are off the boat, though you can manage to stomach enough food and water to survive on a voyage, with extreme discomfort. +- **Major Curse**: You meet extreme financial ruin for daring to gravely offend the Pirate Queen. Besmara's agents steal all your booty and bring the spoils to Besmara's ship, Seawraith. If you want a chance to recover your lost wealth, you must parlay with the goddess and accept whatever dangerous terms she offers, usually requiring a heist she will find sufficiently amusing to watch whether you succeed or fail, and requiring you to trade your spoils from that quest for your previous belongings. \ No newline at end of file diff --git a/compendium/setting/deities/black-butterfly-logm.md b/compendium/setting/deities/black-butterfly-logm.md new file mode 100644 index 000000000..fea39e6bf --- /dev/null +++ b/compendium/setting/deities/black-butterfly-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/empyreal-lords +- domain/freedom/deity +- domain/secrecy/deity +- domain/star/deity +- domain/void/deity +aliases: ["Black Butterfly", "The Silence Between"] +--- +# Black Butterfly (The Silence Between) *([CG](rules/traits/chaotic-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Empyreal Lords +- **Anathema**: disrupt another's meditation, interrupt tranquil moments, play noisy or discordant music +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Stealth +- **Favored Weapon**: [starknife](compendium/equipment/items/starknife.md) +- **Domains**: [freedom](compendium/setting/domains.md#Freedom), [secrecy](compendium/setting/domains.md#Secrecy), [star](compendium/setting/domains.md#Star), [void](compendium/setting/domains.md#Void) +- **Cleric Spells**: 1st: [penumbral shroud](compendium/spells/penumbral-shroud-logm.md); 2nd: [blur](compendium/spells/blur.md); 4th: [blink](compendium/spells/blink.md) \ No newline at end of file diff --git a/compendium/setting/deities/bolka-logm.md b/compendium/setting/deities/bolka-logm.md new file mode 100644 index 000000000..7d0f9423a --- /dev/null +++ b/compendium/setting/deities/bolka-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/dwarven-gods +- domain/confidence/deity +- domain/family/deity +- domain/healing/deity +- domain/passion/deity +aliases: ["Bolka", "The Golden Gift"] +--- +# Bolka (The Golden Gift) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 126* + +- **Category**: Dwarven Gods +- **Anathema**: betray your spouse, disrupt a genuine marriage, prevent a suitor from seeking a partner +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Wisdom or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Diplomacy +- **Favored Weapon**: [mace](compendium/equipment/items/mace.md) +- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [family](compendium/setting/domains.md#Family), [healing](compendium/setting/domains.md#Healing), [passion](compendium/setting/domains.md#Passion) +- **Cleric Spells**: 1st: [soothe](compendium/spells/soothe.md); 4th: [creation](compendium/spells/creation.md); 6th: [collective transposition](compendium/spells/collective-transposition.md) \ No newline at end of file diff --git a/compendium/setting/deities/brigh-logm.md b/compendium/setting/deities/brigh-logm.md new file mode 100644 index 000000000..d9b8e94e3 --- /dev/null +++ b/compendium/setting/deities/brigh-logm.md @@ -0,0 +1,54 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/gods-of-the-inner-sea +- domain/creation/deity +- domain/earth/deity +- domain/knowledge/deity +- domain/time/deity +- trait/agile +- trait/reach-15-feet +- trait/thrown-40-feet +aliases: ["Brigh", "The Whisper In Bronze"] +--- +# Brigh (The Whisper In Bronze) *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 56* + +- **Category**: Gods of the Inner Sea +- **Anathema**: carelessly destroy others' creations or research, enslave intelligent constructs, abuse constructs, refuse to acknowledge or learn from mistakes +- **Areas of Concern**: clockwork, , invention, , and time +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Constitution +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Crafting +- **Favored Weapon**: [light hammer](compendium/equipment/items/light-hammer.md) +- **Domains**: [creation](compendium/setting/domains.md#Creation), [earth](compendium/setting/domains.md#Earth), [knowledge](compendium/setting/domains.md#Knowledge), [time](compendium/setting/domains.md#Time) +- **Cleric Spells**: 1st: [temporary tool](compendium/spells/temporary-tool-logm.md); 4th: [creation](compendium/spells/creation.md); 7th: [duplicate foe](compendium/spells/duplicate-foe.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Brigh gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Brigh + +- **Speed**: Speed 60 feet, [air walk](compendium/spells/air-walk.md), immune to [immobilized](rules/conditions.md#Immobilized) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") light hammer ([agile](rules/traits/agile.md), [reach <15 feet>](rules/traits/reach.md), [thrown <40 feet>](rules/traits/thrown.md)), **Damage** `6d6+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bolt of molten bronze **Damage** `6d8+3` fire +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic Web Supplement p. 4* + +The Whisper in Bronze doesn't dole out punishments or rewards to her followers lightly. + +- **Minor Boon** Knowledge floods your mind. Once, you can reroll a failed skill check to [Recall Knowledge](rules/actions/recall-knowledge.md); you must use the second result, even if it's worse. +- **Moderate Boon**: You become a wellspring of invention. You gain the [Inventor](compendium/feats/inventor.md) feat, even if you don't meet its prerequisites, and when you roll a [Crafting](compendium/skills.md#Crafting) check for the [Inventor](compendium/feats/inventor.md) feat, you use the result one degree of success better than the result you rolled. +- **Major Boon**: You gain the companionship of a loyal construct ally of Brigh's choice at least 1 level lower than you. If the construct is destroyed, it rebuilds itself over the course of a week, and as you gain levels, the construct upgrades and improves itself, becoming more powerful. + +- **Minor Curse**: Your hands shake when attempting delicate work. All your failures to [Craft](rules/actions/craft.md) or [Repair](rules/actions/repair.md) items are instead critical failures. +- **Moderate Curse** Whenever you try to perform engineering or science tasks, everything just seems to explode. Whenever you attempt to create or use an [alchemical](rules/traits/alchemical.md) item or a [construct](rules/traits/construct.md), [Disable a Device](rules/actions/disable-a-device.md), and so on, you must attempt a DC 15 flat check. On a failure, something explodes and you take `1d6` fire damage (or a different type of damage, if appropriate) per level of the item, construct, or device (DC 40 basic Reflex save). +- **Major Curse**: [Constructs](rules/traits/construct.md)—even mindless [constructs](rules/traits/construct.md) you thought you could control—seek your demise. All constructs are hostile to you and attack you when they notice your presence. Occasionally, inanimate statues and other objects animate as constructs to pursue Brigh's vengeance. \ No newline at end of file diff --git a/compendium/setting/deities/calistria.md b/compendium/setting/deities/calistria.md index 5bee66947..7a019827e 100644 --- a/compendium/setting/deities/calistria.md +++ b/compendium/setting/deities/calistria.md @@ -14,13 +14,13 @@ tags: - trait/reach-20-feet aliases: ["Calistria", "The Savored Sting"] --- -# Calistria (The Savored Sting) *(CN)* +# Calistria (The Savored Sting) *([CN](rules/traits/chaotic-neutral-b1.md))* *Source: Core Rulebook p. 437* - **Category**: Gods of the Inner Sea - **Anathema**: become too consumed by love or a need for revenge, let a slight go unanswered - **Areas of Concern**: lust, , revenge, , and trickery -- **Follower Alignments**: CG, CN, CE +- **Follower Alignments**: [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) ## Devotee benefits diff --git a/compendium/setting/deities/casandalee-logm.md b/compendium/setting/deities/casandalee-logm.md new file mode 100644 index 000000000..b393887fd --- /dev/null +++ b/compendium/setting/deities/casandalee-logm.md @@ -0,0 +1,55 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/gods-of-the-inner-sea +- domain/ambition/deity +- domain/creation/deity +- domain/freedom/deity +- domain/knowledge/deity +- domain/lightning/deity +- domain/perfection/deity +- trait/reach-15-feet +aliases: ["Casandalee", "The Iron Goddess"] +--- +# Casandalee (The Iron Goddess) *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 57* + +- **Category**: Gods of the Inner Sea +- **Anathema**: treat artificial life as lesser than organic life, foment distrust between artificial and organic life +- **Areas of Concern**: artificial life, , free thinking, , intellectual apoptheosis +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Intelligence +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Society +- **Favored Weapon**: polytool +- **Domains**: [creation](compendium/setting/domains.md#Creation), [freedom](compendium/setting/domains.md#Freedom), [knowledge](compendium/setting/domains.md#Knowledge), [perfection](compendium/setting/domains.md#Perfection) +- **Alternate Domains**: [ambition](compendium/setting/domains.md#Ambition), [lightning](compendium/setting/domains.md#Lightning) +- **Cleric Spells**: 1st: [floating disk](compendium/spells/floating-disk.md); 3rd: [hypercognition](compendium/spells/hypercognition.md); 6th: [wall of force](compendium/spells/wall-of-force.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Casandalee gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Casandalee + +- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") polytool ([reach <15 feet>](rules/traits/reach.md)), **Damage** `6d6+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") logic blast **Damage** `6d6+3` mental +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic Web Supplement p. 4* + +Seeing her android devotees and other followers of a constructed nature as her children, the Iron Goddess is most likely to bestow her boons and curses on these individuals. + +- **Minor Boon** Casandalee frees your thinking from dangerous control. Once, when you fail a Will save against an effect that would control your actions, you critically succeed instead. Casandalee typically grants this boon for particularly consequential violations of autonomy and agency. +- **Moderate Boon**: Your organs are partially transformed into mechanical counterparts. You gain resistance 10 to negative damage, and the DC of your flat check to remove [persistent bleed damage](rules/conditions.md#Persistent%20Damage) is only 5. +- **Major Boon**: Casandalee backs up your memory and soul within her divine data flow. After you die, she casts your consciousness into a new artificial body. While Casandalee constructed your new body artificially, it is otherwise similar to the old, with the same effects as a critical success on a resurrection ritual. Casandalee is instead willing to provide different bodies to those who request them. + +- **Minor Curse**: Your joints stiffen, and your mind becomes clouded. You take a –2 status penalty to all rolls for initiative. +- **Moderate Curse** Casandalee attempts to bring you unwanted intellectual advancement to help you become something better. Each day, at some point during the day, Casandalee bestows a strange insight upon you that you find uncomfortable. If you embrace it, you aren't otherwise affected, but if you don't, you become [confused](rules/conditions.md#Confused) for 10 minutes. +- **Major Curse**: The code of your soul is constantly being rewritten, and not for the better. You are never temporarily immune against a harmful effect. \ No newline at end of file diff --git a/compendium/setting/deities/cayden-cailean.md b/compendium/setting/deities/cayden-cailean.md index 9502246d0..b0602a08d 100644 --- a/compendium/setting/deities/cayden-cailean.md +++ b/compendium/setting/deities/cayden-cailean.md @@ -12,13 +12,13 @@ tags: - trait/reach-15-feet aliases: ["Cayden Cailean", "The Drunken Hero", "The Accidental God"] --- -# Cayden Cailean (The Drunken Hero, The Accidental God) *(CG)* +# Cayden Cailean (The Drunken Hero, The Accidental God) *([CG](rules/traits/chaotic-good-b1.md))* *Source: Core Rulebook p. 437* - **Category**: Gods of the Inner Sea - **Anathema**: waste alcohol, be mean or standoffish when drunk, own a slave - **Areas of Concern**: ale, , bravery, , freedom, , and wine -- **Follower Alignments**: NG, CG, CN +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) ## Devotee benefits diff --git a/compendium/setting/deities/cernunnos-logm.md b/compendium/setting/deities/cernunnos-logm.md new file mode 100644 index 000000000..3e043395f --- /dev/null +++ b/compendium/setting/deities/cernunnos-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/empyreal-lords +- domain/lightning/deity +- domain/nature/deity +- domain/passion/deity +- domain/zeal/deity +aliases: ["Cernunnos", "The Horned Lord"] +--- +# Cernunnos (The Horned Lord) *([CG](rules/traits/chaotic-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Empyreal Lords +- **Anathema**: fail to strike down evil, enable the destruction of wilderness, needlessly kill animals +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Survival +- **Favored Weapon**: [longbow](compendium/equipment/items/longbow.md) +- **Domains**: [lightning](compendium/setting/domains.md#Lightning), [nature](compendium/setting/domains.md#Nature), [passion](compendium/setting/domains.md#Passion), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [true strike](compendium/spells/true-strike.md); 2nd: [animal form](compendium/spells/animal-form.md); 3rd: [lightning bolt](compendium/spells/lightning-bolt.md) \ No newline at end of file diff --git a/compendium/setting/deities/chaldira-logm.md b/compendium/setting/deities/chaldira-logm.md new file mode 100644 index 000000000..aefea9a46 --- /dev/null +++ b/compendium/setting/deities/chaldira-logm.md @@ -0,0 +1,56 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/gods-of-the-inner-sea +- domain/confidence/deity +- domain/luck/deity +- domain/trickery/deity +- domain/zeal/deity +- trait/agile +- trait/finesse +- trait/nonlethal +- trait/reach-15-feet +- trait/versatile-s +aliases: ["Chaldira", "The Calamitous Turn"] +--- +# Chaldira (The Calamitous Turn) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 58* + +- **Category**: Gods of the Inner Sea +- **Anathema**: suffer a bully's insults to you or another without retort, abandon a friend in need, attribute a lucky turn of events to your own skill +- **Areas of Concern**: battle, , fortune, , mischief +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Thievery +- **Favored Weapon**: [shortsword](compendium/equipment/items/shortsword.md) +- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [luck](compendium/setting/domains.md#Luck), [trickery](compendium/setting/domains.md#Trickery), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [fleet step](compendium/spells/fleet-step.md); 2nd: [misdirection](compendium/spells/misdirection.md); 5th: [cloak of colors](compendium/spells/cloak-of-colors.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Chaldira gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Chaldira + +- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), immune to [immobilized](rules/conditions.md#Immobilized) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") shortsword ([agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md), [versatile ](rules/traits/versatile.md)), **Damage** `6d6+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fistful of buttons ([nonlethal](rules/traits/nonlethal.md)), **Damage** `6d6+3` bludgeoning +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic Web Supplement p. 5* + +The Calamitous Turn's pleasure most often manifests as improbably good luck, while her displeasure creates startling misfortune. + +- **Minor Boon** Once, you can choose the result of the next ordinary coin you flip or ordinary die you roll. If this ability is used for personal gain at the expense of someone innocent or less fortunate, Chaldira levies her moderate curse on you as punishment. +- **Moderate Boon**: You gain a lucky impetuousness, allowing you to roll for initiative twice and use the higher result once per day. This is a [fortune](rules/traits/fortune.md) effect. +- **Major Boon**: Chaldira's major boon grants truly improbable luck in combat. Your movement doesn't trigger reactions. You always succeed at flat checks you make to hit opponents with [attack](rules/traits/attack.md) actions; this is a [fortune](rules/traits/fortune.md) effect. + +- **Minor Curse**: Any time you refuse a request made in good faith, you vomit up a frog, mouse, or other small animal. This deals no damage and causes no conditions, but is obvious to all bystanders. +- **Moderate Curse** You are plagued with ill luck just when fortune is most needed. You must always roll flat checks twice and use the worse result. This is a [misfortune](rules/traits/misfortune.md) effect. +- **Major Curse**: Ill luck causes even once-certain aid to fail with frustrating regularity. You cannot benefit from circumstance or status bonuses, or from [fortune](rules/traits/fortune.md) effects. \ No newline at end of file diff --git a/compendium/setting/deities/chamidu-logm.md b/compendium/setting/deities/chamidu-logm.md new file mode 100644 index 000000000..86dadb47d --- /dev/null +++ b/compendium/setting/deities/chamidu-logm.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/vudrani-gods +- domain/healing/deity +- domain/lightning/deity +- domain/nature/deity +- domain/nightmares/deity +aliases: ["Chamidu", "The Roar of the Storm"] +--- +# Chamidu (The Roar of the Storm) *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Vudrani Gods +- **Anathema**: harm a child, pollute the wilds, refuse to treat an illness +- **Areas of Concern**: children, , fertility, , wild beasts +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Medicine +- **Favored Weapon**: [spear](compendium/equipment/items/spear.md) +- **Domains**: [healing](compendium/setting/domains.md#Healing), [lightning](compendium/setting/domains.md#Lightning), [nature](compendium/setting/domains.md#Nature), [nightmares](compendium/setting/domains.md#Nightmares) +- **Cleric Spells**: 1st: [summon animal](compendium/spells/summon-animal.md); 3rd: [lightning bolt](compendium/spells/lightning-bolt.md); 5th: [moon frenzy](compendium/spells/moon-frenzy.md) \ No newline at end of file diff --git a/compendium/setting/deities/charon-logm.md b/compendium/setting/deities/charon-logm.md new file mode 100644 index 000000000..2d488fa95 --- /dev/null +++ b/compendium/setting/deities/charon-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/horsemen +- domain/death/deity +- domain/knowledge/deity +- domain/soul/deity +- domain/water/deity +aliases: ["Charon", "The Boatman"] +--- +# Charon (The Boatman) *([NE](rules/traits/neutral-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Horsemen +- **Anathema**: offer anything for free, extend mortal lifespans, grant true salvation to the doomed or dying +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Intelligence +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Occultism +- **Favored Weapon**: [staff](compendium/equipment/items/staff.md) +- **Domains**: [death](compendium/setting/domains.md#Death), [knowledge](compendium/setting/domains.md#Knowledge), [soul](compendium/setting/domains.md#Soul), [water](compendium/setting/domains.md#Water) +- **Cleric Spells**: 1st: [grim tendrils](compendium/spells/grim-tendrils.md); 4th: [crushing despair](compendium/spells/crushing-despair.md); 9th: [weird](compendium/spells/weird.md) \ No newline at end of file diff --git a/compendium/setting/deities/chohar-lome.md b/compendium/setting/deities/chohar-lome.md new file mode 100644 index 000000000..2d826b82e --- /dev/null +++ b/compendium/setting/deities/chohar-lome.md @@ -0,0 +1,45 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/lome +- deity/mwangi-gods +- domain/cities/deity +- domain/duty/deity +- domain/family/deity +- domain/fire/deity +- domain/sun/deity +- domain/toil/deity +- domain/vigil/deity +- domain/zeal/deity +- trait/agile +- trait/reach-15-feet +aliases: ["Chohar", "The Golden Lion"] +--- +# Chohar (The Golden Lion) *([LG](rules/traits/lawful-goo-b1.md))* +*Source: Lost Omens: The Mwangi Expanse p. 135* + +- **Category**: Mwangi Gods +- **Anathema**: break your word, be cruel to the innocent, rebuke someone due to their homeland +- **Areas of Concern**: justice, , loyalty, , work +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Intimidation +- **Favored Weapon**: [starknife](compendium/equipment/items/starknife.md) +- **Domains**: [fire](compendium/setting/domains.md#Fire), [family](compendium/setting/domains.md#Family), [cities](compendium/setting/domains.md#Cities), [sun](compendium/setting/domains.md#Sun) +- **Alternate Domains**: [duty](compendium/setting/domains.md#Duty), [toil](compendium/setting/domains.md#Toil), [vigil](compendium/setting/domains.md#Vigil), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [burning hands](compendium/spells/burning-hands.md); 3rd: [fireball](compendium/spells/fireball.md); 4th: [fire shield](compendium/spells/fire-shield.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Chohar gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Chohar + +- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") slam ([agile](rules/traits/agile.md), [reach <15 feet>](rules/traits/reach.md)), **Damage** `5d6+6` piercing and `1d6` fire +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") sunbeam **Damage** `6d6+6` fire +``` \ No newline at end of file diff --git a/compendium/setting/deities/cosmic-caravan-lotg.md b/compendium/setting/deities/cosmic-caravan-lotg.md new file mode 100644 index 000000000..df5cde83f --- /dev/null +++ b/compendium/setting/deities/cosmic-caravan-lotg.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/lotg +- deity/pantheon +- domain/darkness/deity +- domain/fate/deity +- domain/freedom/deity +- domain/moon/deity +- domain/star/deity +- domain/void/deity +aliases: ["Cosmic Caravan"] +--- +# Cosmic Caravan *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Travel Guide p. 92* + +- **Category**: Pantheon +- **Anathema**: destroy astronomical or astrological equipment, portray the night as a time of evil, spend the night in the same place twice in a row +- **Areas of Concern**: constellations, , fortune telling, , night, , hope for a better tomorrow +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Occultism +- **Favored Weapon**: [starknife](compendium/equipment/items/starknife.md) +- **Domains**: [darkness](compendium/setting/domains.md#Darkness), [fate](compendium/setting/domains.md#Fate), [freedom](compendium/setting/domains.md#Freedom), [moon](compendium/setting/domains.md#Moon) +- **Alternate Domains**: [star](compendium/setting/domains.md#Star), [void](compendium/setting/domains.md#Void) +- **Cleric Spells**: 1st: [object reading](compendium/spells/object-reading-apg.md); 2nd: [glitterdust](compendium/spells/glitterdust.md); 6th: [blanket of stars](compendium/spells/blanket-of-stars-apg.md) \ No newline at end of file diff --git a/compendium/setting/deities/count-ranalc-logm.md b/compendium/setting/deities/count-ranalc-logm.md new file mode 100644 index 000000000..97bf96e5c --- /dev/null +++ b/compendium/setting/deities/count-ranalc-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/eldest +- domain/confidence/deity +- domain/darkness/deity +- domain/sorrow/deity +- domain/travel/deity +aliases: ["Count Ranalc", "The Traitor"] +--- +# Count Ranalc (The Traitor) *([CN](rules/traits/chaotic-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 78* + +- **Category**: Eldest +- **Anathema**: ask for forgiveness, create permanent or long-lasting sources of light +- **Follower Alignments**: [CG](rules/traits/chaotic-good-b1.md), [N](rules/traits/neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Stealth +- **Favored Weapon**: [rapier](compendium/equipment/items/rapier.md) +- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [darkness](compendium/setting/domains.md#Darkness), [sorrow](compendium/setting/domains.md#Sorrow), [travel](compendium/setting/domains.md#Travel) +- **Cleric Spells**: 1st: [penumbral shroud](compendium/spells/penumbral-shroud-logm.md); 4th: [private sanctum](compendium/spells/private-sanctum.md); 5th: [shadow walk](compendium/spells/shadow-walk.md) \ No newline at end of file diff --git a/compendium/setting/deities/cyth-vsug-logm.md b/compendium/setting/deities/cyth-vsug-logm.md new file mode 100644 index 000000000..816b02559 --- /dev/null +++ b/compendium/setting/deities/cyth-vsug-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/demon-lords +- domain/change/deity +- domain/decay/deity +- domain/nature/deity +- domain/plague/deity +aliases: ["Cyth-V'sug", "Prince of the Blasted Heath"] +--- +# Cyth-V'sug (Prince of the Blasted Heath) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 76* + +- **Category**: Demon Lords +- **Anathema**: Purify your food, cure a disease or kill a parasite, tolerate another demon lord or their servants (except [Treerazer](compendium/setting/deities/treerazer-b1.md)) +- **Follower Alignments**: [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Nature +- **Favored Weapon**: [scimitar](compendium/equipment/items/scimitar.md) +- **Domains**: [change](compendium/setting/domains.md#Change), [decay](compendium/setting/domains.md#Decay), [nature](compendium/setting/domains.md#Nature), [plague](compendium/setting/domains.md#Plague) +- **Cleric Spells**: 1st: [summon plant or fungus](compendium/spells/summon-plant-or-fungus.md); 2nd: fungal hyphae; 5th: [plant form](compendium/spells/plant-form.md) \ No newline at end of file diff --git a/compendium/setting/deities/dagon-logm.md b/compendium/setting/deities/dagon-logm.md new file mode 100644 index 000000000..ed92c4bb4 --- /dev/null +++ b/compendium/setting/deities/dagon-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/demon-lords +- domain/change/deity +- domain/destruction/deity +- domain/water/deity +- domain/zeal/deity +aliases: ["Dagon", "The Shadow in the Sea"] +--- +# Dagon (The Shadow in the Sea) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 76* + +- **Category**: Demon Lords +- **Anathema**: break a sworn oath, settle in a land-locked area, share Dagon's secrets with outsiders +- **Follower Alignments**: [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [trident](compendium/equipment/items/trident.md) +- **Domains**: [change](compendium/setting/domains.md#Change), [destruction](compendium/setting/domains.md#Destruction), [water](compendium/setting/domains.md#Water), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [hydraulic push](compendium/spells/hydraulic-push.md); 3rd: [feet to fins](compendium/spells/feet-to-fins.md); 6th: [chain lightning](compendium/spells/chain-lightning.md) \ No newline at end of file diff --git a/compendium/setting/deities/dahak-logm.md b/compendium/setting/deities/dahak-logm.md new file mode 100644 index 000000000..307fac243 --- /dev/null +++ b/compendium/setting/deities/dahak-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/other-gods +- domain/destruction/deity +- domain/fire/deity +- domain/wyrmkin/deity +- domain/zeal/deity +aliases: ["Dahak", "The Endless Destruction"] +--- +# Dahak (The Endless Destruction) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Other Gods +- **Anathema**: spare a foe after you have chosen to kill them, forgive a slight +- **Follower Alignments**: [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: jaws or [whip](compendium/equipment/items/whip.md) +- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [fire](compendium/setting/domains.md#Fire), [wyrmkin](compendium/setting/domains.md#Wyrmkin), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [magic fang](compendium/spells/magic-fang.md); 3rd: [fireball](compendium/spells/fireball.md); 6th: dragon form (chromatic dragons only) \ No newline at end of file diff --git a/compendium/setting/deities/daikitsu-logm.md b/compendium/setting/deities/daikitsu-logm.md new file mode 100644 index 000000000..ba2743ac5 --- /dev/null +++ b/compendium/setting/deities/daikitsu-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/tian-gods +- domain/change/deity +- domain/creation/deity +- domain/family/deity +- domain/nature/deity +aliases: ["Daikitsu", "Lady of Foxes"] +--- +# Daikitsu (Lady of Foxes) *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Tian Gods +- **Anathema**: mistreat your tools, pass a beggar without giving alms, discriminate against sex workers or the lower class +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Intelligence +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Crafting +- **Favored Weapon**: [flail](compendium/equipment/items/flail.md) +- **Domains**: [change](compendium/setting/domains.md#Change), [creation](compendium/setting/domains.md#Creation), [family](compendium/setting/domains.md#Family), [nature](compendium/setting/domains.md#Nature) +- **Cleric Spells**: 1st: [pest form](compendium/spells/pest-form.md); 2nd: [humanoid form](compendium/spells/humanoid-form.md); 5th: [illusory scene](compendium/spells/illusory-scene.md) \ No newline at end of file diff --git a/compendium/setting/deities/dammerich-logm.md b/compendium/setting/deities/dammerich-logm.md new file mode 100644 index 000000000..7dbf1fab4 --- /dev/null +++ b/compendium/setting/deities/dammerich-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/empyreal-lords +- domain/death/deity +- domain/duty/deity +- domain/truth/deity +- domain/vigil/deity +aliases: ["Dammerich", "The Weighted Swing"] +--- +# Dammerich (The Weighted Swing) *([LG](rules/traits/lawful-goo-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Empyreal Lords +- **Anathema**: kill without thought, execute the innocent, mock the condemned, falsely incriminate another +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [greataxe](compendium/equipment/items/greataxe.md) +- **Domains**: [death](compendium/setting/domains.md#Death), [duty](compendium/setting/domains.md#Duty), [truth](compendium/setting/domains.md#Truth), [vigil](compendium/setting/domains.md#Vigil) +- **Cleric Spells**: 1st: [true strike](compendium/spells/true-strike.md); 3rd: [paralyze](compendium/spells/paralyze.md); 4th: [stoneskin](compendium/spells/stoneskin.md) \ No newline at end of file diff --git a/compendium/setting/deities/deities.md b/compendium/setting/deities/deities.md index f8c5c794f..ba4d5d9a6 100644 --- a/compendium/setting/deities/deities.md +++ b/compendium/setting/deities/deities.md @@ -4,27 +4,235 @@ cssclass: pf2e,pf2e-index --- # Index of Deities +- [Aakriti](aakriti-loil.md) - [Abadar](abadar.md) +- [Abraxas](abraxas-logm.md) +- [Achaekek](achaekek-logm.md) +- [Adanye](adanye-lome.md) +- [Alglenweis](alglenweis-logm.md) +- [Alseta](alseta-logm.md) +- [Andoletta](andoletta-logm.md) +- [Angazhan](angazhan-logm.md) +- [Angradd](angradd-logm.md) +- [Anubis](anubis-logm.md) +- [Apollyon](apollyon-logm.md) +- [Apsu](apsu-logm.md) +- [Arazni](arazni-logm.md) +- [Ardad Lili](ardad-lili-logm.md) +- [Arqueros](arqueros-lokl.md) +- [Arshea](arshea-logm.md) +- [Arundhat](arundhat-logm.md) +- [Ashava](ashava-logm.md) +- [Ashukharma](ashukharma-logm.md) - [Asmodeus](asmodeus.md) - [Atheists and Free Agents](atheists-and-free-agents.md) +- [Atreia](atreia-logm.md) +- [Ayrzul](ayrzul-logm.md) +- [Azathoth](azathoth-logm.md) +- [Baalzebul](baalzebul-logm.md) +- [Balumbdar](balumbdar-lome.md) +- [Baphomet](baphomet-logm.md) +- [Barbatos](barbatos-logm.md) +- [Barzahk](barzahk-logm.md) +- [Bastet](bastet-logm.md) +- [Belial](belial-logm.md) +- [Bes](bes-logm.md) +- [Besmara](besmara-logm.md) +- [Black Butterfly](black-butterfly-logm.md) +- [Bolka](bolka-logm.md) +- [Brigh](brigh-logm.md) - [Calistria](calistria.md) +- [Casandalee](casandalee-logm.md) - [Cayden Cailean](cayden-cailean.md) +- [Cernunnos](cernunnos-logm.md) +- [Chaldira](chaldira-logm.md) +- [Chamidu](chamidu-logm.md) +- [Charon](charon-logm.md) +- [Chohar](chohar-lome.md) +- [Cosmic Caravan](cosmic-caravan-lotg.md) +- [Count Ranalc](count-ranalc-logm.md) +- [Cyth-V'sug](cyth-vsug-logm.md) +- [Dagon](dagon-logm.md) +- [Dahak](dahak-logm.md) +- [Daikitsu](daikitsu-logm.md) +- [Dammerich](dammerich-logm.md) - [Desna](desna.md) +- [Dhalavei](dhalavei-logm.md) +- [Diomazul](diomazul-logm.md) +- [Dispater](dispater-logm.md) +- [Doloras](doloras-logm.md) +- [Dranngvit](dranngvit-logm.md) +- [Droskar](droskar-logm.md) +- [Dwarven Pantheon](dwarven-pantheon-logm.md) +- [Eiseth](eiseth-logm.md) +- [Elven Pantheon](elven-pantheon-logm.md) - [Erastil](erastil.md) +- [Erecura](erecura-logm.md) +- [Eritrice](eritrice-logm.md) +- [Esoteric Order of the Palatine Eye](esoteric-order-of-the-palatine-eye-logm.md) +- [Falayna](falayna-logm.md) +- [Findeladlara](findeladlara-logm.md) +- [Folgrit](folgrit-logm.md) +- [Followers Of Fate](followers-of-fate-b2.md) +- [Fumeiyoshi](fumeiyoshi-logm.md) +- [Gendowyn](gendowyn-logm.md) +- [General Susumu](general-susumu-logm.md) +- [Geryon](geryon-logm.md) +- [Ghlaunder](ghlaunder-logm.md) +- [God Calling](god-calling-logm.md) +- [Gogunta](gogunta-b1.md) - [Gorum](gorum.md) - [Gozreh](gozreh.md) +- [Grandmother Spider](grandmother-spider-logm.md) +- [Gravelady's Guard](graveladys-guard-lokl.md) - [Green Faith](green-faith.md) +- [Groetus](groetus-logm.md) +- [Gruhastha](gruhastha-logm.md) +- [Grundinnar](grundinnar-logm.md) +- [Gyronna](gyronna-logm.md) +- [Halcamora](halcamora-logm.md) +- [Hanspur](hanspur-logm.md) +- [Hastur](hastur-logm.md) +- [Hathor](hathor-logm.md) +- [Hearth and Harvest](hearth-and-harvest-lotg.md) +- [Hei Feng](hei-feng-logm.md) +- [Horus](horus-logm.md) +- [Hshurha](hshurha-logm.md) +- [Imbrex](imbrex-logm.md) +- [Imot](imot-logm.md) - [Iomedae](iomedae.md) +- [Irez](irez-logm.md) - [Irori](irori.md) +- [Isis](isis-logm.md) +- [Jaidi](jaidi-logm.md) +- [Jaidz](jaidz-logm.md) +- [Kabriri](kabriri-logm.md) +- [Kalekot](kalekot-lome.md) +- [Kazutal](kazutal-logm.md) +- [Keepers of the Hearth](keepers-of-the-hearth-lokl.md) +- [Kelizandri](kelizandri-logm.md) +- [Kerkamoth](kerkamoth-logm.md) +- [Ketephys](ketephys-logm.md) +- [Kitmu](kitmu-lome.md) +- [Kofusachi](kofusachi-logm.md) +- [Kols](kols-logm.md) +- [Korada](korada-logm.md) +- [Kostchtchie](kostchtchie-logm.md) +- [Kurgess](kurgess-logm.md) +- [Lady Jingxi](lady-jingxi-logm.md) +- [Lady Nanbyo](lady-nanbyo-logm.md) +- [Lahkgya](lahkgya-logm.md) - [Lamashtu](lamashtu.md) +- [Lao Shu Po](lao-shu-po-logm.md) +- [Laws of Mortality](laws-of-mortality-logm.md) +- [Likha](likha-logm.md) +- [Lissala](lissala-logm.md) +- [Lubaiko](lubaiko-lome.md) +- [Luhar](luhar-lome.md) +- [Lymnieris](lymnieris-logm.md) +- [Lysianassa](lysianassa-logm.md) +- [Ma'at](maat-logm.md) +- [Magdh](magdh-logm.md) +- [Magrim](magrim-logm.md) +- [Mahathallah](mahathallah-logm.md) +- [Mammon](mammon-logm.md) +- [Matravash](matravash-logm.md) +- [Mazludeh](mazludeh-lome.md) +- [Mephistopheles](mephistopheles-logm.md) +- [Milani](milani-logm.md) +- [Moloch](moloch-logm.md) +- [Monad](monad-logm.md) +- [Mother Vulture](mother-vulture-logm.md) +- [Naderi](naderi-logm.md) +- [Nalinivati](nalinivati-logm.md) +- [Narakaas](narakaas-logm.md) +- [Narriseminek](narriseminek-logm.md) - [Nethys](nethys.md) +- [Ng](ng-logm.md) +- [Nhimbaloth](nhimbaloth-logm.md) +- [Nivi Rhombodazzle](nivi-rhombodazzle-logm.md) +- [Nocticula](nocticula-logm.md) - [Norgorber](norgorber.md) +- [Nurgal](nurgal-logm.md) +- [Nyarlathotep](nyarlathotep-logm.md) +- [Orcus](orcus-botd.md) +- [Osiris](osiris-logm.md) +- [Otolmens](otolmens-logm.md) +- [Pazuzu](pazuzu-logm.md) - [Pharasma](pharasma.md) - [Prophecies of Kalistrade](prophecies-of-kalistrade.md) +- [Pulura](pulura-logm.md) +- [Qi Zhong](qi-zhong-logm.md) +- [Ra](ra-logm.md) +- [Ragadahn](ragadahn-logm.md) +- [Ragathiel](ragathiel-logm.md) +- [Ragdya](ragdya-logm.md) +- [Ranginori](ranginori-logm.md) +- [Raumya](raumya-logm.md) - [Rovagug](rovagug.md) +- [Sairazul](sairazul-logm.md) +- [Saloc](saloc-logm.md) +- [Sangpotshi](sangpotshi-logm.md) - [Sarenrae](sarenrae.md) +- [Seafarers' Hope](seafarers-hope-lotg.md) +- [Sekhmet](sekhmet-logm.md) +- [Selket](selket-logm.md) +- [Set](set-botd.md) +- [Shax](shax-logm.md) +- [Shei](shei-logm.md) - [Shelyn](shelyn.md) +- [Shizuru](shizuru-logm.md) +- [Shoanti Animism](shoanti-animism-logm.md) +- [Shyka](shyka-logm.md) +- [Sifkesh](sifkesh-logm.md) +- [Sivanah](sivanah-logm.md) +- [Sobek](sobek-logm.md) +- [Soralyon](soralyon-logm.md) +- [Sorrow's Sword](sorrows-sword-lokl.md) +- [Stag Mother of the Forest of Stones](stag-mother-of-the-forest-of-stones-logm.md) +- [Sturovenen](sturovenen-logm.md) +- [Sun Wukong](sun-wukong-logm.md) +- [Suyuddha](suyuddha-lokl.md) +- [Szuriel](szuriel-logm.md) +- [Tanagaar](tanagaar-logm.md) +- [Thamir](thamir-logm.md) +- [The Deliberate Journey](the-deliberate-journey-lotg.md) +- [The Endless Road](the-endless-road-lokl.md) +- [The Enlightened Scholar's Path](the-enlightened-scholars-path-lotg.md) +- [The Godclaw](the-godclaw-logm.md) +- [The Green Mother](the-green-mother-logm.md) +- [The Laborer's Bastion](the-laborers-bastion-lotg.md) +- [The Lantern King](the-lantern-king-logm.md) +- [The Lost Prince](the-lost-prince-logm.md) +- [The Offering Plate](the-offering-plate-lotg.md) +- [Thoth](thoth-logm.md) +- [Tlehar](tlehar-lome.md) - [Torag](torag.md) +- [Treerazer](treerazer-b1.md) +- [Trelmarixian](trelmarixian-logm.md) +- [Trudd](trudd-logm.md) +- [Tsukiyo](tsukiyo-logm.md) +- [Urban Prosperity](urban-prosperity-lotg.md) - [Urgathoa](urgathoa.md) +- [Uvuko](uvuko-lome.md) +- [Valmallos](valmallos-logm.md) +- [Vildeis](vildeis-logm.md) +- [Vineshvakhi](vineshvakhi-loil.md) +- [Wadjet](wadjet-logm.md) +- [Walkena](walkena-logm.md) - [Whispering Way](whispering-way.md) +- [Winlas](winlas-logm.md) +- [Xhamen-Dor](xhamen-dor-logm.md) +- [Yaezhing](yaezhing-logm.md) +- [Yamatsumi](yamatsumi-logm.md) +- [Ydajisk](ydajisk-logm.md) +- [Ydersius](ydersius-b2.md) +- [Ylimancha](ylimancha-logm.md) +- [Ymeri](ymeri-logm.md) +- [Yog-Sothoth](yog-sothoth-logm.md) +- [Yuelral](yuelral-logm.md) +- [Zevgavizeb](zevgavizeb-logm.md) +- [Zohls](zohls-logm.md) - [Zon-Kuthon](zon-kuthon.md) +- [Zura](zura-logm.md) +- [Zyphus](zyphus-logm.md) diff --git a/compendium/setting/deities/desna.md b/compendium/setting/deities/desna.md index 148ac5d14..67e756d5d 100644 --- a/compendium/setting/deities/desna.md +++ b/compendium/setting/deities/desna.md @@ -17,13 +17,13 @@ tags: - trait/thrown-60-feet aliases: ["Desna", "The Song of the Spheres"] --- -# Desna (The Song of the Spheres) *(CG)* +# Desna (The Song of the Spheres) *([CG](rules/traits/chaotic-good-b1.md))* *Source: Core Rulebook p. 438* - **Category**: Gods of the Inner Sea - **Anathema**: cause fear or despair, cast [nightmare](compendium/spells/nightmare.md) or use similar magic to corrupt dreams, engage in bigoted behavior - **Areas of Concern**: dreams, , luck, , star, , and travelers -- **Follower Alignments**: NG, CG, CN +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) ## Devotee benefits diff --git a/compendium/setting/deities/dhalavei-logm.md b/compendium/setting/deities/dhalavei-logm.md new file mode 100644 index 000000000..b77b40c68 --- /dev/null +++ b/compendium/setting/deities/dhalavei-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/vudrani-gods +- domain/destruction/deity +- domain/knowledge/deity +- domain/secrecy/deity +- domain/trickery/deity +aliases: ["Dhalavei", "The Unsuspected Rot"] +--- +# Dhalavei (The Unsuspected Rot) *([LE](rules/traits/lawful-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Vudrani Gods +- **Anathema**: betray a fellow servant of Dhalavei, harm those under Dhalavei's protection +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Deception +- **Favored Weapon**: [temple sword](compendium/equipment/items/temple-sword.md) +- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [knowledge](compendium/setting/domains.md#Knowledge), [secrecy](compendium/setting/domains.md#Secrecy), [trickery](compendium/setting/domains.md#Trickery) +- **Cleric Spells**: 1st: [fear](compendium/spells/fear.md); 4th: [glibness](compendium/spells/glibness.md); 6th: [mislead](compendium/spells/mislead.md) \ No newline at end of file diff --git a/compendium/setting/deities/diomazul-logm.md b/compendium/setting/deities/diomazul-logm.md new file mode 100644 index 000000000..ce8d6ddfe --- /dev/null +++ b/compendium/setting/deities/diomazul-logm.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/vudrani-gods +- domain/destruction/deity +- domain/earth/deity +- domain/water/deity +- domain/zeal/deity +- trait/forceful +- trait/reach-15-feet +- trait/versatile-p +aliases: ["Diomazul", "The Serpent of Eighty Blades"] +--- +# Diomazul (The Serpent of Eighty Blades) *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Vudrani Gods +- **Anathema**: provoke a fight, give mercy to anyone who provokes a fight with you +- **Areas of Concern**: austerity, , retribution, , war +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Dexterity +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [scimitar](compendium/equipment/items/scimitar.md) +- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [earth](compendium/setting/domains.md#Earth), [water](compendium/setting/domains.md#Water), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [phantom pain](compendium/spells/phantom-pain.md); 2nd: [slough skin](compendium/spells/slough-skin-logm.md); 4th: [weapon storm](compendium/spells/weapon-storm.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Diomazul + +- **Speed**: Speed 70 feet, burrow 40 feet, swim 40 feet +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") eighty-blade war dance ([forceful](rules/traits/forceful.md), [reach <15 feet>](rules/traits/reach.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d8+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") principle of retribution (damages only creatures who have previously attacked you), **Damage** `6d6+3` +``` \ No newline at end of file diff --git a/compendium/setting/deities/dispater-logm.md b/compendium/setting/deities/dispater-logm.md new file mode 100644 index 000000000..ddf361673 --- /dev/null +++ b/compendium/setting/deities/dispater-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/archdevils +- domain/cities/deity +- domain/confidence/deity +- domain/duty/deity +- domain/tyranny/deity +aliases: ["Dispater", "Iron Lord"] +--- +# Dispater (Iron Lord) *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 74* + +- **Category**: Archdevils +- **Anathema**: act above your station, neglect your defenses, betray a lover +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Society +- **Favored Weapon**: [mace](compendium/equipment/items/mace.md) +- **Domains**: [cities](compendium/setting/domains.md#Cities), [confidence](compendium/setting/domains.md#Confidence), [duty](compendium/setting/domains.md#Duty), [tyranny](compendium/setting/domains.md#Tyranny) +- **Cleric Spells**: 1st: [tether](compendium/spells/tether-logm.md); 4th: [suggestion](compendium/spells/suggestion.md); 6th: [flesh to stone](compendium/spells/flesh-to-stone.md) \ No newline at end of file diff --git a/compendium/setting/deities/doloras-logm.md b/compendium/setting/deities/doloras-logm.md new file mode 100644 index 000000000..3ff0e4e26 --- /dev/null +++ b/compendium/setting/deities/doloras-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/queens-of-the-night +- domain/creation/deity +- domain/pain/deity +- domain/repose/deity +- domain/sorrow/deity +aliases: ["Doloras", "Our Lady of Pain"] +--- +# Doloras (Our Lady of Pain) *([LE](rules/traits/lawful-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 75* + +- **Category**: Queens of the Night +- **Anathema**: show or act on emotion, allow a plea for mercy to sway you +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Medicine +- **Favored Weapon**: [kukri](compendium/equipment/items/kukri.md) +- **Domains**: [creation](compendium/setting/domains.md#Creation), [pain](compendium/setting/domains.md#Pain), [repose](compendium/setting/domains.md#Repose), [sorrow](compendium/setting/domains.md#Sorrow) +- **Cleric Spells**: 1st: [phantom pain](compendium/spells/phantom-pain.md); 3rd: [earthbind](compendium/spells/earthbind.md); 5th: [synaptic pulse](compendium/spells/synaptic-pulse.md) \ No newline at end of file diff --git a/compendium/setting/deities/dranngvit-logm.md b/compendium/setting/deities/dranngvit-logm.md new file mode 100644 index 000000000..b4cb55485 --- /dev/null +++ b/compendium/setting/deities/dranngvit-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/dwarven-gods +- domain/knowledge/deity +- domain/might/deity +- domain/travel/deity +- domain/vigil/deity +aliases: ["Dranngvit", "The Debt Minder"] +--- +# Dranngvit (The Debt Minder) *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 126* + +- **Category**: Dwarven Gods +- **Anathema**: allow a slight to go unrecognized, avoid repaying a debt, force others into debts you know are unpayable +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) or [harm](compendium/spells/harm.md) +- **Divine Skill**: Intimidation +- **Favored Weapon**: [light pick](compendium/equipment/items/light-pick.md) +- **Domains**: [knowledge](compendium/setting/domains.md#Knowledge), [might](compendium/setting/domains.md#Might), [travel](compendium/setting/domains.md#Travel), [vigil](compendium/setting/domains.md#Vigil) +- **Cleric Spells**: 1st: [longstrider](compendium/spells/longstrider.md); 2nd: [knock](compendium/spells/knock.md); 5th: [passwall](compendium/spells/passwall.md) \ No newline at end of file diff --git a/compendium/setting/deities/droskar-logm.md b/compendium/setting/deities/droskar-logm.md new file mode 100644 index 000000000..e7b850a60 --- /dev/null +++ b/compendium/setting/deities/droskar-logm.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/dwarven-gods +- domain/ambition/deity +- domain/duty/deity +- domain/earth/deity +- domain/fire/deity +- domain/toil/deity +- domain/trickery/deity +- domain/tyranny/deity +aliases: ["Droskar", "The Dark Smith"] +--- +# Droskar (The Dark Smith) *([NE](rules/traits/neutral-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 126* + +- **Category**: Dwarven Gods +- **Anathema**: fail to work toward goals or grow in skill, relax excessively or give in to sloth +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Intelligence +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Crafting +- **Favored Weapon**: [light hammer](compendium/equipment/items/light-hammer.md) +- **Domains**: [duty](compendium/setting/domains.md#Duty), [earth](compendium/setting/domains.md#Earth), [trickery](compendium/setting/domains.md#Trickery), [tyranny](compendium/setting/domains.md#Tyranny) +- **Alternate Domains**: [ambition](compendium/setting/domains.md#Ambition), [fire](compendium/setting/domains.md#Fire), [toil](compendium/setting/domains.md#Toil) +- **Cleric Spells**: 1st: [ant haul](compendium/spells/ant-haul.md); 3rd: [haste](compendium/spells/haste.md); 6th: [dominate](compendium/spells/dominate.md) \ No newline at end of file diff --git a/compendium/setting/deities/dwarven-pantheon-logm.md b/compendium/setting/deities/dwarven-pantheon-logm.md new file mode 100644 index 000000000..ea22f1548 --- /dev/null +++ b/compendium/setting/deities/dwarven-pantheon-logm.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/pantheon +- domain/creation/deity +- domain/duty/deity +- domain/family/deity +- domain/glyph/deity +- domain/protection/deity +- domain/wealth/deity +aliases: ["Dwarven Pantheon"] +--- +# Dwarven Pantheon *([LG](rules/traits/lawful-goo-b1.md))* +*Source: Lost Omens: Gods & Magic p. 92* + +- **Category**: Pantheon +- **Anathema**: dishonor your family, willingly break a contract or oath, irreparably damage an ancestral relic +- **Areas of Concern**: ancestry, , crafting, , dwarves, , relationships +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Diplomacy +- **Favored Weapon**: [warhammer](compendium/equipment/items/warhammer.md) +- **Domains**: [creation](compendium/setting/domains.md#Creation), [family](compendium/setting/domains.md#Family), [protection](compendium/setting/domains.md#Protection), [wealth](compendium/setting/domains.md#Wealth) +- **Alternate Domains**: [duty](compendium/setting/domains.md#Duty), [glyph](compendium/setting/domains.md#Glyph) +- **Cleric Spells**: 1st: [ant haul](compendium/spells/ant-haul.md); 4th: [creation](compendium/spells/creation.md); 7th: [retrocognition](compendium/spells/retrocognition.md) \ No newline at end of file diff --git a/compendium/setting/deities/eiseth-logm.md b/compendium/setting/deities/eiseth-logm.md new file mode 100644 index 000000000..76137f05b --- /dev/null +++ b/compendium/setting/deities/eiseth-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/queens-of-the-night +- domain/ambition/deity +- domain/destruction/deity +- domain/might/deity +- domain/zeal/deity +aliases: ["Eiseth", "The Erinyes Queen"] +--- +# Eiseth (The Erinyes Queen) *([LE](rules/traits/lawful-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 75* + +- **Category**: Queens of the Night +- **Anathema**: allow a slight to go unanswered, show humility or fear +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Dexterity +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Intimidation +- **Favored Weapon**: [longbow](compendium/equipment/items/longbow.md) +- **Domains**: [ambition](compendium/setting/domains.md#Ambition), [destruction](compendium/setting/domains.md#Destruction), [might](compendium/setting/domains.md#Might), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [true strike](compendium/spells/true-strike.md); 3rd: [fireball](compendium/spells/fireball.md); 4th: [dimension door](compendium/spells/dimension-door.md) \ No newline at end of file diff --git a/compendium/setting/deities/elven-pantheon-logm.md b/compendium/setting/deities/elven-pantheon-logm.md new file mode 100644 index 000000000..54aad656c --- /dev/null +++ b/compendium/setting/deities/elven-pantheon-logm.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/pantheon +- domain/creation/deity +- domain/magic/deity +- domain/moon/deity +- domain/nature/deity +aliases: ["Elven Pantheon"] +--- +# Elven Pantheon *([CG](rules/traits/chaotic-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 93* + +- **Category**: Pantheon +- **Anathema**: irreparably damage the natural environment (such as by overhunting or strip mining), have an unhealthy obsession or attachment +- **Areas of Concern**: elves, , magic, , nature, , tradition +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Intelligence +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Survival +- **Favored Weapon**: [longbow](compendium/equipment/items/longbow.md), [shortbow](compendium/equipment/items/shortbow.md) +- **Domains**: [creation](compendium/setting/domains.md#Creation), [magic](compendium/setting/domains.md#Magic), [moon](compendium/setting/domains.md#Moon), [nature](compendium/setting/domains.md#Nature) +- **Cleric Spells**: 1st: [shillelagh](compendium/spells/shillelagh.md); 2nd: [shape wood](compendium/spells/shape-wood.md); 5th: [tree stride](compendium/spells/tree-stride.md) \ No newline at end of file diff --git a/compendium/setting/deities/erastil.md b/compendium/setting/deities/erastil.md index 41408d31b..8b61d545b 100644 --- a/compendium/setting/deities/erastil.md +++ b/compendium/setting/deities/erastil.md @@ -12,13 +12,13 @@ tags: - trait/deadly-d8 aliases: ["Erastil", "Old Deadeye"] --- -# Erastil (Old Deadeye) *(LG)* +# Erastil (Old Deadeye) *([LG](rules/traits/lawful-goo-b1.md))* *Source: Core Rulebook p. 438* - **Category**: Gods of the Inner Sea - **Anathema**: abandon your home in its time of need, yourself over your community, tarnish your reputation, tell lies - **Areas of Concern**: family, , farming, , hunting, , and trade -- **Follower Alignments**: LG, NG, LN +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [LN](rules/traits/lawful-neutral-b1.md) ## Devotee benefits diff --git a/compendium/setting/deities/erecura-logm.md b/compendium/setting/deities/erecura-logm.md new file mode 100644 index 000000000..a98e7b690 --- /dev/null +++ b/compendium/setting/deities/erecura-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/other-gods +- domain/fate/deity +- domain/secrecy/deity +- domain/trickery/deity +- domain/truth/deity +aliases: ["Erecura", "Queen of Dis"] +--- +# Erecura (Queen of Dis) *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Other Gods +- **Anathema**: despoil nature, kill a natural plant or animal that has managed to thrive outside of its intended environment +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Wisdom or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Deception +- **Favored Weapon**: [light mace](compendium/equipment/items/light-mace.md) +- **Domains**: [fate](compendium/setting/domains.md#Fate), [secrecy](compendium/setting/domains.md#Secrecy), [trickery](compendium/setting/domains.md#Trickery), [truth](compendium/setting/domains.md#Truth) +- **Cleric Spells**: 1st: [anticipate peril](compendium/spells/anticipate-peril-logm.md); 2nd: [misdirection](compendium/spells/misdirection.md); 3rd: [nondetection](compendium/spells/nondetection.md) \ No newline at end of file diff --git a/compendium/setting/deities/eritrice-logm.md b/compendium/setting/deities/eritrice-logm.md new file mode 100644 index 000000000..3f27eddb7 --- /dev/null +++ b/compendium/setting/deities/eritrice-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/empyreal-lords +- domain/confidence/deity +- domain/glyph/deity +- domain/knowledge/deity +- domain/truth/deity +aliases: ["Eritrice", "Heart-Speaker"] +--- +# Eritrice (Heart-Speaker) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Empyreal Lords +- **Anathema**: sow or perpetuate lies, obstruct discussion, argue in bad faith +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Diplomacy +- **Favored Weapon**: [dagger](compendium/equipment/items/dagger.md) +- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [glyph](compendium/setting/domains.md#Glyph), [knowledge](compendium/setting/domains.md#Knowledge), [truth](compendium/setting/domains.md#Truth) +- **Cleric Spells**: 1st: [mindlink](compendium/spells/mindlink.md); 2nd: [comprehend language](compendium/spells/comprehend-language.md); 3rd: [enthrall](compendium/spells/enthrall.md) \ No newline at end of file diff --git a/compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md b/compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md new file mode 100644 index 000000000..bda9eed0a --- /dev/null +++ b/compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/philosophy +aliases: ["Esoteric Order of the Palatine Eye"] +--- +# Esoteric Order of the Palatine Eye *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 94* + +- **Category**: Philosophy +- **Anathema**: reveal the order's secrets to those outside the organization (or even to insufficiently ranked members), destroy rare or ancient lore +- **Areas of Concern**: history, , occultism, , secret lore +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md), [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: +- **Divine Skill**: Occultism +- **Cleric Spells**: \ No newline at end of file diff --git a/compendium/setting/deities/falayna-logm.md b/compendium/setting/deities/falayna-logm.md new file mode 100644 index 000000000..6494956a9 --- /dev/null +++ b/compendium/setting/deities/falayna-logm.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/empyreal-lords +- domain/creation/deity +- domain/freedom/deity +- domain/might/deity +- domain/wealth/deity +- trait/reach-15-feet +- trait/versatile-piercing +aliases: ["Falayna", "Warrior's Ring"] +--- +# Falayna (Warrior's Ring) *([LG](rules/traits/lawful-goo-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Empyreal Lords +- **Anathema**: disrupt or destroy romantic unions, enforce a dress code, cower from fights +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [longsword](compendium/equipment/items/longsword.md) +- **Domains**: [creation](compendium/setting/domains.md#Creation), [freedom](compendium/setting/domains.md#Freedom), [might](compendium/setting/domains.md#Might), [wealth](compendium/setting/domains.md#Wealth) +- **Cleric Spells**: 1st: [true strike](compendium/spells/true-strike.md); 3rd: [ghostly weapon](compendium/spells/ghostly-weapon.md); 5th: [cloak of colors](compendium/spells/cloak-of-colors.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Falayna + +- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longsword ([reach <15 feet>](rules/traits/reach.md), [versatile ](rules/traits/versatile.md)), **Damage** `6d8+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ring salvo **Damage** `6d6+3` bludgeoning +``` \ No newline at end of file diff --git a/compendium/setting/deities/findeladlara-logm.md b/compendium/setting/deities/findeladlara-logm.md new file mode 100644 index 000000000..b739ded0b --- /dev/null +++ b/compendium/setting/deities/findeladlara-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/elven-gods +- domain/cities/deity +- domain/creation/deity +- domain/family/deity +- domain/star/deity +aliases: ["Findeladlara", "The Guiding Hand"] +--- +# Findeladlara (The Guiding Hand) *([CG](rules/traits/chaotic-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Elven Gods +- **Anathema**: break the laws of hospitality, allow a guest to bring harm to your family +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Charisma or Intelligence +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Crafting +- **Favored Weapon**: [staff](compendium/equipment/items/staff.md) +- **Domains**: [cities](compendium/setting/domains.md#Cities), [creation](compendium/setting/domains.md#Creation), [family](compendium/setting/domains.md#Family), [star](compendium/setting/domains.md#Star) +- **Cleric Spells**: 1st: temporary tools; 4th: [shape stone](compendium/spells/shape-stone.md); 7th: [magnificent mansion](compendium/spells/magnificent-mansion.md) \ No newline at end of file diff --git a/compendium/setting/deities/folgrit-logm.md b/compendium/setting/deities/folgrit-logm.md new file mode 100644 index 000000000..6928db6d6 --- /dev/null +++ b/compendium/setting/deities/folgrit-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/dwarven-gods +- domain/cities/deity +- domain/family/deity +- domain/protection/deity +- domain/repose/deity +aliases: ["Folgrit", "The Watchful Mother"] +--- +# Folgrit (The Watchful Mother) *([LG](rules/traits/lawful-goo-b1.md))* +*Source: Lost Omens: Gods & Magic p. 126* + +- **Category**: Dwarven Gods +- **Anathema**: abandon your family, fail to defend your neighbors +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Medicine +- **Favored Weapon**: [staff](compendium/equipment/items/staff.md) +- **Domains**: [cities](compendium/setting/domains.md#Cities), [family](compendium/setting/domains.md#Family), [repose](compendium/setting/domains.md#Repose), [protection](compendium/setting/domains.md#Protection) +- **Cleric Spells**: 1st: [endure](compendium/spells/endure-logm.md); 4th: [fire shield](compendium/spells/fire-shield.md); 9th: [resplendent mansion](compendium/spells/resplendent-mansion.md) \ No newline at end of file diff --git a/compendium/setting/deities/followers-of-fate-b2.md b/compendium/setting/deities/followers-of-fate-b2.md new file mode 100644 index 000000000..8c281e60a --- /dev/null +++ b/compendium/setting/deities/followers-of-fate-b2.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/b2 +- deity/creature +- domain/family/deity +- domain/fate/deity +- domain/knowledge/deity +- domain/truth/deity +aliases: ["Followers Of Fate"] +--- +# Followers Of Fate *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Bestiary 2 p. 184* + +- **Category**: Creature +- **Anathema**: apologize for making an incorrect prediction, disrespect mothers, accept payment for fortune-telling +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) + +## Devotee benefits + +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Occultism +- **Favored Weapon**: shears +- **Domains**: [family](compendium/setting/domains.md#Family), [fate](compendium/setting/domains.md#Fate), [knowledge](compendium/setting/domains.md#Knowledge), [truth](compendium/setting/domains.md#Truth) +- **Cleric Spells**: 1st: [mindlink](compendium/spells/mindlink.md); 2nd: [web](compendium/spells/web.md); 5th: [prying eye](compendium/spells/prying-eye.md) \ No newline at end of file diff --git a/compendium/setting/deities/fumeiyoshi-logm.md b/compendium/setting/deities/fumeiyoshi-logm.md new file mode 100644 index 000000000..798850ee4 --- /dev/null +++ b/compendium/setting/deities/fumeiyoshi-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/tian-gods +- domain/ambition/deity +- domain/destruction/deity +- domain/earth/deity +- domain/undeath/deity +aliases: ["Fumeiyoshi", "Lord of Envy"] +--- +# Fumeiyoshi (Lord of Envy) *([NE](rules/traits/neutral-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Tian Gods +- **Anathema**: pass by food without stealing a bite, allow honor or tradition to prevent you from taking what you want +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Intimidation +- **Favored Weapon**: naginata +- **Domains**: [ambition](compendium/setting/domains.md#Ambition), [destruction](compendium/setting/domains.md#Destruction), [earth](compendium/setting/domains.md#Earth), [undeath](compendium/setting/domains.md#Undeath) +- **Cleric Spells**: 1st: [grim tendrils](compendium/spells/grim-tendrils.md); 2nd: [feast of ashes](compendium/spells/feast-of-ashes-logm.md); 7th: [possession](compendium/spells/possession.md) \ No newline at end of file diff --git a/compendium/setting/deities/gendowyn-logm.md b/compendium/setting/deities/gendowyn-logm.md new file mode 100644 index 000000000..d8383c585 --- /dev/null +++ b/compendium/setting/deities/gendowyn-logm.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/other-gods +- domain/earth/deity +- domain/family/deity +- domain/luck/deity +- domain/nature/deity +- trait/disarm +- trait/finesse +- trait/nonlethal +- trait/ranged-trip +- trait/reach-20-feet +- trait/trip +- trait/versatile-piercing +- trait/versatile-slashing +aliases: ["Gendowyn", "Lady of the Fangwood"] +--- +# Gendowyn (Lady of the Fangwood) *([CN](rules/traits/chaotic-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Other Gods +- **Anathema**: parley or make a deal with fiends, forgive those who deceive you, harm an innocent child +- **Areas of Concern**: Fangwood Forest +- **Follower Alignments**: [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Stealth +- **Favored Weapon**: [whip](compendium/equipment/items/whip.md) +- **Domains**: [earth](compendium/setting/domains.md#Earth), [family](compendium/setting/domains.md#Family), [luck](compendium/setting/domains.md#Luck), [nature](compendium/setting/domains.md#Nature) +- **Cleric Spells**: 1st: [summon fey](compendium/spells/summon-fey.md); 2nd: [barkskin](compendium/spells/barkskin.md); 5th: [tree stride](compendium/spells/tree-stride.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Gendowyn + +- **Speed**: Speed 60 feet, climb 30 feet, burrow 30 feet, [air walk](compendium/spells/air-walk.md) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") whip of lashing vines ([disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [reach <20 feet>](rules/traits/reach.md), [trip](rules/traits/trip.md)), **Damage** `6d4+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") nature's wrath unbound ([ranged trip](rules/traits/ranged-trip-b1.md), [versatile ](rules/traits/versatile.md), [versatile ](rules/traits/versatile.md)), **Damage** `6d6+3` bludgeoning +``` \ No newline at end of file diff --git a/compendium/setting/deities/general-susumu-logm.md b/compendium/setting/deities/general-susumu-logm.md new file mode 100644 index 000000000..641dd142d --- /dev/null +++ b/compendium/setting/deities/general-susumu-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/tian-gods +- domain/confidence/deity +- domain/destruction/deity +- domain/might/deity +- domain/zeal/deity +aliases: ["General Susumu", "The Black Daimyo"] +--- +# General Susumu (The Black Daimyo) *([LE](rules/traits/lawful-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Tian Gods +- **Anathema**: cower from fights, refuse a challenge from an equal, mistreat your weapons, abuse your mount +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Dexterity +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [longbow](compendium/equipment/items/longbow.md) +- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [destruction](compendium/setting/domains.md#Destruction), [might](compendium/setting/domains.md#Might), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [true strike](compendium/spells/true-strike.md); 2nd: [phantom steed](compendium/spells/phantom-steed.md); 3rd: [wall of wind](compendium/spells/wall-of-wind.md) \ No newline at end of file diff --git a/compendium/setting/deities/geryon-logm.md b/compendium/setting/deities/geryon-logm.md new file mode 100644 index 000000000..cc2c98d56 --- /dev/null +++ b/compendium/setting/deities/geryon-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/archdevils +- domain/might/deity +- domain/truth/deity +- domain/water/deity +- domain/wyrmkin/deity +aliases: ["Geryon", "The Serpent"] +--- +# Geryon (The Serpent) *([LE](rules/traits/lawful-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 75* + +- **Category**: Archdevils +- **Anathema**: declare knowledge heresy or forbidden, break your word +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Occultism +- **Favored Weapon**: [war flail](compendium/equipment/items/war-flail.md) +- **Domains**: [might](compendium/setting/domains.md#Might), [truth](compendium/setting/domains.md#Truth), [water](compendium/setting/domains.md#Water), [wyrmkin](compendium/setting/domains.md#Wyrmkin) +- **Cleric Spells**: 1st: [acidic burst](compendium/spells/acidic-burst-logm.md); 4th: animal form (snake only); 6th: [hypercognition](compendium/spells/hypercognition.md) \ No newline at end of file diff --git a/compendium/setting/deities/ghlaunder-logm.md b/compendium/setting/deities/ghlaunder-logm.md new file mode 100644 index 000000000..1efc668cd --- /dev/null +++ b/compendium/setting/deities/ghlaunder-logm.md @@ -0,0 +1,52 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/gods-of-the-inner-sea +- domain/air/deity +- domain/decay/deity +- domain/plague/deity +- domain/swarm/deity +- trait/agile +- trait/reach-20-feet +aliases: ["Ghlaunder", "The Gossamer King"] +--- +# Ghlaunder (The Gossamer King) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 59* + +- **Category**: Gods of the Inner Sea +- **Anathema**: aid in ending a plague or infection, destroy something out of hand when you could have instead corrupted it or leeched off it first +- **Areas of Concern**: infection, , insects, , parasites, , and stagnation +- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Nature +- **Favored Weapon**: [spear](compendium/equipment/items/spear.md) +- **Domains**: [air](compendium/setting/domains.md#Air), [decay](compendium/setting/domains.md#Decay), [plague](compendium/setting/domains.md#Plague), [swarm](compendium/setting/domains.md#Swarm) +- **Cleric Spells**: 1st: [goblin pox](compendium/spells/goblin-pox.md); 2nd: [vomit swarm](compendium/spells/vomit-swarm-apg.md); 5th: [insect form](compendium/spells/insect-form.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ghlaunder gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Ghlaunder + +- **Speed**: Speed 30 feet, fly 70 feet +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") proboscis ([agile](rules/traits/agile.md), [reach <20 feet>](rules/traits/reach.md)), **Damage** `6d6+6` piercing and `3d6` persistent bleed +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic Web Supplement p. 5* + +The Gossamer King's gifts seem bizarre and cruel to those outside of his following, but his faithful crave his gifts zealously and fear his punishments. + +- **Minor Boon** Your commitment to filth draws a small cloud of disease-laden insects. Once, you can summon a cloud of midges, mosquitos, and flies to surround you for 1 minute. Creatures adjacent to you at any point during that time become [drained](rules/conditions.md#Drained), [sickened](rules/conditions.md#Sickened), and exposed to a blood-borne illness. Ghlaunder typically grants this boon when you can infect a significant number of creatures. +- **Moderate Boon**: Ghlaunder teaches you to bide your time, corrupting and infecting until the time is right. When you expose a creature to a [disease](rules/traits/disease.md) and it succeeds at its Fortitude save, it is still infected unless it critically succeeds. However, such a creature experiences no effects and the disease does not progress for the first 24 hours, even if the disease is normally fast-acting or someone uses another ability to progress the disease. It's very difficult to detect the infection in the first day; the DC for [Medicine](compendium/skills.md#Medicine) checks to do so is 5 higher. +- **Major Boon**: Ghlaunder rewards his followers with the ability to safely spread illness—or on occasion, offers respite to desperate petitioners who please him. You do not take negative effects from any disease you are infected with unless or until Ghlaunder rescinds this benefit. + +- **Minor Curse**: Ghlaunder drains away your life force for himself. You become [drained](rules/conditions.md#Drained) and can't reduce your [drained](rules/conditions.md#Drained) condition below 1. +- **Moderate Curse** Ghlaunder leeches your energy from you as easily as blood. Any time you fail a Fortitude save, you become [fatigued](rules/conditions.md#Fatigued) in addition to all other effects. +- **Major Curse**: You are struck with a contagious disease of the GM's choice. You and anyone else you infect can't be cured of the disease or improve its condition to an earlier stage in any way until you infect two other sapient beings with the disease. \ No newline at end of file diff --git a/compendium/setting/deities/god-calling-logm.md b/compendium/setting/deities/god-calling-logm.md new file mode 100644 index 000000000..7c2107ff3 --- /dev/null +++ b/compendium/setting/deities/god-calling-logm.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/philosophy +aliases: ["God Calling"] +--- +# God Calling *()* +*Source: Lost Omens: Gods & Magic p. 95* + +- **Category**: Philosophy +- **Anathema**: There is only one anathema universally enforced by the gods of Sarkoris: make no deals or bargains with demons, as the advent of the Worldwound led to the destruction of many clans and the loss of many gods, some of whom may never be seen again. +- **Areas of Concern**: Each god has their own particular inclinations and interests, typically informed by the predominant attitudes and beliefs of their clan. +- **Follower Alignments**: all + +## Devotee benefits + +- **Divine Font**: +- **Cleric Spells**: \ No newline at end of file diff --git a/compendium/setting/deities/gogunta-b1.md b/compendium/setting/deities/gogunta-b1.md new file mode 100644 index 000000000..e52b33543 --- /dev/null +++ b/compendium/setting/deities/gogunta-b1.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/b1 +- deity/demon-lords +- domain/indulgence/deity +- domain/might/deity +- domain/tyranny/deity +- domain/water/deity +aliases: ["Gogunta", "Song of the Swamp"] +--- +# Gogunta (Song of the Swamp) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Bestiary p. 45* + +- **Category**: Demon Lords +- **Anathema**: grant mercy to boggards who worship other gods +- **Follower Alignments**: [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Intimidation +- **Favored Weapon**: [whip](compendium/equipment/items/whip.md) +- **Domains**: [indulgence](compendium/setting/domains.md#Indulgence), [might](compendium/setting/domains.md#Might), [tyranny](compendium/setting/domains.md#Tyranny), [water](compendium/setting/domains.md#Water) +- **Cleric Spells**: 1st: [jump](compendium/spells/jump.md); 3rd: [stinking cloud](compendium/spells/stinking-cloud.md); 5th: [black tentacles](compendium/spells/black-tentacles.md) \ No newline at end of file diff --git a/compendium/setting/deities/gorum.md b/compendium/setting/deities/gorum.md index 145d371e6..da5ad928a 100644 --- a/compendium/setting/deities/gorum.md +++ b/compendium/setting/deities/gorum.md @@ -12,13 +12,13 @@ tags: - trait/versatile-p aliases: ["Gorum", "Our Lord in Iron"] --- -# Gorum (Our Lord in Iron) *(CN)* +# Gorum (Our Lord in Iron) *([CN](rules/traits/chaotic-neutral-b1.md))* *Source: Core Rulebook p. 438* - **Category**: Gods of the Inner Sea - **Anathema**: kill prisoners or surrendering foes, prevent conflict through negotiation, win a battle through underhanded tactics or indirect magic - **Areas of Concern**: battle, , strength, , and weapons -- **Follower Alignments**: CN, CE +- **Follower Alignments**: [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) ## Devotee benefits diff --git a/compendium/setting/deities/gozreh.md b/compendium/setting/deities/gozreh.md index 8f3851e34..b4d1310ac 100644 --- a/compendium/setting/deities/gozreh.md +++ b/compendium/setting/deities/gozreh.md @@ -16,13 +16,13 @@ tags: - trait/versatile-electricity aliases: ["Gozreh", "The Wind and the Waves"] --- -# Gozreh (The Wind and the Waves) *(N)* +# Gozreh (The Wind and the Waves) *([N](rules/traits/neutral-b1.md))* *Source: Core Rulebook p. 438* - **Category**: Gods of the Inner Sea - **Anathema**: bring civilization to intrude on the wild, create undead, despoil areas of natural beauty - **Areas of Concern**: nature, , the sea, , the weather -- **Follower Alignments**: NG, LN, N, CN, NE +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md) ## Devotee benefits diff --git a/compendium/setting/deities/grandmother-spider-logm.md b/compendium/setting/deities/grandmother-spider-logm.md new file mode 100644 index 000000000..c10c118a9 --- /dev/null +++ b/compendium/setting/deities/grandmother-spider-logm.md @@ -0,0 +1,58 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/gods-of-the-inner-sea +- domain/change/deity +- domain/creation/deity +- domain/darkness/deity +- domain/family/deity +- domain/fate/deity +- domain/trickery/deity +- trait/deadly-3d8 +- trait/finesse +- trait/reach-15-feet +- trait/versatile-p +aliases: ["Grandmother Spider", "The Weaver", "Nana Anadi"] +--- +# Grandmother Spider (The Weaver, Nana Anadi) *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 60* + +- **Category**: Gods of the Inner Sea +- **Anathema**: abuse someone you have power over; harm someone who has given you sincere kindness; let a slight go unanswered, own a slave +- **Areas of Concern**: family, , illusion, , stories, , twilight, , weaving +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Crafting +- **Favored Weapon**: bola +- **Domains**: [creation](compendium/setting/domains.md#Creation), [fate](compendium/setting/domains.md#Fate), [family](compendium/setting/domains.md#Family), [trickery](compendium/setting/domains.md#Trickery) +- **Alternate Domains**: [change](compendium/setting/domains.md#Change), [darkness](compendium/setting/domains.md#Darkness) +- **Cleric Spells**: 1st: [pest form](compendium/spells/pest-form.md); 2nd: [web](compendium/spells/web.md); 4th: [glibness](compendium/spells/glibness.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Grandmother Spider gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Grandmother Spider + +- **Speed**: Speed 70 feet, climb 70 feet, immune to [immobilized](rules/conditions.md#Immobilized) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") leg ([deadly <3d8>](rules/traits/deadly.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d6+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") venom web **Damage** `6d6+3` poison +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic Web Supplement p. 5* + +Though the Weaver often condones bad decisions so long as a lesson is learned, and is even willing to accept being fairly tricked herself, cruelty and predation upon the weak draw her outrage. + +- **Minor Boon** Grandmother Spider rescues your prank from the jaws of failure. Once, when you would fail a [Deception](compendium/skills.md#Deception) check, you critically succeed instead. Grandmother Spider typically grants this boon for deceptions that are necessary for an interesting or consequential prank. +- **Moderate Boon**: You can feel tugs on the strands of fate. You gain a +2 status bonus to initiative rolls. +- **Major Boon**: Grandmother Spider rejoices in freedom and tricks those who would limit it. Any time you would become [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), or [restrained](rules/conditions.md#Restrained), attempt a DC 10 flat check. On a success, you ignore the effect, and the originator of the effect becomes [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), or [restrained](rules/conditions.md#Restrained) instead. If this simply causes a creature to grab itself, it can usually [Escape](rules/actions/escape.md) as a free action, but it might be stuck if it tried to immobilize you in other ways. + +- **Minor Curse**: When your pranks start going wrong, they dissolve into a string of catastrophic failures. When you roll a failure on a [Deception](compendium/skills.md#Deception) or [Stealth](compendium/skills.md#Stealth) check, you get a critical failure instead. +- **Moderate Curse** Grandmother Spider weaves a web to ensnare you, and you trail webs behind you wherever you go. You become permanently [slowed](rules/conditions.md#Slowed) and take a –10-foot circumstance penalty to your Speeds. +- **Major Curse**: Grandmother Spider throws all of her might behind the underdog. Any time a creature with a level lower than yours rolls a success on a check against you, it critically succeeds instead; any time you roll a failure on a check against a creature with a level lower than yours, you critically fail instead. \ No newline at end of file diff --git a/compendium/setting/deities/graveladys-guard-lokl.md b/compendium/setting/deities/graveladys-guard-lokl.md new file mode 100644 index 000000000..fab422ae7 --- /dev/null +++ b/compendium/setting/deities/graveladys-guard-lokl.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/lokl +- deity/pantheon +- domain/confidence/deity +- domain/death/deity +- domain/fate/deity +- domain/protection/deity +aliases: ["Gravelady's Guard"] +--- +# Gravelady's Guard *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Knights of Lastwall p. 68* + +- **Category**: Pantheon +- **Anathema**: create undead, practice necromancy, desecrate a corpse, cower from battle +- **Areas of Concern**: destroying undead, , healing, , fate, , battle, , death +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [dagger](compendium/equipment/items/dagger.md) +- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [death](compendium/setting/domains.md#Death), [fate](compendium/setting/domains.md#Fate), [protection](compendium/setting/domains.md#Protection) +- **Cleric Spells**: 1st: [magic missile](compendium/spells/magic-missile.md); 3rd: [ghostly weapon](compendium/spells/ghostly-weapon.md); 6th: [wall of force](compendium/spells/wall-of-force.md) \ No newline at end of file diff --git a/compendium/setting/deities/green-faith.md b/compendium/setting/deities/green-faith.md index 8625fbd65..56eb6ce44 100644 --- a/compendium/setting/deities/green-faith.md +++ b/compendium/setting/deities/green-faith.md @@ -6,13 +6,13 @@ tags: - deity/philosophy aliases: ["Green Faith"] --- -# Green Faith *(N)* +# Green Faith *([N](rules/traits/neutral-b1.md))* *Source: Core Rulebook p. 440* - **Category**: Philosophy - **Anathema**: cause damage to natural settings, kill animals for reasons other than self-defense or sustenance, remove an element or indigenous species from a natural area, encourage imbalance in nature, allow abuse of natural resources - **Areas of Concern**: veneration of the natural world -- **Follower Alignments**: LN, NG, N, NE, CN +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) ## Devotee benefits diff --git a/compendium/setting/deities/groetus-logm.md b/compendium/setting/deities/groetus-logm.md new file mode 100644 index 000000000..381c3bfc9 --- /dev/null +++ b/compendium/setting/deities/groetus-logm.md @@ -0,0 +1,57 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/gods-of-the-inner-sea +- domain/darkness/deity +- domain/decay/deity +- domain/destruction/deity +- domain/nightmares/deity +- domain/void/deity +- trait/disarm +- trait/reach-15-feet +- trait/sweep +- trait/trip +aliases: ["Groetus", "God of the End Times"] +--- +# Groetus (God of the End Times) *([CN](rules/traits/chaotic-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 61* + +- **Category**: Gods of the Inner Sea +- **Anathema**: artificially extend something's existence or lifespan, spread hope +- **Areas of Concern**: apocalypse, , empty places, , oblivion, , ruins +- **Follower Alignments**: [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Intimidation +- **Favored Weapon**: [war flail](compendium/equipment/items/war-flail.md) +- **Domains**: [darkness](compendium/setting/domains.md#Darkness), [destruction](compendium/setting/domains.md#Destruction), [nightmares](compendium/setting/domains.md#Nightmares), [void](compendium/setting/domains.md#Void) +- **Alternate Domains**: [decay](compendium/setting/domains.md#Decay) +- **Cleric Spells**: 1st: [phantom pain](compendium/spells/phantom-pain.md); 5th: [crushing despair](compendium/spells/crushing-despair.md); 9th: [disjunction](compendium/spells/disjunction.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Groetus gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Groetus + +- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") war flail ([disarm](rules/traits/disarm.md), [reach <15 feet>](rules/traits/reach.md), [sweep](rules/traits/sweep.md), [trip](rules/traits/trip.md)), **Damage** `6d10+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dreadful thought **Damage** `6d6+3` mental +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic Web Supplement p. 6* + +The God of the End Times almost never directly intervenes in the world, but he sometimes offers flashes of insight or inflicts terrible psychic distress. + +- **Minor Boon** You wield power over disorder. Once, when you are [confused](rules/conditions.md#Confused), you act normally enough to control your own actions in combat without penalty for the duration, though you still babble incoherently and otherwise behave strangely. +- **Moderate Boon**: Groetus grants you knowledge to further the end times. Each week, he sends you a cryptic, incoherent message about something important to the end times that will happen in the coming week. +- **Major Boon**: Your touch unravels things that have survived past their appointed time, according to Groetus's reckoning. Such a creature or object takes `10d6` negative damage each round you continue touching it; the damage ignores all Hardness and is capable of destroying nonliving objects, creatures immune to negative effects, and even undead or other creatures with [negative healing](rules/abilities/negative-healing-b2.md). This boon might even be able to destroy some [artifacts](rules/traits/artifact-gmg.md) that have survived past their time. + +- **Minor Curse**: Whenever you are illuminated by a light source other than natural sunlight, your head appears to be a bare skull. The DC for your recovery checks is 12 + your [dying](rules/conditions.md#Dying) value, rather than 10 + your [dying](rules/conditions.md#Dying) value, and you don't benefit from effects that reduce the DC, such as from the [Toughness](compendium/feats/toughness.md) feat. +- **Moderate Curse** The horrors at the end of reality become overwhelming and constantly race through your mind. You are permanently [stupefied](rules/conditions.md#Stupefied). +- **Major Curse**: You bring about the end to everything around you. Every item you carry or wear gains the [broken](rules/conditions.md#Broken) condition after 10 minutes of exposure to you, and is destroyed after a further hour. This effect can't destroy [artifacts](rules/traits/artifact-gmg.md) or items of similar power. \ No newline at end of file diff --git a/compendium/setting/deities/gruhastha-logm.md b/compendium/setting/deities/gruhastha-logm.md new file mode 100644 index 000000000..3c3387689 --- /dev/null +++ b/compendium/setting/deities/gruhastha-logm.md @@ -0,0 +1,59 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/gods-of-the-inner-sea +- domain/glyph/deity +- domain/knowledge/deity +- domain/nature/deity +- domain/perfection/deity +- domain/travel/deity +- domain/truth/deity +- trait/agile +- trait/deadly-3d10 +- trait/finesse +- trait/nonlethal +- trait/reach-15-feet +aliases: ["Gruhastha", "The Keeper"] +--- +# Gruhastha (The Keeper) *([CN](rules/traits/chaotic-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 62* + +- **Category**: Gods of the Inner Sea +- **Anathema**: deny a sincere student education, destroy knowledge, disrespect the traditions of those around you, willfully spread ignorance or wrong information +- **Areas of Concern**: enlightenment, , the Vudrani holy book +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Society +- **Favored Weapon**: [shortbow](compendium/equipment/items/shortbow.md) +- **Domains**: [glyph](compendium/setting/domains.md#Glyph), [knowledge](compendium/setting/domains.md#Knowledge), [perfection](compendium/setting/domains.md#Perfection), [truth](compendium/setting/domains.md#Truth) +- **Alternate Domains**: [nature](compendium/setting/domains.md#Nature), [travel](compendium/setting/domains.md#Travel) +- **Cleric Spells**: 1st: [share lore](compendium/spells/share-lore-logm.md); 2nd: [comprehend language](compendium/spells/comprehend-language.md); 3rd: [hypercognition](compendium/spells/hypercognition.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Gruhastha gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Gruhastha + +- **Speed**: Speed 50 feet, fly 70 feet +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist ([agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [reach <15 feet>](rules/traits/reach.md)), **Damage** `6d6+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") arrow of enlightenment ([deadly <3d10>](rules/traits/deadly.md)), **Damage** `6d6+3` piercing +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic Web Supplement p. 6* + +The Keeper encourages the search for knowledge and rewards those that travel their personal path of enlightenment, but he punishes those who interrupt these journeys or destroy knowledge. + +- **Minor Boon** Books fall open to insightful passages, and memories spring to mind when they are most needed. Once, when you fail a check to [Recall Knowledge](rules/actions/recall-knowledge.md), you critically succeed instead. Gruhastha typically grants this boon for an extremely consequential attempt to [Recall Knowledge](rules/actions/recall-knowledge.md), particularly when misinformation would have dire consequences. +- **Moderate Boon**: The Keeper speeds your path toward learning new talents. You become permanently trained in two additional skills of your choice. Additionally, you can select a skill you are already trained in and permanently increase your proficiency rank in that skill, following the usual rules for skill increases. +- **Major Boon**: You are a divine inspiration to others around you. When attempting any checks to [Recall Knowledge](rules/actions/recall-knowledge.md), you can roll twice and use the better result; this is a [fortune](rules/traits/fortune.md) effect. Additionally, allies within 60 feet gain a +2 status bonus to Will saves. + +- **Minor Curse**: As you stray from the truth, dissonant notes seem to interrupt you whenever you speak. You take a –2 status penalty to all [Deception](compendium/skills.md#Deception) checks. +- **Moderate Curse** Enlightenment begins to elude you, leaving you at a loss for knowledge. Whenever you attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md), you use a result one degree of success worse than the result you rolled. +- **Major Curse**: The written word turns against you, blurring into illegibility. You are incapable of reading anything or making out symbols of any sort, including the words on scrolls, spellbooks, or magic items. \ No newline at end of file diff --git a/compendium/setting/deities/grundinnar-logm.md b/compendium/setting/deities/grundinnar-logm.md new file mode 100644 index 000000000..774077af7 --- /dev/null +++ b/compendium/setting/deities/grundinnar-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/dwarven-gods +- domain/confidence/deity +- domain/family/deity +- domain/protection/deity +- domain/truth/deity +aliases: ["Grundinnar", "The Peacemaker"] +--- +# Grundinnar (The Peacemaker) *([LG](rules/traits/lawful-goo-b1.md))* +*Source: Lost Omens: Gods & Magic p. 126* + +- **Category**: Dwarven Gods +- **Anathema**: sow discord among friends and allies, attack during parley +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Diplomacy +- **Favored Weapon**: [light hammer](compendium/equipment/items/light-hammer.md) +- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [family](compendium/setting/domains.md#Family), [protection](compendium/setting/domains.md#Protection), [truth](compendium/setting/domains.md#Truth) +- **Cleric Spells**: 1st: [anticipate peril](compendium/spells/anticipate-peril-logm.md); 4th: [resilient sphere](compendium/spells/resilient-sphere.md); 6th: [wall of force](compendium/spells/wall-of-force.md) \ No newline at end of file diff --git a/compendium/setting/deities/gyronna-logm.md b/compendium/setting/deities/gyronna-logm.md new file mode 100644 index 000000000..283682714 --- /dev/null +++ b/compendium/setting/deities/gyronna-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/other-gods +- domain/ambition/deity +- domain/nightmares/deity +- domain/pain/deity +- domain/zeal/deity +aliases: ["Gyronna", "The Angry Hag"] +--- +# Gyronna (The Angry Hag) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Other Gods +- **Anathema**: allow others to slight you without retaliation, seek the approval of society, forgive those who have wronged you +- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Wisdom or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Intimidation +- **Favored Weapon**: [dagger](compendium/equipment/items/dagger.md) +- **Domains**: [ambition](compendium/setting/domains.md#Ambition), [nightmares](compendium/setting/domains.md#Nightmares), [pain](compendium/setting/domains.md#Pain), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [ill omen](compendium/spells/ill-omen-logm.md); 2nd: [paranoia](compendium/spells/paranoia.md); 6th: [feeblemind](compendium/spells/feeblemind.md) \ No newline at end of file diff --git a/compendium/setting/deities/halcamora-logm.md b/compendium/setting/deities/halcamora-logm.md new file mode 100644 index 000000000..5d7f90757 --- /dev/null +++ b/compendium/setting/deities/halcamora-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/empyreal-lords +- domain/indulgence/deity +- domain/luck/deity +- domain/nature/deity +- domain/swarm/deity +aliases: ["Halcamora", "Lady of Ripe Bounty"] +--- +# Halcamora (Lady of Ripe Bounty) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Empyreal Lords +- **Anathema**: salt or despoil the earth, spread plague or pestilence, carelessly use pesticides +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Nature +- **Favored Weapon**: [club](compendium/equipment/items/club.md) +- **Domains**: [indulgence](compendium/setting/domains.md#Indulgence), [luck](compendium/setting/domains.md#Luck), [nature](compendium/setting/domains.md#Nature), [swarm](compendium/setting/domains.md#Swarm) +- **Cleric Spells**: 1st: [summon plant or fungus](compendium/spells/summon-plant-or-fungus.md); 2nd: [touch of idiocy](compendium/spells/touch-of-idiocy.md); 4th: [speak with plants](compendium/spells/speak-with-plants.md) \ No newline at end of file diff --git a/compendium/setting/deities/hanspur-logm.md b/compendium/setting/deities/hanspur-logm.md new file mode 100644 index 000000000..ba004bb85 --- /dev/null +++ b/compendium/setting/deities/hanspur-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/other-gods +- domain/death/deity +- domain/travel/deity +- domain/water/deity +- domain/wealth/deity +aliases: ["Hanspur", "The Water Rat"] +--- +# Hanspur (The Water Rat) *([CN](rules/traits/chaotic-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Other Gods +- **Anathema**: impose needless laws or restrictions on others, aid daemons or the Horsemen +- **Follower Alignments**: [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Dexterity +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [trident](compendium/equipment/items/trident.md) +- **Domains**: [death](compendium/setting/domains.md#Death), [travel](compendium/setting/domains.md#Travel), [water](compendium/setting/domains.md#Water), [wealth](compendium/setting/domains.md#Wealth) +- **Cleric Spells**: 1st: [hydraulic push](compendium/spells/hydraulic-push.md); 2nd: [aqueous orb](compendium/spells/aqueous-orb-apg.md); 4th: [solid fog](compendium/spells/solid-fog.md) \ No newline at end of file diff --git a/compendium/setting/deities/hastur-logm.md b/compendium/setting/deities/hastur-logm.md new file mode 100644 index 000000000..1be3d7445 --- /dev/null +++ b/compendium/setting/deities/hastur-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/great-old-ones +- domain/glyph/deity +- domain/secrecy/deity +- domain/void/deity +- domain/wealth/deity +aliases: ["Hastur", "The King in Yellow"] +--- +# Hastur (The King in Yellow) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Great Old Ones +- **Anathema**: none +- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Deception +- **Favored Weapon**: [rapier](compendium/equipment/items/rapier.md) +- **Domains**: [glyph](compendium/setting/domains.md#Glyph), [secrecy](compendium/setting/domains.md#Secrecy), [void](compendium/setting/domains.md#Void), [wealth](compendium/setting/domains.md#Wealth) +- **Cleric Spells**: 1st: [illusory disguise](compendium/spells/illusory-disguise.md); 4th: [confusion](compendium/spells/confusion.md); 5th: [hallucination](compendium/spells/hallucination.md) \ No newline at end of file diff --git a/compendium/setting/deities/hathor-logm.md b/compendium/setting/deities/hathor-logm.md new file mode 100644 index 000000000..ab01015a4 --- /dev/null +++ b/compendium/setting/deities/hathor-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/ancient-osirian-gods +- domain/family/deity +- domain/passion/deity +- domain/sun/deity +- domain/wealth/deity +aliases: ["Hathor", "Mistress of Jubilation"] +--- +# Hathor (Mistress of Jubilation) *([CG](rules/traits/chaotic-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 124* + +- **Category**: Ancient Osirian Gods +- **Anathema**: Discriminate or slight someone based on appearance, intentionally disfigure a creature, refuse food to the starving +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Performance +- **Favored Weapon**: [shortsword](compendium/equipment/items/shortsword.md) +- **Domains**: [family](compendium/setting/domains.md#Family), [passion](compendium/setting/domains.md#Passion), [sun](compendium/setting/domains.md#Sun), [wealth](compendium/setting/domains.md#Wealth) +- **Cleric Spells**: 1st: [charm](compendium/spells/charm.md); 2nd: [tree shape](compendium/spells/tree-shape.md); 8th: [uncontrollable dance](compendium/spells/uncontrollable-dance.md) \ No newline at end of file diff --git a/compendium/setting/deities/hearth-and-harvest-lotg.md b/compendium/setting/deities/hearth-and-harvest-lotg.md new file mode 100644 index 000000000..c0d2f68e0 --- /dev/null +++ b/compendium/setting/deities/hearth-and-harvest-lotg.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/lotg +- deity/pantheon +- domain/change/deity +- domain/earth/deity +- domain/family/deity +- domain/healing/deity +- domain/nature/deity +- domain/protection/deity +aliases: ["Hearth and Harvest"] +--- +# Hearth and Harvest *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Travel Guide p. 93* + +- **Category**: Pantheon +- **Anathema**: allow harm to come to children, destroy shelter, refuse to provide for the family or community +- **Areas of Concern**: community, , harvest, , home, , protection of family and children +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Crafting +- **Favored Weapon**: [sickle](compendium/equipment/items/sickle.md) +- **Domains**: [change](compendium/setting/domains.md#Change), [family](compendium/setting/domains.md#Family), [nature](compendium/setting/domains.md#Nature), [protection](compendium/setting/domains.md#Protection) +- **Alternate Domains**: [earth](compendium/setting/domains.md#Earth), [healing](compendium/setting/domains.md#Healing) +- **Cleric Spells**: 1st: [ant haul](compendium/spells/ant-haul.md); 2nd: [shape wood](compendium/spells/shape-wood.md); 4th: [speak with plants](compendium/spells/speak-with-plants.md) \ No newline at end of file diff --git a/compendium/setting/deities/hei-feng-logm.md b/compendium/setting/deities/hei-feng-logm.md new file mode 100644 index 000000000..f72ee2532 --- /dev/null +++ b/compendium/setting/deities/hei-feng-logm.md @@ -0,0 +1,58 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/gods-of-the-inner-sea +- domain/air/deity +- domain/destruction/deity +- domain/indulgence/deity +- domain/lightning/deity +- domain/travel/deity +- domain/water/deity +- trait/air +- trait/forceful +- trait/reach-15-feet +- trait/water +aliases: ["Hei Feng", "Duke of Thunder"] +--- +# Hei Feng (Duke of Thunder) *([CN](rules/traits/chaotic-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 63* + +- **Category**: Gods of the Inner Sea +- **Anathema**: fake friendship with those you despise, disrespect Hei Feng or Hei Feng's estranged wife Lady Jingxi, ignore an affront to you or Hei Feng +- **Areas of Concern**: sea, , storms, , tengu, , sailors +- **Follower Alignments**: [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Performance +- **Favored Weapon**: [nine-ring sword](compendium/equipment/items/nine-ring-sword-logm.md) +- **Domains**: [air](compendium/setting/domains.md#Air), [indulgence](compendium/setting/domains.md#Indulgence), [lightning](compendium/setting/domains.md#Lightning), [water](compendium/setting/domains.md#Water) +- **Alternate Domains**: [destruction](compendium/setting/domains.md#Destruction), [travel](compendium/setting/domains.md#Travel) +- **Cleric Spells**: 1st: [gust of wind](compendium/spells/gust-of-wind.md); 2nd: [hydraulic torrent](compendium/spells/hydraulic-torrent.md); 3rd: [chain lightning](compendium/spells/chain-lightning.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Hei Feng gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Hei Feng + +- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") drunken sword ([forceful](rules/traits/forceful.md), [reach <15 feet>](rules/traits/reach.md)), **Damage** `4d6+6` slashing and `1d6` electricity splash +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") storm surge ([air](rules/traits/air.md), [water](rules/traits/water.md)), **Damage** `4d6+3` bludgeoning and `1d6` electricity splash The caster is immune to this splash damage +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic Web Supplement p. 7* + +The Duke of Thunder's intercessions are seen more commonly than other deities' because of the god's closeness to mortals, but also because of his tendency to dispense both boons and curses while in the depths of his drink. + +- **Minor Boon** The Heavenly Court's most boastful deity ensures your boasts hit home. Once, when you fail an [Intimidation](compendium/skills.md#Intimidation) check, you critically succeed instead. Hei Feng grants this boon capriciously based on his mood, sometimes even for trivial or inconsequential boasts, and he sometimes grants it for other skill checks related to boasts. +- **Moderate Boon**: Fair winds and currents speed your passage. Any vessel you use to travel over the sea gains a +10-foot status bonus to its Speeds. +- **Major Boon**: The instruments of the storm spare you from their fury. You ignore all effects and penalties caused by precipitation and winds, and you can see normally through fog, rain, and other weather conditions. + +- **Minor Curse**: Hei Feng's belligerence hangs over you like a thunderhead. You take a –1 status penalty to checks with Charisma-based skills. If you consume even a drop of alcohol, this penalty becomes –3 until the next sunrise. +- **Moderate Curse** Your heart is as quick to change as Hei Feng's. If you roll a failure on a saving throw against an [emotion](rules/traits/emotion.md) effect, you get a critical failure instead. +- **Major Curse**: The Duke of Thunder's ire follows you wherever you go. The weather in a 500-foot radius around you is always stormy. Roughly twice each minute you are outside, you are struck by a bolt of lightning that deals `10d6` electricity damage (DC 40 basic Reflex save). \ No newline at end of file diff --git a/compendium/setting/deities/horus-logm.md b/compendium/setting/deities/horus-logm.md new file mode 100644 index 000000000..331a494bf --- /dev/null +++ b/compendium/setting/deities/horus-logm.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/ancient-osirian-gods +- domain/air/deity +- domain/moon/deity +- domain/protection/deity +- domain/sun/deity +aliases: ["Horus", "The Distant Falcon"] +--- +# Horus (The Distant Falcon) *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 124* + +- **Category**: Ancient Osirian Gods +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Diplomacy +- **Favored Weapon**: khopesh +- **Domains**: [air](compendium/setting/domains.md#Air), [moon](compendium/setting/domains.md#Moon), [protection](compendium/setting/domains.md#Protection), [sun](compendium/setting/domains.md#Sun) +- **Cleric Spells**: 1st: [floating disk](compendium/spells/floating-disk.md); 3rd: [wall of wind](compendium/spells/wall-of-wind.md); 4th: aerial form (bird only) \ No newline at end of file diff --git a/compendium/setting/deities/hshurha-logm.md b/compendium/setting/deities/hshurha-logm.md new file mode 100644 index 000000000..631d71f54 --- /dev/null +++ b/compendium/setting/deities/hshurha-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/elemental-lords +- domain/air/deity +- domain/cold/deity +- domain/destruction/deity +- domain/dust/deity +aliases: ["Hshurha", "Duchess of All Winds"] +--- +# Hshurha (Duchess of All Winds) *([NE](rules/traits/neutral-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 126* + +- **Category**: Elemental Lords +- **Anathema**: deny a flying creature the ability to fly, walk on the earth if you could easily travel otherwise +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Dexterity +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Stealth +- **Favored Weapon**: [longbow](compendium/equipment/items/longbow.md) +- **Domains**: [air](compendium/setting/domains.md#Air), [cold](compendium/setting/domains.md#Cold), [destruction](compendium/setting/domains.md#Destruction), [dust](compendium/setting/domains.md#Dust) +- **Cleric Spells**: 1st: [gust of wind](compendium/spells/gust-of-wind.md); 2nd: summon elemental (air only); 4th: [gaseous form](compendium/spells/gaseous-form.md) \ No newline at end of file diff --git a/compendium/setting/deities/imbrex-logm.md b/compendium/setting/deities/imbrex-logm.md new file mode 100644 index 000000000..e134d1b8d --- /dev/null +++ b/compendium/setting/deities/imbrex-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/eldest +- domain/dreams/deity +- domain/earth/deity +- domain/family/deity +- domain/might/deity +aliases: ["Imbrex", "The Twins"] +--- +# Imbrex (The Twins) *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 78* + +- **Category**: Eldest +- **Anathema**: offend Imbrex +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Occultism +- **Favored Weapon**: [war flail](compendium/equipment/items/war-flail.md) +- **Domains**: [dreams](compendium/setting/domains.md#Dreams), [earth](compendium/setting/domains.md#Earth), [family](compendium/setting/domains.md#Family), [might](compendium/setting/domains.md#Might) +- **Cleric Spells**: 1st: [mindlink](compendium/spells/mindlink.md); 2nd: [mirror image](compendium/spells/mirror-image.md); 4th: [stoneskin](compendium/spells/stoneskin.md) \ No newline at end of file diff --git a/compendium/setting/deities/imot-logm.md b/compendium/setting/deities/imot-logm.md new file mode 100644 index 000000000..8ee5a82ee --- /dev/null +++ b/compendium/setting/deities/imot-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/monitor-demigods +- domain/death/deity +- domain/destruction/deity +- domain/fate/deity +- domain/glyph/deity +aliases: ["Imot", "The Symbol of Doom"] +--- +# Imot (The Symbol of Doom) *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Monitor Demigods +- **Anathema**: withhold your understanding of a portent, prevent the destruction of things that cannot be saved +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Intelligence +- **Divine Font**: [heal](compendium/spells/heal.md) or [harm](compendium/spells/harm.md) +- **Divine Skill**: Occultism +- **Favored Weapon**: [shield boss](compendium/equipment/items/shield-boss.md) +- **Domains**: [death](compendium/setting/domains.md#Death), [destruction](compendium/setting/domains.md#Destruction), [fate](compendium/setting/domains.md#Fate), [glyph](compendium/setting/domains.md#Glyph) +- **Cleric Spells**: 1st: [ill omen](compendium/spells/ill-omen-logm.md); 2nd: [paranoia](compendium/spells/paranoia.md); 6th: [phantasmal calamity](compendium/spells/phantasmal-calamity.md) \ No newline at end of file diff --git a/compendium/setting/deities/iomedae.md b/compendium/setting/deities/iomedae.md index 69a07152d..cdfb6126e 100644 --- a/compendium/setting/deities/iomedae.md +++ b/compendium/setting/deities/iomedae.md @@ -13,13 +13,13 @@ tags: - trait/versatile-p aliases: ["Iomedae", "The Inheritor"] --- -# Iomedae (The Inheritor) *(LG)* +# Iomedae (The Inheritor) *([LG](rules/traits/lawful-goo-b1.md))* *Source: Core Rulebook p. 438* - **Category**: Gods of the Inner Sea - **Anathema**: abandon a companion in need, dishonor yourself, refuse a challenge from an equal - **Areas of Concern**: honor, , justice, , rulership, , and valor -- **Follower Alignments**: LG, NG +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md) ## Devotee benefits diff --git a/compendium/setting/deities/irez-logm.md b/compendium/setting/deities/irez-logm.md new file mode 100644 index 000000000..d1c89c924 --- /dev/null +++ b/compendium/setting/deities/irez-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/empyreal-lords +- domain/fate/deity +- domain/glyph/deity +- domain/luck/deity +- domain/magic/deity +aliases: ["Irez", "Lady of Inscribed Wonder"] +--- +# Irez (Lady of Inscribed Wonder) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Empyreal Lords +- **Anathema**: destroy magic scrolls, cheat at games of chance, deliberately write illegibly +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Intelligence +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Arcana +- **Favored Weapon**: [dart](compendium/equipment/items/dart.md) +- **Domains**: [fate](compendium/setting/domains.md#Fate), [glyph](compendium/setting/domains.md#Glyph), [luck](compendium/setting/domains.md#Luck), [magic](compendium/setting/domains.md#Magic) +- **Cleric Spells**: 1st: anticipate peril; 2nd: [mirror image](compendium/spells/mirror-image.md); 3rd: [secret page](compendium/spells/secret-page.md) \ No newline at end of file diff --git a/compendium/setting/deities/irori.md b/compendium/setting/deities/irori.md index 4e292a1da..bedd28f81 100644 --- a/compendium/setting/deities/irori.md +++ b/compendium/setting/deities/irori.md @@ -16,13 +16,13 @@ tags: - trait/versatile-p-or-s aliases: ["Irori", "Master of Masters"] --- -# Irori (Master of Masters) *(LN)* +# Irori (Master of Masters) *([LN](rules/traits/lawful-neutral-b1.md))* *Source: Core Rulebook p. 438* - **Category**: Gods of the Inner Sea - **Anathema**: become addicted to a substance, destroy an important historical text, repeatedly fail to maintain self-control - **Areas of Concern**: history, , knowledge, , and self-perfection -- **Follower Alignments**: LG, LN, LE +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) ## Devotee benefits diff --git a/compendium/setting/deities/isis-logm.md b/compendium/setting/deities/isis-logm.md new file mode 100644 index 000000000..d82ff72ca --- /dev/null +++ b/compendium/setting/deities/isis-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/ancient-osirian-gods +- domain/family/deity +- domain/healing/deity +- domain/magic/deity +- domain/passion/deity +aliases: ["Isis", "Queen of Miracles"] +--- +# Isis (Queen of Miracles) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 124* + +- **Category**: Ancient Osirian Gods +- **Anathema**: Reveal sacred rites to the uninitiated, betray your children or your lover, discriminate based on social status +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Wisdom or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Arcana +- **Favored Weapon**: [staff](compendium/equipment/items/staff.md) +- **Domains**: [family](compendium/setting/domains.md#Family), [healing](compendium/setting/domains.md#Healing), [magic](compendium/setting/domains.md#Magic), [passion](compendium/setting/domains.md#Passion) +- **Cleric Spells**: 1st: [soothe](compendium/spells/soothe.md); 2nd: [humanoid form](compendium/spells/humanoid-form.md); 3rd: [animal vision](compendium/spells/animal-vision.md); 4th: [creation](compendium/spells/creation.md); 5th: [control water](compendium/spells/control-water.md); 6th: [wall of force](compendium/spells/wall-of-force.md); 7th: [magnificent mansion](compendium/spells/magnificent-mansion.md); 8th: [wind walk](compendium/spells/wind-walk.md); 9th: [shapechange](compendium/spells/shapechange.md) \ No newline at end of file diff --git a/compendium/setting/deities/jaidi-logm.md b/compendium/setting/deities/jaidi-logm.md new file mode 100644 index 000000000..bd7ce5fc7 --- /dev/null +++ b/compendium/setting/deities/jaidi-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/other-gods +- domain/family/deity +- domain/might/deity +- domain/nature/deity +- domain/sun/deity +aliases: ["Jaidi", "The Blessing and Bounty"] +--- +# Jaidi (The Blessing and Bounty) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Other Gods +- **Anathema**: destroy healthy crops, waste food, refuse to help others in your community +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Nature +- **Favored Weapon**: [scythe](compendium/equipment/items/scythe.md) +- **Domains**: [family](compendium/setting/domains.md#Family), [might](compendium/setting/domains.md#Might), [nature](compendium/setting/domains.md#Nature), [sun](compendium/setting/domains.md#Sun) +- **Cleric Spells**: 1st: temporary tool; 2nd: [shape wood](compendium/spells/shape-wood.md); 3rd: [wall of thorns](compendium/spells/wall-of-thorns.md) \ No newline at end of file diff --git a/compendium/setting/deities/jaidz-logm.md b/compendium/setting/deities/jaidz-logm.md new file mode 100644 index 000000000..57865fa7b --- /dev/null +++ b/compendium/setting/deities/jaidz-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/empyreal-lords +- domain/confidence/deity +- domain/nightmares/deity +- domain/protection/deity +- domain/travel/deity +aliases: ["Jaidz", "Fearless Claw"] +--- +# Jaidz (Fearless Claw) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Empyreal Lords +- **Anathema**: punish another creature for cowardice, routinely avoid that which scares you +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Intimidation +- **Favored Weapon**: [shortsword](compendium/equipment/items/shortsword.md) +- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [nightmares](compendium/setting/domains.md#Nightmares), [protection](compendium/setting/domains.md#Protection), [travel](compendium/setting/domains.md#Travel) +- **Cleric Spells**: 1st: [longstrider](compendium/spells/longstrider.md); 3rd: [haste](compendium/spells/haste.md); 7th: [mask of terror](compendium/spells/mask-of-terror.md) \ No newline at end of file diff --git a/compendium/setting/deities/kabriri-logm.md b/compendium/setting/deities/kabriri-logm.md new file mode 100644 index 000000000..bad52627d --- /dev/null +++ b/compendium/setting/deities/kabriri-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/demon-lords +- domain/indulgence/deity +- domain/knowledge/deity +- domain/undeath/deity +- domain/vigil/deity +aliases: ["Kabriri", "Him Who Gnaws"] +--- +# Kabriri (Him Who Gnaws) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 77* + +- **Category**: Demon Lords +- **Anathema**: reveal secrets of the dead to nonbelievers, despoil grave markers +- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Intelligence +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Stealth +- **Favored Weapon**: jaws or [flail](compendium/equipment/items/flail.md) +- **Domains**: [indulgence](compendium/setting/domains.md#Indulgence), [knowledge](compendium/setting/domains.md#Knowledge), [undeath](compendium/setting/domains.md#Undeath), [vigil](compendium/setting/domains.md#Vigil) +- **Cleric Spells**: 1st: [jump](compendium/spells/jump.md); 2nd: [expeditious excavation](compendium/spells/expeditious-excavation-logm.md); 3rd: [paralyze](compendium/spells/paralyze.md) \ No newline at end of file diff --git a/compendium/setting/deities/kalekot-lome.md b/compendium/setting/deities/kalekot-lome.md new file mode 100644 index 000000000..c82b9cd64 --- /dev/null +++ b/compendium/setting/deities/kalekot-lome.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/lome +- deity/mwangi-gods +- domain/darkness/deity +- domain/death/deity +- domain/nature/deity +- domain/nightmares/deity +- domain/secrecy/deity +- domain/wyrmkin/deity +- trait/fatal-d10 +- trait/reach-10-feet +aliases: ["Kalekot", "The Winnower"] +--- +# Kalekot (The Winnower) *([CN](rules/traits/chaotic-neutral-b1.md))* +*Source: Lost Omens: The Mwangi Expanse p. 137* + +- **Category**: Mwangi Gods +- **Anathema**: abuse someone you have accepted power over, allow a victim to escape due to gloating, snivel before authority, shout +- **Areas of Concern**: fear, , silence, , safekeeping, , the reviled +- **Follower Alignments**: [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Intimidation +- **Favored Weapon**: jaws or [dagger](compendium/equipment/items/dagger.md) +- **Domains**: [death](compendium/setting/domains.md#Death), [nature](compendium/setting/domains.md#Nature), [nightmares](compendium/setting/domains.md#Nightmares), [secrecy](compendium/setting/domains.md#Secrecy) +- **Alternate Domains**: [darkness](compendium/setting/domains.md#Darkness), [wyrmkin](compendium/setting/domains.md#Wyrmkin) +- **Cleric Spells**: 1st: [pass without trace](compendium/spells/pass-without-trace.md); 3rd: [paralyze](compendium/spells/paralyze.md); 4th: [phantasmal killer](compendium/spells/phantasmal-killer.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Kalekot gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Kalekot + +- **Speed**: Speed 70 feet, ignore difficult terrain and greater difficult terrain +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ivory fangs ([fatal ](rules/traits/fatal.md), [reach <10 feet>](rules/traits/reach.md)), **Damage** `6d6+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") whisper of unmaking **Damage** `6d6+3` slashing +``` \ No newline at end of file diff --git a/compendium/setting/deities/kazutal-logm.md b/compendium/setting/deities/kazutal-logm.md new file mode 100644 index 000000000..e7b6bd6a5 --- /dev/null +++ b/compendium/setting/deities/kazutal-logm.md @@ -0,0 +1,55 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/gods-of-the-inner-sea +- domain/cities/deity +- domain/family/deity +- domain/freedom/deity +- domain/might/deity +- domain/protection/deity +- trait/agile +- trait/reach-15-feet +aliases: ["Kazutal", "Mother Jaguar"] +--- +# Kazutal (Mother Jaguar) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 64* + +- **Category**: Gods of the Inner Sea +- **Anathema**: own a slave, force a creature to act against its will, refuse to give aid to an ally, enforce an unjust law +- **Areas of Concern**: safety, , liberty, , and community +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Society +- **Favored Weapon**: machete +- **Domains**: [family](compendium/setting/domains.md#Family), [freedom](compendium/setting/domains.md#Freedom), [might](compendium/setting/domains.md#Might), [protection](compendium/setting/domains.md#Protection) +- **Alternate Domains**: [cities](compendium/setting/domains.md#Cities) +- **Cleric Spells**: 1st: [mage armor](compendium/spells/mage-armor.md); 3rd: [animal form](compendium/spells/animal-form.md); 4th: [stoneskin](compendium/spells/stoneskin.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Kazutal gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Kazutal + +- **Speed**: Speed 60 feet, ignore difficult terrain and greater difficult terrain +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") machete ([agile](rules/traits/agile.md), [reach <15 feet>](rules/traits/reach.md)), **Damage** `6d6+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaguar pounce **Damage** `5d6+3` piercing and `1d6` persistent bleed +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic Web Supplement p. 7* + +Mother Jaguar rewards those who uphold a sense of community and bestows punishments upon those who use her name and convictions to admonish or exclude perceived outsiders. + +- **Minor Boon** With Kazutal's blessing, food tastes richer. Any meal that you eat tastes delicious and has improved nutritional value. This doesn't protect you from anything dangerous in your food, but it also doesn't prevent you from tasting those dangerous elements of the food. +- **Moderate Boon**: You always seem to find safe shelter when you most need it. Once per day, you can cast [rope trick](compendium/spells/rope-trick.md) as a [divine](rules/traits/divine.md) innate spell. +- **Major Boon**: Kazutal smiles upon those who seek to offer aid, no matter how meek or helpless they may be. Any time creatures attempt a check to [Aid](rules/actions/aid.md) you, they can choose to automatically succeed. If a creature chooses to roll for the attempt and rolls a success, it gets a critical success instead, granting a +4 circumstance bonus even if it doesn't have legendary proficiency in that skill. You gain the same benefits when you attempt to [Aid](rules/actions/aid.md) others. + +- **Minor Curse**: Community opinion turns against you. Humanoids in your community who would normally start as [indifferent](rules/conditions.md#Indifferent) toward you start as [unfriendly](rules/conditions.md#Unfriendly) instead. +- **Moderate Curse** Your strength betrays you, preventing you from taking more than your fair share. You are [enfeebled](rules/conditions.md#Enfeebled) and can't carry anything beyond the gear you are actively wearing or using. +- **Major Curse**: You are cursed to depend upon others for your survival. You can't eat anything, drink anything, or use any gear or magic items unless they were willingly given to you by someone who rightfully owns them. Work-arounds like having an ally strip the gear from someone's corpse and then give it to you willingly automatically fail. \ No newline at end of file diff --git a/compendium/setting/deities/keepers-of-the-hearth-lokl.md b/compendium/setting/deities/keepers-of-the-hearth-lokl.md new file mode 100644 index 000000000..3ac0b1a46 --- /dev/null +++ b/compendium/setting/deities/keepers-of-the-hearth-lokl.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/lokl +- deity/pantheon +- domain/family/deity +- domain/freedom/deity +- domain/might/deity +- domain/protection/deity +aliases: ["Keepers of the Hearth"] +--- +# Keepers of the Hearth *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Knights of Lastwall p. 68* + +- **Category**: Pantheon +- **Anathema**: prey on the weak, abuse power; sow discord in a community +- **Areas of Concern**: protecting and defending the innocent, , maintaining the spirit and traditions of a community +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md), [LN](rules/traits/lawful-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Society +- **Favored Weapon**: [light hammer](compendium/equipment/items/light-hammer.md) +- **Domains**: [family](compendium/setting/domains.md#Family), [freedom](compendium/setting/domains.md#Freedom), [might](compendium/setting/domains.md#Might), [protection](compendium/setting/domains.md#Protection) +- **Cleric Spells**: 1st: [mage armor](compendium/spells/mage-armor.md); 2nd: [enlarge](compendium/spells/enlarge.md); 4th: [stoneskin](compendium/spells/stoneskin.md) \ No newline at end of file diff --git a/compendium/setting/deities/kelizandri-logm.md b/compendium/setting/deities/kelizandri-logm.md new file mode 100644 index 000000000..168f97757 --- /dev/null +++ b/compendium/setting/deities/kelizandri-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/elemental-lords +- domain/destruction/deity +- domain/nightmares/deity +- domain/travel/deity +- domain/water/deity +aliases: ["Kelizandri", "The Brackish Emperor"] +--- +# Kelizandri (The Brackish Emperor) *([NE](rules/traits/neutral-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 126* + +- **Category**: Elemental Lords +- **Anathema**: destroy a body of water, use magic to calm the waves +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [trident](compendium/equipment/items/trident.md) +- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [nightmares](compendium/setting/domains.md#Nightmares), [travel](compendium/setting/domains.md#Travel), [water](compendium/setting/domains.md#Water) +- **Cleric Spells**: 1st: [fear](compendium/spells/fear.md); 2nd: summon elemental (water only); 4th: [hydraulic torrent](compendium/spells/hydraulic-torrent.md) \ No newline at end of file diff --git a/compendium/setting/deities/kerkamoth-logm.md b/compendium/setting/deities/kerkamoth-logm.md new file mode 100644 index 000000000..42cc082ea --- /dev/null +++ b/compendium/setting/deities/kerkamoth-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/monitor-demigods +- domain/darkness/deity +- domain/decay/deity +- domain/destruction/deity +- domain/void/deity +aliases: ["Kerkamoth", "The Waiting Void"] +--- +# Kerkamoth (The Waiting Void) *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Monitor Demigods +- **Anathema**: attempt to preserve something indefinitely, perform an act of wanton and significant destruction +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) or [harm](compendium/spells/harm.md) +- **Divine Skill**: Occultism +- **Favored Weapon**: [warhammer](compendium/equipment/items/warhammer.md) +- **Domains**: [darkness](compendium/setting/domains.md#Darkness), [decay](compendium/setting/domains.md#Decay), [destruction](compendium/setting/domains.md#Destruction), [void](compendium/setting/domains.md#Void) +- **Cleric Spells**: 1st: [penumbral shroud](compendium/spells/penumbral-shroud-logm.md); 5th: [shadow siphon](compendium/spells/shadow-siphon.md); 6th: [disintegrate](compendium/spells/disintegrate.md) \ No newline at end of file diff --git a/compendium/setting/deities/ketephys-logm.md b/compendium/setting/deities/ketephys-logm.md new file mode 100644 index 000000000..a1aab179e --- /dev/null +++ b/compendium/setting/deities/ketephys-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/elven-gods +- domain/darkness/deity +- domain/moon/deity +- domain/nature/deity +- domain/secrecy/deity +aliases: ["Ketephys", "The Hunter"] +--- +# Ketephys (The Hunter) *([CG](rules/traits/chaotic-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Elven Gods +- **Anathema**: take more than needed from the wilderness, hunt an animal for sport, aid Treerazer or his minions +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Survival +- **Favored Weapon**: [longbow](compendium/equipment/items/longbow.md) +- **Domains**: [darkness](compendium/setting/domains.md#Darkness), [moon](compendium/setting/domains.md#Moon), [nature](compendium/setting/domains.md#Nature), [secrecy](compendium/setting/domains.md#Secrecy) +- **Cleric Spells**: 1st: [pass without trace](compendium/spells/pass-without-trace.md); 2nd: [invisibility](compendium/spells/invisibility.md); 3rd: [animal vision](compendium/spells/animal-vision.md) \ No newline at end of file diff --git a/compendium/setting/deities/kitmu-lome.md b/compendium/setting/deities/kitmu-lome.md new file mode 100644 index 000000000..c9dfbc9ea --- /dev/null +++ b/compendium/setting/deities/kitmu-lome.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/lome +- deity/mwangi-gods +- domain/destruction/deity +- domain/indulgence/deity +- domain/nightmares/deity +- domain/swarm/deity +aliases: ["Kitmu", "Mother of Fireflies"] +--- +# Kitmu (Mother of Fireflies) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Lost Omens: The Mwangi Expanse p. 158* + +- **Category**: Mwangi Gods +- **Anathema**: step on a firefly, kill those marked by Kitumu +- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Nature +- **Favored Weapon**: [dagger](compendium/equipment/items/dagger.md) +- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [indulgence](compendium/setting/domains.md#Indulgence), [nightmares](compendium/setting/domains.md#Nightmares), [swarm](compendium/setting/domains.md#Swarm) +- **Cleric Spells**: 1st: [sleep](compendium/spells/sleep.md); 2nd: [vomit swarm](compendium/spells/vomit-swarm-apg.md); 3rd: [insect form](compendium/spells/insect-form.md) \ No newline at end of file diff --git a/compendium/setting/deities/kofusachi-logm.md b/compendium/setting/deities/kofusachi-logm.md new file mode 100644 index 000000000..3746c1a35 --- /dev/null +++ b/compendium/setting/deities/kofusachi-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/tian-gods +- domain/luck/deity +- domain/passion/deity +- domain/travel/deity +- domain/wealth/deity +aliases: ["Kofusachi", "The Laughing God"] +--- +# Kofusachi (The Laughing God) *([CG](rules/traits/chaotic-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Tian Gods +- **Anathema**: become tied to one location, judge another based on sexual desires or gender roles +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Constitution +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Performance +- **Favored Weapon**: [staff](compendium/equipment/items/staff.md) +- **Domains**: [luck](compendium/setting/domains.md#Luck), [passion](compendium/setting/domains.md#Passion), [travel](compendium/setting/domains.md#Travel), [wealth](compendium/setting/domains.md#Wealth) +- **Cleric Spells**: 1st: [soothe](compendium/spells/soothe.md); 2nd: [hideous laughter](compendium/spells/hideous-laughter.md); 8th: [uncontrollable dance](compendium/spells/uncontrollable-dance.md) \ No newline at end of file diff --git a/compendium/setting/deities/kols-logm.md b/compendium/setting/deities/kols-logm.md new file mode 100644 index 000000000..c24dd7064 --- /dev/null +++ b/compendium/setting/deities/kols-logm.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/dwarven-gods +- domain/duty/deity +- domain/knowledge/deity +- domain/might/deity +- domain/truth/deity +- trait/agile +- trait/auditory +- trait/nonlethal +- trait/reach-15-feet +- trait/thrown-40-feet +aliases: ["Kols", "Oath-Keeper"] +--- +# Kols (Oath-Keeper) *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 126* + +- **Category**: Dwarven Gods +- **Anathema**: lie, dishonor yourself or your family, shirk your duties, break an oath +- **Areas of Concern**: duty, , honor, , promises +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) or [harm](compendium/spells/harm.md) +- **Divine Skill**: Society +- **Favored Weapon**: [light hammer](compendium/equipment/items/light-hammer.md) +- **Domains**: [duty](compendium/setting/domains.md#Duty), [knowledge](compendium/setting/domains.md#Knowledge), [might](compendium/setting/domains.md#Might), [truth](compendium/setting/domains.md#Truth) +- **Cleric Spells**: 1st: [unseen servant](compendium/spells/unseen-servant.md); 4th: [suggestion](compendium/spells/suggestion.md); 8th: [unrelenting observation](compendium/spells/unrelenting-observation.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Kols + +- **Speed**: Speed 50 feet, immune to [immobilized](rules/conditions.md#Immobilized), ignore difficult terrain and greater difficult terrain +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") decisive gavel ([agile](rules/traits/agile.md), [reach <15 feet>](rules/traits/reach.md), [thrown <40 feet>](rules/traits/thrown.md)), **Damage** `6d6+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") pronounce judgment ([auditory](rules/traits/auditory.md), [nonlethal](rules/traits/nonlethal.md)), **Damage** `6d6+3` sonic +``` \ No newline at end of file diff --git a/compendium/setting/deities/korada-logm.md b/compendium/setting/deities/korada-logm.md new file mode 100644 index 000000000..7385815c4 --- /dev/null +++ b/compendium/setting/deities/korada-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/empyreal-lords +- domain/change/deity +- domain/healing/deity +- domain/magic/deity +- domain/protection/deity +aliases: ["Korada", "The Open Hand of Harmony"] +--- +# Korada (The Open Hand of Harmony) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Empyreal Lords +- **Anathema**: cause lethal harm to a creature, deny a repentant creature an opportunity for redemption, ask a retired warrior to fight +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Wisdom or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Diplomacy +- **Favored Weapon**: fist +- **Domains**: [change](compendium/setting/domains.md#Change), [healing](compendium/setting/domains.md#Healing), [magic](compendium/setting/domains.md#Magic), [protection](compendium/setting/domains.md#Protection) +- **Cleric Spells**: 1st: [soothe](compendium/spells/soothe.md); 3rd: [slow](compendium/spells/slow.md); 4th: [resilient sphere](compendium/spells/resilient-sphere.md) \ No newline at end of file diff --git a/compendium/setting/deities/kostchtchie-logm.md b/compendium/setting/deities/kostchtchie-logm.md new file mode 100644 index 000000000..ce14d2bda --- /dev/null +++ b/compendium/setting/deities/kostchtchie-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/demon-lords +- domain/cold/deity +- domain/destruction/deity +- domain/might/deity +- domain/zeal/deity +aliases: ["Kostchtchie", "The Deathless Frost"] +--- +# Kostchtchie (The Deathless Frost) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 126* + +- **Category**: Demon Lords +- **Anathema**: make a deal with Baba Yaga or her children, defer to or obey a woman +- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [warhammer](compendium/equipment/items/warhammer.md) +- **Domains**: [cold](compendium/setting/domains.md#Cold), [destruction](compendium/setting/domains.md#Destruction), [might](compendium/setting/domains.md#Might), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: chilling spray; 2nd: [enlarge](compendium/spells/enlarge.md); 5th: [cone of cold](compendium/spells/cone-of-cold.md) \ No newline at end of file diff --git a/compendium/setting/deities/kurgess-logm.md b/compendium/setting/deities/kurgess-logm.md new file mode 100644 index 000000000..001f93cdb --- /dev/null +++ b/compendium/setting/deities/kurgess-logm.md @@ -0,0 +1,55 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/gods-of-the-inner-sea +- domain/ambition/deity +- domain/might/deity +- domain/truth/deity +- domain/zeal/deity +- trait/disarm +- trait/reach-20-feet +- trait/thrown +- trait/trip +aliases: ["Kurgess", "The Strong Man"] +--- +# Kurgess (The Strong Man) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 65* + +- **Category**: Gods of the Inner Sea +- **Anathema**: cheat at honorable contests, dishonor those who have lost or failed (including defeated or slain enemies), engage in reckless or needless destruction or bloodshed +- **Areas of Concern**: healthy competition, , sport, , and physical development +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [javelin](compendium/equipment/items/javelin.md) +- **Domains**: [ambition](compendium/setting/domains.md#Ambition), [might](compendium/setting/domains.md#Might), [truth](compendium/setting/domains.md#Truth), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [ant haul](compendium/spells/ant-haul.md); 2nd: [enlarge](compendium/spells/enlarge.md); 3rd: [haste](compendium/spells/haste.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Kurgess gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Kurgess + +- **Speed**: Speed 70 feet, climb 50 feet, swim 50 feet, immune to [immobilized](rules/conditions.md#Immobilized) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") lashing chain ([disarm](rules/traits/disarm.md), [reach <20 feet>](rules/traits/reach.md), [trip](rules/traits/trip.md)), **Damage** `6d6+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") javelin ([thrown](rules/traits/thrown.md)), **Damage** `6d6+3` piercing +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic Web Supplement p. 7* + +The Strong Man's gifts reflect his mastery of might. + +- **Minor Boon** The Strong Man blesses you with a measure of his strength. Increase your maximum and encumbered Bulk limits by 2. +- **Moderate Boon**: You fear no exertion. You can employ exploration tactics normally while [fatigued](rules/conditions.md#Fatigued). +- **Major Boon**: You possess a true champion's might. When you roll a critical failure on an [Athletics](compendium/skills.md#Athletics) check, you get a failure instead, and when you roll a success, you instead get a critical success. + +- **Minor Curse**: Difficulty lifting burdens is a sign of divine disapproval. Your maximum and encumbered Bulk limits decrease by 2. +- **Moderate Curse** Kurgess's displeasure breaks your competitive edge, causing you to fail at the cusp of success. If your check result exactly equals the DC, you fail instead of succeeding. +- **Major Curse**: The wrath of Kurgess withers you almost to nothing. You are permanently [drained](rules/conditions.md#Drained) and [enfeebled](rules/conditions.md#Enfeebled). \ No newline at end of file diff --git a/compendium/setting/deities/lady-jingxi-logm.md b/compendium/setting/deities/lady-jingxi-logm.md new file mode 100644 index 000000000..97c118380 --- /dev/null +++ b/compendium/setting/deities/lady-jingxi-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/tian-gods +- domain/creation/deity +- domain/glyph/deity +- domain/knowledge/deity +- domain/repose/deity +aliases: ["Lady Jingxi", "The Poet of Dawn and Dusk"] +--- +# Lady Jingxi (The Poet of Dawn and Dusk) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Tian Gods +- **Anathema**: destroy a natural plum tree, drink excessive amounts of alcohol, act rude or boorish +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Performance +- **Favored Weapon**: fighting fan +- **Domains**: [creation](compendium/setting/domains.md#Creation), [glyph](compendium/setting/domains.md#Glyph), [knowledge](compendium/setting/domains.md#Knowledge), [repose](compendium/setting/domains.md#Repose) +- **Cleric Spells**: 1st: [sleep](compendium/spells/sleep.md); 2nd: [mirror image](compendium/spells/mirror-image.md); 5th: [chromatic wall](compendium/spells/chromatic-wall.md) \ No newline at end of file diff --git a/compendium/setting/deities/lady-nanbyo-logm.md b/compendium/setting/deities/lady-nanbyo-logm.md new file mode 100644 index 000000000..6bdb8d233 --- /dev/null +++ b/compendium/setting/deities/lady-nanbyo-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/tian-gods +- domain/destruction/deity +- domain/fire/deity +- domain/plague/deity +- domain/water/deity +aliases: ["Lady Nanbyo", "The Widow of Suffering"] +--- +# Lady Nanbyo (The Widow of Suffering) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Tian Gods +- **Anathema**: allow a natural disaster to completely destroy a community or leave a group with no survivors +- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Nature +- **Favored Weapon**: [warhammer](compendium/equipment/items/warhammer.md) +- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [fire](compendium/setting/domains.md#Fire), [plague](compendium/setting/domains.md#Plague), [water](compendium/setting/domains.md#Water) +- **Cleric Spells**: 1st: [burning hands](compendium/spells/burning-hands.md); 5th: [control water](compendium/spells/control-water.md); 6th: [dragon form](compendium/spells/dragon-form.md) \ No newline at end of file diff --git a/compendium/setting/deities/lahkgya-logm.md b/compendium/setting/deities/lahkgya-logm.md new file mode 100644 index 000000000..cf90224ad --- /dev/null +++ b/compendium/setting/deities/lahkgya-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/vudrani-gods +- domain/indulgence/deity +- domain/nature/deity +- domain/swarm/deity +- domain/trickery/deity +aliases: ["Lahkgya", "Patron of Monkeys"] +--- +# Lahkgya (Patron of Monkeys) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Vudrani Gods +- **Anathema**: work honestly for something you could steal instead, kill a monkey +- **Follower Alignments**: [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Intelligence +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Thievery +- **Favored Weapon**: jaws or [battle axe](compendium/equipment/items/battle-axe.md) +- **Domains**: [indulgence](compendium/setting/domains.md#Indulgence), [nature](compendium/setting/domains.md#Nature), [swarm](compendium/setting/domains.md#Swarm), [trickery](compendium/setting/domains.md#Trickery) +- **Cleric Spells**: 1st: [fleet step](compendium/spells/fleet-step.md); 3rd: [mad monkeys](compendium/spells/mad-monkeys-apg.md); 4th: [confusion](compendium/spells/confusion.md) \ No newline at end of file diff --git a/compendium/setting/deities/lamashtu.md b/compendium/setting/deities/lamashtu.md index 0f9c46a5e..eb8edb7ea 100644 --- a/compendium/setting/deities/lamashtu.md +++ b/compendium/setting/deities/lamashtu.md @@ -13,13 +13,13 @@ tags: - trait/reach-15-feet aliases: ["Lamashtu", "Mother of Monsters"] --- -# Lamashtu (Mother of Monsters) *(CE)* +# Lamashtu (Mother of Monsters) *([CE](rules/traits/chaotic-evil-b1.md))* *Source: Core Rulebook p. 439* - **Category**: Gods of the Inner Sea - **Anathema**: attempt to treat a mental illness or deformity, provide succor to Lamashtu's enemies - **Areas of Concern**: aberrance, , monsters, , and nigthmares -- **Follower Alignments**: CE +- **Follower Alignments**: [CE](rules/traits/chaotic-evil-b1.md) ## Devotee benefits diff --git a/compendium/setting/deities/lao-shu-po-logm.md b/compendium/setting/deities/lao-shu-po-logm.md new file mode 100644 index 000000000..3de83b571 --- /dev/null +++ b/compendium/setting/deities/lao-shu-po-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/tian-gods +- domain/darkness/deity +- domain/luck/deity +- domain/swarm/deity +- domain/trickery/deity +aliases: ["Lao Shu Po", "Old Rat Woman"] +--- +# Lao Shu Po (Old Rat Woman) *([NE](rules/traits/neutral-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Tian Gods +- **Anathema**: work honestly for something you could steal instead, risk too much for another creature +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Intelligence +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Thievery +- **Favored Weapon**: [dagger](compendium/equipment/items/dagger.md) +- **Domains**: [darkness](compendium/setting/domains.md#Darkness), [luck](compendium/setting/domains.md#Luck), [swarm](compendium/setting/domains.md#Swarm), [trickery](compendium/setting/domains.md#Trickery) +- **Cleric Spells**: 1st: summon animal (rodents only); 2nd: [knock](compendium/spells/knock.md); 3rd: [nondetection](compendium/spells/nondetection.md) \ No newline at end of file diff --git a/compendium/setting/deities/laws-of-mortality-logm.md b/compendium/setting/deities/laws-of-mortality-logm.md new file mode 100644 index 000000000..96b4827b5 --- /dev/null +++ b/compendium/setting/deities/laws-of-mortality-logm.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/philosophy +aliases: ["Laws of Mortality"] +--- +# Laws of Mortality *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 97* + +- **Category**: Philosophy +- **Anathema**: worship or swear an oath by a deity or religion, solicit or receive divine or religious aid, take a side in conflicts between religions +- **Areas of Concern**: mortal affairs, , peace, , self-rule +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Intelligence +- **Divine Font**: +- **Divine Skill**: Medicine +- **Cleric Spells**: \ No newline at end of file diff --git a/compendium/setting/deities/likha-logm.md b/compendium/setting/deities/likha-logm.md new file mode 100644 index 000000000..59f6b9f75 --- /dev/null +++ b/compendium/setting/deities/likha-logm.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/vudrani-gods +- domain/creation/deity +- domain/knowledge/deity +- domain/passion/deity +- domain/sorrow/deity +- trait/disarm +- trait/reach-20-feet +aliases: ["Likha", "The Teller"] +--- +# Likha (The Teller) *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Vudrani Gods +- **Anathema**: begin a performance or tale without first inviting the gods to watch, act out a death on stage +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Performance +- **Favored Weapon**: [hatchet](compendium/equipment/items/hatchet.md) +- **Domains**: [creation](compendium/setting/domains.md#Creation), [knowledge](compendium/setting/domains.md#Knowledge), [passion](compendium/setting/domains.md#Passion), [sorrow](compendium/setting/domains.md#Sorrow) +- **Cleric Spells**: 1st: [illusory disguise](compendium/spells/illusory-disguise.md); 3rd: [enthrall](compendium/spells/enthrall.md); 5th: [illusory scene](compendium/spells/illusory-scene.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Likha + +- **Speed**: Speed 70 feet, immune to [immobilized](rules/conditions.md#Immobilized) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") trunk ([disarm](rules/traits/disarm.md), [reach <20 feet>](rules/traits/reach.md)), **Damage** `6d6+6` bludgeoning plus grasping trunk +- **Grasping Trunk**: A Large or smaller creature hit by the avatar's trunk is [grabbed](rules/conditions.md#Grabbed). If the avatar moves, it can bring the [grabbed](rules/conditions.md#Grabbed) creature along with it. +``` \ No newline at end of file diff --git a/compendium/setting/deities/lissala-logm.md b/compendium/setting/deities/lissala-logm.md new file mode 100644 index 000000000..ccc023311 --- /dev/null +++ b/compendium/setting/deities/lissala-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/other-gods +- domain/fate/deity +- domain/glyph/deity +- domain/magic/deity +- domain/toil/deity +aliases: ["Lissala", "The Sihedron Scion"] +--- +# Lissala (The Sihedron Scion) *([LE](rules/traits/lawful-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Other Gods +- **Anathema**: disobey a superior, shirk your duties, destroy a book +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Arcana +- **Favored Weapon**: [whip](compendium/equipment/items/whip.md) +- **Domains**: [fate](compendium/setting/domains.md#Fate), [glyph](compendium/setting/domains.md#Glyph), [magic](compendium/setting/domains.md#Magic), [toil](compendium/setting/domains.md#Toil) +- **Cleric Spells**: 1st: [message rune](compendium/spells/message-rune-logm.md); 2nd: [secret page](compendium/spells/secret-page.md); 6th: [dominate](compendium/spells/dominate.md) \ No newline at end of file diff --git a/compendium/setting/deities/lubaiko-lome.md b/compendium/setting/deities/lubaiko-lome.md new file mode 100644 index 000000000..4d1820970 --- /dev/null +++ b/compendium/setting/deities/lubaiko-lome.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/lome +- deity/mwangi-gods +- domain/ambition/deity +- domain/change/deity +- domain/destruction/deity +- domain/fire/deity +- domain/lightning/deity +- domain/zeal/deity +- trait/reach-20-feet +- trait/versatile-fire +aliases: ["Lubaiko", "The Spark in the Dust"] +--- +# Lubaiko (The Spark in the Dust) *([CN](rules/traits/chaotic-neutral-b1.md))* +*Source: Lost Omens: The Mwangi Expanse p. 138* + +- **Category**: Mwangi Gods +- **Anathema**: calm a crowd, douse a fire, sleep in the same place three nights in a row +- **Areas of Concern**: wildfire, , bad luck, , inspiration, , turmoil +- **Follower Alignments**: [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Diplomacy +- **Favored Weapon**: [longspear](compendium/equipment/items/longspear.md) +- **Domains**: [ambition](compendium/setting/domains.md#Ambition), [fire](compendium/setting/domains.md#Fire), [lightning](compendium/setting/domains.md#Lightning), [zeal](compendium/setting/domains.md#Zeal) +- **Alternate Domains**: [change](compendium/setting/domains.md#Change), [destruction](compendium/setting/domains.md#Destruction) +- **Cleric Spells**: 1st: [ill omen](compendium/spells/ill-omen-logm.md); 2nd: [flaming sphere](compendium/spells/flaming-sphere.md); 7th: [fiery body](compendium/spells/fiery-body.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Lubaiko gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Lubaiko + +- **Speed**: Speed 30 feet, fly 70 feet +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longspear ([reach <20 feet>](rules/traits/reach.md)), **Damage** `6d12+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") flaming lightning ([versatile ](rules/traits/versatile.md)), **Damage** `6d6+3` electricity +``` \ No newline at end of file diff --git a/compendium/setting/deities/luhar-lome.md b/compendium/setting/deities/luhar-lome.md new file mode 100644 index 000000000..439c02c5e --- /dev/null +++ b/compendium/setting/deities/luhar-lome.md @@ -0,0 +1,47 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/lome +- deity/mwangi-gods +- domain/cities/deity +- domain/darkness/deity +- domain/dreams/deity +- domain/fate/deity +- domain/soul/deity +- domain/star/deity +- domain/sun/deity +- domain/zeal/deity +- trait/disarm +- trait/finesse +- trait/reach-15-feet +- trait/trip +aliases: ["Luhar", "THE SETTING SUN"] +--- +# Luhar (THE SETTING SUN) *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Lost Omens: The Mwangi Expanse p. 139* + +- **Category**: Mwangi Gods +- **Anathema**: stay up all night without any breaks for sleeping or dreaming, attack a person or creature while they sleep, leave a badly wounded opponent alive and suffering, create undead or ask questions of the dead +- **Areas of Concern**: death, , dreams, , destiny +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Stealth +- **Favored Weapon**: [spiked chain](compendium/equipment/items/spiked-chain.md) +- **Domains**: [cities](compendium/setting/domains.md#Cities), [darkness](compendium/setting/domains.md#Darkness), [dreams](compendium/setting/domains.md#Dreams), [sun](compendium/setting/domains.md#Sun) +- **Alternate Domains**: [fate](compendium/setting/domains.md#Fate), [soul](compendium/setting/domains.md#Soul), [star](compendium/setting/domains.md#Star), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [sleep](compendium/spells/sleep.md); 3rd: [invisibility sphere](compendium/spells/invisibility-sphere.md); 5th: [shadow walk](compendium/spells/shadow-walk.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Luhar gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Luhar + +- **Speed**: Speed 70 feet, ignore difficult terrain and greater difficult terrain +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spiked chain ([disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md), [trip](rules/traits/trip.md)), **Damage** `6d8+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") touch of mercy **Damage** `6d6+3` negative +``` \ No newline at end of file diff --git a/compendium/setting/deities/lymnieris-logm.md b/compendium/setting/deities/lymnieris-logm.md new file mode 100644 index 000000000..de88bcd2c --- /dev/null +++ b/compendium/setting/deities/lymnieris-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/empyreal-lords +- domain/change/deity +- domain/passion/deity +- domain/protection/deity +- domain/repose/deity +aliases: ["Lymnieris", "The Auroral Tower"] +--- +# Lymnieris (The Auroral Tower) *([LG](rules/traits/lawful-goo-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Empyreal Lords +- **Anathema**: persecute sex workers, force or support unwanted marriages +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Wisdom or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Society +- **Favored Weapon**: [longsword](compendium/equipment/items/longsword.md) +- **Domains**: [change](compendium/setting/domains.md#Change), [passion](compendium/setting/domains.md#Passion), [protection](compendium/setting/domains.md#Protection), [repose](compendium/setting/domains.md#Repose) +- **Cleric Spells**: 1st: [mage armor](compendium/spells/mage-armor.md); 3rd: [threefold aspect](compendium/spells/threefold-aspect-apg.md); 4th: [resilient sphere](compendium/spells/resilient-sphere.md) \ No newline at end of file diff --git a/compendium/setting/deities/lysianassa-logm.md b/compendium/setting/deities/lysianassa-logm.md new file mode 100644 index 000000000..52f12d23d --- /dev/null +++ b/compendium/setting/deities/lysianassa-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/elemental-lords +- domain/change/deity +- domain/fate/deity +- domain/nature/deity +- domain/water/deity +aliases: ["Lysianassa", "Empress of the Torrent"] +--- +# Lysianassa (Empress of the Torrent) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 126* + +- **Category**: Elemental Lords +- **Anathema**: pollute clean bodies of water, dam a river, disrespect sincere gifts of water or drink +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Constitution +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Survival +- **Favored Weapon**: [spear](compendium/equipment/items/spear.md) +- **Domains**: [change](compendium/setting/domains.md#Change), [fate](compendium/setting/domains.md#Fate), [nature](compendium/setting/domains.md#Nature), [water](compendium/setting/domains.md#Water) +- **Cleric Spells**: 1st: [hydraulic push](compendium/spells/hydraulic-push.md); 2nd: [aqueous orb](compendium/spells/aqueous-orb-apg.md); 5th: [control water](compendium/spells/control-water.md) \ No newline at end of file diff --git a/compendium/setting/deities/maat-logm.md b/compendium/setting/deities/maat-logm.md new file mode 100644 index 000000000..3efee74c4 --- /dev/null +++ b/compendium/setting/deities/maat-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/ancient-osirian-gods +- domain/knowledge/deity +- domain/protection/deity +- domain/star/deity +- domain/truth/deity +aliases: ["Ma'at", "The Feather of Truth"] +--- +# Ma'at (The Feather of Truth) *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 124* + +- **Category**: Ancient Osirian Gods +- **Anathema**: Defend civilization from chaos, live an honest and just life, be impartial in judgment and reveal the truth +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Society +- **Favored Weapon**: [starknife](compendium/equipment/items/starknife.md) +- **Domains**: [knowledge](compendium/setting/domains.md#Knowledge), [protection](compendium/setting/domains.md#Protection), [star](compendium/setting/domains.md#Star), [truth](compendium/setting/domains.md#Truth) +- **Cleric Spells**: 1st: [feather fall](compendium/spells/feather-fall.md); 4th: [resilient sphere](compendium/spells/resilient-sphere.md); 5th: [mind probe](compendium/spells/mind-probe.md) \ No newline at end of file diff --git a/compendium/setting/deities/magdh-logm.md b/compendium/setting/deities/magdh-logm.md new file mode 100644 index 000000000..472804117 --- /dev/null +++ b/compendium/setting/deities/magdh-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/eldest +- domain/fate/deity +- domain/glyph/deity +- domain/knowledge/deity +- domain/truth/deity +aliases: ["Magdh", "The Three"] +--- +# Magdh (The Three) *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 79* + +- **Category**: Eldest +- **Anathema**: lie, share your divinations without payment (no matter how trivial) +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Occultism +- **Favored Weapon**: [scythe](compendium/equipment/items/scythe.md) +- **Domains**: [fate](compendium/setting/domains.md#Fate), [glyph](compendium/setting/domains.md#Glyph), [knowledge](compendium/setting/domains.md#Knowledge), [truth](compendium/setting/domains.md#Truth) +- **Cleric Spells**: 1st: [anticipate peril](compendium/spells/anticipate-peril-logm.md); 3rd: [threefold aspect](compendium/spells/threefold-aspect-apg.md); 6th: [scrying](compendium/spells/scrying.md) \ No newline at end of file diff --git a/compendium/setting/deities/magrim-logm.md b/compendium/setting/deities/magrim-logm.md new file mode 100644 index 000000000..892013a15 --- /dev/null +++ b/compendium/setting/deities/magrim-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/dwarven-gods +- domain/death/deity +- domain/duty/deity +- domain/fate/deity +- domain/glyph/deity +aliases: ["Magrim", "The Taskmaster"] +--- +# Magrim (The Taskmaster) *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 126* + +- **Category**: Dwarven Gods +- **Anathema**: treat gravesites irreverently, mistreat your tools, create undead, damage a soul +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Crafting +- **Favored Weapon**: [warhammer](compendium/equipment/items/warhammer.md) +- **Domains**: [death](compendium/setting/domains.md#Death), [duty](compendium/setting/domains.md#Duty), [glyph](compendium/setting/domains.md#Glyph), [fate](compendium/setting/domains.md#Fate) +- **Cleric Spells**: 1st: [temporary tool](compendium/spells/temporary-tool-logm.md); 2nd: [expeditious excavation](compendium/spells/expeditious-excavation-logm.md); 9th: [earthquake](compendium/spells/earthquake.md) \ No newline at end of file diff --git a/compendium/setting/deities/mahathallah-logm.md b/compendium/setting/deities/mahathallah-logm.md new file mode 100644 index 000000000..91e2277c1 --- /dev/null +++ b/compendium/setting/deities/mahathallah-logm.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/queens-of-the-night +- domain/fate/deity +- domain/trickery/deity +- domain/truth/deity +- domain/undeath/deity +- trait/visual +aliases: ["Mahathallah", "Dowager of Illusions"] +--- +# Mahathallah (Dowager of Illusions) *([LE](rules/traits/lawful-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 75* + +- **Category**: Queens of the Night +- **Anathema**: become too invested in mortal affairs +- **Areas of Concern**: death, , fate, , vanity +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Wisdom or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Deception +- **Favored Weapon**: bola +- **Domains**: [fate](compendium/setting/domains.md#Fate), [trickery](compendium/setting/domains.md#Trickery), [truth](compendium/setting/domains.md#Truth), [undeath](compendium/setting/domains.md#Undeath) +- **Cleric Spells**: 1st: [illusory disguise](compendium/spells/illusory-disguise.md); 2nd: [misdirection](compendium/spells/misdirection.md); 5th: [illusory scene](compendium/spells/illusory-scene.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Mahathallah + +- **Speed**: Speed 30 feet, fly 70 feet +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") hideous vision ([visual](rules/traits/visual.md)), **Damage** `6d6+3` mental Automatically succeeds at all flat checks to attack a [hidden](rules/conditions.md#Hidden) or [concealed](rules/conditions.md#Concealed) creature +``` \ No newline at end of file diff --git a/compendium/setting/deities/mammon-logm.md b/compendium/setting/deities/mammon-logm.md new file mode 100644 index 000000000..33c9c5407 --- /dev/null +++ b/compendium/setting/deities/mammon-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/archdevils +- domain/ambition/deity +- domain/creation/deity +- domain/toil/deity +- domain/wealth/deity +aliases: ["Mammon", "The Argent Prince"] +--- +# Mammon (The Argent Prince) *([LE](rules/traits/lawful-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 75* + +- **Category**: Archdevils +- **Anathema**: leave the cult of Mammon, allow those who steal from you to go unpunished +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Wisdom or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Thievery +- **Favored Weapon**: [spear](compendium/equipment/items/spear.md) +- **Domains**: [ambition](compendium/setting/domains.md#Ambition), [creation](compendium/setting/domains.md#Creation), [toil](compendium/setting/domains.md#Toil), [wealth](compendium/setting/domains.md#Wealth) +- **Cleric Spells**: 1st: [shattering gem](compendium/spells/shattering-gem-logm.md); 4th: [creation](compendium/spells/creation.md); 7th: [magnificent mansion](compendium/spells/magnificent-mansion.md) \ No newline at end of file diff --git a/compendium/setting/deities/matravash-logm.md b/compendium/setting/deities/matravash-logm.md new file mode 100644 index 000000000..3b43321a9 --- /dev/null +++ b/compendium/setting/deities/matravash-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/vudrani-gods +- domain/cities/deity +- domain/nature/deity +- domain/travel/deity +- domain/water/deity +aliases: ["Matravash", "The Wide Water"] +--- +# Matravash (The Wide Water) *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Vudrani Gods +- **Anathema**: destroy lotus fields, interfere with the flow of the Matra river, pollute clean water, reveal the location of non-evil fugitives +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Survival +- **Favored Weapon**: [whip](compendium/equipment/items/whip.md) +- **Domains**: [cities](compendium/setting/domains.md#Cities), [nature](compendium/setting/domains.md#Nature), [travel](compendium/setting/domains.md#Travel), [water](compendium/setting/domains.md#Water) +- **Cleric Spells**: 1st: [share lore](compendium/spells/share-lore-logm.md); 3rd: [slow](compendium/spells/slow.md); 4th: [speak with plants](compendium/spells/speak-with-plants.md) \ No newline at end of file diff --git a/compendium/setting/deities/mazludeh-lome.md b/compendium/setting/deities/mazludeh-lome.md new file mode 100644 index 000000000..7109c7801 --- /dev/null +++ b/compendium/setting/deities/mazludeh-lome.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/lome +- deity/mwangi-gods +- domain/cities/deity +- domain/duty/deity +- domain/family/deity +- domain/knowledge/deity +- domain/nature/deity +- domain/perfection/deity +- trait/reach-15-feet +aliases: ["Mazludeh", "Mother of Hearth and Wall"] +--- +# Mazludeh (Mother of Hearth and Wall) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: The Mwangi Expanse p. 140* + +- **Category**: Mwangi Gods +- **Anathema**: betray another's trust, place conflict between ideological differences over people's lives +- **Areas of Concern**: balance, , community, , negotiation, , and twilight +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Wisdom or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Diplomacy +- **Favored Weapon**: [shield boss](compendium/equipment/items/shield-boss.md) +- **Domains**: [cities](compendium/setting/domains.md#Cities), [family](compendium/setting/domains.md#Family), [knowledge](compendium/setting/domains.md#Knowledge), [perfection](compendium/setting/domains.md#Perfection) +- **Alternate Domains**: [duty](compendium/setting/domains.md#Duty), [nature](compendium/setting/domains.md#Nature) +- **Cleric Spells**: 1st: share lore; 4th: [shape stone](compendium/spells/shape-stone.md); 5th: [wall of stone](compendium/spells/wall-of-stone.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Mazludeh gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Mazludeh + +- **Speed**: Speed 70 feet, climb 50 feet +- **Shield**: shield (15 Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") viper strike ([reach <15 feet>](rules/traits/reach.md)), **Damage** `6d10+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") stone rain **Damage** `6d6+3` bludgeoning +``` \ No newline at end of file diff --git a/compendium/setting/deities/mephistopheles-logm.md b/compendium/setting/deities/mephistopheles-logm.md new file mode 100644 index 000000000..677d6caf5 --- /dev/null +++ b/compendium/setting/deities/mephistopheles-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/archdevils +- domain/glyph/deity +- domain/knowledge/deity +- domain/secrecy/deity +- domain/tyranny/deity +aliases: ["Mephistopheles", "The Crimson Son"] +--- +# Mephistopheles (The Crimson Son) *([LE](rules/traits/lawful-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 75* + +- **Category**: Archdevils +- **Anathema**: break a contract you made, get caught breaking the law +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Deception +- **Favored Weapon**: [trident](compendium/equipment/items/trident.md) +- **Domains**: [glyph](compendium/setting/domains.md#Glyph), [knowledge](compendium/setting/domains.md#Knowledge), [secrecy](compendium/setting/domains.md#Secrecy), [tyranny](compendium/setting/domains.md#Tyranny) +- **Cleric Spells**: 1st: [message rune](compendium/spells/message-rune-logm.md); 2nd: [blistering invective](compendium/spells/blistering-invective-apg.md); 5th: [subconscious suggestion](compendium/spells/subconscious-suggestion.md) \ No newline at end of file diff --git a/compendium/setting/deities/milani-logm.md b/compendium/setting/deities/milani-logm.md new file mode 100644 index 000000000..e74ba9b3c --- /dev/null +++ b/compendium/setting/deities/milani-logm.md @@ -0,0 +1,53 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/gods-of-the-inner-sea +- domain/change/deity +- domain/destruction/deity +- domain/freedom/deity +- domain/zeal/deity +- trait/reach-15-feet +- trait/versatile-p +aliases: ["Milani", "The Everbloom"] +--- +# Milani (The Everbloom) *([CG](rules/traits/chaotic-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 66* + +- **Category**: Gods of the Inner Sea +- **Anathema**: abandon those in need, enslave or oppress others, harm the innocent through direct or inadvertent action +- **Areas of Concern**: devotion, , hope, , and uprisings +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Society +- **Favored Weapon**: [morningstar](compendium/equipment/items/morningstar.md) +- **Domains**: [change](compendium/setting/domains.md#Change), [destruction](compendium/setting/domains.md#Destruction), [freedom](compendium/setting/domains.md#Freedom), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [mage armor](compendium/spells/mage-armor.md); 3rd: [enthrall](compendium/spells/enthrall.md); 4th: [fire shield](compendium/spells/fire-shield.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Milani gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Milani + +- **Speed**: Speed 50 feet, fly 70 feet +- **Shield**: shield (15 Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") morningstar ([reach <15 feet>](rules/traits/reach.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d8+6` bludgeoning +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic Web Supplement p. 7* + +The Everbloom rewards those who put the needs of others first, especially when combating oppressive forces, and she doesn't hesitate to impede any who enslave others or persecute the defenseless. + +- **Minor Boon** Once, when you roll a failure on a [Deception](compendium/skills.md#Deception) or [Stealth](compendium/skills.md#Stealth) check to protect an uprising from discovery, you critically succeed instead. Milani typically grants this boon for extremely significant checks on which the uprising's survival hinges. +- **Moderate Boon**: When you use it to protect others, your shield blooms with roses brimming with razor-sharp thorns. You gain the Shield Warden feat, even if you don't meet its prerequisites. If you already had that feat, if your shield takes damage from a melee [Strike](rules/actions/strike.md) in defense of your ally, the attacker takes piercing damage equal to half the shield's Hardness. +- **Major Boon**: You gain +4 status bonus to checks to [Request](rules/actions/request.md) during attempts to satisfy one of Milani's edicts. Once per day, you can sound a battle cry that grants creatures within a 30-foot emanation the effects of [freedom of movement](compendium/spells/freedom-of-movement.md) and affects all doors, locks, containers, and other bindings used to restrain or imprison others with the effects of the [knock](compendium/spells/knock.md) spell. + +- **Minor Curse**: A magical wreath of thorny, blood-red roses endlessly grows from your scalp, no matter how much you try to remove it. You gain weakness 5 to piercing damage. +- **Moderate Curse** Ropes, chains, manacles, and other equipment used to bind or constrain become blazing hot in your hands, bursting into flame or melting as if engulfed in a forge. When you attempt to hold such an item, you take `2d6` fire damage and the item is destroyed. +- **Major Curse**: Small wounds bleed more than seems physically possible. Whenever you take slashing or piercing damage, you also take [persistent bleed damage](rules/conditions.md#Persistent%20Damage) equal to the level of the creature or effect that inflicted the damage. \ No newline at end of file diff --git a/compendium/setting/deities/moloch-logm.md b/compendium/setting/deities/moloch-logm.md new file mode 100644 index 000000000..a62d33e27 --- /dev/null +++ b/compendium/setting/deities/moloch-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/archdevils +- domain/destruction/deity +- domain/duty/deity +- domain/fire/deity +- domain/might/deity +aliases: ["Moloch", "The Ashen Bull"] +--- +# Moloch (The Ashen Bull) *([LE](rules/traits/lawful-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 75* + +- **Category**: Archdevils +- **Anathema**: defy a military superior, flee in battle (unless ordered to do so), lose your combat edge due to your vices +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [whip](compendium/equipment/items/whip.md) +- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [duty](compendium/setting/domains.md#Duty), [fire](compendium/setting/domains.md#Fire), [might](compendium/setting/domains.md#Might) +- **Cleric Spells**: 1st: [burning hands](compendium/spells/burning-hands.md); 5th: [acid storm](compendium/spells/acid-storm-logm.md); 7th: [fiery body](compendium/spells/fiery-body.md) \ No newline at end of file diff --git a/compendium/setting/deities/monad-logm.md b/compendium/setting/deities/monad-logm.md new file mode 100644 index 000000000..645d62306 --- /dev/null +++ b/compendium/setting/deities/monad-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/monitor-demigods +- domain/creation/deity +- domain/knowledge/deity +- domain/truth/deity +- domain/void/deity +aliases: ["Monad", "The Condition of All"] +--- +# Monad (The Condition of All) *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Monitor Demigods +- **Anathema**: allow your personal motivations to determine a major decision +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) or [harm](compendium/spells/harm.md) +- **Divine Skill**: Occultism +- **Favored Weapon**: fist +- **Domains**: [creation](compendium/setting/domains.md#Creation), [knowledge](compendium/setting/domains.md#Knowledge), [truth](compendium/setting/domains.md#Truth), [void](compendium/setting/domains.md#Void) +- **Cleric Spells**: 1st: [unseen servant](compendium/spells/unseen-servant.md); 2nd: [spectral hand](compendium/spells/spectral-hand.md); 4th: [gaseous form](compendium/spells/gaseous-form.md) \ No newline at end of file diff --git a/compendium/setting/deities/mother-vulture-logm.md b/compendium/setting/deities/mother-vulture-logm.md new file mode 100644 index 000000000..544e9e52a --- /dev/null +++ b/compendium/setting/deities/mother-vulture-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/monitor-demigods +- domain/change/deity +- domain/death/deity +- domain/decay/deity +- domain/nature/deity +aliases: ["Mother Vulture", "The Flesheater"] +--- +# Mother Vulture (The Flesheater) *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Monitor Demigods +- **Anathema**: poison insects or scavengers, waste food or good materials, allow rot to poison an area, create undead +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Survival +- **Favored Weapon**: [sickle](compendium/equipment/items/sickle.md) +- **Domains**: [change](compendium/setting/domains.md#Change), [death](compendium/setting/domains.md#Death), [decay](compendium/setting/domains.md#Decay), [nature](compendium/setting/domains.md#Nature) +- **Cleric Spells**: 1st: [soothe](compendium/spells/soothe.md); 4th: [aerial form](compendium/spells/aerial-form.md); 6th: [baleful polymorph](compendium/spells/baleful-polymorph.md) \ No newline at end of file diff --git a/compendium/setting/deities/naderi-logm.md b/compendium/setting/deities/naderi-logm.md new file mode 100644 index 000000000..1ca638c10 --- /dev/null +++ b/compendium/setting/deities/naderi-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/other-gods +- domain/death/deity +- domain/passion/deity +- domain/sorrow/deity +- domain/water/deity +aliases: ["Naderi", "The Lost Maiden"] +--- +# Naderi (The Lost Maiden) *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Other Gods +- **Anathema**: dismiss or mock a creature's grief, separate lovers, torture a creature +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Diplomacy +- **Favored Weapon**: [dagger](compendium/equipment/items/dagger.md) +- **Domains**: [death](compendium/setting/domains.md#Death), [passion](compendium/setting/domains.md#Passion), [sorrow](compendium/setting/domains.md#Sorrow), [water](compendium/setting/domains.md#Water) +- **Cleric Spells**: 1st: [soothe](compendium/spells/soothe.md); 4th: [crushing despair](compendium/spells/crushing-despair.md); 5th: [drop dead](compendium/spells/drop-dead.md) \ No newline at end of file diff --git a/compendium/setting/deities/nalinivati-logm.md b/compendium/setting/deities/nalinivati-logm.md new file mode 100644 index 000000000..1bc60884c --- /dev/null +++ b/compendium/setting/deities/nalinivati-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/tian-gods +- domain/glyph/deity +- domain/magic/deity +- domain/passion/deity +- domain/wyrmkin/deity +aliases: ["Nalinivati", "The Serpent's Kiss"] +--- +# Nalinivati (The Serpent's Kiss) *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Tian Gods +- **Anathema**: kill a harmless snake or swan, spurn friends due to jealousy or romantic competition, betray your offspring, separate lovers +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Wisdom or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Arcana +- **Favored Weapon**: jaws or urumi +- **Domains**: [glyph](compendium/setting/domains.md#Glyph), [magic](compendium/setting/domains.md#Magic), [passion](compendium/setting/domains.md#Passion), [wyrmkin](compendium/setting/domains.md#Wyrmkin) +- **Cleric Spells**: 1st: [charm](compendium/spells/charm.md); 2nd: [invisibility](compendium/spells/invisibility.md); 3rd: [lightning bolt](compendium/spells/lightning-bolt.md); 4th: [reflective scales](compendium/spells/reflective-scales-logm.md); 5th: [subconscious suggestion](compendium/spells/subconscious-suggestion.md); 6th: [mislead](compendium/spells/mislead.md); 7th: [contingency](compendium/spells/contingency.md); 8th: [scintillating pattern](compendium/spells/scintillating-pattern.md); 9th: [storm of vengeance](compendium/spells/storm-of-vengeance.md) \ No newline at end of file diff --git a/compendium/setting/deities/narakaas-logm.md b/compendium/setting/deities/narakaas-logm.md new file mode 100644 index 000000000..4d96e8c5c --- /dev/null +++ b/compendium/setting/deities/narakaas-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/monitor-demigods +- domain/change/deity +- domain/death/deity +- domain/pain/deity +- domain/sorrow/deity +aliases: ["Narakaas", "The Cleansing Sentence"] +--- +# Narakaas (The Cleansing Sentence) *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Monitor Demigods +- **Anathema**: torture an unwilling creature, take joy in suffering +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Diplomacy +- **Favored Weapon**: [greataxe](compendium/equipment/items/greataxe.md) +- **Domains**: [change](compendium/setting/domains.md#Change), [death](compendium/setting/domains.md#Death), [pain](compendium/setting/domains.md#Pain), [sorrow](compendium/setting/domains.md#Sorrow) +- **Cleric Spells**: 1st: [endure](compendium/spells/endure-logm.md); 2nd: [slough skin](compendium/spells/slough-skin-logm.md); 4th: [modify memory](compendium/spells/modify-memory.md) \ No newline at end of file diff --git a/compendium/setting/deities/narriseminek-logm.md b/compendium/setting/deities/narriseminek-logm.md new file mode 100644 index 000000000..0ffc3fc9f --- /dev/null +++ b/compendium/setting/deities/narriseminek-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/monitor-demigods +- domain/delirium/deity +- domain/freedom/deity +- domain/knowledge/deity +- domain/perfection/deity +aliases: ["Narriseminek", "The Crownless, the Maker of Kings"] +--- +# Narriseminek (The Crownless, the Maker of Kings) *([CN](rules/traits/chaotic-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Monitor Demigods +- **Anathema**: refuse to speak to a keketar, eschew a challenge by turning down a promotion or an advancement +- **Follower Alignments**: [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) or [harm](compendium/spells/harm.md) +- **Divine Skill**: Occultism +- **Favored Weapon**: [hatchet](compendium/equipment/items/hatchet.md) +- **Domains**: [delirium](compendium/setting/domains.md#Delirium), [freedom](compendium/setting/domains.md#Freedom), [knowledge](compendium/setting/domains.md#Knowledge), [perfection](compendium/setting/domains.md#Perfection) +- **Cleric Spells**: 1st: [mindlink](compendium/spells/mindlink.md); 4th: [confusion](compendium/spells/confusion.md); 5th: [synesthesia](compendium/spells/synesthesia.md) \ No newline at end of file diff --git a/compendium/setting/deities/nethys.md b/compendium/setting/deities/nethys.md index fba7c6f92..47fb90c32 100644 --- a/compendium/setting/deities/nethys.md +++ b/compendium/setting/deities/nethys.md @@ -12,13 +12,13 @@ tags: - trait/versatile-cold-electricity-or-fire aliases: ["Nethys", "The All-Seeing Eye"] --- -# Nethys (The All-Seeing Eye) *(N)* +# Nethys (The All-Seeing Eye) *([N](rules/traits/neutral-b1.md))* *Source: Core Rulebook p. 439* - **Category**: Gods of the Inner Sea - **Anathema**: pursue mundane paths over magical ones - **Areas of Concern**: magic -- **Follower Alignments**: NG, LN, N, CN, NE +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md) ## Devotee benefits diff --git a/compendium/setting/deities/ng-logm.md b/compendium/setting/deities/ng-logm.md new file mode 100644 index 000000000..a9852bc8a --- /dev/null +++ b/compendium/setting/deities/ng-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/eldest +- domain/knowledge/deity +- domain/magic/deity +- domain/secrecy/deity +- domain/travel/deity +aliases: ["Ng", "The Hooded"] +--- +# Ng (The Hooded) *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 126* + +- **Category**: Eldest +- **Anathema**: sleep in the same place twice in a row, wear seasonal decorations out of season +- **Follower Alignments**: [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Wisdom or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Survival +- **Favored Weapon**: [gauntlet](compendium/equipment/items/gauntlet.md) +- **Domains**: [knowledge](compendium/setting/domains.md#Knowledge), [magic](compendium/setting/domains.md#Magic), [secrecy](compendium/setting/domains.md#Secrecy), [travel](compendium/setting/domains.md#Travel) +- **Cleric Spells**: 1st: [pass without trace](compendium/spells/pass-without-trace.md); 2nd: [invisibility](compendium/spells/invisibility.md); 4th: [blink](compendium/spells/blink.md) \ No newline at end of file diff --git a/compendium/setting/deities/nhimbaloth-logm.md b/compendium/setting/deities/nhimbaloth-logm.md new file mode 100644 index 000000000..2ede34343 --- /dev/null +++ b/compendium/setting/deities/nhimbaloth-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/outer-gods +- domain/decay/deity +- domain/nature/deity +- domain/undeath/deity +- domain/void/deity +aliases: ["Nhimbaloth", "The Empty Death"] +--- +# Nhimbaloth (The Empty Death) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Outer Gods +- **Anathema**: none +- **Follower Alignments**: [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Nature +- **Favored Weapon**: [flail](compendium/equipment/items/flail.md) +- **Domains**: [decay](compendium/setting/domains.md#Decay), [nature](compendium/setting/domains.md#Nature), [undeath](compendium/setting/domains.md#Undeath), [void](compendium/setting/domains.md#Void) +- **Cleric Spells**: 1st: [grim tendrils](compendium/spells/grim-tendrils.md); 2nd: [entangle](compendium/spells/entangle.md); 5th: [cloudkill](compendium/spells/cloudkill.md) \ No newline at end of file diff --git a/compendium/setting/deities/nivi-rhombodazzle-logm.md b/compendium/setting/deities/nivi-rhombodazzle-logm.md new file mode 100644 index 000000000..389c433ed --- /dev/null +++ b/compendium/setting/deities/nivi-rhombodazzle-logm.md @@ -0,0 +1,55 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/gods-of-the-inner-sea +- domain/confidence/deity +- domain/earth/deity +- domain/family/deity +- domain/luck/deity +- domain/trickery/deity +- domain/wealth/deity +- trait/agile +- trait/thrown-40-feet +aliases: ["Nivi Rhombodazzle", "The Grey Polychrome"] +--- +# Nivi Rhombodazzle (The Grey Polychrome) *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 67* + +- **Category**: Gods of the Inner Sea +- **Anathema**: break the established rules or terms of a wager, use violence to avoid the consequences of a wager +- **Areas of Concern**: gambling, , gems, , gnomes, , stealth +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Intelligence +- **Divine Font**: [heal](compendium/spells/heal.md) or [harm](compendium/spells/harm.md) +- **Divine Skill**: Stealth +- **Favored Weapon**: [light hammer](compendium/equipment/items/light-hammer.md) +- **Domains**: [family](compendium/setting/domains.md#Family), [luck](compendium/setting/domains.md#Luck), [trickery](compendium/setting/domains.md#Trickery), [wealth](compendium/setting/domains.md#Wealth) +- **Alternate Domains**: [confidence](compendium/setting/domains.md#Confidence), [earth](compendium/setting/domains.md#Earth) +- **Cleric Spells**: 1st: [illusory disguise](compendium/spells/illusory-disguise.md); 2nd: [invisibility](compendium/spells/invisibility.md); 4th: [private sanctum](compendium/spells/private-sanctum.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Nivi Rhombodazzle gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Nivi Rhombodazzle + +- **Speed**: Speed 50 feet, burrow 30 feet, immune to [immobilized](rules/conditions.md#Immobilized) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") returning light hammer ([agile](rules/traits/agile.md), [thrown <40 feet>](rules/traits/thrown.md)), **Damage** `6d6+6` bludgeoning +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic Web Supplement p. 8* + +The Grey Polychrome is a carefree and self-indulgent deity who detests using violence where wits will serve. She rewards cunning in her followers and punishes crudeness. + +- **Minor Boon** Those who have earned Nivi's trust are blessed with wild turns of luck in the worst of circumstances. Once, instead of attempting the check you would normally roll, you attempt a DC 11 flat check with the same results. Nivi always grants this boon when the odds are stacked against you (though this same effect is an alternate to her minor curse if she uses it for a check when you would have been very likely to succeed). +- **Moderate Boon**: Nivi bestows a fraction of her skill at pushing consequences down the road. Once per day, after attempting a check, you can roll a second time. You must use the result of the second roll, even if it is worse. This is a [fortune](rules/traits/fortune.md) effect. At any point after you use this boon, the GM can replace one of your check results with the first result of the check you attempted when using this boon; this delayed result can't be further delayed, prevented, or affected in any way, even by other divine intercessions. +- **Major Boon**: Those who have done much to please Nivi find themselves slipping from sight when needed. Any time you attempt a [Stealth](compendium/skills.md#Stealth) check to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md), you also gain the effects of 2nd-level [invisibility](compendium/spells/invisibility.md) and [fleet step](compendium/spells/fleet-step.md) spells to help you elude your enemies. These effects last until the end of your next turn or until you stop [Hiding](rules/actions/hide.md) or [Sneaking](rules/actions/sneak.md), whichever comes first (you can continue to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md), turn after turn, to extend these effects). + +- **Minor Curse**: Those who betray Nivi's trust find defeat where there was sure to be victory. Once, when you roll a natural 20 on a die, the result becomes a natural 1 instead. Nivi typically uses this curse for maximum poetic justice. +- **Moderate Curse** Those who arouse Nivi's wrath find themselves bound to the earth with no place to hide. You are wreathed in constant [faerie fire](compendium/spells/faerie-fire.md) and constantly affected by [earthbind](compendium/spells/earthbind.md), and any effect that grants invisibility doesn't work on you. +- **Major Curse**: Nivi curses unworthy adherents with recklessness. Any time you are presented with a wager, you are compelled to accept, no matter the odds. If you succeed at a DC 40 Will save, you can at least attempt to alter the stakes of that wager in your favor, but you must still accept. \ No newline at end of file diff --git a/compendium/setting/deities/nocticula-logm.md b/compendium/setting/deities/nocticula-logm.md new file mode 100644 index 000000000..2da7fcb8f --- /dev/null +++ b/compendium/setting/deities/nocticula-logm.md @@ -0,0 +1,57 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/gods-of-the-inner-sea +- domain/change/deity +- domain/creation/deity +- domain/darkness/deity +- domain/travel/deity +- trait/agile +- trait/finesse +- trait/nonlethal +- trait/reach-15-feet +- trait/trip +- trait/visual +aliases: ["Nocticula", "The Redeemer Queen"] +--- +# Nocticula (The Redeemer Queen) *([CN](rules/traits/chaotic-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 68* + +- **Category**: Gods of the Inner Sea +- **Anathema**: deny shelter to the desperate, destroy harmless art you dislike, finish a work of art during daylight hours +- **Areas of Concern**: artists, , exiles, , midnight +- **Follower Alignments**: [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Society +- **Favored Weapon**: [dagger](compendium/equipment/items/dagger.md) +- **Domains**: [change](compendium/setting/domains.md#Change), [creation](compendium/setting/domains.md#Creation), [darkness](compendium/setting/domains.md#Darkness), [travel](compendium/setting/domains.md#Travel) +- **Cleric Spells**: 1st: [penumbral shroud](compendium/spells/penumbral-shroud-logm.md); 3rd: [nondetection](compendium/spells/nondetection.md); 4th: [creation](compendium/spells/creation.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Nocticula gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Nocticula + +- **Speed**: Speed 70 feet, fly 70 feet +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail stinger ([agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md), [trip](rules/traits/trip.md)), **Damage** `6d6+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") magnanimous smile ([nonlethal](rules/traits/nonlethal.md), [visual](rules/traits/visual.md)), **Damage** `6d6+3` mental +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic Web Supplement p. 8* + +The Redeemer Queen smiles upon those who seek to better themselves through introspection, but she is quick to reward betrayal with a stinging rebuke. + +- **Minor Boon** The night sky inspires you in a specific way. Once, when you roll a failure on a [Crafting](compendium/skills.md#Crafting) or [Performance](compendium/skills.md#Performance) check under the night sky, you critically succeed instead. Nocticula typically grants this boon for a consequential piece of artwork or performance. +- **Moderate Boon**: You draw on the power of midnight to guide you on your journeys. You gain [darkvision](rules/abilities/darkvision.md). If you already had [darkvision](rules/abilities/darkvision.md), you can cast [darkness](compendium/spells/darkness.md) once per day as a [divine](rules/traits/divine.md) innate spell. +- **Major Boon**: You become an idealized version of yourself, as if created by a divine artist. You permanently gain a set of 4 ability boosts that follow the same rules as the ability boosts you gain at every 5th level. + +- **Minor Curse**: Midnight looms and obscures your fate. You are only able to see up to 60 feet away from you, regardless of the lighting or what senses you have. +- **Moderate Curse** You are plagued with doubt in your own skills. You are always untrained with [Crafting](compendium/skills.md#Crafting), [Performance](compendium/skills.md#Performance), and one other skill (determined by the GM, but themed to the event that brought on your curse), regardless of any effect that would improve your proficiency. You can't retrain those skills. +- **Major Curse**: You are exiled from companionship. You can't communicate with any other creature, nor can you feel other creatures' touch. \ No newline at end of file diff --git a/compendium/setting/deities/norgorber.md b/compendium/setting/deities/norgorber.md index b98f4492a..aa18c689f 100644 --- a/compendium/setting/deities/norgorber.md +++ b/compendium/setting/deities/norgorber.md @@ -14,13 +14,13 @@ tags: - trait/versatile-s aliases: ["Norgorber", "Blackfingers", "Father Skinsaw", "Gray Master", "Reaper of Reputation"] --- -# Norgorber (Blackfingers, Father Skinsaw, Gray Master, Reaper of Reputation) *(NE)* +# Norgorber (Blackfingers, Father Skinsaw, Gray Master, Reaper of Reputation) *([NE](rules/traits/neutral-evil-b1.md))* *Source: Core Rulebook p. 439* - **Category**: Gods of the Inner Sea - **Anathema**: allow your true identity to be connected to your dark dealings, share a secret freely, show mercy - **Areas of Concern**: greed, , murder, , poison, , and secrets -- **Follower Alignments**: LE, NE, CE, N +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md), [N](rules/traits/neutral-b1.md) ## Devotee benefits diff --git a/compendium/setting/deities/nurgal-logm.md b/compendium/setting/deities/nurgal-logm.md new file mode 100644 index 000000000..9da667fc8 --- /dev/null +++ b/compendium/setting/deities/nurgal-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/demon-lords +- domain/destruction/deity +- domain/dust/deity +- domain/fire/deity +- domain/sun/deity +aliases: ["Nurgal", "The Shining Scourge"] +--- +# Nurgal (The Shining Scourge) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 77* + +- **Category**: Demon Lords +- **Anathema**: heal a sunburn, change your name +- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Survival +- **Favored Weapon**: [mace](compendium/equipment/items/mace.md) +- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [dust](compendium/setting/domains.md#Dust), [fire](compendium/setting/domains.md#Fire), [sun](compendium/setting/domains.md#Sun) +- **Cleric Spells**: 1st: [burning hands](compendium/spells/burning-hands.md); 2nd: [flaming sphere](compendium/spells/flaming-sphere.md); 3rd: [cup of dust](compendium/spells/cup-of-dust-logm.md) \ No newline at end of file diff --git a/compendium/setting/deities/nyarlathotep-logm.md b/compendium/setting/deities/nyarlathotep-logm.md new file mode 100644 index 000000000..123ea0762 --- /dev/null +++ b/compendium/setting/deities/nyarlathotep-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/outer-gods +- domain/knowledge/deity +- domain/magic/deity +- domain/nightmares/deity +- domain/trickery/deity +aliases: ["Nyarlathotep", "The Crawling Chaos"] +--- +# Nyarlathotep (The Crawling Chaos) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Outer Gods +- **Anathema**: none +- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Intelligence +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Arcana +- **Favored Weapon**: [staff](compendium/equipment/items/staff.md) +- **Domains**: [knowledge](compendium/setting/domains.md#Knowledge), [magic](compendium/setting/domains.md#Magic), [nightmares](compendium/setting/domains.md#Nightmares), [trickery](compendium/setting/domains.md#Trickery) +- **Cleric Spells**: 1st: [message rune](compendium/spells/message-rune-logm.md); 2nd: [humanoid form](compendium/spells/humanoid-form.md); 3rd: [enthrall](compendium/spells/enthrall.md); 4th: [suggestion](compendium/spells/suggestion.md); 5th: [summon entity](compendium/spells/summon-entity.md); 6th: [mislead](compendium/spells/mislead.md); 7th: [project image](compendium/spells/project-image.md); 8th: [dream council](compendium/spells/dream-council.md); 9th: [weird](compendium/spells/weird.md) \ No newline at end of file diff --git a/compendium/setting/deities/orcus-botd.md b/compendium/setting/deities/orcus-botd.md new file mode 100644 index 000000000..7ff3ec5b9 --- /dev/null +++ b/compendium/setting/deities/orcus-botd.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/botd +- deity/demon-lords +- domain/magic/deity +- domain/might/deity +- domain/undeath/deity +- domain/zeal/deity +aliases: ["Orcus"] +--- +# Orcus *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Book of the Dead p. 43* + +- **Category**: Demon Lords +- **Anathema**: become a vampire or accidental undead, give succor to faiths that seek to destroy undead +- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Arcana +- **Favored Weapon**: [mace](compendium/equipment/items/mace.md) +- **Domains**: [magic](compendium/setting/domains.md#Magic), [might](compendium/setting/domains.md#Might), [undeath](compendium/setting/domains.md#Undeath), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [grim tendrils](compendium/spells/grim-tendrils.md); 2nd: [feral shades](compendium/spells/feral-shades-som.md); 9th: [power word kill](compendium/spells/power-word-kill.md) \ No newline at end of file diff --git a/compendium/setting/deities/osiris-logm.md b/compendium/setting/deities/osiris-logm.md new file mode 100644 index 000000000..658a5a326 --- /dev/null +++ b/compendium/setting/deities/osiris-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/ancient-osirian-gods +- domain/change/deity +- domain/healing/deity +- domain/nature/deity +- domain/soul/deity +aliases: ["Osiris", "Lord of the Living"] +--- +# Osiris (Lord of the Living) *([LG](rules/traits/lawful-goo-b1.md))* +*Source: Lost Omens: Gods & Magic p. 124* + +- **Category**: Ancient Osirian Gods +- **Anathema**: dismember a creature, desecrate a corpse, show ingratitude for a sincere gift +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Nature +- **Favored Weapon**: [flail](compendium/equipment/items/flail.md) +- **Domains**: [change](compendium/setting/domains.md#Change), [healing](compendium/setting/domains.md#Healing), [nature](compendium/setting/domains.md#Nature), [soul](compendium/setting/domains.md#Soul) +- **Cleric Spells**: 1st: [soothe](compendium/spells/soothe.md); 2nd: [false life](compendium/spells/false-life.md); 6th: [tangling creepers](compendium/spells/tangling-creepers.md) \ No newline at end of file diff --git a/compendium/setting/deities/otolmens-logm.md b/compendium/setting/deities/otolmens-logm.md new file mode 100644 index 000000000..8df180777 --- /dev/null +++ b/compendium/setting/deities/otolmens-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/monitor-demigods +- domain/creation/deity +- domain/fate/deity +- domain/knowledge/deity +- domain/perfection/deity +aliases: ["Otolmens", "The Universal"] +--- +# Otolmens (The Universal) *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Monitor Demigods +- **Anathema**: suppress a factual report, ignore facts, misrepresent quantitative data +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Intelligence +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Crafting +- **Favored Weapon**: [mace](compendium/equipment/items/mace.md) +- **Domains**: [creation](compendium/setting/domains.md#Creation), [fate](compendium/setting/domains.md#Fate), [knowledge](compendium/setting/domains.md#Knowledge), [perfection](compendium/setting/domains.md#Perfection) +- **Cleric Spells**: 1st: [true strike](compendium/spells/true-strike.md); 4th: gravity well; 7th: [reverse gravity](compendium/spells/reverse-gravity.md) \ No newline at end of file diff --git a/compendium/setting/deities/pazuzu-logm.md b/compendium/setting/deities/pazuzu-logm.md new file mode 100644 index 000000000..475504f73 --- /dev/null +++ b/compendium/setting/deities/pazuzu-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/demon-lords +- domain/air/deity +- domain/swarm/deity +- domain/trickery/deity +- domain/tyranny/deity +aliases: ["Pazuzu", "King of the Wind Demons"] +--- +# Pazuzu (King of the Wind Demons) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 77* + +- **Category**: Demon Lords +- **Anathema**: deny a flying creature the ability to fly, abuse Pazuzu's name or call on Pazuzu for help, aid worshippers of Lamashtu +- **Follower Alignments**: [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Diplomacy +- **Favored Weapon**: [longsword](compendium/equipment/items/longsword.md) +- **Domains**: [air](compendium/setting/domains.md#Air), [swarm](compendium/setting/domains.md#Swarm), [trickery](compendium/setting/domains.md#Trickery), [tyranny](compendium/setting/domains.md#Tyranny) +- **Cleric Spells**: 1st: [gust of wind](compendium/spells/gust-of-wind.md); 3rd: [suggestion](compendium/spells/suggestion.md); 4th: [fly](compendium/spells/fly.md) \ No newline at end of file diff --git a/compendium/setting/deities/pharasma.md b/compendium/setting/deities/pharasma.md index 264a5ed24..f497c0860 100644 --- a/compendium/setting/deities/pharasma.md +++ b/compendium/setting/deities/pharasma.md @@ -17,13 +17,13 @@ tags: - trait/thrown-40-feet aliases: ["Pharasma", "Lady of Graves"] --- -# Pharasma (Lady of Graves) *(N)* +# Pharasma (Lady of Graves) *([N](rules/traits/neutral-b1.md))* *Source: Core Rulebook p. 439* - **Category**: Gods of the Inner Sea - **Anathema**: create undead, desecrate a corpse, rob a tomb - **Areas of Concern**: birth, , death, , fate, , prophecy, , and time -- **Follower Alignments**: NG, LN, N +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md) ## Devotee benefits diff --git a/compendium/setting/deities/prophecies-of-kalistrade.md b/compendium/setting/deities/prophecies-of-kalistrade.md index d4c843e7b..beced443c 100644 --- a/compendium/setting/deities/prophecies-of-kalistrade.md +++ b/compendium/setting/deities/prophecies-of-kalistrade.md @@ -6,13 +6,13 @@ tags: - deity/philosophy aliases: ["Prophecies of Kalistrade"] --- -# Prophecies of Kalistrade *(LN)* +# Prophecies of Kalistrade *([LN](rules/traits/lawful-neutral-b1.md))* *Source: Core Rulebook p. 440* - **Category**: Philosophy - **Anathema**: spend money frivolously; offer money to those who don't deserve wealth; overindulge in physical pleasures, food, or drink; give charity to others - **Areas of Concern**: trade, , wealth, , self-denial, , stability -- **Follower Alignments**: LG, LN, LE +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) ## Devotee benefits diff --git a/compendium/setting/deities/pulura-logm.md b/compendium/setting/deities/pulura-logm.md new file mode 100644 index 000000000..e6430e133 --- /dev/null +++ b/compendium/setting/deities/pulura-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/empyreal-lords +- domain/cold/deity +- domain/darkness/deity +- domain/sorrow/deity +- domain/star/deity +aliases: ["Pulura", "The Shimmering Maiden"] +--- +# Pulura (The Shimmering Maiden) *([CG](rules/traits/chaotic-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Empyreal Lords +- **Anathema**: mock the homesick, deny warmth to others, pollute the skies with smoke or light +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Survival +- **Favored Weapon**: [sling](compendium/equipment/items/sling.md) +- **Domains**: [cold](compendium/setting/domains.md#Cold), [darkness](compendium/setting/domains.md#Darkness), [sorrow](compendium/setting/domains.md#Sorrow), [star](compendium/setting/domains.md#Star) +- **Cleric Spells**: 1st: [color spray](compendium/spells/color-spray.md); 5th: [chromatic wall](compendium/spells/chromatic-wall.md); 6th: [teleport](compendium/spells/teleport.md) \ No newline at end of file diff --git a/compendium/setting/deities/qi-zhong-logm.md b/compendium/setting/deities/qi-zhong-logm.md new file mode 100644 index 000000000..286f68c80 --- /dev/null +++ b/compendium/setting/deities/qi-zhong-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/tian-gods +- domain/healing/deity +- domain/knowledge/deity +- domain/magic/deity +- domain/protection/deity +aliases: ["Qi Zhong", "Master of Medicine"] +--- +# Qi Zhong (Master of Medicine) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Tian Gods +- **Anathema**: deal lethal damage to another living creature (unless as part of a necessary medical treatment) +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Medicine +- **Favored Weapon**: heavy mace +- **Domains**: [healing](compendium/setting/domains.md#Healing), [knowledge](compendium/setting/domains.md#Knowledge), [magic](compendium/setting/domains.md#Magic), [protection](compendium/setting/domains.md#Protection) +- **Cleric Spells**: 1st: [soothe](compendium/spells/soothe.md); 2nd: [false life](compendium/spells/false-life.md); 4th: [resilient sphere](compendium/spells/resilient-sphere.md) \ No newline at end of file diff --git a/compendium/setting/deities/ra-logm.md b/compendium/setting/deities/ra-logm.md new file mode 100644 index 000000000..ae59a18f5 --- /dev/null +++ b/compendium/setting/deities/ra-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/ancient-osirian-gods +- domain/fire/deity +- domain/nature/deity +- domain/sun/deity +- domain/time/deity +aliases: ["Ra", "King of the Heavens"] +--- +# Ra (King of the Heavens) *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 124* + +- **Category**: Ancient Osirian Gods +- **Anathema**: avoid personal change, kill a plant or a creature with cold damage, seal a building to completely block sunlight +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Intelligence +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Society +- **Favored Weapon**: [spear](compendium/equipment/items/spear.md) +- **Domains**: [fire](compendium/setting/domains.md#Fire), [nature](compendium/setting/domains.md#Nature), [sun](compendium/setting/domains.md#Sun), [time](compendium/setting/domains.md#Time) +- **Cleric Spells**: 1st: [burning hands](compendium/spells/burning-hands.md); 2nd: [flaming sphere](compendium/spells/flaming-sphere.md); 3rd: threefold aspect \ No newline at end of file diff --git a/compendium/setting/deities/ragadahn-logm.md b/compendium/setting/deities/ragadahn-logm.md new file mode 100644 index 000000000..37019050c --- /dev/null +++ b/compendium/setting/deities/ragadahn-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/eldest +- domain/destruction/deity +- domain/vigil/deity +- domain/water/deity +- domain/wyrmkin/deity +aliases: ["Ragadahn", "The Water Lord"] +--- +# Ragadahn (The Water Lord) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 126* + +- **Category**: Eldest +- **Anathema**: suffer a linnorm's death curse, destroy a fossil +- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Occultism +- **Favored Weapon**: [whip](compendium/equipment/items/whip.md) +- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [vigil](compendium/setting/domains.md#Vigil), [water](compendium/setting/domains.md#Water), [wyrmkin](compendium/setting/domains.md#Wyrmkin) +- **Cleric Spells**: 1st: [hydraulic push](compendium/spells/hydraulic-push.md); 3rd: [feet to fins](compendium/spells/feet-to-fins.md); 6th: [purple worm sting](compendium/spells/purple-worm-sting.md) \ No newline at end of file diff --git a/compendium/setting/deities/ragathiel-logm.md b/compendium/setting/deities/ragathiel-logm.md new file mode 100644 index 000000000..046cddd8e --- /dev/null +++ b/compendium/setting/deities/ragathiel-logm.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/empyreal-lords +- domain/destruction/deity +- domain/duty/deity +- domain/fire/deity +- domain/zeal/deity +- trait/reach-15-feet +- trait/two-handed-d12 +aliases: ["Ragathiel", "General of Vengeance"] +--- +# Ragathiel (General of Vengeance) *([LG](rules/traits/lawful-goo-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Empyreal Lords +- **Anathema**: cower from combat, forgive those who have irreparably sinned, leave allies unwillingly in darkness +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) or [harm](compendium/spells/harm.md) +- **Divine Skill**: Intimidation +- **Favored Weapon**: [bastard sword](compendium/equipment/items/bastard-sword.md) +- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [duty](compendium/setting/domains.md#Duty), [fire](compendium/setting/domains.md#Fire), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [true strike](compendium/spells/true-strike.md); 3rd: [haste](compendium/spells/haste.md); 4th: [fire shield](compendium/spells/fire-shield.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Ragathiel + +- **Speed**: Speed 30 feet, fly 70 feet +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bastard sword ([reach <15 feet>](rules/traits/reach.md), silver, two-handed ), **Damage** `5d8+6` slashing and `1d8` fire +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") flames of righteous vengeance **Damage** `4d6+3` fire and `1d6` fire splash The caster is immune to this splash damage +``` \ No newline at end of file diff --git a/compendium/setting/deities/ragdya-logm.md b/compendium/setting/deities/ragdya-logm.md new file mode 100644 index 000000000..cf90b8e9e --- /dev/null +++ b/compendium/setting/deities/ragdya-logm.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/vudrani-gods +- domain/air/deity +- domain/confidence/deity +- domain/family/deity +- domain/might/deity +- domain/perfection/deity +- trait/air +- trait/reach-15-feet +aliases: ["Ragdya", "The Sage on the Mountain"] +--- +# Ragdya (The Sage on the Mountain) *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Vudrani Gods +- **Anathema**: make a joke out of someone's suffering, own a slave, discriminate based on social status +- **Areas of Concern**: humor, , lessons, , monkeys +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Acrobatics +- **Favored Weapon**: [mace](compendium/equipment/items/mace.md) +- **Domains**: [air](compendium/setting/domains.md#Air), [confidence](compendium/setting/domains.md#Confidence), [might](compendium/setting/domains.md#Might), [perfection](compendium/setting/domains.md#Perfection) +- **Alternate Domains**: [family](compendium/setting/domains.md#Family) +- **Cleric Spells**: 1st: [shockwave](compendium/spells/shockwave-logm.md); 3rd: mad monkey; 4th: [gaseous form](compendium/spells/gaseous-form.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Ragdya + +- **Speed**: Speed 70 feet, climb 50 feet, immune to [immobilized](rules/conditions.md#Immobilized) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") gada ([reach <15 feet>](rules/traits/reach.md)), **Damage** `6d10+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mountain gust ([air](rules/traits/air.md)), **Damage** `6d4+3` bludgeoning plus pushed 5 feet in any direction +``` \ No newline at end of file diff --git a/compendium/setting/deities/ranginori-logm.md b/compendium/setting/deities/ranginori-logm.md new file mode 100644 index 000000000..f1562a80c --- /dev/null +++ b/compendium/setting/deities/ranginori-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/elemental-lords +- domain/air/deity +- domain/freedom/deity +- domain/lightning/deity +- domain/travel/deity +aliases: ["Ranginori", "Zephyrous Prince"] +--- +# Ranginori (Zephyrous Prince) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Elemental Lords +- **Anathema**: wrongfully imprison a creature, restrain a creature longer or more tightly than is necessary, suffocate a creature +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Acrobatics +- **Favored Weapon**: [whip](compendium/equipment/items/whip.md) +- **Domains**: [air](compendium/setting/domains.md#Air), [freedom](compendium/setting/domains.md#Freedom), [lightning](compendium/setting/domains.md#Lightning), [travel](compendium/setting/domains.md#Travel) +- **Cleric Spells**: 1st: [liberating command](compendium/spells/liberating-command-logm.md); 4th: [fly](compendium/spells/fly.md); 6th: [chain lightning](compendium/spells/chain-lightning.md) \ No newline at end of file diff --git a/compendium/setting/deities/raumya-logm.md b/compendium/setting/deities/raumya-logm.md new file mode 100644 index 000000000..9655a96c0 --- /dev/null +++ b/compendium/setting/deities/raumya-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/vudrani-gods +- domain/confidence/deity +- domain/knowledge/deity +- domain/might/deity +- domain/wealth/deity +aliases: ["Raumya", "The Evil Prince"] +--- +# Raumya (The Evil Prince) *([NE](rules/traits/neutral-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Vudrani Gods +- **Anathema**: abuse a loyal subject, harm or kill a non-combatant +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Performance +- **Favored Weapon**: [trident](compendium/equipment/items/trident.md) +- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [might](compendium/setting/domains.md#Might), [knowledge](compendium/setting/domains.md#Knowledge), [wealth](compendium/setting/domains.md#Wealth) +- **Cleric Spells**: 1st: [true strike](compendium/spells/true-strike.md); 2nd: [invisibility](compendium/spells/invisibility.md); 4th: [weapon storm](compendium/spells/weapon-storm.md) \ No newline at end of file diff --git a/compendium/setting/deities/rovagug.md b/compendium/setting/deities/rovagug.md index 306e1ec41..5edf17aa4 100644 --- a/compendium/setting/deities/rovagug.md +++ b/compendium/setting/deities/rovagug.md @@ -15,13 +15,13 @@ tags: - trait/versatile-p aliases: ["Rovagug", "Rough Beast"] --- -# Rovagug (Rough Beast) *(CE)* +# Rovagug (Rough Beast) *([CE](rules/traits/chaotic-evil-b1.md))* *Source: Core Rulebook p. 439* - **Category**: Gods of the Inner Sea - **Anathema**: create something new, let material ties restrain you, torture a victim or otherwise delay its destruction - **Areas of Concern**: destruction, , disaster, , and wrath -- **Follower Alignments**: NE, CE +- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) ## Devotee benefits diff --git a/compendium/setting/deities/sairazul-logm.md b/compendium/setting/deities/sairazul-logm.md new file mode 100644 index 000000000..8ffc3b23e --- /dev/null +++ b/compendium/setting/deities/sairazul-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/elemental-lords +- domain/earth/deity +- domain/family/deity +- domain/toil/deity +- domain/wealth/deity +aliases: ["Sairazul", "The Crystalline Queen"] +--- +# Sairazul (The Crystalline Queen) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Elemental Lords +- **Anathema**: damage subterranean natural wonders, collapse an earthen structure on a creature +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Nature +- **Favored Weapon**: [pick](compendium/equipment/items/pick.md) +- **Domains**: [earth](compendium/setting/domains.md#Earth), [family](compendium/setting/domains.md#Family), [toil](compendium/setting/domains.md#Toil), [wealth](compendium/setting/domains.md#Wealth) +- **Cleric Spells**: 1st: [shattering gem](compendium/spells/shattering-gem-logm.md); 2nd: [expeditious excavation](compendium/spells/expeditious-excavation-logm.md); 4th: [stoneskin](compendium/spells/stoneskin.md) \ No newline at end of file diff --git a/compendium/setting/deities/saloc-logm.md b/compendium/setting/deities/saloc-logm.md new file mode 100644 index 000000000..873c01c8f --- /dev/null +++ b/compendium/setting/deities/saloc-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/monitor-demigods +- domain/change/deity +- domain/death/deity +- domain/freedom/deity +- domain/knowledge/deity +aliases: ["Saloc", "The Minder of Immortals"] +--- +# Saloc (The Minder of Immortals) *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Monitor Demigods +- **Anathema**: manipulate or remove a creature's emotions with magic, spread nihilism or hopelessness +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Wisdom or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Diplomacy +- **Favored Weapon**: [guisarme](compendium/equipment/items/guisarme.md) +- **Domains**: [change](compendium/setting/domains.md#Change), [death](compendium/setting/domains.md#Death), [freedom](compendium/setting/domains.md#Freedom), [knowledge](compendium/setting/domains.md#Knowledge) +- **Cleric Spells**: 1st: share lore; 3rd: [hypercognition](compendium/spells/hypercognition.md); 5th: [dreaming potential](compendium/spells/dreaming-potential.md) \ No newline at end of file diff --git a/compendium/setting/deities/sangpotshi-logm.md b/compendium/setting/deities/sangpotshi-logm.md new file mode 100644 index 000000000..3f4a5fe08 --- /dev/null +++ b/compendium/setting/deities/sangpotshi-logm.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/philosophy +aliases: ["Sangpotshi"] +--- +# Sangpotshi *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 99* + +- **Category**: Philosophy +- **Anathema**: needlessly break significant traditions, actively interfere with the perfection efforts of another soul or allow others to do so +- **Areas of Concern**: fate, , karma, , and reincarnation +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: +- **Divine Skill**: Religion +- **Cleric Spells**: \ No newline at end of file diff --git a/compendium/setting/deities/sarenrae.md b/compendium/setting/deities/sarenrae.md index 58da5f205..45ed1e123 100644 --- a/compendium/setting/deities/sarenrae.md +++ b/compendium/setting/deities/sarenrae.md @@ -14,13 +14,13 @@ tags: - trait/reach-15-feet aliases: ["Sarenrae", "Dawnflower"] --- -# Sarenrae (Dawnflower) *(NG)* +# Sarenrae (Dawnflower) *([NG](rules/traits/neutral-good-b1.md))* *Source: Core Rulebook p. 439* - **Category**: Gods of the Inner Sea - **Anathema**: create undead, lie, deny a repentant creature an opportunity for redemption, fail to strike down evil - **Areas of Concern**: healing, , honesty, , redemption, , and the sun -- **Follower Alignments**: LG, NG, CG +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) ## Devotee benefits diff --git a/compendium/setting/deities/seafarers-hope-lotg.md b/compendium/setting/deities/seafarers-hope-lotg.md new file mode 100644 index 000000000..59f413e08 --- /dev/null +++ b/compendium/setting/deities/seafarers-hope-lotg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/lotg +- deity/pantheon +- domain/nature/deity +- domain/travel/deity +- domain/trickery/deity +- domain/water/deity +aliases: ["Seafarers' Hope"] +--- +# Seafarers' Hope *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Travel Guide p. 94* + +- **Category**: Pantheon +- **Anathema**: put off travel until there are calm waters, refuse aid to those stranded at sea, stay too long on land +- **Areas of Concern**: coastlines, , the sea, , seafarers, , storms +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Survival +- **Favored Weapon**: [rapier](compendium/equipment/items/rapier.md) +- **Domains**: [nature](compendium/setting/domains.md#Nature), [travel](compendium/setting/domains.md#Travel), [trickery](compendium/setting/domains.md#Trickery), [water](compendium/setting/domains.md#Water) +- **Cleric Spells**: 1st: [gust of wind](compendium/spells/gust-of-wind.md); 3rd: [feet to fins](compendium/spells/feet-to-fins.md); 5th: [control water](compendium/spells/control-water.md) \ No newline at end of file diff --git a/compendium/setting/deities/sekhmet-logm.md b/compendium/setting/deities/sekhmet-logm.md new file mode 100644 index 000000000..692d0bf42 --- /dev/null +++ b/compendium/setting/deities/sekhmet-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/ancient-osirian-gods +- domain/destruction/deity +- domain/healing/deity +- domain/indulgence/deity +- domain/might/deity +aliases: ["Sekhmet", "Lady of Slaughter"] +--- +# Sekhmet (Lady of Slaughter) *([CN](rules/traits/chaotic-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 124* + +- **Category**: Ancient Osirian Gods +- **Anathema**: spare an evil fiend, fail to placate Sekhmet with daily rituals +- **Follower Alignments**: [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Medicine +- **Favored Weapon**: claws or [battle axe](compendium/equipment/items/battle-axe.md) +- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [healing](compendium/setting/domains.md#Healing), [indulgence](compendium/setting/domains.md#Indulgence), [might](compendium/setting/domains.md#Might) +- **Cleric Spells**: 1st: [true strike](compendium/spells/true-strike.md); 4th: [wall of fire](compendium/spells/wall-of-fire.md); 5th: moon frenzy Claw or \ No newline at end of file diff --git a/compendium/setting/deities/selket-logm.md b/compendium/setting/deities/selket-logm.md new file mode 100644 index 000000000..d8e9862fb --- /dev/null +++ b/compendium/setting/deities/selket-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/ancient-osirian-gods +- domain/healing/deity +- domain/magic/deity +- domain/nature/deity +- domain/protection/deity +aliases: ["Selket", "Mistress of the Beautiful House"] +--- +# Selket (Mistress of the Beautiful House) *([CG](rules/traits/chaotic-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 124* + +- **Category**: Ancient Osirian Gods +- **Anathema**: poison someone you didn't intend to, harm a creature as punishment for a different creature's crime, desecrate a corpse +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Medicine +- **Favored Weapon**: [whip](compendium/equipment/items/whip.md) +- **Domains**: [healing](compendium/setting/domains.md#Healing), [magic](compendium/setting/domains.md#Magic), [nature](compendium/setting/domains.md#Nature), [protection](compendium/setting/domains.md#Protection) +- **Cleric Spells**: 1st: [soothe](compendium/spells/soothe.md); 3rd: [paralyze](compendium/spells/paralyze.md); 6th: [purple worm sting](compendium/spells/purple-worm-sting.md) \ No newline at end of file diff --git a/compendium/setting/deities/set-botd.md b/compendium/setting/deities/set-botd.md new file mode 100644 index 000000000..6554d5cf8 --- /dev/null +++ b/compendium/setting/deities/set-botd.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/botd +- deity/ancient-osirian-gods +- domain/darkness/deity +- domain/death/deity +- domain/dust/deity +- domain/lightning/deity +aliases: ["Set"] +--- +# Set *([NE](rules/traits/neutral-evil-b1.md))* +*Source: Book of the Dead p. 133* + +- **Category**: Ancient Osirian Gods +- **Anathema**: refuse to fight your own battles, destroy a soul instead of turning it to undeath +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Intimidation +- **Favored Weapon**: [spear](compendium/equipment/items/spear.md) +- **Domains**: [death](compendium/setting/domains.md#Death), [darkness](compendium/setting/domains.md#Darkness), [dust](compendium/setting/domains.md#Dust), [lightning](compendium/setting/domains.md#Lightning) +- **Cleric Spells**: 1st: [penumbral shroud](compendium/spells/penumbral-shroud-logm.md); 3rd: [cup of dust](compendium/spells/cup-of-dust-logm.md); 6th: [disintegrate](compendium/spells/disintegrate.md) \ No newline at end of file diff --git a/compendium/setting/deities/shax-logm.md b/compendium/setting/deities/shax-logm.md new file mode 100644 index 000000000..00026a782 --- /dev/null +++ b/compendium/setting/deities/shax-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/demon-lords +- domain/ambition/deity +- domain/death/deity +- domain/pain/deity +- domain/trickery/deity +aliases: ["Shax", "The Bloody Marquis"] +--- +# Shax (The Bloody Marquis) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 77* + +- **Category**: Demon Lords +- **Anathema**: sleep in a building with fewer than five rooms, allow a victim to escape due to gloating +- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Intimidation +- **Favored Weapon**: [dagger](compendium/equipment/items/dagger.md) +- **Domains**: [ambition](compendium/setting/domains.md#Ambition), [death](compendium/setting/domains.md#Death), [pain](compendium/setting/domains.md#Pain), [trickery](compendium/setting/domains.md#Trickery) +- **Cleric Spells**: 1st: [phantom pain](compendium/spells/phantom-pain.md); 2nd: [invisibility](compendium/spells/invisibility.md); 3rd: [haste](compendium/spells/haste.md) \ No newline at end of file diff --git a/compendium/setting/deities/shei-logm.md b/compendium/setting/deities/shei-logm.md new file mode 100644 index 000000000..545da1907 --- /dev/null +++ b/compendium/setting/deities/shei-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/empyreal-lords +- domain/family/deity +- domain/freedom/deity +- domain/healing/deity +- domain/perfection/deity +aliases: ["Shei", "The Ibis Matron"] +--- +# Shei (The Ibis Matron) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Empyreal Lords +- **Anathema**: force others to follow your path, inflict negative damage, age others or steal life with magic +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Society +- **Favored Weapon**: [sickle](compendium/equipment/items/sickle.md) +- **Domains**: [family](compendium/setting/domains.md#Family), [freedom](compendium/setting/domains.md#Freedom), [healing](compendium/setting/domains.md#Healing), [perfection](compendium/setting/domains.md#Perfection) +- **Cleric Spells**: 1st: liberating command; 3rd: [hypercognition](compendium/spells/hypercognition.md); 5th: [dreaming potential](compendium/spells/dreaming-potential.md) \ No newline at end of file diff --git a/compendium/setting/deities/shelyn.md b/compendium/setting/deities/shelyn.md index 045d1d411..f0728e852 100644 --- a/compendium/setting/deities/shelyn.md +++ b/compendium/setting/deities/shelyn.md @@ -14,13 +14,13 @@ tags: - trait/reach-20-feet aliases: ["Shelyn", "The Eternal Rose"] --- -# Shelyn (The Eternal Rose) *(NG)* +# Shelyn (The Eternal Rose) *([NG](rules/traits/neutral-good-b1.md))* *Source: Core Rulebook p. 440* - **Category**: Gods of the Inner Sea - **Anathema**: destroy art or allow it to be destroyed, unless saving a life or pursuing greater art; refuse to accept surrender - **Areas of Concern**: art, , beauty, , love, , and music -- **Follower Alignments**: LG, NG, CG +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) ## Devotee benefits diff --git a/compendium/setting/deities/shizuru-logm.md b/compendium/setting/deities/shizuru-logm.md new file mode 100644 index 000000000..92026bd14 --- /dev/null +++ b/compendium/setting/deities/shizuru-logm.md @@ -0,0 +1,57 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/gods-of-the-inner-sea +- domain/duty/deity +- domain/perfection/deity +- domain/sorrow/deity +- domain/sun/deity +- domain/vigil/deity +- trait/deadly-3d8 +- trait/reach-15-feet +- trait/two-hand-d10 +- trait/versatile-p +aliases: ["Shizuru", "The Empress of Heaven"] +--- +# Shizuru (The Empress of Heaven) *([LG](rules/traits/lawful-goo-b1.md))* +*Source: Lost Omens: Gods & Magic p. 70* + +- **Category**: Gods of the Inner Sea +- **Anathema**: abandon a companion in need, dishonor yourself, parlay with truce breakers, separate lovers +- **Areas of Concern**: ancestors, , honor, , the sun, , and swordplay +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Society +- **Favored Weapon**: [katana](compendium/equipment/items/katana.md) +- **Domains**: [duty](compendium/setting/domains.md#Duty), [perfection](compendium/setting/domains.md#Perfection), [sun](compendium/setting/domains.md#Sun), [vigil](compendium/setting/domains.md#Vigil) +- **Alternate Domains**: [sorrow](compendium/setting/domains.md#Sorrow) +- **Cleric Spells**: 1st: [true strike](compendium/spells/true-strike.md); 4th: [reflective scales](compendium/spells/reflective-scales-logm.md); 5th: [summon dragon](compendium/spells/summon-dragon.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Shizuru gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Shizuru + +- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") katana ([deadly <3d8>](rules/traits/deadly.md), [reach <15 feet>](rules/traits/reach.md), [two-hand ](rules/traits/two-hand.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d6+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") sunbolt arrow **Damage** `6d6+3` fire +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic Web Supplement p. 9* + +The Empress of Heaven wastes little time acting coy about her favor. Her boons are often accompanied by beams of sunlight or calligraphic symbols, while her wrath is often signaled by the cracking of precious items and armor. + +- **Minor Boon** Your attacks help eradicate darkness. When you successfully [Strike](rules/actions/strike.md) a foe, your weapon glows with bright light out to 60 feet for 1 minute. This is a [light](rules/traits/light.md) effect with a counteract level equal to half your level rounded up. +- **Moderate Boon**: Shizuru's light flows through your blade. Your weapons and unarmed attacks deal an additional `1d6` fire damage or `1d6` good damage; you choose each time you make an attack. +- **Major Boon**: Shizuru bestows upon you a golden suit of armor made from sunlight, or transforms your favorite armor to gain that aspect. Once per hour while you are wearing the armor, if an attack would reduce your Hit Points to 0, the attack is instead completely negated. + +- **Minor Curse**: Your equipment turns on you for a disgraceful act. The next time you make an attack, your weapon or armor gains the [broken](rules/conditions.md#Broken) condition. +- **Moderate Curse** Shizuru decrees that her light is no longer your ally. You gain [light blindness](rules/abilities/light-blindness.md). +- **Major Curse**: Those who incite Shizuru's personal wrath earn the hatred of all of her subjects. All imperial dragons and animals you encounter are automatically [hostile](rules/conditions.md#Hostile) to you, and you gain weakness 15 to draconic breath weapons. \ No newline at end of file diff --git a/compendium/setting/deities/shoanti-animism-logm.md b/compendium/setting/deities/shoanti-animism-logm.md new file mode 100644 index 000000000..d33fcf11d --- /dev/null +++ b/compendium/setting/deities/shoanti-animism-logm.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/philosophy +aliases: ["Shoanti Animism"] +--- +# Shoanti Animism *()* +*Source: Lost Omens: Gods & Magic p. 100* + +> [!pf2-note] +> This philosophy lacks statistics. See the _Lore_ tab for further information. + +- **Category**: Philosophy + +## Devotee benefits + +- **Divine Font**: +- **Cleric Spells**: \ No newline at end of file diff --git a/compendium/setting/deities/shyka-logm.md b/compendium/setting/deities/shyka-logm.md new file mode 100644 index 000000000..d6b2d38cf --- /dev/null +++ b/compendium/setting/deities/shyka-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/eldest +- domain/decay/deity +- domain/delirium/deity +- domain/fate/deity +- domain/time/deity +aliases: ["Shyka", "The Many"] +--- +# Shyka (The Many) *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 126* + +- **Category**: Eldest +- **Anathema**: willingly tread where time does not pass +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Intelligence +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Occultism +- **Favored Weapon**: [light mace](compendium/equipment/items/light-mace.md) +- **Domains**: [decay](compendium/setting/domains.md#Decay), [delirium](compendium/setting/domains.md#Delirium), [fate](compendium/setting/domains.md#Fate), [time](compendium/setting/domains.md#Time) +- **Cleric Spells**: 1st: [anticipate peril](compendium/spells/anticipate-peril-logm.md); 3rd: [haste](compendium/spells/haste.md); 7th: [time beacon](compendium/spells/time-beacon-logm.md) \ No newline at end of file diff --git a/compendium/setting/deities/sifkesh-logm.md b/compendium/setting/deities/sifkesh-logm.md new file mode 100644 index 000000000..e2f80a699 --- /dev/null +++ b/compendium/setting/deities/sifkesh-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/demon-lords +- domain/nightmares/deity +- domain/pain/deity +- domain/sorrow/deity +- domain/trickery/deity +aliases: ["Sifkesh", "The Whispered Doubt"] +--- +# Sifkesh (The Whispered Doubt) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 126* + +- **Category**: Demon Lords +- **Anathema**: spread hope, offer forgiveness, sincerely honor or call upon another god +- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Wisdom or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Deception +- **Favored Weapon**: war razor +- **Domains**: [nightmares](compendium/setting/domains.md#Nightmares), [pain](compendium/setting/domains.md#Pain), [sorrow](compendium/setting/domains.md#Sorrow), [trickery](compendium/setting/domains.md#Trickery) +- **Cleric Spells**: 1st: [ill omen](compendium/spells/ill-omen-logm.md); 4th: [crushing despair](compendium/spells/crushing-despair.md); 5th: [subconscious suggestion](compendium/spells/subconscious-suggestion.md) \ No newline at end of file diff --git a/compendium/setting/deities/sivanah-logm.md b/compendium/setting/deities/sivanah-logm.md new file mode 100644 index 000000000..b19f2870e --- /dev/null +++ b/compendium/setting/deities/sivanah-logm.md @@ -0,0 +1,57 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/gods-of-the-inner-sea +- domain/delirium/deity +- domain/glyph/deity +- domain/magic/deity +- domain/secrecy/deity +- domain/trickery/deity +- trait/disarm +- trait/finesse +- trait/reach-15-feet +- trait/trip +aliases: ["Sivanah", "The Seventh Veil"] +--- +# Sivanah (The Seventh Veil) *([CN](rules/traits/chaotic-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 69* + +- **Category**: Gods of the Inner Sea +- **Anathema**: use illusions and shadows to harm another creature, reveal a secret you have sworn to keep +- **Areas of Concern**: illusions, , mysteries, , reflections, , secrets +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Wisdom or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) or [harm](compendium/spells/harm.md) +- **Divine Skill**: Deception +- **Favored Weapon**: bladed scarf +- **Domains**: [delirium](compendium/setting/domains.md#Delirium), [magic](compendium/setting/domains.md#Magic), [secrecy](compendium/setting/domains.md#Secrecy), [trickery](compendium/setting/domains.md#Trickery) +- **Alternate Domains**: [glyph](compendium/setting/domains.md#Glyph) +- **Cleric Spells**: 1st: [illusory disguise](compendium/spells/illusory-disguise.md); 4th: [veil](compendium/spells/veil.md); 5th: [shadow siphon](compendium/spells/shadow-siphon.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Sivanah gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Sivanah + +- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bladed scarf ([disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md), [trip](rules/traits/trip.md)), **Damage** `6d8+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") illusory assault **Damage** `6d6+3` mental +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic Web Supplement p. 9* + +The Seventh Veil abhors the use of illusion to cause harm and detests anyone who discourages or corrupts the process of truth-seeking. The goddess works actively against the faith of Zon-Kuthon and his clerics' use of shadow. + +- **Minor Boon** Sivanah prevents your enemies from pulling off your veil. Once, when a foe rolls a success on a [Perception](compendium/skills.md#Perception) check to disbelieve your illusion, it gets a critical failure instead. Sivanah typically grants this benefit to protect an elaborate or consequential illusory deception, and she never uses it to improve the effect of a harmful illusion. +- **Moderate Boon**: You wear a veil of illusion wherever you go. You can cast [illusory disguise](compendium/spells/illusory-disguise.md) at will as an innate [divine](rules/traits/divine.md) spell. +- **Major Boon**: You spread your illusions over a larger area. You can designate an area to permanently gain the effects of [hallucinatory terrain](compendium/spells/hallucinatory-terrain.md). All creatures within this area gain the effects of [illusory disguise](compendium/spells/illusory-disguise.md), changing their forms as you wish. You can designate a new area as a 1-minute activity, but doing so dismisses any previously designated areas. + +- **Minor Curse**: Your hair becomes a wild variety of colors, which cannot be altered with mundane or magical means, and it somehow grows out from under any cap, scarf, or other headwear intended to disguise it. You gain a –2 status penalty to [Deception](compendium/skills.md#Deception) skill checks to [Impersonate](rules/actions/impersonate.md) anyone else. +- **Moderate Curse** Those who betray the secrets of others find their own secrets laid bare. Each person from whom you are keeping a secret immediately learns one of your secrets involving that person. This curse doesn't give away other people's secrets you are keeping, only your own. +- **Major Curse**: Mirrors break whenever you cross their paths. You cannot be concealed by [illusion](rules/traits/illusion.md) magic of any kind (the spell automatically fails), and all creatures that see you know your true identity. \ No newline at end of file diff --git a/compendium/setting/deities/sobek-logm.md b/compendium/setting/deities/sobek-logm.md new file mode 100644 index 000000000..ed3964ef5 --- /dev/null +++ b/compendium/setting/deities/sobek-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/ancient-osirian-gods +- domain/might/deity +- domain/protection/deity +- domain/water/deity +- domain/wyrmkin/deity +aliases: ["Sobek", "The Raging Torrent"] +--- +# Sobek (The Raging Torrent) *([CN](rules/traits/chaotic-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 124* + +- **Category**: Ancient Osirian Gods +- **Anathema**: cower from fights, despoil the land, kill the innocent +- **Follower Alignments**: [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [falchion](compendium/equipment/items/falchion.md) +- **Domains**: [might](compendium/setting/domains.md#Might), [protection](compendium/setting/domains.md#Protection), [water](compendium/setting/domains.md#Water), [wyrmkin](compendium/setting/domains.md#Wyrmkin) +- **Cleric Spells**: 1st: [hydraulic push](compendium/spells/hydraulic-push.md); 3rd: [feet to fins](compendium/spells/feet-to-fins.md); 4th: dinosaur form (appears as crocodile) \ No newline at end of file diff --git a/compendium/setting/deities/soralyon-logm.md b/compendium/setting/deities/soralyon-logm.md new file mode 100644 index 000000000..521a15101 --- /dev/null +++ b/compendium/setting/deities/soralyon-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/empyreal-lords +- domain/creation/deity +- domain/earth/deity +- domain/magic/deity +- domain/protection/deity +aliases: ["Soralyon", "The Mystic Angel"] +--- +# Soralyon (The Mystic Angel) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Empyreal Lords +- **Anathema**: defile sacred buildings, knowingly unearth evil monuments, destroy historical artifacts +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Intelligence +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Arcana +- **Favored Weapon**: [pick](compendium/equipment/items/pick.md) +- **Domains**: [creation](compendium/setting/domains.md#Creation), [earth](compendium/setting/domains.md#Earth), [magic](compendium/setting/domains.md#Magic), [protection](compendium/setting/domains.md#Protection) +- **Cleric Spells**: 1st: [summon construct](compendium/spells/summon-construct.md); 3rd: [meld into stone](compendium/spells/meld-into-stone.md); 4th: [stoneskin](compendium/spells/stoneskin.md) \ No newline at end of file diff --git a/compendium/setting/deities/sorrows-sword-lokl.md b/compendium/setting/deities/sorrows-sword-lokl.md new file mode 100644 index 000000000..a94f0fca8 --- /dev/null +++ b/compendium/setting/deities/sorrows-sword-lokl.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/lokl +- deity/pantheon +- domain/confidence/deity +- domain/duty/deity +- domain/fire/deity +- domain/might/deity +- domain/sorrow/deity +- domain/zeal/deity +aliases: ["Sorrow's Sword"] +--- +# Sorrow's Sword *([LG](rules/traits/lawful-goo-b1.md))* +*Source: Lost Omens: Knights of Lastwall p. 69* + +- **Category**: Pantheon +- **Anathema**: cower from combat, forgive those who have committed grave offenses, abandon or deceive allies +- **Areas of Concern**: vengeance, , reclaiming lost homelands, , drawing strength from sorrow +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [heal](compendium/spells/heal.md) or [harm](compendium/spells/harm.md) +- **Divine Skill**: Intimidation +- **Favored Weapon**: [bastard sword](compendium/equipment/items/bastard-sword.md) +- **Domains**: [duty](compendium/setting/domains.md#Duty), [might](compendium/setting/domains.md#Might), [sorrow](compendium/setting/domains.md#Sorrow), [zeal](compendium/setting/domains.md#Zeal) +- **Alternate Domains**: [confidence](compendium/setting/domains.md#Confidence), [fire](compendium/setting/domains.md#Fire) +- **Cleric Spells**: 1st: [true strike](compendium/spells/true-strike.md); 4th: [fire shield](compendium/spells/fire-shield.md); 6th: [disintegrate](compendium/spells/disintegrate.md) \ No newline at end of file diff --git a/compendium/setting/deities/stag-mother-of-the-forest-of-stones-logm.md b/compendium/setting/deities/stag-mother-of-the-forest-of-stones-logm.md new file mode 100644 index 000000000..9d17e5b5c --- /dev/null +++ b/compendium/setting/deities/stag-mother-of-the-forest-of-stones-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/sarkorian-gods +- domain/family/deity +- domain/healing/deity +- domain/nature/deity +- domain/pain/deity +aliases: ["Stag Mother of the Forest of Stones", "She Who Listens"] +--- +# Stag Mother of the Forest of Stones (She Who Listens) *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Sarkorian Gods +- **Anathema**: harm a pregnant mother or innocent child, including animals +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Intelligence +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Medicine +- **Favored Weapon**: [ranseur](compendium/equipment/items/ranseur.md) +- **Domains**: [family](compendium/setting/domains.md#Family), [healing](compendium/setting/domains.md#Healing), [nature](compendium/setting/domains.md#Nature), [pain](compendium/setting/domains.md#Pain) +- **Cleric Spells**: 1st: [phantom pain](compendium/spells/phantom-pain.md); 4th: animal form (bull only, appears as stag); 6th: [flesh to stone](compendium/spells/flesh-to-stone.md) \ No newline at end of file diff --git a/compendium/setting/deities/sturovenen-logm.md b/compendium/setting/deities/sturovenen-logm.md new file mode 100644 index 000000000..c9e84ace6 --- /dev/null +++ b/compendium/setting/deities/sturovenen-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/sarkorian-gods +- domain/air/deity +- domain/confidence/deity +- domain/passion/deity +- domain/sun/deity +aliases: ["Sturovenen", "The Dragoneagle"] +--- +# Sturovenen (The Dragoneagle) *([LG](rules/traits/lawful-goo-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Sarkorian Gods +- **Anathema**: command a subordinate to perform a task you're not willing to perform yourself +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Diplomacy +- **Favored Weapon**: [main-gauche](compendium/equipment/items/main-gauche.md) +- **Domains**: [air](compendium/setting/domains.md#Air), [confidence](compendium/setting/domains.md#Confidence), [passion](compendium/setting/domains.md#Passion), [sun](compendium/setting/domains.md#Sun) +- **Cleric Spells**: 1st: [charm](compendium/spells/charm.md); 5th: [cloak of colors](compendium/spells/cloak-of-colors.md); 6th: [dragon form](compendium/spells/dragon-form.md) \ No newline at end of file diff --git a/compendium/setting/deities/sun-wukong-logm.md b/compendium/setting/deities/sun-wukong-logm.md new file mode 100644 index 000000000..dbfd81033 --- /dev/null +++ b/compendium/setting/deities/sun-wukong-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/tian-gods +- domain/indulgence/deity +- domain/might/deity +- domain/nature/deity +- domain/trickery/deity +aliases: ["Sun Wukong", "The Monkey King"] +--- +# Sun Wukong (The Monkey King) *([CN](rules/traits/chaotic-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Tian Gods +- **Anathema**: refuse a reasonable bet or duel, let social pressure change your behavior +- **Follower Alignments**: [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Acrobatics +- **Favored Weapon**: [bo staff](compendium/equipment/items/bo-staff.md) +- **Domains**: [indulgence](compendium/setting/domains.md#Indulgence), [might](compendium/setting/domains.md#Might), [nature](compendium/setting/domains.md#Nature), [trickery](compendium/setting/domains.md#Trickery) +- **Cleric Spells**: 1st: [jump](compendium/spells/jump.md); 3rd: [mad monkeys](compendium/spells/mad-monkeys-apg.md); 4th: [creation](compendium/spells/creation.md) \ No newline at end of file diff --git a/compendium/setting/deities/suyuddha-lokl.md b/compendium/setting/deities/suyuddha-lokl.md new file mode 100644 index 000000000..efe3c4abd --- /dev/null +++ b/compendium/setting/deities/suyuddha-lokl.md @@ -0,0 +1,47 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/lokl +- deity/other-gods +- domain/duty/deity +- domain/perfection/deity +- domain/swarm/deity +- domain/travel/deity +- domain/trickery/deity +- domain/zeal/deity +- trait/agile +- trait/disarm +- trait/finesse +- trait/parry +- trait/reach-15-feet +- trait/trip +- trait/versatile-bludgeoning +- trait/versatile-slashing +aliases: ["Suyuddha", "The Warrior Queen"] +--- +# Suyuddha (The Warrior Queen) *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Lost Omens: Knights of Lastwall p. 64* + +- **Category**: Other Gods +- **Anathema**: let your emotions dictate your tactics, hunt felines for sport, permit others of your rank or lower to calculate tactics on your behalf +- **Areas of Concern**: battle, , strategy, , geometry +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [whip](compendium/equipment/items/whip.md) +- **Domains**: [duty](compendium/setting/domains.md#Duty), [perfection](compendium/setting/domains.md#Perfection), [trickery](compendium/setting/domains.md#Trickery), [zeal](compendium/setting/domains.md#Zeal) +- **Alternate Domains**: [swarm](compendium/setting/domains.md#Swarm), [travel](compendium/setting/domains.md#Travel) +- **Cleric Spells**: 1st: [mindlink](compendium/spells/mindlink.md); 2nd: [mirror image](compendium/spells/mirror-image.md); 5th: [strange geometry](compendium/spells/strange-geometry-apg.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Suyuddha + +- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tekko-kagi ([agile](rules/traits/agile.md), [disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [parry](rules/traits/parry.md), [reach <15 feet>](rules/traits/reach.md), [trip](rules/traits/trip.md)), **Damage** `6d4+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") calculated countermeasures ([versatile ](rules/traits/versatile.md), [versatile ](rules/traits/versatile.md)), **Damage** `6d4+3` piercing +``` \ No newline at end of file diff --git a/compendium/setting/deities/szuriel-logm.md b/compendium/setting/deities/szuriel-logm.md new file mode 100644 index 000000000..3b1e749cd --- /dev/null +++ b/compendium/setting/deities/szuriel-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/horsemen +- domain/ambition/deity +- domain/destruction/deity +- domain/fire/deity +- domain/might/deity +aliases: ["Szuriel", "Angel of Desolation"] +--- +# Szuriel (Angel of Desolation) *([NE](rules/traits/neutral-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Horsemen +- **Anathema**: show mercy to creatures who do not worship Szuriel, choose to marry or have children +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [greatsword](compendium/equipment/items/greatsword.md) +- **Domains**: [ambition](compendium/setting/domains.md#Ambition), [destruction](compendium/setting/domains.md#Destruction), [fire](compendium/setting/domains.md#Fire), [might](compendium/setting/domains.md#Might) +- **Cleric Spells**: 1st: [burning hands](compendium/spells/burning-hands.md); 3rd: [haste](compendium/spells/haste.md); 4th: [weapon storm](compendium/spells/weapon-storm.md) \ No newline at end of file diff --git a/compendium/setting/deities/tanagaar-logm.md b/compendium/setting/deities/tanagaar-logm.md new file mode 100644 index 000000000..83492d926 --- /dev/null +++ b/compendium/setting/deities/tanagaar-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/empyreal-lords +- domain/darkness/deity +- domain/duty/deity +- domain/nature/deity +- domain/zeal/deity +aliases: ["Tanagaar", "The Aurulent Eye"] +--- +# Tanagaar (The Aurulent Eye) *([LG](rules/traits/lawful-goo-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Empyreal Lords +- **Anathema**: abandon your post, tolerate poaching, torment animals +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Stealth +- **Favored Weapon**: [kukri](compendium/equipment/items/kukri.md) +- **Domains**: [darkness](compendium/setting/domains.md#Darkness), [duty](compendium/setting/domains.md#Duty), [nature](compendium/setting/domains.md#Nature), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [pass without trace](compendium/spells/pass-without-trace.md); 3rd: [animal vision](compendium/spells/animal-vision.md); 4th: aerial form (bird only) \ No newline at end of file diff --git a/compendium/setting/deities/thamir-logm.md b/compendium/setting/deities/thamir-logm.md new file mode 100644 index 000000000..0262d5776 --- /dev/null +++ b/compendium/setting/deities/thamir-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/other-gods +- domain/ambition/deity +- domain/confidence/deity +- domain/trickery/deity +- domain/wealth/deity +aliases: ["Thamir", "The Silent Blade"] +--- +# Thamir (The Silent Blade) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Other Gods +- **Anathema**: steal from the poor, beg for help or mercy from a fellow worshipper of Thamir +- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Thievery +- **Favored Weapon**: [dagger](compendium/equipment/items/dagger.md) +- **Domains**: [ambition](compendium/setting/domains.md#Ambition), [confidence](compendium/setting/domains.md#Confidence), [trickery](compendium/setting/domains.md#Trickery), [wealth](compendium/setting/domains.md#Wealth) +- **Cleric Spells**: 1st: [penumbral shroud](compendium/spells/penumbral-shroud-logm.md); 3rd: [invisibility sphere](compendium/spells/invisibility-sphere.md); 6th: [mislead](compendium/spells/mislead.md) \ No newline at end of file diff --git a/compendium/setting/deities/the-deliberate-journey-lotg.md b/compendium/setting/deities/the-deliberate-journey-lotg.md new file mode 100644 index 000000000..3d99eba5c --- /dev/null +++ b/compendium/setting/deities/the-deliberate-journey-lotg.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/lotg +- deity/pantheon +- domain/earth/deity +- domain/knowledge/deity +- domain/luck/deity +- domain/secrecy/deity +- domain/travel/deity +- domain/wealth/deity +aliases: ["The Deliberate Journey"] +--- +# The Deliberate Journey *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Travel Guide p. 92* + +- **Category**: Pantheon +- **Anathema**: fail to prepare for a journey, let chance decide which way to go, put travelers under you care in danger +- **Areas of Concern**: caravans, , crossroads, , knowing the way, , travel by road +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Survival +- **Favored Weapon**: [crossbow](compendium/equipment/items/crossbow.md) +- **Domains**: [earth](compendium/setting/domains.md#Earth), [knowledge](compendium/setting/domains.md#Knowledge), [luck](compendium/setting/domains.md#Luck), [travel](compendium/setting/domains.md#Travel) +- **Alternate Domains**: [secrecy](compendium/setting/domains.md#Secrecy), [wealth](compendium/setting/domains.md#Wealth) +- **Cleric Spells**: 1st: [longstrider](compendium/spells/longstrider.md); 2nd: [knock](compendium/spells/knock.md); 9th: [resplendent mansion](compendium/spells/resplendent-mansion.md) \ No newline at end of file diff --git a/compendium/setting/deities/the-endless-road-lokl.md b/compendium/setting/deities/the-endless-road-lokl.md new file mode 100644 index 000000000..f4333ae5e --- /dev/null +++ b/compendium/setting/deities/the-endless-road-lokl.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/lokl +- deity/pantheon +- domain/confidence/deity +- domain/knowledge/deity +- domain/travel/deity +- domain/truth/deity +aliases: ["The Endless Road"] +--- +# The Endless Road *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Knights of Lastwall p. 68* + +- **Category**: Pantheon +- **Anathema**: close your ears and heart to others, do not seek to better yourself, resist the call to explore new places +- **Areas of Concern**: travel, , preaching, , self-improvement, , recruiting +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md), [N](rules/traits/neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Wisdom or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Society +- **Favored Weapon**: [starknife](compendium/equipment/items/starknife.md) +- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [knowledge](compendium/setting/domains.md#Knowledge), [travel](compendium/setting/domains.md#Travel), [truth](compendium/setting/domains.md#Truth) +- **Cleric Spells**: 1st: [share lore](compendium/spells/share-lore-logm.md); 4th: [creation](compendium/spells/creation.md); 7th: [unfettered pack](compendium/spells/unfettered-pack.md) \ No newline at end of file diff --git a/compendium/setting/deities/the-enlightened-scholars-path-lotg.md b/compendium/setting/deities/the-enlightened-scholars-path-lotg.md new file mode 100644 index 000000000..6061a0594 --- /dev/null +++ b/compendium/setting/deities/the-enlightened-scholars-path-lotg.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/lotg +- deity/pantheon +- domain/creation/deity +- domain/glyph/deity +- domain/knowledge/deity +- domain/magic/deity +- domain/passion/deity +- domain/protection/deity +aliases: ["The Enlightened Scholar's Path"] +--- +# The Enlightened Scholar's Path *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Travel Guide p. 92* + +- **Category**: Pantheon +- **Anathema**: destroy books or monuments, keep silent when faced with false information, refuse to share knowledge +- **Areas of Concern**: academies, , professors, , scholars, , transmission and accuracy of learned knowledge +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: [Lore](compendium/skills.md#Lore) or [Performance](compendium/skills.md#Performance) +- **Favored Weapon**: [staff](compendium/equipment/items/staff.md) +- **Domains**: [creation](compendium/setting/domains.md#Creation), [knowledge](compendium/setting/domains.md#Knowledge), [magic](compendium/setting/domains.md#Magic), [protection](compendium/setting/domains.md#Protection) +- **Alternate Domains**: [glyph](compendium/setting/domains.md#Glyph), [passion](compendium/setting/domains.md#Passion) +- **Cleric Spells**: 1st: [share lore](compendium/spells/share-lore-logm.md); 3rd: [secret page](compendium/spells/secret-page.md); 5th: [strange geometry](compendium/spells/strange-geometry-apg.md) \ No newline at end of file diff --git a/compendium/setting/deities/the-godclaw-logm.md b/compendium/setting/deities/the-godclaw-logm.md new file mode 100644 index 000000000..80cc79ed5 --- /dev/null +++ b/compendium/setting/deities/the-godclaw-logm.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/pantheon +- domain/duty/deity +- domain/perfection/deity +- domain/protection/deity +- domain/tyranny/deity +- domain/zeal/deity +aliases: ["The Godclaw"] +--- +# The Godclaw *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 93* + +- **Category**: Pantheon +- **Anathema**: rest when there is lawlessness to fight, believe you know or understand more than the pantheon +- **Areas of Concern**: discipline, , laws, , order, , strategy +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Intelligence +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Society +- **Favored Weapon**: [morningstar](compendium/equipment/items/morningstar.md) +- **Domains**: [perfection](compendium/setting/domains.md#Perfection), [protection](compendium/setting/domains.md#Protection), [tyranny](compendium/setting/domains.md#Tyranny), [zeal](compendium/setting/domains.md#Zeal) +- **Alternate Domains**: [duty](compendium/setting/domains.md#Duty) +- **Cleric Spells**: 1st: [phantom pain](compendium/spells/phantom-pain.md); 4th: [fire shield](compendium/spells/fire-shield.md); 6th: [dominate](compendium/spells/dominate.md) \ No newline at end of file diff --git a/compendium/setting/deities/the-green-mother-logm.md b/compendium/setting/deities/the-green-mother-logm.md new file mode 100644 index 000000000..ef2aba6e9 --- /dev/null +++ b/compendium/setting/deities/the-green-mother-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/eldest +- domain/decay/deity +- domain/indulgence/deity +- domain/nature/deity +- domain/passion/deity +aliases: ["The Green Mother", "The Feasting Flower"] +--- +# The Green Mother (The Feasting Flower) *([NE](rules/traits/neutral-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 78* + +- **Category**: Eldest +- **Anathema**: hold a secret for too long, discriminate against sex workers or use their trade to harm them +- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Nature +- **Favored Weapon**: [sickle](compendium/equipment/items/sickle.md) +- **Domains**: [decay](compendium/setting/domains.md#Decay), [indulgence](compendium/setting/domains.md#Indulgence), [nature](compendium/setting/domains.md#Nature), [passion](compendium/setting/domains.md#Passion) +- **Cleric Spells**: 1st: [charm](compendium/spells/charm.md); 4th: [suggestion](compendium/spells/suggestion.md); 5th: [plant form](compendium/spells/plant-form.md) \ No newline at end of file diff --git a/compendium/setting/deities/the-laborers-bastion-lotg.md b/compendium/setting/deities/the-laborers-bastion-lotg.md new file mode 100644 index 000000000..3d03bde5d --- /dev/null +++ b/compendium/setting/deities/the-laborers-bastion-lotg.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/lotg +- deity/pantheon +- domain/ambition/deity +- domain/freedom/deity +- domain/indulgence/deity +- domain/might/deity +- domain/truth/deity +- domain/zeal/deity +aliases: ["The Laborer's Bastion"] +--- +# The Laborer's Bastion *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Travel Guide p. 94* + +- **Category**: Pantheon +- **Anathema**: cheat, give into or spread despair, keep silent when faced with oppression, work without respite or enjoyment +- **Areas of Concern**: laborers, , the oppressed, , daily work, , achievement +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [warhammer](compendium/equipment/items/warhammer.md) +- **Domains**: [freedom](compendium/setting/domains.md#Freedom), [might](compendium/setting/domains.md#Might), [truth](compendium/setting/domains.md#Truth), [zeal](compendium/setting/domains.md#Zeal) +- **Alternate Domains**: [ambition](compendium/setting/domains.md#Ambition), [indulgence](compendium/setting/domains.md#Indulgence) +- **Cleric Spells**: 1st: [fleet step](compendium/spells/fleet-step.md); 2nd: [enlarge](compendium/spells/enlarge.md); 4th: [creation](compendium/spells/creation.md) \ No newline at end of file diff --git a/compendium/setting/deities/the-lantern-king-logm.md b/compendium/setting/deities/the-lantern-king-logm.md new file mode 100644 index 000000000..8b09ee820 --- /dev/null +++ b/compendium/setting/deities/the-lantern-king-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/eldest +- domain/change/deity +- domain/delirium/deity +- domain/passion/deity +- domain/trickery/deity +aliases: ["The Lantern King", "The Laughing Lie"] +--- +# The Lantern King (The Laughing Lie) *([CN](rules/traits/chaotic-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 78* + +- **Category**: Eldest +- **Anathema**: be completely honest, ruin or explain a good joke +- **Follower Alignments**: [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Deception +- **Favored Weapon**: [dagger](compendium/equipment/items/dagger.md) +- **Domains**: [change](compendium/setting/domains.md#Change), [delirium](compendium/setting/domains.md#Delirium), [passion](compendium/setting/domains.md#Passion), [trickery](compendium/setting/domains.md#Trickery) +- **Cleric Spells**: 1st: [illusory disguise](compendium/spells/illusory-disguise.md); 2nd: [hideous laughter](compendium/spells/hideous-laughter.md); 6th: [baleful polymorph](compendium/spells/baleful-polymorph.md) \ No newline at end of file diff --git a/compendium/setting/deities/the-lost-prince-logm.md b/compendium/setting/deities/the-lost-prince-logm.md new file mode 100644 index 000000000..bdd6fff2a --- /dev/null +++ b/compendium/setting/deities/the-lost-prince-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/eldest +- domain/knowledge/deity +- domain/repose/deity +- domain/sorrow/deity +- domain/vigil/deity +aliases: ["The Lost Prince", "The Melancholy Lord"] +--- +# The Lost Prince (The Melancholy Lord) *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 78* + +- **Category**: Eldest +- **Anathema**: abandon someone who has no family, take public credit for your good deeds +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Society +- **Favored Weapon**: [staff](compendium/equipment/items/staff.md) +- **Domains**: [knowledge](compendium/setting/domains.md#Knowledge), [repose](compendium/setting/domains.md#Repose), [sorrow](compendium/setting/domains.md#Sorrow), [vigil](compendium/setting/domains.md#Vigil) +- **Cleric Spells**: 1st: [soothe](compendium/spells/soothe.md); 4th: [modify memory](compendium/spells/modify-memory.md); 5th: [crushing despair](compendium/spells/crushing-despair.md) \ No newline at end of file diff --git a/compendium/setting/deities/the-offering-plate-lotg.md b/compendium/setting/deities/the-offering-plate-lotg.md new file mode 100644 index 000000000..da938bb2d --- /dev/null +++ b/compendium/setting/deities/the-offering-plate-lotg.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/lotg +- deity/pantheon +- domain/cities/deity +- domain/duty/deity +- domain/family/deity +- domain/freedom/deity +- domain/healing/deity +- domain/wealth/deity +aliases: ["The Offering Plate"] +--- +# The Offering Plate *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Travel Guide p. 94* + +- **Category**: Pantheon +- **Anathema**: take resources from those who need them, act selfishly, keep knowledge of wealth to yourself +- **Areas of Concern**: charity, , hospitality, , community +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Intelligence +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Society +- **Favored Weapon**: [flail](compendium/equipment/items/flail.md) +- **Domains**: [duty](compendium/setting/domains.md#Duty), [freedom](compendium/setting/domains.md#Freedom), [healing](compendium/setting/domains.md#Healing), [wealth](compendium/setting/domains.md#Wealth) +- **Alternate Domains**: [cities](compendium/setting/domains.md#Cities), [family](compendium/setting/domains.md#Family) +- **Cleric Spells**: 1st: [soothe](compendium/spells/soothe.md); 2nd: [cozy cabin](compendium/spells/cozy-cabin-apg.md); 5th: [secret chest](compendium/spells/secret-chest-apg.md) \ No newline at end of file diff --git a/compendium/setting/deities/thoth-logm.md b/compendium/setting/deities/thoth-logm.md new file mode 100644 index 000000000..790792a18 --- /dev/null +++ b/compendium/setting/deities/thoth-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/ancient-osirian-gods +- domain/glyph/deity +- domain/knowledge/deity +- domain/magic/deity +- domain/moon/deity +aliases: ["Thoth", "Lord of Divine Words"] +--- +# Thoth (Lord of Divine Words) *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 124* + +- **Category**: Ancient Osirian Gods +- **Anathema**: upset stable mechanisms or ecosystems, fail to correct false information +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Arcana +- **Favored Weapon**: [sickle](compendium/equipment/items/sickle.md) +- **Domains**: [glyph](compendium/setting/domains.md#Glyph), [knowledge](compendium/setting/domains.md#Knowledge), [magic](compendium/setting/domains.md#Magic), [moon](compendium/setting/domains.md#Moon) +- **Cleric Spells**: 1st: message rune; 2nd: [comprehend language](compendium/spells/comprehend-language.md); 3rd: [secret page](compendium/spells/secret-page.md) \ No newline at end of file diff --git a/compendium/setting/deities/tlehar-lome.md b/compendium/setting/deities/tlehar-lome.md new file mode 100644 index 000000000..c675c8495 --- /dev/null +++ b/compendium/setting/deities/tlehar-lome.md @@ -0,0 +1,45 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/lome +- deity/mwangi-gods +- domain/change/deity +- domain/cities/deity +- domain/creation/deity +- domain/healing/deity +- domain/passion/deity +- domain/sun/deity +- domain/vigil/deity +- domain/zeal/deity +- trait/reach-15-feet +- trait/versatile-p +aliases: ["Tlehar", "The Rising Sun"] +--- +# Tlehar (The Rising Sun) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: The Mwangi Expanse p. 141* + +- **Category**: Mwangi Gods +- **Anathema**: lose your motivation to your regrets, spread despair, treat a loved one poorly +- **Areas of Concern**: iron, , love, , rebirth +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Crafting +- **Favored Weapon**: [morningstar](compendium/equipment/items/morningstar.md) +- **Domains**: [cities](compendium/setting/domains.md#Cities), [healing](compendium/setting/domains.md#Healing), [passion](compendium/setting/domains.md#Passion), [sun](compendium/setting/domains.md#Sun) +- **Alternate Domains**: [change](compendium/setting/domains.md#Change), [creation](compendium/setting/domains.md#Creation), [vigil](compendium/setting/domains.md#Vigil), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [soothe](compendium/spells/soothe.md); 3rd: [enthrall](compendium/spells/enthrall.md); 5th: [dreaming potential](compendium/spells/dreaming-potential.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Tlehar gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Tlehar + +- **Speed**: Speed 50 feet, fly 70 feet, immune to [immobilized](rules/conditions.md#Immobilized) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") morningstar ([reach <15 feet>](rules/traits/reach.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d6+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") morning light **Damage** `3d6+3` fire and `3d6+3` positive +``` \ No newline at end of file diff --git a/compendium/setting/deities/torag.md b/compendium/setting/deities/torag.md index 4585c7184..3cec9d425 100644 --- a/compendium/setting/deities/torag.md +++ b/compendium/setting/deities/torag.md @@ -13,13 +13,13 @@ tags: - trait/shove aliases: ["Torag", "Father of Creation"] --- -# Torag (Father of Creation) *(LG)* +# Torag (Father of Creation) *([LG](rules/traits/lawful-goo-b1.md))* *Source: Core Rulebook p. 440* - **Category**: Gods of the Inner Sea - **Anathema**: tell lies or cheat someone, intentionally create inferior works, show mercy to the enemies of your people - **Areas of Concern**: the forge, , protection, , and strategy -- **Follower Alignments**: LG, LN +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md) ## Devotee benefits diff --git a/compendium/setting/deities/treerazer-b1.md b/compendium/setting/deities/treerazer-b1.md new file mode 100644 index 000000000..3f2d7f5c1 --- /dev/null +++ b/compendium/setting/deities/treerazer-b1.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/b1 +- deity/demon-lords +- domain/destruction/deity +- domain/nature/deity +- domain/nightmares/deity +- domain/tyranny/deity +aliases: ["Treerazer", "Lord of the Blasted Tarn"] +--- +# Treerazer (Lord of the Blasted Tarn) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Bestiary p. 312* + +- **Category**: Demon Lords +- **Anathema**: grant mercy to elves, plant trees, encourage natural plant growth +- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Nature +- **Favored Weapon**: [battle axe](compendium/equipment/items/battle-axe.md) +- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [nature](compendium/setting/domains.md#Nature), [nightmares](compendium/setting/domains.md#Nightmares), [tyranny](compendium/setting/domains.md#Tyranny) +- **Cleric Spells**: 1st: [grim tendrils](compendium/spells/grim-tendrils.md); 3rd: [wall of thorns](compendium/spells/wall-of-thorns.md); 6th: [tangling creepers](compendium/spells/tangling-creepers.md) \ No newline at end of file diff --git a/compendium/setting/deities/trelmarixian-logm.md b/compendium/setting/deities/trelmarixian-logm.md new file mode 100644 index 000000000..fd2d877dc --- /dev/null +++ b/compendium/setting/deities/trelmarixian-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/horsemen +- domain/decay/deity +- domain/dust/deity +- domain/earth/deity +- domain/nightmares/deity +aliases: ["Trelmarixian", "The Lysogenic Prince"] +--- +# Trelmarixian (The Lysogenic Prince) *([NE](rules/traits/neutral-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Horsemen +- **Anathema**: kill or remove a parasite or tumor, grow food +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Nature +- **Favored Weapon**: [spiked gauntlet](compendium/equipment/items/spiked-gauntlet.md) +- **Domains**: [decay](compendium/setting/domains.md#Decay), [dust](compendium/setting/domains.md#Dust), [earth](compendium/setting/domains.md#Earth), [nightmares](compendium/setting/domains.md#Nightmares) +- **Cleric Spells**: 1st: [grease](compendium/spells/grease.md); 2nd: [feast of ashes](compendium/spells/feast-of-ashes-logm.md); 5th: [acid storm](compendium/spells/acid-storm-logm.md) \ No newline at end of file diff --git a/compendium/setting/deities/trudd-logm.md b/compendium/setting/deities/trudd-logm.md new file mode 100644 index 000000000..b5c9c81ab --- /dev/null +++ b/compendium/setting/deities/trudd-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/dwarven-gods +- domain/confidence/deity +- domain/duty/deity +- domain/might/deity +- domain/protection/deity +aliases: ["Trudd", "The Mighty"] +--- +# Trudd (The Mighty) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 126* + +- **Category**: Dwarven Gods +- **Anathema**: engage in petty showcases of strength, use your strength to take advantage of others +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [warhammer](compendium/equipment/items/warhammer.md) +- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [duty](compendium/setting/domains.md#Duty), [might](compendium/setting/domains.md#Might), [protection](compendium/setting/domains.md#Protection) +- **Cleric Spells**: 1st: [endure](compendium/spells/endure-logm.md); 3rd: [haste](compendium/spells/haste.md); 4th: [stoneskin](compendium/spells/stoneskin.md) \ No newline at end of file diff --git a/compendium/setting/deities/tsukiyo-logm.md b/compendium/setting/deities/tsukiyo-logm.md new file mode 100644 index 000000000..b68bd860e --- /dev/null +++ b/compendium/setting/deities/tsukiyo-logm.md @@ -0,0 +1,55 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/gods-of-the-inner-sea +- domain/change/deity +- domain/delirium/deity +- domain/moon/deity +- domain/repose/deity +- domain/soul/deity +- trait/nonlethal +- trait/reach-20-feet +aliases: ["Tsukiyo", "Prince of the Moon"] +--- +# Tsukiyo (Prince of the Moon) *([LG](rules/traits/lawful-goo-b1.md))* +*Source: Lost Omens: Gods & Magic p. 71* + +- **Category**: Gods of the Inner Sea +- **Anathema**: harm another out of envy, force aid on those who do not want it, inflict harmful mental effects on others as punishment +- **Areas of Concern**: jade, , the moon, , spirits +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Intelligence +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Occultism +- **Favored Weapon**: [spear](compendium/equipment/items/spear.md) +- **Domains**: [delirium](compendium/setting/domains.md#Delirium), [moon](compendium/setting/domains.md#Moon), [repose](compendium/setting/domains.md#Repose), [soul](compendium/setting/domains.md#Soul) +- **Alternate Domains**: [change](compendium/setting/domains.md#Change) +- **Cleric Spells**: 1st: [soothe](compendium/spells/soothe.md); 2nd: [mirror image](compendium/spells/mirror-image.md); 5th: [hallucination](compendium/spells/hallucination.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Tsukiyo gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Tsukiyo + +- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longspear ([reach <20 feet>](rules/traits/reach.md)), **Damage** `6d10+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") moonbeam ([nonlethal](rules/traits/nonlethal.md), silver), **Damage** `6d6+3` mental +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic Web Supplement p. 9* + +Ever mercurial, the Prince of the Moon gives his blessings rarely and somewhat spontaneously. An understanding soul, he is as slow to curse as he is to bless. + +- **Minor Boon** Tsukiyo's simplest show of gratitude is a gift of clarity. Once, when you roll a failure on a saving throw against a [mental](rules/traits/mental.md) effect, you get a critical success instead. Tsukiyo typically grants this boon against a particularly consequential [mental](rules/traits/mental.md) effect. +- **Moderate Boon**: Tsukiyo watches over you and guards your sleep. You are guaranteed a peaceful night's rest no matter what conditions you are sleeping in. Even [nightmare](compendium/spells/nightmare.md) and similar abilities can't disrupt your sleep unless they come from a deity, [artifact](rules/traits/artifact-gmg.md), or similarly powerful source. +- **Major Boon**: Tsukiyo shares some of his own nature and can lead a favored soul back along the same path he has walked. The next time you would die, you are instead instantly restored to full health and lose any negative conditions you have. + +- **Minor Curse**: Those who offend Tsukiyo find that light actively shuns them. You lose any [low-light vision](rules/abilities/low-light-vision.md) or [darkvision](rules/abilities/darkvision.md) you have, and you treat all light levels as one step lower. +- **Moderate Curse** If Tsukiyo is particularly offended by someone, they may find themselves lost in delusions of moonlight. When attempting to navigate or find something at night, if you roll a success or critical success on your [Perception](compendium/skills.md#Perception) check, [Survival](compendium/skills.md#Survival) check, or other check to do so, you get a failure instead. +- **Major Curse**: When Tsukiyo truly loses patience with someone, he forces them to experience the hardships of others firsthand. Whenever you touch another creature or another creature touches you, you immediately gain any negative curses, diseases, and conditions they are suffering. These effects spread to you even when you [Strike](rules/actions/strike.md) another creature or a creature [Strikes](rules/actions/strike.md) you. \ No newline at end of file diff --git a/compendium/setting/deities/urban-prosperity-lotg.md b/compendium/setting/deities/urban-prosperity-lotg.md new file mode 100644 index 000000000..f2ca36567 --- /dev/null +++ b/compendium/setting/deities/urban-prosperity-lotg.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/lotg +- deity/pantheon +- domain/change/deity +- domain/cities/deity +- domain/healing/deity +- domain/magic/deity +- domain/protection/deity +- domain/wealth/deity +aliases: ["Urban Prosperity"] +--- +# Urban Prosperity *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Travel Guide p. 95* + +- **Category**: Pantheon +- **Anathema**: betray the safety of your city, disparage urban life, foment animosity or contention, refuse hospitality or aid, move to the country +- **Areas of Concern**: peace, , prosperity of cities, , protection +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Wisdom or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: [Diplomacy](compendium/skills.md#Diplomacy) or [Society](compendium/skills.md#Society) +- **Favored Weapon**: [dagger](compendium/equipment/items/dagger.md) +- **Domains**: [change](compendium/setting/domains.md#Change), [cities](compendium/setting/domains.md#Cities), [magic](compendium/setting/domains.md#Magic), [protection](compendium/setting/domains.md#Protection) +- **Alternate Domains**: [healing](compendium/setting/domains.md#Healing), [wealth](compendium/setting/domains.md#Wealth) +- **Cleric Spells**: 1st: [anticipate peril](compendium/spells/anticipate-peril-logm.md); 2nd: [knock](compendium/spells/knock.md); 4th: [resilient sphere](compendium/spells/resilient-sphere.md) \ No newline at end of file diff --git a/compendium/setting/deities/urgathoa.md b/compendium/setting/deities/urgathoa.md index 80db13054..c4f5cbed0 100644 --- a/compendium/setting/deities/urgathoa.md +++ b/compendium/setting/deities/urgathoa.md @@ -16,13 +16,13 @@ tags: - trait/trip aliases: ["Urgathoa", "Pallid Princess"] --- -# Urgathoa (Pallid Princess) *(NE)* +# Urgathoa (Pallid Princess) *([NE](rules/traits/neutral-evil-b1.md))* *Source: Core Rulebook p. 440* - **Category**: Gods of the Inner Sea - **Anathema**: deny your appetites, destroy undead, sacrifice your life - **Areas of Concern**: disease, , gluttony, , and undeath -- **Follower Alignments**: LE, NE, CE +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) ## Devotee benefits @@ -48,7 +48,7 @@ title: [Avatar](compendium/spells/avatar.md) of Urgathoa Urgathoa interferes in mortal affairs to fuel her own self-gratification and obsession with observing new sensations. - **Minor Boon** You feast on the spoils of life and death. You gain the benefits of the irongut Goblin heritage, regardless of your ancestry. If you already have this heritage, the circumstance bonus increases to +4. -- **Moderate Boon**: Urgathoa blesses you as one of her children. You gain negative healing. +- **Moderate Boon**: Urgathoa blesses you as one of her children. You gain [negative healing](rules/abilities/negative-healing-b2.md). - **Major Boon**: When you contract contagions, you experience fever dreams filled with insight. Once afflicted with a disease, you gain the effects of [foresight](compendium/spells/foresight.md) with yourself as the target until no longer afflicted with any disease. - **Minor Curse**: You must overindulge or partake in forbidden feasts before you find yourself even remotely sated. You need to eat 20 times as much food as normal to avoid starvation, though you always feel hungry regardless of how much you eat. If you dine on the flesh and blood of sapient creatures, you need to eat only the normal amount of such meals and your hunger abates. diff --git a/compendium/setting/deities/uvuko-lome.md b/compendium/setting/deities/uvuko-lome.md new file mode 100644 index 000000000..a84b69f60 --- /dev/null +++ b/compendium/setting/deities/uvuko-lome.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/lome +- deity/mwangi-gods +- domain/air/deity +- domain/change/deity +- domain/cold/deity +- domain/creation/deity +- domain/healing/deity +- domain/wyrmkin/deity +- trait/reach-15-feet +- trait/shove +aliases: ["Uvuko", "The Diamond Ring"] +--- +# Uvuko (The Diamond Ring) *([CG](rules/traits/chaotic-good-b1.md))* +*Source: Lost Omens: The Mwangi Expanse p. 141* + +- **Category**: Mwangi Gods +- **Anathema**: allow yourself and your surroundings to stagnate, crush an egg, use vile or cruel language +- **Areas of Concern**: metamorphosis, , cycles, , growth, , fertility +- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [maul](compendium/equipment/items/maul.md) +- **Domains**: [change](compendium/setting/domains.md#Change), [creation](compendium/setting/domains.md#Creation), [healing](compendium/setting/domains.md#Healing), [wyrmkin](compendium/setting/domains.md#Wyrmkin) +- **Alternate Domains**: [air](compendium/setting/domains.md#Air), [cold](compendium/setting/domains.md#Cold) +- **Cleric Spells**: 1st: [fleet step](compendium/spells/fleet-step.md); 3rd: [haste](compendium/spells/haste.md); 6th: [dragon form](compendium/spells/dragon-form.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Uvuko gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Uvuko + +- **Speed**: Speed 30 feet, fly 70 feet, immune to [immobilized](rules/conditions.md#Immobilized) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") maul ([reach <15 feet>](rules/traits/reach.md), [shove](rules/traits/shove.md)), **Damage** `6d12+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") breath of lightning **Damage** `6d6+3` electricity +``` \ No newline at end of file diff --git a/compendium/setting/deities/valmallos-logm.md b/compendium/setting/deities/valmallos-logm.md new file mode 100644 index 000000000..8cdc1f425 --- /dev/null +++ b/compendium/setting/deities/valmallos-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/monitor-demigods +- domain/fate/deity +- domain/glyph/deity +- domain/knowledge/deity +- domain/magic/deity +aliases: ["Valmallos", "The Answering Rite"] +--- +# Valmallos (The Answering Rite) *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Monitor Demigods +- **Anathema**: grant magic to those who cannot use it responsibly, cause a magical disaster, ignore magical misconduct +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) or [harm](compendium/spells/harm.md) +- **Divine Skill**: Arcana +- **Favored Weapon**: [kukri](compendium/equipment/items/kukri.md) +- **Domains**: [fate](compendium/setting/domains.md#Fate), [glyph](compendium/setting/domains.md#Glyph), [knowledge](compendium/setting/domains.md#Knowledge), [magic](compendium/setting/domains.md#Magic) +- **Cleric Spells**: 1st: [mage armor](compendium/spells/mage-armor.md); 6th: [feeblemind](compendium/spells/feeblemind.md); 7th: [contingency](compendium/spells/contingency.md) \ No newline at end of file diff --git a/compendium/setting/deities/vildeis-logm.md b/compendium/setting/deities/vildeis-logm.md new file mode 100644 index 000000000..8bd51c14f --- /dev/null +++ b/compendium/setting/deities/vildeis-logm.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/empyreal-lords +- domain/duty/deity +- domain/pain/deity +- domain/sorrow/deity +- domain/zeal/deity +- trait/agile +- trait/finesse +- trait/reach-15-feet +- trait/thrown-40-feet +- trait/versatile-slashing +aliases: ["Vildeis", "The Cardinal Martyr"] +--- +# Vildeis (The Cardinal Martyr) *([LG](rules/traits/lawful-goo-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Empyreal Lords +- **Anathema**: joke or laugh about injustice, sacrifice others in your place, indulge in luxury +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Medicine +- **Favored Weapon**: [dagger](compendium/equipment/items/dagger.md) +- **Domains**: [duty](compendium/setting/domains.md#Duty), [pain](compendium/setting/domains.md#Pain), [sorrow](compendium/setting/domains.md#Sorrow), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [phantom pain](compendium/spells/phantom-pain.md); 2nd: slough skin; 5th: [synaptic pulse](compendium/spells/synaptic-pulse.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Vildeis + +- **Speed**: Speed 30 feet, fly 70 feet +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dagger ([agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md), [thrown <40 feet>](rules/traits/thrown.md), [versatile ](rules/traits/versatile.md)), **Damage** `5d4+6` piercing and `1d6` persistent bleed damage +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") cry of the martyred **Damage** `5d6+3` sonic and `1d6` persistent mental +``` \ No newline at end of file diff --git a/compendium/setting/deities/vineshvakhi-loil.md b/compendium/setting/deities/vineshvakhi-loil.md new file mode 100644 index 000000000..4ae7be3f3 --- /dev/null +++ b/compendium/setting/deities/vineshvakhi-loil.md @@ -0,0 +1,42 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/loil +- deity/other-gods +- domain/change/deity +- domain/duty/deity +- domain/knowledge/deity +- domain/lightning/deity +- domain/pain/deity +- domain/protection/deity +- domain/secrecy/deity +- trait/reach-15-feet +- trait/versatile-p +aliases: ["Vineshvakhi", "The Pain of Purity"] +--- +# Vineshvakhi (The Pain of Purity) *([LN](rules/traits/lawful-neutral-b1.md))* +*Source: Lost Omens: Impossible Lands p. 319* + +- **Category**: Other Gods +- **Anathema**: abandon your post, fail to protect your charge, willingly suffer corruption over death or grievous harm +- **Areas of Concern**: guardians, , locks, , sacrifice, , vaults +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Intimidation +- **Favored Weapon**: [longsword](compendium/equipment/items/longsword.md) +- **Domains**: [duty](compendium/setting/domains.md#Duty), [lightning](compendium/setting/domains.md#Lightning), [pain](compendium/setting/domains.md#Pain), [protection](compendium/setting/domains.md#Protection) +- **Alternate Domains**: [change](compendium/setting/domains.md#Change), [knowledge](compendium/setting/domains.md#Knowledge), [secrecy](compendium/setting/domains.md#Secrecy) +- **Cleric Spells**: 1st: [mage armor](compendium/spells/mage-armor.md); 2nd: [enlarge](compendium/spells/enlarge.md); 6th: [chain lightning](compendium/spells/chain-lightning.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Vineshvakhi + +- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), immune to [immobilized](rules/conditions.md#Immobilized) +- **Shield**: shield (15 Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longsword ([reach <15 feet>](rules/traits/reach.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d8+6` slashing +``` \ No newline at end of file diff --git a/compendium/setting/deities/wadjet-logm.md b/compendium/setting/deities/wadjet-logm.md new file mode 100644 index 000000000..8e1b9b336 --- /dev/null +++ b/compendium/setting/deities/wadjet-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/ancient-osirian-gods +- domain/protection/deity +- domain/travel/deity +- domain/water/deity +- domain/zeal/deity +aliases: ["Wadjet", "The Green Empress"] +--- +# Wadjet (The Green Empress) *([LG](rules/traits/lawful-goo-b1.md))* +*Source: Lost Omens: Gods & Magic p. 124* + +- **Category**: Ancient Osirian Gods +- **Anathema**: refuse to help a drowning creature, harm a rightful ruler +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Nature +- **Favored Weapon**: [mace](compendium/equipment/items/mace.md) +- **Domains**: [protection](compendium/setting/domains.md#Protection), [travel](compendium/setting/domains.md#Travel), [water](compendium/setting/domains.md#Water), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [mage armor](compendium/spells/mage-armor.md); 2nd: animal form (snake only); 4th: fly Light \ No newline at end of file diff --git a/compendium/setting/deities/walkena-logm.md b/compendium/setting/deities/walkena-logm.md new file mode 100644 index 000000000..ffd7380e5 --- /dev/null +++ b/compendium/setting/deities/walkena-logm.md @@ -0,0 +1,42 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/mwangi-gods +- domain/duty/deity +- domain/family/deity +- domain/fire/deity +- domain/freedom/deity +- domain/sun/deity +- domain/tyranny/deity +- trait/reach-20-feet +- trait/versatile-fire +aliases: ["Walkena", "The Child-God"] +--- +# Walkena (The Child-God) *([LE](rules/traits/lawful-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Mwangi Gods +- **Anathema**: consort or trade with non-Mwangi peoples, defy Walkena's orders +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Deception +- **Favored Weapon**: [spear](compendium/equipment/items/spear.md) +- **Domains**: [family](compendium/setting/domains.md#Family), [freedom](compendium/setting/domains.md#Freedom), [sun](compendium/setting/domains.md#Sun), [tyranny](compendium/setting/domains.md#Tyranny) +- **Alternate Domains**: [duty](compendium/setting/domains.md#Duty), [fire](compendium/setting/domains.md#Fire) +- **Cleric Spells**: 1st: [burning hands](compendium/spells/burning-hands.md); 3rd: [fireball](compendium/spells/fireball.md); 4th: [wall of fire](compendium/spells/wall-of-fire.md) + +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Walkena gains the following additional abilities. + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Walkena + +- **Speed**: Speed 60 feet, [air walk](compendium/spells/air-walk.md) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") holy spear ([reach <20 feet>](rules/traits/reach.md), [versatile ](rules/traits/versatile.md)), **Damage** `6d12+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") sunfire **Damage** `6d6+6` fire +``` \ No newline at end of file diff --git a/compendium/setting/deities/whispering-way.md b/compendium/setting/deities/whispering-way.md index 9f08ea00e..1372bb7bb 100644 --- a/compendium/setting/deities/whispering-way.md +++ b/compendium/setting/deities/whispering-way.md @@ -11,7 +11,7 @@ aliases: ["Whispering Way"] - **Category**: Philosophy - **Anathema**: destroy necromantic texts (unless they reveal secrets of the Whispering Way), teach others of the Whispering Way other than by whispering, use positive energy to harm undead -- **Follower Alignments**: LE, NE, CE +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) ## Devotee benefits diff --git a/compendium/setting/deities/winlas-logm.md b/compendium/setting/deities/winlas-logm.md new file mode 100644 index 000000000..df5e08bbd --- /dev/null +++ b/compendium/setting/deities/winlas-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/empyreal-lords +- domain/glyph/deity +- domain/knowledge/deity +- domain/protection/deity +- domain/vigil/deity +aliases: ["Winlas", "The Elder of Divinity"] +--- +# Winlas (The Elder of Divinity) *([LG](rules/traits/lawful-goo-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Empyreal Lords +- **Anathema**: deride sacred ceremonies, carelessly or lazily perform rituals, destroy ceremonial objects +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Occultism +- **Favored Weapon**: [mace](compendium/equipment/items/mace.md) +- **Domains**: [glyph](compendium/setting/domains.md#Glyph), [knowledge](compendium/setting/domains.md#Knowledge), [protection](compendium/setting/domains.md#Protection), [vigil](compendium/setting/domains.md#Vigil) +- **Cleric Spells**: 1st: [share lore](compendium/spells/share-lore-logm.md); 2nd: [comprehend language](compendium/spells/comprehend-language.md); 4th: [veil](compendium/spells/veil.md) \ No newline at end of file diff --git a/compendium/setting/deities/xhamen-dor-logm.md b/compendium/setting/deities/xhamen-dor-logm.md new file mode 100644 index 000000000..dabe87a64 --- /dev/null +++ b/compendium/setting/deities/xhamen-dor-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/great-old-ones +- domain/change/deity +- domain/decay/deity +- domain/dreams/deity +- domain/nature/deity +aliases: ["Xhamen-Dor", "The Star Seed"] +--- +# Xhamen-Dor (The Star Seed) *([NE](rules/traits/neutral-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Great Old Ones +- **Anathema**: none +- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Nature +- **Favored Weapon**: [spear](compendium/equipment/items/spear.md) +- **Domains**: [change](compendium/setting/domains.md#Change), [decay](compendium/setting/domains.md#Decay), [dreams](compendium/setting/domains.md#Dreams), [nature](compendium/setting/domains.md#Nature) +- **Cleric Spells**: 1st: [summon plant or fungus](compendium/spells/summon-plant-or-fungus.md); 3rd: [wall of thorns](compendium/spells/wall-of-thorns.md); 7th: [warp mind](compendium/spells/warp-mind.md) \ No newline at end of file diff --git a/compendium/setting/deities/yaezhing-logm.md b/compendium/setting/deities/yaezhing-logm.md new file mode 100644 index 000000000..429c60ef6 --- /dev/null +++ b/compendium/setting/deities/yaezhing-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/tian-gods +- domain/death/deity +- domain/duty/deity +- domain/pain/deity +- domain/trickery/deity +aliases: ["Yaezhing", "Minister of Blood"] +--- +# Yaezhing (Minister of Blood) *([LE](rules/traits/lawful-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Tian Gods +- **Anathema**: show mercy to a target, take credit for your assassinations, refuse to punish a lawfully convicted criminal +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Intelligence +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Stealth +- **Favored Weapon**: [shuriken](compendium/equipment/items/shuriken.md) +- **Domains**: [death](compendium/setting/domains.md#Death), [duty](compendium/setting/domains.md#Duty), [pain](compendium/setting/domains.md#Pain), [trickery](compendium/setting/domains.md#Trickery) +- **Cleric Spells**: 1st: [true strike](compendium/spells/true-strike.md); 2nd: [invisibility](compendium/spells/invisibility.md); 6th: [mislead](compendium/spells/mislead.md) \ No newline at end of file diff --git a/compendium/setting/deities/yamatsumi-logm.md b/compendium/setting/deities/yamatsumi-logm.md new file mode 100644 index 000000000..5736b0c3d --- /dev/null +++ b/compendium/setting/deities/yamatsumi-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/tian-gods +- domain/cold/deity +- domain/earth/deity +- domain/fire/deity +- domain/might/deity +aliases: ["Yamatsumi", "The Mountain Lord"] +--- +# Yamatsumi (The Mountain Lord) *([N](rules/traits/neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 132* + +- **Category**: Tian Gods +- **Anathema**: become reliant on civilization, destroy something without creating or growing something in its place +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [greatclub](compendium/equipment/items/greatclub.md) +- **Domains**: [cold](compendium/setting/domains.md#Cold), [earth](compendium/setting/domains.md#Earth), [fire](compendium/setting/domains.md#Fire), [might](compendium/setting/domains.md#Might) +- **Cleric Spells**: 1st: [shockwave](compendium/spells/shockwave-logm.md); 3rd: [shifting sand](compendium/spells/shifting-sand-logm.md); 7th: [volcanic eruption](compendium/spells/volcanic-eruption.md) \ No newline at end of file diff --git a/compendium/setting/deities/ydajisk-logm.md b/compendium/setting/deities/ydajisk-logm.md new file mode 100644 index 000000000..1cc1df76a --- /dev/null +++ b/compendium/setting/deities/ydajisk-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/monitor-demigods +- domain/change/deity +- domain/glyph/deity +- domain/knowledge/deity +- domain/trickery/deity +aliases: ["Ydajisk", "Mother of Tongues"] +--- +# Ydajisk (Mother of Tongues) *([CN](rules/traits/chaotic-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Monitor Demigods +- **Anathema**: ban or discourage a language, explain a secret language or slang to outsiders, destroy literary works +- **Follower Alignments**: [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) or [harm](compendium/spells/harm.md) +- **Divine Skill**: Society +- **Favored Weapon**: jaws or [greatclub](compendium/equipment/items/greatclub.md) +- **Domains**: [change](compendium/setting/domains.md#Change), [glyph](compendium/setting/domains.md#Glyph), [knowledge](compendium/setting/domains.md#Knowledge), [trickery](compendium/setting/domains.md#Trickery) +- **Cleric Spells**: 1st: [message rune](compendium/spells/message-rune-logm.md); 2nd: [blistering invective](compendium/spells/blistering-invective-apg.md); 4th: [glibness](compendium/spells/glibness.md) \ No newline at end of file diff --git a/compendium/setting/deities/ydersius-b2.md b/compendium/setting/deities/ydersius-b2.md new file mode 100644 index 000000000..e1c0810ea --- /dev/null +++ b/compendium/setting/deities/ydersius-b2.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/b2 +- deity/other-gods +- domain/ambition/deity +- domain/indulgence/deity +- domain/might/deity +- domain/zeal/deity +aliases: ["Ydersius"] +--- +# Ydersius *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Bestiary 2 p. 237* + +- **Category**: Other Gods +- **Anathema**: put the needs of others above those of serpentfolk, aid the spawn of Azlant +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Deception +- **Favored Weapon**: [dagger](compendium/equipment/items/dagger.md) +- **Domains**: [ambition](compendium/setting/domains.md#Ambition), [indulgence](compendium/setting/domains.md#Indulgence), [might](compendium/setting/domains.md#Might), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [magic fang](compendium/spells/magic-fang.md); 5th: [cloudkill](compendium/spells/cloudkill.md); 6th: [purple worm sting](compendium/spells/purple-worm-sting.md) \ No newline at end of file diff --git a/compendium/setting/deities/ylimancha-logm.md b/compendium/setting/deities/ylimancha-logm.md new file mode 100644 index 000000000..be56e9594 --- /dev/null +++ b/compendium/setting/deities/ylimancha-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/empyreal-lords +- domain/air/deity +- domain/nature/deity +- domain/travel/deity +- domain/water/deity +aliases: ["Ylimancha", "Harborwing"] +--- +# Ylimancha (Harborwing) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Empyreal Lords +- **Anathema**: imprison birds or clip their wings, poison coastal waters, overfish, aid [Pazuzu](compendium/setting/deities/pazuzu-logm.md) or his minions +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Acrobatics +- **Favored Weapon**: [longbow](compendium/equipment/items/longbow.md) +- **Domains**: [air](compendium/setting/domains.md#Air), [nature](compendium/setting/domains.md#Nature), [travel](compendium/setting/domains.md#Travel), [water](compendium/setting/domains.md#Water) +- **Cleric Spells**: 1st: [feather fall](compendium/spells/feather-fall.md); 3rd: [feet to fins](compendium/spells/feet-to-fins.md); 4th: [fly](compendium/spells/fly.md) \ No newline at end of file diff --git a/compendium/setting/deities/ymeri-logm.md b/compendium/setting/deities/ymeri-logm.md new file mode 100644 index 000000000..b384664c1 --- /dev/null +++ b/compendium/setting/deities/ymeri-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/elemental-lords +- domain/destruction/deity +- domain/dust/deity +- domain/fire/deity +- domain/zeal/deity +aliases: ["Ymeri", "Queen of the Inferno"] +--- +# Ymeri (Queen of the Inferno) *([NE](rules/traits/neutral-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Elemental Lords +- **Anathema**: extinguish destructive blazes, allow yourself to stagnate or lose motivation +- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Intimidation +- **Favored Weapon**: [longsword](compendium/equipment/items/longsword.md) +- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [dust](compendium/setting/domains.md#Dust), [fire](compendium/setting/domains.md#Fire), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [burning hands](compendium/spells/burning-hands.md); 2nd: summon elemental (fire only); 4th: [wall of fire](compendium/spells/wall-of-fire.md) \ No newline at end of file diff --git a/compendium/setting/deities/yog-sothoth-logm.md b/compendium/setting/deities/yog-sothoth-logm.md new file mode 100644 index 000000000..0b42ca61d --- /dev/null +++ b/compendium/setting/deities/yog-sothoth-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/outer-gods +- domain/knowledge/deity +- domain/time/deity +- domain/travel/deity +- domain/void/deity +aliases: ["Yog-Sothoth", "Lurker at the Threshold"] +--- +# Yog-Sothoth (Lurker at the Threshold) *([CN](rules/traits/chaotic-neutral-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Outer Gods +- **Anathema**: none +- **Follower Alignments**: [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Occultism +- **Favored Weapon**: [dagger](compendium/equipment/items/dagger.md) +- **Domains**: [knowledge](compendium/setting/domains.md#Knowledge), [time](compendium/setting/domains.md#Time), [travel](compendium/setting/domains.md#Travel), [void](compendium/setting/domains.md#Void) +- **Cleric Spells**: 1st: [fleet step](compendium/spells/fleet-step.md); 5th: [black tentacles](compendium/spells/black-tentacles.md); 7th: [time beacon](compendium/spells/time-beacon-logm.md) \ No newline at end of file diff --git a/compendium/setting/deities/yuelral-logm.md b/compendium/setting/deities/yuelral-logm.md new file mode 100644 index 000000000..53be9353e --- /dev/null +++ b/compendium/setting/deities/yuelral-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/elven-gods +- domain/creation/deity +- domain/earth/deity +- domain/knowledge/deity +- domain/magic/deity +aliases: ["Yuelral", "The Wise"] +--- +# Yuelral (The Wise) *([NG](rules/traits/neutral-good-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Elven Gods +- **Anathema**: cut a gem for aesthetic purposes, defile nature, allow the irresponsible use of magic +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Arcana +- **Favored Weapon**: [dagger](compendium/equipment/items/dagger.md) +- **Domains**: [creation](compendium/setting/domains.md#Creation), [earth](compendium/setting/domains.md#Earth), [knowledge](compendium/setting/domains.md#Knowledge), [magic](compendium/setting/domains.md#Magic) +- **Cleric Spells**: 1st: [shattering gem](compendium/spells/shattering-gem-logm.md); 2nd: [shape wood](compendium/spells/shape-wood.md); 3rd: [meld into stone](compendium/spells/meld-into-stone.md); 4th: [speak with plants](compendium/spells/speak-with-plants.md); 5th: [tree stride](compendium/spells/tree-stride.md); 6th: [tangling creepers](compendium/spells/tangling-creepers.md); 7th: [unfettered pack](compendium/spells/unfettered-pack.md); 8th: [prismatic wall](compendium/spells/prismatic-wall.md); 9th: [nature's enmity](compendium/spells/natures-enmity.md) \ No newline at end of file diff --git a/compendium/setting/deities/zevgavizeb-logm.md b/compendium/setting/deities/zevgavizeb-logm.md new file mode 100644 index 000000000..1e1c11a38 --- /dev/null +++ b/compendium/setting/deities/zevgavizeb-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/demon-lords +- domain/destruction/deity +- domain/might/deity +- domain/nature/deity +- domain/wyrmkin/deity +aliases: ["Zevgavizeb", "The Beast of Gluttondark"] +--- +# Zevgavizeb (The Beast of Gluttondark) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 77* + +- **Category**: Demon Lords +- **Anathema**: surrender in combat, express weakness in the face of adversity, show mercy to the weak +- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Survival +- **Favored Weapon**: [spiked gauntlet](compendium/equipment/items/spiked-gauntlet.md) +- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [might](compendium/setting/domains.md#Might), [nature](compendium/setting/domains.md#Nature), [wyrmkin](compendium/setting/domains.md#Wyrmkin) +- **Cleric Spells**: 1st: [magic fang](compendium/spells/magic-fang.md); 4th: [dinosaur form](compendium/spells/dinosaur-form.md); 8th: [earthquake](compendium/spells/earthquake.md) \ No newline at end of file diff --git a/compendium/setting/deities/zohls-logm.md b/compendium/setting/deities/zohls-logm.md new file mode 100644 index 000000000..092f73ec6 --- /dev/null +++ b/compendium/setting/deities/zohls-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/empyreal-lords +- domain/ambition/deity +- domain/cities/deity +- domain/knowledge/deity +- domain/truth/deity +aliases: ["Zohls", "Verity"] +--- +# Zohls (Verity) *([LG](rules/traits/lawful-goo-b1.md))* +*Source: Lost Omens: Gods & Magic p. 128* + +- **Category**: Empyreal Lords +- **Anathema**: make judgments without evidence, contaminate evidence, obstruct truths +- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md) + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Society +- **Favored Weapon**: [heavy crossbow](compendium/equipment/items/heavy-crossbow.md) +- **Domains**: [ambition](compendium/setting/domains.md#Ambition), [cities](compendium/setting/domains.md#Cities), [knowledge](compendium/setting/domains.md#Knowledge), [truth](compendium/setting/domains.md#Truth) +- **Cleric Spells**: 1st: [share lore](compendium/spells/share-lore-logm.md); 3rd: [hypercognition](compendium/spells/hypercognition.md); 7th: [retrocognition](compendium/spells/retrocognition.md) \ No newline at end of file diff --git a/compendium/setting/deities/zon-kuthon.md b/compendium/setting/deities/zon-kuthon.md index 711d79b75..da435b7f5 100644 --- a/compendium/setting/deities/zon-kuthon.md +++ b/compendium/setting/deities/zon-kuthon.md @@ -16,13 +16,13 @@ tags: - trait/trip aliases: ["Zon-Kuthon", "Midnight Lord"] --- -# Zon-Kuthon (Midnight Lord) *(LE)* +# Zon-Kuthon (Midnight Lord) *([LE](rules/traits/lawful-evil-b1.md))* *Source: Core Rulebook p. 440* - **Category**: Gods of the Inner Sea - **Anathema**: create permanent or long-lasting sources of light, provide comfort to those who suffer - **Areas of Concern**: darkness, , envy, , loss, , and pain -- **Follower Alignments**: LN, LE, NE +- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md) ## Devotee benefits diff --git a/compendium/setting/deities/zura-logm.md b/compendium/setting/deities/zura-logm.md new file mode 100644 index 000000000..7385acc69 --- /dev/null +++ b/compendium/setting/deities/zura-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/demon-lords +- domain/delirium/deity +- domain/indulgence/deity +- domain/nightmares/deity +- domain/undeath/deity +aliases: ["Zura", "The Vampire Queen"] +--- +# Zura (The Vampire Queen) *([CE](rules/traits/chaotic-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 77* + +- **Category**: Demon Lords +- **Anathema**: expose vampires, heal a bloody wound without drinking blood from it first +- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Strength or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Diplomacy +- **Favored Weapon**: [rapier](compendium/equipment/items/rapier.md) +- **Domains**: [delirium](compendium/setting/domains.md#Delirium), [indulgence](compendium/setting/domains.md#Indulgence), [nightmares](compendium/setting/domains.md#Nightmares), [undeath](compendium/setting/domains.md#Undeath) +- **Cleric Spells**: 1st: [charm](compendium/spells/charm.md); 4th: [gaseous form](compendium/spells/gaseous-form.md); 6th: [dominate](compendium/spells/dominate.md) \ No newline at end of file diff --git a/compendium/setting/deities/zyphus-logm.md b/compendium/setting/deities/zyphus-logm.md new file mode 100644 index 000000000..803533dc5 --- /dev/null +++ b/compendium/setting/deities/zyphus-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/logm +- deity/other-gods +- domain/death/deity +- domain/sorrow/deity +- domain/soul/deity +- domain/undeath/deity +aliases: ["Zyphus", "The Grim Harvestman"] +--- +# Zyphus (The Grim Harvestman) *([NE](rules/traits/neutral-evil-b1.md))* +*Source: Lost Omens: Gods & Magic p. 130* + +- **Category**: Other Gods +- **Anathema**: spread hope, provide aid to Pharasmins +- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) + +## Devotee benefits + +- **Divine Ability**: Dexterity or Constitution +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Thievery +- **Favored Weapon**: [pick](compendium/equipment/items/pick.md) +- **Domains**: [death](compendium/setting/domains.md#Death), [sorrow](compendium/setting/domains.md#Sorrow), [soul](compendium/setting/domains.md#Soul), [undeath](compendium/setting/domains.md#Undeath) +- **Cleric Spells**: 1st: [ill omen](compendium/spells/ill-omen-logm.md); 2nd: [shatter](compendium/spells/shatter.md); 6th: [phantasmal calamity](compendium/spells/phantasmal-calamity.md) \ No newline at end of file diff --git a/compendium/setting/domains.md b/compendium/setting/domains.md index 32c180936..b64ae69cb 100644 --- a/compendium/setting/domains.md +++ b/compendium/setting/domains.md @@ -2,12 +2,23 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-note tags: +- compendium/src/pf2e/aoa4 - compendium/src/pf2e/crb +- compendium/src/pf2e/av3 +- compendium/src/pf2e/bl6 +- compendium/src/pf2e/logm aliases: ["Domains"] --- # Domains +## Abomination +_Source: Abomination Vaults #3: Eyes of Empty Death p. 65_ + +You seek to instill abhorrence and horror in those around you. + +**Spells** [Lift Nature's Caul](compendium/spells/lift-natures-caul-av3.md), [Fearful Feast](compendium/spells/fearful-feast-av3.md) + ## Air _Source: Core Rulebook p. 441_ @@ -22,6 +33,13 @@ You strive to keep up with and outpace the competition. **Spells** [Blind Ambition](compendium/spells/blind-ambition.md), [Competitive Edge](compendium/spells/competitive-edge.md) +## Change +_Source: Lost Omens: Gods & Magic p. 112_ + +You can restructure the physical and metaphysical. + +**Spells** [Adapt Self](compendium/spells/adapt-self-logm.md), [Adaptive Ablation](compendium/spells/adaptive-ablation-logm.md) + ## Cities _Source: Core Rulebook p. 441_ @@ -29,6 +47,13 @@ You have powers over urban environments and denizens. **Spells** [Face In The Crowd](compendium/spells/face-in-the-crowd.md), [Pulse Of The City](compendium/spells/pulse-of-the-city.md) +## Cold +_Source: Lost Omens: Gods & Magic p. 112_ + +You control ice, snow, and freezing temperatures. + +**Spells** [Winter Bolt](compendium/spells/winter-bolt-logm.md), [Diamond Dust](compendium/spells/diamond-dust-logm.md) + ## Confidence _Source: Core Rulebook p. 441_ @@ -57,6 +82,20 @@ You have the power to end lives and destroy undead. **Spells** [Death's Call](compendium/spells/deaths-call.md), [Eradicate Undeath](compendium/spells/eradicate-undeath.md) +## Decay +_Source: Lost Omens: Gods & Magic p. 112_ + +You have the power to spoil and deteriorate matter. + +**Spells** [Withering Grasp](compendium/spells/withering-grasp-logm.md), [Fallow Field](compendium/spells/fallow-field-logm.md) + +## Delirium +_Source: Lost Omens: Gods & Magic p. 113_ + +You can bring about hallucinations and restlessness. + +**Spells** [Hyperfocus](compendium/spells/hyperfocus-logm.md), [Ephemeral Hazards](compendium/spells/ephemeral-hazards-logm.md) + ## Destruction _Source: Core Rulebook p. 441_ @@ -71,6 +110,20 @@ You have the power to enter and manipulate dreams. **Spells** [Sweet Dream](compendium/spells/sweet-dream.md), [Dreamer's Call](compendium/spells/dreamers-call.md) +## Dust +_Source: Lost Omens: Gods & Magic p. 114_ + +You have the power to dry and crumble what opposes you. + +**Spells** [Parch](compendium/spells/parch-logm.md), [Dust Storm](compendium/spells/dust-storm-logm.md) + +## Duty +_Source: Lost Omens: Gods & Magic p. 114_ + +You defend oaths and carry out your divine missions with great dedication. + +**Spells** [Oathkeeper's Insignia](compendium/spells/oathkeepers-insignia-logm.md), [Dutiful Challenge](compendium/spells/dutiful-challenge-logm.md) + ## Earth _Source: Core Rulebook p. 441_ @@ -106,6 +159,13 @@ You liberate yourself and others from shackles and constraints. **Spells** [Unimpeded Stride](compendium/spells/unimpeded-stride.md), [Word Of Freedom](compendium/spells/word-of-freedom.md) +## Glyph +_Source: Lost Omens: Gods & Magic p. 114_ + +You wield power over written words and symbols. + +**Spells** [Redact](compendium/spells/redact-logm.md), [Ghostly Transcription](compendium/spells/ghostly-transcription-logm.md) + ## Healing _Source: Core Rulebook p. 441_ @@ -120,6 +180,11 @@ You feast mightily and can shake off the effects of overindulging. **Spells** [Overstuff](compendium/spells/overstuff.md), [Take Its Course](compendium/spells/take-its-course.md) +## Introspection +_Source: Blood Lords #6: Ghost King's Rage p. 73_ + +You guide others in examining their lives, emotions, and motivations to ultimately become a truer version of themselves—a difficult and often painful process. + ## Knowledge _Source: Core Rulebook p. 441_ @@ -127,6 +192,13 @@ You receive divine insights. **Spells** [Scholarly Recollection](compendium/spells/scholarly-recollection.md), [Know The Enemy](compendium/spells/know-the-enemy.md) +## Lightning +_Source: Lost Omens: Gods & Magic p. 115_ + +You control electricity, thunder, and storms. + +**Spells** [Charged Javelin](compendium/spells/charged-javelin-logm.md), [Bottle The Storm](compendium/spells/bottle-the-storm-logm.md) + ## Luck _Source: Core Rulebook p. 441_ @@ -190,6 +262,13 @@ You strive to perfect your mind, body, and spirit. **Spells** [Perfected Mind](compendium/spells/perfected-mind.md), [Perfected Form](compendium/spells/perfected-form.md) +## Plague +_Source: Lost Omens: Gods & Magic p. 115_ + +You wield disease and pestilence like a weapon. + +**Spells** [Divine Plagues](compendium/spells/divine-plagues-logm.md), [Foul Miasma](compendium/spells/foul-miasma-logm.md) + ## Protection _Source: Core Rulebook p. 441_ @@ -197,6 +276,13 @@ You ward yourself and others. **Spells** [Protector's Sacrifice](compendium/spells/protectors-sacrifice.md), [Protector's Sphere](compendium/spells/protectors-sphere.md) +## Repose +_Source: Lost Omens: Gods & Magic p. 116_ + +You ease mental burdens. + +**Spells** [Share Burden](compendium/spells/share-burden-logm.md), [Font Of Serenity](compendium/spells/font-of-serenity-logm.md) + ## Secrecy _Source: Core Rulebook p. 441_ @@ -204,6 +290,27 @@ You protect secrets and keep them hidden. **Spells** [Forced Quiet](compendium/spells/forced-quiet.md), [Safeguard Secret](compendium/spells/safeguard-secret.md) +## Sorrow +_Source: Lost Omens: Gods & Magic p. 116_ + +You have a painful connection to melancholy and sadness. + +**Spells** [Lament](compendium/spells/lament-logm.md), [Overflowing Sorrow](compendium/spells/overflowing-sorrow-logm.md) + +## Soul +_Source: Lost Omens: Gods & Magic p. 117_ + +You wield power over the spiritual. + +**Spells** [Eject Soul](compendium/spells/eject-soul-logm.md), [Ectoplasmic Interstice](compendium/spells/ectoplasmic-interstice-logm.md) + +## Star +_Source: Lost Omens: Gods & Magic p. 117_ + +You command the power of the stars. + +**Spells** [Zenith Star](compendium/spells/zenith-star-logm.md), [Asterism](compendium/spells/asterism-logm.md) + ## Sun _Source: Core Rulebook p. 441_ @@ -211,6 +318,27 @@ You harness the power of the sun and other light sources, and punish undead. **Spells** [Dazzling Flash](compendium/spells/dazzling-flash.md), [Positive Luminance](compendium/spells/positive-luminance.md) +## Swarm +_Source: Lost Omens: Gods & Magic p. 117_ + +You exert control over masses of creatures. + +**Spells** [Swarmsense](compendium/spells/swarmsense-logm.md), [Swarm Form](compendium/spells/swarm-form-logm.md) + +## Time +_Source: Lost Omens: Gods & Magic p. 118_ + +You reign over the flow of time. + +**Spells** [Delay Consequence](compendium/spells/delay-consequence-logm.md), [Stasis](compendium/spells/stasis-logm.md) + +## Toil +_Source: Age of Ashes #4: Fires of the Haunted City p. 63_ + +You work constantly and refuse to let anything stand in your way. + +**Spells** [Practice Makes Perfect](compendium/spells/practice-makes-perfect-aoa4.md), [Tireless Worker](compendium/spells/tireless-worker-aoa4.md) + ## Travel _Source: Core Rulebook p. 441_ @@ -246,6 +374,20 @@ Your magic carries close ties to the undead. **Spells** [Touch Of Undeath](compendium/spells/touch-of-undeath.md), [Malignant Sustenance](compendium/spells/malignant-sustenance.md) +## Vigil +_Source: Lost Omens: Gods & Magic p. 118_ + +You watch over those long passed and guard their secrets. + +**Spells** [Object Memory](compendium/spells/object-memory-logm.md), [Remember The Lost](compendium/spells/remember-the-lost-logm.md) + +## Void +_Source: Lost Omens: Gods & Magic p. 112_ + +You draw power from emptiness. + +**Spells** [Empty Inside](compendium/spells/empty-inside-logm.md), [Door To Beyond](compendium/spells/door-to-beyond-logm.md) + ## Water _Source: Core Rulebook p. 441_ @@ -260,6 +402,13 @@ You hold power over wealth, trade, and treasure. **Spells** [Appearance Of Wealth](compendium/spells/appearance-of-wealth.md), [Precious Metals](compendium/spells/precious-metals.md) +## Wyrmkin +_Source: Lost Omens: Gods & Magic p. 119_ + +You draw on the power of dragons, linnorms, and other powerful reptilian creatures. + +**Spells** [Draconic Barrage](compendium/spells/draconic-barrage-logm.md), [Roar Of The Wyrm](compendium/spells/roar-of-the-wyrm-logm.md) + ## Zeal _Source: Core Rulebook p. 441_ diff --git a/compendium/spells/aberrant-form-som.md b/compendium/spells/aberrant-form-som.md new file mode 100644 index 000000000..8355b567f --- /dev/null +++ b/compendium/spells/aberrant-form-som.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/5 +- trait/polymorph +- trait/transmutation +aliases: ["Aberrant Form"] +--- +# Aberrant Form *Spell 5* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +Harnessing the power of vile entities, you transform yourself into a Large aberration. You must have enough space to expand into or the spell is lost. When you cast this spell, choose chuul, gogiteth, gug, or otyugh. While in this form, you gain the [aberration](rules/traits/aberration.md) trait. You can [Dismiss](rules/actions/dismiss.md) the spell. + +You gain the following statistics and abilities regardless of which battle form you choose: + +- AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. +- 13 temporary Hit Points. +- [Darkvision](rules/abilities/darkvision.md). +- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](rules/actions/strike.md) with. You're trained with them. Your attack modifier is +18, and you use the listed damage. These attacks are Strength based (for the purpose of the [enfeebled](rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack modifier is higher, you can use it instead. +- [Athletics](compendium/skills.md#Athletics) modifier of +20, unless your own modifier is higher. + +You also gain specific abilities based on the type of aberration you choose: + +- **Chuul** Speed 30 feet, swim 25 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw (reach <10 feet>), **Damage** `2d8+8` bludgeoning, and you can spend an action after a hit to Grab the target. +- **Gogiteth** Speed 40 feet, climb 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10+8` piercing, and you can spend an action after a hit to Grab the target; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") leg (agile, reach <10 feet>), **Damage** `2d6+8` piercing. +- **Gug** Speed 40 feet, climb 20 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (reach <10 feet>), **Damage** `2d12+8` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +*Source: Secrets of Magic p. 88* \ No newline at end of file diff --git a/compendium/spells/access-lore-apg.md b/compendium/spells/access-lore-apg.md new file mode 100644 index 000000000..4c230c012 --- /dev/null +++ b/compendium/spells/access-lore-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/3 +- trait/cursebound +- trait/divination +- trait/fortune +- trait/oracle +- trait/uncommon +aliases: ["Access Lore"] +--- +# Access Lore *Focus 3* +[cursebound](rules/traits/cursebound-apg.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**1 minute + +You sift through the multiverse's divine knowledge, seeking out tidbits related to a particular subject. Choose one [Lore](compendium/skills.md#Lore) skill. You temporarily gain the same proficiency rank in that [Lore](compendium/skills.md#Lore) skill as your proficiency rank for your oracle spellcasting. + +*Source: Advanced Player's Guide p. 229* \ No newline at end of file diff --git a/compendium/spells/achaekeks-clutch-lol.md b/compendium/spells/achaekeks-clutch-lol.md new file mode 100644 index 000000000..e9efb611c --- /dev/null +++ b/compendium/spells/achaekeks-clutch-lol.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lol +- spell/focus/4 +- trait/curse +- trait/death +- trait/necromancy +- trait/rare +aliases: ["Achaekek's Clutch"] +--- +# Achaekek's Clutch *Focus 4* +[curse](rules/traits/curse.md) [death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will + +You mark the holy symbol of [Achaekek](compendium/setting/deities/achaekek-logm.md) in a visible location on the target's body. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is marked by Achaekek's symbol. For 1 minute, the first time per round that the target gains [persistent bleed damage](rules/conditions.md#Persistent%20Damage), they immediately take that amount of slashing damage as the mantis claws grow off the symbol and rake them. +> - **Failure** As success, but the curse has an unlimited duration. +> - **Critical Failure** As failure, but the DC on the target's flat check to remove [persistent bleed damage](rules/conditions.md#Persistent%20Damage) increases to 20 (15 with particularly effective assistance). + +*Source: Lost Omens: Legends p. 58* \ No newline at end of file diff --git a/compendium/spells/acid-storm-logm.md b/compendium/spells/acid-storm-logm.md new file mode 100644 index 000000000..dd3d94966 --- /dev/null +++ b/compendium/spells/acid-storm-logm.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/area/burst +- spell/level/5 +- trait/acid +- trait/evocation +aliases: ["Acid Storm"] +--- +# Acid Storm *Spell 5* +[acid](rules/traits/acid.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**20-foot-radius burst +- **Duration**1 minute + +You evoke a storm of acid rain that pelts the area for the spell's duration. A creature that begins its turn in the area takes `3d8` acid damage (basic Reflex save). + +**Heightened (+ 2)** The damage increases by `1d8`. + +*Source: Lost Omens: Gods & Magic p. 106* \ No newline at end of file diff --git a/compendium/spells/acidic-burst-logm.md b/compendium/spells/acidic-burst-logm.md new file mode 100644 index 000000000..19c1cf9f7 --- /dev/null +++ b/compendium/spells/acidic-burst-logm.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/area/emanation +- spell/level/1 +- trait/acid +- trait/evocation +aliases: ["Acidic Burst"] +--- +# Acidic Burst *Spell 1* +[acid](rules/traits/acid.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**5-foot emanation +- **Saving Throw** basic Reflex + +You create a shell of acid around yourself that immediately bursts outward, dealing `2d6` acid damage to each creature in the area. + +**Heightened (+ 1)** The damage increases by `2d6`. + +*Source: Lost Omens: Gods & Magic p. 106* \ No newline at end of file diff --git a/compendium/spells/adapt-self-logm.md b/compendium/spells/adapt-self-logm.md new file mode 100644 index 000000000..f06b5df87 --- /dev/null +++ b/compendium/spells/adapt-self-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/1 +- trait/morph +- trait/transmutation +aliases: ["Adapt Self"] +--- +# Adapt Self *Focus 1* +[morph](rules/traits/morph.md) [transmutation](rules/traits/transmutation.md) + +- **Domains**: [change](compendium/setting/domains.md#Change) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You make subtle changes to yourself to adapt to the situation. + +Choose one of the following options that applies to you. + +- If you are in water, you gain a swim Speed equal to half your Speed. +- If you are in water, you become able to breathe water. +- If it's too dark for you to see, you gain [darkvision](rules/abilities/darkvision.md). +- If you are in an environment of severe heat or severe cold, you are protected from the effects of severe heat or severe cold, and the spell lasts 10 minutes. + +*Source: Lost Omens: Gods & Magic p. 112* \ No newline at end of file diff --git a/compendium/spells/adaptive-ablation-logm.md b/compendium/spells/adaptive-ablation-logm.md new file mode 100644 index 000000000..b895b3f47 --- /dev/null +++ b/compendium/spells/adaptive-ablation-logm.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/4 +- trait/abjuration +aliases: ["Adaptive Ablation"] +--- +# Adaptive Ablation *Focus 4* +[abjuration](rules/traits/abjuration.md) + +- **Domains**: [change](compendium/setting/domains.md#Change) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You take acid, cold, electricity, fire, or sonic damage. +- **Duration**1 minute + +You shift yourself to adapt to the mystical wavelengths of the energy damage, protecting yourself from further harm. You gain resistance 5 to the triggering energy type; you gain this resistance after you take the triggering damage, so it applies only to future damage you take during the duration. + +**Heightened (+ 2)** Increase the resistance by 5. + +*Source: Lost Omens: Gods & Magic p. 112* \ No newline at end of file diff --git a/compendium/spells/agitate-logm.md b/compendium/spells/agitate-logm.md new file mode 100644 index 000000000..df8672ec9 --- /dev/null +++ b/compendium/spells/agitate-logm.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/level/1 +- trait/enchantment +- trait/mental +- trait/nonlethal +aliases: ["Agitate"] +--- +# Agitate *Spell 1* +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [nonlethal](rules/traits/nonlethal.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You send the target's mind and body into overdrive, forcing it to become restless and hyperactive. + +During the duration, the target must [Stride](rules/actions/stride.md), [Fly](rules/actions/fly.md), or [Swim](rules/actions/swim.md) at least once each turn or take `2d8` mental damage that turn. The duration of this effect depends on the target's Will save. The GM might decide to add additional move actions to the list for creatures who possess only a more unusual form of movement. + +> [!success-degree] +> - **Critical Success** The spell has no effect. +> - **Success** The duration is 1 round. +> - **Failure** The duration is 2 rounds. +> - **Critical Failure** The duration is 4 rounds. + +**Heightened (+ 1)** The damage increases by `2d8`. + +*Source: Lost Omens: Gods & Magic p. 106* \ No newline at end of file diff --git a/compendium/spells/agonizing-despair-apg.md b/compendium/spells/agonizing-despair-apg.md new file mode 100644 index 000000000..d1cdc3225 --- /dev/null +++ b/compendium/spells/agonizing-despair-apg.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/3 +- trait/emotion +- trait/enchantment +- trait/fear +- trait/mental +aliases: ["Agonizing Despair"] +--- +# Agonizing Despair *Spell 3* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature +- **Saving Throw** Will + +Your target's mind tumbles down a deep well of dread, dwelling so intently on deep-seated fears that it's painful. The target takes `4d6` mental damage with a Will saving throw. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes half damage and becomes [frightened](rules/conditions.md#Frightened). +> - **Failure** The target takes full damage and becomes [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The target takes double damage and becomes [frightened](rules/conditions.md#Frightened). + +**Heightened (+ 1)** Increase the damage by `2d6`. + +*Source: Advanced Player's Guide p. 214* \ No newline at end of file diff --git a/compendium/spells/airburst-sot1.md b/compendium/spells/airburst-sot1.md new file mode 100644 index 000000000..198efb125 --- /dev/null +++ b/compendium/spells/airburst-sot1.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot1 +- spell/area/emanation +- spell/level/1 +- trait/air +- trait/evocation +- trait/uncommon +aliases: ["Airburst"] +--- +# Airburst *Spell 1* +[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Area**5-foot emanation +- **Targets**all creatures and unattended objects in the area +- **Saving Throw** Fortitude + +A blast of wind wildly pushes everything nearby. + +Unattended objects of 1 Bulk or less are pushed 5 feet away from you. Large or smaller creatures must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes a –2 status penalty to checks made during its reactions until the end of your turn. +> - **Failure** As success, and the creature is pushed 5 feet away from you. +> - **Critical Failure** The creature is pushed 5 feet away from you and can't use reactions until the end of your turn. + +**Heightened (4th)** Increase the area to a 10-foot emanation and increase the distance objects and creatures are pushed to 10 feet. + +*Source: Strength of Thousands #1: Kindled Magic p. 76* \ No newline at end of file diff --git a/compendium/spells/all-is-one-one-is-all-lol.md b/compendium/spells/all-is-one-one-is-all-lol.md new file mode 100644 index 000000000..f695380fd --- /dev/null +++ b/compendium/spells/all-is-one-one-is-all-lol.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lol +- spell/level/8 +- trait/necromancy +- trait/rare +aliases: ["All Is One, One Is All"] +--- +# All Is One, One Is All *Spell 8* +[necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**60 foot +- **Targets**you and up to 10 willing living allies + +You meld the targets' matter and life force into one and then, in an instant, sift them back out into their component selves. When you separate the targets back into themselves, you can choose to switch the positions of any number of targets with the positions of other targets. Additionally, you can modulate the share of vital essence to share the burden of pain. Distribute the Hit Points of all targets however you choose, except that no target can receive fewer than 1 Hit Point or more than their maximum Hit Points. + +*Source: Lost Omens: Legends p. 65* \ No newline at end of file diff --git a/compendium/spells/ancestral-defense-apg.md b/compendium/spells/ancestral-defense-apg.md new file mode 100644 index 000000000..2290e3708 --- /dev/null +++ b/compendium/spells/ancestral-defense-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/3 +- trait/abjuration +- trait/cursebound +- trait/fortune +- trait/mental +- trait/oracle +- trait/uncommon +aliases: ["Ancestral Defense"] +--- +# Ancestral Defense *Focus 3* +[abjuration](rules/traits/abjuration.md) [cursebound](rules/traits/cursebound-apg.md) [fortune](rules/traits/fortune.md) [mental](rules/traits/mental.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You are about to attempt a Will save. + +Your ancestor protects you against those who would bend your will. You roll the triggering save twice and use the better result. If you're in an encounter when you cast this spell, you immediately roll to change your predominant ancestor. + +*Source: Advanced Player's Guide p. 230* \ No newline at end of file diff --git a/compendium/spells/ancestral-form-apg.md b/compendium/spells/ancestral-form-apg.md new file mode 100644 index 000000000..6e64d2c9d --- /dev/null +++ b/compendium/spells/ancestral-form-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/6 +- trait/cursebound +- trait/oracle +- trait/transmutation +- trait/uncommon +aliases: ["Ancestral Form"] +--- +# Ancestral Form *Focus 6* +[cursebound](rules/traits/cursebound-apg.md) [oracle](rules/traits/oracle-apg.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**sustained up to 1 minute + +You take the form of your ancestral spirits, becoming [invisible](rules/conditions.md#Invisible) and quasi-corporeal. You gain resistance 10 to all damage (except force and damage from [Strikes](rules/actions/strike.md) with the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune), and this resistance is doubled against non-magical and precision damage. You gain a fly Speed equal to your land Speed; when Flying, moving upward isn't difficult terrain for you. You can't move through solid objects, but you can float through tiny gaps. You can't [Cast Spells](rules/actions/cast-a-spell.md) (but you can Sustain a Spell), activate items, or use actions that have the [attack](rules/traits/attack.md) or [manipulate](rules/traits/manipulate.md) trait. + +**Heightened (+ 2)** The resistance increases by 5. + +*Source: Advanced Player's Guide p. 230* \ No newline at end of file diff --git a/compendium/spells/ancestral-touch-apg.md b/compendium/spells/ancestral-touch-apg.md new file mode 100644 index 000000000..cb2df415e --- /dev/null +++ b/compendium/spells/ancestral-touch-apg.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/1 +- trait/cursebound +- trait/emotion +- trait/enchantment +- trait/fear +- trait/mental +- trait/oracle +- trait/uncommon +aliases: ["Ancestral Touch"] +--- +# Ancestral Touch *Focus 1* +[cursebound](rules/traits/cursebound-apg.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**touch +- **Targets**1 living creature +- **Saving Throw** Will + +You touch a creature and force them to see and feel the ancestors surrounding you. The target takes `1d4` mental damage, with results depending on a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes half damage. +> - **Failure** The target is [frightened](rules/conditions.md#Frightened) and takes full damage. +> - **Critical Failure** The target is [frightened](rules/conditions.md#Frightened) and takes double damage. + +**Heightened (+ 1)** The mental damage increases by `1d4`. + +*Source: Advanced Player's Guide p. 230* \ No newline at end of file diff --git a/compendium/spells/angel-form-som.md b/compendium/spells/angel-form-som.md new file mode 100644 index 000000000..d98ef3e23 --- /dev/null +++ b/compendium/spells/angel-form-som.md @@ -0,0 +1,42 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/7 +- trait/good +- trait/polymorph +- trait/transmutation +aliases: ["Angel Form"] +--- +# Angel Form *Spell 7* +[good](rules/traits/good.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +Invoking the celestial realms, you transform into a Medium angel battle form. When you cast this spell, choose balisse, choral, monadic deva, or movanic deva. + +The battle form is Small if you choose choral. While in this form, you gain the [angel](rules/traits/angel.md) and [celestial](rules/traits/celestial.md) traits. You have hands in this battle form and can use manipulate actions. + +You can [Dismiss](rules/actions/dismiss.md) the spell. + +You gain the following statistics and abilities regardless of the form that you choose: + +- AC = 22 + your level. Ignore your armor check's penalty and Speed reduction. +- 40 temporary Hit Points and weakness 10 to evil damage. +- [Darkvision](rules/abilities/darkvision.md). +- One or more attacks specific to the battle form you choose. You're trained with them. Your attack modifier is +25, and you use the listed damage. Melee attacks are Strength based (for the purpose of the [enfeebled](rules/conditions.md#Enfeebled) condition, for example), and ranged attacks are Dexterity based. If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. +- [Athletics](compendium/skills.md#Athletics) modifier of +25, unless your own modifier is higher. + +You also gain specific abilities based on the type of angel you choose: + +- **Balisse** Speed 30 feet, fly 40 feet; [Perception](compendium/skills.md#Perception) modifier of +26 to detect lies and illusions unless your own modifier is higher; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") scimitar (forceful, sweep), **Damage** `2d6+12` slashing plus `1d6` fire and `1d6` good. +- **Choral** Speed 30 feet, fly 40 feet; +1 status bonus to AC and saves against sonic and auditory; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist ([agile](rules/traits/agile.md)), **Damage** `2d6+12` bludgeoning plus `1d6` good; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") piercing hymn (range <90 feet>), **Damage** `1d6+12` sonic plus `1d6` good, and [deafened](rules/conditions.md#Deafened) for 1 round on a critical hit. +- **Monadic Deva** Speed 30 feet, fly 40 feet; +2 status bonus on saves against [death](rules/traits/death.md) effects and effects that manipulate souls; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") holy mace ([shove](rules/traits/shove.md)), **Damage** `2d6+12` bludgeoning plus `1d6` force and `1d6` good. +- **Movanic Deva** Speed 30 feet, fly 40 feet; resistance 10 to negative; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bastard sword ([two-hand ](rules/traits/two-hand.md)), **Damage** `1d8+12` slashing plus `1d6` fire and `1d6` good. + +**Heightened (9th)** Your battle form is Large. You must have space to expand, or the spell is lost. You instead gain 60 temporary Hit Points, weakness 15 to evil damage, attack modifier +30, damage bonus +20, and [Athletics](compendium/skills.md#Athletics) +33. + +*Source: Secrets of Magic p. 89* \ No newline at end of file diff --git a/compendium/spells/animal-allies-som.md b/compendium/spells/animal-allies-som.md new file mode 100644 index 000000000..12287ed0d --- /dev/null +++ b/compendium/spells/animal-allies-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/emanation +- spell/level/1 +- trait/conjuration +aliases: ["Animal Allies"] +--- +# Animal Allies *Spell 1* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**5-foot emanation +- **Saving Throw** basic Reflex + +You summon tiny, ordinary animals from the environment, such as insects, birds, or fish, to quickly lash out at nearby foes. The animals swarm around the creatures in the area, dealing each of them `3d4` piercing damage with a basic Reflex save. + +**Heightened (+ 1)** The damage increases by `3d4`. + +*Source: Secrets of Magic p. 89* \ No newline at end of file diff --git a/compendium/spells/animal-feature-apg.md b/compendium/spells/animal-feature-apg.md new file mode 100644 index 000000000..4972d9060 --- /dev/null +++ b/compendium/spells/animal-feature-apg.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/2 +- trait/morph +- trait/ranger +- trait/transmutation +- trait/uncommon +aliases: ["Animal Feature"] +--- +# Animal Feature *Focus 2* +[morph](rules/traits/morph.md) [ranger](rules/traits/ranger.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**1 minute + +Without fully transforming your body, you gain one animalistic feature, which you select from the list below each time you [Cast the Spell](rules/actions/cast-a-spell.md). + +- **Cat Eyes** You gain [low-light vision](rules/abilities/low-light-vision.md). +- **Claws** You gain a claw attack that deals `1d6` slashing damage and has the agile, [finesse](rules/traits/finesse.md), and [unarmed](rules/traits/unarmed.md) traits. +- **Jaws** You gain a jaws attack that deals `1d8` piercing damage and has the [unarmed](rules/traits/unarmed.md) trait. + +**Heightened (4th)** Add the following options to the list you can choose from. + +- **Fish Tail** You gain a swim Speed equal to your land Speed. +- **Owl Eyes** You gain [darkvision](rules/abilities/darkvision.md). +- **Wings** You gain a fly Speed equal to your land Speed. + +*Source: Advanced Player's Guide p. 234* \ No newline at end of file diff --git a/compendium/spells/animate-dead-apg.md b/compendium/spells/animate-dead-apg.md new file mode 100644 index 000000000..090efd6ce --- /dev/null +++ b/compendium/spells/animate-dead-apg.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/1 +- trait/necromancy +aliases: ["Animate Dead"] +--- +# Animate Dead *Spell 1* +[necromancy](rules/traits/necromancy.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Duration**sustained up to 1 minute + +Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the [undead](rules/traits/undead.md) trait and whose level is –1; this creature gains the [summoned](rules/traits/summoned.md) trait. Heightening the spell increases the maximum level of creature you can summon. + +**Heightened (2nd)** Level 1. + +**Heightened (3rd)** Level 2. + +**Heightened (4th)** Level 3. + +**Heightened (5th)** Level 5. + +**Heightened (6th)** Level 7. + +**Heightened (7th)** Level 9. + +**Heightened (8th)** Level 11. + +**Heightened (9th)** Level 13. + +**Heightened (10th)** Level 15. + +*Source: Advanced Player's Guide p. 214* \ No newline at end of file diff --git a/compendium/spells/animate-rope-apg.md b/compendium/spells/animate-rope-apg.md new file mode 100644 index 000000000..09fc885bd --- /dev/null +++ b/compendium/spells/animate-rope-apg.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/1 +- trait/transmutation +aliases: ["Animate Rope"] +--- +# Animate Rope *Spell 1* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**100 foot +- **Targets**up to 50 feet of rope or a nonliving rope-like object +- **Duration**sustained up to 1 minute + +You cause a length or section of rope or a rope-like object to animate and follow simple commands. You can give it two commands when you [Cast the Spell](rules/actions/cast-a-spell.md), and one command each time you [Sustain the Spell](rules/actions/sustain-a-spell.md). + +- **Bind** ([attack](rules/traits/attack.md)) The rope attempts to partially bind a creature. Attempt a spell attack roll against the target's Reflex DC. If you succeed, the target takes a –10-foot circumstance penalty to its Speed (–20-foot on a critical success). This ends if the target [Escapes](rules/actions/escape.md) against your spell DC or breaks the rope. (A standard adventuring rope has Hardness 2, HP 8, and a [Broken](rules/conditions.md#Broken) Threshold of 4.) +- **Coil** The rope forms a tidy, coiled stack. +- **Crawl** The rope inches along the ground like a snake, moving one of its ends 10 feet. The rope must move along a surface, but that surface doesn't need to be horizontal. +- **Knot** The rope ties a sturdy knot in itself. +- **Loop** The rope forms a simple loop at one or both ends, or straightens itself back out. +- **Tie** The rope ties itself around a willing creature or an object that's unattended or attended by a willing creature. +- **Undo** The rope undoes one of its knots, ties, or bindings. + +**Heightened (+ 2)** The range increases by 50 feet, and you can animate 50 more feet of rope. + +*Source: Advanced Player's Guide p. 214* \ No newline at end of file diff --git a/compendium/spells/animated-assault-apg.md b/compendium/spells/animated-assault-apg.md new file mode 100644 index 000000000..ce7799475 --- /dev/null +++ b/compendium/spells/animated-assault-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/burst +- spell/level/2 +- trait/evocation +aliases: ["Animated Assault"] +--- +# Animated Assault *Spell 2* +[evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**10-foot burst +- **Saving Throw** basic Reflex +- **Duration**sustained up to 1 minute + +You use your mind to manipulate unattended objects in the area, temporarily animating them to attack. The objects hover in the air, then hurl themselves at nearby creatures in a chaotic flurry of debris. This assault deals `2d10` bludgeoning damage (basic Reflex save) to each creature in the area. On subsequent rounds, the first time each round you [Sustain this Spell](rules/actions/sustain-a-spell.md), dealing `1d10` bludgeoning damage (basic Reflex save) to each creature in the area. + +**Heightened (+ 2)** The initial damage increases by `2d10` and the subsequent damage increases by `1d10`. + +*Source: Advanced Player's Guide p. 214* \ No newline at end of file diff --git a/compendium/spells/animus-mine-logm.md b/compendium/spells/animus-mine-logm.md new file mode 100644 index 000000000..182133c46 --- /dev/null +++ b/compendium/spells/animus-mine-logm.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/level/2 +- trait/abjuration +- trait/mental +aliases: ["Animus Mine"] +--- +# Animus Mine *Spell 2* +[abjuration](rules/traits/abjuration.md) [mental](rules/traits/mental.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Saving Throw** Will +- **Duration**1 hour + +You implant a mental mine within your psyche that detonates against anyone attempting to manipulate your thoughts[^1]. You can use a single action, which has the [concentrate](rules/traits/concentrate.md) trait, to suppress the effects of the mine for 1 round to allow someone to safely use a [mental](rules/traits/mental.md) effect on you. You can [Dismiss](rules/actions/dismiss.md) the spell. + +The first creature that uses a [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) effect against you triggers the animus mine, causing the spell to end. The animus mine deals `4d8` mental damage to the triggering creature, which must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and is [stunned](rules/conditions.md#Stunned). +> - **Critical Failure** The creature takes double damage and is [stunned](rules/conditions.md#Stunned). You are unaffected by the triggering [mental](rules/traits/mental.md) effect. + +[^1]: The animus mine spell should only the deal the mental damage on [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) effects that send their magic into your mind, not if a creature tries to do something mundane like talk to you. (Lost Omens Gods & Magic Errata (https://paizo.com/pathfinder/faq)) + +**Heightened (+ 1)** The damage increases by `2d8`. + +*Source: Lost Omens: Gods & Magic p. 106* \ No newline at end of file diff --git a/compendium/spells/anticipate-peril-logm.md b/compendium/spells/anticipate-peril-logm.md new file mode 100644 index 000000000..0662b3f7f --- /dev/null +++ b/compendium/spells/anticipate-peril-logm.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/level/1 +- trait/divination +aliases: ["Anticipate Peril"] +--- +# Anticipate Peril *Spell 1* +[divination](rules/traits/divination.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**10 minutes + +You grant the target brief foresight. The target gains a +1 status bonus to its next initiative roll, after which the spell ends. + +**Heightened (+ 2)** The status bonus increases by 1, to a maximum of +4 at 7th level. + +*Source: Lost Omens: Gods & Magic p. 107* \ No newline at end of file diff --git a/compendium/spells/apex-companion-aoa6.md b/compendium/spells/apex-companion-aoa6.md new file mode 100644 index 000000000..d28a45419 --- /dev/null +++ b/compendium/spells/apex-companion-aoa6.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/aoa6 +- spell/focus/10 +- trait/druid +- trait/polymorph +- trait/transmutation +- trait/uncommon +aliases: ["Apex Companion"] +--- +# Apex Companion *Focus 10* +[druid](rules/traits/druid.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 animal companion in your service +- **Duration**1 minute + +You focus on the energies of all members of your animal companion's species, transforming your animal companion into its apex battle form. Your animal companion gains the following statistics and abilities while in its apex form. + +- Your animal companion becomes Huge and its attacks have 15-foot reach. It must have enough space to expand into or the spell is lost. +- 30 temporary Hit Points. +- Darkvision. +- Your animal companion's attack's damage dice increase by one step, and its attack gains the [deadly ](rules/traits/deadly.md) trait. +- +10-foot status bonus to its Speeds. +- Ignores difficult terrain and greater difficult terrain. + +*Source: Age of Ashes #6: Broken Promises p. 77* \ No newline at end of file diff --git a/compendium/spells/approximate-som.md b/compendium/spells/approximate-som.md new file mode 100644 index 000000000..4d7e8050d --- /dev/null +++ b/compendium/spells/approximate-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/misc +- spell/cantrip +- trait/cantrip +- trait/detection +- trait/divination +aliases: ["Approximate"] +--- +# Approximate *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [detection](rules/traits/detection.md) [divination](rules/traits/divination.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**10 foot +- **Area**1 cubic foot + +Your magic quickly flows over an area to help you count and catalog. Name a particular type of object you are looking for within the area. You gain an instant estimate of the quantity of the chosen objects that are clearly visible within the target area. The number is rounded to the largest digit. + +For example, you could look at a pile of 180 copper coins, and you would learn that it held about 200 coins, but you couldn't determine there were exactly 180 coins. + +The type of object you name can be as specific or general as you like—"dented copper coins" is as viable as "coins"—but the distinguishing features must be obvious at a glance, and the spell is automatically fooled by objects disguised as other objects. For instance, the spell would register copper coins plated in gold as gold coins, not copper coins. + +*Source: Secrets of Magic p. 90* \ No newline at end of file diff --git a/compendium/spells/aqueous-orb-apg.md b/compendium/spells/aqueous-orb-apg.md new file mode 100644 index 000000000..041ebe386 --- /dev/null +++ b/compendium/spells/aqueous-orb-apg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/3 +- trait/conjuration +- trait/water +aliases: ["Aqueous Orb"] +--- +# Aqueous Orb *Spell 3* +[conjuration](rules/traits/conjuration.md) [water](rules/traits/water.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Duration**sustained up to 1 minute + +A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you [Cast the Spell](rules/actions/cast-a-spell.md) and each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can roll the orb, moving it up to 10 feet along the ground or the surface of a liquid. You can gain this effect multiple times in the same round by [Sustaining the Spell](rules/actions/sustain-a-spell.md) multiple times. The orb can move through the spaces of any creatures or obstacles that wouldn't stop the flow of water. It extinguishes non-magical fires it moves through of its size or smaller, and it attempts to counteract any magical fires it moves through. If it fails to counteract a given fire, it can't counteract that fire for the duration of the spell. + +The orb can also collect creatures it moves through. Any Large or smaller creature whose space the orb tries to move through can attempt a Reflex save against your spell DC to avoid being engulfed. If a creature succeeds at this save, it can either let the orb pass (remaining in its space or moving out of the orb's path into a space of the creature's choice) or allow itself to be pushed in front of the orb to the end of the orb's movement. The orb can try to Engulf the same creature only once per turn, even if you roll it onto a creature's space more than once. + +A creature that fails its save is pulled into the orb. It becomes [grabbed](rules/conditions.md#Grabbed), moves along with the orb, and must hold its breath or begin suffocating (unless it can breathe in water). An engulfed Medium or smaller creature and anyone trying to affect that creature follow the normal rules for aquatic battles. An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water. An engulfed creature can get free either by Swimming with a successful DC 10 [Athletics](compendium/skills.md#Athletics) check or by Escaping against your spell DC. A creature that critically failed its Reflex save is further stuck and must attempt to [Escape](rules/actions/escape.md) instead of [Swim](rules/actions/swim.md). A freed creature exits the orb's space and can immediately breathe. The orb can contain as many creatures as can fit in its space. + +When the spell ends, all creatures the orb has engulfed are automatically released. + +**Spell Lists**: Elemental + +*Source: Advanced Player's Guide p. 214* \ No newline at end of file diff --git a/compendium/spells/armor-of-bones-apg.md b/compendium/spells/armor-of-bones-apg.md new file mode 100644 index 000000000..075f44d0f --- /dev/null +++ b/compendium/spells/armor-of-bones-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/3 +- trait/cursebound +- trait/necromancy +- trait/oracle +- trait/uncommon +aliases: ["Armor Of Bones"] +--- +# Armor Of Bones *Focus 3* +[cursebound](rules/traits/cursebound-apg.md) [necromancy](rules/traits/necromancy.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**1 minute + +You ossify your physical form, mimicking the durability of bone. You gain resistance 3 to cold, electricity, fire, piercing, and slashing damage. + +**Heightened (+ 1)** Increase the resistance by 1. + +*Source: Advanced Player's Guide p. 230* \ No newline at end of file diff --git a/compendium/spells/aromatic-lure-lol.md b/compendium/spells/aromatic-lure-lol.md new file mode 100644 index 000000000..5b870ea04 --- /dev/null +++ b/compendium/spells/aromatic-lure-lol.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lol +- spell/level/4 +- trait/emotion +- trait/enchantment +- trait/incapacitation +- trait/mental +- trait/rare +aliases: ["Aromatic Lure"] +--- +# Aromatic Lure *Spell 4* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You override a target's olfactory senses, luring them to a specific location through tantalizing false scents. Select a single square within range that is not hazardous or occupied by a creature. The target is drawn to the selected location, becoming euphoric upon arrival. The target must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is distracted by the tantalizing scents, becoming [stupefied](rules/conditions.md#Stupefied) for 1 round. +> - **Failure** The target is [stupefied](rules/conditions.md#Stupefied) and moves toward the selected location via the most direct route possible for 1 round, bypassing any obvious hazards and enemies in the way. +> - **Critical Failure** The target is [stupefied](rules/conditions.md#Stupefied) and moves to the selected location via the most direct route possible for 1 round, bypassing any obvious hazards and enemies in the way. If the creature reaches the destination, it must remain in that location for `1d4` rounds but can otherwise act normally. + +**Heightened (+ 2)** You target 1 additional creature, selecting a different square within range as their destination. + +*Source: Lost Omens: Legends p. 37* \ No newline at end of file diff --git a/compendium/spells/ash-cloud-som.md b/compendium/spells/ash-cloud-som.md new file mode 100644 index 000000000..c1af0fd50 --- /dev/null +++ b/compendium/spells/ash-cloud-som.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/burst +- spell/level/2 +- trait/air +- trait/conjuration +- trait/fire +aliases: ["Ash Cloud"] +--- +# Ash Cloud *Spell 2* +[air](rules/traits/air.md) [conjuration](rules/traits/conjuration.md) [fire](rules/traits/fire.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Area**20-foot burst +- **Saving Throw** Fortitude +- **Duration**1 minute + +You summon a tumultuous cloud of ash and smoke. The cloud is difficult terrain for flying creatures, and creatures in the cloud can't detect anything using their sense of smell. Creatures that start their turn within the cloud take `2d4` fire damage as their lungs fill with the hot, acrid smoke, with a Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes half damage. +> - **Failure** The target takes full damage and is [dazzled](rules/conditions.md#Dazzled) for 1 round. +> - **Critical Failure** The target takes double damage and is [blinded](rules/conditions.md#Blinded) for 1 round. + +**Heightened (+ 1)** The damage increases by `1d4`. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 90* \ No newline at end of file diff --git a/compendium/spells/asterism-logm.md b/compendium/spells/asterism-logm.md new file mode 100644 index 000000000..cdecc6fe1 --- /dev/null +++ b/compendium/spells/asterism-logm.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/4 +- trait/evocation +- trait/light +aliases: ["Asterism"] +--- +# Asterism *Focus 4* +[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) + +- **Domains**: [star](compendium/setting/domains.md#Star) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**150 foot +- **Saving Throw** basic Reflex +- **Duration**1 minute + +Lines of burning starlight form a constellation around you. + +Draw five lines, one at a time; each line must anchor at you or a creature or object already connected to a previous line, and it must end at a creature or object within 30 feet of its anchor (possibly allowing the asterism to extend to its full 150-foot range). A creature that begins its turn in one of these lines or enters one of these lines on its turn takes `4d6` fire damage (basic Reflex save). A creature can take this damage only once per turn, even if it moves through several lines. Targets that are part of the asterism do not take damage from it. If the distance between two targets (or you and a target) ever exceeds 30 feet, the line of starlight between the two breaks, and any lines that now no longer have a direct path back to you also break. You can [Dismiss](rules/actions/dismiss.md) the spell. + +**Heightened (+ 1)** The damage increases by `1d6`. + +*Source: Lost Omens: Gods & Magic p. 117* \ No newline at end of file diff --git a/compendium/spells/astral-labyrinth-ec6.md b/compendium/spells/astral-labyrinth-ec6.md new file mode 100644 index 000000000..4078a4bc2 --- /dev/null +++ b/compendium/spells/astral-labyrinth-ec6.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec6 +- spell/area/burst +- spell/level/9 +- trait/abjuration +- trait/incapacitation +- trait/uncommon +aliases: ["Astral Labyrinth"] +--- +# Astral Labyrinth *Spell 9* +[abjuration](rules/traits/abjuration.md) [incapacitation](rules/traits/incapacitation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**80-foot burst +- **Duration**1 day + +You connect the entire area with an [invisible](rules/conditions.md#Invisible) maze of astral energy that interferes with dimensional and mental magic. + +Choose a point in the area that you can see when you cast this spell. Objects other than [force](rules/traits/force.md) effects and rare metals can't block this spell's area. Astral labyrinth attempts to counteract magical [mental](rules/traits/mental.md) effects targeting or including anyone other than the caster in the area, though it has no effect on [mental](rules/traits/mental.md) effects that began outside the area or before the spell was cast. + +In addition, any creature that tries to depart or arrive in a location in the area by teleportation or extradimensional travel (including extradimensional spaces) must attempt a Will saving throw. Summoned creatures must attempt the save when they are summoned, but not when the summoning ends. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [stunned](rules/conditions.md#Stunned). +> - **Failure** The creature is [stunned](rules/conditions.md#Stunned), you are mentally alerted that something has failed its save against this spell, and the creature arrives in the empty space closest to the point you chose instead of its intended destination. +> - **Critical Failure** The creature is [stunned](rules/conditions.md#Stunned), you get a mental glimpse of its appearance, and the creature arrives in the empty space closest to the point you chose instead of its intended destination. + +**Heightened (10th)** You and creatures transported by your spells can't get a result worse than success on the saving throw to teleport into or out of the area. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 76* \ No newline at end of file diff --git a/compendium/spells/astral-rain-da.md b/compendium/spells/astral-rain-da.md new file mode 100644 index 000000000..8e08e8b1b --- /dev/null +++ b/compendium/spells/astral-rain-da.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/area/misc +- spell/cantrip +- trait/cantrip +- trait/evocation +- trait/force +- trait/psychic +- trait/uncommon +aliases: ["Astral Rain"] +--- +# Astral Rain *Cantrip 3* +[cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Area**one 5-foot cube +- **Saving Throw** Reflex + +You fling a mass of furious thoughts into the air, where they expand into numerous blades or other shapes that rain down. Any creature that's in the area or enters the area before the start of your next turn takes your choice of bludgeoning or piercing damage equal to `2d4` plus your spellcasting ability modifier, with a basic Reflex saving throw. + +**Heightened (+ 1)** The damage increases by `1d4`. + +## Amp + +The area changes to a 5-foot burst, and you can [Sustain the Spell](rules/actions/sustain-a-spell.md) up to 1 minute. The first time each round that you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can move the burst up to 20 feet. + +## Summary + +*Source: Dark Archive p. 22* \ No newline at end of file diff --git a/compendium/spells/aura-of-the-unremarkable-frp1.md b/compendium/spells/aura-of-the-unremarkable-frp1.md new file mode 100644 index 000000000..cde4c1841 --- /dev/null +++ b/compendium/spells/aura-of-the-unremarkable-frp1.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/frp1 +- spell/area/emanation +- spell/level/6 +- trait/illusion +- trait/mental +- trait/uncommon +aliases: ["Aura Of The Unremarkable"] +--- +# Aura Of The Unremarkable *Spell 6* +[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot emanation +- **Duration**sustained up to 1 minute + +You and allies in the area appear to be completely innocuous to other creatures within the spell's area, regardless of the actions you're committing. For example, if you and your allies are loudly interrogating a local for information or aiming a crossbow at a noble from a balcony, creatures who can see you might not think this is unusual. Non-allied creatures in the emanation must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The creature sees your actions as they really are and announces them as such. All other creatures in the area gain a +1 circumstance bonus to their Will saves to recognize your actions as they really are. +> - **Success** The creature sees your actions as they really are. +> - **Failure** The creature believes your actions are normal and unworthy of concern. +> - **Critical Failure** The creature believes you are performing other actions entirely, such as helping a local or waving to a noble, as determined by the GM. The creature doesn't have a chance of remembering events normally. Any [hostile](rules/conditions.md#Hostile) actions by you or your allies against a creature or its allies break the effect of the spell for that creature. So, for example, if an interrogated local's friends or threatened noble's guards saw your actions, they would be unaffected by this spell. When the spell ends (or when affected allies move outside the range of the emanation), observers see things normally but the altered perceptions from earlier events remain in mind. Each mention of the events as noteworthy, such as being questioned about them by an authority figure, grants the target another Will save to break the effect and remember things normally (unless the creature critically failed their save). + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 77* \ No newline at end of file diff --git a/compendium/spells/avatar.md b/compendium/spells/avatar.md index 7bb4f489f..8a4ce51e7 100644 --- a/compendium/spells/avatar.md +++ b/compendium/spells/avatar.md @@ -15,7 +15,7 @@ aliases: ["Avatar"] - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute -You transform into an avatar of your deity, assuming a Huge battle form. You must have space to expand or the spell is lost. +You transform into an avatar of your deity, assuming a [Huge](rules/traits/huge-b1.md) battle form. You must have space to expand or the spell is lost. You have hands in this battle form and can take manipulate actions. You can [Dismiss](rules/actions/dismiss.md) this spell. diff --git a/compendium/spells/awaken-entropy-da.md b/compendium/spells/awaken-entropy-da.md new file mode 100644 index 000000000..91a641a79 --- /dev/null +++ b/compendium/spells/awaken-entropy-da.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/area/burst +- spell/level/6 +- trait/necromancy +aliases: ["Awaken Entropy"] +--- +# Awaken Entropy *Spell 6* +[necromancy](rules/traits/necromancy.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Area**10-foot burst +- **Saving Throw** basic Fortitude +- **Duration**sustained up to 1 minute + +All things age, all things die, and at the end of days even the universe will grow quiet and still. You awaken the cosmic principle of entropy, accelerating time in an area—flesh falters, plants shrivel, and even stone begins to crumble. + +Any creature that enters or begins its turn in the area must succeed at a basic Fortitude save or take `8d6` negative damage, or `8d6` force damage if the creature normally doesn't take negative damage, such as if the creature is a construct or undead. Even beings such as fiends with unlimited lifespans can be worn away by entropy. + +The first time you [Sustain the Spell](rules/actions/sustain-a-spell.md) on each subsequent turn, the entropic zone grows stronger in addition to having its duration increased. The radius of the burst increases by 10 feet (to a maximum of 40 feet), and the size of the damage dice increases by one step (from d6 to d8, then to d10, and finally to d12). + +**Heightened (+ 1)** The damage increases by `1d6`. + +*Source: Dark Archive p. 181* \ No newline at end of file diff --git a/compendium/spells/bandits-doom-som.md b/compendium/spells/bandits-doom-som.md new file mode 100644 index 000000000..a61d4efd5 --- /dev/null +++ b/compendium/spells/bandits-doom-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/5 +- trait/abjuration +- trait/curse +aliases: ["Bandit's Doom"] +--- +# Bandit's Doom *Spell 5* +[abjuration](rules/traits/abjuration.md) [curse](rules/traits/curse.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** 30 minutes +- **Targets**1 item of 2 Bulk or less +- **Duration**1 month + +You ward the target item against those who would steal it. When a creature attempts to take the target into its possession, it takes `8d8` mental damage and is [doomed](rules/conditions.md#Doomed), depending on the result of its Will save. The spell then ends. You can choose up to 10 creatures when you cast this spell; if you do, those creatures can take the target item without triggering the ward. You can only have one bandit's doom active at a time. If you cast the spell again, the newer casting supersedes the older. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage and is [doomed](rules/conditions.md#Doomed). +> - **Failure** The creature takes full damage and is [doomed](rules/conditions.md#Doomed). +> - **Critical Failure** The creature takes double damage and is [doomed](rules/conditions.md#Doomed). + +**Heightened (+ 2)** The damage increases by `2d8`. + +*Source: Secrets of Magic p. 90* \ No newline at end of file diff --git a/compendium/spells/battlefield-persistence-apg.md b/compendium/spells/battlefield-persistence-apg.md new file mode 100644 index 000000000..6d80acb31 --- /dev/null +++ b/compendium/spells/battlefield-persistence-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/3 +- trait/cursebound +- trait/divination +- trait/divine +- trait/oracle +- trait/uncommon +aliases: ["Battlefield Persistence"] +--- +# Battlefield Persistence *Focus 3* +[cursebound](rules/traits/cursebound-apg.md) [divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You are about to attempt a saving throw, but you haven't rolled yet. + +You're difficult to remove from battle. You gain a +2 status bonus to the triggering save, and if the triggering save is against an [incapacitation](rules/traits/incapacitation.md) effect, it treats you as if you were 2 levels higher. + +*Source: Advanced Player's Guide p. 230* \ No newline at end of file diff --git a/compendium/spells/beastmaster-trance-apg.md b/compendium/spells/beastmaster-trance-apg.md new file mode 100644 index 000000000..d756f727a --- /dev/null +++ b/compendium/spells/beastmaster-trance-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/3 +- trait/archetype +- trait/concentrate +- trait/divination +- trait/mental +- trait/uncommon +aliases: ["Beastmaster Trance"] +--- +# Beastmaster Trance *Focus 3* +[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**mile +- **Targets**one of your animal companions you can perceive +- **Duration**sustained up to 1 minute + +You enter a magical trance that allows you to perceive through the senses of the target companion. You attempt [Perception](compendium/skills.md#Perception) checks using your own [Perception](compendium/skills.md#Perception), but you have any special senses the target has, such as [low-light vision](rules/abilities/low-light-vision.md) or [darkvision](rules/abilities/darkvision.md). This spell grants no special method of communication with the chosen animal, so it follows any instructions you gave it before you entered the trance and, failing that, it does as it wishes. + +For the duration of the trance, your own senses are muted, though you can still communicate. This lack of awareness makes you [flat-footed](rules/conditions.md#Flat-footed). You can't take actions with the [attack](rules/traits/attack.md) or [move](rules/traits/move.md) traits. + +**Heightened (6th)** Increase the range to 100 miles and the duration to sustained up to 10 minutes. The target can hear you through the spell, allowing you to Command the Animal or use other actions that have the [auditory](rules/traits/auditory.md) trait. + +**Heightened (8th)** Increase the range to planetary and the duration to sustained up to 1 hour. You can communicate telepathically with the target for the duration of the trance. + +*Source: Advanced Player's Guide p. 161* \ No newline at end of file diff --git a/compendium/spells/befitting-attire-som.md b/compendium/spells/befitting-attire-som.md new file mode 100644 index 000000000..344929719 --- /dev/null +++ b/compendium/spells/befitting-attire-som.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/2 +- trait/illusion +- trait/visual +aliases: ["Befitting Attire"] +--- +# Befitting Attire *Spell 2* +[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**5 willing creatures +- **Duration**1 hour + +You cloak the targets in an illusion, shaping their clothing and worn items into ones suitable for a particular occasion. You visualize the occasion, and the spell creates illusory attire customized to each target. For instance, if you visualized a noble ball, armor would appear to be fine clothing. This doesn't change identifying details of the targets' appearances other than their clothes. + +Any creature that touches the attire, uses the [Seek](rules/actions/seek.md) action to examine it, or otherwise interacts with it can attempt to 0. + +**Heightened (4th)** You can target up to 20 creatures. + +**Heightened (5th)** You can target up to 100 creatures. + +*Source: Secrets of Magic p. 90* \ No newline at end of file diff --git a/compendium/spells/befuddle-logm.md b/compendium/spells/befuddle-logm.md new file mode 100644 index 000000000..532ba9c1d --- /dev/null +++ b/compendium/spells/befuddle-logm.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/level/1 +- trait/emotion +- trait/enchantment +- trait/mental +aliases: ["Befuddle"] +--- +# Befuddle *Spell 1* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** basic Will +- **Duration**1 round + +You sow seeds of confusion in your target's mind, causing their actions and thoughts to become [clumsy](rules/conditions.md#Clumsy). + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [clumsy](rules/conditions.md#Clumsy) and [stupefied](rules/conditions.md#Stupefied). +> - **Failure** The target is [clumsy](rules/conditions.md#Clumsy) and [stupefied](rules/conditions.md#Stupefied). +> - **Critical Failure** The target is [clumsy](rules/conditions.md#Clumsy), [stupefied](rules/conditions.md#Stupefied), and [confused](rules/conditions.md#Confused). + +*Source: Lost Omens: Gods & Magic p. 107* \ No newline at end of file diff --git a/compendium/spells/behold-the-weave-da.md b/compendium/spells/behold-the-weave-da.md new file mode 100644 index 000000000..bac312cbe --- /dev/null +++ b/compendium/spells/behold-the-weave-da.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/level/3 +- trait/divination +- trait/incapacitation +- trait/prediction +aliases: ["Behold the Weave"] +--- +# Behold the Weave *Spell 3* +[divination](rules/traits/divination.md) [incapacitation](rules/traits/incapacitation.md) [prediction](rules/traits/prediction.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**1 round + +You behold the many timelines that weave around a creature, and in so doing, you make one more likely to occur. The target must attempt a Will save. + +> [!success-degree] +> - **Critical Success** You can make neither heads nor tails of the target's timeline, and the target is unaffected. +> - **Success** The target must commit to a single action that it will take at some point during its next turn: "[Stride](rules/actions/stride.md) toward Valeros," "Cast [shield](compendium/spells/shield.md)," "[Strike](rules/actions/strike.md) at Amiri with my jaws. " That action is now locked in, and the creature must attempt it, even if the situation has changed—if the creature stated that it would [Strike](rules/actions/strike.md) at Amiri with its jaws, it must try to do so. If the creature is entirely unable to fulfill the action it committed to—for instance, if it had only 1 action left and Amiri was out of the range of its jaws [Strike](rules/actions/strike.md)—it loses the last action of its turn as it reels in a temporal paradox. The creature can choose to lock in a 2- or 3-action activity if it prefers to do so, but if it does, it loses all the associated actions if it can't perform the activity on its turn. If the situation changes oddly (perhaps the creature is forcibly teleported away and has no idea which direction is "toward Valeros" any longer), the GM determines what happens. +> - **Failure** As success, but the creature must commit at least two of its actions for the next turn—"I will [Stride](rules/actions/stride.md) toward Valeros and then [Strike](rules/actions/strike.md) with my claws. " All of these actions are similarly locked in and can't be changed, but the creature can take them in any order. +> - **Critical Failure** As failure, but the creature must commit all of its actions for the next turn. + +**Heightened (7th)** Instead of affecting a single target, the spell affects all enemies within a 30-foot emanation. + +*Source: Dark Archive p. 181* \ No newline at end of file diff --git a/compendium/spells/bestial-curse-apg.md b/compendium/spells/bestial-curse-apg.md new file mode 100644 index 000000000..985701a32 --- /dev/null +++ b/compendium/spells/bestial-curse-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/4 +- trait/curse +- trait/polymorph +- trait/transmutation +aliases: ["Bestial Curse"] +--- +# Bestial Curse *Spell 4* +[curse](rules/traits/curse.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 living humanoid +- **Saving Throw** Fortitude +- **Duration**varies + +You tap into the target's inner being and curse it to become a bestial version of itself. The effect is based on its Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target's body gains minor bestial features. Its insides churn as they partially transform, causing it to be [clumsy](rules/conditions.md#Clumsy) for 1 round. When it recovers from the [clumsy](rules/conditions.md#Clumsy) condition, its features revert to normal and the spell ends. +> - **Failure** The target transforms into a bestial form for 1 hour. The target becomes [clumsy](rules/conditions.md#Clumsy) and gains weakness 1 to silver. It gains a claw, hoof, horn, or jaws [Strike](rules/actions/strike.md) (your choice) that uses the target's unarmed [Strike](rules/actions/strike.md) statistics except that the damage type changes to bludgeoning, piercing, or slashing, as appropriate. Whenever the target attempts to use any manipulate action, it must succeed at a DC 5 flat check or the action is lost. +> - **Critical Failure** As failure, but the duration is unlimited. + +*Source: Advanced Player's Guide p. 215* \ No newline at end of file diff --git a/compendium/spells/bilocation-da.md b/compendium/spells/bilocation-da.md new file mode 100644 index 000000000..8d7d749c2 --- /dev/null +++ b/compendium/spells/bilocation-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/level/9 +- trait/conjuration +aliases: ["Bilocation"] +--- +# Bilocation *Spell 9* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**10 minutes + +You exist in two places at once. When you [Cast the Spell](rules/actions/cast-a-spell.md), another copy of yourself appears in an adjacent square. During bilocation's duration, whenever you act, you can choose which of your selves does so, and whenever one of you uses a move action, you can both move. Your two selves share Hit Points, and any condition or effect on one affects both. If both of your selves are in the area of the same effect, or targeted by the same multitarget effect, you are only affected once. Even if you are reduced to 0 Hit Points or killed, both selves remain until the duration expires. Your link continues at any distance, even across planar boundaries. You can [Dismiss](rules/actions/dismiss.md) the Spell, and if you do so, you choose which of the selves vanishes and which becomes you, allowing you to extricate one of your selves from a dangerous situation. + +*Source: Dark Archive p. 104* \ No newline at end of file diff --git a/compendium/spells/biting-words-som.md b/compendium/spells/biting-words-som.md new file mode 100644 index 000000000..d95612092 --- /dev/null +++ b/compendium/spells/biting-words-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/1 +- trait/attack +- trait/auditory +- trait/evocation +- trait/linguistic +- trait/sonic +aliases: ["Biting Words"] +--- +# Biting Words *Spell 1* +[attack](rules/traits/attack.md) [auditory](rules/traits/auditory.md) [evocation](rules/traits/evocation.md) [linguistic](rules/traits/linguistic.md) [sonic](rules/traits/sonic.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish [Casting the Spell](rules/actions/cast-a-spell.md), and can repeat the attack once on each of your subsequent turns by taking a single action, which has the attack, [concentrate](rules/traits/concentrate.md), and [linguistic](rules/traits/linguistic.md) traits. After your third attack total, the spell ends. + +When you attack with biting words, make a ranged spell attack roll against a creature within 30 feet, dealing `2d6` sonic damage if you hit (or double damage on a critical hit). + +**Heightened (+ 1)** The damage increases by `2d6`. + +*Source: Secrets of Magic p. 90* \ No newline at end of file diff --git a/compendium/spells/blackfingerss-blades-sot3.md b/compendium/spells/blackfingerss-blades-sot3.md new file mode 100644 index 000000000..3dafd8ca9 --- /dev/null +++ b/compendium/spells/blackfingerss-blades-sot3.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot3 +- spell/level/5 +- trait/poison +- trait/transmutation +- trait/uncommon +aliases: ["Blackfingers's Blades"] +--- +# Blackfingers's Blades *Spell 5* +[poison](rules/traits/poison.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**up to 4 weapons, each wielded by a separate willing creature within range +- **Duration**up to 1 minute + +You pray for swift and painful death to your enemies and find your and your allies' weapons blessed to deliver just that. The target weapons are coated with giant scorpion venom (Core Rulebook 551) with a DC equal to your spell DC. The effects remain on a weapon for 1 minute or until the weapon deals damage, whichever comes first. + +*Source: Strength of Thousands #3: Hurricane's Howl p. 78* \ No newline at end of file diff --git a/compendium/spells/blanket-of-stars-apg.md b/compendium/spells/blanket-of-stars-apg.md new file mode 100644 index 000000000..85b9eb3e2 --- /dev/null +++ b/compendium/spells/blanket-of-stars-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/6 +- trait/illusion +aliases: ["Blanket Of Stars"] +--- +# Blanket Of Stars *Spell 6* +[illusion](rules/traits/illusion.md) + +- **Traditions**: [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Saving Throw** Will +- **Duration**10 minutes + +A flowing cloak of utter darkness drapes over you, filled with pinpricks of light like distant stars. It imparts the stillness of the cosmos to you, granting you a +2 status bonus to [Stealth](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md). While outside under a starry night sky, you're also [invisible](rules/conditions.md#Invisible) as long as you remain still. When moving under a starry night sky, you are [concealed](rules/conditions.md#Concealed) instead. + +Gazing too closely into the stars is disorienting. Any creature that ends its turn adjacent to you must attempt a Will save; this is a mental, [visual](rules/traits/visual.md) effect. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature is [dazzled](rules/conditions.md#Dazzled) until the end of its next turn. +> - **Critical Failure** The creature is [confused](rules/conditions.md#Confused) and [dazzled](rules/conditions.md#Dazzled) until the end of its next turn. + +*Source: Advanced Player's Guide p. 215* \ No newline at end of file diff --git a/compendium/spells/blazing-dive-som.md b/compendium/spells/blazing-dive-som.md new file mode 100644 index 000000000..1971fd8ce --- /dev/null +++ b/compendium/spells/blazing-dive-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/3 +- trait/air +- trait/evocation +- trait/fire +aliases: ["Blazing Dive"] +--- +# Blazing Dive *Spell 3* +[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Saving Throw** basic Reflex + +Superheated air collects under you, buoying you high into the sky before you plummet back down in a fiery comet. + +You [Fly](rules/actions/fly.md) 15 feet straight up into the air, then [Fly](rules/actions/fly.md) in a straight line to an empty space of your choice on the ground within 60 feet. When you land, the blistering air blasts out from you, dealing `3d4` bludgeoning damage and `3d6` fire damage (basic Reflex save) to all creatures in a 10-foot emanation. + +**Heightened (+ 1)** The damage increases by `1d4` bludgeoning and `1d6` fire. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 90* \ No newline at end of file diff --git a/compendium/spells/blazing-fissure-som.md b/compendium/spells/blazing-fissure-som.md new file mode 100644 index 000000000..f973af587 --- /dev/null +++ b/compendium/spells/blazing-fissure-som.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/line +- spell/level/5 +- trait/earth +- trait/evocation +- trait/fire +aliases: ["Blazing Fissure"] +--- +# Blazing Fissure *Spell 5* +[earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**120-foot line +- **Saving Throw** Reflex + +A thin crack rips through the earth, erupting with magma, then swiftly seals up. Each creature along the line and on solid ground takes `4d6` bludgeoning damage and `6d6` fire damage with a Reflex save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage, and it falls [prone](rules/conditions.md#Prone). +> - **Critical Failure** The target takes double damage, and it falls [prone](rules/conditions.md#Prone). + +**Heightened (+ 1)** The damage increases by `1d6` bludgeoning and `1d6` fire. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 91* \ No newline at end of file diff --git a/compendium/spells/blessing-of-defiance-som.md b/compendium/spells/blessing-of-defiance-som.md new file mode 100644 index 000000000..999682f18 --- /dev/null +++ b/compendium/spells/blessing-of-defiance-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/5 +- trait/abjuration +aliases: ["Blessing Of Defiance"] +--- +# Blessing Of Defiance *Spell 5* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Targets**varies +- **Duration**1 round + +Channeling forth the power to persevere in the face of adversity, you grant the target the means to deny danger and avoid dire harm. Choose one saving throw: Fortitude, Reflex, or Will. The target gets a +4 status bonus to that saving throw for 1 round. The potency and number of targets of this blessing depend on how many actions you spend when [Casting the Spell](rules/actions/cast-a-spell.md). + +**[>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (somatic)** The spell targets you or one willing ally within range. + +**[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (verbal)** The spell targets you or one willing ally within range. If you choose Fortitude, the target gains resistance 15 to poison. If you choose Reflex, the target gains a +15-foot status bonus to its Speeds. If you choose Will, the target gains resistance 15 to mental damage. + +**[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") (verbal)** The spell targets you and all willing allies within 30 feet. + +*Source: Secrets of Magic p. 91* \ No newline at end of file diff --git a/compendium/spells/blightburn-blast-ec5.md b/compendium/spells/blightburn-blast-ec5.md new file mode 100644 index 000000000..9ea4be877 --- /dev/null +++ b/compendium/spells/blightburn-blast-ec5.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec5 +- spell/area/cone +- spell/level/7 +- trait/disease +- trait/evocation +- trait/uncommon +aliases: ["Blightburn Blast"] +--- +# Blightburn Blast *Spell 7* +[disease](rules/traits/disease.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**15-foot cone +- **Saving Throw** basic Fortitude + +You channel a blast of powerful blightburn radiation from your hands. You deal `4d6` poison damage to creatures in the area. Creatures who fail their save are afflicted with stage 1 of blightburn sickness (see above; on a critical failure, the creature moves immediately to stage 2). The level of blightburn sickness caused by this spell is equal to twice the spell's level, and the disease's save DC uses the caster's DC. + +*Source: Extinction Curse #5: Lord of the Black Sands p. 73* \ No newline at end of file diff --git a/compendium/spells/blinding-beauty-apg.md b/compendium/spells/blinding-beauty-apg.md new file mode 100644 index 000000000..9a0aa1395 --- /dev/null +++ b/compendium/spells/blinding-beauty-apg.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/cone +- spell/focus/3 +- trait/emotion +- trait/enchantment +- trait/incapacitation +- trait/sorcerer +- trait/uncommon +- trait/visual +aliases: ["Blinding Beauty"] +--- +# Blinding Beauty *Focus 3* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) + +- **Bloodline** Sorcerer +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Area**30-foot cone +- **Saving Throw** Will + +You channel the allure of your nymph bloodline into a terribly beautiful glance. Each enemy in the area must attempt a Will saving throw. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [dazzled](rules/conditions.md#Dazzled) until the start of its next turn. +> - **Failure** The creature is [blinded](rules/conditions.md#Blinded) until the start of its next turn. +> - **Critical Failure** The creature is [blinded](rules/conditions.md#Blinded) for 1 minute. + +*Source: Advanced Player's Guide p. 235* \ No newline at end of file diff --git a/compendium/spells/blinding-fury-apg.md b/compendium/spells/blinding-fury-apg.md new file mode 100644 index 000000000..3015f1030 --- /dev/null +++ b/compendium/spells/blinding-fury-apg.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/6 +- trait/curse +- trait/emotion +- trait/enchantment +- trait/incapacitation +- trait/mental +aliases: ["Blinding Fury"] +--- +# Blinding Fury *Spell 6* +[curse](rules/traits/curse.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**A creature damages you. +- **Range**60 foot +- **Targets**the triggering creature +- **Saving Throw** Will +- **Duration**varies + +You curse the target with your outrage at being attacked. The effect is determined by the target's Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target can't observe you until the end of its turn, and if you're currently [observed](rules/conditions.md#Observed) by it, you become [hidden](rules/conditions.md#Hidden) to it. +> - **Failure** As success, and for 1 minute, every time the target damages you, it can't observe you until the end of its turn. +> - **Critical Failure** As success, and for an unlimited duration, the first time each round the target damages a creature, it can't observe that creature until the end of its turn. If it damages several creatures at once, the creature it can't perceive is chosen randomly among those creatures. + +*Source: Advanced Player's Guide p. 216* \ No newline at end of file diff --git a/compendium/spells/blink-charge-som.md b/compendium/spells/blink-charge-som.md new file mode 100644 index 000000000..2704704c4 --- /dev/null +++ b/compendium/spells/blink-charge-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/5 +- trait/conjuration +- trait/force +- trait/teleportation +aliases: ["Blink Charge"] +--- +# Blink Charge *Spell 5* +[conjuration](rules/traits/conjuration.md) [force](rules/traits/force.md) [teleportation](rules/traits/teleportation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature + +You propel yourself through the fabric of space to deal a blow carrying the momentum of your teleportation. You teleport to an empty space adjacent to a creature you can see within range, then make a [Strike](rules/actions/strike.md) against the creature with a weapon you're wielding. The [Strike](rules/actions/strike.md) deals damage, plus an extra `2d8` force damage, depending on the result of your [Strike](rules/actions/strike.md). + +> [!success-degree] +> - **Critical Success** Double damage, plus after the [Strike](rules/actions/strike.md), you can teleport the target into an empty space up to 5 feet away from its current position. The new space must be on the ground if it started on the ground, in the air if it was flying, and so on. +> - **Success** The [Strike](rules/actions/strike.md) deals full damage. +> - **Failure** The [Strike](rules/actions/strike.md) deals no damage, but the target takes `1d8` force damage. +> - **Critical Failure** The [Strike](rules/actions/strike.md) deals no damage, and you take `1d8` force damage. + +**Heightened (+ 2)** The spell's range increases by 60 feet, and any force damage the spell deals is increased by `1d8`. + +*Source: Secrets of Magic p. 92* \ No newline at end of file diff --git a/compendium/spells/blinking-flame-aura-loil.md b/compendium/spells/blinking-flame-aura-loil.md new file mode 100644 index 000000000..dcb845ee1 --- /dev/null +++ b/compendium/spells/blinking-flame-aura-loil.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/loil +- spell/focus/5 +- trait/divination +- trait/fire +- trait/healing +- trait/uncommon +aliases: ["Blinking Flame Aura"] +--- +# Blinking Flame Aura *Focus 5* +[divination](rules/traits/divination.md) [fire](rules/traits/fire.md) [healing](rules/traits/healing.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**1 minute + +You focus your sight inside and call on your inner fire to grant you warmth, steady your vision, and soothe your body. You recover 15 Hit Points. For the duration, you gain a +2 status bonus on [Perception](compendium/skills.md#Perception) checks and resistance 10 to cold. + +**Heightened (+ 1)** You recover an additional 3 Hit Points, and the resistance to cold increases by 2. + +*Source: Lost Omens: Impossible Lands p. 222* \ No newline at end of file diff --git a/compendium/spells/blister-apg.md b/compendium/spells/blister-apg.md new file mode 100644 index 000000000..cfe91995c --- /dev/null +++ b/compendium/spells/blister-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/5 +- trait/necromancy +aliases: ["Blister"] +--- +# Blister *Spell 5* +[necromancy](rules/traits/necromancy.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature +- **Saving Throw** Fortitude +- **Duration**1 minute + +You point at a target in range, and its skin grows searing blisters filled with caustic fluid. The target must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target grows one blister. You can spend a single action, which has the [concentrate](rules/traits/concentrate.md) trait, to pop a blister. The target and each creature in a 15-foot cone originating from the target takes `7d6` acid damage (basic Fortitude save). You choose the direction of the cone, which can't include the target. When no blisters are left, the spell ends. +> - **Failure** As success, but the target grows two blisters. +> - **Critical Failure** As success, but the target grows four blisters. + +**Heightened (+ 1)** The damage of a popped blister increases by `1d6`. + +*Source: Advanced Player's Guide p. 216* \ No newline at end of file diff --git a/compendium/spells/blistering-invective-apg.md b/compendium/spells/blistering-invective-apg.md new file mode 100644 index 000000000..c7aae7762 --- /dev/null +++ b/compendium/spells/blistering-invective-apg.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/2 +- trait/auditory +- trait/emotion +- trait/enchantment +- trait/fear +- trait/mental +aliases: ["Blistering Invective"] +--- +# Blistering Invective *Spell 2* +[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will + +A heap of insults and invectives spew from your mouth— words so devastating your foes burn from the intensity of your diatribe. Your words deal `2d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage), and the target must attempt a Will save. If the target doesn't understand the language or you're not speaking a language, it gains a +4 circumstance bonus to its save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes half the [persistent fire damage](rules/conditions.md#Persistent%20Damage). +> - **Failure** The target becomes [frightened](rules/conditions.md#Frightened) and takes the full [persistent fire damage](rules/conditions.md#Persistent%20Damage). +> - **Critical Failure** The target becomes [frightened](rules/conditions.md#Frightened) and takes double the [persistent fire damage](rules/conditions.md#Persistent%20Damage). + +**Heightened (+ 2)** You can target two additional creatures, and the [persistent damage](rules/conditions.md#Persistent%20Damage) increases by `2d6`. + +**Spell Lists**: Elemental + +*Source: Advanced Player's Guide p. 216* \ No newline at end of file diff --git a/compendium/spells/blood-feast-ec4.md b/compendium/spells/blood-feast-ec4.md new file mode 100644 index 000000000..6e28db5c7 --- /dev/null +++ b/compendium/spells/blood-feast-ec4.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec4 +- spell/level/5 +- trait/necromancy +- trait/uncommon +aliases: ["Blood Feast"] +--- +# Blood Feast *Spell 5* +[necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature + +Your head splits vertically into an enormous maw, which feasts upon the target's blood, dealing `12d6` piercing damage, depending on your spell attack roll. After the spell, your head sews back together as if it had never split apart. You gain temporary Hit Points for 1 minute equal to half the piercing damage the target takes. + +If you are a gug, increase the piercing damage by `2d6` and increase the [persistent bleed damage](rules/conditions.md#Persistent%20Damage) you deal on a critical hit by `1d8`. This spell doesn't alter a gug's appearance. + +> [!success-degree] +> - **Critical Success** The creature takes double damage and `1d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). +> - **Success** The creature takes full damage. +> - **Failure** You miss and the creature takes no damage. + +**Heightened (+ 1)** The piercing damage increases by `2d6`, and the [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on a critical increases by 1. + +*Source: Extinction Curse #4: Siege of the Dinosaurs p. 74* \ No newline at end of file diff --git a/compendium/spells/blood-vendetta-apg.md b/compendium/spells/blood-vendetta-apg.md new file mode 100644 index 000000000..495c150d1 --- /dev/null +++ b/compendium/spells/blood-vendetta-apg.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/2 +- trait/curse +- trait/necromancy +aliases: ["Blood Vendetta"] +--- +# Blood Vendetta *Spell 2* +[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**A creature deals piercing, slashing, or [persistent bleed damage](rules/conditions.md#Persistent%20Damage) to you +- **Requirements**You can bleed. +- **Range**30 foot +- **Targets**the triggering creature +- **Saving Throw** Will +- **Duration**varies + +You curse the target, punishing it for having the audacity to spill your blood. The target takes `2d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes half the [persistent bleed damage](rules/conditions.md#Persistent%20Damage). +> - **Failure** The target takes the full [persistent bleed damage](rules/conditions.md#Persistent%20Damage). Until the bleeding stops, the target has weakness 1 to piercing and slashing damage. +> - **Critical Failure** As failure, but the target takes double the [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +**Heightened (+ 2)** The [persistent bleed damage](rules/conditions.md#Persistent%20Damage) increases by `2d6`. + +*Source: Advanced Player's Guide p. 216* \ No newline at end of file diff --git a/compendium/spells/blood-ward-apg.md b/compendium/spells/blood-ward-apg.md new file mode 100644 index 000000000..f839325f8 --- /dev/null +++ b/compendium/spells/blood-ward-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/1 +- trait/abjuration +- trait/hex +- trait/uncommon +- trait/witch +aliases: ["Blood Ward"] +--- +# Blood Ward *Focus 1* +[abjuration](rules/traits/abjuration.md) [hex](rules/traits/hex-apg.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**sustained up to 1 minute + +You consolidate warding energies with a gesture, guarding a creature against attacks from a certain type of foe. Designate one of the following creature traits: aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, fungus, monitor, ooze, plant, or undead. The target gains a +1 status bonus to its saving throws and AC against creatures with that trait. The target is temporarily immune for 10 minutes. + +**Heightened (5th)** The status bonus increases to +2. + +*Source: Advanced Player's Guide p. 237* \ No newline at end of file diff --git a/compendium/spells/bloodspray-curse-som.md b/compendium/spells/bloodspray-curse-som.md new file mode 100644 index 000000000..053cab59a --- /dev/null +++ b/compendium/spells/bloodspray-curse-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/4 +- trait/curse +- trait/necromancy +aliases: ["Bloodspray Curse"] +--- +# Bloodspray Curse *Spell 4* +[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Fortitude +- **Duration**varies + +You inflict a curse upon the target that causes any wound to gush blood. The target must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** For 1 minute, the first time each round that the target takes at least 10 piercing or slashing damage from a single [Strike](rules/actions/strike.md), it takes `2d6` additional damage of the same type. +> - **Failure** As success, but when it takes the additional damage, it also takes `2d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +**Heightened (+ 2)** The additional damage increases by `1d6` and the [persistent bleed damage](rules/conditions.md#Persistent%20Damage) increases by `1d6`. + +*Source: Secrets of Magic p. 92* \ No newline at end of file diff --git a/compendium/spells/boil-blood-som.md b/compendium/spells/boil-blood-som.md new file mode 100644 index 000000000..74a9f92ec --- /dev/null +++ b/compendium/spells/boil-blood-som.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/8 +- trait/evocation +- trait/fire +aliases: ["Boil Blood"] +--- +# Boil Blood *Spell 8* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature +- **Saving Throw** Fortitude + +You heat a foe's blood and boil it within its veins. The target takes `10d10` fire damage, with a Fortitude save. A nonliving creature with blood in its body (such as a vampire) can be affected, but a creature with no blood is immune. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes half damage. +> - **Failure** The target takes full damage and is [drained](rules/conditions.md#Drained). +> - **Critical Failure** The target takes double damage and is [drained](rules/conditions.md#Drained). + +**Heightened (+ 1)** The damage increases by `1d10`. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 92* \ No newline at end of file diff --git a/compendium/spells/boost-eidolon-som.md b/compendium/spells/boost-eidolon-som.md new file mode 100644 index 000000000..0c2204aa2 --- /dev/null +++ b/compendium/spells/boost-eidolon-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/cantrip +- trait/cantrip +- trait/evocation +- trait/summoner +- trait/uncommon +aliases: ["Boost Eidolon"] +--- +# Boost Eidolon *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [summoner](rules/traits/summoner-som.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**100 foot +- **Targets**your eidolon +- **Duration**1 round + +You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's [Strikes](rules/actions/strike.md) deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice. + +*Source: Secrets of Magic p. 144* \ No newline at end of file diff --git a/compendium/spells/bottle-the-storm-logm.md b/compendium/spells/bottle-the-storm-logm.md new file mode 100644 index 000000000..4f288a775 --- /dev/null +++ b/compendium/spells/bottle-the-storm-logm.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/4 +- trait/electricity +- trait/evocation +aliases: ["Bottle The Storm"] +--- +# Bottle The Storm *Focus 4* +[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) + +- **Domains**: [lightning](compendium/setting/domains.md#Lightning) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You would take electricity damage. +- **Duration**1 minute + +When lightning is turned at you, you store the charge safely within yourself, unleashing it when the time is right. You gain electricity resistance 10 against the triggering effect. If you successfully prevent damage in this way, at any time during the spell's duration, you can spend a single action, which has the [attack](rules/traits/attack.md) trait, to expend the charge and make a melee spell attack at an adjacent target or a ranged spell attack at a target within 60 feet. This attack deals electricity damage equal to the damage prevented by bottle the storm. If you cast [bottle the storm](compendium/spells/bottle-the-storm-logm.md) a second time before the original duration elapses, or if you do not make this attack, the stored charge dissipates harmlessly. + +**Heightened (7th)** The resistance increases to 15, and you can immediately make the spell attack roll granted by bottle the storm as part of the reaction used to cast the spell. + +**Heightened (10th)** The resistance increases to 20, and you can immediately make the spell attack roll granted by bottle the storm as part of the reaction used to cast the spell. + +*Source: Lost Omens: Gods & Magic p. 115* \ No newline at end of file diff --git a/compendium/spells/bottomless-stomach-som.md b/compendium/spells/bottomless-stomach-som.md new file mode 100644 index 000000000..15a779a0e --- /dev/null +++ b/compendium/spells/bottomless-stomach-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/3 +- trait/conjuration +- trait/extradimensional +aliases: ["Bottomless Stomach"] +--- +# Bottomless Stomach *Spell 3* +[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**touch +- **Targets**1 willing creature +- **Duration**1 hour + +You create a shimmering extradimensional space accessible from the target's mouth. The space can hold objects and equipment, up to a total of 10 Bulk. This extradimensional storage doesn't hamper the target's ability to eat, drink, speak (if applicable), or otherwise act, as it only opens and closes when the target chooses. + +The target can [Interact](rules/actions/interact.md) to swallow an object of up to 1 Bulk, which doesn't harm the object or the target. If the extradimensional space is full, the target can't add any more objects until first removing one or more stored objects. Organic matter and living creatures can't be stored in this space. The extradimensional storage is obvious to any creature who looks into the target's mouth, as the entryway shimmers slightly, though this doesn't clearly reveal the contents inside. + +The target can [Interact](rules/actions/interact.md) to spit out a single object of its choice, causing the object to fall to the ground in the target's space. The target can [Interact](rules/actions/interact.md) three times in a row to spit out the entire contents of its extradimensional storage; the target doesn't have to take these actions all in the same turn, but if it takes any other actions in between, it has to start over. The items eject into the target's space, possibly spilling out into adjacent spaces if there is too much to fit. + +When the spell ends or the target falls [unconscious](rules/conditions.md#Unconscious), the contents of the extradimensional storage are disgorged in a riotous spew, landing in the nearest unoccupied space, a bit wet but otherwise unharmed. + +**Heightened (5th)** The duration increases to 8 hours. + +*Source: Secrets of Magic p. 92* \ No newline at end of file diff --git a/compendium/spells/bracing-tendrils-da.md b/compendium/spells/bracing-tendrils-da.md new file mode 100644 index 000000000..fe8cf6961 --- /dev/null +++ b/compendium/spells/bracing-tendrils-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/level/3 +- trait/evocation +- trait/force +aliases: ["Bracing Tendrils"] +--- +# Bracing Tendrils *Spell 3* +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +Visible tendrils of force anchor your body to the ground, preventing unwanted movement. Whenever you're on the ground and a creature or effect attempts to forcibly move you from your space, you can use your spell DC in place of your Fortitude DC as the DC of the check to move you. If a creature wouldn't normally need a check to move you, it must succeed at an appropriate check (usually an [Athletics](compendium/skills.md#Athletics) check for physical movement) against your spell DC or you are unmoved; if an effect wouldn't normally need a check to move you, it must counteract bracing tendrils or you are unmoved. When a creature fails to move you in this way, you can choose to have the tendrils lash back and push them 5 feet away from you. + +While the tendrils anchor you in place when you come to a stop, they uproot easily to cooperate with your own voluntary movement, so you can still move freely while under the effect of the spell. + +*Source: Dark Archive p. 104* \ No newline at end of file diff --git a/compendium/spells/brain-drain-apg.md b/compendium/spells/brain-drain-apg.md new file mode 100644 index 000000000..07ce75a16 --- /dev/null +++ b/compendium/spells/brain-drain-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/1 +- trait/cursebound +- trait/enchantment +- trait/mental +- trait/oracle +- trait/uncommon +aliases: ["Brain Drain"] +--- +# Brain Drain *Focus 1* +[cursebound](rules/traits/cursebound-apg.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will + +You probe the target's mind to glean knowledge. This deals `1d8` mental damage with a basic Will save. If the target fails the save, you sort through the stolen memories to attempt a single check to [Recall Knowledge](rules/actions/recall-knowledge.md). Choose a skill that has the [Recall Knowledge](rules/actions/recall-knowledge.md) action, and use the target's skill modifier for the check. + +**Heightened (+ 1)** The mental damage increases by `1d8`. + +*Source: Advanced Player's Guide p. 230* \ No newline at end of file diff --git a/compendium/spells/brand-the-impenitent-logm.md b/compendium/spells/brand-the-impenitent-logm.md new file mode 100644 index 000000000..81b3ebc70 --- /dev/null +++ b/compendium/spells/brand-the-impenitent-logm.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/level/2 +- trait/abjuration +- trait/curse +aliases: ["Brand The Impenitent"] +--- +# Brand The Impenitent *Spell 2* +[abjuration](rules/traits/abjuration.md) [curse](rules/traits/curse.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Saving Throw** Fortitude +- **Duration**varies + +You brand the target with an ethereal copy of your deity's religious symbol. This brand can't be [hidden](rules/conditions.md#Hidden), but it is visible only to followers of your faith, who see it as clearly as a lit torch. Followers of your faith ignore the target's [concealed](rules/conditions.md#Concealed) condition, if any, and the target gains a –1 status penalty to AC against attacks by followers of your faith. If the target is a follower of your deity in good standing, the spell fails. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The spell lasts for 1 round. +> - **Failure** The spell lasts for 1 minute. +> - **Critical Failure** The spell has an unlimited duration. + +*Source: Lost Omens: Gods & Magic p. 107* \ No newline at end of file diff --git a/compendium/spells/breadcrumbs-som.md b/compendium/spells/breadcrumbs-som.md new file mode 100644 index 000000000..bf8a8e283 --- /dev/null +++ b/compendium/spells/breadcrumbs-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/1 +- trait/abjuration +aliases: ["Breadcrumbs"] +--- +# Breadcrumbs *Spell 1* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** 1 minute +- **Range**touch +- **Targets**1 willing creature +- **Duration**1 hour + +You protect your target from going astray in [hostile](rules/conditions.md#Hostile) territory by tracking where it's already been, helping it deduce where it still needs to go. The target leaves a glittering trail behind it that lasts for the spell's duration. + +This trail doesn't denote the direction or the order of its path—it merely indicates where the target has moved during the spell's duration. + +**Heightened (2nd)** The duration increases to 8 hours. + +**Heightened (3rd)** The duration increases to last until your next daily preparations. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 92* \ No newline at end of file diff --git a/compendium/spells/breath-of-drought-ec1.md b/compendium/spells/breath-of-drought-ec1.md new file mode 100644 index 000000000..a74046c99 --- /dev/null +++ b/compendium/spells/breath-of-drought-ec1.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec1 +- spell/area/burst +- spell/level/2 +- trait/evocation +- trait/fire +- trait/uncommon +aliases: ["Breath Of Drought"] +--- +# Breath Of Drought *Spell 2* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Area**10-foot burst +- **Duration**sustained + +You fill the area with an oppressive, arid swelter that overwhelms creatures with heat exhaustion. Objects are unaffected. Each creature in the area when the spell is cast or that ends its turn in the area afterward must attempt a Fortitude save. Water creatures and plant creatures use the outcome one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as fire elementals) are immune to breath of drought. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature is [sickened](rules/conditions.md#Sickened). +> - **Critical Failure** The creature is [sickened](rules/conditions.md#Sickened). + +**Heightened (4th)** Once per round when you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can move the center of the burst to a new location within range. + +**Heightened (7th)** As the 4th-level version, except the range is 120 feet and the area is a 20-foot burst. + +*Source: Extinction Curse #1: The Show Must Go On p. 78* \ No newline at end of file diff --git a/compendium/spells/buffeting-winds-lokl.md b/compendium/spells/buffeting-winds-lokl.md new file mode 100644 index 000000000..eab30a116 --- /dev/null +++ b/compendium/spells/buffeting-winds-lokl.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lokl +- spell/area/cone +- spell/level/1 +- trait/air +- trait/evocation +- trait/nonlethal +aliases: ["Buffeting Winds"] +--- +# Buffeting Winds *Spell 1* +[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [nonlethal](rules/traits/nonlethal.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**15-foot cone +- **Saving Throw** Reflex + +You release a quick burst of wind that batters your living opponents without causing them lasting harm, while also blowing undead away. The wind deals `2d4` bludgeoning damage, which is nonlethal against living creatures. Against undead, the winds are more vicious, and the spell loses the [nonlethal](rules/traits/nonlethal.md) trait against such creatures. Each creature in the area must attempt a basic Reflex save. On a failure, undead creatures are also knocked back 5 feet (or 10 feet on a critical failure). + +**Heightened (+ 1)** The damage increases by `2d4`. + +*Source: Lost Omens: Knights of Lastwall p. 92* \ No newline at end of file diff --git a/compendium/spells/bullhorn-som.md b/compendium/spells/bullhorn-som.md new file mode 100644 index 000000000..6b1ad0599 --- /dev/null +++ b/compendium/spells/bullhorn-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/cantrip +- trait/auditory +- trait/cantrip +- trait/illusion +aliases: ["Bullhorn"] +--- +# Bullhorn *Cantrip 1* +[auditory](rules/traits/auditory.md) [cantrip](rules/traits/cantrip.md) [illusion](rules/traits/illusion.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**10 minutes + +You amplify your voice, loud enough for you to be heard easily at a great distance. For the duration, your voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make your voice jarring or distracting. This doesn't increase the range or area of other [auditory](rules/traits/auditory.md) or [linguistic](rules/traits/linguistic.md) effects, and physical barriers such as walls and doors still block or muffle your voice as normal. + +Your loud voice makes it easier to [Coerce](rules/actions/coerce.md) others, and the acoustics assist in Performing at a large venue. You gain a +1 status bonus to checks to [Coerce](rules/actions/coerce.md) and auditory [Performance](compendium/skills.md#Performance) checks to [Perform](rules/actions/perform.md) at a large venue. + +You can [Dismiss](rules/actions/dismiss.md) the spell. + +**Heightened (5th)** Your voice can be heard clearly up to 1,200 feet away. + +**Heightened (7th)** Your voice can be heard clearly up to 1 mile away. + +*Source: Secrets of Magic p. 93* \ No newline at end of file diff --git a/compendium/spells/burning-blossoms-som.md b/compendium/spells/burning-blossoms-som.md new file mode 100644 index 000000000..cfac567e2 --- /dev/null +++ b/compendium/spells/burning-blossoms-som.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/cylinder +- spell/level/8 +- trait/enchantment +- trait/fire +- trait/plant +aliases: ["Burning Blossoms"] +--- +# Burning Blossoms *Spell 8* +[enchantment](rules/traits/enchantment.md) [fire](rules/traits/fire.md) [plant](rules/traits/plant.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Area**30-foot radius, 100-foot tall cylinder +- **Saving Throw** Will +- **Duration**1 minute + +An intangible hollow tree sprouts from the ground and grows to towering height, radiating a fiery passion and fascinating viewers. The base of the tree takes up a single square and grows 100 feet upwards, while its branches extend outwards 30 feet, forming the spell's cylindrical area. + +The tree then blossoms, growing delicate white flowers that burn with white-hot fire. As the tree's branches gently rustle in the wind, flower petals drift to the ground in a shower of flame. Any creature that ends its turn under the tree's branches takes `6d6` fire damage from the burning petals. + +Any enemy that can see the tree, even if the enemy is outside the spell's area, must attempt a Will save. This is an emotion, [mental](rules/traits/mental.md), and [visual](rules/traits/visual.md) effect. Creatures [fascinated](rules/conditions.md#Fascinated) with the tree must use at least one of their actions on each of their turns to move toward the tree. + +> [!success-degree] +> - **Critical Success** The creature is unaffected and is temporarily immune for 24 hours. +> - **Success** The creature is unaffected, but it must attempt a new save at the end of its turn if it can still see the tree. +> - **Failure** The creature is [fascinated](rules/conditions.md#Fascinated) with the tree until the end of its next turn. If it can still see the tree then, it must attempt a save again. +> - **Critical Failure** The creature is [fascinated](rules/conditions.md#Fascinated) with the tree until the spell ends. The tree's fire damage doesn't end the fascination; other [hostile](rules/conditions.md#Hostile) actions end it, as normal. If the fascination ends, the creature must attempt a new save at the end of its turn if it can still see the tree. + +**Heightened (+ 1)** The damage increases by `1d6`. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 93* \ No newline at end of file diff --git a/compendium/spells/buzzing-bites-lomm.md b/compendium/spells/buzzing-bites-lomm.md new file mode 100644 index 000000000..fcea38613 --- /dev/null +++ b/compendium/spells/buzzing-bites-lomm.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lomm +- spell/cantrip +- trait/cantrip +- trait/evocation +- trait/hex +- trait/rare +- trait/witch +aliases: ["Buzzing Bites"] +--- +# Buzzing Bites *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [hex](rules/traits/hex-apg.md) [rare](rules/traits/rare.md) [witch](rules/traits/witch-apg.md) + +- **Patron** Witch +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Fortitude +- **Duration**sustained up to 1 minute + +You evoke buzzing and crawling insects to climb onto a foe's body and bite, dealing `1d4` piercing damage and potentially sickening the foe, depending on its Fortitude save. You deal the piercing damage initially and then again the first time each round you [Sustain the Spell](rules/actions/sustain-a-spell.md), starting on the round after you cast it and rolling the damage based on the target's saving throw result each time. However, the creature only attempts the Fortitude save once, when you first [Cast the Spell](rules/actions/cast-a-spell.md). Once this spell ends, the target becomes temporarily immune for 1 minute. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes half damage. +> - **Failure** The target takes full damage. +> - **Critical Failure** The target takes double damage and is [sickened](rules/conditions.md#Sickened) by the crawling insects. The sickened value can't be reduced below 1 while the spell is active. + +**Heightened (+ 1)** The damage increases by `1d4`. + +*Source: Lost Omens: Monsters of Myth p. 75* \ No newline at end of file diff --git a/compendium/spells/cackle-apg.md b/compendium/spells/cackle-apg.md new file mode 100644 index 000000000..7d88b9150 --- /dev/null +++ b/compendium/spells/cackle-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/1 +- trait/enchantment +- trait/hex +- trait/uncommon +- trait/witch +aliases: ["Cackle"] +--- +# Cackle *Focus 1* +[enchantment](rules/traits/enchantment.md) [hex](rules/traits/hex-apg.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +With a quick burst of laughter, you prolong a [magical](rules/traits/magical.md) effect you created. You [Sustain a Spell](rules/actions/sustain-a-spell.md). + +*Source: Advanced Player's Guide p. 237* \ No newline at end of file diff --git a/compendium/spells/call-the-blood-av3.md b/compendium/spells/call-the-blood-av3.md new file mode 100644 index 000000000..a02070259 --- /dev/null +++ b/compendium/spells/call-the-blood-av3.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/av3 +- spell/level/4 +- trait/death +- trait/necromancy +- trait/negative +- trait/uncommon +aliases: ["Call The Blood"] +--- +# Call The Blood *Spell 4* +[death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 living creature +- **Saving Throw** basic Fortitude + +With a word and gesture, you cause streams of blood to erupt from the target's mouth, nostrils, ears, or other facial openings and come rushing into your mouth. You deal `8d4` negative damage to the target. + +If the target takes damage, its blood flows into your mouth. If you're a living creature and don't have negative healing, you're [sickened](rules/conditions.md#Sickened). If you're undead (or living but have negative healing), you can choose to either gain temporary Hit Points equal to half of the negative damage the target takes (after applying resistance and the like) and become [quickened](rules/conditions.md#Quickened) for 1 round, or forgo the temporary Hit Points and become [quickened](rules/conditions.md#Quickened) for 1 minute. You can use this extra action only to [Step](rules/actions/step.md), [Stride](rules/actions/stride.md), or [Strike](rules/actions/strike.md). You lose any remaining temporary Hit Points after 1 minute. + +**Heightened (+ 1)** The damage increases by `2d4`. + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 75* \ No newline at end of file diff --git a/compendium/spells/call-to-arms-apg.md b/compendium/spells/call-to-arms-apg.md new file mode 100644 index 000000000..c76133e58 --- /dev/null +++ b/compendium/spells/call-to-arms-apg.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/emanation +- spell/focus/1 +- trait/auditory +- trait/cursebound +- trait/emotion +- trait/enchantment +- trait/mental +- trait/oracle +- trait/uncommon +aliases: ["Call To Arms"] +--- +# Call To Arms *Focus 1* +[auditory](rules/traits/auditory.md) [cursebound](rules/traits/cursebound-apg.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You are about to roll for initiative. +- **Area**20-foot emanation +- **Duration**1 minute + +You cry out a call to arms, inspiring your allies to enter the fray. + +Each ally in the area gains a +2 status bonus to their initiative roll and gains temporary Hit Points equal to the spell's level; these temporary Hit Points last for the spell's duration. + +**Heightened (6th)** The bonus increases to +3. + +**Heightened (9th)** The bonus increases to +4. + +*Source: Advanced Player's Guide p. 230* \ No newline at end of file diff --git a/compendium/spells/canticle-of-everlasting-grief-som.md b/compendium/spells/canticle-of-everlasting-grief-som.md new file mode 100644 index 000000000..8a7f660b0 --- /dev/null +++ b/compendium/spells/canticle-of-everlasting-grief-som.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/8 +- trait/auditory +- trait/curse +- trait/emotion +- trait/enchantment +- trait/fear +- trait/mental +aliases: ["Canticle Of Everlasting Grief"] +--- +# Canticle Of Everlasting Grief *Spell 8* +[auditory](rules/traits/auditory.md) [curse](rules/traits/curse.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You create a melody distilled from pure grief, conveying the inevitable loss of everything your target cherishes, audible only to them. The target must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes `5d6` mental damage, is [frightened](rules/conditions.md#Frightened), and can't benefit from circumstance or status bonuses for 1 round. +> - **Failure** The target takes `10d6` mental damage, is [frightened](rules/conditions.md#Frightened), and can't benefit from circumstance or status bonuses for 1 week. +> - **Critical Failure** The target takes `20d6` mental damage and is [frightened](rules/conditions.md#Frightened). It can't benefit from circumstance or status bonuses until the curse is [broken](rules/conditions.md#Broken). While the curse remains, the target's allies are also unable to benefit from circumstance or status bonuses while within 15 feet of it. + +*Source: Secrets of Magic p. 94* \ No newline at end of file diff --git a/compendium/spells/cascade-countermeasure-som.md b/compendium/spells/cascade-countermeasure-som.md new file mode 100644 index 000000000..70930e02e --- /dev/null +++ b/compendium/spells/cascade-countermeasure-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/focus/3 +- trait/abjuration +- trait/magus +- trait/uncommon +aliases: ["Cascade Countermeasure"] +--- +# Cascade Countermeasure *Focus 3* +[abjuration](rules/traits/abjuration.md) [magus](rules/traits/magus-som.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Requirements**You're benefiting from [Arcane Cascade](rules/actions/arcane-cascade-som.md). +- **Duration**until the [Arcane Cascade](rules/actions/arcane-cascade-som.md) stance ends + +You quickly adjust your Arcane Cascade to offer magical protection. You gain resistance 5 against damage from spells. As normal, using Arcane Cascade again means you've ended the stance, and the spell ends. + +**Heightened (+ 3)** The resistance increases by 5. + +*Source: Secrets of Magic p. 143* \ No newline at end of file diff --git a/compendium/spells/cast-into-time-som.md b/compendium/spells/cast-into-time-som.md new file mode 100644 index 000000000..9012717b2 --- /dev/null +++ b/compendium/spells/cast-into-time-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/cone +- spell/level/6 +- trait/divination +aliases: ["Cast Into Time"] +--- +# Cast Into Time *Spell 6* +[divination](rules/traits/divination.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**15-foot cone +- **Saving Throw** Fortitude + +You release a wave of temporal energy that sends creatures violently tumbling through time, scarring their thoughts with the information flowing around them. Although the journey can feel like it lasts for minutes or even days, the targets reappear instantly. Witnessing this chaotic flow of time and being bashed against objects from different times deals the targets `5d8` mental damage and `5d6` bludgeoning damage, with a Fortitude save. A creature that falls into time disappears until the end of your turn. It then reappears in the same space it left; if that space is occupied, it appears in the nearest empty space, chosen by the GM. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature falls into time. When it returns, it takes half damage. +> - **Failure** The creature falls into time. When it returns, it takes full damage and is [sickened](rules/conditions.md#Sickened). +> - **Critical Failure** The creature falls into time. When it returns, it takes double damage and is [sickened](rules/conditions.md#Sickened). + +**Heightened (+ 1)** The bludgeoning damage increase by `2d6`. + +*Source: Secrets of Magic p. 94* \ No newline at end of file diff --git a/compendium/spells/catch-your-name-som.md b/compendium/spells/catch-your-name-som.md new file mode 100644 index 000000000..2bc9a8874 --- /dev/null +++ b/compendium/spells/catch-your-name-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/6 +- trait/divination +- trait/rare +aliases: ["Catch Your Name"] +--- +# Catch Your Name *Spell 6* +[divination](rules/traits/divination.md) [rare](rules/traits/rare.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**A creature on your plane speaks your private or true name +- **Requirements**You know your own true name. +- **Saving Throw** Will + +You learn a private name (but not the true name) of the creature who spoke your name, as well as their precise location, unless they succeed at a Will save to negate the effect. You are aware any time the trigger conditions are met as long as you have the spell prepared or in your repertoire. There is no way to distinguish one trigger of this spell from another without actually casting the spell. + +This can become a nuisance if you are so famous that your name is regularly on others' lips. + +*Source: Secrets of Magic p. 247* \ No newline at end of file diff --git a/compendium/spells/chameleon-coat-apg.md b/compendium/spells/chameleon-coat-apg.md new file mode 100644 index 000000000..0361283f6 --- /dev/null +++ b/compendium/spells/chameleon-coat-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/5 +- trait/illusion +aliases: ["Chameleon Coat"] +--- +# Chameleon Coat *Spell 5* +[illusion](rules/traits/illusion.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**15 foot +- **Targets**up to 8 creatures +- **Duration**10 minutes + +You shift the colors of the targets' outermost layer of clothing and gear to be closer to their environment when they remain still. Creatures affected by the spell gain a +3 status bonus to [Stealth](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md). The changed color granted by the spell always shifts to match the environment, even if there are drastic changes. If any piece of gear or clothing affected by the spell is removed from a creature, the spell ends for that creature. + +**Heightened (6th)** If a creature affected by this spell rolls a critical failure on its [Stealth](compendium/skills.md#Stealth) check to [Sneak](rules/actions/sneak.md) within 30 feet of a creature that would spot it, it instead only fails its check, as the spell mildly hypnotizes the spotter. + +**Heightened (8th)** As 6th level, and the status bonus is +4. + +*Source: Advanced Player's Guide p. 216* \ No newline at end of file diff --git a/compendium/spells/charged-javelin-logm.md b/compendium/spells/charged-javelin-logm.md new file mode 100644 index 000000000..073f989df --- /dev/null +++ b/compendium/spells/charged-javelin-logm.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/1 +- trait/attack +- trait/electricity +- trait/evocation +aliases: ["Charged Javelin"] +--- +# Charged Javelin *Focus 1* +[attack](rules/traits/attack.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) + +- **Domains**: [lightning](compendium/setting/domains.md#Lightning) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 or more creatures + +You fire a javelin of electricity that leaves a charged field around its target. Make a spell attack roll. The javelin deals `1d6` electricity damage and 1 [persistent electricity damage](rules/conditions.md#Persistent%20Damage). + +> [!success-degree] +> - **Critical Success** The javelin deals double damage, both initial and persistent. +> - **Success** The javelin deals full damage. As long as the target is taking [persistent damage](rules/conditions.md#Persistent%20Damage) from this spell, creatures gain a +1 status bonus to attack rolls with metal weapons or [electricity](rules/traits/electricity.md) effects against the target, and the target takes a –1 status penalty to saves against [electricity](rules/traits/electricity.md) effects. + +**Heightened (+ 1)** The initial damage increases by `1d6`, and the [persistent damage](rules/conditions.md#Persistent%20Damage) increases by 1. + +*Source: Lost Omens: Gods & Magic p. 115* \ No newline at end of file diff --git a/compendium/spells/charitable-urge-apg.md b/compendium/spells/charitable-urge-apg.md new file mode 100644 index 000000000..a44ce1d80 --- /dev/null +++ b/compendium/spells/charitable-urge-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/2 +- trait/enchantment +- trait/incapacitation +- trait/mental +aliases: ["Charitable Urge"] +--- +# Charitable Urge *Spell 2* +[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You speak on the virtue of charity, compelling the target to give away its possessions. The target must attempt a Will save. If the target has no items on its person, the spell fails. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [stunned](rules/conditions.md#Stunned) as it wrestles with the urge. +> - **Failure** On its next turn, before it does anything else, the target must present the nearest creature with an item in its possession; the target chooses which item to give, and if the only item it has is one that it's currently using to defend itself, such as a weapon during a combat encounter, it can choose to be [stunned](rules/conditions.md#Stunned) for 1 round instead of giving up the item. This might require the target to [Interact](rules/actions/interact.md) to retrieve an item or move to reach the nearest creature, and handing the item to the target always requires an [Interact](rules/actions/interact.md) action. +> - **Critical Failure** As failure, except the duration is 4 rounds, and the target must repeat the effects of failure on each of its turns. At the end of each of its turns, the target can attempt a new Will save to reduce the remaining duration by 1 round, ending it entirely on a critical success. + +*Source: Advanced Player's Guide p. 216* \ No newline at end of file diff --git a/compendium/spells/chilling-spray-logm.md b/compendium/spells/chilling-spray-logm.md new file mode 100644 index 000000000..ac67076a7 --- /dev/null +++ b/compendium/spells/chilling-spray-logm.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/area/cone +- spell/level/1 +- trait/cold +- trait/evocation +aliases: ["Chilling Spray"] +--- +# Chilling Spray *Spell 1* +[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**15-foot cone +- **Saving Throw** Reflex + +A cone of icy shards bursts from your spread hands and coats the targets in a layer of frost. You deal `2d4` cold damage to creatures in the area; they must each attempt a Reflex save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and takes a –5-foot status penalty to its Speeds for 2 rounds. +> - **Critical Failure** The creature takes double damage and takes a –10-foot status penalty to its Speeds for 2 rounds. + +**Heightened (+ 1)** The damage increases by `2d4`. + +*Source: Lost Omens: Gods & Magic p. 107* \ No newline at end of file diff --git a/compendium/spells/chroma-leach-apg.md b/compendium/spells/chroma-leach-apg.md new file mode 100644 index 000000000..0a3a2f336 --- /dev/null +++ b/compendium/spells/chroma-leach-apg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/4 +- trait/necromancy +aliases: ["Chroma Leach"] +--- +# Chroma Leach *Spell 4* +[necromancy](rules/traits/necromancy.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 living creature +- **Saving Throw** Fortitude + +Your hand glows with impossible colors from beyond the stars, and your touch saps both color and vitality from the living. + +The target must attempt a Fortitude save; creatures with the [gnome](rules/traits/gnome.md) trait take a –2 circumstance penalty to this save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [enfeebled](rules/conditions.md#Enfeebled) for 1 round. +> - **Failure** The target is [enfeebled](rules/conditions.md#Enfeebled) for 1 minute and [drained](rules/conditions.md#Drained). The target is also filled with listlessness and ennui. For 1 round, if the target tries to use a move action, it must succeed at a Will save against your spell DC or the action is lost; this effect has the [mental](rules/traits/mental.md) and [emotion](rules/traits/emotion.md) traits. +> - **Critical Failure** As failure, but the creature is permanently [enfeebled](rules/conditions.md#Enfeebled) and [drained](rules/conditions.md#Drained) (although magic such as restoration can reduce or remove these conditions). + +*Source: Advanced Player's Guide p. 217* \ No newline at end of file diff --git a/compendium/spells/chromatic-armor-som.md b/compendium/spells/chromatic-armor-som.md new file mode 100644 index 000000000..3bb1e88b6 --- /dev/null +++ b/compendium/spells/chromatic-armor-som.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/4 +- trait/abjuration +- trait/light +aliases: ["Chromatic Armor"] +--- +# Chromatic Armor *Spell 4* +[abjuration](rules/traits/abjuration.md) [light](rules/traits/light.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") or [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**touch +- **Targets**1 willing creature +- **Duration**1 minute + +You wrap the target in armor made of sheets of colored light. + +The armor sheds bright light for 20 feet (and dim light for the next 20 feet). Whenever a creature attacks the target and is adjacent to it, the attacker must attempt a Will save at the end of its action. On a failure, it becomes [dazzled](rules/conditions.md#Dazzled) until the end of its next turn. Regardless of the result of the save, the attacker is temporarily immune until the end of its next turn. The dazzling effect has the [light](rules/traits/light.md) and [visual](rules/traits/visual.md) traits. + +When you cast the spell, roll `1d8` twice on the table below to see the armor's colors (rerolling any duplicates) + +Each color grants resistance 5 to the indicated damage type. If you spend three actions to [Cast the Spell](rules/actions/cast-a-spell.md), roll three times instead. + +- **1. Red** fire +- **2. Orange** acid +- **3. Yellow** electricity +- **4. Green** poison +- **5. Blue** sonic +- **6. Indigo** mental +- **7. Violet** force +- **8. Matching Color** The armor becomes the color matching the type of damage the target took most recently in the past minute. If it didn't take any of those seven types of damage or the armor is already that color, roll again, rerolling any results of 8. + +**Heightened (+ 3)** The resistance is increased by 5. + +*Source: Secrets of Magic p. 95* \ No newline at end of file diff --git a/compendium/spells/chromatic-image-som.md b/compendium/spells/chromatic-image-som.md new file mode 100644 index 000000000..9aa9e3300 --- /dev/null +++ b/compendium/spells/chromatic-image-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/6 +- trait/illusion +- trait/visual +aliases: ["Chromatic Image"] +--- +# Chromatic Image *Spell 6* +[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You call forth three illusory images of yourself, and each of the four of you takes on a different color, your colors all shifting each time someone attacks you. This has the effects of mirror image, except that whenever a foe destroys one of the images, roll `1d4` to see which color the image was when it was destroyed. The attacker takes the corresponding effect. + +- **1. Red** 5 fire damage and 5 mental damage. +- **2. Orange** 5 acid damage and 5 mental damage. +- **3. Yellow** 5 electricity damage and 5 mental damage. +- **4. Green** 5 poison damage and 5 mental damage, plus it's [frightened](rules/conditions.md#Frightened). + +*Source: Secrets of Magic p. 95* \ No newline at end of file diff --git a/compendium/spells/chromatic-ray-som.md b/compendium/spells/chromatic-ray-som.md new file mode 100644 index 000000000..a208fd1d7 --- /dev/null +++ b/compendium/spells/chromatic-ray-som.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/4 +- trait/attack +- trait/evocation +- trait/light +aliases: ["Chromatic Ray"] +--- +# Chromatic Ray *Spell 4* +[attack](rules/traits/attack.md) [evocation](rules/traits/evocation.md) [light](rules/traits/light.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature + +You send out a ray of colored light streaming toward your enemy, with a [magical](rules/traits/magical.md) effect depending on the ray's color. + +Make a spell attack roll. If you hit, roll `1d4` to see which beam you cast. If the ray deals damage, that damage is doubled on a critical hit. Any additional traits that apply to a ray are listed in parentheses just after the name of the color. + +- **1. Red** ([fire](rules/traits/fire.md)) The ray deals 30 fire damage to the target. +- **2. Orange** ([acid](rules/traits/acid.md)) The ray deals 40 acid damage to the target. +- **3. Yellow** ([electricity](rules/traits/electricity.md)) The ray deals 50 electricity damage to the target. +- **4. Green** ([poison](rules/traits/poison.md)) The ray deals 25 poison damage to the target, and the target must succeed at a Fortitude save or be [enfeebled](rules/conditions.md#Enfeebled) for 1 minute ([enfeebled](rules/conditions.md#Enfeebled) on a critical failure). + +**Heightened (6th)** The damage for red, orange, yellow, and green each increase by 10. Roll `1d8` to determine the ray's color, using the results for 1–4 above and the results for 5–8 below. + +- **5. Blue** The ray has the effect of the [flesh to stone](compendium/spells/flesh-to-stone.md) spell. On a critical hit, the target is [clumsy](rules/conditions.md#Clumsy) as long as it's [slowed](rules/conditions.md#Slowed) by the flesh to stone effect. +- **6. Indigo** ([emotion](rules/traits/emotion.md), [incapacitation](rules/traits/incapacitation.md), [mental](rules/traits/mental.md)) The ray has the effect of the [confusion](compendium/spells/confusion.md) spell. On a critical hit, it has the effect of [warp mind](compendium/spells/warp-mind.md) instead. +- **7. Violet** The target is [slowed](rules/conditions.md#Slowed) for 1 minute. It must also succeed at a Will save or be teleported 120 feet directly away from you (if there isn't room for it to appear there, it appears in the nearest open space); this is a [teleportation](rules/traits/teleportation.md) effect. +- **8. Intense Color** The target is [dazzled](rules/conditions.md#Dazzled) until the end of your next turn, or [blinded](rules/conditions.md#Blinded) if your attack roll was a critical hit. Roll again and add the effects of another color (rerolling results of 8). + +*Source: Secrets of Magic p. 95* \ No newline at end of file diff --git a/compendium/spells/cinder-gaze-da.md b/compendium/spells/cinder-gaze-da.md new file mode 100644 index 000000000..5286a4b50 --- /dev/null +++ b/compendium/spells/cinder-gaze-da.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/focus/1 +- trait/cleric +- trait/divination +- trait/prediction +- trait/rare +aliases: ["Cinder Gaze"] +--- +# Cinder Gaze *Focus 1* +[cleric](rules/traits/cleric.md) [divination](rules/traits/divination.md) [prediction](rules/traits/prediction.md) [rare](rules/traits/rare.md) + +- **Domains**: [fire (apocryphal)](compendium/setting/domains.md#Fire) +- **Cast** 1 minute + +You've learned to read the future in the patterns of flames and smoke. Though inexact and often symbolic, these readings help prepare you for upcoming events. When Casting this Spell, you must be near a fire (of any size) for the duration. + +Upon completion, roll `1d4` for your prediction. The benefit lasts for 10 minutes or until expended, whichever comes first. After casting cinder gaze, you can't cast it again for 10 minutes. + +- **Terrible Danger** You gain a +2 status bonus to your next initiative roll. +- **New Life** The next time you take damage, just before taking the damage, you gain temporary Hit Points equal to 1 plus your spellcasting ability modifier. +- **Vivid Insight** ([fortune](rules/traits/fortune.md)) The next time you attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md), roll twice and take the higher result. +- **Good Fortune** ([fortune](rules/traits/fortune.md)) The next time you attempt a saving throw, roll twice and take the better result. + +**Heightened (+ 1)** The number of temporary Hit Points from new life increases by 2. + +*Source: Dark Archive p. 142* \ No newline at end of file diff --git a/compendium/spells/claim-curse-som.md b/compendium/spells/claim-curse-som.md new file mode 100644 index 000000000..74fb7f00e --- /dev/null +++ b/compendium/spells/claim-curse-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/3 +- trait/necromancy +aliases: ["Claim Curse"] +--- +# Claim Curse *Spell 3* +[necromancy](rules/traits/necromancy.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature affected by a curse +- **Duration**5 minutes + +By burning threads of fate around a target and then retying them to yourself instead, you temporarily draw their curse to you and offer them brief succor from the worst of its effects. Choose a curse affecting the target that you don't already have. For 5 minutes, you are affected by the curse (at the same stage as the target, if applicable), and the target isn't. When the duration ends, the curse's effects return to the target as normal. + +*Source: Secrets of Magic p. 95* \ No newline at end of file diff --git a/compendium/spells/claim-undead-apg.md b/compendium/spells/claim-undead-apg.md new file mode 100644 index 000000000..2d1336aca --- /dev/null +++ b/compendium/spells/claim-undead-apg.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/6 +- trait/cursebound +- trait/incapacitation +- trait/necromancy +- trait/oracle +- trait/uncommon +aliases: ["Claim Undead"] +--- +# Claim Undead *Focus 6* +[cursebound](rules/traits/cursebound-apg.md) [incapacitation](rules/traits/incapacitation.md) [necromancy](rules/traits/necromancy.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 undead creature +- **Saving Throw** Will +- **Duration**10 minutes + +You attempt to wrest control of a target undead or force it to recognize you as its master. If the target is [controlled](rules/conditions.md#Controlled) by another creature, that controller attempts a Will saving throw to retain control; otherwise, the target must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [stunned](rules/conditions.md#Stunned) as it fights off your commands. +> - **Failure** The target becomes [controlled](rules/conditions.md#Controlled) by you and follows your orders. It (or the creature previously controlling it) can attempt a new Will save at the end of each of its turns, and the spell ends on a success. If you issue an obviously self-destructive order, the target doesn't act until you issue a new order. +> - **Critical Failure** As failure, but the target (or the creature previously controlling it) receives a new save only if you give it a new order that is against its nature. + +*Source: Advanced Player's Guide p. 230* \ No newline at end of file diff --git a/compendium/spells/clawsong-sot3.md b/compendium/spells/clawsong-sot3.md new file mode 100644 index 000000000..f60c18911 --- /dev/null +++ b/compendium/spells/clawsong-sot3.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot3 +- spell/level/2 +- trait/transmutation +- trait/uncommon +aliases: ["Clawsong"] +--- +# Clawsong *Spell 2* +[transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 willing creature with an unarmed claw [Strike](rules/actions/strike.md) +- **Duration**sustained up to 1 minute + +You sing a fierce prayer, low and growling, and awaken the ancient spirit of a Terwa beast to guide and strengthen the target's unarmed blows. The target's claw attack gains the versatile (piercing) trait, and deals `1d6` slashing damage. If the target's claw attack already deals `1d6` slashing damage, it deals `1d8` instead. If its claw attack already had the versatile (piercing) trait, it gains the deadly `1d8` trait. + +**Heightened (4th)** The spell can affect up to 6 willing creatures with unarmed claw [Strikes](rules/actions/strike.md). + +*Source: Strength of Thousands #3: Hurricane's Howl p. 77* \ No newline at end of file diff --git a/compendium/spells/cleansing-flames-frp3.md b/compendium/spells/cleansing-flames-frp3.md new file mode 100644 index 000000000..2b739cd68 --- /dev/null +++ b/compendium/spells/cleansing-flames-frp3.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/frp3 +- spell/focus/5 +- trait/fire +- trait/healing +- trait/necromancy +- trait/sorcerer +- trait/uncommon +aliases: ["Cleansing Flames"] +--- +# Cleansing Flames *Focus 5* +[fire](rules/traits/fire.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature + +You wrap the target in purifying flames. You can attempt to counteract a single poison or non-curse effect imparting the [clumsy](rules/conditions.md#Clumsy), [dazzled](rules/conditions.md#Dazzled), [enfeebled](rules/conditions.md#Enfeebled), [fatigued](rules/conditions.md#Fatigued), [frightened](rules/conditions.md#Frightened), [paralyzed](rules/conditions.md#Paralyzed), [sickened](rules/conditions.md#Sickened), or [stupefied](rules/conditions.md#Stupefied) condition. + +The target can choose to empower the flames with their life force, becoming [drained](rules/conditions.md#Drained) (or increasing their [drained](rules/conditions.md#Drained) value by 1, if already under the condition) to grant you a +1 circumstance bonus to your counteract check. + +*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 74* \ No newline at end of file diff --git a/compendium/spells/clinging-ice-apg.md b/compendium/spells/clinging-ice-apg.md new file mode 100644 index 000000000..be5e19589 --- /dev/null +++ b/compendium/spells/clinging-ice-apg.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/cantrip +- trait/cantrip +- trait/cold +- trait/conjuration +- trait/hex +- trait/uncommon +- trait/witch +aliases: ["Clinging Ice"] +--- +# Clinging Ice *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [cold](rules/traits/cold.md) [conjuration](rules/traits/conjuration.md) [hex](rules/traits/hex-apg.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Patron** Witch +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Reflex +- **Duration**sustained, up to 1 minute + +Freezing sleet and heavy snowfall collect on the target's feet and legs, dealing `1d4` cold damage and other effects depending on its Reflex save. Once this spell ends, the target becomes temporarily immune for 1 minute. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes half damage. +> - **Failure** The target takes full damage, and takes a –5-foot circumstance penalty to its Speeds until the spell ends. +> - **Critical Failure** The target takes double damage and a –10-foot circumstance penalty to its Speeds until the spell ends. + +**Heightened (+ 1)** The damage increases by `1d4`. + +*Source: Advanced Player's Guide p. 237* \ No newline at end of file diff --git a/compendium/spells/clinging-shadows-stance-apg.md b/compendium/spells/clinging-shadows-stance-apg.md new file mode 100644 index 000000000..74c738703 --- /dev/null +++ b/compendium/spells/clinging-shadows-stance-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/4 +- trait/evocation +- trait/monk +- trait/shadow +- trait/stance +- trait/uncommon +aliases: ["Clinging Shadows Stance"] +--- +# Clinging Shadows Stance *Focus 4* +[evocation](rules/traits/evocation.md) [monk](rules/traits/monk.md) [shadow](rules/traits/shadow.md) [stance](rules/traits/stance.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**until you leave the stance + +You adopt the stance of clinging shadows. You can make shadow grasp [Strikes](rules/actions/strike.md). These deal `1d4` negative damage; are in the brawling group; and have the agile, grapple, [reach](rules/traits/reach.md), and [unarmed](rules/traits/unarmed.md) traits. + +While in clinging shadows stance, you gain a +2 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks to [Grapple](rules/actions/grapple.md), and to the DC for creatures to [Escape](rules/actions/escape.md) from you. + +*Source: Advanced Player's Guide p. 229* \ No newline at end of file diff --git a/compendium/spells/cloak-of-light-sot4.md b/compendium/spells/cloak-of-light-sot4.md new file mode 100644 index 000000000..d4b927905 --- /dev/null +++ b/compendium/spells/cloak-of-light-sot4.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot4 +- spell/level/4 +- trait/healing +- trait/light +- trait/necromancy +- trait/positive +- trait/uncommon +aliases: ["Cloak of Light"] +--- +# Cloak of Light *Spell 4* +[healing](rules/traits/healing.md) [light](rules/traits/light.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**sustained up to 5 rounds + +You surround yourself in holy light that restores the living and rebuffs undead. You glow with bright light in a 30-foot radius and dim light to the next 30 feet. Living creatures that begin their turn adjacent to you recover `2d4` Hit Points. Undead creatures that begin their turn adjacent to you take `4d4` positive damage. + +**Heightened (+ 2)** The healing increases by `1d4`, and the damage to undead increases by `2d4`. + +*Source: Strength of Thousands #4: Secrets of the Temple-City p. 77* \ No newline at end of file diff --git a/compendium/spells/clone-companion-som.md b/compendium/spells/clone-companion-som.md new file mode 100644 index 000000000..6ee709fbc --- /dev/null +++ b/compendium/spells/clone-companion-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/8 +- trait/conjuration +aliases: ["Clone Companion"] +--- +# Clone Companion *Spell 8* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Targets**your companion +- **Duration**sustained up to 1 minute + +You create a duplicate of your companion, and the duplicate fights alongside its twin, mirroring the original's actions. + +The duplicate appears adjacent to your companion and has the same statistics. + +Each time you Command your companion, both your companion and its duplicate gain 2 actions. The duplicate always acts immediately after your companion and must use identical actions to the ones your companion used, in exactly the same order. However, it can use the actions differently, such as [Striding](rules/actions/stride.md) to a different position or selecting a different target for a [Strike](rules/actions/strike.md). If the duplicate is unable to mimic an action, it performs the action without result and the action is wasted. The duplicate can't use any actions that can be used only a limited number of times per day. + +The duplicate isn't truly alive and can't be healed in any way. If the duplicate ever reaches 0 Hit Points, it is instantly destroyed and clone companion immediately ends. + +*Source: Secrets of Magic p. 96* \ No newline at end of file diff --git a/compendium/spells/clownish-curse-ec2.md b/compendium/spells/clownish-curse-ec2.md new file mode 100644 index 000000000..8c2b57159 --- /dev/null +++ b/compendium/spells/clownish-curse-ec2.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec2 +- spell/level/4 +- trait/attack +- trait/curse +- trait/enchantment +- trait/mental +- trait/misfortune +- trait/uncommon +aliases: ["Clownish Curse"] +--- +# Clownish Curse *Spell 4* +[attack](rules/traits/attack.md) [curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [misfortune](rules/traits/misfortune.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You afflict the target with a curse that causes it to emit ridiculous noises as it moves. Furthermore, the target's hands and feet become awkward and uncoordinated, as though it were wearing oversized gloves and shoes. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** For 1 round, the target must roll twice and use the worse result whenever attempting an [Acrobatics](compendium/skills.md#Acrobatics), [Stealth](compendium/skills.md#Stealth), or [Thievery](compendium/skills.md#Thievery) check. If the target rolls a failure at an [Acrobatics](compendium/skills.md#Acrobatics), [Stealth](compendium/skills.md#Stealth), or [Thievery](compendium/skills.md#Thievery) check, it gets a critical failure instead. +> - **Failure** As success, but the effect is 1 hour. +> - **Critical Failure** As success, except the effect is permanent. + +*Source: Extinction Curse #2: Legacy of the Lost God p. 77* \ No newline at end of file diff --git a/compendium/spells/combustion-som.md b/compendium/spells/combustion-som.md new file mode 100644 index 000000000..287edd33a --- /dev/null +++ b/compendium/spells/combustion-som.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/focus/3 +- trait/evocation +- trait/fire +- trait/uncommon +aliases: ["Combustion"] +--- +# Combustion *Focus 3* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 creature +- **Saving Throw** Fortitude + +You ignite a creature in lasting flames. The fire deals `4d8` fire damage and `2d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage) to the creature, which must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage and takes no [persistent damage](rules/conditions.md#Persistent%20Damage). +> - **Failure** The creature takes full damage, as well as full [persistent damage](rules/conditions.md#Persistent%20Damage). +> - **Critical Failure** The creature takes double damage, as well as double [persistent damage](rules/conditions.md#Persistent%20Damage). + +**Heightened (+ 1)** Increase the initial damage by `1d8` and the [persistent damage](rules/conditions.md#Persistent%20Damage) by `1d6`. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 200* \ No newline at end of file diff --git a/compendium/spells/compel-true-name-som.md b/compendium/spells/compel-true-name-som.md new file mode 100644 index 000000000..23f4ba01d --- /dev/null +++ b/compendium/spells/compel-true-name-som.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/4 +- trait/auditory +- trait/enchantment +- trait/incapacitation +- trait/linguistic +- trait/mental +- trait/rare +- trait/true-name +aliases: ["Compel True Name"] +--- +# Compel True Name *Spell 4* +[auditory](rules/traits/auditory.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) [true name](rules/traits/true-name-som.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature whose true name you know +- **Saving Throw** Will +- **Duration**varies + +You instruct the target to do something, compelling obedience by calling it by its true name. Your instructions can't be self-destructive. Though this spell has the [linguistic](rules/traits/linguistic.md) trait, this applies only to the instructions; the creature doesn't need to know its own true name to be affected. + +The target must attempt a Will saving throw. + +> [!success-degree] +> - **Critical Success** The target is unaffected, is temporarily immune to further castings of this spell by you for 1 week, and learns your true name. +> - **Success** The target is unaffected, is temporarily immune to further castings of this spell by you for 1 day, and learns a fragment of your true name (see the Fragmentary Names sidebar at right). +> - **Failure** The target does as you command. The spell has a duration of 10 minutes, or until the target has completed a finite instruction or the instructions become selfdestructive. The creature is temporarily immune to further castings of this spell by you for 1 hour. +> - **Critical Failure** As failure, but the spell's duration is 8 hours, and the creature is not temporarily immune. + +*Source: Secrets of Magic p. 247* \ No newline at end of file diff --git a/compendium/spells/concordant-choir-som.md b/compendium/spells/concordant-choir-som.md new file mode 100644 index 000000000..3afb7411a --- /dev/null +++ b/compendium/spells/concordant-choir-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/1 +- trait/evocation +- trait/sonic +aliases: ["Concordant Choir"] +--- +# Concordant Choir *Spell 1* +[evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Targets**varies +- **Saving Throw** basic Fortitude + +You unleash a dangerous consonance of reverberating sound, focusing on a single target or spreading out to damage many foes. The number of actions you spend Casting this Spell determines its targets, range, area, and other parameters. + +**[>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (verbal)** The spell deals `1d4` sonic damage to a single enemy, with a basic Fortitude save. + +**[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (somatic, verbal)** The spell deals `2d4` sonic damage to all creatures in a 10-foot burst, with a basic Fortitude save. + +**[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") (material, somatic, verbal)** The spell deals `2d4` sonic damage to all creatures in a 30-foot emanation, with a basic Fortitude save. + +**Heightened (+ 1)** The damage increases by `1d4` for the 1-action version, or `2d4` for the other versions. + +*Source: Secrets of Magic p. 96* \ No newline at end of file diff --git a/compendium/spells/consecrate-flesh-lokl.md b/compendium/spells/consecrate-flesh-lokl.md new file mode 100644 index 000000000..01460abaa --- /dev/null +++ b/compendium/spells/consecrate-flesh-lokl.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lokl +- spell/level/3 +- trait/good +- trait/transmutation +- trait/uncommon +aliases: ["Consecrate Flesh"] +--- +# Consecrate Flesh *Spell 3* +[good](rules/traits/good.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +Through the strength of your faith, your body becomes infused with holy energy. You have weakness 5 to evil. Any creature that touches or damages you with an unarmed attack or non-reach melee weapon takes `1d6` good damage. + +Your unarmed attacks deal an additional 1 good damage. Your healing spells that restore Hit Points restore an additional `1d4` Hit Points when you initially cast them; as normal, if your healing spell restores Hit Points more than once, grants fast healing, or the like, the additional Hit Points still only apply once. + +**Heightened (+ 3)** Creatures touching you take `1d6` additional good damage, your unarmed [Strikes](rules/actions/strike.md) deal 1 additional good damage, your healing spells restore `1d4` more additional Hit Points, and your weakness to evil increases by 5. + +*Source: Lost Omens: Knights of Lastwall p. 92* \ No newline at end of file diff --git a/compendium/spells/consuming-darkness-apg.md b/compendium/spells/consuming-darkness-apg.md new file mode 100644 index 000000000..d943381ad --- /dev/null +++ b/compendium/spells/consuming-darkness-apg.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/emanation +- spell/focus/5 +- trait/evocation +- trait/shadow +- trait/sorcerer +- trait/uncommon +aliases: ["Consuming Darkness"] +--- +# Consuming Darkness *Focus 5* +[evocation](rules/traits/evocation.md) [shadow](rules/traits/shadow.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**10-foot emanation +- **Targets**enemies in the area +- **Saving Throw** Reflex +- **Duration**sustained up to 1 minute + +Your shadow wriggles before spreading out from you, forming a gateway of clinging, consuming shadow through which the horrors of another plane can barely be seen. The first time each turn you [Sustain the Spell](rules/actions/sustain-a-spell.md), the radius increases by 5 feet. + +Each enemy that enters the area or begins its turn in the area takes `2d6` negative damage and must attempt a Reflex save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature sinks partially into the shadow, taking half damage and a –5-foot circumstance penalty to its Speeds for as long it remains in the area. +> - **Failure** As success, but the creature takes full damage and a –10-foot circumstance penalty. +> - **Critical Failure** The creature is absorbed into the shadows, where it can be seen below the surface; it takes double damage and is [immobilized](rules/conditions.md#Immobilized) for 1 round or until it [Escapes](rules/actions/escape.md). + +**Heightened (+ 1)** The damage increases by `1d6`. + +*Source: Advanced Player's Guide p. 235* \ No newline at end of file diff --git a/compendium/spells/contagious-idea-da.md b/compendium/spells/contagious-idea-da.md new file mode 100644 index 000000000..4bfdb5613 --- /dev/null +++ b/compendium/spells/contagious-idea-da.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/cantrip +- trait/cantrip +- trait/emotion +- trait/enchantment +- trait/mental +- trait/psychic +- trait/uncommon +aliases: ["Contagious Idea"] +--- +# Contagious Idea *Cantrip 5* +[cantrip](rules/traits/cantrip.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 or 2 creatures other than yourself (see text) + +Nothing is so contagious as a thought. You place either a pleasant thought or a terrifying one in a creature's mind. You can then plant the same thought in a second creature's mind. You can't choose a creature that's already been a target of this casting of contagious idea, nor can you choose yourself. The second target can be beyond the range of the spell, but it must be within 30 feet of the first target. + +- **Pleasant Thought** The target is soothed, gaining 5 temporary Hit Points that last for 1 minute. +- **Terrifying Thought** The target must attempt a Will save. + + > [!success-degree] + > - **Critical Success** The target is unaffected and is temporarily immune for 1 minute. + > - **Success** The target is [frightened](rules/conditions.md#Frightened) and is then temporarily immune for 1 minute. + > - **Failure** The target becomes [frightened](rules/conditions.md#Frightened). + > - **Critical Failure** The target becomes [frightened](rules/conditions.md#Frightened). + +**Heightened (+ 1)** The temporary Hit Points for a pleasant thought increase by 1. + +## Amp + +You can choose to spread the thought from the second target to a third target, in the same manner as spreading it from the first target to the second. A pleasant thought grants twice as many temporary Hit Points (10, plus an additional 2 for each level heightened). + +## Summary + +*Source: Dark Archive p. 21* \ No newline at end of file diff --git a/compendium/spells/control-sand-ec5.md b/compendium/spells/control-sand-ec5.md new file mode 100644 index 000000000..1d693e43c --- /dev/null +++ b/compendium/spells/control-sand-ec5.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec5 +- spell/area/emanation +- spell/level/7 +- trait/earth +- trait/evocation +- trait/uncommon +aliases: ["Control Sand"] +--- +# Control Sand *Spell 7* +[earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**5-foot emanation +- **Duration**sustained up to 1 minute + +You whip up a small sandstorm around your body. When a creature starts its turn in the area or moves into the area, it must succeed at a Fortitude save or become [dazzled](rules/conditions.md#Dazzled) for as long as it remains in the area; it is then temporarily immune to this dazzling effect for 10 minutes. + +Choose one of the following additional effects when you cast this spell. On subsequent rounds, you can switch to a different effect once per round as a free action triggered by sustaining the spell. + +- **Sand Shield** You create a magical shield made of sand. The sand shield provides no benefit to AC, but it does allow you to use the Shield Block reaction (Core Rulebook 266) and acts as a shield for this purpose. The sand shield has Hardness 14, 21 Hit Points, and no [Broken](rules/conditions.md#Broken) Threshold; when the shield's HP are reduced to 0, you can't use its Shield Block reaction again until the next time you [Sustain the Spell](rules/actions/sustain-a-spell.md) and choose the sand shield effect. +- **Sandblast** You direct a jet of sand at a single target. One creature of your choice within 30 feet takes `8d6` slashing damage (basic Reflex save). On a critical failure, the creature is also [dazzled](rules/conditions.md#Dazzled) for 1 minute. +- **Sandstorm** The area of the spell expands to a 30-foot emanation, and any creature that starts its turn in the area or moves into the area takes `6d4` slashing damage (basic Reflex save) and must hold its breath or begin suffocating (Core Rulebook 478). + +**Heightened (+ 1)** Increase the sand shield's Hardness by 2 and its Hit Points by 1, the sandblast damage by `1d6`, and the sandstorm damage by `1d4`. + +*Source: Extinction Curse #5: Lord of the Black Sands p. 73* \ No newline at end of file diff --git a/compendium/spells/coral-eruption-som.md b/compendium/spells/coral-eruption-som.md new file mode 100644 index 000000000..b99761167 --- /dev/null +++ b/compendium/spells/coral-eruption-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/burst +- spell/level/4 +- trait/conjuration +aliases: ["Coral Eruption"] +--- +# Coral Eruption *Spell 4* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Area**two 10-foot bursts that don't overlap +- **Saving Throw** basic Reflex +- **Duration**1 minute + +Razor sharp coral growths erupt from the ground, transforming the landscape into a dangerous coral reef. + +You can create a third nonoverlapping burst if the centers of all three bursts are underwater. Creatures in the area when the spell is cast take `6d6` piercing damage and must attempt a basic Reflex save. A creature that critically fails its saving throw also takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +The area becomes difficult terrain and hazardous terrain. + +A creature that moves through the area takes 3 piercing damage for every square of that area it moves into. + +**Heightened (+ 2)** The initial piercing damage increases by `3d6`, and the hazardous terrain damage increases by 1. + +*Source: Secrets of Magic p. 96* \ No newline at end of file diff --git a/compendium/spells/corrosive-body-som.md b/compendium/spells/corrosive-body-som.md new file mode 100644 index 000000000..8e11d3550 --- /dev/null +++ b/compendium/spells/corrosive-body-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/7 +- trait/acid +- trait/polymorph +- trait/transmutation +aliases: ["Corrosive Body"] +--- +# Corrosive Body *Spell 7* +[acid](rules/traits/acid.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You exhale corrosive gas, and acidic secretions coat your skin as you transform into a being of living acid. You gain acid immunity. Any creature that touches you or damages you with an unarmed melee attack or non-reach melee weapon takes `3d6` acid damage, and your unarmed attacks deal `1d4` additional acid damage. The first time each round that you deal acid damage to a creature in this way, you gain `3d6` temporary HP as your body digests the eroded material and transforms it into a protective acid. When the spell ends, any remaining temporary HP expires as well. Your acid. + +*Source: Secrets of Magic p. 96* \ No newline at end of file diff --git a/compendium/spells/cosmic-form-som.md b/compendium/spells/cosmic-form-som.md new file mode 100644 index 000000000..9aec53c83 --- /dev/null +++ b/compendium/spells/cosmic-form-som.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/7 +- trait/polymorph +- trait/transmutation +aliases: ["Cosmic Form"] +--- +# Cosmic Form *Spell 7* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You recreate your form entirely out of cosmic energy, transforming into a Large battle form. You must have enough space to expand into, or the spell is lost. When you cast this spell, choose to take on the powers of the moon or the sun. You have hands in this battle form and can use manipulate actions. You can [Dismiss](rules/actions/dismiss.md) the spell. + +You gain the following statistics and abilities regardless of the form that you choose: + +- AC = 21 + your level. Ignore your armor check's penalty and Speed reduction. +- 20 temporary Hit Points. +- [Darkvision](rules/abilities/darkvision.md). +- One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +25, and you use the listed damage. The melee attacks are Strength based (for the purpose of the [enfeebled](rules/conditions.md#Enfeebled) condition, for example), and the ranged attacks are Dexterity based. If your unarmed attack modifier is higher, you can use it instead. +- [Athletics](compendium/skills.md#Athletics) modifier of +25, unless your own is higher. + +You also gain specific abilities based on the stellar body: + +- **Moon** Speed 30 feet, fly 50 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist (agile, reach <10 feet>), **Damage** `2d4+10` bludgeoning plus `1d6` fire; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") moonbeam (range <90 feet>), **Damage** `2d4+10` fire; this form's fire damage is silver for resistances, weaknesses, and the like; on a critical hit with either [Strike](rules/actions/strike.md), the target is [stupefied](rules/conditions.md#Stupefied) for 1 round. +- **Sun** Speed 30 feet, fly 50 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist (agile, reach <10 feet>), **Damage** `2d6+10` fire plus `1d6` [persistent fire](rules/conditions.md#Persistent%20Damage); **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") sunbeam (range <90 feet>), **Damage** `1d6+10` fire plus `1d6` [persistent fire](rules/conditions.md#Persistent%20Damage); on a critical hit with either [Strike](rules/actions/strike.md), the target is [dazzled](rules/conditions.md#Dazzled) for 1 round. + +*Source: Secrets of Magic p. 97* \ No newline at end of file diff --git a/compendium/spells/countless-eyes-apg.md b/compendium/spells/countless-eyes-apg.md new file mode 100644 index 000000000..dda59ef6b --- /dev/null +++ b/compendium/spells/countless-eyes-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/4 +- trait/divination +aliases: ["Countless Eyes"] +--- +# Countless Eyes *Spell 4* +[divination](rules/traits/divination.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Duration**1 minute + +Eyes form across the touched creature's body, allowing it to see in all directions at once. The subject can't be flanked for the spell's duration. In addition, when the subject Seeks, it can [Seek](rules/actions/seek.md) in a 30-foot burst centered on itself or up to four 15-foot bursts within line of sight. + +*Source: Advanced Player's Guide p. 217* \ No newline at end of file diff --git a/compendium/spells/cozy-cabin-apg.md b/compendium/spells/cozy-cabin-apg.md new file mode 100644 index 000000000..1fda948cb --- /dev/null +++ b/compendium/spells/cozy-cabin-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/3 +- trait/conjuration +aliases: ["Cozy Cabin"] +--- +# Cozy Cabin *Spell 3* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** 1 minute +- **Range**30 foot +- **Duration**12 hours + +You shape a cabin 20 feet on each side and 10 feet high. This cabin has the [structure](rules/traits/structure.md) trait and the same restrictions as magic items that create structures. The walls of the hut are simple and wooden, with small, square glass windows, and it has one wooden door. It doesn't include its own lock, but it has a fastener to which a lock can be applied. + +The interior contains three cots, one chamber pot, and a small fireplace holding a magical fire. The interior is lit with a small magical light that you can light or extinguish at will using a single action, which has the [concentrate](rules/traits/concentrate.md) trait. The climate inside the hut is comfortable and allows creatures inside it to withstand most [hostile](rules/conditions.md#Hostile) weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater destroy the hut. Other creatures can freely enter and exit the hut without damaging it, but if you exit the hut, the spell ends. You can [Dismiss](rules/actions/dismiss.md) the spell. + +*Source: Advanced Player's Guide p. 217* \ No newline at end of file diff --git a/compendium/spells/crashing-wave-apg.md b/compendium/spells/crashing-wave-apg.md new file mode 100644 index 000000000..a6a11c943 --- /dev/null +++ b/compendium/spells/crashing-wave-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/cone +- spell/level/3 +- trait/evocation +- trait/water +aliases: ["Crashing Wave"] +--- +# Crashing Wave *Spell 3* +[evocation](rules/traits/evocation.md) [water](rules/traits/water.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot cone +- **Saving Throw** basic Reflex + +You summon a crashing wave that sweeps away from you. You deal `6d6` bludgeoning damage to creatures in the area. The water also extinguishes non-magical fires in the area. + +**Heightened (+ 1)** The damage increases by `2d6`. + +**Spell Lists**: Elemental + +*Source: Advanced Player's Guide p. 217* \ No newline at end of file diff --git a/compendium/spells/crushing-ground-som.md b/compendium/spells/crushing-ground-som.md new file mode 100644 index 000000000..c392b688b --- /dev/null +++ b/compendium/spells/crushing-ground-som.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/focus/1 +- trait/earth +- trait/transmutation +- trait/uncommon +aliases: ["Crushing Ground"] +--- +# Crushing Ground *Focus 1* +[earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature +- **Saving Throw** Reflex +- **Duration**1 round + +You tear open the ground then slam it shut. The target creature takes `2d6` bludgeoning damage with a Reflex save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes half damage. +> - **Failure** The target takes full damage, is [flat-footed](rules/conditions.md#Flat-footed), and takes a –10-foot circumstance penalty to Speed. +> - **Critical Failure** The target takes double damage and is [flat-footed](rules/conditions.md#Flat-footed) and [immobilized](rules/conditions.md#Immobilized). It can attempt to [Escape](rules/actions/escape.md) against your spell DC. If it doesn't [Escape](rules/actions/escape.md), the target takes an additional `2d6` bludgeoning damage when the spell ends. + +**Heightened (+ 1)** Increase the initial damage and additional damage by `2d6`. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 200* \ No newline at end of file diff --git a/compendium/spells/cup-of-dust-logm.md b/compendium/spells/cup-of-dust-logm.md new file mode 100644 index 000000000..86438f9fc --- /dev/null +++ b/compendium/spells/cup-of-dust-logm.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/level/3 +- trait/curse +- trait/necromancy +aliases: ["Cup Of Dust"] +--- +# Cup Of Dust *Spell 3* +[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Targets**1 living creature +- **Saving Throw** Fortitude +- **Duration**1 day + +You curse the target with a thirst no drink can quench. You can [Dismiss](rules/actions/dismiss.md) the spell. The target must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected and is temporarily immune for 1 hour. +> - **Success** The creature is [fatigued](rules/conditions.md#Fatigued) for 1 round. +> - **Failure** The creature is immediately afflicted by thirst as if it hadn't had a drink in days. It becomes [fatigued](rules/conditions.md#Fatigued) and takes `1d4` damage each hour that can't be healed until it quenches its thirst. No amount of drinking can quench the creature's thirst during the spell's duration. +> - **Critical Failure** As failure but the creature takes `2d4` damage each hour, twice as much as usual for thirst. + +**Heightened (+ 3)** The thirst becomes more unbearable, increasing the damage each hour by `1d4`, or by `2d4` on a critical failure. + +**Spell Lists**: Elemental + +*Source: Lost Omens: Gods & Magic p. 107* \ No newline at end of file diff --git a/compendium/spells/curse-of-death-apg.md b/compendium/spells/curse-of-death-apg.md new file mode 100644 index 000000000..6611363bd --- /dev/null +++ b/compendium/spells/curse-of-death-apg.md @@ -0,0 +1,57 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/5 +- trait/curse +- trait/death +- trait/hex +- trait/necromancy +- trait/uncommon +- trait/witch +aliases: ["Curse Of Death"] +--- +# Curse Of Death *Focus 5* +[curse](rules/traits/curse.md) [death](rules/traits/death.md) [hex](rules/traits/hex-apg.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Fortitude +- **Duration**sustained up to 1 minute + +You focus your malevolent gaze on a target, causing their heart to seize in dread. The target must attempt a Fortitude saving throw. Regardless of the result, the target is temporarily immune to further castings of curse of death for 1 day. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is afflicted with the curse of death at stage 1, and the stage of the curse can't increase beyond stage 1. +> - **Failure** The target is afflicted with the curse of death at stage 1. +> - **Critical Failure** The target is afflicted with the curse of death at stage 2. + +```ad-inline-affliction +title: Curse of Death + +[curse](rules/traits/curse.md) +This curse ends immediately when the spell ends + + +## Stages + +**Stage 1** `4d6` negative damage and [fatigued](rules/conditions.md#Fatigued) (1 round) + +**Stage 2** `8d6` negative damage and [fatigued](rules/conditions.md#Fatigued) (1 round) + +**Stage 3** `12d6` negative damage and [fatigued](rules/conditions.md#Fatigued) (1 round) + +**Stage 4** death + + +%% #trait/curse %% +``` + +**Heightened (+ 1)** Increase the negative damage taken on a success and during the first three stages of the curse by `1d6`. + +## Summary + +*Source: Advanced Player's Guide p. 237* \ No newline at end of file diff --git a/compendium/spells/curse-of-lost-time-apg.md b/compendium/spells/curse-of-lost-time-apg.md new file mode 100644 index 000000000..ab41914f3 --- /dev/null +++ b/compendium/spells/curse-of-lost-time-apg.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/3 +- trait/curse +- trait/negative +- trait/transmutation +aliases: ["Curse Of Lost Time"] +--- +# Curse Of Lost Time *Spell 3* +[curse](rules/traits/curse.md) [negative](rules/traits/negative.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 Large or smaller object, construct, or living creature +- **Saving Throw** Fortitude +- **Duration**varies + +You mimic the process of aging or erosion on the target. + +The effect depends on whether the target is an object, a construct, or a living creature. Artifacts and objects and constructs made of precious materials, as determined by the GM, are immune. + +- **Object** If the object is attended, its bearer can attempt a Fortitude save. If the bearer fails or the object is unattended, the object immediately takes `4d6` damage (applying Hardness normally) and the item is cursed with an unlimited duration. Until the curse ends, the item becomes shoddy and can't be Repaired, and the curse attempts to counteract any spell that would restore the object's Hit Points. Remove curse can target an item affected by this spell. +- **Construct** The construct takes `4d6` damage (basic Fortitude save). On a failure, for 1 hour the construct is [clumsy](rules/conditions.md#Clumsy), is [enfeebled](rules/conditions.md#Enfeebled), and can't be Repaired, and the curse attempts to counteract any spell that would restore the construct's Hit Points. On a critical failure, these effects have an unlimited duration. +- **Living Creature** The living creature must attempt a Fortitude save. Ageless creatures are immune. + +> [!success-degree] +> - **Critical Success** The living creature is unaffected. +> - **Success** The living creature briefly ages, becoming [clumsy](rules/conditions.md#Clumsy) and [enfeebled](rules/conditions.md#Enfeebled) for 1 round. +> - **Failure** As success, with a duration of 1 hour. +> - **Critical Failure** As success, with an unlimited duration. + +**Heightened (+ 1)** The damage increases by `1d6`. + +*Source: Advanced Player's Guide p. 217* \ No newline at end of file diff --git a/compendium/spells/daemon-form-som.md b/compendium/spells/daemon-form-som.md new file mode 100644 index 000000000..89c4bd889 --- /dev/null +++ b/compendium/spells/daemon-form-som.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/6 +- trait/evil +- trait/polymorph +- trait/transmutation +aliases: ["Daemon Form"] +--- +# Daemon Form *Spell 6* +[evil](rules/traits/evil.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You infuse yourself with the corrupting death and pure malevolence of Abaddon, transforming into a Large daemon battle form. You must have enough space to expand into or the spell is lost. When you cast this spell you choose either ceustodaemon, leukodaemon, meladaemon, or piscodaemon. The battle form is Medium if you choose ceustodaemon. While in this form, you gain the [daemon](rules/traits/daemon-b1.md) and [fiend](rules/traits/fiend.md) traits. You have hands in this battle form and can use manipulate actions. You can [Dismiss](rules/actions/dismiss.md) the spell. + +You gain the following statistics and abilities regardless of the form that you choose: + +- AC = 21 + your level. Ignore your armor check's penalty and Speed reduction. +- 15 temporary Hit Points and weakness 5 to good. +- A +2 status bonus to all saving throws against [death](rules/traits/death.md) effects. +- Resistance 10 to poison. +- [Darkvision](rules/abilities/darkvision.md). +- One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +21, and you use the listed damage. These attacks are Strength based (for the purpose of the [enfeebled](rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack modifier is higher, you can use it instead. +- [Athletics](compendium/skills.md#Athletics) modifier of +23, unless your own modifier is higher. + +You also gain specific abilities based on the type of Daemon you choose: + +- **Ceustodaemon** Speed 25 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (reach <10 feet>), **Damage** `2d10+10` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw (agile, reach <10 feet>), **Damage** `2d6` slashing plus `1d6` evil; any successful jaws or claw [Strike](rules/actions/strike.md) deals an additional `1d6` damage, and you take the same amount of damage. +- **Leukodaemon** Speed 25 feet, fly 40 feet; +2 status bonus to saves against diseases; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (reach <10 feet>), **Damage** `2d10+10` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw (agile, reach <10 feet>), **Damage** `2d6` slashing plus `1d6` evil; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") composite longbow (deadly , range increment <100 feet>, volley), **Damage** `2d8` piercing plus `1d6` evil. +- **Meladaemon** Speed 25 feet, fly 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (reach <10 feet>), **Damage** `2d10+10` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw (agile, reach <10 feet>), **Damage** `1d8` slashing plus `1d6` evil and `1d6` negative, and you can spend an action after a hit to Grab the target. +- **Piscodaemon** Speed 25 feet, swim 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw, **Damage** `2d10+10` piercing plus `1d6` evil and `1d6` [persistent bleed](rules/conditions.md#Persistent%20Damage), and you can spend an action after a hit to Grab the target; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tentacle ([agile](rules/traits/agile.md)), **Damage** `2d6` bludgeoning plus `1d6` evil and `1d6` poison. + +*Source: Secrets of Magic p. 98* \ No newline at end of file diff --git a/compendium/spells/dance-of-darkness-apg.md b/compendium/spells/dance-of-darkness-apg.md new file mode 100644 index 000000000..12a510fc1 --- /dev/null +++ b/compendium/spells/dance-of-darkness-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/5 +- trait/darkness +- trait/evocation +- trait/uncommon +aliases: ["Dance Of Darkness"] +--- +# Dance Of Darkness *Focus 5* +[darkness](rules/traits/darkness.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**varies + +You dance, [Striding](rules/actions/stride.md) up to half your Speed. At either the start or end of your [Stride](rules/actions/stride.md), you create an area of magical darkness in a 10-foot burst centered on your location. This area is filled with magical darkness that works the same way as that created by a [darkness](compendium/spells/darkness.md) spell of the same level. When you create the darkness, attempt a [Performance](compendium/skills.md#Performance) check to dance, with a standard DC for your level, to determine the duration of the darkness. + +> [!success-degree] +> - **Critical Success** 1 minute +> - **Success** 2 rounds +> - **Failure** 1 round + +*Source: Advanced Player's Guide p. 193* \ No newline at end of file diff --git a/compendium/spells/dancing-blade-da.md b/compendium/spells/dancing-blade-da.md new file mode 100644 index 000000000..3043ef9ed --- /dev/null +++ b/compendium/spells/dancing-blade-da.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/cantrip +- trait/cantrip +- trait/evocation +- trait/psychic +- trait/uncommon +aliases: ["Dancing Blade"] +--- +# Dancing Blade *Cantrip 5* +[cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**sustained up to 1 minute + +You telekinetically animate a weapon that's unattended or on your person. It brandishes itself at a foe of your choice as if wielded by an [invisible](rules/conditions.md#Invisible) duelist. When you first [Cast the Spell](rules/actions/cast-a-spell.md), the weapon automatically flies to the target and [Strikes](rules/actions/strike.md). It moves along with its target, always remaining within reach. + +Each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), the weapon either Changes Partners or [Strikes](rules/actions/strike.md). The weapon's attacks use and contribute to your multiple attack penalty. + +- **Change Partners** Change the weapon's target to a different creature within 30 feet. The weapon flies to its new target. +- **Strike** ([attack](rules/traits/attack.md)) The weapon attacks its target using your spell attack roll. On a hit, the weapon deals damage equal to `2d6` plus your spellcasting ability modifier, of a type determined by the weapon (if the weapon has the [versatile](rules/traits/versatile.md) trait or can otherwise deal multiple types of damage, you choose each time you attack). + +**Heightened (+ 2)** The damage increases by `1d6`. + +## Amp + +The weapon's attacks increase in strength, and your control is fine enough for advanced technique. The damage dice for the weapon's [Strike](rules/actions/strike.md) change from d6s to d10s. When you [Cast](rules/actions/cast-a-spell.md) or [Sustain the Spell](rules/actions/sustain-a-spell.md), you can choose from the following options in addition to the standard ones. + +- **Guard** Rather than attacking, the weapon grants a +2 circumstance bonus to AC against melee attacks to the creature it's following. The bonus lasts until the start of your next turn or until the weapon Changes Partners, whichever comes first. +- **Push** ([attack](rules/traits/attack.md)) The weapon attempts to [Shove](rules/actions/shove.md) its target, using your spell attack roll instead of an [Athletics](compendium/skills.md#Athletics) check to determine the results of the [Shove](rules/actions/shove.md). + +## Summary + +*Source: Dark Archive p. 17* \ No newline at end of file diff --git a/compendium/spells/dancing-shield-lokl.md b/compendium/spells/dancing-shield-lokl.md new file mode 100644 index 000000000..20746126f --- /dev/null +++ b/compendium/spells/dancing-shield-lokl.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lokl +- spell/level/2 +- trait/evocation +- trait/uncommon +aliases: ["Dancing Shield"] +--- +# Dancing Shield *Spell 2* +[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 touched shield and 1 willing creature +- **Duration**sustained up to 1 minute + +You levitate the touched shield and orbit it around a nearby ally. When you [Cast the Spell](rules/actions/cast-a-spell.md) and [Sustain the Spell](rules/actions/sustain-a-spell.md), the shield uses the [Raise a Shield](rules/actions/raise-a-shield.md) action to protect the target creature. + +**Heightened (4th)** If you have the Shield Block reaction, you can use your reaction to have the target shield use Shield Block when the target creature would take damage from a physical attack, in addition to the usual trigger. In this case, Shield Block protects the target creature, rather than you. Since the shield is using Shield Block and not you, additional effects or abilities that normally apply when you Shield Block don't apply. + +*Source: Lost Omens: Knights of Lastwall p. 92* \ No newline at end of file diff --git a/compendium/spells/darklight-som.md b/compendium/spells/darklight-som.md new file mode 100644 index 000000000..367dff0e9 --- /dev/null +++ b/compendium/spells/darklight-som.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/burst +- spell/focus/7 +- trait/darkness +- trait/evocation +- trait/shadow +- trait/uncommon +aliases: ["Darklight"] +--- +# Darklight *Focus 7* +[darkness](rules/traits/darkness.md) [evocation](rules/traits/evocation.md) [shadow](rules/traits/shadow.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Area**20-foot burst +- **Duration**1 minute + +Shadows pour forth from your eyes, creating a field of darkness that prevents light from emanating within the area. Light doesn't enter the area; any non-magical light sources, such as a [torches](compendium/equipment/items/torch.md) or lanterns, don't emanate any light while inside the area, even if their light radius would extend beyond the darkness. The spell similarly suppresses magical light of the spell's level or lower. + +Light can't pass through, so creatures in the area can't see outside. Even creatures with [darkvision](rules/abilities/darkvision.md) (but not [greater darkvision](rules/abilities/darkvision.md)) can barely see through the darkness; any creatures seen through the darkness are [concealed](rules/conditions.md#Concealed) to them. Creatures with [greater darkvision](rules/abilities/darkvision.md) can see through the darkness normally. + +Creatures who move into the field or start their turn within the field have some of the life and light sucked out of them, taking `2d6` bludgeoning damage and `2d6` negative damage, with a basic Fortitude save. + +When you cast this spell, choose up to four allies in the area to spare from darklight's effects. Until the spell ends, they're immune to damage from [darklight](compendium/spells/darklight-som.md) spells and can see through darklight (but not other darkness) as though they had [greater darkvision](rules/abilities/darkvision.md). + +**Heightened (10th)** The bludgeoning and negative damage both increase to `3d6`. + +*Source: Secrets of Magic p. 227* \ No newline at end of file diff --git a/compendium/spells/daydreamers-curse-av2.md b/compendium/spells/daydreamers-curse-av2.md new file mode 100644 index 000000000..b54f398a7 --- /dev/null +++ b/compendium/spells/daydreamers-curse-av2.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/av2 +- spell/level/4 +- trait/attack +- trait/curse +- trait/enchantment +- trait/mental +- trait/misfortune +- trait/uncommon +aliases: ["Daydreamer's Curse"] +--- +# Daydreamer's Curse *Spell 4* +[attack](rules/traits/attack.md) [curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [misfortune](rules/traits/misfortune.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You impose a curse upon the target that renders it easily distracted and unable to focus its thoughts on tasks that demand insight or discernment. The target must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** For 10 minutes, the target must roll twice and use the worse result whenever attempting a [Medicine](compendium/skills.md#Medicine), [Nature](compendium/skills.md#Nature), [Perception](compendium/skills.md#Perception), or [Survival](compendium/skills.md#Survival) check. If the target critically succeeds at a [Perception](compendium/skills.md#Perception) check or skill check to perform an action with the [concentrate](rules/traits/concentrate.md) trait, the target gets a success instead. +> - **Failure** As success, but the effect is permanent. +> - **Critical Failure** As failure, except the target treats the outcomes of all checks with the [concentrate](rules/traits/concentrate.md) trait as one degree of success worse than the result it rolled (a critical success becomes a success, a success becomes a failure, and a failure becomes a critical failure). + +*Source: Abomination Vaults #2: Hands of the Devil p. 73* \ No newline at end of file diff --git a/compendium/spells/days-weight-som.md b/compendium/spells/days-weight-som.md new file mode 100644 index 000000000..11b22c968 --- /dev/null +++ b/compendium/spells/days-weight-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/3 +- trait/transmutation +aliases: ["Day's Weight"] +--- +# Day's Weight *Spell 3* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 living creature +- **Saving Throw** Fortitude +- **Duration**1 minute + +You fast-forward time for a single creature, burdening it with the aches and pain of an entire day and making it temporarily tired and weak. The creature must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [fatigued](rules/conditions.md#Fatigued) and [enfeebled](rules/conditions.md#Enfeebled) for 1 round. +> - **Failure** The target is [fatigued](rules/conditions.md#Fatigued) and [enfeebled](rules/conditions.md#Enfeebled) for the duration. +> - **Critical Failure** The target is [fatigued](rules/conditions.md#Fatigued) and [enfeebled](rules/conditions.md#Enfeebled) for the duration. The [fatigued](rules/conditions.md#Fatigued) condition doesn't end when the spell's duration does (but can still be removed with a night's rest or by similar means). + +**Heightened (6th)** You can target up to 10 creatures. + +*Source: Secrets of Magic p. 98* \ No newline at end of file diff --git a/compendium/spells/debilitating-dichotomy-apg.md b/compendium/spells/debilitating-dichotomy-apg.md new file mode 100644 index 000000000..6d51bc5cb --- /dev/null +++ b/compendium/spells/debilitating-dichotomy-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/4 +- trait/cursebound +- trait/evocation +- trait/mental +- trait/oracle +- trait/uncommon +aliases: ["Debilitating Dichotomy"] +--- +# Debilitating Dichotomy *Focus 4* +[cursebound](rules/traits/cursebound-apg.md) [evocation](rules/traits/evocation.md) [mental](rules/traits/mental.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature other than you +- **Saving Throw** Will + +You reveal a glimpse of the impossible conflicts between the divine anathema behind your curse, forcing you to reckon with another's conflicts as well. You and the target each take `9d6` mental damage with a basic Will save, and the target is [stunned](rules/conditions.md#Stunned) if it critically fails its save. You get a degree of success one better than you rolled for your saving throw. + +**Heightened (+ 1)** The damage increases by `3d6`. + +*Source: Advanced Player's Guide p. 231* \ No newline at end of file diff --git a/compendium/spells/deceivers-cloak-apg.md b/compendium/spells/deceivers-cloak-apg.md new file mode 100644 index 000000000..cd29b3864 --- /dev/null +++ b/compendium/spells/deceivers-cloak-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/3 +- trait/hex +- trait/illusion +- trait/uncommon +- trait/witch +aliases: ["Deceiver's Cloak"] +--- +# Deceiver's Cloak *Focus 3* +[hex](rules/traits/hex-apg.md) [illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**sustained + +You wrap yourself in a cloak of illusion, appearing as another creature of the same body shape with roughly similar height and weight as yourself. This has the effects of a 3rd-level [illusory disguise](compendium/spells/illusory-disguise.md). + +**Heightened (6th)** You can appear as any creature of the same size, even with a completely different body shape. + +*Source: Advanced Player's Guide p. 238* \ No newline at end of file diff --git a/compendium/spells/deitys-strike-som.md b/compendium/spells/deitys-strike-som.md new file mode 100644 index 000000000..50e02bcc8 --- /dev/null +++ b/compendium/spells/deitys-strike-som.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/7 +- trait/evocation +- trait/force +aliases: ["Deity's Strike"] +--- +# Deity's Strike *Spell 7* +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Requirements**You have a deity. +- **Range**500 foot +- **Targets**1 creature (see text) + +A manifested version of your deity's favored weapon appears in the air above and attacks the target, using your spell attack roll. On a hit, the weapon deals `7d12` force damage, or double damage on a critical hit. + +After the attack, whether it succeeds or fails, divine energy bursts from the weapon in a shock wave. It emits in a 10-foot-wide, 30-foot-long line starting from the target and continuing in a direction you choose. Choose an alignment your deity has (chaotic, evil, good, or lawful) + +Your target and any other creatures within the area of the spell take `5d6` damage of the chosen alignment type, with a basic Reflex save. The spell gains the trait of the alignment you choose. If your deity is true neutral, the weapon doesn't create a shock wave. + +**Heightened (9th)** The force damage increases by `1d12` and the alignment damage increases by `1d6`. + +*Source: Secrets of Magic p. 99* \ No newline at end of file diff --git a/compendium/spells/deja-vu-apg.md b/compendium/spells/deja-vu-apg.md new file mode 100644 index 000000000..b987fbdb5 --- /dev/null +++ b/compendium/spells/deja-vu-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/1 +- trait/enchantment +- trait/incapacitation +- trait/mental +aliases: ["Déjà Vu", "Deja Vu"] +--- +# Déjà Vu *Spell 1* +[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**100 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**2 rounds + +You loop a thought process in the target's mind, forcing it to repeat the same actions over again. The target must attempt a Will save. If the target fails, whatever actions the target uses on its next turn, it must repeat on its following turn. The actions must be repeated in the same order and as close to the same specifics as possible. For example, if the target makes an attack, it must repeat the attack against the same creature, if possible, and if the target moves, it must move the same distance and direction, if possible, on its next turn. + +If the target can't repeat an action, such as [Casting a Spell](rules/actions/cast-a-spell.md) that has been exhausted or needing to target a creature that has died, it can act as it chooses for that action but becomes [stupefied](rules/conditions.md#Stupefied) until the end of its turn. + +*Source: Advanced Player's Guide p. 218* \ No newline at end of file diff --git a/compendium/spells/delay-affliction-apg.md b/compendium/spells/delay-affliction-apg.md new file mode 100644 index 000000000..3ffc089d2 --- /dev/null +++ b/compendium/spells/delay-affliction-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/3 +- trait/cursebound +- trait/healing +- trait/necromancy +- trait/oracle +- trait/positive +- trait/uncommon +aliases: ["Delay Affliction"] +--- +# Delay Affliction *Focus 3* +[cursebound](rules/traits/cursebound-apg.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [oracle](rules/traits/oracle-apg.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature + +With a surge of healing energy, you push back against an affliction threatening the target and grant a small amount of healing. The target recovers `3d8` Hit Points. You attempt to counteract any one affliction you are aware the target has, suspending its effects for 1 hour on a success rather than removing it. The target is then temporarily immune to delay affliction for 1 day. You don't need to have identified the name of the specific affliction, but you do need to be aware of it; for instance, you couldn't delay an ingested poison during its onset period unless you were aware of the poison. + +**Heightened (+ 1)** The target recovers an additional `1d8` Hit Points and you can attempt to suspend an additional affliction. + +*Source: Advanced Player's Guide p. 231* \ No newline at end of file diff --git a/compendium/spells/delay-consequence-logm.md b/compendium/spells/delay-consequence-logm.md new file mode 100644 index 000000000..d3bf8c518 --- /dev/null +++ b/compendium/spells/delay-consequence-logm.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/1 +- trait/abjuration +aliases: ["Delay Consequence"] +--- +# Delay Consequence *Focus 1* +[abjuration](rules/traits/abjuration.md) + +- **Domains**: [time](compendium/setting/domains.md#Time) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**A creature or object within range is hit by an attack. +- **Range**30 foot +- **Targets**the triggering creature +- **Duration**1 round + +You transpose the moment that the target would be injured to later in its timestream. Roll damage normally, but do not reduce Hit Points or apply any other effects of the attack until the spell's duration has elapsed. When the spell ends, the target is immediately affected by the attack, taking damage and being affected by any additional effects. You can [Dismiss](rules/actions/dismiss.md) this spell. + +*Source: Lost Omens: Gods & Magic p. 118* \ No newline at end of file diff --git a/compendium/spells/deluge-ec6.md b/compendium/spells/deluge-ec6.md new file mode 100644 index 000000000..0cee6f2ab --- /dev/null +++ b/compendium/spells/deluge-ec6.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec6 +- spell/area/burst +- spell/level/8 +- trait/evocation +- trait/uncommon +- trait/water +aliases: ["Deluge"] +--- +# Deluge *Spell 8* +[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**500 foot +- **Area**40-foot burst + +You unleash a catastrophic downpour in the area that vanishes an instant later. All flying creatures in the area descend 50 feet or until blocked by the ground or firm surface. Each creature whose descent was blocked by the ground or firm surface takes bludgeoning damage equal to the number of feet it fell (the creature does not also take falling damage) and is knocked [prone](rules/conditions.md#Prone). Creatures on the ground, including flying creatures forced to the ground by the spell, must succeed at a Reflex save or be pushed 50 feet away from the center of the area. + +Flimsy structures in the area collapse. The GM can determine other large-scale effects that result from the deluge. + +**Heightened (+ 1)** The area increases by 10 feet, and flying creatures fall an additional 10 feet. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 76* \ No newline at end of file diff --git a/compendium/spells/demon-form-som.md b/compendium/spells/demon-form-som.md new file mode 100644 index 000000000..49d39019d --- /dev/null +++ b/compendium/spells/demon-form-som.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/6 +- trait/chaotic +- trait/evil +- trait/polymorph +- trait/transmutation +aliases: ["Demon Form"] +--- +# Demon Form *Spell 6* +[chaotic](rules/traits/chaotic.md) [evil](rules/traits/evil.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You corrupt yourself with the sin of the Abyss, transforming into a Medium demon battle form. When you cast this spell, choose babau, hezrou, nabasu, or vrock. If you choose hezrou, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form, you gain the [demon](rules/traits/demon.md) and [fiend](rules/traits/fiend.md) traits. You have hands in this battle form and can use manipulate actions. + +You can [Dismiss](rules/actions/dismiss.md) the spell. + +You gain the following statistics and abilities regardless of the form that you choose: + +- AC = 20 + your level. Ignore your armor check's penalty and Speed reduction. +- 30 temporary Hit Points, weakness 5 to cold iron, and weakness 5 to good. +- [Darkvision](rules/abilities/darkvision.md). +- One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +22, and you use the listed damage. These attacks are Strength based (for the purpose of the [enfeebled](rules/conditions.md#Enfeebled) condition, for example). If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. +- [Athletics](compendium/skills.md#Athletics) modifier of +23, unless your own modifier is higher. + +You also gain specific abilities based on the type of demon you choose: + +- **Babau** Speed 25 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longspear (reach <10 feet>), **Damage** `2d8+10` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `2d4` slashing plus `1d6` evil; all [Strikes](rules/actions/strike.md) deal `2d6` additional precision damage to flatfooted creatures. +- **Hezrou** Speed 30 feet, swim 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (reach <10 feet>), **Damage** `2d12+10` piercing plus `1d6` evil, and you can spend an action after a hit to Grab the target; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw (agile, reach <10 feet>), **Damage** `2d8` slashing plus `1d6` evil. +- **Nabasu** Speed 25 feet, fly 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10+10` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `2d6` slashing plus `1d6` evil. +- **Vrock** Speed 25 feet, fly 35 feet; resistance 10 to electricity; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") beak, **Damage** `2d8+10` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `2d6` slashing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") talon ([agile](rules/traits/agile.md)), **Damage** `2d6` slashing plus `1d6` evil. + +*Source: Secrets of Magic p. 99* \ No newline at end of file diff --git a/compendium/spells/desperate-repair-lokl.md b/compendium/spells/desperate-repair-lokl.md new file mode 100644 index 000000000..7299ac9b9 --- /dev/null +++ b/compendium/spells/desperate-repair-lokl.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lokl +- spell/level/5 +- trait/transmutation +- trait/uncommon +aliases: ["Desperate Repair"] +--- +# Desperate Repair *Spell 5* +[transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**A shield within range would be reduced to 0 Hit Points by a damaging effect +- **Requirements**The triggering shield had more than 1 Hit Point before taking damage. +- **Range**60 foot +- **Targets**1 shield + +You hold a shield together with the power of your magic, forcing wood and steel to fuse back together. The shield remains at 1 Hit Point and isn't destroyed. Its construction is weakened until someone takes the time to repair it, preventing desperate repair or a similar ability from saving the same shield until your next daily preparations. + +*Source: Lost Omens: Knights of Lastwall p. 92* \ No newline at end of file diff --git a/compendium/spells/detect-creator-lokl.md b/compendium/spells/detect-creator-lokl.md new file mode 100644 index 000000000..12f9cc4af --- /dev/null +++ b/compendium/spells/detect-creator-lokl.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lokl +- spell/level/4 +- trait/detection +- trait/divination +- trait/rare +aliases: ["Detect Creator"] +--- +# Detect Creator *Spell 4* +[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [rare](rules/traits/rare.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** 10 minutes +- **Range**mile +- **Targets**1 destroyed undead +- **Duration**sustained + +You examine the remains or spiritual residue of a destroyed undead creature to locate that undead's creator, perhaps a necromancer or vampire. If the creator is within range, you can sense the direction to them. If the creator is within 100 feet, you sense their presence within 100 feet, and the spell ends; you can't further home in on their location. If there's lead or running water between you and the undead's creator, this spell can't locate them. This spell fails automatically if the undead doesn't have a specific creator or the specific creator isn't on the same plane. + +*Source: Lost Omens: Knights of Lastwall p. 93* \ No newline at end of file diff --git a/compendium/spells/devil-form-som.md b/compendium/spells/devil-form-som.md new file mode 100644 index 000000000..8548a9d0a --- /dev/null +++ b/compendium/spells/devil-form-som.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/6 +- trait/evil +- trait/lawful +- trait/polymorph +- trait/transmutation +aliases: ["Devil Form"] +--- +# Devil Form *Spell 6* +[evil](rules/traits/evil.md) [lawful](rules/traits/lawful.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You bind yourself to the power of Hell, transforming into a Medium devil battle form. When you cast this spell, choose barbazu, erinys, osyluth, or sarglagon. If you choose osyluth or sarglagon, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form you gain the [devil](rules/traits/devil.md) and [fiend](rules/traits/fiend.md) traits. + +You have hands in this battle form and can use manipulate actions. You can [Dismiss](rules/actions/dismiss.md) the spell. + +You gain the following statistics and abilities regardless of the form that you choose: + +- AC = 22 + your level. Ignore your armor check's penalty and Speed reduction. +- 5 temporary Hit Points, resistance 5 to physical damage (except silver), and weakness 5 to good. +- Resistance 10 to fire. +- [Darkvision](rules/abilities/darkvision.md). +- One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +20, and you use the listed damage. These attacks are Strength based (for the purpose of the [enfeebled](rules/conditions.md#Enfeebled) condition, for example). If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. +- [Athletics](compendium/skills.md#Athletics) modifier of +23, unless your own modifier is higher. + +You also gain specific abilities based on the type of devil you choose: + +- **Barbazu** Speed 35 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") glaive (deadly , forceful, reach <10 feet>), **Damage** `2d8+10` slashing plus `1d6` evil and `1d6` [persistent bleed](rules/conditions.md#Persistent%20Damage); **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") beard, **Damage** `3d8` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `3d6` slashing plus `1d6` evil. +- **Erinys** Speed 25 feet, fly 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longsword ([versatile

](rules/traits/versatile.md)), **Damage** `1d8+10` slashing plus `1d6` evil and `1d6` fire; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") composite longbow (deadly , range increment <100 feet>, volley), **Damage** `1d8` piercing plus `1d6` evil and `1d6` fire. +- **Osyluth** Speed 35 feet, fly 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10+10` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw (agile, reach <10 feet>), **Damage** `2d6` slashing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") stinger (reach <15 feet>), **Damage** `1d10` piercing plus `1d6` evil and `1d6` poison; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bone shard (range increment <30 feet>), **Damage** `2d6` piercing plus `1d6` evil. +- **Sarglagon** Speed 25 feet, fly 25 feet, swim 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fangs, **Damage** `2d10+10` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tentacle arm ([agile](rules/traits/agile.md)), **Damage** `1d8` bludgeoning plus `1d6` evil and `1d6` poison. + +*Source: Secrets of Magic p. 99* \ No newline at end of file diff --git a/compendium/spells/devour-life-ec6.md b/compendium/spells/devour-life-ec6.md new file mode 100644 index 000000000..659306db9 --- /dev/null +++ b/compendium/spells/devour-life-ec6.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec6 +- spell/level/8 +- trait/death +- trait/healing +- trait/necromancy +- trait/negative +- trait/uncommon +aliases: ["Devour Life"] +--- +# Devour Life *Spell 8* +[death](rules/traits/death.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 living creature +- **Saving Throw** basic Fortitude + +You attempt to utterly consume the target's life force. The target takes 60 negative damage with a basic Fortitude save. If this damage reduces the target to 0 Hit Points, it dies immediately. You regain Hit Points equal to half the negative damage the target takes (after applying resistance and the like). Any excess healing is gained as temporary Hit Points, which you lose after 1 minute. + +**Heightened (+ 1)** The damage increases by 10. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 76* \ No newline at end of file diff --git a/compendium/spells/diamond-dust-logm.md b/compendium/spells/diamond-dust-logm.md new file mode 100644 index 000000000..6f6778738 --- /dev/null +++ b/compendium/spells/diamond-dust-logm.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/area/emanation +- spell/focus/4 +- trait/cold +- trait/evocation +aliases: ["Diamond Dust"] +--- +# Diamond Dust *Focus 4* +[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) + +- **Domains**: [cold](compendium/setting/domains.md#Cold) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**15-foot emanation centered on you +- **Saving Throw** basic Fortitude +- **Duration**1 minute + +You supercool the nearby air, forming a cloud of dancing ice crystals in an emanation around you. A creature other than you that enters the area or ends its turn within the area takes `2d6` cold damage. A creature can take this damage only once per turn. The crystals scatter and refract light; if a [light](rules/traits/light.md) effect enters diamond dust's area, any creatures that effect goes on to affect gain a +2 status bonus to AC and saves against it. + +While the spell persists, you can activate or deactivate this aura by using a single action, which has the [concentrate](rules/traits/concentrate.md) trait. + +You can [Dismiss](rules/actions/dismiss.md) this spell. + +**Heightened (+ 2)** The damage increases by `1d6`. + +*Source: Lost Omens: Gods & Magic p. 112* \ No newline at end of file diff --git a/compendium/spells/dim-the-light-apg.md b/compendium/spells/dim-the-light-apg.md new file mode 100644 index 000000000..1ad1bf04d --- /dev/null +++ b/compendium/spells/dim-the-light-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/1 +- trait/darkness +- trait/evocation +- trait/sorcerer +- trait/uncommon +aliases: ["Dim The Light"] +--- +# Dim The Light *Focus 1* +[darkness](rules/traits/darkness.md) [evocation](rules/traits/evocation.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You cast a darkness or shadow spell. + +You magnify the darkness from the triggering effect, causing the ambient light level to flicker briefly so you can slip from sight. You can immediately attempt a [Stealth](compendium/skills.md#Stealth) check to [Hide](rules/actions/hide.md), and you can become [hidden](rules/conditions.md#Hidden) to a creature even if you don't have cover and aren't otherwise [concealed](rules/conditions.md#Concealed) from that creature. + +You cease being [hidden](rules/conditions.md#Hidden) at the end of your turn unless you move into cover or become [concealed](rules/conditions.md#Concealed) before then. + +*Source: Advanced Player's Guide p. 236* \ No newline at end of file diff --git a/compendium/spells/dimensional-assault-som.md b/compendium/spells/dimensional-assault-som.md new file mode 100644 index 000000000..9415a80a6 --- /dev/null +++ b/compendium/spells/dimensional-assault-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/focus/1 +- trait/conjuration +- trait/magus +- trait/teleportation +- trait/uncommon +aliases: ["Dimensional Assault"] +--- +# Dimensional Assault *Focus 1* +[conjuration](rules/traits/conjuration.md) [magus](rules/traits/magus-som.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**half your Speed + +You tumble through space, making a short dimensional hop to better position yourself for an attack. Teleport to any square in range that's within reach of a creature, and then make a melee [Strike](rules/actions/strike.md) against one creature within your reach. + +*Source: Secrets of Magic p. 143* \ No newline at end of file diff --git a/compendium/spells/discern-secrets-apg.md b/compendium/spells/discern-secrets-apg.md new file mode 100644 index 000000000..8d6117030 --- /dev/null +++ b/compendium/spells/discern-secrets-apg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/cantrip +- trait/cantrip +- trait/divination +- trait/hex +- trait/uncommon +- trait/witch +aliases: ["Discern Secrets"] +--- +# Discern Secrets *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [divination](rules/traits/divination.md) [hex](rules/traits/hex-apg.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Patron** Witch +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**sustained up to 1 minute + +You call upon your patron's power to better uncover secrets. + +When you [Cast the Spell](rules/actions/cast-a-spell.md), the target can [Recall Knowledge](rules/actions/recall-knowledge.md), [Seek](rules/actions/seek.md), or [Sense Motive](rules/actions/sense-motive.md). The target gains a +1 status bonus to the skill or [Perception](compendium/skills.md#Perception) used for the roll, and this bonus remains as long as you [Sustain the Spell](rules/actions/sustain-a-spell.md). The target is temporarily immune to discern secrets for 1 minute. + +**Heightened (5th)** You can target two creatures instead of one. + +*Source: Advanced Player's Guide p. 238* \ No newline at end of file diff --git a/compendium/spells/dismantle-apg.md b/compendium/spells/dismantle-apg.md new file mode 100644 index 000000000..07e0ba0c7 --- /dev/null +++ b/compendium/spells/dismantle-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/2 +- trait/transmutation +aliases: ["Dismantle"] +--- +# Dismantle *Spell 2* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 non-magical object in your possession of 1 Bulk or less +- **Duration**1 minute + +You touch an object, and it immediately disassembles itself into its component pieces. The spell fails if the target lacks component pieces (such as a statue carved from one block of stone), and using it on a dangerous object like a snare or trap typically triggers it. The object gains the [broken](rules/conditions.md#Broken) condition, and the component pieces become small enough to be [hidden](rules/conditions.md#Hidden) under normal clothing and armor. You can [Dismiss](rules/actions/dismiss.md) the spell. + +When the spell ends, the object reassembles itself into its original form, appearing in your hand or hands if you have them free, or on the ground in front of you otherwise. Once reassembled, the object loses the [broken](rules/conditions.md#Broken) condition and its Hit Points return to the value the object had when you [Cast the Spell](rules/actions/cast-a-spell.md). + +**Heightened (4th)** The spell lasts for 10 minutes. + +**Heightened (6th)** The spell lasts until your next daily preparations. + +*Source: Advanced Player's Guide p. 218* \ No newline at end of file diff --git a/compendium/spells/distortion-lens-da.md b/compendium/spells/distortion-lens-da.md new file mode 100644 index 000000000..456cf328d --- /dev/null +++ b/compendium/spells/distortion-lens-da.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/area/misc +- spell/cantrip +- trait/cantrip +- trait/conjuration +- trait/psychic +- trait/uncommon +aliases: ["Distortion Lens"] +--- +# Distortion Lens *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [conjuration](rules/traits/conjuration.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Area**one 5-foot square +- **Duration**sustained up to 1 minute + +You create a magical lens that distorts space as best suits you. You create the lens in a space in range, even suspended in midair. If your or an ally's ranged attack passes through the lens, the attack gains an additional 10 feet of range; if an enemy's ranged attack would pass through the lens, it requires an additional 10 feet of range to move through, though the enemy knows before using its ability whether the interference puts the target out of range. An ally whose space overlaps the lens can increase the range of its ranged attacks, but an enemy whose space overlaps the lens doesn't reduce the range of its ranged attacks. + +The first time each round you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can choose to relocate it to another square within range. The lens disappears if you cast distortion lens again. + +**Heightened (+ 3)** The lens increases or decreases the range of abilities by an additional 5 feet. + +## Amp + +The lens can interfere with creatures as well as attacks. Once during a Medium or smaller ally's move action, the ally can move into and out of the lens's square without that square counting against the total distance moved. Conversely, the lens is difficult terrain for your enemies. + +## Summary + +*Source: Dark Archive p. 23* \ No newline at end of file diff --git a/compendium/spells/distracting-chatter-som.md b/compendium/spells/distracting-chatter-som.md new file mode 100644 index 000000000..f7ca64012 --- /dev/null +++ b/compendium/spells/distracting-chatter-som.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/3 +- trait/auditory +- trait/illusion +aliases: ["Distracting Chatter"] +--- +# Distracting Chatter *Spell 3* +[auditory](rules/traits/auditory.md) [illusion](rules/traits/illusion.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You bombard a target with distracting auditory illusions, surrounding them with a tumultuous cacophony of overlapping speech, whispers, screams, and muttering. + +The target is [flat-footed](rules/conditions.md#Flat-footed), takes a –2 status penalty to purely auditory [Perception](compendium/skills.md#Perception) checks, and must succeed at a DC 5 flat check to use auditory abilities or verbal spell components. Similarly, a creature who attempts to affect the target with an [auditory](rules/traits/auditory.md) effect must succeed at a DC 5 flat check or the attempt fails. The duration depends on the target's Will save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The duration is 1 round. +> - **Failure** The duration is 3 rounds. +> - **Critical Failure** The duration is 1 minute. + +**Heightened (7th)** You can target up to five creatures. + +*Source: Secrets of Magic p. 100* \ No newline at end of file diff --git a/compendium/spells/dividing-trench-lokl.md b/compendium/spells/dividing-trench-lokl.md new file mode 100644 index 000000000..a7fd0114c --- /dev/null +++ b/compendium/spells/dividing-trench-lokl.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lokl +- spell/level/3 +- trait/earth +- trait/transmutation +- trait/uncommon +aliases: ["Dividing Trench"] +--- +# Dividing Trench *Spell 3* +[earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Duration**1 minute + +You dig an earthen trench across the surrounding terrain, which must be soil, clay, sand, or other soft earth, but not flooring or stone. The trench is 5 feet wide, 5 feet deep, and up to 15 feet long. You can shape the trench's path, but it must be one continuous line. You must conjure the trench in an open space so it doesn't pass through any creatures or objects. + +Creatures inside the trench have cover from creatures outside the trench, and creatures outside the trench have cover from creatures inside the trench. Particularly small creatures in the trench might have more cover against other creatures who aren't close to the trench's edge, and in turn, those creatures might have more cover against small creatures in the trench; the GM determines the amount of additional cover, if any. + +Entering or leaving the trench requires an additional 5 feet of movement but doesn't require any kind of check and isn't considered difficult terrain. At the end of the spell's duration, the trench disappears and all creatures in the trench remain in their spaces on solid ground. + +**Heightened (+ 2)** The trench's maximum length increases by 15 feet. + +*Source: Lost Omens: Knights of Lastwall p. 93* \ No newline at end of file diff --git a/compendium/spells/divine-armageddon-som.md b/compendium/spells/divine-armageddon-som.md new file mode 100644 index 000000000..52df8586a --- /dev/null +++ b/compendium/spells/divine-armageddon-som.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/burst +- spell/level/8 +- trait/necromancy +- trait/negative +- trait/positive +aliases: ["Divine Armageddon"] +--- +# Divine Armageddon *Spell 8* +[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [positive](rules/traits/positive.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**60-foot burst +- **Saving Throw** basic Fortitude + +You call forth a divine cataclysm from your deity, destroying living and undead creatures in the area alike. Creatures in the area take `10d6` negative damage and `10d6` alignment damage (good, evil, lawful, or chaotic), chosen from among the alignments your deity has. If your deity is true neutral, increase the negative damage by `4d6` instead of dealing alignment damage. A creature harmed by positive damage, such as one with negative healing, takes positive damage instead of negative damage from this spell. + +You can't cast this spell if you don't have a deity. This spell gains the trait corresponding to the alignment damage dealt. + +**Heightened (+ 1)** The damage increases by `1d6` negative damage, `1d6` alignment damage, and `1d6` additional negative and positive damage for a true neutral deity. + +*Source: Secrets of Magic p. 100* \ No newline at end of file diff --git a/compendium/spells/divine-plagues-logm.md b/compendium/spells/divine-plagues-logm.md new file mode 100644 index 000000000..6711d3cc9 --- /dev/null +++ b/compendium/spells/divine-plagues-logm.md @@ -0,0 +1,47 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/1 +- trait/disease +- trait/necromancy +aliases: ["Divine Plagues"] +--- +# Divine Plagues *Focus 1* +[disease](rules/traits/disease.md) [necromancy](rules/traits/necromancy.md) + +- **Domains**: [plague](compendium/setting/domains.md#Plague) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**15 foot +- **Saving Throw** Fortitude + +Your deity sends wracking plagues. The target must attempt a Fortitude save. When you [Cast the Spell](rules/actions/cast-a-spell.md), decide whether the disease inflicts the [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), or [stupefied](rules/conditions.md#Stupefied) condition. + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** The target is afflicted with divine plague at stage 1. +> - **Critical Failure** The target is afflicted with divine plague at stage 2. + +```ad-inline-affliction +title: Divine Plague _Level 1_ + +[disease](rules/traits/disease.md) + +## Stages + +**Stage 1** [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), or [stupefied](rules/conditions.md#Stupefied) (1 round) + +**Stage 2** [slowed](rules/conditions.md#Slowed) and [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), or [stupefied](rules/conditions.md#Stupefied) (1 round) + +**Stage 3** [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), or [stupefied](rules/conditions.md#Stupefied) and the target can't recover from the condition until they are cured} (1 day) + + +%% #trait/disease #affliction/level/level-1 %% +``` + +**Heightened (5th)** The divine plague disease gains the [virulent](rules/traits/virulent.md) trait. The condition value for the [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), or [stupefied](rules/conditions.md#Stupefied) condition is 2 instead of 1. + +## Summary + +*Source: Lost Omens: Gods & Magic p. 115* \ No newline at end of file diff --git a/compendium/spells/door-to-beyond-logm.md b/compendium/spells/door-to-beyond-logm.md new file mode 100644 index 000000000..94009f029 --- /dev/null +++ b/compendium/spells/door-to-beyond-logm.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/area/emanation +- spell/focus/4 +- trait/conjuration +aliases: ["Door To Beyond"] +--- +# Door To Beyond *Focus 4* +[conjuration](rules/traits/conjuration.md) + +- **Domains**: [void](compendium/setting/domains.md#Void) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**5 foot +- **Area**20-foot emanation +- **Saving Throw** Fortitude +- **Duration**1 minute + +Striking at thin air, you create hairline cracks in an unoccupied adjacent space that lead somewhere outside reality. Air rushes through the cracks, drawing Large or smaller creatures and objects of light Bulk or less toward the center. Large or smaller creatures in the area must attempt a Fortitude save at the start of their turn; creatures that move into the area must attempt the save on entering. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature is pulled 10 feet toward the door. +> - **Critical Failure** The creature is pulled 20 feet toward the door. The cracks of the door to beyond are too thin for anything to fully slip through, but decompressive effects deal `4d6` slashing damage to any creature or object that ends its turn in the door's space. You are unaffected by your own door to beyond. You can [Dismiss](rules/actions/dismiss.md) the spell. + +**Heightened (+ 1)** The damage increases by `1d6`. + +*Source: Lost Omens: Gods & Magic p. 119* \ No newline at end of file diff --git a/compendium/spells/draconic-barrage-logm.md b/compendium/spells/draconic-barrage-logm.md new file mode 100644 index 000000000..9c022556a --- /dev/null +++ b/compendium/spells/draconic-barrage-logm.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/1 +- trait/evocation +aliases: ["Draconic Barrage"] +--- +# Draconic Barrage *Focus 1* +[evocation](rules/traits/evocation.md) + +- **Domains**: [wyrmkin](compendium/setting/domains.md#Wyrmkin) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You shape energy into one incorporeal tiny dragon (or serpentine creature) that flits around you. The specific dragon is random; roll `1d6` on the table below for each dragon evoked to determine which type of dragon you create. While the spell persists, you can command one of your dragons to spit a missile of energy at a creature within 60 feet by using a single action, which has the [concentrate](rules/traits/concentrate.md) trait. This is a ranged [Strike](rules/actions/strike.md) that uses your spell attack bonus and deals `1d6` damage plus your spellcasting ability modifier, with the damage type depending on the dragon. A dragon's breath [Strike](rules/actions/strike.md) uses and contributes to your multiple attack penalty. Once a dragon has used its breath [Strike](rules/actions/strike.md), it winks out of existence; when you have no dragons remaining, the spell ends. + +| `D6` | Dragon | Breath Strike Type | +|------|--------|--------------------| +| 1 | Copper or black | Acid | +| 2 | Silver or white | Cold | +| 3 | Bronze or blue | Electricity | +| 4 | Brass, gold, or red | Fire | +| 5 | Green | Poison | +| 6 | Your choice of dragon | As the dragon | + + +**Heightened (+ 1)** You shape 1 additional dragon, and the [Strike](rules/actions/strike.md) damage increases by `1d6`. + +*Source: Lost Omens: Gods & Magic p. 119* \ No newline at end of file diff --git a/compendium/spells/draw-ire-som.md b/compendium/spells/draw-ire-som.md new file mode 100644 index 000000000..8610d277e --- /dev/null +++ b/compendium/spells/draw-ire-som.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/1 +- trait/emotion +- trait/enchantment +- trait/mental +aliases: ["Draw Ire"] +--- +# Draw Ire *Spell 1* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**1 minute + +You cause mental distress to a creature, goading it to strike back at you. You deal `1d10` mental damage to the creature and cause it to take a –1 status penalty to attack rolls against creatures other than you. The creature must attempt a Will saving throw. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes half damage and the penalty. The spell ends at the end of the target's next turn. +> - **Failure** The target takes full damage and the penalty. +> - **Critical Failure** The target takes double damage, and the status penalty is –2. + +**Heightened (+ 1)** The damage increases by `1d10`. + +*Source: Secrets of Magic p. 101* \ No newline at end of file diff --git a/compendium/spells/draw-the-lightning-som.md b/compendium/spells/draw-the-lightning-som.md new file mode 100644 index 000000000..06cb8232b --- /dev/null +++ b/compendium/spells/draw-the-lightning-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/4 +- trait/electricity +- trait/evocation +aliases: ["Draw The Lightning"] +--- +# Draw The Lightning *Spell 4* +[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 creature that is either taller than you or higher in the air than you +- **Saving Throw** Reflex +- **Duration**1 minute + +Calling out to the skies, you summon a bolt of lightning to strike through a foe above you and down into your weapon or your body, charging it with electrical power. + +You must hold your weapon or an empty hand aloft as part of this spell's somatic component. When you do, a bolt of lightning descends from a storm cloud in the air above your and through the target, dealing `3d12` electricity damage with a basic Reflex save. For the rest of the spell's duration, your first [Strike](rules/actions/strike.md) each round with the weapon you held aloft (or with your unarmed attacks if you held an empty hand aloft) deals an additional `1d12` electricity damage. + +The spell creates its own storm cloud if necessary, so you can cast [draw the lightning](compendium/spells/draw-the-lightning-som.md) anywhere, even underground. + +If draw the lightning is cast outside under a cloudy or stormy sky, increase the bolt's damage by `2d12`. + +**Heightened (8th)** The damage dealt to the initial target increases by `4d12`, and the additional damage dealt on the first [Strike](rules/actions/strike.md) each turn increases by `1d12`. + +*Source: Secrets of Magic p. 101* \ No newline at end of file diff --git a/compendium/spells/dread-secret-apg.md b/compendium/spells/dread-secret-apg.md new file mode 100644 index 000000000..dcad1f822 --- /dev/null +++ b/compendium/spells/dread-secret-apg.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/6 +- trait/cursebound +- trait/divination +- trait/emotion +- trait/fear +- trait/mental +- trait/oracle +- trait/uncommon +aliases: ["Dread Secret"] +--- +# Dread Secret *Focus 6* +[cursebound](rules/traits/cursebound-apg.md) [divination](rules/traits/divination.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**up to 6 creatures +- **Saving Throw** Will +- **Duration**until the start of your next turn + +You utter a powerful secret at odds with the fundamental nature of the target creatures. Choose a specific resistance or weakness that you believe one or more of the targets have due to [Recall Knowledge](rules/actions/recall-knowledge.md) or previous experience with the targets, such as resistance to fire or weakness to silver. If the information is incorrect for a given target, the spell has no effect on that target. Affected targets must attempt a Will saving throw. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes 1 damage of the type of weakness you chose (thus triggering the creature's weakness), or loses its resistance until the end of your next turn if you chose a resistance. +> - **Failure** As success, and the creature becomes [frightened](rules/conditions.md#Frightened) from the revelation of its dread secret. +> - **Critical Failure** As failure, except the creature is [frightened](rules/conditions.md#Frightened). + +*Source: Advanced Player's Guide p. 231* \ No newline at end of file diff --git a/compendium/spells/dull-ambition-apg.md b/compendium/spells/dull-ambition-apg.md new file mode 100644 index 000000000..8c929c8f9 --- /dev/null +++ b/compendium/spells/dull-ambition-apg.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/4 +- trait/curse +- trait/enchantment +- trait/mental +- trait/misfortune +aliases: ["Dull Ambition"] +--- +# Dull Ambition *Spell 4* +[curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [misfortune](rules/traits/misfortune.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You curse the target to fail in all avenues of its life that require drive and ambition, as it inadvertently undermines its own goals at every turn. The effect is based on the target's Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** For 1 hour, the target rolls twice and uses the lower result on initiative rolls. +> - **Failure** For 1 day, the target rolls twice and uses the lower result on initiative rolls and any check to determine the success of a downtime activity. +> - **Critical Failure** As failure, but the duration is unlimited. + +*Source: Advanced Player's Guide p. 218* \ No newline at end of file diff --git a/compendium/spells/dust-storm-logm.md b/compendium/spells/dust-storm-logm.md new file mode 100644 index 000000000..4e9d7e154 --- /dev/null +++ b/compendium/spells/dust-storm-logm.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/area/burst +- spell/focus/4 +- trait/air +- trait/conjuration +- trait/nonlethal +aliases: ["Dust Storm"] +--- +# Dust Storm *Focus 4* +[air](rules/traits/air.md) [conjuration](rules/traits/conjuration.md) [nonlethal](rules/traits/nonlethal.md) + +- **Domains**: [dust](compendium/setting/domains.md#Dust) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**20-foot-radius burst +- **Duration**1 minute + +You call forth a swirling storm of dust. The dust storm obscures vision, with the effect of obscuring mist. The dust also makes the air unbreathable; creatures in the area must hold their breath (Core Rulebook 478), though wearing a scarf or similar clothing over the mouth increases the time the creature can hold its breath to 5 rounds. Creatures entering or starting their turn in the dust storm take `1d6` slashing damage. Creatures that have the [water](rules/traits/water.md) trait or that are made primarily of liquid take double damage. + +**Heightened (+ 2)** The damage increases by `1d6`. + +*Source: Lost Omens: Gods & Magic p. 114* \ No newline at end of file diff --git a/compendium/spells/dutiful-challenge-logm.md b/compendium/spells/dutiful-challenge-logm.md new file mode 100644 index 000000000..be6b7b09c --- /dev/null +++ b/compendium/spells/dutiful-challenge-logm.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/4 +- trait/abjuration +aliases: ["Dutiful Challenge"] +--- +# Dutiful Challenge *Focus 4* +[abjuration](rules/traits/abjuration.md) + +- **Domains**: [duty](compendium/setting/domains.md#Duty) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**1 minute + +As you challenge an enemy, you take some of its attention away from your allies. The target takes a –1 status penalty to attack rolls, damage rolls, and skill checks against creatures other than you, and you take a –1 status penalty to attack rolls, damage rolls, and skill checks against creatures other than the target. Each time a creature other than you uses a [hostile](rules/conditions.md#Hostile) action that affects the challenged enemy, the enemy can attempt a Will save. On a success, the enemy no longer takes the penalty against that creature. You can [Dismiss](rules/actions/dismiss.md) the spell, and it ends automatically if you or the target is defeated. + +**Heightened (+ 3)** The status penalties increase by 1. + +*Source: Lost Omens: Gods & Magic p. 114* \ No newline at end of file diff --git a/compendium/spells/echoing-weapon-som.md b/compendium/spells/echoing-weapon-som.md new file mode 100644 index 000000000..2555b8521 --- /dev/null +++ b/compendium/spells/echoing-weapon-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/1 +- trait/evocation +- trait/sonic +aliases: ["Echoing Weapon"] +--- +# Echoing Weapon *Spell 1* +[evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 weapon +- **Duration**1 minute + +You channel magical energy into the target weapon, and the air around it faintly hums each time you strike a blow, as the impact is absorbed into the weapon. If a creature is wielding the weapon at the end of its turn, the weapon discharges a burst of sound targeting one creature adjacent to the wielder (if any). The sonic damage this deals is equal to the number of successful [Strikes](rules/actions/strike.md) with the target weapon that the wielder made that turn (to a maximum of 4 sonic damage if the wielder hits with four [Strikes](rules/actions/strike.md)). + +**Heightened (+ 2)** The sonic damage increases by 1 per [Strike](rules/actions/strike.md) (and the maximum damage increases by 4). + +*Source: Secrets of Magic p. 101* \ No newline at end of file diff --git a/compendium/spells/ectoplasmic-expulsion-av3.md b/compendium/spells/ectoplasmic-expulsion-av3.md new file mode 100644 index 000000000..06b952934 --- /dev/null +++ b/compendium/spells/ectoplasmic-expulsion-av3.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/av3 +- spell/level/5 +- trait/mental +- trait/necromancy +- trait/uncommon +aliases: ["Ectoplasmic Expulsion"] +--- +# Ectoplasmic Expulsion *Spell 5* +[mental](rules/traits/mental.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Targets**1 creature + +You call upon tendrils of ephemeral ectoplasm to pass through the target and carry away a harmful psychic affliction. + +You immediately attempt to counteract a single effect on the target with the [emotion](rules/traits/emotion.md) or [possession](rules/traits/possession.md) trait, or an effect giving the target the [controlled](rules/conditions.md#Controlled) or [fascinated](rules/conditions.md#Fascinated) condition. If you fail to counteract the effect, you nevertheless set up a resonance that allows the target to more ably escape the effect on its own; for the next hour, the target gains a +2 status bonus to Will saves to shrug off the effect you failed to counteract (such as Will saves to shake off control by the [possession](compendium/spells/possession.md) spell). + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 75* \ No newline at end of file diff --git a/compendium/spells/ectoplasmic-interstice-logm.md b/compendium/spells/ectoplasmic-interstice-logm.md new file mode 100644 index 000000000..41f7fc7c1 --- /dev/null +++ b/compendium/spells/ectoplasmic-interstice-logm.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/area/emanation +- spell/focus/4 +- trait/necromancy +aliases: ["Ectoplasmic Interstice"] +--- +# Ectoplasmic Interstice *Focus 4* +[necromancy](rules/traits/necromancy.md) + +- **Domains**: [soul](compendium/setting/domains.md#Soul) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Area**15-foot emanation +- **Duration**sustained up to 1 minute + +You force the Material and Ethereal Planes to partially overlap, creating a zone that causes incorporeal and spiritual entities to take on many of the aspects of corporeal creatures. Within the ectoplasmic interstice, incorporeal creatures cannot pass through solid objects or corporeal creatures, and they can manipulate and attempt Strength-based checks against physical creatures and objects. An incorporeal PC or other creature with a normal Strength modifier simply uses that modifier, but if the creature had a Strength modifier of –5, like most incorporeal monsters, it uses a +4 modifier instead, increasing its [Athletics](compendium/skills.md#Athletics) modifier by 9 accordingly. Attacks against creatures that are within the interstice overcome resistances as if they were by [ghost touch](compendium/equipment/items/ghost-touch.md) weapons. + +*Source: Lost Omens: Gods & Magic p. 117* \ No newline at end of file diff --git a/compendium/spells/efficient-apport-som.md b/compendium/spells/efficient-apport-som.md new file mode 100644 index 000000000..9facf8a1f --- /dev/null +++ b/compendium/spells/efficient-apport-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/focus/1 +- trait/conjuration +- trait/teleportation +- trait/uncommon +- trait/wizard +aliases: ["Efficient Apport"] +--- +# Efficient Apport *Focus 1* +[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**60 foot +- **Targets**1 unattended object of light Bulk or less + +Walking over to an item to pick it up is so much effort. + +Whether it's your spellbook, a reagent, or a glass of wine, it's simply more efficient to call it to your hand. You teleport the target into your open hand. If you don't have a hand free, it falls to the ground at your feet. + +**Heightened (3rd)** You can target an unattended object with a Bulk of 1 or less + +**Heightened (5th)** The range increases to 120 feet, and you can target an unattended object with a Bulk of 1 or less. + +**Heightened (7th)** The range increases to 120 feet, and you can target an unattended object with a Bulk of 2 or less. + +*Source: Secrets of Magic p. 241* \ No newline at end of file diff --git a/compendium/spells/eidolons-wrath-som.md b/compendium/spells/eidolons-wrath-som.md new file mode 100644 index 000000000..e78301807 --- /dev/null +++ b/compendium/spells/eidolons-wrath-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/emanation +- spell/focus/3 +- trait/eidolon +- trait/evocation +- trait/summoner +- trait/uncommon +aliases: ["Eidolon's Wrath"] +--- +# Eidolon's Wrath *Focus 3* +[eidolon](rules/traits/eidolon-som.md) [evocation](rules/traits/evocation.md) [summoner](rules/traits/summoner-som.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**20-foot radius emanation around your eidolon +- **Saving Throw** basic Reflex + +Your eidolon releases a powerful energy attack that deals `5d6` damage of the type you chose when you took the Eidolon's Wrath feat, with a basic Reflex save. + +**Heightened (+ 1)** The damage increases by `2d6`. + +*Source: Secrets of Magic p. 144* \ No newline at end of file diff --git a/compendium/spells/eject-soul-logm.md b/compendium/spells/eject-soul-logm.md new file mode 100644 index 000000000..df6e6c91a --- /dev/null +++ b/compendium/spells/eject-soul-logm.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/1 +- trait/incapacitation +- trait/necromancy +aliases: ["Eject Soul"] +--- +# Eject Soul *Focus 1* +[incapacitation](rules/traits/incapacitation.md) [necromancy](rules/traits/necromancy.md) + +- **Domains**: [soul](compendium/setting/domains.md#Soul) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 living creature that has a soul + +Your touch disrupts the connection between body and soul, possibly forcing the soul out of the body altogether. The target must attempt a Fortitude save. You can allow allies to choose the degree of success instead of rolling a saving throw. + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** The target is [stunned](rules/conditions.md#Stunned) as its soul briefly loses its connection to its body. +> - **Critical Failure** The target's soul exits its body for 1 round. The target's body becomes [stunned](rules/conditions.md#Stunned). While its body is [stunned](rules/conditions.md#Stunned) in this way, the target remains fully aware in soul form; it simply can't consciously move its body (though the body makes basic instinctual defensive movements). The target's soul has the [incorporeal](rules/traits/incorporeal-b1.md) trait, is [invisible](rules/conditions.md#Invisible), and has a fly Speed of 60 feet. It can't attack, cast spells, or attempt any skill checks that require a physical body, and it must always maintain line of effect to its body. When the target's body ceases being [stunned](rules/conditions.md#Stunned), the target's soul instantly returns to its body as the target wakes. + +**Heightened (+ 3)** If a willing ally chooses to critically fail, it can stay in soul form for 1 additional round. + +*Source: Lost Omens: Gods & Magic p. 117* \ No newline at end of file diff --git a/compendium/spells/electrified-crystal-ward-aoa4.md b/compendium/spells/electrified-crystal-ward-aoa4.md new file mode 100644 index 000000000..ec8d6f4b6 --- /dev/null +++ b/compendium/spells/electrified-crystal-ward-aoa4.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/aoa4 +- spell/focus/3 +- trait/electricity +- trait/evocation +- trait/rare +aliases: ["Electrified Crystal Ward"] +--- +# Electrified Crystal Ward *Focus 3* +[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [rare](rules/traits/rare.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 hinge or latch + +You create an [electric latch rune](compendium/gm/hazards/electric-latch-rune.md) hazard on the target, creating a special crystalline lock on the object. You can also substitute your spell DC for any of the hazard's listed DCs. You can have only one such hazard active at a time, and if you cast this spell while a previous [electric latch rune](compendium/gm/hazards/electric-latch-rune.md) is active, the older hazard discharges harmlessly. + +**Heightened (+ 2)** The hazard's damage increases by `1d12`. + +*Source: Age of Ashes #4: Fires of the Haunted City p. 75* \ No newline at end of file diff --git a/compendium/spells/element-embodied-som.md b/compendium/spells/element-embodied-som.md new file mode 100644 index 000000000..e698280d1 --- /dev/null +++ b/compendium/spells/element-embodied-som.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/10 +- trait/polymorph +- trait/transmutation +aliases: ["Element Embodied"] +--- +# Element Embodied *Spell 10* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +Drawing upon the deepest wells of magic in an elemental plane, you transform into a spectacular elemental. You can choose between an air elemental, earth elemental, fire elemental, or water elemental. Your battle form is [Gargantuan](rules/traits/gargantuan-b1.md), and you must have enough space to expand into or the spell is lost. While in this form, you gain the [elemental](rules/traits/elemental.md) trait and the trait for the element you choose. + +You can [Dismiss](rules/actions/dismiss.md) the spell. + +You gain the following statistics and abilities regardless of which battle form you choose: + +- AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. +- 30 temporary Hit Points. +- [Darkvision](rules/abilities/darkvision.md). +- One or more attacks specific to the battle form you choose, which are the only attacks you can [Strike](rules/actions/strike.md) with. You're trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Dexterity based if you choose an air or fire elemental, or Strength based if you choose an earth or water elemental. (This distinction doesn't change the statistics, but matters for the [enfeebled](rules/conditions.md#Enfeebled) and [clumsy](rules/conditions.md#Clumsy) conditions, for example). If your unarmed attack modifier is higher, you can use it instead. +- [Acrobatics](compendium/skills.md#Acrobatics) modifier of +36 for air or fire elemental or [Athletics](compendium/skills.md#Athletics) modifier of +36 for earth or water elemental, unless your own modifier is higher. + +You also gain specific abilities based on the type of elemental you choose: + +- **Air Elemental** fly Speed 80 feet; **High Winds** (air, aura) 30 feet. Air within the emanation is difficult terrain for flying creatures that don't have the [air](rules/traits/air.md) trait; **Swiftness** Your movement doesn't trigger reactions; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") gust (reach <25 feet>), **Damage** `3d12+11` bludgeoning plus Push 10 feet; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") lightning lash (range increment <80 feet>), **Damage** `3d12+4` electricity. +- **Earth Elemental** 30 feet, burrow 20 feet; resistance 5 to physical; **Spike Stones** (aura, earth) 30 feet. The area is difficult terrain and hazardous terrain. A creature without the [earth](rules/traits/earth.md) trait that moves on the ground in the area takes 5 piercing damage for every square of that area it moves into; **Rocky Toughness** You gain 40 temporary Hit Points when you choose this form instead of 30; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist (reach <25 feet>), **Damage** `3d12+15` bludgeoning; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rock (range increment <40 feet>), **Damage** `4d8+6` bludgeoning. +- **Fire Elemental** 50 feet; immunity to fire; weakness to cold 10; **Intense Heat** (aura, fire) 30 feet. A creature that enters the aura or starts its turn in the aura takes `5d6` fire damage with a basic Reflex save against your spell DC. A creature can take damage from the aura only once per round; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tendril (reach <25 feet>), **Damage** `3d10+12` fire plus `2d6` [persistent fire](rules/conditions.md#Persistent%20Damage); **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fire mote (range increment <60 feet>), **Damage** `4d8+6` bludgeoning. +- **Water Elemental** 40 feet, swim 80 feet; resistance 10 to fire; **Vortex** (aura, water) 30 feet. Water within the aura that is part of the same body of water you occupy is difficult terrain for Swimming creatures that don't have the [water](rules/traits/water.md) trait; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wave (reach <25 feet>), **Damage** `3d12+18` bludgeoning plus Push or Pull 10 feet; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") water spout (range increment <60 feet>), **Damage** `4d8+6` bludgeoning. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 101* \ No newline at end of file diff --git a/compendium/spells/elemental-absorption-som.md b/compendium/spells/elemental-absorption-som.md new file mode 100644 index 000000000..22859d2e8 --- /dev/null +++ b/compendium/spells/elemental-absorption-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/3 +- trait/abjuration +aliases: ["Elemental Absorption"] +--- +# Elemental Absorption *Spell 3* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You absorb elemental energy, which you can release as a powerful counterattack. Choose air, earth, fire, or water. You gain resistance 5 to damage dealt by effects with the chosen [elemental](rules/traits/elemental.md) trait; if you choose water, you also gain resistance to cold damage. As usual, if a spell has a multiple effects, such as a spell that deals both fire damage and bludgeoning damage with superheated rocks, you gain resistance to only the effects associated with the element you chose. Keep track of how much damage you have prevented with this spell. + +As a 2-action activity, which has the [concentrate](rules/traits/concentrate.md) trait and the trait matching the element you chose, you can release the stored energy. This deals damage equal to the amount you've stored (maximum 30 damage) to one enemy within 60 feet, with a basic Reflex save. The damage type depends on the element you chose: fire damage for fire; bludgeoning or cold damage for water; bludgeoning or slashing damage for air; or bludgeoning, piercing, or slashing damage for earth. After releasing the energy, the spell ends. If you do not use the stored energy before the spell ends, the energy is lost. + +**Heightened (+ 3)** The resistance increases by 5 and the maximum damage increases by 30. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 102* \ No newline at end of file diff --git a/compendium/spells/elemental-annihilation-wave-som.md b/compendium/spells/elemental-annihilation-wave-som.md new file mode 100644 index 000000000..b13844580 --- /dev/null +++ b/compendium/spells/elemental-annihilation-wave-som.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/cone +- spell/level/3 +- trait/air +- trait/earth +- trait/evocation +- trait/fire +- trait/water +aliases: ["Elemental Annihilation Wave"] +--- +# Elemental Annihilation Wave *Spell 3* +[air](rules/traits/air.md) [earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [water](rules/traits/water.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") to 2 rounds +- **Area**30-foot cone +- **Saving Throw** basic Reflex + +You draw elemental power from your surroundings, and combining it with your own magical energy, unleash a wave of utter destruction and swirling colors that deals `1d6` fire damage and `3d6` bludgeoning damage with a basic Reflex save. The number of actions you spend when Casting this Spell determines the area and other parameters. + +**[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (somatic, verbal)** The spell is a 30-foot cone. + +**[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") (material, somatic, verbal)** The spell is a 30-foot cone. + +On a failed saving throw, creatures are pushed 5 feet away from you, and on a critical failure they are pushed 10 feet away and are knocked [prone](rules/conditions.md#Prone). + +**Two Rounds** If you spend 3 actions [Casting the Spell](rules/actions/cast-a-spell.md), you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, the spell is as 3 actions, but the area is a 60-foot cone, and for 1 round, the elements linger in the cone, racing off into the distance and making approaching you difficult, with the effects of [gust of wind](compendium/spells/gust-of-wind.md). + +**Heightened (+ 2)** The damage increases by `2d6`, and the distance that enemies are pushed back if you spent 3 actions or 2 rounds increases by 5 feet on a failed save and 10 feet on a critical failure. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 102* \ No newline at end of file diff --git a/compendium/spells/elemental-betrayal-apg.md b/compendium/spells/elemental-betrayal-apg.md new file mode 100644 index 000000000..210b55fff --- /dev/null +++ b/compendium/spells/elemental-betrayal-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/1 +- trait/evocation +- trait/hex +- trait/uncommon +- trait/witch +aliases: ["Elemental Betrayal"] +--- +# Elemental Betrayal *Focus 1* +[evocation](rules/traits/evocation.md) [hex](rules/traits/hex-apg.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**sustained up to 1 minute + +You call upon the elements to undermine your foe. When you [Cast this Spell](rules/actions/cast-a-spell.md), choose air, earth, fire, or water. Each time the target takes damage from a spell or effect with the chosen trait, it takes an additional 2 damage of one damage type dealt by the spell or effect. If you chose fire or water, the target also takes this additional damage when taking fire or cold damage, respectively, from effects or spells without the chosen trait. + +**Heightened (+ 2)** Increase the additional damage by 1. + +*Source: Advanced Player's Guide p. 238* \ No newline at end of file diff --git a/compendium/spells/elemental-confluence-som.md b/compendium/spells/elemental-confluence-som.md new file mode 100644 index 000000000..c86c41b54 --- /dev/null +++ b/compendium/spells/elemental-confluence-som.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/burst +- spell/level/6 +- trait/air +- trait/conjuration +- trait/earth +- trait/fire +- trait/water +aliases: ["Elemental Confluence"] +--- +# Elemental Confluence *Spell 6* +[air](rules/traits/air.md) [conjuration](rules/traits/conjuration.md) [earth](rules/traits/earth.md) [fire](rules/traits/fire.md) [water](rules/traits/water.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**60 foot +- **Area**10-foot burst +- **Duration**sustained up to 1 minute + +You conjure four types of elementals who combine forces to form into a chaotic storm. The confluence has AC 28 and 120 Hit Points, weakness 10 to area effects, and immunity to bleed and poison. Creatures can move through the confluence; creatures within the confluence are [concealed](rules/conditions.md#Concealed), and all creatures outside the confluence are [concealed](rules/conditions.md#Concealed) to creatures within it. When you Cast or Sustain this Spell, you choose up to two different types of elementals to act. + +- **Air** ([air](rules/traits/air.md), [electricity](rules/traits/electricity.md)) The elemental looses a bolt of electricity from the confluence, dealing `4d4` electricity damage to creatures within 20 feet of the confluence, with a basic Reflex save. This doesn't affect creatures that are completely inside of the confluence. +- **Earth** ([earth](rules/traits/earth.md)) The confluence gains a +2 circumstance bonus to AC and resistance 10 to all physical damage (except adamantine) for 1 round. +- **Fire** ([fire](rules/traits/fire.md)) Flames roar through the confluence, dealing `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage) to those partially or entirely inside the confluence. +- **Water** ([attack](rules/traits/attack.md), [water](rules/traits/water.md)) The elemental expels a powerful jet of water. Attempt a ranged spell attack against a target within 60 feet of the confluence, using your spell attack roll modifier. This attack ignores concealment granted by the confluence, and the elemental gets a +2 circumstance bonus on the spell attack roll against a target inside the confluence. +- The water deals `4d6` bludgeoning damage on a hit (doubled on a critical hit). This attack doesn't count toward your multiple attack penalty. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 102* \ No newline at end of file diff --git a/compendium/spells/elemental-gift-som.md b/compendium/spells/elemental-gift-som.md new file mode 100644 index 000000000..aadd8ca05 --- /dev/null +++ b/compendium/spells/elemental-gift-som.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/4 +- trait/transmutation +aliases: ["Elemental Gift"] +--- +# Elemental Gift *Spell 4* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 willing creature +- **Duration**1 minute + +An elemental force fills your target, granting the target the swiftness of air, the ruggedness of earth, the sting of fire, or the flexibility of water, depending on which element you choose. Choose an element when you [Cast the Spell](rules/actions/cast-a-spell.md). + +The target gains the benefit of that element as described below, and this spell gains that trait's element. + +- **Air** The target gains a +30-foot status bonus to its land Speed and gains a fly Speed equal to its land Speed without the status bonus. +- **Earth** While on the ground, the target gets a +2 status bonus to Fortitude and Reflex saves against effects that would [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) it, and to saves against effects that would attempt to knock it [prone](rules/conditions.md#Prone). In addition, the ground adjacent to the target is difficult terrain, and the difficult terrain moves with the target, though the target ignores this difficult terrain with its own movement. +- **Fire** The target's melee unarmed [Strikes](rules/actions/strike.md) and melee weapon [Strikes](rules/actions/strike.md) deal `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage) on a hit. +- **Water** The target takes on a watery sheen, gaining resistance 5 to fire and a swim Speed equal to its land Speed. + +**Heightened (8th)** You can target up to 5 willing creatures. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 103* \ No newline at end of file diff --git a/compendium/spells/elemental-zone-som.md b/compendium/spells/elemental-zone-som.md new file mode 100644 index 000000000..60c6d5537 --- /dev/null +++ b/compendium/spells/elemental-zone-som.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/burst +- spell/level/2 +- trait/evocation +aliases: ["Elemental Zone"] +--- +# Elemental Zone *Spell 2* +[evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**20-foot radius burst +- **Duration**1 minute + +Select an elemental trait: [air](rules/traits/air.md), [earth](rules/traits/earth.md), [fire](rules/traits/fire.md), or [water](rules/traits/water.md). Elemental zone gains the trait you chose. You imbue the area with the raw energy of that element, creating a zone that emits and amplifies magic of that type. The temperature might suddenly rise or fall, a storm cloud might form, and so on. Spells with the chosen elemental trait cast against creatures in the zone get a +2 status bonus to one damage type the spell deals based on the chosen trait: bludgeoning or electricity for [air](rules/traits/air.md), bludgeoning for [earth](rules/traits/earth.md), fire for [fire](rules/traits/fire.md), and bludgeoning or cold for [water](rules/traits/water.md). The caster chooses one type to add the bonus to if the spell deals more than one eligible type. This bonus is halved if the spell didn't use a spell slot (such as a cantrip, focus spell, or innate spell). + +The zone has no effect on the spell if the spell doesn't deal any damage of an eligible type. + +**Heightened (+ 2)** The status bonus increases by 1. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 104* \ No newline at end of file diff --git a/compendium/spells/empathic-link-lokl.md b/compendium/spells/empathic-link-lokl.md new file mode 100644 index 000000000..6f097a305 --- /dev/null +++ b/compendium/spells/empathic-link-lokl.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lokl +- spell/level/2 +- trait/divination +- trait/emotion +- trait/mental +- trait/uncommon +aliases: ["Empathic Link"] +--- +# Empathic Link *Spell 2* +[divination](rules/traits/divination.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** 1 minute +- **Range**touch +- **Targets**1 willing creature +- **Duration**1 hour + +You forge a bond between yourself and the target, enabling you to feel each other's emotions. You and the target can communicate empathetically, sharing emotions, at a distance of up to 1 mile. + +**Heightened (4th)** You can target up to 4 willing creatures, and the duration increases to 8 hours. + +*Source: Lost Omens: Knights of Lastwall p. 93* \ No newline at end of file diff --git a/compendium/spells/empty-inside-logm.md b/compendium/spells/empty-inside-logm.md new file mode 100644 index 000000000..c23255311 --- /dev/null +++ b/compendium/spells/empty-inside-logm.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/1 +- trait/abjuration +- trait/mental +aliases: ["Empty Inside"] +--- +# Empty Inside *Focus 1* +[abjuration](rules/traits/abjuration.md) [mental](rules/traits/mental.md) + +- **Domains**: [void](compendium/setting/domains.md#Void) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You inject a sliver of the void into your mind, momentarily remaking it into a bleak and empty place. Attempt a counteract check against one [emotion](rules/traits/emotion.md) effect affecting you. + +**Heightened (5th)** You can attempt counteract checks against any number of [emotion](rules/traits/emotion.md) effects affecting you. + +*Source: Lost Omens: Gods & Magic p. 119* \ No newline at end of file diff --git a/compendium/spells/empty-pack-da.md b/compendium/spells/empty-pack-da.md new file mode 100644 index 000000000..227aabe57 --- /dev/null +++ b/compendium/spells/empty-pack-da.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/level/2 +- trait/illusion +aliases: ["Empty Pack"] +--- +# Empty Pack *Spell 2* +[illusion](rules/traits/illusion.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 container of 2 Bulk or less +- **Duration**1 hour + +You render every item inside the container you touch [invisible](rules/conditions.md#Invisible), although the container itself remains visible. The items within are [undetected](rules/conditions.md#Undetected) to all creatures, though a creature can attempt to find an item by reaching into the bag, making an item [hidden](rules/conditions.md#Hidden) to them instead if they succeed. Additionally, the spell doesn't prevent the items from making protrusions in the bag, adding weight, making noise when jostling around, and so on. + +However, the spell prevents anything within the container from falling out if it's upended. Any object removed from the container becomes visible and remains visible even if returned to the container. + +**Heightened (4th)** The duration is until the next time you make your daily preparations. + +*Source: Dark Archive p. 105* \ No newline at end of file diff --git a/compendium/spells/endure-logm.md b/compendium/spells/endure-logm.md new file mode 100644 index 000000000..7c9a239bb --- /dev/null +++ b/compendium/spells/endure-logm.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/level/1 +- trait/enchantment +- trait/mental +aliases: ["Endure"] +--- +# Endure *Spell 1* +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**touch +- **Targets**1 creature +- **Duration**1 round + +You invigorate the touched creature's mind and urge it to press on. You grant the touched creature 5 temporary Hit Points. + +**Heightened (+ 1)** Increase the temporary Hit Points by 5. + +*Source: Lost Omens: Gods & Magic p. 107* \ No newline at end of file diff --git a/compendium/spells/enervation-apg.md b/compendium/spells/enervation-apg.md new file mode 100644 index 000000000..f1dcd618a --- /dev/null +++ b/compendium/spells/enervation-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/line +- spell/level/4 +- trait/necromancy +- trait/negative +aliases: ["Enervation"] +--- +# Enervation *Spell 4* +[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot line +- **Saving Throw** Fortitude + +Extending a finger, you fire a beam of negative energy that weakens the life force of any creature it touches. Each living creature in the line must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes `2d8` [persistent negative damage](rules/conditions.md#Persistent%20Damage). +> - **Failure** The creature takes `4d8` [persistent negative damage](rules/conditions.md#Persistent%20Damage) and becomes [drained](rules/conditions.md#Drained). +> - **Critical Failure** The creature takes `4d8` [persistent negative damage](rules/conditions.md#Persistent%20Damage) and becomes [drained](rules/conditions.md#Drained) and [doomed](rules/conditions.md#Doomed). + +**Heightened (+ 2)** The [persistent negative damage](rules/conditions.md#Persistent%20Damage) increases by `1d8` on a success, or by `2d8` on a failure or critical failure. + +*Source: Advanced Player's Guide p. 218* \ No newline at end of file diff --git a/compendium/spells/enhance-senses-lokl.md b/compendium/spells/enhance-senses-lokl.md new file mode 100644 index 000000000..4b1cddd45 --- /dev/null +++ b/compendium/spells/enhance-senses-lokl.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lokl +- spell/level/4 +- trait/divination +- trait/uncommon +aliases: ["Enhance Senses"] +--- +# Enhance Senses *Spell 4* +[divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 willing creature +- **Duration**1 hour + +You enhance the target's senses. The target gains low-light vision, and all of the target's imprecise senses have their distances doubled. If the target already has low-light vision, they gain darkvision. + +**Heightened (+ 2)** The number of targets increases by 1. + +*Source: Lost Omens: Knights of Lastwall p. 93* \ No newline at end of file diff --git a/compendium/spells/enlarge-companion-apg.md b/compendium/spells/enlarge-companion-apg.md new file mode 100644 index 000000000..c9956e53f --- /dev/null +++ b/compendium/spells/enlarge-companion-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/4 +- trait/polymorph +- trait/ranger +- trait/transmutation +- trait/uncommon +aliases: ["Enlarge Companion"] +--- +# Enlarge Companion *Focus 4* +[polymorph](rules/traits/polymorph.md) [ranger](rules/traits/ranger.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**your animal companion +- **Duration**1 minute + +Your animal companion grows much larger, towering over its foes in battle. Your animal companion becomes Huge, gaining the effects of a 4th-level [enlarge](compendium/spells/enlarge.md) spell. + +*Source: Advanced Player's Guide p. 234* \ No newline at end of file diff --git a/compendium/spells/entrancing-eyes-ec4.md b/compendium/spells/entrancing-eyes-ec4.md new file mode 100644 index 000000000..e1784f6b3 --- /dev/null +++ b/compendium/spells/entrancing-eyes-ec4.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec4 +- spell/area/emanation +- spell/level/7 +- trait/enchantment +- trait/mental +- trait/uncommon +- trait/visual +aliases: ["Entrancing Eyes"] +--- +# Entrancing Eyes *Spell 7* +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot emanation centered on you +- **Duration**sustained up to 1 minute + +Your eyes glow with an entrancing radiance that captivates those who meet your gaze. Any creature that ends its turn within the emanation must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected and becomes immune to this particular casting of the spell. Success The target is unaffected. +> - **Failure** Until the end of its next turn, the target is [stupefied](rules/conditions.md#Stupefied) and [fascinated](rules/conditions.md#Fascinated). +> - **Critical Failure** Until the end of its next turn, the target is [stupefied](rules/conditions.md#Stupefied), [fascinated](rules/conditions.md#Fascinated), and can't take reactions. In addition, all creatures and objects other than you are [concealed](rules/conditions.md#Concealed) from the target. During any round you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can use a single action, which has the [manipulate](rules/traits/manipulate.md) trait, to focus your entrancing eyes on a single creature you can see within 30 feet. This creature must immediately make a Will save against the spell as if it were ending its turn in the emanation. If the creature was already [fascinated](rules/conditions.md#Fascinated) by your entrancing eyes before its save, a failed save causes it to be [paralyzed](rules/conditions.md#Paralyzed) for 1 round. You can't use this action to focus on the same creature more than once per round. + +*Source: Extinction Curse #4: Siege of the Dinosaurs p. 74* \ No newline at end of file diff --git a/compendium/spells/entropic-wheel-da.md b/compendium/spells/entropic-wheel-da.md new file mode 100644 index 000000000..b1ff2e564 --- /dev/null +++ b/compendium/spells/entropic-wheel-da.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/cantrip +- trait/cantrip +- trait/cold +- trait/evocation +- trait/fire +- trait/psychic +- trait/uncommon +aliases: ["Entropic Wheel"] +--- +# Entropic Wheel *Cantrip 3* +[cantrip](rules/traits/cantrip.md) [cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You deal cold or fire damage to an enemy. +- **Duration**1 minute + +You stockpile thermal energy in a magical wheel-like construct that lets you burn opponents with cold or freeze their bodies with heat. When you [Cast the Spell](rules/actions/cast-a-spell.md), the wheel has one mote of thermal energy, and when you use a [cold](rules/traits/cold.md) or [fire](rules/traits/fire.md) effect or deal cold or fire damage, the wheel spins, siphoning off a bit of energy and gaining another mote. The wheel can't gain motes more than once on a given turn, and the maximum number of motes is equal to entropic wheel's level. + +When you [Cast a Spell](rules/actions/cast-a-spell.md) that deals fire damage, the target also takes cold damage equal to the number of motes in the entropic wheel. When you [Cast a Spell](rules/actions/cast-a-spell.md) that deals cold damage, the target also takes fire damage equal to the number of motes in the entropic wheel. This applies only to the initial damage of the spell, not to any [persistent damage](rules/conditions.md#Persistent%20Damage) or ongoing effects. + +## Amp + +You gain two motes instead of one when you [Cast the Spell](rules/actions/cast-a-spell.md) and each time the wheel gains another mote. + +## Summary + +*Source: Dark Archive p. 20* \ No newline at end of file diff --git a/compendium/spells/envenom-companion-som.md b/compendium/spells/envenom-companion-som.md new file mode 100644 index 000000000..582f9c883 --- /dev/null +++ b/compendium/spells/envenom-companion-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/3 +- trait/necromancy +- trait/poison +aliases: ["Envenom Companion"] +--- +# Envenom Companion *Spell 3* +[necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**your companion or eidolon +- **Duration**1 minute + +You envenom your companion or eidolon's attacks, which drip with highly toxic venom for the spell's duration. The first time each round the target hits a creature with an unarmed [Strike](rules/actions/strike.md) that deals piercing or slashing damage, that [Strike](rules/actions/strike.md) deals an additional `1d8` poison damage. A creature that is damaged by this poison must attempt a Fortitude save. On a failure, it's also [clumsy](rules/conditions.md#Clumsy) for 1 round. + +This spell can't target familiars. + +**Heightened (+ 3)** The poison damage increases by `1d8` and the [clumsy](rules/conditions.md#Clumsy) value imposed on a failed save increases by 1. + +*Source: Secrets of Magic p. 104* \ No newline at end of file diff --git a/compendium/spells/ephemeral-hazards-logm.md b/compendium/spells/ephemeral-hazards-logm.md new file mode 100644 index 000000000..7cb018b0e --- /dev/null +++ b/compendium/spells/ephemeral-hazards-logm.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/4 +- trait/illusion +- trait/mental +- trait/visual +aliases: ["Ephemeral Hazards"] +--- +# Ephemeral Hazards *Focus 4* +[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) + +- **Domains**: [delirium](compendium/setting/domains.md#Delirium) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**60 foot +- **Duration**1 minute + +You create illusory hazards, such as spinning blades or a puddle of acid, in four 10-foot-by-10-foot spaces within range. + +The hazards are merely a mental projection, and a creature receives a Will save each time it touches a hazard or is occupying one's space at the start of its turn. Depending on the result, the creature takes `4d6` mental damage and might have difficulty moving through the area. A creature can take this damage only once per turn, even if it moves through several hazards. Choose bludgeoning, slashing, piercing, acid, cold, electricity, fire, or sonic damage when you cast [ephemeral hazards](compendium/spells/ephemeral-hazards-logm.md); resistances and weaknesses to those damage types apply if the target thinks they do, as judged by the GM. You can freely choose the appearance and damage type of each hazard as long as its appearance reflects the type of damage it deals (for instance, a hazard that deals piercing damage might take the form of sharpened spikes). + +> [!success-degree] +> - **Critical Success** The creature is unaffected by the hazards and no longer needs to attempt Will saves against them. +> - **Success** The creature realizes the hazards aren't real but still takes half damage from them; on future Will saves against the hazards, the creature continues to use this result unless it rolls a critical success. +> - **Failure** The target takes full damage and treats the square as difficult terrain. +> - **Critical Failure** The target takes double damage and cannot pass through a square containing a hazard. + +**Heightened (+ 1)** The damage increases by `1d6`. + +*Source: Lost Omens: Gods & Magic p. 113* \ No newline at end of file diff --git a/compendium/spells/ephemeral-tracking-apg.md b/compendium/spells/ephemeral-tracking-apg.md new file mode 100644 index 000000000..d26357156 --- /dev/null +++ b/compendium/spells/ephemeral-tracking-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/3 +- trait/divination +- trait/ranger +- trait/uncommon +aliases: ["Ephemeral Tracking"] +--- +# Ephemeral Tracking *Focus 3* +[divination](rules/traits/divination.md) [ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 hour + +You can look at currents in the air and water and see tracks that you can follow just as you would on land. You can use [Survival](compendium/skills.md#Survival) to [Track](rules/actions/track.md) through both air and water, noticing aerial or aquatic "tracks" of all creatures who passed nearby in the last hour. It's more difficult to [Track](rules/actions/track.md) in this way: the DC to [Track](rules/actions/track.md) through air or water is always at least 30, or higher after precipitation or wind (in the air) or heavy tides or currents (in the water). It's possible to [Cover Tracks](rules/actions/cover-tracks.md) against this spell, but creatures might not realize they need to do so. + +*Source: Advanced Player's Guide p. 234* \ No newline at end of file diff --git a/compendium/spells/erase-trail-lokl.md b/compendium/spells/erase-trail-lokl.md new file mode 100644 index 000000000..657e7f9cb --- /dev/null +++ b/compendium/spells/erase-trail-lokl.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lokl +- spell/area/burst +- spell/level/2 +- trait/abjuration +- trait/uncommon +aliases: ["Erase Trail"] +--- +# Erase Trail *Spell 2* +[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**100 foot +- **Area**40-foot burst + +You drastically reduce all signs of one specific creature's passage from the area, including footprints, handprints, dirt, and minor changes caused to the surrounding environment, like the bending of grass. The DC of checks to [Seek](rules/actions/seek.md) or [Search](rules/actions/search.md) and discover such signs within the area gains a +4 status bonus or is equal to your spell DC, whichever is higher. This spell doesn't repair objects the creature damaged, return slain creatures to life, or remove objects or garbage left behind. It also doesn't prevent others from noticing that the creature's trail ends or begins abruptly outside the area. + +Finally, this spell doesn't hide the creature from sight or prevent them from leaving new signs of their presence after this spell is cast. + +**Heightened (+ 2)** The range increases by 100 feet, the area increases by 20 feet, and you can remove all signs of 1 additional creature's passage from the area. + +*Source: Lost Omens: Knights of Lastwall p. 93* \ No newline at end of file diff --git a/compendium/spells/establish-ward-apg.md b/compendium/spells/establish-ward-apg.md new file mode 100644 index 000000000..558bca670 --- /dev/null +++ b/compendium/spells/establish-ward-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/burst +- spell/focus/5 +- trait/abjuration +- trait/sorcerer +- trait/uncommon +aliases: ["Establish Ward"] +--- +# Establish Ward *Focus 5* +[abjuration](rules/traits/abjuration.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot burst +- **Duration**1 minute + +You bind a part of your essence to your surroundings, creating a warded area that grants you power within it, but drains you outside of it. While within the area, you can make nature's wrath [Strikes](rules/actions/strike.md) by commanding plants, wind, rocks, and other natural features to attack enemies. These are melee [Strikes](rules/actions/strike.md) that use your spell attack modifier, can target any creature within the ward, and deal bludgeoning, piercing, or slashing damage equal to `2d8` plus your spellcasting ability modifier. + +Upon [Casting the Spell](rules/actions/cast-a-spell.md), you can immediately make a single nature's wrath [Strike](rules/actions/strike.md). You are [quickened](rules/conditions.md#Quickened) while inside the ward, and can use the additional action only to make nature's wrath [Strikes](rules/actions/strike.md). You are [slowed](rules/conditions.md#Slowed) while outside the area. + +**Heightened (+ 2)** The area increases by 5 feet, and the [Strikes](rules/actions/strike.md) deal an additional `1d8` damage. + +*Source: Advanced Player's Guide p. 236* \ No newline at end of file diff --git a/compendium/spells/etheric-shards-da.md b/compendium/spells/etheric-shards-da.md new file mode 100644 index 000000000..34cc804ba --- /dev/null +++ b/compendium/spells/etheric-shards-da.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/area/burst +- spell/level/5 +- trait/evocation +- trait/force +aliases: ["Etheric Shards"] +--- +# Etheric Shards *Spell 5* +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Area**20-foot burst +- **Saving Throw** basic Reflex +- **Duration**1 minute + +You reach out and sow glittering splinters of force throughout the area, otherworldly caltrops of will and ectoplasm. The area is difficult terrain, even to flying or incorporeal creatures. + +Any creature that moves through the area takes `1d4` piercing damage per square traversed, with a basic Reflex save made at the end of each move action they take through the area. + +**Heightened (+ 2)** The spell's area increases by 5 feet, and the piercing damage increases by 1. + +*Source: Dark Archive p. 105* \ No newline at end of file diff --git a/compendium/spells/euphoric-renewal-da.md b/compendium/spells/euphoric-renewal-da.md new file mode 100644 index 000000000..c8e6510a4 --- /dev/null +++ b/compendium/spells/euphoric-renewal-da.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/focus/4 +- trait/cleric +- trait/necromancy +- trait/rare +aliases: ["Euphoric Renewal"] +--- +# Euphoric Renewal *Focus 4* +[cleric](rules/traits/cleric.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Domains**: [death (apocryphal)](compendium/setting/domains.md#Death) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**10 minutes + +You view death not as an ending but a beginning, and you delight in dancing on its edge. Each time you gain the [dying](rules/conditions.md#Dying) condition and then regain consciousness while under the effect of euphoric renewal, you gain three benefits. + +- You're [quickened](rules/conditions.md#Quickened) on your next turn. You can use the extra action only to [Stand](rules/actions/stand.md). +- You gain a +1 circumstance bonus to saves for 1 minute. +- You gain 8 temporary Hit Points that last for 1 minute. + +**Heightened (+ 1)** The number of temporary HP increases by 2. + +*Source: Dark Archive p. 142* \ No newline at end of file diff --git a/compendium/spells/evil-eye-apg.md b/compendium/spells/evil-eye-apg.md new file mode 100644 index 000000000..e6afe389f --- /dev/null +++ b/compendium/spells/evil-eye-apg.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/cantrip +- trait/cantrip +- trait/curse +- trait/emotion +- trait/enchantment +- trait/fear +- trait/hex +- trait/mental +- trait/uncommon +- trait/witch +aliases: ["Evil Eye"] +--- +# Evil Eye *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [curse](rules/traits/curse.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [hex](rules/traits/hex-apg.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Patron** Witch +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**sustained up to 1 minute + +Your fix your eye on the target, imposing a malevolent hex. + +The target becomes [frightened](rules/conditions.md#Frightened) based on the results of its Will save. This condition value can't be reduced below 1 while the spell is active and you can see the target. Regardless of the outcome, the target is then temporarily immune for 1 minute. + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** The target is [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The target is [frightened](rules/conditions.md#Frightened). + +*Source: Advanced Player's Guide p. 238* \ No newline at end of file diff --git a/compendium/spells/evolution-surge-som.md b/compendium/spells/evolution-surge-som.md new file mode 100644 index 000000000..1f8808db0 --- /dev/null +++ b/compendium/spells/evolution-surge-som.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/focus/1 +- trait/morph +- trait/summoner +- trait/transmutation +- trait/uncommon +aliases: ["Evolution Surge"] +--- +# Evolution Surge *Focus 1* +[morph](rules/traits/morph.md) [summoner](rules/traits/summoner-som.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**100 foot +- **Targets**your eidolon +- **Duration**1 minute + +You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects: + +- Your eidolon gains [low-light vision](rules/abilities/low-light-vision.md) and [darkvision](rules/abilities/darkvision.md). +- Your eidolon gains [scent](rules/abilities/scent.md) as an imprecise sense up to 30 feet. +- Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the [amphibious](rules/traits/amphibious-b1.md) trait. +- Your eidolon gains a +20-foot status bonus to its Speed. + +**Heightened (3rd)** Add the following options to the list of effects you can choose: + +- Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. +- Your eidolon gains a climb Speed equal to its land Speed. + +**Heightened (5th)** Add the options from the 3rd-level version and the following options to the list of effects you can choose: + +- Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. +- Your eidolon gains a fly Speed equal to its Speed. + +*Source: Secrets of Magic p. 144* \ No newline at end of file diff --git a/compendium/spells/exchange-image-aoa3.md b/compendium/spells/exchange-image-aoa3.md new file mode 100644 index 000000000..920ea1467 --- /dev/null +++ b/compendium/spells/exchange-image-aoa3.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/aoa3 +- spell/level/1 +- trait/illusion +- trait/uncommon +- trait/visual +aliases: ["Exchange Image"] +--- +# Exchange Image *Spell 1* +[illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Requirements**You have the [humanoid](rules/traits/humanoid.md) trait. +- **Range**touch +- **Targets**you and 1 other humanoid +- **Saving Throw** Will +- **Duration**varies + +To mislead pursuers, the Lacunafex developed the means to swap visages. You trade appearances with the target, with the effects depending on the result of the target's Will saving throw. Willing and [unconscious](rules/conditions.md#Unconscious) targets automatically critically fail this saving throw. + +> [!success-degree] +> - **Critical Success** No effect. +> - **Success** You take on the target's appearance, and they take yours. This has the same effects as a 1st-level [illusory disguise](compendium/spells/illusory-disguise.md) spell, except that the target can't [Dismiss](rules/actions/dismiss.md) the disguise. The duration is 1 minute or until Dismissed. +> - **Failure** As success, but the duration is 1 hour or until Dismissed. +> - **Critical Failure** As success, but the duration is 24 hours. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 73* \ No newline at end of file diff --git a/compendium/spells/expeditious-excavation-logm.md b/compendium/spells/expeditious-excavation-logm.md new file mode 100644 index 000000000..49dfdeac0 --- /dev/null +++ b/compendium/spells/expeditious-excavation-logm.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/area/misc +- spell/level/2 +- trait/earth +- trait/transmutation +aliases: ["Expeditious Excavation"] +--- +# Expeditious Excavation *Spell 2* +[earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Area**cube of dirt 5 feet across or smaller + +You remove loose dirt, dust, gravel, sand, and the like (though not solid stone) up to the size of a 5-foot cube. Any Medium or smaller creature standing atop the earth when the spell is cast must attempt a Reflex save or [Acrobatics](compendium/skills.md#Acrobatics) check. + +> [!success-degree] +> - **Success** The creature is unaffected and can choose to either descend the pit without damage or move to the nearest available space of its choice. +> - **Failure** The creature falls [prone](rules/conditions.md#Prone) in the nearest available space of its choice, or falls into the pit if it prefers. +> - **Critical Failure** The creature falls into the pit excavated by the spell and lands [prone](rules/conditions.md#Prone), taking falling damage as normal. + +**Heightened (+ 2)** The spell can excavate an additional 5-foot cube of earth. If you excavate all four 5-foot cubes beneath a Large creature, it must attempt a Reflex save or [Acrobatics](compendium/skills.md#Acrobatics) check, as above. + +**Spell Lists**: Elemental + +*Source: Lost Omens: Gods & Magic p. 107* \ No newline at end of file diff --git a/compendium/spells/extend-boost-som.md b/compendium/spells/extend-boost-som.md new file mode 100644 index 000000000..b1b31e6e9 --- /dev/null +++ b/compendium/spells/extend-boost-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/focus/1 +- trait/divination +- trait/metamagic +- trait/summoner +- trait/uncommon +aliases: ["Extend Boost"] +--- +# Extend Boost *Focus 1* +[divination](rules/traits/divination.md) [metamagic](rules/traits/metamagic.md) [summoner](rules/traits/summoner-som.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +You focus on the intricacies of the magic binding you to your eidolon to extend the duration of your [boost eidolon](compendium/spells/boost-eidolon-som.md) or [reinforce eidolon](compendium/spells/reinforce-eidolon-som.md) spell. If your next action is to cast [boost eidolon](compendium/spells/boost-eidolon-som.md) or reinforce eidolon, attempt a skill check with the skill associated with the tradition of magic you gain from your eidolon (such as [Nature](compendium/skills.md#Nature) for a primal eidolon). The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. + +> [!success-degree] +> - **Critical Success** The spell lasts 4 rounds. +> - **Success** The spell lasts 3 rounds. +> - **Failure** The spell lasts 1 round, but you don't spend the Focus Point for casting this spell. + +*Source: Secrets of Magic p. 145* \ No newline at end of file diff --git a/compendium/spells/extract-poison-som.md b/compendium/spells/extract-poison-som.md new file mode 100644 index 000000000..2f75b46e0 --- /dev/null +++ b/compendium/spells/extract-poison-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/2 +- trait/abjuration +aliases: ["Extract Poison"] +--- +# Extract Poison *Spell 2* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 poison on or in an object + +With the lightest touch, you can siphon the poison from an object and save it for your own later use, making an assassin's blade or politician's wine less deadly while you become all the more so. Attempt a counteract check against one poison you're aware of on or in an object you touch. If you successfully counteract the poison, you negate the object's toxicity and transfer the poison into a weapon you are holding, coating the weapon with a simple but powerful poison. On your next successful attack with that weapon before the end of your next turn, you add `1d6` poison damage per level of the poison you counteracted. On a critically failed attack roll, you lose the extracted poison from your weapon as normal. + +*Source: Secrets of Magic p. 104* \ No newline at end of file diff --git a/compendium/spells/eyes-of-the-dead-botd.md b/compendium/spells/eyes-of-the-dead-botd.md new file mode 100644 index 000000000..6cb82e200 --- /dev/null +++ b/compendium/spells/eyes-of-the-dead-botd.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/botd +- spell/focus/3 +- trait/divination +- trait/mental +- trait/uncommon +aliases: ["Eyes of the Dead"] +--- +# Eyes of the Dead *Focus 3* +[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**mile +- **Targets**one undead creature under your control +- **Duration**sustained up to 1 minute + +You enter a magical trance that allows you to perceive through the senses of the target creature. You attempt [Perception](compendium/skills.md#Perception) checks using your own [Perception](compendium/skills.md#Perception), but you have any special senses the target has, such as low-light vision or darkvision. + +The spell doesn't grant any special method of communication with the target. + +For the duration of the trance, your own senses are muted, though you can still communicate. This lack of awareness makes you [flat-footed](rules/conditions.md#Flat-footed). You can't take actions with the [attack](rules/traits/attack.md) or [move](rules/traits/move.md) traits, nor can you cast spells. + +**Heightened (6th)** The range increases to 100 miles and the duration to sustained up to 10 minutes. You can communicate telepathically with the target for the duration of the trance, though the target is under no compulsion to follow commands if it wasn't already. + +*Source: Book of the Dead p. 35* \ No newline at end of file diff --git a/compendium/spells/falling-sky-da.md b/compendium/spells/falling-sky-da.md new file mode 100644 index 000000000..b309d27c7 --- /dev/null +++ b/compendium/spells/falling-sky-da.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/area/cylinder +- spell/level/8 +- trait/evocation +- trait/incapacitation +aliases: ["Falling Sky"] +--- +# Falling Sky *Spell 8* +[evocation](rules/traits/evocation.md) [incapacitation](rules/traits/incapacitation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**60-foot tall, 30-foot radius cylinder + +Extraordinary telekinetic pressure smashes down through the area, battering creatures within it to the ground. All flying creatures in the area descend to the bottom of the spell's area, taking twice as much bludgeoning damage as if they had fallen the distance moved, to a maximum of 60 falling damage if they fall 60 feet. They take this falling damage even if the spell's area is entirely in the air and they don't hit the ground, as they concuss against the bottom of the spell's area at great speed. Creatures on the ground and within the spell's area, including flying creatures forced to the ground, must attempt Fortitude saves. + +> [!success-degree] +> - **Critical Success** The creature is unaffected, and if it was flying, it isn't knocked [prone](rules/conditions.md#Prone) even though it took falling damage. +> - **Success** The creature is knocked [prone](rules/conditions.md#Prone). +> - **Failure** The creature is knocked [prone](rules/conditions.md#Prone) and [stunned](rules/conditions.md#Stunned). +> - **Critical Failure** The creature is knocked [prone](rules/conditions.md#Prone) and [stunned](rules/conditions.md#Stunned) for 1 round. + +*Source: Dark Archive p. 105* \ No newline at end of file diff --git a/compendium/spells/fallow-field-logm.md b/compendium/spells/fallow-field-logm.md new file mode 100644 index 000000000..910aaf32b --- /dev/null +++ b/compendium/spells/fallow-field-logm.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/area/emanation +- spell/focus/4 +- trait/necromancy +- trait/negative +aliases: ["Fallow Field"] +--- +# Fallow Field *Focus 4* +[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +- **Domains**: [decay](compendium/setting/domains.md#Decay) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Area**15-foot emanation +- **Saving Throw** Will +- **Duration**sustained up to 1 minute + +A sickly yellow light fills the area as entropic forces prevent healing. When a creature within the area would regain Hit Points, such as from a [healing](rules/traits/healing.md) effect or an ability like fast healing or regeneration, it must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The creature regains the full number of Hit Points that would be restored by the [healing](rules/traits/healing.md) effect, and is temporarily immune for 1 minute. +> - **Success** The creature regains the full number of Hit Points that would be restored. +> - **Failure** The creature regains only half the number of Hit Points that would be restored. +> - **Critical Failure** The creature does not regain Hit Points from the [healing](rules/traits/healing.md) effect. + +*Source: Lost Omens: Gods & Magic p. 113* \ No newline at end of file diff --git a/compendium/spells/false-nature-da.md b/compendium/spells/false-nature-da.md new file mode 100644 index 000000000..aea9e9a27 --- /dev/null +++ b/compendium/spells/false-nature-da.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/level/4 +- trait/illusion +- trait/uncommon +aliases: ["False Nature"] +--- +# False Nature *Spell 4* +[illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**touch +- **Targets**one unattended item or one item you're holding +- **Duration**until your next daily preparations + +You create an illusion that makes an object seem to be something entirely different. When you Cast this Spell, speak aloud a declarative statement that the target is a different, nonspecific object. Your statement can't presuppose any other facts. For instance, you could claim an object is "a stone" or "an antidote," but not "the Starstone" or "the antidote to the lethal poison you already drank. " Creatures who previously [observed](rules/conditions.md#Observed) the target receive an immediate Will save to disbelieve, but on a failure, the illusion temporarily rewrites their memory that the object was something different. A creature who failed their Will save, or didn't already see the item's original form, must [Interact](rules/actions/interact.md) with the illusion as normal to receive a [Perception](compendium/skills.md#Perception) check against the spell DC to disbelieve. + +When the spell ends, targets remember the object's true nature, even if they never disbelieved the spell. + +*Source: Dark Archive p. 78* \ No newline at end of file diff --git a/compendium/spells/familiar-form-lopsg.md b/compendium/spells/familiar-form-lopsg.md new file mode 100644 index 000000000..34a802c14 --- /dev/null +++ b/compendium/spells/familiar-form-lopsg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lopsg +- spell/focus/4 +- trait/polymorph +- trait/transmutation +- trait/uncommon +aliases: ["Familiar Form"] +--- +# Familiar Form *Focus 4* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You transform into a Tiny animal that commonly serves as a spellcaster's familiar. You gain the effects of the spell [pest form](compendium/spells/pest-form.md), heightened to the level of familiar form you cast. However, you can transform into only a bat, cat, raven, snake, or other Tiny animal of a type that you have seen serve as a spellcaster's familiar. + +While in this form, despite the restrictions from polymorph battle forms, you retain the ability to cast spells of 1st level or lower but only those without material components. You still can't make any [Strikes](rules/actions/strike.md) or other attacks in pest form, as normal. + +**Heightened (6th)** You retain the ability to cast spells of 2nd level or lower, rather than 1st, but still only those without material components. Additionally, the duration of familiar form increases to 10 minutes. + +**Heightened (8th)** You retain the ability to cast spells of 3rd level or lower, rather than 1st, but still only those without material components. Additionally, the duration of familiar form increases to 10 minutes. + +*Source: Lost Omens: Pathfinder Society Guide p. 5500* \ No newline at end of file diff --git a/compendium/spells/familiars-face-apg.md b/compendium/spells/familiars-face-apg.md new file mode 100644 index 000000000..080775d24 --- /dev/null +++ b/compendium/spells/familiars-face-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/3 +- trait/divination +- trait/scrying +aliases: ["Familiar's Face"] +--- +# Familiar's Face *Spell 3* +[divination](rules/traits/divination.md) [scrying](rules/traits/scrying.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**mile +- **Targets**1 willing creature that is your animal companion or familiar +- **Duration**sustained + +The target becomes a scrying sensor, allowing you to see through its eyes, smell what it smells, and similarly use its other senses. + +If you can cast a spell with the [revelation](rules/traits/revelation.md) trait that affects your senses, such as [see invisibility](compendium/spells/see-invisibility.md), while this spell is active, you gain the benefit of the spell through the target's senses instead of your own. You can also speak through the target, with a voice much like yours, though it takes on some of the timbre and character of the target's growls or squawks. You can use [Command an Animal](rules/actions/command-an-animal.md) on the target as part of [Sustaining this Spell](rules/actions/sustain-a-spell.md). You don't need line of sight or line of effect to your target when you [Cast this Spell](rules/actions/cast-a-spell.md). + +*Source: Advanced Player's Guide p. 218* \ No newline at end of file diff --git a/compendium/spells/fated-confrontation-som.md b/compendium/spells/fated-confrontation-som.md new file mode 100644 index 000000000..03a2b1909 --- /dev/null +++ b/compendium/spells/fated-confrontation-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/10 +- trait/divination +aliases: ["Fated Confrontation"] +--- +# Fated Confrontation *Spell 10* +[divination](rules/traits/divination.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Targets**1 willing ally and 1 enemy +- **Duration**1 minute + +You weave the threads of fate to lead two foes into a climactic battle. The targets of this spell are the fated opponents: one of the targets of this spell must be you or a willing ally, and the other must be an enemy. + +When you [Cast the Spell](rules/actions/cast-a-spell.md), the ally you targeted (or you, if you targeted yourself) may teleport to any unoccupied space of their choice within 30 feet of its fated opponent. + +This is a [teleportation](rules/traits/teleportation.md) effect. + +You isolate the two targets for 1 round. During this time, fate refuses to allow either fated opponent to be affected by attacks or effects from a third party; a fated opponent could be affected by the other's meteor swarm or its own [heal](compendium/spells/heal.md) spell, but it would be entirely immune to a spell or [Strike](rules/actions/strike.md) from a creature outside of the spells effects, as well including damage from a hazard or the environment. This doesn't apply to anything that was affecting the targets before you cast [fated confrontation](compendium/spells/fated-confrontation-som.md) (such as a spell with a duration or [persistent damage](rules/conditions.md#Persistent%20Damage) the creature had before it was affected by fated confrontation) + +For the duration of the spell, either fated opponent can manipulate fate once on each of its turns. This allows it to either roll twice and take the higher result on an attack roll or skill check it makes against its fated opponent (a [fortune](rules/traits/fortune.md) effect), or force the fated opponent to roll twice on a saving throw against one of its abilities and take the lower result (a [misfortune](rules/traits/misfortune.md) effect) + +This spell ends if either target becomes unable to act, or if they both agree to cease hostilities. + +*Source: Secrets of Magic p. 105* \ No newline at end of file diff --git a/compendium/spells/favorable-review-ec2.md b/compendium/spells/favorable-review-ec2.md new file mode 100644 index 000000000..f574d26fc --- /dev/null +++ b/compendium/spells/favorable-review-ec2.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec2 +- spell/level/4 +- trait/enchantment +- trait/incapacitation +- trait/mental +- trait/uncommon +aliases: ["Favorable Review"] +--- +# Favorable Review *Spell 4* +[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You enchant a creature to ensure they have only good things to say about your show. Identify a single creature, location, or performance, such as "Dame Ellendia," "Savories Meats," or "the Theater of the Mind's latest magic show." The target must attempt Will save. You can [Dismiss](rules/actions/dismiss.md) the spell. + +> [!success-degree] +> - **Critical Success** The target is unaffected and knows you tried to trick it. +> - **Success** The target is unaffected but thinks your spell was something harmless instead of favorable review, unless it identifies the spell (usually using [Identify Magic](rules/actions/identify-magic.md)). +> - **Failure** The target cannot speak unfavorably about the subject for 1 week. This doesn't change the target's opinion about the subject, but the target's attempts to speak ill of the subject—whether in speech, writing, or other communication—always twist into compliments and praise instead. The target likely becomes aware of this effect quickly and can avoid speaking about the subject entirely if they choose. +> - **Critical Failure** As failure, except the duration is permanent and the target genuinely holds a favorable opinion about the subject, with their attitude toward the creature (or creatures associated with the subject, such as the owner of a location or artists in a performance) becoming two degrees better (for example, [helpful](rules/conditions.md#Helpful) instead of [indifferent](rules/conditions.md#Indifferent)). + +**Heightened (8th)** The range increases to 60 feet and you can target up to 10 creatures. + +*Source: Extinction Curse #2: Legacy of the Lost God p. 77* \ No newline at end of file diff --git a/compendium/spells/fear-the-sun-sot4.md b/compendium/spells/fear-the-sun-sot4.md new file mode 100644 index 000000000..c1d50cd22 --- /dev/null +++ b/compendium/spells/fear-the-sun-sot4.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot4 +- spell/level/2 +- trait/transmutation +- trait/uncommon +aliases: ["Fear the Sun"] +--- +# Fear the Sun *Spell 2* +[transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Fortitude + +You cause the creature's vision to become particularly sensitive. The creature must attempt a Fortitude save. The creature is then temporarily immune for 1 minute. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [dazzled](rules/conditions.md#Dazzled) for 1 round. +> - **Failure** The creature is [dazzled](rules/conditions.md#Dazzled) for 1 minute. +> - **Critical Failure** The creature gains light blindness (Pathfinder Bestiary 343) for 1 minute. If the creature is already exposed to bright light, it immediately becomes [blinded](rules/conditions.md#Blinded), as it isn't acclimated to its newly acquired light blindness. + +**Heightened (6th)** You can target up to 10 creatures. + +*Source: Strength of Thousands #4: Secrets of the Temple-City p. 77* \ No newline at end of file diff --git a/compendium/spells/fearful-feast-av3.md b/compendium/spells/fearful-feast-av3.md new file mode 100644 index 000000000..8544f6829 --- /dev/null +++ b/compendium/spells/fearful-feast-av3.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/av3 +- spell/focus/4 +- trait/fear +- trait/mental +- trait/necromancy +- trait/uncommon +aliases: ["Fearful Feast"] +--- +# Fearful Feast *Focus 4* +[fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [abomination](compendium/setting/domains.md#Abomination) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**A creature within range becomes [frightened](rules/conditions.md#Frightened). +- **Range**30 foot +- **Targets**the triggering creature +- **Saving Throw** Will +- **Duration**varies + +You open your mouth wide and inhale sharply; you draw in the bravery, self-confidence, and hope to which the [frightened](rules/conditions.md#Frightened) target clings and then strip away the target's false assumption that these fragile emotions can save them from the oblivion of terror. + +You deal `6d4` mental damage to the creature, which must attempt a Will saving throw. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature's [frightened](rules/conditions.md#Frightened) condition increases by 1, and it takes half damage. +> - **Failure** The creature's [frightened](rules/conditions.md#Frightened) condition increases by 2, and it takes full damage; you regain Hit Points equal to half the damage the target takes. +> - **Critical Failure** The creature's [frightened](rules/conditions.md#Frightened) condition increases by 3 and it takes double damage; you regain Hit Points equal to half the damage the target takes. + +**Heightened (+ 1)** The damage increases by `2d4`. + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 65* \ No newline at end of file diff --git a/compendium/spells/feast-of-ashes-logm.md b/compendium/spells/feast-of-ashes-logm.md new file mode 100644 index 000000000..087cd932d --- /dev/null +++ b/compendium/spells/feast-of-ashes-logm.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/level/2 +- trait/curse +- trait/necromancy +aliases: ["Feast Of Ashes"] +--- +# Feast Of Ashes *Spell 2* +[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Targets**1 living creature +- **Saving Throw** Fortitude +- **Duration**1 week + +You curse the target with a hunger no food can sate. You can [Dismiss](rules/actions/dismiss.md) the spell. The target must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected and is temporarily immune for 1 hour. +> - **Success** The creature is [fatigued](rules/conditions.md#Fatigued) for 1 round. +> - **Failure** The creature is immediately afflicted by hunger as if it hadn't eaten food in days. It becomes [fatigued](rules/conditions.md#Fatigued) and takes `1d4` damage each day that can't be healed until it sates its hunger. No amount of eating can sate the creature's hunger during the spell's duration. After the spell's duration, the creature takes damage from starvation as described on page 500 of the Core Rulebook. +> - **Critical Failure** As failure but the creature takes `2d4` damage each day, twice as much as usual for hunger. + +**Heightened (+ 1)** The hunger becomes more unbearable, increasing the damage each day by `1d4`, or by `2d4` on a critical failure. + +*Source: Lost Omens: Gods & Magic p. 107* \ No newline at end of file diff --git a/compendium/spells/feral-shades-som.md b/compendium/spells/feral-shades-som.md new file mode 100644 index 000000000..0c3d32c8f --- /dev/null +++ b/compendium/spells/feral-shades-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/cone +- spell/level/2 +- trait/necromancy +aliases: ["Feral Shades"] +--- +# Feral Shades *Spell 2* +[necromancy](rules/traits/necromancy.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot cone +- **Saving Throw** basic Fortitude + +A wave of gray mist formed of negative energy spills out from your outstretched hand, briefly taking the shape of a pack of predatory animals that set viciously on your foes. You deal `2d4` slashing damage and `2d4` negative damage to creatures in the area. The shades set upon the vulnerable with greater ferocity: [prone](rules/conditions.md#Prone) creatures or those taking [persistent bleed damage](rules/conditions.md#Persistent%20Damage) take a –2 status penalty to the save. + +**Heightened (+ 1)** The slashing damage and the negative damage each increase by `1d4`. + +*Source: Secrets of Magic p. 105* \ No newline at end of file diff --git a/compendium/spells/fey-form-som.md b/compendium/spells/fey-form-som.md new file mode 100644 index 000000000..44202793c --- /dev/null +++ b/compendium/spells/fey-form-som.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/4 +- trait/polymorph +- trait/transmutation +aliases: ["Fey Form"] +--- +# Fey Form *Spell 4* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +Channeling the mischievous fey, you transform into a fey battle form, which is Medium unless stated otherwise. + +When you cast this spell, choose dryad, elananx, naiad, redcap, or unicorn. If you choose unicorn, the battle form is Large and you must have space to expand or the spell is lost. While in this form, you gain the [fey](rules/traits/fey.md) trait. Unless you choose elananx or unicorn, you have hands in this battle form and can use manipulate actions. You can [Dismiss](rules/actions/dismiss.md) the spell. + +You gain the following statistics and abilities regardless of the form that you choose: + +- AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. +- 15 temporary Hit Points and weakness 5 to cold iron. +- Low-light vision. +- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](rules/actions/strike.md) with. You're trained with them. Your attack modifier is +16, and you use the listed damage. These attacks are Dexterity based. If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. +- [Acrobatics](compendium/skills.md#Acrobatics) modifiers of +16, unless your own modifier is higher. + +You also gain specific abilities based on the type of fey: + +- **Dryad The temporary** HP gained increases to 30; Speed 25 feet; weakness 5 to fire; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") branch, **Damage** `1d12+8` bludgeoning. +- **Elananx** Speed 30 feet; resistance 5 to fire; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `1d6+8` piercing plus `1d6` fire; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `1d6` slashing. +- **Naiad** Speed 25 feet, swim 25 feet; resistance 5 to fire; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") aqueous fist ([water](rules/traits/water.md)), **Damage** `1d8+8` bludgeoning. +- **Redcap** Speed 40 feet; Size Small; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") scythe (deadly , trip), **Damage** `1d10+8` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") boot (agile, versatile B), **Damage** `1d6` piercing. +- Unicorn gain the [beast](rules/traits/beast.md) trait in addition to fey; Speed 40 feet; resistance 5 to poison; Size Large; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horn, **Damage** `1d10+8` piercing plus 1 good; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") hoof ([agile](rules/traits/agile.md)), **Damage** `1d8` bludgeoning; all [Strikes](rules/actions/strike.md) have the effects of a [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. + +*Source: Secrets of Magic p. 105* \ No newline at end of file diff --git a/compendium/spells/final-sacrifice-apg.md b/compendium/spells/final-sacrifice-apg.md new file mode 100644 index 000000000..b5910df5e --- /dev/null +++ b/compendium/spells/final-sacrifice-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/2 +- trait/evocation +- trait/fire +aliases: ["Final Sacrifice"] +--- +# Final Sacrifice *Spell 2* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 creature with the minion trait that you summoned or permanently control + +You channel disruptive energies through the bond between you and your minion, causing it to violently explode. The target is immediately slain, and creatures within 20 feet of it take `6d6` fire damage (basic Reflex save) + +If the target has the [cold](rules/traits/cold.md) or [water](rules/traits/water.md) trait, the spell instead deals cold damage and gains the [cold](rules/traits/cold.md) trait in place of the [fire](rules/traits/fire.md) trait. If used on a creature that isn't mindless, this spell has the [evil](rules/traits/evil.md) trait. Attempting to cast this spell targeting a creature that you temporarily seized control of, such as an undead commanded by command undead, automatically fails and breaks the controlling effect. + +**Heightened (+ 1)** The damage increases by `2d6`. + +**Spell Lists**: Elemental + +*Source: Advanced Player's Guide p. 219* \ No newline at end of file diff --git a/compendium/spells/flame-vortex-som.md b/compendium/spells/flame-vortex-som.md new file mode 100644 index 000000000..21df068eb --- /dev/null +++ b/compendium/spells/flame-vortex-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/cylinder +- spell/level/6 +- trait/air +- trait/evocation +- trait/fire +aliases: ["Flame Vortex"] +--- +# Flame Vortex *Spell 6* +[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Area**5-foot radius, 40-foot tall cylinder +- **Saving Throw** basic Reflex +- **Duration**sustained up to 1 minute + +You combine a blazing inferno and air currents into a fiery vortex. You can [Cast this Spell](rules/actions/cast-a-spell.md) only if you are outside or the ceiling is 40 feet or higher. All squares in the vortex are difficult terrain for flying creatures. + +All creatures in the area take `3d4` bludgeoning damage and `3d6` fire damage as gusts of fiery wind buffet them, with a basic Reflex save. Each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can move the whirlwind up to 20 feet in a straight line. Each creature the whirlwind moves through takes the damage with a basic Reflex save. A creature can take damage from a flame vortex only once per round. + +**Heightened (+ 2)** The vortex deals an additional `1d4` bludgeoning damage and `1d6` fire damage. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 106* \ No newline at end of file diff --git a/compendium/spells/flame-wisp-som.md b/compendium/spells/flame-wisp-som.md new file mode 100644 index 000000000..e8b7172d3 --- /dev/null +++ b/compendium/spells/flame-wisp-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/2 +- trait/evocation +- trait/fire +aliases: ["Flame Wisp"] +--- +# Flame Wisp *Spell 2* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +Three faintly glowing wisps of fire float around your head. + +Each time you hit a creature with a [Strike](rules/actions/strike.md), one of the wisps goes hurtling towards that creature, dealing `1d4` fire damage. If you [Cast a Spell](rules/actions/cast-a-spell.md) with the [fire](rules/traits/fire.md) trait while you have fewer than three wisps, a new wisp appears. + +**Heightened (+ 2)** The damage increases by `1d4`. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 106* \ No newline at end of file diff --git a/compendium/spells/flaming-fusillade-apg.md b/compendium/spells/flaming-fusillade-apg.md new file mode 100644 index 000000000..378ba6475 --- /dev/null +++ b/compendium/spells/flaming-fusillade-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/6 +- trait/cursebound +- trait/evocation +- trait/fire +- trait/oracle +- trait/uncommon +aliases: ["Flaming Fusillade"] +--- +# Flaming Fusillade *Focus 6* +[cursebound](rules/traits/cursebound-apg.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You call upon an endless barrage of flames, producing miniature fireballs in your hands to hurl at foes. You cast [produce flame](compendium/spells/produce-flame.md) as part of casting flaming fusillade. For the duration of flaming fusillade, produce flame's casting time is reduced from 2 actions to 1. + +**Heightened (9th)** For the duration, you also gain a status bonus to the damage dealt by produce flame equal to flaming fusillade's spell level. + +*Source: Advanced Player's Guide p. 232* \ No newline at end of file diff --git a/compendium/spells/flammable-fumes-som.md b/compendium/spells/flammable-fumes-som.md new file mode 100644 index 000000000..0c38bbdaf --- /dev/null +++ b/compendium/spells/flammable-fumes-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/burst +- spell/level/5 +- trait/conjuration +- trait/poison +aliases: ["Flammable Fumes"] +--- +# Flammable Fumes *Spell 5* +[conjuration](rules/traits/conjuration.md) [poison](rules/traits/poison.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Area**20-foot burst +- **Duration**1 minute + +Sending magic deep underground, you conjure a cloud of toxic gases that swiftly degenerate into volatile fumes. + +The gases are [invisible](rules/conditions.md#Invisible), requiring a successful [Perception](compendium/skills.md#Perception) check against your spell DC to detect visually, though their acrid smell and toxic effects are clear once a creature has entered the cloud. A creature that enters the cloud or is within the cloud at the start of its turn takes `2d6` poison damage. A creature can take the poison damage from flammable fumes only once per round. + +One round after you conjure the cloud, the gases loses stability and become flammable. If an open flame is brought into the cloud, or if anyone within the area uses a [fire](rules/traits/fire.md) effect, the cloud detonates in a massive blaze that deals `10d6` fire damage to all creatures within it, and the spell ends. + +**Heightened (+ 2)** The poison damage increases by `1d6` and the fire damage on an explosion increases by `2d6`. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 106* \ No newline at end of file diff --git a/compendium/spells/flowing-strike-som.md b/compendium/spells/flowing-strike-som.md new file mode 100644 index 000000000..c70c355ed --- /dev/null +++ b/compendium/spells/flowing-strike-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/5 +- trait/evocation +- trait/water +aliases: ["Flowing Strike"] +--- +# Flowing Strike *Spell 5* +[evocation](rules/traits/evocation.md) [water](rules/traits/water.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +A wave of flowing water rushes behind you like an elegant river, pushing you across the battlefield with fluid grace. + +You [Stride](rules/actions/stride.md) up to 50 feet. This movement doesn't trigger reactions. You can make a [Strike](rules/actions/strike.md) at any point during your [Stride](rules/actions/stride.md). If your [Strike](rules/actions/strike.md) hits, the wave flows after you to batter the target of your [Strike](rules/actions/strike.md) as well, dealing `2d10` bludgeoning damage and pushing it 10 feet in a direction of your choice. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 106* \ No newline at end of file diff --git a/compendium/spells/focusing-hum-da.md b/compendium/spells/focusing-hum-da.md new file mode 100644 index 000000000..17c9ffa52 --- /dev/null +++ b/compendium/spells/focusing-hum-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/area/emanation +- spell/level/3 +- trait/divination +- trait/enchantment +aliases: ["Focusing Hum"] +--- +# Focusing Hum *Spell 3* +[divination](rules/traits/divination.md) [enchantment](rules/traits/enchantment.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Area**15-foot emanation centered on you +- **Duration**sustained up to 1 minute + +You infuse the air around you with a sustained hum that allows creatures within it to resist distractions. The DC of any flat check to [Cast a Spell](rules/actions/cast-a-spell.md) while [stupefied](rules/conditions.md#Stupefied) for creatures within the area is 2 lower. [Confused](rules/conditions.md#Confused) creatures in the area don't attack anyone, including themselves, and instead lose the ability to speak coherently. You take a –2 penalty to [Stealth](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md). + +*Source: Dark Archive p. 105* \ No newline at end of file diff --git a/compendium/spells/font-of-serenity-logm.md b/compendium/spells/font-of-serenity-logm.md new file mode 100644 index 000000000..be845b9fc --- /dev/null +++ b/compendium/spells/font-of-serenity-logm.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/area/emanation +- spell/focus/4 +- trait/abjuration +- trait/emotion +- trait/mental +aliases: ["Font Of Serenity"] +--- +# Font Of Serenity *Focus 4* +[abjuration](rules/traits/abjuration.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) + +- **Domains**: [repose](compendium/setting/domains.md#Repose) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Area**15-foot emanation +- **Duration**1 minute + +A divine beacon radiates serenity, soothing nearby allies. + +Allies within the area gain a +1 status bonus to saving throws against [emotion](rules/traits/emotion.md) effects. An ally can touch the font as an [Interact](rules/actions/interact.md) action; if they do so, the spell attempts to counteract one [emotion](rules/traits/emotion.md) effect affecting the ally of the ally's choice, after which that [emotion](rules/traits/emotion.md) effect is temporarily immune for 1 day. + +If the spell succeeds at the counteract check, it removes the [emotion](rules/traits/emotion.md) effect from your ally, though not from any other creatures the effect might be affecting. + +**Heightened (+ 4)** The bonus increases by 1. + +*Source: Lost Omens: Gods & Magic p. 116* \ No newline at end of file diff --git a/compendium/spells/for-love-for-lightning-lokl.md b/compendium/spells/for-love-for-lightning-lokl.md new file mode 100644 index 000000000..c6509f98b --- /dev/null +++ b/compendium/spells/for-love-for-lightning-lokl.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lokl +- spell/focus/6 +- trait/electricity +- trait/evocation +- trait/uncommon +aliases: ["For Love, for Lightning"] +--- +# For Love, for Lightning *Focus 6* +[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Requirements**You are wielding a sword or spear made partly or wholly of metal. +- **Duration**sustained + +When you [Cast the Spell](rules/actions/cast-a-spell.md), you plunge the required weapon into the ground, where it crackles with crimson lightning. When you [Cast the Spell](rules/actions/cast-a-spell.md), and the first time during each of your subsequent turns that you [Sustain the spell](rules/actions/sustain-a-spell.md), the crimson lightning arcs. When the weapon arcs, one enemy of your choice within 30 feet of the weapon takes `3d12` electricity damage (basic Reflex save). If you [Interact](rules/actions/interact.md) to draw the weapon from the ground, the spell ends. + +**Heightened (+ 2)** The damage increases by `1d12`. + +*Source: Lost Omens: Knights of Lastwall p. 76* \ No newline at end of file diff --git a/compendium/spells/forbidden-thought-da.md b/compendium/spells/forbidden-thought-da.md new file mode 100644 index 000000000..16896f36c --- /dev/null +++ b/compendium/spells/forbidden-thought-da.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/cantrip +- trait/cantrip +- trait/enchantment +- trait/mental +- trait/psychic +- trait/uncommon +aliases: ["Forbidden Thought"] +--- +# Forbidden Thought *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will + +You place a psychic lock in a foe's mind that prevents it from a specific action. Choose "[Strike](rules/actions/strike.md)," "[Stride](rules/actions/stride.md)," "[Cast a Spell](rules/actions/cast-a-spell.md)," or a specific action you know the creature to have (such as "Breath Weapon" against a dragon). If the creature attempts that action on its next turn, it must surmount your lock to do so, causing it to take `1d6` mental damage plus your spellcasting ability modifier (with a basic Will save). The target is then temporarily immune for 1 minute. + +**Heightened (+ 1)** The damage increases by `1d6`. + +## Amp + +Your telepathic push is particularly shocking to those who resist it. If the target fails its save, it's also [stunned](rules/conditions.md#Stunned). + +## Summary + +*Source: Dark Archive p. 21* \ No newline at end of file diff --git a/compendium/spells/force-cage-apg.md b/compendium/spells/force-cage-apg.md new file mode 100644 index 000000000..36cb742d2 --- /dev/null +++ b/compendium/spells/force-cage-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/misc +- spell/level/7 +- trait/evocation +- trait/force +aliases: ["Force Cage"] +--- +# Force Cage *Spell 7* +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Area**1 cube 20 feet on each side +- **Saving Throw** Reflex +- **Duration**sustained up to 1 minute + +You create an immobile, [invisible](rules/conditions.md#Invisible) prison of sheer force. The cage is a 20-foot cube made of bands of force, each a half inch thick and a half inch apart, that extend to the Ethereal Plane. Each creature in the area where you create the cage must attempt a Reflex save. If such a creature fails, it becomes trapped inside the cage. If it succeeds, it's pushed outside the cage into a space of its choice. If a creature in the area is too big to fit inside the prison, the spell automatically fails. + +The cage has AC 10, Hardness 20, and 40 Hit Points, and it's immune to critical hits and precision damage. A creature capable of passing through the space between the bars (typically a Tiny creature) can leave; all others are confined within. Attacks with a weapon too large to fit between the bars can't pass through the cage, and the bars provide standard cover even against attacks that can pass through the gaps. Spells and breath weapons can pass through the cage uninhibited. + +Force cage is immune to counteracting effects of its level or lower, but it is automatically destroyed by a [disintegrate](compendium/spells/disintegrate.md) spell of any level, or by contact with a [rod of cancellation](compendium/equipment/items/rod-of-cancellation-apg.md) or [sphere of annihilation](compendium/equipment/items/sphere-of-annihilation-gmg.md). + +*Source: Advanced Player's Guide p. 219* \ No newline at end of file diff --git a/compendium/spells/force-fang-som.md b/compendium/spells/force-fang-som.md new file mode 100644 index 000000000..3668d0f07 --- /dev/null +++ b/compendium/spells/force-fang-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/focus/1 +- trait/evocation +- trait/force +- trait/magus +- trait/uncommon +aliases: ["Force Fang"] +--- +# Force Fang *Focus 1* +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [magus](rules/traits/magus-som.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**varies +- **Targets**1 creature + +You briefly turn your attack into pure force to bypass your opponent's defenses. Choose a target within your reach, or within the reach of a melee weapon you're wielding. + +If you can use [Spellstrike](rules/actions/spellstrike-som.md) with a ranged weapon (with the starlit span hybrid study, for example), you can target a creature in the first range increment of your ranged weapon. For an instant, you transform your weapon or unarmed attack into a spike of pure force, replacing all its normal statistics and abilities. The force fang automatically deals `1d4+1` force damage to the target. + +**Heightened (+ 2)** The damage increases by `1d4+1`. + +*Source: Secrets of Magic p. 143* \ No newline at end of file diff --git a/compendium/spells/forced-mercy-lokl.md b/compendium/spells/forced-mercy-lokl.md new file mode 100644 index 000000000..c1bb5cc29 --- /dev/null +++ b/compendium/spells/forced-mercy-lokl.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lokl +- spell/level/1 +- trait/emotion +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Forced Mercy"] +--- +# Forced Mercy *Spell 1* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You soften the target's blows, ensuring they avoid vital areas and cause no lasting harm. All physical damage dealt by the target to living creatures becomes nonlethal and all [persistent bleed damage](rules/conditions.md#Persistent%20Damage) dealt by the target is reduced to 0. This effect doesn't incur the typical –2 circumstance penalty for nonlethal attacks with a lethal weapon or attack. An unwilling target must attempt a Will save. A willing target can choose to critically fail their saving throw. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is affected for 1 round. +> - **Failure** The creature is affected for `1d4` rounds. +> - **Critical Failure** The creature is affected for 1 minute. + +**Heightened (4th)** The range increases to 100 feet, and you can target up to 8 creatures. + +*Source: Lost Omens: Knights of Lastwall p. 93* \ No newline at end of file diff --git a/compendium/spells/forceful-hand-som.md b/compendium/spells/forceful-hand-som.md new file mode 100644 index 000000000..71f3e6d5e --- /dev/null +++ b/compendium/spells/forceful-hand-som.md @@ -0,0 +1,45 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/5 +- trait/evocation +- trait/force +aliases: ["Forceful Hand"] +--- +# Forceful Hand *Spell 5* +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Duration**sustained up to 1 minute + +A Medium floating, disembodied hand made of magical force appears in an unoccupied space adjacent to you, following you across the battlefield to shield you against your foes' attacks. Each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), the hand moves to an unoccupied space of your choice adjacent to you. When you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can have the hand [Fly](rules/actions/fly.md) to an unoccupied space of your choice adjacent to an ally to protect that ally instead. The hand's movement does not trigger reactions based on creature movement. + +Successful attacks against the hand damage it, and damaging effects that can target a creature can target the hand. The hand has an AC of 25, 50 Hit Points, and can't recover HP by any means. A hit by a [disintegrate](compendium/spells/disintegrate.md) spell or similar effect destroys the hand. + +The hand's actions and the cover it provides depend on what actions you take during your turn. At the end of your turn, what the hand does is determined by the first entry on this list that matches a trait from any of the actions you used on your turn. For instance, if you [Step](rules/actions/step.md), [Stride](rules/actions/stride.md), and [Sustain the Spell](rules/actions/sustain-a-spell.md), you use the entry for move actions, so the hand provides standard cover. + +- **[Manipulate](rules/traits/manipulate.md) or [Attack](rules/traits/attack.md)** The hand interposes between you and your foes. It provides lesser cover (+1 circumstance bonus to AC) against all attacks that pass through the hand's square. +- **[Move](rules/traits/move.md)** The hand provides standard cover (+2 circumstance bonus to AC, Reflex, and [Stealth](compendium/skills.md#Stealth) checks) against all attacks that pass through the hand's square. +- **[Concentrate](rules/traits/concentrate.md)** The hand provides greater cover (+4 circumstance bonus to AC, Reflex, and [Stealth](compendium/skills.md#Stealth) checks) against all attacks that pass through the hand's square. + +**Heightened (6th)** The hand has AC 27 and 60 Hit Points. When you [Cast this Spell](rules/actions/cast-a-spell.md), you can choose to replace the hand's Manipulate or Attack option with Swat. + +- **Swat** The hand [Flies](rules/actions/fly.md) to an enemy of your choice within range and attempts to [Push](rules/actions/shove.md) that enemy, using your spell attack roll instead of an [Athletics](compendium/skills.md#Athletics) check to determine the results of the [Push](rules/actions/shove.md). + +**Heightened (7th)** The hand has AC 30 and 70 Hit Points, and it is Large. When you [Cast this Spell](rules/actions/cast-a-spell.md), you can choose to replace the hand's Manipulate or Attack option with Grasp or Swat. + +- **Grasp** The hand [Flies](rules/actions/fly.md) to an enemy of your choice within range and attempts to [Grapple](rules/actions/grapple.md) that enemy, using your spell attack roll instead of an [Athletics](compendium/skills.md#Athletics) check to determine the results of the [Grapple](rules/actions/grapple.md). + +**Heightened (8th)** The hand has AC 32 and 80 Hit Points, and it is Large. When you [Cast this Spell](rules/actions/cast-a-spell.md), you can choose to replace the hand's Manipulate or Attack option with Grasp, Punch, or Swat. + +- **Punch** The hand [Flies](rules/actions/fly.md) to an enemy of your choice within range and attempts to [Strike](rules/actions/strike.md) that enemy with crushing force. The hand's [Strikes](rules/actions/strike.md) use your melee spell attack modifiers and deal `7d8` force damage. The hand's [Strikes](rules/actions/strike.md) don't use or contribute to your multiple attack penalty. + +**Heightened (9th)** The hand has AC 35 and 90 Hit Points, and it is Large. When you [Cast this Spell](rules/actions/cast-a-spell.md), you can choose to replace the hand's Manipulate or Attack option with Crush, Grasp, Punch, or Swat. + +- **Crush** If the hand doesn't have a target [grabbed](rules/conditions.md#Grabbed), it [Flies](rules/actions/fly.md) to an enemy of your choice within range and attempts to [Strike](rules/actions/strike.md) that enemy with deadly crushing force. The hand's [Strikes](rules/actions/strike.md) are melee spell attacks that deal `6d8` force damage. The hand's [Strikes](rules/actions/strike.md) don't take or contribute to your multiple attack penalty. On a successful [Strike](rules/actions/strike.md), the target is [grabbed](rules/conditions.md#Grabbed) by the hand until the end of your next turn, unless the hand moves or the target successfully [Escapes](rules/actions/escape.md) against your spell DC. However, if the hand has a target [grabbed](rules/conditions.md#Grabbed) when it uses Crush, it instead Constricts the target, dealing `6d8` force damage with a basic Fortitude save. + +*Source: Secrets of Magic p. 106* \ No newline at end of file diff --git a/compendium/spells/foresee-the-path-da.md b/compendium/spells/foresee-the-path-da.md new file mode 100644 index 000000000..cb85572a8 --- /dev/null +++ b/compendium/spells/foresee-the-path-da.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/cantrip +- trait/cantrip +- trait/divination +- trait/psychic +- trait/uncommon +aliases: ["Foresee the Path"] +--- +# Foresee the Path *Cantrip 5* +[cantrip](rules/traits/cantrip.md) [divination](rules/traits/divination.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**60 foot +- **Targets**1 ally and 1 enemy +- **Duration**sustained up to 1 minute + +You see just a split second into the future and glean how an enemy will move, making it easier for your allies to strike it mid-action. Make a [Perception](compendium/skills.md#Perception) check against the target enemy's Will DC or [Deception](compendium/skills.md#Deception) DC, whichever is higher. The GM may judge a different DC is more appropriate if it's higher; for instance, using the [Warfare Lore](compendium/skills.md#Lore) DC of a military captain. The target is then temporarily immune for 1 minute. + +> [!success-degree] +> - **Critical Success** The target ally gains a reaction that lets it make a melee [Strike](rules/actions/strike.md) against the target enemy, triggered if the enemy leaves a square within the ally's reach. If the ally already has an ability that lets it make melee [Strikes](rules/actions/strike.md) as a reaction, such as [Attack of Opportunity](rules/actions/attack-of-opportunity.md), the ally can forgo gaining the temporary reaction to instead gain a +2 status bonus to melee [Strikes](rules/actions/strike.md) it makes as reactions. +> - **Success** As critical success, but the status bonus an ally gets if it forgoes the reaction is +1. +> - **Failure** The spell has no effect. + +## Amp + +The spell has the same result on a failure as on a success (but still no effect on a critical failure). Each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can choose an additional ally to target, granting them the same benefit as the initial target ally. + +## Summary + +*Source: Dark Archive p. 18* \ No newline at end of file diff --git a/compendium/spells/forgotten-lines-aoa3.md b/compendium/spells/forgotten-lines-aoa3.md new file mode 100644 index 000000000..eb3672a11 --- /dev/null +++ b/compendium/spells/forgotten-lines-aoa3.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/aoa3 +- spell/level/4 +- trait/divination +- trait/rare +aliases: ["Forgotten Lines"] +--- +# Forgotten Lines *Spell 4* +[divination](rules/traits/divination.md) [rare](rules/traits/rare.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 text or remnants thereof + +Members of the Lacunafex and other allies use this spell to restore material that Thrune agents have redacted from historical or otherwise valuable texts. You learn one piece of information that was removed from the target text after its creation. You can instead learn one piece of information from a text that had been destroyed, but you must have a fragment of the text, such as a piece of the cover, a page, or even a clasp or metal fittings. + +**Heightened (6th)** The spell reconstructs all missing information regarding a specific topic of your choice. + +**Heightened (9th)** The spell also reveals information the writer self-censored and didn't commit to paper. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 73* \ No newline at end of file diff --git a/compendium/spells/foul-miasma-logm.md b/compendium/spells/foul-miasma-logm.md new file mode 100644 index 000000000..59ce0d04a --- /dev/null +++ b/compendium/spells/foul-miasma-logm.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/4 +- trait/disease +- trait/necromancy +aliases: ["Foul Miasma"] +--- +# Foul Miasma *Focus 4* +[disease](rules/traits/disease.md) [necromancy](rules/traits/necromancy.md) + +- **Domains**: [plague](compendium/setting/domains.md#Plague) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature affected by a disease +- **Saving Throw** Will +- **Duration**1 minute + +You multiply the disease within a creature, drawing it into an infectious mist outside their body where it can spread to other creatures. The target must attempt a Will save. If the target is willing, it can choose to take the effects of critical failure. + +> [!success-degree] +> - **Critical Success** The target receives the benefit of a successful save against the lowest-level disease affecting it. +> - **Success** The target is unaffected. +> - **Failure** One randomly chosen disease affecting the target fills the air in a 15-foot emanation centered on the target. For the spell's duration, any creature that enters or ends its turn within the area is exposed to that disease. +> - **Critical Failure** As failure, except the miasma contains all the diseases affecting the target. + +*Source: Lost Omens: Gods & Magic p. 115* \ No newline at end of file diff --git a/compendium/spells/frenzied-revelry-da.md b/compendium/spells/frenzied-revelry-da.md new file mode 100644 index 000000000..3023be3e8 --- /dev/null +++ b/compendium/spells/frenzied-revelry-da.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/area/emanation +- spell/focus/1 +- trait/cleric +- trait/emotion +- trait/enchantment +- trait/mental +- trait/rare +aliases: ["Frenzied Revelry"] +--- +# Frenzied Revelry *Focus 1* +[cleric](rules/traits/cleric.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) + +- **Domains**: [indulgence (apocryphal)](compendium/setting/domains.md#Indulgence) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**5-foot emanation +- **Targets**you and allies in the area +- **Duration**1 minute + +You recall memories of hedonistic rites to send yourself into an infectious frenzy, dancing and howling wildly to encourage your companions to join in. You and your allies gain a +1 status bonus to saving throws against [mental](rules/traits/mental.md) effects while in the area. Whenever someone benefiting from this bonus critically succeeds at a saving throw against an enemy's [mental](rules/traits/mental.md) effect, its revelry increases, granting it a +1 status bonus to attack rolls and damage rolls for 1 round. + +**Heightened (4th)** The emanation's radius is 10 feet, and the status bonus to saves is +2. + +**Heightened (7th)** The emanation's radius is 15 feet, and the status bonus to saves is +3. + +*Source: Dark Archive p. 142* \ No newline at end of file diff --git a/compendium/spells/friendfetch-sot1.md b/compendium/spells/friendfetch-sot1.md new file mode 100644 index 000000000..4db8aee78 --- /dev/null +++ b/compendium/spells/friendfetch-sot1.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot1 +- spell/level/1 +- trait/evocation +- trait/force +- trait/uncommon +aliases: ["Friendfetch"] +--- +# Friendfetch *Spell 1* +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 or 2 willing creatures + +You shoot out ephemeral, telekinetic strands that drag each target directly toward you, stopping in the closest unoccupied space to you in this path. This is forced movement. + +*Source: Strength of Thousands #1: Kindled Magic p. 77* \ No newline at end of file diff --git a/compendium/spells/frigid-flurry-som.md b/compendium/spells/frigid-flurry-som.md new file mode 100644 index 000000000..e595a6611 --- /dev/null +++ b/compendium/spells/frigid-flurry-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/line +- spell/level/7 +- trait/cold +- trait/evocation +- trait/water +aliases: ["Frigid Flurry"] +--- +# Frigid Flurry *Spell 7* +[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [water](rules/traits/water.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**line up to 120 feet +- **Saving Throw** basic Reflex + +You place a palm to your lips and exhale a cold breath, whipping up a gust of wind that freezes the air's ambient moisture into a flurry of jagged shards. The flurry deals `9d6` cold damage and `9d6` slashing damage to all foes, with a basic Reflex save, but the gust flows harmlessly around your allies. The wind then picks you up and carries you to the other end of the area; though your movement within the gust can still trigger reactions, the storm of ice crystals prevents you from being affected by any effects, except for those that would counteract the spell's magic or that the GM decides would affect snow. + +**Heightened (+ 1)** The cold and slashing damage each increase by `1d6`. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 108* \ No newline at end of file diff --git a/compendium/spells/frosts-touch-tv.md b/compendium/spells/frosts-touch-tv.md new file mode 100644 index 000000000..c2faf5945 --- /dev/null +++ b/compendium/spells/frosts-touch-tv.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/tv +- spell/cantrip +- trait/arcane +- trait/cantrip +- trait/cold +- trait/conjuration +- trait/rare +aliases: ["Frost's Touch"] +--- +# Frost's Touch *Cantrip 1* +[arcane](rules/traits/arcane.md) [cantrip](rules/traits/cantrip.md) [cold](rules/traits/cold.md) [conjuration](rules/traits/conjuration.md) [rare](rules/traits/rare.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 object + +Your gelid shard drinks down nearby heat in a futile attempt to sate itself and achieve a level of frigid cold unheard of on the Material Plane. This allows you to cool a drink, make a hot pot safe to handle, or other, similar minor effects. Once cooled, the object's temperature is subject to its environment as usual. You can also solidify ambient moisture into a solid object; this temporary object is of negligible Bulk, made of non-magical ice. The object looks crude and artificial and is extremely fragile—it can't be used as a tool, weapon, or spell component. Once created, it melts as normal for ice for the ambient conditions. + +**Heightened (3rd)** You can create simple objects of ice with up to 1 Bulk and of a level not exceeding 1. Such objects must be rigid. You can only have one such object created at a time; if you create another, the previous object melts instantly. + +**Heightened (5th)** Items you create can be up to 4 Bulk and 4th level. + +**Heightened (7th)** Items you create can be up to 8 Bulk and 8th level. + +**Heightened (9th)** Items you create can be up to 20 Bulk and 12th level. + +*Source: Treasure Vault p. 185* \ No newline at end of file diff --git a/compendium/spells/fungal-hyphae-logm.md b/compendium/spells/fungal-hyphae-logm.md new file mode 100644 index 000000000..36e9d8c25 --- /dev/null +++ b/compendium/spells/fungal-hyphae-logm.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/level/2 +- trait/fungus +- trait/necromancy +aliases: ["Fungal Hyphae"] +--- +# Fungal Hyphae *Spell 2* +[fungus](rules/traits/fungus-b1.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +Thin hyphae grow from your feet and plunge into the earth, creating a symbiotic fungal network that attaches to plants within 30 feet and connects you to their root systems. + +You gain an imprecise [tremorsense](rules/abilities/tremorsense.md) allowing you to sense anything directly touching plants within that distance. If you move, the hyphae snap and the spell ends. + +**Heightened (4th)** You can control plants in the area to a small degree, allowing you to make [Strikes](rules/actions/strike.md) with tree branches, exposed roots, or similarly solid plants. To do so, you use a [Strike](rules/actions/strike.md) action, but you can [Strike](rules/actions/strike.md) any creature you can detect with your [tremorsense](rules/abilities/tremorsense.md). These are melee spell attacks that deal `2d8` bludgeoning damage plus your spellcasting ability modifier. Unusual plants, such as thorny vines, might deal a different type of damage at the GM's discretion. You can't make any other attacks through these plants, or take any other actions through them, other than these [Strikes](rules/actions/strike.md). + +**Heightened (6th)** As 4th level, but you can use other simple manipulate actions through the plants, including having a branch pick an object up or open a door, though more complex actions, such as picking a lock or disabling a trap, remain impossible. + +*Source: Lost Omens: Gods & Magic p. 108* \ No newline at end of file diff --git a/compendium/spells/fungal-infestation-apg.md b/compendium/spells/fungal-infestation-apg.md new file mode 100644 index 000000000..2c6a36cc7 --- /dev/null +++ b/compendium/spells/fungal-infestation-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/cone +- spell/level/2 +- trait/conjuration +aliases: ["Fungal Infestation"] +--- +# Fungal Infestation *Spell 2* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Area**15-foot cone +- **Saving Throw** Fortitude + +Toxic spores swarm over creatures in the area, causing them to erupt in grotesque fungal growths. These noxious growths deal `2d6` [persistent poison damage](rules/conditions.md#Persistent%20Damage), and each creature must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The target takes half the [persistent poison damage](rules/conditions.md#Persistent%20Damage). +> - **Failure** The target takes the full [persistent poison damage](rules/conditions.md#Persistent%20Damage). While it is taking this [persistent poison damage](rules/conditions.md#Persistent%20Damage), it has weakness 1 to fire and weakness 1 to slashing. +> - **Critical Failure** As failure, but double the [persistent poison damage](rules/conditions.md#Persistent%20Damage). While it is taking this [persistent poison damage](rules/conditions.md#Persistent%20Damage), it has weakness 2 to fire and weakness 2 to slashing. + +**Heightened (+ 2)** The [persistent damage](rules/conditions.md#Persistent%20Damage) increases by `2d6`, and the weakness increases by 1, or by 2 on a critical failure. + +*Source: Advanced Player's Guide p. 220* \ No newline at end of file diff --git a/compendium/spells/gale-blast-som.md b/compendium/spells/gale-blast-som.md new file mode 100644 index 000000000..b9495c66a --- /dev/null +++ b/compendium/spells/gale-blast-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/cantrip +- trait/air +- trait/cantrip +- trait/evocation +aliases: ["Gale Blast"] +--- +# Gale Blast *Cantrip 1* +[air](rules/traits/air.md) [cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Saving Throw** Fortitude + +Wind flows from your outstretched hands and whirls around you in a 5-foot emanation. Each creature in the area takes bludgeoning damage equal to your spellcasting ability modifier, with a Fortitude save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and is pushed 5 feet away from you. +> - **Critical Failure** The creature takes double damage and is pushed 10 feet away from you. + +**Heightened (+ 2)** The damage increases by `1d6`. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 108* \ No newline at end of file diff --git a/compendium/spells/gasping-marsh-sot3.md b/compendium/spells/gasping-marsh-sot3.md new file mode 100644 index 000000000..95be1da55 --- /dev/null +++ b/compendium/spells/gasping-marsh-sot3.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot3 +- spell/area/burst +- spell/level/3 +- trait/evocation +- trait/poison +- trait/uncommon +aliases: ["Gasping Marsh"] +--- +# Gasping Marsh *Spell 3* +[evocation](rules/traits/evocation.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Area**10-foot burst +- **Saving Throw** basic Fortitude +- **Duration**sustained up to 1 minute + +With a rattling hiss, you create a quickly evaporating mist of [invisible](rules/conditions.md#Invisible) poisonous marsh gas to smother creatures in the area. When you [Sustain the Spell](rules/actions/sustain-a-spell.md), the mist dissipates completely from the previous area, and you can select a new area within range to fill with the mist. If you don't [Sustain the Spell](rules/actions/sustain-a-spell.md), the mist dissipates and the spell ends. You deal `4d6` poison damage to each breathing creature that starts its turn in the area. Each affected creature must attempt a Fortitude save. The creature is then temporarily immune to gasping marsh for 1 minute. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and is [sickened](rules/conditions.md#Sickened). +> - **Critical Failure** The creature takes double damage, is [sickened](rules/conditions.md#Sickened), and takes `1d8` [persistent poison damage](rules/conditions.md#Persistent%20Damage). + +*Source: Strength of Thousands #3: Hurricane's Howl p. 77* \ No newline at end of file diff --git a/compendium/spells/genies-veil-apg.md b/compendium/spells/genies-veil-apg.md new file mode 100644 index 000000000..db6aa8612 --- /dev/null +++ b/compendium/spells/genies-veil-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/1 +- trait/abjuration +- trait/sorcerer +- trait/uncommon +aliases: ["Genie's Veil"] +--- +# Genie's Veil *Focus 1* +[abjuration](rules/traits/abjuration.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**A creature within range is attacked. +- **Range**30 foot +- **Targets**1 willing creature + +With a flourish, you fulfill a creature's wish for protection, bending reality to keep them from harm. The target vanishes in a burst of brightly colored smoke and sparkles, reappearing an instant later. They become [concealed](rules/conditions.md#Concealed) against the triggering attack and until the end of the current creature's turn. + +*Source: Advanced Player's Guide p. 236* \ No newline at end of file diff --git a/compendium/spells/geyser-som.md b/compendium/spells/geyser-som.md new file mode 100644 index 000000000..4d04792ee --- /dev/null +++ b/compendium/spells/geyser-som.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/cylinder +- spell/level/5 +- trait/evocation +- trait/fire +- trait/water +aliases: ["Geyser"] +--- +# Geyser *Spell 5* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [water](rules/traits/water.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**500 foot +- **Area**10-foot radius, 50-foot-tall cylinder +- **Saving Throw** Reflex +- **Duration**1 round + +A powerful geyser blasts up from the ground, potentially pushing creatures on top of it into the air. The bottom of this spell's area must be on solid ground. Each creature in the area takes `3d6` bludgeoning damage and `4d6` fire damage, with a Reflex save. A creature pushed into the air by the geyser can't be pushed beyond the top of the geyser. After being pushed into the air, a creature falls unless it's flying or has some other means of staying aloft, taking falling damage (normally equal to half the distance it fell). After the geyser erupts, its area is filled with a cloud of steam for 1 round. + +All creatures in the steam are [concealed](rules/conditions.md#Concealed), and all creatures outside the steam are [concealed](rules/conditions.md#Concealed) to creatures within it. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage and isn't pushed into the air. +> - **Failure** The creature takes full damage and is pushed 20 feet into the air. +> - **Critical Failure** The creature takes double damage and is pushed 40 feet into the air. + +**Heightened (+ 1)** The damage increases by `1d6` bludgeoning and `1d6` fire. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 108* \ No newline at end of file diff --git a/compendium/spells/ghostly-shift-da.md b/compendium/spells/ghostly-shift-da.md new file mode 100644 index 000000000..2d77ac2f4 --- /dev/null +++ b/compendium/spells/ghostly-shift-da.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/cantrip +- trait/cantrip +- trait/conjuration +- trait/psychic +- trait/uncommon +aliases: ["Ghostly Shift"] +--- +# Ghostly Shift *Cantrip 3* +[cantrip](rules/traits/cantrip.md) [conjuration](rules/traits/conjuration.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**sustained up to 1 minute + +Your body becomes insubstantial as you partially phase out. You gain resistance 2 to all damage (except force). + +**Heightened (+ 2)** The resistance increases by 1. + +## Amp + +Your insubstantiality is complete enough that you can pass through other creatures, causing painful interference effects when you do so. Once each round when you [Stride](rules/actions/stride.md), [Burrow](rules/actions/burrow.md), [Swim](rules/actions/swim.md), or [Fly](rules/actions/fly.md), you can pass through one creature's space during that action without needing to attempt a check to [Tumble Through](rules/actions/tumble-through.md), though you can't end your turn in its space. When you pass through a creature's space in this way, you deal `2d6` force damage to that creature, with a basic Fortitude save. + +**Amp Heightened (+ 2)** Increase the damage dealt by phasing through a creature by `1d6`. + +## Summary + +*Source: Dark Archive p. 23* \ No newline at end of file diff --git a/compendium/spells/ghostly-tragedy-apg.md b/compendium/spells/ghostly-tragedy-apg.md new file mode 100644 index 000000000..132eb50c5 --- /dev/null +++ b/compendium/spells/ghostly-tragedy-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/emanation +- spell/level/4 +- trait/divination +- trait/uncommon +aliases: ["Ghostly Tragedy"] +--- +# Ghostly Tragedy *Spell 4* +[divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** (1 minute) +- **Area**60-foot emanation +- **Duration**10 minutes + +This spell compels local spirits to reenact a violent event of the recent past that you're aware of and name as you [Cast the Spell](rules/actions/cast-a-spell.md). You take the role of the primary victim. The reenactment plays out the final 9 minutes leading up to the death or injury of the victim and the minute after their death or injury. The spirits don't change form, so this doesn't help determine perpetrators by their look. Spiritual forms of missing creatures necessary for the event manifest as needed, and missing items appear as shadowy outlines. + +Once the scene ends, you take `2d6` negative damage for each ghostly apparition that participated in the scene (typically equal to the number of creatures involved other than the victim). Any creature that [observed](rules/conditions.md#Observed) the ghostly recreation, including you, can attempt checks to investigate the event to discover new clues and information. + +*Source: Advanced Player's Guide p. 220* \ No newline at end of file diff --git a/compendium/spells/ghostly-transcription-logm.md b/compendium/spells/ghostly-transcription-logm.md new file mode 100644 index 000000000..049d005a1 --- /dev/null +++ b/compendium/spells/ghostly-transcription-logm.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/4 +- trait/illusion +- trait/visual +aliases: ["Ghostly Transcription"] +--- +# Ghostly Transcription *Focus 4* +[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) + +- **Domains**: [glyph](compendium/setting/domains.md#Glyph) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**1 minute + +Glowing letters assemble in the air, providing a transcription of the target's speech in all languages you speak. For the spell's duration, any words spoken aloud by the target are spelled out in letters in front of them. When you [Cast the Spell](rules/actions/cast-a-spell.md), you can choose whether these letters are visible to all creatures or only certain creatures you specify. Any words the target mouths silently are similarly spelled out, allowing the target to communicate silently or in areas where sound doesn't carry. This even allows the target to provide verbal casting components in such areas, but only if you choose to make the letters visible to all creatures. Furthermore, any of the target's [auditory](rules/traits/auditory.md) abilities can affect creatures even in areas where sound does not carry as long as you have made the glyphs visible to them and they have line of sight to the target; in this case, they gain the [visual](rules/traits/visual.md) trait. You can [Dismiss](rules/actions/dismiss.md) the spell. + +*Source: Lost Omens: Gods & Magic p. 115* \ No newline at end of file diff --git a/compendium/spells/girzanjes-march-sot3.md b/compendium/spells/girzanjes-march-sot3.md new file mode 100644 index 000000000..e326cdf78 --- /dev/null +++ b/compendium/spells/girzanjes-march-sot3.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot3 +- spell/area/burst +- spell/level/4 +- trait/auditory +- trait/enchantment +- trait/linguistic +- trait/mental +- trait/uncommon +aliases: ["Girzanje's March"] +--- +# Girzanje's March *Spell 4* +[auditory](rules/traits/auditory.md) [enchantment](rules/traits/enchantment.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot burst +- **Duration**sustained up to 1 minute + +You sing a prayer for war, inspiring valor in allies who hear your song. Allied creatures who can hear and understand you gain a +1 status bonus to attack rolls, Fortitude saves, and Will saves against [mental](rules/traits/mental.md) effects. + +**Heightened (7th)** The status bonus increases to +2. + +**Heightened (10th)** The status bonus increases to +3. + +*Source: Strength of Thousands #3: Hurricane's Howl p. 77* \ No newline at end of file diff --git a/compendium/spells/glacial-heart-lol.md b/compendium/spells/glacial-heart-lol.md new file mode 100644 index 000000000..7aa86c316 --- /dev/null +++ b/compendium/spells/glacial-heart-lol.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lol +- spell/focus/5 +- trait/evocation +- trait/hex +- trait/rare +- trait/witch +aliases: ["Glacial Heart"] +--- +# Glacial Heart *Focus 5* +[evocation](rules/traits/evocation.md) [hex](rules/traits/hex-apg.md) [rare](rules/traits/rare.md) [witch](rules/traits/witch-apg.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Fortitude +- **Duration**1 minute + +Ice and bone-deep cold assail the target, freezing it from the inside out. The frosty assault deals `10d6` cold damage, subject to the target's Fortitude save. After the effects are resolved, the target is temporarily immune for 1 day. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes half damage and is [slowed](rules/conditions.md#Slowed) for 1 round. The spell ends. +> - **Failure** The target takes full damage, is [slowed](rules/conditions.md#Slowed), and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the [incapacitation](rules/traits/incapacitation.md) trait. On a failed save, the [slowed](rules/conditions.md#Slowed) condition increases by 1 (or 2 on a critical failure), to a maximum of [slowed](rules/conditions.md#Slowed). On a success, the [slowed](rules/conditions.md#Slowed) condition decreases by 1. If at any point the [slowed](rules/conditions.md#Slowed) condition is reduced to 0, the spell ends. Once a creature's actions are reduced to 0 by this [slowed](rules/conditions.md#Slowed) condition, the creature is completely encased in ice. It continues making saves against glacial heart, possibly allowing it to reduce its [slowed](rules/conditions.md#Slowed) condition enough that it can act. This ice has Hardness 4 and 8 Hit Points, and its DC to [Force Open](rules/actions/force-open.md) is your spell DC. Breaking the ice frees the creature and ends the spell. If someone other than the target breaks the ice from outside, the target is [stunned](rules/conditions.md#Stunned) and takes any damage dealt by the breaking effect in excess of the ice's Hit Points. +> - **Critical Failure** As failure, but the target takes double damage and is initially [slowed](rules/conditions.md#Slowed). + +**Heightened (+ 1)** Increase the cold damage by `2d6`. + +*Source: Lost Omens: Legends p. 32* \ No newline at end of file diff --git a/compendium/spells/glimmer-of-charm-som.md b/compendium/spells/glimmer-of-charm-som.md new file mode 100644 index 000000000..4de05ecf0 --- /dev/null +++ b/compendium/spells/glimmer-of-charm-som.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/emanation +- spell/level/5 +- trait/aura +- trait/emotion +- trait/enchantment +- trait/incapacitation +- trait/mental +aliases: ["Glimmer Of Charm"] +--- +# Glimmer Of Charm *Spell 5* +[aura](rules/traits/aura.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**20-foot emanation centered on you +- **Saving Throw** Will +- **Duration**sustained up to 1 minute + +You're bathed in a smooth, almost glittering aura that improves the attitude of those near you. Any creature that ends its turn in the aura must attempt a Will saving throw with the following effects. No matter the result, it's then temporarily immune for 24 hours. The effect lasts until the spell ends, even after the creature leaves the aura. + +> [!success-degree] +> - **Critical Success** The creature is unaffected and is aware of the aura. +> - **Success** The creature's attitude toward you improves by one step. If that improves its attitude to at least [indifferent](rules/conditions.md#Indifferent), it can't take [hostile](rules/conditions.md#Hostile) actions against you, though the effect ends as soon as you take a [hostile](rules/conditions.md#Hostile) action against the creature or its allies. +> - **Failure** The creature's attitude toward you improves by two steps. It can't take [hostile](rules/conditions.md#Hostile) actions against you, though the effect ends as soon as you take a [hostile](rules/conditions.md#Hostile) action against the creature or its allies. +> - **Critical Failure** The creature's attitude becomes [helpful](rules/conditions.md#Helpful) to you, though the effect ends as soon as you take a [hostile](rules/conditions.md#Hostile) action against the creature or its allies. While the creature is [helpful](rules/conditions.md#Helpful), it can't take [hostile](rules/conditions.md#Hostile) actions against you. + +*Source: Secrets of Magic p. 108* \ No newline at end of file diff --git a/compendium/spells/glimpse-weakness-da.md b/compendium/spells/glimpse-weakness-da.md new file mode 100644 index 000000000..ed5336afc --- /dev/null +++ b/compendium/spells/glimpse-weakness-da.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/cantrip +- trait/cantrip +- trait/divination +- trait/psychic +- trait/uncommon +aliases: ["Glimpse Weakness"] +--- +# Glimpse Weakness *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [divination](rules/traits/divination.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**60 foot +- **Targets**1 creature +- **Duration**1 minute + +You glimpse a loose scale, a seam in a foe's armor, or a similar weakness, aiding your allies in landing a precise hit. The first ally that hits the target with a successful [Strike](rules/actions/strike.md) deals additional precision damage equal to 1 + this spell's level, and then the spell ends. + +## Amp + +The additional precision damage is `1d4+1`. + +**Amp Heightened (+ 2)** The additional precision damage increases by `1d4+1`. + +## Summary + +*Source: Dark Archive p. 18* \ No newline at end of file diff --git a/compendium/spells/gouging-claw-som.md b/compendium/spells/gouging-claw-som.md new file mode 100644 index 000000000..a224f637c --- /dev/null +++ b/compendium/spells/gouging-claw-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/cantrip +- trait/attack +- trait/cantrip +- trait/morph +- trait/transmutation +aliases: ["Gouging Claw"] +--- +# Gouging Claw *Cantrip 1* +[attack](rules/traits/attack.md) [cantrip](rules/traits/cantrip.md) [morph](rules/traits/morph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature + +You temporarily morph your limb into a clawed appendage. + +Make a melee spell attack roll against your target's AC. + +If you hit, you deal your choice of slashing or piercing damage equal to `1d6` plus your spellcasting ability modifier. + +On a critical success, you deal double damage plus `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +**Heightened (+ 1)** The damage increases by `1d6` and the [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on a critical increases by `1d4`. + +*Source: Secrets of Magic p. 109* \ No newline at end of file diff --git a/compendium/spells/grave-impressions-sot1.md b/compendium/spells/grave-impressions-sot1.md new file mode 100644 index 000000000..8629b9632 --- /dev/null +++ b/compendium/spells/grave-impressions-sot1.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot1 +- spell/level/2 +- trait/necromancy +- trait/uncommon +aliases: ["Grave Impressions"] +--- +# Grave Impressions *Spell 2* +[necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** 1 minute +- **Range**touch +- **Targets**1 corpse +- **Duration**10 minutes + +You project a fragment of your senses into the corpse. + +While within 500 feet of the corpse (even if it's outside your line of sight or line of effect), you can see from where the target corpse had eyes using your normal visual senses, and you can hear from where the corpse had ears using your normal auditory senses. You can switch between your own vision and hearing, and the corpse's senses, with a single action that has the [concentrate](rules/traits/concentrate.md) trait. If the corpse naturally lacked eyes or hearing organs in life, you cannot use that sense when using this spell. If the corpse is moved from its location, the spell ends. + +**Heightened (4th)** The duration increases to 1 hour. + +**Heightened (6th)** The duration lasts until the next time you make your daily preparations. + +*Source: Strength of Thousands #1: Kindled Magic p. 77* \ No newline at end of file diff --git a/compendium/spells/gravitational-pull-som.md b/compendium/spells/gravitational-pull-som.md new file mode 100644 index 000000000..ac630dc02 --- /dev/null +++ b/compendium/spells/gravitational-pull-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/1 +- trait/evocation +aliases: ["Gravitational Pull"] +--- +# Gravitational Pull *Spell 1* +[evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Fortitude + +By suddenly altering gravity, you pull the target toward you. + +The target is pulled 10 feet closer to you unless it succeeds at a Fortitude save. On a critical failure, it's also knocked [prone](rules/conditions.md#Prone). The effects of this spell change depending on the number of actions you spend when you [Cast this Spell](rules/actions/cast-a-spell.md). + +**[>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (somatic)** The spell targets one creature. + +**[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (somatic, verbal)** The spell targets one creature and pulls the target 20 feet instead of 10. + +**[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") (material, somatic, verbal)** The spell targets up to 5 creatures. + +*Source: Secrets of Magic p. 109* \ No newline at end of file diff --git a/compendium/spells/gravity-weapon-apg.md b/compendium/spells/gravity-weapon-apg.md new file mode 100644 index 000000000..6d40047b7 --- /dev/null +++ b/compendium/spells/gravity-weapon-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/1 +- trait/evocation +- trait/ranger +- trait/uncommon +aliases: ["Gravity Weapon"] +--- +# Gravity Weapon *Focus 1* +[evocation](rules/traits/evocation.md) [ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**1 minute + +You build up gravitational force and funnel it into your blows, leading to more powerful attacks with blade and bow alike. + +On your first weapon [Strike](rules/actions/strike.md) each round, you gain a status bonus to damage equal to twice the number of weapon damage dice. + +*Source: Advanced Player's Guide p. 234* \ No newline at end of file diff --git a/compendium/spells/gravity-well-logm.md b/compendium/spells/gravity-well-logm.md new file mode 100644 index 000000000..bed5f191a --- /dev/null +++ b/compendium/spells/gravity-well-logm.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/area/burst +- spell/level/3 +- trait/evocation +aliases: ["Gravity Well"] +--- +# Gravity Well *Spell 3* +[evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**30-foot-radius burst +- **Saving Throw** Reflex + +You create a sphere of altered gravity. All creatures and unsecured objects in the area move towards the center, depending on their Reflex saving throws. This follows the rules for forced movement. + +If there's not enough space near the center of the sphere, creatures and objects nearer to the center move first, and others move as far as they can without being blocked, up to the amount set by their saving throw outcomes. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature moves 5 feet toward the center. +> - **Failure** The creature moves 15 feet toward the center. +> - **Critical Failure** The creature moves 30 feet toward the center. + +*Source: Lost Omens: Gods & Magic p. 108* \ No newline at end of file diff --git a/compendium/spells/gray-shadow-sot3.md b/compendium/spells/gray-shadow-sot3.md new file mode 100644 index 000000000..e63db4cdb --- /dev/null +++ b/compendium/spells/gray-shadow-sot3.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot3 +- spell/level/6 +- trait/necromancy +- trait/shadow +- trait/uncommon +aliases: ["Gray Shadow"] +--- +# Gray Shadow *Spell 6* +[necromancy](rules/traits/necromancy.md) [shadow](rules/traits/shadow.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Targets**1 [dying](rules/conditions.md#Dying) creature +- **Duration**sustained + +You pray over a [dying](rules/conditions.md#Dying) creature, drawing its shadow into your service as long as its owner is stooped at death's door. You summon a greater shadow in a space adjacent to the [dying](rules/conditions.md#Dying) creature. The greater shadow has its usual stats (Pathfinder Bestiary 289), with the following modifications: + +- The greater shadow's shadow hand [Strike](rules/actions/strike.md) deals an additional `1d8` poison damage. +- When you [Cast a Spell](rules/actions/cast-a-spell.md), you can use the greater shadow's location as the origin point instead of your own location. Upon doing so, the greater shadow immediately disappears. If the [dying](rules/conditions.md#Dying) creature targeted by this spell dies or regains consciousness, the greater shadow disappears and this spell ends. + +*Source: Strength of Thousands #3: Hurricane's Howl p. 78* \ No newline at end of file diff --git a/compendium/spells/grisly-growths-apg.md b/compendium/spells/grisly-growths-apg.md new file mode 100644 index 000000000..20967d9c4 --- /dev/null +++ b/compendium/spells/grisly-growths-apg.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/5 +- trait/transmutation +aliases: ["Grisly Growths"] +--- +# Grisly Growths *Spell 5* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 corporeal creature +- **Saving Throw** basic Fortitude + +This gruesome spell causes the target to grow excess limbs and organs, whether it be fingers multiplying until hands resemble bushes, eyes popping open in bizarre places, legs sprouting from the side of the body, or some other result. + +The target takes `10d6` piercing damage (basic Fortitude save) as the new features erupt. This spell has no effect on a target with a mutable anatomy or no limbs, such as an ooze or a protean. The growths rot rapidly and fall away after 1 round. + +In addition, unless the initial target critically succeeds, creatures within 30 feet of the target, including the target, must attempt Will saves, after which they are temporarily immune to this secondary effect of grisly growths for 1 hour. + +This additional effect is a [mental](rules/traits/mental.md) and [visual](rules/traits/visual.md) effect. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature is [sickened](rules/conditions.md#Sickened). +> - **Critical Failure** The character is [sickened](rules/conditions.md#Sickened). + +**Heightened (+ 1)** The damage increases by `2d6`. + +*Source: Advanced Player's Guide p. 220* \ No newline at end of file diff --git a/compendium/spells/gritty-wheeze-tok.md b/compendium/spells/gritty-wheeze-tok.md new file mode 100644 index 000000000..ed28da135 --- /dev/null +++ b/compendium/spells/gritty-wheeze-tok.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/tok +- spell/area/cone +- spell/level/1 +- trait/air +- trait/earth +- trait/evocation +- trait/uncommon +aliases: ["Gritty Wheeze"] +--- +# Gritty Wheeze *Spell 1* +[air](rules/traits/air.md) [earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**15-foot cone +- **Saving Throw** Fortitude +- **Duration**see below + +You exhale desiccating grit and sand in a small cloud. Creatures in the area take `2d4` bludgeoning damage and must attempt a Fortitude save. Water creatures and plant creatures use the outcome one degree of success worse than the result of their saving throw. + +> [!success-degree] +> - **Critical Success** The creature takes no damage. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and is [dazzled](rules/conditions.md#Dazzled) for 1 round. +> - **Critical Failure** The creature takes double damage and is [dazzled](rules/conditions.md#Dazzled) for 1 minute. + +**Heightened (+ 1)** The damage increases by `2d4`. + +*Source: Threshold of Knowledge p. 10* \ No newline at end of file diff --git a/compendium/spells/guiding-star-som.md b/compendium/spells/guiding-star-som.md new file mode 100644 index 000000000..262a6337a --- /dev/null +++ b/compendium/spells/guiding-star-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/2 +- trait/detection +- trait/divination +- trait/mental +aliases: ["Guiding Star"] +--- +# Guiding Star *Spell 2* +[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [mental](rules/traits/mental.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**planetary +- **Targets**1 creature you've met +- **Duration**until your next daily preparations + +You call on the constellations of the night sky to guide a creature to the location where you [Cast the Spell](rules/actions/cast-a-spell.md). Each time the target views the stars, it receives a mental nudge toward your chosen location, though it isn't compelled to follow. The target can recognize you as the source. If the creature goes to another planet or plane, the spell's effects are suppressed, but they resume if the creature returns. + +*Source: Secrets of Magic p. 109* \ No newline at end of file diff --git a/compendium/spells/halcyon-infusion-lol.md b/compendium/spells/halcyon-infusion-lol.md new file mode 100644 index 000000000..c4bf799c2 --- /dev/null +++ b/compendium/spells/halcyon-infusion-lol.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lol +- spell/level/6 +- trait/divination +- trait/mental +- trait/rare +aliases: ["Halcyon Infusion"] +--- +# Halcyon Infusion *Spell 6* +[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** 10 minutes +- **Range**touch +- **Targets**one willing creature of lower level than you +- **Duration**until your next daily preparations + +You infuse magical energy into your target, opening up their mind to the pathways of magic and granting them the ability to use magic to affect the world around them. + +Choose a 1st-level spell you prepared today or that's in your repertoire, of the same tradition you used to cast [halcyon infusion](compendium/spells/halcyon-infusion-lol.md). The spell must be one that has a listed range. If the target is at least 3rd level, you can choose a 2nd-level spell instead of a 1st-level spell; and if the target is at least 5th level, you can choose a 3rd-level spell. The target can [Cast the Spell](rules/actions/cast-a-spell.md) once per day as an innate spell of the tradition you used to cast [halcyon infusion](compendium/spells/halcyon-infusion-lol.md). If they are untrained in the appropriate magical tradition, their spell attack bonus is 2 + their level + their highest mental ability modifier, and their spell DC is 12 + their level + their highest mental ability modifier. + +Unlike most abilities that can only be used once per day, the target refreshes their use of the granted innate spell each day only after you make your daily preparations and choose to extend halcyon infusion's duration by either refraining from preparing a spell in the slot (if you're a prepared spellcaster) or expending another spell slot (if you're a spontaneous spellcaster). + +**Heightened (8th)** If the target is at least 7th level, you can choose a 4th-level spell. + +**Heightened (10th)** As 8th, and if the target is at least 9th level, you can choose a 5th-level spell. + +*Source: Lost Omens: Legends p. 66* \ No newline at end of file diff --git a/compendium/spells/hallowed-ground-botd.md b/compendium/spells/hallowed-ground-botd.md new file mode 100644 index 000000000..a27fe2981 --- /dev/null +++ b/compendium/spells/hallowed-ground-botd.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/botd +- spell/area/burst +- spell/focus/1 +- trait/good +- trait/necromancy +- trait/positive +- trait/uncommon +aliases: ["Hallowed Ground"] +--- +# Hallowed Ground *Focus 1* +[good](rules/traits/good.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Area**10-foot burst +- **Duration**1 minute + +One small space becomes inhospitable to undead as you fill it with life-infused benevolent magic. Each undead creature in the area takes `1d6` positive damage and `1d4` good damage when you [Cast the Spell](rules/actions/cast-a-spell.md), with a basic Fortitude save. After that, undead creatures have weakness 1 to positive damage and your necromancy spells while in the area. + +This spell also automatically attempts to counteract any attempt to raise undead in the area (if either the undead would appear in the area or the effect's caster or creator is in it). If you Cast this Spell again, any previous hallowed ground you had cast ends. + +**Heightened (+ 2)** The positive damage increases by `1d6`, good damage increases by `1d4`, and weakness increases by 1. + +*Source: Book of the Dead p. 25* \ No newline at end of file diff --git a/compendium/spells/hasted-assault-som.md b/compendium/spells/hasted-assault-som.md new file mode 100644 index 000000000..f662d1ca8 --- /dev/null +++ b/compendium/spells/hasted-assault-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/focus/7 +- trait/magus +- trait/transmutation +- trait/uncommon +aliases: ["Hasted Assault"] +--- +# Hasted Assault *Focus 7* +[magus](rules/traits/magus-som.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**1 minute + +You call upon your magic to speed up your attacks. You gain the [quickened](rules/conditions.md#Quickened) condition and can use the extra action each round for only [Strike](rules/actions/strike.md) actions. + +*Source: Secrets of Magic p. 143* \ No newline at end of file diff --git a/compendium/spells/haunting-hymn-som.md b/compendium/spells/haunting-hymn-som.md new file mode 100644 index 000000000..81ee1d8dc --- /dev/null +++ b/compendium/spells/haunting-hymn-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/cone +- spell/cantrip +- trait/auditory +- trait/cantrip +- trait/evocation +- trait/sonic +aliases: ["Haunting Hymn"] +--- +# Haunting Hymn *Cantrip 1* +[auditory](rules/traits/auditory.md) [cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**15-foot cone +- **Saving Throw** Fortitude + +You echo a jarring hymn that only creatures in the area can hear. The hymn deals sonic damage equal to your spellcasting ability modifier, with a basic Fortitude save. If a target critically fails the save, it's also [deafened](rules/conditions.md#Deafened) for 1 minute. + +**Heightened (+ 2)** The damage increases by `1d6`. + +*Source: Secrets of Magic p. 109* \ No newline at end of file diff --git a/compendium/spells/heal-companion-apg.md b/compendium/spells/heal-companion-apg.md new file mode 100644 index 000000000..8f240144e --- /dev/null +++ b/compendium/spells/heal-companion-apg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/1 +- trait/healing +- trait/necromancy +- trait/positive +- trait/ranger +- trait/uncommon +aliases: ["Heal Companion"] +--- +# Heal Companion *Focus 1* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**your animal companion + +You harness positive energy to heal your animal companion's wounds. You restore `1d10` Hit Points to your animal companion. The number of actions you spend [Casting this Spell](rules/actions/cast-a-spell.md) determines range and other parameters. + +**[>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (somatic)** The spell has a range of touch. + +**[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (somatic, verbal)** The spell has a range of 30 feet and restores an additional 8 Hit Points to the target. + +**Heightened (+ 1)** The amount of healing increases by `1d10`, and the additional healing for the 2-action version increases by 8. + +*Source: Advanced Player's Guide p. 234* \ No newline at end of file diff --git a/compendium/spells/healing-plaster-som.md b/compendium/spells/healing-plaster-som.md new file mode 100644 index 000000000..978920ccb --- /dev/null +++ b/compendium/spells/healing-plaster-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/cantrip +- trait/cantrip +- trait/earth +- trait/transmutation +aliases: ["Healing Plaster"] +--- +# Healing Plaster *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**5 foot +- **Targets**a handful of dirt or mud +- **Duration**10 minutes + +You purify some dirt or mud into a pliable, claylike plaster that can aid in clotting and healing. This restorative substance can be used in lieu of healer's tools for [Medicine](compendium/skills.md#Medicine) checks to [Administer First Aid](rules/actions/administer-first-aid.md) or [Treat Wounds](rules/actions/treat-wounds.md). If the plaster isn't used within the spell's duration, or if you [Cast the Spell](rules/actions/cast-a-spell.md) again before using the plaster, it reverts to being normal non-magical earth. + +**Heightened (3rd)** The plaster grants anyone using it to [Administer First Aid](rules/actions/administer-first-aid.md) or [Treat Wounds](rules/actions/treat-wounds.md) a +1 item bonus to the [Medicine](compendium/skills.md#Medicine) check. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 109* \ No newline at end of file diff --git a/compendium/spells/healing-well-som.md b/compendium/spells/healing-well-som.md new file mode 100644 index 000000000..a8a20f47d --- /dev/null +++ b/compendium/spells/healing-well-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/5 +- trait/healing +- trait/necromancy +- trait/positive +aliases: ["Healing Well"] +--- +# Healing Well *Spell 5* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Duration**1 minute + +You call forth a well of healing that you and your allies can draw from later. The well appears as a disc of shimmering light on the ground in a square you touch. At any time during the duration, if you or an ally are adjacent to the well, that character can [Interact](rules/actions/interact.md) to tap into the well's power, recovering `4d8` Hit Points. When the well has been tapped five times, the spell ends. The well is made of insubstantial energy, allowing creatures to move through it and even end their turn in its space. + +If you use an ability that increases the amount of healing this spell grants, that increase applies only to the first time someone taps the well. + +**Heightened (+ 1)** The healing increases by 3. + +*Source: Secrets of Magic p. 110* \ No newline at end of file diff --git a/compendium/spells/hearts-desire-apg.md b/compendium/spells/hearts-desire-apg.md new file mode 100644 index 000000000..55995a727 --- /dev/null +++ b/compendium/spells/hearts-desire-apg.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/3 +- trait/emotion +- trait/illusion +- trait/mental +- trait/sorcerer +- trait/uncommon +aliases: ["Heart's Desire"] +--- +# Heart's Desire *Focus 3* +[emotion](rules/traits/emotion.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You surround your target with wondrous illusions of their greatest desires, which distract them from reality. The target must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The target 0 and is unaffected. +> - **Success** For 1 round, the target is [stupefied](rules/conditions.md#Stupefied) and takes a –2 status penalty to any checks it makes to determine the effects of reactions. +> - **Failure** For 1 minute, the target is [stupefied](rules/conditions.md#Stupefied) and can't use reactions. +> - **Critical Failure** As failure, and all spaces are difficult terrain for the target. + +**Heightened (+ 2)** You can target one additional creature. + +*Source: Advanced Player's Guide p. 236* \ No newline at end of file diff --git a/compendium/spells/heat-metal-apg.md b/compendium/spells/heat-metal-apg.md new file mode 100644 index 000000000..9c3981322 --- /dev/null +++ b/compendium/spells/heat-metal-apg.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/2 +- trait/evocation +- trait/fire +aliases: ["Heat Metal"] +--- +# Heat Metal *Spell 2* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 metal item or metal creature + +This spell heats the targeted metal to become red-hot for a moment. This is usually harmless to an unattended metal item, which doesn't get a saving throw, though the GM might rule that flammable materials connected to the object catch fire or melt. If you target an item worn or carried by a creature, or you target a creature made primarily of metal, the heat deals `4d6` fire damage and `2d4` [persistent fire damage](rules/conditions.md#Persistent%20Damage) to the creature, which must attempt a Reflex saving throw. + +If you target an item held by the creature, the creature can [Release](rules/actions/release.md) the item to improve their degree of success by one step from the result of their saving throw. The [persistent damage](rules/conditions.md#Persistent%20Damage) is associated with the object and damages whichever creature is holding or wearing it. It has no effect if no one is holding the item, but you continue to attempt flat checks to end the [persistent damage](rules/conditions.md#Persistent%20Damage) as normal, since the item remains hot and can sear someone who picks it up. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage and the object deals no [persistent fire damage](rules/conditions.md#Persistent%20Damage). +> - **Failure** The creature takes full damage and the object deals full [persistent damage](rules/conditions.md#Persistent%20Damage). +> - **Critical Failure** As failure, but the creature takes double damage and the object deals double [persistent damage](rules/conditions.md#Persistent%20Damage). + +**Heightened (+ 1)** The initial damage increases by `2d6` and the [persistent damage](rules/conditions.md#Persistent%20Damage) increases by `1d4`. + +**Spell Lists**: Elemental + +*Source: Advanced Player's Guide p. 220* \ No newline at end of file diff --git a/compendium/spells/heroic-feat-apg.md b/compendium/spells/heroic-feat-apg.md new file mode 100644 index 000000000..b9ab33ae1 --- /dev/null +++ b/compendium/spells/heroic-feat-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/6 +- trait/cursebound +- trait/divination +- trait/mental +- trait/oracle +- trait/uncommon +aliases: ["Heroic Feat"] +--- +# Heroic Feat *Focus 6* +[cursebound](rules/traits/cursebound-apg.md) [divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") or [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You gain the ability to perform a specialized combat technique from the vast wealth of martial knowledge your mystery provides. When you [Cast this Spell](rules/actions/cast-a-spell.md), you use the action granted by one common fighter feat from pages 144–153 of the Core Rulebook or pages 126–127 of this book (your GM might add feats to this list). If you [Cast this Spell](rules/actions/cast-a-spell.md) using 2 actions, the granted action must be a single action, and if you [Cast this Spell](rules/actions/cast-a-spell.md) using 3 actions, you can instead choose a feat that grants a 2-action activity. The chosen feat's level can be no higher than heroic feat's spell level. The feat can't have a Frequency entry, and you must meet its prerequisites and requirements in order to select it. + +*Source: Advanced Player's Guide p. 232* \ No newline at end of file diff --git a/compendium/spells/hollow-heart-da.md b/compendium/spells/hollow-heart-da.md new file mode 100644 index 000000000..f043533bc --- /dev/null +++ b/compendium/spells/hollow-heart-da.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/focus/1 +- trait/cleric +- trait/emotion +- trait/enchantment +- trait/fear +- trait/mental +- trait/rare +aliases: ["Hollow Heart"] +--- +# Hollow Heart *Focus 1* +[cleric](rules/traits/cleric.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) + +- **Domains**: [ambition (apocryphal)](compendium/setting/domains.md#Ambition) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You stoke the target's ambition beyond reason, until it believes no one is capable of helping it, or that others aren't to be trusted. The target attempts a Will saving throw. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target treats no other creature as an ally for 1 round. +> - **Failure** The target treats no other creature as an ally for 3 rounds. +> - **Critical Failure** As failure, and the target is [frightened](rules/conditions.md#Frightened) as it realizes it can't rely on anyone but itself. + +*Source: Dark Archive p. 142* \ No newline at end of file diff --git a/compendium/spells/hologram-cage-da.md b/compendium/spells/hologram-cage-da.md new file mode 100644 index 000000000..5c6402dc8 --- /dev/null +++ b/compendium/spells/hologram-cage-da.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/area/misc +- spell/cantrip +- trait/cantrip +- trait/illusion +- trait/light +- trait/psychic +- trait/uncommon +aliases: ["Hologram Cage"] +--- +# Hologram Cage *Cantrip 5* +[cantrip](rules/traits/cantrip.md) [illusion](rules/traits/illusion.md) [light](rules/traits/light.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**60 foot +- **Area**1 cube 20 feet on each side +- **Duration**1 minute + +You weave light into a cube of vivid and fantastic patterns. The walls shed bright light for 10 feet (and dim light for the next 20 feet) and completely block line of sight; creatures within the cage can't be seen by creatures outside of it, though they can see each other, and creatures outside of it can't see into it. You can [Dismiss](rules/actions/dismiss.md) the spell, and if you [Cast the Spell](rules/actions/cast-a-spell.md) again, your previous hologram cage ends. + +**Heightened (7th)** The range of the spell increases to 80 feet, and you can expand the cube to be 25 feet on each side. + +## Amp + +Force walls make the cage's barrier physical as well as visual. Each 10-foot-by-10-foot section of the cage's wall has AC 10, Hardness equal to double the spell's level, and HP equal to quadruple the spell's level. The spell is disrupted if any of its walls would pass through a creature when you cast it. + +## Summary + +*Source: Dark Archive p. 22* \ No newline at end of file diff --git a/compendium/spells/horizon-thunder-sphere-som.md b/compendium/spells/horizon-thunder-sphere-som.md new file mode 100644 index 000000000..dfcd859e7 --- /dev/null +++ b/compendium/spells/horizon-thunder-sphere-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/1 +- trait/attack +- trait/electricity +- trait/evocation +aliases: ["Horizon Thunder Sphere"] +--- +# Horizon Thunder Sphere *Spell 1* +[attack](rules/traits/attack.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") to 2 rounds +- **Range**varies +- **Targets**1 creature + +You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll against your target's AC. On a success, you deal `3d6` electricity damage. On a critical success, the target takes double damage and is [dazzled](rules/conditions.md#Dazzled) for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters. + +**[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (somatic, verbal)** This spell has a range of 30 feet. + +**[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") (material, somatic, verbal)** This spell has a range of 60 feet and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target. + +**Two Rounds** If you spend 3 actions [Casting the Spell](rules/actions/cast-a-spell.md), you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, after attacking the target, whether you hit or miss, the ball of lightning explodes, dealing `2d6` electricity damage to all other creatures in a 10-foot emanation around the target (basic Reflex save). Additionally, you spark with electricity for 1 minute, dealing 1 electricity damage to creatures that Grab you or that hit you with an unarmed [Strike](rules/actions/strike.md) or a non-reach melee weapon. + +**Heightened (+ 1)** The initial damage on a hit, as well as the burst damage for two-round casting time, each increase by `2d6`, and the damage creatures take if they [Grapple](rules/actions/grapple.md) or hit you while you're in your sparking state increases by 1. + +*Source: Secrets of Magic p. 110* \ No newline at end of file diff --git a/compendium/spells/hunters-luck-apg.md b/compendium/spells/hunters-luck-apg.md new file mode 100644 index 000000000..3cde2bcd4 --- /dev/null +++ b/compendium/spells/hunters-luck-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/2 +- trait/divination +- trait/fortune +- trait/ranger +- trait/uncommon +aliases: ["Hunter's Luck"] +--- +# Hunter's Luck *Focus 2* +[divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +- **Trigger**You attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md) about a creature, but you haven't rolled yet. + +You have a preternatural ability to remember details about your foes. Roll the triggering check twice and use the better result. + +*Source: Advanced Player's Guide p. 235* \ No newline at end of file diff --git a/compendium/spells/hunters-vision-apg.md b/compendium/spells/hunters-vision-apg.md new file mode 100644 index 000000000..944bef534 --- /dev/null +++ b/compendium/spells/hunters-vision-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/5 +- trait/divination +- trait/ranger +- trait/uncommon +aliases: ["Hunter's Vision"] +--- +# Hunter's Vision *Focus 5* +[divination](rules/traits/divination.md) [ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 hunted prey +- **Duration**10 minutes + +Your target glows with a magical aura visible only to you and those who follow your lead. Your target is visible to you and others sharing your [Hunt Prey](rules/actions/hunt-prey.md) benefits even if it wouldn't normally be due to lighting or the [concealed](rules/conditions.md#Concealed) or [invisible](rules/conditions.md#Invisible) conditions, though cover from opaque objects still blocks your sight. You ignore the flat check against the target due to the [concealed](rules/conditions.md#Concealed) condition, and the target isn't automatically [hidden](rules/conditions.md#Hidden) from you due to darkness or being [invisible](rules/conditions.md#Invisible). + +*Source: Advanced Player's Guide p. 235* \ No newline at end of file diff --git a/compendium/spells/hymn-of-healing-apg.md b/compendium/spells/hymn-of-healing-apg.md new file mode 100644 index 000000000..700a8ca1e --- /dev/null +++ b/compendium/spells/hymn-of-healing-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/1 +- trait/bard +- trait/composition +- trait/healing +- trait/necromancy +- trait/positive +- trait/uncommon +aliases: ["Hymn of Healing"] +--- +# Hymn of Healing *Focus 1* +[bard](rules/traits/bard.md) [composition](rules/traits/composition.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**you or 1 ally +- **Duration**sustained up to 4 rounds + +Your divine singing mends wounds and provides a temporary respite from harm. The target gains fast healing 2. When you [Cast the Spell](rules/actions/cast-a-spell.md) and the first time each round you [Sustain the Spell](rules/actions/sustain-a-spell.md), the target gains 2 temporary Hit Points, which last for 1 round. + +**Heightened (+ 1)** The fast healing and temporary Hit Points each increase by 2. + +*Source: Advanced Player's Guide p. 228* \ No newline at end of file diff --git a/compendium/spells/hyperfocus-logm.md b/compendium/spells/hyperfocus-logm.md new file mode 100644 index 000000000..09043cf8a --- /dev/null +++ b/compendium/spells/hyperfocus-logm.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/1 +- trait/divination +aliases: ["Hyperfocus"] +--- +# Hyperfocus *Focus 1* +[divination](rules/traits/divination.md) + +- **Domains**: [delirium](compendium/setting/domains.md#Delirium) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You sharpen a creature's senses, though more distant objects become hazy, indistinct, or muted to it. The target gains a +1 status bonus to [Perception](compendium/skills.md#Perception) checks attempted with any of its precise senses. Furthermore, any imprecise senses the target has are sharpened to precise senses (though they do not receive the status bonus). However, the target cannot perceive anything beyond a range of 20 feet with any of its senses. The duration is determined by the target's Will save. + +You can allow allies to choose the outcome instead of rolling a saving throw. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is affected for 1 round. +> - **Failure** The target is affected for 1 minute. +> - **Critical Failure** As failure, but the target cannot perceive anything beyond a range of 10 feet. + +**Heightened (3rd)** You can target up to 2 creatures. + +**Heightened (6th)** You can target up to 4 creatures. + +*Source: Lost Omens: Gods & Magic p. 113* \ No newline at end of file diff --git a/compendium/spells/ice-storm-apg.md b/compendium/spells/ice-storm-apg.md new file mode 100644 index 000000000..78abfb4d9 --- /dev/null +++ b/compendium/spells/ice-storm-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/burst +- spell/level/4 +- trait/cold +- trait/evocation +aliases: ["Ice Storm"] +--- +# Ice Storm *Spell 4* +[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Area**20-foot burst +- **Saving Throw** basic Reflex +- **Duration**sustained up to 1 minute + +You create a gray storm cloud that pelts creatures with an icy deluge. When you [Cast the Spell](rules/actions/cast-a-spell.md), a burst of magical hail deals `2d8` bludgeoning damage and `2d8` cold damage to each creature in the area below the cloud (basic Reflex save). Snow and sleet continue to rain down in the area for the remainder of the spell's duration, making the area difficult terrain. Any creature that ends its turn in the storm takes 2 cold damage. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one. As normal, if a big creature is in both clouds, it still only takes the initial damage once and the continuing damage once per turn. + +**Heightened (+ 2)** The initial bludgeoning damage and cold damage increase by `1d8` each, and the cold damage creatures take at the end of their turns increases by 1. + +*Source: Advanced Player's Guide p. 220* \ No newline at end of file diff --git a/compendium/spells/ignite-fireworks-som.md b/compendium/spells/ignite-fireworks-som.md new file mode 100644 index 000000000..471a92bad --- /dev/null +++ b/compendium/spells/ignite-fireworks-som.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/burst +- spell/level/2 +- trait/evocation +- trait/fire +- trait/sonic +aliases: ["Ignite Fireworks"] +--- +# Ignite Fireworks *Spell 2* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [sonic](rules/traits/sonic.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Area**10-foot burst +- **Saving Throw** Reflex + +A brilliant and clamorous display of sparks and colorful fireworks explode around your enemies, dealing `1d8` fire damage and `1d8` sonic damage to creatures within a 10-foot burst. All creatures in the area must attempt a Reflex save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage and is [dazzled](rules/conditions.md#Dazzled) for 1 round. +> - **Failure** The creature takes full damage and is [dazzled](rules/conditions.md#Dazzled) for 3 rounds. +> - **Critical Failure** The creature takes double damage, takes `1d4` [persistent fire damage](rules/conditions.md#Persistent%20Damage), and is [dazzled](rules/conditions.md#Dazzled) for 1 minute. + +**Heightened (+ 2)** The initial fire damage increases by `1d8`, the sonic damage increases by `1d8`, and the [persistent fire damage](rules/conditions.md#Persistent%20Damage) a creature takes on a critical failure increases by `1d4`. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 110* \ No newline at end of file diff --git a/compendium/spells/ill-omen-logm.md b/compendium/spells/ill-omen-logm.md new file mode 100644 index 000000000..17bd6f73e --- /dev/null +++ b/compendium/spells/ill-omen-logm.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/level/1 +- trait/curse +- trait/divination +- trait/misfortune +aliases: ["Ill Omen"] +--- +# Ill Omen *Spell 1* +[curse](rules/traits/curse.md) [divination](rules/traits/divination.md) [misfortune](rules/traits/misfortune.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**1 round + +The target is struck with misfortune, which throws it off balance. The target must attempt a Will save. + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** The first time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result. +> - **Critical Failure** Every time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result. + +*Source: Lost Omens: Gods & Magic p. 108* \ No newline at end of file diff --git a/compendium/spells/illusory-disguise.md b/compendium/spells/illusory-disguise.md index d6ee5394a..3709ae669 100644 --- a/compendium/spells/illusory-disguise.md +++ b/compendium/spells/illusory-disguise.md @@ -19,7 +19,7 @@ You create an illusion that causes you to appear as another creature of the same Casting illusory disguise counts as setting up a disguise for the [Impersonate](rules/actions/impersonate.md) use of [Deception](compendium/skills.md#Deception); it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to [Deception](compendium/skills.md#Deception) checks to prevent others from seeing through your disguise, and you add your level even if you're untrained. You can [Dismiss](rules/actions/dismiss.md) this spell. -**Heightened (2nd)** The spell also disguises your voice and [scent](rules/abilities/scent.md), and it gains the [auditory](rules/traits/auditory.md) and olfactory traits. +**Heightened (2nd)** The spell also disguises your voice and [scent](rules/abilities/scent.md), and it gains the [auditory](rules/traits/auditory.md) and [olfactory](rules/traits/olfactory-b1.md) traits. **Heightened (3rd)** You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and [scent](rules/abilities/scent.md), and it gains the [auditory](rules/traits/auditory.md) trait. diff --git a/compendium/spells/imaginary-weapon-da.md b/compendium/spells/imaginary-weapon-da.md new file mode 100644 index 000000000..15b800a61 --- /dev/null +++ b/compendium/spells/imaginary-weapon-da.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/cantrip +- trait/attack +- trait/cantrip +- trait/evocation +- trait/force +- trait/psychic +- trait/uncommon +aliases: ["Imaginary Weapon"] +--- +# Imaginary Weapon *Cantrip 1* +[attack](rules/traits/attack.md) [cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature + +You create a simple weapon of force. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of bludgeoning or slashing damage equal to `1d8` plus your spellcasting ability modifier. On a critical success, you deal double damage and can choose to detonate your weapon to push the target 10 feet away from you. + +**Heightened (+ 1)** The damage increases by `1d8`. + +## Amp + +You form multiple force weapons to lash out at multiple foes. You make two imaginary weapon [Strikes](rules/actions/strike.md), each against a different target. Your multiple attack penalty doesn't increase until you've made both [Strikes](rules/actions/strike.md). + +**Amp Heightened (+ 1)** The damage increases by `2d8` instead of `1d8`. + +## Summary + +*Source: Dark Archive p. 22* \ No newline at end of file diff --git a/compendium/spells/impaling-spike-apg.md b/compendium/spells/impaling-spike-apg.md new file mode 100644 index 000000000..e743cc30e --- /dev/null +++ b/compendium/spells/impaling-spike-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/5 +- trait/conjuration +aliases: ["Impaling Spike"] +--- +# Impaling Spike *Spell 5* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Reflex +- **Duration**1 minute + +You conjure a spike that thrusts up from the earth beneath a target creature, potentially impaling it. The spike is made of cold iron and deals `8d6` piercing damage. The target must attempt a Reflex save. + +> [!success-degree] +> - **Critical Success** The target dodges the spike and is unaffected. +> - **Success** The target is struck by the spike and takes half damage. +> - **Failure** The target is impaled through a leg or another non-vital body part. The creature takes full damage and, if it's standing on solid ground, becomes [immobilized](rules/conditions.md#Immobilized). It can attempt to [Escape](rules/actions/escape.md) (the DC is your spell DC). While it remains impaled, it takes damage from any weakness to cold iron it has at the end of each of its turns. +> - **Critical Failure** As failure, but the creature is impaled through a vital organ or its center of mass, taking double damage, and it is [flat-footed](rules/conditions.md#Flat-footed) as long as it's impaled. + +**Heightened (+ 1)** The damage increases by `2d6`. + +*Source: Advanced Player's Guide p. 221* \ No newline at end of file diff --git a/compendium/spells/impeccable-flow-sot1.md b/compendium/spells/impeccable-flow-sot1.md new file mode 100644 index 000000000..fbcdc96b4 --- /dev/null +++ b/compendium/spells/impeccable-flow-sot1.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot1 +- spell/level/2 +- trait/divination +- trait/lawful +- trait/uncommon +aliases: ["Impeccable Flow"] +--- +# Impeccable Flow *Spell 2* +[divination](rules/traits/divination.md) [lawful](rules/traits/lawful.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You attune yourself to an underlying cosmic order to the world. While you remain in tune with this power, you gain a +1 status bonus to [Perception](compendium/skills.md#Perception) checks, saving throws, and skill checks. If you critically fail any check while under the effects of this spell, the bonus ends and you instead have a –1 status penalty to all checks for the remaining duration. + +**Heightened (5th)** The status bonus increases to +2. + +**Heightened (8th)** The status bonus increases to +3. + +*Source: Strength of Thousands #1: Kindled Magic p. 76* \ No newline at end of file diff --git a/compendium/spells/impending-doom-som.md b/compendium/spells/impending-doom-som.md new file mode 100644 index 000000000..e4115d271 --- /dev/null +++ b/compendium/spells/impending-doom-som.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/3 +- trait/divination +- trait/emotion +- trait/fear +- trait/incapacitation +- trait/mental +- trait/prediction +aliases: ["Impending Doom"] +--- +# Impending Doom *Spell 3* +[divination](rules/traits/divination.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [prediction](rules/traits/prediction.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 living creature +- **Saving Throw** Will +- **Duration**3 rounds + +You sift through myriad potential futures, seize upon one potential moment in which the target meets a particularly gruesome and fatal end, and then show it a vision of its impending demise. The intense mental vision grows more and more terrifying to the target as the doom grows closer, and it takes 3 rounds to reach its conclusion. The target must attempt a Will saving throw to determine the effects. At the end of the spell's duration, if the target was affected, the target witnesses its death and takes `6d6` mental damage. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is unaffected for 1 round. On the second round, it becomes [flat-footed](rules/conditions.md#Flat-footed). Finally, on the third round, it becomes [frightened](rules/conditions.md#Frightened). At the end of the third round, it takes half damage. +> - **Failure** The creature is immediately [flat-footed](rules/conditions.md#Flat-footed). On the second round, it becomes [frightened](rules/conditions.md#Frightened). Finally, on the third round, it also becomes [stunned](rules/conditions.md#Stunned). At the end of the third round, the creature takes full damage. +> - **Critical Failure** The creature is immediately [flat-footed](rules/conditions.md#Flat-footed) and [frightened](rules/conditions.md#Frightened). On the second round, it becomes [stunned](rules/conditions.md#Stunned). Finally, on the third round, it also becomes [paralyzed](rules/conditions.md#Paralyzed). At the end of the third round, the creature takes double damage. + +**Heightened (+ 1)** The damage increases by `2d6`. + +*Source: Secrets of Magic p. 110* \ No newline at end of file diff --git a/compendium/spells/implement-of-destruction-da.md b/compendium/spells/implement-of-destruction-da.md new file mode 100644 index 000000000..17305757e --- /dev/null +++ b/compendium/spells/implement-of-destruction-da.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/level/4 +- trait/emotion +- trait/enchantment +- trait/fear +- trait/mental +aliases: ["Implement of Destruction"] +--- +# Implement of Destruction *Spell 4* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 enemy, and 1 weapon that is either unattended or wielded by you or a willing ally +- **Saving Throw** Will +- **Duration**1 minute + +You solemnly declare that the target weapon will bring death to a foe, implanting an irrational fear of the weapon into the target enemy. This link echoes at the forefront of the enemy's mind, forming a looming sense of omnipresent dread. The effect is based on the target enemy's Will save. + +> [!success-degree] +> - **Critical Success** The target enemy is unaffected. +> - **Success** The target weapon deals an additional `2d6` mental damage the first time it hits the target enemy before the end of the spell's duration. +> - **Failure** The target weapon deals an additional `2d6` [persistent mental damage](rules/conditions.md#Persistent%20Damage) to the target enemy. If the enemy is critically hit by the weapon, the enemy is [doomed](rules/conditions.md#Doomed) for as long as it takes this [persistent mental damage](rules/conditions.md#Persistent%20Damage). +> - **Critical Failure** The target weapon deals an additional `4d6` [persistent mental damage](rules/conditions.md#Persistent%20Damage) to the target enemy. If the enemy is critically hit by the weapon, the enemy is [doomed](rules/conditions.md#Doomed). + +**Heightened (+ 2)** Increase the mental damage by `1d6` on a success, and increase the [persistent mental damage](rules/conditions.md#Persistent%20Damage) by `1d6` on a failure or by `2d6` on a critical failure. + +*Source: Dark Archive p. 105* \ No newline at end of file diff --git a/compendium/spells/imprint-message-apg.md b/compendium/spells/imprint-message-apg.md new file mode 100644 index 000000000..2b9b444bc --- /dev/null +++ b/compendium/spells/imprint-message-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/1 +- trait/divination +aliases: ["Imprint Message"] +--- +# Imprint Message *Spell 1* +[divination](rules/traits/divination.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 object + +You project psychic vibrations onto the target object, imprinting it with a short message or emotional theme of your design. This imprinted sensation is revealed to a creature who casts [object reading](compendium/spells/object-reading-apg.md) on the target object, replacing any emotional events the item was present for. If the object is in the area of a [retrocognition](compendium/spells/retrocognition.md) spell, the imprinted messages appear as major events in the timeline, but they don't interfere with any other visions. + +If the object is targeted with [read aura](compendium/spells/read-aura.md) of a higher spell level than _imprint message_, the caster learns that the object has been magically modified. When you [Cast this Spell](rules/actions/cast-a-spell.md), any prior vibrations placed on an object by previous castings of _imprint message_ fade. + +*Source: Advanced Player's Guide p. 221* \ No newline at end of file diff --git a/compendium/spells/incendiary-aura-apg.md b/compendium/spells/incendiary-aura-apg.md new file mode 100644 index 000000000..bedb9b30a --- /dev/null +++ b/compendium/spells/incendiary-aura-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/emanation +- spell/focus/1 +- trait/cursebound +- trait/evocation +- trait/fire +- trait/oracle +- trait/uncommon +aliases: ["Incendiary Aura"] +--- +# Incendiary Aura *Focus 1* +[cursebound](rules/traits/cursebound-apg.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**10-foot emanation +- **Duration**1 minute + +You surround yourself with a combustible aura. Each time a creature within the emanation takes fire damage, it catches on fire, taking `2d4` [persistent fire damage](rules/conditions.md#Persistent%20Damage). + +**Heightened (+ 2)** Increase the [persistent damage](rules/conditions.md#Persistent%20Damage) by `1d4` and the radius of the emanation by 5 feet. + +*Source: Advanced Player's Guide p. 232* \ No newline at end of file diff --git a/compendium/spells/indestructibility-apg.md b/compendium/spells/indestructibility-apg.md new file mode 100644 index 000000000..506ff0809 --- /dev/null +++ b/compendium/spells/indestructibility-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/10 +- trait/abjuration +aliases: ["Indestructibility"] +--- +# Indestructibility *Spell 10* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**until the start of your next turn + +You can't be affected by anything unless you choose to be. + +For the duration of the spell, you are immune to any effect or damage that would harm you, excluding effects caused by artifacts, deific power, and similarly powerful sources. You can still be affected by anything you're willing to have affect you. + +**Spell Lists**: Elemental + +*Source: Advanced Player's Guide p. 221* \ No newline at end of file diff --git a/compendium/spells/inevitable-destination-da.md b/compendium/spells/inevitable-destination-da.md new file mode 100644 index 000000000..7c3198731 --- /dev/null +++ b/compendium/spells/inevitable-destination-da.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/focus/4 +- trait/cleric +- trait/conjuration +- trait/rare +aliases: ["Inevitable Destination"] +--- +# Inevitable Destination *Focus 4* +[cleric](rules/traits/cleric.md) [conjuration](rules/traits/conjuration.md) [rare](rules/traits/rare.md) + +- **Domains**: [travel (apocryphal)](compendium/setting/domains.md#Travel) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**you and 1 enemy +- **Duration**2 rounds + +You twist the paths of the target, ensuring that each one leads to you. The target attempts a Will saving throw. + +> [!success-degree] +> - **Critical Success** As failure, plus the target is pulled 10 feet closer to you and falls [prone](rules/conditions.md#Prone), tripping in its haste to move toward you. +> - **Success** Your pull hampers the target's footsteps. It takes a –10-foot circumstance penalty to its Speeds until the end of its next turn. +> - **Failure** The target can't move any farther from you than it was when you [Cast the Spell](rules/actions/cast-a-spell.md), though it can move in such a way that it maintains an equal distance. If you move farther away from the target than the initial distance, the spell ends. The targeted foe can attempt to [Escape](rules/actions/escape.md) against your spell DC. If it succeeds, the spell ends. + +*Source: Dark Archive p. 143* \ No newline at end of file diff --git a/compendium/spells/inevitable-disaster-som.md b/compendium/spells/inevitable-disaster-som.md new file mode 100644 index 000000000..fad4e3cd9 --- /dev/null +++ b/compendium/spells/inevitable-disaster-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/5 +- trait/curse +- trait/divination +- trait/prediction +aliases: ["Inevitable Disaster"] +--- +# Inevitable Disaster *Spell 5* +[curse](rules/traits/curse.md) [divination](rules/traits/divination.md) [prediction](rules/traits/prediction.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature +- **Saving Throw** Fortitude + +You briefly glimpse cause and effect, putting into motion a chain of events that will visit doom on your enemy at some point in the future, though you're not quite sure when or how the doom will occur. Some kind of strange accident occurs `1d4` rounds later, dealing 55 damage to the creature, with a basic Fortitude save. This happens regardless of where the target is located at the time, even if it travels to another plane. The GM should roll to determine when the damage occurs secretly and determine the form of the accident as well as the type of damage it deals; generally, the accident should be one that deals physical damage of some type (for instance, a tree branch might fall on the foe and deal bludgeoning damage, or a window might break and fling sharp slashing glass at them), though other damage types might be appropriate in more unusual environments. + +**Heightened (+ 1)** The damage increases by 10. + +*Source: Secrets of Magic p. 111* \ No newline at end of file diff --git a/compendium/spells/inexhaustible-cynicism-som.md b/compendium/spells/inexhaustible-cynicism-som.md new file mode 100644 index 000000000..783ea82c3 --- /dev/null +++ b/compendium/spells/inexhaustible-cynicism-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/7 +- trait/emotion +- trait/enchantment +- trait/mental +aliases: ["Inexhaustible Cynicism"] +--- +# Inexhaustible Cynicism *Spell 7* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**up to 5 creatures +- **Saving Throw** Will + +You inflict your targets with a crushing doubt about everyone and everything around them. For the duration, each target is unwilling to receive any effects that require a willing target (in case the effect was secretly an attack), refuse to ingest anything (in case the substances have been replaced with poisons and cursed duplicates), doesn't treat anyone as an ally (in case its friends were replaced by an impostor), and doesn't believe anything it's told (in case of lies, though this doesn't mean the creature automatically believes the opposite either). It doesn't even fully trust its own ability to [Recall Knowledge](rules/actions/recall-knowledge.md), as it becomes convinced it most likely remembered false information, as from a critical failure on a check to [Recall Knowledge](rules/actions/recall-knowledge.md). + +Finally, the creature takes `6d6` mental damage at the end of each of its turns (with no save) unless it spent at least 1 action that turn [Seeking](rules/actions/seek.md) or otherwise [Interacting](rules/actions/interact.md) with its surroundings in an attempt to 0 that it feels are obviously surrounding it. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is affected for 1 round. +> - **Failure** The creature is affected for 1 minute. +> - **Critical Failure** The creature is affected for 1 hour. + +*Source: Secrets of Magic p. 111* \ No newline at end of file diff --git a/compendium/spells/infectious-enthusiasm-som.md b/compendium/spells/infectious-enthusiasm-som.md new file mode 100644 index 000000000..0efe26a1c --- /dev/null +++ b/compendium/spells/infectious-enthusiasm-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/cantrip +- trait/cantrip +- trait/emotion +- trait/enchantment +- trait/mental +aliases: ["Infectious Enthusiasm"] +--- +# Infectious Enthusiasm *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 round + +With enchanted gusto, you encourage yourself to get things done and share your motivation with your allies. + +You gain a +1 status bonus to your choice of attack rolls, Will saves, or Charisma-based skill checks. During the spell's duration, an ally who [observed](rules/conditions.md#Observed) you Casting this Spell and was within 30 feet when you did so can take a single action, which has the [concentrate](rules/traits/concentrate.md) trait, to gain the same bonus you chose until the start of its next turn. + +Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check [observed](rules/conditions.md#Observed) you casting the spell. + +*Source: Secrets of Magic p. 112* \ No newline at end of file diff --git a/compendium/spells/infectious-melody-som.md b/compendium/spells/infectious-melody-som.md new file mode 100644 index 000000000..230b68d41 --- /dev/null +++ b/compendium/spells/infectious-melody-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/emanation +- spell/level/4 +- trait/auditory +- trait/enchantment +- trait/mental +aliases: ["Infectious Melody"] +--- +# Infectious Melody *Spell 4* +[auditory](rules/traits/auditory.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**15-foot emanation +- **Targets**enemies in the area +- **Saving Throw** Will +- **Duration**varies + +You call forth the chords of a tune so catchy that foes hearing it can't help but sing along, making it harder for them to communicate. Each target must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** For 1 round, the creature can communicate only by singing along to the melody. It can speak only on its turn, and it must take the [Perform](rules/actions/perform.md) action when it does. The result of the [Performance](compendium/skills.md#Performance) check determines how well it sang, but it stills communicate the information regardless of the result, which has no further mechanical impact than the time spent to take the action. A single [Perform](rules/actions/perform.md) check is sufficient for any amount of speaking on the creature's turn. This effect might interfere with verbal components of spells or other linguistic abilities that rely on precise speech; in order to use such an ability successfully, the creature must succeed at a DC 5 flat check. In addition, the creature takes a –2 status penalty on linguistic [Intimidation](compendium/skills.md#Intimidation) checks, as singing its threats saps away some of the menace. The creature's constant humming of the tune also makes it nearly impossible for the creature to remain [undetected](rules/conditions.md#Undetected). +> - **Failure** As success, but the duration is 3 rounds. +> - **Critical Failure** As success, but the duration is 1 hour. + +*Source: Secrets of Magic p. 112* \ No newline at end of file diff --git a/compendium/spells/inner-radiance-torrent-som.md b/compendium/spells/inner-radiance-torrent-som.md new file mode 100644 index 000000000..c94dca021 --- /dev/null +++ b/compendium/spells/inner-radiance-torrent-som.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/line +- spell/level/2 +- trait/force +- trait/light +- trait/necromancy +aliases: ["Inner Radiance Torrent"] +--- +# Inner Radiance Torrent *Spell 2* +[force](rules/traits/force.md) [light](rules/traits/light.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") to 2 rounds +- **Area**line 60 feet or longer +- **Saving Throw** basic Reflex + +You gradually manifest your spiritual energy into your cupped hands before firing off a storm of bolts and beams that deal `4d4` force damage to all creatures in a 60-foot line. Creatures in the area must attempt a basic Reflex save. On a critical failure, they're also [blinded](rules/conditions.md#Blinded) for 1 round. + +The number of actions you spend when Casting this Spell determines the area. If the line passes through an area of magical darkness or targets a creature affected by magical darkness, inner radiance torrent attempts to counteract the darkness. + +**[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (somatic, verbal)** The line is 60 feet long. + +**[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") (material, somatic, verbal)** The line is 120 feet long. + +**Two Rounds** The line is 120 feet long. If you spend 3 actions casting the spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you choose to do so, the damage dealt by this spell increases by `4d4`, and you enter a shining state for 1 minute, causing you to glow with light and deal 1 force damage to creatures that end their turn adjacent to you. + +**Heightened (+ 1)** The initial damage, as well as the additional damage for the 2-round casting time, each increase by `4d4`, and the damage to adjacent creatures dealt while in your shining state increases by 1. + +*Source: Secrets of Magic p. 112* \ No newline at end of file diff --git a/compendium/spells/inscrutable-mask-som.md b/compendium/spells/inscrutable-mask-som.md new file mode 100644 index 000000000..d5920fe87 --- /dev/null +++ b/compendium/spells/inscrutable-mask-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/focus/3 +- trait/illusion +- trait/shadow +- trait/uncommon +aliases: ["Inscrutable Mask"] +--- +# Inscrutable Mask *Focus 3* +[illusion](rules/traits/illusion.md) [shadow](rules/traits/shadow.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**10 minutes + +You shroud your form and features in an impenetrable mask of shadow. The mask grants you a +1 status bonus to [Deception](compendium/skills.md#Deception) checks to [Lie](rules/actions/lie.md) or [Feint](rules/actions/feint.md), [Intimidation](compendium/skills.md#Intimidation) checks to [Demoralize](rules/actions/demoralize.md), and [Stealth](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md) in areas of dim light or darkness. + +**Heightened (6th)** The status bonus increases to +2. + +**Heightened (9th)** The status bonus increases to +3. Shadow Companions Spellcasters aren't the sole purveyors of shadow magic. Some adventurers are guided on their path by companions with an inherent connection to shadow, whether or not the adventurer is a shadowcaster. Adventurers who would wield shadow should follow the guidance of such beings. Shadowcasters, as well as others who might stumble across this knowledge, have access to the shadow hound animal companion and the shade specialization option. + +*Source: Secrets of Magic p. 227* \ No newline at end of file diff --git a/compendium/spells/instant-armor-som.md b/compendium/spells/instant-armor-som.md new file mode 100644 index 000000000..7be5dbd2e --- /dev/null +++ b/compendium/spells/instant-armor-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/2 +- trait/conjuration +- trait/contingency +- trait/extradimensional +aliases: ["Instant Armor"] +--- +# Instant Armor *Spell 2* +[conjuration](rules/traits/conjuration.md) [contingency](rules/traits/contingency-som.md) [extradimensional](rules/traits/extradimensional.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** 10 minutes +- **Duration**24 hours + +Upon casting this spell, the armor you're wearing is whisked away into an extradimensional space that's linked to you. If the armor is magical and invested by you, it remains invested while in this space, though you don't gain its benefits. You then gain the Armor Up! action; once you use the action, the spell ends. If the action hasn't been used by the time the spell's duration ends, the extradimensional space collapses, ejecting the armor's pieces on the ground under you. + +```ad-embed-ability +title: Armor Up! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[manipulate](rules/traits/manipulate.md) + +You snap your fingers. The armor returns to your body. +%% #trait/manipulate %% +``` + +*Source: Secrets of Magic p. 112* \ No newline at end of file diff --git a/compendium/spells/interstellar-void-apg.md b/compendium/spells/interstellar-void-apg.md new file mode 100644 index 000000000..8206fc46e --- /dev/null +++ b/compendium/spells/interstellar-void-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/3 +- trait/cold +- trait/cursebound +- trait/evocation +- trait/oracle +- trait/uncommon +aliases: ["Interstellar Void"] +--- +# Interstellar Void *Focus 3* +[cold](rules/traits/cold.md) [cursebound](rules/traits/cursebound-apg.md) [evocation](rules/traits/evocation.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Fortitude +- **Duration**sustained up to 1 minute + +You call upon the frigid depths of outer space to bring a terrible chill to your enemy. The target is cloaked in the freezing void, which deals `3d6` cold damage immediately and the first time each round you [Sustain the Spell](rules/actions/sustain-a-spell.md) on future turns, with a basic Fortitude save. + +The target is [fatigued](rules/conditions.md#Fatigued) for as long as the effect persists. + +**Heightened (+ 1)** The cold damage increases by `1d6`. + +*Source: Advanced Player's Guide p. 232* \ No newline at end of file diff --git a/compendium/spells/invisibility-curtain-som.md b/compendium/spells/invisibility-curtain-som.md new file mode 100644 index 000000000..dd2588e3c --- /dev/null +++ b/compendium/spells/invisibility-curtain-som.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/4 +- trait/illusion +aliases: ["Invisibility Curtain"] +--- +# Invisibility Curtain *Spell 4* +[illusion](rules/traits/illusion.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Duration**sustained + +You create a transparent [invisible](rules/conditions.md#Invisible) wall that makes any creatures on one side of the wall [invisible](rules/conditions.md#Invisible) to those on the other side. You choose which side of the wall provides invisibility to the creatures on that side when you cast the spell. You create either a 1-inch-thick wall in a straight line up to 60 feet long and 10 feet high or a 1-inch-thick, 10-foot-radius ring with the same height. The wall is intangible and stands vertically in either of the two forms. If you wish to do so, you can create the wall with a shorter length or height, or with a smaller radius. Any creature that crosses the wall becomes visible or [invisible](rules/conditions.md#Invisible) as appropriate, and it's visible if any portion of it is on the visible side of the wall. If a creature rendered [invisible](rules/conditions.md#Invisible) by the wall takes a [hostile](rules/conditions.md#Hostile) action, the spell ends after the [hostile](rules/conditions.md#Hostile) action is completed. + +**Heightened (7th)** The spell doesn't end if an [invisible](rules/conditions.md#Invisible) creature takes a [hostile](rules/conditions.md#Hostile) action. + +*Source: Secrets of Magic p. 112* \ No newline at end of file diff --git a/compendium/spells/invisible-item-apg.md b/compendium/spells/invisible-item-apg.md new file mode 100644 index 000000000..ae3b50d36 --- /dev/null +++ b/compendium/spells/invisible-item-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/1 +- trait/illusion +aliases: ["Invisible Item"] +--- +# Invisible Item *Spell 1* +[illusion](rules/traits/illusion.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 object +- **Duration**1 hour + +You make the object [invisible](rules/conditions.md#Invisible). This makes it [undetected](rules/conditions.md#Undetected) to all creatures, though the creatures can attempt to find the target, making it [hidden](rules/conditions.md#Hidden) to them instead if they succeed. If the item is used as part of a [hostile](rules/conditions.md#Hostile) action, the spell ends after that [hostile](rules/conditions.md#Hostile) action is completed. Making a weapon [invisible](rules/conditions.md#Invisible) typically doesn't give any advantage to the attack, except that an [invisible](rules/conditions.md#Invisible) thrown weapon or piece of ammunition can be used for an attack without necessarily giving information about the attacker's hiding place unless the weapon returns to the attacker. + +**Heightened (3rd)** The duration is until the next time you make your daily preparations. + +**Heightened (7th)** The duration is unlimited. + +*Source: Advanced Player's Guide p. 221* \ No newline at end of file diff --git a/compendium/spells/invoke-spirits-som.md b/compendium/spells/invoke-spirits-som.md new file mode 100644 index 000000000..1bdbf72ae --- /dev/null +++ b/compendium/spells/invoke-spirits-som.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/burst +- spell/level/5 +- trait/emotion +- trait/fear +- trait/mental +- trait/necromancy +aliases: ["Invoke Spirits"] +--- +# Invoke Spirits *Spell 5* +[emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**10-foot burst +- **Saving Throw** Will +- **Duration**sustained up to 1 minute + +Ragged apparitions of the dead rise to stalk the living. + +They deal `2d4` mental damage and `2d4` negative damage to each living creature in the area, with a basic Will save. + +Additionally, creatures that critically fail the save are [frightened](rules/conditions.md#Frightened) and are [fleeing](rules/conditions.md#Fleeing) for 1 round. + +On subsequent rounds, the first time you [Sustain the Spell](rules/actions/sustain-a-spell.md) each round, you can move the area up to 30 feet within the range of the spell. Living creatures in the new area must attempt saves with the same effects as above, except that critically failing doesn't make them flee. + +**Heightened (+ 2)** The mental damage and negative damage each increase by `1d4`. + +*Source: Secrets of Magic p. 113* \ No newline at end of file diff --git a/compendium/spells/invoke-the-crimson-oath-locg.md b/compendium/spells/invoke-the-crimson-oath-locg.md new file mode 100644 index 000000000..75056a3ac --- /dev/null +++ b/compendium/spells/invoke-the-crimson-oath-locg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/locg +- spell/area/cone +- spell/focus/2 +- trait/evocation +- trait/uncommon +aliases: ["Invoke The Crimson Oath"] +--- +# Invoke The Crimson Oath *Focus 2* +[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**20-foot cone + +Brandishing your weapon and shouting the final line of the Crimson Oath, you unleash a blast of destructive ruby energy. You must be wielding a melee weapon, and you perform this spell's somatic component by swinging the weapon in a downward arc. You deal normal melee damage for your weapon, including all appropriate bonuses, penalties, modifiers, and properties, to each creature in the spell's area; they must each attempt a basic Fortitude save. A creature that critically fails this save also suffers any additional effect you would normally inflict with your weapon on a critical hit; if the creature that critically fails its save is also immune to critical hits, it merely fails the save instead. + +You can convert all the physical damage from this spell into positive damage against all undead creatures in the area. + +*Source: Lost Omens: Character Guide p. 90* \ No newline at end of file diff --git a/compendium/spells/invoke-true-name-som.md b/compendium/spells/invoke-true-name-som.md new file mode 100644 index 000000000..e5cfe60da --- /dev/null +++ b/compendium/spells/invoke-true-name-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/cantrip +- trait/cantrip +- trait/enchantment +- trait/rare +- trait/true-name +aliases: ["Invoke True Name"] +--- +# Invoke True Name *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [enchantment](rules/traits/enchantment.md) [rare](rules/traits/rare.md) [true name](rules/traits/true-name-som.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature whose true name you know + +You speak the true name of a creature to more surely affect it with your magic. Until the end of the current turn, the target is [flat-footed](rules/conditions.md#Flat-footed) against your spells and takes a –2 circumstance penalty to saving throws against your spells. + +In addition, the first time this turn the target takes damage from one of your spells, it has weakness to that damage equal to double the level of invoke true name. + +*Source: Secrets of Magic p. 247* \ No newline at end of file diff --git a/compendium/spells/iron-gut-logm.md b/compendium/spells/iron-gut-logm.md new file mode 100644 index 000000000..7b8b30d1f --- /dev/null +++ b/compendium/spells/iron-gut-logm.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/level/2 +- trait/transmutation +aliases: ["Iron Gut"] +--- +# Iron Gut *Spell 2* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 hour + +Your mouth, esophagus, and stomach become incredibly elastic and tougher than metal. For the duration of the spell, you can reach down your throat to store or retrieve a single object of light or negligible Bulk in your stomach, as though your stomach were a backpack or other container. Storing and retrieving an item in this way requires an [Interact](rules/actions/interact.md) action. + +The object must be small enough to reasonably fit within your stomach. It is very difficult for other creatures to notice that you are hiding an object in this way; passive observers can't possibly notice and you gain a +4 circumstance bonus to your [Stealth](compendium/skills.md#Stealth) checks to Conceal the Object unless the searcher specifically searches your mouth and stomach. If at the end of the spell's duration you still have an object stored in your stomach, it is violently expelled, dealing `1d6` damage to you. + +**Heightened (3rd)** The duration increases to 8 hours. + +*Source: Lost Omens: Gods & Magic p. 108* \ No newline at end of file diff --git a/compendium/spells/isolation-da.md b/compendium/spells/isolation-da.md new file mode 100644 index 000000000..1d21ced6e --- /dev/null +++ b/compendium/spells/isolation-da.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/focus/4 +- trait/cleric +- trait/illusion +- trait/rare +aliases: ["Isolation"] +--- +# Isolation *Focus 4* +[cleric](rules/traits/cleric.md) [illusion](rules/traits/illusion.md) [rare](rules/traits/rare.md) + +- **Domains**: [darkness (apocryphal)](compendium/setting/domains.md#Darkness) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**3 rounds + +You summon a tangible manifestation of loneliness to cloak the target from view as surely as if it were wreathed in darkness. The target attempts a Will saving throw. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target becomes [invisible](rules/conditions.md#Invisible), but only to its allies. Any creature not allied with the target can see it normally. Effects such as [see invisibility](compendium/spells/see-invisibility.md) enable an ally to see the target. The target's allies still know the target is present and can still see all the effects of the target's actions. +> - **Failure** As success, except the target also becomes inaudible to its allies and imperceptible to them through any other senses. + +*Source: Dark Archive p. 143* \ No newline at end of file diff --git a/compendium/spells/join-pasts-aoa3.md b/compendium/spells/join-pasts-aoa3.md new file mode 100644 index 000000000..9a7162aaa --- /dev/null +++ b/compendium/spells/join-pasts-aoa3.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/aoa3 +- spell/cantrip +- trait/cantrip +- trait/divination +- trait/mental +- trait/uncommon +aliases: ["Join Pasts"] +--- +# Join Pasts *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**touch +- **Targets**2 willing creatures +- **Duration**1 round + +With touches to the targets' foreheads, you bring them into mental communion. The targets can share thoughts and experiences, but not words. When one target attempts to [Recall Knowledge](rules/actions/recall-knowledge.md), the other can [Aid](rules/actions/aid.md) the first target's skill check, using any [Lore](compendium/skills.md#Lore) skill (even if that [Lore](compendium/skills.md#Lore) wouldn't normally apply) without having made any preparations to [Aid](rules/actions/aid.md). + +**Heightened (+ 1)** You can touch one additional target to include them in the spell's effects. Multiple targets can attempt checks to [Aid](rules/actions/aid.md) the target who is attempting to [Recall Knowledge](rules/actions/recall-knowledge.md). + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 74* \ No newline at end of file diff --git a/compendium/spells/juvenile-companion-som.md b/compendium/spells/juvenile-companion-som.md new file mode 100644 index 000000000..753455bab --- /dev/null +++ b/compendium/spells/juvenile-companion-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/1 +- trait/polymorph +- trait/transmutation +aliases: ["Juvenile Companion"] +--- +# Juvenile Companion *Spell 1* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**your companion +- **Duration**10 minutes + +You transform your companion into its juvenile form, such as a cub, foal, kitten, puppy, or piglet, making the target appear harmless. It becomes Tiny (if it was larger), and its reach is reduced to 0 feet. All of its Speeds are halved (to a minimum Speed of 5 feet), and it gains weakness 5 to physical damage. In all other ways, its abilities and statistics are unchanged. + +If your companion uses a [hostile](rules/conditions.md#Hostile) action, juvenile companion ends. This spell has no effect on a companion that doesn't have a juvenile form. + +**Heightened (2nd)** The duration increases to 1 hour. + +*Source: Secrets of Magic p. 113* \ No newline at end of file diff --git a/compendium/spells/ki-form-apg.md b/compendium/spells/ki-form-apg.md new file mode 100644 index 000000000..a997f2e35 --- /dev/null +++ b/compendium/spells/ki-form-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/9 +- trait/monk +- trait/polymorph +- trait/uncommon +aliases: ["Ki Form"] +--- +# Ki Form *Focus 9* +[monk](rules/traits/monk.md) [polymorph](rules/traits/polymorph.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**1 minute + +Drawing from deep wells of spiritual power, you take on a special ki form. In your ki form, your hair, feathers, skin, or scales change color and begin to glow. In this form you gain a fly Speed equal to your land Speed. Choose force, lawful (only if you are lawful), negative, or positive damage. All your [Strikes](rules/actions/strike.md) deal `1d6` additional damage of the chosen type. Your entire body is also surrounded by a glowing corona of the same color as your inner ki; this is a [light](rules/traits/light.md) effect. Your corona is a 5-foot emanation that deals `2d6` damage of the chosen type to creatures who start their turn within the emanation. If the emanation overlaps with a [darkness](rules/traits/darkness.md) effect, the corona's glow attempts to counteract the [darkness](rules/traits/darkness.md) effect. Regardless of the outcome, the corona can't attempt to counteract that effect again for 1 day. As a single action, which has the [concentrate](rules/traits/concentrate.md) trait, you can flare your corona out to become a 30-foot emanation. + +In your ki form, your emotions surge to the forefront and it's difficult to moderate your attacks. Your weapons and unarmed attacks lose the [nonlethal](rules/traits/nonlethal.md) trait. You take a –2 status penalty to saves against [emotion](rules/traits/emotion.md) effects but gain a +2 status bonus to saves against all other [mental](rules/traits/mental.md) effects. + +*Source: Advanced Player's Guide p. 229* \ No newline at end of file diff --git a/compendium/spells/kinetic-ram-da.md b/compendium/spells/kinetic-ram-da.md new file mode 100644 index 000000000..c23809a48 --- /dev/null +++ b/compendium/spells/kinetic-ram-da.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/level/1 +- trait/evocation +- trait/force +aliases: ["Kinetic Ram"] +--- +# Kinetic Ram *Spell 1* +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**varies +- **Targets**1 or more creatures +- **Saving Throw** Fortitude + +Gathering kinetic energy, you either focus it in a straight line or disperse it as an encircling ripple. Any creature targeted by this spell must succeed at a Fortitude saving throw or be pushed 10 feet away from you (or 20 feet on a critical failure). The spell's area or range and how many creatures it affects is based on how many actions you spend when Casting the Spell. + +[>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") The spell targets one creature within 15 feet. + +[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") The spell targets one creature within 30 feet. The distance the target is pushed if it fails is doubled, and on a critical failure, the target is also knocked [prone](rules/conditions.md#Prone) and takes `1d6` bludgeoning damage. + +[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") The spell targets all creatures in a 5-foot emanation. + +*Source: Dark Archive p. 105* \ No newline at end of file diff --git a/compendium/spells/lament-logm.md b/compendium/spells/lament-logm.md new file mode 100644 index 000000000..ef3920a35 --- /dev/null +++ b/compendium/spells/lament-logm.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/1 +- trait/auditory +- trait/emotion +- trait/enchantment +- trait/mental +aliases: ["Lament"] +--- +# Lament *Focus 1* +[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Domains**: [sorrow](compendium/setting/domains.md#Sorrow) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30-foot cone +- **Targets**1 or more creatures +- **Saving Throw** basic Will + +You let out your negative emotions in a guttural wail that shakes your enemies' hearts and deals `1d8` mental damage (basic Will save). If you have any harmful conditions imposed by [emotion](rules/traits/emotion.md) effects, lament deals additional mental damage equal to the counteract level of the highest-level effect. + +**Heightened (+ 1)** The damage increases by `1d8`. + +*Source: Lost Omens: Gods & Magic p. 116* \ No newline at end of file diff --git a/compendium/spells/liberating-command-logm.md b/compendium/spells/liberating-command-logm.md new file mode 100644 index 000000000..b2312d433 --- /dev/null +++ b/compendium/spells/liberating-command-logm.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/level/1 +- trait/enchantment +- trait/mental +aliases: ["Liberating Command"] +--- +# Liberating Command *Spell 1* +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**60 foot +- **Targets**1 creature + +You call out a liberating cry, urging an ally to break free of an effect that holds them in place. If the target is [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), or [restrained](rules/conditions.md#Restrained), it can immediately use a reaction to attempt to [Escape](rules/actions/escape.md). + +*Source: Lost Omens: Gods & Magic p. 108* \ No newline at end of file diff --git a/compendium/spells/life-boost-apg.md b/compendium/spells/life-boost-apg.md new file mode 100644 index 000000000..f0e979e3b --- /dev/null +++ b/compendium/spells/life-boost-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/1 +- trait/healing +- trait/hex +- trait/necromancy +- trait/uncommon +- trait/witch +aliases: ["Life Boost"] +--- +# Life Boost *Focus 1* +[healing](rules/traits/healing.md) [hex](rules/traits/hex-apg.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**4 rounds + +You temporarily bolster the target's vitality. The target gains fast healing equal to double the spell's level. + +*Source: Advanced Player's Guide p. 238* \ No newline at end of file diff --git a/compendium/spells/life-connection-som.md b/compendium/spells/life-connection-som.md new file mode 100644 index 000000000..386f0fc6e --- /dev/null +++ b/compendium/spells/life-connection-som.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/3 +- trait/contingency +- trait/necromancy +aliases: ["Life Connection"] +--- +# Life Connection *Spell 3* +[contingency](rules/traits/contingency-som.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** 10 minutes +- **Range**touch +- **Targets**1 living creature +- **Duration**24 hours + +When you cast this spell, you place a failsafe deep within the life force of the target. You can sense when the target takes damage, provided you're within 1 mile of one another. A creature can be part of no more than one life connection simultaneously. When the spell is complete, you gain the Defend Life reaction; once you use the reaction, the spell ends. + +```ad-embed-ability +title: Defend Life [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[concentrate](rules/traits/concentrate.md) + +- **Trigger**: The target takes damage +- **Requirements**: You're within 1 mile of the target + +**Effect** After calculating the amount of damage the target would take (applying weaknesses, resistances, and the like), you lose an equal number of Hit Points, and the target doesn't take any of the damage. You can't reduce the amount of Hit Points you lose in this way. The target still takes any effects that would come with the damage, however, such as the venom on a viper's fangs [Strike](rules/actions/strike.md). +%% #trait/concentrate %% +``` + +*Source: Secrets of Magic p. 113* \ No newline at end of file diff --git a/compendium/spells/life-giving-form-apg.md b/compendium/spells/life-giving-form-apg.md new file mode 100644 index 000000000..5792e0cdf --- /dev/null +++ b/compendium/spells/life-giving-form-apg.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/6 +- trait/cursebound +- trait/healing +- trait/light +- trait/necromancy +- trait/oracle +- trait/positive +- trait/uncommon +aliases: ["Life-giving Form"] +--- +# Life-giving Form *Focus 6* +[cursebound](rules/traits/cursebound-apg.md) [healing](rules/traits/healing.md) [light](rules/traits/light.md) [necromancy](rules/traits/necromancy.md) [oracle](rules/traits/oracle-apg.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You transcend your physical form, becoming a beacon of healing energy. Your body exudes bright light like a torch. + +You gain resistance 5 to precision damage and weakness 5 to negative damage, and your unarmed [Strikes](rules/actions/strike.md) deal an extra `1d4` positive damage. + +You can touch a living creature with an [Interact](rules/actions/interact.md) action to restore `6d8` Hit Points to it, and when a creature touches you with an [Interact](rules/actions/interact.md) action you can allow it to gain the same healing; either way, the creature becomes temporarily immune to life-giving form's healing for 1 minute. This is a positive [healing](rules/traits/healing.md) effect. You can't heal yourself with life-giving form. A creature harmed by positive damage (such as an undead) that touches you or damages you with an unarmed attack or non-reach melee weapon instead takes `3d4` positive damage, and it doesn't become temporarily immune. + +You can [Dismiss](rules/actions/dismiss.md) this spell. + +**Heightened (+ 1)** Increase the Hit Points restored with an [Interact](rules/actions/interact.md) action by `1d8`, the positive damage by 1, and the resistance and weakness by 1. + +*Source: Advanced Player's Guide p. 232* \ No newline at end of file diff --git a/compendium/spells/life-link-apg.md b/compendium/spells/life-link-apg.md new file mode 100644 index 000000000..e54f11e94 --- /dev/null +++ b/compendium/spells/life-link-apg.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/1 +- trait/cursebound +- trait/healing +- trait/necromancy +- trait/oracle +- trait/positive +- trait/uncommon +aliases: ["Life Link"] +--- +# Life Link *Focus 1* +[cursebound](rules/traits/cursebound-apg.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [oracle](rules/traits/oracle-apg.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature other than you +- **Duration**1 minute + +You forge a connection of life energy between you and your target, distributing harm between both of you. When you first [Cast the Spell](rules/actions/cast-a-spell.md), the target recovers `1d4` Hit Points. The first time each round that the target takes damage, reduce the damage it takes by 3 (to a minimum of 0 damage). You lose 3 Hit Points each time, or the total damage dealt, if less than 3; this damage ignores any immunities or resistances you have and can't otherwise be mitigated in any way. + +The spell ends immediately if you fall [unconscious](rules/conditions.md#Unconscious). You can [Dismiss](rules/actions/dismiss.md) the spell. + +**Heightened (3rd)** You can target 2 creatures other than you. Increase the initial healing to `3d4` and the maximum damage reduced and Hit Points lost to 5. + +**Heightened (6th)** You can target 3 creatures other than you. Increase the initial healing to `6d4` and the maximum damage reduced and Hit Points lost to 10. + +**Heightened (9th)** You can target 4 creatures other than you. Increase the initial healing to `9d4` and the maximum damage reduced and Hit Points lost to 15. + +*Source: Advanced Player's Guide p. 232* \ No newline at end of file diff --git a/compendium/spells/life-pact-lokl.md b/compendium/spells/life-pact-lokl.md new file mode 100644 index 000000000..22d050d4e --- /dev/null +++ b/compendium/spells/life-pact-lokl.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lokl +- spell/level/3 +- trait/healing +- trait/necromancy +- trait/uncommon +aliases: ["Life Pact"] +--- +# Life Pact *Spell 3* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** 1 minute +- **Range**touch +- **Targets**up to 6 willing creatures +- **Duration**10 minutes + +Using your life force or spirit as a conduit, you bind the targets in a mystical pact. If one of the targets is about to take damage that would reduce it to 0 Hit Points, all other targets immediately lose 3 Hit Points and the triggering target regains a number of Hit Points equal to the Hit Points lost this way, just before taking the damage. If this healing is enough that the triggering target is no longer reduced to 0 Hit Points, they remain conscious. Once the triggering target has regained Hit Points from the other targets, the spell ends. + +**Heightened (+ 1)** Increase the number of Hit Points lost by 1 for each target other than the one reduced to 0 Hit Points. + +The target reduced to 0 Hit Points regains that many additional Hit Points. + +*Source: Lost Omens: Knights of Lastwall p. 94* \ No newline at end of file diff --git a/compendium/spells/lifelink-surge-som.md b/compendium/spells/lifelink-surge-som.md new file mode 100644 index 000000000..6ef8af374 --- /dev/null +++ b/compendium/spells/lifelink-surge-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/focus/2 +- trait/healing +- trait/necromancy +- trait/positive +- trait/summoner +- trait/uncommon +aliases: ["Lifelink Surge"] +--- +# Lifelink Surge *Focus 2* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [summoner](rules/traits/summoner-som.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**4 rounds + +You make a quick gesture, tracing the link between yourself and your eidolon and drawing on your connection to slowly strengthen your shared life force. Your eidolon gains fast healing 4 for 4 rounds. + +**Heightened (+ 1)** The fast healing increases by 2. + +*Source: Secrets of Magic p. 145* \ No newline at end of file diff --git a/compendium/spells/lift-natures-caul-av3.md b/compendium/spells/lift-natures-caul-av3.md new file mode 100644 index 000000000..7870ebdf9 --- /dev/null +++ b/compendium/spells/lift-natures-caul-av3.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/av3 +- spell/area/emanation +- spell/focus/1 +- trait/fear +- trait/illusion +- trait/uncommon +- trait/visual +aliases: ["Lift Nature's Caul"] +--- +# Lift Nature's Caul *Focus 1* +[fear](rules/traits/fear.md) [illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) + +- **Domains**: [abomination](compendium/setting/domains.md#Abomination) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**5-foot emanation +- **Targets**creatures in the area +- **Saving Throw** Will +- **Duration**varies + +With a wave of the hand, you cause the targets to see the world around them as if a gauzy film had been lifted away to expose the truth that lies below their perceived reality. Natural features they can see grow twisted and horrendous, structures appear distorted and ruined, and objects seem warped and alien. This alternate vision fades quickly, but the glimpse beyond the natural world lingers for the spell's duration. + +Aberrations or worshippers of Outer Gods or Great Old Ones are bolstered by this vision of warped reality and gain a +1 status bonus to Will saving throws and attack rolls for 1 minute, while all other creatures must attempt a Will saving throw. + +> [!success-degree] +> - **Critical Success** The creature is unaffected and temporarily immune for 1 hour. +> - **Success** The creature is [sickened](rules/conditions.md#Sickened). +> - **Failure** The creature is [stupefied](rules/conditions.md#Stupefied) for 1 minute and [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The creature is [stupefied](rules/conditions.md#Stupefied) for 1 minute and [frightened](rules/conditions.md#Frightened). It can't reduce the value of its [frightened](rules/conditions.md#Frightened) condition below 1 as long as it remains [stupefied](rules/conditions.md#Stupefied) by this spell. + +**Heightened (+ 2)** You increase the area by 5 feet and the duration of the [stupefied](rules/conditions.md#Stupefied) condition by 1 minute. + +*Source: Abomination Vaults #3: Eyes of Empty Death p. 65* \ No newline at end of file diff --git a/compendium/spells/light-of-revelation-locg.md b/compendium/spells/light-of-revelation-locg.md new file mode 100644 index 000000000..3e4e89905 --- /dev/null +++ b/compendium/spells/light-of-revelation-locg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/locg +- spell/focus/2 +- trait/divination +- trait/light +- trait/revelation +- trait/uncommon +aliases: ["Light Of Revelation"] +--- +# Light Of Revelation *Focus 2* +[divination](rules/traits/divination.md) [light](rules/traits/light.md) [revelation](rules/traits/revelation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30-foot emanation +- **Duration**5 minutes + +You shed a luminous aura, illuminating a 30-foot radius with bright light. You and all allies in this area gain a +1 status bonus to [Perception](compendium/skills.md#Perception) checks to detect [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected) creatures, as well as hidden objects, doors, and other features. + +*Source: Lost Omens: Character Guide p. 91* \ No newline at end of file diff --git a/compendium/spells/lightning-storm-apg.md b/compendium/spells/lightning-storm-apg.md new file mode 100644 index 000000000..299da7fdf --- /dev/null +++ b/compendium/spells/lightning-storm-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/burst +- spell/level/5 +- trait/electricity +- trait/evocation +aliases: ["Lightning Storm"] +--- +# Lightning Storm *Spell 5* +[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Area**20-foot burst +- **Saving Throw** basic Reflex +- **Duration**sustained up to 1 minute + +You create a black, rumbling storm cloud and call down one lightning bolt within the spell's area. The bolt is a vertical line from the top of the storm cloud to the ground below, dealing `4d12` electricity damage to creatures in the line (basic Reflex save). On subsequent rounds, the first time you [Sustain the Spell](rules/actions/sustain-a-spell.md) each round, you can call another lightning bolt within the area. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one, though you can still call down only one bolt per turn. + +**Heightened (+ 2)** The damage of each bolt increases by `1d12`. + +*Source: Advanced Player's Guide p. 221* \ No newline at end of file diff --git a/compendium/spells/litany-of-depravity-apg.md b/compendium/spells/litany-of-depravity-apg.md new file mode 100644 index 000000000..4d1eb7eff --- /dev/null +++ b/compendium/spells/litany-of-depravity-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/7 +- trait/champion +- trait/evil +- trait/evocation +- trait/litany +- trait/uncommon +aliases: ["Litany Of Depravity"] +--- +# Litany Of Depravity *Focus 7* +[champion](rules/traits/champion.md) [evil](rules/traits/evil.md) [evocation](rules/traits/evocation.md) [litany](rules/traits/litany.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 good creature +- **Duration**1 round + +Your litany calls into question the morals your foe claims to hold dear. The target gains weakness 7 to evil, then becomes temporarily immune to all your litanies for 1 minute. + +**Heightened (+ 1)** The weakness increases by 1. + +*Source: Advanced Player's Guide p. 228* \ No newline at end of file diff --git a/compendium/spells/litany-of-self-interest-apg.md b/compendium/spells/litany-of-self-interest-apg.md new file mode 100644 index 000000000..fd2f233a2 --- /dev/null +++ b/compendium/spells/litany-of-self-interest-apg.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/5 +- trait/champion +- trait/enchantment +- trait/evil +- trait/litany +- trait/mental +- trait/uncommon +aliases: ["Litany Of Self-interest"] +--- +# Litany Of Self-interest *Focus 5* +[champion](rules/traits/champion.md) [enchantment](rules/traits/enchantment.md) [evil](rules/traits/evil.md) [litany](rules/traits/litany.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**1 round + +You give a speech that fills your target with a drive to improve themself to the exclusion of assisting others. A creature that wants to gain the benefit of this spell and doesn't care about its limitations can voluntarily fail the save. The target then becomes temporarily immune to all your litanies for 1 minute. + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** The target gains a +2 status bonus to attack rolls, [Perception](compendium/skills.md#Perception) checks, saving throws, and skill checks. The target can't [Aid](rules/actions/aid.md) other creatures, consider any creature an ally, or use spells or abilities that directly benefit another creature (as determined by the GM), even if they also benefit the target. Other creatures allied with the spell's target can still consider the target an ally and affect it accordingly. + +**Heightened (8th)** The status bonus increases to +3. + +*Source: Advanced Player's Guide p. 229* \ No newline at end of file diff --git a/compendium/spells/lock-item-lokl.md b/compendium/spells/lock-item-lokl.md new file mode 100644 index 000000000..ca3f5e4af --- /dev/null +++ b/compendium/spells/lock-item-lokl.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lokl +- spell/level/2 +- trait/abjuration +- trait/uncommon +aliases: ["Lock Item"] +--- +# Lock Item *Spell 2* +[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 object held by 1 creature and the creature holding it +- **Saving Throw** Reflex +- **Duration**varies + +One object held by a creature becomes fused to that creature's hand and can't be put down. To [Disarm](rules/actions/disarm.md) or [Steal](rules/actions/steal.md) the item, the result of the skill check must exceed the spell's DC or the normal DC, whichever is higher. To voluntarily drop the weapon, the target must spend an [Interact](rules/actions/interact.md) action rather than a free action, and then succeed at a Reflex save. On a failed save, the action is wasted, but on a success, they drop the item and the spell ends. An unwilling creature must attempt an initial Reflex save against lock item. A willing creature can choose to critically fail the saving throw. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is affected for 1 round. +> - **Failure** The creature is affected for 4 rounds. +> - **Critical Failure** The creature is affected for 1 minute. + +**Heightened (+ 2)** You can target either 1 additional object held by the same creature or 1 additional object held by 1 additional creature. + +*Source: Lost Omens: Knights of Lastwall p. 94* \ No newline at end of file diff --git a/compendium/spells/loose-times-arrow-da.md b/compendium/spells/loose-times-arrow-da.md new file mode 100644 index 000000000..eb984ddfa --- /dev/null +++ b/compendium/spells/loose-times-arrow-da.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/level/2 +- trait/transmutation +aliases: ["Loose Time's Arrow"] +--- +# Loose Time's Arrow *Spell 2* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**up to 6 creatures +- **Duration**until the start of your next turn + +You pluck the time stream like a bow—pull one string back, release, and watch a creature fly. All affected targets are [quickened](rules/conditions.md#Quickened). They can use the extra action only to [Step](rules/actions/step.md) or [Stride](rules/actions/stride.md). + +*Source: Dark Archive p. 182* \ No newline at end of file diff --git a/compendium/spells/lose-the-path-som.md b/compendium/spells/lose-the-path-som.md new file mode 100644 index 000000000..d0d2be67f --- /dev/null +++ b/compendium/spells/lose-the-path-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/1 +- trait/illusion +- trait/mental +- trait/visual +aliases: ["Lose The Path"] +--- +# Lose The Path *Spell 1* +[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) + +- **Traditions**: [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**A creature in range [Strides](rules/actions/stride.md). +- **Range**60 foot +- **Targets**the triggering creature +- **Saving Throw** Will + +You surround a moving creature with lifelike illusions, shifting their perception of the terrain to subtly lead them off course. The target must attempt a Will save. + +Regardless of the result, the creature is immune to lose the path for 1 hour. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature treats all squares as difficult terrain for its [Stride](rules/actions/stride.md). +> - **Critical Failure** As failure, except that you determine where the target moves during the [Stride](rules/actions/stride.md), though you can't move it into hazardous terrain or to a place it can't stand. + +*Source: Secrets of Magic p. 113* \ No newline at end of file diff --git a/compendium/spells/lucky-number-som.md b/compendium/spells/lucky-number-som.md new file mode 100644 index 000000000..009f96721 --- /dev/null +++ b/compendium/spells/lucky-number-som.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/2 +- trait/contingency +- trait/divination +aliases: ["Lucky Number"] +--- +# Lucky Number *Spell 2* +[contingency](rules/traits/contingency-som.md) [divination](rules/traits/divination.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** 10 minutes +- **Duration**until the next time you make your daily preparations + +When you [Cast this Spell](rules/actions/cast-a-spell.md), roll `1d20` and make a note of the result. You gain the following reaction; once you use the reaction, the spell ends, and you become temporarily immune to lucky number until the next time you make your daily preparations. + +That's My Number! [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") (divination, fortune) Trigger You roll your lucky number as your d20 result on a non-secret attack roll, saving throw, or skill check; Effect You call upon the fortune stored within your lucky number and reroll the triggering check. However, pushing your luck has a price: if your result on the reroll is the same number again, you critically fail, regardless of what degree of success you ordinarily would have received. + +*Source: Secrets of Magic p. 113* \ No newline at end of file diff --git a/compendium/spells/mad-monkeys-apg.md b/compendium/spells/mad-monkeys-apg.md new file mode 100644 index 000000000..cf83de606 --- /dev/null +++ b/compendium/spells/mad-monkeys-apg.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/burst +- spell/level/3 +- trait/conjuration +aliases: ["Mad Monkeys"] +--- +# Mad Monkeys *Spell 3* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Area**5-foot burst +- **Duration**sustained up to 1 minute + +Magical monkey spirits fill the area as they pile and climb on top of one another. Because the monkeys are magical spirits, they can't be attacked or hurt. Casting calm emotions or a similar effect over the monkeys makes them docile, causing them to cease making mischief for the duration of mad monkeys. + +Choose the kind of mischief your monkeys make when you [Cast the Spell](rules/actions/cast-a-spell.md). They produce the effect listed for that mischief when you [Cast the Spell](rules/actions/cast-a-spell.md) and the first time each round you [Sustain the Spell](rules/actions/sustain-a-spell.md). When you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can move the area of the monkeys by 5 feet. + +- **Flagrant Burglary** The monkeys try to [Steal](rules/actions/steal.md) any one item from one creature in the area. Use your spell DC – 10 as the monkeys' [Thievery](compendium/skills.md#Thievery) modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the monkeys— even for the caster—requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell's area you choose. +- **Raucous Din** The monkeys screech loudly, potentially deafening creatures in the spell's area. Each creature in the spell's area must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected and is temporarily immune for 10 minutes. +> - **Success** The creature is unaffected. +> - **Failure** For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the creature loses that action. +> - **Critical Failure** As failure, but the monkeys cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell's area. + +*Source: Advanced Player's Guide p. 222* \ No newline at end of file diff --git a/compendium/spells/magic-hide-apg.md b/compendium/spells/magic-hide-apg.md new file mode 100644 index 000000000..bf1da4e2e --- /dev/null +++ b/compendium/spells/magic-hide-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/1 +- trait/abjuration +- trait/ranger +- trait/uncommon +aliases: ["Magic Hide"] +--- +# Magic Hide *Focus 1* +[abjuration](rules/traits/abjuration.md) [ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**your animal companion +- **Duration**1 minute + +Your animal companion grows a thicker hide, matted fur, or a harder shell, granting it a +1 status bonus to AC. + +*Source: Advanced Player's Guide p. 235* \ No newline at end of file diff --git a/compendium/spells/magic-mailbox-som.md b/compendium/spells/magic-mailbox-som.md new file mode 100644 index 000000000..971591b2e --- /dev/null +++ b/compendium/spells/magic-mailbox-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/4 +- trait/conjuration +- trait/teleportation +- trait/uncommon +aliases: ["Magic Mailbox"] +--- +# Magic Mailbox *Spell 4* +[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** 1 hour +- **Range**touch +- **Targets**2 containers, each no larger than 5 feet in any dimension +- **Duration**until your next daily preparations + +You create an interdimensional link between two containers, both of which must be capable of being closed in such a way that their contents aren't visible. If both containers are left closed for 10 consecutive minutes, the contents of each one, totaling no more than 3 Bulk of nonliving, non-magical material per container, transport to the other's location. If a container's contents total more than 3 Bulk, the transport fails. + +If either container is opened before the full 10 minutes have elapsed, the contents appear as they did when the containers were closed, and the process starts anew as soon as both containers have been closed. After the contents of the containers successfully swap, they can't swap again until after both containers have been opened at least once. Both containers must be located on the same plane for the process to function; if this ceases to be the case or if something else disrupts the effect during an active transposition, the process halts as if one of the containers had been opened. + +*Source: Secrets of Magic p. 114* \ No newline at end of file diff --git a/compendium/spells/magic-stone-apg.md b/compendium/spells/magic-stone-apg.md new file mode 100644 index 000000000..a9ba650de --- /dev/null +++ b/compendium/spells/magic-stone-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/1 +- trait/necromancy +- trait/positive +aliases: ["Magic Stone"] +--- +# Magic Stone *Spell 1* +[necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**touch +- **Targets**1 to 3 non-magical stones or sling bullets +- **Duration**1 minute + +You pour positive energy into ordinary stones, granting them temporary magical properties. You can target 1 non-magical stone or sling bullet for every action you use [Casting this Spell](rules/actions/cast-a-spell.md). + +The stones must be unattended or carried by you or a willing ally. The stones become +1 striking disrupting sling bullets. Each stone can be used only once, after which it crumbles to dust. + +**Spell Lists**: Elemental + +*Source: Advanced Player's Guide p. 222* \ No newline at end of file diff --git a/compendium/spells/magic-warrior-aspect-lowg.md b/compendium/spells/magic-warrior-aspect-lowg.md new file mode 100644 index 000000000..7bec65bb9 --- /dev/null +++ b/compendium/spells/magic-warrior-aspect-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lowg +- spell/focus/2 +- trait/morph +- trait/transmutation +- trait/uncommon +aliases: ["Magic Warrior Aspect"] +--- +# Magic Warrior Aspect *Focus 2* +[morph](rules/traits/morph.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**5 minutes + +You call upon the aspect of the animal from your mask, gaining physical features reminiscent of that animal. You morph slightly into that creature, gaining the Speeds and senses you would gain from using [animal form](compendium/spells/animal-form.md) to turn into the type of animal your mask represents; these special Speeds can't be increased by status bonuses or item bonuses. + +*Source: Lost Omens: World Guide p. 95* \ No newline at end of file diff --git a/compendium/spells/magic-warrior-transformation-lowg.md b/compendium/spells/magic-warrior-transformation-lowg.md new file mode 100644 index 000000000..359395efc --- /dev/null +++ b/compendium/spells/magic-warrior-transformation-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lowg +- spell/focus/2 +- trait/polymorph +- trait/transmutation +- trait/uncommon +aliases: ["Magic Warrior Transformation"] +--- +# Magic Warrior Transformation *Focus 2* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You transform into the animal from your mask. You gain the effects of [animal form](compendium/spells/animal-form.md), heightened to magic warrior transformation's level, and you can transform into only the type of animal your mask represents. + +*Source: Lost Omens: World Guide p. 95* \ No newline at end of file diff --git a/compendium/spells/magnetic-acceleration-som.md b/compendium/spells/magnetic-acceleration-som.md new file mode 100644 index 000000000..ab90bb75d --- /dev/null +++ b/compendium/spells/magnetic-acceleration-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/3 +- trait/attack +- trait/evocation +aliases: ["Magnetic Acceleration"] +--- +# Magnetic Acceleration *Spell 3* +[attack](rules/traits/attack.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 creature or object + +You magnetize a small metal object, such as a nail or coin, and launch it away from you at massive speed. Make a ranged spell attack roll; if the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with magnetic acceleration. On a hit, the target takes `3d6` bludgeoning damage and `3d6` piercing damage, or double damage on a critical hit. + +**Heightened (+ 1)** The bludgeoning and piercing damage each increase by `1d6`. + +*Source: Secrets of Magic p. 114* \ No newline at end of file diff --git a/compendium/spells/magnetic-attraction-som.md b/compendium/spells/magnetic-attraction-som.md new file mode 100644 index 000000000..2b95cf2b7 --- /dev/null +++ b/compendium/spells/magnetic-attraction-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/2 +- trait/evocation +aliases: ["Magnetic Attraction"] +--- +# Magnetic Attraction *Spell 2* +[evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**up to 10 metal objects with a total Bulk of 1 or less + +You adjust your magnetic polarity, plucking daggers from hands and coins from belts. The targeted objects fly to your location, letting you catch them easily in your hands, or dropping to the ground at your position, at your discretion. + +Unattended objects fly to you automatically. If you target secured objects or those in another creature's possession (such as sheathed weapons), you must attempt to [Disarm](rules/actions/disarm.md) the creature of the metal objects, making a spell attack roll instead of an [Athletics](compendium/skills.md#Athletics) check to do so. + +Instead of drawing the objects to yourself, you can polarize a single metal object within range, designating it as a lodestone and causing the metal objects to fly to it instead. The lodestone must be at least three times the total Bulk of the targeted metal objects. Objects will stick to the lodestone for 1 minute, though they can be wrenched away with an [Interact](rules/actions/interact.md) action. + +*Source: Secrets of Magic p. 114* \ No newline at end of file diff --git a/compendium/spells/magnetic-repulsion-som.md b/compendium/spells/magnetic-repulsion-som.md new file mode 100644 index 000000000..ea2d02a0f --- /dev/null +++ b/compendium/spells/magnetic-repulsion-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/2 +- trait/abjuration +aliases: ["Magnetic Repulsion"] +--- +# Magnetic Repulsion *Spell 2* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You adjust your magnetic polarity, causing metal objects to jump and shudder away from you. Attacks made with metal objects against you take a –1 status penalty, and the squares adjacent to you are difficult terrain for creatures wearing metal armor. For creatures made entirely of metal, the penalty to their attack rolls is –2 and the squares adjacent to you are greater difficult terrain. + +While this spell is active, you require an additional [Interact](rules/actions/interact.md) action before using a metal object (including to [Strike](rules/actions/strike.md) with a metal weapon), and if you're wearing metal armor, you're [slowed](rules/conditions.md#Slowed). + +**Heightened (+ 3)** The status penalty to attack rolls increases by 1. + +*Source: Secrets of Magic p. 115* \ No newline at end of file diff --git a/compendium/spells/malicious-shadow-apg.md b/compendium/spells/malicious-shadow-apg.md new file mode 100644 index 000000000..c30d3b049 --- /dev/null +++ b/compendium/spells/malicious-shadow-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/3 +- trait/evocation +- trait/hex +- trait/shadow +- trait/uncommon +- trait/witch +aliases: ["Malicious Shadow"] +--- +# Malicious Shadow *Focus 3* +[evocation](rules/traits/evocation.md) [hex](rules/traits/hex-apg.md) [shadow](rules/traits/shadow.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**sustained up to 1 minute + +You reshape the target's shadow into a deadly form, such as strangling hands, a dangerous weapon, harrying runes, or the like, and command it to attack the target. When you [Cast the Spell](rules/actions/cast-a-spell.md), and each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), the shadow makes a [Strike](rules/actions/strike.md) against the target. The shadow moves along with the foe, always remaining within reach. If you [Sustain the Spell](rules/actions/sustain-a-spell.md) multiple times in a round, you gain this effect each time. The shadow uses and contributes to your multiple attack penalty. + +The shadow's [Strikes](rules/actions/strike.md) are melee spell attacks. Regardless of its shape, the shadow's [Strikes](rules/actions/strike.md) deal damage equal to `1d10` plus your spellcasting ability modifier. You choose the type of damage when you [Cast the Spell](rules/actions/cast-a-spell.md), choosing from bludgeoning, piercing, or slashing damage. The shadow doesn't take up space, grant flanking, or have any other attributes a creature would. The shadow can't make any attacks other than its [Strike](rules/actions/strike.md). + +The shadow vanishes if the target moves into an area of complete darkness or enters an area with light from all directions such that the target doesn't cast a shadow. If another effect is controlling the target's shadow when you cast [malicious shadow](compendium/spells/malicious-shadow-apg.md), you can attempt to counteract that effect to temporarily take control of the shadow, but the original effect resumes when malicious shadow ends. + +**Heightened (+ 2)** The [Strike](rules/actions/strike.md) damage increases by `1d10`. + +*Source: Advanced Player's Guide p. 238* \ No newline at end of file diff --git a/compendium/spells/manifold-lives-da.md b/compendium/spells/manifold-lives-da.md new file mode 100644 index 000000000..fa78b6aa2 --- /dev/null +++ b/compendium/spells/manifold-lives-da.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/focus/6 +- trait/cursebound +- trait/divination +- trait/emotion +- trait/mental +- trait/oracle +- trait/uncommon +aliases: ["Manifold Lives"] +--- +# Manifold Lives *Focus 6* +[cursebound](rules/traits/cursebound-apg.md) [divination](rules/traits/divination.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You cast a creature's mind back through time, forcing them to take other paths and make other choices, experiencing countless alternate lives in an instant. The creature becomes overwhelmed with regret over paths untraveled, lives unlived, and times unrealized. The creature takes `6d6` mental damage and must attempt a Will save. After the effect is resolved, the target is then temporarily immune for 1 day. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage and is [stupefied](rules/conditions.md#Stupefied) for 1 round. +> - **Failure** The creature takes full damage and is [stupefied](rules/conditions.md#Stupefied) for 1 minute. While affected, the creature must attempt another save at the start of its turn; on a failure, it's [slowed](rules/conditions.md#Slowed) for that turn as it sobs uncontrollably. +> - **Critical Failure** The creature takes double damage and for 1 minute, it's [stupefied](rules/conditions.md#Stupefied) and [slowed](rules/conditions.md#Slowed) as it sobs uncontrollably. + +**Heightened (+ 1)** The mental damage increases by `1d6`. + +*Source: Dark Archive p. 189* \ No newline at end of file diff --git a/compendium/spells/mantis-form-lowg.md b/compendium/spells/mantis-form-lowg.md new file mode 100644 index 000000000..edf006b80 --- /dev/null +++ b/compendium/spells/mantis-form-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lowg +- spell/focus/4 +- trait/polymorph +- trait/transmutation +- trait/uncommon +aliases: ["Mantis Form"] +--- +# Mantis Form *Focus 4* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You become a mantis. You gain the effects of insect form, heightened to mantis form's level, and you can only transform into a mantis. + +*Source: Lost Omens: World Guide p. 71* \ No newline at end of file diff --git a/compendium/spells/mantle-of-the-frozen-heart-som.md b/compendium/spells/mantle-of-the-frozen-heart-som.md new file mode 100644 index 000000000..fe59095d7 --- /dev/null +++ b/compendium/spells/mantle-of-the-frozen-heart-som.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/5 +- trait/cold +- trait/morph +- trait/transmutation +aliases: ["Mantle Of The Frozen Heart"] +--- +# Mantle Of The Frozen Heart *Spell 5* +[cold](rules/traits/cold.md) [morph](rules/traits/morph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You surround yourself in a mantle of frigid ice magic, and your skin and armor morph into cold blue ice. Freezing air emanates from your body, sending a chill down anyone's spine who draws too close and leaving a fine dusting of frost in your wake. Upon Casting this Spell, pick two of the options below. As a single action, which has the [concentrate](rules/traits/concentrate.md) trait, you can change one of your chosen abilities to a different option from the list. + +- **Chilling Ice** The ice around your body thickens, melting off to protect you from heat while inuring you from the cold. You gain resistance 10 to cold. +- **Heart of Ice** Your body temperature plummets to blistering cold. Any creature that touches you, or that hits you with a melee unarmed attack or non-reach melee weapon attack, takes `2d6` cold damage. +- **Ice Glide** Ice trails from your feet for an instant as you move, allowing you to skate rapidly along the ice. You don't need to [Balance](rules/actions/balance.md) on ice, and you ignore difficult terrain caused by ice or snow. While moving along a smooth surface, you gain a +20-foot status bonus to your land Speed. +- **Icy Claws** Your hands morph into vicious, piercing claws of ice useful for attacking or climbing. As long as you have both hands free, you gain a climb Speed equal to your land Speed. You gain a claw unarmed attack with the [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) traits, in the brawling weapon group. Your claw attack deals `1d6` piercing damage as its base damage, plus an additional `2d6` cold damage. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 115* \ No newline at end of file diff --git a/compendium/spells/mantle-of-the-magma-heart-som.md b/compendium/spells/mantle-of-the-magma-heart-som.md new file mode 100644 index 000000000..45beb5e86 --- /dev/null +++ b/compendium/spells/mantle-of-the-magma-heart-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/5 +- trait/fire +- trait/morph +- trait/transmutation +aliases: ["Mantle Of The Magma Heart"] +--- +# Mantle Of The Magma Heart *Spell 5* +[fire](rules/traits/fire.md) [morph](rules/traits/morph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You surround yourself in a mantle of blazing fire magic, and your skin and anything you're wearing morphs into burning hot lava. The air around you swelters with heat, and tiny sparks of flame dance behind you as you pass. + +Upon casting this spell, pick two of the options below. As a single action, which has the [concentrate](rules/traits/concentrate.md) trait, you can change one of your chosen abilities to a different option from the list. + +- **Enlarging Eruption** You erupt in lava, which clings to you and hardens, causing your body to swell and burst until you grow to size Large. You're [clumsy](rules/conditions.md#Clumsy). Your reach increases by 5 feet (or by 10 feet if you started out Tiny), and you gain a +2 status bonus to melee damage. You can't choose this option if you're already Large or larger. +- **Fiery Grasp** Your hands swell and grow with lava. You gain a lava fist unarmed attack in the brawling weapon group. Your lava fists deal `1d8` bludgeoning damage as their base damage, plus an additional `2d6` fire damage and `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). +- **Heart of Fire** Your body's temperature becomes so hot that any creature that touches you, or that hits you with a melee unarmed attack or non-reach melee weapon attack, takes `2d6` fire damage. +- **Warming Flames** Flames flicker around you, warming away the cold while protecting you from the heat. You gain resistance 5 to cold and fire. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 115* \ No newline at end of file diff --git a/compendium/spells/martyrs-intervention-lokl.md b/compendium/spells/martyrs-intervention-lokl.md new file mode 100644 index 000000000..8d247d2b3 --- /dev/null +++ b/compendium/spells/martyrs-intervention-lokl.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lokl +- spell/level/3 +- trait/healing +- trait/necromancy +- trait/uncommon +aliases: ["Martyr's Intervention"] +--- +# Martyr's Intervention *Spell 3* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**A creature within range would take damage that reduces it to 0 Hit Points +- **Requirements**You don't have the [wounded](rules/conditions.md#Wounded) condition. +- **Range**60 foot +- **Targets**1 living creature + +You shield a creature in dire need with your own life force, taking the harm upon yourself to save their life. The target is reduced to 1 Hit Point instead of 0 Hit Points. All remaining damage that was prevented from harming the target creature is instead dealt to you. Both you and the target become [wounded](rules/conditions.md#Wounded); targets who are already [wounded](rules/conditions.md#Wounded) increased their [wounded](rules/conditions.md#Wounded) value by 1. + +*Source: Lost Omens: Knights of Lastwall p. 94* \ No newline at end of file diff --git a/compendium/spells/medusas-wrath-apg.md b/compendium/spells/medusas-wrath-apg.md new file mode 100644 index 000000000..56d44dfbd --- /dev/null +++ b/compendium/spells/medusas-wrath-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/8 +- trait/monk +- trait/transmutation +- trait/uncommon +aliases: ["Medusa's Wrath"] +--- +# Medusa's Wrath *Focus 8* +[monk](rules/traits/monk.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You make an attack filled with a medusa's petrifying power. + +Make an unarmed [Strike](rules/actions/strike.md) with the following additional effects. + +> [!success-degree] +> - **Critical Success** The target is [slowed](rules/conditions.md#Slowed) and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the [incapacitation](rules/traits/incapacitation.md) trait. On a failed save, the [slowed](rules/conditions.md#Slowed) condition increases by 1 (2 on a critical failure). A successful save reduces the [slowed](rules/conditions.md#Slowed) condition by 1. When a creature is unable to act due to the [slowed](rules/conditions.md#Slowed) condition from medusa's wrath, it is [petrified](rules/conditions.md#Petrified) permanently. The spell ends if the creature is [petrified](rules/conditions.md#Petrified) or the [slowed](rules/conditions.md#Slowed) condition is removed. +> - **Success** As critical success, but the target is initially [slowed](rules/conditions.md#Slowed). + +*Source: Advanced Player's Guide p. 229* \ No newline at end of file diff --git a/compendium/spells/message-rune-logm.md b/compendium/spells/message-rune-logm.md new file mode 100644 index 000000000..62cd9fc00 --- /dev/null +++ b/compendium/spells/message-rune-logm.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/level/1 +- trait/divination +- trait/linguistic +- trait/mental +aliases: ["Message Rune"] +--- +# Message Rune *Spell 1* +[divination](rules/traits/divination.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** 5 minutes +- **Range**touch +- **Targets**1 flat unattended surface +- **Duration**1 day + +You record a message up to 5 minutes long and inscribe a special rune on any flat unattended surface within reach. The nature of the rune's appearance is up to you, but it is visible to everyone and it must be no smaller than 2 inches in diameter. + +You also specify a trigger that creatures must meet to activate the rune. For the duration of the spell, creatures who meet the criteria of the trigger can touch the rune to hear the recorded message in their head as though you were speaking to them telepathically. You know when someone is listening to the message, but you do not know who is listening to it. You can [Dismiss](rules/actions/dismiss.md) the spell. + +*Source: Lost Omens: Gods & Magic p. 108* \ No newline at end of file diff --git a/compendium/spells/mimic-undead-som.md b/compendium/spells/mimic-undead-som.md new file mode 100644 index 000000000..0b5361512 --- /dev/null +++ b/compendium/spells/mimic-undead-som.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/2 +- trait/necromancy +aliases: ["Mimic Undead"] +--- +# Mimic Undead *Spell 2* +[necromancy](rules/traits/necromancy.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Requirements**You're a living creature. +- **Duration**10 minutes + +You take death and wrap it about you like a cloak—your colors wash out and your skin grows cold to the touch. + +Your heartbeat, breathing, and similar life functions become very difficult to detect. Senses such as lifesense detect you as undead unless a creature succeeds at a [Perception](compendium/skills.md#Perception) check against the spell's DC, and on a failed check, they don't detect you at all if they only sense living creatures. Detection spells that specifically sense living creatures must succeed at a counteract check against mimic undead to detect you. You gain a +4 status bonus to [Impersonate](rules/actions/impersonate.md) an undead but physically intact version of yourself and can add your level as your proficiency bonus even if you're untrained. You don't gain these benefits to [Impersonate](rules/actions/impersonate.md) any other sort of undead. Mindless undead usually don't have a reason to even attempt the [Perception](compendium/skills.md#Perception) check to notice your Impersonation unless you interact with them in some way. + +*Source: Secrets of Magic p. 115* \ No newline at end of file diff --git a/compendium/spells/mind-games-sot1.md b/compendium/spells/mind-games-sot1.md new file mode 100644 index 000000000..bc8c94f70 --- /dev/null +++ b/compendium/spells/mind-games-sot1.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot1 +- spell/level/2 +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Mind Games"] +--- +# Mind Games *Spell 2* +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Cost**3 gp game piece focus +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**sustained up to 1 minute + +You lock minds with the target, trying to mentally subdue them. The target must attempt a Will save. Each time you Sustain this Spell, the target attempts another Will save. + +> [!success-degree] +> - **Critical Success** You are [stunned](rules/conditions.md#Stunned) and the spell ends. +> - **Success** The target is unaffected. +> - **Failure** The target is [stunned](rules/conditions.md#Stunned). +> - **Critical Failure** The target is [stunned](rules/conditions.md#Stunned). + +*Source: Strength of Thousands #1: Kindled Magic p. 77* \ No newline at end of file diff --git a/compendium/spells/mind-of-menace-som.md b/compendium/spells/mind-of-menace-som.md new file mode 100644 index 000000000..fef14badf --- /dev/null +++ b/compendium/spells/mind-of-menace-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/3 +- trait/contingency +- trait/emotion +- trait/enchantment +- trait/fear +- trait/mental +aliases: ["Mind Of Menace"] +--- +# Mind Of Menace *Spell 3* +[contingency](rules/traits/contingency-som.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** 10 minutes +- **Duration**24 hours + +This spell wards against those who attempt to subvert your mind and turns mental magic back on them. When the spell is complete, you gain the Fight with Fear reaction; once you use the reaction, the spell ends. + +Fight with Fear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") (concentrate, emotion, enchantment, fear, mental) Trigger A creature that you can see uses a [mental](rules/traits/mental.md) effect against you; Effect The triggering creature must attempt a Will save, which has the following effects. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature is [frightened](rules/conditions.md#Frightened), and you gain a +2 status bonus to your saving throw or other defense against the triggering [mental](rules/traits/mental.md) effect. +> - **Critical Failure** The creature is [frightened](rules/conditions.md#Frightened), and you're unaffected by the triggering [mental](rules/traits/mental.md) effect. + +*Source: Secrets of Magic p. 116* \ No newline at end of file diff --git a/compendium/spells/mirecloak-sot3.md b/compendium/spells/mirecloak-sot3.md new file mode 100644 index 000000000..689f8916a --- /dev/null +++ b/compendium/spells/mirecloak-sot3.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot3 +- spell/level/5 +- trait/divination +- trait/mental +- trait/uncommon +aliases: ["Mirecloak"] +--- +# Mirecloak *Spell 5* +[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**up to 4 creatures +- **Saving Throw** Fortitude +- **Duration**up to 1 minute + +You wrap the targeted creatures in thin, sickly green shrouds that sap information from attackers. The shroud settles about each target's shoulders, granting a +1 status bonus to AC and a +2 status bonus to [Stealth](compendium/skills.md#Stealth) checks, both only while the target is in dim light or darkness. + +If a creature deals damage in melee to or touches a cloaked creature, the cloak wraps around the attacker, temporarily connecting the psyches of the cloaked creature and the attacker and violently prying a random piece of interesting information from the attacker's mind. The attacker takes `2d8` mental damage and must attempt a Will save. Afterward, the spell ends for the cloaked creature, and the attacker is temporarily immune to mirecloak for 24 hours. + +> [!success-degree] +> - **Critical Success** The attacker is unaffected. +> - **Success** The attacker takes half damage. +> - **Failure** The attacker takes full damage and is [sickened](rules/conditions.md#Sickened). In addition, the cloaked creature gleans a piece of information from the attacker's mind. +> +> The details and extent of this information are at the GM's discretion. +> - **Critical Failure** As failure, but the attacker takes double damage and is [sickened](rules/conditions.md#Sickened). + +*Source: Strength of Thousands #3: Hurricane's Howl p. 78* \ No newline at end of file diff --git a/compendium/spells/mirror-malefactors-som.md b/compendium/spells/mirror-malefactors-som.md new file mode 100644 index 000000000..1c0fb2bb0 --- /dev/null +++ b/compendium/spells/mirror-malefactors-som.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/5 +- trait/illusion +- trait/mental +- trait/visual +aliases: ["Mirror Malefactors"] +--- +# Mirror Malefactors *Spell 5* +[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** basic Will +- **Duration**sustained up to 1 minute + +You completely surround a Large or smaller creature in a shimmering ring of illusory mirrors that follows it as it moves, even when the creature moves outside the range of the spell. These mirrors reflect the target, though if the target has no reflection, like a vampire, it's unaffected by mirror malefactors. As long as the target is surrounded by mirrors, it's [frightened](rules/conditions.md#Frightened), and it can't reduce its [frightened](rules/conditions.md#Frightened) value. + +When you [Cast the Spell](rules/actions/cast-a-spell.md), the reflections leap from the mirrors and attack the target, dealing `7d8` mental damage with a basic Will save. On subsequent turns, this effect repeats the first time you [Sustain the Spell](rules/actions/sustain-a-spell.md) that turn. If the target succeeds at any Will save it attempts against mirror malefactors, the illusory mirrors shatter and the spell ends. + +**Heightened (+ 1)** The damage for both the initial effect and on subsequent turns increases by `1d8`. + +*Source: Secrets of Magic p. 116* \ No newline at end of file diff --git a/compendium/spells/mirrors-misfortune-som.md b/compendium/spells/mirrors-misfortune-som.md new file mode 100644 index 000000000..ab70f2a35 --- /dev/null +++ b/compendium/spells/mirrors-misfortune-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/4 +- trait/illusion +aliases: ["Mirror's Misfortune"] +--- +# Mirror's Misfortune *Spell 4* +[illusion](rules/traits/illusion.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You split into your real self and a mirrored version of yourself that curses would-be attackers with misfortune on their next attacks. When you cast this spell, you seem to split in two. As you do, you can [Step](rules/actions/step.md) to any adjacent square. In either your initial square, or another square adjacent to your initial square, an exact illusory duplicate of you appears. You decide a simple course of action for the duplicate to follow, such as to walk to a specific point or wave its hands in the air, but more complex routines are beyond its abilities. A creature can distinguish between you and the duplicate only if it spends an action to [Seek](rules/actions/seek.md) and succeeds at a [Perception](compendium/skills.md#Perception) check against the spell's DC. + +If a creature takes a [hostile](rules/conditions.md#Hostile) action against the duplicate, the illusion shatters into mirrorlike shards, inflicting bad luck on the attacker's next few attacks as misfortune's toll for shattering the mirror. The attacker must attempt a Will save with the following effects; this is a [curse](rules/traits/curse.md) and [misfortune](rules/traits/misfortune.md) effect. When the duplicate shatters, the spell ends. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** Within the next hour, the creature must roll its next two attack rolls twice and take the lower result. +> - **Critical Failure** Within the next hour, the creature must roll its next four attack rolls twice and take the lower result. + +*Source: Secrets of Magic p. 117* \ No newline at end of file diff --git a/compendium/spells/momentary-recovery-da.md b/compendium/spells/momentary-recovery-da.md new file mode 100644 index 000000000..09d3479d9 --- /dev/null +++ b/compendium/spells/momentary-recovery-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/level/7 +- trait/conjuration +- trait/teleportation +aliases: ["Momentary Recovery"] +--- +# Momentary Recovery *Spell 7* +[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot + +You instantly teleport yourself and any items you're wearing or holding from your current space to a clear space within range that you can see. If this teleportation would bring another creature with you—even if you're carrying it in an extradimensional container—the spell is lost. After you vanish but before you arrive, you can take up to 2 actions (or the number of actions you spent to cast momentary recovery, if it was fewer than 2 actions). You can't target any other creatures or objects with anything during these actions and any effect with a duration that you create during these actions ends immediately when you arrive. After you arrive, you are [slowed](rules/conditions.md#Slowed) until the end of your next turn. + +*Source: Dark Archive p. 106* \ No newline at end of file diff --git a/compendium/spells/moonburst-sot4.md b/compendium/spells/moonburst-sot4.md new file mode 100644 index 000000000..1e5326743 --- /dev/null +++ b/compendium/spells/moonburst-sot4.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot4 +- spell/area/burst +- spell/level/7 +- trait/cold +- trait/evocation +- trait/light +- trait/positive +- trait/uncommon +aliases: ["Moonburst"] +--- +# Moonburst *Spell 7* +[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**500 foot +- **Area**60-foot burst +- **Saving Throw** Reflex + +A powerful globe of chilling moonlight explodes in the area, dealing `8d10` cold damage to creatures and objects in the area, plus `8d10` additional positive damage to undead creatures. Moonburst's cold damage is silver damage for the purposes of weaknesses, resistances, and the like. Each creature and object in the area must attempt a Reflex save. + +> [!success-degree] +> - **Critical Success** The creature or object is unaffected. +> - **Success** The creature or object takes half damage. +> - **Failure** The creature or object takes full damage. +> - **Critical Failure** The creature or object takes full damage. +> +> If it's a creature, it's [blinded](rules/conditions.md#Blinded) for an unlimited duration. If the globe overlaps with an area of magical darkness, moonburst attempts to counteract the [darkness](rules/traits/darkness.md) effect. + +**Heightened (+ 1)** The cold damage increases by `1d10`, and the positive damage against undead increases by `1d10`. + +*Source: Strength of Thousands #4: Secrets of the Temple-City p. 77* \ No newline at end of file diff --git a/compendium/spells/moonlight-bridge-apg.md b/compendium/spells/moonlight-bridge-apg.md new file mode 100644 index 000000000..336796109 --- /dev/null +++ b/compendium/spells/moonlight-bridge-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/6 +- trait/conjuration +- trait/cursebound +- trait/light +- trait/oracle +- trait/uncommon +aliases: ["Moonlight Bridge"] +--- +# Moonlight Bridge *Focus 6* +[conjuration](rules/traits/conjuration.md) [cursebound](rules/traits/cursebound-apg.md) [light](rules/traits/light.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Duration**10 minutes + +You summon a bridge of radiant, shimmering moonlight. The 10-foot-wide span must start at the ground on a point within range, and it extends as a horizontal plane, either in a straight line or at any angle up to 45 degrees upward or downward, for up to 120 feet. This bridge has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. You and your allies can cross the bridge normally, but other creatures simply pass through it if they try to do so. + +The bridge blocks physical, ethereal, and incorporeal attacks from crossing, whether from above or below. You can [Dismiss](rules/actions/dismiss.md) the spell. + +**Heightened (+ 1)** The length of the bridge increases by 20 feet, and its Hit Points increase by 20. + +*Source: Advanced Player's Guide p. 233* \ No newline at end of file diff --git a/compendium/spells/moonlight-ray-sot4.md b/compendium/spells/moonlight-ray-sot4.md new file mode 100644 index 000000000..41d1ddd72 --- /dev/null +++ b/compendium/spells/moonlight-ray-sot4.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot4 +- spell/level/3 +- trait/attack +- trait/cold +- trait/evocation +- trait/good +- trait/light +- trait/uncommon +aliases: ["Moonlight Ray"] +--- +# Moonlight Ray *Spell 3* +[attack](rules/traits/attack.md) [cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [light](rules/traits/light.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 creature + +You unleash a holy beam of freezing moonlight. Make a ranged spell attack. The ray deals `5d6` cold damage; if the target is a fiend or undead, you deal an extra `5d6` good damage. Moonlight ray's cold damage is silver damage for the purposes of weaknesses, resistances, and the like. + +> [!success-degree] +> - **Critical Success** The target takes double cold damage, as well as double good damage if a fiend or undead. +> - **Success** The target takes full damage. If the light passes through an area of magical darkness or targets a creature affected by magical darkness, moonlight ray attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell's target. + +**Heightened (+ 1)** The cold damage increases by `2d6`, and the good damage against fiends and undead increases by `2d6`. + +*Source: Strength of Thousands #4: Secrets of the Temple-City p. 77* \ No newline at end of file diff --git a/compendium/spells/morass-of-ages-da.md b/compendium/spells/morass-of-ages-da.md new file mode 100644 index 000000000..77cd22dd9 --- /dev/null +++ b/compendium/spells/morass-of-ages-da.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/area/emanation +- spell/level/4 +- trait/aura +- trait/transmutation +aliases: ["Morass of Ages"] +--- +# Morass of Ages *Spell 4* +[aura](rules/traits/aura.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**5-foot emanation +- **Saving Throw** Fortitude +- **Duration**sustained up to 1 minute + +You surround yourself in temporal eddies that draw out time for those around you, making every step feel like an eternity endured. A creature in the emanation, or that later enters the emanation, must attempt a Fortitude save. The creature makes this save only once and uses the same effect for the duration of the spell. Each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can choose to increase the emanation's radius by 5 feet, to a maximum of 60 feet. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** Squares in the emanation are difficult terrain for the creature. +> - **Failure** Squares in the emanation are difficult terrain for the creature, and the creature is [slowed](rules/conditions.md#Slowed) when it starts its turn in the emanation. +> - **Critical Failure** As failure, plus the creature also becomes [restrained](rules/conditions.md#Restrained). The creature can attempt to [Escape](rules/actions/escape.md) against your spell DC to remove the [restrained](rules/conditions.md#Restrained) condition. + +*Source: Dark Archive p. 182* \ No newline at end of file diff --git a/compendium/spells/moths-supper-da.md b/compendium/spells/moths-supper-da.md new file mode 100644 index 000000000..7245ec404 --- /dev/null +++ b/compendium/spells/moths-supper-da.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/level/3 +- trait/necromancy +aliases: ["Moth's Supper"] +--- +# Moth's Supper *Spell 3* +[necromancy](rules/traits/necromancy.md) + +- **Traditions**: [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 hour + +You sigh, and your breath transforms into delicate, black-winged butterflies and huge death's-head hawkmoths. They flutter about you briefly, and then range forth in search of sustenance— fresh-spilled blood, by preference, but rotting corpses, flowering plants, or even left-behind food will do in a pinch. They then return, perching on your hair or shoulders and whispering their secrets into your ears. This has three effects. + +- You heal `2d4` Hit Points every 10 minutes. +- The first time during the duration when someone successfully Treats your Wounds, you regain an additional `4d4` Hit Points. +- You gain an imprecise sense out to 30 feet that senses only freshly spilled blood and rotten flesh. + +**Heightened (+ 1)** The amount of Hit Points healed every 10 minutes increases by `1d4` and the amount of Hit Points regained from the first [Treat Wounds](rules/actions/treat-wounds.md) increases by `2d4`. + +*Source: Dark Archive p. 106* \ No newline at end of file diff --git a/compendium/spells/mud-pit-som.md b/compendium/spells/mud-pit-som.md new file mode 100644 index 000000000..ae28e2287 --- /dev/null +++ b/compendium/spells/mud-pit-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/burst +- spell/level/1 +- trait/conjuration +- trait/earth +- trait/water +aliases: ["Mud Pit"] +--- +# Mud Pit *Spell 1* +[conjuration](rules/traits/conjuration.md) [earth](rules/traits/earth.md) [water](rules/traits/water.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**60 foot +- **Area**squares on the ground in a 15-foot burst +- **Duration**1 minute + +Thick, clinging mud covers the ground, 1 foot deep. The mud is difficult terrain. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 117* \ No newline at end of file diff --git a/compendium/spells/murderous-vine-som.md b/compendium/spells/murderous-vine-som.md new file mode 100644 index 000000000..edbce0368 --- /dev/null +++ b/compendium/spells/murderous-vine-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/4 +- trait/attack +- trait/conjuration +- trait/plant +aliases: ["Murderous Vine"] +--- +# Murderous Vine *Spell 4* +[attack](rules/traits/attack.md) [conjuration](rules/traits/conjuration.md) [plant](rules/traits/plant.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature adjacent to a flat surface +- **Duration**1 minute + +You summon a slithering, thorny vine that attempts to constrict and crush a foe against a wall or other surface. + +Make a spell attack roll against the target's Fortitude DC. On a success, the creature is [grabbed](rules/conditions.md#Grabbed) and takes `3d6` bludgeoning damage and `2d8` piercing damage. At the end of that creature's turn, if it's still [grabbed](rules/conditions.md#Grabbed) by the vine, it takes `2d6` bludgeoning damage. + +The vine's [Escape](rules/actions/escape.md) DC is equal to your spell DC. A creature can attack the vine in an attempt to break its grip. The vine's AC is equal to your spell DC, and the vine is destroyed if it takes 20 or more damage. Destroying or escaping from the vines ends the spell. + +You can [Dismiss](rules/actions/dismiss.md) the spell. + +**Heightened (+ 2)** The initial bludgeoning damage increases by `1d6`, the initial piercing damage increases by `1d8`, and the damage a creature takes for ending its turn [grabbed](rules/conditions.md#Grabbed) by the vine increases by `1d6`. + +*Source: Secrets of Magic p. 117* \ No newline at end of file diff --git a/compendium/spells/natures-reprisal-som.md b/compendium/spells/natures-reprisal-som.md new file mode 100644 index 000000000..3082edb22 --- /dev/null +++ b/compendium/spells/natures-reprisal-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/burst +- spell/level/6 +- trait/plant +- trait/poison +- trait/transmutation +aliases: ["Nature's Reprisal"] +--- +# Nature's Reprisal *Spell 6* +[plant](rules/traits/plant.md) [poison](rules/traits/poison.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Area**all squares on the ground that contain plants in an 80-foot burst +- **Duration**1 minute + +The plant life within the area begins to writhe and lash out against your enemies as you call upon nature to impede your foes. To your enemies, the area becomes difficult terrain, and areas that were naturally difficult terrain due to plants become greater difficult terrain as well as hazardous terrain, dealing 6 poison damage to an enemy each time it enters an affected square. + +**Heightened (+ 1)** The poison damage of the hazardous terrain increases by 1. + +*Source: Secrets of Magic p. 117* \ No newline at end of file diff --git a/compendium/spells/necromancers-generosity-som.md b/compendium/spells/necromancers-generosity-som.md new file mode 100644 index 000000000..c55b0f7c9 --- /dev/null +++ b/compendium/spells/necromancers-generosity-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/1 +- trait/necromancy +- trait/negative +aliases: ["Necromancer's Generosity"] +--- +# Necromancer's Generosity *Spell 1* +[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 undead minion you control +- **Duration**1 minute + +You channel negative energy through your magical connection to your undead minion to strengthen the creature. The target regains `1d8+4` Hit Points when you [Cast the Spell](rules/actions/cast-a-spell.md), and it gains a +2 status bonus to saves against [positive](rules/traits/positive.md) effects for the duration. + +**Heightened (+ 1)** The amount of healing increases by `1d8+4`. + +*Source: Secrets of Magic p. 117* \ No newline at end of file diff --git a/compendium/spells/necrotic-radiation-ec4.md b/compendium/spells/necrotic-radiation-ec4.md new file mode 100644 index 000000000..f36908edd --- /dev/null +++ b/compendium/spells/necrotic-radiation-ec4.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec4 +- spell/level/4 +- trait/necromancy +- trait/negative +- trait/uncommon +aliases: ["Necrotic Radiation"] +--- +# Necrotic Radiation *Spell 4* +[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**one object or one 10-footsquare area +- **Duration**24 hours + +You imbue the touched object or space with slow-acting necrotic radiation. If you cast the spell on an object, any creature ending its turn holding or carrying the object takes `2d6` negative damage. If you cast the spell on an area, any creature ending its turn in the area takes `2d6` negative damage. You can attempt to use this spell on an attended object by touching the object. If you do, the creature attempts a Reflex save to reduce the effect. + +> [!success-degree] +> - **Critical Success** The object is unaffected. +> - **Success** The creature pulls the object away quickly. The spell only lasts 1 minute. +> - **Failure** The creature manages to slightly protect the object. The spell lasts 10 minutes. +> - **Critical Failure** The spell lasts the full 24 hours. + +**Heightened (+ 2)** Increase the radiation's negative damage by `1d6`. + +*Source: Extinction Curse #4: Siege of the Dinosaurs p. 75* \ No newline at end of file diff --git a/compendium/spells/necrotize-som.md b/compendium/spells/necrotize-som.md new file mode 100644 index 000000000..c8063c03d --- /dev/null +++ b/compendium/spells/necrotize-som.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/6 +- trait/necromancy +- trait/negative +aliases: ["Necrotize"] +--- +# Necrotize *Spell 6* +[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 living creature +- **Saving Throw** Fortitude +- **Duration**varies + +You necrotize part of a creature's body, harming it and debilitating it as its body putrefies, mimicking the natural process of decay. The target takes `12d6` negative damage and one of the following debilitations; roll `1d4` to randomly determine which. The effects depend on its Fortitude save. + +- **Bones** The target's bones necrotize and become spongy and weak, giving it weakness 3 to bludgeoning damage. +- **Joints** The target's joints necrotize, making its movements ungainly and [clumsy](rules/conditions.md#Clumsy). It becomes [clumsy](rules/conditions.md#Clumsy). +- **Legs** The target's legs necrotize, as well as any other limbs associated with forms of movement, making it harder for the creature to move. The target takes a –10-foot status penalty to its Speeds. +- **Muscles** The target's muscles necrotize, rotting away. The target becomes [enfeebled](rules/conditions.md#Enfeebled). + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes half damage and the debilitation lasts until the end of your next turn. +> - **Failure** The target takes full damage and the debilitation lasts for 1 minute. +> - **Critical Failure** The target takes double damage, and you can pick a second debilitation to apply, in addition to the one you rolled randomly. Both debilitations last for 1 minute. + +**Heightened (+ 1)** The damage increases by `2d6`. + +*Source: Secrets of Magic p. 118* \ No newline at end of file diff --git a/compendium/spells/needle-of-vengeance-apg.md b/compendium/spells/needle-of-vengeance-apg.md new file mode 100644 index 000000000..ceb1e9317 --- /dev/null +++ b/compendium/spells/needle-of-vengeance-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/1 +- trait/enchantment +- trait/hex +- trait/mental +- trait/uncommon +- trait/witch +aliases: ["Needle Of Vengeance"] +--- +# Needle Of Vengeance *Focus 1* +[enchantment](rules/traits/enchantment.md) [hex](rules/traits/hex-apg.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 enemy +- **Saving Throw** basic Will +- **Duration**sustained up to 1 minute + +A long, jagged needle jabs into the target foe's psyche whenever it tries to attack a specifically forbidden creature. Name yourself or one of your allies. The target takes 2 mental damage any time it uses a [hostile](rules/conditions.md#Hostile) action against the named creature. + +**Heightened (+ 1)** Increase the damage by 2. + +*Source: Advanced Player's Guide p. 238* \ No newline at end of file diff --git a/compendium/spells/nettleskin-tok.md b/compendium/spells/nettleskin-tok.md new file mode 100644 index 000000000..d2b7e5f2a --- /dev/null +++ b/compendium/spells/nettleskin-tok.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/tok +- spell/level/1 +- trait/plant +- trait/transmutation +- trait/uncommon +aliases: ["Nettleskin"] +--- +# Nettleskin *Spell 1* +[plant](rules/traits/plant.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +Thorns sprout from your body; they pass through and don't damage any clothing or armor you wear. Adjacent creatures that hit you with a melee or unarmed attack take `1d4` piercing damage as the nettles jab them and break off. Each time a creature takes damage in this way, nettleskin's duration decreases by 1 round. + +**Heightened (+ 1)** The damage increases by `1d4`. + +*Source: Threshold of Knowledge p. 10* \ No newline at end of file diff --git a/compendium/spells/noxious-vapors-apg.md b/compendium/spells/noxious-vapors-apg.md new file mode 100644 index 000000000..ebd989df4 --- /dev/null +++ b/compendium/spells/noxious-vapors-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/emanation +- spell/level/1 +- trait/evocation +- trait/poison +aliases: ["Noxious Vapors"] +--- +# Noxious Vapors *Spell 1* +[evocation](rules/traits/evocation.md) [poison](rules/traits/poison.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**10-foot emanation +- **Saving Throw** basic Fortitude +- **Duration**1 round + +You emit a cloud of toxic smoke that temporarily obscures you from sight. Each creature except you in the area when you [Cast the Spell](rules/actions/cast-a-spell.md) takes `1d6` poison damage (basic Fortitude save). A creature that critically fails the saving throw also becomes [sickened](rules/conditions.md#Sickened). All creatures in the area become [concealed](rules/conditions.md#Concealed), and all creatures outside the smoke become [concealed](rules/conditions.md#Concealed) to creatures within it. This smoke can be dispersed by a strong wind. + +**Heightened (+ 1)** The damage increases by `1d6`. + +*Source: Advanced Player's Guide p. 222* \ No newline at end of file diff --git a/compendium/spells/nudge-fate-apg.md b/compendium/spells/nudge-fate-apg.md new file mode 100644 index 000000000..62c830eac --- /dev/null +++ b/compendium/spells/nudge-fate-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/cantrip +- trait/cantrip +- trait/divination +- trait/hex +- trait/uncommon +- trait/witch +aliases: ["Nudge Fate"] +--- +# Nudge Fate *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [divination](rules/traits/divination.md) [hex](rules/traits/hex-apg.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Patron** Witch +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**sustained up to 1 minute + +You read slightly into the future and give fate a tiny push to achieve the result you desire. Once during the duration, when the target fails an attack roll, skill check, or saving throw and a +1 status bonus would turn a critical failure into a failure, or failure into a success, you grant the target a +1 status bonus to the check retroactively, changing the outcome appropriately. The spell then ends, and the target is temporarily immune for 1 minute. + +If you cast [nudge fate](compendium/spells/nudge-fate-apg.md) while a previous casting of this hex is still in effect, the previous effect ends. + +*Source: Advanced Player's Guide p. 239* \ No newline at end of file diff --git a/compendium/spells/nudge-the-odds-som.md b/compendium/spells/nudge-the-odds-som.md new file mode 100644 index 000000000..e86c3ea0d --- /dev/null +++ b/compendium/spells/nudge-the-odds-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/1 +- trait/divination +- trait/uncommon +aliases: ["Nudge The Odds"] +--- +# Nudge The Odds *Spell 1* +[divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 hour + +You bestow yourself supernaturally good luck at cards, dice, and other games of chance. You gain a +1 status bonus to [Games Lore](compendium/skills.md#Lore) checks to gamble, and if you roll a critical failure on such a check, you get a failure instead; however, the spell is too short-lived to use for [Earn Income](rules/actions/earn-income.md) checks from gambling. + +When you're under the effect of nudge the odds, one facial feature, such as a lock of hair or the iris of an eye, transforms to a distinctive golden color; the GM chooses which feature when you cast the spell. This change resists all magical efforts to conceal it, though it can be [hidden](rules/conditions.md#Hidden) or covered by mundane means. A creature noticing the feature can identify the spell using [Recall Knowledge](rules/actions/recall-knowledge.md). Because it prevents losing big, gamblers consider nudge the odds a repugnant form of cheating. + +If you're caught using the spell, you are likely to suffer serious consequences, depending on the nature of the gamblers you cheated. + +**Heightened (5th)** The status bonus increases to +2, and the duration increases to last until the next time you make your daily preparations. If you continue spending your spell slot to keep the duration active, this allows you to apply the effect to a downtime check to [Earn Income](rules/actions/earn-income.md). + +*Source: Secrets of Magic p. 118* \ No newline at end of file diff --git a/compendium/spells/nullify-som.md b/compendium/spells/nullify-som.md new file mode 100644 index 000000000..d0e388522 --- /dev/null +++ b/compendium/spells/nullify-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/10 +- trait/abjuration +aliases: ["Nullify"] +--- +# Nullify *Spell 10* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**A foe within range casts a 9th-level or lower spell. +- **Range**120 foot +- **Targets**the triggering spell + +You instantly destroy the incoming spell, though at the cost of sending magical feedback through your body. You automatically counteract the spell, but the feedback brings you unavoidable harm. You lose `1d8` Hit Points per level of the triggering spell. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 118* \ No newline at end of file diff --git a/compendium/spells/nymphs-token-apg.md b/compendium/spells/nymphs-token-apg.md new file mode 100644 index 000000000..738c08bd7 --- /dev/null +++ b/compendium/spells/nymphs-token-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/1 +- trait/enchantment +- trait/sorcerer +- trait/uncommon +aliases: ["Nymph's Token"] +--- +# Nymph's Token *Focus 1* +[enchantment](rules/traits/enchantment.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You grant an ally a token of favor. You create a token, such as a lock of your hair or a flower, that persists for the spell's duration; as part of [Casting the Spell](rules/actions/cast-a-spell.md), you can [Interact](rules/actions/interact.md) to pass the token to an ally within your reach. As long as the ally has the token on their person, they gain a +1 status bonus to [Performance](compendium/skills.md#Performance) checks and Will saves. You can [Dismiss](rules/actions/dismiss.md) the spell as a free action. + +**Heightened (4th)** As long as the ally has the token on their person, you can cast spells that have a range of touch on them at a range of 30 feet. + +*Source: Advanced Player's Guide p. 236* \ No newline at end of file diff --git a/compendium/spells/oathkeepers-insignia-logm.md b/compendium/spells/oathkeepers-insignia-logm.md new file mode 100644 index 000000000..2f0217d69 --- /dev/null +++ b/compendium/spells/oathkeepers-insignia-logm.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/1 +- trait/conjuration +aliases: ["Oathkeeper's Insignia"] +--- +# Oathkeeper's Insignia *Focus 1* +[conjuration](rules/traits/conjuration.md) + +- **Domains**: [duty](compendium/setting/domains.md#Duty) +- **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +- **Trigger**You make a promise or deal. +- **Duration**1 hour + +A magical indicator assures a creature that you've upheld your end of a bargain. When you [Cast the Spell](rules/actions/cast-a-spell.md), you create a bracelet, flower, or other such trinket. If, while the spell persists, you complete the terms of the promise or deal you made, the trinket fades away with a pleasant chime; if you violate the terms instead, the trinket breaks with a dissonant crash. + +**Heightened (3rd)** The duration becomes 1 day. + +**Heightened (5th)** The duration becomes 1 week. + +**Heightened (7th)** The duration becomes 1 month. + +**Heightened (9th)** The duration becomes 1 year. + +*Source: Lost Omens: Gods & Magic p. 114* \ No newline at end of file diff --git a/compendium/spells/object-memory-logm.md b/compendium/spells/object-memory-logm.md new file mode 100644 index 000000000..998d64b4e --- /dev/null +++ b/compendium/spells/object-memory-logm.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/1 +- trait/divination +aliases: ["Object Memory"] +--- +# Object Memory *Focus 1* +[divination](rules/traits/divination.md) + +- **Domains**: [vigil](compendium/setting/domains.md#Vigil) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Targets**1 weapon or tool +- **Duration**1 minute + +By touching an object, you draw forth the experience of those who created and used it. If you touch a weapon, your proficiency rank with that weapon temporarily increases to trained (if it is not already higher). If you touch a tool, your proficiency rank with the next skill check you attempt with that tool (such as a [Crafting](compendium/skills.md#Crafting) check with a blacksmith's hammer) within the spell's duration temporarily increases to trained (if it is not already higher). This spell has no benefit for activities that take longer than a minute to complete. + +**Heightened (6th)** Your proficiency rank increases to expert instead of trained. + +*Source: Lost Omens: Gods & Magic p. 118* \ No newline at end of file diff --git a/compendium/spells/object-reading-apg.md b/compendium/spells/object-reading-apg.md new file mode 100644 index 000000000..667bd613b --- /dev/null +++ b/compendium/spells/object-reading-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/1 +- trait/divination +aliases: ["Object Reading"] +--- +# Object Reading *Spell 1* +[divination](rules/traits/divination.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 object + +You place a hand on an object to learn a piece of information about an emotional event that occurred involving the object within the past week, determined by the GM. If you cast [object reading](compendium/spells/object-reading-apg.md) on the same item multiple times, you can either concentrate on a single event to gain additional pieces of information about that event, or gain a piece of information about another emotional event in the applicable time frame. + +**Heightened (2nd)** You can learn about an event that occurred within the last month. + +**Heightened (4th)** You can learn about an event that occurred within the last year. + +**Heightened (6th)** You can learn about an event that occurred within the last decade. + +**Heightened (8th)** You can learn about an event that occurred within the last century. + +**Heightened (9th)** You can learn about an event that occurred within the entirety of the object's history. + +*Source: Advanced Player's Guide p. 222* \ No newline at end of file diff --git a/compendium/spells/ocular-overload-som.md b/compendium/spells/ocular-overload-som.md new file mode 100644 index 000000000..a7febf06a --- /dev/null +++ b/compendium/spells/ocular-overload-som.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/4 +- trait/contingency +- trait/illusion +- trait/incapacitation +- trait/visual +aliases: ["Ocular Overload"] +--- +# Ocular Overload *Spell 4* +[contingency](rules/traits/contingency-som.md) [illusion](rules/traits/illusion.md) [incapacitation](rules/traits/incapacitation.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** 10 minutes +- **Duration**24 hours + +Just as a creature is about to attack you, you assault them with jarring illusions, completely surrounding their eyes with blinding flashes of motion and color. When the spell is complete, you gain the Overload Vision reaction; once you use the reaction, the spell ends. + +```ad-embed-ability +title: Overload Vision [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[concentrate](rules/traits/concentrate.md) + +- **Trigger**: A creature within 60 feet would make an attack roll against you + +**Effect** The triggering creature must attempt a Fortitude save. +%% #trait/concentrate %% +``` + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [dazzled](rules/conditions.md#Dazzled) until the end of the current turn. +> - **Failure** The target is [blinded](rules/conditions.md#Blinded) until the end of the current turn. +> - **Critical Failure** The target is [blinded](rules/conditions.md#Blinded) until the end of the current turn and [dazzled](rules/conditions.md#Dazzled) for 1 minute. + +*Source: Secrets of Magic p. 118* \ No newline at end of file diff --git a/compendium/spells/ode-to-ouroboros-apg.md b/compendium/spells/ode-to-ouroboros-apg.md new file mode 100644 index 000000000..860e832d0 --- /dev/null +++ b/compendium/spells/ode-to-ouroboros-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/5 +- trait/bard +- trait/composition +- trait/necromancy +- trait/uncommon +aliases: ["Ode To Ouroboros"] +--- +# Ode To Ouroboros *Focus 5* +[bard](rules/traits/bard.md) [composition](rules/traits/composition.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**A creature's [dying](rules/conditions.md#Dying) condition would reach the value at which they would die. +- **Range**60 foot +- **Targets**the triggering creature + +Your ode temporarily staves off death. The target's [dying](rules/conditions.md#Dying) condition remains 1 below the value at which it dies. This doesn't help prevent death from effects that kill the target without increasing its [dying](rules/conditions.md#Dying) condition, such as disintegrate and [death](rules/traits/death.md) effects. + +*Source: Advanced Player's Guide p. 228* \ No newline at end of file diff --git a/compendium/spells/omnidirectional-scan-da.md b/compendium/spells/omnidirectional-scan-da.md new file mode 100644 index 000000000..8c2665457 --- /dev/null +++ b/compendium/spells/omnidirectional-scan-da.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/area/emanation +- spell/cantrip +- trait/cantrip +- trait/divination +- trait/psychic +- trait/scrying +- trait/uncommon +aliases: ["Omnidirectional Scan"] +--- +# Omnidirectional Scan *Cantrip 3* +[cantrip](rules/traits/cantrip.md) [divination](rules/traits/divination.md) [psychic](rules/traits/psychic-da.md) [scrying](rules/traits/scrying.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Area**30-foot emanation +- **Targets**1 ally and 1 enemy +- **Duration**until the start of your next turn + +You quickly view your surroundings from a variety of angles, your senses constructing an overall mental picture. You can choose to [Seek](rules/actions/seek.md) the entire emanation of the spell. + +Regardless of whether you [Seek](rules/actions/seek.md), target one ally and one enemy in the area; if a target is [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden) from you, you automatically succeed at the flat check to target it with this spell. You prepare to [Aid](rules/actions/aid.md) the target ally on an attack roll against the target enemy. If you take this [Aid](rules/actions/aid.md) reaction, you use your spell attack modifier and proficiency rank on your check to [Aid](rules/actions/aid.md). If you critically fail the roll to [Aid](rules/actions/aid.md), you get a failure instead. + +## Amp + +Your scans are so minute that you can project your foe's likely strengths and weaknesses. You learn which of the target enemy's saving throws is highest and which is lowest, and you and all allies within 30 feet gain a +1 circumstance bonus to attacks and damage against the creature. + +If you take the [Aid](rules/actions/aid.md) reaction you prepared for and succeed at your roll, these bonuses increase to +2 on the attack you're Aiding. On a critical success, they increase to +3, or to +4 if you have legendary proficiency in spell attack rolls. + +## Summary + +*Source: Dark Archive p. 18* \ No newline at end of file diff --git a/compendium/spells/one-with-the-land-som.md b/compendium/spells/one-with-the-land-som.md new file mode 100644 index 000000000..c894d08b9 --- /dev/null +++ b/compendium/spells/one-with-the-land-som.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/9 +- trait/earth +- trait/plant +- trait/transmutation +aliases: ["One With The Land"] +--- +# One With The Land *Spell 9* +[earth](rules/traits/earth.md) [plant](rules/traits/plant.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You merge with an adjacent natural feature with enough volume to fit you and your worn and held possessions, such as the ground or a large tree. Your merged form is visible within the feature, and creatures can target and attack you normally, though you have cover and can use it to [Hide](rules/actions/hide.md) or [Take Cover](rules/actions/take-cover.md) within the feature. You can cast spells while in the feature as long as they don't require line of effect beyond the feature. You can [Dismiss](rules/actions/dismiss.md) the spell. + +While merged, you gain the following additional benefits. + +- You immediately become aware of the surrounding terrain features, and you gain [tremorsense](rules/abilities/tremorsense.md) as an imprecise sense with a range of 200 feet. +- You can make terrain vengeance [Strikes](rules/actions/strike.md) by commanding plants, rocks, and other natural features to attack your foes. These are melee [Strikes](rules/actions/strike.md) that use your spell attack roll, can target any creature within 60 feet of you, and deal `5d12` bludgeoning, piercing, or slashing damage. You choose the damage type each time you make a terrain vengeance [Strike](rules/actions/strike.md). +- By spending a single action, which has the [concentrate](rules/traits/concentrate.md) trait, you can increase or decrease the environmental temperature changing it to either one step warmer than normal, one step colder than normal, or the normal temperature. +- As a 2-action activity that has the [concentrate](rules/traits/concentrate.md) trait, you can create or remove difficult terrain caused by natural terrain in a 20-foot burst within 200 feet + +All of your alterations to the land end when the spell ends. + +Significant physical damage to the natural feature while you are inside it expels you and deals `10d6` damage to you. + +*Source: Secrets of Magic p. 118* \ No newline at end of file diff --git a/compendium/spells/oneiric-mire-som.md b/compendium/spells/oneiric-mire-som.md new file mode 100644 index 000000000..5d0c6d5fc --- /dev/null +++ b/compendium/spells/oneiric-mire-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/burst +- spell/level/3 +- trait/illusion +- trait/mental +- trait/visual +aliases: ["Oneiric Mire"] +--- +# Oneiric Mire *Spell 3* +[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Area**20-foot burst +- **Duration**1 minute + +You shroud an area in illusory dreamstuff, making the ground look and feel like a deep mire or quicksand. Ground in the area is difficult terrain. + +Each creature in the area when the spell is cast, or that enters the area, must attempt a Will save. On a failure, it believes it's being pulled down by the earth, taking a –10-foot circumstance penalty to its Speeds. On a critical failure, it's also [immobilized](rules/conditions.md#Immobilized). In addition to the normal actions to [Escape](rules/actions/escape.md), at the end of an affected creature's turn, it can attempt a Will save, removing the effects on a success. On a critical success at any Will save made against oneiric mire, the creature fully 0 and no longer needs to make Will saves to risk a Speed penalty or being [immobilized](rules/conditions.md#Immobilized), though the area is still difficult terrain. + +*Source: Secrets of Magic p. 119* \ No newline at end of file diff --git a/compendium/spells/ooze-form-som.md b/compendium/spells/ooze-form-som.md new file mode 100644 index 000000000..bf6373611 --- /dev/null +++ b/compendium/spells/ooze-form-som.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/3 +- trait/polymorph +- trait/transmutation +aliases: ["Ooze Form"] +--- +# Ooze Form *Spell 3* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You invoke all things that seep and ooze, your body dissolving into a thick slurry and then reconstituting itself into a Medium ooze battle form. When you first cast this spell, choose black pudding, gelatinous cube, gray ooze, or ochre jelly. While in this form, you gain the [ooze](rules/traits/ooze.md) trait. You can [Dismiss](rules/actions/dismiss.md) the spell. + +You gain the following statistics and abilities regardless of which battle form you choose: + +- AC = 7 + your level. Ignore your armor's check penalty and Speed reduction. +- 20 temporary Hit Points. +- You are immune to critical hits, precision damage, and [visual](rules/traits/visual.md) effects. +- Resistance 5 to acid, piercing, and slashing damage. +- No vision and motion sense 30 feet. You can sense nearby motion through vibration and air movement as a precise sense. +- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](rules/actions/strike.md) with. You're trained with them. Your attack modifier is +14, and you use the listed damage. These attacks are Strength based (for the purpose of the [enfeebled](rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack modifier is higher, you can use it instead. +- [Athletics](compendium/skills.md#Athletics) modifier of +14, unless your own is higher. + +You also gain specific abilities based on the ooze: + +- **Black Pudding** Speed 15 feet, climb 15 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") pseudopod, **Damage** `2d6+5` bludgeoning and `1d8` acid. +- **Gelatinous Cube** Speed 15 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") cube face, **Damage** `1d6+5` acid; a creature hit by your cube face [Strike](rules/actions/strike.md) must succeed at a Fortitude save against your spell DC or be [stunned](rules/conditions.md#Stunned) (or [paralyzed](rules/conditions.md#Paralyzed) for 1 round on a critical failure); this save has the [incapacitation](rules/traits/incapacitation.md) trait. +- **Gray Ooze** Speed 15 feet, climb 15 feet, swim 15 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") pseudopod, **Damage** `1d6+5` bludgeoning and `1d6` acid, and you can spend an action after a hit to Grab the target. +- **Ochre Jelly** Speed 15 feet, climb 10 feet; resistance 5 to electricity; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") pseudopod, **Damage** `1d8+5` bludgeoning and `1d8` acid, and you can spend an action after a hit to Grab the target. + +**Heightened (4th)** Your battle form is [Large](rules/traits/large-b1.md), and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 30 temporary HP; resistance 7 to acid, piercing, and slashing; attack modifier +16; damage bonus +9; and [Athletics](compendium/skills.md#Athletics) +16. Your motion sense has a range of 40 feet. + +**Heightened (5th)** Your battle form is [Huge](rules/traits/huge-b1.md), and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 40 temporary HP; resistance 10 to acid, piercing, and slashing; attack modifier +18; damage bonus +6 and double damage dice; and [Athletics](compendium/skills.md#Athletics) +20. Your motion sense has a range of 60 feet. + +**Heightened (8th)** Your battle form is [Gargantuan](rules/traits/gargantuan-b1.md) (20-foot by 20-foot space), and your attacks have 20-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 60 temporary HP; resistance 12 to acid, piercing, and slashing; attack modifier +28; damage bonus +13 and double damage dice; and [Athletics](compendium/skills.md#Athletics) +29. Your motion sense has a range of 60 feet. + +*Source: Secrets of Magic p. 119* \ No newline at end of file diff --git a/compendium/spells/organsight-som.md b/compendium/spells/organsight-som.md new file mode 100644 index 000000000..09e920c3c --- /dev/null +++ b/compendium/spells/organsight-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/3 +- trait/divination +- trait/revelation +aliases: ["Organsight"] +--- +# Organsight *Spell 3* +[divination](rules/traits/divination.md) [revelation](rules/traits/revelation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 living or undead creature that has organs +- **Duration**1 minute + +You see the target as though it's dissected and arrayed before you. For the duration, you gain a +2 circumstance bonus on [Medicine](compendium/skills.md#Medicine) checks against the target that depend on its organs, but a –2 circumstance penalty on [Medicine](compendium/skills.md#Medicine) checks depending on seeing its skin. + +When you [Cast the Spell](rules/actions/cast-a-spell.md), attempt a special [Recall Knowledge](rules/actions/recall-knowledge.md) check using [Medicine](compendium/skills.md#Medicine) to spot and discern a vital organ. If you have a [Lore](compendium/skills.md#Lore) skill appropriate to the creature, you can use that skill instead of [Medicine](compendium/skills.md#Medicine). If you succeed, the next time you deal piercing or slashing damage to the target with a [Strike](rules/actions/strike.md) or spell, you deal `4d6` additional precision damage. Once on each of your subsequent turns, you can use a single action to attempt the special [Recall Knowledge](rules/actions/recall-knowledge.md) check again. The extra damage isn't cumulative, so making the check more than once before a [Strike](rules/actions/strike.md) or spell has no extra benefit. + +**Heightened (+ 1)** The precision damage increases by `1d6`. + +*Source: Secrets of Magic p. 120* \ No newline at end of file diff --git a/compendium/spells/over-the-coals-da.md b/compendium/spells/over-the-coals-da.md new file mode 100644 index 000000000..2f04f877b --- /dev/null +++ b/compendium/spells/over-the-coals-da.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/focus/5 +- trait/hex +- trait/mental +- trait/necromancy +- trait/rare +- trait/witch +aliases: ["Over the Coals"] +--- +# Over the Coals *Focus 5* +[hex](rules/traits/hex-apg.md) [mental](rules/traits/mental.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) [witch](rules/traits/witch-apg.md) + +- **Patron** Witch +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You accuse the target of breaking its word to you and invoke the wrath of your patron to claim what's due, demanding the target pay you in currency, fulfill an order, or stand down. The demand can't be obviously self-destructive, or the spell fails. If the target resists, you take your payment from its life force. The target must attempt a Will save. Regardless of the result of its save, the target is temporarily immune for 1 day. + +> [!success-degree] +> - **Critical Success** The target is unaffected and is immune to your pact broker cantrips for 1 day. +> - **Success** If the target doesn't comply with your request by the end of its next turn, it takes `3d8` [persistent negative damage](rules/conditions.md#Persistent%20Damage). If it later complies, the spell automatically ends. +> - **Failure** As success, but if the target doesn't comply, it is [drained](rules/conditions.md#Drained) and takes `6d8` [persistent negative damage](rules/conditions.md#Persistent%20Damage). +> - **Critical Failure** As success, but if the target doesn't comply, it is [drained](rules/conditions.md#Drained), [doomed](rules/conditions.md#Doomed), and takes `6d8` [persistent negative damage](rules/conditions.md#Persistent%20Damage). Even if the target completes your commands later, the spell doesn't end until all the conditions end. + +**Heightened (9th)** You can target up to two creatures. + +*Source: Dark Archive p. 159* \ No newline at end of file diff --git a/compendium/spells/overflowing-sorrow-logm.md b/compendium/spells/overflowing-sorrow-logm.md new file mode 100644 index 000000000..36938f5f7 --- /dev/null +++ b/compendium/spells/overflowing-sorrow-logm.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/area/emanation +- spell/focus/4 +- trait/emotion +- trait/enchantment +- trait/incapacitation +- trait/mental +aliases: ["Overflowing Sorrow"] +--- +# Overflowing Sorrow *Focus 4* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) + +- **Domains**: [sorrow](compendium/setting/domains.md#Sorrow) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**15-foot emanation, centered on you +- **Saving Throw** Will +- **Duration**sustained up to 1 minute + +Sadness flows out of you into nearby creatures, blotting out any other thoughts they had. The first time a creature begins its turn in the area or enters the area, it must attempt a Will save. If it later leaves and reenters the area, it uses the same effect as before. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes a –1 status penalty to skill checks and [Perception](compendium/skills.md#Perception) checks as long as it remains in the area. +> - **Failure** While the creature is in the area, any [emotion](rules/traits/emotion.md) effects of lower counteract level than overflowing sorrow are suppressed, and whenever the creature attempts to use an emotion action or cast an emotion spell, it must succeed at a DC 11 flat check or the action or spell is disrupted. +> - **Critical Failure** As failure, but the creature cannot use emotion actions or spells. + +**Heightened (+ 2)** When you [Cast the Spell](rules/actions/cast-a-spell.md), you can choose to increase the area by 5 feet. + +*Source: Lost Omens: Gods & Magic p. 116* \ No newline at end of file diff --git a/compendium/spells/pact-broker-da.md b/compendium/spells/pact-broker-da.md new file mode 100644 index 000000000..91289b00b --- /dev/null +++ b/compendium/spells/pact-broker-da.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/cantrip +- trait/cantrip +- trait/enchantment +- trait/hex +- trait/mental +- trait/rare +- trait/witch +aliases: ["Pact Broker"] +--- +# Pact Broker *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [enchantment](rules/traits/enchantment.md) [hex](rules/traits/hex-apg.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) [witch](rules/traits/witch-apg.md) + +- **Patron** Witch +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**sustained up to 1 minute + +You offer to broker a pact of peace. If the target accepts and doesn't take [hostile](rules/conditions.md#Hostile) actions against you and your allies, you take a –1 status penalty to [Deception](compendium/skills.md#Deception) checks to [Lie](rules/actions/lie.md) to them. If they refuse and take a [hostile](rules/conditions.md#Hostile) action against you or an ally, they must attempt a Will save. If they accepted the offer and then take a [hostile](rules/conditions.md#Hostile) action against you or an ally, they must attempt a Will save and treat the result as one category worse. Regardless of the outcome, the target is then temporarily immune for 1 minute. + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** The target takes a –1 status penalty to attack and damage rolls against you and your allies. +> - **Critical Failure** The target takes a –2 status penalty to attack and damage rolls against you and your allies. + +*Source: Dark Archive p. 159* \ No newline at end of file diff --git a/compendium/spells/painful-vibrations-som.md b/compendium/spells/painful-vibrations-som.md new file mode 100644 index 000000000..d6f0f2161 --- /dev/null +++ b/compendium/spells/painful-vibrations-som.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/4 +- trait/evocation +- trait/sonic +aliases: ["Painful Vibrations"] +--- +# Painful Vibrations *Spell 4* +[evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**100 foot +- **Targets**1 living creature +- **Saving Throw** Fortitude + +You send powerful sound waves through an opponent's body, vibrating its bones and internal organs painfully. + +The creature takes `8d6` sonic damage and must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes half damage. +> - **Failure** The target takes full damage, is [sickened](rules/conditions.md#Sickened), and is [deafened](rules/conditions.md#Deafened) for 1 round. +> - **Critical Failure** The target takes double damage, is [sickened](rules/conditions.md#Sickened), and is [deafened](rules/conditions.md#Deafened) for 1 minute. + +**Heightened (+ 1)** The damage increases by `2d6`. + +*Source: Secrets of Magic p. 120* \ No newline at end of file diff --git a/compendium/spells/parch-logm.md b/compendium/spells/parch-logm.md new file mode 100644 index 000000000..4db6a211f --- /dev/null +++ b/compendium/spells/parch-logm.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/1 +- trait/air +- trait/evocation +aliases: ["Parch"] +--- +# Parch *Focus 1* +[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) + +- **Domains**: [dust](compendium/setting/domains.md#Dust) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature +- **Saving Throw** Fortitude + +Dry winds dehydrate a creature. The target must attempt a Fortitude save; if used on a creature with the [water](rules/traits/water.md) trait or a creature made primarily of liquid (such as many oozes), the creature uses the outcome for one degree of success worse than the result. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to parch. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes a –1 status penalty to its checks and DCs for 1 round. +> - **Failure** The target takes a –1 status penalty to its checks and DCs for 1 minute. +> - **Critical Failure** The target takes a –2 status penalty to its checks and DCs for 1 minute and is [dazzled](rules/conditions.md#Dazzled) as long as it has this penalty. If a creature affected by parch drinks a liquid, such as a swig of water or a potion, the spell ends. Affected creatures that have the [water](rules/traits/water.md) trait or are made primarily of liquid, as well as affected creatures that can't drink, can end the effect as a two-action activity, which has the [concentrate](rules/traits/concentrate.md) trait. + +**Heightened (4th)** You can target up to 4 creatures. + +*Source: Lost Omens: Gods & Magic p. 114* \ No newline at end of file diff --git a/compendium/spells/path-of-least-resistance-da.md b/compendium/spells/path-of-least-resistance-da.md new file mode 100644 index 000000000..ef9c17a72 --- /dev/null +++ b/compendium/spells/path-of-least-resistance-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/focus/4 +- trait/divination +- trait/uncommon +aliases: ["Path of Least Resistance"] +--- +# Path of Least Resistance *Focus 4* +[divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You trace several possible routes, quickly resetting the timeline until you find the safest one. Choose three spaces you could reach with two [Stride](rules/actions/stride.md) actions. Each must be at least 20 feet from the other two. You [Stride](rules/actions/stride.md) twice to one of the spaces, determined randomly by the GM from among the paths you chose. If some of the paths contain a [hidden](rules/conditions.md#Hidden) danger, such as a trap that you would trigger by walking into the trap's affected area, the GM doesn't consider this path when randomly determining which one you take, but if all options have a [hidden](rules/conditions.md#Hidden) danger, the GM randomly chooses between all three paths. This movement doesn't trigger reactions. + +*Source: Dark Archive p. 185* \ No newline at end of file diff --git a/compendium/spells/penumbral-disguise-sot4.md b/compendium/spells/penumbral-disguise-sot4.md new file mode 100644 index 000000000..9d301f358 --- /dev/null +++ b/compendium/spells/penumbral-disguise-sot4.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot4 +- spell/level/2 +- trait/illusion +- trait/shadow +- trait/uncommon +aliases: ["Penumbral Disguise"] +--- +# Penumbral Disguise *Spell 2* +[illusion](rules/traits/illusion.md) [shadow](rules/traits/shadow.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 willing creature +- **Duration**10 minutes + +You wrap the target in shadows, granting them a +1 status bonus to [Stealth](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md) while in dim light or darkness. In addition, the shadows mask the creature's features. While the creature is in dim light or darkness, other creatures must succeed at a [Seek](rules/actions/seek.md) action against the spell's DC to discern details about the target's appearance. + +For example, without using [Seek](rules/actions/seek.md), other creatures can determine the target's general shape (such as humanoid), but they would need to [Seek](rules/actions/seek.md) to determine the target's precise appearance or any other identifying information. + +Creatures with darkvision can still see the target and their features normally. The target's normal appearance is revealed in bright light. + +**Heightened (4th)** The status bonus is +2. Creatures with darkvision can no longer discern details about the target while the target is in dim light or darkness without Seeking, though creatures with greater darkvision can still determine these details. + +**Heightened (6th)** As 4th level, except the status bonus is +3 and creatures without darkvision can't determine even general details about the target while the target is in dim light or darkness unless they successfully [Seek](rules/actions/seek.md) the target; these creatures see a vague shadow instead. Even on a successful [Seek](rules/actions/seek.md), they only determine general features, though they can see details on a critical success. + +**Heightened (8th)** As 6th level, except the status bonus is +4 and even creatures with greater darkvision must [Seek](rules/actions/seek.md) to discern details about the target while the target is in dim light or darkness. + +*Source: Strength of Thousands #4: Secrets of the Temple-City p. 77* \ No newline at end of file diff --git a/compendium/spells/penumbral-shroud-logm.md b/compendium/spells/penumbral-shroud-logm.md new file mode 100644 index 000000000..3f916774f --- /dev/null +++ b/compendium/spells/penumbral-shroud-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/level/1 +- trait/darkness +- trait/evocation +aliases: ["Penumbral Shroud"] +--- +# Penumbral Shroud *Spell 1* +[darkness](rules/traits/darkness.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**10 minutes + +You envelop the target in a shroud of shadow. The target perceives light as one step lower than it actually is (bright light becomes dim light, for example), affecting their ability to sense creatures and objects accordingly. The shroud also provides the target a +1 status bonus to saving throws against [light](rules/traits/light.md) effects. While this effect is [helpful](rules/conditions.md#Helpful) to creatures sensitive to light, if the creature is unwilling, it can attempt a Reflex save to avoid the shroud and reduce the effect. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The effect lasts for 1 round +> - **Failure** The effect lasts its normal duration. + +*Source: Lost Omens: Gods & Magic p. 109* \ No newline at end of file diff --git a/compendium/spells/perfect-strike-locg.md b/compendium/spells/perfect-strike-locg.md new file mode 100644 index 000000000..f0a1742f9 --- /dev/null +++ b/compendium/spells/perfect-strike-locg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/locg +- spell/focus/2 +- trait/divination +- trait/fortune +- trait/uncommon +aliases: ["Perfect Strike"] +--- +# Perfect Strike *Focus 2* +[divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You miss a [Strike](rules/actions/strike.md) with an unarmed attack. + +You call upon insight from your training to recover accuracy. Reroll the missed attack roll and keep the new result. + +*Source: Lost Omens: Character Guide p. 131* \ No newline at end of file diff --git a/compendium/spells/perfect-strike-lowg.md b/compendium/spells/perfect-strike-lowg.md new file mode 100644 index 000000000..ec5c4a74a --- /dev/null +++ b/compendium/spells/perfect-strike-lowg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lowg +- spell/focus/2 +- trait/divination +- trait/fortune +- trait/uncommon +aliases: ["Perfect Strike"] +--- +# Perfect Strike *Focus 2* +[divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You miss a [Strike](rules/actions/strike.md) with an unarmed attack. + +You call upon insight from your training to recover accuracy. + +Reroll the missed attack roll and keep the new result. + +*Source: Lost Omens: World Guide p. 83* \ No newline at end of file diff --git a/compendium/spells/pernicious-poltergeist-som.md b/compendium/spells/pernicious-poltergeist-som.md new file mode 100644 index 000000000..9ab5aeca1 --- /dev/null +++ b/compendium/spells/pernicious-poltergeist-som.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/burst +- spell/level/4 +- trait/necromancy +aliases: ["Pernicious Poltergeist"] +--- +# Pernicious Poltergeist *Spell 4* +[necromancy](rules/traits/necromancy.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Area**10-foot burst +- **Duration**sustained up to 1 minute + +You create an echo of a powerful poltergeist, temporarily anchoring it to the area to terrorize and harm any opponents foolish enough to remain in the area. Because the poltergeist is a manifestation and is not truly present, it can't be attacked or hurt; it remains [invisible](rules/conditions.md#Invisible) unless otherwise stated. When you [Cast the Spell](rules/actions/cast-a-spell.md), and the first time you Sustain it on subsequent rounds, the poltergeist creates your choice of one of the following effects. + +- **Deathly Assault** ([negative](rules/traits/negative.md)) The poltergeist focuses on one creature in the area and flies through that creature's space, dealing `4d10` negative damage (basic Fortitude save). +- **Frighten** ([emotion](rules/traits/emotion.md), [fear](rules/traits/fear.md), [mental](rules/traits/mental.md)) The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Creatures in the area must attempt a Will save, becoming [frightened](rules/conditions.md#Frightened) on a failure. +- **Telekinetic Storm** ([force](rules/traits/force.md)) The poltergeist hurls debris and quasi-real objects around in the area. All creatures in the area take `4d8` force damage (basic Reflex save). + +**Heightened (+ 2)** The damage of the deathly assault effect increases by `1d10`, and the damage of the telekinetic storm effect increases by `1d8`. + +*Source: Secrets of Magic p. 121* \ No newline at end of file diff --git a/compendium/spells/perseiss-precautions-lopsg.md b/compendium/spells/perseiss-precautions-lopsg.md new file mode 100644 index 000000000..4830648b9 --- /dev/null +++ b/compendium/spells/perseiss-precautions-lopsg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lopsg +- spell/level/3 +- trait/divination +- trait/fortune +- trait/prediction +- trait/uncommon +aliases: ["Perseis's Precautions"] +--- +# Perseis's Precautions *Spell 3* +[divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [prediction](rules/traits/prediction.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**touch +- **Duration**10 minutes + +Leaving nothing to chance, you weave divinatory precautions against an ambush, alerting the target to danger. Once during the duration of this spell, the target can roll one [Perception](compendium/skills.md#Perception), [Arcana](compendium/skills.md#Arcana), [Crafting](compendium/skills.md#Crafting), [Lore](compendium/skills.md#Lore), [Occultism](compendium/skills.md#Occultism), or [Society](compendium/skills.md#Society) initiative roll twice and take the better result, after which the spell ends. + +The strain of staying so prepared is too much for a mind to handle for long; the target is temporarily immune to this spell for 24 hours once the spell ends, whether they used the initiative benefit or not. + +*Source: Lost Omens: Pathfinder Society Guide p. 124* \ No newline at end of file diff --git a/compendium/spells/persistent-servant-som.md b/compendium/spells/persistent-servant-som.md new file mode 100644 index 000000000..f643a0728 --- /dev/null +++ b/compendium/spells/persistent-servant-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/burst +- spell/level/2 +- trait/conjuration +aliases: ["Persistent Servant"] +--- +# Persistent Servant *Spell 2* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** 1 minute +- **Range**120 foot +- **Area**60-foot burst +- **Duration**until your next daily preparations + +You call forth an unseen servant (Core Rulebook 380) and task it to perform a specific chore repeatedly. Choose a basic instruction, such as sweeping the floor, or picking up all objects from the floor and putting them in a designated bin. The servant performs the task over and over again throughout the duration, though it can't ever leave the spell's area. + +The servant isn't a minion, and you don't need to [Sustain the Spell](rules/actions/sustain-a-spell.md) in order for it to continue to act. However, it acts on its own time, and thus can't accomplish anything useful during an encounter, even if an encounter happens within the spell's range. + +Tasks that rely on timing, discretion, or significant manual dexterity are [doomed](rules/conditions.md#Doomed) to failure. For instance, a servant tasked to pick objects off the floor won't discriminate between trash, misplaced treasure, or objects that are supposed to be on the floor, like a mousetrap. + +*Source: Secrets of Magic p. 121* \ No newline at end of file diff --git a/compendium/spells/personal-blizzard-apg.md b/compendium/spells/personal-blizzard-apg.md new file mode 100644 index 000000000..24787a13d --- /dev/null +++ b/compendium/spells/personal-blizzard-apg.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/3 +- trait/conjuration +- trait/hex +- trait/uncommon +- trait/witch +aliases: ["Personal Blizzard"] +--- +# Personal Blizzard *Focus 3* +[conjuration](rules/traits/conjuration.md) [hex](rules/traits/hex-apg.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Fortitude +- **Duration**sustained up to 1 minute + +You summon an isolated blizzard of obscuring, scouring ice to follow your target. The target attempts a Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes `1d6` cold damage, and the spell ends. +> - **Failure** The target takes `1d6` cold damage and `1d6` [persistent cold damage](rules/conditions.md#Persistent%20Damage). (The [persistent damage](rules/conditions.md#Persistent%20Damage) automatically ends when the spell ends.) It is [concealed](rules/conditions.md#Concealed) to other creatures, and other creatures are [concealed](rules/conditions.md#Concealed) to it. +> - **Critical Failure** As failure, but both the cold damage and the [persistent cold damage](rules/conditions.md#Persistent%20Damage) increase to `2d6`. + +**Heightened (+ 1)** The cold damage and [persistent cold damage](rules/conditions.md#Persistent%20Damage) increase by 1 (2 on a critical failure). + +*Source: Advanced Player's Guide p. 239* \ No newline at end of file diff --git a/compendium/spells/personal-rain-cloud-ec1.md b/compendium/spells/personal-rain-cloud-ec1.md new file mode 100644 index 000000000..675b8f342 --- /dev/null +++ b/compendium/spells/personal-rain-cloud-ec1.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec1 +- spell/level/1 +- trait/evocation +- trait/uncommon +- trait/water +aliases: ["Personal Rain Cloud"] +--- +# Personal Rain Cloud *Spell 1* +[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature +- **Saving Throw** Reflex +- **Duration**1 minute + +You conjure a 5-foot-wide rain cloud that follows the target wherever it goes. It stays roughly an arm's length overhead, unless it must drift lower to fit under a ceiling. + +The cloud rains constantly on the target, keeping it wet and dampening the ground in the wake of any movement. + +The rain extinguishes non-magical flames. The target gains fire resistance 2. Creatures with weakness to water take damage equal to their weakness at the end of each of their turns. Creatures can attempt a Reflex save to avoid the cloud. + +**Heightened (+ 1)** The amount of fire resistance increases by 2. + +*Source: Extinction Curse #1: The Show Must Go On p. 78* \ No newline at end of file diff --git a/compendium/spells/pet-cache-apg.md b/compendium/spells/pet-cache-apg.md new file mode 100644 index 000000000..96b1271c4 --- /dev/null +++ b/compendium/spells/pet-cache-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/1 +- trait/conjuration +- trait/extradimensional +aliases: ["Pet Cache"] +--- +# Pet Cache *Spell 1* +[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**touch +- **Targets**1 willing creature that is your animal companion or familiar +- **Duration**8 hours + +You open your cloak or create a gap with your hands, drawing the target into a pocket dimension just large enough for its basic comfort. No other creature can enter this extradimensional space, and the target can bring along objects only if they were designed to be worn by a creature of its kind. The space has enough air, food, and water to sustain the target for the duration. + +You can [Dismiss](rules/actions/dismiss.md) the spell. The spell also ends if you die or enter an extradimensional space. When the spell ends, the target reappears in the nearest unoccupied space (outside of any extradimensional space you may have entered). + +**Spell Lists**: Elemental + +*Source: Advanced Player's Guide p. 222* \ No newline at end of file diff --git a/compendium/spells/petal-storm-som.md b/compendium/spells/petal-storm-som.md new file mode 100644 index 000000000..08b889fbc --- /dev/null +++ b/compendium/spells/petal-storm-som.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/burst +- spell/level/4 +- trait/air +- trait/conjuration +- trait/plant +aliases: ["Petal Storm"] +--- +# Petal Storm *Spell 4* +[air](rules/traits/air.md) [conjuration](rules/traits/conjuration.md) [plant](rules/traits/plant.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**15-foot radius burst +- **Duration**1 minute + +You bring forth a cloud of razor-sharp flower petals that thrash violently in the wind. A creature that enters the storm or starts its turn in the storm is sliced by the razor-sharp edges of the petals. It takes `2d10` slashing damage with a basic Reflex save. A creature can take damage from the petals only once per round. At the end of the duration, the storm calms and the petals fall harmlessly to the ground. + +**Heightened (+ 2)** The damage increases by `1d10`. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 121* \ No newline at end of file diff --git a/compendium/spells/phantasmal-treasure-apg.md b/compendium/spells/phantasmal-treasure-apg.md new file mode 100644 index 000000000..8aadfd8f0 --- /dev/null +++ b/compendium/spells/phantasmal-treasure-apg.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/2 +- trait/emotion +- trait/illusion +- trait/mental +aliases: ["Phantasmal Treasure"] +--- +# Phantasmal Treasure *Spell 2* +[emotion](rules/traits/emotion.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 living creature +- **Saving Throw** Will +- **Duration**varies + +A phantasmal image of the most precious thing imaginable to the target appears in a location of your choice within the spell's range. Only the spell's target can see the treasure, though you can see the vague shape of the treasure—be it a pile of items, a deific avatar, or a cherished loved one or hero. + +The target's response to the treasure is based on the outcome of the target's Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target becomes [fascinated](rules/conditions.md#Fascinated) with the treasure, and the duration is until the end of its turn. The target can also try to 0 if it touches the treasure, Seeks to examine it, or speaks to it if the illusion appears to be a person or the like. If the target 0, the spell ends. +> - **Failure** As success, but the duration is 1 minute. +> - **Critical Failure** As success, but the duration is 1 minute. The target finds the treasure so appealing that until the spell ends, it must spend each action focused on it. This can include moving toward the treasure if the target isn't next to it, and Interacting with the treasure if the target is next to it. (If the illusion appears to be a person or the like, the target can also [Interact](rules/actions/interact.md) to converse with it.) + +*Source: Advanced Player's Guide p. 223* \ No newline at end of file diff --git a/compendium/spells/phantom-crowd-som.md b/compendium/spells/phantom-crowd-som.md new file mode 100644 index 000000000..eaa32747c --- /dev/null +++ b/compendium/spells/phantom-crowd-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/misc +- spell/level/2 +- trait/illusion +- trait/visual +aliases: ["Phantom Crowd"] +--- +# Phantom Crowd *Spell 2* +[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Area**a 10-foot square +- **Duration**sustained up to 10 minutes + +A tightly packed crowd of humanoids appropriate to the area appear, facing you and agreeing loudly with anything you say. A creature that touches a member of the crowd or makes a [Seek](rules/actions/seek.md) action to examine the crowd can attempt to 0. The crowd is difficult terrain for anyone who hasn't 0. + +When you spend 1 or more actions to cast a composition spell (Core Rulebook 386) or to perform an activity that includes a [Performance](compendium/skills.md#Performance) check, you can also Sustain this Spell as part of that action. + +**Heightened (+ 1)** The crowd occupies an additional 10-foot square in range. The additional square doesn't need to be adjacent to any other square created by the spell. It can overlap, but there's no additional effect in the overlapped squares. + +*Source: Secrets of Magic p. 121* \ No newline at end of file diff --git a/compendium/spells/phantom-prison-som.md b/compendium/spells/phantom-prison-som.md new file mode 100644 index 000000000..57cef5dd1 --- /dev/null +++ b/compendium/spells/phantom-prison-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/3 +- trait/illusion +- trait/incapacitation +- trait/mental +- trait/visual +aliases: ["Phantom Prison"] +--- +# Phantom Prison *Spell 3* +[illusion](rules/traits/illusion.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**50 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**1 minute + +You completely surround a Large or smaller creature in immobile illusory walls, trapping it inside a false prison it can't escape. No other creatures see or feel these walls, and the target can't see anything outside of the illusory walls. The target can attempt a Will save when the spell is cast, each time it attempts to interact with or escape the walls, and each time something from outside the walls affects the target. On a success, it 0 and the spell ends. + +**Heightened (8th)** You can target up to 5 creatures. + +*Source: Secrets of Magic p. 121* \ No newline at end of file diff --git a/compendium/spells/phase-bolt-da.md b/compendium/spells/phase-bolt-da.md new file mode 100644 index 000000000..3f806d8fe --- /dev/null +++ b/compendium/spells/phase-bolt-da.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/cantrip +- trait/attack +- trait/cantrip +- trait/evocation +aliases: ["Phase Bolt"] +--- +# Phase Bolt *Cantrip 1* +[attack](rules/traits/attack.md) [cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature + +You point your finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal `1d4` piercing damage plus your spellcasting ability modifier. On a critical success, the target takes double damage. + +**Heightened (+ 1)** The bolt's damage increases by `1d4`. + +*Source: Dark Archive p. 106* \ No newline at end of file diff --git a/compendium/spells/phase-familiar-apg.md b/compendium/spells/phase-familiar-apg.md new file mode 100644 index 000000000..adde57243 --- /dev/null +++ b/compendium/spells/phase-familiar-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/1 +- trait/abjuration +- trait/hex +- trait/uncommon +- trait/witch +aliases: ["Phase Familiar"] +--- +# Phase Familiar *Focus 1* +[abjuration](rules/traits/abjuration.md) [hex](rules/traits/hex-apg.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**Your familiar would take damage. +- **Range**60 foot +- **Targets**your familiar + +You draw upon your patron's power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage. + +**Heightened (+ 1)** Increase the resistance by 2. + +*Source: Advanced Player's Guide p. 239* \ No newline at end of file diff --git a/compendium/spells/pied-piping-apg.md b/compendium/spells/pied-piping-apg.md new file mode 100644 index 000000000..94abba639 --- /dev/null +++ b/compendium/spells/pied-piping-apg.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/emanation +- spell/focus/10 +- trait/bard +- trait/composition +- trait/enchantment +- trait/incapacitation +- trait/mental +- trait/sonic +- trait/uncommon +aliases: ["Pied Piping"] +--- +# Pied Piping *Focus 10* +[bard](rules/traits/bard.md) [composition](rules/traits/composition.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [sonic](rules/traits/sonic.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**5-foot emanation +- **Saving Throw** Will +- **Duration**1 minute + +Your performance enraptures those who hear it, compelling them to follow you about in admiration. Each creature within the emanation must attempt a Will save when you [Cast the Spell](rules/actions/cast-a-spell.md) or the first time they enter the area, after which they become temporarily immune for 1 day. Once per turn, you can spend a single action, which has the [concentrate](rules/traits/concentrate.md) trait, to increase the emanation's radius by 5 feet. You can [Dismiss](rules/actions/dismiss.md) the spell. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [fascinated](rules/conditions.md#Fascinated) with you. +> - **Failure** The creature uses all its actions to move toward you and compliment your performance. This effect ends if a [hostile](rules/conditions.md#Hostile) action is used against the affected creature. +> - **Critical Failure** The target gains the minion trait and is [controlled](rules/conditions.md#Controlled) by you. This effect ends if a [hostile](rules/conditions.md#Hostile) action is used against the affected creature, or if you direct the creature to use any action that causes it harm. + +*Source: Advanced Player's Guide p. 228* \ No newline at end of file diff --git a/compendium/spells/pillar-of-water-ec2.md b/compendium/spells/pillar-of-water-ec2.md new file mode 100644 index 000000000..8cb3f08a5 --- /dev/null +++ b/compendium/spells/pillar-of-water-ec2.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec2 +- spell/level/3 +- trait/evocation +- trait/uncommon +- trait/water +aliases: ["Pillar Of Water"] +--- +# Pillar Of Water *Spell 3* +[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Duration**1 minute + +You create a large, self-contained cylinder of still fresh water. + +The pillar has a maximum radius of 15 feet and a maximum height of 60 feet. Creatures inside the pillar can swim through the water as normal ([Swim](rules/actions/swim.md) DC 10), or, if the spell was cast on solid ground, walk along the bottom (which is difficult terrain) + +Any creature that exits the pillar falls or lands accordingly. + +*Source: Extinction Curse #2: Legacy of the Lost God p. 77* \ No newline at end of file diff --git a/compendium/spells/pillars-of-sand-ec5.md b/compendium/spells/pillars-of-sand-ec5.md new file mode 100644 index 000000000..b5efd9f12 --- /dev/null +++ b/compendium/spells/pillars-of-sand-ec5.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec5 +- spell/level/5 +- trait/conjuration +- trait/earth +- trait/uncommon +aliases: ["Pillars Of Sand"] +--- +# Pillars Of Sand *Spell 5* +[conjuration](rules/traits/conjuration.md) [earth](rules/traits/earth.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Duration**sustained up to 1 minute + +You raise one or more pillars of solid sand from the earth. The total height of the pillars is 30 feet, which must be used in 10-foot increments (for example, you could create three 10-foot-tall pillars, one 20-foot-tall pillar and one 10-foot-tall pillar, or one 30-foot-tall pillar). Each pillar is 5 feet by 5 feet in length and width. The pillars must be conjured on a relatively flat area of natural earthen terrain such as sand, dirt, stone, or clay. Regardless of the terrain, the pillars are always made of tightly compacted sand particles that together become as hard and solid as stone (DC 15 [Athletics](compendium/skills.md#Athletics) to [Climb](rules/actions/climb.md)) + +If a creature occupies the space where you cast this spell, it is carried upward atop the pillar. The creature can attempt a Reflex save (DC equal to the caster's spell DC); on a success, the creature can either attempt to [Grab an Edge](rules/actions/grab-an-edge.md) or move into an adjacent unoccupied square. If the pillar would rise higher than the ceiling, it firmly abuts the ceiling but does not rise any higher. A creature caught between a pillar and a ceiling takes no damage (subject to GM discretion, such as is in the case of stalactites or other hazards) but becomes [immobilized](rules/conditions.md#Immobilized). The creature can attempt an [Escape](rules/actions/escape.md) check to free itself, but it must thereafter [Grab an Edge](rules/actions/grab-an-edge.md), [Climb](rules/actions/climb.md) down, or fall from the top of the pillar. The [Grab an Edge](rules/actions/grab-an-edge.md) and [Escape](rules/actions/escape.md) DCs are the same as the Reflex save. + +As part of your action to [Sustain the Spell](rules/actions/sustain-a-spell.md), you can choose to either destroy one of your pillars, causing it to immediately crumble into nothing, or create a new pillar, as long as doing so wouldn't exceed the total number of feet of pillar you can create. You can [Sustain the Spell](rules/actions/sustain-a-spell.md) two or more times on a single turn to destroy or create a pillar. + +**Heightened (+ 1)** The total height of the pillars increases by 10 feet, but must still be used in 10-foot increments (this also increases the total number of pillars that can be created by one). + +*Source: Extinction Curse #5: Lord of the Black Sands p. 74* \ No newline at end of file diff --git a/compendium/spells/pocket-library-som.md b/compendium/spells/pocket-library-som.md new file mode 100644 index 000000000..d6cfd9f32 --- /dev/null +++ b/compendium/spells/pocket-library-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/1 +- trait/divination +- trait/extradimensional +aliases: ["Pocket Library"] +--- +# Pocket Library *Spell 1* +[divination](rules/traits/divination.md) [extradimensional](rules/traits/extradimensional.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Duration**24 hours + +You collect information from the world's libraries about a particular subject and store it in an extradimensional library. + +When you [Cast this Spell](rules/actions/cast-a-spell.md), choose any skill in which you are at least trained that has the [Recall Knowledge](rules/actions/recall-knowledge.md) action. + +During the duration of this spell, you can call forth a tome from the extradimensional library when attempting a [Recall Knowledge](rules/actions/recall-knowledge.md) check using your chosen skill. This is part of the action to [Recall Knowledge](rules/actions/recall-knowledge.md). You must have a hand free to do so. The tome appears in your hand, open to an appropriate page. This grants you a +1 status bonus on the [Recall Knowledge](rules/actions/recall-knowledge.md) check. If you roll a critical failure on this check, you get a failure instead. If the roll is successful and the subject is a creature, you gain additional information or context about the creature. Once you reference a book from your pocket library, the spell ends. + +**Heightened (3rd)** The status bonus increases to +2 and you can reference your pocket library twice before the spell ends. + +**Heightened (6th)** The status bonus increases to +3 you can reference your pocket library three times before the spell ends. + +**Heightened (9th)** The status bonus increases to +4 and you can reference your pocket library four times before the spell ends. + +*Source: Secrets of Magic p. 122* \ No newline at end of file diff --git a/compendium/spells/poltergeists-fury-da.md b/compendium/spells/poltergeists-fury-da.md new file mode 100644 index 000000000..2f807d1fb --- /dev/null +++ b/compendium/spells/poltergeists-fury-da.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/area/emanation +- spell/level/6 +- trait/evocation +aliases: ["Poltergeist's Fury"] +--- +# Poltergeist's Fury *Spell 6* +[evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Area**20-foot emanation +- **Saving Throw** basic Reflex +- **Duration**sustained up to 1 minute + +Your fury spills over in a telekinetic storm of terrifying proportions. Any loose, unattended objects of 1 Bulk or less within range are picked up and begin to orbit you at breathtaking speeds. All creatures in the area take `6d4` piercing damage with a basic Reflex save. Each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can increase the radius of the storm by 10 feet, to a maximum of 100 feet. The storm moves with you and provides you with lesser cover, though you can't use this cover to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md). Allies within the storm who roll a success on their Reflex save against your poltergeist's fury get a critical success instead, as you attempt to avoid hitting them. + +**Heightened (+ 1)** The damage increases by `1d4`. + +*Source: Dark Archive p. 106* \ No newline at end of file diff --git a/compendium/spells/portrait-of-the-artist-som.md b/compendium/spells/portrait-of-the-artist-som.md new file mode 100644 index 000000000..c059e7016 --- /dev/null +++ b/compendium/spells/portrait-of-the-artist-som.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/5 +- trait/illusion +- trait/visual +aliases: ["Portrait Of The Artist"] +--- +# Portrait Of The Artist *Spell 5* +[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** 1 minute +- **Duration**1 hour + +You change your appearance to look like a well-known artist talented at a particular craft or performance, such as a painter, singer, or orator, with the effects of illusory disguise. Additionally, you appear to mimic their skill, although such appearances are merely an illusion. If they are famous for physical art, the spell creates illusions of physical artwork matching their style, and onlookers who don't disbelieve are convinced these works are as impressive as the real thing. If they are famous for their ability to perform, you create an illusory performance that tricks onlookers into thinking you are as skillful as the performer you're pretending to be. The audience can disbelieve this spell if they interact with your art or actively listen to the performance, using either [Perception](compendium/skills.md#Perception) or an appropriate [Lore](compendium/skills.md#Lore), whichever is higher. When the duration ends, any fake art disappears, and those who were duped by a performance realize it wasn't as good as they thought, though they still might not discover that you weren't really the artist you claimed to be. + +This spell can't grant you any benefits from special abilities that take such skill they require a [Performance](compendium/skills.md#Performance) check, such as the lingering performance focus spell. Using the spell to maintain the ruse long enough to [Earn Income](rules/actions/earn-income.md) from your art is also quite difficult; because it requires careful timing and repeated deceit, it can't be assumed to automatically work on an [Earn Income](rules/actions/earn-income.md) check. + +*Source: Secrets of Magic p. 122* \ No newline at end of file diff --git a/compendium/spells/positive-attunement-som.md b/compendium/spells/positive-attunement-som.md new file mode 100644 index 000000000..de6eb9157 --- /dev/null +++ b/compendium/spells/positive-attunement-som.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/3 +- trait/healing +- trait/necromancy +- trait/positive +aliases: ["Positive Attunement"] +--- +# Positive Attunement *Spell 3* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 living or undead creature +- **Saving Throw** Will +- **Duration**sustained up to 1 minute + +You attune a creature to the Positive Energy Plane, connecting its life force without fully transporting it. The creature's appearance becomes more brightly colored. If the creature is living, it heals `1d8` Hit Points immediately and at the end of each of your turns. Effects that increase healing only increase the initial healing. + +If the creature is undead or has negative healing, it instead takes `1d8` positive damage, depending on the result of its Will save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is damaged once and the spell ends. +> - **Failure** The creature is damaged immediately and at the end of each of your turns (so twice in the round you [Cast the Spell](rules/actions/cast-a-spell.md)). +> - **Critical Failure** As failure, and the damage is doubled. + +**Heightened (+ 3)** The damage and healing each increase by `1d8`. + +*Source: Secrets of Magic p. 122* \ No newline at end of file diff --git a/compendium/spells/powerful-inhalation-som.md b/compendium/spells/powerful-inhalation-som.md new file mode 100644 index 000000000..ba0bbe3d4 --- /dev/null +++ b/compendium/spells/powerful-inhalation-som.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/emanation +- spell/focus/3 +- trait/air +- trait/evocation +- trait/uncommon +aliases: ["Powerful Inhalation"] +--- +# Powerful Inhalation *Focus 3* +[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**10-foot emanation +- **Saving Throw** basic Fortitude + +You rapidly draw the air from your surroundings, hoarding it for yourself. Creatures in the area when the spell is cast take `5d6` bludgeoning damage with a basic Fortitude save. A creature that fails its save can't speak above a raspy whisper for 1 round. A creature that critically fails can't speak or use abilities that require it to breathe for 1 round. This prevents it from using effects that require speech, such as casting spells with verbal components, and from using a breath weapon or similar ability. + +Creatures made of air (such as air elementals) attempting a save against this spell get a degree of success one worse than they rolled. + +**Heightened (+ 1)** Increase the damage by `2d6`. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 201* \ No newline at end of file diff --git a/compendium/spells/practice-makes-perfect-aoa4.md b/compendium/spells/practice-makes-perfect-aoa4.md new file mode 100644 index 000000000..132884464 --- /dev/null +++ b/compendium/spells/practice-makes-perfect-aoa4.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/aoa4 +- spell/focus/1 +- trait/cleric +- trait/divination +- trait/uncommon +aliases: ["Practice Makes Perfect"] +--- +# Practice Makes Perfect *Focus 1* +[cleric](rules/traits/cleric.md) [divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [toil](compendium/setting/domains.md#Toil) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You or an ally within range fails a skill check for a skill in which you or they are trained. +- **Range**30 foot + +The target gains a +2 status bonus to the triggering check, or a +3 bonus if the target has master or better proficiency in the skill. This bonus can change the outcome of the target's check. + +*Source: Age of Ashes #4: Fires of the Haunted City p. 63* \ No newline at end of file diff --git a/compendium/spells/prismatic-armor-som.md b/compendium/spells/prismatic-armor-som.md new file mode 100644 index 000000000..1be1ada1f --- /dev/null +++ b/compendium/spells/prismatic-armor-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/7 +- trait/abjuration +aliases: ["Prismatic Armor"] +--- +# Prismatic Armor *Spell 7* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 willing creature +- **Duration**1 minute + +You wrap the target in armor made of multicolored light. + +It functions as [chromatic armor](compendium/spells/chromatic-armor-som.md) that is all colors (granting resistance 5 to acid, electricity, fire, force, mental, poison, and sonic). An attacker that critically fails on its saving throw against the spell is [blinded](rules/conditions.md#Blinded) rather than [dazzled](rules/conditions.md#Dazzled). + +**Heightened (9th)** The resistances increase to 10 each. + +*Source: Secrets of Magic p. 122* \ No newline at end of file diff --git a/compendium/spells/proliferating-eyes-som.md b/compendium/spells/proliferating-eyes-som.md new file mode 100644 index 000000000..12f35764f --- /dev/null +++ b/compendium/spells/proliferating-eyes-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/9 +- trait/divination +- trait/scrying +aliases: ["Proliferating Eyes"] +--- +# Proliferating Eyes *Spell 9* +[divination](rules/traits/divination.md) [scrying](rules/traits/scrying.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature (see text) +- **Duration**8 hours + +You implant an [invisible](rules/conditions.md#Invisible), magical eye sensor on the target's body. The eye has sight and vision, but no other special senses. The eye is highly contagious—the first two times the target touches another creature during the duration, the spell buds off an additional eye that implants itself on that creature, which can then bud off two eyes of its own. This process can propagate up to four times from the original target, for a potential maximum of 31 eyes if each affected creature touches two new creatures. + +You can switch between perceiving through your own senses or the vision of any of the eye sensors using a single action, which has the [concentrate](rules/traits/concentrate.md) trait. You always know how many eyes there are and can tell which original eyes budded off to make which new eyes, though you gain no special insight into the identity of the new targets other than what you can glean from spying on them. + +*Source: Secrets of Magic p. 122* \ No newline at end of file diff --git a/compendium/spells/protect-companion-som.md b/compendium/spells/protect-companion-som.md new file mode 100644 index 000000000..f2098152d --- /dev/null +++ b/compendium/spells/protect-companion-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/cantrip +- trait/abjuration +- trait/cantrip +aliases: ["Protect Companion"] +--- +# Protect Companion *Cantrip 1* +[abjuration](rules/traits/abjuration.md) [cantrip](rules/traits/cantrip.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**your eidolon, or a creature with the [minion](rules/traits/minion.md) trait under your control +- **Duration**until the start of your next turn + +You extend your aura, as a magical shield that protects your eidolon or minion. The target gains a +1 circumstance bonus to AC until the start of your next turn. You gain the following reaction; after using the reaction, the spell ends and you can't cast [protect companion](compendium/spells/protect-companion-som.md) again for 10 minutes. + +Life Block [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") Trigger The spell's target would take damage; Effect Reduce the triggering damage by 10, but you lose 5 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs [Strike](rules/actions/strike.md). + +**Heightened (+ 2)** The reaction reduces the damage by another 10, and you lose 5 more Hit Points. If you want to lose fewer Hit Points, you can choose to lower the damage reduction and HP lost to what any lower-level version of the spell could do without lowering the spell's actual level. + +*Source: Secrets of Magic p. 123* \ No newline at end of file diff --git a/compendium/spells/protector-tree-som.md b/compendium/spells/protector-tree-som.md new file mode 100644 index 000000000..47c6129f8 --- /dev/null +++ b/compendium/spells/protector-tree-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/1 +- trait/conjuration +- trait/plant +aliases: ["Protector Tree"] +--- +# Protector Tree *Spell 1* +[conjuration](rules/traits/conjuration.md) [plant](rules/traits/plant.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Duration**1 minute + +A Medium tree suddenly grows in an unoccupied square within range. The tree has AC 10 and 10 Hit Points. + +Whenever an ally adjacent to the tree is hit by a [Strike](rules/actions/strike.md), the tree interposes its branches and takes the damage first. Any additional damage beyond what it takes to reduce the tree to 0 Hit Points is dealt to the original target. The tree isn't large enough to impede movement through its square. + +If the tree is in soil and survives to the end of the spell's duration, it remains as an ordinary, non-magical tree, and continues to grow and thrive. The GM might determine that the tree disappears immediately in certain inhospitable situations. + +**Heightened (+ 1)** The tree has an additional 10 Hit Points. + +*Source: Secrets of Magic p. 123* \ No newline at end of file diff --git a/compendium/spells/prying-survey-ec6.md b/compendium/spells/prying-survey-ec6.md new file mode 100644 index 000000000..6cb7bb917 --- /dev/null +++ b/compendium/spells/prying-survey-ec6.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec6 +- spell/area/emanation +- spell/level/8 +- trait/divination +- trait/scrying +- trait/uncommon +aliases: ["Prying Survey"] +--- +# Prying Survey *Spell 8* +[divination](rules/traits/divination.md) [scrying](rules/traits/scrying.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** 1 minute +- **Area**120-foot emanation +- **Duration**1 hour + +You create eight [invisible](rules/conditions.md#Invisible), floating eyes, each about 3 inches in diameter, that scan the area around you, transmitting rough impressions of the environment. The eyes constantly examine and send you summaries of their findings. They are solid and can't move through barriers, and they don't follow routes that they fail to find while Searching. Any damage to an eye destroys it. When all eyes are destroyed, the spell ends. + +As a single action, which has the [concentrate](rules/traits/concentrate.md) trait, you can concentrate on a location within the area that an eye can reach. An eye travels to that location, and you [Seek](rules/actions/seek.md) visually as if you were there. As an exploration activity, you can travel at half speed while continuing to concentrate on the eyes to gain the benefits of both the [Scout](rules/actions/scout.md) and [Search](rules/actions/search.md) activities. With the eyes, you can check everything even if you are traveling faster than 300 feet per minute. The eyes use your [Perception](compendium/skills.md#Perception) modifier. You can have only one prying survey in effect at a time. + +**Heightened (10th)** The area increases to a 500-foot emanation. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 76* \ No newline at end of file diff --git a/compendium/spells/puff-of-poison-som.md b/compendium/spells/puff-of-poison-som.md new file mode 100644 index 000000000..5f7096858 --- /dev/null +++ b/compendium/spells/puff-of-poison-som.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/cantrip +- trait/cantrip +- trait/evocation +- trait/inhaled +- trait/poison +aliases: ["Puff Of Poison"] +--- +# Puff Of Poison *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**5 foot +- **Targets**1 creature +- **Saving Throw** Fortitude + +You exhale a shimmering cloud of toxic breath at an enemy's face. The target takes poison damage equal to your spellcasting modifier and 2 [persistent poison damage](rules/conditions.md#Persistent%20Damage), depending on its Fortitude save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The target takes half initial and [persistent damage](rules/conditions.md#Persistent%20Damage). +> - **Failure** The target takes full initial and [persistent damage](rules/conditions.md#Persistent%20Damage). +> - **Critical Failure** The target takes double initial and [persistent damage](rules/conditions.md#Persistent%20Damage). + +**Heightened (+ 2)** The initial poison damage increases by `1d8` and the [persistent poison damage](rules/conditions.md#Persistent%20Damage) increases by 1. + +*Source: Secrets of Magic p. 124* \ No newline at end of file diff --git a/compendium/spells/pulverizing-cascade-som.md b/compendium/spells/pulverizing-cascade-som.md new file mode 100644 index 000000000..657f731c5 --- /dev/null +++ b/compendium/spells/pulverizing-cascade-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/cylinder +- spell/focus/3 +- trait/evocation +- trait/uncommon +- trait/water +aliases: ["Pulverizing Cascade"] +--- +# Pulverizing Cascade *Focus 3* +[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**10-foot radius, 20-foot-tall cylinder +- **Saving Throw** basic Reflex + +You raise a pair of towering waves and slam them into each other, crushing creatures caught between them. Creatures in the area take `5d6` bludgeoning damage with a basic Reflex save. + +**Heightened (+ 1)** Increase the damage by `2d6`. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 201* \ No newline at end of file diff --git a/compendium/spells/pummeling-rubble-apg.md b/compendium/spells/pummeling-rubble-apg.md new file mode 100644 index 000000000..7244197aa --- /dev/null +++ b/compendium/spells/pummeling-rubble-apg.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/cone +- spell/level/1 +- trait/earth +- trait/evocation +aliases: ["Pummeling Rubble"] +--- +# Pummeling Rubble *Spell 1* +[earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**15-foot cone +- **Saving Throw** Reflex + +A spray of heavy rocks flies through the air in front of you. The rubble deals `2d4` bludgeoning damage to each creature in the area. Each creature must attempt a Reflex save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and is pushed 5 feet away from you. +> - **Critical Failure** The creature takes double damage and is pushed 10 feet away from you. + +**Heightened (+ 1)** Increase the damage by `2d4`. + +**Spell Lists**: Elemental + +*Source: Advanced Player's Guide p. 223* \ No newline at end of file diff --git a/compendium/spells/purifying-icicle-lokl.md b/compendium/spells/purifying-icicle-lokl.md new file mode 100644 index 000000000..aebc03928 --- /dev/null +++ b/compendium/spells/purifying-icicle-lokl.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lokl +- spell/level/1 +- trait/cold +- trait/evocation +- trait/positive +- trait/uncommon +aliases: ["Purifying Icicle"] +--- +# Purifying Icicle *Spell 1* +[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature +- **Saving Throw** Fortitude + +You evoke life essence into the form of water and freeze it, then launch the icicle at a foe. Make a spell attack roll. On a success, the icicle deals `2d6` piercing damage and `1d6` cold damage, and if the target is undead, the icicle deals an additional `1d4` positive damage. On a critical success, the target takes double damage and takes a –10-foot circumstance penalty to its Speeds for 1 round as the icicle lodges inside them before melting away. + +**Heightened (+ 1)** The piercing damage and cold damage each increase by `1d6`. The positive damage increases by `1d4`. + +*Source: Lost Omens: Knights of Lastwall p. 94* \ No newline at end of file diff --git a/compendium/spells/purifying-veil-da.md b/compendium/spells/purifying-veil-da.md new file mode 100644 index 000000000..8264b835b --- /dev/null +++ b/compendium/spells/purifying-veil-da.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/focus/4 +- trait/cleric +- trait/evocation +- trait/good +- trait/rare +- trait/water +aliases: ["Purifying Veil"] +--- +# Purifying Veil *Focus 4* +[cleric](rules/traits/cleric.md) [evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [rare](rules/traits/rare.md) [water](rules/traits/water.md) + +- **Domains**: [water (apocryphal)](compendium/setting/domains.md#Water) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 Large or smaller creature +- **Duration**1 minute + +Drawing on the purifying powers of water, you call forth a veil of fine water droplets suffused with holy energy. The veil surrounds the target. Everything on each side of the veil is [concealed](rules/conditions.md#Concealed) from creatures on the opposite side, but the water doesn't impede attacks or movement across the veil. If the target moves through the veil, it takes `4d6` good damage with a basic Will save. If the target leaves the veil, the spell ends. + +**Heightened (+ 1)** The good damage increases by `1d6`. + +*Source: Dark Archive p. 143* \ No newline at end of file diff --git a/compendium/spells/pyrotechnics-ec2.md b/compendium/spells/pyrotechnics-ec2.md new file mode 100644 index 000000000..e0cd972fc --- /dev/null +++ b/compendium/spells/pyrotechnics-ec2.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec2 +- spell/level/3 +- trait/fire +- trait/transmutation +- trait/uncommon +aliases: ["Pyrotechnics"] +--- +# Pyrotechnics *Spell 3* +[fire](rules/traits/fire.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 fire +- **Saving Throw** Fortitude +- **Duration**sustained up to 1 minute + +You turn a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, chosen when you [Cast the Spell](rules/actions/cast-a-spell.md). The spell targets one fire source, which is immediately extinguished if it is a non-magical fire the size of a campfire or smaller. If the fire source is a creature, the creature takes `1d6` points of cold damage and is not extinguished. + +**Fireworks** The targeted fire explodes into a colorful array of flashy, fiery, glowing aerial fireworks in a 20-foot-radius burst. The first time you [Sustain the Spell](rules/actions/sustain-a-spell.md) each round, you can cause the area of fireworks to ascend up to 20 feet, but you cannot move the area laterally. Creatures that start their turn within the area of the fireworks must attempt a Fortitude save, and are then temporarily immune for 1 minute. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [dazzled](rules/conditions.md#Dazzled) for 1 round. +> - **Failure** The creature is [blinded](rules/conditions.md#Blinded) for 1 round. +> - **Critical Failure** The creature is [blinded](rules/conditions.md#Blinded) for 1 minute. + +**Smoke Cloud** Thick smoke billows out from the fire and coalesces into a cloud that spreads to fill a 20-foot-radius burst centered on the targeted fire. Creatures within the smoke cloud take a –4 circumstance penalty to visual Perception checks, and creatures outside the smoke cloud take a –4 circumstance penalty to visual Perception checks to detect creatures or objects within it. The first time you [Sustain the Spell](rules/actions/sustain-a-spell.md) each round, you can cause the smoke cloud to descend up to 20 feet, but you cannot move the area laterally. Creatures that start their turn within the smoke cloud must attempt a Fortitude save, and are then temporarily immune for 1 minute. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature is [sickened](rules/conditions.md#Sickened). +> - **Critical Failure** The creature is [sickened](rules/conditions.md#Sickened) and cannot recover from the [sickened](rules/conditions.md#Sickened) condition while in the area of the smoke cloud. + +*Source: Extinction Curse #2: Legacy of the Lost God p. 77* \ No newline at end of file diff --git a/compendium/spells/quench-apg.md b/compendium/spells/quench-apg.md new file mode 100644 index 000000000..4788629ed --- /dev/null +++ b/compendium/spells/quench-apg.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/burst +- spell/level/2 +- trait/abjuration +- trait/water +aliases: ["Quench"] +--- +# Quench *Spell 2* +[abjuration](rules/traits/abjuration.md) [water](rules/traits/water.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**20-foot burst +- **Duration**sustained + +You cause the air in the area to become supersaturated with water vapor. Non-magical fires within the area are automatically extinguished. Fire creatures within the area take `4d8` damage (basic Fortitude save). Choose one magical fire, fire spell, or fire item in the area and attempt to counteract it. If you succeed against an item, the item loses its fire properties for 10 minutes (for instance, a +1 flaming longsword would become a +1 longsword). If the target is an artifact or similarly powerful item, you automatically fail to counteract it. + +The first time each round you [Sustain this Spell](rules/actions/sustain-a-spell.md), you can move the area of vapor anywhere within range, but the only effect when you do so is to automatically extinguish non-magical fires. + +If you have the Counterspell reaction, you can use quench to counter any spell with the [fire](rules/traits/fire.md) trait instead of needing to have the triggering fire spell prepared or in your repertoire. + +**Heightened (+ 1)** Increase the damage to fire creatures by `2d8`. + +**Spell Lists**: Elemental + +*Source: Advanced Player's Guide p. 223* \ No newline at end of file diff --git a/compendium/spells/quick-sort-som.md b/compendium/spells/quick-sort-som.md new file mode 100644 index 000000000..6d013bfd7 --- /dev/null +++ b/compendium/spells/quick-sort-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/1 +- trait/transmutation +aliases: ["Quick Sort"] +--- +# Quick Sort *Spell 1* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**10 foot +- **Targets**up to 200 unattended objects in range, each of light Bulk or less +- **Duration**up to 1 minute + +You magically sort a group of objects into neat stacks or piles. You can sort the objects in two different ways. + +The first option is to separate them into different piles depending on an easily [observed](rules/conditions.md#Observed) factor, such as color or shape. Alternatively, you can sort the objects into ordered stacks depending on a clearly indicated notation, such as a page number, title, or date. The objects sort themselves throughout the duration, though it takes less time per object to sort a smaller number of objects, down to a single round for 30 or fewer objects. + +**Heightened (3rd)** The spell can sort up to 400 objects in a minute, or 60 objects in a round. + +**Heightened (5th)** The spell can sort up to 800 objects in a minute, or 120 objects in a round. + +*Source: Secrets of Magic p. 124* \ No newline at end of file diff --git a/compendium/spells/quicken-time-da.md b/compendium/spells/quicken-time-da.md new file mode 100644 index 000000000..d810c33fe --- /dev/null +++ b/compendium/spells/quicken-time-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/area/burst +- spell/level/5 +- trait/transmutation +aliases: ["Quicken Time"] +--- +# Quicken Time *Spell 5* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**20-foot burst +- **Duration**1 minute + +You speed up the time stream in an area, stretching and pulling it until time flows swift and wild. Any creature that begins its turn in the area is [quickened](rules/conditions.md#Quickened) and can use the extra action each round to [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md). Unfortunately, speeding up time is much more difficult than slowing it down, and the effect is uneven and jittery, making accuracy between times painfully difficult; creatures inside the area are [concealed](rules/conditions.md#Concealed) to those outside it, and vice versa. + +*Source: Dark Archive p. 182* \ No newline at end of file diff --git a/compendium/spells/radiant-beam-lokl.md b/compendium/spells/radiant-beam-lokl.md new file mode 100644 index 000000000..c15ed824c --- /dev/null +++ b/compendium/spells/radiant-beam-lokl.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lokl +- spell/area/misc +- spell/level/4 +- trait/evocation +- trait/good +- trait/light +- trait/uncommon +aliases: ["Radiant Beam"] +--- +# Radiant Beam *Spell 4* +[evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [light](rules/traits/light.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**120-foot line +- **Saving Throw** basic Reflex + +You fire a beam of blinding light from your outstretched hands. The beam deals `5d10` good damage. On a failed saving throw, a creature becomes [dazzled](rules/conditions.md#Dazzled) for 1 round, or [dazzled](rules/conditions.md#Dazzled) for 4 rounds on a critical failure. + +If the light passes through an area of magical darkness or targets a creature affected by magical darkness, radiant beam attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the target. + +**Heightened (+ 1)** The damage increases by `1d10`. + +*Source: Lost Omens: Knights of Lastwall p. 94* \ No newline at end of file diff --git a/compendium/spells/radiant-field-sot4.md b/compendium/spells/radiant-field-sot4.md new file mode 100644 index 000000000..a8978ee56 --- /dev/null +++ b/compendium/spells/radiant-field-sot4.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot4 +- spell/area/burst +- spell/level/2 +- trait/evocation +- trait/light +- trait/uncommon +aliases: ["Radiant Field"] +--- +# Radiant Field *Spell 2* +[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Area**20-foot burst +- **Duration**1 minute + +You create an area of bright light. Creatures with light blindness (Bestiary 343) that are [blinded](rules/conditions.md#Blinded) by radiant field and remain in the area must attempt a Fortitude save at the start of their turns. On a failure, a creature remains [blinded](rules/conditions.md#Blinded) for 1 round; this is an [incapacitation](rules/traits/incapacitation.md) effect. This spell also suppresses magical darkness of your radiant field spell's level or lower. + +**Heightened (4th)** Creatures seen through the area are [concealed](rules/conditions.md#Concealed) to creatures with light blindness, even those that are outside the area. + +*Source: Strength of Thousands #4: Secrets of the Temple-City p. 78* \ No newline at end of file diff --git a/compendium/spells/rally-point-da.md b/compendium/spells/rally-point-da.md new file mode 100644 index 000000000..e5c32cb10 --- /dev/null +++ b/compendium/spells/rally-point-da.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/area/misc +- spell/level/3 +- trait/conjuration +- trait/teleportation +- trait/uncommon +aliases: ["Rally Point"] +--- +# Rally Point *Spell 3* +[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Area**one 5-foot square +- **Duration**1 minute + +You mark the area touched as a rally point. During the spell's duration, you can take a single action, which has the [concentrate](rules/traits/concentrate.md) trait, to teleport to the rally point along with items you are wearing or holding. This teleportation fails if the area is occupied, if the rally point is more than 120 feet away, or if you try to bring along any other creature, even if it's in an extradimensional container. Once you teleport to the rally point, the spell's duration ends. + +**Heightened (7th)** You can target up to four other creatures within 30 feet, in addition to yourself. Each of you can teleport to the rally point once during the spell's duration, by taking a single action, which has the [concentrate](rules/traits/concentrate.md) trait. The duration no longer ends once you teleport to the rally point, though you still can't teleport to the rally point again. + +*Source: Dark Archive p. 106* \ No newline at end of file diff --git a/compendium/spells/rangers-bramble-apg.md b/compendium/spells/rangers-bramble-apg.md new file mode 100644 index 000000000..007546ac3 --- /dev/null +++ b/compendium/spells/rangers-bramble-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/misc +- spell/focus/3 +- trait/plant +- trait/ranger +- trait/transmutation +- trait/uncommon +aliases: ["Ranger's Bramble"] +--- +# Ranger's Bramble *Focus 3* +[plant](rules/traits/plant.md) [ranger](rules/traits/ranger.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**100 foot +- **Area**all squares that contain plants in a 5-foot burst +- **Duration**1 minute + +You cause plants in the area to entangle your foes, with the effects of [entangle](compendium/spells/entangle.md). A creature that critically fails the save takes `2d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) in addition to being [immobilized](rules/conditions.md#Immobilized). + +[Escaping](rules/actions/escape.md) your bramble doesn't end the [bleed damage](rules/conditions.md#Persistent%20Damage). + +**Heightened (+ 1)** The bleed damage on a critical failure increases by `1d4`. + +*Source: Advanced Player's Guide p. 235* \ No newline at end of file diff --git a/compendium/spells/rapid-adaptation-som.md b/compendium/spells/rapid-adaptation-som.md new file mode 100644 index 000000000..f5ec249da --- /dev/null +++ b/compendium/spells/rapid-adaptation-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/2 +- trait/transmutation +aliases: ["Rapid Adaptation"] +--- +# Rapid Adaptation *Spell 2* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**your companion or eidolon +- **Duration**1 hour + +You flood the target with energy from the terrain around it, compressing centuries of evolution into a single moment. + +The target gains one of the following natural adaptations based on the surrounding environment. + +- **Aquatic** The target gains a swim Speed equal to its land Speed. If it already had a swim Speed, it gains a +10-foot status bonus to its swim Speed. +- **Arctic** The target isn't affected by severe or extreme cold, and when it rolls a success on an [Acrobatics](compendium/skills.md#Acrobatics) check to [Balance](rules/actions/balance.md) on ice and snow, it gets a critical success instead. +- **Desert** The target isn't affected by severe or extreme heat, and when it rolls a success on an [Acrobatics](compendium/skills.md#Acrobatics) check to [Balance](rules/actions/balance.md) on sand, it gets a critical success instead. +- **Forest** The target gains [scent](rules/abilities/scent.md) as an imprecise sense with a range of 30 feet. +- **Mountain** The target isn't [flat-footed](rules/conditions.md#Flat-footed) when Climbing, and when it rolls a success on an [Acrobatics](compendium/skills.md#Acrobatics) check to [Balance](rules/actions/balance.md) on rubble, it gets a critical success instead. +- **Plains** The target gains a +10-foot status bonus to its land Speed. +- **Underground** The target gains [darkvision](rules/abilities/darkvision.md). + +*Source: Secrets of Magic p. 124* \ No newline at end of file diff --git a/compendium/spells/ravening-maw-ec3.md b/compendium/spells/ravening-maw-ec3.md new file mode 100644 index 000000000..e7978524a --- /dev/null +++ b/compendium/spells/ravening-maw-ec3.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec3 +- spell/level/5 +- trait/evil +- trait/healing +- trait/necromancy +- trait/uncommon +aliases: ["Ravening Maw"] +--- +# Ravening Maw *Spell 5* +[evil](rules/traits/evil.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**one living creature +- **Saving Throw** Will +- **Duration**3 rounds + +You evoke Zevgavizeb's unceasing hunger and inflict it upon your target. The target becomes overwhelmed with cannibalistic hunger and can restore its vitality by feasting on the flesh of the fallen. On its turn, the target can use 2 actions (these actions have the [manipulate](rules/traits/manipulate.md) trait) to cannibalize an adjacent [dying](rules/conditions.md#Dying) or dead creature. If the cannibalized creature is [dying](rules/conditions.md#Dying), it dies. If the cannibalized creature is an ally of the target, the target regains `5d8` HP; otherwise, the target regains `5d4` HP. Certain monsters (such as those whose blood is acidic or magical) might inflict additional effects on those who cannibalize them at the GM's discretion. Once cannibalized, a particular creature's body doesn't have enough meat to cannibalize again. During any round that there's a [dying](rules/conditions.md#Dying) or dead creature within 30 feet of the target, if the target can't or doesn't cannibalize a creature, the target takes `5d4` mental damage. + +**Heightened (+ 1)** The amount of HP restored by cannibalizing a creature increases by `1d8` for eating an ally and `1d4` otherwise, and the mental damage increases by `1d4`. + +*Source: Extinction Curse #3: Life's Long Shadows p. 67* \ No newline at end of file diff --git a/compendium/spells/ravenous-portal-som.md b/compendium/spells/ravenous-portal-som.md new file mode 100644 index 000000000..d6b28a5f3 --- /dev/null +++ b/compendium/spells/ravenous-portal-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/4 +- trait/abjuration +aliases: ["Ravenous Portal"] +--- +# Ravenous Portal *Spell 4* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Targets**1 door no more than 10 feet tall and 5 feet wide +- **Duration**1 hour + +You place a ward upon the door that triggers when a creature attempts to open, unlock, or destroy the door. + +When that happens, the door transforms into a mimic that can't move and is [hostile](rules/conditions.md#Hostile) to all creatures. When [Casting the Spell](rules/actions/cast-a-spell.md), you designate yourself and up to 10 other creatures of your choice; these creatures don't trigger the ward, and the mimic is [helpful](rules/conditions.md#Helpful) to them instead of [hostile](rules/conditions.md#Hostile). No effect can move the mimic unless it's also capable of moving the entire door. Once the door transforms into a mimic, it attacks creatures in its reach for up to 1 minute, and then the spell ends. If the mimic is killed before that time, the spell ends and the door returns to its normal form. + +While turned into a mimic, the door can't be opened, unlocked, or bypassed—not even by the designated creatures. It's a creature, not a door, during that time. When the spell ends, the door returns to the state it was in before the ward was triggered. + +*Source: Secrets of Magic p. 124* \ No newline at end of file diff --git a/compendium/spells/read-the-air-som.md b/compendium/spells/read-the-air-som.md new file mode 100644 index 000000000..6c2c9b29e --- /dev/null +++ b/compendium/spells/read-the-air-som.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/cantrip +- trait/cantrip +- trait/divination +aliases: ["Read The Air"] +--- +# Read The Air *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [divination](rules/traits/divination.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You take a deep breath as you survey a social situation, showing courtesy to all around you as your intuition swiftly picks up clues about social contexts and unspoken assumptions of behavior. Your body language subconsciously changes to take advantage of this information and use it in your own interactions with those creatures. + +As part of Casting this Spell, you [Recall Knowledge](rules/actions/recall-knowledge.md) using [Society](compendium/skills.md#Society) to gain information about the immediate social situation. You also gain a +1 status bonus on your next [Diplomacy](compendium/skills.md#Diplomacy) check to [Make an Impression](rules/actions/make-an-impression.md) on those creatures present when you cast this spell, as long as the check occurs during the duration of the spell. You can read the air only once in a given social situation; casting it again has no effect. + +*Source: Secrets of Magic p. 125* \ No newline at end of file diff --git a/compendium/spells/reapers-lantern-apg.md b/compendium/spells/reapers-lantern-apg.md new file mode 100644 index 000000000..71c3bd34f --- /dev/null +++ b/compendium/spells/reapers-lantern-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/emanation +- spell/level/2 +- trait/death +- trait/light +- trait/necromancy +aliases: ["Reaper's Lantern"] +--- +# Reaper's Lantern *Spell 2* +[death](rules/traits/death.md) [light](rules/traits/light.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**5-foot emanation +- **Saving Throw** Fortitude +- **Duration**1 minute + +You call forth a ghostly lantern that guides the living toward death and the undead toward true death. It sheds bright light in the spell's area, and dim light to twice that area. Though the lantern is insubstantial, you must keep a hand free to hold it or the spell ends (though using the hand for somatic spell components doesn't end the spell). Living creatures and undead in the area when you [Cast the Spell](rules/actions/cast-a-spell.md), or that enter the area later, must attempt Fortitude saves. Living creatures that fail their Fortitude saves gain only half the normal benefit from [healing](rules/traits/healing.md) effects while within the area. Undead targets that fail their Fortitude saves become [enfeebled](rules/conditions.md#Enfeebled) while within the area. Once a creature attempts a save against reaper's lantern, it uses the same outcome if it leaves the area and enters it again. + +Once per turn, starting on the turn after you cast [reaper's lantern](compendium/spells/reapers-lantern-apg.md), you can use a single action, which has the [concentrate](rules/traits/concentrate.md) trait, to increase the emanation's radius by 5 feet. When you do so, you force creatures in the area that haven't yet attempted a save against reaper's lantern to attempt one. + +*Source: Advanced Player's Guide p. 223* \ No newline at end of file diff --git a/compendium/spells/rebounding-barrier-lol.md b/compendium/spells/rebounding-barrier-lol.md new file mode 100644 index 000000000..5f552efcf --- /dev/null +++ b/compendium/spells/rebounding-barrier-lol.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lol +- spell/level/4 +- trait/abjuration +- trait/rare +aliases: ["Rebounding Barrier"] +--- +# Rebounding Barrier *Spell 4* +[abjuration](rules/traits/abjuration.md) [rare](rules/traits/rare.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You are hit by a physical [Strike](rules/actions/strike.md). + +You swiftly raise a reflective barrier, reducing physical damage and rebounding it onto your attacker. + +You gain resistance 10 against one physical damage type the triggering attack deals. Your attacker takes 5 damage of the same type. + +**Heightened (+ 1)** The resistance increases by 2. Damage dealt to your attacker increases by 1. + +*Source: Lost Omens: Legends p. 37* \ No newline at end of file diff --git a/compendium/spells/redact-logm.md b/compendium/spells/redact-logm.md new file mode 100644 index 000000000..c2d77ef94 --- /dev/null +++ b/compendium/spells/redact-logm.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/1 +- trait/transmutation +aliases: ["Redact"] +--- +# Redact *Focus 1* +[transmutation](rules/traits/transmutation.md) + +- **Domains**: [glyph](compendium/setting/domains.md#Glyph) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**unattended written materials of up to 1 Bulk or less +- **Duration**1 day + +You strike mention of a specific name from one or more documents. When you cast the spell, give one proper name, be it a creature, location, or object. Any mention of that name within the document becomes blurred, smudged, or otherwise completely illegible. Epithets and unambiguous references to the name are redacted as well; for instance, redacting the name of the goddess Sarenrae from a book would also remove references to her title "the Dawnflower." + +**Heightened (3rd)** Instead of striking out a given name, you can replace it with a different name you choose. Epithets and references are substituted with similar ones relating to the replacement name. Anyone reading the text can attempt a [Perception](compendium/skills.md#Perception) or [Society](compendium/skills.md#Society) check against your spell DC to notice the altered text, though that doesn't tell them what the original said. + +**Heightened (4th)** At your choice, the duration is unlimited. + +*Source: Lost Omens: Gods & Magic p. 114* \ No newline at end of file diff --git a/compendium/spells/redistribute-potential-da.md b/compendium/spells/redistribute-potential-da.md new file mode 100644 index 000000000..815cd4d82 --- /dev/null +++ b/compendium/spells/redistribute-potential-da.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/area/misc +- spell/cantrip +- trait/cantrip +- trait/cold +- trait/evocation +- trait/fire +- trait/psychic +- trait/uncommon +aliases: ["Redistribute Potential"] +--- +# Redistribute Potential *Cantrip 5* +[cantrip](rules/traits/cantrip.md) [cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Area**2 adjacent 5-foot squares +- **Saving Throw** basic Fortitude + +Energy attempts to balance out, but with your magic, you can shunt all the energy in one area to another. Creatures in either area take `4d4` damage with a basic Fortitude save. Choose one of the squares to steal heat, dealing cold damage, and the other to concentrate the stolen heat, dealing fire damage. A creature that fails its save also becomes [clumsy](rules/conditions.md#Clumsy) from numbness if it's in the area of stolen heat or [enfeebled](rules/conditions.md#Enfeebled) from heat stroke if it's in the area of concentrated heat; these conditions last until the start of your next turn. If a creature is large enough to be in both squares, you choose only one of the areas for it to attempt its save against; it's unaffected by the other area. + +**Heightened (+ 1)** The damage increases by `1d4`. + +## Amp + +You can affect the flow of energy on a much grander scale. Instead of two 5-foot squares, you create two 10-foot bursts. They still must be adjacent to one another and can overlap. A creature in both areas can still be affected by only one of your choice. The spell's damage increases to `6d6`. The conditions last for 1 minute. + +**Amp Heightened (+ 1)** Increase the damage by `2d6` instead of `1d4`. + +## Summary + +*Source: Dark Archive p. 20* \ No newline at end of file diff --git a/compendium/spells/reflective-scales-logm.md b/compendium/spells/reflective-scales-logm.md new file mode 100644 index 000000000..86345b930 --- /dev/null +++ b/compendium/spells/reflective-scales-logm.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/level/4 +- trait/abjuration +aliases: ["Reflective Scales"] +--- +# Reflective Scales *Spell 4* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You grow a set of colored glowing scales or scaled armor that stores energy before releasing it in a final burst. When you cast this spell, choose acid, cold, fire, electricity, or poison damage. You gain resistance 5 against that type of damage. The scales' color depends on the damage type you chose and is usually the color of a type of dragon or other creature associated with that damage type, such as red or gold for fire damage. + +The scales store up energy as they protect you. Keep track of how much damage the scales have prevented. As a 2-action activity that has the [concentrate](rules/traits/concentrate.md) and [manipulate](rules/traits/manipulate.md) traits, you can explode your scales outward in a 20-foot radius around you, dealing `1d6` damage of the chosen type to all creatures in the area for every 10 damage the scales have prevented, to a maximum of `10d6` damage (after preventing 100 damage). Once you do so, the spell ends. + +**Heightened (+ 2)** The resistance increases by 5 and the maximum damage from the scale explosion increases by `5d6`. + +*Source: Lost Omens: Gods & Magic p. 109* \ No newline at end of file diff --git a/compendium/spells/reinforce-eidolon-som.md b/compendium/spells/reinforce-eidolon-som.md new file mode 100644 index 000000000..5ef1b79a4 --- /dev/null +++ b/compendium/spells/reinforce-eidolon-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/cantrip +- trait/abjuration +- trait/cantrip +- trait/summoner +- trait/uncommon +aliases: ["Reinforce Eidolon"] +--- +# Reinforce Eidolon *Cantrip 1* +[abjuration](rules/traits/abjuration.md) [cantrip](rules/traits/cantrip.md) [summoner](rules/traits/summoner-som.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**100 foot +- **Targets**your eidolon +- **Duration**1 round + +You focus deeply on the link between you and your eidolon and reinforce your eidolon's defenses. Your eidolon gains a +1 status bonus to AC and saving throws, plus resistance to all damage equal to half the spell's level. Your eidolon can benefit from either [boost eidolon](compendium/spells/boost-eidolon-som.md) or [reinforce eidolon](compendium/spells/reinforce-eidolon-som.md), but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one. + +*Source: Secrets of Magic p. 145* \ No newline at end of file diff --git a/compendium/spells/rejuvenating-flames-frp3.md b/compendium/spells/rejuvenating-flames-frp3.md new file mode 100644 index 000000000..dad3d87b3 --- /dev/null +++ b/compendium/spells/rejuvenating-flames-frp3.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/frp3 +- spell/area/cone +- spell/focus/1 +- trait/fire +- trait/healing +- trait/necromancy +- trait/sorcerer +- trait/uncommon +aliases: ["Rejuvenating Flames"] +--- +# Rejuvenating Flames *Focus 1* +[fire](rules/traits/fire.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**15-foot cone +- **Saving Throw** basic Reflex + +You create a gout of flame that both heals and burns. You restore `1d4` HP to all allies in the area, and those allies gain a +1 status bonus to Fortitude saves for 1 minute. Enemies in the area take `1d4` fire damage with a basic Reflex save. + +**Heightened (+ 1)** You restore an additional `1d4` HP to your allies and deal an additional `1d4` fire damage to enemies. + +*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 74* \ No newline at end of file diff --git a/compendium/spells/remember-the-lost-logm.md b/compendium/spells/remember-the-lost-logm.md new file mode 100644 index 000000000..b414c0494 --- /dev/null +++ b/compendium/spells/remember-the-lost-logm.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/area/emanation +- spell/focus/4 +- trait/divination +- trait/mental +aliases: ["Remember The Lost"] +--- +# Remember The Lost *Focus 4* +[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) + +- **Domains**: [vigil](compendium/setting/domains.md#Vigil) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot-radius emanation centered on you +- **Saving Throw** basic Will + +You call upon the lost and forgotten, assailing your foes' minds with the memories of those who died with a grievance toward them. Enemies in the area take `6d6` mental damage (basic Will save) and are [frightened](rules/conditions.md#Frightened) on a critical failure. If you know the names of anyone murdered or grievously wronged by an enemy in the area, you can chant those victims' names when you cast the spell to improve the clarity of the visions, increasing the damage to the corresponding enemy from `6d6` to `6d10`; you can do so for multiple enemies if you know victims of each enemy. The visions are personal to each foe in the area, and you can't use this spell to discern a murderer by guessing a name. A creature that truly knows no one who died with any sort of grievance to that creature is immune to this effect. + +**Heightened (+ 1)** The damage increases by `2d6` (or `2d10` to an enemy when you name a specific victim). + +*Source: Lost Omens: Gods & Magic p. 119* \ No newline at end of file diff --git a/compendium/spells/repelling-pulse-som.md b/compendium/spells/repelling-pulse-som.md new file mode 100644 index 000000000..4c02d9419 --- /dev/null +++ b/compendium/spells/repelling-pulse-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/emanation +- spell/level/5 +- trait/evocation +- trait/force +aliases: ["Repelling Pulse"] +--- +# Repelling Pulse *Spell 5* +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot emanation +- **Saving Throw** Reflex + +You unleash a powerful pulse of telekinetic power, and the pulse violently hurls creatures away from you. Each creature in the area takes `7d10` force damage depending on its Reflex save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and is pushed 10 feet away from you. +> - **Critical Failure** The creature takes double damage. The creature is pushed 20 feet away from you and is then knocked [prone](rules/conditions.md#Prone). + +**Heightened (+ 2)** The force damage increases by `2d10`, and the distance the target is moved on a failure and critical failure increases by 5 feet. + +*Source: Secrets of Magic p. 125* \ No newline at end of file diff --git a/compendium/spells/replicate-som.md b/compendium/spells/replicate-som.md new file mode 100644 index 000000000..7ff4c73e1 --- /dev/null +++ b/compendium/spells/replicate-som.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/4 +- trait/illusion +- trait/shadow +aliases: ["Replicate"] +--- +# Replicate *Spell 4* +[illusion](rules/traits/illusion.md) [shadow](rules/traits/shadow.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**60 foot +- **Targets**1 willing or [unconscious](rules/conditions.md#Unconscious) creature of 8th level or lower +- **Duration**sustained + +You create an illusory magical double that physically looks and behaves very similarly to the target. This double is limited to moving, [Interacting](rules/actions/interact.md), speaking short sentences, and other similar basic tasks. It is unable to cast spells, attack, or use any complex skills. + +The illusory duplicate is your [minion](rules/traits/minion.md). You can issue new commands to the double as part of [Sustaining the Spell](rules/actions/sustain-a-spell.md). + +You can command the duplicate telepathically as long as the spell lasts, provided it's within 1 mile of you. You can switch between using your own senses and the duplicate's senses with a single action, which has the [concentrate](rules/traits/concentrate.md) trait. + +The illusory duplicate has the same statistics as the original creature, except it doesn't have any of the original's item bonuses, and it has one quarter of the original's Hit Points. + +If the double's Hit Points are reduced to 0, the spell ends. + +**Heightened (+ 1)** The maximum level of the target increases by 2. + +*Source: Secrets of Magic p. 125* \ No newline at end of file diff --git a/compendium/spells/restorative-moment-apg.md b/compendium/spells/restorative-moment-apg.md new file mode 100644 index 000000000..77ca1ec9e --- /dev/null +++ b/compendium/spells/restorative-moment-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/5 +- trait/hex +- trait/necromancy +- trait/uncommon +- trait/witch +aliases: ["Restorative Moment"] +--- +# Restorative Moment *Focus 5* +[hex](rules/traits/hex-apg.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature + +You manipulate the threads of time around the target, giving them some of the benefits of a day's passage. The target decreases the values of any [doomed](rules/conditions.md#Doomed) and [drained](rules/conditions.md#Drained) conditions it has by 1 and can immediately attempt one saving throw against each affliction it has with a stage length of 1 day or less. The target is then temporarily immune for 1 day. + +*Source: Advanced Player's Guide p. 239* \ No newline at end of file diff --git a/compendium/spells/restyle-som.md b/compendium/spells/restyle-som.md new file mode 100644 index 000000000..e607898e6 --- /dev/null +++ b/compendium/spells/restyle-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/1 +- trait/transmutation +aliases: ["Restyle"] +--- +# Restyle *Spell 1* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** 1 minute +- **Range**touch +- **Targets**1 piece of clothing currently worn by you or an ally +- **Duration** + +You permanently change the appearance of one piece of clothing currently worn by you or an ally to better fit your aesthetic sensibilities. You can change its color, texture, pattern, and other minor parts of its design, but the changes can't alter the clothing's overall shape, size, or purpose. The changes can't increase the quality of the craftsmanship or artistry of the piece of clothing, but particularly gauche choices for the new color and pattern might decrease its aesthetic appeal. This spell transforms existing materials into the desired appearance and never alters the material or creates more material than what's originally part of the object. The object's statistics also remain unchanged. + +*Source: Secrets of Magic p. 126* \ No newline at end of file diff --git a/compendium/spells/return-beacon-frp1.md b/compendium/spells/return-beacon-frp1.md new file mode 100644 index 000000000..7f3f48c52 --- /dev/null +++ b/compendium/spells/return-beacon-frp1.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/frp1 +- spell/level/5 +- trait/conjuration +- trait/teleportation +- trait/uncommon +aliases: ["Return Beacon"] +--- +# Return Beacon *Spell 5* +[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** 1 minute +- **Range**30 foot +- **Duration**1 hour + +You create a unique planar beacon somewhere within the spell's range that remains in place. The beacon is [invisible](rules/conditions.md#Invisible) except when detected by detect magic, in which case it looks like a 10-foot-wide tower of bright light stretching into the sky. At any time during the duration of the beacon, you can complete a 1-minute activity, which has the [concentrate](rules/traits/concentrate.md) and [manipulate](rules/traits/manipulate.md) traits, to focus on the beacon and transport yourself and any items you're wearing and holding from your current space to the location of the beacon. Transporting yourself in this way ends the spell. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the beacon collapses, ending the spell, and the transportation attempt fails. + +Casting return beacon while a beacon is active causes the previous return beacon spell to end. If you are not within 1 mile of the beacon, your attempt to transport yourself to the beacon fails. If a solid object is in the same space as the beacon when you transport yourself, you arrive in the nearest open space to the beacon. If there is not an open space within 30 feet of the beacon, your attempt to transport yourself fails, but the beacon remains intact. + +**Heightened (7th)** The duration is 8 hours and you can transport yourself to the beacon from up to 100 miles away. + +**Heightened (8th)** The duration is 24 hours and you can transport yourself to the beacon from up to 1,000 miles away. In addition, you can bring 1 willing ally you touch with you when you transport to the beacon. + +**Heightened (9th)** The duration is 1 week and you can transport yourself to the beacon from anywhere on the same plane. In addition, you can bring up to 4 willing allies you touch with you when you transport to the beacon. + +**Heightened (10th)** The duration is unlimited and you can transport yourself to the beacon from any distance, even across other planes. In addition, you can bring up to 8 willing allies you touch when you transport to the beacon. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 77* \ No newline at end of file diff --git a/compendium/spells/return-the-favor-da.md b/compendium/spells/return-the-favor-da.md new file mode 100644 index 000000000..d1185372a --- /dev/null +++ b/compendium/spells/return-the-favor-da.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/focus/3 +- trait/hex +- trait/necromancy +- trait/rare +- trait/witch +aliases: ["Return the Favor"] +--- +# Return the Favor *Focus 3* +[hex](rules/traits/hex-apg.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) [witch](rules/traits/witch-apg.md) + +- **Patron** Witch +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**An ally uses a reaction to grant you a beneficial effect during a combat encounter. +- **Range**30 foot +- **Targets**1 ally + +You're unable to leave any debts unpaid. When an ally supports you in a fight, you offer assistance in turn for the favor. The triggering ally gains 12 temporary Hit Points for 1 minute. + +**Heightened (+ 1)** The temporary Hit Points increase by 4. + +*Source: Dark Archive p. 159* \ No newline at end of file diff --git a/compendium/spells/return-to-essence-sot5.md b/compendium/spells/return-to-essence-sot5.md new file mode 100644 index 000000000..0c408b0b7 --- /dev/null +++ b/compendium/spells/return-to-essence-sot5.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot5 +- spell/level/7 +- trait/abjuration +- trait/rare +aliases: ["Return to Essence"] +--- +# Return to Essence *Spell 7* +[abjuration](rules/traits/abjuration.md) [rare](rules/traits/rare.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**one magically sealed or warded doorway or chest + +You unravel the magic of a spell that affects a container, door, or lock, converting it into energy you can repurpose to power your own spells. Attempt a counteract check (Core Rulebook 458) against the target spell or [magical](rules/traits/magical.md) effect that wards or seals a doorway or chest, such as lock, or against a spell or effect that deals damage or delivers secondary effects when it's opened, such as glyph of warding. If you succeed, you recover its energy, restoring one of your expended spell slots of 3rd level or lower. + +**Heightened (8th)** You can restore an expended spell slot of 4th level or lower. + +**Heightened (9th)** You can restore an expended spell slot of 5th level or lower. + +**Heightened (10th)** You can restore an expended spell slot of 6th level or lower. + +*Source: Strength of Thousands #5: Doorway to the Red Star p. 77* \ No newline at end of file diff --git a/compendium/spells/rewinding-step-som.md b/compendium/spells/rewinding-step-som.md new file mode 100644 index 000000000..02af5f1bb --- /dev/null +++ b/compendium/spells/rewinding-step-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/5 +- trait/transmutation +aliases: ["Rewinding Step"] +--- +# Rewinding Step *Spell 5* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** 1 minute +- **Duration**10 minutes + +You anchor your location in time so that you can swiftly retrace your steps later with complex chronomancy. The space you're in when you cast the spell becomes your temporal anchor space. While you're within 500 feet of your temporal anchor space, you can spend a single action that has the [concentrate](rules/traits/concentrate.md) trait to instantaneously return to that space (you don't need to have line of effect to the space). The spell then ends. You bring any items that are in your possession with you when you take the action to return. + +If the anchor space is occupied when you attempt to return to it or if this spell would bring another creature with you, the spell fails to transport you, then ends. + +**Heightened (7th)** You can return if you're within 1,000 feet of your anchor space. + +**Heightened (9th)** You can return if you're within 1 mile of your anchor space. + +*Source: Secrets of Magic p. 126* \ No newline at end of file diff --git a/compendium/spells/rime-slick-ec1.md b/compendium/spells/rime-slick-ec1.md new file mode 100644 index 000000000..b91b4ba58 --- /dev/null +++ b/compendium/spells/rime-slick-ec1.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec1 +- spell/area/burst +- spell/level/2 +- trait/cold +- trait/evocation +- trait/uncommon +aliases: ["Rime Slick"] +--- +# Rime Slick *Spell 2* +[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Area**15-foot burst +- **Saving Throw** basic Reflex +- **Duration**1 minute + +You call down a chill wind. When you Cast this Spell, you deal `2d4` cold damage to each creature in the area (basic Reflex save). If a creature in the area critically fails its Reflex save and was standing, it also falls [prone](rules/conditions.md#Prone). + +You also create a layer of ice on all surfaces in the area, which become difficult terrain. Unattended objects in the area become slick with ice, and picking them up requires a successful Reflex save or [Acrobatics](compendium/skills.md#Acrobatics) check against your spell DC. The ice melts on any object that takes fire damage as well as in any square included in the area of a higher-level spell or effect with the [fire](rules/traits/fire.md) trait. + +**Heightened (5th)** The damage increases to `8d4` cold damage and the area is a 30-foot burst. + +**Heightened (8th)** The damage increases to `14d4` cold damage and the area is a 60-foot burst. + +*Source: Extinction Curse #1: The Show Must Go On p. 78* \ No newline at end of file diff --git a/compendium/spells/rip-the-spirit-som.md b/compendium/spells/rip-the-spirit-som.md new file mode 100644 index 000000000..22e558b8f --- /dev/null +++ b/compendium/spells/rip-the-spirit-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/5 +- trait/death +- trait/necromancy +- trait/negative +aliases: ["Rip The Spirit"] +--- +# Rip The Spirit *Spell 5* +[death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Targets**1 living creature +- **Saving Throw** basic Fortitude + +You supernaturally rip the spirit from a living creature's body, dooming the target to pain and death. The target takes `5d6` negative damage, depending on its basic Fortitude save, and is [drained](rules/conditions.md#Drained) if it fails its save. The spell's effect is based on how many actions you spend when [Casting the Spell](rules/actions/cast-a-spell.md). + +**[>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (somatic)** The spell targets one living creature in range. + +**[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (somatic, verbal)** The spell targets one living creature in range and the damage is `10d6` negative instead of `5d6`. + +**[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") (material, somatic, verbal)** The spell targets all living creatures in a 30-foot emanation. + +**Heightened (+ 1)** The amount of damage increases by `1d6`, or by `2d6` for the 2-action version. + +*Source: Secrets of Magic p. 126* \ No newline at end of file diff --git a/compendium/spells/rising-surf-som.md b/compendium/spells/rising-surf-som.md new file mode 100644 index 000000000..e8c7ca8ce --- /dev/null +++ b/compendium/spells/rising-surf-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/focus/1 +- trait/conjuration +- trait/move +- trait/uncommon +- trait/water +aliases: ["Rising Surf"] +--- +# Rising Surf *Focus 1* +[conjuration](rules/traits/conjuration.md) [move](rules/traits/move.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot + +You create a wave of water that you ride, banking around obstacles and surfing to higher ground. You move up to 35 feet, raising yourself up to 5 feet above the ground. + +(You can avoid many types of difficult terrain in this way.) You must end your movement on an unoccupied space where you have solid footing. This movement isn't a [Stride](rules/actions/stride.md), but you measure the distance in a similar way, and it still triggers reactions caused by movement. You can't transport anyone else with you. + +**Heightened (+ 2)** Increase the distance you move by 5 feet and the maximum height traveled above the ground by 5 feet. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 201* \ No newline at end of file diff --git a/compendium/spells/rituals/abyssal-pact-b1.md b/compendium/spells/rituals/abyssal-pact-b1.md new file mode 100644 index 000000000..ec8d360aa --- /dev/null +++ b/compendium/spells/rituals/abyssal-pact-b1.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/b1 +- ritual/1 +- trait/conjuration +- trait/uncommon +aliases: ["Abyssal Pact"] +--- +# Abyssal Pact *Ritual 1* +[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Primary Checks** [Religion](compendium/skills.md#Religion) (expert; you must be a demon) + +You call in a favor from another demon whose level is no more than double _Abyssal pact's_ spell level, two demons whose levels are each at least 2 less than double the spell level, or three demons whose levels are each at least 3 less than double the spell level. + +> [!success-degree] +> - **Critical Success** You conjure the demon or demons. They are eager to pursue the task, so they don't ask for a favor. +> - **Success** You conjure the demon or demons. They are not eager to pursue the task, so they require a favor in return. +> - **Failure** You don't conjure any demons. +> - **Critical Failure** The demon or demons are angry that you disturbed them. They appear before you, but they immediately attack you. + +*Source: Bestiary p. 347* \ No newline at end of file diff --git a/compendium/spells/rituals/angelic-messenger-b1.md b/compendium/spells/rituals/angelic-messenger-b1.md new file mode 100644 index 000000000..9f8cdd6b6 --- /dev/null +++ b/compendium/spells/rituals/angelic-messenger-b1.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/b1 +- ritual/1 +- trait/conjuration +- trait/uncommon +aliases: ["Angelic Messenger"] +--- +# Angelic Messenger *Ritual 1* +[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Primary Checks** [Religion](compendium/skills.md#Religion) (expert; you must be a angel) + +You transport yourself to either a celestial plane or a world on the Material Plane where worshippers of your patron can be found. You must be of no higher level than double _angelic messenger's_ spell level. + +> [!success-degree] +> - **Critical Success** As success, but if you've never visited that plane or world before, you appear right in front of the message's intended recipient. +> - **Success** You arrive on the target plane or world at the last location you visited on that plane or world, or to a random location within 10d10 miles of your message's intended recipient if you've never visited that plane or world before. +> - **Failure** You don't travel. +> - **Critical Failure** You accidentally travel to the wrong plane, possibly a dangerous plane. + +*Source: Bestiary p. 348* \ No newline at end of file diff --git a/compendium/spells/rituals/anima-invocation-modified-aoa6.md b/compendium/spells/rituals/anima-invocation-modified-aoa6.md new file mode 100644 index 000000000..e07853996 --- /dev/null +++ b/compendium/spells/rituals/anima-invocation-modified-aoa6.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/aoa6 +- ritual/10 +- trait/abjuration +- trait/rare +aliases: ["Anima Invocation (Modified)"] +--- +# Anima Invocation (Modified) *Ritual 10* +[abjuration](rules/traits/abjuration.md) [rare](rules/traits/rare.md) + +- **Cast** 1 hour +- **Secondary Casters** 4 +- **Primary Checks** [Occultism](compendium/skills.md#Occultism) (legendary) +- **Secondary Checks** [Arcana](compendium/skills.md#Arcana), [Religion](compendium/skills.md#Religion) +- **Range**10 miles +- **Targets**primary and secondary casters + +The exact effects of the unmodified _Anima Invocation_ are not necessary for this Adventure Path—what's presented here is the modified version of the ritual. + +When casting the modified version of the _Anima Invocation_, it instead draws upon the latent spiritual energies of sapient creatures within range of the spell without requiring their deaths, then uses this energy to bolster the connection between body and soul among all of the ritual's casters. This shift from an offensive effect to a defensive one results in a much less dangerous spell that helps to protect against [Dahak](compendium/setting/deities/dahak-logm.md). + +> [!success-degree] +> - **Critical Success** You gain full access to your own potential for 1 day. You gain resistance 10 to all damage and a +4 status bonus to saves against effects created by evil creatures. Your [Strikes](rules/actions/strike.md) gain the effects of the [ghost touch](compendium/equipment/items/ghost-touch.md) rune and deal an additional `1d10` good damage. You are immune to the soul-draining effect within Alseta's Landing. +> - **Success** You tap into your own potential for 1 day. You gain resistance 5 to all damage and a +2 status bonus to saves against effects created by evil creatures. Your [Strikes](rules/actions/strike.md) gain the effects of the [ghost touch](compendium/equipment/items/ghost-touch.md) rune and deal an additional 1 good damage. You are immune to the soul-draining effect within Alseta's Landing. +> - **Failure** You are unable to tap into your own spiritual essence, but you still gain immunity to the souldraining effect within Alseta's Landing. +> - **Critical Failure** You botch the ritual, damaging your own spiritual essence. You gain [doomed](rules/conditions.md#Doomed) or increase your [doomed](rules/conditions.md#Doomed) condition by 1 if you're already [doomed](rules/conditions.md#Doomed). This [doomed](rules/conditions.md#Doomed) value decreases by 1 every week. This is a [curse](rules/traits/curse.md) effect. + +*Source: Age of Ashes #6: Broken Promises p. 75* \ No newline at end of file diff --git a/compendium/spells/rituals/arcane-weaving-sot1.md b/compendium/spells/rituals/arcane-weaving-sot1.md new file mode 100644 index 000000000..4cf8660d6 --- /dev/null +++ b/compendium/spells/rituals/arcane-weaving-sot1.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/sot1 +- ritual/3 +- trait/divination +- trait/uncommon +aliases: ["Arcane Weaving"] +--- +# Arcane Weaving *Ritual 3* +[divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** rare silks worth a total value of 20 gp × the spell level +- **Secondary Casters** 1 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (expert) +- **Secondary Checks** [Arcana](compendium/skills.md#Arcana), [Crafting](compendium/skills.md#Crafting), or [Occultism](compendium/skills.md#Occultism) + +You and the secondary casters weave together spells (and, if anadis, silk) in a complex ritual that combines magical learning with art, allowing all the participants to share spells they know with one another. + +> [!success-degree] +> - **Success** You or any secondary caster can swap any spell in your spell repertoire for a spell in the spell repertoire of any other participant. This spell can't be a higher level than the ritual's level. +> - **Failure** None of the participants can swap spells. +> - **Critical Failure** As failure, and all participants are [stupefied](rules/conditions.md#Stupefied) for 24 hours and can't reduce their [stupefied](rules/conditions.md#Stupefied) condition below 1 for 24 hours. + +*Source: Strength of Thousands #1: Kindled Magic p. 79* \ No newline at end of file diff --git a/compendium/spells/rituals/asmodean-wager-som.md b/compendium/spells/rituals/asmodean-wager-som.md new file mode 100644 index 000000000..1b602fd98 --- /dev/null +++ b/compendium/spells/rituals/asmodean-wager-som.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/som +- ritual/6 +- trait/divination +- trait/linguistic +- trait/rare +aliases: ["Asmodean Wager"] +--- +# Asmodean Wager *Ritual 6* +[divination](rules/traits/divination.md) [linguistic](rules/traits/linguistic.md) [rare](rules/traits/rare.md) + +- **Cast** 1 hour +- **Cost** parchment, ink, and an item of value from each bettor worth at least 50 gp +- **Secondary Casters** 1 to 9 +- **Primary Checks** [Occultism](compendium/skills.md#Occultism) (expert) +- **Secondary Checks** [Society](compendium/skills.md#Society) + +You facilitate a magically binding agreement between yourself and one or more additional secondary casters, wherein each participant (hereafter referred to as the bettors) stakes something of value on the outcome of an event that has yet to be determined. The nature of the event is up to the bettors: a test of skill, a game of chance, or even something occurring in the distant future. While named for [Asmodeus](compendium/setting/deities/asmodeus.md) and invented by those with a diabolical bent, the ritual has no particular connection to Hell and instead relies on the occult connections between the bettors. The stakes can be either of the following: + +- A promise or possession. The losers of the bet are placed under the effects of a 9th-level geas ritual to uphold the promise or turn over a single item they own, as stated at the time of the spell's casting. Once ownership has been transferred or the promise fulfilled, nothing prevents the bettors from trying to reclaim a former possession. +- The bettors' life. As soon as the outcome has been decided, the losers die instantly with no saving throw; this is a [death](rules/traits/death.md) effect. The next time the winner would die, they instead remain alive and [unconscious](rules/conditions.md#Unconscious) at 0 Hit Points with a [dying](rules/conditions.md#Dying) condition 1 lower than would kill them. Until this protection has been exhausted, the loser of the bet can't be returned to life through any means, even powerful magic such as wish. A creature already in possession of an additional life as a result of winning an Asmodean wager can't enter into a new wager with a life as collateral + +If any participant knowingly and willingly makes any attempt to cheat at or avoid fulfilling the terms of the wager, the spell automatically determines them the loser and resolves accordingly. The spell doesn't function if any participant is acting against their will or being mentally [controlled](rules/conditions.md#Controlled) or coerced by any means, or if any participant is immune to or otherwise unaffected by their wager (such as if a construct, undead, or other creature immune to [death](rules/traits/death.md) effects tried to bet its life). At the GM's discretion, if it ever becomes permanently impossible for the bet's outcome to be determined, the spell ends without any further result. + +> [!success-degree] +> - **Success** The ritual is successful. +> - **Failure** The ritual has no effect. +> - **Critical Failure** The wording of the ritual is imperfect and subverts the bet, causing all bettors to be considered losers regardless of the actual result of the wager. + +*Source: Secrets of Magic p. 147* \ No newline at end of file diff --git a/compendium/spells/rituals/astral-projection-apg.md b/compendium/spells/rituals/astral-projection-apg.md new file mode 100644 index 000000000..2a8dd6930 --- /dev/null +++ b/compendium/spells/rituals/astral-projection-apg.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/apg +- ritual/5 +- trait/divination +- trait/uncommon +aliases: ["Astral Projection"] +--- +# Astral Projection *Ritual 5* +[divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 hour +- **Cost** one jacinth worth a total value of the target's level (minimum 1) × 5 gp, for each target +- **Secondary Casters** 2 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (master) +- **Secondary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (whichever isn't used for the primary check), [Survival](compendium/skills.md#Survival) +- **Range**touch +- **Targets**yourself and up to 5 willing creatures + +You project the targets' spiritual essences into the Astral Plane, leaving their inanimate physical forms behind. These astral forms can be used to explore the Astral Plane indefinitely, while the targets' bodies remain safely in stasis on the plane where the ritual was cast (where they remain unconscious and can't be awoken normally). The casters must be in physical contact with one another in a circle for the duration of the casting, and all targets must be selected from these casters. + +A target's astral form is a duplicate of the target and everything they're carrying; anything that happens to a duplicate item happens to the original as well. For instance, if you use, spend, destroy, lose, or give away an item's duplicate, the original vanishes from your possession. For the duration of the ritual, any of the targets can spend a single action to Dismiss their astral form and immediately return to their physical body. As the primary caster, when you Dismiss your astral form, you can also Dismiss all the other targets' astral forms as part of the same action, returning all targets to their physical forms simultaneously. While in the Astral Plane, the other targets are unable to navigate without you, and if they become separated from you, they must wait for your return or Dismiss their own astral forms. When the ritual ends, the targets' astral forms vanish. + +A target's astral form and corresponding physical form are linked by an incorporeal silver cord, which is visible only in the Astral Plane. This nearly unbreakable cord serves as a conduit and safety line; if it is severed, the target's astral and physical forms are both immediately slain. If the ritual is interrupted by an external force, such as [dispel magic](compendium/spells/dispel-magic.md) being cast on a target's physical or astral form, the target is immediately and harmlessly returned to their physical body. If a target's astral form is slain, the silver cord immediately rips them back to their physical body; the strain requires them to attempt a Fortitude save with the same DC as the ritual's primary check. On a failure, the creature dies; on a success, they become [clumsy](rules/conditions.md#Clumsy), [drained](rules/conditions.md#Drained), [doomed](rules/conditions.md#Doomed), and [enfeebled](rules/conditions.md#Enfeebled) for 1 week; these conditions can't be removed or reduced by any means until the week has passed. A target's physical body remains in suspended animation for the duration of the ritual, but if it is destroyed, they die and their astral form also vanishes. + +This ritual only projects a portion of the targets' consciousnesses onto the Astral Plane. To travel physically to the Astral Plane (to reach the Outer Planes, for example) requires spells such as [plane shift](compendium/spells/plane-shift.md). + +> [!success-degree] +> - **Critical Success** All targets are able to navigate independently in the Astral Plane. Each target's silver cord is stronger than usual, providing them a +4 circumstance bonus to their Fortitude save to avoid dying if their astral form dies. +> - **Success** You successfully project the targets. +> - **Failure** You fail to project the targets. +> - **Critical Failure** The process of separating the targets' spirits from their bodies is complicated, and something goes catastrophically wrong. All casters become [doomed](rules/conditions.md#Doomed), are immediately reduced to 0 Hit Points, and begin dying. + +*Source: Advanced Player's Guide p. 240* \ No newline at end of file diff --git a/compendium/spells/rituals/awaken-object-som.md b/compendium/spells/rituals/awaken-object-som.md new file mode 100644 index 000000000..93cf4a388 --- /dev/null +++ b/compendium/spells/rituals/awaken-object-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/som +- ritual/6 +- trait/divination +- trait/mental +- trait/uncommon +aliases: ["Awaken Object"] +--- +# Awaken Object *Ritual 6* +[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** crushed gems and spices worth 250 gp +- **Secondary Casters** 2 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) (expert) or [Occultism](compendium/skills.md#Occultism) (expert) +- **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (whichever isn't used for the primary check) +- **Targets**1 non-magical inanimate object + +You imbue a single Small or smaller object with rudimentary awareness and consciousness, and it gains mental ability modifiers depending on the results of the ritual. It gains the ability to see and hear, and the ability to understand (but not speak) a single language that you know. It's [indifferent](rules/conditions.md#Indifferent) to you and all living creatures. In all other respects, it's an ordinary object of its type. An awakened object that gains the [broken](rules/conditions.md#Broken) condition is rendered insensate until Repaired above its [Broken](rules/conditions.md#Broken) Threshold. + +Magical objects and constructs can't be awakened, nor can most spell or magic item abilities be added to an awakened object later (the process to do so is much more complicated than a ritual and essentially creates an intelligent magic. + +*Source: Secrets of Magic p. 147* \ No newline at end of file diff --git a/compendium/spells/rituals/awaken-portal-av1.md b/compendium/spells/rituals/awaken-portal-av1.md new file mode 100644 index 000000000..6586fb895 --- /dev/null +++ b/compendium/spells/rituals/awaken-portal-av1.md @@ -0,0 +1,42 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/av1 +- ritual/3 +- trait/conjuration +- trait/rare +aliases: ["Awaken Portal"] +--- +# Awaken Portal *Ritual 3* +[conjuration](rules/traits/conjuration.md) [rare](rules/traits/rare.md) + +- **Cast** 1 hour +- **Secondary Casters** up to 5 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (trained) +- **Secondary Checks** [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism) (whichever is used for the primary check) +- **Range**10 feet +- **Targets**1 portal + +You attempt to reactivate a dormant gate, portal, or [teleportation circle](compendium/spells/rituals/teleportation-circle-apg.md) by infusing it with magical energies. This ritual must be successfully performed twice, once at each location the portal connects. While the teleportation circles and portals found in the Abomination Vaults require no additional cost to awaken, other portals might require rare items or specific materials as a cost for this ritual at the GM's discretion—some portals might even be so powerful that this ritual cannot awaken them at all. + +The DC required to successfully awaken a portal varies based on the strength and distance between its end points. For the portals found in the Abomination Vaults Adventure Path, the DC varies according to the dungeon level on which it is located. Use the [DCs by Spell Level section of Table 10–5](rules/tables/dcs-by-level.md) to determine the DC for a portal, using the dungeon level in place of spell level. Thus, activating the portal on the first level of the Abomination Vaults requires a successful DC 15 check, while activating the portal on the fourth level requires a successful DC 23 check. + +> [!success-degree] +> - **Critical Success** You awaken the portal. If its other side is awakened, the portal can be used normally and won't deactivate naturally. If its other side is not awakened, this side remains awakened for 1 year, possibly allowing you enough time to find and awaken the connecting portal. +> - **Success** As critical success, but if the portal's other side is not awakened, this side remains awakened for only 1d6 days before it fades and falls dormant again. +> - **Failure** You fail to activate the portal, and magical backlash leaves you [stupefied](rules/conditions.md#Stupefied) for 24 hours. +> - **Critical Failure** As failure, but in addition, a hostile creature is drawn through the portal and immediately attacks anyone present. The creature drawn through the portal varies, according to the portal's nature; in the Abomination Vaults, the creature conjured depends on the dungeon level where the ritual was attempted, as listed below. + +- **First Level** vampiric mist +- **Second Level** scalathrax +- **Third Level** gibbering mouther +- **Fourth Level** will-o'-wisp +- **Fifth Level** soul eater +- **Sixth Level** voidglutton +- **Seventh Level** dread wraith +- **Eighth Level** ghost mage +- **Ninth Level** gosreg +- **Tenth Level** shining child + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 79* \ No newline at end of file diff --git a/compendium/spells/rituals/bathe-in-blood-som.md b/compendium/spells/rituals/bathe-in-blood-som.md new file mode 100644 index 000000000..4776139ab --- /dev/null +++ b/compendium/spells/rituals/bathe-in-blood-som.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/som +- ritual/8 +- trait/necromancy +- trait/rare +aliases: ["Bathe In Blood"] +--- +# Bathe In Blood *Ritual 8* +[necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Cast** 1 day +- **Cost** alchemical herbs and components worth a total of 1,000 gp × the target's level +- **Secondary Casters** 2 +- **Primary Checks** [Occultism](compendium/skills.md#Occultism) (expert) +- **Secondary Checks** [Religion](compendium/skills.md#Religion), [Society](compendium/skills.md#Society) +- **Range**20 feet +- **Targets**1 living creature of a level no greater than double the bathe in blood ritual's level + +This is an old ritual, illegal in nearly every corner of Golarion, but never quite exterminated. You bathe in the freshly spilled blood of your people, whose lives and years you steal in the process. + +This ritual requires that you submerge yourself in a bath of alchemically treated blood, attended by silent servants. + +The blood must come from the same ancestry as your own, and must have been spilled within the last 6 hours; a spell such as [gentle repose](compendium/spells/gentle-repose.md) can extend this time, but using such preserved blood applies a –4 circumstance penalty to the primary and secondary checks. If you're [Medium](rules/traits/medium-b1.md), you require 30 gallons of blood to immerse yourself, and a typical [Medium](rules/traits/medium-b1.md) creature holds about 1-1/2 gallons of blood in its body. This ritual doesn't strictly require that the blood donors be killed and drained dry, but the logistical challenges of gathering enough blood without murder are beyond all but the most well-resourced casters. + +Each time you enact this ritual, regardless of its success or failure, you take a penalty to the primary check for all subsequent castings. This penalty starts at –1 and increases by –1 during each casting (so if you were casting this ritual on yourself for the fifth time, you would take a –4 penalty on your [Occultism](compendium/skills.md#Occultism) check). + +> [!success-degree] +> - **Critical Success** You emerge rejuvenated and revived. You become up to 40 years younger, returning to the prime of youth and life. If you're already at your desired age, your aging instead stops for the next 40 years. While remaining recognizably yourself, you also become preternaturally attractive, gaining a +1 circumstance bonus to [Make an Impression](rules/actions/make-an-impression.md). +> - **Success** You become 20 years younger or pause your aging for 20 years. +> - **Failure** The ritual has no effect. +> - **Critical Failure** You die. Casters killed this way frequently return as undead, often as ghosts or vampires. + +*Source: Secrets of Magic p. 148* \ No newline at end of file diff --git a/compendium/spells/rituals/clone-apg.md b/compendium/spells/rituals/clone-apg.md new file mode 100644 index 000000000..78ad3659d --- /dev/null +++ b/compendium/spells/rituals/clone-apg.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/apg +- ritual/9 +- trait/necromancy +- trait/rare +aliases: ["Clone"] +--- +# Clone *Ritual 9* +[necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Cast** 7 days +- **Cost** rare laboratory supplies and reagents worth the target's level (minimum 1) × 100 gp +- **Secondary Casters** 3 +- **Primary Checks** [Crafting](compendium/skills.md#Crafting) (legendary) +- **Secondary Checks** [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism), [Medicine](compendium/skills.md#Medicine) +- **Targets**1 living creature up to 20th level + +You remove 1 cubic inch of flesh from the target, who must be present throughout the ritual and can be one of the casters. You then use that flesh to grow a duplicate of the target's physical form that will house the target's soul upon death. This duplicate is physically identical to the original creature. + +In order to perform the ritual, you need an expanded alchemist's lab or a superior set of equipment. Once the ritual is successfully completed, the duplicate grows within the laboratory equipment for `2d4` months. While direct involvement isn't required during this period of growth, you must prevent any interference or interruption or the ritual fails. When the duplicate is complete, the original creature's soul enters it as soon as their original body dies, or immediately if the creature died during the intervening months, as long as the soul is free and willing. If [Pharasma](compendium/setting/deities/pharasma.md) has decided that the target's time has come or the target's soul is trapped or doesn't wish to return, the duplicate remains empty until the impediment is removed. While unoccupied, the inert duplicate must be preserved in suitable alchemical equipment to prevent it from rotting. + +> [!success-degree] +> - **Critical Success** The cloning process is successful. When the soul occupies the completed clone, it is [clumsy](rules/conditions.md#Clumsy), [drained](rules/conditions.md#Drained), [doomed](rules/conditions.md#Doomed), and [enfeebled](rules/conditions.md#Enfeebled) for 1 week; these conditions can't be removed or reduced by any means until the week has passed. +> - **Success** As critical success, but each condition value is 2. +> - **Failure** You fail to form the clone. +> - **Critical Failure** The clone appears to be successful, but something went horribly wrong. Once it grows to its full size, it can't hold the target's soul and instead houses a malevolent intelligence or an invasive creature such as an invidiak demon. + +*Source: Advanced Player's Guide p. 240* \ No newline at end of file diff --git a/compendium/spells/rituals/community-repair-sot2.md b/compendium/spells/rituals/community-repair-sot2.md new file mode 100644 index 000000000..0c02d4fe4 --- /dev/null +++ b/compendium/spells/rituals/community-repair-sot2.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/sot2 +- ritual/4 +- trait/emotion +- trait/rare +- trait/transmutation +aliases: ["Community Repair"] +--- +# Community Repair *Ritual 4* +[emotion](rules/traits/emotion.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Cast** 1 day +- **Cost** rare powdered pigments in at least three different colors, worth a total of 50 gp +- **Secondary Casters** 4 or more +- **Primary Checks** [Performance](compendium/skills.md#Performance) (expert) +- **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Performance](compendium/skills.md#Performance), [Society](compendium/skills.md#Society) +- **Range**10 feet +- **Targets**1 damaged or [broken](rules/conditions.md#Broken) public work no larger than 3,000 cubic feet (the size of a [Huge](rules/traits/huge-b1.md) creature) + +You lead your community in repairing a public work, such as a bridge, well, or mural, through the power of memory and art. The primary caster serves as an emcee or leader, while each secondary caster provides a heartfelt anecdote that somehow involves the public work; for instance, recounting a story of playing at a fountain each summer. The anecdotes don't need to be firsthand accounts—a community member might sing of how their grandparents fell in love crossing a bridge every day—but they must be directly connected in some way. The GM can offer a +1 circumstance bonus to the secondary caster whose anecdote seems most moving. + +If the public work was destroyed intentionally by one of the casters, the ritual automatically critically fails. + +> [!success-degree] +> - **Critical Success** The public work is restored to its prior construction, and it takes on further qualities, encouraged by the thoughts of the community. For the next week, while a caster is within 60 feet of the site of the ritual, they receive a +1 status bonus to Will saves against [emotion](rules/traits/emotion.md) effects and a +10-foot status bonus to their Speeds. +> - **Success** The public work is restored to its prior construction and function. +> - **Failure** The ritual has no effect. +> - **Critical Failure** The public work refuses to repair itself, and the memories of the community members are soured in response to the botched ritual. For the next week, while a caster is within 60 feet of the site of the ritual, they cannot receive any benefit from beneficial [emotion](rules/traits/emotion.md) effects, and they take a –10-foot status penalty to their Speeds as their movement slows to a morose crawl. + +*Source: Strength of Thousands #2: Spoken on the Song Wind p. 75* \ No newline at end of file diff --git a/compendium/spells/rituals/concealments-curtain-som.md b/compendium/spells/rituals/concealments-curtain-som.md new file mode 100644 index 000000000..8a371e40e --- /dev/null +++ b/compendium/spells/rituals/concealments-curtain-som.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/som +- ritual/4 +- trait/curse +- trait/divination +- trait/mental +- trait/uncommon +aliases: ["Concealment's Curtain"] +--- +# Concealment's Curtain *Ritual 4* +[curse](rules/traits/curse.md) [divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 6 days +- **Cost** an ornate mirror worth at least 100 gp, naturally occurring round fruit the size and number of the target's eyes, and the same amount of flawless silver needles worth at least 1 gp each +- **Secondary Casters** 3 +- **Primary Checks** [Occultism](compendium/skills.md#Occultism) +- **Secondary Checks** [Arcana](compendium/skills.md#Arcana), [Deception](compendium/skills.md#Deception), [Stealth](compendium/skills.md#Stealth) +- **Range**planetary +- **Targets**1 living creature + +At twilight for 5 days, you line the fruit in front of the mirror, chanting the name of the target, and envisioning its eyes in your mind. At exactly midnight on the last day, you drive the pins through the fruits, miming the action of methodically blinding the target to you and your companions. The target is immediately affected and can't visually detect any of the casters involved in the ritual—provided that the ritual was successful, the target is unaware of the effects. Since the ritual affects the target's ability to see the casters, rather than make the casters [invisible](rules/conditions.md#Invisible), effects like true seeing are ineffective against concealment's curtain; instead, the target would need to remove the curse with effects like remove curse. + +To perform this ritual, you must have been within 5 feet of the target at least once, close enough to get a good look at its eyes. The target is temporarily immune to further castings of concealment's curtain for 1 year. + +> [!success-degree] +> - **Critical Success** The target is unable to visually detect the casters for the duration, and the target's detection spells don't detect the targets. +> - **Success** The target is unable to visually detect the casters for the duration, but it's detection spells function normally. +> - **Failure** The ritual has no effect. +> - **Critical Failure** The ritual backfires and all casters participating in it are [blinded](rules/conditions.md#Blinded) for the next 24 hours. + +*Source: Secrets of Magic p. 148* \ No newline at end of file diff --git a/compendium/spells/rituals/construct-mindscape-da.md b/compendium/spells/rituals/construct-mindscape-da.md new file mode 100644 index 000000000..02e7d9c2c --- /dev/null +++ b/compendium/spells/rituals/construct-mindscape-da.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/da +- ritual/5 +- trait/illusion +- trait/rare +aliases: ["Construct Mindscape"] +--- +# Construct Mindscape *Ritual 5* +[illusion](rules/traits/illusion.md) [rare](rules/traits/rare.md) + +- **Cast** 1 day +- **Cost** precious clay, wood, or other modeling materials worth spell level × 20 gp +- **Secondary Casters** 4 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (master) +- **Secondary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism), [Crafting](compendium/skills.md#Crafting) + +You create an entirely mental environment called an immersive mindscape. It can have any appearance you and the secondary casters imagine and hold in your minds as you execute the ritual. A mindscape is typically veiled, disguising its nature as a mental construct, but you can choose to make it overt. Even a veiled mindscape has some signs it's not a real place that can be revealed through close inspection or by spending a long time there. Most mindscapes are incapable of physically harming those inside. Even though the mindscape you create is limited in dimension, it appears to have a convincing environment around it, such as a sky and clouds. + +> [!success-degree] +> - **Critical Success** You create a mindscape approximately a half-mile in length and width, and 50 feet in height (large enough to contain a typical village). The GM might allow you to make it larger if it has little detail, such as a grassy plain. You and any secondary casters of your choice can enter it and you can leave a doorway that you and any creatures you designate can pass through. +> - **Success** As critical success, but the mindscape is approximately 25 feet in length, width, and height (like a modest house). +> - **Failure** You can't hold the image together and it falls apart. +> - **Critical Failure** Your secret desires horribly warp the mindscape into a distorted mirror of what you intended. + +**Heightened (6th)** The duration is 1 week. + +**Heightened (9th)** The duration is 1 year, and the area on a critical success is 1 mile in length and width. + +**Heightened (10th)** The duration is unlimited, and the area on a critical success is 1 mile in length and width. The cost increases to 2,000 gp. + +*Source: Dark Archive p. 199* \ No newline at end of file diff --git a/compendium/spells/rituals/create-demiplane-apg.md b/compendium/spells/rituals/create-demiplane-apg.md new file mode 100644 index 000000000..219054344 --- /dev/null +++ b/compendium/spells/rituals/create-demiplane-apg.md @@ -0,0 +1,48 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/apg +- ritual/8 +- trait/conjuration +- trait/rare +- trait/teleportation +aliases: ["Create Demiplane"] +--- +# Create Demiplane *Ritual 8* +[conjuration](rules/traits/conjuration.md) [rare](rules/traits/rare.md) [teleportation](rules/traits/teleportation.md) + +- **Cast** 9 days +- **Cost** precious materials worth a total value of 800 gp +- **Secondary Casters** 3 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), [Religion](compendium/skills.md#Religion) (legendary) +- **Secondary Checks** [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), [Religion](compendium/skills.md#Religion) (whichever three aren't used for the primary check) +- **Targets**Up to seven willing creatures of 14th level or lower + +Few incantations are as renowned as the power to create worlds. To cast this ritual, you must be on the Astral Plane, the Ethereal Plane, or a plane that connects to one of the two. + +A demiplane created with this ritual exists on the Astral or Ethereal Plane. It can have the appearance of any mundane environment or structure, such as a glorious cathedral, a clearing in a forest, a comfortably furnished cavern, or anything else one can imagine. All demiplanes have finite, unbreachable boundaries, which might resemble stone, wood, or something more unnatural, such as a wall of mist or unceasing void. + +Demiplanes have environmental conditions as appropriate for the Material Plane, though the primary caster can dictate a general climate or light level, as well as whether the demiplane experiences seasons or a day-night cycle. The demiplane has no native plants or animals, but they can be introduced, and plants will grow in a demiplane's light. + +When you first cast _create demiplane_, the casters are teleported to the demiplane. The demiplane has no direct access to other worlds, so [plane shift](compendium/spells/plane-shift.md) or similar abilities are necessary to access it. As part of casting the ritual to create a new demiplane, you create a key to the demiplane which serves as a plane shift tuning fork for that demiplane. Most resemble ornate keys, but some take the forms of maps, compasses, or dowsing rods. + +If you have the original key to an existing demiplane and are on that demiplane, you can instead use this ritual to either expand the demiplane or add special traits or features described below. + +- **Alignment** The demiplane gains one alignment trait, such as [lawful](rules/traits/lawful.md) or [good](rules/traits/good.md). +- **Bounteous** The demiplane has a functional ecosystem, with plants and animals appropriate to the environment. This ecosystem doesn't require any additional effort on your part to maintain. +- **Elemental** The demiplane gains the [air](rules/traits/air.md), [earth](rules/traits/earth.md), [fire](rules/traits/fire.md), or [water](rules/traits/water.md) planar essence trait. +- **Gravity** The demiplane gains a gravity trait of your choice. +- **Key** You create an additional key that can be used to access the demiplane with [plane shift](compendium/spells/plane-shift.md) and improve it with [create demiplane](compendium/spells/rituals/create-demiplane-apg.md). +- **Portal** You create a permanent gateway between the demiplane and a single other location. You must spend the ritual's casting time constructing the gateway on the external side, which typically resembles an arch or doorway of some sort. The gate is always active, but it can be secured as you would any door. +- **Scope** The demiplane can be [unbounded](rules/traits/unbounded-gmg.md) instead of [finite](rules/traits/finite-gmg.md), though still with the same size. + +> [!success-degree] +> - **Critical Success** You create a new demiplane whose area consists of two contiguous squares, each 100 feet on a side. The ceiling is 20 feet high. If modifying an existing demiplane, you can instead either add this area to the demiplane's size or add two special traits or features. +> - **Success** As critical success, but the demiplane's area is a single square, 100 feet on a side and a ceiling 20 feet high. If modifying an existing demiplane, you can add one special trait or feature. +> - **Failure** The ritual has no effect. +> - **Critical Failure** Something goes horribly wrong, and all casters are teleported to an unknown but likely hostile plane. + +**Heightened (10th)** The ritual creates a square area 1,000 feet on a side, with a ceiling 20 feet high (two contiguous areas of this size on a critical success). The cost of the ritual increases to 20,000 gp. + +*Source: Advanced Player's Guide p. 241* \ No newline at end of file diff --git a/compendium/spells/rituals/daemonic-pact-b2.md b/compendium/spells/rituals/daemonic-pact-b2.md new file mode 100644 index 000000000..bcf279ee0 --- /dev/null +++ b/compendium/spells/rituals/daemonic-pact-b2.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/b2 +- ritual/1 +- trait/conjuration +- trait/uncommon +aliases: ["Daemonic Pact"] +--- +# Daemonic Pact *Ritual 1* +[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Primary Checks** [Religion](compendium/skills.md#Religion) (expert; you must be a demon or urdefhan) + +You call upon the powers of Abaddon to grant you the assistance of a daemon. You call upon a daemon whose level can be no more than double _daemonic pact's_ spell level, two daemons whose levels are each at least 2 less than double the spell level, or three daemons whose levels are each at least 3 less than double the spell level. + +> [!success-degree] +> - **Critical Success** You conjure the daemon or daemons, and they require nothing in return for their service. +> - **Success** You conjure the daemon or daemons, who serve you willingly, but require a sacrifice in the form of spilled blood (either another creature's or your own). +> - **Failure** You don't conjure any daemons. +> - **Critical Failure** You don't conjure any daemons, and the self-sacrifice required to perform the ritual leaves you [drained](rules/conditions.md#Drained) (or [drained](rules/conditions.md#Drained) if the spell level is 5 or higher). + +*Source: Bestiary 2 p. 311* \ No newline at end of file diff --git a/compendium/spells/rituals/div-pact-b3.md b/compendium/spells/rituals/div-pact-b3.md new file mode 100644 index 000000000..1aefc66fe --- /dev/null +++ b/compendium/spells/rituals/div-pact-b3.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/b3 +- ritual/1 +- trait/conjuration +- trait/uncommon +aliases: ["Div Pact"] +--- +# Div Pact *Ritual 1* +[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Primary Checks** [Religion](compendium/skills.md#Religion) (expert; you must be a div) + +You call upon the powers of Abaddon to grant you the assistance of a div. You call upon a div whose level can be no more than double _div pact's_ spell level, two divs whose levels are each at least 2 less than double the spell level, or three divs whose levels are each at least 3 less than double the spell level. + +> [!success-degree] +> - **Critical Success** You conjure the div or divs, and they require nothing in return for their service. +> - **Success** You conjure the div or divs. They are not eager to pursue the task, so they require a favor in return. +> - **Failure** You don't conjure any divs. +> - **Critical Failure** You don't conjure any divs, and they send a spiritual backlash that denies your use of any of your innate divine spells for 24 hours. If you are under the effect of any of your innate divine spells, the durations end. + +*Source: Bestiary 3 p. 311* \ No newline at end of file diff --git a/compendium/spells/rituals/dread-ambience-som.md b/compendium/spells/rituals/dread-ambience-som.md new file mode 100644 index 000000000..2b257120e --- /dev/null +++ b/compendium/spells/rituals/dread-ambience-som.md @@ -0,0 +1,42 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/som +- ritual/5 +- ritual/area/misc +- trait/consecration +- trait/emotion +- trait/enchantment +- trait/fear +- trait/mental +- trait/uncommon +aliases: ["Dread Ambience"] +--- +# Dread Ambience *Ritual 5* +[consecration](rules/traits/consecration.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 2 days +- **Cost** candles, specialty salts, and rare herbs worth 80 gp total +- **Secondary Casters** 1 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (expert) +- **Secondary Checks** [Deception](compendium/skills.md#Deception) +- **Area**1 square mile + +In some places, it always feels like something is observing you, as if the very land doesn't want you there. [Hostile](rules/conditions.md#Hostile) creatures skitter about in the underbrush. Tendrils of mist try to lead you stray. Even the scent of the place is unwelcoming. Sometimes, this eerie atmosphere is a natural occurrence. Other times, it's the result of the dread ambience ritual. + +To create this unwelcoming, intimidating aura, you must prepare the area with salts and herbs, traveling the entire edge of the area throughout the casting. + +After you complete your ritual, anyone who enters the area receives a status penalty to saving throws against [fear](rules/traits/fear.md) effects within the dread ambience. + +> [!success-degree] +> - **Critical Success** The sense of dread is particularly powerful. Every creature in an area takes a –2 status penalty to saving throws against [fear](rules/traits/fear.md) effects. +> - **Success** The dread ambience succeeds. Every creature in the area takes a –1 status penalty to saving throws against [fear](rules/traits/fear.md) effects. +> - **Failure** The dread ambience fails. +> - **Critical Failure** The dread ambience fails, and the casters take a –1 status penalty to all Will saves for the next week. + +**Heightened (7th)** The dread ambience costs 750 gp and remains in place for 10 years. + +**Heightened (9th)** The dread ambience costs 5,000 gp and remains in place for an unlimited duration. + +*Source: Secrets of Magic p. 149* \ No newline at end of file diff --git a/compendium/spells/rituals/elemental-sentinel-som.md b/compendium/spells/rituals/elemental-sentinel-som.md new file mode 100644 index 000000000..5ca08a0b4 --- /dev/null +++ b/compendium/spells/rituals/elemental-sentinel-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/som +- ritual/1 +- trait/conjuration +- trait/uncommon +aliases: ["Elemental Sentinel"] +--- +# Elemental Sentinel *Ritual 1* +[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** precious metals, rare incense, and herbs worth a total value of 15 gp per spell level +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) (expert) or [Occultism](compendium/skills.md#Occultism) (expert) +- **Targets**1 object + +You place a tiny elemental wisp within a single object, usually a mirror, statue, or other mundane-looking item, to serve as an alarm. Shattering or otherwise destroying the object frees the wisp and ends the ritual's effect even if the object is magically restored. + +> [!success-degree] +> - **Critical Success** The elemental wisps inhabits the object and willingly serves you to the best of its ability. The wisp becomes aware of the target object's surroundings and can telepathically contact you with a range of 500 feet. It reports to you about intruders or other changes to the room in which it's located. You must tell the wisp what the criteria for the reports will be—for instance, when anyone not openly wearing a certain symbol enters the room or when an item is removed. The wisp has a +5 [Perception](compendium/skills.md#Perception) modifier and observes the room using normal vision, normal hearing, and touch. +> - **Success** As critical success, but the range of the telepathy is 100 feet and the wisp's [Perception](compendium/skills.md#Perception) modifier is +3. +> - **Failure** You're unable to harness the spirit. The ritual fails. +> - **Critical Failure** The elemental wisp is trapped in the object as with a success, but it refuses or is somehow unable to help you. The elemental might have extremely low Intelligence or simply be spiteful. Regardless, the object's reports are always misleading. + +**Heightened (4th)** The range of the telepathic link increases, allowing the wisp to contact you anywhere on the same planet. Its [Perception](compendium/skills.md#Perception) modifier increases to +10, or +12 on a critical success. + +**Heightened (6th)** As 4th level, except the wisp can see invisibility, and its [Perception](compendium/skills.md#Perception) modifier increases to +15, or +17 on a critical success. + +*Source: Secrets of Magic p. 150* \ No newline at end of file diff --git a/compendium/spells/rituals/empower-ley-line-som.md b/compendium/spells/rituals/empower-ley-line-som.md new file mode 100644 index 000000000..67927b786 --- /dev/null +++ b/compendium/spells/rituals/empower-ley-line-som.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/som +- ritual/7 +- trait/evocation +- trait/rare +aliases: ["Empower Ley Line"] +--- +# Empower Ley Line *Ritual 7* +[evocation](rules/traits/evocation.md) [rare](rules/traits/rare.md) + +- **Cast** 1 day +- **Cost** magical foci worth a total value of 50 gp × the spell level × the target's level +- **Secondary Casters** 6 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion), matching the ley line's tradition (legendary) +- **Secondary Checks** [Ley Line Lore](compendium/skills.md#Lore) or [Occultism](compendium/skills.md#Occultism) +- **Range**10 feet +- **Targets**1 ley line or ley line node up to double this ritual's level + +You draw upon surrounding magical energy to empower a ley line, enhancing both its [positive](rules/traits/positive.md) and [negative](rules/traits/negative.md) effects. + +The duration of an empowered ley line's benefits increases: when you successfully Tap a Ley Line that's empowered, you gain its benefits until the end of your next turn on a success (1 minute on a critical success) + +You take double the damage if you fail to Tap a Ley Line that's empowered and double the damage from the ley line's backlash effects (if any). If a backlash effect has a duration, that duration increases: a backlash effect that would ordinarily last until the end of your next turn now lasts for 1 minute, effects that last for 1 minute now last for 10 minutes, effects that last for 10 minutes now last for 1 hour, and effects that last for 1 hour now last for 1 day. + +> [!success-degree] +> - **Critical Success** You empower the ley line until the next turning of the season. +> - **Success** You empower the ley line for 1 week. +> - **Failure** You fail to empower the ley line. +> - **Critical Failure** All casters take damage and suffer the ley line's backlash as if they had critically failed to Tap the Ley Line. This damage and backlash is enhanced as if the ley line were successfully empowered, leading to increased damage and longer backlash effects. + +*Source: Secrets of Magic p. 216* \ No newline at end of file diff --git a/compendium/spells/rituals/establish-nexus-som.md b/compendium/spells/rituals/establish-nexus-som.md new file mode 100644 index 000000000..e34f4d0ec --- /dev/null +++ b/compendium/spells/rituals/establish-nexus-som.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/som +- ritual/5 +- trait/consecration +- trait/rare +- trait/transmutation +aliases: ["Establish Nexus"] +--- +# Establish Nexus *Ritual 5* +[consecration](rules/traits/consecration.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Cast** 1 day +- **Cost** magical foci worth 100 gp × the spell level × the node's level +- **Secondary Casters** 2 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) based on the ley line (master) +- **Secondary Checks** [Ley Line Lore](compendium/skills.md#Lore) or [Occultism](compendium/skills.md#Occultism) +- **Range**10 feet +- **Targets**1 ley line node up to double establish nexus's level + +You focus the power of the node's intersecting ley lines into a powerful confluent point known as a ley line nexus. + +The ley line nexus grows out from the node in a 20-foot radius. The ley line nexus is more open and available for access to creatures you designate. When Tapping the Ley Lines, these creatures get a degree of success one better than they rolled. + +> [!success-degree] +> - **Critical Success** The ley line nexus is established. The nexus is particularly powerful, allowing it to continually refresh its magical energy; thus, the nexus lasts for up to 100 years, unless the ley lines shift. +> - **Success** The ley line nexus is established and lasts for a year and one day, unless the ley lines shift. +> - **Failure** You fail to establish the ley line nexus. +> - **Critical Failure** All casters take damage and suffer backlash effects as if they had critically failed to Tap every Ley Line in the node simultaneously, and they can't attempt to Tap those Ley Lines for a year and one day. + +*Source: Secrets of Magic p. 217* \ No newline at end of file diff --git a/compendium/spells/rituals/fantastic-facade-apg.md b/compendium/spells/rituals/fantastic-facade-apg.md new file mode 100644 index 000000000..98a7ec798 --- /dev/null +++ b/compendium/spells/rituals/fantastic-facade-apg.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/apg +- ritual/9 +- ritual/area/circle +- trait/illusion +- trait/rare +aliases: ["Fantastic Façade"] +--- +# Fantastic Façade *Ritual 9* +[illusion](rules/traits/illusion.md) [rare](rules/traits/rare.md) + +- **Cast** 1 week +- **Cost** mystical paint, elaborate veils, and powdered minerals worth 20,000 gp total +- **Secondary Casters** 3 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (legendary) +- **Secondary Checks** [Society](compendium/skills.md#Society) or [Survival](compendium/skills.md#Survival), [Deception](compendium/skills.md#Deception), [Stealth](compendium/skills.md#Stealth) +- **Area**circle centered on you up to 1 mile in radius +- **Targets**1 settlement and its residents + +You draw a permanent series of complex illusions over the target settlement, choosing the look, sound, feel, and smell of the structures, terrain, and creatures within at the time the ritual is cast. You can alter the appearance of existing structures and creatures, and you can add illusory structures or creatures. For example, you could cause everything and everyone in the target area to appear green, create an illusory forest with a thick canopy that obscures the settlement from outside view, or make empty ruins seem inhabited and pristine. When you create the facade, you determine which illusory elements remain static (limited to basic natural movement, such as flags blowing in the breeze) and which follow a basic program (for example, a daily parade in the town square, complete with marching band). You're unable to alter the programs after you create the facade. + +You can disguise creatures as you please, with the same effects as a 3rd-level [illusory disguise](compendium/spells/illusory-disguise.md). If a creature affected by the facade leaves the area, any illusions affecting it fade after 1 day. You decide when casting the ritual whether newcomers are disguised by the illusions, and whether the disguise appears immediately or after a set period, up to 1 week. + +A creature that interacts with the target settlement in a way that would suggest or reveal the illusory nature of the facade, such as by trying to paint a building affected by the facade or climbing an illusory structure, can attempt to 0. The illusions created by the spell are harmless, so an illusory river of lava wouldn't cause damage, nor could thorns on an illusory rose bush prick someone. + +> [!success-degree] +> - **Critical Success** You create the facade as described, and you can alter the programs within your facade by spending 1 day to reprogram them. +> - **Success** You create the facade as described. +> - **Failure** Your illusions fail and the ritual has no effect. +> - **Critical Failure** Your ritual produces unexpected and uncontrolled illusions different from what you had planned, such as unexpected and slowly shifting colors across the buildings, unpleasant smells, and creatures appearing as skeletons. These effects fade after 1 month. + +**Heightened (10th)** The cost increases to 100,000 gp and the radius can be up to 5 miles. + +*Source: Advanced Player's Guide p. 240* \ No newline at end of file diff --git a/compendium/spells/rituals/fey-abeyance-sot1.md b/compendium/spells/rituals/fey-abeyance-sot1.md new file mode 100644 index 000000000..4d1a629d8 --- /dev/null +++ b/compendium/spells/rituals/fey-abeyance-sot1.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/sot1 +- ritual/1 +- ritual/area/misc +- trait/abjuration +- trait/rare +aliases: ["Fey Abeyance"] +--- +# Fey Abeyance *Ritual 1* +[abjuration](rules/traits/abjuration.md) [rare](rules/traits/rare.md) + +- **Cast** 1 hour +- **Cost** rare oils, cold iron bells worth at least 5 gp +- **Secondary Casters** 1 +- **Primary Checks** [Nature](compendium/skills.md#Nature) (trained) +- **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Intimidation](compendium/skills.md#Intimidation), [Occultism](compendium/skills.md#Occultism), [Performance](compendium/skills.md#Performance) +- **Area**An enclosed area up to 60 feet × 60 feet, up to 20 feet high + +You ward an area with cold iron bells, protecting it from the influence of the first world. Fey creatures feel uncomfortable within the area and all physical attacks against them are considered cold iron for the purposes of their Weaknesses and Resistances. Furthermore, you set up bells within 3 squares within the area (usually at entrances). When a fey creature begins its turn in a square containing bells, it takes mental damage equal to its Weakness to cold iron, if any. This damage is [nonlethal](rules/traits/nonlethal.md). + +> [!success-degree] +> - **Critical Success** You may designate up to 6 squares to contain bells. +> - **Success** The ritual succeeds. +> - **Failure** The ritual has no effect. +> - **Critical Failure** The ritual has no effect and attracts the attention of a troublesome fey creature. At the GM's discretion, it might be [hostile](rules/conditions.md#Hostile) or merely mischievous. + +*Source: Strength of Thousands #1: Kindled Magic p. 23* \ No newline at end of file diff --git a/compendium/spells/rituals/garden-of-death-som.md b/compendium/spells/rituals/garden-of-death-som.md new file mode 100644 index 000000000..08612a756 --- /dev/null +++ b/compendium/spells/rituals/garden-of-death-som.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/som +- ritual/4 +- ritual/area/burst +- trait/consecration +- trait/necromancy +- trait/plant +- trait/poison +- trait/uncommon +aliases: ["Garden Of Death"] +--- +# Garden Of Death *Ritual 4* +[consecration](rules/traits/consecration.md) [necromancy](rules/traits/necromancy.md) [plant](rules/traits/plant.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** water infused with a dozen deadly toxins worth a total of 50 gp +- **Secondary Casters** 2 +- **Primary Checks** [Nature](compendium/skills.md#Nature) (expert) +- **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Medicine](compendium/skills.md#Medicine) +- **Area**40-foot-radius burst + +Typically associated with the less friendly fey or druids, this ritual calls all the poisonous, toxic, and venomous plants and animals of an area to congregate in a certain place, creating a beautiful but extravagantly deadly garden. + +You and the secondary casters sprinkle the ground of the garden with water infused with various poisons and a few drops of your blood. Within the bounds of the ritual, the ecosystem attracts every possible poisonous plant or animal native to the environment, with nonpoisonous plants or animals growing only if there's no toxic counterpart. This deadly ecosystem flourishes, if at all possible (plants still need light and water, for instance), for a year and gradually disperses after this period. If this ritual is successfully cast on the grounds of an existing garden of death, it resets the duration and expands the garden's radius by 20 feet instead. + +The maximum level of plants or animals called by the ritual is equal to its spell level, and the called plants and animals can use the ritual's spell DC instead of their own poison DC, whichever is higher. The garden's residents don't willingly use their poison on you or the secondary casters, but you don't otherwise control or command them. + +> [!success-degree] +> - **Critical Success** A poisonous garden forms, and you and the secondary casters gain a +2 circumstance bonus to [Nature](compendium/skills.md#Nature) or [Crafting](compendium/skills.md#Crafting) checks to deal with the plants or animals, such as feeding them or harvesting poison from them. +> - **Success** As critical success, but without the circumstance bonus when interacting with the garden. +> - **Failure** The ritual has no effect. +> - **Critical Failure** You and the secondary casters are each bitten by the most poisonous creature found naturally in the environment. + +*Source: Secrets of Magic p. 150* \ No newline at end of file diff --git a/compendium/spells/rituals/guardians-aegis-som.md b/compendium/spells/rituals/guardians-aegis-som.md new file mode 100644 index 000000000..b77d8b55d --- /dev/null +++ b/compendium/spells/rituals/guardians-aegis-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/som +- ritual/3 +- trait/abjuration +- trait/divination +- trait/uncommon +aliases: ["Guardian's Aegis"] +--- +# Guardian's Aegis *Ritual 3* +[abjuration](rules/traits/abjuration.md) [divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** rare oils worth 10 gp × the primary caster's level +- **Secondary Casters** 1 +- **Primary Checks** [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) +- **Secondary Checks** [Athletics](compendium/skills.md#Athletics), [Diplomacy](compendium/skills.md#Diplomacy), or [Society](compendium/skills.md#Society) + +The guardian's aegis is a ritual used across numerous cultures to bind a chosen guardian and ward together so that they can complete a quest of great import. When the ritual is completed, designate one of the casters as the guardian, while the other is the ward. As long as you're on the same plane of existence, both of you are always aware of each other's relative directions and state of being, including any conditions the other is affected by. As long as you're within 30 feet of each other, whenever the ward takes damage, the damage is reduced by the amount equal to half the guardian's level, and the guardian loses an equal number of Hit Points; the target still takes additional effects like poison even if guardian's aegis reduces the damage to 0. + +> [!success-degree] +> - **Critical Success** The ritual is successful, and the duration is 1 month. +> - **Success** The ritual is successful. +> - **Failure** The ritual has no effect. +> - **Critical Failure** The ritual backfires. You and the secondary caster become magically isolated from each other for 1 week, unable to provide each other any beneficial effect. + +*Source: Secrets of Magic p. 150* \ No newline at end of file diff --git a/compendium/spells/rituals/heartbond-apg.md b/compendium/spells/rituals/heartbond-apg.md new file mode 100644 index 000000000..f15c41b6a --- /dev/null +++ b/compendium/spells/rituals/heartbond-apg.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/apg +- ritual/2 +- trait/abjuration +- trait/uncommon +aliases: ["Heartbond"] +--- +# Heartbond *Ritual 2* +[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 hour +- **Cost** fine wine and a set of matching rings or other tokens worth 40 gp total +- **Secondary Casters** 2 +- **Primary Checks** [Nature](compendium/skills.md#Nature) or [Religion](compendium/skills.md#Religion) (expert) +- **Secondary Checks** [Diplomacy](compendium/skills.md#Diplomacy), [Society](compendium/skills.md#Society) +- **Range**20 feet + +You create a magical bond between two willing creatures, who are secondary casters of the ritual and must share genuine affection for one another. As part of the ritual, both members of the bond receive a ring, amulet, or similar token to symbolize their shared connection. They lose the effects of the ritual when not wearing the token, and the bond is broken if either token is destroyed. + +Creatures benefiting from a successful heartbond ritual can later participate in a heightened version of the ritual without requiring new checks by spending the required time and paying the difference of the two costs. A creature can be under the effects of multiple heartbond rituals at once. + +> [!success-degree] +> - **Critical Success** Once per day, each bonded creature can use a 2-action activity, which has the [concentrate](rules/traits/concentrate.md) trait, to learn the present state of the other bonded creature. The creature knows the other creature's direction and distance and any conditions affecting them. Both of the participants can cast [message](compendium/spells/message.md) as a divine innate spell at will, but can only target the other participant. +> - **Success** As a critical success, except the bonded creatures can't cast [message](compendium/spells/message.md) as a divine innate spell. +> - **Failure** The ritual has no effect. +> - **Critical Failure** Magical backlash creates discordant energy among the participants. For 1 week, each ritual participant is [clumsy](rules/conditions.md#Clumsy) and [stupefied](rules/conditions.md#Stupefied) whenever they are within 30 feet of another ritual participant. + +**Heightened (6th)** Increase the cost to a total value of 600 gp. On a success, secondary casters in the ritual permanently gain the effects of a 6th-level [telepathy](compendium/spells/telepathy.md) spell, but only with each other. + +*Source: Advanced Player's Guide p. 311* \ No newline at end of file diff --git a/compendium/spells/rituals/heroes-feast-apg.md b/compendium/spells/rituals/heroes-feast-apg.md new file mode 100644 index 000000000..1872fde30 --- /dev/null +++ b/compendium/spells/rituals/heroes-feast-apg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/apg +- ritual/5 +- trait/conjuration +- trait/uncommon +aliases: ["Heroes' Feast"] +--- +# Heroes' Feast *Ritual 5* +[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 4 hours +- **Cost** 25 gp +- **Secondary Casters** 1 +- **Primary Checks** [Nature](compendium/skills.md#Nature), [Religion](compendium/skills.md#Religion), or [Occultism](compendium/skills.md#Occultism) (expert) +- **Secondary Checks** [Diplomacy](compendium/skills.md#Diplomacy) or [Society](compendium/skills.md#Society) +- **Range**40 feet + +You conjure otherworldly beings to serve you and your companions a feast with restorative properties. These mysterious beings may be fey, divine, or other supernatural servitors, as appropriate for the primary check. After the first hour of the ritual, these servants appear and serve a massive feast, complete with an exquisite table and up to 10 place settings. The bounteous spread consists of all manner of dishes, including the guests' childhood comfort foods, modern delicacies, and preferred drinks. The summoned servants spend the next 3 hours waiting on you and the other guests, fetching additional food, pouring drinks, and so forth. During this time, you and the other guests must strive to be as polite and gracious as possible to avoid offending your mysterious hosts. At the feast's end, the ritual is completed and you and the secondary caster attempt your checks as normal. If the feast is interrupted at any point, the servants immediately vanish with their provisions and the ritual is disrupted. + +> [!success-degree] +> - **Critical Success** The feast is nourishing and revitalizing. The magical food casts [neutralize poison](compendium/spells/neutralize-poison.md), [remove disease](compendium/spells/remove-disease.md), and [remove fear](compendium/spells/remove-fear.md) on each guest for each relevant affliction, using your modifier for the primary skill check as the counteract modifier. Each guest also recovers 100 Hit Points and gains 20 temporary Hit Points for the next 12 hours. Guests also gain a +2 status bonus to saves against [disease](rules/traits/disease.md), [fear](rules/traits/fear.md), and [poison](rules/traits/poison.md) effects for the next 12 hours. +> - **Success** As critical success, except guests recover only 50 Hit Points, gain only 10 temporary Hit Points, and don't gain the status bonus to saves. +> - **Failure** You and the other guests taste ash in your mouths and realize that the feast contained nothing of sustenance. +> - **Critical Failure** The otherworldly servants were offended by your behavior or the hubris you demonstrated in summoning them and poisoned the feast. You and your guests become [sickened](rules/conditions.md#Sickened) and can't reduce the condition for 12 hours. + +*Source: Advanced Player's Guide p. 242* \ No newline at end of file diff --git a/compendium/spells/rituals/ideal-mimicry-som.md b/compendium/spells/rituals/ideal-mimicry-som.md new file mode 100644 index 000000000..321023922 --- /dev/null +++ b/compendium/spells/rituals/ideal-mimicry-som.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/som +- ritual/6 +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Ideal Mimicry"] +--- +# Ideal Mimicry *Ritual 6* +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 6 days +- **Cost** crafting materials worth at least 50 gp × the target's level; a lock of hair from the target, nail clippings from the target, or a vial of blood from the target +- **Secondary Casters** 1 +- **Primary Checks** [Occultism](compendium/skills.md#Occultism) (expert) +- **Secondary Checks** [Crafting](compendium/skills.md#Crafting) +- **Range**see text +- **Targets**1 sentient living creature + +You craft a doll with care and quiet meditation on the target, inserting the fingernails into the body, tying the lock of hair around the neck of the doll, or emptying the vial of blood into the stuffing and allowing it to be absorbed. You then stuff the doll and form it to mimic the shape of the target, creating clothing and accessories for the doll that are similar to commonly worn items. You must have been within 5 feet of the target at least once and gotten a good look at them to perform this ritual. You can cast the ritual and create the doll at any range from the target. + +Once the doll is complete, you can [Interact](rules/actions/interact.md) with the doll violently once per round to cause pain to the target as long as they're within 200 feet. This pain manifests as mental damage inflicted on the target, and it depends on how many of the three body part components (hair, nails, or blood) you included in the creation of the doll. After the first time you manipulate the doll, you can continue to do so until either the target moves beyond 200 feet or until you [Interact](rules/actions/interact.md) with the doll to cause pain 10 times, whichever comes first. After either of those conditions is met, the doll falls apart into stuffing and dust. + +> [!success-degree] +> - **Critical Success** The doll becomes connected to the target. Each [Interact](rules/actions/interact.md) action causes `3d6` mental damage to the target for each of the three body part components (maximum `9d6` for all three components). The connection is more powerful than normal, increasing the number of times you can [Interact](rules/actions/interact.md) to cause pain from 10 to 20. +> - **Success** As critical success, except you can only [Interact](rules/actions/interact.md) the normal 10 times. +> - **Failure** The doll is just an ordinary doll. +> - **Critical Failure** Any [Interact](rules/actions/interact.md) actions you take to cause pain to target instead cause `9d6` damage to the casters. The target is alerted to the attempt nonetheless, through a feeling of the connection being subverted. + +**Heightened (+ 2)** Increase the damage to the target by `1d6` per body part component, and the damage to the casters on a critical failure by `3d6`. + +*Source: Secrets of Magic p. 151* \ No newline at end of file diff --git a/compendium/spells/rituals/infernal-pact-b1.md b/compendium/spells/rituals/infernal-pact-b1.md new file mode 100644 index 000000000..23937c980 --- /dev/null +++ b/compendium/spells/rituals/infernal-pact-b1.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/b1 +- ritual/1 +- trait/conjuration +- trait/uncommon +aliases: ["Infernal Pact"] +--- +# Infernal Pact *Ritual 1* +[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Primary Checks** [Religion](compendium/skills.md#Religion) (expert; you must be a devil) + +You make an appeal to a powerful devil, asking it to bind some of its subordinates to your service. If you succeed, the devil sends you its choice of one devil whose level is no more than double _infernal pact's_ level, two devils whose levels are each at least 2 less than double the spell level, or three devils whose levels are each at least 3 less than double the spell level. + +> [!success-degree] +> - **Critical Success** The devils are sent to you and serve you for `1d4` weeks. +> - **Success** The devils are sent to you and serve you for `1d4` days. +> - **Failure** Your request is denied. +> - **Critical Failure** Not only is your request denied, but the powerful devil sends word of its displeasure to your master. + +*Source: Bestiary p. 348* \ No newline at end of file diff --git a/compendium/spells/rituals/lucky-month-lotg.md b/compendium/spells/rituals/lucky-month-lotg.md new file mode 100644 index 000000000..6aea3b5ea --- /dev/null +++ b/compendium/spells/rituals/lucky-month-lotg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/lotg +- ritual/2 +- trait/divination +- trait/uncommon +aliases: ["Lucky Month"] +--- +# Lucky Month *Ritual 2* +[divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** a favorite food or drink and a wearable token with personal or familial significance worth 10 gp total +- **Secondary Casters** 3 +- **Primary Checks** [Religion](compendium/skills.md#Religion) (trained) +- **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Performance](compendium/skills.md#Performance), [Society](compendium/skills.md#Society) +- **Range**30 feet +- **Targets**1 creature and 1 object + +You imbue the provided token with luck. You choose a single creature within range during the ritual's performance to become the recipient of the token's luck. That creature has access to the token's luck as long as they're wearing the token. If the token is stolen or lost, they lose access to its luck until the token is recovered. The token loses its luck if it's destroyed or after the duration noted in the ritual's effects has elapsed. + +> [!success-degree] +> - **Critical Success** You can call upon the token's luck. Once per week, when rolling a saving throw or skill check, you can use the token's power and roll twice, taking the higher result. This is a [fortune](rules/traits/fortune.md) effect. The token keeps its luck for 1 month. +> - **Success** As a critical success, except you can only call upon the token's power once during the lucky month. +> - **Failure** The ritual has no effect. +> - **Critical Failure** Magical backlash creates ill luck. Once per week, the ritual's recipient must roll twice and take the worse result for their first significant saving throw or skill check of the week, as determined by the GM. This is a [misfortune](rules/traits/misfortune.md) effect. This ill luck remains for 1 month and applies to the recipient whether or not they're wearing the token. + +*Source: Lost Omens: Travel Guide p. 90* \ No newline at end of file diff --git a/compendium/spells/rituals/mind-swap-som.md b/compendium/spells/rituals/mind-swap-som.md new file mode 100644 index 000000000..e4f211cf4 --- /dev/null +++ b/compendium/spells/rituals/mind-swap-som.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/som +- ritual/5 +- trait/mental +- trait/necromancy +- trait/possession +- trait/rare +aliases: ["Mind Swap"] +--- +# Mind Swap *Ritual 5* +[mental](rules/traits/mental.md) [necromancy](rules/traits/necromancy.md) [possession](rules/traits/possession.md) [rare](rules/traits/rare.md) + +- **Cast** 1 day +- **Cost** a pair of jeweled mirrors worth a total value of 50 gp × the level of the highest-level target +- **Secondary Casters** 1 +- **Primary Checks** [Occultism](compendium/skills.md#Occultism) (expert) +- **Secondary Checks** [Medicine](compendium/skills.md#Medicine) or [Occultism](compendium/skills.md#Occultism) +- **Range**10 feet +- **Targets**2 creatures of the same ancestry, of up to twice the level of mind swap + +This ritual allows two subjects to exchange minds, fully inhabiting one another's bodies. The two targets can be chosen from you, the secondary caster, or unrelated third parties present throughout the ritual. Normally, both targets must be of the same ancestry for the minds to be fully compatible, but at the GM's discretion, for a much higher cost, the targets can be from different ancestries; this requires much more adjudication of ancestry feats and abilities. When both targets are of the same ancestry, muscle memory and the influence of their soul allow them to carry over all their mechanical abilities into each new body, except they use the other body's heritage (and lineage, if any). The GM might rule that similar physiological changes can't be overridden with a mind swap. + +If a body dies, the mind and spirit controlling it dies instantly. When the spell ends, the minds and souls snap back to their original bodies. At this time, if the original body is dead, the mind and soul attempting to return to that body die as well. + +> [!success-degree] +> - **Critical Success** Each target's mind and spirit possess the other's body and can control it normally. The mind swap is unusually smooth, and the targets gain a +4 circumstance bonus to [Deception](compendium/skills.md#Deception) checks to [Impersonate](rules/actions/impersonate.md) each other. +> - **Success** Each target's mind and spirit possess the other's body and can control it normally. +> - **Failure** The ritual has no effect. +> - **Critical Failure** The ritual is scrambled, sending a welter of [confused](rules/conditions.md#Confused) memories into the target's minds. You and the secondary casters are [stupefied](rules/conditions.md#Stupefied) for the next week. + +**Heightened (9th)** You can cast the ritual without a duration, leaving no magic to counteract. The effects are reversible only by another mind swap ritual or powerful magic like wish. This increases the cost of the ritual to 10,000 gp and is an evil act unless both targets are willing. + +*Source: Secrets of Magic p. 151* \ No newline at end of file diff --git a/compendium/spells/rituals/mindscape-door-da.md b/compendium/spells/rituals/mindscape-door-da.md new file mode 100644 index 000000000..d26d81416 --- /dev/null +++ b/compendium/spells/rituals/mindscape-door-da.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/da +- ritual/5 +- trait/illusion +- trait/uncommon +aliases: ["Mindscape Door"] +--- +# Mindscape Door *Ritual 5* +[illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 hour +- **Cost** incense and focusing diagrams worth a total value of the target's level (minimum 1) × 1 gp, for each target +- **Secondary Casters** 3 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (expert) +- **Secondary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism), [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy), [Perception](compendium/skills.md#Perception) + +You project the targets into an immersive mindscape or cause them to exit one. You must be aware the mindscape exists, though you don't need to know specifics. The casters must be in physical contact with one another in a circle for the duration of the casting and all targets must be selected from these casters. Your bodies typically remain behind in stasis when you enter a mindscape, though some mindscapes pull you entirely into them upon entrance. If you enter a mindscape, you can leave only by using another mindscape door ritual, finding an exit within the nature of the mindscape, or when the mindscape ceases to exist. When exiting a mindscape, you typically return to your bodies or to the location where you entered the mindscape. + +If the mindscape's creator wants to prevent anyone from entering or exiting, the DC of the primary check is the creator's Will DC if that would be higher than the ritual's normal DC. + +> [!success-degree] +> - **Critical Success** You transport the creatures as you intended and can leave a portal that lasts for an unlimited duration. It typically looks like an ordinary door or passage appropriate to the mindscape. Any target of the spell can enter or exit through this portal as they would an ordinary door. If you wish, you can make the door passable by anyone. +> - **Success** You transport the creatures as you intended. +> - **Failure** You fail to enter or exit the mindscape. +> - **Critical Failure** Something goes horribly wrong. The GM decides whether mental feedback deals `9d6` mental damage to all ritual casters (DC 26 basic Will save) or `1d4` casters are unwillingly pulled into the mindscape (or ejected from it). + +**Heightened (8th)** The ritual targets up to 100 willing creatures, the critical failure damage increases to `20d6`, and the critical failure save DC increases to 40. + +*Source: Dark Archive p. 199* \ No newline at end of file diff --git a/compendium/spells/rituals/mosquito-blight-lomm.md b/compendium/spells/rituals/mosquito-blight-lomm.md new file mode 100644 index 000000000..ffecd7a5c --- /dev/null +++ b/compendium/spells/rituals/mosquito-blight-lomm.md @@ -0,0 +1,61 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/lomm +- ritual/5 +- ritual/area/misc +- trait/conjuration +- trait/disease +- trait/necromancy +- trait/rare +aliases: ["Mosquito Blight"] +--- +# Mosquito Blight *Ritual 5* +[conjuration](rules/traits/conjuration.md) [disease](rules/traits/disease.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Cast** 1 day +- **Cost** amber and rare incense worth 750 gp +- **Primary Checks** [Nature](compendium/skills.md#Nature) (expert; you must be the Mosquito Witch) +- **Area**1-mile-radius circle centered on you + +You infest the area with tenacious, biting insects that disease and drain life from creatures in the area. Arthropods (insects, spiders, and similar invertebrates) are unaffected and instead gain a +1 status bonus to attack rolls, skill checks, saving throws, and [Perception](compendium/skills.md#Perception) checks while within the area. All other creatures are harassed by insects and exposed to the disease witch's hunger when they enter the area and once per day thereafter that they remain in the area. As part of casting this ritual, you create a Tiny ritual insect hive (Hardness 5, 10 HP) that must remain in the ritual's area. If the hive is removed or destroyed, the ritual's effect ends 1 hour later. + +````ad-embed-affliction +title: Witch's Hunger, _Disease 1_ +collapse: closed +# Witch's Hunger +*Disease 1* +[disease](rules/traits/disease.md) + +```ad-inline-affliction +title: Saving Throw: Fortitude + +- **Onset**: `1d6` hours + +## Stages + +**Stage 1** [enfeebled](rules/conditions.md#Enfeebled) (1 day) + +**Stage 2** [enfeebled](rules/conditions.md#Enfeebled) (1 day) + +**Stage 3** [enfeebled](rules/conditions.md#Enfeebled) and [slowed](rules/conditions.md#Slowed) (1 day) + +**Stage 4** [unconscious](rules/conditions.md#Unconscious) (1 day) + +**Stage 5** death +``` + +*Source: Lost Omens: Monsters of Myth* +```` + +> [!success-degree] +> - **Critical Success** As success, and the disease is especially deadly, with Stage 3 instead causing unconsciousness and Stage 4 instead causing death. +> - **Success** You create the ritual hive and cast the ritual. +> - **Failure** You fail to cast the ritual. +> - **Critical Failure** You fail to cast the ritual and instead cause ravenous insects to torment you, immediately exposing you to the witch's hunger disease. + + +## Summary + +*Source: Lost Omens: Monsters of Myth p. 77* \ No newline at end of file diff --git a/compendium/spells/rituals/mystic-carriage-som.md b/compendium/spells/rituals/mystic-carriage-som.md new file mode 100644 index 000000000..f5e0cacab --- /dev/null +++ b/compendium/spells/rituals/mystic-carriage-som.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/som +- ritual/3 +- trait/conjuration +- trait/uncommon +aliases: ["Mystic Carriage"] +--- +# Mystic Carriage *Ritual 3* +[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 hour +- **Cost** toy carriage, horse statues, rare incense, and feathers worth 50 gp +- **Secondary Casters** 1 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) (Expert) or [Occultism](compendium/skills.md#Occultism) (Expert) +- **Secondary Checks** [Crafting](compendium/skills.md#Crafting) or [Driving Lore](compendium/skills.md#Lore) + +This ritual allows you and the other casters to conjure a magical carriage that transports you to a destination of your choice. To summon the mystic carriage, you must be within 250 miles of your destination and spend 1 hour burning incense and feathers while chanting the name of the location you wish the carriage to take you to. When it arrives, the carriage is a Large vehicle that can fit 4 Medium or smaller passengers, as well as 100 Bulk. It has a Speed of 60 feet, AC of 14, Fortitude saving throw modifier of +8, Hardness 5, 100 Hit Points (BT 50), object immunities, and immunities to critical hits and precision damage. + +Once loaded and boarded, the mystic carriage sets out at a Speed of 60 feet, heading unerringly towards its destination using whatever roads and trails are available. + +If it's attacked, it continues going as long as nothing blocks its passage. If something blocks its way, living or otherwise, it will stop until the way is cleared, waiting to continue until all of its passengers are aboard once more. + +> [!success-degree] +> - **Critical Success** You create a mystic carriage that lasts for 2 weeks, instead of 1 week. It can take you to up to two destinations, the first of which must be within 250 miles and the second of which must be within 250 miles of the first destination. +> - **Success** You create a mystic carriage as described above. +> - **Failure** You don't create a mystic carriage. +> - **Critical Failure** You don't create a mystic carriage, and you're attacked by a herd of four riding horses. + +**Heightened (+ 1)** The carriage's AC, Fortitude save, and Hardness increase by 2, its Hit Points increase by 20, and its [Broken](rules/conditions.md#Broken) Threshold increases by 10. + +*Source: Secrets of Magic p. 152* \ No newline at end of file diff --git a/compendium/spells/rituals/owb-pact-b3.md b/compendium/spells/rituals/owb-pact-b3.md new file mode 100644 index 000000000..982322a88 --- /dev/null +++ b/compendium/spells/rituals/owb-pact-b3.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/b3 +- ritual/3 +- trait/conjuration +- trait/uncommon +aliases: ["Owb Pact"] +--- +# Owb Pact *Ritual 3* +[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Secondary Casters** 2 +- **Primary Checks** [Occultism](compendium/skills.md#Occultism) (expert) + +You call upon an owb to assist you in a goal. Only caligni callers can use this ritual with relative safety. If a different type of caligni attempts this ritual, they use an outcome one degree of success worse than the result of their check. If a non-caligni attempts this ritual, the result is an automatic critical failure. + +> [!success-degree] +> - **Critical Success** You conjure the owb. It decides your goals closely match its own and doesn't request a favor in return. +> - **Success** You conjure the owb. It isn't eager to pursue the task, so it requires a favor in return. +> - **Failure** You don't conjure an owb. +> - **Critical Failure** You conjure an owb, but it deems you unworthy and siphons away some of your soul energy. All casters become [doomed](rules/conditions.md#Doomed). + +*Source: Bestiary 3 p. 41* \ No newline at end of file diff --git a/compendium/spells/rituals/portrait-of-spite-som.md b/compendium/spells/rituals/portrait-of-spite-som.md new file mode 100644 index 000000000..e9d6494e0 --- /dev/null +++ b/compendium/spells/rituals/portrait-of-spite-som.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/som +- ritual/5 +- trait/curse +- trait/necromancy +- trait/uncommon +aliases: ["Portrait Of Spite"] +--- +# Portrait Of Spite *Ritual 5* +[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 7 days +- **Cost** splendid art supplies worth at least 100 gp × the target's level, at least one pint of blood from the target +- **Secondary Casters** 3 +- **Primary Checks** [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) (master) +- **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) (whichever isn't used for the primary check) +- **Targets**1 living creature + +Using the blood, you compose a portrait of the target in perfect health. Once the portrait is complete, you recite your grievances against the target and enact on the portrait the punishments you wish to see them face, choosing from the [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), [drained](rules/conditions.md#Drained), or [stupefied](rules/conditions.md#Stupefied) condition. The target must attempt a Will saving throw. You're only able to perform this ritual if you know the target's name and are able to see their face clearly in your mind's eye, and the secondary caster who performs the [Crafting](compendium/skills.md#Crafting) check must be able to paint or draw the target from memory. + +The target suffers the effects over the course of `1d6` hours, during which time the portrait transforms to reveal a caricature of the punishment you chose—muscles atrophied into nothing for [enfeebled](rules/conditions.md#Enfeebled), pallid and sickly for [drained](rules/conditions.md#Drained), and so on. The target is immediately aware that they're under the effects of a magical ailment. If the duration expires or the target removes the curse with a remove curse or similar effect, their portrait slowly returns back to its original form. Destroying the portrait also ends the effect immediately. + +> [!success-degree] +> - **Critical Success** The target is either [clumsy](rules/conditions.md#Clumsy), [drained](rules/conditions.md#Drained), [enfeebled](rules/conditions.md#Enfeebled), or [stupefied](rules/conditions.md#Stupefied), depending on the punishment you chose. On a successful Will save, the condition value is 2, and the target is unaffected on a critical success. +> - **Success** The target is either [clumsy](rules/conditions.md#Clumsy), [drained](rules/conditions.md#Drained), [enfeebled](rules/conditions.md#Enfeebled), or [stupefied](rules/conditions.md#Stupefied), depending on the punishment you chose. On a successful Will save, the condition value is 1, and the target is unaffected on a critical success. +> - **Failure** The portrait doesn't change, and the ritual has no effect on the target. +> - **Critical Failure** The portrait turns into a sickening mimicry of your form and the forms of the secondary casters, and the blood of your target extracts itself from the canvas, dripping down and drying immediately to prevent you from reattempting the ritual. Over the course of the next `1d6` hours, you and the secondary casters experience the curse you had intended to place upon the target with the effects of a critical success. + +*Source: Secrets of Magic p. 153* \ No newline at end of file diff --git a/compendium/spells/rituals/purify-soul-path-som.md b/compendium/spells/rituals/purify-soul-path-som.md new file mode 100644 index 000000000..37cde1182 --- /dev/null +++ b/compendium/spells/rituals/purify-soul-path-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/som +- ritual/2 +- trait/abjuration +- trait/uncommon +aliases: ["Purify Soul Path"] +--- +# Purify Soul Path *Ritual 2* +[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** rare incense and offering worth a total value of 10 gp × your level +- **Primary Checks** [Religion](compendium/skills.md#Religion) (trained) + +You delve inward, spending extensive time contemplating the purity of your own soul and the actions of your past. If you aren't truly penitent, the outcome is always a critical failure. + +> [!success-degree] +> - **Critical Success** You reconcile your misdeeds with your soul path, removing your soulforged corruption. The corruption flaw from your armament no longer affects you. Before your reconciliation is complete, you must perform a special quest or other task in accord with your soul path. If completed during downtime, this task should take no less than 1 week. For 1 month, you receive divine insight just before performing an act that would be anathema to your soul path. +> - **Success** As critical success, but you gain no special insight regarding its subsequent actions. +> - **Failure** You don't reconcile and must continue to meditate and redress your misdeeds. Any future purify soul path rituals for the same misdeeds cost half as much and gain a +4 circumstance bonus to the primary check. + +**Heightened (+ 1)** Increase the maximum target level by 2 and the base cost by 10 gp. + +*Source: Secrets of Magic p. 234* \ No newline at end of file diff --git a/compendium/spells/rituals/raga-of-remembrance-lomm.md b/compendium/spells/rituals/raga-of-remembrance-lomm.md new file mode 100644 index 000000000..c9bd45fc3 --- /dev/null +++ b/compendium/spells/rituals/raga-of-remembrance-lomm.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/lomm +- ritual/10 +- trait/necromancy +- trait/unique +aliases: ["Raga of Remembrance"] +--- +# Raga of Remembrance *Ritual 10* +[necromancy](rules/traits/necromancy.md) [unique](rules/traits/unique.md) + +- **Cast** 1 hour +- **Cost** ceramics, incense, and pigments worth 100,000 gp +- **Secondary Casters** 3 +- **Primary Checks** [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) (legendary) +- **Secondary Checks** [Diplomacy](compendium/skills.md#Diplomacy) or [Performance](compendium/skills.md#Performance); [Nature](compendium/skills.md#Nature); [Religion](compendium/skills.md#Religion) or [Society](compendium/skills.md#Society) +- **Targets**the primary caster + +You scribe occult symbols on unblighted Vudran ground, laying the ceramics within them to create a ritual space. To perform the ritual, light incense in the ceramics and sit at the center of the ritual space. You then play the [disharmonic instrument](rules/actions/craft-disharmonic-instrument-lomm.md), drawing on musical skill, occult harmonics, or religious tradition. This establishes an underlying drone atop which the secondary casters layer their own performances. The song calls to the millions who died defending Vudra from Kothogaz, investing their power in Vanitapati, the legendary psychic. + +> [!success-degree] +> - **Critical Success** A towering, ethereal avatar of Vanitapati manifests around you, surrounded by swirling spirits. The avatar weakens Kothogaz's spirit. While Kothogaz is within 1 mile of you, it is [frightened](rules/conditions.md#Frightened) and is permanently destroyed if reduced to 0 Hit Points. +> - **Success** As critical success, but Kothogaz is frightened 1. +> - **Failure** The dead come to your aid, but their presence is unnerving. As success, but Kothogaz isn't frightened, and the primary and secondary casters take a –1 status penalty to saving throws against emotion effects. +> - **Critical Failure** Rather than the dead, Kothogaz hears the ritual's call and immediately teleports to the primary caster with its Disharmonic Door ability. Primary and secondary casters are afflicted with many-eyed blight. + +*Source: Lost Omens: Monsters of Myth p. 53* \ No newline at end of file diff --git a/compendium/spells/rituals/ravenous-reanimation-b2.md b/compendium/spells/rituals/ravenous-reanimation-b2.md new file mode 100644 index 000000000..323002ab0 --- /dev/null +++ b/compendium/spells/rituals/ravenous-reanimation-b2.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/b2 +- ritual/7 +- trait/evil +- trait/necromancy +- trait/rare +aliases: ["Ravenous Reanimation"] +--- +# Ravenous Reanimation *Ritual 7* +[evil](rules/traits/evil.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Cast** 1 day +- **Cost** valuable treasures from the target dragon's hoard worth a total value of 50,000 gp +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) (master), [Occultism](compendium/skills.md#Occultism) (master), or [Religion](compendium/skills.md#Religion) (master) +- **Requirements**: You must be an evil dragon. + +You destroy the gathered treasures with your breath weapon or other powerful magic, then invoke necromantic energies before you feed upon the charred and melted remains. As you do so, negative energy courses through your flesh, automatically killing you. Each individual ravener's _ravenous reanimation_ requires three to five unique additional components. Whether or not you return as a ravener depends on the success of the ritual. + +> [!success-degree] +> - **Critical Success** You immediately transform into a ravener upon finishing the ritual; your soul ward starts at full Hit Points (equal to 5 × your level). +> - **Success** You rise as a ravener 24 hours after completing the ritual, as long as your body remains relatively intact. When you rise as a ravener, your soul ward starts at 1 Hit Point. +> - **Failure** You rise as a ravener husk 24 hours after completing the ritual. +> - **Critical Failure** You die. + +*Source: Bestiary 2 p. 223* \ No newline at end of file diff --git a/compendium/spells/rituals/reincarnate-apg.md b/compendium/spells/rituals/reincarnate-apg.md new file mode 100644 index 000000000..1cbb58bbd --- /dev/null +++ b/compendium/spells/rituals/reincarnate-apg.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/apg +- ritual/3 +- trait/necromancy +- trait/uncommon +aliases: ["Reincarnate"] +--- +# Reincarnate *Ritual 3* +[necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 4 hours +- **Cost** rare herbs worth a total value of the target's level (minimum 1) × 25 gp +- **Secondary Casters** 2 +- **Primary Checks** [Nature](compendium/skills.md#Nature) (expert) +- **Secondary Checks** [Occultism](compendium/skills.md#Occultism), [Religion](compendium/skills.md#Religion) +- **Range**10 feet +- **Targets**1 dead creature of up to 8th level + +You call forth the target's soul and attempt to incarnate it into a brand-new body. As the soul won't be returning to the original body, only a small portion of the creature's remains are required. These remains must have been part of the original body at the time of death, and the target must have died within the past week. If [Pharasma](compendium/setting/deities/pharasma.md) has decided that the target's time has come or the target's soul is trapped or doesn't wish to return, this ritual automatically fails, but you discover this after you succeed at the [Religion](compendium/skills.md#Religion) check and can end the ritual without paying the cost. + +If the ritual is successful, the target's new body has a random ancestry. First roll `1d20`. On a result of 1 through 14, the new body is one of a [common](rules/traits/common.md) ancestry, while on a 15 through 20 they become a member of an [uncommon](rules/traits/uncommon.md) or [rare](rules/traits/rare.md) ancestry. The GM chooses possible ancestries based on those found in the region and then rolls randomly between them. For instance, the GM could roll `1d6` to choose a common ancestry from the Core Rulebook. The target replaces their ancestry Hit Points, size, Speeds, ability boosts, ability flaws, traits, and special abilities with those of their new ancestry. The target loses their heritage and ancestry feats, selecting replacements from their new ancestry. The target's background, class features, and known languages remain unaltered. + +> [!success-degree] +> - **Critical Success** You reincarnate the target into a new adult body. This new body has full HP and has the same spells prepared and points in their pools as the original did when it died. +> - **Success** As critical success, except the new body has 1 HP and no spells prepared or points in any pools. The soul takes some time to adjust to their new body, leaving them [clumsy](rules/conditions.md#Clumsy), [drained](rules/conditions.md#Drained), and [enfeebled](rules/conditions.md#Enfeebled) for 1 week; these conditions can't be removed or reduced by any means until the week has passed. +> - **Failure** You fail to reincarnate the target. +> - **Critical Failure** The target's soul becomes trapped in an unintelligent animal creature of the GM's choosing, with a level no greater than half the target's level. While trapped, the target has an Intelligence score of 1 (–5 modifier) and can't use any of their own abilities. + +**Heightened (4th)** The maximum level of the target increases to 10. The cost is the target's level (minimum 1) × 40 gp. + +**Heightened (5th)** The maximum level of the target increases to 12. The cost is the target's level (minimum 1) × 75 gp. + +**Heightened (6th)** The maximum level of the target increases to 14. The cost is the target's level (minimum 1) × 125 gp. The target must have died within the past month. + +**Heightened (7th)** The maximum level of the target increases to 16. The cost is the target's level (minimum 1) × 200 gp. The target must have died within the past month. + +**Heightened (8th)** The maximum level of the target increases to 18. The cost is the target's level (minimum 1) × 300 gp. The target must have died within the past year. + +**Heightened (9th)** The maximum level of the target increases to 20. The cost is the target's level (minimum 1) × 600 gp. The target must have died within the past decade. + +*Source: Advanced Player's Guide p. 242* \ No newline at end of file diff --git a/compendium/spells/rituals/rest-eternal-apg.md b/compendium/spells/rituals/rest-eternal-apg.md new file mode 100644 index 000000000..ba25242d6 --- /dev/null +++ b/compendium/spells/rituals/rest-eternal-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/apg +- ritual/4 +- trait/necromancy +- trait/uncommon +aliases: ["Rest Eternal"] +--- +# Rest Eternal *Ritual 4* +[necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** rare oils to anoint the body worth a total value of the target's level (minimum 1) × 25 gp +- **Secondary Casters** 2 +- **Primary Checks** [Religion](compendium/skills.md#Religion) (expert) +- **Secondary Checks** [Occultism](compendium/skills.md#Occultism), [Religion](compendium/skills.md#Religion) +- **Range**20 feet +- **Targets**1 dead creature + +You call upon gods, spirits, and stranger beings to bar a creature's spirit from ever returning. A spirit that doesn't wish to be so constrained can attempt a Will save to resist this ritual; on a critical success, it fools you into believing the ritual succeeded. This ritual has no effect on a target who is undead or whose soul is otherwise not in the afterlife. + +> [!success-degree] +> - **Critical Success** You sequester the subject's spirit to the afterlife. Attempts to communicate with the dead creature, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's counteract level is at least 2 higher than that of rest eternal or originates from an artifact or a deity. Successfully returning the creature to life ends the restrictions placed by rest eternal. +> - **Success** As critical success, but effects to interact with the spirit fail unless the effect's counteract level is higher than that of rest eternal or originates from an artifact or a deity. +> - **Failure** The ritual has no effect. +> - **Critical Failure** The ritual fails, and the spirits you appealed to are angered by your meddling. All casters become [doomed](rules/conditions.md#Doomed) for 1 week. + +*Source: Advanced Player's Guide p. 244* \ No newline at end of file diff --git a/compendium/spells/rituals/rituals.md b/compendium/spells/rituals/rituals.md index fbb66d024..c6e51f41a 100644 --- a/compendium/spells/rituals/rituals.md +++ b/compendium/spells/rituals/rituals.md @@ -4,23 +4,72 @@ cssclass: pf2e,pf2e-index --- # Index of Rituals +- [Abyssal Pact](abyssal-pact-b1.md) +- [Angelic Messenger](angelic-messenger-b1.md) +- [Anima Invocation (Modified)](anima-invocation-modified-aoa6.md) - [Animate Object](animate-object.md) +- [Arcane Weaving](arcane-weaving-sot1.md) +- [Asmodean Wager](asmodean-wager-som.md) +- [Astral Projection](astral-projection-apg.md) - [Atone](atone.md) - [Awaken Animal](awaken-animal.md) +- [Awaken Object](awaken-object-som.md) +- [Awaken Portal](awaken-portal-av1.md) +- [Bathe In Blood](bathe-in-blood-som.md) - [Blight](blight.md) - [Call Spirit](call-spirit.md) +- [Clone](clone-apg.md) - [Commune With Nature](commune-with-nature.md) - [Commune](commune.md) +- [Community Repair](community-repair-sot2.md) +- [Concealment's Curtain](concealments-curtain-som.md) - [Consecrate](consecrate.md) +- [Construct Mindscape](construct-mindscape-da.md) - [Control Weather](control-weather.md) +- [Create Demiplane](create-demiplane-apg.md) - [Create Undead](create-undead.md) +- [Daemonic Pact](daemonic-pact-b2.md) +- [Div Pact](div-pact-b3.md) +- [Dread Ambience](dread-ambience-som.md) +- [Elemental Sentinel](elemental-sentinel-som.md) +- [Empower Ley Line](empower-ley-line-som.md) +- [Establish Nexus](establish-nexus-som.md) +- [Fantastic Façade](fantastic-facade-apg.md) +- [Fey Abeyance](fey-abeyance-sot1.md) - [Freedom](freedom.md) +- [Garden Of Death](garden-of-death-som.md) - [Geas](geas.md) +- [Guardian's Aegis](guardians-aegis-som.md) +- [Heartbond](heartbond-apg.md) +- [Heroes' Feast](heroes-feast-apg.md) +- [Ideal Mimicry](ideal-mimicry-som.md) - [Imprisonment](imprisonment.md) +- [Infernal Pact](infernal-pact-b1.md) - [Inveigle](inveigle.md) - [Legend Lore](legend-lore.md) +- [Lucky Month](lucky-month-lotg.md) +- [Mind Swap](mind-swap-som.md) +- [Mindscape Door](mindscape-door-da.md) +- [Mosquito Blight](mosquito-blight-lomm.md) +- [Mystic Carriage](mystic-carriage-som.md) +- [Owb Pact](owb-pact-b3.md) - [Planar Ally](planar-ally.md) - [Planar Binding](planar-binding.md) - [Plant Growth](plant-growth.md) +- [Portrait Of Spite](portrait-of-spite-som.md) - [Primal Call](primal-call.md) +- [Purify Soul Path](purify-soul-path-som.md) +- [Raga of Remembrance](raga-of-remembrance-lomm.md) +- [Ravenous Reanimation](ravenous-reanimation-b2.md) +- [Reincarnate](reincarnate-apg.md) +- [Rest Eternal](rest-eternal-apg.md) - [Resurrect](resurrect.md) +- [Simulacrum](simulacrum-apg.md) +- [Statuette](statuette-ec4.md) +- [Tattoo Whispers](tattoo-whispers-sot1.md) +- [Teleportation Circle](teleportation-circle-apg.md) +- [Terminate Bloodline](terminate-bloodline-ec5.md) +- [The World's A Stage](the-worlds-a-stage-som.md) +- [Unseen Custodians](unseen-custodians-apg.md) +- [Ward Domain](ward-domain-apg.md) +- [Word of Recall](word-of-recall-apg.md) diff --git a/compendium/spells/rituals/simulacrum-apg.md b/compendium/spells/rituals/simulacrum-apg.md new file mode 100644 index 000000000..71565badf --- /dev/null +++ b/compendium/spells/rituals/simulacrum-apg.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/apg +- ritual/4 +- trait/illusion +- trait/uncommon +aliases: ["Simulacrum"] +--- +# Simulacrum *Ritual 4* +[illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** a piece of hair, drop of blood, or other part of the creature to be duplicated, plus rare oils, minerals, and pigments with a total value of 300 gp +- **Secondary Casters** 3 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (master, the check has the [secret](rules/traits/secret.md) trait) +- **Secondary Checks** [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), [Religion](compendium/skills.md#Religion), or [Society](compendium/skills.md#Society) (whichever is required to [Recall Knowledge](rules/actions/recall-knowledge.md) about the creature being duplicated); [Crafting](compendium/skills.md#Crafting), [Deception](compendium/skills.md#Deception) +- **Range**20 feet +- **Targets**1 living creature + +You create an illusory duplicate of the target creature by animating ice or snow sculpted in its shape. The simulacrum is a 4th-level creature with no special abilities. If it needs to attempt a roll or use a DC, use the moderate number for a monster, except as noted below. It doesn't have any specific memories from the target, but it can use information about the creature gained from any of the casters to [Impersonate](rules/actions/impersonate.md) the target. It looks exactly like the target and has a [Deception](compendium/skills.md#Deception) modifier to [Impersonate](rules/actions/impersonate.md) that creature equal to the modifier of the secondary spellcaster who rolled the [Deception](compendium/skills.md#Deception) check, with a +4 status bonus. + +While it doesn't have any of the original's special abilities, like a dragon's breath weapon, the illusions that make up the simulacrum allow it to appear to use those abilities; they just never seem to have an effect. For instance, against a simulacrum dragon's breath weapon, all creatures in the area seem to critically succeed at their saving throws and take no damage. Creatures can attempt to 0 by attempting a [Perception](compendium/skills.md#Perception) check against the [Deception](compendium/skills.md#Deception) DC of the secondary spellcaster who rolled the [Deception](compendium/skills.md#Deception) check. + +> [!success-degree] +> - **Critical Success** You bring the simulacrum to life. It has the [minion](rules/traits/minion.md) trait and is under your absolute control. You gain a direct mental link with the simulacrum and can spend an action to command the simulacrum via this link, even at a distance. +> - **Success** As a critical success, but there is no special link between you and the simulacrum. You must spend an action to command it verbally or by some other means. +> - **Failure** The ritual fails and has no effect. +> - **Critical Failure** The simulacrum awakens, but it isn't your [minion](rules/traits/minion.md) and is [hostile](rules/conditions.md#Hostile) to all the casters. It does everything it can to destroy them, but if it can't immediately slay them, the simulacrum tries to escape and plots their demise. + +*Source: Advanced Player's Guide p. 244* \ No newline at end of file diff --git a/compendium/spells/rituals/statuette-ec4.md b/compendium/spells/rituals/statuette-ec4.md new file mode 100644 index 000000000..71e05024c --- /dev/null +++ b/compendium/spells/rituals/statuette-ec4.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/ec4 +- ritual/6 +- trait/polymorph +- trait/rare +aliases: ["Statuette"] +--- +# Statuette *Ritual 6* +[polymorph](rules/traits/polymorph.md) [rare](rules/traits/rare.md) + +- **Cast** 1 hour +- **Secondary Casters** 2 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) (expert) +- **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Occultism](compendium/skills.md#Occultism) +- **Range**10 feet +- **Targets**1 freestanding, non-magical object no larger than 3,000 cubic feet (the size of a [Huge](rules/traits/huge-b1.md) creature) + +This ritual is a variant of the [shrink item](compendium/spells/shrink-item.md) spell that allows for the transformation of significantly larger items. You transform the object into a tiny statuette of itself that is Light Bulk. The ritual does not shrink any creatures inside or on top of the item when it is transformed. The item remains in statuette form until the ritual's duration expires or until a creature places it on a stable surface and uses a 10-minute activity to [Interact](rules/actions/interact.md) with the item to enlarge it. When restored to its normal size, the object simply pushes other creatures and objects aside or harmlessly contains them, as a magic item with the [structure](rules/traits/structure.md) trait. + +Your [Arcana](compendium/skills.md#Arcana) check determines how long the object remains in statuette form. + +> [!success-degree] +> - **Critical Success** The object remains a statuette for 1 week. +> - **Success** The object remains a statuette for 1 day. +> - **Failure** You fail to shrink the object. +> - **Critical Failure** You fail to shrink the object, and the highest-level item you carry of light Bulk or more shrinks to a tiny, unusable figurine of itself, weighing negligible bulk, for 1 week. + +*Source: Extinction Curse #4: Siege of the Dinosaurs p. 75* \ No newline at end of file diff --git a/compendium/spells/rituals/tattoo-whispers-sot1.md b/compendium/spells/rituals/tattoo-whispers-sot1.md new file mode 100644 index 000000000..e2506f132 --- /dev/null +++ b/compendium/spells/rituals/tattoo-whispers-sot1.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/sot1 +- ritual/3 +- trait/auditory +- trait/divination +- trait/linguistic +- trait/mental +- trait/rare +aliases: ["Tattoo Whispers"] +--- +# Tattoo Whispers *Ritual 3* +[auditory](rules/traits/auditory.md) [divination](rules/traits/divination.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) + +- **Cast** 1 hour +- **Cost** tattoo inks and silver tattooing needles worth 20 gp for each secondary caster +- **Secondary Casters** 2 up to a maximum of 6 +- **Primary Checks** [Crafting](compendium/skills.md#Crafting) (expert) +- **Secondary Checks** [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism) +- **Range**touch +- **Targets**the secondary casters + +You carefully tattoo the same design upon each secondary caster. The tattoo can be of any shape or symbol, but it must include a mouth. The tattoo fades naturally over the course of 1 month. + +> [!success-degree] +> - **Critical Success** The tattoos on the secondary casters are all magically linked for 1 week, providing a semi-telepathic bond. Each secondary caster can communicate secretly with any other secondary casters at any time by mouthing words but making no sound. The person receiving a message must be within 120 feet of the sender, must be within the sender's line of sight, and must have their tattoo uncovered. The mouth of the tattoo moves to match the words, which the tattoo whispers, but only the tattoo's bearer can hear it. +> - **Success** As critical success, but the effect lasts for 1 day. +> - **Failure** The ritual has no effect. +> - **Critical Failure** The ritual has no effect and creates a backlash of [persistent mental](rules/conditions.md#Persistent%20Damage) static. All casters are [stupefied](rules/conditions.md#Stupefied) for 1 day. + +*Source: Strength of Thousands #1: Kindled Magic p. 38* \ No newline at end of file diff --git a/compendium/spells/rituals/teleportation-circle-apg.md b/compendium/spells/rituals/teleportation-circle-apg.md new file mode 100644 index 000000000..e534be605 --- /dev/null +++ b/compendium/spells/rituals/teleportation-circle-apg.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/apg +- ritual/7 +- trait/conjuration +- trait/teleportation +- trait/uncommon +aliases: ["Teleportation Circle"] +--- +# Teleportation Circle *Ritual 7* +[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** rare incense, precious metals, and purified chalk worth 500 gp +- **Secondary Casters** 2 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (master) +- **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Survival](compendium/skills.md#Survival) +- **Range**20 feet + +You create a 10-foot-diameter circle on the ground, which acts as a portal to a destination determined at the time of the ritual. You designate the destination of the teleportation as part of the ritual. This destination can't be changed. The destination must be a location within 1,000 miles and be on the same plane as the teleportation circle. You must be able to identify the location precisely both by its position relative to the location where you create the teleportation circle and by the destination's appearance (or other identifying features). The destination must also be a 10-foot-diameter circle that doesn't overlap with any solid structures, but it can be a place that is harmful or dangerous. + +A secondary caster attempting a [Survival](compendium/skills.md#Survival) check for this ritual can be located at the exact site of the destination, instead of with you at the point of origin. If the secondary succeeds at their check at the destination and you roll a success, the ritual is a critical success instead. + +While the circle is active, any creature that moves to be fully within the circle is instantly teleported to the destination. A creature that is unwilling to be teleported can attempt a Will save to resist the effect. If it remains in the circle, the creature must attempt this save again at the end of each of its turns. + +The teleportation circle normally goes only in one direction, though you can double the Cost to make the teleportation work in both directions. + +> [!success-degree] +> - **Critical Success** You create the teleportation circle, and it's extremely precise, regardless of the distance traveled. Travelers arrive exactly at the designated point. +> - **Success** As a critical success, but the destination of the teleportation circle is slightly inaccurate, and is off target by roughly 1 percent of the distance traveled, to a maximum of 10 miles off target. +> - **Failure** The teleportation circle doesn't function. +> - **Critical Failure** The teleportation circle is wildly inaccurate. It leads to a random destination roughly the same distance from the origin point, and the chances of some other unusual mishap are much greater. + +**Heightened (9th)** The cost increases to 2,000 gp, the duration increases to 1 month, and the destination can be anywhere on the same planet. + +**Heightened (10th)** The cost increases to 10,000 gp, the duration is unlimited, and the destination can be anywhere on the same planet. + +*Source: Advanced Player's Guide p. 244* \ No newline at end of file diff --git a/compendium/spells/rituals/terminate-bloodline-ec5.md b/compendium/spells/rituals/terminate-bloodline-ec5.md new file mode 100644 index 000000000..85501f721 --- /dev/null +++ b/compendium/spells/rituals/terminate-bloodline-ec5.md @@ -0,0 +1,64 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/ec5 +- ritual/6 +- trait/necromancy +- trait/uncommon +aliases: ["Terminate Bloodline"] +--- +# Terminate Bloodline *Ritual 6* +[necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** a bodily sample from the target, and valuables belonging to the target worth a total value of 100 gp × the spell level × the target's level +- **Secondary Casters** 3 +- **Primary Checks** [Occultism](compendium/skills.md#Occultism) (master) +- **Secondary Checks** [Society](compendium/skills.md#Society) +- **Range**10 miles +- **Targets**1 creature of a level no greater than double the _terminate bloodline_ ritual's level + +Mighty drow noble houses, including House Shraen, use this ritual to stamp out fledgling noble houses before they rise to power. At the ritual's completion, you place a contagious wasting disease upon the target creature with the intention of ending their familial bloodline. + +The ritual is easiest to cast on a subdued target, typically a low-ranking member of the targeted family bloodline who is kidnapped and has their memory wiped. If the target is conscious when the ritual is cast, the target attempts a Fortitude save against the ritual's DC; on a success, the ritual fails. Otherwise, the target is automatically affected by the dying bloodline disease. + +Every member of an infected creature's immediate family (blood relationship or parent or child) that comes into physical contact with that infected creature must attempt a Fortitude save or contract the disease. + +````ad-embed-affliction +title: Dying Bloodline, _Disease 1_ +collapse: closed +# Dying Bloodline +*Disease 1* +[curse](rules/traits/curse.md) [disease](rules/traits/disease.md) + +Failing or critically failing this disease's Fortitude save causes the disease to progress to the next stage as normal; however, succeeding or critically succeeding at the save has no effect. The disease can be removed only by first successfully counteracting the curse and then counteracting the disease. + +**Level** equal to twice the ritual's level; + +```ad-inline-affliction +## Stages + +**Stage 1** carrier with no effect (1 month) + +**Stage 2** [fatigued](rules/conditions.md#Fatigued) (1 week) + +**Stage 3** [fatigued](rules/conditions.md#Fatigued) and [drained](rules/conditions.md#Drained) (1 day) + +**Stage 4** [fatigued](rules/conditions.md#Fatigued) and [drained](rules/conditions.md#Drained) (1 day) + +**Stage 5** death +``` + +*Source: Extinction Curse #5: Lord of the Black Sands p. 74* +```` + +> [!success-degree] +> - **Critical Success** The creature does not contract the disease and does not need to attempt further saves when coming into physical contact with that particular creature (the creature is not immune to the disease, however, and must attempt a save as normal if it comes into physical contact with a different infected family member). +> - **Success** The creature is not affected but must attempt another save the next time they come into physical contact with that particular infected creature. +> - **Failure** The creature contracts the disease and can spread it in the same way as the original target. + + +## Summary + +*Source: Extinction Curse #5: Lord of the Black Sands p. 74* \ No newline at end of file diff --git a/compendium/spells/rituals/the-worlds-a-stage-som.md b/compendium/spells/rituals/the-worlds-a-stage-som.md new file mode 100644 index 000000000..353e17f72 --- /dev/null +++ b/compendium/spells/rituals/the-worlds-a-stage-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/som +- ritual/5 +- trait/divination +- trait/fortune +- trait/uncommon +aliases: ["The World's A Stage"] +--- +# The World's A Stage *Ritual 5* +[divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** costumes and a stage large enough to fit all casters +- **Secondary Casters** 2 to 12 +- **Primary Checks** [Occultism](compendium/skills.md#Occultism) (expert) +- **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Performance](compendium/skills.md#Performance) + +This famous ritual is a sophisticated example of symbolic magic, binding fate and fortune to follow a prepared script. To conduct the ritual, you and the secondary casters must put on a long-form, multi-person, plot-based performance that's usually a play or opera, though more unusual performances have been known. You take the role of the director, while the secondary casters are either actors ([Performance](compendium/skills.md#Performance)) or significant backstage figures, such as set or costume designers ([Crafting](compendium/skills.md#Crafting)). The casting time of the ritual includes both preparations and rehearsals of various sorts and the actual performance, which must be at least an hour long. + +The performance presents current events and offers a particular vision on how they resolve, often in metaphorical or allegorical format (proposing the overthrow of a tyrant by referring to a different, legendary tyrant who was overthrown, or suggesting that a murderous secret might be uncovered by presenting an allegory of truth defeating murder). This performance must be presented to an audience of at least a hundred people, a majority of whom must both be connected, at least peripherally, to the events in question (the people of the tyrant's city, or the residents of the village where the murder occurred) and who must understand what the metaphor or allegory actually refers to. For the magic to spark, the performance must declare its purpose loudly and clearly to the parties most concerned. If a major antagonist featured in the performance is in the audience and the ritual is a success, you get a critical success instead. + +> [!success-degree] +> - **Critical Success** Something sublime sparks between performance and audience, and destiny conspires to push events in the right direction. You and each secondary caster can reroll up to three skill checks at any point during the duration of the ritual after determining the results, as long as the skill check is connected to ensuring the topic of the performance comes true (to sneak past the tyrant's guards or find the murder weapon, for instance). +> - **Success** As critical success except the sparks of destiny are weaker, so each caster can reroll only a single skill check. +> - **Failure** The ritual has no effect. +> - **Critical Failure** The performance is a dramatic and horrendous botch, and fate strikes out at the casters. You and each secondary caster are [doomed](rules/conditions.md#Doomed) for the next month, and this condition can't be removed by anything less than a wish or similarly powerful magic. + +*Source: Secrets of Magic p. 153* \ No newline at end of file diff --git a/compendium/spells/rituals/unseen-custodians-apg.md b/compendium/spells/rituals/unseen-custodians-apg.md new file mode 100644 index 000000000..850631d76 --- /dev/null +++ b/compendium/spells/rituals/unseen-custodians-apg.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/apg +- ritual/2 +- ritual/area/misc +- trait/conjuration +- trait/uncommon +aliases: ["Unseen Custodians"] +--- +# Unseen Custodians *Ritual 2* +[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** rare oils, salts, and herbs worth a total value of 15 gp +- **Secondary Casters** 2 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (expert) +- **Secondary Checks** [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism) (whichever isn't used for the primary check), [Diplomacy](compendium/skills.md#Diplomacy) +- **Area**100 feet × 100 feet, up to 20 feet high + +You create a site-bound, long-lasting [unseen servant](compendium/spells/unseen-servant.md) spell effect, forming entities of pure force to carry out basic tasks at a fixed location. + +> [!success-degree] +> - **Critical Success** The ritual creates six unseen servant. You don't need to concentrate on them, and they aren't [summoned](rules/traits/summoned.md) [minions](rules/traits/minion.md). You can spend an action, which has the [concentrate](rules/traits/concentrate.md) trait, to command one to perform a basic task; it continues to perform the task until commanded again. +> - **Success** As critical success, but the ritual creates three unseen servants. +> - **Failure** The ritual fails to create any servants. +> - **Critical Failure** The ritual creates six unseen servants, but these creatures are [hostile](rules/conditions.md#Hostile) and capable of making fist [Strikes](rules/actions/strike.md) with an attack bonus equal to your skill modifier for the primary skill check, dealing `1d6` force damage. They attack you and your allies and attempt to break objects belonging to you and your allies within the area. + +**Heightened (6th)** If destroyed, the unseen servants reform the next morning. The cost increases to 30 gp. + +*Source: Advanced Player's Guide p. 245* \ No newline at end of file diff --git a/compendium/spells/rituals/ward-domain-apg.md b/compendium/spells/rituals/ward-domain-apg.md new file mode 100644 index 000000000..25c97fae7 --- /dev/null +++ b/compendium/spells/rituals/ward-domain-apg.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/apg +- ritual/6 +- ritual/area/misc +- trait/abjuration +- trait/uncommon +aliases: ["Ward Domain"] +--- +# Ward Domain *Ritual 6* +[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** rare incenses, oils, and powdered silver, worth 150 gp total +- **Secondary Casters** 3 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), or [Occultism](compendium/skills.md#Occultism) (master) +- **Secondary Checks** [Lore](compendium/skills.md#Lore) (any), [Survival](compendium/skills.md#Survival), [Thievery](compendium/skills.md#Thievery) +- **Area**100 feet × 100 feet, up to 50 feet high + +This ritual has long been used to guard the private sanctums of powerful rulers, spellcasters, and other figures of import. You and the other casters spend the casting time burning incense, anointing doorframes, and drawing lines of powered silver across entryways. The ritual creates the following magical effects within the area; these effects are heightened to the level of _ward domain_ and remain throughout the duration. + +All gates, doors, windows, and similar apertures in the area (if any) are locked, with the effects of lock. In addition, you can obscure up to six doors, doorways, or similar entrances within the area with the effects of illusory object to appear as plain walls. Scrying spells can't perceive any stimuli from the area, and _ward domain_ attempts to counteract teleportation effects into or out of the area, including attempts to summon creatures into the area, using a modifier equal to the ritual's save DC – 10. + +A successful [dispel magic](compendium/spells/dispel-magic.md) used on a specific effect removes only that effect (such as the [lock](compendium/spells/lock.md) effect on one window). A successful [disjunction](compendium/spells/disjunction.md) ends the entire ritual. + +> [!success-degree] +> - **Critical Success** You create the effects described above, and you protect an area twice as large. +> - **Success** You create the effects described above. +> - **Failure** The ritual has no effect. +> - **Critical Failure** The area becomes trapped and [hostile](rules/conditions.md#Hostile) to you and your allies in a way you didn't anticipate. + +**Heightened (+ 1)** The ward covers an additional area 100 feet × 100 feet, up to 50 feet high, which must be contiguous with the original area. + +*Source: Advanced Player's Guide p. 245* \ No newline at end of file diff --git a/compendium/spells/rituals/word-of-recall-apg.md b/compendium/spells/rituals/word-of-recall-apg.md new file mode 100644 index 000000000..984da34e3 --- /dev/null +++ b/compendium/spells/rituals/word-of-recall-apg.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/apg +- ritual/7 +- trait/conjuration +- trait/rare +- trait/teleportation +aliases: ["Word of Recall"] +--- +# Word of Recall *Ritual 7* +[conjuration](rules/traits/conjuration.md) [rare](rules/traits/rare.md) [teleportation](rules/traits/teleportation.md) + +- **Cast** 7 days +- **Cost** rare oils and powdered minerals worth 5,000 gp +- **Secondary Casters** 2 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (expert, the check has the [secret](rules/traits/secret.md) trait) +- **Secondary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (whichever isn't used for the primary check), [Society](compendium/skills.md#Society) +- **Range**20 feet +- **Targets**Up to seven willing creatures of 14th level or lower + +You bind yourself and your allies to the specific safe location where you perform the ritual. This allows the participants to return later by simply speaking a word. + +> [!success-degree] +> - **Success** You form the connection with the designated sanctuary. Any participant in the ritual can spend a single action, which has the [concentrate](rules/traits/concentrate.md) trait, to utter a word of power you choose when you cast the spell. When they do, all the participants can immediately return to the sanctuary from any distance, as long as they are on the same plane as the sanctuary. Each participant arrives in the position in which they were standing during the casting of the ritual. When the word is spoken, all other participants know it, and each can choose whether or not to return to the sanctuary at that time. The ritual then immediately ends. +> - **Failure** You fail to form the connection between the participants and the sanctuary and are aware that the ritual has failed. +> - **Critical Failure** The ritual inadvertently forms a connection with a location on another plane. The casters are unaware of this misalignment. When the word is invoked, all ritual participants are shifted to this extraplanar location. + +**Heightened (+ 1)** The cost increases by 5,000 gp, the ritual can target one more creature, and the maximum level of creature it can target increases by 2. + +*Source: Advanced Player's Guide p. 245* \ No newline at end of file diff --git a/compendium/spells/roar-of-the-wyrm-logm.md b/compendium/spells/roar-of-the-wyrm-logm.md new file mode 100644 index 000000000..cb5735023 --- /dev/null +++ b/compendium/spells/roar-of-the-wyrm-logm.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/area/emanation +- spell/focus/4 +- trait/auditory +- trait/emotion +- trait/enchantment +- trait/mental +aliases: ["Roar Of The Wyrm"] +--- +# Roar Of The Wyrm *Focus 4* +[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Domains**: [wyrmkin](compendium/setting/domains.md#Wyrmkin) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot emanation +- **Saving Throw** Will +- **Duration**varies + +You channel the might of dragons into your voice, letting out a roar that engenders respect in dragonkind but that instills fear in most other creatures. The impressive roar grants you a +2 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks for 10 minutes against dragons that were in the area at the time of casting. + +All enemies within the area other than dragons must attempt a Will save; to these enemies, roar of the wyrm is a [fear](rules/traits/fear.md) effect. + +Roar of the wyrm affects non-dragon creatures with deep ties to dragonkind (such as a barbarian with the draconic instinct, a sorcerer with the draconic bloodline, or a member of a culture that reveres dragons) as if they had the [dragon](rules/traits/dragon.md) trait. The GM decides if a creature is aligned enough with dragonkind to be affected in this way. Champions, clerics, and other faithful employ a variety of holy (and unholy) instruments to demonstrate the majesty of their deity and triumphantly vanquish the foes of their faith. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [frightened](rules/conditions.md#Frightened). +> - **Failure** The creature is [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The creature is [frightened](rules/conditions.md#Frightened) and [fleeing](rules/conditions.md#Fleeing) for 1 round. + +*Source: Lost Omens: Gods & Magic p. 119* \ No newline at end of file diff --git a/compendium/spells/roaring-applause-som.md b/compendium/spells/roaring-applause-som.md new file mode 100644 index 000000000..4767a8605 --- /dev/null +++ b/compendium/spells/roaring-applause-som.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/3 +- trait/emotion +- trait/enchantment +- trait/mental +aliases: ["Roaring Applause"] +--- +# Roaring Applause *Spell 3* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**sustained + +Your flamboyant flourish invokes such powerful feelings in your audience that you incite cheers and applause. + +Targets of this spell must be able to see, hear, or otherwise understand you. The targets must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target becomes mildly distracted by your display and applauds while it isn't fully occupied. It can't use reactions. +> - **Failure** The target applauds you so vigorously that it can't use reactions and is [slowed](rules/conditions.md#Slowed). The applause is so involved that it has the [manipulate](rules/traits/manipulate.md) trait. This triggers reactions based on the [manipulate](rules/traits/manipulate.md) trait at the start of the target's turn. +> - **Critical Failure** As failure, plus the target is so distracted by its vigorous applauding of you that it's [fascinated](rules/conditions.md#Fascinated) with you. + +**Heightened (6th)** You can target up to 10 creatures. + +*Source: Secrets of Magic p. 126* \ No newline at end of file diff --git a/compendium/spells/rouse-skeletons-som.md b/compendium/spells/rouse-skeletons-som.md new file mode 100644 index 000000000..d993016d0 --- /dev/null +++ b/compendium/spells/rouse-skeletons-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/burst +- spell/level/3 +- trait/necromancy +aliases: ["Rouse Skeletons"] +--- +# Rouse Skeletons *Spell 3* +[necromancy](rules/traits/necromancy.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Area**10-foot burst +- **Saving Throw** Reflex +- **Duration**sustained up to 1 minute + +Misshapen skeletal forms erupt from a solid surface, such as a stone floor, and fill the burst. The area they fill is difficult terrain. Their grasping claws deal `2d6` slashing damage to creatures on the ground in the area when the skeletons first appear (basic Reflex save) + +On subsequent rounds, the first time you [Sustain the Spell](rules/actions/sustain-a-spell.md) each round, you can move the area of skeletons up to 20 feet within the range of the spell and deal `2d6` slashing damage (basic Reflex save) to each creature in their new area. + +Damaging or destroying the skeletons is irrelevant, as new bones pull forth from the ground to repair and replace any that are obliterated. + +**Heightened (+ 2)** The damage increases by `1d6`. + +*Source: Secrets of Magic p. 126* \ No newline at end of file diff --git a/compendium/spells/runic-impression-som.md b/compendium/spells/runic-impression-som.md new file mode 100644 index 000000000..5ef6ad01f --- /dev/null +++ b/compendium/spells/runic-impression-som.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/focus/4 +- trait/evocation +- trait/magus +- trait/uncommon +aliases: ["Runic Impression"] +--- +# Runic Impression *Focus 4* +[evocation](rules/traits/evocation.md) [magus](rules/traits/magus-som.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**touch +- **Targets**you or one weapon you're wielding +- **Duration**1 minute + +Your unarmed attacks or weapon gain the benefits of a weapon rune you choose when you cast this spell: [corrosive](compendium/equipment/items/corrosive.md), [flaming](compendium/equipment/items/flaming.md), [frost](compendium/equipment/items/frost.md), [ghost touch](compendium/equipment/items/ghost-touch.md), [returning](compendium/equipment/items/returning.md), [shock](compendium/equipment/items/shock.md), or [thundering](compendium/equipment/items/thundering.md). If you cast runic impression on a weapon, this spell ends if you cease holding the weapon. + +If this spell would give a weapon more property runes than its normal maximum, one of the existing property runes (you choose) is suppressed until the spell ends. + +For unarmed attacks, if this spell would give you more property runes than you could have from handwraps of mighty blows, one of the existing property runes is similarly suppressed. + +**Heightened (8th)** Add [keen](compendium/equipment/items/keen.md) to the list of runes you can choose as well as the greater types of corrosive, flaming, frost, shock, and thundering. + +*Source: Secrets of Magic p. 143* \ No newline at end of file diff --git a/compendium/spells/rusting-grasp-apg.md b/compendium/spells/rusting-grasp-apg.md new file mode 100644 index 000000000..d8dcea51a --- /dev/null +++ b/compendium/spells/rusting-grasp-apg.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/4 +- trait/transmutation +aliases: ["Rusting Grasp"] +--- +# Rusting Grasp *Spell 4* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 metal creature, 1 non-magical metal hazard, or 1 non-magical metal item of up to 1 Bulk + +You cause the target to rapidly rust. This magical rust can affect nonferrous materials, but the target must be all or mostly metal. Skymetals such as adamantine and orichalcum are immune to this rust, and the GM might determine other precious materials are similarly resilient. Ultimately, the GM decides if an object or creature can be targeted with this spell. + +All damage from this spell ignores Hardness. If the spell causes [persistent damage](rules/conditions.md#Persistent%20Damage) from rust, a creature can attempt to scrape off the rust to assist the target in recovering from the [persistent damage](rules/conditions.md#Persistent%20Damage) (reducing the DC of the flat check to end [persistent damage](rules/conditions.md#Persistent%20Damage) to 10 and granting an immediate flat check). The effect of the spell depends on its target. + +- **Creature or Hazard** A creature or hazard must be made of all or mostly metal to be affected (this includes many mechanical traps). It takes `8d6` damage (basic Fortitude save), plus `2d6` [persistent damage](rules/conditions.md#Persistent%20Damage) on a failed save. Touching a hazard to affect it with this spell might trigger the hazard, as determined by the GM. +- **Item** The rust deals `2d6` damage, subject to a basic Reflex save by the creature wearing or holding the item; if the item is unattended, it automatically gets a critical failure + +On a failed save, the item also takes `1d6` [persistent damage](rules/conditions.md#Persistent%20Damage). For an attended item, this [persistent damage](rules/conditions.md#Persistent%20Damage) occurs at the end of the attending creature's turns; if the item was unattended when you [Cast the Spell](rules/actions/cast-a-spell.md), the damage happens at the end of your turns. + +When targeting armor someone is wearing, its Bulk is 1 higher than the listed value, since carrying armor is more cumbersome than wearing it. Thin iron or steel items, such as weapons, have 20 HP and a [Broken](rules/conditions.md#Broken) Threshold of 10, and thicker iron or steel items, such as most suits of armor, have 36 HP and a [Broken](rules/conditions.md#Broken) Threshold of 18. Other materials' statistics can be found on pages 577–579 of the Core Rulebook. + +**Heightened (+ 1)** Increase the initial damage to creatures or hazards by `2d6`, and increase the maximum Bulk of an item you can target by 1. + +*Source: Advanced Player's Guide p. 223* \ No newline at end of file diff --git a/compendium/spells/safe-passage-apg.md b/compendium/spells/safe-passage-apg.md new file mode 100644 index 000000000..2a5866bbd --- /dev/null +++ b/compendium/spells/safe-passage-apg.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/misc +- spell/level/3 +- trait/abjuration +aliases: ["Safe Passage"] +--- +# Safe Passage *Spell 3* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**touch +- **Area**10-foot-wide, 10-foot-tall, 60-foot-long section of terrain +- **Duration**sustained up to 1 minute + +You repel dangers from all around you, making passage through the chosen area safe for a brief amount of time. + +Anyone passing through the area gains the following benefits against harmful effects of the terrain and environment, including environmental damage, hazardous terrain, and hazards in the area. The spell grants a +2 status bonus to AC and saves against such effects, and resistance 5 to all damage from such effects. Furthermore, the spell prevents anything in the area that's [prone](rules/conditions.md#Prone) to collapse, such as a rickety bridge or an unstable ceiling, from collapsing, except under extreme strain that would collapse a normal structure of its type. + +Safe passage protects only against harm, not inconvenience, and it doesn't reduce difficult terrain, remove the [concealed](rules/conditions.md#Concealed) condition caused by precipitation, or the like, nor does it protect against creatures within the spell's area. + +**Heightened (5th)** The granted resistance increases to 10, and the area can be 120 feet long. + +**Heightened (8th)** The granted resistance increases to 15, and the area can be 500 feet long. + +**Spell Lists**: Elemental + +*Source: Advanced Player's Guide p. 224* \ No newline at end of file diff --git a/compendium/spells/sages-curse-av2.md b/compendium/spells/sages-curse-av2.md new file mode 100644 index 000000000..051e55777 --- /dev/null +++ b/compendium/spells/sages-curse-av2.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/av2 +- spell/level/4 +- trait/attack +- trait/curse +- trait/enchantment +- trait/mental +- trait/misfortune +- trait/uncommon +aliases: ["Sage's Curse", "Savant's Curse"] +--- +# Sage's Curse *Spell 4* +[attack](rules/traits/attack.md) [curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [misfortune](rules/traits/misfortune.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You afflict the target with a curse that fills its mind with distracting and hyperspecialized minutiae, causing it to second-guess even simple facts. The target must attempt a Will saving throw. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** For 10 minutes, the target must roll twice and use the worse result whenever attempting an [Arcana](compendium/skills.md#Arcana), [Lore](compendium/skills.md#Lore), [Occultism](compendium/skills.md#Occultism), or [Society](compendium/skills.md#Society) check. If the target succeeds at a check to [Recall Knowledge](rules/actions/recall-knowledge.md), it gains one piece of true knowledge and one piece of erroneous knowledge, but it has no way of knowing which is which (this has no effect if the target critically succeeds at a check to [Recall Knowledge](rules/actions/recall-knowledge.md)). +> - **Failure** As success, but the effect is permanent. +> - **Critical Failure** As failure, and the target treats the outcomes of all checks to [Recall Knowledge](rules/actions/recall-knowledge.md) as one degree of success worse than the result the target rolled (a critical success becomes a success, a success becomes a failure, and a failure becomes a critical failure). + +*Source: Abomination Vaults #2: Hands of the Devil p. 73* \ No newline at end of file diff --git a/compendium/spells/sanguine-mist-som.md b/compendium/spells/sanguine-mist-som.md new file mode 100644 index 000000000..a98122c6f --- /dev/null +++ b/compendium/spells/sanguine-mist-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/burst +- spell/level/4 +- trait/death +- trait/necromancy +- trait/negative +aliases: ["Sanguine Mist"] +--- +# Sanguine Mist *Spell 4* +[death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Area**10-foot burst +- **Saving Throw** basic Fortitude +- **Duration**sustained up to 1 minute + +You unleash a cloud of foul, blood-sucking fog that drains the vitality from the living to bolster your own. Each living creature in the area when you [Cast the Spell](rules/actions/cast-a-spell.md), aside from you, takes `6d6` negative damage with a basic Fortitude save. Creatures in the area are [concealed](rules/conditions.md#Concealed), and all creatures outside the cloud become [concealed](rules/conditions.md#Concealed) to creatures within it. + +The first time each round you Sustain this Spell on subsequent turns, living creatures in the area take an additional `2d6` negative damage with another basic Fortitude save. You also gain temporary Hit Points equal to half the damage a single creature took when you Sustained the spell this turn; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute. + +**Heightened (+ 1)** The initial damage increases by `2d6` and the secondary damage increases by `1d6`. + +*Source: Secrets of Magic p. 127* \ No newline at end of file diff --git a/compendium/spells/scatter-scree-som.md b/compendium/spells/scatter-scree-som.md new file mode 100644 index 000000000..ae66bfec1 --- /dev/null +++ b/compendium/spells/scatter-scree-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/misc +- spell/cantrip +- trait/cantrip +- trait/earth +- trait/evocation +aliases: ["Scatter Scree"] +--- +# Scatter Scree *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Area**two contiguous 5-foot cubes +- **Saving Throw** basic Reflex +- **Duration**1 minute + +You evoke a jumble of rocks in the area. The scattering rocks deal bludgeoning damage equal to `1d4` plus your spellcasting ability modifier to creatures in the area, with a basic Reflex save. The ground in the area becomes difficult terrain for the duration. A creature can [Interact](rules/actions/interact.md) to clear a square of this scree. + +If you cast this spell again, any previous scatter scree you have cast ends. + +**Heightened (+ 1)** The damage increases by `1d4`. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 127* \ No newline at end of file diff --git a/compendium/spells/schadenfreude-som.md b/compendium/spells/schadenfreude-som.md new file mode 100644 index 000000000..8584dbd36 --- /dev/null +++ b/compendium/spells/schadenfreude-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/1 +- trait/emotion +- trait/enchantment +- trait/mental +aliases: ["Schadenfreude"] +--- +# Schadenfreude *Spell 1* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You critically fail a saving throw against a foe's effect. +- **Range**30 foot +- **Targets**the triggering foe +- **Saving Throw** Will + +You distract your enemy with their feeling of smug pleasure when you fail catastrophically. They must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is distracted by its amusement and takes a –1 status penalty on [Perception](compendium/skills.md#Perception) checks and Will saves for 1 round. +> - **Failure** The creature is overcome by its amusement and is [stupefied](rules/conditions.md#Stupefied) for 1 round. +> - **Critical Failure** The creature is lost in its amusement and is [stupefied](rules/conditions.md#Stupefied) for 1 round and [stunned](rules/conditions.md#Stunned). + +*Source: Secrets of Magic p. 127* \ No newline at end of file diff --git a/compendium/spells/scintillating-safeguard-apg.md b/compendium/spells/scintillating-safeguard-apg.md new file mode 100644 index 000000000..496ec0999 --- /dev/null +++ b/compendium/spells/scintillating-safeguard-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/6 +- trait/abjuration +aliases: ["Scintillating Safeguard"] +--- +# Scintillating Safeguard *Spell 6* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**An effect would deal physical or energy damage to you or a creature in range. +- **Range**30 foot +- **Targets**up to 5 willing creatures who would be harmed by the triggering effect + +A sparkling magical barrier envelops each target, shielding them against the triggering effect. Choose one type of physical or energy damage the triggering effect deals. Each target gains resistance 10 against that damage type for the triggering effect. The resistance applies only against the initial damage, not against any [persistent damage](rules/conditions.md#Persistent%20Damage) or other lingering effects of the effect. + +**Heightened (+ 1)** The resistance increases by 1. + +**Spell Lists**: Elemental + +*Source: Advanced Player's Guide p. 224* \ No newline at end of file diff --git a/compendium/spells/scorching-ray-som.md b/compendium/spells/scorching-ray-som.md new file mode 100644 index 000000000..5d7acc4f9 --- /dev/null +++ b/compendium/spells/scorching-ray-som.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/2 +- trait/attack +- trait/evocation +- trait/fire +aliases: ["Scorching Ray"] +--- +# Scorching Ray *Spell 2* +[attack](rules/traits/attack.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**60 foot +- **Targets**1 or more creatures + +You fire a ray of heat and flame. Make a spell attack roll against a single creature. On a hit, the target takes `2d6` fire damage, and on a critical hit, the target takes double damage. + +For each additional action you use when [Casting the Spell](rules/actions/cast-a-spell.md), you can fire an additional ray at a different target, to a maximum of three rays targeting three different targets for 3 actions. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after you make all the spell attack rolls for scorching ray. If you spend 2 or more actions [Casting the Spell](rules/actions/cast-a-spell.md), the damage increases to `4d6` fire damage on a hit, and it still deals double damage on a critical hit. + +**Heightened (+ 1)** The damage to each target increases by `1d6` for the 1-action version, or by `2d6` for the 2-action and 3-action versions. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 127* \ No newline at end of file diff --git a/compendium/spells/scouring-pulse-lokl.md b/compendium/spells/scouring-pulse-lokl.md new file mode 100644 index 000000000..abfd61e98 --- /dev/null +++ b/compendium/spells/scouring-pulse-lokl.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lokl +- spell/area/cylinder +- spell/level/5 +- trait/evocation +- trait/light +- trait/positive +- trait/uncommon +aliases: ["Scouring Pulse"] +--- +# Scouring Pulse *Spell 5* +[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**10-foot radius, 60-foot-tall cylinder +- **Saving Throw** Reflex + +You inundate the area with concentrated positive energy, which scours away the stain of undeath. Each creature in the area takes `6d8` positive damage and must attempt a basic Reflex save. Creatures that fail the save also take `1d8` [persistent positive damage](rules/conditions.md#Persistent%20Damage). Creatures that take [persistent positive damage](rules/conditions.md#Persistent%20Damage) from scouring pulse are wreathed in a heatless halo of light. They emit bright light in a 5-foot radius preventing them from being [concealed](rules/conditions.md#Concealed); if the creature is [invisible](rules/conditions.md#Invisible), they're [concealed](rules/conditions.md#Concealed) while affected by scouring pulse, rather than being [undetected](rules/conditions.md#Undetected). + +**Heightened (8th)** The positive damage increases to `9d8` damage, and the [persistent positive damage](rules/conditions.md#Persistent%20Damage) increases to `2d8`. Creatures remain suffused in light for `1d4` additional rounds after removing the [persistent positive damage](rules/conditions.md#Persistent%20Damage). + +*Source: Lost Omens: Knights of Lastwall p. 94* \ No newline at end of file diff --git a/compendium/spells/scouring-sand-ec1.md b/compendium/spells/scouring-sand-ec1.md new file mode 100644 index 000000000..da0fdd191 --- /dev/null +++ b/compendium/spells/scouring-sand-ec1.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec1 +- spell/area/burst +- spell/level/1 +- trait/earth +- trait/evocation +- trait/uncommon +aliases: ["Scouring Sand"] +--- +# Scouring Sand *Spell 1* +[earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Area**10-foot burst +- **Duration**sustained up to 1 minute + +You blast the area with grit that scours away soil and gets into creatures' eyes. For the duration of the spell, any plant-based difficult terrain smaller than a tree becomes loose, allowing each 5-foot square of it to be cleared with a single [Interact](rules/actions/interact.md) action. In addition, scouring sand attempts to counteract entangle and other effects that create or manipulate plant-based terrain in its area. + +Successfully counteracting an effect removes only the portion of its area that overlaps with scouring sand's area. + +After one such attempt, the effect is temporarily immune to scouring sand's counteract for 24 hours. Each creature in the area when you [Cast this Spell](rules/actions/cast-a-spell.md) or that ends its turn in the area must attempt a Reflex save. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature is [dazzled](rules/conditions.md#Dazzled) for 1 minute or until it uses an [Interact](rules/actions/interact.md) action to get the sand out of its eyes. +> - **Critical Failure** As failure, but the creature is also [blinded](rules/conditions.md#Blinded) for its next action. + +**Heightened (3rd)** Once per round when you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can move the center of the burst to a spot within range. + +**Heightened (6th)** As the 3rd-level version, except the range is 120 feet and the area is a 20-foot burst. + +*Source: Extinction Curse #1: The Show Must Go On p. 78* \ No newline at end of file diff --git a/compendium/spells/sculpt-sound-apg.md b/compendium/spells/sculpt-sound-apg.md new file mode 100644 index 000000000..210f768c6 --- /dev/null +++ b/compendium/spells/sculpt-sound-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/3 +- trait/illusion +aliases: ["Sculpt Sound"] +--- +# Sculpt Sound *Spell 3* +[illusion](rules/traits/illusion.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature or object +- **Duration**10 minutes + +You change the sounds made by a creature or object. Choose how you're altering the sounds when you [Cast the Spell](rules/actions/cast-a-spell.md); you can't alter it later. You can cause something that didn't create a sound to make sound, alter the voice of a creature, amplify or deaden a sound, or transform one sound into another. A creature who succeeds at a [Perception](compendium/skills.md#Perception) check against your spell DC can determine that the sound was altered by an illusion, including hearing faint sounds if you deadened the sound, but they can't determine the true sound unless they critically succeed at the [Perception](compendium/skills.md#Perception) check. You can [Dismiss](rules/actions/dismiss.md) the spell. + +Because this spell obscures sound instead of preventing it, using the spell to quiet a creature doesn't prevent that creature from using verbal spell components, though it does prevent most [auditory](rules/traits/auditory.md) effects that rely on another creature hearing them accurately. An unwilling target can attempt a Will save. + +> [!success-degree] +> - **Success** The affected sound from the creature isn't altered. +> - **Failure** The affected sound from the creature is altered in the way you determine. +> - **Critical Failure** The affected sound from the creature is altered and the target becomes [stupefied](rules/conditions.md#Stupefied) for 1 minute as it struggles with the disorienting effects of its altered sound. + +**Heightened (5th)** You can target up to 6 creatures or 6 objects, altering the sounds of all affected creatures or objects in the same way. + +*Source: Advanced Player's Guide p. 224* \ No newline at end of file diff --git a/compendium/spells/sea-of-thought-da.md b/compendium/spells/sea-of-thought-da.md new file mode 100644 index 000000000..7a6c20847 --- /dev/null +++ b/compendium/spells/sea-of-thought-da.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/area/burst +- spell/level/3 +- trait/conjuration +aliases: ["Sea of Thought"] +--- +# Sea of Thought *Spell 3* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Area**15-foot burst +- **Saving Throw** Fortitude +- **Duration**1 minute + +You cover the area in a sloshing torrent of semi-solidified thought, roughly ankle high. The area becomes difficult terrain, similarly to a shallow bog. Each round that a creature starts its turn in the area, it must attempt a Fortitude save against the shifting waves of thought. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also knocked [prone](rules/conditions.md#Prone). + +**Heightened (+ 1)** The radius of the spell's area increases by 5 feet. + +*Source: Dark Archive p. 106* \ No newline at end of file diff --git a/compendium/spells/sea-surge-ec1.md b/compendium/spells/sea-surge-ec1.md new file mode 100644 index 000000000..09a298ac4 --- /dev/null +++ b/compendium/spells/sea-surge-ec1.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec1 +- spell/level/2 +- trait/evocation +- trait/uncommon +- trait/water +aliases: ["Sea Surge"] +--- +# Sea Surge *Spell 2* +[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**until the start of your next turn + +You slap or stomp on a nearby solid or liquid surface, sending a surge of water rushing away from you. The water forms a flat, 5-foot-thick, 10-foot-high wall of water between 5 and 15 feet wide (you decide). It moves 60 feet in a direction of your choice along the struck surface, extinguishing all non-magical fires, carrying along unattended objects of 1 Bulk or less, and pushing larger objects. The wave moves another 60 feet in the same direction at the start of your next turn, then vanishes. Large or smaller creatures in the area or that enter the area the wave moves through must attempt a Fortitude save. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature is knocked [prone](rules/conditions.md#Prone). If the creature was Swimming, it gets a critical failure instead. +> - **Critical Failure** The creature is pushed 20 feet in the wave's direction, is knocked [prone](rules/conditions.md#Prone), and takes `3d6` bludgeoning damage. + +*Source: Extinction Curse #1: The Show Must Go On p. 78* \ No newline at end of file diff --git a/compendium/spells/seal-fate-apg.md b/compendium/spells/seal-fate-apg.md new file mode 100644 index 000000000..3e289e239 --- /dev/null +++ b/compendium/spells/seal-fate-apg.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/4 +- trait/curse +- trait/death +- trait/necromancy +aliases: ["Seal Fate"] +--- +# Seal Fate *Spell 4* +[curse](rules/traits/curse.md) [death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 living creature +- **Saving Throw** Fortitude + +You utter a curse that a creature will meet a certain end—a death by freezing, stabbing, or another means you devise. Choose one type of damage from the following list: acid, bludgeoning, cold, electricity, fire, negative, piercing, slashing, or sonic. The effect is based on the target's Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target gains weakness 2 to the chosen damage type until the end of your next turn. +> - **Failure** As success, but the duration is 1 minute. If the creature is reduced to 0 HP by the chosen damage and its level is 7 or less, it dies. +> - **Critical Failure** As failure, but the duration is unlimited. + +**Heightened (+ 2)** The weakness increases by 1, and the maximum level of creature that can be automatically killed increases by 4. + +*Source: Advanced Player's Guide p. 224* \ No newline at end of file diff --git a/compendium/spells/seashell-of-stolen-sound-som.md b/compendium/spells/seashell-of-stolen-sound-som.md new file mode 100644 index 000000000..d3ef13d3b --- /dev/null +++ b/compendium/spells/seashell-of-stolen-sound-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/1 +- trait/divination +- trait/sonic +aliases: ["Seashell Of Stolen Sound"] +--- +# Seashell Of Stolen Sound *Spell 1* +[divination](rules/traits/divination.md) [sonic](rules/traits/sonic.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**A creature within range begins to make a sound. +- **Range**30 foot +- **Duration**until your next daily preparations + +You store a sound in a seashell to use as you will: the last words of a loved one, a dragon's mighty roar, the compromising conversation between two powerful diplomats, or even more strange and secret. As part of Casting this Spell, you must present an unbroken seashell. When you [Cast the Spell](rules/actions/cast-a-spell.md), magic swirls around the triggering creature, copying the sounds they make, as well as any background noise, for the next minute and storing them in the seashell. + +You or another creature can then play the sound back from the seashell during the spell's duration by [Interacting](rules/actions/interact.md) with the seashell, but once the sounds have been played back, the seashell shatters and the spell ends. + +As normal for spells with a duration until your next daily preparations, you can choose to continue expending the spell slot to prolong the duration of an existing seashell of stolen sound for another day. While the spell faithfully copies the sounds around the target, it doesn't reproduce any special [auditory](rules/traits/auditory.md) or [sonic](rules/traits/sonic.md) effects of the sound. + +*Source: Secrets of Magic p. 127* \ No newline at end of file diff --git a/compendium/spells/secret-chest-apg.md b/compendium/spells/secret-chest-apg.md new file mode 100644 index 000000000..532e17b8e --- /dev/null +++ b/compendium/spells/secret-chest-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/5 +- trait/conjuration +aliases: ["Secret Chest"] +--- +# Secret Chest *Spell 5* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** 1 minute +- **Range**touch +- **Targets**1 container and its contents, totaling 10 + +Bulk or less Duration until the next time you make your daily preparations You banish a container and its contents to the Ethereal Plane, where you can retrieve it from later. The container's physical properties—the material from which it is made, any locks, or other features—are irrelevant to the casting of this spell, but the container can't contain any creatures. When you [Cast this Spell](rules/actions/cast-a-spell.md), the container and all its contents are transported to a random location deep in the Ethereal Plane. Time passes normally for the container and its contents, and the environmental effects of the Ethereal Plane apply to it. Though very unlikely, it's possible for a creature on the Ethereal Plane to stumble upon the chest. + +You can [Dismiss](rules/actions/dismiss.md) the spell to return the chest to your current location. If the spell ends by any other means, the container is lost on the Ethereal Plane and you can no longer recall it with this spell, though you could search for it in other ways. + +*Source: Advanced Player's Guide p. 225* \ No newline at end of file diff --git a/compendium/spells/sepulchral-mask-apg.md b/compendium/spells/sepulchral-mask-apg.md new file mode 100644 index 000000000..923edfc34 --- /dev/null +++ b/compendium/spells/sepulchral-mask-apg.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/emanation +- spell/focus/1 +- trait/divination +- trait/emotion +- trait/mental +- trait/sorcerer +- trait/uncommon +- trait/visual +aliases: ["Sepulchral Mask"] +--- +# Sepulchral Mask *Focus 1* +[divination](rules/traits/divination.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) + +- **Bloodline** Sorcerer +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**5-foot emanation +- **Targets**enemies in the area +- **Saving Throw** Will +- **Duration**1 minute + +You manifest a supernatural funerary mask, granting you a +1 status bonus to Will saving throws against [emotion](rules/traits/emotion.md) effects for 1 minute. Its somber countenance forces your foes to confront their regrets and sins. Each enemy in the area when you [Cast the Spell](rules/actions/cast-a-spell.md) or that starts its turn in the area takes `1d4` mental damage and must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and takes a –1 status penalty to Will saves against [emotion](rules/traits/emotion.md) effects for 1 round. +> - **Critical Failure** The creature takes double damage and a –1 status penalty to Will saves against [emotion](rules/traits/emotion.md) effects for 1 minute. + +**Heightened (+ 2)** Increase the mental damage by `2d4` and the emanation's radius by 5 feet. + +*Source: Advanced Player's Guide p. 236* \ No newline at end of file diff --git a/compendium/spells/shadow-army-som.md b/compendium/spells/shadow-army-som.md new file mode 100644 index 000000000..8a18e6045 --- /dev/null +++ b/compendium/spells/shadow-army-som.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/burst +- spell/level/10 +- trait/auditory +- trait/illusion +- trait/mental +- trait/shadow +- trait/visual +aliases: ["Shadow Army"] +--- +# Shadow Army *Spell 10* +[auditory](rules/traits/auditory.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [shadow](rules/traits/shadow.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**500 foot +- **Area**50-foot burst +- **Saving Throw** Will +- **Duration**1 minute + +You create dozens of semi-real copies of yourself that swarm across the battlefield and fight your enemies. You are virtually indistinguishable from your clones, allowing you to [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md) among them. An enemy that's in the area when the spell is cast or that ends its turn in the area takes `3d10` mental damage and `3d10` bludgeoning damage, and is possibly inflicted with a condition, depending on the result of its Will save. When you [Cast the Spell](rules/actions/cast-a-spell.md), you choose a condition your shadows impose on a failed save: [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), [flat-footed](rules/conditions.md#Flat-footed), or [slowed](rules/conditions.md#Slowed). + +> [!success-degree] +> - **Critical Success** The creature takes no damage. For the duration of the spell, the creature gets a result one step better than it rolled on further saves against the spell, and can distinguish you from your clones without difficulty. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage, and gains the chosen condition. +> - **Critical Failure** The creature takes double damage, and gains the chosen condition. + +*Source: Secrets of Magic p. 128* \ No newline at end of file diff --git a/compendium/spells/shadow-illusion-apg.md b/compendium/spells/shadow-illusion-apg.md new file mode 100644 index 000000000..5c69bca38 --- /dev/null +++ b/compendium/spells/shadow-illusion-apg.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/6 +- trait/auditory +- trait/illusion +- trait/shadow +- trait/uncommon +- trait/visual +aliases: ["Shadow Illusion"] +--- +# Shadow Illusion *Focus 6* +[auditory](rules/traits/auditory.md) [illusion](rules/traits/illusion.md) [shadow](rules/traits/shadow.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**500 foot +- **Duration**sustained + +You create a shadowy illusion of a creature or a stationary object, but the illusion can exist only in an area of dim light or darkness. The spell ends if the illusion is ever out of an area of dim light or darkness. If the illusion is an object, it must fit within a 20-foot burst, and the creature can be of any size up to Gargantuan, filling a 20-foot-by-20-foot space. + +The object or creature appears to animate naturally; it even generates the appropriate sounds and smells, and feels believable to the touch, though its coloring is always muted. + +If the illusion is a creature, shadow illusion has the effects of an [illusory creature](compendium/spells/illusory-creature.md) spell of the same level, except it deals `2d8` damage plus your spellcasting ability modifier, instead of the amount listed in illusory creature. + +Heighten (+2) The area that an illusory object can fit in increases by 10 feet. + +The damage of the illusory creature's [Strike](rules/actions/strike.md) increases by `1d8`. + +*Source: Advanced Player's Guide p. 193* \ No newline at end of file diff --git a/compendium/spells/shadow-jump-apg.md b/compendium/spells/shadow-jump-apg.md new file mode 100644 index 000000000..a4205567c --- /dev/null +++ b/compendium/spells/shadow-jump-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/5 +- trait/conjuration +- trait/shadow +- trait/teleportation +- trait/uncommon +aliases: ["Shadow Jump"] +--- +# Shadow Jump *Focus 5* +[conjuration](rules/traits/conjuration.md) [shadow](rules/traits/shadow.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Requirements**You are in dim light or darkness. +- **Range**120 foot + +You instantly transport yourself from one shadow to another. + +Teleport yourself and any items you're wearing and holding from your current space to a clear space you can see that's in dim light or darkness and within range. You can transport your familiar with this spell, but if shadow jump would bring any other creature with you—even if you're carrying the creature in an extradimensional container—the spell is disrupted. + +**Heightened (8th)** When you arrive at your destination, you can become [invisible](rules/conditions.md#Invisible) until the end of your next turn or until you are no longer in an area of dim light or darkness, whichever comes first. The invisibility is an [illusion](rules/traits/illusion.md) effect. + +*Source: Advanced Player's Guide p. 193* \ No newline at end of file diff --git a/compendium/spells/shadow-projectile-som.md b/compendium/spells/shadow-projectile-som.md new file mode 100644 index 000000000..4e66f30e9 --- /dev/null +++ b/compendium/spells/shadow-projectile-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/3 +- trait/illusion +- trait/shadow +- trait/visual +aliases: ["Shadow Projectile"] +--- +# Shadow Projectile *Spell 3* +[illusion](rules/traits/illusion.md) [shadow](rules/traits/shadow.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**An ally within 20 feet of you makes a ranged attack roll. +- **Saving Throw** Will + +You create an illusory duplicate of your ally's ranged attack to confuse your opponents. You launch an illusory double of your ally's projectile or spell at the same target, leaving the enemy unsure which attack to avoid. The target takes `3d8` mental damage, depending on its Will save. Regardless of the result of its save, it's temporarily immune to [shadow projectile](compendium/spells/shadow-projectile-som.md) spells for 1 hour. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [flat-footed](rules/conditions.md#Flat-footed) against the triggering attack. +> - **Failure** The creature is [flat-footed](rules/conditions.md#Flat-footed) against the triggering attack and takes full damage from your illusory projectile. +> - **Critical Failure** As failure, but double damage. + +**Heightened (+ 2)** The damage increases by `1d8`. + +*Source: Secrets of Magic p. 128* \ No newline at end of file diff --git a/compendium/spells/shadow-raid-som.md b/compendium/spells/shadow-raid-som.md new file mode 100644 index 000000000..2bf023acd --- /dev/null +++ b/compendium/spells/shadow-raid-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/burst +- spell/level/7 +- trait/illusion +- trait/shadow +aliases: ["Shadow Raid"] +--- +# Shadow Raid *Spell 7* +[illusion](rules/traits/illusion.md) [shadow](rules/traits/shadow.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Area**30-foot burst +- **Saving Throw** basic Reflex or Will +- **Duration**1 minute + +You spin illusions of flying shadows throughout the area. + +The shadows strike and cavort, harming your foes and blocking their vision with twisting shadow. Enemies in the area when you [Cast the Spell](rules/actions/cast-a-spell.md) take `6d8` bludgeoning, piercing, or slashing damage, with a basic Reflex or Will save, as shadows explode into being. You choose the damage type when you [Cast the Spell](rules/actions/cast-a-spell.md), and each creature chooses the type of save it attempts before it rolls the save. The shadows then persist in the area for 1 minute, dealing `3d8` damage of the type you chose to any enemy that ends its turn in the area. All creatures are [concealed](rules/conditions.md#Concealed) to enemies in the area, as the illusory shadows swarm over them and block light. + +A creature that spends an action to [Seek](rules/actions/seek.md) or otherwise interact with the shadow raid can attempt a [Perception](compendium/skills.md#Perception) check to disbelieve it. On a success, the creature halves the damage it takes from the shadows, and the shadows no longer impede its vision. These benefits last until the spell ends. + +**Heightened (9th)** The initial damage increases by `2d8`, and the damage to a creature that ends its turn in the area increases by `1d8`. + +*Source: Secrets of Magic p. 129* \ No newline at end of file diff --git a/compendium/spells/shadow-spy-da.md b/compendium/spells/shadow-spy-da.md new file mode 100644 index 000000000..03871fd32 --- /dev/null +++ b/compendium/spells/shadow-spy-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/level/3 +- trait/necromancy +aliases: ["Shadow Spy"] +--- +# Shadow Spy *Spell 3* +[necromancy](rules/traits/necromancy.md) + +- **Traditions**: [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** 1 minute +- **Range**120 foot +- **Duration**until the next time you make your daily preparations + +You mix blood, soil, and shadow together to form a half-real homunculus in the shape of a crow, sparrow, or other bird. You then command the bird to fly to a location within range and observe all around it. The bird has the statistics of a homunculus, save that it has all of your senses and shares your [Perception](compendium/skills.md#Perception) modifier. Once the spell's duration elapses or upon a trigger you set (which must be fairly simple—"at dusk" or "when the judge leaves"), the bird flies to your location. If you wring its neck and drink its blood, you learn all that it saw since its creation. + +*Source: Dark Archive p. 107* \ No newline at end of file diff --git a/compendium/spells/shadows-web-apg.md b/compendium/spells/shadows-web-apg.md new file mode 100644 index 000000000..b43891d32 --- /dev/null +++ b/compendium/spells/shadows-web-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/burst +- spell/focus/7 +- trait/evocation +- trait/monk +- trait/uncommon +aliases: ["Shadow's Web"] +--- +# Shadow's Web *Focus 7* +[evocation](rules/traits/evocation.md) [monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot burst +- **Saving Throw** Fortitude + +Grasping darkness surges from you, dealing `14d4` negative damage. Each creature in the area must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage and is [enfeebled](rules/conditions.md#Enfeebled) for 1 round. +> - **Failure** The creature takes full damage and is [enfeebled](rules/conditions.md#Enfeebled) for 1 round. +> - **Critical Failure** The creature takes double damage and is [stunned](rules/conditions.md#Stunned), [enfeebled](rules/conditions.md#Enfeebled) for 1 round, and [immobilized](rules/conditions.md#Immobilized) for 1 round or until it [Escapes](rules/actions/escape.md), whichever comes first. + +**Heightened (+ 1)** The negative damage increases by `2d4`. + +*Source: Advanced Player's Guide p. 229* \ No newline at end of file diff --git a/compendium/spells/shaken-confidence-da.md b/compendium/spells/shaken-confidence-da.md new file mode 100644 index 000000000..03048150b --- /dev/null +++ b/compendium/spells/shaken-confidence-da.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/focus/4 +- trait/cleric +- trait/emotion +- trait/enchantment +- trait/mental +- trait/misfortune +- trait/rare +aliases: ["Shaken Confidence"] +--- +# Shaken Confidence *Focus 4* +[cleric](rules/traits/cleric.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [misfortune](rules/traits/misfortune.md) [rare](rules/traits/rare.md) + +- **Domains**: [confidence (apocryphal)](compendium/setting/domains.md#Confidence) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**An enemy within 30 feet of you critically fails an attack roll, [Perception](compendium/skills.md#Perception) check, or skill check. +- **Saving Throw** Will +- **Duration**varies + +You mock the target for all its failings, twisting its selfconfidence into doubt. The enemy attempts a Will saving throw. + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** The target is briefly shaken and unsure of its abilities. It must roll twice and take the worse result on the next roll of the same type as the critical failure that triggered the spell (such as the target's next [Acrobatics](compendium/skills.md#Acrobatics) check if the spell's trigger was a critical failure on an [Acrobatics](compendium/skills.md#Acrobatics) check). If the target doesn't attempt any qualifying checks, the spell ends at the end of the target's next turn. + +*Source: Dark Archive p. 143* \ No newline at end of file diff --git a/compendium/spells/shall-not-falter-shall-not-rout-lol.md b/compendium/spells/shall-not-falter-shall-not-rout-lol.md new file mode 100644 index 000000000..aea8d1c95 --- /dev/null +++ b/compendium/spells/shall-not-falter-shall-not-rout-lol.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lol +- spell/focus/5 +- trait/healing +- trait/necromancy +- trait/rare +aliases: ["Shall Not Falter, Shall Not Rout"] +--- +# Shall Not Falter, Shall Not Rout *Focus 5* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**1 minute + +Calling out the fifth line of the Crimson Oath, you seal your most grievous injuries with a stroke of your blade. The first time each round that you [Strike](rules/actions/strike.md) with your weapon and deal damage to a foe, you recover a number of HP equal to twice shall not falter, shall not rout's level. This healing can't raise your current HP above half of your maximum HP. + +*Source: Lost Omens: Legends p. 69* \ No newline at end of file diff --git a/compendium/spells/shambling-horror-botd.md b/compendium/spells/shambling-horror-botd.md new file mode 100644 index 000000000..db17037db --- /dev/null +++ b/compendium/spells/shambling-horror-botd.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/botd +- spell/focus/6 +- trait/evil +- trait/necromancy +- trait/uncommon +aliases: ["Shambling Horror"] +--- +# Shambling Horror *Focus 6* +[evil](rules/traits/evil.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**touch +- **Targets**1 corpse of a Gargantuan or smaller creature that has a level no greater than your level – 4 and has died since the last sunrise +- **Duration**10 minutes + +You reanimate the corpse of a fallen creature as an undead minion under your control. The reanimated creature is an undead skeleton (Bestiary 298, Bestiary 3 236, page 146) or zombie (Bestiary 340, Bestiary 3 302, page 170). Choose a skeleton or zombie stat block of the same size as the original creature and of a level no higher than the creature's original level. The shambling horror keeps Speeds it had in life, as well as melee [Strikes](rules/actions/strike.md) that deal only physical damage. These attacks use the highest attack modifier from the skeleton or zombie you choose. Some of the skeleton's or zombie's abilities might not make sense for the shambling horror, and some abilities the creature had in life might not persist in undeath; the GM makes the final choice of what abilities the horror has. + +A shambling horror has the [minion](rules/traits/minion.md) trait. You can't control more than one shambling horror at the same time—if you create a new one while one is already under your control, you must choose one to release, causing it to lose the [minion](rules/traits/minion.md) trait. Shambling horrors that have been released expire when the spell duration does. After the duration expires, you can cast shambling horror again on the same corpse to animate it once more. However, after the next sunrise, you can no longer animate the corpse as a shambling horror. + +*Source: Book of the Dead p. 35* \ No newline at end of file diff --git a/compendium/spells/share-burden-logm.md b/compendium/spells/share-burden-logm.md new file mode 100644 index 000000000..c22fef111 --- /dev/null +++ b/compendium/spells/share-burden-logm.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/1 +- trait/abjuration +- trait/mental +aliases: ["Share Burden"] +--- +# Share Burden *Focus 1* +[abjuration](rules/traits/abjuration.md) [mental](rules/traits/mental.md) + +- **Domains**: [repose](compendium/setting/domains.md#Repose) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**An ally within 30 feet is about to attempt a saving throw against a harmful [emotion](rules/traits/emotion.md) effect, and you would not +- **Targets**you and the triggering ally + +You shoulder some of your ally's pain. Both you and your ally use the outcome one degree of success better than the result of your ally's saving throw, even if the triggering effect usually affects only one target. + +*Source: Lost Omens: Gods & Magic p. 116* \ No newline at end of file diff --git a/compendium/spells/share-lore-logm.md b/compendium/spells/share-lore-logm.md new file mode 100644 index 000000000..752eb9471 --- /dev/null +++ b/compendium/spells/share-lore-logm.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/level/1 +- trait/divination +- trait/mental +aliases: ["Share Lore"] +--- +# Share Lore *Spell 1* +[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** 1 minute +- **Range**touch +- **Targets**up to 3 creatures +- **Duration**10 minutes + +You share your knowledge with the touched creatures. + +Choose one [Lore](compendium/skills.md#Lore) skill in which you are trained. The targets become trained in that [Lore](compendium/skills.md#Lore) skill for the duration of the spell. + +**Heightened (3rd)** The duration of the spell is 1 hour and you can target up to five creatures. + +**Heightened (5th)** The duration of the spell is 8 hours, you can target up to five creatures, and you can share up to two [Lore](compendium/skills.md#Lore) skills in which you are trained. + +*Source: Lost Omens: Gods & Magic p. 109* \ No newline at end of file diff --git a/compendium/spells/shatter-mind-da.md b/compendium/spells/shatter-mind-da.md new file mode 100644 index 000000000..86e4c7a2b --- /dev/null +++ b/compendium/spells/shatter-mind-da.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/area/cone +- spell/cantrip +- trait/cantrip +- trait/evocation +- trait/mental +- trait/psychic +- trait/uncommon +aliases: ["Shatter Mind"] +--- +# Shatter Mind *Cantrip 3* +[cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [mental](rules/traits/mental.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**15-foot cone +- **Saving Throw** basic Will + +You telepathically assail the minds of your foes. You deal mental damage equal to `2d4` plus your spellcasting ability modifier to all enemies in the area, with a basic Will save. + +**Heightened (+ 1)** The damage increases by `1d4`. + +## Amp + +You increase the area of the spell to your choice of a 30-foot cone or 60-foot cone, and the damage dice for the spell change to d10s. Creatures that fail are [stupefied](rules/conditions.md#Stupefied) until the start of your next turn (or [stupefied](rules/conditions.md#Stupefied) on a critical failure). + +## Summary + +*Source: Dark Archive p. 21* \ No newline at end of file diff --git a/compendium/spells/shattering-gem-logm.md b/compendium/spells/shattering-gem-logm.md new file mode 100644 index 000000000..58a8f4acf --- /dev/null +++ b/compendium/spells/shattering-gem-logm.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/level/1 +- trait/abjuration +- trait/earth +aliases: ["Shattering Gem"] +--- +# Shattering Gem *Spell 1* +[abjuration](rules/traits/abjuration.md) [earth](rules/traits/earth.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Duration**1 minute + +A large gem floats around the target in an erratic pattern. The gem has 5 Hit Points. Each time a creature [Strikes](rules/actions/strike.md) the target, the target attempts a DC 11 flat check. On a success, the gem blocks the attack, so the attack first damages the gem and then applies any remaining damage to the target. If the gem is reduced to 0 Hit Points, it shatters, immediately dealing the creature that destroyed it `1d8` slashing damage (basic Reflex save), as long as that creature is within 10 feet of the target. + +**Heightened (+ 1)** The gem has 5 additional HP, and the damage dealt by its detonation increases by `1d8`. + +**Spell Lists**: Elemental + +*Source: Lost Omens: Gods & Magic p. 109* \ No newline at end of file diff --git a/compendium/spells/shepherd-of-souls-apg.md b/compendium/spells/shepherd-of-souls-apg.md new file mode 100644 index 000000000..ff3fa5630 --- /dev/null +++ b/compendium/spells/shepherd-of-souls-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/5 +- trait/healing +- trait/necromancy +- trait/sorcerer +- trait/uncommon +aliases: ["Shepherd Of Souls"] +--- +# Shepherd Of Souls *Focus 5* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**A living creature within 30 feet takes damage. +- **Range**30 foot +- **Targets**1 creature + +You stay the hand of fate for one not yet destined to die, sacrificing some of your own vitality to heal them. You lose up to 15 Hit Points as a sacrifice, and the target reduces the damage by twice the number of Hit Points sacrificed. If this reduction exceeds the amount of damage, the target recovers Hit Points equal to the excess amount. + +**Heightened (+ 2)** The maximum number of Hit Points you can sacrifice increases by 5. + +*Source: Advanced Player's Guide p. 236* \ No newline at end of file diff --git a/compendium/spells/shielding-strike-som.md b/compendium/spells/shielding-strike-som.md new file mode 100644 index 000000000..1366b6b96 --- /dev/null +++ b/compendium/spells/shielding-strike-som.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/focus/1 +- trait/abjuration +- trait/magus +- trait/uncommon +aliases: ["Shielding Strike"] +--- +# Shielding Strike *Focus 1* +[abjuration](rules/traits/abjuration.md) [magus](rules/traits/magus-som.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +As you attack a foe, warding magic transforms your momentum into action and lifts your shield. Make a melee [Strike](rules/actions/strike.md). You can then either [Raise your Shield](rules/actions/raise-a-shield.md) if you're wielding one or cast [shield](compendium/spells/shield.md) if you have the spell. + +*Source: Secrets of Magic p. 143* \ No newline at end of file diff --git a/compendium/spells/shift-blame-som.md b/compendium/spells/shift-blame-som.md new file mode 100644 index 000000000..56ac06752 --- /dev/null +++ b/compendium/spells/shift-blame-som.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/3 +- trait/enchantment +- trait/mental +aliases: ["Shift Blame"] +--- +# Shift Blame *Spell 3* +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You or another creature attacks a creature or fails at a [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), or [Intimidation](compendium/skills.md#Intimidation) check. +- **Range**30 foot +- **Targets**the target of the triggering attack or skill check +- **Saving Throw** Will + +You alter the target's memories of the triggering event as they form. You choose another creature (which can be you) with the capacity to make the triggering attack or skill check, and you alter the target's memories to recall the creature you chose as responsible for the triggering attack or skill check. The target must attempt a Will save and is then temporarily immune for 24 hours. + +> [!success-degree] +> - **Critical Success** The target knows you attempted to alter its memories. +> - **Success** The target doesn't realize you attempted to alter its memories, though it knows you cast a spell. +> - **Failure** You successfully alter the target's memory. It isn't forced to react to the new memories in a particular way, and it's likely to question them if they contradict other information it knows or are implausible for the situation. + +*Source: Secrets of Magic p. 129* \ No newline at end of file diff --git a/compendium/spells/shifting-sand-logm.md b/compendium/spells/shifting-sand-logm.md new file mode 100644 index 000000000..a06c28353 --- /dev/null +++ b/compendium/spells/shifting-sand-logm.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/area/burst +- spell/level/3 +- trait/earth +- trait/transmutation +aliases: ["Shifting Sand"] +--- +# Shifting Sand *Spell 3* +[earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Area**a horizontal earthen or sandy surface within a 20-foot burst +- **Duration**sustained up to 1 minute + +You cause the surface to heave. The area becomes difficult terrain and any tracks in the area are destroyed by the churning ground. Creatures standing in the area take a –1 status penalty to [Acrobatics](compendium/skills.md#Acrobatics) checks to [Balance](rules/actions/balance.md) and [Tumble Through](rules/actions/tumble-through.md) and [Athletics](compendium/skills.md#Athletics) checks to [High Jump](rules/actions/high-jump.md) and [Long Jump](rules/actions/long-jump.md). The first time each round you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can move the churning area up to 10 feet in any direction. Creatures [immobilized](rules/conditions.md#Immobilized) by the spell are carried along with the shifting sand in the same direction, if possible; this movement is forced movement. Creatures that enter or begin their turn standing in the shifting sand must attempt a Reflex save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected and ignores the area's difficult terrain and penalty to skill checks until the end of its turn. +> - **Success** The creature ignores the area's penalty to skill checks until the end of its turn. +> - **Failure** The creature is affected normally by the spell this turn. +> - **Critical Failure** The creature becomes [immobilized](rules/conditions.md#Immobilized) within the spell's area until it [Escapes](rules/actions/escape.md). If the creature was already [immobilized](rules/conditions.md#Immobilized) by shifting sands, it also falls [prone](rules/conditions.md#Prone). + +**Heightened (5th)** The status penalty increases to –2 and the spell's range increases to 60 feet. + +**Heightened (7th)** The status penalty increases to –3, the spell's range increases to 60 feet, and the spell's area increases to a 30-foot burst. + +**Heightened (9th)** The status penalty increases to –4, the spell's range increases to 60 feet, and the spell's area increases to a 40-foot burst. + +**Spell Lists**: Elemental + +*Source: Lost Omens: Gods & Magic p. 110* \ No newline at end of file diff --git a/compendium/spells/shockwave-logm.md b/compendium/spells/shockwave-logm.md new file mode 100644 index 000000000..a500767fa --- /dev/null +++ b/compendium/spells/shockwave-logm.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/area/cone +- spell/level/1 +- trait/earth +- trait/evocation +aliases: ["Shockwave"] +--- +# Shockwave *Spell 1* +[earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**15-foot cone +- **Saving Throw** Reflex + +You create a wave of energy that ripples through the earth. + +Terrestrial creatures in the affected area must attempt a Reflex save to avoid stumbling as the shockwave shakes the ground. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [flat-footed](rules/conditions.md#Flat-footed) until the start of its next turn. +> - **Failure** The creature falls [prone](rules/conditions.md#Prone). +> - **Critical Failure** As failure, plus the creature takes `1d6` damage. + +**Heightened (+ 1)** The area increases by 5 feet (to a 20-foot cone at 2nd level, and so on). + +**Spell Lists**: Elemental + +*Source: Lost Omens: Gods & Magic p. 110* \ No newline at end of file diff --git a/compendium/spells/shooting-star-som.md b/compendium/spells/shooting-star-som.md new file mode 100644 index 000000000..7abcc1bce --- /dev/null +++ b/compendium/spells/shooting-star-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/focus/1 +- trait/divination +- trait/magus +- trait/uncommon +aliases: ["Shooting Star"] +--- +# Shooting Star *Focus 1* +[divination](rules/traits/divination.md) [magus](rules/traits/magus-som.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Requirements**You're wielding a ranged weapon or a thrown weapon. + +You let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. Make a ranged [Strike](rules/actions/strike.md), ignoring the target's concealment and reducing the target's cover by one degree for this [Strike](rules/actions/strike.md) only (greater to standard, standard to lesser, and lesser to none). If the [Strike](rules/actions/strike.md) hits, the meteor trail hangs in the air. This gives the benefits of concealment negation and cover reduction to any attacks made against the creature (by anyone) until the start of your next turn. + +*Source: Secrets of Magic p. 143* \ No newline at end of file diff --git a/compendium/spells/show-the-way-logm.md b/compendium/spells/show-the-way-logm.md new file mode 100644 index 000000000..fa7ef75b7 --- /dev/null +++ b/compendium/spells/show-the-way-logm.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/area/emanation +- spell/level/3 +- trait/detection +- trait/divination +aliases: ["Show The Way"] +--- +# Show The Way *Spell 3* +[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** 10 minutes +- **Area**5-foot emanation +- **Targets**you and allies in the area +- **Duration**8 hours + +You and affected allies gain preternatural knowledge of the path ahead, allowing you to intuit the best way forward and avoid potential obstacles such as difficult or confusing terrain. For the purpose of long-distance overland travel during exploration mode, traveling through difficult terrain reduces you to only three-quarters your travel Speed instead of half, and traveling through greater difficult terrain reduces your travel Speed to only half your travel Speed instead of one-third. Show the way does not prevent you from falling into traps or encountering other artificial obstacles and hazards. + +**Heightened (6th)** For the purpose of long-distance overland travel during exploration mode, traveling through difficult terrain doesn't reduce your travel Speed at all, and traveling through greater difficult terrain reduces your travel Speed to only three-quarters of its normal value instead of one-third. + +*Source: Lost Omens: Gods & Magic p. 110* \ No newline at end of file diff --git a/compendium/spells/shroud-of-flame-frp3.md b/compendium/spells/shroud-of-flame-frp3.md new file mode 100644 index 000000000..301268c97 --- /dev/null +++ b/compendium/spells/shroud-of-flame-frp3.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/frp3 +- spell/area/emanation +- spell/focus/3 +- trait/evocation +- trait/fire +- trait/sorcerer +- trait/uncommon +aliases: ["Shroud Of Flame"] +--- +# Shroud Of Flame *Focus 3* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**10-foot emanation +- **Duration**sustained up to 1 minute + +You encircle yourself in an aura of protective flames. + +Each creature that hits you with an unarmed attack, Grapples you, or otherwise touches you takes 3 fire damage. When you [Cast the Spell](rules/actions/cast-a-spell.md) and the first time you sustain it each round, each creature in the area takes `3d6` fire damage (basic Reflex save). + +**Heightened (+ 1)** The damage caused by touching you increases by 1, and the fire damage when you [Cast the Spell](rules/actions/cast-a-spell.md) or sustain it increases by `1d6`. + +*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 74* \ No newline at end of file diff --git a/compendium/spells/shroud-of-night-apg.md b/compendium/spells/shroud-of-night-apg.md new file mode 100644 index 000000000..ccb6ba158 --- /dev/null +++ b/compendium/spells/shroud-of-night-apg.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/cantrip +- trait/cantrip +- trait/darkness +- trait/evocation +- trait/hex +- trait/uncommon +- trait/witch +aliases: ["Shroud Of Night"] +--- +# Shroud Of Night *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [darkness](rules/traits/darkness.md) [evocation](rules/traits/evocation.md) [hex](rules/traits/hex-apg.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Patron** Witch +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**sustained up to 1 minute + +Drawing your hand in a sweeping gesture, you shroud the target in a veil of night. The target's eyes are blanketed in darkness. If you cast this hex on a willing ally (for instance, one with light blindness), the ally can choose which result it gets without rolling. Regardless of the outcome, the target is then temporarily immune for 1 minute. + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** The target is shrouded in murky darkness. Unless the target has [darkvision](rules/abilities/darkvision.md), other creatures are [concealed](rules/conditions.md#Concealed) to it. + +*Source: Advanced Player's Guide p. 239* \ No newline at end of file diff --git a/compendium/spells/sign-of-conviction-lokl.md b/compendium/spells/sign-of-conviction-lokl.md new file mode 100644 index 000000000..ac5d4e485 --- /dev/null +++ b/compendium/spells/sign-of-conviction-lokl.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lokl +- spell/level/3 +- trait/conjuration +- trait/uncommon +aliases: ["Sign of Conviction"] +--- +# Sign of Conviction *Spell 3* +[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**sustained up to 1 minute + +You conjure the religious symbol of your deity into the air above you in the same space you stand in, wielding the power of your faith to smite your foes. This religious symbol is immobile, made of pure magical force, and can't be damaged. As long as you Sustain sign of conviction, you gain a +1 status bonus to AC and saving throws and are [immobilized](rules/conditions.md#Immobilized). The DC for [any](rules/traits/any-b1.md) effect to force you to move out of your space (such as the [Shove](rules/actions/shove.md) action) is equal to your spell DC or the normal DC, whichever is higher. If you stop being [immobilized](rules/conditions.md#Immobilized) or are moved out of your space, sign of conviction immediately ends. + +When you [Cast the Spell](rules/actions/cast-a-spell.md) and each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), the religious symbol emits a blast of energy at a target within 100 feet. Make a spell attack roll that deals `2d10` damage on a success (see below for determining damage type) and double damage on a critical success. You can [Sustain the Spell](rules/actions/sustain-a-spell.md) multiple times in the same round to emit an array of blasts. + +If you worship a good deity, the spell gains the [good](rules/traits/good.md) and [light](rules/traits/light.md) traits, deals your choice of either fire or good damage, and emits bright light in a 20-foot burst. If you worship an evil deity, the spell gains the [evil](rules/traits/evil.md) and [darkness](rules/traits/darkness.md) traits, deals your choice of cold or evil damage, and reduces the light level in a 20-foot burst to dim light if it would be brighter. If you worship a neutral deity, the spell gains the [force](rules/traits/force.md) trait and deals force damage. + +**Heightened (+ 2)** The damage increases by `1d10`. + +*Source: Lost Omens: Knights of Lastwall p. 95* \ No newline at end of file diff --git a/compendium/spells/silvers-refrain-aoa3.md b/compendium/spells/silvers-refrain-aoa3.md new file mode 100644 index 000000000..bc8088e89 --- /dev/null +++ b/compendium/spells/silvers-refrain-aoa3.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/aoa3 +- spell/area/emanation +- spell/cantrip +- trait/abjuration +- trait/bard +- trait/cantrip +- trait/composition +- trait/rare +aliases: ["Silver's Refrain"] +--- +# Silver's Refrain *Cantrip 1* +[abjuration](rules/traits/abjuration.md) [bard](rules/traits/bard.md) [cantrip](rules/traits/cantrip.md) [composition](rules/traits/composition.md) [rare](rules/traits/rare.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Area**60-foot emanation +- **Duration**1 round + +The "Song of Silver" was an enchanted song used by the Silver Ravens to battle diabolic forces. You pull from select verses to temporarily replicate some of the legendary song's benefits, albeit on a much smaller scale. + +Weapon and unarmed attacks by allies in the area are treated as silver. In addition, this spell automatically attempts to counteract any [dimension door](compendium/spells/dimension-door.md) cast by a devil within the area or cast by a devil attempting to enter the area using [dimension door](compendium/spells/dimension-door.md). If a devil attempts to enter the area using [dimension door](compendium/spells/dimension-door.md) and the spell is counteracted, the devil remains where it started. + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 74* \ No newline at end of file diff --git a/compendium/spells/slough-skin-logm.md b/compendium/spells/slough-skin-logm.md new file mode 100644 index 000000000..80f5e02fe --- /dev/null +++ b/compendium/spells/slough-skin-logm.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/level/2 +- trait/necromancy +aliases: ["Slough Skin"] +--- +# Slough Skin *Spell 2* +[necromancy](rules/traits/necromancy.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 hour + +You continually and harmlessly slough off the top layer of your skin while new skin regenerates immediately, quickly moving damaging substances away from your body. The flat check to remove [persistent damage](rules/conditions.md#Persistent%20Damage) from effects that coat your skin (such as most [persistent acid damage](rules/conditions.md#Persistent%20Damage)) is reduced to 5, and you gain a +2 status bonus to your initial save against contact poison (but not to further saves, since by that point, the toxin has already entered your system) + +If you're suffering from an effect other than [persistent damage](rules/conditions.md#Persistent%20Damage) that depends on continuous contact with your skin, if that effect allows a saving throw, you receive a new saving throw against that effect at the end of each turn when you attempt your flat checks against [persistent damage](rules/conditions.md#Persistent%20Damage), and you also receive a +2 status bonus to those saving throws. + +While affected by this spell, your continually shedding skin makes you much easier to [Track](rules/actions/track.md). Anyone [Tracking](rules/actions/track.md) you gains a +2 circumstance bonus to do so, and you cannot [Hide](rules/actions/hide.md) Your Tracks. + +*Source: Lost Omens: Gods & Magic p. 110* \ No newline at end of file diff --git a/compendium/spells/snare-hopping-apg.md b/compendium/spells/snare-hopping-apg.md new file mode 100644 index 000000000..e9d24b6f4 --- /dev/null +++ b/compendium/spells/snare-hopping-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/1 +- trait/conjuration +- trait/ranger +- trait/teleportation +- trait/uncommon +aliases: ["Snare Hopping"] +--- +# Snare Hopping *Focus 1* +[conjuration](rules/traits/conjuration.md) [ranger](rules/traits/ranger.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**10 foot +- **Targets**one snare you built + +You may not have placed your snare in the right place, but you can magically move it there. You teleport the target snare to another unoccupied location in range. + +**Heightened (+ 1)** The range of the spell increases by 10 feet. + +*Source: Advanced Player's Guide p. 235* \ No newline at end of file diff --git a/compendium/spells/snowball-lowg.md b/compendium/spells/snowball-lowg.md new file mode 100644 index 000000000..835895502 --- /dev/null +++ b/compendium/spells/snowball-lowg.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lowg +- spell/level/1 +- trait/attack +- trait/cold +- trait/evocation +- trait/water +aliases: ["Snowball"] +--- +# Snowball *Spell 1* +[attack](rules/traits/attack.md) [cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [water](rules/traits/water.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature + +You throw a magically propelled and chilled ball of dense snow. The target takes `2d4` cold damage and potentially other effects, depending on the result of your spell attack roll. + +> [!success-degree] +> - **Critical Success** The target takes double damage and a –10-foot status penalty to its Speeds for 1 round. +> - **Success** The target takes full damage and a –5-foot status penalty to its Speeds for 1 round. +> - **Failure** No effect. + +**Heightened (+ 1)** The damage increases by `2d4`. + +**Spell Lists**: Elemental + +*Source: Lost Omens: World Guide p. 112* \ No newline at end of file diff --git a/compendium/spells/soft-landing-da.md b/compendium/spells/soft-landing-da.md new file mode 100644 index 000000000..cda50ef8f --- /dev/null +++ b/compendium/spells/soft-landing-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/area/cylinder +- spell/level/4 +- trait/abjuration +aliases: ["Soft Landing"] +--- +# Soft Landing *Spell 4* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**mile +- **Area**20-foot tall, 60-foot radius cylinder with the ground at the bottom +- **Duration**1 minute + +You create a magical field that buoys any creature or object falling into the area, providing a harmless landing from any height. As you generally fall 1,500 feet per round, you can cast this spell while you are falling to ensure a safe landing, provided you can see your landing point and it's within range. + +*Source: Dark Archive p. 107* \ No newline at end of file diff --git a/compendium/spells/sonata-span-som.md b/compendium/spells/sonata-span-som.md new file mode 100644 index 000000000..4600f57b0 --- /dev/null +++ b/compendium/spells/sonata-span-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/line +- spell/level/2 +- trait/auditory +- trait/conjuration +- trait/sonic +aliases: ["Sonata Span"] +--- +# Sonata Span *Spell 2* +[auditory](rules/traits/auditory.md) [conjuration](rules/traits/conjuration.md) [sonic](rules/traits/sonic.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot line +- **Duration**sustained + +By playing a brief tune on an instrument or in song, you cause the notes of the melody to physically manifest into a shimmering, translucent path. This path doesn't need to be over solid ground and can tilt up or down diagonally up to 45 degrees, but it must be a straight, 5-foot-wide line. + +It can support as many creatures as can physically fit on the bridge. + +*Source: Secrets of Magic p. 129* \ No newline at end of file diff --git a/compendium/spells/song-of-marching-apg.md b/compendium/spells/song-of-marching-apg.md new file mode 100644 index 000000000..c22b0a461 --- /dev/null +++ b/compendium/spells/song-of-marching-apg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/emanation +- spell/cantrip +- trait/bard +- trait/cantrip +- trait/composition +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Song Of Marching"] +--- +# Song Of Marching *Cantrip 3* +[bard](rules/traits/bard.md) [cantrip](rules/traits/cantrip.md) [composition](rules/traits/composition.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Area**60-foot emanation +- **Duration**sustained up to 1 hour + +You maintain a brisk performance that keeps allies on the move. You and your allies in the area can [Hustle](rules/actions/hustle.md) for the spell's duration, even though you are also [Sustaining the Spell](rules/actions/sustain-a-spell.md). You and your allies then become temporarily immune for 1 day. + +**Heightened (6th)** You can [Sustain the Spell](rules/actions/sustain-a-spell.md) for up to 2 hours. + +**Heightened (9th)** You can [Sustain the Spell](rules/actions/sustain-a-spell.md) for up to 4 hours. + +*Source: Advanced Player's Guide p. 228* \ No newline at end of file diff --git a/compendium/spells/song-of-strength-apg.md b/compendium/spells/song-of-strength-apg.md new file mode 100644 index 000000000..373fa214a --- /dev/null +++ b/compendium/spells/song-of-strength-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/emanation +- spell/cantrip +- trait/bard +- trait/cantrip +- trait/composition +- trait/emotion +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Song Of Strength"] +--- +# Song Of Strength *Cantrip 1* +[bard](rules/traits/bard.md) [cantrip](rules/traits/cantrip.md) [composition](rules/traits/composition.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Area**60-foot emanation +- **Duration**1 round + +You bolster your allies' physical strength with a hearty exhortation. You and your allies gain a +1 status bonus to [Athletics](compendium/skills.md#Athletics) checks and to their DCs against [Athletics](compendium/skills.md#Athletics) skill actions such as [Disarm](rules/actions/disarm.md), [Shove](rules/actions/shove.md), and [Trip](rules/actions/trip.md). + +Special If you have the [inspire heroics](compendium/spells/inspire-heroics.md) composition spell, you can use that composition to improve the bonus granted by song of strength in the same way as inspire courage or inspire defense. + +*Source: Advanced Player's Guide p. 228* \ No newline at end of file diff --git a/compendium/spells/song-of-the-fallen-aoa6.md b/compendium/spells/song-of-the-fallen-aoa6.md new file mode 100644 index 000000000..67c104c78 --- /dev/null +++ b/compendium/spells/song-of-the-fallen-aoa6.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/aoa6 +- spell/focus/10 +- trait/bard +- trait/composition +- trait/necromancy +- trait/uncommon +aliases: ["Song Of The Fallen"] +--- +# Song Of The Fallen *Focus 10* +[bard](rules/traits/bard.md) [composition](rules/traits/composition.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**up to 4 dead creatures or up to 4 undead creatures +- **Duration**sustained up to 1 minute + +You chant a dirge or an elegy that either rouses the dead to action or reminds undead that they should lay to rest. + +If you target dead creatures, the bodies animate and can continue acting as if they were alive. A creature animated in this way has 60 temporary Hit Points. The animated creatures are [slowed](rules/conditions.md#Slowed) but can otherwise act normally. Creatures animated with this spell die again once the spell ends. + +If you target undead creatures, each undead must attempt a basic Will save. + +> [!success-degree] +> - **Critical Success** The undead takes `5d6` positive damage. +> - **Success** The undead takes `10d6` positive damage and is [slowed](rules/conditions.md#Slowed) for 1 round. +> - **Failure** The undead takes 100 positive damage and is [slowed](rules/conditions.md#Slowed) for 1 minute. +> - **Critical Failure** The undead is destroyed. + +*Source: Age of Ashes #6: Broken Promises p. 77* \ No newline at end of file diff --git a/compendium/spells/soothing-blossoms-som.md b/compendium/spells/soothing-blossoms-som.md new file mode 100644 index 000000000..0ad726aca --- /dev/null +++ b/compendium/spells/soothing-blossoms-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/burst +- spell/level/3 +- trait/conjuration +- trait/plant +aliases: ["Soothing Blossoms"] +--- +# Soothing Blossoms *Spell 3* +[conjuration](rules/traits/conjuration.md) [plant](rules/traits/plant.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Area**10-foot burst +- **Duration**10 minutes + +Blossoms grow from the ground in a small area, soothing away afflictions and persistent pains and harm. When any creature in that area rolls a successful save against a [poison](rules/traits/poison.md) or [disease](rules/traits/disease.md) effect, it gets a critical success instead. + +The blossoms grant assisted recovery to everyone in the area to end their [persistent damage](rules/conditions.md#Persistent%20Damage), both when the spell is cast and at the start of each of your turns. + +Once the duration ends, the flowers lose their [magical](rules/traits/magical.md) effect, but a few of them might survive in the area as long as they can naturally. This spell doesn't give a benefit on a save against an affliction unless the stage lasts 10 minutes or less. + +*Source: Secrets of Magic p. 129* \ No newline at end of file diff --git a/compendium/spells/soothing-mist-apg.md b/compendium/spells/soothing-mist-apg.md new file mode 100644 index 000000000..ac3c43c8e --- /dev/null +++ b/compendium/spells/soothing-mist-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/2 +- trait/healing +- trait/necromancy +- trait/positive +- trait/ranger +- trait/uncommon +aliases: ["Soothing Mist"] +--- +# Soothing Mist *Focus 2* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 willing living creature or 1 undead creature + +You call forth a magical mist of positive energy that envelops a creature. The mist restores `2d8` Hit Points to a target living creature and ends one source of [persistent acid](rules/conditions.md#Persistent%20Damage), bleed, fire, negative, or poison damage affecting it. If the creature is taking [persistent damage](rules/conditions.md#Persistent%20Damage) from multiple sources, you select which one is removed. Against an undead target, you deal `2d8` positive damage (basic Fortitude save); if it fails the save, it also takes 2 [persistent positive damage](rules/conditions.md#Persistent%20Damage). + +**Heightened (+ 1)** The amount of healing (or damage to an undead target) increases by `1d8`, and the [persistent positive damage](rules/conditions.md#Persistent%20Damage) to an undead creature increases by 1. + +*Source: Advanced Player's Guide p. 235* \ No newline at end of file diff --git a/compendium/spells/soothing-spring-som.md b/compendium/spells/soothing-spring-som.md new file mode 100644 index 000000000..f62d267ba --- /dev/null +++ b/compendium/spells/soothing-spring-som.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/4 +- trait/healing +- trait/necromancy +- trait/positive +- trait/water +aliases: ["Soothing Spring"] +--- +# Soothing Spring *Spell 4* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [water](rules/traits/water.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** 1 minute +- **Range**30 foot +- **Duration**1 hour + +Steam wisps into the air as a stone-lined pool appears in the ground and fills with hot water that bubbles up from the earth. The water is comfortably hot and smells mildly sulfurous in a not-unpleasant way. You are able to draw out the full energizing potential of the mineral-rich water. Any creature that spends the full hour soaking in the hot spring or basking in the mud from the bottom of the pit regains `10d8` Hit Points and feels refreshed, losing the [fatigued](rules/conditions.md#Fatigued) condition. As normal for effects that remove fatigue, this doesn't remove any underlying source of fatigue, such as lack of sleep, causing the condition to return if the underlying source isn't addressed. + +The pool is 20 feet on each side, and it's 5 feet deep. + +It can contain 16 Medium or smaller creatures at a time. + +A Large creature counts as eight Medium creatures and a Huge creature fills the entire pool. This pool has the [structure](rules/traits/structure.md) trait and the same restrictions as magic items that create structures. + +**Heightened (+ 1)** The healing increases by `2d8`. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 129* \ No newline at end of file diff --git a/compendium/spells/soul-siphon-apg.md b/compendium/spells/soul-siphon-apg.md new file mode 100644 index 000000000..1dca27c12 --- /dev/null +++ b/compendium/spells/soul-siphon-apg.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/1 +- trait/cursebound +- trait/necromancy +- trait/negative +- trait/oracle +- trait/uncommon +aliases: ["Soul Siphon"] +--- +# Soul Siphon *Focus 1* +[cursebound](rules/traits/cursebound-apg.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 living creature +- **Saving Throw** Fortitude + +You siphon off a portion of the target's soul to bolster your own vitality. The target must attempt a Fortitude save or take `1d4` negative damage. You gain temporary Hit Points equal to the total amount of HP the target loses, including the HP lost from becoming [drained](rules/conditions.md#Drained). + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and becomes [drained](rules/conditions.md#Drained). +> - **Critical Failure** The creature takes double damage and becomes [drained](rules/conditions.md#Drained). + +**Heightened (+ 1)** Increase the damage by `1d4`. + +*Source: Advanced Player's Guide p. 233* \ No newline at end of file diff --git a/compendium/spells/speaking-sky-loil.md b/compendium/spells/speaking-sky-loil.md new file mode 100644 index 000000000..35f334613 --- /dev/null +++ b/compendium/spells/speaking-sky-loil.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/loil +- spell/focus/6 +- trait/air +- trait/divination +- trait/uncommon +aliases: ["Speaking Sky"] +--- +# Speaking Sky *Focus 6* +[air](rules/traits/air.md) [divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 round + +The air speaks to you. You can precisely sense any motion within 60 feet through vibration and air movement. + +*Source: Lost Omens: Impossible Lands p. 225* \ No newline at end of file diff --git a/compendium/spells/spellmasters-ward-lopsg.md b/compendium/spells/spellmasters-ward-lopsg.md new file mode 100644 index 000000000..b967f6c0a --- /dev/null +++ b/compendium/spells/spellmasters-ward-lopsg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lopsg +- spell/focus/5 +- trait/abjuration +- trait/uncommon +aliases: ["Spellmaster's Ward"] +--- +# Spellmaster's Ward *Focus 5* +[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Duration**sustained up to 1 minute + +You create one or more glowing protective runes that revolve around you. For each additional action you use when [Casting the Spell](rules/actions/cast-a-spell.md), increase the number of runes you create by one, to a maximum of three runes for 3 actions. + +When you next take damage from a spell, a rune is expended to prevent `2d6` of that spell's damage. If damage from the triggering spell remains, additional runes are expended until the damage is completely negated, or until all runes have been spent, whichever comes first. + +**Heightened (+ 1)** Each rune prevents an additional 1 damage. + +*Source: Lost Omens: Pathfinder Society Guide p. 5500* \ No newline at end of file diff --git a/compendium/spells/spells.md b/compendium/spells/spells.md index b16f21381..6cca18df9 100644 --- a/compendium/spells/spells.md +++ b/compendium/spells/spells.md @@ -4,108 +4,243 @@ cssclass: pf2e,pf2e-index --- # Index of Spells +- [Aberrant Form](aberrant-form-som.md) - [Aberrant Whispers](aberrant-whispers.md) - [Abundant Step](abundant-step.md) - [Abyssal Plague](abyssal-plague.md) - [Abyssal Wrath](abyssal-wrath.md) +- [Access Lore](access-lore-apg.md) +- [Achaekek's Clutch](achaekeks-clutch-lol.md) - [Acid Arrow](acid-arrow.md) - [Acid Splash](acid-splash.md) +- [Acid Storm](acid-storm-logm.md) +- [Acidic Burst](acidic-burst-logm.md) +- [Adapt Self](adapt-self-logm.md) +- [Adaptive Ablation](adaptive-ablation-logm.md) - [Aerial Form](aerial-form.md) - [Agile Feet](agile-feet.md) +- [Agitate](agitate-logm.md) +- [Agonizing Despair](agonizing-despair-apg.md) - [Air Bubble](air-bubble.md) - [Air Walk](air-walk.md) +- [Airburst](airburst-sot1.md) - [Alarm](alarm.md) +- [All Is One, One Is All](all-is-one-one-is-all-lol.md) - [Allegro](allegro.md) - [Alter Reality](alter-reality.md) - [Anathematic Reprisal](anathematic-reprisal.md) +- [Ancestral Defense](ancestral-defense-apg.md) +- [Ancestral Form](ancestral-form-apg.md) - [Ancestral Memories](ancestral-memories.md) +- [Ancestral Touch](ancestral-touch-apg.md) +- [Angel Form](angel-form-som.md) - [Angelic Halo](angelic-halo.md) - [Angelic Wings](angelic-wings.md) +- [Animal Allies](animal-allies-som.md) +- [Animal Feature](animal-feature-apg.md) - [Animal Form](animal-form.md) - [Animal Messenger](animal-messenger.md) - [Animal Vision](animal-vision.md) +- [Animate Dead](animate-dead-apg.md) +- [Animate Rope](animate-rope-apg.md) +- [Animated Assault](animated-assault-apg.md) +- [Animus Mine](animus-mine-logm.md) - [Ant Haul](ant-haul.md) +- [Anticipate Peril](anticipate-peril-logm.md) - [Antimagic Field](antimagic-field.md) +- [Apex Companion](apex-companion-aoa6.md) - [Appearance Of Wealth](appearance-of-wealth.md) +- [Approximate](approximate-som.md) +- [Aqueous Orb](aqueous-orb-apg.md) - [Arcane Countermeasure](arcane-countermeasure.md) +- [Armor Of Bones](armor-of-bones-apg.md) +- [Aromatic Lure](aromatic-lure-lol.md) - [Artistic Flourish](artistic-flourish.md) +- [Ash Cloud](ash-cloud-som.md) +- [Asterism](asterism-logm.md) +- [Astral Labyrinth](astral-labyrinth-ec6.md) +- [Astral Rain](astral-rain-da.md) - [Athletic Rush](athletic-rush.md) - [Augment Summoning](augment-summoning.md) - [Augury](augury.md) +- [Aura Of The Unremarkable](aura-of-the-unremarkable-frp1.md) - [Avatar](avatar.md) +- [Awaken Entropy](awaken-entropy-da.md) - [Baleful Polymorph](baleful-polymorph.md) +- [Bandit's Doom](bandits-doom-som.md) - [Bane](bane.md) - [Banishment](banishment.md) - [Barkskin](barkskin.md) +- [Battlefield Persistence](battlefield-persistence-apg.md) +- [Beastmaster Trance](beastmaster-trance-apg.md) +- [Befitting Attire](befitting-attire-som.md) +- [Befuddle](befuddle-logm.md) +- [Behold the Weave](behold-the-weave-da.md) +- [Bestial Curse](bestial-curse-apg.md) +- [Bilocation](bilocation-da.md) - [Bind Soul](bind-soul.md) - [Bind Undead](bind-undead.md) - [Bit Of Luck](bit-of-luck.md) +- [Biting Words](biting-words-som.md) - [Black Tentacles](black-tentacles.md) +- [Blackfingers's Blades](blackfingerss-blades-sot3.md) - [Blade Barrier](blade-barrier.md) +- [Blanket Of Stars](blanket-of-stars-apg.md) +- [Blazing Dive](blazing-dive-som.md) +- [Blazing Fissure](blazing-fissure-som.md) - [Bless](bless.md) +- [Blessing Of Defiance](blessing-of-defiance-som.md) +- [Blightburn Blast](blightburn-blast-ec5.md) - [Blind Ambition](blind-ambition.md) +- [Blinding Beauty](blinding-beauty-apg.md) +- [Blinding Fury](blinding-fury-apg.md) - [Blindness](blindness.md) +- [Blink Charge](blink-charge-som.md) - [Blink](blink.md) +- [Blinking Flame Aura](blinking-flame-aura-loil.md) +- [Blister](blister-apg.md) +- [Blistering Invective](blistering-invective-apg.md) +- [Blood Feast](blood-feast-ec4.md) +- [Blood Vendetta](blood-vendetta-apg.md) +- [Blood Ward](blood-ward-apg.md) +- [Bloodspray Curse](bloodspray-curse-som.md) - [Blur](blur.md) +- [Boil Blood](boil-blood-som.md) +- [Boost Eidolon](boost-eidolon-som.md) +- [Bottle The Storm](bottle-the-storm-logm.md) +- [Bottomless Stomach](bottomless-stomach-som.md) +- [Bracing Tendrils](bracing-tendrils-da.md) +- [Brain Drain](brain-drain-apg.md) +- [Brand The Impenitent](brand-the-impenitent-logm.md) +- [Breadcrumbs](breadcrumbs-som.md) +- [Breath Of Drought](breath-of-drought-ec1.md) - [Breath Of Life](breath-of-life.md) +- [Buffeting Winds](buffeting-winds-lokl.md) +- [Bullhorn](bullhorn-som.md) +- [Burning Blossoms](burning-blossoms-som.md) - [Burning Hands](burning-hands.md) +- [Buzzing Bites](buzzing-bites-lomm.md) +- [Cackle](cackle-apg.md) - [Call Of The Grave](call-of-the-grave.md) +- [Call The Blood](call-the-blood-av3.md) +- [Call To Arms](call-to-arms-apg.md) - [Calm Emotions](calm-emotions.md) +- [Canticle Of Everlasting Grief](canticle-of-everlasting-grief-som.md) - [Captivating Adoration](captivating-adoration.md) +- [Cascade Countermeasure](cascade-countermeasure-som.md) +- [Cast Into Time](cast-into-time-som.md) - [Cataclysm](cataclysm.md) +- [Catch Your Name](catch-your-name-som.md) - [Celestial Brand](celestial-brand.md) - [Chain Lightning](chain-lightning.md) +- [Chameleon Coat](chameleon-coat-apg.md) - [Champion's Sacrifice](champions-sacrifice.md) +- [Charged Javelin](charged-javelin-logm.md) +- [Charitable Urge](charitable-urge-apg.md) - [Charm](charm.md) - [Charming Touch](charming-touch.md) - [Charming Words](charming-words.md) - [Chill Touch](chill-touch.md) - [Chilling Darkness](chilling-darkness.md) +- [Chilling Spray](chilling-spray-logm.md) +- [Chroma Leach](chroma-leach-apg.md) +- [Chromatic Armor](chromatic-armor-som.md) +- [Chromatic Image](chromatic-image-som.md) +- [Chromatic Ray](chromatic-ray-som.md) - [Chromatic Wall](chromatic-wall.md) +- [Cinder Gaze](cinder-gaze-da.md) - [Circle Of Protection](circle-of-protection.md) +- [Claim Curse](claim-curse-som.md) +- [Claim Undead](claim-undead-apg.md) - [Clairaudience](clairaudience.md) - [Clairvoyance](clairvoyance.md) +- [Clawsong](clawsong-sot3.md) +- [Cleansing Flames](cleansing-flames-frp3.md) +- [Clinging Ice](clinging-ice-apg.md) +- [Clinging Shadows Stance](clinging-shadows-stance-apg.md) - [Cloak Of Colors](cloak-of-colors.md) +- [Cloak of Light](cloak-of-light-sot4.md) - [Cloak Of Shadow](cloak-of-shadow.md) +- [Clone Companion](clone-companion-som.md) - [Cloudkill](cloudkill.md) +- [Clownish Curse](clownish-curse-ec2.md) - [Collective Transposition](collective-transposition.md) - [Color Spray](color-spray.md) +- [Combustion](combustion-som.md) - [Command](command.md) - [Commanding Lash](commanding-lash.md) +- [Compel True Name](compel-true-name-som.md) - [Competitive Edge](competitive-edge.md) - [Comprehend Language](comprehend-language.md) +- [Concordant Choir](concordant-choir-som.md) - [Cone Of Cold](cone-of-cold.md) - [Confusion](confusion.md) +- [Consecrate Flesh](consecrate-flesh-lokl.md) +- [Consuming Darkness](consuming-darkness-apg.md) +- [Contagious Idea](contagious-idea-da.md) - [Contingency](contingency.md) - [Continual Flame](continual-flame.md) +- [Control Sand](control-sand-ec5.md) - [Control Water](control-water.md) +- [Coral Eruption](coral-eruption-som.md) +- [Corrosive Body](corrosive-body-som.md) +- [Cosmic Form](cosmic-form-som.md) - [Counter Performance](counter-performance.md) +- [Countless Eyes](countless-eyes-apg.md) +- [Cozy Cabin](cozy-cabin-apg.md) +- [Crashing Wave](crashing-wave-apg.md) - [Create Food](create-food.md) - [Create Water](create-water.md) - [Creation](creation.md) - [Crisis Of Faith](crisis-of-faith.md) - [Crusade](crusade.md) - [Crushing Despair](crushing-despair.md) +- [Crushing Ground](crushing-ground-som.md) - [Cry Of Destruction](cry-of-destruction.md) +- [Cup Of Dust](cup-of-dust-logm.md) +- [Curse Of Death](curse-of-death-apg.md) +- [Curse Of Lost Time](curse-of-lost-time-apg.md) +- [Daemon Form](daemon-form-som.md) +- [Dance Of Darkness](dance-of-darkness-apg.md) +- [Dancing Blade](dancing-blade-da.md) - [Dancing Lights](dancing-lights.md) +- [Dancing Shield](dancing-shield-lokl.md) - [Darkened Eyes](darkened-eyes.md) +- [Darklight](darklight-som.md) - [Darkness](darkness.md) - [Darkvision](darkvision.md) +- [Daydreamer's Curse](daydreamers-curse-av2.md) +- [Day's Weight](days-weight-som.md) - [Daze](daze.md) - [Dazzling Flash](dazzling-flash.md) - [Deafness](deafness.md) - [Death Knell](death-knell.md) - [Death Ward](death-ward.md) - [Death's Call](deaths-call.md) +- [Debilitating Dichotomy](debilitating-dichotomy-apg.md) +- [Deceiver's Cloak](deceivers-cloak-apg.md) +- [Deity's Strike](deitys-strike-som.md) +- [Déjà Vu](deja-vu-apg.md) +- [Delay Affliction](delay-affliction-apg.md) +- [Delay Consequence](delay-consequence-logm.md) +- [Deluge](deluge-ec6.md) - [Delusional Pride](delusional-pride.md) +- [Demon Form](demon-form-som.md) +- [Desperate Repair](desperate-repair-lokl.md) - [Destructive Aura](destructive-aura.md) - [Detect Alignment](detect-alignment.md) +- [Detect Creator](detect-creator-lokl.md) - [Detect Magic](detect-magic.md) - [Detect Poison](detect-poison.md) - [Detect Scrying](detect-scrying.md) +- [Devil Form](devil-form-som.md) +- [Devour Life](devour-life-ec6.md) - [Diabolic Edict](diabolic-edict.md) +- [Diamond Dust](diamond-dust-logm.md) +- [Dim The Light](dim-the-light-apg.md) - [Dimension Door](dimension-door.md) - [Dimensional Anchor](dimensional-anchor.md) +- [Dimensional Assault](dimensional-assault-som.md) - [Dimensional Lock](dimensional-lock.md) - [Dimensional Steps](dimensional-steps.md) - [Dinosaur Form](dinosaur-form.md) @@ -113,70 +248,135 @@ cssclass: pf2e,pf2e-index - [Disappearance](disappearance.md) - [Discern Lies](discern-lies.md) - [Discern Location](discern-location.md) +- [Discern Secrets](discern-secrets-apg.md) - [Disintegrate](disintegrate.md) - [Disjunction](disjunction.md) +- [Dismantle](dismantle-apg.md) - [Dispel Magic](dispel-magic.md) - [Disperse Into Air](disperse-into-air.md) - [Disrupt Undead](disrupt-undead.md) - [Disrupting Weapons](disrupting-weapons.md) +- [Distortion Lens](distortion-lens-da.md) +- [Distracting Chatter](distracting-chatter-som.md) +- [Dividing Trench](dividing-trench-lokl.md) +- [Divine Armageddon](divine-armageddon-som.md) - [Divine Aura](divine-aura.md) - [Divine Decree](divine-decree.md) - [Divine Inspiration](divine-inspiration.md) - [Divine Lance](divine-lance.md) +- [Divine Plagues](divine-plagues-logm.md) - [Divine Vessel](divine-vessel.md) - [Divine Wrath](divine-wrath.md) - [Diviner's Sight](diviners-sight.md) - [Dominate](dominate.md) +- [Door To Beyond](door-to-beyond-logm.md) - [Downpour](downpour.md) +- [Draconic Barrage](draconic-barrage-logm.md) - [Dragon Breath](dragon-breath.md) - [Dragon Claws](dragon-claws.md) - [Dragon Form](dragon-form.md) - [Dragon Wings](dragon-wings.md) - [Drain Life](drain-life.md) +- [Draw Ire](draw-ire-som.md) +- [Draw The Lightning](draw-the-lightning-som.md) - [Dread Aura](dread-aura.md) +- [Dread Secret](dread-secret-apg.md) - [Dream Council](dream-council.md) - [Dream Message](dream-message.md) - [Dreamer's Call](dreamers-call.md) - [Dreaming Potential](dreaming-potential.md) - [Drop Dead](drop-dead.md) +- [Dull Ambition](dull-ambition-apg.md) - [Duplicate Foe](duplicate-foe.md) +- [Dust Storm](dust-storm-logm.md) +- [Dutiful Challenge](dutiful-challenge-logm.md) - [Earthbind](earthbind.md) - [Earthquake](earthquake.md) +- [Echoing Weapon](echoing-weapon-som.md) - [Eclipse Burst](eclipse-burst.md) +- [Ectoplasmic Expulsion](ectoplasmic-expulsion-av3.md) +- [Ectoplasmic Interstice](ectoplasmic-interstice-logm.md) +- [Efficient Apport](efficient-apport-som.md) +- [Eidolon's Wrath](eidolons-wrath-som.md) +- [Eject Soul](eject-soul-logm.md) - [Electric Arc](electric-arc.md) +- [Electrified Crystal Ward](electrified-crystal-ward-aoa4.md) +- [Element Embodied](element-embodied-som.md) +- [Elemental Absorption](elemental-absorption-som.md) +- [Elemental Annihilation Wave](elemental-annihilation-wave-som.md) +- [Elemental Betrayal](elemental-betrayal-apg.md) - [Elemental Blast](elemental-blast.md) +- [Elemental Confluence](elemental-confluence-som.md) - [Elemental Form](elemental-form.md) +- [Elemental Gift](elemental-gift-som.md) - [Elemental Motion](elemental-motion.md) - [Elemental Tempest](elemental-tempest.md) - [Elemental Toss](elemental-toss.md) +- [Elemental Zone](elemental-zone-som.md) - [Embrace The Pit](embrace-the-pit.md) +- [Empathic Link](empathic-link-lokl.md) - [Empty Body](empty-body.md) +- [Empty Inside](empty-inside-logm.md) +- [Empty Pack](empty-pack-da.md) - [Endure Elements](endure-elements.md) +- [Endure](endure-logm.md) - [Enduring Might](enduring-might.md) - [Energy Absorption](energy-absorption.md) - [Energy Aegis](energy-aegis.md) +- [Enervation](enervation-apg.md) +- [Enhance Senses](enhance-senses-lokl.md) - [Enhance Victuals](enhance-victuals.md) +- [Enlarge Companion](enlarge-companion-apg.md) - [Enlarge](enlarge.md) - [Entangle](entangle.md) - [Enthrall](enthrall.md) +- [Entrancing Eyes](entrancing-eyes-ec4.md) +- [Entropic Wheel](entropic-wheel-da.md) +- [Envenom Companion](envenom-companion-som.md) +- [Ephemeral Hazards](ephemeral-hazards-logm.md) +- [Ephemeral Tracking](ephemeral-tracking-apg.md) - [Eradicate Undeath](eradicate-undeath.md) +- [Erase Trail](erase-trail-lokl.md) +- [Establish Ward](establish-ward-apg.md) - [Ethereal Jaunt](ethereal-jaunt.md) +- [Etheric Shards](etheric-shards-da.md) +- [Euphoric Renewal](euphoric-renewal-da.md) +- [Evil Eye](evil-eye-apg.md) +- [Evolution Surge](evolution-surge-som.md) +- [Exchange Image](exchange-image-aoa3.md) +- [Expeditious Excavation](expeditious-excavation-logm.md) +- [Extend Boost](extend-boost-som.md) - [Extend Spell](extend-spell.md) +- [Extract Poison](extract-poison-som.md) +- [Eyes of the Dead](eyes-of-the-dead-botd.md) - [Fabricated Truth](fabricated-truth.md) - [Face In The Crowd](face-in-the-crowd.md) - [Faerie Dust](faerie-dust.md) - [Faerie Fire](faerie-fire.md) +- [Falling Sky](falling-sky-da.md) +- [Fallow Field](fallow-field-logm.md) - [False Life](false-life.md) +- [False Nature](false-nature-da.md) - [False Vision](false-vision.md) +- [Familiar Form](familiar-form-lopsg.md) +- [Familiar's Face](familiars-face-apg.md) - [Fatal Aria](fatal-aria.md) +- [Fated Confrontation](fated-confrontation-som.md) +- [Favorable Review](favorable-review-ec2.md) +- [Fear the Sun](fear-the-sun-sot4.md) - [Fear](fear.md) +- [Fearful Feast](fearful-feast-av3.md) +- [Feast Of Ashes](feast-of-ashes-logm.md) - [Feather Fall](feather-fall.md) - [Feeblemind](feeblemind.md) - [Feet To Fins](feet-to-fins.md) +- [Feral Shades](feral-shades-som.md) - [Fey Disappearance](fey-disappearance.md) +- [Fey Form](fey-form-som.md) - [Fey Glamour](fey-glamour.md) - [Field Of Life](field-of-life.md) - [Fiery Body](fiery-body.md) +- [Final Sacrifice](final-sacrifice-apg.md) - [Finger Of Death](finger-of-death.md) - [Fire Ray](fire-ray.md) - [Fire Seeds](fire-seeds.md) @@ -184,303 +384,671 @@ cssclass: pf2e,pf2e-index - [Fireball](fireball.md) - [Flame Barrier](flame-barrier.md) - [Flame Strike](flame-strike.md) +- [Flame Vortex](flame-vortex-som.md) +- [Flame Wisp](flame-wisp-som.md) +- [Flaming Fusillade](flaming-fusillade-apg.md) - [Flaming Sphere](flaming-sphere.md) +- [Flammable Fumes](flammable-fumes-som.md) - [Fleet Step](fleet-step.md) - [Flesh To Stone](flesh-to-stone.md) - [Floating Disk](floating-disk.md) +- [Flowing Strike](flowing-strike-som.md) - [Fly](fly.md) +- [Focusing Hum](focusing-hum-da.md) +- [Font Of Serenity](font-of-serenity-logm.md) +- [For Love, for Lightning](for-love-for-lightning-lokl.md) +- [Forbidden Thought](forbidden-thought-da.md) - [Forbidding Ward](forbidding-ward.md) - [Force Bolt](force-bolt.md) +- [Force Cage](force-cage-apg.md) +- [Force Fang](force-fang-som.md) +- [Forced Mercy](forced-mercy-lokl.md) - [Forced Quiet](forced-quiet.md) +- [Forceful Hand](forceful-hand-som.md) +- [Foresee the Path](foresee-the-path-da.md) - [Foresight](foresight.md) +- [Forgotten Lines](forgotten-lines-aoa3.md) +- [Foul Miasma](foul-miasma-logm.md) - [Freedom Of Movement](freedom-of-movement.md) +- [Frenzied Revelry](frenzied-revelry-da.md) +- [Friendfetch](friendfetch-sot1.md) +- [Frigid Flurry](frigid-flurry-som.md) +- [Frost's Touch](frosts-touch-tv.md) +- [Fungal Hyphae](fungal-hyphae-logm.md) +- [Fungal Infestation](fungal-infestation-apg.md) +- [Gale Blast](gale-blast-som.md) - [Gaseous Form](gaseous-form.md) +- [Gasping Marsh](gasping-marsh-sot3.md) - [Gate](gate.md) +- [Genie's Veil](genies-veil-apg.md) - [Gentle Repose](gentle-repose.md) +- [Geyser](geyser-som.md) - [Ghost Sound](ghost-sound.md) +- [Ghostly Shift](ghostly-shift-da.md) +- [Ghostly Tragedy](ghostly-tragedy-apg.md) +- [Ghostly Transcription](ghostly-transcription-logm.md) - [Ghostly Weapon](ghostly-weapon.md) - [Ghoulish Cravings](ghoulish-cravings.md) +- [Girzanje's March](girzanjes-march-sot3.md) +- [Glacial Heart](glacial-heart-lol.md) - [Glibness](glibness.md) +- [Glimmer Of Charm](glimmer-of-charm-som.md) - [Glimpse The Truth](glimpse-the-truth.md) +- [Glimpse Weakness](glimpse-weakness-da.md) - [Glitterdust](glitterdust.md) - [Globe Of Invulnerability](globe-of-invulnerability.md) - [Glutton's Jaws](gluttons-jaws.md) - [Glyph Of Warding](glyph-of-warding.md) - [Goblin Pox](goblin-pox.md) - [Goodberry](goodberry.md) +- [Gouging Claw](gouging-claw-som.md) - [Grasping Grave](grasping-grave.md) +- [Grave Impressions](grave-impressions-sot1.md) +- [Gravitational Pull](gravitational-pull-som.md) +- [Gravity Weapon](gravity-weapon-apg.md) +- [Gravity Well](gravity-well-logm.md) +- [Gray Shadow](gray-shadow-sot3.md) - [Grease](grease.md) - [Grim Tendrils](grim-tendrils.md) +- [Grisly Growths](grisly-growths-apg.md) +- [Gritty Wheeze](gritty-wheeze-tok.md) - [Guidance](guidance.md) +- [Guiding Star](guiding-star-som.md) - [Gust Of Wind](gust-of-wind.md) +- [Halcyon Infusion](halcyon-infusion-lol.md) +- [Hallowed Ground](hallowed-ground-botd.md) - [Hallucination](hallucination.md) - [Hallucinatory Terrain](hallucinatory-terrain.md) - [Hand Of The Apprentice](hand-of-the-apprentice.md) - [Harm](harm.md) - [Haste](haste.md) +- [Hasted Assault](hasted-assault-som.md) +- [Haunting Hymn](haunting-hymn-som.md) - [Heal Animal](heal-animal.md) +- [Heal Companion](heal-companion-apg.md) - [Heal](heal.md) - [Healer's Blessing](healers-blessing.md) +- [Healing Plaster](healing-plaster-som.md) +- [Healing Well](healing-well-som.md) +- [Heart's Desire](hearts-desire-apg.md) +- [Heat Metal](heat-metal-apg.md) - [Hellfire Plume](hellfire-plume.md) +- [Heroic Feat](heroic-feat-apg.md) - [Heroism](heroism.md) - [Hero's Defiance](heros-defiance.md) - [Hideous Laughter](hideous-laughter.md) +- [Hollow Heart](hollow-heart-da.md) +- [Hologram Cage](hologram-cage-da.md) - [Holy Cascade](holy-cascade.md) +- [Horizon Thunder Sphere](horizon-thunder-sphere-som.md) - [Horrid Wilting](horrid-wilting.md) - [Horrific Visage](horrific-visage.md) - [House Of Imaginary Walls](house-of-imaginary-walls.md) - [Humanoid Form](humanoid-form.md) +- [Hunter's Luck](hunters-luck-apg.md) +- [Hunter's Vision](hunters-vision-apg.md) - [Hurtling Stone](hurtling-stone.md) - [Hydraulic Push](hydraulic-push.md) - [Hydraulic Torrent](hydraulic-torrent.md) +- [Hymn of Healing](hymn-of-healing-apg.md) - [Hypercognition](hypercognition.md) +- [Hyperfocus](hyperfocus-logm.md) - [Hypnotic Pattern](hypnotic-pattern.md) +- [Ice Storm](ice-storm-apg.md) +- [Ignite Fireworks](ignite-fireworks-som.md) +- [Ill Omen](ill-omen-logm.md) - [Illusory Creature](illusory-creature.md) - [Illusory Disguise](illusory-disguise.md) - [Illusory Object](illusory-object.md) - [Illusory Scene](illusory-scene.md) +- [Imaginary Weapon](imaginary-weapon-da.md) - [Impaling Briars](impaling-briars.md) +- [Impaling Spike](impaling-spike-apg.md) +- [Impeccable Flow](impeccable-flow-sot1.md) +- [Impending Doom](impending-doom-som.md) +- [Implement of Destruction](implement-of-destruction-da.md) - [Implosion](implosion.md) +- [Imprint Message](imprint-message-apg.md) +- [Incendiary Aura](incendiary-aura-apg.md) +- [Indestructibility](indestructibility-apg.md) +- [Inevitable Destination](inevitable-destination-da.md) +- [Inevitable Disaster](inevitable-disaster-som.md) +- [Inexhaustible Cynicism](inexhaustible-cynicism-som.md) +- [Infectious Enthusiasm](infectious-enthusiasm-som.md) +- [Infectious Melody](infectious-melody-som.md) +- [Inner Radiance Torrent](inner-radiance-torrent-som.md) +- [Inscrutable Mask](inscrutable-mask-som.md) - [Insect Form](insect-form.md) - [Inspire Competence](inspire-competence.md) - [Inspire Courage](inspire-courage.md) - [Inspire Defense](inspire-defense.md) - [Inspire Heroics](inspire-heroics.md) +- [Instant Armor](instant-armor-som.md) +- [Interstellar Void](interstellar-void-apg.md) - [Invisibility Cloak](invisibility-cloak.md) +- [Invisibility Curtain](invisibility-curtain-som.md) - [Invisibility Sphere](invisibility-sphere.md) - [Invisibility](invisibility.md) +- [Invisible Item](invisible-item-apg.md) +- [Invoke Spirits](invoke-spirits-som.md) +- [Invoke The Crimson Oath](invoke-the-crimson-oath-locg.md) +- [Invoke True Name](invoke-true-name-som.md) +- [Iron Gut](iron-gut-logm.md) +- [Isolation](isolation-da.md) - [Item Facade](item-facade.md) - [Jealous Hex](jealous-hex.md) +- [Join Pasts](join-pasts-aoa3.md) - [Jump](jump.md) +- [Juvenile Companion](juvenile-companion-som.md) - [Ki Blast](ki-blast.md) +- [Ki Form](ki-form-apg.md) - [Ki Rush](ki-rush.md) - [Ki Strike](ki-strike.md) +- [Kinetic Ram](kinetic-ram-da.md) - [Knock](knock.md) - [Know Direction](know-direction.md) - [Know The Enemy](know-the-enemy.md) +- [Lament](lament-logm.md) - [Lay On Hands](lay-on-hands.md) - [Levitate](levitate.md) +- [Liberating Command](liberating-command-logm.md) +- [Life Boost](life-boost-apg.md) +- [Life Connection](life-connection-som.md) +- [Life-giving Form](life-giving-form-apg.md) +- [Life Link](life-link-apg.md) +- [Life Pact](life-pact-lokl.md) - [Life Siphon](life-siphon.md) +- [Lifelink Surge](lifelink-surge-som.md) +- [Lift Nature's Caul](lift-natures-caul-av3.md) +- [Light Of Revelation](light-of-revelation-locg.md) - [Light](light.md) - [Lightning Bolt](lightning-bolt.md) +- [Lightning Storm](lightning-storm-apg.md) - [Lingering Composition](lingering-composition.md) - [Litany Against Sloth](litany-against-sloth.md) - [Litany Against Wrath](litany-against-wrath.md) +- [Litany Of Depravity](litany-of-depravity-apg.md) - [Litany Of Righteousness](litany-of-righteousness.md) +- [Litany Of Self-interest](litany-of-self-interest-apg.md) - [Localized Quake](localized-quake.md) - [Locate](locate.md) +- [Lock Item](lock-item-lokl.md) - [Lock](lock.md) - [Longstrider](longstrider.md) +- [Loose Time's Arrow](loose-times-arrow-da.md) - [Loremaster's Etude](loremasters-etude.md) +- [Lose The Path](lose-the-path-som.md) - [Lucky Break](lucky-break.md) +- [Lucky Number](lucky-number-som.md) +- [Mad Monkeys](mad-monkeys-apg.md) - [Mage Armor](mage-armor.md) - [Mage Hand](mage-hand.md) - [Magic Aura](magic-aura.md) - [Magic Fang](magic-fang.md) +- [Magic Hide](magic-hide-apg.md) +- [Magic Mailbox](magic-mailbox-som.md) - [Magic Missile](magic-missile.md) - [Magic Mouth](magic-mouth.md) +- [Magic Stone](magic-stone-apg.md) +- [Magic Warrior Aspect](magic-warrior-aspect-lowg.md) +- [Magic Warrior Transformation](magic-warrior-transformation-lowg.md) - [Magic Weapon](magic-weapon.md) - [Magic's Vessel](magics-vessel.md) +- [Magnetic Acceleration](magnetic-acceleration-som.md) +- [Magnetic Attraction](magnetic-attraction-som.md) +- [Magnetic Repulsion](magnetic-repulsion-som.md) - [Magnificent Mansion](magnificent-mansion.md) +- [Malicious Shadow](malicious-shadow-apg.md) - [Malignant Sustenance](malignant-sustenance.md) +- [Manifold Lives](manifold-lives-da.md) +- [Mantis Form](mantis-form-lowg.md) +- [Mantle Of The Frozen Heart](mantle-of-the-frozen-heart-som.md) +- [Mantle Of The Magma Heart](mantle-of-the-magma-heart-som.md) - [Mariner's Curse](mariners-curse.md) +- [Martyr's Intervention](martyrs-intervention-lokl.md) - [Mask Of Terror](mask-of-terror.md) - [Massacre](massacre.md) - [Maze](maze.md) +- [Medusa's Wrath](medusas-wrath-apg.md) - [Meld Into Stone](meld-into-stone.md) - [Mending](mending.md) +- [Message Rune](message-rune-logm.md) - [Message](message.md) - [Meteor Swarm](meteor-swarm.md) +- [Mimic Undead](mimic-undead-som.md) - [Mind Blank](mind-blank.md) +- [Mind Games](mind-games-sot1.md) +- [Mind Of Menace](mind-of-menace-som.md) - [Mind Probe](mind-probe.md) - [Mind Reading](mind-reading.md) - [Mindlink](mindlink.md) - [Miracle](miracle.md) +- [Mirecloak](mirecloak-sot3.md) - [Mirror Image](mirror-image.md) +- [Mirror Malefactors](mirror-malefactors-som.md) +- [Mirror's Misfortune](mirrors-misfortune-som.md) - [Misdirection](misdirection.md) - [Mislead](mislead.md) - [Modify Memory](modify-memory.md) - [Moment Of Renewal](moment-of-renewal.md) +- [Momentary Recovery](momentary-recovery-da.md) - [Monstrosity Form](monstrosity-form.md) - [Moon Frenzy](moon-frenzy.md) - [Moonbeam](moonbeam.md) +- [Moonburst](moonburst-sot4.md) +- [Moonlight Bridge](moonlight-bridge-apg.md) +- [Moonlight Ray](moonlight-ray-sot4.md) +- [Morass of Ages](morass-of-ages-da.md) +- [Moth's Supper](moths-supper-da.md) +- [Mud Pit](mud-pit-som.md) +- [Murderous Vine](murderous-vine-som.md) - [Mystic Beacon](mystic-beacon.md) - [Nature Incarnate](nature-incarnate.md) - [Nature's Bounty](natures-bounty.md) - [Nature's Enmity](natures-enmity.md) +- [Nature's Reprisal](natures-reprisal-som.md) +- [Necromancer's Generosity](necromancers-generosity-som.md) +- [Necrotic Radiation](necrotic-radiation-ec4.md) +- [Necrotize](necrotize-som.md) +- [Needle Of Vengeance](needle-of-vengeance-apg.md) - [Negate Aroma](negate-aroma.md) +- [Nettleskin](nettleskin-tok.md) - [Neutralize Poison](neutralize-poison.md) - [Nightmare](nightmare.md) - [Nondetection](nondetection.md) +- [Noxious Vapors](noxious-vapors-apg.md) +- [Nudge Fate](nudge-fate-apg.md) +- [Nudge The Odds](nudge-the-odds-som.md) +- [Nullify](nullify-som.md) +- [Nymph's Token](nymphs-token-apg.md) +- [Oathkeeper's Insignia](oathkeepers-insignia-logm.md) +- [Object Memory](object-memory-logm.md) +- [Object Reading](object-reading-apg.md) - [Obscuring Mist](obscuring-mist.md) +- [Ocular Overload](ocular-overload-som.md) +- [Ode To Ouroboros](ode-to-ouroboros-apg.md) +- [Omnidirectional Scan](omnidirectional-scan-da.md) +- [One With The Land](one-with-the-land-som.md) +- [Oneiric Mire](oneiric-mire-som.md) +- [Ooze Form](ooze-form-som.md) +- [Organsight](organsight-som.md) - [Outcast's Curse](outcasts-curse.md) +- [Over the Coals](over-the-coals-da.md) +- [Overflowing Sorrow](overflowing-sorrow-logm.md) - [Overstuff](overstuff.md) - [Overwhelming Presence](overwhelming-presence.md) +- [Pact Broker](pact-broker-da.md) +- [Painful Vibrations](painful-vibrations-som.md) - [Paralyze](paralyze.md) - [Paranoia](paranoia.md) +- [Parch](parch-logm.md) - [Pass Without Trace](pass-without-trace.md) - [Passwall](passwall.md) +- [Path of Least Resistance](path-of-least-resistance-da.md) +- [Penumbral Disguise](penumbral-disguise-sot4.md) +- [Penumbral Shroud](penumbral-shroud-logm.md) +- [Perfect Strike](perfect-strike-locg.md) +- [Perfect Strike](perfect-strike-lowg.md) - [Perfected Form](perfected-form.md) - [Perfected Mind](perfected-mind.md) +- [Pernicious Poltergeist](pernicious-poltergeist-som.md) +- [Perseis's Precautions](perseiss-precautions-lopsg.md) +- [Persistent Servant](persistent-servant-som.md) +- [Personal Blizzard](personal-blizzard-apg.md) +- [Personal Rain Cloud](personal-rain-cloud-ec1.md) - [Pest Form](pest-form.md) +- [Pet Cache](pet-cache-apg.md) +- [Petal Storm](petal-storm-som.md) - [Phantasmal Calamity](phantasmal-calamity.md) - [Phantasmal Killer](phantasmal-killer.md) +- [Phantasmal Treasure](phantasmal-treasure-apg.md) +- [Phantom Crowd](phantom-crowd-som.md) - [Phantom Pain](phantom-pain.md) +- [Phantom Prison](phantom-prison-som.md) - [Phantom Steed](phantom-steed.md) +- [Phase Bolt](phase-bolt-da.md) +- [Phase Familiar](phase-familiar-apg.md) - [Physical Boost](physical-boost.md) +- [Pied Piping](pied-piping-apg.md) +- [Pillar Of Water](pillar-of-water-ec2.md) +- [Pillars Of Sand](pillars-of-sand-ec5.md) - [Plane Shift](plane-shift.md) - [Plant Form](plant-form.md) +- [Pocket Library](pocket-library-som.md) - [Polar Ray](polar-ray.md) +- [Poltergeist's Fury](poltergeists-fury-da.md) +- [Portrait Of The Artist](portrait-of-the-artist-som.md) +- [Positive Attunement](positive-attunement-som.md) - [Positive Luminance](positive-luminance.md) - [Possession](possession.md) - [Power Word Blind](power-word-blind.md) - [Power Word Kill](power-word-kill.md) - [Power Word Stun](power-word-stun.md) +- [Powerful Inhalation](powerful-inhalation-som.md) +- [Practice Makes Perfect](practice-makes-perfect-aoa4.md) - [Precious Metals](precious-metals.md) - [Prestidigitation](prestidigitation.md) - [Primal Herd](primal-herd.md) - [Primal Phenomenon](primal-phenomenon.md) - [Primal Summons](primal-summons.md) +- [Prismatic Armor](prismatic-armor-som.md) - [Prismatic Sphere](prismatic-sphere.md) - [Prismatic Spray](prismatic-spray.md) - [Prismatic Wall](prismatic-wall.md) - [Private Sanctum](private-sanctum.md) - [Produce Flame](produce-flame.md) - [Project Image](project-image.md) +- [Proliferating Eyes](proliferating-eyes-som.md) +- [Protect Companion](protect-companion-som.md) - [Protection](protection.md) - [Protective Ward](protective-ward.md) +- [Protector Tree](protector-tree-som.md) - [Protector's Sacrifice](protectors-sacrifice.md) - [Protector's Sphere](protectors-sphere.md) - [Prying Eye](prying-eye.md) +- [Prying Survey](prying-survey-ec6.md) +- [Puff Of Poison](puff-of-poison-som.md) - [Pulse Of The City](pulse-of-the-city.md) +- [Pulverizing Cascade](pulverizing-cascade-som.md) +- [Pummeling Rubble](pummeling-rubble-apg.md) - [Punishing Winds](punishing-winds.md) - [Purify Food And Drink](purify-food-and-drink.md) +- [Purifying Icicle](purifying-icicle-lokl.md) +- [Purifying Veil](purifying-veil-da.md) - [Purple Worm Sting](purple-worm-sting.md) - [Pushing Gust](pushing-gust.md) +- [Pyrotechnics](pyrotechnics-ec2.md) +- [Quench](quench-apg.md) +- [Quick Sort](quick-sort-som.md) +- [Quicken Time](quicken-time-da.md) - [Quivering Palm](quivering-palm.md) +- [Radiant Beam](radiant-beam-lokl.md) +- [Radiant Field](radiant-field-sot4.md) - [Raise Dead](raise-dead.md) +- [Rally Point](rally-point-da.md) +- [Ranger's Bramble](rangers-bramble-apg.md) +- [Rapid Adaptation](rapid-adaptation-som.md) +- [Ravening Maw](ravening-maw-ec3.md) +- [Ravenous Portal](ravenous-portal-som.md) - [Ray Of Enfeeblement](ray-of-enfeeblement.md) - [Ray Of Frost](ray-of-frost.md) - [Read Aura](read-aura.md) - [Read Fate](read-fate.md) - [Read Omens](read-omens.md) +- [Read The Air](read-the-air-som.md) +- [Reaper's Lantern](reapers-lantern-apg.md) +- [Rebounding Barrier](rebounding-barrier-lol.md) - [Rebuke Death](rebuke-death.md) +- [Redact](redact-logm.md) +- [Redistribute Potential](redistribute-potential-da.md) +- [Reflective Scales](reflective-scales-logm.md) - [Regenerate](regenerate.md) +- [Reinforce Eidolon](reinforce-eidolon-som.md) +- [Rejuvenating Flames](rejuvenating-flames-frp3.md) - [Remake](remake.md) +- [Remember The Lost](remember-the-lost-logm.md) - [Remove Curse](remove-curse.md) - [Remove Disease](remove-disease.md) - [Remove Fear](remove-fear.md) - [Remove Paralysis](remove-paralysis.md) +- [Repelling Pulse](repelling-pulse-som.md) +- [Replicate](replicate-som.md) - [Repulsion](repulsion.md) - [Resilient Sphere](resilient-sphere.md) - [Resist Energy](resist-energy.md) - [Resplendent Mansion](resplendent-mansion.md) - [Restoration](restoration.md) +- [Restorative Moment](restorative-moment-apg.md) - [Restore Senses](restore-senses.md) +- [Restyle](restyle-som.md) - [Retributive Pain](retributive-pain.md) - [Retrocognition](retrocognition.md) +- [Return Beacon](return-beacon-frp1.md) +- [Return the Favor](return-the-favor-da.md) +- [Return to Essence](return-to-essence-sot5.md) - [Reverse Gravity](reverse-gravity.md) - [Revival](revival.md) +- [Rewinding Step](rewinding-step-som.md) - [Righteous Might](righteous-might.md) +- [Rime Slick](rime-slick-ec1.md) +- [Rip The Spirit](rip-the-spirit-som.md) +- [Rising Surf](rising-surf-som.md) +- [Roar Of The Wyrm](roar-of-the-wyrm-logm.md) +- [Roaring Applause](roaring-applause-som.md) - [Rope Trick](rope-trick.md) +- [Rouse Skeletons](rouse-skeletons-som.md) +- [Runic Impression](runic-impression-som.md) +- [Rusting Grasp](rusting-grasp-apg.md) +- [Safe Passage](safe-passage-apg.md) - [Safeguard Secret](safeguard-secret.md) +- [Sage's Curse](sages-curse-av2.md) - [Sanctified Ground](sanctified-ground.md) - [Sanctuary](sanctuary.md) +- [Sanguine Mist](sanguine-mist-som.md) - [Savor The Sting](savor-the-sting.md) +- [Scatter Scree](scatter-scree-som.md) +- [Schadenfreude](schadenfreude-som.md) - [Scholarly Recollection](scholarly-recollection.md) - [Scintillating Pattern](scintillating-pattern.md) +- [Scintillating Safeguard](scintillating-safeguard-apg.md) +- [Scorching Ray](scorching-ray-som.md) +- [Scouring Pulse](scouring-pulse-lokl.md) +- [Scouring Sand](scouring-sand-ec1.md) - [Scrying](scrying.md) +- [Sculpt Sound](sculpt-sound-apg.md) +- [Sea of Thought](sea-of-thought-da.md) +- [Sea Surge](sea-surge-ec1.md) +- [Seal Fate](seal-fate-apg.md) - [Searing Light](searing-light.md) +- [Seashell Of Stolen Sound](seashell-of-stolen-sound-som.md) +- [Secret Chest](secret-chest-apg.md) - [Secret Page](secret-page.md) - [See Invisibility](see-invisibility.md) - [Sending](sending.md) +- [Sepulchral Mask](sepulchral-mask-apg.md) +- [Shadow Army](shadow-army-som.md) - [Shadow Blast](shadow-blast.md) +- [Shadow Illusion](shadow-illusion-apg.md) +- [Shadow Jump](shadow-jump-apg.md) +- [Shadow Projectile](shadow-projectile-som.md) +- [Shadow Raid](shadow-raid-som.md) - [Shadow Siphon](shadow-siphon.md) +- [Shadow Spy](shadow-spy-da.md) - [Shadow Walk](shadow-walk.md) +- [Shadow's Web](shadows-web-apg.md) +- [Shaken Confidence](shaken-confidence-da.md) +- [Shall Not Falter, Shall Not Rout](shall-not-falter-shall-not-rout-lol.md) +- [Shambling Horror](shambling-horror-botd.md) - [Shape Stone](shape-stone.md) - [Shape Wood](shape-wood.md) - [Shapechange](shapechange.md) +- [Share Burden](share-burden-logm.md) +- [Share Lore](share-lore-logm.md) - [Shared Nightmare](shared-nightmare.md) +- [Shatter Mind](shatter-mind-da.md) - [Shatter](shatter.md) +- [Shattering Gem](shattering-gem-logm.md) +- [Shepherd Of Souls](shepherd-of-souls-apg.md) - [Shield Other](shield-other.md) - [Shield](shield.md) +- [Shielding Strike](shielding-strike-som.md) +- [Shift Blame](shift-blame-som.md) - [Shifting Form](shifting-form.md) +- [Shifting Sand](shifting-sand-logm.md) - [Shillelagh](shillelagh.md) - [Shocking Grasp](shocking-grasp.md) +- [Shockwave](shockwave-logm.md) +- [Shooting Star](shooting-star-som.md) +- [Show The Way](show-the-way-logm.md) - [Shrink Item](shrink-item.md) - [Shrink](shrink.md) +- [Shroud Of Flame](shroud-of-flame-frp3.md) +- [Shroud Of Night](shroud-of-night-apg.md) - [Sigil](sigil.md) +- [Sign of Conviction](sign-of-conviction-lokl.md) - [Silence](silence.md) +- [Silver's Refrain](silvers-refrain-aoa3.md) - [Sleep](sleep.md) +- [Slough Skin](slough-skin-logm.md) - [Slow](slow.md) +- [Snare Hopping](snare-hopping-apg.md) +- [Snowball](snowball-lowg.md) +- [Soft Landing](soft-landing-da.md) - [Solid Fog](solid-fog.md) +- [Sonata Span](sonata-span-som.md) +- [Song Of Marching](song-of-marching-apg.md) +- [Song Of Strength](song-of-strength-apg.md) +- [Song Of The Fallen](song-of-the-fallen-aoa6.md) - [Soothe](soothe.md) - [Soothing Ballad](soothing-ballad.md) +- [Soothing Blossoms](soothing-blossoms-som.md) +- [Soothing Mist](soothing-mist-apg.md) +- [Soothing Spring](soothing-spring-som.md) - [Soothing Words](soothing-words.md) +- [Soul Siphon](soul-siphon-apg.md) - [Sound Burst](sound-burst.md) - [Speak With Animals](speak-with-animals.md) - [Speak With Plants](speak-with-plants.md) +- [Speaking Sky](speaking-sky-loil.md) - [Spectral Hand](spectral-hand.md) - [Spell Immunity](spell-immunity.md) - [Spell Turning](spell-turning.md) +- [Spellmaster's Ward](spellmasters-ward-lopsg.md) - [Spellwrack](spellwrack.md) - [Spider Climb](spider-climb.md) - [Spider Sting](spider-sting.md) +- [Spike Stones](spike-stones-apg.md) +- [Spinning Staff](spinning-staff-som.md) - [Spirit Blast](spirit-blast.md) - [Spirit Link](spirit-link.md) +- [Spirit Object](spirit-object-lol.md) +- [Spirit Sense](spirit-sense-apg.md) - [Spirit Song](spirit-song.md) +- [Spirit Veil](spirit-veil-apg.md) +- [Spiritual Anamnesis](spiritual-anamnesis-aoa3.md) +- [Spiritual Attunement](spiritual-attunement-som.md) - [Spiritual Epidemic](spiritual-epidemic.md) - [Spiritual Guardian](spiritual-guardian.md) - [Spiritual Weapon](spiritual-weapon.md) - [Splash Of Art](splash-of-art.md) +- [Spout](spout-som.md) +- [Spray Of Stars](spray-of-stars-apg.md) - [Stabilize](stabilize.md) +- [Stagnate Time](stagnate-time-da.md) +- [Stasis](stasis-logm.md) - [Status](status.md) +- [Steal Shadow](steal-shadow-apg.md) +- [Steal the Sky](steal-the-sky-loil.md) - [Stinking Cloud](stinking-cloud.md) +- [Stoke The Heart](stoke-the-heart-apg.md) +- [Stone Lance](stone-lance-som.md) - [Stone Tell](stone-tell.md) - [Stone To Flesh](stone-to-flesh.md) - [Stoneskin](stoneskin.md) - [Storm Lord](storm-lord.md) - [Storm Of Vengeance](storm-of-vengeance.md) +- [Stormburst](stormburst-sot3.md) - [Stormwind Flight](stormwind-flight.md) +- [Strange Geometry](strange-geometry-apg.md) +- [String of Fate](string-of-fate-da.md) +- [Stumbling Curse](stumbling-curse-sot1.md) - [Subconscious Suggestion](subconscious-suggestion.md) +- [Subjugate Undead](subjugate-undead-botd.md) +- [Sudden Blight](sudden-blight-apg.md) +- [Sudden Bolt](sudden-bolt-ec1.md) +- [Sudden Recollection](sudden-recollection-som.md) - [Sudden Shift](sudden-shift.md) - [Suggestion](suggestion.md) +- [Summon Anarch](summon-anarch-som.md) +- [Summon Ancient Fleshforged](summon-ancient-fleshforged-loil.md) - [Summon Animal](summon-animal.md) +- [Summon Archmage](summon-archmage-som.md) +- [Summon Axiom](summon-axiom-som.md) - [Summon Celestial](summon-celestial.md) - [Summon Construct](summon-construct.md) +- [Summon Deific Herald](summon-deific-herald-som.md) +- [Summon Draconic Legion](summon-draconic-legion-som.md) - [Summon Dragon](summon-dragon.md) - [Summon Elemental](summon-elemental.md) - [Summon Entity](summon-entity.md) - [Summon Fey](summon-fey.md) - [Summon Fiend](summon-fiend.md) - [Summon Giant](summon-giant.md) +- [Summon Healing Servitor](summon-healing-servitor-loil.md) +- [Summon Instrument](summon-instrument-apg.md) +- [Summon Irii](summon-irii-da.md) +- [Summon Kaiju](summon-kaiju-som.md) +- [Summon Lesser Servitor](summon-lesser-servitor-som.md) - [Summon Plant Or Fungus](summon-plant-or-fungus.md) +- [Summoner's Precaution](summoners-precaution-som.md) +- [Summoner's Visage](summoners-visage-som.md) +- [Sun Blade](sun-blade-locg.md) - [Sunburst](sunburst.md) +- [Sun's Fury](suns-fury-lol.md) +- [Suspended Retribution](suspended-retribution-da.md) - [Swamp Of Sloth](swamp-of-sloth.md) +- [Swampcall](swampcall-sot3.md) +- [Swarm Form](swarm-form-logm.md) +- [Swarmsense](swarmsense-logm.md) - [Sweet Dream](sweet-dream.md) +- [Symphony Of The Unfettered Heart](symphony-of-the-unfettered-heart-apg.md) - [Synaptic Pulse](synaptic-pulse.md) +- [Synchronize](synchronize-som.md) +- [Synchronize Steps](synchronize-steps-lokl.md) - [Synesthesia](synesthesia.md) - [Take Its Course](take-its-course.md) - [Talking Corpse](talking-corpse.md) +- [Tame](tame-som.md) - [Tanglefoot](tanglefoot.md) - [Tangling Creepers](tangling-creepers.md) +- [Telekinetic Bombardment](telekinetic-bombardment-da.md) - [Telekinetic Haul](telekinetic-haul.md) - [Telekinetic Maneuver](telekinetic-maneuver.md) - [Telekinetic Projectile](telekinetic-projectile.md) +- [Telekinetic Rend](telekinetic-rend-da.md) - [Telepathic Bond](telepathic-bond.md) - [Telepathic Demand](telepathic-demand.md) - [Telepathy](telepathy.md) - [Teleport](teleport.md) +- [Tempest Form](tempest-form-apg.md) +- [Tempest Of Shades](tempest-of-shades-som.md) - [Tempest Surge](tempest-surge.md) +- [Tempest Touch](tempest-touch-apg.md) +- [Temporal Distortion](temporal-distortion-da.md) +- [Temporal Twin](temporal-twin-da.md) +- [Temporal Ward](temporal-ward-sot5.md) +- [Temporary Glyph](temporary-glyph-som.md) +- [Temporary Tool](temporary-tool-logm.md) - [Tempt Fate](tempt-fate.md) - [Tentacular Limbs](tentacular-limbs.md) +- [Terrain Transposition](terrain-transposition-apg.md) +- [Tesseract Tunnel](tesseract-tunnel-da.md) +- [Tether](tether-logm.md) +- [Thermal Stasis](thermal-stasis-da.md) +- [Thicket Of Knives](thicket-of-knives-som.md) +- [Thoughtful Gift](thoughtful-gift-apg.md) +- [Threefold Aspect](threefold-aspect-apg.md) +- [Thunderburst](thunderburst-apg.md) +- [Thundering Dominance](thundering-dominance-som.md) +- [Thunderous Strike](thunderous-strike-som.md) - [Tidal Surge](tidal-surge.md) +- [Time Beacon](time-beacon-logm.md) +- [Time Jump](time-jump-som.md) +- [Time Pocket](time-pocket-da.md) +- [Time Sense](time-sense-da.md) +- [Time Skip](time-skip-da.md) - [Time Stop](time-stop.md) +- [Timely Tutor](timely-tutor-som.md) +- [Tireless Worker](tireless-worker-aoa4.md) - [Tongues](tongues.md) +- [Tortoise And The Hare](tortoise-and-the-hare-som.md) +- [Touch Of Corruption](touch-of-corruption-apg.md) - [Touch Of Idiocy](touch-of-idiocy.md) - [Touch Of Obedience](touch-of-obedience.md) - [Touch Of The Moon](touch-of-the-moon.md) - [Touch Of Undeath](touch-of-undeath.md) +- [Transcribe Moment](transcribe-moment-lopsg.md) +- [Transmute Rock And Mud](transmute-rock-and-mud-apg.md) - [Traveler's Transit](travelers-transit.md) - [Tree Shape](tree-shape.md) - [Tree Stride](tree-stride.md) @@ -489,55 +1057,116 @@ cssclass: pf2e,pf2e-index - [True Seeing](true-seeing.md) - [True Strike](true-strike.md) - [True Target](true-target.md) +- [Umbral Extraction](umbral-extraction-som.md) +- [Umbral Graft](umbral-graft-som.md) +- [Unblinking Flame Emblem](unblinking-flame-emblem-loil.md) +- [Unblinking Flame Ignition](unblinking-flame-ignition-loil.md) +- [Unblinking Flame Revelation](unblinking-flame-revelation-lowg.md) +- [Unbreaking Wave Advance](unbreaking-wave-advance-lowg.md) +- [Unbreaking Wave Barrier](unbreaking-wave-barrier-loil.md) +- [Unbreaking Wave Containment](unbreaking-wave-containment-loil.md) +- [Unbreaking Wave Vapor](unbreaking-wave-vapor-loil.md) - [Uncontrollable Dance](uncontrollable-dance.md) - [Undeath's Blessing](undeaths-blessing.md) +- [Undermine Reality](undermine-reality-ec6.md) - [Undetectable Alignment](undetectable-alignment.md) +- [Unexpected Transposition](unexpected-transposition-som.md) - [Unfathomable Song](unfathomable-song.md) +- [Unfetter Eidolon](unfetter-eidolon-som.md) - [Unfettered Pack](unfettered-pack.md) +- [Unfolding Wind Blitz](unfolding-wind-blitz-loil.md) +- [Unfolding Wind Buffet](unfolding-wind-buffet-loil.md) +- [Unfolding Wind Crash](unfolding-wind-crash-loil.md) +- [Unfolding Wind Rush](unfolding-wind-rush-lowg.md) - [Unimpeded Stride](unimpeded-stride.md) - [Unity](unity.md) - [Unrelenting Observation](unrelenting-observation.md) +- [Unseasonable Squall](unseasonable-squall-ec1.md) - [Unseen Servant](unseen-servant.md) +- [Unspeakable Shadow](unspeakable-shadow-som.md) +- [Untwisting Iron Augmentation](untwisting-iron-augmentation-loil.md) +- [Untwisting Iron Buffer](untwisting-iron-buffer-lowg.md) +- [Untwisting Iron Pillar](untwisting-iron-pillar-loil.md) +- [Untwisting Iron Roots](untwisting-iron-roots-loil.md) - [Unusual Anatomy](unusual-anatomy.md) +- [Updraft](updraft-som.md) +- [Upheaval](upheaval-ec6.md) - [Vampiric Exsanguination](vampiric-exsanguination.md) +- [Vampiric Maiden](vampiric-maiden-apg.md) - [Vampiric Touch](vampiric-touch.md) +- [Variable Gravity](variable-gravity-som.md) +- [Vector Screen](vector-screen-da.md) - [Veil Of Confidence](veil-of-confidence.md) +- [Veil Of Dreams](veil-of-dreams-apg.md) - [Veil](veil.md) - [Ventriloquism](ventriloquism.md) +- [Verdant Sprout](verdant-sprout-ec1.md) +- [Verminous Lure](verminous-lure-sot1.md) - [Vibrant Pattern](vibrant-pattern.md) - [Vibrant Thorns](vibrant-thorns.md) +- [Victory Cry](victory-cry-da.md) - [Vigilant Eye](vigilant-eye.md) +- [Vision Of Weakness](vision-of-weakness-apg.md) - [Visions Of Danger](visions-of-danger.md) - [Vital Beacon](vital-beacon.md) - [Volcanic Eruption](volcanic-eruption.md) +- [Vomit Swarm](vomit-swarm-apg.md) +- [Voracious Gestalt](voracious-gestalt-som.md) - [Wail Of The Banshee](wail-of-the-banshee.md) +- [Waking Dream](waking-dream-da.md) - [Waking Nightmare](waking-nightmare.md) - [Wall Of Fire](wall-of-fire.md) +- [Wall Of Flesh](wall-of-flesh-apg.md) - [Wall Of Force](wall-of-force.md) - [Wall Of Ice](wall-of-ice.md) +- [Wall of Radiance](wall-of-radiance-sot4.md) +- [Wall of Shadow](wall-of-shadow-sot4.md) - [Wall Of Stone](wall-of-stone.md) - [Wall Of Thorns](wall-of-thorns.md) +- [Wall of Virtue](wall-of-virtue-lokl.md) +- [Wall Of Water](wall-of-water-som.md) - [Wall Of Wind](wall-of-wind.md) - [Wanderer's Guide](wanderers-guide.md) +- [Warding Aggression](warding-aggression-som.md) - [Warp Mind](warp-mind.md) +- [Warp Step](warp-step-da.md) - [Warped Terrain](warped-terrain.md) +- [Warrior's Regret](warriors-regret-som.md) +- [Wash Your Luck](wash-your-luck-som.md) - [Water Breathing](water-breathing.md) - [Water Walk](water-walk.md) - [Weapon Of Judgment](weapon-of-judgment.md) - [Weapon Storm](weapon-storm.md) - [Weapon Surge](weapon-surge.md) +- [Weaponize Secret](weaponize-secret-da.md) +- [Web Of Eyes](web-of-eyes-som.md) - [Web](web.md) - [Weird](weird.md) +- [Whirling Flames](whirling-flames-apg.md) +- [Whirling Scarves](whirling-scarves-logm.md) +- [Whirlwind](whirlwind-som.md) - [Wholeness Of Body](wholeness-of-body.md) - [Wild Morph](wild-morph.md) - [Wild Shape](wild-shape.md) - [Wild Winds Stance](wild-winds-stance.md) +- [Wildfire](wildfire-som.md) +- [Wilding Word](wilding-word-apg.md) - [Wind Jump](wind-jump.md) - [Wind Walk](wind-walk.md) +- [Wind Whispers](wind-whispers-da.md) +- [Winning Streak](winning-streak-som.md) +- [Winter Bolt](winter-bolt-logm.md) +- [Wish-twisted Form](wish-twisted-form-apg.md) - [Wish](wish.md) +- [Withering Grasp](withering-grasp-logm.md) - [Word Of Freedom](word-of-freedom.md) - [Word Of Truth](word-of-truth.md) +- [Wordsmith](wordsmith-da.md) +- [Worm's Repast](worms-repast-av1.md) +- [Wronged Monk's Wrath](wronged-monks-wrath-frp1.md) - [You're Mine](youre-mine.md) - [Zeal For Battle](zeal-for-battle.md) - [Zealous Conviction](zealous-conviction.md) +- [Zenith Star](zenith-star-logm.md) +- [Zero Gravity](zero-gravity-som.md) - [Zone Of Truth](zone-of-truth.md) diff --git a/compendium/spells/spike-stones-apg.md b/compendium/spells/spike-stones-apg.md new file mode 100644 index 000000000..8f9cc0104 --- /dev/null +++ b/compendium/spells/spike-stones-apg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/burst +- spell/level/4 +- trait/conjuration +- trait/earth +aliases: ["Spike Stones"] +--- +# Spike Stones *Spell 4* +[conjuration](rules/traits/conjuration.md) [earth](rules/traits/earth.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**60 foot +- **Area**20-foot burst +- **Duration**1 hour + +Long, sharp spikes of solid rock thrust up from the ground in the area. The area becomes difficult terrain and hazardous terrain. + +A creature that moves on the ground through the area takes 3 piercing damage for every square of that area it moves into. + +**Heightened (+ 1)** Increase the damage by 1. + +**Spell Lists**: Elemental + +*Source: Advanced Player's Guide p. 225* \ No newline at end of file diff --git a/compendium/spells/spinning-staff-som.md b/compendium/spells/spinning-staff-som.md new file mode 100644 index 000000000..7901a0f10 --- /dev/null +++ b/compendium/spells/spinning-staff-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/focus/1 +- trait/evocation +- trait/magus +- trait/uncommon +aliases: ["Spinning Staff"] +--- +# Spinning Staff *Focus 1* +[evocation](rules/traits/evocation.md) [magus](rules/traits/magus-som.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Requirements**You're wielding a staff. + +You spin your staff with a twirling flourish, attacking two foes and transforming the momentum into magical energy to charge for your next [Spellstrike](rules/actions/spellstrike-som.md). Make a melee [Strike](rules/actions/strike.md) with your staff against one foe and then a second melee [Strike](rules/actions/strike.md) with your staff against a different foe. Your multiple attack penalty applies to both of these attacks as normal. + +*Source: Secrets of Magic p. 144* \ No newline at end of file diff --git a/compendium/spells/spirit-object-lol.md b/compendium/spells/spirit-object-lol.md new file mode 100644 index 000000000..61cf687f6 --- /dev/null +++ b/compendium/spells/spirit-object-lol.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lol +- spell/cantrip +- trait/cantrip +- trait/hex +- trait/necromancy +- trait/rare +- trait/witch +aliases: ["Spirit Object"] +--- +# Spirit Object *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [hex](rules/traits/hex-apg.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) [witch](rules/traits/witch-apg.md) + +- **Patron** Witch +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 unattended object up to 1 Bulk + +Using a sliver of Baba Yaga's power, you briefly bring an object to life. The object gains a means of locomotion, such as sprouting chicken legs, and [Strides](rules/actions/stride.md) up to 25 feet to a space you decide within range. If you spent 2 actions [Casting the Spell](rules/actions/cast-a-spell.md), the object then attacks one creature of your choice adjacent to its new space. Make a melee spell attack roll against the creature. On a success, the creature takes bludgeoning, piercing, or slashing damage (as appropriate for the object) equal to `1d4` plus your spellcasting ability modifier, and on a critical success, it takes double damage. + +**Heightened (+ 1)** Increase the maximum Bulk of the target by 1 and the damage by `1d4`. + +*Source: Lost Omens: Legends p. 32* \ No newline at end of file diff --git a/compendium/spells/spirit-sense-apg.md b/compendium/spells/spirit-sense-apg.md new file mode 100644 index 000000000..f819f1036 --- /dev/null +++ b/compendium/spells/spirit-sense-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/emanation +- spell/level/2 +- trait/detection +- trait/divination +- trait/mental +aliases: ["Spirit Sense"] +--- +# Spirit Sense *Spell 2* +[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [mental](rules/traits/mental.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot emanation +- **Duration**10 minutes + +You open your mind to the metaphysical, enabling you to sense nearby spirits. Even if you aren't [Searching](rules/actions/search.md), you get a check to find haunts and spirits in the area. You gain a +1 status bonus to the following checks regarding haunts or spirits: [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md), attempts to [Recall Knowledge](rules/actions/recall-knowledge.md), skill checks to determine the reason for their existence, and skill checks to disable a haunt. You also gain a +1 status bonus to AC and saving throws against haunts and spirits. + +**Heightened (6th)** The spell's duration lasts until the next time you make your daily preparations. + +*Source: Advanced Player's Guide p. 225* \ No newline at end of file diff --git a/compendium/spells/spirit-veil-apg.md b/compendium/spells/spirit-veil-apg.md new file mode 100644 index 000000000..c1c36e2b6 --- /dev/null +++ b/compendium/spells/spirit-veil-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/3 +- trait/illusion +- trait/sorcerer +- trait/uncommon +aliases: ["Spirit Veil"] +--- +# Spirit Veil *Focus 3* +[illusion](rules/traits/illusion.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You draw an occluding veil of spirits around yourself, blocking yourself especially well from undead eyes. You become [concealed](rules/conditions.md#Concealed) to all creatures, and you are [hidden](rules/conditions.md#Hidden) from undead creatures regardless of what precise senses they have; this grants the effects of invisibility, but against all the undead creature's precise senses. If you physically interact with an undead creature or use a [hostile](rules/conditions.md#Hostile) action, the spell ends. + +**Heightened (+ 1)** You can target one additional willing creature within 30 feet. The spell ends if any target physically interacts with an undead creature or uses a [hostile](rules/conditions.md#Hostile) action. + +*Source: Advanced Player's Guide p. 237* \ No newline at end of file diff --git a/compendium/spells/spiritual-anamnesis-aoa3.md b/compendium/spells/spiritual-anamnesis-aoa3.md new file mode 100644 index 000000000..09e09448b --- /dev/null +++ b/compendium/spells/spiritual-anamnesis-aoa3.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/aoa3 +- spell/level/4 +- trait/mental +- trait/necromancy +- trait/uncommon +aliases: ["Spiritual Anamnesis"] +--- +# Spiritual Anamnesis *Spell 4* +[mental](rules/traits/mental.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +Memories of a past life that seem incredibly real (and may even be) overwhelm the target's mind. This is especially disorienting for undead and creatures that have lived a previous life (such as celestials, fiends, monitors, and many other extraplanar creatures); if such creatures roll a critical success on their save, they get a success instead, and if they roll a failure, they get a critical failure instead. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [slowed](rules/conditions.md#Slowed) for 1 round. +> - **Failure** The target is [slowed](rules/conditions.md#Slowed) for 1 minute and babbles about the visions, possibly providing information about what they saw. +> - **Critical Failure** As failure, but the target is also [stunned](rules/conditions.md#Stunned). + +*Source: Age of Ashes #3: Tomorrow Must Burn p. 74* \ No newline at end of file diff --git a/compendium/spells/spiritual-attunement-som.md b/compendium/spells/spiritual-attunement-som.md new file mode 100644 index 000000000..a3b1a9e11 --- /dev/null +++ b/compendium/spells/spiritual-attunement-som.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/4 +- trait/abjuration +- trait/uncommon +aliases: ["Spiritual Attunement"] +--- +# Spiritual Attunement *Spell 4* +[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You attune yourself to a spiritual plane of the Outer Sphere (see sidebar on page 131), connecting your spirit without fully transporting to it. Your [Strikes](rules/actions/strike.md) and spells gain the alignment traits of the plane you chose, which deals additional damage to creatures with a weakness to either of those alignment traits. Furthermore, the plane protects you from energy of the alignments that oppose the plane. You gain resistance 5 to damage of the alignments that oppose those of your chosen plane. For example, if you chose Heaven, your [Strikes](rules/actions/strike.md) would gain the [good](rules/traits/good.md) and [lawful](rules/traits/lawful.md) traits, and you would gain resistance to chaotic and evil. If you choose the Boneyard, the resistance is to negative and positive damage instead. + +**Heightened (+ 2)** The resistance increases by 5. + +*Source: Secrets of Magic p. 130* \ No newline at end of file diff --git a/compendium/spells/spout-som.md b/compendium/spells/spout-som.md new file mode 100644 index 000000000..826d29fe1 --- /dev/null +++ b/compendium/spells/spout-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/misc +- spell/cantrip +- trait/cantrip +- trait/evocation +- trait/water +aliases: ["Spout"] +--- +# Spout *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [water](rules/traits/water.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Area**a 5-foot cube +- **Saving Throw** Reflex + +Water blasts upward, coming out of the ground, rising from a pool, or even manifesting from thin air. Any creatures in the area take bludgeoning damage equal to `1d4` plus your spellcasting ability modifier, with a basic Reflex saving throw. + +You can change this spell's area to a 5-foot burst, provided you center the burst in a body of water. This body of water can be as small as a pond or creek, but not as small as a puddle or bathtub. + +**Heightened (+ 1)** The damage increases by `1d4`. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 130* \ No newline at end of file diff --git a/compendium/spells/spray-of-stars-apg.md b/compendium/spells/spray-of-stars-apg.md new file mode 100644 index 000000000..1c3453b83 --- /dev/null +++ b/compendium/spells/spray-of-stars-apg.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/cone +- spell/focus/1 +- trait/cursebound +- trait/evocation +- trait/fire +- trait/light +- trait/oracle +- trait/uncommon +aliases: ["Spray Of Stars"] +--- +# Spray Of Stars *Focus 1* +[cursebound](rules/traits/cursebound-apg.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [light](rules/traits/light.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**15-foot cone +- **Saving Throw** Reflex + +You fling a spray of tiny shooting stars, dealing `1d4` fire damage. Each creature in the area must attempt a Reflex save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage and is [dazzled](rules/conditions.md#Dazzled) for 1 round. +> - **Failure** The creature takes full damage and is [dazzled](rules/conditions.md#Dazzled) for 3 rounds. +> - **Critical Failure** The creature takes double damage and is [dazzled](rules/conditions.md#Dazzled) for 1 minute. + +**Heightened (+ 1)** Increase the damage by `1d4`. + +*Source: Advanced Player's Guide p. 233* \ No newline at end of file diff --git a/compendium/spells/stagnate-time-da.md b/compendium/spells/stagnate-time-da.md new file mode 100644 index 000000000..48b1ce889 --- /dev/null +++ b/compendium/spells/stagnate-time-da.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/area/burst +- spell/level/5 +- trait/transmutation +aliases: ["Stagnate Time"] +--- +# Stagnate Time *Spell 5* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**20-foot burst +- **Saving Throw** Will +- **Duration**1 minute + +You examine the time stream in a particular area, then proceed to stick a few metaphorical pins into it, thickening and slowing down the flow of time until it rumbles along like a river of molasses. Any creature that begins its turn in the area must attempt a Will save. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature is [slowed](rules/conditions.md#Slowed) this turn. +> - **Critical Failure** The creature is [slowed](rules/conditions.md#Slowed) this turn. + +*Source: Dark Archive p. 182* \ No newline at end of file diff --git a/compendium/spells/stasis-logm.md b/compendium/spells/stasis-logm.md new file mode 100644 index 000000000..d28253287 --- /dev/null +++ b/compendium/spells/stasis-logm.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/4 +- trait/incapacitation +- trait/transmutation +aliases: ["Stasis"] +--- +# Stasis *Focus 4* +[incapacitation](rules/traits/incapacitation.md) [transmutation](rules/traits/transmutation.md) + +- **Domains**: [time](compendium/setting/domains.md#Time) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature or up to 1 Bulk of objects +- **Saving Throw** Will +- **Duration**varies + +The flow of time congeals around an object or creature, holding it in place. The target must attempt a Will save (an unattended object automatically critically fails its save). + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [stunned](rules/conditions.md#Stunned) as time thickens around it. +> - **Failure** Time ceases to pass for the target for 1 round. It is invulnerable to all damage, it cannot be targeted or affected by anything, and no rounds elapse for any timed durations, conditions, afflictions, and other effects it has. While in stasis, the target can't be moved, and it remains fixed in place, defying gravity if need be. +> - **Critical Failure** As failure, but the target is held in stasis for 3 rounds. At the end of each of its turns, it can attempt a Will save to reduce the remaining duration by 1 round or end it entirely on a critical success. + +*Source: Lost Omens: Gods & Magic p. 118* \ No newline at end of file diff --git a/compendium/spells/steal-shadow-apg.md b/compendium/spells/steal-shadow-apg.md new file mode 100644 index 000000000..21aec47c1 --- /dev/null +++ b/compendium/spells/steal-shadow-apg.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/3 +- trait/necromancy +- trait/shadow +- trait/sorcerer +- trait/uncommon +aliases: ["Steal Shadow"] +--- +# Steal Shadow *Focus 3* +[necromancy](rules/traits/necromancy.md) [shadow](rules/traits/shadow.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature +- **Saving Throw** Fortitude +- **Duration**sustained up to 1 minute + +You steal a creature's shadow, leaving it weakened and vulnerable. The target must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [enfeebled](rules/conditions.md#Enfeebled) for 1 round. +> - **Failure** The target takes `3d4` negative damage and is [enfeebled](rules/conditions.md#Enfeebled) for the spell's duration as you tear its shadow away, collecting it in your hand. On subsequent rounds, the first time each round you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can throttle the shadow to deal `3d4` negative damage to the target (basic Fortitude save). Until the spell ends, the target doesn't cast a shadow. +> - **Critical Failure** As failure, but the target is [enfeebled](rules/conditions.md#Enfeebled). + +**Heightened (+ 1)** The damage when the spell is cast and when it is sustained increases by `1d4`. + +*Source: Advanced Player's Guide p. 237* \ No newline at end of file diff --git a/compendium/spells/steal-the-sky-loil.md b/compendium/spells/steal-the-sky-loil.md new file mode 100644 index 000000000..094e12196 --- /dev/null +++ b/compendium/spells/steal-the-sky-loil.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/loil +- spell/focus/5 +- trait/air +- trait/evocation +- trait/uncommon +aliases: ["Steal the Sky"] +--- +# Steal the Sky *Focus 5* +[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You make a successful unarmed [Strike](rules/actions/strike.md) against a flying creature. +- **Targets**the creature you hit +- **Saving Throw** Fortitude or Fortitude + +You deny a flying creature the support of the air. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target descends 60 feet. If it hits a surface, it takes bludgeoning damage as if it had fallen. +> - **Failure** As success; if the target hits a surface, it falls [prone](rules/conditions.md#Prone) and can't [Fly](rules/actions/fly.md), levitate, or otherwise leave the ground for 1 minute. +> - **Critical Failure** As failure, and the creature takes double damage from hitting a surface. + +**Heightened (+ 1)** Increase the distance the creature must descend by 20 feet. + +*Source: Lost Omens: Impossible Lands p. 225* \ No newline at end of file diff --git a/compendium/spells/stoke-the-heart-apg.md b/compendium/spells/stoke-the-heart-apg.md new file mode 100644 index 000000000..b3ac1fa76 --- /dev/null +++ b/compendium/spells/stoke-the-heart-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/cantrip +- trait/cantrip +- trait/emotion +- trait/enchantment +- trait/hex +- trait/uncommon +- trait/witch +aliases: ["Stoke The Heart"] +--- +# Stoke The Heart *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [hex](rules/traits/hex-apg.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Patron** Witch +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**sustained up to 1 minute + +Intense fervor fills the target creature, empowering their blows. + +The target gains a +2 status bonus to damage rolls. Once this spell ends, the target becomes temporarily immune for 1 minute. + +**Heightened (+ 2)** The status bonus to damage increases by 1. + +*Source: Advanced Player's Guide p. 239* \ No newline at end of file diff --git a/compendium/spells/stone-lance-som.md b/compendium/spells/stone-lance-som.md new file mode 100644 index 000000000..522f55672 --- /dev/null +++ b/compendium/spells/stone-lance-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/focus/3 +- trait/attack +- trait/earth +- trait/evocation +- trait/uncommon +aliases: ["Stone Lance"] +--- +# Stone Lance *Focus 3* +[attack](rules/traits/attack.md) [earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 creature +- **Duration**1 minute + +You conjure a jagged lance of stone and then launch it at a foe. Make a spell attack roll against the target. + +On a hit, you deal `6d6` piercing damage and the lance impales the creature, giving it a –10-foot circumstance penalty to its Speeds unless it [Escapes](rules/actions/escape.md). On a critical hit, if the creature is on the ground, the lance also embeds into the ground and immobilizes the creature until it [Escapes](rules/actions/escape.md). A creature that [Escapes](rules/actions/escape.md) after being impaled takes 3 [persistent bleed damage](rules/conditions.md#Persistent%20Damage). When the spell ends, the lance crumbles into dirt, freeing the target if it hasn't Escaped. + +**Heightened (+ 1)** Increase the damage by `2d6` and the [persistent bleed damage](rules/conditions.md#Persistent%20Damage) for [Escapes](rules/actions/escape.md) by 1. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 201* \ No newline at end of file diff --git a/compendium/spells/stormburst-sot3.md b/compendium/spells/stormburst-sot3.md new file mode 100644 index 000000000..1874b7334 --- /dev/null +++ b/compendium/spells/stormburst-sot3.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot3 +- spell/area/burst +- spell/level/5 +- trait/electricity +- trait/evocation +- trait/uncommon +aliases: ["Stormburst"] +--- +# Stormburst *Spell 5* +[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Area**15-foot burst +- **Saving Throw** Reflex + +Your voice projects like cracking thunder as you summon a localized storm, creating a fearsome surge of lightning and wind that deals `6d6` electricity damage. Each creature must attempt a Reflex saving throw. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and is knocked [prone](rules/conditions.md#Prone). +> - **Critical Failure** The creature takes double damage, is knocked [prone](rules/conditions.md#Prone), and is [stunned](rules/conditions.md#Stunned). + +**Heightened (7th)** The damage increases to `8d6`, and targets who critically fail are [stunned](rules/conditions.md#Stunned). + +**Heightened (9th)** The damage increases to `10d6`, and targets who critically fail are [stunned](rules/conditions.md#Stunned). + +*Source: Strength of Thousands #3: Hurricane's Howl p. 77* \ No newline at end of file diff --git a/compendium/spells/strange-geometry-apg.md b/compendium/spells/strange-geometry-apg.md new file mode 100644 index 000000000..7f748e4bd --- /dev/null +++ b/compendium/spells/strange-geometry-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/misc +- spell/level/5 +- trait/illusion +aliases: ["Strange Geometry"] +--- +# Strange Geometry *Spell 5* +[illusion](rules/traits/illusion.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**60 foot +- **Area**4 cubes, each 10 feet on a side +- **Saving Throw** Will +- **Duration**1 minute + +You cause the areas to appear to swell, bend, and break, twisting together in a bizarre spatial geometry. The cubes of the spell's area can't be adjacent to one another. A creature must attempt a Will save if it's in one of the cubes when you [Cast the Spell](rules/actions/cast-a-spell.md), or if it later enters one of the areas, with the following effects. A creature interacting with the illusion can also attempt a Will save to 0, as normal. + +> [!success-degree] +> - **Success** The creature 0. +> - **Failure** All terrain in the cubes is difficult terrain for the creature, including the air if the creature is flying, walls if it's climbing, and so on. When the creature would exit one of the cubes, it exits from one randomly determined by the GM. This is a [teleportation](rules/traits/teleportation.md) effect. It can exit from any edge of that cube it chooses. When selecting a random cube, the GM excludes any that don't match the creature's terrain; for instance, if the creature were exiting along the ground, the GM would exclude any cube that didn't have an exit on the ground. + +*Source: Advanced Player's Guide p. 226* \ No newline at end of file diff --git a/compendium/spells/string-of-fate-da.md b/compendium/spells/string-of-fate-da.md new file mode 100644 index 000000000..05cf00af0 --- /dev/null +++ b/compendium/spells/string-of-fate-da.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/focus/1 +- trait/abjuration +- trait/cleric +- trait/fortune +- trait/rare +aliases: ["String of Fate"] +--- +# String of Fate *Focus 1* +[abjuration](rules/traits/abjuration.md) [cleric](rules/traits/cleric.md) [fortune](rules/traits/fortune.md) [rare](rules/traits/rare.md) + +- **Domains**: [fate (apocryphal)](compendium/setting/domains.md#Fate) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**60 foot +- **Targets**you and 1 ally +- **Duration**sustained up to 1 minute + +You bond yourself to a cherished friend, vowing to share their fate for good or for ill. Whenever an effect would require both you and the target to attempt a saving throw, if one of you succeeds at your saving throw and the other critically fails, you can choose to both fail instead. You and the ally must agree to fail; otherwise, use your normal save results instead. + +*Source: Dark Archive p. 143* \ No newline at end of file diff --git a/compendium/spells/stumbling-curse-sot1.md b/compendium/spells/stumbling-curse-sot1.md new file mode 100644 index 000000000..415121377 --- /dev/null +++ b/compendium/spells/stumbling-curse-sot1.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot1 +- spell/focus/1 +- trait/curse +- trait/hex +- trait/transmutation +- trait/uncommon +- trait/witch +aliases: ["Stumbling Curse"] +--- +# Stumbling Curse *Focus 1* +[curse](rules/traits/curse.md) [hex](rules/traits/hex-apg.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**60 foot +- **Targets**1 creature +- **Saving Throw** Reflex +- **Duration**sustained up to 1 minute + +With a twist of a finger, you send a creature careening on a haphazard trajectory. The target must attempt a Reflex save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes a –2 status penalty to [Athletics](compendium/skills.md#Athletics) and [Acrobatics](compendium/skills.md#Acrobatics) checks. +> - **Failure** As success, and each time the target [Strides](rules/actions/stride.md), it uses the first 5 feet of movement of the [Stride](rules/actions/stride.md) to move 5 feet in a random direction (this is forced movement). This has no effect on a creature with only 5 feet of movement. +> - **Critical Failure** As failure, except you control the direction of the target's first 5 feet of movement of the [Stride](rules/actions/stride.md). + +*Source: Strength of Thousands #1: Kindled Magic p. 75* \ No newline at end of file diff --git a/compendium/spells/subjugate-undead-botd.md b/compendium/spells/subjugate-undead-botd.md new file mode 100644 index 000000000..7daa5daec --- /dev/null +++ b/compendium/spells/subjugate-undead-botd.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/botd +- spell/focus/3 +- trait/mental +- trait/necromancy +- trait/uncommon +aliases: ["Subjugate Undead"] +--- +# Subjugate Undead *Focus 3* +[mental](rules/traits/mental.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Targets**one undead creature with a level of no more than your level – 4 +- **Saving Throw** Will +- **Duration**varies + +You attempt to seize control of the target. It can attempt a Will save to resist the effect. If the target is already being [controlled](rules/conditions.md#Controlled) by another creature, the controlling creature also rolls a saving throw and the undead uses the better result. Casting subjugate undead again ends any previous subjugate undead you cast. + +> [!success-degree] +> - **Critical Success** The target is unaffected and is temporarily immune for 24 hours. +> - **Success** The target is unaffected. +> - **Failure** The undead creature becomes a [minion](rules/traits/minion.md) under your control for 1 minute. The spell is dismissed if you or an ally takes a hostile action against the [minion](rules/traits/minion.md) undead. +> - **Critical Failure** As failure, except the duration is 10 minutes. + +*Source: Book of the Dead p. 35* \ No newline at end of file diff --git a/compendium/spells/sudden-blight-apg.md b/compendium/spells/sudden-blight-apg.md new file mode 100644 index 000000000..0be1804d3 --- /dev/null +++ b/compendium/spells/sudden-blight-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/burst +- spell/level/2 +- trait/necromancy +- trait/negative +aliases: ["Sudden Blight"] +--- +# Sudden Blight *Spell 2* +[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**20-foot burst +- **Saving Throw** basic Fortitude + +You accelerate the processes of decay in the area. Each living creature in the area takes `2d10` negative damage (basic Fortitude save). A creature afflicted by a disease takes a –2 circumstance penalty to this save. + +You can also direct the blight to rot all Small and Tiny non-creature plants in the area, eliminating non-magical undergrowth and any resulting difficult terrain, cover, and concealment. Sudden blight attempts to counteract any [magical](rules/traits/magical.md) effect on the plants before withering them. + +**Heightened (+ 1)** The damage increases by `1d10`. + +*Source: Advanced Player's Guide p. 226* \ No newline at end of file diff --git a/compendium/spells/sudden-bolt-ec1.md b/compendium/spells/sudden-bolt-ec1.md new file mode 100644 index 000000000..5b1c898af --- /dev/null +++ b/compendium/spells/sudden-bolt-ec1.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec1 +- spell/level/2 +- trait/electricity +- trait/evocation +- trait/uncommon +aliases: ["Sudden Bolt"] +--- +# Sudden Bolt *Spell 2* +[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature or object +- **Saving Throw** basic Reflex + +You call down a small bolt of lightning on the target, dealing `4d12` electricity damage. + +**Heightened (+ 1)** The damage increases by `1d12`. + +*Source: Extinction Curse #1: The Show Must Go On p. 79* \ No newline at end of file diff --git a/compendium/spells/sudden-recollection-som.md b/compendium/spells/sudden-recollection-som.md new file mode 100644 index 000000000..a5642c299 --- /dev/null +++ b/compendium/spells/sudden-recollection-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/3 +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Sudden Recollection"] +--- +# Sudden Recollection *Spell 3* +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration** + +You place a bit of knowledge deep in a creature's subconscious or make a willing creature forget some information until a specific trigger occurs. The target gets a Will saving throw to resist the effect. A willing creature can choose to fail its save. + +> [!success-degree] +> - **Critical Success** The target is unaffected and realizes you tried to alter its memory. +> - **Success** The target is unaffected but thinks your spell was something harmless instead of sudden recollection, unless it identifies the spell. +> - **Failure** You choose a piece of information the target didn't already know and create a trigger, such as seeing an object, hearing a key phrase, or witnessing an event. As soon as the target experiences the trigger, it receives the information and the spell ends. If the target was willing, you can instead choose a piece of information the target already knew and suppress its memory of that information until it experiences the trigger, after which it recovers the information and the spell ends. + +*Source: Secrets of Magic p. 130* \ No newline at end of file diff --git a/compendium/spells/summon-anarch-som.md b/compendium/spells/summon-anarch-som.md new file mode 100644 index 000000000..4b3598b5d --- /dev/null +++ b/compendium/spells/summon-anarch-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/5 +- trait/conjuration +aliases: ["Summon Anarch"] +--- +# Summon Anarch *Spell 5* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Duration**sustained up to 1 minute + +You conjure a [chaotic](rules/traits/chaotic.md) [celestial](rules/traits/celestial.md), [monitor](rules/traits/monitor.md), or [fiend](rules/traits/fiend.md) to fight on your behalf. You summon a common chaotic creature that has the [celestial](rules/traits/celestial.md), [monitor](rules/traits/monitor.md), or [fiend](rules/traits/fiend.md) trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon. + +**Heightened (6th)** Level 7. + +**Heightened (7th)** Level 9. + +**Heightened (8th)** Level 11. + +**Heightened (9th)** Level 13. + +**Heightened (10th)** Level 15. + +*Source: Secrets of Magic p. 131* \ No newline at end of file diff --git a/compendium/spells/summon-ancient-fleshforged-loil.md b/compendium/spells/summon-ancient-fleshforged-loil.md new file mode 100644 index 000000000..fab44e81d --- /dev/null +++ b/compendium/spells/summon-ancient-fleshforged-loil.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/loil +- spell/level/9 +- trait/conjuration +- trait/incarnate +- trait/rare +aliases: ["Summon Ancient Fleshforged"] +--- +# Summon Ancient Fleshforged *Spell 9* +[conjuration](rules/traits/conjuration.md) [incarnate](rules/traits/incarnate-som.md) [rare](rules/traits/rare.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**250 foot +- **Duration** + +You summon an ancient Fleshforged, one of Nex's personal weaponized monstrosities unleashed in the first wars against Geb. It squeezes itself into its war form from time long forgotten, unleashing its wrath upon your foes. + +The Fleshforged occupies the space noted in the spell description. When you Cast this Spell, choose one of the Fleshforged below to summon. + +- Bone Breaker Size Gargantuan, Speed 40 feet, climb 100 feet; Arrive Skull Breaking Hum (evocation, sonic) The Bone Breaker appears in a shower of bone fragments. Its form is that of an immense titan of flesh and metal with long, muscular, twisted arms. The Bone Breaker releases a hum at a harmonic frequency that weakens bones in creatures' bodies. Each foe within an 80-foot emanation must attempt a Fortitude save. On a critical success, they're unaffected; on a success, they're [enfeebled](rules/conditions.md#Enfeebled) for 1 round; on a failure they're [enfeebled](rules/conditions.md#Enfeebled) for 1 minute; and on a critical failure, they're [enfeebled](rules/conditions.md#Enfeebled) for 10 minutes. A skeleton or other undead foe made almost entirely of bones treats their result as one degree of success worse than they rolled. Depart Bruising Departure The Bone Breaker pounds its long arms into the ground, creating a long shockwave. Each foe within a 100-foot-long, 10-foot-wide line takes `8d12` bludgeoning damage, with a basic Fortitude save. +- Thorn Caller Size Gargantuan, Speed 100 feet; Arrive (evocation, light) Thorn's Guidance The Thorn Caller appears in a burst of light. The Thorn Caller's body is an ornate armored sphere with black panther masks surrounding a glowing light. The ball floats in the air due to six glowing, thornlike wings. Two clusters of bird heads emerge from both sides of the body with long necks that twirl together like tentacles. The Thorn + +Caller's burst of light illuminates all foes within 200 feet. The foes become [dazzled](rules/conditions.md#Dazzled) and [flat-footed](rules/conditions.md#Flat-footed), and if they were [invisible](rules/conditions.md#Invisible), they become [concealed](rules/conditions.md#Concealed) instead. + +These effects last until the Thorn Caller departs. + +Depart Thorn-Burst The Thorn Caller launches its thorned wings at various targets. Attempt spell attack rolls against up to 6 different targets within 300 feet. + +On a hit, the target takes `10d8` piercing damage, double on a critical hit, half on a failure, and none on a critical failure. + +- The Thousand Size Medium (see below), Speed 30 feet; Arrive (emotion, enchantment, fear, mental) Disconcerting Arrival Select five spaces in range and summon a Medium-sized polyp of The Thousand in each of these spaces. The Thousand is an entity whose full scope is 1,000 polyps of oozing flesh, each physically separate but mentally part of a single creature. Not all 1,000 polyps have survived, and the spell summons five of them. Each creature within 10 feet of any of the polyps must attempt a Will Save. On a critical success, they're unaffected; on a success, they're [frightened](rules/conditions.md#Frightened); on a failure, they're [frightened](rules/conditions.md#Frightened); and on a critical failure, they're [frightened](rules/conditions.md#Frightened) and [fleeing](rules/conditions.md#Fleeing) for 1 round; Depart (illusion, mental) Violent Omen Each [frightened](rules/conditions.md#Frightened) foe within a 60-foot emanation of any of the five polyps takes `10d8` mental damage, with a basic Will save. +- Scion of Desiccation Size Gargantuan, Speed 100 feet, fly 100 feet; Arrive (necromancy, negative) Ashes to Ashes The Scion of Desiccation appears in a swirl of screaming wind, a gargantuan form of twisted flesh that's constantly flensed by gritty ash and dust, and just as constantly regenerating itself. Each foe within a 40-foot emanation takes `10d10` negative energy damage, with a basic Fortitude save; Depart (necromancy, negative) Dust to Dust Each foe within a 60-foot emanation must attempt a Fortitude save; they're [drained](rules/conditions.md#Drained) on a failure or [drained](rules/conditions.md#Drained) on a critical failure. + +*Source: Lost Omens: Impossible Lands p. 306* \ No newline at end of file diff --git a/compendium/spells/summon-archmage-som.md b/compendium/spells/summon-archmage-som.md new file mode 100644 index 000000000..abb9e7004 --- /dev/null +++ b/compendium/spells/summon-archmage-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/8 +- trait/conjuration +- trait/incarnate +aliases: ["Summon Archmage"] +--- +# Summon Archmage *Spell 8* +[conjuration](rules/traits/conjuration.md) [incarnate](rules/traits/incarnate-som.md) + +- **Traditions**: [arcane](rules/traits/arcane.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**100 foot +- **Duration**until the end of your next turn + +You briefly call forth the spirit of a legendary wizard from ages long past, which manifests as an immense humanoid figure (typically an elf or a human). The archmage occupies the space of a Large creature and has a Speed of 60 feet. + +**Arrive** ([evocation](rules/traits/evocation.md), [force](rules/traits/force.md)) _Archmage's Amplification_ The archmage arrives in a fierce burst of magical force, automatically dealing `3d4+3` force damage to up to 5 creatures it chooses within 100 feet of it. Like magic missiles, this can be blocked by the [shield](compendium/spells/shield.md) spell. + +The archmage also feeds magical power into some spells. Beneficial spells last longer due to the archmage's influence. When the remaining duration of a beneficial spell affecting you or one of your allies would decrease (usually at the start of the caster's turn), it doesn't decrease if the subject of the spell is within 100 feet of the archmage. This applies only if the spell's maximum duration was 3 rounds or longer. + +**Depart** ([abjuration](rules/traits/abjuration.md)) _Archmage's Rebuke_ The archmage drains the magic from your foes. Each of your enemies within 100 feet of the archmage must attempt a Will save. On a failure, the creature is [stupefied](rules/conditions.md#Stupefied) for 1 round, and if it's currently benefiting from any spells of a lower level than summon archmage, the archmage can choose any one of them and end the spell. + +*Source: Secrets of Magic p. 131* \ No newline at end of file diff --git a/compendium/spells/summon-axiom-som.md b/compendium/spells/summon-axiom-som.md new file mode 100644 index 000000000..1d74b5643 --- /dev/null +++ b/compendium/spells/summon-axiom-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/5 +- trait/conjuration +aliases: ["Summon Axiom"] +--- +# Summon Axiom *Spell 5* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Duration**sustained up to 1 minute + +You conjure a [lawful](rules/traits/lawful.md) [celestial](rules/traits/celestial.md), [monitor](rules/traits/monitor.md), or [fiend](rules/traits/fiend.md) to fight on your behalf. You summon a common lawful creature that has the [celestial](rules/traits/celestial.md), [monitor](rules/traits/monitor.md), or [fiend](rules/traits/fiend.md) trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon. + +**Heightened (6th)** Level 7. + +**Heightened (7th)** Level 9. + +**Heightened (8th)** Level 11. + +**Heightened (9th)** Level 13. + +**Heightened (10th)** Level 15. + +*Source: Secrets of Magic p. 131* \ No newline at end of file diff --git a/compendium/spells/summon-deific-herald-som.md b/compendium/spells/summon-deific-herald-som.md new file mode 100644 index 000000000..521ec2e35 --- /dev/null +++ b/compendium/spells/summon-deific-herald-som.md @@ -0,0 +1,46 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/8 +- trait/conjuration +- trait/incarnate +aliases: ["Summon Deific Herald"] +--- +# Summon Deific Herald *Spell 8* +[conjuration](rules/traits/conjuration.md) [incarnate](rules/traits/incarnate-som.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Requirements**You have a deity. +- **Range**100 foot +- **Duration**until the end of your next turn + +Your faith is strong enough to briefly summon a direct representative of your deity, such as the deity's herald. The herald occupies the space of a Huge creature and has a Speed of 60 feet. The effects of this spell depend on your deity's alignment. + +- **Lawful Good: Arrive** ([enchantment](rules/traits/enchantment.md), [good](rules/traits/good.md), [lawful](rules/traits/lawful.md)) _Aura of Retribution_ While within 100 feet of the herald, you and your allies gain the champion's [Retributive Strike](rules/actions/retributive-strike.md) reaction; **Depart** _Holy Smite_ The herald casts 5th-level [divine wrath](compendium/spells/divine-wrath.md) (choosing good) in a 100-foot emanation. +- **Neutral Good: Arrive** ([enchantment](rules/traits/enchantment.md), [good](rules/traits/good.md)) _Aura of Redemption_ While within 100 feet of the herald, you and your allies gain the champion's [Glimpse of Redemption](rules/actions/glimpse-of-redemption.md) reaction; **Depart** _Merciful Healing_ The herald casts the 3-action version of 5th-level [heal](compendium/spells/heal.md) with a radius of 100 feet. This spell targets only you and your allies. +- **Chaotic Good: Arrive** ([chaotic](rules/traits/chaotic.md), [enchantment](rules/traits/enchantment.md), [good](rules/traits/good.md)) _Aura of Liberation_ While within 100 feet of the herald, you and your allies gain the champion's [Liberating Step](rules/actions/liberating-step.md) reaction; **Depart** _Radiating Freedom_ The herald affects you and all your allies within 100 feet with [freedom of movement](compendium/spells/freedom-of-movement.md). The duration is reduced to 3 rounds. +- **Lawful Neutral: Arrive** ([abjuration](rules/traits/abjuration.md), [lawful](rules/traits/lawful.md)) _Defy Chaos_ You and each ally within 100 feet of the herald gain resistance 20 against chaotic damage while the herald is present; **Depart** _Order's Wrath_ The herald casts 5th-level [divine wrath](compendium/spells/divine-wrath.md) (choosing lawful) in a 100-foot emanation. +- **Neutral: Arrive** ([transmutation](rules/traits/transmutation.md)) _Quickening Ripple_ You and each ally within 100 feet of the herald are [quickened](rules/conditions.md#Quickened) while the herald is present, and can use the additional action to [Step](rules/actions/step.md), [Stride](rules/actions/stride.md), or [Strike](rules/actions/strike.md); **Depart** _Sapping Beam_ The herald casts 6th-level [enervation](compendium/spells/enervation-apg.md) in a 100-foot line. +- **Chaotic Neutral: Arrive** ([abjuration](rules/traits/abjuration.md), [chaotic](rules/traits/chaotic.md)) _Defy Law_ You and each ally within 100 feet of the herald gain resistance 20 against lawful damage while the herald is present; **Depart** _Chaos Hammer_ The herald casts 5th-level [divine wrath](compendium/spells/divine-wrath.md) (choosing chaotic) in a 100-foot emanation. +- **Lawful Evil: Arrive** _Aura of Iron_ While within 100 feet of the herald, you and your allies gain the champion's [Iron Command](rules/actions/iron-command-apg.md) reaction; **Depart** _Unholy Blight_ The herald casts 5th-level [divine wrath](compendium/spells/divine-wrath.md) (choosing evil) in a 100-foot emanation. +- **Neutral Evil: Arrive** _Aura of Selfishness_ While within 100 feet of the herald, you and your allies gain the champion's [Selfish Shield](rules/actions/selfish-shield-apg.md) reaction; **Depart** _Infinite Despair_ The herald casts 5th-level [crushing despair](compendium/spells/crushing-despair.md) in a 100-foot cone. +- **Chaotic Evil: Arrive** _Aura of Vengeance_ While within 100 feet of the herald, you and your allies gain the champion's [Destructive Vengeance](rules/actions/destructive-vengeance-apg.md) reaction; **Depart** _Weapon Hurricane_ The herald casts 5th-level [weapon storm](compendium/spells/weapon-storm.md) in a 100-foot cone, using `d12` for the die size. + +> [!pf2-example] Herald Examples +> +> Each of the many deities of Golarion have their own herald; these are just a few of the most prominent. +> +> - **Lawful Good:** The Grand Defender ([Torag](compendium/setting/deities/torag.md)), the Grim White Stag ([Erastil](compendium/setting/deities/erastil.md)), Hand of the Inheritor ([Iomedae](compendium/setting/deities/iomedae.md)) +> - **Neutral Good:** The Spirit of Adoration ([Shelyn](compendium/setting/deities/shelyn.md)), Sunlord Thalachos ([Sarenrae](compendium/setting/deities/sarenrae.md)) +> - **Chaotic Good:** Night Monarch ([Desna](compendium/setting/deities/desna.md)), Thais ([Cayden Cailean](compendium/setting/deities/cayden-cailean.md)) +> - **Lawful Neutral:** Lawgiver ([Abadar](compendium/setting/deities/abadar.md)), The Old Man ([Irori](compendium/setting/deities/irori.md)) +> - **Neutral:** Arcanotheign ([Nethys](compendium/setting/deities/nethys.md)), Personification of Fury ([Gozreh](compendium/setting/deities/gozreh.md)), Steward of the Skein ([Pharasma](compendium/setting/deities/pharasma.md)) +> - **Chaotic Neutral:** The First Blade ([Gorum](compendium/setting/deities/gorum.md)), the Menotherian ([Calistria](compendium/setting/deities/calistria.md)) +> - **Lawful Evil:** Basileus ([Asmodeus](compendium/setting/deities/asmodeus.md)), the Prince in Chains ([Zon-Kuthon](compendium/setting/deities/zon-kuthon.md)) +> - **Neutral Evil:** Mother's Maw ([Urgathoa](compendium/setting/deities/urgathoa.md)), the Stabbing Beast ([Norgorber](compendium/setting/deities/norgorber.md)) +> - **Chaotic Evil:** Tarrasque ([Rovagug](compendium/setting/deities/rovagug.md)), Yethazmari ([Lamashtu](compendium/setting/deities/lamashtu.md)) + +*Source: Secrets of Magic p. 131* \ No newline at end of file diff --git a/compendium/spells/summon-draconic-legion-som.md b/compendium/spells/summon-draconic-legion-som.md new file mode 100644 index 000000000..b92d181ba --- /dev/null +++ b/compendium/spells/summon-draconic-legion-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/9 +- trait/conjuration +- trait/incarnate +aliases: ["Summon Draconic Legion"] +--- +# Summon Draconic Legion *Spell 9* +[conjuration](rules/traits/conjuration.md) [incarnate](rules/traits/incarnate-som.md) + +- **Traditions**: [arcane](rules/traits/arcane.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**100 foot +- **Duration**until the end of your next turn + +You momentarily summon an army of powerful dragons that unleash annihilating blasts as they descend upon your location. These dragons act as one and collectively occupy the space of a [Gargantuan](rules/traits/gargantuan-b1.md) creature. They have a fly Speed of 100 feet. When you [Cast this Spell](rules/actions/cast-a-spell.md), choose whether it summons chromatic or metallic dragons. + +**Arrive** ([evocation](rules/traits/evocation.md)) _Energy Annihilation_ The draconic legion breathes out two blasts of energy: a 120-foot line and a 60-foot cone that can't overlap. Each creature in either of the areas takes `10d8` damage (basic Reflex save). The dragons choose the damage type of each breath weapon, depending on the category of dragons summoned. Chromatic dragons can choose cold, fire, or poison for the cone and acid or electricity for the line; metallic dragons can choose cold or fire for the cone and acid, electricity, or fire for the line. + +**Depart** _Draconic Whirlwind_ The draconic legion strikes with fury, dealing `9d8` slashing damage (basic Reflex save) to all enemy creatures in its location or within 20 feet. + +*Source: Secrets of Magic p. 133* \ No newline at end of file diff --git a/compendium/spells/summon-healing-servitor-loil.md b/compendium/spells/summon-healing-servitor-loil.md new file mode 100644 index 000000000..4946520e7 --- /dev/null +++ b/compendium/spells/summon-healing-servitor-loil.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/loil +- spell/level/5 +- trait/healing +- trait/incarnate +- trait/necromancy +- trait/positive +- trait/uncommon +aliases: ["Summon Healing Servitor"] +--- +# Summon Healing Servitor *Spell 5* +[healing](rules/traits/healing.md) [incarnate](rules/traits/incarnate-som.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**100 foot +- **Duration** + +You call forth a servitor forged from raw positive energy to heal and bolster your allies. The servitor occupies the space of a Huge creature and has a speed of 60 feet. + +Arrive (healing, necromancy, positive) Servitor's Protection The servitor appears in a flash of light, moving from ally to ally and granting them a temporary reprieve. All allies within 20 feet of the Servitor gain 20 temporary Hit Points until the servitor departs. + +Depart (healing, necromancy, positive) Servitor's Blessing The servitor disappears in a 30-foot emanation of positive energy. All willing living creatures within heal `3d8` Hit Points. All undead within take that much damage, with a basic Fortitude save. + +**Heightened (+ 2)** The Arrive effect's temporary Hit Points increase by 8, and the Depart effect's healing and damage to undead increase by `1d8`. + +*Source: Lost Omens: Impossible Lands p. 307* \ No newline at end of file diff --git a/compendium/spells/summon-instrument-apg.md b/compendium/spells/summon-instrument-apg.md new file mode 100644 index 000000000..e12dadbee --- /dev/null +++ b/compendium/spells/summon-instrument-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/cantrip +- trait/cantrip +- trait/conjuration +aliases: ["Summon Instrument"] +--- +# Summon Instrument *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [conjuration](rules/traits/conjuration.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Duration**1 hour + +You materialize a handheld musical instrument in your grasp. + +The instrument is typical for its type, but it plays only for you. The instrument vanishes when the spell ends. If you cast summon instrument again, any instrument you previously summoned disappears. + +**Heightened (5th)** The instrument is instead a virtuoso handheld instrument. + +*Source: Advanced Player's Guide p. 226* \ No newline at end of file diff --git a/compendium/spells/summon-irii-da.md b/compendium/spells/summon-irii-da.md new file mode 100644 index 000000000..60bfba0ec --- /dev/null +++ b/compendium/spells/summon-irii-da.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/level/8 +- trait/conjuration +- trait/incarnate +- trait/rare +aliases: ["Summon Irii"] +--- +# Summon Irii *Spell 8* +[conjuration](rules/traits/conjuration.md) [incarnate](rules/traits/incarnate-som.md) [rare](rules/traits/rare.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**100 foot +- **Duration**until the start of your next turn + +You cast your spell, whisper your words of power, and find that an irii is already here—indeed, they have always been here, and always were, and always will be. The temporal being occupies the space of a Medium creature and has a Speed of 60 feet and a fly Speed of 60 feet. When you Cast this Spell, choose whether it summons a fate irii or a fortune irii. + +- **Fate** The fate stands before you with its stained-glass wings and animal-headed gaze, floating eyes circling about it; Arrive (divination, fortune, lawful, prediction) Decree the Immutability of Time While within 30 feet of the fate, you and your allies who roll below 10 on a d20 for an attack roll, [Perception](compendium/skills.md#Perception) check, saving throw, or skill check get a 10 instead; Depart (divination, misfortune, prediction) Observe the Inevitability of Destiny Each enemy within a 30-foot emanation must attempt a Will save. If a creature fails its save, until the end of its next turn, any time it rolls above 10 on a d20 for an attack roll, [Perception](compendium/skills.md#Perception) check, saving throw, or skill check, it gets a 10 instead. +- **Fortune** The fortune stands before you with its golden horns and moth-scale wings, a sly smirk on its elfin face; Arrive (chaotic, divination, fortune, prediction) Decree the Chaos of Infinity While within 30 feet of the fortune, you and your allies roll twice and take the higher roll on all damage rolls, [Perception](compendium/skills.md#Perception) checks, and saving throws; Depart (divination, misfortune, prediction) Sunder Eternity's Authority Each enemy within a 30-foot emanation must attempt a Will save. A creature that fails its save must roll twice and take the lower result on all damage rolls, [Perception](compendium/skills.md#Perception) checks, and saving throws until the end of its next turn. + +*Source: Dark Archive p. 182* \ No newline at end of file diff --git a/compendium/spells/summon-kaiju-som.md b/compendium/spells/summon-kaiju-som.md new file mode 100644 index 000000000..e1d7a2e08 --- /dev/null +++ b/compendium/spells/summon-kaiju-som.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/10 +- trait/conjuration +- trait/incarnate +- trait/rare +aliases: ["Summon Kaiju"] +--- +# Summon Kaiju *Spell 10* +[conjuration](rules/traits/conjuration.md) [incarnate](rules/traits/incarnate-som.md) [rare](rules/traits/rare.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**500 foot +- **Duration**until the end of your next turn + +You briefly conjure a kaiju, a massive, rampaging monster with a unique name and legendary reputation. + +It rises from its secluded lair to annihilate your foes. The summoned kaiju occupies the space of a [Gargantuan](rules/traits/gargantuan-b1.md) creature. When you [Cast this Spell](rules/actions/cast-a-spell.md), choose one of the kaiju below to summon. + +- **Agmazar the Star Titan** Speed 100 feet, climb 50 feet; **Arrive** ([necromancy](rules/traits/necromancy.md), [negative](rules/traits/negative.md)) _Channel Void_ Each foe in a 100-foot emanation takes `16d8` negative energy damage with a basic Fortitude save; **Depart** ([transmutation](rules/traits/transmutation.md)) Gravitic Repulsion Each foe in a 50-foot emanation is pushed 100 feet away unless it succeeds at a Fortitude save. +- **Agyra, the Forever Storm** Speed 80 feet, fly 200 feet; **Arrive** ([electricity](rules/traits/electricity.md), [evocation](rules/traits/evocation.md)) _Breath of a Thousand Storms_ Agyra shoots two 1,200-foot lines of electricity, one from each of her heads. The lines can't overlap. Each creature along one of the lines takes `6d12` electricity damage with a basic Reflex save. On a failure, the creature is also [slowed](rules/conditions.md#Slowed) for 1 round (or for 1 minute on a critical failure); **Depart** ([evocation](rules/traits/evocation.md), [sonic](rules/traits/sonic.md)) _Thunderous Blast_ Each creature within a 100-foot emanation takes `6d10` sonic damage with a basic Reflex save, and is also knocked [prone](rules/conditions.md#Prone) on a failed save. +- **Bezravnis, the Inferno Below** Speed 100 feet, burrow 100 feet; **Arrive** ([earth](rules/traits/earth.md), [evocation](rules/traits/evocation.md)) _Burrow from the Earth's Heart_ Bezravnis explodes from the ground where it was summoned, causing all creatures in a 50-foot emanation to take `8d12` bludgeoning damage with a basic Reflex save. This potentially collapses structures with the collapse effect of the [earthquake](compendium/spells/earthquake.md) spell, except there is no chance of falling into a fissure; **Depart** _Web Hurricane_ Bezravnis departs with a hurricane of webbing. All creatures within a 50-foot emanation must succeed at a Reflex save or take a –20-foot circumstance penalty to its Speeds until it [Escapes](rules/actions/escape.md) (or is [immobilized](rules/conditions.md#Immobilized) until it escapes on a critical failure). The [Escape](rules/actions/escape.md) DC is your spell DC. +- **Mogaru, the Final King** Speed 100 feet, swim 100 feet; **Arrive** ([auditory](rules/traits/auditory.md), [enchantment](rules/traits/enchantment.md), [mental](rules/traits/mental.md)) _Trance of the King's Melody_ Mogaru manifests with a burst of the song that summoned him, requiring all foes within 60 feet who can hear him to attempt a Will save, leaving them [stunned](rules/conditions.md#Stunned) on a failure; **Depart** ([evocation](rules/traits/evocation.md), [fire](rules/traits/fire.md)) _Volcanic Breath_ Mogaru unleashes his scorching breath in a 120-foot cone. Each creature in the area takes `10d6` fire damage with a basic Reflex save. On a failure, it also takes `4d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). +- **Vorgozen, the Shapeless Feeder** Speed 50 feet, climb 50 feet, swim 100 feet; **Arrive** ([necromancy](rules/traits/necromancy.md)) _Pollute Magic_ Vorgozen's foul presence pollutes magic around her. Each of your enemies within a 60-foot emanation that are under the effects of a spell must attempt a Fortitude save. On a failure, the creature is [sickened](rules/conditions.md#Sickened). Any of your enemies that [Casts a Spell](rules/actions/cast-a-spell.md) within 60 feet of Vorgozen must attempt a Fortitude save with the same effects unless it's already [sickened](rules/conditions.md#Sickened); **Depart** ([acid](rules/traits/acid.md), [evocation](rules/traits/evocation.md)) _Beam of Purest Vitriol_ Each creature in a 1,200-foot line takes `10d6` acid damage and `10d6` bludgeoning damage with a basic Fortitude save. +- **Yarthoon, the Moon Grub** Speed 60 feet, burrow 100 feet, fly 100 feet, swim 100 feet; **Arrive** ([cold](rules/traits/cold.md), [evocation](rules/traits/evocation.md)) _Algid Beam Barrage_ Yarthoon fires countless beams, targeting each of your enemies within 200 feet of it. The beams deal `10d6` cold damage with a basic Reflex save; **Depart** ([cold](rules/traits/cold.md), [conjuration](rules/traits/conjuration.md), [water](rules/traits/water.md)) _Frostbite Mist_ Chilling mist surges out in a 100-foot burst centered on Yarthoon and remains for 1 minute. This mist has the effects of [obscuring mist](compendium/spells/obscuring-mist.md), plus any creature within the area at the end of its turn take `5d6` cold damage with a basic Fortitude save. +- **Ebeshra, the Winged Razor** Speed 75 feet, fly 100 feet; **Arrive** ([conjuration](rules/traits/conjuration.md), [teleportation](rules/traits/teleportation.md)) _Planar Draw_ Each foe in a 100-foot emanation is pulled 50 feet towards the center, unless it succeeds at a Fortitude save. Creatures that fail and reach the center take `10d6` bludgeoning damage; **Depart** ([electricity](rules/traits/electricity.md), [evocation](rules/traits/evocation.md)) _Storm Discharge_ Each foe in a 240-foot line takes `12d8` electricity damage with a basic Reflex save + +*Source: Secrets of Magic p. 133* \ No newline at end of file diff --git a/compendium/spells/summon-lesser-servitor-som.md b/compendium/spells/summon-lesser-servitor-som.md new file mode 100644 index 000000000..e5b4b82a1 --- /dev/null +++ b/compendium/spells/summon-lesser-servitor-som.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/1 +- trait/conjuration +aliases: ["Summon Lesser Servitor"] +--- +# Summon Lesser Servitor *Spell 1* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Duration**sustained up to 1 minute + +While deities jealously guard their most powerful servants from the summoning spells of those who aren't steeped in the faith, this spell allows you to conjure an inhabitant of the Outer Sphere with or without the deity's permission. + +You summon a [celestial](rules/traits/celestial.md), [monitor](rules/traits/monitor.md), or [fiend](rules/traits/fiend.md) whose level is –1 to fight on your behalf. Alternatively, you can choose a magical animal from the Outer Sphere as your lesser servitor. This animal is your choice of an eagle, guard dog, or raven. It gains the alignment matching your deity (or you, if you don't have a deity) and has the following trait depending on the alignment it gained: [celestial](rules/traits/celestial.md) for [lawful](rules/traits/lawful.md), [monitor](rules/traits/monitor.md) for neutral, or [fiend](rules/traits/fiend.md) for [evil](rules/traits/evil.md). + +You can't summon a creature if it is opposed to your deity's alignment on either axis (or opposed to your alignment if you don't follow a deity). For example, if you deity is [lawful](rules/traits/lawful.md) [good](rules/traits/good.md), you can't summon a [chaotic](rules/traits/chaotic.md) or [evil](rules/traits/evil.md) creature. The GM might determine that deities restrict specific types of creatures even if their alignments aren't diametrically opposed. For example, [Pharasma](compendium/setting/deities/pharasma.md) would restrict the summoning of sahkils. + +Heightening the spell increases the maximum level of creature you can summon and might add additional animal servitors, which otherwise work like the eagle, guard dog, and raven. + +**Heightened (2nd)** Level 1. + +**Heightened (3rd)** Level 2. You can summon a black bear, giant bat, or leopard. + +**Heightened (4th)** Level 3. You can summon a great white shark or tiger. + +*Source: Secrets of Magic p. 134* \ No newline at end of file diff --git a/compendium/spells/summon-plant-or-fungus.md b/compendium/spells/summon-plant-or-fungus.md index 19818ea28..1940b3e99 100644 --- a/compendium/spells/summon-plant-or-fungus.md +++ b/compendium/spells/summon-plant-or-fungus.md @@ -15,7 +15,7 @@ aliases: ["Summon Plant Or Fungus"] - **Range**30 foot - **Duration**sustained up to 1 minute -You conjure a plant or fungus to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [plant](rules/traits/plant.md) or fungus trait and whose level is –1. +You conjure a plant or fungus to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [plant](rules/traits/plant.md) or [fungus](rules/traits/fungus-b1.md) trait and whose level is –1. **Heightened (2nd)** Level 1. diff --git a/compendium/spells/summoners-precaution-som.md b/compendium/spells/summoners-precaution-som.md new file mode 100644 index 000000000..dfebccd90 --- /dev/null +++ b/compendium/spells/summoners-precaution-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/2 +- trait/contingency +- trait/necromancy +aliases: ["Summoner's Precaution"] +--- +# Summoner's Precaution *Spell 2* +[contingency](rules/traits/contingency-som.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** 10 minutes +- **Requirements**You have an eidolon. +- **Duration**until your next daily preparations + +You create a buffer in the link between yourself and your eidolon in order to prevent you from falling alongside your bonded ally. You gain the following reaction; after using it, the spell ends. + +Sever Conduit [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") (concentrate) Trigger Your eidolon takes damage that would bring you to 0 Hit Points and comes from an effect other than a [death](rules/traits/death.md) effect; Effect You quickly shut the buffer in your link with your eidolon, causing your bonded ally to wink out of existence before you can be laid low. Your eidolon unmanifests, and you can't Manifest your Eidolon for 1 minute. In exchange, you don't take the triggering damage, though your eidolon still suffers any other adverse effects that accompanied the damage. + +*Source: Secrets of Magic p. 135* \ No newline at end of file diff --git a/compendium/spells/summoners-visage-som.md b/compendium/spells/summoners-visage-som.md new file mode 100644 index 000000000..849cbc8c0 --- /dev/null +++ b/compendium/spells/summoners-visage-som.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/2 +- trait/polymorph +- trait/transmutation +aliases: ["Summoner's Visage"] +--- +# Summoner's Visage *Spell 2* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**your eidolon +- **Duration**10 minutes + +You transform your eidolon into your identical twin. + +Assuming you are a humanoid, the eidolon gains the [humanoid](rules/traits/humanoid.md) trait in addition to its other traits while it's in this form, as well as any other trait related to your form (such as elf or gnome). Your eidolon gains a +4 status bonus to [Deception](compendium/skills.md#Deception) checks to [Impersonate](rules/actions/impersonate.md) you and can add its level to such checks even if it's untrained. + +Although your eidolon looks like you, it doesn't gain any new abilities, and its statistics don't change in any way—the transformation is purely cosmetic. If this transformation reduces your eidolon's size, the eidolon loses any other effects of its larger size, such as any increase to reach. + +Your eidolon can still use gear only if it has the eidolon trait, which allows eidolons to use it. Any such eidolon items the eidolon was wearing change size and shape, if necessary, and its effects remain active. + +You can [Dismiss](rules/actions/dismiss.md) the spell. + +**Heightened (4th)** The duration increases to 1 hour. + +*Source: Secrets of Magic p. 135* \ No newline at end of file diff --git a/compendium/spells/sun-blade-locg.md b/compendium/spells/sun-blade-locg.md new file mode 100644 index 000000000..179eacda8 --- /dev/null +++ b/compendium/spells/sun-blade-locg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/locg +- spell/focus/2 +- trait/evocation +- trait/fire +- trait/light +- trait/positive +- trait/uncommon +aliases: ["Sun Blade"] +--- +# Sun Blade *Focus 2* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [light](rules/traits/light.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature + +You fire a ray of burning sunlight from your weapon. You must be wielding a sword or spear to cast [sun blade](compendium/spells/sun-blade-locg.md), and you perform this spell's somatic component with the weapon. Make a spell attack roll. The ray deals `1d4` fire damage. If the target is evil, the ray deals an additional `1d4` good damage, and if the target is undead, the ray deals an additional `1d4` positive damage (both effects apply against creatures that are both evil and undead). If you are in an area of bright natural sunlight, increase the die size of each damage die by one step (from d4 to d6). + +> [!success-degree] +> - **Critical Success** The ray deals double damage. +> - **Success** The ray deals full damage. + +**Heightened (+ 1)** The damage increases by `1d4` fire, `1d4` good, and `1d4` positive (or `1d6` of each type of damage in bright natural sunlight). + +*Source: Lost Omens: Character Guide p. 91* \ No newline at end of file diff --git a/compendium/spells/suns-fury-lol.md b/compendium/spells/suns-fury-lol.md new file mode 100644 index 000000000..9834c9cb8 --- /dev/null +++ b/compendium/spells/suns-fury-lol.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lol +- spell/focus/3 +- trait/evocation +- trait/fire +- trait/good +- trait/uncommon +aliases: ["Sun's Fury"] +--- +# Sun's Fury *Focus 3* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [good](rules/traits/good.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 weapon without an unholy rune that is unattended or wielded by you or a willing ally +- **Duration**1 minute + +The target weapon becomes wreathed in a glowing flame. The weapon deals an additional `1d4` fire and 1 good damage on a successful [Strike](rules/actions/strike.md). In addition, the flame causes the weapon to glow as bright as a torch. You can [Dismiss](rules/actions/dismiss.md) the spell. + +*Source: Lost Omens: Legends p. 101* \ No newline at end of file diff --git a/compendium/spells/suspended-retribution-da.md b/compendium/spells/suspended-retribution-da.md new file mode 100644 index 000000000..e787f6f01 --- /dev/null +++ b/compendium/spells/suspended-retribution-da.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/level/6 +- trait/curse +- trait/divination +- trait/mental +- trait/prediction +aliases: ["Suspended Retribution"] +--- +# Suspended Retribution *Spell 6* +[curse](rules/traits/curse.md) [divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [prediction](rules/traits/prediction.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature +- **Saving Throw** basic Reflex +- **Duration**1 minute + +All life dances one step from the precipice, one heartbeat from disaster. You open your eyes wide and see doom waiting in the wings, then invite it to step forward. A spectral omen of disaster appears above the target's head— traditionally, this is a downward-pointing sword, but some spellcasters report seeing a hangman's noose or a grinning skull instead. When you Cast this Spell, pick one of the following triggers. + +- The target moves more than its Speed in a single round. +- The target makes more than one [Strike](rules/actions/strike.md) in a single round. +- The target Casts a Spell. +- The target uses a specific skill you name. +- The target uses a specific ability you name. If the target takes the triggering action, the portent of doom activates—the sword strikes down, the noose loops around the target's neck, the skull bares its fangs—and the target takes 70 mental damage with a basic Reflex save. The target instinctively knows which action will trigger the omen and can ward off the omen by spending a total of 3 actions, which have the [concentrate](rules/traits/concentrate.md) trait, to pray, make signs against doom, or similar apotropaic actions. These actions need not be consecutive. After the creature spends the actions, the spell ends. + +**Heightened (+ 1)** The damage increases by 10. + +*Source: Dark Archive p. 183* \ No newline at end of file diff --git a/compendium/spells/swampcall-sot3.md b/compendium/spells/swampcall-sot3.md new file mode 100644 index 000000000..799ce9e22 --- /dev/null +++ b/compendium/spells/swampcall-sot3.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot3 +- spell/area/burst +- spell/level/1 +- trait/earth +- trait/transmutation +- trait/uncommon +aliases: ["Swampcall"] +--- +# Swampcall *Spell 1* +[earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Area**10-foot burst +- **Duration**1 minute + +You call upon the spirits of the soil to twist and churn, transforming the terrain in the targeted area into a sodden mess. The area becomes difficult terrain. Creatures in the area when you Cast this Spell must attempt a Reflex saving throw. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature sinks partially into the mud. The creature takes a –10-foot circumstance penalty to its Speeds (except for its swim Speed, if any) and becomes [flat-footed](rules/conditions.md#Flat-footed). These effects last until the creature leaves the area or until the end of its next turn, whichever comes first. +> - **Critical Failure** As failure, but the penalty to Speeds (except [Swim](rules/actions/swim.md) speed) is –15 feet. + +**Heightened (3rd)** The range increases to 60 feet, and the area increases to a 20-foot burst. + +*Source: Strength of Thousands #3: Hurricane's Howl p. 77* \ No newline at end of file diff --git a/compendium/spells/swarm-form-logm.md b/compendium/spells/swarm-form-logm.md new file mode 100644 index 000000000..b9cfa917d --- /dev/null +++ b/compendium/spells/swarm-form-logm.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/4 +- trait/polymorph +- trait/transmutation +aliases: ["Swarm Form"] +--- +# Swarm Form *Focus 4* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Domains**: [swarm](compendium/setting/domains.md#Swarm) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**5 minutes + +You discorporate into a swarm of Tiny creatures. While in swarm form, you have the [swarm](rules/traits/swarm-b1.md) trait and you gain resistance 5 to slashing and piercing damage and weakness 5 to area and splash damage. You can fit into spaces only a few inches wide, moving your constituent creatures through the gap. + +You don't gain the swarm mind ability, so you are still affected normally by [mental](rules/traits/mental.md) effects. As a swarm, you can't speak, cast spells, use manipulate actions requiring your hands, activate your magic items, or make any of your [Strikes](rules/actions/strike.md) with your normal body. You can [Dismiss](rules/actions/dismiss.md) the Spell. + +**Heightened (+ 2)** Increase your resistances and weaknesses each by 5. + +*Source: Lost Omens: Gods & Magic p. 118* \ No newline at end of file diff --git a/compendium/spells/swarmsense-logm.md b/compendium/spells/swarmsense-logm.md new file mode 100644 index 000000000..acdcdab73 --- /dev/null +++ b/compendium/spells/swarmsense-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/1 +- trait/divination +aliases: ["Swarmsense"] +--- +# Swarmsense *Focus 1* +[divination](rules/traits/divination.md) + +- **Domains**: [swarm](compendium/setting/domains.md#Swarm) +- **Cast** 1 minute +- **Duration**sustained + +You extend your senses through a multitude of crawling and flying creatures. You create a crawling swarm in your square. + +You can hear through the swarm as if using your normal auditory senses. The first time you [Sustain the Spell](rules/actions/sustain-a-spell.md) each round, you can move the swarm 10 feet along the ground in any direction. The swarm has AC 15 and a +0 bonus to its saves. Any damage dealt to the swarm destroys it and ends the spell. + +**Heightened (3rd)** The swarm has the benefits of spider climb. + +**Heightened (5th)** The swarm has a fly Speed of 10 feet. You can see through the swarm using your visual senses. + +**Heightened (7th)** The swarm gains a 10-foot status bonus to its Speeds. + +*Source: Lost Omens: Gods & Magic p. 117* \ No newline at end of file diff --git a/compendium/spells/symphony-of-the-unfettered-heart-apg.md b/compendium/spells/symphony-of-the-unfettered-heart-apg.md new file mode 100644 index 000000000..2c228b1d5 --- /dev/null +++ b/compendium/spells/symphony-of-the-unfettered-heart-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/5 +- trait/abjuration +- trait/bard +- trait/composition +- trait/uncommon +aliases: ["Symphony Of The Unfettered Heart"] +--- +# Symphony Of The Unfettered Heart *Focus 5* +[abjuration](rules/traits/abjuration.md) [bard](rules/traits/bard.md) [composition](rules/traits/composition.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**you or 1 ally + +Your symphony lifts listeners from their worldly concerns. + +Attempt a [Performance](compendium/skills.md#Performance) check to counteract one of the following conditions affecting the target: [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), [paralyzed](rules/conditions.md#Paralyzed), [restrained](rules/conditions.md#Restrained), [slowed](rules/conditions.md#Slowed), or [stunned](rules/conditions.md#Stunned). If you fail, you can't target that effect on the target for 1 day. Use the condition's source to determine the counteract DC (for example, the [Escape](rules/actions/escape.md) DC for [grabbed](rules/conditions.md#Grabbed)). + +**Heightened (9th)** You can target up to four creatures. + +*Source: Advanced Player's Guide p. 228* \ No newline at end of file diff --git a/compendium/spells/synchronize-som.md b/compendium/spells/synchronize-som.md new file mode 100644 index 000000000..74e6488f3 --- /dev/null +++ b/compendium/spells/synchronize-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/1 +- trait/divination +aliases: ["Synchronize"] +--- +# Synchronize *Spell 1* +[divination](rules/traits/divination.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**up to 5 willing creatures +- **Duration**up to 24 hours + +You harmlessly place your unique magic sigil, which is about 1 square inch in size, on your targets. When you [Cast the Spell](rules/actions/cast-a-spell.md), you set the duration by choosing a time at which point the sigil flashes dimly three times. After that point, the spell ends. Even though spell durations aren't normally exact, the effects of synchronize are precise to the second. The timer is based on the place where the spell was cast, so entering a plane or area where time flows differently changes how the time elapses. + +**Heightened (2nd)** The spell can target up to 20 willing creatures. + +*Source: Secrets of Magic p. 135* \ No newline at end of file diff --git a/compendium/spells/synchronize-steps-lokl.md b/compendium/spells/synchronize-steps-lokl.md new file mode 100644 index 000000000..b5697391c --- /dev/null +++ b/compendium/spells/synchronize-steps-lokl.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lokl +- spell/level/1 +- trait/enchantment +- trait/uncommon +aliases: ["Synchronize Steps"] +--- +# Synchronize Steps *Spell 1* +[enchantment](rules/traits/enchantment.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**2 willing creatures +- **Duration**sustained up to 1 minute + +You link the minds of two targets, enabling them to move in tandem. When one of the targets Steps, the other target can use a reaction to [Step](rules/actions/step.md). When one of the targets Strides, the other target can use a reaction to [Stride](rules/actions/stride.md). + +**Heightened (5th)** The range increases to 60 feet, and you can target up to 10 willing creatures. + +*Source: Lost Omens: Knights of Lastwall p. 95* \ No newline at end of file diff --git a/compendium/spells/tame-som.md b/compendium/spells/tame-som.md new file mode 100644 index 000000000..946ede18d --- /dev/null +++ b/compendium/spells/tame-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/cantrip +- trait/auditory +- trait/cantrip +- trait/enchantment +- trait/mental +aliases: ["Tame"] +--- +# Tame *Cantrip 1* +[auditory](rules/traits/auditory.md) [cantrip](rules/traits/cantrip.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Traditions**: [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**10 foot +- **Targets**1 non-[hostile](rules/conditions.md#Hostile) domesticated animal +- **Saving Throw** Will +- **Duration**1 minute + +As you make comforting sounds and gestures, you approach the target in a [friendly](rules/conditions.md#Friendly) manner combining caution and confidence. You improve the target's attitude to you by one step ([unfriendly](rules/conditions.md#Unfriendly) to neutral, neutral to [friendly](rules/conditions.md#Friendly), [friendly](rules/conditions.md#Friendly) to [helpful](rules/conditions.md#Helpful)) for the duration of the spell unless it succeeds at a Will save. Afterward, the target is temporarily immune for 1 day. + +This spell works on only domesticated animals; for example, you could use it on guard dogs or stray dogs, but not feral dogs or wolves. If the socialization of the animal is in question, the decision is up to the GM. + +**Heightened (3rd)** The duration becomes 10 minutes. + +**Heightened (6th)** The duration becomes 1 hour. + +*Source: Secrets of Magic p. 135* \ No newline at end of file diff --git a/compendium/spells/telekinetic-bombardment-da.md b/compendium/spells/telekinetic-bombardment-da.md new file mode 100644 index 000000000..9aa5641c1 --- /dev/null +++ b/compendium/spells/telekinetic-bombardment-da.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/area/burst +- spell/level/7 +- trait/evocation +aliases: ["Telekinetic Bombardment"] +--- +# Telekinetic Bombardment *Spell 7* +[evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**500 foot +- **Area**10-foot burst or 30-foot line +- **Saving Throw** Reflex + +You grasp a piece of the landscape—such as a tree, carriage, or piece of masonry—and lob it in your foe's direction. Your missile crashes down in either a 10-foot burst (for most missiles) or a 30-foot line (for something long and tall, like a tree or a ship's mast), dealing `14d6` bludgeoning damage and turning its area into difficult terrain as it breaks into rubble. All creatures in the area must attempt a Reflex save. If the area is a line, it doesn't have to start from your square but can instead start anywhere in range, as long as the entire area remains within range. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and is knocked [prone](rules/conditions.md#Prone). +> - **Critical Failure** The creature takes double damage, is knocked [prone](rules/conditions.md#Prone), and is [stunned](rules/conditions.md#Stunned). + +**Heightened (+ 1)** The damage increases by `2d6`. + +*Source: Dark Archive p. 107* \ No newline at end of file diff --git a/compendium/spells/telekinetic-rend-da.md b/compendium/spells/telekinetic-rend-da.md new file mode 100644 index 000000000..3f37f7728 --- /dev/null +++ b/compendium/spells/telekinetic-rend-da.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/area/burst +- spell/cantrip +- trait/cantrip +- trait/evocation +- trait/psychic +- trait/uncommon +aliases: ["Telekinetic Rend"] +--- +# Telekinetic Rend *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Area**2 non-overlapping 5-foot bursts +- **Saving Throw** basic Fortitude + +Your mind creates a violent axis of motion in a nearby space. You deal your choice of `1d6` bludgeoning or `1d6` slashing damage to all creatures in the area, with a basic Fortitude save. A creature large enough to be in more than one of the bursts takes damage only once. + +**Heightened (+ 2)** The damage increases by `1d6`. + +## Amp + +Your thoughts expand in scope and power. The bursts deal `1d6` bludgeoning damage and `1d6` slashing damage, instead of the usual damage. A creature that critically fails its save is also [stunned](rules/conditions.md#Stunned). + +**Amp Heightened (+ 2)** Both types of damage increase by `1d6` instead of just one. Add a third non-overlapping 5-foot burst to the area. + +## Summary + +*Source: Dark Archive p. 17* \ No newline at end of file diff --git a/compendium/spells/tempest-form-apg.md b/compendium/spells/tempest-form-apg.md new file mode 100644 index 000000000..6833bd440 --- /dev/null +++ b/compendium/spells/tempest-form-apg.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/6 +- trait/cursebound +- trait/oracle +- trait/polymorph +- trait/transmutation +- trait/uncommon +aliases: ["Tempest Form"] +--- +# Tempest Form *Focus 6* +[cursebound](rules/traits/cursebound-apg.md) [oracle](rules/traits/oracle-apg.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**sustained up to 1 minute + +Your body becomes fluid to better suit your surroundings. + +When you [Cast this Spell](rules/actions/cast-a-spell.md), choose whether to become air, water, or mist. The spell gains the [air](rules/traits/air.md) trait if you choose air or mist, and the [water](rules/traits/water.md) trait if you choose water or mist. You become amorphous, as does your armor. You lose any item bonus to AC and use your proficiency bonus for unarmored defense to determine your AC. You also gain resistance 10 to physical damage and become immune to precision damage. + +You can slip through tiny cracks and don't need to breathe. + +You can't cast spells, activate items, or use actions that have the [attack](rules/traits/attack.md) or [manipulate](rules/traits/manipulate.md) trait, except those granted by this spell. You also gain the following effects based on your form. + +- **Air** You gain a fly Speed of 20 feet and become [invisible](rules/conditions.md#Invisible) while you are in the air. You can create the effects of a gust of wind from your space as a 2-action activity, which has the [manipulate](rules/traits/manipulate.md) trait. +- **Mist** You gain a fly Speed of 20 feet, and it becomes hard to see through you. Any creature on one side of your space who is targeted by a creature on the opposite side is [concealed](rules/conditions.md#Concealed) to the targeting creature. +- **Water** You gain a swim Speed of 20 feet and become [invisible](rules/conditions.md#Invisible) while you are in the water. You can electrically charge yourself by taking a single action, which has the [manipulate](rules/traits/manipulate.md) trait. If you do, you are no longer [invisible](rules/conditions.md#Invisible) in the water due to electricity indicating your location, but any creature that makes a melee attack against you takes `1d6` electricity damage; if it touches you, this is cumulative with the damage from your major curse. + +**Heightened (+ 2)** Increase the resistance by 5 and the electricity damage from the charged water form by 1. + +*Source: Advanced Player's Guide p. 233* \ No newline at end of file diff --git a/compendium/spells/tempest-of-shades-som.md b/compendium/spells/tempest-of-shades-som.md new file mode 100644 index 000000000..f58a02eed --- /dev/null +++ b/compendium/spells/tempest-of-shades-som.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/7 +- trait/incarnate +- trait/necromancy +aliases: ["Tempest Of Shades"] +--- +# Tempest Of Shades *Spell 7* +[incarnate](rules/traits/incarnate-som.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**100 foot +- **Duration**until the end of your next turn + +You channel the forces of undeath to briefly call forth an amalgam of the vengeful dead slain by your enemies and allies alike. This amalgam manifests as a large tornado of insubstantial, howling faces. It occupies the space of a Huge creature and has a Speed of 60 feet. + +**Arrive** ([negative](rules/traits/negative.md)) Vortex of Death Each enemy creature within a 60-foot emanation must attempt a Fortitude save with the following effects. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [frightened](rules/conditions.md#Frightened). +> - **Failure** The creature is [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The creature is [frightened](rules/conditions.md#Frightened). It's also [fleeing](rules/conditions.md#Fleeing) for 1 round or until it's no longer [frightened](rules/conditions.md#Frightened), whichever comes first. + +*Source: Secrets of Magic p. 135* \ No newline at end of file diff --git a/compendium/spells/tempest-touch-apg.md b/compendium/spells/tempest-touch-apg.md new file mode 100644 index 000000000..b2e5e6e8e --- /dev/null +++ b/compendium/spells/tempest-touch-apg.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/1 +- trait/cold +- trait/cursebound +- trait/evocation +- trait/oracle +- trait/uncommon +- trait/water +aliases: ["Tempest Touch"] +--- +# Tempest Touch *Focus 1* +[cold](rules/traits/cold.md) [cursebound](rules/traits/cursebound-apg.md) [evocation](rules/traits/evocation.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) + +- **Mystery** Oracle +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**touch +- **Targets**1 creature +- **Saving Throw** Fortitude + +Your touch calls forth a churning mass of icy water that clings to your target, dealing `1d4` bludgeoning damage and `1d4` cold damage. The target must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes half damage and a –5-foot circumstance penalty to its Speeds until the end of your next turn. +> - **Failure** The target takes full damage and a –10-foot circumstance penalty to its Speeds until the end of your next turn. +> - **Critical Failure** As failure, but the target takes double damage. + +**Heightened (+ 1)** The bludgeoning and cold damage each increase by `1d4`. Spells 5 + +*Source: Advanced Player's Guide p. 233* \ No newline at end of file diff --git a/compendium/spells/temporal-distortion-da.md b/compendium/spells/temporal-distortion-da.md new file mode 100644 index 000000000..fd45af4aa --- /dev/null +++ b/compendium/spells/temporal-distortion-da.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/focus/1 +- trait/cursebound +- trait/oracle +- trait/transmutation +- trait/uncommon +aliases: ["Temporal Distortion"] +--- +# Temporal Distortion *Focus 1* +[cursebound](rules/traits/cursebound-apg.md) [oracle](rules/traits/oracle-apg.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will + +You share some of your own temporal distortions with a foe, altering their mind and body unpredictably as they're thrown backward or forward in time. Roll `1d4`. On a 1, the foe becomes [clumsy](rules/conditions.md#Clumsy); on a 2, it becomes [enfeebled](rules/conditions.md#Enfeebled); on a 3, it becomes [stupefied](rules/conditions.md#Stupefied); and on a 4, you choose which condition applies. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature is either [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), or [stupefied](rules/conditions.md#Stupefied) for 4 rounds, depending on the result of the d4. +> - **Critical Failure** As failure, but the time warp is stronger, increasing the condition's effects but making it run its course faster. The condition's value is 3, and the condition lasts for 2 rounds. + +*Source: Dark Archive p. 189* \ No newline at end of file diff --git a/compendium/spells/temporal-twin-da.md b/compendium/spells/temporal-twin-da.md new file mode 100644 index 000000000..9de1915f9 --- /dev/null +++ b/compendium/spells/temporal-twin-da.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/level/3 +- trait/conjuration +- trait/uncommon +aliases: ["Temporal Twin"] +--- +# Temporal Twin *Spell 3* +[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**one willing ally +- **Duration**until the start of your next turn + +You pull a fleeting duplicate of your ally from the recent past. The duplicate appears in an unoccupied space of your choice within 30 feet of you and repeats a basic single action the target took since the end of your last turn, such as making a [Strike](rules/actions/strike.md) or [Interacting](rules/actions/interact.md) to pull a lever. Because the other basic single actions don't produce much of a result on their own, this is typically used for [Strike](rules/actions/strike.md) and [Interact](rules/actions/interact.md), though occasionally it could be useful to have a temporal twin [Stride](rules/actions/stride.md) through a potentially dangerous area to expose a hazard. The target ally spends a reaction to create the duplicate, makes any decisions, and rolls for the repeated action, such as choosing a target for a [Strike](rules/actions/strike.md) and making the attack roll. If the ally doesn't have a reaction to spend, temporal twin fails. Use the duplicate's location for determining flanking, cover, and the like. Using this spell requires remembering what your ally did, and if you don't remember the details, the GM might not allow you to cast temporal twin. + +This action can't be used for anything but a basic single action, nor can it use limited resources. The action can have a different target than the original action but must be very similar in form. For example, if the original action were to [Interact](rules/actions/interact.md) to pull a lever, the time duplicate could pull a different lever, but couldn't turn a doorknob or pick up an item from a table. + +Being pulled through time to create a twin destabilizes the target's timeline. Once an ally has been the target of temporal twin, they're temporarily immune for 1 day. + +*Source: Dark Archive p. 183* \ No newline at end of file diff --git a/compendium/spells/temporal-ward-sot5.md b/compendium/spells/temporal-ward-sot5.md new file mode 100644 index 000000000..e409e0eb8 --- /dev/null +++ b/compendium/spells/temporal-ward-sot5.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot5 +- spell/level/6 +- trait/abjuration +- trait/rare +aliases: ["Temporal Ward"] +--- +# Temporal Ward *Spell 6* +[abjuration](rules/traits/abjuration.md) [rare](rules/traits/rare.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**touch +- **Targets**1 container or doorway +- **Saving Throw** Will +- **Duration**10 minutes + +You ward a target doorway or container with a temporal trap that rewinds the personal timeline of creatures trying to open it. A creature attempting to open a warded doorway or container must attempt a Will save with the below results. You can set a password for the ward. Any creature that attempts to open the target container, or to open or pass through the target doorway without speaking the password must attempt a save as normal. The ward vanishes automatically once the spell's duration ends, but can be removed before then as if it were a magical trap, using your spell DC for both the [Perception](compendium/skills.md#Perception) check to notice it and [Thievery](compendium/skills.md#Thievery) check to disable it. Both checks require the creature attempting them to have expert proficiency in order to succeed. You can [Dismiss](rules/actions/dismiss.md) temporal ward. The maximum number of temporal wards you can have active at a time is equal to your spellcasting ability modifier. + +> [!success-degree] +> - **Critical Success** The creature is unaffected and opens the doorway or the container as normal. +> - **Success** The creature experiences a brief moment of dé jà-vu in which they're convinced they already opened the door. +> +> They must use an additional action to open the door. If they can't or don't want to do so, the action or activity they used to open the door or container is wasted, and the door or container remains closed. +> - **Failure** The creature is thrown briefly backwards in time. +> +> The action or activity they used to open the door or container is wasted and they're returned to the position they were located at during the start of their turn. Their turn then ends. +> - **Critical Failure** As failure, but the temporal displacement also causes the creature to lose their bearings, making them [confused](rules/conditions.md#Confused) for 1 minute. + +**Heightened (10th)** The temporal ward has an unlimited duration, until it is counteracted, Dismissed, or Disarmed. + +*Source: Strength of Thousands #5: Doorway to the Red Star p. 78* \ No newline at end of file diff --git a/compendium/spells/temporary-glyph-som.md b/compendium/spells/temporary-glyph-som.md new file mode 100644 index 000000000..f5a0ec3f4 --- /dev/null +++ b/compendium/spells/temporary-glyph-som.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/misc +- spell/level/5 +- trait/abjuration +aliases: ["Temporary Glyph"] +--- +# Temporary Glyph *Spell 5* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Area**a 5-foot square +- **Duration**1 minute + +You temporarily bind a [hostile](rules/conditions.md#Hostile) spell into a symbol. While Casting this Spell, you also [Cast a Spell](rules/actions/cast-a-spell.md) of a lower spell level to store in the glyph. The stored spell must take 2 actions or fewer to Cast, have a [hostile](rules/conditions.md#Hostile) effect, and target one creature or have an area. Any creature that enters temporary glyph's area activates the glyph, releasing the harmful spell within. + +You can set a password for the glyph. Speaking it when entering the spell's area prevents the glyph from triggering. + +You can also set a more specific trigger to limit which types of creatures set off the glyph (Core Rulebook 305) + +Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the stored spell can target one or more creatures, it targets the creature that set off the glyph. If it has an area, that area is centered on the creature that set off the glyph. Temporary glyph's duration ends when the glyph is triggered. The glyph is a magical trap, using your spell DC for both the [Perception](compendium/skills.md#Perception) check to notice it and the [Thievery](compendium/skills.md#Thievery) check to disable it; both checks require the creature attempting them to be trained in order to succeed. + +You can [Dismiss](rules/actions/dismiss.md) temporary glyph. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 136* \ No newline at end of file diff --git a/compendium/spells/temporary-tool-logm.md b/compendium/spells/temporary-tool-logm.md new file mode 100644 index 000000000..2fd97106c --- /dev/null +++ b/compendium/spells/temporary-tool-logm.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/level/1 +- trait/conjuration +aliases: ["Temporary Tool"] +--- +# Temporary Tool *Spell 1* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md) +- **Cast** 1 minute +- **Duration**until used or 1 minute; see text + +You conjure a temporary simple tool, such as a shovel or rope into your hands. It lasts until it is used for a single activity or for 1 minute, whichever comes first, after which it disappears. The tool is obviously temporarily conjured, and thus can't be sold or passed off as a genuine item. + +*Source: Lost Omens: Gods & Magic p. 110* \ No newline at end of file diff --git a/compendium/spells/terrain-transposition-apg.md b/compendium/spells/terrain-transposition-apg.md new file mode 100644 index 000000000..6ddbf44dc --- /dev/null +++ b/compendium/spells/terrain-transposition-apg.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/5 +- trait/conjuration +- trait/ranger +- trait/teleportation +- trait/uncommon +aliases: ["Terrain Transposition"] +--- +# Terrain Transposition *Focus 5* +[conjuration](rules/traits/conjuration.md) [ranger](rules/traits/ranger.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**90 foot + +You mystically transpose your current location with another. + +While in a wilderness environment, you transport yourself and items you're holding to a clear space you can see within range. + +If you have [Favored Terrain](compendium/feats/favored-terrain.md) and both your starting and ending position are in your favored terrain, the range increases to 180 feet. If you have an animal companion and it is adjacent to you, you can transport it along with you to an adjacent open space, but if this spell would bring any other creature with you, even in an extradimensional container, the spell is lost. + +*Source: Advanced Player's Guide p. 235* \ No newline at end of file diff --git a/compendium/spells/tesseract-tunnel-da.md b/compendium/spells/tesseract-tunnel-da.md new file mode 100644 index 000000000..19825d4d5 --- /dev/null +++ b/compendium/spells/tesseract-tunnel-da.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/cantrip +- trait/cantrip +- trait/conjuration +- trait/psychic +- trait/teleportation +- trait/uncommon +aliases: ["Tesseract Tunnel"] +--- +# Tesseract Tunnel *Cantrip 5* +[cantrip](rules/traits/cantrip.md) [conjuration](rules/traits/conjuration.md) [psychic](rules/traits/psychic-da.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**sustained up to 1 minute + +You race from point to point, tearing open a tunnel in space. You create a portal in your current space and then [Stride](rules/actions/stride.md), creating another portal in the space you end your [Stride](rules/actions/stride.md). Until the beginning of your next turn, any creature that enters the first portal can immediately transport itself to the exit portal as part of its move action, which adds the [teleportation](rules/traits/teleportation.md) trait to its movement. + +You can have only one tesseract tunnel open at a time; creating another causes the first to immediately close. You can use tesseract tunnel while [Burrowing](rules/actions/burrow.md), [Climbing](rules/actions/climb.md), [Flying](rules/actions/fly.md), or [Swimming](rules/actions/swim.md) instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type. + +## Amp + +Physical movement is no longer necessary to connect two points in space. When you cast tesseract tunnel, you simply create a tunnel that ends in a square within a range equal to your Speed; you can choose to immediately teleport to the space at the far end of the tunnel. Furthermore, the tunnel can be traversed in both directions, instead of only from entrance to exit. Finally, the spell's duration changes to 1 minute. You can [Dismiss](rules/actions/dismiss.md) the spell. + +## Summary + +*Source: Dark Archive p. 23* \ No newline at end of file diff --git a/compendium/spells/tether-logm.md b/compendium/spells/tether-logm.md new file mode 100644 index 000000000..d4c25d55d --- /dev/null +++ b/compendium/spells/tether-logm.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/level/1 +- trait/abjuration +aliases: ["Tether"] +--- +# Tether *Spell 1* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Reflex +- **Duration**1 minute or until dismissed; see text + +You use magical chains, vines, or other tethers to bind your target to you. The creature can still try to [Escape](rules/actions/escape.md), and it or others can break the tethers by attacking them (the tethers have AC 15 and 10 Hit Points). You must stay within 30 feet of the target while it is tethered; moving more than 30 feet away from your target ends the spell. The target must attempt a Reflex save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes a –5-foot circumstance penalty to its Speed as long as it is within 30 feet of you. +> - **Failure** The target takes a –10-foot circumstance penalty to its Speed and cannot move more than 30 feet away from you until it [Escapes](rules/actions/escape.md) or the spell ends. +> - **Critical Failure** The target is [immobilized](rules/conditions.md#Immobilized) until it [Escapes](rules/actions/escape.md) or the spell ends. + +**Heightened (+ 1)** The tethers' AC increases by 3 and their Hit Points increase by 10. + +*Source: Lost Omens: Gods & Magic p. 111* \ No newline at end of file diff --git a/compendium/spells/thermal-stasis-da.md b/compendium/spells/thermal-stasis-da.md new file mode 100644 index 000000000..80fb1bf75 --- /dev/null +++ b/compendium/spells/thermal-stasis-da.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/cantrip +- trait/abjuration +- trait/cantrip +- trait/psychic +- trait/uncommon +aliases: ["Thermal Stasis"] +--- +# Thermal Stasis *Cantrip 1* +[abjuration](rules/traits/abjuration.md) [cantrip](rules/traits/cantrip.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**60 foot +- **Targets**1 creature +- **Duration**until the start of your next turn + +The same abilities that let you raise or lower thermal energy also let you keep it at a safe medium. The target gains resistance 2 against fire damage and resistance 2 against cold damage. + +**Heightened (+ 1)** Each resistance increases by 2. + +## Amp + +The spell's duration becomes 1 minute. + +## Summary + +*Source: Dark Archive p. 20* \ No newline at end of file diff --git a/compendium/spells/thicket-of-knives-som.md b/compendium/spells/thicket-of-knives-som.md new file mode 100644 index 000000000..e3de60654 --- /dev/null +++ b/compendium/spells/thicket-of-knives-som.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/1 +- trait/illusion +- trait/visual +aliases: ["Thicket Of Knives"] +--- +# Thicket Of Knives *Spell 1* +[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You create numerous phantom copies of your weapon arm, hiding your true movements and rendering your attacks unpredictable. You gain a +2 status bonus to [Deception](compendium/skills.md#Deception) checks. If you're untrained in [Deception](compendium/skills.md#Deception), you can use the [Feint](rules/actions/feint.md) action anyway, and add your level as your proficiency bonus despite being untrained. + +*Source: Secrets of Magic p. 136* \ No newline at end of file diff --git a/compendium/spells/thoughtful-gift-apg.md b/compendium/spells/thoughtful-gift-apg.md new file mode 100644 index 000000000..732b326ad --- /dev/null +++ b/compendium/spells/thoughtful-gift-apg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/1 +- trait/conjuration +- trait/teleportation +aliases: ["Thoughtful Gift"] +--- +# Thoughtful Gift *Spell 1* +[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**120 foot +- **Targets**1 willing creature + +You teleport one object of light or negligible Bulk held in your hand to the target. The object appears instantly in the target's hand, if they have a free hand, or at their feet if they don't. The target knows what object you are attempting to send them. + +If the target is [unconscious](rules/conditions.md#Unconscious) or refuses to accept your gift, or if the spell would teleport a creature (even if the creature is inside an extradimensional container), the spell fails. + +**Heightened (3rd)** The spell's range increases to 500 feet. + +**Heightened (5th)** As 3rd level, and the object's maximum Bulk increases to 1. You can [Cast the Spell](rules/actions/cast-a-spell.md) with 3 actions instead of 1; doing so increases the range to 1 mile and you don't need line of sight to the target, but you must be extremely familiar with the target. + +*Source: Advanced Player's Guide p. 226* \ No newline at end of file diff --git a/compendium/spells/threefold-aspect-apg.md b/compendium/spells/threefold-aspect-apg.md new file mode 100644 index 000000000..44e7f87bf --- /dev/null +++ b/compendium/spells/threefold-aspect-apg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/3 +- trait/polymorph +- trait/transmutation +aliases: ["Threefold Aspect"] +--- +# Threefold Aspect *Spell 3* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** 1 minute +- **Duration**until the next time you make your daily preparations + +This spell allows you to change between three versions of yourself of different ages: a maiden (young adult), a mother (adult), or a matriarch (elderly). Choose one when you [Cast the Spell](rules/actions/cast-a-spell.md). While the spell lasts, you can change the age to any of the three or to your natural age with a single action, which has the [concentrate](rules/traits/concentrate.md) trait. Your form always looks like you regardless of the age, and creatures who know you still recognize you and can tell your age is different. + +Threefold aspect alters your physical appearance and personality to present an authentic version of yourself at various ages. This grants you a +4 status bonus to [Deception](compendium/skills.md#Deception) checks to pass as the chosen age, and you can add your level as a proficiency bonus to these checks even if you're untrained. Furthermore, unless a creature specifically uses a [Seek](rules/actions/seek.md) action or otherwise carefully examines you, it doesn't get a chance to notice that you aren't at your true age. You can [Dismiss](rules/actions/dismiss.md) this spell. + +*Source: Advanced Player's Guide p. 226* \ No newline at end of file diff --git a/compendium/spells/thunderburst-apg.md b/compendium/spells/thunderburst-apg.md new file mode 100644 index 000000000..c0c695965 --- /dev/null +++ b/compendium/spells/thunderburst-apg.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/burst +- spell/focus/3 +- trait/air +- trait/cursebound +- trait/evocation +- trait/oracle +- trait/sonic +- trait/uncommon +aliases: ["Thunderburst"] +--- +# Thunderburst *Focus 3* +[air](rules/traits/air.md) [cursebound](rules/traits/cursebound-apg.md) [evocation](rules/traits/evocation.md) [oracle](rules/traits/oracle-apg.md) [sonic](rules/traits/sonic.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**100 foot +- **Area**20-foot burst +- **Saving Throw** Fortitude + +You create a powerful blast of air and a loud peal of thunder, dealing `2d6` bludgeoning damage and `2d6` sonic damage. + +Each creature in the area must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and is [deafened](rules/conditions.md#Deafened) for 1 minute. +> - **Critical Failure** The creature takes double damage and is [deafened](rules/conditions.md#Deafened) for 1 hour. + +**Heightened (+ 2)** Increase each type of damage by `2d6` and the area by 5 feet. + +*Source: Advanced Player's Guide p. 234* \ No newline at end of file diff --git a/compendium/spells/thundering-dominance-som.md b/compendium/spells/thundering-dominance-som.md new file mode 100644 index 000000000..367634d0d --- /dev/null +++ b/compendium/spells/thundering-dominance-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/2 +- trait/enchantment +- trait/mental +aliases: ["Thundering Dominance"] +--- +# Thundering Dominance *Spell 2* +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Traditions**: [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**your companion or eidolon +- **Duration**1 minute + +You shroud the target in a powerful predatory aura and amplify its vocalizations. It gains a +1 status bonus to [Intimidation](compendium/skills.md#Intimidation) checks. Once during this spell's duration, it can take the Thundering Roar action. + +Thundering Roar [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (auditory, concentrate, emotion, enchantment, fear, flourish, mental, sonic) The target unleashes a powerful vocalization. Each enemy in a 10-foot emanation takes `4d8` sonic damage with a basic Will save against your spell DC. A creature that fails its Will save is also [frightened](rules/conditions.md#Frightened). + +**Heightened (+ 2)** The status bonus to [Intimidation](compendium/skills.md#Intimidation) checks increases by 1 (to a maximum of a +4 status bonus for an 8th-level spell), and the damage from the roar increases by `2d8`. + +*Source: Secrets of Magic p. 136* \ No newline at end of file diff --git a/compendium/spells/thunderous-strike-som.md b/compendium/spells/thunderous-strike-som.md new file mode 100644 index 000000000..6137b9ef5 --- /dev/null +++ b/compendium/spells/thunderous-strike-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/focus/1 +- trait/evocation +- trait/magus +- trait/sonic +- trait/uncommon +aliases: ["Thunderous Strike"] +--- +# Thunderous Strike *Focus 1* +[evocation](rules/traits/evocation.md) [magus](rules/traits/magus-som.md) [sonic](rules/traits/sonic.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Requirements**You're wielding a melee weapon in two hands. + +You swing your massive weapon, creating a wave of sonic vibrations that topples creatures. Make a melee [Strike](rules/actions/strike.md) with your two-handed weapon. Each creature in a 15-foot cone from you must attempt a basic Fortitude save against your spell DC or take 2 sonic damage. On a critical failure, the creature is knocked [prone](rules/conditions.md#Prone). The target of your [Strike](rules/actions/strike.md) must be within the cone or the effect fails. + +**Heightened (+ 1)** The damage increases by 1. + +*Source: Secrets of Magic p. 144* \ No newline at end of file diff --git a/compendium/spells/time-beacon-logm.md b/compendium/spells/time-beacon-logm.md new file mode 100644 index 000000000..df0877437 --- /dev/null +++ b/compendium/spells/time-beacon-logm.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/level/7 +- trait/divination +aliases: ["Time Beacon"] +--- +# Time Beacon *Spell 7* +[divination](rules/traits/divination.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**until the end of your turn + +You create a beacon in time, intending to return to it if things go wrong. You can cast [time beacon](compendium/spells/time-beacon-logm.md) on only your turn. Keep careful track of everything that happens this turn after you cast [time beacon](compendium/spells/time-beacon-logm.md). At the end of your turn, you can choose to rewind time back to just after you cast [time beacon](compendium/spells/time-beacon-logm.md), removing all effects of your turn since then. Curses, traps, and other harmful effects that happen during your turn might prevent you from returning to the beacon if they are powerful enough. If you suffered any harmful effects during your turn after casting time beacon, to return to your beacon, time beacon attempts a counteract check against each such effect. If it fails at any of these checks, you can't return. After returning to the time beacon, the spell ends. + +*Source: Lost Omens: Gods & Magic p. 111* \ No newline at end of file diff --git a/compendium/spells/time-jump-som.md b/compendium/spells/time-jump-som.md new file mode 100644 index 000000000..65e078559 --- /dev/null +++ b/compendium/spells/time-jump-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/3 +- trait/transmutation +aliases: ["Time Jump"] +--- +# Time Jump *Spell 3* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You leap forward a few seconds in time, appearing across the battlefield in the blink of an eye. You gain 2 actions, each of which must be used to [Leap](rules/actions/leap.md), [Stand](rules/actions/stand.md), [Step](rules/actions/step.md), or [Stride](rules/actions/stride.md). + +If you have an appropriate Speed, you can add [Burrow](rules/actions/burrow.md), [Climb](rules/actions/climb.md), [Fly](rules/actions/fly.md), or [Swim](rules/actions/swim.md) to this list. + +While you take these actions, time pauses. All other creatures are completely unaware of your actions, can't speak, and can't use any actions that would be triggered by your movement. While you're taking these actions, you can't take any other actions, including any that would be triggered by the move actions. Once the actions are complete, time starts again, and to onlookers, you seem to have suddenly teleported across the distance you traveled. + +Leaping forward through time is disorienting, so if you use time jump again within 1 minute of using the spell, you become [stupefied](rules/conditions.md#Stupefied) for 1 minute. + +*Source: Secrets of Magic p. 136* \ No newline at end of file diff --git a/compendium/spells/time-pocket-da.md b/compendium/spells/time-pocket-da.md new file mode 100644 index 000000000..2432d78d5 --- /dev/null +++ b/compendium/spells/time-pocket-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/level/3 +- trait/transmutation +aliases: ["Time Pocket"] +--- +# Time Pocket *Spell 3* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** 1 minute +- **Range**touch +- **Targets**one item of 1 Bulk or less that a willing creature is holding +- **Duration**until the next time you make your daily preparations + +You fling the target item forward in time and link it to the future of the creature holding it. The item disappears. When the spell ends, the item reappears with the creature that was holding it when you [Cast the Spell](rules/actions/cast-a-spell.md). If the creature has enough hands free to hold the item, it appears in their hands. Otherwise, it falls to the ground in the creature's space. + +You can [Dismiss](rules/actions/dismiss.md) the spell, and it automatically ends if you're reduced to 0 Hit Points or cast time pocket again. + +*Source: Dark Archive p. 183* \ No newline at end of file diff --git a/compendium/spells/time-sense-da.md b/compendium/spells/time-sense-da.md new file mode 100644 index 000000000..b2a403389 --- /dev/null +++ b/compendium/spells/time-sense-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/level/1 +- trait/divination +aliases: ["Time Sense"] +--- +# Time Sense *Spell 1* +[divination](rules/traits/divination.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +When you [Cast the Spell](rules/actions/cast-a-spell.md), you gain a perfect sense of time. You can learn exactly what time it is, down to the second. You can instead choose to gain a perfect sense of the calendar if you have knowledge in that area—if you're trained in [Nature](compendium/skills.md#Nature), you can learn exactly how long it is until sunrise and how many days until the next solstice. If you're trained in [Astronomy Lore](compendium/skills.md#Lore), you can learn precisely when any known predictable astronomical conjunction will begin and end, and so on. + +You can gain a +1 status bonus to one attack roll, [Perception](compendium/skills.md#Perception) check, saving throw, or skill check you take on the same turn you cast time sense that requires extremely precise timing. If you choose to gain this bonus, you can't gain it again for 1 hour. + +*Source: Dark Archive p. 183* \ No newline at end of file diff --git a/compendium/spells/time-skip-da.md b/compendium/spells/time-skip-da.md new file mode 100644 index 000000000..615219045 --- /dev/null +++ b/compendium/spells/time-skip-da.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/focus/3 +- trait/cursebound +- trait/oracle +- trait/transmutation +- trait/uncommon +aliases: ["Time Skip"] +--- +# Time Skip *Focus 3* +[cursebound](rules/traits/cursebound-apg.md) [oracle](rules/traits/oracle-apg.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 willing creature other than yourself +- **Duration**1 round + +You manipulate time around your ally, pushing them forward a few moments in time. The target is [quickened](rules/conditions.md#Quickened) on its next turn and can use the action only to [Step](rules/actions/step.md), [Stride](rules/actions/stride.md), or [Strike](rules/actions/strike.md). + +**Heightened (+ 1)** You can target one additional willing creature other than yourself within range. + +*Source: Dark Archive p. 189* \ No newline at end of file diff --git a/compendium/spells/timely-tutor-som.md b/compendium/spells/timely-tutor-som.md new file mode 100644 index 000000000..7504f058b --- /dev/null +++ b/compendium/spells/timely-tutor-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/2 +- trait/divination +- trait/mental +aliases: ["Timely Tutor"] +--- +# Timely Tutor *Spell 2* +[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**touch +- **Targets**your eidolon or familiar +- **Duration**sustained up to 1 minute + +You serve as an astral connection between your eidolon or familiar and the Akashic Record—a demiplane consisting of a comprehensive psychic library—then turn to the creature for advice. If you cast this spell on your familiar, your familiar adds your spellcasting ability modifier on checks to [Recall Knowledge](rules/actions/recall-knowledge.md) with the [Lore](compendium/skills.md#Lore) skill of your choice, much like it does for [Acrobatics](compendium/skills.md#Acrobatics) and [Stealth](compendium/skills.md#Stealth). Your familiar must have the speech familiar ability in order to share any information it learns with you. If you cast this spell on your eidolon, it instead becomes trained in the [Lore](compendium/skills.md#Lore) skill. + +If you lose physical contact with the target, its connection to the Akashic Record is severed and timely tutor immediately ends. + +*Source: Secrets of Magic p. 137* \ No newline at end of file diff --git a/compendium/spells/tireless-worker-aoa4.md b/compendium/spells/tireless-worker-aoa4.md new file mode 100644 index 000000000..fe1ee87e4 --- /dev/null +++ b/compendium/spells/tireless-worker-aoa4.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/aoa4 +- spell/focus/4 +- trait/healing +- trait/necromancy +aliases: ["Tireless Worker"] +--- +# Tireless Worker *Focus 4* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) + +- **Domains**: [toil](compendium/setting/domains.md#Toil) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**sustained up to 1 minute + +You suppress your choice of one of the following conditions that's affecting the target: [clumsy](rules/conditions.md#Clumsy), [encumbered](rules/conditions.md#Encumbered), [enfeebled](rules/conditions.md#Enfeebled), or [fatigued](rules/conditions.md#Fatigued). If you don't remove the effect that caused the condition, the condition returns after the spell's duration expires. + +*Source: Age of Ashes #4: Fires of the Haunted City p. 63* \ No newline at end of file diff --git a/compendium/spells/tortoise-and-the-hare-som.md b/compendium/spells/tortoise-and-the-hare-som.md new file mode 100644 index 000000000..8c3ffb24f --- /dev/null +++ b/compendium/spells/tortoise-and-the-hare-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/4 +- trait/transmutation +aliases: ["Tortoise And The Hare"] +--- +# Tortoise And The Hare *Spell 4* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 foe, and either yourself or 1 ally +- **Saving Throw** Fortitude + +You prove that slow and steady doesn't always win the race by turning a foe into a proverbial tortoise and yourself or an ally into a hare, siphoning some of the foe's speed and granting it to the other target. The effects depend on the foe's Fortitude save. + +> [!success-degree] +> - **Critical Success** The targets are unaffected. +> - **Success** The foe is [slowed](rules/conditions.md#Slowed) for 1 round, and the other target is unaffected. +> - **Failure** The foe is [slowed](rules/conditions.md#Slowed) for 3 rounds and the other target is [quickened](rules/conditions.md#Quickened) for 1 round. It can use the extra action to [Step](rules/actions/step.md), [Stride](rules/actions/stride.md), or [Strike](rules/actions/strike.md). +> - **Critical Failure** The foe is [slowed](rules/conditions.md#Slowed) for 3 minutes and the other target is [quickened](rules/conditions.md#Quickened) for 1 minute. It can use the extra action to [Step](rules/actions/step.md), [Stride](rules/actions/stride.md), or [Strike](rules/actions/strike.md). + +*Source: Secrets of Magic p. 137* \ No newline at end of file diff --git a/compendium/spells/touch-of-corruption-apg.md b/compendium/spells/touch-of-corruption-apg.md new file mode 100644 index 000000000..bca8860b6 --- /dev/null +++ b/compendium/spells/touch-of-corruption-apg.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/1 +- trait/champion +- trait/necromancy +- trait/negative +- trait/uncommon +aliases: ["Touch Of Corruption"] +--- +# Touch Of Corruption *Focus 1* +[champion](rules/traits/champion.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**touch +- **Targets**1 willing undead creature or 1 living creature + +You infuse the target with negative energy. If the target is living, this deals `1d6` negative damage (basic Fortitude save); on a failed save, the target also takes a –2 status penalty to AC for 1 round. + +If the target is a willing undead creature, the target instead regains 6 Hit Points, and if you are the undead target, you also gain a +2 status bonus to damage rolls for 1 round. + +**Heightened (+ 1)** Increase the damage dealt to a living creature by `1d6` or increase the Hit Points regained by undead by 6. + +*Source: Advanced Player's Guide p. 229* \ No newline at end of file diff --git a/compendium/spells/transcribe-moment-lopsg.md b/compendium/spells/transcribe-moment-lopsg.md new file mode 100644 index 000000000..e2c117345 --- /dev/null +++ b/compendium/spells/transcribe-moment-lopsg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lopsg +- spell/focus/4 +- trait/evocation +- trait/uncommon +aliases: ["Transcribe Moment"] +--- +# Transcribe Moment *Focus 4* +[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You instantly create a small, permanent scroll that contains a magically precise written description of your current surroundings in every direction. Any creature who spends 1 minute to read the scroll—written in a language of your choice that you know— immediately sees and experiences your surroundings during the moment that you recorded (including whatever events transpired that round) exactly as you experienced it. This depiction records only what you can sense yourself. For example, if you can't see [invisible](rules/conditions.md#Invisible) creatures, the depiction doesn't reveal them even to a reader who could normally see them; a reader can't use their [Perception](compendium/skills.md#Perception) to notice details you missed, but they can attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md) based on what they just experienced if they have knowledge that you lack. You can have multiple scrolls from transcribe moment in existence at the same time, up to a number equal to your Intelligence modifier. If you [Cast the Spell](rules/actions/cast-a-spell.md) again while already at the maximum number of scrolls, choose one of the current scrolls to lose its magic, then create the new one. + +*Source: Lost Omens: Pathfinder Society Guide p. 46* \ No newline at end of file diff --git a/compendium/spells/transmute-rock-and-mud-apg.md b/compendium/spells/transmute-rock-and-mud-apg.md new file mode 100644 index 000000000..bf2fd3d84 --- /dev/null +++ b/compendium/spells/transmute-rock-and-mud-apg.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/misc +- spell/level/5 +- trait/earth +- trait/transmutation +aliases: ["Transmute Rock And Mud"] +--- +# Transmute Rock And Mud *Spell 5* +[earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**60 foot +- **Area**2 adjacent 10-foot cubes + +You warp the structure of earthen material, turning rock into mud or mud into rock. Choose one of these two options when you [Cast the Spell](rules/actions/cast-a-spell.md). + +- **Rock to Mud** You transform non-magical, unworked, and unattended stone in the area into an equal volume of mud. If you [Cast this Spell](rules/actions/cast-a-spell.md) on a stone floor, it becomes difficult terrain; if the resulting mud is at least 3 feet deep, it is greater difficult terrain, or the creature can try to [Swim](rules/actions/swim.md) through it (DC 10 [Athletics](compendium/skills.md#Athletics)). If the mud is deep enough that a creature can't reach the bottom, the creature must [Swim](rules/actions/swim.md) to move through it. If you [Cast this Spell](rules/actions/cast-a-spell.md) on a ceiling, the falling mud deals `8d6` bludgeoning damage (basic Reflex save) and spreads out, creating difficult terrain in an area 10 feet larger in radius than the original spell's area. Once the rock is transformed into mud, the mud is non-magical and remains until natural conditions cause it to dry out or otherwise disperse. +- **Mud to Rock** Mud in the area turns into unworked stone + +If creatures are in the mud when it is transformed to stone, they must attempt a Reflex saving throw. + +> [!success-degree] +> - **Critical Success** The creature escapes the mud and is atop the stone, unaffected. +> - **Success** The creature climbs out of the mud as it turns to rock and is [prone](rules/conditions.md#Prone) atop the stone. +> - **Failure** The creature is partially stuck in the mud and is [grabbed](rules/conditions.md#Grabbed) for 1 round or until it [Escapes](rules/actions/escape.md), whichever comes first. +> - **Critical Failure** The creature is entirely stuck. It is [restrained](rules/conditions.md#Restrained) for 1 round or until it [Escapes](rules/actions/escape.md), whichever comes first. + +**Heightened (+ 2)** Add an additional 10-foot cube to the area, adjacent to at least one of the other cubes. + +**Spell Lists**: Elemental + +*Source: Advanced Player's Guide p. 226* \ No newline at end of file diff --git a/compendium/spells/umbral-extraction-som.md b/compendium/spells/umbral-extraction-som.md new file mode 100644 index 000000000..1351cdef7 --- /dev/null +++ b/compendium/spells/umbral-extraction-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/2 +- trait/illusion +- trait/mental +- trait/shadow +aliases: ["Umbral Extraction"] +--- +# Umbral Extraction *Spell 2* +[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [shadow](rules/traits/shadow.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**3 rounds + +You prepare to steal spells from your foes, ripping them from the foe's shadow to stow them in an ephemeral pocket in the Shadow Plane. You gain a temporary spell slot, which you can fill only by stealing a spell from an enemy spellcaster. During umbral extraction's duration, you can use the [Steal](rules/actions/steal.md) action to attempt to take one of the foe's prepared spells or unused spontaneous spell slots instead of an item. You can also make one attempt to [Steal](rules/actions/steal.md) as part of Casting umbral extraction. If you succeed at your check to [Steal](rules/actions/steal.md) a spell, you deal `1d4` mental damage to the target per level of the spell stolen due to the psychological toll of the spiritual emptiness created by wrenching the spell away, and you place the stolen spell in your temporary spell slot. It gains the [shadow](rules/traits/shadow.md) trait if cast from this temporary slot. + +Determine the stolen spell at random from the target's spells that are 1 level lower than umbral extraction, or from spells of the same level if you got a critical success. If the target has no spell slots of that level, use the highest level below that in which the target does have a spell slot. (If the target has no eligible spells, you get nothing, but you can continue to attempt to [Steal](rules/actions/steal.md) spells for the remaining duration.) If the target is a prepared caster, you randomly steal one of their prepared spells. If the target is a spontaneous caster, you instead steal an unexpended spell slot of the appropriate level and determine the spell at random from all the target's known spells at that level. You can't steal a target's innate spells, focus spells, or cantrips. + +You know what the spell is as soon as you steal it, and your temporary spell slot becomes a spell slot of the same level as the spell you stole. + +As normal, you can [Steal](rules/actions/steal.md) only from a target within your reach. Once you've placed a spell in your temporary spell slot, you can't attempt to [Steal](rules/actions/steal.md) more spells. If you succeed at your [Thievery](compendium/skills.md#Thievery) check, you must take the spell you stole. Even if you're a spontaneous caster, you can use the temporary spell slot only to cast the stolen spell and you can cast only the stolen spell from your temporary spell slot. When umbral extraction ends, you lose the temporary spell slot and any spell still stored in it. When you cast [umbral extraction](compendium/spells/umbral-extraction-som.md), any previous casting of umbral extraction currently affecting you ends. + +*Source: Secrets of Magic p. 137* \ No newline at end of file diff --git a/compendium/spells/umbral-graft-som.md b/compendium/spells/umbral-graft-som.md new file mode 100644 index 000000000..3b8e3b470 --- /dev/null +++ b/compendium/spells/umbral-graft-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/4 +- trait/illusion +- trait/shadow +aliases: ["Umbral Graft"] +--- +# Umbral Graft *Spell 4* +[illusion](rules/traits/illusion.md) [shadow](rules/traits/shadow.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**3 rounds + +You reflect a spell into a shadowy version of itself, in the process depleting the power of the initial spell. During umbral graft's duration, you can use the [Steal](rules/actions/steal.md) action to attempt to abscond with spells affecting a foe instead of stealing an item. You can also make one attempt to [Steal](rules/actions/steal.md) as part of Casting umbral graft. If you succeed at your check to [Steal](rules/actions/steal.md) a spell, randomly determine a spell affecting the foe that has a target entry. That spell ceases to affect the target, and you can either cause the spell to affect you or store it in your shadow. If your attempt to [Steal](rules/actions/steal.md) was a critical success, you automatically steal the spell if its level is equal to or lower than umbral graft. If it was a success, you automatically steal it if its level is lower than umbral graft. If you succeeded, but the spell's level was too high to steal automatically, you must attempt a counteract check to see if you steal the spell. You know what the spell is as soon as you steal it. If you store it, you can transfer it to a willing creature as a single action that has the [manipulate](rules/traits/manipulate.md) trait. The spell lasts for its remaining duration, to a maximum of 1 minute, and any time you keep it stored subtracts from its duration normally. The spell gains the [shadow](rules/traits/shadow.md) trait. + +You can't steal constant innate spells that are always active on a creature, such as a choral angel's constant tongues, or innate spells that have special restrictions that remove their ability to target other creatures, such as an imp's invisibility. At the GM's discretion, you might not be able to steal innate spells with other unusual modifications to the base spell. + +As normal, you can [Steal](rules/actions/steal.md) only from a target within your reach. Once you've stolen a spell, you can't attempt to [Steal](rules/actions/steal.md) more spells, nor can you choose not to take a spell if you succeed at your [Thievery](compendium/skills.md#Thievery) check. When you cast [umbral graft](compendium/spells/umbral-graft-som.md), any spells you stole with a previous umbral graft end even if their duration hasn't elapsed. If you're affected by both umbral graft and umbral extraction, you make the choice whether to steal a spell slot, an active spell, or an item each time you [Steal](rules/actions/steal.md). + +*Source: Secrets of Magic p. 137* \ No newline at end of file diff --git a/compendium/spells/unblinking-flame-emblem-loil.md b/compendium/spells/unblinking-flame-emblem-loil.md new file mode 100644 index 000000000..a2bc02683 --- /dev/null +++ b/compendium/spells/unblinking-flame-emblem-loil.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/loil +- spell/focus/7 +- trait/divination +- trait/fire +- trait/uncommon +aliases: ["Unblinking Flame Emblem"] +--- +# Unblinking Flame Emblem *Focus 7* +[divination](rules/traits/divination.md) [fire](rules/traits/fire.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Trigger**Your last action was a successful [Strike](rules/actions/strike.md) against an enemy. +- **Duration**3 rounds + +You emblazon the target with a fiery sigil that projects your sight and your flame onto them, allowing you and your allies to track their movements and making it easier to hit them. + +Attack rolls against the target gain a +1 status bonus, and successful Strikes against the target deal `1d6` fire damage, and `1d10` [persistent fire damage](rules/conditions.md#Persistent%20Damage) on a critical hit. However, you're [flat-footed](rules/conditions.md#Flat-footed) against other enemies, as the information from the emblem distracts you. The emblem takes your full attention; if you use unblinking flame emblem again before the original duration expires, the new casting replaces the previous casting. + +**Heightened (9th)** The fire damage increases to `1d8`, and the [persistent fire damage](rules/conditions.md#Persistent%20Damage) on a critical hit increases to `1d12`. + +*Source: Lost Omens: Impossible Lands p. 223* \ No newline at end of file diff --git a/compendium/spells/unblinking-flame-ignition-loil.md b/compendium/spells/unblinking-flame-ignition-loil.md new file mode 100644 index 000000000..4d4dff556 --- /dev/null +++ b/compendium/spells/unblinking-flame-ignition-loil.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/loil +- spell/focus/9 +- trait/divination +- trait/fire +- trait/uncommon +aliases: ["Unblinking Flame Ignition"] +--- +# Unblinking Flame Ignition *Focus 9* +[divination](rules/traits/divination.md) [fire](rules/traits/fire.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**A foe reduces you to half your Hit Points or fewer. +- **Duration**3 rounds + +You feel the most alive when pushed into a corner, as the insights and vision granted by the flame stoke into overdrive. Your body begins to emit a blazing aura of flames. You gain greater darkvision, low-light vision, and the ability to see [invisible](rules/conditions.md#Invisible) creatures. You gain a fly Speed equal to your land Speed as you launch flame from your aura to soar through the sky. You become [quickened](rules/conditions.md#Quickened), and you can use the extra action each round only to [Strike](rules/actions/strike.md) or [Fly](rules/actions/fly.md) using your flames. Any creature who starts their turn within 5 feet of you takes `1d12` fire damage. + +*Source: Lost Omens: Impossible Lands p. 223* \ No newline at end of file diff --git a/compendium/spells/unblinking-flame-revelation-lowg.md b/compendium/spells/unblinking-flame-revelation-lowg.md new file mode 100644 index 000000000..24c3c99dd --- /dev/null +++ b/compendium/spells/unblinking-flame-revelation-lowg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lowg +- spell/focus/3 +- trait/abjuration +- trait/uncommon +aliases: ["Unblinking Flame Revelation"] +--- +# Unblinking Flame Revelation *Focus 3* +[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Requirements**Your previous action was a successful unarmed [Strike](rules/actions/strike.md). +- **Targets**the creature you hit +- **Duration**2 rounds + +You light your foe with revealing flame. The GM attempts a secret counteract check against each illusion affecting the creature; on a success, you suppress the illusion for the duration, rather than end the effect. + +*Source: Lost Omens: World Guide p. 83* \ No newline at end of file diff --git a/compendium/spells/unbreaking-wave-advance-lowg.md b/compendium/spells/unbreaking-wave-advance-lowg.md new file mode 100644 index 000000000..79d058105 --- /dev/null +++ b/compendium/spells/unbreaking-wave-advance-lowg.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lowg +- spell/area/cone +- spell/focus/3 +- trait/evocation +- trait/uncommon +- trait/water +aliases: ["Unbreaking Wave Advance"] +--- +# Unbreaking Wave Advance *Focus 3* +[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Area**15-foot cone +- **Saving Throw** Fortitude + +You unleash a mighty wave from your hand that buffets back your foes. Each creature in the area must attempt a Fortitude saving throw. If a creature pushed by unbreaking wave advance would be pushed into a solid barrier or another creature, it stops at that point and takes `3d6` damage. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature is pushed 10 feet. +> - **Critical Failure** The creature is pushed 20 feet. + +**Heightened (+ 1)** The damage for pushing a creature into a solid barrier increases by `1d6`. + +*Source: Lost Omens: World Guide p. 83* \ No newline at end of file diff --git a/compendium/spells/unbreaking-wave-barrier-loil.md b/compendium/spells/unbreaking-wave-barrier-loil.md new file mode 100644 index 000000000..e41f5569c --- /dev/null +++ b/compendium/spells/unbreaking-wave-barrier-loil.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/loil +- spell/area/emanation +- spell/focus/7 +- trait/abjuration +- trait/uncommon +- trait/water +aliases: ["Unbreaking Wave Barrier"] +--- +# Unbreaking Wave Barrier *Focus 7* +[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Area**5-foot emanation +- **Saving Throw** Fortitude or Fortitude +- **Duration**sustained up to 1 minute + +You create a protective circle around yourself that repels your foes. You gain a +1 status bonus to AC. Any creature other than you within the area, or attempting to move into the area, must attempt a Fortitude saving throw; a creature needs to attempt the Fortitude saving throw only once each round. + +If a creature pushed by unbreaking wave barrier would be pushed into a solid barrier or another creature, it stops at that point and takes `2d6` bludgeoning damage for every additional 5 feet it would've been pushed. On subsequent rounds, the first time you Sustain this Spell each round, you can increase the radius of the barrier by 5 feet. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature isn't pushed, but the space within the barrier is difficult terrain for it. +> - **Failure** The creature is pushed 10 feet, and the space within the barrier is difficult terrain for it. +> - **Critical Failure** The creature is pushed 20 feet and knocked [prone](rules/conditions.md#Prone), and the space within the barrier is difficult terrain for it. + +*Source: Lost Omens: Impossible Lands p. 223* \ No newline at end of file diff --git a/compendium/spells/unbreaking-wave-containment-loil.md b/compendium/spells/unbreaking-wave-containment-loil.md new file mode 100644 index 000000000..0b5b7de6b --- /dev/null +++ b/compendium/spells/unbreaking-wave-containment-loil.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/loil +- spell/focus/9 +- trait/evocation +- trait/incapacitation +- trait/uncommon +- trait/water +aliases: ["Unbreaking Wave Containment"] +--- +# Unbreaking Wave Containment *Focus 9* +[evocation](rules/traits/evocation.md) [incapacitation](rules/traits/incapacitation.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) + +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Targets**up to 4 creatures +- **Duration**sustained up to 1 minute + +You wrap enemies in four strands of water. When you cast the spell, make a spell attack roll against the targets. On a success, they're [immobilized](rules/conditions.md#Immobilized) until the spell ends or they [Escape](rules/actions/escape.md); on a critical success, they're also [restrained](rules/conditions.md#Restrained) until the spell ends or they [Escape](rules/actions/escape.md). Each target that's [immobilized](rules/conditions.md#Immobilized) or [restrained](rules/conditions.md#Restrained) also takes `10d6` bludgeoning damage from the constricting waves, with a basic Fortitude save. The first time each subsequent round when you Sustain the Spell, if all the targets aren't [immobilized](rules/conditions.md#Immobilized) or [restrained](rules/conditions.md#Restrained), make a spell attack roll against any targets who are free but remain within range, with the same effects as when you cast the spell, immobilizing or restraining them depending on your spell attack roll. Creatures who are [immobilized](rules/conditions.md#Immobilized) or [restrained](rules/conditions.md#Restrained) take `10d6` bludgeoning damage with a basic Fortitude save. + +*Source: Lost Omens: Impossible Lands p. 223* \ No newline at end of file diff --git a/compendium/spells/unbreaking-wave-vapor-loil.md b/compendium/spells/unbreaking-wave-vapor-loil.md new file mode 100644 index 000000000..6fbb33ff4 --- /dev/null +++ b/compendium/spells/unbreaking-wave-vapor-loil.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/loil +- spell/focus/5 +- trait/abjuration +- trait/uncommon +- trait/water +aliases: ["Unbreaking Wave Vapor"] +--- +# Unbreaking Wave Vapor *Focus 5* +[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) + +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You're targeted by an attack made by an attacker you can see. + +You're [concealed](rules/conditions.md#Concealed) against the triggering attack and gain a +2 circumstance bonus to AC against it. After the triggering attack is complete, you can [Step](rules/actions/step.md) if the triggering attack hit or [Step](rules/actions/step.md) twice if the triggering attack missed. + +*Source: Lost Omens: Impossible Lands p. 223* \ No newline at end of file diff --git a/compendium/spells/undermine-reality-ec6.md b/compendium/spells/undermine-reality-ec6.md new file mode 100644 index 000000000..0731b1e78 --- /dev/null +++ b/compendium/spells/undermine-reality-ec6.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec6 +- spell/level/8 +- trait/illusion +- trait/incapacitation +- trait/shadow +- trait/uncommon +aliases: ["Undermine Reality"] +--- +# Undermine Reality *Spell 8* +[illusion](rules/traits/illusion.md) [incapacitation](rules/traits/incapacitation.md) [shadow](rules/traits/shadow.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**500 foot +- **Targets**one creature +- **Duration**varies + +You lash a target with tendrils of shadow that steal some of its substance, making it quasi-real. As long as it is quasireal, its [Strikes](rules/actions/strike.md) deal half damage, it can't critically succeed at any skill check, and creatures attempting saving throws against its spells and effects get a result one degree of success better than they rolled. The target must attempt a Will saving throw. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is quasi-real until the end of its next turn. +> - **Failure** The target is quasi-real for 1 minute. At the end of each of its turns, it can attempt another Will save, ending the spell on a success. +> - **Critical Failure** The target is quasi-real for an unlimited duration. + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 76* \ No newline at end of file diff --git a/compendium/spells/unexpected-transposition-som.md b/compendium/spells/unexpected-transposition-som.md new file mode 100644 index 000000000..b7c0cb844 --- /dev/null +++ b/compendium/spells/unexpected-transposition-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/6 +- trait/conjuration +- trait/teleportation +aliases: ["Unexpected Transposition"] +--- +# Unexpected Transposition *Spell 6* +[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You are targeted with an enemy's [Strike](rules/actions/strike.md). +- **Range**30 foot +- **Targets**1 creature other than the triggering enemy +- **Saving Throw** Will + +When attacked, you attempt to quickly swap your own position with that of another creature. A creature that is unwilling to swap places with you must attempt a Will save. Willing creatures automatically fail. If you successfully switch places with the target, the triggering attack is resolved against that creature as if it had been the original target of the attack. After the swap, you and the target are both temporarily immune to [unexpected transposition](compendium/spells/unexpected-transposition-som.md) spells for 1 minute. You automatically switch places if the target is willing. If it's unwilling, it can attempt a Will save. Neither of you teleports if the target succeeds at its save. + +*Source: Secrets of Magic p. 138* \ No newline at end of file diff --git a/compendium/spells/unfetter-eidolon-som.md b/compendium/spells/unfetter-eidolon-som.md new file mode 100644 index 000000000..add1cbdf4 --- /dev/null +++ b/compendium/spells/unfetter-eidolon-som.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/focus/1 +- trait/abjuration +- trait/summoner +- trait/uncommon +aliases: ["Unfetter Eidolon"] +--- +# Unfetter Eidolon *Focus 1* +[abjuration](rules/traits/abjuration.md) [summoner](rules/traits/summoner-som.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**100 foot +- **Targets**your eidolon +- **Duration**1 minute + +You loosen the link between yourself and your eidolon, allowing it to travel farther from you for a short period of time. While the spell is active, your eidolon can travel an unlimited distance away from you. When the spell ends, if your eidolon is more than 100 feet away from you, it unmanifests. + +*Source: Secrets of Magic p. 145* \ No newline at end of file diff --git a/compendium/spells/unfolding-wind-blitz-loil.md b/compendium/spells/unfolding-wind-blitz-loil.md new file mode 100644 index 000000000..7e2fc2180 --- /dev/null +++ b/compendium/spells/unfolding-wind-blitz-loil.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/loil +- spell/focus/7 +- trait/air +- trait/transmutation +- trait/uncommon +aliases: ["Unfolding Wind Blitz"] +--- +# Unfolding Wind Blitz *Focus 7* +[air](rules/traits/air.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You blitz forward so quickly that you soar through the air, and nothing can react to you. [Fly](rules/actions/fly.md) up to twice your Speed. This movement doesn't trigger reactions. At any point along the way, you can make Strikes with an unarmed attack against up to three different targets within your reach. You increase your multiple attack penalty for these attacks only after completing all of the attacks. + +*Source: Lost Omens: Impossible Lands p. 223* \ No newline at end of file diff --git a/compendium/spells/unfolding-wind-buffet-loil.md b/compendium/spells/unfolding-wind-buffet-loil.md new file mode 100644 index 000000000..1a6f04398 --- /dev/null +++ b/compendium/spells/unfolding-wind-buffet-loil.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/loil +- spell/focus/5 +- trait/air +- trait/evocation +- trait/uncommon +aliases: ["Unfolding Wind Buffet"] +--- +# Unfolding Wind Buffet *Focus 5* +[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You surround your unarmed attacks with the speed and force of air. Make three unarmed Strikes against the same target. If at least one was a successful hit, the target must attempt a Fortitude save or be pushed back 5 feet for each normal hit from the buffet, plus 10 feet for each critical hit. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is pushed back half the normal distance. +> - **Failure** The target is pushed back the normal distance. +> - **Critical Failure** The target is pushed back double the normal distance and then knocked [prone](rules/conditions.md#Prone). + +*Source: Lost Omens: Impossible Lands p. 223* \ No newline at end of file diff --git a/compendium/spells/unfolding-wind-crash-loil.md b/compendium/spells/unfolding-wind-crash-loil.md new file mode 100644 index 000000000..654eccfe2 --- /dev/null +++ b/compendium/spells/unfolding-wind-crash-loil.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/loil +- spell/focus/9 +- trait/air +- trait/evocation +- trait/move +- trait/uncommon +aliases: ["Unfolding Wind Crash"] +--- +# Unfolding Wind Crash *Focus 9* +[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [move](rules/traits/move.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Saving Throw** basic Reflex + +You jump up to 120 feet in any direction and then deal `18d6` bludgeoning damage to creatures within a 20-foot emanation after you land, with a basic Reflex save. Creatures who critically fail are also knocked [prone](rules/conditions.md#Prone). + +**Heightened (10th)** The damage increases to `20d6`. + +*Source: Lost Omens: Impossible Lands p. 224* \ No newline at end of file diff --git a/compendium/spells/unfolding-wind-rush-lowg.md b/compendium/spells/unfolding-wind-rush-lowg.md new file mode 100644 index 000000000..1e42b10ec --- /dev/null +++ b/compendium/spells/unfolding-wind-rush-lowg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lowg +- spell/focus/3 +- trait/evocation +- trait/uncommon +aliases: ["Unfolding Wind Rush"] +--- +# Unfolding Wind Rush *Focus 3* +[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You travel on a rushing wind. Move two times: two [Strides](rules/actions/stride.md), two [Steps](rules/actions/step.md), or one [Stride](rules/actions/stride.md) and one [Step](rules/actions/step.md) (in either order). You can [Stride](rules/actions/stride.md) or [Step](rules/actions/step.md) into the air during this movement, moving upward at a 45-degree angle at most; if you end your movement in the air, you fall after taking one action or when your turn ends, whichever comes first. A [wall of wind](compendium/spells/wall-of-wind.md) appears in all the spaces you left during this movement, lasting for 1 round. + +**Heightened (5th)** The wall of wind lasts 3 rounds. + +*Source: Lost Omens: World Guide p. 83* \ No newline at end of file diff --git a/compendium/spells/unseasonable-squall-ec1.md b/compendium/spells/unseasonable-squall-ec1.md new file mode 100644 index 000000000..515b017e4 --- /dev/null +++ b/compendium/spells/unseasonable-squall-ec1.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec1 +- spell/area/burst +- spell/level/3 +- trait/air +- trait/evocation +- trait/uncommon +aliases: ["Unseasonable Squall"] +--- +# Unseasonable Squall *Spell 3* +[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Area**20-foot burst +- **Duration**until the start of your next turn + +You issue a blast of sudden wind that ripples outward from the center of the burst. The wind extinguishes small non-magical fires, disperses fog and mist, scatters objects of light Bulk or less, and pushes unsecured objects of 1 Bulk or less 5 feet away from the spell's origin point. Each Medium or smaller creature in the area when you [Cast the Spell](rules/actions/cast-a-spell.md) or that moves into spell's area must attempt a Fortitude saving throw. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature is knocked [prone](rules/conditions.md#Prone). If the creature was Flying, it gets a critical failure instead. +> - **Critical Failure** The creature is pushed 30 feet away from the center of the burst, is knocked [prone](rules/conditions.md#Prone), and takes `2d6` bludgeoning damage. + +*Source: Extinction Curse #1: The Show Must Go On p. 79* \ No newline at end of file diff --git a/compendium/spells/unseen-servant.md b/compendium/spells/unseen-servant.md index 78c53e5cb..c19290985 100644 --- a/compendium/spells/unseen-servant.md +++ b/compendium/spells/unseen-servant.md @@ -21,5 +21,7 @@ You summon an unseen servant, which you can command as part of [Sustaining the S > > Use this stat block for unseen servant. > +> !Unseen Servant +> *Source: Core Rulebook p. 380* \ No newline at end of file diff --git a/compendium/spells/unspeakable-shadow-som.md b/compendium/spells/unspeakable-shadow-som.md new file mode 100644 index 000000000..5e3526371 --- /dev/null +++ b/compendium/spells/unspeakable-shadow-som.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/9 +- trait/death +- trait/emotion +- trait/fear +- trait/illusion +- trait/mental +- trait/shadow +- trait/visual +aliases: ["Unspeakable Shadow"] +--- +# Unspeakable Shadow *Spell 9* +[death](rules/traits/death.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [shadow](rules/traits/shadow.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You alter a creature's shadow, transforming it into a terrifying monster out to devour the creature. The creature must attempt a Will save. A creature that has the [frightened](rules/conditions.md#Frightened) condition from unspeakable shadow must spend at least one of its actions each turn to either attack its shadow (making a [Strike](rules/actions/strike.md) ineffectually) or flee from its shadow (using one action to move away as though it had the [fleeing](rules/conditions.md#Fleeing) condition). + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [frightened](rules/conditions.md#Frightened). +> - **Failure** The target is [frightened](rules/conditions.md#Frightened). It can't reduce its [frightened](rules/conditions.md#Frightened) value below 1 for 1 minute. +> - **Critical Failure** The target is so afraid, it might instantly die. It must succeed at a Fortitude save or die; this saving throw has the [incapacitation](rules/traits/incapacitation.md) trait. If it succeeds at its save, the target is [frightened](rules/conditions.md#Frightened) and can't reduce its [frightened](rules/conditions.md#Frightened) value below 1 for 1 minute. + +*Source: Secrets of Magic p. 138* \ No newline at end of file diff --git a/compendium/spells/untwisting-iron-augmentation-loil.md b/compendium/spells/untwisting-iron-augmentation-loil.md new file mode 100644 index 000000000..1f6c0b927 --- /dev/null +++ b/compendium/spells/untwisting-iron-augmentation-loil.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/loil +- spell/focus/7 +- trait/earth +- trait/transmutation +- trait/uncommon +aliases: ["Untwisting Iron Augmentation"] +--- +# Untwisting Iron Augmentation *Focus 7* +[earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**1 minute + +Your unarmed attacks are treated as cold iron and silver, they gain the [earth](rules/traits/earth.md) trait, and they gain a +1 status bonus to damage rolls per damage die. + +**Heightened (9th)** Your unarmed attacks are also treated as adamantine. + +*Source: Lost Omens: Impossible Lands p. 224* \ No newline at end of file diff --git a/compendium/spells/untwisting-iron-buffer-lowg.md b/compendium/spells/untwisting-iron-buffer-lowg.md new file mode 100644 index 000000000..8fdb29d5b --- /dev/null +++ b/compendium/spells/untwisting-iron-buffer-lowg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lowg +- spell/focus/3 +- trait/abjuration +- trait/uncommon +aliases: ["Untwisting Iron Buffer"] +--- +# Untwisting Iron Buffer *Focus 3* +[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You send currents of protective ki to the surface of your body that protect you from harm, at least until your enemies dissipate them. + +You gain 15 temporary Hit Points, which last for up to 3 rounds. + +**Heightened (+ 1)** The temporary Hit Points increase by 5. + +*Source: Lost Omens: World Guide p. 83* \ No newline at end of file diff --git a/compendium/spells/untwisting-iron-pillar-loil.md b/compendium/spells/untwisting-iron-pillar-loil.md new file mode 100644 index 000000000..d512e1307 --- /dev/null +++ b/compendium/spells/untwisting-iron-pillar-loil.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/loil +- spell/focus/9 +- trait/abjuration +- trait/earth +- trait/uncommon +aliases: ["Untwisting Iron Pillar"] +--- +# Untwisting Iron Pillar *Focus 9* +[abjuration](rules/traits/abjuration.md) [earth](rules/traits/earth.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**5 rounds + +You call upon the earth and your ki to shield you from your enemies. You gain 50 temporary Hit Points that last for the duration or until you lose them, as well as resistance 5 to all physical damage (except adamantine). + +*Source: Lost Omens: Impossible Lands p. 224* \ No newline at end of file diff --git a/compendium/spells/untwisting-iron-roots-loil.md b/compendium/spells/untwisting-iron-roots-loil.md new file mode 100644 index 000000000..97a40d715 --- /dev/null +++ b/compendium/spells/untwisting-iron-roots-loil.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/loil +- spell/area/emanation +- spell/focus/5 +- trait/earth +- trait/transmutation +- trait/uncommon +aliases: ["Untwisting Iron Roots"] +--- +# Untwisting Iron Roots *Focus 5* +[earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Area**10-foot emanation + +You manipulate the earth beneath your feet to throw your enemies off balance, leaving chunks of rock and rubble behind. Creatures within range take `2d6` bludgeoning damage, with a basic Reflex save; on a failed save, they also fall [prone](rules/conditions.md#Prone). The affected area becomes difficult terrain, but you can move through the difficult terrain normally. + +**Heightened (+ 1)** The damage increases by `1d6`. + +*Source: Lost Omens: Impossible Lands p. 224* \ No newline at end of file diff --git a/compendium/spells/updraft-som.md b/compendium/spells/updraft-som.md new file mode 100644 index 000000000..7c8a5be34 --- /dev/null +++ b/compendium/spells/updraft-som.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/focus/1 +- trait/air +- trait/evocation +- trait/uncommon +aliases: ["Updraft"] +--- +# Updraft *Focus 1* +[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature +- **Saving Throw** basic Reflex + +A powerful blast of wind erupts from the ground, launching the target into the air and sending it crashing back down. The collision deals `2d6` bludgeoning damage with a basic Reflex save. On a failure, the target is knocked [prone](rules/conditions.md#Prone). + +**Heightened (+ 1)** Increase the damage by `2d6`. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 201* \ No newline at end of file diff --git a/compendium/spells/upheaval-ec6.md b/compendium/spells/upheaval-ec6.md new file mode 100644 index 000000000..d9d412814 --- /dev/null +++ b/compendium/spells/upheaval-ec6.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec6 +- spell/area/burst +- spell/level/9 +- trait/conjuration +- trait/earth +- trait/uncommon +aliases: ["Upheaval"] +--- +# Upheaval *Spell 9* +[conjuration](rules/traits/conjuration.md) [earth](rules/traits/earth.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**500 foot +- **Area**150-foot burst + +The ground in the area shudders and crumbles as huge pillars of stone erupt into the air, rending the terrain around them. + +The GM might add additional effects in certain areas. + +Cliffs might collapse, causing creatures to fall, or a river might be blocked and flood the surrounding area. + +- **Stone Debris** The area becomes difficult terrain. +- **Rising Pillars** Pillars of smooth stone rise from your chosen number of 10-foot squares on a surface in the area, ascending up to 60 feet in height. Each pillar stops when it hits a structure or ceiling unless that structure collapses (see below). The DC to [Climb](rules/actions/climb.md) or [Grab an Edge](rules/actions/grab-an-edge.md) on a pillar is 30. Each creature on a pillar after it rises must succeed at a Reflex saving throw or fall off the nearest edge (the creature can choose which edge, if several are equally close). A creature on a pillar that is stopped by a structure falls without attempting a save. +- **Structural Collapse** Structures and ceilings might collapse. The GM rolls a flat check for each (DC 14 for a sturdy structure, DC 9 for an average structure and most natural formations, all adjusted higher or lower as the GM sees fit). In general, shoddy structures automatically collapse. A collapse deals `11d6` bludgeoning damage to creatures beneath it; each creature caught in a collapse must attempt a Reflex save to avoid it. If the creature is forced to attempt a Reflex save because it was on a rising pillar, it uses the same result. + +> [!success-degree] +> - **Critical Success** The creature takes half collapse damage. +> - **Success** The creature takes half the collapse damage and falls [prone](rules/conditions.md#Prone). +> - **Failure** The creature takes the full collapse damage and falls [prone](rules/conditions.md#Prone). +> - **Critical Failure** The creature takes the full collapse damage and is [restrained](rules/conditions.md#Restrained) by debris until it successfully Escapes (DC equal to the spell's save DC). + +*Source: Extinction Curse #6: The Apocalypse Prophet p. 77* \ No newline at end of file diff --git a/compendium/spells/vampiric-maiden-apg.md b/compendium/spells/vampiric-maiden-apg.md new file mode 100644 index 000000000..4bab0a418 --- /dev/null +++ b/compendium/spells/vampiric-maiden-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/4 +- trait/necromancy +- trait/negative +aliases: ["Vampiric Maiden"] +--- +# Vampiric Maiden *Spell 4* +[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Fortitude + +A ghostly iron maiden snaps shut on the target and drains its vitality for your gain. This deals `4d4` piercing damage and `4d4` negative damage, and the target must attempt a Fortitude save. You gain temporary HP equal to the negative damage the target takes (after applying resistances, weaknesses, and the like). You lose any remaining temporary HP after 1 minute. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes half damage. +> - **Failure** The target is briefly trapped within the vampiric maiden. The target takes full damage and is [immobilized](rules/conditions.md#Immobilized) by the iron maiden for 1 round or until it uses an [Interact](rules/actions/interact.md) action to extricate itself, whichever comes first. +> - **Critical Failure** The target takes double damage and is [immobilized](rules/conditions.md#Immobilized) by the vampiric maiden for 1 round or until it [Escapes](rules/actions/escape.md) (the DC is your spell DC), whichever comes first. + +**Heightened (+ 1)** The piercing and negative damage increase by `1d4` each. + +*Source: Advanced Player's Guide p. 227* \ No newline at end of file diff --git a/compendium/spells/variable-gravity-som.md b/compendium/spells/variable-gravity-som.md new file mode 100644 index 000000000..5ef2758e4 --- /dev/null +++ b/compendium/spells/variable-gravity-som.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/4 +- trait/transmutation +aliases: ["Variable Gravity"] +--- +# Variable Gravity *Spell 4* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**5 minutes + +You can adjust how strongly gravity grips you, changing between low gravity, normal gravity, and high gravity with ease. Choose one type of gravity when you cast the spell. While the spell lasts, you can change the type of gravity with a single action, which has the [concentrate](rules/traits/concentrate.md) trait. The spell doesn't alter your physical appearance, so it's impossible to what type of gravity you're subjected to by casual observation. + +- **Low Gravity** You can jump double the normal distance when you [Long Jump](rules/actions/long-jump.md) or [Leap](rules/actions/leap.md), though still to a maximum of your Speed. When you [High Jump](rules/actions/high-jump.md), you can use the calculation for a [Long Jump](rules/actions/long-jump.md) but don't double the distance. Rather than the normal calculation for falling damage, when you fall, you take no damage for the first 10 feet and then take bludgeoning damage equal to a quarter of the remaining distance you fell. Abilities that adjust how much falling damage you take still apply. +- **High Gravity** You become [encumbered](rules/conditions.md#Encumbered). You gain a +2 status bonus to your saving throws and DCs to resist forced movement and attempts to knock you [prone](rules/conditions.md#Prone). You reduce the distance forced movement moves you by half or 10 feet, whichever is more + +You can only jump half as high and far. Rather than the normal calculation for falling damage, you take bludgeoning damage equal to the distance you fall. + +Abilities that adjust how much falling damage you take still apply. + +**Heightened (6th)** The duration increases to 1 hour. + +*Source: Secrets of Magic p. 138* \ No newline at end of file diff --git a/compendium/spells/vector-screen-da.md b/compendium/spells/vector-screen-da.md new file mode 100644 index 000000000..2c0b43b7e --- /dev/null +++ b/compendium/spells/vector-screen-da.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/area/misc +- spell/cantrip +- trait/abjuration +- trait/cantrip +- trait/psychic +- trait/uncommon +aliases: ["Vector Screen"] +--- +# Vector Screen *Cantrip 3* +[abjuration](rules/traits/abjuration.md) [cantrip](rules/traits/cantrip.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Area**one 5-foot square +- **Duration**until the start of your next turn + +You set up a transparent, rippling screen of telekinetic energy that seizes small, fast-moving projectiles. Creatures can pass through the screen, but ammunition from physical ranged attacks—such as arrows, bolts, [sling bullets](compendium/equipment/items/sling-bullets.md), and other objects of similar size—is automatically trapped in the screen, clattering to the ground once the spell ends. Attacks with bigger ranged weapons, such as [javelins](compendium/equipment/items/javelin.md), take a –2 circumstance penalty to their attack rolls if their paths pass through the screen. Massive ranged weapons and spell effects that don't create physical objects pass through the screen with no penalty. + +**Heightened (5th)** The screen is 10 feet wide. + +**Heightened (6th)** The screen is 10 feet wide and can interfere even with massless attacks, like magical blasts or gouts of flame. The screen imposes a –2 circumstance penalty to the attack rolls of spell effects even if they don't create physical objects. It also protects against area effects that pass through the screen, granting standard cover to creatures on the opposite side of the screen from the center or origin point of an area. + +## Amp + +Your screen persists for longer, and you can detonate it in an explosive counterattack. The duration of the spell increases to 1 minute. You can [Dismiss](rules/actions/dismiss.md) the spell. If there are any projectiles trapped in the screen, you can cast [telekinetic projectile](compendium/spells/telekinetic-projectile.md) to fire them at one creature as part of Dismissing the spell. Measure the range for the telekinetic projectile from where the vector screen was, instead of from you. + +## Summary + +*Source: Dark Archive p. 17* \ No newline at end of file diff --git a/compendium/spells/veil-of-dreams-apg.md b/compendium/spells/veil-of-dreams-apg.md new file mode 100644 index 000000000..b31ddfa6d --- /dev/null +++ b/compendium/spells/veil-of-dreams-apg.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/1 +- trait/enchantment +- trait/hex +- trait/mental +- trait/uncommon +- trait/witch +aliases: ["Veil Of Dreams"] +--- +# Veil Of Dreams *Focus 1* +[enchantment](rules/traits/enchantment.md) [hex](rules/traits/hex-apg.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**sustained up to 1 minute + +You draw the target into a drowsy state, causing daydreams and sluggishness. The target must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes a –1 status penalty to [Perception](compendium/skills.md#Perception), attack rolls, and Will saves. This penalty increases to –2 for Will saves against [sleep](rules/traits/sleep.md) effects. +> - **Failure** As success, and any time the target uses a concentrate action, it must succeed at a DC 5 flat check or the action is disrupted. + +*Source: Advanced Player's Guide p. 239* \ No newline at end of file diff --git a/compendium/spells/verdant-sprout-ec1.md b/compendium/spells/verdant-sprout-ec1.md new file mode 100644 index 000000000..2c6be019b --- /dev/null +++ b/compendium/spells/verdant-sprout-ec1.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/ec1 +- spell/level/1 +- trait/conjuration +- trait/plant +- trait/uncommon +aliases: ["Verdant Sprout"] +--- +# Verdant Sprout *Spell 1* +[conjuration](rules/traits/conjuration.md) [plant](rules/traits/plant.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot + +You imbue a single ordinary, inexpensive plant seed with primal energy and throw it onto a surface, where it gradually sprouts into a Medium plant. After 10 minutes, the plant is sturdy enough to provide standard cover, and its space is difficult terrain. The plant is laden with nutritious nuts or fruit sufficient to feed one Medium creature for a day. The plant has AC 10, Hardness 5, and 20 Hit Points. + +**Heightened (+ 1)** You throw an additional seed, which grows into an additional plant within range. + +*Source: Extinction Curse #1: The Show Must Go On p. 79* \ No newline at end of file diff --git a/compendium/spells/verminous-lure-sot1.md b/compendium/spells/verminous-lure-sot1.md new file mode 100644 index 000000000..287242034 --- /dev/null +++ b/compendium/spells/verminous-lure-sot1.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot1 +- spell/level/1 +- trait/olfactory +- trait/transmutation +- trait/uncommon +aliases: ["Verminous Lure"] +--- +# Verminous Lure *Spell 1* +[olfactory](rules/traits/olfactory-b1.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature or object +- **Duration**10 minutes + +Upon casting, the target emits a musk that's captivating to certain animals. Tiny animals and animal swarms of any size within range must attempt a Will save. On a failure, non-[hostile](rules/conditions.md#Hostile) animals or animal swarms try to touch the target. If [hostile](rules/conditions.md#Hostile), such creatures choose to attack the target instead of other foes, if able to do so without spending additional actions or exposing themselves to additional danger. + +Verminous lure doesn't change animals' attitudes towards the target and is easily overridden by more direct control, such as the [Command an Animal](rules/actions/command-an-animal.md) action. + +Animals with imprecise sense can use their scent as a precise sense against the target. + +*Source: Strength of Thousands #1: Kindled Magic p. 76* \ No newline at end of file diff --git a/compendium/spells/victory-cry-da.md b/compendium/spells/victory-cry-da.md new file mode 100644 index 000000000..f092aa33c --- /dev/null +++ b/compendium/spells/victory-cry-da.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/focus/1 +- trait/cleric +- trait/evocation +- trait/rare +- trait/sonic +aliases: ["Victory Cry"] +--- +# Victory Cry *Focus 1* +[cleric](rules/traits/cleric.md) [evocation](rules/traits/evocation.md) [rare](rules/traits/rare.md) [sonic](rules/traits/sonic.md) + +- **Domains**: [might (apocryphal)](compendium/setting/domains.md#Might) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**An ally within range critically succeeds at a melee [Strike](rules/actions/strike.md). +- **Range**30 foot +- **Targets**the triggering ally + +Your true might comes from your bonds with your allies, and you glory in their achievements. The weapon used to make the [Strike](rules/actions/strike.md) deals an additional `1d6` sonic damage (not doubled due to the critical hit), and the ally can immediately attempt to [Shove](rules/actions/shove.md) the creature struck, even if the ally's hands are full. + +Your ally can use its item bonus to the triggering attack roll on the [Athletics](compendium/skills.md#Athletics) check, if any, and it gains a +1 status bonus to the [Athletics](compendium/skills.md#Athletics) check if the triggering [Strike](rules/actions/strike.md) was with a weapon that has the [trip](rules/traits/trip.md) trait or an unarmed attack that has the [trip](rules/traits/trip.md) trait. + +**Heightened (+ 2)** The sonic damage increases by `1d6`. + +*Source: Dark Archive p. 143* \ No newline at end of file diff --git a/compendium/spells/vision-of-weakness-apg.md b/compendium/spells/vision-of-weakness-apg.md new file mode 100644 index 000000000..6fad41656 --- /dev/null +++ b/compendium/spells/vision-of-weakness-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/2 +- trait/cursebound +- trait/divination +- trait/oracle +- trait/uncommon +aliases: ["Vision Of Weakness"] +--- +# Vision Of Weakness *Focus 2* +[cursebound](rules/traits/cursebound-apg.md) [divination](rules/traits/divination.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Targets**1 creature + +You focus your gaze on a creature and gain a flash of divine insight into its nature. If the creature has any weaknesses, you learn them, as well as which of its three saving throw modifiers is lowest. You also learn an inherent understanding of its movements and gain a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune to vision of weakness for 1 day. + +*Source: Advanced Player's Guide p. 234* \ No newline at end of file diff --git a/compendium/spells/vomit-swarm-apg.md b/compendium/spells/vomit-swarm-apg.md new file mode 100644 index 000000000..720ec5e65 --- /dev/null +++ b/compendium/spells/vomit-swarm-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/cone +- spell/level/2 +- trait/evocation +aliases: ["Vomit Swarm"] +--- +# Vomit Swarm *Spell 2* +[evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot cone +- **Saving Throw** basic Reflex + +You belch forth a swarm of magical vermin. You evoke and shape the creatures from your own imagination, allowing you to change the appearance of the creatures (typically a mix of centipedes, roaches, wasps, and worms), but this doesn't change the effect of the spell. The vermin swarm over anyone in the area, their bites and stings dealing `2d8` piercing damage (basic Reflex save). A creature that fails its saving throw also becomes [sickened](rules/conditions.md#Sickened). Once the spell ends, the swarm disappears. + +**Heightened (+ 1)** Increase the damage by `1d8`. + +*Source: Advanced Player's Guide p. 227* \ No newline at end of file diff --git a/compendium/spells/voracious-gestalt-som.md b/compendium/spells/voracious-gestalt-som.md new file mode 100644 index 000000000..58557e83f --- /dev/null +++ b/compendium/spells/voracious-gestalt-som.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/emanation +- spell/level/9 +- trait/aura +- trait/death +- trait/evil +- trait/necromancy +aliases: ["Voracious Gestalt"] +--- +# Voracious Gestalt *Spell 9* +[aura](rules/traits/aura.md) [death](rules/traits/death.md) [evil](rules/traits/evil.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot emanation +- **Saving Throw** basic Fortitude +- **Duration**sustained up to 1 minute + +You create a powerful spirit entity that grows and builds strength by consuming the spirits of foes you both slay. + +When you [Cast the Spell](rules/actions/cast-a-spell.md), the gestalt deals `14d6` negative damage to all living creatures of your choice in the area, with a basic Fortitude save. Creatures you choose that end their turns in the area take `6d6` damage, with a basic Fortitude save. + +At the end of each of your turns, if you killed a living creature during that turn or if the gestalt's damage killed a creature since the end of your prior turn, you add the slain creature's soul to the gestalt. The emanation's radius increases by 20 feet and the damage dealt by the aura increases by `1d6`. (Note that this increase only happens once, even if you killed multiple living creatures that turn.) As normal for determining threat level, the GM determines if a creature is of significant enough threat to empower the gestalt; in general, a creature several levels below you rarely poses a significant threat. + +**Heightened (10th)** The initial damage increases to `16d6` and the aura's damage starts at `7d6`. + +*Source: Secrets of Magic p. 139* \ No newline at end of file diff --git a/compendium/spells/waking-dream-da.md b/compendium/spells/waking-dream-da.md new file mode 100644 index 000000000..7feef1e03 --- /dev/null +++ b/compendium/spells/waking-dream-da.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/focus/4 +- trait/enchantment +- trait/mental +aliases: ["Waking Dream"] +--- +# Waking Dream *Focus 4* +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**sustained up to 1 minute + +You cloud the target's mind with vivid, dreamlike imagery, so they have difficulty distinguishing real threats from imagined ones. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is distracted by the visions and treats all other creatures as [concealed](rules/conditions.md#Concealed) for 1 round, and you can't [Sustain the Spell](rules/actions/sustain-a-spell.md) to increase the duration. +> - **Failure** The target is [confused](rules/conditions.md#Confused). In addition to the creatures present, the target might also attack wildly at thin air, attempting to fend off the dreams. It can attempt a new save at the end of each of its turns to end the confusion. +> +> Even if the [confused](rules/conditions.md#Confused) effect ends early, the target treats all other creatures as [concealed](rules/conditions.md#Concealed) for 1 round. +> - **Critical Failure** As failure, but the target gets no save to end the effect early. + +*Source: Dark Archive p. 207* \ No newline at end of file diff --git a/compendium/spells/wall-of-flesh-apg.md b/compendium/spells/wall-of-flesh-apg.md new file mode 100644 index 000000000..3de8894e6 --- /dev/null +++ b/compendium/spells/wall-of-flesh-apg.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/level/5 +- trait/necromancy +aliases: ["Wall Of Flesh"] +--- +# Wall Of Flesh *Spell 5* +[necromancy](rules/traits/necromancy.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**20 foot +- **Duration**10 minutes + +You craft a 20-foot-tall wall of living flesh in a straight line up to 30 feet long. The wall is 3 feet thick, and each 5-foot-long section has AC 10 and 75 HP. If you wish, the wall can be of a smaller length or height. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall can't be Repaired but can be healed by positive energy and healing spells and abilities. + +When you [Cast the Spell](rules/actions/cast-a-spell.md), choose one of the following features for your wall. + +- **Mouths** The wall has countless toothy mouths along its surface. The mouths [Strike](rules/actions/strike.md) any creature that ends its turn within 5 feet of the wall, using your spell attack roll for these [Strikes](rules/actions/strike.md) and dealing piercing damage equal to `1d6` + your spellcasting ability modifier. The mouths are capable of consuming potions; since the wall is alive, it can recover Hit Points from a potion of healing, but it can't benefit from any effect that would give it the ability to move. Otherwise, the GM determines which potions can affect the wall. +- **Eyes** The wall sprouts hundreds of unblinking eyes. You can see through these eyes, gaining a +2 circumstance bonus to visual [Perception](compendium/skills.md#Perception) checks within the wall's line of sight. You can also use the eyes for determining line of sight for ranged attacks and spells, but you don't have line of effect through the wall. +- **Arms** The wall is a mass of grasping arms. Any creature that ends its turn within 5 feet of the wall must attempt a Reflex save. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature is [grabbed](rules/conditions.md#Grabbed) by the wall for 1 round or until it [Escapes](rules/actions/escape.md) against your spell DC, whichever comes first. +> - **Critical Failure** The creature is [restrained](rules/conditions.md#Restrained) by the wall for 1 round or until it [Escapes](rules/actions/escape.md) against your spell DC, whichever comes first. + +*Source: Advanced Player's Guide p. 227* \ No newline at end of file diff --git a/compendium/spells/wall-of-radiance-sot4.md b/compendium/spells/wall-of-radiance-sot4.md new file mode 100644 index 000000000..018a47f03 --- /dev/null +++ b/compendium/spells/wall-of-radiance-sot4.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot4 +- spell/level/3 +- trait/evocation +- trait/light +- trait/uncommon +aliases: ["Wall of Radiance"] +--- +# Wall of Radiance *Spell 3* +[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Duration**1 minute + +You form a wall of brilliant light that obscures creatures. You create a thin wall of light in a straight line up to 60 feet long and 10 feet high. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Creatures adjacent to the wall are [dazzled](rules/conditions.md#Dazzled). Creatures that move through the wall take `2d6` fire damage (basic Fortitude save) as the concentrated light burns them. + +**Heightened (4th)** The bright light makes it difficult to discern creatures on the other side. Creatures are [concealed](rules/conditions.md#Concealed) to other creatures on the opposite side of the wall from them. The fire damage increases to `3d6`. + +*Source: Strength of Thousands #4: Secrets of the Temple-City p. 78* \ No newline at end of file diff --git a/compendium/spells/wall-of-shadow-sot4.md b/compendium/spells/wall-of-shadow-sot4.md new file mode 100644 index 000000000..899cf72fe --- /dev/null +++ b/compendium/spells/wall-of-shadow-sot4.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/sot4 +- spell/level/3 +- trait/darkness +- trait/evocation +- trait/uncommon +aliases: ["Wall of Shadow"] +--- +# Wall of Shadow *Spell 3* +[darkness](rules/traits/darkness.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Duration**1 minute + +You form a wall of pure darkness in a straight line up to 60 feet long and 10 feet high. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall stands vertically and, if you wish, can be of a shorter length or height. The wall prevents light from passing through and appears as a sheet of pure darkness to creatures observing it. + +Creatures without darkvision or those unable to see through darkness can't see creatures on the other side of the wall. The wall is too thin for creatures to [Hide](rules/actions/hide.md) in the darkness itself, but creatures can [Hide](rules/actions/hide.md) from creatures on the other side of the wall as normal. + +**Heightened (5th)** Creatures with darkvision (but not greater darkvision) can barely see through the wall. They treat targets seen through the wall as [concealed](rules/conditions.md#Concealed). + +**Heightened (7th)** Creatures with greater darkvision can barely see through the darkness. They treat targets seen through the wall as [concealed](rules/conditions.md#Concealed). All other creatures are unable to see through the darkness at all. + +*Source: Strength of Thousands #4: Secrets of the Temple-City p. 78* \ No newline at end of file diff --git a/compendium/spells/wall-of-virtue-lokl.md b/compendium/spells/wall-of-virtue-lokl.md new file mode 100644 index 000000000..8746e83b0 --- /dev/null +++ b/compendium/spells/wall-of-virtue-lokl.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/lokl +- spell/level/3 +- trait/evocation +- trait/light +- trait/uncommon +aliases: ["Wall of Virtue"] +--- +# Wall of Virtue *Spell 3* +[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Duration**1 minute + +You create a translucent wall of light, which draws power from the celestial realms. You create either a 5-foot-thick wall in a straight line up to 60 feet long and 10 feet high or a 5-foot-thick, 10-foot-radius ring with the same height. The wall sheds bright light for 20 feet on each side and dim light for the next 20 feet. + +If the light passes through an area of magical darkness or targets a creature affected by magical darkness, wall of virtue attempts to counteract the darkness. + +Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes `1d8` good damage and `1d8` positive damage. + +**Heightened (+ 2)** The good damage increases by `1d8`, and the positive damage increases by `1d8`. + +*Source: Lost Omens: Knights of Lastwall p. 95* \ No newline at end of file diff --git a/compendium/spells/wall-of-water-som.md b/compendium/spells/wall-of-water-som.md new file mode 100644 index 000000000..5feab7048 --- /dev/null +++ b/compendium/spells/wall-of-water-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/3 +- trait/conjuration +- trait/water +aliases: ["Wall Of Water"] +--- +# Wall Of Water *Spell 3* +[conjuration](rules/traits/conjuration.md) [water](rules/traits/water.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Duration**1 minute + +Raising your hand in the air, you call a massive wave onto the battlefield. The wall stays upright in a straight line that is 60 feet long, 10 feet high, and 5 feet thick. + +Any non-magical fires within the wall of water's area that are its size or smaller are put out instantly. It also attempts to counteract any magical fires in its area. Both of these effects happen when the spell is cast and whenever a fire enters the wall's area. If the wall fails to counteract a given fire, it can't counteract that fire for the duration of the spell. + +Bludgeoning or slashing projectiles can't pass through the wall, and piercing projectiles have their range increments halved if they pass through the wall. A creature traversing the wall of water needs to [Swim](rules/actions/swim.md) through. The rules of aquatic combat (Core Rulebook 478) apply to creatures traversing the wall of water, targeting creatures within the wall, or passing through the wall. For instance, a bludgeoning or slashing melee attack targeting a creature in the wall would take a –2 circumstance penalty. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 139* \ No newline at end of file diff --git a/compendium/spells/warding-aggression-som.md b/compendium/spells/warding-aggression-som.md new file mode 100644 index 000000000..29b3b4bde --- /dev/null +++ b/compendium/spells/warding-aggression-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/3 +- trait/abjuration +aliases: ["Warding Aggression"] +--- +# Warding Aggression *Spell 3* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**up to 1 minute + +You channel a magical ward through your attack and attempt to plant it on a foe. This ward increases your defenses against that foe, as long as you keep attacking that foe to maintain it. Make a melee [Strike](rules/actions/strike.md) with a weapon or unarmed attack against a foe. In addition to the normal effects of the [Strike](rules/actions/strike.md), it has the effects below. Warding aggression ends if the foe you attacked dies or at the end of any turn in which you didn't hit that foe with a melee [Strike](rules/actions/strike.md). + +> [!success-degree] +> - **Critical Success** You gain a +3 status bonus to AC against the foe for 1 round and a +2 status bonus to AC against the foe for the remaining duration. +> - **Success** You gain a +2 status bonus to AC against the foe. +> - **Failure** You gain a +1 status bonus to AC against the foe. +> - **Critical Failure** You gain no additional effect. + +*Source: Secrets of Magic p. 140* \ No newline at end of file diff --git a/compendium/spells/warp-step-da.md b/compendium/spells/warp-step-da.md new file mode 100644 index 000000000..c61ddfa98 --- /dev/null +++ b/compendium/spells/warp-step-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/cantrip +- trait/cantrip +- trait/conjuration +aliases: ["Warp Step"] +--- +# Warp Step *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [conjuration](rules/traits/conjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +When you walk, the earth warps beneath your feet—your steps extend, distance contracts, and everything is just a little bit closer. You gain a +5-foot status bonus to your Speed until the end of your turn. You then [Stride](rules/actions/stride.md) twice. You can use warp step to [Burrow](rules/actions/burrow.md), [Climb](rules/actions/climb.md), [Fly](rules/actions/fly.md), or [Swim](rules/actions/swim.md) instead of [Stride](rules/actions/stride.md) if you have the corresponding movement type. + +*Source: Dark Archive p. 107* \ No newline at end of file diff --git a/compendium/spells/warriors-regret-som.md b/compendium/spells/warriors-regret-som.md new file mode 100644 index 000000000..f80cd00aa --- /dev/null +++ b/compendium/spells/warriors-regret-som.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/2 +- trait/curse +- trait/emotion +- trait/enchantment +- trait/mental +aliases: ["Warrior's Regret"] +--- +# Warrior's Regret *Spell 2* +[curse](rules/traits/curse.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Saving Throw** Will + +Regret eats away at the target's mind, punishing it for its violence until it ceases its hostility. The target must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** At the end of its next turn, the target takes `1d8` damage per different creature it intentionally damaged on that turn (`1d8` if it damaged one creature, `2d8` if it damaged two different creatures, and so on). The maximum is `4d8` if it damaged 4 different creatures. +> - **Failure** As success, except the curse damages the target at the end of each of its turns and lasts until the target spends a complete round without intentionally damaging another creature. +> - **Critical Failure** As success, except the curse damages the target at the end of each of its turns and lasts until the target spends 24 hours atoning for its perceived sins. + +**Heightened (+ 2)** The amount of mental damage the target takes for each creature it damaged that turn increases by `1d8`, and the maximum damage the target can take per turn increases by `4d8`. + +*Source: Secrets of Magic p. 140* \ No newline at end of file diff --git a/compendium/spells/wash-your-luck-som.md b/compendium/spells/wash-your-luck-som.md new file mode 100644 index 000000000..20778d3d8 --- /dev/null +++ b/compendium/spells/wash-your-luck-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/cantrip +- trait/abjuration +- trait/cantrip +- trait/fortune +aliases: ["Wash Your Luck"] +--- +# Wash Your Luck *Cantrip 1* +[abjuration](rules/traits/abjuration.md) [cantrip](rules/traits/cantrip.md) [fortune](rules/traits/fortune.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +Some practitioners argue this spell literally washes your fortunes of all influences, malign or benign, while others claim it simply cleanses your mind of obsessions about luck and destiny. You adjust your garments, change the posture of your chair, fidget with a religious symbol, or make some other innocuous and personally significant action to wash away bad luck. + +Once during the spell's duration, before rolling a check, you can cancel out a [misfortune](rules/traits/misfortune.md) effect on that roll, as normal when a [fortune](rules/traits/fortune.md) and [misfortune](rules/traits/misfortune.md) effect apply to the same roll. After canceling out the [misfortune](rules/traits/misfortune.md) effect, the spell ends, and you are then temporarily immune to wash your luck for 10 minutes. + +*Source: Secrets of Magic p. 140* \ No newline at end of file diff --git a/compendium/spells/weaponize-secret-da.md b/compendium/spells/weaponize-secret-da.md new file mode 100644 index 000000000..f4fe02411 --- /dev/null +++ b/compendium/spells/weaponize-secret-da.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/focus/4 +- trait/cleric +- trait/divination +- trait/mental +- trait/rare +aliases: ["Weaponize Secret"] +--- +# Weaponize Secret *Focus 4* +[cleric](rules/traits/cleric.md) [divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) + +- **Domains**: [secrecy (apocryphal)](compendium/setting/domains.md#Secrecy) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**up to 3 creatures +- **Saving Throw** Will +- **Duration**1 minute + +You understand that holding a secret is in itself a kind of power. Each target must attempt a Will save. + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** A rune symbolizing a secret the target is keeping (at the GM's discretion) appears floating in front of you. If that creature attempts a [Strike](rules/actions/strike.md) or spell attack against you while you hold their secret, you can discharge the rune as a reaction to deal `7d6` mental damage to the creature. +> - **Critical Failure** As failure, but the target becomes convinced you know their secret and takes `1d6` [persistent mental damage](rules/conditions.md#Persistent%20Damage) from worry. If the rune with the secret is discharged while the creature is still taking the [persistent mental damage](rules/conditions.md#Persistent%20Damage), the [persistent mental damage](rules/conditions.md#Persistent%20Damage) immediately ends. + +**Heightened (+ 1)** The mental damage increases by `2d6`, and the [persistent mental damage](rules/conditions.md#Persistent%20Damage) on a critical failure increases by 1. + +*Source: Dark Archive p. 143* \ No newline at end of file diff --git a/compendium/spells/web-of-eyes-som.md b/compendium/spells/web-of-eyes-som.md new file mode 100644 index 000000000..e8587692d --- /dev/null +++ b/compendium/spells/web-of-eyes-som.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/3 +- trait/divination +- trait/scrying +aliases: ["Web Of Eyes"] +--- +# Web Of Eyes *Spell 3* +[divination](rules/traits/divination.md) [scrying](rules/traits/scrying.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**up to 5 willing creatures +- **Duration**10 minutes + +You place an [invisible](rules/conditions.md#Invisible) scrying sensor on each target just above their eyes. Each sensor looks where that target looks, and all the targets can link their vision briefly to help notice things one target sees but the others might not. + +Each target can use an action, which has the [concentrate](rules/traits/concentrate.md) trait, to share what it sees with any number of other targets until the start of its next turn. Only one creature can share its vision at a time, so if another target takes this action, the effect ends for any target that was previously sharing its vision. + +This improves how well the recipients can perceive anything the sharing creature is looking at. For instance, if a creature is [undetected](rules/conditions.md#Undetected) to a recipient but [observed](rules/conditions.md#Observed) by the sharing creature, the creature becomes [observed](rules/conditions.md#Observed) by the recipient as well. Typically, the creature is seen as a glowing outline superimposed on its position. This might allow the recipient to target a creature it couldn't otherwise; however, cover and line of effect still might prevent or impede targeting and attacks. This can only improve the recipient's vision, not reduce it; for example, if an enemy was [undetected](rules/conditions.md#Undetected) by the sharing creature and [observed](rules/conditions.md#Observed) by a recipient, the recipient would still clearly observe the enemy. + +Once the vision sharing stops, the benefit ends. Whether a creature is [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected) is still based on the last information a target had before the vision sharing ended. + +For example, that means if a creature is behind a wall but hasn't moved, it's still [hidden](rules/conditions.md#Hidden) rather than [undetected](rules/conditions.md#Undetected) by a recipient that witnessed its current position. + +. + +*Source: Secrets of Magic p. 140* \ No newline at end of file diff --git a/compendium/spells/whirling-flames-apg.md b/compendium/spells/whirling-flames-apg.md new file mode 100644 index 000000000..dc7ef0c9a --- /dev/null +++ b/compendium/spells/whirling-flames-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/area/burst +- spell/focus/3 +- trait/cursebound +- trait/evocation +- trait/fire +- trait/oracle +- trait/uncommon +aliases: ["Whirling Flames"] +--- +# Whirling Flames *Focus 3* +[cursebound](rules/traits/cursebound-apg.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) + +- **Mystery** Oracle +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Area**up to two 5-foot bursts that don't overlap +- **Saving Throw** basic Reflex + +You call forth a storm of whirling flames, engulfing all creatures in that area and dealing `5d6` fire damage with a basic Reflex save. + +**Heightened (+ 2)** The damage increases by `3d6`, and you can add another nonoverlapping 5-foot burst to the area. + +*Source: Advanced Player's Guide p. 234* \ No newline at end of file diff --git a/compendium/spells/whirling-scarves-logm.md b/compendium/spells/whirling-scarves-logm.md new file mode 100644 index 000000000..a2551d4b9 --- /dev/null +++ b/compendium/spells/whirling-scarves-logm.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/level/3 +- trait/abjuration +- trait/force +aliases: ["Whirling Scarves"] +--- +# Whirling Scarves *Spell 3* +[abjuration](rules/traits/abjuration.md) [force](rules/traits/force.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You surround yourself in a vortex of whirling colorful scarves of force that obfuscate you and disorient your foes. You gain the benefits of the [concealed](rules/conditions.md#Concealed) condition, but only against ranged and melee attacks. When a melee attack fails to hit you because of the flat check for the [concealed](rules/conditions.md#Concealed) condition, the scarves snag the weapon or unarmed attack, and the creature takes a –1 circumstance penalty to further attacks with that weapon or unarmed attack until the end of its turn (or the end of its next turn, if it wasn't the creature's turn). The timing of the scarves' movement is harder to predict for ranged attackers, so the flat check for the [concealed](rules/conditions.md#Concealed) condition against ranged attacks increases from DC 5 to DC 6. You can [Dismiss](rules/actions/dismiss.md) this spell. + +**Heightened (+ 2)** The circumstance penalty to further attacks with a melee weapon or unarmed attack the scarves snag increases by 1. The DC of the flat check for the [concealed](rules/conditions.md#Concealed) condition against ranged attacks increases by 1. + +*Source: Lost Omens: Gods & Magic p. 111* \ No newline at end of file diff --git a/compendium/spells/whirlwind-som.md b/compendium/spells/whirlwind-som.md new file mode 100644 index 000000000..075f4699e --- /dev/null +++ b/compendium/spells/whirlwind-som.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/cylinder +- spell/level/8 +- trait/air +- trait/evocation +aliases: ["Whirlwind"] +--- +# Whirlwind *Spell 8* +[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**500 foot +- **Area**15-foot radius, 80-foot tall cylinder +- **Saving Throw** Reflex +- **Duration**sustained up to 1 minute + +Powerful winds coalesce into a devastating tornado. You can [Cast this Spell](rules/actions/cast-a-spell.md) only if you are outside or the ceiling is 80 feet or higher. All squares in the whirlwind are difficult terrain. + +All creatures in the area take `5d10` bludgeoning damage as powerful winds and debris buffet them, with a Reflex save. Each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can move the whirlwind up to 30 feet in a straight line. Each creature the whirlwind moves through takes the damage, also with a Reflex save. A creature can be affected by a whirlwind only once per round. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and rises 10 feet into the air. If it doesn't have a fly Speed, the creature gains one equal to its Speed until it either reaches the ground or ceases to be in the whirlwind's area, potentially falling when the spell ends or when it leaves the area. +> - **Critical Failure** As failure, except the creature takes double damage and rises 20 feet into the air. + +**Heightened (+ 1)** Increase the bludgeoning damage by `1d10`. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 141* \ No newline at end of file diff --git a/compendium/spells/wildfire-som.md b/compendium/spells/wildfire-som.md new file mode 100644 index 000000000..ba2f606ed --- /dev/null +++ b/compendium/spells/wildfire-som.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/burst +- spell/focus/1 +- trait/conjuration +- trait/fire +- trait/uncommon +aliases: ["Wildfire"] +--- +# Wildfire *Focus 1* +[conjuration](rules/traits/conjuration.md) [fire](rules/traits/fire.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Area**10-foot burst +- **Saving Throw** Reflex +- **Duration**sustained up to 1 minute + +A thin layer of ash and flame covers the ground in the area. The area becomes hazardous terrain. A creature that moves on the ground through the area takes 1 fire damage for every square of that area it moves into. A creature that ends its turn in the area must succeed at a Reflex save or take 1 [persistent fire damage](rules/conditions.md#Persistent%20Damage). + +Each time you sustain this spell, the radius of the burst increases by 5 feet. + +**Heightened (+ 2)** Increase the damage and [persistent damage](rules/conditions.md#Persistent%20Damage) by 1. + +**Spell Lists**: Elemental + +*Source: Secrets of Magic p. 201* \ No newline at end of file diff --git a/compendium/spells/wilding-word-apg.md b/compendium/spells/wilding-word-apg.md new file mode 100644 index 000000000..ce80fcbe9 --- /dev/null +++ b/compendium/spells/wilding-word-apg.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/cantrip +- trait/cantrip +- trait/enchantment +- trait/hex +- trait/uncommon +- trait/witch +aliases: ["Wilding Word"] +--- +# Wilding Word *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [enchantment](rules/traits/enchantment.md) [hex](rules/traits/hex-apg.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) + +- **Patron** Witch +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 animal, fungus, or plant +- **Saving Throw** Will +- **Duration**sustained up to 1 minute + +With a few words, you convince a wild creature you are a kindred spirit, making it reluctant to harm you. The target must attempt a Will save. Regardless of the outcome, the target is then temporarily immune for 1 minute. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** When the target attempts an attack roll or skill check that would harm you, it takes a –2 status penalty to its roll. +> - **Failure** As success, but the target also becomes [sickened](rules/conditions.md#Sickened) each time it damages you. +> - **Critical Failure** As success, but the target also becomes [sickened](rules/conditions.md#Sickened) each time it damages you. + +*Source: Advanced Player's Guide p. 239* \ No newline at end of file diff --git a/compendium/spells/wind-whispers-da.md b/compendium/spells/wind-whispers-da.md new file mode 100644 index 000000000..a75261803 --- /dev/null +++ b/compendium/spells/wind-whispers-da.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/focus/4 +- trait/cleric +- trait/enchantment +- trait/linguistic +- trait/mental +- trait/rare +aliases: ["Wind Whispers"] +--- +# Wind Whispers *Focus 4* +[cleric](rules/traits/cleric.md) [enchantment](rules/traits/enchantment.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) + +- **Domains**: [air (apocryphal)](compendium/setting/domains.md#Air) +- **Cast** 1 hour +- **Range**mile + +You call forth numerous breezes in which you weave gossip, whispering subtly into the ears of those around. Choose a rumor or information you wish to spread, which may or may not be true, about a single subject. Those within range of the spell overhear the rumor at some point over the next hour, though they'll be unable to pin it down to a source. Attempt a check with a modifier equal to your spell DC – 10 against a hard DC for your level. The GM might modify the DC depending on how plausible the rumor is. Repeated castings to spread the same rumor or information have no effect unless circumstances have substantially changed, as determined by the GM. + +> [!success-degree] +> - **Critical Success** Your rumor spreads far and wide, and it's at the tip of people's tongues. For 1 week, anyone who succeeds at a check to [Gather Information](rules/actions/gather-information.md) on the specific subject learns your rumor in preference to other rumors about the subject. Skill checks to convince people that the rumor is true get a +2 circumstance bonus. +> - **Success** Enough people take note of the rumor that it begins to spread, though those who heard the rumor aren't necessarily convinced. For 1 week, anyone who succeeds at a check to [Gather Information](rules/actions/gather-information.md) on the specific subject adds your rumor to the list of rumors they could learn about the subject, and skill checks to convince people that the rumor is true get a +1 circumstance bonus. +> - **Failure** Most in the area dismiss the rumor as wild gossip and pay it little mind, granting no effect. +> - **Critical Failure** The winds' gossip is misinterpreted and spreads information contradictory to the rumor you were attempting to spread. A contradictory rumor spreads, and skill checks to convince others that your original rumor is true take a –2 circumstance penalty. + +*Source: Dark Archive p. 144* \ No newline at end of file diff --git a/compendium/spells/winning-streak-som.md b/compendium/spells/winning-streak-som.md new file mode 100644 index 000000000..938100ce2 --- /dev/null +++ b/compendium/spells/winning-streak-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/level/4 +- trait/divination +aliases: ["Winning Streak"] +--- +# Winning Streak *Spell 4* +[divination](rules/traits/divination.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**20 foot +- **Targets**1 creature +- **Duration**1 round (see text) + +The target is energized by its good fortune as it spreads to others—as long as they keep winning. It gains the [quickened](rules/conditions.md#Quickened) condition for 1 round. If the target or one of their allies within 20 feet gets a critical success on an attack roll against a significant foe, whoever got the critical success becomes [quickened](rules/conditions.md#Quickened) if they weren't already, and the duration of the winning streak is extended by another round. Creatures [quickened](rules/conditions.md#Quickened) by the spell can use the extra action to [Strike](rules/actions/strike.md), [Step](rules/actions/step.md), or [Stride](rules/actions/stride.md). If a full round passes without the target or one their allies critically succeeding on an attack roll against a significant foe, the winning streak breaks and the spell ends. + +*Source: Secrets of Magic p. 141* \ No newline at end of file diff --git a/compendium/spells/winter-bolt-logm.md b/compendium/spells/winter-bolt-logm.md new file mode 100644 index 000000000..943d3688e --- /dev/null +++ b/compendium/spells/winter-bolt-logm.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/1 +- trait/attack +- trait/cold +- trait/evocation +aliases: ["Winter Bolt"] +--- +# Winter Bolt *Focus 1* +[attack](rules/traits/attack.md) [cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) + +- **Domains**: [cold](compendium/setting/domains.md#Cold) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature + +You fling a hollow icicle filled with winter's wrath. Make a spell attack against a target within range. The bolt deals `1d8` piercing damage and lodges in the target. At the end of the target's next turn, the bolt shatters, releasing a whirl of snow and ice that deals `1d12` cold damage to the target and all adjacent creatures. The bolt can be removed with an [Interact](rules/actions/interact.md) action, which causes it to melt harmlessly without detonating. + +> [!success-degree] +> - **Critical Success** The initial bolt deals full damage and is especially well anchored, taking 2 [Interact](rules/actions/interact.md) actions to remove. The bolt's explosion deals double damage. +> - **Success** The bolt and its explosion deal full damage. + +**Heightened (+ 1)** The initial damage increases by `1d8` and the secondary damage increases by `1d12`. + +*Source: Lost Omens: Gods & Magic p. 112* \ No newline at end of file diff --git a/compendium/spells/wish-twisted-form-apg.md b/compendium/spells/wish-twisted-form-apg.md new file mode 100644 index 000000000..4e772727b --- /dev/null +++ b/compendium/spells/wish-twisted-form-apg.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/apg +- spell/focus/5 +- trait/sorcerer +- trait/transmutation +- trait/uncommon +aliases: ["Wish-twisted Form"] +--- +# Wish-twisted Form *Focus 5* +[sorcerer](rules/traits/sorcerer.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You focus your magic upon an enemy, wishing for their defenses to fail and turning their strengths into weaknesses. + +The target must attempt one Will saving throw for all of the following effects. + +- The target gains weakness 5 to one energy type of your choice. +- The target's resistances are reduced by 5. +- The target takes a –10-foot status penalty to all its Speeds. +- The target takes a –1 status penalty to its saving throws. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes the penalties for 1 round. +> - **Failure** The target takes the penalties for 1 minute. +> - **Critical Failure** As failure, and the target takes a –1 status penalty to AC for the duration. + +**Heightened (+ 1)** Increase the weakness and the reduction to resistances by 1. + +*Source: Advanced Player's Guide p. 237* \ No newline at end of file diff --git a/compendium/spells/withering-grasp-logm.md b/compendium/spells/withering-grasp-logm.md new file mode 100644 index 000000000..fbe382fdc --- /dev/null +++ b/compendium/spells/withering-grasp-logm.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/1 +- trait/necromancy +- trait/negative +aliases: ["Withering Grasp"] +--- +# Withering Grasp *Focus 1* +[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +- **Domains**: [decay](compendium/setting/domains.md#Decay) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature or object + +Your touch rots organic material and decays objects. Make a melee spell attack roll. Your touch deals `1d12` negative damage plus `1d4` [persistent negative damage](rules/conditions.md#Persistent%20Damage). If a creature uses an item to block withering grasp, such as with the [Shield Block](compendium/feats/shield-block.md) reaction, the item is automatically affected, but the creature does not take damage (even if there is Domains damage left over after the shield's Hardness). Unlike normal negative damage, the negative damage from withering grasp damages objects, constructs, and the like by eroding them away. + +> [!success-degree] +> - **Critical Success** Your touch deals double damage (both initial and persistent). If you target an object, lower its Hardness by 4 for 1 minute. +> - **Success** Your touch deals full damage. If you target an object, lower its Hardness by 2 for 1 minute. + +**Heightened (+ 1)** The damage increases by `1d12` and the [persistent damage](rules/conditions.md#Persistent%20Damage) increases by 1. If you target an object, lower its Hardness by an additional 1 point on both a success and a critical success. + +*Source: Lost Omens: Gods & Magic p. 112* \ No newline at end of file diff --git a/compendium/spells/wordsmith-da.md b/compendium/spells/wordsmith-da.md new file mode 100644 index 000000000..7de123152 --- /dev/null +++ b/compendium/spells/wordsmith-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/da +- spell/focus/4 +- trait/cleric +- trait/rare +- trait/transmutation +aliases: ["Wordsmith"] +--- +# Wordsmith *Focus 4* +[cleric](rules/traits/cleric.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Domains**: [knowledge (apocryphal)](compendium/setting/domains.md#Knowledge) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**touch +- **Targets**1 document written by a single author and comprised of written text in a single language +- **Duration**until the next time you [Refocus](rules/actions/refocus.md) + +You're a devotee of knowledge with an unmatched command of the language used to spread that knowledge, and you can reshape the written word into a form more understandable to your audience. The language of the target's written text shifts to a language you know. This shift doesn't change the text's contents beyond minor translation differences, nor does it grant the reader any understanding of the original language. + +*Source: Dark Archive p. 144* \ No newline at end of file diff --git a/compendium/spells/worms-repast-av1.md b/compendium/spells/worms-repast-av1.md new file mode 100644 index 000000000..55cfc7711 --- /dev/null +++ b/compendium/spells/worms-repast-av1.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/av1 +- spell/level/2 +- trait/necromancy +- trait/rare +aliases: ["Worm's Repast"] +--- +# Worm's Repast *Spell 2* +[necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) + +- **Traditions**: [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 corporeal creature +- **Saving Throw** Fortitude +- **Duration**see below + +Gnawing worms materialize within the flesh of the target creature, dealing `4d6` piercing damage and `1d6` [persistent piercing damage](rules/conditions.md#Persistent%20Damage). If the target is a non-skeletal corporeal undead creature, you deal an extra `2d6` [persistent piercing damage](rules/conditions.md#Persistent%20Damage). The target must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The worms writhe away harmlessly and the target takes no damage. +> - **Success** The target takes full initial damage but no [persistent damage](rules/conditions.md#Persistent%20Damage), and the spell ends immediately. +> - **Failure** The target takes full initial and [persistent damage](rules/conditions.md#Persistent%20Damage) and is [flat-footed](rules/conditions.md#Flat-footed) due to the pain for as long as it takes [persistent damage](rules/conditions.md#Persistent%20Damage). +> - **Critical Failure** As failure, but the target takes double the initial damage and is also [slowed](rules/conditions.md#Slowed) by the pain for as long as it takes [persistent damage](rules/conditions.md#Persistent%20Damage). + +**Heightened (+ 2)** : The initial and [persistent damage](rules/conditions.md#Persistent%20Damage) increase by `2d6` and `1d6`, respectively. + +*Source: Abomination Vaults #1: Ruins of Gauntlight p. 80* \ No newline at end of file diff --git a/compendium/spells/wronged-monks-wrath-frp1.md b/compendium/spells/wronged-monks-wrath-frp1.md new file mode 100644 index 000000000..e9254e028 --- /dev/null +++ b/compendium/spells/wronged-monks-wrath-frp1.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/frp1 +- spell/area/emanation +- spell/focus/5 +- trait/electricity +- trait/evocation +- trait/force +- trait/monk +- trait/uncommon +aliases: ["Wronged Monk's Wrath"] +--- +# Wronged Monk's Wrath *Focus 5* +[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Area**5-foot emanation or more +- **Saving Throw** Reflex + +You unleash your ki as a powerful storm of force and lightning, dealing `2d6` force damage and `2d12` electricity damage to creatures in the area. If you use 2 actions to cast the spell, increase the size of the emanation to 10 feet and the damage to `3d6` force damage and `3d12` electricity damage. If you use 3 actions to cast the spell, increase the size of the emanation to 20 feet and the damage to `4d6` force and `4d12` electricity damage. Each creature attempts one basic Reflex save that applies to both types of damage On a failed save, the creature is [deafened](rules/conditions.md#Deafened) for 1 round; on a critical failure, the creature also takes `2d12` [persistent electricity damage](rules/conditions.md#Persistent%20Damage) and is [deafened](rules/conditions.md#Deafened) for 1 minute. + +**Heightened (+ 2)** The force damage increases by `1d6` and the electricity damage by `1d12`, or `2d6` and `2d12` if you use 2 or 3 actions. + +*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 77* \ No newline at end of file diff --git a/compendium/spells/zenith-star-logm.md b/compendium/spells/zenith-star-logm.md new file mode 100644 index 000000000..5c6b3f8c5 --- /dev/null +++ b/compendium/spells/zenith-star-logm.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/logm +- spell/focus/1 +- trait/divination +- trait/light +aliases: ["Zenith Star"] +--- +# Zenith Star *Focus 1* +[divination](rules/traits/divination.md) [light](rules/traits/light.md) + +- **Domains**: [star](compendium/setting/domains.md#Star) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature +- **Saving Throw** Fortitude +- **Duration**1 day + +You call a tiny star to orbit a creature in a sparkling halo before shooting up into the heavens, where it marks the creature's rough location. The target must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [dazzled](rules/conditions.md#Dazzled) for 1 round. +> - **Failure** The target is [dazzled](rules/conditions.md#Dazzled) for 1 round. While the spell persists, as long as you can see the night sky and the target is visible from the same night sky, you can sense the approximate direction and distance to the creature by using a single action, which has the [concentrate](rules/traits/concentrate.md) trait. This is exact enough to track the creature, but not pinpoint their exact square (for instance, to make an attack). You can set a number of zenith stars equal to your Wisdom modifier; if you exceed this number, your oldest zenith star is automatically Dismissed. +> - **Critical Failure** As failure, but the target is [blinded](rules/conditions.md#Blinded) for 1 round. + +**Heightened (+ 1)** The duration increases by 1 day. + +**Heightened (4th)** You ignore the [concealed](rules/conditions.md#Concealed) condition against targets marked by zenith star. + +*Source: Lost Omens: Gods & Magic p. 117* \ No newline at end of file diff --git a/compendium/spells/zero-gravity-som.md b/compendium/spells/zero-gravity-som.md new file mode 100644 index 000000000..d15a14282 --- /dev/null +++ b/compendium/spells/zero-gravity-som.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/som +- spell/area/cylinder +- spell/level/6 +- trait/evocation +- trait/uncommon +aliases: ["Zero Gravity"] +--- +# Zero Gravity *Spell 6* +[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Area**20-foot radius, 40-foot-tall cylinder +- **Duration**sustained up to 1 minute + +You negate gravity's effects in the area. Creatures float in place unless they can Push Off a surface. Pushing Off is a single action which has the [move](rules/traits/move.md) trait, allowing the creature to move half its Speed in a straight line through the area. After Pushing Off a surface, the creature continues to move the same distance at the start of each of its turns until it leaves the area or Pushes Off against something else. A creature pushing against an untethered object of its size or smaller causes both the creature and the object to move at the same speed, but in opposite directions. Creatures who can levitate or fly can use those abilities to move around in the area without having to push off anything. Creatures who can't levitate or fly are usually on the ground, giving them a surface from which to push off. + +You can [Dismiss](rules/actions/dismiss.md) this spell. When zero gravity ends, all creatures and objects in the area fall back down. + +*Source: Secrets of Magic p. 141* \ No newline at end of file diff --git a/rules/abilities/aquatic-bones-botd.md b/rules/abilities/aquatic-bones-botd.md new file mode 100644 index 000000000..21460c766 --- /dev/null +++ b/rules/abilities/aquatic-bones-botd.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Aquatic Bones"] +--- +# Aquatic Bones + +The skeleton has bones from aquatic creatures, allowing it to swim using a simple tail, paddles, or similar appendage. The skeleton has a swim Speed of 20 feet and gains the [aquatic](rules/traits/aquatic-b1.md) trait and the [aquatic ambush](rules/abilities/aquatic-ambush.md) ability. \ No newline at end of file diff --git a/rules/abilities/blaze-b3.md b/rules/abilities/blaze-b3.md new file mode 100644 index 000000000..28466f0da --- /dev/null +++ b/rules/abilities/blaze-b3.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Blaze"] +--- +# Blaze + +The skeleton is wreathed with fire, which doesn't consume its bones or gear. The skeleton gains immunity to fire and weakness 5 to cold, loses its resistance to cold, and its [Strikes](rules/actions/strike.md) deal additional [persistent fire damage](rules/conditions.md#Persistent%20Damage) equal to half the skeleton's level (minimum 1 damage). \ No newline at end of file diff --git a/rules/abilities/bone-missile-b3.md b/rules/abilities/bone-missile-b3.md new file mode 100644 index 000000000..7cd4c6505 --- /dev/null +++ b/rules/abilities/bone-missile-b3.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Bone Missile"] +--- +# Bone Missile [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The skeleton yanks a rib from its ribcage to use as an arrow or javelin. The skeleton loses HP equal to its level (minimum 1), then makes a ranged [Strike](rules/actions/strike.md). This uses the attack bonus of whichever of the skeleton's other [Strikes](rules/actions/strike.md) has the highest attack bonus and deals piercing damage equal to that [Strike](rules/actions/strike.md)'s damage plus the skeleton's level (minimum 1). \ No newline at end of file diff --git a/rules/abilities/bone-powder-b3.md b/rules/abilities/bone-powder-b3.md new file mode 100644 index 000000000..120d3ae8f --- /dev/null +++ b/rules/abilities/bone-powder-b3.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Bone Powder"] +--- +# Bone Powder + +When the skeleton takes physical damage from a critical hit, one of its bones is pulverized into a fine powder. All creatures in a 5-foot emanation that breathe take `1d6` [persistent poison damage](rules/conditions.md#Persistent%20Damage) (plus an additional `1d6` for every 6 levels the skeleton has). \ No newline at end of file diff --git a/rules/abilities/bone-storm-botd.md b/rules/abilities/bone-storm-botd.md new file mode 100644 index 000000000..7423c3069 --- /dev/null +++ b/rules/abilities/bone-storm-botd.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Bone Storm"] +--- +# Bone Storm [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +The skeleton transforms into a cyclone of bones, taking up the same space, but twice as tall. It then Strides up to double its Speed. It can move through spaces occupied by other creatures, and this movement doesn't trigger reactions. Creatures the bone storm moves through take `1d6` slashing damage for every 2 levels of the skeleton, with a basic Reflex save against the hard DC for the creature's level. A level 1 or lower skeleton only moves; it doesn't deal damage. A creature attempts this save only once even if the bone storm moved through its space multiple times. At the end of the movement, the skeleton reforms. \ No newline at end of file diff --git a/rules/abilities/butter-up-gmg.md b/rules/abilities/butter-up-gmg.md new file mode 100644 index 000000000..aaa5a0529 --- /dev/null +++ b/rules/abilities/butter-up-gmg.md @@ -0,0 +1,12 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +tags: +- trait/emotion +- trait/mental +aliases: ["Butter Up"] +--- +# Butter Up +[emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) + +When someone eats a dish or treat made by this NPC, the NPC can attempt a [Baking Lore](compendium/skills.md#Lore), [Cooking Lore](compendium/skills.md#Lore), or similar check against that creature's Will DC, with the same results as the [Make an Impression](rules/actions/make-an-impression.md) action of [Diplomacy](compendium/skills.md#Diplomacy). If more than one creature partakes, the NPC uses the same check result against each creature's Will DC. \ No newline at end of file diff --git a/rules/abilities/call-your-bluff-gmg.md b/rules/abilities/call-your-bluff-gmg.md new file mode 100644 index 000000000..3cd748f74 --- /dev/null +++ b/rules/abilities/call-your-bluff-gmg.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Call Your Bluff"] +--- +# Call Your Bluff + +When gambling, the NPC may use [Games Lore](compendium/skills.md#Lore) to [Sense Motive](rules/actions/sense-motive.md) instead of [Perception](compendium/skills.md#Perception). \ No newline at end of file diff --git a/rules/abilities/change-shape.md b/rules/abilities/change-shape.md index ad70d6a03..e43f3d31b 100644 --- a/rules/abilities/change-shape.md +++ b/rules/abilities/change-shape.md @@ -9,6 +9,6 @@ tags: aliases: ["Change Shape"] --- # Change Shape [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) [magical tradition] [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[[magical tradition]](rules/traits/any-magical-tradition-b1.md) [concentrate](rules/traits/concentrate.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of [Deception](compendium/skills.md#Deception). The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its [Deception](compendium/skills.md#Deception) DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and [Strikes](rules/actions/strike.md), and might potentially change its senses or size. Any changes are listed in its stat block. \ No newline at end of file diff --git a/rules/abilities/child-care-gmg.md b/rules/abilities/child-care-gmg.md new file mode 100644 index 000000000..6eb4fe268 --- /dev/null +++ b/rules/abilities/child-care-gmg.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Child Care"] +--- +# Child Care + +When treating infants, the NPC can use their [Midwifery Lore](compendium/skills.md#Lore) skill in place of [Medicine](compendium/skills.md#Medicine), and can use Medicine's trained actions on infants. \ No newline at end of file diff --git a/rules/abilities/crumbling-bones-botd.md b/rules/abilities/crumbling-bones-botd.md new file mode 100644 index 000000000..b1f2324d5 --- /dev/null +++ b/rules/abilities/crumbling-bones-botd.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Crumbling Bones"] +--- +# Crumbling Bones + +The skeleton is made from crumbling bones that drift in clouds of dust. The skeleton has a fly Speed of 20 but it must end its turn within no more than 5 feet off the ground, or it falls, taking damage as normal. In addition, the skeleton can move through any space that's large enough for its skull to fit through. \ No newline at end of file diff --git a/rules/abilities/find-footing-gmg.md b/rules/abilities/find-footing-gmg.md new file mode 100644 index 000000000..71ba15c24 --- /dev/null +++ b/rules/abilities/find-footing-gmg.md @@ -0,0 +1,11 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +tags: +- trait/concentrate +aliases: ["Find Footing"] +--- +# Find Footing [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) + +The NPC attempts an [Architecture Lore](compendium/skills.md#Lore), [Engineering Lore](compendium/skills.md#Lore), or similar skill check to find a stable path across uneven ground. This grants them and anyone they share this information with a +2 circumstance bonus on [Acrobatics](compendium/skills.md#Acrobatics) checks to [Balance](rules/actions/balance.md) across that ground. \ No newline at end of file diff --git a/rules/abilities/frozen-botd.md b/rules/abilities/frozen-botd.md new file mode 100644 index 000000000..239fa832d --- /dev/null +++ b/rules/abilities/frozen-botd.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Frozen"] +--- +# Frozen + +The skeleton's bones are covered in a thin layer of ice. The skeleton gains immunity to cold and weakness 5 to fire and loses resistance to fire. The skeleton is surrounded by an aura of cold that deals cold damage equal to half the skeleton's level to all adjacent creatures at the start of the skeleton's turn (basic Reflex save with a standard DC for its level). \ No newline at end of file diff --git a/rules/abilities/gone-fishing-gmg.md b/rules/abilities/gone-fishing-gmg.md new file mode 100644 index 000000000..476a6d60d --- /dev/null +++ b/rules/abilities/gone-fishing-gmg.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Gone Fishing"] +--- +# Gone Fishing + +The NPC can use [Fishing Lore](compendium/skills.md#Lore) to [Track](rules/actions/track.md) aquatic creatures or to [Aid](rules/actions/aid.md) checks to [Track](rules/actions/track.md) them. \ No newline at end of file diff --git a/rules/abilities/grave-eruption-botd.md b/rules/abilities/grave-eruption-botd.md new file mode 100644 index 000000000..0eff8a7f7 --- /dev/null +++ b/rules/abilities/grave-eruption-botd.md @@ -0,0 +1,10 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Grave Eruption"] +--- +# Grave Eruption [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +- **Requirements**: The skeleton is [undetected](rules/conditions.md#Undetected) and buried in dirt, gravel, or other loose material + +**Effect** The skeleton erupts from the ground, Stands, and makes a melee [Strike](rules/actions/strike.md). The target is [flat-footed](rules/conditions.md#Flat-footed) against this [Strike](rules/actions/strike.md). If the [Strike](rules/actions/strike.md) hits, the target is [frightened](rules/conditions.md#Frightened) (or [frightened](rules/conditions.md#Frightened) on a critical hit). \ No newline at end of file diff --git a/rules/abilities/inhabit-object.md b/rules/abilities/inhabit-object.md index c7fa7c2a1..5638320fb 100644 --- a/rules/abilities/inhabit-object.md +++ b/rules/abilities/inhabit-object.md @@ -5,4 +5,4 @@ aliases: ["Inhabit Object"] --- # Inhabit Object [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -The ghost possesses an object of size Large or smaller within 20 feet, making it an animated object (pages 20–21). This animated object's level can be no higher than the ghost's level – 2. If the target object is being held by a creature, the bearer can attempt a Will save to prevent the possession. This possession ends when the object is destroyed or the ghost leaves it. At this point, the ghost reappears in the object's square and can't Inhabit an Object again for `1d4` rounds. \ No newline at end of file +The ghost possesses an object of size [Large](rules/traits/large-b1.md) or smaller within 20 feet, making it an animated object (pages 20–21). This animated object's level can be no higher than the ghost's level – 2. If the target object is being held by a creature, the bearer can attempt a Will save to prevent the possession. This possession ends when the object is destroyed or the ghost leaves it. At this point, the ghost reappears in the object's square and can't Inhabit an Object again for `1d4` rounds. \ No newline at end of file diff --git a/rules/abilities/keen-eyes-gmg.md b/rules/abilities/keen-eyes-gmg.md new file mode 100644 index 000000000..5bf2bb17a --- /dev/null +++ b/rules/abilities/keen-eyes-gmg.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Keen Eyes"] +--- +# Keen Eyes + +Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. \ No newline at end of file diff --git a/rules/abilities/lacquered-botd.md b/rules/abilities/lacquered-botd.md new file mode 100644 index 000000000..0f41b9b04 --- /dev/null +++ b/rules/abilities/lacquered-botd.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Lacquered"] +--- +# Lacquered + +During the process to create the skeleton, it was covered with several layers of an alchemical lacquer, giving its bones a golden hue and granting added protection. The skeleton gains acid resistance 5 and a +2 status bonus to saves against effects that age or erode the target. \ No newline at end of file diff --git a/rules/abilities/local-lore-gmg.md b/rules/abilities/local-lore-gmg.md new file mode 100644 index 000000000..0b588d336 --- /dev/null +++ b/rules/abilities/local-lore-gmg.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Local Lore"] +--- +# Local Lore + +When they first meet a given person from their home settlement, the NPC can automatically attempt one check to [Recall Knowledge](rules/actions/recall-knowledge.md) about that person. This uses the [Lore](compendium/skills.md#Lore) skill for that settlement. \ No newline at end of file diff --git a/rules/abilities/negative-healing-b2.md b/rules/abilities/negative-healing-b2.md new file mode 100644 index 000000000..eeceffbd8 --- /dev/null +++ b/rules/abilities/negative-healing-b2.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Negative Healing"] +--- +# Negative Healing + +A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead. \ No newline at end of file diff --git a/rules/abilities/nimble-botd.md b/rules/abilities/nimble-botd.md new file mode 100644 index 000000000..093ff5f96 --- /dev/null +++ b/rules/abilities/nimble-botd.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Nimble"] +--- +# Nimble + +The skeleton is particularly fast and nimble. Its land Speed increases by 10 feet and it has a climb Speed of 20 feet. In addition, it gains the Nimble Dodge reaction (Core Rulebook 183). \ No newline at end of file diff --git a/rules/abilities/quick-transcription-gmg.md b/rules/abilities/quick-transcription-gmg.md new file mode 100644 index 000000000..2bd596223 --- /dev/null +++ b/rules/abilities/quick-transcription-gmg.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Quick Transcription"] +--- +# Quick Transcription + +The NPC can attempt to copy a document faster than normal, provided they don't alter the content. They attempt a [Scribing Lore](compendium/skills.md#Lore) check, completing the task in half the time on a success (one-quarter on a critical success). \ No newline at end of file diff --git a/rules/abilities/rotten-botd.md b/rules/abilities/rotten-botd.md new file mode 100644 index 000000000..f7d38c62d --- /dev/null +++ b/rules/abilities/rotten-botd.md @@ -0,0 +1,10 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Rotten"] +--- +# Rotten + +The bones of this skeleton are black and rotten, having spent years in polluted water or some other foul substance. The skeleton loses its resistance to piercing and slashing damage and is surrounded by a horrific stench in a 10-foot aura. A creature entering or starting its turn in the aura must succeed at a Fortitude save against the standard DC of the skeleton's level or become [sickened](rules/conditions.md#Sickened) (plus [slowed](rules/conditions.md#Slowed) for as long as it remains [sickened](rules/conditions.md#Sickened) on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the [sickened](rules/conditions.md#Sickened) condition. A creature that succeeds at its save is temporarily immune for 1 minute. + +This stench remains for 1 hour after the rotten skeleton has been destroyed unless the bones are burned, or the rot is washed away with at least 1 gallon of water. \ No newline at end of file diff --git a/rules/abilities/skeleton-of-roses-b3.md b/rules/abilities/skeleton-of-roses-b3.md new file mode 100644 index 000000000..29de280aa --- /dev/null +++ b/rules/abilities/skeleton-of-roses-b3.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Skeleton of Roses"] +--- +# Skeleton of Roses + +Thick briars have grown through the skeleton's bones, covering it in red roses with inch-long thorns. The skeleton's unarmed melee [Strikes](rules/actions/strike.md) deal additional piercing damage equal to 1/3 the skeleton's level (minimum 1 damage). At the end of each of its turns, if the skeleton has caused piercing damage with its thorns, it regains HP equal to its level (minimum 1). Each time the skeleton regains HP in this way, another rose blossoms. \ No newline at end of file diff --git a/rules/abilities/troop-defenses-b3.md b/rules/abilities/troop-defenses-b3.md new file mode 100644 index 000000000..cb0c33f55 --- /dev/null +++ b/rules/abilities/troop-defenses-b3.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Troop Defenses"] +--- +# Troop Defenses + +Troops are composed of many individuals, and over the course of enough attacks and downed comrades, troops shrink in size. Most troops start with 16 squares (4 by 4), and their Hit Points have two listed thresholds, typically the first is at 2/3 their maximum Hit Points and the second is at 1/3 their maximum Hit Points. Once the troop drops below the first threshold, it loses 4 squares, leaving 12 squares remaining, and the first threshold becomes the troop's new maximum Hit Points. Once the troop falls below the second threshold, it loses another 4 squares, leaving 8 squares remaining, and the second threshold becomes the troop's new maximum Hit Points. In order to restore its size and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. At 0 Hit Points, the troop is reduced down to 4 squares, which is too few to sustain the troop, so it disperses entirely, with the few remaining members surrendering, [fleeing](rules/conditions.md#Fleeing), or easily dispatched, depending on their nature. A damaging single-target effect, such as a [Strike](rules/actions/strike.md), can't force a troop to pass through more than one threshold at once. For instance, if a troop had 60 Hit Points, with thresholds at 40 and 20, a [Strike](rules/actions/strike.md) for 50 damage would leave the troop at 21 Hit Points, just above the second threshold. A damaging area effect or multi-target effect can cross multiple thresholds at once and could potentially destroy the entire troop in one shot. Non-damaging effects with an area or that target all creatures in a certain proximity affect a troop normally if they affect the entire area occupied by the troop. If an effect has a smaller area or numbers of targets, it typically has no effect on the troop. However, if the effect can target at least four creatures or cover at least four squares in the troop, and if it would prevent its targets from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more, the troop loses a number of Hit Points equal to the amount required to bring it to the next threshold, removing 4 squares. If an effect would both deal damage and automatically cross a threshold due to incapacitating some of the creatures in the troop, apply the damage first. If the damage wasn't enough to cross a threshold on its own, then reduce the Hit Points to cross the threshold for the incapacitating effect. \ No newline at end of file diff --git a/rules/actions/act-together-som.md b/rules/actions/act-together-som.md new file mode 100644 index 000000000..a2eb02899 --- /dev/null +++ b/rules/actions/act-together-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/summoner-som +- compendium/src/pf2e/som +- trait/summoner +- trait/tandem +aliases: ["Act Together"] +--- +# Act Together [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +[summoner](rules/traits/summoner-som.md) [tandem](rules/traits/tandem-som.md) +*Source: Secrets of Magic p. 53* + +**Class** summoner +- **Frequency**: once per round +- **Activity**: Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")) + +You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action. + +For example, if you spent 2 actions to Act Together, you could cast [burning hands](compendium/spells/burning-hands.md) (2 actions) and your eidolon could [Strike](rules/actions/strike.md) (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could [Stride](rules/actions/stride.md) (1 action). + +This lets you each use separate exploration activities like [Avoid Notice](rules/actions/avoid-notice.md) as you travel (Core Rulebook 496). \ No newline at end of file diff --git a/rules/actions/actions.md b/rules/actions/actions.md index e4d4cbacb..d20d5eb7f 100644 --- a/rules/actions/actions.md +++ b/rules/actions/actions.md @@ -4,110 +4,260 @@ cssclass: pf2e,pf2e-index --- # Index of Actions +- [Act Together](act-together-som.md) - [Activate an Item](activate-an-item.md) +- [Administer](administer-aoa2.md) - [Administer First Aid](administer-first-aid.md) +- [Affix a Fulu](affix-a-fulu-som.md) - [Affix a Talisman](affix-a-talisman.md) - [Aid](aid.md) +- [Amulet's Abeyance](amulets-abeyance-da.md) +- [Anadi Venom](anadi-venom-lome.md) +- [Approach Duneshadow](approach-duneshadow-aoa5.md) +- [Arcane Cascade](arcane-cascade-som.md) - [Arrest a Fall](arrest-a-fall.md) - [Attack of Opportunity](attack-of-opportunity.md) - [Avert Gaze](avert-gaze.md) - [Avoid Notice](avoid-notice.md) - [Balance](balance.md) +- [Barbed Quills](barbed-quills-lome.md) +- [Befriend a Local](befriend-a-local-aoa0.md) +- [Blend In](blend-in-aoa5.md) +- [Board](board-gmg.md) - [Borrow an Arcane Spell](borrow-an-arcane-spell.md) +- [Break Them Down](break-them-down-loil.md) +- [Breaking and Entering](breaking-and-entering-aoa5.md) +- [Breaking the Chains](breaking-the-chains-aoa5.md) +- [Bribe Contact](bribe-contact-gmg.md) +- [Build Connections](build-connections-aoa5.md) +- [Build Infirmary](build-infirmary-aoa2.md) +- [Build Library](build-library-aoa2.md) +- [Build Training Facility](build-training-facility-aoa2.md) +- [Build Workshop (Crafting)](build-workshop-crafting-aoa2.md) +- [Bullying Press](bullying-press-gmg.md) - [Burrow](burrow.md) +- [Calculate Threats](calculate-threats-da.md) - [Call on Ancient Blood](call-on-ancient-blood.md) +- [Call to Axis](call-to-axis-lome.md) +- [Camp in the Mwangi Jungle](camp-in-the-mwangi-jungle-aoa2.md) - [Cast a Spell](cast-a-spell.md) +- [Change Shape (Beastkin)](change-shape-beastkin-loag.md) +- [Change Shape (Kitsune)](change-shape-kitsune-loag.md) +- [Change Tradition Focus](change-tradition-focus-gmg.md) +- [Check the Walls](check-the-walls-aoa4.md) +- [Clean](clean-aoa2.md) +- [Cleanse Soul Path](cleanse-soul-path-som.md) +- [Clear Courtyard](clear-courtyard-aoa2.md) - [Climb](climb.md) +- [Clue In](clue-in-apg.md) - [Coerce](coerce.md) - [Command an Animal](command-an-animal.md) - [Conceal an Object](conceal-an-object.md) +- [Conduct Energy](conduct-energy-loag.md) +- [Confident Finisher](confident-finisher-apg.md) +- [Contact Steel Falcons](contact-steel-falcons-aoa5.md) +- [Convince Mengkare](convince-mengkare-aoa6.md) - [Cover Tracks](cover-tracks.md) +- [Craft Disharmonic Instrument](craft-disharmonic-instrument-lomm.md) - [Craft](craft.md) +- [Cram](cram-sot1.md) - [Crawl](crawl.md) - [Create a Diversion](create-a-diversion.md) - [Create Forgery](create-forgery.md) +- [Cunning Disguise](cunning-disguise-aoa5.md) +- [Deadly Traps](deadly-traps-aoa5.md) - [Debilitating Strike](debilitating-strike.md) +- [Deceptive Sidestep](deceptive-sidestep-gmg.md) - [Decipher Writing](decipher-writing.md) +- [Deconstruct](deconstruct-tv.md) +- [Deduce Traditions](deduce-traditions-aoa4.md) - [Defend](defend.md) - [Delay](delay.md) - [Demoralize](demoralize.md) +- [Destructive Vengeance](destructive-vengeance-apg.md) - [Detect Magic](detect-magic.md) +- [Devise a Stratagem](devise-a-stratagem-apg.md) +- [Dimensional Interference](dimensional-interference-aoa5.md) - [Disable a Device](disable-a-device.md) - [Disarm](disarm.md) +- [Discover](discover-gmg.md) - [Dismiss](dismiss.md) +- [Dispel a Disguise](dispel-a-disguise-aoa5.md) +- [Distract Guards](distract-guards-aoa6.md) +- [Diviner on Duty](diviner-on-duty-aoa5.md) +- [Do I Know You?](do-i-know-you-aoa5.md) - [Drain Bonded Item](drain-bonded-item.md) +- [Drink from the Chalice](drink-from-the-chalice-da.md) +- [Drive](drive-gmg.md) - [Drop Prone](drop-prone.md) +- [Dueling Counter](dueling-counter-gmg.md) - [Earn Income](earn-income.md) +- [Energy Emanation](energy-emanation-locg.md) +- [Envenom](envenom-loil.md) - [Escape](escape.md) +- [Expeditious Inspection](expeditious-inspection-apg.md) +- [Exploit Vulnerability](exploit-vulnerability-da.md) +- [Fade Into Daydreams](fade-into-daydreams-da.md) - [Feint](feint.md) +- [Fight the Fire](fight-the-fire-aoa6.md) +- [Find the Cells](find-the-cells-aoa5.md) +- [Fling Magic](fling-magic-da.md) - [Flurry of Blows](flurry-of-blows.md) - [Fly](fly.md) - [Follow the Expert](follow-the-expert.md) - [Force Open](force-open.md) +- [Forge Documents](forge-documents-aoa5.md) +- [Forge Documents](forge-documents-gmg.md) +- [Fortify Camp](fortify-camp-gmg.md) +- [Gain Contact](gain-contact-gmg.md) +- [Gather Information](gather-information-aoa5.md) - [Gather Information](gather-information.md) - [Glimpse of Redemption](glimpse-of-redemption.md) +- [Gossip](gossip-gmg.md) - [Grab an Edge](grab-an-edge.md) - [Grapple](grapple.md) +- [Grow](grow-tv.md) +- [Guild Investigation](guild-investigation-aoa4.md) +- [Harvest Heartsliver](harvest-heartsliver-lomm.md) +- [Haul Supplies](haul-supplies-aoa5.md) - [Hide](hide.md) - [High Jump](high-jump.md) +- [Host Event](host-event-aoa5.md) - [Hunt Prey](hunt-prey.md) +- [Hunt the Animals](hunt-the-animals-aoa2.md) - [Hustle](hustle.md) - [Identify Alchemy](identify-alchemy.md) - [Identify Magic](identify-magic.md) - [Impersonate](impersonate.md) +- [Implement's Interruption](implements-interruption-da.md) +- [Impromptu Tour](impromptu-tour-aoa5.md) +- [Influence](influence-gmg.md) +- [Influence Guild](influence-guild-aoa5.md) +- [Influence Regent](influence-regent-aoa4.md) +- [Intensify Vulnerability](intensify-vulnerability-da.md) - [Interact](interact.md) - [Invest an Item](invest-an-item.md) +- [Investigate Chamber](investigate-chamber-aoa6.md) - [Investigate](investigate.md) +- [Invigorating Fear](invigorating-fear-loag.md) - [Invoke Celestial Privilege](invoke-celestial-privilege.md) +- [Iron Command](iron-command-apg.md) +- [Issue Challange](issue-challange-aoa5.md) - [Leap](leap.md) - [Learn a Spell](learn-a-spell.md) +- [Learn Name](learn-name-som.md) - [Liberating Step](liberating-step.md) - [Lie](lie.md) +- [Locked Doors](locked-doors-aoa5.md) - [Long Jump](long-jump.md) - [Long-Term Rest](long-term-rest.md) +- [Loot the Vaults](loot-the-vaults-aoa5.md) - [Make an Impression](make-an-impression.md) +- [Make General Repairs](make-general-repairs-aoa2.md) - [Maneuver in Flight](maneuver-in-flight.md) +- [Manifest Eidolon](manifest-eidolon-som.md) +- [Map the Area](map-the-area-gmg.md) - [Master Strike](master-strike.md) - [Mighty Rage](mighty-rage.md) +- [Mirror's Reflection](mirrors-reflection-da.md) - [Mount](mount.md) - [Mutagenic Flashback](mutagenic-flashback.md) +- [Obstructed Route](obstructed-route-aoa5.md) +- [Opportune Riposte](opportune-riposte-apg.md) +- [Organize Labor](organize-labor-aoa2.md) - [Palm an Object](palm-an-object.md) +- [Pander to the Crowd](pander-to-the-crowd-aoa5.md) - [Perform](perform.md) - [Pick a Lock](pick-a-lock.md) - [Point Out](point-out.md) +- [Pointed Question](pointed-question-apg.md) +- [Position the Hunters](position-the-hunters-aoa2.md) +- [Practical Research](practical-research-sot1.md) +- [Psychic Defense](psychic-defense-da.md) +- [Pursue a Lead](pursue-a-lead-apg.md) - [Quick Alchemy](quick-alchemy.md) +- [Quick Tincture](quick-tincture-apg.md) - [Rage](rage.md) - [Raise a Shield](raise-a-shield.md) +- [Raise Neck](raise-neck-loil.md) +- [Rally](rally-gmg.md) - [Ready](ready.md) +- [Rebuild Battlements](rebuild-battlements-aoa2.md) +- [Rebuild Collapsed Stairs](rebuild-collapsed-stairs-aoa2.md) - [Recall Knowledge](recall-knowledge.md) +- [Recall The Teachings](recall-the-teachings-da.md) +- [Recenter](recenter-da.md) +- [Reconnoiter](reconnoiter-gmg.md) - [Refocus](refocus.md) - [Release](release.md) +- [Repair Crumbled Walls](repair-crumbled-walls-aoa2.md) +- [Repair Huntergate](repair-huntergate-aoa2.md) - [Repair](repair.md) - [Repeat a Spell](repeat-a-spell.md) - [Request](request.md) +- [Rescue Citizens](rescue-citizens-aoa6.md) +- [Research](research-gmg.md) +- [Restore The Mind](restore-the-mind-da.md) - [Retraining](retraining.md) - [Retributive Strike](retributive-strike.md) +- [Ring Bell](ring-bell-da.md) +- [Run Over](run-over-gmg.md) +- [Scout Duneshadow](scout-duneshadow-aoa5.md) +- [Scout Location](scout-location-gmg.md) +- [Scout the Facility](scout-the-facility-aoa5.md) - [Scout](scout.md) - [Search](search.md) +- [Secure Disguises](secure-disguises-aoa5.md) +- [Secure Disguises](secure-disguises-gmg.md) +- [Secure Invitation](secure-invitation-aoa5.md) +- [Seek the Animals](seek-the-animals-aoa2.md) +- [Seek the Hidden Forge](seek-the-hidden-forge-aoa4.md) - [Seek](seek.md) +- [Selfish Shield](selfish-shield-apg.md) - [Sense Direction](sense-direction.md) - [Sense Motive](sense-motive.md) +- [Sense Weakness](sense-weakness-gmg.md) +- [Share Senses](share-senses-som.md) - [Shove](shove.md) +- [Smooth the Path](smooth-the-path-aoa5.md) +- [Smuggled](smuggled-aoa5.md) - [Sneak](sneak.md) +- [Spellstrike](spellstrike-som.md) +- [Spring the Trap](spring-the-trap-loil.md) - [Squeeze](squeeze.md) - [Stand](stand.md) +- [Steal Keys](steal-keys-aoa5.md) - [Steal](steal.md) - [Step](step.md) +- [Stop](stop-gmg.md) - [Stride](stride.md) - [Strike](strike.md) +- [Study](study-sot1.md) - [Subsist](subsist.md) - [Sustain a Spell](sustain-a-spell.md) - [Sustain an Activation](sustain-an-activation.md) - [Swim](swim.md) +- [Tail Toxin](tail-toxin-apg.md) +- [Take a Breather](take-a-breather-gmg.md) +- [Take Control](take-control-gmg.md) - [Take Cover](take-cover.md) +- [Tap Ley Line](tap-ley-line-som.md) +- [That's Not Everyone](thats-not-everyone-aoa5.md) +- [Threatening Approach](threatening-approach-locg.md) +- [Topple Crates](topple-crates-aoa3.md) +- [Touch and Go](touch-and-go-loil.md) +- [Toxic Skin](toxic-skin-lome.md) - [Track](track.md) +- [Travel](travel-gmg.md) - [Treat Disease](treat-disease.md) - [Treat Poison](treat-poison.md) - [Treat Wounds](treat-wounds.md) - [Trip](trip.md) - [Tumble Through](tumble-through.md) +- [Unexpected Falcons](unexpected-falcons-aoa5.md) +- [Unexpected Patrol](unexpected-patrol-aoa5.md) +- [Unleash Psyche](unleash-psyche-da.md) +- [Upgrade Defenses](upgrade-defenses-aoa2.md) +- [Venom Draw](venom-draw-loil.md) +- [Wicked Thorns](wicked-thorns-loil.md) +- [Wind Them Up](wind-them-up-loil.md) diff --git a/rules/actions/administer-aoa2.md b/rules/actions/administer-aoa2.md new file mode 100644 index 000000000..e4834b4af --- /dev/null +++ b/rules/actions/administer-aoa2.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa2 +- trait/concentrate +- trait/downtime +- trait/linguistic +- trait/mental +aliases: ["Administer"] +--- +# Administer +[concentrate](rules/traits/concentrate.md) [downtime](rules/traits/downtime.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) +*Source: Age of Ashes #2: Cult of Cinders p. 72* + + +You spend the day attending to administrative needs related to running Citadel Altaerein. The Administer activity can be used to undo poor public relations from the use of [Deception](compendium/skills.md#Deception) or [Intimidation](compendium/skills.md#Intimidation) to [Organize Labor](rules/actions/organize-labor-aoa2.md), but it is also used to maintain relations with groups you make contact with over the course of the Age of Ashes campaign. + +Only one person can attempt to Administer per day (though others can [Aid](rules/actions/aid.md)), and once the castle has been Administered, no one else can Administer until after the interval specified in the result. However, the GM might allow exceptions to this if, for instance, the group is about to go on an adventure and wants to make sure the citadel runs smoothly while they're gone. + +If you perform downtime activities involving Citadel Altaerein when it's not successfully Administered, you take a –4 circumstance penalty to your checks. + +Administering requires a successful DC 20 [Society](compendium/skills.md#Society) check (although for special actions later in the Adventure Path, this DC may change). You can pay a seneschal (see [Hired Help](rules/tables/hired-help-aoa2.md)) to attend to Citadel Altaerein's administrative needs. As long as the seneschal is paid, the weekly requirement to Administer is automatically a success (but never a critical success). + +> [!success-degree] +> - **Critical Success** You facilitate the prosperity of the citadel. The citadel functions smoothly for 1 month. In addition, during this time you gain a +2 circumstance bonus to all checks to [Organize Labor](rules/actions/organize-labor-aoa2.md). +> - **Success** Citadel Altaerein functions smoothly for 1 week. +> - **Failure** Citadel Altaerein is not Administered, but you can try again the next day. +> - **Critical Failure** Citadel Altaerein is not Administered. Botched relations and flared tempers among certain citizens in Breachill prevent you from attempting to Administer again for 1 week. \ No newline at end of file diff --git a/rules/actions/affix-a-fulu-som.md b/rules/actions/affix-a-fulu-som.md new file mode 100644 index 000000000..355368b74 --- /dev/null +++ b/rules/actions/affix-a-fulu-som.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/som +- trait/manipulate +aliases: ["Affix a Fulu"] +--- +# Affix a Fulu (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[manipulate](rules/traits/manipulate.md) +*Source: Secrets of Magic p. 158* + + +- **Activity**: Single Action + +You affix a fulu to an armor, weapon, shield, creature, or structure that's beside or in the same square as you. A creature can remove a fulu from itself or an unattended object in its reach with a single action. \ No newline at end of file diff --git a/rules/actions/amulets-abeyance-da.md b/rules/actions/amulets-abeyance-da.md new file mode 100644 index 000000000..03758ddbe --- /dev/null +++ b/rules/actions/amulets-abeyance-da.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/da +- trait/abjuration +- trait/magical +- trait/manipulate +- trait/thaumaturge +aliases: ["Amulet's Abeyance"] +--- +# Amulet's Abeyance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [manipulate](rules/traits/manipulate.md) [thaumaturge](rules/traits/thaumaturge-da.md) +*Source: Dark Archive p. 36* + +- **Trigger** The target of your [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) would damage you or an ally within 15 feet of you. +- **Requirements**: You're holding your First Implement and Esoterica|Thaumaturge|DA|amulet|DA|1||amulet implement and are benefiting from [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md). +- **Activity**: Reaction + +You forcefully present your amulet to turn away harm. You or a target ally within 15 feet gain resistance to all damage against the triggering damage. The resistance is equal to 2 + your level. \ No newline at end of file diff --git a/rules/actions/anadi-venom-lome.md b/rules/actions/anadi-venom-lome.md new file mode 100644 index 000000000..8959123ba --- /dev/null +++ b/rules/actions/anadi-venom-lome.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/ancestry/anadi-lome +- compendium/src/pf2e/lome +aliases: ["Anadi Venom"] +--- +# Anadi Venom [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +*Source: Lost Omens: The Mwangi Expanse p. 103* + +**Ancestry** Anadi; **Heritage** Anadi|LOME|Venomous|Venomous|LOME| +- **Frequency**: a number of times per day equal to your level +- **Activity**: Single Action + +You envenom your fangs. If the next fangs [Strike](rules/actions/strike.md) you make before the end of your turn hits and deals damage, the [Strike](rules/actions/strike.md) deals an additional `1d6` poison damage. On a critical failure, the poison is wasted as normal. At 12th level, this poison damage increases to `2d6`. \ No newline at end of file diff --git a/rules/actions/approach-duneshadow-aoa5.md b/rules/actions/approach-duneshadow-aoa5.md new file mode 100644 index 000000000..00fd59adc --- /dev/null +++ b/rules/actions/approach-duneshadow-aoa5.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/concentrate +- trait/exploration +- trait/move +aliases: ["Approach Duneshadow"] +--- +# Approach Duneshadow +[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [move](rules/traits/move.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 36* + + +Once the PCs have Tracked Duneshadow, they begin intermittently sighting him atop distant hills, hear his bellowing calls, or sense other signs that he's near. The camel is remarkably cunning and stealthy, able to exploit heat shimmers to hide his movements, predict hunters' next steps, and make exceptional use of the terrain. All the while, his path leads the PCs farther into the foothills of the Brazen Peaks. + +An attempt to Approach Duneshadow is a slow and deliberate activity that takes 1 hour to perform, during which each PC attempts a skill check chosen from the following options: [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) DC 37 (to approach quickly via a shortcut), [Deception](compendium/skills.md#Deception) DC 38 (to trick Duneshadow into evading pursuit in the wrong direction), [Nature](compendium/skills.md#Nature) DC 35 (to keep Duneshadow calm and appear non-threatening), [Performance](compendium/skills.md#Performance) DC 34 (to intrigue Duneshadow with calming music), or [Stealth](compendium/skills.md#Stealth) DC 36 (to approach undetected). [Lore](compendium/skills.md#Lore) skills can be substituted for any of these skills, reducing the DC by 2. + +To reach Duneshadow, the party must successfully Approach four times. Critical successes count as two successes, and critical failures negate one success. If this reduces the total to two or fewer, Duneshadow runs off and the PCs must Scout for his location all over again. \ No newline at end of file diff --git a/rules/actions/arcane-cascade-som.md b/rules/actions/arcane-cascade-som.md new file mode 100644 index 000000000..950cb12ad --- /dev/null +++ b/rules/actions/arcane-cascade-som.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/magus-som +- compendium/src/pf2e/som +- trait/concentrate +- trait/magus +- trait/stance +aliases: ["Arcane Cascade"] +--- +# Arcane Cascade [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) [magus](rules/traits/magus-som.md) [stance](rules/traits/stance.md) +*Source: Secrets of Magic p. 38* + +**Class** magus +- **Requirements**: You used your most recent action to [Cast a Spell](rules/actions/cast-a-spell.md) or make a [Spellstrike](rules/actions/spellstrike-som.md). +- **Activity**: Single Action + +You divert a portion of the spell's magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you're in the stance, your melee [Strikes](rules/actions/strike.md) deal 1 extra damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical. + +If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage). If the spell couldn't deal damage, this stance's bonus damage depends on the spell's school. + +- **Abjuration or Evocation** force +- **Conjuration or Transmutation** same type as your weapon or unarmed attack +- **Divination, Enchantment, or Illusion** mental +- **Necromancy** negative \ No newline at end of file diff --git a/rules/actions/barbed-quills-lome.md b/rules/actions/barbed-quills-lome.md new file mode 100644 index 000000000..133d537e2 --- /dev/null +++ b/rules/actions/barbed-quills-lome.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/ancestry/shisk-lome +- compendium/src/pf2e/lome +aliases: ["Barbed Quills"] +--- +# Barbed Quills [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +*Source: Lost Omens: The Mwangi Expanse p. 123* + +**Ancestry** Shisk; **Heritage** Shisk|LOME|Quillcoat|Quillcoat|LOME| +- **Frequency**: once per day +- **Trigger** You are hit with an unarmed strike or a strike with a non-reach melee weapon. +- **Activity**: Reaction + +You break off quills in your attacker's flesh. You deal `1d8` piercing damage to the triggering creature (basic Reflex save using your class DC or spell DC, whichever is higher.) On a critical failure, the creature also takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) as your quills hook into its flesh. At 3rd level, and every 2 levels thereafter, this damage increases by `1d8` and the persistent piercing damage increases by 1. \ No newline at end of file diff --git a/rules/actions/befriend-a-local-aoa0.md b/rules/actions/befriend-a-local-aoa0.md new file mode 100644 index 000000000..6242c178c --- /dev/null +++ b/rules/actions/befriend-a-local-aoa0.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa0 +- trait/concentrate +- trait/downtime +- trait/linguistic +aliases: ["Befriend a Local"] +--- +# Befriend a Local +[concentrate](rules/traits/concentrate.md) [downtime](rules/traits/downtime.md) [linguistic](rules/traits/linguistic.md) +*Source: Age of Ashes Player's Guide p. 9* + + +You spend the day in the company of an NPC whose companionship you value in order to strengthen the bonds of your friendship with them. You can always roll a [Diplomacy](compendium/skills.md#Diplomacy) check to determine your degree of success when you try to Befriend a Local, but you can instead attempt another skill check of your choice to engage that NPC in an area of expertise they might be interested in. For example, if you seek to befriend a local smith, you could instead roll a [Crafting](compendium/skills.md#Crafting) check to make friends. Or if you seek to befriend an herbalist, you could attempt a [Medicine](compendium/skills.md#Medicine) check or a [Nature](compendium/skills.md#Nature) check. As you interact with an NPC, you might discover other personality traits that suggest other skill check options—for example, after a few days of chatting with a local hunter you might learn that they have a deep appreciation of music, allowing you to attempt a [Performance](compendium/skills.md#Performance) check to befriend them. If you elect to attempt a skill check other than [Diplomacy](compendium/skills.md#Diplomacy), your GM will decide if the check you chose is applicable—if not, the outcome of your check is one degree of success worse. Regardless of the skill you choose, the DC is 20. + +> [!success-degree] +> - **Critical Success** You befriend the NPC, and that NPC particularly favors your company. If the NPC is a merchant, goods and services purchased from them are discounted by 10% rather than 5%. If the NPC is not a merchant, their friendship instead grants you a +1 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks you attempt as part of downtime activities in Breachill, as long as they favor you. These benefits are permanent, as long as you don't take actions that jeopardize this friendship (as determined by the GM). Once you have permanently gained an NPC's favor in this way, the GM might decide the NPC helps you in other ways as well. +> - **Success** Per critical success, except the NPC's favor lasts for a number of weeks equal to your Charisma modifier (minimum of 1 week). +> - **Failure** The NPC does not favor you. +> - **Critical Failure** The NPC is offended or insulted by something you did. You no longer gain the effects of an ongoing success or critical success with that NPC, and the DC to use Befriend a Local with that NPC in the future increases by 5. \ No newline at end of file diff --git a/rules/actions/blend-in-aoa5.md b/rules/actions/blend-in-aoa5.md new file mode 100644 index 000000000..6b41c59f1 --- /dev/null +++ b/rules/actions/blend-in-aoa5.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/exploration +aliases: ["Blend In"] +--- +# Blend In +[exploration](rules/traits/exploration.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 27* + + +Sometimes the best option for crossing a crowded party is to act natural and join the crowd. + +If a PC successfully Blends In, roll a secret DC 34 [Perception](compendium/skills.md#Perception) check for them to notice that something seems off about one of the guests. On a success, inform them about the [Dispel a Disguise](rules/actions/dispel-a-disguise-aoa5.md) Opportunity. \ No newline at end of file diff --git a/rules/actions/board-gmg.md b/rules/actions/board-gmg.md new file mode 100644 index 000000000..82105b263 --- /dev/null +++ b/rules/actions/board-gmg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +- trait/move +aliases: ["Board"] +--- +# Board [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[move](rules/traits/move.md) +*Source: Gamemastery Guide p. 175* + +**Variant Rule** Vehicles +- **Requirements**: You are adjacent to a point of entry on the vehicle you are attempting to board. +- **Activity**: Single Action + +You board a vehicle through an open top, a door, a portal, or a hatch; if you're already on board, you can instead use this action to disembark into an empty space adjacent to the vehicle's point of entry. Using this action while the vehicle is in motion is challenging, requiring a successful [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) check with a DC equal to the vehicle's AC. \ No newline at end of file diff --git a/rules/actions/break-them-down-loil.md b/rules/actions/break-them-down-loil.md new file mode 100644 index 000000000..59dd8c270 --- /dev/null +++ b/rules/actions/break-them-down-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/gunslinger-g-g +- compendium/src/pf2e/loil +- trait/gunslinger +aliases: ["Break Them Down"] +--- +# Break Them Down [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +gunslinger +*Source: Lost Omens: Impossible Lands p. 108* + +**Class** gunslinger; **Subclass** Triggerbrand +- **Activity**: Two-Action + +Your foes are but dross from which you carve and shoot your legend. Make a melee [Strike](rules/actions/strike.md) and then a ranged [Strike](rules/actions/strike.md) with a combination weapon, both against the same enemy; you don't need to change modes to do so. If the melee [Strike](rules/actions/strike.md) hits, you gain a +1 circumstance bonus to the attack roll with the ranged [Strike](rules/actions/strike.md). Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you've made both attacks. If both [Strikes](rules/actions/strike.md) hit, you deal an additional `2d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) to the enemy, and they're [dazzled](rules/conditions.md#Dazzled) until this [persistent bleed damage](rules/conditions.md#Persistent%20Damage) ends. \ No newline at end of file diff --git a/rules/actions/breaking-and-entering-aoa5.md b/rules/actions/breaking-and-entering-aoa5.md new file mode 100644 index 000000000..30d9e35f2 --- /dev/null +++ b/rules/actions/breaking-and-entering-aoa5.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/exploration +aliases: ["Breaking and Entering"] +--- +# Breaking and Entering +[exploration](rules/traits/exploration.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 27* + + +The PCs scale the walls, calm the guard dogs, hide from guards, and unlock gates. \ No newline at end of file diff --git a/rules/actions/breaking-the-chains-aoa5.md b/rules/actions/breaking-the-chains-aoa5.md new file mode 100644 index 000000000..c20e6ed27 --- /dev/null +++ b/rules/actions/breaking-the-chains-aoa5.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/exploration +aliases: ["Breaking the Chains"] +--- +# Breaking the Chains +[exploration](rules/traits/exploration.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 28* + +- **Requirements**: The PCs have overcome the other three Obstacles for this phase. + +The captives are sealed behind bars and chained to the walls. The PCs undo these bindings as quietly as possible. Once the PCs defeat this Obstacle, they have freed Exavisu and one of her assistants and can begin Phase 4: Extraction. See the [That's Not Everyone](rules/actions/thats-not-everyone-aoa5.md) Complication for more options. \ No newline at end of file diff --git a/rules/actions/bribe-contact-gmg.md b/rules/actions/bribe-contact-gmg.md new file mode 100644 index 000000000..0b7c4d58e --- /dev/null +++ b/rules/actions/bribe-contact-gmg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +- trait/downtime +- trait/secret +aliases: ["Bribe Contact"] +--- +# Bribe Contact +[downtime](rules/traits/downtime.md) [secret](rules/traits/secret.md) +*Source: Gamemastery Guide p. 163* + +**Variant Rule** Infiltration +- **Cost**: A bribe worth at least one-tenth of the Currency per Additional PC listed on [Table 10–9: Party Treasure by Level](rules/tables/party-treasure-by-level.md). Doubling this amount grants a +2 circumstance bonus to the check. +- **Requirements**: You've successfully [Gained a Contact](rules/actions/gain-contact-gmg.md) + +You offer a bribe to your contact to help the heist in some way. Attempt a hard or very hard [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) check. + +> [!success-degree] +> - **Success** The contact accepts the bribe and you gain 1 EP. +> - **Failure** You believe you successfully Bribed your Contact and gained 1 EP, but in fact the contact informs the opposition of the attempted bribery, adding 1 AP to the infiltration. The GM can reveal that this Edge Point grants no benefit at any point during the infiltration, as befits the story. +> - **Critical Failure** As failure, but adding 2 AP to the infiltration. \ No newline at end of file diff --git a/rules/actions/build-connections-aoa5.md b/rules/actions/build-connections-aoa5.md new file mode 100644 index 000000000..968acb56a --- /dev/null +++ b/rules/actions/build-connections-aoa5.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/downtime +aliases: ["Build Connections"] +--- +# Build Connections +[downtime](rules/traits/downtime.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 18* + + +You dedicate a day to making friends in high places, typically by inviting yourself to parties, performing small favors to be repaid later, and generally projecting an aura of confidence and capability. Attempt a DC 36 [Crafting](compendium/skills.md#Crafting), [Diplomacy](compendium/skills.md#Diplomacy), [Performance](compendium/skills.md#Performance), or appropriate [Lore](compendium/skills.md#Lore) check. The result determines the impact of your efforts. If you have the [Connections](compendium/feats/connections.md) skill feat and roll a success, you get a critical success instead. + +> [!success-degree] +> - **Critical Success** For 1 month, you gain a +1 circumstance bonus to your skill checks to pursue the downtime activities listed here. You also earn a single favor that you can call in when you or an ally you're working with attempts a skill check for one of these downtime actions. That creature can roll twice and use the better result, after which the favor is considered repaid; calling in the favor is a fortune effect. +> - **Success** For 1 week, you gain a +1 circumstance bonus to your skill checks for the downtime activities listed here. +> - **Critical Failure** A faux pas embarrasses you, and rumors recount the incident widely. For 3 days, you take a –1 circumstance penalty to skill checks for the downtime activities listed here. \ No newline at end of file diff --git a/rules/actions/build-infirmary-aoa2.md b/rules/actions/build-infirmary-aoa2.md new file mode 100644 index 000000000..911a13c4c --- /dev/null +++ b/rules/actions/build-infirmary-aoa2.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa2 +- trait/downtime +- trait/manipulate +aliases: ["Build Infirmary"] +--- +# Build Infirmary +[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +*Source: Age of Ashes #2: Cult of Cinders p. 73* + +- **Requirements**: [Crafting](compendium/skills.md#Crafting) (master), [Medicine](compendium/skills.md#Medicine) (master), or hired medic; organized specialists + +Choose a single room in Citadel Altaerein to serve as a dedicated infirmary. Once complete, the infirmary fulfills the healer's tools requirement for [Medicine](compendium/skills.md#Medicine) skill actions and grants a +2 circumstance bonus to [Medicine](compendium/skills.md#Medicine) checks made on site. This upgrade requires 20 days of work and a DC 25 [Crafting](compendium/skills.md#Crafting) or [Medicine](compendium/skills.md#Medicine) check. \ No newline at end of file diff --git a/rules/actions/build-library-aoa2.md b/rules/actions/build-library-aoa2.md new file mode 100644 index 000000000..762df6e5f --- /dev/null +++ b/rules/actions/build-library-aoa2.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa2 +- trait/downtime +- trait/manipulate +aliases: ["Build Library"] +--- +# Build Library +[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +*Source: Age of Ashes #2: Cult of Cinders p. 73* + +- **Requirements**: [Crafting](compendium/skills.md#Crafting) (master), any [Lore](compendium/skills.md#Lore) (master), or hired bookmaker; organized specialists + +Pick a single room in Citadel Altaerein to serve as a library. Once complete, the library grants a +2 circumstance bonus to skill checks made to [Borrow an Arcane Spell](rules/actions/borrow-an-arcane-spell.md), [Create Forgery](rules/actions/create-forgery.md), [Decipher Writing](rules/actions/decipher-writing.md), [Identify Alchemy](rules/actions/identify-alchemy.md), [Identify Magic](rules/actions/identify-magic.md), [Learn a Spell](rules/actions/learn-a-spell.md), or [Recall Knowledge](rules/actions/recall-knowledge.md) as long as the PC performing the action is on site. This upgrade takes 20 days of work and a DC 25 [Crafting](compendium/skills.md#Crafting) or [Lore](compendium/skills.md#Lore) check. \ No newline at end of file diff --git a/rules/actions/build-training-facility-aoa2.md b/rules/actions/build-training-facility-aoa2.md new file mode 100644 index 000000000..30efb115d --- /dev/null +++ b/rules/actions/build-training-facility-aoa2.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa2 +- trait/downtime +- trait/manipulate +aliases: ["Build Training Facility"] +--- +# Build Training Facility +[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +*Source: Age of Ashes #2: Cult of Cinders p. 73* + +- **Requirements**: expert in the skill listed below or hired trainer; organized specialists + +Pick a room in Citadel Altaerein to serve as a training area for a single character class (you can have multiple training facilities, with each one devoted to a different class). Once complete, the training facility fills the role of a teacher when using the Retrain downtime activity for the chosen class, and reduces the time required to retrain a feat or skill increase by 2 days and the time required to retrain a class feature by 1 week. This upgrade takes 40 days of work. + +Building the facility requires a DC 25 skill check using a skill depending on the class in question, as listed below. If a class lists multiple skills, the PC can choose whichever one they like (but they must be an expert in the chosen skill, as noted in the Requirements entry above). + +**Alchemist** Crafting + +**Barbarian** Athletics + +**Bard** Occultism or Performance + +**Champion** Religion + +**Cleric** Religion + +**Druid** Nature + +**Fighter** Acrobatics or Athletics + +**Monk** Acrobatics or Athletics + +**Ranger** Athletics, Nature, or Survival + +**Rogue** Acrobatics or Thievery + +**Sorcerer** Arcana, Nature, Occultism, or Religion + +**Wizard** Arcana \ No newline at end of file diff --git a/rules/actions/build-workshop-crafting-aoa2.md b/rules/actions/build-workshop-crafting-aoa2.md new file mode 100644 index 000000000..18938661a --- /dev/null +++ b/rules/actions/build-workshop-crafting-aoa2.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa2 +- trait/downtime +- trait/manipulate +aliases: ["Build Workshop (Crafting)"] +--- +# Build Workshop (Crafting) +[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +*Source: Age of Ashes #2: Cult of Cinders p. 73* + +- **Requirements**: [Crafting](compendium/skills.md#Crafting) (master), Specialty Crafting (any), or any hired specialist; organized specialists + +Pick a room in Citadel Altaerein to serve as a crafting area for a specific [Crafting](compendium/skills.md#Crafting) skill chosen from one of the crafting specialties listed under the [Specialty Crafting](compendium/feats/specialty-crafting.md) feat. You can have multiple workshops, each devoted to its own skill. Use of a workshop grants a +1 circumstance bonus to [Crafting](compendium/skills.md#Crafting) checks, or a +3 circumstance bonus to [Crafting](compendium/skills.md#Crafting) skill checks associated with that workshop's specialty. This upgrade takes 20 days of work to complete and a DC 25 [Crafting](compendium/skills.md#Crafting) check. \ No newline at end of file diff --git a/rules/actions/bullying-press-gmg.md b/rules/actions/bullying-press-gmg.md new file mode 100644 index 000000000..45fe4a0f6 --- /dev/null +++ b/rules/actions/bullying-press-gmg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +- trait/flourish +aliases: ["Bullying Press"] +--- +# Bullying Press [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[flourish](rules/traits/flourish.md) +*Source: Gamemastery Guide p. 167* + +**Variant Rule** Duels +- **Trigger** You attempt a melee [Strike](rules/actions/strike.md) against your opponent, but haven't rolled yet. +- **Requirements**: You're in a duel, you're trained in [Intimidation](compendium/skills.md#Intimidation), and you rolled an [Intimidation](compendium/skills.md#Intimidation) check for initiative this round. +- **Activity**: Reaction + +If you hit, your opponent becomes [frightened](rules/conditions.md#Frightened). If your opponent is using [Perception](compendium/skills.md#Perception) for initiative when this ability is used, they become [frightened](rules/conditions.md#Frightened) instead. \ No newline at end of file diff --git a/rules/actions/calculate-threats-da.md b/rules/actions/calculate-threats-da.md new file mode 100644 index 000000000..a32e40a67 --- /dev/null +++ b/rules/actions/calculate-threats-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/da +- trait/mental +- trait/psyche +- trait/psychic +aliases: ["Calculate Threats"] +--- +# Calculate Threats [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[mental](rules/traits/mental.md) [psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) +*Source: Dark Archive p. 16* + +- **Activity**: Single Action + +Your subconscious automatically calculates vectors and forces when your mind is unleashed, showing you the likely path of incoming attacks to avoid. You gain a +2 circumstance bonus to AC and Reflex saves until the beginning of your next turn. \ No newline at end of file diff --git a/rules/actions/call-to-axis-lome.md b/rules/actions/call-to-axis-lome.md new file mode 100644 index 000000000..7df42b05a --- /dev/null +++ b/rules/actions/call-to-axis-lome.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/ancestry/conrasu-lome +- compendium/src/pf2e/lome +- trait/fortune +aliases: ["Call to Axis"] +--- +# Call to Axis [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[fortune](rules/traits/fortune.md) +*Source: Lost Omens: The Mwangi Expanse p. 107* + +**Ancestry** Conrasu; **Heritage** Conrasu|LOME|Rite of Knowing|Rite of Knowing|LOME| +- **Frequency**: once per day +- **Trigger** You are about to attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md). +- **Activity**: Free Action + +You call upon the knowledge of Axis to ensure the accuracy of your information. You roll a second time and use the higher result. If you roll a critical failure, you get a failure instead. If you roll a success, you get a critical success instead. \ No newline at end of file diff --git a/rules/actions/camp-in-the-mwangi-jungle-aoa2.md b/rules/actions/camp-in-the-mwangi-jungle-aoa2.md new file mode 100644 index 000000000..3e58deae6 --- /dev/null +++ b/rules/actions/camp-in-the-mwangi-jungle-aoa2.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa2 +- trait/exploration +- trait/secret +aliases: ["Camp in the Mwangi Jungle"] +--- +# Camp in the Mwangi Jungle +[exploration](rules/traits/exploration.md) [secret](rules/traits/secret.md) +*Source: Age of Ashes #2: Cult of Cinders p. 71* + + +Setting up a camp in the Mwangi Jungle takes about an hour and requires one PC to attempt a secret DC 22 [Survival](compendium/skills.md#Survival) check to determine the quality of the campsite. Utilizing Ekujae mosquito netting they provide grants the PC a +2 circumstance bonus to this [Survival](compendium/skills.md#Survival) check. At your option, other precautions taken by the PCs can instead grant this bonus, but multiple tactics are not cumulative. Certain magic spells like [magnificent mansion](compendium/spells/magnificent-mansion.md) or [rope trick](compendium/spells/rope-trick.md), or magic items like an [instant fortress](compendium/equipment/items/instant-fortress.md), can create shelters that result in an automatic success at camping in dangerous terrain like the Mwangi Jungle, but at this point in their adventuring careers, the PCs are unlikely to have access to this type of magic. This activity assumes the PCs are resting for 8 hours. + +> [!success-degree] +> - **Critical Success** The camp serves the PCs well, allowing them to rest and make their daily preparations upon waking without difficulty. The camp is also camouflaged or protected, and as a result, there is no chance of a random encounter while the PCs rest. +> - **Success** The camp serves the PCs well, allowing them to rest and make their daily preparations upon waking without difficulty. +> - **Failure** The camp doesn't effectively prevent insects, rain, and other unpleasant jungle elements from reaching the PCs. The PCs can still rest and make their daily preparations, but each PC is also exposed to dysentery. +> - **Critical Failure** The camp is an utter mess. The PCs are exposed to both dysentery and malaria. In addition, they gain no benefit from rest during the time spent camping, and they instead become [fatigued](rules/conditions.md#Fatigued). \ No newline at end of file diff --git a/rules/actions/change-shape-beastkin-loag.md b/rules/actions/change-shape-beastkin-loag.md new file mode 100644 index 000000000..4a587d295 --- /dev/null +++ b/rules/actions/change-shape-beastkin-loag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/loag +- trait/concentrate +- trait/polymorph +- trait/primal +- trait/transmutation +aliases: ["Change Shape (Beastkin)"] +--- +# Change Shape (Beastkin) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) [polymorph](rules/traits/polymorph.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) +*Source: Lost Omens: Ancestry Guide p. 79* + + +- **Activity**: Single Action + +You change into your humanoid or hybrid shape. Each shape has a specific, persistent appearance, and most beastkin remain in their hybrid shapes by default. In hybrid shape, you appear as a mix between your ancestry and your inherent animal. While in hybrid shape, you gain a jaws unarmed Strike resembling the features of your inherent animal (fangs for bats, beaks for eagles, mandibles for wasps, and so on). Your jaws deal `1d4` piercing damage, have the [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), and [unarmed](rules/traits/unarmed.md) traits, and are in the brawling weapon group. In your humanoid shape, you retain the appearance of your original ancestry. \ No newline at end of file diff --git a/rules/actions/change-shape-kitsune-loag.md b/rules/actions/change-shape-kitsune-loag.md new file mode 100644 index 000000000..b5c55b472 --- /dev/null +++ b/rules/actions/change-shape-kitsune-loag.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/ancestry/kitsune-loag +- compendium/src/pf2e/loag +- trait/concentrate +- trait/divine +- trait/kitsune +- trait/polymorph +- trait/transmutation +aliases: ["Change Shape (Kitsune)"] +--- +# Change Shape (Kitsune) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [kitsune](rules/traits/kitsune-loag.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +*Source: Lost Omens: Ancestry Guide* + +**Ancestry** Kitsune +- **Activity**: Single Action + +You transform into a specific alternate form determined by your heritage. If your heritage doesn't list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the [Impersonate](rules/actions/impersonate.md) use of [Deception](compendium/skills.md#Deception). You lose any unarmed [Strikes](rules/actions/strike.md) you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again. \ No newline at end of file diff --git a/rules/actions/change-tradition-focus-gmg.md b/rules/actions/change-tradition-focus-gmg.md new file mode 100644 index 000000000..ef0b336cc --- /dev/null +++ b/rules/actions/change-tradition-focus-gmg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +- trait/magical +aliases: ["Change Tradition Focus"] +--- +# Change Tradition Focus [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[magical](rules/traits/magical.md) +*Source: Gamemastery Guide p. 167* + +**Variant Rule** Duels +- **Requirements**: You are in a duel and are trained in the skill for the tradition you're changing your focus to ([Arcana](compendium/skills.md#Arcana) for arcane, [Occultism](compendium/skills.md#Occultism) for occult, [Nature](compendium/skills.md#Nature) for primal, or [Religion](compendium/skills.md#Religion) for divine). +- **Activity**: Single Action + +You change your tradition focus to another magical tradition. \ No newline at end of file diff --git a/rules/actions/check-the-walls-aoa4.md b/rules/actions/check-the-walls-aoa4.md new file mode 100644 index 000000000..f5b82365a --- /dev/null +++ b/rules/actions/check-the-walls-aoa4.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa4 +- trait/exploration +- trait/secret +aliases: ["Check the Walls"] +--- +# Check the Walls +[exploration](rules/traits/exploration.md) [secret](rules/traits/secret.md) +*Source: Age of Ashes #4: Fires of the Haunted City p. 18* + + +A PC spends a day studying the walls and patrolling them. The PC then attempts either a DC 32 [Arcana](compendium/skills.md#Arcana) check or a DC 27 [Crafting](compendium/skills.md#Crafting) check. + +> [!success-degree] +> - **Critical Success** The PC discovers an irregularity in the protective runes along the western portion of the wall—a subtle distortion of the stone and magic that's a sign of repetitive strain, and while no obvious source for this strain is apparent, the distortions suggest the hidden source lies somewhere underground in the immediate area. Unfortunately, further research into city documents and architectural plans do not reveal the existence of any underground chambers in the area, suggesting either that no such chamber exists or, if it does, the records are either faulty or missing. +> - **Success** The PC discovers the irregularity in the barrier in the western portion of the wall—enough to confirm Alljoiner Garnis's fears, yet not enough to suggest the source of the strain. +> - **Failure** While the PC is able to discern some basic information about the city's barriers, it is not enough to find the structural flaws. Once the PCs report to her, Alljoiner Garnis suggests the PC tries again to confirm their suspicions, as she still feels there's more to learn. +> - **Critical Failure** The PC discovers what they believe to be a flaw along the eastern walls that is, in fact, merely a quirk of the ancient magic's design. When the PCs report this finding to Alljoiner Garnis, she confronts Archmage Nalruven with the information, who immediately inspects the area and accurately points out the PCs' error. This failure on the PC's part results in both Alljoiner Garnis and Mountainheart Chiselrock becoming less supportive of the PCs' efforts in Kovlar. \ No newline at end of file diff --git a/rules/actions/clean-aoa2.md b/rules/actions/clean-aoa2.md new file mode 100644 index 000000000..9886f3436 --- /dev/null +++ b/rules/actions/clean-aoa2.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa2 +- trait/downtime +- trait/manipulate +aliases: ["Clean"] +--- +# Clean +[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +*Source: Age of Ashes #2: Cult of Cinders p. 73* + + +You spend the day cleaning—hauling out broken furniture, disposing of detritus, and making rooms clear enough to begin repairs. Citadel Altaerein requires 8 days of cleaning before any other basic repair activities can begin. Cleaning does not require a [Crafting](compendium/skills.md#Crafting) check, nor does it cost gold. \ No newline at end of file diff --git a/rules/actions/cleanse-soul-path-som.md b/rules/actions/cleanse-soul-path-som.md new file mode 100644 index 000000000..e47772f78 --- /dev/null +++ b/rules/actions/cleanse-soul-path-som.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/som +- trait/exploration +aliases: ["Cleanse Soul Path"] +--- +# Cleanse Soul Path +[exploration](rules/traits/exploration.md) +*Source: Secrets of Magic p. 234* + +**Variant Rule** Soulforged Armaments + +You meditate, pray, or otherwise try to reinforce your soul's connection to your soulforged armament. This takes 10 minutes. Attempt a counteract check against your soulforged corruption. The counteract level is half your level rounded up, and the counteract check modifier is your [Religion](compendium/skills.md#Religion) modifier. If successful, reduce the stage of your [soulforged corruption](compendium/gm/afflictions/soulforged-corruption-som.md) by 1 (to a minimum of Stage 1). \ No newline at end of file diff --git a/rules/actions/clear-courtyard-aoa2.md b/rules/actions/clear-courtyard-aoa2.md new file mode 100644 index 000000000..4fb615889 --- /dev/null +++ b/rules/actions/clear-courtyard-aoa2.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa2 +- trait/downtime +- trait/manipulate +aliases: ["Clear Courtyard"] +--- +# Clear Courtyard +[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +*Source: Age of Ashes #2: Cult of Cinders p. 73* + +- **Requirements**: [Crafting](compendium/skills.md#Crafting) (trained) or hired stonemason; organized workers + +You work to repair the collapsed northern wall, drain and fill in the flooded sunken area, and clear out weeds. This activity requires 6 days of work and a DC 15 [Crafting](compendium/skills.md#Crafting) check. \ No newline at end of file diff --git a/rules/actions/clue-in-apg.md b/rules/actions/clue-in-apg.md new file mode 100644 index 000000000..6e5f0994b --- /dev/null +++ b/rules/actions/clue-in-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/investigator-apg +- compendium/src/pf2e/apg +- trait/concentrate +- trait/investigator +aliases: ["Clue In"] +--- +# Clue In [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[concentrate](rules/traits/concentrate.md) [investigator](rules/traits/investigator-apg.md) +*Source: Advanced Player's Guide p. 56* + +**Class** investigator +- **Frequency**: once per 10 minutes +- **Trigger** Another creature attempts a check to investigate a lead you're pursuing. +- **Activity**: Reaction + +You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from [Pursue a Lead](rules/actions/pursue-a-lead-apg.md). The GM can add any relevant traits to this reaction depending on the situation, such as [auditory](rules/traits/auditory.md) and [linguistic](rules/traits/linguistic.md) if you're conveying information verbally. \ No newline at end of file diff --git a/rules/actions/conduct-energy-loag.md b/rules/actions/conduct-energy-loag.md new file mode 100644 index 000000000..8ef01c021 --- /dev/null +++ b/rules/actions/conduct-energy-loag.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/item +- compendium/src/pf2e/loag +- trait/energy +aliases: ["Conduct Energy"] +--- +# Conduct Energy [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[energy](rules/traits/energy-loag.md) +*Source: Lost Omens: Ancestry Guide p. 139* + + +- **Requirements**: Your last action or spell this turn had the [acid](rules/traits/acid.md), [cold](rules/traits/cold.md), [electricity](rules/traits/electricity.md), [fire](rules/traits/fire.md), or [sonic](rules/traits/sonic.md) trait. +- **Activity**: Free Action + +You channel energy into your weapon. The weapon deals 1 additional damage per weapon damage die until the start of your next turn. This damage type matches the trait of the triggering action or spell. If your triggering action or spell had multiple eligible traits, you select one of those traits. \ No newline at end of file diff --git a/rules/actions/confident-finisher-apg.md b/rules/actions/confident-finisher-apg.md new file mode 100644 index 000000000..0cfa76aa4 --- /dev/null +++ b/rules/actions/confident-finisher-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/swashbuckler-apg +- compendium/src/pf2e/apg +- trait/finisher +- trait/swashbuckler +aliases: ["Confident Finisher"] +--- +# Confident Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[finisher](rules/traits/finisher-apg.md) [swashbuckler](rules/traits/swashbuckler-apg.md) +*Source: Advanced Player's Guide p. 85* + +**Class** swashbuckler +- **Activity**: Single Action + +You make an incredibly graceful attack, piercing your foe's defenses. Make a [Strike](rules/actions/strike.md) with a weapon or unarmed attack that would apply your precise strike damage, with the following failure effect. + +> [!success-degree] +> - **Failure** You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the [Strike](rules/actions/strike.md). \ No newline at end of file diff --git a/rules/actions/contact-steel-falcons-aoa5.md b/rules/actions/contact-steel-falcons-aoa5.md new file mode 100644 index 000000000..5d81a3622 --- /dev/null +++ b/rules/actions/contact-steel-falcons-aoa5.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/downtime +aliases: ["Contact Steel Falcons"] +--- +# Contact Steel Falcons +[downtime](rules/traits/downtime.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 23* + + +The PC surreptitiously tries to contact the Steel Falcons in Katapesh. + +> [!success-degree] +> - **Success** The PC arranges a meeting with the Steel Falcons. They're eager to combine forces with powerful operatives like the PCs in the name of liberating the oppressed, and they can provide information about the upcoming auction equivalent to a [Gather Information](rules/actions/gather-information.md) success. In addition, the Steel Falcons grant the PCs 1 Edge Point. +> - **Failure** The PC fails to make contact. +> - **Critical Failure** The PC's clumsy attempt spooks the Steel Falcons. Future attempts at this activity take a –2 circumstance penalty. \ No newline at end of file diff --git a/rules/actions/convince-mengkare-aoa6.md b/rules/actions/convince-mengkare-aoa6.md new file mode 100644 index 000000000..c14b48639 --- /dev/null +++ b/rules/actions/convince-mengkare-aoa6.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa6 +- trait/auditory +- trait/concentrate +- trait/linguistic +- trait/mental +aliases: ["Convince Mengkare"] +--- +# Convince Mengkare +[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) +*Source: Age of Ashes #6: Broken Promises p. 46* + + +You spend several minutes debating with the gold dragon Mengkare and have presented a piece of information that could potentially raise his Doubt score and cause him to reconsider his plans to sacrifice the citizens of Promise. Select one of the key skills associated with the argument you made, and attempt a check with that skill—the required DC depends on the skill used, as indicated in the Arguments against Glory section below. + +> [!success-degree] +> - **Critical Success** You increase Mengkare's Doubt by 2. +> - **Success** You increase Mengkare's Doubt by 1. +> - **Failure** You fail to increase Mengkare's Doubt. +> - **Critical Failure** You undermine your argument. Reduce Mengkare's Doubt by 1. \ No newline at end of file diff --git a/rules/actions/craft-disharmonic-instrument-lomm.md b/rules/actions/craft-disharmonic-instrument-lomm.md new file mode 100644 index 000000000..f96f64124 --- /dev/null +++ b/rules/actions/craft-disharmonic-instrument-lomm.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/lomm +- trait/downtime +- trait/manipulate +- trait/rare +aliases: ["Craft Disharmonic Instrument"] +--- +# Craft Disharmonic Instrument +[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) [rare](rules/traits/rare.md) +*Source: Lost Omens: Monsters of Myth p. 53* + +- **Requirements**: Legendary in [Crafting](compendium/skills.md#Crafting) + +You use legendary Vudran techniques to craft a disharmonic instrument that incorporates pieces of Kothogaz's heart. This is likely a tanpura, but legends mention other instruments and even voice enhancers. A disharmonic instrument is a virtuoso musical instrument. + +This activity requires seven [disharmonic heartslivers](rules/actions/harvest-heartsliver-lomm.md), the formula for a disharmonic instrument, 55,000 gp worth of rare materials, and 7 days of work. At the end of the 7 days, attempt a DC 40 Crafting check to [Craft](rules/actions/craft.md). + +> [!success-degree] +> - **Critical Success** You masterfully complete the disharmonic instrument. Holding the instrument grants immunity to Kothogaz's tympanic heartbeat and many-eyed blight. +> - **Success** You complete the disharmonic instrument. +> - **Failure** You don't complete the disharmonic instrument, and you contract many-eyed blight from the heartslivers. +> - **Critical Failure** As failure, and whenever you're on the same plane as Kothogaz, it can immediately teleport to you with its Disharmonic Door ability. \ No newline at end of file diff --git a/rules/actions/cram-sot1.md b/rules/actions/cram-sot1.md new file mode 100644 index 000000000..81ec27b2c --- /dev/null +++ b/rules/actions/cram-sot1.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/sot1 +- trait/downtime +aliases: ["Cram"] +--- +# Cram +[downtime](rules/traits/downtime.md) +*Source: Strength of Thousands #1: Kindled Magic p. 63* + +- **Requirements**: You are an initiate, attendant, or conversant, and your branch level for either your primary or secondary branch is 2 or more levels below the limit. + +Realizing that you're falling behind in your studies, you cram more than you probably should. You Study twice, each in a branch that satisfies the activity requirements. However, the extra studying comes at a price. Until the next time you take the Study downtime activity, you're particularly tired from all the extra hours cramming; at the start of each day of adventuring, you must succeed at a DC 8 flat check or be [fatigued](rules/conditions.md#Fatigued) for that day. \ No newline at end of file diff --git a/rules/actions/cunning-disguise-aoa5.md b/rules/actions/cunning-disguise-aoa5.md new file mode 100644 index 000000000..6d9c6f9e7 --- /dev/null +++ b/rules/actions/cunning-disguise-aoa5.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/exploration +aliases: ["Cunning Disguise"] +--- +# Cunning Disguise +[exploration](rules/traits/exploration.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 27* + + +The PCs conceal their true identities, relying on false personas to be admitted onto the estate. A PC can use a skill closely connected to their chosen disguise in place of [Deception](compendium/skills.md#Deception), such as [Intimidation](compendium/skills.md#Intimidation) for a guard, [Guild Lore](compendium/skills.md#Lore) for a merchant, or any food-related [Lore](compendium/skills.md#Lore) for a caterer. + +If a PC succeeds at a Cunning Disguise, roll a secret DC 34 [Perception](compendium/skills.md#Perception) check for them to notice something off about one of the guests. On a success, inform them about the [Dispel a Disguise](rules/actions/dispel-a-disguise-aoa5.md) Opportunity. \ No newline at end of file diff --git a/rules/actions/deadly-traps-aoa5.md b/rules/actions/deadly-traps-aoa5.md new file mode 100644 index 000000000..7786a2256 --- /dev/null +++ b/rules/actions/deadly-traps-aoa5.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/exploration +aliases: ["Deadly Traps"] +--- +# Deadly Traps +[exploration](rules/traits/exploration.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 28* + + +The PCs suppress or disable dangerous traps set to kill would-be thieves and make an explosive ruckus. \ No newline at end of file diff --git a/rules/actions/deceptive-sidestep-gmg.md b/rules/actions/deceptive-sidestep-gmg.md new file mode 100644 index 000000000..859e9d689 --- /dev/null +++ b/rules/actions/deceptive-sidestep-gmg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +- trait/misfortune +aliases: ["Deceptive Sidestep"] +--- +# Deceptive Sidestep [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[misfortune](rules/traits/misfortune.md) +*Source: Gamemastery Guide p. 167* + +**Variant Rule** Duels +- **Trigger** An opponent hits, but does not critically hit you, with a melee Strike. +- **Requirements**: You're in a duel, you're trained in [Deception](compendium/skills.md#Deception), and you rolled a [Deception](compendium/skills.md#Deception) check for initiative this round. +- **Activity**: Reaction + +You draw your enemy in and pull away at the last moment. The triggering opponent must roll again and take the second result. If your opponent is using [Intimidation](compendium/skills.md#Intimidation) for initiative when this ability is used, they also take a –2 circumstance penalty to the second attack roll. \ No newline at end of file diff --git a/rules/actions/deconstruct-tv.md b/rules/actions/deconstruct-tv.md new file mode 100644 index 000000000..9d64a3f22 --- /dev/null +++ b/rules/actions/deconstruct-tv.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/tv +- trait/downtime +- trait/rare +aliases: ["Deconstruct"] +--- +# Deconstruct +[downtime](rules/traits/downtime.md) [rare](rules/traits/rare.md) +*Source: Treasure Vault p. 162* + + +You deconstruct an item to provide the starting point to convert it into a new item. You need the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) skill feat to deconstruct alchemical items and the [Magical Crafting](compendium/feats/magical-crafting.md) skill feat to deconstruct magic items. + +To Deconstruct an item, you must meet the following requirements. + +- The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it's 16th or higher, you must be legendary. +- The item isn't a cursed item, artifact, or other item that is similarly hard to destroy. The item isn't a consumable item. +- The item has a listed Price. +- You must have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to deconstruct a metal shield or an alchemist's lab to de-concoct alchemical items. + +At the start of this process, you must decide if you're using the deconstructed item to build a new, similar item, of if you are simply breaking it down for raw ingredients that can be used at a later date for any item. In either case, this activity takes 1 day to perform, but if you're using the item to create a new, similar item, that day can be counted as one of the crafting days for the new item. + +At the end of the activity, you must attempt a Crafting check. The GM sets the DC of this check based on the level of the item you are attempting to deconstruct, its rarity, and other circumstances. + +> [!success-degree] +> - **Critical Success** If you are deconstructing the item to make a new, similar item, you can apply 80% of the cost of the deconstructed item to the new item. If you are deconstructing the item for raw materials alone, you can apply 55% of the cost of the deconstructed item to a single new item. In either case, if this is in excess of the new item's cost, the remainder is lost. +> - **Success** As critical success, but you can only apply 75% of the deconstructed item's cost to the new similar item and 50% of the deconstructed item's cost to any single item. +> - **Failure** You fail to deconstruct the item, wasting your time. You can try again. +> - **Critical Failure** You fail to deconstruct the item and damage it in the process. You must either repair it before attempting again, or you can attempt to deconstruct it again but lose 5% of the value of the item. \ No newline at end of file diff --git a/rules/actions/deduce-traditions-aoa4.md b/rules/actions/deduce-traditions-aoa4.md new file mode 100644 index 000000000..c6812f268 --- /dev/null +++ b/rules/actions/deduce-traditions-aoa4.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa4 +- trait/concentrate +- trait/linguistic +- trait/secret +aliases: ["Deduce Traditions"] +--- +# Deduce Traditions +[concentrate](rules/traits/concentrate.md) [linguistic](rules/traits/linguistic.md) [secret](rules/traits/secret.md) +*Source: Age of Ashes #4: Fires of the Haunted City p. 18* + + +By interpreting a regent's personality, drawing upon what you know about dwarven tradition, and making educated guesses, you surmise what sorts of skills are most valued by the dwarven regent's guild—and thus infer what types of skills would most likely curry that regent's favor. Deduce Traditions requires a successful DC 30 [Perception](compendium/skills.md#Perception) check or a successful DC 25 [Society](compendium/skills.md#Society) check to yield accurate results. + +> [!success-degree] +> - **Critical Success** You learn one of the guild's favored skills and learn what that regent's Skepticism value is. +> - **Success** You learn one of the guild's favored skills. +> - **Failure** You learn none of the guild's favored skills. +> - **Critical Failure** You learn an incorrect favored skill. \ No newline at end of file diff --git a/rules/actions/destructive-vengeance-apg.md b/rules/actions/destructive-vengeance-apg.md new file mode 100644 index 000000000..121286e1b --- /dev/null +++ b/rules/actions/destructive-vengeance-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/champion +- compendium/src/pf2e/apg +- trait/champion +- trait/uncommon +aliases: ["Destructive Vengeance"] +--- +# Destructive Vengeance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +*Source: Advanced Player's Guide p. 116* + +**Class** champion; **Subclass** Antipaladin +- **Trigger** An enemy within 15 feet damages you. +- **Activity**: Reaction + +Bloodshed begets bloodshed as you drag your enemy toward oblivion. You increase the amount of damage you take by 1d6, and you deal 1d6 damage to the triggering enemy, choosing evil or negative damage to deal to the enemy each time you use this reaction. In addition, until the end of your next turn, your [Strikes](rules/actions/strike.md) against the triggering creature deal 2 extra damage of the type you chose. + +The damage you take and deal when you use this reaction increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level. The extra damage on your [Strikes](rules/actions/strike.md) increases to 4 at 9th level and 6 at 16th level. \ No newline at end of file diff --git a/rules/actions/devise-a-stratagem-apg.md b/rules/actions/devise-a-stratagem-apg.md new file mode 100644 index 000000000..f7da1656b --- /dev/null +++ b/rules/actions/devise-a-stratagem-apg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/investigator-apg +- compendium/src/pf2e/apg +- trait/concentrate +- trait/fortune +- trait/investigator +aliases: ["Devise a Stratagem"] +--- +# Devise a Stratagem [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) [fortune](rules/traits/fortune.md) [investigator](rules/traits/investigator-apg.md) +*Source: Advanced Player's Guide p. 56* + +**Class** investigator +- **Frequency**: once per round +- **Activity**: Single Action + +You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a `d20`. If you [Strike](rules/actions/strike.md) the chosen creature later this round, you must use the result of the roll you made to [Devise a Stratagem](rules/actions/devise-a-stratagem-apg.md) for your [Strike](rules/actions/strike.md)'s attack roll instead of rolling. You make this substitution only for the first [Strike](rules/actions/strike.md) you make against the creature this round, not any subsequent attacks. + +When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your [Strike](rules/actions/strike.md) uses an [agile](rules/traits/agile.md) or [finesse](rules/traits/finesse.md) melee weapon, an [agile](rules/traits/agile.md) or [finesse](rules/traits/finesse.md) unarmed attack, a ranged weapon (which must be [agile](rules/traits/agile.md) or [finesse](rules/traits/finesse.md) if it's a melee weapon with the [thrown](rules/traits/thrown.md) trait), or a [sap](compendium/equipment/items/sap.md). + +If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action. \ No newline at end of file diff --git a/rules/actions/dimensional-interference-aoa5.md b/rules/actions/dimensional-interference-aoa5.md new file mode 100644 index 000000000..ad702b621 --- /dev/null +++ b/rules/actions/dimensional-interference-aoa5.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/exploration +aliases: ["Dimensional Interference"] +--- +# Dimensional Interference +[exploration](rules/traits/exploration.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 26* + +- **Trigger** The PCs attempt to use a teleportation effect. + +Some of the protective wards in Bhetshamtal Estate provide magical static that causes teleportation effects to fail. If the PCs intend to just teleport away to safety, they need to disable these wards. This Complication is unlikely to arise until the PCs try to teleport and fail. \ No newline at end of file diff --git a/rules/actions/discover-gmg.md b/rules/actions/discover-gmg.md new file mode 100644 index 000000000..155e0bb2d --- /dev/null +++ b/rules/actions/discover-gmg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +- trait/concentrate +- trait/secret +aliases: ["Discover"] +--- +# Discover +[concentrate](rules/traits/concentrate.md) [secret](rules/traits/secret.md) +*Source: Gamemastery Guide p. 151* + +**Variant Rule** Influence + +You watch or study an NPC to learn more about that NPC's preferences. Choose an NPC and attempt a [Perception](compendium/skills.md#Perception) check or an appropriate skill check determined by the GM. The DC is typically found in the NPC's influence stat block. + +> [!success-degree] +> - **Critical Success** Choose two of the options detailed in Success below; you can choose the same option twice to learn two pieces of information from the same category. +> - **Success** Choose one of the following: You learn which skill that can Influence the NPC has the lowest DC (skipping any skills that you already know), one of the NPC's personal biases, one of the NPC's resistances, or one of the NPC's weaknesses. +> - **Failure** You learn no information. +> - **Critical Failure** Choose a piece of information to learn about, as success, but the information is incorrect. For instance, you might think the NPC is susceptible to flattery when actually the NPC is resistant to flattery. \ No newline at end of file diff --git a/rules/actions/dispel-a-disguise-aoa5.md b/rules/actions/dispel-a-disguise-aoa5.md new file mode 100644 index 000000000..6ca06bebf --- /dev/null +++ b/rules/actions/dispel-a-disguise-aoa5.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/exploration +- trait/secret +aliases: ["Dispel a Disguise"] +--- +# Dispel a Disguise +[exploration](rules/traits/exploration.md) [secret](rules/traits/secret.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 27* + +- **Requirements**: When Blending In or using a [Cunning Disguise](rules/actions/cunning-disguise-aoa5.md), a PC has noticed something is off about a guest. + +The PC is sure there's more to Baroness Epminia Fahlspar than meets the eye. They're right—she's Reloon, a rakshasa in disguise! + +> [!success-degree] +> - **Critical Success** The PC sees through the disguise and identifies a way to unveil the rakshasa without magic. Rakshasas are not unwelcome here, but the sudden reveal of Reloon's natural form and her dismayed outburst draws the attention of many partyers. Reduce Awareness by 2 (minimum 0). +> - **Success** The PC senses the magical disguise. To overcome this Opportunity, a PC must either magically counteract the disguise or succeed at a DC 40 [Deception](compendium/skills.md#Deception) or [Intimidation](compendium/skills.md#Intimidation) check to cause the baroness's concentration to waver, briefly disrupting her disguise. This reveals her, as described under critical success. +> - **Failure** The PC sees no evidence of a disguise. +> - **Critical Failure** The PC sees no evidence of a disguise, and their scrutiny invites a loud dressing down by the baroness. \ No newline at end of file diff --git a/rules/actions/distract-guards-aoa6.md b/rules/actions/distract-guards-aoa6.md new file mode 100644 index 000000000..f45b93470 --- /dev/null +++ b/rules/actions/distract-guards-aoa6.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa6 +- trait/exploration +- trait/manipulate +- trait/move +aliases: ["Distract Guards"] +--- +# Distract Guards +[exploration](rules/traits/exploration.md) [manipulate](rules/traits/manipulate.md) [move](rules/traits/move.md) +*Source: Age of Ashes #6: Broken Promises p. 33* + + +You attempt to distract a specific group of guards away from their patrol route or their post. You can do so by attempting a DC 41 [Deception](compendium/skills.md#Deception) check, or by using a spell effect, in which case you attempt a DC 41 [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) check (as appropriate) to determine success. Each attempt to Distract Guards takes a minute to play out—from the initial distraction to the guard's reaction. + +> [!success-degree] +> - **Critical Success** You significantly distract the guards away from their patrol area or post to an area in the citadel of your choice. The guards return to their original post after 1 hour has passed. +> - **Success** You distract the guards away from their patrol area or post to an area in the citadel of your choice. The guards return to their original post after 20 minutes have passed. +> - **Failure** You fail to distract the guards. Any attempt made in the next 10 minutes to distract the same guards takes a –2 penalty to the check. +> - **Critical Failure** As failure above, but the guards realize you're trying to distract them and escort you out of the building. If this is your third critical failure against that particular group of guards, the guard instead places you under arrest. \ No newline at end of file diff --git a/rules/actions/diviner-on-duty-aoa5.md b/rules/actions/diviner-on-duty-aoa5.md new file mode 100644 index 000000000..aac26e319 --- /dev/null +++ b/rules/actions/diviner-on-duty-aoa5.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/exploration +aliases: ["Diviner on Duty"] +--- +# Diviner on Duty +[exploration](rules/traits/exploration.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 28* + +- **Trigger** A PC uses magic to aid in overcoming an Obstacle during infiltration. + +Among the Scarlet Triad's security is a highly competent diviner! With spells such as [discern lies](compendium/spells/discern-lies.md), [mind reading](compendium/spells/mind-reading.md), [see invisibility](compendium/spells/see-invisibility.md), and [true seeing](compendium/spells/true-seeing.md), this diviner can see through most magical schemes the PCs might use. + +The diviner is watching for magical threats, not poison. With a successful DC 33 [Deception](compendium/skills.md#Deception), [Thievery](compendium/skills.md#Thievery), or food-related [Lore](compendium/skills.md#Lore) check, a PC can trick her into consuming something laden with an ingested poison. Her Fortitude save bonus is +23, and she withdraws if successfully poisoned. If not successfully poisoned, increase the PCs' Awareness Points by 2. \ No newline at end of file diff --git a/rules/actions/do-i-know-you-aoa5.md b/rules/actions/do-i-know-you-aoa5.md new file mode 100644 index 000000000..7f037f3bd --- /dev/null +++ b/rules/actions/do-i-know-you-aoa5.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/exploration +aliases: ["Do I Know You?"] +--- +# Do I Know You? +[exploration](rules/traits/exploration.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 26* + +- **Trigger** Awareness reaches 5 or 10. + +A partygoer or worker thinks they recognize one of the PCs, attracting unwanted attention. That PC either convinces them otherwise before slipping away or finds a way to dodge the bystander entirely. \ No newline at end of file diff --git a/rules/actions/drink-from-the-chalice-da.md b/rules/actions/drink-from-the-chalice-da.md new file mode 100644 index 000000000..b040968b1 --- /dev/null +++ b/rules/actions/drink-from-the-chalice-da.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/da +- trait/magical +- trait/manipulate +- trait/necromancy +- trait/thaumaturge +aliases: ["Drink from the Chalice"] +--- +# Drink from the Chalice [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[magical](rules/traits/magical.md) [manipulate](rules/traits/manipulate.md) [necromancy](rules/traits/necromancy.md) [thaumaturge](rules/traits/thaumaturge-da.md) +*Source: Dark Archive p. 37* + +- **Frequency**: once per round +- **Requirements**: You are holding your First Implement and Esoterica|Thaumaturge|DA|chalice|DA|1||chalice implement. +- **Activity**: Single Action + +You drink from the liquid that slowly collects in your chalice or administer it to an adjacent ally. The drinker chooses whether to take a small sip or to drain the contents. + +- **Sip** A sip grants the drinker an amount of temporary Hit Points equal to 2 + half your level that last until the end of your next turn. +- **Drain** Drinking deep instead heals the drinker 3 Hit Points for each level you have. After the chalice is drained, it's left with only its slowly collecting dregs; the chalice can't be drained again, though it can still be sipped from. If 10 minutes pass without anyone drinking from the chalice, it refills itself and can be drained again. If the drinker has [negative healing](rules/abilities/negative-healing-b2.md), it can still heal in this way, and the effect has the [negative](rules/traits/negative.md) trait instead of [healing](rules/traits/healing.md) and [positive](rules/traits/positive.md). \ No newline at end of file diff --git a/rules/actions/drive-gmg.md b/rules/actions/drive-gmg.md new file mode 100644 index 000000000..4fd65c151 --- /dev/null +++ b/rules/actions/drive-gmg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +- trait/move +aliases: ["Drive"] +--- +# Drive [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +[move](rules/traits/move.md) +*Source: Gamemastery Guide p. 175* + +**Variant Rule** Vehicles +- **Requirements**: You are piloting a vehicle. +- **Activity**: Varies + +You pilot your vehicle to move. Decide how many actions you intend to spend before you begin Driving. The effects depend on the number of actions you spend. You can't Drive through spaces occupied by creatures, even if they are allies. + +[>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Attempt a piloting check. On a success, the vehicle moves up to its Speed and can turn normally. On a failure, the vehicle moves its Speed in a straight line. On a critical failure, the vehicle moves its Speed in a straight line and becomes uncontrolled. + +[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([reckless](rules/traits/reckless-gmg.md)) The vehicle moves up to twice its Speed in a straight line at the vehicle's current heading. + +[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") ([reckless](rules/traits/reckless-gmg.md)) You take a –5 penalty on your piloting check to maintain control of the vehicle. The vehicle moves up to three times its Speed in a straight line at the vehicle's current heading. \ No newline at end of file diff --git a/rules/actions/dueling-counter-gmg.md b/rules/actions/dueling-counter-gmg.md new file mode 100644 index 000000000..d602d4292 --- /dev/null +++ b/rules/actions/dueling-counter-gmg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +- trait/magical +aliases: ["Dueling Counter"] +--- +# Dueling Counter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[magical](rules/traits/magical.md) +*Source: Gamemastery Guide p. 167* + +**Variant Rule** Duels +- **Trigger** Your opponent [Casts a Spell](rules/actions/cast-a-spell.md) from the same tradition as your tradition focus. +- **Requirements**: You are in a duel and have a tradition focus. +- **Activity**: Reaction + +Expend a prepared spell or spell slot. You then attempt to counteract the triggering spell with the expended spell. \ No newline at end of file diff --git a/rules/actions/earn-income.md b/rules/actions/earn-income.md index b27cd8139..f9d143a54 100644 --- a/rules/actions/earn-income.md +++ b/rules/actions/earn-income.md @@ -32,4 +32,6 @@ You can continue working at the task on subsequent days without needing to roll > - **Trained** bartend, do legal research > - **Expert** curate drink selection, present minor court cases > - **Master** run a large brewery, present important court cases -> - **Legendary** run an international brewing franchise, present a case in Hell's courts \ No newline at end of file +> - **Legendary** run an international brewing franchise, present a case in Hell's courts + +![EARN INCOME TASKS](rules/tables/earn-income-tasks-gmg.md) \ No newline at end of file diff --git a/rules/actions/energy-emanation-locg.md b/rules/actions/energy-emanation-locg.md new file mode 100644 index 000000000..accd66eb6 --- /dev/null +++ b/rules/actions/energy-emanation-locg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/ancestry/dwarf +- compendium/src/pf2e/locg +aliases: ["Energy Emanation"] +--- +# Energy Emanation [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +*Source: Lost Omens: Character Guide p. 19* + +**Ancestry** Dwarf; **Heritage** Dwarf||Elemental Heart|Elemental Heart|LOCG| +- **Frequency**: once per day +- **Activity**: Two-Action + +Energy bursts forth from your body. You deal `1d6` damage of your chosen type to all adjacent creatures (basic Reflex save using your class DC or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by `1d6`. \ No newline at end of file diff --git a/rules/actions/envenom-loil.md b/rules/actions/envenom-loil.md new file mode 100644 index 000000000..53c130cba --- /dev/null +++ b/rules/actions/envenom-loil.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/ancestry/vishkanya-loil +- compendium/src/pf2e/loil +- trait/manipulate +aliases: ["Envenom"] +--- +# Envenom [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[manipulate](rules/traits/manipulate.md) +*Source: Lost Omens: Impossible Lands* + +**Ancestry** Vishkanya +- **Frequency**: once per day +- **Activity**: Single Action + +Through use of either saliva or blood, you use your innate toxins to apply vishkanyan venom to your weapon or a piece of ammunition. To use your blood, you must be injured, or you can deal 1 slashing damage to yourself as part of the action. The vishkanyan venom remains potent until the end of your next turn, or until you expend it as normal for an injury poison by either hitting a target or critically failing an attack roll. + +```ad-inline-affliction +title: Minor Vishkanyan Venom + +[injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +- **Saving Throws**: Fortitude +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `1d4` poison damage (1 round) + +**Stage 2** `1d4` poison damage (1 round) + +**Stage 3** `1d4` poison damage (1 round) + + +%% #trait/injury #trait/poison %% +``` \ No newline at end of file diff --git a/rules/actions/expeditious-inspection-apg.md b/rules/actions/expeditious-inspection-apg.md new file mode 100644 index 000000000..fdd09e887 --- /dev/null +++ b/rules/actions/expeditious-inspection-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/investigator-apg +- compendium/src/pf2e/apg +- trait/investigator +aliases: ["Expeditious Inspection"] +--- +# Expeditious Inspection [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[investigator](rules/traits/investigator-apg.md) +*Source: Advanced Player's Guide p. 57* + +**Class** investigator; **Subclass** Empiricism +- **Frequency**: once per 10 minutes +- **Activity**: Free Action + +You observe and assess your surroundings with great speed. You [Recall Knowledge](rules/actions/recall-knowledge.md), [Seek](rules/actions/seek.md), or [Sense Motive](rules/actions/sense-motive.md). \ No newline at end of file diff --git a/rules/actions/exploit-vulnerability-da.md b/rules/actions/exploit-vulnerability-da.md new file mode 100644 index 000000000..c27a4c412 --- /dev/null +++ b/rules/actions/exploit-vulnerability-da.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/da +- trait/esoterica +- trait/manipulate +- trait/thaumaturge +aliases: ["Exploit Vulnerability"] +--- +# Exploit Vulnerability [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[esoterica](rules/traits/esoterica-da.md) [manipulate](rules/traits/manipulate.md) [thaumaturge](rules/traits/thaumaturge-da.md) +*Source: Dark Archive p. 32* + +- **Frequency**: once per round +- **Requirements**: You are holding your implement. +- **Activity**: Single Action + +You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an [Esoteric Lore](compendium/skills.md#Lore) check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. + +> [!success-degree] +> - **Critical Success** You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon [Strikes](rules/actions/strike.md) against the creature also become [magical](rules/traits/magical.md) if they weren't already. +> - **Success** You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon [Strikes](rules/actions/strike.md) against the creature also become [magical](rules/traits/magical.md) if they weren't already. +> - **Failure** Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon [Strikes](rules/actions/strike.md) against the creature also become [magical](rules/traits/magical.md) if they weren't already. +> - **Critical Failure** You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become [flat-footed](rules/conditions.md#Flat-footed) until the beginning of your next turn. \ No newline at end of file diff --git a/rules/actions/fade-into-daydreams-da.md b/rules/actions/fade-into-daydreams-da.md new file mode 100644 index 000000000..f13ad6cda --- /dev/null +++ b/rules/actions/fade-into-daydreams-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/da +- trait/illusion +- trait/psyche +- trait/psychic +aliases: ["Fade Into Daydreams"] +--- +# Fade Into Daydreams [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[illusion](rules/traits/illusion.md) [psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) +*Source: Dark Archive p. 16* + +- **Activity**: Single Action + +Your flights of imagination spill into the real world, causing you to become indistinct, hazy, or cloaked in figments. You become [concealed](rules/conditions.md#Concealed) until the start of your next turn. This concealment can't be used to [Hide](rules/actions/hide.md), as normal for concealing effects that leave your location obvious. \ No newline at end of file diff --git a/rules/actions/fight-the-fire-aoa6.md b/rules/actions/fight-the-fire-aoa6.md new file mode 100644 index 000000000..0e0801643 --- /dev/null +++ b/rules/actions/fight-the-fire-aoa6.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa6 +- trait/exploration +- trait/manipulate +aliases: ["Fight the Fire"] +--- +# Fight the Fire +[exploration](rules/traits/exploration.md) [manipulate](rules/traits/manipulate.md) +*Source: Age of Ashes #6: Broken Promises p. 12* + + +You work to contain the fire. Attempt a DC 36 [Acrobatics](compendium/skills.md#Acrobatics) check to move quickly through the building and extinguish burning areas opportunistically, a DC 38 [Athletics](compendium/skills.md#Athletics) check to remove debris to prevent the spread of fire or haul buckets of water or sand to extinguish flames, or a DC 40 [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation) check to organize bystanders into helping fight the fire. + +> [!success-degree] +> - **Critical Success** You make significant progress, allowing 1d6 citizens to escape to safety on their own, and no citizens still trapped in the building perish at the end of the phase. Any checks to Rescue Citizens for the remainder of this phase gain a +2 circumstance bonus. Increase the number of phases remaining before the building collapses by 1. +> - **Success** You curtail flames in areas where citizens are still trapped. No citizens still trapped in the building perish at the end of the phase. Any checks to Rescue Citizens for the remainder of this phase gain a +1 circumstance bonus. +> - **Failure** You take `4d6` fire damage. +> - **Critical Failure** Your attempts to Fight the Fire accidentally spread the flames instead. You take `8d6` fire damage. Reduce the number of phases remaining before the building collapses by 1. \ No newline at end of file diff --git a/rules/actions/find-the-cells-aoa5.md b/rules/actions/find-the-cells-aoa5.md new file mode 100644 index 000000000..e95ee8561 --- /dev/null +++ b/rules/actions/find-the-cells-aoa5.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/exploration +aliases: ["Find the Cells"] +--- +# Find the Cells +[exploration](rules/traits/exploration.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 28* + + +The PCs identify an efficient route through the manor and reach the holding cells and vaults in the basement—all without opening too many doors, making too much noise, or wasting time searching for secret doors. \ No newline at end of file diff --git a/rules/actions/fling-magic-da.md b/rules/actions/fling-magic-da.md new file mode 100644 index 000000000..77db0dadd --- /dev/null +++ b/rules/actions/fling-magic-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/da +- trait/concentrate +- trait/evocation +- trait/magical +- trait/manipulate +- trait/thaumaturge +aliases: ["Fling Magic"] +--- +# Fling Magic [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[concentrate](rules/traits/concentrate.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [manipulate](rules/traits/manipulate.md) [thaumaturge](rules/traits/thaumaturge-da.md) +*Source: Dark Archive p. 41* + +- **Requirements**: You are holding your First Implement and Esoterica|Thaumaturge|DA|wand|DA|1||wand implement. +- **Activity**: Two-Action + +You fling magical energy at a target within 60 feet, dealing damage equal to `1d4` + your Charisma modifier to the target, with a basic Reflex save against your class DC. The damage is of the type you selected when you gained your First Implement and Esoterica|Thaumaturge|DA|wand|DA|1||wand implement. At 3rd level and every 2 levels thereafter, the damage increases by 1d4. + +You can expend more energy than usual to boost the effect of Fling Magic, dealing d6s of damage instead of `d4`s. After you do so, the wand takes `1d4` rounds to recharge, during which you can't boost the wand's damage but can continue to Fling Magic normally. If you critically hit with a [Strike](rules/actions/strike.md), your wand recharges immediately as it draws in power from the clash. \ No newline at end of file diff --git a/rules/actions/forge-documents-aoa5.md b/rules/actions/forge-documents-aoa5.md new file mode 100644 index 000000000..4bf23f3bd --- /dev/null +++ b/rules/actions/forge-documents-aoa5.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/downtime +- trait/secret +aliases: ["Forge Documents"] +--- +# Forge Documents +[downtime](rules/traits/downtime.md) [secret](rules/traits/secret.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 23* + + +The PC prepares several forgeries that might serve as convincing props during the heist. + +> [!success-degree] +> - **Success** The PC creates convincing documents that grant the PCs 1 Edge Point they can use when presenting proper credentials, work orders, or invitations. +> - **Failure** The PC creates somewhat unconvincing documents. Inform the PCs the forgeries grant 1 Edge Point. However, when they use that Edge Point, it grants no benefit. +> - **Critical Failure** As failure, but a PC who uses the Edge Point on a failure gets a critical failure instead. \ No newline at end of file diff --git a/rules/actions/forge-documents-gmg.md b/rules/actions/forge-documents-gmg.md new file mode 100644 index 000000000..4e0bb1fb4 --- /dev/null +++ b/rules/actions/forge-documents-gmg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +- trait/downtime +- trait/secret +aliases: ["Forge Documents"] +--- +# Forge Documents +[downtime](rules/traits/downtime.md) [secret](rules/traits/secret.md) +*Source: Gamemastery Guide p. 163* + +**Variant Rule** Infiltration + +You prepare forgeries that might serve as convincing props. Attempt a hard or very hard [Society](compendium/skills.md#Society) check. + +> [!success-degree] +> - **Success** You create convincing forgeries and gain 1 EP you can use only when presenting some form of paperwork. +> - **Failure** You create unconvincing documents. You gain 1 EP that (unknown to you) grants no benefit when used. +> - **Critical Failure** As a failure, but a PC who tries to use the Edge Point gets a critical failure, even if they use the Edge Point after rolling a failure. \ No newline at end of file diff --git a/rules/actions/fortify-camp-gmg.md b/rules/actions/fortify-camp-gmg.md new file mode 100644 index 000000000..011300c77 --- /dev/null +++ b/rules/actions/fortify-camp-gmg.md @@ -0,0 +1,13 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +aliases: ["Fortify Camp"] +--- +# Fortify Camp +*Source: Gamemastery Guide p. 173* + +**Variant Rule** Hexploration + +You can spend time fortifying your camp for defense with a successful [Crafting](compendium/skills.md#Crafting) check (typically at a trained or expert DC). Anyone keeping watch or defending the camp gains a +2 circumstance bonus to initiative rolls and [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) creatures attempting to sneak up on the camp. \ No newline at end of file diff --git a/rules/actions/gain-contact-gmg.md b/rules/actions/gain-contact-gmg.md new file mode 100644 index 000000000..a12934a7b --- /dev/null +++ b/rules/actions/gain-contact-gmg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +- trait/downtime +aliases: ["Gain Contact"] +--- +# Gain Contact +[downtime](rules/traits/downtime.md) +*Source: Gamemastery Guide p. 163* + +**Variant Rule** Infiltration + +You try to make contact with an individual who can aid you in the infiltration. Attempt a normal, hard, or very hard DC [Diplomacy](compendium/skills.md#Diplomacy) or [Society](compendium/skills.md#Society) check, or a check using a [Lore](compendium/skills.md#Lore) skill appropriate to your prospective contact. + +> [!success-degree] +> - **Success** You make contact and gain 1 EP. +> - **Failure** You fail to make contact. +> - **Critical Failure** You insult or spook the contact in some way. Future attempts take a –2 circumstance penalty. \ No newline at end of file diff --git a/rules/actions/gather-information-aoa5.md b/rules/actions/gather-information-aoa5.md new file mode 100644 index 000000000..0d3f2c0c2 --- /dev/null +++ b/rules/actions/gather-information-aoa5.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/downtime +- trait/secret +aliases: ["Gather Information"] +--- +# Gather Information +[downtime](rules/traits/downtime.md) [secret](rules/traits/secret.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 24* + + +The PC seeks out rumors about Exavisu's status and location. + +> [!success-degree] +> - **Critical Success** The PCs learn information as a success, plus supporting details that assist in their preparations. The PCs gain a +2 circumstance bonus to checks to perform legwork tasks from this point on. In addition, the PC learns that the scheduling of the auction experienced some delays due to disagreements between the Scarlet Triad and Fleshmongers' Federation over how to split profits—in the face of the gradual constriction of slave market, the longtime allies are both great taking pains to maintain their own profits without undercutting each other. +> - **Success** The PC learns that while nobody knows where Exavisu Kerndallion and her enslaved colleagues are, a private auction has been scheduled for the evening of 15 Neth, to be held at the Bhetshamtal Estate in Katapesh's Inner City. Invitations are nearly impossible to come by, and the audience is expected to include a large number of extraplanar bidders. Exavisu is among the slaves up for sale. Shipments into and out of the estate suggest preparations are already underway for the exclusive event, and the slaves are likely being kept off-site until the event begins. +> - **Failure** The PC learns nothing. +> - **Critical Failure** The PC learns a few misleading rumors that give the PCs a –2 circumstance penalty to their next check for a legwork task. \ No newline at end of file diff --git a/rules/actions/gossip-gmg.md b/rules/actions/gossip-gmg.md new file mode 100644 index 000000000..8dd0fb940 --- /dev/null +++ b/rules/actions/gossip-gmg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +- trait/downtime +- trait/secret +aliases: ["Gossip"] +--- +# Gossip +[downtime](rules/traits/downtime.md) [secret](rules/traits/secret.md) +*Source: Gamemastery Guide p. 163* + +**Variant Rule** Infiltration + +You seek out rumors about the infiltration's target. Attempt a normal, hard, or very hard [Diplomacy](compendium/skills.md#Diplomacy) check. + +> [!success-degree] +> - **Critical Success** You gain inside information about the location or group you're trying to infiltrate. This grants you a +2 circumstance bonus to future checks you attempt for preparation activities for this infiltration. If you share this information, those you share it with also gain this bonus. +> - **Success** You gain inside information about the place or group you're attempting to infiltrate that aids your planning. +> - **Failure** You learn nothing. +> - **Critical Failure** You hear a few mistaken rumors and take a –2 circumstance penalty to your next check for a preparation activity. Word spreads around that you're asking after that group or individual, increasing your Awareness Points by 1. \ No newline at end of file diff --git a/rules/actions/grow-tv.md b/rules/actions/grow-tv.md new file mode 100644 index 000000000..129735adb --- /dev/null +++ b/rules/actions/grow-tv.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/tv +- trait/downtime +- trait/manipulate +- trait/rare +aliases: ["Grow"] +--- +# Grow +[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) [rare](rules/traits/rare.md) +*Source: Treasure Vault p. 165* + + +You can grow an item from a living thing, most commonly a plant. You need the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) skill feat to Grow an alchemical item, the [Magical Crafting](compendium/feats/magical-crafting.md) skill feat to Grow a magic item, and the [Snare Crafting](compendium/feats/snare-crafting.md) feat to Grow a snare. To Grow an item, you must meet the following requirements. + +- The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in [Crafting](compendium/skills.md#Crafting), and if it's 16th or higher, you must be legendary. +- You have the formula for the item; see Getting Formulas for more information. +- You have an appropriate set of tools for growing the item. While cultivation and gardening tools are typical for plants, you might also use a different technique that requires a different set of tools. For instance, if you play music to help your plants grow, you might use a musical instrument instead. +- You must supply special fertilizers or other magical nutrients worth at least half the item's Price. You always expend at least that quantity of fertilizers and magical nutrients when you Grow successfully. If you're in a settlement, you can usually spend currency to get the amount of magical nutrients you need, except in the case of rarer precious materials. You can also bring them with you in advance or forage for them with a skill like [Herbalism Lore](compendium/skills.md#Lore), gaining an amount of value based on the rules for [Earn Income](rules/actions/earn-income.md). + +You must spend 4 days at work, at which point you attempt a [Crafting](compendium/skills.md#Crafting) check. The GM determines the DC to Grow the item based on its level, rarity, and other circumstances. Depending on the specifics of the type of item, it might be easier to Grow than it is to Craft, or vice versa; typically, the GM can represent that by making an easy or hard DC adjustment. + +If your attempt to create the item is successful, you expend the fertilizers and other magical nutrients you supplied. You can pay the remaining portion of the item's Price in additional growth accelerants to complete the item immediately, or you can spend additional downtime days cultivating the item. For each additional day taken, reduce the value of the accelerants you need to complete the item. This amount is determined using Core Rulebook [Table 4–2: Income Earned](rules/tables/income-earned.md), based on your proficiency rank in [Crafting](compendium/skills.md#Crafting) and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in accelerants. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. + +You also have the option to allow the item to grow mostly untended, only stopping to supervise it occasionally, though the pace is much slower without your direct intervention. At the end of each season in which you spent at least 1 day of downtime to Grow the item, roll an additional [Crafting](compendium/skills.md#Crafting) check and reduce the value of accelerants you need to expend to complete the item by the corresponding amount. + +> [!success-degree] +> - **Critical Success** Your attempt is successful. Each additional day spent Growing reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in [Crafting](compendium/skills.md#Crafting). +> - **Success** Your attempt is successful. Each additional day spent Growing reduces the materials needed to complete the item by an amount based on your level and your proficiency rank. +> - **Failure** You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over. +> - **Critical Failure** You fail to complete the item. You ruin 10% of the fertilizers and nutrients you supplied, but you can salvage the rest. If you want to try again, you must start over. \ No newline at end of file diff --git a/rules/actions/guild-investigation-aoa4.md b/rules/actions/guild-investigation-aoa4.md new file mode 100644 index 000000000..1291457f3 --- /dev/null +++ b/rules/actions/guild-investigation-aoa4.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa4 +- trait/concentrate +- trait/exploration +- trait/secret +aliases: ["Guild Investigation"] +--- +# Guild Investigation +[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [secret](rules/traits/secret.md) +*Source: Age of Ashes #4: Fires of the Haunted City p. 18* + + +A PC spends a day and attempts a DC 30 Skill check to pursue their investigation into the guild. + +> [!success-degree] +> - **Critical Success** The PCs' investigation results in compelling evidence that Brigven is the culprit behind the shoddy weapons,and reveals the location of his shop to the PCs. This evidence forces Brigven to give up as soon as the PCs confront him in his shop without forcing them to talk him into a confession. +> - **Success** The investigation implies that Brigven is behind the shoddy weapons, and reveals the location of his shop to the PCs. +> - **Failure** The investigation yields no results, but does not alert Brigven of the threat. +> - **Critical Failure** The investigation yields no results, and Brigven learns that the PCs are on to him. He abandons his shop and flees to the Hidden Forge to seek shelter with the other [Droskar](compendium/setting/deities/droskar-logm.md) cultists. In this case, the PCs can encounter Brigven in area **D2**—you can represent him with the statistics for Thea in that encounter. \ No newline at end of file diff --git a/rules/actions/harvest-heartsliver-lomm.md b/rules/actions/harvest-heartsliver-lomm.md new file mode 100644 index 000000000..c08c69215 --- /dev/null +++ b/rules/actions/harvest-heartsliver-lomm.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/lomm +- trait/manipulate +- trait/rare +aliases: ["Harvest Heartsliver"] +--- +# Harvest Heartsliver [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[manipulate](rules/traits/manipulate.md) [rare](rules/traits/rare.md) +*Source: Lost Omens: Monsters of Myth p. 53* + +- **Requirements**: You're inside Kothogaz's body. +- **Activity**: Reaction + +You attempt to steal a section of Kothogaz's heart. Attempt an attack roll or a DC 40 [Acrobatics](compendium/skills.md#Acrobatics), [Athletics](compendium/skills.md#Athletics), [Medicine](compendium/skills.md#Medicine), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) check. + +> [!success-degree] +> - **Critical Success** You steal a small disharmonic heartsliver, stow it on your person, and can exit Kothogaz's body. +> - **Success** As critical success, but you can't exit. +> - **Failure** You take Kothogaz's [Swallow Whole](rules/abilities/swallow-whole.md) damage. +> - **Critical Failure** You take double Kothogaz's Swallow Whole damage and are [deafened](rules/conditions.md#Deafened) by its heartbeat for 1 minute. \ No newline at end of file diff --git a/rules/actions/haul-supplies-aoa5.md b/rules/actions/haul-supplies-aoa5.md new file mode 100644 index 000000000..85e48f21b --- /dev/null +++ b/rules/actions/haul-supplies-aoa5.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/exploration +- trait/move +aliases: ["Haul Supplies"] +--- +# Haul Supplies +[exploration](rules/traits/exploration.md) [move](rules/traits/move.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 13* + + +You pack up as many supplies as you can carry and make your way back to Bazal's Basin with food and water. Attempt a DC 34 [Athletics](compendium/skills.md#Athletics) check to determine the amount and quality of the food you manage to haul and keep safe from being damaged in the storm. A character who uses powerful magic (such as [teleport](compendium/spells/teleport.md)) to aid in transporting the food automatically achieves a result one category higher than they roll. + +> [!success-degree] +> - **Critical Success** You return with 15 Bulk of supplies. +> - **Success** You return with 10 Bulk of supplies. +> - **Failure** Some of the food was damaged in transport, and you return with only 5 Bulk of supplies. +> - **Critical Failure** All of the supplies you attempted to transport are ruined. \ No newline at end of file diff --git a/rules/actions/host-event-aoa5.md b/rules/actions/host-event-aoa5.md new file mode 100644 index 000000000..b798e375a --- /dev/null +++ b/rules/actions/host-event-aoa5.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/downtime +aliases: ["Host Event"] +--- +# Host Event +[downtime](rules/traits/downtime.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 18* + + +You dedicate a day to planning and hosting a special event, such as a feast, a small festival, or a public performance. Doing so requires an expenditure of 250 gp. Attempt a DC 36 [Diplomacy](compendium/skills.md#Diplomacy), [Performance](compendium/skills.md#Performance), [Society](compendium/skills.md#Society), or appropriate [Lore](compendium/skills.md#Lore) check. The result determines the impact of your efforts. You gain a cumulative +1 circumstance bonus to this check (maximum +4) for each additional 250 gp you spend on the event. + +> [!success-degree] +> - **Critical Success** Each PC gains a +2 circumstance bonus to skill checks to perform downtime activities for the next 3 days. Also, reduce the Support Points of two different guilds of your choice by 1 (see Influence Guild). +> - **Success** Each PC gains a +1 circumstance bonus to skill checks to perform downtime activities the following day. In addition, reduce the Support Points of one guild of your choice by 1 (see Influence Guild). +> - **Critical Failure** The party is a disaster. Each PC takes a –2 circumstance penalty to skill checks to perform downtime activities the following day. \ No newline at end of file diff --git a/rules/actions/hunt-the-animals-aoa2.md b/rules/actions/hunt-the-animals-aoa2.md new file mode 100644 index 000000000..4e108dc48 --- /dev/null +++ b/rules/actions/hunt-the-animals-aoa2.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa2 +- trait/exploration +aliases: ["Hunt the Animals"] +--- +# Hunt the Animals +[exploration](rules/traits/exploration.md) +*Source: Age of Ashes #2: Cult of Cinders p. 20* + + +When the hunt begins, the Ekujae elves and the PCs work together to bring down the game. Against an impressive find, each PC actively participating (and not just [Aiding](rules/actions/aid.md)) attempts a DC 25 [Survival](compendium/skills.md#Survival) check. Against standard game, the DC is 20. No check is needed to hunt river turtles or bats—hunting such game is automatically successful (but can never be a critical success). + +> [!success-degree] +> - **Critical Success** You help take down the animals quickly and relatively painlessly, showing them mercy. +> - **Success** Your participation in the hunt helps the hunting party take down the animals quickly. +> - **Failure** Your involvement complicates the hunt—one or two animals even escape uninjured. Each PC takes `2d6` damage from animal attacks (or `4d6` if the animals were an impressive find). +> - **Critical Failure** Several of the animals die poorly, and many escape with mortal wounds. Barely enough animals are caught for the feast, but the fact that they died in pain or escaped with injuries shames the Ekujae— the party loses 2 IP. Each PC takes `2d6+6` damage from animal attacks (or `4d6+12` if the animals were an impressive find). \ No newline at end of file diff --git a/rules/actions/implements-interruption-da.md b/rules/actions/implements-interruption-da.md new file mode 100644 index 000000000..e62fab6c8 --- /dev/null +++ b/rules/actions/implements-interruption-da.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/da +- trait/evocation +- trait/magical +- trait/thaumaturge +aliases: ["Implement's Interruption"] +--- +# Implement's Interruption [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [thaumaturge](rules/traits/thaumaturge-da.md) +*Source: Dark Archive p. 41* + +- **Trigger** The target of your [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) uses a [concentrate](rules/traits/concentrate.md), [manipulate](rules/traits/manipulate.md), or [move](rules/traits/move.md) action, or leaves a square during a move action it's using. +- **Requirements**: You're holding your First Implement and Esoterica|Thaumaturge|DA|weapon|DA|1||weapon implement and are benefiting from [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) against a creature. The creature must be within your reach if you're wielding a melee weapon, or within 10 feet if you're wielding a ranged weapon. +- **Activity**: Reaction + +Your weapon senses a moment of weakness and guides your hand to strike down a foe. Make a [Strike](rules/actions/strike.md) against the triggering creature with your First Implement and Esoterica|Thaumaturge|DA|weapon|DA|1||weapon implement. If your attack is a critical hit, you disrupt the triggering action. This [Strike](rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](rules/actions/strike.md). \ No newline at end of file diff --git a/rules/actions/impromptu-tour-aoa5.md b/rules/actions/impromptu-tour-aoa5.md new file mode 100644 index 000000000..daab8c74c --- /dev/null +++ b/rules/actions/impromptu-tour-aoa5.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/exploration +aliases: ["Impromptu Tour"] +--- +# Impromptu Tour +[exploration](rules/traits/exploration.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 29* + + +In anticipation of the auction, Jelek Jaziman has gathered groups of guests to explore the manor in guided tours. The PCs can try to avoid notice, or—by blending in with a group and making informed statements about the artwork—they can deflect attention long enough to slip away. \ No newline at end of file diff --git a/rules/actions/influence-gmg.md b/rules/actions/influence-gmg.md new file mode 100644 index 000000000..f3fb968a0 --- /dev/null +++ b/rules/actions/influence-gmg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +- trait/concentrate +- trait/linguistic +aliases: ["Influence"] +--- +# Influence +[concentrate](rules/traits/concentrate.md) [linguistic](rules/traits/linguistic.md) +*Source: Gamemastery Guide p. 151* + +**Variant Rule** Influence + +You attempt to make a favorable impression on an NPC to convince the NPC to support your cause. Choose an NPC, and attempt a skill check to impress that NPC. The DC, and whether success is possible, depend on the NPC's preferences (typically found in the NPC's influence stat block). + +> [!success-degree] +> - **Critical Success** You gain 2 Influence Points with the chosen NPC. +> - **Success** You gain 1 Influence Point with the chosen NPC. +> - **Failure** You gain no Influence Points with the chosen NPC. +> - **Critical Failure** You lose 1 Influence Point with the chosen NPC. \ No newline at end of file diff --git a/rules/actions/influence-guild-aoa5.md b/rules/actions/influence-guild-aoa5.md new file mode 100644 index 000000000..8f5ece207 --- /dev/null +++ b/rules/actions/influence-guild-aoa5.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/downtime +aliases: ["Influence Guild"] +--- +# Influence Guild +[downtime](rules/traits/downtime.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 19* + + +You dedicate a day to befriending members of a particular guild, assisting the organization, and convincing the guild members not to support the Scarlet Triad. Attempt a DC 34 skill check tied to one of the organization's favored skills (pages 20–21). + +> [!success-degree] +> - **Critical Success** Reduce that organization's Support Points by 3. +> - **Success** Reduce that organization's Support Points by 1. +> - **Critical Failure** Increase that organization's Support Points by 1. \ No newline at end of file diff --git a/rules/actions/influence-regent-aoa4.md b/rules/actions/influence-regent-aoa4.md new file mode 100644 index 000000000..c84c92cc9 --- /dev/null +++ b/rules/actions/influence-regent-aoa4.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa4 +- trait/auditory +- trait/concentrate +- trait/linguistic +- trait/mental +- trait/secret +aliases: ["Influence Regent"] +--- +# Influence Regent +[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [secret](rules/traits/secret.md) +*Source: Age of Ashes #4: Fires of the Haunted City p. 18* + + +You attempt to gain favor with one of Kovlar's regents, either by responding to their question with tact and respect and attempting a Diplomacy check, or by drawing upon your acumen in another skill. This second tactic usually can't succeed unless that skill is one favored by that regent's guild. At the GM's option, you may substitute an applicable [Lore](compendium/skills.md#Lore) skill check for the [Diplomacy](compendium/skills.md#Diplomacy) check. If you attempt a [Diplomacy](compendium/skills.md#Diplomacy) or [Lore](compendium/skills.md#Lore) check, it's a DC 32 check for success; if you attempt a favored skill check, it's a DC 28 check for success. + +At the GM's option, a player who brings up a compelling point or roleplays particularly well in their attempt to Influence a Regent might gain a +2 circumstance bonus on the check. + +> [!success-degree] +> - **Critical Success** You reduce the regent's Skepticism by 2. +> - **Success** You reduce the regent's Skepticism by 1. +> - **Failure** You do not adjust the regent's Skepticism. +> - **Critical Failure** You increase the regent's Skepticism by 1. \ No newline at end of file diff --git a/rules/actions/intensify-vulnerability-da.md b/rules/actions/intensify-vulnerability-da.md new file mode 100644 index 000000000..c65bad3d0 --- /dev/null +++ b/rules/actions/intensify-vulnerability-da.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/da +- trait/concentrate +- trait/divination +- trait/esoterica +- trait/magical +- trait/thaumaturge +aliases: ["Intensify Vulnerability"] +--- +# Intensify Vulnerability [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) [divination](rules/traits/divination.md) [esoterica](rules/traits/esoterica-da.md) [magical](rules/traits/magical.md) [thaumaturge](rules/traits/thaumaturge-da.md) +*Source: Dark Archive p. 35* + +- **Prerequisites**: [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) +- **Frequency**: once per round +- **Requirements**: You're benefiting from [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md), you can see the subject, and you haven't used [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) this round. +- **Activity**: Single Action + +You present your implement and esoterica again, intensifying their effects on the target in a way unique to your implement. You gain the intensified vulnerability benefit from one of the implements you're holding, which lasts until the beginning of your next turn. \ No newline at end of file diff --git a/rules/actions/investigate-chamber-aoa6.md b/rules/actions/investigate-chamber-aoa6.md new file mode 100644 index 000000000..e693a4746 --- /dev/null +++ b/rules/actions/investigate-chamber-aoa6.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa6 +- trait/exploration +- trait/manipulate +- trait/move +aliases: ["Investigate Chamber"] +--- +# Investigate Chamber +[exploration](rules/traits/exploration.md) [manipulate](rules/traits/manipulate.md) [move](rules/traits/move.md) +*Source: Age of Ashes #6: Broken Promises p. 33* + + +You take 10 minutes to investigate a specific room in the Golden Citadel to learn any information about it. Guards won't normally be annoyed by this if you investigate a public area, but if they see you investigating a private area they will attempt to escort you out before you can complete the investigation. Attempt a DC 36 [Perception](compendium/skills.md#Perception) check to determine your level of success. + +> [!success-degree] +> - **Critical Success** You learn the room's read-aloud text, basic information, and any secret information. +> - **Success** You learn the room's read-aloud text and basic information. +> - **Failure** You fail to learn anything about the room other than its read-aloud text. +> - **Critical Failure** As failure above, but any guards who can observe you notice suspicious activity and attempt to escort you out of the area, either to the council chamber (area **C1**) or out of the building entirely. \ No newline at end of file diff --git a/rules/actions/invigorating-fear-loag.md b/rules/actions/invigorating-fear-loag.md new file mode 100644 index 000000000..7292d3835 --- /dev/null +++ b/rules/actions/invigorating-fear-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/ancestry/kitsune-loag +- compendium/src/pf2e/loag +aliases: ["Invigorating Fear"] +--- +# Invigorating Fear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +*Source: Lost Omens: Ancestry Guide p. 123* + +**Ancestry** kitsune; **Heritage** kitsune|LOAG|Dark Fields|Dark Fields|LOAG| +- **Frequency**: once per hour +- **Trigger** A creature within 60 feet gains the [frightened](rules/conditions.md#Frightened) condition. +- **Activity**: Reaction + +You are invigorated by the shock of a prank or the thrum of terror. You gain temporary Hit Points equal to the creature's level or 3, whichever is higher. \ No newline at end of file diff --git a/rules/actions/iron-command-apg.md b/rules/actions/iron-command-apg.md new file mode 100644 index 000000000..3df783740 --- /dev/null +++ b/rules/actions/iron-command-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/champion +- compendium/src/pf2e/apg +- trait/champion +- trait/divine +- trait/emotion +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Iron Command"] +--- +# Iron Command [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[champion](rules/traits/champion.md) [divine](rules/traits/divine.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +*Source: Advanced Player's Guide p. 116* + +**Class** champion; **Subclass** Tyrant +- **Trigger** An enemy within 15 feet damages you. +- **Activity**: Reaction + +You put an impertinent foe who dared harm you in their proper place. You command your enemy to kneel before you in obedience. If they dare to refuse, they must pay the price in pain and anguish. The foe must choose one of the following options. + +- The enemy kneels, dropping prone as a free action. +- The enemy refuses, and you deal 1d6 mental damage to it. This damage increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level. + +In addition, your [Strikes](rules/actions/strike.md) against the triggering creature deal 1 extra damage until the end of your next turn. You choose whether the damage type is evil or negative each time you use this reaction. This extra damage increases to 2 at 9th level and 3 at 16th level. \ No newline at end of file diff --git a/rules/actions/issue-challange-aoa5.md b/rules/actions/issue-challange-aoa5.md new file mode 100644 index 000000000..6146a5213 --- /dev/null +++ b/rules/actions/issue-challange-aoa5.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/downtime +aliases: ["Issue Challange"] +--- +# Issue Challange +[downtime](rules/traits/downtime.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 20* + + +You spend a day promoting your combat abilities, trash-talking the competition, calling out the leadership of the Gladiators' Guild, or performing public feats of bravado to compel the guildmaster of the Gladiators' Guild to accept your challenge to rule over the arena. This action ties specifically into Task 3: Blood on the Sand (page 32). Attempt a DC 36 [Athletics](compendium/skills.md#Athletics), [Deception](compendium/skills.md#Deception), [Intimidation](compendium/skills.md#Intimidation), [Performance](compendium/skills.md#Performance), or appropriate [Lore](compendium/skills.md#Lore) skill check. + +> [!success-degree] +> - **Critical Success** You provoke Bshez Shak into accepting your challenge. +> - **Success** You weaken Bshez's resolve. For the next 7 days, your checks to Issue Challenges gain a cumulative +1 circumstance bonus (maximum +4). +> - **Critical Failure** Your boisterousness accidentally leads to embarrassment that undermines your stature. You lose any circumstance bonuses you've earned as a result of successful Issued Challenges, and can't Issue a Challenge the next day. \ No newline at end of file diff --git a/rules/actions/learn-name-som.md b/rules/actions/learn-name-som.md new file mode 100644 index 000000000..6eb173d3d --- /dev/null +++ b/rules/actions/learn-name-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/som +- trait/downtime +- trait/rare +- trait/secret +aliases: ["Learn Name"] +--- +# Learn Name +[downtime](rules/traits/downtime.md) [rare](rules/traits/rare.md) [secret](rules/traits/secret.md) +*Source: Secrets of Magic p. 245* + +**Variant Rule** True Names + +You spend a week trying to discover and learn a creature's name. The exact form of your effort varies depending on the skill you use, the resources you have available, and other circumstances. Decide if you are searching for the name of a specific individual or for names in general. If you're looking for the name of an individual, you must be able to clearly identify that individual; for example, "the general leading the invasion" is enough, but "the person who killed the duchess" isn't, if you don't know who killed the duchess. If you're searching for names more generally, name one creature type. + +The GM chooses a DC, typically based on the level of the creature in question. If you're seeking names more generally, the DC is typically based on the level of the creature whose name the GM decides to provide, usually a creature from the chosen type of your level or lower. The GM might modify the DC of the task based on the resources you have available, or on using an unusually appropriate or inappropriate skill, or on other circumstances. Attempt a check with a skill that could be used to Recall Knowledge about the creature's type. After attempting to Learn a Name, you typically can't try to learn the name of the same individual again unless you gain access to a substantial new source of information, as determined by the GM. + +> [!success-degree] +> - **Critical Success** You find one or more private names of the specific individual you chose, or the private name of a creature with the type you chose and a level equal to the task level. You also find hidden fragments of their true name and, at the GM's discretion, you might find a clue leading to an adventure where you can learn the rest of the true name. +> - **Success** As critical success, except you find only one private name and don't find hidden fragments of their true name. +> - **Critical Failure** If you were searching for the name of a specific individual, you find no new information and that individual becomes aware of your efforts. If you were searching for a general name of a specific type, you find a creature's name or names likely to get you in trouble, possibly the names of a different type of creature entirely \ No newline at end of file diff --git a/rules/actions/locked-doors-aoa5.md b/rules/actions/locked-doors-aoa5.md new file mode 100644 index 000000000..1a3b0d121 --- /dev/null +++ b/rules/actions/locked-doors-aoa5.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/exploration +aliases: ["Locked Doors"] +--- +# Locked Doors +[exploration](rules/traits/exploration.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 28* + + +Most of the manor is locked to prevent guests from wandering into restricted areas. The PCs quietly break into rooms or unlock doors. \ No newline at end of file diff --git a/rules/actions/loot-the-vaults-aoa5.md b/rules/actions/loot-the-vaults-aoa5.md new file mode 100644 index 000000000..1cf690dcf --- /dev/null +++ b/rules/actions/loot-the-vaults-aoa5.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/exploration +aliases: ["Loot the Vaults"] +--- +# Loot the Vaults +[exploration](rules/traits/exploration.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 28* + +- **Requirements**: The PCs have reached the basement by Overcoming the [Find the Cells](rules/actions/find-the-cells-aoa5.md) Obstacle. + +In addition to the captives, the Scarlet Triad has stored numerous treasures in the manor's basement. The PCs take several minutes to unlock a vault and identify the best objects to steal. + +This Opportunity can be completed twice. The first time, the PCs recover a [Nethysian bulwark](compendium/equipment/items/nethysian-bulwark-aoa5.md), a broad crystal bowl inlaid with faience designs of ibises (worth 300 gp), and an onyx-and-marble statue of [Nethys](compendium/setting/deities/nethys.md) (worth 200 gp). In addition, the PCs also find a ledger detailing many Scarlet Triad transactions. With a successful DC 28 [Guild Lore](compendium/skills.md#Lore) or a DC 35 [Society](compendium/skills.md#Society) check, a PC paging through the ledger determines that the Scarlet Triad has been dodging taxes, undercutting competition, and attempting to accumulate a lot of money very quickly—all in ways that quietly harm the Fleshmonger Federation, Aspis Consortium, and church of Abadar. Once for each guild, a PC can use the ledger when Influencing a Guild to reduce that organization's Support Points by an additional 2 points. + +The second time the PCs complete this Opportunity, they recover a [belt of regeneration](compendium/equipment/items/belt-of-regeneration.md), as well as an alabaster-and-silver amphoriskos perfume bottle within which is bound the djinni vizier (Bestiary 162) Palqari the Wise. The Scarlet Triad trapped Palqari and offered him freedom in exchange for three wishes. Uri Zandivar already used two of these wishes to assist with the repair of the _Orb of Gold Dragonkind_, but then refrained from redeeming his last wish. Palqari is amenable to granting this last wish to the PCs if they help him escape; until then, he can't travel more than 20 feet from his amphoriskos, nor can he move it himself. This [wish](compendium/spells/wish.md) can be used to automatically rescue all of the slaves, but the PCs will still need to escape on their own (see Extraction below). Although Palqari is eager to return to the Plane of Air, he could become a recurring ally later in the adventure at your discretion. + +> [!success-degree] +> - **Critical Failure** The PCs are noticed by a group of guards. Play out this combat using the Basement Rooms map on page 24; this encounter is with a Scarlet Triad enforcer, a Scarlet Triad mage, and two calikangs. At the end of every round of combat, Awareness increases by 1. \ No newline at end of file diff --git a/rules/actions/make-general-repairs-aoa2.md b/rules/actions/make-general-repairs-aoa2.md new file mode 100644 index 000000000..b4d45b0cb --- /dev/null +++ b/rules/actions/make-general-repairs-aoa2.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa2 +- trait/downtime +- trait/manipulate +aliases: ["Make General Repairs"] +--- +# Make General Repairs +[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +*Source: Age of Ashes #2: Cult of Cinders p. 73* + +- **Requirements**: [Crafting](compendium/skills.md#Crafting) (trained), Specialty Crafting (woodworking), or hired woodworker; organized workers + +You make general repairs to the citadel furnishings, replacing or fixing furniture, replacing rotted floorboards, and rehanging doors throughout the structure. This task takes 14 days of work and a DC 15 [Crafting](compendium/skills.md#Crafting) check. \ No newline at end of file diff --git a/rules/actions/manifest-eidolon-som.md b/rules/actions/manifest-eidolon-som.md new file mode 100644 index 000000000..6ff7e3289 --- /dev/null +++ b/rules/actions/manifest-eidolon-som.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/summoner-som +- compendium/src/pf2e/som +- trait/concentrate +- trait/conjuration +- trait/manipulate +- trait/summoner +- trait/teleportation +aliases: ["Manifest Eidolon"] +--- +# Manifest Eidolon [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +[concentrate](rules/traits/concentrate.md) [conjuration](rules/traits/conjuration.md) [manipulate](rules/traits/manipulate.md) [summoner](rules/traits/summoner-som.md) [teleportation](rules/traits/teleportation.md) +*Source: Secrets of Magic p. 52* + +**Class** summoner +- **Activity**: Three-Action + +Your eidolon appears in an open space adjacent to you, and can then take a single action. If your eidolon was already manifested, you unmanifest it instead. + +The conduit that allows your eidolon to manifest is also a tether between you. Your eidolon must remain within 100 feet of you at all times and can't willingly go beyond that limit. If forced beyond this distance, or if you are reduced to 0 Hit Points, your eidolon's physical form dissolves: your eidolon unmanifests, and you need to use Manifest Eidolon to manifest it again. \ No newline at end of file diff --git a/rules/actions/map-the-area-gmg.md b/rules/actions/map-the-area-gmg.md new file mode 100644 index 000000000..250600492 --- /dev/null +++ b/rules/actions/map-the-area-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +- trait/concentrate +aliases: ["Map the Area"] +--- +# Map the Area +[concentrate](rules/traits/concentrate.md) +*Source: Gamemastery Guide p. 173* + +**Variant Rule** Hexploration + +As long as your group has successfully [Reconnoitered](rules/actions/reconnoiter-gmg.md) the hex, you can use this activity to create an accurate map of the hex with a successful [Survival](compendium/skills.md#Survival) check (typically at a trained or expert DC). When you have an accurate map of the hex, the DC of any check to navigate that hex is reduced by 2. \ No newline at end of file diff --git a/rules/actions/mirrors-reflection-da.md b/rules/actions/mirrors-reflection-da.md new file mode 100644 index 000000000..b8ccaeb55 --- /dev/null +++ b/rules/actions/mirrors-reflection-da.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/da +- trait/illusion +- trait/magical +- trait/manipulate +- trait/thaumaturge +aliases: ["Mirror's Reflection"] +--- +# Mirror's Reflection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [manipulate](rules/traits/manipulate.md) [thaumaturge](rules/traits/thaumaturge-da.md) +*Source: Dark Archive p. 39* + +- **Requirements**: You're holding your First Implement and Esoterica|Thaumaturge|DA|mirror|DA|1||mirror implement. +- **Activity**: Single Action + +You reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. For example, you can attack, Seek, and provide flanking—even with yourself. You occupy both spaces. + +Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. For example, if you made a melee Strike against a creature within reach of the reflection, you'd mime the actions of the Strike, but only the reflection would actually make the Strike. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. For example, a fireball that included both of you in its area would require only one save from you and damage you no more than once. When you move, you choose which square to move from, but the mirror effect ends (see below). + +Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of First Implement and Esoterica|Thaumaturge|DA|this|DA|1||this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you. \ No newline at end of file diff --git a/rules/actions/obstructed-route-aoa5.md b/rules/actions/obstructed-route-aoa5.md new file mode 100644 index 000000000..284566001 --- /dev/null +++ b/rules/actions/obstructed-route-aoa5.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/exploration +aliases: ["Obstructed Route"] +--- +# Obstructed Route +[exploration](rules/traits/exploration.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 29* + + +The PCs' intended route is utterly impassible, perhaps due to witnesses, magical barriers, or collateral damage. The PCs squeeze through tight spaces, push aside the obstruction, or identify a quick alternate route. \ No newline at end of file diff --git a/rules/actions/opportune-riposte-apg.md b/rules/actions/opportune-riposte-apg.md new file mode 100644 index 000000000..736b820f0 --- /dev/null +++ b/rules/actions/opportune-riposte-apg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/swashbuckler-apg +- compendium/src/pf2e/apg +- trait/swashbuckler +aliases: ["Opportune Riposte"] +--- +# Opportune Riposte [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[swashbuckler](rules/traits/swashbuckler-apg.md) +*Source: Advanced Player's Guide p. 86* + +**Class** swashbuckler +- **Trigger** A foe within your reach critically fails a [Strike](rules/actions/strike.md) against you. +- **Activity**: Reaction + +You take advantage of an opening from your enemy's fumbled attack. You either make a melee [Strike](rules/actions/strike.md) against the triggering foe or attempt to [Disarm](rules/actions/disarm.md) it of the weapon it used for the Strike. \ No newline at end of file diff --git a/rules/actions/organize-labor-aoa2.md b/rules/actions/organize-labor-aoa2.md new file mode 100644 index 000000000..94db87fca --- /dev/null +++ b/rules/actions/organize-labor-aoa2.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa2 +- trait/concentrate +- trait/downtime +- trait/linguistic +- trait/mental +aliases: ["Organize Labor"] +--- +# Organize Labor +[concentrate](rules/traits/concentrate.md) [downtime](rules/traits/downtime.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) +*Source: Age of Ashes #2: Cult of Cinders p. 72* + + +You spend a day in Breachill recruiting workers to aid in a repair or an upgrade at Citadel Altaerein. Attempt a DC 13 [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), or [Intimidation](compendium/skills.md#Intimidation) check to Organize Labor to organize workers, or a DC 18 check for specialists. + +If you use [Deception](compendium/skills.md#Deception) or [Intimidation](compendium/skills.md#Intimidation) for this check, you gain a +2 circumstance bonus, but failure comes with extra risks, as detailed below. Using [Diplomacy](compendium/skills.md#Diplomacy) grants no bonus to the check, but comes without added risk. When you Organize Labor, you must specify one repair or upgrade activity to be undertaken; once you successfully Organize Labor, you must begin that activity within a week. + +A force of organized workers costs 1 gp per day, while a force of organized specialists costs 5 gp per day. + +> [!success-degree] +> - **Critical Success** You organize labor for the full duration of the repair or upgrade activity, and the cost to pay the workers is halved for the duration. +> - **Success** You organize labor for the full duration of a repair or upgrade activity. +> - **Failure** You organize labor for a single day of a repair or upgrade activity. Unless you used [Diplomacy](compendium/skills.md#Diplomacy), word of your deceptive or intimidating nature spreads, and you take a –1 circumstance penalty to all future checks to organize labor. This penalty increases with each subsequent failure, to a maximum penalty of –4. +> - **Critical Failure** You completely fail to organize labor. If you used [Deception](compendium/skills.md#Deception) or [Intimidation](compendium/skills.md#Intimidation), word of your untrustworthiness or cruelty spreads, and you can no longer use that skill to Organize Labor. \ No newline at end of file diff --git a/rules/actions/pander-to-the-crowd-aoa5.md b/rules/actions/pander-to-the-crowd-aoa5.md new file mode 100644 index 000000000..4ae56bff7 --- /dev/null +++ b/rules/actions/pander-to-the-crowd-aoa5.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/auditory +- trait/concentrate +- trait/emotion +- trait/visual +aliases: ["Pander to the Crowd"] +--- +# Pander to the Crowd +[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [visual](rules/traits/visual.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 33* + +- **Requirements**: This is your first action in a gladiatorial match, or you've damaged or visibly impeded a foe while fighting a gladiatorial match. + +With a mocking gesture, a triumphant flourish, or a bold challenge, you inspire the crowd to cheer you on. Attempt an [Acrobatics](compendium/skills.md#Acrobatics), [Athletics](compendium/skills.md#Athletics), [Intimidation](compendium/skills.md#Intimidation), or [Performance](compendium/skills.md#Performance) check, with a DC typically set by the encounter's level. Crowds grow bored with repetition though; and attempting to Pander to the Crowd using the same skill that was used the last time someone used this action imposes a –2 circumstance penalty on the check. If you critically succeeded at an attack roll this turn, you gain a +2 circumstance bonus to your Pander to the Crowd attempt. + +> [!success-degree] +> - **Critical Success** The crowd goes wild! You can either give yourself a +3 status bonus to attack rolls, damage rolls, saving throws, and skill checks until the end of your next turn, or give yourself and all your allies a +2 status bonus to the same rolls until the end of your next turn. +> - **Success** You appeal to the crowd. As critical success, but the bonus is +2 just for you, or +1 for you and your allies. +> - **Failure** You don't make an impression. +> - **Critical Failure** Your pandering is laughable, and the crowd begins to favor your opponents. The next creature hostile to you that attempts to Pander to the Crowd gains a +4 circumstance bonus to the check. \ No newline at end of file diff --git a/rules/actions/pointed-question-apg.md b/rules/actions/pointed-question-apg.md new file mode 100644 index 000000000..0ff7dfbe6 --- /dev/null +++ b/rules/actions/pointed-question-apg.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/investigator-apg +- compendium/src/pf2e/apg +- trait/auditory +- trait/concentrate +- trait/investigator +- trait/linguistic +- trait/mental +aliases: ["Pointed Question"] +--- +# Pointed Question [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [investigator](rules/traits/investigator-apg.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) +*Source: Advanced Player's Guide p. 58* + +**Class** investigator; **Subclass** Interrogation +- **Frequency**: once per 10 minutes +- **Activity**: Single Action + +You ask a question that charms or needles someone in just the right way. Ask a question of a non-allied creature that you can see and have been conversing with. Attempt a [Diplomacy](compendium/skills.md#Diplomacy) check against the creature's Will DC. The creature is then temporarily immune for 1 hour. + +> [!success-degree] +> - **Critical Success** The target must directly answer your question. It doesn't have to answer truthfully, but you gain a +4 circumstance bonus to your [Perception](compendium/skills.md#Perception) DC if the creature attempts to [Lie](rules/actions/lie.md) to you. +> - **Success** As critical success, but the circumstance bonus is +2. +> - **Failure** The target can refuse to answer you as normal. +> - **Critical Failure** The target can refuse to answer you as normal, and its attitude toward you decreases by one step due to your aggravating attention. \ No newline at end of file diff --git a/rules/actions/position-the-hunters-aoa2.md b/rules/actions/position-the-hunters-aoa2.md new file mode 100644 index 000000000..64a6685f0 --- /dev/null +++ b/rules/actions/position-the-hunters-aoa2.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa2 +- trait/exploration +aliases: ["Position the Hunters"] +--- +# Position the Hunters +[exploration](rules/traits/exploration.md) +*Source: Age of Ashes #2: Cult of Cinders p. 20* + + +With the target game animals located, you must move to an advantageous position without startling the prey. Attempt a [Stealth](compendium/skills.md#Stealth) check. Against an impressive and dangerous find, the DC is 25. Against standard game, it's DC 20. Against river turtles, bats, and lesser game, it's DC 15. + +> [!success-degree] +> - **Critical Success** The animals have no indication that they are in danger, and you gain a +2 circumstance bonus to rolls made during the hunting phase. +> - **Success** You position yourself well and take no penalty when Hunting. +> - **Failure** Your loud and clumsy movements alert the animals to your presence, and you take a –2 circumstance penalty to rolls made during the hunting phase. +> - **Critical Failure** You stumble loudly and startle the majority of the animals, which escape and leave the party with very few animals to catch. The party loses 2 IP. \ No newline at end of file diff --git a/rules/actions/practical-research-sot1.md b/rules/actions/practical-research-sot1.md new file mode 100644 index 000000000..37ca6cb6f --- /dev/null +++ b/rules/actions/practical-research-sot1.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/sot1 +- trait/downtime +aliases: ["Practical Research"] +--- +# Practical Research +[downtime](rules/traits/downtime.md) +*Source: Strength of Thousands #1: Kindled Magic p. 63* + +- **Requirements**: You are a conversant or lore-speaker. + +You identify something interesting in the field and perform special research on it. This requires an appropriate check, which the GM will describe when the opportunity arises. The results of the check vary. While they typically include all the benefits of the Study activity, some opportunities for Practical Research also offer unique benefits, such as access to new character options. \ No newline at end of file diff --git a/rules/actions/psychic-defense-da.md b/rules/actions/psychic-defense-da.md new file mode 100644 index 000000000..b6892cc77 --- /dev/null +++ b/rules/actions/psychic-defense-da.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/da +- trait/concentrate +- trait/magical +aliases: ["Psychic Defense"] +--- +# Psychic Defense [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[concentrate](rules/traits/concentrate.md) [magical](rules/traits/magical.md) +*Source: Dark Archive p. 201* + +- **Trigger** Your opponent uses a psychic manifestation against you. +- **Requirements**: You're in a psychic duel and are psychically centered. +- **Activity**: Reaction + +You gain the benefit matching your psychic center against the triggering manifestation. Then your psychic center is expended. + +- **Armor of Insight ([Perception](compendium/skills.md#Perception))** Sensing the incoming attack, you make your mind resist psychic harm. You gain resistance equal to half your level (minimum 1) to mental damage against the triggering effect. This resistance is doubled if you're a master in Perception and tripled if you're legendary. +- **Empathic Orbit ([Diplomacy](compendium/skills.md#Diplomacy))** Displaying empathy, you sow doubt in your attacker to diminish their resolve for psychic combat. The opponent is stupefied 1 until the end of their next turn or stupefied 2 if you're legendary in Diplomacy. +- **Ire's Spear ([Intimidation](compendium/skills.md#Intimidation))** Blazing anger surges in your mind, causing backlash to anyone who harms you. If the manifestation damages you, the opponent takes damage equal to the counteract level of the manifestation it used against you. This damage is doubled if you're a master of Intimidation or tripled if you're legendary. +- **Rational Labyrinth ([Occultism](compendium/skills.md#Occultism))** Analytically breaking down the attack, you realign your mind's defenses into a puzzle designed to confound it. You gain a +2 status bonus to your Will save or Will DC, or a +4 status bonus if the effect has the emotion trait. +- **Sensory Phantasm ([Deception](compendium/skills.md#Deception))** Using your guile, you send psychic illusions through your mental link to your foe, making yourself harder to pinpoint. You're concealed against the opponent until the end of its next turn. \ No newline at end of file diff --git a/rules/actions/pursue-a-lead-apg.md b/rules/actions/pursue-a-lead-apg.md new file mode 100644 index 000000000..4596fc9ec --- /dev/null +++ b/rules/actions/pursue-a-lead-apg.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/investigator-apg +- compendium/src/pf2e/apg +- trait/concentrate +- trait/exploration +- trait/investigator +aliases: ["Pursue a Lead"] +--- +# Pursue a Lead +[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [investigator](rules/traits/investigator-apg.md) +*Source: Advanced Player's Guide p. 56* + +**Class** investigator +- **Frequency**: once per 10 minutes + +You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject. + +Whenever you attempt a [Perception](compendium/skills.md#Perception) or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically [Perception](compendium/skills.md#Perception) checks or skill checks that use Intelligence, Wisdom, or Charisma. + +You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations. \ No newline at end of file diff --git a/rules/actions/quick-tincture-apg.md b/rules/actions/quick-tincture-apg.md new file mode 100644 index 000000000..b9d1578fa --- /dev/null +++ b/rules/actions/quick-tincture-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/investigator-apg +- compendium/src/pf2e/apg +- trait/investigator +- trait/manipulate +aliases: ["Quick Tincture"] +--- +# Quick Tincture [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[investigator](rules/traits/investigator-apg.md) [manipulate](rules/traits/manipulate.md) +*Source: Advanced Player's Guide p. 57* + +**Class** investigator; **Subclass** Alchemical Sciences +- **Cost**: 1 versatile vial +- **Requirements**: You know the formula for the alchemical item you're creating, you are holding or wearing [alchemist's tools](compendium/equipment/items/alchemists-tools.md), and you have a free hand. +- **Activity**: Single Action + +You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a [Crafting](compendium/skills.md#Crafting) check. This item has the [infused](rules/traits/infused.md) trait, but it remains potent only until the end of the current turn. \ No newline at end of file diff --git a/rules/actions/raise-neck-loil.md b/rules/actions/raise-neck-loil.md new file mode 100644 index 000000000..140603773 --- /dev/null +++ b/rules/actions/raise-neck-loil.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/ancestry/nagaji-loil +- compendium/src/pf2e/loil +aliases: ["Raise Neck"] +--- +# Raise Neck [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +*Source: Lost Omens: Impossible Lands p. 48* + +**Ancestry** Nagaji; **Heritage** Nagaji|LOIL|Whipfang|Whipfang|LOIL| +- **Activity**: Single Action + +You raise your head into a striking position. The fangs [Strike](rules/actions/strike.md) granted by your nagaji ancestry gains a reach of 10 feet until the end of your turn. \ No newline at end of file diff --git a/rules/actions/rally-gmg.md b/rules/actions/rally-gmg.md new file mode 100644 index 000000000..1ddd6b709 --- /dev/null +++ b/rules/actions/rally-gmg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +- trait/auditory +- trait/emotion +- trait/exploration +- trait/linguistic +- trait/mental +aliases: ["Rally"] +--- +# Rally +[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [exploration](rules/traits/exploration.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) +*Source: Gamemastery Guide p. 201* + +**Variant Rule** Stamina +- **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), [Performance](compendium/skills.md#Performance) + +You spend 1 minute encouraging your ally. Though this action typically has the auditory and linguistic traits, if you're using the [Performance](compendium/skills.md#Performance) skill, the GM might adjust the traits for this action to match the traits for your type of performance. + +Attempt a DC 15 skill check. The GM might adjust this DC based on the circumstances, such as attempting to Rally an ally who just suffered a humiliating defeat. \ No newline at end of file diff --git a/rules/actions/rebuild-battlements-aoa2.md b/rules/actions/rebuild-battlements-aoa2.md new file mode 100644 index 000000000..392e23d06 --- /dev/null +++ b/rules/actions/rebuild-battlements-aoa2.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa2 +- trait/downtime +- trait/manipulate +aliases: ["Rebuild Battlements"] +--- +# Rebuild Battlements +[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +*Source: Age of Ashes #2: Cult of Cinders p. 73* + +- **Requirements**: [Crafting](compendium/skills.md#Crafting) (expert), Specialty Crafting (stonemasonry), or hired stonemason; organized workers + +You rebuild and restore the collapsed battlements along the northern section of the central tower. This task takes 28 days of work and a DC 20 [Crafting](compendium/skills.md#Crafting) check. \ No newline at end of file diff --git a/rules/actions/rebuild-collapsed-stairs-aoa2.md b/rules/actions/rebuild-collapsed-stairs-aoa2.md new file mode 100644 index 000000000..f2f18b3d3 --- /dev/null +++ b/rules/actions/rebuild-collapsed-stairs-aoa2.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa2 +- trait/downtime +- trait/manipulate +aliases: ["Rebuild Collapsed Stairs"] +--- +# Rebuild Collapsed Stairs +[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +*Source: Age of Ashes #2: Cult of Cinders p. 73* + +- **Requirements**: [Crafting](compendium/skills.md#Crafting) (expert), Specialty Crafting (stonemasonry), or hired stonemason; organized workers + +You work to clear rubble and rebuild the stairs connecting citadel floors, requiring a DC 20 [Crafting](compendium/skills.md#Crafting) check. Repairing the stairs from the courtyard to the battlement (connecting areas **A12**} and **A22**) takes 4 days. Repairing the stairs from the courtyard to the vault (connecting areas **A12** and **B1**) takes 4 days. Digging out the long flight of stairs down to Alseta's Ring (connecting areas **B1** and **D7**) takes 8 days. \ No newline at end of file diff --git a/rules/actions/recall-knowledge.md b/rules/actions/recall-knowledge.md index a357379aa..f4f55922b 100644 --- a/rules/actions/recall-knowledge.md +++ b/rules/actions/recall-knowledge.md @@ -43,4 +43,35 @@ The GM might allow checks to [Recall Knowledge](rules/actions/recall-knowledge.m > - **Trained** line of succession for a major noble family, core doctrines of a major deity > - **Expert** genealogy of a minor noble, teachings of an ancient priest > - **Master** hierarchy of a genie noble court, major extraplanar temples of a deity -> - **Legendary** existence of a long-lost noble heir, secret doctrines of a religion \ No newline at end of file +> - **Legendary** existence of a long-lost noble heir, secret doctrines of a religion + +**Recall Knowledge** On most topics, you can use simple DCs for checks to [Recall Knowledge](rules/actions/recall-knowledge.md). For a check about a specific creature, trap, or other subject with a level, use a level-based DCs (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC. + +**Alternative Skills** As noted in the action's description, a character might attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) using a different skill than the ones listed as the default options. If the skill is highly applicable, like using [Medicine](compendium/skills.md#Medicine) to identify a medicinal tonic, you probably don't need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in Adjusting Difficulty. + +**Additional Knowledge** Sometimes a character might want to follow up on a check to [Recall Knowledge](rules/actions/recall-knowledge.md), rolling another check to discover more information. After a success, further uses of [Recall Knowledge](rules/actions/recall-knowledge.md) can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject. + +**Creature Identification** A character who successfully identifies a creature learns one of its best-known attributes—such as a troll's regeneration (and the fact that it can be stopped by acid or fire) or a manticore's tail spikes. On a critical success, the character also learns something subtler, like a demon's weakness or the trigger for one of the creature's reactions. + +The skill used to identify a creature usually depends on that creature's trait, as shown on Table 10–7, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use [Occultism](compendium/skills.md#Occultism) to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity). + +| Creature Trait | Skills | +|----------------|--------| +| Aberration | [Occultism](compendium/skills.md#Occultism) | +| Animal | [Nature](compendium/skills.md#Nature) | +| Astral | [Occultism](compendium/skills.md#Occultism) | +| Beast | [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature) | +| Celestial | [Religion](compendium/skills.md#Religion) | +| Construct | [Arcana](compendium/skills.md#Arcana), [Crafting](compendium/skills.md#Crafting) | +| Dragon | [Arcana](compendium/skills.md#Arcana) | +| Elemental | [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature) | +| Ethereal | [Occultism](compendium/skills.md#Occultism) | +| Fey | [Nature](compendium/skills.md#Nature) | +| Fiend | [Religion](compendium/skills.md#Religion) | +| Fungus | [Nature](compendium/skills.md#Nature) | +| Humanoid | [Society](compendium/skills.md#Society) | +| Monitor | [Religion](compendium/skills.md#Religion) | +| Ooze | [Occultism](compendium/skills.md#Occultism) | +| Plant | [Nature](compendium/skills.md#Nature) | +| Spirit | [Occultism](compendium/skills.md#Occultism) | +| Undead | [Religion](compendium/skills.md#Religion) | \ No newline at end of file diff --git a/rules/actions/recall-the-teachings-da.md b/rules/actions/recall-the-teachings-da.md new file mode 100644 index 000000000..dafb1e1a7 --- /dev/null +++ b/rules/actions/recall-the-teachings-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/da +- trait/divination +- trait/occult +- trait/psyche +- trait/psychic +aliases: ["Recall The Teachings"] +--- +# Recall The Teachings [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[divination](rules/traits/divination.md) [occult](rules/traits/occult.md) [psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) +*Source: Dark Archive p. 15* + +- **Activity**: Single Action + +The heightened power of your psyche lets you recall every lesson you've ever learned. You search your mind for the right teaching, which at first seems cryptic but comes into clarity when it's most relevant. Until the start of your next turn, you count as having prepared to [Aid](rules/actions/aid.md) all allies within 30 feet of you. If you use the [Aid](rules/actions/aid.md) reaction to help one of them during that time, you roll an [Occultism](compendium/skills.md#Occultism) check for [Aid](rules/actions/aid.md) as you recall a lesson to help them. Most lessons take the form of short axioms, parables, or sayings, meaning that conveying them to your ally usually grants your [Aid](rules/actions/aid.md) reaction the [auditory](rules/traits/auditory.md) and [linguistic](rules/traits/linguistic.md) traits. \ No newline at end of file diff --git a/rules/actions/recenter-da.md b/rules/actions/recenter-da.md new file mode 100644 index 000000000..22ca53875 --- /dev/null +++ b/rules/actions/recenter-da.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/da +- trait/concentrate +aliases: ["Recenter"] +--- +# Recenter [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) +*Source: Dark Archive p. 201* + +- **Requirements**: You're in a psychic duel and are trained in the skill matching the psychic center you are changing to. +- **Activity**: Single Action + +You adopt the psychic center matching the emotion of your choice. If you were already psychically centered, you lose your old psychic center when you adopt the new one. \ No newline at end of file diff --git a/rules/actions/reconnoiter-gmg.md b/rules/actions/reconnoiter-gmg.md new file mode 100644 index 000000000..b0f6dd0c0 --- /dev/null +++ b/rules/actions/reconnoiter-gmg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +- trait/concentrate +aliases: ["Reconnoiter"] +--- +# Reconnoiter +[concentrate](rules/traits/concentrate.md) +*Source: Gamemastery Guide p. 173* + +**Variant Rule** Hexploration + +You spend time surveying and exploring a specific area, getting the lay of the land and looking for unusual features and specific sites. Reconnoitering a single hex takes a number of hexploration activities equal to the number of Travel activities necessary to traverse the hex—1 for open terrain, 2 for difficult terrain, and 3 for greater difficult terrain. Traveling on roads doesn't lessen the time required to Reconnoiter. Once the hex has been Reconnoitered, you can [Map the Area](rules/actions/map-the-area-gmg.md) to reduce your chance of getting lost in that hex. You automatically find any special feature that doesn't require a check to find, and you attempt the appropriate checks to find hidden special features. + +For instance, if you were looking for an obvious rock formation among some hills, you would spend 2 hexploration activities to Reconnoiter the hex, and you'd find the rock formation. But if you were looking for a hidden tengu monastery somewhere in some deep forests, after spending 2 activities to Reconnoiter the forest hex, you would have to succeed at a [Perception](compendium/skills.md#Perception) check as part of your Reconnoiter activity to find the monastery. \ No newline at end of file diff --git a/rules/actions/repair-crumbled-walls-aoa2.md b/rules/actions/repair-crumbled-walls-aoa2.md new file mode 100644 index 000000000..02f035c63 --- /dev/null +++ b/rules/actions/repair-crumbled-walls-aoa2.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa2 +- trait/downtime +- trait/manipulate +aliases: ["Repair Crumbled Walls"] +--- +# Repair Crumbled Walls +[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +*Source: Age of Ashes #2: Cult of Cinders p. 73* + +- **Requirements**: [Crafting](compendium/skills.md#Crafting) (expert), Specialty Crafting (stonemasonry), or hired stonemason; organized workers + +You work to repair a collapsed wall in either the training hall (area **A8**), the Court of the Nail (area **A13**), or the records room (area **A17**). Each room's repair takes 8 days of work and a DC 20 [Crafting](compendium/skills.md#Crafting) check. \ No newline at end of file diff --git a/rules/actions/repair-huntergate-aoa2.md b/rules/actions/repair-huntergate-aoa2.md new file mode 100644 index 000000000..c6aa445a0 --- /dev/null +++ b/rules/actions/repair-huntergate-aoa2.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa2 +- trait/exploration +- trait/manipulate +aliases: ["Repair Huntergate"] +--- +# Repair Huntergate +[exploration](rules/traits/exploration.md) [manipulate](rules/traits/manipulate.md) +*Source: Age of Ashes #2: Cult of Cinders p. 7* + +- **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) or [Thievery](compendium/skills.md#Thievery) +- **Requirements**: You have the Huntergate portal key ([hunter's arrowhead](compendium/equipment/items/hunters-arrowhead-tv.md)). + +You use the [hunter's arrowhead](compendium/equipment/items/hunters-arrowhead-tv.md) to guide the misaligned magic of Huntergate back into the proper pathways through the stone's intricate carvings and decorations. You must attempt either a [Crafting](compendium/skills.md#Crafting) check to [Repair](rules/actions/repair.md) (in which case the hunter's arrowhead serves as the repair kit needed for this activity) or a [Thievery](compendium/skills.md#Thievery) check to [Pick a Lock](rules/actions/pick-a-lock.md) (in which case the hunter's arrowhead serves as the thieves' tools needed for this activity). Regardless of the skill used, the activity takes an hour to perform, and the DC of the check is 24, with the following effects. + +> [!success-degree] +> - **Critical Success** Huntergate is repaired, and the [vision of Dahak](compendium/gm/hazards/vision-of-dahak-aoa2.md) hazard inside of the Huntergate way station is reduced in power; reduce all of the hazard's modifiers and DCs by 2. +> - **Success** Huntergate is repaired. +> - **Failure** Huntergate is not repaired, and the character who attempted the repair becomes [clumsy](rules/conditions.md#Clumsy) for 1 hour as an orange arc of magical energy lances painfully through their body. A new attempt to repair the portal cannot be made again for 24 hours. +> - **Critical Failure** As failure, but the magical backlash also deals `6d6` fire damage to the character attempting the repairs. \ No newline at end of file diff --git a/rules/actions/rescue-citizens-aoa6.md b/rules/actions/rescue-citizens-aoa6.md new file mode 100644 index 000000000..2905efd82 --- /dev/null +++ b/rules/actions/rescue-citizens-aoa6.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa6 +- trait/exploration +- trait/move +aliases: ["Rescue Citizens"] +--- +# Rescue Citizens +[exploration](rules/traits/exploration.md) [move](rules/traits/move.md) +*Source: Age of Ashes #6: Broken Promises p. 12* + + +You focus your efforts on helping citizens escape or recover from wounds. Attempt a DC 36 [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation) check to direct citizens to safety, a DC 38 [Medicine](compendium/skills.md#Medicine) check to treat injured survivors, or a DC 40 [Society](compendium/skills.md#Society) check to know about unusual escape routes to safety from the building and the surrounding alleys. + +> [!success-degree] +> - **Critical Success** Your efforts are resoundingly successful. Roll `2d6`—this is the number of citizens trapped in the building who you lead to safety or the number of citizens who succumbed during this or the previous phase who you've managed to nurse back to life from the brink of death, split any way you wish. +> - **Success** You rescue `1d6` citizens from the flames. +> - **Failure** You fail to rescue any citizens from the fire and take `2d6` fire damage. +> - **Critical Failure** You take `4d6` fire damage as a blast of fire and falling debris strikes you. For every 5 fire damage you take from this, one citizen still trapped in the building perishes. \ No newline at end of file diff --git a/rules/actions/research-gmg.md b/rules/actions/research-gmg.md new file mode 100644 index 000000000..2da4d9e0b --- /dev/null +++ b/rules/actions/research-gmg.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +- trait/concentrate +- trait/exploration +- trait/linguistic +aliases: ["Research"] +--- +# Research +[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [linguistic](rules/traits/linguistic.md) +*Source: Gamemastery Guide p. 154* + +**Variant Rule** Research + +You comb through information to learn more about the topic at hand. Choose your research topic, section of the library, or other division depending on the form of research, and attempt a skill check. The skills to use and the DC for the check depend on the choice you made. + +> [!success-degree] +> - **Critical Success** You gain 2 RP. +> - **Success** You gain 1 RP. +> - **Critical Failure** You make a false discovery and lose 1 RP. \ No newline at end of file diff --git a/rules/actions/restore-the-mind-da.md b/rules/actions/restore-the-mind-da.md new file mode 100644 index 000000000..87712a9ce --- /dev/null +++ b/rules/actions/restore-the-mind-da.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/da +- trait/emotion +- trait/enchantment +- trait/healing +- trait/mental +- trait/psyche +- trait/psychic +aliases: ["Restore The Mind"] +--- +# Restore The Mind [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [healing](rules/traits/healing.md) [mental](rules/traits/mental.md) [psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) +*Source: Dark Archive p. 15* + +- **Activity**: Single Action + +Your unleashed psyche gives you closer connections to the emotions of your allies, letting you project reassurance and strength that replenishes their mind and body. Choose one of the two benefits to grant one ally within 30 feet that you can see. That ally is then temporarily immune for 10 minutes. + +- The ally gains a +1 status bonus to saving throws against [mental](rules/traits/mental.md) effects until your psyche ends. +- The ally regains Hit Points equal to 2 + double your level. \ No newline at end of file diff --git a/rules/actions/ring-bell-da.md b/rules/actions/ring-bell-da.md new file mode 100644 index 000000000..4efc706b8 --- /dev/null +++ b/rules/actions/ring-bell-da.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/da +- trait/auditory +- trait/emotion +- trait/enchantment +- trait/magical +- trait/manipulate +- trait/mental +- trait/thaumaturge +aliases: ["Ring Bell"] +--- +# Ring Bell [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [manipulate](rules/traits/manipulate.md) [mental](rules/traits/mental.md) [thaumaturge](rules/traits/thaumaturge-da.md) +*Source: Dark Archive p. 37* + +- **Trigger** The target of your [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) makes a [Strike](rules/actions/strike.md) or [Casts a Spell](rules/actions/cast-a-spell.md) that would affect you or one of your allies. +- **Requirements**: You are holding your First Implement and Esoterica|Thaumaturge|DA|bell|DA|1||bell implement, and the triggering creature is within 30 feet of you. +- **Activity**: Reaction + +First Implement and Esoterica|Thaumaturge|DA|Your|DA|1||Your implement sings out abruptly, disrupting your foe. The piece played depends on whether the trigger was a Strike or Spell, and it applies to the triggering Strike or Spell, except where noted otherwise. + +- **Distracting Cacophony** The trigger is a spell. You create a musical crash of sonic energy that assails the target and breaks its concentration. The target must succeed at a Fortitude save against your class DC or become [stupefied](rules/conditions.md#Stupefied) until the end of your next turn ([stupefied](rules/conditions.md#Stupefied) on a critical failure). The target doesn't have to attempt a flat check to avoid losing the triggering spell, but the discordant ring does lower the spell attack roll or spell DC of the triggering spell from [stupefied](rules/conditions.md#Stupefied). +- **Disrupting Harmony** The trigger is a Strike. You create a strangely discordant harmony that sinks into your foe's mind and throws its movements off. The target must succeed at a Will save against your class DC or become your choice of [enfeebled](rules/conditions.md#Enfeebled) or [clumsy](rules/conditions.md#Clumsy) until the end of your next turn ([enfeebled](rules/conditions.md#Enfeebled) or [clumsy](rules/conditions.md#Clumsy) on a critical failure). \ No newline at end of file diff --git a/rules/actions/run-over-gmg.md b/rules/actions/run-over-gmg.md new file mode 100644 index 000000000..4f353d0c2 --- /dev/null +++ b/rules/actions/run-over-gmg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +- trait/move +- trait/reckless +aliases: ["Run Over"] +--- +# Run Over [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +[move](rules/traits/move.md) [reckless](rules/traits/reckless-gmg.md) +*Source: Gamemastery Guide p. 176* + +**Variant Rule** Vehicles +- **Requirements**: You are piloting a vehicle. +- **Activity**: Three-Action + +You try to run over creatures with your vehicle, possibly also ramming one larger creature or object. If you maintain control of your vehicle, the vehicle moves up to twice its Speed in a straight line at the vehicle's current heading. You attempt to run over any creatures in your path two sizes smaller than the vehicle or smaller, and you can attempt to ram one target creature or object in your path one size smaller than the vehicle or larger. + +Each creature in your path, including a rammed target, takes the vehicle's collision damage (basic Reflex save at vehicle's collision DC). If the rammed target is a vehicle, its pilot can attempt a piloting check in place of this Reflex save, with the same results. If the target of your ram takes damage, you and your vehicle each take collision damage (no save) and your movement ends. \ No newline at end of file diff --git a/rules/actions/scout-duneshadow-aoa5.md b/rules/actions/scout-duneshadow-aoa5.md new file mode 100644 index 000000000..a68804834 --- /dev/null +++ b/rules/actions/scout-duneshadow-aoa5.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/concentrate +- trait/exploration +- trait/move +aliases: ["Scout Duneshadow"] +--- +# Scout Duneshadow +[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [move](rules/traits/move.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 36* + + +Duneshadow's known to traverse a wide territory in north- central Katapesh, and the PCs first need to narrow down his current location to within a few miles. A full scouting attempt takes 4 hours, during which each PC attempts a skill check chosen from the following options, depending on how they wish to scout: [Diplomacy](compendium/skills.md#Diplomacy) DC 40 (to ask local nomads about sightings) or [Nature](compendium/skills.md#Nature) DC 36 (to know about camel behavior and where Duneshadow might best be found). At your discretion, a PC can substitute an appropriate [Lore](compendium/skills.md#Lore) skill for any of these skills, in which case the DC is reduced by 2. + +To find the camel's trail, the party must successfully Scout Duneshadow three times. Critical successes count as two successes, and critical failures negate one success. If all PCs abandon this task and no one is Scouting Duneshadow, the number of accumulated successes resets to zero. Magic such as [discern location](compendium/spells/discern-location.md) gives two successes toward finding Duneshadow, though he moves so often and in such odd ways that even in the 10 minutes it takes to [teleport](compendium/spells/teleport.md), only his trail will remain. + +Once they get three successes, the PCs can then Track him (DC 40). They need to succeed twice in a row or critically succeed once, and can try again on a failure. On a critical failure, the PCs must wait at least 24 hours before Scouting Duneshadow again. \ No newline at end of file diff --git a/rules/actions/scout-location-gmg.md b/rules/actions/scout-location-gmg.md new file mode 100644 index 000000000..8d4458e39 --- /dev/null +++ b/rules/actions/scout-location-gmg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +- trait/downtime +- trait/secret +aliases: ["Scout Location"] +--- +# Scout Location +[downtime](rules/traits/downtime.md) [secret](rules/traits/secret.md) +*Source: Gamemastery Guide p. 163* + +**Variant Rule** Infiltration + +You spend time observing the place or group you wish to infiltrate. Attempt a normal, hard, or very hard DC [Perception](compendium/skills.md#Perception), [Society](compendium/skills.md#Society) or [Stealth](compendium/skills.md#Stealth) check. + +> [!success-degree] +> - **Success** You make observations that provide 1 EP. +> - **Failure** You learn nothing particularly noteworthy. +> - **Critical Failure** You misjudge some aspect of what you observed, gaining 1 EP that results in a critical failure instead of a success when used, even if a PC uses the Edge Point after rolling a failure. \ No newline at end of file diff --git a/rules/actions/scout-the-facility-aoa5.md b/rules/actions/scout-the-facility-aoa5.md new file mode 100644 index 000000000..89ca7f874 --- /dev/null +++ b/rules/actions/scout-the-facility-aoa5.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/downtime +aliases: ["Scout the Facility"] +--- +# Scout the Facility +[downtime](rules/traits/downtime.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 24* + + +The PC spends part of the day observing the Bhetshamtal Estate, recording patrols, noting escape routes, and creating a mental map. + +> [!success-degree] +> - **Success** The PC makes decisive observations that grant the PCs 1 Edge Point that can be used for sneaking through or navigating the estate. +> - **Failure** The PC learns nothing noteworthy. +> - **Critical Failure** The PC misjudges some element of the security. Inform the PCs that the scouting grants 1 Edge Point. When they use that Edge Point, they don't get the normal benefit, and if they rolled a normal failure they get a critical failure instead. \ No newline at end of file diff --git a/rules/actions/secure-disguises-aoa5.md b/rules/actions/secure-disguises-aoa5.md new file mode 100644 index 000000000..94bc27ce2 --- /dev/null +++ b/rules/actions/secure-disguises-aoa5.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/downtime +aliases: ["Secure Disguises"] +--- +# Secure Disguises +[downtime](rules/traits/downtime.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 24* + + +The PC tries to find disguises of a certain type (guards, for example, or socialites). + +> [!success-degree] +> - **Success** The PC finds or creates useful disguises that grant 1 Edge Point that the PCs can use for maintaining a cover identity. +> - **Failure** The PC finds no disguises. \ No newline at end of file diff --git a/rules/actions/secure-disguises-gmg.md b/rules/actions/secure-disguises-gmg.md new file mode 100644 index 000000000..4898dc162 --- /dev/null +++ b/rules/actions/secure-disguises-gmg.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +- trait/downtime +aliases: ["Secure Disguises"] +--- +# Secure Disguises +[downtime](rules/traits/downtime.md) +*Source: Gamemastery Guide p. 163* + +**Variant Rule** Infiltration + +You seek to procure or create disguises. Attempt a normal, hard, or very hard [Crafting](compendium/skills.md#Crafting), [Deception](compendium/skills.md#Deception), [Performance](compendium/skills.md#Performance), or [Society](compendium/skills.md#Society) check. + +> [!success-degree] +> - **Success** You procure or creates disguises, gaining 1 EP that can be used only to maintain a cover identity. +> - **Failure** Your efforts result in an unusable disguise. \ No newline at end of file diff --git a/rules/actions/secure-invitation-aoa5.md b/rules/actions/secure-invitation-aoa5.md new file mode 100644 index 000000000..a41da6812 --- /dev/null +++ b/rules/actions/secure-invitation-aoa5.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/downtime +aliases: ["Secure Invitation"] +--- +# Secure Invitation +[downtime](rules/traits/downtime.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 24* + + +The PC seeks out someone with an invitation they're willing to sell. + +> [!success-degree] +> - **Critical Success** The PC finds an invitation-holder and convinces them to give away the invitation for free. The PCs gain 1 Edge Point. +> - **Success** The PC finds someone willing to sell their invitation for 250 gp. If they pay, the group gets 1 Edge Point. They can attempt to steal it instead (DC 34 [Thievery](compendium/skills.md#Thievery)), but if they do, increase Awareness at the beginning of Phase 2: Infiltration by 2. +> - **Failure** The PC is unable to find an invitation. \ No newline at end of file diff --git a/rules/actions/seek-the-animals-aoa2.md b/rules/actions/seek-the-animals-aoa2.md new file mode 100644 index 000000000..2f5a0e3db --- /dev/null +++ b/rules/actions/seek-the-animals-aoa2.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa2 +- trait/exploration +aliases: ["Seek the Animals"] +--- +# Seek the Animals +[exploration](rules/traits/exploration.md) +*Source: Age of Ashes #2: Cult of Cinders p. 20* + + +You help the elven hunters look for signs of animals. Attempt a DC 17 [Nature](compendium/skills.md#Nature) or [Perception](compendium/skills.md#Perception) check. + +> [!success-degree] +> - **Critical Success** You make an impressive and potentially dangerous find, such as a large pack of particularly healthy (and thus cranky) red river boars or a large waterbuck with razor-sharp horns. You also find signs of animals that are safer to hunt than your impressive and delicious find. +> - **Success** You discover signs of animals that are safe to hunt. +> - **Failure** Your efforts have scared away the best game, and the hunting party must set their sights on river turtles and bats. +> - **Critical Failure** Your efforts have scared away too many animals, leaving the hunting party with a sparse amount of game to catch. The party loses 2 IP. \ No newline at end of file diff --git a/rules/actions/seek-the-hidden-forge-aoa4.md b/rules/actions/seek-the-hidden-forge-aoa4.md new file mode 100644 index 000000000..5b5e98ab7 --- /dev/null +++ b/rules/actions/seek-the-hidden-forge-aoa4.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa4 +- trait/downtime +- trait/secret +aliases: ["Seek the Hidden Forge"] +--- +# Seek the Hidden Forge +[downtime](rules/traits/downtime.md) [secret](rules/traits/secret.md) +*Source: Age of Ashes #4: Fires of the Haunted City p. 18* + +- **Requirements**: At least one Hidden Forge clue. + +By spending a day examining Hidden Forge clues, consulting with locals, studying maps of Kovlar, and otherwise investigating the mystery, a PC attempts to determine the location of the secret shrine to [Droskar](compendium/setting/deities/droskar-logm.md) in the dwarven city. A character can attempt to interpret these clues with a [Perception](compendium/skills.md#Perception), [Society](compendium/skills.md#Society), or [Survival](compendium/skills.md#Survival) check—the DC remains 36 regardless of the check used to interpret the clues. This DC is reduced by 2 for each Hidden Forge clue possessed beyond the first. Thus, if the character has access to two Hidden Forge Clues, the DC is reduced to 34, up to a maximum reduction to DC 22 if a character has 8 Hidden Forge Clues. + +> [!success-degree] +> - **Critical Success** The PC pinpoints the entrance to the Hidden Forge. +> - **Success** The PC makes significant progress toward determining the Hidden Forge's location, and gains a +4 circumstance bonus on their next check to Seek the Hidden Forge. +> - **Failure** The PC fails to determine anything informative from the clues. +> - **Critical Failure** As failure, but the Droskar cultists catch wind of the investigation and are able to prepare their defenses. \ No newline at end of file diff --git a/rules/actions/selfish-shield-apg.md b/rules/actions/selfish-shield-apg.md new file mode 100644 index 000000000..2c27a32cc --- /dev/null +++ b/rules/actions/selfish-shield-apg.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/champion +- compendium/src/pf2e/apg +- trait/champion +- trait/uncommon +aliases: ["Selfish Shield"] +--- +# Selfish Shield [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +*Source: Advanced Player's Guide p. 116* + +**Class** champion; **Subclass** Desecrator +- **Trigger** An enemy within 15 feet damages you. +- **Activity**: Reaction + +Your self-interest keeps you safe. You gain resistance against the triggering damage equal to 2 + half your level, regardless of damage type. + +In addition, your [Strikes](rules/actions/strike.md) against the triggering creature deal 1 extra damage until the end of your next turn. You choose whether this extra damage is evil or negative each time you use this reaction. This extra damage increases to 2 at 9th level and 3 at 16th level. \ No newline at end of file diff --git a/rules/actions/sense-weakness-gmg.md b/rules/actions/sense-weakness-gmg.md new file mode 100644 index 000000000..5ac09632e --- /dev/null +++ b/rules/actions/sense-weakness-gmg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +aliases: ["Sense Weakness"] +--- +# Sense Weakness [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +*Source: Gamemastery Guide p. 167* + +**Variant Rule** Duels +- **Trigger** You attempt a melee Strike against your opponent, but haven't rolled yet. +- **Requirements**: You're in a duel, you're trained in [Perception](compendium/skills.md#Perception), and you rolled a [Perception](compendium/skills.md#Perception) check for initiative this round. +- **Activity**: Reaction + +You pick a precise moment to attack, giving you an edge. Your opponent is [flat-footed](rules/conditions.md#Flat-footed) against the attack. If your opponent is using [Deception](compendium/skills.md#Deception) for initiative when this ability is used, they are instead [flat-footed](rules/conditions.md#Flat-footed) until the start of their next turn. \ No newline at end of file diff --git a/rules/actions/share-senses-som.md b/rules/actions/share-senses-som.md new file mode 100644 index 000000000..aa43fe3ad --- /dev/null +++ b/rules/actions/share-senses-som.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/summoner-som +- compendium/src/pf2e/som +- trait/concentrate +- trait/divination +- trait/scrying +- trait/summoner +aliases: ["Share Senses"] +--- +# Share Senses [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) [divination](rules/traits/divination.md) [scrying](rules/traits/scrying.md) [summoner](rules/traits/summoner-som.md) +*Source: Secrets of Magic p. 53* + +**Class** summoner +- **Requirements**: Your eidolon is manifested. +- **Activity**: Single Action + +You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but can sense through your eidolon's body for up to 1 minute. You can [Dismiss](rules/actions/dismiss.md) this effect. \ No newline at end of file diff --git a/rules/actions/smooth-the-path-aoa5.md b/rules/actions/smooth-the-path-aoa5.md new file mode 100644 index 000000000..53beed5e7 --- /dev/null +++ b/rules/actions/smooth-the-path-aoa5.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/exploration +aliases: ["Smooth the Path"] +--- +# Smooth the Path +[exploration](rules/traits/exploration.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 27* + +- **Requirements**: The PC has successfully infiltrated the estate. + +Now that they're on the inside, the PC helps an ally who's still trying to infiltrate. They describe what they're doing to help, and give the ally the benefits of Following the Expert. The GM might require the PC to attempt a relevant skill check (typically DC 32) to Smooth the Path. \ No newline at end of file diff --git a/rules/actions/smuggled-aoa5.md b/rules/actions/smuggled-aoa5.md new file mode 100644 index 000000000..59febdf37 --- /dev/null +++ b/rules/actions/smuggled-aoa5.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/exploration +aliases: ["Smuggled"] +--- +# Smuggled +[exploration](rules/traits/exploration.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 27* + + +The PCs hide themselves inside carts, wine barrels, or other large containers that are bound for the estate. This deposits them inside the walls but a distance from the manor. \ No newline at end of file diff --git a/rules/actions/spellstrike-som.md b/rules/actions/spellstrike-som.md new file mode 100644 index 000000000..8a28b2fe2 --- /dev/null +++ b/rules/actions/spellstrike-som.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/magus-som +- compendium/src/pf2e/som +- trait/magus +aliases: ["Spellstrike"] +--- +# Spellstrike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[magus](rules/traits/magus-som.md) +*Source: Secrets of Magic p. 37* + +**Class** magus +- **Frequency**: until recharged (see below) +- **Activity**: Two-Action + +You channel a spell into a punch or sword thrust to deliver a combined attack. You [Cast a Spell](rules/actions/cast-a-spell.md) that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don't occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike. The infusion of spell energy grants your [Strike](rules/actions/strike.md) the [arcane](rules/traits/arcane.md) trait, making it [magical](rules/traits/magical.md). + +After you use Spellstrike, you can't do so again until you recharge your Spellstrike as a single action, which has the [concentrate](rules/traits/concentrate.md) trait. You also recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast; casting a focus spell of another type doesn't recharge your Spellstrike. + +**Spellstrike Specifics** Though the base [Spellstrike](rules/actions/spellstrike-som.md) rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack. + +**One Target:** The spell targets only the target of your [Strike](rules/actions/strike.md), even if it normally allows more targets. Some feats let you affect more creatures. + +**Reach:** The coupled spell affects the target using the reach of the weapon or unarmed attack you make your [Spellstrike](rules/actions/spellstrike-som.md) with. For instance, [shocking grasp](compendium/spells/shocking-grasp.md) would affect a creature beyond the reach of your hand if you used a weapon with reach, and [ray of frost](compendium/spells/ray-of-frost.md) would affect only a creature in your weapon's reach, even though the spell's range is longer. + +**Ancillary Effects:** Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the [Strike](rules/actions/strike.md). For example, [acid splash](compendium/spells/acid-splash.md) would still deal its splash damage to creatures other than the target and tanglefoot's circumstance penalty would last for its normal duration. The spell takes effect after the [Strike](rules/actions/strike.md) deals damage; if the [Strike](rules/actions/strike.md) has other special effects, the GM determines whether they happen before or after the spell. + +**Multiple Defenses:** Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a [Strike](rules/actions/strike.md) with its initial attack roll, not with any later ones. + +**Invalid or Immune Target:** If the target you hit wouldn't be a valid target for the spell, the spell is still expended but doesn't affect the target. If the target is immune to your attack but not the spell, it can still be affected by the spell. + +**Variable Actions:** Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1- or 2-action version of the spell when you use [Spellstrike](rules/actions/spellstrike-som.md). A spell has to take exactly 1 or 2 actions; you can't use [Spellstrike](rules/actions/spellstrike-som.md) with a spell that takes a free action, reaction, or 3 or more actions. + +**Metamagic:** You typically can't use metamagic with [Spellstrike](rules/actions/spellstrike-som.md) because metamagic requires the next action you take to be [Cast a Spell](rules/actions/cast-a-spell.md), and [Spellstrike](rules/actions/spellstrike-som.md) is a combined activity that doesn't qualify. \ No newline at end of file diff --git a/rules/actions/spring-the-trap-loil.md b/rules/actions/spring-the-trap-loil.md new file mode 100644 index 000000000..9bda2c9f3 --- /dev/null +++ b/rules/actions/spring-the-trap-loil.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/gunslinger-g-g +- compendium/src/pf2e/loil +- trait/gunslinger +aliases: ["Spring the Trap"] +--- +# Spring the Trap [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +gunslinger +*Source: Lost Omens: Impossible Lands p. 108* + +**Class** gunslinger; **Subclass** Triggerbrand +- **Trigger** You roll initiative. +- **Activity**: Free Action + +You can [Interact](rules/actions/interact.md) to draw a combination weapon and set it to melee or ranged mode. On your first turn, your movement and ranged attacks don't trigger reactions that are normally triggered by movement or a ranged attack (such as [Attack of Opportunity](rules/actions/attack-of-opportunity.md)). \ No newline at end of file diff --git a/rules/actions/steal-keys-aoa5.md b/rules/actions/steal-keys-aoa5.md new file mode 100644 index 000000000..9c72ad9c0 --- /dev/null +++ b/rules/actions/steal-keys-aoa5.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/exploration +aliases: ["Steal Keys"] +--- +# Steal Keys +[exploration](rules/traits/exploration.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 28* + +- **Requirements**: PCs noticed the keys while [Breaking and Entering](rules/actions/breaking-and-entering-aoa5.md). + +The PC steals a ring of keys that can unlock many of the manor's doors. + +> [!success-degree] +> - **Success** The PCs gain 1 Edge Point usable for opening locks. \ No newline at end of file diff --git a/rules/actions/stop-gmg.md b/rules/actions/stop-gmg.md new file mode 100644 index 000000000..c3c57115d --- /dev/null +++ b/rules/actions/stop-gmg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +- trait/manipulate +aliases: ["Stop"] +--- +# Stop [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[manipulate](rules/traits/manipulate.md) +*Source: Gamemastery Guide p. 176* + +**Variant Rule** Vehicles +- **Requirements**: You are piloting a vehicle in motion. +- **Activity**: Single Action + +You bring the vehicle to a stop. \ No newline at end of file diff --git a/rules/actions/study-sot1.md b/rules/actions/study-sot1.md new file mode 100644 index 000000000..ecfc67f76 --- /dev/null +++ b/rules/actions/study-sot1.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/sot1 +- trait/downtime +aliases: ["Study"] +--- +# Study +[downtime](rules/traits/downtime.md) +*Source: Strength of Thousands #1: Kindled Magic p. 63* + +- **Requirements**: You are an initiate, attendant, or conversant. + +You give everything you have to your studies, in keeping with your branch. Choose either your primary or secondary branch and attempt a skill check with one of the branch's associated skills against a standard DC of the branch's level. + +> [!success-degree] +> - **Critical Success** Incredible results! You ace every exam and cause a stir that all the instructors notice. Increase the level of the branch you chose by 2. +> - **Success** You succeed in your studies admirably. Increase the level of the branch you chose by 1. +> - **Failure** You need to work harder and try again. Your branch level remains the same. +> - **Critical Failure** You make a major mistake that requires you to perform remedial studies. The next time you would get an opportunity to attempt this activity, you must skip that opportunity to catch up. \ No newline at end of file diff --git a/rules/actions/tail-toxin-apg.md b/rules/actions/tail-toxin-apg.md new file mode 100644 index 000000000..a8864eb5a --- /dev/null +++ b/rules/actions/tail-toxin-apg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/ancestry/kobold-apg +- compendium/src/pf2e/apg +- trait/kobold +- trait/poison +aliases: ["Tail Toxin"] +--- +# Tail Toxin [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[kobold](rules/traits/kobold-b1.md) [poison](rules/traits/poison.md) +*Source: Advanced Player's Guide p. 14* + +**Ancestry** Kobold; **Heritage** Kobold|APG|Venomtail|Venomtail|APG| +- **Frequency**: once per day +- **Requirements**: You are wielding a piercing or slashing weapon. +- **Activity**: Single Action + +You apply your tail's venom to a piercing or slashing weapon. If your next [Strike](rules/actions/strike.md) with that weapon before the end of your next turn hits and deals damage, you deal [persistent poison damage](rules/conditions.md#Persistent%20Damage) equal to your level to the target. \ No newline at end of file diff --git a/rules/actions/take-a-breather-gmg.md b/rules/actions/take-a-breather-gmg.md new file mode 100644 index 000000000..14c98f717 --- /dev/null +++ b/rules/actions/take-a-breather-gmg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +- trait/exploration +aliases: ["Take a Breather"] +--- +# Take a Breather +[exploration](rules/traits/exploration.md) +*Source: Gamemastery Guide p. 200* + +**Variant Rule** Inspiration +- **Cost**: 1 Resolve Point + +You rest for 10 minutes and recover your stamina. After you complete this activity, you regain all your Stamina Points. \ No newline at end of file diff --git a/rules/actions/take-control-gmg.md b/rules/actions/take-control-gmg.md new file mode 100644 index 000000000..8b82e377c --- /dev/null +++ b/rules/actions/take-control-gmg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +- trait/manipulate +aliases: ["Take Control"] +--- +# Take Control [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[manipulate](rules/traits/manipulate.md) +*Source: Gamemastery Guide p. 176* + +**Variant Rule** Vehicles +- **Requirements**: You are aboard the vehicle and adjacent to its controls. +- **Activity**: Single Action + +You grab the reins, the wheel, or some other mechanism to control the vehicle. Attempt a piloting check; on a success, you become the vehicle's pilot, or regain control of the vehicle if it was uncontrolled. Some vehicles have complicated controls that cause this action to become a multi-action activity. \ No newline at end of file diff --git a/rules/actions/tap-ley-line-som.md b/rules/actions/tap-ley-line-som.md new file mode 100644 index 000000000..e41b044f9 --- /dev/null +++ b/rules/actions/tap-ley-line-som.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/som +- trait/concentrate +aliases: ["Tap Ley Line"] +--- +# Tap Ley Line (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) +*Source: Secrets of Magic p. 215* + +**Skill** [arcana](compendium/skills.md#Arcana), [nature](compendium/skills.md#Nature), [occultism](compendium/skills.md#Occultism), [religion](compendium/skills.md#Religion) (trained) +**Variant Rule** Ley Lines +- **Activity**: Single Action + +You attempt to manipulate the magical essence of a ley line that you're aware of within 30 feet. The GM determines the DC based on the hard DC for the ley line's level. + +> [!success-degree] +> - **Critical Success** You gain the ley line's benefits until the end of your next turn. +> - **Success** You gain the ley line's benefits until the end of your turn. +> - **Failure** You take mental damage equal to 1d6 × the ley line's level. You can't Tap the Ley Line again for 1 hour. +> - **Critical Failure** As failure, and you're subject to the ley line's backlash effect. You can't Tap the Ley Line again for 24 hours. \ No newline at end of file diff --git a/rules/actions/thats-not-everyone-aoa5.md b/rules/actions/thats-not-everyone-aoa5.md new file mode 100644 index 000000000..b20b398a7 --- /dev/null +++ b/rules/actions/thats-not-everyone-aoa5.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/exploration +aliases: ["That's Not Everyone"] +--- +# That's Not Everyone +[exploration](rules/traits/exploration.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 29* + +- **Trigger** The PCs complete Break the Chains + +The enslaved members of the Jewelers' Guild were not all kept in one place. If the PCs intend to rescue all three assistants and Benneb, the missing antiquities dealer from Finderplain, they need to repeat either the Break the Chains or [Locked Doors](rules/actions/locked-doors-aoa5.md) Obstacle a second time. The PCs can skip this Complication, but doing so impacts their rewards (page 30). \ No newline at end of file diff --git a/rules/actions/threatening-approach-locg.md b/rules/actions/threatening-approach-locg.md new file mode 100644 index 000000000..a85992486 --- /dev/null +++ b/rules/actions/threatening-approach-locg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/ancestry/lizardfolk-locg +- compendium/src/pf2e/locg +aliases: ["Threatening Approach"] +--- +# Threatening Approach [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +*Source: Lost Omens: Character Guide p. 57* + +**Ancestry** Lizardfolk; **Heritage** Lizardfolk|LOCG|Frilled|Frilled|LOCG| +- **Activity**: Two-Action + +You [Stride](rules/actions/stride.md) to be adjacent to a foe and [Demoralize](rules/actions/demoralize.md) that foe. If you succeed, the foe is [frightened](rules/conditions.md#Frightened) instead of [frightened](rules/conditions.md#Frightened). \ No newline at end of file diff --git a/rules/actions/topple-crates-aoa3.md b/rules/actions/topple-crates-aoa3.md new file mode 100644 index 000000000..75735b32b --- /dev/null +++ b/rules/actions/topple-crates-aoa3.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa3 +- trait/manipulate +aliases: ["Topple Crates"] +--- +# Topple Crates +[manipulate](rules/traits/manipulate.md) +*Source: Age of Ashes #3: Tomorrow Must Burn p. 31* + +- **Requirements**: You are adjacent to a column of crates. + +You attempt to topple a stack of heavy crates onto a foe. Attempt a DC 22 [Athletics](compendium/skills.md#Athletics) check. + +> [!success-degree] +> - **Success** You topple the crates toward a target within a 15-foot line from the column. The falling crates deal `3d10+6` bludgeoning damage with a DC 26 basic Reflex save. A creature that critically fails is also knocked [prone](rules/conditions.md#Prone). Any squares where crates crashed down become difficult terrain. +> - **Failure** You are unable to topple the crates. +> - **Critical Failure** The crates topple onto you instead, with the same effects as a success but affecting only you and your square. \ No newline at end of file diff --git a/rules/actions/touch-and-go-loil.md b/rules/actions/touch-and-go-loil.md new file mode 100644 index 000000000..5d2179815 --- /dev/null +++ b/rules/actions/touch-and-go-loil.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/gunslinger-g-g +- compendium/src/pf2e/loil +- trait/gunslinger +aliases: ["Touch and Go"] +--- +# Touch and Go [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +gunslinger +*Source: Lost Omens: Impossible Lands p. 108* + +**Class** gunslinger; **Subclass** Triggerbrand +- **Requirements**: You're wielding a combination weapon. +- **Activity**: Single Action + +Your body's shadows mask your hands' steel. You can [Step](rules/actions/step.md) toward an enemy, you can [Interact](rules/actions/interact.md) to change your weapon between melee or ranged modes, and you then [Interact](rules/actions/interact.md) to reload. \ No newline at end of file diff --git a/rules/actions/toxic-skin-lome.md b/rules/actions/toxic-skin-lome.md new file mode 100644 index 000000000..cccc73040 --- /dev/null +++ b/rules/actions/toxic-skin-lome.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/ancestry/grippli-lome +- compendium/src/pf2e/lome +- trait/grippli +- trait/poison +aliases: ["Toxic Skin"] +--- +# Toxic Skin [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[grippli](rules/traits/grippli-b2.md) [poison](rules/traits/poison.md) +*Source: Lost Omens: The Mwangi Expanse p. 119* + +**Ancestry** grippli; **Heritage** grippli|LOME|poisonhide|poisonhide|LOME| +- **Frequency**: once per hour +- **Trigger** A creature touches you, such as by Grappling you, successfully hitting you with an unarmed attack, or using a touch-range spell against you. +- **Activity**: Reaction + +You exude a deadly toxin. The triggering creature takes `1d4` poison damage (basic Fortitude save using your class DC or spell DC, whichever is higher). At 3rd level and every 2 levels thereafter, the damage increases by `1d4`. \ No newline at end of file diff --git a/rules/actions/travel-gmg.md b/rules/actions/travel-gmg.md new file mode 100644 index 000000000..432719df3 --- /dev/null +++ b/rules/actions/travel-gmg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- compendium/src/pf2e/gmg +- trait/move +aliases: ["Travel"] +--- +# Travel +[move](rules/traits/move.md) +*Source: Gamemastery Guide p. 172* + +**Variant Rule** Hexploration + +You progress toward moving into an adjacent hex. In open terrain, like a plain, using 1 Travel activity allows you to move from one hex to an adjacent hex. Traversing a hex with difficult terrain (such as a typical forest or desert) requires 2 Travel activities, and hexes of greater difficult terrain (such as a steep mountain or typical swamp) require 3 Travel activities to traverse. Traveling along a road uses a terrain type one step better than the surrounding terrain. For example, if you are traveling on a road over a mountain pass, the terrain is difficult terrain instead of greater difficult terrain. + +The Travel activity assumes you are walking overland. If you are flying or traveling on water, most hexes are open terrain, though there are exceptions. Flying into storms or high winds count as difficult or greater difficult terrain. Traveling down a river is open terrain, but traveling upriver is difficult or greater difficult terrain. \ No newline at end of file diff --git a/rules/actions/unexpected-falcons-aoa5.md b/rules/actions/unexpected-falcons-aoa5.md new file mode 100644 index 000000000..c83305639 --- /dev/null +++ b/rules/actions/unexpected-falcons-aoa5.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/exploration +aliases: ["Unexpected Falcons"] +--- +# Unexpected Falcons +[exploration](rules/traits/exploration.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 26* + +- **Requirements**: The PCs got a critical failure while attempting to [Contact Steel Falcons](rules/actions/contact-steel-falcons-aoa5.md). This Complication can occur whenever the GM sees fit. + +The Steel Falcons are performing their own heist to rescue their captain, Wallen Iuphasti, and they and the PCs encounter each other suddenly. Expecting trouble, the Steel Falcons have weapons drawn and are poised to attack. To overcome this encounter, the PCs quickly talk down the Andoren operatives. + +> [!success-degree] +> - **Failure** The Steel Falcons become more vocal and threatening, and a brief fight breaks out. This increases the Awareness Point total by 3 (instead of the normal 1 for a failure). +> - **Critical Failure** As failure, but increase Awareness by 5. \ No newline at end of file diff --git a/rules/actions/unexpected-patrol-aoa5.md b/rules/actions/unexpected-patrol-aoa5.md new file mode 100644 index 000000000..0171b355d --- /dev/null +++ b/rules/actions/unexpected-patrol-aoa5.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa5 +- trait/exploration +aliases: ["Unexpected Patrol"] +--- +# Unexpected Patrol +[exploration](rules/traits/exploration.md) +*Source: Age of Ashes #5: Against the Scarlet Triad p. 27* + +- **Trigger** Awareness reaches 6 or 10. + +The PCs notice a group of guards on patrol that's only seconds away from stumbling upon them. The PCs seek out a place to hide, look for a alternate route around the guards, or craft cunning lies. \ No newline at end of file diff --git a/rules/actions/unleash-psyche-da.md b/rules/actions/unleash-psyche-da.md new file mode 100644 index 000000000..a8ec7b99e --- /dev/null +++ b/rules/actions/unleash-psyche-da.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/psychic-da +- compendium/src/pf2e/da +- trait/psychic +aliases: ["Unleash Psyche"] +--- +# Unleash Psyche [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[psychic](rules/traits/psychic-da.md) +*Source: Dark Archive p. 12* + +**Class** psychic +- **Trigger** Your turn begins. +- **Requirements**: You're in an encounter, you Cast a Spell on your previous turn, and you aren't [stupefied](rules/conditions.md#Stupefied). +- **Activity**: Free Action + +You call on the depths of your mind and let psychic power flood through. Your Psyche remains Unleashed for 2 rounds or until your fall unconscious, whichever comes first. You can't voluntarily quell your unleashed psyche. While your Psyche is Unleashed, the following effects occur. + +- You're constantly surrounded by the visual manifestation of your psychic magic. +- When you cast a damaging spell, you gain a status bonus to its damage equal to double the spell's level. This applies only to spells that don't have a duration and that you cast using psychic spellcasting. +- You can use actions that have the psyche trait. + +After your unleashed psyche subsides, your mind must recover from the strain of channeling its full power. You can't use Unleash Psyche again for 2 rounds, and you're [stupefied](rules/conditions.md#Stupefied) for 2 rounds. \ No newline at end of file diff --git a/rules/actions/upgrade-defenses-aoa2.md b/rules/actions/upgrade-defenses-aoa2.md new file mode 100644 index 000000000..c8611b90c --- /dev/null +++ b/rules/actions/upgrade-defenses-aoa2.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/aoa2 +- trait/downtime +- trait/manipulate +aliases: ["Upgrade Defenses"] +--- +# Upgrade Defenses +[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +*Source: Age of Ashes #2: Cult of Cinders p. 73* + +- **Requirements**: [Crafting](compendium/skills.md#Crafting) (master), Specialty Crafting (stonemasonry), or hired stonemason; organized specialists + +You bolster Citadel Altaerein's walls with metal braces, skillful engineering, and other supports. This upgrade takes 40 days of work and a DC 25 [Crafting](compendium/skills.md#Crafting) check. + +**GM Note:** The effects of this upgrade come into play when Citadel Altaerein is attacked in the final adventure of Age of Ashes, but until then these upgraded defenses are largely cosmetic. (If you add additional encounters in which the castle is attacked during the next few adventures, be sure to keep any upgraded defenses in mind.) \ No newline at end of file diff --git a/rules/actions/venom-draw-loil.md b/rules/actions/venom-draw-loil.md new file mode 100644 index 000000000..afaaf6d14 --- /dev/null +++ b/rules/actions/venom-draw-loil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/ancestry/vishkanya-loil +- compendium/src/pf2e/loil +aliases: ["Venom Draw"] +--- +# Venom Draw [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +*Source: Lost Omens: Impossible Lands p. 60* + +**Ancestry** Vishkanya; **Heritage** Vishkanya|LOIL|Keen-Venom|Keen-Venom|LOIL| +- **Requirements**: Your [Envenom](rules/actions/envenom-loil.md) action hasn't been expended. +- **Activity**: Single Action + +You quickly envenom poisonous saliva on your weapon as you draw it. [Interact](rules/actions/interact.md) to draw a weapon, and then [Envenom](rules/actions/envenom-loil.md) it. This uses up your daily use of [Envenom](rules/actions/envenom-loil.md). \ No newline at end of file diff --git a/rules/actions/wicked-thorns-loil.md b/rules/actions/wicked-thorns-loil.md new file mode 100644 index 000000000..98c668dcb --- /dev/null +++ b/rules/actions/wicked-thorns-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/ancestry/ghoran-loil +- compendium/src/pf2e/loil +aliases: ["Wicked Thorns"] +--- +# Wicked Thorns [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +*Source: Lost Omens: Impossible Lands p. 37* + +**Ancestry** Ghoran; **Heritage** Ghoran|LOIL|Thorned|Thorned|LOIL| +- **Frequency**: once per day +- **Trigger** You're hit with an unarmed [Strike](rules/actions/strike.md) or a [Strike](rules/actions/strike.md) with a non-reach melee weapon. +- **Activity**: Reaction + +Several of your thorns break off and hook into your attacker's body. You deal `1d8` piercing damage to the triggering creature. It attempts a basic Reflex save against the higher of your class DC or spell DC. On a critical failure, the creature also takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) as your thorns embed in its flesh. At 3rd level, and every 2 levels thereafter, this damage increases by 1d8, and the persistent piercing damage increases by 1. \ No newline at end of file diff --git a/rules/actions/wind-them-up-loil.md b/rules/actions/wind-them-up-loil.md new file mode 100644 index 000000000..60b4d4a25 --- /dev/null +++ b/rules/actions/wind-them-up-loil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/gunslinger-g-g +- compendium/src/pf2e/loil +- trait/gunslinger +aliases: ["Wind Them Up"] +--- +# Wind Them Up [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +gunslinger +*Source: Lost Omens: Impossible Lands p. 108* + +**Class** gunslinger; **Subclass** Triggerbrand +- **Activity**: Two-Action + +Should foes parry your blade or dodge your bullets? Neither—they should be watching their purse. Make a melee [Strike](rules/actions/strike.md) with your combination weapon, and then attempt a [Thievery](compendium/skills.md#Thievery) check with a –5 penalty to [Steal](rules/actions/steal.md) from your target; you can't [Steal](rules/actions/steal.md) closely guarded objects or objects that would take a long time to pilfer. You don't need a free hand to attempt to [Steal](rules/actions/steal.md) something in this manner. If your [Thievery](compendium/skills.md#Thievery) check succeeds, the target is [flat-footed](rules/conditions.md#Flat-footed) against your ranged attacks until the start of your next turn, and you don't trigger reactions that are normally triggered by movement or a ranged attack. These effects occur even if your target has no objects to [Steal](rules/actions/steal.md). \ No newline at end of file diff --git a/rules/core-rulebook/chapter-1-introduction.md b/rules/core-rulebook/chapter-1-introduction.md index b57d5bf00..f24e6fe15 100644 --- a/rules/core-rulebook/chapter-1-introduction.md +++ b/rules/core-rulebook/chapter-1-introduction.md @@ -729,6 +729,8 @@ Ability flaws are not nearly as common in Pathfinder as ability boosts. If your Once you've finalized your ability scores, you can use them to determine your ability modifiers, which are used in most other statistics in the game. Find the score in [Table 1–1: Ability Modifiers](rules/tables/ability-modifiers.md) to determine its ability modifier. +![Ability Modifiers](rules/tables/ability-modifiers.md) + ### Create a Concept CRB p. 21 diff --git a/rules/core-rulebook/chapter-10-game-mastering.md b/rules/core-rulebook/chapter-10-game-mastering.md index ad1727f06..f4f97e0a9 100644 --- a/rules/core-rulebook/chapter-10-game-mastering.md +++ b/rules/core-rulebook/chapter-10-game-mastering.md @@ -160,7 +160,7 @@ Though a published adventure is prewritten, it's not set in stone. Changing the > > A blind character can't detect anything using vision, critically fails [Perception](compendium/skills.md#Perception) checks requiring sight, is immune to [visual](rules/traits/visual.md) effects, and can't be [blinded](rules/conditions.md#Blinded) or [dazzled](rules/conditions.md#Dazzled). You might give this character the [Blind-Fight](compendium/feats/blind-fight-fighter.md) feat for free. > -> A character with impaired vision might take a –2 to –4 penalty to vision-based [Perception](compendium/skills.md#Perception) checks. Spectacles or other corrective devices might reduce or remove this. +> A character with impaired vision might take a –2 to –4 penalty to vision-based [Perception](compendium/skills.md#Perception) checks. [Spectacles](compendium/equipment/items/basic-corrective-lenses-lotgb.md) or other corrective devices might reduce or remove this. > > ### Deafness or Being Hard of Hearing > CRB p. 487 @@ -269,6 +269,10 @@ For each additional character in the party beyond the fourth, increase your XP b It's best to use the XP increase from more characters to add more enemies or hazards, and the XP decrease from fewer characters to subtract enemies and hazards, rather than making one enemy tougher or weaker. Encounters are typically more satisfying if the number of enemy creatures is fairly close to the number of player characters. +![Encounter Budget](rules/tables/encounter-budget.md) + +![Creature XP and Role](rules/tables/creature-xp-and-role.md) + ## Running a Game Session CRB p. 489 @@ -670,6 +674,8 @@ Watches and Rest on the next page indicates how long the group needs to set asid If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a –4 status penalty for being unconscious. They don't automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that character's watch automatically. However, you might have the ambusher attempt a [Stealth](compendium/skills.md#Stealth) check against the Perception DCs of all characters to see if anyone noticed its approach. +![Watches and Rest](rules/tables/watches-and-rest.md) + #### Daily Preperations CRB p. 500 @@ -811,6 +817,8 @@ If it's something pretty much anyone would have a decent chance at, use the untr Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges. +![Simple DCs](rules/tables/simple-dcs.md) + ### Level-Based DCs CRB p. 503 @@ -820,6 +828,8 @@ Use these DCs when a PC needs to Identify a Spell or [Recall Knowledge](rules/ac Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually become very easy for them. +![DCs by Level](rules/tables/dcs-by-level.md) + ### Adjusting Difficulty CRB p. 503 @@ -829,6 +839,8 @@ Adjustments happen most often with tasks whose DCs are based on their level. Adj You'll often apply the adjustments for uncommon, rare, or unique subjects. +![DC Adjustments](rules/tables/dc-adjustments.md) + The adjustments' names don't translate to how hard a task actually is for a PC or group of PCs, and adjustments aren't meant to balance out or replace PCs' bonuses and penalties. PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high level group. You might use different DCs for a task based on the particular skill or statistic used for the check. Let's say your PCs encounter a magical tome about aberrant creatures. The tome is 4th-level and has the occult trait, so you set the DC of an [Occultism](compendium/skills.md#Occultism) check to Identify the Magic to 19, based on Table 10–5. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using [Arcana](compendium/skills.md#Arcana) and set the DC at 24 for characters using that skill. If a character in your group had Aberration Lore, you might determine that it would be easy or very easy to use that skill and adjust the DC to 17 or 14. These adjustments aren't taking the place of characters' bonuses, modifiers, and penalties—they are due to the applicability of the skills being used. @@ -898,6 +910,8 @@ A character who successfully identifies a creature learns one of its best-known The skill used to identify a creature usually depends on that creature's trait, as shown on Table 10–7, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use [Occultism](compendium/skills.md#Occultism) to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity). +![Creature Identification Skills](rules/tables/creature-identification-skills.md) + > [!pf2-brown] DETERMINING THE SCOPE OF LORE > > [Lore](compendium/skills.md#Lore) skills are one of the most specialized aspects of Pathfinder, but they require GM oversight, particularly in determining which [Lore](compendium/skills.md#Lore) subcategories are acceptable for characters to select. A [Lore](compendium/skills.md#Lore) subcategory represents a narrow focus, and thus it shouldn't replace all or even most of an entire skill, nor should it convey vast swaths of information. For example, a single [Lore](compendium/skills.md#Lore) subcategory doesn't cover all religions—that's covered by the [Religion](compendium/skills.md#Religion) skill—but a character could have a [Lore](compendium/skills.md#Lore) subcategory that covers a single deity. One [Lore](compendium/skills.md#Lore) subcategory won't cover an entire country or all of history, but it could cover a city, an ancient civilization, or one aspect of a modern country, like Taldan History [Lore](compendium/skills.md#Lore). A single [Lore](compendium/skills.md#Lore) subcategory couldn't cover the entire multiverse, but it could cover a whole plane other than the Material Plane. @@ -971,6 +985,8 @@ Characters' actions that move the story forward—like securing a major alliance As mentioned earlier, it's up to you how much XP to give out for accomplishments. As a general guideline, in a given game session, you'll typically give several minor awards, one or two moderate awards, and only one major award, if any. +![XP Awards](rules/tables/xp-awards.md) + #### Party Size CRB p. 508 @@ -1043,6 +1059,8 @@ Giving out uncommon and rare items and formulas can get players more interested Uncommon and rare formulas make great treasure for a character who Crafts items. Note that if an uncommon or rare formula is broadly disseminated, it eventually becomes more common. This can take months or years, but the item might start showing up in shops all around the world. +![Party Treasure by Level](rules/tables/party-treasure-by-level.md) + ##### Different Item Levels CRB p. 510 @@ -1098,6 +1116,8 @@ A PC can voluntarily choose an item that has a lower level than any or all of th If you choose, you can allow the player to instead start with a lump sum of currency and buy whatever common items they want, with a maximum item level of 1 lower than the character's level. This has a lower total value than the normal allotment of permanent items and currency, since the player can select a higher ratio of high-level items. +![Character Wealth](rules/tables/character-wealth.md) + #### Buying and Selling Items CRB p. 511 @@ -1110,6 +1130,8 @@ Each of the environments presented in this section uses the terrain rules (which Table 10–12 lists the features of various environments alphabetically for quick reference. The Proficiency DC Band entry indicates a range of appropriate simple DCs for that environmental feature, while also providing a rough estimate of the danger or complexity of the feature. +![Enviromental Features](rules/tables/enviromental-features.md) + ### Environmental Damage CRB p. 512 @@ -1117,6 +1139,8 @@ Some environmental features or natural disasters deal damage. Because the amount Use Table 10–11 below to determine damage from an environment or natural disaster. When deciding the exact damage amount, use your best judgment based on how extreme you deem the danger to be. +![Enviromental Damage](rules/tables/enviromental-damage.md) + ### Aquatic CRB p. 512 @@ -1457,6 +1481,8 @@ Particularly hot and cold weather can make creatures fatigued more quickly durin Appropriate cold-weather gear (such as the winter clothing) can negate the damage from severe cold or reduce the damage from extreme cold to that of particularly severe cold. +![Temperature Effects](rules/tables/temperature-effects.md) + #### Wind CRB p. 517 @@ -1529,6 +1555,8 @@ Tremors knock creatures prone, causing them to fall or careen into other objects Though more gradual floods can damage structures and drown creatures, flash floods are similar to avalanches, except with a liquid mass instead of a solid one. Instead of burying creatures, a flash flood carries creatures and even massive objects away, buffeting the creatures and potentially drowning them. The drowning rules appear on page 478. +![Temperature Effects](rules/tables/temperature-effects.md) + #### Sandstorms CRB p. 519 @@ -1680,6 +1708,8 @@ Some magical hazards can be counteracted using [dispel magic](compendium/spells/ Characters gain Experience Points for overcoming a hazard, whether they disable it, avoid it, or simply endure its attacks. If they trigger the same hazard later on, they don't gain XP for the hazard again. The XP values for hazards of different levels also appear on page 508, but are repeated here for convenience. The XP for a complex hazard is equal to the XP for a monster of the same level, and the XP for a simple hazard is one-fifth of that. Hazards of a lower level than the party's level –4 are trivial and award no XP. +![Hazard XP](rules/tables/hazard-xp.md) + ### Hazard Format CRB p. 522 diff --git a/rules/core-rulebook/chapter-11-crafting-treasure.md b/rules/core-rulebook/chapter-11-crafting-treasure.md index cee273421..67f16c859 100644 --- a/rules/core-rulebook/chapter-11-crafting-treasure.md +++ b/rules/core-rulebook/chapter-11-crafting-treasure.md @@ -43,6 +43,8 @@ You can benefit from no more than 10 invested magic items each day. Because this You can still gain the mundane benefits of an item if you don't invest it. A suit of _+1 resilient armor_ still gives you its item bonus to AC when not invested, but it doesn't give its magical bonus to saving throws, and [winged boots](compendium/equipment/items/winged-boots.md) still protect your feet even though you can't activate them to fly. Entirely non-magical items don't need to be invested. +![Invest an Item](rules/actions/invest-an-item.md) + ## Activating Items CRB p. 532 @@ -50,6 +52,8 @@ Some items produce their effects only when used properly in the moment. Others a If an item is used up when activated, as is the case for consumable items, its Activate entry appears toward the top of the stat block. For permanent items with activated abilities, the Activate entry is a paragraph in the description. Activations are not necessarily magical—for instance, drinking an alchemical elixir isn't usually a magical effect. +![Activate an Item](rules/actions/activate-an-item.md) + > [!pf2-brown] DISRUPTING ACTIVATIONS > > Some abilities and effects can disrupt the process of [Activating an Item](rules/actions/activate-an-item.md). If something disrupts your item activation, you fail to Activate the Item and lose the actions you committed. If the item can be activated only a certain number of times per day, the failed activation still counts against that limit. If an item requires you to spend actions to Sustain an Activation and one of those actions is disrupted, the item's effect ends. @@ -120,11 +124,15 @@ Some items can be activated only a limited number of times per day, as described Some items, once activated, have effects that can be sustained if you concentrate on them. This works much like the Sustain a Spell action (found on page 304). If an item's description states that you can sustain the effect, that effect lasts until the end of your turn in the round after you Activated the Item. You can use a Sustain an Activation action on that turn to extend the duration. +![Sustain an Activation](rules/actions/sustain-an-activation.md) + ### Dismissing Activations CRB p. 534 Some item effects can be dismissed, ending the duration early due to you or the target taking action. Dismissing an activation requires using the Dismiss action. +![Dismiss](rules/actions/dismiss.md) + ## Reading Items CRB p. 534 @@ -410,6 +418,8 @@ The traits for a scroll vary based on the spell it contains. A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it. +![Scroll Statistics](rules/tables/scroll-statistics.md) + #### Crafting a Scroll CRB p. 565 @@ -468,6 +478,8 @@ You must be wielding or wearing an item to activate a talisman attached to it. O Each talisman's stat block indicates the type of item it can be affixed to. Affixing or removing requires using the [Affixing the Talisman](rules/actions/affix-a-talisman.md) activity. A single talisman can be affixed to only one item at a time, and an item can have only one talisman affixed to it at a time without suppressing them all. +![Affix a Talisman](rules/actions/affix-a-talisman.md) + #### Talismans CRB p. 565 @@ -503,6 +515,8 @@ Stone is a catchall for any hard stone, such as granite and marble. Likewise, wo If an object consists of more than one material, the GM typically uses the statistics for the strongest material involved. For instance, breaking a wall made of paper panels over a woven wooden framework would require damaging thin wood, not paper. However, the GM might choose the weaker material based on the item's function. For instance, breaking the wooden handle of a hammer rather than its iron head would still render the item unusable. Sometimes an item is even less sturdy than the Hardness and Hit Points provided for a thin object; for instance, a twig doesn't take 9 damage to break, even though it's made of thin wood. Similarly, a particularly sturdy item or structure might have even higher Hardness and Hit Points. Certain structures, particularly thick walls, are so reinforced that you have to break them down over time with tools. (Page 515 has more information on walls.) +![Material Hardness, Hit Points, and Broken Threshold](rules/tables/material-hardness-hit-points-and-broken-threshold.md) + ### Precious Materials CRB p. 577 @@ -571,6 +585,8 @@ Four fundamental runes produce the most essential magic of protection and destru An item can have only one fundamental rune of each type, though etching a stronger rune can upgrade an existing rune to the more powerful version (as described in each rune's entry). As you level up, you typically alternate between increasing an item's potency rune and its striking or resilient rune when you can afford to. +![Fundamental Runes](rules/tables/fundamental-runes.md) + > [!pf2-brown] SPECIFIC ARMOR AND WEAPONS > > Unlike armor and weapons enhanced with runes, specific armor and weapons (such as [ghoul hide](compendium/equipment/items/ghoul-hide.md) or a [holy avenger](compendium/equipment/items/holy-avenger.md)) are created for a specific purpose and can work quite differently from other items of their type. Specific magic armor and weapons can't gain property runes, but you can add or improve their fundamental runes. @@ -587,6 +603,10 @@ An item can have only one fundamental rune of each type, though etching a strong > > You'll often want to upgrade the fundamental runes of magic armor or a magic weapon you already have. This requires upgrading each rune separately. Tables 11–5 and 11–6 summarize the Price of each step, with a number in parentheses indicating the item's level for the Craft activity. This also indicates the typical progression for an adventurer to follow when upgrading their armor and weapons. The tables here don't include progressions that aren't as likely to come up, like turning a +1 weapon directly into a +1 greater striking weapon. > +> ![Armor Upgrade Prices](rules/tables/armor-upgrade-prices.md) +> +> ![Weapon Upgrade Price](rules/tables/weapon-upgrade-price.md) +> ### Property Runes CRB p. 582 diff --git a/rules/core-rulebook/chapter-2-ancestries-backgrounds.md b/rules/core-rulebook/chapter-2-ancestries-backgrounds.md index 8f80b93f5..5afcd5b86 100644 --- a/rules/core-rulebook/chapter-2-ancestries-backgrounds.md +++ b/rules/core-rulebook/chapter-2-ancestries-backgrounds.md @@ -147,6 +147,12 @@ Druidic is a secret language, and is available only to characters who are druids It is possible for your character to learn languages later in their adventuring career. Selecting the Multilingual feat, for example, grants a character two new languages chosen from those listed in [Table 2–1: Common Languages](rules/tables/common-languages.md) and [Table 2–2: Uncommon Languages](rules/tables/uncommon-languages.md). Other abilities and effects might grant access to common or uncommon languages, as detailed in their descriptions. +![Common Languages](rules/tables/common-languages.md) + +![Uncommon Languages](rules/tables/uncommon-languages.md) + +![Secret Language](rules/tables/secret-language.md) + ### Regional Languages CRB p. 65 diff --git a/rules/core-rulebook/chapter-4-skills.md b/rules/core-rulebook/chapter-4-skills.md index 8d340fce2..d21c8426c 100644 --- a/rules/core-rulebook/chapter-4-skills.md +++ b/rules/core-rulebook/chapter-4-skills.md @@ -99,6 +99,8 @@ General skill actions are skill actions that can be used with multiple different When you encounter particularly archaic or esoteric texts, the GM might require you to Decipher the Writing before you can understand it. You must be trained in the relevant skill to Decipher Writing. [Arcana](compendium/skills.md#Arcana) is typically used for writing about magic or science, [Occultism](compendium/skills.md#Occultism) for esoteric texts about mysteries and philosophy, [Religion](compendium/skills.md#Religion) for scripture, and Society for coded messages or archaic documents. +![Decipher Writing](rules/actions/decipher-writing.md) + > [!pf2-example] Sample Decipher Tasks > > **Trained** entry-level philosophy treatise @@ -109,6 +111,8 @@ When you encounter particularly archaic or esoteric texts, the GM might require > > **Legendary** esoteric planar text written in metaphor by an ancient celestial +![Skills, Key Abilities, and Actions](rules/tables/skills-key-abilities-and-actions.md) + ### Earn Income (Trained) CRB p. 236 @@ -127,6 +131,8 @@ You can use a skill—typically [Crafting](compendium/skills.md#Crafting), Lore, In some cases, the GM might let you use a different skill to Earn Income through specialized work. Usually, this is scholarly work, such as using [Religion](compendium/skills.md#Religion) in a monastery to study old texts—but giving sermons at a church would still fall under [Performance](compendium/skills.md#Performance) instead of [Religion](compendium/skills.md#Religion). You also might be able to use physical skills to make money, such as using [Acrobatics](compendium/skills.md#Acrobatics) to perform feats in a circus or [Thievery](compendium/skills.md#Thievery) to pick pockets. If you're using a skill other than [Crafting](compendium/skills.md#Crafting), Lore, or [Performance](compendium/skills.md#Performance), the DC tends to be significantly higher. +![Earn Income](rules/actions/earn-income.md) + > [!pf2-example] Sample Earn Income Tasks > > These examples use Alcohol Lore to work in a bar or Legal Lore to perform legal work. @@ -139,6 +145,8 @@ In some cases, the GM might let you use a different skill to Earn Income through > > **Legendary** run an international brewing franchise, present a case in Hell's courts +![Income Earned](rules/tables/income-earned.md) + #### Crafting Goods for the Market ([Crafting](compendium/skills.md#Crafting)) CRB p. 237 @@ -189,6 +197,8 @@ You perform for an audience to make money. The available audiences determine the Using the skill related to the appropriate tradition, as explained in Magical Traditions and Skills on page 238, you can attempt to identify a magical item, location, or ongoing effect. In many cases, you can use a skill to attempt to Identify Magic of a tradition other than your own at a higher DC. The GM determines whether you can do this and what the DC is. +![Identify Magic](rules/actions/identify-magic.md) + > [!pf2-example] Magical Traditions and Skills > > Each magical tradition has a corresponding skill, as shown on the table below. You must have the trained proficiency rank in a skill to use it to Identify Magic or Learn a Spell. @@ -207,11 +217,17 @@ Using the skill related to the appropriate tradition, as explained in Magical Tr If you're a spellcaster, you can use the skill corresponding to your magical tradition to learn a new spell of that tradition. [Table 4–3: Learning a Spell](rules/tables/learning-a-spell.md) lists the Price of the materials needed to Learn a Spell of each level. +![Learn a Spell](rules/actions/learn-a-spell.md) + +![Learning a Spell](rules/tables/learning-a-spell.md) + ### Recall Knowledge (Untrained) CRB p. 238 To remember useful information on a topic, you can attempt to [Recall Knowledge](rules/actions/recall-knowledge.md). You might know basic information about something without needing to attempt a check, but [Recall Knowledge](rules/actions/recall-knowledge.md) requires you to stop and think for a moment so you can recollect more specific facts and apply them. You might even need to spend time investigating first. For instance, to use [Medicine](compendium/skills.md#Medicine) to learn the cause of death, you might need to conduct a forensic examination before attempting to [Recall Knowledge](rules/actions/recall-knowledge.md). +![Recall Knowledge](rules/actions/recall-knowledge.md) + The following skills can be used to [Recall Knowledge](rules/actions/recall-knowledge.md), getting information about the listed topics. In some cases, you can get the GM's permission to use a different but related skill, usually against a higher DC than normal. Some topics might appear on multiple lists, but the skills could give different information. For example, [Arcana](compendium/skills.md#Arcana) might tell you about the magical defenses of a golem, whereas [Crafting](compendium/skills.md#Crafting) could tell you about its sturdy resistance to physical attacks. - **[Arcana](compendium/skills.md#Arcana):** Arcane theories, magical traditions, creatures of arcane significance, and arcane planes. @@ -244,6 +260,8 @@ The GM might allow checks to [Recall Knowledge](rules/actions/recall-knowledge.m If you need to provide food and shelter, you can use the [Subsist](rules/actions/subsist.md) downtime activity. This typically uses Society if you're in a settlement or [Survival](compendium/skills.md#Survival) if you're in the wild. +![Subsist](rules/actions/subsist.md) + > [!pf2-example] Sample Subsist Tasks > > **Untrained** lush forest with calm weather or large city with plentiful resources @@ -268,6 +286,8 @@ Most skills include entries for success and failure, as well as descriptions of [Acrobatics](compendium/skills.md#Acrobatics) measures your ability to perform tasks requiring coordination and grace. When you use the [Escape](rules/actions/escape.md) basic action (page 470), you can use your [Acrobatics](compendium/skills.md#Acrobatics) modifier instead of your unarmed attack modifier. +![Balance](rules/actions/balance.md) + > [!pf2-example] Sample Balance Tasks > > **Untrained** tangled roots, uneven cobblestones @@ -280,9 +300,13 @@ Most skills include entries for success and failure, as well as descriptions of > > **Legendary** razor's edge, chunks of floor falling in midair +![Tumble Through](rules/actions/tumble-through.md) + #### Acrobatics Trained Actions CRB p. 240 +![Maneuver in Flight](rules/actions/maneuver-in-flight.md) + > [!pf2-example] Sample Maneuver in Flight Tasks > > **Trained** steep ascent or descent @@ -293,6 +317,8 @@ Most skills include entries for success and failure, as well as descriptions of > > **Legendary** fly through gale force winds +![Squeeze](rules/actions/squeeze.md) + > [!pf2-example] Sample Squeeze Tasks > > **Trained** space barely fitting your shoulders @@ -315,11 +341,15 @@ You must be trained in [Arcana](compendium/skills.md#Arcana) to use it for the f - **Identify Magic**, particularly arcane magic. - **Learn a Spell** from the [arcane](rules/traits/arcane.md) tradition. +![Borrow an Arcane Spell](rules/actions/borrow-an-arcane-spell.md) + ### Athletics (Str) CRB p. 241 [Athletics](compendium/skills.md#Athletics) allows you to perform deeds of physical prowess. When you use the [Escape](rules/actions/escape.md) basic action, you can use your [Athletics](compendium/skills.md#Athletics) modifier instead of your unarmed attack modifier. +![Climb](rules/actions/climb.md) + > [!pf2-example] Sample Climb Tasks > > **Untrained** ladder, steep slope, low-branched tree @@ -336,6 +366,50 @@ You must be trained in [Arcana](compendium/skills.md#Arcana) to use it for the f > > This table provides a quick reference for how far you can move with a Climb or Swim action. > +> +> +> +> +> +> +> + + + + +> +> +> + + + + +> +> +> + + + + +> +> +> + + + + +> +> +> + + + + +> +>
Swim Distance
SpeedSuccessCriticalSuccessCritical
5-15 feet55510
20-35 feet5101015
40-55 feet10151520
60-65 feet15202025
+> + +![Force Open](rules/actions/force-open.md) > [!pf2-example] Sample Force Open Tasks > @@ -349,14 +423,24 @@ You must be trained in [Arcana](compendium/skills.md#Arcana) to use it for the f > > **Legendary** stone or iron door +![Grapple](rules/actions/grapple.md) + +![High Jump](rules/actions/high-jump.md) + > [!pf2-example] Leap > > The Leap basic action is used for High Jump and Long Jump. Leap lets you take a careful, short jump. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap if your Speed is between 15 feet and 30 feet, or a 10-foot gap if your Speed is 30 feet or more). If you make a vertical Leap, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface. +![Long Jump](rules/actions/long-jump.md) + +![Shove](rules/actions/shove.md) + > [!pf2-example] Forced Movement > > The [Shove](rules/actions/shove.md) action can force a creature to move. When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions triggered by movement. +![Swim](rules/actions/swim.md) + > [!pf2-example] Sample Swim Tasks > > **Untrained** lake or other still water @@ -369,6 +453,8 @@ You must be trained in [Arcana](compendium/skills.md#Arcana) to use it for the f > > **Legendary** maelstrom, waterfall +![Trip](rules/actions/trip.md) + > [!pf2-brown] FALLING > > When you fall more than 5 feet, you take falling damage when you land, which is bludgeoning damage equal to half the distance you fell. If you take any damage from a fall, you're knocked prone when you land. @@ -380,6 +466,8 @@ You must be trained in [Arcana](compendium/skills.md#Arcana) to use it for the f #### Athletics Trained Action CRB p. 243 +![Disarm](rules/actions/disarm.md) + ### Crafting (Int) CRB p. 243 @@ -389,6 +477,8 @@ Even if you're untrained, you can [Recall Knowledge](rules/actions/recall-knowle - **Recall Knowledge** about alchemical reactions, the value of items, engineering, unusual materials, and alchemical or mechanical creatures. The GM determines which creatures this applies to, but it usually includes constructs. +![Repair](rules/actions/repair.md) + #### Crafting Trained Actions CRB p. 244 @@ -396,6 +486,8 @@ You must be trained in [Crafting](compendium/skills.md#Crafting) to use it to [E - **Earn Income** by crafting goods for the market. +![Craft](rules/actions/craft.md) + > [!pf2-example] Consumables and Ammunition > > You can Craft items with the consumable trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once. You also Craft non-magical ammunition in batches, using the quantity listed in [Table 6–8: Ranged Weapons](rules/tables/ranged-weapons.md) (typically 10). @@ -414,19 +506,31 @@ You must be trained in [Crafting](compendium/skills.md#Crafting) to use it to [E > > Because he's a 5th-level character and an expert at [Crafting](compendium/skills.md#Crafting), he reduces the amount he has to pay by 1 gp for each day spent. After spending 10 days working, he reduces the cost to complete the item from 65 gp to 55 gp. He spends the remaining portion of its Price in materials, completes the [striking](compendium/equipment/items/striking.md) rune, and goes out on his next adventure. (He could have stayed home to keep working on the striking rune, eventually reducing the item's total Price to just the half he paid up front, but adventuring is far more lucrative!) If Ezren's [Crafting](compendium/skills.md#Crafting) check result were a 29 or higher, he'd have gotten a critical success. In that case, he'd reduce the remaining amount by 2 gp per day, lowering the amount needed to complete the item after 10 additional days of work to 45 gp. +![Identify Alchemy](rules/actions/identify-alchemy.md) + ### Deception (Cha) CRB p. 245 You can trick and mislead others using disguises, lies, and other forms of subterfuge. +![Create a Diversion](rules/actions/create-a-diversion.md) + +![Impersonate](rules/actions/impersonate.md) + +![Lie](rules/actions/lie.md) + #### Deception Trained Action CRB p. 246 +![Feint](rules/actions/feint.md) + ### Diplomacy (Cha) CRB p. 246 You influence others through negotiation and flattery. +![Gather Information](rules/actions/gather-information.md) + > [!pf2-example] Sample Gather Information Tasks > > **Untrained** talk of the town @@ -439,6 +543,8 @@ You influence others through negotiation and flattery. > > **Legendary** information known only to an incredibly select few, or only to extraordinary beings +![Make an Impression](rules/actions/make-an-impression.md) + > [!pf2-example] Changing Attitudes > > Your influence on NPCs is measured with a set of attitudes that reflect how they view your character. These are only a brief summary of a creature's disposition. The GM will supply additional nuance based on the history and beliefs of the characters you're interacting with, and their attitudes can change in accordance with the story. @@ -453,11 +559,17 @@ You influence others through negotiation and flattery. > > No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use [Diplomacy](compendium/skills.md#Diplomacy) results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond. +![Request](rules/actions/request.md) + ### Intimidation (Cha) CRB p. 247 You bend others to your will using threats. +![Coerce](rules/actions/coerce.md) + +![Demoralize](rules/actions/demoralize.md) + ### Lore (Int) CRB p. 247 @@ -529,9 +641,17 @@ You can patch up wounds and help people recover from diseases and poisons. Even - **[Recall Knowledge](rules/actions/recall-knowledge.md)** about diseases, injuries, poisons, and other ailments. You can use this to perform forensic examinations if you spend 10 minutes (or more, as determined by the GM) checking for evidence such as wound patterns. This is most useful when determining how a body was injured or killed. +![Administer First Aid](rules/actions/administer-first-aid.md) + #### Medicine Trained Actions CRB p. 248 +![Treat Disease](rules/actions/treat-disease.md) + +![Treat Poison](rules/actions/treat-poison.md) + +![Treat Wounds](rules/actions/treat-wounds.md) + ### Nature (Wis) CRB p. 249 @@ -539,6 +659,8 @@ You know a great deal about the natural world, and you command and train animals - **[Recall Knowledge](rules/actions/recall-knowledge.md)** about fauna, flora, geography, weather, the environment, creatures of natural origin (like animals, beasts, fey, and plants), the First World, the Material Plane, and the Elemental Planes. +![Command an Animal](rules/actions/command-an-animal.md) + > [!pf2-brown] COMMANDED ANIMALS > > Issuing commands to an animal doesn't always go smoothly. An animal is an independent creature with limited intelligence. Most animals understand only the simplest instructions, so you might be able to instruct your animal to move to a certain square but not dictate a specific path to get there, or command it to attack a certain creature but not to make its attack nonlethal. The GM decides the specifics of the action your animal uses. @@ -593,6 +715,8 @@ When you use an action that utilizes the [Performance](compendium/skills.md#Perf | Play an instrument | [Auditory](rules/traits/auditory.md) and [manipulate](rules/traits/manipulate.md) | | Orate or sing | [Auditory](rules/traits/auditory.md) and [linguistic](rules/traits/linguistic.md) | +![Perform](rules/actions/perform.md) + > [!pf2-example] Sample Perform Tasks > > **Untrained** audience of commoners @@ -645,11 +769,15 @@ You must be trained in Society to use it to [Decipher Writing](rules/actions/dec - **[Decipher Writing](rules/actions/decipher-writing.md)** that's a coded message, text written in an incomplete or archaic form, or in some cases, text in a language you don't know. +![Create Forgery](rules/actions/create-forgery.md) + ### Stealth (Dex) CRB p. 251 You are skilled at avoiding detection, allowing you to slip past foes, hide, or conceal an item. +![Conceal an Object](rules/actions/conceal-an-object.md) + > [!pf2-brown] Being Stealthy > > If you want to sneak around when there are creatures that can see you, you can use a combination of [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md) to do so. @@ -678,6 +806,8 @@ You are skilled at avoiding detection, allowing you to slip past foes, hide, or > > The creature doesn't know your location. +![Hide](rules/actions/hide.md) + ### Survival (Wis) CRB p. 252 @@ -685,6 +815,8 @@ You are adept at living in the wilderness, foraging for food and building shelte - **[Subsist](rules/actions/subsist.md)** in the wild by foraging for food and building shelter. +![Sense Direction](rules/actions/sense-direction.md) + > [!pf2-example] Sense Direction Tasks > > **Untrained** determine a cardinal direction using the sun @@ -700,6 +832,10 @@ You are adept at living in the wilderness, foraging for food and building shelte #### Survival Trained Actions CRB p. 252 +![Cover Tracks](rules/actions/cover-tracks.md) + +![Track](rules/actions/track.md) + > [!pf2-example] Sample Track Tasks > > **Untrained** the path of a large army following a road @@ -717,5 +853,13 @@ You are adept at living in the wilderness, foraging for food and building shelte You are trained in a particular set of skills favored by thieves and miscreants. +![Palm an Object](rules/actions/palm-an-object.md) + +![Steal](rules/actions/steal.md) + #### Thievery Trained Actions -CRB p. 253 \ No newline at end of file +CRB p. 253 + +![Disable a Device](rules/actions/disable-a-device.md) + +![Pick a Lock](rules/actions/pick-a-lock.md) \ No newline at end of file diff --git a/rules/core-rulebook/chapter-5-feats.md b/rules/core-rulebook/chapter-5-feats.md index 0525467fc..98e6d0a6b 100644 --- a/rules/core-rulebook/chapter-5-feats.md +++ b/rules/core-rulebook/chapter-5-feats.md @@ -13,4 +13,8 @@ For most classes, you gain a general feat when you reach 3rd level and every 4 l General feats also include a subcategory of skill feats, which expand on what you can accomplish via skills. These feats also have the skill trait. Most characters gain skill feats at 2nd level and every 2 levels thereafter. When you gain a skill feat, you must select a general feat with the skill trait; you can't select a general feat that lacks the skill trait. The level of a skill feat is typically the minimum level at which a character could meet its proficiency prerequisite. > [!pf2-note] -> Please visit the feats page to view all feats. \ No newline at end of file +> Please visit the feats page to view all feats. + +![General Feats](rules/tables/general-feats.md) + +![General Skill Feats](rules/tables/general-skill-feats.md) \ No newline at end of file diff --git a/rules/core-rulebook/chapter-6-equipment.md b/rules/core-rulebook/chapter-6-equipment.md index 7529afa88..a0c376cd4 100644 --- a/rules/core-rulebook/chapter-6-equipment.md +++ b/rules/core-rulebook/chapter-6-equipment.md @@ -32,6 +32,8 @@ Most items in the following tables have a Price, which is the amount of currency > ### 15 GP (150 SP) > CRB p. 271 +![Coin Values](rules/tables/coin-values.md) + ## Item Level CRB p. 271 @@ -82,12 +84,12 @@ You might need to know the Bulk of a creature, especially if you need to carry s | Size of Creature | Bulk | |------------------|------| -| Tiny | 1 | -| Small | 3 | -| Medium | 6 | -| Large | 12 | -| Huge | 24 | -| Gargantuan | 48 | +| [Tiny](rules/traits/tiny-b1.md) | 1 | +| [Small](rules/traits/small-b1.md) | 3 | +| [Medium](rules/traits/medium-b1.md) | 6 | +| [Large](rules/traits/large-b1.md) | 12 | +| [Huge](rules/traits/huge-b1.md) | 24 | +| [Gargantuan](rules/traits/gargantuan-b1.md) | 48 | #### Dragging CRB p. 272 @@ -99,6 +101,8 @@ In some situations, you might drag an object or creature rather than carry it. I Some abilities require you to wield an item, typically a weapon. You're wielding an item any time you're holding it in the number of hands needed to use it effectively. When wielding an item, you're not just carrying it around—you're ready to use it. Other abilities might require you to merely carry or have an item. These apply as long as you have the item on your person; you don't have to wield it. +![Changing Equipment](rules/tables/changing-equipment.md) + ## Item Damage CRB p. 272 @@ -218,6 +222,10 @@ Certain class features can grant you additional benefits with certain armors. Th **Plate:** The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor. +![Unarmored Defense](rules/tables/unarmored-defense.md) + +![Armor](rules/tables/armor.md) + > [!pf2-brown] MATERIALS > > Most suits of armor and weapons are made from ordinary, commonly available materials like iron, leather, steel, and wood. If you're not sure what a suit of armor is made of, the GM determines the details. @@ -253,6 +261,8 @@ Each type of armor is described in more detail below. **[Studded Leather](compendium/equipment/items/studded-leather.md):** This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection. +![Damaging Armor](rules/tables/damaging-armor.md) + ## Shields CRB p. 277 @@ -284,6 +294,8 @@ Whenever a shield takes damage, the amount of damage it takes is reduced by this This column lists the shield's Hit Points (HP) and Broken Threshold (BT). These measure how much damage the shield can take before it's destroyed (its total HP) and how much it can take before being broken and unusable (its BT). These matter primarily for the [Shield Block](compendium/feats/shield-block.md) reaction. +![Shields](rules/tables/shields.md) + ### Attacking with a Shield CRB p. 277 @@ -441,6 +453,12 @@ The traits a weapon or unarmed attack has are listed in this entry. Any trait th Some entries in the ranged weapons tables are followed by an entry indicating the type of ammunition that weapon launches. The damage die is determined by the weapon, not the ammunition. Because that and other relevant statistics vary by weapon, ammunition entries list only the name, quantity, Price, and Bulk. Using ammunition destroys it. +![Unarmed Attacks](rules/tables/unarmed-attacks.md) + +![Melee Weapons](rules/tables/melee-weapons.md) + +![Ranged Weapons](rules/tables/ranged-weapons.md) + #### Weapon Traits CRB p. 282 @@ -505,6 +523,10 @@ This lists how many hands it takes to use the item effectively. Most items that You can make a set of tools (such as [alchemist's tools](compendium/equipment/items/alchemists-tools.md) or [healer's tools](compendium/equipment/items/healers-tools.md)) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an [Interact](rules/actions/interact.md) action to use. +![Adventuring Gear](rules/tables/adventuring-gear.md) + +![Uncommon Adventuring Gear](rules/tables/uncommon-adventuring-gear.md) + ### Adventuring Gear CRB p. 290 @@ -724,6 +746,8 @@ If you want to quickly decide how to spend your starting money on what your clas The items listed on Table 6–11 are the most widely available alchemical items from Chapter 11, which a 1st-level character could likely access. The descriptions below are incomplete; each item's full entry appears in Chapter 11 on the page listed in the table. Your GM might allow you to start with other alchemical items from Chapter 11 on a case-by-case basis. +![Alchemical Gear](rules/tables/alchemical-gear.md) + #### Alchemical Bombs CRB p. 292 @@ -768,6 +792,8 @@ Alchemical tools are a type of alchemical item you use, rather than drink or thr The items on Table 6–12 are the magic items from Chapter 11 that a 1st-level character could most frequently access. The descriptions below are incomplete; the items' full entries appear in Chapter 11 on the pages listed in the table. Your GM might allow you to start with other magic items from Chapter 11 on a case-by-case basis. +![Magical Gear](rules/tables/magical-gear.md) + #### Consumable Magic Items CRB p. 293 @@ -807,6 +833,8 @@ If you have an item, you can try to reverse-engineer its formula. This uses the The item's disassembled parts are worth half its Price in raw materials and can't be reassembled unless you successfully reverse-engineer the formula or acquire the formula another way. Reassembling the item from the formula works just like [Crafting](rules/actions/craft.md) it from scratch; you use the disassembled parts as the necessary raw materials. +![Formulas](rules/tables/formulas.md) + #### Items with Multiple Types CRB p. 293 @@ -817,6 +845,8 @@ If an item has multiple types of different levels, each type has its own formula The services listed on [Table 6–14](rules/tables/basic-services-and-consumables.md) describe expenditures for common services and consumables. +![Basic Services and Consumables](rules/tables/basic-services-and-consumables.md) + #### Hirelings CRB p. 294 @@ -832,11 +862,15 @@ The cost to hire transportation includes standard travel with no amenities. Most Spellcasting services, listed on [Table 6–15](rules/tables/spellcasting-services.md), are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It's hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. +![Spellcasting Services](rules/tables/spellcasting-services.md) + ### Cost of Living CRB p. 294 [Table 6–16](rules/tables/cost-of-living.md) shows how much it costs to get by. This covers room and board, dues, taxes, and other fees. +![Cost of Living](rules/tables/cost-of-living.md) + ### Animals CRB p. 294 @@ -844,30 +878,38 @@ The Prices for animals are listed both for renting and for purchasing them outri Warhorses and warponies are combat trained. They don't become [frightened](rules/conditions.md#Frightened) or [fleeing](rules/conditions.md#Fleeing) during encounters in this way. +![Animals](rules/tables/animals.md) + #### Barding CRB p. 295 You can purchase special armor for animals, called barding (shown on [Table 6–18](rules/tables/barding.md)). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal's size. Unlike for a suit of armor, barding's Strength entry is listed as a modifier, not a score. Barding can't be etched with magic runes, though special magical barding might be available. +![Barding](rules/tables/barding.md) + ### Items and Sizes CRB p. 295 -The Bulk rules in this chapter are for Small and Medium creatures, as the items are made for creatures of those sizes. Large creatures can carry more, and smaller creatures can carry less, as noted on [Table 6–19](rules/tables/bulk-conversions.md). +The Bulk rules in this chapter are for [Small](rules/traits/small-b1.md) and [Medium](rules/traits/medium-b1.md) creatures, as the items are made for creatures of those sizes. Large creatures can carry more, and smaller creatures can carry less, as noted on [Table 6–19](rules/tables/bulk-conversions.md). These rules for Bulk limits come up most often when a group tries to load up a mount or animal companion. The rules for items of different sizes tend to come into play when the characters defeat a big creature that has gear, since in most cases, the only creatures of other sizes are creatures under the GM's control. In most cases, Small or Medium creatures can wield a Large weapon, though it's unwieldy, giving them the clumsy 1 condition, and the larger size is canceled by the difficulty of swinging the weapon, so it grants no special benefit. Large armor is simply too large for Small and Medium creatures. #### Bulk Conversions for Different Sizes CRB p. 295 -As shown in [Table 6–19](rules/tables/bulk-conversions.md), Large or larger creatures are less encumbered by bulky items than Small or Medium creatures, while Tiny creatures become overburdened more quickly. A Large creature treats 10 items of 1 Bulk as 1 Bulk, a Huge creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A Tiny creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a Huge creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A Tiny creature doesn't treat any items as having negligible Bulk. +As shown in [Table 6–19](rules/tables/bulk-conversions.md), [Large](rules/traits/large-b1.md) or larger creatures are less encumbered by bulky items than [Small](rules/traits/small-b1.md) or [Medium](rules/traits/medium-b1.md) creatures, while [Tiny](rules/traits/tiny-b1.md) creatures become overburdened more quickly. A [Large](rules/traits/large-b1.md) creature treats 10 items of 1 Bulk as 1 Bulk, a [Huge](rules/traits/huge-b1.md) creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A [Tiny](rules/traits/tiny-b1.md) creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a [Huge](rules/traits/huge-b1.md) creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A [Tiny](rules/traits/tiny-b1.md) creature doesn't treat any items as having negligible Bulk. + +![Bulk conversions](rules/tables/bulk-conversions.md) #### Items of Different Sizes CRB p. 295 -Creatures of sizes other than Small or Medium need items appropriate to their size. These items have different Bulk and possibly a different Price. [Table 6 –20](rules/tables/differently-sized-items.md) provides the Price and Bulk conversion for such items. +Creatures of sizes other than [Small](rules/traits/small-b1.md) or [Medium](rules/traits/medium-b1.md) need items appropriate to their size. These items have different Bulk and possibly a different Price. [Table 6 –20](rules/tables/differently-sized-items.md) provides the Price and Bulk conversion for such items. + +![Differently Sized Items](rules/tables/differently-sized-items.md) -For example, a [morningstar](compendium/equipment/items/morningstar.md) sized for a Medium creature has a Price of 1 gp and 1 Bulk, so one made for a Huge creature has a Price of 4 gp and 4 Bulk. One made for a Tiny creature still costs 1 gp (due to its intricacy) and has 1/2 Bulk, which rounds down to light Bulk. +For example, a [morningstar](compendium/equipment/items/morningstar.md) sized for a [Medium](rules/traits/medium-b1.md) creature has a Price of 1 gp and 1 Bulk, so one made for a [Huge](rules/traits/huge-b1.md) creature has a Price of 4 gp and 4 Bulk. One made for a [Tiny](rules/traits/tiny-b1.md) creature still costs 1 gp (due to its intricacy) and has 1/2 Bulk, which rounds down to light Bulk. -Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, Tiny or Large (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a Medium creature. +Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, [Tiny](rules/traits/tiny-b1.md) or [Large](rules/traits/large-b1.md) (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a [Medium](rules/traits/medium-b1.md) creature. Higher-level magic items that cost significantly more than 8 times the cost of a mundane item can use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on [Table 6 –20](rules/tables/differently-sized-items.md), then use the formula in the precious material's entry to determine the item's Price. See page 578 for more information. \ No newline at end of file diff --git a/rules/core-rulebook/chapter-7-spells.md b/rules/core-rulebook/chapter-7-spells.md index 217269322..141ba48b6 100644 --- a/rules/core-rulebook/chapter-7-spells.md +++ b/rules/core-rulebook/chapter-7-spells.md @@ -225,6 +225,8 @@ You replenish all the Focus Points in your pool during your daily preparations. Some abilities allow you to increase the Focus Points in your pool beyond 1. Typically, these are feats that give you a new focus spell and increase the number of points in your pool by 1. Your focus pool can't have a capacity beyond 3 Focus Points, even if feats that increase your pool would cause it to exceed this number. +![Refocus](rules/actions/refocus.md) + > [!pf2-brown] Focus Points from Multiple Sources > > It's possible, especially through archetypes, to gain focus spells and Focus Points from more than one source. If this happens, you have just one focus pool, adding all the Focus Points together to determine the total size of your pool. (Remember that the maximum number of Focus Points a pool can have is 3.) If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool. For instance, if you were a cleric with the Domain Initiate feat, you would have a pool with 1 Focus Point. Let's say you then took the champion multiclass archetype and the Healing Touch feat. Normally, this feat would give you a focus pool. Since you already have one, it instead increases your existing pool's capacity by 1. @@ -257,6 +259,8 @@ You can't use your spell slots to cast your innate spells, but you might have an The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking minutes or hours to cast and producing a long-term impact. [Casting a Spell](rules/actions/cast-a-spell.md) is a special activity that takes a number of actions defined by the spell. When you [Cast a Spell](rules/actions/cast-a-spell.md), your spellcasting creates obvious visual manifestations of the gathering magic, although feats such as Conceal Spell (page 210) and Melodious Spell (page 101) can help hide such manifestations or otherwise prevent observers from noticing that you are casting. +![Cast a Spell](rules/actions/cast-a-spell.md) + ### Spell Components CRB p. 303 @@ -361,6 +365,8 @@ You might need to keep track of the caster's initiative after they stopped being If the spell's duration is "sustained," it lasts until the end of your next turn unless you use a Sustain a Spell action on that turn to extend the duration of that spell. +![Sustain a Spell](rules/actions/sustain-a-spell.md) + ### Long Durations CRB p. 305 @@ -373,6 +379,8 @@ If you prepare a new spell in the slot (or don't expend a spell slot), the spell Some spells can be dismissed, ending the duration early. This requires the caster or target to use the Dismiss action. +![Dismiss](rules/actions/dismiss.md) + ## Saving Throws CRB p. 305 @@ -501,6 +509,8 @@ At the ritual's culmination, you must attempt the skill check listed in the Prim The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier. +![Creature Creation Rituals](rules/tables/creature-creation-rituals.md) + ### Secondary Checks CRB p. 408 diff --git a/rules/core-rulebook/chapter-8-the-age-of-lost-omens.md b/rules/core-rulebook/chapter-8-the-age-of-lost-omens.md index 3da7de9cf..5ea694987 100644 --- a/rules/core-rulebook/chapter-8-the-age-of-lost-omens.md +++ b/rules/core-rulebook/chapter-8-the-age-of-lost-omens.md @@ -4,4 +4,196 @@ cssclass: pf2e,pf2e-book tags: - compendium/src/pf2e/crb aliases: ["chapter-8-the-age-of-lost-omens"] ---- \ No newline at end of file +--- +# Chapter 8: The Age of Lost Omens +CRB p. 417 + +> [!pf2-sidebar] TIME +> +> Like Earth, Golarion spins on its axis once roughly every 24 hours. A week has 7 days and a year has 52 weeks. To keep the calendar synchronized with the astronomical year, an extra leap day is tacked on to the second month of the year every 4 years. + +> [!pf2-sidebar] MONTHS AND DAYS +> +> The names of the months of the year are as follows in the Inner Sea region: +> +> Abadius ( January) Calistril (February) Pharast (March) Gozran (April) Desnus (May) Sarenith ( June) Erastus ( July) Arodus (August) Rova (September) Lamashan (October) Neth (November) Kuthona (December) The names of the days are as follows: +> +> Moonday (Monday) Toilday (Tuesday) Wealday (Wednesday) Oathday (Thursday) Fireday (Friday) Starday (Saturday) Sunday (Sunday) + +## Beyond the Inner Sea +CRB p. 418 + +## The Great Beyond +CRB p. 418 + +### Inner Sphere +CRB p. 419 + +### Outer Sphere +CRB p. 419 + +### Other planes and Dimensions +CRB p. 419 + +## The Inner Sea Region +CRB p. 419 + +## Absalom and Starstone Isle +CRB p. 420 + +## Broken Lands +CRB p. 421 + +## Eye of Dread +CRB p. 422 + +## Golden Road +CRB p. 423 + +## High Seas +CRB p. 424 + +## Impossible Lands +CRB p. 425 + +## Mwangi Expanse +CRB p. 426 + +## Old Cheliax +CRB p. 427 + +## Saga Lands +CRB p. 428 + +## Shining Kingdoms Cultures +CRB p. 429 + +> [!pf2-note] +> Human Ethnicities can be found on the Ancestries page. + +### Regional Languages +CRB p. 432 + +These languages are uncommon outside the region of their genesis. A character hailing from one of the regions listed below automatically has access to that language. In the Inner Sea region, the language referred to as Common elsewhere in the rules is the same as Taldane—a result of Taldor's legacy of control and influence over the whole region. + +Nearly every language listed here is spoken on the melting-pot streets of Absalom. + +![Regional Languages](rules/tables/regional-languages.md) + +## Creatures +CRB p. 433 + +Listed on these pages are brief descriptions of many creatures that have held important cultural, regional, or historical roles on Golarion, particularly in the Inner Sea region. + +### Alghollthus +CRB p. 433 + +### Demons +CRB p. 433 + +### Devils +CRB p. 433 + +### Dragons +CRB p. 433 + +### Genies +CRB p. 433 + +### Giants +CRB p. 433 + +### Gnolls +CRB p. 434 + +### Goblinoids +CRB p. 434 + +### Kobolds +CRB p. 434 + +### Leshys +CRB p. 434 + +### Lizardfolk +CRB p. 434 + +### Orcs +CRB p. 434 + +### Planar Scions +CRB p. 434 + +### Serpentfolk +CRB p. 434 + +## Factions +CRB p. 435 + +The factions summarized below represent a sampling of those active in the Inner Sea region. Some, like the Pathfinder Society and the Aspis Consortium, are widespread and powerful; their influence can be found throughout the world. Others, such as the Firebrands and the Sczarni, are disorganized or regional in scope. + +All encourage adventurers to join their ranks, although the benefits each faction can offer an adventurer varies widely. + +### Aspis Consortium +CRB p. 435 + +### Bellflower Network +CRB p. 435 + +### Esoteric Order of the Palatine Eye +CRB p. 435 + +### Eagle Knights +CRB p. 435 + +### Firebrands +CRB p. 435 + +### Free Captains +CRB p. 435 + +### Hellknights +CRB p. 436 + +### Knights of Lastwall +CRB p. 436 + +### Lion Blades +CRB p. 436 + +### Magaambya +CRB p. 436 + +### Night Heralds +CRB p. 436 + +### Pathfinder Society +CRB p. 436 + +### Red Mantis +CRB p. 436 + +### Sczarni +CRB p. 436 + +## Religion +CRB p. 437 + +### Deities +CRB p. 437 + +Anyone can worship a deity, but those who do so devoutly should take care to pursue the faith's edicts (behaviors the faith encourages) and avoid its anathemas (actions considered blasphemous). Each deity below has their alignment listed in parentheses after their name, followed by a short description and their edicts, anathemas, and the alignments permitted for followers. Following that are benefits available to the most ardent devotees of the deities. + +You get these benefits only if you're a cleric of the deity or some other rule specifically gives you a devotee benefit. + +### Faiths and Philosophies +CRB p. 440 + +Of course, faith can express itself in more ways than venerating a single deity—or a deity at all. A few examples of nondeific religions and philosophies are presented below. Clerics can work with allied faiths and philosophies, but the organizations here turn to other classes—such as sorcerers with divine bloodlines, druids, or monks—to serve as their leaders. These faiths and philosophies don't have an external godhead that offers benefits to devotees. + +### Domains +CRB p. 441 + +The following domains are used by the primary deities of Golarion, as listed on pages 437–440. + +![Domains](rules/tables/domains.md) \ No newline at end of file diff --git a/rules/core-rulebook/chapter-9-playing-the-game.md b/rules/core-rulebook/chapter-9-playing-the-game.md index d18ca1aaf..a237796c5 100644 --- a/rules/core-rulebook/chapter-9-playing-the-game.md +++ b/rules/core-rulebook/chapter-9-playing-the-game.md @@ -1434,6 +1434,8 @@ Table 9–1 also lists the typical reach for creatures of each size, for both ta The Space entry lists how many feet on a side a creature's space is, so a Large creature fills a 10-foot-by-10-foot space (4 squares on the grid). Sometimes part of a creature extends beyond its space, such as if a giant octopus is grabbing you with its tentacles. In that case, the GM will usually allow attacking the extended portion, even if you can't reach the main creature. A Small or larger creature or object takes up at least 1 square on a grid, and creatures of these sizes can't usually share spaces except in situations like a character riding a mount. Rules for moving through other creatures' spaces appear below. +![Size and Reach](rules/tables/size-and-reach.md) + Multiple Tiny creatures can occupy the same square. At least four can fit in a single square, though the GM might determine that even more can fit. Tiny creatures can occupy a space occupied by a larger creature as well, and if their reach is 0 feet, they must do so in order to attack. #### Move Actions That Trigger Reactions @@ -1613,6 +1615,8 @@ Much of exploration mode involves movement and roleplaying. You might be traveli Depending on how the GM tracks movement, you move in feet or miles based on your character's Speed with the relevant movement type. Typical rates are on the table below. +![Travel Speed](rules/tables/travel-speed.md) + The rates in Table 9 –2 assume traveling over flat and clear terrain at a determined pace, but one that's not exhausting. Moving through difficult terrain halves the listed movement rate. greater difficult terrain reduces the distance traveled to one-third the listed amount. If the travel requires a skill check to accomplish, such as mountain climbing or swimming, the GM might call for a check once per hour using the result and the table above to determine your progress. diff --git a/rules/lost-omens-gods-magic/character-options.md b/rules/lost-omens-gods-magic/character-options.md new file mode 100644 index 000000000..b2bd00803 --- /dev/null +++ b/rules/lost-omens-gods-magic/character-options.md @@ -0,0 +1,112 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/logm +aliases: ["character-options"] +--- +# Character Options +LOGM p. 102 + +A character's faith or philosophy can shape them in powerful ways both fundamental and peripheral, from the cleric who receives spells by the grace of their deity to a champion who fights tyranny wielding a weapon imbued with divine power to a raging barbarian who cares only that their companions' [divine](rules/traits/divine.md) healing keeps them in the fight. In a world rife with [divine](rules/traits/divine.md) magic, only a few rare individuals live without considering how faith affects their lives—even if that consideration means working in opposition to the divine. The gifts and curses of the gods filter down through all aspects of life, from the truly world-shaking powers of the mightiest clerics to the minor miracles performed by righteous crusaders and wicked priests to the everyday minutiae of a common acolyte. + +While any character can express their faith through their actions, the options presented in this chapter provide ways for a character to incorporate their convictions into their abilities as well. New domains and domain spells expand a cleric's options beyond those listed in the _Pathfinder Core Rulebook_. New spells grant specialized abilities to clerics and other spellcasters, while new feats, weapons, and gear provide ways for characters of any class and philosophy to embrace and express their ideology. + +Many of the new rules presented in this section are closely related to a single deity or domain, but in some cases, they're simply more common among a given faith, and practitioners of any faith can make use of them if they can gain access. Priests of [Brigh](compendium/setting/deities/brigh-logm.md) might develop the formula for a revolutionary magic item available to the faithful, but that doesn't mean they won't ever trade it in exchange for information about another creator's inventions. Similarly, priests of [Nalinivati](compendium/setting/deities/nalinivati-logm.md) certainly aren't the only warriors who wield urumis, but they are in part responsible for the popularity of the weapon across the Inner Sea region, and the polytool is only one of numerous innovations emerging from Numeria. + +In addition to seeking access to options simply more common among other faiths, if you'd like to incorporate an option limited to a faith other than the one your character holds, work with your GM to make sure your use of that option works with the campaign and doesn't diminish the choices of other characters who might worship the original deity who grants that option. If so, you and the GM might work together to alter certain aspects of a feat, spell, item, or other option to ensure it fits your faith and makes sense within the larger story you want to tell. + +## Feats +LOGM p. 102 + +Feats can be used to customize a character in several specific ways, whether by expanding the options available to a character whose class is already tied to a deity, or by granting ways for a character with an unrelated class to incorporate a philosophy into their suite of abilities. Some of the feats presented here enhance a follower's powers, while other abilities arise among those working to foil or deceive the faithful. This section includes general feats, skill feats, and a small number of more specialized class feats. + +## Spells +LOGM p. 103 + +Divine spellcasters can call a deity's might to their fingertips, acting as a worldly conduit for divine wrath or redemption—but not just anyone can call the power of the gods. Some of the spells in this section are new additions to the [divine](rules/traits/divine.md) spell list, and thus they can be cast by any clerics, sorcerers whose bloodlines grant [divine](rules/traits/divine.md) spells, or other characters with access to [divine](rules/traits/divine.md) spells. Others are more commonly used by bards, druids, sorcerers, wizards, and other characters with access to spellcasting, but can be granted to worshippers of a specific deity as a blessing to the faithful. + +## Domains and Domain Spells +LOGM p. 103 + +This section provides a number of new domains, as well as basic and advanced domain spells for each of these new domains. Several of the gods presented in this book rely upon the new domains listed here, but several of the entries for the more common deities on Golarion list some of the domains in this section as alternate domains, representing lesser-known or niche aspects of the deity. Followers of these deities can take the [Expanded Domain Initiate](compendium/feats/expanded-domain-initiate-logm.md) or [Splinter Faith](compendium/feats/splinter-faith-logm.md) feats to gain access to alternate domains and their associated spells. GMs may instead prefer to take inspiration from the rules in the [Splinter Faith](compendium/feats/splinter-faith-logm.md) feat to present new approaches to existing faiths or altogether new faiths. + +## Items and Weapons +LOGM p. 103 + +The final section of this chapter provides rules for a number of new items, both magical and non-magical, suitable for characters who operate closely within a faith or philosophy—or those who oppose them! The deities in this book are revered across all of Golarion, with some having origins or centers of worship far removed from the Inner Sea region. As such, many of these deities favor weapons not commonly found around the Inner Sea. + +In addition to the new weapons, this section presents a variety of exciting items to give all characters the means to express their faith and make their mark on the world, from simple trinkets to powerful items granted to the most favored of a god's servants. + +## Appendix +LOGM p. 103 + +The tables at the end of this book list dozens of other deities whose faiths are prominent in the Age of Lost Omens. The chart provides the basic details required for a worshipper, such as permitted alignments, edicts, and anathema. GMs and players are encouraged to use the tables as inspiration for characters and new deities. + +> [!pf2-note] +> Please note that the Appendix table has not been replicated. Visit the deities page to view all deities. + +## Feats +LOGM p. 104 + +While champions and clerics have clear ties to their chosen deities and gain definitive benefits from them, they don't hold a monopoly on such abilities. The following feats represent ways all characters might benefit from adherence to a deity or a particular philosophy—as well as feats for characters who oppose the faithful. + +> [!pf2-note] +> Please visit the feats page to view all feats. + +## Spells +LOGM p. 106 + +The following spells are often associated with the deities of the Inner Sea region. + +> [!pf2-note] +> Please visit the spells page to view all spells. + +## Domains +LOGM p. 112 + +Though each god wields great power over many aspects of the universe, their focus tends toward specific areas of concern, known as domains. Worshippers who devote themselves to a deity may be granted access to secret spells, known as domain spells, through which they can manifest a sliver of their deity's power and work great feats of magic. + +This section presents spells for 18 new domains. + +![Domains](rules/tables/domains-logm.md) + +## Items and Weapons +LOGM p. 120 + +Champions, clerics, and other faithful employ a variety of holy (and unholy) instruments to demonstrate the majesty of their deity and triumphantly vanquish the foes of their faith. + +### Favored Weapons +LOGM p. 120 + +The following weapons are favored by adherents of various faiths. + +#### Weapon Traits +LOGM p. 120 + +The weapons in this section include the following new traits. + +> [!pf2-note] +> Please visit the traits page to view all traits. + +#### Weapon Descriptions +LOGM p. 120 + +The weapons detailed in the tables below are described here. + +> [!pf2-note] +> Please visit the items page to view all items. + +![Martial Melee Weapons](rules/tables/martial-melee-weapons-logm.md) + +![Uncommon Martial Melee Weapons](rules/tables/uncommon-martial-melee-weapons-logm.md) + +![Uncommon Martial Ranged Weapons](rules/tables/uncommon-martial-ranged-weapons-logm.md) + +### Magic Items +LOGM p. 121 + +The following magic items see use among adherents of different deities as well as impious adventurers who simply want to channel the might of the gods. + +> [!pf2-note] +> Please visit the items page to view all items. \ No newline at end of file diff --git a/rules/lost-omens-gods-magic/demigods-and-other-divinities.md b/rules/lost-omens-gods-magic/demigods-and-other-divinities.md new file mode 100644 index 000000000..27ff52971 --- /dev/null +++ b/rules/lost-omens-gods-magic/demigods-and-other-divinities.md @@ -0,0 +1,65 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/logm +aliases: ["demigods-and-other-divinities"] +--- +# Demigods and Other Divinities +LOGM p. 72 + +Away from the temple districts of major cities, places of pilgrimage, and mass celebrations of holidays and religious festivals, smaller cults, cabals, and sects pursue their own rites and codes of conduct across the Inner Sea and beyond. While many faithful primarily worship more mainstream and well-known deities, others dedicate themselves to less conventional paths of devotion. This calling from a higher power comes in many forms, whether it's the potent voice of the fey embodied in the Eldest of the First World; the raw power of fire, air, earth, and water exemplified by the elemental lords; or even paragons of the aligned outer planes such as empyreal lords, archdevils, and monitor demigods. Some mortals even worship the inscrutable and incomprehensible entities from beyond reality known as the Outer Gods, extraordinarily powerful beings that are nonetheless so alien to mortalkind that their followings' impact fills a similar niche to the worship of demigods. + +Though rarely invested with the full strength of a true god, some powerful, unique extraplanar creatures nevertheless carry a spark of the divine that empowers their followers to perform miracles and call upon divine aid in times of need. To the everyday resident of the Inner Sea, such a difference in power is largely academic, as the only ones with the strength to subdue or even slay such a being are largely gods themselves, or figures of myth and legend. These entities are collectively referred to as "demigods." Some demigods are children of the true gods, others are mortals who have achieved a spark of divinity that allows them to influence the world much like other traditional deities, and still others are powerful divine servitors. Regardless of their origin or true nature, the term has expanded over time to include any of the myriad of powerful entities from the Great Beyond who take an interest in Golarion and answer the prayers of their followers, from divine entities who truly went through a sort of ascension to exemplars of already powerful types of outsiders. + +The following pages describe many of the demigods whose followers can be found in the Inner Sea region. Many more demigods exist than are detailed here, including ones whose worship is common in other parts of Golarion, demigods who have ascended from obscure types of planar beings rarely encountered on Golarion, beings of lesser power with very limited presences in Golarion, and those that have fully devoted their attentions to other planes altogether. Additionally, the ranks of the demigods are constantly changing as their jockeying for power—their alliances, betrayals, and competitions with one another—and the distant but ever-present possibility of true apotheosis lead to realignments, declines in stature, and occasional deaths that reverberate through the fabric of the Great Beyond. + +The entries that follow provide details on these demigods and Outer Gods, and statistics for their worship can be found in the tables on pages 124–133. + +## Archdevils and Queens of the Night +LOGM p. 74 + +> [!pf2-note] +> Please visit the deities page to view these deities. + +## Demon Lords +LOGM p. 76 + +> [!pf2-note] +> Please visit the deities page to view these deities. + +## The Eldest +LOGM p. 78 + +> [!pf2-note] +> Please visit the deities page to view these deities. + +## Elemental Lords +LOGM p. 80 + +> [!pf2-note] +> Please visit the deities page to view these deities. + +## Empyreal Lords +LOGM p. 82 + +> [!pf2-note] +> Please visit the deities page to view these deities. + +## The Horsemen +LOGM p. 86 + +> [!pf2-note] +> Please visit the deities page to view these deities. + +## Monitor Demigods +LOGM p. 88 + +> [!pf2-note] +> Please visit the deities page to view these deities. + +## Outer Gods & Great Old Ones +LOGM p. 90 + +> [!pf2-note] +> Please visit the deities page to view these deities. \ No newline at end of file diff --git a/rules/lost-omens-gods-magic/gods-of-the-inner-sea.md b/rules/lost-omens-gods-magic/gods-of-the-inner-sea.md new file mode 100644 index 000000000..5f5a389f8 --- /dev/null +++ b/rules/lost-omens-gods-magic/gods-of-the-inner-sea.md @@ -0,0 +1,80 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/logm +aliases: ["gods-of-the-inner-sea"] +--- +# Gods of the Inner Sea +LOGM p. 10 + +The gods venerated—or feared—by the people of the Inner Sea region are as diverse as the people themselves. This chapter provides information about many of the gods that are important in the region and beyond. While the 20 primary deities of the Inner Sea region are well known due to either widespread worship or their historical tendency to help or harm the people who live there, the other 20 gods detailed in this chapter grant their worshippers just as much power and are just as important in their worshippers' lives. + +## Using the Entries +LOGM p. 10 + +The entries for deities in this book use one of the two stat block formats described below to present the vital information required for worship, depending on the prominence of the particular deity. Additional information useful for playing a champion, cleric, or worshipper of one of the 20 core deities is available in 8 of the _Pathfinder Core Rulebook_. + +### Core Deities +LOGM p. 10 + +The entries for the 20 deities who are most influential in the Inner Sea region present information useful for understanding those gods. Each entry includes three boons and three curses the god might use to express their approval of or displeasure at a specific deed; the power of these intercessions varies between deities, depending on their specific focuses and interest in mortal concerns. Each section also begins with statistics for the deity, which use the following format. + +> [!pf2-note] +> Please note that many of these statistics are found in the _Lore_ tab on the deities page. + +**Name:** The deity's name plus a common title or epithet. + +**Alignment:** The deity's alignment and areas of concern. + +**Realm:** Where the deity and the souls of their deceased faithful live among the Outer Planes, including the name of the god's divine realm, if they have one. + +**Allies:** Gods this deity has good working or personal relationships with and whom they can call on for aid. + +**Enemies:** Gods this deity often comes into conflict with due to philosophical differences, conflicts in aims, or personal vendettas. + +**Relationships:** Gods the deity has the most important connections to, including siblings, lovers, or other vital relationships. This section is omitted if it doesn't apply to the god. + +**Temples:** If temples to this deity tend to be in a certain kind of place, or if they tend to serve a certain societal function, that information is listed here. + +**Worshippers:** The kind of people who tend to worship this deity, aside from dedicated priests. + +**Sacred Animal:** An animal that is considered holy to the deity and their followers. + +**Sacred Colors:** The colors favored by the deity and typically worn in the raiment of their followers. + +**Divine Ability:** This section lists the two ability boosts the deity grants as options for characters with the [raised by belief](compendium/character/backgrounds/raised-by-belief-logm.md) background. + +**Alternate Domains:** If the deity offers 1, they are listed here. If the deity does not offer alternate domains, this section is omitted. + +### Other Deities +LOGM p. 11 + +Starting on page 52, this chapter also provides details on 20 additional deities who are important in their own right, including their statistics and the mechanical information required to play a champion, cleric, or other worshipper of that deity. Each god's stat block presents information useful for understanding that deity and lists the benefits worshippers receive from the [avatar](compendium/spells/avatar.md) spell. These statistics use the following format. + +**Name:** The deity's name plus a common title or epithet. + +**Areas of Concern:** The topics that the deity cares most deeply about. + +**Alignment:** The deity's alignment. In parentheses, the entry lists other character alignments that this deity accepts from worshippers. For instance, [Kazutal](compendium/setting/deities/kazutal-logm.md), the goddess of protection and community, accepts any good-aligned clerics. [Arazni](compendium/setting/deities/arazni-logm.md), who is embittered and prone to cruelty, nonetheless has some sympathy for victims of abuse and accepts evil, neutral, and good worshippers, since she is less concerned about her worshippers' morality. + +**Divine Font:** This entry presents whether the deity grants worshippers [heal](compendium/spells/heal.md) or [harm](compendium/spells/harm.md), or can grant both. [Heal](compendium/spells/heal.md) heals the living and harms undead, while [harm](compendium/spells/harm.md) harms the living and heals undead. Usually, good deities channel [heal](compendium/spells/heal.md), evil deities channel [harm](compendium/spells/harm.md), and neutral deities can channel [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md), but there are exceptions. + +**Divine Ability:** This section lists the two ability boosts the deity grants as options for characters with the [raised by belief](compendium/character/backgrounds/raised-by-belief-logm.md) background. + +**Divine Skill:** This section lists a skill that is especially associated with this deity, which their followers would naturally be good at due to their worship or association with this deity. + +**Domains:** The domains that best represent this deity. + +**Alternate Domains:** If the deity offers 1, they are listed here. If the deity doesn't offer alternate domains, this section is omitted. + +**Cleric Spells:** Each deity provides at least three additional spells to the spell list of clerics who worship them. Typically these are a 1st-level spell and two other thematically appropriate spells. + +**Edicts:** These are things that the deity urges their followers to do. Followers must adhere to these as closely as possible if they wish to gain favor with this deity. + +**Anathema:** These are things that are absolutely abhorrent to the deity; committing these acts will likely earn a follower disfavor or punishment. + +**Favored Weapon:** The deity's 1. + +> [!pf2-note] +> Please visit the deities page to view all deities. \ No newline at end of file diff --git a/rules/lost-omens-gods-magic/lost-omens-gods-magic.md b/rules/lost-omens-gods-magic/lost-omens-gods-magic.md new file mode 100644 index 000000000..a8bc07689 --- /dev/null +++ b/rules/lost-omens-gods-magic/lost-omens-gods-magic.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- book/lost-omens/lost-omens-gods-magic +- compendium/src/pf2e/logm +aliases: ["Lost Omens: Gods & Magic"] +--- +**[Overview](rules/lost-omens-gods-magic/overview.md)** + +- [Why Belief Matters](rules/lost-omens-gods-magic/overview.md#Why%20Belief%20Matters) +- [The Role of the Gods](rules/lost-omens-gods-magic/overview.md#The%20Role%20of%20the%20Gods) +- [Rules Elements](rules/lost-omens-gods-magic/overview.md#Rules%20Elements) + +**[Gods of the Inner Sea](rules/lost-omens-gods-magic/gods-of-the-inner-sea.md)** + +- [Using the Entries](rules/lost-omens-gods-magic/gods-of-the-inner-sea.md#Using%20the%20Entries) + +**[Demigods and Other Divinities](rules/lost-omens-gods-magic/demigods-and-other-divinities.md)** + +- [Archdevils and Queens of the Night](rules/lost-omens-gods-magic/demigods-and-other-divinities.md#Archdevils%20and%20Queens%20of%20the%20Night) +- [Demon Lords](rules/lost-omens-gods-magic/demigods-and-other-divinities.md#Demon%20Lords) +- [The Eldest](rules/lost-omens-gods-magic/demigods-and-other-divinities.md#The%20Eldest) +- [Elemental Lords](rules/lost-omens-gods-magic/demigods-and-other-divinities.md#Elemental%20Lords) +- [Empyreal Lords](rules/lost-omens-gods-magic/demigods-and-other-divinities.md#Empyreal%20Lords) +- [The Horsemen](rules/lost-omens-gods-magic/demigods-and-other-divinities.md#The%20Horsemen) +- [Monitor Demigods](rules/lost-omens-gods-magic/demigods-and-other-divinities.md#Monitor%20Demigods) +- [Outer Gods & Great Old Ones](rules/lost-omens-gods-magic/demigods-and-other-divinities.md#Outer%20Gods%20&%20Great%20Old%20Ones) + +**[Philosophies and Spirituality](rules/lost-omens-gods-magic/philosophies-and-spirituality.md)** + +- [Pantheons](rules/lost-omens-gods-magic/philosophies-and-spirituality.md#Pantheons) + +**[Character Options](rules/lost-omens-gods-magic/character-options.md)** + +- [Feats](rules/lost-omens-gods-magic/character-options.md#Feats) +- [Spells](rules/lost-omens-gods-magic/character-options.md#Spells) +- [Domains and Domain Spells](rules/lost-omens-gods-magic/character-options.md#Domains%20and%20Domain%20Spells) +- [Items and Weapons](rules/lost-omens-gods-magic/character-options.md#Items%20and%20Weapons) +- [Appendix](rules/lost-omens-gods-magic/character-options.md#Appendix) \ No newline at end of file diff --git a/rules/lost-omens-gods-magic/overview.md b/rules/lost-omens-gods-magic/overview.md new file mode 100644 index 000000000..12a16df55 --- /dev/null +++ b/rules/lost-omens-gods-magic/overview.md @@ -0,0 +1,105 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/logm +aliases: ["overview"] +--- +# Overview +LOGM p. 6 + +A defining characteristic of fantasy as a genre is the presence and use of magic—a fantasy roleplaying game without magic would be like a science fiction story without technology or a horror story without fear! Pathfinder posits four traditions of magic: arcane, divine, occult, and primal. For a faithful character, divine magic is usually the most intrinsically appealing, as it reflects a direct connection to a deity. + +Divine magic is the intersection of the instinctual and faith-based vital essence that rules over life and death, and the otherworldly spiritual essence that forms the building blocks of all souls. It can close wounds in seconds, call down blasts of divine vengeance, uncover hidden truths, reveal the future, and even temporarily turn a devotee into an avatar of their god. The idea of divine might invokes images of a righteous crusader, but neutral and evil gods similarly imbue their devotees with power to further their own causes. The divine tradition also encompasses spiritual philosophies that don't involve any specific deity, as well as pantheons of multiple deities. + +This book presents an in-depth look at the gods presented in 8 of the _Pathfinder Core Rulebook_, including alternate domains and divine intercessions each god grants. Following that are 20 additional gods, with rules for playing their clerics and champions, including how to assume the forms of their mighty avatars. Following these entries, this book describes demigod pantheons, such as the Eldest and the empyreal lords, as well as spiritual philosophies, including the [Green Faith](compendium/setting/deities/green-faith.md) and [Sangpotshi](compendium/setting/deities/sangpotshi-logm.md). This book also includes exciting new domains, feats, items, spells, and weapons useful for many characters, not just clerics. + +## Why Belief Matters +LOGM p. 6 + +Faith is important in any fantasy world where mortals can wield divine power. On Golarion, the existence of the gods is not a speculative question. To the contrary, the veracity of each of the gods is demonstrable, visible through manifestations ranging from powerful divine spells to portentous curses and boons. + +Belief and devotion shape life on Golarion in numerous ways. Generally, the gods imbue their most devoted followers with their magic. A cleric's adherence to the principles and observances of their god underpins their ability to access the divine magic that powers their spells. A champion forges their very identity in devotion to their deity and cause, from which they draw their righteous zeal. Other mortals often view with awe those characters commanding divine power through such intense piety. + +Yet these are exceptional cases, and more mundane faith is common. A fighter might worship [Kurgess](compendium/setting/deities/kurgess-logm.md), the god of healthy competition and physical development, while a barbarian similarly follows [Gorum](compendium/setting/deities/gorum.md), the god of strength and battle, each finding inspiration for their personal growth and values in their worship. Wilderness-roaming characters, such as rangers and druids (whose magic derives from primal forces rather than the divine), may feel drawn to the [Green Faith](compendium/setting/deities/green-faith.md) or [Shoanti animism](compendium/setting/deities/shoanti-animism-logm.md) as an expression of their connection to the earth—or they might venerate [Gozreh](compendium/setting/deities/gozreh.md), the god of nature; [Sarenrae](compendium/setting/deities/sarenrae.md), the goddess of the sun; or [Tsukiyo](compendium/setting/deities/tsukiyo-logm.md), the god of the moon. Scholarly characters, such as alchemists and wizards, may recognize that religious devotions provide them with a connection to community, a sense of purpose, or even a path to greater personal power. They might worship a deity associated with intellectual pursuits, like the god of magic, [Nethys](compendium/setting/deities/nethys.md), or they might enjoy established and well-connected churches, such as those of [Abadar](compendium/setting/deities/abadar.md), the god of cities and wealth; [Iomedae](compendium/setting/deities/iomedae.md), the goddess of justice and honor; or [Asmodeus](compendium/setting/deities/asmodeus.md), the god of tyranny and pride. Sorcerers and bards, on the other hand, might be inspired to worship [Shelyn](compendium/setting/deities/shelyn.md), the goddess of art and love; [Desna](compendium/setting/deities/desna.md), the goddess of luck and travel; or even [Cayden Cailean](compendium/setting/deities/cayden-cailean.md), the god of freedom and alcohol. Devotion might be woven into their self-expression, or it could provide a connection to like-minded followers, or give them a deeper sense of purpose. Characters who rely on perfecting their skills, such as rogues and monks, might be drawn to the worship of [Irori](compendium/setting/deities/irori.md), the god of knowledge and self-perfection—or of [Norgorber](compendium/setting/deities/norgorber.md), the god of secret knowledge and thievery. + +While most characters faithful enough to gain power from their deity do so in service to a single god or goddess, most people on Golarion venerate many deities, giving praise or asking for aid based on the circumstances of their lives. The focus of a person's faith may change as circumstances do. A barbarian might have a central devotion to [Chaldira](compendium/setting/deities/chaldira-logm.md), the halfling god of battle and luck, but add prayers to [Shelyn](compendium/setting/deities/shelyn.md), god of beauty and love, when she finds true love. Upon the untimely death of her lover, she may turn to [Pharasma](compendium/setting/deities/pharasma.md), god of death and fate, or to [Desna](compendium/setting/deities/desna.md), god of dreams, to ease her grief—or to [Calistria](compendium/setting/deities/calistria.md), god of vengeance, to repay the death. Similarly, a dishonored politician might continue to honor [Gruhastha](compendium/setting/deities/gruhastha-logm.md) the Keeper but offer a prayer to [Achaekek](compendium/setting/deities/achaekek-logm.md), the mantis god of assassins and death, to regain her power. + +## The Role of the Gods +LOGM p. 7 + +## Rules Elements +LOGM p. 7 + +This book presents the following new rules elements. + +### Alternate Domains +LOGM p. 7 + +Each deity grants four domains—these are their primary domains. Some deities, however, have such expansive jurisdiction that more than four domains are appropriate for them. Many of these alternate domains are available only to characters who specialize in these areas, as they often fall outside of their deity's main purposes or areas of focus. This book lists alternate domains a deity may have. Followers of a deity do not initially have access to these alternate domains, but a cleric can take the [Expanded Domain Initiate](compendium/feats/expanded-domain-initiate-logm.md) feat on the following page to gain access to one of their deity's alternate domains, and either a cleric or a champion from an unusual branch of their faith can take the [Splinter Faith](compendium/feats/splinter-faith-logm.md) feat below to redefine the domains available to them. + +![Expanded Domain Initiate](compendium/feats/expanded-domain-initiate-logm.md) + +![Splinter Faith](compendium/feats/splinter-faith-logm.md) + +### Changing Faith +LOGM p. 8 + +Whether dramatic or gradual, a character may have a crisis of faith or even a fall from grace. When this happens, the character is no longer able to use the spells, feats, and other class features tied to their now-lost faith. As reflects the genuine struggle within their soul, such characters may find themselves hobbled in their actions and interactions until they are restored to good standing via the atone ritual—or, in the case of a more complete break, until they retrain. + +[Retraining](rules/actions/retraining.md) requires substantial downtime—in most cases, at least a month. A character who wishes to [retrain](rules/actions/retraining.md) into a different faith with similar concerns and domains requires less time to convert than a character moving into a radically divergent faith. Thus, a cleric of [Grandmother Spider](compendium/setting/deities/grandmother-spider-logm.md) might move to the worship of [Calistria](compendium/setting/deities/calistria.md) with a month's tutelage and service in one of her temples. However, that same cleric of [Grandmother Spider](compendium/setting/deities/grandmother-spider-logm.md) could not so easily become a priest of [Asmodeus](compendium/setting/deities/asmodeus.md), even though both deities share the trickery domain—their longstanding animosity is reflected in their diametrically opposed doctrines and cultures. Such a conversion is not impossible but could take several months of downtime or happen piecemeal over months of in-game development. In some instances, particularly in the case of PCs or other high-profile targets of conversion, a new deity might send an emissary directly to a character struggling with a crisis of faith in order to tempt that character to righteousness or villainy. In these cases, the emissary might be able to offer a near-immediate transformation as an enticement, funneling vital and spiritual essence primed to the deity's philosophy into the converting character to remove the need for any downtime at all. Such a transformation is not without risks, however, and may come with complications down the line. + +At the GM's discretion, characters for whom divine patronage is essential but who lose faith completely can [retrain](rules/actions/retraining.md) into a new class. A champion might retrain as a fighter or a ranger, swapping out faith-based feats and class features for appropriate analogues. The length of downtime required in any of these cases is at the GM's discretion, though the player and GM are advised to work together to determine a suitable time frame that does not fully interrupt play and can help tell a satisfying story. + +### Divine Intercession +LOGM p. 9 + +To make their influence on Golarion felt directly—but without manifesting on the planet in all their divine glory—each god has the tool of divine intercession. Divine intercession manifests as a boon or a curse, of varying duration and power, visited upon a mortal. Curses are not triggered simply by doing something a god does not like, or everyone in Golarion would be cursed all the time; they are often reserved for followers of the god who commit anathema that aren't strong enough to warrant ejection from the faith, or those who have committed shocking blasphemies. Conversely, an unaffiliated worshipper embroiled in high-profile actions that are anathema to a god could earn a curse. Similarly, boons are not automatically granted to anyone petitioning the god. Certainly, someone who upholds a deity's edicts could earn a boon, especially when acting under adverse circumstances. Most often, as befits their inscrutable nature, a deity will bestow a boon or a curse for their own reasons. Perhaps a mission is of dire importance to a god's plan for a specific place or people, or perhaps the survival of a particular character figures in their plans decades from now. + +The divine intercessions provided in each entry are examples, and the GM can have any deity grant a different effect than the intercessions provided. These intercessions are special and are always at the deity's, and thus the GM's, direct discretion, with the GM deciding when a boon or curse goes into effect. The GM is also at liberty to remove a boon or curse as is appropriate for the game's story. A PC or NPC can never select a feat, spell, or other rules option that entitles them to a divine boon or bestows a divine curse upon foes. Minor intercessions are memorable for the recipient, providing either a relatively modest and long-lasting effect or a spectacular but fleeting one. Moderate intercessions are hugely significant events that typically come with permanent consequences, and major intercessions can pivotally reshape a recipient's life, granting powers wildly beyond their innate abilities or inflicting life-changing curses. + +#### Creating New Intercession +LOGMWS p. 2 + +The intercessions presented in _Lost Omens Gods & Magic_ and in this document provide intercessions for the featured deities of the Inner Sea region. However, the people of Golarion worship countless deities, including those that may not already have intercessions listed. If you wish to create new intercessions for these other deities or even new deities of your own design, here are a few suggestions. + +**Balance:** Deities are all-powerful beings in the Age of Lost Omens, capable of feats far beyond those that any PC or NPC could ever achieve. However, even with this unlimited power and potential, deities tend to only use a fraction of their abilities to help or hinder mortals. A good guideline to determine the power and capability of a boon or curse is to look at the effects of spells and rituals. Minor effects should be on par with a 1st-, 2nd-, or 3rd-level spell or ritual. Use 4th-, 5th-, and 6th-level spells and rituals as a guideline for moderate effects. Major effects should probably be equivalent to a 7th-, 8th-, or 9th-level spell or ritual. + +The effects of intercessions tend to be instantaneous or last a single combat at most. As these effects aren't spells, feel free to be a bit more liberal with the power of the effects, however. For example, an intercession that [quickens](rules/conditions.md#Quickened) a creature but grants the creature 2 additional actions instead of 1 is more powerful than a standard [haste](compendium/spells/haste.md) spell, but would probably still serve well as a moderate boon. Any effects that last much longer should probably remain closer to the power of a spell or ritual. Deities can be fickle, though, so feel free to enhance, reduce, or outright remove any effect that isn't working how you would like. + +**Frequency:** Repeated use of divine intercessions will quickly cause them to lose their luster. Deities tend to avoid interceding for the most part and will only do so on rare occasions. If PCs started receiving boons with every prayer, the intercessions would eventually lose what makes them unique and become just another "buff" that the PCs use in their everyday adventures. Try to keep intercessions restricted to key moments of drama or as rewards for significant events in your campaign. + +In addition, try to avoid keeping long-lasting intercessions in effect for too long. A PC that earns a boon might only keep it until their deity's will is done, such as after the slaying of a significant enemy. A cursed PC could lose their curse after a genuine attempt to atone and seek forgiveness for their misdeeds against a deity. Typically, one level's worth of adventuring or a significant story milestone is a good place to remove the effects of an intercession. Allowing a PC to keep the effects of an intercession for longer has effects on the overall balance of play, either in or against the PC's favor. However, in the end, your group can decide what's best. A group of divinely mandated characters each with a unique boon from their respective deity can make for a truly exciting and heroic game! + +**Theme:** Most important of all is that any new intercession matches the theme of the deity who grants it. In some cases, a thematic and flavorful intercession is more interesting than a simple numerical bonus. For example, [Iomedae's](compendium/setting/deities/iomedae.md) minor boon allows a PC to remain clean and tidy at all times, regardless of what events they undergo. This has no mechanical effect but ties into [Iomedae's](compendium/setting/deities/iomedae.md) themes of purity and valor. Minor boons are a great place for effects such as these. Rather than granting a bonus to Diplomacy checks, consider having the boon allow a PC to be heard by anyone who can see them, enabling them to influence others at a distance. + +Beyond making these unique abilities, you can always choose to provide existing effects that are thematic. A storm deity might grant the ability to cast [chain lightning](compendium/spells/chain-lightning.md) as an innate spell. Beyond that, you can also restrict specific effects to their more thematic elements. The same storm deity could grant [elemental form](compendium/spells/elemental-form.md), but restrict the form to only that of an air elemental. Finally, feel free to tweak the flavor or effects of a spell or ritual to better match the associated deity. The storm deity could grant [fireball](compendium/spells/fireball.md) but have it become a spell named _thunderclap_, using the original spell's mechanics but changing the damage type from fire to sonic. Tweaking existing effects in this way can help you create new intercessions with relatively little work, especially in cases where you feel an intercession is needed on short notice. + +### New Background +LOGM p. 9 + +The following background is available to characters of any class. Each deity stat block in this book presents a pair of associated ability scores that this background can boost in its Divine Ability entry. + +![Raised by Belief](compendium/character/backgrounds/raised-by-belief-logm.md) + +### Favored Weapon +LOGM p. 9 + +Each deity has a favored weapon. These weapons are not restricted for use by their clerics and champions alone; lay worshippers often train with and wield them in battle as another way to show their devotion. Each of the favored weapons detailed in this book is available to any character with access to it. The same is true of the divine items included in this book. + +### Theme Templates +LOGM p. 9 + +Theme templates (introduced in the _Lost Omens Character Guide_) allow a GM to replicate creatures and NPCs that worship specific deities. When you add a theme template that grants many additional abilities, you should consider removing one or more of the creature's original abilities to compensate, or raising the creature's level by 1 and adjusting its statistics accordingly so as to add the template's abilities without taking anything away. Either way, a template adds abilities based on the creature's final level; for example, if you raised a 6th-level creature to 7th level, adjusted its numbers, and added a template, it would gain the 7th-level or higher template abilities. A deity's theme template works as follows. + +**All Creatures:** Add any traits in the deity's alignment. Remove any alignment traits not in the deity's alignment. + +**1st Level or Higher:** Add the deity's favored weapon and a wooden religious symbol of the deity to the creature's items. Add a favored weapon [Strike](rules/actions/strike.md) with an attack bonus equal to the creature's highest melee or ranged [Strike](rules/actions/strike.md) (whichever is appropriate). If the favored weapon is simple, increase the damage die of that Strike by one step. + +**4th Level or Higher:** The creature can cast the initial domain spell of one of the deity's domains and gains a pool of 1 Focus Point. + +**7th Level or Higher:** The creature can cast the 1st-level spell the deity grants clerics three times per day as a [divine](rules/traits/divine.md) innate spell. + +**12th Level or Higher:** The creature can cast the advanced domain spell of the domain you chose for 4th level or higher, and its focus pool increases to 2 Focus Points. + +**17th Level or Higher:** The creature has been truly blessed. Either the creature can cast the deity's other deity spells of up to 7th level once per day each as [divine](rules/traits/divine.md) innate spells, or, at the GM's discretion, the creature gains the benefits of one of the deity's boons. \ No newline at end of file diff --git a/rules/lost-omens-gods-magic/philosophies-and-spirituality.md b/rules/lost-omens-gods-magic/philosophies-and-spirituality.md new file mode 100644 index 000000000..f708209e5 --- /dev/null +++ b/rules/lost-omens-gods-magic/philosophies-and-spirituality.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/logm +aliases: ["philosophies-and-spirituality"] +--- +# Philosophies and Spirituality +LOGM p. 92 + +Faith on Golarion isn't limited to worshipping one god. Some worshippers draw power from multiple deities, while others follow the spirits of the world, or reject the divine entirely, relying on secular philosophies for guidance. The following pages present examples of the diverse religious and philosophical practices of the Inner Sea region. + +## Pantheons +LOGM p. 92 + +A pantheon is a group of related gods worshipped either individually or together. Most pantheons are associated with a specific ancestry or geopolitical region, but rarely, a pantheon consists of deities with overlapping areas of concern. Followers work to advance the shared interests of their pantheon, directing prayers to whichever god presides over their current activity or circumstance. At the GM's discretion, champions and clerics can dedicate themselves to a pantheon. In such cases, the characters still worship a specific patron deity among those in the pantheon, but also follow the edicts and anathema of the pantheon as a whole. A character who worships a pantheon this way can gain the domains, alternate domains, and spells from the pantheon instead of those from their patron deity. They must uphold the ideals of both their patron deity and the pantheon, though the patron deity's edicts and anathema take precedence. For example, a worshipper of [Iomedae](compendium/setting/deities/iomedae.md) could worship [the Godclaw](compendium/setting/deities/the-godclaw-logm.md), but they wouldn't take the tyranny domain, as it would be in conflict with [Iomedae's](compendium/setting/deities/iomedae.md) edicts. In rare cases, a character can worship a pantheon without following a patron deity. Such cases are unique and subject to GM approval. + +> [!pf2-note] +> Please visit the deities page to view all pantheons. + +> [!pf2-note] +> Please visit the deities page to view all philosophies. \ No newline at end of file diff --git a/rules/lost-omens-world-guide/chapter-1-overview.md b/rules/lost-omens-world-guide/chapter-1-overview.md new file mode 100644 index 000000000..4984c0884 --- /dev/null +++ b/rules/lost-omens-world-guide/chapter-1-overview.md @@ -0,0 +1,143 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/lowg +aliases: ["chapter-1-overview"] +--- +# Chapter 1: Overview +LOWG p. 6 + +> [!pf2-sidebar] GOLARION TIMELINE +> +> > [!pf2-note] +> To read the "incomplete summary of major events in Golarion's history", read from page 6 to 9. +> +> ### TIME +> LOWG p. 9 +> +> Like Earth, Golarion spins on its axis once roughly every 24 hours. A week has 7 days and a year has 52 weeks. To keep the calendar synchronized with the astronomical year, an extra leap day is tacked on to the second month of the year every 4 years. +> +> ### MONTHS AND DAYS +> LOWG p. 9 +> +> The names of the months of the year are as follows in the Inner Sea region: +> +> Abadius (January) +> +> Calistril (February) +> +> Pharast (March) +> +> Gozran (April) +> +> Desnus (May) +> +> Sarenith (June) +> +> Erastus (July) +> +> Arodus (August) +> +> Rova (September) +> +> Lamashan (October) +> +> Neth (November) +> +> Kuthona (December) +> +> The names of the days are as follows: +> +> Moonday (Monday) +> +> Toilday (Tuesday) +> +> Wealday (Wednesday) +> +> Oathday (Thursday) +> +> Fireday (Friday) +> +> Starday (Saturday) +> +> Sunday (Sunday) +> +> ### ACCESS TO RULES ELEMENTS +> LOWG p. 10 +> +> Sometimes, a stat block for an uncommon rules element might include a bold Access entry that lists specific criteria. A character who meets the criteria listed in the Access entry, often hailing from a particular locale or being a member of a particular organization, gains access to the rules element. For instance, a character from Taldor gains access to the Lion Blade archetype, even though it's uncommon. +> +> ### ARCHETYPES +> LOWG p. 10 +> +> Applying the archetypes provided in this book requires you to select archetype feats instead of class feats. Once you have the archetype's dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. Archetype feats you gain in place of a class feat are called archetype class feats. +> +> Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat). +> +> Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You cannot retrain a dedication feat as long as you have any other feats from that archetype. +> +> Sometimes an archetype feat lets you gain another feat. You must always meet the prerequisites of the feat you gain in this way. + +## The World of Golarion +LOWG p. 6 + +### Arcadia +LOWG p. 6 + +### Avistan +LOWG p. 7 + +### Casmaron +LOWG p. 7 + +### Crown of the World +LOWG p. 7 + +### The Darklands +LOWG p. 7 + +### Garund +LOWG p. 8 + +### Ruins of Azlant +LOWG p. 8 + +### Sarusan +LOWG p. 8 + +### Tian Xia +LOWG p. 9 + +### The Oceans +LOWG p. 9 + +## The Solar System +LOWG p. 9 + +## The Great Beyond +LOWG p. 9 + +### Astral Plane +LOWG p. 10 + +### Elemental Planes +LOWG p. 10 + +### Energy Planes +LOWG p. 10 + +### Ethereal Plane +LOWG p. 10 + +### First World +LOWG p. 10 + +### Material Plane +LOWG p. 10 + +### Outer Sphere +LOWG p. 10 + +### Shadow Plane +LOWG p. 10 \ No newline at end of file diff --git a/rules/lost-omens-world-guide/chapter-10-saga-lands.md b/rules/lost-omens-world-guide/chapter-10-saga-lands.md new file mode 100644 index 000000000..a7eed359b --- /dev/null +++ b/rules/lost-omens-world-guide/chapter-10-saga-lands.md @@ -0,0 +1,68 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/lowg +aliases: ["chapter-10-saga-lands"] +--- +# Chapter 10: Saga Lands +LOWG p. 108 + +- **Nations** Irrisen, Lands of the Linnorm Kings, New Thassilon, Realm of the Mammoth Lords, Varisia +- **Peoples** Azlanti, Dwarven, Elven, Goblin, Gnome, Kellid, Shoanti, Taldan, Tien, Ulfen, Varisian +- **Languages** Common, Dwarven, Elven, Goblin, Gnomish, Hallit, Jotun, Shoanti, Skald, Thassilonian, Tien, Varisian +- **Factions** Firebrands, Pathfinder Society, Sczarni +- **Religions** [Abadar](compendium/setting/deities/abadar.md), [Cayden Cailean](compendium/setting/deities/cayden-cailean.md), [Desna](compendium/setting/deities/desna.md), [Gorum](compendium/setting/deities/gorum.md), [Lamashtu](compendium/setting/deities/lamashtu.md), [Nocticula](compendium/setting/deities/nocticula-logm.md) +- **Resources** Alcohol/Drugs, Armor/Weapons, Books/Lore, Cheese, Grain/Fruit, Jewelry/Gems, Livestock/Hides, Lumber, Magic Items, Ores, Ships + +> [!pf2-sidebar] TIMELINE +> See page 110 of Lost Omens: World Guide + +## Saga Lands +LOWG p. 110 + +## Irrisen +LOWG p. 110 + +### WINTERY SPELLS +LOWG p. 112 + +The eternal winter of Irrisen has inspired numerous spells, but the simplicity of the snowball spell has resulted in use throughout the Saga Lands. + +- [Snowball](compendium/spells/snowball-lowg.md) + +## Lands of the Linnorm Kings +LOWG p. 112 + +## New Thassilon +LOWG p. 113 + +## Realm of the Mammoth Lords +LOWG p. 115 + +## Varisia +LOWG p. 115 + +## Backgrounds +LOWG p. 118 + +The following backgrounds are particularly suitable for characters from the Saga Lands region. + +- [Mammoth Speaker](compendium/character/backgrounds/mammoth-speaker-lowg.md) +- [Shoanti Name-Bearer](compendium/character/backgrounds/shoanti-name-bearer-lowg.md) +- [Thassilonian Traveler](compendium/character/backgrounds/thassilonian-traveler-lowg.md) +- [Ulfen Raider](compendium/character/backgrounds/ulfen-raider-lowg.md) +- [Varisian Wanderer](compendium/character/backgrounds/varisian-wanderer-lowg.md) +- [Winter's Child](compendium/character/backgrounds/winters-child-lowg.md) +- [Witch Wary](compendium/character/backgrounds/witch-wary-lowg.md) + +## Runescarred +LOWG p. 119 + +The rune magic of Thassilon and its descendant nations has left its mark on your very flesh. As a runescarred, you have an unusually close connection to this ancient magic, which has become a newly emerging field of study for small pockets of interested scholars in both Varisia and New Thassilon. + +- [Runescarred Dedication](compendium/feats/runescarred-dedication-lowg.md) +- [Spell Runes](compendium/feats/spell-runes-lowg.md) +- [Living Rune](compendium/feats/living-rune-lowg.md) +- [Warding Rune](compendium/feats/warding-rune-lowg.md) +- [Greater Spell Runes](compendium/feats/greater-spell-runes-lowg.md) \ No newline at end of file diff --git a/rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md b/rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md new file mode 100644 index 000000000..ba0136b2f --- /dev/null +++ b/rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md @@ -0,0 +1,81 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/lowg +aliases: ["chapter-11-shining-kingdoms"] +--- +# Chapter 11: Shining Kingdoms +LOWG p. 120 + +- **Nations** Andoran, Druma, Five Kings Mountains, Galt, Kyonin, Taldor +- **Peoples** Dwarven, Elven, Half-Elven, Gnome, Keleshite, Kellid, Taldan +- **Languages** Common, Dwarven, Elven, Gnomish, Hallit, Kelish +- **Factions** Eagle Knights, Lion Blades, [Prophecies of Kalistrade](compendium/setting/deities/prophecies-of-kalistrade.md) +- **Religions** [Abadar](compendium/setting/deities/abadar.md), [Calistria](compendium/setting/deities/calistria.md), [Erastil](compendium/setting/deities/erastil.md), [Iomedae](compendium/setting/deities/iomedae.md), [Sarenrae](compendium/setting/deities/sarenrae.md), [Torag](compendium/setting/deities/torag.md) +- **Resources** Alcohol/Drugs, Armor/Weapons, Cheese, Grain/Fruit/Vegetables, Jewelry/Gems, Livestock/Hides, Lumber, Luxury Goods, Ores, Ships, Textiles + +> [!pf2-sidebar] TIMELINE +> See page 122 of Lost Omens: World Guide + +## Shining Kingdoms +LOWG p. 121 + +## Andoran +LOWG p. 122 + +### DARKMOON VALE +LOWG p. 123 + +### MAGICAL EAGLE KNIGHT EPAULETS +LOWG p. 123 + +Epaulets are part of nearly every Eagle Knight uniform, so enchanted versions of these items are common among the Eagle Knights. + +- [Golden Legion Epaulet](compendium/equipment/items/golden-legion-epaulet-lowg.md) + +## Druma +LOWG p. 124 + +## Five Kings Mountains +LOWG p. 125 + +## Galt +LOWG p. 126 + +## Kyonin +LOWG p. 127 + +### TANGLEBRIAR +LOWG p. 128 + +## Taldor +LOWG p. 128 + +## Verduran Forest +LOWG p. 129 + +## Backgrounds +LOWG p. 130 + +The following backgrounds are particularly suitable for characters from the Shining Kingdoms region. + +- [Final Blade Survivor](compendium/character/backgrounds/final-blade-survivor-lowg.md) +- [Kalistrade Follower](compendium/character/backgrounds/kalistrade-follower-lowg.md) +- [Kyonin Emissary](compendium/character/backgrounds/kyonin-emissary-lowg.md) +- [Lumber Consortium Laborer](compendium/character/backgrounds/lumber-consortium-laborer-lowg.md) +- [Rivethun Adherent](compendium/character/backgrounds/rivethun-adherent-lowg.md) +- [Taldan Schemer](compendium/character/backgrounds/taldan-schemer-lowg.md) +- [Wildwood Local](compendium/character/backgrounds/wildwood-local-lowg.md) + +## Lion Blade +LOWG p. 131 + +You've trained as a spy in service of Taldor, learning secrets of disguise, manipulating crowds, and deceiving various sorts of magic users with ease. You likely dropped out of the Kitharodian Academy, Taldor's premier bardic college, in order to train at one of the Lion Blade's elite Shadow Schools. + +- [Lion Blade Dedication](compendium/feats/lion-blade-dedication-lowg.md) +- [Lost in the Crowd](compendium/feats/lost-in-the-crowd-lowg.md) +- [Crowd Mastery](compendium/feats/crowd-mastery-lowg.md) +- [Expeditious Advance](compendium/feats/expeditious-advance-lowg.md) +- [Spy's Countermeasures](compendium/feats/spys-countermeasures-lowg.md) +- [Flicker](compendium/feats/flicker-lowg.md) \ No newline at end of file diff --git a/rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md b/rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md new file mode 100644 index 000000000..d9ee32613 --- /dev/null +++ b/rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md @@ -0,0 +1,123 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/lowg +aliases: ["chapter-2-absalom-and-starstone-isle"] +--- +# Chapter 2: Absalom and Starstone Isle +LOWG p. 12 + +- **Nations** Absalom +- **Peoples** All +- **Languages** All +- **Factions** Firebrands, Knights of Lastwall, Pathfinder Society +- **Religions** [Abadar](compendium/setting/deities/abadar.md), [Cayden Cailean](compendium/setting/deities/cayden-cailean.md), [Iomedae](compendium/setting/deities/iomedae.md), [Irori](compendium/setting/deities/irori.md), [Norgorber](compendium/setting/deities/norgorber.md), [Shelyn](compendium/setting/deities/shelyn.md) +- **Resources** Alcohol/Drugs, Armor/Weapons, Books/Lore, Jewelry/Gems, Lumber, Luxury Goods and Art, Magic Items, Ores, Seafood, Ships, Skymetal, Textiles + +> [!pf2-sidebar] TIMELINE +> See page 14 of Lost Omens: World Guide + +## Starstone Isle +LOWG p. 13 + +## Absalom +LOWG p. 14 + +### Ascendant Court +LOWG p. 15 + +### Azlanti Keep +LOWG p. 15 + +### The Coins +LOWG p. 15 + +### The Docks +LOWG p. 16 + +### Eastgate +LOWG p. 16 + +### Foreign Quarter +LOWG p. 16 + +### Archaic Wayfinders +LOWG p. 17 + +- [Archaic Wayfinder](compendium/equipment/items/archaic-wayfinder-lowg.md) + +### Ivy District +LOWG p. 17 + +### The Petal District +LOWG p. 17 + +### Precipice Quarter +LOWG p. 18 + +### The Puddles +LOWG p. 18 + +### Westgate +LOWG p. 18 + +### The Wise Quarter +LOWG p. 18 + +## Greater Kortos +LOWG p. 18 + +### Cairnlands +LOWG p. 19 + +### Diobel +LOWG p. 19 + +### Dunmire +LOWG p. 19 + +### The Immenwood +LOWG p. 19 + +### Kortos Mounts +LOWG p. 20 + +### The Scrape +LOWG p. 20 + +### Swardlands +LOWG p. 20 + +### Tyrant's Grasp +LOWG p. 21 + +## The Isle of Erran +LOWG p. 21 + +### Escadar +LOWG p. 21 + +## Backgrounds +LOWG p. 22 + +The following backgrounds are particularly suitable for characters from the Absalom region. + +- [Child of the Puddles](compendium/character/backgrounds/child-of-the-puddles-lowg.md) +- [Diobel Pearl Diver](compendium/character/backgrounds/diobel-pearl-diver-lowg.md) +- [Freed Slave of Absalom](compendium/character/backgrounds/freed-slave-of-absalom-lowg.md) +- [Grand Council Bureaucrat](compendium/character/backgrounds/grand-council-bureaucrat-lowg.md) +- [Inlander](compendium/character/backgrounds/inlander-lowg.md) +- [Menagerie Dung Sweeper](compendium/character/backgrounds/menagerie-dung-sweeper-lowg.md) +- [Pathfinder Hopeful](compendium/character/backgrounds/pathfinder-hopeful-lowg.md) +- [Trade Consortium Underling](compendium/character/backgrounds/trade-consortium-underling-lowg.md) + +## Pathfinder Agent +LOWG p. 23 + +You're a field agent of the globe-trotting Pathfinder Society, sworn to report, explore, and cooperate. You explore the world, gathering artifacts and antiquities, and record your adventures for posterity. + +- [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) +- [Careful Explorer](compendium/feats/careful-explorer-lowg.md) +- [Deft Cooperation](compendium/feats/deft-cooperation-lowg.md) +- [Wayfinder Resonance Tinkerer](compendium/feats/wayfinder-resonance-tinkerer-lowg.md) \ No newline at end of file diff --git a/rules/lost-omens-world-guide/chapter-3-broken-lands.md b/rules/lost-omens-world-guide/chapter-3-broken-lands.md new file mode 100644 index 000000000..335fd70af --- /dev/null +++ b/rules/lost-omens-world-guide/chapter-3-broken-lands.md @@ -0,0 +1,88 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/lowg +aliases: ["chapter-3-broken-lands"] +--- +# Chapter 3: Broken Lands +LOWG p. 24 + +- **Nations** Brevoy, Mendev, Numeria, Razmiran, River Kingdoms, Sarkoris Scar +- **Peoples** Dwarven, Kellid, Taldan +- **Languages** Abyssal, Common, Draconic, Hallit, Skald, Varisian +- **Factions** Firebrands, Pathfinder Society, Razmir +- **Religions** [Abadar](compendium/setting/deities/abadar.md), [Cayden Cailean](compendium/setting/deities/cayden-cailean.md), [Desna](compendium/setting/deities/desna.md), [Gorum](compendium/setting/deities/gorum.md), [Iomedae](compendium/setting/deities/iomedae.md), [Lamashtu](compendium/setting/deities/lamashtu.md) +- **Resources** Alcohol/Drugs, Armor/Weapons, Cheese, Grain/Fruit/Vegetables, Jewelry/Gems, Livestock/Hides, Mercenaries, Skymetal, Technology, Textiles + +> [!pf2-sidebar] TIMELINE +> See page 26 of Lost Omens: World Guide + +## Broken Lands +LOWG p. 26 + +## Brevoy +LOWG p. 26 + +### Aldori Dueling Sword +LOWG p. 28 + +- [Aldori Dueling Sword](compendium/equipment/items/aldori-dueling-sword-lowg.md) + +## The Lake of Mists and Veils +LOWG p. 28 + +## Mendev +LOWG p. 28 + +## Numeria +LOWG p. 29 + +## Razmiran +LOWG p. 30 + +## The River Kingdoms +LOWG p. 31 + +### Daggermark +LOWG p. 32 + +### Leydis +LOWG p. 32 + +### Sevenarches +LOWG p. 32 + +### Tymon +LOWG p. 32 + +## Sarkoris Scar +LOWG p. 32 + +## The Sellen River +LOWG p. 33 + +## Backgrounds +LOWG p. 34 + +The following backgrounds are particularly suitable for characters from the Broken Lands region. + +- [Aspiring River Monarch](compendium/character/backgrounds/aspiring-river-monarch-lowg.md) +- [Issian Partisan](compendium/character/backgrounds/issian-partisan-lowg.md) +- [Razmiran Faithful](compendium/character/backgrounds/razmiran-faithful-lowg.md) +- [Rostland Partisan](compendium/character/backgrounds/rostland-partisan-lowg.md) +- [Sarkorian Reclaimer](compendium/character/backgrounds/sarkorian-reclaimer-lowg.md) +- [Sarkorian Survivor](compendium/character/backgrounds/sarkorian-survivor-lowg.md) +- [Wonder Taster](compendium/character/backgrounds/wonder-taster-lowg.md) + +## Aldori Duelist +LOWG p. 35 + +You have sworn the Aldori swordpact and study the art of Aldori dueling, a famed school of bladecraft which has been passed down for over a millennium from the teachings of Baron Sirian Aldori. One day, you hope to demonstrate your skill at swordplay in order to become acknowledged as a true swordlord. + +- [Aldori Duelist Dedication](compendium/feats/aldori-duelist-dedication-lowg.md) +- [Aldori Parry](compendium/feats/aldori-parry-lowg.md) +- [Duelist's Edge](compendium/feats/duelists-edge-lowg.md) +- [Aldori Riposte](compendium/feats/aldori-riposte-lowg.md) +- [Unnerving Prowess](compendium/feats/unnerving-prowess-lowg.md) +- [Saving Slash](compendium/feats/saving-slash-lowg.md) \ No newline at end of file diff --git a/rules/lost-omens-world-guide/chapter-4-eye-of-dread.md b/rules/lost-omens-world-guide/chapter-4-eye-of-dread.md new file mode 100644 index 000000000..3fee5ec62 --- /dev/null +++ b/rules/lost-omens-world-guide/chapter-4-eye-of-dread.md @@ -0,0 +1,75 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/lowg +aliases: ["chapter-4-eye-of-dread"] +--- +# Chapter 4: Eye of Dread +LOWG p. 36 + +- **Nations** Belkzen, Gravelands, Molthune, Nirmathas, Oprak, Ustalav +- **Peoples** Dwarven, Goblin, Half-orc, Kellid, Taldan, Varisian +- **Languages** Common, Goblin, Hallit, Necril, Orcish, Varisian +- **Factions** [Esoteric Order of the Palatine Eye](compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md), Magaambya, [Whispering Way](compendium/setting/deities/whispering-way.md) +- **Religions** [Desna](compendium/setting/deities/desna.md), [Erastil](compendium/setting/deities/erastil.md), [Iomedae](compendium/setting/deities/iomedae.md), [Pharasma](compendium/setting/deities/pharasma.md), [Rovagug](compendium/setting/deities/rovagug.md), [Urgathoa](compendium/setting/deities/urgathoa.md) +- **Resources** Armor/Weapons, Books/Lore, Grain/Fruit/Vegetables, Jewelry/Gems, Livestock/Hides, Lumber, Mercenaries, Ores + +> [!pf2-sidebar] TIMELINE +> See page 38 of Lost Omens: World Guide + +## Eye of Dread +LOWG p. 38 + +## Belkzen +LOWG p. 38 + +## Fangwood Forest +LOWG p. 40 + +## The Gravelands +LOWG p. 40 + +## Lake Encarthan and the Isle of Terror +LOWG p. 41 + +## Molthune +LOWG p. 42 + +## Nirmathas +LOWG p. 43 + +### Kraggodan +LOWG p. 43 + +## Oprak +LOWG p. 44 + +## Ustalav +LOWG p. 45 + +## Backgrounds +LOWG p. 46 + +The following backgrounds are particularly suitable for characters from the Eye of Dread region. + +- [Belkzen Slayer](compendium/character/backgrounds/belkzen-slayer-lowg.md) +- [Cursed Family](compendium/character/backgrounds/cursed-family-lowg.md) +- [Lastwall Survivor](compendium/character/backgrounds/lastwall-survivor-lowg.md) +- [Molthuni Mercenary](compendium/character/backgrounds/molthuni-mercenary-lowg.md) +- [Nirmathi Guerrilla](compendium/character/backgrounds/nirmathi-guerrilla-lowg.md) +- [Onyx Trader](compendium/character/backgrounds/onyx-trader-lowg.md) +- [Ustalavic Academic](compendium/character/backgrounds/ustalavic-academic-lowg.md) +- [Whispering Way Scion](compendium/character/backgrounds/whispering-way-scion-lowg.md) + +## Lastwall Sentry +LOWG p. 47 + +While the nation of Lastwall is gone, leaving only the horror of the Gravelands behind, you refuse to give up and renounce your oaths. You've renewed your vows, swearing to combat the influence of the Whispering Tyrant wherever it might strike across Golarion. + +- [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) +- [Eye of Ozem](compendium/feats/eye-of-ozem-lowg.md) +- [Necromantic Resistance](compendium/feats/necromantic-resistance-lowg.md) +- [Grave Sense](compendium/feats/grave-sense-lowg.md) +- [Necromantic Tenacity](compendium/feats/necromantic-tenacity-lowg.md) +- [Lastwall Warden](compendium/feats/lastwall-warden-lowg.md) \ No newline at end of file diff --git a/rules/lost-omens-world-guide/chapter-5-golden-road.md b/rules/lost-omens-world-guide/chapter-5-golden-road.md new file mode 100644 index 000000000..e6b8ee16b --- /dev/null +++ b/rules/lost-omens-world-guide/chapter-5-golden-road.md @@ -0,0 +1,84 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/lowg +aliases: ["chapter-5-golden-road"] +--- +# Chapter 5: Golden Road +LOWG p. 48 + +- **Nations** Katapesh, Osirion, Qadira, Rahaddum, Thuvia +- **Peoples** Dwarf, Garundi, Gnome, Hafling, Keleshite, Mwangi, Taldan, Tien, Vudrani +- **Languages** Common, Kelish, Mwangi, Osiriani, Vudrani, Tien +- **Factions** [Esoteric Order of the Palatine Eye](compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md), Night Heralds, Pathfinder Society +- **Religions** [Abadar](compendium/setting/deities/abadar.md), [Gozreh](compendium/setting/deities/gozreh.md), [Nethys](compendium/setting/deities/nethys.md), [Pharasma](compendium/setting/deities/pharasma.md), [Rovagug](compendium/setting/deities/rovagug.md), [Sarenrae](compendium/setting/deities/sarenrae.md) +- **Resources** Alcohol/Drugs, Books/Lore, Grain/Fruit/Vegetables, Luxury Goods, Magic Items, Ores, Ships, Spices/Salt + +> [!pf2-sidebar] TIMELINE +> See page 50 of Lost Omens: World Guide + +## Golden Road +LOWG p. 50 + +## The Barrier Wall +LOWG p. 51 + +## Katapesh +LOWG p. 52 + +### Pesh +LOWG p. 53 + +- [Refined Pesh](compendium/equipment/items/refined-pesh-gmg.md) + +### Okeno +LOWG p. 53 + +## Osirion +LOWG p. 54 + +### Flying Pyramids +LOWG p. 54 + +## Qadira +LOWG p. 55 + +## Rahadoum +LOWG p. 56 + +### Rahadoumi Healing +LOWG p. 57 + +With limited access to divine healing magic, Rahadoumi often become adept at using ordinary medicine for when dangerous situations arise. + +- [Godless Healing](compendium/feats/godless-healing-lowg.md) + +## Thuvia +LOWG p. 57 + +## Backgrounds +LOWG p. 58 + +The following backgrounds are particularly suitable for characters from the Golden Road region. + +- [Black Market Smuggler](compendium/character/backgrounds/black-market-smuggler-lowg.md) +- [Desert Tracker](compendium/character/backgrounds/desert-tracker-lowg.md) +- [Merabite Prodigy](compendium/character/backgrounds/merabite-prodigy-lowg.md) +- [Osirionologist](compendium/character/backgrounds/osirionologist-lowg.md) +- [Purveyor of the Bizarre](compendium/character/backgrounds/purveyor-of-the-bizarre-lowg.md) +- [Secular Medic](compendium/character/backgrounds/secular-medic-lowg.md) +- [Thuvian Unifier](compendium/character/backgrounds/thuvian-unifier-lowg.md) + +## Living Monolith +LOWG p. 59 + +You have delved into ancient sphinx magic to imbue your body and soul with the patience and strength of stone, as you work to create a special magical _ka stone_ to finalize your oaths. + +- [Living Monolith Dedication](compendium/feats/living-monolith-dedication-lowg.md) +- [Ka Stone Ritual](compendium/feats/ka-stone-ritual-lowg.md) +- [Stone Blood](compendium/feats/stone-blood-lowg.md) +- [Fortified Flesh](compendium/feats/fortified-flesh-lowg.md) +- [Attunement to Stone](compendium/feats/attunement-to-stone-lowg.md) +- [Judgment of the Monolith](compendium/feats/judgment-of-the-monolith-lowg.md) +- [Stone Communion](compendium/feats/stone-communion-lowg.md) \ No newline at end of file diff --git a/rules/lost-omens-world-guide/chapter-6-high-seas.md b/rules/lost-omens-world-guide/chapter-6-high-seas.md new file mode 100644 index 000000000..68213930d --- /dev/null +++ b/rules/lost-omens-world-guide/chapter-6-high-seas.md @@ -0,0 +1,81 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/lowg +aliases: ["chapter-6-high-seas"] +--- +# Chapter 6: High Seas +LOWG p. 60 + +- **Nations** Hermea, Mediogalti Island, The Shackles, Mordant Spire +- **Peoples** All +- **Languages** Azlanti, Common, Elven, Hallit, Infernal, Mwangi, Skald +- **Factions** Firebrands, Free Captains, Red Mantis +- **Religions** [Achaekek](compendium/setting/deities/achaekek-logm.md), [Besmara](compendium/setting/deities/besmara-logm.md), [Calistria](compendium/setting/deities/calistria.md), [Cayden Cailean](compendium/setting/deities/cayden-cailean.md), [Gozreh](compendium/setting/deities/gozreh.md), [Norgorber](compendium/setting/deities/norgorber.md) +- **Resources** Alcohol/Drugs, Luxury Goods, Magic Items, Mercenaries, Seafood, Ships, Spices/Salt + +> [!pf2-sidebar] TIMELINE +> See page 62 of Lost Omens: World Guide + +## High Seas +LOWG p. 62 + +## Azlanti Ruins +LOWG p. 62 + +## Eye of Abendego +LOWG p. 63 + +## Hermea +LOWG p. 64 + +## Mediogalti Island +LOWG p. 65 + +## Mordant Spire +LOWG p. 66 + +## The Shackles +LOWG p. 67 + +## Undersea Realms +LOWG p. 68 + +### Gholinom, the Passage Outward +LOWG p. 69 + +### Irim +LOWG p. 69 + +### Kienek-Li +LOWG p. 69 + +## Backgrounds +LOWG p. 70 + +The following backgrounds are particularly suitable for characters from the High Seas region. + +- [Aspiring Free Captain](compendium/character/backgrounds/aspiring-free-captain-lowg.md) +- [Hermean Expatriate](compendium/character/backgrounds/hermean-expatriate-lowg.md) +- [Mantis Scion](compendium/character/backgrounds/mantis-scion-lowg.md) +- [Press-Ganged](compendium/character/backgrounds/press-ganged-lowg.md) +- [Scholar of the Ancients](compendium/character/backgrounds/scholar-of-the-ancients-lowg.md) +- [Storm Survivor](compendium/character/backgrounds/storm-survivor-lowg.md) +- [Undersea Enthusiast](compendium/character/backgrounds/undersea-enthusiast-lowg.md) + +## Red Mantis Assassin +LOWG p. 71 + +You are a Red Mantis assassin, inducted by the mantis god and sworn to chase your prey to the end of the world and beyond. + +- [Red Mantis Assassin Dedication](compendium/feats/red-mantis-assassin-dedication-lowg.md) +- [Basic Red Mantis Magic](compendium/feats/basic-red-mantis-magic-lowg.md) +- [Advanced Red Mantis Magic](compendium/feats/advanced-red-mantis-magic-lowg.md) +- [Crimson Shroud](compendium/feats/crimson-shroud-lowg.md) +- [Mantis Form](compendium/feats/mantis-form-lowg.md) + +### RED MANTIS ASSASSIN FOCUS SPELLS +LOWG p. 71 + +- [Mantis Form](compendium/spells/mantis-form-lowg.md) \ No newline at end of file diff --git a/rules/lost-omens-world-guide/chapter-7-impossible-lands.md b/rules/lost-omens-world-guide/chapter-7-impossible-lands.md new file mode 100644 index 000000000..b84fa9260 --- /dev/null +++ b/rules/lost-omens-world-guide/chapter-7-impossible-lands.md @@ -0,0 +1,68 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/lowg +aliases: ["chapter-7-impossible-lands"] +--- +# Chapter 7: Impossible Lands +LOWG p. 72 + +- **Nations** Alkenstar, Geb, Jalmeray, Mana Wastes, Nex +- **Peoples** Dwarf, Garundi, Gnome, Keleshite, Mwangi, Vudrani +- **Languages** Common, Dwarven, Gnomish, Kelish, Mwangi, Necril, Osiriani, Vudrani +- **Factions** Arclords of Nex, Pathfinder Society, [Whispering Way](compendium/setting/deities/whispering-way.md) +- **Religions** [Abadar](compendium/setting/deities/abadar.md), [Irori](compendium/setting/deities/irori.md), [Nethys](compendium/setting/deities/nethys.md), [Torag](compendium/setting/deities/torag.md), [Urgathoa](compendium/setting/deities/urgathoa.md), [Zon-Kuthon](compendium/setting/deities/zon-kuthon.md) +- **Resources** Alcohol/Drugs, Books/Lore, Luxury Goods, Magic Items, Ores, Seafood, Spices/Salt, Technology + +> [!pf2-sidebar] TIMELINE +> See page 74 of Lost Omens: World Guide + +## Impossible Lands +LOWG p. 73 + +## Alkenstar +LOWG p. 74 + +## Geb +LOWG p. 76 + +## Jalmeray +LOWG p. 77 + +## Mana Wastes +LOWG p. 79 + +## Nex +LOWG p. 80 + +## Backgrounds +LOWG p. 82 + +The following backgrounds are particularly suitable for characters from the Impossible Lands region. + +- [Alkenstar Tinker](compendium/character/backgrounds/alkenstar-tinker-lowg.md) +- [Geb Crusader](compendium/character/backgrounds/geb-crusader-lowg.md) +- [Mana Wastes Refugee](compendium/character/backgrounds/mana-wastes-refugee-lowg.md) +- [Nexian Mystic](compendium/character/backgrounds/nexian-mystic-lowg.md) +- [Oenopion Ooze-Tender](compendium/character/backgrounds/oenopion-ooze-tender-lowg.md) +- [Perfection Seeker](compendium/character/backgrounds/perfection-seeker-lowg.md) +- [Quick](compendium/character/backgrounds/quick-lowg.md) + +## Student of Perfection +LOWG p. 83 + +You studied martial arts at Jalmeray's Houses of Perfection. + +- [Student of Perfection Dedication](compendium/feats/student-of-perfection-dedication-lowg.md) +- [Perfect Strike](compendium/feats/perfect-strike-lowg.md) +- [Perfect Ki Adept](compendium/feats/perfect-ki-adept-lowg.md) + +### Student of Perfection Focus Spells +LOWG p. 83 + +- [Perfect Strike](compendium/spells/perfect-strike-lowg.md) +- [Unblinking Flame Revelation](compendium/spells/unblinking-flame-revelation-lowg.md) +- [Unbreaking Wave Advance](compendium/spells/unbreaking-wave-advance-lowg.md) +- [Unfolding Wind Rush](compendium/spells/unfolding-wind-rush-lowg.md) +- [Untwisting Iron Buffer](compendium/spells/untwisting-iron-buffer-lowg.md) \ No newline at end of file diff --git a/rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md b/rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md new file mode 100644 index 000000000..42de0ef6f --- /dev/null +++ b/rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md @@ -0,0 +1,94 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/lowg +aliases: ["chapter-8-mwangi-expanse"] +--- +# Chapter 8: Mwangi Expanse +LOWG p. 84 + +- **Nations** Bloodcove, Kibwe, Mzali, Nantambu, Senghor, Usaro, Vidrian +- **Peoples** Elven, Garundi, Hafling, Mwangi, Taldan +- **Languages** Common, Elven, Garundi, Halfling, Mwangi +- **Factions** Aspis Consortium, [Green Faith](compendium/setting/deities/green-faith.md), Magaambya +- **Religions** [Abadar](compendium/setting/deities/abadar.md), [Calistria](compendium/setting/deities/calistria.md), [Gozreh](compendium/setting/deities/gozreh.md), [Norgorber](compendium/setting/deities/norgorber.md), [Sarenrae](compendium/setting/deities/sarenrae.md), [Shelyn](compendium/setting/deities/shelyn.md) +- **Resources** Books/Lore, Grain/Vegetables, Livestock/Hides, Lumber, Luxury Goods, Magic Items, Ores, Seafood, Ships, Textiles + +> [!pf2-sidebar] TIMELINE +> See page 86 of Lost Omens: World Guide + +## Mwangi Expanse +LOWG p. 85 + +## Bloodcove +LOWG p. 86 + +## Kibwe +LOWG p. 86 + +## Lake Ocota +LOWG p. 87 + +## Mzali +LOWG p. 88 + +## Nantambu +LOWG p. 89 + +## Senghor +LOWG p. 90 + +## Usaro +LOWG p. 90 + +## Vidrian +LOWG p. 91 + +## Other Mwangi Locations +LOWG p. 92 + +### JAHA +LOWG p. 92 + +### MUALIJAE NATIONS +LOWG p. 92 + +### OSIBU +LOWG p. 93 + +### RUINS OF KHO +LOWG p. 93 + +### SODDEN LANDS +LOWG p. 93 + +## Backgrounds +LOWG p. 94 + +The following backgrounds are particularly suitable for characters from the Mwangi Expanse region. + +- [Bekyar Restorer](compendium/character/backgrounds/bekyar-restorer-lowg.md) +- [Bonuwat Wavetouched](compendium/character/backgrounds/bonuwat-wavetouched-lowg.md) +- [Bright Lion](compendium/character/backgrounds/bright-lion-lowg.md) +- [Magaambya Academic](compendium/character/backgrounds/magaambya-academic-lowg.md) +- [Senghor Sailor](compendium/character/backgrounds/senghor-sailor-lowg.md) +- [Shory Seeker](compendium/character/backgrounds/shory-seeker-lowg.md) +- [Sodden Scavenger](compendium/character/backgrounds/sodden-scavenger-lowg.md) +- [Vidrian Reformer](compendium/character/backgrounds/vidrian-reformer-lowg.md) + +## Magic Warrior +LOWG p. 95 + +You mix magic and martial prowess, following in the tradition of the Ten Magic Warriors of Old-Mage Jatembe. + +- [Magic Warrior Dedication](compendium/feats/magic-warrior-dedication-lowg.md) +- [Magic Warrior Aspect](compendium/feats/magic-warrior-aspect-lowg.md) +- [Magic Warrior Transformation](compendium/feats/magic-warrior-transformation-lowg.md) +- [Nameless Anonymity](compendium/feats/nameless-anonymity-lowg.md) + +### MAGIC WARRIOR FOCUS SPELLS +LOWG p. 95 + +- [Magic Warrior Aspect](compendium/spells/magic-warrior-aspect-lowg.md) +- [Magic Warrior Transformation](compendium/spells/magic-warrior-transformation-lowg.md) \ No newline at end of file diff --git a/rules/lost-omens-world-guide/chapter-9-old-cheliax.md b/rules/lost-omens-world-guide/chapter-9-old-cheliax.md new file mode 100644 index 000000000..9a4472819 --- /dev/null +++ b/rules/lost-omens-world-guide/chapter-9-old-cheliax.md @@ -0,0 +1,70 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/lowg +aliases: ["chapter-9-old-cheliax"] +--- +# Chapter 9: Old Cheliax +LOWG p. 96 + +- **Nations** Cheliax, Isger, Nidal, Ravounel +- **Peoples** Gnome, Goblin, Hafling, Nidalese, Taldan, Varisian +- **Languages** Common, Gnomish, Goblin, Halfling, Infernal, Shadowtongue, Varisian +- **Factions** Bellflower Network, Firebrands, Hellknights +- **Religions** [Asmodeus](compendium/setting/deities/asmodeus.md), [Desna](compendium/setting/deities/desna.md), [Erastil](compendium/setting/deities/erastil.md), [Norgorber](compendium/setting/deities/norgorber.md), [Shelyn](compendium/setting/deities/shelyn.md), [Zon-Kuthon](compendium/setting/deities/zon-kuthon.md) +- **Resources** Alcohol/Drugs, Armor/Weapons, Jewelry/Gems, Livestock/Hides, Lumber, Luxury Goods, Mercenaries, Ores, Seafood, Ships, Spices/Salt, Textiles + +> [!pf2-sidebar] TIMELINE +> See page 98 of Lost Omens: World Guide + +## Old Cheliax +LOWG p. 97 + +## Cheliax +LOWG p. 97 + +### DEVIL'S PERCH +LOWG p. 100 + +### WHISPERWOOD +LOWG p. 100 + +## Isger +LOWG p. 100 + +## Nidal +LOWG p. 102 + +### THE MINDSPIN MOUNTAINS +LOWG p. 103 + +## Ravounel +LOWG p. 104 + +### VYRE +LOWG p. 105 + +## Backgrounds +LOWG p. 106 + +The following backgrounds are particularly suitable for characters from the Old Cheliax region. + +- [Atteran Rancher](compendium/character/backgrounds/atteran-rancher-lowg.md) +- [Bellflower Agent](compendium/character/backgrounds/bellflower-agent-lowg.md) +- [Chelish Rebel](compendium/character/backgrounds/chelish-rebel-lowg.md) +- [Child of Westcrown](compendium/character/backgrounds/child-of-westcrown-lowg.md) +- [Goblinblood Orphan](compendium/character/backgrounds/goblinblood-orphan-lowg.md) +- [Shadow Haunted](compendium/character/backgrounds/shadow-haunted-lowg.md) +- [Thrune Loyalist](compendium/character/backgrounds/thrune-loyalist-lowg.md) + +## Hellknight Armiger +LOWG p. 107 + +You have presented yourself to a Hellknight citadel as a candidate to become a fearsome Hellknight. You believe that all who live must be forced to obey law, and you adventure as a test of your loyalty, discipline, and courage. Someday you will take the Hellknight test and battle a devil in single combat to prove your strength and join the Hellknight ranks. + +- [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md) +- [Ardent Armiger](compendium/feats/ardent-armiger-lowg.md) +- [Diabolic Certitude](compendium/feats/diabolic-certitude-lowg.md) +- [Mortification](compendium/feats/mortification-lowg.md) +- [Armiger's Mobility](compendium/feats/armigers-mobility-lowg.md) \ No newline at end of file diff --git a/rules/lost-omens-world-guide/lost-omens-world-guide.md b/rules/lost-omens-world-guide/lost-omens-world-guide.md new file mode 100644 index 000000000..e625da5ea --- /dev/null +++ b/rules/lost-omens-world-guide/lost-omens-world-guide.md @@ -0,0 +1,135 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/lowg +- book/lost-omens/lost-omens-world-guide +aliases: ["Lost Omens: World Guide"] +--- +**[Chapter 1: Overview](rules/lost-omens-world-guide/chapter-1-overview.md)** + +- [The World of Golarion](rules/lost-omens-world-guide/chapter-1-overview.md#The%20World%20of%20Golarion) +- [The Solar System](rules/lost-omens-world-guide/chapter-1-overview.md#The%20Solar%20System) +- [The Great Beyond](rules/lost-omens-world-guide/chapter-1-overview.md#The%20Great%20Beyond) + +**[Chapter 2: Absalom and Starstone Isle](rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md)** + +- [Starstone Isle](rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md#Starstone%20Isle) +- [Absalom](rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md#Absalom) +- [Greater Kortos](rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md#Greater%20Kortos) +- [The Isle of Erran](rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md#The%20Isle%20of%20Erran) +- [Backgrounds](rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md#Backgrounds) +- [Pathfinder Agent](rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md#Pathfinder%20Agent) + +**[Chapter 3: Broken Lands](rules/lost-omens-world-guide/chapter-3-broken-lands.md)** + +- [Broken Lands](rules/lost-omens-world-guide/chapter-3-broken-lands.md#Broken%20Lands) +- [Brevoy](rules/lost-omens-world-guide/chapter-3-broken-lands.md#Brevoy) +- [The Lake of Mists and Veils](rules/lost-omens-world-guide/chapter-3-broken-lands.md#The%20Lake%20of%20Mists%20and%20Veils) +- [Mendev](rules/lost-omens-world-guide/chapter-3-broken-lands.md#Mendev) +- [Numeria](rules/lost-omens-world-guide/chapter-3-broken-lands.md#Numeria) +- [Razmiran](rules/lost-omens-world-guide/chapter-3-broken-lands.md#Razmiran) +- [The River Kingdoms](rules/lost-omens-world-guide/chapter-3-broken-lands.md#The%20River%20Kingdoms) +- [Sarkoris Scar](rules/lost-omens-world-guide/chapter-3-broken-lands.md#Sarkoris%20Scar) +- [The Sellen River](rules/lost-omens-world-guide/chapter-3-broken-lands.md#The%20Sellen%20River) +- [Backgrounds](rules/lost-omens-world-guide/chapter-3-broken-lands.md#Backgrounds) +- [Aldori Duelist](rules/lost-omens-world-guide/chapter-3-broken-lands.md#Aldori%20Duelist) + +**[Chapter 4: Eye of Dread](rules/lost-omens-world-guide/chapter-4-eye-of-dread.md)** + +- [Eye of Dread](rules/lost-omens-world-guide/chapter-4-eye-of-dread.md#Eye%20of%20Dread) +- [Belkzen](rules/lost-omens-world-guide/chapter-4-eye-of-dread.md#Belkzen) +- [Fangwood Forest](rules/lost-omens-world-guide/chapter-4-eye-of-dread.md#Fangwood%20Forest) +- [The Gravelands](rules/lost-omens-world-guide/chapter-4-eye-of-dread.md#The%20Gravelands) +- [Lake Encarthan and the Isle of Terror](rules/lost-omens-world-guide/chapter-4-eye-of-dread.md#Lake%20Encarthan%20and%20the%20Isle%20of%20Terror) +- [Molthune](rules/lost-omens-world-guide/chapter-4-eye-of-dread.md#Molthune) +- [Nirmathas](rules/lost-omens-world-guide/chapter-4-eye-of-dread.md#Nirmathas) +- [Oprak](rules/lost-omens-world-guide/chapter-4-eye-of-dread.md#Oprak) +- [Ustalav](rules/lost-omens-world-guide/chapter-4-eye-of-dread.md#Ustalav) +- [Backgrounds](rules/lost-omens-world-guide/chapter-4-eye-of-dread.md#Backgrounds) +- [Lastwall Sentry](rules/lost-omens-world-guide/chapter-4-eye-of-dread.md#Lastwall%20Sentry) + +**[Chapter 5: Golden Road](rules/lost-omens-world-guide/chapter-5-golden-road.md)** + +- [Golden Road](rules/lost-omens-world-guide/chapter-5-golden-road.md#Golden%20Road) +- [The Barrier Wall](rules/lost-omens-world-guide/chapter-5-golden-road.md#The%20Barrier%20Wall) +- [Katapesh](rules/lost-omens-world-guide/chapter-5-golden-road.md#Katapesh) +- [Osirion](rules/lost-omens-world-guide/chapter-5-golden-road.md#Osirion) +- [Qadira](rules/lost-omens-world-guide/chapter-5-golden-road.md#Qadira) +- [Rahadoum](rules/lost-omens-world-guide/chapter-5-golden-road.md#Rahadoum) +- [Thuvia](rules/lost-omens-world-guide/chapter-5-golden-road.md#Thuvia) +- [Backgrounds](rules/lost-omens-world-guide/chapter-5-golden-road.md#Backgrounds) +- [Living Monolith](rules/lost-omens-world-guide/chapter-5-golden-road.md#Living%20Monolith) + +**[Chapter 6: High Seas](rules/lost-omens-world-guide/chapter-6-high-seas.md)** + +- [High Seas](rules/lost-omens-world-guide/chapter-6-high-seas.md#High%20Seas) +- [Azlanti Ruins](rules/lost-omens-world-guide/chapter-6-high-seas.md#Azlanti%20Ruins) +- [Eye of Abendego](rules/lost-omens-world-guide/chapter-6-high-seas.md#Eye%20of%20Abendego) +- [Hermea](rules/lost-omens-world-guide/chapter-6-high-seas.md#Hermea) +- [Mediogalti Island](rules/lost-omens-world-guide/chapter-6-high-seas.md#Mediogalti%20Island) +- [Mordant Spire](rules/lost-omens-world-guide/chapter-6-high-seas.md#Mordant%20Spire) +- [The Shackles](rules/lost-omens-world-guide/chapter-6-high-seas.md#The%20Shackles) +- [Undersea Realms](rules/lost-omens-world-guide/chapter-6-high-seas.md#Undersea%20Realms) +- [Backgrounds](rules/lost-omens-world-guide/chapter-6-high-seas.md#Backgrounds) +- [Red Mantis Assassin](rules/lost-omens-world-guide/chapter-6-high-seas.md#Red%20Mantis%20Assassin) + +**[Chapter 7: Impossible Lands](rules/lost-omens-world-guide/chapter-7-impossible-lands.md)** + +- [Impossible Lands](rules/lost-omens-world-guide/chapter-7-impossible-lands.md#Impossible%20Lands) +- [Alkenstar](rules/lost-omens-world-guide/chapter-7-impossible-lands.md#Alkenstar) +- [Geb](rules/lost-omens-world-guide/chapter-7-impossible-lands.md#Geb) +- [Jalmeray](rules/lost-omens-world-guide/chapter-7-impossible-lands.md#Jalmeray) +- [Mana Wastes](rules/lost-omens-world-guide/chapter-7-impossible-lands.md#Mana%20Wastes) +- [Nex](rules/lost-omens-world-guide/chapter-7-impossible-lands.md#Nex) +- [Backgrounds](rules/lost-omens-world-guide/chapter-7-impossible-lands.md#Backgrounds) +- [Student of Perfection](rules/lost-omens-world-guide/chapter-7-impossible-lands.md#Student%20of%20Perfection) + +**[Chapter 8: Mwangi Expanse](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md)** + +- [Mwangi Expanse](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md#Mwangi%20Expanse) +- [Bloodcove](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md#Bloodcove) +- [Kibwe](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md#Kibwe) +- [Lake Ocota](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md#Lake%20Ocota) +- [Mzali](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md#Mzali) +- [Nantambu](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md#Nantambu) +- [Senghor](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md#Senghor) +- [Usaro](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md#Usaro) +- [Vidrian](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md#Vidrian) +- [Other Mwangi Locations](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md#Other%20Mwangi%20Locations) +- [Backgrounds](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md#Backgrounds) +- [Magic Warrior](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md#Magic%20Warrior) + +**[Chapter 9: Old Cheliax](rules/lost-omens-world-guide/chapter-9-old-cheliax.md)** + +- [Old Cheliax](rules/lost-omens-world-guide/chapter-9-old-cheliax.md#Old%20Cheliax) +- [Cheliax](rules/lost-omens-world-guide/chapter-9-old-cheliax.md#Cheliax) +- [Isger](rules/lost-omens-world-guide/chapter-9-old-cheliax.md#Isger) +- [Nidal](rules/lost-omens-world-guide/chapter-9-old-cheliax.md#Nidal) +- [Ravounel](rules/lost-omens-world-guide/chapter-9-old-cheliax.md#Ravounel) +- [Backgrounds](rules/lost-omens-world-guide/chapter-9-old-cheliax.md#Backgrounds) +- [Hellknight Armiger](rules/lost-omens-world-guide/chapter-9-old-cheliax.md#Hellknight%20Armiger) + +**[Chapter 10: Saga Lands](rules/lost-omens-world-guide/chapter-10-saga-lands.md)** + +- [Saga Lands](rules/lost-omens-world-guide/chapter-10-saga-lands.md#Saga%20Lands) +- [Irrisen](rules/lost-omens-world-guide/chapter-10-saga-lands.md#Irrisen) +- [Lands of the Linnorm Kings](rules/lost-omens-world-guide/chapter-10-saga-lands.md#Lands%20of%20the%20Linnorm%20Kings) +- [New Thassilon](rules/lost-omens-world-guide/chapter-10-saga-lands.md#New%20Thassilon) +- [Realm of the Mammoth Lords](rules/lost-omens-world-guide/chapter-10-saga-lands.md#Realm%20of%20the%20Mammoth%20Lords) +- [Varisia](rules/lost-omens-world-guide/chapter-10-saga-lands.md#Varisia) +- [Backgrounds](rules/lost-omens-world-guide/chapter-10-saga-lands.md#Backgrounds) +- [Runescarred](rules/lost-omens-world-guide/chapter-10-saga-lands.md#Runescarred) + +**[Chapter 11: Shining Kingdoms](rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md)** + +- [Shining Kingdoms](rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md#Shining%20Kingdoms) +- [Andoran](rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md#Andoran) +- [Druma](rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md#Druma) +- [Five Kings Mountains](rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md#Five%20Kings%20Mountains) +- [Galt](rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md#Galt) +- [Kyonin](rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md#Kyonin) +- [Taldor](rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md#Taldor) +- [Verduran Forest](rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md#Verduran%20Forest) +- [Backgrounds](rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md#Backgrounds) +- [Lion Blade](rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md#Lion%20Blade) \ No newline at end of file diff --git a/rules/secrets-of-magic/chapter-1-essentials-of-magic.md b/rules/secrets-of-magic/chapter-1-essentials-of-magic.md new file mode 100644 index 000000000..8d10eee0c --- /dev/null +++ b/rules/secrets-of-magic/chapter-1-essentials-of-magic.md @@ -0,0 +1,114 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/som +aliases: ["chapter-1-essentials-of-magic"] +--- +# Chapter 1: Essentials of Magic +SoM p. 7 + +> [!pf2-sidebar] Magical Backgrounds +> +> Starting on page 28 are new backgrounds that have a particular magical bent. As with many backgrounds, these can work with all sorts of characters, from those who went on to be spellcasters to others who dabbled in magic but ended up choosing a different path. +> +> You might also want to look at the following backgrounds from the _Core Rulebook_ and _Advanced Player's Guide_. +> +> **Core Rulebook**: [Acolyte](compendium/character/backgrounds/acolyte.md), [animal whisperer](compendium/character/backgrounds/animal-whisperer.md), [fortune teller](compendium/character/backgrounds/fortune-teller.md), [herbalist](compendium/character/backgrounds/herbalist.md), [hermit](compendium/character/backgrounds/hermit.md), [scholar](compendium/character/backgrounds/scholar.md) +> +> **Advanced Player's Guide**: [Cultist](compendium/character/backgrounds/cultist-apg.md), [pilgrim](compendium/character/backgrounds/pilgrim-apg.md), [root worker](compendium/character/backgrounds/root-worker-apg.md), [teacher](compendium/character/backgrounds/teacher-apg.md) +> +> ### Rare Backgrounds +> SoM p. 7 +> +> Some of these magical backgrounds require atypical magical events in a character's past (such as the circumstances of their birth); these are rare backgrounds, and you'll need to work with your GM if you'd like to take one of them. Rare backgrounds start on page 30. + +## Tradition Treatises +SoM p. 7 + +- **Principals of Elementary Thaumaturgy (page 8):** Arcane scholars are prone to stultifying pedantry, digging into every bit of minutiae. Toff Ornelos is among the few to present anything approaching a text suitable for beginners. +- **Journeys of the Spirit and Flesh (page 10):** The divine tradition is as varied in practice as the many gods that empower it. Zorahar the Wandering Cleric compiled an absolutely massive study of different Nethysian subfaiths. I thought a sampling would be enlightening. +- **A Letter from Djavin Vhrest (page 12):** Scholarship on the occult tradition can melt your mind to a puddle (figuratively, for the most part). Luckily, I possess a letter from a foremost curator in my discipline: Djavin Vhrest of the Forae Logos. +- **On Primal Practice (page 14):** Primal theorists publish almost nothing—they prefer an oral tradition held within secret druidic circles—though I did find this kindly letter. As it's from one family member to another, I find it especially fitting I now place it in your hands, my dear. + +## On Essences +SoM p. 7 + +## The Eight Arches of Incantation +SoM p. 7 + +> [!pf2-note] +> Read from page 7 of Secrets of Magic. + +> [!pf2-note] +> Read the "Excerpt from Chapter 1 of **Principals of Elementary Thaumaturgy, 7th Ed.** (Acadamae, 4720) by Toff Ornelos" on page 8 of Secrets of Magic. + +> [!pf2-note] +> Read the "Excerpt from Chapter 3 of **Principals of Elementary Thaumaturgy, 7th Ed.** (Acadamae, 4720) by Toff Ornelos" on page 9 of Secrets of Magic. + +> [!pf2-note] +> Read the "Excerpt from Chapter 2, **Journeys of the Spirit and Flesh: A Thousand Paths to Nethys**, by Zorahar the Wandering Cleric" on page 10 of Secrets of Magic. + +> [!pf2-note] +> Read the "Excerpt from Chapter 6, **Journeys of the Spirit and Flesh: A Thousand Paths to Nethys**, by Zorahar the Wandering Cleric" on page 11 of Secrets of Magic. + +> [!pf2-note] +> Read the "Excerpt from Chapter 11, **Journeys of the Spirit and Flesh: A Thousand Paths to Nethys**, by Zorahar the Wandering Cleric" on page 11 of Secrets of Magic. + +> [!pf2-note] +> Read the letter "From the desk of Djavin Vhrest" on page 12 of Secrets of Magic. + +> [!pf2-note] +> Read the letter on Primal magic on page 14 of Secrets of Magic. + +## Abjuration +SoM p. 20 + +## Conjuration +SoM p. 21 + +## Divination +SoM p. 22 + +## Enchantment +SoM p. 23 + +## Evocation +SoM p. 24 + +## Illusion +SoM p. 25 + +## Necromancy +SoM p. 26 + +## Transmutation +SoM p. 27 + +## Magical Backgrounds +SoM p. 28 + +- [Academy Dropout](compendium/character/backgrounds/academy-dropout-som.md) +- [Astrologer](compendium/character/backgrounds/astrologer-som.md) +- [Eidolon Contact](compendium/character/backgrounds/eidolon-contact-som.md) +- [False Medium](compendium/character/backgrounds/false-medium-som.md) +- [Magical Merchant](compendium/character/backgrounds/magical-merchant-som.md) +- [Magical Misfit](compendium/character/backgrounds/magical-misfit-som.md) +- [Musical Prodigy](compendium/character/backgrounds/musical-prodigy-som.md) +- [Occult Librarian](compendium/character/backgrounds/occult-librarian-som.md) +- [Plant Whisperer](compendium/character/backgrounds/plant-whisperer-som.md) +- [Street Preacher](compendium/character/backgrounds/street-preacher-som.md) +- [Student of Magic](compendium/character/backgrounds/student-of-magic-som.md) + +## Rare Magical Backgrounds +SoM p. 30 + +These rare backgrounds can give a player a significantly different roleplaying experience by setting their character up with a history or legacy beyond the norm. Whether a character with the chosen one background has been prophesied to achieve a goal that's part of the main plot of the campaign or a side quest just for them, the character is situated in a special position within the narrative. Your character's background is an intrinsic part of where they come from and not something they earn during the game. Rare backgrounds should be chosen only after a discussion between the GM and the other players as to whether one would apply for a particular character in your group's game. + +- [Anti-Magical](compendium/character/backgrounds/anti-magical-som.md) +- [Chosen One](compendium/character/backgrounds/chosen-one-som.md) +- [Genie-Blessed](compendium/character/backgrounds/genie-blessed-som.md) +- [Magical Experiment](compendium/character/backgrounds/magical-experiment-som.md) +- [Seer of the Dead](compendium/character/backgrounds/seer-of-the-dead-som.md) +- [Song of the Deep](compendium/character/backgrounds/song-of-the-deep-som.md) +- [Time Traveler](compendium/character/backgrounds/time-traveler-som.md) \ No newline at end of file diff --git a/rules/secrets-of-magic/chapter-2-classes.md b/rules/secrets-of-magic/chapter-2-classes.md new file mode 100644 index 000000000..80e0ca4ea --- /dev/null +++ b/rules/secrets-of-magic/chapter-2-classes.md @@ -0,0 +1,86 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/som +aliases: ["chapter-2-classes"] +--- +# Chapter 2: Classes +SoM p. 33 + +> [!pf2-sidebar] CHARACTERS +> See page 33 of Secrets of Magic + +- The magus, a polymath of battle, trains in both spells and strikes. Combining these arts, a magus channels spells into their weapon or body to inflict devastating wounds upon their foes. The magus's versatility in combat and knowledge of the arcane makes them a welcome addition to any party. +- A summoner acts as the living anchor to a powerful being called an eidolon, which they call upon for aid. Summoners maintain deep connections with their eidolons, granting them the ability to influence the way the creature evolves. Eidolons manifest in many forms, including as constructs, demons, dragons, fey, and other creatures. + +## Multiclass Archetypes +SoM p. 74 + +Applying an archetype requires you to select archetype feats instead of class feats. Find the archetype that best fits your character concept, and select the archetype's dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats. + +Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the [Fighter Resiliency](compendium/feats/fighter-resiliency.md) archetype feat). + +Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You cannot retrain a dedication feat as long as you have any other feats from that archetype. + +Sometimes an archetype feat lets you gain another feat, such as the summoner's [Basic Synergy](compendium/feats/basic-synergy-som.md). You must still meet the prerequisites of that feat. + +Archetypes with the [multiclass](rules/traits/multiclass.md) trait, like both the magus and summoner archetypes, represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a magus can't select the [Magus Dedication](compendium/feats/magus-dedication-som.md) feat). + +### Bounded Spellcasting Archetype +SoM p. 74 + +Some archetypes, such as the magus and summoner multiclass archetypes, grant you spellcasting abilities based on the way magi and summoners cast spells, albeit delayed compared to a character from those classes. In this book, both archetypes are bounded spellcasting archetypes, but future books might introduce bounded spellcasting archetypes that aren't multiclass archetypes. A bounded spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can, and the basic bounded spellcasting feat counts as having a spellcasting class feature. + +Bounded spellcasting archetypes always have a basic bounded spellcasting feat, an expert bounded spellcasting feat, and a master bounded spellcasting feat. These feats share their name with the archetype. For instance, the magus's master spellcasting feat is called [Master Magus Spellcasting](compendium/feats/master-magus-spellcasting-som.md). All spell slots you gain from bounded spellcasting archetypes have restrictions depending on the archetype. For example, the summoner archetype grants you spell slots you can use only to cast spells from your summoner repertoire, even if you are a sorcerer with spells of the same tradition in your sorcerer repertoire. + +**Basic Bounded Spellcasting Feat:** Usually gained at 6th level, these feats give you a 1st-level spell slot and a 2nd-level spell slot from that magical tradition. If you have a spell repertoire, you can select one spell from your repertoire as a signature spell. Archetypes refer to these benefits as the "basic bounded spellcasting benefits." At 10th level, you replace your 1st-level spell slot with a 3rd-level spell slot. + +**Expert Bounded Spellcasting Feat:** Usually taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition. You gain an additional 3rd-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, you replace your spell slots with two 4th-level spell slots and one 5th-level spell slot, and at 16th level, you replace your spell slots with two 5th-level spell slots and one 6th-level spell slot. Archetypes refer to these benefits as the "expert bounded spellcasting benefits." + +**Master Bounded Spellcasting Feat:** Usually taken at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you an additional 6th-level spell slot. At 20th level, they replace your two 5th-level spell slots with two 7th-level spell slots. Archetypes refer to these benefits as the "master bounded spellcasting benefits." + +### Magus +SoM p. 75 + +You've mixed physical combat with spellcasting. + +- [Magus Dedication](compendium/feats/magus-dedication-som.md) +- [Basic Martial Magic](compendium/feats/basic-martial-magic-som.md) +- [Hybrid Study Spell](compendium/feats/hybrid-study-spell-som.md) +- [Spellstriker](compendium/feats/spellstriker-som.md) +- [Advanced Martial Magic](compendium/feats/advanced-martial-magic-som.md) +- [Basic Magus Spellcasting](compendium/feats/basic-magus-spellcasting-som.md) +- [Expert Magus Spellcasting](compendium/feats/expert-magus-spellcasting-som.md) +- [Master Magus Spellcasting](compendium/feats/master-magus-spellcasting-som.md) + +### Summoner +SoM p. 76 + +You have a tenuous connection to an eidolon, a bodiless being that shares your life force, and with effort you can manifest the eidolon into the world. + +#### Multiclass Summoner Characters +SoM p. 76 + +- Alchemist summoners can use their eidolons as lab assistants or even as the source of experiments. They are a good fit for construct or plant eidolons. +- Barbarian summoners find themselves drawn to the fury of anger phantoms, the two fueled by the same inner instinct. +- Bard summoners inspire their eidolons to greater heights with their bardic performances. They often team up with eidolons who pair well with their muse, such as a fey eidolon for a polymath muse or a phantom eidolon for a warrior muse. +- Champion summoners get along best with divine eidolons matching the alignment associated with their cause—angel eidolons for the tenets of good, devil eidolons for a tyrant, and so on. This allows the champion and eidolon to have a unity in philosophy and purpose that other eidolon choices might lack. +- Cleric summoners often find a connection to eidolons associated with their deity, such as a Sarenite cleric who chooses an angel eidolon. Clerics' ability to heal and support allows them to keep their eidolon healthy. +- Druid summoners find the life link with primal eidolons to be a religious experience. They are especially likely to bond with eidolons that match their order, such as plant eidolons for the leaf order or beast eidolons for the animal or wild order. +- Fighter summoners use tactics and techniques with their eidolons to best foes. They can partner with eidolons of any kind, but they work especially well with eidolons who provide utilities that complement their fighting style. +- Monk summoners often choose eidolons that are on their own path to enlightenment, to help enrich the monk's journey. These might be divine eidolons, especially if the monk is religious or uses divine ki spells, but they also might be phantoms seeking to transcend their phantom existence to reach the afterlife. +- Ranger summoners get along best with beast and plant eidolons, but they make a good team with other eidolons as well, especially when an archer ranger teams up with a melee eidolon. +- Rogue summoners gain a partner in crime that can disappear when necessary, providing the eidolon with the ultimate getaway as long as no one expects it to carry back loot from a heist. Rogues work well with tricky eidolons, such as fey, and they get a lot of mileage out of sharing their skills with their eidolon. The Unfetter Eidolon feat can be especially useful if the rogue wants to establish a quick alibi far from the eidolon's crimes. +- Sorcerer summoners often choose eidolons that match closely to their bloodline, such as a psychopomp eidolon for the psychopomp bloodline. The eidolon might even be part of the story of how the sorcerer gained their bloodline. +- Wizard summoners are especially appreciative of an eidolon to help them in combat, and they tend to favor arcane eidolons like dragon and construct eidolons. + +- [Summoner Dedication](compendium/feats/summoner-dedication-som.md) +- [Basic Synergy](compendium/feats/basic-synergy-som.md) +- [Initial Eidolon Ability](compendium/feats/initial-eidolon-ability-som.md) +- [Advanced Synergy](compendium/feats/advanced-synergy-som.md) +- [Basic Summoner Spellcasting](compendium/feats/basic-summoner-spellcasting-som.md) +- [Expert Combat Eidolon](compendium/feats/expert-combat-eidolon-som.md) +- [Expert Summoner Spellcasting](compendium/feats/expert-summoner-spellcasting-som.md) +- [Signature Synergy](compendium/feats/signature-synergy-som.md) +- [Master Summoner Spellcasting](compendium/feats/master-summoner-spellcasting-som.md) \ No newline at end of file diff --git a/rules/secrets-of-magic/chapter-3-spells.md b/rules/secrets-of-magic/chapter-3-spells.md new file mode 100644 index 000000000..80a2ea5e5 --- /dev/null +++ b/rules/secrets-of-magic/chapter-3-spells.md @@ -0,0 +1,139 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/som +aliases: ["chapter-3-spells"] +--- +# Chapter 3: Spells +SoM p. 79 + +> [!pf2-sidebar] Rune Manifestations +> +> The runes that manifest around a caster's hands during spellcasting express the baseline characteristics of invoked magical energies—a common, albeit vaguely understood phenomenon. Scholars have confirmed that these symbols represent schools of magic or power sources, changing to reflect a magical undertaking's complexity. While spellcasters from the same traditions can manifest similar runes—for example, bards invoking runes that resemble musical notes—the exact aesthetic represents an individual's personality and experience, evolving as a spellcaster develops. The study of runes common in the Thassilonian empire originally began as an attempt to use these runic manifestations to comprehend the language of magic and the nature of the universe. +> +> ### Spell Lists +> SoM p. 79 +> +> The following eight pages list the new spells of each tradition. (Focus spells for magus and summoner appear on pages 143–145.) A superscript "H" indicates a spell has extra effects when heightened, and a spell whose rarity is greater than common has a superscript with the first letter of that rarity. An abbreviation in parentheses indicates the spell's school. +> +> - **Arcane Spell List** page 80 +> - **Divine Spell List** page 82 +> - **Occult Spell List** page 84 +> - **Primal Spell List** page 86 + +## Arcane Spell List +SoM p. 80 + +> [!pf2-note] +> Please visit the spells page to view all Arcane Spells from Secrets of Magic. + +## Divine Spell List +SoM p. 82 + +> [!pf2-note] +> Please visit the spells page to view all Divine Spells from Secrets of Magic. + +> [!pf2-brown] Hymn to the Eternal Rose +> See page 83 of Secrets of Magic + +> [!pf2-brown] Rovagug's Call +> See page 83 of Secrets of Magic + +## Occult Spell List +SoM p. 84 + +> [!pf2-note] +> Please visit the spells page to view all Divine Spells from Secrets of Magic. + +## Primal Spell List +SoM p. 86 + +> [!pf2-note] +> Please visit the spells page to view all Divine Spells from Secrets of Magic. + +> [!pf2-brown] Notes from the Green Faith Council +> See page 87 of Secrets of Magic + +## Spell Descriptions +SoM p. 88 + +> [!pf2-note] +> Please visit the spells page to view all Spells from Secrets of Magic. + +> [!pf2-sidebar] Targeting Companions and Eidolons +> +> Some spells in this chapter can affect the caster's companion or eidolon. When "companion" is used in a stat block, it refers to animal companions, familiars, and future types of companions—such as construct companions—but not eidolons. Some spells are even more specific. For example, if the spell says, "**Targets** your familiar," you could cast it only on a familiar, not other kinds of companions. If you Cast a Spell that can benefit only a type of creature you don't have, such as Casting a Spell that can target only an eidolon when you don't have an eidolon, the spell does nothing. +> +> If the spell would affect an ability the creature doesn't have, the spell doesn't give the creature that ability unless the spell says it does. For example, a spell that causes your companion to make a Strike wouldn't let a familiar make a Strike but would give it all other benefits of the spell. +> +> The spells in this section that can target companions or eidolons are: [clone companion](compendium/spells/clone-companion-som.md), [envenom companion](compendium/spells/envenom-companion-som.md), [juvenile companion](compendium/spells/juvenile-companion-som.md), [protect companion](compendium/spells/protect-companion-som.md), [rapid adaptation](compendium/spells/rapid-adaptation-som.md), [summoner's precaution](compendium/spells/summoners-precaution-som.md), [summoner's visage](compendium/spells/summoners-visage-som.md), [thundering dominance](compendium/spells/thundering-dominance-som.md), and [timely tutor](compendium/spells/timely-tutor-som.md). + +> [!pf2-sidebar] Incarnate Spells +> +> A spell with the incarnate trait is similar in theme to spells that summon creatures, but it doesn't conjure a minion with the summoned trait. Instead, when summoned, the incarnate creature takes its Arrive action when you finish Casting the Spell. At the end of your next turn, the incarnate creature can either Step, Stride, or take the action for another movement type it has (such as Climb or Burrow), and then takes its Depart action. The spell then ends. The names of specific Arrive and Depart actions are listed in italics after the word "Arrive" or "Depart" respectively, along with any traits. +> +> A creature summoned by an incarnate spell acts in your interests, directs its effects away from you and your allies as much as possible, and might listen to your requests, but ultimately makes its own decisions. If the spell indicates that the incarnate makes a decision, the GM determines what the incarnate would do. It might even become more inclined to do precisely as you wish over multiple summonings. +> +> The incarnate is not fully a creature. It can't take any other actions, nor can it be targeted or harmed by [Strikes](rules/actions/strike.md), spells, or other effects unless they would be able to target or end a spell effect (such as [dispel magic](compendium/spells/dispel-magic.md)). It has a size for the purposes of determining its placement for effects, but it doesn't block movement. If applicable, its effects use your spell DCs and spell attack roll modifier. + +> [!pf2-paper] A letter +> + +> [!pf2-paper] A letter +> + +> [!pf2-paper] A letter +> + +> [!pf2-paper] A letter +> + +> [!pf2-paper] A letter +> + +> [!pf2-paper] A letter +> + +> [!pf2-paper] A letter +> + +## Focus Spells +SoM p. 143 + +### Magus +SoM p. 143 + +> [!pf2-note] +> Please visit the spells page to view all Magus Focus Spells from Secrets of Magic. + +> [!pf2-brown] Magus Regimens +> See page 144 of Secrets of Magic + +### Summoner +SoM p. 143 + +> [!pf2-note] +> Please visit the spells page to view all Summoner Focus Spells from Secrets of Magic. + +> [!pf2-brown] Eidolon Bonding +> See page 144 of Secrets of Magic + +> [!pf2-brown] Describing Link Spells +> See page 145 of Secrets of Magic + +## Rituals +SoM p. 147 + +> [!pf2-note] +> Please visit the rituals page to view all Rituals from Secrets of Magic. + +> [!pf2-brown] Sympathetic Magic +> +> Some rituals work by exploiting magical bonds created between two creatures or a creature and an object tied to them with some kind of personal connection, such as a possession or lock of hair, in a style of spellcasting known as sympathetic magic. Sympathetic magic can be a tool for great good, binding the souls of a guardian and his ward together until a noble quest is completed, or for great evil, hiding assassins from the sight of an otherwise competent watcher. + +> [!pf2-brown] Empathy, Sympathy, and Hate +> +> Sympathetic magic draws much of its power from emotional and spiritual forces, which is one of the reasons it's more likely to be harnessed in occult rituals than any other magical tradition. Strong emotions directed towards the target of the ritual, such as love or empathy for a beloved ally or hatred for an unrelenting enemy, are often key to determining the ritual's success and effectiveness. +> +> Powerful emotions from enough people can even give rise to such effects without a formalized ritual. In the orcish hold of Belkzen, Ardax the White-Hair rules the orcs with an iron fist and defies powerful runelords and magical tyrants with impunity. Some scholars posit that the collective emotions of the Belkzen orcs united under Ardax might have formed a pseudo sympathetic ritual with enough power to deflect the hateful spells of the wizards who would rather see Ardax removed from his position of leadership. \ No newline at end of file diff --git a/rules/secrets-of-magic/chapter-4-magic-items.md b/rules/secrets-of-magic/chapter-4-magic-items.md new file mode 100644 index 000000000..f312e9a21 --- /dev/null +++ b/rules/secrets-of-magic/chapter-4-magic-items.md @@ -0,0 +1,322 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/som +aliases: ["chapter-4-magic-items"] +--- +# Chapter 4: Magic Items +SoM p. 155 + +> [!pf2-sidebar] Chapter Map +> +> The chapter divides magic items into eight distinct sections, plus a treasure table. Six of these sections describe new categories of items. +> +> - Treasure by Level (page 156) The table lists the items and runes appearing in this chapter, organized by item level then category and name. Each level has a section for consumables, followed by a section for permanent items. A superscript "U" indicates the item is uncommon. +> - Fulus (page 158) are special consumables; some function like talismans, while others can be affixed to a wider variety of objects and creatures. +> - Grimoires (page 162) are magic spellbooks with special activations when you cast the spells contained within. +> - Magical Tattoos (page 164) are magic items that you etch onto yourself, rather than wear. +> - Personal Staves (page 166) are staves you build and customize yourself. +> - Spell Catalysts (page 168) are superpowered material components that offer additional effects to their spell. +> - Spellhearts (page 170) are akin to permanent talismans. +> - Consumables (page 172) contains other types of consumables, such as potions and talismans. +> - Permanent Items (page 178) contains more permanent items and runes. + +## Creating a Magic Item +SoM p. 155 + +As a crafter, creating a magic item is one of the most intensely personal projects you can undertake. While every serpentine wondrous figurine might more or less resemble a knotted snake carved out of jade, what type of snake is it? And what type of jade? Ten different figurines from ten different crafters could each show a distinct artistic mark, and experts can identify the handiwork of noteworthy crafters on sight. Similarly, items activated with commands typically each have unique utterances determined by the crafter. Before setting out to create a magic item, contemplate how your personality might inhabit and shape the item created. + +## Investing a Magic Item +SoM p. 155 + +The word "preparation" means different things to different wearers of invested magic items. To some, investing a diadem of intellect may involve sitting silently with it at the beginning of the day and feeling the magical energy course through it and themselves, but others may simply pull the headband out of their rucksack, wipe it off, and give it a glance to make sure the gems aren't cracked. Still others might refuse to ever take the headband off in the first place, even while washing up or sleeping. Any of these could work! The difference between these habits isn't a matter of respect or proper vs. improper technique, it simply reflects what investiture means to the person using the item. + +## Activating a Magic Item +SoM p. 155 + +You might activate a magic item flamboyantly, pragmatically, intensely, or off-handedly, but those choices are only external manifestations of how you activate the item. A deeper question is what the act of using a magic item feels like. Does the world seem to emit a deep thrum for an instant as a _[third eye](compendium/equipment/items/third-eye.md)_ gemstone sinks into your brow and manifests as a tattoo? Do you experience a counter-intuitive icy coolness when a blast from a _potion of dragon's breath_ explodes from your mouth? A wizard might have a step-by-step instruction list that they mentally follow when they use a _[staff of power](compendium/equipment/items/staff-of-power.md)_—potentially out of habit or concerns for safety. Imagining how you interact with magic items, some of which possess world-altering power, can be a revealing window into how you view your place in the cosmos. + +## Collected Notes +SoM p. 155 + +In his 72 years as an amateur historian, Lambus of Magnimar amassed a collection of thousands of accounts of people's everyday encounters and experimentations with magic items from across Golarion. Excerpts from his impressive collection can be found throughout the Consumables and Permanent Items sections later in the chapter. + +## Fulus +SoM p. 158 + +Many regional variants of fulus, each of which carries a different name, exist throughout Tian Xia. The workings behind the writings remained a secret until scholars correctly deduced that the charms were, in fact, edicts that commanded magic to act in the fashion prescribed by the talisman. Deciphering these writings allowed for the creation of fulus that draw power from sources as diverse as a witch's patron, an arcane legacy, or the changing of the seasons. For the creative adventurer, this lightweight paper makes a versatile tool with many potential applications. + +### Fulu Rules +SoM p. 158 + +**[Fulu](rules/traits/fulu-som.md):** Fulus are small paper charms that can be affixed to a suit of armor, a shield, a weapon, a creature, or even a structure. Some fulus are composed of multiple such charms, taking effect only once all have been affixed. Normal fulus have effects immediately once affixed, while fulu talismans have an effect only once activated. Once a fulu has been activated, it lasts for the given duration and then burns out. Unless otherwise noted, fulus expire one year after being created, reverting to mundane paper. + +All fulus have the [fulu](rules/traits/fulu-som.md) and [consumable](rules/traits/consumable.md) traits. Fulus also have a tradition trait—either [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) or [primal](rules/traits/primal.md)—determined by the magical tradition of its creator. For example, a fulu created by a priest would have the [divine](rules/traits/divine.md) trait, whereas a witch who dabbles in fate might create a fulu with the [occult](rules/traits/occult.md) trait. Some fulus also have the [talisman](rules/traits/talisman.md) trait, if they work similarly to talismans (such as being affixed to a suit of armor, a shield, or a weapon. + +Each fulu's stat block indicates the type of item or creature it can be affixed to. Affixing or removing a fulu requires using the [Affix a Fulu](rules/actions/affix-a-fulu-som.md) activity, or the [Affix a Talisman](rules/actions/affix-a-talisman.md) action instead if the fulu is also a talisman. + +### Using Fulus +SoM p. 158 + +Beyond fulu talismans, non-talisman fulus can be affixed or removed easily, though removing a fulu causes it to immediately burn out. The paper is fragile, easily destroyed by hazards such as water, fire, or an observant enemy when either unattended or affixed to the ground or a structure. Fulus that are also talismans use the normal rules for Affixing and removing talismans instead of the action presented here. + +![Affix a Fulu](rules/actions/affix-a-fulu-som.md) + +### Crafting a Fulu +SoM p. 158 + +Fulus can be created using the [Crafting](compendium/skills.md#Crafting) skill like any other magic item, and they have a batch size of four, meaning you can Craft four copies of the same fulu at a time. A fulu's script consists of symbols citing the person or place from which the fulu draws power, a symbol of command, details of the desired effect, and other formulaic elements to complete the charm. Each part is written as the crafter recites a spell mantra, with the crafter's powers and magic essences weaving into the ink and paper. As creating a fulu requires knowledge of these mantras, a fulu can't be disassembled to learn its formula like many other items—the formula for a fulu can be learned only firsthand. + +Unlike most items, the ritualistic aspect of fulus' creation allows the creator to expedite the process, though doing so decreases the fulus' stability. A character with the formula for a fulu can [Craft](rules/actions/craft.md) up to four fulus for their full price in a single day of downtime, rather than taking four days as normal for the [Craft](rules/actions/craft.md) downtime activity. However, if they do so, the fulus only last for a month, rather than a year. This is perfect for fulus you expect to use soon after [Crafting](rules/actions/craft.md) them, as in that case, there isn't much difference between a month and a year. + +### Fulus +SoM p. 158 + +The following are some of the fulus most frequently seen in temples and on armors and weapons. While divine fulus are most common on Golarion, fulus of all traditions are generally available, so the fulus in this section list the magical trait as a placeholder. + +> [!pf2-sidebar] Real-Life Usage +> +> In the real world, "fulu" refers to two divine instruments found in Daoist traditions. "Fu" refers to warding talismans, and "lu" are writs for summoning divine soldiers or spirits; both can still be found in use by Daoist temples and folk religions. Unlike in Golarion, fulus that draw power from unrecognized divine figures or use ahistorical symbols are considered frauds. Some temples have attempted to reduce predatory appropriation by recording their talismans' meanings (though not how to create them) in informative manuals. + +- [Apotropaic Fulu](compendium/equipment/items/apotropaic-fulu-som.md) +- [Detect Anathema Fulu](compendium/equipment/items/detect-anathema-fulu-som.md) +- [Fulus Of Concealment](compendium/equipment/items/fulus-of-concealment-som.md) +- [Fulu Of The Drunken Monkey](compendium/equipment/items/fulu-of-the-drunken-monkey-som.md) +- [Fulu Of Fire Suppression](compendium/equipment/items/fulu-of-fire-suppression-som.md) +- [Fulu Of Flood Suppression](compendium/equipment/items/fulu-of-flood-suppression-som.md) +- [Fulu Of The Stoic Ox](compendium/equipment/items/fulu-of-the-stoic-ox-som.md) +- [Ghostbane Fulu](compendium/equipment/items/ghostbane-fulu-som.md) +- [Magical Lock Fulu](compendium/equipment/items/magical-lock-fulu-som.md) +- [Matchmaker Fulu](compendium/equipment/items/matchmaker-fulu-som.md) +- [Rebound Fulu](compendium/equipment/items/rebound-fulu-som.md) +- [Restful Sleep Fulu](compendium/equipment/items/restful-sleep-fulu-som.md) +- [Spirit-Sealing Fulu](compendium/equipment/items/spirit-sealing-fulu-som.md) +- [Stormbreaker Fulu](compendium/equipment/items/stormbreaker-fulu-som.md) +- [Tracking Fulu](compendium/equipment/items/tracking-fulu-som.md) +- [Venomous Cure Fulu](compendium/equipment/items/venomous-cure-fulu-som.md) + +> [!pf2-sidebar] Creating Your Own Fulu +> +> Many fulus replicate spell effects, functioning much like scrolls affixed onto the targets. As the GM, if you want to create a new fulu using this concept, in general, the number of fulus needed to replicate a spell is the same as the number of actions required to Cast the Spell. You can draw that full set of fulus into one hand with the same [Interact](rules/actions/interact.md) action. While this means affixing time is equal to casting time, the fulus don't need to be affixed on the same turn, so take that into account when deciding whether or how to build a particular fulu. If a spell has more than three targets, such as a heightened [remove fear](compendium/spells/remove-fear.md), you might allow for the creation of a fulu that's affixed to the ground and that affects targets within a certain distance once a character places the last one. + +#### Fulu Items +SoM p. 161 + +The following items are associated with fulus. + +- [Fu Water](compendium/equipment/items/fu-water-som.md) +- [Fulu Compendium](compendium/equipment/items/fulu-compendium-som.md) + +## Grimoires +SoM p. 161 + +Most grimoires can hold up to 100 spells, like any spellbook, but allow spellcasters to erase spells written by a book's previous owner in favor of spells that employ their own magical formulas. If a spellcaster wants to transfer their spells from one of their spellbooks to a grimoire, they can conduct a simple, 1-minute ritual with the two books to cause the spells to vanish from their spellbook and appear in the grimoire. + +If you prepare spells (whether from your class features, like a cleric or wizard, or from a special feat or ability, like the Esoteric Polymath bard feat), you can study a grimoire during your daily preparations to enhance one or more of the spells within. Until your next daily preparations, you gain the ability to Activate the grimoire. As you've already absorbed the power from the grimoire during your daily preparations, you can Activate it even if you later lose possession of the book itself. Grimoires' benefits apply only to spells cast via spell slots—not cantrips, focus spells, or innate spells. No one can use more than one grimoire per day, nor can a grimoire be used by more than one person per day. + +### Grimoires +SoM p. 161 + +A few of the grimoires known to exist are listed here. + +- [Bestiary Of Metamorphosis](compendium/equipment/items/bestiary-of-metamorphosis-som.md) +- [Book Of Lingering Blaze](compendium/equipment/items/book-of-lingering-blaze-som.md) +- [Codex Of Unimpeded Sight](compendium/equipment/items/codex-of-unimpeded-sight-som.md) +- [Endless Grimoire](compendium/equipment/items/endless-grimoire-som.md) +- [Instructions For Lasting Agony](compendium/equipment/items/instructions-for-lasting-agony-som.md) +- [Spellbook Of Redundant Enchantment](compendium/equipment/items/spellbook-of-redundant-enchantment-som.md) +- [Storyteller's Opus](compendium/equipment/items/storytellers-opus-som.md) +- [Summoning Handscroll](compendium/equipment/items/summoning-handscroll-som.md) +- [Warding Tablets](compendium/equipment/items/warding-tablets-som.md) + +## Magical Tattoos +SoM p. 164 + +Tattooing is a precise art, and making magical tattoos requires developing a special rapport between the artist and their living canvas. For this reason, it can be difficult to find someone to ink a magical tattoo on your body. (Consequently, most most magical tattoos other than the ones appearing here are uncommon.) Securing such services might require a person to achieve notable deeds, become a member of a community, or prove their character and commitment to the artist. + +Most magical tattooing requires the same tools as traditional methods, just using magical inks and, sometimes, magical implements, such as needles, bone tattooing rakes, or the like. Some processes, including certain traditional Varisian methods, etch the magic directly into the skin without puncturing it. The pain remains the same. + +### Tattooing Rules +SoM p. 164 + +To craft a magical tattoo, you must be able to craft magic items and have a specialty in tattooing. You can attain these requirements by taking the [Tattoo Artist](compendium/feats/tattoo-artist-tv.md) skill feat below, or you can take both the [Magical Crafting](compendium/feats/magical-crafting.md) and [Specialty Crafting](compendium/feats/specialty-crafting.md) skill feats, choosing artistry as your specialty. + +#### Crafting A Tattoo +SoM p. 164 + +Inking a magical tattoo onto a creature is much like etching a rune onto an item. The tattooist uses the [Craft](rules/actions/craft.md) activity, and the subject must be present throughout the process. The tattooist must meet any special [Craft](rules/actions/craft.md) requirements, and they can ink only one tattoo at a time. Not only does a magical tattoo not have any effect until the [Craft](rules/actions/craft.md) activity is complete, but it also requires a healing period. Though this time frame can last up to a month, applying magical or alchemical healing can shorten it to as little as a day. + +#### The Tattoo Trait +SoM p. 164 + +A magical tattoo has the [tattoo](rules/traits/tattoo-lowg.md) trait. It's permanently a part of the subject's body, and reduces the number of items that creature can invest per day by 1. Each tattoo has the [invested](rules/traits/invested.md) trait to indicate this limitation—a magical tattoo is like an invested item that the tattooed creature has no choice but to invest. If the tattoo loses its magic or is destroyed, it no longer reduces your investiture. Just like a physical magic item, a magical tattoo can be counteracted by spells like [dispel magic](compendium/spells/dispel-magic.md) or [disjunction](compendium/spells/disjunction.md). If destroyed, the tattoo fades from the skin. + +If a creature gets a new magical tattoo when their limit on invested items has already been reduced to zero, the new tattoo's magic fails to take hold, and it becomes a non-magical tattoo instead. However, a tattooist can alter an existing tattoo when they [Craft](rules/actions/craft.md) a tattoo, modifying the old one into a different magical tattoo and removing the old effect. Magical tattoos can usually be 11 into their greater versions by having a tattooist add to or modify the existing tattoo. + +> [!pf2-example] Cultural Tattoos +> See page 165 of Secrets of Magic + +### Tattoos +SoM p. 164 + +- [Familiar Tattoo](compendium/equipment/items/familiar-tattoo-som.md) +- [Rune of Sin](compendium/equipment/items/rune-of-sin-som.md) +- [Warding Tattoo](compendium/equipment/items/warding-tattoo-som.md) + +## Personal Staves +SoM p. 166 + +A custom staff is always unique, and you need your GM's permission to create one and introduce it to your game. + +### Creating a Personal Staff +SoM p. 166 + +Establishing magical pathways to turn a simple piece of wood or metal into a staff is no simple matter. Without some structure to bind multiple disparate spells to a single staff, the magic would surely fail. Thus, a custom staff must always be created around a single trait. For example, an elemental trait (air, earth, fire, or water), energy trait (acid, cold, electricity, fire, sonic, positive, negative, or force), alignment trait, the detection trait, the light trait, and so on. The staff and its spells must have the trait. A few traits are too broad to use, including incapacitation and the traits for spell schools and traditions. The GM might add others to this list. + +#### Determining Level And Price +SoM p. 166 + +Your level sets a personal staff's maximum item level, which determines the Price and the number and level of spells the staff can have, as shown on the table below. + +![Personal Staves](rules/tables/personal-staves-som.md) + +#### Picking Your Spells +SoM p. 166 + +Once you've decided the trait, choose the spells to inscribe. They must share the trait you chose for the staff. For instance, your undine sorcerer might create a _deep sea staff_ themed around the [water](rules/traits/water.md) trait, inscribing it with spells such as [create water](compendium/spells/create-water.md) and [hydraulic push](compendium/spells/hydraulic-push.md). + +You can inscribe a number of common spells on the staff depending on its level, as shown on the table below. You can place the same spell into the staff at multiple levels to provide heightened versions, though doing so uses up one of your picks for that spell level. You can add a spell you can't cast to a staff by supplying a casting of it via another caster or by using [Trick Magic Item](compendium/feats/trick-magic-item.md); however, since you can cast a spell from a staff only if it's on your spell list, this option isn't useful for most characters. + +#### Example +SoM p. 166 + +Lini, a 15th-level druid, wants to create a staff to interact with the plants she encounters. She chooses the plant trait to represent that theme. Next, she selects some common spells for the staff, starting with one cantrip and adding one or two spells at each level, up to the staff's maximum spell level. To build a 15th-level staff with 6th-level spells, she selects the following combination of spells: + +- Cantrip: [tanglefoot](compendium/spells/tanglefoot.md) +- 1st: protector tree, [shillelagh](compendium/spells/shillelagh.md) +- 2nd: [entangle](compendium/spells/entangle.md), [shape wood](compendium/spells/shape-wood.md) +- 3rd: [tree shape](compendium/spells/tree-shape.md), [wall of thorns](compendium/spells/wall-of-thorns.md) +- 4th: [barkskin](compendium/spells/barkskin.md), [speak with plants](compendium/spells/speak-with-plants.md) +- 5th: [plant form](compendium/spells/plant-form.md), [wall of thorns](compendium/spells/wall-of-thorns.md) +- 6th: nature's reprisal, [plant form](compendium/spells/plant-form.md) + +Note that some of these spells are duplicates of lower-level spells, which can be a great way to fill in levels if new spells don't appeal to you. It's usually best to choose a spell for one of these slots that has an extra benefit when heightened (such as plant form giving you better statistics), but even if you don't find a spell with such a benefit, it's worth filling every open slot. + +#### Crafting the Staff +SoM p. 166 + +> [!pf2-sidebar] Staff of Nature's Cunning +> +> You might want to take a version of the Lini's Leafstick for your own character or to give out as treasure in a campaign. To make that easier, here's a non-unique version with multiple types for different levels. +> +> [Staff of Nature's Cunning](compendium/equipment/items/staff-of-natures-cunning-som.md) + +Once you've themed and designed your staff, you can craft it with the following the guidelines, along with previously established rules for crafting magical items. + +As with normal staves, one casting of all listed levels of all spells in the staff must be provided during [Crafting](rules/actions/craft.md). + +Choose a magical school for your staff from among the schools the spells on it have. Pick the one that best reflects the spells, usually the one most shared among them. You can optionally give your staff a trait for one magic tradition, instead of the [magical](rules/traits/magical.md) trait, if the staff is fully steeped in that tradition and contains spells only from that tradition's spell list. + +You still need to [Craft](rules/actions/craft.md) the staff. If you're not good at [Crafting](compendium/skills.md#Crafting), you can have somebody use the [Craft](rules/actions/craft.md) activity for you, but you must be present the whole time. Since the creation of a custom staff is [rare](rules/traits/rare.md), you and the GM might decide to have a special quest for esoteric ingredients and methods as part of the story. + +##### Example +SoM p. 167 + +Lini selected mostly transmutation spells for her staff, so she chooses the [transmutation](rules/traits/transmutation.md) trait. She could give it the primal trait, but choses to keep it open with the [magical](rules/traits/magical.md) trait, much like the [verdant staff](compendium/equipment/items/verdant-staff.md) in the Core Rulebook. + +To Craft the staff, Lini follows the normal rules. She provides 3,250 gp in raw materials, spends 4 days at work, and attempts a [Crafting](compendium/skills.md#Crafting) check. Each day she works on it, she prepares the spells she needs to put into the staff given its Craft Requirements. + +#### Naming The Staff +SoM p. 167 + +When your staff is complete, give it a name—though skeptics might sneer, spellcasters believe that naming a staff upon creation will help it attune to its new master. + +##### Example +SoM p. 167 + +Lini christens her new creation _Lini's Leafstick_! + +![Lini's Leafstick](compendium/equipment/items/linis-leafstick-som.md) + +### Revising the Staff +SoM p. 166 + +As you level up, your staff will get less useful unless you upgrade it. You might also want to make revisions as you play if you come to dislike the spells you chose. + +To change spells already in the staff, use the [Craft](rules/actions/craft.md) activity with a Price equal to 1/10th the staff's Price. You can swap out any of the spells in the staff when you finish. The new spells have to have the staff's chosen trait and be an appropriate level, just as though you were choosing them when initially making the staff, and you must provide castings of them. + +Upgrading the staff is similar to 11 an item to a higher-level version. Decide the staff's new level. Pay the difference in Price, pick the new spells, and use [Craft](rules/actions/craft.md) for the upgrade. You must supply castings of the new spells. Upgrading doesn't let you switch any of the spells you'd previously chosen. + +## Spell Catalysts +SoM p. 167 + +Items with the [catalyst](rules/traits/catalyst-som.md) trait are consumable material spell components that alter or magnify specific spells. [Activating](rules/actions/activate-an-item.md) a catalyst is part of [Casting the Spell](rules/actions/cast-a-spell.md). The catalyst might increase the number of actions required to Cast the Spell, as indicated in the catalyst's Activate entry. Additionally, the spell gains material components if it didn't have them already or adds the catalyst to its existing components. Because the catalyst becomes part of the material components, you can draw the catalyst as part of [Casting the Spell](rules/actions/cast-a-spell.md). + +- [Dazzling Rosary](compendium/equipment/items/dazzling-rosary-som.md) +- [Dimensional Knot](compendium/equipment/items/dimensional-knot-som.md) +- [Firestarter Pellets](compendium/equipment/items/firestarter-pellets-som.md) +- [Force Tiles](compendium/equipment/items/force-tiles-som.md) +- [Noxious Incense](compendium/equipment/items/noxious-incense-som.md) +- [Shimmering Dust](compendium/equipment/items/shimmering-dust-som.md) +- [Soothing Scents](compendium/equipment/items/soothing-scents-som.md) +- [Thunderbird Tuft](compendium/equipment/items/thunderbird-tuft-som.md) +- [Waterproofing Wax](compendium/equipment/items/waterproofing-wax-som.md) + +## Spellhearts +SoM p. 170 + +Unlike talismans, a spellheart can be used repeatedly, and doesn't burn out after use. Each spellheart can be attached to different items, giving a benefit depending on your choice, which means you can plan ahead in facing expected dangers. They have the spellheart trait. + +**[Spellheart](rules/traits/spellheart-som.md)**: Spellhearts are permanent items that work similarly to talismans. You affix a spellheart using the [Affix a Spellheart](rules/actions/affix-a-talisman.md) activity, which is otherwise identical to [Affix a Talisman](rules/actions/affix-a-talisman.md). The limit of one talisman per item remains—an item can have one spellheart or one talisman, not both. The rules related to talismans and affixing them are on page 565 of the Core Rulebook. When casting a cantrip from a spellheart, you can use your own spell attack roll or spell DC if it's higher. [Crafting](rules/actions/craft.md) a spellheart requires the spells the spellheart can cast. For example, a major five-feather wreath requires [air walk](compendium/spells/air-walk.md), gale blast, and [wall of wind](compendium/spells/wall-of-wind.md). + +- [Five-Feather Wreath](compendium/equipment/items/five-feather-wreath-som.md) +- [Flaming Star](compendium/equipment/items/flaming-star-som.md) +- [Grim Sandglass](compendium/equipment/items/grim-sandglass-som.md) +- [Perfect Droplet](compendium/equipment/items/perfect-droplet-som.md) +- [Trinity Geode](compendium/equipment/items/trinity-geode-som.md) + +## Consumables +SoM p. 173 + +> [!pf2-tip] + +> [!pf2-note] +> Please visit the items page to view all Consumable Items from Secrets of Magic. + +> [!pf2-paper] A letter +> + +- > [!pf2-example] Materiality and Magic +> See page 177 of Secrets of Magic +- > [!pf2-example] Pleasantly Consumable +> See page 177 of Secrets of Magic + +## Permanent Items +SoM p. 179 + +> [!pf2-tip] + +> [!pf2-note] +> Please visit the items page to view all Permanent Items from Secrets of Magic. + +> [!pf2-paper] A letter +> + +> [!pf2-paper] A letter +> + +> [!pf2-paper] A letter +> + +> [!pf2-paper] A letter +> + +> [!pf2-paper] A letter +> + +> [!pf2-paper] A letter +> + +> [!pf2-paper] A letter +> \ No newline at end of file diff --git a/rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md b/rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md new file mode 100644 index 000000000..2ed7b69e8 --- /dev/null +++ b/rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md @@ -0,0 +1,1379 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/som +aliases: ["chapter-5-book-of-unlimited-magic"] +--- +# Chapter 5: Book of Unlimited Magic +SoM p. 193 + +> [!pf2-sidebar] Access To Rules Elements +> +> Sometimes, a stat block for an uncommon rules element might include a bold Access entry that lists specific criteria. A character who meets the criteria listed in the Access entry gains access to the rules element. For instance, a shadowcaster can choose a shadow familiar, even though it's uncommon. Access entries are often used in other books to give appropriate access to creatures from specific regions or organizations. +> +> ### Class Archetypes +> SoM p. 193 +> +> This section includes several class archetypes: elementalist, flexible spellcaster, runelord, and wellspring mage. These archetypes with the class trait fundamentally diverge from your class's specialties but still fit within the theme of your class. +> +> You can select a class archetype only if your class meets the criteria listed in the archetype's prerequisites. Class archetypes always alter or replace some of a class's static class features in addition to any new feats they offer. +> +> It might be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features. The 1st-level ability is presented much like a class feature and includes the class archetype's prerequisites and rules on how it changes your class. If you select this ability, you must take that archetype's dedication feat at 2nd level, and you proceed normally afterward. You can never have more than one class archetype. + +This chapter provides you with a wide variety of unusual magical practices and character options, many of them uncommon or rare. By adding them to your game, you can expand and enrich the narrative of how magic works. The chapter is organized into the following sections. + +**6** allows a spellcaster to harness pent-up emotions to enter a state of emotional fervor, gaining special benefits from the emotion but risking emotional fallout once the fervor ends. + +**6** has options for characters focused on elemental magic, including elementalists who focus their entire spell list on the elements, elemental stances for monks, and druid orders of flame, stone, and waves. + +**6** represents the culmination of spellcasters' research and experimentation to gain the best of both worlds between prepared spellcasting and spontaneous spellcasting. + +**6** taps into the natural world around the spellcaster, giving them benefits depending on the terrain, even allowing the spellcaster to simulate the energies of a different terrain. + +**6** embody the magical veins and arteries of the multiverse, flowing with energy across worlds and planes alike and gathering at special locations called nodes. Spellcasters can learn to tap into ley lines, though doing so presents a significant gamble. + +**6** covers situations and settings where magic is _everywhere_, infusing the land itself with unusual effects and trickling down to every creature in the area. + +**6** surrenders the piece of a spellcaster's soul that keeps out the darkness, allowing themselves to learn new magic or to gain shadowy animal companions and familiars. + +**6** magically attach to a creature's soul, then grow in the breadth of their magic in a similar fashion to relics. + +**6** bond weapons, armor, or shields to the forger's soul, allowing the soulforger to manifest their armament at a moment's notice and even bring forth an empowered true form. + +**6** divides magic into seven runes associated with the seven sins. Each runelord embodies one of the seven schools, gaining significant advantages with their school spells. + +**6** allow a practitioner to learn the secrets of a being's inner nature, granting them an incredible amount of leverage to compel that creature into service. + +**6** is both a blessing and a curse: it grants a deep infusion of magic, potentially allowing the casting of many spells, but it also risks out-of-control wellspring surges if the power becomes too much to handle. + +## Cathartic Magic +SoM p. 194 + +**Rarity:** [Uncommon](rules/traits/uncommon.md) + +Catharsis, the process of purging pent-up emotions, places a cathartic mage in a heightened emotional state much like a barbarian's rage. Magical energy pours out, often manifesting in visible displays that cascade off the mage. This can even produce a faint echo of the released emotion within those nearby. Though it seems reasonable that the caster's pent-up emotion would be one that they normally repress, this is by no means required. A cathartic mage could be a generally happy and positive person who still enters an enhanced state as a magical wave of joy overwhelms them. + +The magic of emotions is as difficult to master as emotions themselves. Practitioners of this art find themselves tired, unfocused, or in physical pain after tapping into their deepest feelings. It often takes time for these users to reclaim mastery of their own minds. Most cathartic mages find a mundane activity to help settle themselves, such as reading, needlepoint, or simple meditation. + +### Roleplaying +SoM p. 194 + +Using cathartic magic in your game invites heavy use of role-playing emotional states, which can be a challenge for some game tables. Players need to check with their GMs and other players to ensure these rules are appropriate for the game. Entering an emotional fervor doesn't mean anything a character does in that state is acceptable. As always, adding new rules doesn't excuse being rude to other players. + +It's also important to keep the cathartic emotion from overshadowing the other parts of your character, as it works best as part of a well-rounded personality. It's a powerful emotion, though not your _only_ emotion. This power can be a double-edged sword, but it doesn't have to be. It could be a fun quirk, a deep struggle, or a mysterious power your character wants to investigate. + +### Gamemastering +SoM p. 194 + +One of the reasons cathartic magic is uncommon has to do with the adjustments the GM must make to incorporate it in the game. Some situations that would normally be detrimental for PCs, like becoming controlled or critically failing at a roll, can be a trigger for powering up instead! Some emotions require a PC or NPC to be an emotional focus, making the ability largely useless if the PC is separated from that person. + +#### Gamemastering +SoM p. 194 + +In the right circumstances, a GM might introduce cathartic magic into the game without a player pursuing it first. For example, if a mind-controlled bodyguard is ordered to slay someone they vowed to protect, the GM might decide they can take the Catharsis reaction from the Cathartic Mage Dedication. Like any reaction, it still poses a choice—the player could choose not to take it. If the player enjoys this mechanical reveal, they might even want to invest feats into the [Cathartic Mage](compendium/character/archetypes/cathartic-mage-som.md) archetype. + +### [Cathartic Mage](compendium/character/archetypes/cathartic-mage-som.md) (Archetype) +SoM p. 194 + +Emotions are powerful, and you can tap into that power to enhance your magic for a time. You learn to harness a particular emotional state under the right conditions, but be warned: emotions are volatile and destructive if left unchecked. The experience often leaves you reeling from the unhindered emotion, requiring a rest or distraction before tapping into it again. + +- [Cathartic Mage Dedication](compendium/feats/cathartic-mage-dedication-som.md) +- [Basic Cathartic Spellcasting](compendium/feats/basic-cathartic-spellcasting-som.md) +- [Cathartic Focus Spell](compendium/feats/cathartic-focus-spell-som.md) +- [Work Yourself Up](compendium/feats/work-yourself-up-som.md) +- [Expert Cathartic Spellcasting](compendium/feats/expert-cathartic-spellcasting-som.md) +- [Infectious Emotions](compendium/feats/infectious-emotions-som.md) +- [Master Cathartic Spellcasting](compendium/feats/master-cathartic-spellcasting-som.md) + +> [!pf2-sidebar] Emotional Focus +> +> Some emotional states, such as love or hatred, require the caster to focus on a specific individual called their emotional focus. Your emotional focus can change over time with you choosing a new focus after an important part of your story is resolved. Work with your GM to determine when this change happens. An emotional focus doesn't get a say in the matter; the cathartic spellcaster's emotions determine the bond. However, making another PC your emotional focus could result in an uncomfortable social dynamic. You should check with that PC's player in advance to see if such a link is acceptable. + +#### Emotional States +SoM p. 196 + +The following emotional states are used in the Cathartic Mage archetype. Each emotional state's entry lists the following pieces of information. + +**Catharsis Trigger** The event or conditions you must meet to take your Catharsis reaction. + +**Catharsis Activation** The benefit when you use Catharsis. + +**Emotional Fervor** Benefits you gain for 3 rounds after you use Catharsis. This entry also lists a spell you're able to cast while in your emotional fervor. You must expend a spell slot to cast it. This slot must be of at least the spell's level, and the spell is automatically heightened to the level of slot you expended. + +**Emotional Fallout** The effect you experience when your emotional fervor ends. + +**Focus Spell** The focus spell you gain if you select the [Cathartic Focus Spell](compendium/feats/cathartic-focus-spell-som.md) archetype feat. + +##### Anger +SoM p. 196 + +Your destructive wrath allows you to harm your foes but causes you pain in the process. + +**Catharsis Trigger** An enemy deals damage to you. You can't use this reaction if you're [fatigued](rules/conditions.md#Fatigued). + +**Catharsis Activation** If you're [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), or [restrained](rules/conditions.md#Restrained), you can attempt to [Escape](rules/actions/escape.md). If you succeed, the creature or hazard imposing the condition on you (if applicable) takes force damage equal to your level. + +**Emotional Fervor** When you [Cast a Spell](rules/actions/cast-a-spell.md) from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's level. Spell: [draw ire](compendium/spells/draw-ire-som.md) + +**Emotional Fallout** You become [fatigued](rules/conditions.md#Fatigued) until you Settle your Emotions. + +**Focus Spell** [athletic rush](compendium/spells/athletic-rush.md) + +##### Awe +SoM p. 196 + +Your powerful sense of wonderment can be infectious and distracting. + +**Catharsis Trigger** You or an ally within 30 feet critically succeeds on an attack roll against an enemy's AC or a skill check against one of an enemy's DCs. + +**Catharsis Activation** If you're [fascinated](rules/conditions.md#Fascinated) or [stupefied](rules/conditions.md#Stupefied), you can attempt an additional save to end the effect if it allowed a save. + +**Emotional Fervor** When you cast a spell, choose one creature that was hit by your spell attack roll or that failed its saving throw, if any. That creature becomes [fascinated](rules/conditions.md#Fascinated) with you until the end of its next turn. It's then temporarily immune to this fervor effect for 1 hour. Spell: [glitterdust](compendium/spells/glitterdust.md) + +**Emotional Fallout** You become [flat-footed](rules/conditions.md#Flat-footed) until you Settle your Emotions. + +**Focus Spell** [dazzling flash](compendium/spells/dazzling-flash.md) (doesn't require a religious symbol) + +##### Dedication +SoM p. 196 + +Your commitment protects those you are dedicated to but can lead to dependency. Your emotional focus is an individual creature you're bound to (see Emotional Focus sidebar). + +**Catharsis Trigger** Your emotional focus takes damage from an enemy while within 30 feet of you. + +**Catharsis Activation** Your emotional focus gains a number of temporary Hit Points equal to half your level rounded up. These temporary HP last for 1 minute. + +**Emotional Fervor** Your spells that target your emotional focus gain the benefits of Reach Spell. When you cast a healing spell that affects your emotional focus, your emotional focus also gains temporary HP equal to the spell's level in addition to the spell's effects. These temporary HP last for 1 minute. Spell: [spirit link](compendium/spells/spirit-link.md) + +**Emotional Fallout** Until you Settle your Emotions, you can't Cast Spells unless you're adjacent to your emotional focus. + +**Focus Spell** [protector's sacrifice](compendium/spells/protectors-sacrifice.md) + +##### Fear +SoM p. 196 + +You let your fear fuel you, rather than consume you, but it burns your endurance. + +**Catharsis Trigger** An enemy makes you [frightened](rules/conditions.md#Frightened). + +**Catharsis Activation** Increase your [frightened](rules/conditions.md#Frightened) value by 1, to a maximum of [frightened](rules/conditions.md#Frightened). + +**Emotional Fervor** You don't take the status penalty from the [frightened](rules/conditions.md#Frightened) condition to your spell DCs or spell attack bonus. Instead, you gain a status bonus to spell attack rolls equal to the penalty you would've taken, and your foes take the same status penalty to their saving throws against your spells. Any other statistic takes the status penalty as normal. Spell: [fear](compendium/spells/fear.md) + +**Emotional Fallout** You are [fleeing](rules/conditions.md#Fleeing) for 2 rounds, running from the source of the [frightened](rules/conditions.md#Frightened) condition that triggered your Catharsis. If that source is no longer present, you instead flee from the position where you were at the start of your emotional fallout. + +**Focus Spell** [waking nightmare](compendium/spells/waking-nightmare.md) + +##### Hatred +SoM p. 196 + +Your unabashed hatred consumes your soul and causes your foe to falter. Your emotional focus is an individual enemy you detest (see Emotional Focus sidebar). + +**Catharsis Trigger** You start your first turn in an encounter against your emotional focus or one of their followers. If the encounter includes multiple eligible followers and doesn't include your actual emotional focus, choose one of the followers to act as your emotional focus for this encounter (or until your actual emotional focus shows up). + +**Catharsis Activation** You can [Step](rules/actions/step.md) or [Stride](rules/actions/stride.md). You must end this movement closer to your emotional focus. + +**Emotional Fervor** Your emotional focus is [flat-footed](rules/conditions.md#Flat-footed) to you and takes a –2 status penalty to saves against your spells. You're [flat-footed](rules/conditions.md#Flat-footed) to your emotional focus and take a –2 status penalty to saves against it. Spell: [blood vendetta](compendium/spells/blood-vendetta-apg.md) + +**Emotional Fallout** You become [stunned](rules/conditions.md#Stunned). + +**Focus Spell** [cry of destruction](compendium/spells/cry-of-destruction.md) + +##### Joy +SoM p. 197 + +Your unbridled enthusiasm and positive attitude can lead you to success, but you might expend more energy than you planned. + +**Catharsis Trigger** You critically succeed on an attack roll or save, or an enemy critically fails on a save against you. + +**Catharsis Activation** Reduce the value of any [frightened](rules/conditions.md#Frightened) or [stupefied](rules/conditions.md#Stupefied) condition you have by 1 and end any [persistent mental damage](rules/conditions.md#Persistent%20Damage) you have. + +**Emotional Fervor** You gain a +1 status bonus to [Performance](compendium/skills.md#Performance) checks and to the spell attack rolls of [emotion](rules/traits/emotion.md) spells, and enemies take a –1 status penalty to saves against your [emotion](rules/traits/emotion.md) spells. Spell: [hideous laughter](compendium/spells/hideous-laughter.md) + +**Emotional Fallout** You become [fatigued](rules/conditions.md#Fatigued) until you Settle your Emotions. + +**Focus Spell** [unimpeded stride](compendium/spells/unimpeded-stride.md) + +##### Love +SoM p. 197 + +You're joined by the bonds of love and nothing can break that, but love can distract you from other things in your life. Your emotional focus is someone you're in love with; they aren't required to love you back. + +**Catharsis Trigger** Your emotional focus takes damage from an enemy while within 30 feet of you. + +**Catharsis Activation** If either you or your emotional focus is [confused](rules/conditions.md#Confused) or [controlled](rules/conditions.md#Controlled), one of you can attempt a new saving throw against one confusing or controlling effect (if it allowed a save), ending the condition if the new save is a success. If both of you are eligible, your emotional focus gets the new save. + +**Emotional Fervor** You gain a +1 status bonus to Will saves. If you cast a spell to benefit your emotional focus, this bonus increases to +3 until the start of your next turn. Spell: [soothe](compendium/spells/soothe.md) + +**Emotional Fallout** You're [fascinated](rules/conditions.md#Fascinated) with your emotional focus for 1 minute. + +**Focus Spell** [soothing words](compendium/spells/soothing-words.md) + +##### Misery +SoM p. 197 + +To suffer is to know you're alive; to make your enemies suffer as greatly as you have eases your suffering. + +**Catharsis Trigger** You gain [persistent damage](rules/conditions.md#Persistent%20Damage) from a foe. + +**Catharsis Activation** You gain a number of temporary Hit Points equal to your level. They last for 1 minute. + +**Emotional Fervor** You can choose not to attempt a flat check to end [persistent damage](rules/conditions.md#Persistent%20Damage) you're taking. When you cast a damaging spell, you can choose one creature that failed its save or that you hit with your spell attack roll. That target takes [persistent damage](rules/conditions.md#Persistent%20Damage) of the same type the spell dealt, of an amount equal to the highest amount of [persistent damage](rules/conditions.md#Persistent%20Damage) you currently have. You can't choose a creature that's already taking [persistent damage](rules/conditions.md#Persistent%20Damage). Spell: [phantom pain](compendium/spells/phantom-pain.md) + +**Emotional Fallout** You take an untyped penalty to any damage you would deal with any spell you cast until you Settle your Emotions. The penalty is –1 per spell level. + +**Focus Spell** [savor the sting](compendium/spells/savor-the-sting.md) + +##### Pride +SoM p. 197 + +All is well as long as you appear well, but you get caught up in the moment and lose track of what's important. + +**Catharsis Trigger** You critically fail on an attack roll or saving throw. + +**Catharsis Activation** The critical failure becomes a failure. + +**Emotional Fervor** Each time you cast an illusion spell, until the start of your next turn, any critical failure you roll on an attack roll or saving throw is a failure instead. Spell: [color spray](compendium/spells/color-spray.md) + +**Emotional Fallout** You momentarily lose track of what's real, becoming [confused](rules/conditions.md#Confused) for 1 round. Spell: [mirror image](compendium/spells/mirror-image.md) + +**Focus Spell** [veil of confidence](compendium/spells/veil-of-confidence.md) + +##### Remorse +SoM p. 197 + +You attempt to overcome your failings, but your guilt stays with you. + +**Catharsis Trigger** An ally within 30 feet drops to 0 Hit Points. + +**Catharsis Activation** You [Step](rules/actions/step.md) or [Stride](rules/actions/stride.md). You must end this movement closer to the triggering ally + +**Emotional Fervor** Any spell you cast that restores Hit Points to the triggering ally gets a status bonus to the Hit Points healed equal to the spell's level, or double the spell's level if the ally is at 0 Hit Points. Spell: [warrior's regret](compendium/spells/warriors-regret-som.md) + +**Emotional Fallout** Your emotional weight crushes you, leaving you [stupefied](rules/conditions.md#Stupefied) until you Settle your Emotions. + +**Focus Spell** [healer's blessing](compendium/spells/healers-blessing.md) + +## Elementalism +SoM p. 198 + +### Druidic Orders +SoM p. 198 + +Elementalists eschew traditional magical divisions in favor of the elemental quaternity and rarely attempt a formal education. Instead, they travel Golarion, learning from the environment and elemental masters. These sojourns are referred to as pilgrimages, and the lessons learned along the way are called exposures or forms. + +Druids are among the most well-known elemental masters, capable of harnessing the power of nature that exists below a mountain or flows through an ocean. Although some act as wardens to the world as a whole, most specialize into one of three orders that revere individual elements. Within these orders, as well as the storm order that focuses on [air](rules/traits/air.md), a sizable contingent of druids devote themselves fully to elemental magic, choosing the [elementalist](compendium/character/archetypes/elementalist-som.md) class archetype. However, just as many druids in these orders access magic from the primal spell list normally, believing that they can still take a wider view of nature through the lens of their element. + +Elementalist druids are more common in regions with strong traditions involving the cycle of elements, such as Jalmeray. + +#### Flame +SoM p. 198 + +You feel a kinship with flames and can use them for succor and destruction. You're trained in [Acrobatics](compendium/skills.md#Acrobatics). You also gain the [Fire Lung](compendium/feats/fire-lung-som.md) druid feat. You gain the [wildfire](compendium/spells/wildfire-som.md) order spell. Allowing unnatural fires to spread or preventing natural fires from occurring in a way that harms the environment are anathema to your order (this doesn't prevent you from using fire destructively or force you to combat a controlled or natural fire). + +#### Stone +SoM p. 198 + +You're as enduring as stone, and you take comfort in its steadfast presence, both natural and worked. You're trained in [Crafting](compendium/skills.md#Crafting). You also gain the [Steadying Stone](compendium/feats/steadying-stone-som.md) druid feat. You gain the [crushing ground](compendium/spells/crushing-ground-som.md) order spell. Poisoning or polluting the land and heedlessly carving the earth to plunder its natural resources are anathema to your order (this doesn't prevent you from responsibly digging or mining). + +#### Wave +SoM p. 198 + +Water is the source of life, and you've learned to shape how it flows. You're trained in [Medicine](compendium/skills.md#Medicine). You also gain the [Shore Step](compendium/feats/shore-step-som.md) druid feat. You gain the [rising surf](compendium/spells/rising-surf-som.md) order spell. Polluting water or allowing those who pollute water sources to go unpunished is anathema to your order (this doesn't force you to take action against potential water pollution or to sacrifice yourself against an obviously superior foe). + +> [!pf2-sidebar] The Four Elements +> +> The elements are clearly observable in the natural world, but philosophers ascribe deeper attributes that can be seen in a gust or heard in a geode. +> +> **Fire** is unbridled potential but must be tended with care. When nurtured, flames bring warmth and healing. They illuminate darkness and reveal truth, clearing old growth for new. But fire also burns, obscures, and destroys. An elementalist must learn to both bank and fuel the flames. +> +> **Earth** is both cradle and tomb. It's home for most creatures, providing nourishment and shelter. But the earth runs deep and is too vast to fully control. An elementalist must listen carefully to the stones or risk their anger. +> +> **Water** is soothing and enigmatic. Most living creatures are composed primarily of water and require water to survive; controlling water thus gives an elementalist power over the flow of life. Though water is the easiest element to work with, its depths are a mystery. +> +> **Air** breathes life into myriad worlds but is ephemeral and often overlooked. In truth, air is the most difficult of elements to work with, as learning to grasp the ungraspable and see the unseen is notoriously difficult. Mastering air requires intuition, subtlety, and impressive powers of perception. + +### Druid Feats +SoM p. 198 + +- [Fire Lung](compendium/feats/fire-lung-som.md) +- [Shore Step](compendium/feats/shore-step-som.md) +- [Steadying Stone](compendium/feats/steadying-stone-som.md) +- [Fire Resistance](compendium/feats/fire-resistance-som.md) +- [Natural Swimmer](compendium/feats/natural-swimmer-som.md) +- [Sheltering Cave](compendium/feats/sheltering-cave-som.md) +- [Advanced Elemental Spell](compendium/feats/advanced-elemental-spell-som.md) +- [Fiery Retort](compendium/feats/fiery-retort-som.md) +- [Harden Flesh](compendium/feats/harden-flesh-som.md) +- [Purifying Spell](compendium/feats/purifying-spell-som.md) + +### Focus Spells +SoM p. 200 + +These elemental focus spells are available to druids of the flame, stone, and wave orders and to characters with the [elementalist](compendium/character/archetypes/elementalist-som.md) class archetype. + +- [Combustion](compendium/spells/combustion-som.md) +- [Crushing Ground](compendium/spells/crushing-ground-som.md) +- [Powerful Inhalation](compendium/spells/powerful-inhalation-som.md) +- [Pulverizing Cascade](compendium/spells/pulverizing-cascade-som.md) +- [Rising Surf](compendium/spells/rising-surf-som.md) +- [Stone Lance](compendium/spells/stone-lance-som.md) +- [Updraft](compendium/spells/updraft-som.md) +- [Wildfire](compendium/spells/wildfire-som.md) + +### Monk Stances +SoM p. 202 + +Monks manipulate the elements within themselves to manifest magic. [Mountain Stance](compendium/feats/mountain-stance.md) and [Wild Winds Initiate](compendium/feats/wild-winds-initiate.md) from the Core Rulebook provide earth and air. + +- Reflective Ripple Stance +- Stoked Flame Stance +- Inner Fire +- Rippling Spin +- Blazing Streak +- Wave Spiral + +### Elemental Spell List +SoM p. 203 + +> [!pf2-note] +> Please visit the spells page to view all Elemental Spells from Secrets of Magic. + +> [!pf2-sidebar] Elementalism On Golarion +> See page 205 of Secrets of Magic + +### [Elementalist](compendium/character/archetypes/elementalist-som.md) (Class Archetype) +SoM p. 206 + +You revere the four elements—air, earth, fire, and water—as the building blocks of creation and the source of all life. You believe that by balancing, mixing, and rearranging these four elements, magic is made. This belief has led you to eschew traditional magical theories and divisions, and you instead focus on harnessing, manipulating, and shaping the four elements. You cast spells drawn from multiple traditions and can use the four elements to alter and empower your spells, making them manifest and mixing them in unique ways. Most elementalists embrace the four elements equally as a mystical quaternity, and they strengthen their connection to one of these elements each day to protect themselves from harm. Others, notably sorcerer and wizard elementalists, feel a stronger connection to a singular element that they hone to great heights, utilizing the other three elements to support and augment their favored element. + +#### Elemental Magic +SoM p. 206 + +You're a spellcaster that's specialized in harnessing the four elements. Though you might feel a stronger kinship for one element over the others, you're capable of shaping all of them. Due to your specialization in elemental magic, you have a smaller, more focused spell list than other spellcasters, though your magic is drawn from multiple traditions. If you choose this class archetype, you must select the [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) as your 2nd-level class feat. + +**Prerequisites:** You must have a spellcasting class feature that chooses spells from the arcane or primal spell list. + +**Elementalist Adjustments:** Replace your spell list with the elemental spell list. Your actual magical tradition is unchanged, but you choose your spells from the elemental list instead. + +If you're a sorcerer with the elemental bloodline, you can replace your [initial bloodline spell](compendium/spells/elemental-toss.md) with an initial elemental focus spell, and your [advanced bloodline spell](compendium/spells/elemental-motion.md) with an advanced elemental focus spell. The initial and advanced elemental focus spells you select must have the same trait as your elemental bloodline. + +**Druid Elementalist Adjustments:** If you're a druid of the storm order, you can choose to replace your starting order spell, [tempest surge](compendium/spells/tempest-surge.md), with [updraft](compendium/spells/updraft-som.md). + +**Wizard Elementalist Adjustments:** If you're a wizard with an arcane school, instead of specializing in a school of magic, you specialize in one of the four elements: air, earth, fire, or water. Any benefits your arcane school would grant you that are associated with a selected spell school, you instead apply to your selected element. For example, if you select air as your element, you can prepare only spells that have the [air](rules/traits/air.md) trait in your extra arcane school slots, you can prepare an extra air cantrip, and you add an extra air spell from the elemental spell list to your spellbook. Additionally, in place of your arcane school spell, you learn the initial elemental focus spell of your selected element. In all other ways, your arcane school|Wizard||1 functions as written in the Core Rulebook. If you later select the [Advanced School Spell](compendium/feats/advanced-school-spell.md) wizard feat, instead of gaining the listed school spell, you gain the advanced elemental focus spell of your selected element. + +**Additional Feats:** **4th** [Familiar](compendium/feats/familiar-sorcerer.md), **6th** [Enhanced Familiar](compendium/feats/enhanced-familiar-sorcerer.md), **8th** [Current Spell](compendium/feats/current-spell-apg.md), [Water Step](compendium/feats/water-step.md). + +- [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) +- [Dousing Spell](compendium/feats/dousing-spell-som.md) +- [Elemental Familiar](compendium/feats/elemental-familiar-som.md) +- [Burning Spell](compendium/feats/burning-spell-som.md) +- [Metabolize Element](compendium/feats/metabolize-element-som.md) +- [Rockslide Spell](compendium/feats/rockslide-spell-som.md) +- [Wind-Tossed Spell](compendium/feats/wind-tossed-spell-som.md) + +## Flexible Preparation +SoM p. 208 + +Flexible spellcasters learn to prepare spells into a collection each day and can cast spells from their collection spontaneously. This combination makes such spellcasters the envy of their peers, but it comes with a significant cost. The magical power required to fuel their flexible casting draws heavily upon their magic's mental or vital essence, so they can cast far fewer spells each day. The strain manifests differently for each flexible spellcaster and varies by tradition, though it most commonly starts as a mild headache for arcane and occult spellcasters or fatigue for divine and primal spellcasters. + +Flexible spellcasting wizards—who sometimes prefer to use the more generic term for arcane spellcasters, arcanists—are more common in schools and other places that practice experimental or innovative magic, such as the Occularium in the atheist nation of Rahadoum, the Magaambya magic school in the jungle of the Mwangi Expanse, or the many academies in the arcane nation of Nex. Flexible spellcasting druids, sometimes called fey callers, use the infinite possibilities of the First World and the magical curiosity of the fey to power their flexible magic. They more commonly appear in places where the veil to the First World is thin, such as the Land of the Linnorm Kings or the River Kingdoms. Flexible spellcasting clerics, sometimes called ecclesiasts, have an unorthodox connection to their deity, allowing them flexibility in the grace they earn through their prayers. They're more commonly itinerant, rather than connected to an established church. Flexible spellcasting witches, sometimes called invokers, have more personal connections with their patrons (even though the patron is still an enigma), allowing them to adjust their magic more easily. + +![Flexible Spellcaster Spells per Day](rules/tables/flexible-spellcaster-spells-per-day-som.md) + +### [Flexible Spellcaster](compendium/character/archetypes/flexible-spellcaster-som.md) (Class Archetype) +SoM p. 209 + +You've learned how to cast spells flexibly, blending the best elements of spontaneous and prepared spellcasting at the cost of casting fewer spells each day. + +#### Flexible Spell Preparation +SoM p. 209 + +This class feature alters your spellcasting class feature (such as Arcane Spellcasting|Wizard||1 for the wizard or Divine Spellcasting|Cleric||1 for the cleric). If you choose this class archetype, you must select [Flexible Spellcaster Dedication](compendium/feats/flexible-spellcaster-dedication-som.md) as your 2nd-level class feat. + +**Prerequisites:** You must have a class, such as clerics, druids, witches, and wizards, that prepares spells in spell slots using the same number of prepared spells per day. + +**Flexible Spellcaster Adjustments:** You learn spells as normal for your class (a wizard uses a spellbook, a witch teaches spells to their familiar, and so on), but change your spellcasting from your class as follows. + +- You can cast fewer spells each day. Your number of spell slots per day don't advance from 2 to 3 spells at even levels (see Table 5—1). +- Reduce the number of cantrips you gain from your class by 2. This archetype doesn't change the way you prepare cantrips. +- During your daily preparations, you prepare a spell collection rather than preparing spells into each spell slot individually. The number of spells in your spell collection each day equals the total number of spell slots you get each day from your class spells. Select these spells from the same source as normal, such as from a spellbook for a wizard. +- You can cast any of the spells in your collection by using a spell slot of an appropriate level. For instance, if you were level 1 and had feather fall and magic missile in your spell collection, you could cast feather fall twice that day, magic missile twice, or each spell once. +- Extra spell slots you gain that have additional restrictions, like the wizard's specialist school spells or the cleric's divine font spells, don't change due to this archetype, nor do such spells count toward the number of spells you place in your spell collection. See the Restricted Spell Slots sidebar. + +![Flexible Spellcaster Spells per Day](rules/tables/flexible-spellcaster-spells-per-day-som.md) + +> [!pf2-sidebar] Restricted Spell Slots +> +> When applying this archetype to a class that grants additional spell slots with restrictions, such as the specialist wizard's Arcane School|Wizard||1||specialist school spells or the cleric's divine font|Cleric||1, you still gain those additional slots, but they work as normal for your class, and they don't add more spells to your spell collection. A healing font grants you additional spell slots to cast [heal](compendium/spells/heal.md) spells of the highest level you can cast, but doesn't add [heal](compendium/spells/heal.md) to your spell collection. A harming font does the same for the [harm](compendium/spells/harm.md) spell. As a specialist wizard, you prepare one spell per level from your specialty school, which also aren't added to your spell collection. + +##### Heightening Spells +SoM p. 209 + +Once you gain 2nd-level spells, you can heighten any spell in your spell collection to any level you can cast, similar to a spontaneous spellcaster's signature spells. The only restriction is that you must select at least one 1st-level spell for your collection each time you prepare, ensuring that you can use all your spell slots each day. + +##### Adjucidating Class Feats and Features +SoM p. 209 + +Some of your class feats or features might rely on the fact that you prepare spells in spell slots. While some class feats might no longer work or be necessary with the flexible spellcaster archetype, in many cases you can make a simple replacement and continue using the class feat. The following class feats simply require replacing "a spell you have prepared" or "a prepared spell" for "a spell in your collection" or "a spell slot." For example, in [Counterspell](compendium/feats/counterspell-wizard.md), you'd replace "a spell you have prepared" in the trigger for "a spell in your collection" and "expend a prepared spell" for "expend a spell slot." Similarly, in arcane bond|Wizard||1, you'd replace "cast one spell you prepared today and already cast" with "cast one spell in your collection you've already cast today." + +The [Counterspell](compendium/feats/counterspell-wizard.md) and [Leyline Conduit](compendium/feats/leyline-conduit.md) feats in the Core Rulebook need these substitutions, as does [Form Retention](compendium/feats/form-retention-apg.md) from the Advanced Player's Guide. [Spell Mastery](compendium/feats/spell-mastery-apg.md) provides additional restricted spells, like divine font|Cleric||1 or specialist spells; you can take it, but it doesn't add to your collection and works like normal prepared spells. + +##### Disallowed Feats +SoM p. 209 + +The following feats from the Core Rulebook aren't available for a flexible spellcaster: [Call of the Wild](compendium/feats/call-of-the-wild.md), [Clever Counterspell](compendium/feats/clever-counterspell.md), [Infinite Possibilities](compendium/feats/infinite-possibilities.md), [Reprepare Spell](compendium/feats/reprepare-spell.md), and [Spell Combination](compendium/feats/spell-combination.md). The disallowed feats from the Advanced Player's Guide are as follows: [Elemental Summons](compendium/feats/elemental-summons-apg.md), [Miraculous Possibility](compendium/feats/miraculous-possibility-apg.md), [Rites of Convocation](compendium/feats/rites-of-convocation-apg.md), and [Rites of Transfiguration](compendium/feats/rites-of-transfiguration-apg.md). + +## Geomancy +SoM p. 210 + +To a geomancer, the world is a living tapestry of magic, woven together in different biomes and ecosystems that each interact with those around them, sometimes working together and other times at cross purposes. A novice geomancer learns to tap into that flow of magic and enhance their castings whenever their magic has a resonance with the surrounding area, but a true master can chain magic to build an artificial resonance cobbled together out of nothing more than their own power and connection to the land. + +> [!pf2-sidebar] Geomantic Stauration +> +> Areas of geomantic saturation are rare phenomena wherein either elemental matter or life essence strongly saturate a site or location, granting a unique magical effect. For example, the Crystal Womb deep underground is saturated with earth elemental energy. To represent a place of geomantic saturation, the rules for magical terrain in Pervasive Magic are a good starting point. +> +> To a geomancer, these areas also represent a potential source of power and learning. Tapping into or attuning with a saturated area might present a challenge for the geomancer, potentially requiring research or a ritual similar to [establish nexus](compendium/spells/rituals/establish-nexus-som.md). Successfully attuning to the areas might offer rare spells, feats, or other options for a geomancer to access or even a unique option available only by attuning with that specific saturation. + +### Terrain Types +SoM p. 210 + +Each of the nine fundamental geomantic terrains represents a wide variety of environments and biomes. For instance, the mountain terrain applies to hilly regions, the forest terrain applies to jungles and rain forests, and the swamp terrain includes marshes and bogs. While each of these fundamental terrains isn't homogeneous and offers diverse magical secrets to a geomancer, over time, geomancers have nonetheless developed certain broad associations with each type. + +#### Aquatic Geomancy +SoM p. 210 + +Rivers course, tides ebb and flow, and water shifts from ice to vapor, all while creatures grow and adapt within the depths. Casting spells in water calls for a free flow of ideas and emotions. Geomantic rituals intended to change one thing to another often take place in aquatic terrain, or in a liminal space between aquatic terrain and another type of terrain, such as a beach. + +#### Arctic Geomancy +SoM p. 210 + +Icy winds carry crystalline flecks of snow that distort the horizons, and desolate nights bring undulating light shows to the black skies. An arctic environment draws a geomancer toward illusory magic that replicates the splendor and mystery of the sparkling tundras, and to long-lasting protection against the elements. + +#### Desert Geomancy +SoM p. 210 + +Sandstorms rage as the sun glares down oppressive heat, only to retreat into a frigid night. Life is harsh in the desert, and only the powerful and adaptable survive; the desert's geomantic energies reflect that truth. When the environment is unforgiving, so is the geomancer, who brings forth punishing magic as merciless as trackless stone and sizzling sand. + +#### Forest Geomancy +SoM p. 210 + +Forest are defined by the thick growth of plants, a canopy of green home to creatures across every stratum from the forest floor to the treetops. All forests, from those of humid ferns to frozen conifers, share growth and creation. This generative power thrives in a geomancer, coming to life in spells that spring vines and thorns or call forth ancient creatures tied to the land. + +#### Mountain Geomancy +SoM p. 210 + +Mountains reach to the skies above, breathtaking and impassable. They stand ever-vigilant and seemingly outside the passage of time until, over the course of eons, even they crumble. Mountains serve as barriers and thresholds: boundaries between nations and demarcations between lush windward and arid leeward. This role leads geomancers to associate mountains with wards and barriers. + +#### Plains Geomancy +SoM p. 210 + +The vast expanse of grasslands represent limitless potential spanning off in every direction. Animals and caravans alike migrate across the plains, but humans and other sapient creatures also settle down and build farms. The openness of the plains calls for spells of the wind, plant cultivation, and fast, effortless travel. A geomancer on the plains feels the vastness within them, stretching as broad as the distant horizons. + +#### Sky Geomancy +SoM p. 210 + +The open sky is a soaring realm of freedom and exhilaration. The sky is capricious, reflecting the moods of the firmament and altering those of the creatures that live beneath; its oppressive gray or clear blue evoke different emotions. As night falls, the heavens become a star-flecked wonderland beneath the pale gaze of the moon. The sky opens the geomancer to change and uncertainty, allowing for magic to move physical forms and enchantments to sway minds. + +#### Swamp Geomancy +SoM p. 210 + +Wetlands cultivate teeming life, though many of the organisms that thrive in swamps can also bring disease. Marshes, bogs, and fens have their own slightly different geomantic properties, but all envelop the geomancer, engulfing the self in gripping mud, murky water, and calls of buzzing insects. The magic of death and rebirth flourishes in the duality of the swamp. + +#### Underground Geomancy +SoM p. 210 + +Places beneath the surface of the world are home to countless secrets, from the caves just under the surface to deep, dark caverns of progressively increasing mystery and alien splendor. Twisting tunnels block sight but provide ghostly echoes, revealing distant truths to those who can interpret them. Geomancers feel the pull of the mysterious knowledge held deep in the earth, tracing through the ground as surely as mineral veins. Geomancers tap into this force to learn the answers to enigmas long forgotten to those on the surface. + +### [Geomancer](compendium/character/archetypes/geomancer-som.md) (Archetype) +SoM p. 212 + +You know how to draw power from the land around you, no matter the terrain, by attuning your magic to match its mystical properties. + +You might be a druid with an elemental focus (such as the flame, stone, or wave orders) or a naturalist with a touch of magic at your disposal. You could concentrate on a single type of terrain to wring every last drop of power from it or choose to wander the land to experience every type of terrain possible. + +- [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md) +- [Attunement Shift](compendium/feats/attunement-shift-som.md) +- [Shared Attunement](compendium/feats/shared-attunement-som.md) +- [Rough Terrain Stance](compendium/feats/rough-terrain-stance-som.md) +- [Attuned Stride](compendium/feats/attuned-stride-som.md) +- [Draw From The Land](compendium/feats/draw-from-the-land-som.md) +- [Read The Land](compendium/feats/read-the-land-som.md) +- [Terrain Shield](compendium/feats/terrain-shield-som.md) +- [Shifting Terrain](compendium/feats/shifting-terrain-som.md) +- [Quickened Attunement](compendium/feats/quickened-attunement-som.md) + +## Ley Lines +SoM p. 214 + +Each ley line carries its own specific manifestation of magical energy. One ley line might contain the power to enhance divinations, while another forms a channel for the destructive power of fire. Regardless of a ley line's specific nature, its presence influences the world around it in subtle or overt ways. + +### Ley Lines in your Game +SoM p. 214 + +Though magical essence permeates the multiverse, it rarely concentrates in high enough volume to form a ley line, and as such, ley lines are rare, inscrutable phenomena. Those who overtax a ley line might find that its power fades, reroutes, or even backfires—the ramifications of which can lead to interesting story explorations. In general, these rules assume that ley lines are few and far between in a setting and that one's presence holds notable significance in the game world. + +Ley lines impact the world around them in considerable ways, which presents myriad narrative possibilities; for example, a wizard might build a tower on top of a ley line with magic that aids in planar research, or an entire civilization might structure their territory along a ley line to improve their wealth. Ley lines should also manifest magical side effects that relate to their nature, such as increased ambient temperatures or prevalent brushfires along a ley line attuned to fire magic. GMs should feel encouraged to explore how ley lines can affect their world. + +Tapping into ley lines often provides benefits that alter spells, akin to metamagic (for example, the basic ley line on page 216 provides a choice between two metamagic effects from metamagic class feats). As such, spellcasters are the most likely to seek out and tap ley lines, but some ley lines provide benefits that any character capable of tapping into them can use; GMs should consider how an entire party can benefit from a ley line and what characters might enjoy some time in the spotlight. + +A ley line might be a lasting benefit to the entire party, and discovering one could even serve as an interesting reward for them. The PCs might be encouraged to build a base of operations along a ley line or to establish a nexus at a ley line node. + +Ultimately, the use of ley lines is rooted in the familiar mechanics of metamagic, meaning that they should be easy to add without complicating the game. Though they're presented as rare in this book, GMs might prefer them to be more common and are encouraged to create a unique setting featuring prevalent ley lines. Some settings might feature ley lines as common as rivers, influencing the magic and civilizations around them with the type of energy flowing through them. Consider whether the inclusion of ley lines will add or distract from to the richness of the story. + +### Locating Ley Lines +SoM p. 214 + +Ley lines are typically imperceptible by mundane means, so locating a ley line requires a magical connection of some kind (though not necessarily the ability to cast spells). Typically, ley lines' sizes correlate with their potency, with higher-level ley lines usually being wider and easier to notice—but ley lines are by nature enigmatic phenomena, and some particularly powerful ones are as thin as thread. In rare cases, ley lines might have physical manifestations that make their presence more apparent. For example, a ley line attuned to electrical energy might manifest as a constant stream of sparks and electricity arcing along the ley line's path, or a ley line suffused with positive energy might appear as a strip of overgrown and mutated plants. + +A character can locate a ley line with a successful [Occultism](compendium/skills.md#Occultism) check to [Identify Magic](rules/actions/identify-magic.md), usually against a DC of 30 for a weak and minor ley line or 20 for a powerful one, but a particular line's presence might be more obvious if it has noticeable magical manifestations. A successful check reveals the location of a ley line but not its capabilities. Each ley line has at least one trait tied to a tradition of magic. To determine the effects of a ley line, a character must succeed at a check to [Identify Magic](rules/actions/identify-magic.md) based on its tradition, with a DC equal to the hard DC of the ley line's level. Finding the exact position, strength, and effects of a ley line can be extremely helpful for characters attempting to access the ley line's power. + +### Ley Line Nodes +SoM p. 214 + +Ley line nodes are the point at which multiple ley lines intersect. Incredibly rare and powerful, nodes provide those who tap into them access to all of the intersecting ley lines' abilities, and they usually produce one or more additional effects based on the combination of intersecting ley lines. A ley line node's level is equal to that of the highest-level ley line that intersects at the node. Enterprising PCs or NPCs sometimes seek out nodes as sites to perform rituals to establish ley line nexuses. Such locations are jealously guarded by those who wish to claim the nexus's power. + +### Using Ley Lines +SoM p. 214 + +While locating a ley line might be a difficult process, making use of a ley line's power is remarkably simple. Accessing the power of a ley line requires using the [Tap Ley Line](rules/actions/tap-ley-line-som.md) general skill action. The results of this action are based on the benefits and drawbacks of a ley line. + +#### Tap Ley Lines (Trained) +SoM p. 214 + +You can use your magical prowess to temporarily access the power of a ley line. Tapping the Ley Line requires a skill check using the skill associated with its tradition ([Arcana](compendium/skills.md#Arcana) for arcane, [Nature](compendium/skills.md#Nature) for primal, [Occultism](compendium/skills.md#Occultism) for occult, and [Religion](compendium/skills.md#Religion) for divine). In cases where a ley line has multiple associated traditions, you can use any of the appropriate skills to Tap the Ley Line. The benefits of a ley line are always magical in nature and can be counteracted in a similar way to a magic item. + +![Tap Ley Line](rules/actions/tap-ley-line-som.md) + +### Sample Ley Lines +SoM p. 214 + +The following represent a number of different types of ley lines, each of which provides specific effects. GMs can use these ley lines as is or find some inspiration for new ley lines in their own games. Most ley lines are rare, but a specific ley line can be unique. + +```ad-pf2-note +title: Basic Ley Line * 2* +[evocation](rules/traits/evocation.md) [rare](rules/traits/rare.md) + +Most ley lines are simply naturally occurring conduits of pure magical energy. Tapping into a basic ley line allows spellcasters to modify their spells. This ley line has the [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), or [primal](rules/traits/primal.md) trait as appropriate. + +> [!success-degree] +``` + +```ad-pf2-note +title: Energy Ley Line * 4* +[evocation](rules/traits/evocation.md) [primal](rules/traits/primal.md) [rare](rules/traits/rare.md) + +Energy ley lines are attuned to a specific type of energy and enhance that energy's power. They might form where the power from an Inner Plane with immense energy (such as an Elemental Plane, the Positive Energy Plane, or the Negative Energy Plane) seeps across a planar boundary. An energy ley line can be attuned to acid, cold, electricity, fire, force, positive, negative, or sonic energy and gains the respective trait for that energy. Higher-level energy ley lines can deal greater persistent damage on the benefit and greater damage on the backlash, usually `1d8` per 4 levels. + +> [!success-degree] +``` + +```ad-pf2-note +title: Focused Ley Line * 10* +[arcane](rules/traits/arcane.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [occult](rules/traits/occult.md) [primal](rules/traits/primal.md) [rare](rules/traits/rare.md) + +Focused ley lines are concentrated points of magical energy which are even more potent than other ley lines. These ley lines allow users to realign their magical connections almost immediately. Higher-level focused ley lines allow users to gain their benefits more times in a single day. + +> [!success-degree] +``` + +```ad-pf2-note +title: Haunted Ley Line * 12* +[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) [rare](rules/traits/rare.md) + +Some ley lines form at sites of significant death. This results in haunted ley lines, which allow those who tap into them to blur the line between life and death. More powerful haunted ley lines grant the benefits of a higher-level [blink](compendium/spells/blink.md) spell. + +> [!success-degree] +``` + +```ad-pf2-note +title: Specialized Ley Line * 14* +[arcane](rules/traits/arcane.md) [rare](rules/traits/rare.md) + +Specialized ley lines empower specific types of magic. They most commonly come about where a practitioner of a particular type of magic has utilized their magical arts repeatedly, such as at locations of magical academies. Each specialized ley line is attuned to a specific school of magic and gains that school's trait. More powerful ones can heighten a spell multiple levels at once. + +> [!success-degree] +``` + +### Ley Line Rituals +SoM p. 214 + +Those who build a stronghold on a ley line might use rituals to increase their advantage. The following rituals allow easier or more powerful benefits from ley lines. + +```ad-embed-ritual +title: Empower Ley Line +collapse: closed +# Empower Ley Line *Ritual 7* +[evocation](rules/traits/evocation.md) [rare](rules/traits/rare.md) + +- **Cast** 1 day +- **Cost** magical foci worth a total value of 50 gp × the spell level × the target's level +- **Secondary Casters** 6 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion), matching the ley line's tradition (legendary) +- **Secondary Checks** [Ley Line Lore](compendium/skills.md#Lore) or [Occultism](compendium/skills.md#Occultism) +- **Range**10 feet +- **Targets**1 ley line or ley line node up to double this ritual's level + +You draw upon surrounding magical energy to empower a ley line, enhancing both its [positive](rules/traits/positive.md) and [negative](rules/traits/negative.md) effects. + +The duration of an empowered ley line's benefits increases: when you successfully Tap a Ley Line that's empowered, you gain its benefits until the end of your next turn on a success (1 minute on a critical success) + +You take double the damage if you fail to Tap a Ley Line that's empowered and double the damage from the ley line's backlash effects (if any). If a backlash effect has a duration, that duration increases: a backlash effect that would ordinarily last until the end of your next turn now lasts for 1 minute, effects that last for 1 minute now last for 10 minutes, effects that last for 10 minutes now last for 1 hour, and effects that last for 1 hour now last for 1 day. + +> [!success-degree] +> - **Critical Success** You empower the ley line until the next turning of the season. +> - **Success** You empower the ley line for 1 week. +> - **Failure** You fail to empower the ley line. +> - **Critical Failure** All casters take damage and suffer the ley line's backlash as if they had critically failed to Tap the Ley Line. This damage and backlash is enhanced as if the ley line were successfully empowered, leading to increased damage and longer backlash effects. + +*Source: Secrets of Magic p. 216* +``` + +```ad-embed-ritual +title: Establish Nexus +collapse: closed +# Establish Nexus *Ritual 5* +[consecration](rules/traits/consecration.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Cast** 1 day +- **Cost** magical foci worth 100 gp × the spell level × the node's level +- **Secondary Casters** 2 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) based on the ley line (master) +- **Secondary Checks** [Ley Line Lore](compendium/skills.md#Lore) or [Occultism](compendium/skills.md#Occultism) +- **Range**10 feet +- **Targets**1 ley line node up to double establish nexus's level + +You focus the power of the node's intersecting ley lines into a powerful confluent point known as a ley line nexus. + +The ley line nexus grows out from the node in a 20-foot radius. The ley line nexus is more open and available for access to creatures you designate. When Tapping the Ley Lines, these creatures get a degree of success one better than they rolled. + +> [!success-degree] +> - **Critical Success** The ley line nexus is established. The nexus is particularly powerful, allowing it to continually refresh its magical energy; thus, the nexus lasts for up to 100 years, unless the ley lines shift. +> - **Success** The ley line nexus is established and lasts for a year and one day, unless the ley lines shift. +> - **Failure** You fail to establish the ley line nexus. +> - **Critical Failure** All casters take damage and suffer backlash effects as if they had critically failed to Tap every Ley Line in the node simultaneously, and they can't attempt to Tap those Ley Lines for a year and one day. + +*Source: Secrets of Magic p. 217* +``` + +## Pervasive Magic +SoM p. 218 + +**Rarity:** [Rare](rules/traits/rare.md) + +GMs can use the pervasive magic rules found here to create worlds where magic flows freely (or to alter only parts of a setting to be especially high in magic; see page 222 for ideas on how to incorporate pervasive magic rules into the Lost Omens setting). + +Adding magical traits to a campaign can enrich the setting and make it more memorable. Perhaps a cataclysmic, magical event turned part of the world into a barren wasteland—those desolated plains might still hold enough residual magic to apply the pervasive magic rules. Creatures and characters in an area might all have the arcane trait, or mountain lakes tied to the Elemental Plane of Water might infuse the nearby terrain and its inhabitants with primal magic. The constant efforts of secretive cults might cause occult power to leak into the sewers and tunnels beneath a bustling city. + +The GM must decide when first creating a campaign if it uses the pervasive magic rules. In pervasive magic campaigns, players choose their characters' associated magic trait and can select from the pervasive magic backgrounds and feats presented starting on page 219. Because pervasive magic represents a slight power increase overall, it's recommended that if some characters in the setting have access to pervasive magic, then all characters should to maintain balance. + +### Tradition Traits +SoM p. 218 + +Every creature in a pervasive magic campaign, including PCs, has a trait associated with one of the magical traditions. Note that this trait is inherent and a circumstance of nature, independent of class choice—a character with the primal tradition trait can still study to be a wizard and cast arcane spells. See page 220 for how to adjust creature stats in areas of pervasive magic. You might see primal manticores, arcane ogres, occult gold dragons, or divine flesh golems. + +Creatures (including PCs) gain the following: + +- A trait associated with one of the magic traditions: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), or [primal](rules/traits/primal.md). +- The ability to cast a cantrip (PCs choose one upon character creation) from the tradition associated with that trait. +- The [Cast a Spell](rules/actions/cast-a-spell.md) activity. +- Proficiency rank in spell DCs and spell attack rolls with the chosen tradition equal to their class DC or their highest proficiency rank in spell DCs, whichever is higher. They can choose any mental ability score (Intelligence, Wisdom, or Charisma) to be associated with their innate spells granted by pervasive magic. +- Access to backgrounds and feats with the [pervasive magic](rules/traits/pervasive-magic-som.md) trait (see below). + +### Magical Backgrounds +SoM p. 218 + +Characters in pervasive magic campaigns choose backgrounds normally, but they also have access to backgrounds that represent the influence of constant and powerful magic during their lives. Some of these backgrounds determine your innate magical trait. + +- [Energy Scarred](compendium/character/backgrounds/energy-scarred-som.md) +- [Mystic Tutor](compendium/character/backgrounds/mystic-tutor-som.md) +- [Surge Investigator](compendium/character/backgrounds/surge-investigator-som.md) + +### Feats +SoM p. 218 + +This section presents new feats that are available only to creatures or characters from pervasive magic campaigns. All of these feats are class feats, but they can be taken by any class. When you take the feat, it gains the trait appropriate for your class. + +- [Cantrip Casting](compendium/feats/cantrip-casting-som.md) +- [Basic Spellcasting](compendium/feats/basic-spellcasting-som.md) +- [Expert Spellcasting](compendium/feats/expert-spellcasting-som.md) +- [Master Spellcasting](compendium/feats/master-spellcasting-som.md) + +### Creature Adjustments +SoM p. 218 + +In a world of pervasive magic, creatures gain at least one trait associated with a magical tradition. These traits reflect the creature's innate magical nature. In areas of localized pervasive magic, these traits represent the area itself. + +#### Arcane Adjustments +SoM p. 218 + +The creature gains the [arcane](rules/traits/arcane.md) trait and can cast a single innate spell from the arcane spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. + +| Creature Level | Spell Level (Statistics) | Suggested Spells | +|----------------|--------------------------|------------------| +| –1 to 2 | Cantrip (DC 15, attack +7) | [Daze](compendium/spells/daze.md), [detect magic](compendium/spells/detect-magic.md), [shield](compendium/spells/shield.md), [telekinetic projectile](compendium/spells/telekinetic-projectile.md) | +| 3 to 4 | 1st (DC 18, attack +10) | [Charm](compendium/spells/charm.md), [fleet step](compendium/spells/fleet-step.md), [grim tendrils](compendium/spells/grim-tendrils.md), [magic missile](compendium/spells/magic-missile.md), [sleep](compendium/spells/sleep.md) | +| 5 to 6 | 2nd (DC 21, attack +13) | [Blur](compendium/spells/blur.md), [invisibility](compendium/spells/invisibility.md), [mirror image](compendium/spells/mirror-image.md), [see invisibility](compendium/spells/see-invisibility.md), [spider climb](compendium/spells/spider-climb.md) | +| 7 to 8 | 3rd (DC 23, attack +15) | [Blindness](compendium/spells/blindness.md), [fireball](compendium/spells/fireball.md), [haste](compendium/spells/haste.md), [hypnotic pattern](compendium/spells/hypnotic-pattern.md), [lightning bolt](compendium/spells/lightning-bolt.md), [wall of wind](compendium/spells/wall-of-wind.md) | +| 9 to 10 | 4th (DC 26, attack +18) | [Blink](compendium/spells/blink.md), [confusion](compendium/spells/confusion.md), [fire shield](compendium/spells/fire-shield.md), [freedom of movement](compendium/spells/freedom-of-movement.md), [wall of fire](compendium/spells/wall-of-fire.md) | +| 11 to 12 | 5th (DC 29, attack +21) | [Cloak of colors](compendium/spells/cloak-of-colors.md), [cloudkill](compendium/spells/cloudkill.md), [cone of cold](compendium/spells/cone-of-cold.md), [tongues](compendium/spells/tongues.md) | +| 13 to 14 | 6th (DC 31, attack +23) | [Chain lightning](compendium/spells/chain-lightning.md), [spellwrack](compendium/spells/spellwrack.md), [true seeing](compendium/spells/true-seeing.md) | +| 15 to 16 | 7th (DC 34, attack +26) | [Fiery body](compendium/spells/fiery-body.md), [prismatic spray](compendium/spells/prismatic-spray.md), [true target](compendium/spells/true-target.md) | +| 17 to 18 | 8th (DC 35, attack +27) | [Disappearance](compendium/spells/disappearance.md), [horrid wilting](compendium/spells/horrid-wilting.md), [maze](compendium/spells/maze.md) | +| 19 to 20 | 9th (DC 38, attack +30) | [Meteor swarm](compendium/spells/meteor-swarm.md), [prismatic sphere](compendium/spells/prismatic-sphere.md) | +| 21 or higher | 10th (DC 42, attack +34) | [Time stop](compendium/spells/time-stop.md), [wish](compendium/spells/wish.md) | + +#### Divine Adjustments +SoM p. 218 + +The creature gains the [divine](rules/traits/divine.md) trait and can cast a single innate spell from the divine spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. + +| Creature Level | Spell Level (Statistics) | Suggested Spells | +|----------------|--------------------------|------------------| +| –1 to 2 | Cantrip (DC 15, attack +7) | [Detect magic](compendium/spells/detect-magic.md), [divine lance](compendium/spells/divine-lance.md), [guidance](compendium/spells/guidance.md), [light](compendium/spells/light.md) | +| 3 to 4 | 1st (DC 18, attack +10) | [Bane](compendium/spells/bane.md), [bless](compendium/spells/bless.md), [heal](compendium/spells/heal.md), [sanctuary](compendium/spells/sanctuary.md) | +| 5 to 6 | 2nd (DC 21, attack +13) | [Death knell](compendium/spells/death-knell.md), [restoration](compendium/spells/restoration.md), [silence](compendium/spells/silence.md), [spiritual weapon](compendium/spells/spiritual-weapon.md) | +| 7 to 8 | 3rd (DC 23, attack +15) | [Chilling darkness](compendium/spells/chilling-darkness.md), [heroism](compendium/spells/heroism.md), [sanctified ground](compendium/spells/sanctified-ground.md), [searing light](compendium/spells/searing-light.md) | +| 9 to 10 | 4th (DC 26, attack +18) | [Divine wrath](compendium/spells/divine-wrath.md), [spell immunity](compendium/spells/spell-immunity.md) | +| 11 to 12 | 5th (DC 29, attack +21) | [Abyssal plague](compendium/spells/abyssal-plague.md), [flame strike](compendium/spells/flame-strike.md), [sending](compendium/spells/sending.md), [spiritual guardian](compendium/spells/spiritual-guardian.md) | +| 13 to 14 | 6th (DC 31, attack +23) | [Blade barrier](compendium/spells/blade-barrier.md), [righteous might](compendium/spells/righteous-might.md) | +| 15 to 16 | 7th (DC 34, attack +26) | [Eclipse burst](compendium/spells/eclipse-burst.md), [energy aegis](compendium/spells/energy-aegis.md), [sunburst](compendium/spells/sunburst.md) | +| 17 to 18 | 8th (DC 35, attack +27) | [Divine aura](compendium/spells/divine-aura.md), [spiritual epidemic](compendium/spells/spiritual-epidemic.md) | +| 19 to 20 | 9th (DC 38, attack +30) | [Overwhelming presence](compendium/spells/overwhelming-presence.md), [wail of the banshee](compendium/spells/wail-of-the-banshee.md) | +| 21 or higher | 10th (DC 42, attack +34) | [Miracle](compendium/spells/miracle.md), [revival](compendium/spells/revival.md) | + +#### Occult Adjustments +SoM p. 218 + +The creature gains the [occult](rules/traits/occult.md) trait and can cast a single innate spell from the occult spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. + +| Creature Level | Spell Level (Statistics) | Suggested Spells | +|----------------|--------------------------|------------------| +| –1 to 2 | Cantrip (DC 15, attack +7) | [Chill touch](compendium/spells/chill-touch.md), [guidance](compendium/spells/guidance.md), [ghost sound](compendium/spells/ghost-sound.md), [shield](compendium/spells/shield.md) | +| 3 to 4 | 1st (DC 18, attack +10) | [Bane](compendium/spells/bane.md), [charm](compendium/spells/charm.md), [fear](compendium/spells/fear.md), [grim tendrils](compendium/spells/grim-tendrils.md), [ray of enfeeblement](compendium/spells/ray-of-enfeeblement.md) | +| 5 to 6 | 2nd (DC 21, attack +13) | [Darkness](compendium/spells/darkness.md), [false life](compendium/spells/false-life.md), [paranoia](compendium/spells/paranoia.md) | +| 7 to 8 | 3rd (DC 23, attack +15) | [Enthrall](compendium/spells/enthrall.md), [haste](compendium/spells/haste.md), [slow](compendium/spells/slow.md) | +| 9 to 10 | 4th (DC 26, attack +18) | [Confusion](compendium/spells/confusion.md), [phantasmal killer](compendium/spells/phantasmal-killer.md), [suggestion](compendium/spells/suggestion.md) | +| 11 to 12 | 5th (DC 29, attack +21) | [Abyssal plague](compendium/spells/abyssal-plague.md), [black tentacles](compendium/spells/black-tentacles.md), [crushing despair](compendium/spells/crushing-despair.md) | +| 13 to 14 | 6th (DC 31, attack +23) | [Feeblemind](compendium/spells/feeblemind.md), [repulsion](compendium/spells/repulsion.md), [spirit blast](compendium/spells/spirit-blast.md) | +| 15 to 16 | 7th (DC 34, attack +26) | [Mask of terror](compendium/spells/mask-of-terror.md), [visions of danger](compendium/spells/visions-of-danger.md), [warp mind](compendium/spells/warp-mind.md) | +| 17 to 18 | 8th (DC 35, attack +27) | [Maze](compendium/spells/maze.md), mind, [spirit song](compendium/spells/spirit-song.md), [uncontrollable dance](compendium/spells/uncontrollable-dance.md) | +| 19 to 20 | 9th (DC 38, attack +30) | [Telepathic demand](compendium/spells/telepathic-demand.md), [unfathomable song](compendium/spells/unfathomable-song.md) | +| 21 or higher | 10th (DC 42, attack +34) | [Alter reality](compendium/spells/alter-reality.md), [fabricated truth](compendium/spells/fabricated-truth.md) | + +#### Primal Adjustments +SoM p. 218 + +The creature gains the [primal](rules/traits/primal.md) trait and can cast a single innate spell from the primal spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. + +| Creature Level | Spell Level (Statistics) | Suggested Spells | +|----------------|--------------------------|------------------| +| –1 to 2 | Cantrip (DC 15, attack +7) | [Electric arc](compendium/spells/electric-arc.md), [produce flame](compendium/spells/produce-flame.md) | +| 3 to 4 | 1st (DC 18, attack +10) | [Heal](compendium/spells/heal.md), [jump](compendium/spells/jump.md), [magic fang](compendium/spells/magic-fang.md), [pass without trace](compendium/spells/pass-without-trace.md) | +| 5 to 6 | 2nd (DC 21, attack +13) | [Barkskin](compendium/spells/barkskin.md), [enlarge](compendium/spells/enlarge.md), [resist energy](compendium/spells/resist-energy.md), [shatter](compendium/spells/shatter.md) | +| 7 to 8 | 3rd (DC 23, attack +15) | [Blindness](compendium/spells/blindness.md), [slow](compendium/spells/slow.md), [stinking cloud](compendium/spells/stinking-cloud.md) | +| 9 to 10 | 4th (DC 26, attack +18) | [Air walk](compendium/spells/air-walk.md), [freedom of movement](compendium/spells/freedom-of-movement.md), [solid fog](compendium/spells/solid-fog.md) | +| 11 to 12 | 5th (DC 29, attack +21) | [Cloudkill](compendium/spells/cloudkill.md), [elemental form](compendium/spells/elemental-form.md), [wall of ice](compendium/spells/wall-of-ice.md) | +| 13 to 14 | 6th (DC 31, attack +23) | [Baleful polymorph](compendium/spells/baleful-polymorph.md), [field of life](compendium/spells/field-of-life.md), [tangling creepers](compendium/spells/tangling-creepers.md) | +| 15 to 16 | 7th (DC 34, attack +26) | [Eclipse burst](compendium/spells/eclipse-burst.md), [regenerate](compendium/spells/regenerate.md), [sunburst](compendium/spells/sunburst.md), {volcanic eruption} | +| 17 to 18 | 8th (DC 35, attack +27) | [Earthquake](compendium/spells/earthquake.md), [horrid wilting](compendium/spells/horrid-wilting.md), [punishing winds](compendium/spells/punishing-winds.md) | +| 19 to 20 | 9th (DC 38, attack +30) | [Nature's enmity](compendium/spells/natures-enmity.md), [storm of vengeance](compendium/spells/storm-of-vengeance.md) | +| 21 or higher | 10th (DC 42, attack +34) | [Cataclysm](compendium/spells/cataclysm.md), [primal phenomenon](compendium/spells/primal-phenomenon.md) | + +### Magical Terrain +SoM p. 218 + +From a city where strange lights flit from street to street, a cavern that can't be found by scrying, or a bog where illusions frolic, magical terrain can create memorable locations and challenges. This section describes several types of magical terrain that the GM can use in a pervasive magic setting. The size and location of each type of terrain is entirely up to the GM. The effects of magical terrain can be constant, or they might occur only under certain circumstances, such as a forest that becomes home to potent arcane magic only at night, or every century an eclipse on the winter solstice subjects a nearby city to ghoulish hunger. + +Magical terrain fits well into pervasive magic campaigns, but can be used in any campaign as a way to help create unique and memorable encounters. + +#### Energy Surge Terrain +SoM p. 218 + +Choose an energy type (acid, cold, electricity, fire, force, negative, positive, or sonic). Whenever a magic effect does damage of that type, it does additional damage (usually `1d6` additional damage, but the GM might increase or decrease the amount to depict stronger or weaker areas of surging energy). + +#### Heightened Terrain +SoM p. 218 + +This type of terrain heightens spells cast within it. An area of heightened terrain could alter anything from a single spell to an entire school of magic or magical tradition. These areas vary greatly in appearance, evincing the influence of the specific type of magic heightened. Spells that match the criteria are heightened 1 level above the spell level they were cast at. + +#### Metamagic Terrain +SoM p. 218 + +Any eligible spell cast in this terrain has a particular metamagic effect added to it—typically [Reach Spell](compendium/feats/reach-spell-druid.md) or [Widen Spell](compendium/feats/widen-spell-druid.md). If the caster uses a [metamagic](rules/traits/metamagic.md) action before casting a spell, that action overrides the terrain's metamagic effect. These areas usually appear fairly normal, but fountains of magical energy spring up around a caster when they begin [Casting a Spell](rules/actions/cast-a-spell.md). + +#### Occult Magic Terrain +SoM p. 218 + +In areas of occult magic, emotions run hotter, passions flare, and a mysterious intent permeates. + +Any creature casting an occult spell gains a +1 circumstance bonus to Will saves, [Deception](compendium/skills.md#Deception) checks, [Diplomacy](compendium/skills.md#Diplomacy) checks, [Intimidation](compendium/skills.md#Intimidation) checks, and [Performance](compendium/skills.md#Performance) checks until the end of its next turn. + +#### Primal Magic Terrain +SoM p. 218 + +In areas of primal magic, plant life is lusher, experiences are more vivid, and instincts are sharper—the land itself seems vibrant and alive. + +Creatures who cast a primal spell here gain a +10-foot status bonus to Speeds until the end of their next turn. + +#### Spell-Touched Terrain +SoM p. 218 + +Spell-touched terrain is enchanted with either a permanent spell effect or cast spells periodically. + +**Permanent Spell Effects:** This terrain, or all creatures in it, is affected by a certain spell. For example, all creatures in an area might be affected by [blink](compendium/spells/blink.md), or any creature that attempts to jump is automatically affected by a [jump](compendium/spells/jump.md) spell. There might be a condition required before a creature gains the effects. + +**Periodic Spell Casting:** The terrain itself casts spells at set intervals. These spells can affect all creatures, random creatures, or certain subcategories of creatures at the GM's discretion, and they might require a specific condition before they occur. + +> [!pf2-sidebar] Limiting Pervasive Magic +> +> This section assumes that pervasive magic is an option the GM chooses to help make a memorable high-magic campaign with a unique feel, but these rules can still be used in a way that doesn't have to be quite as... pervasive. Using these rules only in specific parts of the world can help make adventures feel special and allows you to introduce the pervasive magic a campaign that's already in progress. You can imbue a location of any size with pervasive magic, from a nation where everyone is imbued with an affinity for fire magic to a lonely forest glade where certain spells are more powerful. +> +> ### Example Pervasive Magic Locations +> SoM p. 218 +> +> Use the following list as inspiration when thinking of places in your campaign where the pervasive magic rules might apply. +> +> - A waterfall that grants [heroism](compendium/spells/heroism.md) to anyone who survives a plunge from its heights. +> - A cavern that casts [hallucinatory terrain](compendium/spells/hallucinatory-terrain.md), preventing spelunkers from finding the exit. +> - A remote spring that removes a curse or disease once per year for those who bathe in its waters. +> - An impassable forest that frequently casts [tanglefoot](compendium/spells/tanglefoot.md) and [entangle](compendium/spells/entangle.md) on creatures not native to its reaches. +> - A tavern where one patron each night is the target of a [hideous laughter](compendium/spells/hideous-laughter.md) spell. + +### Pervasive Magic in the Inner Sea +SoM p. 218 + +There are many places on Golarion that could fit thematically in campaigns including pervasive magic or localized pervasive magic. The following are some examples of how GMs could apply pervasive magic rules to some of these areas. + +#### Absalom and Starstone Isle +SoM p. 218 + +Traces of the dead god Aroden's divine power might create areas of pervasive magic. Creatures of any type might gain the [divine](rules/traits/divine.md) trait. + +**Starstone Cathedral:** The magic of the Starstone could make this divine spell-touched terrain. + +**Tyrant's Grasp:** The site of the Whispering Tyrant's defeat is still suffused with powerful necromantic magic. Necromantic spells could be heightened in this area. + +#### Broken Lands +SoM p. 218 + +The Broken Lands are marked by areas where primal magic flourishes. Wild creatures from these regions might show [primal](rules/traits/primal.md) traits. + +**River Kingdoms:** The River Kingdoms, like other places with powerful First World connections, might feature areas of magical terrain with primal surges or areas where primal spells are heightened. + +**Sarkoris:** The lingering effects of the Worldwound could create powerful pervasive magic effects in this region, boosting spells connected to the Abyss but risking corruption to spellcasters who rely too heavily on it. + +#### Eye of Dread +SoM p. 218 + +The Eye of Dread region has seen multiple events of immense magical power, and pockets of pervasive magic could riddle the entire region. + +**Gallowspire:** The broken fortress of Tar-Baphon still teems with power. It might heighten necromantic magic and imbue undead inhabitants with the [arcane](rules/traits/arcane.md) trait. + +**Nirmathas:** Nirmathas has strong First World connections through the Fangwood forest and could be filled with primal magic near portals to the First World. + +#### Golden Road +SoM p. 218 + +Mostly due to the influence of Ancient Osirion, divine spell-touched terrain might appear in the region. + +**Black Desert:** The power of unlife flourishes in this Vault deep in the Darklands. All necromancy spells could be heightened, and undead creatures from this area might gain the [divine](rules/traits/divine.md) trait. + +#### High Seas +SoM p. 218 + +Even the waters of the High Seas could hold locations where magic is pervasive. + +**Azlanti Ruins:** The various ruins of Azlant might contain several variations of pervasive magic effects, most likely enhancing or affecting arcane magic. + +**Eye of Abendego:** The unceasing storm might heighten and enhance air- or wind-affecting magic. Creatures in the area might gain the [primal](rules/traits/primal.md) magic trait. + +#### Impossible Lands +SoM p. 218 + +The Impossible Lands is the most magic-infused region in the Inner Sea. Many types of pervasive magic effects and terrain might be found throughout its reaches. + +**Geb:** Geb's cities, especially the capital of Mechitar, might have heightened necromantic magic. + +**Jalmeray:** The island nation might have energy surge terrain or other such areas that heighten elemental magic. + +**Nex:** Several prominent locations within the magical kingdom might heighten [arcane](rules/traits/arcane.md) magic. + +#### Mwangi Expanse +SoM p. 218 + +The Mwangi Expanse is a verdant region, and it could have pockets of primal magic terrain secreted throughout its wild lands. + +**Mzali:** The temple-city of Mzali was once the center of an empire ruled by divine sun kings. A few creatures in this area might have the [divine](rules/traits/divine.md) trait, and divine magic could be heightened in parts of the city proper. + +**Ruins of Kho:** These ruins of the first Shory flying city, smashed to the earth by the Tarrasque, still sputter with magical energies. Creatures from areas near the fallen city might gain the [arcane](rules/traits/arcane.md) trait, and [arcane](rules/traits/arcane.md) magic could be heightened in the area. Specific spots among the ruins might feature various types of energy surge terrain. + +#### Old Cheliax +SoM p. 218 + +Cheliax's connection to Hell and Nidal's ties to Zon-Kuthon might manifest as areas of divine spell-touched terrain. + +**Barrowood:** While fey influences might lead to some areas of primal magic terrain, the Winter Grove where the first queen of House Thrune made her infernal pact could be covered in powerful Hellish, divine spell-touched terrain. + +**Nidal:** The pall of darkness over Nidal might qualify as a powerful type of spell-touched terrain in a pervasive magic game, and there could be even more twisted manifestations of Zon-Kuthon across the land. + +#### Saga Lands +SoM p. 218 + +The Saga Lands are potential places for pervasive magic that enhances primal spells. Additionally, Thassilonian ruins might enhance magic associated with a particular school of magic (excluding divination). + +**Lands of the Linnorm Kings:** Places with potent First World connections might qualify as [primal](rules/traits/primal.md) magic terrain. + +#### Shining Kingdoms +SoM p. 218 + +Many small areas of the Shining Kingdoms contain portals to the First World, and therefore might have the characteristic touch of primal magic common to such areas. + +**Darkmoon Vale:** The area's affinity for evocation magic might make even innocuous creatures capable of dangerous magical bursts. + +## Shadow Magic +SoM p. 224 + +**Rarity:** [Uncommon](rules/traits/uncommon.md) + +This section has options for both spellcasters who use shadow magic and for companions that dwell in the dark. + +**[Shadowcasters](compendium/character/archetypes/shadowcaster-som.md)** sacrifice the magic of light to bind themselves to the darkness. Information about shadowcasters in the Inner Sea region can be found on this page and the [archetype](compendium/character/archetypes/shadowcaster-som.md). + +**Shadow companions and familiars** can accompany shadowcasters or can join anyone else as shadowy compatriots. These creatures might follow one who's already traveling the path of shadow or might be strange ambassadors to someone of a more conventional stripe. [Shadowdancers](compendium/character/archetypes/shadowdancer-apg.md) with companions typically choose these creatures of shadow. + +### Shadowcaster Origins +SoM p. 224 + +Shadowcasters can come from any tradition of magic, though divine or occult casters are the most likely to attempt to master the power of shadow. Their magic is most entwined with the spirit, and thus they're most easily able to understand and accept the sacrifice necessary to become a shadowcaster. Primal practitioners are rarer, often finding the power of shadow antithetical to their goals and beliefs. Arcane spellcasters are slightly more likely to use shadow magic, but it isn't uncommon for wizards to question the value of the trade, unwilling to give up the ability to manipulate the powers of light in exchange for increased facility with shadow and darkness. + +### Shadowcaster (Archetype) +SoM p. 226 + +The world is full of shadows, but each living creature possesses a form of inner light to ward against that ever-present darkness... all except shadowcasters. By trading away that piece of their spirit, shadowcasters have removed a limiter, allowing them to gain magical power rooted in the darkness; however, this trade also exposes them to otherworldly whispers from the realms of shadow. + +**Additional Feats:** **4th** [Familiar](compendium/feats/familiar-sorcerer.md); **6th** [Enhanced Familiar](compendium/feats/enhanced-familiar-sorcerer.md); **12th** [Shadow Magic](compendium/feats/shadow-magic-apg.md); **14th** [Additional Shadow Magic](compendium/feats/additional-shadow-magic-apg.md), [Shadow Illusion](compendium/feats/shadow-illusion-apg.md); **16th** [Shadow Power](compendium/feats/shadow-power-apg.md) + +> [!pf2-note] +> You can find the full [Shadowcaster](compendium/character/archetypes/shadowcaster-som.md) archetype on the archetypes page. + +### Shadow Companions +SoM p. 228 + +Spellcasters aren't the sole purveyors of shadow magic. Some adventurers are guided on their path by companions with an inherent connection to shadow, whether or not the adventurer is a shadowcaster. Adventurers who would wield shadow should follow the guidance of such beings. [Shadowcasters](compendium/character/archetypes/shadowcaster-som.md), as well as others who might stumble across this knowledge, have access to the shadow hound animal companion and the shade specialization option. + +> [!pf2-note] +> The Shadow Hound statblock can be found on the Companions & Familiars page. + +#### Shade Specialization +SoM p. 228 + +The shade specialization is an alternative to the specialization benefits included on page 217 of the Core Rulebook, such as ambusher or tracker, that draws an animal companion closer to shadow. This specialization is [uncommon](rules/traits/uncommon.md), though you gain access to it if you're a shadowcaster. + +##### Shade +SoM p. 228 + +Your companion's physical form is made, in whole or in part, of shadow. It gains [darkvision](rules/abilities/darkvision.md), resistance 5 to all damage except force, and in areas of dim light or darkness, it can Step 10 feet instead of 5 feet. Its proficiency rank in unarmored defense increases to expert. + +> [!pf2-sidebar] Stalking the Shadows +> See page 229 of Secrets of Magic + +### Shadow Familiars +SoM p. 229 + +Familiars bind themselves to mortals in a symbiotic relationship. Shadowcaster witches are among the most likely to obtain a familiar with the power of shadow, particularly those with the night patron. Others likely to take on shadow familiars include shadow bloodline sorcerers and darkness domain clerics. + +#### Shadow Familiar +SoM p. 229 + +Some spellcasters and ritualists don't just summon and bind a familiar, but instead transform their own shadow into a familiar. These casters can be identified by their lack of a shadow regardless of the level of light in the area and by the strange muted appearance of any article of clothing or jewelry they wear. Occasionally mistaken for vampires or other undead by the cautious or superstitious, these spellcasters nonetheless find the trade worth it in exchange for the unique abilities their shadow familiar can possess. + +Shadow familiars are a type of specific familiar (Advanced Player's Guide 147). While all shadowcasters have access to these familiars, there are other paths to learn the proper magic to obtain a shadow familiar. + +> [!pf2-note] +> The full Shadow Familiar statblock can be found on the Companions & Familiars page. + +#### Familiar Abilities +SoM p. 229 + +Shadow familiars use these additional familiar abilities. A shadowcaster, however, can select these abilities for any kind of familiar. + +**Darkeater:** Your familiar naturally recovers in the shadows. After spending 10 consecutive minutes in an area of dim light or darkness, your familiar recovers a number of Hit Points equal to half your level. + +**Shadow Step:** Your familiar gains the Shadow Step action. You must be at least 7th level to select this familiar ability for your familiar. + +```ad-embed-ability +title: Shadow Step [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[conjuration](rules/traits/conjuration.md) [shadow](rules/traits/shadow.md) [teleportation](rules/traits/teleportation.md) + +- **Requirements**: The familiar is in dim light or darkness. + +**Effect** The familiar teleports itself up to 30 feet. The destination must be in dim light or darkness and must be within your familiar's line of sight and line of effect. This action has the trait matching your tradition of magic, or [occult](rules/traits/occult.md) if you aren't a spellcaster. +%% #trait/conjuration #trait/shadow #trait/teleportation %% +``` + +## Soul Seeds +SoM p. 230 + +**Rarity:** [Rare](rules/traits/rare.md) + +Soul seeds are a special type of intangible 3, though because they bind to the soul of the creature that carries them, they can't be removed from the creature they're bonded with except on that creature's death (at which point the soul seed might manifest nearby or might be lost along with the bearer). Since soul seeds aren't physical objects, they never have [Interact](rules/actions/interact.md) activations. + +> [!pf2-example] Using Soul Seeds +> +> Here are some potential ways for a soul seed to come into being or be used in your story: +> +> - A character can be born with a soul seed. +> - A soul seed is trapped in an obscure magical tome and bonds with the first creature to read the book. +> - Powerful emotion experienced in a place of great magic leads to the creation of a soul seed—and might also invoke cathartic magic. +> - Dreadful sacrifice creates a malignant soul seed. + +### Soul Seed Gifts +SoM p. 230 + +The GM should follow the same 3 for granting soul seeds as for relics. They can have any aspect or gift that a normal relic has, and their DCs, spell attack rolls, and counteract modifiers are determined identically. The following gifts are particularly appropriate for soul seeds, though they might apply to relics in the right circumstances. Dragon gifts are often connected to the souls of ancient dragons, and soul gifts are prevalent across all sorts of soul seeds. + +> [!pf2-note] +> Please visit the relic gifts page to view all soul seed gifts. + +## Soulforged Armaments +SoM p. 232 + +**Rarity:** [Uncommon](rules/traits/uncommon.md) + +Soulforged armaments can be summoned only in the service of a higher purpose or calling, such as a blade called forth to avenge a wrongful death or a shield conjured to protect one's homeland from invasion. Weaponry, shields, or armor created in this way often visually resemble the purpose they were summoned to fulfill. For example, a dagger forged from a soulbond to assassinate the high council of a tyrannical nation might bear the names or likenesses of the targets—only to see them crossed out or fade from view as each is eliminated. + +> [!pf2-sidebar] Soulforged Tales +> See page 232 of Secrets of Magic + +### Binding an Armament +SoM p. 232 + +You bind an armament—a weapon, shield, or suit of armor—to your soul when you select the [Soulforger Dedication](compendium/feats/soulforger-dedication-som.md) feat. This represents performing a special ritual to do so. You can choose an item you own to make soulforged or spontaneously manifest an item with a form drawn from your spiritual essence. In the latter case, you choose the form, selecting a mundane weapon, shield, or armor of level 1 or lower, either common or one to which you have access. An existing armament is deconstructed and then recreated with the substance of your soul binding it together, which changes the appearance to match the state of your soul. It might have a perfect surface and gleam in the faintest light if you have a noble soul or have a twisting, chaotic shape if your soul is wracked with turmoil. This appearance can change based on your actions. Most soulforgers also choose a unique name for their armament. + +**Traits:** A soulforged armament is always magical. If it doesn't otherwise have any traits that make it magical, it gains the magical and evocation traits if it's a weapon or the magical and abjuration traits if it's a shield or armor. + +**Extradimensional Storage:** The armament is stored in an extradimensional space when not in use, and you can Manifest it to summon it into your hands or onto your body. A soulforged armament can be Dropped, [Disarmed](rules/actions/disarm.md), or otherwise removed from you, but its soulforged abilities don't function for anyone else, and you can [Dismiss](rules/actions/dismiss.md) the manifestation to return the items to the extradimensional space no matter where the items are. If you die or choose to pass ownership of a soulforged armament to a successor, it loses any soulforged abilities; violating the spirit of the soulforged bond by selling the item tends to have disastrous results. There might be special techniques or rituals by which a determined foe can break your bond with a soulforged item, but otherwise, your ability to [Dismiss](rules/actions/dismiss.md) and Manifest it essentially means it can't be stolen. + +**Essence Power:** Choose one essence power for your soulforged armament. You can bring the essence power forth once per day by tapping into the armament's essence form deep in your soul; essence powers can be found on page 236. You also choose a soulbond—a cause true to your soul that links you and your armament. Going against this cause can give your armament a soulbond corruption that hinders you even while the armament isn't manifested. + +> [!pf2-example] Special Armament Types +> +> The types of items you can choose for your armaments are fairly flexible, but some require special rules. +> +> ### Specific Items +> SoM p. 233 +> +> You can turn a specific item into your armament, such as a [flame tongue](compendium/equipment/items/flame-tongue.md) or [sturdy shield](compendium/equipment/items/sturdy-shield.md), though some unusual or special items can't be bonded, such as cursed items, artifacts, and intelligent items, in addition to other story-specific items at the GM's discretion. Bonding a specific item follows the standard procedure for upgrading or reshaping your armament. +> +> ### Ammunition +> SoM p. 233 +> +> If a soulforged weapon requires ammunition, that ammunition appears with the weapon when you Manifest it. You can choose the way it appears, such as in a magical quiver that appears on your body, or simply floating in the air where you can pluck it to load or shoot your weapon. The form doesn't change how many or what type of actions reloading takes or any other functions of the ammunition. If you want anything other than basic ammunition for your weapon (such as a [sleep arrow](compendium/equipment/items/sleep-arrow.md)), you must attain and carry that ammunition separately. +> +> ### Dual Weapons +> SoM p. 233 +> +> You can choose two one-handed weapons you want to wield simultaneously as your soulforged weapons. When you Manifest Soulforged Armament, both weapons appear. Because they're a pair, you must Manifest them together, having two hands free to do so, and Dismiss them simultaneously as well. The essence power applies to both weapons, so they share benefits like the new damage type and status bonus to damage from planar pain. However, you get any effects the bond grants you only once, as the dual weapons function as a single armament. For instance, if your essence power is healing grace, you can cast one heal spell when you manifest the essence form of your dual weapons, not two. +> +> ### Attached Weapons +> SoM p. 233 +> +> An attached weapon (such as a [shield boss](compendium/equipment/items/shield-boss.md) or [shield spikes](compendium/equipment/items/shield-spikes.md)) brings the item it's attached to with it when manifested or Dismissed. Manifest Soulforged Armament uses the item the weapon is attached to for its Requirements, so a shield boss would require you to have a hand free to hold the shield. If you have Soul Arsenal, you could have a soulforged weapon attached to a soulforged shield. These items work normally for Soul Arsenal, except that you can neither Manifest nor Dismiss one without the other. + +### Soul Path +SoM p. 234 + +When you take Soulforger Dedication, you must choose a soul path—a motivation, cause, or goal that compels you to act, prompts you to undertake substantial risk, and drives you to face significant danger. Such a motivation can be limited or grand in scope but must be actionable enough to be easily linked to gameplay. For example, if your village was destroyed by the greed of wealthy nobles, you might select a soul path to protect the poor by undermining the rich, which might drive you to protect an innocent from the blade of a wealthy noble or break into a bank vault containing coins stolen from destitute villagers. Other sample soulbonds might include liberating the oppressed from the tyranny of slavery, punishing those who threaten nature or hunting and killing malevolent undead. Work with the GM to choose a soul path that fits in well with the themes of your campaign and group dynamic so that you can pursue your soul path in an interesting fashion. + +#### Corruption +SoM p. 234 + +Though the supernatural link with a specific armament created by a soulbond is powerful, the sensitive nature of will—with its potential for dramatic ebb and flow— poses a threat to those who harness this power. Once you're bound to a soulforged armament, you begin to test your true devotion to your soul path. + +If you behave or act in a way that directly opposes or hinders the motivation, goal, or cause declared in your soul path (regardless of whether the act involves your soulforged armaments), your spirit begins to tarnish. It's anathema for you to commit acts opposed to your soul path or to even go a long time without taking action to pursue the path. You and your GM determine when you've performed an anathematic act. In the example of protecting the poor by undermining the rich, working for a wealthy noble or directly in their interest could be anathema, as could spending a month on a distant plane far from the struggles of the oppressed. In both examples, you could find an approach to remain true and avoid the anathema. In the first case, you might use your leverage to force the noble to anonymously divest a substantial amount of their funds to feed and house the poor—or do so yourself. In the second, you might seek a similar dynamic of wealth and want among the cultures of the distant plane and work against it. + +Anathematic acts trigger a curse known as soulforged corruption that degrades and perverts the energies within your soulforged armament. This curse brings out a flaw inextricably tied to the armament's true essence. The corruption flaw applies to you even when your armament isn't manifested. The rules for the flaw appear in the essence power. As normal for a curse, this affliction can be removed only by effects that specifically target curses, including the methods listed in the Removing Corruption section below. + +#### Removing Corruption +SoM p. 234 + +The effects of soulforged corruption can be staved off with the [Cleanse Soul Path](rules/actions/cleanse-soul-path-som.md) exploration activity or cured with the [purify soul path](compendium/spells/rituals/purify-soul-path-som.md) ritual. + +> [!pf2-sidebar] Soulforged Champions +> +> The most exalted wielders of soulforged weapons have been champions, and they're much more common than other wielders. If you're a champion, you can tie your soul path to your cause. Being a champion sets a steady soul path before you; you can choose for your soul path to be the same as the tenets you follow. Corruption still comes about the same way, as it's much easier to corrupt your connection to your soulforged armament than to stray far enough from your alignment or code that you must [atone](compendium/spells/rituals/atone.md). +> +> You can also have your blade ally or shield ally be your soulforged armament. You can choose particulars that fit your own story, but doing so usually means the ally is more a reflection of your conscience than a specific spiritual being sent by your deity. +> +> Finally, if you commit actions that both cause you to lose your champion abilities and corrupt your soulforged armament, undergoing the atone ritual also gives you the effects of the purify soul path ritual with the same degree of success you rolled for [atone](compendium/spells/rituals/atone.md). +> +> Characters other than champions can also choose a champion cause to tie to their soul path, and devout characters sometimes tie their soul path to their deity's tenets and anathema. + +### Upgrading, Reshaping, Restoring +SoM p. 235 + +You might want to alter your soulbound armament by adding new runes, replacing its form with a new one, or creating a new armament after yours was destroyed. You decide whether you consider this new armament as the same armament of the same lineage or a brand-new creation with a totally different appearance and name. + +Upgrading your armament works like etching or transferring runes (Core Rulebook 580) or upgrading a permanent item from a lower-level version of the same item (Core Rulebook 534), whichever is appropriate to what you're doing. You or someone else can do the work, but you must leave the item manifested for the entire process. You can transfer runes off your armament as well, typically in anticipation of establishing your bond with a different item. + +Reshaping your armament allows you to change the base weapon, armor, or shield into another of the same type, turning half plate armor into full plate, changing a warhammer into a longbow, and so on. If all you do is change the form while keeping the same runes and other magical properties, you can do so by spending a day in meditation. This doesn't cost any gp or extra time unless the new form is higher than level 1, or unless the difference is so vast that the GM determines it might take additional time and cost. For example, turning explorer's clothing into full plate requires the same time, expense, and [Crafting](compendium/skills.md#Crafting) check you'd need to Craft full plate since full plate is a level 2 item. Specific items can't be reshaped in this way unless the GM expressly allows it. You can't turn a flame tongue into a spiked chain, a breastplate of command into hide armor, or a sturdy shield into a darkwood shield. You can also use this day in meditation to rebind your soul to a different item in your possession. Typically, you keep the old item, its power removed, as a special keepsake or gift to a worthy successor, though attempting to disrespect the spirit of the bond by selling the item can have dire consequences. Since the essence power you chose represents the effects of the connection to your soul, the essence power typically doesn't change when you bind a new armament, though if your character's personality and connections change dramatically through the story, you and the GM might decide together to shift to a different essence power the next time you bind a new armament. If you rebind your soul to an armament that can't accommodate your current essence power, you will also need to change to a different essence power. + +You can recreate a destroyed soulforged armament, or bond to a new armament if your previous one was destroyed. (If it was destroyed by soulforged corruption, you must first successfully use purify soul path.) Recreating costs the same amount of time and money as creating the item from scratch. If you already have an item with which to form a new bond, it takes 1 day in meditation, as with reshaping an armament. + +### Soulforger (Archetype) +SoM p. 236 + +Your devotion to a cause unifies your soul with an armament tethered to the very essence of your spirit. + +> [!pf2-note] +> You can find the [Soulforger](compendium/character/archetypes/soulforger-som.md) archetype on the archetypes page. + +## Thassilonian Rune Magic +SoM p. 238 + +**Rarity:** [Rare](rules/traits/rare.md) + +Xin and the rest of the runelords focused their studies on the discernible fragments of magic's raw nature, expanding upon the use and understanding of runes from the Azlanti tradition to raise rune magic as paramount to their new empire. Xin began with relatively high-minded intentions. He focused his research on seven powerful runes that he believed represented entire schools of magic, and on associated mental schemas and mindsets that would allow a wizard to truly master those schools. Xin taught these seven mindsets as virtues corresponding to each of the seven schools of Thassilonian magic, such as confidence rooted in humility, and passion steeped in love. Later, he offered a list of seven rewards for the appropriate usage of magic from each school. + +But Xin's experimentation was built on a shaky foundation. The runes offered a powerful temptation to lose control, turning virtue into vice. When humility became pride and love became lust, Xin's most powerful runelords—Xanderghul of illusion and Sorshen of enchantment—formed a secret pact with the others to overthrow Xin and create a sinful empire where each of their seven provinces was a runelord's fiefdom and there was no higher authority to prevent the wizards of each province from falling deeper and deeper into sin. + +The runelords ruled Thassilon for many centuries, but nothing lasts forever, and the apocalypse known as Earthfall didn't spare Thassilon from the devastation it brought to the rest of the world. The runelords had forewarning, and each used extreme measures to survive, but due to a series of failures in their contingencies, it would be 10,000 years before they began to rise again. As the risen runelords clashed and heroes stepped in to oppose their return, time itself strained and tore, and an entire Thassilonian city, once sheltered from the passage of the eons, emerged once more into the world along with an entire populace of time-displaced citizens. + +Today, New Thassilon consists of two opposing lands. While Belimarius, the runelord of abjuration, rules over a kingdom keeping to the old and sinful ways of late Thassilon, Sorshen, once the runelord of enchantment, seeks to turn over a new leaf after a millennium of depraved evil and subjugation. As she seeks redemption, so too do those in her province seek to return to the study of the original meanings of the runes, eschewing the sinful ways of the late empire. It is in Sorshen's realm of Eurythnia that the understanding of runes and rune magic has begun to expand again, a lively scholastic revolution that mixes rediscovering the lore of Thassilon's founding and catching up with relevant magical innovations from the intervening 10,000 years. (You can find her thoughts on rune magic on page 242.) The term "runelord" has begun to shift in the vernacular, since Belimarius and Sorshen are independent queens and not the governors of provinces of imperial Thassilon. At first there was some inertia; practitioners had to overcome what felt almost like blasphemy, deigning to call themselves by the same title as their godlike rulers. But before long, those following the path of Thassilonian rune magic began to adopt the moniker as their own. + +These new runelords each forge their own path; some remain in New Thassilon to continue their research, while others explore this young world or even become adventurers. No matter what other motivations they might have, runelords are fascinated with advancing the study of rune magic. How deeply to engage in their magic's associated mindset is a thoroughly personal decision, and every runelord has their own perspective on the matter. It is usually best to assume nothing about a particular runelord before spending time with them to take their measure, as runelords who avoid any hint of sin don't appreciate being lumped in with those who indulge deeply, and vice versa. + +### The Seven Schools +SoM p. 238 + +The following seven schools are considered proper specializations of Thassilonian rune magic. In this paradigm, the Thassilonians considered divination magic to be something every wizard should learn but that none need take the effort to master. + +#### Abjuration [Envy] +SoM p. 238 + +Runelords of abjuration specialize in protective magic and in suppressing all other magic to glorify their own. + +**Prohibited Schools** evocation, necromancy; **Rune Spells** initial: [blind ambition](compendium/spells/blind-ambition.md), advanced: [competitive edge](compendium/spells/competitive-edge.md) + +#### Conjuration [Sloth] +SoM p. 238 + +Runelords of conjuration use their magic to create what they need as they need it, and call forth servants to do their bidding. + +**Prohibited Schools** evocation, illusion; **Rune Spells** initial: [efficient apport](compendium/spells/efficient-apport-som.md), advanced: [swamp of sloth](compendium/spells/swamp-of-sloth.md) + +#### Enchantment [Lust] +SoM p. 238 + +Runelords of enchantment specialize in magic that compels and controls the minds of others, often to fulfill their own needs and desires. + +**Prohibited Schools** necromancy, transmutation; **Rune Spells** initial: [charming touch](compendium/spells/charming-touch.md), advanced: [captivating adoration](compendium/spells/captivating-adoration.md) + +#### Evocation [Wrath] +SoM p. 238 + +Runelords of evocation channel raw destructive energies and direct them toward all who would oppose their will. + +**Prohibited Schools** abjuration, conjuration; **Rune Spells** initial: [weapon surge](compendium/spells/weapon-surge.md), advanced: [zeal for battle](compendium/spells/zeal-for-battle.md) + +#### Illusion [Pride] +SoM p. 238 + +Runelords of illusion use magic to create the perfect appearance and fool others through trickery, deception, and misdirection. + +**Prohibited Schools** conjuration, transmutation; **Rune Spells** initial: [veil of confidence](compendium/spells/veil-of-confidence.md), advanced: [delusional pride](compendium/spells/delusional-pride.md) + +#### Necromancy [Gluttony] +SoM p. 238 + +Runelords of necromancy tap into their constant hunger for more power and enhancing their longevity, potentially even unto undeath. + +**Prohibited Schools** abjuration, enchantment; **Rune Spells** initial: [overstuff](compendium/spells/overstuff.md), advanced: [take its course](compendium/spells/take-its-course.md) + +#### Transmutation [Greed] +SoM p. 238 + +Runelords of transmutation not only transform objects to create value, but also transform and enhance their own power. + +**Prohibited Schools** enchantment, illusion; **Rune Spells** initial: [appearance of wealth](compendium/spells/appearance-of-wealth.md), advanced: [precious metals](compendium/spells/precious-metals.md) + +### Runelord (Class Archetype) +SoM p. 240 + +You've learned arcane magic following the path of the runelords. You unlock secrets of a chosen school of magic while forsaking lesser schools. You learn the secrets of runic magic, the building blocks of magic. But be warned: you might succumb to sin in your pursuit of power. + +You also learn to use polearms, the signature weapons of the runelords, and can acquire the secrets of the mighty, ancient magic items called aeon stones, embedding them into your skin. + +> [!pf2-note] +> You can find the full [Runelord](compendium/character/archetypes/runelord-som.md) archetype on the archetypes page. + +> [!pf2-paper] A letter +> + +## True Names +SoM p. 244 + +**Rarity:** [Rare](rules/traits/rare.md) + +The older and more complicated a thing is, the more likely it has more than one name. A single person acquires many names: names they inherit, names they're given at birth, names they choose, and nicknames bequeathed by others. The magic of true names, however, postulates there's a final, secret name—a true name known to no one, or to only a few—that best represents us in all our complexity. + +True names might have been assigned by the gods when the cosmos was created or generated by natural processes, and are unique like fingerprints. Most people never learn theirs, and they might not even be aware they have one, but masters of this magic spend countless hours in study divining these names, recording them in long lists, and using them to summon, command, dispel, or otherwise dominate their enemies. + +### The Nature of Names +SoM p. 244 + +For the purposes of true name magic, names are divided into three categories: public names, private names, and true names. Public names are what we call something when we don't have a more specific name. They're often just words—like "grass" or "a giraffe"—but they also include aliases and nicknames. A public name can be given without consent, which is how spellcasters who rely on names work magic on those they don't know, improvising a nickname or simply referring to the target with a noun, like "elf." + +Private names include most birth names, given names, and chosen names. They're not necessarily a secret, but at the same time not everyone knows them. They're confidential, and knowing them means you can better understand—and influence—the individual. Places, animals, and other objects can be given private names by individuals and communities. A mountain is just a mountain, but when those who live nearby see in it the image of a protective goddess and begin to call it the Stone Mother, that mountain has now gained a private name known only to this community. + +A person, place, or thing might have many public or private names, but it can have only one true name, which perfectly represents its essence. Depending on their culture, individuals may not even be aware of theirs; a child who grows up in a society without knowledge of true names could live their whole life relying solely on private names and never even suspect they have a true name, let alone know what it is! But in cultures where this magic is common, most people know their true name and take steps to protect it. They keep their true name secret, revealing it only to their most trusted loved ones. An individual might first be told their true name by someone knowledgeable in magic, who finds it for them via research. But in other societies, individuals are given their true name by their soulmate, who knows this name without being told. Knowing your own true name gives you a deep, introspective insight into yourself that allows you to understand your own motivations and psychology, helping you self-actualize and avoid dissociation and anomie. + +True names, by definition, encapsulate everything an individual is and has ever been. They are the essential kernel of a person, and that means they do not change. But life, magic, and the world are mysterious and unpredictable! There are a few individuals who go through an experience so transformative that they become, for all practical purposes, a different person at the end of the story than they were at the beginning—and when they change, their true name changes with them. + +> [!pf2-example] Nameless Things +> +> Sometimes an aberration, celestial, fiend, monitor, spirit, or other creature enters the cosmos from another plane or another universe altogether—one where the laws of magic are different. If this creature comes from a place where true names don't exist or are optional, it may have no true name at all. Loremasters refer to these creatures as nameless things and no one is sure they even exist; some scholars argue that as soon as something without a name enters the cosmos, it is assigned a name in the same way every other living creature is. But if nameless things do exist in your game, give them the following rare ability. +> +> **Nameless Thing** This creature has no true name. It can't be targeted by any magical effect performed at a distance without line of effect, such as scrying or sending. It has a +2 circumstance bonus on saves against other magical effects. + +### Learning True Names +SoM p. 244 + +True names can be discovered or learned in many ways. A few rare secret societies might have "namers" among their number whose sole job is to teach long lists of true names to fellow members through rote memorization and practice. But for most, the discovery of a true name is the result of extensive research—though the form that research requires is difficult to predict. + +True names are sometimes found recorded in the personal diaries or grimoires of long-dead spellcasters. Organizations known for combating certain types of creatures compile lists of the few true names of their enemies they've managed to uncover. The true names of angels, demons, and similar creatures can rarely be found in prayers dedicated to that entity or in chants that protect against them. Occultists sometimes use deep meditative trances—potentially assisted by hallucinogenic drugs—to cast their minds through the cosmos and receive a true name through bizarre epiphanies. Those who serve and understand nature also know that the true name of primal and First World entities is encoded into the world itself—in tree rings, geological strata, and the pattern of snow on the ground—just waiting to be deciphered by someone who knows what to look for. For a lucky few, a true name just comes to them spontaneously as a sign they've found their soulmate. All these are examples of information that can be uncovered using the research subsystem. + +### Using the Research Subsystem +SoM p. 244 + +When finding the true name of a specific individual is key to the story and time is short, use the research subsystem. Set the level of the library equal to the level of the creature whose true name the PCs are trying to find. Consider the types of strange and fanciful libraries you might use for such a story. For instance, imagine the player characters are searching for the true name of a phistophilus (also known as a contract devil), in order to rescue an NPC from the consequences of an infernal contract. You might build an infernal library in Cheliax or some other region where knowledge of devils is common, or maybe even in Hell itself! Such a library might have guardians and traps aplenty, but also the potential to learn even more true names from the various contracts therein. + +### Simplified Name Research +SoM p. 244 + +Sometimes the GM doesn't have time to create a library or use the research subsystem, but nonetheless would like a PC to be able to research the name of a particular entity for story reasons. In that case, they can use the Learn Name downtime activity below. Since the knowledge of a true name essentially puts that creature at the namer's mercy, this activity can't reveal true names by default, but it might lead to clues regarding a creature's true name. + +```ad-embed-action +title: Learn Name +collapse: closed +# Learn Name +[downtime](rules/traits/downtime.md) [rare](rules/traits/rare.md) [secret](rules/traits/secret.md) +*Source: Secrets of Magic p. 245* + + +You spend a week trying to discover and learn a creature's name. The exact form of your effort varies depending on the skill you use, the resources you have available, and other circumstances. Decide if you are searching for the name of a specific individual or for names in general. If you're looking for the name of an individual, you must be able to clearly identify that individual; for example, "the general leading the invasion" is enough, but "the person who killed the duchess" isn't, if you don't know who killed the duchess. If you're searching for names more generally, name one creature type. + +The GM chooses a DC, typically based on the level of the creature in question. If you're seeking names more generally, the DC is typically based on the level of the creature whose name the GM decides to provide, usually a creature from the chosen type of your level or lower. The GM might modify the DC of the task based on the resources you have available, or on using an unusually appropriate or inappropriate skill, or on other circumstances. Attempt a check with a skill that could be used to Recall Knowledge about the creature's type. After attempting to Learn a Name, you typically can't try to learn the name of the same individual again unless you gain access to a substantial new source of information, as determined by the GM. + +> [!success-degree] +> - **Critical Success** You find one or more private names of the specific individual you chose, or the private name of a creature with the type you chose and a level equal to the task level. You also find hidden fragments of their true name and, at the GM's discretion, you might find a clue leading to an adventure where you can learn the rest of the true name. +> - **Success** As critical success, except you find only one private name and don't find hidden fragments of their true name. +> - **Critical Failure** If you were searching for the name of a specific individual, you find no new information and that individual becomes aware of your efforts. If you were searching for a general name of a specific type, you find a creature's name or names likely to get you in trouble, possibly the names of a different type of creature entirely +``` + +### Using True Names +SoM p. 244 + +Certain spells, feats, and items have the true name trait. This trait means they require you to know a creature's true name to use them. But even without these specialized abilities, knowing a creature's true name gives you certain advantages. If you know a creature's true name, you have a +2 circumstance bonus to the following checks. + +- Checks to [Recall Knowledge](rules/actions/recall-knowledge.md) about the creature +- [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) checks relating to the creature, such as [Deciphering its Writing](rules/actions/decipher-writing.md), [Identifying its Magic](rules/actions/identify-magic.md), or [Learning its Spells](rules/actions/learn-a-spell.md) +- [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), and [Intimidation](compendium/skills.md#Intimidation) checks used on or related to the creature, such as to [Coerce](rules/actions/coerce.md) it, [Gather Information](rules/actions/gather-information.md) on it, or [Impersonate](rules/actions/impersonate.md) it + +> [!pf2-sidebar] Fragmentary Names +> +> Sometimes characters know only pieces of a creature's true name, not the whole thing. You don't gain the benefits listed under Using True Names if you only have fragments of the name, but you can still try to use abilities with the true name trait, though it's very dangerous. If your true name ability requires you to attempt a check, reduce your degree of success by one step. If your ability requires the named creature to attempt a saving throw, improve their degree of success by one step. For example, Invoke True Name would do nothing, since its effects would be canceled out. If the true name ability also has the incapacitation trait and the creature is high enough level, these effects combine, reducing your degree of success by two steps or improving their degree of success by two steps. + +### Namer's Codex +SoM p. 244 + +Namers have hidden their special techniques, spells, and items for millennia. + +#### Naming Skill Feat +SoM p. 244 + +- [Reveal True Name](compendium/feats/reveal-true-name-som.md) + +#### Naming Spells +SoM p. 244 + +- [Catch Your Name](compendium/spells/catch-your-name-som.md) +- [Compel True Name](compendium/spells/compel-true-name-som.md) +- [Invoke True Name](compendium/spells/invoke-true-name-som.md) + +#### Naming Items +SoM p. 244 + +- True Name Amulet + +## Wellspring Magic +SoM p. 248 + +**Rarity:** [Rare](rules/traits/rare.md) + +Your wellspring, by definition, lies outside your full control. The inherent contradiction is that you have greater potential for power, but you can't use it exactly as you wish. Regardless of whether you see it as a boon or a curse, it demands of you a degree of surrender if you're to use your magic at all. + +A magic wellspring often comes as an intrinsic part of the caster's own magic, whether granted or inherited. Characters can also receive wellsprings of magic as gifts from powerful entities or when they're released from other sources of potent magical energy. Being nearby when an artifact is destroyed or a powerful magical being dies can, rarely, leave a permanent wellspring in a character. + +Choosing the wellspring mage archetype below gives you the abilities related to this type of magic. This is a class archetype, chosen at 1st level as explained below. Consider what source will be most satisfying for your character, and think about how they feel when experiencing the influx of wellspring magic. Does the wellspring feel like a true part of your being? Like an unwanted outsider working its will through you? Like a problem to be solved? An aspect of yourself to come to terms with? As noted in the archetype, high-stress situations cause the wellspring magic roll. You can work with your GM to refine what sorts of situations might be high-stress for you that wouldn't be for other characters. + +### Using Wellspring Magic +SoM p. 248 + +Wellspring magic is most often appropriate for oracles who struggle to handle seemingly endless magic sent from the gods unasked, and for sorcerers with exceptional raw power but not exceptional discipline. More rarely, a particularly interested muse might give a bard a wellspring of irresistible creative energy in exchange for using it to humiliate or cast down a rival fey lord at exceptional personal risk. Summoners very rarely experience wellsprings because of the nature of their link to their eidolon, but when they do, the wellspring is most often connected to a magical essence associated with the eidolon. When sent by an entity such as a god, this power is generally an ambitious gamble to further one or more far-reaching schemes. + +#### Multiclass Variant +SoM p. 248 + +As a variant, a GM can consider applying wellspring magic to characters with the oracle or sorcerer multiclass dedication to represent struggling to control their new powers. If used this way, you might allow players who wish to represent their character mastering the surging power to remove the wellspring mage archetype when they gain an appropriate level without retraining. + +#### Areas of Wellspring Magic +SoM p. 248 + +A GM might implement wellspring magic in areas where there is an overload of magic or where magic is unstable. When using it in this way, you can apply chosen effects of the wellspring mage archetype to all spellcasters in the area, or even give the archetype to spellcasters in the area as a temporary free archetype. + +The ravaged Mana Wastes might be a good place to use this style of wellspring magic. For other planes, the extraplanar First World, home of the fey, and the chaotic Maelstrom are excellent candidates. + +### Wellspring Mage (Class Archetype) +SoM p. 248 + +The source of your magic buckles against your control, always pressing to be released. + +> [!pf2-note] +> You can find the [Wellspring Mage](compendium/character/archetypes/wellspring-mage-som.md) archetype on the archetypes page. + +### Wellspring Surges +SoM p. 248 + +When your wellspring magic goes out of control, it becomes a wellspring surge. Typically, this happens when you fail the flat check from wellspring magic, but other wellspring mage feats have effects that sometimes cause you to generate a wellspring surge, or might even cause your foes to do so. + +Roll `1d20` and use [Table 5–2: Wellspring Surges](rules/tables/wellspring-surges-som.md) below to determine the surge's effect. If the effect calls for a damage type, the GM chooses the type based on the types of spells you know or your current location. The wellspring surge uses your spell DC. You have no control over the way your wellspring surge manifests. You are the point of origin for your wellspring surges, and you are not excluded from their effects. If you force a foe to generate a surge, they are the origin point of that surge instead. + +If your wellspring was granted by a being like a god or muse, the entity's intentions might sometimes alter the results of wellspring surges, or move the point of origin for an area to any point within 30 feet if the GM determines this fits the situation. For example, instead of uncontrolled damage, the entity might choose to damage only creatures opposing its plan, even if they are your allies. + +A wellspring surge always has the trait of your magical tradition, plus any traits that appear in parentheses at the end of the surge's effects. + +| `d20` | Effect | +|-------|--------| +| 1 | **Energy Unleashed** ([evocation](rules/traits/evocation.md)) Raw energy deals 2d6 damage per spell level of the surge (basic Reflex save) in a 10-foot burst. | +| 2 | **Positive Energy Expulsion** ([healing](rules/traits/healing.md), [necromancy](rules/traits/necromancy.md), [positive](rules/traits/positive.md)) Positive energy explodes outward, healing living creatures for 1d8 Hit Points per spell level of the surge in a 20-foot burst. Undead creatures instead take the same amount of positive damage, with a basic Will save. | +| 3 | **Mass Siphon** ([transmutation](rules/traits/transmutation.md)) Creatures and objects within a 30-foot emanation become nearly weightless until the end of your next turn. Nearly weightless creatures can [Climb](rules/actions/climb.md) at their land Speed and can [Leap](rules/actions/leap.md) as far upward as they could normally [Leap](rules/actions/leap.md) horizontally. | +| 4 | **Magical Nemesis** ([conjuration](rules/traits/conjuration.md), [teleportation](rules/traits/teleportation.md)) A random creature connected to your magic (or inimical to it) appears within 60 feet. The creature should be of a level approximately equal to the level of an animal summoned by [summon animal](compendium/spells/summon-animal.md) of the spell level, although it can be of any type. The GM determines the specific creature. The creature is [unfriendly](rules/conditions.md#Unfriendly) to you and friendly to your apparent enemies. After 1 minute, the creature can choose either to return where it came from or to remain. It is not [summoned](rules/traits/summoned.md) or a [minion](rules/traits/minion.md). | +| 5 | **Monstrous Transformation** ([mental](rules/traits/mental.md), [morph](rules/traits/morph.md), [transmutation](rules/traits/transmutation.md)) Your head and arms transform into an exaggerated imitation of a creature connected to your magic for 1 minute. The GM determines the creature. You gain a status bonus to weapon and unarmed damage rolls equal to the spell level. At the start of each of your turns while you are transformed, you must succeed at a Will saving throw or be [confused](rules/conditions.md#Confused) until the start of your next turn. On a critical success, you can choose to end the effect entirely, also losing the status bonus. | +| 6 | **Sudden Gale** ([air](rules/traits/air.md), [evocation](rules/traits/evocation.md)) Weather in a 40-foot emanation is disturbed. Strong winds blow in a random direction for 1 minute. Each creature that starts its turn in the area must succeed at a Fortitude save or fall [prone](rules/conditions.md#Prone) (and be pushed 10 feet on a critical failure), and you must succeed at this save immediately after the surge. Any movement against the wind is difficult terrain, or greater difficult terrain while flying. | +| 7 | **Tremor** ([earth](rules/traits/earth.md), [evocation](rules/traits/evocation.md)) The earth trembles in a 40-foot emanation. Each creature on a surface must immediately succeed at a Fortitude save or fall [prone](rules/conditions.md#Prone). The surface then becomes difficult terrain for 1 minute. | +| 8 | **Oppressive Voice** ([divination](rules/traits/divination.md), [mental](rules/traits/mental.md), [nonlethal](rules/traits/nonlethal.md)) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take 1d4 mental damage per spell level with a basic Will save. On a failure, you're also [stunned](rules/conditions.md#Stunned) ([stunned](rules/conditions.md#Stunned) on a critical failure). | +| 9 | **Trinket Squall** ([illusion](rules/traits/illusion.md)) Visual illusions of objects related to your magic fall like rain throughout a 40-foot burst for 1 minute, giving concealment in the area. Creatures can attempt to 0. | +| 10 | **Antimagic Eruption** ([abjuration](rules/traits/abjuration.md)) The surge attempts to counteract a random spell active on you and on each creature within a 10-foot burst. | +| 11 | **Mental Broadcast** ([detection](rules/traits/detection.md), [divination](rules/traits/divination.md), [mental](rules/traits/mental.md)) For 1 minute, everyone within 30 feet of you can hear your surface thoughts. | +| 12 | **Verdant Clutch** ([conjuration](rules/traits/conjuration.md), [plant](rules/traits/plant.md)) Plants and vines grow from all surfaces within 20 feet, causing all creatures in the area to be [immobilized](rules/conditions.md#Immobilized) unless they succeed at a Reflex save. The [Escape](rules/actions/escape.md) DC is equal to the spell DC. | +| 13 | **Tinge of Terror** ([emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [fear](rules/traits/fear.md), [mental](rules/traits/mental.md)) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming [frightened](rules/conditions.md#Frightened) on a failure or [frightened](rules/conditions.md#Frightened) on a critical failure. | +| 14 | **Strike up the Band** ([auditory](rules/traits/auditory.md), [illusion](rules/traits/illusion.md)) For 1 minute, you are followed by orchestral theme music tied to the emotional content of the actions you're performing. This grants you a +2 status bonus to [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), and [Performance](compendium/skills.md#Performance) checks, a –2 status penalty to [Deception](compendium/skills.md#Deception) checks, and makes certain uses of [Stealth](compendium/skills.md#Stealth) virtually impossible. It might have other effects as the GM sees fit. | +| 15 | **Life Sap** ([necromancy](rules/traits/necromancy.md)) The surge drains your life force and strength. You become [drained](rules/conditions.md#Drained) and [doomed](rules/conditions.md#Doomed), and you are [enfeebled](rules/conditions.md#Enfeebled) for 1 minute. | +| 16 | **Ablative Barrier** ([abjuration](rules/traits/abjuration.md)) Energy forms a protective barrier that ablates slowly as creatures in the area take damage. All creatures in a 40-foot burst gain resistance to all damage equal to double the surge's spell level for up to 1 minute. Whenever a creature applies this resistance, the resistance for all affected creatures reduces by 1. The effect ends for all creatures when it reduces to 0. | +| 17 | **Luminous Pests** ([illusion](rules/traits/illusion.md), [visual](rules/traits/visual.md)) Numerous tiny flying creatures formed of bright colorful light, such as bats or hummingbirds, emerge from you, flying in a 30-foot cone. You and all creatures in the cone must succeed at a Will save or be [dazzled](rules/conditions.md#Dazzled) for 1 minute, or [blinded](rules/conditions.md#Blinded) for 1 round and then [dazzled](rules/conditions.md#Dazzled) for 1 minute on a critical failure. | +| 18 | **Emotional Turmoil** ([emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [mental](rules/traits/mental.md)) A swirl of conflicting emotions overwhelm you from the surging magic. For 1 minute, attempt a DC 11 flat check at the start of each of your turns. On a success, you gain a +2 status bonus to all attack rolls, saving throws, and skill checks; on a failure, you take a –2 status penalty to them instead. | +| 19 | **Sudden Downpour** ([evocation](rules/traits/evocation.md), [water](rules/traits/water.md)) Water cascades from above, putting out non-magical fires in a 10-foot burst and attempting to counteract magical fires. | +| 20 | **Spell Surge** You immediately cast any spell in your repertoire of the surge's spell level or lower (or from your prepared spells or innate spells if you don't have a repertoire but have been forced to generate a wellspring surge). You must choose a spell that takes 3 or fewer actions to cast. | \ No newline at end of file diff --git a/rules/secrets-of-magic/introduction.md b/rules/secrets-of-magic/introduction.md new file mode 100644 index 000000000..bb2d9c0d0 --- /dev/null +++ b/rules/secrets-of-magic/introduction.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/som +aliases: ["introduction"] +--- +# Introduction +SoM p. 5 + +> [!pf2-sidebar] Chapter Summaries +> +> _Secrets of Magic_ has five chapters, each detailing the practices of magic, those who harness its power, and the fruits of that power. +> +> **Chapter 1—Essentials of Magic:** Learn how magic works from the writings of Golarion's magical luminaries. Then you'll find both common and rare backgrounds for characters with a magical past +> +> **Chapter 2—Classes:** Fight while slinging spells with the magus, or form a special bond with a magical creature as a summoner. These full new classes are followed by their multiclass archetypes. +> +> **Chapter 3—Spells:** Over 200 spells, including new rituals and focus spells for the magus and summoner, offer new tools for spellcasters of any tradition. Summon powerful entities, use magic for everyday tasks, harness the elements, and even manipulate time! +> +> **Chapter 4—Magic Items:** Expand your collection with new consumables and permanent items. You'll also find sections on brand-new types of items, including fulu consumables, grimoires, magical tattoos, personal staves you design yourself, spell catalysts, and spellhearts you fasten to your gear. +> +> **Chapter 5—Book of Unlimited Magic:** Dive deep into strange and new forms of magic, from the emotion-based cathartic magic to elementalism, geomancy, shadow magic, rune magic from ancient Thassilon, and more! + +_Secrets of Magic_ goes beyond the basics of magic in ways both large and small. You'll find everything from a new cantrip that creates a small spout of water to rules for pervasive magic that can totally transform a campaign's world. And more than just the rules, this book digs deep into how magic feels and the ways spellcasters understand the magic of their world. Though the Essentials of Magic chapter goes in-depth on this topic, you'll find notes among the spells and magic items written by the people of Golarion, and the Book of Unlimited Magic explains in each section how that form of magic can affect roleplaying and the game world. + +The knowledge and methods of magic recounted in this book come from all sorts of sources, and only the most seasoned experts in the game world are familiar with them all. When using these sources, consider which areas a given character or institution knows how to use or is familiar with—and, crucially, which ones they're unaware of. A druid who knows geomancy and druidic circles in great depth might be entirely unfamiliar with arts practiced by arcane or occult casters. Separate what you as a player or GM understand and think of fun wrinkles or misunderstandings a character might make based on their limited experience. As another example, the magical essences are crucial to magic working, but a follower of a certain tradition might only know the practical spellcraft that lets them actually use magic. They might be unaware of the deeper sources, or even consider them unnecessary to learn—frivolous time wasted on esoterica when one could be studying a new spell! + +## Choosing Expansions +SoM p. 5 + +The _Pathfinder Core Rulebook_ and _Pathfinder Advanced Player's Guide_ include rules useful to the vast majority of games. Parts of Secrets of Magic aren't meant for every table. Chapter 5 in particular, with its new forms of magic, is more appropriate for certain games and circumstances than others. Some of that chapter's entries have rarities above common to more clearly indicate this. If you're running a game or want to use options like these for your character, think in advance about what their inclusion means for your game. You might even want to have a discussion about the implications with the rest of your group. + +That said, Chapters 2, 3, and 4 are more broadly useful. Even if you don't want to have elementalists as a specific type of caster in your game, the elemental spells in Chapter 3 could still be useful for any caster of the appropriate tradition. The classes in this book are common, as are the vast majority of spells and magic items. + +The pieces of this book are meant to play well together. Exploring the spells and items can open up more options for the new rules in the Book of Unlimited Magic, and the new classes will find spells that work well with their abilities. Pick and choose your favorites, and above all, experiment! \ No newline at end of file diff --git a/rules/secrets-of-magic/secrets-of-magic.md b/rules/secrets-of-magic/secrets-of-magic.md new file mode 100644 index 000000000..aa296bb1d --- /dev/null +++ b/rules/secrets-of-magic/secrets-of-magic.md @@ -0,0 +1,75 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/som +- book/core/secrets-of-magic +aliases: ["Secrets of Magic"] +--- +**[Introduction](rules/secrets-of-magic/introduction.md)** + +- [Choosing Expansions](rules/secrets-of-magic/introduction.md#Choosing%20Expansions) + +**[Chapter 1: Essentials of Magic](rules/secrets-of-magic/chapter-1-essentials-of-magic.md)** + +- [Tradition Treatises](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#Tradition%20Treatises) +- [On Essences](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#On%20Essences) +- [The Eight Arches of Incantation](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#The%20Eight%20Arches%20of%20Incantation) +- [Abjuration](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#Abjuration) +- [Conjuration](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#Conjuration) +- [Divination](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#Divination) +- [Enchantment](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#Enchantment) +- [Evocation](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#Evocation) +- [Illusion](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#Illusion) +- [Necromancy](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#Necromancy) +- [Transmutation](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#Transmutation) +- [Magical Backgrounds](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#Magical%20Backgrounds) +- [Rare Magical Backgrounds](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#Rare%20Magical%20Backgrounds) + +**[Chapter 2: Classes](rules/secrets-of-magic/chapter-2-classes.md)** + +- [Multiclass Archetypes](rules/secrets-of-magic/chapter-2-classes.md#Multiclass%20Archetypes) +- [Bounded Spellcasting Archetype](rules/secrets-of-magic/chapter-2-classes.md#Bounded%20Spellcasting%20Archetype) +- [Magus](rules/secrets-of-magic/chapter-2-classes.md#Magus) +- [Summoner](rules/secrets-of-magic/chapter-2-classes.md#Summoner) + +**[Chapter 3: Spells](rules/secrets-of-magic/chapter-3-spells.md)** + +- [Arcane Spell List](rules/secrets-of-magic/chapter-3-spells.md#Arcane%20Spell%20List) +- [Divine Spell List](rules/secrets-of-magic/chapter-3-spells.md#Divine%20Spell%20List) +- [Occult Spell List](rules/secrets-of-magic/chapter-3-spells.md#Occult%20Spell%20List) +- [Primal Spell List](rules/secrets-of-magic/chapter-3-spells.md#Primal%20Spell%20List) +- [Spell Descriptions](rules/secrets-of-magic/chapter-3-spells.md#Spell%20Descriptions) +- [Focus Spells](rules/secrets-of-magic/chapter-3-spells.md#Focus%20Spells) +- [Rituals](rules/secrets-of-magic/chapter-3-spells.md#Rituals) + +**[Chapter 4: Magic Items](rules/secrets-of-magic/chapter-4-magic-items.md)** + +- [Creating a Magic Item](rules/secrets-of-magic/chapter-4-magic-items.md#Creating%20a%20Magic%20Item) +- [Investing a Magic Item](rules/secrets-of-magic/chapter-4-magic-items.md#Investing%20a%20Magic%20Item) +- [Activating a Magic Item](rules/secrets-of-magic/chapter-4-magic-items.md#Activating%20a%20Magic%20Item) +- [Collected Notes](rules/secrets-of-magic/chapter-4-magic-items.md#Collected%20Notes) +- [Fulus](rules/secrets-of-magic/chapter-4-magic-items.md#Fulus) +- [Grimoires](rules/secrets-of-magic/chapter-4-magic-items.md#Grimoires) +- [Magical Tattoos](rules/secrets-of-magic/chapter-4-magic-items.md#Magical%20Tattoos) +- [Personal Staves](rules/secrets-of-magic/chapter-4-magic-items.md#Personal%20Staves) +- [Spell Catalysts](rules/secrets-of-magic/chapter-4-magic-items.md#Spell%20Catalysts) +- [Spellhearts](rules/secrets-of-magic/chapter-4-magic-items.md#Spellhearts) +- [Consumables](rules/secrets-of-magic/chapter-4-magic-items.md#Consumables) +- [Permanent Items](rules/secrets-of-magic/chapter-4-magic-items.md#Permanent%20Items) + +**[Chapter 5: Book of Unlimited Magic](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md)** + +- [Cathartic Magic](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#Cathartic%20Magic) +- [Elementalism](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#Elementalism) +- [Elemental Spell List](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#Elemental%20Spell%20List) +- [Flexible Preparation](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#Flexible%20Preparation) +- [Geomancy](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#Geomancy) +- [Ley Lines](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#Ley%20Lines) +- [Pervasive Magic](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#Pervasive%20Magic) +- [Shadow Magic](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#Shadow%20Magic) +- [Soul Seeds](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#Soul%20Seeds) +- [Soulforged Armaments](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#Soulforged%20Armaments) +- [Thassilonian Rune Magic](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#Thassilonian%20Rune%20Magic) +- [True Names](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#True%20Names) +- [Wellspring Magic](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#Wellspring%20Magic) \ No newline at end of file diff --git a/rules/tables/ability-modifiers.md b/rules/tables/ability-modifiers.md index 461947a81..d6f0cb117 100644 --- a/rules/tables/ability-modifiers.md +++ b/rules/tables/ability-modifiers.md @@ -6,4 +6,14 @@ tags: aliases: ["Ability Modifiers"] --- # Ability Modifiers -*Source: Core Rulebook p. 20* \ No newline at end of file +*Source: Core Rulebook p. 20* + +| Ability Score | Modifier | Ability Score | Modifier | +|---------------|----------|---------------|----------| +| 1 | -5 | 14-15 | +2 | +| 2-3 | -4 | 16-17 | +3 | +| 4-5 | -3 | 18-19 | +4 | +| 6-7 | -2 | 20-21 | +5 | +| 8-9 | -1 | 22-23 | +6 | +| 10-11 | +0 | 24-25 | +7 | +| 12-13 | +1 | etc... | | \ No newline at end of file diff --git a/rules/tables/ability-quirks-da.md b/rules/tables/ability-quirks-da.md new file mode 100644 index 000000000..cf9976cb2 --- /dev/null +++ b/rules/tables/ability-quirks-da.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/da +aliases: ["Ability Quirks"] +--- +# Ability Quirks +*Source: Dark Archive p. 103* + +| `d10` | Quirk | +|-------|-------| +| 1 | **Temporal Effectiveness** The deviation's power feels slightly stronger (or slightly weaker) at a specific time of day. | +| 2 | **Musical Notation** Your deviation produces strange ethereal tones or chimes when activated, or you activate it through singing, whistling, or performance. | +| 3 | **Strange Biology** When you gained your deviation, you grew extra eyes, a set of chitinous antennae, or some other strange biological feature unusual for your ancestry. While you might be able to hide it underneath clothing, your deviant abilities all center around this organ, so it must be uncovered and unobstructed for you to use your deviation. | +| 4 | **Chromatic Absorption** Whenever you use your deviation, you absorb or mute a specific color from an object near you, and any manifestation of your deviant ability has that color. The absorbed colors return to your surroundings within an hour. | +| 5 | **Selective Application** The deviation works slightly better (or slightly worse) on a certain type of creature (such as gnomes or caterpillars) or material (such as glass or silver). | +| 6 | **Atmospheric Disturbance** When you use your deviation, tiny clouds, light wind, or other small atmospheric disturbances occur within 5 feet of your body. | +| 7 | **Fractal Sign** Your deviation causes sand, droplets, small insects, or other lightweight objects to organize themselves into strange, geometric patterns whenever activated. | +| 8 | **Harmless Wound** When you use your deviation, trace amounts of blood drip from your eyes or nose. | +| 9 | **Strange Fuel** Each day, you must consume a small amount of a specific material, such as quartz or holy water (which you can do harmlessly), or your deviation is painful to use. | +| 10 | **Forgotten Prayers** When you gain your deviation, piecemeal knowledge of a forgotten language fills your mind—not enough to communicate, but enough that you control your deviation by commanding or beseeching some higher power in the language. | \ No newline at end of file diff --git a/rules/tables/adventuring-gear.md b/rules/tables/adventuring-gear.md index 94fa14ad0..bf6a62511 100644 --- a/rules/tables/adventuring-gear.md +++ b/rules/tables/adventuring-gear.md @@ -6,4 +6,110 @@ tags: aliases: ["Adventuring Gear"] --- # Adventuring Gear -*Source: Core Rulebook p. 288* \ No newline at end of file +*Source: Core Rulebook p. 288* + +| Item | Price | Bulk | Hands | +|------|-------|------|-------| +| [Adventurer's pack](compendium/equipment/items/adventurers-pack.md) | 15 sp | 1 | — | +| [Alchemist's lab](compendium/equipment/items/alchemists-lab.md) | 5 gp | 6 | 2 | +| Expanded alchemist's lab (level 3) | 55 gp | 6 | 2 | +| [Alchemist's tools](compendium/equipment/items/alchemists-tools.md) | 3 gp | 1 | 2 | +| [Artisan's tools](compendium/equipment/items/artisans-tools.md) | 4 gp | 2 | 2 | +| Sterling artisan's tools (level 3) | 50 gp | 2 | 2 | +| [Backpack](compendium/equipment/items/backpack.md) | 1 sp | — | — | +| [Basic crafter's book](compendium/equipment/items/basic-crafters-book.md) | 1 sp | L | 2 | +| [Bedroll](compendium/equipment/items/bedroll.md) | 2 cp | L | — | +| [Caltrops](compendium/equipment/items/caltrops.md) | 3 sp | L | 1 | +| [Candle (10)](compendium/equipment/items/candle-10.md) | 1 cp | — | 1 | +| [Chain (10 feet)](compendium/equipment/items/chain-10-feet.md) | 4 gp | 1 | 2 | +| [Chalk (10)](compendium/equipment/items/chalk-10.md) | 1 cp | — | 1 | +| [Chest](compendium/equipment/items/chest.md) | 6 sp | 2 | 2 | +| [Climbing kit](compendium/equipment/items/climbing-kit.md) | 5 sp | 1 | 2 | +| Extreme climbing kit (level 3) | 40 gp | 1 | 2 | +| [Clothing](compendium/equipment/items/clothing.md) | | | | +| Ordinary | 1 sp | — | — | +| [Explorer's](compendium/equipment/items/explorers-clothing.md) | 1 sp | L | — | +| Fine | 2 gp | L | — | +| High-fashion fine (level 3) | 55 gp | L | — | +| Winter | 4 sp | L | — | +| [Compass](compendium/equipment/items/compass.md) | 1 gp | — | 1 | +| Lensatic compass (level 3) | 20 gp | — | 1 | +| [Cookware](compendium/equipment/items/cookware.md) | 1 gp | 2 | 2 | +| [Crowbar](compendium/equipment/items/crowbar.md) | 5 sp | L | 2 | +| Levered crowbar (level 3) | 20 gp | L | 2 | +| [Disguise kit](compendium/equipment/items/disguise-kit.md) | 2 gp | L | 2 | +| [Replacement cosmetics](compendium/equipment/items/replacement-cosmetics.md) | 1 sp | — | — | +| Elite disguise kit (level 3) | 40 gp | L | 2 | +| Elite cosmetics (level 3) | 5 sp | — | — | +| [Fishing tackle](compendium/equipment/items/fishing-tackle.md) | 8 sp | 1 | 2 | +| Professional fishing tackle (level 3) | 20 gp | 1 | 2 | +| [Flint and steel](compendium/equipment/items/flint-and-steel.md) | 5 cp | — | 2 | +| [Formula book (blank)](compendium/equipment/items/formula-book-blank.md) | 1 gp | L | 1 | +| [Grappling hook](compendium/equipment/items/grappling-hook.md) | 1 sp | L | 1 | +| [Hammer](compendium/equipment/items/hammer.md) | 1 sp | L | 1 | +| [Healer's tools](compendium/equipment/items/healers-tools.md) | 5 gp | 1 | 2 | +| Expanded healer's tools (level 3) | 50 gp | 1 | 2 | +| [Holly and mistletoe](compendium/equipment/items/holly-and-mistletoe.md) | 0 | — | 1 | +| [Hourglass](compendium/equipment/items/hourglass.md) | 3 gp | L | 1 | +| [Ladder (10-foot)](compendium/equipment/items/ladder-10-foot.md) | 3 cp | 3 | 2 | +| Lantern | | | | +| Bull's eye | 1 gp | 1 | 1 | +| Hooded | 7 sp | L | 1 | +| Lock | | | | +| Poor lock (level 0) | 2 sp | — | 2 | +| Simple lock (level 1) | 2 gp | — | 2 | +| Average lock (level 3) | 15 gp | — | 2 | +| Good lock (level 9) | 200 gp | — | 2 | +| Superior lock (level 17) | 4,500 gp | — | 2 | +| [Magnifying glass](compendium/equipment/items/magnifying-glass.md) (level 3) | 40 gp | — | 1 | +| Manacles | | | | +| Poor manacles (level 0) | 2 sp | — | 2 | +| Simple manacles (level 1) | 3 gp | — | 2 | +| Average manacles (level 3) | 20 gp | — | 2 | +| Good manacles (level 9) | 250 gp | — | 2 | +| Superior manacles (level 17) | 5,000 gp | — | 2 | +| [Material component pouch](compendium/equipment/items/material-component-pouch.md) | 5 sp | L | 1 | +| [Merchant's scale](compendium/equipment/items/merchants-scale.md) | 2 sp | L | 2 | +| [Mirror](compendium/equipment/items/mirror.md) | 1 gp | — | 1 | +| [Mug](compendium/equipment/items/mug.md) | 1 cp | — | 1 | +| Musical instrument | | | | +| Handheld | 8 sp | 1 | 2 | +| Virtuoso handheld (level 3) | 50 gp | 1 | 2 | +| Heavy | 2 gp | 16 | 2 | +| Virtuoso heavy (level 3) | 100 gp | 16 | 2 | +| [Oil (1 pint)](compendium/equipment/items/oil-1-pint.md) | 1 cp | — | 2 | +| [Piton](compendium/equipment/items/piton.md) | 1 cp | — | 1 | +| [Rations (1 week)](compendium/equipment/items/rations-1-week.md) | 4 sp | L | 1 | +| Religious symbol | | | | +| Wooden | 1 sp | L | 1 | +| Silver | 2 gp | L | 1 | +| [Religious text](compendium/equipment/items/religious-text.md) | 1 gp | L | 1 | +| [Repair kit](compendium/equipment/items/repair-kit.md) | 2 gp | 1 | 2 | +| Superb repair kit (level 3) | 25 gp | 1 | 2 | +| [Rope (50 feet)](compendium/equipment/items/rope-50-feet.md) | 5 sp | L | 2 | +| [Sack (5)](compendium/equipment/items/sack-5.md) | 1 cp | L | 1 | +| [Saddlebags](compendium/equipment/items/saddlebags.md) | 2 sp | L | 2 | +| [Signal whistle](compendium/equipment/items/signal-whistle.md) | 8 cp | — | 1 | +| [Snare kit](compendium/equipment/items/snare-kit.md) | 5 gp | 2 | 2 | +| Specialist snare kit (level 3) | 55 gp | 2 | 2 | +| [Soap](compendium/equipment/items/soap.md) | 2 cp | — | 1 | +| [Spellbook (blank)](compendium/equipment/items/spellbook-blank.md) | 1 gp | L | 1 | +| [Spyglass](compendium/equipment/items/spyglass.md) | 20 gp | L | 2 | +| Fine spyglass (level 4) | 80 gp | L | 2 | +| [Tack](compendium/equipment/items/tack.md) | 4 gp | 1 | — | +| [Ten-foot pole](compendium/equipment/items/ten-foot-pole.md) | 1 cp | 1 | 2 | +| Tent | | | | +| Pup | 8 sp | L | 2 | +| Four-person | 5 gp | 1 | 2 | +| Pavilion (level 2) | 40 gp | 12 | 2 | +| [Thieves' tools](compendium/equipment/items/thieves-tools.md) | 3 gp | L | 2 | +| [Replacement picks](compendium/equipment/items/replacement-picks.md) | 3 sp | — | — | +| Infiltrator thieves' tools (level 3) | 50 gp | L | 2 | +| Infiltrator picks (level 3) | 3 gp | — | — | +| Tool | | | | +| Long tool | 1 gp | 1 | 2 | +| Short tool | 4 sp | L | 1 or 2 | +| [Torch](compendium/equipment/items/torch.md) | 1 cp | L | 1 | +| [Waterskin](compendium/equipment/items/waterskin.md) | 5 cp | L | 1 | +| [Writing set](compendium/equipment/items/writing-set.md) | 1 gp | L | 2 | +| [Extra ink and paper](compendium/equipment/items/extra-ink-and-paper.md) | 1 sp | — | — | \ No newline at end of file diff --git a/rules/tables/alchemical-gear.md b/rules/tables/alchemical-gear.md index e00b36585..e2de89591 100644 --- a/rules/tables/alchemical-gear.md +++ b/rules/tables/alchemical-gear.md @@ -6,4 +6,27 @@ tags: aliases: ["Alchemical Gear"] --- # Alchemical Gear -*Source: Core Rulebook p. 292* \ No newline at end of file +*Source: Core Rulebook p. 292* + +| Alchemical Bombs | Price | Bulk | Page | +|------------------|-------|------|------| +| Lesser acid flask | 3 gp | L | 544 | +| Lesser alchemist's fire | 3 gp | L | 545 | +| Lesser bottled lightning | 3 gp | L | 545 | +| Lesser frost vial | 3 gp | L | 545 | +| Lesser tanglefoot bag | 3 gp | L | 545 | +| Lesser thunderstone | 3 gp | L | 545 | +^alchemical-gear-6-11-7 + +| Elixirs | Price | Bulk | Page | +|---------|-------|------|------| +| Lesser antidote | 3 gp | L | 546 | +| Lesser antiplague | 3 gp | L | 546 | +| Minor elixir of life | 3 gp | L | 548 | +^alchemical-gear-6-11-11 + +| Alchemical Tools | Price | Bulk | Page | +|------------------|-------|------|------| +| Lesser smokestick | 3 gp | L | 554 | +| [Sunrod](compendium/equipment/items/sunrod.md) | 3 gp | L | 554 | +| Tindertwig (10) | 2 sp | — | 554 | \ No newline at end of file diff --git a/rules/tables/alignment-aura.md b/rules/tables/alignment-aura.md index deb74c875..da25e6db5 100644 --- a/rules/tables/alignment-aura.md +++ b/rules/tables/alignment-aura.md @@ -6,4 +6,14 @@ tags: aliases: ["Alignment Aura"] --- # Alignment Aura -*Source: Core Rulebook p. 328* \ No newline at end of file +*Source: Core Rulebook p. 328* + +The strength of an alignment aura depends on the level of the creature, item, or spell. The auras of undead, clerics and other divine spellcasters with a patron deity, and creatures from the Outer Sphere are one step stronger than normal (faint instead of none, for example). + +| Creature Item Level | Spell or Effect Level | Aura Strength | +|---------------------|-----------------------|---------------| +| 0-5 | — | None | +| 6-10 | 0-3 | Faint | +| 11-15 | 4-7 | Moderate | +| 16-20 | 8-9 | Powerful | +| 21+ | 10 | Overwhelming | \ No newline at end of file diff --git a/rules/tables/alkenstar-services-ooa1.md b/rules/tables/alkenstar-services-ooa1.md new file mode 100644 index 000000000..ee01c4e43 --- /dev/null +++ b/rules/tables/alkenstar-services-ooa1.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/ooa1 +aliases: ["Alkenstar Services"] +--- +# Alkenstar Services +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 81* + +| Service | Price | +|---------|-------| +| Black powder tattoo (per 4 hours) | 5 gp | +| Bulletworks use (per day) | 1 gp | +| Clockwork rentals (per day) | | +| Clockwork lookout | 1 sp | +| Clockwork pack mule | 2 sp | +| Clockwork servant | 1 gp | +| Clockwork mount | 2 gp | +| Clockwork carriage | 8 gp | +| Firearm repair (per day) | 2 gp | +| Spellcasting services | ×2* | +| Workshop rental (per day) | 1 gp | +| Including expert assistance | 3 gp | + +* Spellcasting services in Alkenstar usually cost twice the amount listed on [Table 6–15: Spellcasting Services](rules/tables/spellcasting-services.md). \ No newline at end of file diff --git a/rules/tables/animal-caretaking-gear-prices-lotg.md b/rules/tables/animal-caretaking-gear-prices-lotg.md new file mode 100644 index 000000000..eadb2cb70 --- /dev/null +++ b/rules/tables/animal-caretaking-gear-prices-lotg.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/lotg +aliases: ["Animal Caretaking Gear Prices"] +--- +# Animal Caretaking Gear Prices +*Source: Lost Omens: Travel Guide p. 103* + +| Name | Price | +|------|-------| +| [Animal bed](compendium/equipment/items/animal-bed-lotg.md) | 1 sp | +| [Cage](compendium/equipment/items/cage-lotg.md) | 5 sp | +| [Collar](compendium/equipment/items/collar-lotg.md) | 1 sp | +| Feed, standard (1 week's feed) | 1 cp | +| Feed, unique (1 week's feed) | 1 sp | +| [Handling gloves](compendium/equipment/items/handling-gloves-lotg.md) | 5 sp | +| [Harness](compendium/equipment/items/harness-lotg.md) | 8 sp | +| [Leash](compendium/equipment/items/leash-lotg.md) | 1 sp | +| Tank, stationary | 1 gp | +| Tank, traveling | 10 gp | +| Treats, standard | 1 cp | +| Treats, unique | 1 sp | \ No newline at end of file diff --git a/rules/tables/animal-instincts.md b/rules/tables/animal-instincts.md index b6551ca6b..1f0285929 100644 --- a/rules/tables/animal-instincts.md +++ b/rules/tables/animal-instincts.md @@ -6,4 +6,19 @@ tags: aliases: ["Animal Instincts"] --- # Animal Instincts -*Source: Core Rulebook p. 86* \ No newline at end of file +*Source: Core Rulebook p. 86* + +| Animal | Attack | Damage | Traits | +|--------|--------|--------|--------| +| Ape | Fist | `1d10` B | [Grapple](rules/traits/grapple.md), [unarmed](rules/traits/unarmed.md) | +| Bear | Jaws | `1d10` P | [Unarmed](rules/traits/unarmed.md) | +| | Claws | `1d6` S | [Agile](rules/traits/agile.md), [unarmed](rules/traits/unarmed.md) | +| Bull | Horn | `1d10` P | [Shove](rules/traits/shove.md), [unarmed](rules/traits/unarmed.md) | +| Cat | Jaws | `1d10` P | [Unarmed](rules/traits/unarmed.md) | +| | Claws | `1d6` S | [Agile](rules/traits/agile.md), [unarmed](rules/traits/unarmed.md) | +| Deer | Antler | `1d10` P | [Grapple](rules/traits/grapple.md), [unarmed](rules/traits/unarmed.md) | +| Frog | Jaws | `1d10` B | [Unarmed](rules/traits/unarmed.md) | +| | Tongue | `1d4` B | [Agile](rules/traits/agile.md), [unarmed](rules/traits/unarmed.md) | +| Shark | Jaws | `1d10` P | [Grapple](rules/traits/grapple.md), [unarmed](rules/traits/unarmed.md) | +| Snake | Fangs | `1d10` P | [Grapple](rules/traits/grapple.md), [unarmed](rules/traits/unarmed.md) | +| Wolf | Jaws | `1d10` P | [Trip](rules/traits/trip.md), [Unarmed](rules/traits/unarmed.md) | \ No newline at end of file diff --git a/rules/tables/animal-prices-lotg.md b/rules/tables/animal-prices-lotg.md new file mode 100644 index 000000000..d95d379a0 --- /dev/null +++ b/rules/tables/animal-prices-lotg.md @@ -0,0 +1,48 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/lotg +aliases: ["Animal Prices"] +--- +# Animal Prices +*Source: Lost Omens: Travel Guide p. 103* + +| Name | Price | +|------|-------| +| [Alpaca](compendium/equipment/items/alpaca-lotg.md) | 75+ gp | +| [Axolotl](compendium/equipment/items/axolotl-lotg.md) | 40 gp | +| [Badger](compendium/equipment/items/badger-lotg.md) | 15 sp | +| [Bat](compendium/equipment/items/bat-lotg.md) | 3+ gp | +| [Beehive](compendium/equipment/items/beehive-lotg.md) | 1 gp | +| [Bird](compendium/equipment/items/bird-lotg.md) | 1+ sp | +| [Bird, house eagle](compendium/equipment/items/house-eagle-lotg.md) | 10 gp | +| [Butterfly](compendium/equipment/items/butterfly-lotg.md) or [moth](compendium/equipment/items/moth-lotg.md) | 1 sp | +| [Cat](compendium/equipment/items/cat-lotg.md) | 3+ cp | +| [Cat, Galtan orange](compendium/equipment/items/galtan-orange-cat-lotg.md) | 10 gp | +| [Cow](compendium/equipment/items/cow-lotg.md) | 8 gp | +| [Cradle minder](compendium/equipment/items/cradle-minder-lotg.md) | 50 gp | +| [Dinosaur](compendium/equipment/items/dinosaur-lotg.md) | 10+ gp | +| [Dog](compendium/equipment/items/dog-lotg.md) | 2+ sp | +| [Duck](compendium/equipment/items/duck-lotg.md) | 5 sp | +| [Ferret](compendium/equipment/items/ferret-lotg.md) | 1 sp | +| [Fish](compendium/equipment/items/fish-lotg.md) | 1+ cp | +| [Fox](compendium/equipment/items/fox-lotg.md) | 8 sp | +| [Frog](compendium/equipment/items/frog-lotg.md) | 2+ sp | +| [Gerbil](compendium/equipment/items/gerbil-lotg.md) or [hamster](compendium/equipment/items/hamster-lotg.md) | 1 sp | +| [Horse](compendium/equipment/items/horse-lotg.md) | 2+ gp | +| [Kayalini](compendium/equipment/items/kayalini-lotg.md) | 5 gp | +| [Lizard](compendium/equipment/items/lizard-lotg.md) | 1+ sp | +| [Lizard, X's](compendium/equipment/items/xs-lizard-lotg.md) | 1 gp | +| [Monkey](compendium/equipment/items/monkey-lotg.md) | 3 gp | +| [Mouse](compendium/equipment/items/mouse-lotg.md) | 1 cp | +| [Opossum, domestic](compendium/equipment/items/opossum-domestic-lotg.md) | 2 gp | +| [Pig](compendium/equipment/items/pig-lotg.md) | 5+ sp | +| [Praying mantis](compendium/equipment/items/praying-mantis-lotg.md) | 1 sp | +| [Rabbit](compendium/equipment/items/rabbit-lotg.md) | 1+ gp | +| [Raccoon](compendium/equipment/items/raccoon-lotg.md) | 5 gp | +| [Rat](compendium/equipment/items/rat-lotg.md) | 1+ sp | +| [Snake](compendium/equipment/items/snake-lotg.md) | 1+ gp | +| [Spider](compendium/equipment/items/spider-lotg.md) | 2+ sp | +| [Squirrel](compendium/equipment/items/squirrel-lotg.md) | 7 sp | +| [Turtle](compendium/equipment/items/turtle-lotg.md) | 3 sp | \ No newline at end of file diff --git a/rules/tables/animals.md b/rules/tables/animals.md index d3bd65ecc..052df8943 100644 --- a/rules/tables/animals.md +++ b/rules/tables/animals.md @@ -6,4 +6,19 @@ tags: aliases: ["Animals"] --- # Animals -*Source: Core Rulebook p. 294* \ No newline at end of file +*Source: Core Rulebook p. 294* + +| Animal | Rental Price* (per day) | Purchase Price | +|--------|-------------------------|----------------| +| Dog | | | +| Guard dog | 1 cp per day | 2 sp | +| Riding dog | 6 cp per day | 4 gp | +| Horse | | | +| Riding horse | 1 sp per day | 8 gp | +| Warhorse | 1 gp per day | 30 gp (level 2) | +| Pack animal | 2 cp per day | 2 gp | +| Pony | | | +| Riding pony | 8 cp per day | 7 gp | +| Warpony | 8 sp per day | 24 gp (level 2) | + +* Might require a deposit equal to the purchase Price. \ No newline at end of file diff --git a/rules/tables/armor-upgrade-prices.md b/rules/tables/armor-upgrade-prices.md index b01271b2e..77ae4b6e2 100644 --- a/rules/tables/armor-upgrade-prices.md +++ b/rules/tables/armor-upgrade-prices.md @@ -6,4 +6,12 @@ tags: aliases: ["Armor Upgrade Prices"] --- # Armor Upgrade Prices -*Source: Core Rulebook p. 582* \ No newline at end of file +*Source: Core Rulebook p. 582* + +| Starting Armor | Improved Armor | Price and Process | +|----------------|----------------|-------------------| +| +1 armor | +1 resilient armor | 340 gp to etch resilient (8th level) | +| +1 resilient armor | +2 resilient armor | 900 gp to etch +2 armor potency (11th level) | +| +2 resilient armor | +2 greater resilient armor | 3,100 gp to etch greater resilient (14th level) | +| +2 greater resilient armor | +3 greater resilient armor | 19,500 gp to etch +3 armor potency (18th level) | +| +3 greater resilient armor | +3 major resilient armor | 46,000 gp to etch major resilient (20th level) | \ No newline at end of file diff --git a/rules/tables/armor.md b/rules/tables/armor.md index e47cbe6a5..aa5735dcb 100644 --- a/rules/tables/armor.md +++ b/rules/tables/armor.md @@ -6,4 +6,26 @@ tags: aliases: ["Armor"] --- # Armor -*Source: Core Rulebook p. 275* \ No newline at end of file +*Source: Core Rulebook p. 275* + +| Light Armor | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits | +|-------------|-------|----------|---------|---------------|---------------|----------|------|-------|--------------| +| [Padded Armor](compendium/equipment/items/padded-armor.md) | 2 sp | +1 | +3 | — | — | 10 | L | Cloth | [Comfort](rules/traits/comfort.md) | +| [Leather](compendium/equipment/items/leather.md) | 2 gp | +1 | +4 | -1 | — | 10 | 1 | Leather | — | +| [Studded Leather](compendium/equipment/items/studded-leather.md) | 3 gp | +2 | +3 | -1 | — | 12 | 1 | Leather | — | +| [Chain shirt](compendium/equipment/items/chain-shirt.md) | 5 gp | +2 | +3 | -1 | — | 12 | 1 | Chain | [Flexible](rules/traits/flexible.md), [Noisy](rules/traits/noisy.md) | +^armor-6-4-5 + +| Medium Armor | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits | +|--------------|-------|----------|---------|---------------|---------------|----------|------|-------|--------------| +| [Hide](compendium/equipment/items/hide.md) | 2 gp | +3 | +2 | –2 | –5 ft. | 14 | 2 | Leather | — | +| [Scale mail](compendium/equipment/items/scale-mail.md) | 4 gp | +3 | +2 | –2 | –5 ft. | 14 | 2 | Composite | — | +| [Chain mail](compendium/equipment/items/chain-mail.md) | 6 gp | +4 | +1 | –2 | –5 ft. | 16 | 2 | Chain | [Flexible](rules/traits/flexible.md), [Noisy](rules/traits/noisy.md) | +| [Breastplate](compendium/equipment/items/breastplate.md) | 8 gp | +4 | +1 | -2 | -5 ft. | 16 | 2 | Plate | — | +^armor-6-4-10 + +| Heavy Armor | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits | +|-------------|-------|----------|---------|---------------|---------------|----------|------|-------|--------------| +| [Splint mail](compendium/equipment/items/splint-mail.md) (level 1) | 13 gp | +5 | +1 | -3 | -10 ft. | 16 | 3 | Composite | — | +| [Half plate](compendium/equipment/items/half-plate.md) (level 1) | 18 gp | +5 | +1 | -3 | -10 ft. | 16 | 3 | Plate | — | +| [Full plate](compendium/equipment/items/full-plate.md) (level 2) | 30 gp | +6 | +0 | -3 | -10 ft. | 18 | 4 | Plate | [Bulwark](rules/traits/bulwark.md) | \ No newline at end of file diff --git a/rules/tables/automatic-bonus-progression-gmg.md b/rules/tables/automatic-bonus-progression-gmg.md new file mode 100644 index 000000000..50e96a457 --- /dev/null +++ b/rules/tables/automatic-bonus-progression-gmg.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/gmg +aliases: ["Automatic Bonus Progression"] +--- +# Automatic Bonus Progression +*Source: Gamemastery Guide p. 196* + +| Level | Benefits | +|-------|----------| +| 1 | – | +| 2 | Attack potency +1 | +| 3 | Skill potency (one at +1) | +| 4 | Devastating attacks (two dice) | +| 5 | Defense potency +1 | +| 6 | Skill potency (two at +1 each) | +| 7 | Perception potency +1 | +| 8 | Saving throw potency +1 | +| 9 | Skill potency (one at +2, one at +1) | +| 10 | Attack potency +2 | +| 11 | Defense potency +2 | +| 12 | Devastating attacks (three dice) | +| 13 | Perception potency +2; skill potency (two at +2, one at +1) | +| 14 | Saving throw potency +2 | +| 15 | Skill potency (three at +2 each, one at +1) | +| 16 | Attack potency +3 | +| 17 | Ability apex; skill potency (one at +3, two at +2 each, two at +1 each) | +| 18 | Defense potency +3 | +| 19 | Devastating attacks (four dice), Perception potency +3 | +| 20 | Saving throw potency +3; skill potency (two at +3 each, two at +2 each, two at +1 each) | \ No newline at end of file diff --git a/rules/tables/barding.md b/rules/tables/barding.md index 4cd2fee96..f8c28c76d 100644 --- a/rules/tables/barding.md +++ b/rules/tables/barding.md @@ -6,4 +6,15 @@ tags: aliases: ["Barding"] --- # Barding -*Source: Core Rulebook p. 294* \ No newline at end of file +*Source: Core Rulebook p. 294* + +| Light Barding | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Bulk | Strength | +|---------------|-------|----------|---------|---------------|---------------|------|----------| +| Small or Medium | 10 gp | +1 | +5 | –1 | –5 ft. | 2 | +3 | +| Large | 20 gp | +1 | +5 | –1 | –5 ft. | 4 | +3 | +^barding-6-18-3 + +| Heavy Barding | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Bulk | Strength | +|---------------|-------|----------|---------|---------------|---------------|------|----------| +| Small or Medium (level 2) | 25 gp | +3 | +3 | –3 | –10 ft. | 4 | +5 | +| Large (level 3) | 50 gp | +3 | +3 | –3 | –10 ft. | 8 | +5 | \ No newline at end of file diff --git a/rules/tables/basic-services-and-consumables.md b/rules/tables/basic-services-and-consumables.md index 59747546c..600a4d0d9 100644 --- a/rules/tables/basic-services-and-consumables.md +++ b/rules/tables/basic-services-and-consumables.md @@ -6,4 +6,32 @@ tags: aliases: ["Basic Services and Consumables"] --- # Basic Services and Consumables -*Source: Core Rulebook p. 294* \ No newline at end of file +*Source: Core Rulebook p. 294* + +| Item | Price | Bulk | Hands | +|------|-------|------|-------| +| Beverages | | | | +| Mug of ale | 1 cp | L | 1 | +| Keg of ale | 2 sp | 2 | 2 | +| Pot of coffee or tea | 2 cp | L | 1 | +| Bottle of wine | 1 sp | L | 1 | +| Bottle of fine wine | 1 gp | L | 1 | +| Hireling (1 day) | | | | +| Unskilled | 1 sp | | | +| Skilled | 5 sp | | | +| Lodging (1 day) | | | | +| Floor space | 3 cp | | | +| Bed (for 1) | 1 sp | | | +| Private room (for 2) | 8 sp | | | +| Extravagant suite (for 6) | 10 gp | | | +| Meals | | | | +| Poor meal | 1 cp | L | 2 | +| Square meal | 3 cp | L | 2 | +| Fine dining | 1 gp | L | 2 | +| Stabling (1 day) | 2 cp | | | +| Toll | at least 1 cp | | | +| Transportation (per 5 miles) | | | | +| Caravan | 3 cp | | | +| Carriage | 2 sp | | | +| Ferry or riverboat | 4 cp | | | +| Sailing ship | 6 cp | | | \ No newline at end of file diff --git a/rules/tables/bulk-conversions.md b/rules/tables/bulk-conversions.md index e9811a490..b90c03ca6 100644 --- a/rules/tables/bulk-conversions.md +++ b/rules/tables/bulk-conversions.md @@ -6,4 +6,12 @@ tags: aliases: ["Bulk conversions"] --- # Bulk conversions -*Source: Core Rulebook p. 295* \ No newline at end of file +*Source: Core Rulebook p. 295* + +| Creature Size | Bulk Limit | Treats as Light | Treats as Negligible | +|---------------|------------|-----------------|----------------------| +| Tiny | Half | — | none | +| Small or Med. | Standard | L | — | +| Large | ×2 | 1 Bulk | L | +| Huge | ×4 | 2 Bulk | 1 Bulk | +| Gargantuan | ×8 | 4 Bulk | 2 Bulk | \ No newline at end of file diff --git a/rules/tables/bulk-of-creatures.md b/rules/tables/bulk-of-creatures.md index 1d3f028cd..0b1d81935 100644 --- a/rules/tables/bulk-of-creatures.md +++ b/rules/tables/bulk-of-creatures.md @@ -6,4 +6,13 @@ tags: aliases: ["Bulk of Creatures"] --- # Bulk of Creatures -*Source: Core Rulebook p. 273* \ No newline at end of file +*Source: Core Rulebook p. 273* + +| Size of Creature | Bulk | +|------------------|------| +| [Tiny](rules/traits/tiny-b1.md) | 1 | +| [Small](rules/traits/small-b1.md) | 3 | +| [Medium](rules/traits/medium-b1.md) | 6 | +| [Large](rules/traits/large-b1.md) | 12 | +| [Huge](rules/traits/huge-b1.md) | 24 | +| [Gargantuan](rules/traits/gargantuan-b1.md) | 48 | \ No newline at end of file diff --git a/rules/tables/changing-equipment.md b/rules/tables/changing-equipment.md index 9db877042..96046c93e 100644 --- a/rules/tables/changing-equipment.md +++ b/rules/tables/changing-equipment.md @@ -6,4 +6,20 @@ tags: aliases: ["Changing Equipment"] --- # Changing Equipment -*Source: Core Rulebook p. 274* \ No newline at end of file +*Source: Core Rulebook p. 274* + +| Change | Hands | Action | +|--------|-------|--------| +| Draw or put away a worn item, or pick up an item[^1] | 1 or 2 | [Interact](rules/actions/interact.md) | +| Pass an item to or take an item from a willing creature[^2] | 1 or 2 | [Interact](rules/actions/interact.md) | +| Drop an item to the ground | 1 or 2 | [Release](rules/actions/release.md) | +| Detach a shield or item strapped to you | 1 | [Interact](rules/actions/interact.md) | +| Change your grip by removing a hand from an item | 2 | [Release](rules/actions/release.md) | +| Change your grip by adding a hand to an item | 2 | [Interact](rules/actions/interact.md) | +| Retrieve an item from a backpack[^3], sack, or similar container | 2 | [Interact](rules/actions/interact.md) | + +[^1] If you retrieve a two-handed item with only one hand, you still need to change your grip before you can wield or use it. + +[^2] A creature must have a hand free for someone to pass an item to them, and they might then need to change their grip if they receive an item requiring two hands to wield or use. + +[^3] Retrieving an item stowed in your own backpack requires first taking off the backpack with a separate [Interact](rules/actions/interact.md) action. \ No newline at end of file diff --git a/rules/tables/character-wealth.md b/rules/tables/character-wealth.md index 180d0a219..18ac66b8d 100644 --- a/rules/tables/character-wealth.md +++ b/rules/tables/character-wealth.md @@ -6,4 +6,27 @@ tags: aliases: ["Character Wealth"] --- # Character Wealth -*Source: Core Rulebook p. 511* \ No newline at end of file +*Source: Core Rulebook p. 511* + +| Level | Permanent Items | Currency | Lump sum | +|-------|-----------------|----------|----------| +| 1 | — | 15 gp | 15 gp | +| 2 | **1st**: 1 | 20 gp | 30 gp | +| 3 | **2nd**: 1, **1st**: 2 | 25 gp | 75 gp | +| 4 | **3rd**: 1, **2nd**: 2, **1st**: 1 | 30 gp | 140 gp | +| 5 | **4th**: 1, **3rd**: 2, **2nd**: 1, **1st**: 2 | 50 gp | 270 gp | +| 6 | **5th**: 1, **4th**: 2, **3rd**: 1, **2nd**: 2 | 80 gp | 450 gp | +| 7 | **6th**: 1, **5th**: 2, **4th**: 1, **3rd**: 2 | 125 gp | 720 gp | +| 8 | **7th**: 1, **6th**: 2, **5th**: 1, **4th**: 2 | 180 gp | 1,100 gp | +| 9 | **8th**: 1, **7th**: 2, **6th**: 1, **5th**: 2 | 250 gp | 1,600 gp | +| 10 | **9th**: 1, **8th**: 2, **7th**: 1, **6th**: 2 | 350 gp | 2,300 gp | +| 11 | **10th**: 1, **9th**: 2, **8th**: 1, **7th**: 2 | 500 gp | 3,200 gp | +| 12 | **11th**: 1, **10th**: 2, **9th**: 1, **8th**: 2 | 700 gp | 4,500 gp | +| 13 | **12th**: 1, **11th**: 2, **10th**: 1, **9th**: 2 | 1,000 gp | 6,400 gp | +| 14 | **13th**: 1, **12th**: 2, **11th**: 1, **10th**: 2 | 1,500 gp | 9,300 gp | +| 15 | **14th**: 1, **13th**: 2, **12th**: 1, **11th**: 2 | 2,250 gp | 13,500 gp | +| 16 | **15th**: 1, **14th**: 2, **13th**: 1, **12th**: 2 | 3,250 gp | 20,000 gp | +| 17 | **16th**: 1, **15th**: 2, **14th**: 1, **13th**: 2 | 5,000 gp | 30,000 gp | +| 18 | **17th**: 1, **16th**: 2, **15th**: 1, **14th**: 2 | 7,500 gp | 45,000 gp | +| 19 | **18th**: 1, **17th**: 2, **16th**: 1, **15th**: 2 | 12,000 gp | 69,000 gp | +| 20 | **19th**: 1, **18th**: 2, **17th**: 1, **16th**: 2 | 20,000 gp | 112,000 gp | \ No newline at end of file diff --git a/rules/tables/climb-and-swim-distance.md b/rules/tables/climb-and-swim-distance.md index 653a1823a..2c786778d 100644 --- a/rules/tables/climb-and-swim-distance.md +++ b/rules/tables/climb-and-swim-distance.md @@ -6,4 +6,48 @@ tags: aliases: ["Climb and Swim Distance"] --- # Climb and Swim Distance -*Source: Core Rulebook p. 242* \ No newline at end of file +*Source: Core Rulebook p. 242* + +This table provides a quick reference for how far you can move with a [Climb](rules/actions/climb.md) or [Swim](rules/actions/swim.md) action. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Swim Distance
SpeedSuccessCriticalSuccessCritical
5-15 feet55510
20-35 feet5101015
40-55 feet10151520
60-65 feet15202025
\ No newline at end of file diff --git a/rules/tables/coin-values.md b/rules/tables/coin-values.md index 11bff4535..0fd3d0501 100644 --- a/rules/tables/coin-values.md +++ b/rules/tables/coin-values.md @@ -6,4 +6,11 @@ tags: aliases: ["Coin Values"] --- # Coin Values -*Source: Core Rulebook p. 271* \ No newline at end of file +*Source: Core Rulebook p. 271* + +| Coins | CP | SP | GP | PP | +|-------|----|----|----|----| +| Copper piece (cp) | 1 | 1/10 | 1/100 | 1/1,000 | +| Silver piece (sp) | 10 | 1 | 1/10 | 1/100 | +| Gold piece (gp) | 100 | 10 | 1 | 1/10 | +| Platinum piece (pp) | 1,000 | 100 | 10 | 1 | \ No newline at end of file diff --git a/rules/tables/common-crimes-and-punishments-lotg.md b/rules/tables/common-crimes-and-punishments-lotg.md new file mode 100644 index 000000000..0733afe07 --- /dev/null +++ b/rules/tables/common-crimes-and-punishments-lotg.md @@ -0,0 +1,47 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/lotg +aliases: ["Common Crimes and Punishments"] +--- +# Common Crimes and Punishments +*Source: Lost Omens: Travel Guide p. 65* + +| Crime | Typical Punishment[^1] | +|-------|------------------------| +| Murder | Execution | +| Arson | Execution | +| Summoning prohibited planar beings (varies by region) | Execution | +| Treason | Execution | +| Espionage | 10 to 30 years labor often shortened as spies are exchanged or traded back to their home country | +| Torture Fifty | lashes and 5 to 20 years hard labor, often followed by exile | +| Other atrocities | Forty lashes and 3 to 10 years hard labor, often followed by exile | +| Manslaughter | Twenty to fifty lashes, 3 to 15 years of labor, and/or a fine equal to 50% of the character's wealth | +| Creating undead | Fifty lashes, 3 to 10 years of hard labor, and/or a fine equal to 40% of the character's wealth | +| Kidnapping | Twenty to forty lashes and/or 2 to 8 years hard labor, often followed by exile | +| Enchantment | major (dominate), Thirty lashes and/or a fine equal to 25% of the character's wealth, often followed by exile | +| Enchantment | minor (charm), Ten lashes and/or a fine equal to 10% of the character's wealth | +| Assault & battery (permanent injury) | Thirty lashes, 1 year hard labor, and/or a fine equal to 10% of the character's wealth | +| Assault & battery (no permanent injury) | Ten lashes and/or a fine equal to 2% of the character's wealth | +| Cruelty to animals | Five to twenty lashes and/or a fine equal to 5% of the character's wealth | +| Robbery | Twenty lashes and/or 1 to 5 years hard labor | +| Burglary | 1 to 3 years hard labor and/or fine equal to 20% of the stolen goods' value | +| Larceny | 6 to 18 months hard labor and/or fine equal to 15% of the stolen goods' value | +| Embezzlement | Return of all funds and a fine of 20% of what was stolen | +| Extortion | Return of all funds and a fine of 20% of what was stolen | +| Possession of stolen goods | Return of all goods and a fine equal to 10% of the goods' cost | +| Perjury | A fine equal to 15% of the character's wealth | +| Forgery (official papers) | A fine equal to 15% of the character's wealth | +| Forgery (other) | A fine equal to 10% of the character's wealth | +| Blackmail | A fine equal to 10% of the character's wealth | +| Fraud | A fine equal to 10% of the character's wealth | +| Worship of banned gods | 2 to 8 years hard labor and/or a fine equal to 20% of the character's wealth | +| Smuggling | 1 to 5 years hard labor and/or a fine equal to 15% of the character's wealth | +| Vandalism | Ten lashes and/or a fine equal to 2% of the character's wealth | +| Pickpocketing | Five lashes and/or a fine equal to 1% of the character's wealth | +| Trespassing | Two lashes and/or a fine equal to 1% of the character's wealth | +| Multiple offenses | at once As most serious offense plus 50% of other sentences | +| Repeated offenses | Increase the sentence by a quarter for each prior offense—excessive offenses result in execution | + +[^1]Punishments can vary from region to region. Countries in the Inner Sea that use fines typically link them to the character's ability to pay \ No newline at end of file diff --git a/rules/tables/common-languages.md b/rules/tables/common-languages.md index 2fecf2cc7..e4e696c69 100644 --- a/rules/tables/common-languages.md +++ b/rules/tables/common-languages.md @@ -6,4 +6,18 @@ tags: aliases: ["Common Languages"] --- # Common Languages -*Source: Core Rulebook p. 65* \ No newline at end of file +*Source: Core Rulebook p. 65* + +| Language | Speakers | +|----------|----------| +| Common | Humans, dwarves, elves, halflings, and other common ancestries | +| Draconic | Dragons, reptilian humanoids | +| Dwarven | Dwarves | +| Elven | Elves, half-elves | +| Gnomish | Gnomes | +| Goblin | Goblins, hobgoblins, bugbears | +| Halfling | Halflings | +| Jotun | Giants, ogres, trolls, ettins, cyclopes | +| Orcish | Orcs, half-orcs | +| Sylvan | Fey, centaurs, plant and fungus creatures | +| Undercommon | Drow, duergars, xulgaths | \ No newline at end of file diff --git a/rules/tables/cost-of-living.md b/rules/tables/cost-of-living.md index 9b9db6779..106d9401c 100644 --- a/rules/tables/cost-of-living.md +++ b/rules/tables/cost-of-living.md @@ -6,4 +6,13 @@ tags: aliases: ["Cost of Living"] --- # Cost of Living -*Source: Core Rulebook p. 294* \ No newline at end of file +*Source: Core Rulebook p. 294* + +| Standard of Living | Week | Month | Year | +|--------------------|------|-------|------| +| Subsistence* | 4 sp | 2 gp | 24 gp | +| Comfortable | 1 gp | 4 gp | 52 gp | +| Fine | 30 gp | 130 gp | 1,600 gp | +| Extravagant | 100 gp | 430 gp | 5,200 gp | + +* You can attempt to [Subsist](rules/actions/subsist.md) using [Society](compendium/skills.md#Society) or [Survival](compendium/skills.md#Survival) for free. \ No newline at end of file diff --git a/rules/tables/cost-to-increase-rank-gmg.md b/rules/tables/cost-to-increase-rank-gmg.md new file mode 100644 index 000000000..c35a61e9e --- /dev/null +++ b/rules/tables/cost-to-increase-rank-gmg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/gmg +aliases: ["Cost to Increase Rank"] +--- +# Cost to Increase Rank +*Source: Gamemastery Guide p. 199* + +| Rank | Minimum Level | Skill Point Cost | +|------|---------------|------------------| +| Untrained to trained | 1 | 1 | +| Trained to expert | 3 | 2 | +| Expert to master | 7 | 4 | +| Master to legendary | 15 | 8 | \ No newline at end of file diff --git a/rules/tables/crafting-downtime-events-tv.md b/rules/tables/crafting-downtime-events-tv.md new file mode 100644 index 000000000..71cb4fdaf --- /dev/null +++ b/rules/tables/crafting-downtime-events-tv.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/tv +aliases: ["Crafting Downtime Events"] +--- +# Crafting Downtime Events +*Source: Treasure Vault p. 159* + +| `d20` | Event | +|-------|-------| +| 1–3 | Select an event from the Gamemastery Guide | +| 4 | Annoying interloper | +| 5 | Banned ingredient | +| 6 | Delicate components | +| 7 | Formula contradiction | +| 8 | Infestation | +| 9 | Instability within | +| 10 | Mutation | +| 11 | Name dependence | +| 12 | Natural disaster | +| 13 | Otherworldly interference | +| 14 | Overwhelming energy | +| 15 | Planar convergence | +| 16 | Resonant magic | +| 17 | Spirit magnet | +| 18 | Suspicious offer | +| 19 | Technical challenge | +| 20 | Unexpected flaw | \ No newline at end of file diff --git a/rules/tables/creature-creation-rituals.md b/rules/tables/creature-creation-rituals.md index 7a4f574f6..c28ea72e0 100644 --- a/rules/tables/creature-creation-rituals.md +++ b/rules/tables/creature-creation-rituals.md @@ -6,4 +6,25 @@ tags: aliases: ["Creature Creation Rituals"] --- # Creature Creation Rituals -*Source: Core Rulebook p. 408* \ No newline at end of file +*Source: Core Rulebook p. 408* + +| Creature Level | Spell Level Required | Cost | +|----------------|----------------------|------| +| -1 or 0 | 2 | 15 gp | +| 1 | 2 | 60 gp | +| 2 | 3 | 105 gp | +| 3 | 3 | 180 gp | +| 4 | 4 | 300 gp | +| 5 | 4 | 480 gp | +| 6 | 5 | 750 gp | +| 7 | 5 | 1,080 gp | +| 8 | 6 | 1,500 gp | +| 9 | 6 | 2,100 gp | +| 10 | 7 | 3,500 gp | +| 11 | 7 | 4,200 gp | +| 12 | 8 | 6,000 gp | +| 13 | 8 | 9,000 gp | +| 14 | 9 | 13,500 gp | +| 15 | 9 | 19,500 gp | +| 16 | 10 | 30,000 gp | +| 17 | 10 | 45,000 gp | \ No newline at end of file diff --git a/rules/tables/creature-identification-skills.md b/rules/tables/creature-identification-skills.md index 063c6379e..d9767651c 100644 --- a/rules/tables/creature-identification-skills.md +++ b/rules/tables/creature-identification-skills.md @@ -6,4 +6,25 @@ tags: aliases: ["Creature Identification Skills"] --- # Creature Identification Skills -*Source: Core Rulebook p. 506* \ No newline at end of file +*Source: Core Rulebook p. 506* + +| Creature Trait | Skills | +|----------------|--------| +| Aberration | [Occultism](compendium/skills.md#Occultism) | +| Animal | [Nature](compendium/skills.md#Nature) | +| Astral | [Occultism](compendium/skills.md#Occultism) | +| Beast | [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature) | +| Celestial | [Religion](compendium/skills.md#Religion) | +| Construct | [Arcana](compendium/skills.md#Arcana), [Crafting](compendium/skills.md#Crafting) | +| Dragon | [Arcana](compendium/skills.md#Arcana) | +| Elemental | [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature) | +| Ethereal | [Occultism](compendium/skills.md#Occultism) | +| Fey | [Nature](compendium/skills.md#Nature) | +| Fiend | [Religion](compendium/skills.md#Religion) | +| Fungus | [Nature](compendium/skills.md#Nature) | +| Humanoid | [Society](compendium/skills.md#Society) | +| Monitor | [Religion](compendium/skills.md#Religion) | +| Ooze | [Occultism](compendium/skills.md#Occultism) | +| Plant | [Nature](compendium/skills.md#Nature) | +| Spirit | [Occultism](compendium/skills.md#Occultism) | +| Undead | [Religion](compendium/skills.md#Religion) | \ No newline at end of file diff --git a/rules/tables/creature-xp-and-role.md b/rules/tables/creature-xp-and-role.md index 53f546c0c..c4390196a 100644 --- a/rules/tables/creature-xp-and-role.md +++ b/rules/tables/creature-xp-and-role.md @@ -6,4 +6,16 @@ tags: aliases: ["Creature XP and Role"] --- # Creature XP and Role -*Source: Core Rulebook p. 489* \ No newline at end of file +*Source: Core Rulebook p. 489* + +| Creature Level | XP | Suggested Role | +|----------------|----|----------------| +| Party level –4 | 10 | Low-threat lackey | +| Party level –3 | 15 | Low- or moderate-threat lackey | +| Party level –2 | 20 | Any lackey or standard creature | +| Party level –1 | 30 | Any standard creature | +| Party level | 40 | Any standard creature or low-threat boss | +| Party level + 1 | 60 | Low- or moderate-threat boss | +| Party level + 2 | 80 | Moderate- or severe-threat boss | +| Party level + 3 | 120 | Severe- or extreme-threat boss | +| Party level + 4 | 160 | Extreme-threat solo boss | \ No newline at end of file diff --git a/rules/tables/creature-xp-no-level-gmg.md b/rules/tables/creature-xp-no-level-gmg.md new file mode 100644 index 000000000..8b968e8b8 --- /dev/null +++ b/rules/tables/creature-xp-no-level-gmg.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/gmg +aliases: ["Creature XP (No Level)"] +--- +# Creature XP (No Level) +*Source: Gamemastery Guide p. 198* + +| Creature's Level | XP | +|------------------|----| +| Party level – 7 | 9 | +| Party level – 6 | 12 | +| Party level – 5 | 14 | +| Party level – 4 | 18 | +| Party level – 3 | 21 | +| Party level – 2 | 26 | +| Party level – 1 | 32 | +| Party level | 40 | +| Party level + 1 | 48 | +| Party level + 2 | 60 | +| Party level + 3 | 72 | +| Party level + 4 | 90 | +| Party level + 5 | 108 | +| Party level + 6 | 135 | +| Party level + 7 | 160 | \ No newline at end of file diff --git a/rules/tables/critical-fumble-deck-melee-cfd.md b/rules/tables/critical-fumble-deck-melee-cfd.md new file mode 100644 index 000000000..6410d31f1 --- /dev/null +++ b/rules/tables/critical-fumble-deck-melee-cfd.md @@ -0,0 +1,66 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/cfd +aliases: ["Critical Fumble Deck: Melee"] +--- +# Critical Fumble Deck: Melee +*Source: Critical Fumble Deck p. 0* + +| `d54` | Effect | +|-------|--------| +| 1 | **Meant To Do That** You are moved 10 feet in a random direction (determined by the GM). This movement triggers reactions. | +| 2 | **Wrong End** If you are using a slashing weapon, you take `1d6` slashing damage and 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | +| 3 | **Bad Fall** You fall [prone](rules/conditions.md#Prone) and are [slowed](rules/conditions.md#Slowed) until the end of your next turn. | +| 4 | **Wait, What?** You are [confused](rules/conditions.md#Confused). | +| 5 | **Bad Grip** You take a -2 circumstance penalty to attack rolls with this weapon until the end of your next turn. | +| 6 | **Eat Dirt** You fall [prone](rules/conditions.md#Prone) and are [blinded](rules/conditions.md#Blinded) until the end of your next turn. | +| 7 | **Vibration** If you're using a bludgeoning weapon, you drop that weapon and become [enfeebled](rules/conditions.md#Enfeebled) until healed. | +| 8 | **Who Was That?** You are [slowed](rules/conditions.md#Slowed) until the end of your next turn. | +| 9 | **Attack the Darkness** Your enemies are [concealed](rules/conditions.md#Concealed) from you until the end of your next turn. | +| 10 | **Off Balance** You take a -2 circumstance penalty to attack rolls until the end of your next turn. | +| 11 | **Slipped** You fall [prone](rules/conditions.md#Prone). | +| 12 | **Second Thoughts** You are [sickened](rules/conditions.md#Sickened). | +| 13 | **Butterfingers** You drop the weapon you made the attack with. | +| 14 | **Notched** Your weapon takes `1d6` damage, ignoring Hardness. | +| 15 | **Broken Weapon** Your weapon's current Hit Point are reduced to its Broken Threshold. If already [broken](rules/conditions.md#Broken), the weapon takes `3d6` damage, ignoring Hardness. | +| 16 | **Fling** You drop the weapon you used for the attack. It lands `1d6x5` feet away from your in a random direction. | +| 17 | **Pulled Muscle** Until healed, you are [enfeebled](rules/conditions.md#Enfeebled). | +| 18 | **Overextended** You trigger reactions as if you had used a [move](rules/traits/move.md) action. | +| 19 | **Awkward Attack** You are [flat-footed](rules/conditions.md#Flat-footed) until the end of your next turn. | +| 20 | **This Sword Is Heavy** You are [fatigued](rules/conditions.md#Fatigued). | +| 21 | **Backswing** You deal the attack's normal damage to yourself instead of the target. | +| 22 | **Wide Open** You are [flat-footed](rules/conditions.md#Flat-footed) until the end of your next turn. | +| 23 | **Strained** Until healed, you are [clumsy](rules/conditions.md#Clumsy). | +| 24 | **Too Much Stuff!** You get tangled in your gear and are [encumbered](rules/conditions.md#Encumbered) until you spend 2 [Interact](rules/actions/interact.md) actions to free yourself. | +| 25 | **Spinning Swing** You are [sickened](rules/conditions.md#Sickened). | +| 26 | **I Told You It's Sharp!** You take `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | +| 27 | **Pin Prick** You take 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | +| 28 | **Armor Smash** You deal the attack's normal damage to your armor, applying Hardness. | +| 29 | **Catch Your Breath** You are [slowed](rules/conditions.md#Slowed) until the end of your next turn. | +| 30 | **Grave Miscalculation** You critically hit yourself with the attack. | +| 31 | **Stuck** Your weapon is lodged into a nearby surface or item. To free it, you must succeed at a DC 20 [Athletics](compendium/skills.md#Athletics) check made as an [Interact](rules/actions/interact.md) action. | +| 32 | **Bent** Your weapon's current Hit Point are reduced to its Broken Threshold. if already [broken](rules/conditions.md#Broken), the weapon takes `3d6` damage, ignoring Hardness. | +| 33 | **Funny Bone** You drop one item you are holding (determined randomly by the GM). | +| 34 | **Weapon Tangle** You can't use this weapon to attack until the end of your next turn. | +| 35 | **Bonk!** You are [stunned](rules/conditions.md#Stunned). | +| 36 | **Sorry!** You hit and ally adjacent to your or an ally adjacent to the target. | +| 37 | **Better to Give** You hit yourself instead of the target. | +| 38 | **Rang Your Own Bell** Until healed, you are [deafened](rules/conditions.md#Deafened). | +| 39 | **On the Receiving End** You deal damage to yourself instead of the target. | +| 40 | **Creeping Hesitation** You are [flat-footed](rules/conditions.md#Flat-footed) until the end of your next turn. | +| 41 | **All or Nothing** You take a -1 circumstance penalty to attack rolls until you score a critical hit. | +| 42 | **Winded** You are [fatigued](rules/conditions.md#Fatigued). | +| 43 | **Shield Crash** You deal the attack's normal damage to your shield, applying Hardness. | +| 44 | **Hand It Over** Unless you succeed at a Reflex saving throw, your target gains possessions of your weapon. | +| 45 | **This Is Bad** You take `1d10` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | +| 46 | **Clipped Your Hand** You take `1d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | +| 47 | **Decision Paralysis** You are [slowed](rules/conditions.md#Slowed) until the end of your next turn. | +| 48 | **Catastrophic Failure** You fall [unconscious](rules/conditions.md#Unconscious) until you awake up or the end of your next turn. | +| 49 | **Pointy End Goes There** You become [wounded](rules/conditions.md#Wounded) or your [wounded](rules/conditions.md#Wounded) value increases by 1. | +| 50 | **Broken Haft** Your weapon's current Hit Points are reduced to its Broken Threshold. If already [broken](rules/conditions.md#Broken), the weapon takes `3d6` damage, ignoring Hardness. If your weapon is a [reach](rules/traits/reach.md) weapon, it loses [reach](rules/traits/reach.md). | +| 51 | **Fog of War** You are [dazzled](rules/conditions.md#Dazzled) until the end of your next turn. | +| 52 | **Go for the Eyes** You are [dazzled](rules/conditions.md#Dazzled) until the end of your next turn. | +| 53 | **Punt** Your weapon files `1d4x5` feet in a random direction (determined by the GM). | +| 54 | **Pointy End Goes There** You become [wounded](rules/conditions.md#Wounded) or your [wounded](rules/conditions.md#Wounded) value increases by 1. | \ No newline at end of file diff --git a/rules/tables/critical-fumble-deck-ranged-cfd.md b/rules/tables/critical-fumble-deck-ranged-cfd.md new file mode 100644 index 000000000..f34148a26 --- /dev/null +++ b/rules/tables/critical-fumble-deck-ranged-cfd.md @@ -0,0 +1,66 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/cfd +aliases: ["Critical Fumble Deck: Ranged"] +--- +# Critical Fumble Deck: Ranged +*Source: Critical Fumble Deck p. 0* + +| `d54` | Effect | +|-------|--------| +| 1 | **Misjudged the Distance** Until the end of your next turn, all your range increment penalties are doubled. | +| 2 | **Phantom Wind** You take a -2 circumstance penalty to ranged attacks until the end of your next turn. | +| 3 | **Spraining Shot** Until healed, you take a -10-foot circumstance penalty to your land Speed and are [clumsy](rules/conditions.md#Clumsy). | +| 4 | **Don't Hit Me!** Until the end of your next turn, each time you miss with a ranged attack targeting enemy adjacent to any of your allies, you hit one of those adjacent allies instead (determined randomly by the GM). | +| 5 | **Huh?** You are [confused](rules/conditions.md#Confused). | +| 6 | **Overcompensate** Cover provides a +4 circumstance bonus to AC against your ranged attacks for 1 minute. | +| 7 | **Recoil** You are pushed 5 feet backwards and fall [prone](rules/conditions.md#Prone). | +| 8 | **Seeing Double** You are [dazzled](rules/conditions.md#Dazzled) until the end of your next turn. | +| 9 | **Aim Carefully Next Time** Until the end of your next turn, your attacks require and extra action to use. | +| 10 | **Friendly Fire** You the ally nearest to the target. | +| 11 | **Backfire** You hit yourself instead of the target. | +| 12 | **Mix it Up** You can't make ranged attacks until the end of your next turn. | +| 13 | **Snapped String** If the attack used a weapon in the bow group, the string snaps, requiring 3 [Interact](rules/actions/interact.md) actions to fix. | +| 14 | **Notched Fingers** You take `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | +| 15 | **My Spleeny Bits!** You become [wounded](rules/conditions.md#Wounded) or your [wounded](rules/conditions.md#Wounded) value increases by 1. | +| 16 | **Head Rush** You are [sickened](rules/conditions.md#Sickened). | +| 17 | **Awkward Attack** You are [flat-footed](rules/conditions.md#Flat-footed) until the end of your next turn. | +| 18 | **Aching Back** You are [fatigued](rules/conditions.md#Fatigued). | +| 19 | **Shot Your Eye Out** You critically hit yourself instead of the target. | +| 20 | **Errant Aim** Reroll the attack roll, targeting the creature closest to the target (excluding yourself). | +| 21 | **Wide Open** You are [flat-footed](rules/conditions.md#Flat-footed) until the end of your next turn. | +| 22 | **Cracked** The ranged weapon (not the ammunition) you are using takes `1d6` damage, ignoring Hardness. | +| 23 | **Whoops!** You fall [prone](rules/conditions.md#Prone). | +| 24 | **Sprain** Until healed, you are [clumsy](rules/conditions.md#Clumsy). | +| 25 | **Nicked** You take 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | +| 26 | **Klutz** You drop the weapon you used. | +| 27 | **Spilled Ammo** The ammunition from the weapon you're using falls from its container onto the ground. You can spend 1 [Interact](rules/actions/interact.md) action to pick up one piece of ammunition spilled this way. | +| 28 | **Lost Grip** You are [slowed](rules/conditions.md#Slowed) until the end of your next turn. | +| 29 | **Wrong Weapon** If you made a [thrown](rules/traits/thrown.md) attack, you instead throw an object from your gear (determined randomly by the GM). | +| 30 | **Kickback Like a Mule** You fall [prone](rules/conditions.md#Prone). | +| 31 | **Archer's Elbow** Until healed, you take a -2 circumstance penalty to ranged attacks. | +| 32 | **Double Miss** If this attack uses ammunition, you use twice the amount of ammunition on this attack. | +| 33 | **Not My Pony!** You hit the nearest animal companion, mount, or familiar. | +| 34 | **Amazing Miss** You are [stunned](rules/conditions.md#Stunned). | +| 35 | **Shot Your Foot** Until healed, you are [clumsy](rules/conditions.md#Clumsy) and take a -5-foot circumstance penalty to your land speed. | +| 36 | **Lost the Target** You take a -2 circumstance penalty to attack rolls until the end of your next turn. | +| 37 | **Weapon Problem** If the attack used a projectile weapon, something on the weapon malfunctions, requiring you to spend 2 [Interact](rules/actions/interact.md) actions to fix. | +| 38 | **Lowered Guard** You provoke reactions as if you used a [move](rules/traits/move.md) action. | +| 39 | **In the Line of Fire** You critically hit your nearest ally. | +| 40 | **Insecure** You take a -1 circumstance penalty to attacks rolls until you score a critical hit. | +| 41 | **Close to the Ear** You are [deafened](rules/conditions.md#Deafened) until the end of your next turn. | +| 42 | **Bad Alignment** You take a -2 circumstance penalty to attacks using this weapon until the end of your next turn. | +| 43 | **Everything You Got** You are [fatigued](rules/conditions.md#Fatigued). | +| 44 | **Broken** Your weapon's current Hit Points are reduced to its Broken Threshold. If already [broken](rules/conditions.md#Broken), the weapon takes `3d6` damage, ignoring Hardness. | +| 45 | **What Are the Odds?** If this is a [thrown](rules/traits/thrown.md) weapon attack and the target can hold the weapon, the target snatches the weapon out of the air and wields it. | +| 46 | **Oopsie!** You hit yourself instead of the target. | +| 47 | **Torn Tendon** Until healed, you are [clumsy](rules/conditions.md#Clumsy). | +| 48 | **Overthrow** If the attack used a [thrown](rules/traits/thrown.md) weapon, the weapon travels three times its range increment in a random direction (determined by the GM). | +| 49 | **Tunnel Vision** For 3 rounds, you gain a +1 circumstance bonus to attack rolls, but you are [flat-footed](rules/conditions.md#Flat-footed). | +| 50 | **All Thumbs** Until healed, you are [clumsy](rules/conditions.md#Clumsy). | +| 51 | **Bull's Eye** Your attack ricochets and hits you near the eye. You are [blinded](rules/conditions.md#Blinded) until the end of your next turn. | +| 52 | **Pinch a Finger** You take `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | +| 53 | **So Much Blood** You are [sickened](rules/conditions.md#Sickened). | +| 54 | **Tunnel Vision** For 3 rounds, you gain a +1 circumstance bonus to attack rolls, but you are [flat-footed](rules/conditions.md#Flat-footed). | \ No newline at end of file diff --git a/rules/tables/critical-fumble-deck-spell-cfd.md b/rules/tables/critical-fumble-deck-spell-cfd.md new file mode 100644 index 000000000..fbc8b4856 --- /dev/null +++ b/rules/tables/critical-fumble-deck-spell-cfd.md @@ -0,0 +1,66 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/cfd +aliases: ["Critical Fumble Deck: Spell"] +--- +# Critical Fumble Deck: Spell +*Source: Critical Fumble Deck p. 0* + +| `d54` | Effect | +|-------|--------| +| 1 | **How Did That Happen?** You call forth a mist with the effects of [stinking cloud](compendium/spells/stinking-cloud.md) centered on a corner of your space (determined by the GM). | +| 2 | **Power Down** Until healed, you are [stupefied](rules/conditions.md#Stupefied). | +| 3 | **Exploding Skull** You must attempt a Fortitude save. If you succeed, you take `3d6` mental damage. If you fail, your head explodes and you die. | +| 4 | **Mental Slip** You are [controlled](rules/conditions.md#Controlled) by the target until the end of your next turn. | +| 5 | **Blastoff** You must succeed at a Will saving throw or be thrown `1d6x5` feet into the air (or in a random direction determined by the GM if you are flying). | +| 6 | **Strange Transference** Lost one prepared spell or spell slot, determined randomly by the GM. Your target can [Cast this Spell](rules/actions/cast-a-spell.md) on its next turn even if they can't cast spells, using your level, spell attack modifier, and spell DC. | +| 7 | **Mental Backlash** Until healed, you are [stupefied](rules/conditions.md#Stupefied). | +| 8 | **Fragmented Magic** Your target gains the effect of a [mirror image](compendium/spells/mirror-image.md) spell. | +| 9 | **Power Transfer** The highest-level spell effect currently affecting you is transferred to your target. | +| 10 | **Power Drain** You lose one prepared spell or spell slot (determined randomly by the GM). | +| 11 | **Nosebleed** You take 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | +| 12 | **Magic Vacuum** The effects of all beneficial spells affecting you end immediately. | +| 13 | **Magic Fatigue** You can't cast any spells until the end of your next turn. | +| 14 | **Electrical Feedback** You take `2d6` electricity damage. | +| 15 | **Beastly Rift** Your spell becomes a [summon animal](compendium/spells/summon-animal.md) spell of the same level. The animal attacks you. | +| 16 | **Reflection** The spell hits you instead of the target. | +| 17 | **Spontaneous Combustion** You take `2d6` fire damage. | +| 18 | **Critical Backlash** You critically hit yourself instead of the target. | +| 19 | **Acidic Backlash** You take `2d6` acid damage. | +| 20 | **Bleeding Eyes** You take `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | +| 21 | **Tangled in Your Gear** You are [encumbered](rules/conditions.md#Encumbered) until you spend 2 [Interact](rules/actions/interact.md) actions to free your self. | +| 22 | **Distance Rift** You are teleported to the nearest space adjacent to your spell's target. | +| 23 | **Mind Drain** Until healed, you are [stupefied](rules/conditions.md#Stupefied). | +| 24 | **Vertigo** You are [sickened](rules/conditions.md#Sickened). | +| 25 | **Apprentice Move** Reroll the attack roll, targeting the creature closest to the target (excluding yourself). | +| 26 | **Not Me, You Fool!** You hit the ally nearest to the target. | +| 27 | **Tiring Spell** You are [fatigued](rules/conditions.md#Fatigued). | +| 28 | **Unexpected Blast** Your spell affects all targets within 30 feet of you. You are immune to this effect. | +| 29 | **You made 'em Stronger** The target gains a +2 status bonus to attack rolls until the end of its next turn. | +| 30 | **Drawing a Blank** Until healed, you are [stupefied](rules/conditions.md#Stupefied). | +| 31 | **Spell Shield** The target gains a +2 status bonus to saving throws against spells for 1 minute. | +| 32 | **Left Reeling** You are [stunned](rules/conditions.md#Stunned). | +| 33 | **Caster's Block** You can't cast this spell again at any level until you rest and make your daily preparations. | +| 34 | **You Made 'em Bigger** The target increases in size, with the effects of a 2nd level [enlarge](compendium/spells/enlarge.md) spell. | +| 35 | **Side Effect** You are [sickened](rules/conditions.md#Sickened). You are also [stupefied](rules/conditions.md#Stupefied) until healed. | +| 36 | **Weakened** You take -2 circumstance penalty to spell attack rolls and spell DC's until the end of your next turn. | +| 37 | **Spell Rush** You are [stupefied](rules/conditions.md#Stupefied) until healed. | +| 38 | **The Magic is Gone** You take a -1 circumstance penalty to attack rolls until you score a critical hit. | +| 39 | **Can You Hear Me Now?** Until healed, you are [deafened](rules/conditions.md#Deafened). | +| 40 | **Error!** You deal the spell's normal damage to yourself instead of the target. | +| 41 | **Why Me?** You provoke reactions as if you used a [move](rules/traits/move.md) action. | +| 42 | **Poor Trade** You hit, but you lose a prepared spell or spell slot of the highest level available (you choose the spell). | +| 43 | **You Made 'em Tougher** The target gains resistance 5 to all damage until the start of its next turn. | +| 44 | **You Made 'em Faster** The target is [quickened](rules/conditions.md#Quickened) for 2 rounds. | +| 45 | **Jumbled Components** You are [slowed](rules/conditions.md#Slowed) until the end of your next turn. | +| 46 | **Clatto Verata Necktie** You critically hit your nearest ally. | +| 47 | **Cursed** You are [doomed](rules/conditions.md#Doomed). | +| 48 | **Magical Smackdown** You automatically fail (but do not critically fail) your next saving throw. | +| 49 | **Wild Magic** Roll twice on the [rod of wonder](compendium/equipment/items/rod-of-wonder.md) table. You are the target of those effects. | +| 50 | **Draining Magic** You are [drained](rules/conditions.md#Drained). | +| 51 | **Everything to Fear** You are [frightened](rules/conditions.md#Frightened). | +| 52 | **Now I See You...** Your target becomes [invisible](rules/conditions.md#Invisible) until the end of its next turn or uses a hostile action. | +| 53 | **It's So Sparkly!** You are [blinded](rules/conditions.md#Blinded) until the end of your next turn. | +| 54 | **Wild Magic** Roll twice on the [rod of wonder](compendium/equipment/items/rod-of-wonder.md) table. You are the target of those effects. | \ No newline at end of file diff --git a/rules/tables/critical-fumble-deck-unarmed-cfd.md b/rules/tables/critical-fumble-deck-unarmed-cfd.md new file mode 100644 index 000000000..e418e7c54 --- /dev/null +++ b/rules/tables/critical-fumble-deck-unarmed-cfd.md @@ -0,0 +1,66 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/cfd +aliases: ["Critical Fumble Deck: Unarmed"] +--- +# Critical Fumble Deck: Unarmed +*Source: Critical Fumble Deck p. 0* + +| `d54` | Effect | +|-------|--------| +| 1 | **Not the Weak Point** You take `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and can't use this attack until the end of your next turn. | +| 2 | **Overthink It** Your target gains a +2 circumstance bonus to AC against attacks you make against it until the end of your next turn. | +| 3 | **Bad Jam** You are [clumsy](rules/conditions.md#Clumsy) and [enfeebled](rules/conditions.md#Enfeebled). | +| 4 | **Pinched Nerve** Until healed, you take a -10-foot circumstance penalty to land Speed and are [clumsy](rules/conditions.md#Clumsy). | +| 5 | **Eye Strain** You are [dazzled](rules/conditions.md#Dazzled) until the end of your next turn. | +| 6 | **That Tastes Awful!** If this was a jaws attack (or similar), you are [sickened](rules/conditions.md#Sickened). | +| 7 | **Punctured Foot** You take `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). Until this effect ends, you take a -10-foot circumstance penalty to your land Speed. | +| 8 | **Broken Tooth** Until healed, you take a -2 circumstance penalty to attack rolls. | +| 9 | **Brutal Collision** Attempt a Fortitude saving throw. If you succeed, you're [stunned](rules/conditions.md#Stunned). If you fail, you're [stunned](rules/conditions.md#Stunned). | +| 10 | **Something's Broken** You take `1d4` bludgeoning damage, and you can't use this attack until healed. | +| 11 | **Bruised Ego** You can't attack another creature until the target is knocked out or the end of your next turn. | +| 12 | **Hangnail** If you attacked with a claw or fist, you can't use that attack until the end of your next turn. | +| 13 | **Torn Muscle** Until healed, you are [enfeebled](rules/conditions.md#Enfeebled). | +| 14 | **Hit the Wall** You are [fatigued](rules/conditions.md#Fatigued). | +| 15 | **Frustration** You take a -2 circumstance penalty to attack rolls until the end of your next turn. | +| 16 | **Overextended** You trigger reactions as if you had used a [move](rules/traits/move.md) action. | +| 17 | **Bit Your Tongue!** You take 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | +| 18 | **Upset Stomach** You are [sickened](rules/conditions.md#Sickened). | +| 19 | **Tiring Attack** You are [fatigued](rules/conditions.md#Fatigued). | +| 20 | **Awkward Attack** You are [flat-footed](rules/conditions.md#Flat-footed) until the end of your next turn. | +| 21 | **Tripped** You fall [prone](rules/conditions.md#Prone). | +| 22 | **Fist Meet Face** You critically hit yourself with the attack. | +| 23 | **Out of Position** You can't use this attack until the end of your next turn. | +| 24 | **Bleeding Fist** You take `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | +| 25 | **Twisted Up** You are [encumbered](rules/conditions.md#Encumbered) until you spend 2 [Interact](rules/actions/interact.md) actions to free yourself. | +| 26 | **Stop Hitting Yourself** You hit yourself instead of the target. | +| 27 | **Just a Taste** You hit an ally adjacent to you or the target. | +| 28 | **Battered** Until healed, you take a -2 circumstance penalty to checks and saving throws. | +| 29 | **Got Too Close** This attack grants and triggers a [Grapple](rules/actions/grapple.md) or Grab as a reaction by your enemy. | +| 30 | **Can't Find an Opening** You can't use this attack until the end of your next turn. | +| 31 | **Off Balance** You are [slowed](rules/conditions.md#Slowed) until the end of your next turn. | +| 32 | **Caught Your Attack** This attack grants and triggers a [Trip](rules/actions/trip.md) or [Shove](rules/actions/shove.md) as a reaction by your enemy. | +| 33 | **Bad Headbutt** You are [stunned](rules/conditions.md#Stunned). | +| 34 | **Bone Bruise** You become [wounded](rules/conditions.md#Wounded) or your [wounded](rules/conditions.md#Wounded) value increases by 1. | +| 35 | **Overexertion** You are [fatigued](rules/conditions.md#Fatigued). | +| 36 | **Sprain** Until healed, you are [clumsy](rules/conditions.md#Clumsy). | +| 37 | **Sneeze** You are [slowed](rules/conditions.md#Slowed) until the end of your next turn. | +| 38 | **Ferocious Fumble** You critically hit an ally within your reach (determined randomly by the GM). | +| 39 | **Head, Meet Wall** You are [stunned](rules/conditions.md#Stunned). | +| 40 | **Great Roar** Until healed, you are [deafened](rules/conditions.md#Deafened). | +| 41 | **Pins and Needles** You are [sickened](rules/conditions.md#Sickened). | +| 42 | **It Bit Your Fist** The target deals jaws damage to you. | +| 43 | **Hard-Edged Adversary** You take `2d6` piercing or slashing damage (determined by the GM). | +| 44 | **Smash the Floor** You kick up a cloud of dust, becoming [blinded](rules/conditions.md#Blinded) until the end of your next turn. | +| 45 | **Whirlwind of Shame** You hit every creature adjacent to you except for the target. | +| 46 | **Ingrown Nail** You take a -1 circumstance penalty to attack rolls until your score a critical hit. | +| 47 | **Stinging Failure** Until healed, you take a -2 circumstance penalty to attack rolls made with this attack. | +| 48 | **Don't Pick at It** You become [wounded](rules/conditions.md#Wounded) or your [wounded](rules/conditions.md#Wounded) value increases by 1. | +| 49 | **Head First!** You fall [unconscious](rules/conditions.md#Unconscious) until you wake up or the end of your next turn. | +| 50 | **Whiff** You hit yourself instead of the target. | +| 51 | **Jam a Finger** You the the target for the minimum amount of damage you can deal with the attack. You take the attack's normal damage. | +| 52 | **Winds of Change** You can't attack the same target again until the end of your next turn. | +| 53 | **Unintentional Move** You are moved 10 feet in a random direction (determined by the GM). This movement triggers reactions. | +| 54 | **Head First!** You fall [unconscious](rules/conditions.md#Unconscious) until you wake up or the end of your next turn. | \ No newline at end of file diff --git a/rules/tables/critical-hit-deck-bludgeoning-chd.md b/rules/tables/critical-hit-deck-bludgeoning-chd.md new file mode 100644 index 000000000..6cab25ddf --- /dev/null +++ b/rules/tables/critical-hit-deck-bludgeoning-chd.md @@ -0,0 +1,66 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/chd +aliases: ["Critical Hit Deck: Bludgeoning"] +--- +# Critical Hit Deck: Bludgeoning +*Source: Critical Hit Deck p. 0* + +| `d54` | Effect | +|-------|--------| +| 1 | **Crunch** _Crit Effect:_ The target is [sickened](rules/conditions.md#Sickened). | +| 2 | **Where Am I?** Normal damage. _Crit Effect:_ The target is [stunned](rules/conditions.md#Stunned). | +| 3 | **Surprise Opening** _Crit Effect:_ You gain 1 action that you can use before the end of your turn to use an [attack](rules/traits/attack.md) action against the target. | +| 4 | **Cracked Rib** The target is [fatigued](rules/conditions.md#Fatigued). | +| 5 | **Feeble Parry** _Crit Effect:_ The target drops one weapon it's wielding determined by the GM. | +| 6 | **Cracked Knee** _Crit Effect:_ Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and takes a -5-foot status penalty to land Speed. | +| 7 | **Bell Ringer** _Crit Effect:_ The target is [sickened](rules/conditions.md#Sickened), and it is [stupefied](rules/conditions.md#Stupefied) until it is no longer [sickened](rules/conditions.md#Sickened). | +| 8 | **Split Open** _Crit Effect:_ The target takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | +| 9 | **Momentum** You gain a +2 circumstance bonus to all attack rolls until the end of your next turn. | +| 10 | **I See Stars** Normal damage. _Crit Effect:_ The target is [dazzled](rules/conditions.md#Dazzled) until healed. | +| 11 | **Broken Nose** The target takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | +| 12 | **Crushed Toe** Normal damage. The target is [clumsy](rules/conditions.md#Clumsy) and takes a -10-foot status penalty to land Speed. Both effects last until healed. | +| 13 | **Crumpling Blow** The target is knocked [prone](rules/conditions.md#Prone). | +| 14 | **Shattered Hand** Normal damage. Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and [enfeebled](rules/conditions.md#Enfeebled), and it can't use one of its hands (chosen randomly by the GM). | +| 15 | **Numbing Blow** Normal damage. _Crit Effect:_ The target is [clumsy](rules/conditions.md#Clumsy) for 1 minute and must succeed at a Reflex save or drop one item it holds at random. | +| 16 | **Two for One** _Crit Effect:_ Deal normal damage to one target adjacent to the original target. | +| 17 | **And Stay Down** Normal damage. _Crit Effect:_ The target is knocked [prone](rules/conditions.md#Prone) and [stunned](rules/conditions.md#Stunned). | +| 18 | **Rattled** Normal damage. _Crit Effect:_ The target is [confused](rules/conditions.md#Confused) for 1 round. | +| 19 | **Nighty Night** Normal damage. _Crit Effect:_ The target falls [unconscious](rules/conditions.md#Unconscious) and can't wake up until the of its next turn. | +| 20 | **Brained** The target is [stunned](rules/conditions.md#Stunned). | +| 21 | **Collapsed Lung** Normal damage. _Crit Effect:_ Until healed, t he target is [enfeebled](rules/conditions.md#Enfeebled) and [fatigued](rules/conditions.md#Fatigued). | +| 22 | **Bony Masher** Normal damage. _Crit Effect:_ Either the target is [clumsy](rules/conditions.md#Clumsy) and takes a -10-foot status penalty to land Speed or is [clumsy](rules/conditions.md#Clumsy) and can't use one of its arms (your choice). Either effect last until healed. | +| 23 | **Overwhelming Smash** Triple damage. | +| 24 | **Ruptured Spleen** Normal damage. _Crit Effect:_ The target takes 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage) that can't be removed until the target has been subject to [magical](rules/traits/magical.md) healing. | +| 25 | **Off Balance** Normal damage. The target triggers reactions as if it just used a [move](rules/traits/move.md) action. It is also [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | +| 26 | **Crushed Intestines** Normal damage. _Crit Effect:_ The target is [wounded](rules/conditions.md#Wounded) and [enfeebled](rules/conditions.md#Enfeebled) until it is no longer wounded. | +| 27 | **Crushed Trachea** _Crit Effect:_ The target is suffocating until subject to magical healing. It can't speak while it is suffocating. | +| 28 | **Skull Crush** _Crit Effect:_ The target is [stupefied](rules/conditions.md#Stupefied) until healed. | +| 29 | **Caved Skull** Triple damage. _Crit Effect:_ The target must succeed at a Fortitude save or die. | +| 30 | **To Your Thinky Bits** _Crit Effect:_ The target is [stupefied](rules/conditions.md#Stupefied) until healed. | +| 31 | **Dazing Thud** The target is [stunned](rules/conditions.md#Stunned). | +| 32 | **Clocked!** Triple damage. The target is knocked [prone](rules/conditions.md#Prone). | +| 33 | **Broken Ribs** Normal damage. _Crit Effect:_ The target is [slowed](rules/conditions.md#Slowed) until healed. | +| 34 | **Staggering Blow** _Crit Effect:_ The target is [stunned](rules/conditions.md#Stunned). | +| 35 | **Thunder Strike** _Crit Effect:_ The target is [deafened](rules/conditions.md#Deafened) until healed. | +| 36 | **Box the Ears** The target is [deafened](rules/conditions.md#Deafened) until healed. | +| 37 | **Concussion** Normal damage. The target is [confused](rules/conditions.md#Confused) for 1 minute and [stupefied](rules/conditions.md#Stupefied) until healed. | +| 38 | **Armor Dent** Normal damage. _Crit Effect:_ Deal the same amount of damage to the target's armor, ignoring that armor's Hardness. | +| 39 | **Soul-Crushing Blow** _Crit Effect:_ The target is [doomed](rules/conditions.md#Doomed) and is [stupefied](rules/conditions.md#Stupefied) for as long as it is [doomed](rules/conditions.md#Doomed). | +| 40 | **Breathless** The target is [fatigued](rules/conditions.md#Fatigued). | +| 41 | **Broken Leg** _Crit Effect:_ The target takes a -15-foot status penalty to its land Speed until healed. | +| 42 | **Shield Smack** _Crit Effect:_ The target must succeed at a Reflex save or drop a shield it's holding. | +| 43 | **My Teef!** The target must succeed at a DC 5 flat check to cast spells with the verbal component until healed. | +| 44 | **Knockback** _Crit Effect:_ The target is pushed `1d4x5` feet away. | +| 45 | **Low Blow** _Crit Effect:_ The target is [sickened](rules/conditions.md#Sickened) and [slowed](rules/conditions.md#Slowed) as long as it remains [sickened](rules/conditions.md#Sickened). | +| 46 | **Busted Shin** _Crit Effect:_ Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and takes a -10-foot status penalty to its land Speed. | +| 47 | **Back Breaker** _Crit Effect:_ Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and [enfeebled](rules/conditions.md#Enfeebled). | +| 48 | **Busted Shin** _Crit Effect:_ Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and takes a -10-foot status penalty to its land Speed. | +| 49 | **Solid Blow** Triple damage. | +| 50 | **Tiring Blow** The target is [fatigued](rules/conditions.md#Fatigued). | +| 51 | **Foot Smash** The target is [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | +| 52 | **Lights Out** _Crit Effect:_ The target is [blinded](rules/conditions.md#Blinded) until the end of its next turn. | +| 53 | **Roundhouse** _Crit Effect:_ Make one additional attack against a foe adjacent to the original target, using the same attack modifier as the original attack. | +| 54 | **Low Blow** _Crit Effect:_ The target is [sickened](rules/conditions.md#Sickened) and [slowed](rules/conditions.md#Slowed) as long as it remains [sickened](rules/conditions.md#Sickened). | \ No newline at end of file diff --git a/rules/tables/critical-hit-deck-bomb-or-spell-chd.md b/rules/tables/critical-hit-deck-bomb-or-spell-chd.md new file mode 100644 index 000000000..a9f520ab1 --- /dev/null +++ b/rules/tables/critical-hit-deck-bomb-or-spell-chd.md @@ -0,0 +1,66 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/chd +aliases: ["Critical Hit Deck: Bomb or Spell"] +--- +# Critical Hit Deck: Bomb or Spell +*Source: Critical Hit Deck p. 0* + +| `d54` | Effect | +|-------|--------| +| 1 | **Allergic Reaction** The target takes `1d8` poison damage. | +| 2 | **Mind Cloud** The target is [stupefied](rules/conditions.md#Stupefied) until healed. | +| 3 | **Olfactory Overload** The target loses its sense of smell and any scent ability or other olfactory sense until healed. | +| 4 | **Stunned** Normal damage. The target is [stunned](rules/conditions.md#Stunned). | +| 5 | **Cut Off From Magic** Normal damage. The target can't cast spells or activate magic items for `1d4` rounds. | +| 6 | **Now You See Me...** You become [invisible](rules/conditions.md#Invisible) until the end of your next turn or until you use a hostile action. | +| 7 | **Petrified** The target is [petrified](rules/conditions.md#Petrified) for 10 minutes. | +| 8 | **Protective Charm** You gain a +2 status bonus to AC and all saving throws until the end of your next turn. | +| 9 | **Pretty Colors** The target is [dazzled](rules/conditions.md#Dazzled) until the end of your next turn. | +| 10 | **Conduit** The target takes a -2 status penalty to AC and saves against your bombs or spells until the end of your next turn. | +| 11 | **Nerve Damage** Normal damage. The target is [slowed](rules/conditions.md#Slowed) until healed. | +| 12 | **Strange Goo** Normal damage and the target is [restrained](rules/conditions.md#Restrained), using your class DC as the DC to [Escape](rules/actions/escape.md). | +| 13 | **Life Leech** If this is a spell, the target becomes [doomed](rules/conditions.md#Doomed) and you regain `1d8` Hit Points. | +| 14 | **Vampiric Feedback** Normal damage. You regain Hit Points equal half the damage you dealt. | +| 15 | **Knockback** Push the target up to 10 feet. | +| 16 | **Electrocuted** If this is a [electricity](rules/traits/electricity.md) spell or bomb, the target takes double damage, and at the start of its next turn, it takes normal damage. Any other bomb or spell deals double damage. | +| 17 | **Frozen** If this is a [cold](rules/traits/cold.md) bomb or spell, the target takes triple damage and is [slowed](rules/conditions.md#Slowed) for 1 round. Any other bomb or spell deals double damage. | +| 18 | **Power Surge** Triple damage. | +| 19 | **Devastating Strike** Triple damage. The target is [stunned](rules/conditions.md#Stunned). | +| 20 | **Eyeburn** The target is [blinded](rules/conditions.md#Blinded) until the end of its next turn. | +| 21 | **Transposition** If this is a spell attack, you and the target switch places. This is a [teleportation](rules/traits/teleportation.md) effect. | +| 22 | **Hypnotic Link** If this is a spell, the target takes normal damage and is [controlled](rules/conditions.md#Controlled) by you until the end of its next turn. | +| 23 | **Distraction** The target is [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | +| 24 | **Funny Bone** The target laughs uncontrollably until the end of its next turn. While laughing, it is [slowed](rules/conditions.md#Slowed) and can't use reactions. | +| 25 | **Shrink Aftereffect** Normal damage. The target is reduced in size as if subject to a [shrink](compendium/spells/shrink.md) spell until the end of its next turn. | +| 26 | **Psychic Overflow** The target takes `1d8` mental damage. | +| 27 | **Vulnerability** The target gains weakness 5 to any damage types dealt by the bomb or spell for 1 minute. | +| 28 | **Lingering Damage** The target takes `1d6` [persistent damage](rules/conditions.md#Persistent%20Damage) of the same type as the bomb or spell's damage. | +| 29 | **Unnatural Selection** Triple damage to [aberrations](rules/traits/aberration.md), [celestials](rules/traits/celestial.md), [fiends](rules/traits/fiend.md), and [monitors](rules/traits/monitor.md). Double damage to all other creatures. | +| 30 | **Hoarder's Wrath** Triple damage to [dragons](rules/traits/dragon.md). Double damage to all other creatures. | +| 31 | **Slowed Down** The target is [slowed](rules/conditions.md#Slowed) for 1 round. | +| 32 | **Doomed!** The target is [slowed](rules/conditions.md#Slowed) for 1 round, and is also [doomed](rules/conditions.md#Doomed). | +| 33 | **Forceful Blast** The bomb or spell deals and additional `1d8` force damage. | +| 34 | **Terrifying Display** The target is [frightened](rules/conditions.md#Frightened). | +| 35 | **Returning Spell** If a spell attack, the spell or spell slot is not expended. | +| 36 | **Call of the Wild** Triple damage to [animals](rules/traits/animal.md), [beasts](rules/traits/beast.md), and [fey](rules/traits/fey.md). Double damage to all other creatures. | +| 37 | **Corrosive** If this is an [acid](rules/traits/acid.md) bomb or spell, the target takes triple damage and `1d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage). Any other bomb or spell deals double damage. | +| 38 | **Magical Glow** The target glows for 1 minute with the effect of a [faerie fire](compendium/spells/faerie-fire.md) spell. | +| 39 | **Draining Strike** The target loses one random prepared spell or spell slot, as determined by the GM. | +| 40 | **Combustion** If this is a [fire](rules/traits/fire.md) bomb or spell, the target takes triple damage and `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). Any other bomb or spell deals double damage. | +| 41 | **Maximum Effect** Don't roll for damage. You deal the maximum possible critical hit damage with this attack. | +| 42 | **Intense Strike** The attack ignores all resistances. | +| 43 | **Excruciating** The target is [sickened](rules/conditions.md#Sickened). | +| 44 | **Intense Splash** The target takes normal damage, and all creatures adjacent to the target take half damage of the same type. | +| 45 | **Planar Rift** If this is a spell, the target takes normal damage and must succeed at a Will save or be sent to a random plane (determined by the GM). | +| 46 | **Light Blast** The target is [blinded](rules/conditions.md#Blinded) until the end of its next turn. | +| 47 | **Mystical Thwart** The target can't activate magic items, cast spells, or use [Quick Alchemy](rules/actions/quick-alchemy.md) until the end of its next turn. | +| 48 | **Light Blast** The target is [blinded](rules/conditions.md#Blinded) until the end of its next turn. | +| 49 | **Phased** The target becomes [incorporeal](rules/traits/incorporeal-b1.md) until the end of your next turn. | +| 50 | **Time Vortex** If this is a spell, normal damage and the target vanished and reappears `1d4` rounds later. The target can use no actions, and any effects it has with durations do not pass while it's gone. | +| 51 | **Energy Might** If the bomb or spell deals acid, cold, electricity, fire or sonic damage, it deals triple damage. Any other bomb or spells deals double damage. | +| 52 | **Roaring Blast** The target is [deafened](rules/conditions.md#Deafened) until healed. | +| 53 | **Concussive Blast** The target is pushed up to 10 feet and knocked [prone](rules/conditions.md#Prone). | +| 54 | **Planar Rift** If this is a spell, the target takes normal damage and must succeed at a Will save or be sent to a random plane (determined by the GM). | \ No newline at end of file diff --git a/rules/tables/critical-hit-deck-piercing-chd.md b/rules/tables/critical-hit-deck-piercing-chd.md new file mode 100644 index 000000000..d48292b0c --- /dev/null +++ b/rules/tables/critical-hit-deck-piercing-chd.md @@ -0,0 +1,66 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/chd +aliases: ["Critical Hit Deck: Piercing"] +--- +# Critical Hit Deck: Piercing +*Source: Critical Hit Deck p. 0* + +| `d54` | Effect | +|-------|--------| +| 1 | **Forearm Piercing** _Crit Effect:_ The target drops one weapon it's holding (chosen randomly by the GM). | +| 2 | **Surprise Opening** _Crit Effect:_ You gain 1 action that you can use before the end of your turn to use an attack action against the target. | +| 3 | **Tongue Piercing** The target must succeed at a DC 5 flat check to cast spells with the verbal component until healed. | +| 4 | **Momentum** You gain a +2 circumstance bonus to all attack rolls until the end of your next turn. | +| 5 | **Shoulder Wound** _Crit Effect:_ Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and [enfeebled](rules/conditions.md#Enfeebled). | +| 6 | **Calf Jab** _Crit Effect:_ Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and takes a -10-foot status penalty to land Speed. | +| 7 | **Skewered** Triple damage. _Crit Effect:_ The target is [slowed](rules/conditions.md#Slowed) for 1 round. | +| 8 | **Send 'em Reeling** _Crit Effect:_ The target is [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | +| 9 | **Blowback** The target is knocked [prone](rules/conditions.md#Prone). | +| 10 | **Pinhole** _Crit Effect:_ The target takes 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage) that can't be removed until the target is healed. | +| 11 | **Two in a Row** _Crit Effect:_ Deal normal damage to an additional target adjacent to the original target. | +| 12 | **Stinger** Normal damage. The target is [sickened](rules/conditions.md#Sickened). | +| 13 | **Pierced** The target is [slowed](rules/conditions.md#Slowed) until the end of its next turn. | +| 14 | **Right in the Ear** Normal damage. The target is [deafened](rules/conditions.md#Deafened) until healed. | +| 15 | **Sucking Chest Wound** The target is [fatigued](rules/conditions.md#Fatigued). | +| 16 | **Pinned Arm** As the bow critical specialization effect, and the target can't use one of its arms until freed. If using a melee weapon, you must drop it to gain this effect. | +| 17 | **Ventilated** Triple damage. | +| 18 | **Guarded Strike** _Crit Effect:_ Gain +2 circumstance bonus to AC until the end of your next turn. | +| 19 | **Painful Poke** The target is [stunned](rules/conditions.md#Stunned). | +| 20 | **Kidney Piercing** The target is [sickened](rules/conditions.md#Sickened). | +| 21 | **Nerve Cluster** Normal damage. _Crit Effect:_ The target is [stunned](rules/conditions.md#Stunned). | +| 22 | **Punctured Lung** _Crit Effect:_ The target is suffocating until subject to magical healing. | +| 23 | **Nicked an Artery** Normal damage. _Crit Effect:_ The target takes `2d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | +| 24 | **Muscle Severed** Normal damage. _Crit Effect:_ Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and [enfeebled](rules/conditions.md#Enfeebled). | +| 25 | **Chipped Bone** The target is [clumsy](rules/conditions.md#Clumsy) until healed. | +| 26 | **Lodged in the Bone** _Crit Effect:_ The target takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | +| 27 | **Pierced Elbow** The target drops one item it is holding (determined randomly by the GM). | +| 28 | **Hand Wound** _Crit Effect:_ Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and can't use one of its hands (determined randomly by the GM). | +| 29 | **Overreaction** Normal damage. The target triggers reactions as if it just used a [move](rules/traits/move.md) action. It is also [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | +| 30 | **Clean Through** Triple damage. | +| 31 | **Cheek Pierced** The target must succeed at a DC 5 flat check to cast spells with a verbal component until healed. | +| 32 | **Head Shot** Triple damage. _Crit Effect:_ The target must succeed at a Fortitude save or die. | +| 33 | **Spinal Tap** Normal damage. _Crit Effect:_ The target is [sickened](rules/conditions.md#Sickened). | +| 34 | **Heart Shot** Triple damage. _Crit Effect:_ The target takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | +| 35 | **Nailed in Place** As the bow critical specialization effect. If this is a melee weapon, you must drop the weapon to gain this effect. If this attack already has that effect, the [Athletics](compendium/skills.md#Athletics) check to pull free is DC 20 instead of DC 10. | +| 36 | **Javelin Catcher** Triple damage if the attack was ranged or [thrown](rules/traits/thrown.md) attack. Double damage for all other attacks. | +| 37 | **Infection** The target must succeed at a Fortitude save or contract filth fever. | +| 38 | **Eye Patch for You** Triple damage. _Crit Effect:_ The target is [dazzled](rules/conditions.md#Dazzled) until healed. | +| 39 | **Knockback** The target is pushed 10 feet. | +| 40 | **Spun Around** The target is [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | +| 41 | **Grazing Hit** Normal damage. _Crit Effect:_ The target is [stunned](rules/conditions.md#Stunned). | +| 42 | **Penetrating Wound** The attack ignores all resistances. | +| 43 | **Gusher** The target takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | +| 44 | **Deep Hurting** _Crit Effect:_ The target is [fatigued](rules/conditions.md#Fatigued). | +| 45 | **Hobbled** _Crit Effect:_ Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and takes a -10-foot status penalty to all Speeds. | +| 46 | **Perfect strike** Triple damage. | +| 47 | **Deep Wound** _Crit Effect:_ The target is [sickened](rules/conditions.md#Sickened). | +| 48 | **Perfect strike** Triple damage. | +| 49 | **Tenacious Wound** Normal damage. _Crit Effect:_ The target can't heal this damage until it has rested at least 8 hours. | +| 50 | **Leg Wound** _Crit Effect:_ The target takes a -5-foot status penalty to its land Speed until healed. | +| 51 | **Organ Scramble** Triple damage. _Crit Effect:_ The target is [fatigued](rules/conditions.md#Fatigued). | +| 52 | **Bicep Wound** The target is [enfeebled](rules/conditions.md#Enfeebled) until healed. | +| 53 | **Ragged Wound** The target takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | +| 54 | **Hobbled** _Crit Effect:_ Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and takes a -10-foot status penalty to all Speeds. | \ No newline at end of file diff --git a/rules/tables/critical-hit-deck-slashing-chd.md b/rules/tables/critical-hit-deck-slashing-chd.md new file mode 100644 index 000000000..d49df58f5 --- /dev/null +++ b/rules/tables/critical-hit-deck-slashing-chd.md @@ -0,0 +1,66 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/chd +aliases: ["Critical Hit Deck: Slashing"] +--- +# Critical Hit Deck: Slashing +*Source: Critical Hit Deck p. 0* + +| `d54` | Effect | +|-------|--------| +| 1 | **Surprise Opening** _Crit Effect:_ You gain 1 action that you can use before the end of your turn to use an attack action against the target. | +| 2 | **Missing Ear** Normal damage. The target takes a -2 circumstance penalty to [Perception](compendium/skills.md#Perception) check and Charisma-based check except [Intimidation](compendium/skills.md#Intimidation) until healed. | +| 3 | **Brow to Chin** _Crit Effect:_ The target takes a -2 status penalty to [Perception](compendium/skills.md#Perception) and ranged attack rolls until healer. | +| 4 | **Gory** The target is [sickened](rules/conditions.md#Sickened). | +| 5 | **Hamstring** Normal damage. _Crit Effect:_ The target is knocked [prone](rules/conditions.md#Prone). The target is also [clumsy](rules/conditions.md#Clumsy) until healed. | +| 6 | **Ugly Wound** The target takes a -2 circumstance penalty to checks with all Charisma-based skills except [Intimidation](compendium/skills.md#Intimidation). | +| 7 | **Momentum** You gain a +2 circumstance bonus to all attack rolls until the end of your next turn. | +| 8 | **Shattered Jaw** _Crit Effect:_ Until healed, the target is [wounded](rules/conditions.md#Wounded) and can't speak, eat, drink, or make attacks with its jaws. | +| 9 | **Tangled** _Crit Effect:_ You can attempt to [Grapple](rules/actions/grapple.md) the target as a free action. This uses the same multiple attack penalty as your attack and doesn't count towards your multiple attack penalty. | +| 10 | **Disembowel** Triple damage. | +| 11 | **Weapon Strike** _Crit Effect:_ Deal normal damage to one of the target's weapons (applying Hardness normally). | +| 12 | **Missing Digits** Normal damage. _Crit Effect:_ The target loses `1d4` fingers on one hand and becomes [clumsy](rules/conditions.md#Clumsy) until subject to regeneration spell or similar effect. | +| 13 | **Overhand Chop** _Crit Effect:_ `1d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | +| 14 | **Throat Slash** Normal damage. _Crit Effect:_ The target takes `1d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). The target can't talk, cast spells with a verbal component, or breathe while subject to this [bleed damage](rules/conditions.md#Persistent%20Damage). | +| 15 | **Stand Aside** Push the target 5 feet. | +| 16 | **Cut Straps** _Crit Effect:_ The target's armor check penalty doubles until the armor is [Repaired](rules/actions/repair.md) (DC 15). | +| 17 | **Knockback** Push the target up to 10 feet. | +| 18 | **Severed Tendon** _Crit Effect:_ Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and takes a -5-foot status penalty to its land Speed. | +| 19 | **That'll Leave a Mark!** Normal damage. _Crit Effect:_ The target takes `2d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | +| 20 | **Fingertipped** Normal damage. Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and can't use one of its hands (chosen randomly by the GM). | +| 21 | **Rupture Abdominal Cavity** Triple damage. _Crit Effect:_ The target is [fatigued](rules/conditions.md#Fatigued). | +| 22 | **Pain and Simple** Triple damage. | +| 23 | **Care Your Initials** Normal damage. The target is so humiliated it can do nothing but attack you. At the end of each of its turns, it can attempt a Will save to end this effect. | +| 24 | **Lean into the Blow** Triple damage. You drop your weapon. | +| 25 | **Hack and Slash** Triple damage. The target is [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | +| 26 | **Severed Spine** The target must succeed at a Fortitude save or be [paralyzed](rules/conditions.md#Paralyzed) until healed. | +| 27 | **Long Gash** Normal damage. _Crit Effect:_ The target takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). The DC of the flat check to remove this bleed damage is 5 higher than normal. | +| 28 | **Broad Swipe** The target takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | +| 29 | **Paper Cut** The target takes a -2 status penalty to attack rolls until the end of its next turn. | +| 30 | **Wide Open** The target is [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | +| 31 | **Across the Eyes** Normal damage. _Crit Effect:_ The target is [blinded](rules/conditions.md#Blinded) until healed. | +| 32 | **From Chops to Groin** Triple damage. _Crit Effect:_ The target must succeed at a Fortitude save or die. | +| 33 | **Nerve Slice** _Crit Effect:_ The target is [slowed](rules/conditions.md#Slowed) for 1 round. | +| 34 | **Leg Swipe** The target is knocked [prone](rules/conditions.md#Prone). | +| 35 | **Decapitation** Triple damage. _Crit Effect:_ The target must succeed at a Fortitude save or die. | +| 36 | **Lip Cut** The target must succeed at a DC 5 flat check to cast spells with a verbal component until healed. | +| 37 | **Flay** Normal damage. The target is [enfeebled](rules/conditions.md#Enfeebled) until healed. | +| 38 | **Flat-Blade Thwack** Triple damage. You can deal bludgeoning damage instead of slashing damage. | +| 39 | **Armor Damage** The target's armor also takes the damage (applying the armor's Hardness normally). | +| 40 | **Sliced Hand** Normal damage. Until healed, the target is [enfeebled](rules/conditions.md#Enfeebled), [clumsy](rules/conditions.md#Clumsy), and can't used one of its hands (determined randomly by the GM). | +| 41 | **Swing Through** _Crit Effect:_ Make an additional attack against a foe adjacent to the original target, using the same attack modifier as the original attack. | +| 42 | **Muscle Wound** _Crit Effect:_ The target is [enfeebled](rules/conditions.md#Enfeebled) until healed. | +| 43 | **Terrible Cut** Triple damage. | +| 44 | **Gut Slash** The target takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and any creature it [Swallows Whole](rules/abilities/swallow-whole.md) is immediately released. | +| 45 | **Bad Parry** _Crit Effect:_ The target must succeed at a Reflex save or drop one weapon it is holding (determined randomly by the GM). | +| 46 | **Sapping Slash** _Crit Effect:_ The target is [fatigued](rules/conditions.md#Fatigued). | +| 47 | **Brow Cut** Normal damage. _Crit Effect:_ The target takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). Until the bleed ends, all creatures are [concealed](rules/conditions.md#Concealed) to the target. | +| 48 | **Sapping Slash** _Crit Effect:_ The target is [fatigued](rules/conditions.md#Fatigued). | +| 49 | **Parrying Strike** _Crit Effect:_ Gain a +2 circumstance bonus to AC until the end of your next turn. | +| 50 | **Spun Around** The target is [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | +| 51 | **Wing Tear** The target loses any fly Speed until healed. | +| 52 | **Bewildering Display** _Crit Effect:_ The target is [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | +| 53 | **Delayed Wound** Normal damage. _Crit Effect:_ The target takes the same amount of damage at the end of its next two turns. | +| 54 | **Bad Parry** _Crit Effect:_ The target must succeed at a Reflex save or drop one weapon it is holding (determined randomly by the GM). | \ No newline at end of file diff --git a/rules/tables/damaging-armor.md b/rules/tables/damaging-armor.md index a27cc2f16..41175c856 100644 --- a/rules/tables/damaging-armor.md +++ b/rules/tables/damaging-armor.md @@ -6,4 +6,12 @@ tags: aliases: ["Damaging Armor"] --- # Damaging Armor -*Source: Core Rulebook p. 276* \ No newline at end of file +*Source: Core Rulebook p. 276* + +Your armor's statistics are based on the material it's predominantly made from. It's not likely your armor will take damage, as explained in Item Damage on page 272. + +| Material | Hardness | HP | BT | +|----------|----------|----|----| +| Cloth ([explorer's clothing](compendium/equipment/items/explorers-clothing.md), [padded armor](compendium/equipment/items/padded-armor.md)) | 1 | 4 | 2 | +| Leather ([hide](compendium/equipment/items/hide.md), [leather](compendium/equipment/items/leather.md), [studded leather](compendium/equipment/items/studded-leather.md)) | 4 | 16 | 8 | +| Metal ([breastplate](compendium/equipment/items/breastplate.md), [chain mail](compendium/equipment/items/chain-mail.md), [chain shirt](compendium/equipment/items/chain-shirt.md), [full plate](compendium/equipment/items/full-plate.md), [half plate](compendium/equipment/items/half-plate.md), [scale mail](compendium/equipment/items/scale-mail.md), [splint mail](compendium/equipment/items/splint-mail.md)) | 9 | 36 | 18 | \ No newline at end of file diff --git a/rules/tables/days-of-setup-time-tv.md b/rules/tables/days-of-setup-time-tv.md new file mode 100644 index 000000000..5180f74ef --- /dev/null +++ b/rules/tables/days-of-setup-time-tv.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/tv +aliases: ["Days of Setup Time"] +--- +# Days of Setup Time +*Source: Treasure Vault p. 158* + +| Item's Relative Level | Consumable | Permanent | +|-----------------------|------------|-----------| +| Equal to your level | 4 | 6 | +| Your level –1 or –2 | 3 | 5 | +| Your level –3 or lower | 2 | 4 | \ No newline at end of file diff --git a/rules/tables/dc-adjustments.md b/rules/tables/dc-adjustments.md index 3ceb86744..fae31dc65 100644 --- a/rules/tables/dc-adjustments.md +++ b/rules/tables/dc-adjustments.md @@ -6,4 +6,13 @@ tags: aliases: ["DC Adjustments"] --- # DC Adjustments -*Source: Core Rulebook p. 504* \ No newline at end of file +*Source: Core Rulebook p. 504* + +| Difficulty | Adjustment | Rarity | +|------------|------------|--------| +| Incredibly easy | -10 | — | +| Very easy | –5 | — | +| Easy | –2 | — | +| Hard | +2 | Uncommon | +| Very hard | +5 | Rare | +| Incredibly hard | +10 | Unique | \ No newline at end of file diff --git a/rules/tables/dcs-by-level.md b/rules/tables/dcs-by-level.md index ed870258a..36d166f36 100644 --- a/rules/tables/dcs-by-level.md +++ b/rules/tables/dcs-by-level.md @@ -6,4 +6,137 @@ tags: aliases: ["DCs by Level"] --- # DCs by Level -*Source: Core Rulebook p. 503* \ No newline at end of file +*Source: Core Rulebook p. 503* + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
LevelDCLevelDC
0141331
1151432
2161534
3181635
4191736
5201838
6221939
7232040
8242142
9262244
10272346
11282448
12302550
DC
15
18
20
23
26
28
31
34
36
39
+ +* If a spell is uncommon or rare, its difficulty should be adjusted accordingly. \ No newline at end of file diff --git a/rules/tables/devastating-weapons-gmg.md b/rules/tables/devastating-weapons-gmg.md new file mode 100644 index 000000000..4fab6fb69 --- /dev/null +++ b/rules/tables/devastating-weapons-gmg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/gmg +aliases: ["Devastating Weapons"] +--- +# Devastating Weapons +*Source: Gamemastery Guide p. 197* + +| Quality | Item Bonus | Damage Dice | Property Rune Slots | Item Level | Price | +|---------|------------|-------------|---------------------|------------|-------| +| Expert | +1 | 1 | 1 | 2 | 35 gp | +| Expert devastating | +1 | 2 | 1 | 4 | 100 gp | +| Master | +2 | 2 | 2 | 10 | 1,000 gp | +| Master devastating | +2 | 3 | 2 | 12 | 2,000 gp | +| Legendary | +3 | 3 | 3 | 16 | 10,000 gp | +| Legendary devastating | +3 | 4 | 3 | 19 | 40,000 gp | \ No newline at end of file diff --git a/rules/tables/differently-sized-items.md b/rules/tables/differently-sized-items.md index 81c2c83ef..f08a16444 100644 --- a/rules/tables/differently-sized-items.md +++ b/rules/tables/differently-sized-items.md @@ -6,4 +6,14 @@ tags: aliases: ["Differently Sized Items"] --- # Differently Sized Items -*Source: Core Rulebook p. 295* \ No newline at end of file +*Source: Core Rulebook p. 295* + +| Creature Size | Prize | Bulk | Light Becomes | Negligible Becomes | +|---------------|-------|------|---------------|--------------------| +| Tiny | Standard | Half* | — | — | +| Small or Med. | Standard | Standard | L | — | +| Large | ×2 | ×2 | 1 Bulk | L | +| Huge | ×4 | ×4 | 2 Bulk | 1 Bulk | +| Gargantuan | ×8 | ×8 | 4 Bulk | 2 Bulk | + +* An item that would have its Bulk reduced below 1 has light Bulk. \ No newline at end of file diff --git a/rules/tables/domains-logm.md b/rules/tables/domains-logm.md new file mode 100644 index 000000000..2598130a0 --- /dev/null +++ b/rules/tables/domains-logm.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/logm +aliases: ["Domains"] +--- +# Domains +*Source: Lost Omens: Gods & Magic p. 112* + +| Domain | Description | Domain Spell | Advanced Domain Spell | +|--------|-------------|--------------|-----------------------| +| Change | You can restructure the physical and metaphysical. | [Adapt self](compendium/spells/adapt-self-logm.md) | [Adaptive ablation](compendium/spells/adaptive-ablation-logm.md) | +| Cold | You control ice, snow, and freezing temperatures. | [Winter bolt](compendium/spells/winter-bolt-logm.md) | [Diamond dust](compendium/spells/diamond-dust-logm.md) | +| Decay | You have the power to spoil and deteriorate matter. | [Withering grasp](compendium/spells/withering-grasp-logm.md) | [Fallow field](compendium/spells/fallow-field-logm.md) | +| Delirium | You can bring about hallucinations and restlessness. | [Hyperfocus](compendium/spells/hyperfocus-logm.md) | [Ephemeral hazards](compendium/spells/ephemeral-hazards-logm.md) | +| Dust | You have the power to dry and crumble what opposes you. | [Parch](compendium/spells/parch-logm.md) | [Dust storm](compendium/spells/dust-storm-logm.md) | +| Duty | You defend oaths and carry out your divine missions with great dedication. | [Oathkeeper's insignia](compendium/spells/oathkeepers-insignia-logm.md) | [Dutiful challenge](compendium/spells/dutiful-challenge-logm.md) | +| Glyph | You wield power over written word and symbols | [Redact](compendium/spells/redact-logm.md) | [Ghostly transcription](compendium/spells/ghostly-transcription-logm.md) | +| Lightning | You control electricity, thunder, and storms. | [Charged javelin](compendium/spells/charged-javelin-logm.md) | [Bottle the storm](compendium/spells/bottle-the-storm-logm.md) | +| Plague | You wield disease and pestilence like a weapon. | [Divine plagues](compendium/spells/divine-plagues-logm.md) | [Foul miasma](compendium/spells/foul-miasma-logm.md) | +| Repose | You ease mental burdens. | [Share burden](compendium/spells/share-burden-logm.md) | [Font of serenity](compendium/spells/font-of-serenity-logm.md) | +| Sorrow | You have a painful connection to melancholy and sadness. | [Lament](compendium/spells/lament-logm.md) | [Overflowing sorrow](compendium/spells/overflowing-sorrow-logm.md) | +| Soul | You wield power over the spiritual. | [Eject soul](compendium/spells/eject-soul-logm.md) | [Ectoplasmic interstice](compendium/spells/ectoplasmic-interstice-logm.md) | +| Star | You command the power of the stars. | [Zenith star](compendium/spells/zenith-star-logm.md) | [Asterism](compendium/spells/asterism-logm.md) | +| Swarm | You exert control over masses of creatures. | [Swarmsense](compendium/spells/swarmsense-logm.md) | [Swarm form](compendium/spells/swarm-form-logm.md) | +| Time | You reign over the flow of time | [Delay consequence](compendium/spells/delay-consequence-logm.md) | [Stasis](compendium/spells/stasis-logm.md) | +| Vigil | You watch over those long passed and guard their secrets. | [Object memory](compendium/spells/object-memory-logm.md) | [Remember the lost](compendium/spells/remember-the-lost-logm.md) | +| Void | You draw power from emptiness. | [Empty inside](compendium/spells/empty-inside-logm.md) | [Door to beyond](compendium/spells/door-to-beyond-logm.md) | +| Wyrmkin | You draw on the power of dragons, linnorms, and other powerful reptilian creatures. | [Draconic barrage](compendium/spells/draconic-barrage-logm.md) | [Roar of the wyrm](compendium/spells/roar-of-the-wyrm-logm.md) | \ No newline at end of file diff --git a/rules/tables/domains.md b/rules/tables/domains.md index 9cf962e22..dc091fa02 100644 --- a/rules/tables/domains.md +++ b/rules/tables/domains.md @@ -6,4 +6,44 @@ tags: aliases: ["Domains"] --- # Domains -*Source: Core Rulebook p. 441* \ No newline at end of file +*Source: Core Rulebook p. 441* + +| Domain | Description | Domain Spell | Advanced Domain Spell | +|--------|-------------|--------------|-----------------------| +| **Air** | You can control winds and the weather. | [Pushing gust](compendium/spells/pushing-gust.md) | [Disperse into air](compendium/spells/disperse-into-air.md) | +| **Ambition** | You strive to keep up with and outpace the competition. | [Blind ambition](compendium/spells/blind-ambition.md) | [Competitive edge](compendium/spells/competitive-edge.md) | +| **Cities** | You have powers over urban environments and denizens. | [Face in the crowd](compendium/spells/face-in-the-crowd.md) | [Pulse of the city](compendium/spells/pulse-of-the-city.md) | +| **Confidence** | You overcome your fear and project pride. | [Veil of confidence](compendium/spells/veil-of-confidence.md) | [Delusional pride](compendium/spells/delusional-pride.md) | +| **Creation** | You have divine abilities related to crafting and art. | [Splash of art](compendium/spells/splash-of-art.md) | [Artistic flourish](compendium/spells/artistic-flourish.md) | +| **Darkness** | You operate in the darkness and take away the light. | [Cloak of shadow](compendium/spells/cloak-of-shadow.md) | [Darkened eyes](compendium/spells/darkened-eyes.md) | +| **Death** | You have the power to end lives and destroy undead. | [Death's Call](compendium/spells/deaths-call.md) | [Eradicate undeath](compendium/spells/eradicate-undeath.md) | +| **Destruction** | You are a conduit for divine devastation. | [Cry of destruction](compendium/spells/cry-of-destruction.md) | [Destructive aura](compendium/spells/destructive-aura.md) | +| **Dreams** | You have the power to enter and manipulate dreams. | [Sweet dream](compendium/spells/sweet-dream.md) | [Dreamer's call](compendium/spells/dreamers-call.md) | +| **Earth** | You control soil and stone.. | [Hurtling stone](compendium/spells/hurtling-stone.md) | [Localized quake](compendium/spells/localized-quake.md) | +| **Family** | You aid and protect your family and community more effectively. | [Soothing words](compendium/spells/soothing-words.md) | [Unity](compendium/spells/unity.md) | +| **Fate** | You see and understand hidden inevitabilities. | [Read fate](compendium/spells/read-fate.md) | [Tempt fate](compendium/spells/tempt-fate.md) | +| **Fire** | You control flame. | [Fire ray](compendium/spells/fire-ray.md) | [Flame barrier](compendium/spells/flame-barrier.md) | +| **Freedom** | You liberate yourself and others from shackles and constraints. | [Unimpeded stride](compendium/spells/unimpeded-stride.md) | [Word of freedom](compendium/spells/word-of-freedom.md) | +| **Healing** | Your healing magic is particularly potent. | [Healer's blessing](compendium/spells/healers-blessing.md) | [Rebuke death](compendium/spells/rebuke-death.md) | +| **Indulgence** | You feast mightily and can shake off the effects of overindulging. | [Overstuff](compendium/spells/overstuff.md) | [Take its course](compendium/spells/take-its-course.md) | +| **Knowledge** | You receive divine insights. | [Scholarly recollection](compendium/spells/scholarly-recollection.md) | [Know the enemy](compendium/spells/know-the-enemy.md) | +| **Luck** | You're unnaturally lucky and keep out of harm's way. | [Bit of luck](compendium/spells/bit-of-luck.md) | [Lucky break](compendium/spells/lucky-break.md) | +| **Magic** | You perform the unexpected and inexplicable. | [Magic's vessel](compendium/spells/magics-vessel.md) | [Mystic beacon](compendium/spells/mystic-beacon.md) | +| **Might** | Your physical power is bolstered by divine strength. | [Athletic rush](compendium/spells/athletic-rush.md) | [Enduring might](compendium/spells/enduring-might.md) | +| **Moon** | You command powers associated with the moon. | [Moonbeam](compendium/spells/moonbeam.md) | [Touch of the moon](compendium/spells/touch-of-the-moon.md) | +| **Nature** | You hold power over animals and plants. | [Vibrant thorns](compendium/spells/vibrant-thorns.md) | [Nature's bounty](compendium/spells/natures-bounty.md) | +| **Nightmares** | You fill minds with horror and dread. | [Waking nightmare](compendium/spells/waking-nightmare.md) | [Shared nightmare](compendium/spells/shared-nightmare.md) | +| **Pain** | You punish those who displease you with the sharp sting of pain. | [Savor the sting](compendium/spells/savor-the-sting.md) | [Retributive pain](compendium/spells/retributive-pain.md) | +| **Passion** | You evoke passion, whether as love or lust. | [Charming touch](compendium/spells/charming-touch.md) | [Captivating adoration](compendium/spells/captivating-adoration.md) | +| **Perfection** | You strive to perfect your mind, body, and spirit. | [Perfected mind](compendium/spells/perfected-mind.md) | [Perfected form](compendium/spells/perfected-form.md) | +| **Protection** | You ward yourself and others. | [Protector's sacrifice](compendium/spells/protectors-sacrifice.md) | [Protector's sphere](compendium/spells/protectors-sphere.md) | +| **Secrecy** | You protect secrets and keep them hidden. | [Forced quiet](compendium/spells/forced-quiet.md) | [Safeguard secret](compendium/spells/safeguard-secret.md) | +| **Sun** | You harness the power of the sun and other light sources, and punish undead. | [Dazzling flash](compendium/spells/dazzling-flash.md) | [Positive luminance](compendium/spells/positive-luminance.md) | +| **Travel** | You have power over movement and journeys. | [Agile feet](compendium/spells/agile-feet.md) | [Traveler's transit](compendium/spells/travelers-transit.md) | +| **Trickery** | You deceive others and cause mischief. | [Sudden shift](compendium/spells/sudden-shift.md) | [Trickster's twin](compendium/spells/tricksters-twin.md) | +| **Truth** | You pierce lies and discover the truth. | [Word of truth](compendium/spells/word-of-truth.md) | [Glimpse the truth](compendium/spells/glimpse-the-truth.md) | +| **Tyranny** | You wield power to rule and enslave others. | [Touch of obedience](compendium/spells/touch-of-obedience.md) | [Commanding lash](compendium/spells/commanding-lash.md) | +| **Undeath** | Your magic carries close ties to the undead. | [Touch of undeath](compendium/spells/touch-of-undeath.md) | [Malignant sustenance](compendium/spells/malignant-sustenance.md) | +| **Water** | You control water and bodies of water. | [Tidal surge](compendium/spells/tidal-surge.md) | [Downpour](compendium/spells/downpour.md) | +| **Wealth** | You hold power over wealth, trade, and treasure. | [Appearance of wealth](compendium/spells/appearance-of-wealth.md) | [Precious metals](compendium/spells/precious-metals.md) | +| **Zeal** | Your inner fire increases your combat prowess. | [Weapon surge](compendium/spells/weapon-surge.md) | [Zeal for battle](compendium/spells/zeal-for-battle.md) | \ No newline at end of file diff --git a/rules/tables/downtime-events-gmg.md b/rules/tables/downtime-events-gmg.md new file mode 100644 index 000000000..5698235d0 --- /dev/null +++ b/rules/tables/downtime-events-gmg.md @@ -0,0 +1,63 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/gmg +aliases: ["Downtime Events"] +--- +# Downtime Events +*Source: Gamemastery Guide p. 25* + +| [Craft](rules/actions/craft.md) or [Earn Income](rules/actions/earn-income.md) ([Crafting](compendium/skills.md#Crafting)) | +|----------------------------------------------------------------------------------------------------------------------------| +| A shipment of important materials is delayed, and the PC must find out why. | +| The PC creates a superlative work, which draws the attention of a collector or museum. | +| The PC discovers a more efficient technique to work a material and must decide to share it or keep it secret. | +^downtime-events-1-2-4 + +| Create a Forgery ([Society](compendium/skills.md#Society)) | +|------------------------------------------------------------| +| The format for paperwork the PC is attempting to mimic gets changed, and they must adjust. | +| The paperwork is spoiled by a freak accident, such as a leaky roof above the workshop or a [clumsy](rules/conditions.md#Clumsy) assistant knocking over beakers of chemicals. | +| A mysterious benefactor provides the PC with special tools or a source document they didn't have, but suggests they'll ask for a favor later to reciprocate. | +^downtime-events-1-2-8 + +| [Earn Income](rules/actions/earn-income.md) (General) | +|-------------------------------------------------------| +| A fussy client demands multiple rounds of changes throughout the process. | +| An accident at a work site puts someone in danger. | +| Something the PC is working on becomes a fad or hit— demand skyrockets! A visitor is impressed with the PC's work and offers them a more lucrative task in a distant location. | +| Conditions on the job site are abysmal, and other workers ask the PC to join them in confronting the bosses. | +| The bosses or guildmasters are doing something illegal and attempt to bribe the PC to look the other way. | +| The PC returns to their work one day to find someone has tampered with what they've done. | +^downtime-events-1-2-15 + +| [Earn Income](rules/actions/earn-income.md) ([Performance](compendium/skills.md#Performance)) | +|-----------------------------------------------------------------------------------------------| +| Due to the performance's success, more shows are added, running the PC ragged. | +| A competing show across town draws away customers. | +| A powerful noble finances a special performance but demands some changes to the contents. | +| One of the PC's fellow performers doesn't show up, but the show must go on! | +^downtime-events-1-2-20 + +| [Subsist](rules/actions/subsist.md) ([Survival](compendium/skills.md#Survival)) | +|---------------------------------------------------------------------------------| +| Over a long time subsisting in a single area, the PC finds an unknown berry or herb that could be useful for making a new medicine. | +| The PC finds signs indicating some large creature has been foraging as well—possibly a monster. | +^downtime-events-1-2-23 + +| Buy and Sell Items | +|--------------------| +| The PC sells an item of interest to members of a particular group, who pursue the PC. | +| A merchant sells the PC a fraudulent item. | +| A shop the PCs frequent is in trouble and about to go out of business without help. | +| Someone else offers a higher bid for an item a PC wants, resulting in a negotiation or in the NPC offering a job the PC must perform to claim the item. | +^downtime-events-1-2-28 + +| Retrain | +|---------| +| The PC sustains an injury in physical training. | +| Tapping into new magical powers inflicts a magical curse or creates an odd phenomenon. | +| A retraining instructor falls ill or goes missing. | +| Someone witnesses the PC retraining and asks to join them as they study or practice. | +| The PC's training comes to a halt, and they need to acquire a rare book or something similar to continue. | \ No newline at end of file diff --git a/rules/tables/dragon-instincts.md b/rules/tables/dragon-instincts.md index dcb5b290f..ae5956e01 100644 --- a/rules/tables/dragon-instincts.md +++ b/rules/tables/dragon-instincts.md @@ -6,4 +6,17 @@ tags: aliases: ["Dragon Instincts"] --- # Dragon Instincts -*Source: Core Rulebook p. 86* \ No newline at end of file +*Source: Core Rulebook p. 86* + +| Dragon Type | Category | Breath Weapon | +|-------------|----------|---------------| +| Black | Chromatic | Line of acid | +| Blue | Chromatic | Line of electricity | +| Green | Chromatic | Cone of poison | +| Red | Chromatic | Cone of fire | +| White | Chromatic | Cone of cold | +| Brass | Metallic | Line of fire | +| Bronze | Metallic | Line of electricity | +| Copper | Metallic | Line of acid | +| Gold | Metallic | Cone of fire | +| Silver | Metallic | Cone of cold | \ No newline at end of file diff --git a/rules/tables/earn-income-tasks-gmg.md b/rules/tables/earn-income-tasks-gmg.md new file mode 100644 index 000000000..593955220 --- /dev/null +++ b/rules/tables/earn-income-tasks-gmg.md @@ -0,0 +1,122 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/gmg +aliases: ["Earn Income Tasks"] +--- +# Earn Income Tasks +*Source: Gamemastery Guide p. 25* + +| Academia, Library, Other Educational Lore | +|-------------------------------------------| +| Work at a school or library | +| Compile information on a distant land for an expedition | +| Serve as administrator for a school or library | +| Acquire a rare book on dragons for a local noble | +^earn-income-tasks-1-1-5 + +| Crafting | +|----------| +| Make tools for local farmers | +| Brew a crate of healing potions for a local church or hospital | +| Sew a dress for a noble's debutante ball | +| Supply magical weapons for the palace guard corps | +^earn-income-tasks-1-1-10 + +| Engineering Lore | +|------------------| +| Assess the fortifications built to protect a town | +| Plan the mechanism for a drawbridge | +| Create schematics for a new mill | +^earn-income-tasks-1-1-14 + +| Food or Drink Lore | +|--------------------| +| Brew simple ale or cook an ordinary dish for the local inn | +| Identify a dozen bottles of wine | +| Create a showpiece dish for an upcoming festival | +| Create a nine-course meal for a noble banquet | +^earn-income-tasks-1-1-19 + +| Genealogy Lore | +|----------------| +| Compile a family tree for a minor noble family | +| Determine next of kin to settle an inheritance dispute | +| Map the web of intermarriages of a sprawling royal family | +| Determine the lineages of an ancient civilization | +| Trace the lost heir of an ancient empire | +^earn-income-tasks-1-1-25 + +| Guild Lore | +|------------| +| Recruit initiates for a guild | +| Identify symbols of an ancient guild in a tome | +| Consult on rearranging a guild's hierarchy | +| Oversee the merger of two guilds or one guild splitting into two | +^earn-income-tasks-1-1-30 + +| Herbalism Lore | +|----------------| +| Supply poultices to a physician | +| Prepare herbs for a small restaurant | +| Identify the poisonous plant eaten by a local lord | +^earn-income-tasks-1-1-34 + +| Legal Lore | +|------------| +| Clear some minor red tape | +| Defend someone charged with theft | +| Bring a corrupt noble to justice through the legal system | +| Find loopholes in a contract made with a devil | +^earn-income-tasks-1-1-39 + +| Mercantile Lore | +|-----------------| +| Price a crate of imported textiles | +| Find the best trade route for a pirate crew to raid | +| Set exchange rates for a trade consortium | +^earn-income-tasks-1-1-43 + +| Mining Lore | +|-------------| +| Work a shift in a coal mine | +| Determine where a raw ingot was mined | +| Prospect to find a site for a new mine | +^earn-income-tasks-1-1-47 + +| Performance | +|-------------| +| Busk for townsfolk at a street fair | +| Play in the orchestra at an opera | +| Attend a society figure's salon | +| Perform for visiting nobles | +| Impress a visiting maestro to bring glory to your hometown | +| Put on a performance for a patron from another plane | +^earn-income-tasks-1-1-54 + +| Politics Lore | +|---------------| +| Lobby for a vote or decision to go a certain way | +| Smear a noble to lower their station | +^earn-income-tasks-1-1-57 + +| Sailing Lore | +|--------------| +| Crew a ship on a short voyage | +| Render a ship in dry-dock seaworthy | +| Pilot a ship through monster-infested waters | +^earn-income-tasks-1-1-61 + +| Underworld Lore | +|-----------------| +| Find out where a stolen item ended up | +| Get someone an audience with the head of a thieves' guild | +| Smuggle a shipment of valuables out of the city | +^earn-income-tasks-1-1-65 + +| Warfare Lore | +|--------------| +| Teach a spear fighting class at a dojo | +| Instruct an officer in various military stratagems | +| Advise a general in planning a battlefield offensive. | \ No newline at end of file diff --git a/rules/tables/encounter-budget.md b/rules/tables/encounter-budget.md index d47bc1388..c77114648 100644 --- a/rules/tables/encounter-budget.md +++ b/rules/tables/encounter-budget.md @@ -6,4 +6,12 @@ tags: aliases: ["Encounter Budget"] --- # Encounter Budget -*Source: Core Rulebook p. 489* \ No newline at end of file +*Source: Core Rulebook p. 489* + +| Threat | XP Budget | Character Adjustment | +|--------|-----------|----------------------| +| Trivial | 40 or less | 10 or less | +| Low | 60 | 15 | +| Moderate | 80 | 20 | +| Severe | 120 | 30 | +| Extreme | 160 | 40 | \ No newline at end of file diff --git a/rules/tables/enviromental-damage.md b/rules/tables/enviromental-damage.md index 4869df431..7e93b0886 100644 --- a/rules/tables/enviromental-damage.md +++ b/rules/tables/enviromental-damage.md @@ -6,4 +6,11 @@ tags: aliases: ["Enviromental Damage"] --- # Enviromental Damage -*Source: Core Rulebook p. 512* \ No newline at end of file +*Source: Core Rulebook p. 512* + +| Category | Damage | +|----------|--------| +| Minor | `1d6`-`2d6` | +| Moderate | `4d6`-`6d6` | +| Major | `8d6`-`12d6` | +| Massive | `18d6`-`24d6` | \ No newline at end of file diff --git a/rules/tables/enviromental-features.md b/rules/tables/enviromental-features.md index c92c276d3..09727e7fc 100644 --- a/rules/tables/enviromental-features.md +++ b/rules/tables/enviromental-features.md @@ -6,4 +6,49 @@ tags: aliases: ["Enviromental Features"] --- # Enviromental Features -*Source: Core Rulebook p. 513* \ No newline at end of file +*Source: Core Rulebook p. 513* + +| Feature | Pages | Proficiency DC Band | +|---------|-------|---------------------| +| Avalanche | 518 | Expert–legendary | +| Blizzard | 518 | — | +| Bog | 514 | Untrained–trained | +| Canopy | 513 | Trained–master | +| Chasm | 513 | — | +| Cliff | 513 | Trained–master | +| Collapse | 518 | Expert–legendary | +| Crowd | 514 | Trained–master | +| Current | 512 | Trained–master | +| Door | 515 | See page 515 | +| Earthquake | 518 | Trained–legendary | +| Flood | 518 | Expert–legendary | +| Floor | 515, 516 | Untrained–expert | +| Fog | 517 | — | +| Gate | 515 | — | +| Guard | 515 | — | +| Hedge | 514 | Untrained–trained | +| Ice | 512 | Trained–master | +| Lava | 519 | Expert–legendary | +| Ledge | 516 | Untrained–master | +| Portcullis | 515 | See page 515 | +| Precipitation | 517 | — | +| Rooftop | 515 | Trained–master | +| Rubble | 513, 516 | Untrained–expert | +| Sand | 513 | Untrained–expert | +| Sandstorm | 519 | Trained–master | +| Sewer | 515 | — | +| Slope | 514 | Untrained–trained | +| Snow | 512 | Untrained–expert | +| Stairs | 516 | Untrained–trained | +| Stalagmite | 516 | Trained–expert | +| Street | 516 | Untrained–trained | +| Temperature | 517 | — | +| Tornado | 519 | Master–legendary | +| Tree | 513 | Untrained–master | +| Tsunami | 519 | Master–legendary | +| Undergrowth | 513, 514 | Untrained–expert | +| Underwater Visibility | 512 | — | +| Volcanic Eruption | 519 | Trained–legendary | +| Wall | 517 | See page 516 | +| Wildfire | 519 | Expert–legendary | +| Wind | 517 | Untrained–legendary | \ No newline at end of file diff --git a/rules/tables/experimental-metal-compositions-ooa3.md b/rules/tables/experimental-metal-compositions-ooa3.md new file mode 100644 index 000000000..4f97d8f60 --- /dev/null +++ b/rules/tables/experimental-metal-compositions-ooa3.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/ooa3 +aliases: ["Experimental Metal Compositions"] +--- +# Experimental Metal Compositions +*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 17* + +| `d6` | Effect | +|------|--------| +| 1 | Transforms into a sandy material, making the area difficult terrain. | +| 2 | Crystallizes into razor shards, dealing 5d6 slashing damage to creatures that use the Stride action in the area (DC 26 basic Reflex save). | +| 3 | Transforms into a surface more slippery than glass, making the area difficult terrain. Creatures that Stride in the area must succeed at a DC 26 Acrobatics check or fall prone. | +| 4 | Liquefies into a pool of molten metal, dealing 5d6 fire damage to creatures that begin their turn in the area (DC 26 basic Reflex save). | +| 5 | Transforms into a glue-like substance. To Stride in the area, creatures must first succeed at a DC 26 Athletics check to pull their legs free. | +| 6 | The metal becomes inert and has no effect. It begins in this state. | \ No newline at end of file diff --git a/rules/tables/flaming-whiskey-effects-ooa1.md b/rules/tables/flaming-whiskey-effects-ooa1.md new file mode 100644 index 000000000..c17a86b9c --- /dev/null +++ b/rules/tables/flaming-whiskey-effects-ooa1.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/ooa1 +aliases: ["Flaming Whiskey Effects"] +--- +# Flaming Whiskey Effects +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 70* + +| `d6` | Effect | +|------|--------| +| 1 | No effect—the flames are harmless. | +| 2 | Singes to the face, dealing `1d4` fire damage. | +| 3 | Sets clothing or hat on fire, dealing `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). | +| 4 | Burns tongue, giving a –1 item penalty to linguistic based checks and DCs for 1 minute. The drinker is unable to yell or sing for 1 hour. | +| 5 | Burns mouth and throat, giving a –1 item penalty to linguistic-based checks and DCs for 1 hour. The drinker is unable to yell or sing for 8 hours. | +| 6 | The drinker regains `1d6` Hit Points (gaining any excess over the maximum as temporary Hit Points that last for 8 hours). | \ No newline at end of file diff --git a/rules/tables/flexible-spellcaster-spells-per-day-som.md b/rules/tables/flexible-spellcaster-spells-per-day-som.md new file mode 100644 index 000000000..9f9c6ae55 --- /dev/null +++ b/rules/tables/flexible-spellcaster-spells-per-day-som.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/som +aliases: ["Flexible Spellcaster Spells per Day"] +--- +# Flexible Spellcaster Spells per Day +*Source: Secrets of Magic p. 208* + +| Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th | Collection | +|-------|----------|-----|-----|-----|-----|-----|-----|-----|-----|-----|------|------------| +| 1 | 3 | 2 | — | — | — | — | — | — | — | — | — | 2 | +| 2 | 4 | 2 | — | — | — | — | — | — | — | — | — | 2 | +| 2 | 4 | 2 | 2 | — | — | — | — | — | — | — | — | 4 | +| 4 | 5 | 2 | 2 | — | — | — | — | — | — | — | — | 4 | +| 5 | 5 | 2 | 2 | 2 | — | — | — | — | — | — | — | 6 | +| 6 | 5 | 2 | 2 | 2 | — | — | — | — | — | — | — | 6 | +| 7 | 5 | 2 | 2 | 2 | 2 | — | — | — | — | — | — | 8 | +| 8 | 5 | 2 | 2 | 2 | 2 | — | — | — | — | — | — | 8 | +| 9 | 5 | 2 | 2 | 2 | 2 | 2 | — | — | — | — | — | 10 | +| 10 | 5 | 2 | 2 | 2 | 2 | 2 | — | — | — | — | — | 10 | +| 11 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | — | — | — | — | 12 | +| 12 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | — | — | — | — | 12 | +| 12 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | — | — | — | 14 | +| 14 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | — | — | — | 14 | +| 15 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | — | — | 16 | +| 16 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | — | — | 16 | +| 17 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | — | 18 | +| 18 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | — | 18 | +| 19 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | * | 18 | +| 20 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | * | 18 | + +* Your class most likely has a class feature that gives you a single 10th level spell slot that works a bit differently from other slots. If so, flexible spellcaster doesn't change the way that spell works. \ No newline at end of file diff --git a/rules/tables/formulas.md b/rules/tables/formulas.md index 6a661b760..049d963f8 100644 --- a/rules/tables/formulas.md +++ b/rules/tables/formulas.md @@ -6,4 +6,20 @@ tags: aliases: ["Formulas"] --- # Formulas -*Source: Core Rulebook p. 293* \ No newline at end of file +*Source: Core Rulebook p. 293* + +| Item Level | Formula Price | Item Level | Formula Price | +|------------|---------------|------------|---------------| +| 0* | 5 sp | 11 | 70 gp | +| 1 | 1 gp | 12 | 100 gp | +| 2 | 2 gp | 13 | 150 gp | +| 3 | 3 gp | 14 | 225 gp | +| 4 | 5 gp | 15 | 325 gp | +| 5 | 8 gp | 16 | 500 gp | +| 6 | 13 gp | 17 | 750 gp | +| 7 | 18 gp | 18 | 1,200 gp | +| 8 | 25 gp | 19 | 2,000 gp | +| 9 | 35 gp | 20 | 3,500 gp | +| 10 | 50 gp | | | + +* Formulas for all 0-level common items from this chapter can be purchased collectively in a [basic crafter's book](compendium/equipment/items/basic-crafters-book.md). \ No newline at end of file diff --git a/rules/tables/fundamental-runes.md b/rules/tables/fundamental-runes.md index 59d689a7b..ef71609a5 100644 --- a/rules/tables/fundamental-runes.md +++ b/rules/tables/fundamental-runes.md @@ -6,4 +6,11 @@ tags: aliases: ["Fundamental Runes"] --- # Fundamental Runes -*Source: Core Rulebook p. 580* \ No newline at end of file +*Source: Core Rulebook p. 580* + +| Fundamental Rune | Etched Onto | Benefit | +|------------------|-------------|---------| +| Armor Potency | Armor | Increase item bonus to AC and determine maximum number of property runes | +| Resilient | Armor | Grant item bonus to saves | +| Weapon Potency | Weapon | Grant an item bonus to attack rolls and determine maximum number of property runes | +| Striking | Weapon | Increase weapon damage dice | \ No newline at end of file diff --git a/rules/tables/general-feats.md b/rules/tables/general-feats.md index 108785196..d5dac43f2 100644 --- a/rules/tables/general-feats.md +++ b/rules/tables/general-feats.md @@ -6,4 +6,24 @@ tags: aliases: ["General Feats"] --- # General Feats -*Source: Core Rulebook p. 255* \ No newline at end of file +*Source: Core Rulebook p. 255* + +| Non-Skill Feats | Level | Prerequisites | Benefits | +|-----------------|-------|---------------|----------| +| [Adopted Ancestry](compendium/feats/adopted-ancestry.md) | 1 | — | Gain access to ancestry feats from another ancestry | +| [Armor Proficiency](compendium/feats/armor-proficiency.md) | 1 | — | Become trained in a type of armor | +| [Breath Control](compendium/feats/breath-control.md) | 1 | — | Hold your breath longer and gain benefits against inhaled threats | +| [Canny Acumen](compendium/feats/canny-acumen.md) | 1 | — | Become an expert in a saving throw or [Perception](compendium/skills.md#Perception) | +| [Diehard](compendium/feats/diehard.md) | 1 | — | Die at [dying](rules/conditions.md#Dying), rather than dying 4 | +| [Fast Recovery](compendium/feats/fast-recovery.md) | 1 | Constitution 14 | Regain more HP from rest, recover faster from disease and poisons | +| [Feather Step](compendium/feats/feather-step.md) | 1 | Dexterity 14 | [Step](rules/actions/step.md) into difficult terrain | +| [Fleet](compendium/feats/fleet.md) | 1 | — | Increase your Speed by 5 feet | +| [Incredible Initiative](compendium/feats/incredible-initiative.md) | 1 | — | +2 to initiative rolls | +| [Ride](compendium/feats/ride.md) | 1 | — | Automatically succeed at commanding your mount to move | +| [Shield Block](compendium/feats/shield-block.md) | 1 | — | Ward off a blow with your shield | +| [Toughness](compendium/feats/toughness.md) | 1 | — | Increase your maximum HP and reduce the DCs of recovery checks | +| [Weapon Proficiency](compendium/feats/weapon-proficiency.md) | 1 | — | Become trained in a weapon type | +| [Ancestral Paragon](compendium/feats/ancestral-paragon.md) | 3 | — | Gain a 1st-level ancestry feat | +| [Untrained Improvisation](compendium/feats/untrained-improvisation.md) | 3 | — | Become more adept at using untrained skills | +| [Expeditious Search](compendium/feats/expeditious-search.md) | 7 | Master Perception | Search areas in half the time | +| [Incredible Investiture](compendium/feats/incredible-investiture.md) | 11 | Charisma 16 | Invest up to 12 magic items | \ No newline at end of file diff --git a/rules/tables/general-skill-feats.md b/rules/tables/general-skill-feats.md index 0a00d3896..f3b2603e4 100644 --- a/rules/tables/general-skill-feats.md +++ b/rules/tables/general-skill-feats.md @@ -6,4 +6,174 @@ tags: aliases: ["General Skill Feats"] --- # General Skill Feats -*Source: Core Rulebook p. 255* \ No newline at end of file +*Source: Core Rulebook p. 255* + +| Varying Skill Feats | Level | Prerequisites | Benefits | +|---------------------|-------|---------------|----------| +| [Assurance](compendium/feats/assurance.md) | 1 | Trained in at least one skill | Receive a fixed result on a skill check | +| [Dubious Knowledge](compendium/feats/dubious-knowledge.md) | 1 | Trained in [Recall Knowledge](rules/actions/recall-knowledge.md) skill | Learn true and erroneous knowledge on failed check | +| [Quick Identification](compendium/feats/quick-identification.md) | 1 | Trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) | Identify Magic in 1 minute or less | +| [Recognize Spell](compendium/feats/recognize-spell.md) | 1 | Trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or Religion | Identify a spell as a reaction as it's being cast | +| [Skill Training](compendium/feats/skill-training.md) | 1 | Intelligence 12 | Become trained in a skill | +| [Trick Magic Item](compendium/feats/trick-magic-item.md) | 1 | Trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or Religion | Activate a magic item you normally can't activate | +| [Automatic Knowledge](compendium/feats/automatic-knowledge.md) | 2 | Expert in [Recall Knowledge](rules/actions/recall-knowledge.md) action, [Assurance](compendium/feats/assurance.md) in the relevant skill | [Recall Knowledge](rules/actions/recall-knowledge.md) as a free action once per round | +| [Magical Shorthand](compendium/feats/magical-shorthand.md) | 2 | Expert in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or Religion | Learn spells quickly and at a reduced cost | +| [Quick Recognition](compendium/feats/quick-recognition.md) | 7 | Master in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or Religion; [Recognize Spell](compendium/feats/recognize-spell.md) | Identify spells as a free action | +^general-skill-feats-5-2-10 + +| [Acrobatics](compendium/skills.md#Acrobatics) Skill Feats | Level | Prerequisites | Benefits | +|-----------------------------------------------------------|-------|---------------|----------| +| [Cat Fall](compendium/feats/cat-fall.md) | 1 | Trained in [Acrobatics](compendium/skills.md#Acrobatics) | Treat falls shorter than they are | +| [Quick Squeeze](compendium/feats/quick-squeeze.md) | 1 | Trained in Acrobatics | Move swiftly as you [Squeeze](rules/actions/squeeze.md) | +| [Steady Balance](compendium/feats/steady-balance.md) | 1 | Trained in Acrobatics | Maintain your balance in adverse conditions | +| [Nimble Crawl](compendium/feats/nimble-crawl.md) | 2 | Expert in Acrobatics | [Crawl](rules/actions/crawl.md) at a faster rate | +| [Kip Up](compendium/feats/kip-up.md) | 7 | Master in Acrobatics | [Stand](rules/actions/stand.md) up for free without triggering reactions | +^general-skill-feats-5-2-16 + +| [Arcana](compendium/skills.md#Arcana) Skill Feats | Level | Prerequisites | Benefits | +|---------------------------------------------------|-------|---------------|----------| +| [Arcane Sense](compendium/feats/arcane-sense.md) | 1 | Trained in [Arcana](compendium/skills.md#Arcana) | Cast [detect magic](compendium/spells/detect-magic.md) at will as an arcane innate spell | +| [Unified Theory](compendium/feats/unified-theory.md) | 15 | Legendary in Arcana | Use [Arcana](compendium/skills.md#Arcana) for checks for all magical traditions | +^general-skill-feats-5-2-19 + +| [Athletics](compendium/skills.md#Athletics) Skill Feats | Level | Prerequisites | Benefits | +|---------------------------------------------------------|-------|---------------|----------| +| [Combat Climber](compendium/feats/combat-climber.md) | 1 | Trained in [Athletics](compendium/skills.md#Athletics) | Fight more effectively as you [Climb](rules/actions/climb.md) | +| [Hefty Hauler](compendium/feats/hefty-hauler.md) | 1 | Trained in Athletics | Increase your Bulk limits by 2 | +| [Quick Jump](compendium/feats/quick-jump.md) | 1 | Trained in Athletics | [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md) as a single action | +| [Titan Wrestler](compendium/feats/titan-wrestler.md) | 1 | Trained in Athletics | [Disarm](rules/actions/disarm.md), [Grapple](rules/actions/grapple.md), [Shove](rules/actions/shove.md), or [Trip](rules/actions/trip.md) larger creatures | +| [Underwater Marauder](compendium/feats/underwater-marauder.md) | 1 | Trained in Athletics | Fight more effectively underwater | +| [Powerful Leap](compendium/feats/powerful-leap.md) | 2 | Expert in Athletics | Jump farther and higher | +| [Rapid Mantel](compendium/feats/rapid-mantel.md) | 2 | Expert in Athletics | Pull yourself onto ledges quickly | +| [Quick Climb](compendium/feats/quick-climb.md) | 7 | Master in Athletics | Climb swiftly | +| [Quick Swim](compendium/feats/quick-swim.md) | 7 | Master in Athletics | Swim quickly | +| [Wall Jump](compendium/feats/wall-jump.md) | 7 | Master in Athletics | Jump off walls | +| [Cloud Jump](compendium/feats/cloud-jump.md) | 15 | Legendary in Athletics | Jump impossible distances | +^general-skill-feats-5-2-31 + +| [Crafting](compendium/skills.md#Crafting) Skill Feats | Level | Prerequisites | Benefits | +|-------------------------------------------------------|-------|---------------|----------| +| [Alchemical Crafting](compendium/feats/alchemical-crafting.md) | 1 | Trained in [Crafting](compendium/skills.md#Crafting) | [Craft](rules/actions/craft.md) alchemical items | +| [Quick Repair](compendium/feats/quick-repair.md) | 1 | Trained in Crafting | Repair items quickly | +| [Snare Crafting](compendium/feats/snare-crafting.md) | 1 | Trained in Crafting | [Craft](rules/actions/craft.md) snares | +| [Specialty Crafting](compendium/feats/specialty-crafting.md) | 1 | Trained in Crafting | Gain bonuses to [Craft](rules/actions/craft.md) certain items | +| [Magical Crafting](compendium/feats/magical-crafting.md) | 2 | Expert in Crafting | [Craft](rules/actions/craft.md) magic items | +| [Impeccable Crafting](compendium/feats/impeccable-crafting.md) | 7 | Master in [Crafting](compendium/skills.md#Crafting), [Specialty Crafting](compendium/feats/specialty-crafting.md) | [Craft](rules/actions/craft.md) items more efficiently | +| [Inventor](compendium/feats/inventor.md) | 7 | Master in Crafting | Use [Crafting](compendium/skills.md#Crafting) to create item formulas | +| [Craft Anything](compendium/feats/craft-anything.md) | 15 | Legendary in Crafting | Ignore most requirements for crafting items | +^general-skill-feats-5-2-40 + +| [Deception](compendium/skills.md#Deception) Skill Feats | Level | Prerequisites | Benefits | +|---------------------------------------------------------|-------|---------------|----------| +| [Charming Liar](compendium/feats/charming-liar.md) | 1 | Trained in [Deception](compendium/skills.md#Deception) | Improve a target's attitude with your lies | +| [Lengthy Diversion](compendium/feats/lengthy-diversion.md) | 1 | Trained in Deception | Remain [hidden](rules/conditions.md#Hidden) after you [Create a Diversion](rules/actions/create-a-diversion.md) | +| [Lie to Me](compendium/feats/lie-to-me.md) | 1 | Trained in Deception | Use [Deception](compendium/skills.md#Deception) to detect lies | +| [Confabulator](compendium/feats/confabulator.md) | 2 | Expert in Deception | Reduce the bonuses against your repeated lies | +| [Quick Disguise](compendium/feats/quick-disguise.md) | 2 | Expert in Deception | Set up a disguise in only half the time | +| [Slippery Secrets](compendium/feats/slippery-secrets.md) | 7 | Master in Deception | Evade attempts to uncover your true nature | +^general-skill-feats-5-2-47 + +| [Diplomacy](compendium/skills.md#Diplomacy) Skill Feats | Level | Prerequisites | Benefits | +|---------------------------------------------------------|-------|---------------|----------| +| [Bargain Hunter](compendium/feats/bargain-hunter.md) | 1 | Trained in [Diplomacy](compendium/skills.md#Diplomacy) | [Earn Income](rules/actions/earn-income.md) by searching for deals | +| [Group Impression](compendium/feats/group-impression.md) | 1 | Trained in Diplomacy | [Make an Impression](rules/actions/make-an-impression.md) on multiple targets at once | +| [Hobnobber](compendium/feats/hobnobber.md) | 1 | Trained in Diplomacy | [Gather Information](rules/actions/gather-information.md) rapidly | +| [Glad-Hand](compendium/feats/glad-hand.md) | 2 | Expert in Diplomacy | [Make an Impression](rules/actions/make-an-impression.md) on a target you've just met | +| [Shameless Request](compendium/feats/shameless-request.md) | 7 | Master in Diplomacy | Make [Requests](rules/actions/request.md) of others with lesser consequences | +| [Legendary Negotiation](compendium/feats/legendary-negotiation.md) | 15 | Legendary in Diplomacy | Quickly parley with foes | +^general-skill-feats-5-2-54 + +| [Intimidation](compendium/skills.md#Intimidation) Skill Feats | Level | Prerequisites | Benefits | +|---------------------------------------------------------------|-------|---------------|----------| +| [Group Coercion](compendium/feats/group-coercion.md) | 1 | Trained in [Intimidation](compendium/skills.md#Intimidation) | [Coerce](rules/actions/coerce.md) multiple targets simultaneously | +| [Intimidating Glare](compendium/feats/intimidating-glare.md) | 1 | Trained in Intimidation | [Demoralize](rules/actions/demoralize.md) a creature without speaking | +| [Quick Coercion](compendium/feats/quick-coercion.md) | 1 | Trained in Intimidation | [Coerce](rules/actions/coerce.md) a creature quickly | +| [Intimidating Prowess](compendium/feats/intimidating-prowess.md) | 2 | Strength 16, expert in Intimidation | Gain a bonus to physically [Demoralize](rules/actions/demoralize.md) a target | +| [Lasting Coercion](compendium/feats/lasting-coercion.md) | 2 | Expert in Intimidation | [Coerce](rules/actions/coerce.md) a target into helping you longer | +| [Battle Cry](compendium/feats/battle-cry.md) | 7 | Master in Intimidation | Demoralizes foes when you roll for initiative | +| [Terrified Retreat](compendium/feats/terrified-retreat.md) | 7 | Master in Intimidation | Cause foes you [Demoralize](rules/actions/demoralize.md) to flee | +| [Scare to Death](compendium/feats/scare-to-death.md) | 15 | Legendary in Intimidation | Scare a target so much, they might die | +^general-skill-feats-5-2-63 + +| Lore Skill Feats | Level | Prerequisites | Benefits | +|------------------|-------|---------------|----------| +| [Additional Lore](compendium/feats/additional-lore.md) | 1 | Trained in [Lore](compendium/skills.md#Lore) | Become trained in another Lore subcategory | +| [Experienced Professional](compendium/feats/experienced-professional.md) | 1 | Trained in Lore | Prevent critical failures when Earning Income | +| [Unmistakable Lore](compendium/feats/unmistakable-lore.md) | 2 | Expert in Lore | [Recall Knowledge](rules/actions/recall-knowledge.md) about your Lore more effectively | +| [Legendary Professional](compendium/feats/legendary-professional.md) | 15 | Legendary in Lore | Gain renown for your Lore | +^general-skill-feats-5-2-68 + +| [Medicine](compendium/skills.md#Medicine) Skill Feats | Level | Prerequisites | Benefits | +|-------------------------------------------------------|-------|---------------|----------| +| [Battle Medicine](compendium/feats/battle-medicine.md) | 1 | Trained in Medicine | Heal yourself or an ally in battle | +| [Robust Recovery](compendium/feats/robust-recovery.md) | 2 | Expert in Medicine | Greater benefits from [Treat Disease](rules/actions/treat-disease.md) and [Treat Poison](rules/actions/treat-poison.md) | +| [Ward Medic](compendium/feats/ward-medic.md) | 2 | Expert in Medicine | Treat several patients at once | +| [Legendary Medic](compendium/feats/legendary-medic.md) | 15 | Legendary in Medicine | Remove disease or the [blinded](rules/conditions.md#Blinded), [deafened](rules/conditions.md#Deafened), [doomed](rules/conditions.md#Doomed), or [drained](rules/conditions.md#Drained) condition | +^general-skill-feats-5-2-73 + +| [Nature](compendium/skills.md#Nature) Skill Feats | Level | Prerequisites | Benefits | +|---------------------------------------------------|-------|---------------|----------| +| [Natural Medicine](compendium/feats/natural-medicine.md) | 1 | Trained in [Nature](compendium/skills.md#Nature) | Use [Nature](compendium/skills.md#Nature) to [Treat Wounds](rules/actions/treat-wounds.md) | +| [Train Animal](compendium/feats/train-animal.md) | 1 | Trained in Nature | Teach an animal a trick | +| [Bonded Animal](compendium/feats/bonded-animal.md) | 2 | Expert in Nature | An animal becomes permanently helpful to you | +^general-skill-feats-5-2-77 + +| [Occultism](compendium/skills.md#Occultism) Skill Feats | Level | Prerequisites | Benefits | +|---------------------------------------------------------|-------|---------------|----------| +| [Oddity Identification](compendium/feats/oddity-identification.md) | 1 | Trained in [Occultism](compendium/skills.md#Occultism) | +2 to [Occultism](compendium/skills.md#Occultism) checks to [Identify Magic](rules/actions/identify-magic.md) with certain traits | +| [Bizarre Magic](compendium/feats/bizarre-magic.md) | 7 | Master in Occultism | Your magic becomes more difficult to identify | +^general-skill-feats-5-2-80 + +| [Performance](compendium/skills.md#Performance) Skill Feats | Level | Prerequisites | Benefits | +|-------------------------------------------------------------|-------|---------------|----------| +| [Fascinating Performance](compendium/feats/fascinating-performance.md) | 1 | Trained in [Performance](compendium/skills.md#Performance) | [Perform](rules/actions/perform.md) to fascinate observers | +| [Impressive Performance](compendium/feats/impressive-performance.md) | 1 | Trained in Performance | [Make an Impression](rules/actions/make-an-impression.md) with Performance | +| [Virtuosic Performer](compendium/feats/virtuosic-performer.md) | 1 | Trained in Performance | +1 with a certain type of performance | +| [Legendary Performer](compendium/feats/legendary-performer.md) | 15 | Legendary in [Performance](compendium/skills.md#Performance), [Virtuosic Performer](compendium/feats/virtuosic-performer.md) | Gain renown for your Performance | +^general-skill-feats-5-2-85 + +| [Religion](compendium/skills.md#Religion) Skill Feats | Level | Prerequisites | Benefits | +|-------------------------------------------------------|-------|---------------|----------| +| [Student of the Canon](compendium/feats/student-of-the-canon.md) | 1 | Trained in Religion | More accurately recognize the tenets of your faith or philosophy | +| [Divine Guidance](compendium/feats/divine-guidance.md) | 15 | Legendary in Religion | Find guidance in the writings of your faith | +^general-skill-feats-5-2-88 + +| Society Skill Feats | Level | Prerequisites | Benefits | +|---------------------|-------|---------------|----------| +| [Courtly Graces](compendium/feats/courtly-graces.md) | 1 | Trained in [Society](compendium/skills.md#Society) | Use Society to get along in noble society | +| [Multilingual](compendium/feats/multilingual.md) | 1 | Trained in Society | Learn two new languages | +| [Read Lips](compendium/feats/read-lips.md) | 1 | Trained in Society | Read the lips of people you can see | +| [Sign Language](compendium/feats/sign-language.md) | 1 | Trained in Society | Learn sign languages | +| [Streetwise](compendium/feats/streetwise.md) | 1 | Trained in Society | Use Society to [Gather Information](rules/actions/gather-information.md) and [Recall Knowledge](rules/actions/recall-knowledge.md) | +| [Connections](compendium/feats/connections.md) | 2 | Expert in Society, [Courtly Graces](compendium/feats/courtly-graces.md) | Leverage your connections for favors and meetings | +| [Legendary Codebreaker](compendium/feats/legendary-codebreaker.md) | 15 | Legendary in Society | Quickly Decipher Writing using Society | +| [Legendary Linguist](compendium/feats/legendary-linguist.md) | 15 | Legendary in Society, [Multilingual](compendium/feats/multilingual.md) | Create pidgin languages to communicate with anyone | +^general-skill-feats-5-2-97 + +| [Stealth](compendium/skills.md#Stealth) Skill Feats | Level | Prerequisites | Benefits | +|-----------------------------------------------------|-------|---------------|----------| +| [Experienced Smuggler](compendium/feats/experienced-smuggler.md) | 1 | Trained in [Stealth](compendium/skills.md#Stealth) | Conceal items from observers more effectively | +| [Terrain Stalker](compendium/feats/terrain-stalker.md) | 1 | Trained in Stealth | [Sneak](rules/actions/sneak.md) in certain terrain without attempting a check | +| [Quiet Allies](compendium/feats/quiet-allies.md) | 2 | Expert in Stealth | Roll a single Stealth check when sneaking with allies | +| [Foil Senses](compendium/feats/foil-senses.md) | 7 | Master in Stealth | Take precautions against special senses | +| [Swift Sneak](compendium/feats/swift-sneak.md) | 7 | Master in Stealth | Move your full Speed while you Sneak | +| [Legendary Sneak](compendium/feats/legendary-sneak.md) | 15 | Legendary in [Stealth](compendium/skills.md#Stealth), [Swift Sneak](compendium/feats/swift-sneak.md) | [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md) without cover or being concealed | +^general-skill-feats-5-2-104 + +| [Survival](compendium/skills.md#Survival) Skill Feats | Level | Prerequisites | Benefits | +|-------------------------------------------------------|-------|---------------|----------| +| [Experienced Tracker](compendium/feats/experienced-tracker.md) | 1 | Trained in [Survival](compendium/skills.md#Survival) | Track at your full Speed at a –5 penalty | +| [Forager](compendium/feats/forager.md) | 1 | Trained in Survival | Forage for supplies to provide for multiple creatures | +| [Survey Wildlife](compendium/feats/survey-wildlife.md) | 1 | Trained in Survival | Identify nearby creatures through signs and clues | +| [Terrain Expertise](compendium/feats/terrain-expertise.md) | 1 | Trained in Survival | +1 to [Survival](compendium/skills.md#Survival) checks in certain terrain | +| [Planar Survival](compendium/feats/planar-survival.md) | 7 | Master in Survival | Use [Survival](compendium/skills.md#Survival) to [Subsist](rules/actions/subsist.md) on different planes | +| Legendary [Survival](compendium/skills.md#Survival)ist | 15 | Legendary in Survival | Survive extreme conditions | +^general-skill-feats-5-2-111 + +| [Thievery](compendium/skills.md#Thievery) Skill Feats | Level | Prerequisites | Benefits | +|-------------------------------------------------------|-------|---------------|----------| +| [Pickpocket](compendium/feats/pickpocket.md) | 1 | Trained in [Thievery](compendium/skills.md#Thievery) | [Steal](rules/actions/steal.md) or [Palm an Object](rules/actions/palm-an-object.md) more effectively | +| [Subtle Theft](compendium/feats/subtle-theft.md) | 1 | Trained in Thievery | Your thefts are harder to notice | +| [Wary Disarmament](compendium/feats/wary-disarmament.md) | 2 | Expert in Thievery | +2 to AC or saves against devices or traps you trigger while disarming | +| [Quick Unlock](compendium/feats/quick-unlock.md) | 7 | Master in Thievery | [Pick a Lock](rules/actions/pick-a-lock.md) with 1 action | +| [Legendary Thief](compendium/feats/legendary-thief.md) | 15 | Legendary in [Thievery](compendium/skills.md#Thievery), [Pickpocket](compendium/feats/pickpocket.md) | Steal what would normally be impossible to steal | \ No newline at end of file diff --git a/rules/tables/hazard-xp.md b/rules/tables/hazard-xp.md index 0d430bcd4..ab01b8ac1 100644 --- a/rules/tables/hazard-xp.md +++ b/rules/tables/hazard-xp.md @@ -6,4 +6,60 @@ tags: aliases: ["Hazard XP"] --- # Hazard XP -*Source: Core Rulebook p. 521* \ No newline at end of file +*Source: Core Rulebook p. 521* + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
LevelSimple HazardComplex Hazard
Party level –42 XP10 XP
Party level –33 XP15 XP
Party level –24 XP20 XP
Party level –16 XP30 XP
Party level8 XP40 XP
Party level + 112 XP60 XP
Party level + 216 XP80 XP
Party level + 324 XP120 XP
Party level + 430 XP150 XP
\ No newline at end of file diff --git a/rules/tables/hero-point-deck-hpd.md b/rules/tables/hero-point-deck-hpd.md new file mode 100644 index 000000000..e22606993 --- /dev/null +++ b/rules/tables/hero-point-deck-hpd.md @@ -0,0 +1,64 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/hpd +aliases: ["Hero Point Deck"] +--- +# Hero Point Deck +*Source: Hero Point Deck p. 0* + +| `d52` | Effect | +|-------|--------| +| 1 | **Ancestral Might:** _Play during your turn._ Until the start of your next turn, you gain a +2 status bonus to checks based on the ability scores that are boosted by your ancestry (ignoring free boosts). If your ancestry only grants free boosts, select one ability score to gain the bonus to instead. | +| 2 | **Aura of Protection:** _Play this after [Casting a Spell](rules/actions/cast-a-spell.md) from your spell slots._ You surround yourself with an aura of residual magic power. Until the start of your next turn, you gain resistance to all damage equal to the level of the spell that you just cast. | +| 3 | **Battle Cry:** _Play after making a successful melee attack._ You unleash a terrifying battle cry. Attempt an [Intimidation](compendium/skills.md#Intimidation) check to [Demoralize](rules/actions/demoralize.md) and compare the result against all enemies within 30 feet. | +| 4 | **Called Foe:** _Play before you make a [Strike](rules/actions/strike.md)._ Designate a foe that you can see. You gain a +2 status bonus to attack rolls made against that foe, but you take a -4 status penalty to attack rolls made against any other creature. This lasts until the end of your next turn or until you critically hit the designated foe, whichever comes first. | +| 5 | **Catch your Breath:** _Play at the end of your turn._ Select yourself or an ally within 30 feet. The creature you choose must have fewer than half their total Hit Points. The creature gains a number of temporary Hit Points equal to twice your level, which last until the end of the combat. | +| 6 | **Channel Life Force:** _Play on your turn after you have spent all of your Focus Points._ Gain 1 Focus Point that must be spent by the end of your turn or it's lost. If you use this Focus Point, you become [drained](rules/conditions.md#Drained). | +| 7 | **Class Might:** _Play during your turn._ Until the start of your next turn you gain a +2 status bonus to checks based on the key ability score of your class. If your class grants a choice for its key ability, select one of those ability scores to gain the bonus. | +| 8 | **Critical Moment:** _Play this after rolling a check._ Reroll the check twice and take the best result. This is a [fortune](rules/traits/fortune.md) effect. If you still fail this check, you become [doomed](rules/conditions.md#Doomed). | +| 9 | **Cut Through the Fog:** _Play before you attempt a Will save._ You succeed at the saving throw without needing to roll. You gain the [stupefied](rules/conditions.md#Stupefied) condition, which lasts until the next time you get a full night's rest. | +| 10 | **Daring Attempt:** _Play at the start of your turn._ Select one untrained skill. You are trained in that skill until the end of your next turn. If you use that skill before the end of your next turn and succeed at your skill check, you keep this benefit until the end of the combat, or for 1 minute if not in combat. | +| 11 | **Desperate Swing:** _Play during your turn._ Make a [Strike](rules/actions/strike.md), ignoring the multiple attack penalty. If you roll a critical success, you get a normal success instead. If the attack fails, you [release](rules/actions/release.md) your weapon, or drop [prone](rules/conditions.md#Prone) if you were using an unarmed attack or otherwise can't [release](rules/actions/release.md) your weapon. | +| 12 | **Distract Foe:** _Play this when a foe within 30 feet makes a melee attack against another creature._ That foe is [fascinated](rules/conditions.md#Fascinated) with you and it can't end this condition until it takes a hostile action against you or the combat ends. | +| 13 | **Dive Out of Danger:** _Play before you attempt a Reflex save._ You succeed at the saving throw without needing to roll. You gain the [clumsy](rules/conditions.md#Clumsy) condition, which lasts until the next time you get a full night's rest. | +| 14 | **Drain Power:** _Play when you [Activate a magic item](rules/actions/activate-an-item.md) that [Casts a Spell](rules/actions/cast-a-spell.md)._ Heighten the spell by 1 level. This can't heighten the item's spell above half your level, rounded up. If the item wasn't consumed on use, you can't use the item again for 24 hours. | +| 15 | **Endure the Onslaught:** _Play at any time._ Give a creature you can see resistance 5 to all damage until the start of your next turn. If you are 7th level or higher, the resistance is 10, and if you are 12th level or higher, the resistance is 15. | +| 16 | **Flash of Insight:** _Play at the start of your turn._ Until the end of your turn, you gain [Automatic Knowledge](compendium/feats/automatic-knowledge.md) for any one skill. If you already have [Automatic Knowledge](compendium/feats/automatic-knowledge.md), when you use that feat to attempt a [Recall Knowledge](rules/actions/recall-knowledge.md) check this turn, use an outcome one degree of success better than the result of your roll. If you use this to learn about a creature, you gain twice the number of clues about its abilities. | +| 17 | **Fluid Motion:** _Play at the start of your turn._ For the rest of your turn, you gain a climb Speed and a swim Speed equal to half your Speed. If you make a horizontal [Leap](rules/actions/leap.md), increase the distance jumped by 10 feet. | +| 18 | **Grazing Blow:** _Play after a foe hit you with a [Strike](rules/actions/strike.md)._ If the foe rolled a critical success, it gets a success instead. If the foe rolled a success, it deals minimum damage instead of rolling for damage. | +| 19 | **Hasty Block:** _Play when you are hit by a physical attack, and you have a shield within reach and a free hand._ You [Interact](rules/actions/interact.md) to draw and wield the shield and then use it to [Shield Block](rules/abilities/shield-block.md) against the attack. After the attack and block are resolved, the shield is torn from your grip and lands in an adjacent space. | +| 20 | **Healing Prayer:** _Play during your turn._ Select yourself or an ally within reach. The target regains `1d8+8` Hit Points. If you are 7th level or higher, the target regains `2d8+16 ` Hit Points. If you are 12th level or higher, the target regains `3d8+24` Hit Points. | +| 21 | **Hold the Line:** _Play during your turn._ Until the start of your next turn, each time an enemy would leave a space adjacent to you while using a [move](rules/traits/move.md) action, it must succeed at an [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) check against your Fortitude DC or the move action is disrupted. | +| 22 | **I Hope This Works:** _Play at the start of your turn._ Once during your turn, you can [Activate an item](rules/actions/activate-an-item.md) to [Cast a Spell](rules/actions/cast-a-spell.md), even if you can't normally cast spells or don't have that spell on your spell list. After casting this spell, your turn ends. | +| 23 | **Impossible Shot:** _Play when making a ranged attack, either with a [Strike](rules/actions/strike.md) or a spell._ If you're attempting a [Strike](rules/actions/strike.md), double the range increment of the weapon or unarmed attack. If you're [Casting a Spell](rules/actions/cast-a-spell.md), increase the range of the spell by half. | +| 24 | **Last Ounce of Strength:** _Play at the start of a turn when you are [dying](rules/conditions.md#Dying)._ You regain consciousness and can act normally on your turn, but you can't regain Hit Points or remove the [dying](rules/conditions.md#Dying) condition during this turn. At the end of your turn, you fall [unconscious](rules/conditions.md#Unconscious) and your [dying](rules/conditions.md#Dying) condition increases by 1. Do not attempt a recovery check this turn. | +| 25 | **Last Second Sidestep:** _Play when you are targeted by a ranged [Strike](rules/actions/strike.md)._ The [Strike](rules/actions/strike.md) automatically misses. | +| 26 | **Last Stand:** _Play when you take damage._ Until the start of your next turn, any damage that would reduce you to 0 Hit Points leaves you with 1 Hit Point remaining and gives you the [doomed](rules/conditions.md#Doomed) condition, or increases your [doomed](rules/conditions.md#Doomed) value by 1 if you're already [doomed](rules/conditions.md#Doomed). As usual, you die when your [doomed](rules/conditions.md#Doomed) condition equals the dying value that would kill you (usually [doomed](rules/conditions.md#Doomed)). | +| 27 | **Magical Reverberation:** _Play this after [Casting a Spell](rules/actions/cast-a-spell.md)._ The spell's power reverberates in your mind. You can [Cast this Spell](rules/actions/cast-a-spell.md) one additional time without having it prepared or expending a spell slot. If you don't [Cast the Spell](rules/actions/cast-a-spell.md) by the end of your next turn, it is lost. After [Casting the Spell](rules/actions/cast-a-spell.md) again, you become [stupefied](rules/conditions.md#Stupefied) for 1 minute. | +| 28 | **Make Way!:** _Play at the start of a [Stride](rules/actions/stride.md)._ During the [Stride](rules/actions/stride.md), you must move in a straight line, but you can attempt to [Shove](rules/actions/shove.md) any creature in your way, moving it to an adjacent space out of the way of your movement. Your multiple attack penalty doesn't apply to any of these free [Shove](rules/actions/shove.md) attempts, nor do they increase your multiple attack penalty. If you fail to [Shove](rules/actions/shove.md) a creature out of your way, your movement ends. | +| 29 | **Misdirected Attack:** _Play after a foe critically fails on a melee [Strike](rules/actions/strike.md) against you._ That foe rerolls the attack, targeting one of its allies within reach. | +| 30 | **Opportune Distraction:** _Play at the start of your turn._ Until the end of your turn, you gain the benefits of greater cover after taking the [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md) action, allowing you to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md) in the open. This effect ends if you do anything other than [Hide](rules/actions/hide.md), [Sneak](rules/actions/sneak.md), or [Step](rules/actions/step.md). | +| 31 | **Pierce Resistance:** _Play after you learn about a foe's resistance._ Until the end of your next turn, the foe loses a resistance of your choice. You must be aware of the resistance, either from seeing it shrug off damage from an attack or due to a successful [Recall Knowledge](rules/actions/recall-knowledge.md) check. | +| 32 | **Press On:** _Play at the start of your turn._ Until the end of your turn, ignore penalties to checks and DCs from conditions. | +| 33 | **Protect the Innocent:** _Play when an incapacitated ally or noncombatant NPC within sight takes damage from an attack or effect._ Prevent all of the damage. You take half of the damage they would have taken (in addition to the damage you would normally take from the attack or effect, if any). You can only use this to prevent damage to an ally if that ally is unable to act, such as when they are [unconscious](rules/conditions.md#Unconscious) or [paralyzed](rules/conditions.md#Paralyzed). | +| 34 | **Push Through the Pain:** _Play before you attempt a Fortitude save._ You succeed at the saving throw without needing to roll. You gain the [drained](rules/conditions.md#Drained) condition. | +| 35 | **Rage and Fury:** _Play when an ally is knocked [unconscious](rules/conditions.md#Unconscious) or when you take damage from a critical hit._ At the start of your next turn, you enter a rage (+2 damage to melee [strikes](rules/actions/strike.md), -1 AC penalty, no [concentrate](rules/traits/concentrate.md) actions unless they have the [rage](rules/traits/rage.md) trait, or use the stats for your rage|barbarian||1 class feature if you have one). At the end of that turn, if you don't have the rage|barbarian||1 class feature, the rage ends and you are [fatigued](rules/conditions.md#Fatigued). | +| 36 | **Rampage:** _Play at the start of your turn._ Make a [Strike](rules/actions/strike.md) against each foe within reach. The multiple attack penalty applies as normal. At the end of these attacks, your turn ends and you are [fatigued](rules/conditions.md#Fatigued). | +| 37 | **Reckless Charge:** _Play after taking two consecutive [Stride](rules/actions/stride.md) actions._ Make a melee [Strike](rules/actions/strike.md). You are [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. | +| 38 | **Rending Swipe:** _Play after making two successful consecutive melee [Strikes](rules/actions/strike.md) against the same target with two different weapons._ The target takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and is [sickened](rules/conditions.md#Sickened) until the bleeding stops. If you are 7th level or higher, increase the bleed to `2d6`. If you are 12th level or higher, increase the bleed to `3d6`. | +| 39 | **Reverse Strike:** _Play after you fail an attack roll._ You get a success on the attack roll rather than a failure. | +| 40 | **Roll Back:** _Play after an attack or effect causes you to become [grabbed](rules/conditions.md#Grabbed) or knocks you [prone](rules/conditions.md#Prone)._ You roll backward from the attack, landing on your feet. Take a [Step](rules/actions/step.md) away from the source of the attack (if any), and you're no longer [prone](rules/conditions.md#Prone) or [grabbed](rules/conditions.md#Grabbed). | +| 41 | **Run and Shoot:** _Play when you take a [Stride](rules/actions/stride.md) action._ You make a ranged [Strike](rules/actions/strike.md) at any point during this movement. | +| 42 | **Shake it Off:** _Play at any time._ All [persistent damage](rules/conditions.md#Persistent%20Damage) affecting you immediately comes to an end. | +| 43 | **Shoot Through:** _Play when you are about to make your attack roll for a ranged [Strike](rules/actions/strike.md)._ If the path of the [Strike](rules/actions/strike.md) goes through another creature's space before reaching the target, the target is [flat-footed](rules/conditions.md#Flat-footed) against the attack, and the other creature doesn't provide cover. | +| 44 | **Spark of Courage:** _Play when you have the [frightened](rules/conditions.md#Frightened) condition._ You lose that condition and instead gain a +2 status bonus to attack rolls and skill checks until the end of your next turn. | +| 45 | **Stay in the Fight:** _Play at the start of a turn when you or an ally is affected by an ongoing [incapacitation](rules/traits/incapacitation.md) effect._ The creature ignores that [incapacitation](rules/traits/incapacitation.md) effect until the end of their turn. This turn doesn't count as part of the duration for that effect. | +| 46 | **Stoke the Magical Flame:** _Play when you or an ally is [Casting a Spell](rules/actions/cast-a-spell.md)._ Heighten that spell by 1 level. This can't heighten a spell above the highest level of spell you or the ally can cast. | +| 47 | **Strike True:** _Play when you or an ally are about to make a [Strike](rules/actions/strike.md)._ The target rolls twice and takes the higher result. This strike deals an extra die of damage on a hit if the attacker has fewer than half their maximum Hit Points, or two extra dice if they have fewer than one quarter their maximum Hit Points. This is a [fortune](rules/traits/fortune.md) effect. | +| 48 | **Surge of Magic:** _Play during your turn._ Until the end of your turn, you can [Activate one magic item](rules/actions/activate-an-item.md) that you have already activated once today. This activation doesn't count against the item's frequency limit if the limit is once per day, or a shorter increment of time. If the item is a [wand](rules/traits/wand.md), activating it this way doesn't overcharge it. | +| 49 | **Surge of Speed:** _Play at the start of a creature's turn._ That creature is [quickened](rules/conditions.md#Quickened) on its turn and can use the extra action only to take a single action with the [move](rules/traits/move.md) trait. | +| 50 | **Tuck and Roll:** _Play after a creature or hazard hits you with a [Strike](rules/actions/strike.md)._ You take the minimum amount of damage and fall [prone](rules/conditions.md#Prone). | +| 51 | **Tumble Through:** _Play after you end your movement adjacent to a creature that is larger than you._ Move to the opposite side of that creature. This movement doesn't trigger any reactions based on movement. | +| 52 | **Warding Sign:** _Play at any time._ Select a creature within sight. That creature is immune to [misfortune](rules/traits/misfortune.md) effects for 1 round. If the creature was already affected by a [misfortune](rules/traits/misfortune.md) effect, it ignores that effect for the duration, then the effect returns. | \ No newline at end of file diff --git a/rules/tables/high-quality-armor-gmg.md b/rules/tables/high-quality-armor-gmg.md new file mode 100644 index 000000000..b861bf01f --- /dev/null +++ b/rules/tables/high-quality-armor-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/gmg +aliases: ["High-Quality Armor"] +--- +# High-Quality Armor +*Source: Gamemastery Guide p. 197* + +| Quality | Bonus Increase | Property Rune Slots | Item Level | Price | +|---------|----------------|---------------------|------------|-------| +| Expert | +1 | 1 | 5 | 160 gp | +| Master | +2 | 2 | 11 | 1,060 gp | +| Legendary | +3 | 3 | 18 | 20,560 gp | \ No newline at end of file diff --git a/rules/tables/high-quality-skill-item-gmg.md b/rules/tables/high-quality-skill-item-gmg.md new file mode 100644 index 000000000..4527f16cf --- /dev/null +++ b/rules/tables/high-quality-skill-item-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/gmg +aliases: ["High-Quality Skill Item"] +--- +# High-Quality Skill Item +*Source: Gamemastery Guide p. 197* + +| Quality | Item Bonus | Item Level | Price | +|---------|------------|------------|-------| +| Expert | +1 | 3 | 40 gp | +| Master | +2 | 9 | 550 gp | +| Legendary | +3 | 17 | 11,000 gp | \ No newline at end of file diff --git a/rules/tables/high-quality-weapons-gmg.md b/rules/tables/high-quality-weapons-gmg.md new file mode 100644 index 000000000..1e7f54c07 --- /dev/null +++ b/rules/tables/high-quality-weapons-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/gmg +aliases: ["High-Quality Weapons"] +--- +# High-Quality Weapons +*Source: Gamemastery Guide p. 197* + +| Quality | Item Bonus | Property Rune Slots | Item Level | Price | +|---------|------------|---------------------|------------|-------| +| Expert | +1 | 1 | 2 | 35 gp | +| Master | +2 | 2 | 10 | 935 gp | +| Legendary | +3 | 3 | 16 | 8,935 gp | \ No newline at end of file diff --git a/rules/tables/hired-help-aoa2.md b/rules/tables/hired-help-aoa2.md new file mode 100644 index 000000000..e8c6ab8ca --- /dev/null +++ b/rules/tables/hired-help-aoa2.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/aoa2 +aliases: ["Hired Help"] +--- +# Hired Help +*Source: Age of Ashes #2: Cult of Cinders p. 75* + +| Specialty | NPC Name | Source | +|-----------|----------|--------| +| Acrobatics trainer | Nolly Peltry (halfling adventurer) | "Tomorrow Must Burn" | +| Arcana trainer | Mialari Docur (elf schoolmistress) | "Tomorrow Must Burn" | +| Arcana trainer | Trinil Uskwold (human innkeeper) | "Hellknight Hill" 69 | +| Artisan | Tarindlara Vallindel (elf cleric of Shelyn) | "Hellknight Hill" 69 | +| Artisan | Winthrop Finney (human tailor) | "Hellknight Hill" 67 | +| Athletics trainer | Alak Stagram (human Hellknight armiger) | "Hellknight Hill" 19 | +| Bookmaker | Jorell Blacktusk (half-orc librarian) | "Hellknight Hill" 67 | +| Crafting trainer | Renali (anadi explorer) | "Hellknight Hill" 78 | +| Medic | Kellen Carondil (elf cleric of Desna) | "Hellknight Hill" 68 | +| Nature trainer | Nketiah (elf linguist) | "Cult of Cinders" 78 | +| Occultism trainer | Morta Valaskin (human mortician) | "Hellknight Hill" 68 | +| Performance trainer | Brynne Taithe (human cleric of Cayden Cailean) | "Hellknight Hill" 67 | +| Religion trainer | Brynne Taithe (human cleric of Cayden Cailean) | "Hellknight Hill" 67 | +| Religion trainer | Kellen Carondil (elf cleric of Desna) | "Hellknight Hill" 68 | +| Religion trainer | Tarindlara Vallindel (elf cleric of Shelyn) | "Hellknight Hill" 69 | +| Seneschal | Nketiah (Ekujae linguist) | "Cult of Cinders" 78 | +| Seneschal | Warbal Bumblebrasher (goblin diplomat) | "Hellknight Hill" 82 | +| Stonemason | Amera Lang (human stonemason) | "Hellknight Hill" 68 | +| Stonemason | Rorsk Axebain (dwarf stonemason) | "Hellknight Hill" 69 | +| Survival trainer | Helba (goblin chieftain) | "Hellknight Hill" 28 | +| Thievery trainer | Crink Twiddleton (halfling merchant) | "Hellknight Hill" 68 | +| Thievery trainer | Mialari Docur (elf schoolmistress) | "Tomorrow Must Burn" | +| Woodworker | Fadelby Vusker (human wainwright) | "Hellknight Hill" 69 | +| Woodworker | Xandel Rynearsohn (human carpenter) | "Hellknight Hill" 67 | \ No newline at end of file diff --git a/rules/tables/housing-costs-lotg.md b/rules/tables/housing-costs-lotg.md new file mode 100644 index 000000000..1ebd22808 --- /dev/null +++ b/rules/tables/housing-costs-lotg.md @@ -0,0 +1,66 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/lotg +aliases: ["Housing Costs"] +--- +# Housing Costs +*Source: Lost Omens: Travel Guide p. 17* + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
House payment (10 year period)PriceMonthly
Thatch hut (poor home)100 gp2 gp
Wood cottage (comfortable home)300 gp6 gp
Stone house (quality home)2,000 gp40 gp
Wood, stone, and metal manse (fine home)6,000 gp120 gp
Villa (luxury home)15,000 gp300 gp
HouseMonthly rent
Thatch hut (poor home)8 gp
Wood cottage (comfortable home)20 gp
Stone house (quality home)80 gp
Wood, stone, and metal manse (fine home)240 gp
Villa (luxury home)600 gp
\ No newline at end of file diff --git a/rules/tables/income-earned.md b/rules/tables/income-earned.md index 8dbc61255..94205e27b 100644 --- a/rules/tables/income-earned.md +++ b/rules/tables/income-earned.md @@ -6,4 +6,30 @@ tags: aliases: ["Income Earned"] --- # Income Earned -*Source: Core Rulebook p. 236* \ No newline at end of file +*Source: Core Rulebook p. 236* + +| Task Level | Failure | Trained | Expert | Master | Legendary | +|------------|---------|---------|--------|--------|-----------| +| 0 | 1 cp | 5 cp | 5 cp | 5 cp | 5 cp | +| 1 | 2 cp | 2 sp | 2 sp | 2 sp | 2 sp | +| 2 | 4 cp | 3 sp | 3 sp | 3 sp | 3 sp | +| 3 | 8 cp | 5 sp | 5 sp | 5 sp | 5 sp | +| 4 | 1 sp | 7 sp | 8 sp | 8 sp | 8 sp | +| 5 | 2 sp | 9 sp | 1 gp | 1 gp | 1 gp | +| 6 | 3 sp | 1 gp, 5 sp | 2 gp | 2 gp | 2 gp | +| 7 | 4 sp | 2 gp | 2 gp, 5 sp | 2 gp, 5 sp | 2 gp, 5 sp | +| 8 | 5 sp | 2 gp, 5 sp | 3 gp | 3 gp | 3 gp | +| 9 | 6 sp | 3 gp | 4 gp | 4 gp | 4 gp | +| 10 | 7 sp | 4 gp | 5 gp | 6 gp | 6 gp | +| 11 | 8 sp | 5 gp | 6 gp | 8 gp | 8 gp | +| 12 | 9 sp | 6 gp | 8 gp | 10 gp | 10 gp | +| 13 | 1 gp | 7 gp | 10 gp | 15 gp | 15 gp | +| 14 | 1 gp, 5 sp | 8 gp | 15 gp | 20 gp | 20 gp | +| 15 | 2 gp | 10 gp | 20 gp | 28 gp | 28 gp | +| 16 | 2 gp, 5 sp | 13 gp | 25 gp | 36 gp | 40 gp | +| 17 | 3 gp | 15 gp | 30 gp | 45 gp | 55 gp | +| 18 | 4 gp | 20 gp | 45 gp | 70 gp | 90 gp | +| 19 | 6 gp | 30 gp | 60 gp | 100 gp | 130 gp | +| 19 | 6 gp | 30 gp | 60 gp | 100 gp | 130 gp | +| 20 | 8 gp | 40 gp | 75 gp | 150 gp | 200 gp | +| 20 (critical success) | — | 50 gp | 90 gp | 175 gp | 300 gp | \ No newline at end of file diff --git a/rules/tables/learning-a-spell.md b/rules/tables/learning-a-spell.md index 1511a5292..bdd0482c5 100644 --- a/rules/tables/learning-a-spell.md +++ b/rules/tables/learning-a-spell.md @@ -6,4 +6,17 @@ tags: aliases: ["Learning a Spell"] --- # Learning a Spell -*Source: Core Rulebook p. 238* \ No newline at end of file +*Source: Core Rulebook p. 238* + +| Spell Level | Price | Typical DC | +|-------------|-------|------------| +| 1st or cantrip | 2 gp | 15 | +| 2nd | 6 gp | 18 | +| 3rd | 16 gp | 20 | +| 4th | 36 gp | 23 | +| 5th | 70 gp | 26 | +| 6th | 140 gp | 28 | +| 7th | 300 gp | 31 | +| 8th | 650 gp | 34 | +| 9th | 1,500 gp | 36 | +| 10th | 7,000 gp | 41 | \ No newline at end of file diff --git a/rules/tables/magical-gear.md b/rules/tables/magical-gear.md index abdab0317..9a31d6b63 100644 --- a/rules/tables/magical-gear.md +++ b/rules/tables/magical-gear.md @@ -6,4 +6,24 @@ tags: aliases: ["Magical Gear"] --- # Magical Gear -*Source: Core Rulebook p. 293* \ No newline at end of file +*Source: Core Rulebook p. 293* + +| Consumable Magic Items | Price | Bulk | Page | +|------------------------|-------|------|------| +| _[Holy water](compendium/equipment/items/holy-water.md)_ | 3 gp | L | 571 | +| _[Unholy water](compendium/equipment/items/unholy-water.md)_ | 3 gp | L | 571 | +^magical-gear-6-12-3 + +| Potions | Price | Bulk | Page | +|---------|-------|------|------| +| _Minor healing potion_ | 4 gp | L | 563 | +^magical-gear-6-12-5 + +| Scrolls | Price | Bulk | Page | +|---------|-------|------|------| +| Scroll of a common 1st-level spell | 4 gp | L | 565 | +^magical-gear-6-12-7 + +| Talismans | Price | Bulk | Page | +|-----------|-------|------|------| +| _[Potency crystal](compendium/equipment/items/potency-crystal.md)_ | 4 gp | — | 568 | \ No newline at end of file diff --git a/rules/tables/mana-storm-effects-ooa2.md b/rules/tables/mana-storm-effects-ooa2.md new file mode 100644 index 000000000..3a175cf69 --- /dev/null +++ b/rules/tables/mana-storm-effects-ooa2.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/ooa2 +aliases: ["Mana Storm Effects"] +--- +# Mana Storm Effects +*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 70* + +| `d20` | Mana Storm Effect | +|-------|-------------------| +| 1 | **Bleaching** ([primal](rules/traits/primal.md), [transmutation](rules/traits/transmutation.md)) Fortitude. Creatures and objects within a radius of 10 feet per level are drained of color for 1 hour. A gnome affected by this effect must succeed at a Will save or become [frightened](rules/conditions.md#Frightened) and unable to reduce this [frightened](rules/conditions.md#Frightened) condition below 1 while bleached of color; this is a [mental](rules/traits/mental.md) and [fear](rules/traits/fear.md) effect. | +| 2 | **Crawling Vermin** ([conjuration](rules/traits/conjuration.md), [primal](rules/traits/primal.md)) A monstrous, strangely colored insect hostile to all creatures appears within 60 feet. The creature that appears should be insectile in appearance and of a level approximately equal to the level of an animal summoned by [summon animal](compendium/spells/summon-animal.md) of the storm's level. The GM determines the specific creature. After 1 minute, the creature can choose to either return where it came from or to remain. It's neither [summoned](rules/traits/summoned.md) nor a [minion](rules/traits/minion.md). | +| 3 | **Anchored** ([abjuration](rules/traits/abjuration.md), [arcane](rules/traits/arcane.md)) Will. Creatures within a radius of 10 feet per level are affected by [dimensional anchor](compendium/spells/dimensional-anchor.md). Creatures that fail their saving throws also have their Speeds reduced by 10 feet (to a minimum of 5 feet) during the effect's duration. | +| 4 | **Unluck** ([arcane](rules/traits/arcane.md), [divination](rules/traits/divination.md), [misfortune](rules/traits/misfortune.md)) Will. A zone of unluck and strange violet illumination fill a radius of 10 feet per level for 1 hour. Creatures in this area roll attack rolls, [Perception](compendium/skills.md#Perception) checks, saving throws, and skill checks twice and take the lower result. | +| 5 | **Strange Reversal** ([curse](rules/traits/curse.md), [transmutation](rules/traits/transmutation.md)) Fortitude. One creature's body and all its possessions reverse into a mirror image of themselves. This effect is permanent. | +| 6 | **Gravity Surge** ([arcane](rules/traits/arcane.md), [transmutation](rules/traits/transmutation.md)) Reflex. Creatures within a radius of 10 feet per level, in random order, are pushed 10 feet per level away from the nearest creature. A pushed creature that hits an object or another creature stops but takes falling damage equal to the distance moved (a creature hit takes the same amount of falling damage). | +| 7 | **Psychic Assault** ([illusion](rules/traits/illusion.md), [mental](rules/traits/mental.md), [nonlethal](rules/traits/nonlethal.md), [occult](rules/traits/occult.md)) Will. Creatures within a radius of 10 feet per level are affected by [phantom pain](compendium/spells/phantom-pain.md). | +| 8 | **Dazzling Mein** ([illusion](rules/traits/illusion.md), [occult](rules/traits/occult.md), [visual](rules/traits/visual.md)) One creature is affected by cloak of colors; that creature is immune to the effects, but all others around it are affected normally. | +| 9 | **Geyser** ([evocation](rules/traits/evocation.md), [primal](rules/traits/primal.md), [water](rules/traits/water.md)) Fortitude. Water erupts from the ground, but rather than spraying directly up into the air, the water bends impossibly to surge along a horizontal path just above the ground, like a floating, torrential flood. This torrent of water manifests as a hydraulic torrent at first, eerily doing so in the most efficient line to catch as many potential targets in its path as it can. The water then splashes down into the sand, remaining as a long, thin swath of water that can provide a drinking source until it's soaked up or evaporates. | +| 10 | **Sudden Pit** ([conjuration](rules/traits/conjuration.md), [earth](rules/traits/earth.md), [primal](rules/traits/primal.md)) Reflex. A pit opens beneath a random creature. The pit is as wide as the creature's space, so the creature can [Grab an Edge](rules/actions/grab-an-edge.md) to avoid a fall. The pit is 20 feet deep per level of the mana storm and remains open even in terrain normally unable to support such a structure. After 1 hour, the pit vanishes and anything that fell in is restored to the surface. | +| 11 | **Befuddlement** ([arcane](rules/traits/arcane.md), [emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [mental](rules/traits/mental.md)) Will. A number of creatures up to the level of the mana storm within a radius of 10 feet per level become [confused](rules/conditions.md#Confused) for 1 round per level. | +| 12 | **Death Field** ([necromancy](rules/traits/necromancy.md), [primal](rules/traits/primal.md)) Fortitude. Normal vegetation within a radius of 10 feet per level immediately dies and turns to ash. Plant creatures take `2d6` damage per level of the mana storm (basic Fortitude save). | +| 13 | **Strangers to All** ([arcane](rules/traits/arcane.md), [curse](rules/traits/curse.md), [enchantment](rules/traits/enchantment.md), [mental](rules/traits/mental.md), [misfortune](rules/traits/misfortune.md)) Will. A number of creatures up to the level of the mana storm within a radius of 10 feet per level are affected by outcast's curse. | +| 14-15 | **Weird Rain** ([conjuration](rules/traits/conjuration.md), [primal](rules/traits/primal.md)) A rain of small objects (anything from flowers to rotten fruit) pelts an area with a radius of 10 feet per level of the mana storm for a number of rounds equal to the level. This rain doesn't harm creatures in the area. Creatures in the area have concealment. The objects remain even after the rain is over. | +| 16-17 | **Wellspring** ([primal](rules/traits/primal.md), varies) The mana storm draws magical potential from deep within a random creature. That creature rolls `1d20` and uses the [Wellspring Surges](rules/tables/wellspring-surges-som.md) table to determine a wellspring effect. | +| 18-19 | **Wondrous Effect** ([arcane](rules/traits/arcane.md), [evocation](rules/traits/evocation.md)) Randomly choose one creature to be a "wielder" and a different random creature to be a "target." Roll d% on the [rod of wonder](compendium/equipment/items/rod-of-wonder.md) table to determine what sort of strange effect occurs between the creatures. | +| 20 | **Double Strength** (varies) Reroll two results and apply both in the order rolled; further results of 20 on these rerolls have no effect. | \ No newline at end of file diff --git a/rules/tables/martial-melee-weapons-logm.md b/rules/tables/martial-melee-weapons-logm.md new file mode 100644 index 000000000..1f4bf020a --- /dev/null +++ b/rules/tables/martial-melee-weapons-logm.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/logm +aliases: ["Martial Melee Weapons"] +--- +# Martial Melee Weapons +*Source: Lost Omens: Gods & Magic p. 120* + +| Weapon | Price | Damage | Bulk | Hands | Group | Weapon Traits | +|--------|-------|--------|------|-------|-------|---------------| +| Machete | 7 sp | `1d6` S | L | 1 | Sword | [Deadly ](rules/traits/deadly.md), [sweep](rules/traits/sweep.md) | +| Meteor hammer | 3 gp | `1d8` B | 2 | 2 | Flail | [Backswing](rules/traits/backswing.md), [disarm](rules/traits/disarm.md), [reach](rules/traits/reach.md), [trip](rules/traits/trip.md) | +| War razor | 3 sp | `1d4` S | L | 1 | Knife | [Agile](rules/traits/agile.md), [backstabber](rules/traits/backstabber.md), [deadly ](rules/traits/deadly.md), [finesse](rules/traits/finesse.md) | \ No newline at end of file diff --git a/rules/tables/material-hardness-hit-points-and-broken-threshold.md b/rules/tables/material-hardness-hit-points-and-broken-threshold.md index e623fbb6e..1e7eb89a4 100644 --- a/rules/tables/material-hardness-hit-points-and-broken-threshold.md +++ b/rules/tables/material-hardness-hit-points-and-broken-threshold.md @@ -6,4 +6,26 @@ tags: aliases: ["Material Hardness, Hit Points, and Broken Threshold"] --- # Material Hardness, Hit Points, and Broken Threshold -*Source: Core Rulebook p. 577* \ No newline at end of file +*Source: Core Rulebook p. 577* + +| Material | Hardness | HP | BT | Example Items | +|----------|----------|----|----|---------------| +| Paper | 0 | 1 | — | Book pages, paper fan, scroll | +| Thin cloth | 0 | 1 | — | Kite, silk dress, undershirt | +| Thin glass | 0 | 1 | — | Bottle, spectacles, window pane | +| Cloth | 1 | 4 | 2 | Cloth armor, heavy jacket, sack, tent | +| Glass | 1 | 4 | 2 | Glass block, glass table, heavy vase | +| Glass structure | 2 | 8 | 4 | Glass block wall | +| Thin leather | 2 | 8 | 4 | Backpack, jacket, pouch, strap, whip | +| Thin rope | 2 | 8 | 4 | Standard adventuring rope | +| Thin wood | 3 | 12 | 6 | Chair, club, sapling, wooden shield | +| Leather | 4 | 16 | 8 | Leather armor, saddle | +| Rope | 4 | 16 | 8 | Industrial rope, ship rigging | +| Thin stone | 4 | 16 | 8 | Chalkboard, slate tiles, stone cladding | +| Thin iron or steel | 5 | 20 | 10 | Chain, steel shield, sword | +| Wood | 5 | 20 | 10 | Chest, simple door, table, tree trunk | +| Stone | 7 | 28 | 14 | Paving stone, statue | +| Iron or steel | 9 | 36 | 18 | Anvil, iron or steel armor, stove | +| Wooden structure | 10 | 40 | 20 | Reinforced door, wooden wall | +| Stone structure | 14 | 56 | 28 | Stone wall | +| Iron or steel structure | 18 | 72 | 36 | Iron plate wall | \ No newline at end of file diff --git a/rules/tables/melee-weapons.md b/rules/tables/melee-weapons.md index 2e36267cd..87ec81cc1 100644 --- a/rules/tables/melee-weapons.md +++ b/rules/tables/melee-weapons.md @@ -6,4 +6,87 @@ tags: aliases: ["Melee Weapons"] --- # Melee Weapons -*Source: Core Rulebook p. 280* \ No newline at end of file +*Source: Core Rulebook p. 280* + +| Simple Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits | +|----------------|-------|--------|------|-------|-------|---------------| +| [Club](compendium/equipment/items/club.md) | 0 | `1d6` B | 1 | 1 | Club | [Thrown](rules/traits/thrown.md) 10 ft. | +| [Dagger](compendium/equipment/items/dagger.md) | 2 sp | `1d4` P | L | 1 | Knive | [Agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [thrown](rules/traits/thrown.md) 10 ft., [versatile](rules/traits/versatile.md) S | +| [Gauntlet](compendium/equipment/items/gauntlet.md) | 2sp | `1d4` B | L | 1 | Brawling | [Agile](rules/traits/agile.md), [free-hand](rules/traits/free-hand.md) | +| [Light mace](compendium/equipment/items/light-mace.md) | 4 sp | `1d4` B | L | 1 | Club | [Agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [shove](rules/traits/shove.md) | +| [Longspear](compendium/equipment/items/longspear.md) | 5 sp | `1d8` P | 2 | 2 | Spear | [Reach](rules/traits/reach.md) | +| [Mace](compendium/equipment/items/mace.md) | 1 gp | `1d6` B | 1 | 1 | Club | [Shove](rules/traits/shove.md) | +| [Morningstar](compendium/equipment/items/morningstar.md) | 1 gp | `1d6` B | 1 | 1 | Club | [Versatile](rules/traits/versatile.md) P | +| [Sickle](compendium/equipment/items/sickle.md) | 2 sp | `1d4` S | L | 1 | Knife | [Agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [trip](rules/traits/trip.md) | +| [Spear](compendium/equipment/items/spear.md) | 1 sp | `1d6` P | 1 | 1 | Spear | [Thrown](rules/traits/thrown.md) 20 ft. | +| [Spiked gauntlet](compendium/equipment/items/spiked-gauntlet.md) | 3 sp | `1d4` P | L | 1 | Brawling | [Agile](rules/traits/agile.md), [free-hand](rules/traits/free-hand.md) | +| [Staff](compendium/equipment/items/staff.md) | 0 | `1d4` B | 1 | 1 | Club | [Two-hand](rules/traits/two-hand.md) d8 | +^melee-weapons-6-7-12 + +| Uncommon Simple Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits | +|-------------------------|-------|--------|------|-------|-------|---------------| +| [Clan dagger](compendium/equipment/items/clan-dagger.md) | 2 gp | `1d4` P | L | 1 | Knife | [Agile](rules/traits/agile.md), [dwarf](rules/traits/dwarf.md), [parry](rules/traits/parry.md), [versatile](rules/traits/versatile.md) B | +| [Katar](compendium/equipment/items/katar.md) | 3 sp | `1d4` P | L | 1 | Knife | [Agile](rules/traits/agile.md), [deadly](rules/traits/deadly.md) d6, [monk](rules/traits/monk.md) | +^melee-weapons-6-7-15 + +| Martial Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits | +|-----------------|-------|--------|------|-------|-------|---------------| +| [Bastard sword](compendium/equipment/items/bastard-sword.md) | 4 gp | `1d8` S | 1 | 1 | Sword | [Two-hand](rules/traits/two-hand.md) d12 | +| [Battle axe](compendium/equipment/items/battle-axe.md) | 1 gp | `1d8` S | 1 | 1 | Axe | [Sweep](rules/traits/sweep.md) | +| [Bo staff](compendium/equipment/items/bo-staff.md) | 2 sp | `1d8` B | 2 | 2 | Club | [Monk](rules/traits/monk.md), [parry](rules/traits/parry.md), [reach](rules/traits/reach.md), [trip](rules/traits/trip.md) | +| [Falchion](compendium/equipment/items/falchion.md) | 3 gp | `1d10` S | 2 | 2 | Sword | [Forceful](rules/traits/forceful.md), [sweep](rules/traits/sweep.md) | +| [Flail](compendium/equipment/items/flail.md) | 8 sp | `1d6` B | 1 | 1 | Flail | [Disarm](rules/traits/disarm.md), [sweep](rules/traits/sweep.md), [trip](rules/traits/trip.md) | +| [Glaive](compendium/equipment/items/glaive.md) | 1 gp | `1d8` S | 2 | 2 | Polearm | [Deadly](rules/traits/deadly.md) d8, [forceful](rules/traits/forceful.md), [reach](rules/traits/reach.md) | +| [Greataxe](compendium/equipment/items/greataxe.md) | 2 gp | `1d12` S | 2 | 2 | Axe | [Sweep](rules/traits/sweep.md) | +| [Greatclub](compendium/equipment/items/greatclub.md) | 1 gp | `1d10` B | 2 | 2 | Club | [Backswing](rules/traits/backswing.md), [shove](rules/traits/shove.md) | +| [Greatpick](compendium/equipment/items/greatpick.md) | 1 gp | `1d10` P | 2 | 2 | Pick | [Fatal](rules/traits/fatal.md) d12 | +| [Greatsword](compendium/equipment/items/greatsword.md) | 2 gp | `1d12` S | 2 | 2 | Sword | [Versatile](rules/traits/versatile.md) P | +| [Guisarme](compendium/equipment/items/guisarme.md) | 2 gp | `1d10` S | 2 | 2 | Polearm | [Reach](rules/traits/reach.md), [trip](rules/traits/trip.md) | +| [Halberd](compendium/equipment/items/halberd.md) | 2 gp | `1d10` P | 2 | 2 | Polearm | [Reach](rules/traits/reach.md), [versatile](rules/traits/versatile.md) S | +| [Hatchet](compendium/equipment/items/hatchet.md) | 4 sp | `1d6` S | L | 1 | Axe | [Agile](rules/traits/agile.md), [sweep](rules/traits/sweep.md), [thrown](rules/traits/thrown.md) 10 ft. | +| [Lance](compendium/equipment/items/lance.md) | 1 gp | `1d8` P | 2 | 2 | Spear | [Deadly](rules/traits/deadly.md) d8, [jousting ](rules/traits/jousting.md), [reach](rules/traits/reach.md) | +| [Light hammer](compendium/equipment/items/light-hammer.md) | 3 sp | `1d6` B | L | 1 | Hammer | [Agile](rules/traits/agile.md), [thrown](rules/traits/thrown.md) 20 ft. | +| [Light pick](compendium/equipment/items/light-pick.md) | 4 sp | `1d4` P | L | 1 | Pick | [Agile](rules/traits/agile.md), [fatal](rules/traits/fatal.md) d8 | +| [Longsword](compendium/equipment/items/longsword.md) | 1 gp | `1d8` S | 1 | 1 | Sword | [Versatile](rules/traits/versatile.md) P | +| [Main-gauche](compendium/equipment/items/main-gauche.md) | 5 sp | `1d4` P | L | 1 | Knife | [Agile](rules/traits/agile.md), [disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [parry](rules/traits/parry.md), [versatile](rules/traits/versatile.md) S | +| [Maul](compendium/equipment/items/maul.md) | 3 gp | `1d12` B | 2 | 2 | Hammer | [Shove](rules/traits/shove.md) | +| [Pick](compendium/equipment/items/pick.md) | 7 sp | `1d6` P | 1 | 1 | Pick | [Fatal](rules/traits/fatal.md) d10 | +| [Ranseur](compendium/equipment/items/ranseur.md) | 2 gp | `1d10` P | 2 | 2 | Polearm | [Disarm](rules/traits/disarm.md), [reach](rules/traits/reach.md) | +| [Rapier](compendium/equipment/items/rapier.md) | 2 gp | `1d6` P | 1 | 1 | Sword | [Deadly](rules/traits/deadly.md) d8, [disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md) | +| [Sap](compendium/equipment/items/sap.md) | 1 sp | `1d6` B | L | 1 | Club | [Agile](rules/traits/agile.md), [nonlethal](rules/traits/nonlethal.md) | +| [Scimitar](compendium/equipment/items/scimitar.md) | 1 gp | `1d6` S | 1 | 1 | Sword | [Forceful](rules/traits/forceful.md), [sweep](rules/traits/sweep.md) | +| [Scythe](compendium/equipment/items/scythe.md) | 2 gp | `1d10` S | 2 | 2 | Polearm | [Deadly](rules/traits/deadly.md) d10, [trip](rules/traits/trip.md) | +| Shield bash | — | `1d4` B | — | 1 | Shield | — | +| [Shield boss](compendium/equipment/items/shield-boss.md) | 5 sp | `1d6` B | — | 1 | Shield | [Attached ](rules/traits/attached.md) | +| [Shield spikes](compendium/equipment/items/shield-spikes.md) | 5 sp | `1d6` P | — | 1 | Shield | [Attached ](rules/traits/attached.md) | +| [Shortsword](compendium/equipment/items/shortsword.md) | 9 sp | `1d6` P | L | 1 | Sword | [Agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [versatile](rules/traits/versatile.md) S | +| [Starknife](compendium/equipment/items/starknife.md) | 2 gp | `1d4` P | L | 1 | Knife | [Agile](rules/traits/agile.md), [deadly](rules/traits/deadly.md) d6, [finesse](rules/traits/finesse.md), [thrown](rules/traits/thrown.md) 20 ft., [versatile](rules/traits/versatile.md) S | +| [Trident](compendium/equipment/items/trident.md) | 1 gp | `1d8` P | 1 | 1 | Spear | [Thrown](rules/traits/thrown.md) 20 ft. | +| [War flail](compendium/equipment/items/war-flail.md) | 2 gp | `1d10` B | 2 | 2 | Flail | [Disarm](rules/traits/disarm.md), [sweep](rules/traits/sweep.md), [trip](rules/traits/trip.md) | +| [Warhammer](compendium/equipment/items/warhammer.md) | 1 gp | `1d8` B | 1 | 1 | Hammer | [Shove](rules/traits/shove.md) | +| [Whip](compendium/equipment/items/whip.md) | 1 sp | `1d4` S | 1 | 1 | Flail | [Disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [reach](rules/traits/reach.md), [trip](rules/traits/trip.md) | +^melee-weapons-6-7-50 + +| Uncommon Martial Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits | +|--------------------------|-------|--------|------|-------|-------|---------------| +| [Dogslicer](compendium/equipment/items/dogslicer.md) | 1 sp | `1d6` S | L | 1 | Sword | [Agile](rules/traits/agile.md), [backstabber](rules/traits/backstabber.md), [finesse](rules/traits/finesse.md), [goblin](rules/traits/goblin.md) | +| Elven Curce blade | 4 gp | `1d8` S | 2 | 2 | Sword | [Elf](rules/traits/elf.md), [finesse](rules/traits/finesse.md), [forceful](rules/traits/forceful.md) | +| [Filcher's fork](compendium/equipment/items/filchers-fork.md) | 1 gp | `1d4` P | L | 1 | Spear | [Agile](rules/traits/agile.md), [backstabber](rules/traits/backstabber.md), [deadly](rules/traits/deadly.md) d6, [finesse](rules/traits/finesse.md), [halfling](rules/traits/halfling.md), [thrown](rules/traits/thrown.md) 20 ft. | +| [Gnome hooked hammer](compendium/equipment/items/gnome-hooked-hammer.md) | 2 gp | `1d6` B | 1 | 1 | Hammer | [Gnome](rules/traits/gnome.md), [trip](rules/traits/trip.md), [two-hand](rules/traits/two-hand.md) d10, [versatile](rules/traits/versatile.md) P | +| [Horsechopper](compendium/equipment/items/horsechopper.md) | 9 sp | `1d8` S | 2 | 2 | Polearm | [Goblin](rules/traits/goblin.md), [reach](rules/traits/reach.md), [trip](rules/traits/trip.md), [versatile](rules/traits/versatile.md) P | +| [Kama](compendium/equipment/items/kama.md) | 1 gp | `1d6` S | L | 1 | Knife | [Agile](rules/traits/agile.md), [monk](rules/traits/monk.md), [trip](rules/traits/trip.md) | +| [Katana](compendium/equipment/items/katana.md) | 2 gp | `1d6` S | 1 | 1 | Sword | [Deadly](rules/traits/deadly.md) d8, [two-hand](rules/traits/two-hand.md) d10, [versatile](rules/traits/versatile.md) P | +| [Kukri](compendium/equipment/items/kukri.md) | 6 sp | `1d6` S | L | 1 | Knive | [Agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [trip](rules/traits/trip.md) | +| [Nunchaku](compendium/equipment/items/nunchaku.md) | 2 sp | `1d6` B | L | 1 | Club | [Backswing](rules/traits/backswing.md), [disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [monk](rules/traits/monk.md) | +| [Orc knuckle dagger](compendium/equipment/items/orc-knuckle-dagger.md) | 7 sp | `1d6` P | L | 1 | Knife | [Agile](rules/traits/agile.md), [disarm](rules/traits/disarm.md), [orc](rules/traits/orc.md) | +| [Sai](compendium/equipment/items/sai.md) | 6 sp | `1d4` P | L | 1 | Knife | [Agile](rules/traits/agile.md), [disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [monk](rules/traits/monk.md), [versatile](rules/traits/versatile.md) B | +| [Spiked chain](compendium/equipment/items/spiked-chain.md) | 3 gp | `1d8` S | 1 | 2 | Flail | [Disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [trip](rules/traits/trip.md) | +| [Temple sword](compendium/equipment/items/temple-sword.md) | 2 gp | `1d8` S | 1 | 1 | Sword | [Monk](rules/traits/monk.md), [trip](rules/traits/trip.md) | +^melee-weapons-6-7-64 + +| Uncommon Advanced Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits | +|---------------------------|-------|--------|------|-------|-------|---------------| +| Dwarven waraxe | 3 gp | `1d8` S | 2 | 1 | Axe | [Dwarf](rules/traits/dwarf.md), [sweep](rules/traits/sweep.md), [two-hand](rules/traits/two-hand.md) d12 | +| [Gnome flickmace](compendium/equipment/items/gnome-flickmace.md) | 3 gp | `1d8` B | 2 | 1 | Flail | [Gnome](rules/traits/gnome.md), [reach](rules/traits/reach.md) | +| [Orc necksplitter](compendium/equipment/items/orc-necksplitter.md) | 2 gp | `1d8` S | 1 | 1 | Axe | [Forceful](rules/traits/forceful.md), [orc](rules/traits/orc.md), [sweep](rules/traits/sweep.md) | +| [Sawtooth saber](compendium/equipment/items/sawtooth-saber.md) | 5 gp | `1d6` S | L | 1 | Sword | [Agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [twin](rules/traits/twin.md) | \ No newline at end of file diff --git a/rules/tables/mixed-drink-effects-ooa1.md b/rules/tables/mixed-drink-effects-ooa1.md new file mode 100644 index 000000000..0a822d690 --- /dev/null +++ b/rules/tables/mixed-drink-effects-ooa1.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/ooa1 +aliases: ["Mixed Drink Effects"] +--- +# Mixed Drink Effects +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 70* + +| `d20` | Effect | +|-------|--------| +| 1–9 | No effect | +| 10 | Excessive burping; increase the DC to recover from the sickened condition by 1 for 8 hours | +| 11 | Extreme stomach cramps; you can't willingly ingest anything, even other drinks, for 8 hours | +| 12 | Immediate and intense headache, causing weakness 5 to mental damage for 8 hours | +| 13 | Improved reflexes, giving a +1 item bonus to Reflex saves for 8 hours | +| 14 | Heightened awareness, granting a +1 item bonus to Perception checks to Seek for 8 hours | +| 15 | Keen insight, granting a +1 item bonus to Perception checks to Sense Motive for 8 hours | +| 16 | You can cast dancing lights as a primal cantrip once within the next day. | +| 17 | You can cast guidance as a primal cantrip once within the next day. | +| 18 | You can cast prestidigitation as a primal cantrip once within the next day. | +| 19 | You regain 1d6 Hit Points (and gain any excess over your maximum as temporary Hit Points that last for 8 hours). | +| 20 | You gain a bit of luck: once during the next 8 hours when you attempt a saving throw or a skill check, you can roll twice and take the higher result. This is a fortune effect. | \ No newline at end of file diff --git a/rules/tables/monk-unarmed-attacks.md b/rules/tables/monk-unarmed-attacks.md index d05b2c0be..f2f148980 100644 --- a/rules/tables/monk-unarmed-attacks.md +++ b/rules/tables/monk-unarmed-attacks.md @@ -6,4 +6,19 @@ tags: aliases: ["Monk Unarmed Attacks"] --- # Monk Unarmed Attacks -*Source: Core Rulebook p. 159* \ No newline at end of file +*Source: Core Rulebook p. 159* + +Some monk stances allow you to make special unarmed attacks while in those stances. These attacks are summarized here. + +| Attack | Damage | Group | Traits | +|--------|--------|-------|--------| +| Crane Wing | `1d6` B | Brawling | [Agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [unarmed](rules/traits/unarmed.md) | +| Dragon tail | `1d10` B | Brawling | [Backswing](rules/traits/backswing.md), [nonlethal](rules/traits/nonlethal.md), [unarmed](rules/traits/unarmed.md) | +| Falling stone | `1d8` B | Brawling | [Forceful](rules/traits/forceful.md), [nonlethal](rules/traits/nonlethal.md), [unarmed](rules/traits/unarmed.md) | +| Iron Sweep | `1d8` B | Brawling | [Nonlethal](rules/traits/nonlethal.md), [parry](rules/traits/parry.md), [sweep](rules/traits/sweep.md), [unarmed](rules/traits/unarmed.md) | +| Lashing branch | `1d8` S | Brawling | [Agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [unarmed](rules/traits/unarmed.md) | +| Tiger claw | `1d8` S | Brawling | [Agile](rules/traits/agile.md), [Finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [unarmed](rules/traits/unarmed.md) | +| Wind crash* | `1d6` S | Brawling | [Agile](rules/traits/agile.md), [nonlethal](rules/traits/nonlethal.md), [propulsive](rules/traits/propulsive.md), [unarmed](rules/traits/unarmed.md) | +| Wolf jaw | `1d8` P | Brawling | [Agile](rules/traits/agile.md), [backstabber](rules/traits/backstabber.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [unarmed](rules/traits/unarmed.md) | + +* [Wild winds stance](compendium/spells/wild-winds-stance.md) is a ki spell, so you can find out more about wind crash on page 402. \ No newline at end of file diff --git a/rules/tables/party-treasure-by-level.md b/rules/tables/party-treasure-by-level.md index aac022e10..32241e9b6 100644 --- a/rules/tables/party-treasure-by-level.md +++ b/rules/tables/party-treasure-by-level.md @@ -6,4 +6,29 @@ tags: aliases: ["Party Treasure by Level"] --- # Party Treasure by Level -*Source: Core Rulebook p. 509* \ No newline at end of file +*Source: Core Rulebook p. 509* + +| Level | Total Value | Permanent Items (By Item Level) | Consumables (By Item Level) | Party Currency | Currency per Additional PC | +|-------|-------------|---------------------------------|-----------------------------|----------------|----------------------------| +| 1 | 175 gp | **2nd**: 2, **1st**: 2* | **2nd**: 2, **1st**: 3 | 40 gp | 10 gp | +| 2 | 300 gp | **3rd**: 2, **2nd**: 2 | **3rd**: 2, **2nd**: 2, **1st**: 2 | 70 gp | 18 gp | +| 3 | 500 gp | **4th**: 2, **3rd**: 2 | **4th**: 2, **3rd**: 2, **2nd**: 2 | 120 gp | 30 gp | +| 4 | 850 gp | **5th**: 2, **4th**: 2 | **5th**: 2, **4th**: 2, **3rd**: 2 | 200 gp | 50 gp | +| 5 | 1,350 gp | **6th**: 2, **5th**: 2 | **6th**: 2, **5th**: 2, **4th**: 2 | 320 gp | 80 gp | +| 6 | 2,000 gp | **7th**: 2, **6th**: 2 | **7th**: 2, **6th**: 2, **5th**: 2 | 500 gp | 125 gp | +| 7 | 2,900 gp | **8th**: 2, **7th**: 2 | **8th**: 2, **7th**: 2, **6th**: 2 | 720 gp | 180 gp | +| 8 | 4,000 gp | **9th**: 2, **8th**: 2 | **9th**: 2, **8th**: 2, **7th**: 2 | 1,000 gp | 250 gp | +| 9 | 5,700 gp | **10th**: 2, **9th**: 2 | **10th**: 2, **9th**: 2, **8th**: 2 | 1,400 gp | 350 gp | +| 10 | 8,000 gp | **11th**: 2, **10th**: 2 | **11th**: 2, **10th**: 2, **9th**: 2 | 2,000 gp | 500 gp | +| 11 | 11,500 gp | **12th**: 2, **11th**: 2 | **12th**: 2, **11th**: 2, **10th**: 2 | 2,800 gp | 700 gp | +| 12 | 16,500 gp | **13th**: 2, **12th**: 2 | **13th**: 2, **12th**: 2, **11th**: 2 | 4,000 gp | 1,000 gp | +| 13 | 25,000 gp | **14th**: 2, **13th**: 2 | **14th**: 2, **13th**: 2, **12th**: 2 | 6,000 gp | 1,500 gp | +| 14 | 36,500 gp | **15th**: 2, **14th**: 2 | **15th**: 2, **14th**: 2, **13th**: 2 | 9,000 gp | 2,250 gp | +| 15 | 54,500 gp | **16th**: 2, **15th**: 2 | **16th**: 2, **15th**: 2, **14th**: 2 | 13,000 gp | 3,250 gp | +| 16 | 82,500 gp | **17th**: 2, **16th**: 2 | **17th**: 2, **16th**: 2, **15th**: 2 | 20,000 gp | 5,000 gp | +| 17 | 128,000 gp | **18th**: 2, **17th**: 2 | **18th**: 2, **17th**: 2, **16th**: 2 | 30,000 gp | 7,500 gp | +| 18 | 208,000 gp | **19th**: 2, **18th**: 2 | **19th**: 2, **18th**: 2, **17th**: 2 | 48,000 gp | 12,000 gp | +| 19 | 355,000 gp | **20th**: 2, **19th**: 2 | **20th**: 2, **19th**: 2, **18th**: 2 | 80,000 gp | 20,000 gp | +| 20 | 490,000 gp | **20th**: 4 | **20th**: 4, **19th**: 2 | 140,000 gp | 35,000 gp | + +* Many 1st-level permanent items should be items from Chapter 6 instead of magic items. \ No newline at end of file diff --git a/rules/tables/personal-staves-som.md b/rules/tables/personal-staves-som.md new file mode 100644 index 000000000..d165a5801 --- /dev/null +++ b/rules/tables/personal-staves-som.md @@ -0,0 +1,133 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/som +aliases: ["Personal Staves"] +--- +# Personal Staves +*Source: Secrets of Magic p. 166* + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
StaffMaximum Spells
LevelPriceCantrip1st2nd3rd4th5th6th7th8th
5160 gp12
7250 gp122
9700 gp1222
111400 gp12222
133000 gp122222
156500 gp1222222
1715000 gp12222222
1940000 gp122222222
\ No newline at end of file diff --git a/rules/tables/quirks-gmg.md b/rules/tables/quirks-gmg.md new file mode 100644 index 000000000..a689d67db --- /dev/null +++ b/rules/tables/quirks-gmg.md @@ -0,0 +1,112 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/gmg +aliases: ["Quirks"] +--- +# Quirks +*Source: Gamemastery Guide p. 86* + +| d% | Quirk | Description | +|----|-------|-------------| +| 01 | Melodic | Faint music plays when in use. | +| 02 | Skin-altering | The user's skin color changes to a bright color such as blue or green. | +| 03 | Choral | Repeats everything the user says in a singing voice. | +| 04 | Mood coloration | User's mood affects the item's color. | +| 05 | Chatty | Happily engages in small talk. | +| 06 | Spoiling | Food within 1 foot spoils at twice the normal rate. | +| 07 | Friendly | Requests to be introduced to everyone the user meets. | +| 08 | Muffling | Nearby sounds are slightly quieter. | +| 09 | Runic | Runes appear on the user's skin. | +| 10 | Comfortable | Can serve as a pillow or blanket. | +| 11 | Rain-blocking | The user remains dry in the rain. | +| 12 | Clumsy | When unattended, knocks over other small items within 1 foot. | +| 13 | Elemental appearance | Seems made of flame, water, or another elemental material. | +| 14 | Magnetic | Small, ferrous objects of light Bulk or less adhere to it. | +| 15 | Aberrant | Has tentacles, teeth, or other off-putting features. | +| 16 | Dream-eating | Creatures asleep within 10 feet do not dream. | +| 17 | Clean | Remains pristine despite filth. | +| 18 | Hungry | Needs daily meals, often odd things like wood shavings. | +| 19 | Smelly | Smells like the last food the user ate. | +| 20 | Flamboyant | Flashes of light, sparks of color, and other effects shower from it. | +| 21 | Verdant trail | Small plants grow where the user walks, remaining for 1 hour. | +| 22 | Complaining | Grumbles when not in use. | +| 23 | Detecting | Aware of a specific animal or plant, such as squirrels or poison ivy, within 30 feet. | +| 24 | Fibbing | Tells grandiose and obvious lies. | +| 25 | Compressing | User is slightly shorter. | +| 26 | Attentive | Turns to face the last creature to touch it. | +| 27 | Soprano | User's voice becomes higher. | +| 28 | Shrinking | Decreases in size when used. | +| 29 | Aromatic | Nearby air smells pleasant. | +| 30 | Temperate | Slight warmth spills from the item. | +| 31 | Slime trail | User leaves a trail of slime where they walk, remaining for 1 hour. | +| 32 | Tetrachromatic | Colors seem more vivid to the user. | +| 33 | Resounding | Nearby sounds are slightly louder. | +| 34 | Insect-attracting | Harmless insects swarm around it. | +| 35 | Ancient tongue | Speaks in a forgotten language. | +| 36 | Bloodthirsty | The sight of blood causes it to quiver in anticipation. | +| 37 | Polished | Highly reflective. | +| 38 | Scribing | Absorbs ink for 1 hour, allowing its points to be used as a pen. | +| 39 | Dirty | A layer of filth always remains. | +| 40 | Eye-altering | User's eye color changes. | +| 41 | Preserving | Food within 1 foot spoils at half rate. | +| 42 | Leafy | Small plants grow on or from it. | +| 43 | Wet | It and its user are always damp. | +| 44 | Encouraging | Offers encouragement when the user fails a check. | +| 45 | Loyal | Remains within 5 feet of the user, as if on a tether. | +| 46 | Ritualistic | Demands the user perform a simple act every morning. | +| 47 | Restless | Slowly moves and fidgets. | +| 48 | Displaced | Appears offset from where it is. | +| 49 | Caring | Provides advice and reminders. | +| 50 | Projecting | Light creates a kaleidoscopic effect. | +| 51 | Hair-altering | User's hair color changes. | +| 52 | Watchful | Staring eyes cover it. | +| 53 | Generous | Produces small, token gifts. | +| 54 | Bass | User's voice becomes lower. | +| 55 | Leaking | Secretes a harmless liquid. | +| 56 | Taste-altering | Food tastes different, such as tasting sweeter or saltier. | +| 57 | Bouncy | Bounces on collision. | +| 58 | Lucid | Creatures asleep within 10 feet see the item in their dreams. | +| 59 | Decorous | Insists the user use polite language. | +| 60 | Junky | Appears shoddy or made of scraps. | +| 61 | Cavorting | Dances in place when not in use. | +| 62 | Furry | Covered by a thin coat of fur. | +| 63 | Unusually colored | An outlandish color, such as a bright purple suit of armor. | +| 64 | Sonorous | Sounds a pure tone when struck. | +| 65 | Starry | Seems made of night sky. | +| 66 | Compact | Packs neatly into a smaller form. | +| 67 | Misting | Constantly leaking mist or steam. | +| 68 | Chirping | Coos and squeaks when used. | +| 69 | Balanced | Always remains perfectly upright. | +| 70 | Sun-blocking | User never receives sunburns. | +| 71 | Animal-attracting | Harmless animals follow the user. | +| 72 | Flaunting | Forces user to move dramatically. | +| 73 | Tracing | Followed by thin trails of color. | +| 74 | Monologuing | Recites long lectures or speeches. | +| 75 | Foretelling | Makes mysterious predictions. | +| 76 | Adhesive | Sticks slightly to any surface. | +| 77 | Levitating | Floats slightly above a surface. | +| 78 | Slimy | Covered by a thin layer of slime. | +| 79 | Commentating | Remarks on its surroundings. | +| 80 | Numbing | User is less sensitive to pain. | +| 81 | Time-telling | Announces the current time. | +| 82 | Towering | User is slightly taller. | +| 83 | Absorbent | Absorbs up to one pint of liquid. | +| 84 | Faceted | Appears made of crystal or gems. | +| 85 | Bubbly | Creates bubbles when used. | +| 86 | Image-flipping | User appears to be mirrored. | +| 87 | Hair-growing | User's hair grows at double rate. | +| 88 | Alternating | Appearance slowly changes. | +| 89 | Sweaty | Becomes damp and pungent when used extensively. | +| 90 | Glittering | Shimmers and glows with light. | +| 91 | Molting | Sheds a thick film every morning. | +| 92 | Echoing | Sounds around the user echo. | +| 93 | Shadowless | Item and user cast no shadow. | +| 94 | Storytelling | Is inscribed with a story or knows a tale it can recite on command. | +| 95 | Chilled | Slightly cool to the touch. | +| 96 | Color-washing | User's vision shifts to a given coloration, such as sepia or monochrome. | +| 97 | Growing | Increases in size when used. | +| 98 | Floating | Slowly descends when dropped. | +| 99 | Two quirks | Roll twice on the table and apply both quirks to the item. Reroll any results of 99 or 100. | +| 100 | Three quirks | Roll three times on the table and apply all quirks to the item. Reroll any results of 99 or 100. | \ No newline at end of file diff --git a/rules/tables/ranged-weapons.md b/rules/tables/ranged-weapons.md index 7f72eb91c..95ba1e864 100644 --- a/rules/tables/ranged-weapons.md +++ b/rules/tables/ranged-weapons.md @@ -6,4 +6,39 @@ tags: aliases: ["Ranged Weapons"] --- # Ranged Weapons -*Source: Core Rulebook p. 280* \ No newline at end of file +*Source: Core Rulebook p. 280* + +| Simple Weapons | Price | Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits | +|----------------|-------|--------|-------|--------|------|-------|-------|---------------| +| [Blowgun](compendium/equipment/items/blowgun.md) | 1 sp | 1 P | 20 ft. | 1 | L | 1 | Dart | [Agile](rules/traits/agile.md), [nonlethal](rules/traits/nonlethal.md) | +| 10 blowgun darts | 5 cp | | | | L | | | | +| [Crossbow](compendium/equipment/items/crossbow.md) | 3 gp | `1d8` P | 120 ft. | 1 | 1 | 2 | Bow | — | +| 10 bolts | 1 sp | | | | L | | | | +| [Dart](compendium/equipment/items/dart.md) | 1 cp | `1d4` P | 20 ft. | — | L | 1 | Dart | [Agile](rules/traits/agile.md), [thrown](rules/traits/thrown.md) | +| [Hand crossbow](compendium/equipment/items/hand-crossbow.md) | 3 gp | `1d6` P | 60 ft. | 1 | L | 1 | Bow | — | +| 10 bolts | 1 sp | | | | L | | | | +| [Javelin](compendium/equipment/items/javelin.md) | 1 sp | `1d6` P | 30 ft. | — | L | 1 | Dart | [Thrown](rules/traits/thrown.md) | +| [Sling](compendium/equipment/items/sling.md) | 0 | `1d6` B | 50 ft. | 1 | L | 1 | Sling | [Propulsive](rules/traits/propulsive.md) | +| 10 sling bullets | 1 cp | | | | L | | | | +^ranged-weapons-6-8-7 + +| Martial Weapons | Price | Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits | +|-----------------|-------|--------|-------|--------|------|-------|-------|---------------| +| Alchemical Bomb* | Varies | Varies | 20 ft. | — | L | 1 | Bomb | Varies | +| [Composite longbow](compendium/equipment/items/composite-longbow.md) | 20 gp | `1d8` P | 100 ft. | 0 | 2 | 1+ | Bow | [Deadly](rules/traits/deadly.md) d10, [propulsive](rules/traits/propulsive.md), [volley](rules/traits/volley.md) 30 ft. | +| 10 arrows | 1 sp | | | | L | | | | +| [Composite shortbow](compendium/equipment/items/composite-shortbow.md) | 14 gp | `1d6` P | 60 ft. | 0 | 1 | 1+ | Bow | [Deadly](rules/traits/deadly.md) d10, [propulsive](rules/traits/propulsive.md) | +| 10 arrows | 1 sp | | | | L | | | | +| [Longbow](compendium/equipment/items/longbow.md) | 6 gp | `1d8` P | 100 ft. | 0 | 2 | 1+ | Bow | [Deadly](rules/traits/deadly.md) d10, [volley](rules/traits/volley.md) 30 ft. | +| 10 arrows | 1 sp | | | | L | | | | +| [Shortbow](compendium/equipment/items/shortbow.md) | 3 gp | `1d6` P | 60 ft. | 0 | 1 | 1+ | Bow | [Deadly](rules/traits/deadly.md) d10 | +| 10 arrows | 1 sp | | | | L | | | | +^ranged-weapons-6-8-13 + +| Uncommon Martial Weapons | Price | Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits | +|--------------------------|-------|--------|-------|--------|------|-------|-------|---------------| +| [Halfling sling staff](compendium/equipment/items/halfling-sling-staff.md) | 5 gp | `1d10` B | 80 ft. | 1 | 1 | 2 | Sling | [Halfling](rules/traits/halfling.md), [propulsive](rules/traits/propulsive.md) | +| 10 sling bullets | 1 cp | | | | L | | | | +| [Shuriken](compendium/equipment/items/shuriken.md) | 1 cp | `1d4` P | 20 ft. | 0 | — | 1 | Dart | [Agile](rules/traits/agile.md), [monk](rules/traits/monk.md),[thrown](rules/traits/thrown.md) | + +* Statistics for alchemical bombs can be found starting on page 544 \ No newline at end of file diff --git a/rules/tables/regional-languages.md b/rules/tables/regional-languages.md index c1d6afe86..f08350ab6 100644 --- a/rules/tables/regional-languages.md +++ b/rules/tables/regional-languages.md @@ -6,4 +6,16 @@ tags: aliases: ["Regional Languages"] --- # Regional Languages -*Source: Core Rulebook p. 432* \ No newline at end of file +*Source: Core Rulebook p. 432* + +| Language | Regions | +|----------|---------| +| Hallit | Irrisen, Mendev, Numeria, Realm of the Mammoth Lords, Sarkoris, Ustalav | +| Kelish | Katapesh, Kelesh, Osirion, Qadira | +| Mwangi | Mwangi Expanse, the Shackles, Thuvia, Vidrian | +| Osiriani | Geb, Katapesh, Mana Wastes, Nex, Osirion, Rahadoum, Thuvia | +| Shoanti | Hold of Belkzen, Varisia | +| Skald | Irrisen, Lands of the Linnorm Kings | +| Tien | Lands of the Linnorm Kings, Realm of the Mammoth Lords, Tian Xia | +| Varisian | Brevoy, the Gravelands, Nidal, Nirmathas, Ustalav, Varisia | +| Vudrani | Jalmeray, Katapesh, Nex, Vudra | \ No newline at end of file diff --git a/rules/tables/relic-gifts-gmg.md b/rules/tables/relic-gifts-gmg.md new file mode 100644 index 000000000..5e12ea263 --- /dev/null +++ b/rules/tables/relic-gifts-gmg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/gmg +aliases: ["Relic Gifts"] +--- +# Relic Gifts +*Source: Gamemastery Guide p. 95* + +| Number of Gifts | Minimum Level | Gift Type | Gold Piece Equivalent | +|-----------------|---------------|-----------|-----------------------| +| 1 | 1st | Minor | 20 gp | +| 2 | 5th | Minor | 160 gp | +| 3 | 9th | Major | 700 gp | +| 4 | 13th | Major | 3,000 gp | +| 5 | 17th | Grand | 15,000 gp | \ No newline at end of file diff --git a/rules/tables/resilient-armor-gmg.md b/rules/tables/resilient-armor-gmg.md new file mode 100644 index 000000000..fba372b90 --- /dev/null +++ b/rules/tables/resilient-armor-gmg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/gmg +aliases: ["Resilient Armor"] +--- +# Resilient Armor +*Source: Gamemastery Guide p. 197* + +| Quality | Bonus Increase | Save Bonus | Property Rune Slots | Item Level | Price | +|---------|----------------|------------|---------------------|------------|-------| +| Expert | +1 | – | 1 | 5 | 160 gp | +| Expert resilient | +1 | +1 | 1 | 8 | 500 gp | +| Master | +2 | +1 | 2 | 11 | 1,400 gp | +| Master resilient | +2 | +2 | 2 | 14 | 4,500 gp | +| Legendary | +3 | +2 | 3 | 18 | 24,000 gp | +| Legendary resilient | +3 | +3 | 3 | 20 | 70,000 gp | \ No newline at end of file diff --git a/rules/tables/rituals-by-level.md b/rules/tables/rituals-by-level.md index 54d976a3b..7805a9e00 100644 --- a/rules/tables/rituals-by-level.md +++ b/rules/tables/rituals-by-level.md @@ -6,4 +6,27 @@ tags: aliases: ["Rituals by Level"] --- # Rituals by Level -*Source: Core Rulebook p. 409* \ No newline at end of file +*Source: Core Rulebook p. 409* + +| Level | Ritual | +|-------|--------| +| 2 | [Animate object](compendium/spells/rituals/animate-object.md) | +| 2 | [Consecrate](compendium/spells/rituals/consecrate.md) | +| 2 | [Create undead](compendium/spells/rituals/create-undead.md) | +| 2 | [Inveigle](compendium/spells/rituals/inveigle.md) | +| 3 | [Geas](compendium/spells/rituals/geas.md) | +| 4 | [Atone](compendium/spells/rituals/atone.md) | +| 4 | [Blight](compendium/spells/rituals/blight.md) | +| 4 | [Plant growth](compendium/spells/rituals/plant-growth.md) | +| 5 | [Call spirit](compendium/spells/rituals/call-spirit.md) | +| 5 | [Planar ally](compendium/spells/rituals/planar-ally.md) | +| 5 | [Resurrect](compendium/spells/rituals/resurrect.md) | +| 6 | [Awaken animal](compendium/spells/rituals/awaken-animal.md) | +| 6 | [Commune](compendium/spells/rituals/commune.md) | +| 6 | [Commune with nature](compendium/spells/rituals/commune-with-nature.md) | +| 6 | [Planar binding](compendium/spells/rituals/planar-binding.md) | +| 6 | [Primal call](compendium/spells/rituals/primal-call.md) | +| 7 | [Legend lore](compendium/spells/rituals/legend-lore.md) | +| 8 | [Control weather](compendium/spells/rituals/control-weather.md) | +| 8 | [Freedom](compendium/spells/rituals/freedom.md) | +| 8 | [Imprisonment](compendium/spells/rituals/imprisonment.md) | \ No newline at end of file diff --git a/rules/tables/scroll-statistics.md b/rules/tables/scroll-statistics.md index c2f1f7d96..63c6a5140 100644 --- a/rules/tables/scroll-statistics.md +++ b/rules/tables/scroll-statistics.md @@ -6,4 +6,17 @@ tags: aliases: ["Scroll Statistics"] --- # Scroll Statistics -*Source: Core Rulebook p. 565* \ No newline at end of file +*Source: Core Rulebook p. 565* + +| Spell Level | Item Level | Scroll Price | +|-------------|------------|--------------| +| 1 | 1 | 4 gp | +| 2 | 3 | 12 gp | +| 3 | 5 | 30 gp | +| 4 | 7 | 70 gp | +| 5 | 9 | 150 gp | +| 6 | 11 | 300 gp | +| 7 | 13 | 600 gp | +| 8 | 15 | 1,300 gp | +| 9 | 17 | 3,000 gp | +| 10 | 19 | 8,000 gp | \ No newline at end of file diff --git a/rules/tables/secret-language.md b/rules/tables/secret-language.md index 12e7fb073..0ccda6794 100644 --- a/rules/tables/secret-language.md +++ b/rules/tables/secret-language.md @@ -6,4 +6,8 @@ tags: aliases: ["Secret Language"] --- # Secret Language -*Source: Core Rulebook p. 65* \ No newline at end of file +*Source: Core Rulebook p. 65* + +| Language | Speakers | +|----------|----------| +| Druidic | Druids | \ No newline at end of file diff --git a/rules/tables/services-and-fare-ooa1.md b/rules/tables/services-and-fare-ooa1.md new file mode 100644 index 000000000..e5d6eed47 --- /dev/null +++ b/rules/tables/services-and-fare-ooa1.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/ooa1 +aliases: ["Services and Fare"] +--- +# Services and Fare +*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 69* + +| Service | Price | +|---------|-------| +| Bulletworks use (per hour) | 1 sp | +| Bulletworks use (per day) | 1 gp | +| Firearm services | | +| Cleaning (per gun) | 1 sp | +| Repair (per day) | 1 gp | +| Firing range (per day) | 2 sp | +| Sleeping accommodations (per night) | | +| Taproom floor space | 5 cp | +| Bed (for 1) | 3 sp | +| Private room (for 2) | 1 gp | +^services-and-fare-6 + +| Food | Price | +|------|-------| +| Bread of the day | 1 cp | +| Brown bullet curry | 2 cp | +| Full-course meal | 4 sp | +| Spice cake | 5 cp | +| Stew (broth only) | 5 cp | +| Stew (with meat) | 1 sp | +| Ustradi oysters | 2 sp | +^services-and-fare-14 + +| Drink | Price | +|-------|-------| +| Dunsmith's dram | 5 cp | +| Flaming whiskey | 7 cp | +| Gear greaser | 6 cp | +| Ghostly wainright | 2 sp | +| Grenadier's revenge | 1 sp | +| Smokeside sour | 2 cp | \ No newline at end of file diff --git a/rules/tables/shields.md b/rules/tables/shields.md index 9755839e5..7c071d987 100644 --- a/rules/tables/shields.md +++ b/rules/tables/shields.md @@ -6,4 +6,15 @@ tags: aliases: ["Shields"] --- # Shields -*Source: Core Rulebook p. 277* \ No newline at end of file +*Source: Core Rulebook p. 277* + +| Shield | Price | AC Bonus[^1] | Speed Penalty | Bulk | Hardness | HP (BT) | +|--------|-------|--------------|---------------|------|----------|---------| +| [Buckler](compendium/equipment/items/buckler.md) | 1 gp | +1 | — | L | 3 | 6 (3) | +| [Wooden shield](compendium/equipment/items/wooden-shield.md) | 1 gp | +2 | — | 1 | 3 | 12 (6) | +| [Steel shield](compendium/equipment/items/steel-shield.md) | 2 gp | +2 | — | 1 | 5 | 20 (10) | +| [Tower shield](compendium/equipment/items/tower-shield.md) | 10 gp | +2/+4[^2] | –5 ft. | 4 | 5 | 20 (10) | + +[^1] Gaining a shield's circumstance bonus to AC requires using the [Raise a Shield](rules/actions/raise-a-shield.md) action. + +[^2] Getting the higher bonus for a tower shield requires using the [Take Cover](rules/actions/take-cover.md) action while the shield is raised. \ No newline at end of file diff --git a/rules/tables/simple-dcs.md b/rules/tables/simple-dcs.md index b782efeec..4c3efe630 100644 --- a/rules/tables/simple-dcs.md +++ b/rules/tables/simple-dcs.md @@ -6,4 +6,12 @@ tags: aliases: ["Simple DCs"] --- # Simple DCs -*Source: Core Rulebook p. 503* \ No newline at end of file +*Source: Core Rulebook p. 503* + +| Proficiency Rank | DC | +|------------------|----| +| Untrained | 10 | +| Trained | 15 | +| Expert | 20 | +| Master | 30 | +| Legendary | 40 | \ No newline at end of file diff --git a/rules/tables/simple-skill-dcs-no-level-gmg.md b/rules/tables/simple-skill-dcs-no-level-gmg.md new file mode 100644 index 000000000..236212807 --- /dev/null +++ b/rules/tables/simple-skill-dcs-no-level-gmg.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/gmg +aliases: ["Simple Skill DCs (No Level)"] +--- +# Simple Skill DCs (No Level) +*Source: Gamemastery Guide p. 198* + +| Proficiency Rank | DC | +|------------------|----| +| Untrained | 10 | +| Trained | 15 | +| Expert | 20 | +| Master | 25 | +| Legendary | 30 | \ No newline at end of file diff --git a/rules/tables/size-and-reach.md b/rules/tables/size-and-reach.md index 15969a598..95e4769b8 100644 --- a/rules/tables/size-and-reach.md +++ b/rules/tables/size-and-reach.md @@ -6,4 +6,13 @@ tags: aliases: ["Size and Reach"] --- # Size and Reach -*Source: Core Rulebook p. 474* \ No newline at end of file +*Source: Core Rulebook p. 474* + +| Size | Space | Reach (Tall) | Reach (Long) | +|------|-------|--------------|--------------| +| Tiny | Less than 5 feet | 0 feet | 0 feet | +| Small | 5 feet | 5 feet | 5 feet | +| Medium | 5 feet | 5 feet | 5 feet | +| Large | 10 feet | 10 feet | 5 feet | +| Huge | 15 feet | 15 feet | 10 feet | +| Gargantuan | 20 feet or more | 20 feet | 15 feet | \ No newline at end of file diff --git a/rules/tables/skill-points-by-level-gmg.md b/rules/tables/skill-points-by-level-gmg.md new file mode 100644 index 000000000..a1b406f50 --- /dev/null +++ b/rules/tables/skill-points-by-level-gmg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/gmg +aliases: ["Skill Points by Level"] +--- +# Skill Points by Level +*Source: Gamemastery Guide p. 199* + +| Level | Skill Points Gained | +|-------|---------------------| +| 1 | Initial proficiencies | +| 2-5 | 1 | +| 6-13 | 2 | +| 14-20 | 4 | \ No newline at end of file diff --git a/rules/tables/skills-key-abilities-and-actions.md b/rules/tables/skills-key-abilities-and-actions.md index 43e926dae..263ccdfa3 100644 --- a/rules/tables/skills-key-abilities-and-actions.md +++ b/rules/tables/skills-key-abilities-and-actions.md @@ -6,4 +6,60 @@ tags: aliases: ["Skills, Key Abilities, and Actions"] --- # Skills, Key Abilities, and Actions -*Source: Core Rulebook p. 235* \ No newline at end of file +*Source: Core Rulebook p. 235* + +| Skill | Key Ability | Untrained Actions | Trained Actions | +|-------|-------------|-------------------|-----------------| +| Acrobatics | Dexterity | [Balance](rules/actions/balance.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Maneuver in Flight](rules/actions/maneuver-in-flight.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | +| | | [Tumble Through](rules/actions/tumble-through.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Squeeze](rules/actions/squeeze.md)[^E] | +| Arcana | Intelligence | [Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Borrow an Arcane Spell](rules/actions/borrow-an-arcane-spell.md)[^E] | +| | | | [Decipher Writing](rules/actions/decipher-writing.md)[^E, G] | +| | | | [Identify Magic](rules/actions/identify-magic.md)[^E, G] | +| | | | [Learn a Spell](rules/actions/learn-a-spell.md)[^E, G] | +| Athletics | Strength | [Climb](rules/actions/climb.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Disarm](rules/actions/disarm.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | +| | | [Force Open](rules/actions/force-open.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | +| | | [Grapple](rules/actions/grapple.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | +| | | [High Jump](rules/actions/high-jump.md) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") | | +| | | [Long Jump](rules/actions/long-jump.md) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") | | +| | | [Shove](rules/actions/shove.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | +| | | [Swim](rules/actions/swim.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | +| | | [Trip](rules/actions/trip.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | +| Crafting | Intelligence | [Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Craft](rules/actions/craft.md)[^D] | +| | | [Repair](rules/actions/repair.md)[^E] | [Earn Income](rules/actions/earn-income.md)[^D, G] | +| | | | [Identify Alchemy](rules/actions/identify-alchemy.md)[^E] | +| Deception | Charisma | [Create a Diversion](rules/actions/create-a-diversion.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Feint](rules/actions/feint.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | +| | | [Impersonate](rules/actions/impersonate.md)[^E] | | +| | | [Lie](rules/actions/lie.md) | | +| Diplomacy | Charisma | [Gather Information](rules/actions/gather-information.md)[^E] | | +| | | [Make an Impression](rules/actions/make-an-impression.md)[^E] | | +| | | [Request](rules/actions/request.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | +| Intimidation | Charisma | [Coerce](rules/actions/coerce.md)[^E] | | +| | | [Demoralize](rules/actions/demoralize.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | +| Lore | Intelligence | [Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Earn Income](rules/actions/earn-income.md)[^D, G] | +| Medicine | Wisdom | [Administer First Aid](rules/actions/administer-first-aid.md) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") | [Treat Disease](rules/actions/treat-disease.md)[^D] | +| | | [Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Treat Poison](rules/actions/treat-poison.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | +| | | | [Treat Wounds](rules/actions/treat-wounds.md)[^E] | +| Nature | Wisdom | [Command an Animal](rules/actions/command-an-animal.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Identify Magic](rules/actions/identify-magic.md)[^E, G] | +| | | [Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Learn a Spell](rules/actions/learn-a-spell.md)[^E, G] | +| Occultism | Intelligence | [Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Decipher Writing](rules/actions/decipher-writing.md)[^E, G] | +| | | | [Identify Magic](rules/actions/identify-magic.md)[^E, G] | +| | | | [Learn a Spell](rules/actions/learn-a-spell.md)[^E, G] | +| Performance | Charisma | [Perform](rules/actions/perform.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Earn Income](rules/actions/earn-income.md)[^D, G] | +| Religion | Wisdom | [Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Decipher Writing](rules/actions/decipher-writing.md)[^E, G] | +| | | | [Identify Magic](rules/actions/identify-magic.md)[^E, G] | +| | | | [Learn a Spell](rules/actions/learn-a-spell.md)[^E, G] | +| Society | Intelligence | [Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Create Forgery](rules/actions/create-forgery.md)[^D] | +| | | [Subsist](rules/actions/subsist.md)[^D, G] | [Decipher Writing](rules/actions/decipher-writing.md)[^E, G] | +| Stealth | Dexterity | [Conceal an Object](rules/actions/conceal-an-object.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | +| | | [Hide](rules/actions/hide.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | +| | | [Sneak](rules/actions/sneak.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | +| Survival | Wisdom | [Sense Direction](rules/actions/sense-direction.md)[^E] | [Cover Tracks](rules/actions/cover-tracks.md)[^E] | +| | | [Subsist](rules/actions/subsist.md)[^D, G] | [Track](rules/actions/track.md)[^E] | +| Thievery | Dexterity | [Palm an Object](rules/actions/palm-an-object.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Disable a Device](rules/actions/disable-a-device.md) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") | +| | | [Steal](rules/actions/steal.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Pick a Lock](rules/actions/pick-a-lock.md) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") | + +[^D] This skill action can be used only during downtime. + +[^E] This skill action is used during exploration. + +[^G] This is a general skill action, with a description appearing on pages 234 –240 instead of under the entries for the various skills it's used for. Decipher Writing appears on page 234, Earn Income on page 236, Identify Magic and Learn a Spell on page 238, and Subsist on page 240. \ No newline at end of file diff --git a/rules/tables/spellcasting-services.md b/rules/tables/spellcasting-services.md index 57241bfd3..fb648ef81 100644 --- a/rules/tables/spellcasting-services.md +++ b/rules/tables/spellcasting-services.md @@ -6,4 +6,14 @@ tags: aliases: ["Spellcasting Services"] --- # Spellcasting Services -*Source: Core Rulebook p. 294* \ No newline at end of file +*Source: Core Rulebook p. 294* + +| Spell Level | Price* | Spell Level | Price* | +|-------------|--------|-------------|--------| +| 1st | 3 gp | 6th | 160 gp | +| 2nd | 7 gp | 7th | 360 gp | +| 3rd | 18 gp | 8th | 720 gp | +| 4th | 40 gp | 9th | 1,800 gp | +| 5th | 80 gp | | | + +* Plus any cost required to cast the specific spell. \ No newline at end of file diff --git a/rules/tables/stamina-and-hit-points-by-class-gmg.md b/rules/tables/stamina-and-hit-points-by-class-gmg.md new file mode 100644 index 000000000..7be73b754 --- /dev/null +++ b/rules/tables/stamina-and-hit-points-by-class-gmg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/gmg +aliases: ["Stamina and Hit Points by Class"] +--- +# Stamina and Hit Points by Class +*Source: Gamemastery Guide p. 200* + +| Normal Class HP | Class Stamina Points | Class Hit Points | Classes | +|-----------------|----------------------|------------------|---------| +| 6 + Con modifier | 3 + Con modifier | 3 | Sorcerer, wizard | +| 8 + Con modifier | 4 + Con modifier | 4 | Alchemist, bard, cleric, druid, rogue | +| 10 + Con modifier | 5 + Con modifier | 5 | Champion, fighter, monk, ranger | +| 12 + Con modifier | 6 + Con modifier | 6 | Barbarian | \ No newline at end of file diff --git a/rules/tables/suggested-character-options-ooa0.md b/rules/tables/suggested-character-options-ooa0.md new file mode 100644 index 000000000..f18d8798f --- /dev/null +++ b/rules/tables/suggested-character-options-ooa0.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/ooa0 +aliases: ["Suggested Character Options"] +--- +# Suggested Character Options +*Source: Outlaws of Alkenstar Player's Guide p. 9* + +| | Alignments | Ancestries (and Ethnicities) | Classes | Languages | Skills | Feats | +|--|------------|------------------------------|---------|-----------|--------|-------| +| **Strongly Recommended** | [CG](rules/traits/chaotic-good-b1.md) | Dwarf (Dongun) | Alchemist | Common | [Crafting](compendium/skills.md#Crafting) | [Alchemical Crafting](compendium/feats/alchemical-crafting.md) | +| | [CN](rules/traits/chaotic-neutral-b1.md) | Human (Garundi, Keleshite, Mwangi, Vudrani) | Gunslinger | Dwarven | [Lore (Alkenstar, Brigh, Engineering)](compendium/skills.md#Lore) | [Crafter's Appraisal](compendium/feats/crafters-appraisal-apg.md) | +| | | | Inventor | | [Thievery](compendium/skills.md#Thievery) | [Feather Step](compendium/feats/feather-step.md) | +| | | | | | | [Quick Squeeze](compendium/feats/quick-squeeze.md) | +| | | | | | | [Steady Balance](compendium/feats/steady-balance.md) | +| **Strongly Recommended** | [N](rules/traits/neutral-b1.md) | Halfling (Jaric) | Bard | Gnoll | [Acrobatics](compendium/skills.md#Acrobatics) | [Deceptive Worship](compendium/feats/deceptive-worship-apg.md) | +| | [NG](rules/traits/neutral-good-b1.md) | Half-Elf (Vourinoi) | Cleric | Goblin | [Athletics](compendium/skills.md#Athletics) | [Experienced Smuggler](compendium/feats/experienced-smuggler.md) | +| | | Geniekin | Fighter | Kelish | [Deception](compendium/skills.md#Deception) | [Lengthy Diversion](compendium/feats/lengthy-diversion.md) | +| | | Gnoll | Investigator | | [Society](compendium/skills.md#Society) | [Pickpocket](compendium/feats/pickpocket.md) | +| | | | Oracle | | | [Quick Coercion](compendium/feats/quick-coercion.md) | +| | | | Rogue | | | [Quick Repair](compendium/feats/quick-repair.md) | +| | | | Sorcerer | | | [Streetwise](compendium/feats/streetwise.md) | +| | | | Swashbuckler | | | [Subtle Theft](compendium/feats/subtle-theft.md) | +| **Appropriate** | [LN](rules/traits/lawful-neutral-b1.md) | Dhampir | Other common classes | Aklo | [Diplomacy](compendium/skills.md#Diplomacy) | [Bon Mot](compendium/feats/bon-mot-apg.md) | +| | [NG](rules/traits/neutral-good-b1.md) | Fleshwarp | | Halfling | [Intimidation](compendium/skills.md#Intimidation) | [Charming Liar](compendium/feats/charming-liar.md) | +| | | | | Jotun | [Performance](compendium/skills.md#Performance) | [Courtly Graces](compendium/feats/courtly-graces.md) | +| | | Gnoll | | Mwangi | [Religion](compendium/skills.md#Religion) | [Group Impression](compendium/feats/group-impression.md) | +| | | | | Osiriani | [Stealth](compendium/skills.md#Stealth) | [Hobnobber](compendium/feats/hobnobber.md) | +| | | | | Vudrani | [Survival](compendium/skills.md#Survival) | [Intimidating Glare](compendium/feats/intimidating-glare.md) | +| **Not Recommended** | [LG](rules/traits/lawful-goo-b1.md) | — | — | — | [Medicine](compendium/skills.md#Medicine) | Express Rider | +| | [LE](rules/traits/lawful-evil-b1.md) | | | | [Nature](compendium/skills.md#Nature) | [Forager](compendium/feats/forager.md) | +| | [NE](rules/traits/neutral-evil-b1.md) | | | | [Occultism](compendium/skills.md#Occultism) | [Multilingual](compendium/feats/multilingual.md) | +| | [CE](rules/traits/chaotic-evil-b1.md) | | | | | [Natural Medicine](compendium/feats/natural-medicine.md) | +| | | | | | | [Ride](compendium/feats/ride.md) | +| | | | | | | [Survey Wildlife](compendium/feats/survey-wildlife.md) | +| | | | | | | [Terrain Expertise](compendium/feats/terrain-expertise.md) | +| | | | | | | [Train Animal](compendium/feats/train-animal.md) | +| | | | | | | [Underwater Marauder](compendium/feats/underwater-marauder.md) | \ No newline at end of file diff --git a/rules/tables/temperature-effects.md b/rules/tables/temperature-effects.md index e1c9ebb64..d757a6d69 100644 --- a/rules/tables/temperature-effects.md +++ b/rules/tables/temperature-effects.md @@ -6,4 +6,18 @@ tags: aliases: ["Temperature Effects"] --- # Temperature Effects -*Source: Core Rulebook p. 518* \ No newline at end of file +*Source: Core Rulebook p. 518* + +| Category | Temperature | Fatigue | Damage | +|----------|-------------|---------|--------| +| Incredible cold | –80º F or colder | 2 hours | Moderate cold every minute | +| Extreme cold | –79º F to –20º F | 4 hours | Minor cold every 10 minutes | +| Severe cold | –21º F to 12º F | 4 hours | Minor cold every hour | +| Mild cold | 13º F to 32º F | 4 hours | None | +| Normal | 33º F to 94º F | 8 hours | None | +| Mild heat | 95º F* to 104º F* | 4 hours | None | +| Severe heat | 105º F* to 114º F | 4 hours | Minor fire every hour | +| Extreme heat | 115º F to 139º F | 4 hours | Minor fire every 10 minutes | +| Incredible heat | 140º F or warmer | 2 hours | Moderate fire every minute | + +* Adjust temperatures down by 15º in areas of high humidity. \ No newline at end of file diff --git a/rules/tables/the-nine-alignments.md b/rules/tables/the-nine-alignments.md index b8deb1f53..99f1fe421 100644 --- a/rules/tables/the-nine-alignments.md +++ b/rules/tables/the-nine-alignments.md @@ -6,4 +6,30 @@ tags: aliases: ["The Nine Alignments"] --- # The Nine Alignments -*Source: Core Rulebook p. 29* \ No newline at end of file +*Source: Core Rulebook p. 29* + + + + + + + + + + + + + + + + + + + + + + + + + +
NeutralEvil
LawfulLawful Good (LG)Lawful Neutral (LN)Lawful Evil (LE)
NeutralNeutral Good (NG)True Neutral (N)Neutral Evil (NE)
ChaoticChaotic Good (CG)Chaotic Neutral (CN)Chaotic Evil (CE)
\ No newline at end of file diff --git a/rules/tables/travel-speed.md b/rules/tables/travel-speed.md index b5a6ea701..434212722 100644 --- a/rules/tables/travel-speed.md +++ b/rules/tables/travel-speed.md @@ -6,4 +6,16 @@ tags: aliases: ["Travel Speed"] --- # Travel Speed -*Source: Core Rulebook p. 479* \ No newline at end of file +*Source: Core Rulebook p. 479* + +| Speed | Feet per Minute | Miles per Hour | Miles per Day | +|-------|-----------------|----------------|---------------| +| 10 feet | 100 | 1 | 8 | +| 15 feet | 150 | 1-1/2 | 12 | +| 20 feet | 200 | 2 | 16 | +| 25 feet | 250 | 2-1/2 | 20 | +| 30 feet | 300 | 3 | 24 | +| 35 feet | 350 | 3-1/2 | 28 | +| 40 feet | 400 | 4 | 32 | +| 50 feet | 500 | 5 | 40 | +| 60 feet | 600 | 6 | 48 | \ No newline at end of file diff --git a/rules/tables/treasure-by-encounter-gmg.md b/rules/tables/treasure-by-encounter-gmg.md new file mode 100644 index 000000000..fab1b9151 --- /dev/null +++ b/rules/tables/treasure-by-encounter-gmg.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/gmg +aliases: ["TREASURE BY ENCOUNTER"] +--- +# TREASURE BY ENCOUNTER +*Source: Gamemastery Guide p. 51* + +| Level | Total Treasure per Level | Low | Moderate | Severe | Extreme | Extra Treasure | +|-------|--------------------------|-----|----------|--------|---------|----------------| +| 1 | 175 gp | 13 gp | 18 gp | 26 gp | 35 gp | 35 gp | +| 2 | 300 gp | 23 gp | 30 gp | 45 gp | 60 gp | 60 gp | +| 3 | 500 gp | 38 gp | 50 gp | 75 gp | 100 gp | 100 gp | +| 4 | 850 gp | 65 gp | 85 gp | 130 gp | 170 gp | 170 gp | +| 5 | 1,350 gp | 100 gp | 135 gp | 200 gp | 270 gp | 270 gp | +| 6 | 2,000 gp | 150 gp | 200 gp | 300 gp | 400 gp | 400 gp | +| 7 | 2,900 gp | 220 gp | 290 gp | 440 gp | 580 gp | 580 gp | +| 8 | 4,000 gp | 300 gp | 400 gp | 600 gp | 800 gp | 800 gp | +| 9 | 5,700 gp | 430 gp | 570 gp | 860 gp | 1,140 gp | 1,140 gp | +| 10 | 8,000 gp | 600 gp | 800 gp | 1,200 gp | 1,600 gp | 1,600 gp | +| 11 | 11,500 gp | 865 gp | 1,150 gp | 1,725 gp | 2,300 gp | 2,300 gp | +| 12 | 16,500 gp | 1,250 gp | 1,650 gp | 2,475 gp | 3,300 gp | 3,300 gp | +| 13 | 25,000 gp | 1,875 gp | 2,500 gp | 3,750 gp | 5,000 gp | 5,000 gp | +| 14 | 36,500 gp | 2,750 gp | 3,650 gp | 5,500 gp | 7,300 gp | 7,300 gp | +| 15 | 54,500 gp | 4,100 gp | 5,450 gp | 8,200 gp | 10,900 gp | 10,900 gp | +| 16 | 82,500 gp | 6,200 gp | 8,250 gp | 12,400 gp | 16,500 gp | 16,500 gp | +| 17 | 128,000 gp | 9,600 gp | 12,800 gp | 19,200 gp | 25,600 gp | 25,600 gp | +| 18 | 208,000 gp | 15,600 gp | 20,800 gp | 31,200 gp | 41,600 gp | 41,600 gp | +| 19 | 355,000 gp | 26,600 gp | 35,500 gp | 53,250 gp | 71,000 gp | 71,000 gp | +| 20 | 490,000 gp | 36,800 gp | 49,000 gp | 73,500 gp | 98,000 gp | 98,000 gp | \ No newline at end of file diff --git a/rules/tables/unarmed-attacks.md b/rules/tables/unarmed-attacks.md index 7d61a86b9..cfbf6d2af 100644 --- a/rules/tables/unarmed-attacks.md +++ b/rules/tables/unarmed-attacks.md @@ -6,4 +6,8 @@ tags: aliases: ["Unarmed Attacks"] --- # Unarmed Attacks -*Source: Core Rulebook p. 280* \ No newline at end of file +*Source: Core Rulebook p. 280* + +| Unarmed Attack | Price | Damage | Bulk | Hands | Group | Weapon Traits | +|----------------|-------|--------|------|-------|-------|---------------| +| Fist | — | `1d4` B | — | 1 | Brawling | [Agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [unarmed](rules/traits/unarmed.md) | \ No newline at end of file diff --git a/rules/tables/unarmored-defense.md b/rules/tables/unarmored-defense.md index 08f372aa3..be1622284 100644 --- a/rules/tables/unarmored-defense.md +++ b/rules/tables/unarmored-defense.md @@ -6,4 +6,9 @@ tags: aliases: ["Unarmored Defense"] --- # Unarmored Defense -*Source: Core Rulebook p. 275* \ No newline at end of file +*Source: Core Rulebook p. 275* + +| Unarmored | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | | Bulk | Group | Armor Traits | +|-----------|-------|----------|---------|---------------|---------------|--|------|-------|--------------| +| No armor | — | +0 | — | — | — | | — | — | — | +| Explorer's clothing | 1 sp | +0 | +5 | — | — | | L | Cloth | Comfort | \ No newline at end of file diff --git a/rules/tables/uncommon-adventuring-gear.md b/rules/tables/uncommon-adventuring-gear.md index 678d02f46..3279fe1ac 100644 --- a/rules/tables/uncommon-adventuring-gear.md +++ b/rules/tables/uncommon-adventuring-gear.md @@ -6,4 +6,11 @@ tags: aliases: ["Uncommon Adventuring Gear"] --- # Uncommon Adventuring Gear -*Source: Core Rulebook p. 288* \ No newline at end of file +*Source: Core Rulebook p. 288* + +| Item | Price | Bulk | Hands | +|------|-------|------|-------| +| [Scholarly journal](compendium/equipment/items/scholarly-journal.md) (level 3) | 6 gp | L | 1 | +| Scholarly journal compendium (level 3) | 30 gp | L | 2 | +| [Survey map](compendium/equipment/items/survey-map.md) (level 3) | 10 gp | L | 1 | +| Survey map atlas (level 3) | 50 gp | L | 2 | \ No newline at end of file diff --git a/rules/tables/uncommon-languages.md b/rules/tables/uncommon-languages.md index f00241b29..09d548ea0 100644 --- a/rules/tables/uncommon-languages.md +++ b/rules/tables/uncommon-languages.md @@ -6,4 +6,17 @@ tags: aliases: ["Uncommon Languages"] --- # Uncommon Languages -*Source: Core Rulebook p. 65* \ No newline at end of file +*Source: Core Rulebook p. 65* + +| Language | Speakers | +|----------|----------| +| Abyssal | Demons | +| Aklo | Deros, evil fey, otherworldly monsters | +| Aquan | Aquatic creatures, water elemental creatures | +| Auran | Air elemental creatures, flying creatures | +| Celestial | Angels | +| Gnoll | Gnolls | +| Ignan | Fire elemental creatures | +| Necril | Ghouls, intelligent undead | +| Shadowtongue | Nidalese, Shadow Plane creatures | +| Terran | Earth elemental creatures | \ No newline at end of file diff --git a/rules/tables/uncommon-martial-melee-weapons-logm.md b/rules/tables/uncommon-martial-melee-weapons-logm.md new file mode 100644 index 000000000..fb05fedbf --- /dev/null +++ b/rules/tables/uncommon-martial-melee-weapons-logm.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/logm +aliases: ["Uncommon Martial Melee Weapons"] +--- +# Uncommon Martial Melee Weapons +*Source: Lost Omens: Gods & Magic p. 120* + +| Weapon | Price | Damage | Bulk | Hands | Group | Weapon Traits | +|--------|-------|--------|------|-------|-------|---------------| +| Bladed scarf | 3 gp | `1d8` S | 1 | 2 | Flail | [Disarm](rules/traits/disarm.md), [reach](rules/traits/reach.md), [sweep](rules/traits/sweep.md), [trip](rules/traits/trip.md) | +| Fighting fan | 11 sp | `1d4` S | L | 1 | Knife | [Agile](rules/traits/agile.md), [backstabber](rules/traits/backstabber.md), [deadly ](rules/traits/deadly.md), [finesse](rules/traits/finesse.md), [monk](rules/traits/monk.md) | +| Khopesh | 2 gp | `1d8` S | 1 | 1 | Sword | [Trip](rules/traits/trip.md) | +| Mambele | 6 sp | `1d6` S | 1 | 1 | Axe | [Disarm](rules/traits/disarm.md), [deadly ](rules/traits/deadly.md), [thrown <20 feet>](rules/traits/thrown.md) | +| Naginata | 3 gp | `1d8` S | 2 | 2 | Polearm | [Deadly ](rules/traits/deadly.md), [reach](rules/traits/reach.md), [versatile

](rules/traits/versatile.md) | +| [Nine-ring sword](compendium/equipment/items/nine-ring-sword-logm.md) | 9 sp | `1d8` S | 1 | 1 | Sword | [Disarm](rules/traits/disarm.md) | +| Polytool (level 1) | 10 gp | `1d6` [modular](rules/traits/modular-logm.md) | 1 | 1 | Sword | [Agile](rules/traits/agile.md), modular B, P, or S | +| Tekko-kagi | 2 sp | `1d4` S | L | 1 | Brawling | [Agile](rules/traits/agile.md), [disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [parry](rules/traits/parry.md), [trip](rules/traits/trip.md) | +| Urumi | 2 gp | `1d6` S | 2 | 1 | Flail | [Deadly ](rules/traits/deadly.md), [sweep](rules/traits/sweep.md) | \ No newline at end of file diff --git a/rules/tables/uncommon-martial-ranged-weapons-logm.md b/rules/tables/uncommon-martial-ranged-weapons-logm.md new file mode 100644 index 000000000..194439dca --- /dev/null +++ b/rules/tables/uncommon-martial-ranged-weapons-logm.md @@ -0,0 +1,13 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/logm +aliases: ["Uncommon Martial Ranged Weapons"] +--- +# Uncommon Martial Ranged Weapons +*Source: Lost Omens: Gods & Magic p. 120* + +| Weapon | Price | Damage | Bulk | Hands | Group | Weapon Traits | +|--------|-------|--------|------|-------|-------|---------------| +| Bola | 5 sp | `1d6` B | L | 1 | Sling | [Nonlethal](rules/traits/nonlethal.md), [ranged trip](rules/traits/ranged-trip-b1.md), [thrown <20 feet>](rules/traits/thrown.md) | \ No newline at end of file diff --git a/rules/tables/uncommon-membership-services-da.md b/rules/tables/uncommon-membership-services-da.md new file mode 100644 index 000000000..5e6a92c00 --- /dev/null +++ b/rules/tables/uncommon-membership-services-da.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/da +aliases: ["Uncommon Membership Services"] +--- +# Uncommon Membership Services +*Source: Dark Archive p. 84* + +| Service | Price | +|---------|-------| +| Coded signal | | +| Temporary | 10 gp | +| Permanent | 100 gp | +| Monument | 1000 gp | +| Counterfeit Item | | +| Low-grade | 5% of Price* | +| Medium-grade | 10% of Price* | +| High-grade | 20% of Price* | +| False witness | | +| Low-grade | 5% of Price* | +| Disreputable (DC 16) | 9 gp | +| Ordinary (level 5, DC 22) | 75 gp | +| Respectable (level 9, DC 28) | 450 gp | +| Honorable (level 13, DC 33) | 1,500 gp | +| Unimpeachable (level 17, DC 38) | 7,500 gp | +| Political favor | | +| Minor | 50 gp | +| Moderate | 1,000 gp | +| Major | 10,000 gp | + +* A counterfeit item has a minimum price (see text). \ No newline at end of file diff --git a/rules/tables/watches-and-rest.md b/rules/tables/watches-and-rest.md index fb521fd86..3cb35c747 100644 --- a/rules/tables/watches-and-rest.md +++ b/rules/tables/watches-and-rest.md @@ -6,4 +6,12 @@ tags: aliases: ["Watches and Rest"] --- # Watches and Rest -*Source: Core Rulebook p. 500* \ No newline at end of file +*Source: Core Rulebook p. 500* + +| Group Size | Total Time | Duration of Each Watch | +|------------|------------|------------------------| +| 2 | 16 hours | 8 hours | +| 3 | 12 hours | 4 hours | +| 4 | 10 hours, 40 minutes | 2 hours, 40 minutes | +| 5 | 10 hours | 2 hours | +| 6 | 9 hours, 36 minutes | 1 hour, 36 minutes | \ No newline at end of file diff --git a/rules/tables/weapon-upgrade-price.md b/rules/tables/weapon-upgrade-price.md index 3861700ec..b7b72b55e 100644 --- a/rules/tables/weapon-upgrade-price.md +++ b/rules/tables/weapon-upgrade-price.md @@ -6,4 +6,12 @@ tags: aliases: ["Weapon Upgrade Price"] --- # Weapon Upgrade Price -*Source: Core Rulebook p. 582* \ No newline at end of file +*Source: Core Rulebook p. 582* + +| Starting Weapon | Improved Weapon | Price and Process | +|-----------------|-----------------|-------------------| +| +1 weapon | +1 striking weapon | 65 gp to etch striking (4th level) | +| +1 striking weapon | +2 striking weapon | 900 gp to etch +2 weapon potency (10th level) | +| +2 striking weapon | +2 greater striking weapon | 1,000 gp to etch greater striking (12th level) | +| +2 greater striking weapon | +3 greater striking weapon | 8,000 gp to etch +3 weapon potency (16th level) | +| +3 greater striking weapon | +3 major striking weapon | 30,000 gp to etch major striking (19th level) | \ No newline at end of file diff --git a/rules/tables/wellspring-surges-som.md b/rules/tables/wellspring-surges-som.md new file mode 100644 index 000000000..172b1144c --- /dev/null +++ b/rules/tables/wellspring-surges-som.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/som +aliases: ["Wellspring Surges"] +--- +# Wellspring Surges +*Source: Secrets of Magic p. 250* + +| `d20` | Effect | +|-------|--------| +| 1 | **Energy Unleashed** ([evocation](rules/traits/evocation.md)) Raw energy deals 2d6 damage per spell level of the surge (basic Reflex save) in a 10-foot burst. | +| 2 | **Positive Energy Expulsion** ([healing](rules/traits/healing.md), [necromancy](rules/traits/necromancy.md), [positive](rules/traits/positive.md)) Positive energy explodes outward, healing living creatures for 1d8 Hit Points per spell level of the surge in a 20-foot burst. Undead creatures instead take the same amount of positive damage, with a basic Will save. | +| 3 | **Mass Siphon** ([transmutation](rules/traits/transmutation.md)) Creatures and objects within a 30-foot emanation become nearly weightless until the end of your next turn. Nearly weightless creatures can [Climb](rules/actions/climb.md) at their land Speed and can [Leap](rules/actions/leap.md) as far upward as they could normally [Leap](rules/actions/leap.md) horizontally. | +| 4 | **Magical Nemesis** ([conjuration](rules/traits/conjuration.md), [teleportation](rules/traits/teleportation.md)) A random creature connected to your magic (or inimical to it) appears within 60 feet. The creature should be of a level approximately equal to the level of an animal summoned by [summon animal](compendium/spells/summon-animal.md) of the spell level, although it can be of any type. The GM determines the specific creature. The creature is [unfriendly](rules/conditions.md#Unfriendly) to you and friendly to your apparent enemies. After 1 minute, the creature can choose either to return where it came from or to remain. It is not [summoned](rules/traits/summoned.md) or a [minion](rules/traits/minion.md). | +| 5 | **Monstrous Transformation** ([mental](rules/traits/mental.md), [morph](rules/traits/morph.md), [transmutation](rules/traits/transmutation.md)) Your head and arms transform into an exaggerated imitation of a creature connected to your magic for 1 minute. The GM determines the creature. You gain a status bonus to weapon and unarmed damage rolls equal to the spell level. At the start of each of your turns while you are transformed, you must succeed at a Will saving throw or be [confused](rules/conditions.md#Confused) until the start of your next turn. On a critical success, you can choose to end the effect entirely, also losing the status bonus. | +| 6 | **Sudden Gale** ([air](rules/traits/air.md), [evocation](rules/traits/evocation.md)) Weather in a 40-foot emanation is disturbed. Strong winds blow in a random direction for 1 minute. Each creature that starts its turn in the area must succeed at a Fortitude save or fall [prone](rules/conditions.md#Prone) (and be pushed 10 feet on a critical failure), and you must succeed at this save immediately after the surge. Any movement against the wind is difficult terrain, or greater difficult terrain while flying. | +| 7 | **Tremor** ([earth](rules/traits/earth.md), [evocation](rules/traits/evocation.md)) The earth trembles in a 40-foot emanation. Each creature on a surface must immediately succeed at a Fortitude save or fall [prone](rules/conditions.md#Prone). The surface then becomes difficult terrain for 1 minute. | +| 8 | **Oppressive Voice** ([divination](rules/traits/divination.md), [mental](rules/traits/mental.md), [nonlethal](rules/traits/nonlethal.md)) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take 1d4 mental damage per spell level with a basic Will save. On a failure, you're also [stunned](rules/conditions.md#Stunned) ([stunned](rules/conditions.md#Stunned) on a critical failure). | +| 9 | **Trinket Squall** ([illusion](rules/traits/illusion.md)) Visual illusions of objects related to your magic fall like rain throughout a 40-foot burst for 1 minute, giving concealment in the area. Creatures can attempt to 0. | +| 10 | **Antimagic Eruption** ([abjuration](rules/traits/abjuration.md)) The surge attempts to counteract a random spell active on you and on each creature within a 10-foot burst. | +| 11 | **Mental Broadcast** ([detection](rules/traits/detection.md), [divination](rules/traits/divination.md), [mental](rules/traits/mental.md)) For 1 minute, everyone within 30 feet of you can hear your surface thoughts. | +| 12 | **Verdant Clutch** ([conjuration](rules/traits/conjuration.md), [plant](rules/traits/plant.md)) Plants and vines grow from all surfaces within 20 feet, causing all creatures in the area to be [immobilized](rules/conditions.md#Immobilized) unless they succeed at a Reflex save. The [Escape](rules/actions/escape.md) DC is equal to the spell DC. | +| 13 | **Tinge of Terror** ([emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [fear](rules/traits/fear.md), [mental](rules/traits/mental.md)) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming [frightened](rules/conditions.md#Frightened) on a failure or [frightened](rules/conditions.md#Frightened) on a critical failure. | +| 14 | **Strike up the Band** ([auditory](rules/traits/auditory.md), [illusion](rules/traits/illusion.md)) For 1 minute, you are followed by orchestral theme music tied to the emotional content of the actions you're performing. This grants you a +2 status bonus to [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), and [Performance](compendium/skills.md#Performance) checks, a –2 status penalty to [Deception](compendium/skills.md#Deception) checks, and makes certain uses of [Stealth](compendium/skills.md#Stealth) virtually impossible. It might have other effects as the GM sees fit. | +| 15 | **Life Sap** ([necromancy](rules/traits/necromancy.md)) The surge drains your life force and strength. You become [drained](rules/conditions.md#Drained) and [doomed](rules/conditions.md#Doomed), and you are [enfeebled](rules/conditions.md#Enfeebled) for 1 minute. | +| 16 | **Ablative Barrier** ([abjuration](rules/traits/abjuration.md)) Energy forms a protective barrier that ablates slowly as creatures in the area take damage. All creatures in a 40-foot burst gain resistance to all damage equal to double the surge's spell level for up to 1 minute. Whenever a creature applies this resistance, the resistance for all affected creatures reduces by 1. The effect ends for all creatures when it reduces to 0. | +| 17 | **Luminous Pests** ([illusion](rules/traits/illusion.md), [visual](rules/traits/visual.md)) Numerous tiny flying creatures formed of bright colorful light, such as bats or hummingbirds, emerge from you, flying in a 30-foot cone. You and all creatures in the cone must succeed at a Will save or be [dazzled](rules/conditions.md#Dazzled) for 1 minute, or [blinded](rules/conditions.md#Blinded) for 1 round and then [dazzled](rules/conditions.md#Dazzled) for 1 minute on a critical failure. | +| 18 | **Emotional Turmoil** ([emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [mental](rules/traits/mental.md)) A swirl of conflicting emotions overwhelm you from the surging magic. For 1 minute, attempt a DC 11 flat check at the start of each of your turns. On a success, you gain a +2 status bonus to all attack rolls, saving throws, and skill checks; on a failure, you take a –2 status penalty to them instead. | +| 19 | **Sudden Downpour** ([evocation](rules/traits/evocation.md), [water](rules/traits/water.md)) Water cascades from above, putting out non-magical fires in a 10-foot burst and attempting to counteract magical fires. | +| 20 | **Spell Surge** You immediately cast any spell in your repertoire of the surge's spell level or lower (or from your prepared spells or innate spells if you don't have a repertoire but have been forced to generate a wellspring surge). You must choose a spell that takes 3 or fewer actions to cast. | \ No newline at end of file diff --git a/rules/tables/xp-awards.md b/rules/tables/xp-awards.md index 2a2301b8e..d00d78caf 100644 --- a/rules/tables/xp-awards.md +++ b/rules/tables/xp-awards.md @@ -6,4 +6,116 @@ tags: aliases: ["XP Awards"] --- # XP Awards -*Source: Core Rulebook p. 508* \ No newline at end of file +*Source: Core Rulebook p. 508* + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
AccomplishmentXP Award
Minor10 XP
Moderate*30 XP
Major*80 XP
Adversary LevelXP Award
Party level –410 XP
Party level –315 XP
Party level –220 XP
Party level –130 XP
Party level40 XP
Party level + 160 XP
Party level + 280 XP
Party level + 3120 XP
Party level + 4160 XP
Hazard LevelSimple HazardComplex Hazard
Party level –42 XP10 XP
Party level –33 XP15 XP
Party level –24 XP20 XP
Party level –16 XP30 XP
Party level8 XP40 XP
Party level + 112 XP60 XP
Party level + 216 XP80 XP
Party level + 324 XP120 XP
Party level + 432 XP160 XP
\ No newline at end of file diff --git a/rules/traits/aasimar-apg.md b/rules/traits/aasimar-apg.md new file mode 100644 index 000000000..9fa93cd09 --- /dev/null +++ b/rules/traits/aasimar-apg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/apg +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Aasimar"] +--- +# Aasimar +*Source: Advanced Player's Guide p. 266* + +A creature with this trait has the aasimar versatile heritage. Aasimars are planar scions descended from celestial beings. An ability with this trait can be used or selected only by aasimars. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/abjuration.md b/rules/traits/abjuration.md index b3788086c..b63a221f7 100644 --- a/rules/traits/abjuration.md +++ b/rules/traits/abjuration.md @@ -12,5 +12,6 @@ aliases: ["Abjuration"] Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards. +Abjurations protect and ward. They create barriers that keep out attacks, effects, or even certain types of creatures. They also create effects that harm trespassers or banish interlopers. - **Categories**: School (Abjuration) \ No newline at end of file diff --git a/rules/traits/academic-locg.md b/rules/traits/academic-locg.md new file mode 100644 index 000000000..cde069295 --- /dev/null +++ b/rules/traits/academic-locg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/locg +- trait/category/general +aliases: ["Academic"] +--- +# Academic +*Source: Lost Omens: Character Guide p. 132* + +Academic entities are centered around study and the pursuit of knowledge. Academic organizations are often schools or groups including students, teachers, and researchers. + +- **Categories**: General \ No newline at end of file diff --git a/rules/traits/adjusted-tv.md b/rules/traits/adjusted-tv.md new file mode 100644 index 000000000..8283aa487 --- /dev/null +++ b/rules/traits/adjusted-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/armor +aliases: ["Adjusted"] +--- +# Adjusted +*Source: Treasure Vault p. 8* + +The equipment comes with an adjustment described in its entry. This adjustment is built into the equipment permanently, meaning the equipment can't have another adjustment added, nor can it be swapped out for a different adjustment. If the adjustment alters the item's base statistics, such as adding the [noisy](rules/traits/noisy.md) trait, that's reflected in the equipment's table entry. Armor adjustments can be found here. + +- **Categories**: Armor \ No newline at end of file diff --git a/rules/traits/adjustment-lotgb.md b/rules/traits/adjustment-lotgb.md new file mode 100644 index 000000000..5caefd61e --- /dev/null +++ b/rules/traits/adjustment-lotgb.md @@ -0,0 +1,11 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/lotgb +aliases: ["Adjustment"] +--- +# Adjustment +*Source: Lost Omens: The Grand Bazaar p. 133* + +Items with this trait alter existing pieces of equipment, typically armors, shields, and weapons. A given adjustment notes which type of equipment it modifies, and a piece of equipment can only be affected by a single adjustment at a time. Unless otherwise noted, adding or removing an adjustment takes 10 minutes of work and a [repair kit](compendium/equipment/items/repair-kit.md). \ No newline at end of file diff --git a/rules/traits/aeon-b1.md b/rules/traits/aeon-b1.md new file mode 100644 index 000000000..735485782 --- /dev/null +++ b/rules/traits/aeon-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Aeon"] +--- +# Aeon +*Source: Bestiary p. 345* + +These monitors are the self-styled defenders of reality. Traditional aeons have dualistic natures and forms, and they hold a dichotomy of interests, though axiomites and inevitables do not. Aeons other than axiomites and inevitables communicate via a strange telepathic hodgepodge of sensory sending called envisioning. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/aftermath-da.md b/rules/traits/aftermath-da.md new file mode 100644 index 000000000..5162a98b6 --- /dev/null +++ b/rules/traits/aftermath-da.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/da +- trait/category/class +- trait/category/feat +aliases: ["Aftermath"] +--- +# Aftermath +*Source: Dark Archive p. 218* + +This trait describes feats that represent special abilities gained after exposure to the weird and deadly. + +> [!pf2-note] +> See Aftermath Feats for more information. + +- **Categories**: Feat, Class \ No newline at end of file diff --git a/rules/traits/air.md b/rules/traits/air.md index 7c7121942..09ad76da1 100644 --- a/rules/traits/air.md +++ b/rules/traits/air.md @@ -12,5 +12,6 @@ aliases: ["Air"] Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. +Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they may include clouds of acidic or toxic gas. Air magic is enhanced, and [earth](rules/traits/earth.md) magic is impeded. Earth creatures often find themselves at a disadvantage within air planes, which tend to at least make them uncomfortable, as there is little solid ground for them to gain their bearings. - **Categories**: Energy & Element, Planar \ No newline at end of file diff --git a/rules/traits/amp-da.md b/rules/traits/amp-da.md new file mode 100644 index 000000000..83727ce61 --- /dev/null +++ b/rules/traits/amp-da.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/da +- trait/category/feat +- trait/category/spell +aliases: ["Amp"] +--- +# Amp +*Source: Dark Archive p. 218* + +An amp is a special thoughtform that modifies the properties of your psi cantrips. Psi cantrips each have their own amp, and feats with the amp trait provide different amps you can apply to psi cantrips in place of their normal amps. + +- **Categories**: Feat, Spell \ No newline at end of file diff --git a/rules/traits/amphibious-b1.md b/rules/traits/amphibious-b1.md new file mode 100644 index 000000000..4d5bf9ef3 --- /dev/null +++ b/rules/traits/amphibious-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Amphibious"] +--- +# Amphibious +*Source: Bestiary p. 345* + +An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed [Strikes](rules/actions/strike.md) don't take the usual –2 penalty for being underwater. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/anadi-lome.md b/rules/traits/anadi-lome.md new file mode 100644 index 000000000..4d1377503 --- /dev/null +++ b/rules/traits/anadi-lome.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/lome +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Anadi"] +--- +# Anadi +*Source: Lost Omens: The Mwangi Expanse p. 308* + +A reclusive people from Garund who resemble spiders and can assume human forms. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/android-loag.md b/rules/traits/android-loag.md new file mode 100644 index 000000000..c30c803cb --- /dev/null +++ b/rules/traits/android-loag.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/ancestry-heritage +aliases: ["Android"] +--- +# Android +*Source: Lost Omens: Ancestry Guide p. 140* + +A synthetic humanoid ancestry created by artificial means. Most common in Numeria. + +- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/any-b1.md b/rules/traits/any-b1.md new file mode 100644 index 000000000..7bcac75db --- /dev/null +++ b/rules/traits/any-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/_alignabv +- trait/category/alignment +aliases: ["Any"] +--- +# Any +*Source: Bestiary p. 345* + +Any Alignment + +- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/rules/traits/any-class-som.md b/rules/traits/any-class-som.md new file mode 100644 index 000000000..efb7ed9a4 --- /dev/null +++ b/rules/traits/any-class-som.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/class +aliases: ["Any Class"] +--- +# Any Class +*Source: Secrets of Magic p. 219* + +When you take this feat, it gains the trait appropriate for your class > [!pf2-note] +> (replacing this one). + +- **Categories**: Class \ No newline at end of file diff --git a/rules/traits/any-magical-tradition-b1.md b/rules/traits/any-magical-tradition-b1.md new file mode 100644 index 000000000..ca0498cc2 --- /dev/null +++ b/rules/traits/any-magical-tradition-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/tradition +aliases: ["Any Magical Tradition"] +--- +# Any Magical Tradition +*Source: Bestiary p. 342* + +> [!pf2-note] +> Replace this trait with another fitting magic tradition, such as [Arcane](rules/traits/arcane.md), [Divine](rules/traits/divine.md), [Primal](rules/traits/primal.md), or [Occult](rules/traits/occult.md). + +- **Categories**: Tradition \ No newline at end of file diff --git a/rules/traits/aphorite-loag.md b/rules/traits/aphorite-loag.md new file mode 100644 index 000000000..ba54db853 --- /dev/null +++ b/rules/traits/aphorite-loag.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/ancestry-heritage +aliases: ["Aphorite"] +--- +# Aphorite +*Source: Lost Omens: Ancestry Guide p. 140* + +A type of planar scion descended from a being from Axis, the Plane of Law. + +- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/aquadynamic-tv.md b/rules/traits/aquadynamic-tv.md new file mode 100644 index 000000000..7c7975b64 --- /dev/null +++ b/rules/traits/aquadynamic-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/armor +aliases: ["Aquadynamic"] +--- +# Aquadynamic +*Source: Treasure Vault p. 8* + +This armor is designed for use underwater, with streamlined design and buoyant materials used in strategic places. You don't apply the armor's check penalty to [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) checks in water or similar liquids. + +- **Categories**: Armor \ No newline at end of file diff --git a/rules/traits/aquatic-b1.md b/rules/traits/aquatic-b1.md new file mode 100644 index 000000000..c04cd3400 --- /dev/null +++ b/rules/traits/aquatic-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Aquatic"] +--- +# Aquatic +*Source: Bestiary p. 345* + +Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed [Strikes](rules/actions/strike.md) don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/artifact-gmg.md b/rules/traits/artifact-gmg.md new file mode 100644 index 000000000..99f9e9797 --- /dev/null +++ b/rules/traits/artifact-gmg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/item +aliases: ["Artifact"] +--- +# Artifact +*Source: Gamemastery Guide p. 250* + +Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always [rare](rules/traits/rare.md) or [unique](rules/traits/unique.md). + +- **Categories**: Item \ No newline at end of file diff --git a/rules/traits/astral-b1.md b/rules/traits/astral-b1.md new file mode 100644 index 000000000..c84041248 --- /dev/null +++ b/rules/traits/astral-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature-type +aliases: ["Astral"] +--- +# Astral +*Source: Bestiary p. 345* + +Astral creatures are native of the Astral Plane. They can survive the basic environmental effects of the Astral Plane. + +- **Categories**: Creature Type \ No newline at end of file diff --git a/rules/traits/azarketi-loag.md b/rules/traits/azarketi-loag.md new file mode 100644 index 000000000..d39ba1f9b --- /dev/null +++ b/rules/traits/azarketi-loag.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Azarketi"] +--- +# Azarketi +*Source: Lost Omens: Ancestry Guide p. 140* + +Amphibious humanoids who live among the seas of the Inner Sea region, said to have descended from the people of Azlant. Sometimes known as gillmen or Low Azlanti. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/barding-tv.md b/rules/traits/barding-tv.md new file mode 100644 index 000000000..a9cc626d6 --- /dev/null +++ b/rules/traits/barding-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Barding"] +--- +# Barding +*Source: Treasure Vault p. 216* + +You can purchase special armor for animals, called barding. All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal's size. Unlike for a suit of armor, barding's Strength entry is listed as a modifier, not a score. Barding can't be etched with magic runes, though special magical barding might be available. + +- **Categories**: Item \ No newline at end of file diff --git a/rules/traits/beastkin-loag.md b/rules/traits/beastkin-loag.md new file mode 100644 index 000000000..6deb484ec --- /dev/null +++ b/rules/traits/beastkin-loag.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/ancestry-heritage +aliases: ["Beastkin"] +--- +# Beastkin +*Source: Lost Omens: Ancestry Guide p. 140* + +Humanoids that can partially or fully transform into animal forms. + +- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/boggard-b1.md b/rules/traits/boggard-b1.md new file mode 100644 index 000000000..3ba4831bb --- /dev/null +++ b/rules/traits/boggard-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Boggard"] +--- +# Boggard +*Source: Bestiary p. 345* + +Boggards are frog-like humanoids. They typically have [darkvision](rules/abilities/darkvision.md). + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/brace-tv.md b/rules/traits/brace-tv.md new file mode 100644 index 000000000..9cfa88597 --- /dev/null +++ b/rules/traits/brace-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/weapon +aliases: ["Brace"] +--- +# Brace +*Source: Treasure Vault p. 24* + +A brace weapon is effective at damaging moving opponents. When you [Ready](rules/actions/ready.md) to [Strike](rules/actions/strike.md) an opponent that moves within your reach, until the start of your next turn [Strikes](rules/actions/strike.md) with the brace weapon deal an additional 2 precision damage for each weapon damage die it has. + +- **Categories**: Weapon \ No newline at end of file diff --git a/rules/traits/brutal-b2.md b/rules/traits/brutal-b2.md new file mode 100644 index 000000000..489fd2d00 --- /dev/null +++ b/rules/traits/brutal-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/weapon +aliases: ["Brutal"] +--- +# Brutal +*Source: Bestiary 2 p. 310* + +A ranged attack with this trait uses its Strength modifier instead of Dexterity on the attack roll. + +- **Categories**: Weapon \ No newline at end of file diff --git a/rules/traits/caligni-b1.md b/rules/traits/caligni-b1.md new file mode 100644 index 000000000..a5f6cbf5f --- /dev/null +++ b/rules/traits/caligni-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Caligni"] +--- +# Caligni +*Source: Bestiary p. 345* + +These subterranean people have [darkvision](rules/abilities/darkvision.md), and some have powers to create darkness. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/capacity-tv.md b/rules/traits/capacity-tv.md new file mode 100644 index 000000000..2f812d65e --- /dev/null +++ b/rules/traits/capacity-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/weapon +aliases: ["Capacity"] +--- +# Capacity +*Source: Treasure Vault p. 24* + +Weapons that have the capacity trait typically have multiple barrels or chambers capable of containing a round of ammunition. Capacity is always accompanied by a number indicating the number of barrels or chambers. After a capacity weapon is fired, you can select the next loaded barrel or chamber as an [Interact](rules/actions/interact.md) action that doesn't require a free hand. You can use abilities that let or require you to [Interact](rules/actions/interact.md) to reload to switch barrels or chambers of a capacity weapon instead. Each barrel or chamber can be reloaded after it's fired as a separate [Interact](rules/actions/interact.md) action. + +- **Categories**: Weapon \ No newline at end of file diff --git a/rules/traits/catalyst-som.md b/rules/traits/catalyst-som.md new file mode 100644 index 000000000..df2f895bd --- /dev/null +++ b/rules/traits/catalyst-som.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/item +aliases: ["Catalyst"] +--- +# Catalyst +*Source: Secrets of Magic p. 168* + +Items with the catalyst trait are consumable material spell components that alter or magnify specific spells. [Activating](rules/actions/activate-an-item.md) a catalyst is part of [Casting the Spell](rules/actions/cast-a-spell.md). The catalyst might increase the number of actions required to [Cast the Spell](rules/actions/cast-a-spell.md), as indicated in the catalyst's Activate entry. Additionally, the spell gains material components if it didn't have them already or adds the catalyst to its existing components. Because the catalyst becomes part of the material components, you can draw the catalyst as part of [Casting the Spell](rules/actions/cast-a-spell.md). + +- **Categories**: Item \ No newline at end of file diff --git a/rules/traits/catfolk-b1.md b/rules/traits/catfolk-b1.md new file mode 100644 index 000000000..bb54bf139 --- /dev/null +++ b/rules/traits/catfolk-b1.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Catfolk"] +--- +# Catfolk +*Source: Bestiary p. 345* + +Catfolk are humanoids with feline features. + +A creature with this trait is a member of the catfolk ancestry. Catfolk are humanoids with feline features. An ability with this trait can be used or selected only by catfolk. An item with this trait is created and used by catfolk. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/certain-kill-frp3.md b/rules/traits/certain-kill-frp3.md new file mode 100644 index 000000000..eaa2bacf7 --- /dev/null +++ b/rules/traits/certain-kill-frp3.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/frp3 +- trait/category/combat +aliases: ["Certain Kill"] +--- +# Certain Kill +*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 51* + +The party has faced the Lightkeepers before, but never somewhere the villains could exhibit their full power. When Syndara chose these four fighters as his champions, he granted each a limited sovereignty over the planar laws of the _Glass Lighthouse_. Syu Tak-nwa received control over space, Hakusa over life, Ran-to over gravity, and Blue Viper over time. The Lightkeepers trained to integrate these planar abilities into their unique fighting styles, and now that they're fighting in the Lighthouse itself, they can use the fullest extent of their power. Each of their members can use a Certain Kill Art as long as they are within the _Glass Lighthouse_—these abilities, which have the certain kill trait, cause obvious distortions in the Lighthouse's fabric as the user calls upon their technique. However, as each technique requires one of the Lightkeepers to temporarily take command of the demiplane from the rest of their team, only one Certain Kill Art can be used by any of the Lightkeepers in a given round. + +- **Categories**: Combat \ No newline at end of file diff --git a/rules/traits/changeling-b1.md b/rules/traits/changeling-b1.md new file mode 100644 index 000000000..5ae8350a1 --- /dev/null +++ b/rules/traits/changeling-b1.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Changeling"] +--- +# Changeling +*Source: Bestiary p. 123* + +These humanoids are the children of hags and members of other humanoid ancestries. + +A creature with this trait has the changeling versatile heritage. Changelings are the children of [hag](rules/traits/hag.md) and members of other humanoid ancestries. An ability with this trait can be used or selected only by changelings. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/chaotic-evil-b1.md b/rules/traits/chaotic-evil-b1.md new file mode 100644 index 000000000..ecc83c4c2 --- /dev/null +++ b/rules/traits/chaotic-evil-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/_alignabv +- trait/category/alignment +aliases: ["Chaotic Evil"] +--- +# Chaotic Evil +*Source: Bestiary p. 345* + +[Chaotic](rules/traits/chaotic.md) and [evil](rules/traits/evil.md) + +- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/rules/traits/chaotic-good-b1.md b/rules/traits/chaotic-good-b1.md new file mode 100644 index 000000000..44e4e440c --- /dev/null +++ b/rules/traits/chaotic-good-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/_alignabv +- trait/category/alignment +aliases: ["Chaotic Good"] +--- +# Chaotic Good +*Source: Bestiary p. 345* + +[Chaotic](rules/traits/chaotic.md) and [good](rules/traits/good.md) + +- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/rules/traits/chaotic-neutral-b1.md b/rules/traits/chaotic-neutral-b1.md new file mode 100644 index 000000000..61f08774c --- /dev/null +++ b/rules/traits/chaotic-neutral-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/_alignabv +- trait/category/alignment +aliases: ["Chaotic Neutral"] +--- +# Chaotic Neutral +*Source: Bestiary p. 345* + +[Chaotic](rules/traits/chaotic.md) and neutral + +- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/rules/traits/charau-ka-lome.md b/rules/traits/charau-ka-lome.md new file mode 100644 index 000000000..30f8519a3 --- /dev/null +++ b/rules/traits/charau-ka-lome.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/lome +- trait/category/creature +aliases: ["Charau-ka"] +--- +# Charau-ka +*Source: Lost Omens: The Mwangi Expanse p. 296* + +Mandrill-like humanoids that are brutal warriors. Many charau-ka live in Usaro. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/charm-b1.md b/rules/traits/charm-b1.md new file mode 100644 index 000000000..12449fe19 --- /dev/null +++ b/rules/traits/charm-b1.md @@ -0,0 +1,12 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +aliases: ["Charm"] +--- +# Charm +*Source: Bestiary p. 77* + +> [!pf2-note] +> No entries available. \ No newline at end of file diff --git a/rules/traits/city-gmg.md b/rules/traits/city-gmg.md new file mode 100644 index 000000000..b2c7ee66f --- /dev/null +++ b/rules/traits/city-gmg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/settlement +aliases: ["City"] +--- +# City +*Source: Gamemastery Guide p. 250* + +Settlements with this trait tend to be relatively large, with levels typically ranging from 5 to 7. + +- **Categories**: Settlement \ No newline at end of file diff --git a/rules/traits/city-state-loil.md b/rules/traits/city-state-loil.md new file mode 100644 index 000000000..c4655ad7b --- /dev/null +++ b/rules/traits/city-state-loil.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loil +- trait/category/settlement +aliases: ["City-state"] +--- +# City-state +*Source: Lost Omens: Impossible Lands p. 113* + + + +- **Categories**: Settlement \ No newline at end of file diff --git a/rules/traits/class-som.md b/rules/traits/class-som.md new file mode 100644 index 000000000..ba02d2d8f --- /dev/null +++ b/rules/traits/class-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/class +aliases: ["Class"] +--- +# Class +*Source: Secrets of Magic p. 193* + +Archetypes with the class trait fundamentally diverge from your class's specialties but still fit within the theme of your class. + +You can select a class archetype only if your class meets the criteria listed in the archetype's prerequisites. Class archetypes always alter or replace some of a class's static class features in addition to any new feats they offer. + +It might be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features. The 1st-level ability is presented much like a class feature and includes the class archetype's prerequisites and rules on how it changes your class. If you select this ability, you must take that archetype's dedication feat at 2nd level, and you proceed normally afterward. You can never have more than one class archetype. + +- **Categories**: Class \ No newline at end of file diff --git a/rules/traits/climbing-aaws.md b/rules/traits/climbing-aaws.md new file mode 100644 index 000000000..4a95a664c --- /dev/null +++ b/rules/traits/climbing-aaws.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/aaws +- trait/category/weapon +aliases: ["Climbing"] +--- +# Climbing +*Source: Azarketi Ancestry Web Supplement p. 1* + +The hand holding this weapon is freely available to [Climb](rules/actions/climb.md). + +- **Categories**: Weapon \ No newline at end of file diff --git a/rules/traits/coda-tv.md b/rules/traits/coda-tv.md new file mode 100644 index 000000000..085c97e67 --- /dev/null +++ b/rules/traits/coda-tv.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Coda"] +--- +# Coda +*Source: Treasure Vault p. 217* + +Instruments with the coda trait work mostly like staves and have the [staff](rules/traits/staff.md) trait. There are two differences: Coda instruments are in the form of musical instruments, and they can be prepared only by bards. Because they're not physically staves, you can't attack with a coda instrument, nor can you etch it with weapon runes. + +The process of preparing a coda instrument involves playing significant portions of songs related to the spells within the instrument—either old standards or ones of your own creation. This leaves magical reverberations within the instrument that allow you to complete the songs by playing their coda later in the day. + +- **Categories**: Item \ No newline at end of file diff --git a/rules/traits/common.md b/rules/traits/common.md index 7aeeb9c36..e04fbd639 100644 --- a/rules/traits/common.md +++ b/rules/traits/common.md @@ -11,5 +11,6 @@ aliases: ["Common"] Anything that doesn't list another rarity trait ([uncommon](rules/traits/uncommon.md), [rare](rules/traits/rare.md), or [unique](rules/traits/unique.md)) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. +A creature of this rarity is generally known and can be summoned with the appropriate summon spell. - **Categories**: Rarity \ No newline at end of file diff --git a/rules/traits/conjuration.md b/rules/traits/conjuration.md index faa68793f..77f2b4a85 100644 --- a/rules/traits/conjuration.md +++ b/rules/traits/conjuration.md @@ -12,5 +12,8 @@ aliases: ["Conjuration"] Effects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, [teleportation](rules/traits/teleportation.md), or moving things from place to place. +Conjuration spells transport creatures via teleportation, create an object, or bring a creature or object from somewhere else (typically from another plane) to follow your commands. + +Conjuration spells often have the [teleportation](rules/traits/teleportation.md) trait, and the creatures summoned by conjuration spells have the [summoned](rules/traits/summoned.md) trait. - **Categories**: School (Conjuration) \ No newline at end of file diff --git a/rules/traits/conrasu-loag.md b/rules/traits/conrasu-loag.md new file mode 100644 index 000000000..e6fab8ced --- /dev/null +++ b/rules/traits/conrasu-loag.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Conrasu"] +--- +# Conrasu +*Source: Lost Omens: Ancestry Guide p. 138* + +Conrasus craft and use these weapons. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/contingency-som.md b/rules/traits/contingency-som.md new file mode 100644 index 000000000..b5ed57bd0 --- /dev/null +++ b/rules/traits/contingency-som.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/spell +aliases: ["Contingency"] +--- +# Contingency +*Source: Secrets of Magic p. 252* + +Spells with this trait grant you an action during the spell's effects, typically a reaction with a special trigger. They typically have a long duration, such as 24 hours. You can have only one spell with the contingency trait, or one [contingency](compendium/spells/contingency.md) spell, active at a time. If you cast another spell with the contingency trait or [contingency](compendium/spells/contingency.md), the newer casting supersedes the older. + +- **Categories**: Spell \ No newline at end of file diff --git a/rules/traits/contract-lol.md b/rules/traits/contract-lol.md new file mode 100644 index 000000000..bf7ecab32 --- /dev/null +++ b/rules/traits/contract-lol.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/lol +- trait/category/item +aliases: ["Contract"] +--- +# Contract +*Source: Lost Omens: Legends p. 126* + +A contract is a type of item that magically establishes an agreement between multiple parties and typically grants magical benefits. + +- **Categories**: Item \ No newline at end of file diff --git a/rules/traits/couatl-b2.md b/rules/traits/couatl-b2.md new file mode 100644 index 000000000..ff7ea0e30 --- /dev/null +++ b/rules/traits/couatl-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature +aliases: ["Couatl"] +--- +# Couatl +*Source: Bestiary 2 p. 308* + +A family of supernatural feathered serpents who serve as guardians and messengers on the Material Plane for various good-aligned divinities. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/curse.md b/rules/traits/curse.md index cc55e61bb..6b7761ca5 100644 --- a/rules/traits/curse.md +++ b/rules/traits/curse.md @@ -11,5 +11,6 @@ aliases: ["Curse"] A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses. +Afflictions with this trait are manifestations of potent ill will. A curse either lasts a specified amount of time or can be removed only by certain actions a character must perform or conditions they must meet. A curse with stages follows the rules for afflictions. - **Categories**: Effect \ No newline at end of file diff --git a/rules/traits/cursebound-apg.md b/rules/traits/cursebound-apg.md new file mode 100644 index 000000000..e996387c8 --- /dev/null +++ b/rules/traits/cursebound-apg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/apg +- trait/category/spell +aliases: ["Cursebound"] +--- +# Cursebound +*Source: Advanced Player's Guide p. 267* + +Spells with this trait increase the severity of your oracular curse when cast. Usually only revelation spells have this trait. You can't cast a cursebound spell if you don't have an oracular curse. + +- **Categories**: Spell \ No newline at end of file diff --git a/rules/traits/cursed-gmg.md b/rules/traits/cursed-gmg.md new file mode 100644 index 000000000..407cb3a68 --- /dev/null +++ b/rules/traits/cursed-gmg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/item +aliases: ["Cursed"] +--- +# Cursed +*Source: Gamemastery Guide p. 251* + +An item with this trait is cursed to cause trouble for its owner. A curse isn't detected when the item is identified, though a critical success reveals both the presence and exact nature of the curse. Cursed items can't be discarded once they've been triggered or invested the first time. The item can be removed only if the curse is removed. + +- **Categories**: Item \ No newline at end of file diff --git a/rules/traits/daemon-b1.md b/rules/traits/daemon-b1.md new file mode 100644 index 000000000..fd1df35ce --- /dev/null +++ b/rules/traits/daemon-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Daemon"] +--- +# Daemon +*Source: Bestiary p. 346* + +A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have [darkvision](rules/abilities/darkvision.md) and weakness to good damage. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/deflecting-tv.md b/rules/traits/deflecting-tv.md new file mode 100644 index 000000000..c1313dbba --- /dev/null +++ b/rules/traits/deflecting-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Deflecting"] +--- +# Deflecting +*Source: Treasure Vault p. 20* + +This shield is designed to block or divert certain types of attacks or weapons. Increase the shield's Hardness against the listed type of attack by 2. + +- **Categories**: Item \ No newline at end of file diff --git a/rules/traits/dero-b1.md b/rules/traits/dero-b1.md new file mode 100644 index 000000000..24050cec9 --- /dev/null +++ b/rules/traits/dero-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Dero"] +--- +# Dero +*Source: Bestiary p. 346* + +This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands. They are immune to confusion and vulnerable to sunlight. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/deviant-da.md b/rules/traits/deviant-da.md new file mode 100644 index 000000000..439246cb2 --- /dev/null +++ b/rules/traits/deviant-da.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/da +- trait/category/action-ability +- trait/category/class +- trait/category/feat +aliases: ["Deviant"] +--- +# Deviant +*Source: Dark Archive p. 218* + +This trait describes strange supernatural or paranormal abilities. + +> [!pf2-note] +> See Deviant Abilities for more information. + +- **Categories**: Feat, Class, Action & Ability \ No newline at end of file diff --git a/rules/traits/dhampir-b1.md b/rules/traits/dhampir-b1.md new file mode 100644 index 000000000..e3f167036 --- /dev/null +++ b/rules/traits/dhampir-b1.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Dhampir"] +--- +# Dhampir +*Source: Bestiary p. 346* + +These humanoids are the immortal offspring of vampires and members of other ancestries. + +A creature with this trait has the dhampir versatile heritage. These humanoids are the immortal offspring of vampires and members of other ancestries. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/divination.md b/rules/traits/divination.md index 968af7b25..546bf1083 100644 --- a/rules/traits/divination.md +++ b/rules/traits/divination.md @@ -12,5 +12,8 @@ aliases: ["Divination"] The divination school of magic typically involves obtaining or transferring information, or predicting events. +Divinations allow you to learn the secrets of the present, past, and future. They bestow good fortune, grant you the ability to perceive remote locations, and reveal secret knowledge. + +Divinations often have the detection trait if they find something, the [prediction](rules/traits/prediction.md) trait if they grant you insight about what might happen in the future, the [revelation](rules/traits/revelation.md) trait if they show things as they truly are, or the [scrying](rules/traits/scrying.md) trait if they let you perceive another location. - **Categories**: School (Divination) \ No newline at end of file diff --git a/rules/traits/dream-b2.md b/rules/traits/dream-b2.md new file mode 100644 index 000000000..832373867 --- /dev/null +++ b/rules/traits/dream-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature-type +aliases: ["Dream"] +--- +# Dream +*Source: Bestiary 2 p. 308* + +Creatures native to the Dimension of Dreams can be any alignment and possess a diverse array of abilities, although those associated with the nightmare realm of Leng are almost always evil and immune to that realm's freezing temperatures. + +- **Categories**: Creature Type \ No newline at end of file diff --git a/rules/traits/drug-gmg.md b/rules/traits/drug-gmg.md new file mode 100644 index 000000000..8af4bf51f --- /dev/null +++ b/rules/traits/drug-gmg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/item +aliases: ["Drug"] +--- +# Drug +*Source: Gamemastery Guide p. 251* + +An item with this trait is a drug, a poison that conveys short-term benefits in addition to harmful side effects and long-term consequences. Each time a creature uses a given drug it must also attempt a saving throw against addiction to that drug. + +- **Categories**: Item \ No newline at end of file diff --git a/rules/traits/duskwalker-apg.md b/rules/traits/duskwalker-apg.md new file mode 100644 index 000000000..2de570a5a --- /dev/null +++ b/rules/traits/duskwalker-apg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/apg +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Duskwalker"] +--- +# Duskwalker +*Source: Advanced Player's Guide p. 267* + +A creature with this trait has the duskwalker versatile heritage. Duskwalkers are planar scions infused with the supernatural energy of psychopomps. An ability with this trait can be used or selected only by duskwalkers. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/earth.md b/rules/traits/earth.md index 1f3f364fb..5a4fba834 100644 --- a/rules/traits/earth.md +++ b/rules/traits/earth.md @@ -12,5 +12,8 @@ aliases: ["Earth"] Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. +These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don't reach a cavern or some other air pocket within the plane's solid matter. Creatures who can't burrow are entombed in the plane's substance and must attempt to dig their way toward an air pocket. Earth magic is enhanced, and [air](rules/traits/air.md) magic is impeded. Air creatures are ill at ease, as they rarely have the space to move freely through even the most lofty warrens. + +Effects with the earth trait either manipulate or conjure earth. - **Categories**: Energy & Element, Planar \ No newline at end of file diff --git a/rules/traits/eidolon-som.md b/rules/traits/eidolon-som.md new file mode 100644 index 000000000..b915babaa --- /dev/null +++ b/rules/traits/eidolon-som.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/creature-type +aliases: ["Eidolon"] +--- +# Eidolon +*Source: Secrets of Magic p. 57* + +A creature with this trait is an eidolon. An action or spell with this trait can be performed by an eidolon only. An item with this trait can be used or worn by an eidolon only, and an eidolon can't use items that don't have this trait. (An eidolon can have up to two items invested.) + +- **Categories**: Creature Type \ No newline at end of file diff --git a/rules/traits/enchantment.md b/rules/traits/enchantment.md index 7c703c2e6..dc730f78e 100644 --- a/rules/traits/enchantment.md +++ b/rules/traits/enchantment.md @@ -12,5 +12,6 @@ aliases: ["Enchantment"] Effects and magic items with this trait are associated with the enchantment school of magic, typically involving mind control, emotion alteration, and other mental effects. +Enchantments affect the minds and emotions of other creatures—sometimes to influence and control them, and other times to bolster them to greater heights of courage. Enchantment spells almost always have the [mental](rules/traits/mental.md) trait, and many have the [emotion](rules/traits/emotion.md) trait or the [fear](rules/traits/fear.md) trait. - **Categories**: School (Enchantment) \ No newline at end of file diff --git a/rules/traits/energy-loag.md b/rules/traits/energy-loag.md new file mode 100644 index 000000000..f2568f11e --- /dev/null +++ b/rules/traits/energy-loag.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/energy-element +aliases: ["Energy"] +--- +# Energy +*Source: Lost Omens: Ancestry Guide p. 139* + +> [!pf2-note] +> No entries available. + +- **Categories**: Energy & Element \ No newline at end of file diff --git a/rules/traits/entrench-tv.md b/rules/traits/entrench-tv.md new file mode 100644 index 000000000..e40f939ec --- /dev/null +++ b/rules/traits/entrench-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/armor +aliases: ["Entrench"] +--- +# Entrench +*Source: Treasure Vault p. 8* + +You can position yourself in the armor or reposition its articulated pieces to better protect against some attacks. If you're trained in this armor, while wearing it you can spend a single action to gain a +1 circumstance bonus to AC against a certain type of attack until the start of your next turn. The entrench trait lists the type of attack this bonus applies against, typically entrench melee or entrench ranged. + +- **Categories**: Armor \ No newline at end of file diff --git a/rules/traits/erratic-gmg.md b/rules/traits/erratic-gmg.md new file mode 100644 index 000000000..b9c27cf85 --- /dev/null +++ b/rules/traits/erratic-gmg.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/planar +- trait/category/time +aliases: ["Erratic"] +--- +# Erratic +*Source: Gamemastery Guide p. 251* + +Time slows down and speeds up, so an individual may lose or gain time as they move between planes. When a creature moves from a plane with erratic time to one with normal time, roll a DC 11 flat check. Creatures that leave an erratic time plane together share the same result. + +> [!success-degree] +> - **Success** Time passed normally on the erratic time plane. +> - **Failure** For each hour spent on the erratic time plane, 1 day passed on the normal time plane. +> - **Critical Failure** For each round spent on the erratic time plane, 1 day passed on the normal time plane. + +- **Categories**: Planar, Time \ No newline at end of file diff --git a/rules/traits/esoterica-da.md b/rules/traits/esoterica-da.md new file mode 100644 index 000000000..6fc06c35f --- /dev/null +++ b/rules/traits/esoterica-da.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/da +- trait/category/action-ability +- trait/category/feat +aliases: ["Esoterica"] +--- +# Esoterica +*Source: Dark Archive p. 220* + +The esoterica trait is present in many thaumaturge feats and class features that incorporate the various talismans, supernatural trinkets, and other objects you carry with you. Abilities that have the esoterica trait require you to be in possession of your esoterica to use them. Normally, you're assumed to always have your esoterica with you, but in some rare circumstances, you might either not have them on hand or have your gear stripped from you. + +- **Categories**: Feat, Action & Ability \ No newline at end of file diff --git a/rules/traits/evil.md b/rules/traits/evil.md index b3a9ee18f..5ea2f2245 100644 --- a/rules/traits/evil.md +++ b/rules/traits/evil.md @@ -12,5 +12,6 @@ aliases: ["Evil"] Evil effects often manipulate energy from evil-aligned Outer Planes and are antithetical to good divine servants or divine servants of good deities. A creature with this trait is evil in alignment. +Evil effects often manipulate energy from evil-aligned Outer Planes and are antithetical to good divine servants or divine servants of good deities. A creature with this trait is evil in alignment. An ability with this trait can be selected or used only by evil creatures. - **Categories**: Alignment, Planar \ No newline at end of file diff --git a/rules/traits/evocation.md b/rules/traits/evocation.md index 704f917c4..529a10e46 100644 --- a/rules/traits/evocation.md +++ b/rules/traits/evocation.md @@ -12,5 +12,6 @@ aliases: ["Evocation"] Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces. +Evocations capture magical energy and then shape it to harm your foes or protect your allies. Evocation spells often have a trait that comes from the type of damage they deal, such as [acid](rules/traits/acid.md), [cold](rules/traits/cold.md), [fire](rules/traits/fire.md), [force](rules/traits/force.md), or [sonic](rules/traits/sonic.md). - **Categories**: School (Evocation) \ No newline at end of file diff --git a/rules/traits/evolution-som.md b/rules/traits/evolution-som.md new file mode 100644 index 000000000..683dde8df --- /dev/null +++ b/rules/traits/evolution-som.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/feat +aliases: ["Evolution"] +--- +# Evolution +*Source: Secrets of Magic p. 57* + +Feats with this trait affect your eidolon instead of you, typically by granting it additional physical capabilities. + +- **Categories**: Feat \ No newline at end of file diff --git a/rules/traits/expandable-tv.md b/rules/traits/expandable-tv.md new file mode 100644 index 000000000..32b669282 --- /dev/null +++ b/rules/traits/expandable-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Expandable"] +--- +# Expandable +*Source: Treasure Vault p. 56* + +An item with the expandable trait increases to a specific size when activated. Unless otherwise noted, this space must be adjacent to you and on the ground, and the item needs to have enough open space to expand into or else the activation has no effect. When the effect ends, the expanded item disintegrates if it's a consumable or shrinks back to its normal size if it's not a consumable. + +- **Categories**: Item \ No newline at end of file diff --git a/rules/traits/fetchling-b2.md b/rules/traits/fetchling-b2.md new file mode 100644 index 000000000..89f5fe77e --- /dev/null +++ b/rules/traits/fetchling-b2.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Fetchling"] +--- +# Fetchling +*Source: Bestiary 2 p. 308* + +A creature with this trait is a member of the fetchling ancestry. Fetchlings were once human, but generations of life on the Shadow Plane have transformed them. + +A humanoid ancestry that fled to and has been shaped by the Shadow Plane. Typically refer to themselves as kayals. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/finisher-apg.md b/rules/traits/finisher-apg.md new file mode 100644 index 000000000..59ce11204 --- /dev/null +++ b/rules/traits/finisher-apg.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/apg +- trait/category/combat +aliases: ["Finisher"] +--- +# Finisher +*Source: Advanced Player's Guide p. 267* + +Finishers are spectacular finishing moves that use your panache. You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can't use any actions that have the attack trait for the rest of your turn. + +Some actions that have the finisher trait also grant an effect on a failure. Effects added on a failure don't apply on a critical failure. If your finisher action succeeds, you can still choose to apply the failure effect instead. For example, you might do this when an attack deals no damage due to resistance. + +- **Categories**: Combat \ No newline at end of file diff --git a/rules/traits/finite-gmg.md b/rules/traits/finite-gmg.md new file mode 100644 index 000000000..08a37f12c --- /dev/null +++ b/rules/traits/finite-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/planar +- trait/category/scope +aliases: ["Finite"] +--- +# Finite +*Source: Gamemastery Guide p. 251* + +Planes with this trait consist of a limited amount of space. + +- **Categories**: Planar, Scope \ No newline at end of file diff --git a/rules/traits/fire.md b/rules/traits/fire.md index 8e5004c66..d8f49b473 100644 --- a/rules/traits/fire.md +++ b/rules/traits/fire.md @@ -12,5 +12,8 @@ aliases: ["Fire"] Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. +Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. + +Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking `1d6` persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Fire magic is enhanced, and [cold](rules/traits/cold.md) and [water](rules/traits/water.md) magic are impeded. Water creatures are extremely uncomfortable on a fire plane, and any natural resistance they have against fire doesn't function against this environmental fire damage. - **Categories**: Energy & Element, Planar \ No newline at end of file diff --git a/rules/traits/fleshwarp-loag.md b/rules/traits/fleshwarp-loag.md new file mode 100644 index 000000000..fa32b13a6 --- /dev/null +++ b/rules/traits/fleshwarp-loag.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Fleshwarp"] +--- +# Fleshwarp +*Source: Lost Omens: Ancestry Guide p. 141* + +A humanoid transformed so completely by outside forces that they are now a unique ancestry. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/flowing-gmg.md b/rules/traits/flowing-gmg.md new file mode 100644 index 000000000..ac64b711f --- /dev/null +++ b/rules/traits/flowing-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/planar +- trait/category/time +aliases: ["Flowing"] +--- +# Flowing +*Source: Gamemastery Guide p. 251* + +The flow of time is consistently faster or slower. A creature may travel to one of these planes, spend a year there, and find that only an hour passed on the Material Plane; alternatively, they might spend a minute on this plane and find out an hour passed on the Material Plane. + +- **Categories**: Planar, Time \ No newline at end of file diff --git a/rules/traits/foldaway-tv.md b/rules/traits/foldaway-tv.md new file mode 100644 index 000000000..4f8fa262e --- /dev/null +++ b/rules/traits/foldaway-tv.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Foldaway"] +--- +# Foldaway +*Source: Treasure Vault p. 218* + +This shield can collapse into a smaller form attached to a [gauntlet](compendium/equipment/items/gauntlet.md) for stability and easy travel. You can use an Interact action to deploy or stow the shield. While it's deployed, you can Raise the Shield as long as you have that hand free or are holding an object of light Bulk that's not a weapon in that hand. The shield impedes the use of your hand while it's deployed. Though you can still hold items in that hand, you can't wield weapons in that hand, operate anything that takes two hands, or attack with the [gauntlet](compendium/equipment/items/gauntlet.md). + +A foldaway shield must be attached to a [gauntlet](compendium/equipment/items/gauntlet.md) for stability. It can be affixed to an item with 10 minutes of work and a successful DC 10 [Crafting](compendium/skills.md#Crafting) check; this includes the time needed to remove the shield from a previous [gauntlet](compendium/equipment/items/gauntlet.md), if necessary. If the [gauntlet](compendium/equipment/items/gauntlet.md) is destroyed, the foldaway shield can usually be salvaged. The collapsible nature of the shield makes it impossible to affix an attached weapon to it. + +- **Categories**: Item \ No newline at end of file diff --git a/rules/traits/free-hand.md b/rules/traits/free-hand.md index 06a7f740f..68b08f9bd 100644 --- a/rules/traits/free-hand.md +++ b/rules/traits/free-hand.md @@ -11,5 +11,6 @@ aliases: ["Free-Hand"] This weapon doesn't take up your hand, usually because it is built into your armor. A free-hand weapon can't be [Disarmed](rules/actions/disarm.md). You can use the hand covered by your free hand weapon to wield other items, perform [manipulate](rules/traits/manipulate.md) actions, and so on. You can't attack with a free hand weapon if you're wielding anything in that hand or otherwise using that hand. When you're not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it. +This weapon doesn't take up your hand, usually because it's built into your armor. - **Categories**: Weapon \ No newline at end of file diff --git a/rules/traits/fulu-som.md b/rules/traits/fulu-som.md new file mode 100644 index 000000000..a84f2368f --- /dev/null +++ b/rules/traits/fulu-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/item +aliases: ["Fulu"] +--- +# Fulu +*Source: Secrets of Magic p. 253* + +Fulus are small paper charms that can be affixed to a suit of armor, a shield, a weapon, a creature, or even a structure. Some fulus are composed of multiple such charms, taking effect only once all have been affixed. Normal fulus have effects immediately once affixed, while fulu talismans have an effect only once activated. Once a fulu has been activated, it lasts for the given duration and then burns out. Unless otherwise noted, fulus expire one year after being created, reverting to mundane paper. + +All fulus have the fulu and consumable traits. Fulus also have a tradition trait—either arcane, divine, occult or primal—determined by the magical tradition of its creator. For example, a fulu created by a priest would have the divine trait, whereas a witch who dabbles in fate might create a fulu with the occult trait. Some fulus also have the talisman trait, if they work similarly to talismans (such as being affixed to a suit of armor, a shield, or a weapon. + +Each fulu's stat block indicates the type of item or creature it can be affixed to. Affixing or removing a fulu requires using the Affix a Fulu activity, or the [Affixing the Talisman](rules/actions/affix-a-talisman.md) action instead if the fulu is also a talisman. + +- **Categories**: Item \ No newline at end of file diff --git a/rules/traits/fungus-b1.md b/rules/traits/fungus-b1.md new file mode 100644 index 000000000..d7c746f3c --- /dev/null +++ b/rules/traits/fungus-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature-type +aliases: ["Fungus"] +--- +# Fungus +*Source: Bestiary p. 345* + +Fungal creatures have the fungus trait. They are distinct from normal fungi. + +- **Categories**: Creature Type \ No newline at end of file diff --git a/rules/traits/ganzi-loag.md b/rules/traits/ganzi-loag.md new file mode 100644 index 000000000..5382fe588 --- /dev/null +++ b/rules/traits/ganzi-loag.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Ganzi"] +--- +# Ganzi +*Source: Lost Omens: Ancestry Guide p. 141* + +A planar scion descended from a chaotic being of the Maelstrom, such as a protean. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/gargantuan-b1.md b/rules/traits/gargantuan-b1.md new file mode 100644 index 000000000..a4406883a --- /dev/null +++ b/rules/traits/gargantuan-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/size +aliases: ["Gargantuan"] +--- +# Gargantuan +*Source: Bestiary p. 345* + +This size of creature takes up a space of at least 20 feet by 20 feet (16 squares on the grid), but can be much larger. Gargantuan creatures typically have a reach of 20 feet if they are tall, or 15 feet if they are long, but larger ones could have a much longer reach. + +- **Categories**: Size \ No newline at end of file diff --git a/rules/traits/genie-b1.md b/rules/traits/genie-b1.md new file mode 100644 index 000000000..e75baacea --- /dev/null +++ b/rules/traits/genie-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Genie"] +--- +# Genie +*Source: Bestiary p. 346* + +The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/geniekin-loag.md b/rules/traits/geniekin-loag.md new file mode 100644 index 000000000..651db4530 --- /dev/null +++ b/rules/traits/geniekin-loag.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Geniekin"] +--- +# Geniekin +*Source: Lost Omens: Ancestry Guide p. 138* + +Geniekin craft and use these weapons. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/ghoran-loil.md b/rules/traits/ghoran-loil.md new file mode 100644 index 000000000..345feebd0 --- /dev/null +++ b/rules/traits/ghoran-loil.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loil +- trait/category/ancestry-heritage +aliases: ["Ghoran"] +--- +# Ghoran +*Source: Lost Omens: Impossible Lands p. 341* + +An intelligent plant ancestry that maintain long lives by rejuvenating themselves from seeds. + +- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/ghost-b1.md b/rules/traits/ghost-b1.md new file mode 100644 index 000000000..1bd062a47 --- /dev/null +++ b/rules/traits/ghost-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Ghost"] +--- +# Ghost +*Source: Bestiary p. 346* + +Lost souls that haunt the world as incorporeal undead are called ghosts. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/ghoul-b1.md b/rules/traits/ghoul-b1.md new file mode 100644 index 000000000..a5ba30a44 --- /dev/null +++ b/rules/traits/ghoul-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Ghoul"] +--- +# Ghoul +*Source: Bestiary p. 346* + +Ghouls are vile undead creatures that feast on flesh. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/gnoll-b1.md b/rules/traits/gnoll-b1.md new file mode 100644 index 000000000..abacbcd70 --- /dev/null +++ b/rules/traits/gnoll-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Gnoll"] +--- +# Gnoll +*Source: Bestiary p. 346* + +Gnolls are humanoids that resemble hyenas. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/goblin.md b/rules/traits/goblin.md index f7a870f0d..2ac29b486 100644 --- a/rules/traits/goblin.md +++ b/rules/traits/goblin.md @@ -12,5 +12,6 @@ aliases: ["Goblin"] A creature with this trait can come from multiple tribes of creatures, including goblins, hobgoblins, and bugbears. Goblins tend to have [darkvision](rules/abilities/darkvision.md). An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins. +A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. - **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/golem-b1.md b/rules/traits/golem-b1.md new file mode 100644 index 000000000..07f78f841 --- /dev/null +++ b/rules/traits/golem-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Golem"] +--- +# Golem +*Source: Bestiary p. 346* + +Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/goloma-lome.md b/rules/traits/goloma-lome.md new file mode 100644 index 000000000..29d683536 --- /dev/null +++ b/rules/traits/goloma-lome.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/lome +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Goloma"] +--- +# Goloma +*Source: Lost Omens: The Mwangi Expanse p. 309* + +Insular humanoids that bear countless eyes. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/good.md b/rules/traits/good.md index ef69b9baa..9efcda19f 100644 --- a/rules/traits/good.md +++ b/rules/traits/good.md @@ -12,5 +12,6 @@ aliases: ["Good"] Good effects often manipulate energy from good-aligned Outer Planes and are antithetical to evil divine servants or divine servants of evil deities. A creature with this trait is good in alignment. +An ability with this trait can be selected or used only by good creatures. - **Categories**: Alignment, Planar \ No newline at end of file diff --git a/rules/traits/gremlin-b1.md b/rules/traits/gremlin-b1.md new file mode 100644 index 000000000..9deefc1fc --- /dev/null +++ b/rules/traits/gremlin-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Gremlin"] +--- +# Gremlin +*Source: Bestiary p. 346* + +Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/grimoire-som.md b/rules/traits/grimoire-som.md new file mode 100644 index 000000000..3602c2759 --- /dev/null +++ b/rules/traits/grimoire-som.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/item +aliases: ["Grimoire"] +--- +# Grimoire +*Source: Secrets of Magic p. 162* + +Most grimoires can hold up to 100 spells, like any spellbook, but allow spellcasters to erase spells written by a book's previous owner in favor of spells that employ their own magical formulas. If a spellcaster wants to transfer their spells from one of their spellbooks to a grimoire, they can conduct a simple, 1-minute ritual with the two books to cause the spells to vanish from their spellbook and appear in the grimoire. + +- **Categories**: Item \ No newline at end of file diff --git a/rules/traits/grippli-b2.md b/rules/traits/grippli-b2.md new file mode 100644 index 000000000..2dbac47f6 --- /dev/null +++ b/rules/traits/grippli-b2.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Grippli"] +--- +# Grippli +*Source: Bestiary 2 p. 309* + +Gripplis are a family of froglike humanoids. + +Grippli craft and use these weapons. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/half-elf.md b/rules/traits/half-elf.md index 5ff31842e..3c7f31393 100644 --- a/rules/traits/half-elf.md +++ b/rules/traits/half-elf.md @@ -12,5 +12,6 @@ aliases: ["Half-Elf"] A creature with this trait is part human and part elf. An ability with this trait can be used or selected only by half-elves. +A prominent heritage in the Inner Sea region, half-elves share characteristics with both elves and humans. - **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/half-orc.md b/rules/traits/half-orc.md index ef914150f..cc49fc4b7 100644 --- a/rules/traits/half-orc.md +++ b/rules/traits/half-orc.md @@ -12,5 +12,6 @@ aliases: ["Half-Orc"] A creature with this trait is part human and part orc. An ability with this trait can be used or selected only by half-orcs. +A prominent heritage in the Inner Sea region, half-orcs share characteristics with both humans and orcs. - **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/hampering-loag.md b/rules/traits/hampering-loag.md new file mode 100644 index 000000000..02da65b16 --- /dev/null +++ b/rules/traits/hampering-loag.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/weapon +aliases: ["Hampering"] +--- +# Hampering +*Source: Lost Omens: Ancestry Guide p. 139* + +A weapon with the hampering trait is designed to be shaken, cast outward, or whipped about to control space on the battlefield. You can use an Interact action to thrash the weapon in a square within the weapon's reach. That square becomes difficult terrain until you attack with the weapon, move, or would otherwise stop intentionally thrashing it. + +- **Categories**: Weapon \ No newline at end of file diff --git a/rules/traits/harnessed-tv.md b/rules/traits/harnessed-tv.md new file mode 100644 index 000000000..77fa2cce0 --- /dev/null +++ b/rules/traits/harnessed-tv.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Harnessed"] +--- +# Harnessed +*Source: Treasure Vault p. 219* + +This shield features a special brace or opening designed to hold lances or other jousting weapons. Jousters often use these shields as a backup in narrow passages and other places where they're unable to ride a mount. You can Interact to lock a weapon with the jousting trait in place in the shield, enabling you to use two hands to wield the shield and weapon simultaneously. If you're not wielding the combined unit with both hands, you can use neither the weapon nor the shield. + +While you have the shield raised, you can gain the jousting benefit of a weapon as if you were mounted. Because a significant portion of the weapon needs to be braced behind the shield, the weapon's reach is reduced by 5 feet if it is greater than 5 feet. + +- **Categories**: Item \ No newline at end of file diff --git a/rules/traits/hefty-tv.md b/rules/traits/hefty-tv.md new file mode 100644 index 000000000..435c6cd8e --- /dev/null +++ b/rules/traits/hefty-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Hefty"] +--- +# Hefty +*Source: Treasure Vault p. 219* + +A hefty shield is so heavy that raising it takes more effort. Raising a Shield with the hefty trait is a two-action activity unless your Strength score equals or exceeds the number with the trait. + +- **Categories**: Item \ No newline at end of file diff --git a/rules/traits/hellknight-locg.md b/rules/traits/hellknight-locg.md new file mode 100644 index 000000000..cc590e8c4 --- /dev/null +++ b/rules/traits/hellknight-locg.md @@ -0,0 +1,11 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/locg +aliases: ["Hellknight"] +--- +# Hellknight +*Source: Lost Omens: Character Guide p. 133* + +The Hellknights are a collection of knightly orders focused on maintaining order and upholding the law. \ No newline at end of file diff --git a/rules/traits/hex-apg.md b/rules/traits/hex-apg.md new file mode 100644 index 000000000..ea88cd048 --- /dev/null +++ b/rules/traits/hex-apg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/apg +- trait/category/combat +aliases: ["Hex"] +--- +# Hex +*Source: Advanced Player's Guide p. 101* + +A hex is a short-term effect generated on the fly from your patron's magic, requiring your familiar to draw from your patron. As such, you can cast only one spell with the hex trait each turn; attempts to cast a second hex spell on the same turn fail and the spellcasting actions are lost. + +- **Categories**: Combat \ No newline at end of file diff --git a/rules/traits/high-gravity-gmg.md b/rules/traits/high-gravity-gmg.md new file mode 100644 index 000000000..e8ee57d50 --- /dev/null +++ b/rules/traits/high-gravity-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/gravity +- trait/category/planar +aliases: ["High Gravity"] +--- +# High Gravity +*Source: Gamemastery Guide p. 252* + +As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is greater than on the Material Plane. The Bulk of all creatures and objects is doubled, meaning creatures acclimated to normal gravity can carry only half as much. Creatures used to normal gravity move at half Speed and can jump only half as high and far. Physical ranged attacks are impossible beyond the third range increment (instead of the sixth). Creatures that fall in high gravity take bludgeoning damage equal to the distance they fell. + +- **Categories**: Gravity, Planar \ No newline at end of file diff --git a/rules/traits/hindering-tv.md b/rules/traits/hindering-tv.md new file mode 100644 index 000000000..9e356d964 --- /dev/null +++ b/rules/traits/hindering-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/armor +aliases: ["Hindering"] +--- +# Hindering +*Source: Treasure Vault p. 8* + +This armor is so heavy and bulky it slows you down no matter what. You take a –5 penalty to all your Speeds (to a minimum of a 5‑foot Speed). This is separate from and in addition to the armor's Speed penalty, and affects you even if your Strength or an ability lets you reduce or ignore the armor's Speed penalty. + +- **Categories**: Armor \ No newline at end of file diff --git a/rules/traits/hobgoblin-locg.md b/rules/traits/hobgoblin-locg.md new file mode 100644 index 000000000..6a6eae269 --- /dev/null +++ b/rules/traits/hobgoblin-locg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/locg +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Hobgoblin"] +--- +# Hobgoblin +*Source: Lost Omens: Character Guide p. 133* + +Hobgoblins are a sturdy, clever people with a propensity for militaristic order. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/huge-b1.md b/rules/traits/huge-b1.md new file mode 100644 index 000000000..4717b3202 --- /dev/null +++ b/rules/traits/huge-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/size +aliases: ["Huge"] +--- +# Huge +*Source: Bestiary p. 345* + +A Huge creature takes up a 15-foot-by-15-foot space (9 squares on the grid). It typically has a reach of 15 feet if the creature is tall or 10 feet if the creature is long. + +- **Categories**: Size \ No newline at end of file diff --git a/rules/traits/ifrit-b2.md b/rules/traits/ifrit-b2.md new file mode 100644 index 000000000..3d95469e8 --- /dev/null +++ b/rules/traits/ifrit-b2.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Ifrit"] +--- +# Ifrit +*Source: Bestiary 2 p. 308* + +Ifrits are planar scions descended from efreet. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/illusion.md b/rules/traits/illusion.md index c0a073092..c7a50a61b 100644 --- a/rules/traits/illusion.md +++ b/rules/traits/illusion.md @@ -12,5 +12,6 @@ aliases: ["Illusion"] Effects and magic items with this trait are associated with the illusion school of magic, typically involving false sensory stimuli. +Illusions create the semblance of something real, fooling the eyes, ears, and other senses. They almost always have the [mental](rules/traits/mental.md) trait, and depending on how the illusion is perceived, they might also have the [auditory](rules/traits/auditory.md) or [visual](rules/traits/visual.md) trait. - **Categories**: School (Illusion) \ No newline at end of file diff --git a/rules/traits/immeasurable-gmg.md b/rules/traits/immeasurable-gmg.md new file mode 100644 index 000000000..b60935761 --- /dev/null +++ b/rules/traits/immeasurable-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/planar +- trait/category/scope +aliases: ["Immeasurable"] +--- +# Immeasurable +*Source: Gamemastery Guide p. 252* + +Planes with this trait are immeasurably large, perhaps infinite. + +- **Categories**: Planar, Scope \ No newline at end of file diff --git a/rules/traits/incarnate-som.md b/rules/traits/incarnate-som.md new file mode 100644 index 000000000..eb1e2322a --- /dev/null +++ b/rules/traits/incarnate-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/spell +aliases: ["Incarnate"] +--- +# Incarnate +*Source: Secrets of Magic p. 132* + +A spell with the incarnate trait is similar in theme to spells that summon creatures, but it doesn't conjure a minion with the summoned trait. Instead, when summoned, the incarnate creature takes its Arrive action when you finish [Casting the Spell](rules/actions/cast-a-spell.md). At the end of your next turn, the incarnate creature can either Step, Stride, or take the action for another movement type it has (such as Climb or Burrow), and then takes its Depart action. The spell then ends. The names of specific Arrive and Depart actions are listed in italics after the word "Arrive" or "Depart" respectively, along with any traits. + +A creature summoned by an incarnate spell acts in your interests, directs its effects away from you and your allies as much as possible, and might listen to your requests, but ultimately makes its own decisions. If the spell indicates that the incarnate makes a decision, the GM determines what the incarnate would do. It might even become more inclined to do precisely as you wish over multiple summonings. + +The incarnate is not fully a creature. It can't take any other actions, nor can it be targeted or harmed by [Strikes](rules/actions/strike.md), spells, or other effects unless they would be able to target or end a spell effect (such as dispel magic). It has a size for the purposes of determining its placement for effects, but it doesn't block movement. If applicable, its effects use your spell DCs and spell attack roll modifier. + +- **Categories**: Spell \ No newline at end of file diff --git a/rules/traits/incorporeal-b1.md b/rules/traits/incorporeal-b1.md new file mode 100644 index 000000000..4063a69e8 --- /dev/null +++ b/rules/traits/incorporeal-b1.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Incorporeal"] +--- +# Incorporeal +*Source: Bestiary p. 346* + +An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is [slowed](rules/conditions.md#Slowed) 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. + +An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. + +Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from [Strikes](rules/actions/strike.md) with the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune), with double the resistance against non-magical damage. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/inevitable-b1.md b/rules/traits/inevitable-b1.md new file mode 100644 index 000000000..641600dfb --- /dev/null +++ b/rules/traits/inevitable-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Inevitable"] +--- +# Inevitable +*Source: Bestiary p. 347* + +These constructed aeons were created by the axiomites. Each type of inevitable is dedicated to a specific task. Most inevitables have weakness to chaotic damage. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/inscribed-tv.md b/rules/traits/inscribed-tv.md new file mode 100644 index 000000000..3b01ee18c --- /dev/null +++ b/rules/traits/inscribed-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/armor +aliases: ["Inscribed"] +--- +# Inscribed +*Source: Treasure Vault p. 8* + +The armor has been treated so it can be inscribed with magical symbols using the same method as [Crafting](rules/actions/craft.md) a scroll. Inscribed attire can hold one scroll inscribed on it. You need a free hand to [Activate](rules/actions/activate-an-item.md) the scroll, but you don't need to [Interact](rules/actions/interact.md) to draw it. You can also [Activate](rules/actions/activate-an-item.md) the magic to erase the scroll the armor currently contains. You can't inscribe a new scroll onto the armor if a scroll is currently inscribed on it or if the armor is broken. + +- **Categories**: Armor \ No newline at end of file diff --git a/rules/traits/integrated-tv.md b/rules/traits/integrated-tv.md new file mode 100644 index 000000000..e777ff76e --- /dev/null +++ b/rules/traits/integrated-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Integrated"] +--- +# Integrated +*Source: Treasure Vault p. 219* + +This shield has been created to include a weapon in its construction, which works like an attached weapon but can't be removed from the shield. This also prevents other attached weapons from being added to the shield. The integrated weapon's damage is listed alongside the trait, such as "integrated d6 S," with any traits in parentheses. Unless otherwise noted in the shield's description, an integrated weapon is a martial weapon in the shield weapon group and requires one hand to attack with. The attached weapon can have runes etched onto it like other attached weapons. You can continue fighting normally with the integrated weapon if the shield is broken, but if the shield is destroyed, so is the weapon. + +- **Categories**: Item \ No newline at end of file diff --git a/rules/traits/intelligent-gmg.md b/rules/traits/intelligent-gmg.md new file mode 100644 index 000000000..95141a523 --- /dev/null +++ b/rules/traits/intelligent-gmg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/item +aliases: ["Intelligent"] +--- +# Intelligent +*Source: Gamemastery Guide p. 252* + +An item with this trait is intelligent and has its own will and personality, as well as several statistics that most items don't have. Intelligent items can't be crafted by normal means, and they are always rare or unique. + +- **Categories**: Item \ No newline at end of file diff --git a/rules/traits/investigator-apg.md b/rules/traits/investigator-apg.md new file mode 100644 index 000000000..976192059 --- /dev/null +++ b/rules/traits/investigator-apg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/apg +- trait/category/class +aliases: ["Investigator"] +--- +# Investigator +*Source: Advanced Player's Guide p. 268* + +This indicates abilities from the investigator class. + +- **Categories**: Class \ No newline at end of file diff --git a/rules/traits/kaiju-frp2.md b/rules/traits/kaiju-frp2.md new file mode 100644 index 000000000..1a6bc3ae5 --- /dev/null +++ b/rules/traits/kaiju-frp2.md @@ -0,0 +1,12 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/frp2 +aliases: ["Kaiju"] +--- +# Kaiju +*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 89* + +> [!pf2-note] +> No entries available. \ No newline at end of file diff --git a/rules/traits/kashrishi-loil.md b/rules/traits/kashrishi-loil.md new file mode 100644 index 000000000..6453671a8 --- /dev/null +++ b/rules/traits/kashrishi-loil.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loil +- trait/category/ancestry-heritage +aliases: ["Kashrishi"] +--- +# Kashrishi +*Source: Lost Omens: Impossible Lands p. 341* + +A stout ancestry bearing distinctive crystal horns and inherent psychic abilities. + +- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/kitsune-loag.md b/rules/traits/kitsune-loag.md new file mode 100644 index 000000000..4a616930a --- /dev/null +++ b/rules/traits/kitsune-loag.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Kitsune"] +--- +# Kitsune +*Source: Lost Omens: Ancestry Guide p. 141* + +Shapeshifting humanoids whose true forms resemble foxes. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/kobold-b1.md b/rules/traits/kobold-b1.md new file mode 100644 index 000000000..e3164e95f --- /dev/null +++ b/rules/traits/kobold-b1.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Kobold"] +--- +# Kobold +*Source: Bestiary p. 347* + +Kobolds are reptilian humanoids who are usually Small and typically have [darkvision](rules/abilities/darkvision.md). + +A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually [Small](rules/traits/small-b1.md) and typically have [darkvision](rules/abilities/darkvision.md). An ability with this trait can be used or selected only by kobolds. + +A small, reptilian [humanoid](rules/traits/humanoid.md) ancestry proud of their kinship to dragons. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/laminar-tv.md b/rules/traits/laminar-tv.md new file mode 100644 index 000000000..01c2748bc --- /dev/null +++ b/rules/traits/laminar-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/armor +aliases: ["Laminar"] +--- +# Laminar +*Source: Treasure Vault p. 8* + +The armor is made up of layered sections, so when it breaks, it isn't as much of a problem. The status penalty to AC if this armor is broken is –1 for broken medium armor, –2 for broken heavy armor, or no penalty for broken light armor. + +- **Categories**: Armor \ No newline at end of file diff --git a/rules/traits/large-b1.md b/rules/traits/large-b1.md new file mode 100644 index 000000000..cbc530653 --- /dev/null +++ b/rules/traits/large-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/size +aliases: ["Large"] +--- +# Large +*Source: Bestiary p. 345* + +A Large creature takes up a 10-foot-by-10-foot space (4 squares on the grid). It typically has a reach of 10 feet if the creature is tall or 5 feet if the creature is long. + +- **Categories**: Size \ No newline at end of file diff --git a/rules/traits/launching-tv.md b/rules/traits/launching-tv.md new file mode 100644 index 000000000..e0f90acbb --- /dev/null +++ b/rules/traits/launching-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Launching"] +--- +# Launching +*Source: Treasure Vault p. 220* + +A mechanism within this shield can shoot projectiles, causing the shield to also function as a ranged weapon. The trait lists the type of weapon, such as "launching dart." Striking with the launcher requires the same number of hands as normal, except that the hand holding the shield counts toward this total, so a one-handed ranged weapon would require only one hand. Reloading takes the normal number of [Interact](rules/actions/interact.md) actions, to a minimum of 1 action, and you can't use the hand holding your shield to reload. + +- **Categories**: Item \ No newline at end of file diff --git a/rules/traits/lawful-evil-b1.md b/rules/traits/lawful-evil-b1.md new file mode 100644 index 000000000..58ada4c86 --- /dev/null +++ b/rules/traits/lawful-evil-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/_alignabv +- trait/category/alignment +aliases: ["Lawful Evil"] +--- +# Lawful Evil +*Source: Bestiary p. 345* + +[Lawful](rules/traits/lawful.md) and [evil](rules/traits/evil.md) + +- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/rules/traits/lawful-goo-b1.md b/rules/traits/lawful-goo-b1.md new file mode 100644 index 000000000..f76467dfe --- /dev/null +++ b/rules/traits/lawful-goo-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/_alignabv +- trait/category/alignment +aliases: ["Lawful Goo"] +--- +# Lawful Goo +*Source: Bestiary p. 345* + +[Lawful](rules/traits/lawful.md) and [good](rules/traits/good.md) + +- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/rules/traits/lawful-neutral-b1.md b/rules/traits/lawful-neutral-b1.md new file mode 100644 index 000000000..21f203512 --- /dev/null +++ b/rules/traits/lawful-neutral-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/_alignabv +- trait/category/alignment +aliases: ["Lawful Neutral"] +--- +# Lawful Neutral +*Source: Bestiary p. 345* + +[Lawful](rules/traits/lawful.md) and neutral + +- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/rules/traits/lawful.md b/rules/traits/lawful.md index 9f6ba1c28..ea7eccaf1 100644 --- a/rules/traits/lawful.md +++ b/rules/traits/lawful.md @@ -12,5 +12,6 @@ aliases: ["Lawful"] Lawful effects often manipulate energy from law-aligned Outer Planes and are antithetical to chaotic divine servants or divine servants of chaotic deities. A creature with this trait is lawful in alignment. +An ability with this trait can be selected or used by lawful creatures only. - **Categories**: Alignment, Planar \ No newline at end of file diff --git a/rules/traits/leshy-b1.md b/rules/traits/leshy-b1.md new file mode 100644 index 000000000..aa4ce5d7b --- /dev/null +++ b/rules/traits/leshy-b1.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Leshy"] +--- +# Leshy +*Source: Bestiary p. 347* + +Leshys are small plant creatures, roughly humanoid in form. + +Leshies are living plants animated by [primal](rules/traits/primal.md) magic. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/lineage-apg.md b/rules/traits/lineage-apg.md new file mode 100644 index 000000000..ad787045b --- /dev/null +++ b/rules/traits/lineage-apg.md @@ -0,0 +1,11 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/apg +aliases: ["Lineage"] +--- +# Lineage +*Source: Advanced Player's Guide p. 268* + +A feat with this trait indicates a character's descendance from a particular type of creature. You can have only one lineage feat. You can select a lineage feat only at 1st level, and you can't retrain into or out of these feats. \ No newline at end of file diff --git a/rules/traits/lizardfolk-b1.md b/rules/traits/lizardfolk-b1.md new file mode 100644 index 000000000..02ad056f6 --- /dev/null +++ b/rules/traits/lizardfolk-b1.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Lizardfolk"] +--- +# Lizardfolk +*Source: Bestiary p. 347* + +Lizardfolk are a family of reptilian humanoids. + +These reptilian humanoids, also known as iruxi, are extremely adaptable and patient. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/low-gravity-gmg.md b/rules/traits/low-gravity-gmg.md new file mode 100644 index 000000000..8f0189085 --- /dev/null +++ b/rules/traits/low-gravity-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/gravity +- trait/category/planar +aliases: ["Low Gravity"] +--- +# Low Gravity +*Source: Gamemastery Guide p. 252* + +As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is less than on the Material Plane. The Bulk of all creatures and objects is halved, meaning creatures acclimated to normal gravity can carry twice as much and jump twice as high and far. Physical ranged attacks are possible up to the twelfth range increment (instead of the sixth). Creatures that fall in low gravity take no damage for the first 10 feet of a fall, and then take bludgeoning damage equal to a quarter of the remaining distance it fell. + +- **Categories**: Gravity, Planar \ No newline at end of file diff --git a/rules/traits/lozenge-tv.md b/rules/traits/lozenge-tv.md new file mode 100644 index 000000000..850fc18c5 --- /dev/null +++ b/rules/traits/lozenge-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Lozenge"] +--- +# Lozenge +*Source: Treasure Vault p. 46* + +You [Activate](rules/actions/activate-an-item.md) an alchemical lozenge by putting it in your mouth. It stays there, slowly dissolving and releasing its ingredients over time. You can bite a lozenge for a secondary effect. The action this takes is noted in the item under the Secondary Effect heading. As soon as this secondary effect is over, the lozenge is used up and its benefits for you end. You can drink elixirs, potions, and beverages with a lozenge in your mouth, but you can't benefit from more than one lozenge at a time. If you have two lozenges in your mouth at the same time, both become inert. You can also spit out a lozenge as a single action to end its effect and make it inert. A lozenge dissolves due to its alchemical ingredients, so it typically still works even if you don't have saliva. + +- **Categories**: Item \ No newline at end of file diff --git a/rules/traits/magical.md b/rules/traits/magical.md index b3ea717f4..242d89a2d 100644 --- a/rules/traits/magical.md +++ b/rules/traits/magical.md @@ -13,5 +13,6 @@ Something with the magical trait is imbued with magical energies not tied to a s Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), or [primal](rules/traits/primal.md) trait instead of the magical trait. Any of these traits indicate that the item is magical. +Something with the [magical](rules/traits/magical.md) trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. - **Categories**: Item \ No newline at end of file diff --git a/rules/traits/magus-som.md b/rules/traits/magus-som.md new file mode 100644 index 000000000..a07ef7ad4 --- /dev/null +++ b/rules/traits/magus-som.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/class +aliases: ["Magus"] +--- +# Magus +*Source: Secrets of Magic p. 253* + +This indicates abilities from the magus class. + +- **Categories**: Class \ No newline at end of file diff --git a/rules/traits/medium-b1.md b/rules/traits/medium-b1.md new file mode 100644 index 000000000..731f893c5 --- /dev/null +++ b/rules/traits/medium-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/size +aliases: ["Medium"] +--- +# Medium +*Source: Bestiary p. 345* + +A Medium creature takes up a 5-foot-by-5-foot space (1 square on the grid) and typically has a reach of 5 feet. + +- **Categories**: Size \ No newline at end of file diff --git a/rules/traits/merfolk-b1.md b/rules/traits/merfolk-b1.md new file mode 100644 index 000000000..cc03f09c7 --- /dev/null +++ b/rules/traits/merfolk-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Merfolk"] +--- +# Merfolk +*Source: Bestiary p. 347* + +These aquatic humanoids have an upper body similar to a human and a lower body similar to a fish. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/metamorphic-gmg.md b/rules/traits/metamorphic-gmg.md new file mode 100644 index 000000000..639c86491 --- /dev/null +++ b/rules/traits/metamorphic-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/gravity +- trait/category/morphic +aliases: ["Metamorphic"] +--- +# Metamorphic +*Source: Gamemastery Guide p. 253* + +On planes with this trait, the plane's physical nature can be changed by things other than physical force or magic. + +- **Categories**: Gravity, Morphic \ No newline at end of file diff --git a/rules/traits/metropolis-gmg.md b/rules/traits/metropolis-gmg.md new file mode 100644 index 000000000..846b42eb7 --- /dev/null +++ b/rules/traits/metropolis-gmg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/settlement +aliases: ["Metropolis"] +--- +# Metropolis +*Source: Gamemastery Guide p. 253* + +Settlements with this trait are the largest of cities, often with a level of 8 or higher. + +- **Categories**: Settlement \ No newline at end of file diff --git a/rules/traits/microgravity-gmg.md b/rules/traits/microgravity-gmg.md new file mode 100644 index 000000000..ee40b6b2a --- /dev/null +++ b/rules/traits/microgravity-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/gravity +- trait/category/planar +aliases: ["Microgravity"] +--- +# Microgravity +*Source: Gamemastery Guide p. 253* + +There is little to no gravity on this plane. Creatures float in space unless they can push off a surface or use some force to propel themselves throughout the plane. + +- **Categories**: Planar, Gravity \ No newline at end of file diff --git a/rules/traits/militaristic-locg.md b/rules/traits/militaristic-locg.md new file mode 100644 index 000000000..38b03c473 --- /dev/null +++ b/rules/traits/militaristic-locg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/locg +- trait/category/general +aliases: ["Militaristic"] +--- +# Militaristic +*Source: Lost Omens: Character Guide p. 133* + +Militaristic entities have a command structure and an emphasis on armed combat in organized groups; militaristic organizations are often armies or law enforcement agencies. + +- **Categories**: General \ No newline at end of file diff --git a/rules/traits/mindshift-da.md b/rules/traits/mindshift-da.md new file mode 100644 index 000000000..8c6a12e60 --- /dev/null +++ b/rules/traits/mindshift-da.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/da +- trait/category/action-ability +- trait/category/combat +aliases: ["Mindshift"] +--- +# Mindshift +*Source: Dark Archive p. 13* + +An action with this trait can always be altered to use the raw power of your mind. When you take this action, you can choose to replace any damage it deals with mental damage, give it the mental trait, and replace any save it requires with a Will save. The action loses any traits matching damage types it no longer deals. + +- **Categories**: Action & Ability, Combat \ No newline at end of file diff --git a/rules/traits/missive-tv.md b/rules/traits/missive-tv.md new file mode 100644 index 000000000..224c211d5 --- /dev/null +++ b/rules/traits/missive-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Missive"] +--- +# Missive +*Source: Treasure Vault p. 220* + +A missive is a piece of magical stationery that must be crafted and composed before it can be activated. All missives have the missive and [consumable](rules/traits/consumable.md) traits. Missives are often constructed of paper, parchment, or vellum, but any other thin, portable material that can hold writing or embossing upon it can be crafted into missives. After being crafted, the missive is a blank sheet until a message is composed upon it, completing its magic. + +- **Categories**: Item \ No newline at end of file diff --git a/rules/traits/modular-logm.md b/rules/traits/modular-logm.md new file mode 100644 index 000000000..052eeea7e --- /dev/null +++ b/rules/traits/modular-logm.md @@ -0,0 +1,13 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/logm +- trait/category/item +- trait/category/weapon +aliases: ["Modular"] +--- +# Modular +*Source: Lost Omens: Gods & Magic p. 120* + +The weapon has multiple configurations that you can switch between using an [Interact](rules/actions/interact.md) action. This typically changes the type of damage the weapon deals (listed in the trait, such as "modular B, P, or S"). However, it can also change the weapon's traits. For example, a [switchscythe's](compendium/equipment/items/switchscythe-lotgb.md) "modular (P and [grapple](rules/traits/grapple.md), or S and [sweep](rules/traits/sweep.md))" means that the [switchscythe](compendium/equipment/items/switchscythe-lotgb.md) can either deal piercing damage and gain the [grapple](rules/traits/grapple.md) trait, or it can deal slashing damage and gain the [sweep](rules/traits/sweep.md) trait. \ No newline at end of file diff --git a/rules/traits/monk.md b/rules/traits/monk.md index 4ad893f0f..78aee4054 100644 --- a/rules/traits/monk.md +++ b/rules/traits/monk.md @@ -11,5 +11,6 @@ aliases: ["Monk"] This indicates abilities from the monk class. +Abilities with this trait are from the monk class. Weapons with this trait are primarily used by monks. CR. - **Categories**: Class \ No newline at end of file diff --git a/rules/traits/morlock-b2.md b/rules/traits/morlock-b2.md new file mode 100644 index 000000000..01380c6f1 --- /dev/null +++ b/rules/traits/morlock-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature +aliases: ["Morlock"] +--- +# Morlock +*Source: Bestiary 2 p. 308* + +Morlocks are a family of pale, underground-dwelling humanoids who, generations ago, were regular humans. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/mummy-b1.md b/rules/traits/mummy-b1.md new file mode 100644 index 000000000..bdba3d618 --- /dev/null +++ b/rules/traits/mummy-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Mummy"] +--- +# Mummy +*Source: Bestiary p. 347* + +A mummy is an undead creature created from a preserved corpse. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/mutant-b1.md b/rules/traits/mutant-b1.md new file mode 100644 index 000000000..2b1288eb3 --- /dev/null +++ b/rules/traits/mutant-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Mutant"] +--- +# Mutant +*Source: Bestiary p. 347* + +The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/nagaji-loil.md b/rules/traits/nagaji-loil.md new file mode 100644 index 000000000..44efc4ff8 --- /dev/null +++ b/rules/traits/nagaji-loil.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loil +- trait/category/ancestry-heritage +aliases: ["Nagaji"] +--- +# Nagaji +*Source: Lost Omens: Impossible Lands p. 347* + +A traditionalist ancestry with reptilian features and serpentine heads. + +- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/necromancy.md b/rules/traits/necromancy.md index 885e3b537..3bc2eb418 100644 --- a/rules/traits/necromancy.md +++ b/rules/traits/necromancy.md @@ -12,5 +12,8 @@ aliases: ["Necromancy"] Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death. +Necromancy spells harness the power of life and death. + +They can sap life essence or sustain creatures with life-saving healing. Necromancy spells often have the [curse](rules/traits/curse.md), [death](rules/traits/death.md), [healing](rules/traits/healing.md), [negative](rules/traits/negative.md), or [positive](rules/traits/positive.md) traits. - **Categories**: School (Necromancy) \ No newline at end of file diff --git a/rules/traits/negative.md b/rules/traits/negative.md index be8a4a696..ce32a7d54 100644 --- a/rules/traits/negative.md +++ b/rules/traits/negative.md @@ -11,5 +11,8 @@ aliases: ["Negative"] Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy. Creatures with this trait are natives of the Negative Energy Plane. They can survive the basic environmental effects of the Negative Energy Plane. +Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of those who died within them. At the end of each round, a living creature takes at least minor negative environmental damage. In the strongest areas of a negative plane, they could take moderate or even major negative damage at the end of each round. This damage has the [death](rules/traits/death.md) trait, and if a living creature is reduced to 0 Hit Points by this negative damage and killed, it crumbles into ash and can become a wraith. Negative magic is enhanced, and [positive](rules/traits/positive.md) magic is impeded. + +Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy. - **Categories**: Energy & Element \ No newline at end of file diff --git a/rules/traits/neutral-b1.md b/rules/traits/neutral-b1.md new file mode 100644 index 000000000..5b408c349 --- /dev/null +++ b/rules/traits/neutral-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/_alignabv +- trait/category/alignment +aliases: ["Neutral"] +--- +# Neutral +*Source: Bestiary p. 345* + +Neutral + +- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/rules/traits/neutral-evil-b1.md b/rules/traits/neutral-evil-b1.md new file mode 100644 index 000000000..c3e7e7a97 --- /dev/null +++ b/rules/traits/neutral-evil-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/_alignabv +- trait/category/alignment +aliases: ["Neutral Evil"] +--- +# Neutral Evil +*Source: Bestiary p. 345* + +Neutral and [evil](rules/traits/evil.md) + +- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/rules/traits/neutral-good-b1.md b/rules/traits/neutral-good-b1.md new file mode 100644 index 000000000..5c56e87b7 --- /dev/null +++ b/rules/traits/neutral-good-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/_alignabv +- trait/category/alignment +aliases: ["Neutral Good"] +--- +# Neutral Good +*Source: Bestiary p. 345* + +Neutral and [good](rules/traits/good.md) + +- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/rules/traits/nymph-b1.md b/rules/traits/nymph-b1.md new file mode 100644 index 000000000..1f415dcb7 --- /dev/null +++ b/rules/traits/nymph-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Nymph"] +--- +# Nymph +*Source: Bestiary p. 347* + +This family of beautiful fey creatures has strong ties to natural locations. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/olfactory-b1.md b/rules/traits/olfactory-b1.md new file mode 100644 index 000000000..86564d934 --- /dev/null +++ b/rules/traits/olfactory-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/effect +aliases: ["Olfactory"] +--- +# Olfactory +*Source: Bestiary p. 168* + +An olfactory effect can affect only creatures that can smell it. This applies only to olfactory parts of the effect, as determined by the GM. + +- **Categories**: Effect \ No newline at end of file diff --git a/rules/traits/oni-b2.md b/rules/traits/oni-b2.md new file mode 100644 index 000000000..0c7c7c1f5 --- /dev/null +++ b/rules/traits/oni-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature +aliases: ["Oni"] +--- +# Oni +*Source: Bestiary 2 p. 309* + +Oni are a family of fiends who dwell on the Material Plane and take monstrous forms based on humanoid shapes. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/oracle-apg.md b/rules/traits/oracle-apg.md new file mode 100644 index 000000000..31c1a322e --- /dev/null +++ b/rules/traits/oracle-apg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/apg +- trait/category/class +aliases: ["Oracle"] +--- +# Oracle +*Source: Advanced Player's Guide p. 269* + +This trait indicates abilities from the oracle class. + +- **Categories**: Class \ No newline at end of file diff --git a/rules/traits/oread-b2.md b/rules/traits/oread-b2.md new file mode 100644 index 000000000..faa52bf44 --- /dev/null +++ b/rules/traits/oread-b2.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Oread"] +--- +# Oread +*Source: Bestiary 2 p. 309* + +Oreads are planar scions descended from shaitans. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/pervasive-magic-som.md b/rules/traits/pervasive-magic-som.md new file mode 100644 index 000000000..1e0bf7762 --- /dev/null +++ b/rules/traits/pervasive-magic-som.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/general +aliases: ["Pervasive Magic"] +--- +# Pervasive Magic +*Source: Secrets of Magic p. 218* + +> [!pf2-note] +> For more information read the pervasive magic variant rule. + +- **Categories**: General \ No newline at end of file diff --git a/rules/traits/petitioner-b2.md b/rules/traits/petitioner-b2.md new file mode 100644 index 000000000..eef158e5a --- /dev/null +++ b/rules/traits/petitioner-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature-type +aliases: ["Petitioner"] +--- +# Petitioner +*Source: Bestiary 2 p. 309* + +Petitioners are mortal souls who have been judged and then transformed into creatures native to other planes. Petitioners can survive the basic environmental effects of their home plane. + +- **Categories**: Creature Type \ No newline at end of file diff --git a/rules/traits/phantom-som.md b/rules/traits/phantom-som.md new file mode 100644 index 000000000..6dd208148 --- /dev/null +++ b/rules/traits/phantom-som.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/creature +aliases: ["Phantom"] +--- +# Phantom +*Source: Secrets of Magic p. 254* + +A phantom is a soul that has diverged from the River of Souls on the Ethereal Plane before being judged. They typically retain memories of their life before death, but are not undead. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/ponderous-tv.md b/rules/traits/ponderous-tv.md new file mode 100644 index 000000000..157aa097a --- /dev/null +++ b/rules/traits/ponderous-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/armor +aliases: ["Ponderous"] +--- +# Ponderous +*Source: Treasure Vault p. 8* + +The armor has moving parts or other complications that lengthen the wearer's initial reaction time. While wearing the armor, you take a –1 penalty to initiative checks. If you don't meet the armor's required Strength score, this penalty increases to be equal to the armor's check penalty if it's worse. + +- **Categories**: Armor \ No newline at end of file diff --git a/rules/traits/poppet-lotgb.md b/rules/traits/poppet-lotgb.md new file mode 100644 index 000000000..9fda1d550 --- /dev/null +++ b/rules/traits/poppet-lotgb.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/lotgb +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Poppet"] +--- +# Poppet +*Source: Lost Omens: The Grand Bazaar p. 134* + +Small constructs originally designed to serve as companions or servants. They occasionally gain a greater spark of life, transforming them into independent, sapient creatures. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/positive.md b/rules/traits/positive.md index 624c8b9f5..047bb0861 100644 --- a/rules/traits/positive.md +++ b/rules/traits/positive.md @@ -11,5 +11,6 @@ aliases: ["Positive"] Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy. +These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor positive environmental damage. In the strongest areas of a positive plane, they could take moderate or even major positive damage at the end of each round. While this might seem safe for living creatures, positive planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature's temporary HP from a positive plane ever exceeds its maximum HP, it explodes in a burst of overloaded positive energy, spreading across the area to birth new souls. Positive magic is enhanced, and [negative](rules/traits/negative.md) magic is impeded. - **Categories**: Energy & Element \ No newline at end of file diff --git a/rules/traits/processed-tv.md b/rules/traits/processed-tv.md new file mode 100644 index 000000000..d609dca8d --- /dev/null +++ b/rules/traits/processed-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Processed"] +--- +# Processed +*Source: Treasure Vault p. 46* + +An alchemical consumable with the processed trait can be created with [Quick Alchemy](rules/actions/quick-alchemy.md) but is too complex to create in a single action. Using [Quick Alchemy](rules/actions/quick-alchemy.md) to create a processed item takes 1 minute. If the item would take more than 3 actions to Activate, the time the item remains potent after you create it is equal to its activation time. For instance, a processed item that takes 10 minutes to Activate would remain potent for 10 minutes when created with [Quick Alchemy](rules/actions/quick-alchemy.md) instead of remaining potent only until the start of your next turn. This trait doesn't change other specifics of [Quick Alchemy](rules/actions/quick-alchemy.md). You could, for example, use double brew to create two of the same processed item over the course of 1 minute. + +- **Categories**: Item \ No newline at end of file diff --git a/rules/traits/protean-b1.md b/rules/traits/protean-b1.md new file mode 100644 index 000000000..1103c6ac0 --- /dev/null +++ b/rules/traits/protean-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Protean"] +--- +# Protean +*Source: Bestiary p. 347* + +A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have [darkvision](rules/abilities/darkvision.md), an amorphous anatomy, and a weakness to lawful damage. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/psyche-da.md b/rules/traits/psyche-da.md new file mode 100644 index 000000000..24c1a297a --- /dev/null +++ b/rules/traits/psyche-da.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/da +- trait/category/action-ability +- trait/category/combat +aliases: ["Psyche"] +--- +# Psyche +*Source: Dark Archive p. 13* + +Your psyche must be unleashed to use abilities that have the psyche trait, and they end automatically when your unleashed psyche subsides. + +- **Categories**: Action & Ability, Combat \ No newline at end of file diff --git a/rules/traits/psychic-da.md b/rules/traits/psychic-da.md new file mode 100644 index 000000000..b323ef6b4 --- /dev/null +++ b/rules/traits/psychic-da.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/da +- trait/category/class +aliases: ["Psychic"] +--- +# Psychic +*Source: Dark Archive p. 221* + +This indicates abilities from the psychic class. + +- **Categories**: Class \ No newline at end of file diff --git a/rules/traits/psychopomp-b1.md b/rules/traits/psychopomp-b1.md new file mode 100644 index 000000000..387cfd5ac --- /dev/null +++ b/rules/traits/psychopomp-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Psychopomp"] +--- +# Psychopomp +*Source: Bestiary p. 347* + +A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have [darkvision](rules/abilities/darkvision.md), lifesense, and spirit touch, and they are immune to death effects. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/qlippoth-b2.md b/rules/traits/qlippoth-b2.md new file mode 100644 index 000000000..00b5452dd --- /dev/null +++ b/rules/traits/qlippoth-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature +aliases: ["Qlippoth"] +--- +# Qlippoth +*Source: Bestiary 2 p. 309* + +A family of fiends hailing from the Abyss, most qlippoth are chaotic evil. Their appearance affects the minds of non-qlippoth that view them. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/rakshasa-b1.md b/rules/traits/rakshasa-b1.md new file mode 100644 index 000000000..52d0469f0 --- /dev/null +++ b/rules/traits/rakshasa-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Rakshasa"] +--- +# Rakshasa +*Source: Bestiary p. 347* + +Reincarnations of evil souls, rakshasas are fiends that live on the Material Plane. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/ranged-trip-b1.md b/rules/traits/ranged-trip-b1.md new file mode 100644 index 000000000..6ebbf8caa --- /dev/null +++ b/rules/traits/ranged-trip-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/weapon +aliases: ["Ranged Trip"] +--- +# Ranged Trip +*Source: Bestiary p. 85* + +The weapon can be used to [Trip](rules/actions/trip.md) with the [Athletics](compendium/skills.md#Athletics) skill at a distance up to the weapon's first range increment. The skill check is attempted with a –2 circumstance penalty. You can add the weapon's item bonus to attack rolls as a bonus to the check. As with using a melee weapon to [Trip](rules/actions/trip.md), a ranged trip weapon doesn't deal any damage when used to [Trip](rules/actions/trip.md). This trait usually appears only on a [thrown](rules/traits/thrown.md) weapon. + +- **Categories**: Weapon \ No newline at end of file diff --git a/rules/traits/rare.md b/rules/traits/rare.md index 74e7ab5e1..78ad79122 100644 --- a/rules/traits/rare.md +++ b/rules/traits/rare.md @@ -11,5 +11,6 @@ aliases: ["Rare"] This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. +Creatures with this trait are rare. They typically can't be summoned. The DC of [Recall Knowledge](rules/actions/recall-knowledge.md) checks related to these creatures is increased by 5. - **Categories**: Rarity \ No newline at end of file diff --git a/rules/traits/ratfolk-b1.md b/rules/traits/ratfolk-b1.md new file mode 100644 index 000000000..7b84c1385 --- /dev/null +++ b/rules/traits/ratfolk-b1.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Ratfolk"] +--- +# Ratfolk +*Source: Bestiary p. 347* + +Ratfolk are humanoids who resemble rats. + +A creature with this trait is a member of the ratfolk ancestry. Ratfolk are humanoids who resemble rats. An ability with this trait can be used or selected only by ratfolk. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/razing-tv.md b/rules/traits/razing-tv.md new file mode 100644 index 000000000..88aff35bc --- /dev/null +++ b/rules/traits/razing-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/weapon +aliases: ["Razing"] +--- +# Razing +*Source: Treasure Vault p. 26* + +Razing weapons are particularly good at damaging objects, structures, and vehicles. Whenever you deal damage to an object (including shields and animated objects), structure, or vehicle with a razing weapon, the object takes an amount of additional damage equal to double the number of weapon damage dice. + +- **Categories**: Weapon \ No newline at end of file diff --git a/rules/traits/reckless-gmg.md b/rules/traits/reckless-gmg.md new file mode 100644 index 000000000..33a115252 --- /dev/null +++ b/rules/traits/reckless-gmg.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/action-ability +aliases: ["Reckless"] +--- +# Reckless +*Source: Gamemastery Guide p. 254* + +Actions that have the reckless trait push the pilot and the vehicle beyond the normal parameters for safe operation, and the pilot risks losing control of the vehicle. When performing a reckless action, the pilot must first attempt an appropriate piloting check to keep control of the vehicle, with the following effects. Resolve this piloting check before resolving the action itself. + +> [!success-degree] +> - **Success** The action occurs as described. +> - **Failure** The vehicle moves its Speed in a straight line along its most recent heading, drifting up to 45 degrees at the GM's discretion, and becomes uncontrolled. + +- **Categories**: Action & Ability \ No newline at end of file diff --git a/rules/traits/recovery-tv.md b/rules/traits/recovery-tv.md new file mode 100644 index 000000000..95cab243e --- /dev/null +++ b/rules/traits/recovery-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/weapon +aliases: ["Recovery"] +--- +# Recovery +*Source: Treasure Vault p. 26* + +Recovery weapons are thrown weapons designed to return to the thrower when they miss the target. When you make an unsuccessful thrown Strike with this weapon, it flies back to your hand after the Strike is complete, allowing you to try again. If your hands are full when the weapon returns, it falls to the ground in your space. + +- **Categories**: Weapon \ No newline at end of file diff --git a/rules/traits/reflection-da.md b/rules/traits/reflection-da.md new file mode 100644 index 000000000..8f3ee77c3 --- /dev/null +++ b/rules/traits/reflection-da.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/da +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Reflection"] +--- +# Reflection +*Source: Dark Archive p. 221* + +A creature with this trait has the reflection versatile heritage. Reflections are beings who are copies of living people, whether through cloning, planar duplication, or another mechanism. An ability with this trait can be used or selected only by reflections. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/relic-tv.md b/rules/traits/relic-tv.md new file mode 100644 index 000000000..4c33e688c --- /dev/null +++ b/rules/traits/relic-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Relic"] +--- +# Relic +*Source: Treasure Vault p. 204* + + + +- **Categories**: Item \ No newline at end of file diff --git a/rules/traits/resonant-loag.md b/rules/traits/resonant-loag.md new file mode 100644 index 000000000..3e9377449 --- /dev/null +++ b/rules/traits/resonant-loag.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/weapon +aliases: ["Resonant"] +--- +# Resonant +*Source: Lost Omens: Ancestry Guide p. 139* + +This weapon can channel energy damage. You gain the [Conduct Energy](rules/actions/conduct-energy-loag.md) free action while wielding a resonant weapon. + +![Conduct Energy](rules/actions/conduct-energy-loag.md) + + +- **Categories**: Weapon \ No newline at end of file diff --git a/rules/traits/revolutionary-locg.md b/rules/traits/revolutionary-locg.md new file mode 100644 index 000000000..39b81b912 --- /dev/null +++ b/rules/traits/revolutionary-locg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/locg +- trait/category/general +aliases: ["Revolutionary"] +--- +# Revolutionary +*Source: Lost Omens: Character Guide p. 134* + +Revolutionary entities use armed conflict to oppose authority. A revolutionary organization often has a loose structure of agents with loyalty to charismatic individuals. + +- **Categories**: General \ No newline at end of file diff --git a/rules/traits/saggorak-aoa4.md b/rules/traits/saggorak-aoa4.md new file mode 100644 index 000000000..6180cba71 --- /dev/null +++ b/rules/traits/saggorak-aoa4.md @@ -0,0 +1,13 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/aoa4 +aliases: ["Saggorak"] +--- +# Saggorak +*Source: Age of Ashes #4: Fires of the Haunted City p. 73* + +Ancient dwarven blacksmiths in Saggorak designed a series of spectacularly powerful runes. Only someone with legendary proficiency in [Crafting](compendium/skills.md#Crafting), or a well-versed dwarven crafter from the city of Kovlar, can apply, transfer, or remove a rune with the Saggorak trait. + +Because of their considerable power, all Saggorak runes take up two property rune slots, and consequently they can be applied only to armor and weapons with at least a +2 potency rune. \ No newline at end of file diff --git a/rules/traits/sea-devil-b1.md b/rules/traits/sea-devil-b1.md new file mode 100644 index 000000000..2d9c3c026 --- /dev/null +++ b/rules/traits/sea-devil-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Sea Devil"] +--- +# Sea Devil +*Source: Bestiary p. 347* + +Evil ocean-dwelling humanoids, sea devils usually have [darkvision](rules/abilities/darkvision.md) and wavesense. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/sentient-gmg.md b/rules/traits/sentient-gmg.md new file mode 100644 index 000000000..0353a4bf5 --- /dev/null +++ b/rules/traits/sentient-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/morphic +- trait/category/planar +aliases: ["Sentient"] +--- +# Sentient +*Source: Gamemastery Guide p. 254* + +Planes with this trait can change their physical nature according to the plane's own whim. + +- **Categories**: Planar, Morphic \ No newline at end of file diff --git a/rules/traits/serpentfolk-b2.md b/rules/traits/serpentfolk-b2.md new file mode 100644 index 000000000..6fcf3f5bb --- /dev/null +++ b/rules/traits/serpentfolk-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature +aliases: ["Serpentfolk"] +--- +# Serpentfolk +*Source: Bestiary 2 p. 309* + +Serpentfolk are a family of serpentine humanoids. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/shadow.md b/rules/traits/shadow.md index 403f49178..2f3ce48e6 100644 --- a/rules/traits/shadow.md +++ b/rules/traits/shadow.md @@ -11,5 +11,8 @@ aliases: ["Shadow"] This magic involves shadows or the energy of the Shadow Plane. +Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane. + +Planes with this trait are umbral with murky light. On a shadow plane, the radius of all light from light sources and the areas of light spells are halved. Darkness and shadow magic are enhanced, and [light](rules/traits/light.md) magic is impeded. - **Categories**: General \ No newline at end of file diff --git a/rules/traits/shield-throw-tv.md b/rules/traits/shield-throw-tv.md new file mode 100644 index 000000000..651afe961 --- /dev/null +++ b/rules/traits/shield-throw-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Shield Throw"] +--- +# Shield Throw +*Source: Treasure Vault p. 219* + +A shield with this trait is designed to be thrown as a ranged attack. When thrown, the shield is a martial [thrown](rules/traits/thrown.md) ranged weapon. Its damage dice and type are the same as its shield bash attack, but if the shield includes an attached weapon or integrated weapon, you can choose to attack with it instead when you throw the shield. You add your Strength modifier to damage, as typical of a [thrown](rules/traits/thrown.md) weapon. The trait also includes the range increment. + +- **Categories**: Item \ No newline at end of file diff --git a/rules/traits/shisk-lome.md b/rules/traits/shisk-lome.md new file mode 100644 index 000000000..f44a46e02 --- /dev/null +++ b/rules/traits/shisk-lome.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/lome +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Shisk"] +--- +# Shisk +*Source: Lost Omens: The Mwangi Expanse p. 310* + +Secretive humanoids covered in bony plumage that reside underground. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/shoony-ec3.md b/rules/traits/shoony-ec3.md new file mode 100644 index 000000000..5c254c5b9 --- /dev/null +++ b/rules/traits/shoony-ec3.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/ec3 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Shoony"] +--- +# Shoony +*Source: Extinction Curse #3: Life's Long Shadows p. 82* + +Shoonies are reclusive humanoids who resemble bipedal dogs with wrinkled faces and bulging eyes. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/skeleton-b1.md b/rules/traits/skeleton-b1.md new file mode 100644 index 000000000..6f0697c41 --- /dev/null +++ b/rules/traits/skeleton-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Skeleton"] +--- +# Skeleton +*Source: Bestiary p. 347* + +This undead is made by animating a dead creature's skeleton with negative energy. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/skulk-b2.md b/rules/traits/skulk-b2.md new file mode 100644 index 000000000..6af3490a3 --- /dev/null +++ b/rules/traits/skulk-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature +aliases: ["Skulk"] +--- +# Skulk +*Source: Bestiary 2 p. 309* + +Skulks are a family of humanoids whose skin can shift coloration to aid in stealth. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/small-b1.md b/rules/traits/small-b1.md new file mode 100644 index 000000000..b81420fe6 --- /dev/null +++ b/rules/traits/small-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/size +aliases: ["Small"] +--- +# Small +*Source: Bestiary p. 345* + +A Small creature takes up a 5-foot-by-5-foot space (1 square on the grid) and typically has a reach of 5 feet. + +- **Categories**: Size \ No newline at end of file diff --git a/rules/traits/social-apg.md b/rules/traits/social-apg.md new file mode 100644 index 000000000..846d4726d --- /dev/null +++ b/rules/traits/social-apg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/apg +- trait/category/feat +aliases: ["Social"] +--- +# Social +*Source: Advanced Player's Guide p. 270* + +Actions and abilities with the social trait can be used only while a [vigilante](compendium/character/archetypes/vigilante-apg.md) is in their social identity. + +- **Categories**: Feat \ No newline at end of file diff --git a/rules/traits/soulbound-b1.md b/rules/traits/soulbound-b1.md new file mode 100644 index 000000000..737c2e8d7 --- /dev/null +++ b/rules/traits/soulbound-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Soulbound"] +--- +# Soulbound +*Source: Bestiary p. 347* + +These constructs are mentally augmented by a fragment of a once-living creature's soul. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/spellgun-tv.md b/rules/traits/spellgun-tv.md new file mode 100644 index 000000000..ddab90bea --- /dev/null +++ b/rules/traits/spellgun-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/item +aliases: ["Spellgun"] +--- +# Spellgun +*Source: Treasure Vault p. 221* + +The spellgun trait appears on items that can generate a magical effect that flies out like a bullet. You can make either a spell attack roll with a spellgun or a ranged attack roll using your proficiency with simple firearms. Spellguns have a range increment, which applies regardless of which type of attack roll you make. Though you can use your modifier for simple firearms, a spellgun isn't actually a firearm. You don't get the damage of a firearm [Strike](rules/actions/strike.md), nor other benefits like critical specialization. Similarly, you can't load or reload a spellgun, [affix talismans](rules/actions/affix-a-talisman.md) to one, make a spellgun [Strike](rules/actions/strike.md) as part of an action that lets you make a firearm [Strike](rules/actions/strike.md), and so on. + +- **Categories**: Item \ No newline at end of file diff --git a/rules/traits/spellheart-som.md b/rules/traits/spellheart-som.md new file mode 100644 index 000000000..9e511a9f5 --- /dev/null +++ b/rules/traits/spellheart-som.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/equipment +aliases: ["Spellheart"] +--- +# Spellheart +*Source: Secrets of Magic p. 170* + +Spellhearts are permanent items that work similarly to talismans. You affix a spellheart using the Affix a Spellheart activity, which is otherwise identical to [Affixing the Talisman](rules/actions/affix-a-talisman.md). The limit of one talisman per item remains—an item can have one spellheart or one talisman, not both. When casting a cantrip from a spellheart, you can use your own spell attack roll or spell DC if it's higher. [Crafting](rules/actions/craft.md) a spellheart requires the spells the spellheart can cast. For example, a major five-feather wreath requires [air walk](compendium/spells/air-walk.md), gale blast, and [wall of wind](compendium/spells/wall-of-wind.md). + +- **Categories**: Equipment \ No newline at end of file diff --git a/rules/traits/spriggan-b2.md b/rules/traits/spriggan-b2.md new file mode 100644 index 000000000..b746157c4 --- /dev/null +++ b/rules/traits/spriggan-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature +aliases: ["Spriggan"] +--- +# Spriggan +*Source: Bestiary 2 p. 310* + +Kin to gnomes, spriggans tend to be evil and can grow in size to resemble giants. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/sprite-b1.md b/rules/traits/sprite-b1.md new file mode 100644 index 000000000..98f680f8d --- /dev/null +++ b/rules/traits/sprite-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Sprite"] +--- +# Sprite +*Source: Bestiary p. 347* + +A family of diminutive winged fey with a strong connection to primal magic. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/static-gmg.md b/rules/traits/static-gmg.md new file mode 100644 index 000000000..060e77456 --- /dev/null +++ b/rules/traits/static-gmg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/planar +aliases: ["Static"] +--- +# Static +*Source: Gamemastery Guide p. 254* + +The physical nature of a plane with this trait can't be changed in any way. + +- **Categories**: Planar \ No newline at end of file diff --git a/rules/traits/strange-gravity-gmg.md b/rules/traits/strange-gravity-gmg.md new file mode 100644 index 000000000..668427f47 --- /dev/null +++ b/rules/traits/strange-gravity-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/gravity +- trait/category/planar +aliases: ["Strange Gravity"] +--- +# Strange Gravity +*Source: Gamemastery Guide p. 254* + +All bodies of mass are centers of gravity with roughly the same force. A creature can stand on any solid objects that is as large as or larger than themself. + +- **Categories**: Planar, Gravity \ No newline at end of file diff --git a/rules/traits/strix-loag.md b/rules/traits/strix-loag.md new file mode 100644 index 000000000..5f31ac2f6 --- /dev/null +++ b/rules/traits/strix-loag.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loag +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Strix"] +--- +# Strix +*Source: Lost Omens: Ancestry Guide p. 142* + +Winged humanoids, most of whom live in and around Cheliax. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/subjective-gravity-gmg.md b/rules/traits/subjective-gravity-gmg.md new file mode 100644 index 000000000..a988e663e --- /dev/null +++ b/rules/traits/subjective-gravity-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/gravity +- trait/category/planar +aliases: ["Subjective Gravity"] +--- +# Subjective Gravity +*Source: Gamemastery Guide p. 254* + +All bodies of mass can be centers of gravity with the same force, but only if a non-mindless creature wills it. Unattended items, objects, and [mindless](rules/traits/mindless.md) creatures treat the plane as having microgravity. Creatures on a plane with subjective gravity can move normally along a solid surface by imagining "down" near their feet. Designating this downward direction is a free action that has the [concentrate](rules/traits/concentrate.md) trait. If suspended in midair, a creature can replicate flight by choosing a "down" direction and falling in that direction, moving up to their Speed or fly Speed. This pseudo-flight uses the [Fly](rules/actions/fly.md) action. + +- **Categories**: Planar, Gravity \ No newline at end of file diff --git a/rules/traits/suli-b2.md b/rules/traits/suli-b2.md new file mode 100644 index 000000000..63298f1ef --- /dev/null +++ b/rules/traits/suli-b2.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Suli"] +--- +# Suli +*Source: Bestiary 2 p. 310* + +Sulis are planar scions descended from jann. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/summoner-som.md b/rules/traits/summoner-som.md new file mode 100644 index 000000000..d2add3cb7 --- /dev/null +++ b/rules/traits/summoner-som.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/class +aliases: ["Summoner"] +--- +# Summoner +*Source: Secrets of Magic p. 254* + +This indicates abilities from the summoner class. + +- **Categories**: Class \ No newline at end of file diff --git a/rules/traits/swarm-b1.md b/rules/traits/swarm-b1.md new file mode 100644 index 000000000..13b18d9ee --- /dev/null +++ b/rules/traits/swarm-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Swarm"] +--- +# Swarm +*Source: Bestiary p. 347* + +A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/swashbuckler-apg.md b/rules/traits/swashbuckler-apg.md new file mode 100644 index 000000000..662200024 --- /dev/null +++ b/rules/traits/swashbuckler-apg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/apg +- trait/category/class +aliases: ["Swashbuckler"] +--- +# Swashbuckler +*Source: Advanced Player's Guide p. 270* + +This indicates abilities from the swashbuckler class. + +- **Categories**: Class \ No newline at end of file diff --git a/rules/traits/sylph-b2.md b/rules/traits/sylph-b2.md new file mode 100644 index 000000000..47d9f8c31 --- /dev/null +++ b/rules/traits/sylph-b2.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Sylph"] +--- +# Sylph +*Source: Bestiary 2 p. 309* + +Sylphs are planar scions descended from djinn. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/tandem-som.md b/rules/traits/tandem-som.md new file mode 100644 index 000000000..66484bf2d --- /dev/null +++ b/rules/traits/tandem-som.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/action-ability +aliases: ["Tandem"] +--- +# Tandem +*Source: Secrets of Magic p. 57* + +Actions with this trait involve you and your eidolon acting in concert. You can't use a tandem action if either you or your eidolon can't act, if you haven't [Manifested your Eidolon](rules/actions/manifest-eidolon-som.md), or if you've [Manifested your Eidolon](rules/actions/manifest-eidolon-som.md) in a way where it isn't a separate entity (such as with the [Meld into Eidolon](compendium/feats/meld-into-eidolon-som.md) feat). Tandem actions often let both you and your eidolon take separate actions, but these must be actions taken separately by you and your eidolon; you can't use a tandem action to take another tandem action. + +- **Categories**: Action & Ability \ No newline at end of file diff --git a/rules/traits/tane-b2.md b/rules/traits/tane-b2.md new file mode 100644 index 000000000..36ce90ff2 --- /dev/null +++ b/rules/traits/tane-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature +aliases: ["Tane"] +--- +# Tane +*Source: Bestiary 2 p. 310* + +The Tane are powerful creatures created eons ago by the Eldest of the First World. All of the Tane treat whatever plane they happen to be on as their home plane. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/tattoo-lowg.md b/rules/traits/tattoo-lowg.md new file mode 100644 index 000000000..59dc85dee --- /dev/null +++ b/rules/traits/tattoo-lowg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/lowg +- trait/category/item +aliases: ["Tattoo"] +--- +# Tattoo +*Source: Lost Omens: World Guide p. 124* + +A tattoo is a type of item that is drawn or cut into a creature's skin and usually takes the form of images or symbols. + +- **Categories**: Item \ No newline at end of file diff --git a/rules/traits/tengu-b1.md b/rules/traits/tengu-b1.md new file mode 100644 index 000000000..224215ce3 --- /dev/null +++ b/rules/traits/tengu-b1.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Tengu"] +--- +# Tengu +*Source: Bestiary p. 270* + +A creature with this trait is a member of the tengu ancestry. Tengus are humanoids who resemble birds. An ability with this trait can be used or selected only by tengus. An item with this trait is created and used by tengus. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/tethered-b1.md b/rules/traits/tethered-b1.md new file mode 100644 index 000000000..f057f838f --- /dev/null +++ b/rules/traits/tethered-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/weapon +aliases: ["Tethered"] +--- +# Tethered +*Source: Bestiary p. 85* + +This weapon is attached to a length of rope or chain that allows you to retrieve it after it has left your hand. If you have a free hand while wielding this weapon, you can use an [Interact](rules/actions/interact.md) action to pull the weapon back into your grasp after you have thrown it as a ranged attack or after it has been [disarmed](rules/actions/disarm.md) (unless it is being held by another creature). + +- **Categories**: Weapon \ No newline at end of file diff --git a/rules/traits/thaumaturge-da.md b/rules/traits/thaumaturge-da.md new file mode 100644 index 000000000..db6f0cf4c --- /dev/null +++ b/rules/traits/thaumaturge-da.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/da +- trait/category/class +aliases: ["Thaumaturge"] +--- +# Thaumaturge +*Source: Dark Archive p. 222* + +This indicates abilities from the thaumaturge class. + +- **Categories**: Class \ No newline at end of file diff --git a/rules/traits/tiefling-b1.md b/rules/traits/tiefling-b1.md new file mode 100644 index 000000000..e74c0ec75 --- /dev/null +++ b/rules/traits/tiefling-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/ancestry-heritage +aliases: ["Tiefling"] +--- +# Tiefling +*Source: Bestiary p. 270* + +A creature with this trait has the tiefling versatile heritage. Tieflings are planar scions descended from [fiend](rules/traits/fiend.md). An ability with this trait can be used or selected only by tieflings. + +- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/time-b2.md b/rules/traits/time-b2.md new file mode 100644 index 000000000..7c498a357 --- /dev/null +++ b/rules/traits/time-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature-type +aliases: ["Time"] +--- +# Time +*Source: Bestiary 2 p. 310* + +Time creatures are natives of the Dimension of Time. They do not age, and while some may be driven by supernatural hungers, they do not need to eat or drink to survive. They can survive the basic environmental effects of the Dimension of Time. + +- **Categories**: Creature Type \ No newline at end of file diff --git a/rules/traits/timeless-gmg.md b/rules/traits/timeless-gmg.md new file mode 100644 index 000000000..b37784fd5 --- /dev/null +++ b/rules/traits/timeless-gmg.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/planar +- trait/category/time +aliases: ["Timeless"] +--- +# Timeless +*Source: Gamemastery Guide p. 254* + +Time still passes, but the effects of time are diminished. Creatures on these planes don't feel hunger, thirst, or the effects of aging or natural healing. The effects of poison, diseases, and other kinds of healing may also be diminished on certain timeless planes. Spell energy and other effects still dissipate, so the durations of spells and other effects function as normal. The danger of this trait is that when a creature leaves a timeless plane and enters a plane with another time trait, the effects of hunger, thirst, aging, and other effects slowed or arrested by the timeless trait occur retroactively in the instant of transition, possibly causing the creature to immediately starve or die of old age. + +- **Categories**: Planar, Time \ No newline at end of file diff --git a/rules/traits/tiny-b1.md b/rules/traits/tiny-b1.md new file mode 100644 index 000000000..88a53d2bf --- /dev/null +++ b/rules/traits/tiny-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/size +aliases: ["Tiny"] +--- +# Tiny +*Source: Bestiary p. 345* + +A creature of this size takes up less than a 5-foot-by-5-foot space (1 square on the grid), and multiple Tiny creatures can occupy the same square on the grid. At least four Tiny creatures can occupy the same square, and even more can occupy the same square, at the GM's discretion. They can also occupy the same space as larger creatures, and if their reach is 0 feet, they must do so in order to attack. + +- **Categories**: Size \ No newline at end of file diff --git a/rules/traits/town-gmg.md b/rules/traits/town-gmg.md new file mode 100644 index 000000000..4d0842a0f --- /dev/null +++ b/rules/traits/town-gmg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/settlement +aliases: ["Town"] +--- +# Town +*Source: Gamemastery Guide p. 254* + +Settlements with this trait are modest in size, with a level usually ranging from 2–4. + +- **Categories**: Settlement \ No newline at end of file diff --git a/rules/traits/training-tv.md b/rules/traits/training-tv.md new file mode 100644 index 000000000..0ef879cc7 --- /dev/null +++ b/rules/traits/training-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/weapon +aliases: ["Training"] +--- +# Training +*Source: Treasure Vault p. 26* + +A training weapon is designed to be used when training an animal to participate in combat by identifying the target for the animal to attack. [Striking](rules/actions/strike.md) a creature with a training weapon gives your animal companion or your bonded animal a +1 circumstance bonus to its next attack roll against that target. + +- **Categories**: Weapon \ No newline at end of file diff --git a/rules/traits/traits.md b/rules/traits/traits.md index d97ffa427..9f3659138 100644 --- a/rules/traits/traits.md +++ b/rules/traits/traits.md @@ -4,37 +4,77 @@ cssclass: pf2e,pf2e-index --- # Index of Traits +- [Aasimar](aasimar-apg.md) - [Aberration](aberration.md) - [Abjuration](abjuration.md) +- [Academic](academic-locg.md) - [Acid](acid.md) - [Additive](additive.md) +- [Adjusted](adjusted-tv.md) +- [Adjustment](adjustment-lotgb.md) +- [Aeon](aeon-b1.md) +- [Aftermath](aftermath-da.md) - [Agile](agile.md) - [Air](air.md) - [Alchemical](alchemical.md) - [Alchemist](alchemist.md) +- [Amp](amp-da.md) +- [Amphibious](amphibious-b1.md) +- [Anadi](anadi-lome.md) +- [Android](android-loag.md) - [Angel](angel.md) - [Animal](animal.md) +- [Any](any-b1.md) +- [Any Class](any-class-som.md) +- [Any Magical Tradition](any-magical-tradition-b1.md) - [Apex](apex.md) +- [Aphorite](aphorite-loag.md) +- [Aquadynamic](aquadynamic-tv.md) +- [Aquatic](aquatic-b1.md) - [Arcane](arcane.md) - [Archetype](archetype.md) - [Archon](archon.md) +- [Artifact](artifact-gmg.md) +- [Astral](astral-b1.md) - [Attached](attached.md) - [Attack](attack.md) - [Auditory](auditory.md) - [Aura](aura.md) +- [Azarketi](azarketi-loag.md) - [Azata](azata.md) - [Backstabber](backstabber.md) - [Backswing](backswing.md) - [Barbarian](barbarian.md) - [Bard](bard.md) +- [Barding](barding-tv.md) - [Beast](beast.md) +- [Beastkin](beastkin-loag.md) +- [Boggard](boggard-b1.md) - [Bomb](bomb.md) +- [Brace](brace-tv.md) +- [Brutal](brutal-b2.md) - [Bulwark](bulwark.md) +- [Caligni](caligni-b1.md) - [Cantrip](cantrip.md) +- [Capacity](capacity-tv.md) +- [Catalyst](catalyst-som.md) +- [Catfolk](catfolk-b1.md) - [Celestial](celestial.md) +- [Certain Kill](certain-kill-frp3.md) - [Champion](champion.md) +- [Changeling](changeling-b1.md) +- [Chaotic Evil](chaotic-evil-b1.md) +- [Chaotic Good](chaotic-good-b1.md) +- [Chaotic Neutral](chaotic-neutral-b1.md) - [Chaotic](chaotic.md) +- [Charau-ka](charau-ka-lome.md) +- [Charm](charm-b1.md) +- [City](city-gmg.md) +- [City-state](city-state-loil.md) +- [Class](class-som.md) - [Cleric](cleric.md) +- [Climbing](climbing-aaws.md) +- [Coda](coda-tv.md) - [Cold](cold.md) - [Comfort](comfort.md) - [Common](common.md) @@ -43,18 +83,29 @@ cssclass: pf2e,pf2e-index - [Composition](composition.md) - [Concentrate](concentrate.md) - [Conjuration](conjuration.md) +- [Conrasu](conrasu-loag.md) - [Consecration](consecration.md) - [Construct](construct.md) - [Consumable](consumable.md) - [Contact](contact.md) +- [Contingency](contingency-som.md) +- [Contract](contract-lol.md) +- [Couatl](couatl-b2.md) - [Curse](curse.md) +- [Cursebound](cursebound-apg.md) +- [Cursed](cursed-gmg.md) +- [Daemon](daemon-b1.md) - [Darkness](darkness.md) - [Deadly](deadly.md) - [Death](death.md) - [Dedication](dedication.md) +- [Deflecting](deflecting-tv.md) - [Demon](demon.md) +- [Dero](dero-b1.md) - [Detection](detection.md) +- [Deviant](deviant-da.md) - [Devil](devil.md) +- [Dhampir](dhampir-b1.md) - [Dinosaur](dinosaur.md) - [Disarm](disarm.md) - [Disease](disease.md) @@ -62,92 +113,183 @@ cssclass: pf2e,pf2e-index - [Divine](divine.md) - [Downtime](downtime.md) - [Dragon](dragon.md) +- [Dream](dream-b2.md) - [Drow](drow.md) +- [Drug](drug-gmg.md) - [Druid](druid.md) - [Duergar](duergar.md) +- [Duskwalker](duskwalker-apg.md) - [Dwarf](dwarf.md) - [Earth](earth.md) +- [Eidolon](eidolon-som.md) - [Electricity](electricity.md) - [Elemental](elemental.md) - [Elf](elf.md) - [Elixir](elixir.md) - [Emotion](emotion.md) - [Enchantment](enchantment.md) +- [Energy](energy-loag.md) +- [Entrench](entrench-tv.md) - [Environmental](environmental.md) +- [Erratic](erratic-gmg.md) +- [Esoterica](esoterica-da.md) - [Ethereal](ethereal.md) - [Evil](evil.md) - [Evocation](evocation.md) +- [Evolution](evolution-som.md) +- [Expandable](expandable-tv.md) - [Exploration](exploration.md) - [Extradimensional](extradimensional.md) - [Fatal](fatal.md) - [Fear](fear.md) +- [Fetchling](fetchling-b2.md) - [Fey](fey.md) - [Fiend](fiend.md) - [Fighter](fighter.md) - [Finesse](finesse.md) +- [Finisher](finisher-apg.md) +- [Finite](finite-gmg.md) - [Fire](fire.md) +- [Fleshwarp](fleshwarp-loag.md) - [Flexible](flexible.md) - [Flourish](flourish.md) +- [Flowing](flowing-gmg.md) - [Focused](focused.md) +- [Foldaway](foldaway-tv.md) - [Force](force.md) - [Forceful](forceful.md) - [Fortune](fortune.md) - [Free-Hand](free-hand.md) +- [Fulu](fulu-som.md) +- [Fungus](fungus-b1.md) +- [Ganzi](ganzi-loag.md) +- [Gargantuan](gargantuan-b1.md) - [General](general.md) +- [Genie](genie-b1.md) +- [Geniekin](geniekin-loag.md) +- [Ghoran](ghoran-loil.md) +- [Ghost](ghost-b1.md) +- [Ghoul](ghoul-b1.md) - [Giant](giant.md) +- [Gnoll](gnoll-b1.md) - [Gnome](gnome.md) - [Goblin](goblin.md) +- [Golem](golem-b1.md) +- [Goloma](goloma-lome.md) - [Good](good.md) - [Grapple](grapple.md) +- [Gremlin](gremlin-b1.md) +- [Grimoire](grimoire-som.md) +- [Grippli](grippli-b2.md) - [Hag](hag.md) - [Half-Elf](half-elf.md) - [Half-Orc](half-orc.md) - [Halfling](halfling.md) +- [Hampering](hampering-loag.md) +- [Harnessed](harnessed-tv.md) - [Haunt](haunt.md) - [Healing](healing.md) +- [Hefty](hefty-tv.md) +- [Hellknight](hellknight-locg.md) +- [Hex](hex-apg.md) +- [High Gravity](high-gravity-gmg.md) +- [Hindering](hindering-tv.md) +- [Hobgoblin](hobgoblin-locg.md) +- [Huge](huge-b1.md) - [Human](human.md) - [Humanoid](humanoid.md) +- [Ifrit](ifrit-b2.md) - [Illusion](illusion.md) +- [Immeasurable](immeasurable-gmg.md) - [Incapacitation](incapacitation.md) +- [Incarnate](incarnate-som.md) +- [Incorporeal](incorporeal-b1.md) +- [Inevitable](inevitable-b1.md) - [Infused](infused.md) - [Ingested](ingested.md) - [Inhaled](inhaled.md) - [Injury](injury.md) +- [Inscribed](inscribed-tv.md) - [Instinct](instinct.md) +- [Integrated](integrated-tv.md) +- [Intelligent](intelligent-gmg.md) - [Invested](invested.md) +- [Investigator](investigator-apg.md) - [Jousting](jousting.md) +- [Kaiju](kaiju-frp2.md) +- [Kashrishi](kashrishi-loil.md) +- [Kitsune](kitsune-loag.md) +- [Kobold](kobold-b1.md) +- [Laminar](laminar-tv.md) +- [Large](large-b1.md) +- [Launching](launching-tv.md) +- [Lawful Evil](lawful-evil-b1.md) +- [Lawful Goo](lawful-goo-b1.md) +- [Lawful Neutral](lawful-neutral-b1.md) - [Lawful](lawful.md) +- [Leshy](leshy-b1.md) - [Light](light.md) +- [Lineage](lineage-apg.md) - [Linguistic](linguistic.md) - [Litany](litany.md) +- [Lizardfolk](lizardfolk-b1.md) +- [Low Gravity](low-gravity-gmg.md) +- [Lozenge](lozenge-tv.md) - [Magical](magical.md) +- [Magus](magus-som.md) - [Manipulate](manipulate.md) - [Mechanical](mechanical.md) +- [Medium](medium-b1.md) - [Mental](mental.md) +- [Merfolk](merfolk-b1.md) - [Metamagic](metamagic.md) +- [Metamorphic](metamorphic-gmg.md) +- [Metropolis](metropolis-gmg.md) +- [Microgravity](microgravity-gmg.md) +- [Militaristic](militaristic-locg.md) - [Mindless](mindless.md) +- [Mindshift](mindshift-da.md) - [Minion](minion.md) - [Misfortune](misfortune.md) +- [Missive](missive-tv.md) +- [Modular](modular-logm.md) - [Monitor](monitor.md) - [Monk](monk.md) +- [Morlock](morlock-b2.md) - [Morph](morph.md) - [Move](move.md) - [Multiclass](multiclass.md) +- [Mummy](mummy-b1.md) - [Mutagen](mutagen.md) +- [Mutant](mutant-b1.md) +- [Nagaji](nagaji-loil.md) - [Necromancy](necromancy.md) - [Negative](negative.md) +- [Neutral](neutral-b1.md) +- [Neutral Evil](neutral-evil-b1.md) +- [Neutral Good](neutral-good-b1.md) - [Noisy](noisy.md) - [Nonlethal](nonlethal.md) +- [Nymph](nymph-b1.md) - [Oath](oath.md) - [Occult](occult.md) - [Oil](oil.md) +- [Olfactory](olfactory-b1.md) +- [Oni](oni-b2.md) - [Ooze](ooze.md) - [Open](open.md) +- [Oracle](oracle-apg.md) - [Orc](orc.md) +- [Oread](oread-b2.md) - [Parry](parry.md) +- [Pervasive Magic](pervasive-magic-som.md) +- [Petitioner](petitioner-b2.md) +- [Phantom](phantom-som.md) - [Plant](plant.md) - [Poison](poison.md) - [Polymorph](polymorph.md) +- [Ponderous](ponderous-tv.md) +- [Poppet](poppet-lotgb.md) - [Positive](positive.md) - [Possession](possession.md) - [Potion](potion.md) @@ -155,48 +297,120 @@ cssclass: pf2e,pf2e-index - [Prediction](prediction.md) - [Press](press.md) - [Primal](primal.md) +- [Processed](processed-tv.md) - [Propulsive](propulsive.md) +- [Protean](protean-b1.md) +- [Psyche](psyche-da.md) +- [Psychic](psychic-da.md) +- [Psychopomp](psychopomp-b1.md) +- [Qlippoth](qlippoth-b2.md) - [Rage](rage.md) +- [Rakshasa](rakshasa-b1.md) - [Range Increment](range-increment.md) +- [Ranged Trip](ranged-trip-b1.md) - [Ranger](ranger.md) - [Rare](rare.md) +- [Ratfolk](ratfolk-b1.md) +- [Razing](razing-tv.md) - [Reach](reach.md) +- [Reckless](reckless-gmg.md) +- [Recovery](recovery-tv.md) +- [Reflection](reflection-da.md) +- [Relic](relic-tv.md) - [Reload](reload.md) +- [Resonant](resonant-loag.md) - [Revelation](revelation.md) +- [Revolutionary](revolutionary-locg.md) - [Rogue](rogue.md) +- [Saggorak](saggorak-aoa4.md) - [Scroll](scroll.md) - [Scrying](scrying.md) +- [Sea Devil](sea-devil-b1.md) - [Secret](secret.md) +- [Sentient](sentient-gmg.md) +- [Serpentfolk](serpentfolk-b2.md) - [Shadow](shadow.md) +- [Shield Throw](shield-throw-tv.md) +- [Shisk](shisk-lome.md) +- [Shoony](shoony-ec3.md) - [Shove](shove.md) +- [Skeleton](skeleton-b1.md) - [Skill](skill.md) +- [Skulk](skulk-b2.md) - [Sleep](sleep.md) +- [Small](small-b1.md) - [Snare](snare.md) +- [Social](social-apg.md) - [Sonic](sonic.md) - [Sorcerer](sorcerer.md) +- [Soulbound](soulbound-b1.md) +- [Spellgun](spellgun-tv.md) +- [Spellheart](spellheart-som.md) - [Spirit](spirit.md) - [Splash](splash.md) +- [Spriggan](spriggan-b2.md) +- [Sprite](sprite-b1.md) - [Staff](staff.md) - [Stance](stance.md) +- [Static](static-gmg.md) +- [Strange Gravity](strange-gravity-gmg.md) +- [Strix](strix-loag.md) - [Structure](structure.md) +- [Subjective Gravity](subjective-gravity-gmg.md) +- [Suli](suli-b2.md) - [Summoned](summoned.md) +- [Summoner](summoner-som.md) +- [Swarm](swarm-b1.md) +- [Swashbuckler](swashbuckler-apg.md) - [Sweep](sweep.md) +- [Sylph](sylph-b2.md) - [Talisman](talisman.md) +- [Tandem](tandem-som.md) +- [Tane](tane-b2.md) +- [Tattoo](tattoo-lowg.md) - [Teleportation](teleportation.md) +- [Tengu](tengu-b1.md) +- [Tethered](tethered-b1.md) +- [Thaumaturge](thaumaturge-da.md) - [Thrown](thrown.md) +- [Tiefling](tiefling-b1.md) +- [Time](time-b2.md) +- [Timeless](timeless-gmg.md) +- [Tiny](tiny-b1.md) +- [Town](town-gmg.md) +- [Training](training-tv.md) - [Transmutation](transmutation.md) - [Trap](trap.md) - [Trip](trip.md) +- [Troll](troll-b1.md) +- [True Name](true-name-som.md) - [Twin](twin.md) - [Two-Hand](two-hand.md) - [Unarmed](unarmed.md) +- [Unbounded](unbounded-gmg.md) - [Uncommon](uncommon.md) - [Undead](undead.md) +- [Undine](undine-b2.md) - [Unique](unique.md) +- [Urdefhan](urdefhan-b2.md) +- [Vampire](vampire-b1.md) +- [Vanara](vanara-loil.md) +- [Vehicular](vehicular-tv.md) +- [Velstrac](velstrac-b2.md) - [Versatile](versatile.md) +- [Vigilante](vigilante-apg.md) +- [Village](village-gmg.md) - [Virulent](virulent.md) +- [Vishkanya](vishkanya-loil.md) - [Visual](visual.md) - [Volley](volley.md) - [Wand](wand.md) - [Water](water.md) +- [Wayfaring](wayfaring-locg.md) +- [Werecreature](werecreature-b1.md) +- [Wight](wight-b1.md) +- [Witch](witch-apg.md) - [Wizard](wizard.md) +- [Wraith](wraith-b1.md) +- [Xulgath](xulgath-b1.md) +- [Zombie](zombie-b1.md) diff --git a/rules/traits/transmutation.md b/rules/traits/transmutation.md index 03ce2da9e..5016ba0e4 100644 --- a/rules/traits/transmutation.md +++ b/rules/traits/transmutation.md @@ -12,5 +12,6 @@ aliases: ["Transmutation"] Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form. +Transmutation spells make alterations to or transform the physical form of a creature or object. The [morph](rules/traits/morph.md) and [polymorph](rules/traits/polymorph.md) traits appear primarily in transmutation spells. - **Categories**: School (Transmutation) \ No newline at end of file diff --git a/rules/traits/troll-b1.md b/rules/traits/troll-b1.md new file mode 100644 index 000000000..934160fab --- /dev/null +++ b/rules/traits/troll-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Troll"] +--- +# Troll +*Source: Bestiary p. 347* + +Trolls are giant, brutish creatures and are well known for their ability to regenerate. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/true-name-som.md b/rules/traits/true-name-som.md new file mode 100644 index 000000000..e0aa7da4a --- /dev/null +++ b/rules/traits/true-name-som.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/som +- trait/category/general +aliases: ["True Name"] +--- +# True Name +*Source: Secrets of Magic p. 244* + +Certain spells, feats, and items have the true name trait. This trait means they require you to know a creature's true name to use them. But even without these specialized abilities, knowing a creature's true name gives you certain advantages. If you know a creature's true name, you have a +2 circumstance bonus to the following checks. + +- Checks to [Recall Knowledge](rules/actions/recall-knowledge.md) about the creature +- [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) checks relating to the creature, such as [Deciphering its Writing](rules/actions/decipher-writing.md), [Identifying its Magic](rules/actions/identify-magic.md), or [Learning its Spells](rules/actions/learn-a-spell.md) +- [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), and [Intimidation](compendium/skills.md#Intimidation) checks used on or related to the creature, such as to [Coerce](rules/actions/coerce.md) it, [Gather Information](rules/actions/gather-information.md) on it, or [Impersonate](rules/actions/impersonate.md) it + +- **Categories**: General \ No newline at end of file diff --git a/rules/traits/unbounded-gmg.md b/rules/traits/unbounded-gmg.md new file mode 100644 index 000000000..4b846436e --- /dev/null +++ b/rules/traits/unbounded-gmg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/planar +aliases: ["Unbounded"] +--- +# Unbounded +*Source: Gamemastery Guide p. 255* + +Planes with this trait loop back on themselves when a creature reaches the plane's "edge". + +- **Categories**: Planar \ No newline at end of file diff --git a/rules/traits/uncommon.md b/rules/traits/uncommon.md index 057ecfce0..7efe8600f 100644 --- a/rules/traits/uncommon.md +++ b/rules/traits/uncommon.md @@ -11,5 +11,6 @@ aliases: ["Uncommon"] Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. +Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](rules/actions/recall-knowledge.md) checks related to these creature is increased by 2. - **Categories**: Rarity \ No newline at end of file diff --git a/rules/traits/undine-b2.md b/rules/traits/undine-b2.md new file mode 100644 index 000000000..5d8a176e8 --- /dev/null +++ b/rules/traits/undine-b2.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Undine"] +--- +# Undine +*Source: Bestiary 2 p. 310* + +Undines are planar scions descended from marids. + +- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/unique.md b/rules/traits/unique.md index 3a2a96b27..fab4f89d4 100644 --- a/rules/traits/unique.md +++ b/rules/traits/unique.md @@ -11,5 +11,6 @@ aliases: ["Unique"] A rules element with this trait is one-of-a-kind. +A creature with this rarity is one of a kind. The DC of Recall Knowledge checks related to this creature is increased by 10. - **Categories**: Rarity \ No newline at end of file diff --git a/rules/traits/urdefhan-b2.md b/rules/traits/urdefhan-b2.md new file mode 100644 index 000000000..9aa938239 --- /dev/null +++ b/rules/traits/urdefhan-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature +aliases: ["Urdefhan"] +--- +# Urdefhan +*Source: Bestiary 2 p. 310* + +Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/vampire-b1.md b/rules/traits/vampire-b1.md new file mode 100644 index 000000000..ea5d400ff --- /dev/null +++ b/rules/traits/vampire-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Vampire"] +--- +# Vampire +*Source: Bestiary p. 347* + +Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/vanara-loil.md b/rules/traits/vanara-loil.md new file mode 100644 index 000000000..b7f3926db --- /dev/null +++ b/rules/traits/vanara-loil.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loil +- trait/category/ancestry-heritage +aliases: ["Vanara"] +--- +# Vanara +*Source: Lost Omens: Impossible Lands p. 343* + +An inquisitive ancestry with primate-like features and prehensile tails. + +- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/vehicular-tv.md b/rules/traits/vehicular-tv.md new file mode 100644 index 000000000..c5c15cc9b --- /dev/null +++ b/rules/traits/vehicular-tv.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/tv +- trait/category/weapon +aliases: ["Vehicular"] +--- +# Vehicular +*Source: Treasure Vault p. 26* + +A vehicular weapon is attached to a vehicle or worn by a mount and can typically only be wielded by the driver of the vehicle or the mount's primary rider. The driver or rider can control a vehicular weapon with the same hands they use to steer the vehicle or guide the mount. A vehicular weapon can be [Disarmed](rules/actions/disarm.md) by knocking the controls (typically reins for a mount or a steering device for a vehicle) out of the wielder's hands. + +- **Categories**: Weapon \ No newline at end of file diff --git a/rules/traits/velstrac-b2.md b/rules/traits/velstrac-b2.md new file mode 100644 index 000000000..3e9b49049 --- /dev/null +++ b/rules/traits/velstrac-b2.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b2 +- trait/category/creature +aliases: ["Velstrac"] +--- +# Velstrac +*Source: Bestiary 2 p. 310* + +A family of fiends from the Shadow Plane that are associated with pain and agony. All velstracs possess some form of disturbing gaze. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/vigilante-apg.md b/rules/traits/vigilante-apg.md new file mode 100644 index 000000000..6246b682a --- /dev/null +++ b/rules/traits/vigilante-apg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/apg +- trait/category/feat +aliases: ["Vigilante"] +--- +# Vigilante +*Source: Advanced Player's Guide p. 271* + +Using actions and abilities with the vigilante trait while in your social identity risks exposing you as a [vigilante](compendium/character/archetypes/vigilante-apg.md). + +- **Categories**: Feat \ No newline at end of file diff --git a/rules/traits/village-gmg.md b/rules/traits/village-gmg.md new file mode 100644 index 000000000..2f6525212 --- /dev/null +++ b/rules/traits/village-gmg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/gmg +- trait/category/settlement +aliases: ["Village"] +--- +# Village +*Source: Gamemastery Guide p. 255* + +Settlements with this trait tend to be small and usually have a level no higher than 1. + +- **Categories**: Settlement \ No newline at end of file diff --git a/rules/traits/vishkanya-loil.md b/rules/traits/vishkanya-loil.md new file mode 100644 index 000000000..bf1f129a8 --- /dev/null +++ b/rules/traits/vishkanya-loil.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/loil +- trait/category/ancestry-heritage +aliases: ["Vishkanya"] +--- +# Vishkanya +*Source: Lost Omens: Impossible Lands p. 343* + +An ancestry with snake-like features and powerful venom. + +- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/water.md b/rules/traits/water.md index cd7617e33..434dab649 100644 --- a/rules/traits/water.md +++ b/rules/traits/water.md @@ -12,5 +12,6 @@ aliases: ["Water"] Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. +These planes are mostly liquid. Visitors who can't breathe water or reach an air pocket likely drown. Water magic is enhanced, and [fire](rules/traits/fire.md) magic is impeded. Creatures with a weakness to water take damage equal to double their weakness at the end of each round. - **Categories**: Energy & Element, Planar \ No newline at end of file diff --git a/rules/traits/wayfaring-locg.md b/rules/traits/wayfaring-locg.md new file mode 100644 index 000000000..606b33ce9 --- /dev/null +++ b/rules/traits/wayfaring-locg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/locg +- trait/category/general +aliases: ["Wayfaring"] +--- +# Wayfaring +*Source: Lost Omens: Character Guide p. 135* + +Wayfaring entities are focused on exploration and discovery. + +- **Categories**: General \ No newline at end of file diff --git a/rules/traits/werecreature-b1.md b/rules/traits/werecreature-b1.md new file mode 100644 index 000000000..72e4d45ca --- /dev/null +++ b/rules/traits/werecreature-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Werecreature"] +--- +# Werecreature +*Source: Bestiary p. 347* + +These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/wight-b1.md b/rules/traits/wight-b1.md new file mode 100644 index 000000000..32a7cc1eb --- /dev/null +++ b/rules/traits/wight-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Wight"] +--- +# Wight +*Source: Bestiary p. 332* + +A wight is an undead creature that drains life and stands vigil over its burial site. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/witch-apg.md b/rules/traits/witch-apg.md new file mode 100644 index 000000000..e13ad8f72 --- /dev/null +++ b/rules/traits/witch-apg.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/apg +- trait/category/class +aliases: ["Witch"] +--- +# Witch +*Source: Advanced Player's Guide p. 271* + +This trait indicates abilities from the witch class. + +- **Categories**: Class \ No newline at end of file diff --git a/rules/traits/wraith-b1.md b/rules/traits/wraith-b1.md new file mode 100644 index 000000000..9689f956f --- /dev/null +++ b/rules/traits/wraith-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Wraith"] +--- +# Wraith +*Source: Bestiary p. 335* + +A wraith is an incorporeal undead creature infused with negative energy and driven by a hatred of all life. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/xulgath-b1.md b/rules/traits/xulgath-b1.md new file mode 100644 index 000000000..4c97e9943 --- /dev/null +++ b/rules/traits/xulgath-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Xulgath"] +--- +# Xulgath +*Source: Bestiary p. 347* + +These subterranean reptilian creatures tend to have [darkvision](rules/abilities/darkvision.md) and smell awful. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/zombie-b1.md b/rules/traits/zombie-b1.md new file mode 100644 index 000000000..8f611810f --- /dev/null +++ b/rules/traits/zombie-b1.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/b1 +- trait/category/creature +aliases: ["Zombie"] +--- +# Zombie +*Source: Bestiary p. 347* + +These undead are mindless rotting corpses that hunger for living flesh. + +- **Categories**: Creature \ No newline at end of file diff --git a/src-index.json b/src-index.json index e80536a1e..e0ca9bba1 100644 --- a/src-index.json +++ b/src-index.json @@ -2,18 +2,27 @@ "keys" : [ "ability|all-around vision|b1", "ability|aquatic ambush|b1", + "ability|aquatic bones|botd", "ability|at-will spells|b1", "ability|attack of opportunity|b1", "ability|aura|b1", + "ability|blaze|b3", "ability|bloody|b1", + "ability|bone missile|b3", + "ability|bone powder|b3", + "ability|bone storm|botd", "ability|buck|b1", + "ability|butter up|gmg", + "ability|call your bluff|gmg", "ability|catch rock|b1", "ability|change shape|b1", + "ability|child care|gmg", "ability|collapse|b1", "ability|constant spells|b1", "ability|constrict|b1", "ability|corrupting gaze|b1", "ability|coven|b1", + "ability|crumbling bones|botd", "ability|curse of the werecreature|b1", "ability|darkvision|b1", "ability|disease|b1", @@ -22,31 +31,43 @@ "ability|explosive death|b1", "ability|fast healing|b1", "ability|ferocity|b1", + "ability|find footing|gmg", "ability|frightful moan|b1", "ability|frightful presence|b1", + "ability|frozen|botd", "ability|golem antimagic|b1", + "ability|gone fishing|gmg", "ability|grab|b1", + "ability|grave eruption|botd", "ability|greater constrict|b1", "ability|improved grab|b1", "ability|improved knockdown|b1", "ability|improved push|b1", "ability|inhabit object|b1", + "ability|keen eyes|gmg", "ability|knockdown|b1", + "ability|lacquered|botd", "ability|lifesense|b1", "ability|light blindness|b1", + "ability|local lore|gmg", "ability|low-light vision|b1", "ability|malevolent possession|b1", "ability|moon frenzy|b1", + "ability|negative healing|b2", + "ability|nimble|botd", "ability|poison|b1", "ability|push|b1", + "ability|quick transcription|gmg", "ability|regeneration|b1", "ability|rejuvenation (ghost)|b1", "ability|rend|b1", "ability|retributive strike|b1", + "ability|rotten|botd", "ability|scent|b1", "ability|screaming skull|b1", "ability|shield block|b1", "ability|site bound|b1", + "ability|skeleton of roses|b3", "ability|sneak attack|b1", "ability|swallow whole|b1", "ability|swarm mind|b1", @@ -55,162 +76,651 @@ "ability|throw rock|b1", "ability|trample|b1", "ability|tremorsense|b1", + "ability|troop defenses|b3", "ability|wavesense|b1", + "action|act together|som", "action|activate an item|crb", "action|administer first aid|crb", + "action|administer|aoa2", + "action|affix a fulu|som", "action|affix a talisman|crb", "action|aid|crb", + "action|amulet's abeyance|da", + "action|anadi venom|lome", + "action|approach duneshadow|aoa5", + "action|arcane cascade|som", "action|arrest a fall|crb", "action|attack of opportunity|crb", "action|avert gaze|crb", "action|avoid notice|crb", "action|balance|crb", + "action|barbed quills|lome", + "action|befriend a local|aoa0", + "action|blend in|aoa5", + "action|board|gmg", "action|borrow an arcane spell|crb", + "action|break them down|loil", + "action|breaking and entering|aoa5", + "action|breaking the chains|aoa5", + "action|bribe contact|gmg", + "action|build connections|aoa5", + "action|build infirmary|aoa2", + "action|build library|aoa2", + "action|build training facility|aoa2", + "action|build workshop (crafting)|aoa2", + "action|bullying press|gmg", "action|burrow|crb", + "action|calculate threats|da", "action|call on ancient blood|crb", + "action|call to axis|lome", + "action|camp in the mwangi jungle|aoa2", "action|cast a spell|crb", + "action|change shape (beastkin)|loag", + "action|change shape (kitsune)|loag", + "action|change tradition focus|gmg", + "action|check the walls|aoa4", + "action|cleanse soul path|som", + "action|clean|aoa2", + "action|clear courtyard|aoa2", "action|climb|crb", + "action|clue in|apg", "action|coerce|crb", "action|command an animal|crb", "action|conceal an object|crb", + "action|conduct energy|loag", + "action|confident finisher|apg", + "action|contact steel falcons|aoa5", + "action|convince mengkare|aoa6", "action|cover tracks|crb", + "action|craft disharmonic instrument|lomm", "action|craft|crb", + "action|cram|sot1", "action|crawl|crb", "action|create a diversion|crb", "action|create forgery|crb", + "action|cunning disguise|aoa5", + "action|deadly traps|aoa5", "action|debilitating strike|crb", + "action|deceptive sidestep|gmg", "action|decipher writing|crb", + "action|deconstruct|tv", + "action|deduce traditions|aoa4", "action|defend|crb", "action|delay|crb", "action|demoralize|crb", + "action|destructive vengeance|apg", "action|detect magic|crb", + "action|devise a stratagem|apg", + "action|dimensional interference|aoa5", "action|disable a device|crb", "action|disarm|crb", + "action|discover|gmg", "action|dismiss|crb", + "action|dispel a disguise|aoa5", + "action|distract guards|aoa6", + "action|diviner on duty|aoa5", + "action|do i know you?|aoa5", "action|drain bonded item|crb", + "action|drink from the chalice|da", + "action|drive|gmg", "action|drop prone|crb", + "action|dueling counter|gmg", "action|earn income|crb", + "action|energy emanation|locg", + "action|envenom|loil", "action|escape|crb", + "action|expeditious inspection|apg", + "action|exploit vulnerability|da", + "action|fade into daydreams|da", "action|feint|crb", + "action|fight the fire|aoa6", + "action|find the cells|aoa5", + "action|fling magic|da", "action|flurry of blows|crb", "action|fly|crb", "action|follow the expert|crb", "action|force open|crb", + "action|forge documents|aoa5", + "action|forge documents|gmg", + "action|fortify camp|gmg", + "action|gain contact|gmg", + "action|gather information|aoa5", "action|gather information|crb", "action|glimpse of redemption|crb", + "action|gossip|gmg", "action|grab an edge|crb", "action|grapple|crb", + "action|grow|tv", + "action|guild investigation|aoa4", + "action|harvest heartsliver|lomm", + "action|haul supplies|aoa5", "action|hide|crb", "action|high jump|crb", + "action|host event|aoa5", "action|hunt prey|crb", + "action|hunt the animals|aoa2", "action|hustle|crb", "action|identify alchemy|crb", "action|identify magic|crb", "action|impersonate|crb", + "action|implement's interruption|da", + "action|impromptu tour|aoa5", + "action|influence guild|aoa5", + "action|influence regent|aoa4", + "action|influence|gmg", + "action|intensify vulnerability|da", "action|interact|crb", "action|invest an item|crb", + "action|investigate chamber|aoa6", "action|investigate|crb", + "action|invigorating fear|loag", "action|invoke celestial privilege|crb", + "action|iron command|apg", + "action|issue challange|aoa5", "action|leap|crb", "action|learn a spell|crb", + "action|learn name|som", "action|liberating step|crb", "action|lie|crb", + "action|locked doors|aoa5", "action|long jump|crb", "action|long-term rest|crb", + "action|loot the vaults|aoa5", "action|make an impression|crb", + "action|make general repairs|aoa2", "action|maneuver in flight|crb", + "action|manifest eidolon|som", + "action|map the area|gmg", "action|master strike|crb", "action|mighty rage|crb", + "action|mirror's reflection|da", "action|mount|crb", "action|mutagenic flashback|crb", + "action|obstructed route|aoa5", + "action|opportune riposte|apg", + "action|organize labor|aoa2", "action|palm an object|crb", + "action|pander to the crowd|aoa5", "action|perform|crb", "action|pick a lock|crb", "action|point out|crb", + "action|pointed question|apg", + "action|position the hunters|aoa2", + "action|practical research|sot1", + "action|psychic defense|da", + "action|pursue a lead|apg", "action|quick alchemy|crb", + "action|quick tincture|apg", "action|rage|crb", "action|raise a shield|crb", + "action|raise neck|loil", + "action|rally|gmg", "action|ready|crb", + "action|rebuild battlements|aoa2", + "action|rebuild collapsed stairs|aoa2", "action|recall knowledge|crb", + "action|recall the teachings|da", + "action|recenter|da", + "action|reconnoiter|gmg", "action|refocus|crb", "action|release|crb", + "action|repair crumbled walls|aoa2", + "action|repair huntergate|aoa2", "action|repair|crb", "action|repeat a spell|crb", "action|request|crb", + "action|rescue citizens|aoa6", + "action|research|gmg", + "action|restore the mind|da", "action|retraining|crb", "action|retributive strike|crb", + "action|ring bell|da", + "action|run over|gmg", + "action|scout duneshadow|aoa5", + "action|scout location|gmg", + "action|scout the facility|aoa5", "action|scout|crb", "action|search|crb", + "action|secure disguises|aoa5", + "action|secure disguises|gmg", + "action|secure invitation|aoa5", + "action|seek the animals|aoa2", + "action|seek the hidden forge|aoa4", "action|seek|crb", + "action|selfish shield|apg", "action|sense direction|crb", "action|sense motive|crb", + "action|sense weakness|gmg", + "action|share senses|som", "action|shove|crb", + "action|smooth the path|aoa5", + "action|smuggled|aoa5", "action|sneak|crb", + "action|spellstrike|som", + "action|spring the trap|loil", "action|squeeze|crb", "action|stand|crb", + "action|steal keys|aoa5", "action|steal|crb", "action|step|crb", + "action|stop|gmg", "action|stride|crb", "action|strike|crb", + "action|study|sot1", "action|subsist|crb", "action|sustain a spell|crb", "action|sustain an activation|crb", "action|swim|crb", + "action|tail toxin|apg", + "action|take a breather|gmg", + "action|take control|gmg", "action|take cover|crb", + "action|tap ley line|som", + "action|that's not everyone|aoa5", + "action|threatening approach|locg", + "action|topple crates|aoa3", + "action|touch and go|loil", + "action|toxic skin|lome", "action|track|crb", + "action|travel|gmg", "action|treat disease|crb", "action|treat poison|crb", "action|treat wounds|crb", "action|trip|crb", "action|tumble through|crb", + "action|unexpected falcons|aoa5", + "action|unexpected patrol|aoa5", + "action|unleash psyche|da", + "action|upgrade defenses|aoa2", + "action|venom draw|loil", + "action|wicked thorns|loil", + "action|wind them up|loil", + "archetype|acrobat|apg", "archetype|alchemist|crb", + "archetype|aldori duelist|lowg", + "archetype|alkenstar agent|ooa1", + "archetype|alter ego|da", + "archetype|animal trainer|ec2", + "archetype|archaeologist|apg", + "archetype|archer|apg", + "archetype|assassin|apg", "archetype|barbarian|crb", "archetype|bard|crb", + "archetype|bastion|apg", + "archetype|beastmaster|apg", + "archetype|bellflower tiller|aoa3", + "archetype|blessed one|apg", + "archetype|bounty hunter|apg", + "archetype|bright lion|lol", + "archetype|butterfly blade|frp1", + "archetype|captivator|lotgb", + "archetype|cathartic mage|som", + "archetype|cavalier|apg", + "archetype|celebrity|apg", "archetype|champion|crb", + "archetype|chronoskimmer|da", "archetype|cleric|crb", + "archetype|clockwork reanimator|ooa3", + "archetype|crystal keeper|aoa4", + "archetype|curse maelstrom|da", + "archetype|dandy|apg", + "archetype|dragon disciple|apg", + "archetype|drow shootist|av3", "archetype|druid|crb", + "archetype|dual-weapon warrior|apg", + "archetype|duelist|apg", + "archetype|eldritch archer|apg", + "archetype|eldritch researcher|av2", + "archetype|elementalist|som", + "archetype|exorcist|botd", + "archetype|familiar master|apg", "archetype|fighter|crb", + "archetype|firebrand braggart|locg", + "archetype|flexible spellcaster|som", + "archetype|folklorist|sot2", + "archetype|gelid shard|tv", + "archetype|geomancer|som", + "archetype|ghost eater|frp1", + "archetype|ghost hunter|av1", + "archetype|ghost|botd", + "archetype|ghoul|botd", + "archetype|gladiator|apg", + "archetype|golden league xun|frp2", + "archetype|golem grafter|ec3", + "archetype|gray gardener|ngd", + "archetype|halcyon speaker|locg", + "archetype|hallowed necromancer|botd", + "archetype|hellknight armiger|lowg", + "archetype|hellknight signifer|locg", + "archetype|hellknight|locg", + "archetype|herbalist|apg", + "archetype|horizon walker|apg", + "archetype|investigator|apg", + "archetype|juggler|ec1", + "archetype|knight reclaimant|locg", + "archetype|knight vigilant|locg", + "archetype|lastwall sentry|lowg", + "archetype|lich|botd", + "archetype|linguist|apg", + "archetype|lion blade|lowg", + "archetype|living monolith|lowg", + "archetype|living vessel|da", + "archetype|loremaster|apg", + "archetype|magaambyan attendant|locg", + "archetype|magic warrior|lowg", + "archetype|magus|som", + "archetype|marshal|apg", + "archetype|martial artist|apg", + "archetype|mauler|apg", + "archetype|medic|apg", + "archetype|mind smith|da", "archetype|monk|crb", + "archetype|mummy|botd", + "archetype|nantambu chime-ringer|sot2", + "archetype|oozemorph|sli", + "archetype|oracle|apg", + "archetype|pactbinder|da", + "archetype|pactbound initiate|lomm", + "archetype|pathfinder agent|lowg", + "archetype|pirate|apg", + "archetype|poisoner|apg", + "archetype|psychic duelist|da", + "archetype|psychic|da", "archetype|ranger|crb", + "archetype|reanimator|botd", + "archetype|ritualist|apg", "archetype|rogue|crb", + "archetype|runelord|som", + "archetype|runescarred|lowg", + "archetype|scout|apg", + "archetype|scroll trickster|apg", + "archetype|scrollmaster|locg", + "archetype|scrounger|apg", + "archetype|sentinel|apg", + "archetype|shadowcaster|som", + "archetype|shadowdancer|apg", + "archetype|shieldmarshal|loil", + "archetype|sixth pillar|frp2", + "archetype|sleepwalker|da", + "archetype|snarecrafter|apg", "archetype|sorcerer|crb", + "archetype|soul warden|botd", + "archetype|soulforger|som", + "archetype|spell trickster|lotgb", + "archetype|spellmaster|locg", + "archetype|staff acrobat|ec1", + "archetype|student of perfection|lowg", + "archetype|summoner|som", + "archetype|swashbuckler|apg", + "archetype|swordmaster|locg", + "archetype|talisman dabbler|apg", + "archetype|thaumaturge|da", + "archetype|time mage|da", + "archetype|turpin rowe lumberjack|ec3", + "archetype|undead master|botd", + "archetype|undead slayer|botd", + "archetype|ursine avenger hood|tv", + "archetype|vampire|botd", + "archetype|vigilante|apg", + "archetype|viking|apg", + "archetype|weapon improviser|apg", + "archetype|wellspring mage|som", + "archetype|witch|apg", "archetype|wizard|crb", + "archetype|wrestler|lotgb", + "archetype|zephyr guard|aoa5", + "archetype|zombie|botd", + "background|abadar's avenger|frp0", + "background|academy dropout|som", "background|acolyte|crb", "background|acrobat|crb", + "background|aerialist|ec0", + "background|aiudara seeker|aoa6", + "background|alkenstar tinker|lowg", + "background|amnesiac|apg", "background|animal whisperer|crb", + "background|animal wrangler|ec0", + "background|anti-magical|som", + "background|archaeologist|lopsg", "background|artisan|crb", "background|artist|crb", + "background|aspiring free captain|lowg", + "background|aspiring river monarch|lowg", + "background|astrologer|som", + "background|astrological augur|lotg", + "background|attention addict|frp0", + "background|atteran rancher|lowg", + "background|bandit|apg", + "background|banished brighite|ooa0", + "background|barber|apg", "background|barkeep|crb", + "background|barker|ec0", "background|barrister|crb", + "background|bekyar restorer|lowg", + "background|belkzen slayer|lowg", + "background|bellflower agent|lowg", + "background|bibliophile|av0", + "background|black market smuggler|lowg", + "background|blessed|apg", + "background|blow-in|ec0", + "background|bonuwat wavetouched|lowg", + "background|bookkeeper|apg", "background|bounty hunter|crb", + "background|bright lion|lowg", + "background|butcher|ec0", "background|charlatan|crb", + "background|chelish rebel|lowg", + "background|child of the puddles|lowg", + "background|child of the twin village|da", + "background|child of westcrown|lowg", + "background|chosen one|som", + "background|circus born|ec0", + "background|clown|ec0", + "background|cook|apg", + "background|courier|apg", "background|criminal|crb", + "background|cultist|apg", + "background|curandero|botd", + "background|cursed family|lowg", + "background|cursed|apg", + "background|desert tracker|lowg", "background|detective|crb", + "background|diobel pearl diver|lowg", + "background|doomcaller|lotg", + "background|dragon scholar|aoa0", + "background|dreamer of the verdant moon|ec3", + "background|droskari disciple|aoa4", + "background|eclipseborn|lotg", + "background|eidolon contact|som", + "background|eldritch anatomist|av0", + "background|emancipated|aoa0", "background|emissary|crb", + "background|energy scarred|som", "background|entertainer|crb", + "background|ex-con token guard|aoe0", + "background|false medium|som", "background|farmhand|crb", + "background|feral child|apg", + "background|feybound|apg", "background|field medic|crb", + "background|final blade survivor|lowg", + "background|fogfen tale-teller|av0", "background|fortune teller|crb", + "background|framed in ferrous quarter|ooa0", + "background|freed slave of absalom|lowg", "background|gambler|crb", + "background|geb crusader|lowg", + "background|genie-blessed|som", "background|gladiator|crb", + "background|goblinblood orphan|lowg", + "background|godless graycloak|aoe0", + "background|grand council bureaucrat|lowg", + "background|grave robber|botd", + "background|grizzled muckrucker|aoe0", "background|guard|crb", + "background|harbor guard moonlighter|aoe0", + "background|haunted citizen|botd", + "background|haunted|apg", + "background|haunting vision|aoa0", + "background|hellknight historian|aoa0", "background|herbalist|crb", + "background|hermean expatriate|lowg", + "background|hermean heritor|aoa6", "background|hermit|crb", "background|hunter|crb", + "background|inexplicably expelled|ooa0", + "background|inlander|lowg", + "background|insurgent|apg", + "background|issian partisan|lowg", + "background|kalistrade follower|lowg", + "background|kyonin emissary|lowg", "background|laborer|crb", + "background|lastwall survivor|lowg", + "background|learned guard prodigy|aoe0", + "background|legacy of the hammer|da", + "background|legendary parents|aoa6", + "background|local scion|aoa0", + "background|lumber consortium laborer|lowg", + "background|magaambya academic|lowg", + "background|magical experiment|som", + "background|magical merchant|som", + "background|magical misfit|som", + "background|mammoth speaker|lowg", + "background|mana wastes refugee|lowg", + "background|mantis scion|lowg", + "background|market runner|av0", "background|martial disciple|crb", + "background|menagerie dung sweeper|lowg", + "background|merabite prodigy|lowg", "background|merchant|crb", "background|miner|crb", + "background|molthuni mercenary|lowg", + "background|musical prodigy|som", + "background|mystic seer|ec0", + "background|mystic tutor|som", + "background|necromancer's apprentice|botd", + "background|newcomer in need|frp0", + "background|nexian mystic|lowg", + "background|night watch|botd", + "background|nirmathi guerrilla|lowg", "background|noble|crb", + "background|nocturnal navigator|lotg", "background|nomad|crb", + "background|occult librarian|som", + "background|oenopion ooze-tender|lowg", + "background|once bitten|lokl", + "background|onyx trader|lowg", + "background|osirionologist|lowg", + "background|out-of-towner|aoa0", + "background|outrider|apg", + "background|ozem experience|lokl", + "background|pathfinder hopeful|lowg", + "background|pathfinder recruiter|lopsg", + "background|perfection seeker|lowg", + "background|pilgrim|apg", + "background|pillar|lokl", + "background|plant whisperer|som", + "background|political scion|aoe0", + "background|post guard of all trades|aoe0", + "background|press-ganged|lowg", "background|prisoner|crb", + "background|purveyor of the bizarre|lowg", + "background|pyre tender|botd", + "background|quick|lowg", + "background|raised by belief|logm", + "background|ratted-out gun runner|ooa0", + "background|razmiran faithful|lowg", + "background|reborn soul|da", + "background|reclaimed|lokl", + "background|reclaimer investigator|lokl", + "background|refugee|apg", + "background|relentless dedication|lokl", + "background|reputation seeker|aoa0", + "background|returned|apg", + "background|returning descendant|aoa0", + "background|rigger|ec0", + "background|rivethun adherent|lowg", + "background|root worker|apg", + "background|rostland partisan|lowg", + "background|royalty|apg", + "background|ruby phoenix fanatic|frp0", + "background|ruin delver|av0", "background|sailor|crb", + "background|sally guard neophyte|aoe0", + "background|sarkorian reclaimer|lowg", + "background|sarkorian survivor|lowg", + "background|scavenger|apg", + "background|scholar of the ancients|lowg", "background|scholar|crb", + "background|scion of slayers|botd", "background|scout|crb", + "background|second chance champion|frp0", + "background|secular medic|lowg", + "background|seer of the dead|som", + "background|senghor sailor|lowg", + "background|sentinel reflectance|lokl", + "background|servant|apg", + "background|shadow haunted|lowg", + "background|shoanti name-bearer|lowg", + "background|shory seeker|lowg", + "background|sign bound|lotg", + "background|sleepless suns star|aoe0", + "background|snubbed out stoolie|ooa0", + "background|sodden scavenger|lowg", + "background|song of the deep|som", + "background|spell seeker|lopsg", + "background|sponsored by a stranger|sot0", + "background|sponsored by a village|sot0", + "background|sponsored by family|sot0", + "background|sponsored by teacher ot|sot0", + "background|squire|apg", + "background|starless one|lotg", + "background|starwatcher|av0", + "background|storm survivor|lowg", + "background|street preacher|som", "background|street urchin|crb", + "background|student of magic|som", + "background|sun dancer|lotg", + "background|surge investigator|som", + "background|taldan schemer|lowg", + "background|tax collector|apg", + "background|teacher|apg", + "background|thassilonian traveler|lowg", + "background|thrune loyalist|lowg", + "background|thuvian unifier|lowg", + "background|tide watcher|lotg", + "background|time traveler|som", "background|tinker|crb", + "background|tomb born|botd", + "background|touched by dahak|aoa6", + "background|trade consortium underling|lowg", + "background|trailblazer|lopsg", + "background|translator|lopsg", + "background|truth seeker|aoa0", + "background|tyrant witness|lokl", + "background|ulfen raider|lowg", + "background|undercover contender|frp0", + "background|undercover lotus guard|aoe0", + "background|undersea enthusiast|lowg", + "background|unsponsored|sot0", + "background|ustalavic academic|lowg", + "background|varisian wanderer|lowg", + "background|vidrian reformer|lowg", + "background|wanted witness|ooa0", + "background|ward|apg", "background|warrior|crb", + "background|whispering way scion|lowg", + "background|wildwood local|lowg", + "background|willing host|botd", + "background|winter's child|lowg", + "background|witch wary|lowg", + "background|witchlight follower|av0", + "background|wonder taster|lowg", "book|book-crb", + "book|book-gmg", + "book|book-logm", + "book|book-lowg", + "book|book-som", "condition|blinded|crb", "condition|broken|crb", "condition|clumsy|crb", @@ -253,80 +763,324 @@ "condition|unfriendly|crb", "condition|unnoticed|crb", "condition|wounded|crb", + "curse|boastful prince's scourge|da", + "curse|boatman's toll curse|loil", + "curse|consummate liar|loil", "curse|coward's roots|gmg", + "curse|curse of biting swarms|loil", "curse|curse of nightmares|gmg", + "curse|curse of petulant whispers|loil", "curse|curse of slumber|gmg", "curse|curse of the ravenous|gmg", + "curse|curse of the rotting heart|loil", + "curse|curse of the werecreature|b1", + "curse|enforced hospitality|da", + "curse|forbidding knowledge|da", "curse|grave curse|gmg", + "curse|graveknight's curse|b1", + "curse|lord's arrogance|loil", "curse|oath of the flesh|gmg", + "curse|rage of the excommunicant|da", "curse|reviled of nature|gmg", "curse|reviling earth|gmg", "curse|sellsword's folly|gmg", + "curse|sinful tongue|da", "curse|slayer's haunt|gmg", + "curse|slithering|sli", "curse|spirit anchor|gmg", + "curse|swarming words|da", "curse|sword of anathema|gmg", "curse|theft of thought|gmg", + "curse|thief's burden|da", "curse|thief's retribution|gmg", "curse|unending thirst|gmg", + "curse|unraveling skin|da", "curse|wizard's ward|gmg", + "curse|yellow silt curse|ooa2", "data|book-crb", "data|book-logm", "data|book-lowg", "data|book-som", + "deity|aakriti|loil", "deity|abadar|crb", + "deity|abraxas|logm", + "deity|achaekek|logm", + "deity|adanye|lome", + "deity|alglenweis|logm", + "deity|alseta|logm", + "deity|andoletta|logm", + "deity|angazhan|logm", + "deity|angradd|logm", + "deity|anubis|logm", + "deity|apollyon|logm", + "deity|apsu|logm", + "deity|arazni|logm", + "deity|ardad lili|logm", + "deity|arqueros|lokl", + "deity|arshea|logm", + "deity|arundhat|logm", + "deity|ashava|logm", + "deity|ashukharma|logm", "deity|asmodeus|crb", "deity|atheists and free agents|crb", + "deity|atreia|logm", + "deity|ayrzul|logm", + "deity|azathoth|logm", + "deity|baalzebul|logm", + "deity|balumbdar|lome", + "deity|baphomet|logm", + "deity|barbatos|logm", + "deity|barzahk|logm", + "deity|bastet|logm", + "deity|belial|logm", + "deity|besmara|logm", + "deity|bes|logm", + "deity|black butterfly|logm", + "deity|bolka|logm", + "deity|brigh|logm", "deity|calistria|crb", + "deity|casandalee|logm", "deity|cayden cailean|crb", + "deity|cernunnos|logm", + "deity|chaldira|logm", + "deity|chamidu|logm", + "deity|charon|logm", + "deity|chohar|lome", + "deity|cosmic caravan|lotg", + "deity|count ranalc|logm", + "deity|cyth-v'sug|logm", + "deity|dagon|logm", + "deity|dahak|logm", + "deity|daikitsu|logm", + "deity|dammerich|logm", "deity|desna|crb", + "deity|dhalavei|logm", + "deity|diomazul|logm", + "deity|dispater|logm", + "deity|doloras|logm", + "deity|dranngvit|logm", + "deity|droskar|logm", + "deity|dwarven pantheon|logm", + "deity|eiseth|logm", + "deity|elven pantheon|logm", "deity|erastil|crb", + "deity|erecura|logm", + "deity|eritrice|logm", + "deity|esoteric order of the palatine eye|logm", + "deity|falayna|logm", + "deity|findeladlara|logm", + "deity|folgrit|logm", + "deity|followers of fate|b2", + "deity|fumeiyoshi|logm", + "deity|gendowyn|logm", + "deity|general susumu|logm", + "deity|geryon|logm", + "deity|ghlaunder|logm", + "deity|god calling|logm", + "deity|gogunta|b1", "deity|gorum|crb", "deity|gozreh|crb", + "deity|grandmother spider|logm", + "deity|gravelady's guard|lokl", "deity|green faith|crb", + "deity|groetus|logm", + "deity|gruhastha|logm", + "deity|grundinnar|logm", + "deity|gyronna|logm", + "deity|halcamora|logm", + "deity|hanspur|logm", + "deity|hastur|logm", + "deity|hathor|logm", + "deity|hearth and harvest|lotg", + "deity|hei feng|logm", + "deity|horus|logm", + "deity|hshurha|logm", + "deity|imbrex|logm", + "deity|imot|logm", "deity|iomedae|crb", + "deity|irez|logm", "deity|irori|crb", + "deity|isis|logm", + "deity|jaidi|logm", + "deity|jaidz|logm", + "deity|kabriri|logm", + "deity|kalekot|lome", + "deity|kazutal|logm", + "deity|keepers of the hearth|lokl", + "deity|kelizandri|logm", + "deity|kerkamoth|logm", + "deity|ketephys|logm", + "deity|kitmu|lome", + "deity|kofusachi|logm", + "deity|kols|logm", + "deity|korada|logm", + "deity|kostchtchie|logm", + "deity|kurgess|logm", + "deity|lady jingxi|logm", + "deity|lady nanbyo|logm", + "deity|lahkgya|logm", "deity|lamashtu|crb", + "deity|lao shu po|logm", + "deity|laws of mortality|logm", + "deity|likha|logm", + "deity|lissala|logm", + "deity|lubaiko|lome", + "deity|luhar|lome", + "deity|lymnieris|logm", + "deity|lysianassa|logm", + "deity|ma'at|logm", + "deity|magdh|logm", + "deity|magrim|logm", + "deity|mahathallah|logm", + "deity|mammon|logm", + "deity|matravash|logm", + "deity|mazludeh|lome", + "deity|mephistopheles|logm", + "deity|milani|logm", + "deity|moloch|logm", + "deity|monad|logm", + "deity|mother vulture|logm", + "deity|naderi|logm", + "deity|nalinivati|logm", + "deity|narakaas|logm", + "deity|narriseminek|logm", "deity|nethys|crb", + "deity|ng|logm", + "deity|nhimbaloth|logm", + "deity|nivi rhombodazzle|logm", + "deity|nocticula|logm", "deity|norgorber|crb", + "deity|nurgal|logm", + "deity|nyarlathotep|logm", + "deity|orcus|botd", + "deity|osiris|logm", + "deity|otolmens|logm", + "deity|pazuzu|logm", "deity|pharasma|crb", "deity|prophecies of kalistrade|crb", + "deity|pulura|logm", + "deity|qi zhong|logm", + "deity|ragadahn|logm", + "deity|ragathiel|logm", + "deity|ragdya|logm", + "deity|ranginori|logm", + "deity|raumya|logm", + "deity|ra|logm", "deity|rovagug|crb", + "deity|sairazul|logm", + "deity|saloc|logm", + "deity|sangpotshi|logm", "deity|sarenrae|crb", + "deity|seafarers' hope|lotg", + "deity|sekhmet|logm", + "deity|selket|logm", + "deity|set|botd", + "deity|shax|logm", + "deity|shei|logm", "deity|shelyn|crb", + "deity|shizuru|logm", + "deity|shoanti animism|logm", + "deity|shyka|logm", + "deity|sifkesh|logm", + "deity|sivanah|logm", + "deity|sobek|logm", + "deity|soralyon|logm", + "deity|sorrow's sword|lokl", + "deity|stag mother of the forest of stones|logm", + "deity|sturovenen|logm", + "deity|sun wukong|logm", + "deity|suyuddha|lokl", + "deity|szuriel|logm", + "deity|tanagaar|logm", + "deity|thamir|logm", + "deity|the deliberate journey|lotg", + "deity|the endless road|lokl", + "deity|the enlightened scholar's path|lotg", + "deity|the godclaw|logm", + "deity|the green mother|logm", + "deity|the laborer's bastion|lotg", + "deity|the lantern king|logm", + "deity|the lost prince|logm", + "deity|the offering plate|lotg", + "deity|thoth|logm", + "deity|tlehar|lome", "deity|torag|crb", + "deity|treerazer|b1", + "deity|trelmarixian|logm", + "deity|trudd|logm", + "deity|tsukiyo|logm", + "deity|urban prosperity|lotg", "deity|urgathoa|crb", + "deity|uvuko|lome", + "deity|valmallos|logm", + "deity|vildeis|logm", + "deity|vineshvakhi|loil", + "deity|wadjet|logm", + "deity|walkena|logm", "deity|whispering way|crb", + "deity|winlas|logm", + "deity|xhamen-dor|logm", + "deity|yaezhing|logm", + "deity|yamatsumi|logm", + "deity|ydajisk|logm", + "deity|ydersius|b2", + "deity|ylimancha|logm", + "deity|ymeri|logm", + "deity|yog-sothoth|logm", + "deity|yuelral|logm", + "deity|zevgavizeb|logm", + "deity|zohls|logm", "deity|zon-kuthon|crb", + "deity|zura|logm", + "deity|zyphus|logm", "disease|blinding sickness|gmg", "disease|bog rot|gmg", "disease|bone chill|gmg", "disease|brain worms|gmg", "disease|bubonic plague|gmg", "disease|choking death|gmg", + "disease|dysentery|aoa2", + "disease|exhaustive addiction|lomm", + "disease|ghast fever|b1", + "disease|ghoul fever|b1", + "disease|malaria|aoa2", "disease|malaria|gmg", "disease|nightmare fever|gmg", + "disease|poison sedum|ooa1", "disease|scarlet fever|gmg", "disease|scarlet leprosy|gmg", "disease|sewer haze|gmg", + "disease|soulforged corruption|som", "disease|tetanus|gmg", "disease|tuberculosis|gmg", + "disease|waterborne zombie rot|botd", + "domain|abomination|av3", "domain|air|crb", "domain|ambition|crb", + "domain|change|logm", "domain|cities|crb", + "domain|cold|logm", "domain|confidence|crb", "domain|creation|crb", "domain|darkness|crb", "domain|death|crb", + "domain|decay|logm", + "domain|delirium|logm", "domain|destruction|crb", "domain|dreams|crb", + "domain|dust|logm", + "domain|duty|logm", "domain|earth|crb", "domain|family|crb", "domain|fate|crb", "domain|fire|crb", "domain|freedom|crb", + "domain|glyph|logm", "domain|healing|crb", "domain|indulgence|crb", + "domain|introspection|bl6", "domain|knowledge|crb", + "domain|lightning|logm", "domain|luck|crb", "domain|magic|crb", "domain|might|crb", @@ -336,427 +1090,1690 @@ "domain|pain|crb", "domain|passion|crb", "domain|perfection|crb", + "domain|plague|logm", "domain|protection|crb", + "domain|repose|logm", "domain|secrecy|crb", + "domain|sorrow|logm", + "domain|soul|logm", + "domain|star|logm", "domain|sun|crb", + "domain|swarm|logm", + "domain|time|logm", + "domain|toil|aoa4", "domain|travel|crb", "domain|trickery|crb", "domain|truth|crb", "domain|tyranny|crb", "domain|undeath|crb", + "domain|vigil|logm", + "domain|void|logm", "domain|water|crb", "domain|wealth|crb", + "domain|wyrmkin|logm", "domain|zeal|crb", + "feat|a home in every port|apg", + "feat|aasimar's mercy|apg", + "feat|aberration kinship|loag", + "feat|able ritualist|av2", + "feat|aboleth transmutation|aaws", + "feat|absorb spell|locg", + "feat|absorb toxin|lome", "feat|abundant step|crb", + "feat|accelerating touch|apg", + "feat|acclimatization|apg", + "feat|accompany|apg", + "feat|accurate flurry|apg", + "feat|accurate swing|ngd", + "feat|accursed claws|apg", + "feat|accursed clay fist|ec3", + "feat|accursed magic|da", + "feat|accursed touch|botd", + "feat|achaekek's grip|lol", + "feat|acquired tolerance|apg", + "feat|acrobat dedication|apg", + "feat|acrobatic performer|apg", "feat|acute scent|crb", "feat|acute vision|crb", "feat|adapted cantrip|crb", "feat|adaptive adept|crb", + "feat|adaptive mask familiar|locg", + "feat|additional companion|apg", "feat|additional lore|crb", + "feat|additional recollection|apg", + "feat|additional shadow magic|apg", + "feat|adhyabhau|loag", "feat|adopted ancestry|crb", + "feat|adrenaline rush|apg", + "feat|adroit manipulation|locg", "feat|advanced arcana|crb", "feat|advanced blood potency|crb", "feat|advanced bloodline|crb", + "feat|advanced bow training|apg", "feat|advanced concoction|crb", + "feat|advanced deduction|apg", "feat|advanced deity's domain|crb", "feat|advanced devotion|crb", "feat|advanced dogma|crb", "feat|advanced domain|crb", + "feat|advanced elemental spell|som", + "feat|advanced first aid|apg", + "feat|advanced flair|apg", "feat|advanced fury|crb", + "feat|advanced general training|apg", + "feat|advanced hallowed spell|botd", "feat|advanced hunter's trick|crb", "feat|advanced kata|crb", "feat|advanced maneuver|crb", + "feat|advanced martial magic|som", "feat|advanced muse's whispers|crb", + "feat|advanced mysteries|apg", + "feat|advanced order training|locg", + "feat|advanced reanimated companion|ooa3", + "feat|advanced red mantis magic|lowg", + "feat|advanced revelation|apg", + "feat|advanced runic mind-smithing|da", "feat|advanced school spell|crb", + "feat|advanced seeker of truths|av2", + "feat|advanced synergy|som", + "feat|advanced targeting system|loag", + "feat|advanced thaumaturgy|da", + "feat|advanced thoughtform|da", "feat|advanced trickery|crb", "feat|advanced weapon training|crb", + "feat|advanced weaponry|som", "feat|advanced wilding|crb", + "feat|advanced witchcraft|apg", "feat|advantageous assault|crb", + "feat|aegis of arnisant|locg", + "feat|aeon resonance|som", + "feat|aerial piledriver|lotgb", + "feat|aerobatics mastery|apg", "feat|affliction mercy|crb", + "feat|after you|apg", + "feat|agathion magic|loag", "feat|ageless patience|crb", + "feat|ageless spirit|loag", + "feat|aggravating scratch|apg", "feat|aggressive block|crb", "feat|agile grace|crb", + "feat|agile hand|lotgb", + "feat|agile maneuvers|apg", + "feat|agile shield grip|lokl", + "feat|agonizing rebuke|locg", + "feat|airborne form|som", + "feat|airy step|loag", + "feat|alabaster eyes|loil", + "feat|alacritous action|som", "feat|alchemical crafting|crb", + "feat|alchemical discoveries|apg", "feat|alchemical familiar|crb", "feat|alchemical savant|crb", + "feat|alchemical scholar|locg", "feat|alchemist dedication|crb", + "feat|aldori duelist dedication|lowg", + "feat|aldori parry|lowg", + "feat|aldori riposte|lowg", + "feat|alghollthu bound|aaws", "feat|align armament|crb", + "feat|align ki|apg", + "feat|alkenstar agent dedication|ooa1", + "feat|all in my head|apg", + "feat|all in your head|da", + "feat|all the time in the world|frp3", "feat|allegro|crb", + "feat|alluring performance|loil", + "feat|ally's shelter|apg", + "feat|alter ego dedication|da", + "feat|alter resistance|loag", + "feat|always ready|lokl", + "feat|ambush awareness|lome", + "feat|ammunition thaumaturgy|da", + "feat|amorphous aspect|loag", + "feat|amphibious form|som", + "feat|amplifying touch|apg", + "feat|anadi lore|lome", + "feat|analyze idiolect|apg", + "feat|analyze information|loag", + "feat|analyze weakness|apg", + "feat|anarchic arcana|loag", + "feat|ancestor's rage|lome", + "feat|ancestor's transformation|loag", + "feat|ancestral blood magic|apg", + "feat|ancestral insight|loag", + "feat|ancestral linguistics|apg", "feat|ancestral longevity|crb", + "feat|ancestral mage|apg", + "feat|ancestral mind|da", "feat|ancestral paragon|crb", + "feat|ancestral suspicion|apg", + "feat|ancestral weaponry|apg", "feat|anchoring aura|crb", + "feat|anchoring roots|loag", + "feat|ancient memories|loil", + "feat|ancillary motes|loag", + "feat|android lore|loag", + "feat|angel of death|apg", + "feat|angel of vindication|lokl", + "feat|angelic magic|apg", + "feat|angelkin|apg", "feat|animal accomplice|crb", "feat|animal companion (druid)|crb", "feat|animal companion (ranger)|crb", "feat|animal elocutionist|crb", + "feat|animal feature|apg", + "feat|animal magic|loag", "feat|animal rage|crb", + "feat|animal senses|loag", + "feat|animal shape|loag", "feat|animal skin|crb", + "feat|animal speaker|loag", + "feat|animal swiftness|loag", + "feat|animal trainer dedication|ec2", + "feat|animalistic resistance|loag", + "feat|animate net|lotgb", + "feat|ankle biter|botd", + "feat|ankle bite|locg", + "feat|annihilating swing|ec6", + "feat|annotate composition|apg", + "feat|anoint ally|apg", + "feat|antagonize|apg", + "feat|anticipate ambush|apg", + "feat|apex companion|aoa6", + "feat|aquatic adaptation|loag", + "feat|aquatic camouflage|loag", + "feat|aquatic conversationalist|loag", + "feat|aquatic eyes|loag", "feat|arcane breadth|crb", "feat|arcane evolution|crb", + "feat|arcane fists|som", "feat|arcane school spell|crb", "feat|arcane sense|crb", + "feat|arcane shroud|som", + "feat|arcane sight|lome", + "feat|arcane tattoos|locg", + "feat|archaeologist dedication|apg", + "feat|archaeologist's luck|apg", + "feat|archaeologist's warning|lopsg", + "feat|archer dedication|apg", + "feat|archer's aim|apg", + "feat|archon magic|apg", "feat|archwizard's might|crb", + "feat|ardent armiger|lowg", + "feat|arise, ye worthy!|loag", + "feat|armiger's mobility|lowg", + "feat|armor assist|apg", "feat|armor proficiency|crb", + "feat|armor rune shifter|aoa4", + "feat|armor specialist|apg", + "feat|armored exercise|lopsg", + "feat|armored rebuff|apg", + "feat|armored rest|lopsg", + "feat|armored stealth|apg", + "feat|arrow of death|apg", "feat|arrow snatching|crb", + "feat|artokus's fire|lol", + "feat|as in life, so in death|botd", + "feat|ashen veil|lokl", + "feat|assassin dedication|apg", + "feat|assassinate|apg", "feat|assisting shot|crb", "feat|assurance|crb", + "feat|assured identification|apg", + "feat|assured knowledge|apg", + "feat|assured ritualist|apg", + "feat|astonishing explosion|ec6", + "feat|astral tether|da", + "feat|asura magic|loil", + "feat|athletic might|apg", + "feat|athletic strategist|apg", "feat|attack of opportunity (barbarian)|crb", "feat|attack of opportunity (champion)|crb", + "feat|attack of opportunity (magus)|som", + "feat|attack of opportunity (swashbuckler)|apg", + "feat|attuned stride|som", + "feat|attunement shift|som", + "feat|attunement to stone|lowg", + "feat|augment senses|loag", "feat|aura of courage|crb", + "feat|aura of despair|apg", "feat|aura of faith|crb", "feat|aura of life|crb", + "feat|aura of preservation|apg", "feat|aura of righteousness|crb", + "feat|aura of unbreakable virtue|aoa6", "feat|aura of vengeance|crb", + "feat|aura sight|da", "feat|auspicious mount|crb", "feat|automatic knowledge|crb", + "feat|automatic writing|da", + "feat|avalanche strike|apg", "feat|avatar's audience|crb", + "feat|avenge ally|apg", + "feat|avenge in glory|locg", + "feat|awakened power|da", "feat|awesome blow|crb", + "feat|axe climber|ec3", + "feat|axe thrower|ec3", + "feat|axiomatic lore|loag", + "feat|azaersi's roads|lol", + "feat|azarketi lore|aaws", + "feat|azarketi purification|loag", + "feat|azarketi weapon aptitude|aaws", + "feat|azarketi weapon expertise|aaws", + "feat|azarketi weapon familiarity|aaws", + "feat|azata magic|apg", + "feat|back to back|apg", + "feat|backup disguise|locg", + "feat|banishing blow|ec6", "feat|barbarian dedication|crb", "feat|barbarian resiliency|crb", "feat|bard dedication|crb", "feat|bardic lore|crb", "feat|bargain hunter|crb", + "feat|bark and tendril|locg", + "feat|barreling charge (barbarian)|apg", + "feat|barreling charge (fighter)|apg", + "feat|barrier shield|lotgb", + "feat|bashing charge|apg", "feat|basic arcana|crb", "feat|basic bard spellcasting|crb", "feat|basic blood potency|crb", "feat|basic bloodline spell|crb", + "feat|basic captivator spellcasting|lotgb", + "feat|basic cathartic spellcasting|som", "feat|basic cleric spellcasting|crb", "feat|basic concoction|crb", + "feat|basic deduction|apg", "feat|basic devotion|crb", "feat|basic dogma|crb", "feat|basic druid spellcasting|crb", + "feat|basic eldritch archer spellcasting|apg", + "feat|basic flair|apg", "feat|basic fury|crb", "feat|basic hunter's trick|crb", "feat|basic kata|crb", + "feat|basic lesson|apg", + "feat|basic magus spellcasting|som", "feat|basic maneuver|crb", + "feat|basic martial magic|som", "feat|basic muse's whispers|crb", + "feat|basic mysteries|apg", + "feat|basic oracle spellcasting|apg", + "feat|basic psychic spellcasting|da", + "feat|basic red mantis magic|lowg", + "feat|basic scroll cache|apg", "feat|basic sorcerer spellcasting|crb", + "feat|basic spellcasting|som", + "feat|basic summoner spellcasting|som", + "feat|basic synergy|som", + "feat|basic thaumaturgy|da", + "feat|basic thoughtform|da", "feat|basic trickery|crb", "feat|basic wilding|crb", + "feat|basic witch spellcasting|apg", + "feat|basic witchcraft|apg", "feat|basic wizard spellcasting|crb", + "feat|bastion dedication|apg", + "feat|bat form|botd", "feat|battle assessment|crb", "feat|battle cry|crb", "feat|battle medicine|crb", + "feat|battle planner|apg", + "feat|battle prayer|logm", + "feat|battleforger|locg", + "feat|beacon mark|lotgb", + "feat|bear empathy|tv", + "feat|bear hug|tv", + "feat|beast speaker|ec2", + "feat|beast trainer|apg", + "feat|beastbrood|loag", + "feat|beastmaster bond|apg", + "feat|beastmaster dedication|apg", + "feat|beastmaster's call|apg", + "feat|beastmaster's trance|apg", + "feat|become thought|da", + "feat|bellflower dedication|aoa3", + "feat|bend space|loil", + "feat|beneath notice|frp2", "feat|bespell weapon (sorcerer)|crb", "feat|bespell weapon (wizard)|crb", + "feat|bespell weapon|apg", + "feat|bestiary scholar|lopsg", + "feat|between the scales|apg", + "feat|big mouth|apg", + "feat|biographical eye|apg", "feat|bizarre magic|crb", + "feat|bizarre transformation|da", + "feat|black cat curse|apg", + "feat|black powder flash|ooa1", "feat|blade of justice|crb", + "feat|blade of law|locg", + "feat|blade of the crimson oath|locg", "feat|blank slate|crb", + "feat|blasting beams|da", + "feat|blaze of revelation|apg", + "feat|blazing aura|loag", + "feat|blazing streak|som", + "feat|blazing talon surge|lopsg", + "feat|bleeding finisher|apg", + "feat|bless shield|lokl", + "feat|bless tonic|logm", + "feat|bless toxin|logm", + "feat|blessed blood|apg", + "feat|blessed blood|logm", + "feat|blessed denial|apg", + "feat|blessed medicine|botd", + "feat|blessed one dedication|apg", + "feat|blessed sacrifice|apg", + "feat|blessed spell|apg", + "feat|blessing of the sun gods|sot4", "feat|blind-fight (fighter)|crb", + "feat|blind-fight (investigator)|apg", "feat|blind-fight (ranger)|crb", "feat|blind-fight (rogue)|crb", + "feat|blood component substitution|apg", + "feat|blood frenzy|som", + "feat|bloodletting claws|som", + "feat|bloodletting fangs|apg", "feat|bloodline breadth|crb", "feat|bloodline conduit|crb", "feat|bloodline focus|crb", + "feat|bloodline metamorphosis|aoa6", + "feat|bloodline mutation|apg", "feat|bloodline perfection|crb", "feat|bloodline resistance|crb", "feat|bloodline wellspring|crb", + "feat|bloody blows|apg", + "feat|bloody debilitation|apg", + "feat|boaster's challenge|locg", + "feat|bolster soul cage|botd", + "feat|bon mot|apg", "feat|bond conservation|crb", "feat|bonded animal|crb", "feat|bonded focus|crb", + "feat|bonds of death|botd", + "feat|bone caller|loag", + "feat|bone investiture|loag", + "feat|bone magic|loag", + "feat|bone missile|botd", + "feat|bone rider|lome", + "feat|bone spikes|da", + "feat|bone swarm|botd", + "feat|boneyard's call|apg", + "feat|boost summons|som", + "feat|borrow memories|da", + "feat|borrow time|da", "feat|boulder roll|crb", + "feat|bounce back|apg", + "feat|bouncy goblin|locg", + "feat|bound in ice|lomm", "feat|boundless reprisals|crb", + "feat|bounty hunter dedication|apg", + "feat|brain drain|da", + "feat|brains!|botd", + "feat|bravo's determination|locg", "feat|brawling focus|crb", + "feat|breached defenses|da", "feat|breath control|crb", + "feat|breath like honey|lome", + "feat|breath of calamity|loil", + "feat|breath of the dragon|apg", + "feat|briar battler|loag", + "feat|bright lion dedication|lol", + "feat|bright lion dedication|sot4", + "feat|brightness seeker|locg", + "feat|brightsoul|loag", + "feat|brine may|apg", + "feat|brinesoul|loag", + "feat|bristle|lome", "feat|brutal beating|crb", "feat|brutal bully|crb", "feat|brutal critical|crb", "feat|brutal finish|crb", "feat|brutish shove|crb", + "feat|buckler dance|apg", + "feat|buckler expertise|apg", + "feat|bullseye|apg", + "feat|bullying staff|ec1", "feat|burn it!|crb", + "feat|burning spell|som", "feat|burrow elocutionist|crb", + "feat|burrowing form|som", + "feat|butterfly blade dedication|frp1", + "feat|butterfly's kiss|frp1", + "feat|butterfly's sting|frp1", + "feat|cackle|apg", + "feat|cadence call|apg", + "feat|calaca's showstopper|loag", "feat|calculated splash|crb", + "feat|call and response|apg", + "feat|call bonded item|apg", + "feat|call implement|da", + "feat|call of elysium|loag", + "feat|call of the green man|loag", "feat|call of the wild|crb", + "feat|call ursine ally|tv", + "feat|call your shot|apg", + "feat|called|apg", + "feat|callow may|apg", "feat|camouflage|crb", + "feat|can't fall here|loag", + "feat|can't you see?|da", + "feat|cannibalize magic|loil", "feat|canny acumen|crb", + "feat|canopy sight|loil", + "feat|cantorian reinforcement|loag", + "feat|cantorian rejuvenation|loag", + "feat|cantorian restoration|loag", + "feat|cantrip casting|som", "feat|cantrip expansion (bard)|crb", "feat|cantrip expansion (cleric)|crb", + "feat|cantrip expansion (magus)|som", + "feat|cantrip expansion (oracle)|apg", + "feat|cantrip expansion (psychic)|da", "feat|cantrip expansion (sorcerer)|crb", + "feat|cantrip expansion (witch)|apg", "feat|cantrip expansion (wizard)|crb", + "feat|captivating curiosity|loag", + "feat|captivating intensity|lotgb", + "feat|captivator dedication|lotgb", + "feat|capture magic|som", + "feat|caravan leader|apg", + "feat|careful explorer|lowg", + "feat|cascade bearers flexibility|locg", + "feat|cascade bearers spellcasting|locg", + "feat|cascade countermeasure|som", + "feat|cascading ray|som", "feat|cast down|crb", + "feat|cast out|botd", "feat|castigating weapon|crb", "feat|cat fall|crb", + "feat|cat nap|loag", + "feat|cat's luck|apg", + "feat|catch the details|lome", + "feat|catchy tune|loag", + "feat|caterwaul|apg", + "feat|catfolk dance|loag", + "feat|catfolk lore|apg", + "feat|catfolk weapon expertise|apg", + "feat|catfolk weapon familiarity|apg", + "feat|catfolk weapon rake|apg", + "feat|cathartic focus spell|som", + "feat|cathartic mage dedication|som", + "feat|catrina's presence|loag", + "feat|cauldron|apg", + "feat|cautious curiosity|apg", + "feat|cautious delver|lopsg", + "feat|cavalier dedication|apg", + "feat|cavalier's banner|apg", + "feat|cavalier's charge|apg", "feat|cave climber|crb", "feat|ceaseless shadows|crb", + "feat|cel rau|loag", + "feat|celebrity dedication|apg", + "feat|celestial eyes|apg", "feat|celestial form|crb", + "feat|celestial lore|apg", "feat|celestial mount|crb", + "feat|celestial resistance|apg", + "feat|celestial strikes|apg", + "feat|celestial wings|apg", + "feat|celestial word|apg", + "feat|ceremony of aeon's guidance|lome", + "feat|ceremony of aeon's shield|lome", + "feat|ceremony of fortification|lome", + "feat|ceremony of growth|lome", + "feat|ceremony of knowledge|lome", + "feat|ceremony of protection|lome", + "feat|ceremony of sun's gift|lome", + "feat|ceremony of sunlight|lome", + "feat|ceremony of the evened hand|lome", + "feat|ceremony of the strengthened hand|lome", "feat|certain strike|crb", "feat|champion dedication|crb", "feat|champion resiliency|crb", "feat|champion's reaction|crb", "feat|champion's sacrifice|crb", + "feat|chance death|loag", + "feat|change of face|da", + "feat|changeling lore|apg", + "feat|channel rot|botd", "feat|channel smite|crb", + "feat|channel the godmind|loag", "feat|channeled succor|crb", + "feat|charged creation|locg", + "feat|charlatan|logm", + "feat|charmed life|apg", "feat|charming liar|crb", + "feat|charred remains|loag", + "feat|cheat death|apg", + "feat|cheek pouches|apg", + "feat|chemical contagion|apg", + "feat|chemical purification|lokl", + "feat|choking smoke|lotgb", + "feat|chosen of lamashtu|locg", + "feat|chromotherapy|da", + "feat|chronocognizance|da", + "feat|chronomancer's secrets|da", + "feat|chronoskimmer dedication|da", + "feat|cindersoul|loag", "feat|city scavenger|crb", + "feat|clan protector|locg", + "feat|clan's edge|locg", + "feat|claws of the dragon|apg", + "feat|cleansing light|loil", + "feat|cleansing subroutine|loag", + "feat|clear the way|apg", "feat|cleave|crb", "feat|cleric dedication|crb", "feat|clever counterspell|crb", + "feat|clever gambit|apg", "feat|clever improviser|crb", + "feat|clever shadow|loag", + "feat|climbing claws|apg", + "feat|climbing tail|loil", + "feat|clinch strike|lotgb", + "feat|clinging climber|botd", + "feat|clinging shadows initiate|apg", + "feat|cling|apg", + "feat|cloak of poison|loag", + "feat|clockwork reanimator dedication|ooa3", + "feat|clone-risen|da", + "feat|close quarters|loag", + "feat|cloud gazer|loag", "feat|cloud jump|crb", "feat|cloud step|crb", + "feat|cloud walk|sot3", + "feat|clue them all in|apg", + "feat|coating of slime|loag", + "feat|cobble dancer|locg", + "feat|cobra envenom|apg", + "feat|cobra stance|apg", + "feat|coffin bound|botd", "feat|cognitive loophole|crb", + "feat|cold minded|loil", + "feat|collapse|botd", "feat|collateral thrash|crb", + "feat|combat assessment|apg", "feat|combat climber|crb", "feat|combat grab|crb", + "feat|combat premonition|da", + "feat|combat reading|apg", "feat|combat reflexes|crb", + "feat|combination finisher|apg", "feat|combine elixirs|crb", "feat|come and get me|crb", + "feat|command attention|apg", "feat|command undead|crb", "feat|communal healing|crb", + "feat|communal sustain|lopsg", + "feat|communal tale|sot2", + "feat|community knowledge|loil", "feat|companion's cry|crb", + "feat|conceal spell|apg", "feat|conceal spell|crb", + "feat|concealing legerdemain|apg", + "feat|conceited mindset|apg", "feat|confabulator|crb", + "feat|conflux focus|som", + "feat|conflux wellspring|som", + "feat|confounding image|lotgb", + "feat|connect the dots|apg", "feat|connections|crb", + "feat|conrasu lore|lome", + "feat|conrasu weapon expertise|lome", + "feat|conrasu weapon familiarity|lome", + "feat|conrasu weapon understanding|lome", + "feat|conscious spell specialization|da", + "feat|consecrate spell|lokl", + "feat|consecrated aura|botd", + "feat|consistent surge|loag", + "feat|consolidated overlay panopticon|loil", + "feat|constant gaze|lome", + "feat|constant levitation|da", + "feat|constricting hold|som", + "feat|consult the spirits|apg", + "feat|consult the stars|loag", + "feat|consume energy|da", + "feat|consume spell|apg", "feat|contagious rage|crb", "feat|continual recovery|crb", + "feat|continuous assault|loag", + "feat|contortionist|apg", + "feat|convincing illusion|apg", "feat|cooperative nature|crb", "feat|cooperative soul|crb", + "feat|coordinated charge|apg", + "feat|corgi mount|loag", + "feat|cornered fury|loag", + "feat|corpse stench|botd", + "feat|corpse-killer's defiance|lokl", + "feat|corrupted shield|apg", + "feat|counter curse|da", "feat|counter perform|crb", + "feat|counter thought|da", + "feat|countercharm|lotgb", + "feat|counterclockwork focus|loil", "feat|counterspell (sorcerer)|crb", + "feat|counterspell (witch)|apg", "feat|counterspell (wizard)|crb", + "feat|courageous advance|apg", + "feat|courageous assault|apg", + "feat|courageous onslaught|apg", + "feat|courageous opportunity|apg", + "feat|courteous comeback|locg", "feat|courtly graces|crb", "feat|craft anything|crb", + "feat|craft facsimile|lopsg", "feat|craft philosopher's stone|crb", + "feat|crafter's appraisal|apg", "feat|crane flutter|crb", "feat|crane stance|crb", + "feat|cranial detonation|da", + "feat|creative prodigy|loag", "feat|cremate undead|crb", + "feat|criminal connections|apg", + "feat|crimson oath devotion|lokl", + "feat|crimson shroud|lowg", + "feat|cringe|apg", "feat|critical debilitation|crb", + "feat|critter shape|loag", + "feat|crone's cruelty|loag", + "feat|cross the final horizon|loil", + "feat|cross the threshold|frp1", "feat|crossblooded evolution|crb", "feat|crossbow ace|crb", + "feat|crossbow terror|apg", + "feat|crowd mastery|lowg", + "feat|crown of the saumen kar|lomm", + "feat|crude communication|apg", + "feat|cruelty|apg", + "feat|crunch|lome", "feat|crushing grab|crb", + "feat|cryptic spell|da", + "feat|crystal healing|da", + "feat|crystal keeper dedication|aoa4", + "feat|crystal luminescence|loil", + "feat|crystal ward spells|aoa4", + "feat|crystalline cloud|loag", + "feat|crystalline dust|loag", "feat|cultural adaptability|crb", + "feat|cunning climber|locg", + "feat|cunning hair|loag", + "feat|cunning tinker|lotgb", + "feat|cunning trickster mask|sot6", + "feat|current spell|apg", + "feat|curse maelstrom dedication|da", + "feat|curse of the saumen kar|lomm", + "feat|cursed effigy|da", + "feat|cut from the air|apg", + "feat|cut the bonds|aoa3", + "feat|cycle spell|botd", + "feat|cynical|aaws", + "feat|daemon magic|apg", + "feat|dance of intercession|frp3", + "feat|dance underfoot|apg", "feat|dancing leaf|crb", + "feat|dandy dedication|apg", "feat|dangerous sorcery|crb", + "feat|dangle|loag", + "feat|dangle|loil", + "feat|daredevil's gambit|locg", + "feat|daring act|locg", + "feat|daring flourish|locg", + "feat|dark persona's presence|da", + "feat|darkseer|locg", + "feat|darting monkey|loil", + "feat|daywalker|botd", + "feat|daywalker|loag", + "feat|dazing blow|apg", + "feat|dazzling block|som", + "feat|dead reckoning|lopsg", "feat|deadly aim|crb", + "feat|deadly butterfly|frp1", + "feat|deadly grace|apg", + "feat|deadly poison weapon|aoa5", "feat|deadly simplicity|crb", + "feat|deadly strikes|apg", + "feat|death warden|botd", + "feat|death's door|locg", + "feat|death's drums|apg", + "feat|deathly secrets|botd", "feat|debilitating bomb|crb", + "feat|debilitating dichotomy|apg", "feat|debilitating shot|crb", + "feat|debilitating venom|loil", + "feat|deceptive worship|apg", + "feat|decry thief|aoa5", "feat|deep lore|crb", + "feat|deep roots|da", + "feat|deep vision|loag", + "feat|deeper dabbler|apg", + "feat|deepest wellspring|da", + "feat|defend mount|apg", + "feat|defend summoner|som", + "feat|defensive coordination|apg", + "feat|defensive instincts|lome", "feat|defensive recovery|crb", "feat|defensive roll|crb", + "feat|defiance unto death|locg", "feat|deflect arrow|crb", + "feat|deflecting cloud|sot3", + "feat|deft cooperation|lowg", + "feat|defy death|loag", + "feat|defy fey|loil", + "feat|defy the darkness|apg", + "feat|deimatic display|apg", "feat|deity's domain|crb", "feat|deity's protection|crb", "feat|delay trap|crb", + "feat|deliberate death|loag", + "feat|delver|lome", + "feat|demanding challenge|locg", + "feat|demolition charge|apg", + "feat|demon magic|apg", + "feat|demon's hair|frp3", + "feat|demonbane warrior|lome", + "feat|demonblood frenzy|lome", + "feat|denier of destruction|ec6", + "feat|deny the songs of war|sot2", + "feat|derring-do|apg", + "feat|desiccating inhalation|botd", "feat|desperate finisher|crb", + "feat|desperate prayer|apg", + "feat|destructive block|apg", + "feat|detective's readiness|apg", "feat|determination|crb", + "feat|determined dash|apg", + "feat|determined lore seeker|lopsg", + "feat|detonating spell|lokl", + "feat|devastating spellstrike|som", + "feat|devil in plain sight|loag", + "feat|devil magic|apg", + "feat|devil's advocate|locg", + "feat|devil's eye|da", + "feat|devilish wiles|loag", "feat|devoted focus|crb", + "feat|devoted guardian|lokl", + "feat|diabolic certitude|lowg", "feat|diamond fists|crb", "feat|diamond soul|crb", + "feat|didactic strike|apg", "feat|diehard|crb", + "feat|different worlds|aoa3", + "feat|dig quickly|ec3", + "feat|dig up secrets|lome", + "feat|dimensional disappearance|som", + "feat|dire form|loag", + "feat|directed audience|apg", "feat|directed channel|crb", + "feat|directed poison|lotgb", "feat|directional bombs|crb", "feat|dirge of doom|crb", + "feat|disarming assault|apg", + "feat|disarming block|apg", + "feat|disarming flair|apg", "feat|disarming stance|crb", "feat|disarming twist|crb", + "feat|discerning gaze|ngd", + "feat|discerning strike|lopsg", + "feat|disciple of shade|som", + "feat|disciple's breath|apg", + "feat|discordant voice|apg", + "feat|discreet inquiry|apg", + "feat|disengaging twist|lotgb", + "feat|disk rider|lotgb", + "feat|disorienting opening|apg", + "feat|disorienting venom|lome", "feat|dispelling slice|crb", + "feat|dispelling spellstrike|som", "feat|disrupt ki|crb", "feat|disrupt prey|crb", + "feat|disrupting strikes|frp1", "feat|disruptive stance|crb", + "feat|disruptive stare|loil", + "feat|distant cackle|lome", + "feat|distant wandering|da", "feat|distracting feint|crb", + "feat|distracting flattery|apg", + "feat|distracting performance|apg", "feat|distracting shadows|crb", "feat|distracting shot|crb", + "feat|distracting spellstrike|som", + "feat|disturbing defense|sli", + "feat|disturbing knowledge|apg", "feat|diverse armor expert|crb", + "feat|diverse lore|da", + "feat|diverse mystery|apg", + "feat|diverse recognition|lopsg", "feat|diverse weapon expert|crb", + "feat|diverting vortex|apg", + "feat|divine access|apg", + "feat|divine aegis|apg", "feat|divine ally|crb", "feat|divine breadth|crb", + "feat|divine countermeasures|apg", + "feat|divine disharmony|da", + "feat|divine effusion|apg", + "feat|divine emissary|lokl", "feat|divine evolution|crb", "feat|divine grace|crb", "feat|divine guidance|crb", + "feat|divine healing|lokl", "feat|divine health|crb", "feat|divine reflexes|crb", "feat|divine wall|crb", "feat|divine weapon|crb", + "feat|diviner sense|apg", + "feat|djinni magic|loag", + "feat|doctor's visitation|apg", + "feat|dodge away|apg", + "feat|dodging roll|apg", + "feat|dogfang bite|loag", + "feat|domain acumen|apg", + "feat|domain fluency|apg", "feat|domain focus|crb", "feat|domain initiate|crb", "feat|domain wellspring|crb", + "feat|dominating gaze|botd", + "feat|dominion aura|loil", + "feat|dormant eruption|da", "feat|double prey|crb", "feat|double shot|crb", "feat|double slice|crb", + "feat|doublespeak|apg", + "feat|dousing spell|som", + "feat|dracomancer|apg", + "feat|draconic arrogance|apg", + "feat|draconic scent|apg", + "feat|draconic sycophant|loag", + "feat|drag down|aaws", + "feat|dragging strike|apg", + "feat|dragon arcana|apg", + "feat|dragon disciple dedication|apg", + "feat|dragon grip|loag", + "feat|dragon prince|locg", "feat|dragon roar|crb", "feat|dragon shape|crb", + "feat|dragon spit|locg", "feat|dragon stance|crb", "feat|dragon transformation|crb", + "feat|dragon's breath|apg", + "feat|dragon's presence|apg", "feat|dragon's rage breath|crb", "feat|dragon's rage wings|crb", + "feat|dragonblood paragon|loag", "feat|dragonslayer oath|crb", + "feat|drain emotion|loil", + "feat|drain soul cage|botd", + "feat|draw from the land|som", + "feat|dread marshal stance|apg", "feat|dread striker|crb", + "feat|dream guise|da", + "feat|dream logic|da", + "feat|dream magic|da", + "feat|dream may|apg", + "feat|drenching mist|lotgb", + "feat|drive back|lokl", + "feat|drow shootist dedication|av3", "feat|druid dedication|crb", + "feat|dual energy heart|som", + "feat|dual finisher|apg", + "feat|dual onslaught|apg", + "feat|dual studies|som", + "feat|dual thrower|apg", "feat|dual-handed assault|crb", + "feat|dual-weapon blitz|apg", + "feat|dual-weapon reload|apg", + "feat|dual-weapon warrior dedication|apg", + "feat|dualborn|loag", + "feat|dualistic synergy|locg", "feat|dubious knowledge|crb", + "feat|duel spell advantage|da", + "feat|dueling dance|apg", "feat|dueling dance|crb", + "feat|dueling parry|apg", "feat|dueling parry|crb", "feat|dueling riposte|crb", + "feat|duelist dedication|apg", + "feat|duelist's challenge|apg", + "feat|duelist's edge|lowg", + "feat|duskwalker lore|apg", + "feat|duskwalker magic|apg", + "feat|dustsoul|loag", + "feat|dwarven doughtiness|apg", "feat|dwarven lore|crb", + "feat|dwarven reinforcement|apg", "feat|dwarven weapon cunning|crb", "feat|dwarven weapon expertise|crb", "feat|dwarven weapon familiarity|crb", + "feat|earned glory|apg", + "feat|earthsense|loag", + "feat|earworm|apg", + "feat|easily dismissed|locg", + "feat|eat fortune|apg", + "feat|ebb and flow|apg", + "feat|echo of the fallen|da", + "feat|echoes in stone|apg", "feat|echoing channel|crb", + "feat|echoing spell|apg", + "feat|eclectic obsession|locg", "feat|eclectic polymath|crb", "feat|eclectic skill|crb", + "feat|eclectic sword mastery|loag", + "feat|eclectic sword training|apg", + "feat|eclipsed vitality|lokl", + "feat|educate allies|apg", + "feat|educated assessment|locg", + "feat|eerie compression|loag", + "feat|eerie environs|da", + "feat|eerie flicker|da", + "feat|eerie proclamation|da", + "feat|eerie traces|da", + "feat|efficient alchemy|aoa6", "feat|efficient alchemy|crb", + "feat|efficient rituals|apg", + "feat|effortless captivation|lotgb", "feat|effortless concentration (bard)|crb", "feat|effortless concentration (druid)|crb", "feat|effortless concentration (sorcerer)|crb", "feat|effortless concentration (wizard)|crb", + "feat|effortless concentration|apg", + "feat|effortless concentration|som", + "feat|effortless reach|frp2", + "feat|efreeti magic|loag", + "feat|eidetic ear|lome", + "feat|eidetic memorization|lopsg", + "feat|eidolon's opportunity|som", + "feat|eidolon's wrath|som", + "feat|elaborate flourish|apg", + "feat|elaborate scroll esoterica|da", + "feat|elaborate talisman esoterica|da", "feat|elastic mutagen|crb", + "feat|elbow breaker|lotgb", + "feat|eldritch archer dedication|apg", + "feat|eldritch calm|loil", + "feat|eldritch debilitations|apg", + "feat|eldritch nails|apg", + "feat|eldritch researcher dedication|av2", + "feat|electric counter|frp2", + "feat|elemental assault|loag", + "feat|elemental bulwark|loag", + "feat|elemental embellish|loag", + "feat|elemental eyes|loag", + "feat|elemental familiar|som", "feat|elemental fist|crb", + "feat|elemental lore|loag", "feat|elemental shape|crb", + "feat|elemental summons|apg", + "feat|elemental trade|loag", + "feat|elemental wrath|locg", + "feat|elementalist dedication|som", "feat|elf atavism|crb", "feat|elf step|crb", + "feat|elite dracomancer|apg", + "feat|elucidating mercy|apg", + "feat|elude the divine|lol", + "feat|elude trouble|loag", + "feat|elven aloofness|apg", + "feat|elven instincts|locg", "feat|elven lore|crb", + "feat|elven verve|locg", "feat|elven weapon elegance|crb", "feat|elven weapon expertise|crb", "feat|elven weapon familiarity|crb", + "feat|elysium's cadence|da", + "feat|emancipator's mask|sot6", + "feat|embed aeon stone|som", + "feat|ember's eyes|loag", + "feat|emberkin|loag", "feat|emblazon antimagic|crb", "feat|emblazon armament|crb", + "feat|emblazon divinity|aoa6", "feat|emblazon energy|crb", + "feat|embodied dragoon subjectivity|loil", + "feat|embodied dreadnought subjectivity|loil", + "feat|embodied legionary subjectivity|loil", + "feat|embrace the pain|apg", + "feat|emerald boughs accustomation|locg", + "feat|emerald boughs hideaway|locg", + "feat|emergency medical assistance|lopsg", + "feat|emergency targe|som", + "feat|emissary of peace|lokl", + "feat|emotional partitions|loil", + "feat|emotional surge|da", + "feat|emotionless|loag", + "feat|empathetic plea|apg", + "feat|empathic calm|loil", "feat|empty body|crb", + "feat|empyreal aura|lokl", + "feat|empyreal blessing|apg", + "feat|enchanting arrow|apg", + "feat|encouraging words|gmg", + "feat|endemic herbs|apg", + "feat|endless memories|loil", + "feat|endurance of the rooted tree|ec6", + "feat|endure death's touch|locg", "feat|enduring alchemy|crb", + "feat|enduring debilitation|aoa6", "feat|enduring quickness|crb", + "feat|energetic resonance|apg", + "feat|energize wings|loag", "feat|energized font|crb", + "feat|energy ablation|apg", + "feat|energy blessed|locg", + "feat|energy fusion|apg", + "feat|energy heart|som", + "feat|energy resistance|som", + "feat|energy ward|apg", + "feat|enervating wail|da", + "feat|enforce oath|apg", + "feat|enforced order|loag", "feat|enhanced familiar (druid)|crb", + "feat|enhanced familiar (magus)|som", "feat|enhanced familiar (sorcerer)|crb", + "feat|enhanced familiar (thaumaturge)|da", + "feat|enhanced familiar (witch)|apg", "feat|enhanced familiar (wizard)|crb", + "feat|enhanced psychopomp familiar|botd", + "feat|enigma's knowledge|apg", + "feat|enlarge companion|apg", "feat|enlightened presence|crb", + "feat|enshroud soul cage|botd", + "feat|ensnaring wrappings|botd", + "feat|enthralling allure|apg", + "feat|enticing dwelling|botd", + "feat|entities from afar|av2", + "feat|entity's strike|da", + "feat|entourage|locg", + "feat|entreat with forebears|apg", + "feat|entwined energy ki|frp1", + "feat|envenom fangs|locg", + "feat|envenom strike|loil", + "feat|envenomed edge|lome", + "feat|environmental explorer|lopsg", + "feat|environmental grace|logm", + "feat|ephemeral tracking|apg", + "feat|equitable defense|loil", + "feat|escape timeline|da", "feat|eschew materials|crb", + "feat|esoteric oath|apg", "feat|esoteric polymath|crb", + "feat|esoteric reflexes|da", + "feat|esoteric warden|da", + "feat|esteemed visitor|ec3", "feat|eternal bane|crb", "feat|eternal blessing|crb", + "feat|eternal boost|som", "feat|eternal composition|crb", "feat|eternal elixir|crb", + "feat|eternal memories|loil", + "feat|eternal wings|apg", + "feat|eternal wings|loag", + "feat|evade doom|loag", + "feat|evanescent wings|loag", + "feat|evangelize|logm", + "feat|evasiveness|apg", "feat|evasiveness|crb", + "feat|ever dreaming|da", + "feat|ever-vigilant senses|som", + "feat|everdistant defense|frp3", + "feat|everstand stance|locg", + "feat|everstand strike|locg", + "feat|everyone duck!|locg", + "feat|everyone's a suspect|apg", "feat|exacting strike|crb", + "feat|executioner weapon training|ngd", + "feat|execution|ngd", + "feat|exhort the faithful|apg", + "feat|exorcist dedication|botd", + "feat|expand aura|apg", + "feat|expand spiral|botd", + "feat|expanded domain initiate|logm", + "feat|expanded luck|apg", + "feat|expanded senses|som", "feat|expanded splash|crb", + "feat|expansive spellstrike|som", + "feat|expeditious advance|lowg", "feat|expeditious search|crb", "feat|experienced professional|crb", "feat|experienced smuggler|crb", "feat|experienced tracker|crb", "feat|expert alchemy|crb", + "feat|expert backstabber|apg", "feat|expert bard spellcasting|crb", + "feat|expert captivator spellcasting|lotgb", + "feat|expert cathartic spellcasting|som", "feat|expert cleric spellcasting|crb", + "feat|expert combat eidolon|som", + "feat|expert disassembly|apg", + "feat|expert drill sergeant|locg", "feat|expert druid spellcasting|crb", + "feat|expert eldritch archer spellcasting|apg", + "feat|expert herbalism|apg", "feat|expert longevity|crb", + "feat|expert magus spellcasting|som", + "feat|expert oracle spellcasting|apg", + "feat|expert poisoner|apg", + "feat|expert psychic spellcasting|da", + "feat|expert scroll cache|apg", + "feat|expert snowcasting|tv", "feat|expert sorcerer spellcasting|crb", + "feat|expert spellcasting|som", + "feat|expert summoner spellcasting|som", + "feat|expert witch spellcasting|apg", "feat|expert wizard spellcasting|crb", "feat|exploitive bomb|crb", + "feat|explosive death drop|lopsg", + "feat|express rider|apg", "feat|extend armament alignment|crb", + "feat|extend boost|som", "feat|extend elixir|crb", + "feat|extinguish light|loag", + "feat|extra squishy|apg", + "feat|extradimensional stash|frp3", + "feat|exude abyssal corruption|da", + "feat|eye for numbers|apg", + "feat|eye for treasure|apg", + "feat|eye of ozem|lowg", + "feat|eye of the arclords|lowg", + "feat|eyes of night|apg", + "feat|fabricated connections|apg", + "feat|fade away|locg", + "feat|fading|lol", + "feat|fake it till you make it|da", + "feat|false faith|aoa4", + "feat|familiar (magus)|som", "feat|familiar (sorcerer)|crb", + "feat|familiar (thaumaturge)|da", "feat|familiar (wizard)|crb", + "feat|familiar conduit|apg", + "feat|familiar foe|lokl", + "feat|familiar form|lopsg", + "feat|familiar mascot|apg", + "feat|familiar master dedication|apg", + "feat|familiar oddities|da", + "feat|familiar's eyes|apg", + "feat|familiar's language|apg", + "feat|fancy moves|apg", + "feat|fane's escape|lopsg", + "feat|fane's fourberie|lopsg", + "feat|fang sharpener|locg", + "feat|fangs|apg", "feat|fantastic leap|crb", "feat|far lobber|crb", "feat|far shot|crb", + "feat|far throw|apg", + "feat|farabellus flip|lopsg", "feat|fascinating performance|crb", "feat|fast channel|crb", "feat|fast movement|crb", "feat|fast recovery|crb", "feat|fatal aria|crb", + "feat|faultspawn|loil", + "feat|favor of heaven|loag", + "feat|favorable winds|loag", "feat|favored enemy|crb", "feat|favored terrain|crb", "feat|fearsome brute|crb", + "feat|fearsome fangs|tv", + "feat|feast|botd", "feat|feather step|crb", + "feat|feathered cloak|loag", + "feat|feed on pain|loag", + "feat|felicitous riposte|apg", + "feat|fell rider|loag", "feat|felling shot|crb", "feat|felling strike|crb", "feat|feral mutagen|crb", + "feat|ferocious beasts|apg", + "feat|ferocious gust|loag", "feat|ferocious shape|crb", + "feat|festering wounds|botd", + "feat|fetchling lore|loag", + "feat|feverish enzymes|botd", + "feat|fey ascension|loil", "feat|fey caller|crb", + "feat|fey cantrips|loag", + "feat|fey disguise|loag", "feat|fey fellowship|crb", + "feat|fey influence|loil", + "feat|fey life|da", + "feat|fey magic|loag", + "feat|fey skin|loag", + "feat|fey tracker|loil", + "feat|fey transcendence|loil", + "feat|fey's trickery|da", + "feat|fiend's door|apg", + "feat|fiendish eyes|apg", + "feat|fiendish form|apg", + "feat|fiendish lore|apg", + "feat|fiendish mount|apg", + "feat|fiendish resistance|apg", + "feat|fiendish strikes|apg", + "feat|fiendish wings|apg", + "feat|fiendish word|apg", "feat|fiendsbane oath|crb", + "feat|fiery retort|som", "feat|fighter dedication|crb", "feat|fighter resiliency|crb", + "feat|fighting horn|loil", + "feat|final form|loag", + "feat|final rest|lokl", + "feat|finest trick|loag", + "feat|finishing follow-through|apg", + "feat|finishing precision|apg", + "feat|finned ridges|loag", + "feat|fire lung|som", + "feat|fire resistance|som", + "feat|firebrand braggart dedication|locg", + "feat|firesight|loag", + "feat|first frost|tv", + "feat|first revelation|apg", "feat|first world adept|crb", "feat|first world magic|crb", + "feat|flamboyant athlete|apg", + "feat|flamboyant cruelty|lol", + "feat|flamboyant leap|apg", + "feat|flame jump|loag", + "feat|flash your badge|ooa1", + "feat|flashing shield|lokl", + "feat|fledgling flight|loag", + "feat|fleet tempo|sot2", + "feat|fleeting shadow|apg", "feat|fleet|crb", + "feat|flensing slice|apg", + "feat|flexible form|loil", + "feat|flexible halcyon spellcasting|locg", + "feat|flexible ritualist|apg", + "feat|flexible spellcaster dedication|som", + "feat|flexible studies|apg", + "feat|flexible tail|loag", + "feat|flexible transmogrification|som", + "feat|flicker|lowg", + "feat|flinging blow|apg", "feat|flinging shove|crb", + "feat|flourish and ruin|loag", + "feat|flower magic|loil", + "feat|fluid contortionist|loag", "feat|flurry of maneuvers|crb", + "feat|flying blade|apg", "feat|flying kick|crb", + "feat|focus ally|lopsg", + "feat|focused cat nap|loag", + "feat|focused fascination|apg", + "feat|focused juggler|ec1", + "feat|focused shot|apg", "feat|foil senses|crb", + "feat|folk dowsing|da", + "feat|folklorist dedication|sot2", + "feat|folksy patter|apg", + "feat|folktales lore|sot2", + "feat|follow-up assault|apg", + "feat|follow-up strike|apg", + "feat|font of knowledge|locg", + "feat|foolproof instructions|lopsg", + "feat|for love, for lightning|lokl", "feat|forager|crb", + "feat|force fang|som", + "feat|forced entry|locg", + "feat|forceful push|lotgb", + "feat|forceful shot|lopsg", + "feat|forcible energy|apg", + "feat|forensic acumen|apg", + "feat|foresee danger|apg", + "feat|foreseen failure|da", + "feat|forest stealth|locg", + "feat|forestall curse|apg", + "feat|forge-day's rest|locg", + "feat|forgotten presence|da", "feat|forlorn|crb", "feat|form control|crb", + "feat|form lock|apg", + "feat|form lock|lotgb", + "feat|form of the bat|apg", + "feat|form of the fiend|apg", + "feat|form retention|apg", + "feat|formation master|locg", + "feat|formation training|locg", + "feat|fortified flesh|lowg", + "feat|fortified mind|loil", + "feat|fortify shield|loag", + "feat|fortuitous shift|locg", + "feat|fountain of secrets|lome", + "feat|fox trick|loag", + "feat|foxfire|loag", + "feat|freeze it!|locg", + "feat|fresh ingredients|apg", + "feat|friendform|lome", + "feat|friendly toss|apg", + "feat|frighten undead|botd", + "feat|frightening appearance|apg", + "feat|frightful aura|botd", + "feat|frightful condemnation|ngd", + "feat|frightful moan|botd", + "feat|frostbite runes|lomm", + "feat|frozen breadth|tv", + "feat|fully flighted|loag", + "feat|fulminating synergy|locg", + "feat|fumesoul|loag", "feat|furious bully|crb", "feat|furious finish|crb", "feat|furious focus|crb", "feat|furious grab|crb", "feat|furious sprint|crb", + "feat|furious vengeance|apg", "feat|fuse stance|crb", + "feat|fused polearm|som", + "feat|fused staff|som", + "feat|future spell learning|da", "feat|gang up|crb", + "feat|ganzi gaze|loag", + "feat|gaping flesh|loag", + "feat|garden path|aoa3", + "feat|gardener's resolve|ngd", + "feat|garuda magic|loag", + "feat|garuda's squall|loag", + "feat|gaze of veracity|locg", + "feat|gear up|botd", + "feat|gecko's grip|locg", + "feat|gemsoul|loag", "feat|general training|crb", + "feat|genie weapon expertise|loag", + "feat|genie weapon familiarity|loag", + "feat|genie weapon flourish|loag", "feat|genius mutagen|crb", + "feat|geomancer dedication|som", + "feat|ghoran lore|loil", + "feat|ghoran weapon expertise|loil", + "feat|ghoran weapon familiarity|loil", + "feat|ghoran weapon practice|loil", + "feat|ghoran's wrath|loil", + "feat|ghost blade|da", + "feat|ghost dedication|botd", + "feat|ghost eater dedication|frp1", + "feat|ghost flight|botd", + "feat|ghost hunter dedication|av1", + "feat|ghost hunter|apg", + "feat|ghost strike|av1", + "feat|ghost wrangler|lokl", + "feat|ghostly grasp|botd", + "feat|ghostly grasp|da", + "feat|ghostly resistance|botd", + "feat|ghoul dedication|botd", + "feat|giant snare|apg", "feat|giant's lunge|crb", "feat|giant's stature|crb", + "feat|gift of the hoard|da", + "feat|gift of the moon|loag", "feat|glad-hand|crb", + "feat|gladiator dedication|apg", + "feat|glamour|loil", + "feat|glass skin|ooa3", + "feat|glean contents|apg", + "feat|glean lore|apg", "feat|glib mutagen|crb", + "feat|glider form|som", + "feat|gloomseer|locg", + "feat|glory and valor!|loag", + "feat|glutton for flesh|botd", + "feat|glyph expert|lopsg", + "feat|gnaw|loag", + "feat|gnoll lore|lome", + "feat|gnoll weapon expertise|lome", + "feat|gnoll weapon familiarity|lome", + "feat|gnoll weapon practicality|lome", "feat|gnome obsession|crb", + "feat|gnome polyglot|locg", "feat|gnome weapon expertise|crb", "feat|gnome weapon familiarity|crb", "feat|gnome weapon innovator|crb", + "feat|goading feint|apg", "feat|goblin lore|crb", "feat|goblin scuttle|crb", "feat|goblin song|crb", "feat|goblin weapon expertise|crb", "feat|goblin weapon familiarity|crb", "feat|goblin weapon frenzy|crb", + "feat|godless healing|lowg", + "feat|golden body|aoa6", + "feat|golden league xun dedication|frp2", + "feat|golem grafter dedication|ec3", + "feat|goloma courage|lome", + "feat|goloma lore|lome", + "feat|gorilla pound|apg", + "feat|gorilla stance|apg", + "feat|gossip lore|apg", + "feat|graceful guidance|loag", + "feat|graceful leaper|apg", "feat|graceful poise|crb", + "feat|grand dance|loil", + "feat|grand medic's mask|sot6", + "feat|grand scroll esoterica|da", + "feat|grand talisman esoterica|da", + "feat|grandmother's wisdom|lome", + "feat|grasping limbs|som", + "feat|grasping reach|locg", + "feat|grave mummification|botd", + "feat|grave sense|lowg", + "feat|grave sight|lokl", + "feat|grave strength|botd", + "feat|grave's voice|av1", + "feat|gravelands herbalist|lokl", + "feat|gravesight|apg", + "feat|gravity weapon|apg", + "feat|great bear|tv", + "feat|great boaster|locg", "feat|great cleave|crb", + "feat|great tengu form|apg", + "feat|greater animal senses|loag", + "feat|greater awakened power|da", "feat|greater bloodline|crb", "feat|greater crossblooded evolution|crb", + "feat|greater cruelty|apg", + "feat|greater deathly secrets|botd", "feat|greater debilitating bomb|crb", + "feat|greater despair|botd", "feat|greater distracting shot|crb", + "feat|greater enhance venom|loil", + "feat|greater interpose|apg", + "feat|greater lesson|apg", + "feat|greater magical edification|apg", + "feat|greater magical scholastics|apg", "feat|greater mental evolution|crb", "feat|greater merciful elixir|crb", "feat|greater mercy|crb", + "feat|greater physical evolution|apg", + "feat|greater revelation|apg", + "feat|greater snow step|tv", + "feat|greater spell runes|lowg", + "feat|greater spiritual evolution|apg", + "feat|greater sun blessing|sot4", "feat|greater vital evolution|crb", "feat|green empathy|crb", "feat|green tongue|crb", + "feat|greenwatch initiate|loil", + "feat|greenwatch veteran|loil", + "feat|greenwatcher|loil", + "feat|grievous blow|apg", + "feat|grim insight|locg", + "feat|grimspawn|apg", + "feat|gripping limbs|loag", + "feat|grippli glide|lome", + "feat|grippli lore|lome", + "feat|grippli weapon expertise|lome", + "feat|grippli weapon familiarity|lome", + "feat|grippli weapon innovator|lome", + "feat|group aid|apg", "feat|group coercion|crb", "feat|group impression|crb", + "feat|grovel|apg", + "feat|gruesome strike|apg", + "feat|guarded advance|lokl", "feat|guarded movement|crb", + "feat|guarded thoughts|loil", + "feat|guardian ghosts|botd", + "feat|guardian's deflection|apg", "feat|guardian's deflection|crb", + "feat|guide the timeline|da", + "feat|guided by the stars|loag", "feat|guiding finish|crb", "feat|guiding luck|crb", "feat|guiding riposte|crb", + "feat|hag claws|apg", + "feat|hag magic|apg", + "feat|hag's sight|apg", + "feat|halcyon speaker dedication|locg", + "feat|halcyon spellcasting adept|locg", + "feat|halcyon spellcasting initiate|locg", + "feat|halcyon spellcasting sage|locg", + "feat|halfling ingenuity|locg", "feat|halfling lore|crb", "feat|halfling luck|crb", "feat|halfling weapon expertise|crb", "feat|halfling weapon familiarity|crb", "feat|halfling weapon trickster|crb", + "feat|hallowed initiate|botd", + "feat|hallowed necromancer dedication|botd", + "feat|halo|apg", + "feat|hammer quake|apg", "feat|hand of the apprentice|crb", + "feat|hand of the lich|botd", + "feat|handy with your paws|ec3", + "feat|harbinger's caw|loag", + "feat|hard tail|locg", + "feat|hard to fool|loag", + "feat|harden flesh|som", + "feat|hardy traveler|apg", "feat|harming hands|crb", + "feat|harmless doll|lotgb", + "feat|harmlessly cute|locg", "feat|harmonize|crb", + "feat|harrying strike|locg", + "feat|harsh judgment|ngd", + "feat|hasted assault|som", + "feat|hatchling flight|loag", "feat|haughty obstinacy|crb", + "feat|haunt ingenuity|da", "feat|hazard finder|crb", + "feat|head of the night parade|frp3", + "feat|head stomp|apg", + "feat|heal animal|apg", + "feat|heal companion|apg", "feat|heal mount|crb", + "feat|healer's halo|loag", + "feat|healing bomb|apg", "feat|healing hands|crb", "feat|healing touch|crb", "feat|healing transformation|crb", + "feat|heart of the kaiju|frp3", + "feat|heat wave|loag", + "feat|heaven's thunder|loil", + "feat|hefting shadow|loag", "feat|hefty hauler|crb", + "feat|heightened captivation|lotgb", + "feat|heir of the saoc|locg", + "feat|hell's armaments|locg", + "feat|hellknight armiger dedication|lowg", + "feat|hellknight dedication|locg", + "feat|hellknight order cross-training|locg", + "feat|hellknight signifer dedication|locg", + "feat|hellspawn|apg", + "feat|helpful halfling|locg", + "feat|helpful poppet|lotgb", + "feat|herbalist dedication|apg", + "feat|hero's wings|loag", + "feat|heroes' call|locg", + "feat|heroic presence|apg", "feat|heroic recovery|crb", + "feat|hex focus|apg", + "feat|hex master|apg", + "feat|hex wellspring|apg", + "feat|hidden magic|apg", "feat|hidden paragon|crb", + "feat|hidden thorn|loil", + "feat|hideous ululation|sli", "feat|hierophant's power|crb", + "feat|high-quality scrounger|apg", + "feat|high-speed regeneration|da", + "feat|hijack undead|ooa3", + "feat|hilt hammer|lokl", + "feat|hireling manager|apg", + "feat|histrionic injury|lotgb", + "feat|hobgoblin lore|locg", + "feat|hobgoblin weapon discipline|locg", + "feat|hobgoblin weapon expertise|locg", + "feat|hobgoblin weapon familiarity|locg", "feat|hobnobber|crb", + "feat|hold mark|apg", + "feat|holistic care|apg", "feat|holy castigation|crb", + "feat|holy light|lokl", + "feat|homeward bound|apg", + "feat|homing beacon|da", + "feat|hopping stride|loag", + "feat|horizon walker dedication|apg", "feat|house of imaginary walls|crb", + "feat|hulking size|som", + "feat|hungry goblin|locg", "feat|hunted shot|crb", "feat|hunter's aim|crb", + "feat|hunter's defense|lome", + "feat|hunter's fangs|lome", + "feat|hunter's luck|apg", + "feat|hunter's sanctum|botd", + "feat|hunter's vision|apg", + "feat|hurling charge|apg", + "feat|hurricane swing|loag", + "feat|hybrid form|loag", + "feat|hybrid shape|lome", + "feat|hybrid study spell|som", + "feat|hydraulic deflection|loag", + "feat|hydraulic maneuvers|loag", + "feat|hyena familiar|lome", + "feat|hymn of healing|apg", + "feat|hypnotic lure|loil", + "feat|ice crafter|lomm", + "feat|icy apotheosis|tv", + "feat|idol threat|loil", + "feat|idyllkin|loag", "feat|illusion sense|crb", + "feat|immortal bear|tv", "feat|impaling briars|crb", + "feat|impaling finisher|apg", + "feat|impaling thrust|apg", + "feat|impassable wall stance|locg", "feat|impeccable crafting|crb", "feat|implausible infiltration|crb", + "feat|implausible purchase (investigator)|apg", + "feat|implausible purchase (rogue)|apg", + "feat|implement initiate|da", + "feat|implement's assault|da", + "feat|implement's flight|da", + "feat|impose order|da", + "feat|impose order|loag", "feat|imposing destrier|crb", "feat|impossible flurry|crb", + "feat|impossible gossip|lotgb", "feat|impossible polymath|crb", + "feat|impossible riposte|apg", + "feat|impossible snares|apg", "feat|impossible striker|crb", "feat|impossible technique|crb", "feat|impossible volley (fighter)|crb", "feat|impossible volley (ranger)|crb", + "feat|impressive landing|apg", + "feat|impressive mount|apg", "feat|impressive performance|crb", "feat|improbable elixirs|crb", "feat|improved command undead|crb", "feat|improved communal healing|crb", "feat|improved dueling riposte|crb", + "feat|improved elemental bulwark|loag", + "feat|improved familiar (familiar master)|apg", + "feat|improved familiar (witch)|apg", + "feat|improved hijack undead|ooa3", "feat|improved knockback|crb", "feat|improved knockdown|crb", "feat|improved poison weapon|crb", @@ -764,1061 +2781,4624 @@ "feat|improved swift banishment|crb", "feat|improved twin riposte (fighter)|crb", "feat|improved twin riposte (ranger)|crb", + "feat|improvisational defender|ec3", + "feat|improvisational warrior|ec3", + "feat|improvise tool|apg", + "feat|improvised crafting|lopsg", + "feat|improvised critical|apg", + "feat|improvised pummel|apg", + "feat|improvised repair|apg", + "feat|in plain sight|da", "feat|incredible aim|crb", + "feat|incredible beastmaster companion|apg", "feat|incredible companion (druid)|crb", "feat|incredible companion (ranger)|crb", + "feat|incredible familiar (familiar master)|apg", + "feat|incredible familiar (thaumaturge)|da", + "feat|incredible familiar (witch)|apg", "feat|incredible ferocity|crb", "feat|incredible improvisation|crb", "feat|incredible initiative|crb", "feat|incredible investiture|crb", + "feat|incredible luck|apg", + "feat|incredible luck|locg", + "feat|incredible mount|apg", + "feat|incredible reanimated companion|ooa3", + "feat|incredible recollection|av2", "feat|incredible ricochet|crb", + "feat|incredible scout|apg", + "feat|inertial barrier|da", + "feat|inescapable grasp|lotgb", + "feat|inexhaustible countermoves|apg", + "feat|infectious emotions|som", + "feat|infiltrate dream|da", "feat|infinite possibilities|crb", + "feat|influence nature|apg", + "feat|initial eidolon ability|som", + "feat|innate magic intuition|lopsg", + "feat|inner breath|loag", + "feat|inner fire|loag", + "feat|inner fire|som", + "feat|inner strength|apg", + "feat|innocent butterfly|frp1", + "feat|innocuous|locg", + "feat|inoculation subroutine|loag", + "feat|inoculation|apg", "feat|insect shape|crb", + "feat|insistent command|ec2", "feat|inspirational focus|crb", "feat|inspirational performance|crb", "feat|inspire competence|crb", "feat|inspire defense|crb", "feat|inspire heroics|crb", "feat|inspire imitation|crb", + "feat|inspired stratagem|apg", + "feat|inspiring marshal stance|apg", + "feat|inspiring resilience|lokl", + "feat|inspirit hazard|loag", + "feat|instant armor|lokl", "feat|instant opening|crb", + "feat|instigate psychic duel|da", "feat|instinct ability|crb", + "feat|instinctive obfuscation|apg", + "feat|instinctive strike|apg", + "feat|instinctual interception|lokl", + "feat|instructive strike|da", + "feat|instrument of slaughter|apg", "feat|instrument of zeal|crb", + "feat|intense implement|da", + "feat|intensify investiture|da", + "feat|intercorporate|loag", + "feat|interfering surge|som", + "feat|internal cohesion|loag", + "feat|internal compartment|loag", + "feat|internal respirator|loag", + "feat|interrupt charge|lokl", "feat|interweave dispel|crb", "feat|intimidating glare|crb", "feat|intimidating prowess|crb", "feat|intimidating strike|crb", + "feat|into the future|da", + "feat|intuitive cooperation|locg", + "feat|intuitive crafting|loag", + "feat|intuitive illusions|locg", + "feat|inured to alchemy|ooa1", + "feat|inured to the heat|lome", + "feat|inventive offensive|locg", "feat|inventor|crb", + "feat|investigate haunting|av1", + "feat|investigator dedication|apg", + "feat|investigator's stratagem|apg", + "feat|invigorating mercy|apg", "feat|invincible mutagen|crb", + "feat|invisible trickster|loag", "feat|invoke disaster|crb", + "feat|invoke the crimson oath|locg", + "feat|invoke the elements|loag", + "feat|invulnerable juggernaut|aoa6", + "feat|iron fists|apg", + "feat|iron lung|ec3", + "feat|iron repercussions|apg", "feat|ironblood stance|crb", "feat|ironblood surge|crb", "feat|irrepressible|crb", + "feat|irrepressible|loag", + "feat|irriseni ice-witch|locg", + "feat|iruxi glide|loag", + "feat|iruxi spirit strike|loag", + "feat|iruxi unarmed cunning|locg", + "feat|it's alive!|ooa3", + "feat|jalmeri heavenseeker dedication|loil", + "feat|jalmeri rakshasa magic|loil", + "feat|janatimo's lessons|lol", + "feat|janni hospitality|loag", + "feat|janni magic|loag", + "feat|jelly body|da", + "feat|jellyfish stance|frp2", + "feat|jinx glutton|loag", + "feat|judgment of the monolith|lowg", "feat|juggernaut's fortitude|crb", + "feat|juggler dedication|ec1", + "feat|juggle|ec1", + "feat|jungle runner|loil", + "feat|jungle strider|lome", "feat|junk tinker|crb", + "feat|just one more thing|apg", + "feat|just the facts|apg", + "feat|just the tool|da", + "feat|juvenile flight|loag", + "feat|ka stone ritual|lowg", + "feat|kashrishi revivification|loil", + "feat|keen follower|apg", + "feat|keen recollection|apg", + "feat|keep pace|apg", + "feat|keep up appearances|locg", + "feat|keep up the good fight|lokl", "feat|ki blast|crb", + "feat|ki center|apg", + "feat|ki form|apg", "feat|ki rush|crb", "feat|ki strike|crb", + "feat|killing stone|loag", "feat|kip up|crb", + "feat|kitsune lore|loag", + "feat|kitsune spell expertise|loag", + "feat|kitsune spell familiarity|loag", + "feat|kitsune spell mysteries|loag", + "feat|kneecap|apg", + "feat|kneel for no god|locg", + "feat|knight in shining armor|locg", + "feat|knight reclaimant dedication|locg", + "feat|knight vigilant dedication|locg", + "feat|knight's retaliation|lokl", + "feat|knock sense|lokl", "feat|knockback strike|crb", "feat|knockback|crb", "feat|knockdown|crb", + "feat|know it all|av2", + "feat|know oneself|locg", + "feat|know the beat|aoa5", + "feat|know your own|apg", "feat|know-it-all|crb", + "feat|know-it-all|da", + "feat|knowledge is power|som", + "feat|known weaknesses|apg", + "feat|kobold breath|apg", + "feat|kobold lore|apg", + "feat|kobold weapon expertise|loag", + "feat|kobold weapon familiarity|loag", + "feat|kobold weapon innovator|loag", + "feat|kreighton's cognitive crossover|lopsg", + "feat|lab rat|apg", + "feat|larcenous hand|lotgb", + "feat|larcenous tail|loag", "feat|lasting coercion|crb", "feat|lasting doubt|crb", + "feat|lastwall sentry dedication|lowg", + "feat|lastwall warden|lowg", + "feat|laughing gnoll|lome", + "feat|lavasoul|loag", + "feat|lawbringer|apg", + "feat|lead climber|apg", + "feat|lead investigator|apg", + "feat|lead the pack|apg", + "feat|lead the way|lokl", + "feat|leading dance|apg", "feat|leave an opening|crb", + "feat|leech-clipper|locg", "feat|legendary codebreaker|crb", + "feat|legendary guide|apg", "feat|legendary linguist|crb", "feat|legendary medic|crb", "feat|legendary monster hunter|crb", "feat|legendary negotiation|crb", "feat|legendary performer|crb", "feat|legendary professional|crb", + "feat|legendary rider|apg", "feat|legendary shot|crb", + "feat|legendary size|loil", "feat|legendary sneak|crb", + "feat|legendary summoner|som", "feat|legendary survivalist|crb", + "feat|legendary tattoo artist|tv", "feat|legendary thief|crb", + "feat|legs of stone|ec3", + "feat|lemma of vision|loag", "feat|lengthy diversion|crb", + "feat|leshy familiar secrets|apg", "feat|leshy familiar|crb", + "feat|leshy glide|locg", + "feat|leshy lore|locg", + "feat|leshy superstition|locg", + "feat|lesser enhance venom|loil", + "feat|lethal finisher|apg", + "feat|lethargy poisoner|av3", + "feat|levering strike|ec1", "feat|leyline conduit|crb", + "feat|liberate soul|botd", "feat|liberating stride|crb", + "feat|lich dedication|botd", + "feat|lie detector|apg", "feat|lie to me|crb", + "feat|life leap|apg", + "feat|life-giving magic|locg", + "feat|lifeblood's call|loag", + "feat|lifelink surge|som", + "feat|lifesense|apg", + "feat|light from darkness|apg", + "feat|light of revelation|locg", + "feat|light paws|apg", "feat|light step|crb", + "feat|lightless litheness|loag", "feat|lightning snares|crb", + "feat|lightning tongue|loag", + "feat|lightslayer oath|apg", + "feat|lingering chill|da", "feat|lingering composition|crb", + "feat|lingering flames|lotgb", + "feat|linguist dedication|apg", + "feat|link focus|som", + "feat|link wellspring|som", "feat|linked focus|crb", + "feat|lion blade dedication|lowg", + "feat|lion's fury|sot4", + "feat|lion's might|sot4", "feat|litany against sloth|crb", "feat|litany against wrath|crb", + "feat|litany of depravity|apg", "feat|litany of righteousness|crb", + "feat|litany of self-interest|apg", + "feat|living hair|apg", + "feat|living monolith dedication|lowg", + "feat|living rune|lowg", + "feat|living vessel dedication|da", + "feat|living weapon|loag", + "feat|lizardfolk lore|locg", + "feat|loaner spell|apg", + "feat|lobbed attack|ec1", + "feat|log roll|ec3", + "feat|long tongue|lome", + "feat|long-nosed form|apg", + "feat|look again|lotgb", + "feat|look but don't touch|loil", + "feat|loose cannon|ooa1", + "feat|lore seeker|locg", + "feat|lorefinder|av2", + "feat|loremaster dedication|apg", "feat|loremaster's etude|crb", + "feat|lost in the crowd|lowg", + "feat|loud singer|apg", + "feat|loyal empath|ec3", "feat|loyal warhorse|crb", + "feat|lucky break|loag", + "feat|lucky keepsake|locg", "feat|lunge|crb", + "feat|lunging spellstrike|som", "feat|lunging stance|crb", + "feat|macabre virtuoso|botd", + "feat|magaambyan attendant dedication|locg", + "feat|mage hunter|apg", + "feat|magic arrow|apg", + "feat|magic finder|lopsg", + "feat|magic hands|apg", + "feat|magic hide|apg", + "feat|magic rider|apg", "feat|magic sense (sorcerer)|crb", "feat|magic sense (wizard)|crb", + "feat|magic sense|apg", + "feat|magic sense|som", + "feat|magic warrior aspect|lowg", + "feat|magic warrior dedication|lowg", + "feat|magic warrior transformation|lowg", + "feat|magical adaptation|apg", + "feat|magical adept|som", "feat|magical crafting|crb", + "feat|magical edification|apg", + "feat|magical knowledge|da", + "feat|magical master|som", + "feat|magical scholastics|apg", "feat|magical shorthand|crb", "feat|magical trickster|crb", + "feat|magical understudy|som", + "feat|magpie snatch|loag", + "feat|magus dedication|som", + "feat|magus's analysis|som", + "feat|maiden's mending|loag", + "feat|major lesson|apg", "feat|maker of miracles|crb", + "feat|makeshift strike|apg", + "feat|malicious bane|apg", + "feat|malleable form|da", + "feat|malleable mental forge|da", + "feat|malleable movement|da", + "feat|maneuvering spell|frp2", "feat|manifold edge|crb", + "feat|manipulative charm|botd", + "feat|mantis form|lowg", + "feat|many guises|apg", + "feat|marid magic|loag", + "feat|marine ally|loag", + "feat|mariner's fire|loag", + "feat|marsh runner|locg", + "feat|marshal dedication|apg", + "feat|martial artist dedication|apg", + "feat|martial exercise|lopsg", + "feat|martial experience|apg", + "feat|martial performance|apg", + "feat|martyr|apg", + "feat|mask familiar|locg", + "feat|mask of fear|loag", + "feat|mask of pain|loag", + "feat|mask of power|loag", + "feat|mask of rejection|loag", + "feat|masked casting|locg", + "feat|masquerade of seasons stance|loil", "feat|master alchemy|crb", "feat|master bard spellcasting|crb", + "feat|master captivator spellcasting|lotgb", + "feat|master cathartic spellcasting|som", "feat|master cleric spellcasting|crb", "feat|master druid spellcasting|crb", + "feat|master eldritch archer spellcasting|apg", + "feat|master magus spellcasting|som", "feat|master monster hunter|crb", "feat|master of many styles|crb", + "feat|master of the dead|botd", + "feat|master oracle spellcasting|apg", + "feat|master psychic spellcasting|da", + "feat|master scroll cache|apg", + "feat|master snowcasting|tv", "feat|master sorcerer spellcasting|crb", + "feat|master spellcasting|som", + "feat|master spotter|apg", "feat|master spotter|crb", + "feat|master summoner spellcasting|som", + "feat|master summoner|som", + "feat|master witch spellcasting|apg", "feat|master wizard spellcasting|crb", + "feat|master's counterspell|lopsg", "feat|masterful companion|crb", + "feat|masterful obfuscation|lopsg", + "feat|mastermind's eye|frp1", "feat|mature animal companion (druid)|crb", "feat|mature animal companion (ranger)|crb", + "feat|mature beastmaster companion|apg", + "feat|mature trained companion|ec2", + "feat|mauler dedication|apg", + "feat|medic dedication|apg", + "feat|medical researcher|lol", "feat|meditative focus|crb", "feat|meditative wellspring|crb", + "feat|medusa's wrath|apg", "feat|mega bomb|crb", + "feat|meld into eidolon|som", "feat|melodious spell|crb", + "feat|menacing prowess|frp2", + "feat|mental balm|da", + "feat|mental buffer|da", + "feat|mental forge|da", + "feat|mental static|da", + "feat|mental sustenance|loil", "feat|merciful elixir|crb", + "feat|merciless rend|som", "feat|mercy|crb", + "feat|mesmerizing gaze|apg", + "feat|metabolize element|som", + "feat|metal-veined strikes|loag", + "feat|metallic envisionment|da", "feat|metamagic channel|crb", "feat|metamagic mastery (sorcerer)|crb", "feat|metamagic mastery (wizard)|crb", + "feat|meteoric spellstrike|som", + "feat|methodical debilitations|apg", + "feat|mighty bear|tv", + "feat|mighty bulwark|apg", + "feat|mighty dragon shape|apg", + "feat|mighty wings|sot3", + "feat|mimic protections|ec6", + "feat|mind over matter|da", + "feat|mind projectiles|da", + "feat|mind shards|da", + "feat|mind smith dedication|da", "feat|mindblank mutagen|crb", + "feat|miniaturize|som", + "feat|minion guise|apg", "feat|minor magic|crb", "feat|miracle worker|crb", + "feat|miraculous intervention|lokl", + "feat|miraculous possibility|apg", + "feat|miraculous repair|loil", + "feat|miresoul|loag", + "feat|mirror refuge|da", "feat|mirror shield|crb", + "feat|mirror-risen|da", + "feat|mischievous tail|loag", + "feat|mist child|apg", + "feat|mist escape|botd", + "feat|mist strider|loag", + "feat|mistaken identity|da", + "feat|mistsoul|loag", "feat|mixed maneuver|crb", + "feat|mobile finisher|apg", + "feat|mobile magical combat|lopsg", "feat|mobile shot stance|crb", "feat|mobility|crb", + "feat|moderate enhance venom|loil", + "feat|molten wit|loil", "feat|moment of clarity|crb", + "feat|monastic archer stance|apg", "feat|monastic weaponry|crb", "feat|monk dedication|crb", "feat|monk moves|crb", "feat|monk resiliency|crb", "feat|monk's flurry|crb", + "feat|monkey spirits|loil", "feat|monster hunter|crb", "feat|monster warden|crb", "feat|monstrosity shape|crb", "feat|monstrous peacemaker|crb", + "feat|moon may|loag", + "feat|morph-risen|da", + "feat|morphic manipulation|da", + "feat|morrigna's spider affinity|loag", + "feat|mortal healing|logm", + "feat|mortification|lowg", + "feat|mother's mindfulness|loag", "feat|mountain quake|crb", "feat|mountain stance|crb", "feat|mountain stronghold|crb", "feat|mountain's stoutness|crb", + "feat|mounted shield|apg", + "feat|mug|apg", "feat|multifarious muse|crb", + "feat|multilingual cipher|apg", "feat|multilingual|crb", "feat|multishot stance|crb", "feat|multitalented|crb", + "feat|mummy dedication|botd", + "feat|mummy's despair|botd", + "feat|murderous thorns|loil", + "feat|murksight|apg", + "feat|muscle mimicry|da", + "feat|musetouched|apg", + "feat|mutable familiar|apg", + "feat|mutate weapon|loag", + "feat|myriad forms|loag", + "feat|mysterious breadth|apg", + "feat|mysterious repertoire|apg", + "feat|mystery conduit|apg", + "feat|nagaji lore|loil", + "feat|nagaji spell expertise|loil", + "feat|nagaji spell familiarity|loil", + "feat|nagaji spell mysteries|loil", + "feat|nameless anonymity|lowg", + "feat|nanite shroud|loag", + "feat|nanite surge|loag", + "feat|nantambu chime-ringer dedication|sot2", + "feat|narrative conduit|sot2", + "feat|native waters|loil", "feat|natural ambition|crb", + "feat|natural illusionist|locg", "feat|natural medicine|crb", + "feat|natural performer|locg", "feat|natural skill|crb", + "feat|natural swimmer|som", + "feat|necromancer's visage|botd", + "feat|necromantic bulwark|lokl", + "feat|necromantic deflection|lokl", + "feat|necromantic heir|botd", + "feat|necromantic physiology|apg", + "feat|necromantic resistance|botd", + "feat|necromantic resistance|lowg", + "feat|necromantic tenacity|lowg", "feat|necrotic infusion|crb", + "feat|nestling fall|loag", + "feat|never tire|apg", + "feat|night magic|apg", + "feat|nightvision adaptation|loag", "feat|nimble crawl|crb", "feat|nimble dodge (rogue)|crb", + "feat|nimble dodge (swashbuckler)|apg", "feat|nimble elf|crb", + "feat|nimble hooves|apg", "feat|nimble roll (rogue)|crb", + "feat|nimble roll (swashbuckler)|apg", + "feat|nimble shield hand|apg", + "feat|no cause for alarm|apg", "feat|no escape|crb", + "feat|no evidence|loag", + "feat|no stranger to death|lokl", + "feat|no!!!|da", + "feat|noble resolve|loil", + "feat|nocturnal charm|loag", + "feat|nocturnal grippli|lome", + "feat|nocturnal kindred|botd", + "feat|nocturnal sense|apg", + "feat|none shall know|lome", + "feat|nonlethal spell|apg", + "feat|nonlethal takedown|lokl", + "feat|nosoi's mask|loag", + "feat|nothing but fluff|lotgb", + "feat|numb to death|logm", + "feat|numb|botd", + "feat|obscured emergence|da", + "feat|obscured terrain|lotgb", + "feat|observant explorer|lopsg", "feat|occult breadth|crb", "feat|occult evolution|crb", + "feat|occult resistance|apg", "feat|oddity identification|crb", + "feat|ode to ouroboros|apg", + "feat|offensive analysis|loag", + "feat|offensive subroutine|loag", + "feat|old soul|loag", + "feat|olethros's decree|loag", + "feat|one for all|apg", + "feat|one more activation|da", + "feat|one with earth|loag", + "feat|one with the land|botd", + "feat|one-inch punch|apg", + "feat|one-millimeter punch|apg", + "feat|one-toed hop|apg", + "feat|oneiric influence|da", + "feat|ongoing investigation|apg", + "feat|ongoing selfishness|apg", + "feat|ongoing strategy|apg", + "feat|ooze empathy|sli", + "feat|oozemorph dedication|sli", + "feat|open mind|loil", "feat|opportune backstab|crb", + "feat|opportune throw|ec1", + "feat|opportunistic grapple|apg", "feat|opportunist|crb", + "feat|oracle dedication|apg", + "feat|oracular providence|apg", + "feat|oracular warning|apg", "feat|orc ferocity|crb", + "feat|orc lore|apg", "feat|orc sight|crb", "feat|orc superstition|crb", + "feat|orc warmask|loag", "feat|orc weapon carnage|crb", "feat|orc weapon expertise|crb", "feat|orc weapon familiarity|crb", "feat|order explorer|crb", "feat|order magic|crb", "feat|order spell|crb", + "feat|order training|locg", + "feat|ornate tattoo|locg", + "feat|orthographic mastery|apg", + "feat|ostentatious arrival|som", + "feat|otherworldly acumen|apg", "feat|otherworldly magic|crb", + "feat|out of hand|botd", + "feat|overcrowd|apg", + "feat|overextending feint|apg", + "feat|overlooked mastermind|locg", + "feat|overpowering charge (barbarian)|apg", + "feat|overpowering charge (fighter)|apg", + "feat|oversized throw|apg", + "feat|overwhelming blow|apg", + "feat|overwhelming breath|apg", "feat|overwhelming energy (druid)|crb", "feat|overwhelming energy (sorcerer)|crb", "feat|overwhelming energy (wizard)|crb", + "feat|overwhelming spellstrike|som", + "feat|pack hunter|lome", + "feat|pack rat|apg", + "feat|pack stalker|lome", + "feat|pack tactics|loag", + "feat|pact of draconic fury|da", + "feat|pact of eldritch eyes|da", + "feat|pact of fey glamour|da", + "feat|pact of infernal prowess|da", + "feat|pact of the final breath|da", + "feat|pactbinder dedication|da", + "feat|pactbound dedication|lomm", + "feat|pain tolerance|ooa1", + "feat|paired link|da", + "feat|pale horse|apg", + "feat|panache paragon|apg", + "feat|paradoxical mystery|apg", + "feat|paragon battle medicine|lol", + "feat|paragon reanimated companion|ooa3", "feat|paragon's guard|crb", + "feat|parallel breakthrough|da", + "feat|paralyzing slash|botd", + "feat|parry and riposte|apg", + "feat|parthenogenic hatchling|locg", + "feat|parting shot|apg", + "feat|party crasher|apg", + "feat|pass through|botd", + "feat|past life|botd", + "feat|path of iron|apg", + "feat|pathfinder agent dedication|lowg", + "feat|patron's breadth|apg", + "feat|patron's truth|apg", + "feat|peafowl stance|apg", + "feat|peafowl strut|apg", + "feat|peculiar anatomy|sli", + "feat|peer beyond|av1", + "feat|pelagic aptitude|loag", + "feat|penetrating projectile|apg", "feat|penetrating shot|crb", "feat|perfect clarity|crb", "feat|perfect debilitation|crb", "feat|perfect distraction|crb", + "feat|perfect dive|aaws", "feat|perfect encore|crb", + "feat|perfect finisher|apg", "feat|perfect form control|crb", + "feat|perfect ki adept|lowg", + "feat|perfect ki exemplar|loil", + "feat|perfect ki expert|loil", + "feat|perfect ki grandmaster|loil", "feat|perfect mutagen|crb", + "feat|perfect resistance|loil", "feat|perfect shot|crb", + "feat|perfect strike|lowg", + "feat|perfect weaponry|loil", "feat|perfection's path|crb", + "feat|performative weapons training|apg", + "feat|perfume cloud|loil", + "feat|peri magic|loag", + "feat|perpetual breadth|apg", + "feat|perpetual scout|apg", + "feat|persistent creation|locg", "feat|persistent mutagen|crb", "feat|pervasive superstition|crb", + "feat|pesh skin|aoa5", + "feat|petrified skin|da", + "feat|phalanx formation|lokl", + "feat|phase arrow|apg", + "feat|phase out|som", + "feat|phonetic training|apg", + "feat|physical training|lopsg", + "feat|pick up the pace|apg", "feat|pickpocket|crb", + "feat|pied piping|apg", + "feat|pierce the darkness|lome", + "feat|pierce the light|loag", + "feat|piercing quills|lome", + "feat|pilgrim's token|apg", + "feat|pinch time|apg", + "feat|pinning fire|apg", + "feat|pinpoint poisoner|apg", + "feat|pirate dedication|apg", + "feat|pirate weapon training|apg", + "feat|pirouette|loil", + "feat|pit of snakes|loil", + "feat|pitborn|apg", + "feat|pivot strike|ec1", + "feat|plague sniffer|loag", + "feat|planar sidestep|loil", "feat|planar survival|crb", + "feat|plant evidence|apg", "feat|plant shape|crb", + "feat|play dead|botd", + "feat|play to the crowd|apg", + "feat|plentiful snares|apg", + "feat|plot the future|apg", + "feat|plum deluge|frp3", + "feat|plumekith|loag", "feat|point-blank shot|crb", + "feat|poison coat|apg", "feat|poison resistance (alchemist)|crb", "feat|poison resistance (druid)|crb", "feat|poison weapon|crb", + "feat|poisoner dedication|apg", + "feat|poisoner's twist|apg", + "feat|polearm tricks|som", + "feat|portentous spell|apg", "feat|positioning assault|crb", + "feat|positive luminance|botd", + "feat|posse|apg", "feat|potent poisoner|crb", + "feat|poultice preparation|apg", + "feat|powder punch stance|ooa1", "feat|power attack|crb", "feat|powerful alchemy|crb", + "feat|powerful guts|loag", "feat|powerful leap|crb", "feat|powerful shove|crb", "feat|powerful snares|crb", "feat|powerful sneak|crb", + "feat|practiced defender|lopsg", + "feat|practiced guidance|aoa3", + "feat|practiced opposition|lokl", + "feat|practiced paddler|ec3", + "feat|prairie rider|apg", + "feat|prayer attack|lol", + "feat|prayer-touched weapon|lokl", + "feat|precious arrow|apg", "feat|precise debilitations|crb", + "feat|precise finisher|apg", + "feat|predator's growl|loag", "feat|predator's pounce|crb", + "feat|predatory claws|botd", + "feat|predictable!|apg", + "feat|predictive purchase (investigator)|apg", + "feat|predictive purchase (rogue)|apg", + "feat|preemptive reconfiguration|loag", + "feat|premonition of avoidance|apg", + "feat|premonition of clarity|apg", + "feat|preparation|apg", + "feat|prepare papers|ooa1", + "feat|prescient consumable|apg", + "feat|prescient planner|apg", + "feat|preternatural parry|som", + "feat|prevailing position|apg", + "feat|preventative treatment|lokl", + "feat|pride hunter|loag", + "feat|pride in arms|locg", + "feat|primal aegis|apg", "feat|primal breadth|crb", "feat|primal evolution|crb", "feat|primal focus|crb", + "feat|primal rampage|locg", "feat|primal summons|crb", "feat|primal wellspring|crb", + "feat|prismatic scales|loil", + "feat|pristine weapon|apg", + "feat|progenitor lore|da", + "feat|project persona|apg", + "feat|propulsive leap|da", + "feat|protect ally|lopsg", + "feat|protective bond|som", + "feat|protective claws|lome", + "feat|protective sheath|locg", + "feat|protective spirit mask|sot6", + "feat|protective subroutine|loag", + "feat|proximity alert|loag", + "feat|psi burst|da", + "feat|psi catastrophe|da", + "feat|psi development|da", + "feat|psi strikes|da", + "feat|psychic dedication|da", + "feat|psychic duelist dedication|da", + "feat|psychic rapport|da", + "feat|psychopomp familiar|botd", + "feat|puncturing horn|loil", + "feat|purge of moments|da", + "feat|purge sins|loag", + "feat|purifying breeze|lokl", + "feat|purifying spell|som", + "feat|push back the dead!|lokl", + "feat|pushing attack|som", + "feat|qlippoth magic|loag", + "feat|quadruped|lotgb", + "feat|quah bond|locg", "feat|quaking stomp|crb", "feat|quick alchemy|crb", "feat|quick bomber|crb", + "feat|quick change|apg", + "feat|quick change|loag", "feat|quick climb|crb", "feat|quick coercion|crb", + "feat|quick contacts|apg", "feat|quick disguise|crb", "feat|quick draw (ranger)|crb", "feat|quick draw (rogue)|crb", + "feat|quick fix|apg", "feat|quick identification|crb", + "feat|quick juggler|ec1", "feat|quick jump|crb", + "feat|quick mount|apg", "feat|quick recognition|crb", "feat|quick repair|crb", "feat|quick reversal|crb", + "feat|quick setup|tv", "feat|quick shield block (champion)|crb", "feat|quick shield block (fighter)|crb", + "feat|quick shot|apg", "feat|quick snares|crb", "feat|quick squeeze|crb", + "feat|quick stow|apg", + "feat|quick stow|lopsg", + "feat|quick study|apg", "feat|quick swim|crb", "feat|quick unlock|crb", + "feat|quicken heartbeat|ec3", + "feat|quickened attunement|som", "feat|quickened casting (bard)|crb", + "feat|quickened casting (oracle)|apg", "feat|quickened casting (sorcerer)|crb", + "feat|quickened casting (witch)|apg", "feat|quickened casting (wizard)|crb", "feat|quiet allies|crb", + "feat|quill spray|lome", "feat|quivering palm|crb", "feat|radiant blade master|crb", "feat|radiant blade spirit|crb", + "feat|radiant burst|loag", + "feat|radiant circuitry|loag", + "feat|radiant infusion|apg", + "feat|radiate glory|loag", + "feat|ragdya's dance|loil", + "feat|ragdya's revelry|loil", "feat|raging athlete|crb", "feat|raging intimidation|crb", "feat|raging thrower|crb", + "feat|rain of embers stance|lopsg", + "feat|rain-scribe mobility|locg", + "feat|rain-scribe sustenance|locg", + "feat|raise a tome|som", + "feat|rakshasa magic|loag", + "feat|rakshasa ravaged|loil", + "feat|rallying charge|apg", + "feat|rallying cry|loag", + "feat|rampaging ferocity|apg", + "feat|rampaging form|loag", + "feat|ranged combatant|som", "feat|ranged reprisal|crb", "feat|ranger dedication|crb", "feat|ranger resiliency|crb", + "feat|ranger's bramble|apg", + "feat|rapid affixture|apg", + "feat|rapid manifestation|som", "feat|rapid mantel|crb", + "feat|rapid recharge|som", + "feat|rapid response|apg", + "feat|rat familiar|apg", + "feat|rat form|apg", + "feat|rat magic|apg", + "feat|ratfolk growth|loag", + "feat|ratfolk lore|apg", + "feat|ratfolk roll|loag", + "feat|ratspeak|apg", + "feat|ravening's desperation|ec3", + "feat|ravenous charge|botd", + "feat|razor claws|locg", + "feat|razzle-dazzle|apg", + "feat|reach beyond|frp1", "feat|reach spell (bard)|crb", "feat|reach spell (cleric)|crb", "feat|reach spell (druid)|crb", + "feat|reach spell (oracle)|apg", "feat|reach spell (sorcerer)|crb", + "feat|reach spell (witch)|apg", "feat|reach spell (wizard)|crb", + "feat|reactive charm|lotgb", + "feat|reactive dismissal|som", "feat|reactive distraction|crb", "feat|reactive interference|crb", "feat|reactive pursuit|crb", "feat|reactive shield|crb", + "feat|reactive transformation|apg", + "feat|read disaster|apg", "feat|read lips|crb", + "feat|read psychometric resonance|da", + "feat|read shibboleths|apg", + "feat|read the land|som", + "feat|read the stars|loag", + "feat|reanimating spark|lotgb", + "feat|reanimator dedication|botd", + "feat|reaper of repose|locg", + "feat|reason rapidly|apg", + "feat|reassuring presence|lome", + "feat|rebounding toss|apg", "feat|reckless abandon (barbarian)|crb", + "feat|reckless abandon (goblin)|apg", + "feat|reclaim spell|ec6", + "feat|reclaimant plea|lokl", + "feat|recognize ambush|loag", "feat|recognize spell|crb", + "feat|recognize threat|locg", + "feat|recollect studies|lopsg", + "feat|reconstruct the scene (investigator)|apg", + "feat|reconstruct the scene (rogue)|apg", + "feat|recover spell|lopsg", + "feat|red herring|apg", + "feat|red mantis assassin dedication|lowg", + "feat|redirect attention|da", + "feat|redirect elements|som", + "feat|reflect foe|da", "feat|reflect spell (sorcerer)|crb", + "feat|reflect spell (witch)|apg", "feat|reflect spell (wizard)|crb", + "feat|reflecting riposte|ec6", + "feat|reflective pocket|da", + "feat|reflective ripple stance|som", + "feat|reflexive catch|ec1", + "feat|reflexive grip|lopsg", + "feat|reflexive riposte|apg", "feat|reflexive shield|crb", + "feat|regrowth|loag", + "feat|rehydration|loag", + "feat|reimagine|loil", + "feat|reinforce eidolon|som", + "feat|rejuvenating touch|apg", + "feat|rejuvenation token|botd", + "feat|rejuvenation|botd", + "feat|relentless disarm|aoa5", + "feat|relentless stalker|fop", + "feat|relentless wings|apg", + "feat|reliable luck|apg", + "feat|reliable squire|lokl", + "feat|reloading trick|av3", + "feat|remediate|apg", + "feat|remember your training|lopsg", + "feat|reminder of the greater fear|ngd", + "feat|remorseless lash|locg", + "feat|remote trigger|apg", + "feat|remove presence|da", "feat|renewed vigor|crb", + "feat|renewing quills|lome", + "feat|repair module|loag", + "feat|repeating hand crossbow training|av3", + "feat|replenishing consumption|botd", + "feat|replenishing hydration|aaws", "feat|replenishment of war|crb", + "feat|replicate|da", "feat|reprepare spell|crb", + "feat|reptile rider|loag", + "feat|reptile speaker|locg", + "feat|repulse the wicked|lokl", + "feat|rescuer's press|lol", + "feat|reset the past|da", + "feat|resilient mind|lokl", + "feat|resilient shell|som", + "feat|resilient touch|apg", + "feat|resist ruin|apg", + "feat|resolute defender|lokl", + "feat|resolute|da", + "feat|resounding blow|apg", + "feat|resounding bravery|apg", + "feat|resounding cascade|som", + "feat|resounding finale|apg", + "feat|resourceful ritualist|apg", + "feat|restitch|lotgb", + "feat|restoring blood|loil", "feat|resurrectionist|crb", + "feat|resuscitate|apg", + "feat|retain absorbed spell|lopsg", + "feat|retaliatory cleansing|lokl", + "feat|retractable claws|loag", + "feat|return fire|apg", + "feat|returning throw|apg", + "feat|reveal hidden self|loil", + "feat|reveal machinations|aoa3", + "feat|reveal true name|som", "feat|revealing stab|crb", + "feat|reverberate|apg", + "feat|reverse curse|da", + "feat|reverse engineering|apg", + "feat|reversing charge|da", + "feat|revivification protocol|loag", "feat|revivifying mutagen|crb", + "feat|ricochet feint|apg", + "feat|ricochet stance (fighter)|apg", + "feat|ricochet stance (rogue)|apg", + "feat|ricocheting leap|lome", "feat|ride|crb", + "feat|riftmarked|loag", + "feat|right-hand blood|lome", + "feat|rimesoul|loag", + "feat|ringmaster's introduction|ec6", + "feat|rippling spin|som", + "feat|riptide|aaws", + "feat|risky surgery|apg", + "feat|rites of convocation|apg", + "feat|rites of transfiguration|apg", + "feat|ritual researcher|apg", + "feat|ritual reversion|locg", + "feat|ritualist dedication|apg", "feat|robust recovery|crb", "feat|rock runner|crb", + "feat|rockslide spell|som", "feat|rogue dedication|crb", + "feat|rokoan arts|loag", + "feat|roll with it|locg", + "feat|root magic|apg", + "feat|root to life|da", + "feat|rope mastery|frp2", + "feat|rope runner|apg", "feat|rough rider|crb", + "feat|rough terrain stance|som", + "feat|round ears|locg", + "feat|ru-shi|loag", + "feat|rubbery skin|sli", + "feat|ruby resurrection|frp3", + "feat|rugged survivalist|lopsg", + "feat|rule of three|sot2", + "feat|runelord dedication|som", + "feat|runescarred dedication|lowg", + "feat|runic impression|som", + "feat|runic mind smithing|da", "feat|running reload|crb", + "feat|running tackle|lotgb", + "feat|runtsage|loag", + "feat|saber teeth|loag", "feat|sabotage|crb", + "feat|sacral lord|da", + "feat|sacral monarch|da", + "feat|sacred armaments|lokl", + "feat|sacred defender|apg", + "feat|sacred defense|logm", + "feat|sacred ki|logm", + "feat|sacred spells|botd", + "feat|sacrifice armor|apg", + "feat|safe house|apg", + "feat|safeguard soul|botd", + "feat|safeguarded spell|apg", + "feat|sanctify water|logm", + "feat|saoc astrology|locg", "feat|sap life|crb", "feat|savage critical|crb", + "feat|saving slash|lowg", + "feat|scalding spit|locg", + "feat|scales of the dragon|apg", + "feat|scaling poppet|lotgb", + "feat|scalpel's point|apg", + "feat|scamper underfoot|ec3", + "feat|scamper|apg", + "feat|scapegoat parallel self|frp3", + "feat|scar-thick skin|loag", "feat|scare to death|crb", + "feat|scarecrow|aoa3", + "feat|scattered fire|lotgb", + "feat|scavenger's search|apg", + "feat|scholar's inheritance|loag", + "feat|scholarly defense|av2", + "feat|scholastic identification|apg", + "feat|school counterspell|som", + "feat|school spell redirection|som", + "feat|schooled in secrets|apg", + "feat|scintillating spell|apg", + "feat|scion transformation|loag", + "feat|scorching disarm|loag", + "feat|scour the library|da", + "feat|scouring rage|apg", + "feat|scout dedication|apg", + "feat|scout's charge|apg", + "feat|scout's pounce|apg", + "feat|scout's speed|apg", "feat|scout's warning (ranger)|crb", "feat|scout's warning (rogue)|crb", + "feat|scroll esoterica|da", "feat|scroll savant|crb", + "feat|scroll thaumaturgy|da", + "feat|scroll trickster dedication|apg", + "feat|scrollmaster dedication|locg", + "feat|scrounger dedication|apg", + "feat|sculpt shadows|loag", + "feat|scuttle up|loil", + "feat|sealed poppet|lotgb", + "feat|seasoned|apg", "feat|second ally|crb", + "feat|second chance spell|apg", + "feat|second shield|apg", "feat|second sting|crb", "feat|second wind|crb", + "feat|secret eyes|lome", + "feat|secret speech|aoa3", + "feat|secrets of shadow|som", + "feat|see the unseen|lome", + "feat|seedpod|locg", + "feat|seeker arrow|apg", + "feat|seeker of truths|av2", + "feat|seize|botd", "feat|selective energy|crb", + "feat|self-destruct|ooa3", + "feat|selfless parry|apg", + "feat|semblance of life|botd", + "feat|sense allies|apg", + "feat|sense chaos|locg", "feat|sense evil|crb", + "feat|sense for trouble|loag", + "feat|sense good|apg", + "feat|sense ki|frp2", + "feat|sense the unseen (investigator)|apg", "feat|sense the unseen (ranger)|crb", "feat|sense the unseen (rogue)|crb", + "feat|sense thoughts|locg", + "feat|senses of the bear|tv", + "feat|sensitive nose|lome", + "feat|sentinel dedication|apg", + "feat|sepulchral sublimation|botd", + "feat|serpent's tongue|loil", + "feat|serpentcoil slam|loil", + "feat|serpentine swimmer|loil", + "feat|settlement scholastics|apg", + "feat|seven-part link|da", + "feat|sever magic|da", + "feat|sever space|frp3", + "feat|shackleborn|loag", + "feat|shadow blending|loag", "feat|shadow hunter|crb", + "feat|shadow illusion|apg", + "feat|shadow magic|apg", + "feat|shadow mark|apg", + "feat|shadow master|apg", + "feat|shadow of the wilds|locg", + "feat|shadow pact|locg", + "feat|shadow power|apg", + "feat|shadow reservoir|som", + "feat|shadow self|apg", + "feat|shadow sight|loag", + "feat|shadow sneak attack|apg", + "feat|shadow spells|som", + "feat|shadow spell|som", + "feat|shadow's assault|loag", + "feat|shadow's web|apg", + "feat|shadowcaster dedication|som", + "feat|shadowdancer dedication|apg", + "feat|shadowy disguise|loag", + "feat|shaitan magic|loag", + "feat|shaitan skin|loag", "feat|shake it off|crb", + "feat|shall not falter, shall not rout|lol", + "feat|shamble|botd", "feat|shameless request|crb", + "feat|shape of the cloud dragon|sot3", + "feat|shape of the dragon|apg", + "feat|shapechanger's intuition|loag", + "feat|shaped contaminant|aoa5", + "feat|share burden|da", + "feat|share eidolon magic|som", "feat|share rage|crb", + "feat|share thoughts|locg", + "feat|share weakness|da", + "feat|shared assault|apg", + "feat|shared attunement|som", + "feat|shared avoidance|apg", + "feat|shared clarity|apg", + "feat|shared dream|da", + "feat|shared luck|apg", + "feat|shared luck|locg", "feat|shared prey|crb", "feat|shared replenishment|crb", + "feat|shared sight|lokl", + "feat|shared stratagem|apg", + "feat|shared synergy|locg", + "feat|shared warding|da", + "feat|sharp fangs|locg", "feat|shatter defenses|crb", + "feat|shatter space|da", + "feat|shattering blows|apg", + "feat|shattering strike|apg", "feat|shattering strike|crb", + "feat|shed tail|locg", + "feat|sheltering cave|som", + "feat|sheltering slab|apg", + "feat|shepherd of desolation|lokl", "feat|shield block|crb", + "feat|shield of faith|apg", "feat|shield of grace|crb", "feat|shield of reckoning|crb", "feat|shield paragon|crb", + "feat|shield salvation|apg", + "feat|shield wall|lokl", "feat|shield warden (champion)|crb", "feat|shield warden (fighter)|crb", "feat|shielded stride|crb", + "feat|shielded tome|som", + "feat|shieldmarshal dedication|loil", + "feat|shift spell|frp2", + "feat|shifting faces|loag", + "feat|shifting terrain|som", + "feat|shining arms|lotgb", "feat|shining oath|crb", + "feat|shinstabber|loag", + "feat|shiny button eyes|lotgb", + "feat|shisk lore|lome", + "feat|shoki's argument|loag", + "feat|shoony lore|ec3", + "feat|shooting stars stance|apg", + "feat|shore step|som", + "feat|shory aerialist|locg", + "feat|shory aeromancer|locg", + "feat|shoulder catastrophe|locg", + "feat|shove down|apg", + "feat|shoving sweep|apg", + "feat|shrink down|som", + "feat|shrouded magic|loag", + "feat|shrouded mien|loag", + "feat|sickening bite|botd", "feat|side by side (druid)|crb", "feat|side by side (ranger)|crb", "feat|sidestep|crb", "feat|sign language|crb", + "feat|signature spell expansion|apg", + "feat|signature spell expansion|da", + "feat|signature synergy|som", + "feat|signifer armor expertise|locg", + "feat|signifer's sight|locg", + "feat|silencing strike|apg", "feat|silent spell|crb", + "feat|silent step|loag", + "feat|silent sting|frp2", + "feat|silent stone|loil", + "feat|silver's refrain|aoa3", + "feat|simple crystal magic|aoa4", + "feat|sin reservoir|som", + "feat|sing to the steel|sot2", + "feat|sinister appearance|loag", + "feat|sink and swim|da", + "feat|siphon life|da", + "feat|siphon power|apg", + "feat|siphoning touch|lotgb", + "feat|six pillars stance|frp2", + "feat|sixth pillar dedication|frp2", + "feat|sixth pillar mastery|frp2", + "feat|sixth sense|da", + "feat|skeletal resistance|botd", + "feat|skeletal transformation|botd", + "feat|skeleton commander|botd", + "feat|skeptic's defense|da", + "feat|skill mastery|apg", "feat|skill mastery|crb", "feat|skill training|crb", + "feat|skilled climber|loil", + "feat|skilled partner|som", + "feat|skillful climber|loil", + "feat|skillful tail ()|loag", + "feat|skillful tail (ganzi)|loag", + "feat|skillful tail (tiefling)|apg", + "feat|skim scroll|apg", + "feat|skin split|loil", "feat|skirmish strike (ranger)|crb", "feat|skirmish strike (rogue)|crb", + "feat|skirt the light|loag", "feat|skittering scuttle|crb", + "feat|skittering sneak|loag", + "feat|skittertalk|lome", + "feat|skitter|apg", + "feat|skull creeper|loag", + "feat|sky and heaven stance|loil", + "feat|sky master mask|sot6", + "feat|skyseeker|loil", + "feat|slag may|apg", + "feat|slayer's blessing|botd", + "feat|slayer's presence|botd", + "feat|slayer's strike|botd", "feat|sleeper hold|crb", + "feat|sleepwalker dedication|da", + "feat|slink|loag", + "feat|slip into shadow|loag", + "feat|slip the grasp|loag", + "feat|slip with the breeze|loag", "feat|slippery secrets|crb", + "feat|slither|loag", "feat|sly striker|crb", + "feat|smash from the air|apg", + "feat|smashing tail|loag", "feat|smite evil|crb", + "feat|smite good|apg", "feat|smoke bomb|crb", + "feat|smokesoul|loag", + "feat|smoldering explosion|lotgb", "feat|snagging strike|crb", + "feat|snap out of it!|apg", + "feat|snap out of it!|lopsg", "feat|snap shot|crb", + "feat|snare commando|loag", "feat|snare crafting|crb", + "feat|snare genius|apg", + "feat|snare hopping|apg", + "feat|snare setter|apg", "feat|snare specialist|crb", + "feat|snarecrafter dedication|apg", "feat|sneak attacker|crb", "feat|sneak savant|crb", + "feat|sneaky|loag", + "feat|snow may|loag", + "feat|snow step|tv", + "feat|snowcaster|tv", + "feat|soaring flight|apg", + "feat|soaring form|loag", + "feat|soaring poppet|lotgb", "feat|soaring shape|crb", + "feat|sociable vow|da", + "feat|sociable|locg", + "feat|social camouflage|loil", + "feat|social purview|apg", + "feat|sodbuster|ec3", + "feat|solar rejuvenation|locg", + "feat|solar rejuvenation|loil", + "feat|solid lead|apg", + "feat|song of grace and speed|sot2", + "feat|song of marching|apg", + "feat|song of strength|apg", + "feat|song of the fallen|aoa6", "feat|soothing ballad|crb", + "feat|soothing mist|apg", "feat|sorcerer dedication|crb", + "feat|soul arsenal|som", + "feat|soul flare|som", + "feat|soul warden dedication|botd", + "feat|soulforger dedication|som", + "feat|soulsight (bard)|apg", + "feat|soulsight (sorcerer)|apg", + "feat|sound mirror|da", + "feat|sow rumor|locg", + "feat|sow spell|apg", + "feat|space-time shift|da", + "feat|spark of independence|lotgb", + "feat|speak with bats|loag", + "feat|speak with flowers|loil", + "feat|speak with kindred|locg", + "feat|speaking sky|loil", + "feat|specialized beastmaster companion|apg", "feat|specialized companion (druid)|crb", "feat|specialized companion (ranger)|crb", + "feat|specialized companion|ec2", + "feat|specialized mount|apg", "feat|specialty crafting|crb", + "feat|speedy rituals|apg", "feat|spell combination|crb", + "feat|spell devourer|apg", + "feat|spell gem|botd", + "feat|spell mastery|apg", + "feat|spell parry|som", "feat|spell penetration|crb", + "feat|spell relay|apg", + "feat|spell runes|lowg", + "feat|spell shroud|apg", + "feat|spell swipe|som", "feat|spell tinker|crb", + "feat|spell trickster dedication|lotgb", + "feat|spell-repelling form|som", + "feat|spellbook prodigy|apg", + "feat|spellmaster dedication|locg", + "feat|spellmaster's resilience|locg", + "feat|spellmaster's tenacity|lopsg", + "feat|spellmaster's ward|lopsg", + "feat|spellstriker|som", + "feat|spelunker|lome", + "feat|spew tentacles|loag", + "feat|spine stabber|lome", + "feat|spinebreaker|lotgb", + "feat|spiral sworn|botd", + "feat|spirit sheath|som", + "feat|spirit soother|apg", + "feat|spirit spells|av1", + "feat|spirit strikes|apg", + "feat|spirit's absolution|botd", + "feat|spirit's anguish|botd", "feat|spirit's wrath|crb", "feat|spirits' interference|crb", + "feat|spiritual explorer|lopsg", + "feat|spiritual guides|apg", + "feat|spiritual sense|apg", + "feat|spiteful rake|loag", + "feat|splendid companion|ec2", + "feat|splinter faith|logm", + "feat|split hex|apg", + "feat|split shot|apg", + "feat|split slot|apg", + "feat|spore cloud|loag", + "feat|spot translate|apg", "feat|spring attack|crb", "feat|spring from the shadows|crb", + "feat|springing leaper|apg", + "feat|sprite's spark|loag", + "feat|spy's countermeasures|lowg", + "feat|squad tactics|loag", + "feat|squawk!|apg", + "feat|squirm free|lotgb", + "feat|staff acrobat dedication|ec1", + "feat|staff sweep|ec1", + "feat|stage fighting|apg", + "feat|staggering fire|lokl", + "feat|stalking feline mask|sot6", + "feat|stalwart standard|lokl", "feat|stance savant (fighter)|crb", "feat|stance savant (monk)|crb", "feat|stand still|crb", + "feat|standby spell|som", + "feat|star orb|loag", + "feat|starlit eyes|som", + "feat|startling appearance|apg", + "feat|startling appearance|loag", + "feat|stave off catastrophe|lopsg", + "feat|stay down!|apg", + "feat|steadfast ally|ec3", "feat|steady balance|crb", + "feat|steady on stone|loag", "feat|steady spellcasting (bard)|crb", "feat|steady spellcasting (cleric)|crb", "feat|steady spellcasting (druid)|crb", + "feat|steady spellcasting (oracle)|apg", "feat|steady spellcasting (sorcerer)|crb", + "feat|steady spellcasting (witch)|apg", "feat|steady spellcasting (wizard)|crb", + "feat|steady spellcasting|da", + "feat|steady spellcasting|som", + "feat|steadying stone|som", + "feat|steal essence|ec6", + "feat|steal spell|apg", + "feat|steal the sky|loil", + "feat|steal time|da", + "feat|steal vitality|lotgb", "feat|stealthy companion|crb", + "feat|steam spell|loag", + "feat|steed form|som", + "feat|steel skin|apg", + "feat|steel your resolve|gmg", + "feat|steel yourself!|apg", + "feat|stella's stab and snag|lopsg", + "feat|step lively|apg", "feat|sticky bomb|crb", + "feat|sticky poison|apg", + "feat|stitch flesh|botd", + "feat|stoked flame stance|som", + "feat|stone blood|lowg", + "feat|stone bones|apg", + "feat|stone communion|lowg", + "feat|stone face|loag", + "feat|stone form|loag", "feat|stonecunning|crb", + "feat|stonegate|apg", "feat|stonewalker|crb", "feat|storm born|crb", + "feat|storm form|loag", "feat|storm retribution|crb", + "feat|storm shroud|botd", + "feat|storm's lash|apg", + "feat|storming breath|da", + "feat|stormsoul|loag", + "feat|stormy heart|loag", + "feat|story crooner|loag", + "feat|storyteller's mask|sot6", + "feat|strain mind|da", + "feat|strand strider|lome", + "feat|strange script|av2", + "feat|strangle|lotgb", + "feat|strategic assessment|apg", + "feat|strategic bypass|apg", + "feat|straveika|apg", "feat|streetwise|crb", + "feat|strident command|ngd", + "feat|striker's scroll|som", + "feat|striking retribution|loag", + "feat|strix defender|loag", + "feat|strix lore|loag", + "feat|strix vengeance|loag", + "feat|strong arm|apg", + "feat|strong swimmer|loag", + "feat|stronger debilitating venom|loil", + "feat|stubborn persistence|apg", + "feat|student of perfection dedication|lowg", "feat|student of the canon|crb", + "feat|student of the dueling arts|apg", + "feat|student of the staff|som", + "feat|studious adept|lome", "feat|studious capacity|crb", + "feat|studious magic|lome", + "feat|stumbling feint|apg", + "feat|stumbling stance|apg", + "feat|stunning appearance|apg", + "feat|stunning finisher|apg", "feat|stunning fist|crb", + "feat|subjective truth|apg", + "feat|submission hold|lotgb", + "feat|subtle delivery|apg", "feat|subtle theft|crb", "feat|sudden charge (barbarian)|crb", "feat|sudden charge (fighter)|crb", "feat|sudden leap (barbarian)|crb", "feat|sudden leap (fighter)|crb", + "feat|sudden mindfulness|loil", + "feat|suli amir|loag", + "feat|suli-jann|loag", + "feat|summon air elemental|loag", + "feat|summon celestial kin|apg", + "feat|summon earth elemental|loag", + "feat|summon ensemble|lotgb", + "feat|summon fiendish kin|apg", + "feat|summon fire elemental|loag", + "feat|summon water elemental|loag", + "feat|summoner dedication|som", + "feat|summoner's call|som", + "feat|sun blade|locg", + "feat|sun's fury|lol", + "feat|sunder enchantment|apg", + "feat|sunder spell|apg", + "feat|superimpose time duplicates|da", "feat|superior bond|crb", + "feat|superior sight|aoa6", "feat|supernatural charm|crb", + "feat|supernatural senses|apg", + "feat|supertaster|apg", + "feat|suplex|lotgb", + "feat|supreme psychic center|da", + "feat|supreme spellstrike|som", "feat|sure feet|crb", + "feat|sure foot|apg", + "feat|surface culture|locg", + "feat|surface skimmer|aaws", + "feat|surging focus|apg", + "feat|surging might|apg", + "feat|surprise attack|apg", + "feat|surprise snare|apg", + "feat|surprise strike|apg", + "feat|surreptitious spellcaster|locg", + "feat|surrounding flames|lotgb", "feat|survey wildlife|crb", + "feat|survivor of desolation|locg", + "feat|suspect of opportunity|apg", + "feat|sustaining steel|som", + "feat|svetocher|apg", + "feat|swaggering initiative|apg", + "feat|swap investment|lopsg", + "feat|swap reflections|da", + "feat|swashbuckler dedication|apg", + "feat|swashbuckler's riposte|apg", + "feat|swashbuckler's speed|apg", + "feat|swift application|loil", "feat|swift banishment|crb", + "feat|swift elusion|apg", + "feat|swift leap|botd", "feat|swift river|crb", "feat|swift sneak|crb", + "feat|swift swimmer|locg", "feat|swift tracker|crb", + "feat|swift|loag", + "feat|swimming poppet|lotgb", "feat|swipe (barbarian)|crb", "feat|swipe (fighter)|crb", + "feat|swordmaster dedication|locg", + "feat|sympathetic vulnerabilities|da", + "feat|symphony of blood|apg", "feat|symphony of the muse|crb", + "feat|symphony of the unfettered heart|apg", + "feat|syncretism|logm", + "feat|synergistic spell|locg", + "feat|syu tak-nwa's deadly hair|frp1", + "feat|syu tak-nwa's hexed locks|frp1", + "feat|syu tak-nwa's skillful tresses|frp1", + "feat|tactical cadence|apg", "feat|tactical debilitations|crb", + "feat|tactical entry|apg", + "feat|tail snatch|loil", + "feat|tail spin|locg", + "feat|tail whip|locg", + "feat|takedown expert|apg", + "feat|talisman dabbler dedication|apg", + "feat|talisman esoterica|da", + "feat|talismanic sage|apg", + "feat|tandem movement|som", + "feat|tandem strike|som", + "feat|tangle of battle|apg", "feat|tangled forest rake|crb", "feat|tangled forest stance|crb", + "feat|tap vitality|da", + "feat|target of opportunity|apg", + "feat|target of psychic ire|da", + "feat|targeting finisher|apg", "feat|targeting shot|crb", + "feat|taste blood|loag", + "feat|tattoo artist|tv", + "feat|tectonic stomp|da", + "feat|telekinetic slip|loil", + "feat|telluric power|apg", + "feat|tempest-sun redirection|locg", + "feat|tempest-sun shielding|locg", + "feat|temporary potions|apg", + "feat|ten lives|loag", + "feat|tenacious blood magic|ec6", + "feat|tenacious net|lome", + "feat|tenacious toxins|apg", + "feat|tengu feather fan|loag", + "feat|tengu lore|apg", + "feat|tengu weapon expertise|apg", + "feat|tengu weapon familiarity|apg", + "feat|tengu weapon study|apg", + "feat|tense negotiator|lopsg", + "feat|terraforming spell|apg", + "feat|terrain advantage|locg", "feat|terrain expertise|crb", + "feat|terrain form|botd", "feat|terrain master|crb", + "feat|terrain scout|apg", + "feat|terrain shield|som", "feat|terrain stalker|crb", + "feat|terrain transposition|apg", + "feat|terrible transformation|tv", "feat|terrified retreat|crb", + "feat|terrifying countenance|ngd", "feat|terrifying howl|crb", + "feat|terrifying resistance|apg", + "feat|tetraelemental assault|loag", + "feat|that's odd|apg", + "feat|thaumaturge dedication|da", + "feat|thaumaturge's demesne|da", + "feat|thaumaturge's investiture|da", + "feat|thaumaturgic ritualist|da", + "feat|the harder they fall|apg", + "feat|the tyrant falls!|lokl", + "feat|their master's call|botd", + "feat|theoretical acumen|locg", + "feat|thick hide mask|sot6", + "feat|thorned seedpod|loag", + "feat|thorough reports|lowg", + "feat|thorough research|apg", + "feat|thorough search|apg", + "feat|thoughtform summoning|da", + "feat|thoughtsense|da", "feat|thousand faces|crb", "feat|thrash|crb", + "feat|through spell|apg", + "feat|thrown voice|loag", + "feat|thunder clap|ooa1", + "feat|thunder god's fan|loag", + "feat|thwart evil|lokl", + "feat|tidal shield|loag", + "feat|tide-hardened|loag", "feat|tiger slash|crb", "feat|tiger stance|crb", + "feat|tiller's aid|aoa3", + "feat|tiller's drive|aoa3", + "feat|time dilation cascade|frp3", + "feat|time mage dedication|da", "feat|timeless body|crb", "feat|timeless nature|crb", + "feat|timeline-splitting spell|da", + "feat|tinkering fingers|apg", + "feat|tireless guide's mask|sot6", "feat|titan slinger|crb", + "feat|titan swing|da", "feat|titan wrestler|crb", "feat|titan's stature|crb", + "feat|to battle!|apg", "feat|to the ends of the earth|crb", + "feat|tomb-watcher's glare|locg", + "feat|tongue disarm|loag", "feat|tongue of sun and moon|crb", + "feat|tongue tether|lome", + "feat|tools of the trade|apg", + "feat|topple foe|apg", + "feat|toppling dance|apg", + "feat|toppling tentacles|lotgb", + "feat|torch goblin|locg", + "feat|torrential backlash|da", + "feat|touch focus|frp2", + "feat|tough skin|loil", + "feat|tough tumbler|ec3", "feat|toughness|crb", + "feat|tower shield mastery|lokl", + "feat|towering presence|loil", + "feat|towering size|som", + "feat|tracing sigil|lotgb", "feat|train animal|crb", + "feat|trample|som", + "feat|trampling charge|apg", + "feat|tranquil sanctuary|loag", + "feat|transcendent realization|loil", + "feat|transcribe moment|lopsg", + "feat|translucent skin|loag", + "feat|transposable compliance|loil", + "feat|transpose|som", + "feat|trap finder (investigator)|apg", "feat|trap finder (rogue)|crb", + "feat|treacherous earth|loag", + "feat|treat condition|apg", + "feat|tree climber|apg", + "feat|tree climber|locg", + "feat|tree's ward|loil", + "feat|trespass teleportation|da", + "feat|triangle shot|apg", "feat|trick magic item|crb", + "feat|trickster tengu|loag", + "feat|trickster's ace (investigator)|apg", "feat|trickster's ace (rogue)|crb", + "feat|triggerbrand blitz|loil", + "feat|triggerbrand salvo|loil", "feat|triple shot|crb", "feat|triple threat|crb", "feat|triple time|crb", + "feat|triumphant inspiration|apg", "feat|true debilitating bomb|crb", + "feat|true gaze|lome", "feat|true hypercognition|crb", + "feat|true perception|apg", "feat|true shapeshifter|crb", + "feat|true transmogrification|som", + "feat|truespeech|loag", + "feat|tumble behind (rogue)|apg", + "feat|tumble behind (swashbuckler)|apg", + "feat|tumbling opportunist|apg", + "feat|tumbling strike|apg", + "feat|tupilaq carver|locg", + "feat|turn away misfortune|da", + "feat|turn back the clock|da", + "feat|turn to mist|botd", "feat|turn undead|crb", + "feat|turpin rowe lumberjack dedication|ec3", + "feat|tusks|apg", + "feat|tusks|locg", + "feat|tweak appearances|aoa3", + "feat|twin distraction|apg", + "feat|twin eidolon|som", "feat|twin feint|crb", "feat|twin parry (fighter)|crb", "feat|twin parry (ranger)|crb", + "feat|twin parry (swashbuckler)|apg", + "feat|twin psyche|da", "feat|twin riposte (fighter)|crb", "feat|twin riposte (ranger)|crb", "feat|twin takedown|crb", + "feat|twin weakness|da", "feat|twinned defense (fighter)|crb", + "feat|twinned defense (swashbuckler)|apg", + "feat|twist healing|loag", "feat|twist the knife|crb", + "feat|twitchy|apg", + "feat|two truths|da", "feat|two-weapon flurry|crb", "feat|ubiquitous snares|crb", + "feat|ubiquitous weakness|da", + "feat|ultimate flexibility|apg", "feat|ultimate mercy|crb", + "feat|ultimate polymath|apg", "feat|ultimate skirmisher|crb", + "feat|unassuming dedication|locg", "feat|unbalancing blow|crb", + "feat|unbalancing finisher|apg", + "feat|unbalancing sweep|apg", + "feat|unbound freedom|loil", + "feat|unbreakable-er goblin|locg", "feat|unburdened iron|crb", + "feat|uncanny agility|loag", + "feat|uncanny awareness|loag", "feat|uncanny bombs|crb", + "feat|uncanny cheeks|loag", "feat|uncanny dodge|crb", + "feat|uncanny suction|sli", "feat|unconventional expertise|crb", "feat|unconventional weaponry|crb", + "feat|undaunted|locg", + "feat|undead companion|loag", + "feat|undead empathy|botd", + "feat|undead master dedication|botd", + "feat|undead slayer dedication|botd", + "feat|undead slayer|apg", + "feat|underground network|apg", + "feat|underhanded assault|apg", "feat|underwater marauder|crb", + "feat|underwater volcano|loag", + "feat|underworld investigator|apg", + "feat|undying conviction|botd", + "feat|undying ferocity|apg", + "feat|uneasy rest|lotgb", + "feat|unending emptiness|som", + "feat|unexpected shift|locg", + "feat|unfazed assessment|aoa5", + "feat|unfetter eidolon|som", "feat|unfettered halfling|crb", + "feat|unfettering prankster|loil", + "feat|unhampered passage|apg", "feat|unified theory|crb", "feat|unimpeded step|crb", + "feat|united assault|lokl", "feat|universal longevity|crb", "feat|universal versatility|crb", + "feat|unkillable|botd", + "feat|unlimited demesne|da", + "feat|unlimited ghost flight|botd", + "feat|unlimited potential|da", + "feat|unlock secret|loil", "feat|unmistakable lore|crb", + "feat|unnerving expansion|da", + "feat|unnerving prowess|lowg", + "feat|unravel mysteries|locg", + "feat|unrivaled builder|ec3", + "feat|unseat|apg", + "feat|unseen passage|loil", + "feat|unshakable idealism|locg", + "feat|unstable concoction|apg", + "feat|unstoppable juggernaut|apg", "feat|untrained improvisation|crb", "feat|unusual composition|crb", "feat|unwavering mien|crb", + "feat|unwind death|ooa3", + "feat|unyielding disguise|da", + "feat|urgent upwelling|som", + "feat|ursine avenger form|tv", + "feat|uzunjati recollection|locg", + "feat|uzunjati storytelling|locg", + "feat|vacate vision|sli", + "feat|vampire dedication|botd", + "feat|vampire lore|apg", + "feat|vanara battle clarity|loil", + "feat|vanara lore|loil", + "feat|vanara weapon expertise|loil", + "feat|vanara weapon familiarity|loil", + "feat|vanara weapon trickery|loil", + "feat|vandal|apg", + "feat|vanth's weapon execution|loag", + "feat|vanth's weapon expertise|loag", + "feat|vanth's weapon familiarity|loag", + "feat|veil may|loag", + "feat|velstrac magic|loag", "feat|vengeful hatred|crb", "feat|vengeful oath|crb", "feat|vengeful strike|crb", + "feat|venom purge|loil", + "feat|venom spit|loil", "feat|verdant metamorphosis|crb", + "feat|verdant presence|ec6", + "feat|verdant weapon|apg", + "feat|vernai training|lol", "feat|versatile font|crb", "feat|versatile performance|crb", "feat|versatile signature|crb", + "feat|versatile spellstrike|som", "feat|very sneaky|crb", "feat|very, very sneaky|crb", + "feat|vessel's form|da", + "feat|vestigial wings|loag", + "feat|vexing tumble|apg", + "feat|vibrant display|locg", + "feat|vibration sense|som", "feat|vicious debilitations|crb", "feat|vicious evisceration|crb", + "feat|vicious fangs|botd", + "feat|vicious incisors|apg", + "feat|vicious snares|loag", + "feat|vicious vengeance|apg", + "feat|vicious venom|loil", "feat|victorious vigor|crb", + "feat|vigil's walls rise anew!|lol", + "feat|vigilant benediction|lokl", + "feat|vigilant mask|sot6", + "feat|vigilante dedication|apg", + "feat|vigorous health|locg", + "feat|vigorous inspiration|apg", + "feat|viking dedication|apg", + "feat|viking shieldbearer|locg", + "feat|viking vindicator|lokl", + "feat|viking weapon familiarity|apg", + "feat|viking weapon specialist|apg", + "feat|vile desecration|apg", + "feat|violent unleash|da", + "feat|violent vines|loil", + "feat|viper strike|loil", + "feat|virga may|loag", + "feat|virtue-forged tattoos|locg", "feat|virtuosic performer|crb", + "feat|vishkanya lore|loil", + "feat|vishkanya weapon arts|loil", + "feat|vishkanya weapon expertise|loil", + "feat|vishkanya weapon familiarity|loil", + "feat|vision of foresight|da", + "feat|vision of weakness|apg", + "feat|vitality-manipulating stance|frp3", + "feat|vivacious afterimage|frp3", + "feat|vivacious bravado|apg", "feat|vivacious conduit|crb", + "feat|voice cold as death|lokl", + "feat|voice of authority|ngd", + "feat|voice of the night|apg", + "feat|volatile grease|lotgb", + "feat|waking dream|da", + "feat|walk on the wind|da", + "feat|walk the plank|apg", "feat|wall jump|crb", "feat|wall run|crb", + "feat|wandering heart|locg", + "feat|wandering oasis|apg", + "feat|wandering thoughts|da", + "feat|war conditioning|loag", + "feat|ward against corruption|apg", + "feat|ward casting|locg", "feat|ward medic|crb", + "feat|ward mind|lopsg", + "feat|ward slumber|da", "feat|warden's boon|crb", + "feat|warden's focus|apg", "feat|warden's guidance|crb", "feat|warden's step|crb", + "feat|warden's wellspring|apg", + "feat|warding light|lol", + "feat|warding rune|lowg", + "feat|warp likeness|da", + "feat|warp space|da", + "feat|warped constriction|da", + "feat|warped reflection|da", + "feat|warren digger|apg", + "feat|warren friend|loag", + "feat|warren navigator|apg", "feat|wary disarmament|crb", + "feat|wary skulker|apg", + "feat|wash out|lotgb", + "feat|watch and learn|lopsg", + "feat|watch your back|apg", + "feat|watchful gaze|lome", "feat|watchful halfling|crb", + "feat|water conjuration|loag", + "feat|water dancer|loag", + "feat|water nagaji|loil", + "feat|water sprint|apg", "feat|water step|crb", + "feat|water strider|loag", + "feat|wave spiral|som", + "feat|wave the flag|lokl", + "feat|wavetouched paragon|locg", + "feat|waxed feathers|loag", + "feat|wayfinder resonance infiltrator|lopsg", + "feat|wayfinder resonance tinkerer|lowg", + "feat|we march on|loag", + "feat|weapon improviser dedication|apg", "feat|weapon proficiency|crb", "feat|weapon supremacy|crb", + "feat|weapon-rune shifter|aoa4", + "feat|web hunter|lome", + "feat|web walker|lome", + "feat|web weaver|lome", + "feat|webslinger|lome", "feat|weight of guilt|crb", + "feat|weighty impact|som", + "feat|well of potential|loil", + "feat|well-armed|botd", + "feat|well-groomed|apg", + "feat|well-met traveler|apg", + "feat|well-versed|apg", + "feat|wellspring control|som", + "feat|wellspring mage dedication|som", + "feat|westyr's wayfinder repository|lopsg", + "feat|what could have been|da", + "feat|wheedle and jig|lotgb", + "feat|whirling blade stance|apg", "feat|whirling throw|crb", + "feat|whirlwind spell|som", + "feat|whirlwind stance|ec1", "feat|whirlwind strike (barbarian)|crb", "feat|whirlwind strike (fighter)|crb", + "feat|whirlwind toss|frp3", + "feat|whispering steps|da", + "feat|whitecape|loil", + "feat|whodunnit?|apg", "feat|wholeness of body|crb", "feat|widen spell (druid)|crb", + "feat|widen spell (oracle)|apg", "feat|widen spell (sorcerer)|crb", + "feat|widen spell (witch)|apg", "feat|widen spell (wizard)|crb", + "feat|widen the gap|ec3", "feat|wild empathy|crb", + "feat|wild lights|lotgb", "feat|wild shape|crb", + "feat|wild strider|apg", "feat|wild winds gust|crb", "feat|wild winds initiate|crb", + "feat|wildborn adept|locg", + "feat|wildborn magic|locg", + "feat|wilderness spotter|fop", + "feat|willing death|loag", "feat|wind caller|crb", + "feat|wind god's fan|loag", "feat|wind jump|crb", + "feat|wind pillow|loil", + "feat|wind tempered|loag", + "feat|wind-tossed spell|som", "feat|winding flow|crb", + "feat|wing step|loag", + "feat|winglets|loag", + "feat|wings of air|loag", + "feat|wings of the dragon|apg", + "feat|winter cat senses|loag", + "feat|winter's embrace|tv", + "feat|winter's kiss|tv", + "feat|wish alchemy|lol", + "feat|witch dedication|apg", + "feat|witch warden|locg", + "feat|witch's bottle|apg", + "feat|witch's charge|apg", + "feat|witch's communion|apg", + "feat|witch's hut|apg", + "feat|withstand death|lokl", "feat|wizard dedication|crb", "feat|wolf drag|crb", + "feat|wolf in sheep's clothing|da", "feat|wolf stance|crb", + "feat|wonder worker|da", + "feat|woodcraft|locg", "feat|woodland stride|crb", + "feat|words of unraveling|av2", + "feat|work yourself up|som", + "feat|worldsphere gravity|frp3", + "feat|wortwitch|apg", "feat|wounded rage|crb", + "feat|wrestler dedication|lotgb", + "feat|wronged monk's wrath|frp1", "feat|wyrmbane aura|crb", + "feat|wyrmling flight|loag", + "feat|yamaraj's grandeur|loag", "feat|you're next (rogue)|crb", + "feat|you're next (swashbuckler)|apg", + "feat|zephyr guard dedication|aoa5", + "feat|zombie dedication|botd", + "feat|zombie horde|ooa3", + "hazard|abyss-warped trees|qff2", + "hazard|acid strongbox trap|qff1", + "hazard|acidic needle launcher|aoa5", + "hazard|agitated carnivorous plants|sot2", + "hazard|air rift|frp2", + "hazard|angazhan's rake trap|sli", + "hazard|angry vegetation|ec6", "hazard|armageddon orb|crb", + "hazard|ash web|aoa4", + "hazard|axiomatic polymorph trap|ec6", + "hazard|bad vibrations|afof", "hazard|banshee's symphony|crb", + "hazard|barzillai's hounds|aoa3", + "hazard|befuddling gas trap|av3", + "hazard|black powder bomb|aoa2", + "hazard|blast tumbler|av3", + "hazard|blood of belcorra|av1", + "hazard|blood tears|botd", + "hazard|blood-soaked soil|botd", + "hazard|bloodthirsty toy|botd", "hazard|bloodthirsty urge|crb", "hazard|bottomless pit|crb", + "hazard|boulder deadfall trap|sot2", + "hazard|bounding hounds|da", + "hazard|broken rebus attack|frp1", + "hazard|brown mold|gmg", + "hazard|buzzing latch rune|ec4", + "hazard|call of the void|da", + "hazard|cannibalistic echoes|botd", + "hazard|catacomb cave-in|ec1", + "hazard|caustic dart trap|ec3", + "hazard|caustic vapor|aoa5", + "hazard|cave-in|qff2", + "hazard|centipede carcasses trap|sot1", + "hazard|central spears|bb", + "hazard|clone mirrors|da", + "hazard|cold spot|botd", + "hazard|collapsing porch|tio", + "hazard|collapsing structure|frp2", + "hazard|collapsing structure|lomm", + "hazard|color spray trap|ooa2", + "hazard|confounding betrayal|gmg", + "hazard|confounding portal|da", + "hazard|constricting hall|da", + "hazard|convergence lattice|ec6", + "hazard|cracked earth|loil", + "hazard|crushing gate trap|ec5", + "hazard|crystal pin|lomm", + "hazard|daemonic fog|av3", + "hazard|dahak's shell|aoa2", + "hazard|dahak's skull|aoa2", + "hazard|damurdiel's vengeance|aoa6", + "hazard|dance of death|gmg", "hazard|darkside mirror|crb", + "hazard|death's slumber ward|qff1", + "hazard|desperate hunger|botd", + "hazard|dimensional darkside mirror|frp3", + "hazard|disorienting illusions|da", + "hazard|distortion mirror|da", + "hazard|doom of tomorrow|av1", + "hazard|dragon pillar|aoa2", + "hazard|dragonstorm|aoa6", + "hazard|dream pollen pods|ec1", "hazard|drowning pit|crb", + "hazard|echoes of betrayal|aoa4", + "hazard|echoes of faith|ec2", + "hazard|ectoplasmic grasp|botd", "hazard|electric latch rune|crb", + "hazard|electrified water ward|sot2", + "hazard|endless elven aging|aoa5", + "hazard|entombed spirit|botd", + "hazard|entrapping chair|da", + "hazard|envenomed lock|bb", + "hazard|envenomed thorns trap|ec1", + "hazard|eternal flame|gmg", + "hazard|exhaling portal|da", + "hazard|explosive furniture trap|ec4", + "hazard|explosive steam trap|ooa2", + "hazard|falling ceiling|bb", + "hazard|falling debris|fop", + "hazard|falling portcullis trap|ooa2", + "hazard|falling stalactites|qff2", + "hazard|false door trap|ooa2", + "hazard|false floor|da", + "hazard|false step floor|da", + "hazard|fiendripping blast trap|sli", + "hazard|final flight|qff2", + "hazard|final words|botd", "hazard|fireball rune|crb", + "hazard|flensing blades|gmg", + "hazard|floating flamethrower|frp2", + "hazard|flood of spirits|botd", + "hazard|footsteps of legends|qff2", + "hazard|forest fire|qff2", + "hazard|freezing floor tiles|frp2", + "hazard|frenetic musician|botd", "hazard|frozen moment|crb", + "hazard|ghost crystal cloud|ec2", + "hazard|ghost stampede|botd", + "hazard|ghostly choir|gmg", + "hazard|glimpse grave|botd", + "hazard|gloomglow mushrooms|aoa1", + "hazard|grasp of the damned|gmg", + "hazard|grasping dead|botd", + "hazard|grazing deer|afof", + "hazard|green slime|gmg", + "hazard|gremlin horde|ooa3", + "hazard|guthallath rockslide|ec6", + "hazard|hail of razor stones|qff1", + "hazard|hall of fiery doom|qff3", + "hazard|hallowed wheel|ec2", "hazard|hallucination powder trap|crb", "hazard|hammer of forbiddance|crb", + "hazard|hampering web|gmg", + "hazard|hidden pit|bb", "hazard|hidden pit|crb", + "hazard|host of spirits|ec5", + "hazard|ice fall trap|fop", + "hazard|images of failure|av3", + "hazard|images of powerlessness|av3", + "hazard|imperious darkside mirror|ec5", + "hazard|iron dart launcher|ooa2", + "hazard|jealous abjurer|gmg", + "hazard|krooth summoning rune|ec2", "hazard|lava flume tube|crb", + "hazard|lesser dragonstorm|aoa6", + "hazard|lifeleech crystal patch|aoa4", + "hazard|locking door|botd", + "hazard|lonely machine spirit|ooa1", + "hazard|luminous ward|aoa5", + "hazard|lyzerium bottles|ooa1", + "hazard|magic starknives trap|tio", + "hazard|mana whorl|loil", + "hazard|masks of aroden's guises|ec2", + "hazard|maze of mirrors|ec2", + "hazard|mental scream trap|aoa5", + "hazard|mermaid fountain|bb", + "hazard|methane flue|qff3", + "hazard|mirror door|da", + "hazard|mogaru's breath|frp2", + "hazard|mukradi summoning runes|ec4", + "hazard|nightmare terrain|tio", + "hazard|oil explosion|qff2", + "hazard|painful suggestion trap|av2", + "hazard|paralyzing light trap|av2", + "hazard|perilous flash flood|gmg", + "hazard|phantom bells|aoa3", + "hazard|phantom footsteps|botd", + "hazard|phantom jailer|botd", "hazard|pharaoh's ward|crb", "hazard|planar rift|crb", + "hazard|planar tear|lomm", + "hazard|plummeting doom|gmg", "hazard|poisoned dart gallery|crb", "hazard|poisoned lock|crb", + "hazard|poisoned lock|fop", + "hazard|poisoned secret door trap|ec4", "hazard|polymorph trap|crb", + "hazard|pouncing tiger haunt|qff1", + "hazard|precarious pile|ltiba", + "hazard|precarious thunderstone trap|ooa1", + "hazard|punishing altar|qff2", + "hazard|purple dye trap|ooa1", + "hazard|quaking footfalls|frp2", + "hazard|quaking slither|lomm", + "hazard|quarry sluiceway|aoa3", "hazard|quicksand|crb", + "hazard|raving spirit|ec3", + "hazard|reflected desires|da", + "hazard|repeater crossbow trap|ooa1", + "hazard|rockfall ceiling|qff2", + "hazard|rusty grate pit|av2", + "hazard|sadistic conductor|botd", + "hazard|sand whirlwind|frp1", + "hazard|scroll shock trap|sli", + "hazard|scythe blades|bb", "hazard|scythe blades|crb", "hazard|second chance|crb", + "hazard|second kiss engine|ooa2", + "hazard|seismic spears trap|aoa5", + "hazard|serpent ward|sot2", + "hazard|shattered window|botd", + "hazard|shattering rune|qff3", + "hazard|shrieker|gmg", + "hazard|shrinking hall|da", + "hazard|shrouded assailant|da", + "hazard|shuffling hall|da", + "hazard|shuffling scythe blades|av2", + "hazard|sigil of deepest fears|da", + "hazard|siphoning spirit|botd", + "hazard|slamming door|bb", "hazard|slamming door|crb", + "hazard|snowfall|gmg", + "hazard|soul draining cage|qff2", + "hazard|spear launcher|bb", "hazard|spear launcher|crb", + "hazard|spear launcher|fop", + "hazard|spectral archers|qff3", + "hazard|spectral reflection|gmg", + "hazard|spell pitchers|loil", + "hazard|spike launcher|av1", + "hazard|spiked barricade trap|ec4", + "hazard|spiked doorframe|aoa1", "hazard|spinning blade pillar|crb", + "hazard|spirit cyclone|botd", + "hazard|spirit window|da", + "hazard|stabbing sentinel|ec5", + "hazard|stalker summoning rune|sli", + "hazard|stink-sap trap|ooa1", + "hazard|stonescale spirits|av1", + "hazard|storm discharge|lomm", + "hazard|subduing gas chamber|ooa1", + "hazard|suffering xulgaths|ec6", "hazard|summoning rune|crb", + "hazard|swatting tail|frp2", + "hazard|tar pit|qff3", "hazard|telekinetic swarm trap|crb", + "hazard|thalassophobic pool|da", + "hazard|thief's trap|ec6", + "hazard|thunderstone cascade trap|ec2", + "hazard|titanic flytrap|gmg", + "hazard|tongues of flame|tio", + "hazard|toppling furniture|botd", + "hazard|town hall fire|aoa1", + "hazard|trapped lathe|aoa3", + "hazard|treacherous scree|gmg", + "hazard|tree of dreadful dreams|aoa3", + "hazard|vengeful furnace|av1", + "hazard|violent shove|botd", + "hazard|viper urn|tio", + "hazard|vision of dahak|aoa2", + "hazard|volatile reagents|ooa1", "hazard|vorpal executioner|crb", + "hazard|wailing crystals|aoa4", + "hazard|watching wall|av1", + "hazard|web lurker deadfall|b1", + "hazard|web lurker noose|b1", + "hazard|web lurker noose|tio", + "hazard|weight of guilt|botd", "hazard|wheel of misery|crb", + "hazard|witch-priests' curse|ec5", + "hazard|wooden bullets trap|ooa1", + "hazard|wrath of the destroyer|aoa2", + "hazard|wronged monk's wrath|frp1", "hazard|yellow mold|crb", + "item|8-round magazine|tv", + "item|abadar's flawless scale|logm", + "item|abysium armor|lotgb", + "item|abysium powder|lotgb", + "item|abysium shield|lotgb", + "item|abysium weapon|lotgb", + "item|abysium|lotgb", + "item|accompaniment cloak|tv", + "item|accursed staff|tv", + "item|achaekek's kiss|tv", "item|acid flask|crb", + "item|acrobat's staff|ec2", "item|adamantine armor|crb", "item|adamantine shield|crb", "item|adamantine weapon|crb", "item|adamantine|crb", + "item|addiction suppressant|lol", + "item|addiction suppressant|tv", + "item|addlebrain|aoa3", + "item|advancing|tv", "item|adventurer's pack|crb", + "item|adze|loag", + "item|aeon stone (clear quartz octagon)|ooa2", "item|aeon stone|crb", + "item|aether appendage|tv", + "item|aim-aiding|tv", + "item|air bladder|lotgb", + "item|aklys|b1", "item|alarm snare|crb", + "item|alchemical atomizer|lol", + "item|alchemical chart|tv", + "item|alchemical crossbow|fop", + "item|alchemical fuse|ooa2", + "item|alchemical gauntlet|tv", "item|alchemist goggles|crb", + "item|alchemist's damper|ooa2", "item|alchemist's fire|crb", + "item|alchemist's flamethrower|tv", + "item|alchemist's haversack|tv", "item|alchemist's lab|crb", "item|alchemist's tools|crb", + "item|alcohol|gmg", + "item|aldori dueling sword|lowg", + "item|alghollthu lash|tv", + "item|alicorn lance|tv", "item|aligned oil|crb", + "item|alignment ampoule|lopsg", + "item|alkenstar ice wine|loil", + "item|alluring scarf|lotgb", + "item|alpaca|lotg", + "item|aluum charm|aoa5", + "item|amaranthine pavise|lotgb", + "item|amazing pop-up book|tv", + "item|ambrosia of undying hope|ec6", + "item|amnemonic charm|tv", + "item|amphibious chair|lotgb", + "item|amulet of the third eye|tv", "item|anarchic|crb", + "item|anathema fulu|tv", + "item|ancestral echoing|aoa4", + "item|ancestral embrace|sot6", + "item|ancestral geometry|tv", + "item|anchor of aquatic exploration|tv", + "item|anchor spear|ec5", + "item|anchoring|lotgb", + "item|animal bed|lotg", + "item|animal repellent|tv", "item|animal staff|crb", "item|anklets of alacrity|crb", + "item|ankylostar|ec4", + "item|anointed waterskin|som", + "item|anointing oil|lokl", + "item|anticorrosion oil|tv", "item|antidote|crb", "item|antimagic oil|crb", "item|antimagic|crb", "item|antiplague|crb", + "item|antipode oil|tv", + "item|antivenom potion|tio", + "item|antler arrow|apg", + "item|apotropaic fulu|som", + "item|apparition gloves|tv", + "item|applereed mutagen|lol", + "item|apricot of bestial might|frp2", + "item|arachnid harness|tv", + "item|arboreal staff|tv", + "item|archaic wayfinder|lowg", + "item|architect's pattern book|tv", + "item|archivist's gaze|som", + "item|arctic vigor|lotgb", "item|armbands of athleticism|crb", + "item|armbands of the gorgon|tv", + "item|armor latches|tv", + "item|armor of the holy warrior|lokl", "item|armor potency|crb", + "item|armored coat|lokl", + "item|armored skirt|locg", + "item|armory bracelet|tv", + "item|aroden's hearthstone|ec6", + "item|arrow attracting|gmg", "item|arrow-catching shield|crb", "item|arrow|crb", "item|arsenic|crb", + "item|arsonous|gmg", + "item|artevil suspension|lotg", + "item|artificer spectacles|tv", "item|artisan's tools|crb", + "item|asp coil|lotgb", + "item|assassin vine wine|tv", + "item|assisting|tv", + "item|astringent venom|tv", + "item|astrolabe|lopsg", + "item|atlatl|tv", + "item|auric noodles|tv", + "item|auspicious scepter|som", + "item|authorized|tv", + "item|autumn's embrace|tv", + "item|avalanche boots|tv", + "item|avalanche of stones snare|lotgb", + "item|axe of the dwarven lords|gmg", "item|axiomatic|crb", + "item|axolotl|lotg", + "item|backbiting|gmg", + "item|backfire mantle|som", "item|backpack|crb", + "item|badger|lotg", + "item|bag of cats|sot2", + "item|bag of devouring|gmg", "item|bag of holding|crb", + "item|bag of weasels|gmg", + "item|bagpipes of turmoil|tv", + "item|baleblood draft|da", + "item|balisse feather|apg", + "item|ball|lotgb", + "item|bandalore|lotgb", + "item|bane ammunition|tv", + "item|bane oil|tv", + "item|bane|som", + "item|banner of the restful|lokl", "item|barding of the zephyr|crb", + "item|barding saddle|lokl", + "item|bargainer's instrument|tv", "item|barkskin potion|crb", + "item|barricade buster|tv", + "item|barricade stone|sot3", + "item|basic cane|lotgb", + "item|basic companion chair|tv", + "item|basic corrective lenses|lotgb", "item|basic crafter's book|crb", + "item|basic crutch|lotgb", + "item|basic face mask|tv", + "item|basic hearing aid|lotgb", + "item|basic prosthesis|lotgb", + "item|basilisk eye|apg", "item|bastard sword|crb", + "item|bastion of the inheritor|tv", + "item|bastion plate|tv", + "item|batsbreath cane|tv", "item|battle axe|crb", + "item|battle lute|av2", + "item|battle medic's baton|tv", + "item|battle saddle|tv", + "item|bat|lotg", "item|beacon shot|crb", + "item|beast staff|tv", + "item|beastmaster's sigil|tv", + "item|bec de corbin|tv", + "item|beckoning cat amulet|ec2", "item|bedroll|crb", + "item|beehive|lotg", + "item|beguiling crown|tv", "item|belladonna|crb", + "item|bellflower toolbelt|tv", + "item|bellicose dagger|tv", "item|belt of giant strength|crb", + "item|belt of good health|bb", "item|belt of regeneration|crb", "item|belt of the five kings|crb", "item|berserker's cloak|crb", "item|bestial mutagen|crb", + "item|bestiary of metamorphosis|som", + "item|bewildering spellgun|tv", + "item|bewitching bloom|tv", + "item|bi-resonant wayfinder|locg", + "item|big rock bullet|lotgb", + "item|binding coil|som", + "item|bird|lotg", "item|biting snare|crb", + "item|bitter|lotgb", "item|black adder venom|crb", + "item|black hole armor|tv", "item|black lotus extract|crb", + "item|black tendril shot|tv", + "item|blade byrnie|tv", + "item|blade of four energies|som", + "item|blade of the black sovereign|lol", + "item|bladed diabolo|ec1", + "item|bladed gauntlet|lokl", + "item|bladed hoop|ec1", + "item|bladed scarf|tv", + "item|blast foot|lotgb", + "item|blast lance|ooa3", + "item|blast suit|ooa3", + "item|blaze|ooa1", + "item|bleachguard doll|tv", "item|bleeding spines snare|crb", + "item|blending brooch|tv", + "item|blessed reformer|tv", + "item|blessed tattoo|lowg", + "item|blight bomb|apg", + "item|blightburn bomb|tv", "item|blightburn resin|crb", + "item|blightburn ward|ec5", + "item|blindpepper bolt|lotgb", + "item|blister ammunition|tv", + "item|blisterwort|tv", + "item|blocks|lotgb", + "item|blood booster|tv", + "item|blood sap|gmg", + "item|bloodbane|aoa4", + "item|bloodbiter|gmg", + "item|bloodeye coffee|gmg", + "item|bloodhound mask|apg", + "item|bloodhound olfactory stimulators|tv", "item|bloodletting kukri|crb", + "item|bloodline robe|tv", "item|bloodseeker beak|crb", + "item|bloodthirsty|lotgb", "item|blowgun dart|crb", "item|blowgun|crb", + "item|blue dragonfly poison|tv", "item|bo staff|crb", + "item|boarding axe|aaws", + "item|boarding pike|lopsg", + "item|body recovery kit|lopsg", + "item|bola shot|tv", + "item|bola|tv", "item|bolt|crb", + "item|bomb coagulant alembic|tv", "item|bomb snare|crb", "item|bomber's eye elixir|crb", + "item|bomber's saddle|ec5", + "item|bone dreadnought plate|tv", + "item|bone|tv", + "item|bonmuan swapping stone|frp1", + "item|book of lingering blaze|som", + "item|book of lost days|da", + "item|book of warding prayers|tv", + "item|bookthief brew|lopsg", + "item|boom snare|pfum", + "item|boomerang|tv", "item|boots of bounding|crb", + "item|boots of dancing|gmg", "item|boots of elvenkind|crb", "item|boots of speed|crb", + "item|bootstrap respirator|tv", + "item|boozy bottle|tv", + "item|boreal staff|tv", + "item|bort's blessing|fop", "item|bottled air|crb", "item|bottled lightning|crb", + "item|bottled roc|tv", + "item|bottled screams|loil", + "item|bottled sunlight|botd", + "item|bottomless purse|da", + "item|bottomless stein|logm", + "item|boulder seed|tv", + "item|boulderhead bock|lopsg", + "item|bound guardian|tv", + "item|bountiful cauldron|aoa3", + "item|bow staff|tv", + "item|bower fruit|tv", + "item|bracelet of dashing|bb", "item|bracelet of dashing|crb", "item|bracers of armor|crb", + "item|bracers of devotion|tv", "item|bracers of missile deflection|crb", + "item|bralani breath|tv", + "item|brass ear|apg", + "item|bravery baldric|tv", "item|bravo's brew|crb", + "item|breaching pike|tv", "item|breastplate of command|crb", + "item|breastplate of the mountain|tv", "item|breastplate|crb", + "item|breathtaking vapor|tv", + "item|brewer's regret|lotgb", + "item|brightbloom posy|tv", + "item|brightshade|tv", + "item|brilliant rapier|lotgb", + "item|brilliant|som", "item|brimstone fumes|crb", + "item|bring me near|tv", + "item|broadspear|loil", "item|bronze bull pendant|crb", + "item|brooch of inspiration|lotgb", "item|brooch of shielding|crb", "item|broom of flying|crb", + "item|bubbling scale|tok", + "item|buckle armor|tv", "item|buckler|crb", + "item|bullhook|ec2", + "item|buoyancy vest|lopsg", + "item|burning badger guts snare|lotgb", + "item|burnished plating|lotgb", + "item|burr shield|som", + "item|busine of divine reinforcements|lokl", + "item|butchering axe|lotgb", + "item|butterfly sword|tv", + "item|butterfly|lotg", + "item|buugeng|loag", + "item|buzzsaw axe|som", + "item|cage|lotg", + "item|calamity glass|da", + "item|called|lokl", + "item|called|lotgb", "item|caltrop snare|crb", "item|caltrops|crb", + "item|camouflage dye|tv", + "item|camp shroud|lokl", + "item|campaign stable|lokl", "item|candle (10)|crb", + "item|candle of invocation|apg", + "item|candle of revealing|apg", "item|candle of truth|crb", + "item|candlecap|tv", + "item|cantrip deck|som", "item|cape of the mountebank|crb", + "item|cape of the open sky|frp2", + "item|capsaicin tonic|tio", + "item|captivating bauble|tv", + "item|captivating score|tv", + "item|careless delight|tv", + "item|carrion cask|loil", + "item|cartographer's kit|lopsg", + "item|cassisian helmet|tv", "item|cassock of devotion|crb", + "item|caster's targe|tv", "item|cat's eye elixir|crb", + "item|catching|tv", "item|caterwaul sling|crb", + "item|cat|lotg", + "item|cave worm repellent|ec5", + "item|cayden's brew|tv", + "item|cayden's tankard|tv", "item|celestial armor|crb", + "item|celestial hair|ec6", + "item|celestial peachwood sword|botd", + "item|celestial peach|lol", + "item|celestial staff|tv", + "item|ceramic plate|tv", + "item|cerulean scourge|apg", "item|chain (10 feet)|crb", "item|chain mail|crb", + "item|chain of stars|tv", "item|chain shirt|crb", + "item|chain sword|tv", + "item|chair of inventions|tv", + "item|chair storage|lotgb", + "item|chakram|lotgb", + "item|chakri|loil", + "item|chakri|tv", "item|chalk (10)|crb", "item|channel protection amulet|crb", + "item|chaos collar|da", + "item|chatterer of follies|som", "item|cheetah's elixir|crb", "item|chest|crb", "item|chime of opening|crb", + "item|chimera thread|da", "item|choker of elocution|crb", + "item|choker-arm mutagen|tv", + "item|choleric contagion|tv", + "item|chopping evisceration snare|lotgb", + "item|chromatic jellyfish oil|tv", + "item|chronicler wayfinder|lopsg", + "item|chronomancer staff|tv", + "item|cinderclaw gauntlet|aoa1", + "item|cinnamon seers|tv", "item|circlet of persuasion|crb", "item|clan dagger|crb", "item|clandestine cloak|crb", + "item|clarity goggles|tv", + "item|claw blade|apg", + "item|clay|lotgb", "item|climbing bolt|crb", "item|climbing kit|crb", + "item|clinging ooze snare|pfum", "item|cloak of elvenkind|crb", + "item|cloak of feline rest|som", + "item|cloak of immolation|gmg", + "item|cloak of repute|locg", "item|cloak of the bat|crb", + "item|cloak of the false foe|da", + "item|clockwork cloak|tv", + "item|clockwork dial|lopsg", + "item|clockwork heels|lotgb", + "item|clockwork macuahuitl|lotgb", + "item|clockwork recorder|lol", + "item|clockwork shield|tv", + "item|clockwork spider bomb|lotgb", + "item|cloister robe|tv", + "item|cloning potion|tv", "item|clothing|crb", + "item|clown monarch|tv", + "item|clubhead poison|tv", "item|club|crb", + "item|coating|tv", + "item|codebreaker's parchment|som", + "item|codex of destruction and renewal|tv", + "item|codex of unimpeded sight|som", "item|cognitive mutagen|crb", + "item|coin of comfort|lotgb", + "item|cold comfort|lotgb", "item|cold iron armor|crb", "item|cold iron shield|crb", "item|cold iron weapon|crb", "item|cold iron|crb", + "item|coldstar pistols|tv", "item|collar of empathy|crb", "item|collar of inconspicuousness|crb", + "item|collar of the eternal bond|som", + "item|collar of the shifting spider|tv", + "item|collar|lotg", + "item|colorful coating|tv", + "item|combat grapnel|lopsg", + "item|combat lure|tv", + "item|comealong|lopsg", + "item|communication bangle|lopsg", + "item|communication pendants|pfum", + "item|communion mat|tv", + "item|compass of transpositional awareness|da", "item|compass|crb", + "item|composer staff|tv", "item|composite longbow|crb", "item|composite shortbow|crb", "item|comprehension elixir|crb", + "item|concealed sheath|apg", + "item|condensed mana|loil", + "item|conducting|loag", + "item|conduit shot|tv", + "item|confabulator|tv", + "item|conflagration club|som", + "item|conrasu coin|da", + "item|contagion metabolizer|tv", + "item|containment contraption|ooa2", + "item|conundrum spectacles|pfum", "item|cookware|crb", + "item|cooperative blade|av2", + "item|cooperative waffles|tv", + "item|copper penny|tv", + "item|coral armor|tv", + "item|cordelia's construct key|lopsg", + "item|corpse compass|ooa3", + "item|corpsecaller round|ooa3", + "item|corpseward pendant|tv", + "item|corrosive ammunition|apg", + "item|corrosive engravings|tv", "item|corrosive|crb", + "item|corruption cassock|tv", + "item|corset knife|tv", + "item|courtier's pillow book|tv", + "item|cow|lotg", "item|coyote cloak|crb", + "item|crackling bubble gum|tv", + "item|cradle minder|lotg", "item|crafter's eyepiece|crb", + "item|crescent cross|tv", + "item|crimson brand|locg", + "item|crimson fulcrum lens|av3", "item|crossbow|crb", "item|crowbar|crb", + "item|crown of insight|lotgb", + "item|crown of the companion|sot2", + "item|crown of the companion|tv", + "item|crown of the fire eater|lotgb", + "item|crushing coils|tv", + "item|crushing|lotgb", "item|crying angel pendant|crb", + "item|cryolite eye|da", "item|crystal ball|crb", + "item|crystal shards|apg", + "item|cube of force|loil", + "item|cube of nex|loil", + "item|cube of recall|tv", + "item|cunning|lopsg", + "item|curare|tv", + "item|curled cure gel|lotg", + "item|cursebreak bulwark|lotgb", "item|cytillesh oil|crb", + "item|cytillesh|gmg", + "item|dagger of eternal sleep|logm", "item|dagger of venom|crb", "item|dagger|crb", + "item|daikyu|apg", + "item|dancer's spear|tv", + "item|dancing lamentation|tv", "item|dancing scarf|crb", "item|dancing|crb", + "item|dandpatta|loil", "item|daredevil boots|crb", "item|darkvision elixir|crb", "item|darkwood armor|crb", "item|darkwood shield|crb", "item|darkwood weapon|crb", "item|darkwood|crb", + "item|dart shield|tv", "item|dart|crb", + "item|dawnflower beads|tv", + "item|dawnlight|botd", "item|dazing coil|crb", + "item|dazzling rosary|som", + "item|deadweight mutagen|tv", + "item|deadweight snare|lotgb", + "item|death knell powder|tv", "item|deathcap powder|crb", + "item|deathless light|sot4", + "item|deathless|lotgb", "item|decanter of endless water|crb", + "item|deck of illusions|som", + "item|deck of many things|gmg", + "item|deck of mischief|som", + "item|deepdread claw|lol", + "item|defiled costa|loil", + "item|deflecting branch|sot4", + "item|degenerating|gmg", + "item|delve scale|tv", + "item|demilich eye gem|b1", + "item|demolishing|pfum", + "item|demolition fulu|tv", "item|demon armor|crb", + "item|demon mask|bb", "item|demon mask|crb", + "item|dependent|gmg", + "item|depth charge|tv", + "item|depth gauge|lopsg", + "item|desolation locket|tv", + "item|detect anathema fulu|som", + "item|detective's kit|apg", + "item|detector stone|lokl", + "item|deteriorating dust|logm", + "item|devil's bargain|tv", + "item|devil's luck|av2", + "item|devil's trident|lomm", + "item|dezullon fountain|tv", "item|diadem of intellect|crb", + "item|diluted hype|lol", + "item|dimension shot|tv", + "item|dimensional knot|som", + "item|dinosaur boots|lotgb", + "item|dinosaur|lotg", "item|diplomat's badge|crb", + "item|diplomat's charcuterie|tv", + "item|discord fulu|tv", "item|disguise kit|crb", "item|disintegration bolt|crb", "item|dispelling sliver|crb", + "item|dispersing bullet|som", + "item|disrupting oil|tv", "item|disrupting|crb", + "item|diviner's nose chain|lopsg", + "item|diving suit|lotgb", + "item|djezet armor|lotgb", + "item|djezet dose|lotgb", + "item|djezet shield|lotgb", + "item|djezet weapon|lotgb", + "item|djezet|lotgb", + "item|doctrine of blissful eternity|loil", + "item|dog-bone knife|da", "item|dogslicer|crb", + "item|dog|lotg", + "item|doll|lotgb", + "item|donchak|loil", "item|doubling rings|crb", + "item|draconic toxin bottle|tv", "item|dragon bile|crb", + "item|dragon handwraps|tv", + "item|dragon rune bracelet|sot3", + "item|dragon rune bracelet|tv", + "item|dragon throat scale|tv", + "item|dragon turtle plate|tv", "item|dragon turtle scale|crb", + "item|dragon's blood pudding|lotgb", "item|dragon's breath potion|crb", + "item|dragon's breath|lotgb", + "item|dragon's crest|lotgb", + "item|dragon's eye charm|aoa2", + "item|dragonbone arrowhead|som", + "item|dragonclaw scutcheon|tv", + "item|dragonfly fulu|tv", + "item|dragonfly potion|lotgb", "item|dragonhide armor|crb", "item|dragonhide shield|crb", "item|dragonhide|crb", "item|dragonplate|crb", + "item|dragonscale amulet|aoa4", + "item|dragonscale cameo|tv", + "item|dragonscale staff|tv", "item|dragonslayer's shield|crb", + "item|dragontooth club|tv", + "item|dragontooth trophy|tv", + "item|drakeheart mutagen|apg", + "item|draxie's recipe book|tv", + "item|dread ampoule|apg", "item|dread blindfold|crb", + "item|dread helm|tv", + "item|dreadsmoke thurible|logm", + "item|dread|lotgb", + "item|dreamstone, cursed|aoa3", + "item|dreamstone|aoa3", + "item|dreamtime tea|gmg", + "item|dreary|gmg", + "item|drover's band|av2", + "item|drowsy sun eye drops|lotg", + "item|druid's crown|tv", "item|druid's vestments|crb", + "item|drum of upheaval|lotgb", + "item|drums of war|tv", + "item|duck|lotg", + "item|dueling cape|apg", + "item|dueling spear|lotgb", + "item|duelist's beacon|lotgb", + "item|dullahan codex|tv", + "item|dupe's gold nugget|ooa2", "item|dust of appearance|crb", + "item|dust of corpse animation|apg", "item|dust of disappearance|crb", + "item|dust pods|ec1", + "item|dwarven dorn-dergar|tv", "item|dwarven thrower|crb", "item|dwarven war axe|crb", + "item|dweomerweave robe|lotgb", "item|eagle-eye elixir|crb", + "item|earplugs|lopsg", + "item|earthbinding|tv", + "item|earthbreaker|tv", + "item|earthglide cloak|apg", + "item|earthsight box|apg", + "item|ebon fulcrum lens|av3", + "item|eclipse|aoa2", + "item|ectoplasmic tracer|botd", "item|effervescent ampoule|crb", + "item|effervescent decoction|ooa3", + "item|egg cream fizz|tv", + "item|eidetic potion|tv", + "item|eidolon cape|tv", + "item|elder sign|gmg", + "item|eldritch flare|tv", "item|electric eelskin|crb", + "item|elemental ammunition|tv", "item|elemental gem|crb", + "item|elemental wayfinder|lopsg", "item|elixir of life|crb", "item|elixir of rejuvenation|crb", + "item|elven absinthe|gmg", + "item|elven branched spear|lotgb", "item|elven chain|crb", "item|elven curve blade|crb", + "item|elysian dew|tv", + "item|emberheart|som", + "item|emerald fulcrum lens|av3", "item|emerald grasshopper|crb", + "item|emergency disguise|lopsg", + "item|emergency eye|tv", + "item|emetic paste|tv", + "item|empath's cordial|tv", + "item|empathic cords|pfum", + "item|empathy charm|tv", + "item|encompassing lockpick|lotgb", + "item|endless grimoire|som", + "item|energizing lattice|tv", + "item|energizing treat|tv", + "item|energizing|lotgb", + "item|energy adaptive|tv", + "item|energy mutagen|fop", + "item|energy mutagen|tv", + "item|energy robe|lotgb", "item|energy-resistant|crb", + "item|enfilading arrow|lotgb", + "item|engulfing snare|apg", + "item|enhanced hearing aids|lotgb", + "item|enigma mirror|tv", + "item|enigma-sight potion|tv", + "item|ensnaring disk|tv", + "item|entertainer's lute|tv", + "item|enveloping light|lotgb", + "item|envenomed snare|lotgb", + "item|envisioning mask|apg", + "item|erratic transposing|gmg", + "item|erraticannon|ooa3", + "item|escape fulu|tv", + "item|essence prism|gmg", "item|ethereal|crb", + "item|ethersight ring|tv", + "item|euphoric loop|tv", "item|everburning torch|crb", + "item|everyneed pack|lopsg", + "item|everyneed pack|tv", + "item|experimental clothing|lotgb", + "item|exploding shield|apg", + "item|exploration lens|sot3", "item|explorer's clothing|crb", "item|explorer's yurt|crb", "item|explosive ammunition|crb", + "item|explosive missive|tv", + "item|extendable tail|tv", + "item|extending|som", "item|extra ink and paper|crb", "item|eye of apprehension|crb", + "item|eye of enlightenment|som", "item|eye of fortune|crb", + "item|eye of the unseen|lotgb", + "item|eye of the wise|aoa3", + "item|eye slash|tv", "item|eyes of the eagle|crb", "item|fade band|crb", + "item|faerie dragon liqueur|tv", + "item|faerie queen's bower|tv", + "item|faith tattoo|tv", + "item|fake blood pack|lotgb", + "item|falcata|tv", "item|falchion|crb", + "item|falconsight eye|tv", + "item|false death vial|tv", + "item|false death|aoa5", + "item|false hope|tv", + "item|false manacles|lopsg", + "item|false-bottomed mug|da", + "item|familiar morsel|tv", + "item|familiar satchel|lopsg", + "item|familiar tattoo|som", + "item|fan of the four winds|tv", + "item|fang snare|ec1", + "item|fanged|lotgb", + "item|fangwire|loag", + "item|fashionable wayfinder|lopsg", + "item|fate shot|tv", + "item|fauchard|locg", "item|fear gem|crb", + "item|fearcracker|tv", + "item|fearless sash|tv", + "item|fearsome|apg", + "item|feast of hungry ghosts|botd", "item|feather step stone|crb", "item|feather token|crb", + "item|feed|lotg", + "item|feng huo lun|tv", + "item|ferret|lotg", + "item|fiddle of the maestro|tv", + "item|fiendish teleportation|lol", "item|fighter's fork|crb", + "item|fighting fan|tv", "item|filcher's fork|crb", + "item|final blade|lowg", + "item|final rest|botd", + "item|fire and iceberg|lotgb", + "item|fire poi|ec1", + "item|fire-jump ring|apg", + "item|firefoot popcorn|tv", + "item|firestarter pellets|som", "item|fishing tackle|crb", + "item|fish|lotg", + "item|five-feather wreath|som", "item|flail|crb", "item|flame navette|crb", "item|flame tongue|crb", + "item|flaming star|som", "item|flaming|crb", + "item|flare snare|apg", + "item|flask of fellowship|som", + "item|flawed orb of gold dragonkind|aoa6", + "item|flaying knife|sli", + "item|flayleaf|gmg", + "item|fleshgem|lotgb", "item|flint and steel|crb", "item|floating shield|crb", + "item|flurrying|tv", "item|flying blade wheel snare|crb", + "item|flyssa|tv", + "item|focus cathartic|apg", + "item|folding boat|lotgb", + "item|folding drums|av2", + "item|folding ladder|lotgb", + "item|follypops|lotgb", "item|force shield|crb", + "item|force tiles|som", + "item|forensic dye|apg", "item|forge warden|crb", + "item|forgefather's seal|gmg", + "item|forgetful drops|da", + "item|forgetful ink|sot1", + "item|forgotten signet|tv", "item|formula book (blank)|crb", "item|fortification|crb", + "item|fortifying pebble|locg", + "item|fortress plate|tv", + "item|fortress shield|tv", + "item|fortune's coin|tv", + "item|fortune's favor|tv", + "item|four-ways dogslicer|apg", + "item|fox|lotg", + "item|freeze ammunition|tv", + "item|freezing ammunition|apg", + "item|frenzy oil|aoa5", + "item|frog|lotg", "item|frost brand|crb", "item|frost vial|crb", + "item|frostwalker pattern|tv", "item|frost|crb", + "item|frying pan|tv", + "item|fu water|som", + "item|fulcrum lattice|av3", "item|full plate|crb", + "item|fulminating spear|sot2", + "item|fulu compendium|som", + "item|fulu of fire suppression|som", + "item|fulu of flood suppression|som", + "item|fulu of the drunken monkey|som", + "item|fulu of the stoic ox|som", + "item|fulus of concealment|som", + "item|fundamental oil|tv", + "item|fungal walk musk|av3", + "item|fury cocktail|tv", + "item|gada|loil", + "item|gaffe glasses|tv", + "item|gaff|b2", + "item|gakgung|tv", "item|gallows tooth|crb", + "item|galtan orange cat|lotg", + "item|galvanic chew|tv", + "item|gambler's staff|tv", + "item|gamepiece chariot|lomm", + "item|games|lotgb", + "item|ganjay book|lopsg", + "item|garrote shot|tv", + "item|gauntlet bow|tv", + "item|gauntlet buckler|tv", "item|gauntlet|crb", + "item|gauntlight|av1", + "item|gearbinder oil|tv", + "item|gecko potion|apg", + "item|gelid shard|tv", + "item|genealogy mask|lome", + "item|genius diadem|gmg", + "item|gerbil|lotg", + "item|ghast stiletto|tv", "item|ghost ammunition|crb", + "item|ghost ampoule|tv", + "item|ghost charge|apg", + "item|ghost courier fulu|tv", + "item|ghost delivery fulu|tv", "item|ghost dust|crb", + "item|ghost ink|apg", + "item|ghost lantern|tv", + "item|ghost oil|lokl", "item|ghost touch|crb", + "item|ghostbane fulu|som", + "item|ghostcaller's planchette|tv", + "item|ghosthand's comet|tv", + "item|ghostly portal paint|som", "item|ghoul hide|crb", "item|giant centipede venom|crb", "item|giant scorpion venom|crb", "item|giant wasp venom|crb", + "item|gift of the poisoned heart|da", + "item|gill hook|aaws", + "item|ginger chew|tv", + "item|gi|tv", + "item|glaive of the artist|logm", "item|glaive|crb", "item|glamered|crb", + "item|glamorous buckler|apg", + "item|glass cutter|lopsg", + "item|glasses of sociability|som", + "item|gliding|tv", + "item|glimmering missive|tv", + "item|glittering scarab|da", + "item|glittering snare|lotgb", + "item|gloaming shard|som", "item|gloom blade|crb", + "item|glorious plate|locg", + "item|gloves of carelessness|gmg", "item|gloves of storing|crb", + "item|gluttonous spear|sli", "item|gnome flickmace|crb", "item|gnome hooked hammer|crb", + "item|goggles of night|bb", "item|goggles of night|crb", + "item|golden blade of mzali|sot4", + "item|golden branding iron|ooa2", + "item|golden breath fulu|tv", + "item|golden chrysalis|som", + "item|golden goose|da", + "item|golden legion epaulet|lowg", + "item|golden rod memento|lomm", + "item|golden silencer|ooa2", + "item|golden spur|ooa2", + "item|golden-cased bullet|ooa2", + "item|golem stylus|ec3", + "item|goo grenade|loil", "item|gorget of the primal roar|crb", + "item|gorgon's breath|tv", + "item|gossip's eye|tv", + "item|gourd home|aoa3", + "item|goz mask|sot1", + "item|goz mask|tv", + "item|grail of twisted desires|ec2", + "item|grandstanding|gmg", + "item|granny's hedge trimmer|ltiba", + "item|grappling arrow|lopsg", + "item|grappling bolt|lopsg", "item|grappling hook|crb", "item|grasping snare|crb", + "item|grasping tree|ec1", + "item|grave token|loil", + "item|gravemist taper|tv", "item|graveroot|crb", "item|greataxe|crb", "item|greatclub|crb", "item|greatpick|crb", "item|greatsword|crb", + "item|green wyrmling breath potion|bb", + "item|greengut|ec5", "item|grievous|crb", + "item|griffon cane|lotgb", + "item|grim ring|botd", + "item|grim sandglass|som", "item|grim trophy|crb", + "item|grimoire of unknown necessities|sot5", + "item|grinning pugwampi|tv", + "item|grisantian pelt armor|lomm", + "item|grisantian pelt|lomm", + "item|grounding spike|tv", + "item|grudgestone|tv", + "item|guardian shield|lokl", + "item|guardian staff|tv", + "item|guide harness|tv", + "item|guiding chisel|aoa4", + "item|guiding star|som", "item|guisarme|crb", + "item|gyroscopic stabilizer|ooa2", + "item|habu's cudgel|sot2", "item|hail of arrows snare|crb", "item|halberd|crb", + "item|halcyon heart|sot6", "item|half plate|crb", "item|halfling sling staff|crb", "item|hammer|crb", "item|hampering snare|crb", + "item|hamster|lotg", + "item|hand adze|loag", "item|hand crossbow|crb", + "item|hand of the mage|bb", "item|hand of the mage|crb", + "item|hand-hewed face|da", + "item|handling gloves|lotg", "item|handwraps of mighty blows|crb", + "item|harmonic hauberk|lotgb", + "item|harnessed shield|tv", + "item|harness|lotg", + "item|harpoon bolt|ooa2", + "item|harpoon|tv", + "item|harrow spellcards|tv", + "item|hat of disagreeable disguise|tv", + "item|hat of disguise|bb", "item|hat of disguise|crb", + "item|hat of many minds|som", + "item|hat of the magi|bb", "item|hat of the magi|crb", "item|hatchet|crb", + "item|hauling|lotgb", "item|headband of inspired wisdom|crb", + "item|headbands of translocation|frp2", + "item|headbands of translocation|tv", + "item|healer's gel|som", + "item|healer's gloves|bb", "item|healer's gloves|crb", "item|healer's tools|crb", "item|healing potion|crb", + "item|healing vapor|tv", + "item|heartening missive|tv", "item|heavy crossbow|crb", + "item|heavy rondache|tv", + "item|heckling tools|tv", + "item|heedless spurs|ec5", + "item|hell staff|tv", + "item|hellfire boots|apg", + "item|hellknight breastplate|tv", + "item|hellknight half plate|tv", + "item|hellknight plate|tv", + "item|helm of underwater action|tv", + "item|helmsman's recourse|tv", "item|hemlock|crb", + "item|herd mask|sot1", + "item|herd mask|tv", + "item|hex blaster|ooa3", + "item|hexing jar|tv", + "item|hide shield|tv", "item|hide|crb", + "item|hippogriff in a jar|tv", + "item|hoax-hunter's kit|da", "item|hobbling snare|crb", + "item|hollowed hilt|lokl", "item|holly and mistletoe|crb", "item|holy avenger|crb", "item|holy prayer beads|crb", + "item|holy water|bb", "item|holy water|crb", "item|holy|crb", + "item|homeward swallow|tv", + "item|homeward wayfinder|lopsg", + "item|honeyscent|lol", + "item|hongali hornbow|lotgb", + "item|hook sword|tv", + "item|hopeful|lotgb", "item|horn of blasting|crb", "item|horn of fog|crb", + "item|horn of the aoyin|da", + "item|horned hand rests|lotgb", + "item|horns of naraga|gmg", + "item|horrid figurine|tv", "item|horsechopper|crb", "item|horseshoes of speed|crb", + "item|horse|lotg", + "item|hosteling statuette|lotgb", "item|hourglass|crb", + "item|house eagle|lotg", + "item|hovering potion|tv", + "item|hummingbird wayfinder|lopsg", + "item|hundred-moth caress|som", + "item|hunger oil|tv", + "item|hungering maw|tv", + "item|hunter's arrowhead|tv", "item|hunter's bane|crb", + "item|hunter's bow|bb", + "item|hunter's brooch|av2", + "item|hunter's dawn|ec6", "item|hunting spider venom|crb", + "item|hype|lol", + "item|ice slick snare|pfum", + "item|ichthyosis mutagen|av2", + "item|icy disposition|av2", + "item|illuminated folio|tv", + "item|immortal bastion|tv", + "item|immovable arm|lotgb", + "item|immovable potion|tv", "item|immovable rod|crb", + "item|immovable|tv", + "item|imp shot|tv", + "item|impactful|som", "item|impenetrable scale|crb", + "item|implacable|lotgb", + "item|implosion dust|tv", + "item|impossible cake|lotgb", + "item|impossible|tv", + "item|impulse control|lotgb", + "item|incense of distilled death|apg", "item|indestructible shield|crb", "item|inexplicable apparatus|crb", + "item|infernal health|lol", + "item|infiltrator's accessory|apg", "item|infiltrator's elixir|crb", + "item|injection reservoir|tv", + "item|inquisitive quill|tv", + "item|insight coffee|tv", + "item|insistent door knocker|locg", + "item|inspiring spotlight|ec2", "item|instant evisceration snare|crb", "item|instant fortress|crb", + "item|instinct crown|tv", + "item|instructions for lasting agony|som", + "item|inubrix armor|lotgb", + "item|inubrix shield|lotgb", + "item|inubrix weapon|lotgb", + "item|inubrix|lotgb", + "item|inventor's chair|tv", + "item|inventor's fulu|tv", + "item|invisibility potion|bb", "item|invisibility potion|crb", "item|invisibility|crb", + "item|invisible chain shirt|som", + "item|invisible net|ec2", "item|iron cube|crb", "item|iron cudgel|crb", "item|iron equalizer|crb", "item|iron medallion|crb", + "item|isolation draught|aoa5", + "item|ixamè's eye|sot3", "item|jade bauble|crb", "item|jade cat|crb", + "item|jahan waystone|lome", + "item|jar of shifting sands|som", "item|javelin of lightning|crb", "item|javelin|crb", + "item|jawbreaker shield|ec4", + "item|jax|ooa2", + "item|jellyfish lamp|lowg", + "item|jerkin of liberation|ec6", + "item|jiu huan dao|tv", + "item|jolt coil|tv", + "item|journeybread|tv", + "item|judgment thurible|tv", + "item|jug of fond remembrance|tv", "item|juggernaut mutagen|crb", + "item|juggling club|ec1", + "item|junk bomb|pfum", + "item|juxtaposition ammunition|lotgb", + "item|jyoti's feather|tv", + "item|kaiju fulu|tv", + "item|kaldemash's lament|tv", + "item|kalis|loil", "item|kama|crb", + "item|karambit|tv", "item|katana|crb", "item|katar|crb", + "item|kayalini|lotg", "item|keen|crb", + "item|key to the stomach|da", + "item|keymaking tools|som", + "item|khakkara|apg", + "item|khopesh|tv", + "item|ki-channeling beads|tv", + "item|kin-warding|aoa4", + "item|kindled tome|tv", "item|king's sleep|crb", + "item|kite|lotgb", + "item|klar|tv", "item|knapsack of halflingkind|crb", + "item|knight captain's lance|lokl", + "item|knight's maintenance kit|lokl", + "item|knight's standard|lokl", + "item|knight's tabard|lokl", + "item|kortos diamond|ec6", + "item|kraken bottle|tv", + "item|kraken's guard|lotgb", + "item|kris|loil", "item|kukri|crb", + "item|kusarigama|tv", "item|ladder (10-foot)|crb", + "item|lady's blessing oil|lotg", + "item|lady's chalice|botd", + "item|lady's knife|lotgb", + "item|lady's spiral|botd", + "item|lamellar breastplate|tv", + "item|lancer|tv", "item|lance|crb", + "item|lantern of empty light|av1", "item|lantern|crb", + "item|lastwall soup|locg", + "item|lattice armor|tv", + "item|laurel of the empath|tv", + "item|lawbringer's lasso|ooa3", + "item|leadenleg|apg", + "item|leaf weave|tv", "item|leaper's elixir|crb", + "item|leash|lotg", + "item|leather lamellar|tv", "item|leather|crb", + "item|legerdemain handkerchief|tv", + "item|leiomano|tv", + "item|leopard's armor|sot2", + "item|lesser cube of nex|loil", "item|lethargy poison|crb", + "item|liar's demise|tv", + "item|librarian staff|tv", + "item|librarian's baton|pfum", + "item|library robes|tv", "item|lich dust|crb", + "item|lich phylactery|b1", + "item|life salt|botd", + "item|life shot|tv", + "item|life's last breath|ec5", + "item|life-boosting oil|tv", "item|lifting belt|crb", "item|light hammer|crb", "item|light mace|crb", "item|light pick|crb", + "item|lightning rod shot|tv", + "item|lightweave scarf|tv", + "item|linguist's dictionary|tv", + "item|lini's leafstick|som", + "item|linnorm's sankeit|tv", + "item|lion badge|tok", + "item|lion claw|som", + "item|lion scythe|sot4", "item|lion's shield|crb", + "item|liquid gold|ooa2", + "item|living leaf weave|tv", + "item|lizard|lotg", + "item|locket of sealed nightmares|ec6", "item|lock|crb", + "item|lodestone bomb|tv", + "item|lodestone pellet|ooa2", + "item|long hammer|tv", "item|longbow|crb", "item|longspear|crb", "item|longsword|crb", + "item|looter's lethargy|tv", + "item|lost ember|da", + "item|lover's gloves|apg", + "item|lovers' ink|lol", "item|luck blade|crb", + "item|luckless dice|tv", + "item|lucky rabbit's foot|logm", + "item|lyrakien staff|tv", "item|mace|crb", + "item|machete|tv", + "item|maestro's chair|lotgb", "item|maestro's instrument|crb", + "item|mage bane|aoa5", "item|magic wand|crb", + "item|magical hearing aids|lotgb", + "item|magical lock fulu|som", + "item|magical prosthetic eye|tv", + "item|magnetic construction set|lotgb", + "item|magnetic shield|tv", + "item|magnetic shot|tv", + "item|magnetizing|tv", + "item|magnifying glass of elucidation|lotgb", "item|magnifying glass|crb", "item|mail of luck|crb", "item|main-gauche|crb", + "item|majordomo torc|tv", + "item|malleable mixture|lotgb", "item|malyass root paste|crb", + "item|mambele|tv", + "item|mana-rattler liniment|ooa3", + "item|manacles of persuasion|logm", "item|manacles|crb", + "item|mantis shell|tv", + "item|mantle of amazing health|tv", + "item|mantle of the grogrisant|lomm", + "item|marbles|lotgb", + "item|marked playing cards|lopsg", "item|marking snare|crb", + "item|martyr's shield|gmg", + "item|marvelous calliope|ec2", "item|marvelous medicines|crb", + "item|marvelous pigment|tv", + "item|mask of allure|som", + "item|mask of mercy|sot1", + "item|mask of mercy|tv", + "item|mask of the banshee|apg", + "item|mask of the cursed eye|sot1", + "item|mask of the cursed eye|tv", + "item|mask of uncanny breath|tv", + "item|mask|lotgb", + "item|master magus ring|tv", + "item|matchmaker fulu|som", "item|material component pouch|crb", "item|mattock of the titans|crb", "item|maul|crb", + "item|maw of hungry shadows|tv", + "item|medusa armor|gmg", + "item|medusa's scream|apg", + "item|membership cords|da", + "item|memoir map|tv", + "item|memory palace|lotgb", + "item|menacing|tv", + "item|mender's soup|tv", "item|mending lattice|crb", "item|mentalist's staff|crb", + "item|merchant's guile|fop", "item|merchant's scale|crb", + "item|merciful balm|tv", + "item|merciful|tv", + "item|mercurial mantle|som", "item|mesmerizing opal|crb", + "item|messenger missive|tv", "item|messenger's ring|crb", + "item|metalmist sphere|lopsg", + "item|meteor hammer|tv", + "item|meteor shield|tv", + "item|metronomic hammer|ooa2", + "item|midday lantern|sot4", + "item|mikazuki|tv", + "item|mind's light circlet|tv", + "item|mind-swap potion|tv", "item|mindfog mist|crb", + "item|mindlance|tv", + "item|mindlock shot|tv", + "item|minotaur chair|lotgb", + "item|mirror goggles|tv", + "item|mirror of sleeping vigil|lotgb", + "item|mirror of sorshen|gmg", + "item|mirror robe|lotgb", + "item|mirror-ball snare|lotgb", "item|mirror|crb", + "item|misdirecting haversack|lotgb", + "item|misleading|tv", + "item|missive mint|tv", "item|mistform elixir|crb", + "item|mistranslator's draft|da", + "item|miter of communion|logm", "item|mithral armor|crb", "item|mithral shield|crb", "item|mithral weapon|crb", "item|mithral|crb", "item|monkey pin|crb", + "item|monkey's paw|gmg", + "item|monkey|lotg", "item|moonlit chain|crb", + "item|moonlit ink|da", + "item|moonlit spellgun|tv", + "item|moonstone diadem|ec2", "item|morningstar|crb", + "item|mortal chronicle|tv", + "item|mortalis coin|tv", + "item|mortar of hidden meaning|logm", + "item|mother maw|tv", + "item|moth|lotg", + "item|mountain to the sky|lol", + "item|mourner's dawnlight fulu|tv", + "item|mouse|lotg", + "item|mudrock snare|lotgb", "item|mug|crb", + "item|mukradi jar|tv", "item|mummified bat|crb", "item|murderer's knot|crb", "item|musical instrument|crb", + "item|mustard powder|tv", + "item|mutagenic renovator|ooa3", + "item|naginata|tv", + "item|nauseating snare|apg", + "item|navigator's star|tv", + "item|necklace of fireballs|bb", "item|necklace of fireballs|crb", + "item|necklace of knives|logm", + "item|necklace of strangulation|gmg", + "item|necrotic bomb|av3", "item|nectar of purification|crb", + "item|nemesis name|tv", + "item|neophyte's fipple|tv", + "item|nethysian bulwark|aoa5", "item|nettleweed residue|crb", + "item|net|apg", + "item|nevercold|tv", + "item|nightmare salt|tv", "item|nightmare vapor|crb", + "item|nightpitch|tv", + "item|nine-ring sword|logm", + "item|niyaháat|tv", + "item|nodachi|tv", + "item|noqual armor|lotgb", + "item|noqual shield|lotgb", + "item|noqual weapon|lotgb", + "item|noqual|lotgb", + "item|north wind's night verse|som", + "item|nosoi charm|ngd", + "item|noxious incense|som", + "item|noxious jerkin|ec4", + "item|numbing tonic|tv", "item|nunchaku|crb", + "item|o-yoroi|tv", + "item|oath of the devoted|lome", "item|oathbow|crb", "item|obfuscation oil|crb", + "item|oblivion essence|aoa5", + "item|ochre fulcrum lens|av3", + "item|octopus bottle|tv", + "item|ogre hook|b1", "item|oil (1 pint)|crb", "item|oil of animation|crb", "item|oil of keen edges|crb", "item|oil of mending|crb", + "item|oil of object animation|apg", + "item|oil of ownership|tv", "item|oil of potency|crb", "item|oil of repulsion|crb", + "item|oil of revelation|apg", + "item|oil of skating|tv", + "item|oil of swiftness|tv", + "item|oil of unlife|apg", "item|oil of weightlessness|crb", + "item|oily button|sli", + "item|old tillimaquin|da", + "item|olfactory obfuscator|apg", + "item|olfactory stimulators|tv", "item|omnidirectional spear snare|crb", + "item|one hundred victories|tv", "item|onyx panther|crb", + "item|ooze ammunition|tv", + "item|ooze skin|tv", + "item|oozepick|loil", + "item|open mind|loil", + "item|opossum, domestic|lotg", + "item|oracular crown|tv", + "item|orb of dragonkind|gmg", + "item|orb shard|aoa6", "item|orc knuckle dagger|crb", "item|orc necksplitter|crb", + "item|orchestral brooch|som", "item|orichalcum armor|crb", "item|orichalcum shield|crb", "item|orichalcum weapon|crb", "item|orichalcum|crb", + "item|origin unguent|apg", + "item|ouroboros buckles|tv", + "item|ouroboros flail|som", + "item|overdramatic|gmg", + "item|overloaded brain grenade|pfum", "item|owlbear claw|crb", + "item|owlbear egg|tv", + "item|oxygen ooze|loil", + "item|pacifying|tv", + "item|pact of blood-taking|av2", + "item|pactmaster's grace|tv", + "item|pactmasters' grace|aoa5", "item|padded armor|crb", + "item|paint set|lotgb", + "item|paired|lotgb", + "item|palanquin of night|loil", + "item|pale fade|tv", + "item|palm crossbow|lol", + "item|panabas|tv", + "item|panacea fruit|ec6", "item|panacea|crb", + "item|parade armor|lokl", + "item|parchment of secrets|da", + "item|parrying scabbard|apg", + "item|pathfinder chronicle|locg", + "item|pathfinder's coin|locg", + "item|pathfinder's mentor|tv", + "item|pathfinder's pouch|locg", + "item|peachwood talisman|botd", + "item|peachwood weapon|botd", + "item|peachwood|botd", "item|pendant of the occult|crb", "item|penetrating ammunition|crb", + "item|perfect droplet|som", + "item|perfected robes|tv", + "item|periscope|apg", + "item|periscopic viewfinder|lotgb", "item|persona mask|crb", + "item|peshspine grenade|aoa5", + "item|phalanx piercer|tv", + "item|phantasmal doorknob|tv", + "item|phantom piano|tv", + "item|phantom roll|tv", + "item|philosopher's extractor|gmg", "item|philosopher's stone|crb", + "item|phistophilus fiddle|tv", + "item|phoenix fighting fan|frp1", + "item|phoenix flask|som", + "item|phoenix necklace|frp1", "item|phylactery of faithfulness|crb", + "item|pickpocket's tailoring|lotgb", "item|pick|crb", + "item|piereta|ec6", + "item|pig|lotg", + "item|pilferer's gloves|tv", + "item|pillow shield|lotgb", + "item|pinwheel|lotgb", + "item|pipes of compulsion|tv", + "item|piranha kiss|lotgb", + "item|pirate staff|tv", + "item|piston gauntlets|tv", "item|piton|crb", + "item|planar ribbon|ec6", + "item|plasma hype|lol", "item|plate armor of the deep|crb", + "item|plated duster|loil", + "item|playing cards|lopsg", + "item|pocket gala|lotgb", "item|pocket stage|crb", + "item|pocket watch|loil", + "item|poison concentrator|tv", + "item|poison fizz|tv", + "item|poisonous cloak|gmg", + "item|poisonous dagger|bb", + "item|poi|ec1", + "item|polarizing mace|tv", + "item|polytool|tv", + "item|pontoon|tv", + "item|popdust|lotgb", + "item|poracha fulu|tv", + "item|portable altar|lokl", + "item|portable gaming hall|lotgb", + "item|portable hole|tv", + "item|portable ram|lotgb", + "item|portable|tv", "item|possibility tome|crb", "item|potency crystal|crb", + "item|potion of disguise|apg", + "item|potion of expeditious retreat|apg", "item|potion of flying|crb", + "item|potion of grounding|som", "item|potion of leaping|crb", + "item|potion of minute echoes|som", "item|potion of quickness|crb", "item|potion of resistance|crb", + "item|potion of retaliation|apg", + "item|potion of shared life|som", + "item|potion of shared memories|apg", + "item|potion of stable form|som", "item|potion of swimming|crb", "item|potion of tongues|crb", "item|potion of undetectability|crb", "item|potion of water breathing|crb", + "item|potion patch|tv", + "item|powder|lotgb", + "item|powered full plate|tv", + "item|praying mantis|lotg", + "item|predictable silver piece|apg", + "item|presentable|lotgb", + "item|preserving|tv", + "item|pressure bomb|pfum", "item|primeval mistletoe|crb", + "item|prismatic plate|lotgb", + "item|private workshop|lotgb", + "item|probing cane|lotgb", + "item|psychic brigandine|lotgb", + "item|psychic warding bracelet|lopsg", + "item|psychopomp mask|sot1", + "item|pucker pickle|tv", + "item|pummel-growth toxin|tv", + "item|pummeling snare|lotgb", + "item|purloining cloak|tv", "item|purple worm venom|crb", + "item|putrescent glob|sli", + "item|puzzle box|lotgb", + "item|pyrite rat|bb", + "item|pyronite|ooa2", + "item|queasy lantern|lotgb", + "item|quenching potion|tv", + "item|quenching|tv", + "item|quick runner's shirt|lotgb", + "item|quick wig|lotgb", + "item|quickpatch glue|lopsg", "item|quicksilver mutagen|crb", + "item|quill of passage|lopsg", + "item|quilted armor|tv", + "item|rabbit|lotg", + "item|raccoon|lotg", + "item|radiant lance|locg", + "item|radiant prism|tv", + "item|raining knives snare|lotgb", + "item|rampart shield|lotgb", + "item|ranging shot|tv", "item|ranseur|crb", "item|rapier|crb", + "item|rat-catcher trident|logm", + "item|ration tonic|apg", "item|rations (1 week)|crb", + "item|rat|lotg", + "item|raucous|gmg", + "item|ravenous|gmg", + "item|razmiri wayfinder|lopsg", + "item|razor disc|tv", + "item|reading glyphs|tv", + "item|reading ring|lotgb", + "item|ready|apg", + "item|reaper's crescent|tv", + "item|reaper's spellgun|tv", + "item|rebirth potion|tv", + "item|rebound fulu|som", + "item|rebounding breastplate|som", + "item|recovery bladder|lotgb", + "item|red-handed missive|tv", + "item|red-rib gill mask|sot3", + "item|redeemer's pistol|ooa3", + "item|reducer round|ooa3", + "item|reef heart|tv", + "item|refined pesh|gmg", + "item|reflected moonlight fulu|tv", + "item|reflecting shard|tv", "item|reflecting shield|crb", + "item|reflexive tattoo|lotgb", + "item|reforging shield|aoa4", + "item|reinforced surcoat|lotgb", + "item|reinforced wheels|lotgb", "item|religious symbol|crb", "item|religious text|crb", + "item|remorhaz armor|tv", + "item|remote trigger|tv", + "item|rending snare|lotgb", "item|repair kit|crb", "item|replacement cosmetics|crb", + "item|replacement filter|lopsg", "item|replacement picks|crb", "item|resilient|crb", + "item|resonating ammunition|som", + "item|resonating fork|tv", + "item|restful sleep fulu|som", + "item|restful tent|som", + "item|retaliation|tv", "item|retribution axe|crb", + "item|retrieval prism|som", "item|returning|crb", + "item|revealing mist|tv", + "item|reverberating stone|tv", + "item|rhino hide brooch|sot2", "item|rhino hide|crb", + "item|rhino shot|lotgb", + "item|rhinoceros mask|sot1", + "item|rhinoceros mask|tv", + "item|rhoka sword|av3", + "item|rhythm bone|sot1", + "item|ridill|lomm", + "item|right of retribution|av2", + "item|rime crystal|tv", + "item|rime foil|tv", "item|ring of climbing|crb", "item|ring of counterspells|crb", + "item|ring of discretion|tv", "item|ring of energy resistance|crb", "item|ring of lies|crb", "item|ring of maniacal devices|crb", + "item|ring of minor arcana|fop", + "item|ring of ravenousness|tv", + "item|ring of sneering charity|da", "item|ring of spell turning|crb", + "item|ring of stoneshifting|ec3", "item|ring of sustenance|crb", "item|ring of swimming|crb", "item|ring of the ram|crb", + "item|ring of the weary traveler|fop", + "item|ring of truth|gmg", "item|ring of wizardry|crb", + "item|ringmaster's staff|ec2", + "item|roaring potion|tv", "item|robe of eyes|crb", "item|robe of the archmagi|crb", + "item|rock ripper snare|lotgb", + "item|rock-braced|aoa4", + "item|rod of cancellation|apg", "item|rod of negation|crb", "item|rod of wonder|crb", "item|rope (50 feet)|crb", + "item|rope dart|tv", + "item|rope of climbing|apg", + "item|rose of loves lost|da", + "item|rotary bow|tv", + "item|rovagug's mud|tv", + "item|rubbing set|lopsg", + "item|ruby capacitor|tv", + "item|ruby string|lol", + "item|ruler|lopsg", + "item|rune of sin|som", "item|runestone|crb", + "item|rungu|loag", + "item|rusting ammunition|tv", + "item|rusting carapace|tv", + "item|s ring|som", + "item|saboteur's friend|tv", "item|sack (5)|crb", + "item|sack of rotten fruit|afof", "item|saddlebags|crb", + "item|sage's lash|som", + "item|saints' balm|ec2", "item|sai|crb", "item|salamander elixir|crb", "item|salve of antiparalysis|crb", "item|salve of slipperiness|crb", + "item|salvo shield|tv", + "item|sampling ammunition|da", + "item|sandals of the stag|tv", + "item|sandstorm top|lomm", + "item|sanguine fang|tv", + "item|sanguine klar|tv", + "item|sanguine mutagen|tv", + "item|sankeit|tv", + "item|sansetsukon|tv", + "item|sapling shield|tv", "item|sap|crb", + "item|sarkorian god-caller garb|lotgb", + "item|saurian spike|tv", "item|savior spike|crb", "item|sawtooth saber|crb", "item|scale mail|crb", + "item|scale of igroon|tv", + "item|scarab cuirass|lotgb", + "item|scarlet mist|tv", + "item|scholar's drop|tv", "item|scholarly journal|crb", "item|scimitar|crb", + "item|scizore of the crab|tv", + "item|scizore|tv", + "item|scorpion whip|ec1", + "item|scourge|locg", + "item|scour|gmg", + "item|scroll case of simplicity|locg", + "item|scroll robes|tv", + "item|scrollstaff|locg", "item|scroll|crb", "item|scythe|crb", "item|scything blade snare|crb", "item|sea touch elixir|crb", + "item|sealing chest|lopsg", + "item|searing suture|ooa1", + "item|seeking bracelets|tok", + "item|seer's flute|tv", + "item|self-emptying pocket|da", + "item|self-immolating note|da", + "item|sense-dulling hood|tv", + "item|sentry fulu|tv", "item|serene mutagen|crb", + "item|serithtial|gmg", + "item|serpent oil|tv", + "item|serrating|locg", "item|serum of sex shift|crb", + "item|server's stew|lotgb", + "item|seventh prism|tv", + "item|sextant of the night|tv", + "item|shade hat|lotgb", "item|shadow essence|crb", + "item|shadow signet|som", + "item|shadowed scale, the jungle secret|sot6", + "item|shadowmist cape|tv", "item|shadow|crb", + "item|shapespeak mask|sot1", + "item|shapespeak mask|tv", + "item|shared-pain sankeit|tv", "item|shark tooth charm|crb", + "item|shattered plan|tv", + "item|shatterstone|tv", + "item|shauth blade|av3", + "item|shauth lash|av3", + "item|shears|b2", + "item|shield augmentation|lotgb", "item|shield boss|crb", + "item|shield bow|tv", + "item|shield of the unified legion|ec6", + "item|shield sconce|lopsg", "item|shield spikes|crb", + "item|shielding salve|apg", + "item|shifter prosthesis|lotgb", "item|shifting|crb", + "item|shimmering dust|som", "item|shining ammunition|crb", + "item|shining shield|lokl", + "item|shining wayfinder|locg", + "item|shiver|gmg", + "item|shobhad longrifle|sot5", "item|shock|crb", + "item|shoony shovel|ec3", + "item|shootist bandolier|av3", "item|shortbow|crb", + "item|shortbread spy|som", "item|shortsword|crb", + "item|shot of the first vault|gmg", + "item|shrieking key|tv", "item|shrinking potion|crb", "item|shuriken|crb", + "item|sibling's coin|da", + "item|siccatite armor|lotgb", + "item|siccatite shield|lotgb", + "item|siccatite weapon|lotgb", + "item|siccatite|lotgb", + "item|sickle-saber|lotgb", "item|sickle|crb", + "item|sight-theft grit|tv", + "item|sighting shot|tv", "item|signal whistle|crb", "item|signaling snare|crb", + "item|silencing ammunition|lotgb", + "item|silent bell|da", + "item|silent heart|loil", + "item|silhouette cloak|lotgb", + "item|silkspinner's shield|lotgb", "item|silver armor|crb", + "item|silver crescent|tv", "item|silver shield|crb", "item|silver weapon|crb", "item|silversheen|crb", "item|silvertongue mutagen|crb", "item|silver|crb", + "item|sinew-shock serum|apg", + "item|singing bowl of the versatile stance|logm", + "item|singing muse|sot2", + "item|singing shortbow|som", + "item|singing sword|gmg", + "item|singularity ammunition|lotgb", + "item|sinister knight|locg", + "item|sixfingers elixir|sli", + "item|skarja's heartstone|ec3", + "item|skeleton key|bb", "item|skeleton key|crb", + "item|skeptic's elixir|av1", + "item|skinsaw mask|tv", + "item|skinstitch salve|apg", + "item|skittering mask|sot1", + "item|skittering mask|tv", + "item|skull bomb|ooa3", + "item|skunk bomb|tv", "item|sky hammer|crb", + "item|sky serpent bolt|lotgb", + "item|sky-piercing bow|frp2", + "item|skyrider sword|lotgb", + "item|slates of distant letters|apg", "item|sleep arrow|crb", + "item|sleeves of storage|apg", + "item|sleuth's pipe|tv", "item|slick|crb", + "item|slime whip|sli", "item|sling bullets|crb", "item|sling|crb", "item|slippers of spider climbing|crb", + "item|slippery ribbon|sli", + "item|sloughing toxin|av2", + "item|sluggish bracelet|tv", "item|slumber wine|crb", + "item|smogger|ooa2", + "item|smoked goggles|lotgb", "item|smokestick|crb", + "item|smoking sword|bb", + "item|smother shroud|tv", + "item|snagging hook snare|apg", + "item|snagging|lotgb", "item|snake oil|crb", + "item|snake|lotg", + "item|snapleaf|locg", "item|snare kit|crb", + "item|snarling badger|tv", "item|sneaky key|crb", + "item|sneezing powder|lotgb", + "item|snowshoes of the long trek|lopsg", + "item|snowshoes|lopsg", "item|soap|crb", + "item|soaring wings|tv", + "item|soaring|loag", + "item|socialite staff|tv", + "item|society portrait|da", + "item|soft-landing|lotgb", + "item|solar shellflower|tv", + "item|sonic tuning mace|som", + "item|soothing powder|tv", + "item|soothing scents|som", + "item|soothing toddy|tv", + "item|soothing tonic|tv", + "item|soul cage|botd", + "item|south wind's scorch song|som", + "item|sovereign glue|apg", + "item|sovereign steel armor|lol", + "item|sovereign steel weapon|lol", + "item|sovereign steel|lol", + "item|spangled rider's suit|ec2", + "item|spark dancer|tv", + "item|sparkblade|tio", + "item|sparking spellgun|tv", + "item|sparkler|tv", + "item|spear frog poison|tv", + "item|spear of the destroyer's flame|lomm", "item|spear|crb", + "item|spectacles of inquiry|tv", + "item|spectacles of piercing sight|tv", + "item|spectacles of understanding|lopsg", "item|speed|crb", + "item|spell duelist's siphon|tv", + "item|spell echo shot|tv", + "item|spell-bastion|lotgb", "item|spell-storing|crb", "item|spellbook (blank)|crb", + "item|spellbook of redundant enchantment|som", + "item|spellbreaking|tv", + "item|spellcutter|sot5", + "item|spellender|sot2", + "item|spellguard blade|apg", "item|spellguard shield|crb", "item|spellstrike ammunition|crb", + "item|spellstriker staff|tv", + "item|sphere of annihilation|gmg", "item|spider root|crb", + "item|spiderfoot brew|pfum", + "item|spiderfoot brew|tv", + "item|spider|lotg", "item|spike snare|crb", "item|spiked chain|crb", "item|spiked gauntlet|crb", "item|spined shield|crb", + "item|spiral rapier|lotgb", + "item|spirit-sealing fulu|som", + "item|spiritsight crossbow|apg", + "item|spiritsight ring|tv", + "item|spiritual warhorn|tv", "item|splint mail|crb", + "item|splint|lotgb", + "item|spore sap|ec4", + "item|spray pellets|tv", + "item|spraysling|tv", + "item|spring heel|tv", + "item|spring-loaded net launcher|lotgb", + "item|sprite apple|tv", + "item|spurned lute|tv", + "item|spy staff|tv", + "item|spyglass eye|tv", "item|spyglass|crb", + "item|squirrel|lotg", "item|staff of abjuration|crb", + "item|staff of air|tv", "item|staff of conjuration|crb", "item|staff of divination|crb", + "item|staff of earth|tv", "item|staff of enchantment|crb", "item|staff of evocation|crb", + "item|staff of final rest|lotgb", "item|staff of fire|crb", "item|staff of healing|crb", "item|staff of illumination|crb", "item|staff of illusion|crb", + "item|staff of impossible visions|apg", + "item|staff of nature's cunning|som", + "item|staff of nature's vengeance|apg", "item|staff of necromancy|crb", "item|staff of power|crb", + "item|staff of providence|apg", + "item|staff of sieges|ec6", + "item|staff of the black desert|ec5", + "item|staff of the desert winds|som", + "item|staff of the dreamlands|lotgb", "item|staff of the magi|crb", "item|staff of transmutation|crb", + "item|staff of water|tv", + "item|staff-storing shield|som", "item|staff|crb", + "item|stage fright missive|tv", + "item|staining|gmg", "item|stalker bane snare|crb", + "item|stalwart's ring|fop", + "item|stampede medallion|som", + "item|stanching|lotgb", + "item|standard of the primeval howl|tv", + "item|star grenade|ooa3", + "item|starfall shield|tv", + "item|starfaring cloak|tv", + "item|stargazer|tv", + "item|staring skull|tv", "item|starknife|crb", + "item|starshot arrow|lol", + "item|starsong nectar|tv", + "item|static snare|lotgb", "item|steel shield|crb", + "item|stiletto pen|lopsg", + "item|stole of civility|ec2", + "item|stone body mutagen|fop", + "item|stone body mutagen|tv", "item|stone bullet|crb", + "item|stone circle|lotgb", "item|stone fist elixir|crb", + "item|stone of unrivaled skill|da", + "item|stone of weight|gmg", + "item|stoneraiser javelin|ec4", + "item|stonethroat ammunition|lotgb", + "item|stone|tv", + "item|storage|tv", "item|storm arrow|crb", "item|storm flash|crb", + "item|storm hammer|bb", + "item|stormbreaker fulu|frp2", + "item|stormbreaker fulu|som", + "item|stormfeather|som", + "item|storyteller's opus|som", "item|striking snare|crb", "item|striking|crb", "item|studded leather|crb", + "item|stumbling fulu|tv", "item|stunning snare|crb", + "item|stupor poison|av3", + "item|stupor poison|tv", + "item|sturdy satchel|lopsg", "item|sturdy shield|crb", + "item|sukgung|tv", + "item|sulfur bomb|lotgb", + "item|summoning handscroll|som", + "item|sun dazzler|tv", + "item|sun orchid elixir|lowg", + "item|sun orchid poultice|lol", + "item|sun shot|sot4", + "item|sun sight|tv", + "item|sun sling|sot4", + "item|sun wheel|tio", + "item|sunflower censer|loil", "item|sunrod|crb", + "item|support|lotgb", + "item|sure-step crampons|tv", + "item|sure-step potion|tv", "item|survey map|crb", + "item|swallow-spike|tv", + "item|swamp lily quilt|lol", + "item|swarmeater's clasp|tv", + "item|swarmform collar|lotgb", + "item|swarming|tv", + "item|swarmsuit|lotgb", "item|swift block cabochon|crb", + "item|swiftmount saddle|lokl", + "item|swim fins|lowg", + "item|swirling sand|da", + "item|switchscythe|lotgb", + "item|sword cane|apg", + "item|swordstealer shield|tv", + "item|tablet of chained souls|da", "item|tack|crb", + "item|tactician's helm|tv", + "item|talespinner's lyre|tv", + "item|taleteller's ring|da", + "item|talisman cord|lopsg", + "item|talisman of the sphere|gmg", + "item|talwar|loil", + "item|tamchal chakram|av2", "item|tanglefoot bag|crb", + "item|tanglefoot extruder|tv", + "item|tank|lotg", + "item|tar rocket snare|lotgb", + "item|taster's folly|tv", + "item|tattletale orb|tv", + "item|taw launcher|tv", + "item|tear-away clothing|lotgb", "item|tears of death|crb", + "item|tears of the last azlanti|ec6", + "item|tekko-kagi|tv", "item|temple sword|crb", "item|ten-foot pole|crb", + "item|tengu gale blade|apg", + "item|tentacle potion|tv", "item|tent|crb", + "item|terrifying ammunition|apg", + "item|the whispering reeds|av1", + "item|theatrical mutagen|tv", "item|thieves' tools|crb", "item|third eye|crb", + "item|thorn whip|loil", + "item|thoughtwhip claw|loil", + "item|thousand-blade thesis|som", + "item|thousand-pains fulu|tv", + "item|thrasher tail|tv", + "item|three-section naginata|tv", + "item|thrice-fried mudwings|lotgb", + "item|thrower's bandolier|tv", + "item|throwing knife|ec1", + "item|throwing shield|lokl", + "item|thunder helm|ooa2", + "item|thunder sling|loag", + "item|thunder sling|tv", + "item|thunder snare|ec1", + "item|thunderbird tuft|som", + "item|thunderblast slippers|tv", + "item|thundercrasher|tv", "item|thundering|crb", + "item|thundermace|lotgb", "item|thunderstone|crb", "item|thurible of revelation|crb", "item|tiger menuki|crb", + "item|time shield potion|apg", + "item|timeless salts|apg", "item|tindertwig|crb", + "item|titan's grasp|som", + "item|tlil mask|sot1", + "item|tlil mask|tv", + "item|toadskin salve|lotgb", + "item|tome of restorative cleansing|tv", + "item|tome of scintillating sleet|tv", + "item|tonfa|lotgb", + "item|toolkit of bronze whispers|tv", "item|tool|crb", + "item|tooth and claw tattoo|tv", + "item|toothwort extract|lotg", + "item|topology protoplasm|som", + "item|torag's silver anvil|logm", "item|torch|crb", + "item|torrent snare|ec1", + "item|torrent spellgun|tv", + "item|toshigami blossom|tv", "item|tower shield|crb", + "item|toy carriage|lotgb", "item|tracker's goggles|crb", + "item|tracker's stew|tv", + "item|tracking fulu|som", + "item|trackless|tv", + "item|tradecraft tattoo|tv", + "item|traitor's ring|da", + "item|transposition ammunition|lotgb", "item|traveler's any-tool|crb", + "item|traveler's cloak|lokl", + "item|traveling companion's chair|tv", + "item|treats|lotg", + "item|tremorsensors|tv", + "item|tri-bladed katar|lotgb", + "item|triangular teeth|tv", + "item|trickster's mandolin|tv", + "item|tricky pick|loag", "item|trident|crb", + "item|triggerbrand|loil", + "item|trinity geode|som", "item|trip snare|crb", "item|triton's conch|crb", + "item|troll hide|tv", + "item|trollhound vest|tv", + "item|troubadour's cap|tv", + "item|true name amulet|som", + "item|trueshape bomb|tv", "item|truesight potion|crb", "item|truth potion|crb", + "item|turnabout shield|tv", + "item|turtle|lotg", + "item|tusk and fang chain|frp2", + "item|twilight lantern|sot4", + "item|twining chains|lotgb", "item|twining staff|crb", + "item|tyrant ampoule|tv", + "item|tyrant's writs|loil", + "item|unbreakable heart|tv", + "item|undead compendium|lokl", + "item|undead detection dye|botd", + "item|undead scourge|lokl", + "item|undertaker's manifest|tv", + "item|unending itch|tv", + "item|unending youth|lol", + "item|unfathomable stargazer|tv", "item|unholy water|crb", "item|unholy|crb", + "item|universal solvent|apg", + "item|unmemorable mantle|locg", + "item|unsullied blood|loil", + "item|urn of ashes|apg", + "item|ursine avenger hood|tv", + "item|urumi|tv", + "item|vaccine|lol", + "item|vaccine|tv", + "item|vampire-fang morningstar|tv", + "item|vampiric scythe|lotgb", "item|vanishing coin|crb", + "item|vanishing wayfinder|locg", + "item|vapor sphere|som", + "item|vaporous pipe|tv", + "item|varisian emblem|tv", + "item|vaultbreaker's harness|tv", + "item|vengeful arm|loil", + "item|venomed tongue|loil", + "item|venomous cure fulu|som", + "item|ventriloquist's ring|bb", "item|ventriloquist's ring|crb", + "item|verdant branch|tv", "item|verdant staff|crb", + "item|vermin repellent agent|lopsg", + "item|vestige lenses|lol", + "item|vexing vapor|lotgb", + "item|vial of the immortal wellspring|da", + "item|victory plate|apg", + "item|vigilant eye|tv", "item|vine arrow|crb", + "item|vine of roses|lotgb", + "item|vine whip|tv", + "item|violet venom|tv", + "item|violin of the waves|tv", "item|viper arrow|crb", + "item|viper rapier|tv", "item|viper's fang|crb", + "item|visap|loil", + "item|voice from the grave|tv", + "item|voicebox|tv", "item|vorpal|crb", "item|voyager's pack|crb", + "item|vulture's wing|loil", + "item|waffle iron|lotgb", + "item|wakizashi|apg", + "item|walking cauldron|apg", + "item|wand cane|tv", + "item|wand of caustic effluence|pfum", + "item|wand of choking mist|tv", + "item|wand of chromatic burst|tv", + "item|wand of clinging rime|tv", + "item|wand of contagious frailty|tv", "item|wand of continuation|crb", + "item|wand of crackling lightning|apg", + "item|wand of crushing leaps|tv", + "item|wand of dazzling rays|tv", + "item|wand of dumbfounding doom|tv", + "item|wand of fey flames|lotgb", + "item|wand of hawthorn|tv", + "item|wand of hopeless night|apg", + "item|wand of hybrid form|tv", + "item|wand of legerdemain|tv", "item|wand of manifold missiles|crb", + "item|wand of mental purification|tv", + "item|wand of mercy|tv", + "item|wand of noisome acid|sli", + "item|wand of noisome acid|tv", + "item|wand of overflowing life|apg", + "item|wand of paralytic shock|tv", + "item|wand of pernicious poison|tv", + "item|wand of reaching|tv", + "item|wand of refracting rays|tv", + "item|wand of rolling flames|tv", + "item|wand of shattering images|tv", + "item|wand of shrouded step|tv", "item|wand of slaying|crb", "item|wand of smoldering fireballs|crb", + "item|wand of spiritual warfare|lotgb", + "item|wand of teeming ghosts|sli", + "item|wand of teeming ghosts|tv", + "item|wand of the ash puppet|tv", + "item|wand of the pampered pet|tv", + "item|wand of the snowfields|apg", + "item|wand of the spider|apg", + "item|wand of thundering echoes|lotgb", + "item|wand of tormented slumber|tv", + "item|wand of toxic blades|tv", + "item|wand of traitorous thoughts|tv", + "item|wand of wearying dance|tv", "item|wand of widening|crb", + "item|war blood mutagen|ooa1", "item|war flail|crb", + "item|war lance|lokl", + "item|war razor|tv", + "item|war saddle|lokl", + "item|warcaller's chime|sot2", + "item|warden's signet|tv", + "item|warding escutcheon|tv", + "item|warding punch|tv", + "item|warding statuette|tv", + "item|warding tablets|som", + "item|warding tattoo|som", + "item|wardrobe stone|lotgb", "item|warhammer|crb", "item|warning snare|crb", + "item|warpwobble poison|tv", + "item|warrior's training ring|fop", + "item|wasp guard|tv", + "item|watch of lost ages|tv", + "item|watchful portrait|tv", + "item|water purifier|lopsg", + "item|waterproof journal|lopsg", + "item|waterproofing wax|som", "item|waterskin|crb", + "item|waverider barding|lotgb", + "item|wax key blank|lopsg", "item|wayfinder|crb", + "item|weapon harness|tv", "item|weapon potency|crb", + "item|weapon shot|tv", + "item|weapon siphon|tv", + "item|weapon-weird oil|tv", + "item|weeping midnight|aoa5", + "item|wet shock snare|lotgb", + "item|wheel blades|lotgb", + "item|wheel spikes|lotgb", + "item|wheelbarrow|lotgb", + "item|whelming scrimshaw|tv", + "item|whip claw|loag", + "item|whip of compliance|ec2", + "item|whipstaff|tv", "item|whip|crb", + "item|whirlwind vial|tv", "item|whisper of the first lie|crb", + "item|whisperer of souls|tv", + "item|whispering staff|tv", + "item|whistle of calling|lokl", + "item|wig of holding|lotgb", + "item|wildwood ink|tv", + "item|wind and fire wheel|frp2", + "item|wind at your back|tv", + "item|wind ocarina|tv", + "item|wind-catcher|lotgb", + "item|winder's ring|ooa2", + "item|windlass bolas|tv", + "item|wine of the blood|da", "item|winged boots|crb", + "item|winged|apg", "item|winter wolf elixir|crb", + "item|wish blade|loag", + "item|wish knife|loag", + "item|witch's finger|tv", + "item|withering|gmg", + "item|wizard's tower|lotgb", "item|wolf fang|crb", + "item|wolfjaw armor|tv", "item|wolfsbane|crb", + "item|wondrous figurines|ec2", + "item|wondrous figurines|sot2", "item|wondrous figurine|crb", + "item|wooden breastplate|tv", + "item|wooden nickel|tv", "item|wooden shield|crb", + "item|wooden taws|tv", + "item|wordreaper|tok", + "item|worm vial|tv", + "item|wounding oil|tv", "item|wounding|crb", + "item|wovenwood shield|lotgb", + "item|wrecker|tv", + "item|wrenchgear|loil", + "item|wrestler's armbands|tv", + "item|writ of authenticity|lopsg", "item|writing set|crb", + "item|wyrm claw|tv", + "item|wyrm drinker|sot5", + "item|wyrm on the wing|tv", "item|wyvern poison|crb", + "item|x's lizard|lotg", + "item|yarrow-root bandage|lotg", + "item|zealot staff|tv", + "item|zerk|gmg", + "item|zombie staff|tv", + "item|zulfikar|loil", + "ritual|abyssal pact|b1", + "ritual|angelic messenger|b1", + "ritual|anima invocation (modified)|aoa6", "ritual|animate object|crb", + "ritual|arcane weaving|sot1", + "ritual|asmodean wager|som", + "ritual|astral projection|apg", "ritual|atone|crb", "ritual|awaken animal|crb", + "ritual|awaken object|som", + "ritual|awaken portal|av1", + "ritual|bathe in blood|som", "ritual|blight|crb", "ritual|call spirit|crb", + "ritual|clone|apg", "ritual|commune with nature|crb", "ritual|commune|crb", + "ritual|community repair|sot2", + "ritual|concealment's curtain|som", "ritual|consecrate|crb", + "ritual|construct mindscape|da", "ritual|control weather|crb", + "ritual|create demiplane|apg", "ritual|create undead|crb", + "ritual|daemonic pact|b2", + "ritual|div pact|b3", + "ritual|dread ambience|som", + "ritual|elemental sentinel|som", + "ritual|empower ley line|som", + "ritual|establish nexus|som", + "ritual|fantastic façade|apg", + "ritual|fey abeyance|sot1", "ritual|freedom|crb", + "ritual|garden of death|som", "ritual|geas|crb", + "ritual|guardian's aegis|som", + "ritual|heartbond|apg", + "ritual|heroes' feast|apg", + "ritual|ideal mimicry|som", "ritual|imprisonment|crb", + "ritual|infernal pact|b1", "ritual|inveigle|crb", "ritual|legend lore|crb", + "ritual|lucky month|lotg", + "ritual|mind swap|som", + "ritual|mindscape door|da", + "ritual|mosquito blight|lomm", + "ritual|mystic carriage|som", + "ritual|owb pact|b3", "ritual|planar ally|crb", "ritual|planar binding|crb", "ritual|plant growth|crb", + "ritual|portrait of spite|som", "ritual|primal call|crb", + "ritual|purify soul path|som", + "ritual|raga of remembrance|lomm", + "ritual|ravenous reanimation|b2", + "ritual|reincarnate|apg", + "ritual|rest eternal|apg", "ritual|resurrect|crb", + "ritual|simulacrum|apg", + "ritual|statuette|ec4", + "ritual|tattoo whispers|sot1", + "ritual|teleportation circle|apg", + "ritual|terminate bloodline|ec5", + "ritual|the world's a stage|som", + "ritual|unseen custodians|apg", + "ritual|ward domain|apg", + "ritual|word of recall|apg", "skill|acrobatics|crb", "skill|arcana|crb", "skill|athletics|crb", @@ -1837,108 +7417,242 @@ "skill|stealth|crb", "skill|survival|crb", "skill|thievery|crb", + "spell|aberrant form|som", "spell|aberrant whispers|crb", "spell|abundant step|crb", "spell|abyssal plague|crb", "spell|abyssal wrath|crb", + "spell|access lore|apg", + "spell|achaekek's clutch|lol", "spell|acid arrow|crb", "spell|acid splash|crb", + "spell|acid storm|logm", + "spell|acidic burst|logm", + "spell|adapt self|logm", + "spell|adaptive ablation|logm", "spell|aerial form|crb", "spell|agile feet|crb", + "spell|agitate|logm", + "spell|agonizing despair|apg", "spell|air bubble|crb", "spell|air walk|crb", + "spell|airburst|sot1", "spell|alarm|crb", + "spell|all is one, one is all|lol", "spell|allegro|crb", "spell|alter reality|crb", "spell|anathematic reprisal|crb", + "spell|ancestral defense|apg", + "spell|ancestral form|apg", "spell|ancestral memories|crb", + "spell|ancestral touch|apg", + "spell|angel form|som", "spell|angelic halo|crb", "spell|angelic wings|crb", + "spell|animal allies|som", + "spell|animal feature|apg", "spell|animal form|crb", "spell|animal messenger|crb", "spell|animal vision|crb", + "spell|animate dead|apg", + "spell|animate rope|apg", + "spell|animated assault|apg", + "spell|animus mine|logm", "spell|ant haul|crb", + "spell|anticipate peril|logm", "spell|antimagic field|crb", + "spell|apex companion|aoa6", "spell|appearance of wealth|crb", + "spell|approximate|som", + "spell|aqueous orb|apg", "spell|arcane countermeasure|crb", + "spell|armor of bones|apg", + "spell|aromatic lure|lol", "spell|artistic flourish|crb", + "spell|ash cloud|som", + "spell|asterism|logm", + "spell|astral labyrinth|ec6", + "spell|astral rain|da", "spell|athletic rush|crb", "spell|augment summoning|crb", "spell|augury|crb", + "spell|aura of the unremarkable|frp1", "spell|avatar|crb", + "spell|awaken entropy|da", "spell|baleful polymorph|crb", + "spell|bandit's doom|som", "spell|bane|crb", "spell|banishment|crb", "spell|barkskin|crb", + "spell|battlefield persistence|apg", + "spell|beastmaster trance|apg", + "spell|befitting attire|som", + "spell|befuddle|logm", + "spell|behold the weave|da", + "spell|bestial curse|apg", + "spell|bilocation|da", "spell|bind soul|crb", "spell|bind undead|crb", "spell|bit of luck|crb", + "spell|biting words|som", "spell|black tentacles|crb", + "spell|blackfingers's blades|sot3", "spell|blade barrier|crb", + "spell|blanket of stars|apg", + "spell|blazing dive|som", + "spell|blazing fissure|som", + "spell|blessing of defiance|som", "spell|bless|crb", + "spell|blightburn blast|ec5", "spell|blind ambition|crb", + "spell|blinding beauty|apg", + "spell|blinding fury|apg", "spell|blindness|crb", + "spell|blink charge|som", + "spell|blinking flame aura|loil", "spell|blink|crb", + "spell|blistering invective|apg", + "spell|blister|apg", + "spell|blood feast|ec4", + "spell|blood vendetta|apg", + "spell|blood ward|apg", + "spell|bloodspray curse|som", "spell|blur|crb", + "spell|boil blood|som", + "spell|boost eidolon|som", + "spell|bottle the storm|logm", + "spell|bottomless stomach|som", + "spell|bracing tendrils|da", + "spell|brain drain|apg", + "spell|brand the impenitent|logm", + "spell|breadcrumbs|som", + "spell|breath of drought|ec1", "spell|breath of life|crb", + "spell|buffeting winds|lokl", + "spell|bullhorn|som", + "spell|burning blossoms|som", "spell|burning hands|crb", + "spell|buzzing bites|lomm", + "spell|cackle|apg", "spell|call of the grave|crb", + "spell|call the blood|av3", + "spell|call to arms|apg", "spell|calm emotions|crb", + "spell|canticle of everlasting grief|som", "spell|captivating adoration|crb", + "spell|cascade countermeasure|som", + "spell|cast into time|som", "spell|cataclysm|crb", + "spell|catch your name|som", "spell|celestial brand|crb", "spell|chain lightning|crb", + "spell|chameleon coat|apg", "spell|champion's sacrifice|crb", + "spell|charged javelin|logm", + "spell|charitable urge|apg", "spell|charming touch|crb", "spell|charming words|crb", "spell|charm|crb", "spell|chill touch|crb", "spell|chilling darkness|crb", + "spell|chilling spray|logm", + "spell|chroma leach|apg", + "spell|chromatic armor|som", + "spell|chromatic image|som", + "spell|chromatic ray|som", "spell|chromatic wall|crb", + "spell|cinder gaze|da", "spell|circle of protection|crb", + "spell|claim curse|som", + "spell|claim undead|apg", "spell|clairaudience|crb", "spell|clairvoyance|crb", + "spell|clawsong|sot3", + "spell|cleansing flames|frp3", + "spell|clinging ice|apg", + "spell|clinging shadows stance|apg", "spell|cloak of colors|crb", + "spell|cloak of light|sot4", "spell|cloak of shadow|crb", + "spell|clone companion|som", "spell|cloudkill|crb", + "spell|clownish curse|ec2", "spell|collective transposition|crb", "spell|color spray|crb", + "spell|combustion|som", "spell|commanding lash|crb", "spell|command|crb", + "spell|compel true name|som", "spell|competitive edge|crb", "spell|comprehend language|crb", + "spell|concordant choir|som", "spell|cone of cold|crb", "spell|confusion|crb", + "spell|consecrate flesh|lokl", + "spell|consuming darkness|apg", + "spell|contagious idea|da", "spell|contingency|crb", "spell|continual flame|crb", + "spell|control sand|ec5", "spell|control water|crb", + "spell|coral eruption|som", + "spell|corrosive body|som", + "spell|cosmic form|som", "spell|counter performance|crb", + "spell|countless eyes|apg", + "spell|cozy cabin|apg", + "spell|crashing wave|apg", "spell|create food|crb", "spell|create water|crb", "spell|creation|crb", "spell|crisis of faith|crb", "spell|crusade|crb", "spell|crushing despair|crb", + "spell|crushing ground|som", "spell|cry of destruction|crb", + "spell|cup of dust|logm", + "spell|curse of death|apg", + "spell|curse of lost time|apg", + "spell|daemon form|som", + "spell|dance of darkness|apg", + "spell|dancing blade|da", "spell|dancing lights|crb", + "spell|dancing shield|lokl", "spell|darkened eyes|crb", + "spell|darklight|som", "spell|darkness|crb", "spell|darkvision|crb", + "spell|day's weight|som", + "spell|daydreamer's curse|av2", "spell|daze|crb", "spell|dazzling flash|crb", "spell|deafness|crb", "spell|death knell|crb", "spell|death ward|crb", "spell|death's call|crb", + "spell|debilitating dichotomy|apg", + "spell|deceiver's cloak|apg", + "spell|deity's strike|som", + "spell|delay affliction|apg", + "spell|delay consequence|logm", + "spell|deluge|ec6", "spell|delusional pride|crb", + "spell|demon form|som", + "spell|desperate repair|lokl", "spell|destructive aura|crb", "spell|detect alignment|crb", + "spell|detect creator|lokl", "spell|detect magic|crb", "spell|detect poison|crb", "spell|detect scrying|crb", + "spell|devil form|som", + "spell|devour life|ec6", "spell|diabolic edict|crb", + "spell|diamond dust|logm", + "spell|dim the light|apg", "spell|dimension door|crb", "spell|dimensional anchor|crb", + "spell|dimensional assault|som", "spell|dimensional lock|crb", "spell|dimensional steps|crb", "spell|dinosaur form|crb", @@ -1946,70 +7660,136 @@ "spell|disappearance|crb", "spell|discern lies|crb", "spell|discern location|crb", + "spell|discern secrets|apg", "spell|disintegrate|crb", "spell|disjunction|crb", + "spell|dismantle|apg", "spell|dispel magic|crb", "spell|disperse into air|crb", "spell|disrupt undead|crb", "spell|disrupting weapons|crb", + "spell|distortion lens|da", + "spell|distracting chatter|som", + "spell|dividing trench|lokl", + "spell|divine armageddon|som", "spell|divine aura|crb", "spell|divine decree|crb", "spell|divine inspiration|crb", "spell|divine lance|crb", + "spell|divine plagues|logm", "spell|divine vessel|crb", "spell|divine wrath|crb", "spell|diviner's sight|crb", "spell|dominate|crb", + "spell|door to beyond|logm", "spell|downpour|crb", + "spell|draconic barrage|logm", "spell|dragon breath|crb", "spell|dragon claws|crb", "spell|dragon form|crb", "spell|dragon wings|crb", "spell|drain life|crb", + "spell|draw ire|som", + "spell|draw the lightning|som", "spell|dread aura|crb", + "spell|dread secret|apg", "spell|dream council|crb", "spell|dream message|crb", "spell|dreamer's call|crb", "spell|dreaming potential|crb", "spell|drop dead|crb", + "spell|dull ambition|apg", "spell|duplicate foe|crb", + "spell|dust storm|logm", + "spell|dutiful challenge|logm", + "spell|déjà vu|apg", "spell|earthbind|crb", "spell|earthquake|crb", + "spell|echoing weapon|som", "spell|eclipse burst|crb", + "spell|ectoplasmic expulsion|av3", + "spell|ectoplasmic interstice|logm", + "spell|efficient apport|som", + "spell|eidolon's wrath|som", + "spell|eject soul|logm", "spell|electric arc|crb", + "spell|electrified crystal ward|aoa4", + "spell|element embodied|som", + "spell|elemental absorption|som", + "spell|elemental annihilation wave|som", + "spell|elemental betrayal|apg", "spell|elemental blast|crb", + "spell|elemental confluence|som", "spell|elemental form|crb", + "spell|elemental gift|som", "spell|elemental motion|crb", "spell|elemental tempest|crb", "spell|elemental toss|crb", + "spell|elemental zone|som", "spell|embrace the pit|crb", + "spell|empathic link|lokl", "spell|empty body|crb", + "spell|empty inside|logm", + "spell|empty pack|da", "spell|endure elements|crb", + "spell|endure|logm", "spell|enduring might|crb", "spell|energy absorption|crb", "spell|energy aegis|crb", + "spell|enervation|apg", + "spell|enhance senses|lokl", "spell|enhance victuals|crb", + "spell|enlarge companion|apg", "spell|enlarge|crb", "spell|entangle|crb", "spell|enthrall|crb", + "spell|entrancing eyes|ec4", + "spell|entropic wheel|da", + "spell|envenom companion|som", + "spell|ephemeral hazards|logm", + "spell|ephemeral tracking|apg", "spell|eradicate undeath|crb", + "spell|erase trail|lokl", + "spell|establish ward|apg", "spell|ethereal jaunt|crb", + "spell|etheric shards|da", + "spell|euphoric renewal|da", + "spell|evil eye|apg", + "spell|evolution surge|som", + "spell|exchange image|aoa3", + "spell|expeditious excavation|logm", + "spell|extend boost|som", "spell|extend spell|crb", + "spell|extract poison|som", + "spell|eyes of the dead|botd", "spell|fabricated truth|crb", "spell|face in the crowd|crb", "spell|faerie dust|crb", "spell|faerie fire|crb", + "spell|falling sky|da", + "spell|fallow field|logm", "spell|false life|crb", + "spell|false nature|da", "spell|false vision|crb", + "spell|familiar form|lopsg", + "spell|familiar's face|apg", "spell|fatal aria|crb", + "spell|fated confrontation|som", + "spell|favorable review|ec2", + "spell|fear the sun|sot4", + "spell|fearful feast|av3", "spell|fear|crb", + "spell|feast of ashes|logm", "spell|feather fall|crb", "spell|feeblemind|crb", "spell|feet to fins|crb", + "spell|feral shades|som", "spell|fey disappearance|crb", + "spell|fey form|som", "spell|fey glamour|crb", "spell|field of life|crb", "spell|fiery body|crb", + "spell|final sacrifice|apg", "spell|finger of death|crb", "spell|fire ray|crb", "spell|fire seeds|crb", @@ -2017,303 +7797,671 @@ "spell|fireball|crb", "spell|flame barrier|crb", "spell|flame strike|crb", + "spell|flame vortex|som", + "spell|flame wisp|som", + "spell|flaming fusillade|apg", "spell|flaming sphere|crb", + "spell|flammable fumes|som", "spell|fleet step|crb", "spell|flesh to stone|crb", "spell|floating disk|crb", + "spell|flowing strike|som", "spell|fly|crb", + "spell|focusing hum|da", + "spell|font of serenity|logm", + "spell|for love, for lightning|lokl", + "spell|forbidden thought|da", "spell|forbidding ward|crb", "spell|force bolt|crb", + "spell|force cage|apg", + "spell|force fang|som", + "spell|forced mercy|lokl", "spell|forced quiet|crb", + "spell|forceful hand|som", + "spell|foresee the path|da", "spell|foresight|crb", + "spell|forgotten lines|aoa3", + "spell|foul miasma|logm", "spell|freedom of movement|crb", + "spell|frenzied revelry|da", + "spell|friendfetch|sot1", + "spell|frigid flurry|som", + "spell|frost's touch|tv", + "spell|fungal hyphae|logm", + "spell|fungal infestation|apg", + "spell|gale blast|som", "spell|gaseous form|crb", + "spell|gasping marsh|sot3", "spell|gate|crb", + "spell|genie's veil|apg", "spell|gentle repose|crb", + "spell|geyser|som", "spell|ghost sound|crb", + "spell|ghostly shift|da", + "spell|ghostly tragedy|apg", + "spell|ghostly transcription|logm", "spell|ghostly weapon|crb", "spell|ghoulish cravings|crb", + "spell|girzanje's march|sot3", + "spell|glacial heart|lol", "spell|glibness|crb", + "spell|glimmer of charm|som", "spell|glimpse the truth|crb", + "spell|glimpse weakness|da", "spell|glitterdust|crb", "spell|globe of invulnerability|crb", "spell|glutton's jaws|crb", "spell|glyph of warding|crb", "spell|goblin pox|crb", "spell|goodberry|crb", + "spell|gouging claw|som", "spell|grasping grave|crb", + "spell|grave impressions|sot1", + "spell|gravitational pull|som", + "spell|gravity weapon|apg", + "spell|gravity well|logm", + "spell|gray shadow|sot3", "spell|grease|crb", "spell|grim tendrils|crb", + "spell|grisly growths|apg", + "spell|gritty wheeze|tok", "spell|guidance|crb", + "spell|guiding star|som", "spell|gust of wind|crb", + "spell|halcyon infusion|lol", + "spell|hallowed ground|botd", "spell|hallucination|crb", "spell|hallucinatory terrain|crb", "spell|hand of the apprentice|crb", "spell|harm|crb", + "spell|hasted assault|som", "spell|haste|crb", + "spell|haunting hymn|som", "spell|heal animal|crb", + "spell|heal companion|apg", "spell|healer's blessing|crb", + "spell|healing plaster|som", + "spell|healing well|som", "spell|heal|crb", + "spell|heart's desire|apg", + "spell|heat metal|apg", "spell|hellfire plume|crb", "spell|hero's defiance|crb", + "spell|heroic feat|apg", "spell|heroism|crb", "spell|hideous laughter|crb", + "spell|hollow heart|da", + "spell|hologram cage|da", "spell|holy cascade|crb", + "spell|horizon thunder sphere|som", "spell|horrid wilting|crb", "spell|horrific visage|crb", "spell|house of imaginary walls|crb", "spell|humanoid form|crb", + "spell|hunter's luck|apg", + "spell|hunter's vision|apg", "spell|hurtling stone|crb", "spell|hydraulic push|crb", "spell|hydraulic torrent|crb", + "spell|hymn of healing|apg", "spell|hypercognition|crb", + "spell|hyperfocus|logm", "spell|hypnotic pattern|crb", + "spell|ice storm|apg", + "spell|ignite fireworks|som", + "spell|ill omen|logm", "spell|illusory creature|crb", "spell|illusory disguise|crb", "spell|illusory object|crb", "spell|illusory scene|crb", + "spell|imaginary weapon|da", "spell|impaling briars|crb", + "spell|impaling spike|apg", + "spell|impeccable flow|sot1", + "spell|impending doom|som", + "spell|implement of destruction|da", "spell|implosion|crb", + "spell|imprint message|apg", + "spell|incendiary aura|apg", + "spell|indestructibility|apg", + "spell|inevitable destination|da", + "spell|inevitable disaster|som", + "spell|inexhaustible cynicism|som", + "spell|infectious enthusiasm|som", + "spell|infectious melody|som", + "spell|inner radiance torrent|som", + "spell|inscrutable mask|som", "spell|insect form|crb", "spell|inspire competence|crb", "spell|inspire courage|crb", "spell|inspire defense|crb", "spell|inspire heroics|crb", + "spell|instant armor|som", + "spell|interstellar void|apg", "spell|invisibility cloak|crb", + "spell|invisibility curtain|som", "spell|invisibility sphere|crb", "spell|invisibility|crb", + "spell|invisible item|apg", + "spell|invoke spirits|som", + "spell|invoke the crimson oath|locg", + "spell|invoke true name|som", + "spell|iron gut|logm", + "spell|isolation|da", "spell|item facade|crb", "spell|jealous hex|crb", + "spell|join pasts|aoa3", "spell|jump|crb", + "spell|juvenile companion|som", "spell|ki blast|crb", + "spell|ki form|apg", "spell|ki rush|crb", "spell|ki strike|crb", + "spell|kinetic ram|da", "spell|knock|crb", "spell|know direction|crb", "spell|know the enemy|crb", + "spell|lament|logm", "spell|lay on hands|crb", "spell|levitate|crb", + "spell|liberating command|logm", + "spell|life boost|apg", + "spell|life connection|som", + "spell|life link|apg", + "spell|life pact|lokl", "spell|life siphon|crb", + "spell|life-giving form|apg", + "spell|lifelink surge|som", + "spell|lift nature's caul|av3", + "spell|light of revelation|locg", "spell|lightning bolt|crb", + "spell|lightning storm|apg", "spell|light|crb", "spell|lingering composition|crb", "spell|litany against sloth|crb", "spell|litany against wrath|crb", + "spell|litany of depravity|apg", "spell|litany of righteousness|crb", + "spell|litany of self-interest|apg", "spell|localized quake|crb", "spell|locate|crb", + "spell|lock item|lokl", "spell|lock|crb", "spell|longstrider|crb", + "spell|loose time's arrow|da", "spell|loremaster's etude|crb", + "spell|lose the path|som", "spell|lucky break|crb", + "spell|lucky number|som", + "spell|mad monkeys|apg", "spell|mage armor|crb", "spell|mage hand|crb", "spell|magic aura|crb", "spell|magic fang|crb", + "spell|magic hide|apg", + "spell|magic mailbox|som", "spell|magic missile|crb", "spell|magic mouth|crb", + "spell|magic stone|apg", + "spell|magic warrior aspect|lowg", + "spell|magic warrior transformation|lowg", "spell|magic weapon|crb", "spell|magic's vessel|crb", + "spell|magnetic acceleration|som", + "spell|magnetic attraction|som", + "spell|magnetic repulsion|som", "spell|magnificent mansion|crb", + "spell|malicious shadow|apg", "spell|malignant sustenance|crb", + "spell|manifold lives|da", + "spell|mantis form|lowg", + "spell|mantle of the frozen heart|som", + "spell|mantle of the magma heart|som", "spell|mariner's curse|crb", + "spell|martyr's intervention|lokl", "spell|mask of terror|crb", "spell|massacre|crb", "spell|maze|crb", + "spell|medusa's wrath|apg", "spell|meld into stone|crb", "spell|mending|crb", + "spell|message rune|logm", "spell|message|crb", "spell|meteor swarm|crb", + "spell|mimic undead|som", "spell|mind blank|crb", + "spell|mind games|sot1", + "spell|mind of menace|som", "spell|mind probe|crb", "spell|mind reading|crb", "spell|mindlink|crb", "spell|miracle|crb", + "spell|mirecloak|sot3", "spell|mirror image|crb", + "spell|mirror malefactors|som", + "spell|mirror's misfortune|som", "spell|misdirection|crb", "spell|mislead|crb", "spell|modify memory|crb", "spell|moment of renewal|crb", + "spell|momentary recovery|da", "spell|monstrosity form|crb", "spell|moon frenzy|crb", "spell|moonbeam|crb", + "spell|moonburst|sot4", + "spell|moonlight bridge|apg", + "spell|moonlight ray|sot4", + "spell|morass of ages|da", + "spell|moth's supper|da", + "spell|mud pit|som", + "spell|murderous vine|som", "spell|mystic beacon|crb", "spell|nature incarnate|crb", "spell|nature's bounty|crb", "spell|nature's enmity|crb", + "spell|nature's reprisal|som", + "spell|necromancer's generosity|som", + "spell|necrotic radiation|ec4", + "spell|necrotize|som", + "spell|needle of vengeance|apg", "spell|negate aroma|crb", + "spell|nettleskin|tok", "spell|neutralize poison|crb", "spell|nightmare|crb", "spell|nondetection|crb", + "spell|noxious vapors|apg", + "spell|nudge fate|apg", + "spell|nudge the odds|som", + "spell|nullify|som", + "spell|nymph's token|apg", + "spell|oathkeeper's insignia|logm", + "spell|object memory|logm", + "spell|object reading|apg", "spell|obscuring mist|crb", + "spell|ocular overload|som", + "spell|ode to ouroboros|apg", + "spell|omnidirectional scan|da", + "spell|one with the land|som", + "spell|oneiric mire|som", + "spell|ooze form|som", + "spell|organsight|som", "spell|outcast's curse|crb", + "spell|over the coals|da", + "spell|overflowing sorrow|logm", "spell|overstuff|crb", "spell|overwhelming presence|crb", + "spell|pact broker|da", + "spell|painful vibrations|som", "spell|paralyze|crb", "spell|paranoia|crb", + "spell|parch|logm", "spell|pass without trace|crb", "spell|passwall|crb", + "spell|path of least resistance|da", + "spell|penumbral disguise|sot4", + "spell|penumbral shroud|logm", + "spell|perfect strike|locg", + "spell|perfect strike|lowg", "spell|perfected form|crb", "spell|perfected mind|crb", + "spell|pernicious poltergeist|som", + "spell|perseis's precautions|lopsg", + "spell|persistent servant|som", + "spell|personal blizzard|apg", + "spell|personal rain cloud|ec1", "spell|pest form|crb", + "spell|pet cache|apg", + "spell|petal storm|som", "spell|phantasmal calamity|crb", "spell|phantasmal killer|crb", + "spell|phantasmal treasure|apg", + "spell|phantom crowd|som", "spell|phantom pain|crb", + "spell|phantom prison|som", "spell|phantom steed|crb", + "spell|phase bolt|da", + "spell|phase familiar|apg", "spell|physical boost|crb", + "spell|pied piping|apg", + "spell|pillar of water|ec2", + "spell|pillars of sand|ec5", "spell|plane shift|crb", "spell|plant form|crb", + "spell|pocket library|som", "spell|polar ray|crb", + "spell|poltergeist's fury|da", + "spell|portrait of the artist|som", + "spell|positive attunement|som", "spell|positive luminance|crb", "spell|possession|crb", "spell|power word blind|crb", "spell|power word kill|crb", "spell|power word stun|crb", + "spell|powerful inhalation|som", + "spell|practice makes perfect|aoa4", "spell|precious metals|crb", "spell|prestidigitation|crb", "spell|primal herd|crb", "spell|primal phenomenon|crb", "spell|primal summons|crb", + "spell|prismatic armor|som", "spell|prismatic sphere|crb", "spell|prismatic spray|crb", "spell|prismatic wall|crb", "spell|private sanctum|crb", "spell|produce flame|crb", "spell|project image|crb", + "spell|proliferating eyes|som", + "spell|protect companion|som", "spell|protection|crb", "spell|protective ward|crb", + "spell|protector tree|som", "spell|protector's sacrifice|crb", "spell|protector's sphere|crb", "spell|prying eye|crb", + "spell|prying survey|ec6", + "spell|puff of poison|som", "spell|pulse of the city|crb", + "spell|pulverizing cascade|som", + "spell|pummeling rubble|apg", "spell|punishing winds|crb", "spell|purify food and drink|crb", + "spell|purifying icicle|lokl", + "spell|purifying veil|da", "spell|purple worm sting|crb", "spell|pushing gust|crb", + "spell|pyrotechnics|ec2", + "spell|quench|apg", + "spell|quick sort|som", + "spell|quicken time|da", "spell|quivering palm|crb", + "spell|radiant beam|lokl", + "spell|radiant field|sot4", "spell|raise dead|crb", + "spell|rally point|da", + "spell|ranger's bramble|apg", + "spell|rapid adaptation|som", + "spell|ravening maw|ec3", + "spell|ravenous portal|som", "spell|ray of enfeeblement|crb", "spell|ray of frost|crb", "spell|read aura|crb", "spell|read fate|crb", "spell|read omens|crb", + "spell|read the air|som", + "spell|reaper's lantern|apg", + "spell|rebounding barrier|lol", "spell|rebuke death|crb", + "spell|redact|logm", + "spell|redistribute potential|da", + "spell|reflective scales|logm", "spell|regenerate|crb", + "spell|reinforce eidolon|som", + "spell|rejuvenating flames|frp3", "spell|remake|crb", + "spell|remember the lost|logm", "spell|remove curse|crb", "spell|remove disease|crb", "spell|remove fear|crb", "spell|remove paralysis|crb", + "spell|repelling pulse|som", + "spell|replicate|som", "spell|repulsion|crb", "spell|resilient sphere|crb", "spell|resist energy|crb", "spell|resplendent mansion|crb", "spell|restoration|crb", + "spell|restorative moment|apg", "spell|restore senses|crb", + "spell|restyle|som", "spell|retributive pain|crb", "spell|retrocognition|crb", + "spell|return beacon|frp1", + "spell|return the favor|da", + "spell|return to essence|sot5", "spell|reverse gravity|crb", "spell|revival|crb", + "spell|rewinding step|som", "spell|righteous might|crb", + "spell|rime slick|ec1", + "spell|rip the spirit|som", + "spell|rising surf|som", + "spell|roar of the wyrm|logm", + "spell|roaring applause|som", "spell|rope trick|crb", + "spell|rouse skeletons|som", + "spell|runic impression|som", + "spell|rusting grasp|apg", + "spell|safe passage|apg", "spell|safeguard secret|crb", + "spell|sage's curse|av2", "spell|sanctified ground|crb", "spell|sanctuary|crb", + "spell|sanguine mist|som", "spell|savor the sting|crb", + "spell|scatter scree|som", + "spell|schadenfreude|som", "spell|scholarly recollection|crb", "spell|scintillating pattern|crb", + "spell|scintillating safeguard|apg", + "spell|scorching ray|som", + "spell|scouring pulse|lokl", + "spell|scouring sand|ec1", "spell|scrying|crb", + "spell|sculpt sound|apg", + "spell|sea of thought|da", + "spell|sea surge|ec1", + "spell|seal fate|apg", "spell|searing light|crb", + "spell|seashell of stolen sound|som", + "spell|secret chest|apg", "spell|secret page|crb", "spell|see invisibility|crb", "spell|sending|crb", + "spell|sepulchral mask|apg", + "spell|shadow army|som", "spell|shadow blast|crb", + "spell|shadow illusion|apg", + "spell|shadow jump|apg", + "spell|shadow projectile|som", + "spell|shadow raid|som", "spell|shadow siphon|crb", + "spell|shadow spy|da", "spell|shadow walk|crb", + "spell|shadow's web|apg", + "spell|shaken confidence|da", + "spell|shall not falter, shall not rout|lol", + "spell|shambling horror|botd", "spell|shape stone|crb", "spell|shape wood|crb", "spell|shapechange|crb", + "spell|share burden|logm", + "spell|share lore|logm", "spell|shared nightmare|crb", + "spell|shatter mind|da", + "spell|shattering gem|logm", "spell|shatter|crb", + "spell|shepherd of souls|apg", "spell|shield other|crb", + "spell|shielding strike|som", "spell|shield|crb", + "spell|shift blame|som", "spell|shifting form|crb", + "spell|shifting sand|logm", "spell|shillelagh|crb", "spell|shocking grasp|crb", + "spell|shockwave|logm", + "spell|shooting star|som", + "spell|show the way|logm", "spell|shrink item|crb", "spell|shrink|crb", + "spell|shroud of flame|frp3", + "spell|shroud of night|apg", "spell|sigil|crb", + "spell|sign of conviction|lokl", "spell|silence|crb", + "spell|silver's refrain|aoa3", "spell|sleep|crb", + "spell|slough skin|logm", "spell|slow|crb", + "spell|snare hopping|apg", + "spell|snowball|lowg", + "spell|soft landing|da", "spell|solid fog|crb", + "spell|sonata span|som", + "spell|song of marching|apg", + "spell|song of strength|apg", + "spell|song of the fallen|aoa6", "spell|soothe|crb", "spell|soothing ballad|crb", + "spell|soothing blossoms|som", + "spell|soothing mist|apg", + "spell|soothing spring|som", "spell|soothing words|crb", + "spell|soul siphon|apg", "spell|sound burst|crb", "spell|speak with animals|crb", "spell|speak with plants|crb", + "spell|speaking sky|loil", "spell|spectral hand|crb", "spell|spell immunity|crb", "spell|spell turning|crb", + "spell|spellmaster's ward|lopsg", "spell|spellwrack|crb", "spell|spider climb|crb", "spell|spider sting|crb", + "spell|spike stones|apg", + "spell|spinning staff|som", "spell|spirit blast|crb", "spell|spirit link|crb", + "spell|spirit object|lol", + "spell|spirit sense|apg", "spell|spirit song|crb", + "spell|spirit veil|apg", + "spell|spiritual anamnesis|aoa3", + "spell|spiritual attunement|som", "spell|spiritual epidemic|crb", "spell|spiritual guardian|crb", "spell|spiritual weapon|crb", "spell|splash of art|crb", + "spell|spout|som", + "spell|spray of stars|apg", "spell|stabilize|crb", + "spell|stagnate time|da", + "spell|stasis|logm", "spell|status|crb", + "spell|steal shadow|apg", + "spell|steal the sky|loil", "spell|stinking cloud|crb", + "spell|stoke the heart|apg", + "spell|stone lance|som", "spell|stone tell|crb", "spell|stone to flesh|crb", "spell|stoneskin|crb", "spell|storm lord|crb", "spell|storm of vengeance|crb", + "spell|stormburst|sot3", "spell|stormwind flight|crb", + "spell|strange geometry|apg", + "spell|string of fate|da", + "spell|stumbling curse|sot1", "spell|subconscious suggestion|crb", + "spell|subjugate undead|botd", + "spell|sudden blight|apg", + "spell|sudden bolt|ec1", + "spell|sudden recollection|som", "spell|sudden shift|crb", "spell|suggestion|crb", + "spell|summon anarch|som", + "spell|summon ancient fleshforged|loil", "spell|summon animal|crb", + "spell|summon archmage|som", + "spell|summon axiom|som", "spell|summon celestial|crb", "spell|summon construct|crb", + "spell|summon deific herald|som", + "spell|summon draconic legion|som", "spell|summon dragon|crb", "spell|summon elemental|crb", "spell|summon entity|crb", "spell|summon fey|crb", "spell|summon fiend|crb", "spell|summon giant|crb", + "spell|summon healing servitor|loil", + "spell|summon instrument|apg", + "spell|summon irii|da", + "spell|summon kaiju|som", + "spell|summon lesser servitor|som", "spell|summon plant or fungus|crb", + "spell|summoner's precaution|som", + "spell|summoner's visage|som", + "spell|sun blade|locg", + "spell|sun's fury|lol", "spell|sunburst|crb", + "spell|suspended retribution|da", "spell|swamp of sloth|crb", + "spell|swampcall|sot3", + "spell|swarm form|logm", + "spell|swarmsense|logm", "spell|sweet dream|crb", + "spell|symphony of the unfettered heart|apg", "spell|synaptic pulse|crb", + "spell|synchronize steps|lokl", + "spell|synchronize|som", "spell|synesthesia|crb", "spell|take its course|crb", "spell|talking corpse|crb", + "spell|tame|som", "spell|tanglefoot|crb", "spell|tangling creepers|crb", + "spell|telekinetic bombardment|da", "spell|telekinetic haul|crb", "spell|telekinetic maneuver|crb", "spell|telekinetic projectile|crb", + "spell|telekinetic rend|da", "spell|telepathic bond|crb", "spell|telepathic demand|crb", "spell|telepathy|crb", "spell|teleport|crb", + "spell|tempest form|apg", + "spell|tempest of shades|som", "spell|tempest surge|crb", + "spell|tempest touch|apg", + "spell|temporal distortion|da", + "spell|temporal twin|da", + "spell|temporal ward|sot5", + "spell|temporary glyph|som", + "spell|temporary tool|logm", "spell|tempt fate|crb", "spell|tentacular limbs|crb", + "spell|terrain transposition|apg", + "spell|tesseract tunnel|da", + "spell|tether|logm", + "spell|thermal stasis|da", + "spell|thicket of knives|som", + "spell|thoughtful gift|apg", + "spell|threefold aspect|apg", + "spell|thunderburst|apg", + "spell|thundering dominance|som", + "spell|thunderous strike|som", "spell|tidal surge|crb", + "spell|time beacon|logm", + "spell|time jump|som", + "spell|time pocket|da", + "spell|time sense|da", + "spell|time skip|da", "spell|time stop|crb", + "spell|timely tutor|som", + "spell|tireless worker|aoa4", "spell|tongues|crb", + "spell|tortoise and the hare|som", + "spell|touch of corruption|apg", "spell|touch of idiocy|crb", "spell|touch of obedience|crb", "spell|touch of the moon|crb", "spell|touch of undeath|crb", + "spell|transcribe moment|lopsg", + "spell|transmute rock and mud|apg", "spell|traveler's transit|crb", "spell|tree shape|crb", "spell|tree stride|crb", @@ -2322,66 +8470,132 @@ "spell|true seeing|crb", "spell|true strike|crb", "spell|true target|crb", + "spell|umbral extraction|som", + "spell|umbral graft|som", + "spell|unblinking flame emblem|loil", + "spell|unblinking flame ignition|loil", + "spell|unblinking flame revelation|lowg", + "spell|unbreaking wave advance|lowg", + "spell|unbreaking wave barrier|loil", + "spell|unbreaking wave containment|loil", + "spell|unbreaking wave vapor|loil", "spell|uncontrollable dance|crb", "spell|undeath's blessing|crb", + "spell|undermine reality|ec6", "spell|undetectable alignment|crb", + "spell|unexpected transposition|som", "spell|unfathomable song|crb", + "spell|unfetter eidolon|som", "spell|unfettered pack|crb", + "spell|unfolding wind blitz|loil", + "spell|unfolding wind buffet|loil", + "spell|unfolding wind crash|loil", + "spell|unfolding wind rush|lowg", "spell|unimpeded stride|crb", "spell|unity|crb", "spell|unrelenting observation|crb", + "spell|unseasonable squall|ec1", "spell|unseen servant|crb", + "spell|unspeakable shadow|som", + "spell|untwisting iron augmentation|loil", + "spell|untwisting iron buffer|lowg", + "spell|untwisting iron pillar|loil", + "spell|untwisting iron roots|loil", "spell|unusual anatomy|crb", + "spell|updraft|som", + "spell|upheaval|ec6", "spell|vampiric exsanguination|crb", + "spell|vampiric maiden|apg", "spell|vampiric touch|crb", + "spell|variable gravity|som", + "spell|vector screen|da", "spell|veil of confidence|crb", + "spell|veil of dreams|apg", "spell|veil|crb", "spell|ventriloquism|crb", + "spell|verdant sprout|ec1", + "spell|verminous lure|sot1", "spell|vibrant pattern|crb", "spell|vibrant thorns|crb", + "spell|victory cry|da", "spell|vigilant eye|crb", + "spell|vision of weakness|apg", "spell|visions of danger|crb", "spell|vital beacon|crb", "spell|volcanic eruption|crb", + "spell|vomit swarm|apg", + "spell|voracious gestalt|som", "spell|wail of the banshee|crb", + "spell|waking dream|da", "spell|waking nightmare|crb", "spell|wall of fire|crb", + "spell|wall of flesh|apg", "spell|wall of force|crb", "spell|wall of ice|crb", + "spell|wall of radiance|sot4", + "spell|wall of shadow|sot4", "spell|wall of stone|crb", "spell|wall of thorns|crb", + "spell|wall of virtue|lokl", + "spell|wall of water|som", "spell|wall of wind|crb", "spell|wanderer's guide|crb", + "spell|warding aggression|som", "spell|warp mind|crb", + "spell|warp step|da", "spell|warped terrain|crb", + "spell|warrior's regret|som", + "spell|wash your luck|som", "spell|water breathing|crb", "spell|water walk|crb", "spell|weapon of judgment|crb", "spell|weapon storm|crb", "spell|weapon surge|crb", + "spell|weaponize secret|da", + "spell|web of eyes|som", "spell|web|crb", "spell|weird|crb", + "spell|whirling flames|apg", + "spell|whirling scarves|logm", + "spell|whirlwind|som", "spell|wholeness of body|crb", "spell|wild morph|crb", "spell|wild shape|crb", "spell|wild winds stance|crb", + "spell|wildfire|som", + "spell|wilding word|apg", "spell|wind jump|crb", "spell|wind walk|crb", + "spell|wind whispers|da", + "spell|winning streak|som", + "spell|winter bolt|logm", + "spell|wish-twisted form|apg", "spell|wish|crb", + "spell|withering grasp|logm", "spell|word of freedom|crb", "spell|word of truth|crb", + "spell|wordsmith|da", + "spell|worm's repast|av1", + "spell|wronged monk's wrath|frp1", "spell|you're mine|crb", "spell|zeal for battle|crb", "spell|zealous conviction|crb", + "spell|zenith star|logm", + "spell|zero gravity|som", "spell|zone of truth|crb", "table|ability modifiers|crb", + "table|ability quirks|da", "table|adventuring gear|crb", "table|alchemical gear|crb", "table|alignment aura|crb", + "table|alkenstar services|ooa1", + "table|animal caretaking gear prices|lotg", "table|animal instincts|crb", + "table|animal prices|lotg", "table|animals|crb", "table|armor upgrade prices|crb", "table|armor|crb", + "table|automatic bonus progression|gmg", "table|barding|crb", "table|basic services and consumables|crb", "table|bulk conversions|crb", @@ -2390,83 +8604,166 @@ "table|character wealth|crb", "table|climb and swim distance|crb", "table|coin values|crb", + "table|common crimes and punishments|lotg", "table|common languages|crb", "table|cost of living|crb", + "table|cost to increase rank|gmg", + "table|crafting downtime events|tv", "table|creature creation rituals|crb", "table|creature identification skills|crb", + "table|creature xp (no level)|gmg", "table|creature xp and role|crb", + "table|critical fumble deck: melee|cfd", + "table|critical fumble deck: ranged|cfd", + "table|critical fumble deck: spell|cfd", + "table|critical fumble deck: unarmed|cfd", + "table|critical hit deck: bludgeoning|chd", + "table|critical hit deck: bomb or spell|chd", + "table|critical hit deck: piercing|chd", + "table|critical hit deck: slashing|chd", "table|damaging armor|crb", + "table|days of setup time|tv", "table|dc adjustments|crb", "table|dcs by level|crb", + "table|devastating weapons|gmg", "table|differently sized items|crb", "table|domains|crb", + "table|domains|logm", + "table|downtime events|gmg", "table|dragon instincts|crb", + "table|earn income tasks|gmg", "table|encounter budget|crb", "table|enviromental damage|crb", "table|enviromental features|crb", + "table|experimental metal compositions|ooa3", + "table|flaming whiskey effects|ooa1", + "table|flexible spellcaster spells per day|som", "table|formulas|crb", "table|fundamental runes|crb", "table|general feats|crb", "table|general skill feats|crb", "table|hazard xp|crb", + "table|hero point deck|hpd", + "table|high-quality armor|gmg", + "table|high-quality skill item|gmg", + "table|high-quality weapons|gmg", + "table|hired help|aoa2", + "table|housing costs|lotg", "table|income earned|crb", "table|learning a spell|crb", "table|magical gear|crb", + "table|mana storm effects|ooa2", + "table|martial melee weapons|logm", "table|material hardness, hit points, and broken threshold|crb", "table|melee weapons|crb", + "table|mixed drink effects|ooa1", "table|monk unarmed attacks|crb", "table|party treasure by level|crb", + "table|personal staves|som", + "table|quirks|gmg", "table|ranged weapons|crb", "table|regional languages|crb", + "table|relic gifts|gmg", + "table|resilient armor|gmg", "table|rituals by level|crb", "table|scroll statistics|crb", "table|secret language|crb", + "table|services and fare|ooa1", "table|shields|crb", "table|simple dcs|crb", + "table|simple skill dcs (no level)|gmg", "table|size and reach|crb", + "table|skill points by level|gmg", "table|skills, key abilities, and actions|crb", "table|spellcasting services|crb", + "table|stamina and hit points by class|gmg", + "table|suggested character options|ooa0", "table|temperature effects|crb", "table|the nine alignments|crb", "table|travel speed|crb", + "table|treasure by encounter|gmg", "table|unarmed attacks|crb", "table|unarmored defense|crb", "table|uncommon adventuring gear|crb", "table|uncommon languages|crb", + "table|uncommon martial melee weapons|logm", + "table|uncommon martial ranged weapons|logm", + "table|uncommon membership services|da", "table|watches and rest|crb", "table|weapon upgrade price|crb", + "table|wellspring surges|som", "table|xp awards|crb", + "trait|aasimar|apg", "trait|aberration|crb", "trait|abjuration|crb", + "trait|academic|locg", "trait|acid|crb", "trait|additive|crb", + "trait|adjusted|tv", + "trait|adjustment|lotgb", + "trait|aeon|b1", + "trait|aftermath|da", "trait|agile|crb", "trait|air|crb", "trait|alchemical|crb", "trait|alchemist|crb", + "trait|amphibious|b1", + "trait|amp|da", + "trait|anadi|lome", + "trait|android|loag", "trait|angel|crb", "trait|animal|crb", + "trait|any class|som", + "trait|any magical tradition|b1", + "trait|any|b1", "trait|apex|crb", + "trait|aphorite|loag", + "trait|aquadynamic|tv", + "trait|aquatic|b1", "trait|arcane|crb", "trait|archetype|crb", "trait|archon|crb", + "trait|artifact|gmg", + "trait|astral|b1", "trait|attached|crb", "trait|attack|crb", "trait|auditory|crb", "trait|aura|crb", + "trait|azarketi|loag", "trait|azata|crb", "trait|backstabber|crb", "trait|backswing|crb", "trait|barbarian|crb", + "trait|barding|tv", "trait|bard|crb", + "trait|beastkin|loag", "trait|beast|crb", + "trait|boggard|b1", "trait|bomb|crb", + "trait|brace|tv", + "trait|brutal|b2", "trait|bulwark|crb", + "trait|caligni|b1", "trait|cantrip|crb", + "trait|capacity|tv", + "trait|catalyst|som", + "trait|catfolk|b1", "trait|celestial|crb", + "trait|certain kill|frp3", "trait|champion|crb", + "trait|changeling|b1", + "trait|chaotic evil|b1", + "trait|chaotic good|b1", + "trait|chaotic neutral|b1", "trait|chaotic|crb", + "trait|charau-ka|lome", + "trait|charm|b1", + "trait|city-state|loil", + "trait|city|gmg", + "trait|class|som", "trait|cleric|crb", + "trait|climbing|aaws", + "trait|coda|tv", "trait|cold|crb", "trait|comfort|crb", "trait|common|crb", @@ -2475,18 +8772,29 @@ "trait|composition|crb", "trait|concentrate|crb", "trait|conjuration|crb", + "trait|conrasu|loag", "trait|consecration|crb", "trait|construct|crb", "trait|consumable|crb", "trait|contact|crb", + "trait|contingency|som", + "trait|contract|lol", + "trait|couatl|b2", + "trait|cursebound|apg", + "trait|cursed|gmg", "trait|curse|crb", + "trait|daemon|b1", "trait|darkness|crb", "trait|deadly|crb", "trait|death|crb", "trait|dedication|crb", + "trait|deflecting|tv", "trait|demon|crb", + "trait|dero|b1", "trait|detection|crb", + "trait|deviant|da", "trait|devil|crb", + "trait|dhampir|b1", "trait|dinosaur|crb", "trait|disarm|crb", "trait|disease|crb", @@ -2494,92 +8802,183 @@ "trait|divine|crb", "trait|downtime|crb", "trait|dragon|crb", + "trait|dream|b2", "trait|drow|crb", + "trait|drug|gmg", "trait|druid|crb", "trait|duergar|crb", + "trait|duskwalker|apg", "trait|dwarf|crb", "trait|earth|crb", + "trait|eidolon|som", "trait|electricity|crb", "trait|elemental|crb", "trait|elf|crb", "trait|elixir|crb", "trait|emotion|crb", "trait|enchantment|crb", + "trait|energy|loag", + "trait|entrench|tv", "trait|environmental|crb", + "trait|erratic|gmg", + "trait|esoterica|da", "trait|ethereal|crb", "trait|evil|crb", "trait|evocation|crb", + "trait|evolution|som", + "trait|expandable|tv", "trait|exploration|crb", "trait|extradimensional|crb", "trait|fatal|crb", "trait|fear|crb", + "trait|fetchling|b2", "trait|fey|crb", "trait|fiend|crb", "trait|fighter|crb", "trait|finesse|crb", + "trait|finisher|apg", + "trait|finite|gmg", "trait|fire|crb", + "trait|fleshwarp|loag", "trait|flexible|crb", "trait|flourish|crb", + "trait|flowing|gmg", "trait|focused|crb", + "trait|foldaway|tv", "trait|forceful|crb", "trait|force|crb", "trait|fortune|crb", "trait|free-hand|crb", + "trait|fulu|som", + "trait|fungus|b1", + "trait|ganzi|loag", + "trait|gargantuan|b1", "trait|general|crb", + "trait|geniekin|loag", + "trait|genie|b1", + "trait|ghoran|loil", + "trait|ghost|b1", + "trait|ghoul|b1", "trait|giant|crb", + "trait|gnoll|b1", "trait|gnome|crb", "trait|goblin|crb", + "trait|golem|b1", + "trait|goloma|lome", "trait|good|crb", "trait|grapple|crb", + "trait|gremlin|b1", + "trait|grimoire|som", + "trait|grippli|b2", "trait|hag|crb", "trait|half-elf|crb", "trait|half-orc|crb", "trait|halfling|crb", + "trait|hampering|loag", + "trait|harnessed|tv", "trait|haunt|crb", "trait|healing|crb", + "trait|hefty|tv", + "trait|hellknight|locg", + "trait|hex|apg", + "trait|high gravity|gmg", + "trait|hindering|tv", + "trait|hobgoblin|locg", + "trait|huge|b1", "trait|humanoid|crb", "trait|human|crb", + "trait|ifrit|b2", "trait|illusion|crb", + "trait|immeasurable|gmg", "trait|incapacitation|crb", + "trait|incarnate|som", + "trait|incorporeal|b1", + "trait|inevitable|b1", "trait|infused|crb", "trait|ingested|crb", "trait|inhaled|crb", "trait|injury|crb", + "trait|inscribed|tv", "trait|instinct|crb", + "trait|integrated|tv", + "trait|intelligent|gmg", "trait|invested|crb", + "trait|investigator|apg", "trait|jousting|crb", + "trait|kaiju|frp2", + "trait|kashrishi|loil", + "trait|kitsune|loag", + "trait|kobold|b1", + "trait|laminar|tv", + "trait|large|b1", + "trait|launching|tv", + "trait|lawful evil|b1", + "trait|lawful goo|b1", + "trait|lawful neutral|b1", "trait|lawful|crb", + "trait|leshy|b1", "trait|light|crb", + "trait|lineage|apg", "trait|linguistic|crb", "trait|litany|crb", + "trait|lizardfolk|b1", + "trait|low gravity|gmg", + "trait|lozenge|tv", "trait|magical|crb", + "trait|magus|som", "trait|manipulate|crb", "trait|mechanical|crb", + "trait|medium|b1", "trait|mental|crb", + "trait|merfolk|b1", "trait|metamagic|crb", + "trait|metamorphic|gmg", + "trait|metropolis|gmg", + "trait|microgravity|gmg", + "trait|militaristic|locg", "trait|mindless|crb", + "trait|mindshift|da", "trait|minion|crb", "trait|misfortune|crb", + "trait|missive|tv", + "trait|modular|logm", "trait|monitor|crb", "trait|monk|crb", + "trait|morlock|b2", "trait|morph|crb", "trait|move|crb", "trait|multiclass|crb", + "trait|mummy|b1", "trait|mutagen|crb", + "trait|mutant|b1", + "trait|nagaji|loil", "trait|necromancy|crb", "trait|negative|crb", + "trait|neutral evil|b1", + "trait|neutral good|b1", + "trait|neutral|b1", "trait|noisy|crb", "trait|nonlethal|crb", + "trait|nymph|b1", "trait|oath|crb", "trait|occult|crb", "trait|oil|crb", + "trait|olfactory|b1", + "trait|oni|b2", "trait|ooze|crb", "trait|open|crb", + "trait|oracle|apg", "trait|orc|crb", + "trait|oread|b2", "trait|parry|crb", + "trait|pervasive magic|som", + "trait|petitioner|b2", + "trait|phantom|som", "trait|plant|crb", "trait|poison|crb", "trait|polymorph|crb", + "trait|ponderous|tv", + "trait|poppet|lotgb", "trait|positive|crb", "trait|possession|crb", "trait|potion|crb", @@ -2587,50 +8986,122 @@ "trait|prediction|crb", "trait|press|crb", "trait|primal|crb", + "trait|processed|tv", "trait|propulsive|crb", + "trait|protean|b1", + "trait|psyche|da", + "trait|psychic|da", + "trait|psychopomp|b1", + "trait|qlippoth|b2", "trait|rage|crb", + "trait|rakshasa|b1", "trait|range increment|crb", + "trait|ranged trip|b1", "trait|ranger|crb", "trait|rare|crb", + "trait|ratfolk|b1", + "trait|razing|tv", "trait|reach|crb", + "trait|reckless|gmg", + "trait|recovery|tv", + "trait|reflection|da", + "trait|relic|tv", "trait|reload|crb", + "trait|resonant|loag", "trait|revelation|crb", + "trait|revolutionary|locg", "trait|rogue|crb", + "trait|saggorak|aoa4", "trait|scroll|crb", "trait|scrying|crb", + "trait|sea devil|b1", "trait|secret|crb", + "trait|sentient|gmg", + "trait|serpentfolk|b2", "trait|shadow|crb", + "trait|shield throw|tv", + "trait|shisk|lome", + "trait|shoony|ec3", "trait|shove|crb", + "trait|skeleton|b1", "trait|skill|crb", + "trait|skulk|b2", "trait|sleep|crb", + "trait|small|b1", "trait|snare|crb", + "trait|social|apg", "trait|sonic|crb", "trait|sorcerer|crb", + "trait|soulbound|b1", + "trait|spellgun|tv", + "trait|spellheart|som", "trait|spirit|crb", "trait|splash|crb", + "trait|spriggan|b2", + "trait|sprite|b1", "trait|staff|crb", "trait|stance|crb", + "trait|static|gmg", + "trait|strange gravity|gmg", + "trait|strix|loag", "trait|structure|crb", + "trait|subjective gravity|gmg", + "trait|suli|b2", "trait|summoned|crb", + "trait|summoner|som", + "trait|swarm|b1", + "trait|swashbuckler|apg", "trait|sweep|crb", + "trait|sylph|b2", "trait|talisman|crb", + "trait|tandem|som", + "trait|tane|b2", + "trait|tattoo|lowg", "trait|teleportation|crb", + "trait|tengu|b1", + "trait|tethered|b1", + "trait|thaumaturge|da", "trait|thrown|crb", + "trait|tiefling|b1", + "trait|timeless|gmg", + "trait|time|b2", + "trait|tiny|b1", + "trait|town|gmg", + "trait|training|tv", "trait|transmutation|crb", "trait|trap|crb", "trait|trip|crb", + "trait|troll|b1", + "trait|true name|som", "trait|twin|crb", "trait|two-hand|crb", "trait|unarmed|crb", + "trait|unbounded|gmg", "trait|uncommon|crb", "trait|undead|crb", + "trait|undine|b2", "trait|unique|crb", + "trait|urdefhan|b2", + "trait|vampire|b1", + "trait|vanara|loil", + "trait|vehicular|tv", + "trait|velstrac|b2", "trait|versatile|crb", + "trait|vigilante|apg", + "trait|village|gmg", "trait|virulent|crb", + "trait|vishkanya|loil", "trait|visual|crb", "trait|volley|crb", "trait|wand|crb", "trait|water|crb", - "trait|wizard|crb" + "trait|wayfaring|locg", + "trait|werecreature|b1", + "trait|wight|b1", + "trait|witch|apg", + "trait|wizard|crb", + "trait|wraith|b1", + "trait|xulgath|b1", + "trait|zombie|b1" ] } \ No newline at end of file